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Fix X3DGeohelper.

Kim Kulling 4 lat temu
rodzic
commit
52228a93f8

+ 530 - 0
code/AssetLib/X3D/X3DGeoHelper.cpp

@@ -0,0 +1,530 @@
+#include "X3DGeoHelper.h"
+#include "X3DImporter.hpp"
+
+#include <assimp/vector3.h>
+#include <assimp/Exceptional.h>
+
+#include <vector>
+
+namespace Assimp {
+
+aiVector3D X3DGeoHelper::make_point2D(float angle, float radius) {
+    return aiVector3D(radius * std::cos(angle), radius * std::sin(angle), 0);
+}
+
+void X3DGeoHelper::make_arc2D(float pStartAngle, float pEndAngle, float pRadius, size_t numSegments, std::list<aiVector3D> &pVertices) {
+    // check argument values ranges.
+    if ((pStartAngle < -AI_MATH_TWO_PI_F) || (pStartAngle > AI_MATH_TWO_PI_F)) {
+        throw DeadlyImportError("GeometryHelper_Make_Arc2D.pStartAngle");
+    }
+    if ((pEndAngle < -AI_MATH_TWO_PI_F) || (pEndAngle > AI_MATH_TWO_PI_F)) {
+        throw DeadlyImportError("GeometryHelper_Make_Arc2D.pEndAngle");
+    }
+    if (pRadius <= 0) {
+        throw DeadlyImportError("GeometryHelper_Make_Arc2D.pRadius");
+    }
+
+    // calculate arc angle and check type of arc
+    float angle_full = std::fabs(pEndAngle - pStartAngle);
+    if ((angle_full > AI_MATH_TWO_PI_F) || (angle_full == 0.0f)) {
+        angle_full = AI_MATH_TWO_PI_F;
+    }
+
+    // calculate angle for one step - angle to next point of line.
+    float angle_step = angle_full / (float)numSegments;
+    // make points
+    for (size_t pi = 0; pi <= numSegments; pi++) {
+        float tangle = pStartAngle + pi * angle_step;
+        pVertices.emplace_back(make_point2D(tangle, pRadius));
+    } // for(size_t pi = 0; pi <= pNumSegments; pi++)
+
+    // if we making full circle then add last vertex equal to first vertex
+    if (angle_full == AI_MATH_TWO_PI_F) pVertices.push_back(*pVertices.begin());
+}
+
+void X3DGeoHelper::extend_point_to_line(const std::list<aiVector3D> &pPoint, std::list<aiVector3D> &pLine) {
+    std::list<aiVector3D>::const_iterator pit = pPoint.begin();
+    std::list<aiVector3D>::const_iterator pit_last = pPoint.end();
+
+    --pit_last;
+
+    if (pPoint.size() < 2) {
+        throw DeadlyImportError("GeometryHelper_Extend_PointToLine.pPoint.size() can not be less than 2.");
+    }
+
+    // add first point of first line.
+    pLine.push_back(*pit++);
+    // add internal points
+    while (pit != pit_last) {
+        pLine.push_back(*pit); // second point of previous line
+        pLine.push_back(*pit); // first point of next line
+        ++pit;
+    }
+    // add last point of last line
+    pLine.push_back(*pit);
+}
+
+void X3DGeoHelper::polylineIdx_to_lineIdx(const std::list<int32_t> &pPolylineCoordIdx, std::list<int32_t> &pLineCoordIdx) {
+    std::list<int32_t>::const_iterator plit = pPolylineCoordIdx.begin();
+
+    while (plit != pPolylineCoordIdx.end()) {
+        // add first point of polyline
+        pLineCoordIdx.push_back(*plit++);
+        while ((*plit != (-1)) && (plit != pPolylineCoordIdx.end())) {
+            std::list<int32_t>::const_iterator plit_next;
+
+            plit_next = plit, ++plit_next;
+            pLineCoordIdx.push_back(*plit); // second point of previous line.
+            pLineCoordIdx.push_back(-1); // delimiter
+            if ((*plit_next == (-1)) || (plit_next == pPolylineCoordIdx.end())) break; // current polyline is finished
+
+            pLineCoordIdx.push_back(*plit); // first point of next line.
+            plit = plit_next;
+        } // while((*plit != (-1)) && (plit != pPolylineCoordIdx.end()))
+    } // while(plit != pPolylineCoordIdx.end())
+}
+
+#define MACRO_FACE_ADD_QUAD_FA(pCCW, pOut, pIn, pP1, pP2, pP3, pP4) \
+    do {                                                            \
+        if (pCCW) {                                                 \
+            pOut.push_back(pIn[pP1]);                               \
+            pOut.push_back(pIn[pP2]);                               \
+            pOut.push_back(pIn[pP3]);                               \
+            pOut.push_back(pIn[pP4]);                               \
+        } else {                                                    \
+            pOut.push_back(pIn[pP4]);                               \
+            pOut.push_back(pIn[pP3]);                               \
+            pOut.push_back(pIn[pP2]);                               \
+            pOut.push_back(pIn[pP1]);                               \
+        }                                                           \
+    } while (false)
+
+#define MESH_RectParallelepiped_CREATE_VERT \
+    aiVector3D vert_set[8];                 \
+    float x1, x2, y1, y2, z1, z2, hs;       \
+                                            \
+    hs = pSize.x / 2, x1 = -hs, x2 = hs;    \
+    hs = pSize.y / 2, y1 = -hs, y2 = hs;    \
+    hs = pSize.z / 2, z1 = -hs, z2 = hs;    \
+    vert_set[0].Set(x2, y1, z2);            \
+    vert_set[1].Set(x2, y2, z2);            \
+    vert_set[2].Set(x2, y2, z1);            \
+    vert_set[3].Set(x2, y1, z1);            \
+    vert_set[4].Set(x1, y1, z2);            \
+    vert_set[5].Set(x1, y2, z2);            \
+    vert_set[6].Set(x1, y2, z1);            \
+    vert_set[7].Set(x1, y1, z1)
+
+void X3DGeoHelper::rect_parallele_piped(const aiVector3D &pSize, std::list<aiVector3D> &pVertices) {
+    MESH_RectParallelepiped_CREATE_VERT;
+    MACRO_FACE_ADD_QUAD_FA(true, pVertices, vert_set, 3, 2, 1, 0); // front
+    MACRO_FACE_ADD_QUAD_FA(true, pVertices, vert_set, 6, 7, 4, 5); // back
+    MACRO_FACE_ADD_QUAD_FA(true, pVertices, vert_set, 7, 3, 0, 4); // left
+    MACRO_FACE_ADD_QUAD_FA(true, pVertices, vert_set, 2, 6, 5, 1); // right
+    MACRO_FACE_ADD_QUAD_FA(true, pVertices, vert_set, 0, 1, 5, 4); // top
+    MACRO_FACE_ADD_QUAD_FA(true, pVertices, vert_set, 7, 6, 2, 3); // bottom
+}
