Merge branch 'master' into master

pull/2973/head
Zoltan Baldaszti 2020-01-29 22:24:48 +01:00 committed by GitHub
commit cb623f8b74
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
834 changed files with 7085 additions and 2600 deletions

View File

@ -1,7 +1,7 @@
#--------------------------------------------------------------------------- #---------------------------------------------------------------------------
#Open Asset Import Library (assimp) #Open Asset Import Library (assimp)
#--------------------------------------------------------------------------- #---------------------------------------------------------------------------
# Copyright (c) 2006-2017, assimp team # Copyright (c) 2006-2020, assimp team
# #
# License see LICENSE file # License see LICENSE file
# #

View File

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

View File

@ -1,6 +1,6 @@
# Open Asset Import Library (assimp) # Open Asset Import Library (assimp)
# ---------------------------------------------------------------------- # ----------------------------------------------------------------------
# Copyright (c) 2006-2019, assimp team # Copyright (c) 2006-2020, assimp team
# #
# All rights reserved. # All rights reserved.
# #
@ -51,7 +51,7 @@ IF(HUNTER_ENABLED)
add_definitions(-DASSIMP_USE_HUNTER) add_definitions(-DASSIMP_USE_HUNTER)
ENDIF(HUNTER_ENABLED) ENDIF(HUNTER_ENABLED)
PROJECT( Assimp VERSION 5.0.0 ) PROJECT( Assimp VERSION 5.0.1 )
# All supported options ############################################### # All supported options ###############################################
@ -100,6 +100,10 @@ OPTION ( ASSIMP_COVERALLS
"Enable this to measure test coverage." "Enable this to measure test coverage."
OFF OFF
) )
OPTION( ASSIMP_INSTALL
"DIsable this if you want to use assimp as a submodule."
ON
)
OPTION ( ASSIMP_ERROR_MAX OPTION ( ASSIMP_ERROR_MAX
"Enable all warnings." "Enable all warnings."
OFF OFF
@ -601,55 +605,59 @@ ENDIF ( ASSIMP_BUILD_TESTS )
# Generate a pkg-config .pc for the Assimp library. # Generate a pkg-config .pc for the Assimp library.
CONFIGURE_FILE( "${PROJECT_SOURCE_DIR}/assimp.pc.in" "${PROJECT_BINARY_DIR}/assimp.pc" @ONLY ) 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 )
# Packing information IF(CMAKE_CPACK_COMMAND AND UNIX AND ASSIMP_OPT_BUILD_PACKAGES)
SET(CPACK_PACKAGE_NAME "assimp{ASSIMP_VERSION_MAJOR}.{ASSIMP_VERSION_MINOR}") # Packing information
SET(CPACK_PACKAGE_CONTACT "" CACHE STRING "Package maintainer and PGP signer.") SET(CPACK_PACKAGE_NAME "assimp{ASSIMP_VERSION_MAJOR}.{ASSIMP_VERSION_MINOR}")
SET(CPACK_PACKAGE_VENDOR "https://github.com/assimp") SET(CPACK_PACKAGE_CONTACT "" CACHE STRING "Package maintainer and PGP signer.")
SET(CPACK_PACKAGE_DISPLAY_NAME "Assimp ${ASSIMP_VERSION}") SET(CPACK_PACKAGE_VENDOR "https://github.com/assimp")
SET(CPACK_PACKAGE_DESCRIPTION_SUMMARY " - Open Asset Import Library ${ASSIMP_VERSION}") SET(CPACK_PACKAGE_DISPLAY_NAME "Assimp ${ASSIMP_VERSION}")
SET(CPACK_PACKAGE_VERSION "${ASSIMP_VERSION}.${ASSIMP_PACKAGE_VERSION}" ) SET(CPACK_PACKAGE_DESCRIPTION_SUMMARY " - Open Asset Import Library ${ASSIMP_VERSION}")
SET(CPACK_PACKAGE_VERSION_MAJOR "${ASSIMP_VERSION_MAJOR}") SET(CPACK_PACKAGE_VERSION "${ASSIMP_VERSION}.${ASSIMP_PACKAGE_VERSION}" )
SET(CPACK_PACKAGE_VERSION_MINOR "${ASSIMP_VERSION_MINOR}") SET(CPACK_PACKAGE_VERSION_MAJOR "${ASSIMP_VERSION_MAJOR}")
SET(CPACK_PACKAGE_VERSION_PATCH "${ASSIMP_VERSION_PATCH}") SET(CPACK_PACKAGE_VERSION_MINOR "${ASSIMP_VERSION_MINOR}")
SET(CPACK_PACKAGE_INSTALL_DIRECTORY "assimp${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}") SET(CPACK_PACKAGE_VERSION_PATCH "${ASSIMP_VERSION_PATCH}")
SET(CPACK_RESOURCE_FILE_LICENSE "${CMAKE_CURRENT_SOURCE_DIR}/LICENSE") SET(CPACK_PACKAGE_INSTALL_DIRECTORY "assimp${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}")
