Merge remote-tracking branch 'github/master' into contrib

This commit is contained in:
Leo Terziman
2017-03-09 17:28:47 +01:00
75 changed files with 6384 additions and 13572 deletions

View File

@@ -296,8 +296,7 @@ protected:
ExporterPimpl* pimpl;
};
class ASSIMP_API ExportProperties
{
class ASSIMP_API ExportProperties {
public:
// Data type to store the key hash
typedef unsigned int KeyType;

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@@ -58,7 +58,6 @@ namespace Assimp {
// =======================================================================
// Public interface to Assimp
class Importer;
class Exporter; // export.hpp
class IOStream;
class IOSystem;
class ProgressHandler;
@@ -77,7 +76,6 @@ namespace Assimp {
// =======================================================================
// Holy stuff, only for members of the high council of the Jedi.
class ImporterPimpl;
class ExporterPimpl; // export.hpp
} //! namespace Assimp
#define AI_PROPERTY_WAS_NOT_EXISTING 0xffffffff

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@@ -190,6 +190,39 @@ struct aiMeshKey
#endif
};
// ---------------------------------------------------------------------------
/** Binds a morph anim mesh to a specific point in time. */
struct aiMeshMorphKey
{
/** The time of this key */
double mTime;
/** The values and weights at the time of this key */
unsigned int *mValues;
double *mWeights;
/** The number of values and weights */
unsigned int mNumValuesAndWeights;
#ifdef __cplusplus
aiMeshMorphKey()
: mTime(0.0)
, mValues(NULL)
, mWeights(NULL)
, mNumValuesAndWeights(0)
{
}
~aiMeshMorphKey()
{
if (mNumValuesAndWeights && mValues && mWeights) {
delete [] mValues;
delete [] mWeights;
}
}
#endif
};
// ---------------------------------------------------------------------------
/** Defines how an animation channel behaves outside the defined time
* range. This corresponds to aiNodeAnim::mPreState and
@@ -340,6 +373,37 @@ struct aiMeshAnim
#endif
};
// ---------------------------------------------------------------------------
/** Describes a morphing animation of a given mesh. */
struct aiMeshMorphAnim
{
/** Name of the mesh to be animated. An empty string is not allowed,
* animated meshes need to be named (not necessarily uniquely,
* the name can basically serve as wildcard to select a group
* of meshes with similar animation setup)*/
C_STRUCT aiString mName;
/** Size of the #mKeys array. Must be 1, at least. */
unsigned int mNumKeys;
/** Key frames of the animation. May not be NULL. */
C_STRUCT aiMeshMorphKey* mKeys;
#ifdef __cplusplus
aiMeshMorphAnim()
: mNumKeys()
, mKeys()
{}
~aiMeshMorphAnim()
{
delete[] mKeys;
}
#endif
};
// ---------------------------------------------------------------------------
/** An animation consists of key-frame data for a number of nodes. For
* each node affected by the animation a separate series of data is given.*/
@@ -372,6 +436,14 @@ struct aiAnimation {
* The array is mNumMeshChannels in size. */
C_STRUCT aiMeshAnim** mMeshChannels;
/** The number of mesh animation channels. Each channel affects
* a single mesh and defines morphing animation. */
unsigned int mNumMorphMeshChannels;
/** The morph mesh animation channels. Each channel affects a single mesh.
* The array is mNumMorphMeshChannels in size. */
C_STRUCT aiMeshMorphAnim **mMorphMeshChannels;
#ifdef __cplusplus
aiAnimation()
: mDuration(-1.)
@@ -379,7 +451,9 @@ struct aiAnimation {
, mNumChannels(0)
, mChannels(NULL)
, mNumMeshChannels(0)
, mMeshChannels(NULL) {
, mMeshChannels(NULL)
, mNumMorphMeshChannels(0)
, mMorphMeshChannels(NULL) {
// empty
}
@@ -399,6 +473,13 @@ struct aiAnimation {
delete [] mMeshChannels;
}
if (mNumMorphMeshChannels && mMorphMeshChannels) {
for( unsigned int a = 0; a < mNumMorphMeshChannels; a++) {
delete mMorphMeshChannels[a];
}
delete [] mMorphMeshChannels;
}
}
#endif // __cplusplus
};

