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3 Commits

Author SHA1 Message Date
Kim Kulling
8f0c6b04b2 Update Version.cpp
Fix version.
2020-01-12 12:56:40 +01:00
Kim Kulling
2cb15ba5c8 Merge pull request #2765 from gerkey/assimp_5.0_release
Fix shared lib name on macOS
2019-12-01 22:49:46 +01:00
Brian Gerkey
84deb1db44 Fix shared lib name on macOS
When on macOS, reverse the shared lib naming convention (as compared to
Linux) to put the version number before the the lib extension.

Fixes #2760
2019-11-17 15:45:47 -08:00
1955 changed files with 158369 additions and 214642 deletions

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@@ -1,127 +0,0 @@
# Commented out parameters are those with the same value as base LLVM style
# We can uncomment them if we want to change their value, or enforce the
# chosen value in case the base style changes (last sync: Clang 6.0.1).
---
### General config, applies to all languages ###
BasedOnStyle: LLVM
AccessModifierOffset: -4
AlignAfterOpenBracket: DontAlign
# AlignConsecutiveAssignments: false
# AlignConsecutiveDeclarations: false
# AlignEscapedNewlines: Right
# AlignOperands: true
AlignTrailingComments: false
AllowAllParametersOfDeclarationOnNextLine: false
# AllowShortBlocksOnASingleLine: false
AllowShortCaseLabelsOnASingleLine: true
AllowShortFunctionsOnASingleLine: Inline
AllowShortIfStatementsOnASingleLine: true
# AllowShortLoopsOnASingleLine: false
# AlwaysBreakAfterDefinitionReturnType: None
# AlwaysBreakAfterReturnType: None
# AlwaysBreakBeforeMultilineStrings: false
# AlwaysBreakTemplateDeclarations: false
# BinPackArguments: true
# BinPackParameters: true
# BraceWrapping:
# AfterClass: false
# AfterControlStatement: false
# AfterEnum: false
# AfterFunction: false
# AfterNamespace: false
# AfterObjCDeclaration: false
# AfterStruct: false
# AfterUnion: false
# AfterExternBlock: false
# BeforeCatch: false
# BeforeElse: false
# IndentBraces: false
# SplitEmptyFunction: true
# SplitEmptyRecord: true
# SplitEmptyNamespace: true
# BreakBeforeBinaryOperators: None
# BreakBeforeBraces: Attach
# BreakBeforeInheritanceComma: false
BreakBeforeTernaryOperators: false
# BreakConstructorInitializersBeforeComma: false
BreakConstructorInitializers: AfterColon
# BreakStringLiterals: true
ColumnLimit: 0
# CommentPragmas: '^ IWYU pragma:'
# CompactNamespaces: false
ConstructorInitializerAllOnOneLineOrOnePerLine: true
ConstructorInitializerIndentWidth: 8
ContinuationIndentWidth: 8
Cpp11BracedListStyle: false
# DerivePointerAlignment: false
# DisableFormat: false
# ExperimentalAutoDetectBinPacking: false
# FixNamespaceComments: true
# ForEachMacros:
# - foreach
# - Q_FOREACH
# - BOOST_FOREACH
# IncludeBlocks: Preserve
IncludeCategories:
- Regex: '".*"'
Priority: 1
- Regex: '^<.*\.h>'
Priority: 2
- Regex: '^<.*'
Priority: 3
# IncludeIsMainRegex: '(Test)?$'
IndentCaseLabels: false
#IndentPPDirectives: AfterHash
IndentWidth: 4
# IndentWrappedFunctionNames: false
# JavaScriptQuotes: Leave
# JavaScriptWrapImports: true
# KeepEmptyLinesAtTheStartOfBlocks: true
# MacroBlockBegin: ''
# MacroBlockEnd: ''
# MaxEmptyLinesToKeep: 1
# NamespaceIndentation: None
# PenaltyBreakAssignment: 2
# PenaltyBreakBeforeFirstCallParameter: 19
# PenaltyBreakComment: 300
# PenaltyBreakFirstLessLess: 120
# PenaltyBreakString: 1000
# PenaltyExcessCharacter: 1000000
# PenaltyReturnTypeOnItsOwnLine: 60
# PointerAlignment: Right
# RawStringFormats:
# - Delimiter: pb
# Language: TextProto
# BasedOnStyle: google
# ReflowComments: true
# SortIncludes: true
# SortUsingDeclarations: true
# SpaceAfterCStyleCast: false
# SpaceAfterTemplateKeyword: true
# SpaceBeforeAssignmentOperators: true
# SpaceBeforeParens: ControlStatements
# SpaceInEmptyParentheses: false
# SpacesBeforeTrailingComments: 1
# SpacesInAngles: false
# SpacesInContainerLiterals: true
# SpacesInCStyleCastParentheses: false
# SpacesInParentheses: false
# SpacesInSquareBrackets: false
TabWidth: 4
UseTab: Never
---
### C++ specific config ###
Language: Cpp
Standard: Cpp11
---
### ObjC specific config ###
Language: ObjC
Standard: Cpp11
ObjCBlockIndentWidth: 4
# ObjCSpaceAfterProperty: false
# ObjCSpaceBeforeProtocolList: true
---
### Java specific config ###
Language: Java
# BreakAfterJavaFieldAnnotations: false
...

2
.github/FUNDING.yml vendored
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@@ -1,2 +1,2 @@
open_collective: assimp
patreon: assimp
ko_fi: kimkulling

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@@ -1,32 +0,0 @@
---
name: Bug report
about: Create a report to help us improve
title: 'Bug:'
labels: 'Bug'
assignees: ''
---
**Describe the bug**
A clear and concise description of what the bug is.
**To Reproduce**
Steps to reproduce the behavior:
1. Go to '...'
2. Click on '....'
3. Scroll down to '....'
4. See error
**Expected behavior**
A clear and concise description of what you expected to happen.
**Screenshots**
If applicable, add screenshots to help explain your problem.
**Platform (please complete the following information):**
- OS: [e.g. iOS]
- Browser [e.g. chrome, safari]
- Version [e.g. 22]
**Additional context**
Add any other context about the problem here.

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@@ -1,20 +0,0 @@
---
name: Feature request
about: Suggest an idea for this project
title: ''
labels: 'Feature-Request'
assignees: ''
---
**Is your feature request related to a problem? Please describe.**
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
**Describe the solution you'd like**
A clear and concise description of what you want to happen.
**Describe alternatives you've considered**
A clear and concise description of any alternative solutions or features you've considered.
**Additional context**
Add any other context or screenshots about the feature request here.

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@@ -1,25 +0,0 @@
---
name: Technical debt
about: Create a report to help us to fix and detect tech debts
title: ''
labels: 'Techdebt'
assignees: ''
---
**Describe the technical debt**
A clear and concise description of what the tech debt is about.
**Better solution**
A clear and concise description of what you would expect.
**Screenshots**
If applicable, add screenshots to help explain your problem.
**Desktop (please complete the following information):**
- OS: [e.g. iOS]
- Browser [e.g. chrome, safari]
- Version [e.g. 22]
**Additional context**
Add any other context about the problem here.

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@@ -1,6 +0,0 @@
version: 2
updates:
- package-ecosystem: "github-actions"
directory: "/"
schedule:
interval: "weekly"

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@@ -1,129 +0,0 @@
name: C/C++ CI
on:
push:
branches: [ master ]
pull_request:
branches: [ master ]
jobs:
job:
name: ${{ matrix.name }}-build-and-test
runs-on: ${{ matrix.os }}
strategy:
fail-fast: false
matrix:
name: [ubuntu-latest-g++, macos-latest-clang++, windows-latest-cl.exe, ubuntu-latest-clang++, ubuntu-gcc-hunter, macos-clang-hunter, windows-msvc-hunter]
# For Windows msvc, for Linux and macOS let's use the clang compiler, use gcc for Linux.
include:
- name: windows-latest-cl.exe
os: windows-latest
cxx: cl.exe
cc: cl.exe
- name: ubuntu-latest-clang++
os: ubuntu-latest
cxx: clang++
cc: clang
- name: macos-latest-clang++
os: macos-latest
cxx: clang++
cc: clang
- name: ubuntu-latest-g++
os: ubuntu-latest
cxx: g++
cc: gcc
- name: ubuntu-gcc-hunter
os: ubuntu-latest
toolchain: ninja-gcc-cxx17-fpic
- name: macos-clang-hunter
os: macos-latest
toolchain: ninja-clang-cxx17-fpic
- name: windows-msvc-hunter
os: windows-latest
toolchain: ninja-vs-win64-cxx17
steps:
- uses: actions/checkout@v3
- uses: lukka/get-cmake@latest
- uses: ilammy/msvc-dev-cmd@v1
- name: Set Compiler Environment
if: "!endsWith(matrix.name, 'hunter')"
uses: lukka/set-shell-env@v1
with:
CXX: ${{ matrix.cxx }}
CC: ${{ matrix.cc }}
- name: Set Compiler Environment for Hunter on Windows
if: startsWith(matrix.name, 'windows') && endsWith(matrix.name, 'hunter')
uses: lukka/set-shell-env@v1
with:
VS160COMNTOOLS: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\Common7\Tools
- name: Checkout Hunter toolchains
if: endsWith(matrix.name, 'hunter')
uses: actions/checkout@v3
with:
repository: cpp-pm/polly
path: cmake/polly
- name: Remove contrib directory for Hunter builds
if: contains(matrix.name, 'hunter')
uses: JesseTG/rm@v1.0.3
with:
path: contrib
- name: Cache DX SDK
id: dxcache
if: contains(matrix.name, 'windows')
uses: actions/cache@v3
with:
path: '${{ github.workspace }}/DX_SDK'
key: ${{ runner.os }}-DX_SDK
restore-keys: |
${{ runner.os }}-DX_SDK
- name: Download DXSetup
if: contains(matrix.name, 'windows') && steps.dxcache.outputs.cache-hit != 'true'
run: |
curl -s -o DXSDK_Jun10.exe --location https://download.microsoft.com/download/A/E/7/AE743F1F-632B-4809-87A9-AA1BB3458E31/DXSDK_Jun10.exe
cmd.exe /c start /wait .\DXSDK_Jun10.exe /U /O /F /S /P "${{ github.workspace }}\DX_SDK"
- name: Set Windows specific CMake arguments
if: contains(matrix.name, 'windows')
id: windows_extra_cmake_args
run: echo "::set-output name=args::-DASSIMP_BUILD_ASSIMP_TOOLS=1 -DASSIMP_BUILD_ASSIMP_VIEW=1"
- name: Set Hunter specific CMake arguments
if: contains(matrix.name, 'hunter')
id: hunter_extra_cmake_args
run: echo "::set-output name=args::-DBUILD_SHARED_LIBS=OFF -DASSIMP_HUNTER_ENABLED=ON -DCMAKE_TOOLCHAIN_FILE=${{ github.workspace }}/cmake/polly/${{ matrix.toolchain }}.cmake"
- name: configure and build
uses: lukka/run-cmake@v3
env:
DXSDK_DIR: '${{ github.workspace }}/DX_SDK'
with:
cmakeListsOrSettingsJson: CMakeListsTxtAdvanced
cmakeListsTxtPath: '${{ github.workspace }}/CMakeLists.txt'
cmakeAppendedArgs: '-GNinja -DCMAKE_BUILD_TYPE=Release ${{ steps.windows_extra_cmake_args.outputs.args }} ${{ steps.hunter_extra_cmake_args.outputs.args }}'
buildWithCMakeArgs: '-- -j 24 -v'
buildDirectory: '${{ github.workspace }}/build/'
- name: Exclude certain tests in Hunter specific builds
if: contains(matrix.name, 'hunter')
id: hunter_extra_test_args
run: echo "::set-output name=args::--gtest_filter=-utOpenGEXImportExport.Importissue1340_EmptyCameraObject:utColladaZaeImportExport.importBlenFromFileTest"
- name: test
run: cd build/bin && ./unit ${{ steps.hunter_extra_test_args.outputs.args }}
shell: bash
- uses: actions/upload-artifact@v3
if: matrix.name == 'windows-msvc'
with:
name: 'assimp-bins-${{ matrix.name }}-${{ github.sha }}'
path: build/bin

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@@ -1,56 +0,0 @@
name: C/C++ Sanitizer
on:
push:
branches: [ master ]
pull_request:
branches: [ master ]
jobs:
job1:
name: adress-sanitizer
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
- uses: lukka/get-cmake@latest
- uses: lukka/set-shell-env@v1
with:
CXX: clang++
CC: clang
- name: configure and build
uses: lukka/run-cmake@v3
with:
cmakeListsOrSettingsJson: CMakeListsTxtAdvanced
cmakeListsTxtPath: '${{ github.workspace }}/CMakeLists.txt'
cmakeAppendedArgs: '-GNinja -DCMAKE_BUILD_TYPE=Debug -DASSIMP_ASAN=ON'
buildWithCMakeArgs: '-- -v'
buildDirectory: '${{ github.workspace }}/build/'
- name: test
run: cd build/bin && ./unit
shell: bash
job2:
name: undefined-behavior-sanitizer
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
- uses: lukka/get-cmake@latest
- uses: lukka/set-shell-env@v1
with:
CXX: clang++
CC: clang
- name: configure and build
uses: lukka/run-cmake@v2
with:
cmakeListsOrSettingsJson: CMakeListsTxtAdvanced
cmakeListsTxtPath: '${{ github.workspace }}/CMakeLists.txt'
cmakeAppendedArgs: '-GNinja -DCMAKE_BUILD_TYPE=Debug -DASSIMP_UBSAN=ON'
buildWithCMakeArgs: '-- -v'
buildDirectory: '${{ github.workspace }}/build/'
- name: test
run: cd build/bin && ./unit
shell: bash

20
.gitignore vendored
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@@ -2,11 +2,6 @@
build
.project
*.kdev4*
.DS_Store
# build artefacts
*.o
*.a
# Visual Studio
*.sln
@@ -18,14 +13,11 @@ build
*.VC.db-wal
*.VC.opendb
*.ipch
.vs/
out/
CMakeSettings.json
# Output
bin/
lib/
x64/
# QtCreator
CMakeLists.txt.user
@@ -82,19 +74,12 @@ test/gtest/src/gtest-stamp/Debug/
tools/assimp_view/assimp_viewer.vcxproj.user
*.pyc
### Rust ###
# Generated by Cargo; will have compiled files and executables
port/assimp_rs/target/
# Backup files generated by rustfmt
port/assimp_rs/**/*.rs.bk
# Unix editor backups
*~
test/gtest/src/gtest-stamp/gtest-gitinfo.txt
test/gtest/src/gtest-stamp/gtest-gitclone-lastrun.txt
Assimp.opensdf
contrib/zlib/CTestTestfile.cmake
contrib/zlib/Debug/zlibstaticd.pdb
ipch/assimp_viewer-44bbbcd1/assimp_viewerd-ccc45335.ipch
bin64/assimp-vc140-mt.dll
bin64/assimp-vc140-mtd.dll
@@ -117,6 +102,3 @@ tools/assimp_qt_viewer/moc_glview.cpp_parameters
tools/assimp_qt_viewer/moc_mainwindow.cpp
tools/assimp_qt_viewer/moc_mainwindow.cpp_parameters
tools/assimp_qt_viewer/ui_mainwindow.h
#Generated directory
generated/*

67
.travis.sh Executable file
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@@ -0,0 +1,67 @@
#---------------------------------------------------------------------------
#Open Asset Import Library (assimp)
#---------------------------------------------------------------------------
# Copyright (c) 2006-2017, assimp team
#
# License see LICENSE file
#
function generate() {
OPTIONS="-DASSIMP_WERROR=ON"
OPTIONS="$OPTIONS -DASSIMP_NO_EXPORT=NO"
if [ "$DISABLE_EXPORTERS" = "YES" ] ; then
OPTIONS="$OPTIONS -DASSIMP_NO_EXPORT=YES"
else
OPTIONS="$OPTIONS -DASSIMP_NO_EXPORT=NO"
fi
if [ "$SHARED_BUILD" = "ON" ] ; then
OPTIONS="$OPTIONS -DBUILD_SHARED_LIBS=ON"
else
OPTIONS="$OPTIONS -DBUILD_SHARED_LIBS=OFF"
fi
if [ "$ENABLE_COVERALLS" = "ON" ] ; then
OPTIONS="$OPTIONS -DASSIMP_COVERALLS=ON"
else
OPTIONS="$OPTIONS -DASSIMP_COVERALLS=OFF"
fi
if [ "$ASAN" = "ON" ] ; then
OPTIONS="$OPTIONS -DASSIMP_ASAN=ON"
else
OPTIONS="$OPTIONS -DASSIMP_ASAN=OFF"
fi
if [ "$UBSAN" = "ON" ] ; then
OPTIONS="$OPTIONS -DASSIMP_UBSAN=ON"
fi
cmake -G "Unix Makefiles" $OPTIONS
}
# build and run unittests, if not android
if [ $ANDROID ]; then
ant -v -Dmy.dir=${TRAVIS_BUILD_DIR} -f ${TRAVIS_BUILD_DIR}/port/jassimp/build.xml ndk-jni
fi
if [ "$TRAVIS_OS_NAME" = "linux" ]; then
if [ $ANALYZE = "ON" ] ; then
if [ "$CC" = "clang" ]; then
scan-build cmake -G "Unix Makefiles" -DBUILD_SHARED_LIBS=OFF -DASSIMP_BUILD_TESTS=OFF
scan-build --status-bugs make -j2
else
cppcheck --version
generate \
&& cppcheck --error-exitcode=1 -j2 -Iinclude -Icode code 2> cppcheck.txt
if [ -s cppcheck.txt ]; then
cat cppcheck.txt
exit 1
fi
fi
else
generate \
&& make -j4 \
&& sudo make install \
&& sudo ldconfig \
&& (cd test/unit; ../../bin/unit)
fi
fi

75
.travis.yml Normal file
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@@ -0,0 +1,75 @@
sudo: required
language: cpp
cache: ccache
before_install:
- if [ "$TRAVIS_OS_NAME" = "linux" ]; then sudo apt-get update -qq && sudo apt-get install cmake cppcheck && sudo apt-get install cmake python3 && sudo apt-get install -qq freeglut3-dev libxmu-dev libxi-dev ; echo -n | openssl s_client -connect scan.coverity.com:443 | sed -ne '/-BEGIN CERTIFICATE-/,/-END CERTIFICATE-/p' | sudo tee -a /etc/ssl/certs/ca- ; fi
- 'if [ "$TRAVIS_OS_NAME" = "osx" ]; then
if brew ls --versions cmake > /dev/null; then
echo cmake already installed.;
else
brew install cmake;
fi;
brew install python3;
brew install homebrew/x11/freeglut;
fi'
- echo -e "#ifndef A_R_H_INC\n#define A_R_H_INC\n#define GitVersion ${TRAVIS_JOB_ID}\n#define GitBranch \"${TRAVIS_BRANCH}\"\n#endif // A_R_H_INC" > revision.h
# install latest LCOV (1.9 was failing)
- if [ "$TRAVIS_OS_NAME" = "linux" ]; then cd ${TRAVIS_BUILD_DIR} && wget http://ftp.de.debian.org/debian/pool/main/l/lcov/lcov_1.11.orig.tar.gz && tar xf lcov_1.11.orig.tar.gz && sudo make -C lcov-1.11/ install && gem install coveralls-lcov && lcov --version && g++ --version ; fi
os:
- linux
compiler:
- gcc
- clang
env:
global:
- secure: "lZ7pHQvl5dpZWzBQAaIMf0wqrvtcZ4wiZKeIZjf83TEsflW8+z0uTpIuN30ZV6Glth/Sq1OhLnTP5+N57fZU/1ebA5twHdvP4bS5CIUUg71/CXQZNl36xeaqvxsG/xRrdpKOsPdjAOsQ9KPTQulsX43XDLS7CasMiLvYOpqKcPc="
- PV=r8e PLATF=linux-x86_64 NDK_HOME=${TRAVIS_BUILD_DIR}/android-ndk-${PV} PATH=${PATH}:${NDK_HOME}
matrix:
include:
- os: linux
compiler: clang
env: ASAN=ON
- os: linux
compiler: clang
env: UBSAN=ON
- os: linux
compiler: clang
env: SHARED_BUILD=ON
- os: linux
compiler: gcc
env: ANALYZE=ON
- os: linux
compiler: gcc
env: ENABLE_COVERALLS=ON
- os: linux
compiler: gcc
env: SHARED_BUILD=ON
install:
- if [ $ANDROID ]; then wget -c http://dl.google.com/android/ndk/android-ndk-${PV}-${PLATF}.tar.bz2 && tar xf android-ndk-${PV}-${PLATF}.tar.bz2 ; fi
before_script:
cmake . -DASSIMP_ENABLE_BOOST_WORKAROUND=YES
script:
- export COVERALLS_SERVICE_NAME=travis-ci
- export COVERALLS_REPO_TOKEN=abc12345
- . ./.travis.sh
after_success:
- if [ "$TRAVIS_OS_NAME" = "linux" ]; then cd ${TRAVIS_BUILD_DIR} && lcov --directory . --capture --output-file coverage.info && lcov --remove coverage.info '/usr/*' 'contrib/*' 'test/*' --output-file coverage.info && lcov --list coverage.info && coveralls-lcov --source-encoding=ISO-8859-1 --repo-token=${COVERALLS_TOKEN} coverage.info ; fi
addons:
coverity_scan:
project:
name: "assimp/assimp"
notification_email: kim.kulling@googlemail.com
build_command_prepend: "cmake ./"
build_command: "make -j4"
branch_pattern: coverity_scan

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@@ -0,0 +1,3 @@
set(ASSIMP_INCLUDE_DIRS
"@PROJECT_SOURCE_DIR@"
"@PROJECT_BINARY_DIR@")

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@@ -0,0 +1,11 @@
set(ASSIMP_PACKAGE_VERSION "@ASSIMP_SOVERSION@")
# Check whether the requested PACKAGE_FIND_VERSION is compatible
if("${ASSIMP_PACKAGE_VERSION}" VERSION_LESS "${ASSIMP_PACKAGE_FIND_VERSION}")
set(ASSIMP_PACKAGE_VERSION_COMPATIBLE FALSE)
else()
set(ASSIMP_PACKAGE_VERSION_COMPATIBLE TRUE)
if ("${ASSIMP_PACKAGE_VERSION}" VERSION_EQUAL "${ASSIMP_PACKAGE_FIND_VERSION}")
set(ASSIMP_PACKAGE_VERSION_EXACT TRUE)
endif()
endif()

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@@ -10,15 +10,16 @@
:: Also see: https://github.com/assimp/assimp/pull/2646
SET SOURCE_DIR=.
SET GENERATOR=Visual Studio 16 2019
SET BINARIES_DIR="./build/Win32"
cmake . -G "%GENERATOR%" -A Win32 -S %SOURCE_DIR% -B %BINARIES_DIR%
cmake --build %BINARIES_DIR% --config debug
:: For generators see "cmake --help"
SET GENERATOR=Visual Studio 15 2017
SET BINARIES_DIR="./BINARIES/Win32"
cmake CMakeLists.txt -G "%GENERATOR%" -S %SOURCE_DIR% -B %BINARIES_DIR%
cmake --build %BINARIES_DIR% --config release
SET BINARIES_DIR="./build/x64"
cmake . -G "%GENERATOR%" -A x64 -S %SOURCE_DIR% -B %BINARIES_DIR%
SET BINARIES_DIR="./BINARIES/x64"
cmake CMakeLists.txt -G "%GENERATOR% Win64" -S %SOURCE_DIR% -B %BINARIES_DIR%
cmake --build %BINARIES_DIR% --config debug
cmake --build %BINARIES_DIR% --config release

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@@ -1,50 +1,17 @@
# Build / Install Instructions
## Install on all platforms using vcpkg
You can download and install assimp using the [vcpkg](https://github.com/Microsoft/vcpkg/) dependency manager:
```bash
git clone https://github.com/Microsoft/vcpkg.git
cd vcpkg
./bootstrap-vcpkg.sh
./vcpkg integrate install
vcpkg install assimp
```
The assimp port in vcpkg is kept up to date by Microsoft team members and community contributors. If the version is out of date, please [create an issue or pull request](https://github.com/Microsoft/vcpkg) on the vcpkg repository.
## Install on Ubuntu
You can install the Asset-Importer-Lib via apt:
```
sudo apt-get update
sudo apt-get install libassimp-dev
```
## Install pyassimp
You need to have pip installed:
```
pip install pyassimp
```
## Manual build instructions
### Install CMake
# Build Instructions
## Install CMake
Asset-Importer-Lib can be build for a lot of different platforms. We are using cmake to generate the build environment for these via cmake. So you have to make sure that you have a working cmake-installation on your system. You can download it at https://cmake.org/ or for linux install it via
```bash
sudo apt-get install cmake
```
### Get the source
## Get the source
Make sure you have a working git-installation. Open a command prompt and clone the Asset-Importer-Lib via:
```bash
git clone https://github.com/assimp/assimp.git
```
### Build from source:
```bash
cd assimp
cmake CMakeLists.txt
cmake --build .
```
### Build instructions for Windows with Visual-Studio
## Build instructions for Windows with Visual-Studio
First you have to install Visual-Studio on your windows-system. You can get the Community-Version for free here: https://visualstudio.microsoft.com/de/downloads/
To generate the build environment for your IDE open a command prompt, navigate to your repo and type:
@@ -53,10 +20,10 @@ cmake CMakeLists.txt
```
This will generate the project files for the visual studio. All dependencies used to build Asset-IMporter-Lib shall be part of the repo. If you want to use you own zlib.installation this is possible as well. Check the options for it.
### Build instructions for Windows with UWP
## Build instructions for Windows with UWP
See <https://stackoverflow.com/questions/40803170/cmake-uwp-using-cmake-to-build-universal-windows-app>
### Build instructions for Linux / Unix
## Build instructions for Linux / Unix
Open a terminal and got to your repository. You can generate the makefiles and build the library via:
```bash
@@ -67,7 +34,7 @@ The option -j descripes the number of parallel processes for the build. In this
If you want to use a IDE for linux you can try QTCreator for instance.
### Build instructions for MinGW
## Build instructions for MinGW
Older versions of MinGW's compiler (e.g. 5.1.0) do not support the -mbig_obj flag
required to compile some of assimp's files, especially for debug builds.
Version 7.3.0 of g++-mingw-w64 & gcc-mingw-w64 appears to work.
@@ -83,30 +50,24 @@ The following toolchain may or may not be helpful for building assimp using MinG
Besides the toolchain, compilation should be the same as for Linux / Unix.
### CMake build options
## CMake build options
The cmake-build-environment provides options to configure the build. The following options can be used:
- **ASSIMP_HUNTER_ENABLED (default OFF)**: Enable Hunter package manager support.
- **BUILD_SHARED_LIBS (default ON)**: Generation of shared libs (dll for windows, so for Linux). Set this to OFF to get a static lib.
- **ASSIMP_BUILD_FRAMEWORK (default OFF, MacOnly)**: Build package as Mac OS X Framework bundle.
- **ASSIMP_DOUBLE_PRECISION (default OFF)**: All data will be stored as double values.
- **ASSIMP_OPT_BUILD_PACKAGES (default OFF)**: Set to ON to generate CPack configuration files and packaging targets.
- **ASSIMP_ANDROID_JNIIOSYSTEM (default OFF)**: Android JNI IOSystem support is active.
- **ASSIMP_NO_EXPORT (default OFF)**: Disable Assimp's export functionality.
- **ASSIMP_BUILD_ZLIB (default OFF)**: Build our own zlib.
- **ASSIMP_BUILD_ALL_EXPORTERS_BY_DEFAULT (default ON)**: Build Assimp with all exporter senabled.
- **ASSIMP_BUILD_ALL_IMPORTERS_BY_DEFAULT (default ON)**: Build Assimp with all importer senabled.
- **ASSIMP_BUILD_ASSIMP_TOOLS (default ON)**: If the supplementary tools for Assimp are built in addition to the library.
- **ASSIMP_BUILD_SAMPLES (default OFF)**: If the official samples are built as well (needs Glut).
- **ASSIMP_BUILD_TESTS (default ON)**: If the test suite for Assimp is built in addition to the library.
- **ASSIMP_COVERALLS (default OFF)**: Enable this to measure test coverage.
- **ASSIMP_INSTALL (default ON)**: Install Assimp library. Disable this if you want to use Assimp as a submodule.
- **ASSIMP_WARNINGS_AS_ERRORS (default ON)**: Treat all warnings as errors.
- **ASSIMP_ASAN (default OFF)**: Enable AddressSanitizer.
- **ASSIMP_UBSAN (default OFF)**: Enable Undefined Behavior sanitizer.
- **ASSIMP_BUILD_DOCS (default OFF)**: Build documentation using Doxygen. OBSOLETE, see https://github.com/assimp/assimp-docs
- **ASSIMP_INJECT_DEBUG_POSTFIX (default ON)**: Inject debug postfix in .a/.so/.lib/.dll lib names
- **ASSIMP_IGNORE_GIT_HASH (default OFF)**: Don't call git to get the hash.
- **ASSIMP_INSTALL_PDB (default ON)**: Install MSVC debug files.
- **USE_STATIC_CRT (default OFF)**: Link against the static MSVC runtime libraries.
- **ASSIMP_BUILD_DRACO (default OFF)**: Build Draco libraries. Primarily for glTF.
- **ASSIMP_BUILD_ASSIMP_VIEW (default ON, if DirectX found, OFF otherwise)**: Build Assimp view tool (requires DirectX).
- **BUILD_SHARED_LIBS ( default ON )**: Generation of shared libs ( dll for windows, so for Linux ). Set this to OFF to get a static lib.
- **BUILD_FRAMEWORK ( default OFF, MacOnly)**: Build package as Mac OS X Framework bundle
- **ASSIMP_DOUBLE_PRECISION( default OFF )**: All data will be stored as double values.
- **ASSIMP_OPT_BUILD_PACKAGES ( default OFF)**: Set to ON to generate CPack configuration files and packaging targets
- **ASSIMP_ANDROID_JNIIOSYSTEM ( default OFF )**: Android JNI IOSystem support is active
- **ASSIMP_NO_EXPORT ( default OFF )**: Disable Assimp's export functionality
- **ASSIMP_BUILD_ZLIB ( default OFF )**: Build your own zlib
- **ASSIMP_BUILD_ASSIMP_TOOLS ( default ON )**: If the supplementary tools for Assimp are built in addition to the library.
- **ASSIMP_BUILD_SAMPLES ( default OFF )**: If the official samples are built as well (needs Glut).
- **ASSIMP_BUILD_TESTS ( default ON )**: If the test suite for Assimp is built in addition to the library.
- **ASSIMP_COVERALLS ( default OFF )**: Enable this to measure test coverage.
- **ASSIMP_WERROR( default OFF )**: Treat warnings as errors.
- **ASSIMP_ASAN ( default OFF )**: Enable AddressSanitizer.
- **ASSIMP_UBSAN ( default OFF )**: Enable Undefined Behavior sanitizer.
- **SYSTEM_IRRXML ( default OFF )**: Use system installed Irrlicht/IrrXML library.
- **BUILD_DOCS ( default OFF )**: Build documentation using Doxygen.
- **INJECT_DEBUG_POSTFIX( default ON )**: Inject debug postfix in .a/.so lib names
- **IGNORE_GIT_HASH ( default OFF )**: Don't call git to get the hash.
- **ASSIMP_INSTALL_PDB ( default ON )**: Install MSVC debug files.

