Merge branch 'master' into kimkulling_dev
commit
ada4f51d5b
|
@ -1,2 +1,2 @@
|
|||
patreon: assimp
|
||||
ko_fi: kimkulling
|
||||
Paypal: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=4JRJVPXC4QJM4
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
#---------------------------------------------------------------------------
|
||||
#Open Asset Import Library (assimp)
|
||||
#---------------------------------------------------------------------------
|
||||
# Copyright (c) 2006-2017, assimp team
|
||||
# Copyright (c) 2006-2020, assimp team
|
||||
#
|
||||
# License see LICENSE file
|
||||
#
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
# Open Asset Import Library (assimp)
|
||||
# ----------------------------------------------------------------------
|
||||
# Copyright (c) 2006-2019, assimp team
|
||||
# Copyright (c) 2006-2020, assimp team
|
||||
#
|
||||
# All rights reserved.
|
||||
#
|
||||
|
@ -41,17 +41,17 @@ CMAKE_MINIMUM_REQUIRED( VERSION 3.0 )
|
|||
# Toggles the use of the hunter package manager
|
||||
option(HUNTER_ENABLED "Enable Hunter package manager support" OFF)
|
||||
|
||||
include("cmake/HunterGate.cmake")
|
||||
HunterGate(
|
||||
IF(HUNTER_ENABLED)
|
||||
include("cmake/HunterGate.cmake")
|
||||
HunterGate(
|
||||
URL "https://github.com/ruslo/hunter/archive/v0.23.176.tar.gz"
|
||||
SHA1 "2e9ae973d028660b735ac4c6142725ca36a0048a"
|
||||
)
|
||||
)
|
||||
|
||||
IF(HUNTER_ENABLED)
|
||||
add_definitions(-DASSIMP_USE_HUNTER)
|
||||
ENDIF(HUNTER_ENABLED)
|
||||
|
||||
PROJECT( Assimp VERSION 5.0.0 )
|
||||
PROJECT( Assimp VERSION 5.0.1 )
|
||||
|
||||
# All supported options ###############################################
|
||||
|
||||
|
@ -100,6 +100,10 @@ OPTION ( ASSIMP_COVERALLS
|
|||
"Enable this to measure test coverage."
|
||||
OFF
|
||||
)
|
||||
OPTION( ASSIMP_INSTALL
|
||||
"DIsable this if you want to use assimp as a submodule."
|
||||
ON
|
||||
)
|
||||
OPTION ( ASSIMP_ERROR_MAX
|
||||
"Enable all warnings."
|
||||
OFF
|
||||
|
@ -433,7 +437,9 @@ ELSE(HUNTER_ENABLED)
|
|||
DESTINATION "${ASSIMP_LIB_INSTALL_DIR}/cmake/assimp-${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}" COMPONENT ${LIBASSIMP-DEV_COMPONENT})
|
||||
ENDIF(HUNTER_ENABLED)
|
||||
|
||||
FIND_PACKAGE( DirectX )
|
||||
if (ASSIMP_BUILD_SAMPLES OR ASSIMP_BUILD_SAMPLES)
|
||||
FIND_PACKAGE(DirectX)
|
||||
endif(ASSIMP_BUILD_SAMPLES OR ASSIMP_BUILD_SAMPLES)
|
||||
|
||||
IF( BUILD_DOCS )
|
||||
ADD_SUBDIRECTORY(doc)
|
||||
|
@ -601,9 +607,12 @@ ENDIF ( ASSIMP_BUILD_TESTS )
|
|||
|
||||
# Generate a pkg-config .pc for the Assimp library.
|
||||
CONFIGURE_FILE( "${PROJECT_SOURCE_DIR}/assimp.pc.in" "${PROJECT_BINARY_DIR}/assimp.pc" @ONLY )
|
||||
INSTALL( FILES "${PROJECT_BINARY_DIR}/assimp.pc" DESTINATION ${ASSIMP_LIB_INSTALL_DIR}/pkgconfig/ COMPONENT ${LIBASSIMP-DEV_COMPONENT})
|
||||
IF ( ASSIMP_INSTALL )
|
||||
INSTALL( FILES "${PROJECT_BINARY_DIR}/assimp.pc" DESTINATION ${ASSIMP_LIB_INSTALL_DIR}/pkgconfig/ COMPONENT ${LIBASSIMP-DEV_COMPONENT})
|
||||
ENDIF( ASSIMP_INSTALL )
|
||||
|
||||
IF(CMAKE_CPACK_COMMAND AND UNIX AND ASSIMP_OPT_BUILD_PACKAGES)
|
||||
IF ( ASSIMP_INSTALL )
|
||||
IF(CMAKE_CPACK_COMMAND AND UNIX AND ASSIMP_OPT_BUILD_PACKAGES)
|
||||
# Packing information
|
||||
SET(CPACK_PACKAGE_NAME "assimp{ASSIMP_VERSION_MAJOR}.{ASSIMP_VERSION_MINOR}")
|
||||
SET(CPACK_PACKAGE_CONTACT "" CACHE STRING "Package maintainer and PGP signer.")
|
||||
|
@ -635,7 +644,7 @@ IF(CMAKE_CPACK_COMMAND AND UNIX AND ASSIMP_OPT_BUILD_PACKAGES)
|
|||
SET(CPACK_DEBIAN_PACKAGE_SECTION "libs" )
|
||||
SET(CPACK_DEBIAN_PACKAGE_DEPENDS "${CPACK_COMPONENTS_ALL}")
|
||||
SET(CPACK_DEBIAN_PACKAGE_SUGGESTS)
|
||||
set(cPACK_DEBIAN_PACKAGE_NAME "assimp")
|
||||
SET(cPACK_DEBIAN_PACKAGE_NAME "assimp")
|
||||
SET(CPACK_DEBIAN_PACKAGE_REMOVE_SOURCE_FILES contrib/gtest contrib/zlib workspaces test doc obj samples packaging)
|
||||
SET(CPACK_DEBIAN_PACKAGE_SOURCE_COPY svn export --force)
|
||||
SET(CPACK_DEBIAN_CHANGELOG)
|
||||
|
@ -650,6 +659,7 @@ IF(CMAKE_CPACK_COMMAND AND UNIX AND ASSIMP_OPT_BUILD_PACKAGES)
|
|||
SET(DPUT_HOST "" CACHE STRING "PPA repository to upload the debian sources")
|
||||
INCLUDE(CPack)
|
||||
INCLUDE(DebSourcePPA)
|
||||
ENDIF()
|
||||
ENDIF()
|
||||
|
||||
if(WIN32)
|
||||
|
|
2
LICENSE
2
LICENSE
|
@ -1,6 +1,6 @@
|
|||
Open Asset Import Library (assimp)
|
||||
|
||||
Copyright (c) 2006-2016, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
|
|
@ -17,10 +17,10 @@ matrix:
|
|||
|
||||
image:
|
||||
- Visual Studio 2013
|
||||
- Visual Studio 2015
|
||||
- Visual Studio 2017
|
||||
#- Visual Studio 2015
|
||||
#- Visual Studio 2017
|
||||
- Visual Studio 2019
|
||||
- MinGW
|
||||
#- MinGW
|
||||
|
||||
platform:
|
||||
- Win32
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
# Open Asset Import Library (assimp)
|
||||
# ----------------------------------------------------------------------
|
||||
# Copyright (c) 2006-2017, assimp team
|
||||
# Copyright (c) 2006-2020, assimp team
|
||||
# All rights reserved.
|
||||
#
|
||||
# Redistribution and use of this software in source and binary forms,
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
@ -46,799 +46,22 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#ifndef ASSIMP_BUILD_NO_EXPORT
|
||||
#ifndef ASSIMP_BUILD_NO_ASSBIN_EXPORTER
|
||||
|
||||
#include "Common/assbin_chunks.h"
|
||||
#include "PostProcessing/ProcessHelper.h"
|
||||
#include "AssbinFileWriter.h"
|
||||
|
||||
#include <assimp/version.h>
|
||||
#include <assimp/IOStream.hpp>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/IOSystem.hpp>
|
||||
#include <assimp/Exporter.hpp>
|
||||
#include <assimp/Exceptional.h>
|
||||
|
||||
#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
|
||||
# include <zlib.h>
|
||||
#else
|
||||
# include "../contrib/zlib/zlib.h"
|
||||
#endif
|
||||
|
||||
#include <time.h>
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
template <typename T>
|
||||
size_t Write(IOStream * stream, const T& v) {
|
||||
return stream->Write( &v, sizeof(T), 1 );
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Serialize an aiString
|
||||
template <>
|
||||
inline
|
||||
size_t Write<aiString>(IOStream * stream, const aiString& s) {
|
||||
const size_t s2 = (uint32_t)s.length;
|
||||
stream->Write(&s,4,1);
|
||||
stream->Write(s.data,s2,1);
|
||||
|
||||
return s2+4;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Serialize an unsigned int as uint32_t
|
||||
template <>
|
||||
inline
|
||||
size_t Write<unsigned int>(IOStream * stream, const unsigned int& w) {
|
||||
const uint32_t t = (uint32_t)w;
|
||||
if (w > t) {
|
||||
// this shouldn't happen, integers in Assimp data structures never exceed 2^32
|
||||
throw DeadlyExportError("loss of data due to 64 -> 32 bit integer conversion");
|
||||
}
|
||||
|
||||
stream->Write(&t,4,1);
|
||||
|
||||
return 4;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Serialize an unsigned int as uint16_t
|
||||
template <>
|
||||
inline
|
||||
size_t Write<uint16_t>(IOStream * stream, const uint16_t& w) {
|
||||
static_assert(sizeof(uint16_t)==2, "sizeof(uint16_t)==2");
|
||||
stream->Write(&w,2,1);
|
||||
|
||||
return 2;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Serialize a float
|
||||
template <>
|
||||
inline
|
||||
size_t Write<float>(IOStream * stream, const float& f) {
|
||||
static_assert(sizeof(float)==4, "sizeof(float)==4");
|
||||
stream->Write(&f,4,1);
|
||||
|
||||
return 4;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Serialize a double
|
||||
template <>
|
||||
inline
|
||||
size_t Write<double>(IOStream * stream, const double& f) {
|
||||
static_assert(sizeof(double)==8, "sizeof(double)==8");
|
||||
stream->Write(&f,8,1);
|
||||
|
||||
return 8;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Serialize a vec3
|
||||
template <>
|
||||
inline
|
||||
size_t Write<aiVector3D>(IOStream * stream, const aiVector3D& v) {
|
||||
size_t t = Write<float>(stream,v.x);
|
||||
t += Write<float>(stream,v.y);
|
||||
t += Write<float>(stream,v.z);
|
||||
|
||||
return t;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Serialize a color value
|
||||
template <>
|
||||
inline
|
||||
size_t Write<aiColor3D>(IOStream * stream, const aiColor3D& v) {
|
||||
size_t t = Write<float>(stream,v.r);
|
||||
t += Write<float>(stream,v.g);
|
||||
t += Write<float>(stream,v.b);
|
||||
|
||||
return t;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Serialize a color value
|
||||
template <>
|
||||
inline
|
||||
size_t Write<aiColor4D>(IOStream * stream, const aiColor4D& v) {
|
||||
size_t t = Write<float>(stream,v.r);
|
||||
t += Write<float>(stream,v.g);
|
||||
t += Write<float>(stream,v.b);
|
||||
t += Write<float>(stream,v.a);
|
||||
|
||||
return t;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Serialize a quaternion
|
||||
template <>
|
||||
inline
|
||||
size_t Write<aiQuaternion>(IOStream * stream, const aiQuaternion& v) {
|
||||
size_t t = Write<float>(stream,v.w);
|
||||
t += Write<float>(stream,v.x);
|
||||
t += Write<float>(stream,v.y);
|
||||
t += Write<float>(stream,v.z);
|
||||
ai_assert(t == 16);
|
||||
|
||||
return 16;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Serialize a vertex weight
|
||||
template <>
|
||||
inline
|
||||
size_t Write<aiVertexWeight>(IOStream * stream, const aiVertexWeight& v) {
|
||||
size_t t = Write<unsigned int>(stream,v.mVertexId);
|
||||
|
||||
return t+Write<float>(stream,v.mWeight);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Serialize a mat4x4
|
||||
template <>
|
||||
inline
|
||||
size_t Write<aiMatrix4x4>(IOStream * stream, const aiMatrix4x4& m) {
|
||||
for (unsigned int i = 0; i < 4;++i) {
|
||||
for (unsigned int i2 = 0; i2 < 4;++i2) {
|
||||
Write<float>(stream,m[i][i2]);
|
||||
}
|
||||
}
|
||||
|
||||
return 64;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Serialize an aiVectorKey
|
||||
template <>
|
||||
inline
|
||||
size_t Write<aiVectorKey>(IOStream * stream, const aiVectorKey& v) {
|
||||
const size_t t = Write<double>(stream,v.mTime);
|
||||
return t + Write<aiVector3D>(stream,v.mValue);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Serialize an aiQuatKey
|
||||
template <>
|
||||
inline
|
||||
size_t Write<aiQuatKey>(IOStream * stream, const aiQuatKey& v) {
|
||||
const size_t t = Write<double>(stream,v.mTime);
|
||||
return t + Write<aiQuaternion>(stream,v.mValue);
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
inline
|
||||
size_t WriteBounds(IOStream * stream, const T* in, unsigned int size) {
|
||||
T minc, maxc;
|
||||
ArrayBounds(in,size,minc,maxc);
|
||||
|
||||
const size_t t = Write<T>(stream,minc);
|
||||
return t + Write<T>(stream,maxc);
|
||||
}
|
||||
|
||||
// We use this to write out non-byte arrays so that we write using the specializations.
