Merge branch 'master' into fix-obj-line-continuation
commit
ff7ec7e454
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@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
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Copyright (c) 2006-2019, assimp team
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Copyright (c) 2006-2019, assimp team
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All rights reserved.
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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Redistribution and use of this software in source and binary forms,
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@ -43,7 +41,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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/** @file Implementation of the Collada loader */
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/** @file Implementation of the Collada loader */
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#ifndef ASSIMP_BUILD_NO_COLLADA_IMPORTER
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#ifndef ASSIMP_BUILD_NO_COLLADA_IMPORTER
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#include "ColladaLoader.h"
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#include "ColladaLoader.h"
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@ -67,7 +64,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <numeric>
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#include <numeric>
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#include <memory>
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#include <memory>
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using namespace Assimp;
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namespace Assimp {
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using namespace Assimp::Formatter;
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using namespace Assimp::Formatter;
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static const aiImporterDesc desc = {
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static const aiImporterDesc desc = {
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@ -112,7 +110,7 @@ ColladaLoader::~ColladaLoader() {
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// Returns whether the class can handle the format of the given file.
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// Returns whether the class can handle the format of the given file.
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bool ColladaLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const {
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bool ColladaLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const {
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// check file extension
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// check file extension
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std::string extension = GetExtension(pFile);
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const std::string extension = GetExtension(pFile);
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if (extension == "dae") {
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if (extension == "dae") {
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return true;
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return true;
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@ -166,12 +164,13 @@ void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, I
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// parse the input file
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// parse the input file
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ColladaParser parser( pIOHandler, pFile);
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ColladaParser parser( pIOHandler, pFile);
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if( !parser.mRootNode)
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if( !parser.mRootNode) {
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throw DeadlyImportError( "Collada: File came out empty. Something is wrong here.");
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throw DeadlyImportError( "Collada: File came out empty. Something is wrong here.");
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}
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// reserve some storage to avoid unnecessary reallocs
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// reserve some storage to avoid unnecessary reallocs
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newMats.reserve(parser.mMaterialLibrary.size()*2);
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newMats.reserve(parser.mMaterialLibrary.size()*2u);
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mMeshes.reserve(parser.mMeshLibrary.size()*2);
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mMeshes.reserve(parser.mMeshLibrary.size()*2u);
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mCameras.reserve(parser.mCameraLibrary.size());
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mCameras.reserve(parser.mCameraLibrary.size());
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mLights.reserve(parser.mLightLibrary.size());
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mLights.reserve(parser.mLightLibrary.size());
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@ -191,19 +190,20 @@ void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, I
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0, 0, parser.mUnitSize, 0,
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0, 0, parser.mUnitSize, 0,
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0, 0, 0, 1);
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0, 0, 0, 1);
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if( !ignoreUpDirection ) {
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if( !ignoreUpDirection ) {
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// Convert to Y_UP, if different orientation
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// Convert to Y_UP, if different orientation
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if( parser.mUpDirection == ColladaParser::UP_X)
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if( parser.mUpDirection == ColladaParser::UP_X) {
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pScene->mRootNode->mTransformation *= aiMatrix4x4(
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pScene->mRootNode->mTransformation *= aiMatrix4x4(
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0, -1, 0, 0,
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0, -1, 0, 0,
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1, 0, 0, 0,
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1, 0, 0, 0,
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0, 0, 1, 0,
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0, 0, 1, 0,
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0, 0, 0, 1);
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0, 0, 0, 1);
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else if( parser.mUpDirection == ColladaParser::UP_Z)
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} else if( parser.mUpDirection == ColladaParser::UP_Z) {
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pScene->mRootNode->mTransformation *= aiMatrix4x4(
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pScene->mRootNode->mTransformation *= aiMatrix4x4(
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1, 0, 0, 0,
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1, 0, 0, 0,
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0, 0, 1, 0,
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0, 0, 1, 0,
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0, -1, 0, 0,
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0, -1, 0, 0,
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0, 0, 0, 1);
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0, 0, 0, 1);
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}
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}
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}
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// Store scene metadata
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// Store scene metadata
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@ -211,8 +211,7 @@ void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, I
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const size_t numMeta(parser.mAssetMetaData.size());
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const size_t numMeta(parser.mAssetMetaData.size());
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pScene->mMetaData = aiMetadata::Alloc(static_cast<unsigned int>(numMeta));
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pScene->mMetaData = aiMetadata::Alloc(static_cast<unsigned int>(numMeta));
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size_t i = 0;
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size_t i = 0;
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for (auto it = parser.mAssetMetaData.cbegin(); it != parser.mAssetMetaData.cend(); ++it, ++i)
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for (auto it = parser.mAssetMetaData.cbegin(); it != parser.mAssetMetaData.cend(); ++it, ++i) {
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{
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pScene->mMetaData->Set(static_cast<unsigned int>(i), (*it).first, (*it).second);
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pScene->mMetaData->Set(static_cast<unsigned int>(i), (*it).first, (*it).second);
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}
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}
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}
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}
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@ -232,9 +231,8 @@ void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, I
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// store all animations
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// store all animations
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StoreAnimations( pScene, parser);
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StoreAnimations( pScene, parser);
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// If no meshes have been loaded, it's probably just an animated skeleton.
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// If no meshes have been loaded, it's probably just an animated skeleton.
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if (!pScene->mNumMeshes) {
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if ( 0u == pScene->mNumMeshes) {
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if (!noSkeletonMesh) {
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if (!noSkeletonMesh) {
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SkeletonMeshBuilder hero(pScene);
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SkeletonMeshBuilder hero(pScene);
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@ -302,13 +300,12 @@ void ColladaLoader::ResolveNodeInstances( const ColladaParser& pParser, const Co
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// FIX for http://sourceforge.net/tracker/?func=detail&aid=3054873&group_id=226462&atid=1067632
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// FIX for http://sourceforge.net/tracker/?func=detail&aid=3054873&group_id=226462&atid=1067632
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// need to check for both name and ID to catch all. To avoid breaking valid files,
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// need to check for both name and ID to catch all. To avoid breaking valid files,
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// the workaround is only enabled when the first attempt to resolve the node has failed.
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// the workaround is only enabled when the first attempt to resolve the node has failed.
