Merge branch 'master' into rbsheth_update_hunter

pull/3327/head
Kim Kulling 2020-07-17 11:39:55 +02:00 committed by GitHub
commit fa486240d5
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
16 changed files with 9651 additions and 17 deletions

View File

@ -44,16 +44,46 @@ jobs:
with:
CXX: ${{ matrix.cxx }}
CC: ${{ matrix.cc }}
- name: Cache DX SDK
id: dxcache
if: matrix.name == 'windows-msvc'
uses: actions/cache@v2
with:
path: '${{ github.workspace }}/DX_SDK'
key: ${{ runner.os }}-DX_SDK
restore-keys: |
${{ runner.os }}-DX_SDK
- name: Download DXSetup
if: matrix.name == 'windows-msvc' && steps.dxcache.outputs.cache-hit != 'true'
run: |
curl -s -o DXSDK_Jun10.exe --location https://download.microsoft.com/download/A/E/7/AE743F1F-632B-4809-87A9-AA1BB3458E31/DXSDK_Jun10.exe
cmd.exe /c start /wait .\DXSDK_Jun10.exe /U /O /F /S /P "${{ github.workspace }}\DX_SDK"
- name: Set Windows specific CMake arguments
if: matrix.name == 'windows-msvc'
id: windows_extra_cmake_args
run: echo "::set-output name=args::'-DASSIMP_BUILD_ASSIMP_TOOLS=1 -DASSIMP_BUILD_ASSIMP_VIEW=1'"
- name: configure and build
uses: lukka/run-cmake@v2
env:
DXSDK_DIR: '${{ github.workspace }}/DX_SDK'
with:
cmakeListsOrSettingsJson: CMakeListsTxtAdvanced
cmakeListsTxtPath: '${{ github.workspace }}/CMakeLists.txt'
cmakeAppendedArgs: '-GNinja -DCMAKE_BUILD_TYPE=Release'
cmakeAppendedArgs: '-GNinja -DCMAKE_BUILD_TYPE=Release ${{ steps.windows_extra_cmake_args.outputs.args }}'
buildWithCMakeArgs: '-- -v'
buildDirectory: '${{ github.workspace }}/build/'
- name: test
run: cd build/bin && ./unit
shell: bash
- uses: actions/upload-artifact@v2
if: matrix.name == 'windows-msvc'
with:
name: 'assimp-bins-${{ matrix.name }}-${{ github.sha }}'
path: build/bin

View File

@ -484,6 +484,12 @@ aiNode *AC3DImporter::ConvertObjectSection(Object &object,
needMat[idx].second += ((unsigned int)(*it).entries.size() - 1) << 1u;
break;
// triangle strip
case 0x4:
needMat[idx].first += (unsigned int)(*it).entries.size() - 2;
needMat[idx].second += ((unsigned int)(*it).entries.size() - 2) * 3;
break;
// 0 == polygon, else unknown
default:
if ((*it).flags & 0xf) {
@ -570,6 +576,64 @@ aiNode *AC3DImporter::ConvertObjectSection(Object &object,
}
}
}
} else if (type == 0x4) {
for (unsigned int i = 0; i < (unsigned int)src.entries.size() - 2; ++i) {
const Surface::SurfaceEntry &entry1 = src.entries[i];
const Surface::SurfaceEntry &entry2 = src.entries[i + 1];
const Surface::SurfaceEntry &entry3 = src.entries[i + 2];
// skip degenerate triangles
if (object.vertices[entry1.first] == object.vertices[entry2.first] ||
object.vertices[entry1.first] == object.vertices[entry3.first] ||
object.vertices[entry2.first] == object.vertices[entry3.first]) {
mesh->mNumFaces--;
mesh->mNumVertices -= 3;
continue;
}
aiFace &face = *faces++;
face.mNumIndices = 3;
face.mIndices = new unsigned int[face.mNumIndices];
face.mIndices[0] = cur++;
face.mIndices[1] = cur++;
face.mIndices[2] = cur++;
if (!(i & 1)) {
*vertices++ = object.vertices[entry1.first] + object.translation;
if (uv) {
uv->x = entry1.second.x;
uv->y = entry1.second.y;
++uv;
}
*vertices++ = object.vertices[entry2.first] + object.translation;
if (uv) {
uv->x = entry2.second.x;
uv->y = entry2.second.y;
++uv;
}
} else {
*vertices++ = object.vertices[entry2.first] + object.translation;
if (uv) {
uv->x = entry2.second.x;
uv->y = entry2.second.y;
++uv;
}
*vertices++ = object.vertices[entry1.first] + object.translation;
if (uv) {
uv->x = entry1.second.x;
uv->y = entry1.second.y;
++uv;
}
}
if (static_cast<unsigned>(vertices - mesh->mVertices) >= mesh->mNumVertices) {
throw DeadlyImportError("AC3D: Invalid number of vertices");
}
*vertices++ = object.vertices[entry3.first] + object.translation;
if (uv) {
uv->x = entry3.second.x;
uv->y = entry3.second.y;
++uv;
}
}
} else {
it2 = (*it).entries.begin();