View File

@@ -1,6 +1,6 @@
# Open Asset Import Library (assimp)
# ----------------------------------------------------------------------
# Copyright (c) 2006-2022, assimp team
# Copyright (c) 2006-2019, assimp team
#
# All rights reserved.
#
@@ -34,29 +34,24 @@
# (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
# OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#----------------------------------------------------------------------
SET(CMAKE_POLICY_DEFAULT_CMP0012 NEW)
SET(CMAKE_POLICY_DEFAULT_CMP0074 NEW)
SET(CMAKE_POLICY_DEFAULT_CMP0092 NEW)
CMAKE_MINIMUM_REQUIRED( VERSION 3.10 )
CMAKE_MINIMUM_REQUIRED( VERSION 3.0 )
# Disabled importers: m3d for 5.1
ADD_DEFINITIONS( -DASSIMP_BUILD_NO_M3D_IMPORTER)
ADD_DEFINITIONS( -DASSIMP_BUILD_NO_M3D_EXPORTER)
# Toggles the use of the hunter package manager
option(ASSIMP_HUNTER_ENABLED "Enable Hunter package manager support" OFF)
option(HUNTER_ENABLED "Enable Hunter package manager support" OFF)
IF(ASSIMP_HUNTER_ENABLED)
include("cmake-modules/HunterGate.cmake")
HunterGate(
URL "https://github.com/cpp-pm/hunter/archive/v0.24.0.tar.gz"
SHA1 "a3d7f4372b1dcd52faa6ff4a3bd5358e1d0e5efd"
)
include("cmake/HunterGate.cmake")
HunterGate(
URL "https://github.com/ruslo/hunter/archive/v0.23.176.tar.gz"
SHA1 "2e9ae973d028660b735ac4c6142725ca36a0048a"
)
IF(HUNTER_ENABLED)
add_definitions(-DASSIMP_USE_HUNTER)
ENDIF()
ENDIF(HUNTER_ENABLED)
PROJECT(Assimp VERSION 5.2.4)
PROJECT( Assimp VERSION 5.0.0 )
# All supported options ###############################################
@@ -64,7 +59,8 @@ OPTION( BUILD_SHARED_LIBS
"Build package with shared libraries."
ON
)
OPTION( ASSIMP_BUILD_FRAMEWORK
OPTION( BUILD_FRAMEWORK
"Build package as Mac OS X Framework bundle."
OFF
)
@@ -90,7 +86,7 @@ OPTION( ASSIMP_BUILD_ZLIB
)
OPTION( ASSIMP_BUILD_ASSIMP_TOOLS
"If the supplementary tools for Assimp are built in addition to the library."
OFF
ON
)
OPTION ( ASSIMP_BUILD_SAMPLES
"If the official samples are built as well (needs Glut)."
@@ -104,13 +100,9 @@ OPTION ( ASSIMP_COVERALLS
"Enable this to measure test coverage."
OFF
)
OPTION( ASSIMP_INSTALL
"Disable this if you want to use assimp as a submodule."
ON
)
OPTION ( ASSIMP_WARNINGS_AS_ERRORS
"Treat all warnings as errors."
ON
OPTION ( ASSIMP_WERROR
"Treat warnings as errors."
OFF
)
OPTION ( ASSIMP_ASAN
"Enable AddressSanitizer."
@@ -120,70 +112,58 @@ OPTION ( ASSIMP_UBSAN
"Enable Undefined Behavior sanitizer."
OFF
)
OPTION ( ASSIMP_BUILD_DOCS
OPTION ( SYSTEM_IRRXML
"Use system installed Irrlicht/IrrXML library."
OFF
)
OPTION ( BUILD_DOCS
"Build documentation using Doxygen."
OFF
)
OPTION( ASSIMP_INJECT_DEBUG_POSTFIX
OPTION( INJECT_DEBUG_POSTFIX
"Inject debug postfix in .a/.so/.dll lib names"
ON
)
OPTION ( ASSIMP_IGNORE_GIT_HASH
OPTION ( IGNORE_GIT_HASH
"Don't call git to get the hash."
OFF
)
IF (WIN32)
# Use subset of Windows.h
ADD_DEFINITIONS( -DWIN32_LEAN_AND_MEAN )
IF(MSVC)
OPTION( ASSIMP_INSTALL_PDB
"Install MSVC debug files."
ON )
IF(NOT (MSVC_VERSION LESS 1900))
# Multibyte character set is deprecated since at least MSVC2015 (possibly earlier)
ADD_DEFINITIONS( -DUNICODE -D_UNICODE )
ENDIF()
# Link statically against c/c++ lib to avoid missing redistriburable such as
# "VCRUNTIME140.dll not found. Try reinstalling the app.", but give users
# a choice to opt for the shared runtime if they want.
option(USE_STATIC_CRT "Link against the static runtime libraries." OFF)
# The CMAKE_CXX_FLAGS vars can be overriden by some Visual Studio generators, so we use an alternative
# global method here:
if (${USE_STATIC_CRT})
add_compile_options(
$<$<CONFIG:>:/MT>
$<$<CONFIG:Debug>:/MTd>
$<$<CONFIG:Release>:/MT>
)
endif()
ENDIF()
ENDIF()
IF (IOS AND NOT ASSIMP_HUNTER_ENABLED)
IF (IOS AND NOT HUNTER_ENABLED)
IF (NOT CMAKE_BUILD_TYPE)
SET(CMAKE_BUILD_TYPE "Release")
ENDIF ()
ENDIF (NOT CMAKE_BUILD_TYPE)
ADD_DEFINITIONS(-DENABLE_BITCODE)
ENDIF ()
ENDIF (IOS AND NOT HUNTER_ENABLED)
# Use subset of Windows.h
if (WIN32)
ADD_DEFINITIONS( -DWIN32_LEAN_AND_MEAN )
endif()
IF (ASSIMP_BUILD_FRAMEWORK)
IF(MSVC)
OPTION( ASSIMP_INSTALL_PDB
"Install MSVC debug files."
ON
)
IF(NOT (MSVC_VERSION LESS 1900))
# Multibyte character set is deprecated since at least MSVC2015 (possibly earlier)
ADD_DEFINITIONS( -DUNICODE -D_UNICODE )
ENDIF()
ENDIF(MSVC)
IF (BUILD_FRAMEWORK)
SET (BUILD_SHARED_LIBS ON)
MESSAGE(STATUS "Framework bundle building enabled")
ENDIF()
ENDIF(BUILD_FRAMEWORK)
IF(NOT BUILD_SHARED_LIBS)
MESSAGE(STATUS "Shared libraries disabled")
SET(LINK_SEARCH_START_STATIC TRUE)
SET(CMAKE_FIND_LIBRARY_SUFFIXES ${CMAKE_STATIC_LIBRARY_SUFFIX} ${CMAKE_FIND_LIBRARY_SUFFIXES})
ELSE()
MESSAGE(STATUS "Shared libraries enabled")
ENDIF()
ENDIF(NOT BUILD_SHARED_LIBS)
# Define here the needed parameters
SET (ASSIMP_VERSION_MAJOR ${PROJECT_VERSION_MAJOR})
@@ -193,14 +173,12 @@ SET (ASSIMP_VERSION ${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}.${ASSIMP_VER
SET (ASSIMP_SOVERSION 5)
SET( ASSIMP_PACKAGE_VERSION "0" CACHE STRING "the package-specific version used for uploading the sources" )
if(NOT ASSIMP_HUNTER_ENABLED)
# Enable C++17 support globally
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_C_STANDARD 99)
if(NOT HUNTER_ENABLED)
# Enable C++11 support globally
set_property( GLOBAL PROPERTY CXX_STANDARD 11 )
endif()
IF(NOT ASSIMP_IGNORE_GIT_HASH)
IF(NOT IGNORE_GIT_HASH)
# Get the current working branch
EXECUTE_PROCESS(
COMMAND git rev-parse --abbrev-ref HEAD
@@ -222,11 +200,21 @@ ENDIF()
IF(NOT GIT_COMMIT_HASH)
SET(GIT_COMMIT_HASH 0)
ENDIF()
ENDIF(NOT GIT_COMMIT_HASH)
IF(ASSIMP_DOUBLE_PRECISION)
ADD_DEFINITIONS(-DASSIMP_DOUBLE_PRECISION)
ENDIF()
ADD_DEFINITIONS(-DASSIMP_DOUBLE_PRECISION)
ENDIF(ASSIMP_DOUBLE_PRECISION)
CONFIGURE_FILE(
${CMAKE_CURRENT_LIST_DIR}/revision.h.in
${CMAKE_CURRENT_BINARY_DIR}/revision.h
)
CONFIGURE_FILE(
${CMAKE_CURRENT_LIST_DIR}/include/assimp/config.h.in
${CMAKE_CURRENT_BINARY_DIR}/include/assimp/config.h
)
INCLUDE_DIRECTORIES( BEFORE
./
@@ -245,72 +233,50 @@ SET(ASSIMP_LIBRARY_SUFFIX "" CACHE STRING "Suffix to append to library names")
IF( UNIX )
# Use GNUInstallDirs for Unix predefined directories
INCLUDE(GNUInstallDirs)
# Ensure that we do not run into issues like http://www.tcm.phy.cam.ac.uk/sw/inodes64.html on 32 bit linux
IF( ${OPERATING_SYSTEM} MATCHES "Android")
ELSE()
IF ( CMAKE_SIZEOF_VOID_P EQUAL 4) # only necessary for 32-bit linux
ADD_DEFINITIONS(-D_FILE_OFFSET_BITS=64 )
ENDIF()
ENDIF()
ENDIF()
ENDIF( UNIX )
# Grouped compiler settings ########################################
IF ((CMAKE_C_COMPILER_ID MATCHES "GNU") AND NOT MINGW)
IF(NOT ASSIMP_HUNTER_ENABLED)
SET(CMAKE_CXX_STANDARD 17)
SET(CMAKE_POSITION_INDEPENDENT_CODE ON)
# Grouped compiler settings
IF ((CMAKE_C_COMPILER_ID MATCHES "GNU") AND NOT CMAKE_COMPILER_IS_MINGW)
IF(NOT HUNTER_ENABLED)
SET(CMAKE_CXX_FLAGS "-fPIC -std=c++0x ${CMAKE_CXX_FLAGS}")
SET(CMAKE_C_FLAGS "-fPIC ${CMAKE_C_FLAGS}")
ENDIF()
# hide all not-exported symbols
IF(CMAKE_HOST_SYSTEM_PROCESSOR MATCHES "mips64" )
SET(CMAKE_CXX_FLAGS "-mxgot -fvisibility=hidden -fno-strict-aliasing -Wall ${CMAKE_CXX_FLAGS}")
SET(CMAKE_C_FLAGS "-fno-strict-aliasing ${CMAKE_C_FLAGS}")
SET(LIBSTDC++_LIBRARIES -lstdc++)
ELSE()
SET(CMAKE_CXX_FLAGS "-fvisibility=hidden -fno-strict-aliasing -Wall ${CMAKE_CXX_FLAGS}")
SET(CMAKE_C_FLAGS "-fno-strict-aliasing ${CMAKE_C_FLAGS}")
SET(LIBSTDC++_LIBRARIES -lstdc++)
ENDIF()
SET(CMAKE_CXX_FLAGS "-g -fvisibility=hidden -fno-strict-aliasing -Wall ${CMAKE_CXX_FLAGS}")
SET(CMAKE_C_FLAGS "-fno-strict-aliasing ${CMAKE_C_FLAGS}")
SET(LIBSTDC++_LIBRARIES -lstdc++)
ELSEIF(MSVC)
# enable multi-core compilation with MSVC
IF(CMAKE_CXX_COMPILER_ID MATCHES "Clang" ) # clang-cl
ADD_COMPILE_OPTIONS(/bigobj /W4 /WX )
ELSE() # msvc
ADD_COMPILE_OPTIONS(/MP /bigobj /W4 /WX)
ENDIF()
ADD_COMPILE_OPTIONS(/MP)
ADD_COMPILE_OPTIONS( /bigobj )
# disable "elements of array '' will be default initialized" warning on MSVC2013
IF(MSVC12)
ADD_COMPILE_OPTIONS(/wd4351)
ADD_COMPILE_OPTIONS(/wd4351)
ENDIF()
ADD_COMPILE_OPTIONS(/wd4244) #supress warning for double to float conversion if Double precission is activated
SET(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /D_DEBUG /Zi /Od")
SET(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} /Zi")
SET(CMAKE_SHARED_LINKER_FLAGS_RELEASE "${CMAKE_SHARED_LINKER_FLAGS_RELEASE} /DEBUG:FULL /PDBALTPATH:%_PDB% /OPT:REF /OPT:ICF")
ELSEIF (CMAKE_CXX_COMPILER_ID MATCHES "Clang" )
IF(NOT ASSIMP_HUNTER_ENABLED)
SET(CMAKE_CXX_STANDARD 17)
SET(CMAKE_POSITION_INDEPENDENT_CODE ON)
SET(CMAKE_CXX_FLAGS_DEBUG "/D_DEBUG /MDd /Ob2 /DEBUG:FULL /Zi")
ELSEIF ( "${CMAKE_CXX_COMPILER_ID}" MATCHES "Clang" )
IF(NOT HUNTER_ENABLED)
SET(CMAKE_CXX_FLAGS "-fPIC -std=c++11 ${CMAKE_CXX_FLAGS}")
SET(CMAKE_C_FLAGS "-fPIC ${CMAKE_C_FLAGS}")
ENDIF()
SET(CMAKE_CXX_FLAGS "-fvisibility=hidden -fno-strict-aliasing -Wall -Wno-long-long ${CMAKE_CXX_FLAGS}" )
SET(CMAKE_CXX_FLAGS "-g -fvisibility=hidden -fno-strict-aliasing -Wall -Wno-long-long ${CMAKE_CXX_FLAGS}" )
SET(CMAKE_C_FLAGS "-fno-strict-aliasing ${CMAKE_C_FLAGS}")
ELSEIF( MINGW )
ELSEIF( CMAKE_COMPILER_IS_MINGW )
IF (CMAKE_CXX_COMPILER_VERSION VERSION_LESS 7.0)
message(FATAL_ERROR "MinGW is too old to be supported. Please update MinGW and try again.")
ELSEIF(CMAKE_CXX_COMPILER_VERSION VERSION_LESS 7.3)
message(WARNING "MinGW is old, if you experience errors, update MinGW.")
ENDIF()
IF(NOT ASSIMP_HUNTER_ENABLED)
SET(CMAKE_CXX_FLAGS "-std=gnu++17 ${CMAKE_CXX_FLAGS}")
IF(NOT HUNTER_ENABLED)
SET(CMAKE_CXX_FLAGS "-std=c++11 ${CMAKE_CXX_FLAGS}")
SET(CMAKE_C_FLAGS "-fPIC ${CMAKE_C_FLAGS}")
ENDIF()
IF (CMAKE_BUILD_TYPE STREQUAL "Debug")
SET(CMAKE_CXX_FLAGS "-fvisibility=hidden -fno-strict-aliasing -Wall -Wno-long-long -Wa,-mbig-obj -g ${CMAKE_CXX_FLAGS}")
ELSE()
SET(CMAKE_CXX_FLAGS "-fvisibility=hidden -fno-strict-aliasing -Wall -Wno-long-long -Wa,-mbig-obj -O3 ${CMAKE_CXX_FLAGS}")
ENDIF()
SET(CMAKE_C_FLAGS "-fno-strict-aliasing ${CMAKE_C_FLAGS}")
SET(CMAKE_CXX_FLAGS "-fvisibility=hidden -fno-strict-aliasing -Wall -Wno-long-long -Wa,-mbig-obj -O3 ${CMAKE_CXX_FLAGS}")
SET(CMAKE_C_FLAGS "-fno-strict-aliasing ${CMAKE_C_FLAGS}")
ADD_DEFINITIONS( -U__STRICT_ANSI__ )
ENDIF()
IF ( IOS AND NOT ASSIMP_HUNTER_ENABLED)
IF ( IOS AND NOT HUNTER_ENABLED)
IF (CMAKE_BUILD_TYPE STREQUAL "Debug")
SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -fembed-bitcode -Og")
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fembed-bitcode -Og")
@@ -319,7 +285,7 @@ IF ( IOS AND NOT ASSIMP_HUNTER_ENABLED)
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fembed-bitcode -O3")
# Experimental for pdb generation
ENDIF()
ENDIF()
ENDIF( IOS AND NOT HUNTER_ENABLED)
IF (ASSIMP_COVERALLS)
MESSAGE(STATUS "Coveralls enabled")
@@ -328,6 +294,16 @@ IF (ASSIMP_COVERALLS)
SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -g -O0 -fprofile-arcs -ftest-coverage")
ENDIF()
IF (ASSIMP_WERROR)
MESSAGE(STATUS "Treating warnings as errors")
IF (MSVC)
ADD_COMPILE_OPTIONS(/WX)
ELSE()
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Werror")
SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Werror")
ENDIF()
ENDIF()
IF (ASSIMP_ASAN)
MESSAGE(STATUS "AddressSanitizer enabled")
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fsanitize=address")
@@ -336,139 +312,122 @@ ENDIF()
IF (ASSIMP_UBSAN)
MESSAGE(STATUS "Undefined Behavior sanitizer enabled")
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fsanitize=undefined,shift,shift-exponent,integer-divide-by-zero,unreachable,vla-bound,null,return,signed-integer-overflow,bounds,float-divide-by-zero,float-cast-overflow,nonnull-attribute,returns-nonnull-attribute,bool,enum,vptr,pointer-overflow,builtin -fno-sanitize-recover=all")
SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -fsanitize=undefined,shift,shift-exponent,integer-divide-by-zero,unreachable,vla-bound,null,return,signed-integer-overflow,bounds,float-divide-by-zero,float-cast-overflow,nonnull-attribute,returns-nonnull-attribute,bool,enum,vptr,pointer-overflow,builtin -fno-sanitize-recover=all")
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fsanitize=undefined -fno-sanitize-recover=all")
SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -fsanitize=undefined -fno-sanitize-recover=all")
ENDIF()
INCLUDE (FindPkgMacros)
INCLUDE (PrecompiledHeader)
# Set Assimp project output directory variables.
# Will respect top-level CMAKE_*_OUTPUT_DIRECTORY variables if any are set.
IF(NOT DEFINED CMAKE_RUNTIME_OUTPUT_DIRECTORY)
SET(ASSIMP_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin" CACHE STRING "Path for runtime output files")
ELSE()
SET(ASSIMP_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_RUNTIME_OUTPUT_DIRECTORY} CACHE STRING "Path for runtime output files")
ENDIF()
# If this is an in-source build (CMAKE_SOURCE_DIR == CMAKE_BINARY_DIR),
# write the library/executable files to the respective directories in the
# source tree. During an out-of-source build, however, do not litter this
# directory, since that is probably what the user wanted to avoid.
IF ( CMAKE_SOURCE_DIR STREQUAL CMAKE_BINARY_DIR )
SET( CMAKE_LIBRARY_OUTPUT_DIRECTORY "${CMAKE_HOME_DIRECTORY}/lib" )
SET( CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_HOME_DIRECTORY}/lib" )
SET( CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_HOME_DIRECTORY}/bin" )
ENDIF ( CMAKE_SOURCE_DIR STREQUAL CMAKE_BINARY_DIR )
IF(NOT DEFINED CMAKE_LIBRARY_OUTPUT_DIRECTORY)
SET(ASSIMP_LIBRARY_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin" CACHE STRING "Path for library output files")
ELSE()
SET(ASSIMP_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_LIBRARY_OUTPUT_DIRECTORY} CACHE STRING "Path for runtime output files")
ENDIF()
IF(NOT DEFINED CMAKE_ARCHIVE_OUTPUT_DIRECTORY)
SET(ASSIMP_ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/lib" CACHE STRING "Path for library output files")
ELSE()
SET(ASSIMP_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_ARCHIVE_OUTPUT_DIRECTORY} CACHE STRING "Path for runtime output files")
ENDIF()
# Macro used to set the output directories of a target to the
# respective Assimp output directories.
MACRO(TARGET_USE_COMMON_OUTPUT_DIRECTORY target)
set_target_properties(${target} PROPERTIES
RUNTIME_OUTPUT_DIRECTORY ${ASSIMP_RUNTIME_OUTPUT_DIRECTORY}
LIBRARY_OUTPUT_DIRECTORY ${ASSIMP_LIBRARY_OUTPUT_DIRECTORY}
ARCHIVE_OUTPUT_DIRECTORY ${ASSIMP_ARCHIVE_OUTPUT_DIRECTORY}
)
ENDMACRO()
# Cache these to allow the user to override them manually.
SET( ASSIMP_LIB_INSTALL_DIR "lib" CACHE STRING
"Path the built library files are installed to." )
SET( ASSIMP_INCLUDE_INSTALL_DIR "include" CACHE STRING
"Path the header files are installed to." )
SET( ASSIMP_BIN_INSTALL_DIR "bin" CACHE STRING
"Path the tool executables are installed to." )
get_cmake_property(is_multi_config GENERATOR_IS_MULTI_CONFIG)
IF (ASSIMP_INJECT_DEBUG_POSTFIX AND (is_multi_config OR CMAKE_BUILD_TYPE STREQUAL "Debug"))
IF (INJECT_DEBUG_POSTFIX AND (is_multi_config OR CMAKE_BUILD_TYPE STREQUAL "Debug"))
SET(CMAKE_DEBUG_POSTFIX "d" CACHE STRING "Debug Postfix for lib, samples and tools")
ELSE()
SET(CMAKE_DEBUG_POSTFIX "" CACHE STRING "Debug Postfix for lib, samples and tools")
ENDIF()
# Only generate this target if no higher-level project already has
IF (NOT TARGET uninstall AND ASSIMP_INSTALL)
IF (NOT TARGET uninstall)
# add make uninstall capability
CONFIGURE_FILE("${CMAKE_CURRENT_SOURCE_DIR}/cmake-modules/cmake_uninstall.cmake.in" "${CMAKE_CURRENT_BINARY_DIR}/cmake_uninstall.cmake" IMMEDIATE @ONLY)
ADD_CUSTOM_TARGET(uninstall "${CMAKE_COMMAND}" -P "${CMAKE_CURRENT_BINARY_DIR}/cmake_uninstall.cmake")
ENDIF()
# cmake configuration files
if(${BUILD_SHARED_LIBS})
set(BUILD_LIB_TYPE SHARED)
else()
set(BUILD_LIB_TYPE STATIC)
endif()
IF( UNIX )
# Use GNUInstallDirs for Unix predefined directories
INCLUDE(GNUInstallDirs)
SET( ASSIMP_LIB_INSTALL_DIR ${CMAKE_INSTALL_LIBDIR})
SET( ASSIMP_INCLUDE_INSTALL_DIR ${CMAKE_INSTALL_INCLUDEDIR})
SET( ASSIMP_BIN_INSTALL_DIR ${CMAKE_INSTALL_BINDIR})
ELSE()
# Cache these to allow the user to override them on non-Unix platforms
SET( ASSIMP_LIB_INSTALL_DIR "lib" CACHE STRING
"Path the built library files are installed to." )
SET( ASSIMP_INCLUDE_INSTALL_DIR "include" CACHE STRING
"Path the header files are installed to." )
SET( ASSIMP_BIN_INSTALL_DIR "bin" CACHE STRING
"Path the tool executables are installed to." )
SET(CMAKE_INSTALL_FULL_INCLUDEDIR ${CMAKE_INSTALL_PREFIX}/${ASSIMP_INCLUDE_INSTALL_DIR})
SET(CMAKE_INSTALL_FULL_LIBDIR ${CMAKE_INSTALL_PREFIX}/${ASSIMP_LIB_INSTALL_DIR})
SET(CMAKE_INSTALL_FULL_BINDIR ${CMAKE_INSTALL_PREFIX}/${ASSIMP_BIN_INSTALL_DIR})
ENDIF()
set(GENERATED_DIR "${CMAKE_CURRENT_BINARY_DIR}/generated")
IF(ASSIMP_HUNTER_ENABLED)
IF(HUNTER_ENABLED)
set(CONFIG_INSTALL_DIR "lib/cmake/${PROJECT_NAME}")
set(CMAKE_CONFIG_TEMPLATE_FILE "cmake-modules/assimp-hunter-config.cmake.in")
set(NAMESPACE "${PROJECT_NAME}::")
set(TARGETS_EXPORT_NAME "${PROJECT_NAME}Targets")
set(INCLUDE_INSTALL_DIR "include")
set(GENERATED_DIR "${CMAKE_CURRENT_BINARY_DIR}/generated")
# Configuration
set(VERSION_CONFIG "${GENERATED_DIR}/${PROJECT_NAME}ConfigVersion.cmake")
set(PROJECT_CONFIG "${GENERATED_DIR}/${PROJECT_NAME}Config.cmake")
ELSE()
set(CONFIG_INSTALL_DIR "${ASSIMP_LIB_INSTALL_DIR}/cmake/assimp-${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}")
set(CMAKE_CONFIG_TEMPLATE_FILE "cmake-modules/assimp-plain-config.cmake.in")
string(TOLOWER ${PROJECT_NAME} PROJECT_NAME_LOWERCASE)
set(NAMESPACE "${PROJECT_NAME_LOWERCASE}::")
set(TARGETS_EXPORT_NAME "${PROJECT_NAME_LOWERCASE}Targets")
set(VERSION_CONFIG "${GENERATED_DIR}/${PROJECT_NAME_LOWERCASE}ConfigVersion.cmake")
set(PROJECT_CONFIG "${GENERATED_DIR}/${PROJECT_NAME_LOWERCASE}Config.cmake")
ENDIF()
set(TARGETS_EXPORT_NAME "${PROJECT_NAME}Targets")
set(NAMESPACE "${PROJECT_NAME}::")
set(INCLUDE_INSTALL_DIR "include")
# Include module with fuction 'write_basic_package_version_file'
include(CMakePackageConfigHelpers)
# Include module with fuction 'write_basic_package_version_file'
include(CMakePackageConfigHelpers)
# Note: PROJECT_VERSION is used as a VERSION
write_basic_package_version_file("${VERSION_CONFIG}" COMPATIBILITY SameMajorVersion)
# Note: PROJECT_VERSION is used as a VERSION
write_basic_package_version_file("${VERSION_CONFIG}" COMPATIBILITY SameMajorVersion)
# Use variables:
# * TARGETS_EXPORT_NAME
# * PROJECT_NAME
configure_package_config_file(
"cmake/assimp-hunter-config.cmake.in"
"${PROJECT_CONFIG}"
INSTALL_DESTINATION "${CONFIG_INSTALL_DIR}"
)
configure_package_config_file(
${CMAKE_CONFIG_TEMPLATE_FILE}
"${PROJECT_CONFIG}"
INSTALL_DESTINATION "${CONFIG_INSTALL_DIR}"
)
install(
FILES "${PROJECT_CONFIG}" "${VERSION_CONFIG}"
DESTINATION "${CONFIG_INSTALL_DIR}"
)
install(
FILES "${PROJECT_CONFIG}" "${VERSION_CONFIG}"
DESTINATION "${CONFIG_INSTALL_DIR}"
COMPONENT ${LIBASSIMP-DEV_COMPONENT}
)
install(
EXPORT "${TARGETS_EXPORT_NAME}"
NAMESPACE "${NAMESPACE}"
DESTINATION "${CONFIG_INSTALL_DIR}"
)
ELSE(HUNTER_ENABLED)
# cmake configuration files
CONFIGURE_FILE("${CMAKE_CURRENT_SOURCE_DIR}/assimp-config.cmake.in" "${CMAKE_CURRENT_BINARY_DIR}/assimp-config.cmake" @ONLY IMMEDIATE)
CONFIGURE_FILE("${CMAKE_CURRENT_SOURCE_DIR}/assimpTargets.cmake.in" "${CMAKE_CURRENT_BINARY_DIR}/assimpTargets.cmake" @ONLY IMMEDIATE)
IF (is_multi_config)
CONFIGURE_FILE("${CMAKE_CURRENT_SOURCE_DIR}/assimpTargets-debug.cmake.in" "${CMAKE_CURRENT_BINARY_DIR}/assimpTargets-debug.cmake" @ONLY IMMEDIATE)
CONFIGURE_FILE("${CMAKE_CURRENT_SOURCE_DIR}/assimpTargets-release.cmake.in" "${CMAKE_CURRENT_BINARY_DIR}/assimpTargets-release.cmake" @ONLY IMMEDIATE)
SET(PACKAGE_TARGETS_FILE "${CMAKE_CURRENT_BINARY_DIR}/assimpTargets-debug.cmake" "${CMAKE_CURRENT_BINARY_DIR}/assimpTargets-release.cmake")
ELSEIF (CMAKE_BUILD_TYPE STREQUAL Debug)
CONFIGURE_FILE("${CMAKE_CURRENT_SOURCE_DIR}/assimpTargets-debug.cmake.in" "${CMAKE_CURRENT_BINARY_DIR}/assimpTargets-debug.cmake" @ONLY IMMEDIATE)
SET(PACKAGE_TARGETS_FILE "${CMAKE_CURRENT_BINARY_DIR}/assimpTargets-debug.cmake")
ELSE()
CONFIGURE_FILE("${CMAKE_CURRENT_SOURCE_DIR}/assimpTargets-release.cmake.in" "${CMAKE_CURRENT_BINARY_DIR}/assimpTargets-release.cmake" @ONLY IMMEDIATE)
SET(PACKAGE_TARGETS_FILE "${CMAKE_CURRENT_BINARY_DIR}/assimpTargets-release.cmake")
ENDIF()
CONFIGURE_FILE("${CMAKE_CURRENT_SOURCE_DIR}/assimp-config-version.cmake.in" "${CMAKE_CURRENT_BINARY_DIR}/assimp-config-version.cmake" @ONLY IMMEDIATE)
#we should generated these scripts after CMake VERSION 3.0.2 using export(EXPORT ...) and write_basic_package_version_file(...)
INSTALL(FILES
"${CMAKE_CURRENT_BINARY_DIR}/assimp-config.cmake"
"${CMAKE_CURRENT_BINARY_DIR}/assimp-config-version.cmake"
"${CMAKE_CURRENT_BINARY_DIR}/assimpTargets.cmake"
${PACKAGE_TARGETS_FILE}
DESTINATION "${ASSIMP_LIB_INSTALL_DIR}/cmake/assimp-${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}" COMPONENT ${LIBASSIMP-DEV_COMPONENT})
ENDIF(HUNTER_ENABLED)
install(
EXPORT "${TARGETS_EXPORT_NAME}"
NAMESPACE "${NAMESPACE}"
DESTINATION "${CONFIG_INSTALL_DIR}"
COMPONENT ${LIBASSIMP-DEV_COMPONENT}
)
FIND_PACKAGE( DirectX )
IF( ASSIMP_BUILD_DOCS )
IF( BUILD_DOCS )
ADD_SUBDIRECTORY(doc)
ENDIF()
ENDIF( BUILD_DOCS )
# Look for system installed irrXML
IF ( SYSTEM_IRRXML )
FIND_PACKAGE( IrrXML REQUIRED )
ENDIF( SYSTEM_IRRXML )
# Search for external dependencies, and build them from source if not found
# Search for zlib
IF(ASSIMP_HUNTER_ENABLED)
IF(HUNTER_ENABLED)
hunter_add_package(ZLIB)
find_package(ZLIB CONFIG REQUIRED)
@@ -476,16 +435,10 @@ IF(ASSIMP_HUNTER_ENABLED)
set(ZLIB_FOUND TRUE)
set(ZLIB_LIBRARIES ZLIB::zlib)
set(ASSIMP_BUILD_MINIZIP TRUE)
ELSE()
# If the zlib is already found outside, add an export in case assimpTargets can't find it.
IF( ZLIB_FOUND )
INSTALL( TARGETS zlib zlibstatic
EXPORT "${TARGETS_EXPORT_NAME}")
ENDIF()
ELSE(HUNTER_ENABLED)
IF ( NOT ASSIMP_BUILD_ZLIB )
FIND_PACKAGE(ZLIB)
ENDIF()
ENDIF( NOT ASSIMP_BUILD_ZLIB )
IF( NOT ZLIB_FOUND )
MESSAGE(STATUS "compiling zlib from sources")
@@ -508,56 +461,56 @@ ELSE()
SET(ZLIB_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/contrib/zlib ${CMAKE_CURRENT_BINARY_DIR}/contrib/zlib)
# need to ensure we don't link with system zlib or minizip as well.
SET(ASSIMP_BUILD_MINIZIP 1)
ELSE()
ELSE(NOT ZLIB_FOUND)
ADD_DEFINITIONS(-DASSIMP_BUILD_NO_OWN_ZLIB)
SET(ZLIB_LIBRARIES_LINKED -lz)
ENDIF()
ENDIF(NOT ZLIB_FOUND)
INCLUDE_DIRECTORIES(${ZLIB_INCLUDE_DIR})
ENDIF()
ENDIF(HUNTER_ENABLED)
IF( NOT IOS )
IF( NOT ASSIMP_BUILD_MINIZIP )
use_pkgconfig(UNZIP minizip)
ENDIF()
ELSE ()
ENDIF( NOT ASSIMP_BUILD_MINIZIP )
ELSE ( NOT IOS )
IF( NOT BUILD_SHARED_LIBS )
IF( NOT ASSIMP_BUILD_MINIZIP )
use_pkgconfig(UNZIP minizip)
ENDIF()
ENDIF ()
ENDIF ()
ENDIF( NOT ASSIMP_BUILD_MINIZIP )
ENDIF ( NOT BUILD_SHARED_LIBS )
ENDIF ( NOT IOS )
IF ( ASSIMP_NO_EXPORT )
ADD_DEFINITIONS( -DASSIMP_BUILD_NO_EXPORT)
MESSAGE( STATUS "Build an import-only version of Assimp." )
ENDIF()
ENDIF( ASSIMP_NO_EXPORT )
SET ( ASSIMP_BUILD_ARCHITECTURE "" CACHE STRING
"describe the current architecture."
)
IF( ASSIMP_BUILD_ARCHITECTURE STREQUAL "")
ELSE()
IF ( ASSIMP_BUILD_ARCHITECTURE STREQUAL "")
ELSE ( ASSIMP_BUILD_ARCHITECTURE STREQUAL "")
ADD_DEFINITIONS ( -D'ASSIMP_BUILD_ARCHITECTURE="${ASSIMP_BUILD_ARCHITECTURE}"' )
ENDIF()
ENDIF ( ASSIMP_BUILD_ARCHITECTURE STREQUAL "")
# ${CMAKE_GENERATOR}
SET ( ASSIMP_BUILD_COMPILER "" CACHE STRING
"describe the current compiler."
)
IF( ASSIMP_BUILD_COMPILER STREQUAL "")
ELSE()
IF ( ASSIMP_BUILD_COMPILER STREQUAL "")
ELSE ( ASSIMP_BUILD_COMPILER STREQUAL "")
ADD_DEFINITIONS ( -D'ASSIMP_BUILD_COMPILER="${ASSIMP_BUILD_COMPILER}"' )
ENDIF()
ENDIF ( ASSIMP_BUILD_COMPILER STREQUAL "")
MARK_AS_ADVANCED ( ASSIMP_BUILD_ARCHITECTURE ASSIMP_BUILD_COMPILER )
SET ( ASSIMP_BUILD_NONFREE_C4D_IMPORTER OFF CACHE BOOL
"Build the C4D importer, which relies on the non-free Cineware SDK."
"Build the C4D importer, which relies on the non-free Melange SDK."
)
IF (ASSIMP_BUILD_NONFREE_C4D_IMPORTER)
IF ( MSVC )
SET(C4D_INCLUDES "${CMAKE_CURRENT_SOURCE_DIR}/contrib/Cineware/includes")
SET(C4D_INCLUDES "${CMAKE_CURRENT_SOURCE_DIR}/contrib/Melange/includes")
# pick the correct prebuilt library
IF(MSVC15)
@@ -576,213 +529,108 @@ IF (ASSIMP_BUILD_NONFREE_C4D_IMPORTER)
)
ENDIF()
SET(C4D_LIB_BASE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/contrib/Cineware/libraries/win")
SET(C4D_LIB_BASE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/contrib/Melange/libraries/win")
SET(C4D_DEBUG_LIBRARIES
"${C4D_LIB_BASE_PATH}/cinewarelib${C4D_LIB_POSTFIX}/cinewarelib_debug.lib"
"${C4D_LIB_BASE_PATH}/melangelib${C4D_LIB_POSTFIX}/melangelib_debug.lib"
"${C4D_LIB_BASE_PATH}/jpeglib${C4D_LIB_POSTFIX}/jpeglib_debug.lib"
)
SET(C4D_RELEASE_LIBRARIES
"${C4D_LIB_BASE_PATH}/cinewarelib${C4D_LIB_POSTFIX}/cinewarelib_release.lib"
"${C4D_LIB_BASE_PATH}/melangelib${C4D_LIB_POSTFIX}/melangelib_release.lib"
"${C4D_LIB_BASE_PATH}/jpeglib${C4D_LIB_POSTFIX}/jpeglib_release.lib"
)
# winsock and winmm are necessary (and undocumented) dependencies of Cineware SDK because
# it can be used to communicate with a running Cinema 4D instance
# winsock and winmm are necessary dependencies of melange (this is undocumented, but true.)
SET(C4D_EXTRA_LIBRARIES WSock32.lib Winmm.lib)
ELSE ()
MESSAGE( FATAL_ERROR
"C4D is currently only available on Windows with Cineware SDK installed in contrib/Cineware"
"C4D is currently only available on Windows with melange SDK installed in contrib/Melange"
)
ENDIF ()
ELSE ()
ENDIF ( MSVC )
ELSE (ASSIMP_BUILD_NONFREE_C4D_IMPORTER)
ADD_DEFINITIONS( -DASSIMP_BUILD_NO_C4D_IMPORTER )
ENDIF ()
ENDIF (ASSIMP_BUILD_NONFREE_C4D_IMPORTER)
# Draco requires cmake 3.12
IF (DEFINED CMAKE_VERSION AND "${CMAKE_VERSION}" VERSION_LESS "3.12")
message(NOTICE "draco requires cmake 3.12 or newer, cmake is ${CMAKE_VERSION} . Draco is disabled")
SET ( ASSIMP_BUILD_DRACO OFF CACHE BOOL "Disabled: Draco requires newer cmake" FORCE )
ELSE()
OPTION ( ASSIMP_BUILD_DRACO "If the Draco libraries are to be built. Primarily for glTF" OFF )
IF ( ASSIMP_BUILD_DRACO )
# Primarily for glTF v2
# Enable Draco glTF feature set
set(DRACO_GLTF ON CACHE BOOL "" FORCE)
# Disable unnecessary or omitted components
set(DRACO_JS_GLUE OFF CACHE BOOL "" FORCE)
set(DRACO_WASM OFF CACHE BOOL "" FORCE)
set(DRACO_MAYA_PLUGIN OFF CACHE BOOL "" FORCE)
set(DRACO_UNITY_PLUGIN OFF CACHE BOOL "" FORCE)
set(DRACO_TESTS OFF CACHE BOOL "" FORCE)
IF(NOT HUNTER_ENABLED)
ADD_SUBDIRECTORY(contrib)
ENDIF(NOT HUNTER_ENABLED)
IF(ASSIMP_HUNTER_ENABLED)
hunter_add_package(draco)
find_package(draco CONFIG REQUIRED)
set(draco_LIBRARIES draco::draco)
ELSE()
# Draco 1.4.1 has many warnings and will not build with /WX or -Werror
# See https://github.com/google/draco/issues/672
# and https://github.com/google/draco/issues/673
IF(MSVC)
set(DRACO_CXX_FLAGS "/W0")
ELSE()
list(APPEND DRACO_CXX_FLAGS
"-Wno-bool-compare"
"-Wno-comment"
"-Wno-maybe-uninitialized"
"-Wno-sign-compare"
"-Wno-unused-local-typedefs"
)
# Draco 1.4.1 does not explicitly export any symbols under GCC/clang
list(APPEND DRACO_CXX_FLAGS
"-fvisibility=default"
)
ENDIF()
# Don't build or install all of Draco by default
ADD_SUBDIRECTORY( "contrib/draco" EXCLUDE_FROM_ALL )
if(MSVC OR WIN32)
set(draco_LIBRARIES "draco")
else()
if(BUILD_SHARED_LIBS)
set(draco_LIBRARIES "draco_shared")
else()
set(draco_LIBRARIES "draco_static")
endif()
endif()
# Don't build the draco command-line tools by default
set_target_properties(draco_encoder draco_decoder PROPERTIES
EXCLUDE_FROM_ALL TRUE
EXCLUDE_FROM_DEFAULT_BUILD TRUE
)
# Do build the draco shared library
set_target_properties(${draco_LIBRARIES} PROPERTIES
EXCLUDE_FROM_ALL FALSE
EXCLUDE_FROM_DEFAULT_BUILD FALSE
)
TARGET_USE_COMMON_OUTPUT_DIRECTORY(${draco_LIBRARIES})
TARGET_USE_COMMON_OUTPUT_DIRECTORY(draco_encoder)
TARGET_USE_COMMON_OUTPUT_DIRECTORY(draco_decoder)
set(draco_INCLUDE_DIRS "${CMAKE_CURRENT_SOURCE_DIR}/contrib/draco/src")
# This is probably wrong
INSTALL( TARGETS ${draco_LIBRARIES}
EXPORT "${TARGETS_EXPORT_NAME}"
LIBRARY DESTINATION ${ASSIMP_LIB_INSTALL_DIR}
ARCHIVE DESTINATION ${ASSIMP_LIB_INSTALL_DIR}
RUNTIME DESTINATION ${ASSIMP_BIN_INSTALL_DIR}
FRAMEWORK DESTINATION ${ASSIMP_LIB_INSTALL_DIR}
COMPONENT ${LIBASSIMP_COMPONENT}
INCLUDES DESTINATION include
)
ENDIF()
ENDIF()
ENDIF()
# Main assimp code
ADD_SUBDIRECTORY( code/ )
IF ( ASSIMP_BUILD_ASSIMP_TOOLS )
# The viewer for windows only
IF (WIN32)
FIND_PACKAGE(DirectX)
IF ( WIN32 AND DirectX_D3DX9_LIBRARY )
OPTION ( ASSIMP_BUILD_ASSIMP_VIEW "If the Assimp view tool is built. (requires DirectX)" ${DirectX_FOUND} )
IF ( ASSIMP_BUILD_ASSIMP_VIEW )
ADD_SUBDIRECTORY( tools/assimp_view/ )
ENDIF ()
ELSE()
MESSAGE("Building Assimp Viewer only supported on Windows.")
ENDIF ()
# The command line tool
ENDIF ( ASSIMP_BUILD_ASSIMP_VIEW )
ENDIF ( WIN32 AND DirectX_D3DX9_LIBRARY )
# Te command line tool
ADD_SUBDIRECTORY( tools/assimp_cmd/ )
ENDIF ()
ENDIF ( ASSIMP_BUILD_ASSIMP_TOOLS )
IF ( ASSIMP_BUILD_SAMPLES )
SET( SAMPLES_DIR ${CMAKE_CURRENT_SOURCE_DIR}/samples )
SET( SAMPLES_SHARED_CODE_DIR ${SAMPLES_DIR}/SharedCode )
IF ( ASSIMP_BUILD_SAMPLES)
IF ( WIN32 )
ADD_SUBDIRECTORY( samples/SimpleTexturedOpenGL/ )
ADD_SUBDIRECTORY( samples/SimpleTexturedDirectx11 )
ENDIF ()
ENDIF ( WIN32 )
ADD_SUBDIRECTORY( samples/SimpleOpenGL/ )
ENDIF ()
ENDIF ( ASSIMP_BUILD_SAMPLES )
IF ( ASSIMP_BUILD_TESTS )
ADD_SUBDIRECTORY( test/ )
ENDIF ()
ENDIF ( ASSIMP_BUILD_TESTS )
# Generate a pkg-config .pc, revision.h, and config.h for the Assimp library.
# Generate a pkg-config .pc for the Assimp library.
CONFIGURE_FILE( "${PROJECT_SOURCE_DIR}/assimp.pc.in" "${PROJECT_BINARY_DIR}/assimp.pc" @ONLY )
IF ( ASSIMP_INSTALL )
INSTALL( FILES "${PROJECT_BINARY_DIR}/assimp.pc" DESTINATION ${ASSIMP_LIB_INSTALL_DIR}/pkgconfig/ COMPONENT ${LIBASSIMP-DEV_COMPONENT})
ENDIF()
INSTALL( FILES "${PROJECT_BINARY_DIR}/assimp.pc" DESTINATION ${ASSIMP_LIB_INSTALL_DIR}/pkgconfig/ COMPONENT ${LIBASSIMP-DEV_COMPONENT})
CONFIGURE_FILE(
${CMAKE_CURRENT_LIST_DIR}/revision.h.in
${CMAKE_CURRENT_BINARY_DIR}/revision.h
)
IF(CMAKE_CPACK_COMMAND AND UNIX AND ASSIMP_OPT_BUILD_PACKAGES)
# Packing information
SET(CPACK_PACKAGE_NAME "assimp{ASSIMP_VERSION_MAJOR}.{ASSIMP_VERSION_MINOR}")
SET(CPACK_PACKAGE_CONTACT "" CACHE STRING "Package maintainer and PGP signer.")
SET(CPACK_PACKAGE_VENDOR "https://github.com/assimp")
SET(CPACK_PACKAGE_DISPLAY_NAME "Assimp ${ASSIMP_VERSION}")
SET(CPACK_PACKAGE_DESCRIPTION_SUMMARY " - Open Asset Import Library ${ASSIMP_VERSION}")
SET(CPACK_PACKAGE_VERSION "${ASSIMP_VERSION}.${ASSIMP_PACKAGE_VERSION}" )
SET(CPACK_PACKAGE_VERSION_MAJOR "${ASSIMP_VERSION_MAJOR}")
SET(CPACK_PACKAGE_VERSION_MINOR "${ASSIMP_VERSION_MINOR}")
SET(CPACK_PACKAGE_VERSION_PATCH "${ASSIMP_VERSION_PATCH}")
SET(CPACK_PACKAGE_INSTALL_DIRECTORY "assimp${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}")
SET(CPACK_RESOURCE_FILE_LICENSE "${CMAKE_CURRENT_SOURCE_DIR}/LICENSE")
CONFIGURE_FILE(
${CMAKE_CURRENT_LIST_DIR}/include/assimp/config.h.in
${CMAKE_CURRENT_BINARY_DIR}/include/assimp/config.h
)
STRING(TOUPPER ${LIBASSIMP_COMPONENT} "LIBASSIMP_COMPONENT_UPPER")
STRING(TOUPPER ${LIBASSIMP-DEV_COMPONENT} "LIBASSIMP-DEV_COMPONENT_UPPER")
IF ( ASSIMP_INSTALL )
IF(CMAKE_CPACK_COMMAND AND UNIX AND ASSIMP_OPT_BUILD_PACKAGES)
# Packing information
SET(CPACK_PACKAGE_NAME "assimp{ASSIMP_VERSION_MAJOR}.{ASSIMP_VERSION_MINOR}")
SET(CPACK_PACKAGE_CONTACT "" CACHE STRING "Package maintainer and PGP signer.")
SET(CPACK_PACKAGE_VENDOR "https://github.com/assimp")
SET(CPACK_PACKAGE_DISPLAY_NAME "Assimp ${ASSIMP_VERSION}")
SET(CPACK_PACKAGE_DESCRIPTION_SUMMARY " - Open Asset Import Library ${ASSIMP_VERSION}")
SET(CPACK_PACKAGE_VERSION "${ASSIMP_VERSION}.${ASSIMP_PACKAGE_VERSION}" )
SET(CPACK_PACKAGE_VERSION_MAJOR "${ASSIMP_VERSION_MAJOR}")
SET(CPACK_PACKAGE_VERSION_MINOR "${ASSIMP_VERSION_MINOR}")
SET(CPACK_PACKAGE_VERSION_PATCH "${ASSIMP_VERSION_PATCH}")
SET(CPACK_PACKAGE_INSTALL_DIRECTORY "assimp${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}")
SET(CPACK_RESOURCE_FILE_LICENSE "${CMAKE_CURRENT_SOURCE_DIR}/LICENSE")
SET(CPACK_COMPONENT_ASSIMP-BIN_DISPLAY_NAME "tools")
SET(CPACK_COMPONENT_ASSIMP-BIN_DEPENDS "${LIBASSIMP_COMPONENT}" )
SET(CPACK_COMPONENT_${LIBASSIMP_COMPONENT_UPPER}_DISPLAY_NAME "libraries")
SET(CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT_UPPER}_DISPLAY_NAME "common headers and installs")
SET(CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT_UPPER}_DEPENDS $ "{LIBASSIMP_COMPONENT}" )
SET(CPACK_COMPONENT_ASSIMP-DEV_DISPLAY_NAME "${CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT}_DISPLAY_NAME}" )
SET(CPACK_COMPONENT_ASSIMP-DEV_DEPENDS "${LIBASSIMP-DEV_COMPONENT}" )
SET(CPACK_DEBIAN_BUILD_DEPENDS debhelper cmake zlib1g-dev pkg-config)
STRING(TOUPPER ${LIBASSIMP_COMPONENT} "LIBASSIMP_COMPONENT_UPPER")
STRING(TOUPPER ${LIBASSIMP-DEV_COMPONENT} "LIBASSIMP-DEV_COMPONENT_UPPER")
SET(CPACK_COMPONENT_ASSIMP-BIN_DISPLAY_NAME "tools")
SET(CPACK_COMPONENT_ASSIMP-BIN_DEPENDS "${LIBASSIMP_COMPONENT}" )
SET(CPACK_COMPONENT_${LIBASSIMP_COMPONENT_UPPER}_DISPLAY_NAME "libraries")
SET(CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT_UPPER}_DISPLAY_NAME "common headers and installs")
SET(CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT_UPPER}_DEPENDS $ "{LIBASSIMP_COMPONENT}" )
SET(CPACK_COMPONENT_ASSIMP-DEV_DISPLAY_NAME "${CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT}_DISPLAY_NAME}" )
SET(CPACK_COMPONENT_ASSIMP-DEV_DEPENDS "${LIBASSIMP-DEV_COMPONENT}" )
SET(CPACK_DEBIAN_BUILD_DEPENDS debhelper cmake zlib1g-dev pkg-config)
# debian
SET(CPACK_DEBIAN_PACKAGE_PRIORITY "optional")
SET(CPACK_DEBIAN_CMAKE_OPTIONS "-DBUILD_ASSIMP_SAMPLES:BOOL=${ASSIMP_BUILD_SAMPLES}")
SET(CPACK_DEBIAN_PACKAGE_SECTION "libs" )
SET(CPACK_DEBIAN_PACKAGE_DEPENDS "${CPACK_COMPONENTS_ALL}")
SET(CPACK_DEBIAN_PACKAGE_SUGGESTS)
SET(cPACK_DEBIAN_PACKAGE_NAME "assimp")
SET(CPACK_DEBIAN_PACKAGE_REMOVE_SOURCE_FILES contrib/gtest contrib/zlib workspaces test doc obj samples packaging)
SET(CPACK_DEBIAN_PACKAGE_SOURCE_COPY svn export --force)
SET(CPACK_DEBIAN_CHANGELOG)
execute_process(COMMAND lsb_release -is
OUTPUT_VARIABLE _lsb_distribution OUTPUT_STRIP_TRAILING_WHITESPACE
RESULT_VARIABLE _lsb_release_failed)
SET(CPACK_DEBIAN_DISTRIBUTION_NAME ${_lsb_distribution} CACHE STRING "Name of the distrubiton")
STRING(TOLOWER ${CPACK_DEBIAN_DISTRIBUTION_NAME} CPACK_DEBIAN_DISTRIBUTION_NAME)
IF( ${CPACK_DEBIAN_DISTRIBUTION_NAME} STREQUAL "ubuntu" )
SET(CPACK_DEBIAN_DISTRIBUTION_RELEASES lucid maverick natty oneiric precise CACHE STRING "Release code-names of the distrubiton release")
ENDIF()
SET(DPUT_HOST "" CACHE STRING "PPA repository to upload the debian sources")
INCLUDE(CPack)
INCLUDE(DebSourcePPA)
# debian
SET(CPACK_DEBIAN_PACKAGE_PRIORITY "optional")
SET(CPACK_DEBIAN_CMAKE_OPTIONS "-DBUILD_ASSIMP_SAMPLES:BOOL=${ASSIMP_BUILD_SAMPLES}")
SET(CPACK_DEBIAN_PACKAGE_SECTION "libs" )
SET(CPACK_DEBIAN_PACKAGE_DEPENDS "${CPACK_COMPONENTS_ALL}")
SET(CPACK_DEBIAN_PACKAGE_SUGGESTS)
set(cPACK_DEBIAN_PACKAGE_NAME "assimp")
SET(CPACK_DEBIAN_PACKAGE_REMOVE_SOURCE_FILES contrib/gtest contrib/zlib workspaces test doc obj samples packaging)
SET(CPACK_DEBIAN_PACKAGE_SOURCE_COPY svn export --force)
SET(CPACK_DEBIAN_CHANGELOG)
execute_process(COMMAND lsb_release -is
OUTPUT_VARIABLE _lsb_distribution OUTPUT_STRIP_TRAILING_WHITESPACE
RESULT_VARIABLE _lsb_release_failed)
SET(CPACK_DEBIAN_DISTRIBUTION_NAME ${_lsb_distribution} CACHE STRING "Name of the distrubiton")
STRING(TOLOWER ${CPACK_DEBIAN_DISTRIBUTION_NAME} CPACK_DEBIAN_DISTRIBUTION_NAME)
IF( ${CPACK_DEBIAN_DISTRIBUTION_NAME} STREQUAL "ubuntu" )
SET(CPACK_DEBIAN_DISTRIBUTION_RELEASES lucid maverick natty oneiric precise CACHE STRING "Release code-names of the distrubiton release")
ENDIF()
SET(DPUT_HOST "" CACHE STRING "PPA repository to upload the debian sources")
INCLUDE(CPack)
INCLUDE(DebSourcePPA)
ENDIF()
if(WIN32)
@@ -795,8 +643,7 @@ if(WIN32)
ENDIF()
IF(MSVC_TOOLSET_VERSION)
SET(MSVC_PREFIX "vc${MSVC_TOOLSET_VERSION}")
SET(ASSIMP_MSVC_VERSION ${MSVC_PREFIX})
set(MSVC_PREFIX "vc${MSVC_TOOLSET_VERSION}")
ELSE()
IF(MSVC12)
SET(ASSIMP_MSVC_VERSION "vc120")
@@ -804,7 +651,7 @@ if(WIN32)
SET(ASSIMP_MSVC_VERSION "vc140")
ELSEIF(MSVC15)
SET(ASSIMP_MSVC_VERSION "vc141")
ENDIF()
ENDIF(MSVC12)
ENDIF()
IF(MSVC12 OR MSVC14 OR MSVC15 )
@@ -829,5 +676,5 @@ if(WIN32)
ADD_CUSTOM_COMMAND(TARGET UpdateAssimpLibsDebugSymbolsAndDLLs COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_BINARY_DIR}/code/assimp-${ASSIMP_MSVC_VERSION}-mtd.pdb ${LIB_DIR}assimp-${ASSIMP_MSVC_VERSION}-mtd.pdb VERBATIM)
ADD_CUSTOM_COMMAND(TARGET UpdateAssimpLibsDebugSymbolsAndDLLs COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_BINARY_DIR}/code/assimp-${ASSIMP_MSVC_VERSION}-mtd.pdb ${LIB_DIR}assimp-${ASSIMP_MSVC_VERSION}-mtd.pdb VERBATIM)
ENDIF()
ENDIF()
ENDIF ()
ENDIF(MSVC12 OR MSVC14 OR MSVC15 )
ENDIF (WIN32)