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if (!nd) {
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if (nullptr == nd) {
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nd = FindNode(pParser.mRootNode, nodeInst.mNode);
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nd = FindNode(pParser.mRootNode, nodeInst.mNode);
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}
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}
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if (!nd)
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if (nullptr == nd) {
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ASSIMP_LOG_ERROR_F("Collada: Unable to resolve reference to instanced node ", nodeInst.mNode);
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ASSIMP_LOG_ERROR_F("Collada: Unable to resolve reference to instanced node ", nodeInst.mNode);
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} else {
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else {
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// attach this node to the list of children
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// attach this node to the list of children
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resolved.push_back(nd);
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resolved.push_back(nd);
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}
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}
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@ -318,7 +315,7 @@ void ColladaLoader::ResolveNodeInstances( const ColladaParser& pParser, const Co
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Resolve UV channels
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// Resolve UV channels
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void ColladaLoader::ApplyVertexToEffectSemanticMapping(Collada::Sampler& sampler,
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void ColladaLoader::ApplyVertexToEffectSemanticMapping(Collada::Sampler& sampler,
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const Collada::SemanticMappingTable& table) {
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const Collada::SemanticMappingTable& table) {
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std::map<std::string, Collada::InputSemanticMapEntry>::const_iterator it = table.mMap.find(sampler.mUVChannel);
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std::map<std::string, Collada::InputSemanticMapEntry>::const_iterator it = table.mMap.find(sampler.mUVChannel);
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if (it != table.mMap.end()) {
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if (it != table.mMap.end()) {
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if (it->second.mType != Collada::IT_Texcoord) {
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if (it->second.mType != Collada::IT_Texcoord) {
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@ -431,8 +428,7 @@ void ColladaLoader::BuildCamerasForNode( const ColladaParser& pParser, const Col
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out->mAspect = std::tan(AI_DEG_TO_RAD(srcCamera->mHorFov)) /
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out->mAspect = std::tan(AI_DEG_TO_RAD(srcCamera->mHorFov)) /
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std::tan(AI_DEG_TO_RAD(srcCamera->mVerFov));
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std::tan(AI_DEG_TO_RAD(srcCamera->mVerFov));
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}
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}
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}
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} else if (srcCamera->mAspect != 10e10f && srcCamera->mVerFov != 10e10f) {
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else if (srcCamera->mAspect != 10e10f && srcCamera->mVerFov != 10e10f) {
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out->mHorizontalFOV = 2.0f * AI_RAD_TO_DEG(std::atan(srcCamera->mAspect *
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out->mHorizontalFOV = 2.0f * AI_RAD_TO_DEG(std::atan(srcCamera->mAspect *
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std::tan(AI_DEG_TO_RAD(srcCamera->mVerFov) * 0.5f)));
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std::tan(AI_DEG_TO_RAD(srcCamera->mVerFov) * 0.5f)));
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}
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}
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@ -470,7 +466,7 @@ void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Coll
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}
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}
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}
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}
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if( !srcMesh) {
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if( nullptr == srcMesh) {
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ASSIMP_LOG_WARN_F( "Collada: Unable to find geometry for ID \"", mid.mMeshOrController, "\". Skipping." );
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ASSIMP_LOG_WARN_F( "Collada: Unable to find geometry for ID \"", mid.mMeshOrController, "\". Skipping." );
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continue;
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continue;
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}
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}
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@ -770,16 +766,13 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
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IndexPairVector::const_iterator iit = weightStartPerVertex[orgIndex];
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IndexPairVector::const_iterator iit = weightStartPerVertex[orgIndex];
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size_t pairCount = pSrcController->mWeightCounts[orgIndex];
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size_t pairCount = pSrcController->mWeightCounts[orgIndex];
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for( size_t b = 0; b < pairCount; ++b, ++iit)
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for( size_t b = 0; b < pairCount; ++b, ++iit) {
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{
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const size_t jointIndex = iit->first;
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const size_t jointIndex = iit->first;
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const size_t vertexIndex = iit->second;
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const size_t vertexIndex = iit->second;
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ai_real weight = 1.0f;
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ai_real weight = 1.0f;
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if (!weights.mValues.empty()) {
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if (!weights.mValues.empty()) {
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weight = ReadFloat(weightsAcc, weights, vertexIndex, 0);
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weight = ReadFloat(weightsAcc, weights, vertexIndex, 0);
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}
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}
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// one day I gonna kill that XSI Collada exporter
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// one day I gonna kill that XSI Collada exporter
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if( weight > 0.0f)
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if( weight > 0.0f)
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@ -794,19 +787,21 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
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// count the number of bones which influence vertices of the current submesh
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// count the number of bones which influence vertices of the current submesh
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size_t numRemainingBones = 0;
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size_t numRemainingBones = 0;
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for( std::vector<std::vector<aiVertexWeight> >::const_iterator it = dstBones.begin(); it != dstBones.end(); ++it)
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for( std::vector<std::vector<aiVertexWeight> >::const_iterator it = dstBones.begin(); it != dstBones.end(); ++it) {
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if( it->size() > 0)
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if( it->size() > 0) {
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numRemainingBones++;
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++numRemainingBones;
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}
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}
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// create bone array and copy bone weights one by one
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// create bone array and copy bone weights one by one
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dstMesh->mNumBones = static_cast<unsigned int>(numRemainingBones);
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dstMesh->mNumBones = static_cast<unsigned int>(numRemainingBones);
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dstMesh->mBones = new aiBone*[numRemainingBones];
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dstMesh->mBones = new aiBone*[numRemainingBones];
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size_t boneCount = 0;
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size_t boneCount = 0;
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for( size_t a = 0; a < numBones; ++a)
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for( size_t a = 0; a < numBones; ++a) {
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{
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// omit bones without weights
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// omit bones without weights
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if( dstBones[a].size() == 0)
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if( dstBones[a].empty() ) {
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continue;
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continue;
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}
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// create bone with its weights
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// create bone with its weights
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aiBone* bone = new aiBone;
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aiBone* bone = new aiBone;
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@ -852,14 +847,16 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
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// and replace the bone's name by the node's name so that the user can use the standard
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// and replace the bone's name by the node's name so that the user can use the standard
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// find-by-name method to associate nodes with bones.
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// find-by-name method to associate nodes with bones.
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const Collada::Node* bnode = FindNode( pParser.mRootNode, bone->mName.data);
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const Collada::Node* bnode = FindNode( pParser.mRootNode, bone->mName.data);
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if( !bnode)
