Official Open Asset Import Library Repository. Loads 40+ 3D file formats into one unified and clean data structure.
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kimkulling on master
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Hello all .... I have been exploring the idea of using assimp in an Oculus Quest application. To do this I would need to build from Unreal Engine to "basically Android" ... I have a working demo using windows and I'm able to load objects from an S3 bucket or the the file system just fine however, I'm not able to get this working on Android.
With in my Unreal Project all that it seems that I have to do is include the windows assimp dll in my binaries directory and I'm good to go.
All that being said is there somewhere that I can download the assimp binary that I would need in order to get this working or am I going to need to figure out how to build that myself for android?
Hello to all,
I'm compiling the library to use it with Oculus Quest 2 headsets in a NativeActivity application.
My development machine is Windows and I'm using CMake UI to generate the build scripts.
I've to define ANDROID_ABI=arm64-v8a, change CMAKE_CXX_STANDARD_LIBRARIES to point to arm64-v8a versions of the libraries, and finally, uncheck ASSIMP_BUILD_TESTS.
Running ninja works fine with that configuration, but if I check ASSIMP_ANDROID_JNIIOSYSTEM, I get the next error:
C:\Users\josea\Desktop\assimp-master\build3>ninja
[3/4] Linking CXX shared library bin\libassimp.so
FAILED: bin/libassimp.so
cmd.exe /C "cd . && C:\Users\josea\AppData\Local\Android\Sdk\ndk\17.2.4988734\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++.exe --target=aarch64-none-linux-android --gcc-toolchain=C:/Users/josea/AppData/Local/Android/Sdk/ndk/17.2.4988734/toolchains/aarch64-linux-android-4.9/prebuilt/windows-x86_64 --sysroot=C:/Users/josea/AppData/Local/Android/Sdk/ndk/17.2.4988734/sysroot -fPIC -fvisibility=hidden -fno-strict-aliasing -Wall -Wno-long-long -isystem C:/Users/josea/AppData/Local/Android/Sdk/ndk/17.2.4988734/sysroot/usr/include/aarch64-linux-android -D__ANDROID_API__=21 -g -DANDROID -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -Wa,--noexecstack -Wformat -Werror=format-security -std=c++11 -Wl,--exclude-libs,libgcc.a -Wl,--exclude-libs,libatomic.a -nostdlib++ --sysroot C:/Users/josea/AppData/Local/Android/Sdk/ndk/17.2.4988734/platforms/android-21/arch-arm64 -Wl,--build-id -Wl,--warn-shared-textrel -Wl,--fatal-warnings -LC:/Users/josea/AppData/Local/Android/Sdk/ndk/17.2.4988734/sources/cxx-stl/llvm-libc++/libs/arm64-v8a -Wl,--no-undefined -Wl,-z,noexecstack -Qunused-arguments -Wl,-z,relro -Wl,-z,now -shared -Wl,-soname,libassimp.so -o bin\libassimp.so @CMakeFiles\assimp.rsp && cd ."
port/AndroidJNI/libandroid_jniiosystem.a: error adding symbols: Archive has no index; run ranlib to add one
clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation)
ninja: build stopped: subcommand failed.
Am I doing something wrong to include JNI support?
Thanks in advance.
matias-lavik
chriscamacho (Gitter):
Well, here are some:
There are plenty of closed source software/games using Assimp as well. And a bunch of smaller game (engine) projects you can find on GitHub (such as my own Ming3D). When we were hiring developers at my job, half of the candidates were already familiar with it 😁