569 lines
15 KiB
C++
569 lines
15 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2018, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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#ifndef ASSIMP_BUILD_NO_EXPORT
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#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
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#include "FBXExportNode.h"
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#include "FBXCommon.h"
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#include <assimp/StreamWriter.h> // StreamWriterLE
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#include <assimp/Exceptional.h> // DeadlyExportError
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#include <assimp/ai_assert.h>
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#include <assimp/StringUtils.h> // ai_snprintf
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#include <string>
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#include <ostream>
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#include <sstream> // ostringstream
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#include <memory> // shared_ptr
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// AddP70<type> helpers... there's no usable pattern here,
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// so all are defined as separate functions.
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// Even "animatable" properties are often completely different
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// from the standard (nonanimated) property definition,
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// so they are specified with an 'A' suffix.
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void FBX::Node::AddP70int(
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const std::string& name, int32_t value
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) {
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FBX::Node n("P");
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n.AddProperties(name, "int", "Integer", "", value);
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AddChild(n);
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}
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void FBX::Node::AddP70bool(
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const std::string& name, bool value
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) {
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FBX::Node n("P");
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n.AddProperties(name, "bool", "", "", int32_t(value));
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AddChild(n);
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}
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void FBX::Node::AddP70double(
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const std::string& name, double value
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) {
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FBX::Node n("P");
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n.AddProperties(name, "double", "Number", "", value);
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AddChild(n);
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}
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void FBX::Node::AddP70numberA(
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const std::string& name, double value
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) {
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FBX::Node n("P");
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n.AddProperties(name, "Number", "", "A", value);
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AddChild(n);
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}
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void FBX::Node::AddP70color(
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const std::string& name, double r, double g, double b
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) {
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FBX::Node n("P");
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n.AddProperties(name, "ColorRGB", "Color", "", r, g, b);
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AddChild(n);
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}
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void FBX::Node::AddP70colorA(
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const std::string& name, double r, double g, double b
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) {
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FBX::Node n("P");
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n.AddProperties(name, "Color", "", "A", r, g, b);
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AddChild(n);
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}
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void FBX::Node::AddP70vector(
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const std::string& name, double x, double y, double z
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) {
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FBX::Node n("P");
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n.AddProperties(name, "Vector3D", "Vector", "", x, y, z);
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AddChild(n);
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}
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void FBX::Node::AddP70vectorA(
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const std::string& name, double x, double y, double z
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) {
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FBX::Node n("P");
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n.AddProperties(name, "Vector", "", "A", x, y, z);
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AddChild(n);
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}
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void FBX::Node::AddP70string(
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const std::string& name, const std::string& value
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) {
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FBX::Node n("P");
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n.AddProperties(name, "KString", "", "", value);
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AddChild(n);
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}
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void FBX::Node::AddP70enum(
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const std::string& name, int32_t value
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) {
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FBX::Node n("P");
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n.AddProperties(name, "enum", "", "", value);
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AddChild(n);
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}
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void FBX::Node::AddP70time(
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const std::string& name, int64_t value
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) {
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FBX::Node n("P");
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n.AddProperties(name, "KTime", "Time", "", value);
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AddChild(n);
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}
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// public member functions for writing nodes to stream
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void FBX::Node::Dump(
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std::shared_ptr<Assimp::IOStream> outfile,
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bool binary, int indent
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) {
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if (binary) {
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Assimp::StreamWriterLE outstream(outfile);
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DumpBinary(outstream);
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} else {
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std::ostringstream ss;
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DumpAscii(ss, indent);
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std::string s = ss.str();
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outfile->Write(s.c_str(), s.size(), 1);
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}
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}
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void FBX::Node::Dump(
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Assimp::StreamWriterLE &outstream,
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bool binary, int indent
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) {
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if (binary) {
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DumpBinary(outstream);
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} else {
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std::ostringstream ss;
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DumpAscii(ss, indent);
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outstream.PutString(ss.str());
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}
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}
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// public member functions for low-level writing
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void FBX::Node::Begin(
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Assimp::StreamWriterLE &s,
