فهرست منبع

Merge branch 'master' into FBXParser_check_inputlength_fix

Kim Kulling 5 سال پیش
والد
کامیت
5e979d72c9

+ 7 - 5
CMakeLists.txt

@@ -41,13 +41,13 @@ CMAKE_MINIMUM_REQUIRED( VERSION 3.0 )
 # Toggles the use of the hunter package manager
 # Toggles the use of the hunter package manager
 option(HUNTER_ENABLED "Enable Hunter package manager support" OFF)
 option(HUNTER_ENABLED "Enable Hunter package manager support" OFF)
 
 
-include("cmake/HunterGate.cmake")
-HunterGate(
+IF(HUNTER_ENABLED)
+  include("cmake/HunterGate.cmake")
+  HunterGate(
     URL "https://github.com/ruslo/hunter/archive/v0.23.176.tar.gz"
     URL "https://github.com/ruslo/hunter/archive/v0.23.176.tar.gz"
     SHA1 "2e9ae973d028660b735ac4c6142725ca36a0048a"
     SHA1 "2e9ae973d028660b735ac4c6142725ca36a0048a"
-)
+  )
 
 
-IF(HUNTER_ENABLED)
   add_definitions(-DASSIMP_USE_HUNTER)
   add_definitions(-DASSIMP_USE_HUNTER)
 ENDIF(HUNTER_ENABLED)
 ENDIF(HUNTER_ENABLED)
 
 
@@ -437,7 +437,9 @@ ELSE(HUNTER_ENABLED)
     DESTINATION "${ASSIMP_LIB_INSTALL_DIR}/cmake/assimp-${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}" COMPONENT ${LIBASSIMP-DEV_COMPONENT})
     DESTINATION "${ASSIMP_LIB_INSTALL_DIR}/cmake/assimp-${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}" COMPONENT ${LIBASSIMP-DEV_COMPONENT})
 ENDIF(HUNTER_ENABLED)
 ENDIF(HUNTER_ENABLED)
 
 
-FIND_PACKAGE( DirectX )
+if (ASSIMP_BUILD_SAMPLES OR ASSIMP_BUILD_SAMPLES)
+  FIND_PACKAGE(DirectX)
+endif(ASSIMP_BUILD_SAMPLES OR ASSIMP_BUILD_SAMPLES)
 
 
 IF( BUILD_DOCS )
 IF( BUILD_DOCS )
   ADD_SUBDIRECTORY(doc)
   ADD_SUBDIRECTORY(doc)

+ 1 - 0
code/CMakeLists.txt

@@ -198,6 +198,7 @@ SET( Common_SRCS
   Common/CreateAnimMesh.cpp
   Common/CreateAnimMesh.cpp
   Common/simd.h
   Common/simd.h
   Common/simd.cpp
   Common/simd.cpp
+  Common/material.cpp
 )
 )
 SOURCE_GROUP(Common FILES ${Common_SRCS})
 SOURCE_GROUP(Common FILES ${Common_SRCS})
 
 

+ 97 - 0
code/Common/material.cpp

@@ -0,0 +1,97 @@
+/*
+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,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+  copyright notice, this list of conditions and the
+  following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+  copyright notice, this list of conditions and the
+  following disclaimer in the documentation and/or other
+  materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+  contributors may be used to endorse or promote products
+  derived from this software without specific prior
+  written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/// @file material.cpp
+/** Implement common material related functions. */
+
+#include <assimp/ai_assert.h>
+#include <assimp/material.h>
+
+// -------------------------------------------------------------------------------
+const char* TextureTypeToString(aiTextureType in)
+{
+    switch (in)
+    {
+    case aiTextureType_NONE:
+        return "n/a";
+    case aiTextureType_DIFFUSE:
+        return "Diffuse";
+    case aiTextureType_SPECULAR:
+        return "Specular";
+    case aiTextureType_AMBIENT:
+        return "Ambient";
+    case aiTextureType_EMISSIVE:
+        return "Emissive";
+    case aiTextureType_OPACITY:
+        return "Opacity";
+    case aiTextureType_NORMALS:
+        return "Normals";
+    case aiTextureType_HEIGHT:
+        return "Height";
+    case aiTextureType_SHININESS:
+        return "Shininess";
+    case aiTextureType_DISPLACEMENT:
+        return "Displacement";
+    case aiTextureType_LIGHTMAP:
+        return "Lightmap";
+    case aiTextureType_REFLECTION:
+        return "Reflection";
+    case aiTextureType_BASE_COLOR:
+        return "BaseColor";
+    case aiTextureType_NORMAL_CAMERA:
+        return "NormalCamera";
+    case aiTextureType_EMISSION_COLOR:
+        return "EmissionColor";
+    case aiTextureType_METALNESS:
+        return "Metalness";
+    case aiTextureType_DIFFUSE_ROUGHNESS:
+        return "DiffuseRoughness";
+    case aiTextureType_AMBIENT_OCCLUSION:
+        return "AmbientOcclusion";
+    case aiTextureType_UNKNOWN:
+        return "Unknown";
+    default:
+        break;
+    }
+    ai_assert(false);
+    return "BUG";
+}

