Kim Kulling
ac0cfc8d9c
Feature/pjoe fix fbx export ( #6405 )
...
* fix: texture paths issues with fbx export
* Update LICENSE (#6327 )
* FBX: Fix offset calculation by adding cursor check (#6337 )
- closes https://github.com/assimp/assimp/issues/6336
* [CMake] -l (#6329 )
- Fix zlib linkage.
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com >
* Add null check for aiNode in AddNode method (#6348 )
- Added null check for node in AddNode function.
- closes https://github.com/assimp/assimp/issues/6347
* fix large glb reading by providing a proper helper for reading size_t type (#6307 )
Co-authored-by: Vitaly Ovchinnikov <v@ovch.ru >
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com >
* Updated doc/Preamble.txt & SECURITY.md (#6338 )
* Update LICENSE
* Update Preamble.txt
* Update SECURITY.md
* Remove GitHub's default comment
* Better README! Fixed discord link as well (#6351 )
* Better README!
* PyAssimp: Re-add 'aiProcess_Triangulate' (#6335 )
apparently, b9bfac0418 accidentally
removed a couple of lines with a botched copy'n'paste.
Co-authored-by: IOhannes m zmölnig <zmoelnig@umlautT.umlaeute.mur.at >
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com >
* Fixed Build.md (#6354 )
* Fixed itch.io spelling from itchi.io
* Fix hasTangentsAndBitangents method in AiMesh.java (#6345 )
original code m_tangents != null && m_tangents != null; triggers error prone
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com >
* Added tangent handedness to glTF export (#6322 )
* Added tangent handedness to glTF export
* Restore merging of near-identical vertices for JoinIdenticalVertices (#6278 )
* Restore merging of near-identical vertices for JoinIdenticalVertices
---------
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com >
* Add BOM skip and fix mtl parsing (#6253 )
* Add BOM skip and fix mtl parsing
* Remove old code
* Fix #5635
* Add all attributes to ObjFileData
---------
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com >
* Clone meshlab/tinyusdz repos in default location (#6239 )
* Leave FETCHCONTENT_BASE_DIR as default to avoid target platform generated build file conflicts
* Attempt address sonarCloud complaint about generic-looking include file (bare "Parser.h")
---------
Co-authored-by: tellypresence <info@tellypresence.com >
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com >
* Fix an invalid offsetof warning-as-error (#6359 )
The code already disables the warning on clang. It's also caused on
GCC in some circumstances (particularly when building with
-D_GLIBCXX_DEBUG).
* Add unit test for subdivision modifier on Blender importer (#5345 )
* Add unit test for subdivision modifier on Blender importer
Blend file is composed of default cube with subdivision modifier applied
and same cube with subdivision modifier.
* Update utBlenderImportExport.cpp
Fix compiler warning.
---------
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com >
* Change strcpy to strncpy for format hint safety (#6365 )
* Update default material name handling (#6366 )
* Replace strcpy by strncpy
* Bugfix/fix sonarcube findings (#6369 )
* Fix sonarcube findings.
---------
Co-authored-by: Kim Kulling <kim.kulling@draeger.com >
* Update texture output format in AssxmlFileWriter (#6372 )
* Update texture output format in AssxmlFileWriter
* Collada: Fix overflow in CopyVertex (#6374 )
* Fix overflow in CopyVertex
* COB: fix validation for ascii header (#6376 )
* COB: fix validation for ascii header
* MD5: Fix face index allocation in MD5Parser (#6380 )
- Ensure face indices are properly allocated and resized.
- closes https://github.com/assimp/assimp/issues/6379
* Removed unnecessary copy constructor declaration in aiVector3t (#6384 )
* Removed unnecessary copy constructor declaration in aiVector3t
* Added copy constructor back in aiVector3t
* Added explicit declaration of assignment operator in aiVector3t
* Bump actions/upload-artifact from 4 to 5 (#6383 )
Bumps [actions/upload-artifact](https://github.com/actions/upload-artifact ) from 4 to 5.
- [Release notes](https://github.com/actions/upload-artifact/releases )
- [Commits](https://github.com/actions/upload-artifact/compare/v4...v5 )
---
updated-dependencies:
- dependency-name: actions/upload-artifact
dependency-version: '5'
dependency-type: direct:production
update-type: version-update:semver-major
...
