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Merge branch 'master' into assimpview_unicode

Kim Kulling 6 年之前
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4f7de109a1

+ 29 - 14
Build.md

@@ -1,32 +1,32 @@
-# Install CMake
+# Build Instructions
+## Install CMake
 Asset-Importer-Lib can be build for a lot of different platforms. We are using cmake to generate the build environment for these via cmake. So you have to make sure that you have a working cmake-installation on your system. You can download it at https://cmake.org/ or for linux install it via
-```
+```bash
 sudo apt-get install cmake
 ```
 
-# Get the source
+## Get the source
 Make sure you have a working git-installation. Open a command prompt and clone the Asset-Importer-Lib via:
-```
+```bash
 git clone https://github.com/assimp/assimp.git
 ```
 
-# Build instructions for Windows with Visual-Studio
+## Build instructions for Windows with Visual-Studio
 
 First you have to install Visual-Studio on your windows-system. You can get the Community-Version for free here: https://visualstudio.microsoft.com/de/downloads/
 To generate the build environment for your IDE open a command prompt, navigate to your repo and type:
-```
-> cmake CMakeLists.txt
+```bash
+cmake CMakeLists.txt
 ```
 This will generate the project files for the visual studio. All dependencies used to build Asset-IMporter-Lib shall be part of the repo. If you want to use you own zlib.installation this is possible as well. Check the options for it.
 
-# Build instructions for Windows with UWP
-See https://stackoverflow.com/questions/40803170/cmake-uwp-using-cmake-to-build-universal-windows-app
+## Build instructions for Windows with UWP
+See <https://stackoverflow.com/questions/40803170/cmake-uwp-using-cmake-to-build-universal-windows-app>
 
-
-# Build instrcutions for Linux / Unix
+## Build instructions for Linux / Unix
 Open a terminal and got to your repository. You can generate the makefiles and build the library via:
 
-```
+```bash
 cmake CMakeLists.txt
 make -j4
 ```
@@ -34,7 +34,23 @@ The option -j descripes the number of parallel processes for the build. In this
 
 If you want to use a IDE for linux you can try QTCreator for instance. 
 
-# CMake build options
+## Build instructions for MinGW
+ Older versions of MinGW's compiler (e.g. 5.1.0) do not support the -mbig_obj flag 
+required to compile some of assimp's files, especially for debug builds.
+Version 7.3.0 of g++-mingw-w64 & gcc-mingw-w64 appears to work.
+
+Please see [CMake Cross Compiling](https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html#cross-compiling) for general information on CMake Toolchains.
+
+Some users have had success building assimp using MinGW on Linux using [polly](https://github.com/ruslo/polly/).
+
+The following toolchain, which is not maintained by assimp, seems to work on Linux: [linux-mingw-w64-gnuxx11.cmake](https://github.com/ruslo/polly/blob/master/linux-mingw-w64-gnuxx11.cmake)
+
+The following toolchain may or may not be helpful for building assimp using MinGW on Windows (untested):
+ [mingw-cxx17.cmake](https://github.com/ruslo/polly/blob/master/mingw-cxx17.cmake)
+
+Besides the toolchain, compilation should be the same as for Linux / Unix.
+
+## CMake build options
 The cmake-build-environment provides options to configure the build. The following options can be used:
 - **BUILD_SHARED_LIBS ( default ON )**: Generation of shared libs ( dll for windows, so for Linux ). Set this to OFF to get a static lib.
 - **BUILD_FRAMEWORK ( default OFF, MacOnly)**: Build package as Mac OS X Framework bundle
@@ -55,4 +71,3 @@ The cmake-build-environment provides options to configure the build. The followi
 - **INJECT_DEBUG_POSTFIX( default ON )**: Inject debug postfix in .a/.so lib names
 - **IGNORE_GIT_HASH ( default OFF )**: Don't call git to get the hash.
 - **ASSIMP_INSTALL_PDB ( default ON )**: Install MSVC debug files.
-

+ 5 - 0
CMakeLists.txt

@@ -237,6 +237,11 @@ ELSEIF ( "${CMAKE_CXX_COMPILER_ID}" MATCHES "Clang" )
   SET(CMAKE_CXX_FLAGS "-g -fvisibility=hidden -fPIC -fno-strict-aliasing -Wall -Wno-long-long -std=c++11 ${CMAKE_CXX_FLAGS}" )
   SET(CMAKE_C_FLAGS "-fPIC -fno-strict-aliasing ${CMAKE_C_FLAGS}")
 ELSEIF( CMAKE_COMPILER_IS_MINGW )
+  IF (CMAKE_CXX_COMPILER_VERSION VERSION_LESS 7.0)
+    message(FATAL_ERROR "MinGW is too old to be supported. Please update MinGW and try again.")
+  ELSEIF(CMAKE_CXX_COMPILER_VERSION VERSION_LESS 7.3)
+    message(WARNING "MinGW is old, if you experience errors, update MinGW.")
+  ENDIF()
   SET( CMAKE_CXX_FLAGS "-fvisibility=hidden -fno-strict-aliasing -Wall -Wno-long-long -std=c++11 -Wa,-mbig-obj ${CMAKE_CXX_FLAGS}" )
   SET(CMAKE_C_FLAGS "-fPIC -fno-strict-aliasing ${CMAKE_C_FLAGS} ")
   ADD_DEFINITIONS( -U__STRICT_ANSI__ )

+ 2 - 0
Readme.md

@@ -17,6 +17,8 @@ A library to import and export various 3d-model-formats including scene-post-pro
 
 APIs are provided for C and C++. There are various bindings to other languages (C#, Java, Python, Delphi, D). Assimp also runs on Android and iOS.
 
+[Check the latest doc](https://assimp-docs.readthedocs.io/en/latest/).
+
 Additionally, assimp features various __mesh post processing tools__: normals and tangent space generation, triangulation, vertex cache locality optimization, removal of degenerate primitives and duplicate vertices, sorting by primitive type, merging of redundant materials and many more.
 
 This is the development repo containing the latest features and bugfixes. For productive use though, we recommend one of the stable releases available from [Github Assimp Releases](https://github.com/assimp/assimp/releases).

+ 12 - 6
appveyor.yml

@@ -15,8 +15,8 @@ matrix:
     
 image:
   - Visual Studio 2013
-  - Previous Visual Studio 2015
-  - Previous Visual Studio 2017
+  - Visual Studio 2015
+  - Visual Studio 2017
     
 platform:
   - Win32
@@ -28,10 +28,10 @@ install:
   - set PATH=C:\Ruby24-x64\bin;%PATH%
   - set CMAKE_DEFINES -DASSIMP_WERROR=ON
   - if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2013" set CMAKE_GENERATOR_NAME=Visual Studio 12 2013
-  - if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Previous Visual Studio 2015" set CMAKE_GENERATOR_NAME=Visual Studio 14 2015
-  - if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Previous Visual Studio 2017" set CMAKE_GENERATOR_NAME=Visual Studio 15 2017
+  - if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2015" set CMAKE_GENERATOR_NAME=Visual Studio 14 2015
+  - if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2017" set CMAKE_GENERATOR_NAME=Visual Studio 15 2017
   - if "%platform%"=="x64" set CMAKE_GENERATOR_NAME=%CMAKE_GENERATOR_NAME% Win64
-  - cmake %CMAKE_DEFINES% -G "%CMAKE_GENERATOR_NAME%"
+  - cmake %CMAKE_DEFINES% -G "%CMAKE_GENERATOR_NAME%" .
   - set PATH=%PATH%;"C:\\Program Files (x86)\\Inno Setup 5"
   - ps: Invoke-WebRequest -Uri https://download.microsoft.com/download/5/7/b/57b2947c-7221-4f33-b35e-2fc78cb10df4/vc_redist.x64.exe -OutFile .\packaging\windows-innosetup\vc_redist.x64.exe
   - ps: Invoke-WebRequest -Uri https://download.microsoft.com/download/1/d/8/1d8137db-b5bb-4925-8c5d-927424a2e4de/vc_redist.x86.exe -OutFile .\packaging\windows-innosetup\vc_redist.x86.exe
@@ -53,7 +53,13 @@ build:
   project: Assimp.sln
   
 after_build:
-  - if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2017" iscc packaging\windows-innosetup\script.iss
+  - if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2017" (
+        if "%platform%"=="x64" (
+            iscc packaging\windows-innosetup\script_x64.iss
+        ) else (
+            iscc packaging\windows-innosetup\script_x86.iss
+        )
+    )
   - 7z a assimp.7z bin\%CONFIGURATION%\* lib\%CONFIGURATION%\*
 
 test_script:

+ 1 - 1
code/ASELoader.cpp

@@ -1299,7 +1299,7 @@ void ASEImporter::BuildMaterialIndices()
         }
     }
 
-    // Dekete our temporary array
+    // Delete our temporary array
     delete[] pcIntMaterials;
 }
 

+ 0 - 1
code/ASEParser.cpp

@@ -45,7 +45,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  *  @brief Implementation of the ASE parser class
  */
 
-
 #ifndef ASSIMP_BUILD_NO_ASE_IMPORTER
 #ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
 