+ 143 - 149
code/PostProcessing/ArmaturePopulate.cpp

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 
 Copyright (c) 2006-2020, assimp team
 Copyright (c) 2006-2020, assimp team
 
 
-
 All rights reserved.
 All rights reserved.
 
 
 Redistribution and use of this software in source and binary forms,
 Redistribution and use of this software in source and binary forms,
@@ -36,7 +35,6 @@ DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 */
 */
 #include "ArmaturePopulate.h"
 #include "ArmaturePopulate.h"
@@ -50,219 +48,215 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 namespace Assimp {
 namespace Assimp {
 
 
 /// The default class constructor.
 /// The default class constructor.
-ArmaturePopulate::ArmaturePopulate() : BaseProcess()
-{}
+ArmaturePopulate::ArmaturePopulate() :
+        BaseProcess() {
+    // do nothing
+}
 
 
 /// The class destructor.
 /// The class destructor.
-ArmaturePopulate::~ArmaturePopulate() 
-{}
+ArmaturePopulate::~ArmaturePopulate() {
+    // do nothing
+}
 
 
 bool ArmaturePopulate::IsActive(unsigned int pFlags) const {
 bool ArmaturePopulate::IsActive(unsigned int pFlags) const {
-  return (pFlags & aiProcess_PopulateArmatureData) != 0;
+    return (pFlags & aiProcess_PopulateArmatureData) != 0;
 }
 }
 
 
 void ArmaturePopulate::SetupProperties(const Importer *pImp) {
 void ArmaturePopulate::SetupProperties(const Importer *pImp) {
-  // do nothing
+    // do nothing
 }
 }
 
 
 void ArmaturePopulate::Execute(aiScene *out) {
 void ArmaturePopulate::Execute(aiScene *out) {
 
 
-  // Now convert all bone positions to the correct mOffsetMatrix
-  std::vector<aiBone *> bones;
-  std::vector<aiNode *> nodes;
-  std::map<aiBone *, aiNode *> bone_stack;
-  BuildBoneList(out->mRootNode, out->mRootNode, out, bones);
-  BuildNodeList(out->mRootNode, nodes);
+    // Now convert all bone positions to the correct mOffsetMatrix
+    std::vector<aiBone *> bones;
+    std::vector<aiNode *> nodes;
+    std::map<aiBone *, aiNode *> bone_stack;
+    BuildBoneList(out->mRootNode, out->mRootNode, out, bones);
+    BuildNodeList(out->mRootNode, nodes);
 
 
-  BuildBoneStack(out->mRootNode, out->mRootNode, out, bones, bone_stack, nodes);
+    BuildBoneStack(out->mRootNode, out->mRootNode, out, bones, bone_stack, nodes);
 
 
-  ASSIMP_LOG_DEBUG_F("Bone stack size: ", bone_stack.size());
+    ASSIMP_LOG_DEBUG_F("Bone stack size: ", bone_stack.size());
 
 
-  for (std::pair<aiBone *, aiNode *> kvp : bone_stack) {
-    aiBone *bone = kvp.first;
-    aiNode *bone_node = kvp.second;
-    ASSIMP_LOG_DEBUG_F("active node lookup: ", bone->mName.C_Str());
-    // lcl transform grab - done in generate_nodes :)
+    for (std::pair<aiBone *, aiNode *> kvp : bone_stack) {
+        aiBone *bone = kvp.first;
+        aiNode *bone_node = kvp.second;
+        ASSIMP_LOG_DEBUG_F("active node lookup: ", bone->mName.C_Str());
+        // lcl transform grab - done in generate_nodes :)
 