|
||||
// This way we avoid writing out extra bytes that potentially come from struct alignment.
|
||||
template <typename T>
|
||||
inline
|
||||
size_t WriteArray(IOStream * stream, const T* in, unsigned int size) {
|
||||
size_t n = 0;
|
||||
for (unsigned int i=0; i<size; i++) n += Write<T>(stream,in[i]);
|
||||
|
||||
return n;
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------
|
||||
/** @class AssbinChunkWriter
|
||||
* @brief Chunk writer mechanism for the .assbin file structure
|
||||
*
|
||||
* This is a standard in-memory IOStream (most of the code is based on BlobIOStream),
|
||||
* the difference being that this takes another IOStream as a "container" in the
|
||||
* constructor, and when it is destroyed, it appends the magic number, the chunk size,
|
||||
* and the chunk contents to the container stream. This allows relatively easy chunk
|
||||
* chunk construction, even recursively.
|
||||
*/
|
||||
class AssbinChunkWriter : public IOStream
|
||||
{
|
||||
private:
|
||||
|
||||
uint8_t* buffer;
|
||||
uint32_t magic;
|
||||
IOStream * container;
|
||||
size_t cur_size, cursor, initial;
|
||||
|
||||
private:
|
||||
// -------------------------------------------------------------------
|
||||
void Grow(size_t need = 0)
|
||||
{
|
||||
size_t new_size = std::max(initial, std::max( need, cur_size+(cur_size>>1) ));
|
||||
|
||||
const uint8_t* const old = buffer;
|
||||
buffer = new uint8_t[new_size];
|
||||
|
||||
if (old) {
|
||||
memcpy(buffer,old,cur_size);
|
||||
delete[] old;
|
||||
}
|
||||
|
||||
cur_size = new_size;
|
||||
}
|
||||
|
||||
public:
|
||||
|
||||
AssbinChunkWriter( IOStream * container, uint32_t magic, size_t initial = 4096)
|
||||
: buffer(NULL), magic(magic), container(container), cur_size(0), cursor(0), initial(initial)
|
||||
{
|
||||
}
|
||||
|
||||
virtual ~AssbinChunkWriter()
|
||||
{
|
||||
if (container) {
|
||||
container->Write( &magic, sizeof(uint32_t), 1 );
|
||||
container->Write( &cursor, sizeof(uint32_t), 1 );
|
||||
container->Write( buffer, 1, cursor );
|
||||
}
|
||||
if (buffer) delete[] buffer;
|
||||
}
|
||||
|
||||
void * GetBufferPointer() { return buffer; }
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
virtual size_t Read(void* /*pvBuffer*/, size_t /*pSize*/, size_t /*pCount*/) {
|
||||
return 0;
|
||||
}
|
||||
virtual aiReturn Seek(size_t /*pOffset*/, aiOrigin /*pOrigin*/) {
|
||||
return aiReturn_FAILURE;
|
||||
}
|
||||
virtual size_t Tell() const {
|
||||
return cursor;
|
||||
}
|
||||
virtual void Flush() {
|
||||
// not implemented
|
||||
}
|
||||
|
||||
virtual size_t FileSize() const {
|
||||
return cursor;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
virtual size_t Write(const void* pvBuffer, size_t pSize, size_t pCount) {
|
||||
pSize *= pCount;
|
||||
if (cursor + pSize > cur_size) {
|
||||
Grow(cursor + pSize);
|
||||
}
|
||||
|
||||
memcpy(buffer+cursor, pvBuffer, pSize);
|
||||
cursor += pSize;
|
||||
|
||||
return pCount;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
// ----------------------------------------------------------------------------------
|
||||
/** @class AssbinExport
|
||||
* @brief Assbin exporter class
|
||||
*
|
||||
* This class performs the .assbin exporting, and is responsible for the file layout.
|
||||
*/
|
||||
class AssbinExport
|
||||
{
|
||||
private:
|
||||
bool shortened;
|
||||
bool compressed;
|
||||
|
||||
protected:
|
||||
// -----------------------------------------------------------------------------------
|
||||
void WriteBinaryNode( IOStream * container, const aiNode* node)
|
||||
{
|
||||
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODE );
|
||||
|
||||
unsigned int nb_metadata = (node->mMetaData != NULL ? node->mMetaData->mNumProperties : 0);
|
||||
|
||||
Write<aiString>(&chunk,node->mName);
|
||||
Write<aiMatrix4x4>(&chunk,node->mTransformation);
|
||||
Write<unsigned int>(&chunk,node->mNumChildren);
|
||||
Write<unsigned int>(&chunk,node->mNumMeshes);
|
||||
Write<unsigned int>(&chunk,nb_metadata);
|
||||
|
||||
for (unsigned int i = 0; i < node->mNumMeshes;++i) {
|
||||
Write<unsigned int>(&chunk,node->mMeshes[i]);
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < node->mNumChildren;++i) {
|
||||
WriteBinaryNode( &chunk, node->mChildren[i] );
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < nb_metadata; ++i) {
|
||||
const aiString& key = node->mMetaData->mKeys[i];
|
||||
aiMetadataType type = node->mMetaData->mValues[i].mType;
|
||||
void* value = node->mMetaData->mValues[i].mData;
|
||||
|
||||
Write<aiString>(&chunk, key);
|
||||
Write<uint16_t>(&chunk, type);
|
||||
|
||||
switch (type) {
|
||||
case AI_BOOL:
|
||||
Write<bool>(&chunk, *((bool*) value));
|
||||
break;
|
||||
case AI_INT32:
|
||||
Write<int32_t>(&chunk, *((int32_t*) value));
|
||||
break;
|
||||
case AI_UINT64:
|
||||
Write<uint64_t>(&chunk, *((uint64_t*) value));
|
||||
break;
|
||||
case AI_FLOAT:
|
||||
Write<float>(&chunk, *((float*) value));
|
||||
break;
|
||||
case AI_DOUBLE:
|
||||
Write<double>(&chunk, *((double*) value));
|
||||
break;
|
||||
case AI_AISTRING:
|
||||
Write<aiString>(&chunk, *((aiString*) value));
|
||||
break;
|
||||
case AI_AIVECTOR3D:
|
||||
Write<aiVector3D>(&chunk, *((aiVector3D*) value));
|
||||
break;
|
||||
#ifdef SWIG
|
||||
case FORCE_32BIT:
|
||||
#endif // SWIG
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
void WriteBinaryTexture(IOStream * container, const aiTexture* tex)
|
||||
{
|
||||
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AITEXTURE );
|
||||
|
||||
Write<unsigned int>(&chunk,tex->mWidth);
|
||||
Write<unsigned int>(&chunk,tex->mHeight);
|
||||
chunk.Write( tex->achFormatHint, sizeof(char), 4 );
|
||||
|
||||
if(!shortened) {
|
||||
if (!tex->mHeight) {
|
||||
chunk.Write(tex->pcData,1,tex->mWidth);
|
||||
}
|
||||
else {
|
||||
chunk.Write(tex->pcData,1,tex->mWidth*tex->mHeight*4);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
void WriteBinaryBone(IOStream * container, const aiBone* b)
|
||||
{
|
||||
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIBONE );
|
||||
|
||||
Write<aiString>(&chunk,b->mName);
|
||||
Write<unsigned int>(&chunk,b->mNumWeights);
|
||||
Write<aiMatrix4x4>(&chunk,b->mOffsetMatrix);
|
||||
|
||||
// for the moment we write dumb min/max values for the bones, too.
|
||||
// maybe I'll add a better, hash-like solution later
|
||||
if (shortened) {
|
||||
WriteBounds(&chunk,b->mWeights,b->mNumWeights);
|
||||
} // else write as usual
|
||||
else WriteArray<aiVertexWeight>(&chunk,b->mWeights,b->mNumWeights);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
void WriteBinaryMesh(IOStream * container, const aiMesh* mesh)
|
||||
{
|
||||
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMESH );
|
||||
|
||||
Write<unsigned int>(&chunk,mesh->mPrimitiveTypes);
|
||||
Write<unsigned int>(&chunk,mesh->mNumVertices);
|
||||
Write<unsigned int>(&chunk,mesh->mNumFaces);
|
||||
Write<unsigned int>(&chunk,mesh->mNumBones);
|
||||
Write<unsigned int>(&chunk,mesh->mMaterialIndex);
|
||||
|
||||
// first of all, write bits for all existent vertex components
|
||||
unsigned int c = 0;
|
||||
if (mesh->mVertices) {
|
||||
c |= ASSBIN_MESH_HAS_POSITIONS;
|
||||
}
|
||||
if (mesh->mNormals) {
|
||||
c |= ASSBIN_MESH_HAS_NORMALS;
|
||||
}
|
||||
if (mesh->mTangents && mesh->mBitangents) {
|
||||
c |= ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS;
|
||||
}
|
||||
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
|
||||
if (!mesh->mTextureCoords[n]) {
|
||||
break;
|
||||
}
|
||||
c |= ASSBIN_MESH_HAS_TEXCOORD(n);
|
||||
}
|
||||
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
|
||||
if (!mesh->mColors[n]) {
|
||||
break;
|
||||
}
|
||||
c |= ASSBIN_MESH_HAS_COLOR(n);
|
||||
}
|
||||
Write<unsigned int>(&chunk,c);
|
||||
|
||||
aiVector3D minVec, maxVec;
|
||||
if (mesh->mVertices) {
|
||||
if (shortened) {
|
||||
WriteBounds(&chunk,mesh->mVertices,mesh->mNumVertices);
|
||||
} // else write as usual
|
||||
else WriteArray<aiVector3D>(&chunk,mesh->mVertices,mesh->mNumVertices);
|
||||
}
|
||||
if (mesh->mNormals) {
|
||||
if (shortened) {
|
||||
WriteBounds(&chunk,mesh->mNormals,mesh->mNumVertices);
|
||||
} // else write as usual
|
||||
else WriteArray<aiVector3D>(&chunk,mesh->mNormals,mesh->mNumVertices);
|
||||
}
|
||||
if (mesh->mTangents && mesh->mBitangents) {
|
||||
if (shortened) {
|
||||
WriteBounds(&chunk,mesh->mTangents,mesh->mNumVertices);
|
||||
WriteBounds(&chunk,mesh->mBitangents,mesh->mNumVertices);
|
||||
} // else write as usual
|
||||
else {
|
||||
WriteArray<aiVector3D>(&chunk,mesh->mTangents,mesh->mNumVertices);
|
||||
WriteArray<aiVector3D>(&chunk,mesh->mBitangents,mesh->mNumVertices);
|
||||
}
|
||||
}
|
||||
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
|
||||
if (!mesh->mColors[n])
|
||||
break;
|
||||
|
||||
if (shortened) {
|
||||
WriteBounds(&chunk,mesh->mColors[n],mesh->mNumVertices);
|
||||
} // else write as usual
|
||||
else WriteArray<aiColor4D>(&chunk,mesh->mColors[n],mesh->mNumVertices);
|
||||
}
|
||||
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
|
||||
if (!mesh->mTextureCoords[n])
|
||||
break;
|
||||
|
||||
// write number of UV components
|
||||
Write<unsigned int>(&chunk,mesh->mNumUVComponents[n]);
|
||||
|
||||
if (shortened) {
|
||||
WriteBounds(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices);
|
||||
} // else write as usual
|
||||
else WriteArray<aiVector3D>(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices);
|
||||
}
|
||||
|
||||
// write faces. There are no floating-point calculations involved
|
||||
// in these, so we can write a simple hash over the face data
|
||||
// to the dump file. We generate a single 32 Bit hash for 512 faces
|
||||
// using Assimp's standard hashing function.
|
||||
if (shortened) {
|
||||
unsigned int processed = 0;
|
||||
for (unsigned int job;(job = std::min(mesh->mNumFaces-processed,512u));processed += job) {
|
||||
|
||||
uint32_t hash = 0;
|
||||
for (unsigned int a = 0; a < job;++a) {
|
||||
|
||||
const aiFace& f = mesh->mFaces[processed+a];
|
||||
uint32_t tmp = f.mNumIndices;
|
||||
hash = SuperFastHash(reinterpret_cast<const char*>(&tmp),sizeof tmp,hash);
|
||||
for (unsigned int i = 0; i < f.mNumIndices; ++i) {
|
||||
static_assert(AI_MAX_VERTICES <= 0xffffffff, "AI_MAX_VERTICES <= 0xffffffff");
|
||||
tmp = static_cast<uint32_t>( f.mIndices[i] );
|
||||
hash = SuperFastHash(reinterpret_cast<const char*>(&tmp),sizeof tmp,hash);
|
||||
}
|
||||
}
|
||||
Write<unsigned int>(&chunk,hash);
|
||||
}
|
||||
}
|
||||
else // else write as usual
|
||||
{
|
||||
// if there are less than 2^16 vertices, we can simply use 16 bit integers ...
