Commit Graph

74 Commits

Author SHA1 Message Date
ardenpm
fd75e4923c Merge pull request #7 from migenius/migenius-rsws52
Add check for NULL texcoord values.
2018-12-07 09:38:41 +11:00
Paul Arden
f63caf894e Add check for NULL texcoord values. 2018-12-06 12:56:02 +11:00
Kim Kulling
ce91f5c888 Off-Importer: introduce unittest. 2018-12-03 21:24:06 +01:00
Luke Lau
ccea70c61f Calculate the mMaxDuration property based off of keyframes 2018-11-27 11:49:00 +00:00
ruyo
c30c4ae6e2 glTF2 importer multiple primitives and 16-bit index buffer skinmesh support. 2018-11-11 14:27:11 +09:00
haroonq
d1af9526b1 Update glTF2Importer.cpp 2018-11-01 10:52:39 -07:00
haroonq
e205399052 Update glTF2Importer.cpp 2018-11-01 09:01:19 -07:00
haroonq
e5eb00d8d3 Update glTF2Importer.cpp 2018-10-29 14:53:33 -07:00
Haroon Qureshi
bfe1dc2914 Merge branch 'glt2anim' of https://github.com/haroonq/assimp into glt2anim 2018-10-29 14:46:52 -07:00
Haroon Qureshi
acad9a06e9 Add support for importing GLTF2 animations.
Refactors the glTF2 internal classes to more closely reflect the structure
of the actual GLTF2 file format. Adds implementations for reading skins
and animations from GLTF2 files into those structures.

Also provides implementations for converting skins and animations from GLTF
into assimp data structures.  Special handling is required for bone weights
since assimp stores vertex-weights-per-bone whereas GLTF2 stores
bone-weights-per-vertex.  Only supports keyframed LINEAR animation data;
STEP and CUBICSPLINE is not currently supported.
2018-10-29 14:44:29 -07:00
Haroon Qureshi
57d3d71b6e Add support for importing GLTF2 animations.
Refactors the glTF2 internal classes to more closely reflect the structure
of the actual GLTF2 file format. Adds implementations for reading skins
and animations from GLTF2 files into those structures.

Also provides implementations for converting skins and animations from GLTF
into assimp data structures.  Special handling is required for bone weights
since assimp stores vertex-weights-per-bone whereas GLTF2 stores
bone-weights-per-vertex.  Only supports keyframed LINEAR animation data;
STEP and CUBICSPLINE is not currently supported.
2018-10-26 15:39:28 -07:00
Minmin Gong
248f6c3aa1 Make gltf2's roughnessAsShininess matches between importer and exporter.
In glTF2Exporter, roughnessFactor = 1 - normalizedShininess = 1 - someFunc(sqrt(shininess / 1000)). But in gltf2Importer, roughnessAsShininess = (1 - roughnessFactor) * 1000. No sqr there. So if save a shininess to a gltf2 and load it back, the value changed. This fix add a square to importer to make sure the consistency.
2018-10-16 21:17:35 -07:00
Matthias Moulin
c90eda983d Fix: C4267 2018-10-06 16:31:58 +02:00
Alexandre Avenel
504e5fd5c5 Use unique_ptr for gltf2 textures 2018-09-24 21:28:53 +02:00
gstanlo
74e8200a49 Merge branch 'master' into master 2018-08-17 14:12:15 -07:00
gstanlo
82f3d40d60 Fixes crash when importing invalid glTF/2.0 files
Skips some glTF/2.0 uv processing if the count of uvs in the attribute stream doesn't match the vertex count.

