Merge branch 'master' into FBXMeshGeometry_checksizes_fix

pull/2985/head
Kim Kulling 2020-02-12 17:58:00 +01:00 committed by GitHub
commit f5af791633
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20 changed files with 344 additions and 320 deletions

2
.github/FUNDING.yml vendored
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@ -1,2 +1,2 @@
patreon: assimp
ko_fi: kimkulling
Paypal: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=4JRJVPXC4QJM4

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@ -41,13 +41,13 @@ CMAKE_MINIMUM_REQUIRED( VERSION 3.0 )
# Toggles the use of the hunter package manager
option(HUNTER_ENABLED "Enable Hunter package manager support" OFF)
include("cmake/HunterGate.cmake")
HunterGate(
IF(HUNTER_ENABLED)
include("cmake/HunterGate.cmake")
HunterGate(
URL "https://github.com/ruslo/hunter/archive/v0.23.176.tar.gz"
SHA1 "2e9ae973d028660b735ac4c6142725ca36a0048a"
)
)
IF(HUNTER_ENABLED)
add_definitions(-DASSIMP_USE_HUNTER)
ENDIF(HUNTER_ENABLED)
@ -437,7 +437,9 @@ ELSE(HUNTER_ENABLED)
DESTINATION "${ASSIMP_LIB_INSTALL_DIR}/cmake/assimp-${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}" COMPONENT ${LIBASSIMP-DEV_COMPONENT})
ENDIF(HUNTER_ENABLED)
FIND_PACKAGE( DirectX )
if (ASSIMP_BUILD_SAMPLES OR ASSIMP_BUILD_SAMPLES)
FIND_PACKAGE(DirectX)
endif(ASSIMP_BUILD_SAMPLES OR ASSIMP_BUILD_SAMPLES)
IF( BUILD_DOCS )
ADD_SUBDIRECTORY(doc)

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@ -198,6 +198,7 @@ SET( Common_SRCS
Common/CreateAnimMesh.cpp
Common/simd.h
Common/simd.cpp
Common/material.cpp
)
SOURCE_GROUP(Common FILES ${Common_SRCS})

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@ -37,7 +37,7 @@ The ASSBIN file format is composed of chunks to represent the hierarchical aiSce
This makes the format extensible and allows backward-compatibility with future data structure
versions. The <tt>&lt;root&gt;/code/assbin_chunks.h</tt> header contains some magic constants
for use by stand-alone ASSBIN loaders. Also, Assimp's own file writer can be found
in <tt>&lt;root&gt;/tools/assimp_cmd/WriteDumb.cpp</tt> (yes, the 'b' is no typo ...).
in <tt>&lt;root&gt;/tools/assimp_cmd/WriteDump.cpp</tt> (yes, the 'b' is no typo ...).
@verbatim

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@ -0,0 +1,97 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/// @file material.cpp
/** Implement common material related functions. */
#include <assimp/ai_assert.h>
#include <assimp/material.h>
// -------------------------------------------------------------------------------
const char* TextureTypeToString(aiTextureType in)
{
switch (in)
{
case aiTextureType_NONE:
return "n/a";
case aiTextureType_DIFFUSE:
return "Diffuse";
case aiTextureType_SPECULAR:
return "Specular";
case aiTextureType_AMBIENT:
return "Ambient";
case aiTextureType_EMISSIVE:
return "Emissive";
case aiTextureType_OPACITY:
return "Opacity";
case aiTextureType_NORMALS:
return "Normals";
case aiTextureType_HEIGHT:
return "Height";
case aiTextureType_SHININESS:
return "Shininess";
case aiTextureType_DISPLACEMENT:
return "Displacement";
case aiTextureType_LIGHTMAP:
return "Lightmap";
case aiTextureType_REFLECTION:
return "Reflection";
case aiTextureType_BASE_COLOR:
return "BaseColor";
case aiTextureType_NORMAL_CAMERA:
return "NormalCamera";
case aiTextureType_EMISSION_COLOR:
return "EmissionColor";
case aiTextureType_METALNESS:
return "Metalness";
case aiTextureType_DIFFUSE_ROUGHNESS:
return "DiffuseRoughness";
case aiTextureType_AMBIENT_OCCLUSION:
return "AmbientOcclusion";
case aiTextureType_UNKNOWN:
return "Unknown";
default:
break;
}
ai_assert(false);
return "BUG";
}

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@ -367,9 +367,13 @@ float ParseTokenAsFloat(const Token& t, const char*& err_out)
// first - next in the fbx token stream comes ',',
// which fast_atof could interpret as decimal point.
#define MAX_FLOAT_LENGTH 31
char temp[MAX_FLOAT_LENGTH + 1];
const size_t length = static_cast<size_t>(t.end()-t.begin());
std::copy(t.begin(),t.end(),temp);
if (length > MAX_FLOAT_LENGTH) {
return 0.f;
}
char temp[MAX_FLOAT_LENGTH + 1];
std::copy(t.begin(), t.end(), temp);
temp[std::min(static_cast<size_t>(MAX_FLOAT_LENGTH),length)] = '\0';
return fast_atof(temp);