SET(CPACK_RESOURCE_FILE_LICENSE "${CMAKE_CURRENT_SOURCE_DIR}/LICENSE")
STRING(TOUPPER ${LIBASSIMP_COMPONENT} "LIBASSIMP_COMPONENT_UPPER") STRING(TOUPPER ${LIBASSIMP_COMPONENT} "LIBASSIMP_COMPONENT_UPPER")
STRING(TOUPPER ${LIBASSIMP-DEV_COMPONENT} "LIBASSIMP-DEV_COMPONENT_UPPER") STRING(TOUPPER ${LIBASSIMP-DEV_COMPONENT} "LIBASSIMP-DEV_COMPONENT_UPPER")
SET(CPACK_COMPONENT_ASSIMP-BIN_DISPLAY_NAME "tools") SET(CPACK_COMPONENT_ASSIMP-BIN_DISPLAY_NAME "tools")
SET(CPACK_COMPONENT_ASSIMP-BIN_DEPENDS "${LIBASSIMP_COMPONENT}" ) SET(CPACK_COMPONENT_ASSIMP-BIN_DEPENDS "${LIBASSIMP_COMPONENT}" )
SET(CPACK_COMPONENT_${LIBASSIMP_COMPONENT_UPPER}_DISPLAY_NAME "libraries") SET(CPACK_COMPONENT_${LIBASSIMP_COMPONENT_UPPER}_DISPLAY_NAME "libraries")
SET(CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT_UPPER}_DISPLAY_NAME "common headers and installs") SET(CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT_UPPER}_DISPLAY_NAME "common headers and installs")
SET(CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT_UPPER}_DEPENDS $ "{LIBASSIMP_COMPONENT}" ) SET(CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT_UPPER}_DEPENDS $ "{LIBASSIMP_COMPONENT}" )
SET(CPACK_COMPONENT_ASSIMP-DEV_DISPLAY_NAME "${CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT}_DISPLAY_NAME}" ) SET(CPACK_COMPONENT_ASSIMP-DEV_DISPLAY_NAME "${CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT}_DISPLAY_NAME}" )
SET(CPACK_COMPONENT_ASSIMP-DEV_DEPENDS "${LIBASSIMP-DEV_COMPONENT}" ) SET(CPACK_COMPONENT_ASSIMP-DEV_DEPENDS "${LIBASSIMP-DEV_COMPONENT}" )
SET(CPACK_DEBIAN_BUILD_DEPENDS debhelper cmake zlib1g-dev pkg-config) SET(CPACK_DEBIAN_BUILD_DEPENDS debhelper cmake zlib1g-dev pkg-config)
# debian # debian
SET(CPACK_DEBIAN_PACKAGE_PRIORITY "optional") SET(CPACK_DEBIAN_PACKAGE_PRIORITY "optional")
SET(CPACK_DEBIAN_CMAKE_OPTIONS "-DBUILD_ASSIMP_SAMPLES:BOOL=${ASSIMP_BUILD_SAMPLES}") SET(CPACK_DEBIAN_CMAKE_OPTIONS "-DBUILD_ASSIMP_SAMPLES:BOOL=${ASSIMP_BUILD_SAMPLES}")
SET(CPACK_DEBIAN_PACKAGE_SECTION "libs" ) SET(CPACK_DEBIAN_PACKAGE_SECTION "libs" )
SET(CPACK_DEBIAN_PACKAGE_DEPENDS "${CPACK_COMPONENTS_ALL}") SET(CPACK_DEBIAN_PACKAGE_DEPENDS "${CPACK_COMPONENTS_ALL}")
SET(CPACK_DEBIAN_PACKAGE_SUGGESTS) 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_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_PACKAGE_SOURCE_COPY svn export --force)
SET(CPACK_DEBIAN_CHANGELOG) SET(CPACK_DEBIAN_CHANGELOG)
execute_process(COMMAND lsb_release -is execute_process(COMMAND lsb_release -is
OUTPUT_VARIABLE _lsb_distribution OUTPUT_STRIP_TRAILING_WHITESPACE OUTPUT_VARIABLE _lsb_distribution OUTPUT_STRIP_TRAILING_WHITESPACE
RESULT_VARIABLE _lsb_release_failed) RESULT_VARIABLE _lsb_release_failed)
SET(CPACK_DEBIAN_DISTRIBUTION_NAME ${_lsb_distribution} CACHE STRING "Name of the distrubiton") SET(CPACK_DEBIAN_DISTRIBUTION_NAME ${_lsb_distribution} CACHE STRING "Name of the distrubiton")
STRING(TOLOWER ${CPACK_DEBIAN_DISTRIBUTION_NAME} CPACK_DEBIAN_DISTRIBUTION_NAME) STRING(TOLOWER ${CPACK_DEBIAN_DISTRIBUTION_NAME} CPACK_DEBIAN_DISTRIBUTION_NAME)
IF( ${CPACK_DEBIAN_DISTRIBUTION_NAME} STREQUAL "ubuntu" ) IF( ${CPACK_DEBIAN_DISTRIBUTION_NAME} STREQUAL "ubuntu" )
SET(CPACK_DEBIAN_DISTRIBUTION_RELEASES lucid maverick natty oneiric precise CACHE STRING "Release code-names of the distrubiton release") SET(CPACK_DEBIAN_DISTRIBUTION_RELEASES lucid maverick natty oneiric precise CACHE STRING "Release code-names of the distrubiton release")
ENDIF()
SET(DPUT_HOST "" CACHE STRING "PPA repository to upload the debian sources")
INCLUDE(CPack)
INCLUDE(DebSourcePPA)
ENDIF() ENDIF()
SET(DPUT_HOST "" CACHE STRING "PPA repository to upload the debian sources")
INCLUDE(CPack)
INCLUDE(DebSourcePPA)
ENDIF() ENDIF()
if(WIN32) if(WIN32)