Signed-off-by: dependabot[bot] <support@github.com >
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com >
* Bump actions/download-artifact from 5 to 6 (#6382 )
Bumps [actions/download-artifact](https://github.com/actions/download-artifact ) from 5 to 6.
- [Release notes](https://github.com/actions/download-artifact/releases )
- [Commits](https://github.com/actions/download-artifact/compare/v5...v6 )
---
updated-dependencies:
- dependency-name: actions/download-artifact
dependency-version: '6'
dependency-type: direct:production
update-type: version-update:semver-major
...
Signed-off-by: dependabot[bot] <support@github.com >
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
* Made the README more tidy & fix Build.md (#6371 )
* Update LICENSE
* Update Preamble.txt
* Update SECURITY.md
* Remove GitHub's default comment
* Better README!
* Fix discord link! Boom, that's how it's done
* Fixed itch.io spelling from itchi.io
* Make README more tidy :)
AR is back! Anyways, I'm working on my horror game & making devlogs so I don't have time to write. Here's a small summary:
- Just placed the dir structure information correctly in one place so the README looks tidy.
* Add international download link for Visual Studio
* Fix out-of-range access cause of aiProcess_GenNormals : array size inconsistency of members of mesh after process (#6332 )
* Fix aiProcess_GenNormals process: copy members of mesh corresponding with additional vertices
* Fix aiProcess_GenNormals process: Refoctoring
* refactoring: fix SonarQube Issue
* Update GenFaceNormalsProcess.cpp: fix small findings
---------
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com >
* Fix Heap-buffer-overflow in Q3DImporter::InternReadFile (#6370 )
Checks if multiplying texture width and height would overflow before
performing the operation. This avoids incorrect memory allocations and
potential crashes with very large textures.
Fixes #6358
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com >
* Revert "Refactoring: use using types (#6266 )" (#6324 )
* Revert "Refactoring: use using types (#6266 )"
* fix: write textures to folder of PBRT file (#6099 )
* fix: write textures to folder of PBRT file
* Refactor condition checks for empty vectors (#6385 )
* Refactor based on SonarCube.
* Fix sonarcube stuff (#6387 )
* Fix sonarcube stuff
* Update contact email for reporting vulnerabilities (#6389 )
* [PyAssimp] Create `pyproject.toml` (#6378 )
* Create pyproject.toml
* glTF2: Avoid lookups for generating IDs (#6120 )
* glTF2: Reduce lookups for generating IDs
- closes https://github.com/assimp/assimp/issues/5661
* Refactor string checks and variable declarations (#6392 )
* Refactor string checks and variable declarations
* Change string check from contains to find
* Fix syntax error in mesh node creation loop
* Fix the doxygen documentation from public headers (#6394 )
* Add documentation comments to DeboneProcess.h
* Added static cast for conversion from uLong to unsigned int for compiler error (#6393 )
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com >
* Reorganize code top prevent security warning. (#6395 )
* Reorganize code to prevent security warning.
* Fix linkage (#6388 )
* Fix linkage when all importers aren't part of the build.
* Update LineSplitter.h (#6396 )
* Added missing scene extras properties for glTF2Importer (#6397 )
* WiP. Passing USD prims along with render nodes to look for USD references. Save reference path to metaData['ref'] (#5807 )
Signed-off-by: AMZN-Gene <genewalt@amazon.com >
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com >
* Bump actions/checkout from 5 to 6 (#6401 )
Bumps [actions/checkout](https://github.com/actions/checkout ) from 5 to 6.
- [Release notes](https://github.com/actions/checkout/releases )
- [Changelog](https://github.com/actions/checkout/blob/main/CHANGELOG.md )
- [Commits](https://github.com/actions/checkout/compare/v5...v6 )
---
updated-dependencies:
- dependency-name: actions/checkout
dependency-version: '6'
dependency-type: direct:production
update-type: version-update:semver-major
...