+
+#undef MESH_RectParallelepiped_CREATE_VERT
+
+void X3DGeoHelper::coordIdx_str2faces_arr(const std::vector<int32_t> &pCoordIdx, std::vector<aiFace> &pFaces, unsigned int &pPrimitiveTypes) {
+    std::vector<int32_t> f_data(pCoordIdx);
+    std::vector<unsigned int> inds;
+    unsigned int prim_type = 0;
+
+    if (f_data.back() != (-1)) {
+        f_data.push_back(-1);
+    }
+
+    // reserve average size.
+    pFaces.reserve(f_data.size() / 3);
+    inds.reserve(4);
+    //PrintVectorSet("build. ci", pCoordIdx);
+    for (std::vector<int32_t>::iterator it = f_data.begin(); it != f_data.end(); ++it) {
+        // when face is got count how many indices in it.
+        if (*it == (-1)) {
+            aiFace tface;
+            size_t ts;
+
+            ts = inds.size();
+            switch (ts) {
+                case 0:
+                    goto mg_m_err;
+                case 1:
+                    prim_type |= aiPrimitiveType_POINT;
+                    break;
+                case 2:
+                    prim_type |= aiPrimitiveType_LINE;
+                    break;
+                case 3:
+                    prim_type |= aiPrimitiveType_TRIANGLE;
+                    break;
+                default:
+                    prim_type |= aiPrimitiveType_POLYGON;
+                    break;
+            }
+
+            tface.mNumIndices = static_cast<unsigned int>(ts);
+            tface.mIndices = new unsigned int[ts];
+            memcpy(tface.mIndices, inds.data(), ts * sizeof(unsigned int));
+            pFaces.push_back(tface);
+            inds.clear();
+        } // if(*it == (-1))
+        else {
+            inds.push_back(*it);
+        } // if(*it == (-1)) else
+    } // for(std::list<int32_t>::iterator it = f_data.begin(); it != f_data.end(); it++)
+    //PrintVectorSet("build. faces", pCoordIdx);
+
+    pPrimitiveTypes = prim_type;
+
+    return;
+
+mg_m_err:
+    for (size_t i = 0, i_e = pFaces.size(); i < i_e; i++)
+        delete[] pFaces.at(i).mIndices;
+
+    pFaces.clear();
+}
+
+void X3DGeoHelper::add_color(aiMesh &pMesh, const std::list<aiColor3D> &pColors, const bool pColorPerVertex) {
+    std::list<aiColor4D> tcol;
+
+    // create RGBA array from RGB.
+    for (std::list<aiColor3D>::const_iterator it = pColors.begin(); it != pColors.end(); ++it)
+        tcol.push_back(aiColor4D((*it).r, (*it).g, (*it).b, 1));
+
+    // call existing function for adding RGBA colors
+    add_color(pMesh, tcol, pColorPerVertex);
+}
+
+void X3DGeoHelper::add_color(aiMesh &pMesh, const std::list<aiColor4D> &pColors, const bool pColorPerVertex) {
+    std::list<aiColor4D>::const_iterator col_it = pColors.begin();
+
+    if (pColorPerVertex) {
+        if (pColors.size() < pMesh.mNumVertices) {
+            throw DeadlyImportError("MeshGeometry_AddColor1. Colors count(" + to_string(pColors.size()) + ") can not be less than Vertices count(" +
+                                    to_string(pMesh.mNumVertices) + ").");
+        }
+
+        // copy colors to mesh
+        pMesh.mColors[0] = new aiColor4D[pMesh.mNumVertices];
+        for (size_t i = 0; i < pMesh.mNumVertices; i++)
+            pMesh.mColors[0][i] = *col_it++;
+    } // if(pColorPerVertex)
+    else {
+        if (pColors.size() < pMesh.mNumFaces) {
+            throw DeadlyImportError("MeshGeometry_AddColor1. Colors count(" + to_string(pColors.size()) + ") can not be less than Faces count(" +
+                                    to_string(pMesh.mNumFaces) + ").");
+        }
+
+        // copy colors to mesh
+        pMesh.mColors[0] = new aiColor4D[pMesh.mNumVertices];
+        for (size_t fi = 0; fi < pMesh.mNumFaces; fi++) {
+            // apply color to all vertices of face
+            for (size_t vi = 0, vi_e = pMesh.mFaces[fi].mNumIndices; vi < vi_e; vi++) {
+                pMesh.mColors[0][pMesh.mFaces[fi].mIndices[vi]] = *col_it;
+            }
+
+            ++col_it;
+        }
+    } // if(pColorPerVertex) else
+}
+
+void X3DGeoHelper::add_color(aiMesh &pMesh, const std::vector<int32_t> &pCoordIdx, const std::vector<int32_t> &pColorIdx,
+        const std::list<aiColor3D> &pColors, const bool pColorPerVertex) {
+    std::list<aiColor4D> tcol;
+
+    // create RGBA array from RGB.
+    for (std::list<aiColor3D>::const_iterator it = pColors.begin(); it != pColors.end(); ++it) {
+        tcol.push_back(aiColor4D((*it).r, (*it).g, (*it).b, 1));
+    }
+
+    // call existing function for adding RGBA colors
+    add_color(pMesh, pCoordIdx, pColorIdx, tcol, pColorPerVertex);
+}
+
+void X3DGeoHelper::add_color(aiMesh &pMesh, const std::vector<int32_t> &coordIdx, const std::vector<int32_t> &colorIdx,
+        const std::list<aiColor4D> &colors, bool pColorPerVertex) {
+    std::vector<aiColor4D> col_tgt_arr;
+    std::list<aiColor4D> col_tgt_list;
+    std::vector<aiColor4D> col_arr_copy;
+
+    if (coordIdx.size() == 0) {
+        throw DeadlyImportError("MeshGeometry_AddColor2. pCoordIdx can not be empty.");
+    }
+
+    // copy list to array because we are need indexed access to colors.
+    col_arr_copy.reserve(colors.size());
+    for (std::list<aiColor4D>::const_iterator it = colors.begin(); it != colors.end(); ++it) {
+        col_arr_copy.push_back(*it);
+    }
+
+    if (pColorPerVertex) {
+        if (colorIdx.size() > 0) {
+            // check indices array count.
+            if (colorIdx.size() < coordIdx.size()) {
+                throw DeadlyImportError("MeshGeometry_AddColor2. Colors indices count(" + to_string(colorIdx.size()) +
+                                        ") can not be less than Coords inidces count(" + to_string(coordIdx.size()) + ").");
+            }
+            // create list with colors for every vertex.
+            col_tgt_arr.resize(pMesh.mNumVertices);