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@ -109,7 +109,9 @@ using namespace std;
// ------------------------------------------------------------------------------------------------
// Default constructor
M3DImporter::M3DImporter() :
mScene(nullptr) {}
mScene(nullptr) {
// empty
}
// ------------------------------------------------------------------------------------------------
// Returns true, if file is a binary or ASCII Model 3D file.
@ -225,7 +227,7 @@ void M3DImporter::InternReadFile(const std::string &file, aiScene *pScene, IOSys
// ------------------------------------------------------------------------------------------------
// convert materials. properties are converted using a static table in M3DMaterials.h
void M3DImporter::importMaterials(const M3DWrapper &m3d_wrap) {
void M3DImporter::importMaterials(const M3DWrapper &m3d) {
unsigned int i, j, k, l, n;
m3dm_t *m;
aiString name = aiString(AI_DEFAULT_MATERIAL_NAME);
@ -233,9 +235,9 @@ void M3DImporter::importMaterials(const M3DWrapper &m3d_wrap) {
ai_real f;
ai_assert(mScene != nullptr);
ai_assert(m3d_wrap);
ai_assert(m3d);
mScene->mNumMaterials = m3d_wrap->nummaterial + 1;
mScene->mNumMaterials = m3d->nummaterial + 1;
mScene->mMaterials = new aiMaterial *[mScene->mNumMaterials];
ASSIMP_LOG_DEBUG_F("M3D: importMaterials ", mScene->mNumMaterials);
@ -248,8 +250,12 @@ void M3DImporter::importMaterials(const M3DWrapper &m3d_wrap) {
mat->AddProperty(&c, 1, AI_MATKEY_COLOR_DIFFUSE);
mScene->mMaterials[0] = mat;
for (i = 0; i < m3d_wrap->nummaterial; i++) {
m = &m3d_wrap->material[i];
if (!m3d->nummaterial || !m3d->material) {
return;
}
for (i = 0; i < m3d->nummaterial; i++) {
m = &m3d->material[i];
aiMaterial *mat = new aiMaterial;
name.Set(std::string(m->name));
mat->AddProperty(&name, AI_MATKEY_NAME);
@ -294,9 +300,9 @@ void M3DImporter::importMaterials(const M3DWrapper &m3d_wrap) {
// texture map properties
if (m->prop[j].type >= 128 && aiTxProps[k].pKey &&
// extra check, should never happen, do we have the refered texture?
m->prop[j].value.textureid < m3d_wrap->numtexture &&
m3d_wrap->texture[m->prop[j].value.textureid].name) {
name.Set(std::string(std::string(m3d_wrap->texture[m->prop[j].value.textureid].name) + ".png"));
m->prop[j].value.textureid < m3d->numtexture &&
m3d->texture[m->prop[j].value.textureid].name) {
name.Set(std::string(std::string(m3d->texture[m->prop[j].value.textureid].name) + ".png"));
mat->AddProperty(&name, aiTxProps[k].pKey, aiTxProps[k].type, aiTxProps[k].index);
n = 0;
mat->AddProperty(&n, 1, _AI_MATKEY_UVWSRC_BASE, aiProps[k].type, aiProps[k].index);
@ -310,7 +316,12 @@ void M3DImporter::importMaterials(const M3DWrapper &m3d_wrap) {
// import textures, this is the simplest of all
void M3DImporter::importTextures(const M3DWrapper &m3d) {
unsigned int i;
const char *formatHint[] = { "rgba0800", "rgba0808", "rgba8880", "rgba8888" };
const char *formatHint[] = {
"rgba0800",
"rgba0808",
"rgba8880",
"rgba8888"
};
m3dtx_t *t;
ai_assert(mScene != nullptr);
@ -319,8 +330,9 @@ void M3DImporter::importTextures(const M3DWrapper &m3d) {
mScene->mNumTextures = m3d->numtexture;
ASSIMP_LOG_DEBUG_F("M3D: importTextures ", mScene->mNumTextures);
if (!m3d->numtexture)
if (!m3d->numtexture || !m3d->texture) {
return;
}
mScene->mTextures = new aiTexture *[m3d->numtexture];
for (i = 0; i < m3d->numtexture; i++) {
@ -371,7 +383,13 @@ void M3DImporter::importTextures(const M3DWrapper &m3d) {
// individually. In assimp there're per mesh vertex and UV lists, and they must be
// indexed simultaneously.
void M3DImporter::importMeshes(const M3DWrapper &m3d) {
unsigned int i, j, k, l, numpoly = 3, lastMat = M3D_INDEXMAX;
ASSIMP_LOG_DEBUG_F("M3D: importMeshes ", m3d->numface);
if (!m3d->numface || !m3d->face || !m3d->numvertex || !m3d->vertex) {
return;
}
unsigned int i, j, k, l, numpoly = 3, lastMat = M3D_INDEXMAX;
std::vector<aiMesh *> *meshes = new std::vector<aiMesh *>();
std::vector<aiFace> *faces = nullptr;
std::vector<aiVector3D> *vertices = nullptr;
@ -385,7 +403,6 @@ void M3DImporter::importMeshes(const M3DWrapper &m3d) {
ai_assert(m3d);
ai_assert(mScene->mRootNode != nullptr);
ASSIMP_LOG_DEBUG_F("M3D: importMeshes ", m3d->numface);
for (i = 0; i < m3d->numface; i++) {
// we must switch mesh if material changes
@ -420,6 +437,7 @@ void M3DImporter::importMeshes(const M3DWrapper &m3d) {
k = static_cast<unsigned int>(vertices->size());
pFace->mIndices[j] = k;
l = m3d->face[i].vertex[j];
if(l >= m3d->numvertex) continue;
pos.x = m3d->vertex[l].x;
pos.y = m3d->vertex[l].y;
pos.z = m3d->vertex[l].z;