Signed-off-by: dependabot[bot] <support@github.com >
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com >
* Update Readme.md (#6402 )
* Update Readme.md
- Reorganize readme for code structure
* Update Readme.md
* Delete test/other/streamload.py (#6403 )
* Update Readme.md
- Reorganize readme for code structure
* Update Readme.md
* Delete test/other/streamload.py
* Delete test/regression directory
* Update AndroidJNIIOSystem.cpp
* Update BundledAssetIOSystem.cpp
* Fixed DXFHelper using float instead of ai_real (#6404 )
* Fixed DXFHelper using float instead of ai_real
* fixed cmake presets
---------
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com >
---------
Signed-off-by: dependabot[bot] <support@github.com >
Signed-off-by: AMZN-Gene <genewalt@amazon.com >
Co-authored-by: Pelle Johnsen <pelle.johnsen@gmail.com >
Co-authored-by: AbdulRehman <ardev1.deverson@proton.me >
Co-authored-by: Steven French <95558717+ZeunO8@users.noreply.github.com >
Co-authored-by: Vitaly Ovchinnikov <vitaly.ovchinnikov@gmail.com >
Co-authored-by: Vitaly Ovchinnikov <v@ovch.ru >
Co-authored-by: umläute <umlaeute@users.noreply.github.com >
Co-authored-by: IOhannes m zmölnig <zmoelnig@umlautT.umlaeute.mur.at >
Co-authored-by: fifth_light <liu-yu-jie@foxmail.com >
Co-authored-by: Luca Della Vedova <lucadv@intrinsic.ai >
Co-authored-by: Matt Penny <mwpenny@users.noreply.github.com >
Co-authored-by: Paul Bauriegel <paul.bauriegel@web.de >
Co-authored-by: Steve M <madsen.steve@yahoo.com >
Co-authored-by: tellypresence <info@tellypresence.com >
Co-authored-by: Sami Liedes <sami.liedes@iki.fi >
Co-authored-by: Alexandre Avenel <avenel.alexandre@gmail.com >
Co-authored-by: Kim Kulling <kim.kulling@draeger.com >
Co-authored-by: EddieBreeg <eddiebreeg0@protonmail.com >
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
Co-authored-by: sSsA01 <59872472+Riv1s-sSsA01@users.noreply.github.com >
Co-authored-by: Jan Grulich <jgrulich@redhat.com >
Co-authored-by: Jan Honsbrok <jan.honsbrok@gmail.com >
Co-authored-by: thedestroyer4312 <trevortsai1@gmail.com >
Co-authored-by: Jerome St-Louis <jerome@ecere.com >
Co-authored-by: John Curley <johndanielcurley@gmail.com >
Co-authored-by: Orleonn <76880668+Orleonn@users.noreply.github.com >
Co-authored-by: Gene Walters <32776221+AMZN-Gene@users.noreply.github.com >
Co-authored-by: JakobPer <JakobPer@protonmail.com >
2025-12-01 14:17:45 +01:00
sSsA01
4c61ca3af5
Refix export fbx PolygonVertexIndex ( #6240 )
...
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com >
2025-06-27 11:30:04 +02:00
NSG
ad6e8e210a
Fix: export fbx wrong to_ktime in FBXExporter.cpp ( #6105 )
...
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com >
2025-06-17 08:23:21 +02:00
sSsA01
a98ffe6c6f
Fix export fbx: Wrong Materials in LayerElementMaterial if a node contains multi meshes ( #6103 )
...
* fix export fbx wrong Materials index in LayerElementMaterial
* Refix export fbx wrong Materials index in LayerElementMaterial. Materials index should be the order of Materials in connections of the Model node.
---------
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com >
2025-06-05 09:05:36 +02:00
sSsA01
7b38feb8a7
Fix export fbx PolygonVertexIndex ( #6102 )
...
* fix export fbx vertex index
* refactoring: remove unnecessary casts
---------
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com >
2025-05-31 13:49:58 +02:00
Martin Mirchev
18465fbb24
Add clamping logic ( #6149 )
...
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com >
2025-05-26 10:16:10 +02:00
Julian Knodt
2c77d2555b
[ #5983 ] Fix bugs introduced in fbx export ( #6000 )
...
There were some typos and incorrect offsets in a previous PR. This fixes part of it, correctly exporting the UV.
