2
0
Эх сурвалжийг харах

Asked modifications and unit test

bzt 5 жил өмнө
parent
commit
7d9e9aadbb

+ 9 - 8
code/M3D/M3DExporter.cpp

@@ -173,12 +173,9 @@ void M3DExporter::doExport (
 // recursive node walker
 void M3DExporter::NodeWalk(const aiNode* pNode, aiMatrix4x4 m)
 {
-    unsigned int i, j, k, l, n, idx;
     aiMatrix4x4 nm = m * pNode->mTransformation;
-    m3dv_t vertex;
-    m3dti_t ti;
 
-    for(i = 0; i < pNode->mNumMeshes; i++) {
+    for(unsigned int i = 0; i < pNode->mNumMeshes; i++) {
         const aiMesh *mesh = mScene->mMeshes[pNode->mMeshes[i]];
         unsigned int mi = (M3D_INDEX)-1U;
         if(mScene->mMaterials) {
@@ -186,7 +183,8 @@ void M3DExporter::NodeWalk(const aiNode* pNode, aiMatrix4x4 m)
             mi = addMaterial(mScene->mMaterials[mesh->mMaterialIndex]);
         }
         // iterate through the mesh faces
-        for(j = 0; j < mesh->mNumFaces; j++) {
+        for(unsigned int j = 0; j < mesh->mNumFaces; j++) {
+            unsigned int n;
             const aiFace* face = &(mesh->mFaces[j]);
             // only triangle meshes supported for now
             if(face->mNumIndices != 3) {
@@ -204,9 +202,12 @@ void M3DExporter::NodeWalk(const aiNode* pNode, aiMatrix4x4 m)
             m3d->face[n].normal[0] = m3d->face[n].normal[1] = m3d->face[n].normal[2] =
             m3d->face[n].texcoord[0] = m3d->face[n].texcoord[1] = m3d->face[n].texcoord[2] = -1U;
             m3d->face[n].materialid = mi;
-            for(k = 0; k < face->mNumIndices; k++) {
+            for(unsigned int k = 0; k < face->mNumIndices; k++) {
                 // get the vertex's index
-                l = face->mIndices[k];
+                unsigned int l = face->mIndices[k];
+                unsigned int idx;
+                m3dv_t vertex;
+                m3dti_t ti;
                 // multiply the position vector by the transformation matrix
                 aiVector3D v = mesh->mVertices[l];
                 v *= nm;
@@ -245,7 +246,7 @@ void M3DExporter::NodeWalk(const aiNode* pNode, aiMatrix4x4 m)
         }
     }
     // repeat for the children nodes
-    for (i = 0; i < pNode->mNumChildren; i++) {
+    for (unsigned int i = 0; i < pNode->mNumChildren; i++) {
         NodeWalk(pNode->mChildren[i], nm);
     }
 }

+ 2 - 2
code/M3D/M3DMaterials.h

@@ -60,7 +60,7 @@ typedef struct {
 } aiMatProp;
 
 /* --- Scalar Properties ---        !!!!! must match m3d_propertytypes !!!!! */
-static aiMatProp aiProps[] = {
+static const aiMatProp aiProps[] = {
     { AI_MATKEY_COLOR_DIFFUSE },                                /* m3dp_Kd */
     { AI_MATKEY_COLOR_AMBIENT },                                /* m3dp_Ka */
     { AI_MATKEY_COLOR_SPECULAR },                               /* m3dp_Ks */
@@ -82,7 +82,7 @@ static aiMatProp aiProps[] = {
 };
 
 /* --- Texture Map Properties ---   !!!!! must match m3d_propertytypes !!!!! */
-static aiMatProp aiTxProps[] = {
+static const aiMatProp aiTxProps[] = {
     { AI_MATKEY_TEXTURE_DIFFUSE(0) },                        /* m3dp_map_Kd */
     { AI_MATKEY_TEXTURE_AMBIENT(0) },                        /* m3dp_map_Ka */
     { AI_MATKEY_TEXTURE_SPECULAR(0) },                       /* m3dp_map_Ks */

