Merge branch 'master' into master
commit
ed5d38b975
28
Build.md
28
Build.md
|
@ -1,17 +1,31 @@
|
|||
# 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 If the version is out of date, please [create an issue or pull request](https://github.com/Microsoft/vcpkg) on the vcpkg repository.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
|
||||
```bash
|
||||
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:
|
||||
```bash
|
||||
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/
|
||||
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.
|
||||
|
||||
## 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>
|
||||
|
||||
## 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:
|
||||
|
||||
```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.
|
||||
|
||||
## 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
|
||||
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.
|
||||
|
@ -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.
|
||||
|
||||
## CMake build options
|
||||
### CMake build options
|
||||
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_FRAMEWORK ( default OFF, MacOnly)**: Build package as Mac OS X Framework bundle
|
||||
|
|
|
@ -120,7 +120,7 @@ __Exporters__:
|
|||
- FBX ( experimental )
|
||||
|
||||
### 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 ###
|
||||
* [Android](port/AndroidJNI/README.md)
|
||||
|
|
|
@ -16,6 +16,7 @@ matrix:
|
|||
image:
|
||||
- Visual Studio 2015
|
||||
- Visual Studio 2017
|
||||
- Visual Studio 2019
|
||||
- MinGW
|
||||
|
||||
platform:
|
||||
|
@ -30,8 +31,8 @@ install:
|
|||
- 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 2017" set CMAKE_GENERATOR_NAME=Visual Studio 15 2017
|
||||
- if "%platform%"=="x64" set CMAKE_GENERATOR_NAME=%CMAKE_GENERATOR_NAME% Win64
|
||||
- cmake %CMAKE_DEFINES% -G "%CMAKE_GENERATOR_NAME%" .
|
||||
- if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2019" set CMAKE_GENERATOR_NAME=Visual Studio 16 2019
|
||||
- cmake %CMAKE_DEFINES% -G "%CMAKE_GENERATOR_NAME%" -A %platform% .
|
||||
# Rename sh.exe as sh.exe in PATH interferes with MinGW
|
||||
- rename "C:\Program Files\Git\usr\bin\sh.exe" "sh2.exe"
|
||||
- set PATH=%PATH%;"C:\\Program Files (x86)\\Inno Setup 5"
|
||||
|
|
|
@ -1196,6 +1196,7 @@ void SceneCombiner::Copy( aiAnimation** _dest, const aiAnimation* src ) {
|
|||
|
||||
// and reallocate all arrays
|
||||
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 );
|
||||
}
|
||||
|
||||
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) {
|
||||
if ( nullptr == _dest || nullptr == src ) {
|
||||
|
|
|
@ -1289,7 +1289,7 @@ void FBXExporter::WriteObjects ()
|
|||
|
||||
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));
|
||||
FBX::Node leExtra("LayerElement");
|
||||
leExtra.AddChild("Type", "LayerElementUV");
|
||||
|
|
|
@ -538,13 +538,17 @@ void ValidateDSProcess::Validate( const aiAnimation* pAnimation)
|
|||
{
|
||||
Validate(&pAnimation->mName);
|
||||
|
||||
// validate all materials
|
||||
if (pAnimation->mNumChannels)
|
||||
// validate all animations
|
||||
if (pAnimation->mNumChannels || pAnimation->mNumMorphMeshChannels)
|
||||
{
|
||||
if (!pAnimation->mChannels) {
|
||||
if (!pAnimation->mChannels && pAnimation->mNumChannels) {
|
||||
ReportError("aiAnimation::mChannels is NULL (aiAnimation::mNumChannels is %i)",
|
||||
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)