 
-    // bone->mOffsetMatrix = bone_node->mTransformation;
-    aiNode *armature = GetArmatureRoot(bone_node, bones);
+        // bone->mOffsetMatrix = bone_node->mTransformation;
+        aiNode *armature = GetArmatureRoot(bone_node, bones);
 
 
-    ai_assert(armature);
+        ai_assert(armature);
 
 
-    // set up bone armature id
-    bone->mArmature = armature;
+        // set up bone armature id
+        bone->mArmature = armature;
 
 
-    // set this bone node to be referenced properly
-    ai_assert(bone_node);
-    bone->mNode = bone_node;
-  }
+        // set this bone node to be referenced properly
+        ai_assert(bone_node);
+        bone->mNode = bone_node;
+    }
 }
 }
 
 
 
 
-/* Reprocess all nodes to calculate bone transforms properly based on the REAL
- * mOffsetMatrix not the local. */
-/* Before this would use mesh transforms which is wrong for bone transforms */
-/* Before this would work for simple character skeletons but not complex meshes
- * with multiple origins */
-/* Source: sketch fab log cutter fbx */
+// Reprocess all nodes to calculate bone transforms properly based on the REAL
+// mOffsetMatrix not the local.
+// Before this would use mesh transforms which is wrong for bone transforms
+// Before this would work for simple character skeletons but not complex meshes
+// with multiple origins
+// Source: sketch fab log cutter fbx
 void ArmaturePopulate::BuildBoneList(aiNode *current_node,
 void ArmaturePopulate::BuildBoneList(aiNode *current_node,
                                      const aiNode *root_node,
                                      const aiNode *root_node,
                                      const aiScene *scene,
                                      const aiScene *scene,
                                      std::vector<aiBone *> &bones) {
                                      std::vector<aiBone *> &bones) {
-  ai_assert(scene);
-  for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) {
-    aiNode *child = current_node->mChildren[nodeId];
-    ai_assert(child);
-
-    // check for bones
-    for (unsigned int meshId = 0; meshId < child->mNumMeshes; ++meshId) {
-      ai_assert(child->mMeshes);
-      unsigned int mesh_index = child->mMeshes[meshId];
-      aiMesh *mesh = scene->mMeshes[mesh_index];
-      ai_assert(mesh);
-
-      for (unsigned int boneId = 0; boneId < mesh->mNumBones; ++boneId) {
-        aiBone *bone = mesh->mBones[boneId];
-        ai_assert(bone);
-
-        // duplicate meshes exist with the same bones sometimes :)
-        // so this must be detected
-        if (std::find(bones.begin(), bones.end(), bone) == bones.end()) {
-          // add the element once
-          bones.push_back(bone);
+    ai_assert(scene);
+    for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) {
+        aiNode *child = current_node->mChildren[nodeId];
+        ai_assert(child);
+
+        // check for bones
+        for (unsigned int meshId = 0; meshId < child->mNumMeshes; ++meshId) {
+            ai_assert(child->mMeshes);
+            unsigned int mesh_index = child->mMeshes[meshId];
+            aiMesh *mesh = scene->mMeshes[mesh_index];
+            ai_assert(mesh);
+
+            for (unsigned int boneId = 0; boneId < mesh->mNumBones; ++boneId) {
+                aiBone *bone = mesh->mBones[boneId];
+                ai_assert(bone);
+
+                // duplicate mehes exist with the same bones sometimes :)
+                // so this must be detected
+                if (std::find(bones.begin(), bones.end(), bone) == bones.end()) {
+                    // add the element once
+                    bones.push_back(bone);
+                }
+            }
+
+            // find mesh and get bones
+            // then do recursive lookup for bones in root node hierarchy
         }
         }
-      }
 
 
-      // find mesh and get bones
-      // then do recursive lookup for bones in root node hierarchy
+        BuildBoneList(child, root_node, scene, bones);
     }
     }
-
-    BuildBoneList(child, root_node, scene, bones);
-  }
 }
 }
 
 
-/* Prepare flat node list which can be used for non recursive lookups later */
+// Prepare flat node list which can be used for non recursive lookups later
 void ArmaturePopulate::BuildNodeList(const aiNode *current_node,
 void ArmaturePopulate::BuildNodeList(const aiNode *current_node,
                                      std::vector<aiNode *> &nodes) {
                                      std::vector<aiNode *> &nodes) {
-  ai_assert(current_node);
+    ai_assert(current_node);
 
