Merge pull request #13 from assimp/master

Update to upstream master
pull/3172/head
ardenpm 2020-02-25 10:39:49 +11:00 committed by GitHub
commit be391a3b66
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
850 changed files with 11887 additions and 6698 deletions

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@ -71,7 +71,7 @@ IncludeCategories:
Priority: 3
# IncludeIsMainRegex: '(Test)?$'
IndentCaseLabels: true
# IndentPPDirectives: None
IndentPPDirectives: AfterHash
IndentWidth: 4
# IndentWrappedFunctionNames: false
# JavaScriptQuotes: Leave
@ -108,7 +108,7 @@ IndentWidth: 4
# SpacesInParentheses: false
# SpacesInSquareBrackets: false
TabWidth: 4
UseTab: Always
UseTab: Never
---
### C++ specific config ###
Language: Cpp

2
.github/FUNDING.yml vendored
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@ -1,2 +1,2 @@
patreon: assimp
ko_fi: kimkulling
Paypal: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=4JRJVPXC4QJM4

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@ -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
#

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@ -30,6 +30,9 @@ env:
- secure: "lZ7pHQvl5dpZWzBQAaIMf0wqrvtcZ4wiZKeIZjf83TEsflW8+z0uTpIuN30ZV6Glth/Sq1OhLnTP5+N57fZU/1ebA5twHdvP4bS5CIUUg71/CXQZNl36xeaqvxsG/xRrdpKOsPdjAOsQ9KPTQulsX43XDLS7CasMiLvYOpqKcPc="
- PV=r8e PLATF=linux-x86_64 NDK_HOME=${TRAVIS_BUILD_DIR}/android-ndk-${PV} PATH=${PATH}:${NDK_HOME}
git:
depth: 1
matrix:
include:
- os: linux

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@ -77,6 +77,7 @@ The cmake-build-environment provides options to configure the build. The followi
- **ASSIMP_BUILD_SAMPLES ( default OFF )**: If the official samples are built as well (needs Glut).
- **ASSIMP_BUILD_TESTS ( default ON )**: If the test suite for Assimp is built in addition to the library.
- **ASSIMP_COVERALLS ( default OFF )**: Enable this to measure test coverage.
- **ASSIMP_ERROR_MAX( default OFF)**: Enable all warnings.
- **ASSIMP_WERROR( default OFF )**: Treat warnings as errors.
- **ASSIMP_ASAN ( default OFF )**: Enable AddressSanitizer.
- **ASSIMP_UBSAN ( default OFF )**: Enable Undefined Behavior sanitizer.

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@ -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 +100,14 @@ 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
)
OPTION ( ASSIMP_WERROR
"Treat warnings as errors."
OFF
@ -253,7 +261,7 @@ ELSEIF(MSVC)
IF(MSVC12)
ADD_COMPILE_OPTIONS(/wd4351)
ENDIF()
SET(CMAKE_CXX_FLAGS_DEBUG "/D_DEBUG /MDd /Ob2 /Zi")
SET(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /D_DEBUG /Zi /Od")
ELSEIF ( "${CMAKE_CXX_COMPILER_ID}" MATCHES "Clang" )
IF(NOT HUNTER_ENABLED)
SET(CMAKE_CXX_FLAGS "-fPIC -std=c++11 ${CMAKE_CXX_FLAGS}")
@ -294,6 +302,16 @@ IF (ASSIMP_COVERALLS)
SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -g -O0 -fprofile-arcs -ftest-coverage")
ENDIF()
IF (ASSIMP_ERROR_MAX)
MESSAGE(STATUS "Turning on all warnings")
IF (MSVC)
ADD_COMPILE_OPTIONS(/W4) # NB: there is a /Wall option, pedantic mode
ELSE()
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall")
SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wall")
ENDIF()
ENDIF()
IF (ASSIMP_WERROR)
MESSAGE(STATUS "Treating warnings as errors")
IF (MSVC)
@ -324,9 +342,13 @@ INCLUDE (PrecompiledHeader)
# source tree. During an out-of-source build, however, do not litter this
# directory, since that is probably what the user wanted to avoid.
IF ( CMAKE_SOURCE_DIR STREQUAL CMAKE_BINARY_DIR )
SET( CMAKE_LIBRARY_OUTPUT_DIRECTORY "${CMAKE_HOME_DIRECTORY}/lib" )
SET( CMAKE_LIBRARY_OUTPUT_DIRECTORY "${CMAKE_HOME_DIRECTORY}/bin" )
SET( CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_HOME_DIRECTORY}/lib" )
SET( CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_HOME_DIRECTORY}/bin" )
ELSE()
SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/lib")
SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin")
SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin")
ENDIF ( CMAKE_SOURCE_DIR STREQUAL CMAKE_BINARY_DIR )
# Cache these to allow the user to override them manually.
@ -419,8 +441,6 @@ ELSE(HUNTER_ENABLED)
DESTINATION "${ASSIMP_LIB_INSTALL_DIR}/cmake/assimp-${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}" COMPONENT ${LIBASSIMP-DEV_COMPONENT})
ENDIF(HUNTER_ENABLED)
FIND_PACKAGE( DirectX )
IF( BUILD_DOCS )
ADD_SUBDIRECTORY(doc)
ENDIF( BUILD_DOCS )
@ -587,9 +607,12 @@ ENDIF ( ASSIMP_BUILD_TESTS )
# Generate a pkg-config .pc for the Assimp library.
CONFIGURE_FILE( "${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 ${LIBASSIMP-DEV_COMPONENT})
ENDIF( ASSIMP_INSTALL )
IF(CMAKE_CPACK_COMMAND AND UNIX AND ASSIMP_OPT_BUILD_PACKAGES)
IF ( ASSIMP_INSTALL )
IF(CMAKE_CPACK_COMMAND AND UNIX AND ASSIMP_OPT_BUILD_PACKAGES)
# Packing information
SET(CPACK_PACKAGE_NAME "assimp{ASSIMP_VERSION_MAJOR}.{ASSIMP_VERSION_MINOR}")
SET(CPACK_PACKAGE_CONTACT "" CACHE STRING "Package maintainer and PGP signer.")
@ -621,7 +644,7 @@ IF(CMAKE_CPACK_COMMAND AND UNIX AND ASSIMP_OPT_BUILD_PACKAGES)
SET(CPACK_DEBIAN_PACKAGE_SECTION "libs" )
SET(CPACK_DEBIAN_PACKAGE_DEPENDS "${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)
@ -636,6 +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)

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@ -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,

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@ -131,7 +131,7 @@ Take a look into the https://github.com/assimp/assimp/blob/master/Build.md file.
### Ports ###
* [Android](port/AndroidJNI/README.md)
* [Python](port/PyAssimp/README.md)
* [.NET](https://github.com/kebby/assimp-net)
* [.NET](https://github.com/assimp/assimp-net)
* [Pascal](port/AssimpPascal/Readme.md)
* [Javascript (Alpha)](https://github.com/makc/assimp2json)
* [Unity 3d Plugin](https://www.assetstore.unity3d.com/en/#!/content/91777)

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@ -4,6 +4,8 @@
# clone directory
clone_folder: c:\projects\assimp
clone_depth: 1
# branches to build
branches:
# whitelist
@ -15,10 +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
@ -52,11 +54,11 @@ cache:
- bin\.mtime_cache
before_build:
- echo NUMBER_OF_PROCESSORS=%NUMBER_OF_PROCESSORS%
- ruby scripts\AppVeyor\mtime_cache -g scripts\AppVeyor\cacheglobs.txt -c bin\.mtime_cache\cache.json
build:
parallel: true
project: Assimp.sln
build_script:
cmake --build . --config Release -- /maxcpucount:2
after_build:
- if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2017" (

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@ -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,

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@ -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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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

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@ -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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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

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@ -4,7 +4,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

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@ -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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@ -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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@ -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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@ -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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@ -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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@ -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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@ -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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@ -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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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

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@ -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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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

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@ -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

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

View File

@ -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

View File

@ -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

View File

@ -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) {

View File

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

View File

@ -42,7 +42,7 @@ int base64_encode_block(const char* plaintext_in, int length_in, char* code_out,
{
state_in->result = result;
state_in->step = step_A;
return codechar - code_out;
return (int)(codechar - code_out);
}
fragment = *plainchar++;
result = (fragment & 0x0fc) >> 2;
@ -53,7 +53,7 @@ int base64_encode_block(const char* plaintext_in, int length_in, char* code_out,
{
state_in->result = result;
state_in->step = step_B;
return codechar - code_out;
return (int)(codechar - code_out);
}
fragment = *plainchar++;
result |= (fragment & 0x0f0) >> 4;
@ -64,7 +64,7 @@ int base64_encode_block(const char* plaintext_in, int length_in, char* code_out,
{
state_in->result = result;
state_in->step = step_C;
return codechar - code_out;
return (int)(codechar - code_out);
}
fragment = *plainchar++;
result |= (fragment & 0x0c0) >> 6;
@ -81,7 +81,7 @@ int base64_encode_block(const char* plaintext_in, int length_in, char* code_out,
}
}
/* control should not reach here */
return codechar - code_out;
return (int)(codechar - code_out);
}
int base64_encode_blockend(char* code_out, base64_encodestate* state_in)
@ -104,6 +104,6 @@ int base64_encode_blockend(char* code_out, base64_encodestate* state_in)
}
*codechar++ = '\n';
return codechar - code_out;
return (int)(codechar - code_out);
}

