Merge branch 'master' into fix/issue623
This commit is contained in:
@@ -349,7 +349,7 @@ void Discreet3DSImporter::ParseObjectChunk()
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case Discreet3DS::CHUNK_MAT_MATERIAL:
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// Add a new material to the list
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mScene->mMaterials.push_back(D3DS::Material(std::string("UNNAMED_" + std::to_string(mScene->mMaterials.size()))));
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mScene->mMaterials.push_back(D3DS::Material(std::string("UNNAMED_" + to_string(mScene->mMaterials.size()))));
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ParseMaterialChunk();
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break;
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@@ -72,6 +72,7 @@ SET( PUBLIC_HEADERS
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${HEADER_PATH}/matrix4x4.h
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${HEADER_PATH}/matrix4x4.inl
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${HEADER_PATH}/mesh.h
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${HEADER_PATH}/pbrmaterial.h
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${HEADER_PATH}/postprocess.h
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${HEADER_PATH}/quaternion.h
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${HEADER_PATH}/quaternion.inl
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@@ -131,6 +131,7 @@ void ColladaLoader::SetupProperties(const Importer* pImp)
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{
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noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES,0) != 0;
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ignoreUpDirection = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION,0) != 0;
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useColladaName = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES,0) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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@@ -1913,6 +1914,11 @@ const Collada::Node* ColladaLoader::FindNodeBySID( const Collada::Node* pNode, c
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// The name must be unique for proper node-bone association.
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std::string ColladaLoader::FindNameForNode( const Collada::Node* pNode)
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{
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// If explicitly requested, just use the collada name.
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if (useColladaName) {
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return pNode->mName;
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}
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// Now setup the name of the assimp node. The collada name might not be
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// unique, so we use the collada ID.
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if (!pNode->mID.empty())
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@@ -248,6 +248,7 @@ protected:
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bool noSkeletonMesh;
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bool ignoreUpDirection;
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bool useColladaName;
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/** Used by FindNameForNode() to generate unique node names */
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unsigned int mNodeNameCounter;
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@@ -303,11 +303,12 @@ void ObjFileMtlImporter::createMaterial()
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// New Material created
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m_pModel->m_pCurrentMaterial = new ObjFile::Material();
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m_pModel->m_pCurrentMaterial->MaterialName.Set( name );
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m_pModel->m_MaterialLib.push_back( name );
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m_pModel->m_MaterialMap[ name ] = m_pModel->m_pCurrentMaterial;
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if (m_pModel->m_pCurrentMesh) {
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m_pModel->m_pCurrentMesh->m_uiMaterialIndex = static_cast<unsigned int>(m_pModel->m_MaterialLib.size() - 1);
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}
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m_pModel->m_MaterialLib.push_back( name );
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m_pModel->m_MaterialMap[ name ] = m_pModel->m_pCurrentMaterial;
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} else {
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// Use older material
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m_pModel->m_pCurrentMaterial = (*it).second;
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@@ -669,7 +669,7 @@ inline Image::Image()
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}
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inline void Image::Read(Value& obj, Asset& /*r*/)
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inline void Image::Read(Value& obj, Asset& r)
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{
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if (!mDataLength) {
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if (Value* uri = FindString(obj, "uri")) {
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@@ -686,6 +686,19 @@ inline void Image::Read(Value& obj, Asset& /*r*/)
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this->uri = uristr;
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}
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}
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else if (Value* bufferViewVal = FindUInt(obj, "bufferView")) {
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this->bufferView = r.bufferViews.Retrieve(bufferViewVal->GetUint());
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Ref<Buffer> buffer = this->bufferView->buffer;
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this->mDataLength = this->bufferView->byteLength;
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// maybe this memcpy could be avoided if aiTexture does not delete[] pcData at destruction.
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this->mData = new uint8_t [this->mDataLength];
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memcpy(this->mData, buffer->GetPointer() + this->bufferView->byteOffset, this->mDataLength);
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if (Value* mtype = FindString(obj, "mimeType")) {
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this->mimeType = mtype->GetString();
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}
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}
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}
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}
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@@ -948,24 +948,24 @@ Ref<Buffer> buf = pAsset_Root.buffers.Get(pCompression_Open3DGC.Buffer);
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size_t size_coordindex = ifs.GetNCoordIndex() * 3;// See float attributes note.
