Merge branch 'master' into master

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@ -1,17 +1,31 @@
# Build Instructions # Build Instructions
## Install CMake
## Build on all platforms using vcpkg
You can download and install assimp using the [vcpkg](https://github.com/Microsoft/vcpkg/) dependency manager:
```bash
git clone https://github.com/Microsoft/vcpkg.git
cd vcpkg
./bootstrap-vcpkg.sh
./vcpkg integrate install
vcpkg install assimp
```
The assimp port in vcpkg is kept up to date by Microsoft team members and community contributors. If the version is out of date, please [create an issue or pull request](https://github.com/Microsoft/vcpkg) on the vcpkg repository.
## Manual build instructions
### Install CMake
Asset-Importer-Lib can be build for a lot of different platforms. We are using cmake to generate the build environment for these via cmake. So you have to make sure that you have a working cmake-installation on your system. You can download it at https://cmake.org/ or for linux install it via Asset-Importer-Lib can be build for a lot of different platforms. We are using cmake to generate the build environment for these via cmake. So you have to make sure that you have a working cmake-installation on your system. You can download it at https://cmake.org/ or for linux install it via
```bash ```bash
sudo apt-get install cmake sudo apt-get install cmake
``` ```
## Get the source ### Get the source
Make sure you have a working git-installation. Open a command prompt and clone the Asset-Importer-Lib via: Make sure you have a working git-installation. Open a command prompt and clone the Asset-Importer-Lib via:
```bash ```bash
git clone https://github.com/assimp/assimp.git git clone https://github.com/assimp/assimp.git
``` ```
## Build instructions for Windows with Visual-Studio ### Build instructions for Windows with Visual-Studio
First you have to install Visual-Studio on your windows-system. You can get the Community-Version for free here: https://visualstudio.microsoft.com/de/downloads/ First you have to install Visual-Studio on your windows-system. You can get the Community-Version for free here: https://visualstudio.microsoft.com/de/downloads/
To generate the build environment for your IDE open a command prompt, navigate to your repo and type: To generate the build environment for your IDE open a command prompt, navigate to your repo and type:
@ -20,10 +34,10 @@ cmake CMakeLists.txt
``` ```
This will generate the project files for the visual studio. All dependencies used to build Asset-IMporter-Lib shall be part of the repo. If you want to use you own zlib.installation this is possible as well. Check the options for it. This will generate the project files for the visual studio. All dependencies used to build Asset-IMporter-Lib shall be part of the repo. If you want to use you own zlib.installation this is possible as well. Check the options for it.
## Build instructions for Windows with UWP ### Build instructions for Windows with UWP
See <https://stackoverflow.com/questions/40803170/cmake-uwp-using-cmake-to-build-universal-windows-app> See <https://stackoverflow.com/questions/40803170/cmake-uwp-using-cmake-to-build-universal-windows-app>
## Build instructions for Linux / Unix ### Build instructions for Linux / Unix
Open a terminal and got to your repository. You can generate the makefiles and build the library via: Open a terminal and got to your repository. You can generate the makefiles and build the library via:
```bash ```bash
@ -34,7 +48,7 @@ The option -j descripes the number of parallel processes for the build. In this
If you want to use a IDE for linux you can try QTCreator for instance. If you want to use a IDE for linux you can try QTCreator for instance.
## Build instructions for MinGW ### Build instructions for MinGW
Older versions of MinGW's compiler (e.g. 5.1.0) do not support the -mbig_obj flag Older versions of MinGW's compiler (e.g. 5.1.0) do not support the -mbig_obj flag
required to compile some of assimp's files, especially for debug builds. required to compile some of assimp's files, especially for debug builds.
Version 7.3.0 of g++-mingw-w64 & gcc-mingw-w64 appears to work. Version 7.3.0 of g++-mingw-w64 & gcc-mingw-w64 appears to work.
@ -50,7 +64,7 @@ The following toolchain may or may not be helpful for building assimp using MinG
Besides the toolchain, compilation should be the same as for Linux / Unix. Besides the toolchain, compilation should be the same as for Linux / Unix.
