Merge branch 'master' into collada_animation_ticks_per_sec_issue_3162

pull/3383/head
Kim Kulling 2020-09-04 16:27:47 +02:00 committed by GitHub
commit ef6b93a949
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 110 additions and 94 deletions

View File

@ -141,7 +141,10 @@ void FBXImporter::SetupProperties(const Importer *pImp) {
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void FBXImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
std::unique_ptr<IOStream> stream(pIOHandler->Open(pFile, "rb"));
auto streamCloser = [&](IOStream *pStream) {
pIOHandler->Close(pStream);
};
std::unique_ptr<IOStream, decltype(streamCloser)> stream(pIOHandler->Open(pFile, "rb"), streamCloser);
if (!stream) {
ThrowException("Could not open file for reading");
}

View File

@ -107,7 +107,10 @@ const aiImporterDesc *ObjFileImporter::GetInfo() const {
void ObjFileImporter::InternReadFile(const std::string &file, aiScene *pScene, IOSystem *pIOHandler) {
// Read file into memory
static const std::string mode = "rb";
std::unique_ptr<IOStream> fileStream(pIOHandler->Open(file, mode));
auto streamCloser = [&](IOStream *pStream) {
pIOHandler->Close(pStream);
};
std::unique_ptr<IOStream, decltype(streamCloser)> fileStream(pIOHandler->Open(file, mode), streamCloser);
if (!fileStream.get()) {
throw DeadlyImportError("Failed to open file " + file + ".");
}

View File

@ -38,6 +38,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER
#include "AssetLib/glTF/glTFCommon.h"
namespace glTFCommon {
@ -187,3 +189,5 @@ bool ParseDataURI(const char *const_uri, size_t uriLen, DataURI &out) {
} // namespace Util
} // namespace glTFCommon
#endif

View File

@ -56,109 +56,115 @@ package jassimp;
* regardless which 3D tool they're using.
*/
public enum AiTextureType {
/**
* The texture is combined with the result of the diffuse
* lighting equation.
/** Dummy value.
*
* No texture, but the value to be used as 'texture semantic'
* (#aiMaterialProperty::mSemantic) for all material properties
* *not* related to textures.
*/
NONE(0),
/** LEGACY API MATERIALS
* Legacy refers to materials which
* Were originally implemented in the specifications around 2000.
* These must never be removed, as most engines support them.
*/
/** The texture is combined with the result of the diffuse
* lighting equation.
*/
DIFFUSE(1),
/** The texture is combined with the result of the specular
* lighting equation.
*/
SPECULAR(2),
/** The texture is combined with the result of the ambient
* lighting equation.
*/
AMBIENT(3),
/** The texture is added to the result of the lighting
* calculation. It isn't influenced by incoming light.
*/
EMISSIVE(4),
/** The texture is a height map.
*
* By convention, higher gray-scale values stand for
* higher elevations from the base height.
*/
HEIGHT(5),
/** The texture is a (tangent space) normal-map.
*
* Again, there are several conventions for tangent-space
* normal maps. Assimp does (intentionally) not
* distinguish here.
*/
NORMALS(6),
/** The texture defines the glossiness of the material.
*
* The glossiness is in fact the exponent of the specular
* (phong) lighting equation. Usually there is a conversion
* function defined to map the linear color values in the
* texture to a suitable exponent. Have fun.
*/
DIFFUSE(0x1),
SHININESS(7),
/**
* The texture is combined with the result of the specular
* lighting equation.
/** The texture defines per-pixel opacity.
*
* Usually 'white' means opaque and 'black' means
* 'transparency'. Or quite the opposite. Have fun.
*/
SPECULAR(0x2),
OPACITY(8),
/**
* The texture is combined with the result of the ambient
* lighting equation.
/** Displacement texture
*
* The exact purpose and format is application-dependent.
* Higher color values stand for higher vertex displacements.
*/
AMBIENT(0x3),
DISPLACEMENT(9),
/**
* The texture is added to the result of the lighting
* calculation. It isn't influenced by incoming light.
/** Lightmap texture (aka Ambient Occlusion)
*
* Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
* covered by this material property. The texture contains a
* scaling value for the final color value of a pixel. Its
* intensity is not affected by incoming light.
*/
EMISSIVE(0x4),
LIGHTMAP(10),
/**
* The texture is a height map.<p>
*
* By convention, higher gray-scale values stand for
* higher elevations from the base height.
/** Reflection texture
*
* Contains the color of a perfect mirror reflection.
* Rarely used, almost never for real-time applications.
*/
HEIGHT(0x5),
REFLECTION(11),
/**
* The texture is a (tangent space) normal-map.<p>
*
* Again, there are several conventions for tangent-space
* normal maps. Assimp does (intentionally) not distinguish here.
/** PBR Materials
* PBR definitions from maya and other modelling packages now use this standard.
* This was originally introduced around 2012.
* Support for this is in game engines like Godot, Unreal or Unity3D.
* Modelling packages which use this are very common now.
*/
BASE_COLOR(12),
NORMAL_CAMERA(13),
EMISSION_COLOR(14),
METALNESS(15),
DIFFUSE_ROUGHNESS(16),
AMBIENT_OCCLUSION(17),
/** Unknown texture
*
* A texture reference that does not match any of the definitions
* above is considered to be 'unknown'. It is still imported,
* but is excluded from any further post-processing.
*/
NORMALS(0x6),
/**
* The texture defines the glossiness of the material.<p>
*
* The glossiness is in fact the exponent of the specular
* (phong) lighting equation. Usually there is a conversion
* function defined to map the linear color values in the
* texture to a suitable exponent. Have fun.
*/
SHININESS(0x7),
/**
* The texture defines per-pixel opacity.<p>
*
* Usually 'white' means opaque and 'black' means
* 'transparency'. Or quite the opposite. Have fun.
*/
OPACITY(0x8),
/**
* Displacement texture.<p>
*
* The exact purpose and format is application-dependent.
* Higher color values stand for higher vertex displacements.
*/
DISPLACEMENT(0x9),
/**
* Lightmap texture (aka Ambient Occlusion).<p>
*
* Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
* covered by this material property. The texture contains a
* scaling value for the final color value of a pixel. Its
* intensity is not affected by incoming light.
*/
LIGHTMAP(0xA),
/**
* Reflection texture.<p>
*
* Contains the color of a perfect mirror reflection.
* Rarely used, almost never for real-time applications.
*/
REFLECTION(0xB),
/**
* Unknown texture.<p>
*
* A texture reference that does not match any of the definitions
* above is considered to be 'unknown'. It is still imported,
* but is excluded from any further postprocessing.
*/
UNKNOWN(0xC);
UNKNOWN(18);
/**