Merge branch 'master' into collada_zae
This commit is contained in:
109
code/Assjson/cencode.c
Normal file
109
code/Assjson/cencode.c
Normal file
@@ -0,0 +1,109 @@
|
||||
/*
|
||||
cencoder.c - c source to a base64 encoding algorithm implementation
|
||||
|
||||
This is part of the libb64 project, and has been placed in the public domain.
|
||||
For details, see http://sourceforge.net/projects/libb64
|
||||
*/
|
||||
|
||||
#include "cencode.h" // changed from <B64/cencode.h>
|
||||
|
||||
const int CHARS_PER_LINE = 72;
|
||||
|
||||
void base64_init_encodestate(base64_encodestate* state_in)
|
||||
{
|
||||
state_in->step = step_A;
|
||||
state_in->result = 0;
|
||||
state_in->stepcount = 0;
|
||||
}
|
||||
|
||||
char base64_encode_value(char value_in)
|
||||
{
|
||||
static const char* encoding = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
|
||||
if (value_in > 63) return '=';
|
||||
return encoding[(int)value_in];
|
||||
}
|
||||
|
||||
int base64_encode_block(const char* plaintext_in, int length_in, char* code_out, base64_encodestate* state_in)
|
||||
{
|
||||
const char* plainchar = plaintext_in;
|
||||
const char* const plaintextend = plaintext_in + length_in;
|
||||
char* codechar = code_out;
|
||||
char result;
|
||||
char fragment;
|
||||
|
||||
result = state_in->result;
|
||||
|
||||
switch (state_in->step)
|
||||
{
|
||||
while (1)
|
||||
{
|
||||
case step_A:
|
||||
if (plainchar == plaintextend)
|
||||
{
|
||||
state_in->result = result;
|
||||
state_in->step = step_A;
|
||||
return codechar - code_out;
|
||||
}
|
||||
fragment = *plainchar++;
|
||||
result = (fragment & 0x0fc) >> 2;
|
||||
*codechar++ = base64_encode_value(result);
|
||||
result = (fragment & 0x003) << 4;
|
||||
case step_B:
|
||||
if (plainchar == plaintextend)
|
||||
{
|
||||
state_in->result = result;
|
||||
state_in->step = step_B;
|
||||
return codechar - code_out;
|
||||
}
|
||||
fragment = *plainchar++;
|
||||
result |= (fragment & 0x0f0) >> 4;
|
||||
*codechar++ = base64_encode_value(result);
|
||||
result = (fragment & 0x00f) << 2;
|
||||
case step_C:
|
||||
if (plainchar == plaintextend)
|
||||
{
|
||||
state_in->result = result;
|
||||
state_in->step = step_C;
|
||||
return codechar - code_out;
|
||||
}
|
||||
fragment = *plainchar++;
|
||||
result |= (fragment & 0x0c0) >> 6;
|
||||
*codechar++ = base64_encode_value(result);
|
||||
result = (fragment & 0x03f) >> 0;
|
||||
*codechar++ = base64_encode_value(result);
|
||||
|
||||
++(state_in->stepcount);
|
||||
if (state_in->stepcount == CHARS_PER_LINE/4)
|
||||
{
|
||||
*codechar++ = '\n';
|
||||
state_in->stepcount = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
/* control should not reach here */
|
||||
return codechar - code_out;
|
||||
}
|
||||
|
||||
int base64_encode_blockend(char* code_out, base64_encodestate* state_in)
|
||||
{
|
||||
char* codechar = code_out;
|
||||
|
||||
switch (state_in->step)
|
||||
{
|
||||
case step_B:
|
||||
*codechar++ = base64_encode_value(state_in->result);
|
||||
*codechar++ = '=';
|
||||
*codechar++ = '=';
|
||||
break;
|
||||
case step_C:
|
||||
*codechar++ = base64_encode_value(state_in->result);
|
||||
*codechar++ = '=';
|
||||
break;
|
||||
case step_A:
|
||||
break;
|
||||
}
|
||||
*codechar++ = '\n';
|
||||
|
||||
return codechar - code_out;
|
||||
}
|
||||
|
||||
31
code/Assjson/cencode.h
Normal file
31
code/Assjson/cencode.h
Normal file
@@ -0,0 +1,31 @@
|
||||
/*
|
||||
cencode.h - c header for a base64 encoding algorithm
|
||||
|
||||
This is part of the libb64 project, and has been placed in the public domain.
|
||||
For details, see http://sourceforge.net/projects/libb64
|
||||
*/
|
||||
|
||||
#ifndef BASE64_CENCODE_H
|
||||
#define BASE64_CENCODE_H
|
||||
|
||||
typedef enum
|
||||
{
|
||||
step_A, step_B, step_C
|
||||
} base64_encodestep;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
base64_encodestep step;
|
||||
char result;
|
||||
int stepcount;
|
||||
} base64_encodestate;
|
||||
|
||||
void base64_init_encodestate(base64_encodestate* state_in);
|
||||
|
||||
char base64_encode_value(char value_in);
|
||||
|
||||
int base64_encode_block(const char* plaintext_in, int length_in, char* code_out, base64_encodestate* state_in);
|
||||
|
||||
int base64_encode_blockend(char* code_out, base64_encodestate* state_in);
|
||||
|
||||
#endif /* BASE64_CENCODE_H */
|
||||
818
code/Assjson/json_exporter.cpp
Normal file
818
code/Assjson/json_exporter.cpp
Normal file
@@ -0,0 +1,818 @@
|
||||
/*
|
||||
Assimp2Json
|
||||
Copyright (c) 2011, Alexander C. Gessler
|
||||
|
||||
Licensed under a 3-clause BSD license. See the LICENSE file for more information.
|
||||
|
||||
*/
|
||||
|
||||
#ifndef ASSIMP_BUILD_NO_EXPORT
|
||||
#ifndef ASSIMP_BUILD_NO_ASSJSON_EXPORTER
|
||||
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/Exporter.hpp>
|
||||
#include <assimp/IOStream.hpp>
|
||||
#include <assimp/IOSystem.hpp>
|
||||
#include <assimp/scene.h>
|
||||
|
||||
#include <sstream>
|
||||
#include <limits>
|
||||
#include <cassert>
|
||||
#include <memory>
|
||||
|
||||
#define CURRENT_FORMAT_VERSION 100
|
||||
|
||||
// grab scoped_ptr from assimp to avoid a dependency on boost.
|
||||
//#include <assimp/../../code/BoostWorkaround/boost/scoped_ptr.hpp>
|
||||
|
||||
#include "mesh_splitter.h"
|
||||
|
||||
extern "C" {
|
||||
#include "cencode.h"
|
||||
}
|
||||
namespace Assimp {
|
||||
|
||||
void ExportAssimp2Json(const char*, Assimp::IOSystem*, const aiScene*, const Assimp::ExportProperties*);
|
||||
|
||||
Exporter::ExportFormatEntry Assimp2Json_desc = Assimp::Exporter::ExportFormatEntry(
|
||||
"json",
|
||||
"Plain JSON representation of the Assimp scene data structure",
|
||||
"json",
|
||||
&ExportAssimp2Json,
|
||||
0u
|
||||
);
|
||||
|
||||
|
||||
// small utility class to simplify serializing the aiScene to Json
|
||||
class JSONWriter {
|
||||
public:
|
||||
enum {
|
||||
Flag_DoNotIndent = 0x1,
|
||||
Flag_WriteSpecialFloats = 0x2,
|
||||
};
|
||||
|
||||
JSONWriter(Assimp::IOStream& out, unsigned int flags = 0u)
|
||||
: out(out)
|
||||
, first()
|
||||
, flags(flags) {
|
||||
// make sure that all formatting happens using the standard, C locale and not the user's current locale
|
||||
buff.imbue(std::locale("C"));
|
||||
}
|
||||
|
||||
~JSONWriter() {
|
||||
Flush();
|
||||
}
|
||||
|
||||
void Flush() {
|
||||
const std::string s = buff.str();
|
||||
out.Write(s.c_str(), s.length(), 1);
|
||||
buff.clear();
|
||||
}
|
||||
|
||||
void PushIndent() {
|
||||
indent += '\t';
|
||||
}
|
||||
|
||||
void PopIndent() {
|
||||
indent.erase(indent.end() - 1);
|
||||
}
|
||||
|
||||
void Key(const std::string& name) {
|
||||
AddIndentation();
|
||||
Delimit();
|
||||
buff << '\"' + name + "\": ";
|
||||
}
|
||||
|
||||
template<typename Literal>
|
||||
void Element(const Literal& name) {
|
||||
AddIndentation();
|
||||
Delimit();
|
||||
|
||||
LiteralToString(buff, name) << '\n';
|
||||
}
|
||||
|
||||
template<typename Literal>
|
||||
void SimpleValue(const Literal& s) {
|
||||
LiteralToString(buff, s) << '\n';
|
||||
}
|
||||
|
||||
void SimpleValue(const void* buffer, size_t len) {
|
||||
base64_encodestate s;
|
||||
base64_init_encodestate(&s);
|
||||
|
||||
char* const out = new char[std::max(len * 2, static_cast<size_t>(16u))];
|
||||
const int n = base64_encode_block(reinterpret_cast<const char*>(buffer), static_cast<int>(len), out, &s);
|
||||
out[n + base64_encode_blockend(out + n, &s)] = '\0';
|
||||
|
||||
// base64 encoding may add newlines, but JSON strings may not contain 'real' newlines
|
||||
// (only escaped ones). Remove any newlines in out.
