Merge branch 'master' of https://github.com/assimp/assimp into fix/collada_parser_sid

This commit is contained in:
Luca Della Vedova
2022-06-13 10:20:46 +08:00
183 changed files with 9543 additions and 38416 deletions

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@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@@ -87,11 +86,6 @@ AnimationCurve::AnimationCurve(uint64_t id, const Element &element, const std::s
}
}
// ------------------------------------------------------------------------------------------------
AnimationCurve::~AnimationCurve() {
// empty
}
// ------------------------------------------------------------------------------------------------
AnimationCurveNode::AnimationCurveNode(uint64_t id, const Element &element, const std::string &name,
const Document &doc, const char *const *target_prop_whitelist /*= nullptr*/,
@@ -147,11 +141,6 @@ AnimationCurveNode::AnimationCurveNode(uint64_t id, const Element &element, cons
props = GetPropertyTable(doc, "AnimationCurveNode.FbxAnimCurveNode", element, sc, false);
}
// ------------------------------------------------------------------------------------------------
AnimationCurveNode::~AnimationCurveNode() {
// empty
}
// ------------------------------------------------------------------------------------------------
const AnimationCurveMap &AnimationCurveNode::Curves() const {
if (curves.empty()) {
@@ -193,11 +182,6 @@ AnimationLayer::AnimationLayer(uint64_t id, const Element &element, const std::s
props = GetPropertyTable(doc, "AnimationLayer.FbxAnimLayer", element, sc, true);
}
// ------------------------------------------------------------------------------------------------
AnimationLayer::~AnimationLayer() {
// empty
}
// ------------------------------------------------------------------------------------------------
AnimationCurveNodeList AnimationLayer::Nodes(const char *const *target_prop_whitelist /*= nullptr*/,
size_t whitelist_size /*= 0*/) const {
@@ -279,11 +263,6 @@ AnimationStack::AnimationStack(uint64_t id, const Element &element, const std::s
}
}
// ------------------------------------------------------------------------------------------------
AnimationStack::~AnimationStack() {
// empty
}
} // namespace FBX
} // namespace Assimp

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@@ -50,7 +50,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
namespace Assimp {
namespace FBX {
const std::string NULL_RECORD = { // 25 null bytes in 64-bit and 13 null bytes in 32-bit
static constexpr size_t NumNullRecords = 25;
const char NULL_RECORD[NumNullRecords] = { // 25 null bytes in 64-bit and 13 null bytes in 32-bit
'\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0',
'\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0'
}; // who knows why, it looks like two integers 32/64 bit (compressed and uncompressed sizes?) + 1 byte (might be compression type?)

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@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,

