Fix build and merged master.

This commit is contained in:
Kim Kulling
2021-05-06 21:36:25 +02:00
1098 changed files with 72800 additions and 3960 deletions

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@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.
@@ -124,13 +124,13 @@ void ArmaturePopulate::BuildBoneList(aiNode *current_node,
for (unsigned int boneId = 0; boneId < mesh->mNumBones; ++boneId) {
aiBone *bone = mesh->mBones[boneId];
ai_assert(bone);
ai_assert(nullptr != bone);
// duplicate mehes exist with the same bones sometimes :)
// so this must be detected
if (std::find(bones.begin(), bones.end(), bone) == bones.end()) {
// add the element once
bones.push_back(bone);
bones.emplace_back(bone);
}
}
@@ -145,14 +145,14 @@ void ArmaturePopulate::BuildBoneList(aiNode *current_node,
// Prepare flat node list which can be used for non recursive lookups later
void ArmaturePopulate::BuildNodeList(const aiNode *current_node,
std::vector<aiNode *> &nodes) {
ai_assert(current_node);
ai_assert(nullptr != current_node);
for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) {
aiNode *child = current_node->mChildren[nodeId];
ai_assert(child);
if (child->mNumMeshes == 0) {
nodes.push_back(child);
nodes.emplace_back(child);
}
BuildNodeList(child, nodes);
@@ -168,8 +168,10 @@ void ArmaturePopulate::BuildBoneStack(aiNode *,
const std::vector<aiBone *> &bones,
std::map<aiBone *, aiNode *> &bone_stack,
std::vector<aiNode *> &node_stack) {
ai_assert(root_node);
ai_assert(!node_stack.empty());
if (node_stack.empty()) {
return;
}
ai_assert(nullptr != root_node);
for (aiBone *bone : bones) {
ai_assert(bone);
@@ -181,7 +183,7 @@ void ArmaturePopulate::BuildBoneStack(aiNode *,
node = GetNodeFromStack(bone->mName, node_stack);
if (!node) {
if (nullptr == node) {
ASSIMP_LOG_ERROR("serious import issue node for bone was not detected");
continue;
}
@@ -199,7 +201,7 @@ void ArmaturePopulate::BuildBoneStack(aiNode *,
// points. (yet)
aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node,
std::vector<aiBone *> &bone_list) {
while (bone_node) {
while (nullptr != bone_node) {
if (!IsBoneNode(bone_node->mName, bone_list)) {
ASSIMP_LOG_VERBOSE_DEBUG_F("GetArmatureRoot() Found valid armature: ", bone_node->mName.C_Str());
return bone_node;
@@ -236,7 +238,7 @@ aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name,
aiNode *found = nullptr;
for (iter = nodes.begin(); iter < nodes.end(); ++iter) {
aiNode *element = *iter;
ai_assert(element);
ai_assert(nullptr != element);
// node valid and node name matches
if (element->mName == node_name) {
found = element;

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@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

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@@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team

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@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

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@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.
@@ -122,7 +122,7 @@ void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
const aiFace& face = mesh->mFaces[fidx];
if (face.mNumIndices < 3) continue; // triangles and polygons only, please
unsigned int small = face.mNumIndices, large = small;
unsigned int smallV = face.mNumIndices, large = smallV;
bool zero = false, one = false, round_to_zero = false;
// Check whether this face lies on a UV seam. We can just guess,
@@ -133,7 +133,7 @@ void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
{
if (out[face.mIndices[n]].x < LOWER_LIMIT)
{
small = n;
smallV = n;
// If we have a U value very close to 0 we can't
// round the others to 0, too.
@@ -151,7 +151,7 @@ void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
one = true;
}
}
if (small != face.mNumIndices && large != face.mNumIndices)
if (smallV != face.mNumIndices && large != face.mNumIndices)
{
for (unsigned int n = 0; n < face.mNumIndices;++n)
{

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@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

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@@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team

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@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

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@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

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@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

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@@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team

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@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