View File

@ -1,6 +1,6 @@
Open Asset Import Library (assimp) Open Asset Import Library (assimp)
Copyright (c) 2006-2016, assimp team Copyright (c) 2006-2020, assimp team
All rights reserved. All rights reserved.
Redistribution and use of this software in source and binary forms, Redistribution and use of this software in source and binary forms,

View File

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

View File

@ -4,6 +4,8 @@
# clone directory # clone directory
clone_folder: c:\projects\assimp clone_folder: c:\projects\assimp
clone_depth: 1
# branches to build # branches to build
branches: branches:
# whitelist # whitelist
@ -15,10 +17,10 @@ matrix:
image: image:
- Visual Studio 2013 - Visual Studio 2013
- Visual Studio 2015 #- Visual Studio 2015
- Visual Studio 2017 #- Visual Studio 2017
- Visual Studio 2019 - Visual Studio 2019
- MinGW #- MinGW
platform: platform:
- Win32 - Win32
@ -52,11 +54,11 @@ cache:
- bin\.mtime_cache - bin\.mtime_cache
before_build: 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 - ruby scripts\AppVeyor\mtime_cache -g scripts\AppVeyor\cacheglobs.txt -c bin\.mtime_cache\cache.json
build: build_script:
parallel: true cmake --build . --config Release -- /maxcpucount:2
project: Assimp.sln
after_build: after_build:
- if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2017" ( - if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2017" (