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@@ -65,12 +65,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <stdlib.h>
#include <cstdint>
#include <iomanip>
#include <iostream>
#include <iterator>
#include <memory>
#include <sstream>
#include <tuple>
#include <vector>
namespace Assimp {
namespace FBX {
@@ -187,8 +184,7 @@ std::string FBXConverter::MakeUniqueNodeName(const Model *const model, const aiN
/// This struct manages nodes which may or may not end up in the node hierarchy.
/// When a node becomes a child of another node, that node becomes its owner and mOwnership should be released.
struct FBXConverter::PotentialNode
{
struct FBXConverter::PotentialNode {
PotentialNode() : mOwnership(new aiNode), mNode(mOwnership.get()) {}
PotentialNode(const std::string& name) : mOwnership(new aiNode(name)), mNode(mOwnership.get()) {}
aiNode* operator->() { return mNode; }
@@ -231,7 +227,7 @@ void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node)
if (nullptr != model) {
nodes_chain.clear();
post_nodes_chain.clear();
aiMatrix4x4 new_abs_transform = parent->mTransformation;
std::string node_name = FixNodeName(model->Name());
// even though there is only a single input node, the design of
// assimp (or rather: the complicated transformation chain that
@@ -268,7 +264,7 @@ void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node)
}
// attach geometry
ConvertModel(*model, nodes_chain.back().mNode, root_node);
ConvertModel(*model, nodes_chain.back().mNode, root_node, new_abs_transform);
// check if there will be any child nodes
const std::vector<const Connection *> &child_conns = doc.GetConnectionsByDestinationSequenced(model->ID(), "Model");
@@ -447,7 +443,7 @@ void FBXConverter::GetUniqueName(const std::string &name, std::string &uniqueNam
auto it_pair = mNodeNames.insert({ name, 0 }); // duplicate node name instance count
unsigned int &i = it_pair.first->second;
while (!it_pair.second) {
i++;
++i;
std::ostringstream ext;
ext << name << std::setfill('0') << std::setw(3) << i;
uniqueName = ext.str();
@@ -646,9 +642,8 @@ void FBXConverter::GetRotationMatrix(Model::RotOrder mode, const aiVector3D &rot
bool FBXConverter::NeedsComplexTransformationChain(const Model &model) {
const PropertyTable &props = model.Props();
bool ok;
const float zero_epsilon = ai_epsilon;
const auto zero_epsilon = ai_epsilon;
const aiVector3D all_ones(1.0f, 1.0f, 1.0f);
for (size_t i = 0; i < TransformationComp_MAXIMUM; ++i) {
const TransformationComp comp = static_cast<TransformationComp>(i);
@@ -660,6 +655,7 @@ bool FBXConverter::NeedsComplexTransformationChain(const Model &model) {
bool scale_compare = (comp == TransformationComp_GeometricScaling || comp == TransformationComp_Scaling);
bool ok = true;
const aiVector3D &v = PropertyGet<aiVector3D>(props, NameTransformationCompProperty(comp), ok);
if (ok && scale_compare) {
if ((v - all_ones).SquareLength() > zero_epsilon) {
@@ -894,18 +890,17 @@ void FBXConverter::SetupNodeMetadata(const Model &model, aiNode &nd) {
}
}
void FBXConverter::ConvertModel(const Model &model, aiNode *parent, aiNode *root_node) {
void FBXConverter::ConvertModel(const Model &model, aiNode *parent, aiNode *root_node, const aiMatrix4x4 &absolute_transform) {
const std::vector<const Geometry *> &geos = model.GetGeometry();
std::vector<unsigned int> meshes;
meshes.reserve(geos.size());
for (const Geometry *geo : geos) {
const MeshGeometry *const mesh = dynamic_cast<const MeshGeometry *>(geo);
const LineGeometry *const line = dynamic_cast<const LineGeometry *>(geo);
if (mesh) {
const std::vector<unsigned int> &indices = ConvertMesh(*mesh, model, parent, root_node);
const std::vector<unsigned int> &indices = ConvertMesh(*mesh, model, parent, root_node, absolute_transform);
std::copy(indices.begin(), indices.end(), std::back_inserter(meshes));
} else if (line) {
const std::vector<unsigned int> &indices = ConvertLine(*line, root_node);
@@ -926,7 +921,7 @@ void FBXConverter::ConvertModel(const Model &model, aiNode *parent, aiNode *root
}
std::vector<unsigned int>
FBXConverter::ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node) {
FBXConverter::ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node, const aiMatrix4x4 &absolute_transform) {
std::vector<unsigned int> temp;
MeshMap::const_iterator it = meshes_converted.find(&mesh);
@@ -949,13 +944,13 @@ FBXConverter::ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *
const MatIndexArray::value_type base = mindices[0];
for (MatIndexArray::value_type index : mindices) {
if (index != base) {
return ConvertMeshMultiMaterial(mesh, model, parent, root_node);
return ConvertMeshMultiMaterial(mesh, model, absolute_transform, parent, root_node);
}
}
}
// faster code-path, just copy the data
temp.push_back(ConvertMeshSingleMaterial(mesh, model, parent, root_node));
temp.push_back(ConvertMeshSingleMaterial(mesh, model, absolute_transform, parent, root_node));
return temp;
}
@@ -1023,7 +1018,35 @@ aiMesh *FBXConverter::SetupEmptyMesh(const Geometry &mesh, aiNode *parent) {
return out_mesh;
}
unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, const Model &model,
static aiSkeleton *createAiSkeleton(SkeletonBoneContainer &sbc) {
if (sbc.MeshArray.empty() || sbc.SkeletonBoneToMeshLookup.empty()) {
return nullptr;
}
aiSkeleton *skeleton = new aiSkeleton;
for (auto *mesh : sbc.MeshArray) {
auto it = sbc.SkeletonBoneToMeshLookup.find(mesh);
if (it == sbc.SkeletonBoneToMeshLookup.end()) {
continue;
}
SkeletonBoneArray *ba = it->second;
if (ba == nullptr) {
continue;
}
skeleton->mNumBones = static_cast<unsigned int>(ba->size());
skeleton->mBones = new aiSkeletonBone*[skeleton->mNumBones];
size_t index = 0;
for (auto bone : (* ba)) {
skeleton->mBones[index] = bone;
++index;
}
}
return skeleton;
}
unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, const Model &model, const aiMatrix4x4 &absolute_transform,
aiNode *parent, aiNode *) {
const MatIndexArray &mindices = mesh.GetMaterialIndices();
aiMesh *const out_mesh = SetupEmptyMesh(mesh, parent);
@@ -1142,8 +1165,15 @@ unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, c
ConvertMaterialForMesh(out_mesh, model, mesh, mindices[0]);
}
if (doc.Settings().readWeights && mesh.DeformerSkin() != nullptr) {
ConvertWeights(out_mesh, mesh, parent, NO_MATERIAL_SEPARATION, nullptr);
if (doc.Settings().readWeights && mesh.DeformerSkin() != nullptr && !doc.Settings().useSkeleton) {
ConvertWeights(out_mesh, mesh, absolute_transform, parent, NO_MATERIAL_SEPARATION, nullptr);
} else if (doc.Settings().readWeights && mesh.DeformerSkin() != nullptr && doc.Settings().useSkeleton) {
SkeletonBoneContainer sbc;
ConvertWeightsToSkeleton(out_mesh, mesh, absolute_transform, parent, NO_MATERIAL_SEPARATION, nullptr, sbc);
aiSkeleton *skeleton = createAiSkeleton(sbc);
if (skeleton != nullptr) {
mSkeletons.emplace_back(skeleton);
}
}
std::vector<aiAnimMesh *> animMeshes;
@@ -1190,7 +1220,7 @@ unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, c
}
std::vector<unsigned int>
FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, aiNode *parent,
FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, const aiMatrix4x4 &absolute_transform, aiNode *parent,
aiNode *root_node) {
const MatIndexArray &mindices = mesh.GetMaterialIndices();
ai_assert(mindices.size());
@@ -1201,7 +1231,7 @@ FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &mo
for (MatIndexArray::value_type index : mindices) {
if (had.find(index) == had.end()) {
indices.push_back(ConvertMeshMultiMaterial(mesh, model, index, parent, root_node));
indices.push_back(ConvertMeshMultiMaterial(mesh, model, absolute_transform, index, parent, root_node));
had.insert(index);
}
}
@@ -1209,9 +1239,8 @@ FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &mo
return indices;
}
unsigned int FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model,
MatIndexArray::value_type index,
aiNode *parent, aiNode *) {
unsigned int FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, const aiMatrix4x4 &absolute_transform,
MatIndexArray::value_type index, aiNode *parent, aiNode *) {
aiMesh *const out_mesh = SetupEmptyMesh(mesh, parent);
const MatIndexArray &mindices = mesh.GetMaterialIndices();
@@ -1374,7 +1403,7 @@ unsigned int FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, co
ConvertMaterialForMesh(out_mesh, model, mesh, index);
if (process_weights) {
ConvertWeights(out_mesh, mesh, parent, index, &reverseMapping);
ConvertWeights(out_mesh, mesh, absolute_transform, parent, index, &reverseMapping);
}
std::vector<aiAnimMesh *> animMeshes;
@@ -1424,19 +1453,47 @@ unsigned int FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, co
return static_cast<unsigned int>(mMeshes.size() - 1);
}
void FBXConverter::ConvertWeights(aiMesh *out, const MeshGeometry &geo,
static void copyBoneToSkeletonBone(aiMesh *mesh, aiBone *bone, aiSkeletonBone *skeletonBone ) {
skeletonBone->mNumnWeights = bone->mNumWeights;
skeletonBone->mWeights = bone->mWeights;
skeletonBone->mOffsetMatrix = bone->mOffsetMatrix;
skeletonBone->mMeshId = mesh;
skeletonBone->mNode = bone->mNode;
skeletonBone->mParent = -1;
}
void FBXConverter::ConvertWeightsToSkeleton(aiMesh *out, const MeshGeometry &geo, const aiMatrix4x4 &absolute_transform, aiNode *parent, unsigned int materialIndex,
std::vector<unsigned int> *outputVertStartIndices, SkeletonBoneContainer &skeletonContainer) {
if (skeletonContainer.SkeletonBoneToMeshLookup.find(out) != skeletonContainer.SkeletonBoneToMeshLookup.end()) {
return;
}
ConvertWeights(out, geo, absolute_transform, parent, materialIndex, outputVertStartIndices);
skeletonContainer.MeshArray.emplace_back(out);
SkeletonBoneArray *ba = new SkeletonBoneArray;
for (size_t i = 0; i < out->mNumBones; ++i) {
aiBone *bone = out->mBones[i];
if (bone == nullptr) {
continue;
}
aiSkeletonBone *skeletonBone = new aiSkeletonBone;
copyBoneToSkeletonBone(out, bone, skeletonBone);
ba->emplace_back(skeletonBone);
}
skeletonContainer.SkeletonBoneToMeshLookup[out] = ba;
}
void FBXConverter::ConvertWeights(aiMesh *out, const MeshGeometry &geo, const aiMatrix4x4 &absolute_transform,
aiNode *parent, unsigned int materialIndex,
std::vector<unsigned int> *outputVertStartIndices) {
ai_assert(geo.DeformerSkin());
std::vector<size_t> out_indices;
std::vector<size_t> index_out_indices;
std::vector<size_t> count_out_indices;
std::vector<size_t> out_indices, index_out_indices, count_out_indices;
const Skin &sk = *geo.DeformerSkin();
std::vector<aiBone *> bones;
std::vector<aiBone*> bones;
const bool no_mat_check = materialIndex == NO_MATERIAL_SEPARATION;
ai_assert(no_mat_check || outputVertStartIndices);
@@ -1496,7 +1553,7 @@ void FBXConverter::ConvertWeights(aiMesh *out, const MeshGeometry &geo,
// XXX this could be heavily simplified by collecting the bone
// data in a single step.
ConvertCluster(bones, cluster, out_indices, index_out_indices,
count_out_indices, parent);
count_out_indices, absolute_transform, parent);
}
bone_map.clear();
@@ -1509,25 +1566,20 @@ void FBXConverter::ConvertWeights(aiMesh *out, const MeshGeometry &geo,
out->mBones = nullptr;
out->mNumBones = 0;
return;
} else {
out->mBones = new aiBone *[bones.size()]();
out->mNumBones = static_cast<unsigned int>(bones.size());
}
std::swap_ranges(bones.begin(), bones.end(), out->mBones);
}
out->mBones = new aiBone *[bones.size()]();
out->mNumBones = static_cast<unsigned int>(bones.size());
std::swap_ranges(bones.begin(), bones.end(), out->mBones);
}
const aiNode *GetNodeByName(aiNode *current_node) {
aiNode *iter = current_node;
//printf("Child count: %d", iter->mNumChildren);
return iter;
}
void FBXConverter::ConvertCluster(std::vector<aiBone *> &local_mesh_bones, const Cluster *cl,
void FBXConverter::ConvertCluster(std::vector<aiBone*> &local_mesh_bones, const Cluster *cluster,
std::vector<size_t> &out_indices, std::vector<size_t> &index_out_indices,
std::vector<size_t> &count_out_indices, aiNode *) {
ai_assert(cl); // make sure cluster valid
std::string deformer_name = cl->TargetNode()->Name();
std::vector<size_t> &count_out_indices, const aiMatrix4x4 & /* absolute_transform*/,
aiNode *) {
ai_assert(cluster != nullptr); // make sure cluster valid
std::string deformer_name = cluster->TargetNode()->Name();
aiString bone_name = aiString(FixNodeName(deformer_name));
aiBone *bone = nullptr;
@@ -1540,10 +1592,10 @@ void FBXConverter::ConvertCluster(std::vector<aiBone *> &local_mesh_bones, const
bone = new aiBone();
bone->mName = bone_name;
bone->mOffsetMatrix = cl->Transform();
bone->mOffsetMatrix = cluster->Transform();
// store local transform link for post processing
/*
bone->mOffsetMatrix = cl->TransformLink();
bone->mOffsetMatrix = cluster->TransformLink();
bone->mOffsetMatrix.Inverse();
aiMatrix4x4 matrix = (aiMatrix4x4)absolute_transform;
@@ -1560,7 +1612,7 @@ void FBXConverter::ConvertCluster(std::vector<aiBone *> &local_mesh_bones, const
cursor = bone->mWeights = new aiVertexWeight[out_indices.size()];
const size_t no_index_sentinel = std::numeric_limits<size_t>::max();
const WeightArray &weights = cl->GetWeights();
const WeightArray &weights = cluster->GetWeights();
const size_t c = index_out_indices.size();
for (size_t i = 0; i < c; ++i) {
@@ -2151,7 +2203,7 @@ void FBXConverter::SetShadingPropertiesCommon(aiMaterial *out_mat, const Propert
if (ok) {
out_mat->AddProperty(&ShininessExponent, 1, AI_MATKEY_SHININESS);
// Match Blender behavior to extract roughness when only shininess is present
const float roughness = 1.0 - (sqrt(ShininessExponent) / 10.0);
const float roughness = 1.0f - (sqrt(ShininessExponent) / 10.0f);
out_mat->AddProperty(&roughness, 1, AI_MATKEY_ROUGHNESS_FACTOR);
}
@@ -2605,7 +2657,7 @@ void FBXConverter::ConvertAnimationStack(const AnimationStack &st) {
meshMorphAnim->mNumKeys = numKeys;
meshMorphAnim->mKeys = new aiMeshMorphKey[numKeys];
unsigned int j = 0;
for (auto animIt : *animData) {
for (auto &animIt : *animData) {
morphKeyData *keyData = animIt.second;
unsigned int numValuesAndWeights = static_cast<unsigned int>(keyData->values.size());
meshMorphAnim->mKeys[j].mNumValuesAndWeights = numValuesAndWeights;
@@ -3180,7 +3232,7 @@ aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim(const std::string& name,
bool ok = false;
const float zero_epsilon = ai_epsilon;
const auto zero_epsilon = ai_epsilon;
const aiVector3D& preRotation = PropertyGet<aiVector3D>(props, "PreRotation", ok);
if (ok && preRotation.SquareLength() > zero_epsilon) {
@@ -3318,9 +3370,9 @@ FBXConverter::KeyFrameListList FBXConverter::GetRotationKeyframeList(const std::
float vc = curve->GetValues().at(1);
for (size_t n = 1; n < count; n++) {
while (std::abs(vc - vp) >= 180.0f) {
float step = std::floor(float(tc - tp) / (vc - vp) * 179.0f);
double step = std::floor(double(tc - tp) / std::abs(vc - vp) * 179.0f);
int64_t tnew = tp + int64_t(step);
float vnew = vp + (vc - vp) * step / float(tc - tp);
float vnew = vp + (vc - vp) * float(step / (tc - tp));
if (tnew >= adj_start && tnew <= adj_stop) {
Keys->push_back(tnew);
Values->push_back(vnew);
@@ -3625,6 +3677,12 @@ void FBXConverter::TransferDataToScene() {
std::swap_ranges(textures.begin(), textures.end(), mSceneOut->mTextures);
}
if (!mSkeletons.empty()) {
mSceneOut->mSkeletons = new aiSkeleton *[mSkeletons.size()];
mSceneOut->mNumSkeletons = static_cast<unsigned int>(mSkeletons.size());
std::swap_ranges(mSkeletons.begin(), mSkeletons.end(), mSceneOut->mSkeletons);
}
}
void FBXConverter::ConvertOrphanedEmbeddedTextures() {