@ -432,14 +450,14 @@ void M3DImporter::importMeshes(const M3DWrapper &m3d) {
vertexids->push_back(l);
}
l = m3d->face[i].texcoord[j];
if (l != M3D_UNDEF) {
if (l != M3D_UNDEF && l < m3d->numtmap) {
uv.x = m3d->tmap[l].u;
uv.y = m3d->tmap[l].v;
uv.z = 0.0;
texcoords->push_back(uv);
}
l = m3d->face[i].normal[j];
if (l != M3D_UNDEF) {
if (l != M3D_UNDEF && l < m3d->numvertex) {
norm.x = m3d->vertex[l].x;
norm.y = m3d->vertex[l].y;
norm.z = m3d->vertex[l].z;
@ -487,8 +505,15 @@ void M3DImporter::importBones(const M3DWrapper &m3d, unsigned int parentid, aiNo
ASSIMP_LOG_DEBUG_F("M3D: importBones ", m3d->numbone, " parentid ", (int)parentid);
for (n = 0, i = parentid + 1; i < m3d->numbone; i++)
if (m3d->bone[i].parent == parentid) n++;
if (!m3d->numbone || !m3d->bone) {
return;
}
for (n = 0, i = parentid + 1; i < m3d->numbone; i++) {
if (m3d->bone[i].parent == parentid) {
n++;
}
}
pParent->mChildren = new aiNode *[n];
for (i = parentid + 1; i < m3d->numbone; i++) {
@ -521,8 +546,9 @@ void M3DImporter::importAnimations(const M3DWrapper &m3d) {
ASSIMP_LOG_DEBUG_F("M3D: importAnimations ", mScene->mNumAnimations);
if (!m3d->numaction || !m3d->numbone)
if (!m3d->numaction || !m3d->action || !m3d->numbone || !m3d->bone || !m3d->vertex) {
return;
}
mScene->mAnimations = new aiAnimation *[m3d->numaction];
for (i = 0; i < m3d->numaction; i++) {
@ -552,6 +578,7 @@ void M3DImporter::importAnimations(const M3DWrapper &m3d) {
ori = a->frame[j].transform[k].ori;
}
}
if(pos >= m3d->numvertex || ori >= m3d->numvertex) continue;
m3dv_t *v = &m3d->vertex[pos];
m3dv_t *q = &m3d->vertex[ori];
pAnim->mChannels[l]->mPositionKeys[j].mTime = t;
@ -587,6 +614,8 @@ void M3DImporter::convertPose(const M3DWrapper &m3d, aiMatrix4x4 *m, unsigned in
ai_assert(m3d);
ai_assert(posid != M3D_UNDEF && posid < m3d->numvertex);
ai_assert(orientid != M3D_UNDEF && orientid < m3d->numvertex);
if (!m3d->numvertex || !m3d->vertex)
return;
m3dv_t *p = &m3d->vertex[posid];
m3dv_t *q = &m3d->vertex[orientid];
@ -629,16 +658,18 @@ void M3DImporter::convertPose(const M3DWrapper &m3d, aiMatrix4x4 *m, unsigned in
// ------------------------------------------------------------------------------------------------
// find a node by name
aiNode *M3DImporter::findNode(aiNode *pNode, aiString name) {
unsigned int i;
ai_assert(pNode != nullptr);
ai_assert(mScene != nullptr);
if (pNode->mName == name)
if (pNode->mName == name) {
return pNode;
for (i = 0; i < pNode->mNumChildren; i++) {
}
for (unsigned int i = 0; i < pNode->mNumChildren; i++) {
aiNode *pChild = findNode(pNode->mChildren[i], name);
if (pChild) return pChild;
if (pChild) {
return pChild;
}
}
return nullptr;
}
@ -700,8 +731,8 @@ void M3DImporter::populateMesh(const M3DWrapper &m3d, aiMesh *pMesh, std::vector
// this is complicated, because M3D stores a list of bone id / weight pairs per
// vertex but assimp uses lists of local vertex id/weight pairs per local bone list
pMesh->mNumBones = m3d->numbone;
/* we need aiBone with mOffsetMatrix for bones without weights as well */
if (pMesh->mNumBones) {
// we need aiBone with mOffsetMatrix for bones without weights as well
if (pMesh->mNumBones && m3d->numbone && m3d->bone) {
pMesh->mBones = new aiBone *[pMesh->mNumBones];
for (unsigned int i = 0; i < m3d->numbone; i++) {
aiNode *pNode;
@ -715,10 +746,13 @@ void M3DImporter::populateMesh(const M3DWrapper &m3d, aiMesh *pMesh, std::vector
} else
pMesh->mBones[i]->mOffsetMatrix = aiMatrix4x4();
}
if (vertexids->size()) {
if (vertexids->size() && m3d->numvertex && m3d->vertex && m3d->numskin && m3d->skin) {
unsigned int i, j;
// first count how many vertices we have per bone
for (i = 0; i < vertexids->size(); i++) {
if(vertexids->at(i) >= m3d->numvertex) {
continue;
}
unsigned int s = m3d->vertex[vertexids->at(i)].skinid;
if (s != M3D_UNDEF && s != M3D_INDEXMAX) {
for (unsigned int k = 0; k < M3D_NUMBONE && m3d->skin[s].weight[k] > 0.0; k++) {
@ -742,9 +776,11 @@ void M3DImporter::populateMesh(const M3DWrapper &m3d, aiMesh *pMesh, std::vector
}
// fill up with data
for (i = 0; i < vertexids->size(); i++) {
if(vertexids->at(i) >= m3d->numvertex) continue;
unsigned int s = m3d->vertex[vertexids->at(i)].skinid;
if (s != M3D_UNDEF && s != M3D_INDEXMAX) {
if (s != M3D_UNDEF && s != M3D_INDEXMAX && s < m3d->numskin) {
for (unsigned int k = 0; k < M3D_NUMBONE && m3d->skin[s].weight[k] > 0.0; k++) {
if(m3d->skin[s].boneid[k] >= m3d->numbone) continue;
aiString name = aiString(std::string(m3d->bone[m3d->skin[s].boneid[k]].name));
for (j = 0; j < pMesh->mNumBones; j++) {
if (pMesh->mBones[j]->mName == name) {