+            for (std::vector<int32_t>::const_iterator colidx_it = colorIdx.begin(), coordidx_it = coordIdx.begin(); colidx_it != colorIdx.end(); ++colidx_it, ++coordidx_it) {
+                if (*colidx_it == (-1)) {
+                    continue; // skip faces delimiter
+                }
+                if ((unsigned int)(*coordidx_it) > pMesh.mNumVertices) {
+                    throw DeadlyImportError("MeshGeometry_AddColor2. Coordinate idx is out of range.");
+                }
+                if ((unsigned int)*colidx_it > pMesh.mNumVertices) {
+                    throw DeadlyImportError("MeshGeometry_AddColor2. Color idx is out of range.");
+                }
+
+                col_tgt_arr[*coordidx_it] = col_arr_copy[*colidx_it];
+            }
+        } // if(pColorIdx.size() > 0)
+        else {
+            // when color indices list is absent use CoordIdx.
+            // check indices array count.
+            if (colors.size() < pMesh.mNumVertices) {
+                throw DeadlyImportError("MeshGeometry_AddColor2. Colors count(" + to_string(colors.size()) + ") can not be less than Vertices count(" +
+                                        to_string(pMesh.mNumVertices) + ").");
+            }
+            // create list with colors for every vertex.
+            col_tgt_arr.resize(pMesh.mNumVertices);
+            for (size_t i = 0; i < pMesh.mNumVertices; i++) {
+                col_tgt_arr[i] = col_arr_copy[i];
+            }
+        } // if(pColorIdx.size() > 0) else
+    } // if(pColorPerVertex)
+    else {
+        if (colorIdx.size() > 0) {
+            // check indices array count.
+            if (colorIdx.size() < pMesh.mNumFaces) {
+                throw DeadlyImportError("MeshGeometry_AddColor2. Colors indices count(" + to_string(colorIdx.size()) +
+                                        ") can not be less than Faces count(" + to_string(pMesh.mNumFaces) + ").");
+            }
+            // create list with colors for every vertex using faces indices.
+            col_tgt_arr.resize(pMesh.mNumFaces);
+
+            std::vector<int32_t>::const_iterator colidx_it = colorIdx.begin();
+            for (size_t fi = 0; fi < pMesh.mNumFaces; fi++) {
+                if ((unsigned int)*colidx_it > pMesh.mNumFaces) throw DeadlyImportError("MeshGeometry_AddColor2. Face idx is out of range.");
+
+                col_tgt_arr[fi] = col_arr_copy[*colidx_it++];
+            }
+        } // if(pColorIdx.size() > 0)
+        else {
+            // when color indices list is absent use CoordIdx.
+            // check indices array count.
+            if (colors.size() < pMesh.mNumFaces) {
+                throw DeadlyImportError("MeshGeometry_AddColor2. Colors count(" + to_string(colors.size()) + ") can not be less than Faces count(" +
+                                        to_string(pMesh.mNumFaces) + ").");
+            }
+            // create list with colors for every vertex using faces indices.
+            col_tgt_arr.resize(pMesh.mNumFaces);
+            for (size_t fi = 0; fi < pMesh.mNumFaces; fi++)
+                col_tgt_arr[fi] = col_arr_copy[fi];
+
+        } // if(pColorIdx.size() > 0) else
+    } // if(pColorPerVertex) else
+
+    // copy array to list for calling function that add colors.
+    for (std::vector<aiColor4D>::const_iterator it = col_tgt_arr.begin(); it != col_tgt_arr.end(); ++it)
+        col_tgt_list.push_back(*it);
+    // add prepared colors list to mesh.
+    add_color(pMesh, col_tgt_list, pColorPerVertex);
+}
+
+void X3DGeoHelper::add_normal(aiMesh &pMesh, const std::vector<int32_t> &pCoordIdx, const std::vector<int32_t> &pNormalIdx,
+        const std::list<aiVector3D> &pNormals, const bool pNormalPerVertex) {
+    std::vector<size_t> tind;
+    std::vector<aiVector3D> norm_arr_copy;
+
+    // copy list to array because we are need indexed access to normals.
+    norm_arr_copy.reserve(pNormals.size());
+    for (std::list<aiVector3D>::const_iterator it = pNormals.begin(); it != pNormals.end(); ++it) {
+        norm_arr_copy.push_back(*it);
+    }
+
+    if (pNormalPerVertex) {
+        if (pNormalIdx.size() > 0) {
+            // check indices array count.
+            if (pNormalIdx.size() != pCoordIdx.size()) throw DeadlyImportError("Normals and Coords inidces count must be equal.");
+
+            tind.reserve(pNormalIdx.size());
+            for (std::vector<int32_t>::const_iterator it = pNormalIdx.begin(); it != pNormalIdx.end(); ++it) {
+                if (*it != (-1)) tind.push_back(*it);
+            }
+
+            // copy normals to mesh
+            pMesh.mNormals = new aiVector3D[pMesh.mNumVertices];
+            for (size_t i = 0; (i < pMesh.mNumVertices) && (i < tind.size()); i++) {
+                if (tind[i] >= norm_arr_copy.size())
+                    throw DeadlyImportError("MeshGeometry_AddNormal. Normal index(" + to_string(tind[i]) +
+                                            ") is out of range. Normals count: " + to_string(norm_arr_copy.size()) + ".");
+
+                pMesh.mNormals[i] = norm_arr_copy[tind[i]];
+            }
+        } else {
+            if (pNormals.size() != pMesh.mNumVertices) throw DeadlyImportError("MeshGeometry_AddNormal. Normals and vertices count must be equal.");
+
+            // copy normals to mesh
+            pMesh.mNormals = new aiVector3D[pMesh.mNumVertices];
+            std::list<aiVector3D>::const_iterator norm_it = pNormals.begin();
+            for (size_t i = 0; i < pMesh.mNumVertices; i++)
+                pMesh.mNormals[i] = *norm_it++;
+        }
+    } // if(pNormalPerVertex)
+    else {
+        if (pNormalIdx.size() > 0) {
+            if (pMesh.mNumFaces != pNormalIdx.size()) throw DeadlyImportError("Normals faces count must be equal to mesh faces count.");
+
+            std::vector<int32_t>::const_iterator normidx_it = pNormalIdx.begin();
+
+            tind.reserve(pNormalIdx.size());