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@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.
@@ -137,7 +137,7 @@ bool EmbedTexturesProcess::addTexture(aiScene* pScene, std::string path) const {
pTexture->pcData = imageContent;
auto extension = path.substr(path.find_last_of('.') + 1u);
std::transform(extension.begin(), extension.end(), extension.begin(), ToLower<char> );
extension = ai_tolower(extension);
if (extension == "jpeg") {
extension = "jpg";
}

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@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

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@@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

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@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

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@@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team

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@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

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@@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

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@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

View File

@@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team

View File

@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

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@@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

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@@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

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@@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
@@ -70,6 +70,7 @@ GenFaceNormalsProcess::~GenFaceNormalsProcess() {
// Returns whether the processing step is present in the given flag field.
bool GenFaceNormalsProcess::IsActive(unsigned int pFlags) const {
force_ = (pFlags & aiProcess_ForceGenNormals) != 0;
flippedWindingOrder_ = (pFlags & aiProcess_FlipWindingOrder) != 0;
return (pFlags & aiProcess_GenNormals) != 0;
}
@@ -134,6 +135,8 @@ bool GenFaceNormalsProcess::GenMeshFaceNormals(aiMesh *pMesh) {
const aiVector3D *pV1 = &pMesh->mVertices[face.mIndices[0]];
const aiVector3D *pV2 = &pMesh->mVertices[face.mIndices[1]];
const aiVector3D *pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices - 1]];
if (flippedWindingOrder_)
std::swap( pV2, pV3 );
const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe();
for (unsigned int i = 0; i < face.mNumIndices; ++i) {

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@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.
@@ -80,6 +80,7 @@ public:
private:
bool GenMeshFaceNormals(aiMesh* pcMesh);
mutable bool force_ = false;
mutable bool flippedWindingOrder_ = false;
};
} // end of namespace Assimp

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@@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
@@ -70,6 +70,7 @@ GenVertexNormalsProcess::~GenVertexNormalsProcess() {
// Returns whether the processing step is present in the given flag field.
bool GenVertexNormalsProcess::IsActive(unsigned int pFlags) const {
force_ = (pFlags & aiProcess_ForceGenNormals) != 0;
flippedWindingOrder_ = (pFlags & aiProcess_FlipWindingOrder) != 0;
return (pFlags & aiProcess_GenSmoothNormals) != 0;
}
@@ -142,6 +143,8 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals(aiMesh *pMesh, unsigned int m
const aiVector3D *pV1 = &pMesh->mVertices[face.mIndices[0]];
const aiVector3D *pV2 = &pMesh->mVertices[face.mIndices[1]];
const aiVector3D *pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices - 1]];
if (flippedWindingOrder_)
std::swap( pV2, pV3 );
const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe();
for (unsigned int i = 0; i < face.mNumIndices; ++i) {

View File

@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.
@@ -104,6 +104,7 @@ private:
/** Configuration option: maximum smoothing angle, in radians*/
ai_real configMaxAngle;
mutable bool force_ = false;
mutable bool flippedWindingOrder_ = false;
};
} // end of namespace Assimp

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@@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team

View File

@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

View File

@@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team

View File

@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

View File

@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

View File

@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

View File

@@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team

View File

@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

View File

@@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

View File

@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

View File

@@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team

View File

@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

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@@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team