+ 5 - 5
code/ASEParser.h

@@ -188,10 +188,11 @@ struct Animation {
     } mRotationType, mScalingType, mPositionType;
 
     Animation() AI_NO_EXCEPT
-        :   mRotationType   (TRACK)
-        ,   mScalingType    (TRACK)
-        ,   mPositionType   (TRACK)
-    {}
+    :   mRotationType   (TRACK)
+    ,   mScalingType    (TRACK)
+    ,   mPositionType   (TRACK) {
+        // empty
+    }
 
     //! List of track rotation keyframes
     std::vector< aiQuatKey > akeyRotations;
@@ -243,7 +244,6 @@ struct BaseNode {
         mTargetPosition.x = qnan;
     }
 
-
     //! Name of the mesh
     std::string mName;
 

+ 12 - 0
code/CMakeLists.txt

@@ -804,6 +804,18 @@ ADD_ASSIMP_IMPORTER( MMD
   MMDVmdParser.h
 )
 
+# Workaround for issue #2406 - force problematic large file to be optimized to prevent string table overflow error
+# Used -Os instead of -O2 as previous issues had mentioned, since -Os is roughly speaking -O2, excluding any
+# optimizations that take up extra space. Given that the issue is a string table overflowing, -Os seemed appropriate
+# Also, I'm not positive if both link & compile flags are needed, but this hopefully ensures that the issue should not
+# recur for edge cases such as static builds.
+if ((CMAKE_COMPILER_IS_MINGW) AND (CMAKE_BUILD_TYPE MATCHES Debug))
+  message("-- Applying MinGW StepFileGen1.cpp Debug Workaround")
+  SET_SOURCE_FILES_PROPERTIES(Importer/StepFile/StepFileGen1.cpp PROPERTIES COMPILE_FLAGS -Os )
+  SET_SOURCE_FILES_PROPERTIES(Importer/StepFile/StepFileGen1.cpp PROPERTIES LINK_FLAGS -Os )
+  SET_SOURCE_FILES_PROPERTIES(Importer/StepFile/StepFileGen1.cpp PROPERTIES STATIC_LIBRARY_FLAGS -Os )
+endif()
+
 ADD_ASSIMP_IMPORTER( STEP
     STEPFile.h
     Importer/StepFile/StepFileImporter.h

+ 2 - 2
code/FBXCommon.h

@@ -47,7 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 #ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
 
-
+namespace Assimp {
 namespace FBX
 {
     const std::string NULL_RECORD = { // 13 null bytes
@@ -80,7 +80,7 @@ namespace FBX
         TransformInheritance_MAX // end-of-enum sentinel
     };
 }
-
+}
 #endif // ASSIMP_BUILD_NO_FBX_EXPORTER
 
 #endif // AI_FBXCOMMON_H_INC

+ 65 - 12
code/FBXConverter.cpp

@@ -67,6 +67,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include <sstream>
 #include <iomanip>
 
+
 namespace Assimp {
     namespace FBX {
 
@@ -76,7 +77,7 @@ namespace Assimp {
 
 #define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000L
 
-        FBXConverter::FBXConverter(aiScene* out, const Document& doc)
+        FBXConverter::FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones, FbxUnit unit )
         : defaultMaterialIndex()
         , lights()
         , cameras()
@@ -89,7 +90,9 @@ namespace Assimp {
         , mNodeNames()
         , anim_fps()
         , out(out)
-        , doc(doc) {
+        , doc(doc)
+        , mRemoveEmptyBones( removeEmptyBones )
+        , mCurrentUnit(FbxUnit::cm) {
             // animations need to be converted first since this will
             // populate the node_anim_chain_bits map, which is needed
             // to determine which nodes need to be generated.
@@ -117,6 +120,7 @@ namespace Assimp {
 
             ConvertGlobalSettings();
             TransferDataToScene();
+            ConvertToUnitScale(unit);
 
             // if we didn't read any meshes set the AI_SCENE_FLAGS_INCOMPLETE
             // to make sure the scene passes assimp's validation. FBX files
@@ -387,6 +391,7 @@ namespace Assimp {
                 break;
             default:
                 ai_assert(false);
+                break;
             }
         }
 
@@ -977,7 +982,9 @@ namespace Assimp {
             unsigned int epcount = 0;
             for (unsigned i = 0; i < indices.size(); i++)
             {
-                if (indices[i] < 0) epcount++;
+                if (indices[i] < 0) {
+                    epcount++;
+                }
             }
             unsigned int pcount = static_cast<unsigned int>( indices.size() );
             unsigned int scount = out_mesh->mNumFaces = pcount - epcount;
@@ -1407,7 +1414,7 @@ namespace Assimp {
 
                     const WeightIndexArray& indices = cluster->GetIndices();
 
-                    if (indices.empty()) {
+                    if (indices.empty() && mRemoveEmptyBones ) {
                         continue;
                     }
 
@@ -1439,13 +1446,11 @@ namespace Assimp {
 
                                 if (index_out_indices.back() == no_index_sentinel) {
                                     index_out_indices.back() = out_indices.size();
-
                                 }
 
                                 if (no_mat_check) {
                                     out_indices.push_back(out_idx[i]);
-                                }
-                                else {
+                                } else {
                                     // this extra lookup is in O(logn), so the entire algorithm becomes O(nlogn)
                                     const std::vector<unsigned int>::iterator it = std::lower_bound(
                                         outputVertStartIndices->begin(),
@@ -1461,11 +1466,11 @@ namespace Assimp {
                             }
                         }
                     }
-
+                    
                     // if we found at least one, generate the output bones
                     // XXX this could be heavily simplified by collecting the bone
                     // data in a single step.
-                    if (ok) {
+                    if (ok && mRemoveEmptyBones) {
                         ConvertCluster(bones, model, *cluster, out_indices, index_out_indices,
                             count_out_indices, node_global_transform);
                     }
@@ -1596,6 +1601,13 @@ namespace Assimp {
                 out_mat->AddProperty(&str, AI_MATKEY_NAME);
             }
 
+            // Set the shading mode as best we can: The FBX specification only mentions Lambert and Phong, and only Phong is mentioned in Assimp's aiShadingMode enum.
+            if (material.GetShadingModel() == "phong")
+            {
+                aiShadingMode shadingMode = aiShadingMode_Phong;
+                out_mat->AddProperty<aiShadingMode>(&shadingMode, 1, AI_MATKEY_SHADING_MODEL);               
+            }
+
             // shading stuff and colors
             SetShadingPropertiesCommon(out_mat, props);
             SetShadingPropertiesRaw( out_mat, props, material.Textures(), mesh );
@@ -3407,8 +3419,9 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
 
             na->mNumScalingKeys = static_cast<unsigned int>(keys.size());
             na->mScalingKeys = new aiVectorKey[keys.size()];
-            if (keys.size() > 0)
+            if (keys.size() > 0) {
                 InterpolateKeys(na->mScalingKeys, keys, inputs, aiVector3D(1.0f, 1.0f, 1.0f), maxTime, minTime);
+            }
         }
 
         void FBXConverter::ConvertTranslationKeys(aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes,
@@ -3472,6 +3485,46 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
             out->mMetaData->Set(14, "CustomFrameRate", doc.GlobalSettings().CustomFrameRate());
         }
 
+        void FBXConverter::ConvertToUnitScale( FbxUnit unit ) {
+            if (mCurrentUnit == unit) {
+                return;
+            }
+
+            ai_real scale = 1.0;
+            if (mCurrentUnit == FbxUnit::cm) {
+                if (unit == FbxUnit::m) {
+                    scale = (ai_real)0.01;
+                } else if (unit == FbxUnit::km) {
+                    scale = (ai_real)0.00001;
+                }
+            } else if (mCurrentUnit == FbxUnit::m) {
+                if (unit == FbxUnit::cm) {
+                    scale = (ai_real)100.0;
+                } else if (unit == FbxUnit::km) {
+                    scale = (ai_real)0.001;
+                }
+            } else if (mCurrentUnit == FbxUnit::km) {
+                if (unit == FbxUnit::cm) {
+                    scale = (ai_real)100000.0;
+                } else if (unit == FbxUnit::m) {
+                    scale = (ai_real)1000.0;
+                }
+            }
+            
+            for (auto mesh : meshes) {
+                if (nullptr == mesh) {
+                    continue;
+                }
+
+                if (mesh->HasPositions()) {
+                    for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
+                        aiVector3D &pos = mesh->mVertices[i];
+                        pos *= scale;
+                    }
+                }
+            }
+        }
+
         void FBXConverter::TransferDataToScene()
         {
             ai_assert(!out->mMeshes);
@@ -3525,9 +3578,9 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
         }
 
         // ------------------------------------------------------------------------------------------------
-        void ConvertToAssimpScene(aiScene* out, const Document& doc)
+        void ConvertToAssimpScene(aiScene* out, const Document& doc, bool removeEmptyBones, FbxUnit unit)
         {
-            FBXConverter converter(out, doc);
+            FBXConverter converter(out, doc, removeEmptyBones, unit);
         }
 