|
||||
for (unsigned int i = 0; i < mesh->mNumFaces;++i) {
|
||||
const aiFace& f = mesh->mFaces[i];
|
||||
|
||||
static_assert(AI_MAX_FACE_INDICES <= 0xffff, "AI_MAX_FACE_INDICES <= 0xffff");
|
||||
Write<uint16_t>(&chunk,f.mNumIndices);
|
||||
|
||||
for (unsigned int a = 0; a < f.mNumIndices;++a) {
|
||||
if (mesh->mNumVertices < (1u<<16)) {
|
||||
Write<uint16_t>(&chunk,f.mIndices[a]);
|
||||
}
|
||||
else Write<unsigned int>(&chunk,f.mIndices[a]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// write bones
|
||||
if (mesh->mNumBones) {
|
||||
for (unsigned int a = 0; a < mesh->mNumBones;++a) {
|
||||
const aiBone* b = mesh->mBones[a];
|
||||
WriteBinaryBone(&chunk,b);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
void WriteBinaryMaterialProperty(IOStream * container, const aiMaterialProperty* prop)
|
||||
{
|
||||
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMATERIALPROPERTY );
|
||||
|
||||
Write<aiString>(&chunk,prop->mKey);
|
||||
Write<unsigned int>(&chunk,prop->mSemantic);
|
||||
Write<unsigned int>(&chunk,prop->mIndex);
|
||||
|
||||
Write<unsigned int>(&chunk,prop->mDataLength);
|
||||
Write<unsigned int>(&chunk,(unsigned int)prop->mType);
|
||||
chunk.Write(prop->mData,1,prop->mDataLength);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
void WriteBinaryMaterial(IOStream * container, const aiMaterial* mat)
|
||||
{
|
||||
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMATERIAL);
|
||||
|
||||
Write<unsigned int>(&chunk,mat->mNumProperties);
|
||||
for (unsigned int i = 0; i < mat->mNumProperties;++i) {
|
||||
WriteBinaryMaterialProperty( &chunk, mat->mProperties[i]);
|
||||
}
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
void WriteBinaryNodeAnim(IOStream * container, const aiNodeAnim* nd)
|
||||
{
|
||||
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODEANIM );
|
||||
|
||||
Write<aiString>(&chunk,nd->mNodeName);
|
||||
Write<unsigned int>(&chunk,nd->mNumPositionKeys);
|
||||
Write<unsigned int>(&chunk,nd->mNumRotationKeys);
|
||||
Write<unsigned int>(&chunk,nd->mNumScalingKeys);
|
||||
Write<unsigned int>(&chunk,nd->mPreState);
|
||||
Write<unsigned int>(&chunk,nd->mPostState);
|
||||
|
||||
if (nd->mPositionKeys) {
|
||||
if (shortened) {
|
||||
WriteBounds(&chunk,nd->mPositionKeys,nd->mNumPositionKeys);
|
||||
|
||||
} // else write as usual
|
||||
else WriteArray<aiVectorKey>(&chunk,nd->mPositionKeys,nd->mNumPositionKeys);
|
||||
}
|
||||
if (nd->mRotationKeys) {
|
||||
if (shortened) {
|
||||
WriteBounds(&chunk,nd->mRotationKeys,nd->mNumRotationKeys);
|
||||
|
||||
} // else write as usual
|
||||
else WriteArray<aiQuatKey>(&chunk,nd->mRotationKeys,nd->mNumRotationKeys);
|
||||
}
|
||||
if (nd->mScalingKeys) {
|
||||
if (shortened) {
|
||||
WriteBounds(&chunk,nd->mScalingKeys,nd->mNumScalingKeys);
|
||||
|
||||
} // else write as usual
|
||||
else WriteArray<aiVectorKey>(&chunk,nd->mScalingKeys,nd->mNumScalingKeys);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
void WriteBinaryAnim( IOStream * container, const aiAnimation* anim )
|
||||
{
|
||||
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIANIMATION );
|
||||
|
||||
Write<aiString>(&chunk,anim->mName);
|
||||
Write<double>(&chunk,anim->mDuration);
|
||||
Write<double>(&chunk,anim->mTicksPerSecond);
|
||||
Write<unsigned int>(&chunk,anim->mNumChannels);
|
||||
|
||||
for (unsigned int a = 0; a < anim->mNumChannels;++a) {
|
||||
const aiNodeAnim* nd = anim->mChannels[a];
|
||||
WriteBinaryNodeAnim(&chunk,nd);
|
||||
}
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
void WriteBinaryLight( IOStream * container, const aiLight* l )
|
||||
{
|
||||
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AILIGHT );
|
||||
|
||||
Write<aiString>(&chunk,l->mName);
|
||||
Write<unsigned int>(&chunk,l->mType);
|
||||
|
||||
if (l->mType != aiLightSource_DIRECTIONAL) {
|
||||
Write<float>(&chunk,l->mAttenuationConstant);
|
||||
Write<float>(&chunk,l->mAttenuationLinear);
|
||||
Write<float>(&chunk,l->mAttenuationQuadratic);
|
||||
}
|
||||
|
||||
Write<aiColor3D>(&chunk,l->mColorDiffuse);
|
||||
Write<aiColor3D>(&chunk,l->mColorSpecular);
|
||||
Write<aiColor3D>(&chunk,l->mColorAmbient);
|
||||
|
||||
if (l->mType == aiLightSource_SPOT) {
|
||||
Write<float>(&chunk,l->mAngleInnerCone);
|
||||
Write<float>(&chunk,l->mAngleOuterCone);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
void WriteBinaryCamera( IOStream * container, const aiCamera* cam )
|
||||
{
|
||||
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AICAMERA );
|
||||
|
||||
Write<aiString>(&chunk,cam->mName);
|
||||
Write<aiVector3D>(&chunk,cam->mPosition);
|
||||
Write<aiVector3D>(&chunk,cam->mLookAt);
|
||||
Write<aiVector3D>(&chunk,cam->mUp);
|
||||
Write<float>(&chunk,cam->mHorizontalFOV);
|
||||
Write<float>(&chunk,cam->mClipPlaneNear);
|
||||
Write<float>(&chunk,cam->mClipPlaneFar);
|
||||
Write<float>(&chunk,cam->mAspect);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
void WriteBinaryScene( IOStream * container, const aiScene* scene)
|
||||
{
|
||||
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AISCENE );
|
||||
|
||||
// basic scene information
|
||||
Write<unsigned int>(&chunk,scene->mFlags);
|
||||
Write<unsigned int>(&chunk,scene->mNumMeshes);
|
||||
Write<unsigned int>(&chunk,scene->mNumMaterials);
|
||||
Write<unsigned int>(&chunk,scene->mNumAnimations);
|
||||
Write<unsigned int>(&chunk,scene->mNumTextures);
|
||||
Write<unsigned int>(&chunk,scene->mNumLights);
|
||||
Write<unsigned int>(&chunk,scene->mNumCameras);
|
||||
|
||||
// write node graph
|
||||
WriteBinaryNode( &chunk, scene->mRootNode );
|
||||
|
||||
// write all meshes
|
||||
for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
|
||||
const aiMesh* mesh = scene->mMeshes[i];
|
||||
WriteBinaryMesh( &chunk,mesh);
|
||||
}
|
||||
|
||||
// write materials
|
||||
for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
|
||||
const aiMaterial* mat = scene->mMaterials[i];
|
||||
WriteBinaryMaterial(&chunk,mat);
|
||||
}
|
||||
|
||||
// write all animations
|
||||
for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
|
||||
const aiAnimation* anim = scene->mAnimations[i];
|
||||
WriteBinaryAnim(&chunk,anim);
|
||||
}
|
||||
|
||||
|
||||
// write all textures
|
||||
for (unsigned int i = 0; i < scene->mNumTextures;++i) {
|
||||
const aiTexture* mesh = scene->mTextures[i];
|
||||
WriteBinaryTexture(&chunk,mesh);
|
||||
}
|
||||
|
||||
// write lights
|
||||
for (unsigned int i = 0; i < scene->mNumLights;++i) {
|
||||
const aiLight* l = scene->mLights[i];
|
||||
WriteBinaryLight(&chunk,l);
|
||||
}
|
||||
|
||||
// write cameras
|
||||
for (unsigned int i = 0; i < scene->mNumCameras;++i) {
|
||||
const aiCamera* cam = scene->mCameras[i];
|
||||
WriteBinaryCamera(&chunk,cam);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public:
|
||||
AssbinExport()
|
||||
: shortened(false), compressed(false) // temporary settings until properties are introduced for exporters
|
||||
{
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Write a binary model dump
|
||||
void WriteBinaryDump(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene)
|
||||
{
|
||||
IOStream * out = pIOSystem->Open( pFile, "wb" );
|
||||
if (!out) return;
|
||||
|
||||
time_t tt = time(NULL);
|
||||
#if _WIN32
|
||||
tm* p = gmtime(&tt);
|
||||
#else
|
||||
struct tm now;
|
||||
tm* p = gmtime_r(&tt, &now);
|
||||
#endif
|
||||
|
||||
// header
|
||||
char s[64];
|
||||
memset( s, 0, 64 );
|
||||
#if _MSC_VER >= 1400
|
||||
sprintf_s(s,"ASSIMP.binary-dump.%s",asctime(p));
|
||||
#else
|
||||
ai_snprintf(s,64,"ASSIMP.binary-dump.%s",asctime(p));
|
||||
#endif
|
||||
out->Write( s, 44, 1 );
|
||||
// == 44 bytes
|
||||
|
||||
Write<unsigned int>( out, ASSBIN_VERSION_MAJOR );
|
||||
Write<unsigned int>( out, ASSBIN_VERSION_MINOR );
|
||||
Write<unsigned int>( out, aiGetVersionRevision() );
|
||||
Write<unsigned int>( out, aiGetCompileFlags() );
|
||||
Write<uint16_t>( out, shortened );
|
||||
Write<uint16_t>( out, compressed );
|
||||
// == 20 bytes
|
||||
|
||||
char buff[256];
|
||||
strncpy(buff,pFile,256);
|
||||
out->Write(buff,sizeof(char),256);
|
||||
|
||||
char cmd[] = "\0";
|
||||
strncpy(buff,cmd,128);
|
||||
out->Write(buff,sizeof(char),128);
|
||||
|
||||
// leave 64 bytes free for future extensions
|
||||
memset(buff,0xcd,64);
|
||||
out->Write(buff,sizeof(char),64);
|
||||
// == 435 bytes
|
||||
|
||||
// ==== total header size: 512 bytes
|
||||
ai_assert( out->Tell() == ASSBIN_HEADER_LENGTH );
|
||||
|
||||
// Up to here the data is uncompressed. For compressed files, the rest
|
||||
// is compressed using standard DEFLATE from zlib.
|
||||
if (compressed)
|
||||
{
|
||||
AssbinChunkWriter uncompressedStream( NULL, 0 );
|
||||
WriteBinaryScene( &uncompressedStream, pScene );
|
||||
|
||||
uLongf uncompressedSize = static_cast<uLongf>(uncompressedStream.Tell());
|
||||
uLongf compressedSize = (uLongf)compressBound(uncompressedSize);
|
||||
uint8_t* compressedBuffer = new uint8_t[ compressedSize ];
|
||||
|
||||
int res = compress2( compressedBuffer, &compressedSize, (const Bytef*)uncompressedStream.GetBufferPointer(), uncompressedSize, 9 );
|
||||
if(res != Z_OK)
|
||||
{
|
||||
delete [] compressedBuffer;
|
||||
pIOSystem->Close(out);
|
||||
throw DeadlyExportError("Compression failed.");
|
||||
}
|
||||
|
||||
out->Write( &uncompressedSize, sizeof(uint32_t), 1 );
|
||||
out->Write( compressedBuffer, sizeof(char), compressedSize );
|
||||
|
||||
delete[] compressedBuffer;
|
||||
}
|
||||
else
|
||||
{
|
||||
WriteBinaryScene( out, pScene );
|
||||
}
|
||||
|
||||
pIOSystem->Close( out );
|
||||
}
|
||||
};
|
||||
|
||||
void ExportSceneAssbin(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/) {
|
||||
AssbinExport exporter;
|
||||
exporter.WriteBinaryDump( pFile, pIOSystem, pScene );
|
||||
DumpSceneToAssbin(
|
||||
pFile,
|
||||
"\0", // no command(s).
|
||||
pIOSystem,
|
||||
pScene,
|
||||
false, // shortened?
|
||||
false); // compressed?
|
||||
}
|
||||
} // end of namespace Assimp
|
||||
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -0,0 +1,858 @@
|
|||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the
|
||||
following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the assimp team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the assimp team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
----------------------------------------------------------------------
|
||||
*/
|
||||
/** @file AssbinFileWriter.cpp
|
||||
* @brief Implementation of Assbin file writer.