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.
@ -46,607 +46,20 @@ 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 {
// -----------------------------------------------------------------------------------
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("&lt;");break;
case '>':
out.Append("&gt;");break;
case '&':
out.Append("&amp;");break;
case '\"':
out.Append("&quot;");break;
case '\'':
out.Append("&apos;");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=\"%i\">\n%s\t",
prefix,node->mNumMeshes,prefix);
for (unsigned int i = 0; i < node->mNumMeshes;++i) {
ioprintf(io,"%i ",node->mMeshes[i]);
}
ioprintf(io,"\n%s\t</MeshRefs>\n",prefix);
}
if (node->mNumChildren) {
ioprintf(io,"%s\t<NodeList num=\"%i\">\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("&amp;"); break;
case '\"': buffer.append("&quot;"); break;
case '\'': buffer.append("&apos;"); break;
case '<': buffer.append("&lt;"); break;
case '>': buffer.append("&gt;"); break;
default: buffer.append(&data[pos], 1); break;
}
}
return buffer;
}
// -----------------------------------------------------------------------------------
// Write a text model dump
static
void WriteDump(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);
// 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: %i.%i.%i\n"
" %s\n"
"-->"
" \n\n"
"<Scene flags=\"%d\" postprocessing=\"%i\">\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, curtime, scene->mFlags, 0 );
// 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=\"%i\">\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=\"%i\" height=\"%i\" compressed=\"%s\"> \n",
(compressed ? -1 : tex->mWidth),(compressed ? -1 : tex->mHeight),
(compressed ? "true" : "false"));
if (compressed) {
ioprintf(io,"\t\t<Data length=\"%i\"> \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=\"%i\"> \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=\"%i\">\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=\"%i\">\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=\"%i\"",
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=\"%i\">\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=\"%i\">\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=\"%i\">\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=\"%i\">\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=\"%i\">\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=\"%i\">\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=\"%i\">\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=\"%i\">\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=\"%i\">\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=\"%i\">\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=\"%i\">\n",mesh->mNumFaces);
for (unsigned int n = 0; n < mesh->mNumFaces; ++n) {
aiFace& f = mesh->mFaces[n];
ioprintf(io,"\t\t\t<Face num=\"%i\">\n"
"\t\t\t\t",f.mNumIndices);
for (unsigned int j = 0; j < f.mNumIndices;++j)
ioprintf(io,"%i ",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=\"%i\" 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=\"%i\" 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=\"%i\" 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=\"%i\" 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=\"%i\" set=\"%i\" num_components=\"%i\"> \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=\"%i\" set=\"%i\" 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 AssxmlExport
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

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

View File

@ -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("&lt;");break;
case '>':
out.Append("&gt;");break;
case '&':
out.Append("&amp;");break;
case '\"':
out.Append("&quot;");break;
case '\'':
out.Append("&apos;");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("&amp;"); break;
case '\"': buffer.append("&quot;"); break;
case '\'': buffer.append("&apos;"); break;
case '<': buffer.append("&lt;"); break;
case '>': buffer.append("&gt;"); 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

View File

@ -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

View File

@ -3,9 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.
@ -78,7 +76,6 @@ static const aiImporterDesc desc = {
"b3d"
};
// (fixme, Aramis) quick workaround to get rid of all those signed to unsigned warnings
#ifdef _MSC_VER
# pragma warning (disable: 4018)
#endif
@ -86,10 +83,8 @@ static const aiImporterDesc desc = {
//#define DEBUG_B3D
template<typename T>
void DeleteAllBarePointers(std::vector<T>& x)
{
for(auto p : x)
{
void DeleteAllBarePointers(std::vector<T>& x) {
for(auto p : x) {
delete p;
}
}
@ -102,10 +97,14 @@ B3DImporter::~B3DImporter()
bool B3DImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const{
size_t pos=pFile.find_last_of( '.' );
if( pos==string::npos ) return false;
if( pos==string::npos ) {
return false;
}
string ext=pFile.substr( pos+1 );
if( ext.size()!=3 ) return false;
if( ext.size()!=3 ) {
return false;
}
return (ext[0]=='b' || ext[0]=='B') && (ext[1]=='3') && (ext[2]=='d' || ext[2]=='D');
}
@ -117,30 +116,21 @@ const aiImporterDesc* B3DImporter::GetInfo () const
return &desc;
}
#ifdef DEBUG_B3D
extern "C"{ void _stdcall AllocConsole(); }
#endif
// ------------------------------------------------------------------------------------------------
void B3DImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler){
#ifdef DEBUG_B3D
AllocConsole();
freopen( "conin$","r",stdin );
freopen( "conout$","w",stdout );
freopen( "conout$","w",stderr );
cout<<"Hello world from the B3DImporter!"<<endl;
#endif
std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));
// Check whether we can read from the file
if( file.get() == NULL)
if( file.get() == nullptr) {
throw DeadlyImportError( "Failed to open B3D file " + pFile + ".");
}
// check whether the .b3d file is large enough to contain
// at least one chunk.
size_t fileSize = file->FileSize();
if( fileSize<8 ) throw DeadlyImportError( "B3D File is too small.");
if( fileSize<8 ) {
throw DeadlyImportError( "B3D File is too small.");
}
_pos=0;
_buf.resize( fileSize );
@ -158,14 +148,17 @@ AI_WONT_RETURN void B3DImporter::Oops(){
// ------------------------------------------------------------------------------------------------
AI_WONT_RETURN void B3DImporter::Fail( string str ){
#ifdef DEBUG_B3D
cout<<"Error in B3D file data: "<<str<<endl;
ASSIMP_LOG_ERROR_F("Error in B3D file data: ", str);
#endif
throw DeadlyImportError( "B3D Importer - error in B3D file data: "+str );
}
// ------------------------------------------------------------------------------------------------
int B3DImporter::ReadByte(){
if( _pos<_buf.size() ) return _buf[_pos++];
if( _pos<_buf.size() ) {
return _buf[_pos++];
}
Fail( "EOF" );
return 0;
}
@ -224,7 +217,9 @@ string B3DImporter::ReadString(){
string str;
while( _pos<_buf.size() ){
char c=(char)ReadByte();
if( !c ) return str;
if( !c ) {
return str;
}
str+=c;
}
Fail( "EOF" );
@ -238,7 +233,7 @@ string B3DImporter::ReadChunk(){
tag+=char( ReadByte() );
}
#ifdef DEBUG_B3D
// cout<<"ReadChunk:"<<tag<<endl;
ASSIMP_LOG_DEBUG_F("ReadChunk: ", tag);
#endif
unsigned sz=(unsigned)ReadInt();
_stack.push_back( _pos+sz );
@ -269,7 +264,6 @@ T *B3DImporter::to_array( const vector<T> &v ){
return p;
}
// ------------------------------------------------------------------------------------------------
template<class T>
T **unique_to_array( vector<std::unique_ptr<T> > &v ){
@ -283,7 +277,6 @@ T **unique_to_array( vector<std::unique_ptr<T> > &v ){
return p;
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadTEXS(){
while( ChunkSize() ){
@ -376,9 +369,13 @@ void B3DImporter::ReadVRTS(){
v.vertex=ReadVec3();
if( _vflags & 1 ) v.normal=ReadVec3();
if( _vflags & 1 ) {
v.normal=ReadVec3();
}
if( _vflags & 2 ) ReadQuat(); //skip v 4bytes...
if( _vflags & 2 ) {
ReadQuat(); //skip v 4bytes...
}
for( int i=0;i<_tcsets;++i ){
float t[4]={0,0,0,0};
@ -386,53 +383,55 @@ void B3DImporter::ReadVRTS(){
t[j]=ReadFloat();
}
t[1]=1-t[1];
if( !i ) v.texcoords=aiVector3D( t[0],t[1],t[2] );
if( !i ) {
v.texcoords=aiVector3D( t[0],t[1],t[2] );
}
}
}
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadTRIS( int v0 ){
int matid=ReadInt();
if( matid==-1 ){
matid=0;
}else if( matid<0 || matid>=(int)_materials.size() ){
void B3DImporter::ReadTRIS(int v0) {
int matid = ReadInt();
if (matid == -1) {
matid = 0;
} else if (matid < 0 || matid >= (int)_materials.size()) {
#ifdef DEBUG_B3D
cout<<"material id="<<matid<<endl;
ASSIMP_LOG_ERROR_F("material id=", matid);
#endif
Fail( "Bad material id" );
Fail("Bad material id");
}
std::unique_ptr<aiMesh> mesh(new aiMesh);
mesh->mMaterialIndex=matid;
mesh->mNumFaces=0;
mesh->mPrimitiveTypes=aiPrimitiveType_TRIANGLE;
mesh->mMaterialIndex = matid;
mesh->mNumFaces = 0;
mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
int n_tris=ChunkSize()/12;
aiFace *face=mesh->mFaces=new aiFace[n_tris];
int n_tris = ChunkSize() / 12;
aiFace *face = mesh->mFaces = new aiFace[n_tris];
for( int i=0;i<n_tris;++i ){
int i0=ReadInt()+v0;
int i1=ReadInt()+v0;
int i2=ReadInt()+v0;
if( i0<0 || i0>=(int)_vertices.size() || i1<0 || i1>=(int)_vertices.size() || i2<0 || i2>=(int)_vertices.size() ){
for (int i = 0; i < n_tris; ++i) {
int i0 = ReadInt() + v0;
int i1 = ReadInt() + v0;
int i2 = ReadInt() + v0;
if (i0 < 0 || i0 >= (int)_vertices.size() || i1 < 0 || i1 >= (int)_vertices.size() || i2 < 0 || i2 >= (int)_vertices.size()) {
#ifdef DEBUG_B3D
cout<<"Bad triangle index: i0="<<i0<<", i1="<<i1<<", i2="<<i2<<endl;
ASSIMP_LOG_ERROR_F("Bad triangle index: i0=", i0, ", i1=", i1, ", i2=", i2);
#endif
Fail( "Bad triangle index" );
Fail("Bad triangle index");
continue;
}
face->mNumIndices=3;
face->mIndices=new unsigned[3];
face->mIndices[0]=i0;
face->mIndices[1]=i1;
face->mIndices[2]=i2;
face->mNumIndices = 3;
face->mIndices = new unsigned[3];
face->mIndices[0] = i0;
face->mIndices[1] = i1;
face->mIndices[2] = i2;
++mesh->mNumFaces;
++face;
}
_meshes.emplace_back( std::move(mesh) );
_meshes.emplace_back(std::move(mesh));
}
// ------------------------------------------------------------------------------------------------
@ -453,28 +452,22 @@ void B3DImporter::ReadMESH(){
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadBONE( int id ){
while( ChunkSize() ){
int vertex=ReadInt();
float weight=ReadFloat();
if( vertex<0 || vertex>=(int)_vertices.size() ){
Fail( "Bad vertex index" );
void B3DImporter::ReadBONE(int id) {
while (ChunkSize()) {
int vertex = ReadInt();
float weight = ReadFloat();
if (vertex < 0 || vertex >= (int)_vertices.size()) {
Fail("Bad vertex index");
}
Vertex &v=_vertices[vertex];
int i;
for( i=0;i<4;++i ){
if( !v.weights[i] ){
v.bones[i]=id;
v.weights[i]=weight;
Vertex &v = _vertices[vertex];
for (int i = 0; i < 4; ++i) {
if (!v.weights[i]) {
v.bones[i] = id;
v.weights[i] = weight;
break;
}
}
#ifdef DEBUG_B3D
if( i==4 ){
cout<<"Too many bone weights"<<endl;
}
#endif
}
}
@ -633,11 +626,15 @@ void B3DImporter::ReadBB3D( aiScene *scene ){
}
ExitChunk();
if( !_nodes.size() ) Fail( "No nodes" );
if( !_nodes.size() ) {
Fail( "No nodes" );
}
if( !_meshes.size() ) Fail( "No meshes" );
if( !_meshes.size() ) {
Fail( "No meshes" );
}
//Fix nodes/meshes/bones
// Fix nodes/meshes/bones
for(size_t i=0;i<_nodes.size();++i ){
aiNode *node=_nodes[i];
@ -648,8 +645,12 @@ void B3DImporter::ReadBB3D( aiScene *scene ){
int n_verts=mesh->mNumVertices=n_tris * 3;
aiVector3D *mv=mesh->mVertices=new aiVector3D[ n_verts ],*mn=0,*mc=0;
if( _vflags & 1 ) mn=mesh->mNormals=new aiVector3D[ n_verts ];
if( _tcsets ) mc=mesh->mTextureCoords[0]=new aiVector3D[ n_verts ];
if( _vflags & 1 ) {
mn=mesh->mNormals=new aiVector3D[ n_verts ];
}
if( _tcsets ) {
mc=mesh->mTextureCoords[0]=new aiVector3D[ n_verts ];
}
aiFace *face=mesh->mFaces;