     } // !FBX

+ 21 - 3
code/FBXConverter.h

@@ -76,12 +76,22 @@ namespace FBX {
 
 class Document;
 
+enum class FbxUnit {
+    cm = 0,
+    m,
+    km,
+    NumUnits,
+
+    Undefined
+};
+
 /** 
  *  Convert a FBX #Document to #aiScene
  *  @param out Empty scene to be populated
- *  @param doc Parsed FBX document 
+ *  @param doc Parsed FBX document
+ *  @param removeEmptyBones Will remove bones, which do not have any references to vertices.
  */
-void ConvertToAssimpScene(aiScene* out, const Document& doc);
+void ConvertToAssimpScene(aiScene* out, const Document& doc, bool removeEmptyBones, FbxUnit unit);
 
 /** Dummy class to encapsulate the conversion process */
 class FBXConverter {
@@ -112,7 +122,7 @@ public:
     };
 
 public:
-    FBXConverter(aiScene* out, const Document& doc);
+    FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones, FbxUnit unit);
     ~FBXConverter();
 
 private:
@@ -414,6 +424,10 @@ private:
 
     void ConvertGlobalSettings();
 
+    // ------------------------------------------------------------------------------------------------
+    //  Will perform the conversion from a given unit to the requested unit.
+    void ConvertToUnitScale(FbxUnit unit);
+
     // ------------------------------------------------------------------------------------------------
     // copy generated meshes, animations, lights, cameras and textures to the output scene
     void TransferDataToScene();
@@ -453,6 +467,10 @@ private:
 
     aiScene* const out;
     const FBX::Document& doc;
+
+    bool mRemoveEmptyBones;
+
+    FbxUnit mCurrentUnit;
 };
 
 }

+ 7 - 4
code/FBXExportNode.cpp

@@ -54,6 +54,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include <sstream> // ostringstream
 #include <memory> // shared_ptr
 
+namespace Assimp {
 // AddP70<type> helpers... there's no usable pattern here,
 // so all are defined as separate functions.
 // Even "animatable" properties are often completely different
@@ -252,7 +253,8 @@ void FBX::Node::DumpChildren(
     } else {
         std::ostringstream ss;
         DumpChildrenAscii(ss, indent);
-        s.PutString(ss.str());
+        if (ss.tellp() > 0)
+            s.PutString(ss.str());
     }
 }
 
@@ -266,7 +268,8 @@ void FBX::Node::End(
     } else {
         std::ostringstream ss;
         EndAscii(ss, indent, has_children);
-        s.PutString(ss.str());
+        if (ss.tellp() > 0)
+            s.PutString(ss.str());
     }
 }
 
@@ -367,7 +370,7 @@ void FBX::Node::EndBinary(
     bool has_children
 ) {
     // if there were children, add a null record
-    if (has_children) { s.PutString(FBX::NULL_RECORD); }
+    if (has_children) { s.PutString(Assimp::FBX::NULL_RECORD); }
 
     // now go back and write initial pos
     this->end_pos = s.Tell();
@@ -563,6 +566,6 @@ void FBX::Node::WritePropertyNode(
         FBX::Node::WritePropertyNodeAscii(name, v, s, indent);
     }
 }
-
+}
 #endif // ASSIMP_BUILD_NO_FBX_EXPORTER
 #endif // ASSIMP_BUILD_NO_EXPORT

+ 2 - 1
code/FBXExportNode.h

@@ -54,6 +54,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include <string>
 #include <vector>
 
+namespace Assimp {
 namespace FBX {
     class Node;
 }
@@ -264,7 +265,7 @@ private: // static helper functions
     );
 
 };
-
+}
 
 #endif // ASSIMP_BUILD_NO_FBX_EXPORTER
 

+ 2 - 2
code/FBXExportProperty.cpp

@@ -52,7 +52,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include <locale>
 #include <sstream> // ostringstream
 
-
+namespace Assimp {
 // constructors for single element properties
 
 FBX::Property::Property(bool v)
@@ -359,6 +359,6 @@ void FBX::Property::DumpAscii(std::ostream& s, int indent)
         throw runtime_error(err.str());
     }
 }
-
+}
 #endif // ASSIMP_BUILD_NO_FBX_EXPORTER
 #endif // ASSIMP_BUILD_NO_EXPORT

+ 2 - 1
code/FBXExportProperty.h

@@ -56,6 +56,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include <ostream>
 #include <type_traits> // is_void
 
+namespace Assimp {
 namespace FBX {
     class Property;
 }
@@ -123,7 +124,7 @@ private:
     char type;
     std::vector<uint8_t> data;
 };
-
+}
 #endif // ASSIMP_BUILD_NO_FBX_EXPORTER
 
 #endif // AI_FBXEXPORTPROPERTY_H_INC

+ 56 - 22
code/FBXExporter.cpp

@@ -45,6 +45,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include "FBXExportNode.h"
 #include "FBXExportProperty.h"
 #include "FBXCommon.h"
+#include "FBXUtil.h"
 
 #include <assimp/version.h> // aiGetVersion
 #include <assimp/IOSystem.hpp>
@@ -73,7 +74,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 const ai_real DEG = ai_real( 57.29577951308232087679815481 ); // degrees per radian
 
+using namespace Assimp;
+using namespace Assimp::FBX;
+
 // some constants that we'll use for writing metadata
+namespace Assimp {
 namespace FBX {
     const std::string EXPORT_VERSION_STR = "7.4.0";
     const uint32_t EXPORT_VERSION_INT = 7400; // 7.4 == 2014/2015
@@ -92,11 +97,6 @@ namespace FBX {
         ";------------------------------------------------------------------";
 }
 
-using namespace Assimp;
-using namespace FBX;
-
-namespace Assimp {
-
     // ---------------------------------------------------------------------
     // Worker function for exporting a scene to binary FBX.
     // Prototyped and registered in Exporter.cpp
@@ -121,6 +121,7 @@ namespace Assimp {
         IOSystem* pIOSystem,
         const aiScene* pScene,
         const ExportProperties* pProperties
+
     ){
         // initialize the exporter
         FBXExporter exporter(pScene, pProperties);
@@ -1393,10 +1394,6 @@ void FBXExporter::WriteObjects ()
 
     // FbxVideo - stores images used by textures.
     for (const auto &it : uid_by_image) {
-        if (it.first.compare(0, 1, "*") == 0) {
-            // TODO: embedded textures
-            continue;
-        }
         FBX::Node n("Video");
         const int64_t& uid = it.second;
         const std::string name = ""; // TODO: ... name???
@@ -1406,7 +1403,33 @@ void FBXExporter::WriteObjects ()
         // TODO: get full path... relative path... etc... ugh...
         // for now just use the same path for everything,
         // and hopefully one of them will work out.
-        const std::string& path = it.first;
+        std::string path = it.first;
+        // try get embedded texture
+        const aiTexture* embedded_texture = mScene->GetEmbeddedTexture(it.first.c_str());
+        if (embedded_texture != nullptr) {
+            // change the path (use original filename, if available. If name is empty, concatenate texture index with file extension)
+            std::stringstream newPath;
+            if (embedded_texture->mFilename.length > 0) {
+                newPath << embedded_texture->mFilename.C_Str();
+            } else if (embedded_texture->achFormatHint[0]) {
+                int texture_index = std::stoi(path.substr(1, path.size() - 1));
+                newPath << texture_index << "." << embedded_texture->achFormatHint;
+            }
+            path = newPath.str();
+            // embed the texture
+            size_t texture_size = static_cast<size_t>(embedded_texture->mWidth * std::max(embedded_texture->mHeight, 1u));
+            if (binary) {
+                // embed texture as binary data
+                std::vector<uint8_t> tex_data;
+                tex_data.resize(texture_size);
+                memcpy(&tex_data[0], (char*)embedded_texture->pcData, texture_size);
+                n.AddChild("Content", tex_data);
+            } else {
+                // embed texture in base64 encoding
+                std::string encoded_texture = FBX::Util::EncodeBase64((char*)embedded_texture->pcData, texture_size);
+                n.AddChild("Content", encoded_texture);
+            }
+        }
         p.AddP70("Path", "KString", "XRefUrl", "", path);
         n.AddChild(p);
         n.AddChild("UseMipMap", int32_t(0));
@@ -1419,17 +1442,17 @@ void FBXExporter::WriteObjects ()
     // referenced by material_index/texture_type pairs.
     std::map<std::pair<size_t,size_t>,int64_t> texture_uids;
     const std::map<aiTextureType,std::string> prop_name_by_tt = {
-        {aiTextureType_DIFFUSE, "DiffuseColor"},
-        {aiTextureType_SPECULAR, "SpecularColor"},
-        {aiTextureType_AMBIENT, "AmbientColor"},
-        {aiTextureType_EMISSIVE, "EmissiveColor"},
-        {aiTextureType_HEIGHT, "Bump"},
-        {aiTextureType_NORMALS, "NormalMap"},
-        {aiTextureType_SHININESS, "ShininessExponent"},
-        {aiTextureType_OPACITY, "TransparentColor"},
+        {aiTextureType_DIFFUSE,      "DiffuseColor"},
+        {aiTextureType_SPECULAR,     "SpecularColor"},
+        {aiTextureType_AMBIENT,      "AmbientColor"},
+        {aiTextureType_EMISSIVE,     "EmissiveColor"},
+        {aiTextureType_HEIGHT,       "Bump"},
+        {aiTextureType_NORMALS,      "NormalMap"},
+        {aiTextureType_SHININESS,    "ShininessExponent"},
+        {aiTextureType_OPACITY,      "TransparentColor"},
         {aiTextureType_DISPLACEMENT, "DisplacementColor"},
         //{aiTextureType_LIGHTMAP, "???"},
-        {aiTextureType_REFLECTION, "ReflectionColor"}
+        {aiTextureType_REFLECTION,   "ReflectionColor"}
         //{aiTextureType_UNKNOWN, ""}
     };
     for (size_t i = 0; i < mScene->mNumMaterials; ++i) {
@@ -1575,11 +1598,22 @@ void FBXExporter::WriteObjects ()
     // one sticky point is that the number of vertices may not match,
     // because assimp splits vertices by normal, uv, etc.
 