## CMake build options ### CMake build options
The cmake-build-environment provides options to configure the build. The following options can be used: The cmake-build-environment provides options to configure the build. The following options can be used:
- **BUILD_SHARED_LIBS ( default ON )**: Generation of shared libs ( dll for windows, so for Linux ). Set this to OFF to get a static lib. - **BUILD_SHARED_LIBS ( default ON )**: Generation of shared libs ( dll for windows, so for Linux ). Set this to OFF to get a static lib.
- **BUILD_FRAMEWORK ( default OFF, MacOnly)**: Build package as Mac OS X Framework bundle - **BUILD_FRAMEWORK ( default OFF, MacOnly)**: Build package as Mac OS X Framework bundle

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@ -120,7 +120,7 @@ __Exporters__:
- FBX ( experimental ) - FBX ( experimental )
### Building ### ### Building ###
Take a look into the https://github.com/assimp/assimp/blob/master/Build.md file. Our build system is CMake, if you used CMake before there is a good chance you know what to do. Take a look into the https://github.com/assimp/assimp/blob/master/Build.md file. We are available in vcpkg, and our build system is CMake; if you used CMake before there is a good chance you know what to do.
### Ports ### ### Ports ###
* [Android](port/AndroidJNI/README.md) * [Android](port/AndroidJNI/README.md)

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@ -16,6 +16,7 @@ matrix:
image: image:
- Visual Studio 2015 - Visual Studio 2015
- Visual Studio 2017 - Visual Studio 2017
- Visual Studio 2019
- MinGW - MinGW
platform: platform:
@ -30,8 +31,8 @@ install:
- if [%COMPILER%]==[MinGW] set PATH=C:\MinGW\bin;%PATH% - if [%COMPILER%]==[MinGW] set PATH=C:\MinGW\bin;%PATH%
- if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2015" set CMAKE_GENERATOR_NAME=Visual Studio 14 2015 - if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2015" set CMAKE_GENERATOR_NAME=Visual Studio 14 2015
- if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2017" set CMAKE_GENERATOR_NAME=Visual Studio 15 2017 - if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2017" set CMAKE_GENERATOR_NAME=Visual Studio 15 2017
- if "%platform%"=="x64" set CMAKE_GENERATOR_NAME=%CMAKE_GENERATOR_NAME% Win64 - if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2019" set CMAKE_GENERATOR_NAME=Visual Studio 16 2019
- cmake %CMAKE_DEFINES% -G "%CMAKE_GENERATOR_NAME%" . - cmake %CMAKE_DEFINES% -G "%CMAKE_GENERATOR_NAME%" -A %platform% .
# Rename sh.exe as sh.exe in PATH interferes with MinGW # Rename sh.exe as sh.exe in PATH interferes with MinGW
- rename "C:\Program Files\Git\usr\bin\sh.exe" "sh2.exe" - rename "C:\Program Files\Git\usr\bin\sh.exe" "sh2.exe"
- set PATH=%PATH%;"C:\\Program Files (x86)\\Inno Setup 5" - set PATH=%PATH%;"C:\\Program Files (x86)\\Inno Setup 5"

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@ -1196,6 +1196,7 @@ void SceneCombiner::Copy( aiAnimation** _dest, const aiAnimation* src ) {
// and reallocate all arrays // and reallocate all arrays