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if( !bnode) {
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bnode = FindNodeBySID( pParser.mRootNode, bone->mName.data);
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bnode = FindNodeBySID( pParser.mRootNode, bone->mName.data);
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}
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// assign the name that we would have assigned for the source node
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// assign the name that we would have assigned for the source node
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if( bnode)
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if( bnode) {
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bone->mName.Set( FindNameForNode( bnode));
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bone->mName.Set( FindNameForNode( bnode));
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else
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} else {
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ASSIMP_LOG_WARN_F( "ColladaLoader::CreateMesh(): could not find corresponding node for joint \"", bone->mName.data, "\"." );
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ASSIMP_LOG_WARN_F( "ColladaLoader::CreateMesh(): could not find corresponding node for joint \"", bone->mName.data, "\"." );
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}
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// and insert bone
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// and insert bone
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dstMesh->mBones[boneCount++] = bone;
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dstMesh->mBones[boneCount++] = bone;
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@ -871,89 +868,80 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Stores all meshes in the given scene
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// Stores all meshes in the given scene
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void ColladaLoader::StoreSceneMeshes( aiScene* pScene)
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void ColladaLoader::StoreSceneMeshes( aiScene* pScene) {
|
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{
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pScene->mNumMeshes = static_cast<unsigned int>(mMeshes.size());
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pScene->mNumMeshes = static_cast<unsigned int>(mMeshes.size());
|
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if( mMeshes.size() > 0)
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if( mMeshes.empty() ) {
|
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{
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return;
|
||||||
pScene->mMeshes = new aiMesh*[mMeshes.size()];
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|
||||||
std::copy( mMeshes.begin(), mMeshes.end(), pScene->mMeshes);
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|
||||||
mMeshes.clear();
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|
||||||
}
|
}
|
||||||
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pScene->mMeshes = new aiMesh*[mMeshes.size()];
|
||||||
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std::copy( mMeshes.begin(), mMeshes.end(), pScene->mMeshes);
|
||||||
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mMeshes.clear();
|
||||||
}
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}
|
||||||
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|
||||||
// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
|
||||||
// Stores all cameras in the given scene
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// Stores all cameras in the given scene
|
||||||
void ColladaLoader::StoreSceneCameras( aiScene* pScene)
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void ColladaLoader::StoreSceneCameras( aiScene* pScene) {
|
||||||
{
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|
||||||
pScene->mNumCameras = static_cast<unsigned int>(mCameras.size());
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pScene->mNumCameras = static_cast<unsigned int>(mCameras.size());
|
||||||
if( mCameras.size() > 0)
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if( mCameras.empty() ) {
|
||||||
{
|
return;
|
||||||
pScene->mCameras = new aiCamera*[mCameras.size()];
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|
||||||
std::copy( mCameras.begin(), mCameras.end(), pScene->mCameras);
|
|
||||||
mCameras.clear();
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|
||||||
}
|
}
|
||||||
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pScene->mCameras = new aiCamera*[mCameras.size()];
|
||||||
|
std::copy( mCameras.begin(), mCameras.end(), pScene->mCameras);
|
||||||
|
mCameras.clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
|
||||||
// Stores all lights in the given scene
|
// Stores all lights in the given scene
|
||||||
void ColladaLoader::StoreSceneLights( aiScene* pScene)
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void ColladaLoader::StoreSceneLights( aiScene* pScene) {
|
||||||
{
|
|
||||||
pScene->mNumLights = static_cast<unsigned int>(mLights.size());
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pScene->mNumLights = static_cast<unsigned int>(mLights.size());
|
||||||
if( mLights.size() > 0)
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if( mLights.empty() ) {
|
||||||
{
|
return;
|
||||||
pScene->mLights = new aiLight*[mLights.size()];
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|
||||||
std::copy( mLights.begin(), mLights.end(), pScene->mLights);
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|
||||||
mLights.clear();
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|
||||||
}
|
}
|
||||||
|
pScene->mLights = new aiLight*[mLights.size()];
|
||||||
|
std::copy( mLights.begin(), mLights.end(), pScene->mLights);
|
||||||
|
mLights.clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
// Stores all textures in the given scene
|
// Stores all textures in the given scene
|
||||||
void ColladaLoader::StoreSceneTextures( aiScene* pScene)
|
void ColladaLoader::StoreSceneTextures( aiScene* pScene) {
|
||||||
{
|
|
||||||
pScene->mNumTextures = static_cast<unsigned int>(mTextures.size());
|
pScene->mNumTextures = static_cast<unsigned int>(mTextures.size());
|
||||||
if( mTextures.size() > 0)
|
if( mTextures.empty() ) {
|
||||||
{
|
return;
|
||||||
pScene->mTextures = new aiTexture*[mTextures.size()];
|
|
||||||
std::copy( mTextures.begin(), mTextures.end(), pScene->mTextures);
|
|
||||||
mTextures.clear();
|
|
||||||
}
|
}
|
||||||
|
pScene->mTextures = new aiTexture*[mTextures.size()];
|
||||||
|
std::copy( mTextures.begin(), mTextures.end(), pScene->mTextures);
|
||||||
|
mTextures.clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
// Stores all materials in the given scene
|
// Stores all materials in the given scene
|
||||||
void ColladaLoader::StoreSceneMaterials( aiScene* pScene)
|
void ColladaLoader::StoreSceneMaterials( aiScene* pScene) {
|
||||||
{
|
|
||||||
pScene->mNumMaterials = static_cast<unsigned int>(newMats.size());
|
pScene->mNumMaterials = static_cast<unsigned int>(newMats.size());
|
||||||
|
if (newMats.empty() ) {
|
||||||
if (newMats.size() > 0) {
|
return;
|
||||||
pScene->mMaterials = new aiMaterial*[newMats.size()];
|
|
||||||
for (unsigned int i = 0; i < newMats.size();++i)
|
|
||||||
pScene->mMaterials[i] = newMats[i].second;
|
|
||||||
|
|
||||||
newMats.clear();
|
|
||||||
}
|
}
|
||||||
|
pScene->mMaterials = new aiMaterial*[newMats.size()];
|
||||||
|
for (unsigned int i = 0; i < newMats.size();++i) {
|
||||||
|
pScene->mMaterials[i] = newMats[i].second;
|
||||||
|
}
|
||||||
|
newMats.clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
// Stores all animations
|
// Stores all animations
|
||||||
void ColladaLoader::StoreAnimations( aiScene* pScene, const ColladaParser& pParser)
|
void ColladaLoader::StoreAnimations( aiScene* pScene, const ColladaParser& pParser) {
|
||||||
{
|
|
||||||
// recursively collect all animations from the collada scene
|
// recursively collect all animations from the collada scene
|
||||||
StoreAnimations( pScene, pParser, &pParser.mAnims, "");
|
StoreAnimations( pScene, pParser, &pParser.mAnims, "");
|
||||||
|
|
||||||
// catch special case: many animations with the same length, each affecting only a single node.
|
// catch special case: many animations with the same length, each affecting only a single node.
|
||||||
// we need to unite all those single-node-anims to a proper combined animation
|
// we need to unite all those single-node-anims to a proper combined animation
|
||||||
for( size_t a = 0; a < mAnims.size(); ++a)
|
for( size_t a = 0; a < mAnims.size(); ++a) {
|
||||||
{
|
|
||||||
aiAnimation* templateAnim = mAnims[a];
|
aiAnimation* templateAnim = mAnims[a];
|
||||||
if( templateAnim->mNumChannels == 1)
|
if( templateAnim->mNumChannels == 1) {
|
||||||
{
|
|
||||||
// search for other single-channel-anims with the same duration
|
// search for other single-channel-anims with the same duration
|
||||||
std::vector<size_t> collectedAnimIndices;
|
std::vector<size_t> collectedAnimIndices;
|
||||||
for( size_t b = a+1; b < mAnims.size(); ++b)
|
for( size_t b = a+1; b < mAnims.size(); ++b) {
|
||||||
{
|
|
||||||
aiAnimation* other = mAnims[b];
|
aiAnimation* other = mAnims[b];
|
||||||
if( other->mNumChannels == 1 && other->mDuration == templateAnim->mDuration &&
|
if( other->mNumChannels == 1 && other->mDuration == templateAnim->mDuration &&
|
||||||
other->mTicksPerSecond == templateAnim->mTicksPerSecond )
|
other->mTicksPerSecond == templateAnim->mTicksPerSecond )
|
||||||
|
@ -1884,19 +1872,23 @@ const Collada::Node* ColladaLoader::FindNode( const Collada::Node* pNode, const
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
// Finds a node in the collada scene by the given SID
|
// Finds a node in the collada scene by the given SID
|
||||||
const Collada::Node* ColladaLoader::FindNodeBySID( const Collada::Node* pNode, const std::string& pSID) const
|
const Collada::Node* ColladaLoader::FindNodeBySID( const Collada::Node* pNode, const std::string& pSID) const {
|
||||||
{
|
if (nullptr == pNode) {
|
||||||
if( pNode->mSID == pSID)
|
return nullptr;
|
||||||
return pNode;
|
}
|
||||||
|
|
||||||
for( size_t a = 0; a < pNode->mChildren.size(); ++a)
|
if (pNode->mSID == pSID) {
|
||||||
{
|
return pNode;
|
||||||
const Collada::Node* node = FindNodeBySID( pNode->mChildren[a], pSID);
|
}
|
||||||
if( node)
|
|
||||||
return node;
|
|
||||||
}
|
|
||||||
|
|
||||||
return NULL;
|
for( size_t a = 0; a < pNode->mChildren.size(); ++a) {
|
||||||
|
const Collada::Node* node = FindNodeBySID( pNode->mChildren[a], pSID);
|
||||||
|
if (node) {
|
||||||
|
return node;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return nullptr;
|
||||||
}
|
}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
|
@ -1930,4 +1922,6 @@ std::string ColladaLoader::FindNameForNode( const Collada::Node* pNode)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
} // Namespace Assimp
|
||||||
|
|
||||||
#endif // !! ASSIMP_BUILD_NO_DAE_IMPORTER
|
#endif // !! ASSIMP_BUILD_NO_DAE_IMPORTER
|
||||||
|
|
|
@ -127,7 +127,8 @@ inline void CompressVertex(const aiVector3D& v, uint32_t& out)
|
||||||
n.X = (int32_t)v.x;
|
n.X = (int32_t)v.x;
|
||||||
n.Y = (int32_t)v.y;
|
n.Y = (int32_t)v.y;
|
||||||
n.Z = (int32_t)v.z;
|
n.Z = (int32_t)v.z;
|
||||||
out = t;
|
::memcpy( &out, &t, sizeof(int32_t));
|
||||||
|
//out = t;
|
||||||
}
|
}
|
||||||
|
|
||||||
// UNREAL vertex decompression
|
// UNREAL vertex decompression
|
||||||
|
|
|
@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
|
||||||
|
|
||||||
Copyright (c) 2006-2019, assimp team
|
Copyright (c) 2006-2019, assimp team
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
All rights reserved.