|
||||
*/
|
||||
|
||||
#include "AssbinFileWriter.h"
|
||||
|
||||
#include "Common/assbin_chunks.h"
|
||||
#include "PostProcessing/ProcessHelper.h"
|
||||
|
||||
#include <assimp/version.h>
|
||||
#include <assimp/IOStream.hpp>
|
||||
#include <assimp/Exporter.hpp>
|
||||
#include <assimp/Exceptional.h>
|
||||
|
||||
#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
|
||||
# include <zlib.h>
|
||||
#else
|
||||
# include "../contrib/zlib/zlib.h"
|
||||
#endif
|
||||
|
||||
#include <time.h>
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
template <typename T>
|
||||
size_t Write(IOStream * stream, const T& v) {
|
||||
return stream->Write( &v, sizeof(T), 1 );
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Serialize an aiString
|
||||
template <>
|
||||
inline
|
||||
size_t Write<aiString>(IOStream * stream, const aiString& s) {
|
||||
const size_t s2 = (uint32_t)s.length;
|
||||
stream->Write(&s,4,1);
|
||||
stream->Write(s.data,s2,1);
|
||||
|
||||
return s2+4;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Serialize an unsigned int as uint32_t
|
||||
template <>
|
||||
inline
|
||||
size_t Write<unsigned int>(IOStream * stream, const unsigned int& w) {
|
||||
const uint32_t t = (uint32_t)w;
|
||||
if (w > t) {
|
||||
// this shouldn't happen, integers in Assimp data structures never exceed 2^32
|
||||
throw DeadlyExportError("loss of data due to 64 -> 32 bit integer conversion");
|
||||
}
|
||||
|
||||
stream->Write(&t,4,1);
|
||||
|
||||
return 4;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Serialize an unsigned int as uint16_t
|
||||
template <>
|
||||
inline
|
||||
size_t Write<uint16_t>(IOStream * stream, const uint16_t& w) {
|
||||
static_assert(sizeof(uint16_t)==2, "sizeof(uint16_t)==2");
|
||||
stream->Write(&w,2,1);
|
||||
|
||||
return 2;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Serialize a float
|
||||
template <>
|
||||
inline
|
||||
size_t Write<float>(IOStream * stream, const float& f) {
|
||||
static_assert(sizeof(float)==4, "sizeof(float)==4");
|
||||
stream->Write(&f,4,1);
|
||||
|
||||
return 4;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Serialize a double
|
||||
template <>
|
||||
inline
|
||||
size_t Write<double>(IOStream * stream, const double& f) {
|
||||
static_assert(sizeof(double)==8, "sizeof(double)==8");
|
||||
stream->Write(&f,8,1);
|
||||
|
||||
return 8;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Serialize a vec3
|
||||
template <>
|
||||
inline
|
||||
size_t Write<aiVector3D>(IOStream * stream, const aiVector3D& v) {
|
||||
size_t t = Write<float>(stream,v.x);
|
||||
t += Write<float>(stream,v.y);
|
||||
t += Write<float>(stream,v.z);
|
||||
|
||||
return t;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Serialize a color value
|
||||
template <>
|
||||
inline
|
||||
size_t Write<aiColor3D>(IOStream * stream, const aiColor3D& v) {
|
||||
size_t t = Write<float>(stream,v.r);
|
||||
t += Write<float>(stream,v.g);
|
||||
t += Write<float>(stream,v.b);
|
||||
|
||||
return t;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Serialize a color value
|
||||
template <>
|
||||
inline
|
||||
size_t Write<aiColor4D>(IOStream * stream, const aiColor4D& v) {
|
||||
size_t t = Write<float>(stream,v.r);
|
||||
t += Write<float>(stream,v.g);
|
||||
t += Write<float>(stream,v.b);
|
||||
t += Write<float>(stream,v.a);
|
||||
|
||||
return t;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Serialize a quaternion
|
||||
template <>
|
||||
inline
|
||||
size_t Write<aiQuaternion>(IOStream * stream, const aiQuaternion& v) {
|
||||
size_t t = Write<float>(stream,v.w);
|
||||
t += Write<float>(stream,v.x);
|
||||
t += Write<float>(stream,v.y);
|
||||
t += Write<float>(stream,v.z);
|
||||
ai_assert(t == 16);
|
||||
|
||||
return 16;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Serialize a vertex weight
|
||||
template <>
|
||||
inline
|
||||
size_t Write<aiVertexWeight>(IOStream * stream, const aiVertexWeight& v) {
|
||||
size_t t = Write<unsigned int>(stream,v.mVertexId);
|
||||
|
||||
return t+Write<float>(stream,v.mWeight);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Serialize a mat4x4
|
||||
template <>
|
||||
inline
|
||||
size_t Write<aiMatrix4x4>(IOStream * stream, const aiMatrix4x4& m) {
|
||||
for (unsigned int i = 0; i < 4;++i) {
|
||||
for (unsigned int i2 = 0; i2 < 4;++i2) {
|
||||
Write<float>(stream,m[i][i2]);
|
||||
}
|
||||
}
|
||||
|
||||
return 64;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Serialize an aiVectorKey
|
||||
template <>
|
||||
inline
|
||||
size_t Write<aiVectorKey>(IOStream * stream, const aiVectorKey& v) {
|
||||
const size_t t = Write<double>(stream,v.mTime);
|
||||
return t + Write<aiVector3D>(stream,v.mValue);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Serialize an aiQuatKey
|
||||
template <>
|
||||
inline
|
||||
size_t Write<aiQuatKey>(IOStream * stream, const aiQuatKey& v) {
|
||||
const size_t t = Write<double>(stream,v.mTime);
|
||||
return t + Write<aiQuaternion>(stream,v.mValue);
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
inline
|
||||
size_t WriteBounds(IOStream * stream, const T* in, unsigned int size) {
|
||||
T minc, maxc;
|
||||
ArrayBounds(in,size,minc,maxc);
|
||||
|
||||
const size_t t = Write<T>(stream,minc);
|
||||
return t + Write<T>(stream,maxc);
|
||||
}
|
||||
|
||||
// We use this to write out non-byte arrays so that we write using the specializations.
|
||||
// This way we avoid writing out extra bytes that potentially come from struct alignment.
|
||||
template <typename T>
|
||||
inline
|
||||
size_t WriteArray(IOStream * stream, const T* in, unsigned int size) {
|
||||
size_t n = 0;
|
||||
for (unsigned int i=0; i<size; i++) n += Write<T>(stream,in[i]);
|
||||
|
||||
return n;
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------
|
||||
/** @class AssbinChunkWriter
|
||||
* @brief Chunk writer mechanism for the .assbin file structure
|
||||
*
|
||||
* This is a standard in-memory IOStream (most of the code is based on BlobIOStream),
|
||||
* the difference being that this takes another IOStream as a "container" in the
|
||||
* constructor, and when it is destroyed, it appends the magic number, the chunk size,
|
||||
* and the chunk contents to the container stream. This allows relatively easy chunk
|
||||
* chunk construction, even recursively.
|
||||
*/
|
||||
class AssbinChunkWriter : public IOStream
|
||||
{
|
||||
private:
|
||||
|
||||
uint8_t* buffer;
|
||||
uint32_t magic;
|
||||
IOStream * container;
|
||||
size_t cur_size, cursor, initial;
|
||||
|
||||
private:
|
||||
// -------------------------------------------------------------------
|
||||
void Grow(size_t need = 0)
|
||||
{
|
||||
size_t new_size = std::max(initial, std::max( need, cur_size+(cur_size>>1) ));
|
||||
|
||||
const uint8_t* const old = buffer;
|
||||
buffer = new uint8_t[new_size];
|
||||
|
||||
if (old) {
|
||||
memcpy(buffer,old,cur_size);
|
||||
delete[] old;
|
||||
}
|
||||
|
||||
cur_size = new_size;
|
||||
}
|
||||
|
||||
public:
|
||||
|
||||
AssbinChunkWriter( IOStream * container, uint32_t magic, size_t initial = 4096)
|
||||
: buffer(NULL), magic(magic), container(container), cur_size(0), cursor(0), initial(initial)
|
||||
{
|
||||
}
|
||||
|
||||
virtual ~AssbinChunkWriter()
|
||||
{
|
||||
if (container) {
|
||||
container->Write( &magic, sizeof(uint32_t), 1 );
|
||||
container->Write( &cursor, sizeof(uint32_t), 1 );
|
||||
container->Write( buffer, 1, cursor );
|
||||
}
|
||||
if (buffer) delete[] buffer;
|
||||
}
|
||||
|
||||
void * GetBufferPointer() { return buffer; }
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
virtual size_t Read(void* /*pvBuffer*/, size_t /*pSize*/, size_t /*pCount*/) {
|
||||
return 0;
|
||||
}
|
||||
virtual aiReturn Seek(size_t /*pOffset*/, aiOrigin /*pOrigin*/) {
|
||||
return aiReturn_FAILURE;
|
||||
}
|
||||
virtual size_t Tell() const {
|
||||
return cursor;
|
||||
}
|
||||
virtual void Flush() {
|
||||
// not implemented
|
||||
}
|
||||
|
||||
virtual size_t FileSize() const {
|
||||
return cursor;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
virtual size_t Write(const void* pvBuffer, size_t pSize, size_t pCount) {
|
||||
pSize *= pCount;
|
||||
if (cursor + pSize > cur_size) {
|
||||
Grow(cursor + pSize);
|
||||
}
|
||||
|
||||
memcpy(buffer+cursor, pvBuffer, pSize);
|
||||
cursor += pSize;
|
||||
|
||||
return pCount;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
// ----------------------------------------------------------------------------------
|
||||
/** @class AssbinFileWriter
|
||||
* @brief Assbin file writer class
|
||||
*
|
||||
* This class writes an .assbin file, and is responsible for the file layout.
|
||||
*/
|
||||
class AssbinFileWriter
|
||||
{
|
||||
private:
|
||||
bool shortened;
|
||||
bool compressed;
|
||||
|
||||
protected:
|
||||
// -----------------------------------------------------------------------------------
|
||||
void WriteBinaryNode( IOStream * container, const aiNode* node)
|
||||
{
|
||||
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODE );
|
||||
|
||||
unsigned int nb_metadata = (node->mMetaData != NULL ? node->mMetaData->mNumProperties : 0);
|
||||
|
||||
Write<aiString>(&chunk,node->mName);
|
||||
Write<aiMatrix4x4>(&chunk,node->mTransformation);
|
||||
Write<unsigned int>(&chunk,node->mNumChildren);
|
||||
Write<unsigned int>(&chunk,node->mNumMeshes);
|
||||
Write<unsigned int>(&chunk,nb_metadata);
|
||||
|
||||
for (unsigned int i = 0; i < node->mNumMeshes;++i) {
|
||||
Write<unsigned int>(&chunk,node->mMeshes[i]);
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < node->mNumChildren;++i) {
|
||||
WriteBinaryNode( &chunk, node->mChildren[i] );
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < nb_metadata; ++i) {
|
||||
const aiString& key = node->mMetaData->mKeys[i];
|
||||
aiMetadataType type = node->mMetaData->mValues[i].mType;
|
||||
void* value = node->mMetaData->mValues[i].mData;
|
||||
|
||||
Write<aiString>(&chunk, key);
|
||||
Write<uint16_t>(&chunk, type);
|
||||
|
||||
switch (type) {
|
||||
case AI_BOOL:
|
||||
Write<bool>(&chunk, *((bool*) value));
|
||||
break;
|
||||
case AI_INT32:
|
||||
Write<int32_t>(&chunk, *((int32_t*) value));
|
||||
break;
|
||||
case AI_UINT64:
|
||||
Write<uint64_t>(&chunk, *((uint64_t*) value));
|
||||
break;
|
||||
case AI_FLOAT:
|
||||
Write<float>(&chunk, *((float*) value));
|
||||
break;
|
||||
case AI_DOUBLE:
|
||||
Write<double>(&chunk, *((double*) value));
|
||||
break;
|
||||
case AI_AISTRING:
|
||||
Write<aiString>(&chunk, *((aiString*) value));
|
||||
break;
|
||||
case AI_AIVECTOR3D:
|
||||
Write<aiVector3D>(&chunk, *((aiVector3D*) value));
|
||||
break;
|
||||
#ifdef SWIG
|
||||
case FORCE_32BIT:
|
||||
#endif // SWIG
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
void WriteBinaryTexture(IOStream * container, const aiTexture* tex)
|
||||
{
|
||||
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AITEXTURE );
|
||||
|
||||
Write<unsigned int>(&chunk,tex->mWidth);
|
||||
Write<unsigned int>(&chunk,tex->mHeight);
|
||||
// Write the texture format, but don't include the null terminator.
|
||||
chunk.Write( tex->achFormatHint, sizeof(char), HINTMAXTEXTURELEN - 1 );
|
||||
|
||||
if(!shortened) {
|
||||
if (!tex->mHeight) {
|
||||
chunk.Write(tex->pcData,1,tex->mWidth);
|
||||
}
|
||||
else {
|
||||
chunk.Write(tex->pcData,1,tex->mWidth*tex->mHeight*4);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
void WriteBinaryBone(IOStream * container, const aiBone* b)
|
||||
{
|
||||
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIBONE );
|
||||
|
||||
Write<aiString>(&chunk,b->mName);
|
||||
Write<unsigned int>(&chunk,b->mNumWeights);
|
||||
Write<aiMatrix4x4>(&chunk,b->mOffsetMatrix);
|
||||
|
||||
// for the moment we write dumb min/max values for the bones, too.