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if(primitives[0].indices->count != size_coordindex)
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throw DeadlyImportError("GLTF: Open3DGC. Compressed indices count (" + std::to_string(size_coordindex) +
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") not equal to uncompressed (" + std::to_string(primitives[0].indices->count) + ").");
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throw DeadlyImportError("GLTF: Open3DGC. Compressed indices count (" + to_string(size_coordindex) +
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") not equal to uncompressed (" + to_string(primitives[0].indices->count) + ").");
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size_coordindex *= sizeof(IndicesType);
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// Coordinates
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size_t size_coord = ifs.GetNCoord();// See float attributes note.
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if(primitives[0].attributes.position[0]->count != size_coord)
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throw DeadlyImportError("GLTF: Open3DGC. Compressed positions count (" + std::to_string(size_coord) +
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") not equal to uncompressed (" + std::to_string(primitives[0].attributes.position[0]->count) + ").");
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throw DeadlyImportError("GLTF: Open3DGC. Compressed positions count (" + to_string(size_coord) +
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") not equal to uncompressed (" + to_string(primitives[0].attributes.position[0]->count) + ").");
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size_coord *= 3 * sizeof(float);
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// Normals
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size_t size_normal = ifs.GetNNormal();// See float attributes note.
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if(primitives[0].attributes.normal[0]->count != size_normal)
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throw DeadlyImportError("GLTF: Open3DGC. Compressed normals count (" + std::to_string(size_normal) +
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") not equal to uncompressed (" + std::to_string(primitives[0].attributes.normal[0]->count) + ").");
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throw DeadlyImportError("GLTF: Open3DGC. Compressed normals count (" + to_string(size_normal) +
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") not equal to uncompressed (" + to_string(primitives[0].attributes.normal[0]->count) + ").");
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size_normal *= 3 * sizeof(float);
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// Additional attributes.
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@@ -989,8 +989,8 @@ Ref<Buffer> buf = pAsset_Root.buffers.Get(pCompression_Open3DGC.Buffer);
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if(idx_texcoord < primitives[0].attributes.texcoord.size())
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{
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if(primitives[0].attributes.texcoord[idx]->count != tval)
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throw DeadlyImportError("GLTF: Open3DGC. Compressed texture coordinates count (" + std::to_string(tval) +
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") not equal to uncompressed (" + std::to_string(primitives[0].attributes.texcoord[idx]->count) + ").");
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throw DeadlyImportError("GLTF: Open3DGC. Compressed texture coordinates count (" + to_string(tval) +
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") not equal to uncompressed (" + to_string(primitives[0].attributes.texcoord[idx]->count) + ").");
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idx_texcoord++;
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}
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@@ -194,9 +194,16 @@ void glTFImporter::ImportMaterials(glTF::Asset& r)
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aimat->AddProperty(&str, AI_MATKEY_NAME);
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}
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SetMaterialColorProperty(embeddedTexIdxs, r, mat.diffuse, aimat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE);
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SetMaterialColorProperty(embeddedTexIdxs, r, mat.ambient, aimat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT );
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SetMaterialColorProperty(embeddedTexIdxs, r, mat.diffuse, aimat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE );
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SetMaterialColorProperty(embeddedTexIdxs, r, mat.specular, aimat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR);
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SetMaterialColorProperty(embeddedTexIdxs, r, mat.ambient, aimat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT);
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SetMaterialColorProperty(embeddedTexIdxs, r, mat.emission, aimat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE);
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aimat->AddProperty(&mat.doubleSided, 1, AI_MATKEY_TWOSIDED);
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if (mat.transparent && (mat.transparency != 1.0f)) {
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aimat->AddProperty(&mat.transparency, 1, AI_MATKEY_OPACITY);
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}
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if (mat.shininess > 0.f) {
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aimat->AddProperty(&mat.shininess, 1, AI_MATKEY_SHININESS);
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