This happens with some malformed glTF/2.0 files, and the change will allow them to be processed properly.
Without the change, an access violation will occur several lines below if uv count is less than the position count.
2018-08-17 13:49:01 -07:00
Alexandre Avenel
3c37fbdc6b Remove try catch(...) on gltf2 importer
Better to throw exception than hide it ?
2018-08-04 12:47:37 +02:00
Alexandre Avenel
ae0f82d5b7 Fix #2077 : GLTF segfault using triangle strip 2018-08-04 12:47:37 +02:00
Kim Kulling
a4533770f4 Merge branch 'master' into issue_2046 2018-07-14 19:25:07 +02:00
Sebastian Matusik
992194b1b9 Removed signed int vs unsigned int comparison in for loops 2018-07-05 15:15:50 +01:00
Sebastian Matusik
0cc9240886 Build fix 2018-07-05 14:46:15 +01:00
Sebastian Matusik
3e3a785750 glTF v2 importer morph targets support 2018-07-05 14:28:29 +01:00
Paul Arden
e43e30b726 Slight rework for fix to issue #2046 to remove some duplicated code. 2018-07-05 09:49:08 +10:00
Paul Arden
e7699ca585 Added support for non-indexed meshes in glTF importer. Addresses issue #2046. 2018-07-05 09:37:57 +10:00
gstanlo
97cecc858a Properly reads in glTF/2.0 sampler address modes.
Assimp was returning glTF/2.0 values as address modes instead of aiTextureMapModes.
Also modified text glTF/2.0 model's sampler uv address modes to mirror/clamp respectively, and tests for them in the unit test.
2018-05-24 17:25:26 -07:00
Stanlo Slasinski
a1a17c1dda Read and write the KHR_materials_unlit glTF/2.0 extension. 2018-05-18 14:52:02 -07:00
kimkulling
f2833539d7 closes https://github.com/assimp/assimp/issues/1784: change so.name to keep track of the minor version of the lib. 2018-04-19 08:52:21 +02:00
kimkulling
da073f1270 closes https://github.com/assimp/assimp/issues/1893: fix mem leak in glft2Importer. 2018-04-11 17:22:31 +02:00
Kim Kulling
b049933d2f update license dates. 2018-01-28 19:42:05 +01:00
Christian Meurin
925be5e983 Merge branch 'master' into master 2018-01-11 13:13:46 -08:00
Kim Kulling
88df886bcc Merge branch 'master' into issue_1605 2018-01-11 11:39:14 +01:00
Christian Meurin
538bc95499 Merge branch 'master' into master 2018-01-10 20:10:54 -08:00
Axel Wefers
3e127bebff glTF 2.0: Import scale for normal textures and strength for occlusion textures
resolves #1693
2018-01-10 16:45:17 -08:00
Kim Kulling
936eb26dde Merge branch 'master' into issue_1605 2018-01-11 00:54:35 +01:00
awefers
bb71f2ba64 Merge branch 'master' into issue_1605 2018-01-10 12:04:41 -08:00
Kim Kulling
45d5f2eec8 Merge branch 'master' into issue_1691 2018-01-10 20:50:37 +01:00
Axel Wefers
901b981260 glTF: Always check signature
Always check signature for glTF 1.0 and glTF 2.0 files to select the correct importer. Fixes #1605
2018-01-09 09:37:57 -08:00
Axel Wefers
dc79b572cf glTF 2.0: Assign default material to meshes with no material reference.
fixes  #1691
2018-01-08 14:57:55 -08:00
Axel Wefers
4235765856 glTF 2.0: Set camera "look at" to (0.0, 0.0, -1.0). 2018-01-08 14:19:30 -08:00
BuildTools
66171de915 Successful lib build, unit testing still WIP 2018-01-05 16:18:33 -08:00
Daniel Hritzkiv
98e98dc40c Fix node names sharing same name
Uses node name if it is set, and globally unique id otherwise.

This may still break in some models (glTF2 spec doesn’t guaruntee name values to be unique). However, I couldn’t cause it to break any further using gltf2 models on hand.

Closes #1600
2017-11-29 12:20:44 -05:00
Kim Kulling
7a395e274f Merge branch 'master' into fix/gltf2-transforms 2017-11-28 08:48:19 +01:00
Kim Kulling
8ce5985aa0 Merge branch 'master' into fix/gltf2-preserve-node-names 2017-11-28 00:50:07 +01:00
awefers
0031165789 Add support for tangents in glTF2.0 import
Closes #1562
2017-11-27 13:45:40 -05:00
awefers
0b04ae1d91 Preserve node names when importing glTF2.0
Closes #1522
2017-11-27 11:58:19 -05:00
awefers
e53d4735b0 Fix transform matrices multiplication order per glTF2.0 spec
Closes #1568
2017-11-27 11:32:05 -05:00
Patrick Dähne
6cbfd5b977 [glTF2] Implemented reading binary glTF2 (glb) files 2017-11-20 14:59:05 +01:00
Thomas Lemaire
5b76a31485 fix trivial warnings
mainly unused parameter and unused function
some parameters are indeed used in a debug built, I used the
(void)(param) trick
warnings reported by clang 4
2017-11-02 11:13:52 +01:00
Daniel Hritzkiv
89358458f0 Approximate specularity / glossiness in metallicRoughness materials
Before, models (of traditional lighting models) with specularity/glossiness would be completely flat when exported to metallicRoughness. These changes approximate glossiness (as an inverse of roughness, with specular intensity as a multiplier) both reading from gltf2 and writing to gltf2.
2017-10-19 16:21:29 -04:00
Daniel Hritzkiv
a898c1f2d1 SpecularFactor import and export improvements
The changes here (which only apply to reading from or writing to pbrSpecularGlossiness) will:

- store and read specular color on `AI_MATKEY_COLOR_SPECULAR ` rather than `AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULAR_FACTOR`
- store and read specular texture from `aiTextureType_SPECULAR` rather than `AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULARGLOSSINESS_TEXTURE`. Even though pbrSG’s specularGlossiness texture uses the alpha channel for glossiness, it will still work well enough with just the RGB channels of the image
2017-10-19 16:21:29 -04:00