|
All rights reserved.
|
||||||
|
|
||||||
Redistribution and use of this software in source and binary forms,
|
Redistribution and use of this software in source and binary forms,
|
||||||
|
@ -73,11 +71,6 @@ TEST_F(BlenderWorkTest,work_279) {
|
||||||
ASSERT_TRUE(pTest->HasMaterials());
|
ASSERT_TRUE(pTest->HasMaterials());
|
||||||
ASSERT_TRUE(pTest->HasMeshes());
|
ASSERT_TRUE(pTest->HasMeshes());
|
||||||
ASSERT_TRUE(pTest->mMeshes[0]->mNumVertices > 0);
|
ASSERT_TRUE(pTest->mMeshes[0]->mNumVertices > 0);
|
||||||
ASSERT_EQ(44, pTest->mMeshes[0]->mNumFaces);
|
ASSERT_EQ(44u, pTest->mMeshes[0]->mNumFaces);
|
||||||
EXPECT_EQ(1, pTest->mNumMaterials);
|
EXPECT_EQ(1u, pTest->mNumMaterials);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -70,10 +70,10 @@ TEST_F( utFBXImporterExporter, importBareBoxWithoutColorsAndTextureCoords ) {
|
||||||
Assimp::Importer importer;
|
Assimp::Importer importer;
|
||||||
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/FBX/box.fbx", aiProcess_ValidateDataStructure );
|
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/FBX/box.fbx", aiProcess_ValidateDataStructure );
|
||||||
EXPECT_NE( nullptr, scene );
|
EXPECT_NE( nullptr, scene );
|
||||||
EXPECT_EQ(scene->mNumMeshes, 1);
|
EXPECT_EQ(scene->mNumMeshes, 1u);
|
||||||
aiMesh* mesh = scene->mMeshes[0];
|
aiMesh* mesh = scene->mMeshes[0];
|
||||||
EXPECT_EQ(mesh->mNumFaces, 12);
|
EXPECT_EQ(mesh->mNumFaces, 12u);
|
||||||
EXPECT_EQ(mesh->mNumVertices, 36);
|
EXPECT_EQ(mesh->mNumVertices, 36u);
|
||||||
}
|
}
|
||||||
|
|
||||||
TEST_F(utFBXImporterExporter, importCubesWithNoNames) {
|
TEST_F(utFBXImporterExporter, importCubesWithNoNames) {
|
||||||
|
@ -85,13 +85,13 @@ TEST_F(utFBXImporterExporter, importCubesWithNoNames) {
|
||||||
const auto root = scene->mRootNode;
|
const auto root = scene->mRootNode;
|
||||||
ASSERT_STREQ(root->mName.C_Str(), "RootNode");
|
ASSERT_STREQ(root->mName.C_Str(), "RootNode");
|
||||||
ASSERT_TRUE(root->mChildren);
|
ASSERT_TRUE(root->mChildren);
|
||||||
ASSERT_EQ(root->mNumChildren, 2);
|
ASSERT_EQ(root->mNumChildren, 2u);
|
||||||
|
|
||||||
const auto child0 = root->mChildren[0];
|
const auto child0 = root->mChildren[0];
|
||||||
ASSERT_TRUE(child0);
|
ASSERT_TRUE(child0);
|
||||||
ASSERT_STREQ(child0->mName.C_Str(), "RootNode001");
|
ASSERT_STREQ(child0->mName.C_Str(), "RootNode001");
|
||||||
ASSERT_TRUE(child0->mChildren);
|
ASSERT_TRUE(child0->mChildren);
|
||||||
ASSERT_EQ(child0->mNumChildren, 1);
|
ASSERT_EQ(child0->mNumChildren, 1u);
|
||||||
|
|
||||||
const auto child00 = child0->mChildren[0];
|
const auto child00 = child0->mChildren[0];
|
||||||
ASSERT_TRUE(child00);
|
ASSERT_TRUE(child00);
|
||||||
|
@ -101,7 +101,7 @@ TEST_F(utFBXImporterExporter, importCubesWithNoNames) {
|
||||||
ASSERT_TRUE(child1);
|
ASSERT_TRUE(child1);
|
||||||
ASSERT_STREQ(child1->mName.C_Str(), "RootNode002");
|
ASSERT_STREQ(child1->mName.C_Str(), "RootNode002");
|
||||||
ASSERT_TRUE(child1->mChildren);
|
ASSERT_TRUE(child1->mChildren);
|
||||||
ASSERT_EQ(child1->mNumChildren, 1);
|
ASSERT_EQ(child1->mNumChildren, 1u);
|
||||||
|
|
||||||
const auto child10 = child1->mChildren[0];
|
const auto child10 = child1->mChildren[0];
|
||||||
ASSERT_TRUE(child10);
|
ASSERT_TRUE(child10);
|
||||||
|
@ -117,13 +117,13 @@ TEST_F(utFBXImporterExporter, importCubesWithUnicodeDuplicatedNames) {
|
||||||
const auto root = scene->mRootNode;
|
const auto root = scene->mRootNode;
|
||||||
ASSERT_STREQ(root->mName.C_Str(), "RootNode");
|
ASSERT_STREQ(root->mName.C_Str(), "RootNode");
|
||||||
ASSERT_TRUE(root->mChildren);
|
ASSERT_TRUE(root->mChildren);
|
||||||
ASSERT_EQ(root->mNumChildren, 2);
|
ASSERT_EQ(root->mNumChildren, 2u);
|
||||||
|
|
||||||
const auto child0 = root->mChildren[0];
|
const auto child0 = root->mChildren[0];
|
||||||
ASSERT_TRUE(child0);
|
ASSERT_TRUE(child0);
|
||||||
ASSERT_STREQ(child0->mName.C_Str(), "Cube2");
|
ASSERT_STREQ(child0->mName.C_Str(), "Cube2");
|
||||||
ASSERT_TRUE(child0->mChildren);
|
ASSERT_TRUE(child0->mChildren);
|
||||||
ASSERT_EQ(child0->mNumChildren, 1);
|
ASSERT_EQ(child0->mNumChildren, 1u);
|
||||||
|
|
||||||
const auto child00 = child0->mChildren[0];
|
const auto child00 = child0->mChildren[0];
|
||||||
ASSERT_TRUE(child00);
|
ASSERT_TRUE(child00);
|
||||||
|
@ -133,7 +133,7 @@ TEST_F(utFBXImporterExporter, importCubesWithUnicodeDuplicatedNames) {
|
||||||
ASSERT_TRUE(child1);
|
ASSERT_TRUE(child1);
|
||||||
ASSERT_STREQ(child1->mName.C_Str(), "Cube3");
|
ASSERT_STREQ(child1->mName.C_Str(), "Cube3");
|
||||||
ASSERT_TRUE(child1->mChildren);
|
ASSERT_TRUE(child1->mChildren);
|
||||||
