Merge pull request #2805 from RichardTea/partial-cleanup-m3d
Some cleanup of M3D supportpull/2814/head
commit
fbebeba2b0
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@ -411,6 +411,8 @@ ADD_ASSIMP_IMPORTER( M3D
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M3D/M3DMaterials.h
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M3D/M3DImporter.h
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M3D/M3DImporter.cpp
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M3D/M3DWrapper.h
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M3D/M3DWrapper.cpp
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M3D/m3d.h
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)
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@ -55,17 +55,19 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <string>
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#include <vector>
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#include <assimp/version.h> // aiGetVersion
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#include <assimp/IOSystem.hpp>
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#include <assimp/Exporter.hpp>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/StreamWriter.h> // StreamWriterLE
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#include <assimp/Exceptional.h> // DeadlyExportError
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#include <assimp/StreamWriter.h> // StreamWriterLE
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#include <assimp/material.h> // aiTextureType
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#include <assimp/scene.h>
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#include <assimp/mesh.h>
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#include <assimp/scene.h>
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#include <assimp/version.h> // aiGetVersion
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/Exporter.hpp>
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#include <assimp/IOSystem.hpp>
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#include "M3DExporter.h"
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#include "M3DMaterials.h"
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#include "M3DWrapper.h"
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// RESOURCES:
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// https://gitlab.com/bztsrc/model3d/blob/master/docs/m3d_format.md
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@ -80,341 +82,331 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* - aiAnimation -> m3d_action (frame with timestamp and list of bone id, position, orientation
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* triplets, instead of per bone timestamp + lists)
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*/
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using namespace Assimp;
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namespace Assimp {
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// ---------------------------------------------------------------------
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// Worker function for exporting a scene to binary M3D.
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// Prototyped and registered in Exporter.cpp
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void ExportSceneM3D (
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const char* pFile,
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IOSystem* pIOSystem,
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const aiScene* pScene,
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const ExportProperties* pProperties
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){
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// initialize the exporter
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M3DExporter exporter(pScene, pProperties);
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// perform binary export
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exporter.doExport(pFile, pIOSystem, false);
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}
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// ---------------------------------------------------------------------
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// Worker function for exporting a scene to ASCII A3D.
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// Prototyped and registered in Exporter.cpp
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void ExportSceneA3D (
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const char* pFile,
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IOSystem* pIOSystem,
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const aiScene* pScene,
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const ExportProperties* pProperties
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){
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// initialize the exporter
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M3DExporter exporter(pScene, pProperties);
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// perform ascii export
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exporter.doExport(pFile, pIOSystem, true);
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}
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} // end of namespace Assimp
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// ------------------------------------------------------------------------------------------------
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M3DExporter::M3DExporter ( const aiScene* pScene, const ExportProperties* pProperties )
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: mScene(pScene)
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, mProperties(pProperties)
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, outfile()
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, m3d(nullptr) { }
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// ------------------------------------------------------------------------------------------------
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void M3DExporter::doExport (
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const char* pFile,
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IOSystem* pIOSystem,
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bool toAscii
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){
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// TODO: convert mProperties into M3D_EXP_* flags
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(void)mProperties;
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// open the indicated file for writing (in binary / ASCII mode)
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outfile.reset(pIOSystem->Open(pFile, toAscii ? "wt" : "wb"));
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if (!outfile) {
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throw DeadlyExportError( "could not open output .m3d file: " + std::string(pFile) );
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}
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// use malloc() here because m3d_free() will call free()
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m3d = (m3d_t*)calloc(1, sizeof(m3d_t));
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if(!m3d) {
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throw DeadlyExportError( "memory allocation error" );
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}
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m3d->name = _m3d_safestr((char*)&mScene->mRootNode->mName.data, 2);
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// Create a model from assimp structures
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aiMatrix4x4 m;
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NodeWalk(mScene->mRootNode, m);
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// serialize the structures
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unsigned int size;
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unsigned char *output = m3d_save(m3d, M3D_EXP_FLOAT,
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M3D_EXP_EXTRA | (toAscii ? M3D_EXP_ASCII : 0), &size);
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m3d_free(m3d);
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if(!output || size < 8) {
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throw DeadlyExportError( "unable to serialize into Model 3D" );
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}
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// Write out serialized model
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outfile->Write(output, size, 1);
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// explicitly release file pointer,
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// so we don't have to rely on class destruction.
