Browse Source

Merge branch 'master' into refactor/KHR_material_specular

Adam Beili 2 years ago
parent
commit
e193220ad8

+ 18 - 22
Readme.md

@@ -1,6 +1,8 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ==================================
 ==================================
-A library to import and export various 3d-model-formats including scene-post-processing to generate missing render data.
+
+Open Asset Import Library is a library to load various 3d file formats into a shared, in-memory format. It supports more than __40 file formats__ for import and a growing selection of file formats for export.
+
 ### Current project status ###
 ### Current project status ###
 [![Financial Contributors on Open Collective](https://opencollective.com/assimp/all/badge.svg?label=financial+contributors)](https://opencollective.com/assimp) 
 [![Financial Contributors on Open Collective](https://opencollective.com/assimp/all/badge.svg?label=financial+contributors)](https://opencollective.com/assimp) 
 ![C/C++ CI](https://github.com/assimp/assimp/workflows/C/C++%20CI/badge.svg)
 ![C/C++ CI](https://github.com/assimp/assimp/workflows/C/C++%20CI/badge.svg)
@@ -22,15 +24,19 @@ Additionally, assimp features various __mesh post processing tools__: normals an
 ### Latest Doc's ###
 ### Latest Doc's ###
 Please check the latest documents at [Asset-Importer-Lib-Doc](https://assimp-docs.readthedocs.io/en/latest/). 
 Please check the latest documents at [Asset-Importer-Lib-Doc](https://assimp-docs.readthedocs.io/en/latest/). 
 
 
-### Get involved ###
-This is the development repo containing the latest features and bugfixes. For productive use though, we recommend one of the stable releases available from [Github Assimp Releases](https://github.com/assimp/assimp/releases).
-<br>
-You find a bug in the docs? Use [Doc-Repo](https://github.com/assimp/assimp-docs).
-<br>
-Please check our Wiki as well: https://github.com/assimp/assimp/wiki
+### Prebuild binaries ###
+Please check our [Itchi Projectspace](https://kimkulling.itch.io/the-asset-importer-lib)
 
 
 If you want to check our Model-Database, use the following repo: https://github.com/assimp/assimp-mdb
 If you want to check our Model-Database, use the following repo: https://github.com/assimp/assimp-mdb
 
 
+### Communities ###
+- Ask a question at [The Assimp-Discussion Board](https://github.com/assimp/assimp/discussions)
+- Ask on [Assimp-Community on Reddit](https://www.reddit.com/r/Assimp/)
+- Ask on [StackOverflow with the assimp-tag](http://stackoverflow.com/questions/tagged/assimp?sort=newest). 
+- Nothing has worked? File a question or an issue-report at [The Assimp-Issue Tracker](https://github.com/assimp/assimp/issues)
+
+And we also have a Gitter-channel:Gitter [![Join the chat at https://gitter.im/assimp/assimp](https://badges.gitter.im/assimp/assimp.svg)](https://gitter.im/assimp/assimp?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge)<br>
+
 #### Supported file formats ####
 #### Supported file formats ####
 You can find the complete list of supported file-formats [here](https://github.com/assimp/assimp/blob/master/doc/Fileformats.md)
 You can find the complete list of supported file-formats [here](https://github.com/assimp/assimp/blob/master/doc/Fileformats.md)
 
 
@@ -65,28 +71,18 @@ Open Asset Import Library is implemented in C++. The directory structure looks l
 	/port		Ports to other languages and scripts to maintain those.
 	/port		Ports to other languages and scripts to maintain those.
 	/test		Unit- and regression tests, test suite of models
 	/test		Unit- and regression tests, test suite of models
 	/tools		Tools (old assimp viewer, command line `assimp`)
 	/tools		Tools (old assimp viewer, command line `assimp`)
-	/samples	A small number of samples to illustrate possible
-                        use cases for Assimp
+	/samples	A small number of samples to illustrate possible use-cases for Assimp
 
 
 The source code is organized in the following way:
 The source code is organized in the following way:
 
 
 	code/Common			The base implementation for importers and the infrastructure
 	code/Common			The base implementation for importers and the infrastructure
+	code/CApi                       Special implementations which are only used for the C-API
+	code/Geometry                   A collection of geometry tools
+	code/Material                   The material system
+	code/PBR                        An exporter for physical based models
 	code/PostProcessing		The post-processing steps
 	code/PostProcessing		The post-processing steps
 	code/AssetLib/<FormatName>	Implementation for import and export for the format
 	code/AssetLib/<FormatName>	Implementation for import and export for the format
 
 
-### Where to get help ###
-To find our documentation, visit [our website](https://assimp.org/) or check out [Wiki](https://github.com/assimp/assimp/wiki)
-
-If the docs don't solve your problem, you can:
-- Ask on [StackOverflow with the assimp-tag](http://stackoverflow.com/questions/tagged/assimp?sort=newest). 
-- Ask on [Assimp-Community on Reddit](https://www.reddit.com/r/Assimp/)
-- Ask a question at [The Assimp-Discussion Board](https://github.com/assimp/assimp/discussions)
-- Nothing has worked? File a question or an issue-report at [The Assimp-Issue Tracker](https://github.com/assimp/assimp/issues)
-
-Open Asset Import Library is a library to load various 3d file formats into a shared, in-memory format. It supports more than __40 file formats__ for import and a growing selection of file formats for export.
-
-And we also have a Gitter-channel:Gitter [![Join the chat at https://gitter.im/assimp/assimp](https://badges.gitter.im/assimp/assimp.svg)](https://gitter.im/assimp/assimp?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge)<br>
-
 ### Contributing ###
 ### Contributing ###
 Contributions to assimp are highly appreciated. The easiest way to get involved is to submit
 Contributions to assimp are highly appreciated. The easiest way to get involved is to submit
 a pull request with your changes against the main repository's `master` branch.
 a pull request with your changes against the main repository's `master` branch.

+ 0 - 1
code/AssetLib/B3D/B3DImporter.cpp

@@ -418,7 +418,6 @@ void B3DImporter::ReadTRIS(int v0) {
             ASSIMP_LOG_ERROR("Bad triangle index: i0=", i0, ", i1=", i1, ", i2=", i2);
             ASSIMP_LOG_ERROR("Bad triangle index: i0=", i0, ", i1=", i1, ", i2=", i2);
 #endif
 #endif
             Fail("Bad triangle index");
             Fail("Bad triangle index");
-            continue;
         }
         }
         face->mNumIndices = 3;
         face->mNumIndices = 3;
         face->mIndices = new unsigned[3];
         face->mIndices = new unsigned[3];

+ 22 - 10
code/AssetLib/FBX/FBXConverter.cpp

@@ -152,7 +152,7 @@ void FBXConverter::ConvertRootNode() {
     mSceneOut->mRootNode->mName.Set(unique_name);
     mSceneOut->mRootNode->mName.Set(unique_name);
 