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

View File

@ -4,7 +4,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team

View File

@ -4,7 +4,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

View File

@ -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,

View File

@ -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,

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

View File

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

View File

@ -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,

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

View File

@ -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,

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

View File

@ -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,

View File

@ -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,

View File

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team

View File

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team

View File

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team

View File

@ -1,7 +1,7 @@
# Open Asset Import Library (assimp)
# ----------------------------------------------------------------------
#
# Copyright (c) 2006-2019, assimp team
# Copyright (c) 2006-2020, assimp team
#
# All rights reserved.
#
@ -66,6 +66,7 @@ SET( PUBLIC_HEADERS
${HEADER_PATH}/color4.h
${HEADER_PATH}/color4.inl
${CMAKE_CURRENT_BINARY_DIR}/../include/assimp/config.h
${HEADER_PATH}/commonMetaData.h
${HEADER_PATH}/defs.h
${HEADER_PATH}/Defines.h
${HEADER_PATH}/cfileio.h
@ -197,6 +198,7 @@ SET( Common_SRCS
Common/CreateAnimMesh.cpp
Common/simd.h
Common/simd.cpp
Common/material.cpp
)
SOURCE_GROUP(Common FILES ${Common_SRCS})
@ -330,11 +332,15 @@ ADD_ASSIMP_IMPORTER( ASSBIN
ADD_ASSIMP_EXPORTER( ASSBIN
Assbin/AssbinExporter.h
Assbin/AssbinExporter.cpp
Assbin/AssbinFileWriter.h
Assbin/AssbinFileWriter.cpp
)
ADD_ASSIMP_EXPORTER( ASSXML
Assxml/AssxmlExporter.h
Assxml/AssxmlExporter.cpp
Assxml/AssxmlFileWriter.h
Assxml/AssxmlFileWriter.cpp
)
ADD_ASSIMP_IMPORTER( B3D
@ -348,6 +354,7 @@ ADD_ASSIMP_IMPORTER( BVH
)
ADD_ASSIMP_IMPORTER( COLLADA
Collada/ColladaHelper.cpp
Collada/ColladaHelper.h
Collada/ColladaLoader.cpp
Collada/ColladaLoader.h
@ -411,6 +418,8 @@ ADD_ASSIMP_IMPORTER( M3D
M3D/M3DMaterials.h
M3D/M3DImporter.h
M3D/M3DImporter.cpp
M3D/M3DWrapper.h
M3D/M3DWrapper.cpp
M3D/m3d.h
)
@ -452,6 +461,16 @@ ADD_ASSIMP_IMPORTER( MDL
MDL/MDLLoader.cpp
MDL/MDLLoader.h
MDL/MDLMaterialLoader.cpp
MDL/HalfLife/HalfLifeMDLBaseHeader.h
MDL/HalfLife/HL1FileData.h
MDL/HalfLife/HL1MDLLoader.cpp
MDL/HalfLife/HL1MDLLoader.h
MDL/HalfLife/HL1ImportDefinitions.h
MDL/HalfLife/HL1ImportSettings.h
MDL/HalfLife/HL1MeshTrivert.h
MDL/HalfLife/LogFunctions.h
MDL/HalfLife/UniqueNameGenerator.cpp
MDL/HalfLife/UniqueNameGenerator.h
)
SET( MaterialSystem_SRCS
@ -1199,10 +1218,6 @@ SET_TARGET_PROPERTIES( assimp PROPERTIES
)
if (APPLE)
SET_TARGET_PROPERTIES( assimp PROPERTIES
INSTALL_NAME_DIR "${CMAKE_INSTALL_PREFIX}/${ASSIMP_LIB_INSTALL_DIR}"
)
if (BUILD_FRAMEWORK)
SET_TARGET_PROPERTIES( assimp PROPERTIES
FRAMEWORK TRUE

View File

@ -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;

