Merge branch 'master' into create-local-textures
commit
f68f1f6bf2
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@ -640,7 +640,7 @@ void FBXConverter::GetRotationMatrix(Model::RotOrder mode, const aiVector3D &rot
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bool FBXConverter::NeedsComplexTransformationChain(const Model &model) {
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bool FBXConverter::NeedsComplexTransformationChain(const Model &model) {
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const PropertyTable &props = model.Props();
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const PropertyTable &props = model.Props();
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const auto zero_epsilon = ai_epsilon;
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const auto zero_epsilon = Math::getEpsilon<ai_real>();
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const aiVector3D all_ones(1.0f, 1.0f, 1.0f);
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const aiVector3D all_ones(1.0f, 1.0f, 1.0f);
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for (size_t i = 0; i < TransformationComp_MAXIMUM; ++i) {
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for (size_t i = 0; i < TransformationComp_MAXIMUM; ++i) {
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const TransformationComp comp = static_cast<TransformationComp>(i);
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const TransformationComp comp = static_cast<TransformationComp>(i);
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@ -513,21 +513,22 @@ struct Camera : public Object {
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};
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};
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Type type;
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Type type;
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struct Perspective {
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float aspectRatio; //!<The floating - point aspect ratio of the field of view. (0 = undefined = use the canvas one)
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float yfov; //!<The floating - point vertical field of view in radians. (required)
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float zfar; //!<The floating - point distance to the far clipping plane. (required)
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float znear; //!< The floating - point distance to the near clipping plane. (required)
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};
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struct Ortographic {
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float xmag; //! The floating-point horizontal magnification of the view. (required)
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float ymag; //! The floating-point vertical magnification of the view. (required)
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float zfar; //! The floating-point distance to the far clipping plane. (required)
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float znear; //! The floating-point distance to the near clipping plane. (required)
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};
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union {
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union {
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struct {
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struct Perspective perspective;
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float aspectRatio; //!<The floating - point aspect ratio of the field of view. (0 = undefined = use the canvas one)
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struct Ortographic ortographic;
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float yfov; //!<The floating - point vertical field of view in radians. (required)
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float zfar; //!<The floating - point distance to the far clipping plane. (required)
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float znear; //!< The floating - point distance to the near clipping plane. (required)
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} perspective;
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struct {
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float xmag; //! The floating-point horizontal magnification of the view. (required)
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float ymag; //! The floating-point vertical magnification of the view. (required)
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float zfar; //! The floating-point distance to the far clipping plane. (required)
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float znear; //! The floating-point distance to the near clipping plane. (required)
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} ortographic;
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};
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};
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Camera() = default;
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Camera() = default;
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@ -565,7 +565,7 @@ struct Accessor : public Object {
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inline size_t GetMaxByteSize();
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inline size_t GetMaxByteSize();
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template <class T>
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template <class T>
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void ExtractData(T *&outData);
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size_t ExtractData(T *&outData, const std::vector<unsigned int> *remappingIndices = nullptr);
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void WriteData(size_t count, const void *src_buffer, size_t src_stride);
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void WriteData(size_t count, const void *src_buffer, size_t src_stride);
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void WriteSparseValues(size_t count, const void *src_data, size_t src_dataStride);
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void WriteSparseValues(size_t count, const void *src_data, size_t src_dataStride);
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@ -962,14 +962,15 @@ inline size_t Accessor::GetMaxByteSize() {
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}
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}
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template <class T>
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template <class T>
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void Accessor::ExtractData(T *&outData) {
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size_t Accessor::ExtractData(T *&outData, const std::vector<unsigned int> *remappingIndices) {
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uint8_t *data = GetPointer();
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uint8_t *data = GetPointer();
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if (!data) {
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if (!data) {
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throw DeadlyImportError("GLTF2: data is null when extracting data from ", getContextForErrorMessages(id, name));
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throw DeadlyImportError("GLTF2: data is null when extracting data from ", getContextForErrorMessages(id, name));
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}
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}
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const size_t usedCount = (remappingIndices != nullptr) ? remappingIndices->size() : count;
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const size_t elemSize = GetElementSize();
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const size_t elemSize = GetElementSize();