CopyPtrArray( dest->mChannels, src->mChannels, dest->mNumChannels ); CopyPtrArray( dest->mChannels, src->mChannels, dest->mNumChannels );
CopyPtrArray( dest->mMorphMeshChannels, src->mMorphMeshChannels, dest->mNumMorphMeshChannels );
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
@ -1215,6 +1216,26 @@ void SceneCombiner::Copy(aiNodeAnim** _dest, const aiNodeAnim* src) {
GetArrayCopy( dest->mRotationKeys, dest->mNumRotationKeys ); GetArrayCopy( dest->mRotationKeys, dest->mNumRotationKeys );
} }
void SceneCombiner::Copy(aiMeshMorphAnim** _dest, const aiMeshMorphAnim* src) {
if ( nullptr == _dest || nullptr == src ) {
return;
}
aiMeshMorphAnim* dest = *_dest = new aiMeshMorphAnim();
// get a flat copy
::memcpy(dest,src,sizeof(aiMeshMorphAnim));
// and reallocate all arrays
GetArrayCopy( dest->mKeys, dest->mNumKeys );
for (ai_uint i = 0; i < dest->mNumKeys;++i) {
dest->mKeys[i].mValues = new unsigned int[dest->mKeys[i].mNumValuesAndWeights];
dest->mKeys[i].mWeights = new double[dest->mKeys[i].mNumValuesAndWeights];
::memcpy(dest->mKeys[i].mValues, src->mKeys[i].mValues, dest->mKeys[i].mNumValuesAndWeights * sizeof(unsigned int));
::memcpy(dest->mKeys[i].mWeights, src->mKeys[i].mWeights, dest->mKeys[i].mNumValuesAndWeights * sizeof(double));
}
}
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy( aiCamera** _dest,const aiCamera* src) { void SceneCombiner::Copy( aiCamera** _dest,const aiCamera* src) {
if ( nullptr == _dest || nullptr == src ) { if ( nullptr == _dest || nullptr == src ) {

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@ -1289,7 +1289,7 @@ void FBXExporter::WriteObjects ()
for(unsigned int lr = 1; lr < m->GetNumUVChannels(); ++ lr) for(unsigned int lr = 1; lr < m->GetNumUVChannels(); ++ lr)
{ {
FBX::Node layerExtra("Layer", int32_t(1)); FBX::Node layerExtra("Layer", int32_t(lr));
layerExtra.AddChild("Version", int32_t(100)); layerExtra.AddChild("Version", int32_t(100));
FBX::Node leExtra("LayerElement"); FBX::Node leExtra("LayerElement");
leExtra.AddChild("Type", "LayerElementUV"); leExtra.AddChild("Type", "LayerElementUV");

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@ -538,13 +538,17 @@ void ValidateDSProcess::Validate( const aiAnimation* pAnimation)
{ {
Validate(&pAnimation->mName); Validate(&pAnimation->mName);
// validate all materials // validate all animations
if (pAnimation->mNumChannels) if (pAnimation->mNumChannels || pAnimation->mNumMorphMeshChannels)
{ {
if (!pAnimation->mChannels) { if (!pAnimation->mChannels && pAnimation->mNumChannels) {
ReportError("aiAnimation::mChannels is NULL (aiAnimation::mNumChannels is %i)", ReportError("aiAnimation::mChannels is NULL (aiAnimation::mNumChannels is %i)",
pAnimation->mNumChannels); pAnimation->mNumChannels);
} }
if (!pAnimation->mMorphMeshChannels && pAnimation->mNumMorphMeshChannels) {
ReportError("aiAnimation::mMorphMeshChannels is NULL (aiAnimation::mNumMorphMeshChannels is %i)",
pAnimation->mNumMorphMeshChannels);
}
for (unsigned int i = 0; i < pAnimation->mNumChannels;++i) for (unsigned int i = 0; i < pAnimation->mNumChannels;++i)