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

View File

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
@ -178,7 +178,7 @@ void CSMImporter::InternReadFile( const std::string& pFile,
*ot++ = *buffer++;
*ot = '\0';
nda->mNodeName.length = (size_t)(ot-nda->mNodeName.data);
nda->mNodeName.length = (ai_uint32)(ot-nda->mNodeName.data);
}
anim->mNumChannels = static_cast<unsigned int>(anims_temp.size());

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.
@ -45,6 +45,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "ColladaExporter.h"
#include <assimp/Bitmap.h>
#include <assimp/commonMetaData.h>
#include <assimp/MathFunctions.h>
#include <assimp/fast_atof.h>
#include <assimp/SceneCombiner.h>
@ -277,7 +278,7 @@ void ColladaExporter::WriteHeader() {
mOutput << startstr << "<author>" << XMLEscape(value.C_Str()) << "</author>" << endstr;
}
if (nullptr == meta || !meta->Get("AuthoringTool", value)) {
if (nullptr == meta || !meta->Get(AI_METADATA_SOURCE_GENERATOR, value)) {
mOutput << startstr << "<authoring_tool>" << "Assimp Exporter" << "</authoring_tool>" << endstr;
} else {
mOutput << startstr << "<authoring_tool>" << XMLEscape(value.C_Str()) << "</authoring_tool>" << endstr;
@ -287,7 +288,7 @@ void ColladaExporter::WriteHeader() {
if (meta->Get("Comments", value)) {
mOutput << startstr << "<comments>" << XMLEscape(value.C_Str()) << "</comments>" << endstr;
}
if (meta->Get("Copyright", value)) {
if (meta->Get(AI_METADATA_SOURCE_COPYRIGHT, value)) {
mOutput << startstr << "<copyright>" << XMLEscape(value.C_Str()) << "</copyright>" << endstr;
}
if (meta->Get("SourceData", value)) {

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

View File

@ -0,0 +1,107 @@
/** Helper structures for the Collada loader */
/*
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.
----------------------------------------------------------------------
*/
#include "ColladaHelper.h"
#include <assimp/commonMetaData.h>
#include <assimp/ParsingUtils.h>
namespace Assimp {
namespace Collada {
const MetaKeyPairVector MakeColladaAssimpMetaKeys() {
MetaKeyPairVector result;
result.emplace_back("authoring_tool", AI_METADATA_SOURCE_GENERATOR);
result.emplace_back("copyright", AI_METADATA_SOURCE_COPYRIGHT);
return result;
};
const MetaKeyPairVector &GetColladaAssimpMetaKeys() {
static const MetaKeyPairVector result = MakeColladaAssimpMetaKeys();
return result;
}
const MetaKeyPairVector MakeColladaAssimpMetaKeysCamelCase() {
MetaKeyPairVector result = MakeColladaAssimpMetaKeys();
for (auto &val : result)
{
ToCamelCase(val.first);
}
return result;
};
const MetaKeyPairVector &GetColladaAssimpMetaKeysCamelCase()
{
static const MetaKeyPairVector result = MakeColladaAssimpMetaKeysCamelCase();
return result;
}
// ------------------------------------------------------------------------------------------------
// Convert underscore_separated to CamelCase: "authoring_tool" becomes "AuthoringTool"
void ToCamelCase(std::string &text)
{
if (text.empty())
return;
// Capitalise first character
auto it = text.begin();
(*it) = ToUpper(*it);
++it;
for (/*started above*/ ; it != text.end(); /*iterated below*/)
{
if ((*it) == '_')
{
it = text.erase(it);
if (it != text.end())
(*it) = ToUpper(*it);
}
else
{
// Make lower case
(*it) = ToLower(*it);
++it;
}
}
}
} // namespace Collada
} // namespace Assimp

View File

@ -4,7 +4,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.
@ -47,6 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <map>
#include <vector>
#include <set>
#include <stdint.h>
#include <assimp/light.h>
#include <assimp/mesh.h>
@ -104,6 +105,17 @@ enum MorphMethod
Relative
};
/** Common metadata keys as <Collada, Assimp> */
typedef std::pair<std::string, std::string> MetaKeyPair;
typedef std::vector<MetaKeyPair> MetaKeyPairVector;
// Collada as lower_case (native)
const MetaKeyPairVector &GetColladaAssimpMetaKeys();
// Collada as CamelCase (used by Assimp for consistency)
const MetaKeyPairVector &GetColladaAssimpMetaKeysCamelCase();
/** Convert underscore_separated to CamelCase "authoring_tool" becomes "AuthoringTool" */
void ToCamelCase(std::string &text);
/** Contains all data for one of the different transformation types */
struct Transform
@ -646,24 +658,38 @@ struct Animation
}
void CombineSingleChannelAnimationsRecursively(Animation *pParent)
{
std::set<std::string> childrenTargets;
bool childrenAnimationsHaveDifferentChannels = true;
for (std::vector<Animation*>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();)
{
Animation *anim = *it;
CombineSingleChannelAnimationsRecursively(anim);
if (childrenAnimationsHaveDifferentChannels && anim->mChannels.size() == 1 &&
childrenTargets.find(anim->mChannels[0].mTarget) == childrenTargets.end()) {
childrenTargets.insert(anim->mChannels[0].mTarget);
} else {
childrenAnimationsHaveDifferentChannels = false;
}
++it;
}
// We only want to combine animations if they have different channels
if (childrenAnimationsHaveDifferentChannels)
{
for (std::vector<Animation*>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();)
{
Animation *anim = *it;
CombineSingleChannelAnimationsRecursively(anim);
if (anim->mChannels.size() == 1)
{
pParent->mChannels.push_back(anim->mChannels[0]);
it = pParent->mSubAnims.erase(it);
delete anim;
}
else
{
++it;
continue;
}
}
}

View File

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.
@ -963,9 +963,10 @@ void ColladaLoader::StoreAnimations( aiScene* pScene, const ColladaParser& pPars
// catch special case: many animations with the same length, each affecting only a single node.
// we need to unite all those single-node-anims to a proper combined animation
for( size_t a = 0; a < mAnims.size(); ++a) {
for(size_t a = 0; a < mAnims.size(); ++a) {
aiAnimation* templateAnim = mAnims[a];
if( templateAnim->mNumChannels == 1) {
if (templateAnim->mNumChannels == 1) {
// search for other single-channel-anims with the same duration
std::vector<size_t> collectedAnimIndices;
for( size_t b = a+1; b < mAnims.size(); ++b) {
@ -975,6 +976,25 @@ void ColladaLoader::StoreAnimations( aiScene* pScene, const ColladaParser& pPars
collectedAnimIndices.push_back(b);
}
// We only want to combine the animations if they have different channels
std::set<std::string> animTargets;
animTargets.insert(templateAnim->mChannels[0]->mNodeName.C_Str());
bool collectedAnimationsHaveDifferentChannels = true;
for (size_t b = 0; b < collectedAnimIndices.size(); ++b)
{
aiAnimation* srcAnimation = mAnims[collectedAnimIndices[b]];
std::string channelName = std::string(srcAnimation->mChannels[0]->mNodeName.C_Str());
if (animTargets.find(channelName) == animTargets.end()) {
animTargets.insert(channelName);
} else {
collectedAnimationsHaveDifferentChannels = false;
break;
}
}
if (!collectedAnimationsHaveDifferentChannels)
continue;
// if there are other animations which fit the template anim, combine all channels into a single anim
if (!collectedAnimIndices.empty())
{

