Updated assimp to latest

This commit is contained in:
Areloch 2019-03-05 14:39:38 -06:00
parent 25ce4477ce
commit 161bf7f83b
461 changed files with 34662 additions and 30165 deletions

View file

@ -3,7 +3,8 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2017, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.
@ -53,13 +54,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "BlenderIntermediate.h"
#include "BlenderModifier.h"
#include "BlenderBMesh.h"
#include "StringUtils.h"
#include "BlenderCustomData.h"
#include <assimp/StringUtils.h>
#include <assimp/scene.h>
#include <assimp/importerdesc.h>
#include "StringComparison.h"
#include "StreamReader.h"
#include "MemoryIOWrapper.h"
#include <assimp/StringComparison.h>
#include <assimp/StreamReader.h>
#include <assimp/MemoryIOWrapper.h>
#include <cctype>
@ -153,14 +155,6 @@ void BlenderImporter::SetupProperties(const Importer* /*pImp*/)
// nothing to be done for the moment
}
struct free_it {
free_it(void* free) : free(free) {}
~free_it() {
::free(this->free);
}
void* free;
};
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
@ -168,8 +162,7 @@ void BlenderImporter::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler)
{
#ifndef ASSIMP_BUILD_NO_COMPRESSED_BLEND
Bytef* dest = NULL;
free_it free_it_really(dest);
std::vector<Bytef> uncompressed;
#endif
@ -217,6 +210,7 @@ void BlenderImporter::InternReadFile( const std::string& pFile,
size_t total = 0l;
// TODO: be smarter about this, decompress directly into heap buffer
// and decompress the data .... do 1k chunks in the hope that we won't kill the stack
#define MYBLOCK 1024
Bytef block[MYBLOCK];
@ -231,8 +225,8 @@ void BlenderImporter::InternReadFile( const std::string& pFile,
}
const size_t have = MYBLOCK - zstream.avail_out;
total += have;
dest = reinterpret_cast<Bytef*>( realloc(dest,total) );
memcpy(dest + total - have,block,have);
uncompressed.resize(total);
memcpy(uncompressed.data() + total - have,block,have);
}
while (ret != Z_STREAM_END);
@ -240,7 +234,7 @@ void BlenderImporter::InternReadFile( const std::string& pFile,
inflateEnd(&zstream);
// replace the input stream with a memory stream
stream.reset(new MemoryIOStream(reinterpret_cast<uint8_t*>(dest),total));
stream.reset(new MemoryIOStream(reinterpret_cast<uint8_t*>(uncompressed.data()),total));
// .. and retry
stream->Read(magic,7,1);
@ -334,12 +328,12 @@ void BlenderImporter::ExtractScene(Scene& out, const FileDatabase& file)
ss.Convert(out,file);
#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
DefaultLogger::get()->info((format(),
ASSIMP_LOG_INFO_F(
"(Stats) Fields read: " ,file.stats().fields_read,
", pointers resolved: " ,file.stats().pointers_resolved,
", cache hits: " ,file.stats().cache_hits,
", cached objects: " ,file.stats().cached_objects
));
);
#endif
}
@ -1028,6 +1022,34 @@ void BlenderImporter::ConvertMesh(const Scene& /*in*/, const Object* /*obj*/, co
}
}
// TODO should we create the TextureUVMapping map in Convert<Material> to prevent redundant processing?
// create texture <-> uvname mapping for all materials
// key is texture number, value is data *
typedef std::map<uint32_t, const MLoopUV *> TextureUVMapping;
// key is material number, value is the TextureUVMapping for the material
typedef std::map<uint32_t, TextureUVMapping> MaterialTextureUVMappings;
MaterialTextureUVMappings matTexUvMappings;