View File

@ -1,6 +1,6 @@
# Open Asset Import Library (assimp) # Open Asset Import Library (assimp)
# ---------------------------------------------------------------------- # ----------------------------------------------------------------------
# Copyright (c) 2006-2017, assimp team # Copyright (c) 2006-2020, assimp team
# All rights reserved. # All rights reserved.
# #
# Redistribution and use of this software in source and binary forms, # Redistribution and use of this software in source and binary forms,

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp) Open Asset Import Library (assimp)
---------------------------------------------------------------------- ----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team Copyright (c) 2006-2020, assimp team
All rights reserved. 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_EXPORT
#ifndef ASSIMP_BUILD_NO_ASSBIN_EXPORTER #ifndef ASSIMP_BUILD_NO_ASSBIN_EXPORTER
#include "Common/assbin_chunks.h" #include "AssbinFileWriter.h"
#include "PostProcessing/ProcessHelper.h"
#include <assimp/version.h> #include <assimp/scene.h>
#include <assimp/IOStream.hpp>
#include <assimp/IOSystem.hpp> #include <assimp/IOSystem.hpp>
#include <assimp/Exporter.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 { 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*/) { void ExportSceneAssbin(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/) {
AssbinExport exporter; DumpSceneToAssbin(
exporter.WriteBinaryDump( pFile, pIOSystem, pScene ); pFile,
"\0", // no command(s).
pIOSystem,
pScene,
false, // shortened?
false); // compressed?
} }
} // end of namespace Assimp } // end of namespace Assimp

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp) Open Asset Import Library (assimp)
---------------------------------------------------------------------- ----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team Copyright (c) 2006-2020, assimp team
All rights reserved. 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) 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->mWidth = Read<unsigned int>(stream);
tex->mHeight = 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(!shortened) {
if (!tex->mHeight) { if (!tex->mHeight) {

View File

@ -3,7 +3,7 @@
Open Asset Import Library (assimp) Open Asset Import Library (assimp)
---------------------------------------------------------------------- ----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team Copyright (c) 2006-2020, assimp team
All rights reserved. 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->result = result;
state_in->step = step_A; state_in->step = step_A;
return codechar - code_out; return (int)(codechar - code_out);
} }
fragment = *plainchar++; fragment = *plainchar++;
result = (fragment & 0x0fc) >> 2; 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->result = result;
state_in->step = step_B; state_in->step = step_B;
return codechar - code_out; return (int)(codechar - code_out);
} }
fragment = *plainchar++; fragment = *plainchar++;
result |= (fragment & 0x0f0) >> 4; 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->result = result;
state_in->step = step_C; state_in->step = step_C;
return codechar - code_out; return (int)(codechar - code_out);
} }
fragment = *plainchar++; fragment = *plainchar++;
result |= (fragment & 0x0c0) >> 6; 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 */ /* 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) 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'; *codechar++ = '\n';
return codechar - code_out; return (int)(codechar - code_out);
} }

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp) Open Asset Import Library (assimp)
---------------------------------------------------------------------- ----------------------------------------------------------------------
Copyright (c) 2006-2013, assimp team Copyright (c) 2006-2020, assimp team
All rights reserved. All rights reserved.
Redistribution and use of this software in source and binary forms, Redistribution and use of this software in source and binary forms,

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp) Open Asset Import Library (assimp)
---------------------------------------------------------------------- ----------------------------------------------------------------------
Copyright (c) 2006-2013, assimp team Copyright (c) 2006-2020, assimp team
All rights reserved. All rights reserved.
Redistribution and use of this software in source and binary forms, Redistribution and use of this software in source and binary forms,