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@ -340,39 +340,13 @@ void HL1MDLLoader::load_sequence_groups_files() {
}
// ------------------------------------------------------------------------------------------------
/** @brief Read an MDL texture.
*
* @note This method is taken from HL1 source code.
* source: file: studio_utils.c
* function(s): UploadTexture
*/
// Read an MDL texture.
void HL1MDLLoader::read_texture(const Texture_HL1 *ptexture,
uint8_t *data, uint8_t *pal, aiTexture *pResult,
aiColor3D &last_palette_color) {
int outwidth, outheight;
int i, j;
static const size_t BuffenLen = 256;
int row1[BuffenLen], row2[BuffenLen], col1[BuffenLen], col2[BuffenLen];
unsigned char *pix1, *pix2, *pix3, *pix4;
// convert texture to power of 2
for (outwidth = 1; outwidth < ptexture->width; outwidth <<= 1)
;
if ( outwidth > static_cast<int>(BuffenLen)) {
outwidth = BuffenLen;
}
for (outheight = 1; outheight < ptexture->height; outheight <<= 1)
;
if (static_cast<size_t>(outheight) > BuffenLen) {
outheight = BuffenLen;
}
pResult->mFilename = ptexture->name;
pResult->mWidth = outwidth;
pResult->mHeight = outheight;
pResult->mWidth = static_cast<unsigned int>(ptexture->width);
pResult->mHeight = static_cast<unsigned int>(ptexture->height);
pResult->achFormatHint[0] = 'r';
pResult->achFormatHint[1] = 'g';
pResult->achFormatHint[2] = 'b';
@ -383,31 +357,15 @@ void HL1MDLLoader::read_texture(const Texture_HL1 *ptexture,
pResult->achFormatHint[7] = '8';
pResult->achFormatHint[8] = '\0';
aiTexel *out = pResult->pcData = new aiTexel[outwidth * outheight];
const size_t num_pixels = pResult->mWidth * pResult->mHeight;
aiTexel *out = pResult->pcData = new aiTexel[num_pixels];
for (i = 0; i < outwidth; i++) {
col1[i] = (int)((i + 0.25) * (ptexture->width / (float)outwidth));
col2[i] = (int)((i + 0.75) * (ptexture->width / (float)outwidth));
}
for (i = 0; i < outheight; i++) {
row1[i] = (int)((i + 0.25) * (ptexture->height / (float)outheight)) * ptexture->width;
row2[i] = (int)((i + 0.75) * (ptexture->height / (float)outheight)) * ptexture->width;
}
// scale down and convert to 32bit RGB
for (i = 0; i < outheight; i++) {
for (j = 0; j < outwidth; j++, out++) {
pix1 = &pal[data[row1[i] + col1[j]] * 3];
pix2 = &pal[data[row1[i] + col2[j]] * 3];
pix3 = &pal[data[row2[i] + col1[j]] * 3];
pix4 = &pal[data[row2[i] + col2[j]] * 3];
out->r = (pix1[0] + pix2[0] + pix3[0] + pix4[0]) >> 2;
out->g = (pix1[1] + pix2[1] + pix3[1] + pix4[1]) >> 2;
out->b = (pix1[2] + pix2[2] + pix3[2] + pix4[2]) >> 2;
out->a = 0xFF;
}
// Convert indexed 8 bit to 32 bit RGBA.
for (size_t i = 0; i < num_pixels; ++i, ++out) {
out->r = pal[data[i] * 3];
out->g = pal[data[i] * 3 + 1];
out->b = pal[data[i] * 3 + 2];
out->a = 255;
}
// Get the last palette color.

