2
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Эх сурвалжийг харах

Merge branch 'master' into gltf2_fixes

Kim Kulling 4 жил өмнө
parent
commit
3f5238d7c1

+ 1 - 0
CMakeLists.txt

@@ -34,6 +34,7 @@
 # (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 # OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #----------------------------------------------------------------------
+SET(CMAKE_POLICY_DEFAULT_CMP0012 NEW)
 SET(CMAKE_POLICY_DEFAULT_CMP0074 NEW)
 SET(CMAKE_POLICY_DEFAULT_CMP0092 NEW)
 

+ 2 - 2
code/AssetLib/Collada/ColladaHelper.cpp

@@ -53,7 +53,7 @@ const MetaKeyPairVector MakeColladaAssimpMetaKeys() {
     result.emplace_back("authoring_tool", AI_METADATA_SOURCE_GENERATOR);
     result.emplace_back("copyright", AI_METADATA_SOURCE_COPYRIGHT);
     return result;
-};
+}
 
 const MetaKeyPairVector &GetColladaAssimpMetaKeys() {
     static const MetaKeyPairVector result = MakeColladaAssimpMetaKeys();
@@ -66,7 +66,7 @@ const MetaKeyPairVector MakeColladaAssimpMetaKeysCamelCase() {
         ToCamelCase(val.first);
     }
     return result;
-};
+}
 
 const MetaKeyPairVector &GetColladaAssimpMetaKeysCamelCase() {
     static const MetaKeyPairVector result = MakeColladaAssimpMetaKeysCamelCase();

+ 8 - 8
code/AssetLib/FBX/FBXConverter.cpp

@@ -79,7 +79,7 @@ using namespace Util;
 
 #define MAGIC_NODE_TAG "_$AssimpFbx$"
 
-#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000LL
+#define CONVERT_FBX_TIME(time) (static_cast<double>(time) * 1000.0 / 46186158000LL)
 
 FBXConverter::FBXConverter(aiScene *out, const Document &doc, bool removeEmptyBones) :
         defaultMaterialIndex(),
@@ -2560,7 +2560,7 @@ void FBXConverter::ConvertAnimationStack(const AnimationStack &st) {
                     meshMorphAnim->mKeys[j].mNumValuesAndWeights = numValuesAndWeights;
                     meshMorphAnim->mKeys[j].mValues = new unsigned int[numValuesAndWeights];
                     meshMorphAnim->mKeys[j].mWeights = new double[numValuesAndWeights];
-                    meshMorphAnim->mKeys[j].mTime = CONVERT_FBX_TIME(animIt.first) * anim_fps;
+                    meshMorphAnim->mKeys[j].mTime = CONVERT_FBX_TIME(animIt.first);
                     for (unsigned int k = 0; k < numValuesAndWeights; k++) {
                         meshMorphAnim->mKeys[j].mValues[k] = keyData->values.at(k);
                         meshMorphAnim->mKeys[j].mWeights[k] = keyData->weights.at(k);
@@ -2578,8 +2578,8 @@ void FBXConverter::ConvertAnimationStack(const AnimationStack &st) {
         return;
     }
 
-    double start_time_fps = has_local_startstop ? (CONVERT_FBX_TIME(start_time) * anim_fps) : min_time;
-    double stop_time_fps = has_local_startstop ? (CONVERT_FBX_TIME(stop_time) * anim_fps) : max_time;
+    double start_time_fps = has_local_startstop ? CONVERT_FBX_TIME(start_time) : min_time;
+    double stop_time_fps = has_local_startstop ? CONVERT_FBX_TIME(stop_time) : max_time;
 
     // adjust relative timing for animation
     for (unsigned int c = 0; c < anim->mNumChannels; c++) {
@@ -3099,7 +3099,7 @@ aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim(const std::string& name,
         InterpolateKeys(outTranslations, keytimes, keyframeLists[TransformationComp_Translation], defTranslate, maxTime, minTime);
     } else {
         for (size_t i = 0; i < keyCount; ++i) {
-            outTranslations[i].mTime = CONVERT_FBX_TIME(keytimes[i]) * anim_fps;
+            outTranslations[i].mTime = CONVERT_FBX_TIME(keytimes[i]);
             outTranslations[i].mValue = defTranslate;
         }
     }
@@ -3108,7 +3108,7 @@ aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim(const std::string& name,
         InterpolateKeys(outRotations, keytimes, keyframeLists[TransformationComp_Rotation], defRotation, maxTime, minTime, rotOrder);
     } else {
         for (size_t i = 0; i < keyCount; ++i) {
-            outRotations[i].mTime = CONVERT_FBX_TIME(keytimes[i]) * anim_fps;
+            outRotations[i].mTime = CONVERT_FBX_TIME(keytimes[i]);
             outRotations[i].mValue = defQuat;
         }
     }
@@ -3117,7 +3117,7 @@ aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim(const std::string& name,
         InterpolateKeys(outScales, keytimes, keyframeLists[TransformationComp_Scaling], defScale, maxTime, minTime);
     } else {
         for (size_t i = 0; i < keyCount; ++i) {
-            outScales[i].mTime = CONVERT_FBX_TIME(keytimes[i]) * anim_fps;
+            outScales[i].mTime = CONVERT_FBX_TIME(keytimes[i]);
             outScales[i].mValue = defScale;
         }
     }
@@ -3306,7 +3306,7 @@ void FBXConverter::InterpolateKeys(aiVectorKey *valOut, const KeyTimeList &keys,
         }
 
