819 lines
22 KiB
C++
819 lines
22 KiB
C++
/*
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Assimp2Json
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Copyright (c) 2011, Alexander C. Gessler
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Licensed under a 3-clause BSD license. See the LICENSE file for more information.
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*/
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#ifndef ASSIMP_BUILD_NO_EXPORT
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#ifndef ASSIMP_BUILD_NO_ASSJSON_EXPORTER
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#include <assimp/Importer.hpp>
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#include <assimp/Exporter.hpp>
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#include <assimp/IOStream.hpp>
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#include <assimp/IOSystem.hpp>
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#include <assimp/scene.h>
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#include <sstream>
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#include <limits>
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#include <cassert>
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#include <memory>
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#define CURRENT_FORMAT_VERSION 100
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// grab scoped_ptr from assimp to avoid a dependency on boost.
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//#include <assimp/../../code/BoostWorkaround/boost/scoped_ptr.hpp>
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#include "mesh_splitter.h"
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extern "C" {
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#include "cencode.h"
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}
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namespace Assimp {
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void ExportAssimp2Json(const char*, Assimp::IOSystem*, const aiScene*, const Assimp::ExportProperties*);
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Exporter::ExportFormatEntry Assimp2Json_desc = Assimp::Exporter::ExportFormatEntry(
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"json",
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"Plain JSON representation of the Assimp scene data structure",
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"json",
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&ExportAssimp2Json,
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0u
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);
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// small utility class to simplify serializing the aiScene to Json
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class JSONWriter {
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public:
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enum {
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Flag_DoNotIndent = 0x1,
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Flag_WriteSpecialFloats = 0x2,
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};
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JSONWriter(Assimp::IOStream& out, unsigned int flags = 0u)
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: out(out)
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, first()
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, flags(flags) {
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// make sure that all formatting happens using the standard, C locale and not the user's current locale
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buff.imbue(std::locale("C"));
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}
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~JSONWriter() {
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Flush();
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}
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void Flush() {
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const std::string s = buff.str();
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out.Write(s.c_str(), s.length(), 1);
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buff.clear();
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}
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void PushIndent() {
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indent += '\t';
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}
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void PopIndent() {
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indent.erase(indent.end() - 1);
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}
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void Key(const std::string& name) {
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AddIndentation();
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Delimit();
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buff << '\"' + name + "\": ";
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}
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template<typename Literal>
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void Element(const Literal& name) {
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AddIndentation();
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Delimit();
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LiteralToString(buff, name) << '\n';
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}
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template<typename Literal>
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void SimpleValue(const Literal& s) {
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LiteralToString(buff, s) << '\n';
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}
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void SimpleValue(const void* buffer, size_t len) {
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base64_encodestate s;
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base64_init_encodestate(&s);
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char* const out = new char[std::max(len * 2, static_cast<size_t>(16u))];
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const int n = base64_encode_block(reinterpret_cast<const char*>(buffer), static_cast<int>(len), out, &s);
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out[n + base64_encode_blockend(out + n, &s)] = '\0';
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// base64 encoding may add newlines, but JSON strings may not contain 'real' newlines
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// (only escaped ones). Remove any newlines in out.
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for (char* cur = out; *cur; ++cur) {
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if (*cur == '\n') {
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*cur = ' ';
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}
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}
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buff << '\"' << out << "\"\n";
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delete[] out;
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}
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void StartObj(bool is_element = false) {
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// if this appears as a plain array element, we need to insert a delimiter and we should also indent it
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if (is_element) {
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AddIndentation();
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if (!first) {
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buff << ',';
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}
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}
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first = true;
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buff << "{\n";
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PushIndent();
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}
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void EndObj() {
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PopIndent();
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AddIndentation();
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first = false;
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buff << "}\n";
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}
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void StartArray(bool is_element = false) {
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// if this appears as a plain array element, we need to insert a delimiter and we should also indent it
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if (is_element) {
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AddIndentation();
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if (!first) {
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buff << ',';
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}
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}
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first = true;
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buff << "[\n";
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PushIndent();
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}
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void EndArray() {
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PopIndent();
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AddIndentation();
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buff << "]\n";
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first = false;
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}
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void AddIndentation() {
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if (!(flags & Flag_DoNotIndent)) {
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buff << indent;
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}
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}
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void Delimit() {
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if (!first) {
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buff << ',';
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}
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else {
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buff << ' ';
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first = false;
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}
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}
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private:
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template<typename Literal>
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std::stringstream& LiteralToString(std::stringstream& stream, const Literal& s) {
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stream << s;
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return stream;
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}
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std::stringstream& LiteralToString(std::stringstream& stream, const aiString& s) {
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std::string t;
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// escape backslashes and single quotes, both would render the JSON invalid if left as is
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t.reserve(s.length);
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for (size_t i = 0; i < s.length; ++i) {
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if (s.data[i] == '\\' || s.data[i] == '\'' || s.data[i] == '\"') {
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t.push_back('\\');
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}
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t.push_back(s.data[i]);
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}
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stream << "\"";
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stream << t;
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stream << "\"";
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return stream;
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}
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std::stringstream& LiteralToString(std::stringstream& stream, float f) {
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if (!std::numeric_limits<float>::is_iec559) {
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// on a non IEEE-754 platform, we make no assumptions about the representation or existence
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// of special floating-point numbers.