 
-  for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) {
-    aiNode *child = current_node->mChildren[nodeId];
-    ai_assert(child);
+    for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) {
+        aiNode *child = current_node->mChildren[nodeId];
+        ai_assert(child);
 
 
-    nodes.push_back(child);
+        if (child->mNumMeshes == 0) {
+            nodes.push_back(child);
+        }
 
 
-    BuildNodeList(child, nodes);
+        BuildNodeList(child, nodes);
   }
   }
 }
 }
 
 
-/* A bone stack allows us to have multiple armatures, with the same bone names
- * A bone stack allows us also to retrieve bones true transform even with
- * duplicate names :)
- */
+// A bone stack allows us to have multiple armatures, with the same bone names
+// A bone stack allows us also to retrieve bones true transform even with
+// duplicate names :)
 void ArmaturePopulate::BuildBoneStack(aiNode *current_node,
 void ArmaturePopulate::BuildBoneStack(aiNode *current_node,
                                       const aiNode *root_node,
                                       const aiNode *root_node,
                                       const aiScene *scene,
                                       const aiScene *scene,
                                       const std::vector<aiBone *> &bones,
                                       const std::vector<aiBone *> &bones,
                                       std::map<aiBone *, aiNode *> &bone_stack,
                                       std::map<aiBone *, aiNode *> &bone_stack,
-                                      std::vector<aiNode *> &node_stack) {
-  ai_assert(scene);
-  ai_assert(root_node);
-  ai_assert(!node_stack.empty());
-
-  for (aiBone *bone : bones) {
-    ai_assert(bone);
-    aiNode *node = GetNodeFromStack(bone->mName, node_stack);
-    if (node == nullptr) {
-      node_stack.clear();
-      BuildNodeList(root_node, node_stack);
-      ASSIMP_LOG_DEBUG_F("Resetting bone stack: nullptr element ", bone->mName.C_Str());
-
-      node = GetNodeFromStack(bone->mName, node_stack);
-
-      if (!node) {
-        ASSIMP_LOG_ERROR("serious import issue node for bone was not detected");
-        continue;
-      }
-    }
+                                  std::vector<aiNode *> &node_stack) {
+    ai_assert(scene);
+    ai_assert(root_node);
+    ai_assert(!node_stack.empty());
 
 
-    ASSIMP_LOG_DEBUG_F("Successfully added bone[", bone->mName.C_Str(), "] to stack and bone node is: ", node->mName.C_Str());
+    for (aiBone *bone : bones) {
+        ai_assert(bone);
+        aiNode *node = GetNodeFromStack(bone->mName, node_stack);
+        if (node == nullptr) {
+            node_stack.clear();
+            BuildNodeList(root_node, node_stack);
+            ASSIMP_LOG_DEBUG_F("Resetting bone stack: nullptr element ", bone->mName.C_Str());
+
+            node = GetNodeFromStack(bone->mName, node_stack);
+
+            if (!node) {
+                ASSIMP_LOG_ERROR("serious import issue node for bone was not detected");
+                continue;
+            }
+        }
 
 
-    bone_stack.insert(std::pair<aiBone *, aiNode *>(bone, node));
-  }
-}
+        ASSIMP_LOG_DEBUG_F("Successfully added bone[", bone->mName.C_Str(), "] to stack and bone node is: ", node->mName.C_Str());
 
 
+        bone_stack.insert(std::pair<aiBone *, aiNode *>(bone, node));
+    }
+}
 
 
-/* Returns the armature root node */
-/* This is required to be detected for a bone initially, it will recurse up
- * until it cannot find another bone and return the node No known failure
- * points. (yet)
- */
+// Returns the armature root node
+// This is required to be detected for a bone initially, it will recurse up
+// until it cannot find another bone and return the node No known failure
+// points. (yet)
 aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node,
 aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node,
                                           std::vector<aiBone *> &bone_list) {
                                           std::vector<aiBone *> &bone_list) {
-  while (bone_node) {
-    if (!IsBoneNode(bone_node->mName, bone_list)) {
-      ASSIMP_LOG_DEBUG_F("GetArmatureRoot() Found valid armature: ", bone_node->mName.C_Str());
-      return bone_node;
-    }
+    while (bone_node) {
+        if (!IsBoneNode(bone_node->mName, bone_list)) {
+            ASSIMP_LOG_DEBUG_F("GetArmatureRoot() Found valid armature: ", bone_node->mName.C_Str());
+            return bone_node;
+        }
 