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const size_t totalSize = elemSize * count;
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const size_t totalSize = elemSize * usedCount;
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const size_t stride = GetStride();
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const size_t stride = GetStride();
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@ -980,18 +981,31 @@ void Accessor::ExtractData(T *&outData) {
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}
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}
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const size_t maxSize = GetMaxByteSize();
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const size_t maxSize = GetMaxByteSize();
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if (count * stride > maxSize) {
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throw DeadlyImportError("GLTF: count*stride ", (count * stride), " > maxSize ", maxSize, " in ", getContextForErrorMessages(id, name));
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}
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outData = new T[count];
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outData = new T[usedCount];
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if (stride == elemSize && targetElemSize == elemSize) {
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memcpy(outData, data, totalSize);
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if (remappingIndices != nullptr) {
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} else {
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const unsigned int maxIndex = static_cast<unsigned int>(maxSize / stride - 1);
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for (size_t i = 0; i < count; ++i) {
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for (size_t i = 0; i < usedCount; ++i) {
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memcpy(outData + i, data + i * stride, elemSize);
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size_t srcIdx = (*remappingIndices)[i];
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if (srcIdx > maxIndex) {
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throw DeadlyImportError("GLTF: index*stride ", (srcIdx * stride), " > maxSize ", maxSize, " in ", getContextForErrorMessages(id, name));
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}
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memcpy(outData + i, data + srcIdx * stride, elemSize);
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}
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} else { // non-indexed cases
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if (usedCount * stride > maxSize) {
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throw DeadlyImportError("GLTF: count*stride ", (usedCount * stride), " > maxSize ", maxSize, " in ", getContextForErrorMessages(id, name));
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}
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if (stride == elemSize && targetElemSize == elemSize) {
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memcpy(outData, data, totalSize);
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} else {
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for (size_t i = 0; i < usedCount; ++i) {
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memcpy(outData + i, data + i * stride, elemSize);
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}
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}
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}
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}
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}
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return usedCount;
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}
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}
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inline void Accessor::WriteData(size_t _count, const void *src_buffer, size_t src_stride) {
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inline void Accessor::WriteData(size_t _count, const void *src_buffer, size_t src_stride) {
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@ -453,6 +453,11 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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unsigned int k = 0;
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unsigned int k = 0;
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meshOffsets.clear();
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meshOffsets.clear();
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std::vector<unsigned int> usedVertexIndices;
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std::vector<unsigned int> reverseMappingIndices;
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std::vector<unsigned int> indexBuffer;
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for (unsigned int m = 0; m < r.meshes.Size(); ++m) {
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for (unsigned int m = 0; m < r.meshes.Size(); ++m) {
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Mesh &mesh = r.meshes[m];
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Mesh &mesh = r.meshes[m];
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@ -462,6 +467,50 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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for (unsigned int p = 0; p < mesh.primitives.size(); ++p) {
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for (unsigned int p = 0; p < mesh.primitives.size(); ++p) {
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Mesh::Primitive &prim = mesh.primitives[p];
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Mesh::Primitive &prim = mesh.primitives[p];
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Mesh::Primitive::Attributes &attr = prim.attributes;
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// Find out the maximum number of vertices:
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size_t numAllVertices = 0;
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if (!attr.position.empty() && attr.position[0]) {
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numAllVertices = attr.position[0]->count;
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}
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// Extract used vertices:
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bool useIndexBuffer = prim.indices;
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std::vector<unsigned int>* vertexRemappingTable = nullptr;
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if (useIndexBuffer) {
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size_t count = prim.indices->count;
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indexBuffer.resize(count);
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usedVertexIndices.clear();
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reverseMappingIndices.clear();
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usedVertexIndices.reserve(count / 3); // this is a very rough heuristic to reduce re-allocations
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vertexRemappingTable = &usedVertexIndices;
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Accessor::Indexer data = prim.indices->GetIndexer();
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if (!data.IsValid()) {
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throw DeadlyImportError("GLTF: Invalid accessor without data in mesh ", getContextForErrorMessages(mesh.id, mesh.name));
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}
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// Build the vertex remapping table and the modified index buffer (used later instead of the original one)
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// In case no index buffer is used, the original vertex arrays are being used so no remapping is required in the first place.