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com >
2025-05-16 10:22:01 +02:00
Martin Mirchev
ed89a02fff
Fix out-of-bounds dereferencing ( #6150 )
...
* Fix out-of-bounds dereferencing
* Fix: Add log error entry.
---------
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com >
2025-05-16 09:07:04 +02:00
sSsA01
ac5988422a
Refactoring of PR #6092 ( #6101 )
...
* Fix fbx export. Nodes "LayerElementNormal" and "LayerElementColor" should be written only when actual data are exported.
* Update FBXExporter.cpp
- Fix intentions
- use empty instead of size for checking data exists
* refactoring
---------
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com >
2025-04-16 09:52:13 +02:00
sSsA01
e68ea14f56
Not to export empty "LayerElementNormal" or "LayerElementColor" nodes to fbx ( #6092 )
...
* Fix fbx export. Nodes "LayerElementNormal" and "LayerElementColor" should be written only when actual data are exported.
2025-04-14 15:20:31 +02:00
krishty
88959b2be7
Fix Whitespace ( #6063 )
...
* Fix Whitespace
No functional changes. This commit removes trailing spaces, undesired line breaks, and formatting screwups.
* Remove more useless line breaks in license (500 out of 630 license copies do NOT use double line breaks here)
---------
Co-authored-by: Krishty <krishty@krishty.com >
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com >
2025-03-26 00:12:55 +01:00
Kim Kulling
45898eee55
Refactorings: glTF cleanups ( #6028 )
2025-03-05 21:37:47 +01:00
Julian Knodt
e722420907
[FBX] Allow export multi materials per node ( #5888 )
...
* [FBX] Allow export multi materials per node
Previously it was assumed that each node would export a single material. This removes that
assumption, and also allows for exporting multiple meshes with a single node. Previously they
would each be seprated into their own node.
* Support for animations with multiple meshes too
---------
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com >
2025-01-14 11:37:16 +01:00
Kim Kulling
5fa7b8ceb9
Bugfix/cosmetic code cleanup ( #5947 )
...
* Refactorings: Code cleanups
* More cosmetic changes
---------
Co-authored-by: Kim Kulling <kim.kulling@draeger.com >
2025-01-07 23:32:50 +01:00
Julian Knodt
ff61095928
Blendshape export float & same # verts ( #5775 )
...
Previously it was possible that the number of vertices between the mesh and morph mesh varied.
This may have caused problems in tools like Blender, and this ensures there's a 1-1
correspondence between vertices.
In addition, exporting doubles broke meshlab on import, so now it exports floats.
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com >
2024-12-02 23:04:44 +01:00
Haixi
389bdedda7
FBX: add metadata as properties ( #5675 )
...
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com >
2024-08-29 21:38:34 +02:00
Kimbatt
48c3a0ec46
FBX exporter - handle multiple vertex color channels ( #5695 )
...
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com >
2024-08-07 22:43:02 +02:00
Julian Knodt
d0703a5a3a
Fix exporting incorrect bone order ( #5435 )
...
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com >
2024-06-28 12:58:09 +02:00
Kim Kulling
cdf8394ccc
Fix nullptr dereferencing ( #5638 )
...
- closes https://github.com/assimp/assimp/issues/5617
2024-06-25 00:05:31 +02:00
sSsA01
f95050e7aa
Append a setting "AI_CONFIG_EXPORT_FBX_TRANSPARENCY_FACTOR_REFER_TO_OPACITY". ( #5450 )
...
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com >
2024-02-27 20:26:13 +01:00
Kim Kulling
01231d0e60
Add 2024 to copyright infos ( #5475 )
2024-02-23 22:30:05 +01:00
Kim Kulling
4d6dd80257
Add correct double zero check ( #5471 )
...
* Add correct double zero check
* Use std::fpclassify
2024-02-22 13:58:25 +01:00
Julian Knodt
c877a15140
Blendshape->Geometry in FBX Export (#5419 )
...
When loading a mesh exported from assimp into Blender, it warns that it has an incorrect class.
While debugging, I traced it back to this being `Blendshape` where `Geometry` was expected. This
is likely because this node describes a `Geometry`, which is used as a blendshape. I'm not sure
if any other DCC tools or places to import it expect `Blendshape` instead (i.e. was this code
ever tested?), but it fixes its use in Blender.