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stream << f;
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return stream;
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}
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// JSON does not support writing Inf/Nan
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// [RFC 4672: "Numeric values that cannot be represented as sequences of digits
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// (such as Infinity and NaN) are not permitted."]
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// Nevertheless, many parsers will accept the special keywords Infinity, -Infinity and NaN
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if (std::numeric_limits<float>::infinity() == fabs(f)) {
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if (flags & Flag_WriteSpecialFloats) {
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stream << (f < 0 ? "\"-" : "\"") + std::string("Infinity\"");
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return stream;
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}
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// we should print this warning, but we can't - this is called from within a generic assimp exporter, we cannot use cerr
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// std::cerr << "warning: cannot represent infinite number literal, substituting 0 instead (use -i flag to enforce Infinity/NaN)" << std::endl;
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stream << "0.0";
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return stream;
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}
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// f!=f is the most reliable test for NaNs that I know of
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else if (f != f) {
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if (flags & Flag_WriteSpecialFloats) {
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stream << "\"NaN\"";
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return stream;
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}
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// we should print this warning, but we can't - this is called from within a generic assimp exporter, we cannot use cerr
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// std::cerr << "warning: cannot represent infinite number literal, substituting 0 instead (use -i flag to enforce Infinity/NaN)" << std::endl;
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stream << "0.0";
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return stream;
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}
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stream << f;
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return stream;
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}
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private:
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Assimp::IOStream& out;
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std::string indent, newline;
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std::stringstream buff;
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bool first;
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unsigned int flags;
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};
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void Write(JSONWriter& out, const aiVector3D& ai, bool is_elem = true) {
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out.StartArray(is_elem);
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out.Element(ai.x);
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out.Element(ai.y);
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out.Element(ai.z);
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out.EndArray();
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}
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void Write(JSONWriter& out, const aiQuaternion& ai, bool is_elem = true) {
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out.StartArray(is_elem);
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out.Element(ai.w);
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out.Element(ai.x);
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out.Element(ai.y);
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out.Element(ai.z);
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out.EndArray();
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}
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void Write(JSONWriter& out, const aiColor3D& ai, bool is_elem = true) {
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out.StartArray(is_elem);
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out.Element(ai.r);
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out.Element(ai.g);
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out.Element(ai.b);
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out.EndArray();
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}
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void Write(JSONWriter& out, const aiMatrix4x4& ai, bool is_elem = true) {
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out.StartArray(is_elem);
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for (unsigned int x = 0; x < 4; ++x) {
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for (unsigned int y = 0; y < 4; ++y) {
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out.Element(ai[x][y]);
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}
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}
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out.EndArray();
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}
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void Write(JSONWriter& out, const aiBone& ai, bool is_elem = true) {
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out.StartObj(is_elem);