 
-    bone_node = bone_node->mParent;
-  }
-  
-  ASSIMP_LOG_ERROR("GetArmatureRoot() can't find armature!");
-  
-  return nullptr;
-}
+        bone_node = bone_node->mParent;
+    }
 
 
+    ASSIMP_LOG_ERROR("GetArmatureRoot() can't find armature!");
 
 
+    return nullptr;
+}
 
 
-/* Simple IsBoneNode check if this could be a bone */
+// Simple IsBoneNode check if this could be a bone
 bool ArmaturePopulate::IsBoneNode(const aiString &bone_name,
 bool ArmaturePopulate::IsBoneNode(const aiString &bone_name,
                                   std::vector<aiBone *> &bones) {
                                   std::vector<aiBone *> &bones) {
-  for (aiBone *bone : bones) {
-    if (bone->mName == bone_name) {
-      return true;
+    for (aiBone *bone : bones) {
+        if (bone->mName == bone_name) {
+            return true;
+        }
     }
     }
-  }
 
 
-  return false;
+    return false;
 }
 }
 
 
-/* Pop this node by name from the stack if found */
-/* Used in multiple armature situations with duplicate node / bone names */
-/* Known flaw: cannot have nodes with bone names, will be fixed in later release
- */
-/* (serious to be fixed) Known flaw: nodes which have more than one bone could
- * be prematurely dropped from stack */
+// Pop this node by name from the stack if found
+// Used in multiple armature situations with duplicate node / bone names
+// Known flaw: cannot have nodes with bone names, will be fixed in later release
+// (serious to be fixed) Known flaw: nodes which have more than one bone could
+// be prematurely dropped from stack
 aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name,
 aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name,
                                            std::vector<aiNode *> &nodes) {
                                            std::vector<aiNode *> &nodes) {
-  std::vector<aiNode *>::iterator iter;
-  aiNode *found = nullptr;
-  for (iter = nodes.begin(); iter < nodes.end(); ++iter) {
-    aiNode *element = *iter;
-    ai_assert(element);
-    // node valid and node name matches
-    if (element->mName == node_name) {
-      found = element;
-      break;
+    std::vector<aiNode *>::iterator iter;
+    aiNode *found = nullptr;
+    for (iter = nodes.begin(); iter < nodes.end(); ++iter) {
+        aiNode *element = *iter;
+        ai_assert(element);
+        // node valid and node name matches
+        if (element->mName == node_name) {
+            found = element;
+            break;
+        }
     }
     }
-  }
 
 
-  if (found != nullptr) {
-    ASSIMP_LOG_INFO_F("Removed node from stack: ", found->mName.C_Str());
-    // now pop the element from the node list
-    nodes.erase(iter);
+    if (found != nullptr) {
+        ASSIMP_LOG_INFO_F("Removed node from stack: ", found->mName.C_Str());
+        // now pop the element from the node list
+        nodes.erase(iter);
 
 
-    return found;
-  }
+        return found;
+    }
 
 
-  // unique names can cause this problem
-  ASSIMP_LOG_ERROR("[Serious] GetNodeFromStack() can't find node from stack!");
+    // unique names can cause this problem
+    ASSIMP_LOG_ERROR("[Serious] GetNodeFromStack() can't find node from stack!");
 
 
-  return nullptr;
+    return nullptr;
 }
 }
 
 
-
-
-
 } // Namespace Assimp
 } // Namespace Assimp

+ 0 - 40
code/PostProcessing/ProcessHelper.cpp

@@ -230,46 +230,6 @@ VertexWeightTable* ComputeVertexBoneWeightTable(const aiMesh* pMesh)
     return avPerVertexWeights;
     return avPerVertexWeights;
 }
 }
 
