Merge branch 'master' of https://github.com/assimp/assimp into tdb/pbrt3_exporter
This commit is contained in:
@@ -74,44 +74,77 @@ Here we implement only the C++ interface (Assimp::Exporter).
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namespace Assimp {
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#ifdef _WIN32
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# pragma warning( disable : 4800 )
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#endif // _WIN32
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#ifdef _MSC_VER
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# pragma warning( disable : 4800 )
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#endif // _MSC_VER
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// PostStepRegistry.cpp
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void GetPostProcessingStepInstanceList(std::vector< BaseProcess* >& out);
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// ------------------------------------------------------------------------------------------------
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// Exporter worker function prototypes. Should not be necessary to #ifndef them, it's just a prototype
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// do not use const, because some exporter need to convert the scene temporary
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// Exporter worker function prototypes. Do not use const, because some exporter need to convert
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// the scene temporary
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#ifndef ASSIMP_BUILD_NO_COLLADA_EXPORTER
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void ExportSceneCollada(const char*,IOSystem*, const aiScene*, const ExportProperties*);
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#endif
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#ifndef ASSIMP_BUILD_NO_X_EXPORTER
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void ExportSceneXFile(const char*,IOSystem*, const aiScene*, const ExportProperties*);
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#endif
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#ifndef ASSIMP_BUILD_NO_STEP_EXPORTER
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void ExportSceneStep(const char*,IOSystem*, const aiScene*, const ExportProperties*);
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#endif
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#ifndef ASSIMP_BUILD_NO_OBJ_EXPORTER
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void ExportSceneObj(const char*,IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneObjNoMtl(const char*,IOSystem*, const aiScene*, const ExportProperties*);
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#endif
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#ifndef ASSIMP_BUILD_NO_STL_EXPORTER
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void ExportSceneSTL(const char*,IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneSTLBinary(const char*,IOSystem*, const aiScene*, const ExportProperties*);
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#endif
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#ifndef ASSIMP_BUILD_NO_PLY_EXPORTER
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void ExportScenePly(const char*,IOSystem*, const aiScene*, const ExportProperties*);
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void ExportScenePlyBinary(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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#endif
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#ifndef ASSIMP_BUILD_NO_3DS_EXPORTER
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void ExportScene3DS(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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#endif
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#ifndef ASSIMP_BUILD_NO_GLTF_EXPORTER
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void ExportSceneGLTF(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneGLB(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneGLTF2(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneGLB2(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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#endif
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#ifndef ASSIMP_BUILD_NO_ASSBIN_EXPORTER
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void ExportSceneAssbin(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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#endif
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#ifndef ASSIMP_BUILD_NO_ASSXML_EXPORTER
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void ExportSceneAssxml(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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#endif
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#ifndef ASSIMP_BUILD_NO_X3D_EXPORTER
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void ExportSceneX3D(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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#endif
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#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
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void ExportSceneFBX(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneFBXA(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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#endif
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#ifndef ASSIMP_BUILD_NO_3MF_EXPORTER
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void ExportScene3MF( const char*, IOSystem*, const aiScene*, const ExportProperties* );
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#endif
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#ifndef ASSIMP_BUILD_NO_M3D_EXPORTER
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void ExportSceneM3D(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneM3DA(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportScenePbrt(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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#endif
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#ifndef ASSIMP_BUILD_NO_ASSJSON_EXPORTER
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void ExportAssimp2Json(const char* , IOSystem*, const aiScene* , const Assimp::ExportProperties*);
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#endif
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#ifndef ASSIMP_BUILD_NO_PBRT_EXPORTER
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void ExportScenePbrt(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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#endif
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static void setupExporterArray(std::vector<Exporter::ExportFormatEntry> &exporters) {
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(void)exporters;
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#ifndef ASSIMP_BUILD_NO_COLLADA_EXPORTER
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exporters.push_back(Exporter::ExportFormatEntry("collada", "COLLADA - Digital Asset Exchange Schema", "dae", &ExportSceneCollada));
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#endif
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@@ -151,11 +184,14 @@ static void setupExporterArray(std::vector<Exporter::ExportFormatEntry> &exporte
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aiProcess_Triangulate | aiProcess_SortByPType | aiProcess_JoinIdenticalVertices));
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#endif
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#ifndef ASSIMP_BUILD_NO_GLTF_EXPORTER
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#if !defined(ASSIMP_BUILD_NO_GLTF_EXPORTER) && !defined(ASSIMP_BUILD_NO_GLTF2_EXPORTER)
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exporters.push_back(Exporter::ExportFormatEntry("gltf2", "GL Transmission Format v. 2", "gltf", &ExportSceneGLTF2,
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aiProcess_JoinIdenticalVertices | aiProcess_Triangulate | aiProcess_SortByPType));
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exporters.push_back(Exporter::ExportFormatEntry("glb2", "GL Transmission Format v. 2 (binary)", "glb", &ExportSceneGLB2,
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aiProcess_JoinIdenticalVertices | aiProcess_Triangulate | aiProcess_SortByPType));
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#endif
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#if !defined(ASSIMP_BUILD_NO_GLTF_EXPORTER) && !defined(ASSIMP_BUILD_NO_GLTF1_EXPORTER)
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exporters.push_back(Exporter::ExportFormatEntry("gltf", "GL Transmission Format", "gltf", &ExportSceneGLTF,
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aiProcess_JoinIdenticalVertices | aiProcess_Triangulate | aiProcess_SortByPType));
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exporters.push_back(Exporter::ExportFormatEntry("glb", "GL Transmission Format (binary)", "glb", &ExportSceneGLB,
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@@ -451,7 +487,7 @@ aiReturn Exporter::Export( const aiScene* pScene, const char* pFormatId, const c
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proc.Execute(scenecopy.get());
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}
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ExportProperties emptyProperties; // Never pass NULL ExportProperties so Exporters don't have to worry.
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ExportProperties emptyProperties; // Never pass nullptr ExportProperties so Exporters don't have to worry.
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ExportProperties* pProp = pProperties ? (ExportProperties*)pProperties : &emptyProperties;
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pProp->SetPropertyBool("bJoinIdenticalVertices", pp & aiProcess_JoinIdenticalVertices);
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exp.mExportFunction(pPath,pimpl->mIOSystem.get(),scenecopy.get(), pProp);
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@@ -556,10 +592,23 @@ ExportProperties::ExportProperties(const ExportProperties &other)
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: mIntProperties(other.mIntProperties)
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, mFloatProperties(other.mFloatProperties)
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, mStringProperties(other.mStringProperties)
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, mMatrixProperties(other.mMatrixProperties) {
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, mMatrixProperties(other.mMatrixProperties)
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, mCallbackProperties(other.mCallbackProperties){
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// empty
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}
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bool ExportProperties::SetPropertyCallback(const char *szName, const std::function<void *(void *)> &f) {
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return SetGenericProperty<std::function<void *(void *)>>(mCallbackProperties, szName, f);
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}
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std::function<void *(void *)> ExportProperties::GetPropertyCallback(const char *szName) const {
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return GetGenericProperty<std::function<void *(void *)>>(mCallbackProperties, szName, 0);
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}
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bool ExportProperties::HasPropertyCallback(const char *szName) const {
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return HasGenericProperty<std::function<void *(void *)>>(mCallbackProperties, szName);
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}
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// ------------------------------------------------------------------------------------------------
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// Set a configuration property
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bool ExportProperties::SetPropertyInteger(const char* szName, int iValue) {
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