|
||||
for (char* cur = out; *cur; ++cur) {
|
||||
if (*cur == '\n') {
|
||||
*cur = ' ';
|
||||
}
|
||||
}
|
||||
|
||||
buff << '\"' << out << "\"\n";
|
||||
delete[] out;
|
||||
}
|
||||
|
||||
void StartObj(bool is_element = false) {
|
||||
// if this appears as a plain array element, we need to insert a delimiter and we should also indent it
|
||||
if (is_element) {
|
||||
AddIndentation();
|
||||
if (!first) {
|
||||
buff << ',';
|
||||
}
|
||||
}
|
||||
first = true;
|
||||
buff << "{\n";
|
||||
PushIndent();
|
||||
}
|
||||
|
||||
void EndObj() {
|
||||
PopIndent();
|
||||
AddIndentation();
|
||||
first = false;
|
||||
buff << "}\n";
|
||||
}
|
||||
|
||||
void StartArray(bool is_element = false) {
|
||||
// if this appears as a plain array element, we need to insert a delimiter and we should also indent it
|
||||
if (is_element) {
|
||||
AddIndentation();
|
||||
if (!first) {
|
||||
buff << ',';
|
||||
}
|
||||
}
|
||||
first = true;
|
||||
buff << "[\n";
|
||||
PushIndent();
|
||||
}
|
||||
|
||||
void EndArray() {
|
||||
PopIndent();
|
||||
AddIndentation();
|
||||
buff << "]\n";
|
||||
first = false;
|
||||
}
|
||||
|
||||
void AddIndentation() {
|
||||
if (!(flags & Flag_DoNotIndent)) {
|
||||
buff << indent;
|
||||
}
|
||||
}
|
||||
|
||||
void Delimit() {
|
||||
if (!first) {
|
||||
buff << ',';
|
||||
}
|
||||
else {
|
||||
buff << ' ';
|
||||
first = false;
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
template<typename Literal>
|
||||
std::stringstream& LiteralToString(std::stringstream& stream, const Literal& s) {
|
||||
stream << s;
|
||||
return stream;
|
||||
}
|
||||
|
||||
std::stringstream& LiteralToString(std::stringstream& stream, const aiString& s) {
|
||||
std::string t;
|
||||
|
||||
// escape backslashes and single quotes, both would render the JSON invalid if left as is
|
||||
t.reserve(s.length);
|
||||
for (size_t i = 0; i < s.length; ++i) {
|
||||
|
||||
if (s.data[i] == '\\' || s.data[i] == '\'' || s.data[i] == '\"') {
|
||||
t.push_back('\\');
|
||||
}
|
||||
|
||||
t.push_back(s.data[i]);
|
||||
}
|
||||
stream << "\"";
|
||||
stream << t;
|
||||
stream << "\"";
|
||||
return stream;
|
||||
}
|
||||
|
||||
std::stringstream& LiteralToString(std::stringstream& stream, float f) {
|
||||
if (!std::numeric_limits<float>::is_iec559) {
|
||||
// on a non IEEE-754 platform, we make no assumptions about the representation or existence
|
||||
// of special floating-point numbers.
|
||||
stream << f;
|
||||
return stream;
|
||||
}
|
||||
|
||||
// JSON does not support writing Inf/Nan
|
||||
// [RFC 4672: "Numeric values that cannot be represented as sequences of digits
|
||||
// (such as Infinity and NaN) are not permitted."]
|
||||
// Nevertheless, many parsers will accept the special keywords Infinity, -Infinity and NaN
|
||||
if (std::numeric_limits<float>::infinity() == fabs(f)) {
|
||||
if (flags & Flag_WriteSpecialFloats) {
|
||||
stream << (f < 0 ? "\"-" : "\"") + std::string("Infinity\"");
|
||||
return stream;
|
||||
}
|
||||
// we should print this warning, but we can't - this is called from within a generic assimp exporter, we cannot use cerr
|
||||
// std::cerr << "warning: cannot represent infinite number literal, substituting 0 instead (use -i flag to enforce Infinity/NaN)" << std::endl;
|
||||
stream << "0.0";
|
||||
return stream;
|
||||
}
|
||||
// f!=f is the most reliable test for NaNs that I know of
|
||||
else if (f != f) {
|
||||
if (flags & Flag_WriteSpecialFloats) {
|
||||
stream << "\"NaN\"";
|
||||
return stream;
|
||||
}
|
||||
// we should print this warning, but we can't - this is called from within a generic assimp exporter, we cannot use cerr
|
||||
// std::cerr << "warning: cannot represent infinite number literal, substituting 0 instead (use -i flag to enforce Infinity/NaN)" << std::endl;
|
||||
stream << "0.0";
|
||||
return stream;
|
||||
}
|
||||
|
||||
stream << f;
|
||||
return stream;
|
||||
}
|
||||
|
||||
private:
|
||||
Assimp::IOStream& out;
|
||||
std::string indent, newline;
|
||||
std::stringstream buff;
|
||||
bool first;
|
||||
|
||||
unsigned int flags;
|
||||
};
|
||||
|
||||
void Write(JSONWriter& out, const aiVector3D& ai, bool is_elem = true) {
|
||||
out.StartArray(is_elem);
|
||||
out.Element(ai.x);
|
||||
out.Element(ai.y);
|
||||
out.Element(ai.z);
|
||||
out.EndArray();
|
||||
}
|
||||
|
||||
void Write(JSONWriter& out, const aiQuaternion& ai, bool is_elem = true) {
|
||||
out.StartArray(is_elem);
|
||||
out.Element(ai.w);
|
||||
out.Element(ai.x);
|
||||
out.Element(ai.y);
|
||||
out.Element(ai.z);
|
||||
out.EndArray();
|
||||
}
|
||||
|
||||
void Write(JSONWriter& out, const aiColor3D& ai, bool is_elem = true) {
|
||||
out.StartArray(is_elem);
|
||||
out.Element(ai.r);
|
||||
out.Element(ai.g);
|
||||
out.Element(ai.b);
|
||||
out.EndArray();
|
||||
}
|
||||
|
||||
void Write(JSONWriter& out, const aiMatrix4x4& ai, bool is_elem = true) {
|
||||
out.StartArray(is_elem);
|
||||
for (unsigned int x = 0; x < 4; ++x) {
|
||||
for (unsigned int y = 0; y < 4; ++y) {
|
||||
out.Element(ai[x][y]);
|
||||
}
|
||||
}
|
||||
out.EndArray();
|
||||
}
|
||||
|
||||
void Write(JSONWriter& out, const aiBone& ai, bool is_elem = true) {
|
||||
out.StartObj(is_elem);
|
||||
|
||||
out.Key("name");
|
||||
out.SimpleValue(ai.mName);
|
||||
|
||||
out.Key("offsetmatrix");
|
||||
Write(out, ai.mOffsetMatrix, false);
|
||||
|
||||
out.Key("weights");
|
||||
out.StartArray();
|
||||
for (unsigned int i = 0; i < ai.mNumWeights; ++i) {
|
||||
out.StartArray(true);
|
||||
out.Element(ai.mWeights[i].mVertexId);
|
||||
out.Element(ai.mWeights[i].mWeight);
|
||||
out.EndArray();
|
||||
}
|
||||
out.EndArray();
|
||||
out.EndObj();
|
||||
}
|
||||
|
||||
void Write(JSONWriter& out, const aiFace& ai, bool is_elem = true) {
|
||||
out.StartArray(is_elem);
|
||||
for (unsigned int i = 0; i < ai.mNumIndices; ++i) {
|
||||
out.Element(ai.mIndices[i]);
|
||||
}
|
||||
out.EndArray();
|
||||
}
|
||||
|
||||
void Write(JSONWriter& out, const aiMesh& ai, bool is_elem = true) {
|
||||
out.StartObj(is_elem);
|
||||
|
||||
out.Key("name");
|
||||
out.SimpleValue(ai.mName);
|
||||
|
||||
out.Key("materialindex");
|
||||
out.SimpleValue(ai.mMaterialIndex);
|
||||
|
||||
out.Key("primitivetypes");
|
||||
out.SimpleValue(ai.mPrimitiveTypes);
|
||||
|
||||
out.Key("vertices");
|
||||
out.StartArray();
|
||||
for (unsigned int i = 0; i < ai.mNumVertices; ++i) {
|
||||
out.Element(ai.mVertices[i].x);
|
||||
out.Element(ai.mVertices[i].y);
|
||||
out.Element(ai.mVertices[i].z);
|
||||
}
|
||||
out.EndArray();
|
||||
|
||||
if (ai.HasNormals()) {
|
||||