View File

@ -4,7 +4,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

View File

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
@ -50,6 +50,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <sstream>
#include <stdarg.h>
#include "ColladaParser.h"
#include <assimp/commonMetaData.h>
#include <assimp/fast_atof.h>
#include <assimp/ParsingUtils.h>
#include <assimp/StringUtils.h>
@ -249,6 +250,9 @@ void ColladaParser::UriDecodePath(aiString& ss)
bool ColladaParser::ReadBoolFromTextContent()
{
const char* cur = GetTextContent();
if ( nullptr == cur) {
return false;
}
return (!ASSIMP_strincmp(cur, "true", 4) || '0' != *cur);
}
@ -257,6 +261,9 @@ bool ColladaParser::ReadBoolFromTextContent()
ai_real ColladaParser::ReadFloatFromTextContent()
{
const char* cur = GetTextContent();
if ( nullptr == cur ) {
return 0.0;
}
return fast_atof(cur);
}
@ -276,6 +283,11 @@ void ColladaParser::ReadContents()
if (attrib != -1) {
const char* version = mReader->getAttributeValue(attrib);
// Store declared format version string
aiString v;
v.Set(version);
mAssetMetaData.emplace(AI_METADATA_SOURCE_FORMAT_VERSION, v );
if (!::strncmp(version, "1.5", 3)) {
mFormat = FV_1_5_n;
ASSIMP_LOG_DEBUG("Collada schema version is 1.5.n");
@ -434,51 +446,46 @@ void ColladaParser::ReadContributorInfo()
}
}
static bool FindCommonKey(const std::string &collada_key, const MetaKeyPairVector &key_renaming, size_t &found_index) {
for (size_t i = 0; i < key_renaming.size(); ++i) {
if (key_renaming[i].first == collada_key) {
found_index = i;
return true;
}
}
found_index = std::numeric_limits<size_t>::max();
return false;
}
// ------------------------------------------------------------------------------------------------
// Reads a single string metadata item
void ColladaParser::ReadMetaDataItem(StringMetaData &metadata)
{
void ColladaParser::ReadMetaDataItem(StringMetaData &metadata) {
const Collada::MetaKeyPairVector &key_renaming = GetColladaAssimpMetaKeysCamelCase();
// Metadata such as created, keywords, subject etc
const char* key_char = mReader->getNodeName();
if (key_char != nullptr)
{
const char *key_char = mReader->getNodeName();
if (key_char != nullptr) {
const std::string key_str(key_char);
const char* value_char = TestTextContent();
if (value_char != nullptr)
{
std::string camel_key_str = key_str;
ToCamelCase(camel_key_str);
const char *value_char = TestTextContent();
if (value_char != nullptr) {
aiString aistr;
aistr.Set(value_char);
std::string camel_key_str(key_str);
ToCamelCase(camel_key_str);
size_t found_index;
if (FindCommonKey(camel_key_str, key_renaming, found_index)) {
metadata.emplace(key_renaming[found_index].second, aistr);
} else {
metadata.emplace(camel_key_str, aistr);
}
}
TestClosing(key_str.c_str());
}
else
SkipElement();
}
// ------------------------------------------------------------------------------------------------
// Convert underscore_seperated to CamelCase: "authoring_tool" becomes "AuthoringTool"
void ColladaParser::ToCamelCase(std::string &text)
{
if (text.empty())
return;
// Capitalise first character
text[0] = ToUpper(text[0]);
for (auto it = text.begin(); it != text.end(); /*iterated below*/)
{
if ((*it) == '_')
{
it = text.erase(it);
if (it != text.end())
(*it) = ToUpper(*it);
}
else
++it;
}
}
// ------------------------------------------------------------------------------------------------
// Reads the animation clips
void ColladaParser::ReadAnimationClipLibrary()

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.
@ -94,12 +94,9 @@ namespace Assimp
/** Reads contributor information such as author and legal blah */
void ReadContributorInfo();
/** Reads generic metadata into provided map */
/** Reads generic metadata into provided map and renames keys for Assimp */
void ReadMetaDataItem(StringMetaData &metadata);
/** Convert underscore_seperated to CamelCase "authoring_tool" becomes "AuthoringTool" */
static void ToCamelCase(std::string &text);
/** Reads the animation library */
void ReadAnimationLibrary();

View File

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team

View File

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
@ -191,7 +191,7 @@ void BaseImporter::GetExtensionList(std::set<std::string>& extensions) {
}
std::unique_ptr<IOStream> pStream (pIOHandler->Open(pFile));
if (pStream.get() ) {
if (pStream) {
// read 200 characters from the file
std::unique_ptr<char[]> _buffer (new char[searchBytes+1 /* for the '\0' */]);
char *buffer( _buffer.get() );
@ -283,7 +283,6 @@ std::string BaseImporter::GetExtension( const std::string& file ) {
return "";
}
// thanks to Andy Maloney for the hint
std::string ret = file.substr( pos + 1 );
std::transform( ret.begin(), ret.end(), ret.begin(), ToLower<char>);
@ -309,7 +308,7 @@ std::string BaseImporter::GetExtension( const std::string& file ) {
};
magic = reinterpret_cast<const char*>(_magic);
std::unique_ptr<IOStream> pStream (pIOHandler->Open(pFile));
if (pStream.get() ) {
if (pStream) {
// skip to offset
pStream->Seek(offset,aiOrigin_SET);
@ -603,7 +602,7 @@ unsigned int BatchLoader::AddLoadRequest(const std::string& file,
}
// no, we don't have it. So add it to the queue ...
m_data->requests.push_back(LoadRequest(file,steps,map, m_data->next_id));
m_data->requests.emplace_back(file, steps, map, m_data->next_id);
return m_data->next_id++;
}

View File

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

View File

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team

View File

@ -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.

View File

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team

View File

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team

View File

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

View File

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
@ -103,7 +103,7 @@ void ExportSceneFBX(const char*, IOSystem*, const aiScene*, const ExportProperti
void ExportSceneFBXA(const char*, IOSystem*, const aiScene*, const ExportProperties*);
void ExportScene3MF( const char*, IOSystem*, const aiScene*, const ExportProperties* );
void ExportSceneM3D(const char*, IOSystem*, const aiScene*, const ExportProperties*);
void ExportSceneA3D(const char*, IOSystem*, const aiScene*, const ExportProperties*);
void ExportSceneM3DA(const char*, IOSystem*, const aiScene*, const ExportProperties*);
void ExportAssimp2Json(const char* , IOSystem*, const aiScene* , const Assimp::ExportProperties*);
@ -177,7 +177,7 @@ static void setupExporterArray(std::vector<Exporter::ExportFormatEntry> &exporte
#ifndef ASSIMP_BUILD_NO_M3D_EXPORTER
exporters.push_back(Exporter::ExportFormatEntry("m3d", "Model 3D (binary)", "m3d", &ExportSceneM3D, 0));
exporters.push_back(Exporter::ExportFormatEntry("a3d", "Model 3D (ascii)", "m3d", &ExportSceneA3D, 0));
exporters.push_back(Exporter::ExportFormatEntry("m3da", "Model 3D (ascii)", "a3d", &ExportSceneM3DA, 0));
#endif
#ifndef ASSIMP_BUILD_NO_3MF_EXPORTER
@ -445,7 +445,7 @@ aiReturn Exporter::Export( const aiScene* pScene, const char* pFormatId, const c
ExportProperties emptyProperties; // Never pass NULL ExportProperties so Exporters don't have to worry.
ExportProperties* pProp = pProperties ? (ExportProperties*)pProperties : &emptyProperties;
pProp->SetPropertyBool("bJoinIdenticalVertices", must_join_again);
pProp->SetPropertyBool("bJoinIdenticalVertices", pp & aiProcess_JoinIdenticalVertices);
exp.mExportFunction(pPath,pimpl->mIOSystem.get(),scenecopy.get(), pProp);
pimpl->mProgressHandler->UpdateFileWrite(4, 4);