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@@ -45,7 +45,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_COLOR4D_H_INC
#define AI_COLOR4D_H_INC
#include "./Compiler/pushpack1.h"
#include "defs.h"
#ifdef __cplusplus
@@ -89,7 +88,7 @@ public:
// Red, green, blue and alpha color values
TReal r, g, b, a;
} PACK_STRUCT; // !struct aiColor4D
}; // !struct aiColor4D
typedef aiColor4t<ai_real> aiColor4D;
@@ -97,10 +96,8 @@ typedef aiColor4t<ai_real> aiColor4D;
struct aiColor4D {
ai_real r, g, b, a;
} PACK_STRUCT;
};
#endif // __cplusplus
#include "./Compiler/poppack1.h"
#endif // AI_COLOR4D_H_INC

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@@ -76,12 +76,34 @@ AI_FORCE_INLINE const aiColor4t<TReal>& aiColor4t<TReal>::operator /= (TReal f)
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE TReal aiColor4t<TReal>::operator[](unsigned int i) const {
return *(&r + i);
//return *(&r + i);
switch ( i ) {
case 0:
return r;
case 1:
return g;
case 2:
return b;
default:
break;
}
return r;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE TReal& aiColor4t<TReal>::operator[](unsigned int i) {
return *(&r + i);
// return *(&r + i);
switch ( i ) {
case 0:
return r;
case 1:
return g;
case 2:
return b;
default:
break;
}
return r;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>

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@@ -46,7 +46,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_MATRIX3X3_H_INC
#define AI_MATRIX3X3_H_INC
#include "./Compiler/pushpack1.h"
#include "defs.h"
#ifdef __cplusplus
@@ -153,7 +152,7 @@ public:
/** @brief A function for creating a rotation matrix that rotates a
* vector called "from" into another vector called "to".
* Input : from[3], to[3] which both must be *normalized* non-zero vectors
* Output: mtx[3][3] -- a 3x3 matrix in colum-major form
* Output: mtx[3][3] -- a 3x3 matrix in column-major form
* Authors: Tomas Möller, John Hughes
* "Efficiently Building a Matrix to Rotate One Vector to Another"
* Journal of Graphics Tools, 4(4):1-4, 1999
@@ -165,7 +164,7 @@ public:
TReal a1, a2, a3;
TReal b1, b2, b3;
TReal c1, c2, c3;
} PACK_STRUCT;
};
typedef aiMatrix3x3t<ai_real> aiMatrix3x3;
@@ -175,10 +174,8 @@ struct aiMatrix3x3 {
ai_real a1, a2, a3;
ai_real b1, b2, b3;
ai_real c1, c2, c3;
} PACK_STRUCT;
};
#endif // __cplusplus
#include "./Compiler/poppack1.h"
#endif // AI_MATRIX3X3_H_INC

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@@ -101,16 +101,34 @@ inline aiMatrix3x3t<TReal> aiMatrix3x3t<TReal>::operator* (const aiMatrix3x3t<TR
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex)
{
return &this->a1 + p_iIndex * 3;
inline TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex) {
switch ( p_iIndex ) {
case 0:
return &a1;
case 1:
return &b1;
case 2:
return &c1;
default:
break;
}
return &a1;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline const TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex) const
{
return &this->a1 + p_iIndex * 3;
inline const TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex) const {
switch ( p_iIndex ) {
case 0:
return &a1;
case 1:
return &b1;
case 2:
return &c1;
default:
break;
}
return &a1;
}
// ------------------------------------------------------------------------------------------------

