Merge branch 'master' into collada_zae
This commit is contained in:
@@ -34,15 +34,6 @@ 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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@@ -810,7 +810,7 @@ ADD_ASSIMP_IMPORTER( MMD
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MMD/MMDVmdParser.h
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)
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ADD_ASSIMP_EXPORTER( Assjson
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ADD_ASSIMP_EXPORTER( ASSJSON
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Assjson/cencode.c
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Assjson/cencode.h
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Assjson/json_exporter.cpp
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@@ -163,11 +163,11 @@ Exporter::ExportFormatEntry gExporters[] =
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#endif
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#ifndef ASSIMP_BUILD_NO_ASSBIN_EXPORTER
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Exporter::ExportFormatEntry( "assbin", "Assimp Binary", "assbin" , &ExportSceneAssbin, 0 ),
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Exporter::ExportFormatEntry( "assbin", "Assimp Binary File", "assbin" , &ExportSceneAssbin, 0 ),
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#endif
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#ifndef ASSIMP_BUILD_NO_ASSXML_EXPORTER
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Exporter::ExportFormatEntry( "assxml", "Assxml Document", "assxml" , &ExportSceneAssxml, 0 ),
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Exporter::ExportFormatEntry( "assxml", "Assimp XML Document", "assxml" , &ExportSceneAssxml, 0 ),
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#endif
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#ifndef ASSIMP_BUILD_NO_X3D_EXPORTER
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@@ -183,8 +183,8 @@ Exporter::ExportFormatEntry gExporters[] =
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Exporter::ExportFormatEntry( "3mf", "The 3MF-File-Format", "3mf", &ExportScene3MF, 0 ),
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#endif
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#ifndef ASSIMP_BUILD_NO_Assjson_EXPORTER
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Exporter::ExportFormatEntry("json", "Plain JSON representation of the Assimp scene data structure", "json", &ExportAssimp2Json, 0)
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#ifndef ASSIMP_BUILD_NO_ASSJSON_EXPORTER
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Exporter::ExportFormatEntry( "assjson", "Assimp JSON Document", "json", &ExportAssimp2Json, 0)
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#endif
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};
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@@ -1219,6 +1219,16 @@ void FBXExporter::WriteObjects ()
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layer.AddChild(le);
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layer.Dump(outstream, binary, indent);
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for(unsigned int lr = 1; lr < m->GetNumUVChannels(); ++ lr)
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{
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FBX::Node layerExtra("Layer", int32_t(1));
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layerExtra.AddChild("Version", int32_t(100));
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FBX::Node leExtra("LayerElement");
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leExtra.AddChild("Type", "LayerElementUV");
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leExtra.AddChild("TypedIndex", int32_t(lr));
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layerExtra.AddChild(leExtra);
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layerExtra.Dump(outstream, binary, indent);
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}
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// finish the node record
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indent = 1;
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n.End(outstream, binary, indent, true);
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@@ -1842,8 +1852,10 @@ void FBXExporter::WriteObjects ()
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// if it's not the same, the skeleton isn't in the bind pose.
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float epsilon = 1e-4f; // some error is to be expected
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float epsilon_custom = mProperties->GetPropertyFloat("BINDPOSE_EPSILON", -1);
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if(epsilon_custom > 0)
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if(epsilon_custom > 0) {
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epsilon = epsilon_custom;
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}
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bool bone_xform_okay = true;
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if (b && ! tr.Equal(b->mOffsetMatrix, epsilon)) {
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not_in_bind_pose.insert(b);
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@@ -225,7 +225,7 @@ void STLImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOS
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}
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pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_DIFFUSE);
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pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_SPECULAR);
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clrDiffuse = aiColor4D( ai_real(1.0), ai_real(1.0), ai_real(1.0), ai_real(1.0));
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clrDiffuse = aiColor4D( ai_real(0.05), ai_real(0.05), ai_real(0.05), ai_real(1.0));
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pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_AMBIENT);
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pScene->mNumMaterials = 1;
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