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outfile.reset();
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}
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// Conversion functions
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// ------------------------------------------------------------------------------------------------
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// helper to add a vertex (private to NodeWalk)
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m3dv_t *M3DExporter::AddVrtx(m3dv_t *vrtx, uint32_t *numvrtx, m3dv_t *v, uint32_t *idx)
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{
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if(v->x == (M3D_FLOAT)-0.0) v->x = (M3D_FLOAT)0.0;
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if(v->y == (M3D_FLOAT)-0.0) v->y = (M3D_FLOAT)0.0;
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if(v->z == (M3D_FLOAT)-0.0) v->z = (M3D_FLOAT)0.0;
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if(v->w == (M3D_FLOAT)-0.0) v->w = (M3D_FLOAT)0.0;
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vrtx = (m3dv_t*)M3D_REALLOC(vrtx, ((*numvrtx) + 1) * sizeof(m3dv_t));
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memcpy(&vrtx[*numvrtx], v, sizeof(m3dv_t));
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*idx = *numvrtx;
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(*numvrtx)++;
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return vrtx;
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m3dv_t *AddVrtx(m3dv_t *vrtx, uint32_t *numvrtx, m3dv_t *v, uint32_t *idx) {
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if (v->x == (M3D_FLOAT)-0.0) v->x = (M3D_FLOAT)0.0;
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if (v->y == (M3D_FLOAT)-0.0) v->y = (M3D_FLOAT)0.0;
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if (v->z == (M3D_FLOAT)-0.0) v->z = (M3D_FLOAT)0.0;
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if (v->w == (M3D_FLOAT)-0.0) v->w = (M3D_FLOAT)0.0;
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vrtx = (m3dv_t *)M3D_REALLOC(vrtx, ((*numvrtx) + 1) * sizeof(m3dv_t));
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memcpy(&vrtx[*numvrtx], v, sizeof(m3dv_t));
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*idx = *numvrtx;
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(*numvrtx)++;
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return vrtx;
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}
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// ------------------------------------------------------------------------------------------------
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// helper to add a tmap (private to NodeWalk)
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m3dti_t *M3DExporter::AddTmap(m3dti_t *tmap, uint32_t *numtmap, m3dti_t *ti, uint32_t *idx)
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{
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tmap = (m3dti_t*)M3D_REALLOC(tmap, ((*numtmap) + 1) * sizeof(m3dti_t));
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memcpy(&tmap[*numtmap], ti, sizeof(m3dti_t));
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*idx = *numtmap;
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(*numtmap)++;
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return tmap;
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}
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// ------------------------------------------------------------------------------------------------
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// recursive node walker
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void M3DExporter::NodeWalk(const aiNode* pNode, aiMatrix4x4 m)
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{
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aiMatrix4x4 nm = m * pNode->mTransformation;
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for(unsigned int i = 0; i < pNode->mNumMeshes; i++) {
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const aiMesh *mesh = mScene->mMeshes[pNode->mMeshes[i]];
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unsigned int mi = (M3D_INDEX)-1U;
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if(mScene->mMaterials) {
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// get the material for this mesh
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mi = addMaterial(mScene->mMaterials[mesh->mMaterialIndex]);
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}
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// iterate through the mesh faces
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for(unsigned int j = 0; j < mesh->mNumFaces; j++) {
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unsigned int n;
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const aiFace* face = &(mesh->mFaces[j]);
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// only triangle meshes supported for now
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if(face->mNumIndices != 3) {
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throw DeadlyExportError( "use aiProcess_Triangulate before export" );
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}
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// add triangle to the output
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n = m3d->numface++;
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m3d->face = (m3df_t*)M3D_REALLOC(m3d->face,
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m3d->numface * sizeof(m3df_t));
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if(!m3d->face) {
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throw DeadlyExportError( "memory allocation error" );
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}
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/* set all index to -1 by default */
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m3d->face[n].vertex[0] = m3d->face[n].vertex[1] = m3d->face[n].vertex[2] =
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m3d->face[n].normal[0] = m3d->face[n].normal[1] = m3d->face[n].normal[2] =
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m3d->face[n].texcoord[0] = m3d->face[n].texcoord[1] = m3d->face[n].texcoord[2] = -1U;
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m3d->face[n].materialid = mi;
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for(unsigned int k = 0; k < face->mNumIndices; k++) {
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// get the vertex's index
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unsigned int l = face->mIndices[k];
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unsigned int idx;
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m3dv_t vertex;
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m3dti_t ti;
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// multiply the position vector by the transformation matrix
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aiVector3D v = mesh->mVertices[l];
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v *= nm;
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vertex.x = v.x;
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vertex.y = v.y;
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vertex.z = v.z;
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vertex.w = 1.0;
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vertex.color = 0;
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vertex.skinid = -1U;
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// add color if defined
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if(mesh->HasVertexColors(0))
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vertex.color = mkColor(&mesh->mColors[0][l]);
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// save the vertex to the output
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m3d->vertex = AddVrtx(m3d->vertex, &m3d->numvertex,
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&vertex, &idx);
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m3d->face[n].vertex[k] = (M3D_INDEX)idx;
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// do we have texture coordinates?
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if(mesh->HasTextureCoords(0)) {
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ti.u = mesh->mTextureCoords[0][l].x;
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ti.v = mesh->mTextureCoords[0][l].y;
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m3d->tmap = AddTmap(m3d->tmap, &m3d->numtmap, &ti, &idx);
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m3d->face[n].texcoord[k] = (M3D_INDEX)idx;
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}
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// do we have normal vectors?