+            for (size_t i = 0, i_e = pNormalIdx.size(); i < i_e; i++)
+                tind.push_back(*normidx_it++);
+
+        } else {
+            tind.reserve(pMesh.mNumFaces);
+            for (size_t i = 0; i < pMesh.mNumFaces; i++)
+                tind.push_back(i);
+        }
+
+        // copy normals to mesh
+        pMesh.mNormals = new aiVector3D[pMesh.mNumVertices];
+        for (size_t fi = 0; fi < pMesh.mNumFaces; fi++) {
+            aiVector3D tnorm;
+
+            tnorm = norm_arr_copy[tind[fi]];
+            for (size_t vi = 0, vi_e = pMesh.mFaces[fi].mNumIndices; vi < vi_e; vi++)
+                pMesh.mNormals[pMesh.mFaces[fi].mIndices[vi]] = tnorm;
+        }
+    } // if(pNormalPerVertex) else
+}
+
+void X3DGeoHelper::add_normal(aiMesh &pMesh, const std::list<aiVector3D> &pNormals, const bool pNormalPerVertex) {
+    std::list<aiVector3D>::const_iterator norm_it = pNormals.begin();
+
+    if (pNormalPerVertex) {
+        if (pNormals.size() != pMesh.mNumVertices) throw DeadlyImportError("MeshGeometry_AddNormal. Normals and vertices count must be equal.");
+
+        // copy normals to mesh
+        pMesh.mNormals = new aiVector3D[pMesh.mNumVertices];
+        for (size_t i = 0; i < pMesh.mNumVertices; i++)
+            pMesh.mNormals[i] = *norm_it++;
+    } // if(pNormalPerVertex)
+    else {
+        if (pNormals.size() != pMesh.mNumFaces) throw DeadlyImportError("MeshGeometry_AddNormal. Normals and faces count must be equal.");
+
+        // copy normals to mesh
+        pMesh.mNormals = new aiVector3D[pMesh.mNumVertices];
+        for (size_t fi = 0; fi < pMesh.mNumFaces; fi++) {
+            // apply color to all vertices of face
+            for (size_t vi = 0, vi_e = pMesh.mFaces[fi].mNumIndices; vi < vi_e; vi++)
+                pMesh.mNormals[pMesh.mFaces[fi].mIndices[vi]] = *norm_it;
+
+            ++norm_it;
+        }
+    } // if(pNormalPerVertex) else
+}
+
+void X3DGeoHelper::add_tex_coord(aiMesh &pMesh, const std::vector<int32_t> &pCoordIdx, const std::vector<int32_t> &pTexCoordIdx,
+        const std::list<aiVector2D> &pTexCoords) {
+    std::vector<aiVector3D> texcoord_arr_copy;
+    std::vector<aiFace> faces;
+    unsigned int prim_type;
+
+    // copy list to array because we are need indexed access to normals.
+    texcoord_arr_copy.reserve(pTexCoords.size());
+    for (std::list<aiVector2D>::const_iterator it = pTexCoords.begin(); it != pTexCoords.end(); ++it) {
+        texcoord_arr_copy.push_back(aiVector3D((*it).x, (*it).y, 0));
+    }
+
+    if (pTexCoordIdx.size() > 0) {
+        coordIdx_str2faces_arr(pTexCoordIdx, faces, prim_type);
+        if (faces.empty()) {
+            throw DeadlyImportError("Failed to add texture coordinates to mesh, faces list is empty.");
+        }
+        if (faces.size() != pMesh.mNumFaces) {
+            throw DeadlyImportError("Texture coordinates faces count must be equal to mesh faces count.");
+        }
+    } else {
+        coordIdx_str2faces_arr(pCoordIdx, faces, prim_type);
+    }
+
+    pMesh.mTextureCoords[0] = new aiVector3D[pMesh.mNumVertices];
+    pMesh.mNumUVComponents[0] = 2;
+    for (size_t fi = 0, fi_e = faces.size(); fi < fi_e; fi++) {
+        if (pMesh.mFaces[fi].mNumIndices != faces.at(fi).mNumIndices)
+            throw DeadlyImportError("Number of indices in texture face and mesh face must be equal. Invalid face index: " + to_string(fi) + ".");
+
+        for (size_t ii = 0; ii < pMesh.mFaces[fi].mNumIndices; ii++) {
+            size_t vert_idx = pMesh.mFaces[fi].mIndices[ii];
+            size_t tc_idx = faces.at(fi).mIndices[ii];
+
+            pMesh.mTextureCoords[0][vert_idx] = texcoord_arr_copy.at(tc_idx);
+        }
+    } // for(size_t fi = 0, fi_e = faces.size(); fi < fi_e; fi++)
+}
+
+void X3DGeoHelper::add_tex_coord(aiMesh &pMesh, const std::list<aiVector2D> &pTexCoords) {
+    std::vector<aiVector3D> tc_arr_copy;
+
+    if (pTexCoords.size() != pMesh.mNumVertices) {
+        throw DeadlyImportError("MeshGeometry_AddTexCoord. Texture coordinates and vertices count must be equal.");
+    }
+
+    // copy list to array because we are need convert aiVector2D to aiVector3D and also get indexed access as a bonus.
+    tc_arr_copy.reserve(pTexCoords.size());
+    for (std::list<aiVector2D>::const_iterator it = pTexCoords.begin(); it != pTexCoords.end(); ++it) {
+        tc_arr_copy.push_back(aiVector3D((*it).x, (*it).y, 0));
+    }
+
+    // copy texture coordinates to mesh
+    pMesh.mTextureCoords[0] = new aiVector3D[pMesh.mNumVertices];
+    pMesh.mNumUVComponents[0] = 2;
+    for (size_t i = 0; i < pMesh.mNumVertices; i++) {
+        pMesh.mTextureCoords[0][i] = tc_arr_copy[i];
+    }
+}
+
+aiMesh *X3DGeoHelper::make_mesh(const std::vector<int32_t> &pCoordIdx, const std::list<aiVector3D> &pVertices) {
+    std::vector<aiFace> faces;
+    unsigned int prim_type = 0;
+
+    // create faces array from input string with vertices indices.
+    X3DGeoHelper::coordIdx_str2faces_arr(pCoordIdx, faces, prim_type);
+    if (!faces.size()) {
+        throw DeadlyImportError("Failed to create mesh, faces list is empty.");
+    }
+
+    //
+    // Create new mesh and copy geometry data.
+    //
+    aiMesh *tmesh = new aiMesh;
+    size_t ts = faces.size();
+    // faces
+    tmesh->mFaces = new aiFace[ts];
+    tmesh->mNumFaces = static_cast<unsigned int>(ts);
+    for (size_t i = 0; i < ts; i++)
+        tmesh->mFaces[i] = faces.at(i);
+
+    // vertices
+    std::list<aiVector3D>::const_iterator vit = pVertices.begin();
+
+    ts = pVertices.size();
+    tmesh->mVertices = new aiVector3D[ts];
+    tmesh->mNumVertices = static_cast<unsigned int>(ts);
+    for (size_t i = 0; i < ts; i++) {
+        tmesh->mVertices[i] = *vit++;
+    }
+
+    // set primitives type and return result.
+    tmesh->mPrimitiveTypes = prim_type;
+
+    return tmesh;
+}
+
+} // namespace Assimp