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bool binary, int indent
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) {
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if (binary) {
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BeginBinary(s);
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} else {
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// assume we're at the correct place to start already
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(void)indent;
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std::ostringstream ss;
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BeginAscii(ss, indent);
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s.PutString(ss.str());
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}
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}
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void FBX::Node::DumpProperties(
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Assimp::StreamWriterLE& s,
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bool binary, int indent
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) {
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if (binary) {
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DumpPropertiesBinary(s);
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} else {
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std::ostringstream ss;
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DumpPropertiesAscii(ss, indent);
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s.PutString(ss.str());
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}
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}
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void FBX::Node::EndProperties(
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Assimp::StreamWriterLE &s,
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bool binary, int indent
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) {
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EndProperties(s, binary, indent, properties.size());
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}
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void FBX::Node::EndProperties(
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Assimp::StreamWriterLE &s,
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bool binary, int indent,
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size_t num_properties
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) {
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if (binary) {
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EndPropertiesBinary(s, num_properties);
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} else {
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// nothing to do
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(void)indent;
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}
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}
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void FBX::Node::BeginChildren(
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Assimp::StreamWriterLE &s,
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bool binary, int indent
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) {
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if (binary) {
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// nothing to do
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} else {
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std::ostringstream ss;
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BeginChildrenAscii(ss, indent);
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s.PutString(ss.str());
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}
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}
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void FBX::Node::DumpChildren(
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Assimp::StreamWriterLE& s,
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bool binary, int indent
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) {
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if (binary) {
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DumpChildrenBinary(s);
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} else {
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std::ostringstream ss;
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DumpChildrenAscii(ss, indent);
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s.PutString(ss.str());
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}
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}
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void FBX::Node::End(
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Assimp::StreamWriterLE &s,
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bool binary, int indent,
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bool has_children
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) {
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if (binary) {
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EndBinary(s, has_children);
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} else {
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std::ostringstream ss;
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EndAscii(ss, indent, has_children);
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s.PutString(ss.str());
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}
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}
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// public member functions for writing to binary fbx
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void FBX::Node::DumpBinary(Assimp::StreamWriterLE &s)
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{
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// write header section (with placeholders for some things)
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BeginBinary(s);
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// write properties
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DumpPropertiesBinary(s);
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// go back and fill in property related placeholders
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EndPropertiesBinary(s, properties.size());
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// write children
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DumpChildrenBinary(s);
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// finish, filling in end offset placeholder
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EndBinary(s, force_has_children || !children.empty());
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}
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// public member functions for writing to ascii fbx
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void FBX::Node::DumpAscii(std::ostream &s, int indent)
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{
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// write name
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BeginAscii(s, indent);
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// write properties
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DumpPropertiesAscii(s, indent);
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if (force_has_children || !children.empty()) {
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// begin children (with a '{')
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BeginChildrenAscii(s, indent + 1);
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// write children
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DumpChildrenAscii(s, indent + 1);
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}
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// finish (also closing the children bracket '}')
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EndAscii(s, indent, force_has_children || !children.empty());
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}
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// private member functions for low-level writing to fbx
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void FBX::Node::BeginBinary(Assimp::StreamWriterLE &s)
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{
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// remember start pos so we can come back and write the end pos
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this->start_pos = s.Tell();
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// placeholders for end pos and property section info
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s.PutU4(0); // end pos
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s.PutU4(0); // number of properties
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s.PutU4(0); // total property section length
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// node name
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s.PutU1(uint8_t(name.size())); // length of node name
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s.PutString(name); // node name as raw bytes
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// property data comes after here
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this->property_start = s.Tell();
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}
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void FBX::Node::DumpPropertiesBinary(Assimp::StreamWriterLE& s)
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{
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for (auto &p : properties) {
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p.DumpBinary(s);
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}