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if(mesh->HasNormals()) {
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vertex.x = mesh->mNormals[l].x;
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vertex.y = mesh->mNormals[l].y;
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vertex.z = mesh->mNormals[l].z;
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vertex.color = 0;
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m3d->vertex = AddVrtx(m3d->vertex, &m3d->numvertex, &vertex, &idx);
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m3d->face[n].normal[k] = (M3D_INDEX)idx;
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}
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}
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}
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}
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// repeat for the children nodes
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for (unsigned int i = 0; i < pNode->mNumChildren; i++) {
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NodeWalk(pNode->mChildren[i], nm);
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}
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m3dti_t *AddTmap(m3dti_t *tmap, uint32_t *numtmap, m3dti_t *ti, uint32_t *idx) {
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tmap = (m3dti_t *)M3D_REALLOC(tmap, ((*numtmap) + 1) * sizeof(m3dti_t));
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memcpy(&tmap[*numtmap], ti, sizeof(m3dti_t));
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*idx = *numtmap;
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(*numtmap)++;
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return tmap;
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}
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// ------------------------------------------------------------------------------------------------
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// convert aiColor4D into uint32_t
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uint32_t M3DExporter::mkColor(aiColor4D* c)
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{
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return ((uint8_t)(c->a*255) << 24L) |
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((uint8_t)(c->b*255) << 16L) |
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((uint8_t)(c->g*255) << 8L) |
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((uint8_t)(c->r*255) << 0L);
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}
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// ------------------------------------------------------------------------------------------------
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// add a material to the output
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M3D_INDEX M3DExporter::addMaterial(const aiMaterial *mat)
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{
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unsigned int mi = -1U;
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aiColor4D c;
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aiString name;
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ai_real f;
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char *fn;
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if(mat && mat->Get(AI_MATKEY_NAME, name) == AI_SUCCESS && name.length &&
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strcmp((char*)&name.data, AI_DEFAULT_MATERIAL_NAME)) {
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// check if we have saved a material by this name. This has to be done
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// because only the referenced materials should be added to the output
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for(unsigned int i = 0; i < m3d->nummaterial; i++)
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if(!strcmp((char*)&name.data, m3d->material[i].name)) {
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mi = i;
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break;
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}
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// if not found, add the material to the output
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if(mi == -1U) {
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unsigned int k;
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mi = m3d->nummaterial++;
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m3d->material = (m3dm_t*)M3D_REALLOC(m3d->material, m3d->nummaterial
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* sizeof(m3dm_t));
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if(!m3d->material) {
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throw DeadlyExportError( "memory allocation error" );
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}
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m3d->material[mi].name = _m3d_safestr((char*)&name.data, 0);
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m3d->material[mi].numprop = 0;
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m3d->material[mi].prop = NULL;
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// iterate through the material property table and see what we got
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for(k = 0; k < 15; k++) {
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unsigned int j;
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if(m3d_propertytypes[k].format == m3dpf_map)
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continue;
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if(aiProps[k].pKey) {
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switch(m3d_propertytypes[k].format) {
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case m3dpf_color:
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if(mat->Get(aiProps[k].pKey, aiProps[k].type,
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aiProps[k].index, c) == AI_SUCCESS)
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addProp(&m3d->material[mi],
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m3d_propertytypes[k].id, mkColor(&c));
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break;
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case m3dpf_float:
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if(mat->Get(aiProps[k].pKey, aiProps[k].type,
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aiProps[k].index, f) == AI_SUCCESS)
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addProp(&m3d->material[mi],
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m3d_propertytypes[k].id,
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/* not (uint32_t)f, because we don't want to convert
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* it, we want to see it as 32 bits of memory */
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*((uint32_t*)&f));
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break;
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case m3dpf_uint8:
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if(mat->Get(aiProps[k].pKey, aiProps[k].type,
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aiProps[k].index, j) == AI_SUCCESS) {
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// special conversion for illumination model property
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if(m3d_propertytypes[k].id == m3dp_il) {
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switch(j) {
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case aiShadingMode_NoShading: j = 0; break;
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case aiShadingMode_Phong: j = 2; break;
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default: j = 1; break;
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}
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}
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addProp(&m3d->material[mi],
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m3d_propertytypes[k].id, j);
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}
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break;
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default:
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if(mat->Get(aiProps[k].pKey, aiProps[k].type,
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aiProps[k].index, j) == AI_SUCCESS)
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addProp(&m3d->material[mi],
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m3d_propertytypes[k].id, j);
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break;
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}
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}
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if(aiTxProps[k].pKey &&
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mat->GetTexture((aiTextureType)aiTxProps[k].type,
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aiTxProps[k].index, &name, NULL, NULL, NULL,
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NULL, NULL) == AI_SUCCESS) {
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unsigned int i;
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for(j = name.length-1; j > 0 && name.data[j]!='.'; j++);
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if(j && name.data[j]=='.' &&
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(name.data[j+1]=='p' || name.data[j+1]=='P') &&
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(name.data[j+1]=='n' || name.data[j+1]=='N') &&
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(name.data[j+1]=='g' || name.data[j+1]=='G'))
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name.data[j]=0;
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// do we have this texture saved already?