View File

@@ -1,25 +0,0 @@
FROM ubuntu:14.04
RUN apt-get update && apt-get install -y \
git cmake build-essential software-properties-common
RUN add-apt-repository ppa:ubuntu-toolchain-r/test && apt-get update && apt-get install -y gcc-4.9 g++-4.9 && \
cd /usr/bin && \
rm gcc g++ cpp && \
ln -s gcc-4.9 gcc && \
ln -s g++-4.9 g++ && \
ln -s cpp-4.9 cpp
WORKDIR /opt
# Build Assimp
RUN git clone https://github.com/assimp/assimp.git /opt/assimp
WORKDIR /opt/assimp
RUN git checkout master \
&& mkdir build && cd build && \
cmake \
-DCMAKE_BUILD_TYPE=Release \
.. && \
make && make install

67
INSTALL
View File

@@ -1,17 +1,50 @@
========================================================================
Open Asset Import Library (assimp) INSTALL
========================================================================
------------------------------
Getting the documentation
------------------------------
A regularly-updated copy is available at
https://assimp-docs.readthedocs.io/en/latest/
------------------------------
Building Assimp
------------------------------
Just check the build-instructions which you can find here: https://github.com/assimp/assimp/blob/master/Build.md
========================================================================
Open Asset Import Library (assimp) INSTALL
========================================================================
------------------------------
Getting the documentation
------------------------------
A regularly-updated copy is available at
http://assimp.sourceforge.net/lib_html/index.html
A CHM file is included in the SVN repos: ./doc/AssimpDoc_Html/AssimpDoc.chm.
To build the doxygen documentation on your own, follow these steps:
a) download & install latest doxygen
b) make sure doxygen is in the executable search path
c) navigate to ./doc
d) and run 'doxygen'
Open the generated HTML (AssimpDoc_Html/index.html) in the browser of your choice.
Windows only: To generate the CHM doc, install 'Microsoft HTML Workshop'
and configure the path to it in the DOXYFILE first.
------------------------------
Building Assimp
------------------------------
More detailed build instructions can be found in the documentation,
this section is just for the inpatient among you.
CMake is the preferred build system for Assimp. The minimum required version
is 2.6. If you don't have it yet, downloads for CMake can be found on
http://www.cmake.org/.
For Unix:
1. mkdir build && cd build
2. cmake .. -G 'Unix Makefiles'
3. make -j4
For Windows:
1. Open a command prompt
2. mkdir build
3. cd build
4. cmake ..
5. cmake --build .
For iOS:
Just check the following project, which deploys a compiler toolchain for different iOS-versions: https://github.com/assimp/assimp/tree/master/port/iOS

View File

@@ -1,6 +1,6 @@
Open Asset Import Library (assimp)
Copyright (c) 2006-2021, assimp team
Copyright (c) 2006-2016, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,