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const unsigned int unusedIndex = ~0u;
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for (unsigned int i = 0; i < count; ++i) {
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unsigned int index = data.GetUInt(i);
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if (index >= numAllVertices) {
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// Out-of-range indices will be filtered out when adding the faces and then lead to a warning. At this stage, we just keep them.
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indexBuffer[i] = index;
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continue;
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}
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if (index >= reverseMappingIndices.size()) {
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reverseMappingIndices.resize(index + 1, unusedIndex);
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}
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if (reverseMappingIndices[index] == unusedIndex) {
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reverseMappingIndices[index] = static_cast<unsigned int>(usedVertexIndices.size());
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usedVertexIndices.push_back(index);
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}
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indexBuffer[i] = reverseMappingIndices[index];
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}
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}
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aiMesh *aim = new aiMesh();
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aiMesh *aim = new aiMesh();
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meshes.push_back(std::unique_ptr<aiMesh>(aim));
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meshes.push_back(std::unique_ptr<aiMesh>(aim));
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@ -491,28 +540,25 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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break;
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break;
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}
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}
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Mesh::Primitive::Attributes &attr = prim.attributes;
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if (!attr.position.empty() && attr.position[0]) {
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if (!attr.position.empty() && attr.position[0]) {
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aim->mNumVertices = static_cast<unsigned int>(attr.position[0]->count);
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aim->mNumVertices = static_cast<unsigned int>(attr.position[0]->ExtractData(aim->mVertices, vertexRemappingTable));
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attr.position[0]->ExtractData(aim->mVertices);
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}
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}
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if (!attr.normal.empty() && attr.normal[0]) {
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if (!attr.normal.empty() && attr.normal[0]) {
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if (attr.normal[0]->count != aim->mNumVertices) {
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if (attr.normal[0]->count != numAllVertices) {
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DefaultLogger::get()->warn("Normal count in mesh \"", mesh.name, "\" does not match the vertex count, normals ignored.");
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DefaultLogger::get()->warn("Normal count in mesh \"", mesh.name, "\" does not match the vertex count, normals ignored.");
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} else {
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} else {
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attr.normal[0]->ExtractData(aim->mNormals);
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attr.normal[0]->ExtractData(aim->mNormals, vertexRemappingTable);
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// only extract tangents if normals are present
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// only extract tangents if normals are present
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if (!attr.tangent.empty() && attr.tangent[0]) {
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if (!attr.tangent.empty() && attr.tangent[0]) {
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if (attr.tangent[0]->count != aim->mNumVertices) {
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if (attr.tangent[0]->count != numAllVertices) {
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DefaultLogger::get()->warn("Tangent count in mesh \"", mesh.name, "\" does not match the vertex count, tangents ignored.");
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DefaultLogger::get()->warn("Tangent count in mesh \"", mesh.name, "\" does not match the vertex count, tangents ignored.");
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} else {
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} else {
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// generate bitangents from normals and tangents according to spec
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// generate bitangents from normals and tangents according to spec
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Tangent *tangents = nullptr;
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Tangent *tangents = nullptr;