+ 13 - 9
code/M3D/m3d.h

@@ -2144,6 +2144,10 @@ void _m3d_inv(M3D_FLOAT *m)
     memcpy(m, &r, sizeof(r));
 }
 /* compose a coloumn major 4 x 4 matrix from vec3 position and vec4 orientation/rotation quaternion */
+#ifndef M3D_EPSILON
+/* carefully choosen for IEEE 754 don't change */
+#define M3D_EPSILON ((M3D_FLOAT)1e-7)
+#endif
 void _m3d_mat(M3D_FLOAT *r, m3dv_t *p, m3dv_t *q)
 {
     if(q->x == (M3D_FLOAT)0.0 && q->y == (M3D_FLOAT)0.0 && q->z >=(M3D_FLOAT) 0.7071065 && q->z <= (M3D_FLOAT)0.7071075 &&
@@ -2151,15 +2155,15 @@ void _m3d_mat(M3D_FLOAT *r, m3dv_t *p, m3dv_t *q)
         r[ 1] = r[ 2] = r[ 4] = r[ 6] = r[ 8] = r[ 9] = (M3D_FLOAT)0.0;
         r[ 0] = r[ 5] = r[10] = (M3D_FLOAT)-1.0;
     } else {
-        r[ 0] = 1 - 2 * (q->y * q->y + q->z * q->z); if(r[ 0]>(M3D_FLOAT)-1e-7 && r[ 0]<(M3D_FLOAT)1e-7) r[ 0]=(M3D_FLOAT)0.0;
-        r[ 1] = 2 * (q->x * q->y - q->z * q->w);     if(r[ 1]>(M3D_FLOAT)-1e-7 && r[ 1]<(M3D_FLOAT)1e-7) r[ 1]=(M3D_FLOAT)0.0;
-        r[ 2] = 2 * (q->x * q->z + q->y * q->w);     if(r[ 2]>(M3D_FLOAT)-1e-7 && r[ 2]<(M3D_FLOAT)1e-7) r[ 2]=(M3D_FLOAT)0.0;
-        r[ 4] = 2 * (q->x * q->y + q->z * q->w);     if(r[ 4]>(M3D_FLOAT)-1e-7 && r[ 4]<(M3D_FLOAT)1e-7) r[ 4]=(M3D_FLOAT)0.0;
-        r[ 5] = 1 - 2 * (q->x * q->x + q->z * q->z); if(r[ 5]>(M3D_FLOAT)-1e-7 && r[ 5]<(M3D_FLOAT)1e-7) r[ 5]=(M3D_FLOAT)0.0;
-        r[ 6] = 2 * (q->y * q->z - q->x * q->w);     if(r[ 6]>(M3D_FLOAT)-1e-7 && r[ 6]<(M3D_FLOAT)1e-7) r[ 6]=(M3D_FLOAT)0.0;
-        r[ 8] = 2 * (q->x * q->z - q->y * q->w);     if(r[ 8]>(M3D_FLOAT)-1e-7 && r[ 8]<(M3D_FLOAT)1e-7) r[ 8]=(M3D_FLOAT)0.0;
-        r[ 9] = 2 * (q->y * q->z + q->x * q->w);     if(r[ 9]>(M3D_FLOAT)-1e-7 && r[ 9]<(M3D_FLOAT)1e-7) r[ 9]=(M3D_FLOAT)0.0;
-        r[10] = 1 - 2 * (q->x * q->x + q->y * q->y); if(r[10]>(M3D_FLOAT)-1e-7 && r[10]<(M3D_FLOAT)1e-7) r[10]=(M3D_FLOAT)0.0;
+        r[ 0] = 1 - 2 * (q->y * q->y + q->z * q->z); if(r[ 0]>-M3D_EPSILON && r[ 0]<M3D_EPSILON) r[ 0]=(M3D_FLOAT)0.0;
+        r[ 1] = 2 * (q->x * q->y - q->z * q->w);     if(r[ 1]>-M3D_EPSILON && r[ 1]<M3D_EPSILON) r[ 1]=(M3D_FLOAT)0.0;
+        r[ 2] = 2 * (q->x * q->z + q->y * q->w);     if(r[ 2]>-M3D_EPSILON && r[ 2]<M3D_EPSILON) r[ 2]=(M3D_FLOAT)0.0;
+        r[ 4] = 2 * (q->x * q->y + q->z * q->w);     if(r[ 4]>-M3D_EPSILON && r[ 4]<M3D_EPSILON) r[ 4]=(M3D_FLOAT)0.0;
+        r[ 5] = 1 - 2 * (q->x * q->x + q->z * q->z); if(r[ 5]>-M3D_EPSILON && r[ 5]<M3D_EPSILON) r[ 5]=(M3D_FLOAT)0.0;
+        r[ 6] = 2 * (q->y * q->z - q->x * q->w);     if(r[ 6]>-M3D_EPSILON && r[ 6]<M3D_EPSILON) r[ 6]=(M3D_FLOAT)0.0;
+        r[ 8] = 2 * (q->x * q->z - q->y * q->w);     if(r[ 8]>-M3D_EPSILON && r[ 8]<M3D_EPSILON) r[ 8]=(M3D_FLOAT)0.0;
+        r[ 9] = 2 * (q->y * q->z + q->x * q->w);     if(r[ 9]>-M3D_EPSILON && r[ 9]<M3D_EPSILON) r[ 9]=(M3D_FLOAT)0.0;
+        r[10] = 1 - 2 * (q->x * q->x + q->y * q->y); if(r[10]>-M3D_EPSILON && r[10]<M3D_EPSILON) r[10]=(M3D_FLOAT)0.0;
     }
     r[ 3] = p->x; r[ 7] = p->y; r[11] = p->z;
     r[12] = 0; r[13] = 0; r[14] = 0; r[15] = 1;

+ 1 - 0
test/CMakeLists.txt

@@ -118,6 +118,7 @@ SET( IMPORTERS
   unit/utColladaImportExport.cpp
   unit/utCSMImportExport.cpp
   unit/utB3DImportExport.cpp
+  unit/utM3DImportExport.cpp
   unit/utMDCImportExport.cpp
   unit/utAssbinImportExport.cpp
   unit/ImportExport/utAssjsonImportExport.cpp

+ 0 - 14
test/models/M3D/README.md

@@ -1,14 +0,0 @@
-Model 3D Samples
-================
-
- aliveai_character.m3d - from Minetest aliveai mod (textures, animations, original 47k, m3d 2.5k)
- cube.m3d - smallest possible example, 119 bytes only
- cube_normals.m3d - cube with normal vectors, 159 bytes
- cube_usemtl.m3d - converted from Assimp sample OBJ by the same name, cube with materials
- cube_with_vertexcolors.m3d - converted from Assimp sample OBJ by the same name, cube with vertex colors
- cube_with_vertexcolors.a3d - same, but saved in ASCII variant with Windows line endings (\r\n)
- mobs_dwarves_character.m3d - from Minetest mobs_dwarves mod (with Assimp artifacts converted perfectly too...)
- suzanne.m3d - exported from Blender (monkey face, with normals and texture UVs and materials)
- WusonBlitz0.m3d - from Assimp sample by the same name (was 87k, triangle mesh) with int8 coordinates, minor quality degradation
- WusonBlitz1.m3d - same, but uses int16 coordinates (no noticable difference to the original, but just 35k)
- WusonBlitz2.m3d - same, but with 32 bit floating point numbers (same precision as the original, half the file size, 42k)

BIN
test/models/M3D/aliveai_character.m3d


BIN
test/models/M3D/mobs_dwarves_character.m3d


+ 68 - 0
test/unit/utM3DImportExport.cpp

@@ -0,0 +1,68 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2019, 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.
+---------------------------------------------------------------------------
+*/
+
+#include "UnitTestPCH.h"
+#include "SceneDiffer.h"
+#include "AbstractImportExportBase.h"
+
+#include <assimp/Importer.hpp>
+#include <assimp/postprocess.h>
+
+using namespace Assimp;
+
+class utM3DImportExport : public AbstractImportExportBase {
+public:
+    virtual bool importerTest() {
+        Assimp::Importer importer;
+        const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/M3D/WusonBlitz0.m3d", aiProcess_ValidateDataStructure );
+#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER
+        return nullptr != scene;
+#else
+        return nullptr == scene;
+#endif // ASSIMP_BUILD_NO_M3D_IMPORTER
+    }
+};
+
+TEST_F( utM3DImportExport, importM3DFromFileTest ) {
+    EXPECT_TRUE( importerTest() );
+}