out.Key("normals");
|
||||
out.StartArray();
|
||||
for (unsigned int i = 0; i < ai.mNumVertices; ++i) {
|
||||
out.Element(ai.mNormals[i].x);
|
||||
out.Element(ai.mNormals[i].y);
|
||||
out.Element(ai.mNormals[i].z);
|
||||
}
|
||||
out.EndArray();
|
||||
}
|
||||
|
||||
if (ai.HasTangentsAndBitangents()) {
|
||||
out.Key("tangents");
|
||||
out.StartArray();
|
||||
for (unsigned int i = 0; i < ai.mNumVertices; ++i) {
|
||||
out.Element(ai.mTangents[i].x);
|
||||
out.Element(ai.mTangents[i].y);
|
||||
out.Element(ai.mTangents[i].z);
|
||||
}
|
||||
out.EndArray();
|
||||
|
||||
out.Key("bitangents");
|
||||
out.StartArray();
|
||||
for (unsigned int i = 0; i < ai.mNumVertices; ++i) {
|
||||
out.Element(ai.mBitangents[i].x);
|
||||
out.Element(ai.mBitangents[i].y);
|
||||
out.Element(ai.mBitangents[i].z);
|
||||
}
|
||||
out.EndArray();
|
||||
}
|
||||
|
||||
if (ai.GetNumUVChannels()) {
|
||||
out.Key("numuvcomponents");
|
||||
out.StartArray();
|
||||
for (unsigned int n = 0; n < ai.GetNumUVChannels(); ++n) {
|
||||
out.Element(ai.mNumUVComponents[n]);
|
||||
}
|
||||
out.EndArray();
|
||||
|
||||
out.Key("texturecoords");
|
||||
out.StartArray();
|
||||
for (unsigned int n = 0; n < ai.GetNumUVChannels(); ++n) {
|
||||
const unsigned int numc = ai.mNumUVComponents[n] ? ai.mNumUVComponents[n] : 2;
|
||||
|
||||
out.StartArray(true);
|
||||
for (unsigned int i = 0; i < ai.mNumVertices; ++i) {
|
||||
for (unsigned int c = 0; c < numc; ++c) {
|
||||
out.Element(ai.mTextureCoords[n][i][c]);
|
||||
}
|
||||
}
|
||||
out.EndArray();
|
||||
}
|
||||
out.EndArray();
|
||||
}
|
||||
|
||||
if (ai.GetNumColorChannels()) {
|
||||
out.Key("colors");
|
||||
out.StartArray();
|
||||
for (unsigned int n = 0; n < ai.GetNumColorChannels(); ++n) {
|
||||
out.StartArray(true);
|
||||
for (unsigned int i = 0; i < ai.mNumVertices; ++i) {
|
||||
out.Element(ai.mColors[n][i].r);
|
||||
out.Element(ai.mColors[n][i].g);
|
||||
out.Element(ai.mColors[n][i].b);
|
||||
out.Element(ai.mColors[n][i].a);
|
||||
}
|
||||
out.EndArray();
|
||||
}
|
||||
out.EndArray();
|
||||
}
|
||||
|
||||
if (ai.mNumBones) {
|
||||
out.Key("bones");
|
||||
out.StartArray();
|
||||
for (unsigned int n = 0; n < ai.mNumBones; ++n) {
|
||||
Write(out, *ai.mBones[n]);
|
||||
}
|
||||
out.EndArray();
|
||||
}
|
||||
|
||||
out.Key("faces");
|
||||
out.StartArray();
|
||||
for (unsigned int n = 0; n < ai.mNumFaces; ++n) {
|
||||
Write(out, ai.mFaces[n]);
|
||||
}
|
||||
out.EndArray();
|
||||
|
||||
out.EndObj();
|
||||
}
|
||||
|
||||
void Write(JSONWriter& out, const aiNode& ai, bool is_elem = true) {
|
||||
out.StartObj(is_elem);
|
||||
|
||||
out.Key("name");
|
||||
out.SimpleValue(ai.mName);
|
||||
|
||||
out.Key("transformation");
|
||||
Write(out, ai.mTransformation, false);
|
||||
|
||||
if (ai.mNumMeshes) {
|
||||
out.Key("meshes");
|
||||
out.StartArray();
|
||||
for (unsigned int n = 0; n < ai.mNumMeshes; ++n) {
|
||||
out.Element(ai.mMeshes[n]);
|
||||
}
|
||||
out.EndArray();
|
||||
}
|
||||
|
||||
if (ai.mNumChildren) {
|
||||
out.Key("children");
|
||||
out.StartArray();
|
||||
for (unsigned int n = 0; n < ai.mNumChildren; ++n) {
|
||||
Write(out, *ai.mChildren[n]);
|
||||
}
|
||||
out.EndArray();
|
||||
}
|
||||
|
||||
out.EndObj();
|
||||
}
|
||||
|
||||
void Write(JSONWriter& out, const aiMaterial& ai, bool is_elem = true) {
|
||||
out.StartObj(is_elem);
|
||||
|
||||
out.Key("properties");
|
||||
out.StartArray();
|
||||
for (unsigned int i = 0; i < ai.mNumProperties; ++i) {
|
||||
const aiMaterialProperty* const prop = ai.mProperties[i];
|
||||
out.StartObj(true);
|
||||
out.Key("key");
|
||||
out.SimpleValue(prop->mKey);
|
||||
out.Key("semantic");
|
||||
out.SimpleValue(prop->mSemantic);
|
||||
out.Key("index");
|
||||
out.SimpleValue(prop->mIndex);
|
||||
|
||||
out.Key("type");
|
||||
out.SimpleValue(prop->mType);
|
||||
|
||||
out.Key("value");
|
||||
switch (prop->mType) {
|
||||
case aiPTI_Float:
|
||||
if (prop->mDataLength / sizeof(float) > 1) {
|
||||
out.StartArray();
|
||||
for (unsigned int i = 0; i < prop->mDataLength / sizeof(float); ++i) {
|
||||
out.Element(reinterpret_cast<float*>(prop->mData)[i]);
|
||||
}
|
||||
out.EndArray();
|
||||
}
|
||||
else {
|
||||
out.SimpleValue(*reinterpret_cast<float*>(prop->mData));
|
||||
}
|
||||
break;
|
||||
|
||||
case aiPTI_Integer:
|
||||
if (prop->mDataLength / sizeof(int) > 1) {
|
||||
out.StartArray();
|
||||
for (unsigned int i = 0; i < prop->mDataLength / sizeof(int); ++i) {
|
||||
out.Element(reinterpret_cast<int*>(prop->mData)[i]);
|
||||
}
|
||||
out.EndArray();
|
||||
} else {
|
||||
out.SimpleValue(*reinterpret_cast<int*>(prop->mData));
|
||||
}
|
||||
break;
|
||||
|
||||
case aiPTI_String:
|
||||
{
|
||||
aiString s;
|
||||
aiGetMaterialString(&ai, prop->mKey.data, prop->mSemantic, prop->mIndex, &s);
|
||||
out.SimpleValue(s);
|
||||
}
|
||||
break;
|
||||
case aiPTI_Buffer:
|
||||
{
|
||||
// binary data is written as series of hex-encoded octets
|
||||
out.SimpleValue(prop->mData, prop->mDataLength);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
assert(false);
|
||||
}
|
||||
|
||||
out.EndObj();
|
||||
}
|
||||
|
||||
out.EndArray();
|
||||
out.EndObj();
|
||||
}
|
||||
|
||||
void Write(JSONWriter& out, const aiTexture& ai, bool is_elem = true) {
|
||||
out.StartObj(is_elem);
|
||||
|
||||
out.Key("width");
|
||||
out.SimpleValue(ai.mWidth);
|
||||
|
||||
out.Key("height");
|
||||
out.SimpleValue(ai.mHeight);
|
||||
|
||||
out.Key("formathint");
|
||||
out.SimpleValue(aiString(ai.achFormatHint));
|
||||
|
||||
out.Key("data");
|
||||
if (!ai.mHeight) {
|
||||
out.SimpleValue(ai.pcData, ai.mWidth);
|
||||
}
|
||||
else {
|
||||
out.StartArray();
|
||||
for (unsigned int y = 0; y < ai.mHeight; ++y) {
|
||||
out.StartArray(true);
|
||||
for (unsigned int x = 0; x < ai.mWidth; ++x) {
|
||||
const aiTexel& tx = ai.pcData[y*ai.mWidth + x];
|
||||
out.StartArray(true);
|
||||
out.Element(static_cast<unsigned int>(tx.r));
|
||||
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
|
||||
320
code/Assjson/mesh_splitter.cpp
Normal file
320
code/Assjson/mesh_splitter.cpp
Normal file
@@ -0,0 +1,320 @@
|
||||
/*
|
||||
Assimp2Json
|
||||
Copyright (c) 2011, Alexander C. Gessler
|
||||
|
||||
Licensed under a 3-clause BSD license. See the LICENSE file for more information.
|
||||
|
||||
*/
|
||||
|
||||
#include "mesh_splitter.h"
|
||||
|
||||
#include <assimp/scene.h>
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// Note: this is largely based on assimp's SplitLargeMeshes_Vertex process.
|
||||
// it is refactored and the coding style is slightly improved, though.