View File

@ -1,4 +1,4 @@
/*
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
@ -49,7 +49,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef GLTFASSET_H_INC
#define GLTFASSET_H_INC
#ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER
#if !defined(ASSIMP_BUILD_NO_GLTF_IMPORTER) && !defined(ASSIMP_BUILD_NO_GLTF1_IMPORTER)
#include <assimp/Exceptional.h>

View File

@ -50,7 +50,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef GLTFASSETWRITER_H_INC
#define GLTFASSETWRITER_H_INC
#ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER
#if !defined(ASSIMP_BUILD_NO_GLTF_IMPORTER) && !defined(ASSIMP_BUILD_NO_GLTF1_IMPORTER)
#include "glTFAsset.h"

View File

@ -46,7 +46,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_GLTFEXPORTER_H_INC
#define AI_GLTFEXPORTER_H_INC
#ifndef ASSIMP_BUILD_NO_GLTF_EXPORTER
#if !defined(ASSIMP_BUILD_NO_GLTF_EXPORTER) && !defined(ASSIMP_BUILD_NO_GLTF1_EXPORTER)
#include <assimp/types.h>
#include <assimp/material.h>

View File

@ -1,4 +1,4 @@
/*
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
@ -39,7 +39,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER
#if !defined(ASSIMP_BUILD_NO_GLTF_IMPORTER) && !defined(ASSIMP_BUILD_NO_GLTF1_IMPORTER)
#include "AssetLib/glTF/glTFImporter.h"
#include "AssetLib/glTF/glTFAsset.h"

View File

@ -50,7 +50,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef GLTF2ASSET_H_INC
#define GLTF2ASSET_H_INC
#ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER
#if !defined(ASSIMP_BUILD_NO_GLTF_IMPORTER) && !defined(ASSIMP_BUILD_NO_GLTF2_IMPORTER)
#include <assimp/Exceptional.h>

View File

@ -50,7 +50,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef GLTF2ASSETWRITER_H_INC
#define GLTF2ASSETWRITER_H_INC
#ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER
#if !defined(ASSIMP_BUILD_NO_GLTF_IMPORTER) && !defined(ASSIMP_BUILD_NO_GLTF2_IMPORTER)
#include "glTF2Asset.h"

View File

@ -46,7 +46,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_GLTF2EXPORTER_H_INC
#define AI_GLTF2EXPORTER_H_INC
#ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER
#if !defined(ASSIMP_BUILD_NO_GLTF_IMPORTER) && !defined(ASSIMP_BUILD_NO_GLTF2_IMPORTER)
#include <assimp/types.h>
#include <assimp/material.h>

View File

@ -39,7 +39,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER
#if !defined(ASSIMP_BUILD_NO_GLTF_IMPORTER) && !defined(ASSIMP_BUILD_NO_GLTF2_IMPORTER)
#include "AssetLib/glTF2/glTF2Importer.h"
#include "PostProcessing/MakeVerboseFormat.h"

View File

@ -100,7 +100,6 @@ size_t DefaultIOStream::Write(const void *pvBuffer,
size_t pCount) {
ai_assert(nullptr != pvBuffer);
ai_assert(0 != pSize);
ai_assert(0 != pCount);
return (mFile ? ::fwrite(pvBuffer, pSize, pCount, mFile) : 0);
}