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@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2020, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@ -36,7 +35,6 @@ DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#include "ArmaturePopulate.h"
@ -50,219 +48,215 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
namespace Assimp {
/// The default class constructor.
ArmaturePopulate::ArmaturePopulate() : BaseProcess()
{}
ArmaturePopulate::ArmaturePopulate() :
BaseProcess() {
// do nothing
}
/// The class destructor.
ArmaturePopulate::~ArmaturePopulate()
{}
ArmaturePopulate::~ArmaturePopulate() {
// do nothing
}
bool ArmaturePopulate::IsActive(unsigned int pFlags) const {
return (pFlags & aiProcess_PopulateArmatureData) != 0;
return (pFlags & aiProcess_PopulateArmatureData) != 0;
}
void ArmaturePopulate::SetupProperties(const Importer *pImp) {
// do nothing
// do nothing
}
void ArmaturePopulate::Execute(aiScene *out) {
// Now convert all bone positions to the correct mOffsetMatrix
std::vector<aiBone *> bones;
std::vector<aiNode *> nodes;
std::map<aiBone *, aiNode *> bone_stack;
BuildBoneList(out->mRootNode, out->mRootNode, out, bones);
BuildNodeList(out->mRootNode, nodes);
// Now convert all bone positions to the correct mOffsetMatrix
std::vector<aiBone *> bones;
std::vector<aiNode *> nodes;
std::map<aiBone *, aiNode *> bone_stack;
BuildBoneList(out->mRootNode, out->mRootNode, out, bones);
BuildNodeList(out->mRootNode, nodes);
BuildBoneStack(out->mRootNode, out->mRootNode, out, bones, bone_stack, nodes);
BuildBoneStack(out->mRootNode, out->mRootNode, out, bones, bone_stack, nodes);
ASSIMP_LOG_DEBUG_F("Bone stack size: ", bone_stack.size());
ASSIMP_LOG_DEBUG_F("Bone stack size: ", bone_stack.size());
for (std::pair<aiBone *, aiNode *> kvp : bone_stack) {
aiBone *bone = kvp.first;
aiNode *bone_node = kvp.second;
ASSIMP_LOG_DEBUG_F("active node lookup: ", bone->mName.C_Str());
// lcl transform grab - done in generate_nodes :)
for (std::pair<aiBone *, aiNode *> kvp : bone_stack) {
aiBone *bone = kvp.first;
aiNode *bone_node = kvp.second;
ASSIMP_LOG_DEBUG_F("active node lookup: ", bone->mName.C_Str());
// lcl transform grab - done in generate_nodes :)
// bone->mOffsetMatrix = bone_node->mTransformation;
aiNode *armature = GetArmatureRoot(bone_node, bones);
// bone->mOffsetMatrix = bone_node->mTransformation;
aiNode *armature = GetArmatureRoot(bone_node, bones);
ai_assert(armature);
ai_assert(armature);
// set up bone armature id
bone->mArmature = armature;
// set up bone armature id
bone->mArmature = armature;
// set this bone node to be referenced properly
ai_assert(bone_node);
bone->mNode = bone_node;
}
// set this bone node to be referenced properly
ai_assert(bone_node);
bone->mNode = bone_node;
}
}
/* Reprocess all nodes to calculate bone transforms properly based on the REAL
* mOffsetMatrix not the local. */
/* Before this would use mesh transforms which is wrong for bone transforms */
/* Before this would work for simple character skeletons but not complex meshes
* with multiple origins */
/* Source: sketch fab log cutter fbx */
// Reprocess all nodes to calculate bone transforms properly based on the REAL
// mOffsetMatrix not the local.
// Before this would use mesh transforms which is wrong for bone transforms
// Before this would work for simple character skeletons but not complex meshes
// with multiple origins
// Source: sketch fab log cutter fbx
void ArmaturePopulate::BuildBoneList(aiNode *current_node,
const aiNode *root_node,
const aiScene *scene,
std::vector<aiBone *> &bones) {
ai_assert(scene);
for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) {
aiNode *child = current_node->mChildren[nodeId];
ai_assert(child);
ai_assert(scene);
for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) {
aiNode *child = current_node->mChildren[nodeId];
ai_assert(child);
// check for bones
for (unsigned int meshId = 0; meshId < child->mNumMeshes; ++meshId) {
ai_assert(child->mMeshes);
unsigned int mesh_index = child->mMeshes[meshId];
aiMesh *mesh = scene->mMeshes[mesh_index];
ai_assert(mesh);
// check for bones
for (unsigned int meshId = 0; meshId < child->mNumMeshes; ++meshId) {
ai_assert(child->mMeshes);
unsigned int mesh_index = child->mMeshes[meshId];
aiMesh *mesh = scene->mMeshes[mesh_index];
ai_assert(mesh);
for (unsigned int boneId = 0; boneId < mesh->mNumBones; ++boneId) {
aiBone *bone = mesh->mBones[boneId];
ai_assert(bone);
for (unsigned int boneId = 0; boneId < mesh->mNumBones; ++boneId) {
aiBone *bone = mesh->mBones[boneId];
ai_assert(bone);
// duplicate meshes exist with the same bones sometimes :)
// so this must be detected
if (std::find(bones.begin(), bones.end(), bone) == bones.end()) {
// add the element once
bones.push_back(bone);
// duplicate mehes exist with the same bones sometimes :)
// so this must be detected
if (std::find(bones.begin(), bones.end(), bone) == bones.end()) {
// add the element once
bones.push_back(bone);
}
}
// find mesh and get bones
// then do recursive lookup for bones in root node hierarchy
}
}
// find mesh and get bones
// then do recursive lookup for bones in root node hierarchy
BuildBoneList(child, root_node, scene, bones);
}
BuildBoneList(child, root_node, scene, bones);
}
}
/* Prepare flat node list which can be used for non recursive lookups later */
// Prepare flat node list which can be used for non recursive lookups later
void ArmaturePopulate::BuildNodeList(const aiNode *current_node,
std::vector<aiNode *> &nodes) {
ai_assert(current_node);
ai_assert(current_node);
for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) {
aiNode *child = current_node->mChildren[nodeId];
