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Automatically exported from code.google.com/p/assimp-net
What steps will reproduce the problem?
1. implement example from getting started wiki
2. use mono on linux, with xamarin studio and nuget package of assimp-net
3. run example application -> crash
What is the expected output? What do you see instead?
the application crashes because the assimp library is not named assimp64 on
linux.
What version of the product are you using? On what operating system?
nuget package of assimp-net. also copied dozens of assimp libraries from latest
c++ assimp version
Please provide any additional information below.
changing the name has no effect, it seems like the loadlibrary call is
searching in a wrong directory
i attached my error log
Original issue reported on code.google.com by [email protected]
on 20 Aug 2014 at 8:49
Attachments:
Need to tidy up a few things with the AssimpLibrary DLL loading/proc addressing
to play nice with Mono out of the box.
Original issue reported on code.google.com by nicholas.woodfield
on 12 Jun 2013 at 2:07
It seems that lib is ignoring config settings and whatever I try to export
model I got flat version (no real vertex normals).
I've tried file to file conversion and blob to file (code below).
NormalSmoothingAngleConfig config = new NormalSmoothingAngleConfig(40.0f);
importer.SetConfig(config);
ExportDataBlob blob = importer.ConvertFromFileToBlob(fileName,
"obj",PostProcessSteps.GenerateSmoothNormals /*with or without doesn't change
anything*/);
Original issue reported on code.google.com by [email protected]
on 11 Aug 2013 at 8:06
I was using Assimp 2.x for .net that was provided in the assimp project ( not
your AssimpNet wrapper ) , and i decided to move to assimp 3 and use your
wrapper :)
After i finished porting (very easy thankfully) , i noticed that skinned meshes
were completely wrong ( Note that they used to work fine before ). The strange
thing was that not all boned meshes were wrong.
After investigation i found that the problem was in the Matrix4x4.Decompose()
function for matrices. If i used DecomposeNoScaling() and assume scaling 1 the
meshes suddenly improved a lot , but still had errors.
The solutions i found was to copy the matrix in a SharpDX matrix and use that
decomposing and everything works fine now.
I should also mention that i use DirectX with the
PostProcessSteps.MakeLeftHanded enabled ...this will mirror matrices.. i don't
know if this causes any problems with the decompose function but it's a
possibility.
the revision i used is r45
Thanks :)
Original issue reported on code.google.com by [email protected]
on 30 Oct 2012 at 10:26
What steps will reproduce the problem?
1. Get a model with a bump/normal map.
2. Load it and observe that the normal map is of 'Height' type, rather than
'Normals'. Note that 'Height' type should contain a displacement map if any.
What is the expected output? What do you see instead?
Expect normal maps to be loaded as Normals textures.
Normal maps are loaded as Height textures.
What version of the product are you using? On what operating system?
Well, the one before the latest. Cannot get the latest to work at the moment
due to the Tesla problem.
Please provide any additional information below.
Attaching sample DAE model on which you can easily repro the issue.
Original issue reported on code.google.com by [email protected]
on 24 Jun 2013 at 6:29
Attachments:
What steps will reproduce the problem?
1. Change target framework to .NET 3.5
2. Change reference to IntPtr.Add to Marshal.ReadIntPtr
3. Compile AssimpNet
3. Create a .NET 3.5 testbed application
4. Load any 3D model.
What is the expected output? What do you see instead?
The expected output is the model is loaded successfully. Instead, I get a
System.NullReferenceException which occurs in Material.cs line 411. The
properties variable is null when it tries to access the Length property.
What version of the product are you using? On what operating system?
2.1.2 Refresh
Please provide any additional information below.
Like I stated in the steps to reproduce, I had to change any reference to
IntPtr.Add to Marshal.ReadIntPtr. Obviously when I compile under .NET 4.0 for
AssimpNet and the testbed application, everything works fine. It's only when I
try and compile under .NET 3.5.
Original issue reported on code.google.com by [email protected]
on 30 Oct 2012 at 10:00
Hello ,
I currently use the java code of assimp and need the converted C # code for the
Unity engine . Will your code be developed in the future? There is another
version on https://github.com/assimp/assimp/tree/master/port/Assimp.NET and i
just want to know which version i should use.