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@@ -75,7 +75,18 @@ typedef std::map<int64_t, morphKeyData*> morphAnimData;
namespace Assimp {
namespace FBX {
class MeshGeometry;
using SkeletonBoneArray = std::vector<aiSkeletonBone *>;
using SkeletonBoneToMesh = std::map<aiMesh*, SkeletonBoneArray*>;
struct SkeletonBoneContainer {
std::vector<aiMesh *> MeshArray;
SkeletonBoneToMesh SkeletonBoneToMeshLookup;
};
class Document;
/**
* Convert a FBX #Document to #aiScene
* @param out Empty scene to be populated
@@ -180,12 +191,12 @@ private:
void SetupNodeMetadata(const Model& model, aiNode& nd);
// ------------------------------------------------------------------------------------------------
void ConvertModel(const Model &model, aiNode *parent, aiNode *root_node);
void ConvertModel(const Model &model, aiNode *parent, aiNode *root_node, const aiMatrix4x4 &absolute_transform);
// ------------------------------------------------------------------------------------------------
// MeshGeometry -> aiMesh, return mesh index + 1 or 0 if the conversion failed
std::vector<unsigned int>
ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node);
ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node, const aiMatrix4x4 &absolute_transform);
// ------------------------------------------------------------------------------------------------
std::vector<unsigned int> ConvertLine(const LineGeometry& line, aiNode *root_node);
@@ -194,15 +205,15 @@ private:
aiMesh* SetupEmptyMesh(const Geometry& mesh, aiNode *parent);
// ------------------------------------------------------------------------------------------------
unsigned int ConvertMeshSingleMaterial(const MeshGeometry &mesh, const Model &model,
unsigned int ConvertMeshSingleMaterial(const MeshGeometry &mesh, const Model &model, const aiMatrix4x4 &absolute_transform,
aiNode *parent, aiNode *root_node);
// ------------------------------------------------------------------------------------------------
std::vector<unsigned int>
ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node);
ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, const aiMatrix4x4 &absolute_transform, aiNode *parent, aiNode *root_node);
// ------------------------------------------------------------------------------------------------
unsigned int ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, MatIndexArray::value_type index,
unsigned int ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, const aiMatrix4x4 &absolute_transform, MatIndexArray::value_type index,
aiNode *parent, aiNode *root_node);
// ------------------------------------------------------------------------------------------------
@@ -216,14 +227,19 @@ private:
* - outputVertStartIndices is only used when a material index is specified, it gives for
* each output vertex the DOM index it maps to.
*/
void ConvertWeights(aiMesh *out, const MeshGeometry &geo, aiNode *parent = nullptr,
void ConvertWeights(aiMesh *out, const MeshGeometry &geo, const aiMatrix4x4 &absolute_transform, aiNode *parent = nullptr,
unsigned int materialIndex = NO_MATERIAL_SEPARATION,
std::vector<unsigned int> *outputVertStartIndices = nullptr);
// ------------------------------------------------------------------------------------------------
void ConvertWeightsToSkeleton(aiMesh *out, const MeshGeometry &geo, const aiMatrix4x4 &absolute_transform,
aiNode *parent, unsigned int materialIndex, std::vector<unsigned int> *outputVertStartIndices,
SkeletonBoneContainer &skeletonContainer);
// ------------------------------------------------------------------------------------------------
void ConvertCluster(std::vector<aiBone *> &local_mesh_bones, const Cluster *cl,
std::vector<size_t> &out_indices, std::vector<size_t> &index_out_indices,
std::vector<size_t> &count_out_indices, aiNode *parent );
std::vector<size_t> &count_out_indices, const aiMatrix4x4 &absolute_transform, aiNode *parent);
// ------------------------------------------------------------------------------------------------
void ConvertMaterialForMesh(aiMesh* out, const Model& model, const MeshGeometry& geo,
@@ -296,7 +312,8 @@ private:
void ConvertAnimationStack(const AnimationStack& st);
// ------------------------------------------------------------------------------------------------
void ProcessMorphAnimDatas(std::map<std::string, morphAnimData*>* morphAnimDatas, const BlendShapeChannel* bsc, const AnimationCurveNode* node);
void ProcessMorphAnimDatas(std::map<std::string, morphAnimData*>* morphAnimDatas,
const BlendShapeChannel* bsc, const AnimationCurveNode* node);
// ------------------------------------------------------------------------------------------------
void GenerateNodeAnimations(std::vector<aiNodeAnim*>& node_anims,
@@ -445,6 +462,7 @@ private:
double anim_fps;
std::vector<aiSkeleton *> mSkeletons;
aiScene* const mSceneOut;
const FBX::Document& doc;
bool mRemoveEmptyBones;

