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https://github.com/bloeys/assimp-go.git
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Metadata+Fix node bug
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@ -18,7 +18,6 @@ Unimplemented (yet) AssImp Scene objects:
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* Animation
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* Lights
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* Camera
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* Metadata
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## Using assimp-go
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71
asig/asig.go
71
asig/asig.go
@ -42,7 +42,7 @@ type Node struct {
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* @link importer_notes @endlink page for more information on every source file
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* format. Importers that don't document any metadata don't write any.
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*/
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Metadata *Metadata
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Metadata map[string]Metadata
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}
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type Animation struct {
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@ -104,6 +104,12 @@ type Camera struct {
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}
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type Metadata struct {
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Type MetadataType
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Value interface{}
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}
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type MetadataEntry struct {
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Data []byte
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}
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type Scene struct {
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@ -183,22 +189,21 @@ func parseRootNode(cNodesIn *C.struct_aiNode) *Node {
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Transformation: parseMat4(&cNodesIn.mTransformation),
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Parent: nil,
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MeshIndicies: parseUInts(cNodesIn.mMeshes, uint(cNodesIn.mNumMeshes)),
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//TODO: Fill this
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Metadata: &Metadata{},
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Metadata: parseMetadata(cNodesIn.mMetaData),
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}
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rn.Children = parseNodes(cNodesIn.mChildren, rn)
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rn.Children = parseNodes(cNodesIn.mChildren, rn, uint(cNodesIn.mNumChildren))
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return rn
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}
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func parseNodes(cNodesIn **C.struct_aiNode, parent *Node) []*Node {
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func parseNodes(cNodesIn **C.struct_aiNode, parent *Node, parentChildrenCount uint) []*Node {
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if cNodesIn == nil {
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return []*Node{}
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}
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nodes := make([]*Node, len(parent.Children))
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cNodes := unsafe.Slice(cNodesIn, len(parent.Children))
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nodes := make([]*Node, parentChildrenCount)
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cNodes := unsafe.Slice(cNodesIn, parentChildrenCount)
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for i := 0; i < len(nodes); i++ {
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@ -210,18 +215,62 @@ func parseNodes(cNodesIn **C.struct_aiNode, parent *Node) []*Node {
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Transformation: parseMat4(&n.mTransformation),
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Parent: parent,
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MeshIndicies: parseUInts(n.mMeshes, uint(n.mNumMeshes)),
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//TODO: Fill this
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Metadata: &Metadata{},
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Metadata: parseMetadata(n.mMetaData),
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}
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//Parse node's children
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nodes[i].Children = parseNodes(n.mChildren, nodes[i])
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nodes[i].Children = parseNodes(n.mChildren, nodes[i], parentChildrenCount)
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}
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return nodes
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}
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func parseMetadata(cMetaIn *C.struct_aiMetadata) map[string]Metadata {
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if cMetaIn == nil {
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return map[string]Metadata{}
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}
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meta := make(map[string]Metadata, cMetaIn.mNumProperties)
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cKeys := unsafe.Slice(cMetaIn.mKeys, cMetaIn.mNumProperties)
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cVals := unsafe.Slice(cMetaIn.mValues, cMetaIn.mNumProperties)
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for i := 0; i < int(cMetaIn.mNumProperties); i++ {
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meta[parseAiString(cKeys[i])] = parseMetadataEntry(cVals[i])
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}
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return meta
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}
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func parseMetadataEntry(cv C.struct_aiMetadataEntry) Metadata {
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m := Metadata{Type: MetadataType(cv.mType)}
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if cv.mData == nil {
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return m
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}
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switch m.Type {
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case MetadataTypeBool:
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m.Value = *(*bool)(cv.mData)
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case MetadataTypeFloat32:
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m.Value = *(*float32)(cv.mData)
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case MetadataTypeFloat64:
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m.Value = *(*float64)(cv.mData)
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case MetadataTypeInt32:
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m.Value = *(*int32)(cv.mData)
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case MetadataTypeUint64:
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m.Value = *(*uint64)(cv.mData)
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case MetadataTypeString:
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m.Value = parseAiString(*(*C.struct_aiString)(cv.mData))
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case MetadataTypeVec3:
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m.Value = parseVec3((*C.struct_aiVector3D)(cv.mData))
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}
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return m
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}
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func parseTextures(cTexIn **C.struct_aiTexture, count uint) []*EmbeddedTexture {
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if cTexIn == nil {
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@ -315,3 +315,16 @@ func (mpti MatPropertyTypeInfo) String() string {
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return "Unknown"
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}
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}
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type MetadataType int32
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const (
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MetadataTypeBool MetadataType = 0
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MetadataTypeInt32 MetadataType = 1
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MetadataTypeUint64 MetadataType = 2
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MetadataTypeFloat32 MetadataType = 3
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MetadataTypeFloat64 MetadataType = 4
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MetadataTypeString MetadataType = 5
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MetadataTypeVec3 MetadataType = 6
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MetadataTypeMAX MetadataType = 7
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)
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9
main.go
9
main.go
@ -10,12 +10,13 @@ import (
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func main() {
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scene, release, err := asig.ImportFile("tex-cube.glb", asig.PostProcessTriangulate|asig.PostProcessJoinIdenticalVertices)
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defer release()
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scene, release, err := asig.ImportFile("obj2.fbx", asig.PostProcessTriangulate|asig.PostProcessJoinIdenticalVertices)
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if err != nil {
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panic(err)
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}
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defer release()
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fmt.Printf("RootNode: %+v\n\n", scene.RootNode)
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for i := 0; i < len(scene.Meshes); i++ {
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@ -28,7 +29,7 @@ func main() {
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for i := 0; i < len(scene.Materials); i++ {
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m := scene.Materials[i]
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println("Mesh:", i, "; Props:", len(scene.Materials[i].Properties))
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println("Material:", i, "; Props:", len(scene.Materials[i].Properties))
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texCount := asig.GetMaterialTextureCount(m, asig.TextureTypeDiffuse)
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fmt.Println("Texture count:", texCount)
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