|
||||
// maybe I'll add a better, hash-like solution later
|
||||
if (shortened) {
|
||||
WriteBounds(&chunk,b->mWeights,b->mNumWeights);
|
||||
} // else write as usual
|
||||
else WriteArray<aiVertexWeight>(&chunk,b->mWeights,b->mNumWeights);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
void WriteBinaryMesh(IOStream * container, const aiMesh* mesh)
|
||||
{
|
||||
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMESH );
|
||||
|
||||
Write<unsigned int>(&chunk,mesh->mPrimitiveTypes);
|
||||
Write<unsigned int>(&chunk,mesh->mNumVertices);
|
||||
Write<unsigned int>(&chunk,mesh->mNumFaces);
|
||||
Write<unsigned int>(&chunk,mesh->mNumBones);
|
||||
Write<unsigned int>(&chunk,mesh->mMaterialIndex);
|
||||
|
||||
// first of all, write bits for all existent vertex components
|
||||
unsigned int c = 0;
|
||||
if (mesh->mVertices) {
|
||||
c |= ASSBIN_MESH_HAS_POSITIONS;
|
||||
}
|
||||
if (mesh->mNormals) {
|
||||
c |= ASSBIN_MESH_HAS_NORMALS;
|
||||
}
|
||||
if (mesh->mTangents && mesh->mBitangents) {
|
||||
c |= ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS;
|
||||
}
|
||||
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
|
||||
if (!mesh->mTextureCoords[n]) {
|
||||
break;
|
||||
}
|
||||
c |= ASSBIN_MESH_HAS_TEXCOORD(n);
|
||||
}
|
||||
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
|
||||
if (!mesh->mColors[n]) {
|
||||
break;
|
||||
}
|
||||
c |= ASSBIN_MESH_HAS_COLOR(n);
|
||||
}
|
||||
Write<unsigned int>(&chunk,c);
|
||||
|
||||
aiVector3D minVec, maxVec;
|
||||
if (mesh->mVertices) {
|
||||
if (shortened) {
|
||||
WriteBounds(&chunk,mesh->mVertices,mesh->mNumVertices);
|
||||
} // else write as usual
|
||||
else WriteArray<aiVector3D>(&chunk,mesh->mVertices,mesh->mNumVertices);
|
||||
}
|
||||
if (mesh->mNormals) {
|
||||
if (shortened) {
|
||||
WriteBounds(&chunk,mesh->mNormals,mesh->mNumVertices);
|
||||
} // else write as usual
|
||||
else WriteArray<aiVector3D>(&chunk,mesh->mNormals,mesh->mNumVertices);
|
||||
}
|
||||
if (mesh->mTangents && mesh->mBitangents) {
|
||||
if (shortened) {
|
||||
WriteBounds(&chunk,mesh->mTangents,mesh->mNumVertices);
|
||||
WriteBounds(&chunk,mesh->mBitangents,mesh->mNumVertices);
|
||||
} // else write as usual
|
||||
else {
|
||||
WriteArray<aiVector3D>(&chunk,mesh->mTangents,mesh->mNumVertices);
|
||||
WriteArray<aiVector3D>(&chunk,mesh->mBitangents,mesh->mNumVertices);
|
||||
}
|
||||
}
|
||||
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
|
||||
if (!mesh->mColors[n])
|
||||
break;
|
||||
|
||||
if (shortened) {
|
||||
WriteBounds(&chunk,mesh->mColors[n],mesh->mNumVertices);
|
||||
} // else write as usual
|
||||
else WriteArray<aiColor4D>(&chunk,mesh->mColors[n],mesh->mNumVertices);
|
||||
}
|
||||
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
|
||||
if (!mesh->mTextureCoords[n])
|
||||
break;
|
||||
|
||||
// write number of UV components
|
||||
Write<unsigned int>(&chunk,mesh->mNumUVComponents[n]);
|
||||
|
||||
if (shortened) {
|
||||
WriteBounds(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices);
|
||||
} // else write as usual
|
||||
else WriteArray<aiVector3D>(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices);
|
||||
}
|
||||
|
||||
// write faces. There are no floating-point calculations involved
|
||||
// in these, so we can write a simple hash over the face data
|
||||
// to the dump file. We generate a single 32 Bit hash for 512 faces
|
||||
// using Assimp's standard hashing function.
|
||||
if (shortened) {
|
||||
unsigned int processed = 0;
|
||||
for (unsigned int job;(job = std::min(mesh->mNumFaces-processed,512u));processed += job) {
|
||||
|
||||
uint32_t hash = 0;
|
||||
for (unsigned int a = 0; a < job;++a) {
|
||||
|
||||
const aiFace& f = mesh->mFaces[processed+a];
|
||||
uint32_t tmp = f.mNumIndices;
|
||||
hash = SuperFastHash(reinterpret_cast<const char*>(&tmp),sizeof tmp,hash);
|
||||
for (unsigned int i = 0; i < f.mNumIndices; ++i) {
|
||||
static_assert(AI_MAX_VERTICES <= 0xffffffff, "AI_MAX_VERTICES <= 0xffffffff");
|
||||
tmp = static_cast<uint32_t>( f.mIndices[i] );
|
||||
hash = SuperFastHash(reinterpret_cast<const char*>(&tmp),sizeof tmp,hash);
|
||||
}
|
||||
}
|
||||
Write<unsigned int>(&chunk,hash);
|
||||
}
|
||||
}
|
||||
else // else write as usual
|
||||
{
|
||||
// if there are less than 2^16 vertices, we can simply use 16 bit integers ...
|
||||
for (unsigned int i = 0; i < mesh->mNumFaces;++i) {
|
||||
const aiFace& f = mesh->mFaces[i];
|
||||
|
||||
static_assert(AI_MAX_FACE_INDICES <= 0xffff, "AI_MAX_FACE_INDICES <= 0xffff");
|
||||
Write<uint16_t>(&chunk,f.mNumIndices);
|
||||
|
||||
for (unsigned int a = 0; a < f.mNumIndices;++a) {
|
||||
if (mesh->mNumVertices < (1u<<16)) {
|
||||
Write<uint16_t>(&chunk,f.mIndices[a]);
|
||||
}
|
||||
else Write<unsigned int>(&chunk,f.mIndices[a]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// write bones
|
||||
if (mesh->mNumBones) {
|
||||
for (unsigned int a = 0; a < mesh->mNumBones;++a) {
|
||||
const aiBone* b = mesh->mBones[a];
|
||||
WriteBinaryBone(&chunk,b);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
void WriteBinaryMaterialProperty(IOStream * container, const aiMaterialProperty* prop)
|
||||
{
|
||||
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMATERIALPROPERTY );
|
||||
|
||||
Write<aiString>(&chunk,prop->mKey);
|
||||
Write<unsigned int>(&chunk,prop->mSemantic);
|
||||
Write<unsigned int>(&chunk,prop->mIndex);
|
||||
|
||||
Write<unsigned int>(&chunk,prop->mDataLength);
|
||||
Write<unsigned int>(&chunk,(unsigned int)prop->mType);
|
||||
chunk.Write(prop->mData,1,prop->mDataLength);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
void WriteBinaryMaterial(IOStream * container, const aiMaterial* mat)
|
||||
{
|
||||
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMATERIAL);
|
||||
|
||||
Write<unsigned int>(&chunk,mat->mNumProperties);
|
||||
for (unsigned int i = 0; i < mat->mNumProperties;++i) {
|
||||
WriteBinaryMaterialProperty( &chunk, mat->mProperties[i]);
|
||||
}
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
void WriteBinaryNodeAnim(IOStream * container, const aiNodeAnim* nd)
|
||||
{
|
||||
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODEANIM );
|
||||
|
||||
Write<aiString>(&chunk,nd->mNodeName);
|
||||
Write<unsigned int>(&chunk,nd->mNumPositionKeys);
|
||||
Write<unsigned int>(&chunk,nd->mNumRotationKeys);
|
||||
Write<unsigned int>(&chunk,nd->mNumScalingKeys);
|
||||
Write<unsigned int>(&chunk,nd->mPreState);
|
||||
Write<unsigned int>(&chunk,nd->mPostState);
|
||||
|
||||
if (nd->mPositionKeys) {
|
||||
if (shortened) {
|
||||
WriteBounds(&chunk,nd->mPositionKeys,nd->mNumPositionKeys);
|
||||
|
||||
} // else write as usual
|
||||
else WriteArray<aiVectorKey>(&chunk,nd->mPositionKeys,nd->mNumPositionKeys);
|
||||
}
|
||||
if (nd->mRotationKeys) {
|
||||
if (shortened) {
|
||||
WriteBounds(&chunk,nd->mRotationKeys,nd->mNumRotationKeys);
|
||||
|
||||
} // else write as usual
|
||||
else WriteArray<aiQuatKey>(&chunk,nd->mRotationKeys,nd->mNumRotationKeys);
|
||||
}
|
||||
if (nd->mScalingKeys) {
|
||||
if (shortened) {
|
||||
WriteBounds(&chunk,nd->mScalingKeys,nd->mNumScalingKeys);
|
||||
|
||||
} // else write as usual
|
||||
else WriteArray<aiVectorKey>(&chunk,nd->mScalingKeys,nd->mNumScalingKeys);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
void WriteBinaryAnim( IOStream * container, const aiAnimation* anim )
|
||||
{
|
||||
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIANIMATION );
|
||||
|
||||
Write<aiString>(&chunk,anim->mName);
|
||||
Write<double>(&chunk,anim->mDuration);
|
||||
Write<double>(&chunk,anim->mTicksPerSecond);
|
||||
Write<unsigned int>(&chunk,anim->mNumChannels);
|
||||
|
||||
for (unsigned int a = 0; a < anim->mNumChannels;++a) {
|
||||
const aiNodeAnim* nd = anim->mChannels[a];
|
||||
WriteBinaryNodeAnim(&chunk,nd);
|
||||
}
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
void WriteBinaryLight( IOStream * container, const aiLight* l )
|
||||
{
|
||||
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AILIGHT );
|
||||
|
||||
Write<aiString>(&chunk,l->mName);
|
||||
Write<unsigned int>(&chunk,l->mType);
|
||||
|
||||
if (l->mType != aiLightSource_DIRECTIONAL) {
|
||||
Write<float>(&chunk,l->mAttenuationConstant);
|
||||
Write<float>(&chunk,l->mAttenuationLinear);
|
||||
Write<float>(&chunk,l->mAttenuationQuadratic);
|
||||
}
|
||||
|
||||
Write<aiColor3D>(&chunk,l->mColorDiffuse);
|
||||
Write<aiColor3D>(&chunk,l->mColorSpecular);
|
||||
Write<aiColor3D>(&chunk,l->mColorAmbient);
|
||||
|
||||
if (l->mType == aiLightSource_SPOT) {
|
||||
Write<float>(&chunk,l->mAngleInnerCone);
|
||||
Write<float>(&chunk,l->mAngleOuterCone);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
void WriteBinaryCamera( IOStream * container, const aiCamera* cam )
|
||||
{
|
||||
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AICAMERA );
|
||||
|
||||
Write<aiString>(&chunk,cam->mName);
|
||||
Write<aiVector3D>(&chunk,cam->mPosition);
|
||||
Write<aiVector3D>(&chunk,cam->mLookAt);
|
||||
Write<aiVector3D>(&chunk,cam->mUp);
|
||||
Write<float>(&chunk,cam->mHorizontalFOV);
|
||||
Write<float>(&chunk,cam->mClipPlaneNear);
|
||||
Write<float>(&chunk,cam->mClipPlaneFar);
|
||||
Write<float>(&chunk,cam->mAspect);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
void WriteBinaryScene( IOStream * container, const aiScene* scene)
|
||||
{
|
||||
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AISCENE );
|
||||
|
||||
// basic scene information
|
||||
Write<unsigned int>(&chunk,scene->mFlags);
|
||||
Write<unsigned int>(&chunk,scene->mNumMeshes);
|
||||
Write<unsigned int>(&chunk,scene->mNumMaterials);
|
||||
Write<unsigned int>(&chunk,scene->mNumAnimations);
|
||||
Write<unsigned int>(&chunk,scene->mNumTextures);
|
||||
Write<unsigned int>(&chunk,scene->mNumLights);
|
||||
Write<unsigned int>(&chunk,scene->mNumCameras);
|
||||
|
||||
// write node graph
|
||||
WriteBinaryNode( &chunk, scene->mRootNode );
|
||||
|
||||
// write all meshes
|
||||
for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
|
||||
const aiMesh* mesh = scene->mMeshes[i];
|
||||
WriteBinaryMesh( &chunk,mesh);
|
||||
}
|
||||
|
||||
// write materials
|
||||
for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
|
||||
const aiMaterial* mat = scene->mMaterials[i];
|
||||
WriteBinaryMaterial(&chunk,mat);
|
||||
}
|
||||
|
||||
// write all animations
|
||||
for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
|
||||
const aiAnimation* anim = scene->mAnimations[i];
|
||||
WriteBinaryAnim(&chunk,anim);
|
||||
}
|
||||
|
||||
|
||||
// write all textures
|
||||
for (unsigned int i = 0; i < scene->mNumTextures;++i) {
|
||||
const aiTexture* mesh = scene->mTextures[i];
|
||||
WriteBinaryTexture(&chunk,mesh);
|
||||
}
|
||||
|
||||
// write lights
|
||||
for (unsigned int i = 0; i < scene->mNumLights;++i) {
|
||||
const aiLight* l = scene->mLights[i];
|
||||
WriteBinaryLight(&chunk,l);
|
||||
}
|
||||
|
||||
// write cameras
|
||||
for (unsigned int i = 0; i < scene->mNumCameras;++i) {
|
||||
const aiCamera* cam = scene->mCameras[i];
|
||||
WriteBinaryCamera(&chunk,cam);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public:
|
||||
AssbinFileWriter(bool shortened, bool compressed)
|
||||
: shortened(shortened), compressed(compressed)
|
||||
{
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Write a binary model dump
|
||||
void WriteBinaryDump(const char* pFile, const char* cmd, IOSystem* pIOSystem, const aiScene* pScene)
|
||||
{
|
||||
IOStream * out = pIOSystem->Open( pFile, "wb" );
|
||||
if (!out)
|
||||
throw std::runtime_error("Unable to open output file " + std::string(pFile) + '\n');
|
||||
|
||||
auto CloseIOStream = [&]() {
|
||||
if (out) {
|
||||
pIOSystem->Close(out);
|
||||
out = nullptr; // Ensure this is only done once.
