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.
@ -58,6 +59,25 @@ using namespace Assimp;
#ifndef ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS
namespace {
template <typename aiMeshType>
void flipUVs(aiMeshType* pMesh) {
if (pMesh == nullptr) { return; }
// mirror texture y coordinate
for (unsigned int tcIdx = 0; tcIdx < AI_MAX_NUMBER_OF_TEXTURECOORDS; tcIdx++) {
if (!pMesh->HasTextureCoords(tcIdx)) {
break;
}
for (unsigned int vIdx = 0; vIdx < pMesh->mNumVertices; vIdx++) {
pMesh->mTextureCoords[tcIdx][vIdx].y = 1.0f - pMesh->mTextureCoords[tcIdx][vIdx].y;
}
}
}
} // namespace
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
MakeLeftHandedProcess::MakeLeftHandedProcess()
@ -84,18 +104,20 @@ void MakeLeftHandedProcess::Execute( aiScene* pScene)
{
// Check for an existent root node to proceed
ai_assert(pScene->mRootNode != NULL);
DefaultLogger::get()->debug("MakeLeftHandedProcess begin");
ASSIMP_LOG_DEBUG("MakeLeftHandedProcess begin");
// recursively convert all the nodes
ProcessNode( pScene->mRootNode, aiMatrix4x4());
// process the meshes accordingly
for( unsigned int a = 0; a < pScene->mNumMeshes; ++a)
ProcessMesh( pScene->mMeshes[a]);
for ( unsigned int a = 0; a < pScene->mNumMeshes; ++a ) {
ProcessMesh( pScene->mMeshes[ a ] );
}
// process the materials accordingly
for( unsigned int a = 0; a < pScene->mNumMaterials; ++a)
ProcessMaterial( pScene->mMaterials[a]);
for ( unsigned int a = 0; a < pScene->mNumMaterials; ++a ) {
ProcessMaterial( pScene->mMaterials[ a ] );
}
// transform all animation channels as well
for( unsigned int a = 0; a < pScene->mNumAnimations; a++)
@ -107,7 +129,7 @@ void MakeLeftHandedProcess::Execute( aiScene* pScene)
ProcessAnimation( nodeAnim);
}
}
DefaultLogger::get()->debug("MakeLeftHandedProcess finished");
ASSIMP_LOG_DEBUG("MakeLeftHandedProcess finished");
}
// ------------------------------------------------------------------------------------------------
@ -135,14 +157,18 @@ void MakeLeftHandedProcess::ProcessNode( aiNode* pNode, const aiMatrix4x4& pPare
// ------------------------------------------------------------------------------------------------
// Converts a single mesh to left handed coordinates.
void MakeLeftHandedProcess::ProcessMesh( aiMesh* pMesh)
{
void MakeLeftHandedProcess::ProcessMesh( aiMesh* pMesh) {
if ( nullptr == pMesh ) {
ASSIMP_LOG_ERROR( "Nullptr to mesh found." );
return;
}
// mirror positions, normals and stuff along the Z axis
for( size_t a = 0; a < pMesh->mNumVertices; ++a)
{
pMesh->mVertices[a].z *= -1.0f;
if( pMesh->HasNormals())
if (pMesh->HasNormals()) {
pMesh->mNormals[a].z *= -1.0f;
}
if( pMesh->HasTangentsAndBitangents())
{
pMesh->mTangents[a].z *= -1.0f;
@ -150,6 +176,23 @@ void MakeLeftHandedProcess::ProcessMesh( aiMesh* pMesh)
}
}
// mirror anim meshes positions, normals and stuff along the Z axis
for (size_t m = 0; m < pMesh->mNumAnimMeshes; ++m)
{
for (size_t a = 0; a < pMesh->mAnimMeshes[m]->mNumVertices; ++a)
{
pMesh->mAnimMeshes[m]->mVertices[a].z *= -1.0f;
if (pMesh->mAnimMeshes[m]->HasNormals()) {
pMesh->mAnimMeshes[m]->mNormals[a].z *= -1.0f;
}
if (pMesh->mAnimMeshes[m]->HasTangentsAndBitangents())
{
pMesh->mAnimMeshes[m]->mTangents[a].z *= -1.0f;
pMesh->mAnimMeshes[m]->mBitangents[a].z *= -1.0f;
}
}
}
// mirror offset matrices of all bones
for( size_t a = 0; a < pMesh->mNumBones; ++a)
{
@ -172,8 +215,12 @@ void MakeLeftHandedProcess::ProcessMesh( aiMesh* pMesh)
// ------------------------------------------------------------------------------------------------
// Converts a single material to left handed coordinates.