ASSERT_EQ(child1->mNumChildren, 1);
|
ASSERT_EQ(child1->mNumChildren, 1u);
|
||||||
|
|
||||||
const auto child10 = child1->mChildren[0];
|
const auto child10 = child1->mChildren[0];
|
||||||
ASSERT_TRUE(child10);
|
ASSERT_TRUE(child10);
|
||||||
|
@ -149,13 +149,13 @@ TEST_F(utFBXImporterExporter, importCubesComplexTransform) {
|
||||||
const auto root = scene->mRootNode;
|
const auto root = scene->mRootNode;
|
||||||
ASSERT_STREQ(root->mName.C_Str(), "RootNode");
|
ASSERT_STREQ(root->mName.C_Str(), "RootNode");
|
||||||
ASSERT_TRUE(root->mChildren);
|
ASSERT_TRUE(root->mChildren);
|
||||||
ASSERT_EQ(root->mNumChildren, 2);
|
ASSERT_EQ(root->mNumChildren, 2u);
|
||||||
|
|
||||||
const auto child0 = root->mChildren[0];
|
const auto child0 = root->mChildren[0];
|
||||||
ASSERT_TRUE(child0);
|
ASSERT_TRUE(child0);
|
||||||
ASSERT_STREQ(child0->mName.C_Str(), "Cube2");
|
ASSERT_STREQ(child0->mName.C_Str(), "Cube2");
|
||||||
ASSERT_TRUE(child0->mChildren);
|
ASSERT_TRUE(child0->mChildren);
|
||||||
ASSERT_EQ(child0->mNumChildren, 1);
|
ASSERT_EQ(child0->mNumChildren, 1u);
|
||||||
|
|
||||||
const auto child00 = child0->mChildren[0];
|
const auto child00 = child0->mChildren[0];
|
||||||
ASSERT_TRUE(child00);
|
ASSERT_TRUE(child00);
|
||||||
|
@ -177,35 +177,36 @@ TEST_F(utFBXImporterExporter, importCubesComplexTransform) {
|
||||||
"Cube1001_$AssimpFbx$_ScalingPivotInverse",
|
"Cube1001_$AssimpFbx$_ScalingPivotInverse",
|
||||||
"Cube1001"
|
"Cube1001"
|
||||||
};
|
};
|
||||||
for (size_t i = 0; i < chain_length; ++i)
|
for (size_t i = 0; i < chain_length; ++i) {
|
||||||
{
|
|
||||||
ASSERT_TRUE(parent->mChildren);
|
ASSERT_TRUE(parent->mChildren);
|
||||||
ASSERT_EQ(parent->mNumChildren, 1);
|
ASSERT_EQ(parent->mNumChildren, 1u);
|
||||||
auto node = parent->mChildren[0];
|
auto node = parent->mChildren[0];
|
||||||
ASSERT_TRUE(node);
|
ASSERT_TRUE(node);
|
||||||
ASSERT_STREQ(node->mName.C_Str(), chainStr[i]);
|
ASSERT_STREQ(node->mName.C_Str(), chainStr[i]);
|
||||||
parent = node;
|
parent = node;
|
||||||
}
|
}
|
||||||
ASSERT_EQ(0, parent->mNumChildren) << "Leaf node";
|
ASSERT_EQ(0u, parent->mNumChildren) << "Leaf node";
|
||||||
}
|
}
|
||||||
|
|
||||||
TEST_F( utFBXImporterExporter, importPhongMaterial ) {
|
TEST_F( utFBXImporterExporter, importPhongMaterial ) {
|
||||||
Assimp::Importer importer;
|
Assimp::Importer importer;
|
||||||
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/FBX/phong_cube.fbx", aiProcess_ValidateDataStructure );
|
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/FBX/phong_cube.fbx", aiProcess_ValidateDataStructure );
|
||||||
EXPECT_NE( nullptr, scene );
|
EXPECT_NE( nullptr, scene );
|
||||||
EXPECT_EQ( (unsigned int)1, scene->mNumMaterials );
|
EXPECT_EQ( 1u, scene->mNumMaterials );
|
||||||
const aiMaterial *mat = scene->mMaterials[0];
|
const aiMaterial *mat = scene->mMaterials[0];
|
||||||
EXPECT_NE( nullptr, mat );
|
EXPECT_NE( nullptr, mat );
|
||||||
float f; aiColor3D c;
|
float f;
|
||||||
|
aiColor3D c;
|
||||||
|
|
||||||
// phong_cube.fbx has all properties defined
|
// phong_cube.fbx has all properties defined
|
||||||
EXPECT_EQ( mat->Get(AI_MATKEY_COLOR_DIFFUSE, c), aiReturn_SUCCESS );
|
EXPECT_EQ( mat->Get(AI_MATKEY_COLOR_DIFFUSE, c), aiReturn_SUCCESS );
|
||||||
EXPECT_EQ( c, aiColor3D(0.5, 0.25, 0.25) );
|
EXPECT_EQ( c, aiColor3D(0.5, 0.25, 0.25) );
|
||||||
EXPECT_EQ( mat->Get(AI_MATKEY_COLOR_SPECULAR, c), aiReturn_SUCCESS );
|
EXPECT_EQ( mat->Get(AI_MATKEY_COLOR_SPECULAR, c), aiReturn_SUCCESS );
|
||||||
EXPECT_EQ( c, aiColor3D(0.25, 0.25, 0.5) );
|
EXPECT_EQ( c, aiColor3D(0.25, 0.25, 0.5) );
|
||||||
EXPECT_EQ( mat->Get(AI_MATKEY_SHININESS_STRENGTH, f), aiReturn_SUCCESS );
|
EXPECT_EQ( mat->Get(AI_MATKEY_SHININESS_STRENGTH, f), aiReturn_SUCCESS );
|
||||||
EXPECT_EQ( f, 0.5 );
|
EXPECT_EQ( f, 0.5f );
|
||||||
EXPECT_EQ( mat->Get(AI_MATKEY_SHININESS, f), aiReturn_SUCCESS );
|
EXPECT_EQ( mat->Get(AI_MATKEY_SHININESS, f), aiReturn_SUCCESS );
|
||||||
EXPECT_EQ( f, 10.0 );
|
EXPECT_EQ( f, 10.0f );
|
||||||
EXPECT_EQ( mat->Get(AI_MATKEY_COLOR_AMBIENT, c), aiReturn_SUCCESS );
|
EXPECT_EQ( mat->Get(AI_MATKEY_COLOR_AMBIENT, c), aiReturn_SUCCESS );
|
||||||
EXPECT_EQ( c, aiColor3D(0.125, 0.25, 0.25) );
|
EXPECT_EQ( c, aiColor3D(0.125, 0.25, 0.25) );
|
||||||
EXPECT_EQ( mat->Get(AI_MATKEY_COLOR_EMISSIVE, c), aiReturn_SUCCESS );
|
EXPECT_EQ( mat->Get(AI_MATKEY_COLOR_EMISSIVE, c), aiReturn_SUCCESS );
|
||||||
|
@ -213,7 +214,7 @@ TEST_F( utFBXImporterExporter, importPhongMaterial ) {
|
||||||
EXPECT_EQ( mat->Get(AI_MATKEY_COLOR_TRANSPARENT, c), aiReturn_SUCCESS );
|