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out.Key("name");
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out.SimpleValue(ai.mName);
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out.Key("offsetmatrix");
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Write(out, ai.mOffsetMatrix, false);
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out.Key("weights");
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out.StartArray();
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for (unsigned int i = 0; i < ai.mNumWeights; ++i) {
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out.StartArray(true);
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out.Element(ai.mWeights[i].mVertexId);
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out.Element(ai.mWeights[i].mWeight);
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out.EndArray();
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}
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out.EndArray();
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out.EndObj();
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}
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void Write(JSONWriter& out, const aiFace& ai, bool is_elem = true) {
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out.StartArray(is_elem);
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for (unsigned int i = 0; i < ai.mNumIndices; ++i) {
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out.Element(ai.mIndices[i]);
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}
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out.EndArray();
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}
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void Write(JSONWriter& out, const aiMesh& ai, bool is_elem = true) {
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out.StartObj(is_elem);
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out.Key("name");
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out.SimpleValue(ai.mName);
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out.Key("materialindex");
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out.SimpleValue(ai.mMaterialIndex);
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out.Key("primitivetypes");
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out.SimpleValue(ai.mPrimitiveTypes);
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out.Key("vertices");
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out.StartArray();
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for (unsigned int i = 0; i < ai.mNumVertices; ++i) {
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out.Element(ai.mVertices[i].x);
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out.Element(ai.mVertices[i].y);
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out.Element(ai.mVertices[i].z);
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}
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out.EndArray();
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if (ai.HasNormals()) {
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out.Key("normals");
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out.StartArray();
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for (unsigned int i = 0; i < ai.mNumVertices; ++i) {
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out.Element(ai.mNormals[i].x);
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out.Element(ai.mNormals[i].y);
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out.Element(ai.mNormals[i].z);
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}
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out.EndArray();
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}
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if (ai.HasTangentsAndBitangents()) {
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out.Key("tangents");
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out.StartArray();
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for (unsigned int i = 0; i < ai.mNumVertices; ++i) {
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out.Element(ai.mTangents[i].x);
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out.Element(ai.mTangents[i].y);
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out.Element(ai.mTangents[i].z);
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}
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out.EndArray();
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out.Key("bitangents");
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out.StartArray();
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for (unsigned int i = 0; i < ai.mNumVertices; ++i) {
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out.Element(ai.mBitangents[i].x);
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out.Element(ai.mBitangents[i].y);
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out.Element(ai.mBitangents[i].z);
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}
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out.EndArray();
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}
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if (ai.GetNumUVChannels()) {
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out.Key("numuvcomponents");
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out.StartArray();
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for (unsigned int n = 0; n < ai.GetNumUVChannels(); ++n) {
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out.Element(ai.mNumUVComponents[n]);
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}
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out.EndArray();
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out.Key("texturecoords");
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out.StartArray();
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for (unsigned int n = 0; n < ai.GetNumUVChannels(); ++n) {