+    // functor for aiNode sorting
+    struct SortNodeByName
+    {
+        bool operator()(const aiNode *lhs, const aiNode *rhs) const
+        {
+            return strcmp(lhs->mName.C_Str(), rhs->mName.C_Str()) < 0;
+        }
+    };
+
     // first we should mark the skeleton for each mesh.
     // the skeleton must include not only the aiBones,
     // but also all their parent nodes.
     // anything that affects the position of any bone node must be included.
-    std::vector<std::set<const aiNode*>> skeleton_by_mesh(mScene->mNumMeshes);
+    // Use SorNodeByName to make sure the exported result will be the same across all systems
+    // Otherwise the aiNodes of the skeleton would be sorted based on the pointer address, which isn't consistent
+    std::vector<std::set<const aiNode*, SortNodeByName>> skeleton_by_mesh(mScene->mNumMeshes);
     // at the same time we can build a list of all the skeleton nodes,
     // which will be used later to mark them as type "limbNode".
     std::unordered_set<const aiNode*> limbnodes;
@@ -1587,7 +1621,7 @@ void FBXExporter::WriteObjects ()
     std::map<std::string,aiNode*> node_by_bone;
     for (size_t mi = 0; mi < mScene->mNumMeshes; ++mi) {
         const aiMesh* m = mScene->mMeshes[mi];
-        std::set<const aiNode*> skeleton;
+        std::set<const aiNode*, SortNodeByName> skeleton;
         for (size_t bi =0; bi < m->mNumBones; ++bi) {
             const aiBone* b = m->mBones[bi];
             const std::string name(b->mName.C_Str());
@@ -1728,7 +1762,7 @@ void FBXExporter::WriteObjects ()
         aiMatrix4x4 mesh_xform = get_world_transform(mesh_node, mScene);
 
         // now make a subdeformer for each bone in the skeleton
-        const std::set<const aiNode*> &skeleton = skeleton_by_mesh[mi];
+        const std::set<const aiNode*, SortNodeByName> skeleton= skeleton_by_mesh[mi];
         for (const aiNode* bone_node : skeleton) {
             // if there's a bone for this node, find it
             const aiBone* b = nullptr;

+ 25 - 14
code/FBXImportSettings.h

@@ -53,19 +53,22 @@ namespace FBX {
 struct ImportSettings
 {
     ImportSettings()
-        : strictMode(true)
-        , readAllLayers(true)
-        , readAllMaterials(false)
-        , readMaterials(true)
-        , readTextures(true)
-        , readCameras(true)
-        , readLights(true)
-        , readAnimations(true)
-        , readWeights(true)
-        , preservePivots(true)
-        , optimizeEmptyAnimationCurves(true)
-        , useLegacyEmbeddedTextureNaming(false)
-    {}
+    : strictMode(true)
+    , readAllLayers(true)
+    , readAllMaterials(false)
+    , readMaterials(true)
+    , readTextures(true)
+    , readCameras(true)
+    , readLights(true)
+    , readAnimations(true)
+    , readWeights(true)
+    , preservePivots(true)
+    , optimizeEmptyAnimationCurves(true)
+    , useLegacyEmbeddedTextureNaming(false)
+    , removeEmptyBones( true )
+    , convertToMeters( false ) {
+        // empty
+    }
 
 
     /** enable strict mode:
@@ -141,8 +144,16 @@ struct ImportSettings
     bool optimizeEmptyAnimationCurves;
 
     /** use legacy naming for embedded textures eg: (*0, *1, *2)
-    **/
+    */
     bool useLegacyEmbeddedTextureNaming;
+
+    /** Empty bones shall be removed
+    */
+    bool removeEmptyBones;
+
+    /** Set to true to perform a conversion from cm to meter after the import
+    */
+    bool convertToMeters;
 };
 
 

+ 7 - 1
code/FBXImporter.cpp

@@ -140,6 +140,8 @@ void FBXImporter::SetupProperties(const Importer* pImp)
     settings.preservePivots = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true);
     settings.optimizeEmptyAnimationCurves = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES, true);
     settings.useLegacyEmbeddedTextureNaming = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING, false);
+    settings.removeEmptyBones = pImp->GetPropertyBool(AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, true);
+    settings.convertToMeters = pImp->GetPropertyBool(AI_CONFIG_FBX_CONVERT_TO_M, false);
 }
 
 // ------------------------------------------------------------------------------------------------
@@ -183,8 +185,12 @@ void FBXImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOS
         // take the raw parse-tree and convert it to a FBX DOM
         Document doc(parser,settings);
 
+        FbxUnit unit(FbxUnit::cm);
+        if (settings.convertToMeters) {
+            unit = FbxUnit::m;
+        }
         // convert the FBX DOM to aiScene
-        ConvertToAssimpScene(pScene,doc);
+        ConvertToAssimpScene(pScene,doc, settings.removeEmptyBones, unit);
 
         std::for_each(tokens.begin(),tokens.end(),Util::delete_fun<Token>());
     }

+ 3 - 3
code/FBXMeshGeometry.cpp

@@ -568,15 +568,15 @@ void MeshGeometry::ReadVertexDataColors(std::vector<aiColor4D>& colors_out, cons
 }
 
 // ------------------------------------------------------------------------------------------------
-static const std::string TangentIndexToken = "TangentIndex";
-static const std::string TangentsIndexToken = "TangentsIndex";
+static const char *TangentIndexToken = "TangentIndex";
+static const char *TangentsIndexToken = "TangentsIndex";
 
 void MeshGeometry::ReadVertexDataTangents(std::vector<aiVector3D>& tangents_out, const Scope& source,
     const std::string& MappingInformationType,
     const std::string& ReferenceInformationType)
 {
     const char * str = source.Elements().count( "Tangents" ) > 0 ? "Tangents" : "Tangent";
-    const char * strIdx = source.Elements().count( "Tangents" ) > 0 ? TangentsIndexToken.c_str() : TangentIndexToken.c_str();
+    const char * strIdx = source.Elements().count( "Tangents" ) > 0 ? TangentsIndexToken : TangentIndexToken;
     ResolveVertexDataArray(tangents_out,source,MappingInformationType,ReferenceInformationType,
         str,
         strIdx,

+ 1 - 1
code/FBXParser.cpp

@@ -117,7 +117,7 @@ namespace FBX {
 Element::Element(const Token& key_token, Parser& parser)
 : key_token(key_token)
 {
-    TokenPtr n = NULL;
+    TokenPtr n = nullptr;
     do {
         n = parser.AdvanceToNextToken();
         if(!n) {

+ 60 - 0
code/FBXUtil.cpp

@@ -157,6 +157,66 @@ size_t DecodeBase64(const char* in, size_t inLength, uint8_t*& out)
     return outLength;
 }
 
+static const char to_base64_string[] = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
+char EncodeBase64(char byte)
+{
+    return to_base64_string[(size_t)byte];
+}
+
+/** Encodes a block of 4 bytes to base64 encoding
+*
+*  @param bytes Bytes to encode.
+*  @param out_string String to write encoded values to.
+*  @param string_pos Position in out_string.*/
+void EncodeByteBlock(const char* bytes, std::string& out_string, size_t string_pos)
+{
+    char b0 = (bytes[0] & 0xFC) >> 2;
+    char b1 = (bytes[0] & 0x03) << 4 | ((bytes[1] & 0xF0) >> 4);
+    char b2 = (bytes[1] & 0x0F) << 2 | ((bytes[2] & 0xC0) >> 6);
+    char b3 = (bytes[2] & 0x3F);
+
+    out_string[string_pos + 0] = EncodeBase64(b0);
+    out_string[string_pos + 1] = EncodeBase64(b1);
+    out_string[string_pos + 2] = EncodeBase64(b2);
+    out_string[string_pos + 3] = EncodeBase64(b3);
+}
+
+std::string EncodeBase64(const char* data, size_t length)
+{
+    // calculate extra bytes needed to get a multiple of 3
+    size_t extraBytes = 3 - length % 3;
+
+    // number of base64 bytes
+    size_t encodedBytes = 4 * (length + extraBytes) / 3;
+
+    std::string encoded_string(encodedBytes, '=');
+
+    // read blocks of 3 bytes
+    for (size_t ib3 = 0; ib3 < length / 3; ib3++)
+    {
+        const size_t iByte = ib3 * 3;
+        const size_t iEncodedByte = ib3 * 4;
+        const char* currData = &data[iByte];
+
+        EncodeByteBlock(currData, encoded_string, iEncodedByte);
+    }
+
+    // if size of data is not a multiple of 3, also encode the final bytes (and add zeros where needed)
+    if (extraBytes > 0)
+    {
+        char finalBytes[4] = { 0,0,0,0 };
+        memcpy(&finalBytes[0], &data[length - length % 3], length % 3);
+
+        const size_t iEncodedByte = encodedBytes - 4;
+        EncodeByteBlock(&finalBytes[0], encoded_string, iEncodedByte);
+
+        // add '=' at the end
+        for (size_t i = 0; i < 4 * extraBytes / 3; i++)
+            encoded_string[encodedBytes - i - 1] = '=';
+    }
+    return encoded_string;
+}
+
 } // !Util
 } // !FBX
 } // !Assimp