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@@ -46,7 +46,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_MATRIX4X4_H_INC
#include "vector3.h"
#include "./Compiler/pushpack1.h"
#include "defs.h"
#ifdef __cplusplus
@@ -257,7 +256,7 @@ public:
TReal b1, b2, b3, b4;
TReal c1, c2, c3, c4;
TReal d1, d2, d3, d4;
} PACK_STRUCT;
};
typedef aiMatrix4x4t<ai_real> aiMatrix4x4;
@@ -268,11 +267,9 @@ struct aiMatrix4x4 {
ai_real b1, b2, b3, b4;
ai_real c1, c2, c3, c4;
ai_real d1, d2, d3, d4;
} PACK_STRUCT;
};
#endif // __cplusplus
#include "./Compiler/poppack1.h"
#endif // AI_MATRIX4X4_H_INC

View File

@@ -243,9 +243,19 @@ inline TReal* aiMatrix4x4t<TReal>::operator[](unsigned int p_iIndex) {
if (p_iIndex > 3) {
return NULL;
}
// XXX this is UB. Has been for years. The fact that it works now does not make it better.
return &this->a1 + p_iIndex * 4;
switch ( p_iIndex ) {
case 0:
return &a1;
case 1:
return &b1;
case 2:
return &c1;
case 3:
return &d1;
default:
break;
}
return &a1;
}
// ----------------------------------------------------------------------------------------
@@ -255,8 +265,19 @@ inline const TReal* aiMatrix4x4t<TReal>::operator[](unsigned int p_iIndex) const
return NULL;
}
// XXX same
return &this->a1 + p_iIndex * 4;
switch ( p_iIndex ) {
case 0:
return &a1;
case 1:
return &b1;
case 2:
return &c1;
case 3:
return &d1;
default:
break;
}
return &a1;
}
// ----------------------------------------------------------------------------------------

View File

@@ -378,6 +378,9 @@ struct aiAnimMesh
*/
unsigned int mNumVertices;
/** Weight of the AnimMesh. */
float mWeight;
#ifdef __cplusplus
aiAnimMesh()
@@ -446,6 +449,27 @@ struct aiAnimMesh
#endif
};
// ---------------------------------------------------------------------------
/** @brief Enumerates the methods of mesh morphing supported by Assimp.
*/
enum aiMorphingMethod
{
/** Interpolation between morph targets */
aiMorphingMethod_VERTEX_BLEND = 0x1,
/** Normalized morphing between morph targets */
aiMorphingMethod_MORPH_NORMALIZED = 0x2,
/** Relative morphing between morph targets */
aiMorphingMethod_MORPH_RELATIVE = 0x3,
/** This value is not used. It is just here to force the
* compiler to map this enum to a 32 Bit integer.
*/
#ifndef SWIG
_aiMorphingMethod_Force32Bit = INT_MAX
#endif
}; //! enum aiMorphingMethod
// ---------------------------------------------------------------------------
/** @brief A mesh represents a geometry or model with a single material.
@@ -600,15 +624,18 @@ struct aiMesh
C_STRUCT aiString mName;
/** NOT CURRENTLY IN USE. The number of attachment meshes */
/** The number of attachment meshes. Note! Currently only works with Collada loader. */
unsigned int mNumAnimMeshes;
/** NOT CURRENTLY IN USE. Attachment meshes for this mesh, for vertex-based animation.
/** Attachment meshes for this mesh, for vertex-based animation.
* Attachment meshes carry replacement data for some of the
* mesh'es vertex components (usually positions, normals). */
* mesh'es vertex components (usually positions, normals).
* Note! Currently only works with Collada loader.*/
C_STRUCT aiAnimMesh** mAnimMeshes;
/** Method of morphing when animeshes are specified. */
unsigned int mMethod;
#ifdef __cplusplus
//! Default constructor. Initializes all members to 0
@@ -733,7 +760,6 @@ struct aiMesh
#endif // __cplusplus
};
#ifdef __cplusplus
}
#endif //! extern "C"