+ 38 - 0
code/AssetLib/X3D/X3DGeoHelper.h

@@ -0,0 +1,38 @@
+#pragma once
+
+#include <assimp/vector2.h>
+#include <assimp/vector3.h>
+#include <assimp/color4.h>
+
+#include <list>
+#include <vector>
+
+struct aiFace;
+struct aiMesh;
+
+namespace Assimp {
+
+class X3DGeoHelper {
+public:
+    static aiVector3D make_point2D(float angle, float radius);
+    static void make_arc2D(float pStartAngle, float pEndAngle, float pRadius, size_t numSegments, std::list<aiVector3D> &pVertices);
+    static void extend_point_to_line(const std::list<aiVector3D> &pPoint, std::list<aiVector3D> &pLine);
+    static void polylineIdx_to_lineIdx(const std::list<int32_t> &pPolylineCoordIdx, std::list<int32_t> &pLineCoordIdx);
+    static void rect_parallele_piped(const aiVector3D &pSize, std::list<aiVector3D> &pVertices);
+    static void coordIdx_str2faces_arr(const std::vector<int32_t> &pCoordIdx, std::vector<aiFace> &pFaces, unsigned int &pPrimitiveTypes);
+    static void add_color(aiMesh &pMesh, const std::list<aiColor3D> &pColors, const bool pColorPerVertex);
+    static void add_color(aiMesh &pMesh, const std::list<aiColor4D> &pColors, const bool pColorPerVertex);
+    static void add_color(aiMesh &pMesh, const std::vector<int32_t> &pCoordIdx, const std::vector<int32_t> &pColorIdx,
+            const std::list<aiColor3D> &pColors, const bool pColorPerVertex);
+    static void add_color(aiMesh &pMesh, const std::vector<int32_t> &pCoordIdx, const std::vector<int32_t> &pColorIdx,
+            const std::list<aiColor4D> &pColors, const bool pColorPerVertex);
+    static void add_normal(aiMesh &pMesh, const std::vector<int32_t> &pCoordIdx, const std::vector<int32_t> &pNormalIdx,
+            const std::list<aiVector3D> &pNormals, const bool pNormalPerVertex);
+    static void add_normal(aiMesh &pMesh, const std::list<aiVector3D> &pNormals, const bool pNormalPerVertex);
+    static void add_tex_coord(aiMesh &pMesh, const std::vector<int32_t> &pCoordIdx, const std::vector<int32_t> &pTexCoordIdx,
+            const std::list<aiVector2D> &pTexCoords);
+    static void add_tex_coord(aiMesh &pMesh, const std::list<aiVector2D> &pTexCoords);
+    static aiMesh *make_mesh(const std::vector<int32_t> &pCoordIdx, const std::list<aiVector3D> &pVertices);
+};
+
+} // namespace Assimp

+ 170 - 9
code/AssetLib/X3D/X3DImporter.cpp

@@ -46,16 +46,15 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #ifndef ASSIMP_BUILD_NO_X3D_IMPORTER
 
 #include "X3DImporter.hpp"
-#include <assimp/StringUtils.h>
 
-// Header files, Assimp.
+#include <assimp/StringUtils.h>
+#include <assimp/ParsingUtils.h>
 #include <assimp/DefaultIOSystem.h>
 #include <assimp/fast_atof.h>
 
 // Header files, stdlib.
 #include <iterator>
 #include <memory>
-#include <string>
 
 namespace Assimp {
 
@@ -126,7 +125,8 @@ struct WordIterator {
 const char *WordIterator::whitespace = ", \t\r\n";
 
 X3DImporter::X3DImporter() :
-        mNodeElementCur(nullptr) {
+        mNodeElementCur(nullptr),
+        mScene(nullptr) {
     // empty
 }
 
@@ -153,10 +153,29 @@ void X3DImporter::ParseFile(const std::string &file, IOSystem *pIOHandler) {
     std::unique_ptr<IOStream> fileStream(pIOHandler->Open(file, mode));
     if (!fileStream.get()) {
         throw DeadlyImportError("Failed to open file " + file + ".");
-	}
+    }
+
+    XmlParser theParser;
+    if (!theParser.parse(fileStream.get())) {
+        return;
+    }
+
+    XmlNode *node = theParser.findNode("X3D");
+    if (nullptr == node) {
+        return;
+    }
+
+    for (auto &currentNode : node->children()) {
+        const std::string &currentName = currentNode.name();
+        if (currentName == "head") {
+            readMetadata(currentNode);
+        } else if (currentName == "Scene") {
+            readScene(currentNode);
+        }
+    }
 }
 
-bool X3DImporter::CanRead( const std::string &pFile, IOSystem * /*pIOHandler*/, bool checkSig ) const {
+bool X3DImporter::CanRead(const std::string &pFile, IOSystem * /*pIOHandler*/, bool checkSig) const {
     if (checkSig) {
         std::string::size_type pos = pFile.find_last_of(".x3d");
         if (pos != std::string::npos) {
@@ -167,16 +186,17 @@ bool X3DImporter::CanRead( const std::string &pFile, IOSystem * /*pIOHandler*/,
     return false;
 }
 
-void X3DImporter::GetExtensionList( std::set<std::string> &extensionList ) {
+void X3DImporter::GetExtensionList(std::set<std::string> &extensionList) {
     extensionList.insert("x3d");
 }
 
-void X3DImporter::InternReadFile( const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler ) {
+void X3DImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
     std::shared_ptr<IOStream> stream(pIOHandler->Open(pFile, "rb"));
     if (!stream) {
         throw DeadlyImportError("Could not open file for reading");
     }
 
+    mScene = pScene;
     pScene->mRootNode = new aiNode(pFile);
 }
 
@@ -184,6 +204,147 @@ const aiImporterDesc *X3DImporter::GetInfo() const {
     return &Description;
 }
 