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attr.tangent[0]->ExtractData(tangents);
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attr.tangent[0]->ExtractData(tangents, vertexRemappingTable);
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aim->mTangents = new aiVector3D[aim->mNumVertices];
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aim->mTangents = new aiVector3D[aim->mNumVertices];
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aim->mBitangents = new aiVector3D[aim->mNumVertices];
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aim->mBitangents = new aiVector3D[aim->mNumVertices];
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@ -529,7 +575,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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}
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}
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for (size_t c = 0; c < attr.color.size() && c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c) {
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for (size_t c = 0; c < attr.color.size() && c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c) {
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if (attr.color[c]->count != aim->mNumVertices) {
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if (attr.color[c]->count != numAllVertices) {
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DefaultLogger::get()->warn("Color stream size in mesh \"", mesh.name,
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DefaultLogger::get()->warn("Color stream size in mesh \"", mesh.name,
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"\" does not match the vertex count");
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"\" does not match the vertex count");
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continue;
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continue;
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@ -537,7 +583,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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auto componentType = attr.color[c]->componentType;
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auto componentType = attr.color[c]->componentType;
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if (componentType == glTF2::ComponentType_FLOAT) {
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if (componentType == glTF2::ComponentType_FLOAT) {
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attr.color[c]->ExtractData(aim->mColors[c]);
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attr.color[c]->ExtractData(aim->mColors[c], vertexRemappingTable);
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} else {
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} else {
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if (componentType == glTF2::ComponentType_UNSIGNED_BYTE) {
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if (componentType == glTF2::ComponentType_UNSIGNED_BYTE) {
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aim->mColors[c] = GetVertexColorsForType<unsigned char>(attr.color[c]);
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aim->mColors[c] = GetVertexColorsForType<unsigned char>(attr.color[c]);
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@ -552,13 +598,13 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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continue;
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continue;
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}
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}
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if (attr.texcoord[tc]->count != aim->mNumVertices) {
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if (attr.texcoord[tc]->count != numAllVertices) {
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DefaultLogger::get()->warn("Texcoord stream size in mesh \"", mesh.name,
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DefaultLogger::get()->warn("Texcoord stream size in mesh \"", mesh.name,
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"\" does not match the vertex count");
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"\" does not match the vertex count");
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continue;
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continue;
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}
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}
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attr.texcoord[tc]->ExtractData(aim->mTextureCoords[tc]);
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attr.texcoord[tc]->ExtractData(aim->mTextureCoords[tc], vertexRemappingTable);
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aim->mNumUVComponents[tc] = attr.texcoord[tc]->GetNumComponents();
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aim->mNumUVComponents[tc] = attr.texcoord[tc]->GetNumComponents();
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aiVector3D *values = aim->mTextureCoords[tc];
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aiVector3D *values = aim->mTextureCoords[tc];
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@ -583,11 +629,11 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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Mesh::Primitive::Target &target = targets[i];
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Mesh::Primitive::Target &target = targets[i];
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if (needPositions) {
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if (needPositions) {
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if (target.position[0]->count != aim->mNumVertices) {