ai_assert(child);
for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) {
aiNode *child = current_node->mChildren[nodeId];
ai_assert(child);
nodes.push_back(child);
if (child->mNumMeshes == 0) {
nodes.push_back(child);
}
BuildNodeList(child, nodes);
BuildNodeList(child, nodes);
}
}
/* A bone stack allows us to have multiple armatures, with the same bone names
* A bone stack allows us also to retrieve bones true transform even with
* duplicate names :)
*/
// A bone stack allows us to have multiple armatures, with the same bone names
// A bone stack allows us also to retrieve bones true transform even with
// duplicate names :)
void ArmaturePopulate::BuildBoneStack(aiNode *current_node,
const aiNode *root_node,
const aiScene *scene,
const std::vector<aiBone *> &bones,
std::map<aiBone *, aiNode *> &bone_stack,
std::vector<aiNode *> &node_stack) {
ai_assert(scene);
ai_assert(root_node);
ai_assert(!node_stack.empty());
std::vector<aiNode *> &node_stack) {
ai_assert(scene);
ai_assert(root_node);
ai_assert(!node_stack.empty());
for (aiBone *bone : bones) {
ai_assert(bone);
aiNode *node = GetNodeFromStack(bone->mName, node_stack);
if (node == nullptr) {
node_stack.clear();
BuildNodeList(root_node, node_stack);
ASSIMP_LOG_DEBUG_F("Resetting bone stack: nullptr element ", bone->mName.C_Str());
for (aiBone *bone : bones) {
ai_assert(bone);
aiNode *node = GetNodeFromStack(bone->mName, node_stack);
if (node == nullptr) {
node_stack.clear();
BuildNodeList(root_node, node_stack);
ASSIMP_LOG_DEBUG_F("Resetting bone stack: nullptr element ", bone->mName.C_Str());
node = GetNodeFromStack(bone->mName, node_stack);
node = GetNodeFromStack(bone->mName, node_stack);
if (!node) {
ASSIMP_LOG_ERROR("serious import issue node for bone was not detected");
continue;
}
if (!node) {
ASSIMP_LOG_ERROR("serious import issue node for bone was not detected");
continue;
}
}
ASSIMP_LOG_DEBUG_F("Successfully added bone[", bone->mName.C_Str(), "] to stack and bone node is: ", node->mName.C_Str());
bone_stack.insert(std::pair<aiBone *, aiNode *>(bone, node));
}
ASSIMP_LOG_DEBUG_F("Successfully added bone[", bone->mName.C_Str(), "] to stack and bone node is: ", node->mName.C_Str());
bone_stack.insert(std::pair<aiBone *, aiNode *>(bone, node));
}
}
/* Returns the armature root node */
/* This is required to be detected for a bone initially, it will recurse up
* until it cannot find another bone and return the node No known failure
* points. (yet)
*/
// Returns the armature root node
// This is required to be detected for a bone initially, it will recurse up
// until it cannot find another bone and return the node No known failure
// points. (yet)
aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node,
std::vector<aiBone *> &bone_list) {
while (bone_node) {
if (!IsBoneNode(bone_node->mName, bone_list)) {
ASSIMP_LOG_DEBUG_F("GetArmatureRoot() Found valid armature: ", bone_node->mName.C_Str());
return bone_node;
while (bone_node) {
if (!IsBoneNode(bone_node->mName, bone_list)) {
ASSIMP_LOG_DEBUG_F("GetArmatureRoot() Found valid armature: ", bone_node->mName.C_Str());
return bone_node;
}
bone_node = bone_node->mParent;
}
bone_node = bone_node->mParent;
}
ASSIMP_LOG_ERROR("GetArmatureRoot() can't find armature!");
return nullptr;
ASSIMP_LOG_ERROR("GetArmatureRoot() can't find armature!");
return nullptr;
}
/* Simple IsBoneNode check if this could be a bone */
// Simple IsBoneNode check if this could be a bone
bool ArmaturePopulate::IsBoneNode(const aiString &bone_name,
std::vector<aiBone *> &bones) {
for (aiBone *bone : bones) {
if (bone->mName == bone_name) {
return true;
for (aiBone *bone : bones) {
if (bone->mName == bone_name) {
return true;
}
}
}
return false;
return false;
}
/* Pop this node by name from the stack if found */
/* Used in multiple armature situations with duplicate node / bone names */
/* Known flaw: cannot have nodes with bone names, will be fixed in later release
*/
/* (serious to be fixed) Known flaw: nodes which have more than one bone could
* be prematurely dropped from stack */
// Pop this node by name from the stack if found
// Used in multiple armature situations with duplicate node / bone names
// Known flaw: cannot have nodes with bone names, will be fixed in later release
// (serious to be fixed) Known flaw: nodes which have more than one bone could
// be prematurely dropped from stack
aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name,
std::vector<aiNode *> &nodes) {
std::vector<aiNode *>::iterator iter;
aiNode *found = nullptr;
for (iter = nodes.begin(); iter < nodes.end(); ++iter) {
aiNode *element = *iter;
ai_assert(element);
// node valid and node name matches
if (element->mName == node_name) {
found = element;
break;
std::vector<aiNode *>::iterator iter;
aiNode *found = nullptr;
for (iter = nodes.begin(); iter < nodes.end(); ++iter) {
aiNode *element = *iter;
ai_assert(element);
// node valid and node name matches
if (element->mName == node_name) {
found = element;
break;
}
}
}
if (found != nullptr) {
ASSIMP_LOG_INFO_F("Removed node from stack: ", found->mName.C_Str());
// now pop the element from the node list
nodes.erase(iter);
if (found != nullptr) {
ASSIMP_LOG_INFO_F("Removed node from stack: ", found->mName.C_Str());
// now pop the element from the node list
nodes.erase(iter);
return found;
}
return found;
}
// unique names can cause this problem
ASSIMP_LOG_ERROR("[Serious] GetNodeFromStack() can't find node from stack!");
// unique names can cause this problem
ASSIMP_LOG_ERROR("[Serious] GetNodeFromStack() can't find node from stack!");
return nullptr;
return nullptr;
}
} // Namespace Assimp