-} 
+struct meta_entry {
+    std::string name;
+    std::string value;
+};
+
+void X3DImporter::readMetadata(XmlNode &node) {
+    std::vector<meta_entry> metaArray;
+    for (auto currentNode : node.children()) {
+        const std::string &currentName = currentNode.name();
+        if (currentName == "meta") {
+            meta_entry entry;
+            if (XmlParser::getStdStrAttribute(currentNode, "name", entry.name)) {
+                XmlParser::getStdStrAttribute(currentNode, "content", entry.value);
+                metaArray.emplace_back(entry);
+            }
+        }
+    }
+    mScene->mMetaData = aiMetadata::Alloc(static_cast<unsigned int>(metaArray.size()));
+    unsigned int i = 0;
+    for (auto currentMeta : metaArray) {
+        mScene->mMetaData->Set(i, currentMeta.name, currentMeta.value);
+        ++i;
+    }
+}
+
+void X3DImporter::readScene(XmlNode &node) {
+    for (auto currentNode : node.children()) {
+        const std::string &currentName = currentNode.name();
+        if (currentName == "Viewpoint") {
+            readViewpoint(currentNode);
+        }
+    }
+}
+
+void X3DImporter::readViewpoint(XmlNode &node) {
+    for (auto currentNode : node.children()) {
+        //const std::string &currentName = currentNode.name();
+    }
+}
+
+void readMetadataBoolean(XmlNode &node, X3DNodeElementBase *parent) {
+    std::string val;
+    X3DNodeElementMetaBoolean *boolean = nullptr;
+    if (XmlParser::getStdStrAttribute(node, "value", val)) {
+        std::vector<std::string> values;
+        tokenize<std::string>(val, values, " ");
+        boolean = new X3DNodeElementMetaBoolean(parent);
+        for (size_t i = 0; i < values.size(); ++i) {
+            bool current_boolean = false;
+            if (values[i] == "true") {
+                current_boolean = true;
+            }
+            boolean->Value.emplace_back(current_boolean);
+        }
+    }
+}
+
+void readMetadataDouble(XmlNode &node, X3DNodeElementBase *parent) {
+    std::string val;
+    X3DNodeElementMetaDouble *doubleNode = nullptr;
+    if (XmlParser::getStdStrAttribute(node, "value", val)) {
+        std::vector<std::string> values;
+        tokenize<std::string>(val, values, " ");
+        doubleNode = new X3DNodeElementMetaDouble(parent);
+        for (size_t i = 0; i < values.size(); ++i) {
+            double current_double = static_cast<double>(fast_atof(values[i].c_str()));
+            doubleNode->Value.emplace_back(current_double);
+        }
+    }
+}
+
+void readMetadataFloat(XmlNode &node, X3DNodeElementBase *parent) {
+    std::string val;
+    X3DNodeElementMetaFloat *floatNode = nullptr;
+    if (XmlParser::getStdStrAttribute(node, "value", val)) {
+        std::vector<std::string> values;
+        tokenize<std::string>(val, values, " ");
+        floatNode = new X3DNodeElementMetaFloat(parent);
+        for (size_t i = 0; i < values.size(); ++i) {
+            float current_float = static_cast<float>(fast_atof(values[i].c_str()));
+            floatNode->Value.emplace_back(current_float);
+        }
+    }
+}
+
+void readMetadataInteger(XmlNode &node, X3DNodeElementBase *parent) {
+    std::string val;
+    X3DNodeElementMetaInt *intNode = nullptr;
+    if (XmlParser::getStdStrAttribute(node, "value", val)) {
+        std::vector<std::string> values;
+        tokenize<std::string>(val, values, " ");
+        intNode = new X3DNodeElementMetaInt(parent);
+        for (size_t i = 0; i < values.size(); ++i) {
+            int current_int = static_cast<int>(std::atoi(values[i].c_str()));
+            intNode->Value.emplace_back(current_int);
+        }
+    }
+}
+
+void readMetadataSet(XmlNode &node, X3DNodeElementBase *parent) {
+    std::string val;
+    X3DNodeElementMetaSet *setNode = new X3DNodeElementMetaSet(parent);
+    if (XmlParser::getStdStrAttribute(node, "name", val)) {
+        setNode->Name = val;
+    }
+
+    if (XmlParser::getStdStrAttribute(node, "reference", val)) {
+        setNode->Reference = val;
+    }
+}
+
+void readMetadataString(XmlNode &node, X3DNodeElementBase *parent) {
+    std::string val;
+    X3DNodeElementMetaString *strNode = nullptr;
+    if (XmlParser::getStdStrAttribute(node, "value", val)) {
+        std::vector<std::string> values;
+        tokenize<std::string>(val, values, " ");
+        strNode = new X3DNodeElementMetaString(parent);
+        for (size_t i = 0; i < values.size(); ++i) {
+            strNode->Value.emplace_back(values[i]);
+        }
+    }
+}
+
+void X3DImporter::readMetadataObject(XmlNode &node) {
+    const std::string &name = node.name();
+    if (name == "MetadataBoolean") {
+        readMetadataBoolean(node, mNodeElementCur);
+    } else if (name == "MetadataDouble") {
+        readMetadataDouble(node, mNodeElementCur);
+    } else if (name == "MetadataFloat") {
+        readMetadataFloat(node, mNodeElementCur);
+    } else if (name == "MetadataInteger") {
+        readMetadataInteger(node, mNodeElementCur);
+    } else if (name == "MetadataSet") {
+        readMetadataSet(node, mNodeElementCur);
+    } else if (name == "MetadataString") {
+        readMetadataString(node, mNodeElementCur);
+    }
+}
+
+} // namespace Assimp
 
 #endif // !ASSIMP_BUILD_NO_X3D_IMPORTER

+ 92 - 9
code/AssetLib/X3D/X3DImporter.hpp

@@ -38,16 +38,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 ----------------------------------------------------------------------
 */
-/// \file   X3DImporter.hpp
-/// \brief  X3D-format files importer for Assimp.
-/// \date   2015-2016
-/// \author [email protected]
-// Thanks to acorn89 for support.
-
 #ifndef INCLUDED_AI_X3D_IMPORTER_H
 #define INCLUDED_AI_X3D_IMPORTER_H
 
-// Header files, Assimp.
+
 #include <assimp/BaseImporter.h>
 #include <assimp/XmlParser.h>
 #include <assimp/importerdesc.h>
@@ -56,7 +50,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include <assimp/DefaultLogger.hpp>
 #include <assimp/ProgressHandler.hpp>
 
+#include <string>
 #include <list>
+#include <vector>
 
 namespace Assimp {
 
@@ -282,8 +278,90 @@ enum class X3DElemType {
 struct X3DNodeElementBase {
     X3DNodeElementBase *Parent;
     std::string ID;
-    std::list<X3DNodeElementBase *> Child;
+    std::list<X3DNodeElementBase *> Children;
     X3DElemType Type;
+
+protected:
+    X3DNodeElementBase(X3DElemType type, X3DNodeElementBase *pParent) :
+            Type(type), Parent(pParent) {
+        // empty
+    }
+};
+
+struct CX3DNodeElementGroup : X3DNodeElementBase {
+    aiMatrix4x4 Transformation; ///< Transformation matrix.
+    bool Static;
+    bool UseChoice; ///< Flag: if true then use number from \ref Choice to choose what the child will be kept.
+    int32_t Choice; ///< Number of the child which will be kept.
+};
+
+struct X3DNodeElementMeta : X3DNodeElementBase {
+    std::string Name; ///< Name of metadata object.
+    std::string Reference;
+
+    virtual ~X3DNodeElementMeta() {
+        // empty
+    }
+
+protected:
+    X3DNodeElementMeta(X3DElemType type, X3DNodeElementBase *parent) :
+            X3DNodeElementBase(type, parent) {
+        // empty
+    }
+};
+
+struct X3DNodeElementMetaBoolean : X3DNodeElementMeta {
+    std::vector<bool> Value; ///< Stored value.
+
+    X3DNodeElementMetaBoolean(X3DNodeElementBase *pParent) :
+            X3DNodeElementMeta(X3DElemType::ENET_MetaBoolean, pParent) {
+        // empty
+    }
+};
+
+struct X3DNodeElementMetaDouble : X3DNodeElementMeta {
+    std::vector<double> Value; ///< Stored value.
+
+    X3DNodeElementMetaDouble(X3DNodeElementBase *pParent) :
+            X3DNodeElementMeta(X3DElemType::ENET_MetaDouble, pParent) {
+        // empty
+    }
+};
+
+struct X3DNodeElementMetaFloat : public X3DNodeElementMeta {
+    std::vector<float> Value; ///< Stored value.
+
+    X3DNodeElementMetaFloat(X3DNodeElementBase *pParent) :
+            X3DNodeElementMeta(X3DElemType::ENET_MetaFloat, pParent) {
+        // empty
+    }
+};
+
+struct X3DNodeElementMetaInt : public X3DNodeElementMeta {
+    std::vector<int32_t> Value; ///< Stored value.
+
+    X3DNodeElementMetaInt(X3DNodeElementBase *pParent) :
+            X3DNodeElementMeta(X3DElemType::ENET_MetaInteger, pParent) {
+        // empty
+    }
+};
+
+struct X3DNodeElementMetaSet : public X3DNodeElementMeta {
+    std::list<X3DNodeElementMeta> Value; ///< Stored value.
+
+    X3DNodeElementMetaSet(X3DNodeElementBase *pParent) :
+            X3DNodeElementMeta(X3DElemType::ENET_MetaSet, pParent) {
+        // empty
+    }
+};
+
+struct X3DNodeElementMetaString : public X3DNodeElementMeta {
+    std::list<std::string> Value; ///< Stored value.
+
+    X3DNodeElementMetaString(X3DNodeElementBase *pParent) :
+            X3DNodeElementMeta(X3DElemType::ENET_MetaString, pParent) {
+        // empty
+    }
 };
 
