Merge branch 'master' into fix_memory_leak_in_gltf2_on_exception

This commit is contained in:
Kim Kulling
2019-12-02 19:07:44 +01:00
committed by GitHub
28 changed files with 3140 additions and 1494 deletions

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@@ -1034,6 +1034,12 @@ namespace glTF2
bool KHR_texture_transform;
} extensionsUsed;
//! Keeps info about the required extensions
struct RequiredExtensions
{
bool KHR_draco_mesh_compression;
} extensionsRequired;
AssetMetadata asset;
@@ -1076,6 +1082,7 @@ namespace glTF2
, textures (*this, "textures")
{
memset(&extensionsUsed, 0, sizeof(extensionsUsed));
memset(&extensionsRequired, 0, sizeof(extensionsRequired));
}
//! Main function
@@ -1094,6 +1101,7 @@ namespace glTF2
void ReadBinaryHeader(IOStream& stream, std::vector<char>& sceneData);
void ReadExtensionsUsed(Document& doc);
void ReadExtensionsRequired(Document& doc);
IOStream* OpenFile(std::string path, const char* mode, bool absolute = false);
};

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@@ -1433,6 +1433,12 @@ inline void Asset::Load(const std::string& pFile, bool isBinary)
// Load the metadata
asset.Read(doc);
ReadExtensionsUsed(doc);
ReadExtensionsRequired(doc);
// Currently Draco is not supported
if (extensionsRequired.KHR_draco_mesh_compression) {
throw DeadlyImportError("GLTF: Draco mesh compression not currently supported.");
}
// Prepare the dictionaries
for (size_t i = 0; i < mDicts.size(); ++i) {
@@ -1479,6 +1485,29 @@ inline void Asset::SetAsBinary()
}
}
// As required extensions are only a concept in glTF 2.0, this is here
// instead of glTFCommon.h
#define CHECK_REQUIRED_EXT(EXT) \
if (exts.find(#EXT) != exts.end()) extensionsRequired.EXT = true;
inline void Asset::ReadExtensionsRequired(Document& doc)
{
Value* extsRequired = FindArray(doc, "extensionsRequired");
if (nullptr == extsRequired) {
return;
}
std::gltf_unordered_map<std::string, bool> exts;
for (unsigned int i = 0; i < extsRequired->Size(); ++i) {
if ((*extsRequired)[i].IsString()) {
exts[(*extsRequired)[i].GetString()] = true;
}
}
CHECK_REQUIRED_EXT(KHR_draco_mesh_compression);
#undef CHECK_REQUIRED_EXT
}
inline void Asset::ReadExtensionsUsed(Document& doc)
{

View File

@@ -204,11 +204,21 @@ inline void SetMaterialTextureProperty(std::vector<int> &embeddedTexIdxs, Asset
if (prop.textureTransformSupported) {
aiUVTransform transform;
transform.mTranslation.x = prop.TextureTransformExt_t.offset[0];
transform.mTranslation.y = prop.TextureTransformExt_t.offset[0];
transform.mRotation = prop.TextureTransformExt_t.rotation;
transform.mScaling.x = prop.TextureTransformExt_t.scale[0];
transform.mScaling.y = prop.TextureTransformExt_t.scale[1];
transform.mRotation = -prop.TextureTransformExt_t.rotation; // must be negated
// A change of coordinates is required to map glTF UV transformations into the space used by
// Assimp. In glTF all UV origins are at 0,1 (top left of texture) in Assimp space. In Assimp
// rotation occurs around the image center (0.5,0.5) where as in glTF rotation is around the
// texture origin. All three can be corrected for solely by a change of the translation since
// the transformations available are shape preserving. Note the importer already flips the V
// coordinate of the actual meshes during import.
const ai_real rcos(cos(-transform.mRotation));
const ai_real rsin(sin(-transform.mRotation));
transform.mTranslation.x = (0.5 * transform.mScaling.x) * (-rcos + rsin + 1) + prop.TextureTransformExt_t.offset[0];
transform.mTranslation.y = ((0.5 * transform.mScaling.y) * (rsin + rcos - 1)) + 1 - transform.mScaling.y - prop.TextureTransformExt_t.offset[1];;
mat->AddProperty(&transform, 1, _AI_MATKEY_UVTRANSFORM_BASE, texType, texSlot);
}