 
     // root has ID 0
     // root has ID 0
-    ConvertNodes(0L, mSceneOut->mRootNode, mSceneOut->mRootNode);
+    ConvertNodes(0L, mSceneOut->mRootNode, mSceneOut->mRootNode, aiMatrix4x4());
 }
 }
 
 
 static std::string getAncestorBaseName(const aiNode *node) {
 static std::string getAncestorBaseName(const aiNode *node) {
@@ -196,7 +196,7 @@ struct FBXConverter::PotentialNode {
 /// todo: get bone from stack
 /// todo: get bone from stack
 /// todo: make map of aiBone* to aiNode*
 /// todo: make map of aiBone* to aiNode*
 /// then update convert clusters to the new format
 /// then update convert clusters to the new format
-void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node) {
+void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node, const aiMatrix4x4 &globalTransform) {
     const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(id, "Model");
     const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(id, "Model");
 
 
     std::vector<PotentialNode> nodes;
     std::vector<PotentialNode> nodes;
@@ -290,14 +290,15 @@ void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node)
             }
             }
 
 
             // recursion call - child nodes
             // recursion call - child nodes
-            ConvertNodes(model->ID(), last_parent, root_node);
+            aiMatrix4x4 newGlobalMatrix = globalTransform * nodes_chain.front().mNode->mTransformation;
+            ConvertNodes(model->ID(), last_parent, root_node, newGlobalMatrix);
 
 
             if (doc.Settings().readLights) {
             if (doc.Settings().readLights) {
                 ConvertLights(*model, node_name);
                 ConvertLights(*model, node_name);
             }
             }
 
 
             if (doc.Settings().readCameras) {
             if (doc.Settings().readCameras) {
-                ConvertCameras(*model, node_name);
+                ConvertCameras(*model, node_name, newGlobalMatrix);
             }
             }
 
 
             nodes.push_back(std::move(nodes_chain.front()));
             nodes.push_back(std::move(nodes_chain.front()));
@@ -327,12 +328,14 @@ void FBXConverter::ConvertLights(const Model &model, const std::string &orig_nam
     }
     }
 }
 }
 
 
-void FBXConverter::ConvertCameras(const Model &model, const std::string &orig_name) {
+void FBXConverter::ConvertCameras(const Model &model,
+                                  const std::string &orig_name,
+                                  const aiMatrix4x4 &transform) {
     const std::vector<const NodeAttribute *> &node_attrs = model.GetAttributes();
     const std::vector<const NodeAttribute *> &node_attrs = model.GetAttributes();
     for (const NodeAttribute *attr : node_attrs) {
     for (const NodeAttribute *attr : node_attrs) {
         const Camera *const cam = dynamic_cast<const Camera *>(attr);
         const Camera *const cam = dynamic_cast<const Camera *>(attr);
         if (cam) {
         if (cam) {
-            ConvertCamera(*cam, orig_name);
+            ConvertCamera(*cam, orig_name, transform);
         }
         }
     }
     }
 }
 }
@@ -413,7 +416,9 @@ void FBXConverter::ConvertLight(const Light &light, const std::string &orig_name
     }
     }
 }
 }
 
 
-void FBXConverter::ConvertCamera(const Camera &cam, const std::string &orig_name) {
+void FBXConverter::ConvertCamera(const Camera &cam,
+                                 const std::string &orig_name,
+                                 aiMatrix4x4 transform) {
     cameras.push_back(new aiCamera());
     cameras.push_back(new aiCamera());
     aiCamera *const out_camera = cameras.back();
     aiCamera *const out_camera = cameras.back();
 
 
@@ -421,9 +426,16 @@ void FBXConverter::ConvertCamera(const Camera &cam, const std::string &orig_name
 
 
     out_camera->mAspect = cam.AspectWidth() / cam.AspectHeight();
     out_camera->mAspect = cam.AspectWidth() / cam.AspectHeight();
 
 
+    aiVector3D pos = cam.Position();
+    out_camera->mLookAt = cam.InterestPosition();
+    out_camera->mUp = pos + cam.UpVector();
+    transform.Inverse();
+    pos *= transform;
+    out_camera->mLookAt *= transform;
+    out_camera->mUp *= transform;
+    out_camera->mLookAt -= pos;
+    out_camera->mUp -= pos;
     out_camera->mPosition = aiVector3D(0.0f);
     out_camera->mPosition = aiVector3D(0.0f);
-    out_camera->mLookAt = aiVector3D(1.0f, 0.0f, 0.0f);
-    out_camera->mUp = aiVector3D(0.0f, 1.0f, 0.0f);
 
 
     out_camera->mHorizontalFOV = AI_DEG_TO_RAD(cam.FieldOfView());
     out_camera->mHorizontalFOV = AI_DEG_TO_RAD(cam.FieldOfView());
 
 
@@ -640,7 +652,7 @@ void FBXConverter::GetRotationMatrix(Model::RotOrder mode, const aiVector3D &rot
 bool FBXConverter::NeedsComplexTransformationChain(const Model &model) {
 bool FBXConverter::NeedsComplexTransformationChain(const Model &model) {
     const PropertyTable &props = model.Props();
     const PropertyTable &props = model.Props();
 
 
-    const auto zero_epsilon = ai_epsilon;
+    const auto zero_epsilon = Math::getEpsilon<ai_real>();
     const aiVector3D all_ones(1.0f, 1.0f, 1.0f);
     const aiVector3D all_ones(1.0f, 1.0f, 1.0f);
     for (size_t i = 0; i < TransformationComp_MAXIMUM; ++i) {
     for (size_t i = 0; i < TransformationComp_MAXIMUM; ++i) {
         const TransformationComp comp = static_cast<TransformationComp>(i);
         const TransformationComp comp = static_cast<TransformationComp>(i);

+ 6 - 3
code/AssetLib/FBX/FBXConverter.h

@@ -134,19 +134,22 @@ private:
 
 
     // ------------------------------------------------------------------------------------------------
     // ------------------------------------------------------------------------------------------------
     // collect and assign child nodes
     // collect and assign child nodes
-    void ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node);
+    void ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node,
+                      const aiMatrix4x4 &globalTransform);
 
 
     // ------------------------------------------------------------------------------------------------
     // ------------------------------------------------------------------------------------------------
     void ConvertLights(const Model& model, const std::string &orig_name );
     void ConvertLights(const Model& model, const std::string &orig_name );
 
 
     // ------------------------------------------------------------------------------------------------
     // ------------------------------------------------------------------------------------------------
-    void ConvertCameras(const Model& model, const std::string &orig_name );
+    void ConvertCameras(const Model& model, const std::string &orig_name,
+                        const aiMatrix4x4 &transform);
 
 
     // ------------------------------------------------------------------------------------------------
     // ------------------------------------------------------------------------------------------------
     void ConvertLight( const Light& light, const std::string &orig_name );
     void ConvertLight( const Light& light, const std::string &orig_name );
 
 
     // ------------------------------------------------------------------------------------------------
     // ------------------------------------------------------------------------------------------------
-    void ConvertCamera( const Camera& cam, const std::string &orig_name );
+    void ConvertCamera(const Camera& cam, const std::string &orig_name,
+                       aiMatrix4x4 transform);
 