         // magic value to convert fbx times to seconds
-        valOut->mTime = CONVERT_FBX_TIME(time) * anim_fps;
+        valOut->mTime = CONVERT_FBX_TIME(time);
 
         min_time = std::min(min_time, valOut->mTime);
         max_time = std::max(max_time, valOut->mTime);

+ 19 - 21
code/AssetLib/glTF2/glTF2Exporter.cpp

@@ -1258,9 +1258,6 @@ inline Ref<Accessor> GetSamplerInputRef(Asset& asset, std::string& animId, Ref<B
 inline void ExtractTranslationSampler(Asset& asset, std::string& animId, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel, float ticksPerSecond, Animation::Sampler& sampler)
 {
     const unsigned int numKeyframes = nodeChannel->mNumPositionKeys;
-    if (numKeyframes == 0) {
-        return;
-    }
 
     std::vector<float> times(numKeyframes);
     std::vector<float> values(numKeyframes * 3);
@@ -1281,9 +1278,6 @@ inline void ExtractTranslationSampler(Asset& asset, std::string& animId, Ref<Buf
 inline void ExtractScaleSampler(Asset& asset, std::string& animId, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel, float ticksPerSecond, Animation::Sampler& sampler)
 {
     const unsigned int numKeyframes = nodeChannel->mNumScalingKeys;
-    if (numKeyframes == 0) {
-        return;
-    }
 
     std::vector<float> times(numKeyframes);
     std::vector<float> values(numKeyframes * 3);
@@ -1304,9 +1298,6 @@ inline void ExtractScaleSampler(Asset& asset, std::string& animId, Ref<Buffer>&
 inline void ExtractRotationSampler(Asset& asset, std::string& animId, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel, float ticksPerSecond, Animation::Sampler& sampler)
 {
     const unsigned int numKeyframes = nodeChannel->mNumRotationKeys;
-    if (numKeyframes == 0) {
-        return;
-    }
 
     std::vector<float> times(numKeyframes);
     std::vector<float> values(numKeyframes * 4);
@@ -1347,29 +1338,36 @@ void glTF2Exporter::ExportAnimations()
         if (anim->mName.length > 0) {
             nameAnim = anim->mName.C_Str();
         }
+        Ref<Animation> animRef = mAsset->animations.Create(nameAnim);
 
         for (unsigned int channelIndex = 0; channelIndex < anim->mNumChannels; ++channelIndex) {
             const aiNodeAnim* nodeChannel = anim->mChannels[channelIndex];
 
-            // It appears that assimp stores this type of animation as multiple animations.
-            // where each aiNodeAnim in mChannels animates a specific node.
             std::string name = nameAnim + "_" + to_string(channelIndex);
             name = mAsset->FindUniqueID(name, "animation");
-            Ref<Animation> animRef = mAsset->animations.Create(name);
 
             Ref<Node> animNode = mAsset->nodes.Get(nodeChannel->mNodeName.C_Str());
 
-            Animation::Sampler translationSampler;
-            ExtractTranslationSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, translationSampler);
-            AddSampler(animRef, animNode, translationSampler, AnimationPath_TRANSLATION);
+            if (nodeChannel->mNumPositionKeys > 0)
+            {
+                Animation::Sampler translationSampler;
+                ExtractTranslationSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, translationSampler);
+                AddSampler(animRef, animNode, translationSampler, AnimationPath_TRANSLATION);
+            }
 
-            Animation::Sampler rotationSampler;
-            ExtractRotationSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, rotationSampler);
-            AddSampler(animRef, animNode, rotationSampler, AnimationPath_ROTATION);
+            if (nodeChannel->mNumRotationKeys > 0)
+            {
+                Animation::Sampler rotationSampler;
+                ExtractRotationSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, rotationSampler);
+                AddSampler(animRef, animNode, rotationSampler, AnimationPath_ROTATION);
+            }
 