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@ -2,7 +2,7 @@
Open Asset Import Library (ASSIMP) Open Asset Import Library (ASSIMP)
---------------------------------------------------------------------- ----------------------------------------------------------------------
Copyright (c) 2006-2016, ASSIMP Development Team Copyright (c) 2006-2020, ASSIMP Development Team
All rights reserved. All rights reserved.
Redistribution and use of this software in source and binary forms, Redistribution and use of this software in source and binary forms,

View File

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

View File

@ -2,7 +2,7 @@
Open Asset Import Library (ASSIMP) Open Asset Import Library (ASSIMP)
---------------------------------------------------------------------- ----------------------------------------------------------------------
Copyright (c) 2006-2016, ASSIMP Development Team Copyright (c) 2006-2020, ASSIMP Development Team
All rights reserved. All rights reserved.
Redistribution and use of this software in source and binary forms, Redistribution and use of this software in source and binary forms,

View File

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

View File

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

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp) Open Asset Import Library (assimp)
---------------------------------------------------------------------- ----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team Copyright (c) 2006-2020, assimp team
All rights reserved. All rights reserved.
Redistribution and use of this software in source and binary forms, Redistribution and use of this software in source and binary forms,

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp) Open Asset Import Library (assimp)
---------------------------------------------------------------------- ----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team Copyright (c) 2006-2020, assimp team
All rights reserved. All rights reserved.
Redistribution and use of this software in source and binary forms, Redistribution and use of this software in source and binary forms,

View File

@ -3,7 +3,7 @@
Open Asset Import Library (assimp) 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) 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) 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) # Open Asset Import Library (assimp)
# ---------------------------------------------------------------------- # ----------------------------------------------------------------------
# #
# Copyright (c) 2006-2019, assimp team # Copyright (c) 2006-2020, assimp team
# #
# All rights reserved. # All rights reserved.
# #
@ -66,6 +66,7 @@ SET( PUBLIC_HEADERS
${HEADER_PATH}/color4.h ${HEADER_PATH}/color4.h
${HEADER_PATH}/color4.inl ${HEADER_PATH}/color4.inl
${CMAKE_CURRENT_BINARY_DIR}/../include/assimp/config.h ${CMAKE_CURRENT_BINARY_DIR}/../include/assimp/config.h
${HEADER_PATH}/commonMetaData.h
${HEADER_PATH}/defs.h ${HEADER_PATH}/defs.h
${HEADER_PATH}/Defines.h ${HEADER_PATH}/Defines.h
${HEADER_PATH}/cfileio.h ${HEADER_PATH}/cfileio.h
@ -330,6 +331,8 @@ ADD_ASSIMP_IMPORTER( ASSBIN
ADD_ASSIMP_EXPORTER( ASSBIN ADD_ASSIMP_EXPORTER( ASSBIN
Assbin/AssbinExporter.h Assbin/AssbinExporter.h
Assbin/AssbinExporter.cpp Assbin/AssbinExporter.cpp
Assbin/AssbinFileWriter.h
Assbin/AssbinFileWriter.cpp
) )
ADD_ASSIMP_EXPORTER( ASSXML ADD_ASSIMP_EXPORTER( ASSXML
@ -348,6 +351,7 @@ ADD_ASSIMP_IMPORTER( BVH
) )
ADD_ASSIMP_IMPORTER( COLLADA ADD_ASSIMP_IMPORTER( COLLADA
Collada/ColladaHelper.cpp
Collada/ColladaHelper.h Collada/ColladaHelper.h
Collada/ColladaLoader.cpp Collada/ColladaLoader.cpp
Collada/ColladaLoader.h Collada/ColladaLoader.h
@ -454,6 +458,16 @@ ADD_ASSIMP_IMPORTER( MDL
MDL/MDLLoader.cpp MDL/MDLLoader.cpp
MDL/MDLLoader.h MDL/MDLLoader.h
MDL/MDLMaterialLoader.cpp MDL/MDLMaterialLoader.cpp
MDL/HalfLife/HalfLifeMDLBaseHeader.h
MDL/HalfLife/HL1FileData.h
MDL/HalfLife/HL1MDLLoader.cpp
MDL/HalfLife/HL1MDLLoader.h
MDL/HalfLife/HL1ImportDefinitions.h
MDL/HalfLife/HL1ImportSettings.h
MDL/HalfLife/HL1MeshTrivert.h
MDL/HalfLife/LogFunctions.h
MDL/HalfLife/UniqueNameGenerator.cpp
MDL/HalfLife/UniqueNameGenerator.h
) )
SET( MaterialSystem_SRCS SET( MaterialSystem_SRCS
@ -1201,10 +1215,6 @@ SET_TARGET_PROPERTIES( assimp PROPERTIES
) )
if (APPLE) if (APPLE)
SET_TARGET_PROPERTIES( assimp PROPERTIES
INSTALL_NAME_DIR "${CMAKE_INSTALL_PREFIX}/${ASSIMP_LIB_INSTALL_DIR}"
)
if (BUILD_FRAMEWORK) if (BUILD_FRAMEWORK)
SET_TARGET_PROPERTIES( assimp PROPERTIES SET_TARGET_PROPERTIES( assimp PROPERTIES
FRAMEWORK TRUE FRAMEWORK TRUE