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const unsigned int numc = ai.mNumUVComponents[n] ? ai.mNumUVComponents[n] : 2;
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out.StartArray(true);
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for (unsigned int i = 0; i < ai.mNumVertices; ++i) {
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for (unsigned int c = 0; c < numc; ++c) {
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out.Element(ai.mTextureCoords[n][i][c]);
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}
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}
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out.EndArray();
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}
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out.EndArray();
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}
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if (ai.GetNumColorChannels()) {
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out.Key("colors");
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out.StartArray();
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for (unsigned int n = 0; n < ai.GetNumColorChannels(); ++n) {
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out.StartArray(true);
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for (unsigned int i = 0; i < ai.mNumVertices; ++i) {
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out.Element(ai.mColors[n][i].r);
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out.Element(ai.mColors[n][i].g);
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out.Element(ai.mColors[n][i].b);
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out.Element(ai.mColors[n][i].a);
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}
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out.EndArray();
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}
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out.EndArray();
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}
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if (ai.mNumBones) {
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out.Key("bones");
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out.StartArray();
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for (unsigned int n = 0; n < ai.mNumBones; ++n) {
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Write(out, *ai.mBones[n]);
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}
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out.EndArray();
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}
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out.Key("faces");
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out.StartArray();
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for (unsigned int n = 0; n < ai.mNumFaces; ++n) {
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Write(out, ai.mFaces[n]);
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}
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out.EndArray();
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out.EndObj();
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}
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void Write(JSONWriter& out, const aiNode& ai, bool is_elem = true) {
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out.StartObj(is_elem);
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out.Key("name");
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out.SimpleValue(ai.mName);
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out.Key("transformation");
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Write(out, ai.mTransformation, false);
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if (ai.mNumMeshes) {
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out.Key("meshes");
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out.StartArray();
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for (unsigned int n = 0; n < ai.mNumMeshes; ++n) {
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out.Element(ai.mMeshes[n]);
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}
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out.EndArray();
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}
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if (ai.mNumChildren) {
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out.Key("children");
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out.StartArray();
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for (unsigned int n = 0; n < ai.mNumChildren; ++n) {
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Write(out, *ai.mChildren[n]);
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}
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out.EndArray();
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}
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out.EndObj();
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}
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void Write(JSONWriter& out, const aiMaterial& ai, bool is_elem = true) {
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out.StartObj(is_elem);
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out.Key("properties");
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out.StartArray();
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for (unsigned int i = 0; i < ai.mNumProperties; ++i) {
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const aiMaterialProperty* const prop = ai.mProperties[i];
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out.StartObj(true);
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out.Key("key");
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out.SimpleValue(prop->mKey);
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out.Key("semantic");
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out.SimpleValue(prop->mSemantic);