1
README Normal file
View File

@@ -0,0 +1 @@
See Readme.md

150
Readme.md
View File

@@ -2,54 +2,135 @@ Open Asset Import Library (assimp)
==================================
A library to import and export various 3d-model-formats including scene-post-processing to generate missing render data.
### Current project status ###
[![Financial Contributors on Open Collective](https://opencollective.com/assimp/all/badge.svg?label=financial+contributors)](https://opencollective.com/assimp)
![C/C++ CI](https://github.com/assimp/assimp/workflows/C/C++%20CI/badge.svg)
[![Linux Build Status](https://travis-ci.org/assimp/assimp.svg)](https://travis-ci.org/assimp/assimp)
[![Windows Build Status](https://ci.appveyor.com/api/projects/status/tmo433wax6u6cjp4?svg=true)](https://ci.appveyor.com/project/kimkulling/assimp)
<a href="https://scan.coverity.com/projects/5607">
<img alt="Coverity Scan Build Status"
src="https://scan.coverity.com/projects/5607/badge.svg"/>
</a>
[![Codacy Badge](https://app.codacy.com/project/badge/Grade/9973693b7bdd4543b07084d5d9cf4745)](https://www.codacy.com/gh/assimp/assimp/dashboard?utm_source=github.com&amp;utm_medium=referral&amp;utm_content=assimp/assimp&amp;utm_campaign=Badge_Grade)
[![Coverage Status](https://coveralls.io/repos/github/assimp/assimp/badge.svg?branch=master)](https://coveralls.io/github/assimp/assimp?branch=master)
[![Join the chat at https://gitter.im/assimp/assimp](https://badges.gitter.im/assimp/assimp.svg)](https://gitter.im/assimp/assimp?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge)
[![Average time to resolve an issue](http://isitmaintained.com/badge/resolution/assimp/assimp.svg)](http://isitmaintained.com/project/assimp/assimp "Average time to resolve an issue")
[![Percentage of issues still open](http://isitmaintained.com/badge/open/assimp/assimp.svg)](http://isitmaintained.com/project/assimp/assimp "Percentage of issues still open")
[![Codacy Badge](https://api.codacy.com/project/badge/Grade/5be56faac64f46fc941ac890fb4febef)](https://www.codacy.com/app/kimkulling/assimp?utm_source=github.com&amp;utm_medium=referral&amp;utm_content=assimp/assimp&amp;utm_campaign=Badge_Grade)
[![Total alerts](https://img.shields.io/lgtm/alerts/g/assimp/assimp.svg?logo=lgtm&logoWidth=18)](https://lgtm.com/projects/g/assimp/assimp/alerts/)
<br>
APIs are provided for C and C++. There are various bindings to other languages (C#, Java, Python, Delphi, D). Assimp also runs on Android and iOS.
[Check the latest doc](https://assimp-docs.readthedocs.io/en/latest/).
Additionally, assimp features various __mesh post processing tools__: normals and tangent space generation, triangulation, vertex cache locality optimization, removal of degenerate primitives and duplicate vertices, sorting by primitive type, merging of redundant materials and many more.
### Latest Doc's ###
Please check the latest documents at [Asset-Importer-Lib-Doc](https://assimp-docs.readthedocs.io/en/latest/).
### Get involved ###
This is the development repo containing the latest features and bugfixes. For productive use though, we recommend one of the stable releases available from [Github Assimp Releases](https://github.com/assimp/assimp/releases).
Monthly donations via Patreon:
<br>[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/assimp)
<br>
You find a bug in the docs? Use [Doc-Repo](https://github.com/assimp/assimp-docs).
One-off donations via PayPal:
<br>[![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=4JRJVPXC4QJM4)
<br>
Please check our Wiki as well: https://github.com/assimp/assimp/wiki
If you want to check our Model-Database, use the following repo: https://github.com/assimp/assimp-mdb
#### Supported file formats ####
You can find the complete list of supported file-formats [here](https://github.com/assimp/assimp/blob/master/doc/Fileformats.md)
__Importers__:
- 3D
- [3DS](https://en.wikipedia.org/wiki/.3ds)
- [3MF](https://en.wikipedia.org/wiki/3D_Manufacturing_Format)
- AC
- [AC3D](https://en.wikipedia.org/wiki/AC3D)
- ACC
- AMJ
- ASE
- ASK
- B3D
- [BLEND](https://en.wikipedia.org/wiki/.blend_(file_format))
- [BVH](https://en.wikipedia.org/wiki/Biovision_Hierarchy)
- CMS
- COB
- [DAE/Collada](https://en.wikipedia.org/wiki/COLLADA)
- [DXF](https://en.wikipedia.org/wiki/AutoCAD_DXF)
- ENFF
- [FBX](https://en.wikipedia.org/wiki/FBX)
- [glTF 1.0](https://en.wikipedia.org/wiki/GlTF#glTF_1.0) + GLB
- [glTF 2.0](https://en.wikipedia.org/wiki/GlTF#glTF_2.0)
- HMB
- IFC-STEP
- IRR / IRRMESH
- [LWO](https://en.wikipedia.org/wiki/LightWave_3D)
- LWS
- LXO
- MD2
- MD3
- MD5
- MDC
- MDL
- MESH / MESH.XML
- MOT
- MS3D
- NDO
- NFF
- [OBJ](https://en.wikipedia.org/wiki/Wavefront_.obj_file)
- [OFF](https://en.wikipedia.org/wiki/OFF_(file_format))
- [OGEX](https://en.wikipedia.org/wiki/Open_Game_Engine_Exchange)
- [PLY](https://en.wikipedia.org/wiki/PLY_(file_format))
- PMX
- PRJ
- Q3O
- Q3S
- RAW
- SCN
- SIB
- SMD
- [STP](https://en.wikipedia.org/wiki/ISO_10303-21)
- [STL](https://en.wikipedia.org/wiki/STL_(file_format))
- TER
- UC
- VTA
- X
- [X3D](https://en.wikipedia.org/wiki/X3D)
- XGL
- ZGL
Additionally, some formats are supported by dependency on non-free code or external SDKs (not built by default):
- [C4D](https://en.wikipedia.org/wiki/Cinema_4D) (https://github.com/assimp/assimp/wiki/Cinema4D-&-Melange) IMporting geometry + node hierarchy are currently supported
__Exporters__:
- DAE (Collada)
- STL
- OBJ
- PLY
- X
- 3DS
- JSON (for WebGl, via https://github.com/acgessler/assimp2json)
- ASSBIN
- STEP
- glTF 1.0 (partial)
- glTF 2.0 (partial)
- 3MF ( experimental )
- FBX ( experimental )
### Building ###
Take a look into the https://github.com/assimp/assimp/blob/master/Build.md file. We are available in vcpkg, and our build system is CMake; if you used CMake before there is a good chance you know what to do.
Take a look into the https://github.com/assimp/assimp/blob/master/Build.md file. Our build system is CMake, if you used CMake before there is a good chance you know what to do.
### Ports ###
* [Android](port/AndroidJNI/README.md)
* [Python](port/PyAssimp/README.md)
* [.NET](https://bitbucket.org/Starnick/assimpnet/src/master/)
* [.NET](https://github.com/kebby/assimp-net)
* [Pascal](port/AssimpPascal/Readme.md)
* [Javascript (Alpha)](https://github.com/makc/assimp2json)
* [Javascript/Node.js Interface](https://github.com/kovacsv/assimpjs)
* [Unity 3d Plugin](https://ricardoreis.net/trilib-2/)
* [Unreal Engine Plugin](https://github.com/irajsb/UE4_Assimp/)
* [Unity 3d Plugin](https://www.assetstore.unity3d.com/en/#!/content/91777)
* [JVM](https://github.com/kotlin-graphics/assimp) Full jvm port (current [status](https://github.com/kotlin-graphics/assimp/wiki/Status))
* [HAXE-Port](https://github.com/longde123/assimp-haxe) The Assimp-HAXE-port.
* [Rust](https://github.com/jkvargas/russimp)
### Other tools ###
[open3mod](https://github.com/acgessler/open3mod) is a powerful 3D model viewer based on Assimp's import and export abilities.
@@ -60,7 +141,6 @@ Open Asset Import Library is implemented in C++. The directory structure looks l
/code Source code
/contrib Third-party libraries
/doc Documentation (doxysource and pre-compiled docs)
/fuzz Contains the test-code for the Google-Fuzzer project
/include Public header C and C++ header files
/scripts Scripts used to generate the loading code for some formats
/port Ports to other languages and scripts to maintain those.
@@ -71,15 +151,18 @@ Open Asset Import Library is implemented in C++. The directory structure looks l
The source code is organized in the following way:
code/Common The base implementation for importers and the infrastructure
code/PostProcessing The post-processing steps
code/AssetLib/<FormatName> Implementation for import and export for the format
code/Common The base implementation for importers and the infrastructure
code/PostProcessing The post-processing steps
code/<FormatName> Implementation for import and export for the format
### Where to get help ###
For more information, visit [our website](http://assimp.org/). Or check out the `./doc`- folder, which contains the official documentation in HTML format.
(CHMs for Windows are included in some release packages and should be located right here in the root folder).
If the docs don't solve your problem, ask on [StackOverflow with the assimp-tag](http://stackoverflow.com/questions/tagged/assimp?sort=newest). If you think you found a bug, please open an issue on Github.
If the docs don't solve your problem, ask on [StackOverflow](http://stackoverflow.com/questions/tagged/assimp?sort=newest). If you think you found a bug, please open an issue on Github.
For development discussions, there is also a (very low-volume) mailing list, _assimp-discussions_
[(subscribe here)]( https://lists.sourceforge.net/lists/listinfo/assimp-discussions)
Open Asset Import Library is a library to load various 3d file formats into a shared, in-memory format. It supports more than __40 file formats__ for import and a growing selection of file formats for export.
@@ -89,29 +172,6 @@ And we also have a Gitter-channel:Gitter [![Join the chat at https://gitter.im/a
Contributions to assimp are highly appreciated. The easiest way to get involved is to submit
a pull request with your changes against the main repository's `master` branch.
## Contributors
### Code Contributors
This project exists thanks to all the people who contribute. [[Contribute](CONTRIBUTING.md)].
<a href="https://github.com/assimp/assimp/graphs/contributors"><img src="https://opencollective.com/assimp/contributors.svg?width=890&button=false" /></a>
### Financial Contributors
Become a financial contributor and help us sustain our community. [[Contribute](https://opencollective.com/assimp/contribute)]
#### Individuals
<a href="https://opencollective.com/assimp"><img src="https://opencollective.com/assimp/individuals.svg?width=890"></a>
#### Organizations
Support this project with your organization. Your logo will show up here with a link to your website. [[Contribute](https://opencollective.com/assimp/contribute)]
<a href="https://opencollective.com/assimp/organization/0/website"><img src="https://opencollective.com/assimp/organization/0/avatar.svg"></a>
### License ###
Our license is based on the modified, __3-clause BSD__-License.

View File

@@ -1,16 +0,0 @@
# Security Policy
## Supported Versions
Use this section to tell people about which versions of your project are
currently being supported with security updates.
| Version | Supported |
| ------- | ------------------ |
| 5.2.4 | :white_check_mark: |
## Reporting a Vulnerability
If you have found any security vulnerability you can contact us via
kim.kulling@googlemail.com

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appveyor.yml Normal file
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@@ -0,0 +1,75 @@
# AppVeyor file
# http://www.appveyor.com/docs/appveyor-yml
# clone directory
clone_folder: c:\projects\assimp
# branches to build
branches:
# whitelist
only:
- master
matrix:
fast_finish: true
image:
- Visual Studio 2015
- Visual Studio 2017
- MinGW
platform:
- Win32
- x64
configuration: Release
install:
- set PATH=C:\Ruby24-x64\bin;%PATH%
- set CMAKE_DEFINES -DASSIMP_WERROR=ON
- if [%COMPILER%]==[MinGW] set PATH=C:\MinGW\bin;%PATH%
- if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2015" set CMAKE_GENERATOR_NAME=Visual Studio 14 2015
- if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2017" set CMAKE_GENERATOR_NAME=Visual Studio 15 2017
- if "%platform%"=="x64" set CMAKE_GENERATOR_NAME=%CMAKE_GENERATOR_NAME% Win64
- cmake %CMAKE_DEFINES% -G "%CMAKE_GENERATOR_NAME%" .
# Rename sh.exe as sh.exe in PATH interferes with MinGW
- rename "C:\Program Files\Git\usr\bin\sh.exe" "sh2.exe"
- set PATH=%PATH%;"C:\\Program Files (x86)\\Inno Setup 5"
- ps: Invoke-WebRequest -Uri https://download.microsoft.com/download/5/7/b/57b2947c-7221-4f33-b35e-2fc78cb10df4/vc_redist.x64.exe -OutFile .\packaging\windows-innosetup\vc_redist.x64.exe
- ps: Invoke-WebRequest -Uri https://download.microsoft.com/download/1/d/8/1d8137db-b5bb-4925-8c5d-927424a2e4de/vc_redist.x86.exe -OutFile .\packaging\windows-innosetup\vc_redist.x86.exe
cache:
- code\assimp.dir\%CONFIGURATION%
- contrib\zlib\zlibstatic.dir\%CONFIGURATION%
- contrib\zlib\zlib.dir\%CONFIGURATION%
- tools\assimp_cmd\assimp_cmd.dir\%CONFIGURATION%
- tools\assimp_view\assimp_viewer.dir\%CONFIGURATION%
- test\unit.dir\%CONFIGURATION%
- bin\.mtime_cache
before_build:
- ruby scripts\AppVeyor\mtime_cache -g scripts\AppVeyor\cacheglobs.txt -c bin\.mtime_cache\cache.json
build:
parallel: true
project: Assimp.sln
after_build:
- if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2017" (
if "%platform%"=="x64" (
iscc packaging\windows-innosetup\script_x64.iss
) else (
iscc packaging\windows-innosetup\script_x86.iss
)
)
- 7z a assimp.7z bin\%CONFIGURATION%\* lib\%CONFIGURATION%\*
test_script:
- cmd: bin\%CONFIGURATION%\unit.exe --gtest_output=xml:testout.xml
on_finish:
- ps: (new-object net.webclient).UploadFile("https://ci.appveyor.com/api/testresults/junit/$($env:APPVEYOR_JOB_ID)", (Resolve-Path .\testout.xml))
artifacts:
- path: assimp.7z
name: assimp_lib

View File

@@ -0,0 +1,48 @@
# Open Asset Import Library (assimp)
# ----------------------------------------------------------------------
# Copyright (c) 2006-2017, assimp team
# All rights reserved.
#
# Redistribution and use of this software in source and binary forms,
# with or without modification, are permitted provided that the
# following conditions are met:
#
# * Redistributions of source code must retain the above
# copyright notice, this list of conditions and the
# following disclaimer.
#
# * Redistributions in binary form must reproduce the above
# copyright notice, this list of conditions and the
# following disclaimer in the documentation and/or other
# materials provided with the distribution.
#
# * Neither the name of the assimp team, nor the names of its
# contributors may be used to endorse or promote products
# derived from this software without specific prior
# written permission of the assimp team.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
# A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
# OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
# SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
# LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
# DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
# THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
# (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
# OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#----------------------------------------------------------------------
set( PACKAGE_VERSION "@ASSIMP_VERSION@" )
if( "${PACKAGE_FIND_VERSION}" VERSION_EQUAL "@ASSIMP_VERSION@")
set(PACKAGE_VERSION_EXACT 1)
endif()
if( "${PACKAGE_FIND_VERSION_MAJOR}.${PACKAGE_FIND_VERSION_MINOR}" EQUAL "@ASSIMP_VERSION@" )
set(PACKAGE_VERSION_COMPATIBLE 1)
elseif( "${PACKAGE_FIND_VERSION_MAJOR}" EQUAL "@ASSIMP_VERSION_MAJOR@" )
# for now backward compatible if minor version is less
if( ${PACKAGE_FIND_VERSION_MINOR} LESS @ASSIMP_VERSION_MINOR@ )
set(PACKAGE_VERSION_COMPATIBLE 1)
endif()
endif()
set( ASSIMP_STATIC_LIB "@ASSIMP_BUILD_STATIC_LIB@")

1
assimp-config.cmake.in Normal file
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@@ -0,0 +1 @@
include(${CMAKE_CURRENT_LIST_DIR}/assimpTargets.cmake)

View File

@@ -1,5 +1,7 @@
libdir=@CMAKE_INSTALL_FULL_LIBDIR@
includedir=@CMAKE_INSTALL_FULL_INCLUDEDIR@
prefix=@CMAKE_INSTALL_PREFIX@
exec_prefix=@CMAKE_INSTALL_PREFIX@/
libdir=@CMAKE_INSTALL_PREFIX@/@ASSIMP_LIB_INSTALL_DIR@
includedir=@CMAKE_INSTALL_PREFIX@/../include/@ASSIMP_INCLUDE_INSTALL_DIR@
Name: @CMAKE_PROJECT_NAME@
Description: Import various well-known 3D model formats in an uniform manner.

View File

@@ -0,0 +1,114 @@
#----------------------------------------------------------------
# Generated CMake target import file for configuration "Debug".
#----------------------------------------------------------------
# Commands may need to know the format version.
set(CMAKE_IMPORT_FILE_VERSION 1)
set(ASSIMP_BUILD_SHARED_LIBS @BUILD_SHARED_LIBS@)
if(MSVC)
if(MSVC_TOOLSET_VERSION)
set(MSVC_PREFIX "vc${MSVC_TOOLSET_VERSION}")
else()
if( MSVC70 OR MSVC71 )
set(MSVC_PREFIX "vc70")
elseif( MSVC80 )
set(MSVC_PREFIX "vc80")
elseif( MSVC90 )
set(MSVC_PREFIX "vc90")
elseif( MSVC10 )
set(MSVC_PREFIX "vc100")
elseif( MSVC11 )
set(MSVC_PREFIX "vc110")
elseif( MSVC12 )
set(MSVC_PREFIX "vc120")
elseif( MSVC_VERSION LESS 1910)
set(MSVC_PREFIX "vc140")
elseif( MSVC_VERSION LESS 1920)
set(MSVC_PREFIX "vc141")
elseif( MSVC_VERSION LESS 1930)
set(MSVC_PREFIX "vc142")
else()
set(MSVC_PREFIX "vc150")
endif()
endif()
set(ASSIMP_LIBRARY_SUFFIX "@ASSIMP_LIBRARY_SUFFIX@-${MSVC_PREFIX}-mt" CACHE STRING "the suffix for the assimp windows library" )
if(ASSIMP_BUILD_SHARED_LIBS)
set(sharedLibraryName "assimp${ASSIMP_LIBRARY_SUFFIX}@CMAKE_DEBUG_POSTFIX@@CMAKE_SHARED_LIBRARY_SUFFIX@")
set(importLibraryName "assimp${ASSIMP_LIBRARY_SUFFIX}@CMAKE_DEBUG_POSTFIX@@CMAKE_IMPORT_LIBRARY_SUFFIX@")
# Import target "assimp::assimp" for configuration "Debug"
set_property(TARGET assimp::assimp APPEND PROPERTY IMPORTED_CONFIGURATIONS DEBUG)
set_target_properties(assimp::assimp PROPERTIES
IMPORTED_IMPLIB_DEBUG "${_IMPORT_PREFIX}/lib/${importLibraryName}"
IMPORTED_LOCATION_DEBUG "${_IMPORT_PREFIX}/bin/${sharedLibraryName}"
)
list(APPEND _IMPORT_CHECK_TARGETS assimp::assimp )
list(APPEND _IMPORT_CHECK_FILES_FOR_assimp::assimp "${_IMPORT_PREFIX}/lib/${importLibraryName}")
list(APPEND _IMPORT_CHECK_FILES_FOR_assimp::assimp "${_IMPORT_PREFIX}/bin/${sharedLibraryName}" )
else()
set(staticLibraryName "assimp${ASSIMP_LIBRARY_SUFFIX}@CMAKE_DEBUG_POSTFIX@@CMAKE_STATIC_LIBRARY_SUFFIX@")
# Import target "assimp::assimp" for configuration "Debug"
set_property(TARGET assimp::assimp APPEND PROPERTY IMPORTED_CONFIGURATIONS DEBUG)
set_target_properties(assimp::assimp PROPERTIES
IMPORTED_LOCATION_DEBUG "${_IMPORT_PREFIX}/lib/${staticLibraryName}"
)
list(APPEND _IMPORT_CHECK_TARGETS assimp::assimp )
list(APPEND _IMPORT_CHECK_FILES_FOR_assimp::assimp "${_IMPORT_PREFIX}/lib/${staticLibraryName}")
endif()
else()
set(ASSIMP_LIBRARY_SUFFIX "@ASSIMP_LIBRARY_SUFFIX@" CACHE STRING "the suffix for the assimp libraries" )
if(ASSIMP_BUILD_SHARED_LIBS)
set(sharedLibraryName "libassimp${ASSIMP_LIBRARY_SUFFIX}@CMAKE_DEBUG_POSTFIX@@CMAKE_SHARED_LIBRARY_SUFFIX@.@ASSIMP_VERSION_MAJOR@")
set_target_properties(assimp::assimp PROPERTIES
IMPORTED_SONAME_DEBUG "${sharedLibraryName}"
IMPORTED_LOCATION_DEBUG "${_IMPORT_PREFIX}/lib/${sharedLibraryName}"
)
list(APPEND _IMPORT_CHECK_TARGETS assimp::assimp )
list(APPEND _IMPORT_CHECK_FILES_FOR_assimp::assimp "${_IMPORT_PREFIX}/lib/${sharedLibraryName}" )
else()
set(staticLibraryName "libassimp${ASSIMP_LIBRARY_SUFFIX}@CMAKE_DEBUG_POSTFIX@@CMAKE_STATIC_LIBRARY_SUFFIX@")
set_target_properties(assimp::assimp PROPERTIES
IMPORTED_LOCATION_DEBUG "${_IMPORT_PREFIX}/lib/${staticLibraryName}"
)
list(APPEND _IMPORT_CHECK_TARGETS assimp::assimp )
list(APPEND _IMPORT_CHECK_FILES_FOR_assimp::assimp "${_IMPORT_PREFIX}/lib/${staticLibraryName}" )
endif()
endif()
# Commands beyond this point should not need to know the version.
set(CMAKE_IMPORT_FILE_VERSION)
get_filename_component(ASSIMP_ROOT_DIR "@CMAKE_INSTALL_PREFIX@" REALPATH)
set( ASSIMP_CXX_FLAGS ) # dynamically linked library
set( ASSIMP_LINK_FLAGS "" )
set( ASSIMP_LIBRARY_DIRS "${ASSIMP_ROOT_DIR}/@ASSIMP_LIB_INSTALL_DIR@")
set( ASSIMP_INCLUDE_DIRS "${ASSIMP_ROOT_DIR}/@ASSIMP_INCLUDE_INSTALL_DIR@")
if(ASSIMP_BUILD_SHARED_LIBS)
set( ASSIMP_LIBRARIES ${sharedLibraryName})
else()
set( ASSIMP_LIBRARIES ${staticLibraryName})
endif()
# for compatibility with pkg-config
set(ASSIMP_CFLAGS_OTHER "${ASSIMP_CXX_FLAGS}")
set(ASSIMP_LDFLAGS_OTHER "${ASSIMP_LINK_FLAGS}")
MARK_AS_ADVANCED(
ASSIMP_ROOT_DIR
ASSIMP_CXX_FLAGS
ASSIMP_LINK_FLAGS
ASSIMP_INCLUDE_DIRS
ASSIMP_LIBRARIES
ASSIMP_CFLAGS_OTHER
ASSIMP_LDFLAGS_OTHER
ASSIMP_LIBRARY_SUFFIX
ASSIMP_BUILD_SHARED_LIBS
)

View File

@@ -0,0 +1,116 @@
#----------------------------------------------------------------
# Generated CMake target import file for configuration "Release".
#----------------------------------------------------------------
# Commands may need to know the format version.
set(CMAKE_IMPORT_FILE_VERSION 1)
set(ASSIMP_BUILD_SHARED_LIBS @BUILD_SHARED_LIBS@)
if(MSVC)
if(MSVC_TOOLSET_VERSION)
set(MSVC_PREFIX "vc${MSVC_TOOLSET_VERSION}")
else()
if( MSVC70 OR MSVC71 )
set(MSVC_PREFIX "vc70")
elseif( MSVC80 )
set(MSVC_PREFIX "vc80")
elseif( MSVC90 )
set(MSVC_PREFIX "vc90")
elseif( MSVC10 )
set(MSVC_PREFIX "vc100")
elseif( MSVC11 )
set(MSVC_PREFIX "vc110")
elseif( MSVC12 )
set(MSVC_PREFIX "vc120")
elseif( MSVC_VERSION LESS 1910)
set(MSVC_PREFIX "vc140")
elseif( MSVC_VERSION LESS 1920)
set(MSVC_PREFIX "vc141")
elseif( MSVC_VERSION LESS 1930)
set(MSVC_PREFIX "vc142")
else()
set(MSVC_PREFIX "vc150")
endif()
endif()
set(ASSIMP_LIBRARY_SUFFIX "@ASSIMP_LIBRARY_SUFFIX@-${MSVC_PREFIX}-mt" CACHE STRING "the suffix for the assimp windows library" )
if(ASSIMP_BUILD_SHARED_LIBS)
set(sharedLibraryName "assimp${ASSIMP_LIBRARY_SUFFIX}@CMAKE_SHARED_LIBRARY_SUFFIX@")
set(importLibraryName "assimp${ASSIMP_LIBRARY_SUFFIX}@CMAKE_IMPORT_LIBRARY_SUFFIX@")
# Import target "assimp::assimp" for configuration "Release"
set_property(TARGET assimp::assimp APPEND PROPERTY IMPORTED_CONFIGURATIONS RELEASE)
set_target_properties(assimp::assimp PROPERTIES
IMPORTED_IMPLIB_RELEASE "${_IMPORT_PREFIX}/lib/${importLibraryName}"
IMPORTED_LOCATION_RELEASE "${_IMPORT_PREFIX}/bin/${sharedLibraryName}"
)
list(APPEND _IMPORT_CHECK_TARGETS assimp::assimp )
list(APPEND _IMPORT_CHECK_FILES_FOR_assimp::assimp "${_IMPORT_PREFIX}/lib/${importLibraryName}")
list(APPEND _IMPORT_CHECK_FILES_FOR_assimp::assimp "${_IMPORT_PREFIX}/bin/${sharedLibraryName}" )
else()
set(staticLibraryName "assimp${ASSIMP_LIBRARY_SUFFIX}@CMAKE_STATIC_LIBRARY_SUFFIX@")
# Import target "assimp::assimp" for configuration "Release"
set_property(TARGET assimp::assimp APPEND PROPERTY IMPORTED_CONFIGURATIONS RELEASE)
set_target_properties(assimp::assimp PROPERTIES
IMPORTED_LOCATION_RELEASE "${_IMPORT_PREFIX}/lib/${staticLibraryName}"
)
list(APPEND _IMPORT_CHECK_TARGETS assimp::assimp )
list(APPEND _IMPORT_CHECK_FILES_FOR_assimp::assimp "${_IMPORT_PREFIX}/lib/${staticLibraryName}")
endif()
else()
set(ASSIMP_LIBRARY_SUFFIX "@ASSIMP_LIBRARY_SUFFIX@" CACHE STRING "the suffix for the assimp libraries" )
if(ASSIMP_BUILD_SHARED_LIBS)
if(APPLE)
set(sharedLibraryName "libassimp${ASSIMP_LIBRARY_SUFFIX}.@ASSIMP_VERSION_MAJOR@@CMAKE_SHARED_LIBRARY_SUFFIX@")
else()
set(sharedLibraryName "libassimp${ASSIMP_LIBRARY_SUFFIX}@CMAKE_SHARED_LIBRARY_SUFFIX@.@ASSIMP_VERSION_MAJOR@")
endif()
set_target_properties(assimp::assimp PROPERTIES
IMPORTED_SONAME_RELEASE "${sharedLibraryName}"
IMPORTED_LOCATION_RELEASE "${_IMPORT_PREFIX}/lib/${sharedLibraryName}"
)
list(APPEND _IMPORT_CHECK_TARGETS assimp::assimp )
list(APPEND _IMPORT_CHECK_FILES_FOR_assimp::assimp "${_IMPORT_PREFIX}/lib/${sharedLibraryName}" )
else()
set(staticLibraryName "libassimp${ASSIMP_LIBRARY_SUFFIX}@CMAKE_STATIC_LIBRARY_SUFFIX@")
set_target_properties(assimp::assimp PROPERTIES
IMPORTED_LOCATION_RELEASE "${_IMPORT_PREFIX}/lib/${staticLibraryName}"
)
list(APPEND _IMPORT_CHECK_TARGETS assimp::assimp )
list(APPEND _IMPORT_CHECK_FILES_FOR_assimp::assimp "${_IMPORT_PREFIX}/lib/${staticLibraryName}" )
endif()
endif()
# Commands beyond this point should not need to know the version.
set(CMAKE_IMPORT_FILE_VERSION)
get_filename_component(ASSIMP_ROOT_DIR "@CMAKE_INSTALL_PREFIX@" REALPATH)
set( ASSIMP_CXX_FLAGS ) # dynamically linked library
set( ASSIMP_LINK_FLAGS "" )
set( ASSIMP_LIBRARY_DIRS "${ASSIMP_ROOT_DIR}/@ASSIMP_LIB_INSTALL_DIR@")
set( ASSIMP_INCLUDE_DIRS "${ASSIMP_ROOT_DIR}/@ASSIMP_INCLUDE_INSTALL_DIR@")
if(ASSIMP_BUILD_SHARED_LIBS)
set( ASSIMP_LIBRARIES ${sharedLibraryName})
else()
set( ASSIMP_LIBRARIES ${staticLibraryName})
endif()
# for compatibility with pkg-config
set(ASSIMP_CFLAGS_OTHER "${ASSIMP_CXX_FLAGS}")
set(ASSIMP_LDFLAGS_OTHER "${ASSIMP_LINK_FLAGS}")
MARK_AS_ADVANCED(
ASSIMP_ROOT_DIR
ASSIMP_CXX_FLAGS
ASSIMP_LINK_FLAGS
ASSIMP_INCLUDE_DIRS
ASSIMP_LIBRARIES
ASSIMP_CFLAGS_OTHER
ASSIMP_LDFLAGS_OTHER
ASSIMP_LIBRARY_SUFFIX
ASSIMP_BUILD_SHARED_LIBS
)

105
assimpTargets.cmake.in Normal file
View File

@@ -0,0 +1,105 @@
# Generated by CMake
if("${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION}" LESS 2.5)
message(FATAL_ERROR "CMake >= 2.6.0 required")
endif()
cmake_policy(PUSH)
cmake_policy(VERSION 2.6)
#----------------------------------------------------------------
# Generated CMake target import file.
#----------------------------------------------------------------
# Commands may need to know the format version.
set(CMAKE_IMPORT_FILE_VERSION 1)
# Protect against multiple inclusion, which would fail when already imported targets are added once more.
set(_targetsDefined)
set(_targetsNotDefined)
set(_expectedTargets)
foreach(_expectedTarget assimp::assimp)
list(APPEND _expectedTargets ${_expectedTarget})
if(NOT TARGET ${_expectedTarget})
list(APPEND _targetsNotDefined ${_expectedTarget})
endif()
if(TARGET ${_expectedTarget})
list(APPEND _targetsDefined ${_expectedTarget})
endif()
endforeach()
if("${_targetsDefined}" STREQUAL "${_expectedTargets}")
unset(_targetsDefined)
unset(_targetsNotDefined)
unset(_expectedTargets)
set(CMAKE_IMPORT_FILE_VERSION)
cmake_policy(POP)
return()
endif()
if(NOT "${_targetsDefined}" STREQUAL "")
message(FATAL_ERROR "Some (but not all) targets in this export set were already defined.\nTargets Defined: ${_targetsDefined}\nTargets not yet defined: ${_targetsNotDefined}\n")
endif()
unset(_targetsDefined)
unset(_targetsNotDefined)
unset(_expectedTargets)
# Compute the installation prefix relative to this file.
get_filename_component(_IMPORT_PREFIX "${CMAKE_CURRENT_LIST_FILE}" PATH)
get_filename_component(_IMPORT_PREFIX "${_IMPORT_PREFIX}" PATH)
get_filename_component(_IMPORT_PREFIX "${_IMPORT_PREFIX}" PATH)
get_filename_component(_IMPORT_PREFIX "${_IMPORT_PREFIX}" PATH)
if(_IMPORT_PREFIX STREQUAL "/")
set(_IMPORT_PREFIX "")
endif()
# Create imported target assimp::assimp
if(@BUILD_SHARED_LIBS@)
add_library(assimp::assimp SHARED IMPORTED)
else()
add_library(assimp::assimp STATIC IMPORTED)
endif()
set_target_properties(assimp::assimp PROPERTIES
COMPATIBLE_INTERFACE_STRING "assimp_MAJOR_VERSION"
INTERFACE_assimp_MAJOR_VERSION "1"
INTERFACE_INCLUDE_DIRECTORIES "${_IMPORT_PREFIX}/include;${_IMPORT_PREFIX}/include"
#INTERFACE_LINK_LIBRARIES "TxtUtils::TxtUtils;MealyMachine::MealyMachine"
)
if(CMAKE_VERSION VERSION_LESS 2.8.12)
message(FATAL_ERROR "This file relies on consumers using CMake 2.8.12 or greater.")
endif()
# Load information for each installed configuration.
get_filename_component(_DIR "${CMAKE_CURRENT_LIST_FILE}" PATH)
file(GLOB CONFIG_FILES "${_DIR}/assimpTargets-*.cmake")
foreach(f ${CONFIG_FILES})
include(${f})
endforeach()
# Cleanup temporary variables.
set(_IMPORT_PREFIX)
# Loop over all imported files and verify that they actually exist
foreach(target ${_IMPORT_CHECK_TARGETS} )
foreach(file ${_IMPORT_CHECK_FILES_FOR_${target}} )
if(NOT EXISTS "${file}" )
message(FATAL_ERROR "The imported target \"${target}\" references the file
\"${file}\"
but this file does not exist. Possible reasons include:
* The file was deleted, renamed, or moved to another location.
* An install or uninstall procedure did not complete successfully.
* The installation package was faulty and contained
\"${CMAKE_CURRENT_LIST_FILE}\"
but not all the files it references.
")
endif()
endforeach()
unset(_IMPORT_CHECK_FILES_FOR_${target})
endforeach()
unset(_IMPORT_CHECK_TARGETS)
# This file does not depend on other imported targets which have
# been exported from the same project but in a separate export set.
# Commands beyond this point should not need to know the version.
set(CMAKE_IMPORT_FILE_VERSION)
cmake_policy(POP)

View File

@@ -55,7 +55,7 @@ if(WIN32) # The only platform it makes sense to check for DirectX SDK
endif(CMAKE_CL_64)
find_library(DirectX_LIBRARY NAMES d3d9 HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX})
find_library(DirectX_D3DX9_LIBRARY NAMES d3dx9 HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX})
find_library(DirectX_DXERR_LIBRARY NAMES DxErr DxErr9 HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX})
find_library(DirectX_DXERR_LIBRARY NAMES DxErr HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX})
find_library(DirectX_DXGUID_LIBRARY NAMES dxguid HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX})

View File

@@ -0,0 +1,17 @@
# Find IrrXMl from irrlicht project
#
# Find LibIrrXML headers and library
#
# IRRXML_FOUND - IrrXML found
# IRRXML_INCLUDE_DIR - Headers location
# IRRXML_LIBRARY - IrrXML main library
find_path(IRRXML_INCLUDE_DIR irrXML.h
PATH_SUFFIXES include/irrlicht include/irrxml)
find_library(IRRXML_LIBRARY IrrXML)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(IrrXML REQUIRED_VARS IRRXML_INCLUDE_DIR IRRXML_LIBRARY)
mark_as_advanced(IRRXML_INCLUDE_DIR IRRXML_LIBRARY)