 class X3DImporter : public BaseImporter {
@@ -311,10 +389,15 @@ public:
     void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler);
     const aiImporterDesc *GetInfo() const;
     void Clear();
+    void readMetadata(XmlNode &node);
+    void readScene(XmlNode &node);
+    void readViewpoint(XmlNode &node);
+    void readMetadataObject(XmlNode &node);
 
 private:
     static const aiImporterDesc Description;
-    X3DNodeElementBase *mNodeElementCur; ///< Current element.
+    X3DNodeElementBase *mNodeElementCur;
+    aiScene *mScene;
 }; // class X3DImporter
 
 } // namespace Assimp

+ 6 - 3
code/AssetLib/glTF/glTFExporter.cpp

@@ -322,8 +322,8 @@ void glTFExporter::GetTexSampler(const aiMaterial* mat, glTF::TexProperty& prop)
     prop.texture->sampler->minFilter = SamplerMinFilter_Linear;
 }
 
-void glTFExporter::GetMatColorOrTex(const aiMaterial* mat, glTF::TexProperty& prop, const char* propName, int type, int idx, aiTextureType tt)
-{
+void glTFExporter::GetMatColorOrTex(const aiMaterial* mat, glTF::TexProperty& prop, 
+        const char* propName, int type, int idx, aiTextureType tt) {
     aiString tex;
     aiColor4D col;
     if (mat->GetTextureCount(tt) > 0) {
@@ -370,7 +370,10 @@ void glTFExporter::GetMatColorOrTex(const aiMaterial* mat, glTF::TexProperty& pr
     }
 
     if (mat->Get(propName, type, idx, col) == AI_SUCCESS) {
-        prop.color[0] = col.r; prop.color[1] = col.g; prop.color[2] = col.b; prop.color[3] = col.a;
+        prop.color[0] = col.r; 
+        prop.color[1] = col.g;
+        prop.color[2] = col.b; 
+        prop.color[3] = col.a;
     }
 }
 

+ 25 - 25
code/AssetLib/glTF2/glTF2Exporter.cpp

@@ -1297,24 +1297,24 @@ void glTF2Exporter::ExportMetadata()
 	}
 }
 
-inline Ref<Accessor> GetSamplerInputRef(Asset& asset, std::string& animId, Ref<Buffer>& buffer, std::vector<float>& times)
-{
+inline Ref<Accessor> GetSamplerInputRef(Asset& asset, std::string& animId, 
+        Ref<Buffer>& buffer, std::vector<float>& times) {
     return ExportData(asset, animId, buffer, (unsigned int)times.size(), &times[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_FLOAT);
 }
 
-inline void ExtractTranslationSampler(Asset& asset, std::string& animId, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel, float ticksPerSecond, Animation::Sampler& sampler)
-{
+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;
 
-    std::vector<float> times(numKeyframes);
-    std::vector<float> values(numKeyframes * 3);
+    std::vector<ai_real> times(numKeyframes);
+    std::vector<ai_real> values(numKeyframes * 3);
     for (unsigned int i = 0; i < numKeyframes; ++i) {
         const aiVectorKey& key = nodeChannel->mPositionKeys[i];
         // mTime is measured in ticks, but GLTF time is measured in seconds, so convert.
         times[i] = static_cast<float>(key.mTime / ticksPerSecond);
-        values[(i * 3) + 0] = key.mValue.x;
-        values[(i * 3) + 1] = key.mValue.y;
-        values[(i * 3) + 2] = key.mValue.z;
+        values[(i * 3) + 0] = (ai_real) key.mValue.x;
+        values[(i * 3) + 1] = (ai_real) key.mValue.y;
+        values[(i * 3) + 2] = (ai_real) key.mValue.z;
     }
 
     sampler.input = GetSamplerInputRef(asset, animId, buffer, times);
@@ -1322,19 +1322,19 @@ inline void ExtractTranslationSampler(Asset& asset, std::string& animId, Ref<Buf
     sampler.interpolation = Interpolation_LINEAR;
 }
 
-inline void ExtractScaleSampler(Asset& asset, std::string& animId, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel, float ticksPerSecond, Animation::Sampler& sampler)
-{
+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;
 
-    std::vector<float> times(numKeyframes);
-    std::vector<float> values(numKeyframes * 3);
+    std::vector<ai_real> times(numKeyframes);
+    std::vector<ai_real> values(numKeyframes * 3);
     for (unsigned int i = 0; i < numKeyframes; ++i) {
         const aiVectorKey& key = nodeChannel->mScalingKeys[i];
         // mTime is measured in ticks, but GLTF time is measured in seconds, so convert.
         times[i] = static_cast<float>(key.mTime / ticksPerSecond);
-        values[(i * 3) + 0] = key.mValue.x;
-        values[(i * 3) + 1] = key.mValue.y;
-        values[(i * 3) + 2] = key.mValue.z;
+        values[(i * 3) + 0] = (ai_real) key.mValue.x;
+        values[(i * 3) + 1] = (ai_real) key.mValue.y;
+        values[(i * 3) + 2] = (ai_real) key.mValue.z;
     }
 
     sampler.input = GetSamplerInputRef(asset, animId, buffer, times);
@@ -1342,20 +1342,20 @@ inline void ExtractScaleSampler(Asset& asset, std::string& animId, Ref<Buffer>&
     sampler.interpolation = Interpolation_LINEAR;
 }
 
-inline void ExtractRotationSampler(Asset& asset, std::string& animId, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel, float ticksPerSecond, Animation::Sampler& sampler)
-{
+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;
 
-    std::vector<float> times(numKeyframes);
-    std::vector<float> values(numKeyframes * 4);
+    std::vector<ai_real> times(numKeyframes);
+    std::vector<ai_real> values(numKeyframes * 4);
     for (unsigned int i = 0; i < numKeyframes; ++i) {
         const aiQuatKey& key = nodeChannel->mRotationKeys[i];
         // mTime is measured in ticks, but GLTF time is measured in seconds, so convert.
         times[i] = static_cast<float>(key.mTime / ticksPerSecond);
-        values[(i * 4) + 0] = key.mValue.x;
-        values[(i * 4) + 1] = key.mValue.y;
-        values[(i * 4) + 2] = key.mValue.z;
-        values[(i * 4) + 3] = key.mValue.w;
+        values[(i * 4) + 0] = (ai_real) key.mValue.x;
+        values[(i * 4) + 1] = (ai_real) key.mValue.y;
+        values[(i * 4) + 2] = (ai_real) key.mValue.z;
+        values[(i * 4) + 3] = (ai_real) key.mValue.w;
     }
 
     sampler.input = GetSamplerInputRef(asset, animId, buffer, times);
@@ -1417,7 +1417,7 @@ void glTF2Exporter::ExportAnimations()
             }
         }
 