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void MeshSplitter::Execute( aiScene* pScene) {
|
||||
std::vector<std::pair<aiMesh*, unsigned int> > source_mesh_map;
|
||||
|
||||
for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
|
||||
SplitMesh(a, pScene->mMeshes[a],source_mesh_map);
|
||||
}
|
||||
|
||||
const unsigned int size = static_cast<unsigned int>(source_mesh_map.size());
|
||||
if (size != pScene->mNumMeshes) {
|
||||
// it seems something has been split. rebuild the mesh list
|
||||
delete[] pScene->mMeshes;
|
||||
pScene->mNumMeshes = size;
|
||||
pScene->mMeshes = new aiMesh*[size]();
|
||||
|
||||
for (unsigned int i = 0; i < size;++i) {
|
||||
pScene->mMeshes[i] = source_mesh_map[i].first;
|
||||
}
|
||||
|
||||
// now we need to update all nodes
|
||||
UpdateNode(pScene->mRootNode,source_mesh_map);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void MeshSplitter::UpdateNode(aiNode* pcNode, const std::vector<std::pair<aiMesh*, unsigned int> >& source_mesh_map) {
|
||||
// TODO: should better use std::(multi)set for source_mesh_map.
|
||||
|
||||
// for every index in out list build a new entry
|
||||
std::vector<unsigned int> aiEntries;
|
||||
aiEntries.reserve(pcNode->mNumMeshes + 1);
|
||||
for (unsigned int i = 0; i < pcNode->mNumMeshes;++i) {
|
||||
for (unsigned int a = 0, end = static_cast<unsigned int>(source_mesh_map.size()); a < end;++a) {
|
||||
if (source_mesh_map[a].second == pcNode->mMeshes[i]) {
|
||||
aiEntries.push_back(a);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// now build the new list
|
||||
delete pcNode->mMeshes;
|
||||
pcNode->mNumMeshes = static_cast<unsigned int>(aiEntries.size());
|
||||
pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes];
|
||||
|
||||
for (unsigned int b = 0; b < pcNode->mNumMeshes;++b) {
|
||||
pcNode->mMeshes[b] = aiEntries[b];
|
||||
}
|
||||
|
||||
// recursively update children
|
||||
for (unsigned int i = 0, end = pcNode->mNumChildren; i < end;++i) {
|
||||
UpdateNode ( pcNode->mChildren[i], source_mesh_map );
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
#define WAS_NOT_COPIED 0xffffffff
|
||||
|
||||
typedef std::pair <unsigned int,float> PerVertexWeight;
|
||||
typedef std::vector <PerVertexWeight> VertexWeightTable;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
VertexWeightTable* ComputeVertexBoneWeightTable(const aiMesh* pMesh) {
|
||||
if (!pMesh || !pMesh->mNumVertices || !pMesh->mNumBones) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
VertexWeightTable* const avPerVertexWeights = new VertexWeightTable[pMesh->mNumVertices];
|
||||
for (unsigned int i = 0; i < pMesh->mNumBones;++i) {
|
||||
|
||||
aiBone* bone = pMesh->mBones[i];
|
||||
for (unsigned int a = 0; a < bone->mNumWeights;++a) {
|
||||
const aiVertexWeight& weight = bone->mWeights[a];
|
||||
avPerVertexWeights[weight.mVertexId].push_back( std::make_pair(i,weight.mWeight) );
|
||||
}
|
||||
}
|
||||
return avPerVertexWeights;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void MeshSplitter :: SplitMesh(unsigned int a, aiMesh* in_mesh, std::vector<std::pair<aiMesh*, unsigned int> >& source_mesh_map) {
|
||||
// TODO: should better use std::(multi)set for source_mesh_map.
|
||||
|
||||
if (in_mesh->mNumVertices <= LIMIT) {
|
||||
source_mesh_map.push_back(std::make_pair(in_mesh,a));
|
||||
return;
|
||||
}
|
||||
|
||||
// build a per-vertex weight list if necessary
|
||||
VertexWeightTable* avPerVertexWeights = ComputeVertexBoneWeightTable(in_mesh);
|
||||
|
||||
// we need to split this mesh into sub meshes. Estimate submesh size
|
||||
const unsigned int sub_meshes = (in_mesh->mNumVertices / LIMIT) + 1;
|
||||
|
||||
// create a std::vector<unsigned int> to remember which vertices have already
|
||||
// been copied and to which position (i.e. output index)
|
||||
std::vector<unsigned int> was_copied_to;
|
||||
was_copied_to.resize(in_mesh->mNumVertices,WAS_NOT_COPIED);
|
||||
|
||||
// Try to find a good estimate for the number of output faces
|
||||
// per mesh. Add 12.5% as buffer
|
||||
unsigned int size_estimated = in_mesh->mNumFaces / sub_meshes;
|
||||
size_estimated += size_estimated / 8;
|
||||
|
||||
// now generate all submeshes
|
||||
unsigned int base = 0;
|
||||
while (true) {
|
||||
const unsigned int out_vertex_index = LIMIT;
|
||||
|
||||
aiMesh* out_mesh = new aiMesh();
|
||||
out_mesh->mNumVertices = 0;
|
||||
out_mesh->mMaterialIndex = in_mesh->mMaterialIndex;
|
||||
|
||||
// the name carries the adjacency information between the meshes
|
||||
out_mesh->mName = in_mesh->mName;
|
||||
|
||||
typedef std::vector<aiVertexWeight> BoneWeightList;
|
||||
if (in_mesh->HasBones()) {
|
||||
out_mesh->mBones = new aiBone*[in_mesh->mNumBones]();
|
||||
}
|
||||
|
||||
// clear the temporary helper array
|
||||
if (base) {
|
||||
std::fill(was_copied_to.begin(), was_copied_to.end(), WAS_NOT_COPIED);
|
||||
}
|
||||
|
||||
std::vector<aiFace> vFaces;
|
||||
|
||||
// reserve enough storage for most cases
|
||||
if (in_mesh->HasPositions()) {
|
||||
out_mesh->mVertices = new aiVector3D[out_vertex_index];
|
||||
}
|
||||
|
||||
if (in_mesh->HasNormals()) {
|
||||
out_mesh->mNormals = new aiVector3D[out_vertex_index];
|
||||
}
|
||||
|
||||
if (in_mesh->HasTangentsAndBitangents()) {
|
||||
out_mesh->mTangents = new aiVector3D[out_vertex_index];
|
||||
out_mesh->mBitangents = new aiVector3D[out_vertex_index];
|
||||
}
|
||||
|
||||
for (unsigned int c = 0; in_mesh->HasVertexColors(c);++c) {
|
||||
out_mesh->mColors[c] = new aiColor4D[out_vertex_index];
|
||||
}
|
||||
|
||||
for (unsigned int c = 0; in_mesh->HasTextureCoords(c);++c) {
|
||||
out_mesh->mNumUVComponents[c] = in_mesh->mNumUVComponents[c];
|
||||
out_mesh->mTextureCoords[c] = new aiVector3D[out_vertex_index];
|
||||
}
|
||||
vFaces.reserve(size_estimated);
|
||||
|
||||
// (we will also need to copy the array of indices)
|
||||
while (base < in_mesh->mNumFaces) {
|
||||
const unsigned int iNumIndices = in_mesh->mFaces[base].mNumIndices;
|
||||
|
||||
// doesn't catch degenerates but is quite fast
|
||||
unsigned int iNeed = 0;
|
||||
for (unsigned int v = 0; v < iNumIndices;++v) {
|
||||
unsigned int index = in_mesh->mFaces[base].mIndices[v];
|
||||
|
||||
// check whether we do already have this vertex
|
||||
if (WAS_NOT_COPIED == was_copied_to[index]) {
|
||||
iNeed++;
|
||||
}
|
||||
}
|
||||
if (out_mesh->mNumVertices + iNeed > out_vertex_index) {
|
||||
// don't use this face
|
||||
break;
|
||||
}
|
||||
|
||||
vFaces.push_back(aiFace());
|
||||
aiFace& rFace = vFaces.back();
|
||||
|
||||
// setup face type and number of indices
|
||||
rFace.mNumIndices = iNumIndices;
|
||||
rFace.mIndices = new unsigned int[iNumIndices];
|
||||
|
||||
// need to update the output primitive types
|
||||
switch (rFace.mNumIndices)
|
||||
{
|
||||
case 1:
|
||||
out_mesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
|
||||
break;
|
||||
case 2:
|
||||
out_mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
|
||||
break;
|
||||
case 3:
|
||||
out_mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
|
||||
break;
|
||||
default:
|
||||
out_mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
|
||||
}
|
||||
|
||||
// and copy the contents of the old array, offset them by current base
|
||||
for (unsigned int v = 0; v < iNumIndices;++v) {
|
||||
const unsigned int index = in_mesh->mFaces[base].mIndices[v];
|
||||
|
||||
// check whether we do already have this vertex
|
||||
if (WAS_NOT_COPIED != was_copied_to[index]) {
|
||||
rFace.mIndices[v] = was_copied_to[index];
|
||||
continue;
|
||||
}
|
||||
|
||||
// copy positions
|
||||
out_mesh->mVertices[out_mesh->mNumVertices] = (in_mesh->mVertices[index]);
|
||||
|
||||
// copy normals
|
||||
if (in_mesh->HasNormals()) {
|
||||
out_mesh->mNormals[out_mesh->mNumVertices] = (in_mesh->mNormals[index]);
|
||||
}
|
||||
|
||||
// copy tangents/bi-tangents
|
||||
if (in_mesh->HasTangentsAndBitangents()) {
|
||||
out_mesh->mTangents[out_mesh->mNumVertices] = (in_mesh->mTangents[index]);
|
||||
out_mesh->mBitangents[out_mesh->mNumVertices] = (in_mesh->mBitangents[index]);
|
||||
}
|
||||
|
||||
// texture coordinates
|
||||
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) {
|
||||
if (in_mesh->HasTextureCoords( c)) {
|
||||
out_mesh->mTextureCoords[c][out_mesh->mNumVertices] = in_mesh->mTextureCoords[c][index];
|
||||
}
|
||||
}
|
||||
// vertex colors
|
||||
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS;++c) {
|
||||
if (in_mesh->HasVertexColors( c)) {
|
||||
out_mesh->mColors[c][out_mesh->mNumVertices] = in_mesh->mColors[c][index];
|
||||
}
|
||||
}
|
||||
// check whether we have bone weights assigned to this vertex
|
||||
rFace.mIndices[v] = out_mesh->mNumVertices;
|
||||
if (avPerVertexWeights) {
|
||||
VertexWeightTable& table = avPerVertexWeights[ out_mesh->mNumVertices ];
|
||||
for (VertexWeightTable::const_iterator iter = table.begin(), end = table.end(); iter != end;++iter) {
|
||||
// allocate the bone weight array if necessary and store it in the mBones field (HACK!)