 
     // ------------------------------------------------------------------------------------------------
     // ------------------------------------------------------------------------------------------------
     void GetUniqueName( const std::string &name, std::string& uniqueName );
     void GetUniqueName( const std::string &name, std::string& uniqueName );

+ 1 - 1
code/AssetLib/LWO/LWOMaterial.cpp

@@ -345,7 +345,7 @@ void LWOImporter::ConvertMaterial(const LWO::Surface &surf, aiMaterial *pcMat) {
 
 
     // (the diffuse value is just a scaling factor)
     // (the diffuse value is just a scaling factor)
     // If a diffuse texture is set, we set this value to 1.0
     // If a diffuse texture is set, we set this value to 1.0
-    clr = (b && false ? aiColor3D(1.0, 1.0, 1.0) : surf.mColor);
+    clr = (b ? aiColor3D(1.0, 1.0, 1.0) : surf.mColor);
     clr.r *= surf.mDiffuseValue;
     clr.r *= surf.mDiffuseValue;
     clr.g *= surf.mDiffuseValue;
     clr.g *= surf.mDiffuseValue;
     clr.b *= surf.mDiffuseValue;
     clr.b *= surf.mDiffuseValue;

+ 14 - 13
code/AssetLib/glTF/glTFAsset.h

@@ -513,21 +513,22 @@ struct Camera : public Object {
     };
     };
 
 
     Type type;
     Type type;
+    struct Perspective {
+        float aspectRatio; //!<The floating - point aspect ratio of the field of view. (0 = undefined = use the canvas one)
+        float yfov; //!<The floating - point vertical field of view in radians. (required)
+        float zfar; //!<The floating - point distance to the far clipping plane. (required)
+        float znear; //!< The floating - point distance to the near clipping plane. (required)
+    };
 
 
+    struct Ortographic {
+        float xmag; //! The floating-point horizontal magnification of the view. (required)
+        float ymag; //! The floating-point vertical magnification of the view. (required)
+        float zfar; //! The floating-point distance to the far clipping plane. (required)
+        float znear; //! The floating-point distance to the near clipping plane. (required)
+    };
     union {
     union {
-        struct {
-            float aspectRatio; //!<The floating - point aspect ratio of the field of view. (0 = undefined = use the canvas one)
-            float yfov; //!<The floating - point vertical field of view in radians. (required)
-            float zfar; //!<The floating - point distance to the far clipping plane. (required)
-            float znear; //!< The floating - point distance to the near clipping plane. (required)
-        } perspective;
-
-        struct {
-            float xmag; //! The floating-point horizontal magnification of the view. (required)
-            float ymag; //! The floating-point vertical magnification of the view. (required)
-            float zfar; //! The floating-point distance to the far clipping plane. (required)
-            float znear; //! The floating-point distance to the near clipping plane. (required)
-        } ortographic;
+        struct Perspective perspective;
+        struct Ortographic ortographic;
     };
     };
 
 
     Camera() = default;
     Camera() = default;

+ 1 - 1
code/AssetLib/glTF2/glTF2Asset.h

@@ -566,7 +566,7 @@ struct Accessor : public Object {
     inline size_t GetMaxByteSize();
     inline size_t GetMaxByteSize();
 
 
     template <class T>
     template <class T>
-    void ExtractData(T *&outData);
+    size_t ExtractData(T *&outData, const std::vector<unsigned int> *remappingIndices = nullptr);
 
 
     void WriteData(size_t count, const void *src_buffer, size_t src_stride);
     void WriteData(size_t count, const void *src_buffer, size_t src_stride);
     void WriteSparseValues(size_t count, const void *src_data, size_t src_dataStride);
     void WriteSparseValues(size_t count, const void *src_data, size_t src_dataStride);

+ 25 - 11
code/AssetLib/glTF2/glTF2Asset.inl

@@ -962,14 +962,15 @@ inline size_t Accessor::GetMaxByteSize() {
 }
 }
 
 
 template <class T>
 template <class T>
-void Accessor::ExtractData(T *&outData) {
+size_t Accessor::ExtractData(T *&outData, const std::vector<unsigned int> *remappingIndices) {
     uint8_t *data = GetPointer();
     uint8_t *data = GetPointer();
     if (!data) {
     if (!data) {
         throw DeadlyImportError("GLTF2: data is null when extracting data from ", getContextForErrorMessages(id, name));
         throw DeadlyImportError("GLTF2: data is null when extracting data from ", getContextForErrorMessages(id, name));
     }
     }
 
 
+    const size_t usedCount = (remappingIndices != nullptr) ? remappingIndices->size() : count;
     const size_t elemSize = GetElementSize();
     const size_t elemSize = GetElementSize();
-    const size_t totalSize = elemSize * count;
+    const size_t totalSize = elemSize * usedCount;
 
 
     const size_t stride = GetStride();
     const size_t stride = GetStride();
 
 
@@ -980,18 +981,31 @@ void Accessor::ExtractData(T *&outData) {
     }
     }
 
 
     const size_t maxSize = GetMaxByteSize();
     const size_t maxSize = GetMaxByteSize();
-    if (count * stride > maxSize) {
-        throw DeadlyImportError("GLTF: count*stride ", (count * stride), " > maxSize ", maxSize, " in ", getContextForErrorMessages(id, name));
-    }
 
 
-    outData = new T[count];
-    if (stride == elemSize && targetElemSize == elemSize) {
-        memcpy(outData, data, totalSize);
-    } else {
-        for (size_t i = 0; i < count; ++i) {
-            memcpy(outData + i, data + i * stride, elemSize);
+    outData = new T[usedCount];
+
+    if (remappingIndices != nullptr) {
+        const unsigned int maxIndex = static_cast<unsigned int>(maxSize / stride - 1);
+        for (size_t i = 0; i < usedCount; ++i) {
+            size_t srcIdx = (*remappingIndices)[i];
+            if (srcIdx > maxIndex) {
+                throw DeadlyImportError("GLTF: index*stride ", (srcIdx * stride), " > maxSize ", maxSize, " in ", getContextForErrorMessages(id, name));
+            }
+            memcpy(outData + i, data + srcIdx * stride, elemSize);
+        }
+    } else { // non-indexed cases
+        if (usedCount * stride > maxSize) {
+            throw DeadlyImportError("GLTF: count*stride ", (usedCount * stride), " > maxSize ", maxSize, " in ", getContextForErrorMessages(id, name));
+        }
+        if (stride == elemSize && targetElemSize == elemSize) {
+            memcpy(outData, data, totalSize);
+        } else {
+            for (size_t i = 0; i < usedCount; ++i) {
+                memcpy(outData + i, data + i * stride, elemSize);
+            }
         }
         }
     }
     }
+    return usedCount;
 }
 }
 
 
 inline void Accessor::WriteData(size_t _count, const void *src_buffer, size_t src_stride) {
 inline void Accessor::WriteData(size_t _count, const void *src_buffer, size_t src_stride) {