{ {
if (!pAnimation->mChannels[i]) if (!pAnimation->mChannels[i])
@ -554,6 +558,15 @@ void ValidateDSProcess::Validate( const aiAnimation* pAnimation)
} }
Validate(pAnimation, pAnimation->mChannels[i]); Validate(pAnimation, pAnimation->mChannels[i]);
} }
for (unsigned int i = 0; i < pAnimation->mNumMorphMeshChannels;++i)
{
if (!pAnimation->mMorphMeshChannels[i])
{
ReportError("aiAnimation::mMorphMeshChannels[%i] is NULL (aiAnimation::mNumMorphMeshChannels is %i)",
i, pAnimation->mNumMorphMeshChannels);
}
Validate(pAnimation, pAnimation->mMorphMeshChannels[i]);
}
} }
else { else {
ReportError("aiAnimation::mNumChannels is 0. At least one node animation channel must be there."); ReportError("aiAnimation::mNumChannels is 0. At least one node animation channel must be there.");
@ -903,6 +916,48 @@ void ValidateDSProcess::Validate( const aiAnimation* pAnimation,
} }
} }
void ValidateDSProcess::Validate( const aiAnimation* pAnimation,
const aiMeshMorphAnim* pMeshMorphAnim)
{
Validate(&pMeshMorphAnim->mName);
if (!pMeshMorphAnim->mNumKeys) {
ReportError("Empty mesh morph animation channel");
}
// otherwise check whether one of the keys exceeds the total duration of the animation
if (pMeshMorphAnim->mNumKeys)
{
if (!pMeshMorphAnim->mKeys)
{
ReportError("aiMeshMorphAnim::mKeys is NULL (aiMeshMorphAnim::mNumKeys is %i)",
pMeshMorphAnim->mNumKeys);
}
double dLast = -10e10;
for (unsigned int i = 0; i < pMeshMorphAnim->mNumKeys;++i)
{
// ScenePreprocessor will compute the duration if still the default value
// (Aramis) Add small epsilon, comparison tended to fail if max_time == duration,
// seems to be due the compilers register usage/width.
if (pAnimation->mDuration > 0. && pMeshMorphAnim->mKeys[i].mTime > pAnimation->mDuration+0.001)
{
ReportError("aiMeshMorphAnim::mKeys[%i].mTime (%.5f) is larger "
"than aiAnimation::mDuration (which is %.5f)",i,
(float)pMeshMorphAnim->mKeys[i].mTime,
(float)pAnimation->mDuration);
}
if (i && pMeshMorphAnim->mKeys[i].mTime <= dLast)
{
ReportWarning("aiMeshMorphAnim::mKeys[%i].mTime (%.5f) is smaller "
"than aiMeshMorphAnim::mKeys[%i] (which is %.5f)",i,
(float)pMeshMorphAnim->mKeys[i].mTime,
i-1, (float)dLast);
}
dLast = pMeshMorphAnim->mKeys[i].mTime;
}
}
}
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
void ValidateDSProcess::Validate( const aiNode* pNode) void ValidateDSProcess::Validate( const aiNode* pNode)
{ {

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@ -55,6 +55,7 @@ struct aiBone;
struct aiMesh; struct aiMesh;
struct aiAnimation; struct aiAnimation;
struct aiNodeAnim; struct aiNodeAnim;
struct aiMeshMorphAnim;
struct aiTexture; struct aiTexture;
struct aiMaterial; struct aiMaterial;
struct aiNode; struct aiNode;
@ -150,6 +151,13 @@ protected:
void Validate( const aiAnimation* pAnimation, void Validate( const aiAnimation* pAnimation,
const aiNodeAnim* pBoneAnim); const aiNodeAnim* pBoneAnim);
/** Validates a mesh morph animation channel.
* @param pAnimation Input animation.
* @param pMeshMorphAnim Mesh morph animation channel.