View File

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

View File

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

View File

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

View File

@ -3,7 +3,7 @@
Open Asset Import Library (assimp) 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++ = *buffer++;
*ot = '\0'; *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()); anim->mNumChannels = static_cast<unsigned int>(anims_temp.size());

View File

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

View File

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

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp) Open Asset Import Library (assimp)
---------------------------------------------------------------------- ----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team Copyright (c) 2006-2020, assimp team
All rights reserved. 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) Open Asset Import Library (assimp)
---------------------------------------------------------------------- ----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team Copyright (c) 2006-2020, assimp team
All rights reserved. All rights reserved.
@ -47,6 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <map> #include <map>
#include <vector> #include <vector>
#include <set>
#include <stdint.h> #include <stdint.h>
#include <assimp/light.h> #include <assimp/light.h>
#include <assimp/mesh.h> #include <assimp/mesh.h>
@ -104,6 +105,17 @@ enum MorphMethod
Relative 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 */ /** Contains all data for one of the different transformation types */
struct Transform struct Transform
@ -647,23 +659,37 @@ struct Animation
void CombineSingleChannelAnimationsRecursively(Animation *pParent) 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();) for (std::vector<Animation*>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();)
{ {
Animation *anim = *it; Animation *anim = *it;
CombineSingleChannelAnimationsRecursively(anim); CombineSingleChannelAnimationsRecursively(anim);
if (anim->mChannels.size() == 1) 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;
pParent->mChannels.push_back(anim->mChannels[0]); pParent->mChannels.push_back(anim->mChannels[0]);
it = pParent->mSubAnims.erase(it); it = pParent->mSubAnims.erase(it);
delete anim; delete anim;
} continue;
else
{
++it;
} }
} }
} }

View File

@ -3,7 +3,7 @@
Open Asset Import Library (assimp) Open Asset Import Library (assimp)
--------------------------------------------------------------------------- ---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team Copyright (c) 2006-2020, assimp team
All rights reserved. All rights reserved.
@ -963,18 +963,38 @@ void ColladaLoader::StoreAnimations( aiScene* pScene, const ColladaParser& pPars
// catch special case: many animations with the same length, each affecting only a single node. // 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 // 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]; aiAnimation* templateAnim = mAnims[a];
if( templateAnim->mNumChannels == 1) {
if (templateAnim->mNumChannels == 1) {
// search for other single-channel-anims with the same duration // search for other single-channel-anims with the same duration
std::vector<size_t> collectedAnimIndices; std::vector<size_t> collectedAnimIndices;
for( size_t b = a+1; b < mAnims.size(); ++b) { for( size_t b = a+1; b < mAnims.size(); ++b) {
aiAnimation* other = mAnims[b]; aiAnimation* other = mAnims[b];
if (other->mNumChannels == 1 && other->mDuration == templateAnim->mDuration && if (other->mNumChannels == 1 && other->mDuration == templateAnim->mDuration &&
other->mTicksPerSecond == templateAnim->mTicksPerSecond) other->mTicksPerSecond == templateAnim->mTicksPerSecond)
collectedAnimIndices.push_back(b); 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 there are other animations which fit the template anim, combine all channels into a single anim
if (!collectedAnimIndices.empty()) if (!collectedAnimIndices.empty())
{ {