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fn = _m3d_safestr((char*)&name.data, 0);
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for(j = 0, i = -1U; j < m3d->numtexture; j++)
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if(!strcmp(fn, m3d->texture[j].name)) {
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i = j;
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free(fn);
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break;
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}
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if(i == -1U) {
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i = m3d->numtexture++;
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m3d->texture = (m3dtx_t*)M3D_REALLOC(
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m3d->texture,
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m3d->numtexture * sizeof(m3dtx_t));
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if(!m3d->texture) {
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throw DeadlyExportError( "memory allocation error" );
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}
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// we don't need the texture itself, only its name
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m3d->texture[i].name = fn;
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m3d->texture[i].w = 0;
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m3d->texture[i].h = 0;
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m3d->texture[i].d = NULL;
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}
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addProp(&m3d->material[mi],
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m3d_propertytypes[k].id + 128, i);
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}
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}
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}
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}
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return mi;
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uint32_t mkColor(aiColor4D *c) {
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return ((uint8_t)(c->a * 255) << 24L) |
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((uint8_t)(c->b * 255) << 16L) |
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((uint8_t)(c->g * 255) << 8L) |
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((uint8_t)(c->r * 255) << 0L);
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}
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// ------------------------------------------------------------------------------------------------
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// add a material property to the output
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void M3DExporter::addProp(m3dm_t *m, uint8_t type, uint32_t value)
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{
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unsigned int i;
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i = m->numprop++;
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m->prop = (m3dp_t*)M3D_REALLOC(m->prop, m->numprop * sizeof(m3dp_t));
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if(!m->prop) { throw DeadlyExportError( "memory allocation error" ); }
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m->prop[i].type = type;
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m->prop[i].value.num = value;
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void addProp(m3dm_t *m, uint8_t type, uint32_t value) {
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unsigned int i;
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i = m->numprop++;
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m->prop = (m3dp_t *)M3D_REALLOC(m->prop, m->numprop * sizeof(m3dp_t));
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if (!m->prop) {
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throw DeadlyExportError("memory allocation error");
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}
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m->prop[i].type = type;
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m->prop[i].value.num = value;
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}
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|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// add a material to the output
|
||||
M3D_INDEX addMaterial(const Assimp::M3DWrapper &m3d, const aiMaterial *mat) {
|
||||
unsigned int mi = -1U;
|
||||
aiColor4D c;
|
||||
aiString name;
|
||||
ai_real f;
|
||||
char *fn;
|
||||
|
||||
if (mat && mat->Get(AI_MATKEY_NAME, name) == AI_SUCCESS && name.length &&
|
||||
strcmp((char *)&name.data, AI_DEFAULT_MATERIAL_NAME)) {
|
||||
// check if we have saved a material by this name. This has to be done
|
||||
// because only the referenced materials should be added to the output
|
||||
for (unsigned int i = 0; i < m3d->nummaterial; i++)
|
||||
if (!strcmp((char *)&name.data, m3d->material[i].name)) {
|
||||
mi = i;
|
||||
break;
|
||||
}
|
||||
// if not found, add the material to the output
|
||||
if (mi == -1U) {
|
||||
unsigned int k;
|
||||
mi = m3d->nummaterial++;
|
||||
m3d->material = (m3dm_t *)M3D_REALLOC(m3d->material, m3d->nummaterial * sizeof(m3dm_t));
|
||||
if (!m3d->material) {
|
||||
throw DeadlyExportError("memory allocation error");
|
||||
}
|
||||
m3d->material[mi].name = _m3d_safestr((char *)&name.data, 0);
|
||||
m3d->material[mi].numprop = 0;
|
||||
m3d->material[mi].prop = NULL;
|
||||
// iterate through the material property table and see what we got
|
||||
for (k = 0; k < 15; k++) {
|
||||
unsigned int j;
|
||||
if (m3d_propertytypes[k].format == m3dpf_map)
|
||||
continue;
|
||||
if (aiProps[k].pKey) {
|
||||
switch (m3d_propertytypes[k].format) {
|
||||
case m3dpf_color:
|
||||
if (mat->Get(aiProps[k].pKey, aiProps[k].type,
|
||||
aiProps[k].index, c) == AI_SUCCESS)
|
||||
addProp(&m3d->material[mi],
|
||||
m3d_propertytypes[k].id, mkColor(&c));
|
||||
break;
|
||||
case m3dpf_float:
|
||||
if (mat->Get(aiProps[k].pKey, aiProps[k].type,
|
||||
aiProps[k].index, f) == AI_SUCCESS)
|
||||
addProp(&m3d->material[mi],
|
||||
m3d_propertytypes[k].id,
|
||||
/* not (uint32_t)f, because we don't want to convert
|
||||
* it, we want to see it as 32 bits of memory */
|
||||
*((uint32_t *)&f));
|
||||
break;
|
||||
case m3dpf_uint8:
|
||||
if (mat->Get(aiProps[k].pKey, aiProps[k].type,
|
||||
aiProps[k].index, j) == AI_SUCCESS) {
|
||||
// special conversion for illumination model property
|
||||
if (m3d_propertytypes[k].id == m3dp_il) {
|
||||
switch (j) {
|
||||
case aiShadingMode_NoShading: j = 0; break;
|
||||
case aiShadingMode_Phong: j = 2; break;
|
||||
default: j = 1; break;
|
||||
}
|
||||
}
|
||||
addProp(&m3d->material[mi],
|
||||
m3d_propertytypes[k].id, j);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
if (mat->Get(aiProps[k].pKey, aiProps[k].type,
|
||||
aiProps[k].index, j) == AI_SUCCESS)
|
||||
addProp(&m3d->material[mi],
|
||||
m3d_propertytypes[k].id, j);
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (aiTxProps[k].pKey &&
|
||||
mat->GetTexture((aiTextureType)aiTxProps[k].type,
|
||||
aiTxProps[k].index, &name, NULL, NULL, NULL,
|
||||
NULL, NULL) == AI_SUCCESS) {
|
||||
unsigned int i;
|
||||
for (j = name.length - 1; j > 0 && name.data[j] != '.'; j++)
|
||||
;
|
||||
if (j && name.data[j] == '.' &&
|
||||
(name.data[j + 1] == 'p' || name.data[j + 1] == 'P') &&
|
||||
(name.data[j + 1] == 'n' || name.data[j + 1] == 'N') &&
|
||||
(name.data[j + 1] == 'g' || name.data[j + 1] == 'G'))
|
||||
name.data[j] = 0;
|
||||
// do we have this texture saved already?