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

View File

@ -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,

View File

@ -3,9 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.
@ -78,6 +76,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/TinyFormatter.h>
#include <assimp/Exceptional.h>
#include <assimp/Profiler.h>
#include <assimp/commonMetaData.h>
#include <set>
#include <memory>
#include <cctype>
@ -119,7 +119,7 @@ void* AllocateFromAssimpHeap::operator new ( size_t num_bytes, const std::nothro
return AllocateFromAssimpHeap::operator new( num_bytes );
}
catch( ... ) {
return NULL;
return nullptr;
}
}
@ -134,9 +134,8 @@ void* AllocateFromAssimpHeap::operator new[] ( size_t num_bytes) {
void* AllocateFromAssimpHeap::operator new[] ( size_t num_bytes, const std::nothrow_t& ) throw() {
try {
return AllocateFromAssimpHeap::operator new[]( num_bytes );
}
catch( ... ) {
return NULL;
} catch( ... ) {
return nullptr;
}
}
@ -148,7 +147,7 @@ void AllocateFromAssimpHeap::operator delete[] ( void* data) {
// Importer constructor.
Importer::Importer()
: pimpl( new ImporterPimpl ) {
pimpl->mScene = NULL;
pimpl->mScene = nullptr;
pimpl->mErrorString = "";
// Allocate a default IO handler
@ -174,14 +173,14 @@ Importer::Importer()
// ------------------------------------------------------------------------------------------------
// Destructor of Importer
Importer::~Importer()
{
Importer::~Importer() {
// Delete all import plugins
DeleteImporterInstanceList(pimpl->mImporter);
// Delete all post-processing plug-ins
for( unsigned int a = 0; a < pimpl->mPostProcessingSteps.size(); a++)
for( unsigned int a = 0; a < pimpl->mPostProcessingSteps.size(); ++a ) {
delete pimpl->mPostProcessingSteps[a];
}
// Delete the assigned IO and progress handler
delete pimpl->mIOHandler;
@ -199,9 +198,9 @@ Importer::~Importer()
// ------------------------------------------------------------------------------------------------
// Register a custom post-processing step
aiReturn Importer::RegisterPPStep(BaseProcess* pImp)
{
ai_assert(NULL != pImp);
aiReturn Importer::RegisterPPStep(BaseProcess* pImp) {
ai_assert( nullptr != pImp );
ASSIMP_BEGIN_EXCEPTION_REGION();
pimpl->mPostProcessingSteps.push_back(pImp);
@ -213,9 +212,9 @@ aiReturn Importer::RegisterPPStep(BaseProcess* pImp)
// ------------------------------------------------------------------------------------------------
// Register a custom loader plugin
aiReturn Importer::RegisterLoader(BaseImporter* pImp)
{
ai_assert(NULL != pImp);
aiReturn Importer::RegisterLoader(BaseImporter* pImp) {
ai_assert(nullptr != pImp);
ASSIMP_BEGIN_EXCEPTION_REGION();
// --------------------------------------------------------------------
@ -242,13 +241,13 @@ aiReturn Importer::RegisterLoader(BaseImporter* pImp)
pimpl->mImporter.push_back(pImp);
ASSIMP_LOG_INFO_F("Registering custom importer for these file extensions: ", baked);
ASSIMP_END_EXCEPTION_REGION(aiReturn);
return AI_SUCCESS;
}
// ------------------------------------------------------------------------------------------------
// Unregister a custom loader plugin
aiReturn Importer::UnregisterLoader(BaseImporter* pImp)
{
aiReturn Importer::UnregisterLoader(BaseImporter* pImp) {
if(!pImp) {
// unregistering a NULL importer is no problem for us ... really!
return AI_SUCCESS;
@ -265,13 +264,13 @@ aiReturn Importer::UnregisterLoader(BaseImporter* pImp)
}
ASSIMP_LOG_WARN("Unable to remove custom importer: I can't find you ...");
ASSIMP_END_EXCEPTION_REGION(aiReturn);
return AI_FAILURE;
}
// ------------------------------------------------------------------------------------------------
// Unregister a custom loader plugin
aiReturn Importer::UnregisterPPStep(BaseProcess* pImp)
{
aiReturn Importer::UnregisterPPStep(BaseProcess* pImp) {
if(!pImp) {
// unregistering a NULL ppstep is no problem for us ... really!
return AI_SUCCESS;
@ -288,24 +287,22 @@ aiReturn Importer::UnregisterPPStep(BaseProcess* pImp)
}
ASSIMP_LOG_WARN("Unable to remove custom post-processing step: I can't find you ..");
ASSIMP_END_EXCEPTION_REGION(aiReturn);
return AI_FAILURE;
}
// ------------------------------------------------------------------------------------------------
// Supplies a custom IO handler to the importer to open and access files.
void Importer::SetIOHandler( IOSystem* pIOHandler)
{
void Importer::SetIOHandler( IOSystem* pIOHandler) {
ai_assert(nullptr != pimpl);
ASSIMP_BEGIN_EXCEPTION_REGION();
// If the new handler is zero, allocate a default IO implementation.
if (!pIOHandler)
{
if (!pIOHandler) {
// Release pointer in the possession of the caller
pimpl->mIOHandler = new DefaultIOSystem();
pimpl->mIsDefaultHandler = true;
}
// Otherwise register the custom handler
else if (pimpl->mIOHandler != pIOHandler)
{
} else if (pimpl->mIOHandler != pIOHandler) { // Otherwise register the custom handler
delete pimpl->mIOHandler;
pimpl->mIOHandler = pIOHandler;
pimpl->mIsDefaultHandler = false;
@ -316,29 +313,32 @@ void Importer::SetIOHandler( IOSystem* pIOHandler)
// ------------------------------------------------------------------------------------------------
// Get the currently set IO handler
IOSystem* Importer::GetIOHandler() const {
ai_assert(nullptr != pimpl);
return pimpl->mIOHandler;
}
// ------------------------------------------------------------------------------------------------
// Check whether a custom IO handler is currently set
bool Importer::IsDefaultIOHandler() const {
ai_assert(nullptr != pimpl);
return pimpl->mIsDefaultHandler;
}
// ------------------------------------------------------------------------------------------------
// Supplies a custom progress handler to get regular callbacks during importing
void Importer::SetProgressHandler ( ProgressHandler* pHandler ) {
ai_assert(nullptr != pimpl);
ASSIMP_BEGIN_EXCEPTION_REGION();
// If the new handler is zero, allocate a default implementation.
if (!pHandler)
{
if (!pHandler) {
// Release pointer in the possession of the caller
pimpl->mProgressHandler = new DefaultProgressHandler();
pimpl->mIsDefaultProgressHandler = true;
}
// Otherwise register the custom handler
else if (pimpl->mProgressHandler != pHandler)
{
} else if (pimpl->mProgressHandler != pHandler) { // Otherwise register the custom handler
delete pimpl->mProgressHandler;
pimpl->mProgressHandler = pHandler;
pimpl->mIsDefaultProgressHandler = false;
@ -349,19 +349,22 @@ void Importer::SetProgressHandler ( ProgressHandler* pHandler ) {
// ------------------------------------------------------------------------------------------------
// Get the currently set progress handler
ProgressHandler* Importer::GetProgressHandler() const {
ai_assert(nullptr != pimpl);
return pimpl->mProgressHandler;
}
// ------------------------------------------------------------------------------------------------
// Check whether a custom progress handler is currently set
bool Importer::IsDefaultProgressHandler() const {
ai_assert(nullptr != pimpl);
return pimpl->mIsDefaultProgressHandler;
}
// ------------------------------------------------------------------------------------------------
// Validate post process step flags
bool _ValidateFlags(unsigned int pFlags)
{
bool _ValidateFlags(unsigned int pFlags) {
if (pFlags & aiProcess_GenSmoothNormals && pFlags & aiProcess_GenNormals) {
ASSIMP_LOG_ERROR("#aiProcess_GenSmoothNormals and #aiProcess_GenNormals are incompatible");
return false;
@ -375,12 +378,13 @@ bool _ValidateFlags(unsigned int pFlags)
// ------------------------------------------------------------------------------------------------
// Free the current scene
void Importer::FreeScene( )
{
void Importer::FreeScene( ) {
ai_assert(nullptr != pimpl);
ASSIMP_BEGIN_EXCEPTION_REGION();
delete pimpl->mScene;
pimpl->mScene = NULL;
pimpl->mScene = nullptr;
pimpl->mErrorString = "";
ASSIMP_END_EXCEPTION_REGION(void);
@ -388,44 +392,48 @@ void Importer::FreeScene( )
// ------------------------------------------------------------------------------------------------
// Get the current error string, if any
const char* Importer::GetErrorString() const
{
/* Must remain valid as long as ReadFile() or FreeFile() are not called */
const char* Importer::GetErrorString() const {
ai_assert(nullptr != pimpl);
// Must remain valid as long as ReadFile() or FreeFile() are not called
return pimpl->mErrorString.c_str();
}
// ------------------------------------------------------------------------------------------------
// Enable extra-verbose mode
void Importer::SetExtraVerbose(bool bDo)
{
void Importer::SetExtraVerbose(bool bDo) {
ai_assert(nullptr != pimpl);
pimpl->bExtraVerbose = bDo;
}
// ------------------------------------------------------------------------------------------------
// Get the current scene
const aiScene* Importer::GetScene() const
{
const aiScene* Importer::GetScene() const {