const uint32_t maxMat = static_cast<const uint32_t>(mesh->mat.size());
for (uint32_t m = 0; m < maxMat; ++m) {
// get material by index
const std::shared_ptr<Material> pMat = mesh->mat[m];
TextureUVMapping texuv;
const uint32_t maxTex = sizeof(pMat->mtex) / sizeof(pMat->mtex[0]);
for (uint32_t t = 0; t < maxTex; ++t) {
if (pMat->mtex[t] && pMat->mtex[t]->uvname[0]) {
// get the CustomData layer for given uvname and correct type
const ElemBase *pLoop = getCustomDataLayerData(mesh->ldata, CD_MLOOPUV, pMat->mtex[t]->uvname);
if (pLoop) {
texuv.insert(std::make_pair(t, dynamic_cast<const MLoopUV *>(pLoop)));
}
}
}
if (texuv.size()) {
matTexUvMappings.insert(std::make_pair(m, texuv));
}
}
// collect texture coordinates, they're stored in a separate per-face buffer
if (mesh->mtface || mesh->mloopuv) {
if (mesh->totface > static_cast<int> ( mesh->mtface.size())) {
@ -1035,8 +1057,17 @@ void BlenderImporter::ConvertMesh(const Scene& /*in*/, const Object* /*obj*/, co
}
for (std::vector<aiMesh*>::iterator it = temp->begin()+old; it != temp->end(); ++it) {
ai_assert((*it)->mNumVertices && (*it)->mNumFaces);
(*it)->mTextureCoords[0] = new aiVector3D[(*it)->mNumVertices];
const auto itMatTexUvMapping = matTexUvMappings.find((*it)->mMaterialIndex);
if (itMatTexUvMapping == matTexUvMappings.end()) {
// default behaviour like before
(*it)->mTextureCoords[0] = new aiVector3D[(*it)->mNumVertices];
}
else {
// create texture coords for every mapped tex
for (uint32_t i = 0; i < itMatTexUvMapping->second.size(); ++i) {
(*it)->mTextureCoords[i] = new aiVector3D[(*it)->mNumVertices];
}
}
(*it)->mNumFaces = (*it)->mNumVertices = 0;
}
@ -1058,13 +1089,34 @@ void BlenderImporter::ConvertMesh(const Scene& /*in*/, const Object* /*obj*/, co
aiMesh* const out = temp[ mat_num_to_mesh_idx[ v.mat_nr ] ];
const aiFace& f = out->mFaces[out->mNumFaces++];
aiVector3D* vo = &out->mTextureCoords[0][out->mNumVertices];
for (unsigned int j = 0; j < f.mNumIndices; ++j,++vo,++out->mNumVertices) {
const MLoopUV& uv = mesh->mloopuv[v.loopstart + j];
vo->x = uv.uv[0];
vo->y = uv.uv[1];
const auto itMatTexUvMapping = matTexUvMappings.find(v.mat_nr);
if (itMatTexUvMapping == matTexUvMappings.end()) {
// old behavior
aiVector3D* vo = &out->mTextureCoords[0][out->mNumVertices];
for (unsigned int j = 0; j < f.mNumIndices; ++j, ++vo, ++out->mNumVertices) {
const MLoopUV& uv = mesh->mloopuv[v.loopstart + j];
vo->x = uv.uv[0];
vo->y = uv.uv[1];
}
}
else {
// create textureCoords for every mapped tex
for (uint32_t m = 0; m < itMatTexUvMapping->second.size(); ++m) {
const MLoopUV *tm = itMatTexUvMapping->second[m];
aiVector3D* vo = &out->mTextureCoords[m][out->mNumVertices];
uint32_t j = 0;
for (; j < f.mNumIndices; ++j, ++vo) {
const MLoopUV& uv = tm[v.loopstart + j];
vo->x = uv.uv[0];
vo->y = uv.uv[1];
}
// only update written mNumVertices in last loop
// TODO why must the numVertices be incremented here?
if (m == itMatTexUvMapping->second.size() - 1) {
out->mNumVertices += j;
}
}
}
}
}
@ -1154,7 +1206,7 @@ aiCamera* BlenderImporter::ConvertCamera(const Scene& /*in*/, const Object* obj,
out->mUp = aiVector3D(0.f, 1.f, 0.f);
out->mLookAt = aiVector3D(0.f, 0.f, -1.f);
if (cam->sensor_x && cam->lens) {
out->mHorizontalFOV = std::atan2(cam->sensor_x, 2.f * cam->lens);
out->mHorizontalFOV = 2.f * std::atan2(cam->sensor_x, 2.f * cam->lens);
}
out->mClipPlaneNear = cam->clipsta;
out->mClipPlaneFar = cam->clipend;