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@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@@ -58,16 +57,14 @@ namespace FBX {
using namespace Util;
// ------------------------------------------------------------------------------------------------
Deformer::Deformer(uint64_t id, const Element& element, const Document& doc, const std::string& name)
: Object(id,element,name)
{
Deformer::Deformer(uint64_t id, const Element& element, const Document& doc, const std::string& name) :
Object(id,element,name) {
const Scope& sc = GetRequiredScope(element);
const std::string& classname = ParseTokenAsString(GetRequiredToken(element,2));
props = GetPropertyTable(doc,"Deformer.Fbx" + classname,element,sc,true);
}
// ------------------------------------------------------------------------------------------------
Deformer::~Deformer()
{

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@@ -67,7 +67,7 @@ namespace FBX {
using namespace Util;
// ------------------------------------------------------------------------------------------------
LazyObject::LazyObject(uint64_t id, const Element& element, const Document& doc) :
LazyObject::LazyObject(uint64_t id, const Element& element, const Document& doc) :
doc(doc), element(element), id(id), flags() {
// empty
}
@@ -544,7 +544,7 @@ std::vector<const Connection*> Document::GetConnectionsSequenced(uint64_t id, bo
ai_assert( count != 0 );
ai_assert( count <= MAX_CLASSNAMES);
size_t lengths[MAX_CLASSNAMES];
size_t lengths[MAX_CLASSNAMES] = {};
const size_t c = count;
for (size_t i = 0; i < c; ++i) {