|
||||
fn = _m3d_safestr((char *)&name.data, 0);
|
||||
for (j = 0, i = -1U; j < m3d->numtexture; j++)
|
||||
if (!strcmp(fn, m3d->texture[j].name)) {
|
||||
i = j;
|
||||
free(fn);
|
||||
break;
|
||||
}
|
||||
if (i == -1U) {
|
||||
i = m3d->numtexture++;
|
||||
m3d->texture = (m3dtx_t *)M3D_REALLOC(
|
||||
m3d->texture,
|
||||
m3d->numtexture * sizeof(m3dtx_t));
|
||||
if (!m3d->texture) {
|
||||
throw DeadlyExportError("memory allocation error");
|
||||
}
|
||||
// we don't need the texture itself, only its name
|
||||
m3d->texture[i].name = fn;
|
||||
m3d->texture[i].w = 0;
|
||||
m3d->texture[i].h = 0;
|
||||
m3d->texture[i].d = NULL;
|
||||
}
|
||||
addProp(&m3d->material[mi],
|
||||
m3d_propertytypes[k].id + 128, i);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return mi;
|
||||
}
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
// ---------------------------------------------------------------------
|
||||
// Worker function for exporting a scene to binary M3D.
|
||||
// Prototyped and registered in Exporter.cpp
|
||||
void ExportSceneM3D(
|
||||
const char *pFile,
|
||||
IOSystem *pIOSystem,
|
||||
const aiScene *pScene,
|
||||
const ExportProperties *pProperties) {
|
||||
// initialize the exporter
|
||||
M3DExporter exporter(pScene, pProperties);
|
||||
|
||||
// perform binary export
|
||||
exporter.doExport(pFile, pIOSystem, false);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------
|
||||
// Worker function for exporting a scene to ASCII A3D.
|
||||
// Prototyped and registered in Exporter.cpp
|
||||
void ExportSceneA3D(
|
||||
const char *pFile,
|
||||
IOSystem *pIOSystem,
|
||||
const aiScene *pScene,
|
||||
const ExportProperties *pProperties
|
||||
|
||||
) {
|
||||
// initialize the exporter
|
||||
M3DExporter exporter(pScene, pProperties);
|
||||
|
||||
// perform ascii export
|
||||
exporter.doExport(pFile, pIOSystem, true);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
M3DExporter::M3DExporter(const aiScene *pScene, const ExportProperties *pProperties) :
|
||||
mScene(pScene),
|
||||
mProperties(pProperties),
|
||||
outfile() {}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void M3DExporter::doExport(
|
||||
const char *pFile,
|
||||
IOSystem *pIOSystem,
|
||||
bool toAscii) {
|
||||
// TODO: convert mProperties into M3D_EXP_* flags
|
||||
(void)mProperties;
|
||||
|
||||
// open the indicated file for writing (in binary / ASCII mode)
|
||||
outfile.reset(pIOSystem->Open(pFile, toAscii ? "wt" : "wb"));
|
||||
if (!outfile) {
|
||||
throw DeadlyExportError("could not open output .m3d file: " + std::string(pFile));
|
||||
}
|
||||
|
||||
M3DWrapper m3d;
|
||||
if (!m3d) {
|
||||
throw DeadlyExportError("memory allocation error");
|
||||
}
|
||||
m3d->name = _m3d_safestr((char *)&mScene->mRootNode->mName.data, 2);
|
||||
|
||||
// Create a model from assimp structures
|
||||
aiMatrix4x4 m;
|
||||
NodeWalk(m3d, mScene->mRootNode, m);
|
||||
|
||||
// serialize the structures
|
||||
unsigned int size;
|
||||
unsigned char *output = m3d.Save(M3D_EXP_FLOAT, M3D_EXP_EXTRA | (toAscii ? M3D_EXP_ASCII : 0), size);
|
||||
|
||||
if (!output || size < 8) {
|
||||
throw DeadlyExportError("unable to serialize into Model 3D");
|
||||
}
|
||||
|
||||
// Write out serialized model
|
||||
outfile->Write(output, size, 1);
|
||||
|
||||
// explicitly release file pointer,
|
||||
// so we don't have to rely on class destruction.