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}
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void FBX::Node::EndPropertiesBinary(
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Assimp::StreamWriterLE &s,
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size_t num_properties
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) {
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if (num_properties == 0) { return; }
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size_t pos = s.Tell();
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ai_assert(pos > property_start);
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size_t property_section_size = pos - property_start;
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s.Seek(start_pos + 4);
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s.PutU4(uint32_t(num_properties));
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s.PutU4(uint32_t(property_section_size));
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s.Seek(pos);
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}
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void FBX::Node::DumpChildrenBinary(Assimp::StreamWriterLE& s)
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{
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for (FBX::Node& child : children) {
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child.DumpBinary(s);
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}
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}
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void FBX::Node::EndBinary(
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Assimp::StreamWriterLE &s,
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bool has_children
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) {
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// if there were children, add a null record
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if (has_children) { s.PutString(FBX::NULL_RECORD); }
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// now go back and write initial pos
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this->end_pos = s.Tell();
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s.Seek(start_pos);
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s.PutU4(uint32_t(end_pos));
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s.Seek(end_pos);
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}
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void FBX::Node::BeginAscii(std::ostream& s, int indent)
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{
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s << '\n';
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for (int i = 0; i < indent; ++i) { s << '\t'; }
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s << name << ": ";
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}
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void FBX::Node::DumpPropertiesAscii(std::ostream &s, int indent)
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{
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for (size_t i = 0; i < properties.size(); ++i) {
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if (i > 0) { s << ", "; }
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properties[i].DumpAscii(s, indent);
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}
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}
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void FBX::Node::BeginChildrenAscii(std::ostream& s, int indent)
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{
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// only call this if there are actually children
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s << " {";
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(void)indent;
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}
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void FBX::Node::DumpChildrenAscii(std::ostream& s, int indent)
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{
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// children will need a lot of padding and corralling
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if (children.size() || force_has_children) {
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for (size_t i = 0; i < children.size(); ++i) {
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// no compression in ascii files, so skip this node if it exists
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if (children[i].name == "EncryptionType") { continue; }
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// the child can dump itself
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children[i].DumpAscii(s, indent);
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}
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}
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}
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void FBX::Node::EndAscii(std::ostream& s, int indent, bool has_children)
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{
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if (!has_children) { return; } // nothing to do
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s << '\n';
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for (int i = 0; i < indent; ++i) { s << '\t'; }
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s << "}";
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}
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// private helpers for static member functions
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// ascii property node from vector of doubles
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void FBX::Node::WritePropertyNodeAscii(
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const std::string& name,
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const std::vector<double>& v,
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Assimp::StreamWriterLE& s,
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int indent
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){
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char buffer[32];
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FBX::Node node(name);
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node.Begin(s, false, indent);
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std::string vsize = to_string(v.size());
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// *<size> {
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s.PutChar('*'); s.PutString(vsize); s.PutString(" {\n");
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// indent + 1
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for (int i = 0; i < indent + 1; ++i) { s.PutChar('\t'); }
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// a: value,value,value,...
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s.PutString("a: ");
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int count = 0;
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for (size_t i = 0; i < v.size(); ++i) {
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if (i > 0) { s.PutChar(','); }
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int len = ai_snprintf(buffer, sizeof(buffer), "%f", v[i]);
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count += len;
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if (count > 2048) { s.PutChar('\n'); count = 0; }
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if (len < 0 || len > 31) {
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// this should never happen
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throw DeadlyExportError("failed to convert double to string");
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}
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for (int j = 0; j < len; ++j) { s.PutChar(buffer[j]); }
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}
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// }
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s.PutChar('\n');
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for (int i = 0; i < indent; ++i) { s.PutChar('\t'); }
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s.PutChar('}'); s.PutChar(' ');
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node.End(s, false, indent, false);
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}
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|
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// ascii property node from vector of int32_t
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void FBX::Node::WritePropertyNodeAscii(
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const std::string& name,
|
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const std::vector<int32_t>& v,
|
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Assimp::StreamWriterLE& s,
|
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int indent
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){
|
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char buffer[32];
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FBX::Node node(name);
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node.Begin(s, false, indent);
|
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std::string vsize = to_string(v.size());
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// *<size> {
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s.PutChar('*'); s.PutString(vsize); s.PutString(" {\n");
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// indent + 1
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for (int i = 0; i < indent + 1; ++i) { s.PutChar('\t'); }
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// a: value,value,value,...