Thanks :)
Original issue reported on code.google.com by [email protected]
on 20 Apr 2015 at 1:33
Occurring when reading texel data for non-compressed textures:
MemoryHelper.FromNativeArray<Texel>(nativeValue.Data, size);
Original issue reported on code.google.com by nicholas.woodfield
on 24 May 2013 at 4:16
What steps will reproduce the problem?
1. Copy the obj and the mtl in the same directory
2. Load the model using Assimp.Net
What is the expected output? What do you see instead?
Load without error
What version of the product are you using? On what operating system?
2.1.2
Please provide any additional information below.
It seems that the error comes from Assimp library. It has been fixed in the
latest version.
Original issue reported on code.google.com by [email protected]
on 22 Sep 2012 at 10:16
What steps will reproduce the problem?
1. Open a FileStream to scenes/fenris.lws
2. Create a new AssimpImporter and call ImportFileFromStream(stream, ".lws")
3. Crash due to AssimpException
What is the expected output? What do you see instead?
Expected output would be a valid scene just like you get by using the
ImportFile method instead. However, ImportFileFromStream is unable to resolve
the external file dependencies to the referenced LWO files. These files contain
the actual geometry in the scene and without them no geometry is ever loaded.
What version of the product are you using? On what operating system?
Assimp.Net 3.1
Please provide any additional information below.
I didn't find any way to supply custom file handling to Assimp to resolve those
external file dependencies. There is a IOSystem class in Assimp, which is
supposed to be used for that, but this doesn't seem to be exposed in Assimp.Net.
Original issue reported on code.google.com by [email protected]
on 28 Feb 2013 at 1:55
Attachments:
What steps will reproduce the problem?
1. build sample against current opentk
2. run program
3. stack overflow results
What is the expected output? What do you see instead?
expect rotating duck, get stack overflow after a flash of the duck
What version of the product are you using? On what operating system?
trunk version on Win8.1 compiled with VS2013 express for desktop
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 30 Apr 2014 at 2:39
I try to implement export to .OBJ format. My material has diffuse textures, and
I do the following:
TextureSlot t = new TextureSlot();
t.FilePath = dst_texture_file_name;
t.TextureType = TextureType.Diffuse;
t.TextureIndex = 0;
assimp_material.TextureDiffuse = t;
After that, assimp_material.TextureDiffuse.FilePath remains null,
assimp_material.HasTextureDiffuse continues to show false.
Expected output is 'map_Kd lenna.tga' string it resulting .OBJ file, but it is
missing.
I use version 3.3.1 on Windows 7.
This is C++ code of assimp:
aiString s;
if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_DIFFUSE(0),s)) {
mOutputMat << "map_kd " << s.data << endl;
}
Look like all is OK there. Something is wrong in C#. Thanks.
Original issue reported on code.google.com by [email protected]
on 25 Jan 2015 at 3:00
What steps will reproduce the problem?
1. Calling importer.ImportFile(path.dae), importer is AssimpContext class
2. I think that it needs to be larger model (> 10 MB)
3. I've tried to reexport model in Maya/3ds Max, still crashes
What version of the product are you using? On what operating system?
I'm using newest version (3.1.1) on Windows 8.1
Please provide any additional information below.
Smaller ones are working just fine (up to 4 MB)
It just crashes without any exception.
There is dl link to one of the model which crashes
https://mega.co.nz/#!J8hGiRzZ!94KRUIBxem-cGHgMpFZsQy1OymrzX2xt5AeNuBL2n2k
Original issue reported on code.google.com by [email protected]
on 14 Feb 2015 at 5:12
Hello again,
I have been working a little on assimp.net for the needs of my project and i
made it for AnyCpu , because it's not convenient to have a project with 50
AnyCpu dlls and one that it not..
It basically has the native assimp dll under a x86 and a x64 folder and chooses
the appropriate file when loading is necessary.
The paths can also be modified by the user (at runtime but before using
assimp.net ) , so the user can have his own x86,x64 folders and have the
approriate native assimp dlls inside.
I attached a patch for this. ( its based on r63 , so no conflicts )
Thank you :)
Original issue reported on code.google.com by [email protected]
on 12 Nov 2012 at 9:41
Attachments:
Hi there!