|
||||
}
|
||||
};
|
||||
|
||||
try {
|
||||
time_t tt = time(NULL);
|
||||
#if _WIN32
|
||||
tm* p = gmtime(&tt);
|
||||
#else
|
||||
struct tm now;
|
||||
tm* p = gmtime_r(&tt, &now);
|
||||
#endif
|
||||
|
||||
// header
|
||||
char s[64];
|
||||
memset(s, 0, 64);
|
||||
#if _MSC_VER >= 1400
|
||||
sprintf_s(s, "ASSIMP.binary-dump.%s", asctime(p));
|
||||
#else
|
||||
ai_snprintf(s, 64, "ASSIMP.binary-dump.%s", asctime(p));
|
||||
#endif
|
||||
out->Write(s, 44, 1);
|
||||
// == 44 bytes
|
||||
|
||||
Write<unsigned int>(out, ASSBIN_VERSION_MAJOR);
|
||||
Write<unsigned int>(out, ASSBIN_VERSION_MINOR);
|
||||
Write<unsigned int>(out, aiGetVersionRevision());
|
||||
Write<unsigned int>(out, aiGetCompileFlags());
|
||||
Write<uint16_t>(out, shortened);
|
||||
Write<uint16_t>(out, compressed);
|
||||
// == 20 bytes
|
||||
|
||||
char buff[256] = {0};
|
||||
ai_snprintf(buff, 256, "%s", pFile);
|
||||
out->Write(buff, sizeof(char), 256);
|
||||
|
||||
memset(buff, 0, sizeof(buff));
|
||||
ai_snprintf(buff, 128, "%s", cmd);
|
||||
out->Write(buff, sizeof(char), 128);
|
||||
|
||||
// leave 64 bytes free for future extensions
|
||||
memset(buff, 0xcd, 64);
|
||||
out->Write(buff, sizeof(char), 64);
|
||||
// == 435 bytes
|
||||
|
||||
// ==== total header size: 512 bytes
|
||||
ai_assert(out->Tell() == ASSBIN_HEADER_LENGTH);
|
||||
|
||||
// Up to here the data is uncompressed. For compressed files, the rest
|
||||
// is compressed using standard DEFLATE from zlib.
|
||||
if (compressed)
|
||||
{
|
||||
AssbinChunkWriter uncompressedStream(NULL, 0);
|
||||
WriteBinaryScene(&uncompressedStream, pScene);
|
||||
|
||||
uLongf uncompressedSize = static_cast<uLongf>(uncompressedStream.Tell());
|
||||
uLongf compressedSize = (uLongf)compressBound(uncompressedSize);
|
||||
uint8_t* compressedBuffer = new uint8_t[compressedSize];
|
||||
|
||||
int res = compress2(compressedBuffer, &compressedSize, (const Bytef*)uncompressedStream.GetBufferPointer(), uncompressedSize, 9);
|
||||
if (res != Z_OK)
|
||||
{
|
||||
delete[] compressedBuffer;
|
||||
throw DeadlyExportError("Compression failed.");
|
||||
}
|
||||
|
||||
out->Write(&uncompressedSize, sizeof(uint32_t), 1);
|
||||
out->Write(compressedBuffer, sizeof(char), compressedSize);
|
||||
|
||||
delete[] compressedBuffer;
|
||||
}
|
||||
else
|
||||
{
|
||||
WriteBinaryScene(out, pScene);
|
||||
}
|
||||
|
||||
CloseIOStream();
|
||||
}
|
||||
catch (...) {
|
||||
CloseIOStream();
|
||||
throw;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
void DumpSceneToAssbin(
|
||||
const char* pFile, const char* cmd, IOSystem* pIOSystem,
|
||||
const aiScene* pScene, bool shortened, bool compressed) {
|
||||
AssbinFileWriter fileWriter(shortened, compressed);
|
||||
fileWriter.WriteBinaryDump(pFile, cmd, pIOSystem, pScene);
|
||||
}
|
||||
|
||||
} // end of namespace Assimp
|
|
@ -0,0 +1,66 @@
|
|||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the
|
||||
following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the assimp team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the assimp team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
----------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file AssbinFileWriter.h
|
||||
* @brief Declaration of Assbin file writer.
|
||||
*/
|
||||
|
||||
#ifndef AI_ASSBINFILEWRITER_H_INC
|
||||
#define AI_ASSBINFILEWRITER_H_INC
|
||||
|
||||
#include <assimp/defs.h>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/IOSystem.hpp>
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
void ASSIMP_API DumpSceneToAssbin(
|
||||
const char* pFile,
|
||||
const char* cmd,
|
||||
IOSystem* pIOSystem,
|
||||
const aiScene* pScene,
|
||||
bool shortened,
|
||||
bool compressed);
|
||||
|
||||
}
|
||||
|
||||
#endif // AI_ASSBINFILEWRITER_H_INC
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
|
@ -535,7 +535,7 @@ void AssbinImporter::ReadBinaryTexture(IOStream * stream, aiTexture* tex) {
|
|||
|
||||
tex->mWidth = Read<unsigned int>(stream);
|
||||
tex->mHeight = Read<unsigned int>(stream);
|
||||
stream->Read( tex->achFormatHint, sizeof(char), 4 );
|
||||
stream->Read( tex->achFormatHint, sizeof(char), HINTMAXTEXTURELEN - 1 );
|
||||
|
||||
if(!shortened) {
|
||||
if (!tex->mHeight) {
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
@ -46,28 +46,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#ifndef ASSIMP_BUILD_NO_EXPORT
|
||||
#ifndef ASSIMP_BUILD_NO_ASSXML_EXPORTER
|
||||
|
||||
#include "PostProcessing/ProcessHelper.h"
|
||||
|
||||
#include <assimp/version.h>
|
||||
#include <assimp/IOStream.hpp>
|
||||
#include "AssxmlFileWriter.h"
|
||||
#include <assimp/IOSystem.hpp>
|
||||
#include <assimp/Exporter.hpp>
|
||||
|
||||
#include <stdarg.h>
|
||||
|
||||
#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
|
||||
# include <zlib.h>
|
||||
#else
|
||||
# include <contrib/zlib/zlib.h>
|
||||
#endif
|
||||
|
||||
#include <time.h>
|
||||
#include <stdio.h>
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
namespace AssxmlExport {
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
|
@ -639,13 +622,12 @@ void WriteDump(const aiScene* scene, IOStream* io, bool shortened) {
|
|||
|
||||
void ExportSceneAssxml(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/)
|
||||
{
|
||||
IOStream * out = pIOSystem->Open( pFile, "wt" );
|
||||
if (!out) return;
|
||||
|
||||
bool shortened = false;
|
||||
AssxmlExport::WriteDump( pScene, out, shortened );
|
||||
|
||||
pIOSystem->Close( out );
|
||||
DumpSceneToAssxml(
|
||||
pFile,
|
||||
"\0", // command(s)
|
||||
pIOSystem,
|
||||
pScene,
|
||||
false); // shortened?
|
||||
}
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -0,0 +1,664 @@
|
|||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the
|
||||
following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the assimp team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the assimp team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
----------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file AssxmlFileWriter.cpp
|
||||
* @brief Implementation of Assxml file writer.
|
||||
*/
|
||||
|
||||
#include "AssxmlFileWriter.h"
|
||||
|
||||
#include "PostProcessing/ProcessHelper.h"
|
||||
|
||||
#include <assimp/version.h>
|
||||
#include <assimp/IOStream.hpp>
|
||||
#include <assimp/IOSystem.hpp>
|
||||
#include <assimp/Exporter.hpp>
|
||||
|
||||
#include <stdarg.h>
|
||||
|
||||
#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
|
||||
# include <zlib.h>
|
||||
#else
|
||||
# include <contrib/zlib/zlib.h>
|
||||
#endif
|
||||
|
||||
#include <time.h>
|
||||
#include <stdio.h>
|
||||
#include <memory>
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
namespace AssxmlFileWriter {
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
static int ioprintf( IOStream * io, const char *format, ... ) {
|
||||
using namespace std;
|
||||
if ( nullptr == io ) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
static const int Size = 4096;
|
||||
char sz[ Size ];
|
||||
::memset( sz, '\0', Size );
|
||||
va_list va;
|
||||
va_start( va, format );
|
||||
const unsigned int nSize = vsnprintf( sz, Size-1, format, va );
|
||||
ai_assert( nSize < Size );
|
||||
va_end( va );
|
||||
|
||||
io->Write( sz, sizeof(char), nSize );
|
||||
|
||||
return nSize;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Convert a name to standard XML format
|
||||
static void ConvertName(aiString& out, const aiString& in) {
|
||||
out.length = 0;
|
||||
for (unsigned int i = 0; i < in.length; ++i) {
|
||||
switch (in.data[i]) {
|
||||
case '<':
|
||||
out.Append("<");break;
|
||||
case '>':
|
||||
out.Append(">");break;
|
||||
case '&':
|
||||
out.Append("&");break;
|
||||
case '\"':
|
||||
out.Append(""");break;
|
||||
case '\'':
|
||||
out.Append("'");break;
|
||||
default:
|
||||
out.data[out.length++] = in.data[i];
|
||||
}
|
||||
}
|
||||
out.data[out.length] = 0;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Write a single node as text dump
|
||||
static void WriteNode(const aiNode* node, IOStream * io, unsigned int depth) {
|
||||
char prefix[512];
|
||||
for (unsigned int i = 0; i < depth;++i)
|
||||
prefix[i] = '\t';
|
||||
prefix[depth] = '\0';
|
||||
|
||||
const aiMatrix4x4& m = node->mTransformation;
|
||||
|
||||
aiString name;
|
||||
ConvertName(name,node->mName);
|
||||
ioprintf(io,"%s<Node name=\"%s\"> \n"
|
||||
"%s\t<Matrix4> \n"
|
||||
"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
|
||||
"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
|
||||
"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
|
||||
"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
|
||||
"%s\t</Matrix4> \n",
|
||||
prefix,name.data,prefix,
|
||||
prefix,m.a1,m.a2,m.a3,m.a4,
|
||||
prefix,m.b1,m.b2,m.b3,m.b4,
|
||||
prefix,m.c1,m.c2,m.c3,m.c4,
|
||||
prefix,m.d1,m.d2,m.d3,m.d4,prefix);
|
||||
|
||||
if (node->mNumMeshes) {
|
||||
ioprintf(io, "%s\t<MeshRefs num=\"%u\">\n%s\t",
|
||||
prefix,node->mNumMeshes,prefix);
|
||||
|
||||
for (unsigned int i = 0; i < node->mNumMeshes;++i) {
|
||||
ioprintf(io,"%u ",node->mMeshes[i]);
|
||||
}
|
||||
ioprintf(io,"\n%s\t</MeshRefs>\n",prefix);
|
||||
}
|
||||
|
||||
if (node->mNumChildren) {
|
||||
ioprintf(io,"%s\t<NodeList num=\"%u\">\n",
|
||||
prefix,node->mNumChildren);
|
||||
|
||||
for (unsigned int i = 0; i < node->mNumChildren;++i) {
|
||||
WriteNode(node->mChildren[i],io,depth+2);
|
||||
}
|
||||
ioprintf(io,"%s\t</NodeList>\n",prefix);
|
||||
}
|
||||
ioprintf(io,"%s</Node>\n",prefix);
|
||||
}
|
||||
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Some chuncks of text will need to be encoded for XML
|
||||
// http://stackoverflow.com/questions/5665231/most-efficient-way-to-escape-xml-html-in-c-string#5665377
|
||||
static std::string encodeXML(const std::string& data) {
|
||||
std::string buffer;
|
||||
buffer.reserve(data.size());
|
||||
for(size_t pos = 0; pos != data.size(); ++pos) {
|
||||
switch(data[pos]) {
|
||||
case '&': buffer.append("&"); break;
|
||||
case '\"': buffer.append("""); break;
|
||||
case '\'': buffer.append("'"); break;
|
||||
case '<': buffer.append("<"); break;
|
||||
case '>': buffer.append(">"); break;
|
||||
default: buffer.append(&data[pos], 1); break;
|
||||
}
|
||||
}
|
||||
return buffer;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Write a text model dump
|
||||
static
|
||||
void WriteDump(const char* pFile, const char* cmd, const aiScene* scene, IOStream* io, bool shortened) {
|
||||
time_t tt = ::time( NULL );
|
||||
#if _WIN32
|
||||
tm* p = gmtime(&tt);
|
||||
#else
|
||||
struct tm now;
|
||||
tm* p = gmtime_r(&tt, &now);
|
||||