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com >
2024-02-05 16:55:00 +01:00
julianknodt
bdc08dd4a9
Encode full weight as double
2024-01-27 10:10:28 +01:00
Kim Kulling
85f64c9131
Use correct time scaling
2023-11-28 21:10:18 +01:00
julianknodt
28ab0a094a
Fix incorrect deg->radian conversion
...
It seems that rotation matrices later expect radians.
This conversion breaks it, and was validated on the conversion of
`cesium_man.glb` --> `cesium_man.fbx`
2023-11-07 20:06:16 +01:00
Kawashima Satoshi
666ecd3f1f
Bug Fix:
...
Failed to get floating values (e.g. opacity) from scene material when ASSIMP_DOUBLE_PRECISION is defined, so they are not reflected to output fbx file.
2023-10-08 15:21:26 +00:00
Aaron Gokaslan
ccfb175460
Apply various clang-tidy checks for smartprs and modern C++ types
2022-11-08 11:03:55 -05:00
Aaron Gokaslan
8da3d277c7
add missing std moves
2022-11-03 12:35:10 -04:00
slinky55
38ccb7e6c9
Used sizeof for buffer sizes instead of hardcoding values
2022-09-30 22:03:59 -04:00
slinky55
e2e45f7a14
Fixed issue with clang complaining about sprintf being depreciated
2022-09-30 00:34:33 -04:00
Kim Kulling
37be87b0bd
Some minor findings
2022-04-19 23:37:16 +02:00
Kim Kulling
50c7301a38
Update copyrights
2022-01-10 21:13:43 +01:00
IOhannes m zmölnig
3b8126d26a
Fix spelling mistake
2021-10-08 08:48:01 +02:00
kirillsurkov
5ca2cbb7ae
Fix MinGW build
2021-08-28 20:04:37 +03:00
Krishty
758116b083
removed trailing spaces and tabs from source and text
...
This commit ignores the “contrib” folder in order to prevent merge conflicts in dependencies, should these be updated via git.
2021-07-29 13:28:51 +02:00
Hill Ma
aa883eda19
FBX: fix double precision build.
2021-07-15 11:54:55 -07:00
Kim Kulling
01930101c7
Merge branch 'master' into master
2021-06-29 20:45:09 +02:00
Pankaj Tyagi
6170c49155
Fixed:
...
1. FBX import is unable to read the texture UV rotation angle.
2. FBX export is unable to write the texture UV rotation angle.
2021-06-23 16:49:09 +05:30
Aaron Gokaslan
94c3abd841
Apply various performance fixes from clang-tidy
2021-06-22 12:27:15 -04:00
Kim Kulling
391d3195df
Merge branch 'master' into fbx-lights-export
2021-06-10 12:27:14 +02:00
Jean-François Verdon
f13515a391
Adding basic support for lights in FBX exporter
2021-05-23 19:12:21 +02:00
Jagoon
f96e3cde2d
Fix transform chain is applied twice
2021-05-23 00:06:05 +09:00
Jagoon
28e34878cb
Fix fbx exporter bug if root node contains meshes.
2021-05-22 23:20:34 +09:00
Gordon Chapman
a5d0e99548
Fixed error in blendShapeChannel Weighting
2021-04-26 12:19:20 -07:00
Gordon Chapman
3fd865b4bf
Added Blendshape Support to FBX Export
2021-03-24 18:10:03 -07:00
Kim Kulling
9e8dbd0ca5
Update copyrights to 2021.
2021-02-28 12:17:54 +01:00
Ryan Styrczula
3170c3d15c
FBXExport: Fix crash if scene->mMetaData is null
2020-07-30 09:21:43 -04:00
Ryan Styrczula
0c2f7a119c
FBXExporter: Forgot WritePropColor defaultValue
2020-07-13 13:56:06 -04:00
Ryan Styrczula
6619ec8253
FBXExporter: Use scene metadata for global settings
...
Models with non-standard axes and scale are not imported and exported
correctly if the input metadata is ignored.
2020-07-13 13:56:06 -04:00