I planning to use Assimp.Net for SharpDX and I was wondering if Assimp.net
could be migrated to a more distributed/community friendly source system like
git? (Just in case I would find some missing features/bugs/enhancement/whatever)
Greetings
Original issue reported on code.google.com by [email protected]
on 5 Dec 2012 at 2:43
Currently the Assimp32.dll and Assimp64.dll native libraries are included in
the "lib" folder of the NuGet package. This folder is reserved for managed
assemblies to be included as references (see:
http://docs.nuget.org/create/creating-and-publishing-a-package#from-a-convention
-based-working-directory)
A more natural place to include these native dependencies would be
"build\native\bin" with subfolders "x86" (or "Win32") and "x64". The ".targets"
file can easily be modified to accomodate this. This is the approach used by
CoApp for example: http://blogs.techsmith.com/inside-techsmith/nuget-packages-3/
This would make AssimpNET play better with other external tools such as testing
frameworks, frameworks, etc and avoid the creation of unnecessary adapter NuGet
packages.
Thanks!
Original issue reported on code.google.com by [email protected]
on 30 Jun 2015 at 8:26
When importing an FBX with embedded textures, the scene.Textures is empty and
doesn't contain the data of the textures. Is this a known limitation of
Assimp/AssimpNet or is there an option to properly import the texture data?
Using AssimpNet 3.2.0
Thanks
Guy
Original issue reported on code.google.com by [email protected]
on 23 Apr 2015 at 5:23
What steps will reproduce the problem?
1. I use Unity3D to run this code.
This is my code :
String apppath = Application.dataPath;
GameObject instance = Instantiate(Resources.Load("duck", typeof(GameObject)))
as GameObject;
instance.transform.localPosition = cameraPos + new Vector3 (0, 0, 500);
String fileName = apppath+"/duck.dae";
AssimpContext importer = new AssimpContext ();
Scene model = importer.ImportFile (fileName);
2. in Problem_1 (attached file) you can see my file structur
3. in Problem_2 (attached file) you can see the error that occurs when running
the code in Unity 3D
What is the expected output? What do you see instead?
I expect a Scene as return value but this error occurs.
What version of the product are you using? On what operating system?
Windows 7 Professional 64bit . I use the new Assimp-net code.
Please provide any additional information below.
Can someone help me? The duck.dae is a model from your sourcecode.
Original issue reported on code.google.com by [email protected]
on 2 May 2015 at 7:11
Attachments:
[deleted issue]
Please provide any additional information below.
Within a c# library project (XNA library project to be exact) I am using
assimpNet.dll and it always crashes saying that it can't find Assimp32.dll
Assimp32.dll is in the same file location as the assimpNet.dll and in the same
location as the build output folder, as well as output where the main .exe is
built that references the library.
Where does it want me to put it?
In the error you will also notice references to folders that are not part of my
folder structure at all (Nicolas is not part of my User list).
This is the exact error:
Error 37 Building content threw AssimpException: Error loading unmanaged
library from path: Assimp32.dll, see inner exception for details.