+ 77 - 41
code/AssetLib/glTF2/glTF2Importer.cpp

@@ -464,6 +464,11 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
     unsigned int k = 0;
     unsigned int k = 0;
     meshOffsets.clear();
     meshOffsets.clear();
 
 
+
+    std::vector<unsigned int> usedVertexIndices;
+    std::vector<unsigned int> reverseMappingIndices;
+    std::vector<unsigned int> indexBuffer;
+
     for (unsigned int m = 0; m < r.meshes.Size(); ++m) {
     for (unsigned int m = 0; m < r.meshes.Size(); ++m) {
         Mesh &mesh = r.meshes[m];
         Mesh &mesh = r.meshes[m];
 
 
@@ -473,6 +478,50 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
         for (unsigned int p = 0; p < mesh.primitives.size(); ++p) {
         for (unsigned int p = 0; p < mesh.primitives.size(); ++p) {
             Mesh::Primitive &prim = mesh.primitives[p];
             Mesh::Primitive &prim = mesh.primitives[p];
 
 
+            Mesh::Primitive::Attributes &attr = prim.attributes;
+
+            // Find out the maximum number of vertices:
+            size_t numAllVertices = 0;
+            if (!attr.position.empty() && attr.position[0]) {
+                numAllVertices = attr.position[0]->count;
+            }
+
+            // Extract used vertices:
+            bool useIndexBuffer = prim.indices;
+            std::vector<unsigned int>* vertexRemappingTable = nullptr;
+            if (useIndexBuffer) {
+                size_t count = prim.indices->count;
+                indexBuffer.resize(count);
+                usedVertexIndices.clear();
+                reverseMappingIndices.clear();
+                usedVertexIndices.reserve(count / 3); // this is a very rough heuristic to reduce re-allocations
+                vertexRemappingTable = &usedVertexIndices;
+                Accessor::Indexer data = prim.indices->GetIndexer();
+                if (!data.IsValid()) {
+                    throw DeadlyImportError("GLTF: Invalid accessor without data in mesh ", getContextForErrorMessages(mesh.id, mesh.name));
+                }
+
+                // Build the vertex remapping table and the modified index buffer (used later instead of the original one)
+                // In case no index buffer is used, the original vertex arrays are being used so no remapping is required in the first place.
+                const unsigned int unusedIndex = ~0u;
+                for (unsigned int i = 0; i < count; ++i) {
+                    unsigned int index = data.GetUInt(i);
+                    if (index >= numAllVertices) {
+                        // Out-of-range indices will be filtered out when adding the faces and then lead to a warning. At this stage, we just keep them.
+                        indexBuffer[i] = index;
+                        continue; 
+                    }
+                    if (index >= reverseMappingIndices.size()) {
+                        reverseMappingIndices.resize(index + 1, unusedIndex);
+                    }
+                    if (reverseMappingIndices[index] == unusedIndex) {
+                        reverseMappingIndices[index] = static_cast<unsigned int>(usedVertexIndices.size());
+                        usedVertexIndices.push_back(index);
+                    }
+                    indexBuffer[i] = reverseMappingIndices[index];
+                }
+            }
+
             aiMesh *aim = new aiMesh();
             aiMesh *aim = new aiMesh();
             meshes.push_back(std::unique_ptr<aiMesh>(aim));
             meshes.push_back(std::unique_ptr<aiMesh>(aim));
 
 
@@ -502,28 +551,25 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
                 break;
                 break;
             }
             }
 
 
-            Mesh::Primitive::Attributes &attr = prim.attributes;
-
             if (!attr.position.empty() && attr.position[0]) {
             if (!attr.position.empty() && attr.position[0]) {
-                aim->mNumVertices = static_cast<unsigned int>(attr.position[0]->count);
-                attr.position[0]->ExtractData(aim->mVertices);
+                aim->mNumVertices = static_cast<unsigned int>(attr.position[0]->ExtractData(aim->mVertices, vertexRemappingTable));
             }
             }
 
 
             if (!attr.normal.empty() && attr.normal[0]) {
             if (!attr.normal.empty() && attr.normal[0]) {
-                if (attr.normal[0]->count != aim->mNumVertices) {
+                    if (attr.normal[0]->count != numAllVertices) {
                     DefaultLogger::get()->warn("Normal count in mesh \"", mesh.name, "\" does not match the vertex count, normals ignored.");
                     DefaultLogger::get()->warn("Normal count in mesh \"", mesh.name, "\" does not match the vertex count, normals ignored.");
                 } else {
                 } else {
-                    attr.normal[0]->ExtractData(aim->mNormals);
+                    attr.normal[0]->ExtractData(aim->mNormals, vertexRemappingTable);
 
 
                     // only extract tangents if normals are present
                     // only extract tangents if normals are present
                     if (!attr.tangent.empty() && attr.tangent[0]) {
                     if (!attr.tangent.empty() && attr.tangent[0]) {
-                        if (attr.tangent[0]->count != aim->mNumVertices) {
+                        if (attr.tangent[0]->count != numAllVertices) {
                             DefaultLogger::get()->warn("Tangent count in mesh \"", mesh.name, "\" does not match the vertex count, tangents ignored.");
                             DefaultLogger::get()->warn("Tangent count in mesh \"", mesh.name, "\" does not match the vertex count, tangents ignored.");
                         } else {
                         } else {
                             // generate bitangents from normals and tangents according to spec
                             // generate bitangents from normals and tangents according to spec
                             Tangent *tangents = nullptr;
                             Tangent *tangents = nullptr;
 
 
-                            attr.tangent[0]->ExtractData(tangents);
+                            attr.tangent[0]->ExtractData(tangents, vertexRemappingTable);
 
 
                             aim->mTangents = new aiVector3D[aim->mNumVertices];
                             aim->mTangents = new aiVector3D[aim->mNumVertices];
                             aim->mBitangents = new aiVector3D[aim->mNumVertices];
                             aim->mBitangents = new aiVector3D[aim->mNumVertices];
@@ -540,7 +586,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
             }
             }
 
 
             for (size_t c = 0; c < attr.color.size() && c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c) {
             for (size_t c = 0; c < attr.color.size() && c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c) {
-                if (attr.color[c]->count != aim->mNumVertices) {
+                if (attr.color[c]->count != numAllVertices) {
                     DefaultLogger::get()->warn("Color stream size in mesh \"", mesh.name,
                     DefaultLogger::get()->warn("Color stream size in mesh \"", mesh.name,
                             "\" does not match the vertex count");
                             "\" does not match the vertex count");
                     continue;
                     continue;
@@ -548,7 +594,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
 
 
                 auto componentType = attr.color[c]->componentType;
                 auto componentType = attr.color[c]->componentType;
                 if (componentType == glTF2::ComponentType_FLOAT) {
                 if (componentType == glTF2::ComponentType_FLOAT) {
-                    attr.color[c]->ExtractData(aim->mColors[c]);
+                    attr.color[c]->ExtractData(aim->mColors[c], vertexRemappingTable);
                 } else {
                 } else {
                     if (componentType == glTF2::ComponentType_UNSIGNED_BYTE) {
                     if (componentType == glTF2::ComponentType_UNSIGNED_BYTE) {
                         aim->mColors[c] = GetVertexColorsForType<unsigned char>(attr.color[c]);
                         aim->mColors[c] = GetVertexColorsForType<unsigned char>(attr.color[c]);
@@ -563,13 +609,13 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
                     continue;
                     continue;
                 }
                 }
 