-        // Assimp documentation staes this is not used (not implemented)
+        // Assimp documentation states this is not used (not implemented)
         // for (unsigned int channelIndex = 0; channelIndex < anim->mNumMeshChannels; ++channelIndex) {
         //     const aiMeshAnim* meshChannel = anim->mMeshChannels[channelIndex];
         // }

+ 2 - 0
code/CMakeLists.txt

@@ -798,6 +798,8 @@ ADD_ASSIMP_IMPORTER( X
 ADD_ASSIMP_IMPORTER( X3D
   AssetLib/X3D/X3DImporter.cpp
   AssetLib/X3D/X3DImporter.hpp
+  AssetLib/X3D/X3DGeoHelper.cpp
+  AssetLib/X3D/X3DGeoHelper.h
 )
 
 ADD_ASSIMP_IMPORTER( GLTF

+ 30 - 35
code/Common/scene.cpp

@@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2020, assimp team
 
-
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,
@@ -42,25 +40,25 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */
 #include <assimp/scene.h>
 
-aiNode::aiNode()
-: mName("")
-, mParent(nullptr)
-, mNumChildren(0)
-, mChildren(nullptr)
-, mNumMeshes(0)
-, mMeshes(nullptr)
-, mMetaData(nullptr) {
+aiNode::aiNode() :
+        mName(""),
+        mParent(nullptr),
+        mNumChildren(0),
+        mChildren(nullptr),
+        mNumMeshes(0),
+        mMeshes(nullptr),
+        mMetaData(nullptr) {
     // empty
 }
 
-aiNode::aiNode(const std::string& name)
-: mName(name)
-, mParent(nullptr)
-, mNumChildren(0)
-, mChildren(nullptr)
-, mNumMeshes(0)
-, mMeshes(nullptr)
-, mMetaData(nullptr) {
+aiNode::aiNode(const std::string &name) :
+        mName(name),
+        mParent(nullptr),
+        mNumChildren(0),
+        mChildren(nullptr),
+        mNumMeshes(0),
+        mMeshes(nullptr),
+        mMetaData(nullptr) {
     // empty
 }
 
@@ -68,8 +66,7 @@ aiNode::aiNode(const std::string& name)
 aiNode::~aiNode() {
     // delete all children recursively
     // to make sure we won't crash if the data is invalid ...
-    if (mNumChildren && mChildren)
-    {
+    if (mNumChildren && mChildren) {
         for (unsigned int a = 0; a < mNumChildren; a++)
             delete mChildren[a];
     }
@@ -78,7 +75,7 @@ aiNode::~aiNode() {
     delete mMetaData;
 }
 
-const aiNode *aiNode::FindNode(const char* name) const {
+const aiNode *aiNode::FindNode(const char *name) const {
     if (nullptr == name) {
         return nullptr;
     }
@@ -86,7 +83,7 @@ const aiNode *aiNode::FindNode(const char* name) const {
         return this;
     }
     for (unsigned int i = 0; i < mNumChildren; ++i) {
-        const aiNode* const p = mChildren[i]->FindNode(name);
+        const aiNode *const p = mChildren[i]->FindNode(name);
         if (p) {
             return p;
         }
@@ -95,11 +92,10 @@ const aiNode *aiNode::FindNode(const char* name) const {
     return nullptr;
 }
 
-aiNode *aiNode::FindNode(const char* name) {
-    if (!::strcmp(mName.data, name))return this;
-    for (unsigned int i = 0; i < mNumChildren; ++i)
-    {
-        aiNode* const p = mChildren[i]->FindNode(name);
+aiNode *aiNode::FindNode(const char *name) {
+    if (!::strcmp(mName.data, name)) return this;
+    for (unsigned int i = 0; i < mNumChildren; ++i) {
+        aiNode *const p = mChildren[i]->FindNode(name);
         if (p) {
             return p;
         }
@@ -121,17 +117,16 @@ void aiNode::addChildren(unsigned int numChildren, aiNode **children) {
     }
 
     if (mNumChildren > 0) {
-        aiNode **tmp = new aiNode*[mNumChildren];
-        ::memcpy(tmp, mChildren, sizeof(aiNode*) * mNumChildren);
+        aiNode **tmp = new aiNode *[mNumChildren];
+        ::memcpy(tmp, mChildren, sizeof(aiNode *) * mNumChildren);
         delete[] mChildren;
-        mChildren = new aiNode*[mNumChildren + numChildren];
-        ::memcpy(mChildren, tmp, sizeof(aiNode*) * mNumChildren);
-        ::memcpy(&mChildren[mNumChildren], children, sizeof(aiNode*)* numChildren);
+        mChildren = new aiNode *[mNumChildren + numChildren];
+        ::memcpy(mChildren, tmp, sizeof(aiNode *) * mNumChildren);
+        ::memcpy(&mChildren[mNumChildren], children, sizeof(aiNode *) * numChildren);
         mNumChildren += numChildren;
         delete[] tmp;
-    }
-    else {
-        mChildren = new aiNode*[numChildren];
+    } else {
+        mChildren = new aiNode *[numChildren];
         for (unsigned int i = 0; i < numChildren; i++) {
             mChildren[i] = children[i];
         }

+ 2 - 2
code/PostProcessing/ProcessHelper.h

@@ -133,12 +133,12 @@ inline ::aiQuatKey max(const ::aiQuatKey &a, const ::aiQuatKey &b) {
 
 // std::min for aiVertexWeight
 inline ::aiVertexWeight min(const ::aiVertexWeight &a, const ::aiVertexWeight &b) {
-    return ::aiVertexWeight(min(a.mVertexId, b.mVertexId), min(a.mWeight, b.mWeight));
+    return ::aiVertexWeight(min(a.mVertexId, b.mVertexId),static_cast<ai_real>(min(a.mWeight, b.mWeight)));
 }
 
 // std::max for aiVertexWeight
 inline ::aiVertexWeight max(const ::aiVertexWeight &a, const ::aiVertexWeight &b) {
-    return ::aiVertexWeight(max(a.mVertexId, b.mVertexId), max(a.mWeight, b.mWeight));
+    return ::aiVertexWeight(static_cast<ai_real>(max(a.mVertexId, b.mVertexId)), static_cast<ai_real>(max(a.mWeight, b.mWeight)));
 }
 
 } // end namespace std

+ 0 - 2
include/assimp/scene.h

@@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2020, assimp team
 
-
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,