View File

@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

View File

@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

View File

@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.
@@ -138,7 +138,7 @@ inline ::aiVertexWeight min(const ::aiVertexWeight &a, const ::aiVertexWeight &b
// std::max for aiVertexWeight
inline ::aiVertexWeight max(const ::aiVertexWeight &a, const ::aiVertexWeight &b) {
return ::aiVertexWeight(static_cast<ai_real>(max(a.mVertexId, b.mVertexId)), static_cast<ai_real>(max(a.mWeight, b.mWeight)));
return ::aiVertexWeight(max(a.mVertexId, b.mVertexId), static_cast<ai_real>(max(a.mWeight, b.mWeight)));
}
} // end namespace std
@@ -244,7 +244,7 @@ inline void ArrayBounds(const T *in, unsigned int size, T &min, T &max) {
// -------------------------------------------------------------------------------
/** Little helper function to calculate the quadratic difference
* of two colours.
* of two colors.
* @param pColor1 First color
* @param pColor2 second color
* @return Quadratic color difference */
@@ -313,8 +313,8 @@ ai_real ComputePositionEpsilon(const aiMesh *const *pMeshes, size_t num);
unsigned int GetMeshVFormatUnique(const aiMesh *pcMesh);
// defs for ComputeVertexBoneWeightTable()
typedef std::pair<unsigned int, float> PerVertexWeight;
typedef std::vector<PerVertexWeight> VertexWeightTable;
using PerVertexWeight = std::pair<unsigned int, float>;
using VertexWeightTable = std::vector<PerVertexWeight>;
// -------------------------------------------------------------------------------
// Compute a per-vertex bone weight table
@@ -332,7 +332,7 @@ const char *MappingTypeToString(aiTextureMapping in);
aiMesh *MakeSubmesh(const aiMesh *superMesh, const std::vector<unsigned int> &subMeshFaces, unsigned int subFlags);
// -------------------------------------------------------------------------------
// Utility postprocess step to share the spatial sort tree between
// Utility post-process step to share the spatial sort tree between
// all steps which use it to speedup its computations.
class ComputeSpatialSortProcess : public BaseProcess {
bool IsActive(unsigned int pFlags) const {
@@ -372,4 +372,5 @@ class DestroySpatialSortProcess : public BaseProcess {
};
} // namespace Assimp
#endif // !! AI_PROCESS_HELPER_H_INCLUDED

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@@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team

View File

@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.
@@ -81,7 +81,7 @@ public:
/** @brief Set list of fixed (inmutable) materials
* @param fixed See #AI_CONFIG_PP_RRM_EXCLUDE_LIST
*/
void SetFixedMaterialsString(const std::string& fixed = "") {
void SetFixedMaterialsString(const std::string& fixed = std::string()) {
mConfigFixedMaterials = fixed;
}

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@@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team

View File

@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

View File

@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

View File

@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

View File

@@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
@@ -135,7 +135,9 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
std::vector<unsigned int>::iterator meshIdx = replaceMeshIndex.begin();
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
aiMesh *const mesh = pScene->mMeshes[i];
ai_assert(0 != mesh->mPrimitiveTypes);
if (mesh->mPrimitiveTypes == 0) {
throw DeadlyImportError("Mesh with invalid primitive type: ", mesh->mName.C_Str());
}
// if there's just one primitive type in the mesh there's nothing to do for us
unsigned int num = 0;

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@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