-            Animation::Sampler scaleSampler;
-            ExtractScaleSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, scaleSampler);
-            AddSampler(animRef, animNode, scaleSampler, AnimationPath_SCALE);
+            if (nodeChannel->mNumScalingKeys > 0)
+            {
+                Animation::Sampler scaleSampler;
+                ExtractScaleSampler(*mAsset, name, bufferRef, nodeChannel, ticksPerSecond, scaleSampler);
+                AddSampler(animRef, animNode, scaleSampler, AnimationPath_SCALE);
+            }
         }
 
         // Assimp documentation staes this is not used (not implemented)

+ 1 - 1
code/CMakeLists.txt

@@ -1015,7 +1015,7 @@ ENDIF()
 # RT-extensions is used in "contrib/Open3DGC/o3dgcTimer.h" for collecting statistics. Pointed file
 # has implementation for different platforms: WIN32, __MACH__ and other ("else" block).
 FIND_PACKAGE(RT QUIET)
-IF (NOT ASSIMP_HUNTER_ENABLED AND (RT_FOUND OR MSVC))
+IF (NOT ASSIMP_HUNTER_ENABLED AND (RT_FOUND OR WIN32))
   SET( ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC 1 )
   ADD_DEFINITIONS( -DASSIMP_IMPORTER_GLTF_USE_OPEN3DGC=1 )
 ELSE ()

+ 3 - 2
code/Common/SceneCombiner.cpp

@@ -183,9 +183,10 @@ void SceneCombiner::MergeScenes(aiScene **_dest, std::vector<aiScene *> &src, un
             *_dest = src[0];
         return;
     }
-    if (*_dest)
+    if (*_dest) {
         (*_dest)->~aiScene();
-    else
+        new (*_dest) aiScene();
+    } else
         *_dest = new aiScene();
 
     // Create a dummy scene to serve as master for the others

+ 2 - 2
code/Common/ZipArchiveIOSystem.cpp

@@ -146,7 +146,7 @@ int IOSystem2Unzip::testerror(voidpf /*opaque*/, voidpf /*stream*/) {
 zlib_filefunc_def IOSystem2Unzip::get(IOSystem *pIOHandler) {
     zlib_filefunc_def mapping;
 
-#ifdef ASSIMP_USE_HUNTER
+#if defined (ASSIMP_USE_HUNTER) || defined (__MINGW32__) // GH#3144
     mapping.zopen_file = (open_file_func)open;
     mapping.zread_file = (read_file_func)read;
     mapping.zwrite_file = (write_file_func)write;
@@ -335,7 +335,7 @@ ZipArchiveIOSystem::Implement::Implement(IOSystem *pIOHandler, const char *pFile
     if (pFilename[0] == 0 || nullptr == pMode) {
         return;
     }
-    
+
     zlib_filefunc_def mapping = IOSystem2Unzip::get(pIOHandler);
     m_ZipFileHandle = unzOpen2(pFilename, &mapping);
 }

+ 64 - 0
code/PostProcessing/SortByPTypeProcess.cpp

@@ -243,6 +243,45 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
                 }
             }
 
+            if (mesh->mNumAnimMeshes > 0 && mesh->mAnimMeshes) {
+                out->mNumAnimMeshes = mesh->mNumAnimMeshes;
+                out->mAnimMeshes = new aiAnimMesh *[out->mNumAnimMeshes];
+            }
+
+            for (unsigned int j = 0; j < mesh->mNumAnimMeshes; ++j) {
+                aiAnimMesh *animMesh = mesh->mAnimMeshes[j];
+                aiAnimMesh *outAnimMesh = out->mAnimMeshes[j] = new aiAnimMesh;
+                outAnimMesh->mNumVertices = out->mNumVertices;
+                if (animMesh->mVertices)
+                    outAnimMesh->mVertices = new aiVector3D[out->mNumVertices];
+                else
+                    outAnimMesh->mVertices = nullptr;
+                if (animMesh->mNormals)
+                    outAnimMesh->mNormals = new aiVector3D[out->mNumVertices];
+                else
+                    outAnimMesh->mNormals = nullptr;
+                if (animMesh->mTangents)
+                    outAnimMesh->mTangents = new aiVector3D[out->mNumVertices];
+                else
+                    outAnimMesh->mTangents = nullptr;
+                if (animMesh->mBitangents)
+                    outAnimMesh->mBitangents = new aiVector3D[out->mNumVertices];
+                else
+                    outAnimMesh->mBitangents = nullptr;
+                for (int jj = 0; jj < AI_MAX_NUMBER_OF_COLOR_SETS; ++jj) {
+                    if (animMesh->mColors[jj])
+                        outAnimMesh->mColors[jj] = new aiColor4D[out->mNumVertices];
+                    else
+                        outAnimMesh->mColors[jj] = nullptr;
+                }
+                for (int jj = 0; jj < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++jj) {
+                    if (animMesh->mTextureCoords[jj])
+                        outAnimMesh->mTextureCoords[jj] = new aiVector3D[out->mNumVertices];
+                    else
+                        outAnimMesh->mTextureCoords[jj] = nullptr;
+                }
+            }
+
             typedef std::vector<aiVertexWeight> TempBoneInfo;
             std::vector<TempBoneInfo> tempBones(mesh->mNumBones);
 