View File

@ -230,46 +230,6 @@ VertexWeightTable* ComputeVertexBoneWeightTable(const aiMesh* pMesh)
return avPerVertexWeights;
}
// -------------------------------------------------------------------------------
const char* TextureTypeToString(aiTextureType in)
{
switch (in)
{
case aiTextureType_NONE:
return "n/a";
case aiTextureType_DIFFUSE:
return "Diffuse";
case aiTextureType_SPECULAR:
return "Specular";
case aiTextureType_AMBIENT:
return "Ambient";
case aiTextureType_EMISSIVE:
return "Emissive";
case aiTextureType_OPACITY:
return "Opacity";
case aiTextureType_NORMALS:
return "Normals";
case aiTextureType_HEIGHT:
return "Height";
case aiTextureType_SHININESS:
return "Shininess";
case aiTextureType_DISPLACEMENT:
return "Displacement";
case aiTextureType_LIGHTMAP:
return "Lightmap";
case aiTextureType_REFLECTION:
return "Reflection";
case aiTextureType_UNKNOWN:
return "Unknown";
default:
break;
}
ai_assert(false);
return "BUG";
}
// -------------------------------------------------------------------------------
const char* MappingTypeToString(aiTextureMapping in)
{

View File

@ -316,12 +316,6 @@ typedef std::vector <PerVertexWeight> VertexWeightTable;
// Compute a per-vertex bone weight table
VertexWeightTable* ComputeVertexBoneWeightTable(const aiMesh* pMesh);
// -------------------------------------------------------------------------------
// Get a string for a given aiTextureType
const char* TextureTypeToString(aiTextureType in);
// -------------------------------------------------------------------------------
// Get a string for a given aiTextureMapping
const char* MappingTypeToString(aiTextureMapping in);