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s.PutString("a: ");
|
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int count = 0;
|
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for (size_t i = 0; i < v.size(); ++i) {
|
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if (i > 0) { s.PutChar(','); }
|
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int len = ai_snprintf(buffer, sizeof(buffer), "%d", v[i]);
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count += len;
|
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if (count > 2048) { s.PutChar('\n'); count = 0; }
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if (len < 0 || len > 31) {
|
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// this should never happen
|
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throw DeadlyExportError("failed to convert double to string");
|
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}
|
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for (int j = 0; j < len; ++j) { s.PutChar(buffer[j]); }
|
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}
|
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// }
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s.PutChar('\n');
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for (int i = 0; i < indent; ++i) { s.PutChar('\t'); }
|
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s.PutChar('}'); s.PutChar(' ');
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node.End(s, false, indent, false);
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}
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|
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// binary property node from vector of doubles
|
|
// TODO: optional zip compression!
|
|
void FBX::Node::WritePropertyNodeBinary(
|
|
const std::string& name,
|
|
const std::vector<double>& v,
|
|
Assimp::StreamWriterLE& s
|
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){
|
|
FBX::Node node(name);
|
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node.BeginBinary(s);
|
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s.PutU1('d');
|
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s.PutU4(uint32_t(v.size())); // number of elements
|
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s.PutU4(0); // no encoding (1 would be zip-compressed)
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s.PutU4(uint32_t(v.size()) * 8); // data size
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for (auto it = v.begin(); it != v.end(); ++it) { s.PutF8(*it); }
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node.EndPropertiesBinary(s, 1);
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node.EndBinary(s, false);
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}
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|
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// binary property node from vector of int32_t
|
|
// TODO: optional zip compression!
|
|
void FBX::Node::WritePropertyNodeBinary(
|
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const std::string& name,
|
|
const std::vector<int32_t>& v,
|
|
Assimp::StreamWriterLE& s
|
|
){
|
|
FBX::Node node(name);
|
|
node.BeginBinary(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); }
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node.EndPropertiesBinary(s, 1);
|
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node.EndBinary(s, false);
|
|
}
|
|
|
|
// public 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.
|
|
void FBX::Node::WritePropertyNode(
|
|
const std::string& name,
|
|
const std::vector<double>& v,
|
|
Assimp::StreamWriterLE& s,
|
|
bool binary, int indent
|
|
){
|
|
if (binary) {
|
|
FBX::Node::WritePropertyNodeBinary(name, v, s);
|
|
} else {
|
|
FBX::Node::WritePropertyNodeAscii(name, v, s, indent);
|
|
}
|
|
}
|
|
|
|
// 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.
|
|
void FBX::Node::WritePropertyNode(
|
|
const std::string& name,
|
|
const std::vector<int32_t>& v,
|
|
Assimp::StreamWriterLE& s,
|
|
bool binary, int indent
|
|
){
|
|
if (binary) {
|
|
FBX::Node::WritePropertyNodeBinary(name, v, s);
|
|
} else {
|
|
FBX::Node::WritePropertyNodeAscii(name, v, s, indent);
|
|
}
|
|
}
|
|
|
|
#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
|
|
#endif // ASSIMP_BUILD_NO_EXPORT
|