 
-
-// -------------------------------------------------------------------------------
-const char* TextureTypeToString(aiTextureType in)
-{
-    switch (in)
-    {
-    case aiTextureType_NONE:
-        return "n/a";
-    case aiTextureType_DIFFUSE:
-        return "Diffuse";
-    case aiTextureType_SPECULAR:
-        return "Specular";
-    case aiTextureType_AMBIENT:
-        return "Ambient";
-    case aiTextureType_EMISSIVE:
-        return "Emissive";
-    case aiTextureType_OPACITY:
-        return "Opacity";
-    case aiTextureType_NORMALS:
-        return "Normals";
-    case aiTextureType_HEIGHT:
-        return "Height";
-    case aiTextureType_SHININESS:
-        return "Shininess";
-    case aiTextureType_DISPLACEMENT:
-        return "Displacement";
-    case aiTextureType_LIGHTMAP:
-        return "Lightmap";
-    case aiTextureType_REFLECTION:
-        return "Reflection";
-    case aiTextureType_UNKNOWN:
-        return "Unknown";
-    default:
-        break;
-    }
-
-    ai_assert(false);
-    return  "BUG";
-}
-
 // -------------------------------------------------------------------------------
 // -------------------------------------------------------------------------------
 const char* MappingTypeToString(aiTextureMapping in)
 const char* MappingTypeToString(aiTextureMapping in)
 {
 {

+ 0 - 6
code/PostProcessing/ProcessHelper.h

@@ -316,12 +316,6 @@ typedef std::vector <PerVertexWeight> VertexWeightTable;
 // Compute a per-vertex bone weight table
 // Compute a per-vertex bone weight table
 VertexWeightTable* ComputeVertexBoneWeightTable(const aiMesh* pMesh);
 VertexWeightTable* ComputeVertexBoneWeightTable(const aiMesh* pMesh);
 
 
-
-// -------------------------------------------------------------------------------
-// Get a string for a given aiTextureType
-const char* TextureTypeToString(aiTextureType in);
-
-
 // -------------------------------------------------------------------------------
 // -------------------------------------------------------------------------------
 // Get a string for a given aiTextureMapping
 // Get a string for a given aiTextureMapping
 const char* MappingTypeToString(aiTextureMapping in);
 const char* MappingTypeToString(aiTextureMapping in);

+ 2 - 0
code/glTF/glTFExporter.cpp

@@ -352,6 +352,8 @@ void glTFExporter::GetMatColorOrTex(const aiMaterial* mat, glTF::TexProperty& pr
 
 
                     if (path[0] == '*') { // embedded
                     if (path[0] == '*') { // embedded
                         aiTexture* tex = mScene->mTextures[atoi(&path[1])];
                         aiTexture* tex = mScene->mTextures[atoi(&path[1])];
+						
+                        prop.texture->source->name = tex->mFilename.C_Str();
 
 
                         uint8_t* data = reinterpret_cast<uint8_t*>(tex->pcData);
                         uint8_t* data = reinterpret_cast<uint8_t*>(tex->pcData);
                         prop.texture->source->SetData(data, tex->mWidth, *mAsset);
                         prop.texture->source->SetData(data, tex->mWidth, *mAsset);

+ 1 - 0
code/glTF/glTFImporter.cpp

@@ -680,6 +680,7 @@ void glTFImporter::ImportEmbeddedTextures(glTF::Asset& r)
         size_t length = img.GetDataLength();
         size_t length = img.GetDataLength();
         void* data = img.StealData();
         void* data = img.StealData();
 
 
+        tex->mFilename = img.name;
         tex->mWidth = static_cast<unsigned int>(length);
         tex->mWidth = static_cast<unsigned int>(length);
         tex->mHeight = 0;
         tex->mHeight = 0;
         tex->pcData = reinterpret_cast<aiTexel*>(data);
         tex->pcData = reinterpret_cast<aiTexel*>(data);

+ 2 - 0
code/glTF2/glTF2Exporter.cpp

@@ -351,6 +351,8 @@ void glTF2Exporter::GetMatTex(const aiMaterial* mat, Ref<Texture>& texture, aiTe
 
 
                     if (path[0] == '*') { // embedded
                     if (path[0] == '*') { // embedded
                         aiTexture* tex = mScene->mTextures[atoi(&path[1])];
                         aiTexture* tex = mScene->mTextures[atoi(&path[1])];
+						
+                        texture->source->name = tex->mFilename.C_Str();
 