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@@ -164,7 +164,7 @@ class NodeAttribute : public Object {
public:
NodeAttribute(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~NodeAttribute();
virtual ~NodeAttribute() = default;
const PropertyTable& Props() const {
ai_assert(props.get());
@@ -180,7 +180,7 @@ class CameraSwitcher : public NodeAttribute {
public:
CameraSwitcher(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~CameraSwitcher();
virtual ~CameraSwitcher() = default;
int CameraID() const {
return cameraId;
@@ -225,7 +225,7 @@ class Camera : public NodeAttribute {
public:
Camera(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~Camera();
virtual ~Camera() = default;
fbx_simple_property(Position, aiVector3D, aiVector3D(0,0,0))
fbx_simple_property(UpVector, aiVector3D, aiVector3D(0,1,0))
@@ -250,21 +250,21 @@ public:
class Null : public NodeAttribute {
public:
Null(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~Null();
virtual ~Null() = default;
};
/** DOM base class for FBX limb node markers attached to a node */
class LimbNode : public NodeAttribute {
public:
LimbNode(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~LimbNode();
virtual ~LimbNode() = default;
};
/** DOM base class for FBX lights attached to a node */
class Light : public NodeAttribute {
public:
Light(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~Light();
virtual ~Light() = default;
enum Type {
Type_Point,
@@ -690,7 +690,7 @@ using KeyValueList = std::vector<float>;
class AnimationCurve : public Object {
public:
AnimationCurve(uint64_t id, const Element& element, const std::string& name, const Document& doc);
virtual ~AnimationCurve();
virtual ~AnimationCurve() = default;
/** get list of keyframe positions (time).
* Invariant: |GetKeys()| > 0 */
@@ -731,7 +731,7 @@ public:
AnimationCurveNode(uint64_t id, const Element& element, const std::string& name, const Document& doc,
const char *const *target_prop_whitelist = nullptr, size_t whitelist_size = 0);
virtual ~AnimationCurveNode();
virtual ~AnimationCurveNode() = default;
const PropertyTable& Props() const {
ai_assert(props.get());
@@ -776,7 +776,7 @@ using AnimationCurveNodeList = std::vector<const AnimationCurveNode*>;
class AnimationLayer : public Object {
public:
AnimationLayer(uint64_t id, const Element& element, const std::string& name, const Document& doc);
virtual ~AnimationLayer();
virtual ~AnimationLayer() = default;
const PropertyTable& Props() const {
ai_assert(props.get());
@@ -799,7 +799,7 @@ using AnimationLayerList = std::vector<const AnimationLayer*>;
class AnimationStack : public Object {
public:
AnimationStack(uint64_t id, const Element& element, const std::string& name, const Document& doc);
virtual ~AnimationStack();
virtual ~AnimationStack() = default;
fbx_simple_property(LocalStart, int64_t, 0L)
fbx_simple_property(LocalStop, int64_t, 0L)

View File

@@ -59,14 +59,12 @@ namespace Util {
// ------------------------------------------------------------------------------------------------
// signal DOM construction error, this is always unrecoverable. Throws DeadlyImportError.
void DOMError(const std::string& message, const Token& token)
{
void DOMError(const std::string& message, const Token& token) {
throw DeadlyImportError("FBX-DOM", Util::GetTokenText(&token), message);
}
// ------------------------------------------------------------------------------------------------
void DOMError(const std::string& message, const Element* element /*= nullptr*/)
{
void DOMError(const std::string& message, const Element* element /*= nullptr*/) {
if(element) {
DOMError(message,element->KeyToken());
}
@@ -76,8 +74,7 @@ void DOMError(const std::string& message, const Element* element /*= nullptr*/)
// ------------------------------------------------------------------------------------------------
// print warning, do return
void DOMWarning(const std::string& message, const Token& token)
{
void DOMWarning(const std::string& message, const Token& token) {
if(DefaultLogger::get()) {
ASSIMP_LOG_WARN("FBX-DOM", Util::GetTokenText(&token), message);
}

View File

@@ -74,13 +74,11 @@ std::shared_ptr<const PropertyTable> GetPropertyTable(const Document& doc,
// ------------------------------------------------------------------------------------------------
template <typename T>
inline
const T* ProcessSimpleConnection(const Connection& con,
bool is_object_property_conn,
const char* name,
const Element& element,
const char** propNameOut = nullptr)
{
inline const T* ProcessSimpleConnection(const Connection& con,
bool is_object_property_conn,
const char* name,
const Element& element,
const char** propNameOut = nullptr) {
if (is_object_property_conn && !con.PropertyName().length()) {
DOMWarning("expected incoming " + std::string(name) +
" link to be an object-object connection, ignoring",

View File

@@ -255,7 +255,7 @@ void FBXExporter::WriteBinaryHeader()
void FBXExporter::WriteBinaryFooter()
{
outfile->Write(NULL_RECORD.c_str(), NULL_RECORD.size(), 1);
outfile->Write(NULL_RECORD, NumNullRecords, 1);
outfile->Write(GENERIC_FOOTID.c_str(), GENERIC_FOOTID.size(), 1);

View File

@@ -60,6 +60,7 @@ struct ImportSettings {
readLights(true),
readAnimations(true),
readWeights(true),
useSkeleton(false),
preservePivots(true),
optimizeEmptyAnimationCurves(true),
useLegacyEmbeddedTextureNaming(false),
@@ -112,6 +113,11 @@ struct ImportSettings {
* Default value is true. */
bool readWeights;
/** will convert all animation data into a skeleton (experimental)
* Default value is false.
*/
bool useSkeleton;
/** preserve transformation pivots and offsets. Since these can
* not directly be represented in assimp, additional dummy
* nodes will be generated. Note that settings this to false