View File

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

View File

@ -3,7 +3,7 @@
Open Asset Import Library (assimp) 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 <sstream>
#include <stdarg.h> #include <stdarg.h>
#include "ColladaParser.h" #include "ColladaParser.h"
#include <assimp/commonMetaData.h>
#include <assimp/fast_atof.h> #include <assimp/fast_atof.h>
#include <assimp/ParsingUtils.h> #include <assimp/ParsingUtils.h>
#include <assimp/StringUtils.h> #include <assimp/StringUtils.h>
@ -249,6 +250,9 @@ void ColladaParser::UriDecodePath(aiString& ss)
bool ColladaParser::ReadBoolFromTextContent() bool ColladaParser::ReadBoolFromTextContent()
{ {
const char* cur = GetTextContent(); const char* cur = GetTextContent();
if ( nullptr == cur) {
return false;
}
return (!ASSIMP_strincmp(cur, "true", 4) || '0' != *cur); return (!ASSIMP_strincmp(cur, "true", 4) || '0' != *cur);
} }
@ -257,6 +261,9 @@ bool ColladaParser::ReadBoolFromTextContent()
ai_real ColladaParser::ReadFloatFromTextContent() ai_real ColladaParser::ReadFloatFromTextContent()
{ {
const char* cur = GetTextContent(); const char* cur = GetTextContent();
if ( nullptr == cur ) {
return 0.0;
}
return fast_atof(cur); return fast_atof(cur);
} }
@ -276,6 +283,11 @@ void ColladaParser::ReadContents()
if (attrib != -1) { if (attrib != -1) {
const char* version = mReader->getAttributeValue(attrib); 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)) { if (!::strncmp(version, "1.5", 3)) {
mFormat = FV_1_5_n; mFormat = FV_1_5_n;
ASSIMP_LOG_DEBUG("Collada schema version is 1.5.n"); ASSIMP_LOG_DEBUG("Collada schema version is 1.5.n");
@ -434,23 +446,39 @@ 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 // 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 // Metadata such as created, keywords, subject etc
const char* key_char = mReader->getNodeName(); const char *key_char = mReader->getNodeName();
if (key_char != nullptr) if (key_char != nullptr) {
{
const std::string key_str(key_char); const std::string key_str(key_char);
const char* value_char = TestTextContent(); const char *value_char = TestTextContent();
if (value_char != nullptr) if (value_char != nullptr) {
{
std::string camel_key_str = key_str;
ToCamelCase(camel_key_str);
aiString aistr; aiString aistr;
aistr.Set(value_char); aistr.Set(value_char);
metadata.emplace(camel_key_str, aistr);
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()); TestClosing(key_str.c_str());
} }
@ -458,27 +486,6 @@ void ColladaParser::ReadMetaDataItem(StringMetaData &metadata)
SkipElement(); 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 // Reads the animation clips
void ColladaParser::ReadAnimationClipLibrary() void ColladaParser::ReadAnimationClipLibrary()

View File

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

View File

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

View File

@ -3,7 +3,7 @@
Open Asset Import Library (assimp) 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) 2016 The Qt Company Ltd.
Copyright (c) 2006-2012, assimp team Copyright (c) 2006-2020, assimp team
All rights reserved. All rights reserved.

View File

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

View File

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

View File

@ -2,7 +2,7 @@
Open Asset Import Library (assimp) Open Asset Import Library (assimp)
---------------------------------------------------------------------- ----------------------------------------------------------------------
Copyright (c) 2006-2008, assimp team Copyright (c) 2006-2020, assimp team
All rights reserved. All rights reserved.
Redistribution and use of this software in source and binary forms, Redistribution and use of this software in source and binary forms,

View File

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

View File

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

View File

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

View File

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

View File

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

Some files were not shown because too many files have changed in this diff Show More