|
||||
BoneWeightList* weight_list = reinterpret_cast<BoneWeightList*>(out_mesh->mBones[(*iter).first]);
|
||||
if (!weight_list) {
|
||||
weight_list = new BoneWeightList();
|
||||
out_mesh->mBones[(*iter).first] = reinterpret_cast<aiBone*>(weight_list);
|
||||
}
|
||||
weight_list->push_back(aiVertexWeight(out_mesh->mNumVertices,(*iter).second));
|
||||
}
|
||||
}
|
||||
|
||||
was_copied_to[index] = out_mesh->mNumVertices;
|
||||
out_mesh->mNumVertices++;
|
||||
}
|
||||
base++;
|
||||
if(out_mesh->mNumVertices == out_vertex_index) {
|
||||
// break here. The face is only added if it was complete
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// check which bones we'll need to create for this submesh
|
||||
if (in_mesh->HasBones()) {
|
||||
aiBone** ppCurrent = out_mesh->mBones;
|
||||
for (unsigned int k = 0; k < in_mesh->mNumBones;++k) {
|
||||
// check whether the bone exists
|
||||
BoneWeightList* const weight_list = reinterpret_cast<BoneWeightList*>(out_mesh->mBones[k]);
|
||||
|
||||
if (weight_list) {
|
||||
const aiBone* const bone_in = in_mesh->mBones[k];
|
||||
aiBone* const bone_out = new aiBone();
|
||||
*ppCurrent++ = bone_out;
|
||||
bone_out->mName = aiString(bone_in->mName);
|
||||
bone_out->mOffsetMatrix =bone_in->mOffsetMatrix;
|
||||
bone_out->mNumWeights = (unsigned int)weight_list->size();
|
||||
bone_out->mWeights = new aiVertexWeight[bone_out->mNumWeights];
|
||||
|
||||
// copy the vertex weights
|
||||
::memcpy(bone_out->mWeights, &(*weight_list)[0],bone_out->mNumWeights * sizeof(aiVertexWeight));
|
||||
|
||||
delete weight_list;
|
||||
out_mesh->mNumBones++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// copy the face list to the mesh
|
||||
out_mesh->mFaces = new aiFace[vFaces.size()];
|
||||
out_mesh->mNumFaces = (unsigned int)vFaces.size();
|
||||
|
||||
for (unsigned int p = 0; p < out_mesh->mNumFaces;++p) {
|
||||
out_mesh->mFaces[p] = vFaces[p];
|
||||
}
|
||||
|
||||
// add the newly created mesh to the list
|
||||
source_mesh_map.push_back(std::make_pair(out_mesh,a));
|
||||
|
||||
if (base == in_mesh->mNumFaces) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// delete the per-vertex weight list again
|
||||
delete[] avPerVertexWeights;
|
||||
|
||||
// now delete the old mesh data
|
||||
delete in_mesh;
|
||||
}
|
||||
61
code/Assjson/mesh_splitter.h
Normal file
61
code/Assjson/mesh_splitter.h
Normal file
@@ -0,0 +1,61 @@
|
||||
/*
|
||||
Assimp2Json
|
||||
Copyright (c) 2011, Alexander C. Gessler
|
||||
|
||||
Licensed under a 3-clause BSD license. See the LICENSE file for more information.
|
||||
|
||||
*/
|
||||
|
||||
#ifndef INCLUDED_MESH_SPLITTER
|
||||
#define INCLUDED_MESH_SPLITTER
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// Note: this is largely based on assimp's SplitLargeMeshes_Vertex process.
|
||||
// it is refactored and the coding style is slightly improved, though.
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
#include <vector>
|
||||
|
||||
struct aiScene;
|
||||
struct aiMesh;
|
||||
struct aiNode;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Splits meshes of unique vertices into meshes with no more vertices than
|
||||
* a given, configurable threshold value.
|
||||
*/
|
||||
class MeshSplitter
|
||||
{
|
||||
|
||||
public:
|
||||
|
||||
void SetLimit(unsigned int l) {
|
||||
LIMIT = l;
|
||||
}
|
||||
|
||||
unsigned int GetLimit() const {
|
||||
return LIMIT;
|
||||
}
|
||||
|
||||
public:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Executes the post processing step on the given imported data.
|
||||
* At the moment a process is not supposed to fail.
|
||||
* @param pScene The imported data to work at.
|
||||
*/
|
||||
void Execute( aiScene* pScene);
|
||||
|
||||
|
||||
private:
|
||||
|
||||
void UpdateNode(aiNode* pcNode, const std::vector<std::pair<aiMesh*, unsigned int> >& source_mesh_map);
|
||||
void SplitMesh (unsigned int index, aiMesh* mesh, std::vector<std::pair<aiMesh*, unsigned int> >& source_mesh_map);
|
||||
|
||||
public:
|
||||
|
||||
unsigned int LIMIT;
|
||||
};
|
||||
|
||||
#endif // INCLUDED_MESH_SPLITTER
|
||||
|
||||
@@ -812,6 +812,14 @@ ADD_ASSIMP_IMPORTER( MMD
|
||||
MMD/MMDVmdParser.h
|
||||
)
|
||||
|
||||
ADD_ASSIMP_EXPORTER( Assjson
|
||||
Assjson/cencode.c
|
||||
Assjson/cencode.h
|
||||
Assjson/json_exporter.cpp
|
||||
Assjson/mesh_splitter.cpp
|
||||
Assjson/mesh_splitter.h
|
||||
)
|
||||
|
||||
# Workaround for issue #2406 - force problematic large file to be optimized to prevent string table overflow error
|
||||
# Used -Os instead of -O2 as previous issues had mentioned, since -Os is roughly speaking -O2, excluding any
|
||||
# optimizations that take up extra space. Given that the issue is a string table overflowing, -Os seemed appropriate
|
||||
|
||||
@@ -898,6 +898,7 @@ public:
|
||||
: nfo(nfo)
|
||||
, reader(reader)
|
||||
, cur(reader.GetCurrentPos()) {
|
||||
// empty
|
||||
}
|
||||
|
||||
~chunk_guard() {
|
||||
@@ -905,7 +906,7 @@ public:
|
||||
if(nfo.size != static_cast<unsigned int>(-1)) {
|
||||
try {
|
||||
reader.IncPtr( static_cast< int >( nfo.size ) - reader.GetCurrentPos() + cur );
|
||||
} catch (const DeadlyImportError& e ) {
|
||||
} catch (const DeadlyImportError& ) {
|
||||
// out of limit so correct the value
|
||||
reader.IncPtr( reader.GetReadLimit() );
|
||||
}
|
||||
@@ -913,15 +914,17 @@ public:
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
const COB::ChunkInfo& nfo;
|
||||
StreamReaderLE& reader;
|
||||
long cur;
|
||||
};
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void COBImporter::ReadBinaryFile(Scene& out, StreamReaderLE* reader)
|
||||
{
|
||||
void COBImporter::ReadBinaryFile(Scene& out, StreamReaderLE* reader) {
|
||||
if (nullptr == reader) {
|
||||
return;
|
||||
}
|
||||
|
||||
while(1) {
|
||||
std::string type;
|
||||
type += reader -> GetI1()
|
||||
|
||||
@@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
@@ -43,7 +41,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
/** @file Implementation of the Collada loader */
|
||||
|
||||
|
||||
#ifndef ASSIMP_BUILD_NO_COLLADA_IMPORTER
|
||||
|
||||
#include "ColladaLoader.h"
|
||||
@@ -68,7 +65,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
#include <numeric>
|
||||
#include <memory>
|
||||
|
||||
using namespace Assimp;
|
||||
namespace Assimp {
|
||||
|
||||
using namespace Assimp::Formatter;
|
||||
|
||||
static const aiImporterDesc desc = {
|
||||
@@ -113,7 +111,7 @@ ColladaLoader::~ColladaLoader() {
|
||||
// Returns whether the class can handle the format of the given file.