* */
void Validate( const aiAnimation* pAnimation,
const aiMeshMorphAnim* pMeshMorphAnim);
// ------------------------------------------------------------------- // -------------------------------------------------------------------
/** Validates a node and all of its subnodes /** Validates a node and all of its subnodes
* @param Node Input node*/ * @param Node Input node*/

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@ -1005,13 +1005,15 @@ struct AnimationSamplers {
AnimationSamplers() AnimationSamplers()
: translation(nullptr) : translation(nullptr)
, rotation(nullptr) , rotation(nullptr)
, scale(nullptr) { , scale(nullptr)
, weight(nullptr) {
// empty // empty
} }
Animation::Sampler* translation; Animation::Sampler* translation;
Animation::Sampler* rotation; Animation::Sampler* rotation;
Animation::Sampler* scale; Animation::Sampler* scale;
Animation::Sampler* weight;
}; };
aiNodeAnim* CreateNodeAnim(glTF2::Asset& r, Node& node, AnimationSamplers& samplers) aiNodeAnim* CreateNodeAnim(glTF2::Asset& r, Node& node, AnimationSamplers& samplers)
@ -1036,7 +1038,7 @@ aiNodeAnim* CreateNodeAnim(glTF2::Asset& r, Node& node, AnimationSamplers& sampl
delete[] values; delete[] values;
} else if (node.translation.isPresent) { } else if (node.translation.isPresent) {
anim->mNumPositionKeys = 1; anim->mNumPositionKeys = 1;
anim->mPositionKeys = new aiVectorKey(); anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
anim->mPositionKeys->mTime = 0.f; anim->mPositionKeys->mTime = 0.f;
anim->mPositionKeys->mValue.x = node.translation.value[0]; anim->mPositionKeys->mValue.x = node.translation.value[0];
anim->mPositionKeys->mValue.y = node.translation.value[1]; anim->mPositionKeys->mValue.y = node.translation.value[1];
@ -1094,6 +1096,43 @@ aiNodeAnim* CreateNodeAnim(glTF2::Asset& r, Node& node, AnimationSamplers& sampl
return anim; return anim;
} }
aiMeshMorphAnim* CreateMeshMorphAnim(glTF2::Asset& r, Node& node, AnimationSamplers& samplers)
{
aiMeshMorphAnim* anim = new aiMeshMorphAnim();
anim->mName = GetNodeName(node);
static const float kMillisecondsFromSeconds = 1000.f;
if (nullptr != samplers.weight) {
float* times = nullptr;
samplers.weight->input->ExtractData(times);
float* values = nullptr;
samplers.weight->output->ExtractData(values);
anim->mNumKeys = static_cast<uint32_t>(samplers.weight->input->count);
const unsigned int numMorphs = samplers.weight->output->count / anim->mNumKeys;
anim->mKeys = new aiMeshMorphKey[anim->mNumKeys];
unsigned int k = 0u;
for (unsigned int i = 0u; i < anim->mNumKeys; ++i) {
anim->mKeys[i].mTime = times[i] * kMillisecondsFromSeconds;
anim->mKeys[i].mNumValuesAndWeights = numMorphs;
anim->mKeys[i].mValues = new unsigned int[numMorphs];
anim->mKeys[i].mWeights = new double[numMorphs];
for (unsigned int j = 0u; j < numMorphs; ++j, ++k) {
anim->mKeys[i].mValues[j] = j;
anim->mKeys[i].mWeights[j] = ( 0.f > values[k] ) ? 0.f : values[k];
}
}
delete[] times;
delete[] values;
}
return anim;
}
std::unordered_map<unsigned int, AnimationSamplers> GatherSamplers(Animation& anim) std::unordered_map<unsigned int, AnimationSamplers> GatherSamplers(Animation& anim)
{ {
std::unordered_map<unsigned int, AnimationSamplers> samplers; std::unordered_map<unsigned int, AnimationSamplers> samplers;
@ -1112,6 +1151,8 @@ std::unordered_map<unsigned int, AnimationSamplers> GatherSamplers(Animation& an
sampler.rotation = &anim.samplers[channel.sampler]; sampler.rotation = &anim.samplers[channel.sampler];
} else if (channel.target.path == AnimationPath_SCALE) { } else if (channel.target.path == AnimationPath_SCALE) {