@@ -252,6 +291,7 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
             }
 
             unsigned int outIdx = 0;
+            unsigned int amIdx = 0; // AnimMesh index
             for (unsigned int m = 0; m < mesh->mNumFaces; ++m) {
                 aiFace &in = mesh->mFaces[m];
                 if ((real == 3 && in.mNumIndices <= 3) || (real != 3 && in.mNumIndices != real + 1)) {
@@ -293,6 +333,30 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
                         *cols[pp]++ = mesh->mColors[pp][idx];
                     }
 
+                    unsigned int pp = 0;
+                    for (; pp < mesh->mNumAnimMeshes; ++pp) {
+                        aiAnimMesh *animMesh = mesh->mAnimMeshes[pp];
+                        aiAnimMesh *outAnimMesh = out->mAnimMeshes[pp];
+                        if (animMesh->mVertices)
+                            outAnimMesh->mVertices[amIdx] = animMesh->mVertices[idx];
+                        if (animMesh->mNormals)
+                            outAnimMesh->mNormals[amIdx] = animMesh->mNormals[idx];
+                        if (animMesh->mTangents)
+                            outAnimMesh->mTangents[amIdx] = animMesh->mTangents[idx];
+                        if (animMesh->mBitangents)
+                            outAnimMesh->mBitangents[amIdx] = animMesh->mBitangents[idx];
+                        for (int jj = 0; jj < AI_MAX_NUMBER_OF_COLOR_SETS; ++jj) {
+                            if (animMesh->mColors[jj])
+                                outAnimMesh->mColors[jj][amIdx] = animMesh->mColors[jj][idx];
+                        }
+                        for (int jj = 0; jj < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++jj) {
+                            if (animMesh->mTextureCoords[jj])
+                                outAnimMesh->mTextureCoords[jj][amIdx] = animMesh->mTextureCoords[jj][idx];
+                        }
+                    }
+                    if (pp == mesh->mNumAnimMeshes)
+                        amIdx++;
+
                     in.mIndices[q] = outIdx++;
                 }
 

+ 2 - 2
contrib/Open3DGC/o3dgcVector.inl

@@ -175,7 +175,7 @@ namespace o3dgc
         m_data[2] = rhs.m_data[2];
     }
     template <typename T>
-    inline Vec3<T>::~Vec3(void){};
+    inline Vec3<T>::~Vec3(void){}
 
     template <typename T>
     inline Vec3<T>::Vec3() {}
@@ -308,7 +308,7 @@ namespace o3dgc
         m_data[1] = rhs.m_data[1];
     }
     template <typename T>
-    inline Vec2<T>::~Vec2(void){};
+    inline Vec2<T>::~Vec2(void){}
 
     template <typename T>
     inline Vec2<T>::Vec2() {}

+ 1 - 1
samples/SimpleTexturedOpenGL/SimpleTexturedOpenGL/src/model_loading.cpp

@@ -763,7 +763,7 @@ void cleanup()
 
 	if (g_hWnd)
 		KillGLWindow();
-};
+}
 
 LRESULT CALLBACK WndProc(HWND hWnd,				// Handles for this Window
 						 UINT uMsg,				// Message for this Window

+ 1 - 1
tools/assimp_view/MeshRenderer.cpp

@@ -161,4 +161,4 @@ int CMeshRenderer::DrawSorted(unsigned int iIndex,const aiMatrix4x4& mWorld) {
 
     return 1;
 }
-};
+}

+ 1 - 1
tools/assimp_view/MessageProc.cpp

@@ -2143,7 +2143,7 @@ INT_PTR CALLBACK AboutMessageProc(HWND hwndDlg,UINT uMsg,
         }
     return FALSE;
     }
-};
+}
 
 using namespace AssimpView;