#endif
|
||||
ai_assert(nullptr != p);
|
||||
|
||||
std::string c = cmd;
|
||||
std::string::size_type s;
|
||||
|
||||
// https://sourceforge.net/tracker/?func=detail&aid=3167364&group_id=226462&atid=1067632
|
||||
// -- not allowed in XML comments
|
||||
while((s = c.find("--")) != std::string::npos) {
|
||||
c[s] = '?';
|
||||
}
|
||||
|
||||
// write header
|
||||
std::string header(
|
||||
"<?xml version=\"1.0\" encoding=\"utf-8\"?>\n"
|
||||
"<ASSIMP format_id=\"1\">\n\n"
|
||||
"<!-- XML Model dump produced by assimp dump\n"
|
||||
" Library version: %u.%u.%u\n"
|
||||
" Source: %s\n"
|
||||
" Command line: %s\n"
|
||||
" %s\n"
|
||||
"-->"
|
||||
" \n\n"
|
||||
"<Scene flags=\"%u\" postprocessing=\"%u\">\n"
|
||||
);
|
||||
|
||||
const unsigned int majorVersion( aiGetVersionMajor() );
|
||||
const unsigned int minorVersion( aiGetVersionMinor() );
|
||||
const unsigned int rev( aiGetVersionRevision() );
|
||||
const char *curtime( asctime( p ) );
|
||||
ioprintf( io, header.c_str(), majorVersion, minorVersion, rev, pFile, c.c_str(), curtime, scene->mFlags, 0u );
|
||||
|
||||
// write the node graph
|
||||
WriteNode(scene->mRootNode, io, 0);
|
||||
|
||||
#if 0
|
||||
// write cameras
|
||||
for (unsigned int i = 0; i < scene->mNumCameras;++i) {
|
||||
aiCamera* cam = scene->mCameras[i];
|
||||
ConvertName(name,cam->mName);
|
||||
|
||||
// camera header
|
||||
ioprintf(io,"\t<Camera parent=\"%s\">\n"
|
||||
"\t\t<Vector3 name=\"up\" > %0 8f %0 8f %0 8f </Vector3>\n"
|
||||
"\t\t<Vector3 name=\"lookat\" > %0 8f %0 8f %0 8f </Vector3>\n"
|
||||
"\t\t<Vector3 name=\"pos\" > %0 8f %0 8f %0 8f </Vector3>\n"
|
||||
"\t\t<Float name=\"fov\" > %f </Float>\n"
|
||||
"\t\t<Float name=\"aspect\" > %f </Float>\n"
|
||||
"\t\t<Float name=\"near_clip\" > %f </Float>\n"
|
||||
"\t\t<Float name=\"far_clip\" > %f </Float>\n"
|
||||
"\t</Camera>\n",
|
||||
name.data,
|
||||
cam->mUp.x,cam->mUp.y,cam->mUp.z,
|
||||
cam->mLookAt.x,cam->mLookAt.y,cam->mLookAt.z,
|
||||
cam->mPosition.x,cam->mPosition.y,cam->mPosition.z,
|
||||
cam->mHorizontalFOV,cam->mAspect,cam->mClipPlaneNear,cam->mClipPlaneFar,i);
|
||||
}
|
||||
|
||||
// write lights
|
||||
for (unsigned int i = 0; i < scene->mNumLights;++i) {
|
||||
aiLight* l = scene->mLights[i];
|
||||
ConvertName(name,l->mName);
|
||||
|
||||
// light header
|
||||
ioprintf(io,"\t<Light parent=\"%s\"> type=\"%s\"\n"
|
||||
"\t\t<Vector3 name=\"diffuse\" > %0 8f %0 8f %0 8f </Vector3>\n"
|
||||
"\t\t<Vector3 name=\"specular\" > %0 8f %0 8f %0 8f </Vector3>\n"
|
||||
"\t\t<Vector3 name=\"ambient\" > %0 8f %0 8f %0 8f </Vector3>\n",
|
||||
name.data,
|
||||
(l->mType == aiLightSource_DIRECTIONAL ? "directional" :
|
||||
(l->mType == aiLightSource_POINT ? "point" : "spot" )),
|
||||
l->mColorDiffuse.r, l->mColorDiffuse.g, l->mColorDiffuse.b,
|
||||
l->mColorSpecular.r,l->mColorSpecular.g,l->mColorSpecular.b,
|
||||
l->mColorAmbient.r, l->mColorAmbient.g, l->mColorAmbient.b);
|
||||
|
||||
if (l->mType != aiLightSource_DIRECTIONAL) {
|
||||
ioprintf(io,
|
||||
"\t\t<Vector3 name=\"pos\" > %0 8f %0 8f %0 8f </Vector3>\n"
|
||||
"\t\t<Float name=\"atten_cst\" > %f </Float>\n"
|
||||
"\t\t<Float name=\"atten_lin\" > %f </Float>\n"
|
||||
"\t\t<Float name=\"atten_sqr\" > %f </Float>\n",
|
||||
l->mPosition.x,l->mPosition.y,l->mPosition.z,
|
||||
l->mAttenuationConstant,l->mAttenuationLinear,l->mAttenuationQuadratic);
|
||||
}
|
||||
|
||||
if (l->mType != aiLightSource_POINT) {
|
||||
ioprintf(io,
|
||||
"\t\t<Vector3 name=\"lookat\" > %0 8f %0 8f %0 8f </Vector3>\n",
|
||||
l->mDirection.x,l->mDirection.y,l->mDirection.z);
|
||||
}
|
||||
|
||||
if (l->mType == aiLightSource_SPOT) {
|
||||
ioprintf(io,
|
||||
"\t\t<Float name=\"cone_out\" > %f </Float>\n"
|
||||
"\t\t<Float name=\"cone_inn\" > %f </Float>\n",
|
||||
l->mAngleOuterCone,l->mAngleInnerCone);
|
||||
}
|
||||
ioprintf(io,"\t</Light>\n");
|
||||
}
|
||||
#endif
|
||||
aiString name;
|
||||
|
||||
// write textures
|
||||
if (scene->mNumTextures) {
|
||||
ioprintf(io,"<TextureList num=\"%u\">\n",scene->mNumTextures);
|
||||
for (unsigned int i = 0; i < scene->mNumTextures;++i) {
|
||||
aiTexture* tex = scene->mTextures[i];
|
||||
bool compressed = (tex->mHeight == 0);
|
||||
|
||||
// mesh header
|
||||
ioprintf(io,"\t<Texture width=\"%u\" height=\"%u\" compressed=\"%s\"> \n",
|
||||
(compressed ? -1 : tex->mWidth),(compressed ? -1 : tex->mHeight),
|
||||
(compressed ? "true" : "false"));
|
||||
|
||||
if (compressed) {
|
||||
ioprintf(io,"\t\t<Data length=\"%u\"> \n",tex->mWidth);
|
||||
|
||||
if (!shortened) {
|
||||
for (unsigned int n = 0; n < tex->mWidth;++n) {
|
||||
ioprintf(io,"\t\t\t%2x",reinterpret_cast<uint8_t*>(tex->pcData)[n]);
|
||||
if (n && !(n % 50)) {
|
||||
ioprintf(io,"\n");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (!shortened){
|
||||
ioprintf(io,"\t\t<Data length=\"%u\"> \n",tex->mWidth*tex->mHeight*4);
|
||||
|
||||
// const unsigned int width = (unsigned int)std::log10((double)std::max(tex->mHeight,tex->mWidth))+1;
|
||||
for (unsigned int y = 0; y < tex->mHeight;++y) {
|
||||
for (unsigned int x = 0; x < tex->mWidth;++x) {
|
||||
aiTexel* tx = tex->pcData + y*tex->mWidth+x;
|
||||
unsigned int r = tx->r,g=tx->g,b=tx->b,a=tx->a;
|
||||
ioprintf(io,"\t\t\t%2x %2x %2x %2x",r,g,b,a);
|
||||
|
||||
// group by four for readability
|
||||
if ( 0 == ( x + y*tex->mWidth ) % 4 ) {
|
||||
ioprintf( io, "\n" );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
ioprintf(io,"\t\t</Data>\n\t</Texture>\n");
|
||||
}
|
||||
ioprintf(io,"</TextureList>\n");
|
||||
}
|
||||
|
||||
// write materials
|
||||
if (scene->mNumMaterials) {
|
||||
ioprintf(io,"<MaterialList num=\"%u\">\n",scene->mNumMaterials);
|
||||
for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
|
||||
const aiMaterial* mat = scene->mMaterials[i];
|
||||
|
||||
ioprintf(io,"\t<Material>\n");
|
||||
ioprintf(io,"\t\t<MatPropertyList num=\"%u\">\n",mat->mNumProperties);
|
||||
for (unsigned int n = 0; n < mat->mNumProperties;++n) {
|
||||
|
||||
const aiMaterialProperty* prop = mat->mProperties[n];
|
||||
const char* sz = "";
|
||||
if (prop->mType == aiPTI_Float) {
|
||||
sz = "float";
|
||||
}
|
||||
else if (prop->mType == aiPTI_Integer) {
|
||||
sz = "integer";
|
||||
}
|
||||
else if (prop->mType == aiPTI_String) {
|
||||
sz = "string";
|
||||
}
|
||||
else if (prop->mType == aiPTI_Buffer) {
|
||||
sz = "binary_buffer";
|
||||
}
|
||||
|
||||
ioprintf(io,"\t\t\t<MatProperty key=\"%s\" \n\t\t\ttype=\"%s\" tex_usage=\"%s\" tex_index=\"%u\"",
|
||||
prop->mKey.data, sz,
|
||||
::TextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex);
|
||||
|
||||
if (prop->mType == aiPTI_Float) {
|
||||
ioprintf(io," size=\"%i\">\n\t\t\t\t",
|
||||
static_cast<int>(prop->mDataLength/sizeof(float)));
|
||||
|
||||
for (unsigned int p = 0; p < prop->mDataLength/sizeof(float);++p) {
|
||||
ioprintf(io,"%f ",*((float*)(prop->mData+p*sizeof(float))));
|
||||
}
|
||||
}
|
||||
else if (prop->mType == aiPTI_Integer) {
|
||||
ioprintf(io," size=\"%i\">\n\t\t\t\t",
|
||||
static_cast<int>(prop->mDataLength/sizeof(int)));
|
||||
|
||||
for (unsigned int p = 0; p < prop->mDataLength/sizeof(int);++p) {
|
||||
ioprintf(io,"%i ",*((int*)(prop->mData+p*sizeof(int))));
|
||||
}
|
||||
}
|
||||
else if (prop->mType == aiPTI_Buffer) {
|
||||
ioprintf(io," size=\"%i\">\n\t\t\t\t",
|
||||
static_cast<int>(prop->mDataLength));
|
||||
|
||||
for (unsigned int p = 0; p < prop->mDataLength;++p) {
|
||||
ioprintf(io,"%2x ",prop->mData[p]);
|
||||
if (p && 0 == p%30) {
|
||||
ioprintf(io,"\n\t\t\t\t");
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (prop->mType == aiPTI_String) {
|
||||
ioprintf(io,">\n\t\t\t\t\"%s\"",encodeXML(prop->mData+4).c_str() /* skip length */);
|
||||
}
|
||||
ioprintf(io,"\n\t\t\t</MatProperty>\n");
|
||||
}
|
||||
ioprintf(io,"\t\t</MatPropertyList>\n");
|
||||
ioprintf(io,"\t</Material>\n");
|
||||
}
|
||||
ioprintf(io,"</MaterialList>\n");
|
||||
}
|
||||
|
||||
// write animations
|
||||
if (scene->mNumAnimations) {
|
||||
ioprintf(io,"<AnimationList num=\"%u\">\n",scene->mNumAnimations);
|
||||
for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
|
||||
aiAnimation* anim = scene->mAnimations[i];
|
||||
|
||||
// anim header
|
||||
ConvertName(name,anim->mName);
|
||||
ioprintf(io,"\t<Animation name=\"%s\" duration=\"%e\" tick_cnt=\"%e\">\n",
|
||||
name.data, anim->mDuration, anim->mTicksPerSecond);
|
||||
|
||||
// write bone animation channels
|
||||
if (anim->mNumChannels) {
|
||||
ioprintf(io,"\t\t<NodeAnimList num=\"%u\">\n",anim->mNumChannels);
|
||||
for (unsigned int n = 0; n < anim->mNumChannels;++n) {
|
||||
aiNodeAnim* nd = anim->mChannels[n];
|
||||
|
||||
// node anim header
|
||||
ConvertName(name,nd->mNodeName);
|
||||
ioprintf(io,"\t\t\t<NodeAnim node=\"%s\">\n",name.data);
|
||||
|
||||
if (!shortened) {
|
||||
// write position keys
|
||||
if (nd->mNumPositionKeys) {
|
||||
ioprintf(io,"\t\t\t\t<PositionKeyList num=\"%u\">\n",nd->mNumPositionKeys);
|
||||
for (unsigned int a = 0; a < nd->mNumPositionKeys;++a) {
|
||||
aiVectorKey* vc = nd->mPositionKeys+a;
|
||||
ioprintf(io,"\t\t\t\t\t<PositionKey time=\"%e\">\n"
|
||||
"\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t</PositionKey>\n",
|
||||
vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z);
|
||||
}
|
||||
ioprintf(io,"\t\t\t\t</PositionKeyList>\n");
|
||||
}
|
||||
|
||||
// write scaling keys
|
||||
if (nd->mNumScalingKeys) {
|
||||
ioprintf(io,"\t\t\t\t<ScalingKeyList num=\"%u\">\n",nd->mNumScalingKeys);
|
||||
for (unsigned int a = 0; a < nd->mNumScalingKeys;++a) {
|
||||
aiVectorKey* vc = nd->mScalingKeys+a;
|
||||
ioprintf(io,"\t\t\t\t\t<ScalingKey time=\"%e\">\n"
|
||||
"\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t</ScalingKey>\n",
|
||||
vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z);
|
||||
}
|
||||
ioprintf(io,"\t\t\t\t</ScalingKeyList>\n");
|
||||
}
|
||||
|
||||
// write rotation keys
|
||||
if (nd->mNumRotationKeys) {
|
||||
ioprintf(io,"\t\t\t\t<RotationKeyList num=\"%u\">\n",nd->mNumRotationKeys);
|
||||
for (unsigned int a = 0; a < nd->mNumRotationKeys;++a) {
|
||||
aiQuatKey* vc = nd->mRotationKeys+a;
|
||||
ioprintf(io,"\t\t\t\t\t<RotationKey time=\"%e\">\n"
|
||||
"\t\t\t\t\t\t%0 8f %0 8f %0 8f %0 8f\n\t\t\t\t\t</RotationKey>\n",
|
||||
vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z,vc->mValue.w);
|
||||
}
|
||||
ioprintf(io,"\t\t\t\t</RotationKeyList>\n");
|
||||
}
|
||||
}
|
||||
ioprintf(io,"\t\t\t</NodeAnim>\n");
|
||||
}
|
||||
ioprintf(io,"\t\t</NodeAnimList>\n");
|
||||
}
|
||||
ioprintf(io,"\t</Animation>\n");
|
||||
}
|
||||