|
||||
bool ColladaLoader::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const {
|
||||
// check file extension
|
||||
std::string extension = GetExtension(pFile);
|
||||
const std::string extension = GetExtension(pFile);
|
||||
|
||||
bool readSig = checkSig && (pIOHandler != nullptr);
|
||||
|
||||
@@ -178,12 +176,14 @@ void ColladaLoader::InternReadFile(const std::string& pFile, aiScene* pScene, IO
|
||||
// parse the input file
|
||||
ColladaParser parser(pIOHandler, pFile);
|
||||
|
||||
if (!parser.mRootNode)
|
||||
throw DeadlyImportError("Collada: File came out empty. Something is wrong here.");
|
||||
|
||||
if( !parser.mRootNode) {
|
||||
throw DeadlyImportError( "Collada: File came out empty. Something is wrong here.");
|
||||
}
|
||||
|
||||
// reserve some storage to avoid unnecessary reallocs
|
||||
newMats.reserve(parser.mMaterialLibrary.size() * 2);
|
||||
mMeshes.reserve(parser.mMeshLibrary.size() * 2);
|
||||
newMats.reserve(parser.mMaterialLibrary.size()*2u);
|
||||
mMeshes.reserve(parser.mMeshLibrary.size()*2u);
|
||||
|
||||
mCameras.reserve(parser.mCameraLibrary.size());
|
||||
mLights.reserve(parser.mLightLibrary.size());
|
||||
@@ -198,24 +198,26 @@ void ColladaLoader::InternReadFile(const std::string& pFile, aiScene* pScene, IO
|
||||
FillMaterials(parser, pScene);
|
||||
|
||||
// Apply unit-size scale calculation
|
||||
pScene->mRootNode->mTransformation *= aiMatrix4x4(parser.mUnitSize, 0, 0, 0,
|
||||
0, parser.mUnitSize, 0, 0,
|
||||
0, 0, parser.mUnitSize, 0,
|
||||
0, 0, 0, 1);
|
||||
if (!ignoreUpDirection) {
|
||||
|
||||
pScene->mRootNode->mTransformation *= aiMatrix4x4(parser.mUnitSize, 0, 0, 0,
|
||||
0, parser.mUnitSize, 0, 0,
|
||||
0, 0, parser.mUnitSize, 0,
|
||||
0, 0, 0, 1);
|
||||
if( !ignoreUpDirection ) {
|
||||
// Convert to Y_UP, if different orientation
|
||||
if (parser.mUpDirection == ColladaParser::UP_X)
|
||||
if( parser.mUpDirection == ColladaParser::UP_X) {
|
||||
pScene->mRootNode->mTransformation *= aiMatrix4x4(
|
||||
0, -1, 0, 0,
|
||||
1, 0, 0, 0,
|
||||
0, 0, 1, 0,
|
||||
0, 0, 0, 1);
|
||||
else if (parser.mUpDirection == ColladaParser::UP_Z)
|
||||
0, -1, 0, 0,
|
||||
1, 0, 0, 0,
|
||||
0, 0, 1, 0,
|
||||
0, 0, 0, 1);
|
||||
} else if( parser.mUpDirection == ColladaParser::UP_Z) {
|
||||
pScene->mRootNode->mTransformation *= aiMatrix4x4(
|
||||
1, 0, 0, 0,
|
||||
0, 0, 1, 0,
|
||||
0, -1, 0, 0,
|
||||
0, 0, 0, 1);
|
||||
1, 0, 0, 0,
|
||||
0, 0, 1, 0,
|
||||
0, -1, 0, 0,
|
||||
0, 0, 0, 1);
|
||||
}
|
||||
}
|
||||
|
||||
// Store scene metadata
|
||||
@@ -223,8 +225,7 @@ void ColladaLoader::InternReadFile(const std::string& pFile, aiScene* pScene, IO
|
||||
const size_t numMeta(parser.mAssetMetaData.size());
|
||||
pScene->mMetaData = aiMetadata::Alloc(static_cast<unsigned int>(numMeta));
|
||||
size_t i = 0;
|
||||
for (auto it = parser.mAssetMetaData.cbegin(); it != parser.mAssetMetaData.cend(); ++it, ++i)
|
||||
{
|
||||
for (auto it = parser.mAssetMetaData.cbegin(); it != parser.mAssetMetaData.cend(); ++it, ++i) {
|
||||
pScene->mMetaData->Set(static_cast<unsigned int>(i), (*it).first, (*it).second);
|
||||
}
|
||||
}
|
||||
@@ -247,9 +248,8 @@ void ColladaLoader::InternReadFile(const std::string& pFile, aiScene* pScene, IO
|
||||
// store all animations
|
||||
StoreAnimations(pScene, parser);
|
||||
|
||||
|
||||
// If no meshes have been loaded, it's probably just an animated skeleton.
|
||||
if (!pScene->mNumMeshes) {
|
||||
if ( 0u == pScene->mNumMeshes) {
|
||||
|
||||
if (!noSkeletonMesh) {
|
||||
SkeletonMeshBuilder hero(pScene);
|
||||
@@ -317,13 +317,12 @@ void ColladaLoader::ResolveNodeInstances(const ColladaParser& pParser, const Col
|
||||
// FIX for http://sourceforge.net/tracker/?func=detail&aid=3054873&group_id=226462&atid=1067632
|
||||
// need to check for both name and ID to catch all. To avoid breaking valid files,
|
||||
// the workaround is only enabled when the first attempt to resolve the node has failed.
|
||||
if (!nd) {
|
||||
if (nullptr == nd) {
|
||||
nd = FindNode(pParser.mRootNode, nodeInst.mNode);
|
||||
}
|
||||
if (!nd)
|
||||
if (nullptr == nd) {
|
||||
ASSIMP_LOG_ERROR_F("Collada: Unable to resolve reference to instanced node ", nodeInst.mNode);
|
||||
|
||||
else {
|
||||
} else {
|
||||
// attach this node to the list of children
|
||||
resolved.push_back(nd);
|
||||
}
|
||||
@@ -333,7 +332,8 @@ void ColladaLoader::ResolveNodeInstances(const ColladaParser& pParser, const Col
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Resolve UV channels
|
||||
void ColladaLoader::ApplyVertexToEffectSemanticMapping(Collada::Sampler& sampler,
|
||||
const Collada::SemanticMappingTable& table) {
|
||||
|
||||
const Collada::SemanticMappingTable& table) {
|
||||
std::map<std::string, Collada::InputSemanticMapEntry>::const_iterator it = table.mMap.find(sampler.mUVChannel);
|
||||
if (it != table.mMap.end()) {
|
||||
if (it->second.mType != Collada::IT_Texcoord) {
|
||||
@@ -449,8 +449,8 @@ void ColladaLoader::BuildCamerasForNode(const ColladaParser& pParser, const Coll
|
||||
out->mAspect = std::tan(AI_DEG_TO_RAD(srcCamera->mHorFov)) /
|
||||
std::tan(AI_DEG_TO_RAD(srcCamera->mVerFov));
|
||||
}
|
||||
}
|
||||
else if (srcCamera->mAspect != 10e10f && srcCamera->mVerFov != 10e10f) {
|
||||
|
||||
} else if (srcCamera->mAspect != 10e10f && srcCamera->mVerFov != 10e10f) {
|
||||
out->mHorizontalFOV = 2.0f * AI_RAD_TO_DEG(std::atan(srcCamera->mAspect *
|
||||
std::tan(AI_DEG_TO_RAD(srcCamera->mVerFov) * 0.5f)));
|
||||
}
|
||||
@@ -488,8 +488,9 @@ void ColladaLoader::BuildMeshesForNode(const ColladaParser& pParser, const Colla
|
||||
}
|
||||
}
|
||||
|
||||
if (!srcMesh) {
|
||||
ASSIMP_LOG_WARN_F("Collada: Unable to find geometry for ID \"", mid.mMeshOrController, "\". Skipping.");
|
||||
|
||||
if( nullptr == srcMesh) {
|
||||
ASSIMP_LOG_WARN_F( "Collada: Unable to find geometry for ID \"", mid.mMeshOrController, "\". Skipping." );
|
||||
continue;
|
||||
}
|
||||
}
|
||||
@@ -791,12 +792,14 @@ aiMesh* ColladaLoader::CreateMesh(const ColladaParser& pParser, const Collada::M
|
||||
IndexPairVector::const_iterator iit = weightStartPerVertex[orgIndex];
|
||||
size_t pairCount = pSrcController->mWeightCounts[orgIndex];
|
||||
|
||||
for (size_t b = 0; b < pairCount; ++b, ++iit)
|
||||
{
|
||||
size_t jointIndex = iit->first;
|
||||
size_t vertexIndex = iit->second;
|
||||
|
||||
ai_real weight = ReadFloat(weightsAcc, weights, vertexIndex, 0);
|
||||
for( size_t b = 0; b < pairCount; ++b, ++iit) {
|
||||
const size_t jointIndex = iit->first;
|
||||
const size_t vertexIndex = iit->second;
|
||||
ai_real weight = 1.0f;
|
||||
if (!weights.mValues.empty()) {
|
||||
weight = ReadFloat(weightsAcc, weights, vertexIndex, 0);
|
||||
}
|
||||
|
||||
// one day I gonna kill that XSI Collada exporter
|
||||
if (weight > 0.0f)
|
||||
@@ -811,19 +814,21 @@ aiMesh* ColladaLoader::CreateMesh(const ColladaParser& pParser, const Collada::M
|
||||
|
||||
// count the number of bones which influence vertices of the current submesh
|
||||
size_t numRemainingBones = 0;
|
||||
for (std::vector<std::vector<aiVertexWeight> >::const_iterator it = dstBones.begin(); it != dstBones.end(); ++it)
|
||||
if (it->size() > 0)
|
||||
numRemainingBones++;
|
||||
for( std::vector<std::vector<aiVertexWeight> >::const_iterator it = dstBones.begin(); it != dstBones.end(); ++it) {
|
||||
if( it->size() > 0) {
|
||||
++numRemainingBones;
|
||||
}
|
||||
}
|
||||
|
||||
// create bone array and copy bone weights one by one
|
||||
dstMesh->mNumBones = static_cast<unsigned int>(numRemainingBones);
|
||||
dstMesh->mBones = new aiBone*[numRemainingBones];
|
||||
size_t boneCount = 0;
|
||||
for (size_t a = 0; a < numBones; ++a)
|
||||
{
|
||||
for( size_t a = 0; a < numBones; ++a) {
|
||||
// omit bones without weights
|
||||
if (dstBones[a].size() == 0)
|
||||
if( dstBones[a].empty() ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// create bone with its weights
|
||||
aiBone* bone = new aiBone;
|
||||
@@ -868,15 +873,17 @@ aiMesh* ColladaLoader::CreateMesh(const ColladaParser& pParser, const Collada::M
|
||||
// Therefore I added a little name replacement here: I search for the bone's node by either name, ID or SID,
|
||||
// and replace the bone's name by the node's name so that the user can use the standard
|
||||
// find-by-name method to associate nodes with bones.
