Created exporter class and fixed a few bugs
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401
code/glTFExporter.cpp
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401
code/glTFExporter.cpp
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2015, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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#ifndef ASSIMP_BUILD_NO_EXPORT
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#ifndef ASSIMP_BUILD_NO_GLTF_EXPORTER
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#include "glTFExporter.h"
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#include "Exceptional.h"
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#include "StringComparison.h"
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#include "ByteSwapper.h"
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#include <assimp/version.h>
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#include <assimp/IOSystem.hpp>
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#include <assimp/Exporter.hpp>
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#include <assimp/material.h>
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#include <assimp/scene.h>
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#include <boost/foreach.hpp>
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#include <boost/scoped_ptr.hpp>
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#define RAPIDJSON_HAS_STDSTRING 1
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#include <rapidjson/document.h>
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#include <rapidjson/writer.h>
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#include <rapidjson/prettywriter.h>
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#include <rapidjson/stringbuffer.h>
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#include "glTFFileData.h"
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#include "glTFUtil.h"
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using namespace rapidjson;
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using namespace Assimp;
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using namespace Assimp::glTF;
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namespace Assimp {
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// ------------------------------------------------------------------------------------------------
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// Worker function for exporting a scene to GLTF. Prototyped and registered in Exporter.cpp
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void ExportSceneGLTF(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
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{
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// invoke the exporter
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glTFExporter exporter(pFile, pIOSystem, pScene, pProperties, false);
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}
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// ------------------------------------------------------------------------------------------------
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// Worker function for exporting a scene to GLB. Prototyped and registered in Exporter.cpp
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void ExportSceneGLB(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
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{
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// invoke the exporter
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glTFExporter exporter(pFile, pIOSystem, pScene, pProperties, true);
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}
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} // end of namespace Assimp
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class glTFSceneExporter
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{
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typedef std::gltf_unordered_map<std::string, int> IdMap;
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Document& mDoc;
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MemoryPoolAllocator<>& mAl;
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const aiScene* mScene;
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std::string mRootNodeId;
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std::vector<std::string> mMeshIds;
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IdMap mUsedIds;
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public:
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glTFSceneExporter(Document& doc, const aiScene* pScene)
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: mDoc(doc)
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, mAl(doc.GetAllocator())
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, mScene(pScene)
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{
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doc.SetObject();
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for (unsigned int i = 0; i < pScene->mNumAnimations; ++i) {
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}
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for (unsigned int i = 0; i < pScene->mNumCameras; ++i) {
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}
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for (unsigned int i = 0; i < pScene->mNumLights; ++i) {
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}
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for (unsigned int i = 0; i < pScene->mNumLights; ++i) {
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}
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for (unsigned int i = 0; i < pScene->mNumMaterials; ++i) {
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}
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AddMeshes();
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for (unsigned int i = 0; i < pScene->mNumTextures; ++i) {
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}
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AddNodes();
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CreateScene();
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}
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inline void Pushf(Value& val, float f)
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{
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val.PushBack(Value(f).Move(), mAl);
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}
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inline void SetMatrix(Value& v, const aiMatrix4x4& m)
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{
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v.SetArray();
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v.Reserve(16, mAl);
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Pushf(v, m.a1); Pushf(v, m.b1); Pushf(v, m.c1); Pushf(v, m.d1);
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Pushf(v, m.a2); Pushf(v, m.b2); Pushf(v, m.c2); Pushf(v, m.d2);
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Pushf(v, m.a3); Pushf(v, m.b3); Pushf(v, m.c3); Pushf(v, m.d3);
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Pushf(v, m.a4); Pushf(v, m.b4); Pushf(v, m.c4); Pushf(v, m.d4);
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}
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void AddMeshes()
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{
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if (mScene->mNumMeshes == 0) return;
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Value meshes;
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meshes.SetObject();
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mMeshIds.reserve(mScene->mNumMeshes);
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for (unsigned int i = 0; i < mScene->mNumMeshes; ++i) {
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aiMesh* m = mScene->mMeshes[i];
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std::string meshId = FindID(m->mName, "mesh");
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mMeshIds.push_back(meshId);
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Value mesh;
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mesh.SetObject();
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{
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Value primitives;
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primitives.SetObject();
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mesh.AddMember("primitives", primitives, mAl);
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}
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meshes.AddMember(StringRef(mMeshIds.back()), mesh, mAl);
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}
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mDoc.AddMember("meshes", meshes, mAl);
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}
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void AddNodes()
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{
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if (!mScene->mRootNode) return;
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Value nodes;
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nodes.SetObject();
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mRootNodeId = AddNode(nodes, mScene->mRootNode);
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mDoc.AddMember("nodes", nodes, mAl);
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}
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std::string AddNode(Value& nodes, const aiNode* n)
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{
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std::string nodeId = FindID(n->mName, "node");
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Value node;
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node.SetObject();
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if (!n->mTransformation.IsIdentity()) {
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Value matrix;
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SetMatrix(matrix, n->mTransformation);
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node.AddMember("matrix", matrix, mAl);
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}
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if (n->mNumMeshes > 0) {
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Value meshes;
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meshes.SetArray();