 
-                if (attr.texcoord[tc]->count != aim->mNumVertices) {
+                if (attr.texcoord[tc]->count != numAllVertices) {
                     DefaultLogger::get()->warn("Texcoord stream size in mesh \"", mesh.name,
                     DefaultLogger::get()->warn("Texcoord stream size in mesh \"", mesh.name,
                             "\" does not match the vertex count");
                             "\" does not match the vertex count");
                     continue;
                     continue;
                 }
                 }
 
 
-                attr.texcoord[tc]->ExtractData(aim->mTextureCoords[tc]);
+                attr.texcoord[tc]->ExtractData(aim->mTextureCoords[tc], vertexRemappingTable);
                 aim->mNumUVComponents[tc] = attr.texcoord[tc]->GetNumComponents();
                 aim->mNumUVComponents[tc] = attr.texcoord[tc]->GetNumComponents();
 
 
                 aiVector3D *values = aim->mTextureCoords[tc];
                 aiVector3D *values = aim->mTextureCoords[tc];
@@ -594,11 +640,11 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
                     Mesh::Primitive::Target &target = targets[i];
                     Mesh::Primitive::Target &target = targets[i];
 
 
                     if (needPositions) {
                     if (needPositions) {
-                        if (target.position[0]->count != aim->mNumVertices) {
+                        if (target.position[0]->count != numAllVertices) {
                             ASSIMP_LOG_WARN("Positions of target ", i, " in mesh \"", mesh.name, "\" does not match the vertex count");
                             ASSIMP_LOG_WARN("Positions of target ", i, " in mesh \"", mesh.name, "\" does not match the vertex count");
                         } else {
                         } else {
                             aiVector3D *positionDiff = nullptr;
                             aiVector3D *positionDiff = nullptr;
-                            target.position[0]->ExtractData(positionDiff);
+                            target.position[0]->ExtractData(positionDiff, vertexRemappingTable);
                             for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
                             for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
                                 aiAnimMesh.mVertices[vertexId] += positionDiff[vertexId];
                                 aiAnimMesh.mVertices[vertexId] += positionDiff[vertexId];
                             }
                             }
@@ -606,11 +652,11 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
                         }
                         }
                     }
                     }
                     if (needNormals) {
                     if (needNormals) {
-                        if (target.normal[0]->count != aim->mNumVertices) {
+                        if (target.normal[0]->count != numAllVertices) {
                             ASSIMP_LOG_WARN("Normals of target ", i, " in mesh \"", mesh.name, "\" does not match the vertex count");
                             ASSIMP_LOG_WARN("Normals of target ", i, " in mesh \"", mesh.name, "\" does not match the vertex count");
                         } else {
                         } else {
                             aiVector3D *normalDiff = nullptr;
                             aiVector3D *normalDiff = nullptr;
-                            target.normal[0]->ExtractData(normalDiff);
+                            target.normal[0]->ExtractData(normalDiff, vertexRemappingTable);
                             for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
                             for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
                                 aiAnimMesh.mNormals[vertexId] += normalDiff[vertexId];
                                 aiAnimMesh.mNormals[vertexId] += normalDiff[vertexId];
                             }
                             }
@@ -621,14 +667,14 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
                         if (!aiAnimMesh.HasNormals()) {
                         if (!aiAnimMesh.HasNormals()) {
                             // prevent nullptr access to aiAnimMesh.mNormals below when no normals are available
                             // prevent nullptr access to aiAnimMesh.mNormals below when no normals are available
                             ASSIMP_LOG_WARN("Bitangents of target ", i, " in mesh \"", mesh.name, "\" can't be computed, because mesh has no normals.");
                             ASSIMP_LOG_WARN("Bitangents of target ", i, " in mesh \"", mesh.name, "\" can't be computed, because mesh has no normals.");
-                        } else if (target.tangent[0]->count != aim->mNumVertices) {
+                        } else if (target.tangent[0]->count != numAllVertices) {
                             ASSIMP_LOG_WARN("Tangents of target ", i, " in mesh \"", mesh.name, "\" does not match the vertex count");
                             ASSIMP_LOG_WARN("Tangents of target ", i, " in mesh \"", mesh.name, "\" does not match the vertex count");
                         } else {
                         } else {
                             Tangent *tangent = nullptr;
                             Tangent *tangent = nullptr;
-                            attr.tangent[0]->ExtractData(tangent);
+                            attr.tangent[0]->ExtractData(tangent, vertexRemappingTable);
 
 
                             aiVector3D *tangentDiff = nullptr;
                             aiVector3D *tangentDiff = nullptr;
-                            target.tangent[0]->ExtractData(tangentDiff);
+                            target.tangent[0]->ExtractData(tangentDiff, vertexRemappingTable);
 
 
                             for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; ++vertexId) {
                             for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; ++vertexId) {
                                 tangent[vertexId].xyz += tangentDiff[vertexId];
                                 tangent[vertexId].xyz += tangentDiff[vertexId];
@@ -652,20 +698,15 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
             aiFace *facePtr = nullptr;
             aiFace *facePtr = nullptr;
             size_t nFaces = 0;
             size_t nFaces = 0;
 
 
-            if (prim.indices) {
-                size_t count = prim.indices->count;
-
-                Accessor::Indexer data = prim.indices->GetIndexer();
-                if (!data.IsValid()) {
-                    throw DeadlyImportError("GLTF: Invalid accessor without data in mesh ", getContextForErrorMessages(mesh.id, mesh.name));
-                }
+            if (useIndexBuffer) {
+                size_t count = indexBuffer.size();
 