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out.Key("index");
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out.SimpleValue(prop->mIndex);
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out.Key("type");
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out.SimpleValue(prop->mType);
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out.Key("value");
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switch (prop->mType) {
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case aiPTI_Float:
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if (prop->mDataLength / sizeof(float) > 1) {
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out.StartArray();
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for (unsigned int i = 0; i < prop->mDataLength / sizeof(float); ++i) {
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out.Element(reinterpret_cast<float*>(prop->mData)[i]);
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}
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out.EndArray();
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}
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else {
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out.SimpleValue(*reinterpret_cast<float*>(prop->mData));
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}
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break;
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case aiPTI_Integer:
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if (prop->mDataLength / sizeof(int) > 1) {
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out.StartArray();
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for (unsigned int i = 0; i < prop->mDataLength / sizeof(int); ++i) {
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out.Element(reinterpret_cast<int*>(prop->mData)[i]);
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}
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out.EndArray();
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} else {
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out.SimpleValue(*reinterpret_cast<int*>(prop->mData));
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}
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break;
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case aiPTI_String:
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{
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aiString s;
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aiGetMaterialString(&ai, prop->mKey.data, prop->mSemantic, prop->mIndex, &s);
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out.SimpleValue(s);
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}
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break;
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case aiPTI_Buffer:
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{
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// binary data is written as series of hex-encoded octets
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out.SimpleValue(prop->mData, prop->mDataLength);
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}
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break;
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default:
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assert(false);
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}
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out.EndObj();
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}
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out.EndArray();
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out.EndObj();
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}
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void Write(JSONWriter& out, const aiTexture& ai, bool is_elem = true) {
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out.StartObj(is_elem);
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out.Key("width");
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out.SimpleValue(ai.mWidth);
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out.Key("height");
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out.SimpleValue(ai.mHeight);
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out.Key("formathint");
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out.SimpleValue(aiString(ai.achFormatHint));
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out.Key("data");
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if (!ai.mHeight) {
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out.SimpleValue(ai.pcData, ai.mWidth);
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}
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else {
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out.StartArray();
|
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for (unsigned int y = 0; y < ai.mHeight; ++y) {
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out.StartArray(true);
|
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for (unsigned int x = 0; x < ai.mWidth; ++x) {
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const aiTexel& tx = ai.pcData[y*ai.mWidth + x];
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out.StartArray(true);
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out.Element(static_cast<unsigned int>(tx.r));
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out.Element(static_cast<unsigned int>(tx.g));
|
|
out.Element(static_cast<unsigned int>(tx.b));
|
|
out.Element(static_cast<unsigned int>(tx.a));
|
|
out.EndArray();
|
|
}
|
|
out.EndArray();
|
|
}
|
|
out.EndArray();
|
|
}
|
|
|
|
out.EndObj();
|
|
}
|
|
|
|
void Write(JSONWriter& out, const aiLight& ai, bool is_elem = true) {
|
|
out.StartObj(is_elem);
|
|
|
|
out.Key("name");
|
|
out.SimpleValue(ai.mName);
|
|
|
|
out.Key("type");
|
|
out.SimpleValue(ai.mType);
|
|
|
|
if (ai.mType == aiLightSource_SPOT || ai.mType == aiLightSource_UNDEFINED) {
|
|
out.Key("angleinnercone");