View File

@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

View File

@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

View File

@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

View File

@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

View File

@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

View File

@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

View File

@@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.
@@ -76,6 +76,87 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
namespace {
/**
* @brief Helper struct used to simplify NGON encoding functions.
*/
struct NGONEncoder {
NGONEncoder() : mLastNGONFirstIndex((unsigned int)-1) {}
/**
* @brief Encode the current triangle, and make sure it is recognized as a triangle.
*
* This method will rotate indices in tri if needed in order to avoid tri to be considered
* part of the previous ngon. This method is to be used whenever you want to emit a real triangle,
* and make sure it is seen as a triangle.
*
* @param tri Triangle to encode.
*/
void ngonEncodeTriangle(aiFace * tri) {
ai_assert(tri->mNumIndices == 3);
// Rotate indices in new triangle to avoid ngon encoding false ngons
// Otherwise, the new triangle would be considered part of the previous NGON.
if (isConsideredSameAsLastNgon(tri)) {
std::swap(tri->mIndices[0], tri->mIndices[2]);
std::swap(tri->mIndices[1], tri->mIndices[2]);
}
mLastNGONFirstIndex = tri->mIndices[0];
}
/**
* @brief Encode a quad (2 triangles) in ngon encoding, and make sure they are seen as a single ngon.
*
* @param tri1 First quad triangle
* @param tri2 Second quad triangle
*
* @pre Triangles must be properly fanned from the most appropriate vertex.
*/
void ngonEncodeQuad(aiFace *tri1, aiFace *tri2) {
ai_assert(tri1->mNumIndices == 3);
ai_assert(tri2->mNumIndices == 3);
ai_assert(tri1->mIndices[0] == tri2->mIndices[0]);
// If the selected fanning vertex is the same as the previously
// emitted ngon, we use the opposite vertex which also happens to work
// for tri-fanning a concave quad.
// ref: https://github.com/assimp/assimp/pull/3695#issuecomment-805999760
if (isConsideredSameAsLastNgon(tri1)) {
// Right-rotate indices for tri1 (index 2 becomes the new fanning vertex)
std::swap(tri1->mIndices[0], tri1->mIndices[2]);
std::swap(tri1->mIndices[1], tri1->mIndices[2]);
// Left-rotate indices for tri2 (index 2 becomes the new fanning vertex)
std::swap(tri2->mIndices[1], tri2->mIndices[2]);
std::swap(tri2->mIndices[0], tri2->mIndices[2]);
ai_assert(tri1->mIndices[0] == tri2->mIndices[0]);
}
mLastNGONFirstIndex = tri1->mIndices[0];
}
/**
* @brief Check whether this triangle would be considered part of the lastly emitted ngon or not.
*
* @param tri Current triangle.
* @return true If used as is, this triangle will be part of last ngon.
* @return false If used as is, this triangle is not considered part of the last ngon.
*/
bool isConsideredSameAsLastNgon(const aiFace * tri) const {
ai_assert(tri->mNumIndices == 3);
return tri->mIndices[0] == mLastNGONFirstIndex;
}
private:
unsigned int mLastNGONFirstIndex;
};
}
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
TriangulateProcess::TriangulateProcess()
@@ -175,10 +256,15 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
pMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
pMesh->mPrimitiveTypes &= ~aiPrimitiveType_POLYGON;
// The mesh becomes NGON encoded now, during the triangulation process.
pMesh->mPrimitiveTypes |= aiPrimitiveType_NGONEncodingFlag;
aiFace* out = new aiFace[numOut](), *curOut = out;
std::vector<aiVector3D> temp_verts3d(max_out+2); /* temporary storage for vertices */
std::vector<aiVector2D> temp_verts(max_out+2);
NGONEncoder ngonEncoder;
// Apply vertex colors to represent the face winding?
#ifdef AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING
if (!pMesh->mColors[0])
@@ -220,8 +306,11 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
aiFace& nface = *curOut++;
nface.mNumIndices = face.mNumIndices;
nface.mIndices = face.mIndices;
face.mIndices = nullptr;
// points and lines don't require ngon encoding (and are not supported either!)
if (nface.mNumIndices == 3) ngonEncoder.ngonEncodeTriangle(&nface);
continue;
}
// optimized code for quadrilaterals
@@ -274,6 +363,9 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
// prevent double deletion of the indices field
face.mIndices = nullptr;
ngonEncoder.ngonEncodeQuad(&nface, &sface);
continue;
}
else
@@ -284,11 +376,11 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
// modeling suite to make extensive use of highly concave, monster polygons ...
// so we need to apply the full 'ear cutting' algorithm to get it right.
// RERQUIREMENT: polygon is expected to be simple and *nearly* planar.
// REQUIREMENT: polygon is expected to be simple and *nearly* planar.
// We project it onto a plane to get a 2d triangle.
// Collect all vertices of of the polygon.
for (tmp = 0; tmp < max; ++tmp) {
for (tmp = 0; tmp < max; ++tmp) {
temp_verts3d[tmp] = verts[idx[tmp]];
}
@@ -508,6 +600,11 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
i[0] = idx[i[0]];
i[1] = idx[i[1]];
i[2] = idx[i[2]];
// IMPROVEMENT: Polygons are not supported yet by this ngon encoding + triangulation step.
// So we encode polygons as regular triangles. No way to reconstruct the original
// polygon in this case.
ngonEncoder.ngonEncodeTriangle(f);
++f;
}

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@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.

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@@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
@@ -844,7 +844,8 @@ void ValidateDSProcess::Validate(const aiAnimation *pAnimation,
Validate(&pMeshMorphAnim->mName);
if (!pMeshMorphAnim->mNumKeys) {
ReportError("Empty mesh morph animation channel");
ReportWarning("Empty mesh morph animation channel");
return;
}
// otherwise check whether one of the keys exceeds the total duration of the animation

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@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2021, assimp team
All rights reserved.