Otherwise it's really, REALLY hard to discover which data are missing in
the output. Especially for files with 1700 meshes, 800 materials, 3600
textures and such.
It doesn't discard meshes that are not a part of the hierarchy, but that
was the plan in the beginning. However, over the time I realized that a
better property for it is that the output is guaranteed to be in the
same order and size as the mesh field in the scene. Because that's what
I relied on in every use case, and every time I had to dig that property
out of the sources because it was deliberately not documented *because*
it was meant to change.
No longer. The compatibility with the mesh field ordering is now
documented, the behavior regarding loose objects also, and if there's
ever a need to discard everything that's not in the reachable hierarchy,
it'll probably get its own API. Because it's useful for general
asset cleanup and other use cases, not just meshes.
I'm still keeping the experimental tag here though, tp be sure.
Lists features, aliases as well as documented contents of the whole
configuration file. Useful to not need to look up online docs when
working on the command line.
They're each a totally different beast and putting them into the same
test file doesn't really make sense:
- We want to link certain plugins statically on static builds to test
certain code paths in the implementation. However this is
counter-productive for the executable tests because there we are
checking for plugin presence from the test with the assumption that
the executable and the test have the exact same set of plugins
available (or linked statically).
- The executable tests are implemented on Unix only at the moment,
thus it's wasteful to try to build it on any other platforms. Having
it in a separate file makes it much easier to deal with.
Because storing arbitrary data as a string was not good:
- It *never* followed alignment requirements due to the last byte being
used for size. Instead the size is now stored before the data, and
thus the data is always on the 64 byte boundary.
- As it could contain arbitrary binary data, it could cause
magnum-sceneconverter --material-info to print garbage, corrupt the
terminal or, worst case, crash. Not good.
- It stored an implicit \0, which was unnecessary.
What was there didn't really check that the output of one converter was
used as input for the next one. Especially with the upcoming rework for
full scene conversion that could lead to dangerous regressions.
Just a minimal support to get single-mesh conversion working with
GltfSceneConverter. The whole thing has to be subsequently reworked to
not be oriented around meshes, but this is the first step.
Funny/sad that this possibility took me so long to realize. Until now it
was "you can have command-line utilities or static plugins but never
both", and only with CMake 3.13+ it was possible to link static plugins
to these executables from outside. Now it's a builtin and supported
option.
I'm going to add quite a few features to this one, and doing that
without any regression tests whatsoever would be a misery. Same needs to
eventually be done for the imageconverter and other utils. No bugs found
here, fortunately, except for one message update -- otherwise the
verbose output would contain (1/2) but never (2/2) which may be
confusing.
At the moment the testing is done only on Unix -- originally I wanted to
postpone this until something like Utility::System::execute() is
implemented, with proper argument escaping and output redirection, but I
simply DO NOT HAVE TIME to do that properly now. So instead it's calling
into std::system(), assumes there is no whitespace in the arguments, and
assumes a Unix shell with stdout/stderr redirection to a file. Ugly and
probably way slower than necessary, but works.
For some reason, it was adding also the magnum / magnum-d directory,
which isn't really useful, especially in cases where the directory is
not at all or it's desired to pick a debug plugin from a release
executable and vice versa.
Also the distancefieldconverter was still attempting to join with an
absolute path -- somehow 7fb63a9434 missed
this one.
I really need to write regression tests for all this, sigh.
It was quite a pile, and all of it was written just once, relying only
on hopefully-available model files that would hopefully touch most code
paths. Which means, extremely annoying to make changes in.
I extracted the code to a header that can be tested with a mocked-up
importer and without having to execute the utility itself, deduplicated
the image info printing code, fixed various inconsistencies (such as
data/field flags sometimes denoted with superfluous "flags:" and
sometimes not) and TODOs (such as 2D/3D skins, where there was no format
whatsoever that would have 2D skin support, so the code couldn't get
written).
Now it's finally possible to easily add the remaining missing features,
such as printing camera info.