+ 9 - 0
code/FBXUtil.h

@@ -113,6 +113,15 @@ uint8_t DecodeBase64(char ch);
 *  @return size of the decoded data (number of bytes)*/
 size_t DecodeBase64(const char* in, size_t inLength, uint8_t*& out);
 
+char EncodeBase64(char byte);
+
+/** Encode bytes in base64-encoding
+*
+*  @param data Binary data to encode.
+*  @param inLength Number of bytes to encode.
+*  @return base64-encoded string*/
+std::string EncodeBase64(const char* data, size_t length);
+
 }
 }
 }

+ 28 - 10
code/ObjFileParser.cpp

@@ -151,7 +151,7 @@ void ObjFileParser::parseFile( IOStreamBuffer<char> &streamBuffer ) {
                 } else if (*m_DataIt == 't') {
                     // read in texture coordinate ( 2D or 3D )
                     ++m_DataIt;
-                    size_t dim = getVector(m_pModel->m_TextureCoord);
+                    size_t dim = getTexCoordVector(m_pModel->m_TextureCoord);
                     m_pModel->m_TextureCoordDim = std::max(m_pModel->m_TextureCoordDim, (unsigned int)dim);
                 } else if (*m_DataIt == 'n') {
                     // Read in normal vector definition
@@ -272,6 +272,17 @@ static bool isDataDefinitionEnd( const char *tmp ) {
     return false;
 }
 
+static bool isNanOrInf(const char * in) {
+    // Look for "nan" or "inf", case insensitive
+    if ((in[0] == 'N' || in[0] == 'n') && ASSIMP_strincmp(in, "nan", 3) == 0) {
+        return true;
+    }
+    else if ((in[0] == 'I' || in[0] == 'i') && ASSIMP_strincmp(in, "inf", 3) == 0) {
+        return true;
+    }
+    return false;
+}
+
 size_t ObjFileParser::getNumComponentsInDataDefinition() {
     size_t numComponents( 0 );
     const char* tmp( &m_DataIt[0] );
@@ -285,7 +296,7 @@ size_t ObjFileParser::getNumComponentsInDataDefinition() {
         if ( !SkipSpaces( &tmp ) ) {
             break;
         }
-        const bool isNum( IsNumeric( *tmp ) );
+        const bool isNum( IsNumeric( *tmp ) || isNanOrInf(tmp));
         SkipToken( tmp );
         if ( isNum ) {
             ++numComponents;
@@ -297,7 +308,7 @@ size_t ObjFileParser::getNumComponentsInDataDefinition() {
     return numComponents;
 }
 
-size_t ObjFileParser::getVector( std::vector<aiVector3D> &point3d_array ) {
+size_t ObjFileParser::getTexCoordVector( std::vector<aiVector3D> &point3d_array ) {
     size_t numComponents = getNumComponentsInDataDefinition();
     ai_real x, y, z;
     if( 2 == numComponents ) {
@@ -319,6 +330,17 @@ size_t ObjFileParser::getVector( std::vector<aiVector3D> &point3d_array ) {
     } else {
         throw DeadlyImportError( "OBJ: Invalid number of components" );
     }
+
+    // Coerce nan and inf to 0 as is the OBJ default value
+    if (!std::isfinite(x))
+        x = 0;
+
+    if (!std::isfinite(y))
+        y = 0;
+
+    if (!std::isfinite(z))
+        z = 0;
+
     point3d_array.push_back( aiVector3D( x, y, z ) );
     m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
     return numComponents;
@@ -429,13 +451,6 @@ void ObjFileParser::getFace( aiPrimitiveType type ) {
             if (type == aiPrimitiveType_POINT) {
                 ASSIMP_LOG_ERROR("Obj: Separator unexpected in point statement");
             }
-            if (iPos == 0) {
-                //if there are no texture coordinates in the file, but normals
-                if (!vt && vn) {
-                    iPos = 1;
-                    iStep++;
-                }
-            }
             iPos++;
         } else if( IsSpaceOrNewLine( *m_DataIt ) ) {
             iPos = 0;
@@ -452,6 +467,9 @@ void ObjFileParser::getFace( aiPrimitiveType type ) {
                 ++iStep;
             }
 
+            if (iPos == 1 && !vt && vn)
+                iPos = 2; // skip texture coords for normals if there are no tex coords
+
             if ( iVal > 0 ) {
                 // Store parsed index
                 if ( 0 == iPos ) {

+ 1 - 1
code/ObjFileParser.h

@@ -96,7 +96,7 @@ protected:
     /// Get the number of components in a line.
     size_t getNumComponentsInDataDefinition();
     /// Stores the vector
-    size_t getVector( std::vector<aiVector3D> &point3d_array );
+    size_t getTexCoordVector( std::vector<aiVector3D> &point3d_array );
     /// Stores the following 3d vector.
     void getVector3( std::vector<aiVector3D> &point3d_array );
     /// Stores the following homogeneous vector as a 3D vector

+ 13 - 20
code/ValidateDataStructure.cpp

@@ -46,8 +46,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  *    the data structure returned by Assimp.
  */
 
-
-
 // internal headers
 #include "ValidateDataStructure.h"
 #include <assimp/BaseImporter.h>
@@ -110,8 +108,8 @@ void ValidateDSProcess::ReportWarning(const char* msg,...)
 }
 
 // ------------------------------------------------------------------------------------------------
-inline int HasNameMatch(const aiString& in, aiNode* node)
-{
+inline
+int HasNameMatch(const aiString& in, aiNode* node) {
     int result = (node->mName == in ? 1 : 0 );
     for (unsigned int i = 0; i < node->mNumChildren;++i)    {
         result += HasNameMatch(in,node->mChildren[i]);
@@ -121,9 +119,8 @@ inline int HasNameMatch(const aiString& in, aiNode* node)
 
 // ------------------------------------------------------------------------------------------------
 template <typename T>
-inline void ValidateDSProcess::DoValidation(T** parray, unsigned int size,
-    const char* firstName, const char* secondName)
-{
+inline
+void ValidateDSProcess::DoValidation(T** parray, unsigned int size, const char* firstName, const char* secondName) {
     // validate all entries
     if (size)
     {
@@ -181,7 +178,8 @@ inline void ValidateDSProcess::DoValidationEx(T** parray, unsigned int size,
 // ------------------------------------------------------------------------------------------------
 template <typename T>
 inline
-void ValidateDSProcess::DoValidationWithNameCheck(T** array, unsigned int size, const char* firstName, const char* secondName) {
+void ValidateDSProcess::DoValidationWithNameCheck(T** array, unsigned int size, const char* firstName,
+        const char* secondName) {
     // validate all entries
     DoValidationEx(array,size,firstName,secondName);
 
@@ -201,9 +199,8 @@ void ValidateDSProcess::DoValidationWithNameCheck(T** array, unsigned int size,
 
 // ------------------------------------------------------------------------------------------------
 // Executes the post processing step on the given imported data.
-void ValidateDSProcess::Execute( aiScene* pScene)
-{
-    this->mScene = pScene;
+void ValidateDSProcess::Execute( aiScene* pScene) {
+    mScene = pScene;
     ASSIMP_LOG_DEBUG("ValidateDataStructureProcess begin");
 
     // validate the node graph of the scene
@@ -516,13 +513,11 @@ void ValidateDSProcess::Validate( const aiMesh* pMesh)
 }
 
 // ------------------------------------------------------------------------------------------------
-void ValidateDSProcess::Validate( const aiMesh* pMesh,
-    const aiBone* pBone,float* afSum)
-{
+void ValidateDSProcess::Validate( const aiMesh* pMesh, const aiBone* pBone,float* afSum) {
     this->Validate(&pBone->mName);
 
     if (!pBone->mNumWeights)    {
-        ReportError("aiBone::mNumWeights is zero");
+        //ReportError("aiBone::mNumWeights is zero");
     }
 