The specified module could not be found. (Exception from HRESULT: 0x8007007E)
at Assimp.Unmanaged.AssimpLibraryImplementation.LoadLibrary(String path) in C:\Users\Nicholas\Documents\Visual Studio 2010\Projects\AssimpNet\AssimpNet\Unmanaged\AssimpLibrary.cs:line 1164
at Assimp.Unmanaged.AssimpLibrary.LoadLibrary(String libPath) in C:\Users\Nicholas\Documents\Visual Studio 2010\Projects\AssimpNet\AssimpNet\Unmanaged\AssimpLibrary.cs:line 111
at Assimp.Unmanaged.AssimpLibrary.LoadLibrary(String lib32Path, String lib64Path) in C:\Users\Nicholas\Documents\Visual Studio 2010\Projects\AssimpNet\AssimpNet\Unmanaged\AssimpLibrary.cs:line 124
at Assimp.Unmanaged.AssimpLibrary.LoadLibrary() in C:\Users\Nicholas\Documents\Visual Studio 2010\Projects\AssimpNet\AssimpNet\Unmanaged\AssimpLibrary.cs:line 97
at Assimp.Unmanaged.AssimpLibrary.EnableVerboseLogging(Boolean enable) in C:\Users\Nicholas\Documents\Visual Studio 2010\Projects\AssimpNet\AssimpNet\Unmanaged\AssimpLibrary.cs:line 343
at Assimp.AssimpImporter.PrepareImport() in C:\Users\Nicholas\Documents\Visual Studio 2010\Projects\AssimpNet\AssimpNet\AssimpImporter.cs:line 930
at Assimp.AssimpImporter.ImportFile(String file, PostProcessSteps postProcessFlags) in C:\Users\Nicholas\Documents\Visual Studio 2010\Projects\AssimpNet\AssimpNet\AssimpImporter.cs:line 284
at ModelAnimationPipeline.ModelAnimationImporterFbx.Import(String filename, ContentImporterContext context) in C:\Users\Joshua\Desktop\Work\SneakyPants3DStuff\AndAgain\TheGreatAlienEscape\src\ModelAnimationPipeline\ModelAnimationImporter.cs:line 38
at Microsoft.Xna.Framework.Content.Pipeline.ContentImporter`1.Microsoft.Xna.Framework.Content.Pipeline.IContentImporter.Import(String filename, ContentImporterContext context)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.ImportAssetDirectly(BuildItem item, String importerName)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.ImportAsset(BuildItem item)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.BuildAssetWorker(BuildItem item)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.BuildAsset(BuildItem item)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.RunTheBuild()
at Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildContent.RemoteProxy.RunTheBuild(BuildCoordinatorSettings settings, TimestampCache timestampCache, ITaskItem[] sourceAssets, String[]& outputContent, String[]& rebuiltContent, String[]& intermediates, Dictionary`2& dependencyTimestamps, KeyValuePair`2[]& warnings)
Inner exception: FileNotFoundException: The specified module could not be found. (Exception from HRESULT: 0x8007007E) C:\Users\Joshua\Desktop\Work\SneakyPants3DStuff\AndAgain\TheGreatAlienEscape\src\ProjectSneakyGame\ProjectSneakyGameContent\NPC2.fbx ProjectSneakyGame
Original issue reported on code.google.com by [email protected]
on 12 Dec 2013 at 5:55
Hello,
I downloaded the Source via SVN, opend the Projekt in VS2012 Express and tried
to compile the Sources.
Projekt AssimpNet:
AssimpLibrary.cs arround Line 1471
private void PreloadFunctions() {...}
in that function is following line:
GetFunction(funcType.GetCustomAttribute<AssimpFunctionNameAttribute>().Unmanaged
FunctionName, funcType);
The Error is like (translated from German):
'System.Type' has no defination for 'GetCustomAttribute', and can not find a
Method 'GetCustomAttribute' which accepts as first parameter 'System.Type'.
If I check:
http://msdn.microsoft.com/en-us/library/system.type.getcustomattributes(v=vs.110
).aspx
- that is correct.
Original issue reported on code.google.com by [email protected]
on 7 Sep 2013 at 5:28
What steps will reproduce the problem?
1. Importing Assimp32.dll or Assimp64.dll in vs2010 .net4 Client/Full
2.Just importing assimpnet.dll crashes program in vb.net and wpf using
winformshost
3.
What is the expected output? What do you see instead?
Error refers to the fact that reference is unsuccessull because the file is not
com visible or unaccessible.
"{"Could not load file or assembly 'AssimpNet, Version=2.1.2.1,
Culture=neutral, PublicKeyToken=0d51b391f59f42a6' or one of its dependencies.
An attempt was made to load a program with an incorrect format."}"
What version of the product are you using? On what operating system?
Win 7 62 bit VS 2010 Professional
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 4 Sep 2012 at 12:18
What steps will reproduce the problem?
1. Load any model with AssimpContext to Assimp.Scene
2. Get any valid scene mesh
3. Try to load mesh indices with GetUnsignedIndices() to an array
4. Get null instead
OS Windows 8.1, Assimp .Net version 3.3.1.0
According to source file, it seems that the method just misses "return" on
successful execution.