|
||||
outfile.reset();
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// recursive node walker
|
||||
void M3DExporter::NodeWalk(const M3DWrapper &m3d, const aiNode *pNode, aiMatrix4x4 m) {
|
||||
aiMatrix4x4 nm = m * pNode->mTransformation;
|
||||
|
||||
for (unsigned int i = 0; i < pNode->mNumMeshes; i++) {
|
||||
const aiMesh *mesh = mScene->mMeshes[pNode->mMeshes[i]];
|
||||
unsigned int mi = (M3D_INDEX)-1U;
|
||||
if (mScene->mMaterials) {
|
||||
// get the material for this mesh
|
||||
mi = addMaterial(m3d, mScene->mMaterials[mesh->mMaterialIndex]);
|
||||
}
|
||||
// iterate through the mesh faces
|
||||
for (unsigned int j = 0; j < mesh->mNumFaces; j++) {
|
||||
unsigned int n;
|
||||
const aiFace *face = &(mesh->mFaces[j]);
|
||||
// only triangle meshes supported for now
|
||||
if (face->mNumIndices != 3) {
|
||||
throw DeadlyExportError("use aiProcess_Triangulate before export");
|
||||
}
|
||||
// add triangle to the output
|
||||
n = m3d->numface++;
|
||||
m3d->face = (m3df_t *)M3D_REALLOC(m3d->face,
|
||||
m3d->numface * sizeof(m3df_t));
|
||||
if (!m3d->face) {
|
||||
throw DeadlyExportError("memory allocation error");
|
||||
}
|
||||
/* set all index to -1 by default */
|
||||
m3d->face[n].vertex[0] = m3d->face[n].vertex[1] = m3d->face[n].vertex[2] =
|
||||
m3d->face[n].normal[0] = m3d->face[n].normal[1] = m3d->face[n].normal[2] =
|
||||
m3d->face[n].texcoord[0] = m3d->face[n].texcoord[1] = m3d->face[n].texcoord[2] = -1U;
|
||||
m3d->face[n].materialid = mi;
|
||||
for (unsigned int k = 0; k < face->mNumIndices; k++) {
|
||||
// get the vertex's index
|
||||
unsigned int l = face->mIndices[k];
|
||||
unsigned int idx;
|
||||
m3dv_t vertex;
|
||||
m3dti_t ti;
|
||||
// multiply the position vector by the transformation matrix
|
||||
aiVector3D v = mesh->mVertices[l];
|
||||
v *= nm;
|
||||
vertex.x = v.x;
|
||||
vertex.y = v.y;
|
||||
vertex.z = v.z;
|
||||
vertex.w = 1.0;
|
||||
vertex.color = 0;
|
||||
vertex.skinid = -1U;
|
||||
// add color if defined
|
||||
if (mesh->HasVertexColors(0))
|
||||
vertex.color = mkColor(&mesh->mColors[0][l]);
|
||||
// save the vertex to the output
|
||||
m3d->vertex = AddVrtx(m3d->vertex, &m3d->numvertex,
|
||||
&vertex, &idx);
|
||||
m3d->face[n].vertex[k] = (M3D_INDEX)idx;
|
||||
// do we have texture coordinates?
|
||||
if (mesh->HasTextureCoords(0)) {
|
||||
ti.u = mesh->mTextureCoords[0][l].x;
|
||||
ti.v = mesh->mTextureCoords[0][l].y;
|
||||
m3d->tmap = AddTmap(m3d->tmap, &m3d->numtmap, &ti, &idx);
|
||||
m3d->face[n].texcoord[k] = (M3D_INDEX)idx;
|
||||
}
|
||||
// do we have normal vectors?
|
||||
if (mesh->HasNormals()) {
|
||||
vertex.x = mesh->mNormals[l].x;
|
||||
vertex.y = mesh->mNormals[l].y;
|
||||
vertex.z = mesh->mNormals[l].z;
|
||||
vertex.color = 0;
|
||||
m3d->vertex = AddVrtx(m3d->vertex, &m3d->numvertex, &vertex, &idx);
|
||||
m3d->face[n].normal[k] = (M3D_INDEX)idx;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// repeat for the children nodes
|
||||
for (unsigned int i = 0; i < pNode->mNumChildren; i++) {
|
||||
NodeWalk(m3d, pNode->mChildren[i], nm);
|
||||
}
|
||||
}
|
||||
} // namespace Assimp
|
||||
|
||||
#endif // ASSIMP_BUILD_NO_M3D_EXPORTER
|
||||
#endif // ASSIMP_BUILD_NO_EXPORT
|
||||
|
|
|
@ -48,8 +48,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
#ifndef ASSIMP_BUILD_NO_M3D_EXPORTER
|
||||
|
||||
#include "m3d.h"
|
||||
|
||||
#include <assimp/types.h>
|
||||
//#include <assimp/material.h>
|
||||
#include <assimp/StreamWriter.h> // StreamWriterLE
|
||||
|
@ -68,6 +66,8 @@ namespace Assimp
|
|||
class IOStream;
|
||||
class ExportProperties;
|
||||
|
||||
class M3DWrapper;
|
||||
|
||||
// ---------------------------------------------------------------------
|
||||
/** Helper class to export a given scene to an M3D file. */
|
||||
// ---------------------------------------------------------------------
|
||||
|
@ -83,15 +83,9 @@ namespace Assimp
|
|||
const aiScene* mScene; // the scene to export
|
||||
const ExportProperties* mProperties; // currently unused
|
||||
std::shared_ptr<IOStream> outfile; // file to write to
|
||||
m3d_t *m3d; // model for the C library to convert to
|
||||
|
||||
// helper to do the recursive walking
|
||||
void NodeWalk(const aiNode* pNode, aiMatrix4x4 m);
|
||||
m3dv_t *AddVrtx(m3dv_t *vrtx, uint32_t *numvrtx, m3dv_t *v, uint32_t *idx);
|
||||
m3dti_t *AddTmap(m3dti_t *tmap, uint32_t *numtmap, m3dti_t *ti, uint32_t *idx);
|
||||
uint32_t mkColor(aiColor4D* c);
|
||||
M3D_INDEX addMaterial(const aiMaterial *mat);
|
||||
void addProp(m3dm_t *m, uint8_t type, uint32_t value);
|
||||
void NodeWalk(const M3DWrapper &m3d, const aiNode* pNode, aiMatrix4x4 m);
|
||||
};
|
||||
}
|
||||
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -48,7 +48,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER
|
||||
|
||||
#include "m3d.h"
|
||||
#include <assimp/BaseImporter.h>
|
||||
#include <assimp/material.h>
|
||||
#include <vector>
|
||||
|
@ -60,43 +59,41 @@ struct aiFace;
|
|||
|
||||
namespace Assimp {
|
||||
|
||||
class M3DWrapper;
|
||||
|
||||
class M3DImporter : public BaseImporter {
|
||||
public:
|
||||
/// \brief Default constructor
|
||||
M3DImporter();
|
||||
|
||||
/// \brief Destructor
|
||||
~M3DImporter();
|
||||
/// \brief Default constructor
|
||||
M3DImporter();
|
||||
|
||||
public:
|
||||
/// \brief Returns whether the class can handle the format of the given file.