View File

@@ -54,7 +54,7 @@ macro(clear_if_changed TESTVAR)
set(${var} "NOTFOUND" CACHE STRING "x" FORCE)
endforeach(var)
endif ()
set(${TESTVAR}_INT_CHECK "${${TESTVAR}}" CACHE INTERNAL "x" FORCE)
set(${TESTVAR}_INT_CHECK ${${TESTVAR}} CACHE INTERNAL "x" FORCE)
endmacro(clear_if_changed)
# Try to get some hints from pkg-config, if available

View File

@@ -16,5 +16,5 @@ set(RT_LIBRARIES ${RT_LIBRARY})
# handle the QUIETLY and REQUIRED arguments and set
# RT_FOUND to TRUE if all listed variables are TRUE
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(RT DEFAULT_MSG RT_LIBRARY)
find_package_handle_standard_args(rt DEFAULT_MSG RT_LIBRARY)
mark_as_advanced(RT_LIBRARY)

View File

@@ -54,18 +54,14 @@ else(WIN32)
find_path(
assimp_INCLUDE_DIRS
NAMES assimp/postprocess.h assimp/scene.h assimp/version.h assimp/config.h assimp/cimport.h
PATHS /usr/local/include
PATHS /usr/include/
NAMES postprocess.h scene.h version.h config.h cimport.h
PATHS /usr/local/include/
)
find_library(
assimp_LIBRARIES
NAMES assimp
PATHS /usr/local/lib/
PATHS /usr/lib64/
PATHS /usr/lib/
)
if (assimp_INCLUDE_DIRS AND assimp_LIBRARIES)
@@ -82,4 +78,4 @@ else(WIN32)
endif (assimp_FIND_REQUIRED)
endif (assimp_FOUND)
endif(WIN32)
endif(WIN32)

View File

@@ -1,19 +0,0 @@
@PACKAGE_INIT@
find_package(RapidJSON CONFIG REQUIRED)
find_package(ZLIB CONFIG REQUIRED)
find_package(utf8cpp CONFIG REQUIRED)
find_package(minizip CONFIG REQUIRED)
find_package(openddlparser CONFIG REQUIRED)
find_package(poly2tri CONFIG REQUIRED)
find_package(polyclipping CONFIG REQUIRED)
find_package(zip CONFIG REQUIRED)
find_package(pugixml CONFIG REQUIRED)
find_package(stb CONFIG REQUIRED)
if(@ASSIMP_BUILD_DRACO@)
find_package(draco CONFIG REQUIRED)
endif()
include("${CMAKE_CURRENT_LIST_DIR}/@TARGETS_EXPORT_NAME@.cmake")
check_required_components("@PROJECT_NAME@")

View File

@@ -1,9 +0,0 @@
@PACKAGE_INIT@
include("${CMAKE_CURRENT_LIST_DIR}/@TARGETS_EXPORT_NAME@.cmake")
set(ASSIMP_ROOT_DIR ${PACKAGE_PREFIX_DIR})
set(ASSIMP_LIBRARIES assimp::assimp)
set(ASSIMP_BUILD_SHARED_LIBS @BUILD_SHARED_LIBS@)
get_property(ASSIMP_INCLUDE_DIRS TARGET assimp::assimp PROPERTY INTERFACE_INCLUDE_DIRECTORIES)
set(ASSIMP_LIBRARY_DIRS "")

View File

@@ -1,4 +1,4 @@
# Copyright (c) 2013-2019, Ruslan Baratov
# Copyright (c) 2013-2018, Ruslan Baratov
# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
@@ -60,7 +60,7 @@ option(HUNTER_STATUS_PRINT "Print working status" ON)
option(HUNTER_STATUS_DEBUG "Print a lot info" OFF)
option(HUNTER_TLS_VERIFY "Enable/disable TLS certificate checking on downloads" ON)
set(HUNTER_ERROR_PAGE "https://docs.hunter.sh/en/latest/reference/errors")
set(HUNTER_WIKI "https://github.com/ruslo/hunter/wiki")
function(hunter_gate_status_print)
if(HUNTER_STATUS_PRINT OR HUNTER_STATUS_DEBUG)
@@ -79,9 +79,9 @@ function(hunter_gate_status_debug)
endif()
endfunction()
function(hunter_gate_error_page error_page)
message("------------------------------ ERROR ------------------------------")
message(" ${HUNTER_ERROR_PAGE}/${error_page}.html")
function(hunter_gate_wiki wiki_page)
message("------------------------------ WIKI -------------------------------")
message(" ${HUNTER_WIKI}/${wiki_page}")
message("-------------------------------------------------------------------")
message("")
message(FATAL_ERROR "")
@@ -94,13 +94,14 @@ function(hunter_gate_internal_error)
endforeach()
message("[hunter ** INTERNAL **] [Directory:${CMAKE_CURRENT_LIST_DIR}]")
message("")
hunter_gate_error_page("error.internal")
hunter_gate_wiki("error.internal")
endfunction()
function(hunter_gate_fatal_error)
cmake_parse_arguments(hunter "" "ERROR_PAGE" "" "${ARGV}")
if("${hunter_ERROR_PAGE}" STREQUAL "")
hunter_gate_internal_error("Expected ERROR_PAGE")
cmake_parse_arguments(hunter "" "WIKI" "" "${ARGV}")
string(COMPARE EQUAL "${hunter_WIKI}" "" have_no_wiki)
if(have_no_wiki)
hunter_gate_internal_error("Expected wiki")
endif()
message("")
foreach(x ${hunter_UNPARSED_ARGUMENTS})
@@ -108,11 +109,11 @@ function(hunter_gate_fatal_error)
endforeach()
message("[hunter ** FATAL ERROR **] [Directory:${CMAKE_CURRENT_LIST_DIR}]")
message("")
hunter_gate_error_page("${hunter_ERROR_PAGE}")
hunter_gate_wiki("${hunter_WIKI}")
endfunction()
function(hunter_gate_user_error)
hunter_gate_fatal_error(${ARGV} ERROR_PAGE "error.incorrect.input.data")
hunter_gate_fatal_error(${ARGV} WIKI "error.incorrect.input.data")
endfunction()
function(hunter_gate_self root version sha1 result)
@@ -194,7 +195,7 @@ function(hunter_gate_detect_root)
hunter_gate_fatal_error(
"Can't detect HUNTER_ROOT"
ERROR_PAGE "error.detect.hunter.root"
WIKI "error.detect.hunter.root"
)
endfunction()
@@ -213,7 +214,7 @@ function(hunter_gate_download dir)
"Settings:"
" HUNTER_ROOT: ${HUNTER_GATE_ROOT}"
" HUNTER_SHA1: ${HUNTER_GATE_SHA1}"
ERROR_PAGE "error.run.install"
WIKI "error.run.install"
)
endif()
string(COMPARE EQUAL "${dir}" "" is_bad)
@@ -399,7 +400,7 @@ macro(HunterGate)
hunter_gate_fatal_error(
"Please set HunterGate *before* 'project' command. "
"Detected project: ${PROJECT_NAME}"
ERROR_PAGE "error.huntergate.before.project"
WIKI "error.huntergate.before.project"
)
endif()
@@ -469,7 +470,7 @@ macro(HunterGate)
"HUNTER_ROOT (${HUNTER_GATE_ROOT}) contains spaces."
"Set HUNTER_ALLOW_SPACES_IN_PATH=ON to skip this error"
"(Use at your own risk!)"
ERROR_PAGE "error.spaces.in.hunter.root"
WIKI "error.spaces.in.hunter.root"
)
endif()
endif()

View File

@@ -0,0 +1,14 @@
@PACKAGE_INIT@
find_package(RapidJSON CONFIG REQUIRED)
find_package(ZLIB CONFIG REQUIRED)
find_package(utf8 CONFIG REQUIRED)
find_package(irrXML CONFIG REQUIRED)
find_package(minizip CONFIG REQUIRED)
find_package(openddlparser CONFIG REQUIRED)
find_package(poly2tri CONFIG REQUIRED)
find_package(polyclipping CONFIG REQUIRED)
find_package(zip CONFIG REQUIRED)
include("${CMAKE_CURRENT_LIST_DIR}/@TARGETS_EXPORT_NAME@.cmake")
check_required_components("@PROJECT_NAME@")

View File

@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.
@@ -43,118 +43,120 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_EXPORT
#ifndef ASSIMP_BUILD_NO_3DS_EXPORTER
#include "AssetLib/3DS/3DSExporter.h"
#include "AssetLib/3DS/3DSHelper.h"
#include "AssetLib/3DS/3DSLoader.h"
#include "3DS/3DSExporter.h"
#include "3DS/3DSLoader.h"
#include "3DS/3DSHelper.h"
#include "PostProcessing/SplitLargeMeshes.h"
#include <assimp/SceneCombiner.h>
#include <assimp/StringComparison.h>
#include <assimp/IOSystem.hpp>
#include <assimp/DefaultLogger.hpp>
#include <assimp/Exporter.hpp>
#include <assimp/IOSystem.hpp>
#include <memory>
namespace Assimp {
using namespace Assimp;
namespace Assimp {
using namespace D3DS;
namespace {
//////////////////////////////////////////////////////////////////////////////////////
// Scope utility to write a 3DS file chunk.
//
// Upon construction, the chunk header is written with the chunk type (flags)
// filled out, but the chunk size left empty. Upon destruction, the correct chunk
// size based on the then-position of the output stream cursor is filled in.
class ChunkWriter {
enum {
CHUNK_SIZE_NOT_SET = 0xdeadbeef,
SIZE_OFFSET = 2
//////////////////////////////////////////////////////////////////////////////////////
// Scope utility to write a 3DS file chunk.
//
// Upon construction, the chunk header is written with the chunk type (flags)
// filled out, but the chunk size left empty. Upon destruction, the correct chunk
// size based on the then-position of the output stream cursor is filled in.
class ChunkWriter {
enum {
CHUNK_SIZE_NOT_SET = 0xdeadbeef
, SIZE_OFFSET = 2
};
public:
ChunkWriter(StreamWriterLE& writer, uint16_t chunk_type)
: writer(writer)
{
chunk_start_pos = writer.GetCurrentPos();
writer.PutU2(chunk_type);
writer.PutU4(CHUNK_SIZE_NOT_SET);
}
~ChunkWriter() {
std::size_t head_pos = writer.GetCurrentPos();
ai_assert(head_pos > chunk_start_pos);
const std::size_t chunk_size = head_pos - chunk_start_pos;
writer.SetCurrentPos(chunk_start_pos + SIZE_OFFSET);
writer.PutU4(static_cast<uint32_t>(chunk_size));
writer.SetCurrentPos(head_pos);
}
private:
StreamWriterLE& writer;
std::size_t chunk_start_pos;
};
public:
ChunkWriter(StreamWriterLE &writer, uint16_t chunk_type) :
writer(writer) {
chunk_start_pos = writer.GetCurrentPos();
writer.PutU2(chunk_type);
writer.PutU4((uint32_t)CHUNK_SIZE_NOT_SET);
// Return an unique name for a given |mesh| attached to |node| that
// preserves the mesh's given name if it has one. |index| is the index
// of the mesh in |aiScene::mMeshes|.
std::string GetMeshName(const aiMesh& mesh, unsigned int index, const aiNode& node) {
static const std::string underscore = "_";
char postfix[10] = {0};
ASSIMP_itoa10(postfix, index);
std::string result = node.mName.C_Str();
if (mesh.mName.length > 0) {
result += underscore + mesh.mName.C_Str();
}
return result + underscore + postfix;
}
~ChunkWriter() {
std::size_t head_pos = writer.GetCurrentPos();
// Return an unique name for a given |mat| with original position |index|
// in |aiScene::mMaterials|. The name preserves the original material
// name if possible.
std::string GetMaterialName(const aiMaterial& mat, unsigned int index) {
static const std::string underscore = "_";
char postfix[10] = {0};
ASSIMP_itoa10(postfix, index);
ai_assert(head_pos > chunk_start_pos);
const std::size_t chunk_size = head_pos - chunk_start_pos;
aiString mat_name;
if (AI_SUCCESS == mat.Get(AI_MATKEY_NAME, mat_name)) {
return mat_name.C_Str() + underscore + postfix;
}
writer.SetCurrentPos(chunk_start_pos + SIZE_OFFSET);
writer.PutU4(static_cast<uint32_t>(chunk_size));
writer.SetCurrentPos(head_pos);
return "Material" + underscore + postfix;
}
private:
StreamWriterLE &writer;
std::size_t chunk_start_pos;
};
// Return an unique name for a given |mesh| attached to |node| that
// preserves the mesh's given name if it has one. |index| is the index
// of the mesh in |aiScene::mMeshes|.
std::string GetMeshName(const aiMesh &mesh, unsigned int index, const aiNode &node) {
static const char underscore = '_';
char postfix[10] = { 0 };
ASSIMP_itoa10(postfix, index);
std::string result = node.mName.C_Str();
if (mesh.mName.length > 0) {
result += underscore;
result += mesh.mName.C_Str();
}
return result + underscore + postfix;
}
// Return an unique name for a given |mat| with original position |index|
// in |aiScene::mMaterials|. The name preserves the original material
// name if possible.
std::string GetMaterialName(const aiMaterial &mat, unsigned int index) {
static const std::string underscore = "_";
char postfix[10] = { 0 };
ASSIMP_itoa10(postfix, index);
aiString mat_name;
if (AI_SUCCESS == mat.Get(AI_MATKEY_NAME, mat_name)) {
return mat_name.C_Str() + underscore + postfix;
// Collect world transformations for each node
void CollectTrafos(const aiNode* node, std::map<const aiNode*, aiMatrix4x4>& trafos) {
const aiMatrix4x4& parent = node->mParent ? trafos[node->mParent] : aiMatrix4x4();
trafos[node] = parent * node->mTransformation;
for (unsigned int i = 0; i < node->mNumChildren; ++i) {
CollectTrafos(node->mChildren[i], trafos);
}
}
return "Material" + underscore + postfix;
}
// Collect world transformations for each node
void CollectTrafos(const aiNode *node, std::map<const aiNode *, aiMatrix4x4> &trafos) {
const aiMatrix4x4 &parent = node->mParent ? trafos[node->mParent] : aiMatrix4x4();
trafos[node] = parent * node->mTransformation;
for (unsigned int i = 0; i < node->mNumChildren; ++i) {
CollectTrafos(node->mChildren[i], trafos);
// Generate a flat list of the meshes (by index) assigned to each node
void CollectMeshes(const aiNode* node, std::multimap<const aiNode*, unsigned int>& meshes) {
for (unsigned int i = 0; i < node->mNumMeshes; ++i) {
meshes.insert(std::make_pair(node, node->mMeshes[i]));
}
for (unsigned int i = 0; i < node->mNumChildren; ++i) {
CollectMeshes(node->mChildren[i], meshes);
}
}
}
// Generate a flat list of the meshes (by index) assigned to each node
void CollectMeshes(const aiNode *node, std::multimap<const aiNode *, unsigned int> &meshes) {
for (unsigned int i = 0; i < node->mNumMeshes; ++i) {
meshes.insert(std::make_pair(node, node->mMeshes[i]));
}
for (unsigned int i = 0; i < node->mNumChildren; ++i) {
CollectMeshes(node->mChildren[i], meshes);
}
}
} // namespace
// ------------------------------------------------------------------------------------------------
// Worker function for exporting a scene to 3DS. Prototyped and registered in Exporter.cpp
void ExportScene3DS(const char *pFile, IOSystem *pIOSystem, const aiScene *pScene, const ExportProperties * /*pProperties*/) {
std::shared_ptr<IOStream> outfile(pIOSystem->Open(pFile, "wb"));
if (!outfile) {
void ExportScene3DS(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/)
{
std::shared_ptr<IOStream> outfile (pIOSystem->Open(pFile, "wb"));
if(!outfile) {
throw DeadlyExportError("Could not open output .3ds file: " + std::string(pFile));
}
@@ -165,8 +167,8 @@ void ExportScene3DS(const char *pFile, IOSystem *pIOSystem, const aiScene *pScen
// SplitLargeMeshes can do this, but it requires the correct limit to be set
// which is not possible with the current way of specifying preprocess steps
// in |Exporter::ExportFormatEntry|.
aiScene *scenecopy_tmp;
SceneCombiner::CopyScene(&scenecopy_tmp, pScene);
aiScene* scenecopy_tmp;
SceneCombiner::CopyScene(&scenecopy_tmp,pScene);
std::unique_ptr<aiScene> scenecopy(scenecopy_tmp);
SplitLargeMeshesProcess_Triangle tri_splitter;
@@ -184,40 +186,46 @@ void ExportScene3DS(const char *pFile, IOSystem *pIOSystem, const aiScene *pScen
} // end of namespace Assimp
// ------------------------------------------------------------------------------------------------
Discreet3DSExporter::Discreet3DSExporter(std::shared_ptr<IOStream> &outfile, const aiScene *scene) :
scene(scene), writer(outfile) {
Discreet3DSExporter:: Discreet3DSExporter(std::shared_ptr<IOStream> &outfile, const aiScene* scene)
: scene(scene)
, writer(outfile)
{
CollectTrafos(scene->mRootNode, trafos);
CollectMeshes(scene->mRootNode, meshes);
ChunkWriter curRootChunk(writer, Discreet3DS::CHUNK_MAIN);
ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAIN);
{
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_OBJMESH);
ChunkWriter chunk(writer, Discreet3DS::CHUNK_OBJMESH);
WriteMaterials();
WriteMeshes();
{
ChunkWriter curChunk1(writer, Discreet3DS::CHUNK_MASTER_SCALE);
ChunkWriter chunk(writer, Discreet3DS::CHUNK_MASTER_SCALE);
writer.PutF4(1.0f);
}
}
{
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_KEYFRAMER);
ChunkWriter chunk(writer, Discreet3DS::CHUNK_KEYFRAMER);
WriteHierarchy(*scene->mRootNode, -1, -1);
}
}
// ------------------------------------------------------------------------------------------------
Discreet3DSExporter::~Discreet3DSExporter() = default;
Discreet3DSExporter::~Discreet3DSExporter() {
// empty
}
// ------------------------------------------------------------------------------------------------
int Discreet3DSExporter::WriteHierarchy(const aiNode &node, int seq, int sibling_level) {
int Discreet3DSExporter::WriteHierarchy(const aiNode& node, int seq, int sibling_level)
{
// 3DS scene hierarchy is serialized as in http://www.martinreddy.net/gfx/3d/3DS.spec
{
ChunkWriter curRootChunk(writer, Discreet3DS::CHUNK_TRACKINFO);
ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRACKINFO);
{
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_TRACKOBJNAME);
ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRACKOBJNAME);
// Assimp node names are unique and distinct from all mesh-node
// names we generate; thus we can use them as-is
@@ -229,7 +237,7 @@ int Discreet3DSExporter::WriteHierarchy(const aiNode &node, int seq, int sibling
int16_t hierarchy_pos = static_cast<int16_t>(seq);
if (sibling_level != -1) {
hierarchy_pos = (uint16_t)sibling_level;
hierarchy_pos = sibling_level;
}
// Write the hierarchy position
@@ -252,9 +260,9 @@ int Discreet3DSExporter::WriteHierarchy(const aiNode &node, int seq, int sibling
const bool first_child = node.mNumChildren == 0 && i == 0;
const unsigned int mesh_idx = node.mMeshes[i];
const aiMesh &mesh = *scene->mMeshes[mesh_idx];
const aiMesh& mesh = *scene->mMeshes[mesh_idx];
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_TRACKINFO);
ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRACKINFO);
{
ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRACKOBJNAME);
WriteString(GetMeshName(mesh, mesh_idx, node));
@@ -268,41 +276,36 @@ int Discreet3DSExporter::WriteHierarchy(const aiNode &node, int seq, int sibling
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSExporter::WriteMaterials() {
void Discreet3DSExporter::WriteMaterials()
{
for (unsigned int i = 0; i < scene->mNumMaterials; ++i) {
ChunkWriter curRootChunk(writer, Discreet3DS::CHUNK_MAT_MATERIAL);
const aiMaterial &mat = *scene->mMaterials[i];
ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_MATERIAL);
const aiMaterial& mat = *scene->mMaterials[i];
{
ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_MATNAME);
const std::string &name = GetMaterialName(mat, i);
const std::string& name = GetMaterialName(mat, i);
WriteString(name);
}
aiColor3D color;
if (mat.Get(AI_MATKEY_COLOR_DIFFUSE, color) == AI_SUCCESS) {
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAT_DIFFUSE);
ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_DIFFUSE);
WriteColor(color);
}
if (mat.Get(AI_MATKEY_COLOR_SPECULAR, color) == AI_SUCCESS) {
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAT_SPECULAR);
ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SPECULAR);
WriteColor(color);
}
if (mat.Get(AI_MATKEY_COLOR_AMBIENT, color) == AI_SUCCESS) {
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAT_AMBIENT);
ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_AMBIENT);
WriteColor(color);
}
float f;
if (mat.Get(AI_MATKEY_OPACITY, f) == AI_SUCCESS) {
ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_TRANSPARENCY);
WritePercentChunk(1.0f - f);
}
if (mat.Get(AI_MATKEY_COLOR_EMISSIVE, color) == AI_SUCCESS) {
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAT_SELF_ILLUM);
ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SELF_ILLUM);
WriteColor(color);
}
@@ -311,7 +314,7 @@ void Discreet3DSExporter::WriteMaterials() {
ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SHADING);
Discreet3DS::shadetype3ds shading_mode_out;
switch (shading_mode) {
switch(shading_mode) {
case aiShadingMode_Flat:
case aiShadingMode_NoShading:
shading_mode_out = Discreet3DS::Flat;
@@ -328,7 +331,6 @@ void Discreet3DSExporter::WriteMaterials() {
case aiShadingMode_Blinn:
case aiShadingMode_CookTorrance:
case aiShadingMode_Fresnel:
case aiShadingMode_PBR_BRDF: // Possibly should be Discreet3DS::Metal in some cases but this is undocumented
shading_mode_out = Discreet3DS::Phong;
break;
@@ -339,6 +341,8 @@ void Discreet3DSExporter::WriteMaterials() {
writer.PutU2(static_cast<uint16_t>(shading_mode_out));
}
float f;
if (mat.Get(AI_MATKEY_SHININESS, f) == AI_SUCCESS) {
ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SHININESS);
WritePercentChunk(f);
@@ -355,10 +359,7 @@ void Discreet3DSExporter::WriteMaterials() {
writer.PutI2(1);
}
// Fallback to BASE_COLOR if no DIFFUSE
if (!WriteTexture(mat, aiTextureType_DIFFUSE, Discreet3DS::CHUNK_MAT_TEXTURE))
WriteTexture(mat, aiTextureType_BASE_COLOR, Discreet3DS::CHUNK_MAT_TEXTURE);
WriteTexture(mat, aiTextureType_DIFFUSE, Discreet3DS::CHUNK_MAT_TEXTURE);
WriteTexture(mat, aiTextureType_HEIGHT, Discreet3DS::CHUNK_MAT_BUMPMAP);
WriteTexture(mat, aiTextureType_OPACITY, Discreet3DS::CHUNK_MAT_OPACMAP);
WriteTexture(mat, aiTextureType_SHININESS, Discreet3DS::CHUNK_MAT_MAT_SHINMAP);
@@ -369,47 +370,48 @@ void Discreet3DSExporter::WriteMaterials() {
}
// ------------------------------------------------------------------------------------------------
// returns true if the texture existed
bool Discreet3DSExporter::WriteTexture(const aiMaterial &mat, aiTextureType type, uint16_t chunk_flags) {
void Discreet3DSExporter::WriteTexture(const aiMaterial& mat, aiTextureType type, uint16_t chunk_flags)
{
aiString path;
aiTextureMapMode map_mode[2] = {
aiTextureMapMode_Wrap, aiTextureMapMode_Wrap
};
ai_real blend = 1.0;
if (mat.GetTexture(type, 0, &path, nullptr, nullptr, &blend, nullptr, map_mode) != AI_SUCCESS || !path.length) {
return false;
if (mat.GetTexture(type, 0, &path, NULL, NULL, &blend, NULL, map_mode) != AI_SUCCESS || !path.length) {
return;
}
// TODO: handle embedded textures properly
if (path.data[0] == '*') {
ASSIMP_LOG_ERROR("Ignoring embedded texture for export: ", path.C_Str());
return false;
ASSIMP_LOG_ERROR("Ignoring embedded texture for export: " + std::string(path.C_Str()));
return;
}
ChunkWriter chunk(writer, chunk_flags);
{
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAPFILE);
ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAPFILE);
WriteString(path);
}
WritePercentChunk(blend);
{
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAT_MAP_TILING);
ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_MAP_TILING);
uint16_t val = 0; // WRAP
if (map_mode[0] == aiTextureMapMode_Mirror) {
val = 0x2;
} else if (map_mode[0] == aiTextureMapMode_Decal) {
}
else if (map_mode[0] == aiTextureMapMode_Decal) {
val = 0x10;
}
writer.PutU2(val);
}
// TODO: export texture transformation (i.e. UV offset, scale, rotation)
return true;
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSExporter::WriteMeshes() {
void Discreet3DSExporter::WriteMeshes()
{
// NOTE: 3DS allows for instances. However:
// i) not all importers support reading them
// ii) instances are not as flexible as they are in assimp, in particular,
@@ -421,35 +423,36 @@ void Discreet3DSExporter::WriteMeshes() {
// Furthermore, the TRIMESH is transformed into world space so that it will
// appear correctly if importers don't read the scene hierarchy at all.
for (MeshesByNodeMap::const_iterator it = meshes.begin(); it != meshes.end(); ++it) {
const aiNode &node = *(*it).first;
const aiNode& node = *(*it).first;
const unsigned int mesh_idx = (*it).second;
const aiMesh &mesh = *scene->mMeshes[mesh_idx];
const aiMesh& mesh = *scene->mMeshes[mesh_idx];
// This should not happen if the SLM step is correctly executed
// before the scene is handed to the exporter
ai_assert(mesh.mNumVertices <= 0xffff);
ai_assert(mesh.mNumFaces <= 0xffff);
const aiMatrix4x4 &trafo = trafos[&node];
const aiMatrix4x4& trafo = trafos[&node];
ChunkWriter chunk(writer, Discreet3DS::CHUNK_OBJBLOCK);
// Mesh name is tied to the node it is attached to so it can later be referenced
const std::string &name = GetMeshName(mesh, mesh_idx, node);
const std::string& name = GetMeshName(mesh, mesh_idx, node);
WriteString(name);
// TRIMESH chunk
ChunkWriter chunk2(writer, Discreet3DS::CHUNK_TRIMESH);
// Vertices in world space
{
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_VERTLIST);
ChunkWriter chunk(writer, Discreet3DS::CHUNK_VERTLIST);
const uint16_t count = static_cast<uint16_t>(mesh.mNumVertices);
writer.PutU2(count);
for (unsigned int i = 0; i < mesh.mNumVertices; ++i) {
const aiVector3D &v = mesh.mVertices[i];
const aiVector3D& v = trafo * mesh.mVertices[i];
writer.PutF4(v.x);
writer.PutF4(v.y);
writer.PutF4(v.z);
@@ -458,12 +461,12 @@ void Discreet3DSExporter::WriteMeshes() {
// UV coordinates
if (mesh.HasTextureCoords(0)) {
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAPLIST);
ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAPLIST);
const uint16_t count = static_cast<uint16_t>(mesh.mNumVertices);
writer.PutU2(count);
for (unsigned int i = 0; i < mesh.mNumVertices; ++i) {
const aiVector3D &v = mesh.mTextureCoords[0][i];
const aiVector3D& v = mesh.mTextureCoords[0][i];
writer.PutF4(v.x);
writer.PutF4(v.y);
}
@@ -471,14 +474,14 @@ void Discreet3DSExporter::WriteMeshes() {
// Faces (indices)
{
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_FACELIST);
ChunkWriter chunk(writer, Discreet3DS::CHUNK_FACELIST);
ai_assert(mesh.mNumFaces <= 0xffff);
// Count triangles, discard lines and points
uint16_t count = 0;
for (unsigned int i = 0; i < mesh.mNumFaces; ++i) {
const aiFace &f = mesh.mFaces[i];
const aiFace& f = mesh.mFaces[i];
if (f.mNumIndices < 3) {
continue;
}
@@ -489,7 +492,7 @@ void Discreet3DSExporter::WriteMeshes() {
writer.PutU2(count);
for (unsigned int i = 0; i < mesh.mNumFaces; ++i) {
const aiFace &f = mesh.mFaces[i];
const aiFace& f = mesh.mFaces[i];
if (f.mNumIndices < 3) {
continue;
}
@@ -510,25 +513,21 @@ void Discreet3DSExporter::WriteMeshes() {
// Transformation matrix by which the mesh vertices have been pre-transformed with.
{
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_TRMATRIX);
// Store rotation 3x3 matrix row wise
for (unsigned int r = 0; r < 3; ++r) {
ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRMATRIX);
for (unsigned int r = 0; r < 4; ++r) {
for (unsigned int c = 0; c < 3; ++c) {
writer.PutF4(trafo[r][c]);
}
}
// Store translation sub vector column wise
for (unsigned int r = 0; r < 3; ++r) {
writer.PutF4(trafo[r][3]);
}
}
}
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSExporter::WriteFaceMaterialChunk(const aiMesh &mesh) {
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_FACEMAT);
const std::string &name = GetMaterialName(*scene->mMaterials[mesh.mMaterialIndex], mesh.mMaterialIndex);
void Discreet3DSExporter::WriteFaceMaterialChunk(const aiMesh& mesh)
{
ChunkWriter chunk(writer, Discreet3DS::CHUNK_FACEMAT);
const std::string& name = GetMaterialName(*scene->mMaterials[mesh.mMaterialIndex], mesh.mMaterialIndex);
WriteString(name);
// Because assimp splits meshes by material, only a single
@@ -543,7 +542,7 @@ void Discreet3DSExporter::WriteFaceMaterialChunk(const aiMesh &mesh) {
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSExporter::WriteString(const std::string &s) {
void Discreet3DSExporter::WriteString(const std::string& s) {
for (std::string::const_iterator it = s.begin(); it != s.end(); ++it) {
writer.PutI1(*it);
}
@@ -551,7 +550,7 @@ void Discreet3DSExporter::WriteString(const std::string &s) {
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSExporter::WriteString(const aiString &s) {
void Discreet3DSExporter::WriteString(const aiString& s) {
for (std::size_t i = 0; i < s.length; ++i) {
writer.PutI1(s.data[i]);
}
@@ -559,8 +558,8 @@ void Discreet3DSExporter::WriteString(const aiString &s) {
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSExporter::WriteColor(const aiColor3D &color) {
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_RGBF);
void Discreet3DSExporter::WriteColor(const aiColor3D& color) {
ChunkWriter chunk(writer, Discreet3DS::CHUNK_RGBF);
writer.PutF4(color.r);
writer.PutF4(color.g);
writer.PutF4(color.b);
@@ -568,15 +567,16 @@ void Discreet3DSExporter::WriteColor(const aiColor3D &color) {
// ------------------------------------------------------------------------------------------------
void Discreet3DSExporter::WritePercentChunk(float f) {
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_PERCENTF);
ChunkWriter chunk(writer, Discreet3DS::CHUNK_PERCENTF);
writer.PutF4(f);
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSExporter::WritePercentChunk(double f) {
ChunkWriter ccurChunkhunk(writer, Discreet3DS::CHUNK_PERCENTD);
ChunkWriter chunk(writer, Discreet3DS::CHUNK_PERCENTD);
writer.PutF8(f);
}
#endif // ASSIMP_BUILD_NO_3DS_EXPORTER
#endif // ASSIMP_BUILD_NO_EXPORT