     // check whether all vertices affected by this bone are valid
@@ -563,9 +558,6 @@ void ValidateDSProcess::Validate( const aiAnimation* pAnimation)
     else {
     	ReportError("aiAnimation::mNumChannels is 0. At least one node animation channel must be there.");
     }
-
-    // Animation duration is allowed to be zero in cases where the anim contains only a single key frame.
-    // if (!pAnimation->mDuration)this->ReportError("aiAnimation::mDuration is zero");
 }
 
 // ------------------------------------------------------------------------------------------------
@@ -746,8 +738,9 @@ void ValidateDSProcess::Validate( const aiMaterial* pMaterial)
                     "AI_MATKEY_SHININESS_STRENGTH key is 0.0");
             }
             break;
-        default: ;
-        };
+        default:
+            break;
+        }
     }
 
     if (AI_SUCCESS == aiGetMaterialFloat( pMaterial,AI_MATKEY_OPACITY,&fTemp) && (!fTemp || fTemp > 1.01)) {

+ 7 - 4
code/glTF2Importer.cpp

@@ -789,13 +789,16 @@ static void BuildVertexWeightMapping(Mesh::Primitive& primitive, std::vector<std
     delete[] indices16;
 }
 
+static std::string GetNodeName(const Node& node)
+{
+    return node.name.empty() ? node.id : node.name;
+}
+
 aiNode* ImportNode(aiScene* pScene, glTF2::Asset& r, std::vector<unsigned int>& meshOffsets, glTF2::Ref<glTF2::Node>& ptr)
 {
     Node& node = *ptr;
 
-    std::string nameOrId = node.name.empty() ? node.id : node.name;
-
-    aiNode* ainode = new aiNode(nameOrId);
+    aiNode* ainode = new aiNode(GetNodeName(node));
 
     if (!node.children.empty()) {
         ainode->mNumChildren = unsigned(node.children.size());
@@ -921,7 +924,7 @@ struct AnimationSamplers {
 aiNodeAnim* CreateNodeAnim(glTF2::Asset& r, Node& node, AnimationSamplers& samplers)
 {
     aiNodeAnim* anim = new aiNodeAnim();
-    anim->mNodeName = node.name;
+    anim->mNodeName = GetNodeName(node);
 
     static const float kMillisecondsFromSeconds = 1000.f;
 

+ 0 - 105
code/makefile.mingw

@@ -1,105 +0,0 @@
-### USE OF THIS MAKEFILE IS NOT RECOMMENDED.
-### It is no longer maintained. Use CMAKE instead.
-
-# ---------------------------------------------------------------------------
-# Makefile for Open Asset Import Library (MinGW32-make)
-# [email protected]
-#   - just a quick'n'dirty one, could be buggy ...
-#
-# Usage: mingw32-make -f makefile.mingw <target> <macros>
-
-# TARGETS:
-#   all                  Build a shared so from the whole library
-#   clean                Cleanup object files, prepare for rebuild
-#   static               Build a static library (*.a)
-
-# MACROS: (make clean before you change one)
-#   NOBOOST=1            Build against boost workaround
-#   SINGLETHREADED=1     Build single-threaded library
-#   DEBUG=1              Build debug build of library
-# 
-# ---------------------------------------------------------------------------
-
-# C++ object files
-OBJECTS   := $(patsubst %.cpp,%.o,  $(wildcard *.cpp)) 
-OBJECTS   += $(patsubst %.cpp,%.o,  $(wildcard extra/*.cpp)) 
-OBJECTS   += $(patsubst %.cpp,%.o,  $(wildcard ./../contrib/irrXML/*.cpp)) 
-
-# C object files 
-OBJECTSC  := $(patsubst %.c,%.oc,   $(wildcard ./../contrib/zlib/*.c))
-OBJECTSC  += $(patsubst %.c,%.oc,   $(wildcard ./../contrib/ConvertUTF/*.c))
-OBJECTSC  += $(patsubst %.c,%.oc,   $(wildcard ./../contrib/unzip/*.c))
-
-# Include flags for gcc
-INCLUDEFLAGS =
-
-# Preprocessor defines for gcc
-DEFINEFLAGS = 
-
-# Suffix for the output binary, represents build type
-NAMESUFFIX = 
-
-# Output path for binaries
-BINPATH = ../bin/mingw/
-
-# GCC compiler flags 
-CPPFLAGS=-Wall 
-
-# Setup environment for noboost build
-ifeq ($(NOBOOST),1)
-	SINGLETHREADED = 1
-	INCLUDEFLAGS  += -I./BoostWorkaround/
-	DEFINEFLAGS   += -DASSIMP_BUILD_BOOST_WORKAROUND 
-#	NAMESUFFIX    += -noboost
-else
-	# adjust this manually if your boost is stored elsewhere
-	INCLUDEFLAGS  += -I"C:/Program Files/boost/boost_1_38"
-	#INCLUDEFLAGS  += -I"$(BOOST_DIR)"
-
-endif
-
-# Setup environment for st build
-ifeq ($(SINGLETHREADED),1)
-	DEFINEFLAGS   += -DASSIMP_BUILD_SINGLETHREADED
-#	NAMESUFFIX    += -st
-endif
-
-# Setup environment for debug build
-ifeq ($(DEBUG),1)
-	DEFINEFLAGS   += -D_DEBUG -DDEBUG
-	CPPFLAGS      += -g
-#	NAMESUFFIX    += -debug
-else
-	CPPFLAGS      += -O2 -s
-	DEFINEFLAGS   += -DNDEBUG -D_NDEBUG
-endif
-
-# Output name of shared library
-SHARED_TARGET = $(BINPATH)/libassimp$(NAMESUFFIX).so
-
-# Output name of static library
-STATIC = $(BINPATH)/libassimp$(NAMESUFFIX).a
-
-# target: all
-# usage : build a shared library (*.so)
-all:	$(SHARED_TARGET)
-
-$(SHARED_TARGET):  $(OBJECTS)  $(OBJECTSC)
-	gcc -o $@ $(OBJECTS) $(OBJECTSC) -shared -lstdc++ 
-%.o:%.cpp
-	$(CXX) -c  $(CPPFLAGS) $? -o $@ $(INCLUDEFLAGS) $(DEFINEFLAGS)
-%.oc:%.c
-	$(CXX) -x c -c -ansi $(CPPFLAGS) $? -o $@ 
-
-# target: clean
-# usage : cleanup all object files, prepare for a rebuild
-.PHONY: clean
-clean:
-	-del *.o .\..\contrib\irrXML\*.o .\..\contrib\zlib\*.oc .\..\contrib\unzip\*.oc .\..\contrib\ConvertUTF\*.oc
-
-# target: static
-# usage : build a static library (*.a)
-static:    $(STATIC) 
-$(STATIC):    $(OBJECTS) $(OBJECTSC)
-	ar rcs $@ $(OBJECTS) $(OBJECTSC)
-

+ 4 - 0
include/assimp/color4.inl

@@ -85,6 +85,8 @@ AI_FORCE_INLINE TReal aiColor4t<TReal>::operator[](unsigned int i) const {
             return g;
         case 2:
             return b;
+        case 3:
+            return a;
         default:
             break;
     }
@@ -100,6 +102,8 @@ AI_FORCE_INLINE TReal& aiColor4t<TReal>::operator[](unsigned int i) {
             return g;
         case 2:
             return b;
+        case 3:
+            return a;
         default:
             break;
     }

+ 20 - 5
include/assimp/config.h.in

@@ -651,13 +651,28 @@ enum aiComponent
 
 // ---------------------------------------------------------------------------
 /** @brief Set whether the fbx importer will use the legacy embedded texture naming.
-*
-* The default value is false (0)
-* Property type: bool
-*/
+ *
+ * The default value is false (0)
+ * Property type: bool
+ */
 #define AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING \
 	"AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
-	
+
+// ---------------------------------------------------------------------------
+/** @brief  Set wether the importer shall not remove empty bones.
+ *  
+ *  Empty bone are often used to define connections for other models.
+ */
+#define AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES \
+    "AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES"
+
+
+// ---------------------------------------------------------------------------
+/** @brief  Set wether the FBX importer shall convert the unit from cm to m.
+ */
+#define AI_CONFIG_FBX_CONVERT_TO_M \
+    "AI_CONFIG_FBX_CONVERT_TO_M"
+
 // ---------------------------------------------------------------------------
 /** @brief  Set the vertex animation keyframe to be imported
  *

+ 8 - 0
include/assimp/scene.h

@@ -389,6 +389,14 @@ struct aiScene
 
     //! Returns an embedded texture
     const aiTexture* GetEmbeddedTexture(const char* filename) const {
+        // lookup using texture ID (if referenced like: "*1", "*2", etc.)
+        if ('*' == *filename) {
+            int index = std::atoi(filename + 1);
+            if (0 > index || mNumTextures <= static_cast<unsigned>(index))
+                return nullptr;
+            return mTextures[index];
+        }
+        // lookup using filename
         const char* shortFilename = GetShortFilename(filename);
         for (unsigned int i = 0; i < mNumTextures; i++) {
             const char* shortTextureFilename = GetShortFilename(mTextures[i]->mFilename.C_Str());

