Merge branch 'master' into FBXMeshGeometry_checksizes_fix
commit
f5af791633
|
@ -1,2 +1,2 @@
|
|||
patreon: assimp
|
||||
ko_fi: kimkulling
|
||||
Paypal: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=4JRJVPXC4QJM4
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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})
|
||||
|
||||
|
|
|
@ -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><root>/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><root>/tools/assimp_cmd/WriteDumb.cpp</tt> (yes, the 'b' is no typo ...).
|
||||
in <tt><root>/tools/assimp_cmd/WriteDump.cpp</tt> (yes, the 'b' is no typo ...).
|
||||
|
||||
@verbatim
|
||||
|
||||
|
|
|
@ -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";
|
||||
}
|
|
@ -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);
|
||||
|
|
|
@ -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) {
|
||||
|
|
|
@ -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.
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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)
|
||||
{
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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
|
||||
*
|
||||
|
|
|
@ -54,7 +54,7 @@ ADD_EXECUTABLE( assimp_cmd
|
|||
Main.cpp
|
||||
Main.h
|
||||
resource.h
|
||||
WriteDumb.cpp
|
||||
WriteDump.cpp
|
||||
Info.cpp
|
||||
Export.cpp
|
||||
)
|
||||
|
|
|
@ -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) {
|
||||
|
|
|
@ -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 (
|
||||
|
|
|
@ -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)
|
||||
{
|
Loading…
Reference in New Issue