EXPECT_EQ( mat->Get(AI_MATKEY_COLOR_TRANSPARENT, c), aiReturn_SUCCESS );
|
||||||
EXPECT_EQ( c, aiColor3D(0.75, 0.5, 0.25) );
|
EXPECT_EQ( c, aiColor3D(0.75, 0.5, 0.25) );
|
||||||
EXPECT_EQ( mat->Get(AI_MATKEY_OPACITY, f), aiReturn_SUCCESS );
|
EXPECT_EQ( mat->Get(AI_MATKEY_OPACITY, f), aiReturn_SUCCESS );
|
||||||
EXPECT_EQ( f, 0.5 );
|
EXPECT_EQ( f, 0.5f );
|
||||||
}
|
}
|
||||||
|
|
||||||
TEST_F(utFBXImporterExporter, importUnitScaleFactor) {
|
TEST_F(utFBXImporterExporter, importUnitScaleFactor) {
|
||||||
|
@ -234,7 +235,7 @@ TEST_F(utFBXImporterExporter, importEmbeddedAsciiTest) {
|
||||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/embedded_ascii/box.FBX", aiProcess_ValidateDataStructure);
|
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/embedded_ascii/box.FBX", aiProcess_ValidateDataStructure);
|
||||||
EXPECT_NE(nullptr, scene);
|
EXPECT_NE(nullptr, scene);
|
||||||
|
|
||||||
EXPECT_EQ(1, scene->mNumMaterials);
|
EXPECT_EQ(1u, scene->mNumMaterials);
|
||||||
aiMaterial *mat = scene->mMaterials[0];
|
aiMaterial *mat = scene->mMaterials[0];
|
||||||
ASSERT_NE(nullptr, mat);
|
ASSERT_NE(nullptr, mat);
|
||||||
|
|
||||||
|
@ -243,7 +244,7 @@ TEST_F(utFBXImporterExporter, importEmbeddedAsciiTest) {
|
||||||
EXPECT_EQ(aiReturn_SUCCESS, mat->GetTexture(aiTextureType_DIFFUSE, 0, &path, nullptr, nullptr, nullptr, nullptr, modes));
|
EXPECT_EQ(aiReturn_SUCCESS, mat->GetTexture(aiTextureType_DIFFUSE, 0, &path, nullptr, nullptr, nullptr, nullptr, modes));
|
||||||
ASSERT_STREQ(path.C_Str(), "..\\..\\..\\Desktop\\uv_test.png");
|
ASSERT_STREQ(path.C_Str(), "..\\..\\..\\Desktop\\uv_test.png");
|
||||||
|
|
||||||
ASSERT_EQ(1, scene->mNumTextures);
|
ASSERT_EQ(1u, scene->mNumTextures);
|
||||||
ASSERT_TRUE(scene->mTextures[0]->pcData);
|
ASSERT_TRUE(scene->mTextures[0]->pcData);
|
||||||
ASSERT_EQ(439176u, scene->mTextures[0]->mWidth) << "FBX ASCII base64 compression splits data by 512Kb, it should be two parts for this texture";
|
ASSERT_EQ(439176u, scene->mTextures[0]->mWidth) << "FBX ASCII base64 compression splits data by 512Kb, it should be two parts for this texture";
|
||||||
}
|
}
|
||||||
|
@ -254,7 +255,7 @@ TEST_F(utFBXImporterExporter, importEmbeddedFragmentedAsciiTest) {
|
||||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/embedded_ascii/box_embedded_texture_fragmented.fbx", aiProcess_ValidateDataStructure);
|
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/embedded_ascii/box_embedded_texture_fragmented.fbx", aiProcess_ValidateDataStructure);
|
||||||
EXPECT_NE(nullptr, scene);
|
EXPECT_NE(nullptr, scene);
|
||||||
|
|
||||||
EXPECT_EQ(1, scene->mNumMaterials);
|
EXPECT_EQ(1u, scene->mNumMaterials);
|
||||||
aiMaterial *mat = scene->mMaterials[0];
|
aiMaterial *mat = scene->mMaterials[0];
|
||||||
ASSERT_NE(nullptr, mat);
|
ASSERT_NE(nullptr, mat);
|
||||||
|
|
||||||
|
@ -263,7 +264,7 @@ TEST_F(utFBXImporterExporter, importEmbeddedFragmentedAsciiTest) {
|
||||||
ASSERT_EQ(aiReturn_SUCCESS, mat->GetTexture(aiTextureType_DIFFUSE, 0, &path, nullptr, nullptr, nullptr, nullptr, modes));
|
ASSERT_EQ(aiReturn_SUCCESS, mat->GetTexture(aiTextureType_DIFFUSE, 0, &path, nullptr, nullptr, nullptr, nullptr, modes));
|
||||||
ASSERT_STREQ(path.C_Str(), "paper.png");
|
ASSERT_STREQ(path.C_Str(), "paper.png");
|
||||||
|
|
||||||
ASSERT_EQ(1, scene->mNumTextures);
|
ASSERT_EQ(1u, scene->mNumTextures);
|
||||||
ASSERT_TRUE(scene->mTextures[0]->pcData);
|
ASSERT_TRUE(scene->mTextures[0]->pcData);
|
||||||
ASSERT_EQ(968029u, scene->mTextures[0]->mWidth) << "FBX ASCII base64 compression splits data by 512Kb, it should be two parts for this texture";
|
ASSERT_EQ(968029u, scene->mTextures[0]->mWidth) << "FBX ASCII base64 compression splits data by 512Kb, it should be two parts for this texture";
|
||||||
}
|
}
|
||||||
|
|
|
@ -183,8 +183,7 @@ TEST_F(SortByPTypeProcessTest, SortByPTypeStep) {
|
||||||
unsigned int idx = 0;
|
unsigned int idx = 0;
|
||||||
for (unsigned int m = 0,real = 0; m< 10;++m) {
|
for (unsigned int m = 0,real = 0; m< 10;++m) {
|
||||||
for (unsigned int n = 0; n < 4;++n) {
|
for (unsigned int n = 0; n < 4;++n) {
|
||||||
if ((idx = num[m][n]))
|
if ((idx = num[m][n])) {
|
||||||
{
|
|
||||||
EXPECT_TRUE(real < mScene->mNumMeshes);
|
EXPECT_TRUE(real < mScene->mNumMeshes);
|
||||||
|
|
||||||
aiMesh* mesh = mScene->mMeshes[real];
|
aiMesh* mesh = mScene->mMeshes[real];
|
||||||
|
|
|
@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
|
||||||
|
|
||||||
Copyright (c) 2006-2019, assimp team
|
Copyright (c) 2006-2019, assimp team
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
All rights reserved.
|
All rights reserved.