+ 0 - 103
packaging/windows-innosetup/script.iss

@@ -1,103 +0,0 @@
-; Setup script for use with Inno Setup.
-
-[Setup]
-AppName=Open Asset Import Library - SDK
-AppVerName=Open Asset Import Library - SDK (v4.1.0)
-DefaultDirName={pf}\Assimp
-DefaultGroupName=Assimp
-UninstallDisplayIcon={app}\bin\x86\assimp.exe
-OutputDir=out
-AppCopyright=Assimp Development Team
-SetupIconFile=..\..\tools\shared\assimp_tools_icon.ico
-WizardImageFile=compiler:WizModernImage-IS.BMP
-WizardSmallImageFile=compiler:WizModernSmallImage-IS.BMP
-LicenseFile=License.rtf
-OutputBaseFileName=assimp-sdk-4.1.0-setup
-VersionInfoVersion=4.1.0.0
-VersionInfoTextVersion=4.1.0
-VersionInfoCompany=Assimp Development Team
-ArchitecturesInstallIn64BitMode=x64
-
-[Types]
-Name: "full";    Description: "Full installation"
-Name: "compact"; Description: "Compact installation, no test models or language bindings"
-Name: "custom";  Description: "Custom installation"; Flags: iscustom
-
-[Components]
-Name: "main";        Description: "Main Files (32 and 64 Bit)"; Types: full compact custom; Flags: fixed
-Name: "tools";       Description: "Asset Viewer & Command Line Tools (32 and 64 Bit)"; Types: full compact
-Name: "help";        Description: "Help Files"; Types: full compact
-Name: "samples";     Description: "Samples"; Types: full
-Name: "test";        Description: "Test Models (BSD-licensed)"; Types: full
-Name: "test_nonbsd"; Description: "Test Models (other (free) licenses)"; Types: full
-;Name: "pyassimp";    Description: "Python Bindings"; Types: full
-;Name: "dassimp";     Description: "D Bindings"; Types: full
-;Name: "assimp_net";  Description: "C#/.NET Bindings"; Types: full
-
-[Run]
-;Filename: "{app}\stub\vc_redist.x86.exe"; Parameters: "/qb"; StatusMsg: "Installing VS2017 redistributable package (32 Bit)"; Check: not IsWin64
-Filename: "{app}\stub\vc_redist.x64.exe"; Parameters: "/qb"; StatusMsg: "Installing VS2017 redistributable package (64 Bit)"; Check: IsWin64
-
-[Files]
-Source: "readme_installer.txt"; DestDir: "{app}"; Flags: isreadme
-
-; Installer stub
-;Source: "vc_redist.x86.exe"; DestDir: "{app}\stub\"; Check: not IsWin64
-Source: "vc_redist.x64.exe"; DestDir: "{app}\stub\"; Check: IsWin64
-
-; Common stuff
-Source: "..\..\CREDITS"; DestDir: "{app}"
-Source: "..\..\LICENSE"; DestDir: "{app}"
-Source: "..\..\README"; DestDir: "{app}"
-Source: "WEB"; DestDir: "{app}"
-
-Source: "..\..\scripts\*"; DestDir: "{app}\scripts"; Flags: recursesubdirs
-
-; x86 binaries
-;Source: "..\..\bin\release\x86\assimp-vc140-mt.dll";  DestDir: "{app}\bin\x86"
-;Source: "..\..\bin\release\x86\assimp_viewer.exe";    DestDir: "{app}\bin\x86"; Components: tools
-;Source: "C:\Windows\SysWOW64\D3DCompiler_42.dll";     DestDir: "{app}\bin\x86"; Components: tools
-;Source: "C:\Windows\SysWOW64\D3DX9_42.dll";           DestDir: "{app}\bin\x86"; Components: tools
-;Source: "..\..\bin\release\x86\assimp.exe";           DestDir: "{app}\bin\x86"; Components: tools
-
-; x64 binaries
-Source: "..\..\bin\release\assimp-vc140-mt.dll";  DestDir: "{app}\bin\x64"
-Source: "..\..\bin\release\assimp_viewer.exe";    DestDir: "{app}\bin\x64"; Components: tools
-Source: "C:\Windows\SysWOW64\D3DCompiler_42.dll"; DestDir: "{app}\bin\x64"; DestName: "D3DCompiler_42.dll"; Components: tools
-Source: "C:\Windows\SysWOW64\D3DX9_42.dll";       DestDir: "{app}\bin\x64"; DestName: "D3DX9_42.dll"; Components: tools
-Source: "..\..\bin\release\assimp.exe";           DestDir: "{app}\bin\x64"; Components: tools
-
-; Documentation
-;Source: "..\..\doc\AssimpDoc_Html\AssimpDoc.chm"; DestDir: "{app}\doc"; Components: help
-;Source: "..\..\doc\AssimpCmdDoc_Html\AssimpCmdDoc.chm"; DestDir: "{app}\doc"; Components: help
-;Source: "..\..\doc\datastructure.xml"; DestDir: "{app}\doc"; Components: help
-
-; Import libraries
-;Source: "..\..\lib\release\x86\assimp.lib"; DestDir: "{app}\lib\x86"
-Source: "..\..\lib\release\assimp-vc140-mt.lib"; DestDir: "{app}\lib\x64"
-
-; Samples
-Source: "..\..\samples\*"; DestDir: "{app}\samples"; Flags: recursesubdirs; Components: samples
-
-; Include files
-Source: "..\..\include\*"; DestDir: "{app}\include"; Flags: recursesubdirs
-
-; dAssimp
-;Source: "..\..\port\dAssimp\*"; DestDir: "{app}\port\D"; Flags: recursesubdirs; Components: dassimp
-
-; Assimp.NET
-;Source: "..\..\port\Assimp.NET\*"; DestDir: "{app}\port\C#"; Flags: recursesubdirs; Components: assimp_net
-
-; PyAssimp
-;Source: "..\..\port\PyAssimp\*"; DestDir: "{app}\port\Python"; Excludes: "*.pyc,*.dll"; Flags: recursesubdirs; Components: pyassimp
-
-; Test repository
-;Source: "..\..\test\models\*"; DestDir: "{app}\test\models"; Flags: recursesubdirs; Components: test
-;Source: "..\..\test\regression\*"; DestDir: "{app}\test\regression"; Flags: recursesubdirs; Components: test
-;Source: "..\..\test\models-nonbsd\*"; DestDir: "{app}\test\models-nonbsd"; Flags: recursesubdirs; Components: test_nonbsd
-
-[Icons]
-Name: "{group}\Assimp Manual"; Filename: "{app}\doc\AssimpDoc.chm" ; Components: help
-Name: "{group}\Assimp Command Line Manual"; Filename: "{app}\doc\AssimpCmdDoc.chm"; Components: help
-Name: "{group}\AssimpView"; Filename: "{app}\bin\x64\assimp_view.exe"; Components: tools; Check: IsWin64
-Name: "{group}\AssimpView"; Filename: "{app}\bin\x86\assimp_view.exe"; Components: tools; Check: not IsWin64