View File

@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.
@@ -73,7 +73,7 @@ public:
private:
void WriteMeshes();
void WriteMaterials();
bool WriteTexture(const aiMaterial& mat, aiTextureType type, uint16_t chunk_flags);
void WriteTexture(const aiMaterial& mat, aiTextureType type, uint16_t chunk_flags);
void WriteFaceMaterialChunk(const aiMesh& mesh);
int WriteHierarchy(const aiNode& node, int level, int sibling_level);
void WriteString(const std::string& s);

652
code/3DS/3DSHelper.h Normal file
View File

@@ -0,0 +1,652 @@
/*
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,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Defines helper data structures for the import of 3DS files */
#ifndef AI_3DSFILEHELPER_H_INC
#define AI_3DSFILEHELPER_H_INC
#include <assimp/SpatialSort.h>
#include <assimp/SmoothingGroups.h>
#include <assimp/StringUtils.h>
#include <assimp/qnan.h>
#include <assimp/material.h>
#include <assimp/camera.h>
#include <assimp/light.h>
#include <assimp/anim.h>
#include <stdio.h> //sprintf
namespace Assimp {
namespace D3DS {
#include <assimp/Compiler/pushpack1.h>
// ---------------------------------------------------------------------------
/** Discreet3DS class: Helper class for loading 3ds files. Defines chunks
* and data structures.
*/
class Discreet3DS {
private:
Discreet3DS() AI_NO_EXCEPT {
// empty
}
~Discreet3DS() {
// empty
}
public:
//! data structure for a single chunk in a .3ds file
struct Chunk {
uint16_t Flag;
uint32_t Size;
} PACK_STRUCT;
//! Used for shading field in material3ds structure
//! From AutoDesk 3ds SDK
typedef enum
{
// translated to gouraud shading with wireframe active
Wire = 0x0,
// if this material is set, no vertex normals will
// be calculated for the model. Face normals + gouraud
Flat = 0x1,
// standard gouraud shading
Gouraud = 0x2,
// phong shading
Phong = 0x3,
// cooktorrance or anistropic phong shading ...
// the exact meaning is unknown, if you know it
// feel free to tell me ;-)
Metal = 0x4,
// required by the ASE loader
Blinn = 0x5
} shadetype3ds;
// Flags for animated keys
enum
{
KEY_USE_TENS = 0x1,
KEY_USE_CONT = 0x2,
KEY_USE_BIAS = 0x4,
KEY_USE_EASE_TO = 0x8,
KEY_USE_EASE_FROM = 0x10
} ;
enum
{
// ********************************************************************
// Basic chunks which can be found everywhere in the file
CHUNK_VERSION = 0x0002,
CHUNK_RGBF = 0x0010, // float4 R; float4 G; float4 B
CHUNK_RGBB = 0x0011, // int1 R; int1 G; int B
// Linear color values (gamma = 2.2?)
CHUNK_LINRGBF = 0x0013, // float4 R; float4 G; float4 B
CHUNK_LINRGBB = 0x0012, // int1 R; int1 G; int B
CHUNK_PERCENTW = 0x0030, // int2 percentage
CHUNK_PERCENTF = 0x0031, // float4 percentage
CHUNK_PERCENTD = 0x0032, // float8 percentage
// ********************************************************************
// Prj master chunk
CHUNK_PRJ = 0xC23D,
// MDLI master chunk
CHUNK_MLI = 0x3DAA,
// Primary main chunk of the .3ds file
CHUNK_MAIN = 0x4D4D,
// Mesh main chunk
CHUNK_OBJMESH = 0x3D3D,
// Specifies the background color of the .3ds file
// This is passed through the material system for
// viewing purposes.
CHUNK_BKGCOLOR = 0x1200,
// Specifies the ambient base color of the scene.
// This is added to all materials in the file
CHUNK_AMBCOLOR = 0x2100,
// Specifies the background image for the whole scene
// This value is passed through the material system
// to the viewer
CHUNK_BIT_MAP = 0x1100,
CHUNK_BIT_MAP_EXISTS = 0x1101,
// ********************************************************************
// Viewport related stuff. Ignored
CHUNK_DEFAULT_VIEW = 0x3000,
CHUNK_VIEW_TOP = 0x3010,
CHUNK_VIEW_BOTTOM = 0x3020,
CHUNK_VIEW_LEFT = 0x3030,
CHUNK_VIEW_RIGHT = 0x3040,
CHUNK_VIEW_FRONT = 0x3050,
CHUNK_VIEW_BACK = 0x3060,
CHUNK_VIEW_USER = 0x3070,
CHUNK_VIEW_CAMERA = 0x3080,
// ********************************************************************
// Mesh chunks
CHUNK_OBJBLOCK = 0x4000,
CHUNK_TRIMESH = 0x4100,
CHUNK_VERTLIST = 0x4110,
CHUNK_VERTFLAGS = 0x4111,
CHUNK_FACELIST = 0x4120,
CHUNK_FACEMAT = 0x4130,
CHUNK_MAPLIST = 0x4140,
CHUNK_SMOOLIST = 0x4150,
CHUNK_TRMATRIX = 0x4160,
CHUNK_MESHCOLOR = 0x4165,
CHUNK_TXTINFO = 0x4170,
CHUNK_LIGHT = 0x4600,
CHUNK_CAMERA = 0x4700,
CHUNK_HIERARCHY = 0x4F00,
// Specifies the global scaling factor. This is applied
// to the root node's transformation matrix
CHUNK_MASTER_SCALE = 0x0100,
// ********************************************************************
// Material chunks
CHUNK_MAT_MATERIAL = 0xAFFF,
// asciiz containing the name of the material
CHUNK_MAT_MATNAME = 0xA000,
CHUNK_MAT_AMBIENT = 0xA010, // followed by color chunk
CHUNK_MAT_DIFFUSE = 0xA020, // followed by color chunk
CHUNK_MAT_SPECULAR = 0xA030, // followed by color chunk
// Specifies the shininess of the material
// followed by percentage chunk
CHUNK_MAT_SHININESS = 0xA040,
CHUNK_MAT_SHININESS_PERCENT = 0xA041 ,
// Specifies the shading mode to be used
// followed by a short
CHUNK_MAT_SHADING = 0xA100,
// NOTE: Emissive color (self illumination) seems not
// to be a color but a single value, type is unknown.
// Make the parser accept both of them.
// followed by percentage chunk (?)
CHUNK_MAT_SELF_ILLUM = 0xA080,
// Always followed by percentage chunk (?)
CHUNK_MAT_SELF_ILPCT = 0xA084,
// Always followed by percentage chunk
CHUNK_MAT_TRANSPARENCY = 0xA050,
// Diffuse texture channel 0
CHUNK_MAT_TEXTURE = 0xA200,
// Contains opacity information for each texel
CHUNK_MAT_OPACMAP = 0xA210,
// Contains a reflection map to be used to reflect
// the environment. This is partially supported.
CHUNK_MAT_REFLMAP = 0xA220,
// Self Illumination map (emissive colors)
CHUNK_MAT_SELFIMAP = 0xA33d,
// Bumpmap. Not specified whether it is a heightmap
// or a normal map. Assme it is a heightmap since
// artist normally prefer this format.
CHUNK_MAT_BUMPMAP = 0xA230,
// Specular map. Seems to influence the specular color
CHUNK_MAT_SPECMAP = 0xA204,
// Holds shininess data.
CHUNK_MAT_MAT_SHINMAP = 0xA33C,
// Scaling in U/V direction.
// (need to gen separate UV coordinate set
// and do this by hand)
CHUNK_MAT_MAP_USCALE = 0xA354,
CHUNK_MAT_MAP_VSCALE = 0xA356,
// Translation in U/V direction.
// (need to gen separate UV coordinate set
// and do this by hand)
CHUNK_MAT_MAP_UOFFSET = 0xA358,
CHUNK_MAT_MAP_VOFFSET = 0xA35a,
// UV-coordinates rotation around the z-axis
// Assumed to be in radians.
CHUNK_MAT_MAP_ANG = 0xA35C,
// Tiling flags for 3DS files
CHUNK_MAT_MAP_TILING = 0xa351,
// Specifies the file name of a texture
CHUNK_MAPFILE = 0xA300,
// Specifies whether a materail requires two-sided rendering
CHUNK_MAT_TWO_SIDE = 0xA081,
// ********************************************************************
// Main keyframer chunk. Contains translation/rotation/scaling data
CHUNK_KEYFRAMER = 0xB000,
// Supported sub chunks
CHUNK_TRACKINFO = 0xB002,
CHUNK_TRACKOBJNAME = 0xB010,
CHUNK_TRACKDUMMYOBJNAME = 0xB011,
CHUNK_TRACKPIVOT = 0xB013,
CHUNK_TRACKPOS = 0xB020,
CHUNK_TRACKROTATE = 0xB021,
CHUNK_TRACKSCALE = 0xB022,
// ********************************************************************
// Keyframes for various other stuff in the file
// Partially ignored
CHUNK_AMBIENTKEY = 0xB001,
CHUNK_TRACKMORPH = 0xB026,
CHUNK_TRACKHIDE = 0xB029,
CHUNK_OBJNUMBER = 0xB030,
CHUNK_TRACKCAMERA = 0xB003,
CHUNK_TRACKFOV = 0xB023,
CHUNK_TRACKROLL = 0xB024,
CHUNK_TRACKCAMTGT = 0xB004,
CHUNK_TRACKLIGHT = 0xB005,
CHUNK_TRACKLIGTGT = 0xB006,
CHUNK_TRACKSPOTL = 0xB007,
CHUNK_FRAMES = 0xB008,
// ********************************************************************
// light sub-chunks
CHUNK_DL_OFF = 0x4620,
CHUNK_DL_OUTER_RANGE = 0x465A,
CHUNK_DL_INNER_RANGE = 0x4659,
CHUNK_DL_MULTIPLIER = 0x465B,
CHUNK_DL_EXCLUDE = 0x4654,
CHUNK_DL_ATTENUATE = 0x4625,
CHUNK_DL_SPOTLIGHT = 0x4610,
// camera sub-chunks
CHUNK_CAM_RANGES = 0x4720
};
};
// ---------------------------------------------------------------------------
/** Helper structure representing a 3ds mesh face */
struct Face : public FaceWithSmoothingGroup
{
};
// ---------------------------------------------------------------------------
/** Helper structure representing a texture */
struct Texture {
//! Default constructor
Texture() AI_NO_EXCEPT
: mOffsetU (0.0)
, mOffsetV (0.0)
, mScaleU (1.0)
, mScaleV (1.0)
, mRotation (0.0)
, mMapMode (aiTextureMapMode_Wrap)
, bPrivate()
, iUVSrc (0) {
mTextureBlend = get_qnan();
}
//! Specifies the blend factor for the texture
ai_real mTextureBlend;
//! Specifies the filename of the texture
std::string mMapName;
//! Specifies texture coordinate offsets/scaling/rotations
ai_real mOffsetU;
ai_real mOffsetV;
ai_real mScaleU;
ai_real mScaleV;
ai_real mRotation;
//! Specifies the mapping mode to be used for the texture
aiTextureMapMode mMapMode;
//! Used internally
bool bPrivate;
int iUVSrc;
};
#include <assimp/Compiler/poppack1.h>
// ---------------------------------------------------------------------------
/** Helper structure representing a 3ds material */
struct Material
{
//! Default constructor has been deleted
Material() = delete;
//! Constructor with explicit name
explicit Material(const std::string &name)
: mName(name)
, mDiffuse ( ai_real( 0.6 ), ai_real( 0.6 ), ai_real( 0.6 ) ) // FIX ... we won't want object to be black
, mSpecularExponent ( ai_real( 0.0 ) )
, mShininessStrength ( ai_real( 1.0 ) )
, mShading(Discreet3DS::Gouraud)
, mTransparency ( ai_real( 1.0 ) )
, mBumpHeight ( ai_real( 1.0 ) )
, mTwoSided (false)
{
}
Material(const Material &other) = default;
Material &operator=(const Material &other) = default;
//! Move constructor. This is explicitly written because MSVC doesn't support defaulting it
Material(Material &&other) AI_NO_EXCEPT
: mName(std::move(other.mName))
, mDiffuse(std::move(other.mDiffuse))
, mSpecularExponent(std::move(other.mSpecularExponent))
, mShininessStrength(std::move(other.mShininessStrength))
, mSpecular(std::move(other.mSpecular))
, mAmbient(std::move(other.mAmbient))
, mShading(std::move(other.mShading))
, mTransparency(std::move(other.mTransparency))
, sTexDiffuse(std::move(other.sTexDiffuse))
, sTexOpacity(std::move(other.sTexOpacity))
, sTexSpecular(std::move(other.sTexSpecular))
, sTexReflective(std::move(other.sTexReflective))
, sTexBump(std::move(other.sTexBump))
, sTexEmissive(std::move(other.sTexEmissive))
, sTexShininess(std::move(other.sTexShininess))
, mBumpHeight(std::move(other.mBumpHeight))
, mEmissive(std::move(other.mEmissive))
, sTexAmbient(std::move(other.sTexAmbient))
, mTwoSided(std::move(other.mTwoSided))
{
}
Material &operator=(Material &&other) AI_NO_EXCEPT {
if (this == &other) {
return *this;
}
mName = std::move(other.mName);
mDiffuse = std::move(other.mDiffuse);
mSpecularExponent = std::move(other.mSpecularExponent);
mShininessStrength = std::move(other.mShininessStrength),
mSpecular = std::move(other.mSpecular);
mAmbient = std::move(other.mAmbient);
mShading = std::move(other.mShading);
mTransparency = std::move(other.mTransparency);
sTexDiffuse = std::move(other.sTexDiffuse);
sTexOpacity = std::move(other.sTexOpacity);
sTexSpecular = std::move(other.sTexSpecular);
sTexReflective = std::move(other.sTexReflective);
sTexBump = std::move(other.sTexBump);
sTexEmissive = std::move(other.sTexEmissive);
sTexShininess = std::move(other.sTexShininess);
mBumpHeight = std::move(other.mBumpHeight);
mEmissive = std::move(other.mEmissive);
sTexAmbient = std::move(other.sTexAmbient);
mTwoSided = std::move(other.mTwoSided);
return *this;
}
virtual ~Material() {}
//! Name of the material
std::string mName;
//! Diffuse color of the material
aiColor3D mDiffuse;
//! Specular exponent
ai_real mSpecularExponent;
//! Shininess strength, in percent
ai_real mShininessStrength;
//! Specular color of the material
aiColor3D mSpecular;
//! Ambient color of the material
aiColor3D mAmbient;
//! Shading type to be used
Discreet3DS::shadetype3ds mShading;
//! Opacity of the material
ai_real mTransparency;
//! Diffuse texture channel
Texture sTexDiffuse;
//! Opacity texture channel
Texture sTexOpacity;
//! Specular texture channel
Texture sTexSpecular;
//! Reflective texture channel
Texture sTexReflective;
//! Bump texture channel
Texture sTexBump;
//! Emissive texture channel
Texture sTexEmissive;
//! Shininess texture channel
Texture sTexShininess;
//! Scaling factor for the bump values
ai_real mBumpHeight;
//! Emissive color
aiColor3D mEmissive;
//! Ambient texture channel
//! (used by the ASE format)
Texture sTexAmbient;
//! True if the material must be rendered from two sides
bool mTwoSided;
};
// ---------------------------------------------------------------------------
/** Helper structure to represent a 3ds file mesh */
struct Mesh : public MeshWithSmoothingGroups<D3DS::Face>
{
//! Default constructor has been deleted
Mesh() = delete;
//! Constructor with explicit name
explicit Mesh(const std::string &name)
: mName(name)
{
}
//! Name of the mesh
std::string mName;
//! Texture coordinates
std::vector<aiVector3D> mTexCoords;
//! Face materials
std::vector<unsigned int> mFaceMaterials;
//! Local transformation matrix
aiMatrix4x4 mMat;
};
// ---------------------------------------------------------------------------
/** Float key - quite similar to aiVectorKey and aiQuatKey. Both are in the
C-API, so it would be difficult to make them a template. */
struct aiFloatKey
{
double mTime; ///< The time of this key
ai_real mValue; ///< The value of this key
#ifdef __cplusplus
// time is not compared
bool operator == (const aiFloatKey& o) const
{return o.mValue == this->mValue;}
bool operator != (const aiFloatKey& o) const
{return o.mValue != this->mValue;}
// Only time is compared. This operator is defined
// for use with std::sort
bool operator < (const aiFloatKey& o) const
{return mTime < o.mTime;}
bool operator > (const aiFloatKey& o) const
{return mTime > o.mTime;}
#endif
};
// ---------------------------------------------------------------------------
/** Helper structure to represent a 3ds file node */
struct Node
{
Node() = delete;
explicit Node(const std::string &name)
: mParent(NULL)
, mName(name)
, mInstanceNumber(0)
, mHierarchyPos (0)
, mHierarchyIndex (0)
, mInstanceCount (1)
{
aRotationKeys.reserve (20);
aPositionKeys.reserve (20);
aScalingKeys.reserve (20);
}
~Node()
{
for (unsigned int i = 0; i < mChildren.size();++i)
delete mChildren[i];
}
//! Pointer to the parent node
Node* mParent;
//! Holds all child nodes
std::vector<Node*> mChildren;
//! Name of the node
std::string mName;
//! InstanceNumber of the node
int32_t mInstanceNumber;
//! Dummy nodes: real name to be combined with the $$$DUMMY
std::string mDummyName;
//! Position of the node in the hierarchy (tree depth)
int16_t mHierarchyPos;
//! Index of the node
int16_t mHierarchyIndex;
//! Rotation keys loaded from the file
std::vector<aiQuatKey> aRotationKeys;
//! Position keys loaded from the file
std::vector<aiVectorKey> aPositionKeys;
//! Scaling keys loaded from the file
std::vector<aiVectorKey> aScalingKeys;
// For target lights (spot lights and directional lights):
// The position of the target
std::vector< aiVectorKey > aTargetPositionKeys;
// For cameras: the camera roll angle
std::vector< aiFloatKey > aCameraRollKeys;
//! Pivot position loaded from the file
aiVector3D vPivot;
//instance count, will be kept only for the first node
int32_t mInstanceCount;
//! Add a child node, setup the right parent node for it
//! \param pc Node to be 'adopted'
inline Node& push_back(Node* pc)
{
mChildren.push_back(pc);
pc->mParent = this;
return *this;
}
};
// ---------------------------------------------------------------------------
/** Helper structure analogue to aiScene */
struct Scene
{
//! List of all materials loaded
//! NOTE: 3ds references materials globally
std::vector<Material> mMaterials;
//! List of all meshes loaded
std::vector<Mesh> mMeshes;
//! List of all cameras loaded
std::vector<aiCamera*> mCameras;
//! List of all lights loaded
std::vector<aiLight*> mLights;
//! Pointer to the root node of the scene
// --- moved to main class
// Node* pcRootNode;
};
} // end of namespace D3DS
} // end of namespace Assimp
#endif // AI_XFILEHELPER_H_INC

File diff suppressed because it is too large Load Diff

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@@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.
@@ -46,11 +46,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef AI_3DSIMPORTER_H_INC
#define AI_3DSIMPORTER_H_INC
#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
#include <assimp/BaseImporter.h>
#include <assimp/types.h>
#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
#include "3DSHelper.h"
#include <assimp/StreamReader.h>
@@ -65,24 +65,28 @@ using namespace D3DS;
// ---------------------------------------------------------------------------------
/** Importer class for 3D Studio r3 and r4 3DS files
*/
class Discreet3DSImporter : public BaseImporter {
class Discreet3DSImporter : public BaseImporter
{
public:
Discreet3DSImporter();
~Discreet3DSImporter();
public:
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details.
*/
bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
bool checkSig) const override;
bool checkSig) const;
// -------------------------------------------------------------------
/** Called prior to ReadFile().
* The function is a request to the importer to update its configuration
* basing on the Importer's configuration property list.
*/
void SetupProperties(const Importer* pImp) override;
void SetupProperties(const Importer* pImp);
protected:
@@ -90,14 +94,14 @@ protected:
/** Return importer meta information.
* See #BaseImporter::GetInfo for the details
*/
const aiImporterDesc* GetInfo () const override;
const aiImporterDesc* GetInfo () const;
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler) override;
IOSystem* pIOHandler);
// -------------------------------------------------------------------
/** Converts a temporary material to the outer representation
@@ -208,15 +212,6 @@ protected:
*/
void ReplaceDefaultMaterial();
bool ContainsTextures(unsigned int i) const {
return !mScene->mMaterials[i].sTexDiffuse.mMapName.empty() ||
!mScene->mMaterials[i].sTexBump.mMapName.empty() ||
!mScene->mMaterials[i].sTexOpacity.mMapName.empty() ||
!mScene->mMaterials[i].sTexEmissive.mMapName.empty() ||
!mScene->mMaterials[i].sTexSpecular.mMapName.empty() ||
!mScene->mMaterials[i].sTexShininess.mMapName.empty() ;
}
// -------------------------------------------------------------------
/** Convert the whole scene
*/

104
code/3MF/3MFXmlTags.h Normal file
View File

@@ -0,0 +1,104 @@
/*
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,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#pragma once
namespace Assimp {
namespace D3MF {
namespace XmlTag {
// Meta-data
static const std::string meta = "metadata";
static const std::string meta_name = "name";
// Model-data specific tags
static const std::string model = "model";
static const std::string model_unit = "unit";
static const std::string metadata = "metadata";
static const std::string resources = "resources";
static const std::string object = "object";
static const std::string mesh = "mesh";
static const std::string vertices = "vertices";
static const std::string vertex = "vertex";
static const std::string triangles = "triangles";
static const std::string triangle = "triangle";
static const std::string x = "x";
static const std::string y = "y";
static const std::string z = "z";
static const std::string v1 = "v1";
static const std::string v2 = "v2";
static const std::string v3 = "v3";
static const std::string id = "id";
static const std::string pid = "pid";
static const std::string p1 = "p1";
static const std::string name = "name";
static const std::string type = "type";
static const std::string build = "build";
static const std::string item = "item";
static const std::string objectid = "objectid";
static const std::string transform = "transform";
// Material definitions
static const std::string basematerials = "basematerials";
static const std::string basematerials_id = "id";
static const std::string basematerials_base = "base";
static const std::string basematerials_name = "name";
static const std::string basematerials_displaycolor = "displaycolor";
// Meta info tags
static const std::string CONTENT_TYPES_ARCHIVE = "[Content_Types].xml";
static const std::string ROOT_RELATIONSHIPS_ARCHIVE = "_rels/.rels";
static const std::string SCHEMA_CONTENTTYPES = "http://schemas.openxmlformats.org/package/2006/content-types";
static const std::string SCHEMA_RELATIONSHIPS = "http://schemas.openxmlformats.org/package/2006/relationships";
static const std::string RELS_RELATIONSHIP_CONTAINER = "Relationships";
static const std::string RELS_RELATIONSHIP_NODE = "Relationship";
static const std::string RELS_ATTRIB_TARGET = "Target";
static const std::string RELS_ATTRIB_TYPE = "Type";
static const std::string RELS_ATTRIB_ID = "Id";
static const std::string PACKAGE_START_PART_RELATIONSHIP_TYPE = "http://schemas.microsoft.com/3dmanufacturing/2013/01/3dmodel";
static const std::string PACKAGE_PRINT_TICKET_RELATIONSHIP_TYPE = "http://schemas.microsoft.com/3dmanufacturing/2013/01/printticket";
static const std::string PACKAGE_TEXTURE_RELATIONSHIP_TYPE = "http://schemas.microsoft.com/3dmanufacturing/2013/01/3dtexture";
static const std::string PACKAGE_CORE_PROPERTIES_RELATIONSHIP_TYPE = "http://schemas.openxmlformats.org/package/2006/relationships/metadata/core-properties";
static const std::string PACKAGE_THUMBNAIL_RELATIONSHIP_TYPE = "http://schemas.openxmlformats.org/package/2006/relationships/metadata/thumbnail";
}
} // Namespace D3MF
} // Namespace Assimp