 
                 switch (prim.mode) {
                 switch (prim.mode) {
                 case PrimitiveMode_POINTS: {
                 case PrimitiveMode_POINTS: {
                     nFaces = count;
                     nFaces = count;
                     facePtr = faces = new aiFace[nFaces];
                     facePtr = faces = new aiFace[nFaces];
                     for (unsigned int i = 0; i < count; ++i) {
                     for (unsigned int i = 0; i < count; ++i) {
-                        SetFaceAndAdvance1(facePtr, aim->mNumVertices, data.GetUInt(i));
+                        SetFaceAndAdvance1(facePtr, aim->mNumVertices, indexBuffer[i]);
                     }
                     }
                     break;
                     break;
                 }
                 }
@@ -678,7 +719,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
                     }
                     }
                     facePtr = faces = new aiFace[nFaces];
                     facePtr = faces = new aiFace[nFaces];
                     for (unsigned int i = 0; i < count; i += 2) {
                     for (unsigned int i = 0; i < count; i += 2) {
-                        SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1));
+                        SetFaceAndAdvance2(facePtr, aim->mNumVertices, indexBuffer[i], indexBuffer[i + 1]);
                     }
                     }
                     break;
                     break;
                 }
                 }
@@ -687,12 +728,12 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
                 case PrimitiveMode_LINE_STRIP: {
                 case PrimitiveMode_LINE_STRIP: {
                     nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
                     nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
                     facePtr = faces = new aiFace[nFaces];
                     facePtr = faces = new aiFace[nFaces];
-                    SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(1));
+                    SetFaceAndAdvance2(facePtr, aim->mNumVertices, indexBuffer[0], indexBuffer[1]);
                     for (unsigned int i = 2; i < count; ++i) {
                     for (unsigned int i = 2; i < count; ++i) {
-                        SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(i - 1), data.GetUInt(i));
+                        SetFaceAndAdvance2(facePtr, aim->mNumVertices, indexBuffer[i - 1], indexBuffer[i]);
                     }
                     }
                     if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
                     if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
-                        SetFaceAndAdvance2(facePtr, aim->mNumVertices, data.GetUInt(static_cast<int>(count) - 1), faces[0].mIndices[0]);
+                        SetFaceAndAdvance2(facePtr, aim->mNumVertices, indexBuffer[static_cast<int>(count) - 1], faces[0].mIndices[0]);
                     }
                     }
                     break;
                     break;
                 }
                 }
@@ -705,7 +746,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
                     }
                     }
                     facePtr = faces = new aiFace[nFaces];
                     facePtr = faces = new aiFace[nFaces];
                     for (unsigned int i = 0; i < count; i += 3) {
                     for (unsigned int i = 0; i < count; i += 3) {
-                        SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
+                        SetFaceAndAdvance3(facePtr, aim->mNumVertices, indexBuffer[i], indexBuffer[i + 1], indexBuffer[i + 2]);
                     }
                     }
                     break;
                     break;
                 }
                 }
@@ -716,10 +757,10 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
                         // The ordering is to ensure that the triangles are all drawn with the same orientation
                         // The ordering is to ensure that the triangles are all drawn with the same orientation
                         if ((i + 1) % 2 == 0) {
                         if ((i + 1) % 2 == 0) {
                             // For even n, vertices n + 1, n, and n + 2 define triangle n
                             // For even n, vertices n + 1, n, and n + 2 define triangle n
-                            SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i + 1), data.GetUInt(i), data.GetUInt(i + 2));
+                            SetFaceAndAdvance3(facePtr, aim->mNumVertices, indexBuffer[i + 1], indexBuffer[i], indexBuffer[i + 2]);
                         } else {
                         } else {
                             // For odd n, vertices n, n+1, and n+2 define triangle n
                             // For odd n, vertices n, n+1, and n+2 define triangle n
-                            SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
+                            SetFaceAndAdvance3(facePtr, aim->mNumVertices, indexBuffer[i], indexBuffer[i + 1], indexBuffer[i + 2]);
                         }
                         }
                     }
                     }
                     break;
                     break;
@@ -727,9 +768,9 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
                 case PrimitiveMode_TRIANGLE_FAN:
                 case PrimitiveMode_TRIANGLE_FAN:
                     nFaces = count - 2;
                     nFaces = count - 2;
                     facePtr = faces = new aiFace[nFaces];
                     facePtr = faces = new aiFace[nFaces];
-                    SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
+                    SetFaceAndAdvance3(facePtr, aim->mNumVertices, indexBuffer[0], indexBuffer[1], indexBuffer[2]);
                     for (unsigned int i = 1; i < nFaces; ++i) {
                     for (unsigned int i = 1; i < nFaces; ++i) {
-                        SetFaceAndAdvance3(facePtr, aim->mNumVertices, data.GetUInt(0), data.GetUInt(i + 1), data.GetUInt(i + 2));
+                        SetFaceAndAdvance3(facePtr, aim->mNumVertices, indexBuffer[0], indexBuffer[i + 1], indexBuffer[i + 2]);
                     }
                     }
                     break;
                     break;
                 }
                 }
@@ -1183,11 +1224,6 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
 
 
         if (node.camera) {
         if (node.camera) {
             pScene->mCameras[node.camera.GetIndex()]->mName = ainode->mName;
             pScene->mCameras[node.camera.GetIndex()]->mName = ainode->mName;
-            if (node.translation.isPresent) {
-                aiVector3D trans;
-                CopyValue(node.translation.value, trans);
-                pScene->mCameras[node.camera.GetIndex()]->mPosition = trans;
-            }
         }
         }
 
 
         if (node.light) {
         if (node.light) {

+ 61 - 1
code/CMakeLists.txt

@@ -1195,7 +1195,67 @@ TARGET_USE_COMMON_OUTPUT_DIRECTORY(assimp)
 IF (ASSIMP_WARNINGS_AS_ERRORS)
 IF (ASSIMP_WARNINGS_AS_ERRORS)
   MESSAGE(STATUS "Treating all warnings as errors (for assimp library only)")
   MESSAGE(STATUS "Treating all warnings as errors (for assimp library only)")
   IF (MSVC)
   IF (MSVC)
-    TARGET_COMPILE_OPTIONS(assimp PRIVATE /W4 /WX)
+
+    IF(CMAKE_CXX_COMPILER_ID MATCHES "Clang" ) # clang-cl
+      TARGET_COMPILE_OPTIONS(assimp PRIVATE -Wall -Werror
+        -Wno-unused-function
+        -Wno-microsoft-enum-value
+        -Wno-switch-enum
+        -Wno-covered-switch-default
+        -Wno-reserved-identifier
+        -Wno-c++98-compat-pedantic
+        -Wno-c++98-compat
+        -Wno-documentation
+        -Wno-documentation-unknown-command
+        -Wno-deprecated-dynamic-exception-spec
+        -Wno-undef
+        -Wno-suggest-destructor-override
+        -Wno-suggest-override
+        -Wno-inconsistent-missing-destructor-override
+        -Wno-zero-as-null-pointer-constant
+        -Wno-global-constructors
+        -Wno-exit-time-destructors
+        -Wno-extra-semi-stmt
+        -Wno-missing-prototypes
+        -Wno-old-style-cast
+        -Wno-cast-align
+        -Wno-cast-qual
+        -Wno-float-equal
+        -Wno-implicit-int-float-conversion
+        -Wno-sign-conversion
+        -Wno-implicit-float-conversion
+        -Wno-implicit-int-conversion
+        -Wno-float-conversion
+        -Wno-double-promotion
+        -Wno-unused-macros
+        -Wno-disabled-macro-expansion
+        -Wno-shadow-field
+        -Wno-shadow
+        -Wno-language-extension-token
+        -Wno-header-hygiene
+        -Wno-tautological-value-range-compare
+        -Wno-tautological-type-limit-compare
+        -Wno-missing-noreturn
+        -Wno-missing-variable-declarations
+        -Wno-extra-semi
+        -Wno-nonportable-system-include-path
+        -Wno-undefined-reinterpret-cast
+        -Wno-shift-sign-overflow
+        -Wno-deprecated-copy-with-user-provided-dtor
+        -Wno-deprecated-copy-with-dtor
+        -Wno-deprecated
+        -Wno-format-nonliteral
+        -Wno-comma
+        -Wno-unreachable-code-break
+        -Wno-unreachable-code-return
+        -Wno-implicit-fallthrough
+        -Wno-unused-template
+        -Wno-undefined-func-template
+        -Wno-declaration-after-statement
+      )
+    ELSE()
+      TARGET_COMPILE_OPTIONS(assimp PRIVATE /W4 /WX)
+    ENDIF()
   ELSE()
   ELSE()
     TARGET_COMPILE_OPTIONS(assimp PRIVATE -Wall -Werror)
     TARGET_COMPILE_OPTIONS(assimp PRIVATE -Wall -Werror)
   ENDIF()
   ENDIF()