View File

@@ -90,12 +90,9 @@ static const aiImporterDesc desc = {
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by #Importer
FBXImporter::FBXImporter() {
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
FBXImporter::~FBXImporter() {
FBXImporter::FBXImporter() :
mSettings() {
// empty
}
// ------------------------------------------------------------------------------------------------
@@ -115,20 +112,21 @@ const aiImporterDesc *FBXImporter::GetInfo() const {
// ------------------------------------------------------------------------------------------------
// Setup configuration properties for the loader
void FBXImporter::SetupProperties(const Importer *pImp) {
settings.readAllLayers = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS, true);
settings.readAllMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS, false);
settings.readMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_MATERIALS, true);
settings.readTextures = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_TEXTURES, true);
settings.readCameras = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_CAMERAS, true);
settings.readLights = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_LIGHTS, true);
settings.readAnimations = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS, true);
settings.readWeights = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_WEIGHTS, true);
settings.strictMode = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_STRICT_MODE, false);
settings.preservePivots = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true);
settings.optimizeEmptyAnimationCurves = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES, true);
settings.useLegacyEmbeddedTextureNaming = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING, false);
settings.removeEmptyBones = pImp->GetPropertyBool(AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, true);
settings.convertToMeters = pImp->GetPropertyBool(AI_CONFIG_FBX_CONVERT_TO_M, false);
mSettings.readAllLayers = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS, true);
mSettings.readAllMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS, false);
mSettings.readMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_MATERIALS, true);
mSettings.readTextures = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_TEXTURES, true);
mSettings.readCameras = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_CAMERAS, true);
mSettings.readLights = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_LIGHTS, true);
mSettings.readAnimations = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS, true);
mSettings.readWeights = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_WEIGHTS, true);
mSettings.strictMode = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_STRICT_MODE, false);
mSettings.preservePivots = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true);
mSettings.optimizeEmptyAnimationCurves = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES, true);
mSettings.useLegacyEmbeddedTextureNaming = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING, false);
mSettings.removeEmptyBones = pImp->GetPropertyBool(AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, true);
mSettings.convertToMeters = pImp->GetPropertyBool(AI_CONFIG_FBX_CONVERT_TO_M, false);
mSettings.useSkeleton = pImp->GetPropertyBool(AI_CONFIG_FBX_USE_SKELETON_BONE_CONTAINER, false);
}
// ------------------------------------------------------------------------------------------------
@@ -155,7 +153,7 @@ void FBXImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
contents[contents.size() - 1] = 0;
const char *const begin = &*contents.begin();
// broadphase tokenizing pass in which we identify the core
// broad-phase tokenized pass in which we identify the core
// syntax elements of FBX (brackets, commas, key:value mappings)
TokenList tokens;
try {
@@ -173,15 +171,14 @@ void FBXImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
Parser parser(tokens, is_binary);
// take the raw parse-tree and convert it to a FBX DOM
Document doc(parser, settings);
Document doc(parser, mSettings);
// convert the FBX DOM to aiScene
ConvertToAssimpScene(pScene, doc, settings.removeEmptyBones);
ConvertToAssimpScene(pScene, doc, mSettings.removeEmptyBones);
// size relative to cm
float size_relative_to_cm = doc.GlobalSettings().UnitScaleFactor();
if (size_relative_to_cm == 0.0)
{
if (size_relative_to_cm == 0.0) {
// BaseImporter later asserts that fileScale is non-zero.
ThrowException("The UnitScaleFactor must be non-zero");
}

View File

@@ -69,13 +69,14 @@ typedef class basic_formatter<char, std::char_traits<char>, std::allocator<char>
// -------------------------------------------------------------------------------------------
class FBXImporter : public BaseImporter, public LogFunctions<FBXImporter> {
public:
/// @brief The class constructor.
FBXImporter();
~FBXImporter() override;
// --------------------
bool CanRead(const std::string &pFile,
IOSystem *pIOHandler,
bool checkSig) const override;
/// @brief The class destructor, default implementation.
~FBXImporter() override = default;
/// @brief Will check the file for readability.
bool CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const override;
protected:
// --------------------
@@ -90,7 +91,7 @@ protected:
IOSystem *pIOHandler) override;
private:
FBX::ImportSettings settings;
FBX::ImportSettings mSettings;
}; // !class FBXImporter
} // end of namespace Assimp

View File

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@@ -54,18 +53,15 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "FBXImportSettings.h"
#include "FBXDocumentUtil.h"
namespace Assimp {
namespace FBX {
using namespace Util;
// ------------------------------------------------------------------------------------------------
Geometry::Geometry(uint64_t id, const Element& element, const std::string& name, const Document& doc)
: Object(id, element, name)
, skin()
{
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(),"Deformer");
Geometry::Geometry(uint64_t id, const Element& element, const std::string& name, const Document& doc) :
Object(id, element, name), skin() {
const std::vector<const Connection*> &conns = doc.GetConnectionsByDestinationSequenced(ID(),"Deformer");
for(const Connection* con : conns) {
const Skin* const sk = ProcessSimpleConnection<Skin>(*con, false, "Skin -> Geometry", element);
if(sk) {
@@ -78,12 +74,6 @@ Geometry::Geometry(uint64_t id, const Element& element, const std::string& name,
}
}
// ------------------------------------------------------------------------------------------------
Geometry::~Geometry()
{
// empty
}
// ------------------------------------------------------------------------------------------------
const std::vector<const BlendShape*>& Geometry::GetBlendShapes() const {
return blendShapes;
@@ -183,18 +173,12 @@ MeshGeometry::MeshGeometry(uint64_t id, const Element& element, const std::strin
if(doc.Settings().readAllLayers || index == 0) {
const Scope& layer = GetRequiredScope(*(*it).second);
ReadLayer(layer);
}
else {
} else {
FBXImporter::LogWarn("ignoring additional geometry layers");
}
}
}
// ------------------------------------------------------------------------------------------------
MeshGeometry::~MeshGeometry() {
// empty
}
// ------------------------------------------------------------------------------------------------
const std::vector<aiVector3D>& MeshGeometry::GetVertices() const {
return m_vertices;

View File

@@ -55,22 +55,25 @@ namespace FBX {
/**
* DOM base class for all kinds of FBX geometry
*/
class Geometry : public Object
{
class Geometry : public Object {
public:
/// @brief The class constructor with all parameters.
/// @param id The id.
/// @param element
/// @param name
/// @param doc
Geometry( uint64_t id, const Element& element, const std::string& name, const Document& doc );
virtual ~Geometry();
virtual ~Geometry() = default;
/** Get the Skin attached to this geometry or nullptr */
/// Get the Skin attached to this geometry or nullptr
const Skin* DeformerSkin() const;
/** Get the BlendShape attached to this geometry or nullptr */
/// Get the BlendShape attached to this geometry or nullptr
const std::vector<const BlendShape*>& GetBlendShapes() const;
private:
const Skin* skin;
std::vector<const BlendShape*> blendShapes;
};
typedef std::vector<int> MatIndexArray;
@@ -79,14 +82,13 @@ typedef std::vector<int> MatIndexArray;
/**
* DOM class for FBX geometry of type "Mesh"
*/
class MeshGeometry : public Geometry
{
class MeshGeometry : public Geometry {
public:
/** The class constructor */
MeshGeometry( uint64_t id, const Element& element, const std::string& name, const Document& doc );
/** The class destructor */
virtual ~MeshGeometry();
virtual ~MeshGeometry() = default;
/** Get a list of all vertex points, non-unique*/
const std::vector<aiVector3D>& GetVertices() const;
@@ -130,6 +132,7 @@ public:
/** Determine the face to which a particular output vertex index belongs.
* This mapping is always unique. */
unsigned int FaceForVertexIndex( unsigned int in_index ) const;
private:
void ReadLayer( const Scope& layer );
void ReadLayerElement( const Scope& layerElement );