|
||||||
|
|
||||||
Redistribution and use of this software in source and binary forms,
|
Redistribution and use of this software in source and binary forms,
|
||||||
|
@ -55,17 +53,23 @@ class utglTF2ImportExport : public AbstractImportExportBase {
|
||||||
public:
|
public:
|
||||||
virtual bool importerTest() {
|
virtual bool importerTest() {
|
||||||
Assimp::Importer importer;
|
Assimp::Importer importer;
|
||||||
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured.gltf", aiProcess_ValidateDataStructure);
|
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured.gltf",
|
||||||
|
aiProcess_ValidateDataStructure);
|
||||||
EXPECT_NE( scene, nullptr );
|
EXPECT_NE( scene, nullptr );
|
||||||
if ( !scene ) return false;
|
if (!scene) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
EXPECT_TRUE( scene->HasMaterials() );
|
EXPECT_TRUE( scene->HasMaterials() );
|
||||||
if ( !scene->HasMaterials() ) return false;
|
if (!scene->HasMaterials()) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
const aiMaterial *material = scene->mMaterials[0];
|
const aiMaterial *material = scene->mMaterials[0];
|
||||||
|
|
||||||
aiString path;
|
aiString path;
|
||||||
aiTextureMapMode modes[2];
|
aiTextureMapMode modes[2];
|
||||||
EXPECT_EQ( aiReturn_SUCCESS, material->GetTexture(aiTextureType_DIFFUSE, 0, &path, nullptr, nullptr, nullptr, nullptr, modes) );
|
EXPECT_EQ( aiReturn_SUCCESS, material->GetTexture(aiTextureType_DIFFUSE, 0, &path, nullptr, nullptr,
|
||||||
|
nullptr, nullptr, modes) );
|
||||||
EXPECT_STREQ( path.C_Str(), "CesiumLogoFlat.png" );
|
EXPECT_STREQ( path.C_Str(), "CesiumLogoFlat.png" );
|
||||||
EXPECT_EQ( modes[0], aiTextureMapMode_Mirror );
|
EXPECT_EQ( modes[0], aiTextureMapMode_Mirror );
|
||||||
EXPECT_EQ( modes[1], aiTextureMapMode_Clamp );
|
EXPECT_EQ( modes[1], aiTextureMapMode_Clamp );
|
||||||
|
@ -75,7 +79,8 @@ public:
|
||||||
|
|
||||||
virtual bool binaryImporterTest() {
|
virtual bool binaryImporterTest() {
|
||||||
Assimp::Importer importer;
|
Assimp::Importer importer;
|
||||||
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/glTF2/2CylinderEngine-glTF-Binary/2CylinderEngine.glb", aiProcess_ValidateDataStructure);
|
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/glTF2/2CylinderEngine-glTF-Binary/2CylinderEngine.glb",
|
||||||
|
aiProcess_ValidateDataStructure);
|
||||||
return nullptr != scene;
|
return nullptr != scene;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -83,7 +88,8 @@ public:
|
||||||
virtual bool exporterTest() {
|
virtual bool exporterTest() {
|
||||||
Assimp::Importer importer;
|
Assimp::Importer importer;
|
||||||
Assimp::Exporter exporter;
|
Assimp::Exporter exporter;
|
||||||
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured.gltf", aiProcess_ValidateDataStructure );
|
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured.gltf",
|
||||||
|
aiProcess_ValidateDataStructure );
|
||||||
EXPECT_NE( nullptr, scene );
|
EXPECT_NE( nullptr, scene );
|
||||||
EXPECT_EQ( aiReturn_SUCCESS, exporter.Export( scene, "gltf2", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured_out.gltf" ) );
|
EXPECT_EQ( aiReturn_SUCCESS, exporter.Export( scene, "gltf2", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured_out.gltf" ) );
|
||||||
|
|
||||||
|
@ -105,7 +111,8 @@ TEST_F( utglTF2ImportExport, importBinaryglTF2FromFileTest ) {
|
||||||
TEST_F(utglTF2ImportExport, importglTF2AndExportToOBJ) {
|
TEST_F(utglTF2ImportExport, importglTF2AndExportToOBJ) {
|
||||||
Assimp::Importer importer;
|
Assimp::Importer importer;
|
||||||
Assimp::Exporter exporter;
|
Assimp::Exporter exporter;
|
||||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured.gltf", aiProcess_ValidateDataStructure);
|
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured.gltf",
|
||||||
|
aiProcess_ValidateDataStructure);
|
||||||
EXPECT_NE(nullptr, scene);
|
EXPECT_NE(nullptr, scene);
|
||||||
EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "obj", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured_out.obj"));
|
EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "obj", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured_out.obj"));
|
||||||
}
|
}
|
||||||
|
@ -113,7 +120,8 @@ TEST_F(utglTF2ImportExport, importglTF2AndExportToOBJ) {
|
||||||
TEST_F(utglTF2ImportExport, importglTF2EmbeddedAndExportToOBJ) {
|
TEST_F(utglTF2ImportExport, importglTF2EmbeddedAndExportToOBJ) {
|
||||||
Assimp::Importer importer;
|
Assimp::Importer importer;
|
||||||
Assimp::Exporter exporter;
|
Assimp::Exporter exporter;
|
||||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-Embedded/BoxTextured.gltf", aiProcess_ValidateDataStructure);
|
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-Embedded/BoxTextured.gltf",
|
||||||
|
aiProcess_ValidateDataStructure);
|
||||||
EXPECT_NE(nullptr, scene);
|
EXPECT_NE(nullptr, scene);
|
||||||
EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "obj", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-Embedded/BoxTextured_out.obj"));
|
EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "obj", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-Embedded/BoxTextured_out.obj"));
|
||||||
}
|
}
|
||||||
|
@ -124,10 +132,9 @@ TEST_F(utglTF2ImportExport, importglTF2PrimitiveModePointsWithoutIndices) {
|
||||||
//Points without indices
|
//Points without indices
|
||||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_00.gltf", aiProcess_ValidateDataStructure);
|
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_00.gltf", aiProcess_ValidateDataStructure);
|
||||||
EXPECT_NE(nullptr, scene);
|
EXPECT_NE(nullptr, scene);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 1024);
|
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 1024u);
|
||||||
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].mNumIndices, 1u);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mNumIndices, 1);
|
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], i);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], i);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -137,12 +144,11 @@ TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLinesWithoutIndices) {
|
||||||
//Lines without indices
|
//Lines without indices
|
||||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_01.gltf", aiProcess_ValidateDataStructure);
|
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_01.gltf", aiProcess_ValidateDataStructure);
|
||||||
EXPECT_NE(nullptr, scene);
|
EXPECT_NE(nullptr, scene);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 8);
|
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 8u);
|
||||||
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].mNumIndices, 2u);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mNumIndices, 2);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], i*2u);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], i*2);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[1], i*2u + 1u);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[1], i*2 + 1);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -151,15 +157,14 @@ TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLinesLoopWithoutIndices) {
|
||||||
//Lines loop without indices
|
//Lines loop without indices
|
||||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_02.gltf", aiProcess_ValidateDataStructure);
|
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_02.gltf", aiProcess_ValidateDataStructure);
|
||||||
EXPECT_NE(nullptr, scene);
|
EXPECT_NE(nullptr, scene);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4);
|
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
|
||||||
|
|
||||||
std::array<int, 5> l1 = {{ 0, 1, 2, 3, 0 }};
|
std::array<unsigned int, 5> l1 = {{ 0u, 1u, 2u, 3u, 0u }};
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2);
|
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].mNumIndices, 2u);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mNumIndices, 2);
|
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], l1[i]);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], l1[i]);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[1], l1[i + 1]);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[1], l1[i + 1u]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -168,14 +173,13 @@ TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLinesStripWithoutIndices) {
|
||||||
//Lines strip without indices
|
//Lines strip without indices
|
||||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_03.gltf", aiProcess_ValidateDataStructure);
|
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_03.gltf", aiProcess_ValidateDataStructure);
|
||||||
EXPECT_NE(nullptr, scene);
|
EXPECT_NE(nullptr, scene);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 5);
|
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 5u);
|
||||||
|
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2);
|
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].mNumIndices, 2u);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mNumIndices, 2);
|