Original issue reported on code.google.com by [email protected]
on 12 Feb 2015 at 9:53
Reminder to get the exporter up and running
Original issue reported on code.google.com by nicholas.woodfield
on 27 Jun 2013 at 3:35
When using the library on Mac OSX, most things will fail because the library
tries to PInvoke to libdl.so, which does not exist on OSX. On OSX, dload() and
friends are provided by libSystem.B.dylib.
I've attached a patch that adds the necessary logic.
I've also attached some changes that make the build system and unit tests pass
on OSX. The primary changes are using Path.Combine to concatenate path
fragments rather than assuming any particular character, and the introduction
of a silly little bash-batch polyglot application to ensure that
AssimpNet.Interop.Generator.exe is invoked via mono.
Original issue reported on code.google.com by [email protected]
on 30 Aug 2014 at 8:54
Attachments:
Port the code for this project from Tesla Engine (v2) so it can be compiled
alongside AssimpNet. Have gotten a bug report when compiling AssimpNet for a
platform that doesn't supported .NET 4.5
Original issue reported on code.google.com by nicholas.woodfield
on 11 Jun 2013 at 9:00
What steps will reproduce the problem?
1. Get the source using SVN
2. Load the solution and try compiling it.
What is the expected output? What do you see instead?
Build succeeds. Compiled dll.
I see the error message box pops up and the build fails.
What version of the product are you using? On what operating system?
Latest source from the trunk.
Windows XP SP3
Please provide any additional information below.
When tried compiling without the Tesla.Interop.Generator.exe step I get the
dll, but when using it the execution eventually goes into one of the
InternalInterop functions (ReadInline) which just throws exception. Is this the
intent? I really hoped to use the new version... :(
Original issue reported on code.google.com by [email protected]
on 21 Jun 2013 at 6:38
Reminder to move log streams from the importer to a singleton. Its the only
reason we're locking the importers when a model is loaded. Turning verbose
logging/attaching log streams should be global options. This should make the
library friendlier to multithreaded model loading.
Original issue reported on code.google.com by nicholas.woodfield
on 27 Jun 2013 at 3:37
Hi, looking at the code and documentation of aiGetMaterialTexture in assimp
C++, It seems that wrapMode is actually an array of TextureWrapMode (one for U,
one for V) instead of a single value, but I have not seen this handle this way
in Assimp.NET. Possible bug/memory trashing?
Original issue reported on code.google.com by [email protected]
on 11 Mar 2013 at 3:28
This is not really an issue, more of an FYI, about v3.1.1
I committed a few things on the assimp repo (mostly about FBX and metadata) and
wherever appropriate i did the necessary additions in my assimpNet fork in
github.
You can see them here and use whatever you find usefull.
https://github.com/VirusFree/AssimpNet/commits/master
A problem i found and was not able to fix correctly,but had to result in an
ugly workaround, was with aistrings.. i think this is a .net marshaling bug
were it would only fetch a byte from the buffer and leave the rest zero.
(even though when checking with the memory viewer in visual studio i could see
the source/native buffer was ok)
Anyway, this is just an FYI and if you need any help with moving to v3.1.1 let
me know :)
Original issue reported on code.google.com by [email protected]
on 25 Jun 2014 at 8:04
in AssImpContext.BuildMatrix the following code is incorrect:
Matrix4x4 xRot = Matrix4x4.FromRotationX(m_xAxisRotation * (float) (180.0d /
Math.PI));
Matrix4x4 yRot = Matrix4x4.FromRotationY(m_yAxisRotation * (float) (180.0d /
Math.PI));
Matrix4x4 zRot = Matrix4x4.FromRotationZ(m_zAxisRotation * (float) (180.0d /
Math.PI));
multiplying by 180/pi is the conversion from radians to degrees but in this
case its supposed to be converting from degrees to radians.
See
http://en.wikipedia.org/wiki/Radian#Conversion_between_radians_and_degrees
So the * needs to be changed to / or the fraction needs to be inverted to pi/180
This only affects anyone actually setting the build time transformations
otherwise everything is 0 and there is no difference.
Original issue reported on code.google.com by [email protected]
on 19 Nov 2014 at 12:26
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