View File

@ -352,6 +352,8 @@ void glTFExporter::GetMatColorOrTex(const aiMaterial* mat, glTF::TexProperty& pr
if (path[0] == '*') { // embedded
aiTexture* tex = mScene->mTextures[atoi(&path[1])];
prop.texture->source->name = tex->mFilename.C_Str();
uint8_t* data = reinterpret_cast<uint8_t*>(tex->pcData);
prop.texture->source->SetData(data, tex->mWidth, *mAsset);

View File

@ -680,6 +680,7 @@ void glTFImporter::ImportEmbeddedTextures(glTF::Asset& r)
size_t length = img.GetDataLength();
void* data = img.StealData();
tex->mFilename = img.name;
tex->mWidth = static_cast<unsigned int>(length);
tex->mHeight = 0;
tex->pcData = reinterpret_cast<aiTexel*>(data);

View File

@ -351,6 +351,8 @@ void glTF2Exporter::GetMatTex(const aiMaterial* mat, Ref<Texture>& texture, aiTe
if (path[0] == '*') { // embedded
aiTexture* tex = mScene->mTextures[atoi(&path[1])];
texture->source->name = tex->mFilename.C_Str();
// The asset has its own buffer, see Image::SetData
texture->source->SetData(reinterpret_cast<uint8_t*> (tex->pcData), tex->mWidth, *mAsset);

View File

@ -1248,6 +1248,7 @@ void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset &r) {
size_t length = img.GetDataLength();
void *data = img.StealData();
tex->mFilename = img.name;
tex->mWidth = static_cast<unsigned int>(length);
tex->mHeight = 0;
tex->pcData = reinterpret_cast<aiTexel *>(data);

View File

@ -312,6 +312,10 @@ enum aiTextureType
#define AI_TEXTURE_TYPE_MAX aiTextureType_UNKNOWN
// -------------------------------------------------------------------------------
// Get a string for a given aiTextureType
ASSIMP_API const char* TextureTypeToString(enum aiTextureType in);
// ---------------------------------------------------------------------------
/** @brief Defines all shading models supported by the library
*

View File

@ -54,7 +54,7 @@ ADD_EXECUTABLE( assimp_cmd
Main.cpp
Main.h
resource.h
WriteDumb.cpp
WriteDump.cpp
Info.cpp
Export.cpp
)

View File

@ -444,6 +444,12 @@ int Assimp_Info (const char* const* params, unsigned int num) {
aiTextureType_DISPLACEMENT,
aiTextureType_LIGHTMAP,
aiTextureType_REFLECTION,
aiTextureType_BASE_COLOR,
aiTextureType_NORMAL_CAMERA,
aiTextureType_EMISSION_COLOR,
aiTextureType_METALNESS,
aiTextureType_DIFFUSE_ROUGHNESS,
aiTextureType_AMBIENT_OCCLUSION,
aiTextureType_UNKNOWN
};
for(unsigned int type = 0; type < sizeof(types)/sizeof(types[0]); ++type) {

View File

@ -168,7 +168,7 @@ bool ExportModel(const aiScene* pOut,
// ------------------------------------------------------------------------------
/** assimp_dump utility
* @param params Command line parameters to 'assimp dumb'
* @param params Command line parameters to 'assimp dump'
* @param Number of params
* @return An #AssimpCmdError value.*/
int Assimp_Dump (

View File

@ -41,7 +41,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file WriteTextDumb.cpp
/** @file WriteDump.cpp
* @brief Implementation of the 'assimp dump' utility
*/
@ -69,44 +69,6 @@ const char* AICMD_MSG_DUMP_HELP =
FILE* out = NULL;
bool shortened = false;
// -------------------------------------------------------------------------------
const char* TextureTypeToString(aiTextureType in)
{
switch (in)
{
case aiTextureType_NONE:
return "n/a";
case aiTextureType_DIFFUSE:
return "Diffuse";
case aiTextureType_SPECULAR:
return "Specular";
case aiTextureType_AMBIENT:
return "Ambient";
case aiTextureType_EMISSIVE:
return "Emissive";
case aiTextureType_OPACITY:
return "Opacity";
case aiTextureType_NORMALS:
return "Normals";
case aiTextureType_HEIGHT:
return "Height";
case aiTextureType_SHININESS:
return "Shininess";
case aiTextureType_DISPLACEMENT:
return "Displacement";
case aiTextureType_LIGHTMAP:
return "Lightmap";
case aiTextureType_REFLECTION:
return "Reflection";
case aiTextureType_UNKNOWN:
return "Unknown";
default:
break;
}
ai_assert(false);
return "BUG";
}
// -----------------------------------------------------------------------------------
int Assimp_Dump (const char* const* params, unsigned int num)
{