 
                         // The asset has its own buffer, see Image::SetData
                         // The asset has its own buffer, see Image::SetData
                         texture->source->SetData(reinterpret_cast<uint8_t*> (tex->pcData), tex->mWidth, *mAsset);
                         texture->source->SetData(reinterpret_cast<uint8_t*> (tex->pcData), tex->mWidth, *mAsset);

+ 1 - 0
code/glTF2/glTF2Importer.cpp

@@ -1248,6 +1248,7 @@ void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset &r) {
 		size_t length = img.GetDataLength();
 		size_t length = img.GetDataLength();
 		void *data = img.StealData();
 		void *data = img.StealData();
 
 
+		tex->mFilename = img.name;
 		tex->mWidth = static_cast<unsigned int>(length);
 		tex->mWidth = static_cast<unsigned int>(length);
 		tex->mHeight = 0;
 		tex->mHeight = 0;
 		tex->pcData = reinterpret_cast<aiTexel *>(data);
 		tex->pcData = reinterpret_cast<aiTexel *>(data);

+ 4 - 0
include/assimp/material.h

@@ -312,6 +312,10 @@ enum aiTextureType
 
 
 #define AI_TEXTURE_TYPE_MAX  aiTextureType_UNKNOWN
 #define AI_TEXTURE_TYPE_MAX  aiTextureType_UNKNOWN
 
 
+// -------------------------------------------------------------------------------
+// Get a string for a given aiTextureType
+ASSIMP_API const char* TextureTypeToString(enum aiTextureType in);
+
 // ---------------------------------------------------------------------------
 // ---------------------------------------------------------------------------
 /** @brief Defines all shading models supported by the library
 /** @brief Defines all shading models supported by the library
  *
  *

+ 6 - 0
tools/assimp_cmd/Info.cpp

@@ -444,6 +444,12 @@ int Assimp_Info (const char* const* params, unsigned int num) {
 			aiTextureType_DISPLACEMENT,
 			aiTextureType_DISPLACEMENT,
 			aiTextureType_LIGHTMAP,
 			aiTextureType_LIGHTMAP,
 			aiTextureType_REFLECTION,
 			aiTextureType_REFLECTION,
+			aiTextureType_BASE_COLOR,
+			aiTextureType_NORMAL_CAMERA,
+			aiTextureType_EMISSION_COLOR,
+			aiTextureType_METALNESS,
+			aiTextureType_DIFFUSE_ROUGHNESS,
+			aiTextureType_AMBIENT_OCCLUSION,
 			aiTextureType_UNKNOWN
 			aiTextureType_UNKNOWN
 		};
 		};
 		for(unsigned int type = 0; type < sizeof(types)/sizeof(types[0]); ++type) {
 		for(unsigned int type = 0; type < sizeof(types)/sizeof(types[0]); ++type) {

+ 0 - 38
tools/assimp_cmd/WriteDump.cpp

@@ -69,44 +69,6 @@ const char* AICMD_MSG_DUMP_HELP =
 FILE* out = NULL;
 FILE* out = NULL;
 bool shortened = false;
 bool shortened = false;
 
 
-// -------------------------------------------------------------------------------
-const char* TextureTypeToString(aiTextureType in)
-{
-	switch (in)
-	{
-	case aiTextureType_NONE:
-		return "n/a";
-	case aiTextureType_DIFFUSE:
-		return "Diffuse";
-	case aiTextureType_SPECULAR:
-		return "Specular";
-	case aiTextureType_AMBIENT:
-		return "Ambient";
-	case aiTextureType_EMISSIVE:
-		return "Emissive";
-	case aiTextureType_OPACITY:
-		return "Opacity";
-	case aiTextureType_NORMALS:
-		return "Normals";
-	case aiTextureType_HEIGHT:
-		return "Height";
-	case aiTextureType_SHININESS:
-		return "Shininess";
-	case aiTextureType_DISPLACEMENT:
-		return "Displacement";
-	case aiTextureType_LIGHTMAP:
-		return "Lightmap";
-	case aiTextureType_REFLECTION:
-		return "Reflection";
-	case aiTextureType_UNKNOWN:
-		return "Unknown";
-	default:
-		break;
-	}
-	ai_assert(false); 
-	return  "BUG";    
-}
-
 // -----------------------------------------------------------------------------------
 // -----------------------------------------------------------------------------------
 int Assimp_Dump (const char* const* params, unsigned int num)
 int Assimp_Dump (const char* const* params, unsigned int num)
 {
 {