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@@ -69,7 +69,7 @@ extern "C" {
* the imported scene does consist of only a single root node without children.
*/
// -------------------------------------------------------------------------------
struct aiNode
struct ASSIMP_API aiNode
{
/** The name of the node.
*
@@ -124,47 +124,13 @@ struct aiNode
#ifdef __cplusplus
/** Constructor */
aiNode()
// set all members to zero by default
: mName("")
, mParent(NULL)
, mNumChildren(0)
, mChildren(NULL)
, mNumMeshes(0)
, mMeshes(NULL)
, mMetaData(NULL)
{
}
aiNode();
/** Construction from a specific name */
explicit aiNode(const std::string& name)
// set all members to zero by default
: mName(name)
, mParent(NULL)
, mNumChildren(0)
, mChildren(NULL)
, mNumMeshes(0)
, mMeshes(NULL)
, mMetaData(NULL)
{
}
explicit aiNode(const std::string& name);
/** Destructor */
~aiNode()
{
// delete all children recursively
// to make sure we won't crash if the data is invalid ...
if (mChildren && mNumChildren)
{
for( unsigned int a = 0; a < mNumChildren; a++)
delete mChildren[a];
}
delete [] mChildren;
delete [] mMeshes;
delete mMetaData;
}
~aiNode();
/** Searches for a node with a specific name, beginning at this
* nodes. Normally you will call this method on the root node
@@ -173,46 +139,26 @@ struct aiNode
* @param name Name to search for
* @return NULL or a valid Node if the search was successful.
*/
inline const aiNode* FindNode(const aiString& name) const
{
inline
const aiNode* FindNode(const aiString& name) const {
return FindNode(name.data);
}
inline aiNode* FindNode(const aiString& name)
{
inline
aiNode* FindNode(const aiString& name) {
return FindNode(name.data);
}
const aiNode* FindNode(const char* name) const;
inline const aiNode* FindNode(const char* name) const
{
if (!::strcmp( mName.data,name))return this;
for (unsigned int i = 0; i < mNumChildren;++i)
{
const aiNode* const p = mChildren[i]->FindNode(name);
if (p) {
return p;
}
}
// there is definitely no sub-node with this name
return NULL;
}
inline aiNode* FindNode(const char* name)
{
if (!::strcmp( mName.data,name))return this;
for (unsigned int i = 0; i < mNumChildren;++i)
{
aiNode* const p = mChildren[i]->FindNode(name);
if (p) {
return p;
}
}
// there is definitely no sub-node with this name
return NULL;
}
aiNode* FindNode(const char* name);
/**
* @brief Will add new children.
* @param numChildren Number of children to add.
* @param children The array with pointers showing to the children.
*/
void addChildren(unsigned int numChildren, aiNode **children);
#endif // __cplusplus
};

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@@ -51,7 +51,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
# include <math.h>
#endif
#include "./Compiler/pushpack1.h"
#include "defs.h"
#ifdef __cplusplus
@@ -126,7 +125,7 @@ public:
const aiVector3t SymMul(const aiVector3t& o);
TReal x, y, z;
} PACK_STRUCT;
};
typedef aiVector3t<ai_real> aiVector3D;
@@ -135,16 +134,12 @@ typedef aiVector3t<ai_real> aiVector3D;
struct aiVector3D {
ai_real x, y, z;
} PACK_STRUCT;
};
#endif // __cplusplus
#include "./Compiler/poppack1.h"
#ifdef __cplusplus
#endif // __cplusplus
#endif // AI_VECTOR3D_H_INC

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@@ -141,12 +141,34 @@ AI_FORCE_INLINE aiVector3t<TReal>& aiVector3t<TReal>::operator *= (const aiMatri
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE TReal aiVector3t<TReal>::operator[](unsigned int i) const {
return *(&x + i);
// return *(&x + i);
switch (i) {
case 0:
return x;
case 1:
return y;
case 2:
return z;
default:
break;
}
return x;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE TReal& aiVector3t<TReal>::operator[](unsigned int i) {
return *(&x + i);
// return *(&x + i);
switch (i) {
case 0:
return x;
case 1:
return y;
case 2:
return z;
default:
break;
}
return x;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>