|
||||
/// \remark See BaseImporter::CanRead() for details.
|
||||
bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const;
|
||||
/// \brief Returns whether the class can handle the format of the given file.
|
||||
/// \remark See BaseImporter::CanRead() for details.
|
||||
bool CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const;
|
||||
|
||||
private:
|
||||
aiScene* mScene; // the scene to import to
|
||||
m3d_t *m3d; // model for the C library to convert from
|
||||
aiScene *mScene = nullptr; // the scene to import to
|
||||
|
||||
//! \brief Appends the supported extension.
|
||||
const aiImporterDesc* GetInfo () const;
|
||||
//! \brief Appends the supported extension.
|
||||
const aiImporterDesc *GetInfo() const;
|
||||
|
||||
//! \brief File import implementation.
|
||||
void InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
|
||||
//! \brief File import implementation.
|
||||
void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler);
|
||||
|
||||
void importMaterials();
|
||||
void importTextures();
|
||||
void importMeshes();
|
||||
void importBones(unsigned int parentid, aiNode *pParent);
|
||||
void importAnimations();
|
||||
void importMaterials(const M3DWrapper &m3d);
|
||||
void importTextures(const M3DWrapper &m3d);
|
||||
void importMeshes(const M3DWrapper &m3d);
|
||||
void importBones(const M3DWrapper &m3d, unsigned int parentid, aiNode *pParent);
|
||||
void importAnimations(const M3DWrapper &m3d);
|
||||
|
||||
// helper functions
|
||||
aiColor4D mkColor(uint32_t c);
|
||||
void convertPose(aiMatrix4x4 *m, unsigned int posid, unsigned int orientid);
|
||||
aiNode *findNode(aiNode *pNode, aiString name);
|
||||
void calculateOffsetMatrix(aiNode *pNode, aiMatrix4x4 *m);
|
||||
void populateMesh(aiMesh *pMesh, std::vector<aiFace> *faces, std::vector<aiVector3D> *verteces,
|
||||
std::vector<aiVector3D> *normals, std::vector<aiVector3D> *texcoords, std::vector<aiColor4D> *colors,
|
||||
std::vector<unsigned int> *vertexids);
|
||||
// helper functions
|
||||
aiColor4D mkColor(uint32_t c);
|
||||
void convertPose(const M3DWrapper &m3d, aiMatrix4x4 *m, unsigned int posid, unsigned int orientid);
|
||||
aiNode *findNode(aiNode *pNode, aiString name);
|
||||
void calculateOffsetMatrix(aiNode *pNode, aiMatrix4x4 *m);
|
||||
void populateMesh(const M3DWrapper &m3d, aiMesh *pMesh, std::vector<aiFace> *faces, std::vector<aiVector3D> *verteces,
|
||||
std::vector<aiVector3D> *normals, std::vector<aiVector3D> *texcoords, std::vector<aiColor4D> *colors,
|
||||
std::vector<unsigned int> *vertexids);
|
||||
};
|
||||
|
||||
} // Namespace Assimp
|
||||
|
|
|
@ -0,0 +1,142 @@
|
|||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2019 bzt
|
||||
|
||||
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.
|
||||
|
||||
----------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
#if !(ASSIMP_BUILD_NO_EXPORT || ASSIMP_BUILD_NO_M3D_EXPORTER) || !ASSIMP_BUILD_NO_M3D_IMPORTER
|
||||
|
||||
#include "M3DWrapper.h"
|
||||
|
||||
#include <assimp/DefaultIOSystem.h>
|
||||
#include <assimp/IOStreamBuffer.h>
|
||||
#include <assimp/ai_assert.h>
|
||||
|
||||
#ifndef AI_M3D_USE_STDMUTEX
|
||||
#if (__cplusplus >= 201103L) || (_MSC_VER >= 1900) // C++11 and MSVC 2015 onwards
|
||||
#define AI_M3D_USE_STDMUTEX 1
|
||||
#else
|
||||
#define AI_M3D_USE_STDMUTEX 0
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if AI_M3D_USE_STDMUTEX
|
||||
#include <mutex>
|
||||
std::mutex file_mutex;
|
||||
#endif
|
||||
|
||||
// workaround: the M3D SDK expects a C callback, but we want to use Assimp::IOSystem to implement that
|
||||
// This makes it non-rentrant so lock a mutex (requires C++11)
|
||||
|
||||
extern "C" {
|
||||
void *m3dimporter_pIOHandler;
|
||||
|
||||
unsigned char *m3dimporter_readfile(char *fn, unsigned int *size) {
|
||||
ai_assert(nullptr != fn);
|
||||
ai_assert(nullptr != size);
|
||||
std::string file(fn);
|
||||
std::unique_ptr<Assimp::IOStream> pStream(
|
||||
(reinterpret_cast<Assimp::IOSystem *>(m3dimporter_pIOHandler))->Open(file, "rb"));
|
