/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- Copyright (c) 2006-2018, 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. ---------------------------------------------------------------------- */ #ifndef ASSIMP_BUILD_NO_EXPORT #ifndef ASSIMP_BUILD_NO_FBX_EXPORTER #include "FBXExportNode.h" #include "FBXCommon.h" #include // StreamWriterLE #include #include #include // shared_ptr // AddP70 helpers... there's no usable pattern here, // so all are defined as separate functions. // Even "animatable" properties are often completely different // from the standard (nonanimated) property definition, // so they are specified with an 'A' suffix. void FBX::Node::AddP70int( const std::string& name, int32_t value ) { FBX::Node n("P"); n.AddProperties(name, "int", "Integer", "", value); AddChild(n); } void FBX::Node::AddP70bool( const std::string& name, bool value ) { FBX::Node n("P"); n.AddProperties(name, "bool", "", "", int32_t(value)); AddChild(n); } void FBX::Node::AddP70double( const std::string& name, double value ) { FBX::Node n("P"); n.AddProperties(name, "double", "Number", "", value); AddChild(n); } void FBX::Node::AddP70numberA( const std::string& name, double value ) { FBX::Node n("P"); n.AddProperties(name, "Number", "", "A", value); AddChild(n); } void FBX::Node::AddP70color( const std::string& name, double r, double g, double b ) { FBX::Node n("P"); n.AddProperties(name, "ColorRGB", "Color", "", r, g, b); AddChild(n); } void FBX::Node::AddP70colorA( const std::string& name, double r, double g, double b ) { FBX::Node n("P"); n.AddProperties(name, "Color", "", "A", r, g, b); AddChild(n); } void FBX::Node::AddP70vector( const std::string& name, double x, double y, double z ) { FBX::Node n("P"); n.AddProperties(name, "Vector3D", "Vector", "", x, y, z); AddChild(n); } void FBX::Node::AddP70vectorA( const std::string& name, double x, double y, double z ) { FBX::Node n("P"); n.AddProperties(name, "Vector", "", "A", x, y, z); AddChild(n); } void FBX::Node::AddP70string( const std::string& name, const std::string& value ) { FBX::Node n("P"); n.AddProperties(name, "KString", "", "", value); AddChild(n); } void FBX::Node::AddP70enum( const std::string& name, int32_t value ) { FBX::Node n("P"); n.AddProperties(name, "enum", "", "", value); AddChild(n); } void FBX::Node::AddP70time( const std::string& name, int64_t value ) { FBX::Node n("P"); n.AddProperties(name, "KTime", "Time", "", value); AddChild(n); } // public member functions for writing to binary fbx void FBX::Node::Dump(std::shared_ptr outfile) { Assimp::StreamWriterLE outstream(outfile); Dump(outstream); } void FBX::Node::Dump(Assimp::StreamWriterLE &s) { // write header section (with placeholders for some things) Begin(s); // write properties DumpProperties(s); // go back and fill in property related placeholders EndProperties(s, properties.size()); // write children DumpChildren(s); // finish, filling in end offset placeholder End(s, !children.empty()); } void FBX::Node::Begin(Assimp::StreamWriterLE &s) { // remember start pos so we can come back and write the end pos this->start_pos = s.Tell(); // placeholders for end pos and property section info s.PutU4(0); // end pos s.PutU4(0); // number of properties s.PutU4(0); // total property section length // node name s.PutU1(uint8_t(name.size())); // length of node name s.PutString(name); // node name as raw bytes // property data comes after here this->property_start = s.Tell(); } void FBX::Node::DumpProperties(Assimp::StreamWriterLE& s) { for (auto &p : properties) { p.Dump(s); } } void FBX::Node::DumpChildren(Assimp::StreamWriterLE& s) { for (FBX::Node& child : children) { child.Dump(s); } } void FBX::Node::EndProperties(Assimp::StreamWriterLE &s) { EndProperties(s, properties.size()); } void FBX::Node::EndProperties( Assimp::StreamWriterLE &s, size_t num_properties ) { if (num_properties == 0) { return; } size_t pos = s.Tell(); ai_assert(pos > property_start); size_t property_section_size = pos - property_start; s.Seek(start_pos + 4); s.PutU4(uint32_t(num_properties)); s.PutU4(uint32_t(property_section_size)); s.Seek(pos); } void FBX::Node::End( Assimp::StreamWriterLE &s, bool has_children ) { // if there were children, add a null record if (has_children) { s.PutString(FBX::NULL_RECORD); } // now go back and write initial pos this->end_pos = s.Tell(); s.Seek(start_pos); s.PutU4(uint32_t(end_pos)); s.Seek(end_pos); } // static member functions // convenience function to create and write a property node, // holding a single property which is an array of values. // does not copy the data, so is efficient for large arrays. // TODO: optional zip compression! void FBX::Node::WritePropertyNode( const std::string& name, const std::vector& v, Assimp::StreamWriterLE& s ){ Node node(name); node.Begin(s); s.PutU1('d'); s.PutU4(uint32_t(v.size())); // number of elements s.PutU4(0); // no encoding (1 would be zip-compressed) s.PutU4(uint32_t(v.size()) * 8); // data size for (auto it = v.begin(); it != v.end(); ++it) { s.PutF8(*it); } node.EndProperties(s, 1); node.End(s, false); } // convenience function to create and write a property node, // holding a single property which is an array of values. // does not copy the data, so is efficient for large arrays. // TODO: optional zip compression! void FBX::Node::WritePropertyNode( const std::string& name, const std::vector& v, Assimp::StreamWriterLE& s ){ Node node(name); node.Begin(s); s.PutU1('i'); s.PutU4(uint32_t(v.size())); // number of elements s.PutU4(0); // no encoding (1 would be zip-compressed) s.PutU4(uint32_t(v.size()) * 4); // data size for (auto it = v.begin(); it != v.end(); ++it) { s.PutI4(*it); } node.EndProperties(s, 1); node.End(s, false); } #endif // ASSIMP_BUILD_NO_FBX_EXPORTER #endif // ASSIMP_BUILD_NO_EXPORT