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for (unsigned int i = 0; i < n->mNumMeshes; ++i) {
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meshes.PushBack(StringRef(mMeshIds[n->mMeshes[i]]), mAl);
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}
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node.AddMember("meshes", meshes, mAl);
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}
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if (n->mNumChildren > 0) {
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Value children;
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children.SetArray();
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for (unsigned int i = 0; i < n->mNumChildren; ++i) {
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std::string id = AddNode(nodes, n->mChildren[i]);
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children.PushBack(Value(id, mAl), mAl);
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}
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node.AddMember("children", children, mAl);
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}
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nodes.AddMember(Value(nodeId, mAl), node, mAl);
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return nodeId;
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}
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void CreateScene()
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{
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const char* sceneName = "defaultScene";
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mDoc.AddMember("scene", Value(sceneName, mAl), mAl);
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Value scenes;
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scenes.SetObject();
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{
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Value scene;
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scene.SetObject();
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{
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Value nodes;
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nodes.SetArray();
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if (!mRootNodeId.empty()) {
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nodes.PushBack(StringRef(mRootNodeId), mAl);
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}
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scene.AddMember("nodes", nodes, mAl);
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}
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scenes.AddMember(Value(sceneName, mAl), scene, mAl);
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}
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mDoc.AddMember("scenes", scenes, mAl);
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}
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std::string FindID(const aiString& str, const char* suffix)
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{
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std::string id = str.C_Str();
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IdMap::iterator it;
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if (!id.empty()) {
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it = mUsedIds.find(id);
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if (it == mUsedIds.end()) goto found;
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id += "-";
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}
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id += suffix;
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it = mUsedIds.find(id);
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if (it == mUsedIds.end()) goto found;
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char buffer[256];
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int offset = sprintf(buffer, "%s-", id.c_str());
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for (int i = 0; ; ++i) {
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ASSIMP_itoa10(buffer + offset, sizeof(buffer), i);
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id = buffer;
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it = mUsedIds.find(id);
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if (it == mUsedIds.end()) goto found;
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}
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found:
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mUsedIds[id] = true;
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return id;
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}
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};
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glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiScene* pScene,
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const ExportProperties* pProperties, bool isBinary)
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: mFilename(filename)
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, mIOSystem(pIOSystem)
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, mScene(pScene)
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, mProperties(pProperties)
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, mIsBinary(isBinary)
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{
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boost::scoped_ptr<IOStream> outfile(pIOSystem->Open(mFilename, "wt"));
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if (outfile == 0) {
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throw DeadlyExportError("Could not open output file: " + std::string(mFilename));
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}
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if (isBinary) {
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// we will write the header later, skip its size
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outfile->Seek(sizeof(GLB_Header), aiOrigin_SET);
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}
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Document doc;
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StringBuffer docBuffer;
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{
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glTFSceneExporter exportScene(doc, mScene);
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bool pretty = true;
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if (!isBinary && pretty) {
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PrettyWriter<StringBuffer> writer(docBuffer);
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doc.Accept(writer);
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}
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else {
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Writer<StringBuffer> writer(docBuffer);
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doc.Accept(writer);
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}
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}
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if (outfile->Write(docBuffer.GetString(), docBuffer.GetSize(), 1) != 1) {
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throw DeadlyExportError("Failed to write scene data!");
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}
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if (isBinary) {
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WriteBinaryData(outfile.get(), docBuffer.GetSize());
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}
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}
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void glTFExporter::WriteBinaryData(IOStream* outfile, std::size_t sceneLength)
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{
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//
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// write the body data
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//
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if (!mBodyData.empty()) {
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std::size_t bodyOffset = sizeof(GLB_Header) + sceneLength;
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bodyOffset = (bodyOffset + 3) & ~3; // Round up to next multiple of 4
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outfile->Seek(bodyOffset, aiOrigin_SET);
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if (outfile->Write(&mBodyData[0], mBodyData.size(), 1) != 1) {
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throw DeadlyExportError("Failed to write body data!");
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}
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}
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//
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// write the header
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//
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outfile->Seek(0, aiOrigin_SET);
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GLB_Header header;
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memcpy(header.magic, AI_GLB_MAGIC_NUMBER, sizeof(header.magic));
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header.version = 1;
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AI_SWAP4(header.version);
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header.length = sizeof(header) + sceneLength + mBodyData.size();
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AI_SWAP4(header.length);
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header.sceneLength = sceneLength;
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AI_SWAP4(header.sceneLength);
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header.sceneFormat = SceneFormat_JSON;
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AI_SWAP4(header.sceneFormat);
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if (outfile->Write(&header, sizeof(header), 1) != 1) {
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throw DeadlyExportError("Failed to write the header!");
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}
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}
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#endif // ASSIMP_BUILD_NO_GLTF_EXPORTER
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#endif // ASSIMP_BUILD_NO_EXPORT
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