|
||||
{
|
||||
if (!pAnimation->mChannels[i])
|
||||
|
@ -554,6 +558,15 @@ void ValidateDSProcess::Validate( const aiAnimation* pAnimation)
|
|||
}
|
||||
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 {
|
||||
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)
|
||||
{
|
||||
|
|
|
@ -55,6 +55,7 @@ struct aiBone;
|
|||
struct aiMesh;
|
||||
struct aiAnimation;
|
||||
struct aiNodeAnim;
|
||||
struct aiMeshMorphAnim;
|
||||
struct aiTexture;
|
||||
struct aiMaterial;
|
||||
struct aiNode;
|
||||
|
@ -150,6 +151,13 @@ protected:
|
|||
void Validate( const aiAnimation* pAnimation,
|
||||
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
|
||||
* @param Node Input node*/
|
||||
|
|
|
@ -1005,13 +1005,15 @@ struct AnimationSamplers {
|
|||
AnimationSamplers()
|
||||
: translation(nullptr)
|
||||
, rotation(nullptr)
|
||||
, scale(nullptr) {
|
||||
, scale(nullptr)
|
||||
, weight(nullptr) {
|
||||
// empty
|
||||
}
|
||||
|
||||
Animation::Sampler* translation;
|
||||
Animation::Sampler* rotation;
|
||||
Animation::Sampler* scale;
|
||||
Animation::Sampler* weight;
|
||||
};
|
||||
|
||||
aiNodeAnim* CreateNodeAnim(glTF2::Asset& r, Node& node, AnimationSamplers& samplers)
|
||||
|
@ -1036,7 +1038,7 @@ aiNodeAnim* CreateNodeAnim(glTF2::Asset& r, Node& node, AnimationSamplers& sampl
|
|||
delete[] values;
|
||||
} else if (node.translation.isPresent) {
|
||||
anim->mNumPositionKeys = 1;
|
||||
anim->mPositionKeys = new aiVectorKey();
|
||||
anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
|
||||
anim->mPositionKeys->mTime = 0.f;
|
||||
anim->mPositionKeys->mValue.x = node.translation.value[0];
|
||||
anim->mPositionKeys->mValue.y = node.translation.value[1];
|
||||
|
@ -1094,6 +1096,43 @@ aiNodeAnim* CreateNodeAnim(glTF2::Asset& r, Node& node, AnimationSamplers& sampl
|
|||
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> samplers;
|
||||
|
@ -1112,6 +1151,8 @@ std::unordered_map<unsigned int, AnimationSamplers> GatherSamplers(Animation& an
|
|||
sampler.rotation = &anim.samplers[channel.sampler];
|
||||
} else if (channel.target.path == AnimationPath_SCALE) {
|
||||
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);
|
||||
|
||||
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) {
|
||||
ai_anim->mChannels = new aiNodeAnim*[ai_anim->mNumChannels];
|
||||
int j = 0;
|
||||
for (auto& iter : samplers) {
|
||||
ai_anim->mChannels[j] = CreateNodeAnim(r, r.nodes[iter.first], iter.second);
|
||||
++j;
|
||||
if ((nullptr != iter.second.rotation) || (nullptr != iter.second.scale) || (nullptr != iter.second.translation)) {
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
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->mTicksPerSecond = (maxNumberOfKeys > 0 && maxDuration > 0) ? (maxNumberOfKeys / (maxDuration/1000)) : 30;
|
||||
ai_anim->mTicksPerSecond = 1000.0;
|
||||
|
||||
mScene->mAnimations[i] = ai_anim;
|
||||
}
|
||||
|
|
|
@ -68,6 +68,7 @@ struct aiMesh;
|
|||
struct aiAnimMesh;
|
||||
struct aiAnimation;
|
||||
struct aiNodeAnim;
|
||||
struct aiMeshMorphAnim;
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
|
@ -372,6 +373,7 @@ public:
|
|||
static void Copy (aiBone** dest, const aiBone* src);
|
||||
static void Copy (aiLight** dest, const aiLight* 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);
|
||||
|
||||
// recursive, of course
|
||||
|
|
Loading…
Reference in New Issue