+ 5 - 3
code/Common/ImporterRegistry.cpp

@@ -214,7 +214,12 @@ void GetImporterInstanceList(std::vector<BaseImporter *> &out) {
     // Some importers may be unimplemented or otherwise unsuitable for general use
     // Some importers may be unimplemented or otherwise unsuitable for general use
     // in their current state. Devs can set ASSIMP_ENABLE_DEV_IMPORTERS in their
     // in their current state. Devs can set ASSIMP_ENABLE_DEV_IMPORTERS in their
     // local environment to enable them, otherwise they're left out of the registry.
     // local environment to enable them, otherwise they're left out of the registry.
+#if defined(WINAPI_FAMILY) && WINAPI_FAMILY == WINAPI_FAMILY_DESKTOP_APP
+    // not supported under uwp
     const char *envStr = std::getenv("ASSIMP_ENABLE_DEV_IMPORTERS");
     const char *envStr = std::getenv("ASSIMP_ENABLE_DEV_IMPORTERS");
+#else
+    const char *envStr = { "0" };
+#endif
     bool devImportersEnabled = envStr && strcmp(envStr, "0");
     bool devImportersEnabled = envStr && strcmp(envStr, "0");
 
 
     // Ensure no unused var warnings if all uses are #ifndef'd away below:
     // Ensure no unused var warnings if all uses are #ifndef'd away below:
@@ -377,9 +382,6 @@ void GetImporterInstanceList(std::vector<BaseImporter *> &out) {
 #ifndef ASSIMP_BUILD_NO_IQM_IMPORTER
 #ifndef ASSIMP_BUILD_NO_IQM_IMPORTER
     out.push_back(new IQMImporter());
     out.push_back(new IQMImporter());
 #endif
 #endif
-    //#ifndef ASSIMP_BUILD_NO_STEP_IMPORTER
-    //    out.push_back(new StepFile::StepFileImporter());
-    //#endif
 }
 }
 
 
 /** will delete all registered importers. */
 /** will delete all registered importers. */

+ 1 - 1
code/PostProcessing/PretransformVertices.cpp

@@ -577,7 +577,7 @@ void PretransformVertices::Execute(aiScene *pScene) {
 		// multiply all properties of the camera with the absolute
 		// multiply all properties of the camera with the absolute
 		// transformation of the corresponding node
 		// transformation of the corresponding node
 		cam->mPosition = nd->mTransformation * cam->mPosition;
 		cam->mPosition = nd->mTransformation * cam->mPosition;
-		cam->mLookAt = aiMatrix3x3(nd->mTransformation) * cam->mLookAt;
+		cam->mLookAt = nd->mTransformation * cam->mLookAt;
 		cam->mUp = aiMatrix3x3(nd->mTransformation) * cam->mUp;
 		cam->mUp = aiMatrix3x3(nd->mTransformation) * cam->mUp;
 	}
 	}
 
 

+ 4 - 4
contrib/poly2tri/poly2tri/sweep/sweep.cc

@@ -118,8 +118,8 @@ void Sweep::EdgeEvent(SweepContext& tcx, Point& ep, Point& eq, Triangle* triangl
   Point* p1 = triangle->PointCCW(point);
   Point* p1 = triangle->PointCCW(point);
   Orientation o1 = Orient2d(eq, *p1, ep);
   Orientation o1 = Orient2d(eq, *p1, ep);
   if (o1 == COLLINEAR) {
   if (o1 == COLLINEAR) {
-	  // ASSIMP_CHANGE (aramis_acg)
-	  throw std::runtime_error("EdgeEvent - collinear points not supported");
+
+
     if( triangle->Contains(&eq, p1)) {
     if( triangle->Contains(&eq, p1)) {
       triangle->MarkConstrainedEdge(&eq, p1 );
       triangle->MarkConstrainedEdge(&eq, p1 );
       // We are modifying the constraint maybe it would be better to
       // We are modifying the constraint maybe it would be better to
@@ -137,8 +137,8 @@ void Sweep::EdgeEvent(SweepContext& tcx, Point& ep, Point& eq, Triangle* triangl
   Point* p2 = triangle->PointCW(point);
   Point* p2 = triangle->PointCW(point);
   Orientation o2 = Orient2d(eq, *p2, ep);
   Orientation o2 = Orient2d(eq, *p2, ep);
   if (o2 == COLLINEAR) {
   if (o2 == COLLINEAR) {
-	  // ASSIMP_CHANGE (aramis_acg)
-	  throw std::runtime_error("EdgeEvent - collinear points not supported");
+
+
 
 
     if( triangle->Contains(&eq, p2)) {
     if( triangle->Contains(&eq, p2)) {
       triangle->MarkConstrainedEdge(&eq, p2 );
       triangle->MarkConstrainedEdge(&eq, p2 );

+ 2 - 1
contrib/unzip/crypt.c

@@ -103,7 +103,7 @@ int cryptrand(unsigned char *buf, unsigned int len)
     unsigned __int64 pentium_tsc[1];
     unsigned __int64 pentium_tsc[1];
     int result = 0;
     int result = 0;
 
 
-
+    #if defined(WINAPI_FAMILY) && WINAPI_FAMILY == WINAPI_FAMILY_DESKTOP_APP
     if (CryptAcquireContext(&provider, NULL, NULL, PROV_RSA_FULL, CRYPT_VERIFYCONTEXT | CRYPT_SILENT))
     if (CryptAcquireContext(&provider, NULL, NULL, PROV_RSA_FULL, CRYPT_VERIFYCONTEXT | CRYPT_SILENT))
     {
     {
         result = CryptGenRandom(provider, len, buf);
         result = CryptGenRandom(provider, len, buf);
@@ -111,6 +111,7 @@ int cryptrand(unsigned char *buf, unsigned int len)
         if (result)
         if (result)
             return len;
             return len;
     }
     }
+    #endif
 
 
     for (rlen = 0; rlen < (int)len; ++rlen)
     for (rlen = 0; rlen < (int)len; ++rlen)
     {
     {