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if (target.position[0]->count != numAllVertices) {
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ASSIMP_LOG_WARN("Positions of target ", i, " in mesh \"", mesh.name, "\" does not match the vertex count");
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ASSIMP_LOG_WARN("Positions of target ", i, " in mesh \"", mesh.name, "\" does not match the vertex count");
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} else {
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} else {
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aiVector3D *positionDiff = nullptr;
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aiVector3D *positionDiff = nullptr;
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target.position[0]->ExtractData(positionDiff);
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target.position[0]->ExtractData(positionDiff, vertexRemappingTable);
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for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
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for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
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aiAnimMesh.mVertices[vertexId] += positionDiff[vertexId];
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aiAnimMesh.mVertices[vertexId] += positionDiff[vertexId];
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}
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}
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@ -595,11 +641,11 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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}
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}
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}
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}
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if (needNormals) {
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if (needNormals) {
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if (target.normal[0]->count != aim->mNumVertices) {
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if (target.normal[0]->count != numAllVertices) {
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ASSIMP_LOG_WARN("Normals of target ", i, " in mesh \"", mesh.name, "\" does not match the vertex count");
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ASSIMP_LOG_WARN("Normals of target ", i, " in mesh \"", mesh.name, "\" does not match the vertex count");
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} else {
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} else {
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aiVector3D *normalDiff = nullptr;
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aiVector3D *normalDiff = nullptr;
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target.normal[0]->ExtractData(normalDiff);
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target.normal[0]->ExtractData(normalDiff, vertexRemappingTable);
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for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
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for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
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aiAnimMesh.mNormals[vertexId] += normalDiff[vertexId];
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aiAnimMesh.mNormals[vertexId] += normalDiff[vertexId];
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}
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}
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@ -610,14 +656,14 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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if (!aiAnimMesh.HasNormals()) {
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if (!aiAnimMesh.HasNormals()) {
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// prevent nullptr access to aiAnimMesh.mNormals below when no normals are available
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// prevent nullptr access to aiAnimMesh.mNormals below when no normals are available
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ASSIMP_LOG_WARN("Bitangents of target ", i, " in mesh \"", mesh.name, "\" can't be computed, because mesh has no normals.");
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ASSIMP_LOG_WARN("Bitangents of target ", i, " in mesh \"", mesh.name, "\" can't be computed, because mesh has no normals.");
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} else if (target.tangent[0]->count != aim->mNumVertices) {
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} else if (target.tangent[0]->count != numAllVertices) {
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ASSIMP_LOG_WARN("Tangents of target ", i, " in mesh \"", mesh.name, "\" does not match the vertex count");
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ASSIMP_LOG_WARN("Tangents of target ", i, " in mesh \"", mesh.name, "\" does not match the vertex count");
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} else {
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} else {
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Tangent *tangent = nullptr;
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Tangent *tangent = nullptr;
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attr.tangent[0]->ExtractData(tangent);
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attr.tangent[0]->ExtractData(tangent, vertexRemappingTable);
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|
||||||
aiVector3D *tangentDiff = nullptr;
|
aiVector3D *tangentDiff = nullptr;
|
||||||
target.tangent[0]->ExtractData(tangentDiff);
|