View File

@@ -2,7 +2,8 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.
@@ -43,74 +44,81 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "D3MFExporter.h"
#include <assimp/Exceptional.h>
#include <assimp/StringUtils.h>
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/Exporter.hpp>
#include <assimp/IOStream.hpp>
#include <assimp/IOSystem.hpp>
#include <assimp/IOStream.hpp>
#include <assimp/Exporter.hpp>
#include <assimp/DefaultLogger.hpp>
#include <assimp/StringUtils.h>
#include <assimp/Exceptional.h>
#include "3MFXmlTags.h"
#include "D3MFOpcPackage.h"
#ifdef ASSIMP_USE_HUNTER
#include <zip/zip.h>
# include <zip/zip.h>
#else
#include <contrib/zip/src/zip.h>
# include <contrib/zip/src/zip.h>
#endif
namespace Assimp {
void ExportScene3MF(const char *pFile, IOSystem *pIOSystem, const aiScene *pScene, const ExportProperties * /*pProperties*/) {
if (nullptr == pIOSystem) {
throw DeadlyExportError("Could not export 3MP archive: " + std::string(pFile));
void ExportScene3MF( const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/ ) {
if ( nullptr == pIOSystem ) {
throw DeadlyExportError( "Could not export 3MP archive: " + std::string( pFile ) );
}
D3MF::D3MFExporter myExporter(pFile, pScene);
if (myExporter.validate()) {
if (pIOSystem->Exists(pFile)) {
if (!pIOSystem->DeleteFile(pFile)) {
throw DeadlyExportError("File exists, cannot override : " + std::string(pFile));
D3MF::D3MFExporter myExporter( pFile, pScene );
if ( myExporter.validate() ) {
if ( pIOSystem->Exists( pFile ) ) {
if ( !pIOSystem->DeleteFile( pFile ) ) {
throw DeadlyExportError( "File exists, cannot override : " + std::string( pFile ) );
}
}
bool ok = myExporter.exportArchive(pFile);
if (!ok) {
throw DeadlyExportError("Could not export 3MP archive: " + std::string(pFile));
if ( !ok ) {
throw DeadlyExportError( "Could not export 3MP archive: " + std::string( pFile ) );
}
}
}
namespace D3MF {
D3MFExporter::D3MFExporter(const char *pFile, const aiScene *pScene) :
mArchiveName(pFile), m_zipArchive(nullptr), mScene(pScene), mModelOutput(), mRelOutput(), mContentOutput(), mBuildItems(), mRelations() {
D3MFExporter::D3MFExporter( const char* pFile, const aiScene* pScene )
: mArchiveName( pFile )
, m_zipArchive( nullptr )
, mScene( pScene )
, mModelOutput()
, mRelOutput()
, mContentOutput()
, mBuildItems()
, mRelations() {
// empty
}
D3MFExporter::~D3MFExporter() {
for (size_t i = 0; i < mRelations.size(); ++i) {
delete mRelations[i];
for ( size_t i = 0; i < mRelations.size(); ++i ) {
delete mRelations[ i ];
}
mRelations.clear();
}
bool D3MFExporter::validate() {
if (mArchiveName.empty()) {
if ( mArchiveName.empty() ) {
return false;
}
if (nullptr == mScene) {
if ( nullptr == mScene ) {
return false;
}
return true;
}
bool D3MFExporter::exportArchive(const char *file) {
bool ok(true);
bool D3MFExporter::exportArchive( const char *file ) {
bool ok( true );
m_zipArchive = zip_open(file, ZIP_DEFAULT_COMPRESSION_LEVEL, 'w');
if (nullptr == m_zipArchive) {
m_zipArchive = zip_open( file, ZIP_DEFAULT_COMPRESSION_LEVEL, 'w' );
if ( nullptr == m_zipArchive ) {
return false;
}
@@ -118,7 +126,7 @@ bool D3MFExporter::exportArchive(const char *file) {
ok |= export3DModel();
ok |= exportRelations();
zip_close(m_zipArchive);
zip_close( m_zipArchive );
m_zipArchive = nullptr;
return ok;
@@ -137,7 +145,7 @@ bool D3MFExporter::exportContentTypes() {
mContentOutput << std::endl;
mContentOutput << "</Types>";
mContentOutput << std::endl;
zipContentType(XmlTag::CONTENT_TYPES_ARCHIVE);
exportContentTyp( XmlTag::CONTENT_TYPES_ARCHIVE );
return true;
}
@@ -149,20 +157,20 @@ bool D3MFExporter::exportRelations() {
mRelOutput << std::endl;
mRelOutput << "<Relationships xmlns=\"http://schemas.openxmlformats.org/package/2006/relationships\">";
for (size_t i = 0; i < mRelations.size(); ++i) {
if (mRelations[i]->target[0] == '/') {
mRelOutput << "<Relationship Target=\"" << mRelations[i]->target << "\" ";
for ( size_t i = 0; i < mRelations.size(); ++i ) {
if ( mRelations[ i ]->target[ 0 ] == '/' ) {
mRelOutput << "<Relationship Target=\"" << mRelations[ i ]->target << "\" ";
} else {
mRelOutput << "<Relationship Target=\"/" << mRelations[i]->target << "\" ";
mRelOutput << "<Relationship Target=\"/" << mRelations[ i ]->target << "\" ";
}
mRelOutput << "Id=\"" << mRelations[i]->id << "\" ";
mRelOutput << "Type=\"" << mRelations[i]->type << "\" />";
mRelOutput << "Type=\"" << mRelations[ i ]->type << "\" />";
mRelOutput << std::endl;
}
mRelOutput << "</Relationships>";
mRelOutput << std::endl;
zipRelInfo("_rels", ".rels");
writeRelInfoToFile( "_rels", ".rels" );
mRelOutput.flush();
return true;
@@ -173,8 +181,8 @@ bool D3MFExporter::export3DModel() {
writeHeader();
mModelOutput << "<" << XmlTag::model << " " << XmlTag::model_unit << "=\"millimeter\""
<< " xmlns=\"http://schemas.microsoft.com/3dmanufacturing/core/2015/02\">"
<< std::endl;
<< "xmlns=\"http://schemas.microsoft.com/3dmanufacturing/core/2015/02\">"
<< std::endl;
mModelOutput << "<" << XmlTag::resources << ">";
mModelOutput << std::endl;
@@ -184,6 +192,7 @@ bool D3MFExporter::export3DModel() {
writeObjects();
mModelOutput << "</" << XmlTag::resources << ">";
mModelOutput << std::endl;
writeBuild();
@@ -194,36 +203,36 @@ bool D3MFExporter::export3DModel() {
info->id = "rel0";
info->target = "/3D/3DModel.model";
info->type = XmlTag::PACKAGE_START_PART_RELATIONSHIP_TYPE;
mRelations.push_back(info);
mRelations.push_back( info );
zipModel("3D", "3DModel.model");
writeModelToArchive( "3D", "3DModel.model" );
mModelOutput.flush();
return true;
}
void D3MFExporter::writeHeader() {
mModelOutput << "<?xml version=\"1.0\" encoding=\"UTF-8\"?>";
mModelOutput << "<?xml version=\"1.0\" encoding=\"UTF - 8\"?>";
mModelOutput << std::endl;
}
void D3MFExporter::writeMetaData() {
if (nullptr == mScene->mMetaData) {
if ( nullptr == mScene->mMetaData ) {
return;
}
const unsigned int numMetaEntries(mScene->mMetaData->mNumProperties);
if (0 == numMetaEntries) {
const unsigned int numMetaEntries( mScene->mMetaData->mNumProperties );
if ( 0 == numMetaEntries ) {
return;
}
const aiString *key = nullptr;
const aiString *key = nullptr;
const aiMetadataEntry *entry(nullptr);
for (size_t i = 0; i < numMetaEntries; ++i) {
mScene->mMetaData->Get(i, key, entry);
std::string k(key->C_Str());
for ( size_t i = 0; i < numMetaEntries; ++i ) {
mScene->mMetaData->Get( i, key, entry );
std::string k( key->C_Str() );
aiString value;
mScene->mMetaData->Get(k, value);
mScene->mMetaData->Get( k, value );
mModelOutput << "<" << XmlTag::meta << " " << XmlTag::meta_name << "=\"" << key->C_Str() << "\">";
mModelOutput << value.C_Str();
mModelOutput << "</" << XmlTag::meta << ">" << std::endl;
@@ -232,170 +241,160 @@ void D3MFExporter::writeMetaData() {
void D3MFExporter::writeBaseMaterials() {
mModelOutput << "<basematerials id=\"1\">\n";
std::string strName, hexDiffuseColor, tmp;
for (size_t i = 0; i < mScene->mNumMaterials; ++i) {
aiMaterial *mat = mScene->mMaterials[i];
std::string strName, hexDiffuseColor , tmp;
for ( size_t i = 0; i < mScene->mNumMaterials; ++i ) {
aiMaterial *mat = mScene->mMaterials[ i ];
aiString name;
if (mat->Get(AI_MATKEY_NAME, name) != aiReturn_SUCCESS) {
strName = "basemat_" + ai_to_string(i);
if ( mat->Get( AI_MATKEY_NAME, name ) != aiReturn_SUCCESS ) {
strName = "basemat_" + to_string( i );
} else {
strName = name.C_Str();
}
aiColor4D color;
if (mat->Get(AI_MATKEY_COLOR_DIFFUSE, color) == aiReturn_SUCCESS) {
if ( mat->Get( AI_MATKEY_COLOR_DIFFUSE, color ) == aiReturn_SUCCESS ) {
hexDiffuseColor.clear();
tmp.clear();
// rgbs %
if (color.r <= 1 && color.g <= 1 && color.b <= 1 && color.a <= 1) {
hexDiffuseColor = ai_rgba2hex(
(int)((ai_real)color.r) * 255,
(int)((ai_real)color.g) * 255,
(int)((ai_real)color.b) * 255,
(int)((ai_real)color.a) * 255,
true);
} else {
hexDiffuseColor = "#";
tmp = ai_decimal_to_hexa((ai_real)color.r);
hexDiffuseColor += tmp;
tmp = ai_decimal_to_hexa((ai_real)color.g);
hexDiffuseColor += tmp;
tmp = ai_decimal_to_hexa((ai_real)color.b);
hexDiffuseColor += tmp;
tmp = ai_decimal_to_hexa((ai_real)color.a);
hexDiffuseColor += tmp;
}
hexDiffuseColor = "#";
tmp = DecimalToHexa( color.r );
hexDiffuseColor += tmp;
tmp = DecimalToHexa( color.g );
hexDiffuseColor += tmp;
tmp = DecimalToHexa( color.b );
hexDiffuseColor += tmp;
tmp = DecimalToHexa( color.a );
hexDiffuseColor += tmp;
} else {
hexDiffuseColor = "#FFFFFFFF";
}
mModelOutput << "<base name=\"" + strName + "\" " + " displaycolor=\"" + hexDiffuseColor + "\" />\n";
mModelOutput << "<base name=\""+strName+"\" "+" displaycolor=\""+hexDiffuseColor+"\" />\n";
}
mModelOutput << "</basematerials>\n";
}
void D3MFExporter::writeObjects() {
if (nullptr == mScene->mRootNode) {
if ( nullptr == mScene->mRootNode ) {
return;
}
aiNode *root = mScene->mRootNode;
for (unsigned int i = 0; i < root->mNumChildren; ++i) {
aiNode *currentNode(root->mChildren[i]);
if (nullptr == currentNode) {
for ( unsigned int i = 0; i < root->mNumChildren; ++i ) {
aiNode *currentNode( root->mChildren[ i ] );
if ( nullptr == currentNode ) {
continue;
}
mModelOutput << "<" << XmlTag::object << " id=\"" << i + 2 << "\" type=\"model\">";
mModelOutput << "<" << XmlTag::object << " id=\"" << currentNode->mName.C_Str() << "\" type=\"model\">";
mModelOutput << std::endl;
for (unsigned int j = 0; j < currentNode->mNumMeshes; ++j) {
aiMesh *currentMesh = mScene->mMeshes[currentNode->mMeshes[j]];
if (nullptr == currentMesh) {
for ( unsigned int j = 0; j < currentNode->mNumMeshes; ++j ) {
aiMesh *currentMesh = mScene->mMeshes[ currentNode->mMeshes[ j ] ];
if ( nullptr == currentMesh ) {
continue;
}
writeMesh(currentMesh);
writeMesh( currentMesh );
}
mBuildItems.push_back(i);
mBuildItems.push_back( i );
mModelOutput << "</" << XmlTag::object << ">";
mModelOutput << std::endl;
}
}
void D3MFExporter::writeMesh(aiMesh *mesh) {
if (nullptr == mesh) {
void D3MFExporter::writeMesh( aiMesh *mesh ) {
if ( nullptr == mesh ) {
return;
}
mModelOutput << "<"
<< XmlTag::mesh
<< ">" << "\n";
mModelOutput << "<"
<< XmlTag::vertices
<< ">" << "\n";
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
writeVertex(mesh->mVertices[i]);
mModelOutput << "<" << XmlTag::mesh << ">" << std::endl;
mModelOutput << "<" << XmlTag::vertices << ">" << std::endl;
for ( unsigned int i = 0; i < mesh->mNumVertices; ++i ) {
writeVertex( mesh->mVertices[ i ] );
}
mModelOutput << "</"
<< XmlTag::vertices << ">"
<< "\n";
mModelOutput << "</" << XmlTag::vertices << ">" << std::endl;
const unsigned int matIdx(mesh->mMaterialIndex);
const unsigned int matIdx( mesh->mMaterialIndex );
writeFaces(mesh, matIdx);
writeFaces( mesh, matIdx );
mModelOutput << "</"
<< XmlTag::mesh << ">"
<< "\n";
mModelOutput << "</" << XmlTag::mesh << ">" << std::endl;
}
void D3MFExporter::writeVertex(const aiVector3D &pos) {
void D3MFExporter::writeVertex( const aiVector3D &pos ) {
mModelOutput << "<" << XmlTag::vertex << " x=\"" << pos.x << "\" y=\"" << pos.y << "\" z=\"" << pos.z << "\" />";
mModelOutput << std::endl;
}
void D3MFExporter::writeFaces(aiMesh *mesh, unsigned int matIdx) {
if (nullptr == mesh) {
void D3MFExporter::writeFaces( aiMesh *mesh, unsigned int matIdx ) {
if ( nullptr == mesh ) {
return;
}
if (!mesh->HasFaces()) {
if ( !mesh->HasFaces() ) {
return;
}
mModelOutput << "<"
<< XmlTag::triangles << ">"
<< "\n";
for (unsigned int i = 0; i < mesh->mNumFaces; ++i) {
aiFace &currentFace = mesh->mFaces[i];
mModelOutput << "<" << XmlTag::triangle << " v1=\"" << currentFace.mIndices[0] << "\" v2=\""
<< currentFace.mIndices[1] << "\" v3=\"" << currentFace.mIndices[2]
<< "\" pid=\"1\" p1=\"" + ai_to_string(matIdx) + "\" />";
mModelOutput << "\n";
mModelOutput << "<" << XmlTag::triangles << ">" << std::endl;
for ( unsigned int i = 0; i < mesh->mNumFaces; ++i ) {
aiFace &currentFace = mesh->mFaces[ i ];
mModelOutput << "<" << XmlTag::triangle << " v1=\"" << currentFace.mIndices[ 0 ] << "\" v2=\""
<< currentFace.mIndices[ 1 ] << "\" v3=\"" << currentFace.mIndices[ 2 ]
<< "\" pid=\"1\" p1=\""+to_string(matIdx)+"\" />";
mModelOutput << std::endl;
}
mModelOutput << "</"
<< XmlTag::triangles
<< ">";
mModelOutput << "\n";
mModelOutput << "</" << XmlTag::triangles << ">";
mModelOutput << std::endl;
}
void D3MFExporter::writeBuild() {
mModelOutput << "<"
<< XmlTag::build
<< ">"
<< "\n";
mModelOutput << "<" << XmlTag::build << ">" << std::endl;
for (size_t i = 0; i < mBuildItems.size(); ++i) {
mModelOutput << "<" << XmlTag::item << " objectid=\"" << i + 2 << "\"/>";
mModelOutput << "\n";
for ( size_t i = 0; i < mBuildItems.size(); ++i ) {
mModelOutput << "<" << XmlTag::item << " objectid=\"" << i + 1 << "\"/>";
mModelOutput << std::endl;
}
mModelOutput << "</" << XmlTag::build << ">";
mModelOutput << "\n";
mModelOutput << std::endl;
}
void D3MFExporter::zipContentType(const std::string &filename) {
addFileInZip(filename, mContentOutput.str());
}
void D3MFExporter::zipModel(const std::string &folder, const std::string &modelName) {
const std::string entry = folder + "/" + modelName;
addFileInZip(entry, mModelOutput.str());
}
void D3MFExporter::zipRelInfo(const std::string &folder, const std::string &relName) {
const std::string entry = folder + "/" + relName;
addFileInZip(entry, mRelOutput.str());
}
void D3MFExporter::addFileInZip(const std::string& entry, const std::string& content) {
if (nullptr == m_zipArchive) {
throw DeadlyExportError("3MF-Export: Zip archive not valid, nullptr.");
void D3MFExporter::exportContentTyp( const std::string &filename ) {
if ( nullptr == m_zipArchive ) {
throw DeadlyExportError( "3MF-Export: Zip archive not valid, nullptr." );
}
const std::string entry = filename;
zip_entry_open( m_zipArchive, entry.c_str() );
zip_entry_open(m_zipArchive, entry.c_str());
zip_entry_write(m_zipArchive, content.c_str(), content.size());
zip_entry_close(m_zipArchive);
const std::string &exportTxt( mContentOutput.str() );
zip_entry_write( m_zipArchive, exportTxt.c_str(), exportTxt.size() );
zip_entry_close( m_zipArchive );
}
void D3MFExporter::writeModelToArchive( const std::string &folder, const std::string &modelName ) {
if ( nullptr == m_zipArchive ) {
throw DeadlyExportError( "3MF-Export: Zip archive not valid, nullptr." );
}
const std::string entry = folder + "/" + modelName;
zip_entry_open( m_zipArchive, entry.c_str() );
const std::string &exportTxt( mModelOutput.str() );
zip_entry_write( m_zipArchive, exportTxt.c_str(), exportTxt.size() );
zip_entry_close( m_zipArchive );
}
void D3MFExporter::writeRelInfoToFile( const std::string &folder, const std::string &relName ) {
if ( nullptr == m_zipArchive ) {
throw DeadlyExportError( "3MF-Export: Zip archive not valid, nullptr." );
}
const std::string entry = folder + "/" + relName;
zip_entry_open( m_zipArchive, entry.c_str() );
const std::string &exportTxt( mRelOutput.str() );
zip_entry_write( m_zipArchive, exportTxt.c_str(), exportTxt.size() );
zip_entry_close( m_zipArchive );
}
} // Namespace D3MF
} // Namespace Assimp

View File

@@ -2,7 +2,8 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.
@@ -40,9 +41,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
#ifndef ASSIMP_BUILD_NO_EXPORT
#ifndef ASSIMP_BUILD_NO_3MF_EXPORTER
#include <memory>
#include <sstream>
#include <vector>
@@ -61,6 +59,8 @@ class IOStream;
namespace D3MF {
#ifndef ASSIMP_BUILD_NO_EXPORT
#ifndef ASSIMP_BUILD_NO_3MF_EXPORTER
struct OpcPackageRelationship;
@@ -83,12 +83,9 @@ protected:
void writeVertex( const aiVector3D &pos );
void writeFaces( aiMesh *mesh, unsigned int matIdx );
void writeBuild();
// Zip the data
void zipContentType( const std::string &filename );
void zipModel( const std::string &folder, const std::string &modelName );
void zipRelInfo( const std::string &folder, const std::string &relName );
void addFileInZip( const std::string &entry, const std::string &content );
void exportContentTyp( const std::string &filename );
void writeModelToArchive( const std::string &folder, const std::string &modelName );
void writeRelInfoToFile( const std::string &folder, const std::string &relName );
private:
std::string mArchiveName;
@@ -101,11 +98,9 @@ private:
std::vector<OpcPackageRelationship*> mRelations;
};
#endif // ASSIMP_BUILD_NO_3MF_EXPORTER
#endif // ASSIMP_BUILD_NO_EXPORT
} // Namespace D3MF
} // Namespace Assimp
#endif // ASSIMP_BUILD_NO_3MF_EXPORTER
#endif // ASSIMP_BUILD_NO_EXPORT

483
code/3MF/D3MFImporter.cpp Normal file
View File

@@ -0,0 +1,483 @@
/*
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,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_3MF_IMPORTER
#include "D3MFImporter.h"
#include <assimp/scene.h>
#include <assimp/IOSystem.hpp>
#include <assimp/DefaultLogger.hpp>
#include <assimp/importerdesc.h>
#include <assimp/StringComparison.h>
#include <assimp/StringUtils.h>
#include <assimp/ZipArchiveIOSystem.h>
#include <string>
#include <vector>
#include <map>
#include <cassert>
#include <memory>
#include "D3MFOpcPackage.h"
#include <assimp/irrXMLWrapper.h>
#include "3MFXmlTags.h"
#include <assimp/fast_atof.h>
#include <iomanip>
namespace Assimp {
namespace D3MF {
class XmlSerializer {
public:
using MatArray = std::vector<aiMaterial*>;
using MatId2MatArray = std::map<unsigned int, std::vector<unsigned int>>;
XmlSerializer(XmlReader* xmlReader)
: mMeshes()
, mMatArray()
, mActiveMatGroup( 99999999 )
, mMatId2MatArray()
, xmlReader(xmlReader){
// empty
}
~XmlSerializer() {
// empty
}
void ImportXml(aiScene* scene) {
if ( nullptr == scene ) {
return;
}
scene->mRootNode = new aiNode();
std::vector<aiNode*> children;
std::string nodeName;
while(ReadToEndElement(D3MF::XmlTag::model)) {
nodeName = xmlReader->getNodeName();
if( nodeName == D3MF::XmlTag::object) {
children.push_back(ReadObject(scene));
} else if( nodeName == D3MF::XmlTag::build) {
//
} else if ( nodeName == D3MF::XmlTag::basematerials ) {
ReadBaseMaterials();
} else if ( nodeName == D3MF::XmlTag::meta ) {
ReadMetadata();
}
}
if ( scene->mRootNode->mName.length == 0 ) {
scene->mRootNode->mName.Set( "3MF" );
}
// import the metadata
if ( !mMetaData.empty() ) {
const size_t numMeta( mMetaData.size() );
scene->mMetaData = aiMetadata::Alloc(static_cast<unsigned int>( numMeta ) );
for ( size_t i = 0; i < numMeta; ++i ) {
aiString val( mMetaData[ i ].value );
scene->mMetaData->Set(static_cast<unsigned int>( i ), mMetaData[ i ].name, val );
}
}
// import the meshes
scene->mNumMeshes = static_cast<unsigned int>( mMeshes.size());
scene->mMeshes = new aiMesh*[scene->mNumMeshes]();
std::copy( mMeshes.begin(), mMeshes.end(), scene->mMeshes);
// import the materials
scene->mNumMaterials = static_cast<unsigned int>( mMatArray.size() );
if ( 0 != scene->mNumMaterials ) {
scene->mMaterials = new aiMaterial*[ scene->mNumMaterials ];
std::copy( mMatArray.begin(), mMatArray.end(), scene->mMaterials );
}
// create the scenegraph
scene->mRootNode->mNumChildren = static_cast<unsigned int>(children.size());
scene->mRootNode->mChildren = new aiNode*[scene->mRootNode->mNumChildren]();
std::copy(children.begin(), children.end(), scene->mRootNode->mChildren);
}
private:
aiNode* ReadObject(aiScene* scene) {
std::unique_ptr<aiNode> node(new aiNode());
std::vector<unsigned long> meshIds;
const char *attrib( nullptr );
std::string name, type;
attrib = xmlReader->getAttributeValue( D3MF::XmlTag::id.c_str() );
if ( nullptr != attrib ) {
name = attrib;
}
attrib = xmlReader->getAttributeValue( D3MF::XmlTag::type.c_str() );
if ( nullptr != attrib ) {
type = attrib;
}
node->mParent = scene->mRootNode;
node->mName.Set(name);
size_t meshIdx = mMeshes.size();
while(ReadToEndElement(D3MF::XmlTag::object)) {
if(xmlReader->getNodeName() == D3MF::XmlTag::mesh) {
auto mesh = ReadMesh();
mesh->mName.Set(name);
mMeshes.push_back(mesh);
meshIds.push_back(static_cast<unsigned long>(meshIdx));
++meshIdx;
}
}
node->mNumMeshes = static_cast<unsigned int>(meshIds.size());
node->mMeshes = new unsigned int[node->mNumMeshes];
std::copy(meshIds.begin(), meshIds.end(), node->mMeshes);
return node.release();
}
aiMesh *ReadMesh() {
aiMesh* mesh = new aiMesh();
while(ReadToEndElement(D3MF::XmlTag::mesh)) {
if(xmlReader->getNodeName() == D3MF::XmlTag::vertices) {
ImportVertices(mesh);
} else if(xmlReader->getNodeName() == D3MF::XmlTag::triangles) {
ImportTriangles(mesh);
}
}
return mesh;
}
void ReadMetadata() {
const std::string name = xmlReader->getAttributeValue( D3MF::XmlTag::meta_name.c_str() );
xmlReader->read();
const std::string value = xmlReader->getNodeData();
if ( name.empty() ) {
return;
}
MetaEntry entry;
entry.name = name;
entry.value = value;
mMetaData.push_back( entry );
}
void ImportVertices(aiMesh* mesh) {
std::vector<aiVector3D> vertices;
while(ReadToEndElement(D3MF::XmlTag::vertices)) {
if(xmlReader->getNodeName() == D3MF::XmlTag::vertex) {
vertices.push_back(ReadVertex());
}
}
mesh->mNumVertices = static_cast<unsigned int>(vertices.size());
mesh->mVertices = new aiVector3D[mesh->mNumVertices];
std::copy(vertices.begin(), vertices.end(), mesh->mVertices);
}
aiVector3D ReadVertex() {
aiVector3D vertex;
vertex.x = ai_strtof(xmlReader->getAttributeValue(D3MF::XmlTag::x.c_str()), nullptr);
vertex.y = ai_strtof(xmlReader->getAttributeValue(D3MF::XmlTag::y.c_str()), nullptr);
vertex.z = ai_strtof(xmlReader->getAttributeValue(D3MF::XmlTag::z.c_str()), nullptr);
return vertex;
}
void ImportTriangles(aiMesh* mesh) {
std::vector<aiFace> faces;
while(ReadToEndElement(D3MF::XmlTag::triangles)) {
const std::string nodeName( xmlReader->getNodeName() );
if(xmlReader->getNodeName() == D3MF::XmlTag::triangle) {
faces.push_back(ReadTriangle());
const char *pidToken( xmlReader->getAttributeValue( D3MF::XmlTag::p1.c_str() ) );
if ( nullptr != pidToken ) {
int matIdx( std::atoi( pidToken ) );
mesh->mMaterialIndex = matIdx;
}
}
}
mesh->mNumFaces = static_cast<unsigned int>(faces.size());
mesh->mFaces = new aiFace[mesh->mNumFaces];
mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
std::copy(faces.begin(), faces.end(), mesh->mFaces);
}
aiFace ReadTriangle() {
aiFace face;
face.mNumIndices = 3;
face.mIndices = new unsigned int[face.mNumIndices];
face.mIndices[0] = static_cast<unsigned int>(std::atoi(xmlReader->getAttributeValue(D3MF::XmlTag::v1.c_str())));
face.mIndices[1] = static_cast<unsigned int>(std::atoi(xmlReader->getAttributeValue(D3MF::XmlTag::v2.c_str())));
face.mIndices[2] = static_cast<unsigned int>(std::atoi(xmlReader->getAttributeValue(D3MF::XmlTag::v3.c_str())));
return face;
}
void ReadBaseMaterials() {
std::vector<unsigned int> MatIdArray;
const char *baseMaterialId( xmlReader->getAttributeValue( D3MF::XmlTag::basematerials_id.c_str() ) );
if ( nullptr != baseMaterialId ) {
unsigned int id = std::atoi( baseMaterialId );
const size_t newMatIdx( mMatArray.size() );
if ( id != mActiveMatGroup ) {
mActiveMatGroup = id;
MatId2MatArray::const_iterator it( mMatId2MatArray.find( id ) );
if ( mMatId2MatArray.end() == it ) {
MatIdArray.clear();
mMatId2MatArray[ id ] = MatIdArray;
} else {
MatIdArray = it->second;
}
}
MatIdArray.push_back( static_cast<unsigned int>( newMatIdx ) );
mMatId2MatArray[ mActiveMatGroup ] = MatIdArray;
}
while ( ReadToEndElement( D3MF::XmlTag::basematerials ) ) {
mMatArray.push_back( readMaterialDef() );
}
}
bool parseColor( const char *color, aiColor4D &diffuse ) {
if ( nullptr == color ) {
return false;
}
//format of the color string: #RRGGBBAA or #RRGGBB (3MF Core chapter 5.1.1)
const size_t len( strlen( color ) );
if ( 9 != len && 7 != len) {
return false;
}
const char *buf( color );
if ( '#' != *buf ) {
return false;
}
++buf;
char comp[ 3 ] = { 0,0,'\0' };
comp[ 0 ] = *buf;
++buf;
comp[ 1 ] = *buf;
++buf;
diffuse.r = static_cast<ai_real>( strtol( comp, NULL, 16 ) ) / ai_real(255.0);
comp[ 0 ] = *buf;
++buf;
comp[ 1 ] = *buf;
++buf;
diffuse.g = static_cast< ai_real >( strtol( comp, NULL, 16 ) ) / ai_real(255.0);
comp[ 0 ] = *buf;
++buf;
comp[ 1 ] = *buf;
++buf;
diffuse.b = static_cast< ai_real >( strtol( comp, NULL, 16 ) ) / ai_real(255.0);
if(7 == len)
return true;
comp[ 0 ] = *buf;
++buf;
comp[ 1 ] = *buf;
++buf;
diffuse.a = static_cast< ai_real >( strtol( comp, NULL, 16 ) ) / ai_real(255.0);
return true;
}
void assignDiffuseColor( aiMaterial *mat ) {
const char *color = xmlReader->getAttributeValue( D3MF::XmlTag::basematerials_displaycolor.c_str() );
aiColor4D diffuse;
if ( parseColor( color, diffuse ) ) {
mat->AddProperty<aiColor4D>( &diffuse, 1, AI_MATKEY_COLOR_DIFFUSE );
}
}
aiMaterial *readMaterialDef() {
aiMaterial *mat( nullptr );
const char *name( nullptr );
const std::string nodeName( xmlReader->getNodeName() );
if ( nodeName == D3MF::XmlTag::basematerials_base ) {
name = xmlReader->getAttributeValue( D3MF::XmlTag::basematerials_name.c_str() );
std::string stdMatName;
aiString matName;
std::string strId( to_string( mActiveMatGroup ) );
stdMatName += "id";
stdMatName += strId;
stdMatName += "_";
if ( nullptr != name ) {
stdMatName += std::string( name );
} else {
stdMatName += "basemat";
}
matName.Set( stdMatName );
mat = new aiMaterial;
mat->AddProperty( &matName, AI_MATKEY_NAME );
assignDiffuseColor( mat );
}
return mat;
}
private:
bool ReadToStartElement(const std::string& startTag) {
while(xmlReader->read()) {
const std::string &nodeName( xmlReader->getNodeName() );
if (xmlReader->getNodeType() == irr::io::EXN_ELEMENT && nodeName == startTag) {
return true;
} else if (xmlReader->getNodeType() == irr::io::EXN_ELEMENT_END && nodeName == startTag) {
return false;
}
}
return false;
}
bool ReadToEndElement(const std::string& closeTag) {
while(xmlReader->read()) {
const std::string &nodeName( xmlReader->getNodeName() );
if (xmlReader->getNodeType() == irr::io::EXN_ELEMENT) {
return true;
} else if (xmlReader->getNodeType() == irr::io::EXN_ELEMENT_END && nodeName == closeTag) {
return false;
}
}
ASSIMP_LOG_ERROR("unexpected EOF, expected closing <" + closeTag + "> tag");
return false;
}
private:
struct MetaEntry {
std::string name;
std::string value;
};
std::vector<MetaEntry> mMetaData;
std::vector<aiMesh*> mMeshes;
MatArray mMatArray;
unsigned int mActiveMatGroup;
MatId2MatArray mMatId2MatArray;
XmlReader* xmlReader;
};
} //namespace D3MF
static const aiImporterDesc desc = {
"3mf Importer",
"",
"",
"http://3mf.io/",
aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportCompressedFlavour,
0,
0,
0,
0,
"3mf"
};
D3MFImporter::D3MFImporter()
: BaseImporter() {
// empty
}
D3MFImporter::~D3MFImporter() {
// empty
}
bool D3MFImporter::CanRead(const std::string &filename, IOSystem *pIOHandler, bool checkSig) const {
const std::string extension( GetExtension( filename ) );
if(extension == desc.mFileExtensions ) {
return true;
} else if ( !extension.length() || checkSig ) {
if ( nullptr == pIOHandler ) {
return false;
}
if ( !ZipArchiveIOSystem::isZipArchive( pIOHandler, filename ) ) {
return false;
}
D3MF::D3MFOpcPackage opcPackage( pIOHandler, filename );
return opcPackage.validate();
}
return false;
}
void D3MFImporter::SetupProperties(const Importer * /*pImp*/) {
// empty
}
const aiImporterDesc *D3MFImporter::GetInfo() const {
return &desc;
}
void D3MFImporter::InternReadFile( const std::string &filename, aiScene *pScene, IOSystem *pIOHandler ) {
D3MF::D3MFOpcPackage opcPackage(pIOHandler, filename);
std::unique_ptr<CIrrXML_IOStreamReader> xmlStream(new CIrrXML_IOStreamReader(opcPackage.RootStream()));
std::unique_ptr<D3MF::XmlReader> xmlReader(irr::io::createIrrXMLReader(xmlStream.get()));
D3MF::XmlSerializer xmlSerializer(xmlReader.get());
xmlSerializer.ImportXml(pScene);
}
} // Namespace Assimp
#endif // ASSIMP_BUILD_NO_3MF_IMPORTER

View File

@@ -2,7 +2,8 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.
@@ -39,27 +40,26 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file AssbinFileWriter.h
* @brief Declaration of Assbin file writer.
*/
#ifndef AI_D3MFLOADER_H_INCLUDED
#define AI_D3MFLOADER_H_INCLUDED
#ifndef AI_ASSBINFILEWRITER_H_INC
#define AI_ASSBINFILEWRITER_H_INC
#include <assimp/defs.h>
#include <assimp/scene.h>
#include <assimp/IOSystem.hpp>
#include <assimp/BaseImporter.h>
namespace Assimp {
void ASSIMP_API DumpSceneToAssbin(
const char *pFile,
const char *cmd,
IOSystem *pIOSystem,
const aiScene *pScene,
bool shortened,
bool compressed);
class D3MFImporter : public BaseImporter {
public:
// BaseImporter interface
D3MFImporter();
~D3MFImporter();
bool CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const;
void SetupProperties(const Importer *pImp);
const aiImporterDesc *GetInfo() const;
}
protected:
void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler);
};
#endif // AI_ASSBINFILEWRITER_H_INC
} // Namespace Assimp
#endif // AI_D3MFLOADER_H_INCLUDED

207
code/3MF/D3MFOpcPackage.cpp Normal file
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@@ -0,0 +1,207 @@
/*
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,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_3MF_IMPORTER
#include "D3MFOpcPackage.h"
#include <assimp/Exceptional.h>
#include <assimp/IOStream.hpp>
#include <assimp/IOSystem.hpp>
#include <assimp/DefaultLogger.hpp>
#include <assimp/ai_assert.h>
#include <assimp/ZipArchiveIOSystem.h>
#include <cstdlib>
#include <memory>
#include <vector>
#include <map>
#include <algorithm>
#include <cassert>
#include "3MFXmlTags.h"
namespace Assimp {
namespace D3MF {
// ------------------------------------------------------------------------------------------------
typedef std::shared_ptr<OpcPackageRelationship> OpcPackageRelationshipPtr;
class OpcPackageRelationshipReader {
public:
OpcPackageRelationshipReader(XmlReader* xmlReader) {
while(xmlReader->read()) {
if(xmlReader->getNodeType() == irr::io::EXN_ELEMENT &&
xmlReader->getNodeName() == XmlTag::RELS_RELATIONSHIP_CONTAINER)
{
ParseRootNode(xmlReader);
}
}
}
void ParseRootNode(XmlReader* xmlReader)
{
ParseAttributes(xmlReader);
while(xmlReader->read())
{
if(xmlReader->getNodeType() == irr::io::EXN_ELEMENT &&
xmlReader->getNodeName() == XmlTag::RELS_RELATIONSHIP_NODE)
{
ParseChildNode(xmlReader);
}
}
}
void ParseAttributes(XmlReader*) {
// empty
}
bool validateRels( OpcPackageRelationshipPtr &relPtr ) {
if ( relPtr->id.empty() || relPtr->type.empty() || relPtr->target.empty() ) {
return false;
}
return true;
}
void ParseChildNode(XmlReader* xmlReader) {
OpcPackageRelationshipPtr relPtr(new OpcPackageRelationship());
relPtr->id = xmlReader->getAttributeValueSafe(XmlTag::RELS_ATTRIB_ID.c_str());
relPtr->type = xmlReader->getAttributeValueSafe(XmlTag::RELS_ATTRIB_TYPE.c_str());
relPtr->target = xmlReader->getAttributeValueSafe(XmlTag::RELS_ATTRIB_TARGET.c_str());
if ( validateRels( relPtr ) ) {
m_relationShips.push_back( relPtr );
}
}
std::vector<OpcPackageRelationshipPtr> m_relationShips;
};
// ------------------------------------------------------------------------------------------------
D3MFOpcPackage::D3MFOpcPackage(IOSystem* pIOHandler, const std::string& rFile)
: mRootStream(nullptr)
, mZipArchive() {
mZipArchive.reset( new ZipArchiveIOSystem( pIOHandler, rFile ) );
if(!mZipArchive->isOpen()) {
throw DeadlyImportError("Failed to open file " + rFile+ ".");
}
std::vector<std::string> fileList;
mZipArchive->getFileList(fileList);
for (auto& file: fileList) {
if(file == D3MF::XmlTag::ROOT_RELATIONSHIPS_ARCHIVE) {
//PkgRelationshipReader pkgRelReader(file, archive);
ai_assert(mZipArchive->Exists(file.c_str()));
IOStream *fileStream = mZipArchive->Open(file.c_str());
ai_assert(fileStream != nullptr);
std::string rootFile = ReadPackageRootRelationship(fileStream);
if ( rootFile.size() > 0 && rootFile[ 0 ] == '/' ) {
rootFile = rootFile.substr( 1 );
if ( rootFile[ 0 ] == '/' ) {
// deal with zip-bug
rootFile = rootFile.substr( 1 );
}
}
ASSIMP_LOG_DEBUG(rootFile);
mZipArchive->Close(fileStream);
mRootStream = mZipArchive->Open(rootFile.c_str());
ai_assert( mRootStream != nullptr );
if ( nullptr == mRootStream ) {
throw DeadlyExportError( "Cannot open root-file in archive : " + rootFile );
}
} else if( file == D3MF::XmlTag::CONTENT_TYPES_ARCHIVE) {
ASSIMP_LOG_WARN_F("Ignored file of unsupported type CONTENT_TYPES_ARCHIVES",file);
} else {
ASSIMP_LOG_WARN_F("Ignored file of unknown type: ",file);
}
}
}
D3MFOpcPackage::~D3MFOpcPackage() {
mZipArchive->Close(mRootStream);
}
IOStream* D3MFOpcPackage::RootStream() const {
return mRootStream;
}
static const std::string ModelRef = "3D/3dmodel.model";
bool D3MFOpcPackage::validate() {
if ( nullptr == mRootStream || nullptr == mZipArchive ) {
return false;
}
return mZipArchive->Exists( ModelRef.c_str() );
}
std::string D3MFOpcPackage::ReadPackageRootRelationship(IOStream* stream) {
std::unique_ptr<CIrrXML_IOStreamReader> xmlStream(new CIrrXML_IOStreamReader(stream));
std::unique_ptr<XmlReader> xml(irr::io::createIrrXMLReader(xmlStream.get()));
OpcPackageRelationshipReader reader(xml.get());
auto itr = std::find_if(reader.m_relationShips.begin(), reader.m_relationShips.end(), [](const OpcPackageRelationshipPtr& rel){
return rel->type == XmlTag::PACKAGE_START_PART_RELATIONSHIP_TYPE;
});
if ( itr == reader.m_relationShips.end() ) {
throw DeadlyImportError( "Cannot find " + XmlTag::PACKAGE_START_PART_RELATIONSHIP_TYPE );
}
return (*itr)->target;
}
} // Namespace D3MF
} // Namespace Assimp
#endif //ASSIMP_BUILD_NO_3MF_IMPORTER