|
||||
const Collada::Node* bnode = FindNode(pParser.mRootNode, bone->mName.data);
|
||||
if (!bnode)
|
||||
bnode = FindNodeBySID(pParser.mRootNode, bone->mName.data);
|
||||
const Collada::Node* bnode = FindNode( pParser.mRootNode, bone->mName.data);
|
||||
if( !bnode) {
|
||||
bnode = FindNodeBySID( pParser.mRootNode, bone->mName.data);
|
||||
}
|
||||
|
||||
// assign the name that we would have assigned for the source node
|
||||
if (bnode)
|
||||
bone->mName.Set(FindNameForNode(bnode));
|
||||
else
|
||||
ASSIMP_LOG_WARN_F("ColladaLoader::CreateMesh(): could not find corresponding node for joint \"", bone->mName.data, "\".");
|
||||
if( bnode) {
|
||||
bone->mName.Set( FindNameForNode( bnode));
|
||||
} else {
|
||||
ASSIMP_LOG_WARN_F( "ColladaLoader::CreateMesh(): could not find corresponding node for joint \"", bone->mName.data, "\"." );
|
||||
}
|
||||
|
||||
// and insert bone
|
||||
dstMesh->mBones[boneCount++] = bone;
|
||||
@@ -888,88 +895,80 @@ aiMesh* ColladaLoader::CreateMesh(const ColladaParser& pParser, const Collada::M
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Stores all meshes in the given scene
|
||||
void ColladaLoader::StoreSceneMeshes(aiScene* pScene)
|
||||
{
|
||||
void ColladaLoader::StoreSceneMeshes( aiScene* pScene) {
|
||||
pScene->mNumMeshes = static_cast<unsigned int>(mMeshes.size());
|
||||
if (mMeshes.size() > 0)
|
||||
{
|
||||
pScene->mMeshes = new aiMesh*[mMeshes.size()];
|
||||
std::copy(mMeshes.begin(), mMeshes.end(), pScene->mMeshes);
|
||||
mMeshes.clear();
|
||||
if( mMeshes.empty() ) {
|
||||
return;
|
||||
}
|
||||
pScene->mMeshes = new aiMesh*[mMeshes.size()];
|
||||
std::copy( mMeshes.begin(), mMeshes.end(), pScene->mMeshes);
|
||||
mMeshes.clear();
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Stores all cameras in the given scene
|
||||
void ColladaLoader::StoreSceneCameras(aiScene* pScene)
|
||||
{
|
||||
void ColladaLoader::StoreSceneCameras( aiScene* pScene) {
|
||||
pScene->mNumCameras = static_cast<unsigned int>(mCameras.size());
|
||||
if (mCameras.size() > 0)
|
||||
{
|
||||
pScene->mCameras = new aiCamera*[mCameras.size()];
|
||||
std::copy(mCameras.begin(), mCameras.end(), pScene->mCameras);
|
||||
mCameras.clear();
|
||||
if( mCameras.empty() ) {
|
||||
return;
|
||||
}
|
||||
pScene->mCameras = new aiCamera*[mCameras.size()];
|
||||
std::copy( mCameras.begin(), mCameras.end(), pScene->mCameras);
|
||||
mCameras.clear();
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Stores all lights in the given scene
|
||||
void ColladaLoader::StoreSceneLights(aiScene* pScene)
|
||||
{
|
||||
void ColladaLoader::StoreSceneLights( aiScene* pScene) {
|
||||
pScene->mNumLights = static_cast<unsigned int>(mLights.size());
|
||||
if (mLights.size() > 0)
|
||||
{
|
||||
pScene->mLights = new aiLight*[mLights.size()];
|
||||
std::copy(mLights.begin(), mLights.end(), pScene->mLights);
|
||||
mLights.clear();
|
||||
if( mLights.empty() ) {
|
||||
return;
|
||||
}
|
||||
pScene->mLights = new aiLight*[mLights.size()];
|
||||
std::copy( mLights.begin(), mLights.end(), pScene->mLights);
|
||||
mLights.clear();
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Stores all textures in the given scene
|
||||
void ColladaLoader::StoreSceneTextures(aiScene* pScene)
|
||||
{
|
||||
void ColladaLoader::StoreSceneTextures( aiScene* pScene) {
|
||||
pScene->mNumTextures = static_cast<unsigned int>(mTextures.size());
|
||||
if (mTextures.size() > 0) {
|
||||
pScene->mTextures = new aiTexture*[mTextures.size()];
|
||||
std::copy(mTextures.begin(), mTextures.end(), pScene->mTextures);
|
||||
mTextures.clear();
|
||||
if( mTextures.empty() ) {
|
||||
return;
|
||||
}
|
||||
pScene->mTextures = new aiTexture*[mTextures.size()];
|
||||
std::copy( mTextures.begin(), mTextures.end(), pScene->mTextures);
|
||||
mTextures.clear();
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Stores all materials in the given scene
|
||||
void ColladaLoader::StoreSceneMaterials(aiScene* pScene)
|
||||
{
|
||||
void ColladaLoader::StoreSceneMaterials( aiScene* pScene) {
|
||||
pScene->mNumMaterials = static_cast<unsigned int>(newMats.size());
|
||||
|
||||
if (newMats.size() > 0) {
|
||||
pScene->mMaterials = new aiMaterial*[newMats.size()];
|
||||
for (unsigned int i = 0; i < newMats.size(); ++i)
|
||||
pScene->mMaterials[i] = newMats[i].second;
|
||||
|
||||
newMats.clear();
|
||||
if (newMats.empty() ) {
|
||||
return;
|
||||
}
|
||||
pScene->mMaterials = new aiMaterial*[newMats.size()];
|
||||
for (unsigned int i = 0; i < newMats.size();++i) {
|
||||
pScene->mMaterials[i] = newMats[i].second;
|
||||
}
|
||||
newMats.clear();
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Stores all animations
|
||||
void ColladaLoader::StoreAnimations(aiScene* pScene, const ColladaParser& pParser)
|
||||
{
|
||||
void ColladaLoader::StoreAnimations( aiScene* pScene, const ColladaParser& pParser) {
|
||||
// recursively collect all animations from the collada scene
|
||||
StoreAnimations(pScene, pParser, &pParser.mAnims, "");
|
||||
|
||||
// catch special case: many animations with the same length, each affecting only a single node.