target.tangent[0]->ExtractData(tangentDiff, vertexRemappingTable);
|
||||||
|
|
||||||
for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; ++vertexId) {
|
for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; ++vertexId) {
|
||||||
tangent[vertexId].xyz += tangentDiff[vertexId];
|
tangent[vertexId].xyz += tangentDiff[vertexId];
|
||||||
|
@ -641,20 +687,15 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
|
||||||
aiFace *facePtr = nullptr;
|
aiFace *facePtr = nullptr;
|
||||||
size_t nFaces = 0;
|
size_t nFaces = 0;
|
||||||
|
|
||||||
if (prim.indices) {
|
if (useIndexBuffer) {
|
||||||
size_t count = prim.indices->count;
|
size_t count = indexBuffer.size();
|
||||||
|
|
||||||
Accessor::Indexer data = prim.indices->GetIndexer();
|
|
||||||
if (!data.IsValid()) {
|
|
||||||
throw DeadlyImportError("GLTF: Invalid accessor without data in mesh ", getContextForErrorMessages(mesh.id, mesh.name));
|
|
||||||
}
|
|
||||||
|
|
||||||
switch (prim.mode) {
|
switch (prim.mode) {
|
||||||
case PrimitiveMode_POINTS: {
|
case PrimitiveMode_POINTS: {
|
||||||
nFaces = count;
|
nFaces = count;
|
||||||
facePtr = faces = new aiFace[nFaces];
|
facePtr = faces = new aiFace[nFaces];
|
||||||
for (unsigned int i = 0; i < count; ++i) {
|
for (unsigned int i = 0; i < count; ++i) {
|
||||||
SetFaceAndAdvance1(facePtr, aim->mNumVertices, data.GetUInt(i));
|
SetFaceAndAdvance1(facePtr, aim->mNumVertices, indexBuffer[i]);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -667,7 +708,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
|
||||||
}
|
}
|
||||||
facePtr = faces = new aiFace[nFaces];
|
facePtr = faces = new aiFace[nFaces];
|
||||||
for (unsigned int i = 0; i < count; i += 2) {
|
for (unsigned int i = 0; i < count; i += 2) {
|
||||||
SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1));
|
SetFaceAndAdvance2(facePtr, aim->mNumVertices, indexBuffer[i], indexBuffer[i + 1]);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -676,12 +717,12 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
|
||||||
case PrimitiveMode_LINE_STRIP: {
|
case PrimitiveMode_LINE_STRIP: {
|
||||||
nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
|
nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
|
||||||
facePtr = faces = new aiFace[nFaces];
|
facePtr = faces = new aiFace[nFaces];
|
||||||
SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(1));
|
SetFaceAndAdvance2(facePtr, aim->mNumVertices, indexBuffer[0], indexBuffer[1]);
|
||||||
for (unsigned int i = 2; i < count; ++i) {
|
for (unsigned int i = 2; i < count; ++i) {
|
||||||
SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(i - 1), data.GetUInt(i));
|
SetFaceAndAdvance2(facePtr, aim->mNumVertices, indexBuffer[i - 1], indexBuffer[i]);
|
||||||
}
|
}
|
||||||
if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
|
if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
|
||||||
SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(static_cast<int>(count) - 1), faces[0].mIndices[0]);
|
SetFaceAndAdvance2(facePtr, aim->mNumVertices, indexBuffer[static_cast<int>(count) - 1], faces[0].mIndices[0]);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -694,7 +735,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
|
||||||
}
|
}
|
||||||
facePtr = faces = new aiFace[nFaces];
|
facePtr = faces = new aiFace[nFaces];
|
||||||
for (unsigned int i = 0; i < count; i += 3) {
|
for (unsigned int i = 0; i < count; i += 3) {
|
||||||
SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
|
SetFaceAndAdvance3(facePtr, aim->mNumVertices, indexBuffer[i], indexBuffer[i + 1], indexBuffer[i + 2]);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -705,10 +746,10 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
|
||||||
// The ordering is to ensure that the triangles are all drawn with the same orientation
|
// The ordering is to ensure that the triangles are all drawn with the same orientation
|
||||||
if ((i + 1) % 2 == 0) {
|
if ((i + 1) % 2 == 0) {
|
||||||
// For even n, vertices n + 1, n, and n + 2 define triangle n
|
// For even n, vertices n + 1, n, and n + 2 define triangle n
|
||||||
SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i + 1), data.GetUInt(i), data.GetUInt(i + 2));
|
SetFaceAndAdvance3(facePtr, aim->mNumVertices, indexBuffer[i + 1], indexBuffer[i], indexBuffer[i + 2]);
|
||||||
} else {
|
} else {
|
||||||
// For odd n, vertices n, n+1, and n+2 define triangle n
|
// For odd n, vertices n, n+1, and n+2 define triangle n
|
||||||
SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
|
SetFaceAndAdvance3(facePtr, aim->mNumVertices, indexBuffer[i], indexBuffer[i + 1], indexBuffer[i + 2]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
@ -716,9 +757,9 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
|
||||||
case PrimitiveMode_TRIANGLE_FAN:
|
case PrimitiveMode_TRIANGLE_FAN:
|
||||||
nFaces = count - 2;
|
nFaces = count - 2;
|
||||||
facePtr = faces = new aiFace[nFaces];
|
facePtr = faces = new aiFace[nFaces];
|
||||||
SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
|
SetFaceAndAdvance3(facePtr, aim->mNumVertices, indexBuffer[0], indexBuffer[1], indexBuffer[2]);
|
||||||
for (unsigned int i = 1; i < nFaces; ++i) {
|
for (unsigned int i = 1; i < nFaces; ++i) {
|
||||||
SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(i + 1), data.GetUInt(i + 2));
|
SetFaceAndAdvance3(facePtr, aim->mNumVertices, indexBuffer[0], indexBuffer[i + 1], indexBuffer[i + 2]);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
|
@ -1253,7 +1253,6 @@ IF (ASSIMP_WARNINGS_AS_ERRORS)
|
||||||
-Wno-implicit-fallthrough
|
-Wno-implicit-fallthrough
|
||||||
-Wno-unused-template
|
-Wno-unused-template
|
||||||
-Wno-undefined-func-template
|
-Wno-undefined-func-template
|
||||||