||||
size_t fileSize = 0;
|
||||
unsigned char *data = NULL;
|
||||
// sometimes pStream is nullptr for some reason (should be an empty object returning nothing I guess)
|
||||
if (pStream) {
|
||||
fileSize = pStream->FileSize();
|
||||
// should be allocated with malloc(), because the library will call free() to deallocate
|
||||
data = (unsigned char *)malloc(fileSize);
|
||||
if (!data || !pStream.get() || !fileSize || fileSize != pStream->Read(data, 1, fileSize)) {
|
||||
pStream.reset();
|
||||
*size = 0;
|
||||
// don't throw a deadly exception, it's not fatal if we can't read an external asset
|
||||
return nullptr;
|
||||
}
|
||||
pStream.reset();
|
||||
}
|
||||
*size = (int)fileSize;
|
||||
return data;
|
||||
}
|
||||
}
|
||||
|
||||
namespace Assimp {
|
||||
M3DWrapper::M3DWrapper() {
|
||||
// use malloc() here because m3d_free() will call free()
|
||||
m3d_ = (m3d_t *)calloc(1, sizeof(m3d_t));
|
||||
}
|
||||
|
||||
M3DWrapper::M3DWrapper(IOSystem *pIOHandler, const std::vector<unsigned char> &buffer) {
|
||||
#if AI_M3D_USE_STDMUTEX
|
||||
// M3D is NOT thread-safe, so lock the global mutex
|
||||
const std::lock_guard<std::mutex> lock(file_mutex);
|
||||
#endif
|
||||
// pass this IOHandler to the C callback
|
||||
m3dimporter_pIOHandler = pIOHandler;
|
||||
m3d_ = m3d_load(const_cast<unsigned char *>(buffer.data()), m3dimporter_readfile, free, nullptr);
|
||||
// Clear the C callback
|
||||
m3dimporter_pIOHandler = nullptr;
|
||||
}
|
||||
|
||||
M3DWrapper::~M3DWrapper() {
|
||||
reset();
|
||||
}
|
||||
|
||||
void M3DWrapper::reset() {
|
||||
ClearSave();
|
||||
if (m3d_)
|
||||
m3d_free(m3d_);
|
||||
m3d_ = nullptr;
|
||||
}
|
||||
|
||||
unsigned char *M3DWrapper::Save(int quality, int flags, unsigned int &size) {
|
||||
#if (!(ASSIMP_BUILD_NO_EXPORT || ASSIMP_BUILD_NO_M3D_EXPORTER))
|
||||
ClearSave();
|
||||
saved_output_ = m3d_save(m3d_, quality, flags, &size);
|
||||
return saved_output_;
|
||||
#else
|
||||
return nullptr;
|
||||
#endif
|
||||
}
|
||||
|
||||
void M3DWrapper::ClearSave() {
|
||||
if (saved_output_)
|
||||
M3D_FREE(saved_output_);
|
||||
saved_output_ = nullptr;
|
||||
}
|
||||
} // namespace Assimp
|
||||
|
||||
#endif
|
|
@ -0,0 +1,97 @@
|
|||
#pragma once
|
||||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2019 bzt
|
||||
|
||||
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 M3DWrapper.h
|
||||
* @brief Declares a class to wrap the C m3d SDK
|
||||
*/
|
||||
#ifndef AI_M3DWRAPPER_H_INC
|
||||
#define AI_M3DWRAPPER_H_INC
|
||||
#if !(ASSIMP_BUILD_NO_EXPORT || ASSIMP_BUILD_NO_M3D_EXPORTER) || !ASSIMP_BUILD_NO_M3D_IMPORTER
|
||||
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
#include <string>
|
||||
|
||||
#include "m3d.h"
|
||||
|
||||
namespace Assimp {
|
||||
class IOSystem;
|
||||
|
||||
class M3DWrapper {
|
||||
m3d_t *m3d_ = nullptr;
|
||||
unsigned char *saved_output_ = nullptr;
|
||||
|
||||
public:
|
||||
// Construct an empty M3D model
|
||||
explicit M3DWrapper();
|
||||
|
||||
// Construct an M3D model from provided buffer
|
||||
// NOTE: The m3d.h SDK function does not mark the data as const. Have assumed it does not write.
|
||||
// BUG: SECURITY: The m3d.h SDK cannot be informed of the buffer size. BUFFER OVERFLOW IS CERTAIN
|
||||
explicit M3DWrapper(IOSystem *pIOHandler, const std::vector<unsigned char> &buffer);
|
||||
|
||||
~M3DWrapper();
|
||||
|
||||
void reset();
|
||||
|
||||
// Name
|
||||
inline std::string Name() const {
|
||||
if (m3d_) return std::string(m3d_->name);
|
||||
return std::string();
|
||||
}
|
||||
|
||||
// Execute a save
|
||||
unsigned char *Save(int quality, int flags, unsigned int &size);
|
||||
void ClearSave();
|
||||
|
||||
inline explicit operator bool() const { return m3d_ != nullptr; }
|
||||
|
||||
// Allow direct access to M3D API
|
||||
inline m3d_t *operator->() const { return m3d_; }
|
||||
inline m3d_t *M3D() const { return m3d_; }
|
||||
};
|
||||
} // namespace Assimp
|
||||
|
||||
#endif
|
||||
|
||||
#endif // AI_M3DWRAPPER_H_INC
|
Loading…
Reference in New Issue