ioprintf(io,"</AnimationList>\n");
|
||||
}
|
||||
|
||||
// write meshes
|
||||
if (scene->mNumMeshes) {
|
||||
ioprintf(io,"<MeshList num=\"%u\">\n",scene->mNumMeshes);
|
||||
for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
|
||||
aiMesh* mesh = scene->mMeshes[i];
|
||||
// const unsigned int width = (unsigned int)std::log10((double)mesh->mNumVertices)+1;
|
||||
|
||||
// mesh header
|
||||
ioprintf(io,"\t<Mesh types=\"%s %s %s %s\" material_index=\"%u\">\n",
|
||||
(mesh->mPrimitiveTypes & aiPrimitiveType_POINT ? "points" : ""),
|
||||
(mesh->mPrimitiveTypes & aiPrimitiveType_LINE ? "lines" : ""),
|
||||
(mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE ? "triangles" : ""),
|
||||
(mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON ? "polygons" : ""),
|
||||
mesh->mMaterialIndex);
|
||||
|
||||
// bones
|
||||
if (mesh->mNumBones) {
|
||||
ioprintf(io,"\t\t<BoneList num=\"%u\">\n",mesh->mNumBones);
|
||||
|
||||
for (unsigned int n = 0; n < mesh->mNumBones;++n) {
|
||||
aiBone* bone = mesh->mBones[n];
|
||||
|
||||
ConvertName(name,bone->mName);
|
||||
// bone header
|
||||
ioprintf(io,"\t\t\t<Bone name=\"%s\">\n"
|
||||
"\t\t\t\t<Matrix4> \n"
|
||||
"\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
|
||||
"\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
|
||||
"\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
|
||||
"\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
|
||||
"\t\t\t\t</Matrix4> \n",
|
||||
name.data,
|
||||
bone->mOffsetMatrix.a1,bone->mOffsetMatrix.a2,bone->mOffsetMatrix.a3,bone->mOffsetMatrix.a4,
|
||||
bone->mOffsetMatrix.b1,bone->mOffsetMatrix.b2,bone->mOffsetMatrix.b3,bone->mOffsetMatrix.b4,
|
||||
bone->mOffsetMatrix.c1,bone->mOffsetMatrix.c2,bone->mOffsetMatrix.c3,bone->mOffsetMatrix.c4,
|
||||
bone->mOffsetMatrix.d1,bone->mOffsetMatrix.d2,bone->mOffsetMatrix.d3,bone->mOffsetMatrix.d4);
|
||||
|
||||
if (!shortened && bone->mNumWeights) {
|
||||
ioprintf(io,"\t\t\t\t<WeightList num=\"%u\">\n",bone->mNumWeights);
|
||||
|
||||
// bone weights
|
||||
for (unsigned int a = 0; a < bone->mNumWeights;++a) {
|
||||
aiVertexWeight* wght = bone->mWeights+a;
|
||||
|
||||
ioprintf(io,"\t\t\t\t\t<Weight index=\"%u\">\n\t\t\t\t\t\t%f\n\t\t\t\t\t</Weight>\n",
|
||||
wght->mVertexId,wght->mWeight);
|
||||
}
|
||||
ioprintf(io,"\t\t\t\t</WeightList>\n");
|
||||
}
|
||||
ioprintf(io,"\t\t\t</Bone>\n");
|
||||
}
|
||||
ioprintf(io,"\t\t</BoneList>\n");
|
||||
}
|
||||
|
||||
// faces
|
||||
if (!shortened && mesh->mNumFaces) {
|
||||
ioprintf(io,"\t\t<FaceList num=\"%u\">\n",mesh->mNumFaces);
|
||||
for (unsigned int n = 0; n < mesh->mNumFaces; ++n) {
|
||||
aiFace& f = mesh->mFaces[n];
|
||||
ioprintf(io,"\t\t\t<Face num=\"%u\">\n"
|
||||
"\t\t\t\t",f.mNumIndices);
|
||||
|
||||
for (unsigned int j = 0; j < f.mNumIndices;++j)
|
||||
ioprintf(io,"%u ",f.mIndices[j]);
|
||||
|
||||
ioprintf(io,"\n\t\t\t</Face>\n");
|
||||
}
|
||||
ioprintf(io,"\t\t</FaceList>\n");
|
||||
}
|
||||
|
||||
// vertex positions
|
||||
if (mesh->HasPositions()) {
|
||||
ioprintf(io,"\t\t<Positions num=\"%u\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
|
||||
if (!shortened) {
|
||||
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
|
||||
ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
|
||||
mesh->mVertices[n].x,
|
||||
mesh->mVertices[n].y,
|
||||
mesh->mVertices[n].z);
|
||||
}
|
||||
}
|
||||
ioprintf(io,"\t\t</Positions>\n");
|
||||
}
|
||||
|
||||
// vertex normals
|
||||
if (mesh->HasNormals()) {
|
||||
ioprintf(io,"\t\t<Normals num=\"%u\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
|
||||
if (!shortened) {
|
||||
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
|
||||
ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
|
||||
mesh->mNormals[n].x,
|
||||
mesh->mNormals[n].y,
|
||||
mesh->mNormals[n].z);
|
||||
}
|
||||
}
|
||||
ioprintf(io,"\t\t</Normals>\n");
|
||||
}
|
||||
|
||||
// vertex tangents and bitangents
|
||||
if (mesh->HasTangentsAndBitangents()) {
|
||||
ioprintf(io,"\t\t<Tangents num=\"%u\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
|
||||
if (!shortened) {
|
||||
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
|
||||
ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
|
||||
mesh->mTangents[n].x,
|
||||
mesh->mTangents[n].y,
|
||||
mesh->mTangents[n].z);
|
||||
}
|
||||
}
|
||||
ioprintf(io,"\t\t</Tangents>\n");
|
||||
|
||||
ioprintf(io,"\t\t<Bitangents num=\"%u\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
|
||||
if (!shortened) {
|
||||
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
|
||||
ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
|
||||
mesh->mBitangents[n].x,
|
||||
mesh->mBitangents[n].y,
|
||||
mesh->mBitangents[n].z);
|
||||
}
|
||||
}
|
||||
ioprintf(io,"\t\t</Bitangents>\n");
|
||||
}
|
||||
|
||||
// texture coordinates
|
||||
for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
|
||||
if (!mesh->mTextureCoords[a])
|
||||
break;
|
||||
|
||||
ioprintf(io,"\t\t<TextureCoords num=\"%u\" set=\"%u\" num_components=\"%u\"> \n",mesh->mNumVertices,
|
||||
a,mesh->mNumUVComponents[a]);
|
||||
|
||||
if (!shortened) {
|
||||
if (mesh->mNumUVComponents[a] == 3) {
|
||||
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
|
||||
ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
|
||||
mesh->mTextureCoords[a][n].x,
|
||||
mesh->mTextureCoords[a][n].y,
|
||||
mesh->mTextureCoords[a][n].z);
|
||||
}
|
||||
}
|
||||
else {
|
||||
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
|
||||
ioprintf(io,"\t\t%0 8f %0 8f\n",
|
||||
mesh->mTextureCoords[a][n].x,
|
||||
mesh->mTextureCoords[a][n].y);
|
||||
}
|
||||
}
|
||||
}
|
||||
ioprintf(io,"\t\t</TextureCoords>\n");
|
||||
}
|
||||
|
||||
// vertex colors
|
||||
for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) {
|
||||
if (!mesh->mColors[a])
|
||||
break;
|
||||
ioprintf(io,"\t\t<Colors num=\"%u\" set=\"%u\" num_components=\"4\"> \n",mesh->mNumVertices,a);
|
||||
if (!shortened) {
|
||||
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
|
||||
ioprintf(io,"\t\t%0 8f %0 8f %0 8f %0 8f\n",
|
||||
mesh->mColors[a][n].r,
|
||||
mesh->mColors[a][n].g,
|
||||
mesh->mColors[a][n].b,
|
||||
mesh->mColors[a][n].a);
|
||||
}
|
||||
}
|
||||
ioprintf(io,"\t\t</Colors>\n");
|
||||
}
|
||||
ioprintf(io,"\t</Mesh>\n");
|
||||
}
|
||||
ioprintf(io,"</MeshList>\n");
|
||||
}
|
||||
ioprintf(io,"</Scene>\n</ASSIMP>");
|
||||
}
|
||||
|
||||
} // end of namespace AssxmlFileWriter
|
||||
|
||||
void DumpSceneToAssxml(
|
||||
const char* pFile, const char* cmd, IOSystem* pIOSystem,
|
||||
const aiScene* pScene, bool shortened) {
|
||||
std::unique_ptr<IOStream> file(pIOSystem->Open(pFile, "wt"));
|
||||
if (!file.get()) {
|
||||
throw std::runtime_error("Unable to open output file " + std::string(pFile) + '\n');
|
||||
}
|
||||
|
||||
AssxmlFileWriter::WriteDump(pFile, cmd, pScene, file.get(), shortened);
|
||||
}
|
||||
|
||||
} // end of namespace Assimp
|
|
@ -0,0 +1,65 @@
|
|||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the
|
||||
following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the assimp team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the assimp team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
----------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file AssxmlFileWriter.h
|
||||
* @brief Declaration of Assxml file writer.
|
||||
*/
|
||||
|
||||
#ifndef AI_ASSXMLFILEWRITER_H_INC
|
||||
#define AI_ASSXMLFILEWRITER_H_INC
|
||||
|
||||
#include <assimp/defs.h>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/IOSystem.hpp>
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
void ASSIMP_API DumpSceneToAssxml(
|
||||
const char* pFile,
|
||||
const char* cmd,
|
||||
IOSystem* pIOSystem,
|
||||
const aiScene* pScene,
|
||||
bool shortened);
|
||||
|
||||
}
|
||||
|
||||
#endif // AI_ASSXMLFILEWRITER_H_INC
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2013, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2013, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (ASSIMP)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2016, ASSIMP Development Team
|
||||
Copyright (c) 2006-2020, ASSIMP Development Team
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (ASSIMP)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2016, ASSIMP Development Team
|
||||
Copyright (c) 2006-2020, ASSIMP Development Team
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
# Open Asset Import Library (assimp)
|
||||
# ----------------------------------------------------------------------
|
||||
#
|
||||
# Copyright (c) 2006-2019, assimp team
|
||||
# Copyright (c) 2006-2020, assimp team
|
||||
#
|
||||
# All rights reserved.
|
||||
#
|
||||
|
@ -198,6 +198,7 @@ SET( Common_SRCS
|
|||
Common/CreateAnimMesh.cpp
|
||||
Common/simd.h
|
||||
Common/simd.cpp
|
||||
Common/material.cpp
|
||||
)
|
||||
SOURCE_GROUP(Common FILES ${Common_SRCS})
|
||||
|
||||
|
@ -331,11 +332,15 @@ ADD_ASSIMP_IMPORTER( ASSBIN
|
|||
ADD_ASSIMP_EXPORTER( ASSBIN
|
||||
Assbin/AssbinExporter.h
|
||||
Assbin/AssbinExporter.cpp
|
||||
Assbin/AssbinFileWriter.h
|
||||
Assbin/AssbinFileWriter.cpp
|
||||
)
|
||||
|
||||
ADD_ASSIMP_EXPORTER( ASSXML
|
||||
Assxml/AssxmlExporter.h
|
||||
Assxml/AssxmlExporter.cpp
|
||||
Assxml/AssxmlFileWriter.h
|
||||
Assxml/AssxmlFileWriter.cpp
|
||||
)
|
||||
|
||||
ADD_ASSIMP_IMPORTER( B3D
|
||||
|
@ -1213,10 +1218,6 @@ SET_TARGET_PROPERTIES( assimp PROPERTIES
|
|||
)
|
||||
|
||||
if (APPLE)
|
||||
SET_TARGET_PROPERTIES( assimp PROPERTIES
|
||||
INSTALL_NAME_DIR "${CMAKE_INSTALL_PREFIX}/${ASSIMP_LIB_INSTALL_DIR}"
|
||||
)
|
||||
|
||||
if (BUILD_FRAMEWORK)
|
||||
SET_TARGET_PROPERTIES( assimp PROPERTIES
|
||||
FRAMEWORK TRUE
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
|
@ -250,7 +250,7 @@ aiNode* COBImporter::BuildNodes(const Node& root,const Scene& scin,aiScene* fill
|
|||
const Mesh& ndmesh = (const Mesh&)(root);
|
||||
if (ndmesh.vertex_positions.size() && ndmesh.texture_coords.size()) {
|
||||
|
||||
typedef std::pair<unsigned int,Mesh::FaceRefList> Entry;
|
||||
typedef std::pair<const unsigned int,Mesh::FaceRefList> Entry;
|
||||
for(const Entry& reflist : ndmesh.temp_map) {
|
||||
{ // create mesh
|
||||
size_t n = 0;
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -4,7 +4,7 @@ Open Asset Import Library (assimp)
|
|||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (C) 2016 The Qt Company Ltd.
|
||||
Copyright (c) 2006-2012, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2008, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
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Reference in New Issue