-Wno-nested-anon-types
|
|
||||||
-Wno-declaration-after-statement
|
-Wno-declaration-after-statement
|
||||||
)
|
)
|
||||||
ELSE()
|
ELSE()
|
||||||
|
|
|
@ -380,7 +380,7 @@ TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLines) {
|
||||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_08.gltf", aiProcess_ValidateDataStructure);
|
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_08.gltf", aiProcess_ValidateDataStructure);
|
||||||
EXPECT_NE(nullptr, scene);
|
EXPECT_NE(nullptr, scene);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
|
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
|
||||||
std::array<unsigned int, 5> l1 = { { 0u, 3u, 2u, 1u, 0u } };
|
std::array<unsigned int, 5> l1 = { { 0u, 1u, 2u, 3u, 0u } };
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2u);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2u);
|
||||||
for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i) {
|
for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i) {
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], l1[i]);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], l1[i]);
|
||||||
|
@ -394,7 +394,7 @@ TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLineLoop) {
|
||||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_09.gltf", aiProcess_ValidateDataStructure);
|
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_09.gltf", aiProcess_ValidateDataStructure);
|
||||||
EXPECT_NE(nullptr, scene);
|
EXPECT_NE(nullptr, scene);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
|
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
|
||||||
std::array<unsigned int, 5> l1 = { { 0, 3u, 2u, 1u, 0u } };
|
std::array<unsigned int, 5> l1 = { { 0, 1u, 2u, 3u, 0u } };
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2u);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2u);
|
||||||
for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i) {
|
for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i) {
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], l1[i]);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], l1[i]);
|
||||||
|
@ -408,7 +408,7 @@ TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLineStrip) {
|
||||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_10.gltf", aiProcess_ValidateDataStructure);
|
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_10.gltf", aiProcess_ValidateDataStructure);
|
||||||
EXPECT_NE(nullptr, scene);
|
EXPECT_NE(nullptr, scene);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
|
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
|
||||||
std::array<unsigned int, 5> l1 = { { 0u, 3u, 2u, 1u, 0u } };
|
std::array<unsigned int, 5> l1 = { { 0u, 1u, 2u, 3u, 0u } };
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2u);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2u);
|
||||||
for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i) {
|
for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i) {
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], l1[i]);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], l1[i]);
|
||||||
|
@ -423,13 +423,13 @@ TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeTrianglesStrip) {
|
||||||
EXPECT_NE(nullptr, scene);
|
EXPECT_NE(nullptr, scene);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2u);
|
EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2u);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
|
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
|
||||||
std::array<unsigned int, 3> f1 = { { 0u, 3u, 1u } };
|
std::array<unsigned int, 3> f1 = { { 0u, 1u, 2u } };
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3u);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3u);
|
||||||
for (size_t i = 0; i < 3; ++i) {
|
for (size_t i = 0; i < 3; ++i) {
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mIndices[i], f1[i]);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mIndices[i], f1[i]);
|
||||||
}
|
}
|
||||||
|
|
||||||
std::array<unsigned int, 3> f2 = { { 1u, 3u, 2u } };
|
std::array<unsigned int, 3> f2 = { { 2u, 1u, 3u } };
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3u);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3u);
|
||||||
for (size_t i = 0; i < 3; ++i) {
|
for (size_t i = 0; i < 3; ++i) {
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mIndices[i], f2[i]);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mIndices[i], f2[i]);
|
||||||
|
@ -443,13 +443,13 @@ TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeTrianglesFan) {
|
||||||
EXPECT_NE(nullptr, scene);
|
EXPECT_NE(nullptr, scene);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
|
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2u);
|
EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2u);
|
||||||
std::array<unsigned int, 3> f1 = { { 0u, 3u, 2u } };
|
std::array<unsigned int, 3> f1 = { { 0u, 1u, 2u } };
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3u);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3u);
|
||||||
for (size_t i = 0; i < 3; ++i) {
|
for (size_t i = 0; i < 3; ++i) {
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mIndices[i], f1[i]);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mIndices[i], f1[i]);
|
||||||
}
|
}
|
||||||
|
|
||||||
std::array<unsigned int, 3> f2 = { { 0u, 2u, 1u } };
|
std::array<unsigned int, 3> f2 = { { 0u, 2u, 3u } };
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3u);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3u);
|
||||||
for (size_t i = 0; i < 3; ++i) {
|
for (size_t i = 0; i < 3; ++i) {
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mIndices[i], f2[i]);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mIndices[i], f2[i]);
|
||||||
|
|
Loading…
Reference in New Issue