void MakeLeftHandedProcess::ProcessMaterial( aiMaterial* _mat)
{
void MakeLeftHandedProcess::ProcessMaterial( aiMaterial* _mat) {
if ( nullptr == _mat ) {
ASSIMP_LOG_ERROR( "Nullptr to aiMaterial found." );
return;
}
aiMaterial* mat = (aiMaterial*)_mat;
for (unsigned int a = 0; a < mat->mNumProperties;++a) {
aiMaterialProperty* prop = mat->mProperties[a];
@ -182,7 +229,6 @@ void MakeLeftHandedProcess::ProcessMaterial( aiMaterial* _mat)
if (!::strcmp( prop->mKey.data, "$tex.mapaxis")) {
ai_assert( prop->mDataLength >= sizeof(aiVector3D)); /* something is wrong with the validation if we end up here */
aiVector3D* pff = (aiVector3D*)prop->mData;
pff->z *= -1.f;
}
}
@ -236,13 +282,13 @@ bool FlipUVsProcess::IsActive( unsigned int pFlags) const
// Executes the post processing step on the given imported data.
void FlipUVsProcess::Execute( aiScene* pScene)
{
DefaultLogger::get()->debug("FlipUVsProcess begin");
ASSIMP_LOG_DEBUG("FlipUVsProcess begin");
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
ProcessMesh(pScene->mMeshes[i]);
for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
ProcessMaterial(pScene->mMaterials[i]);
DefaultLogger::get()->debug("FlipUVsProcess finished");
ASSIMP_LOG_DEBUG("FlipUVsProcess finished");
}
// ------------------------------------------------------------------------------------------------
@ -253,7 +299,7 @@ void FlipUVsProcess::ProcessMaterial (aiMaterial* _mat)
for (unsigned int a = 0; a < mat->mNumProperties;++a) {
aiMaterialProperty* prop = mat->mProperties[a];
if( !prop ) {
DefaultLogger::get()->debug( "Property is null" );
ASSIMP_LOG_DEBUG( "Property is null" );
continue;
}
@ -273,15 +319,9 @@ void FlipUVsProcess::ProcessMaterial (aiMaterial* _mat)
// Converts a single mesh
void FlipUVsProcess::ProcessMesh( aiMesh* pMesh)
{
// mirror texture y coordinate
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
if( !pMesh->HasTextureCoords( a ) ) {
break;
}
for( unsigned int b = 0; b < pMesh->mNumVertices; b++ ) {
pMesh->mTextureCoords[ a ][ b ].y = 1.0f - pMesh->mTextureCoords[ a ][ b ].y;
}
flipUVs(pMesh);
for (unsigned int idx = 0; idx < pMesh->mNumAnimMeshes; idx++) {
flipUVs(pMesh->mAnimMeshes[idx]);
}
}
@ -310,10 +350,10 @@ bool FlipWindingOrderProcess::IsActive( unsigned int pFlags) const
// Executes the post processing step on the given imported data.
void FlipWindingOrderProcess::Execute( aiScene* pScene)
{
DefaultLogger::get()->debug("FlipWindingOrderProcess begin");
ASSIMP_LOG_DEBUG("FlipWindingOrderProcess begin");
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
ProcessMesh(pScene->mMeshes[i]);
DefaultLogger::get()->debug("FlipWindingOrderProcess finished");
ASSIMP_LOG_DEBUG("FlipWindingOrderProcess finished");
}
// ------------------------------------------------------------------------------------------------
@ -324,8 +364,50 @@ void FlipWindingOrderProcess::ProcessMesh( aiMesh* pMesh)
for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
{
aiFace& face = pMesh->mFaces[a];
for( unsigned int b = 0; b < face.mNumIndices / 2; b++)
std::swap( face.mIndices[b], face.mIndices[ face.mNumIndices - 1 - b]);
for (unsigned int b = 0; b < face.mNumIndices / 2; b++) {
std::swap(face.mIndices[b], face.mIndices[face.mNumIndices - 1 - b]);
}
}
// invert the order of all components in this mesh anim meshes
for (unsigned int m = 0; m < pMesh->mNumAnimMeshes; m++) {
aiAnimMesh* animMesh = pMesh->mAnimMeshes[m];
unsigned int numVertices = animMesh->mNumVertices;
if (animMesh->HasPositions()) {
for (unsigned int a = 0; a < numVertices; a++)
{
std::swap(animMesh->mVertices[a], animMesh->mVertices[numVertices - 1 - a]);
}
}
if (animMesh->HasNormals()) {
for (unsigned int a = 0; a < numVertices; a++)
{
std::swap(animMesh->mNormals[a], animMesh->mNormals[numVertices - 1 - a]);
}
}
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; i++) {
if (animMesh->HasTextureCoords(i)) {
for (unsigned int a = 0; a < numVertices; a++)
{
std::swap(animMesh->mTextureCoords[i][a], animMesh->mTextureCoords[i][numVertices - 1 - a]);
}
}
}
if (animMesh->HasTangentsAndBitangents()) {
for (unsigned int a = 0; a < numVertices; a++)
{
std::swap(animMesh->mTangents[a], animMesh->mTangents[numVertices - 1 - a]);
std::swap(animMesh->mBitangents[a], animMesh->mBitangents[numVertices - 1 - a]);
}
}
for (unsigned int v = 0; v < AI_MAX_NUMBER_OF_COLOR_SETS; v++) {
if (animMesh->HasVertexColors(v)) {
for (unsigned int a = 0; a < numVertices; a++)
{
std::swap(animMesh->mColors[v][a], animMesh->mColors[v][numVertices - 1 - a]);
}
}
}
}
}