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    Fix glTF vertex colors with typ… Merge branch 'master' into fix-… Merge branch 'master' into fix-… and 1 more (compare)

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turol
@turol
their build directory at least seems to be /home/runner/work/oss-fuzz/oss-fuzz/build/
Matthew Wallace
@matthewswallace_twitter

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?

José Ángel Martínez Torres
@joseangelmt

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.

Matthew Wallace
@matthewswallace_twitter
@joseangelmt Have you documented your process and how you set this up? I would really like to read some sort of blog post or watch a video of how you where able to get this far. If I run into the same issue maybe we can work through this together. I to have the same goal to get this working for Oculus Quest 2 headset.
Once that's working I would like to also get this working for iOS.
José Ángel Martínez Torres
@joseangelmt
Finally I compiled it with the script in scripts/android_crosscompile
@matthewswallace_twitter My plan is to create a blog showing how to deal with the native SDK
Matthew Wallace
@matthewswallace_twitter
@joseangelmt Awesome ... not to put any pressure on you, I'm wondering if that will be soon and if so will you keep me up to date when you post that? I'd like to collaborate with this community on getting this working for Android and iOS so that I can use this in my Unreal Engine project that I plan on packaging and shipping to both Android and iOS.
Kim Kulling
@kimkulling
would be great
I was able to compile it for android as well, but it was 2 years ago
Julian Vallée
@JulianVallee_gitlab
image.png
Hello everyone, I'm using Assimp with the C# bindings and I'm trying to manipulate meshes before applying post processing
For some reason my scenePointerAfterPP always returns as zero, but from what I understand it should return a valid pointer, no?
Julian Vallée
@JulianVallee_gitlab
I have documented my issue under assimp/assimp-net#65 now, better than dumping all that info into gitter I suppose
Matthew Wallace
@matthewswallace_twitter
I have assimp setup in Visual Studio 2019 on windows 10. Has anyone successfully added the ability to compile and build .so file for Android using Visual Studio? I'm looking for a good resource on how to compile the latest assimp 5 for android. like @joseangelmt I'd like to get this working for Android so I can use Assimp in Oculus Quest 2.
My other request would be ... If someone has successfully compiled and can share the .so file that will work for Oculus Quest 2, could you please share?
turol
@turol
i don't think visual studio can compile stuff for android
you need the android ndk and then build it with that
Matthew Wallace
@matthewswallace_twitter
VS does have an Android plugin for it. I'm not an Android Developer so I was hoping to find some help in this group compiling for mobile platforms.
Matthew Wallace
@matthewswallace_twitter
Well well ... I'm noticing that android studio allows you to add C++ projects to your android project. I'm guessing there may be a way to add assimp to the project and compile it via android studio?
Kim Kulling
@kimkulling
there are options via cmake
so I was able to build assimp for android by using gradle and cmake
Matthew Wallace
@matthewswallace_twitter
@kimkulling do you have a step by step on this? If not would you mind writing it up. It would be extremely helpful. Once I get it working on my end I'm happy to write up a more detailed tutorial, maybe even a video and post it in the wiki for everyone.
I'd then like to get a build system down for ios.
Finally, I think it would be really cool if we could create build systems online so that everytime a major release is put out we can supply everyone downloadable binaries for mobile and desktop operating systems.
I'd love to make it extremely easy to get up and running using assimp for developers who are not well versed in C++ and CMAKE
turol
@turol
that would be an insane amount of work
latest cmake apparently now supports visual studio builds for android
at least according to their cmake
changelog
chriscamacho
@chriscamacho
hi all, does there exist a list of "engines" or frameworks that use assimp ?
matrixbot
@matrixbot

matias-lavik chriscamacho (Gitter):
Well, here are some:

  • Urho3D
  • MonoGame
  • Godot game engine (I heard they have been making their own FBX importer now, so not sure if they still use it)

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 😁

Matthew Wallace
@matthewswallace
Would anyone in here be interested in making me a build system that will compile assimp for Android and iOS? I have a budget in mind that we can DM about.
RichardTea
@RichardTea
@kimkulling I've noticed that there are a huge number of dead branches on the main repo, can you delete all the ones that have already been merged?
It creates a lot of noise in git clients like GitKraken and GitHub Desktop, as the "master" branch ends up far below the fold.
Matthew Wallace
@matthewswallace
Reaching out again ... anyone interested in creating a build system for assimp for Android and iOS? I have budget for it. email me or DM. Email is m@615.io
RadiumP
@RadiumP
Hi, is there an estimated release date of 5.1? Thanks.
Kim Kulling
@kimkulling
@matthewswallace for android I can helpü
iOS will be harder
@RichardTea done, just cleaned them up
@RadiumP strongly depends on USD support
at this moment I try to get an idea
Matthew Wallace
@matthewswallace
@kimkulling sent you a DM
Dennis Dworak
@VentuzDennisDworak
Hey, first sorry - i am not a coder :D but i am doin research for our engine because we use assimp for 3d imports. i cant find a resource which tells me if the FBX importer does support splines/path.. thanks
Kim Kulling
@kimkulling
at this moment: no
but we could :-)
Reed Copsey, Jr.
@ReedCopsey
Trying to make my own "importer" (loading assimp data structures directly) to use the export features. Looking at texture.h, it seems like we should be able to load aiTexel info a,r,g,b values and set the hint to "rgba8888", but when I do that, nothing can open a glb or gltf that's generated. Is there something we should be doing in that scenario to allow the data to be written correctly?
In this example, the texture is a 512x2 image - gets into GLTF as:
    "images": [
        {
            "uri": "data:image/rgba8888;base64,/woAAf8MAAH/DgAB/xAAAf8SAAH/FAAB/xYAAf8YAAH/GgAB/xsAAf8dAAH/HwAB/yEAAf8jAAH/JQAB/ycAAf8pAAH/KwAB/y0AAf8uAAH/MAAB/zIAAf80AAH/NgAB/zgAAf86AAH/PAAB/z4AAf8/AAH/QQAB/0MAAf9FAAH/RwAB/0kAAf9LAAH/TQAB/08AAf9QAAH/UgAB/1QAAf9WAAH/WAAB/1oAAf9cAAH/XgAB/2AAAf9hAAH/YwAB/2UAAf9nAAH/aQAB/2sAAf9tAAH/bwAB/3EAAf9zAAH/dAAB/3YAAf94AAH/egAB/3wAAf9+AAH/gAAB/4IAAf+EAAH/hgAB/4gAAf+KAAH/jAAB/44AAf+PAAH/kQAB/5MAAf+VAAH/lwAB/5kAAf+bAAH/nQAB/58AAf+hAAH/owAB/6UAAf+nAAH/qAAB/6oAAf+sAAH/rgAB/7AAAf+yAAH/tAAB/7YAAf+4AAH/ugAB/7sAAf+9AAH/vwAB/8EAAf/DAAH/xQAB/8cAAf/JAAH/ywAB/8wAAf/OAAH/0AAB/9IAAf/UAAH/1gAB/9gAAf/aAAH/3AAB/90AAf/fAAH/4QAB/+MAAf/lAAH/5wAB/+kAAf/rAAH/7QAB/+4AAf/wAAH/8gAB/vMAAf30AAH89QAB+/YAAfr3AAE="
        }
    ],
(which seems too small, tbh - 1024*4x8 bit seems like it should be longer than that?)
Reed Copsey, Jr.
@ReedCopsey
Nevermind - managed to get it working.
Kim Kulling
@kimkulling
fine!