|
|
out.SimpleValue(ai.mAngleInnerCone);
|
|
|
|
out.Key("angleoutercone");
|
|
out.SimpleValue(ai.mAngleOuterCone);
|
|
}
|
|
|
|
out.Key("attenuationconstant");
|
|
out.SimpleValue(ai.mAttenuationConstant);
|
|
|
|
out.Key("attenuationlinear");
|
|
out.SimpleValue(ai.mAttenuationLinear);
|
|
|
|
out.Key("attenuationquadratic");
|
|
out.SimpleValue(ai.mAttenuationQuadratic);
|
|
|
|
out.Key("diffusecolor");
|
|
Write(out, ai.mColorDiffuse, false);
|
|
|
|
out.Key("specularcolor");
|
|
Write(out, ai.mColorSpecular, false);
|
|
|
|
out.Key("ambientcolor");
|
|
Write(out, ai.mColorAmbient, false);
|
|
|
|
if (ai.mType != aiLightSource_POINT) {
|
|
out.Key("direction");
|
|
Write(out, ai.mDirection, false);
|
|
|
|
}
|
|
|
|
if (ai.mType != aiLightSource_DIRECTIONAL) {
|
|
out.Key("position");
|
|
Write(out, ai.mPosition, false);
|
|
}
|
|
|
|
out.EndObj();
|
|
}
|
|
|
|
void Write(JSONWriter& out, const aiNodeAnim& ai, bool is_elem = true) {
|
|
out.StartObj(is_elem);
|
|
|
|
out.Key("name");
|
|
out.SimpleValue(ai.mNodeName);
|
|
|
|
out.Key("prestate");
|
|
out.SimpleValue(ai.mPreState);
|
|
|
|
out.Key("poststate");
|
|
out.SimpleValue(ai.mPostState);
|
|
|
|
if (ai.mNumPositionKeys) {
|
|
out.Key("positionkeys");
|
|
out.StartArray();
|
|
for (unsigned int n = 0; n < ai.mNumPositionKeys; ++n) {
|
|
const aiVectorKey& pos = ai.mPositionKeys[n];
|
|
out.StartArray(true);
|
|
out.Element(pos.mTime);
|
|
Write(out, pos.mValue);
|
|
out.EndArray();
|
|
}
|
|
out.EndArray();
|
|
}
|
|
|
|
if (ai.mNumRotationKeys) {
|
|
out.Key("rotationkeys");
|
|
out.StartArray();
|
|
for (unsigned int n = 0; n < ai.mNumRotationKeys; ++n) {
|
|
const aiQuatKey& rot = ai.mRotationKeys[n];
|
|
out.StartArray(true);
|
|
out.Element(rot.mTime);
|
|
Write(out, rot.mValue);
|
|
out.EndArray();
|
|
}
|
|
out.EndArray();
|
|
}
|
|
|
|
if (ai.mNumScalingKeys) {
|
|
out.Key("scalingkeys");
|
|
out.StartArray();
|
|
for (unsigned int n = 0; n < ai.mNumScalingKeys; ++n) {
|
|
const aiVectorKey& scl = ai.mScalingKeys[n];
|
|
out.StartArray(true);
|
|
out.Element(scl.mTime);
|
|
Write(out, scl.mValue);
|
|
out.EndArray();
|
|
}
|
|
out.EndArray();
|
|
}
|
|
out.EndObj();
|
|
}
|
|
|
|
void Write(JSONWriter& out, const aiAnimation& ai, bool is_elem = true) {
|
|
out.StartObj(is_elem);
|
|
|
|
out.Key("name");
|
|
out.SimpleValue(ai.mName);
|
|
|
|
out.Key("tickspersecond");
|
|
out.SimpleValue(ai.mTicksPerSecond);
|
|
|
|
out.Key("duration");
|
|
out.SimpleValue(ai.mDuration);
|
|
|
|
out.Key("channels");
|
|
out.StartArray();
|
|
for (unsigned int n = 0; n < ai.mNumChannels; ++n) {
|
|
Write(out, *ai.mChannels[n]);
|
|
}
|
|
out.EndArray();
|
|
out.EndObj();
|
|
}
|
|
|
|
void Write(JSONWriter& out, const aiCamera& ai, bool is_elem = true) {
|
|
out.StartObj(is_elem);
|
|
|
|
out.Key("name");
|
|
out.SimpleValue(ai.mName);
|
|
|
|
out.Key("aspect");
|
|
out.SimpleValue(ai.mAspect);
|
|
|
|
out.Key("clipplanefar");
|
|
out.SimpleValue(ai.mClipPlaneFar);
|
|
|
|
out.Key("clipplanenear");
|
|
out.SimpleValue(ai.mClipPlaneNear);
|
|
|
|
out.Key("horizontalfov");
|
|
out.SimpleValue(ai.mHorizontalFOV);
|
|
|
|
out.Key("up");
|
|
Write(out, ai.mUp, false);
|
|
|
|
out.Key("lookat");
|
|
Write(out, ai.mLookAt, false);
|
|
|
|
out.EndObj();
|
|
}
|
|
|
|
void WriteFormatInfo(JSONWriter& out) {
|
|
out.StartObj();
|
|
out.Key("format");
|
|
out.SimpleValue("\"assimp2json\"");
|
|
out.Key("version");
|
|
out.SimpleValue(CURRENT_FORMAT_VERSION);
|
|
out.EndObj();
|
|
}
|
|
|
|
void Write(JSONWriter& out, const aiScene& ai) {
|
|
out.StartObj();
|
|
|
|
out.Key("__metadata__");
|
|
WriteFormatInfo(out);
|
|
|
|
out.Key("rootnode");
|
|
Write(out, *ai.mRootNode, false);
|
|
|
|
out.Key("flags");
|
|
out.SimpleValue(ai.mFlags);
|
|
|
|
if (ai.HasMeshes()) {
|
|
out.Key("meshes");
|
|
out.StartArray();
|
|
for (unsigned int n = 0; n < ai.mNumMeshes; ++n) {
|
|
Write(out, *ai.mMeshes[n]);
|
|
}
|
|
out.EndArray();
|
|
}
|
|
|
|
if (ai.HasMaterials()) {
|
|
out.Key("materials");
|
|
out.StartArray();
|
|
for (unsigned int n = 0; n < ai.mNumMaterials; ++n) {
|
|
Write(out, *ai.mMaterials[n]);
|
|
}
|
|
out.EndArray();
|
|
}
|
|
|
|
if (ai.HasAnimations()) {
|
|
out.Key("animations");
|
|
out.StartArray();
|
|
for (unsigned int n = 0; n < ai.mNumAnimations; ++n) {
|
|
Write(out, *ai.mAnimations[n]);
|
|
}
|
|
out.EndArray();
|
|
}
|
|
|
|
if (ai.HasLights()) {
|
|
out.Key("lights");
|
|
out.StartArray();
|
|
for (unsigned int n = 0; n < ai.mNumLights; ++n) {
|
|
Write(out, *ai.mLights[n]);
|
|
}
|
|
out.EndArray();
|
|
}
|
|
|
|
if (ai.HasCameras()) {
|
|
out.Key("cameras");
|
|
out.StartArray();
|
|
for (unsigned int n = 0; n < ai.mNumCameras; ++n) {
|
|
Write(out, *ai.mCameras[n]);
|
|
}
|
|
out.EndArray();
|
|
}
|
|
|
|
if (ai.HasTextures()) {
|
|
out.Key("textures");
|
|
out.StartArray();
|
|
for (unsigned int n = 0; n < ai.mNumTextures; ++n) {
|
|
Write(out, *ai.mTextures[n]);
|
|
}
|
|
out.EndArray();
|
|
}
|
|
out.EndObj();
|
|
}
|
|
|
|
|
|
void ExportAssimp2Json(const char* file, Assimp::IOSystem* io, const aiScene* scene, const Assimp::ExportProperties*) {
|
|
std::unique_ptr<Assimp::IOStream> str(io->Open(file, "wt"));
|
|
if (!str) {
|
|
//throw Assimp::DeadlyExportError("could not open output file");
|
|
}
|
|
|
|
// get a copy of the scene so we can modify it
|
|
aiScene* scenecopy_tmp;
|
|
aiCopyScene(scene, &scenecopy_tmp);
|
|
|
|
try {
|
|
// split meshes so they fit into a 16 bit index buffer
|
|
MeshSplitter splitter;
|
|
splitter.SetLimit(1 << 16);
|
|
splitter.Execute(scenecopy_tmp);
|
|
|
|
// XXX Flag_WriteSpecialFloats is turned on by default, right now we don't have a configuration interface for exporters
|
|
JSONWriter s(*str, JSONWriter::Flag_WriteSpecialFloats);
|
|
Write(s, *scenecopy_tmp);
|
|
|
|
}
|
|
catch (...) {
|
|
aiFreeScene(scenecopy_tmp);
|
|
throw;
|
|
}
|
|
aiFreeScene(scenecopy_tmp);
|
|
}
|
|
|
|
}
|
|
|
|
#endif // ASSIMP_BUILD_NO_ASSJSON_EXPORTER
|
|
#endif // ASSIMP_BUILD_NO_EXPORT
|