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], i);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], i);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[1], i + 1);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[1], i + 1u);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -184,19 +188,17 @@ TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeTrianglesStripWithoutIndices
|
||||||
//Triangles strip without indices
|
//Triangles strip without indices
|
||||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_04.gltf", aiProcess_ValidateDataStructure);
|
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_04.gltf", aiProcess_ValidateDataStructure);
|
||||||
EXPECT_NE(nullptr, scene);
|
EXPECT_NE(nullptr, scene);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2);
|
EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2u);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4);
|
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
|
||||||
std::array<int, 3> f1 = {{ 0, 1, 2 }};
|
std::array<unsigned int, 3> f1 = {{ 0u, 1u, 2u }};
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3u);
|
||||||
for (int i = 0; i < 3; ++i)
|
for (unsigned int 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<int, 3> f2 = {{ 2, 1, 3 }};
|
std::array<unsigned int, 3> f2 = {{ 2u, 1u, 3u }};
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3u);
|
||||||
for (int 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]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -206,19 +208,17 @@ TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeTrianglesFanWithoutIndices)
|
||||||
//Triangles fan without indices
|
//Triangles fan without indices
|
||||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_05.gltf", aiProcess_ValidateDataStructure);
|
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_05.gltf", aiProcess_ValidateDataStructure);
|
||||||
EXPECT_NE(nullptr, scene);
|
EXPECT_NE(nullptr, scene);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2);
|
EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2u);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4);
|
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
|
||||||
std::array<int, 3> f1 = {{ 0, 1, 2 }};
|
std::array<unsigned int, 3> f1 = {{ 0u, 1u, 2u }};
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3u);
|
||||||
for (int 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<int, 3> f2 = {{ 0, 2, 3 }};
|
std::array<unsigned int, 3> f2 = {{ 0u, 2u, 3u }};
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3u);
|
||||||
for (int 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]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -228,19 +228,17 @@ TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeTrianglesWithoutIndices) {
|
||||||
//Triangles without indices
|
//Triangles without indices
|
||||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_06.gltf", aiProcess_ValidateDataStructure);
|
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_06.gltf", aiProcess_ValidateDataStructure);
|
||||||
EXPECT_NE(nullptr, scene);
|
EXPECT_NE(nullptr, scene);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2);
|
EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2u);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 6);
|
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 6u);
|
||||||
std::array<int, 3> f1 = {{ 0, 1, 2 }};
|
std::array<unsigned int, 3> f1 = {{ 0u, 1u, 2u }};
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3u);
|
||||||
for (int 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<int, 3> f2 = {{ 3, 4, 5 }};
|
std::array<unsigned int, 3> f2 = {{ 3u, 4u, 5u }};
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3u);
|
||||||
for (int 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]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -250,10 +248,9 @@ TEST_F(utglTF2ImportExport, importglTF2PrimitiveModePoints) {
|
||||||
//Line loop
|
//Line loop
|
||||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_07.gltf", aiProcess_ValidateDataStructure);
|
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_07.gltf", aiProcess_ValidateDataStructure);
|
||||||
EXPECT_NE(nullptr, scene);
|
EXPECT_NE(nullptr, scene);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 1024);
|
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 1024u);
|
||||||
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].mNumIndices, 1u);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mNumIndices, 1);
|
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], i);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], i);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -263,9 +260,9 @@ TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLines) {
|
||||||
//Lines
|
//Lines
|
||||||
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, 4);
|
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
|
||||||
std::array<int, 5> l1 = {{ 0, 3, 2, 1, 0 }};
|
std::array<unsigned int, 5> l1 = {{ 0u, 3u, 2u, 1u, 0u }};
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2);
|
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]);
|
||||||
|
@ -278,9 +275,9 @@ TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLineLoop) {
|
||||||
//Line loop
|
//Line loop
|
||||||
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, 4);
|
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
|
||||||
std::array<int, 5> l1 = {{ 0, 3, 2, 1, 0 }};
|
std::array<unsigned int, 5> l1 = {{ 0, 3u, 2u, 1u, 0u }};
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2);
|
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]);
|
||||||
|
@ -293,11 +290,10 @@ TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLineStrip) {
|
||||||
//Lines Strip
|
//Lines Strip
|
||||||
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, 4);
|
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
|
||||||
std::array<int, 5> l1 = {{ 0, 3, 2, 1, 0 }};
|
std::array<unsigned int, 5> l1 = {{ 0u, 3u, 2u, 1u, 0u }};
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2);
|
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]);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[1], l1[i + 1]);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[1], l1[i + 1]);
|
||||||
}
|
}
|
||||||
|
@ -308,19 +304,17 @@ TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeTrianglesStrip) {
|
||||||
//Triangles strip
|
//Triangles strip
|
||||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_11.gltf", aiProcess_ValidateDataStructure);
|
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_11.gltf", aiProcess_ValidateDataStructure);
|
||||||
EXPECT_NE(nullptr, scene);
|
EXPECT_NE(nullptr, scene);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2);
|
EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2u);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4);
|
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
|
||||||
std::array<int, 3> f1 = {{ 0, 3, 1 }};
|
std::array<unsigned int, 3> f1 = {{ 0u, 3u, 1u }};
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3u);
|
||||||
for (int 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<int, 3> f2 = {{ 1, 3, 2 }};
|
std::array<unsigned int, 3> f2 = {{ 1u, 3u, 2u }};
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3u);
|
||||||
for (int 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]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -330,19 +324,17 @@ TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeTrianglesFan) {
|
||||||
//Triangles fan
|
//Triangles fan
|
||||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_12.gltf", aiProcess_ValidateDataStructure);
|
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_12.gltf", aiProcess_ValidateDataStructure);
|
||||||
EXPECT_NE(nullptr, scene);
|
EXPECT_NE(nullptr, scene);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4);
|
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2);
|
EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2u);
|
||||||
std::array<int, 3> f1 = {{ 0, 3, 2 }};
|
std::array<unsigned int, 3> f1 = {{ 0u, 3u, 2u }};
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3u );
|
||||||
for (int 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<int, 3> f2 = {{ 0, 2, 1 }};
|
std::array<unsigned int, 3> f2 = {{ 0u, 2u, 1u }};
|
||||||
EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3);
|
EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3u );
|
||||||
for (int 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]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -378,7 +370,8 @@ TEST_F(utglTF2ImportExport, importglTF2FromMemory) {
|
||||||
|
|
||||||
TEST_F( utglTF2ImportExport, bug_import_simple_skin ) {
|
TEST_F( utglTF2ImportExport, bug_import_simple_skin ) {
|
||||||
Assimp::Importer importer;
|
Assimp::Importer importer;
|
||||||
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/simple_skin.gltf", aiProcess_ValidateDataStructure );
|
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/simple_skin.gltf",
|
||||||
|
aiProcess_ValidateDataStructure );
|
||||||
EXPECT_NE( nullptr, scene );
|
EXPECT_NE( nullptr, scene );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue