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Merge branch 'master' into collada_zae

Kim Kulling 6 年之前
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a2ee19e86d

+ 1 - 1
CMakeLists.txt

@@ -341,7 +341,7 @@ SET( ASSIMP_BIN_INSTALL_DIR "bin" CACHE STRING
 
 get_cmake_property(is_multi_config GENERATOR_IS_MULTI_CONFIG)
 
-IF (is_multi_config OR (CMAKE_BUILD_TYPE STREQUAL "Debug"))
+IF (INJECT_DEBUG_POSTFIX AND (CMAKE_BUILD_TYPE STREQUAL "Debug"))
   SET(CMAKE_DEBUG_POSTFIX "d" CACHE STRING "Debug Postfix for lib, samples and tools")
 ELSE()
   SET(CMAKE_DEBUG_POSTFIX "" CACHE STRING "Debug Postfix for lib, samples and tools")

+ 2 - 12
code/FBX/FBXConverter.cpp

@@ -90,7 +90,6 @@ namespace Assimp {
         , anim_fps()
         , out(out)
         , 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
@@ -1462,14 +1461,8 @@ namespace Assimp {
 
                     const WeightIndexArray& indices = cluster->GetIndices();
 
-                    if (indices.empty() && mRemoveEmptyBones ) {
-                        continue;
-                    }
-
                     const MatIndexArray& mats = geo.GetMaterialIndices();
 
-                    bool ok = false;
-
                     const size_t no_index_sentinel = std::numeric_limits<size_t>::max();
 
                     count_out_indices.clear();
@@ -1509,8 +1502,7 @@ namespace Assimp {
                                     out_indices.push_back(std::distance(outputVertStartIndices->begin(), it));
                                 }
 
-                                ++count_out_indices.back();
-                                ok = true;
+                                ++count_out_indices.back();                               
                             }
                         }
                     }
@@ -1518,10 +1510,8 @@ 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 && mRemoveEmptyBones) {
-                        ConvertCluster(bones, model, *cluster, out_indices, index_out_indices,
+                    ConvertCluster(bones, model, *cluster, out_indices, index_out_indices,
                             count_out_indices, node_global_transform);
-                    }
                 }
             }
             catch (std::exception&) {

+ 0 - 3
code/FBX/FBXConverter.h

@@ -470,9 +470,6 @@ private:
 
     aiScene* const out;
     const FBX::Document& doc;
-
-    bool mRemoveEmptyBones;
-
     FbxUnit mCurrentUnit;
 };
 

+ 0 - 8
code/FBX/FBXDocument.cpp

@@ -90,14 +90,6 @@ const Object* LazyObject::Get(bool dieOnError)
         return object.get();
     }
 
-    // if this is the root object, we return a dummy since there
-    // is no root object int he fbx file - it is just referenced
-    // with id 0.
-    if(id == 0L) {
-        object.reset(new Object(id, element, "Model::RootNode"));
-        return object.get();
-    }
-
     const Token& key = element.KeyToken();
     const TokenList& tokens = element.Tokens();
 

+ 4 - 41
code/FBX/FBXExporter.cpp

@@ -1706,8 +1706,7 @@ void FBXExporter::WriteObjects ()
                     }
                     if (end) { break; }
                 }
-                limbnodes.insert(parent);
-                skeleton.insert(parent);
+                
                 // if it was the skeleton root we can finish here
                 if (end) { break; }
             }
@@ -1848,46 +1847,10 @@ void FBXExporter::WriteObjects ()
             inverse_bone_xform.Inverse();
             aiMatrix4x4 tr = inverse_bone_xform * mesh_xform;
 
-            // this should be the same as the bone's mOffsetMatrix.
-            // if it's not the same, the skeleton isn't in the bind pose.
-            float epsilon = 1e-4f; // some error is to be expected
-            float epsilon_custom = mProperties->GetPropertyFloat("BINDPOSE_EPSILON", -1);
-            if(epsilon_custom > 0) {
-                epsilon = epsilon_custom;
-            }
-            
-            bool bone_xform_okay = true;
-            if (b && ! tr.Equal(b->mOffsetMatrix, epsilon)) {
-                not_in_bind_pose.insert(b);
-                bone_xform_okay = false;
-            }
+            sdnode.AddChild("Transform", tr);
 
-            // if we have a bone we should use the mOffsetMatrix,
-            // otherwise try to just use the calculated transform.
-            if (b) {
-                sdnode.AddChild("Transform", b->mOffsetMatrix);
-            } else {
-                sdnode.AddChild("Transform", tr);
-            }
-            // note: it doesn't matter if we mix these,
-            // because if they disagree we'll throw an exception later.
-            // it could be that the skeleton is not in the bone pose
-            // but all bones are still defined,
-            // in which case this would use the mOffsetMatrix for everything
-            // and a correct skeleton would still be output.
-
-            // transformlink should be the position of the bone in world space.
-            // if the bone is in the bind pose (or nonexistent),
-            // we can just use the matrix we already calculated
-            if (bone_xform_okay) {
-                sdnode.AddChild("TransformLink", bone_xform);
-            // otherwise we can only work it out using the mesh position.
-            } else {
-                aiMatrix4x4 trl = b->mOffsetMatrix;
-                trl.Inverse();
-                trl *= mesh_xform;
-                sdnode.AddChild("TransformLink", trl);
-            }
+
+            sdnode.AddChild("TransformLink", bone_xform);
             // note: this means we ALWAYS rely on the mesh node transform
             // being unchanged from the time the skeleton was bound.
             // there's not really any way around this at the moment.

+ 0 - 2
code/FBX/FBXMeshGeometry.cpp

@@ -115,7 +115,6 @@ MeshGeometry::MeshGeometry(uint64_t id, const Element& element, const std::strin
 
     if(tempVerts.empty()) {
         FBXImporter::LogWarn("encountered mesh with no vertices");
-        return;
     }
 
     std::vector<int> tempFaces;
@@ -123,7 +122,6 @@ MeshGeometry::MeshGeometry(uint64_t id, const Element& element, const std::strin
 
     if(tempFaces.empty()) {
         FBXImporter::LogWarn("encountered mesh with no faces");
-        return;
     }
 
     m_vertices.reserve(tempFaces.size());

+ 7 - 1
code/X3D/X3DImporter.cpp

@@ -80,7 +80,13 @@ const aiImporterDesc X3DImporter::Description = {
 //const std::regex X3DImporter::pattern_nws(R"([^, \t\r\n]+)");
 //const std::regex X3DImporter::pattern_true(R"(^\s*(?:true|1)\s*$)", std::regex::icase);
 
-struct WordIterator: public std::iterator<std::input_iterator_tag, const char*> {
+struct WordIterator {
+    using iterator_category = std::input_iterator_tag;
+    using value_type = const char*;
+    using difference_type = ptrdiff_t;
+    using pointer = value_type*;
+    using reference = value_type&;
+
     static const char *whitespace;
     const char *start_, *end_;
     WordIterator(const char *start, const char *end): start_(start), end_(end) {

+ 27 - 0
code/glTF2/glTF2Asset.h

@@ -46,6 +46,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  * glTF Extensions Support:
  *   KHR_materials_pbrSpecularGlossiness full
  *   KHR_materials_unlit full
+ *   KHR_lights_punctual full
  */
 #ifndef GLTF2ASSET_H_INC
 #define GLTF2ASSET_H_INC
@@ -668,6 +669,28 @@ namespace glTF2
         void Read(Value& obj, Asset& r);
     };
 
+    //! A light (from KHR_lights_punctual extension)
+    struct Light : public Object
+    {
+        enum Type
+        {
+            Directional,
+            Point,
+            Spot
+        };
+
+        Type type;
+
+        vec3 color;
+        float intensity;
+        Nullable<float> range;
+
+        float innerConeAngle;
+        float outerConeAngle;
+
+        Light() {}
+        void Read(Value& obj, Asset& r);
+    };
 
     //! Image data used to create a texture.
     struct Image : public Object
@@ -819,6 +842,7 @@ namespace glTF2
         Nullable<vec3> scale;
 
         Ref<Camera> camera;
+        Ref<Light>  light;
 
         std::vector< Ref<Node> > skeletons;       //!< The ID of skeleton nodes. Each of which is the root of a node hierarchy.
         Ref<Skin> skin;                           //!< The ID of the skin referenced by this node.
@@ -1050,6 +1074,7 @@ namespace glTF2
         {
             bool KHR_materials_pbrSpecularGlossiness;
             bool KHR_materials_unlit;
+            bool KHR_lights_punctual;
 
         } extensionsUsed;
 
@@ -1063,6 +1088,7 @@ namespace glTF2
         LazyDict<Buffer>      buffers;
         LazyDict<BufferView>  bufferViews;
         LazyDict<Camera>      cameras;
+        LazyDict<Light>       lights;
         LazyDict<Image>       images;
         LazyDict<Material>    materials;
         LazyDict<Mesh>        meshes;
@@ -1083,6 +1109,7 @@ namespace glTF2
             , buffers       (*this, "buffers")
             , bufferViews   (*this, "bufferViews")
             , cameras       (*this, "cameras")
+            , lights        (*this, "lights", "KHR_lights_punctual")
             , images        (*this, "images")
             , materials     (*this, "materials")
             , meshes        (*this, "meshes")

+ 47 - 0
code/glTF2/glTF2Asset.inl

@@ -1067,6 +1067,39 @@ inline void Camera::Read(Value& obj, Asset& /*r*/)
     }
 }
 
+inline void Light::Read(Value& obj, Asset& /*r*/)
+{
+#ifndef M_PI
+    const float M_PI = 3.14159265358979323846f;
+#endif
+
+    std::string type_string;
+    ReadMember(obj, "type", type_string);
+    if (type_string == "directional")
+        type = Light::Directional;
+    else if (type_string == "point")
+        type = Light::Point;
+    else
+        type = Light::Spot;
+
+    name = MemberOrDefault(obj, "name", "");
+
+    SetVector(color, vec3{ 1.0f, 1.0f, 1.0f });
+    ReadMember(obj, "color", color);
+
+    intensity = MemberOrDefault(obj, "intensity", 1.0f);
+
+    ReadMember(obj, "range", range);
+
+    if (type == Light::Spot)
+    {
+        Value* spot = FindObject(obj, "spot");
+        if (!spot) throw DeadlyImportError("GLTF: Light missing its spot parameters");
+        innerConeAngle = MemberOrDefault(*spot, "innerConeAngle", 0.0f);
+        outerConeAngle = MemberOrDefault(*spot, "outerConeAngle", M_PI / 4.0f);
+    }
+}
+
 inline void Node::Read(Value& obj, Asset& r)
 {
 
@@ -1110,6 +1143,19 @@ inline void Node::Read(Value& obj, Asset& r)
         if (this->camera)
             this->camera->id = this->id;
     }
+
+    if (Value* extensions = FindObject(obj, "extensions")) {
+        if (r.extensionsUsed.KHR_lights_punctual) {
+
+            if (Value* ext = FindObject(*extensions, "KHR_lights_punctual")) {
+                if (Value* light = FindUInt(*ext, "light")) {
+                    this->light = r.lights.Retrieve(light->GetUint());
+                    if (this->light)
+                        this->light->id = this->id;
+                }
+            }
+        }
+    }
 }
 
 inline void Scene::Read(Value& obj, Asset& r)
@@ -1421,6 +1467,7 @@ inline void Asset::ReadExtensionsUsed(Document& doc)
 
     CHECK_EXT(KHR_materials_pbrSpecularGlossiness);
     CHECK_EXT(KHR_materials_unlit);
+    CHECK_EXT(KHR_lights_punctual);
 
     #undef CHECK_EXT
 }

+ 5 - 0
code/glTF2/glTF2AssetWriter.inl

@@ -202,6 +202,11 @@ namespace glTF2 {
 
     }
 
+    inline void Write(Value& /*obj*/, Light& /*c*/, AssetWriter& /*w*/)
+    {
+
+    }
+
     inline void Write(Value& obj, Image& img, AssetWriter& w)
     {
         if (img.bufferView) {

+ 80 - 4
code/glTF2/glTF2Importer.cpp

@@ -140,10 +140,10 @@ static aiTextureMapMode ConvertWrappingMode(SamplerWrap gltfWrapMode)
     }
 }
 
-//static void CopyValue(const glTF2::vec3& v, aiColor3D& out)
-//{
-//    out.r = v[0]; out.g = v[1]; out.b = v[2];
-//}
+static void CopyValue(const glTF2::vec3& v, aiColor3D& out)
+{
+    out.r = v[0]; out.g = v[1]; out.b = v[2];
+}
 
 static void CopyValue(const glTF2::vec4& v, aiColor4D& out)
 {
@@ -710,6 +710,69 @@ void glTF2Importer::ImportCameras(glTF2::Asset& r)
     }
 }
 