View File

@ -179,11 +179,14 @@ static void setupExporterArray(std::vector<Exporter::ExportFormatEntry> &exporte
aiProcess_Triangulate | aiProcess_SortByPType | aiProcess_JoinIdenticalVertices));
#endif
#ifndef ASSIMP_BUILD_NO_GLTF_EXPORTER
#if !defined(ASSIMP_BUILD_NO_GLTF_EXPORTER) && !defined(ASSIMP_BUILD_NO_GLTF2_EXPORTER)
exporters.push_back(Exporter::ExportFormatEntry("gltf2", "GL Transmission Format v. 2", "gltf", &ExportSceneGLTF2,
aiProcess_JoinIdenticalVertices | aiProcess_Triangulate | aiProcess_SortByPType));
exporters.push_back(Exporter::ExportFormatEntry("glb2", "GL Transmission Format v. 2 (binary)", "glb", &ExportSceneGLB2,
aiProcess_JoinIdenticalVertices | aiProcess_Triangulate | aiProcess_SortByPType));
#endif
#if !defined(ASSIMP_BUILD_NO_GLTF_EXPORTER) && !defined(ASSIMP_BUILD_NO_GLTF1_EXPORTER)
exporters.push_back(Exporter::ExportFormatEntry("gltf", "GL Transmission Format", "gltf", &ExportSceneGLTF,
aiProcess_JoinIdenticalVertices | aiProcess_Triangulate | aiProcess_SortByPType));
exporters.push_back(Exporter::ExportFormatEntry("glb", "GL Transmission Format (binary)", "glb", &ExportSceneGLB,

View File

@ -1174,7 +1174,7 @@ void Importer::GetMemoryRequirements(aiMemoryInfo& in) const {
// add all bone anims
for (unsigned int a = 0; a < pc->mNumChannels; ++a) {
const aiNodeAnim* pc2 = pc->mChannels[i];
const aiNodeAnim* pc2 = pc->mChannels[a];
in.animations += sizeof(aiNodeAnim);
in.animations += pc2->mNumPositionKeys * sizeof(aiVectorKey);
in.animations += pc2->mNumScalingKeys * sizeof(aiVectorKey);

View File

@ -1,4 +1,4 @@
/*
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
@ -179,8 +179,10 @@ corresponding preprocessor flag to selectively disable formats.
#ifndef ASSIMP_BUILD_NO_ASSBIN_IMPORTER
#include "AssetLib/Assbin/AssbinLoader.h"
#endif
#ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER
#if !defined(ASSIMP_BUILD_NO_GLTF_IMPORTER) && !defined(ASSIMP_BUILD_NO_GLTF1_IMPORTER)
#include "AssetLib/glTF/glTFImporter.h"
#endif
#if !defined(ASSIMP_BUILD_NO_GLTF_IMPORTER) && !defined(ASSIMP_BUILD_NO_GLTF2_IMPORTER)
#include "AssetLib/glTF2/glTF2Importer.h"
#endif
#ifndef ASSIMP_BUILD_NO_C4D_IMPORTER
@ -339,8 +341,10 @@ void GetImporterInstanceList(std::vector<BaseImporter *> &out) {
#if (!defined ASSIMP_BUILD_NO_ASSBIN_IMPORTER)
out.push_back(new AssbinImporter());
#endif
#if (!defined ASSIMP_BUILD_NO_GLTF_IMPORTER)
#if (!defined ASSIMP_BUILD_NO_GLTF_IMPORTER && !defined ASSIMP_BUILD_NO_GLTF1_IMPORTER)
out.push_back(new glTFImporter());
#endif
#if (!defined ASSIMP_BUILD_NO_GLTF_IMPORTER && !defined ASSIMP_BUILD_NO_GLTF2_IMPORTER)
out.push_back(new glTF2Importer());
#endif
#if (!defined ASSIMP_BUILD_NO_C4D_IMPORTER)

File diff suppressed because it is too large Load Diff

View File

@ -101,6 +101,12 @@ TEST(utACImportExport, importWuson) {
ASSERT_NE(nullptr, scene);
}
TEST(utACImportExport, importWusonACC) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/AC/Wuson.acc", aiProcess_ValidateDataStructure);
ASSERT_NE(nullptr, scene);
}
TEST(utACImportExport, testFormatDetection) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/AC/TestFormatDetection", aiProcess_ValidateDataStructure);