sampler.scale = &anim.samplers[channel.sampler]; sampler.scale = &anim.samplers[channel.sampler];
} else if (channel.target.path == AnimationPath_WEIGHTS) {
sampler.weight = &anim.samplers[channel.sampler];
} }
} }
@ -1138,13 +1179,39 @@ void glTF2Importer::ImportAnimations(glTF2::Asset& r)
std::unordered_map<unsigned int, AnimationSamplers> samplers = GatherSamplers(anim); std::unordered_map<unsigned int, AnimationSamplers> samplers = GatherSamplers(anim);
ai_anim->mNumChannels = static_cast<uint32_t>(samplers.size()); uint32_t numChannels = 0u;
uint32_t numMorphMeshChannels = 0u;
for (auto& iter : samplers) {
if ((nullptr != iter.second.rotation) || (nullptr != iter.second.scale) || (nullptr != iter.second.translation)) {
++numChannels;
}
if (nullptr != iter.second.weight) {
++numMorphMeshChannels;
}
}
ai_anim->mNumChannels = numChannels;
if (ai_anim->mNumChannels > 0) { if (ai_anim->mNumChannels > 0) {
ai_anim->mChannels = new aiNodeAnim*[ai_anim->mNumChannels]; ai_anim->mChannels = new aiNodeAnim*[ai_anim->mNumChannels];
int j = 0; int j = 0;
for (auto& iter : samplers) { for (auto& iter : samplers) {
ai_anim->mChannels[j] = CreateNodeAnim(r, r.nodes[iter.first], iter.second); if ((nullptr != iter.second.rotation) || (nullptr != iter.second.scale) || (nullptr != iter.second.translation)) {
++j; ai_anim->mChannels[j] = CreateNodeAnim(r, r.nodes[iter.first], iter.second);
++j;
}
}
}
ai_anim->mNumMorphMeshChannels = numMorphMeshChannels;
if (ai_anim->mNumMorphMeshChannels > 0) {
ai_anim->mMorphMeshChannels = new aiMeshMorphAnim*[ai_anim->mNumMorphMeshChannels];
int j = 0;
for (auto& iter : samplers) {
if (nullptr != iter.second.weight) {
ai_anim->mMorphMeshChannels[j] = CreateMeshMorphAnim(r, r.nodes[iter.first], iter.second);
++j;
}
} }
} }
@ -1175,8 +1242,21 @@ void glTF2Importer::ImportAnimations(glTF2::Asset& r)
maxNumberOfKeys = std::max(maxNumberOfKeys, chan->mNumScalingKeys); maxNumberOfKeys = std::max(maxNumberOfKeys, chan->mNumScalingKeys);
} }
} }
for (unsigned int j = 0; j < ai_anim->mNumMorphMeshChannels; ++j) {
const auto* const chan = ai_anim->mMorphMeshChannels[j];
if (0u != chan->mNumKeys) {
const auto& lastKey = chan->mKeys[chan->mNumKeys - 1u];
if (lastKey.mTime > maxDuration) {
maxDuration = lastKey.mTime;
}
maxNumberOfKeys = std::max(maxNumberOfKeys, chan->mNumKeys);
}
}
ai_anim->mDuration = maxDuration; ai_anim->mDuration = maxDuration;
ai_anim->mTicksPerSecond = (maxNumberOfKeys > 0 && maxDuration > 0) ? (maxNumberOfKeys / (maxDuration/1000)) : 30; ai_anim->mTicksPerSecond = 1000.0;
mScene->mAnimations[i] = ai_anim; mScene->mAnimations[i] = ai_anim;
} }

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@ -68,6 +68,7 @@ struct aiMesh;
struct aiAnimMesh; struct aiAnimMesh;
struct aiAnimation; struct aiAnimation;
struct aiNodeAnim; struct aiNodeAnim;
struct aiMeshMorphAnim;
namespace Assimp { namespace Assimp {
@ -372,6 +373,7 @@ public:
static void Copy (aiBone** dest, const aiBone* src); static void Copy (aiBone** dest, const aiBone* src);
static void Copy (aiLight** dest, const aiLight* src); static void Copy (aiLight** dest, const aiLight* src);
static void Copy (aiNodeAnim** dest, const aiNodeAnim* src); static void Copy (aiNodeAnim** dest, const aiNodeAnim* src);
static void Copy (aiMeshMorphAnim** dest, const aiMeshMorphAnim* src);
static void Copy (aiMetadata** dest, const aiMetadata* src); static void Copy (aiMetadata** dest, const aiMetadata* src);
// recursive, of course // recursive, of course