ai_assert(nullptr != pimpl);
return pimpl->mScene;
}
// ------------------------------------------------------------------------------------------------
// Orphan the current scene and return it.
aiScene* Importer::GetOrphanedScene()
{
aiScene* Importer::GetOrphanedScene() {
ai_assert(nullptr != pimpl);
aiScene* s = pimpl->mScene;
ASSIMP_BEGIN_EXCEPTION_REGION();
pimpl->mScene = NULL;
pimpl->mScene = nullptr;
pimpl->mErrorString = ""; /* reset error string */
pimpl->mErrorString = ""; // reset error string
ASSIMP_END_EXCEPTION_REGION(aiScene*);
return s;
}
// ------------------------------------------------------------------------------------------------
// Validate post-processing flags
bool Importer::ValidateFlags(unsigned int pFlags) const
{
bool Importer::ValidateFlags(unsigned int pFlags) const {
ASSIMP_BEGIN_EXCEPTION_REGION();
// run basic checks for mutually exclusive flags
if(!_ValidateFlags(pFlags)) {
@ -467,8 +475,9 @@ bool Importer::ValidateFlags(unsigned int pFlags) const
const aiScene* Importer::ReadFileFromMemory( const void* pBuffer,
size_t pLength,
unsigned int pFlags,
const char* pHint /*= ""*/)
{
const char* pHint /*= ""*/) {
ai_assert(nullptr != pimpl);
ASSIMP_BEGIN_EXCEPTION_REGION();
if (!pHint) {
pHint = "";
@ -476,12 +485,12 @@ const aiScene* Importer::ReadFileFromMemory( const void* pBuffer,
if (!pBuffer || !pLength || strlen(pHint) > MaxLenHint ) {
pimpl->mErrorString = "Invalid parameters passed to ReadFileFromMemory()";
return NULL;
return nullptr;
}
// prevent deletion of the previous IOHandler
IOSystem* io = pimpl->mIOHandler;
pimpl->mIOHandler = NULL;
pimpl->mIOHandler = nullptr;
SetIOHandler(new MemoryIOSystem((const uint8_t*)pBuffer,pLength,io));
@ -493,13 +502,13 @@ const aiScene* Importer::ReadFileFromMemory( const void* pBuffer,
ReadFile(fbuff,pFlags);
SetIOHandler(io);
ASSIMP_END_EXCEPTION_REGION(const aiScene*);
ASSIMP_END_EXCEPTION_REGION_WITH_ERROR_STRING(const aiScene*, pimpl->mErrorString);
return pimpl->mScene;
}
// ------------------------------------------------------------------------------------------------
void WriteLogOpening(const std::string& file)
{
void WriteLogOpening(const std::string& file) {
ASSIMP_LOG_INFO_F("Load ", file);
// print a full version dump. This is nice because we don't
@ -550,8 +559,9 @@ void WriteLogOpening(const std::string& file)
// ------------------------------------------------------------------------------------------------
// Reads the given file and returns its contents if successful.
const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags)
{
const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags) {
ai_assert(nullptr != pimpl);
ASSIMP_BEGIN_EXCEPTION_REGION();
const std::string pFile(_pFile);
@ -580,7 +590,7 @@ const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags)
pimpl->mErrorString = "Unable to open file \"" + pFile + "\".";
ASSIMP_LOG_ERROR(pimpl->mErrorString);
return NULL;
return nullptr;
}
std::unique_ptr<Profiler> profiler(GetPropertyInteger(AI_CONFIG_GLOB_MEASURE_TIME,0)?new Profiler():NULL);
@ -589,7 +599,7 @@ const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags)
}
// Find an worker class which can handle the file
BaseImporter* imp = NULL;
BaseImporter* imp = nullptr;
SetPropertyInteger("importerIndex", -1);
for( unsigned int a = 0; a < pimpl->mImporter.size(); a++) {
@ -617,7 +627,7 @@ const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags)
if( !imp) {
pimpl->mErrorString = "No suitable reader found for the file format of file \"" + pFile + "\".";
ASSIMP_LOG_ERROR(pimpl->mErrorString);
return NULL;
return nullptr;
}
}
@ -633,7 +643,7 @@ const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags)
// Dispatch the reading to the worker class for this format
const aiImporterDesc *desc( imp->GetInfo() );
std::string ext( "unknown" );
if ( NULL != desc ) {
if ( nullptr != desc ) {
ext = desc->mName;
}
ASSIMP_LOG_INFO("Found a matching importer for this file format: " + ext + "." );
@ -654,15 +664,20 @@ const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags)
// If successful, apply all active post processing steps to the imported data
if( pimpl->mScene) {
if (!pimpl->mScene->mMetaData || !pimpl->mScene->mMetaData->HasKey(AI_METADATA_SOURCE_FORMAT)) {
if (!pimpl->mScene->mMetaData) {
pimpl->mScene->mMetaData = new aiMetadata;
}
pimpl->mScene->mMetaData->Add(AI_METADATA_SOURCE_FORMAT, aiString(ext));
}
#ifndef ASSIMP_BUILD_NO_VALIDATEDS_PROCESS
// The ValidateDS process is an exception. It is executed first, even before ScenePreprocessor is called.
if (pFlags & aiProcess_ValidateDataStructure)
{
if (pFlags & aiProcess_ValidateDataStructure) {
ValidateDSProcess ds;
ds.ExecuteOnScene (this);
if (!pimpl->mScene) {
return NULL;
return nullptr;
}
}
#endif // no validation
@ -695,8 +710,7 @@ const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags)
}
}
#ifdef ASSIMP_CATCH_GLOBAL_EXCEPTIONS
catch (std::exception &e)
{
catch (std::exception &e) {
#if (defined _MSC_VER) && (defined _CPPRTTI)
// if we have RTTI get the full name of the exception that occurred
pimpl->mErrorString = std::string(typeid( e ).name()) + ": " + e.what();
@ -705,24 +719,26 @@ const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags)
#endif
ASSIMP_LOG_ERROR(pimpl->mErrorString);
delete pimpl->mScene; pimpl->mScene = NULL;
delete pimpl->mScene; pimpl->mScene = nullptr;
}
#endif // ! ASSIMP_CATCH_GLOBAL_EXCEPTIONS
// either successful or failure - the pointer expresses it anyways
ASSIMP_END_EXCEPTION_REGION(const aiScene*);
ASSIMP_END_EXCEPTION_REGION_WITH_ERROR_STRING(const aiScene*, pimpl->mErrorString);
return pimpl->mScene;
}
// ------------------------------------------------------------------------------------------------
// Apply post-processing to the currently bound scene
const aiScene* Importer::ApplyPostProcessing(unsigned int pFlags)
{
const aiScene* Importer::ApplyPostProcessing(unsigned int pFlags) {
ai_assert(nullptr != pimpl);
ASSIMP_BEGIN_EXCEPTION_REGION();
// Return immediately if no scene is active
if (!pimpl->mScene) {
return NULL;
return nullptr;
}
// If no flags are given, return the current scene with no further action
@ -737,12 +753,11 @@ const aiScene* Importer::ApplyPostProcessing(unsigned int pFlags)
#ifndef ASSIMP_BUILD_NO_VALIDATEDS_PROCESS
// The ValidateDS process plays an exceptional role. It isn't contained in the global
// list of post-processing steps, so we need to call it manually.
if (pFlags & aiProcess_ValidateDataStructure)
{
if (pFlags & aiProcess_ValidateDataStructure) {
ValidateDSProcess ds;
ds.ExecuteOnScene (this);
if (!pimpl->mScene) {
return NULL;
return nullptr;
}
}
#endif // no validation
@ -762,11 +777,9 @@ const aiScene* Importer::ApplyPostProcessing(unsigned int pFlags)
std::unique_ptr<Profiler> profiler(GetPropertyInteger(AI_CONFIG_GLOB_MEASURE_TIME,0)?new Profiler():NULL);
for( unsigned int a = 0; a < pimpl->mPostProcessingSteps.size(); a++) {
BaseProcess* process = pimpl->mPostProcessingSteps[a];
pimpl->mProgressHandler->UpdatePostProcess(static_cast<int>(a), static_cast<int>(pimpl->mPostProcessingSteps.size()) );
if( process->IsActive( pFlags)) {
if (profiler) {
profiler->BeginRegion("postprocess");
}
@ -803,24 +816,28 @@ const aiScene* Importer::ApplyPostProcessing(unsigned int pFlags)
static_cast<int>(pimpl->mPostProcessingSteps.size()) );
// update private scene flags
if( pimpl->mScene )
if( pimpl->mScene ) {
ScenePriv(pimpl->mScene)->mPPStepsApplied |= pFlags;
}
// clear any data allocated by post-process steps
pimpl->mPPShared->Clean();
ASSIMP_LOG_INFO("Leaving post processing pipeline");
ASSIMP_END_EXCEPTION_REGION(const aiScene*);
return pimpl->mScene;
}
// ------------------------------------------------------------------------------------------------
const aiScene* Importer::ApplyCustomizedPostProcessing( BaseProcess *rootProcess, bool requestValidation ) {
ai_assert(nullptr != pimpl);
ASSIMP_BEGIN_EXCEPTION_REGION();
// Return immediately if no scene is active
if ( NULL == pimpl->mScene ) {
return NULL;
if ( nullptr == pimpl->mScene ) {
return nullptr;
}
// If no flags are given, return the current scene with no further action
@ -839,7 +856,7 @@ const aiScene* Importer::ApplyCustomizedPostProcessing( BaseProcess *rootProcess
ValidateDSProcess ds;
ds.ExecuteOnScene( this );
if ( !pimpl->mScene ) {
return NULL;
return nullptr;
}
}
#endif // no validation
@ -890,46 +907,50 @@ const aiScene* Importer::ApplyCustomizedPostProcessing( BaseProcess *rootProcess
// ------------------------------------------------------------------------------------------------
// Helper function to check whether an extension is supported by ASSIMP
bool Importer::IsExtensionSupported(const char* szExtension) const
{
bool Importer::IsExtensionSupported(const char* szExtension) const {