|
||||
// we need to unite all those single-node-anims to a proper combined animation
|
||||
for (size_t a = 0; a < mAnims.size(); ++a)
|
||||
{
|
||||
for( size_t a = 0; a < mAnims.size(); ++a) {
|
||||
aiAnimation* templateAnim = mAnims[a];
|
||||
if (templateAnim->mNumChannels == 1)
|
||||
{
|
||||
if( templateAnim->mNumChannels == 1) {
|
||||
// search for other single-channel-anims with the same duration
|
||||
std::vector<size_t> collectedAnimIndices;
|
||||
for (size_t b = a + 1; b < mAnims.size(); ++b)
|
||||
{
|
||||
for( size_t b = a+1; b < mAnims.size(); ++b) {
|
||||
aiAnimation* other = mAnims[b];
|
||||
if (other->mNumChannels == 1 && other->mDuration == templateAnim->mDuration &&
|
||||
other->mTicksPerSecond == templateAnim->mTicksPerSecond)
|
||||
@@ -1906,19 +1905,23 @@ const Collada::Node* ColladaLoader::FindNode(const Collada::Node* pNode, const s
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Finds a node in the collada scene by the given SID
|
||||
const Collada::Node* ColladaLoader::FindNodeBySID(const Collada::Node* pNode, const std::string& pSID) const
|
||||
{
|
||||
if (pNode->mSID == pSID)
|
||||
return pNode;
|
||||
|
||||
for (size_t a = 0; a < pNode->mChildren.size(); ++a)
|
||||
{
|
||||
const Collada::Node* node = FindNodeBySID(pNode->mChildren[a], pSID);
|
||||
if (node)
|
||||
return node;
|
||||
const Collada::Node* ColladaLoader::FindNodeBySID( const Collada::Node* pNode, const std::string& pSID) const {
|
||||
if (nullptr == pNode) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return NULL;
|
||||
if (pNode->mSID == pSID) {
|
||||
return pNode;
|
||||
}
|
||||
|
||||
for( size_t a = 0; a < pNode->mChildren.size(); ++a) {
|
||||
const Collada::Node* node = FindNodeBySID( pNode->mChildren[a], pSID);
|
||||
if (node) {
|
||||
return node;
|
||||
}
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
@@ -1953,4 +1956,6 @@ std::string ColladaLoader::FindNameForNode(const Collada::Node* pNode)
|
||||
}
|
||||
}
|
||||
|
||||
} // Namespace Assimp
|
||||
|
||||
#endif // !! ASSIMP_BUILD_NO_DAE_IMPORTER
|
||||
|
||||
@@ -47,10 +47,6 @@ namespace Assimp {
|
||||
aiAnimMesh *aiCreateAnimMesh(const aiMesh *mesh)
|
||||
{
|
||||
aiAnimMesh *animesh = new aiAnimMesh;
|
||||
animesh->mVertices = NULL;
|
||||
animesh->mNormals = NULL;
|
||||
animesh->mTangents = NULL;
|
||||
animesh->mBitangents = NULL;
|
||||
animesh->mNumVertices = mesh->mNumVertices;
|
||||
if (mesh->mVertices) {
|
||||
animesh->mVertices = new aiVector3D[animesh->mNumVertices];
|
||||
|
||||
@@ -102,6 +102,7 @@ void ExportSceneX3D(const char*, IOSystem*, const aiScene*, const ExportProperti
|
||||
void ExportSceneFBX(const char*, IOSystem*, const aiScene*, const ExportProperties*);
|
||||
void ExportSceneFBXA(const char*, IOSystem*, const aiScene*, const ExportProperties*);
|
||||
void ExportScene3MF( const char*, IOSystem*, const aiScene*, const ExportProperties* );
|
||||
void ExportAssimp2Json(const char* , IOSystem*, const aiScene* , const Assimp::ExportProperties*);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// global array of all export formats which Assimp supports in its current build
|
||||
@@ -179,7 +180,11 @@ Exporter::ExportFormatEntry gExporters[] =
|
||||
#endif
|
||||
|
||||
#ifndef ASSIMP_BUILD_NO_3MF_EXPORTER
|
||||
Exporter::ExportFormatEntry( "3mf", "The 3MF-File-Format", "3mf", &ExportScene3MF, 0 )
|
||||
Exporter::ExportFormatEntry( "3mf", "The 3MF-File-Format", "3mf", &ExportScene3MF, 0 ),
|
||||
#endif
|
||||
|
||||
#ifndef ASSIMP_BUILD_NO_ASSJSON_EXPORTER
|
||||
Exporter::ExportFormatEntry("json", "Plain JSON representation of the Assimp scene data structure", "json", &ExportAssimp2Json, 0)
|
||||
#endif
|
||||
};
|
||||
|
||||
|
||||
@@ -364,7 +364,7 @@ void GetImporterInstanceList(std::vector< BaseImporter* >& out)
|
||||
void DeleteImporterInstanceList(std::vector< BaseImporter* >& deleteList){
|
||||
for(size_t i= 0; i<deleteList.size();++i){
|
||||
delete deleteList[i];
|
||||
deleteList[i]=NULL;
|
||||
deleteList[i]=nullptr;
|
||||
}//for
|
||||
}
|
||||
|
||||
|
||||
@@ -420,11 +420,6 @@ namespace Assimp {
|
||||
|
||||
out_camera->mAspect = cam.AspectWidth() / cam.AspectHeight();
|
||||
|
||||
//cameras are defined along positive x direction
|
||||
/*out_camera->mPosition = cam.Position();
|
||||
out_camera->mLookAt = (cam.InterestPosition() - out_camera->mPosition).Normalize();
|
||||
out_camera->mUp = cam.UpVector();*/
|
||||
|
||||
out_camera->mPosition = aiVector3D(0.0f);
|
||||
out_camera->mLookAt = aiVector3D(1.0f, 0.0f, 0.0f);
|
||||
out_camera->mUp = aiVector3D(0.0f, 1.0f, 0.0f);
|
||||
@@ -667,8 +662,7 @@ namespace Assimp {
|
||||
if ((v - all_ones).SquareLength() > zero_epsilon) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else if (ok) {
|
||||
} else if (ok) {
|
||||
if (v.SquareLength() > zero_epsilon) {
|
||||
return true;
|
||||
}
|
||||
@@ -1253,10 +1247,10 @@ namespace Assimp {
|
||||
ai_assert(count_faces);
|
||||
ai_assert(count_vertices);
|
||||
|
||||
// mapping from output indices to DOM indexing, needed to resolve weights
|
||||
// mapping from output indices to DOM indexing, needed to resolve weights or blendshapes
|
||||
std::vector<unsigned int> reverseMapping;
|
||||
std::map<unsigned int, unsigned int> translateIndexMap;
|
||||
if (process_weights) {
|
||||
if (process_weights || mesh.GetBlendShapes().size() > 0) {
|
||||
reverseMapping.resize(count_vertices);
|
||||
}
|
||||
|
||||
@@ -1413,8 +1407,10 @@ namespace Assimp {
|
||||
unsigned int count = 0;
|
||||
const unsigned int* outIndices = mesh.ToOutputVertexIndex(index, count);
|
||||
for (unsigned int k = 0; k < count; k++) {
|
||||
unsigned int index = translateIndexMap[outIndices[k]];
|
||||
|
||||
unsigned int outIndex = outIndices[k];
|
||||
if (translateIndexMap.find(outIndex) == translateIndexMap.end())
|
||||
continue;
|
||||
unsigned int index = translateIndexMap[outIndex];
|
||||
animMesh->mVertices[index] += vertex;
|
||||
if (animMesh->mNormals != nullptr) {
|
||||
animMesh->mNormals[index] += normal;
|
||||
@@ -1428,6 +1424,15 @@ namespace Assimp {
|
||||
}
|
||||
}
|
||||
|
||||
const size_t numAnimMeshes = animMeshes.size();
|
||||
if (numAnimMeshes > 0) {
|
||||
out_mesh->mNumAnimMeshes = static_cast<unsigned int>(numAnimMeshes);
|
||||
out_mesh->mAnimMeshes = new aiAnimMesh*[numAnimMeshes];
|
||||
for (size_t i = 0; i < numAnimMeshes; i++) {
|
||||
out_mesh->mAnimMeshes[i] = animMeshes.at(i);
|
||||
}
|
||||
}
|
||||
|
||||
return static_cast<unsigned int>(meshes.size() - 1);
|
||||
}
|
||||
|
||||
@@ -1733,9 +1738,8 @@ namespace Assimp {
|
||||
}
|
||||
|
||||
void FBXConverter::TrySetTextureProperties(aiMaterial* out_mat, const TextureMap& textures,
|
||||
const std::string& propName,
|
||||
aiTextureType target, const MeshGeometry* const mesh)
|
||||
{
|
||||
const std::string& propName,
|
||||
aiTextureType target, const MeshGeometry* const mesh) {
|
||||
TextureMap::const_iterator it = textures.find(propName);
|
||||
if (it == textures.end()) {
|
||||
return;
|
||||
|
||||
@@ -52,6 +52,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
#include "FBXUtil.h"
|
||||
#include "FBXProperties.h"
|
||||
#include "FBXImporter.h"
|
||||
|
||||
#include <assimp/anim.h>
|
||||
#include <assimp/material.h>
|
||||
#include <assimp/light.h>
|
||||
|
||||
@@ -627,7 +627,7 @@ public:
|
||||
return content;
|
||||
}
|
||||
|
||||
uint32_t ContentLength() const {
|
||||
uint64_t ContentLength() const {
|
||||
return contentLength;
|
||||
}
|
||||
|
||||
|
||||
@@ -963,7 +963,6 @@ void ParseVectorDataArray(std::vector<float>& out, const Element& el)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// read an array of uints
|
||||
void ParseVectorDataArray(std::vector<unsigned int>& out, const Element& el)
|
||||
@@ -1280,7 +1279,6 @@ float ParseTokenAsFloat(const Token& t)
|
||||
return i;
|
||||
}
|
||||
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// wrapper around ParseTokenAsInt() with ParseError handling
|
||||
int ParseTokenAsInt(const Token& t)
|
||||
@@ -1293,8 +1291,6 @@ int ParseTokenAsInt(const Token& t)
|
||||
return i;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// wrapper around ParseTokenAsInt64() with ParseError handling
|
||||
int64_t ParseTokenAsInt64(const Token& t)
|
||||
|
||||
@@ -118,7 +118,7 @@ void ObjFileParser::parseFile( IOStreamBuffer<char> &streamBuffer ) {
|
||||
size_t lastFilePos( 0 );
|
||||
|
||||
std::vector<char> buffer;
|
||||
while ( streamBuffer.getNextDataLine( buffer, '\0' ) ) {
|
||||
while ( streamBuffer.getNextDataLine( buffer, '\\' ) ) {
|
||||
m_DataIt = buffer.begin();
|
||||
m_DataItEnd = buffer.end();
|
||||
|
||||
|
||||
@@ -127,7 +127,8 @@ inline void CompressVertex(const aiVector3D& v, uint32_t& out)
|
||||
n.X = (int32_t)v.x;
|
||||
n.Y = (int32_t)v.y;
|
||||
n.Z = (int32_t)v.z;
|
||||
out = t;
|
||||
::memcpy( &out, &t, sizeof(int32_t));
|
||||
//out = t;
|
||||
}
|
||||
|
||||
// UNREAL vertex decompression
|
||||
|
||||
Reference in New Issue
Block a user