+ 9 - 1
contrib/zlib/CMakeLists.txt

@@ -76,7 +76,15 @@ if(MSVC)
     set(CMAKE_DEBUG_POSTFIX "d")
     set(CMAKE_DEBUG_POSTFIX "d")
     add_definitions(-D_CRT_SECURE_NO_DEPRECATE)
     add_definitions(-D_CRT_SECURE_NO_DEPRECATE)
     add_definitions(-D_CRT_NONSTDC_NO_DEPRECATE)
     add_definitions(-D_CRT_NONSTDC_NO_DEPRECATE)
+    if(CMAKE_CXX_COMPILER_ID MATCHES "Clang" ) # clang-cl
+        SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wno-deprecated-non-prototype")
+    endif()
+
     include_directories(${CMAKE_CURRENT_SOURCE_DIR})
     include_directories(${CMAKE_CURRENT_SOURCE_DIR})
+else()
+    if(CMAKE_CXX_COMPILER_ID MATCHES "Clang" ) # clang-cl
+        SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wno-deprecated-non-prototype")
+    endif()
 endif()
 endif()
 
 
 if(NOT CMAKE_CURRENT_SOURCE_DIR STREQUAL CMAKE_CURRENT_BINARY_DIR)
 if(NOT CMAKE_CURRENT_SOURCE_DIR STREQUAL CMAKE_CURRENT_BINARY_DIR)
@@ -88,7 +96,7 @@ if(NOT CMAKE_CURRENT_SOURCE_DIR STREQUAL CMAKE_CURRENT_BINARY_DIR)
         message(STATUS "to 'zconf.h.included' because this file is included with zlib")
         message(STATUS "to 'zconf.h.included' because this file is included with zlib")
         message(STATUS "but CMake generates it automatically in the build directory.")
         message(STATUS "but CMake generates it automatically in the build directory.")
         file(RENAME ${CMAKE_CURRENT_SOURCE_DIR}/zconf.h ${CMAKE_CURRENT_SOURCE_DIR}/zconf.h.included)
         file(RENAME ${CMAKE_CURRENT_SOURCE_DIR}/zconf.h ${CMAKE_CURRENT_SOURCE_DIR}/zconf.h.included)
-  endif()
+    endif()
 endif()
 endif()
 
 
 set(ZLIB_PC ${CMAKE_CURRENT_BINARY_DIR}/zlib.pc)
 set(ZLIB_PC ${CMAKE_CURRENT_BINARY_DIR}/zlib.pc)

+ 1 - 1
include/assimp/StringUtils.h

@@ -56,7 +56,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include <sstream>
 #include <sstream>
 #include <iomanip>
 #include <iomanip>
 
 
-#ifdef _MSC_VER
+#if defined(_MSC_VER) && !defined(__clang__)
 #define AI_SIZEFMT "%Iu"
 #define AI_SIZEFMT "%Iu"
 #else
 #else
 #define AI_SIZEFMT "%zu"
 #define AI_SIZEFMT "%zu"

+ 7 - 7
test/unit/utglTF2ImportExport.cpp

@@ -382,7 +382,7 @@ TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLines) {
     const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_08.gltf", aiProcess_ValidateDataStructure);
     const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_08.gltf", aiProcess_ValidateDataStructure);
     EXPECT_NE(nullptr, scene);
     EXPECT_NE(nullptr, scene);
     EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
     EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
-    std::array<unsigned int, 5> l1 = { { 0u, 3u, 2u, 1u, 0u } };
+    std::array<unsigned int, 5> l1 = { { 0u, 1u, 2u, 3u, 0u } };
     EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2u);
     EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2u);
     for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i) {
     for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i) {
         EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], l1[i]);
         EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], l1[i]);
@@ -396,7 +396,7 @@ TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLineLoop) {
     const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_09.gltf", aiProcess_ValidateDataStructure);
     const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_09.gltf", aiProcess_ValidateDataStructure);
     EXPECT_NE(nullptr, scene);
     EXPECT_NE(nullptr, scene);
     EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
     EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
-    std::array<unsigned int, 5> l1 = { { 0, 3u, 2u, 1u, 0u } };
+    std::array<unsigned int, 5> l1 = { { 0, 1u, 2u, 3u, 0u } };
     EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2u);
     EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2u);
     for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i) {
     for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i) {
         EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], l1[i]);
         EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], l1[i]);
@@ -410,7 +410,7 @@ TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLineStrip) {
     const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_10.gltf", aiProcess_ValidateDataStructure);
     const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_10.gltf", aiProcess_ValidateDataStructure);
     EXPECT_NE(nullptr, scene);
     EXPECT_NE(nullptr, scene);
     EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
     EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
-    std::array<unsigned int, 5> l1 = { { 0u, 3u, 2u, 1u, 0u } };
+    std::array<unsigned int, 5> l1 = { { 0u, 1u, 2u, 3u, 0u } };
     EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2u);
     EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2u);
     for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i) {
     for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i) {
         EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], l1[i]);
         EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], l1[i]);
@@ -425,13 +425,13 @@ TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeTrianglesStrip) {
     EXPECT_NE(nullptr, scene);
     EXPECT_NE(nullptr, scene);
     EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2u);
     EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2u);
     EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
     EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
-    std::array<unsigned int, 3> f1 = { { 0u, 3u, 1u } };
+    std::array<unsigned int, 3> f1 = { { 0u, 1u, 2u } };
     EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3u);
     EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3u);
     for (size_t i = 0; i < 3; ++i) {
     for (size_t i = 0; i < 3; ++i) {
         EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mIndices[i], f1[i]);
         EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mIndices[i], f1[i]);
     }
     }
 
 
-    std::array<unsigned int, 3> f2 = { { 1u, 3u, 2u } };
+    std::array<unsigned int, 3> f2 = { { 2u, 1u, 3u } };
     EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3u);
     EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3u);
     for (size_t i = 0; i < 3; ++i) {
     for (size_t i = 0; i < 3; ++i) {
         EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mIndices[i], f2[i]);
         EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mIndices[i], f2[i]);
@@ -445,13 +445,13 @@ TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeTrianglesFan) {
     EXPECT_NE(nullptr, scene);
     EXPECT_NE(nullptr, scene);
     EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
     EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
     EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2u);
     EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2u);
-    std::array<unsigned int, 3> f1 = { { 0u, 3u, 2u } };
+    std::array<unsigned int, 3> f1 = { { 0u, 1u, 2u } };
     EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3u);
     EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3u);
     for (size_t i = 0; i < 3; ++i) {
     for (size_t i = 0; i < 3; ++i) {
         EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mIndices[i], f1[i]);
         EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mIndices[i], f1[i]);
     }
     }
 
 
-    std::array<unsigned int, 3> f2 = { { 0u, 2u, 1u } };
+    std::array<unsigned int, 3> f2 = { { 0u, 2u, 3u } };
     EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3u);
     EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3u);
     for (size_t i = 0; i < 3; ++i) {
     for (size_t i = 0; i < 3; ++i) {
         EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mIndices[i], f2[i]);
         EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mIndices[i], f2[i]);