+ 71 - 0
packaging/windows-innosetup/script_x64.iss

@@ -0,0 +1,71 @@
+; Setup script for use with Inno Setup.
+
+[Setup]
+AppName=Open Asset Import Library - SDK
+AppVerName=Open Asset Import Library - SDK (v4.1.0)
+DefaultDirName={pf}\Assimp
+DefaultGroupName=Assimp
+UninstallDisplayIcon={app}\bin\x86\assimp.exe
+OutputDir=out
+AppCopyright=Assimp Development Team
+SetupIconFile=..\..\tools\shared\assimp_tools_icon.ico
+WizardImageFile=compiler:WizModernImage-IS.BMP
+WizardSmallImageFile=compiler:WizModernSmallImage-IS.BMP
+LicenseFile=License.rtf
+OutputBaseFileName=assimp-sdk-4.1.0-setup
+VersionInfoVersion=4.1.0.0
+VersionInfoTextVersion=4.1.0
+VersionInfoCompany=Assimp Development Team
+ArchitecturesInstallIn64BitMode=x64
+
+[Types]
+Name: "full";    Description: "Full installation"
+Name: "compact"; Description: "Compact installation, no test models or language bindings"
+Name: "custom";  Description: "Custom installation"; Flags: iscustom
+
+[Components]
+Name: "main";        Description: "Main Files ( 64 Bit )"; Types: full compact custom; Flags: fixed
+Name: "tools";       Description: "Asset Viewer & Command Line Tools (32 and 64 Bit)"; Types: full compact
+Name: "help";        Description: "Help Files"; Types: full compact
+Name: "samples";     Description: "Samples"; Types: full
+Name: "test";        Description: "Test Models (BSD-licensed)"; Types: full
+Name: "test_nonbsd"; Description: "Test Models (other (free) licenses)"; Types: full
+
+[Run]
+Filename: "{app}\stub\vc_redist.x64.exe"; Parameters: "/qb"; StatusMsg: "Installing VS2017 redistributable package (64 Bit)"; Check: IsWin64
+
+[Files]
+Source: "readme_installer.txt"; DestDir: "{app}"; Flags: isreadme
+
+; Installer stub
+Source: "vc_redist.x64.exe"; DestDir: "{app}\stub\"; Check: IsWin64
+
+; Common stuff
+Source: "..\..\CREDITS"; DestDir: "{app}"
+Source: "..\..\LICENSE"; DestDir: "{app}"
+Source: "..\..\README"; DestDir: "{app}"
+Source: "WEB"; DestDir: "{app}"
+
+Source: "..\..\scripts\*"; DestDir: "{app}\scripts"; Flags: recursesubdirs
+
+; x64 binaries
+Source: "..\..\bin\release\assimp-vc141-mt.dll";  DestDir: "{app}\bin\x64"
+Source: "..\..\bin\release\assimp_viewer.exe";    DestDir: "{app}\bin\x64"; Components: tools
+Source: "C:\Windows\SysWOW64\D3DCompiler_42.dll"; DestDir: "{app}\bin\x64"; DestName: "D3DCompiler_42.dll"; Components: tools
+Source: "C:\Windows\SysWOW64\D3DX9_42.dll";       DestDir: "{app}\bin\x64"; DestName: "D3DX9_42.dll"; Components: tools
+Source: "..\..\bin\release\assimp.exe";           DestDir: "{app}\bin\x64"; Components: tools
+
+; Import libraries
+Source: "..\..\lib\release\assimp-vc141-mt.lib"; DestDir: "{app}\lib\x64"
+
+; Samples
+Source: "..\..\samples\*"; DestDir: "{app}\samples"; Flags: recursesubdirs; Components: samples
+
+; Include files
+Source: "..\..\include\*"; DestDir: "{app}\include"; Flags: recursesubdirs
+
+[Icons]
+; Name: "{group}\Assimp Manual"; Filename: "{app}\doc\AssimpDoc.chm" ; Components: help
+; Name: "{group}\Assimp Command Line Manual"; Filename: "{app}\doc\AssimpCmdDoc.chm"; Components: help
+; Name: "{group}\AssimpView"; Filename: "{app}\bin\x64\assimp_view.exe"; Components: tools; Check: IsWin64
+; Name: "{group}\AssimpView"; Filename: "{app}\bin\x86\assimp_view.exe"; Components: tools; Check: not IsWin64

+ 72 - 0
packaging/windows-innosetup/script_x86.iss

@@ -0,0 +1,72 @@
+; Setup script for use with Inno Setup.
+
+[Setup]
+AppName=Open Asset Import Library - SDK
+AppVerName=Open Asset Import Library - SDK (v4.1.0)
+DefaultDirName={pf}\Assimp
+DefaultGroupName=Assimp
+UninstallDisplayIcon={app}\bin\x86\assimp.exe
+OutputDir=out
+AppCopyright=Assimp Development Team
+SetupIconFile=..\..\tools\shared\assimp_tools_icon.ico
+WizardImageFile=compiler:WizModernImage-IS.BMP
+WizardSmallImageFile=compiler:WizModernSmallImage-IS.BMP
+LicenseFile=License.rtf
+OutputBaseFileName=assimp-sdk-4.1.0-setup
+VersionInfoVersion=4.1.0.0
+VersionInfoTextVersion=4.1.0
+VersionInfoCompany=Assimp Development Team
+ArchitecturesInstallIn64BitMode=x64
+
+[Types]
+Name: "full";    Description: "Full installation"
+Name: "compact"; Description: "Compact installation, no test models or language bindings"
+Name: "custom";  Description: "Custom installation"; Flags: iscustom
+
+[Components]
+Name: "main";        Description: "Main Files (32 and 64 Bit)"; Types: full compact custom; Flags: fixed
+Name: "tools";       Description: "Asset Viewer & Command Line Tools (32 and 64 Bit)"; Types: full compact
+Name: "help";        Description: "Help Files"; Types: full compact
+Name: "samples";     Description: "Samples"; Types: full
+Name: "test";        Description: "Test Models (BSD-licensed)"; Types: full
+Name: "test_nonbsd"; Description: "Test Models (other (free) licenses)"; Types: full
+
+[Run]
+Filename: "{app}\stub\vc_redist.x86.exe"; Parameters: "/qb"; StatusMsg: "Installing VS2017 redistributable package (32 Bit)"; Check: not IsWin64
+
+[Files]
+Source: "readme_installer.txt"; DestDir: "{app}"; Flags: isreadme
+
+; Installer stub
+Source: "vc_redist.x86.exe"; DestDir: "{app}\stub\"; Check: not IsWin64
+
+; Common stuff
+Source: "..\..\CREDITS"; DestDir: "{app}"
+Source: "..\..\LICENSE"; DestDir: "{app}"
+Source: "..\..\README"; DestDir: "{app}"
+Source: "WEB"; DestDir: "{app}"
+
+Source: "..\..\scripts\*"; DestDir: "{app}\scripts"; Flags: recursesubdirs
+
+; x86 binaries
+Source: "..\..\bin\release\assimp-vc141-mt.dll";  DestDir: "{app}\bin\x86"
+Source: "..\..\bin\release\assimp_viewer.exe";    DestDir: "{app}\bin\x86"; Components: tools
+Source: "C:\Windows\SysWOW64\D3DCompiler_42.dll";     DestDir: "{app}\bin\x86"; Components: tools
+Source: "C:\Windows\SysWOW64\D3DX9_42.dll";           DestDir: "{app}\bin\x86"; Components: tools
+Source: "..\..\bin\release\assimp.exe";           DestDir: "{app}\bin\x86"; Components: tools
+
+
+; Import libraries
+Source: "..\..\lib\release\assimp-vc141-mt.lib"; DestDir: "{app}\lib\x86"
+
+; Samples
+Source: "..\..\samples\*"; DestDir: "{app}\samples"; Flags: recursesubdirs; Components: samples
+
+; Include files
+Source: "..\..\include\*"; DestDir: "{app}\include"; Flags: recursesubdirs
+
+[Icons]
+; Name: "{group}\Assimp Manual"; Filename: "{app}\doc\AssimpDoc.chm" ; Components: help
+; Name: "{group}\Assimp Command Line Manual"; Filename: "{app}\doc\AssimpCmdDoc.chm"; Components: help
+; Name: "{group}\AssimpView"; Filename: "{app}\bin\x64\assimp_view.exe"; Components: tools; Check: IsWin64
+; Name: "{group}\AssimpView"; Filename: "{app}\bin\x86\assimp_view.exe"; Components: tools; Check: not IsWin64

+ 1 - 1
port/AndroidJNI/README.md

@@ -1,6 +1,6 @@
 Build Asset Importer Lib for Android
 ====================================
-This module provides a fascade for the io-stream-access to files behind the android-asset-management within 
+This module provides a facade for the io-stream-access to files behind the android-asset-management within 
 an Android-native application.
 - It is built as a static library
 - It requires Android NDK with android API > 9 support.

+ 1 - 1
port/PyAssimp/pyassimp/core.py

@@ -93,7 +93,7 @@ def _is_init_type(obj):
         return False
     tname = obj.__class__.__name__
     return not (tname[:2] == 'c_' or tname == 'Structure' \
-            or tname == 'POINTER') and not isinstance(obj,int)
+            or tname == 'POINTER') and not isinstance(obj, (int, str, bytes))
 
 def _init(self, target = None, parent = None):
     """

+ 33 - 0
test/unit/utObjImportExport.cpp

@@ -391,6 +391,39 @@ TEST_F(utObjImportExport, invalid_normals_uvs) {
     EXPECT_NE(nullptr, scene);
 }
 
+TEST_F(utObjImportExport, no_vt_just_vns) {
+    static const char *ObjModel =
+		"v 0 0 0\n"
+		"v 0 0 0\n"
+		"v 0 0 0\n"
+		"v 0 0 0\n"
+		"v 0 0 0\n"
+		"v 0 0 0\n"
+		"v 0 0 0\n"
+		"v 0 0 0\n"
+		"v 0 0 0\n"
+		"v 0 0 0\n"
+		"v 10 0 0\n"
+		"v 0 10 0\n"
+		"vn 0 0 1\n"
+		"vn 0 0 1\n"
+		"vn 0 0 1\n"
+		"vn 0 0 1\n"
+		"vn 0 0 1\n"
+		"vn 0 0 1\n"
+		"vn 0 0 1\n"
+		"vn 0 0 1\n"
+		"vn 0 0 1\n"
+		"vn 0 0 1\n"
+		"vn 0 0 1\n"
+		"vn 0 0 1\n"
+		"f 10/10 11/11 12/12\n";
+
+    Assimp::Importer myImporter;
+    const aiScene *scene = myImporter.ReadFileFromMemory(ObjModel, strlen(ObjModel), 0);
+    EXPECT_NE(nullptr, scene);
+}
+
 TEST_F( utObjImportExport, mtllib_after_g ) {
     ::Assimp::Importer importer;
     const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/OBJ/cube_mtllib_after_g.obj", aiProcess_ValidateDataStructure );