View File

@@ -57,114 +57,65 @@ namespace FBX {
using namespace Util;
// ------------------------------------------------------------------------------------------------
NodeAttribute::NodeAttribute(uint64_t id, const Element& element, const Document& doc, const std::string& name)
: Object(id,element,name)
, props()
{
const Scope& sc = GetRequiredScope(element);
NodeAttribute::NodeAttribute(uint64_t id, const Element &element, const Document &doc, const std::string &name) :
Object(id, element, name), props() {
const Scope &sc = GetRequiredScope(element);
const std::string& classname = ParseTokenAsString(GetRequiredToken(element,2));
const std::string &classname = ParseTokenAsString(GetRequiredToken(element, 2));
// hack on the deriving type but Null/LimbNode attributes are the only case in which
// the property table is by design absent and no warning should be generated
// for it.
const bool is_null_or_limb = !strcmp(classname.c_str(), "Null") || !strcmp(classname.c_str(), "LimbNode");
props = GetPropertyTable(doc,"NodeAttribute.Fbx" + classname,element,sc, is_null_or_limb);
props = GetPropertyTable(doc, "NodeAttribute.Fbx" + classname, element, sc, is_null_or_limb);
}
// ------------------------------------------------------------------------------------------------
NodeAttribute::~NodeAttribute()
{
// empty
}
CameraSwitcher::CameraSwitcher(uint64_t id, const Element &element, const Document &doc, const std::string &name) :
NodeAttribute(id, element, doc, name) {
const Scope &sc = GetRequiredScope(element);
const Element *const CameraId = sc["CameraId"];
const Element *const CameraName = sc["CameraName"];
const Element *const CameraIndexName = sc["CameraIndexName"];
// ------------------------------------------------------------------------------------------------
CameraSwitcher::CameraSwitcher(uint64_t id, const Element& element, const Document& doc, const std::string& name)
: NodeAttribute(id,element,doc,name)
{
const Scope& sc = GetRequiredScope(element);
const Element* const CameraId = sc["CameraId"];
const Element* const CameraName = sc["CameraName"];
const Element* const CameraIndexName = sc["CameraIndexName"];
if(CameraId) {
cameraId = ParseTokenAsInt(GetRequiredToken(*CameraId,0));
if (CameraId) {
cameraId = ParseTokenAsInt(GetRequiredToken(*CameraId, 0));
}
if(CameraName) {
cameraName = GetRequiredToken(*CameraName,0).StringContents();
if (CameraName) {
cameraName = GetRequiredToken(*CameraName, 0).StringContents();
}
if(CameraIndexName && CameraIndexName->Tokens().size()) {
cameraIndexName = GetRequiredToken(*CameraIndexName,0).StringContents();
if (CameraIndexName && CameraIndexName->Tokens().size()) {
cameraIndexName = GetRequiredToken(*CameraIndexName, 0).StringContents();
}
}
// ------------------------------------------------------------------------------------------------
CameraSwitcher::~CameraSwitcher()
{
Camera::Camera(uint64_t id, const Element &element, const Document &doc, const std::string &name) :
NodeAttribute(id, element, doc, name) {
// empty
}
// ------------------------------------------------------------------------------------------------
Camera::Camera(uint64_t id, const Element& element, const Document& doc, const std::string& name)
: NodeAttribute(id,element,doc,name)
{
Light::Light(uint64_t id, const Element &element, const Document &doc, const std::string &name) :
NodeAttribute(id, element, doc, name) {
// empty
}
// ------------------------------------------------------------------------------------------------
Camera::~Camera()
{
Null::Null(uint64_t id, const Element &element, const Document &doc, const std::string &name) :
NodeAttribute(id, element, doc, name) {
// empty
}
// ------------------------------------------------------------------------------------------------
Light::Light(uint64_t id, const Element& element, const Document& doc, const std::string& name)
: NodeAttribute(id,element,doc,name)
{
LimbNode::LimbNode(uint64_t id, const Element &element, const Document &doc, const std::string &name) :
NodeAttribute(id, element, doc, name) {
// empty
}
} // namespace FBX
} // namespace Assimp
// ------------------------------------------------------------------------------------------------
Light::~Light()
{
}
// ------------------------------------------------------------------------------------------------
Null::Null(uint64_t id, const Element& element, const Document& doc, const std::string& name)
: NodeAttribute(id,element,doc,name)
{
}
// ------------------------------------------------------------------------------------------------
Null::~Null()
{
}
// ------------------------------------------------------------------------------------------------
LimbNode::LimbNode(uint64_t id, const Element& element, const Document& doc, const std::string& name)
: NodeAttribute(id,element,doc,name)
{
}
// ------------------------------------------------------------------------------------------------
LimbNode::~LimbNode()
{
}
}
}
#endif
#endif // ASSIMP_BUILD_NO_FBX_IMPORTER

View File

@@ -162,12 +162,6 @@ Element::Element(const Token& key_token, Parser& parser) : key_token(key_token)
while(n->Type() != TokenType_KEY && n->Type() != TokenType_CLOSE_BRACKET);
}
// ------------------------------------------------------------------------------------------------
Element::~Element()
{
// no need to delete tokens, they are owned by the parser
}
// ------------------------------------------------------------------------------------------------
Scope::Scope(Parser& parser,bool topLevel)
{
@@ -226,12 +220,6 @@ Parser::Parser (const TokenList& tokens, bool is_binary)
root.reset(new Scope(*this,true));
}
// ------------------------------------------------------------------------------------------------
Parser::~Parser()
{
// empty
}
// ------------------------------------------------------------------------------------------------
TokenPtr Parser::AdvanceToNextToken()
{
@@ -961,8 +949,7 @@ void ParseVectorDataArray(std::vector<float>& out, const Element& el)
// ------------------------------------------------------------------------------------------------
// read an array of uints
void ParseVectorDataArray(std::vector<unsigned int>& out, const Element& el)
{
void ParseVectorDataArray(std::vector<unsigned int>& out, const Element& el) {
out.resize( 0 );
const TokenList& tok = el.Tokens();
if(tok.empty()) {
@@ -1186,7 +1173,6 @@ aiMatrix4x4 ReadMatrix(const Element& element)
return result;
}
// ------------------------------------------------------------------------------------------------
// wrapper around ParseTokenAsString() with ParseError handling
std::string ParseTokenAsString(const Token& t)

View File

@@ -87,7 +87,7 @@ class Element
{
public:
Element(const Token& key_token, Parser& parser);
~Element();
~Element() = default;
const Scope* Compound() const {
return compound.get();
@@ -160,7 +160,7 @@ public:
/** Parse given a token list. Does not take ownership of the tokens -
* the objects must persist during the entire parser lifetime */
Parser (const TokenList& tokens,bool is_binary);
~Parser();
~Parser() = default;
const Scope& GetRootScope() const {
return *root.get();