+void glTF2Importer::ImportLights(glTF2::Asset& r)
+{
+    if (!r.lights.Size())
+        return;
+
+    mScene->mNumLights = r.lights.Size();
+    mScene->mLights = new aiLight*[r.lights.Size()];
+
+    for (size_t i = 0; i < r.lights.Size(); ++i) {
+        Light& light = r.lights[i];
+
+        aiLight* ail = mScene->mLights[i] = new aiLight();
+
+        switch (light.type)
+        {
+        case Light::Directional:
+            ail->mType = aiLightSource_DIRECTIONAL; break;
+        case Light::Point:
+            ail->mType = aiLightSource_POINT; break;
+        case Light::Spot:
+            ail->mType = aiLightSource_SPOT; break;
+        }
+
+        if (ail->mType != aiLightSource_POINT)
+        {
+            ail->mDirection = aiVector3D(0.0f, 0.0f, -1.0f);
+            ail->mUp = aiVector3D(0.0f, 1.0f, 0.0f);
+        }
+
+        vec3 colorWithIntensity = { light.color[0] * light.intensity, light.color[1] * light.intensity, light.color[2] * light.intensity };
+        CopyValue(colorWithIntensity, ail->mColorAmbient);
+        CopyValue(colorWithIntensity, ail->mColorDiffuse);
+        CopyValue(colorWithIntensity, ail->mColorSpecular);
+
+        if (ail->mType == aiLightSource_DIRECTIONAL)
+        {
+            ail->mAttenuationConstant = 1.0;
+            ail->mAttenuationLinear = 0.0;
+            ail->mAttenuationQuadratic = 0.0;
+        }
+        else
+        {
+            //in PBR attenuation is calculated using inverse square law which can be expressed
+            //using assimps equation: 1/(att0 + att1 * d + att2 * d*d) with the following parameters
+            //this is correct equation for the case when range (see
+            //https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual)
+            //is not present. When range is not present it is assumed that it is infinite and so numerator is 1.
+            //When range is present then numerator might be any value in range [0,1] and then assimps equation
+            //will not suffice. In this case range is added into metadata in ImportNode function
+            //and its up to implementation to read it when it wants to
+            ail->mAttenuationConstant = 0.0;
+            ail->mAttenuationLinear = 0.0;
+            ail->mAttenuationQuadratic = 1.0;
+        }
+
+        if (ail->mType == aiLightSource_SPOT)
+        {
+            ail->mAngleInnerCone = light.innerConeAngle;
+            ail->mAngleOuterCone = light.outerConeAngle;
+        }
+    }
+}
+
 static void GetNodeTransform(aiMatrix4x4& matrix, const glTF2::Node& node) {
     if (node.matrix.isPresent) {
         CopyValue(node.matrix.value, matrix);
@@ -881,6 +944,18 @@ aiNode* ImportNode(aiScene* pScene, glTF2::Asset& r, std::vector<unsigned int>&
         pScene->mCameras[node.camera.GetIndex()]->mName = ainode->mName;
     }
 
+    if (node.light) {
+        pScene->mLights[node.light.GetIndex()]->mName = ainode->mName;
+
+        //range is optional - see https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual
+        //it is added to meta data of parent node, because there is no other place to put it
+        if (node.light->range.isPresent)
+        {
+            ainode->mMetaData = aiMetadata::Alloc(1);
+            ainode->mMetaData->Set(0, "PBR_LightRange", node.light->range.value);
+        }
+    }
+
     return ainode;
 }
 
@@ -1150,6 +1225,7 @@ void glTF2Importer::InternReadFile(const std::string& pFile, aiScene* pScene, IO
     ImportMeshes(asset);
 
     ImportCameras(asset);
+    ImportLights(asset);
 
     ImportNodes(asset);
 

+ 1 - 1
include/assimp/config.h.in

@@ -142,7 +142,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 /** @brief  Specifies the maximum angle that may be between two vertex tangents
  *         that their tangents and bi-tangents are smoothed.
  *
- * This applies to the CalcTangentSpace-Step. TFvhe angle is specified
+ * This applies to the CalcTangentSpace-Step. The angle is specified
  * in degrees. The maximum value is 175.
  * Property type: float. Default value: 45 degrees
  */