return nullptr != GetImporter(szExtension);
}
// ------------------------------------------------------------------------------------------------
size_t Importer::GetImporterCount() const
{
size_t Importer::GetImporterCount() const {
ai_assert(nullptr != pimpl);
return pimpl->mImporter.size();
}
// ------------------------------------------------------------------------------------------------
const aiImporterDesc* Importer::GetImporterInfo(size_t index) const
{
const aiImporterDesc* Importer::GetImporterInfo(size_t index) const {
ai_assert(nullptr != pimpl);
if (index >= pimpl->mImporter.size()) {
return NULL;
return nullptr;
}
return pimpl->mImporter[index]->GetInfo();
}
// ------------------------------------------------------------------------------------------------
BaseImporter* Importer::GetImporter (size_t index) const
{
BaseImporter* Importer::GetImporter (size_t index) const {
ai_assert(nullptr != pimpl);
if (index >= pimpl->mImporter.size()) {
return NULL;
return nullptr;
}
return pimpl->mImporter[index];
}
// ------------------------------------------------------------------------------------------------
// Find a loader plugin for a given file extension
BaseImporter* Importer::GetImporter (const char* szExtension) const
{
BaseImporter* Importer::GetImporter (const char* szExtension) const {
ai_assert(nullptr != pimpl);
return GetImporter(GetImporterIndex(szExtension));
}
// ------------------------------------------------------------------------------------------------
// Find a loader plugin for a given file extension
size_t Importer::GetImporterIndex (const char* szExtension) const {
ai_assert(nullptr != pimpl);
ai_assert(nullptr != szExtension);
ASSIMP_BEGIN_EXCEPTION_REGION();
@ -960,8 +981,9 @@ size_t Importer::GetImporterIndex (const char* szExtension) const {
// ------------------------------------------------------------------------------------------------
// Helper function to build a list of all file extensions supported by ASSIMP
void Importer::GetExtensionList(aiString& szOut) const
{
void Importer::GetExtensionList(aiString& szOut) const {
ai_assert(nullptr != pimpl);
ASSIMP_BEGIN_EXCEPTION_REGION();
std::set<std::string> str;
for (std::vector<BaseImporter*>::const_iterator i = pimpl->mImporter.begin();i != pimpl->mImporter.end();++i) {
@ -985,8 +1007,9 @@ void Importer::GetExtensionList(aiString& szOut) const
// ------------------------------------------------------------------------------------------------
// Set a configuration property
bool Importer::SetPropertyInteger(const char* szName, int iValue)
{
bool Importer::SetPropertyInteger(const char* szName, int iValue) {
ai_assert(nullptr != pimpl);
bool existing;
ASSIMP_BEGIN_EXCEPTION_REGION();
existing = SetGenericProperty<int>(pimpl->mIntProperties, szName,iValue);
@ -996,8 +1019,9 @@ bool Importer::SetPropertyInteger(const char* szName, int iValue)
// ------------------------------------------------------------------------------------------------
// Set a configuration property
bool Importer::SetPropertyFloat(const char* szName, ai_real iValue)
{
bool Importer::SetPropertyFloat(const char* szName, ai_real iValue) {
ai_assert(nullptr != pimpl);
bool existing;
ASSIMP_BEGIN_EXCEPTION_REGION();
existing = SetGenericProperty<ai_real>(pimpl->mFloatProperties, szName,iValue);
@ -1007,8 +1031,9 @@ bool Importer::SetPropertyFloat(const char* szName, ai_real iValue)
// ------------------------------------------------------------------------------------------------
// Set a configuration property
bool Importer::SetPropertyString(const char* szName, const std::string& value)
{
bool Importer::SetPropertyString(const char* szName, const std::string& value) {
ai_assert(nullptr != pimpl);
bool existing;
ASSIMP_BEGIN_EXCEPTION_REGION();
existing = SetGenericProperty<std::string>(pimpl->mStringProperties, szName,value);
@ -1018,8 +1043,9 @@ bool Importer::SetPropertyString(const char* szName, const std::string& value)
// ------------------------------------------------------------------------------------------------
// Set a configuration property
bool Importer::SetPropertyMatrix(const char* szName, const aiMatrix4x4& value)
{
bool Importer::SetPropertyMatrix(const char* szName, const aiMatrix4x4& value) {
ai_assert(nullptr != pimpl);
bool existing;
ASSIMP_BEGIN_EXCEPTION_REGION();
existing = SetGenericProperty<aiMatrix4x4>(pimpl->mMatrixProperties, szName,value);
@ -1029,40 +1055,43 @@ bool Importer::SetPropertyMatrix(const char* szName, const aiMatrix4x4& value)
// ------------------------------------------------------------------------------------------------
// Get a configuration property
int Importer::GetPropertyInteger(const char* szName,
int iErrorReturn /*= 0xffffffff*/) const
{
int Importer::GetPropertyInteger(const char* szName, int iErrorReturn /*= 0xffffffff*/) const {
ai_assert(nullptr != pimpl);
return GetGenericProperty<int>(pimpl->mIntProperties,szName,iErrorReturn);
}
// ------------------------------------------------------------------------------------------------
// Get a configuration property
ai_real Importer::GetPropertyFloat(const char* szName,
ai_real iErrorReturn /*= 10e10*/) const
{
ai_real Importer::GetPropertyFloat(const char* szName, ai_real iErrorReturn /*= 10e10*/) const {
ai_assert(nullptr != pimpl);
return GetGenericProperty<ai_real>(pimpl->mFloatProperties,szName,iErrorReturn);
}
// ------------------------------------------------------------------------------------------------
// Get a configuration property
const std::string Importer::GetPropertyString(const char* szName,
const std::string& iErrorReturn /*= ""*/) const
{
std::string Importer::GetPropertyString(const char* szName, const std::string& iErrorReturn /*= ""*/) const {
ai_assert(nullptr != pimpl);
return GetGenericProperty<std::string>(pimpl->mStringProperties,szName,iErrorReturn);
}
// ------------------------------------------------------------------------------------------------
// Get a configuration property
const aiMatrix4x4 Importer::GetPropertyMatrix(const char* szName,
const aiMatrix4x4& iErrorReturn /*= aiMatrix4x4()*/) const
{
aiMatrix4x4 Importer::GetPropertyMatrix(const char* szName, const aiMatrix4x4& iErrorReturn /*= aiMatrix4x4()*/) const {
ai_assert(nullptr != pimpl);
return GetGenericProperty<aiMatrix4x4>(pimpl->mMatrixProperties,szName,iErrorReturn);
}
// ------------------------------------------------------------------------------------------------
// Get the memory requirements of a single node
inline void AddNodeWeight(unsigned int& iScene,const aiNode* pcNode)
{
inline
void AddNodeWeight(unsigned int& iScene,const aiNode* pcNode) {
if ( nullptr == pcNode ) {
return;
}
iScene += sizeof(aiNode);
iScene += sizeof(unsigned int) * pcNode->mNumMeshes;
iScene += sizeof(void*) * pcNode->mNumChildren;
@ -1074,21 +1103,20 @@ inline void AddNodeWeight(unsigned int& iScene,const aiNode* pcNode)
// ------------------------------------------------------------------------------------------------
// Get the memory requirements of the scene
void Importer::GetMemoryRequirements(aiMemoryInfo& in) const
{
void Importer::GetMemoryRequirements(aiMemoryInfo& in) const {
ai_assert(nullptr != pimpl);
in = aiMemoryInfo();
aiScene* mScene = pimpl->mScene;
// return if we have no scene loaded
if (!pimpl->mScene)
if (!mScene)
return;
in.total = sizeof(aiScene);
// add all meshes
for (unsigned int i = 0; i < mScene->mNumMeshes;++i)
{
for (unsigned int i = 0; i < mScene->mNumMeshes;++i) {
in.meshes += sizeof(aiMesh);
if (mScene->mMeshes[i]->HasPositions()) {
in.meshes += sizeof(aiVector3D) * mScene->mMeshes[i]->mNumVertices;
@ -1105,14 +1133,16 @@ void Importer::GetMemoryRequirements(aiMemoryInfo& in) const
for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS;++a) {
if (mScene->mMeshes[i]->HasVertexColors(a)) {
in.meshes += sizeof(aiColor4D) * mScene->mMeshes[i]->mNumVertices;
} else {
break;
}
else break;
}
for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS;++a) {
if (mScene->mMeshes[i]->HasTextureCoords(a)) {
in.meshes += sizeof(aiVector3D) * mScene->mMeshes[i]->mNumVertices;
} else {
break;
}
else break;
}
if (mScene->mMeshes[i]->HasBones()) {
in.meshes += sizeof(void*) * mScene->mMeshes[i]->mNumBones;
@ -1131,8 +1161,9 @@ void Importer::GetMemoryRequirements(aiMemoryInfo& in) const
in.textures += sizeof(aiTexture);
if (pc->mHeight) {
in.textures += 4 * pc->mHeight * pc->mWidth;
} else {
in.textures += pc->mWidth;
}
else in.textures += pc->mWidth;
}
in.total += in.textures;
@ -1170,5 +1201,6 @@ void Importer::GetMemoryRequirements(aiMemoryInfo& in) const
in.materials += pc->mProperties[a]->mDataLength;
}
}
in.total += in.materials;
}

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

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