View File

@@ -57,9 +57,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// Assimp specific M3D configuration. Comment out these defines to remove functionality
//#define ASSIMP_USE_M3D_READFILECB
// Share stb_image's PNG loader with other importers/exporters instead of bringing our own copy.
#define STBI_ONLY_PNG
#include <stb/stb_image.h>
#include "Common/StbCommon.h"
#include "m3d.h"

View File

@@ -908,7 +908,7 @@ Ref<Node> FindSkeletonRootJoint(Ref<Skin> &skinRef) {
do {
startNodeRef = parentNodeRef;
parentNodeRef = startNodeRef->parent;
} while (!parentNodeRef->jointName.empty());
} while (parentNodeRef && !parentNodeRef->jointName.empty());
return parentNodeRef;
}

View File

@@ -167,6 +167,7 @@ SET( Logging_SRCS
SOURCE_GROUP(Logging FILES ${Logging_SRCS})
SET( Common_SRCS
Common/StbCommon.h
Common/Compression.cpp
Common/Compression.h
Common/BaseImporter.cpp
@@ -1099,8 +1100,6 @@ if(MSVC10)
endif()
endif()
ADD_DEFINITIONS( -DASSIMP_BUILD_DLL_EXPORT )
IF( MSVC OR "${CMAKE_CXX_SIMULATE_ID}" MATCHES "MSVC") # clang with MSVC ABI
ADD_DEFINITIONS( -D_SCL_SECURE_NO_WARNINGS )
ADD_DEFINITIONS( -D_CRT_SECURE_NO_WARNINGS )
@@ -1177,6 +1176,13 @@ ENDIF()
ADD_LIBRARY( assimp ${assimp_src} )
ADD_LIBRARY(assimp::assimp ALIAS assimp)
# Add or remove dllexport tags depending on the library type.
IF (BUILD_SHARED_LIBS)
TARGET_COMPILE_DEFINITIONS(assimp PRIVATE ASSIMP_BUILD_DLL_EXPORT)
ELSE ()
TARGET_COMPILE_DEFINITIONS(assimp PRIVATE OPENDDL_STATIC_LIBARY)
ENDIF ()
TARGET_USE_COMMON_OUTPUT_DIRECTORY(assimp)
IF (ASSIMP_WARNINGS_AS_ERRORS)

View File

@@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@@ -1282,18 +1280,13 @@ ASSIMP_API void aiQuaternionInterpolate(
# define STBI_ONLY_PNG
#endif
// Ensure all symbols are linked correctly
#if ASSIMP_NEEDS_STB_IMAGE
# if _MSC_VER // "unreferenced function has been removed" (SSE2 detection routine in x64 builds)
# pragma warning(push)
# pragma warning(disable: 4505)
// Share stb_image's PNG loader with other importers/exporters instead of bringing our own copy.
# define STBI_ONLY_PNG
# ifdef ASSIMP_USE_STB_IMAGE_STATIC
# define STB_IMAGE_STATIC
# endif
# define STB_IMAGE_IMPLEMENTATION
# include "stb/stb_image.h"
# if _MSC_VER
# pragma warning(pop)
# endif
# include "Common/StbCommon.h"
#endif

View File

@@ -300,10 +300,10 @@ private:
const char separator = getOsSeparator();
for (it = in.begin(); it != in.end(); ++it) {
int remaining = std::distance(in.end(), it);
const size_t remaining = std::distance(in.end(), it);
// Exclude :// and \\, which remain untouched.
// https://sourceforge.net/tracker/?func=detail&aid=3031725&group_id=226462&atid=1067632
if (remaining >= 3 && !strncmp(&*it, "://", 3 )) {
if (remaining >= 3u && !strncmp(&*it, "://", 3 )) {
it += 3;
continue;
}

View File

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@@ -97,13 +96,14 @@ void SkeletonMeshBuilder::CreateGeometry(const aiNode *pNode) {
const aiMatrix4x4 &childTransform = pNode->mChildren[a]->mTransformation;
aiVector3D childpos(childTransform.a4, childTransform.b4, childTransform.c4);
ai_real distanceToChild = childpos.Length();
if (distanceToChild < 0.0001)
if (distanceToChild < ai_epsilon) {
continue;
}
aiVector3D up = aiVector3D(childpos).Normalize();
aiVector3D orth(1.0, 0.0, 0.0);
if (std::fabs(orth * up) > 0.99)
if (std::fabs(orth * up) > 0.99) {
orth.Set(0.0, 1.0, 0.0);
}
aiVector3D front = (up ^ orth).Normalize();
aiVector3D side = (front ^ up).Normalize();
@@ -183,8 +183,9 @@ void SkeletonMeshBuilder::CreateGeometry(const aiNode *pNode) {
// add all the vertices to the bone's influences
bone->mNumWeights = numVertices;
bone->mWeights = new aiVertexWeight[numVertices];
for (unsigned int a = 0; a < numVertices; a++)
for (unsigned int a = 0; a < numVertices; ++a) {
bone->mWeights[a] = aiVertexWeight(vertexStartIndex + a, 1.0);
}
// HACK: (thom) transform all vertices to the bone's local space. Should be done before adding
// them to the array, but I'm tired now and I'm annoyed.
@@ -194,8 +195,9 @@ void SkeletonMeshBuilder::CreateGeometry(const aiNode *pNode) {
}
// and finally recurse into the children list
for (unsigned int a = 0; a < pNode->mNumChildren; a++)
for (unsigned int a = 0; a < pNode->mNumChildren; ++a) {
CreateGeometry(pNode->mChildren[a]);
}
}
// ------------------------------------------------------------------------------------------------

58
code/Common/StbCommon.h Normal file
View File

@@ -0,0 +1,58 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#pragma once
#if _MSC_VER // "unreferenced function has been removed" (SSE2 detection routine in x64 builds)
#pragma warning(push)
#pragma warning(disable : 4505)
#else
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wunused-function"
#endif
#include "stb/stb_image.h"
#if _MSC_VER
#pragma warning(pop)
#else
#pragma GCC diagnostic pop
#endif

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@@ -135,6 +135,9 @@ ASSIMP_API aiScene::aiScene() :
mNumCameras(0),
mCameras(nullptr),
mMetaData(nullptr),
mName(),
mNumSkeletons(0),
mSkeletons(nullptr),
mPrivate(new Assimp::ScenePrivateData()) {
// empty
}
@@ -180,7 +183,8 @@ ASSIMP_API aiScene::~aiScene() {
delete[] mCameras;
aiMetadata::Dealloc(mMetaData);
mMetaData = nullptr;
delete[] mSkeletons;
delete static_cast<Assimp::ScenePrivateData *>(mPrivate);
}

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@@ -83,7 +83,7 @@ Other:
#include <sstream>
#include <string>
#include "stb/stb_image.h"
#include "Common/StbCommon.h"
using namespace Assimp;