View File

@@ -2,7 +2,8 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.
@@ -42,18 +43,19 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef D3MFOPCPACKAGE_H
#define D3MFOPCPACKAGE_H
#include <assimp/IOSystem.hpp>
#include <memory>
#include <string>
struct aiTexture;
#include <assimp/IOSystem.hpp>
#include <assimp/irrXMLWrapper.h>
namespace Assimp {
class ZipArchiveIOSystem;
class ZipArchiveIOSystem;
namespace D3MF {
using XmlReader = irr::io::IrrXMLReader ;
using XmlReaderPtr = std::shared_ptr<XmlReader> ;
struct OpcPackageRelationship {
std::string id;
std::string type;
@@ -62,23 +64,20 @@ struct OpcPackageRelationship {
class D3MFOpcPackage {
public:
D3MFOpcPackage( IOSystem* pIOHandler, const std::string& file );
D3MFOpcPackage( IOSystem* pIOHandler, const std::string& rFile );
~D3MFOpcPackage();
IOStream* RootStream() const;
bool validate();
const std::vector<aiTexture*> &GetEmbeddedTextures() const;
protected:
std::string ReadPackageRootRelationship(IOStream* stream);
void LoadEmbeddedTextures(IOStream *fileStream, const std::string &filename);
private:
IOStream* mRootStream;
ZipArchiveIOSystem *mZipArchive;
std::vector<aiTexture *> mEmbeddedTextures;
std::unique_ptr<ZipArchiveIOSystem> mZipArchive;
};
} // namespace D3MF
} // namespace Assimp
} // Namespace D3MF
} // Namespace Assimp
#endif // D3MFOPCPACKAGE_H

File diff suppressed because it is too large Load Diff

View File

@@ -2,7 +2,8 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.
@@ -55,23 +56,29 @@ struct aiMesh;
struct aiMaterial;
struct aiLight;
namespace Assimp {
namespace Assimp {
// ---------------------------------------------------------------------------
/** AC3D (*.ac) importer class
*/
class AC3DImporter : public BaseImporter {
class AC3DImporter : public BaseImporter
{
public:
AC3DImporter();
~AC3DImporter() override;
~AC3DImporter();
// Represents an AC3D material
struct Material {
Material() :
rgb(0.6f, 0.6f, 0.6f),
spec(1.f, 1.f, 1.f),
shin(0.f),
trans(0.f) {}
struct Material
{
Material()
: rgb (0.6f,0.6f,0.6f)
, spec (1.f,1.f,1.f)
, shin (0.f)
, trans (0.f)
{}
// base color of the material
aiColor3D rgb;
@@ -96,50 +103,43 @@ public:
};
// Represents an AC3D surface
struct Surface {
Surface() :
mat(0),
flags(0) {}
struct Surface
{
Surface()
: mat (0)
, flags (0)
{}
unsigned int mat, flags;
unsigned int mat,flags;
typedef std::pair<unsigned int, aiVector2D> SurfaceEntry;
std::vector<SurfaceEntry> entries;
// Type is low nibble of flags
enum Type : uint8_t {
Polygon = 0x0,
ClosedLine = 0x1,
OpenLine = 0x2,
TriangleStrip = 0x4, // ACC extension (TORCS and Speed Dreams)
Mask = 0xf,
};
inline uint8_t GetType() const { return (flags & Mask); }
typedef std::pair<unsigned int, aiVector2D > SurfaceEntry;
std::vector< SurfaceEntry > entries;
};
// Represents an AC3D object
struct Object {
Object() :
type(World),
name(),
children(),
texture(),
texRepeat(1.f, 1.f),
texOffset(0.0f, 0.0f),
rotation(),
translation(),
vertices(),
surfaces(),
numRefs(0),
subDiv(0),
crease() {}
struct Object
{
Object()
: type (World)
, name( "" )
, children()
, texture( "" )
, texRepeat( 1.f, 1.f )
, texOffset( 0.0f, 0.0f )
, rotation()
, translation()
, vertices()
, surfaces()
, numRefs (0)
, subDiv (0)
, crease()
{}
// Type description
enum Type {
enum Type
{
World = 0x0,
Poly = 0x1,
Poly = 0x1,
Group = 0x2,
Light = 0x4
} type;
@@ -179,33 +179,37 @@ public:
float crease;
};
public:
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details.
*/
bool CanRead(const std::string &pFile, IOSystem *pIOHandler,
bool checkSig) const override;
bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
bool checkSig) const;
protected:
// -------------------------------------------------------------------
/** Return importer meta information.
* See #BaseImporter::GetInfo for the details */
const aiImporterDesc *GetInfo() const override;
const aiImporterDesc* GetInfo () const;
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details*/
void InternReadFile(const std::string &pFile, aiScene *pScene,
IOSystem *pIOHandler) override;
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler);
// -------------------------------------------------------------------
/** Called prior to ReadFile().
* The function is a request to the importer to update its configuration
* basing on the Importer's configuration property list.*/
void SetupProperties(const Importer *pImp) override;
void SetupProperties(const Importer* pImp);
private:
// -------------------------------------------------------------------
/** Get the next line from the file.
* @return false if the end of the file was reached*/
@@ -216,7 +220,7 @@ private:
* load subobjects, the method returns after a 'kids 0' was
* encountered.
* @objects List of output objects*/
void LoadObjectSection(std::vector<Object> &objects);
void LoadObjectSection(std::vector<Object>& objects);
// -------------------------------------------------------------------
/** Convert all objects into meshes and nodes.
@@ -225,24 +229,26 @@ private:
* @param outMaterials List of output materials
* @param materials Material list
* @param Scenegraph node for the object */
aiNode *ConvertObjectSection(Object &object,
std::vector<aiMesh *> &meshes,
std::vector<aiMaterial *> &outMaterials,
const std::vector<Material> &materials,
aiNode *parent = nullptr);
aiNode* ConvertObjectSection(Object& object,
std::vector<aiMesh*>& meshes,
std::vector<aiMaterial*>& outMaterials,
const std::vector<Material>& materials,
aiNode* parent = NULL);
// -------------------------------------------------------------------
/** Convert a material
* @param object Current object
* @param matSrc Source material description
* @param matDest Destination material to be filled */
void ConvertMaterial(const Object &object,
const Material &matSrc,
aiMaterial &matDest);
void ConvertMaterial(const Object& object,
const Material& matSrc,
aiMaterial& matDest);
private:
// points to the next data line
const char *buffer;
const char* buffer;
// Configuration option: if enabled, up to two meshes
// are generated per material: those faces who have
@@ -259,10 +265,10 @@ private:
unsigned int mNumMeshes;
// current list of light sources
std::vector<aiLight *> *mLights;
std::vector<aiLight*>* mLights;
// name counters
unsigned int mLightsCounter, mGroupsCounter, mPolysCounter, mWorldsCounter;
unsigned int lights, groups, polys, worlds;
};
} // end of namespace Assimp

705
code/AMF/AMFImporter.cpp Normal file
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@@ -0,0 +1,705 @@
/*
---------------------------------------------------------------------------
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,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/// \file AMFImporter.cpp
/// \brief AMF-format files importer for Assimp: main algorithm implementation.
/// \date 2016
/// \author smal.root@gmail.com
#ifndef ASSIMP_BUILD_NO_AMF_IMPORTER
// Header files, Assimp.
#include "AMFImporter.hpp"
#include "AMFImporter_Macro.hpp"
#include <assimp/fast_atof.h>
#include <assimp/DefaultIOSystem.h>
// Header files, stdlib.
#include <memory>
namespace Assimp
{
/// \var aiImporterDesc AMFImporter::Description
/// Conastant which hold importer description
const aiImporterDesc AMFImporter::Description = {
"Additive manufacturing file format(AMF) Importer",
"smalcom",
"",
"See documentation in source code. Chapter: Limitations.",
aiImporterFlags_SupportTextFlavour | aiImporterFlags_LimitedSupport | aiImporterFlags_Experimental,
0,
0,
0,
0,
"amf"
};
void AMFImporter::Clear()
{
mNodeElement_Cur = nullptr;
mUnit.clear();
mMaterial_Converted.clear();
mTexture_Converted.clear();
// Delete all elements
if(!mNodeElement_List.empty())
{
for(CAMFImporter_NodeElement* ne: mNodeElement_List) { delete ne; }
mNodeElement_List.clear();
}
}
AMFImporter::~AMFImporter()
{
if(mReader != nullptr) delete mReader;
// Clear() is accounting if data already is deleted. So, just check again if all data is deleted.
Clear();
}
/*********************************************************************************************************************************************/
/************************************************************ Functions: find set ************************************************************/
/*********************************************************************************************************************************************/
bool AMFImporter::Find_NodeElement(const std::string& pID, const CAMFImporter_NodeElement::EType pType, CAMFImporter_NodeElement** pNodeElement) const
{
for(CAMFImporter_NodeElement* ne: mNodeElement_List)
{
if((ne->ID == pID) && (ne->Type == pType))
{
if(pNodeElement != nullptr) *pNodeElement = ne;
return true;
}
}// for(CAMFImporter_NodeElement* ne: mNodeElement_List)
return false;
}
bool AMFImporter::Find_ConvertedNode(const std::string& pID, std::list<aiNode*>& pNodeList, aiNode** pNode) const
{
aiString node_name(pID.c_str());
for(aiNode* node: pNodeList)
{
if(node->mName == node_name)
{
if(pNode != nullptr) *pNode = node;
return true;
}
}// for(aiNode* node: pNodeList)
return false;
}
bool AMFImporter::Find_ConvertedMaterial(const std::string& pID, const SPP_Material** pConvertedMaterial) const
{
for(const SPP_Material& mat: mMaterial_Converted)
{
if(mat.ID == pID)
{
if(pConvertedMaterial != nullptr) *pConvertedMaterial = &mat;
return true;
}
}// for(const SPP_Material& mat: mMaterial_Converted)
return false;
}
/*********************************************************************************************************************************************/
/************************************************************ Functions: throw set ***********************************************************/
/*********************************************************************************************************************************************/
void AMFImporter::Throw_CloseNotFound(const std::string& pNode)
{
throw DeadlyImportError("Close tag for node <" + pNode + "> not found. Seems file is corrupt.");
}
void AMFImporter::Throw_IncorrectAttr(const std::string& pAttrName)
{
throw DeadlyImportError("Node <" + std::string(mReader->getNodeName()) + "> has incorrect attribute \"" + pAttrName + "\".");
}
void AMFImporter::Throw_IncorrectAttrValue(const std::string& pAttrName)
{
throw DeadlyImportError("Attribute \"" + pAttrName + "\" in node <" + std::string(mReader->getNodeName()) + "> has incorrect value.");
}
void AMFImporter::Throw_MoreThanOnceDefined(const std::string& pNodeType, const std::string& pDescription)
{
throw DeadlyImportError("\"" + pNodeType + "\" node can be used only once in " + mReader->getNodeName() + ". Description: " + pDescription);
}
void AMFImporter::Throw_ID_NotFound(const std::string& pID) const
{
throw DeadlyImportError("Not found node with name \"" + pID + "\".");
}
/*********************************************************************************************************************************************/
/************************************************************* Functions: XML set ************************************************************/
/*********************************************************************************************************************************************/
void AMFImporter::XML_CheckNode_MustHaveChildren()
{
if(mReader->isEmptyElement()) throw DeadlyImportError(std::string("Node <") + mReader->getNodeName() + "> must have children.");
}
void AMFImporter::XML_CheckNode_SkipUnsupported(const std::string& pParentNodeName)
{
static const size_t Uns_Skip_Len = 3;
const char* Uns_Skip[Uns_Skip_Len] = { "composite", "edge", "normal" };
static bool skipped_before[Uns_Skip_Len] = { false, false, false };
std::string nn(mReader->getNodeName());
bool found = false;
bool close_found = false;
size_t sk_idx;
for(sk_idx = 0; sk_idx < Uns_Skip_Len; sk_idx++)
{
if(nn != Uns_Skip[sk_idx]) continue;
found = true;
if(mReader->isEmptyElement())
{
close_found = true;
goto casu_cres;
}
while(mReader->read())
{
if((mReader->getNodeType() == irr::io::EXN_ELEMENT_END) && (nn == mReader->getNodeName()))
{
close_found = true;
goto casu_cres;
}
}
}// for(sk_idx = 0; sk_idx < Uns_Skip_Len; sk_idx++)
casu_cres:
if(!found) throw DeadlyImportError("Unknown node \"" + nn + "\" in " + pParentNodeName + ".");
if(!close_found) Throw_CloseNotFound(nn);
if(!skipped_before[sk_idx])
{
skipped_before[sk_idx] = true;
ASSIMP_LOG_WARN_F("Skipping node \"", nn, "\" in ", pParentNodeName, ".");
}
}
bool AMFImporter::XML_SearchNode(const std::string& pNodeName)
{
while(mReader->read())
{
if((mReader->getNodeType() == irr::io::EXN_ELEMENT) && XML_CheckNode_NameEqual(pNodeName)) return true;
}
return false;
}
bool AMFImporter::XML_ReadNode_GetAttrVal_AsBool(const int pAttrIdx)
{
std::string val(mReader->getAttributeValue(pAttrIdx));
if((val == "false") || (val == "0"))
return false;
else if((val == "true") || (val == "1"))
return true;
else
throw DeadlyImportError("Bool attribute value can contain \"false\"/\"0\" or \"true\"/\"1\" not the \"" + val + "\"");
}
float AMFImporter::XML_ReadNode_GetAttrVal_AsFloat(const int pAttrIdx)
{
std::string val;
float tvalf;
ParseHelper_FixTruncatedFloatString(mReader->getAttributeValue(pAttrIdx), val);
fast_atoreal_move(val.c_str(), tvalf, false);
return tvalf;
}
uint32_t AMFImporter::XML_ReadNode_GetAttrVal_AsU32(const int pAttrIdx)
{
return strtoul10(mReader->getAttributeValue(pAttrIdx));
}
float AMFImporter::XML_ReadNode_GetVal_AsFloat()
{
std::string val;
float tvalf;
if(!mReader->read()) throw DeadlyImportError("XML_ReadNode_GetVal_AsFloat. No data, seems file is corrupt.");
if(mReader->getNodeType() != irr::io::EXN_TEXT) throw DeadlyImportError("XML_ReadNode_GetVal_AsFloat. Invalid type of XML element, seems file is corrupt.");
ParseHelper_FixTruncatedFloatString(mReader->getNodeData(), val);
fast_atoreal_move(val.c_str(), tvalf, false);
return tvalf;
}
uint32_t AMFImporter::XML_ReadNode_GetVal_AsU32()
{
if(!mReader->read()) throw DeadlyImportError("XML_ReadNode_GetVal_AsU32. No data, seems file is corrupt.");
if(mReader->getNodeType() != irr::io::EXN_TEXT) throw DeadlyImportError("XML_ReadNode_GetVal_AsU32. Invalid type of XML element, seems file is corrupt.");
return strtoul10(mReader->getNodeData());
}
void AMFImporter::XML_ReadNode_GetVal_AsString(std::string& pValue)
{
if(!mReader->read()) throw DeadlyImportError("XML_ReadNode_GetVal_AsString. No data, seems file is corrupt.");
if(mReader->getNodeType() != irr::io::EXN_TEXT)
throw DeadlyImportError("XML_ReadNode_GetVal_AsString. Invalid type of XML element, seems file is corrupt.");
pValue = mReader->getNodeData();
}
/*********************************************************************************************************************************************/
/************************************************************ Functions: parse set ***********************************************************/
/*********************************************************************************************************************************************/
void AMFImporter::ParseHelper_Node_Enter(CAMFImporter_NodeElement* pNode)
{
mNodeElement_Cur->Child.push_back(pNode);// add new element to current element child list.
mNodeElement_Cur = pNode;// switch current element to new one.
}
void AMFImporter::ParseHelper_Node_Exit()
{
// check if we can walk up.
if(mNodeElement_Cur != nullptr) mNodeElement_Cur = mNodeElement_Cur->Parent;
}
void AMFImporter::ParseHelper_FixTruncatedFloatString(const char* pInStr, std::string& pOutString)
{
size_t instr_len;
pOutString.clear();
instr_len = strlen(pInStr);
if(!instr_len) return;
pOutString.reserve(instr_len * 3 / 2);
// check and correct floats in format ".x". Must be "x.y".
if(pInStr[0] == '.') pOutString.push_back('0');
pOutString.push_back(pInStr[0]);
for(size_t ci = 1; ci < instr_len; ci++)
{
if((pInStr[ci] == '.') && ((pInStr[ci - 1] == ' ') || (pInStr[ci - 1] == '-') || (pInStr[ci - 1] == '+') || (pInStr[ci - 1] == '\t')))
{
pOutString.push_back('0');
pOutString.push_back('.');
}
else
{
pOutString.push_back(pInStr[ci]);
}
}
}
static bool ParseHelper_Decode_Base64_IsBase64(const char pChar)
{
return (isalnum(pChar) || (pChar == '+') || (pChar == '/'));
}
void AMFImporter::ParseHelper_Decode_Base64(const std::string& pInputBase64, std::vector<uint8_t>& pOutputData) const
{
// With help from
// René Nyffenegger http://www.adp-gmbh.ch/cpp/common/base64.html
const std::string base64_chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
uint8_t tidx = 0;
uint8_t arr4[4], arr3[3];
// check input data
if(pInputBase64.size() % 4) throw DeadlyImportError("Base64-encoded data must have size multiply of four.");
// prepare output place
pOutputData.clear();
pOutputData.reserve(pInputBase64.size() / 4 * 3);
for(size_t in_len = pInputBase64.size(), in_idx = 0; (in_len > 0) && (pInputBase64[in_idx] != '='); in_len--)
{
if(ParseHelper_Decode_Base64_IsBase64(pInputBase64[in_idx]))
{
arr4[tidx++] = pInputBase64[in_idx++];
if(tidx == 4)
{
for(tidx = 0; tidx < 4; tidx++) arr4[tidx] = (uint8_t)base64_chars.find(arr4[tidx]);
arr3[0] = (arr4[0] << 2) + ((arr4[1] & 0x30) >> 4);
arr3[1] = ((arr4[1] & 0x0F) << 4) + ((arr4[2] & 0x3C) >> 2);
arr3[2] = ((arr4[2] & 0x03) << 6) + arr4[3];
for(tidx = 0; tidx < 3; tidx++) pOutputData.push_back(arr3[tidx]);
tidx = 0;
}// if(tidx == 4)
}// if(ParseHelper_Decode_Base64_IsBase64(pInputBase64[in_idx]))
else
{
in_idx++;
}// if(ParseHelper_Decode_Base64_IsBase64(pInputBase64[in_idx])) else
}
if(tidx)
{
for(uint8_t i = tidx; i < 4; i++) arr4[i] = 0;
for(uint8_t i = 0; i < 4; i++) arr4[i] = (uint8_t)(base64_chars.find(arr4[i]));
arr3[0] = (arr4[0] << 2) + ((arr4[1] & 0x30) >> 4);
arr3[1] = ((arr4[1] & 0x0F) << 4) + ((arr4[2] & 0x3C) >> 2);
arr3[2] = ((arr4[2] & 0x03) << 6) + arr4[3];
for(uint8_t i = 0; i < (tidx - 1); i++) pOutputData.push_back(arr3[i]);
}
}
void AMFImporter::ParseFile(const std::string& pFile, IOSystem* pIOHandler)
{
irr::io::IrrXMLReader* OldReader = mReader;// store current XMLreader.
std::unique_ptr<IOStream> file(pIOHandler->Open(pFile, "rb"));
// Check whether we can read from the file
if(file.get() == NULL) throw DeadlyImportError("Failed to open AMF file " + pFile + ".");
// generate a XML reader for it
std::unique_ptr<CIrrXML_IOStreamReader> mIOWrapper(new CIrrXML_IOStreamReader(file.get()));
mReader = irr::io::createIrrXMLReader(mIOWrapper.get());
if(!mReader) throw DeadlyImportError("Failed to create XML reader for file" + pFile + ".");
//
// start reading
// search for root tag <amf>
if(XML_SearchNode("amf"))
ParseNode_Root();
else
throw DeadlyImportError("Root node \"amf\" not found.");
delete mReader;
// restore old XMLreader
mReader = OldReader;
}
// <amf
// unit="" - The units to be used. May be "inch", "millimeter", "meter", "feet", or "micron".
// version="" - Version of file format.
// >
// </amf>
// Root XML element.
// Multi elements - No.
void AMFImporter::ParseNode_Root()
{
std::string unit, version;
CAMFImporter_NodeElement *ne( nullptr );
// Read attributes for node <amf>.
MACRO_ATTRREAD_LOOPBEG;
MACRO_ATTRREAD_CHECK_RET("unit", unit, mReader->getAttributeValue);
MACRO_ATTRREAD_CHECK_RET("version", version, mReader->getAttributeValue);
MACRO_ATTRREAD_LOOPEND_WSKIP;
// Check attributes
if(!mUnit.empty())
{
if((mUnit != "inch") && (mUnit != "millimeter") && (mUnit != "meter") && (mUnit != "feet") && (mUnit != "micron")) Throw_IncorrectAttrValue("unit");
}
// create root node element.
ne = new CAMFImporter_NodeElement_Root(nullptr);
mNodeElement_Cur = ne;// set first "current" element
// and assign attribute's values
((CAMFImporter_NodeElement_Root*)ne)->Unit = unit;
((CAMFImporter_NodeElement_Root*)ne)->Version = version;
// Check for child nodes
if(!mReader->isEmptyElement())
{
MACRO_NODECHECK_LOOPBEGIN("amf");
if(XML_CheckNode_NameEqual("object")) { ParseNode_Object(); continue; }
if(XML_CheckNode_NameEqual("material")) { ParseNode_Material(); continue; }
if(XML_CheckNode_NameEqual("texture")) { ParseNode_Texture(); continue; }
if(XML_CheckNode_NameEqual("constellation")) { ParseNode_Constellation(); continue; }
if(XML_CheckNode_NameEqual("metadata")) { ParseNode_Metadata(); continue; }
MACRO_NODECHECK_LOOPEND("amf");
mNodeElement_Cur = ne;// force restore "current" element
}// if(!mReader->isEmptyElement())
mNodeElement_List.push_back(ne);// add to node element list because its a new object in graph.
}
// <constellation
// id="" - The Object ID of the new constellation being defined.
// >
// </constellation>
// A collection of objects or constellations with specific relative locations.
// Multi elements - Yes.
// Parent element - <amf>.
void AMFImporter::ParseNode_Constellation()
{
std::string id;
CAMFImporter_NodeElement* ne( nullptr );
// Read attributes for node <constellation>.
MACRO_ATTRREAD_LOOPBEG;
MACRO_ATTRREAD_CHECK_RET("id", id, mReader->getAttributeValue);
MACRO_ATTRREAD_LOOPEND;
// create and if needed - define new grouping object.
ne = new CAMFImporter_NodeElement_Constellation(mNodeElement_Cur);
CAMFImporter_NodeElement_Constellation& als = *((CAMFImporter_NodeElement_Constellation*)ne);// alias for convenience
if(!id.empty()) als.ID = id;
// Check for child nodes
if(!mReader->isEmptyElement())
{
ParseHelper_Node_Enter(ne);
MACRO_NODECHECK_LOOPBEGIN("constellation");
if(XML_CheckNode_NameEqual("instance")) { ParseNode_Instance(); continue; }
if(XML_CheckNode_NameEqual("metadata")) { ParseNode_Metadata(); continue; }
MACRO_NODECHECK_LOOPEND("constellation");
ParseHelper_Node_Exit();
}// if(!mReader->isEmptyElement())
else
{
mNodeElement_Cur->Child.push_back(ne);// Add element to child list of current element
}// if(!mReader->isEmptyElement()) else
mNodeElement_List.push_back(ne);// and to node element list because its a new object in graph.
}
// <instance
// objectid="" - The Object ID of the new constellation being defined.
// >
// </instance>
// A collection of objects or constellations with specific relative locations.
// Multi elements - Yes.
// Parent element - <amf>.
void AMFImporter::ParseNode_Instance()
{
std::string objectid;
CAMFImporter_NodeElement* ne( nullptr );
// Read attributes for node <constellation>.
MACRO_ATTRREAD_LOOPBEG;
MACRO_ATTRREAD_CHECK_RET("objectid", objectid, mReader->getAttributeValue);
MACRO_ATTRREAD_LOOPEND;
// used object id must be defined, check that.
if(objectid.empty()) throw DeadlyImportError("\"objectid\" in <instance> must be defined.");
// create and define new grouping object.
ne = new CAMFImporter_NodeElement_Instance(mNodeElement_Cur);
CAMFImporter_NodeElement_Instance& als = *((CAMFImporter_NodeElement_Instance*)ne);// alias for convenience
als.ObjectID = objectid;
// Check for child nodes
if(!mReader->isEmptyElement())
{
bool read_flag[6] = { false, false, false, false, false, false };
als.Delta.Set(0, 0, 0);
als.Rotation.Set(0, 0, 0);
ParseHelper_Node_Enter(ne);
MACRO_NODECHECK_LOOPBEGIN("instance");
MACRO_NODECHECK_READCOMP_F("deltax", read_flag[0], als.Delta.x);
MACRO_NODECHECK_READCOMP_F("deltay", read_flag[1], als.Delta.y);
MACRO_NODECHECK_READCOMP_F("deltaz", read_flag[2], als.Delta.z);
MACRO_NODECHECK_READCOMP_F("rx", read_flag[3], als.Rotation.x);
MACRO_NODECHECK_READCOMP_F("ry", read_flag[4], als.Rotation.y);
MACRO_NODECHECK_READCOMP_F("rz", read_flag[5], als.Rotation.z);
MACRO_NODECHECK_LOOPEND("instance");
ParseHelper_Node_Exit();
// also convert degrees to radians.
als.Rotation.x = AI_MATH_PI_F * als.Rotation.x / 180.0f;
als.Rotation.y = AI_MATH_PI_F * als.Rotation.y / 180.0f;
als.Rotation.z = AI_MATH_PI_F * als.Rotation.z / 180.0f;
}// if(!mReader->isEmptyElement())
else
{
mNodeElement_Cur->Child.push_back(ne);// Add element to child list of current element
}// if(!mReader->isEmptyElement()) else
mNodeElement_List.push_back(ne);// and to node element list because its a new object in graph.
}
// <object
// id="" - A unique ObjectID for the new object being defined.
// >
// </object>
// An object definition.
// Multi elements - Yes.
// Parent element - <amf>.
void AMFImporter::ParseNode_Object()
{
std::string id;
CAMFImporter_NodeElement* ne( nullptr );
// Read attributes for node <object>.
MACRO_ATTRREAD_LOOPBEG;
MACRO_ATTRREAD_CHECK_RET("id", id, mReader->getAttributeValue);
MACRO_ATTRREAD_LOOPEND;
// create and if needed - define new geometry object.
ne = new CAMFImporter_NodeElement_Object(mNodeElement_Cur);
CAMFImporter_NodeElement_Object& als = *((CAMFImporter_NodeElement_Object*)ne);// alias for convenience
if(!id.empty()) als.ID = id;
// Check for child nodes
if(!mReader->isEmptyElement())
{
bool col_read = false;
ParseHelper_Node_Enter(ne);
MACRO_NODECHECK_LOOPBEGIN("object");
if(XML_CheckNode_NameEqual("color"))
{
// Check if color already defined for object.
if(col_read) Throw_MoreThanOnceDefined("color", "Only one color can be defined for <object>.");
// read data and set flag about it
ParseNode_Color();
col_read = true;
continue;
}
if(XML_CheckNode_NameEqual("mesh")) { ParseNode_Mesh(); continue; }
if(XML_CheckNode_NameEqual("metadata")) { ParseNode_Metadata(); continue; }
MACRO_NODECHECK_LOOPEND("object");
ParseHelper_Node_Exit();
}// if(!mReader->isEmptyElement())
else
{
mNodeElement_Cur->Child.push_back(ne);// Add element to child list of current element
}// if(!mReader->isEmptyElement()) else
mNodeElement_List.push_back(ne);// and to node element list because its a new object in graph.
}
// <metadata
// type="" - The type of the attribute.
// >
// </metadata>
// Specify additional information about an entity.
// Multi elements - Yes.
// Parent element - <amf>, <object>, <volume>, <material>, <vertex>.
//
// Reserved types are:
// "Name" - The alphanumeric label of the entity, to be used by the interpreter if interacting with the user.
// "Description" - A description of the content of the entity
// "URL" - A link to an external resource relating to the entity
// "Author" - Specifies the name(s) of the author(s) of the entity
// "Company" - Specifying the company generating the entity
// "CAD" - specifies the name of the originating CAD software and version
// "Revision" - specifies the revision of the entity
// "Tolerance" - specifies the desired manufacturing tolerance of the entity in entity's unit system
// "Volume" - specifies the total volume of the entity, in the entity's unit system, to be used for verification (object and volume only)
void AMFImporter::ParseNode_Metadata()
{
std::string type, value;
CAMFImporter_NodeElement* ne( nullptr );
// read attribute
MACRO_ATTRREAD_LOOPBEG;
MACRO_ATTRREAD_CHECK_RET("type", type, mReader->getAttributeValue);
MACRO_ATTRREAD_LOOPEND;
// and value of node.
value = mReader->getNodeData();
// Create node element and assign read data.
ne = new CAMFImporter_NodeElement_Metadata(mNodeElement_Cur);
((CAMFImporter_NodeElement_Metadata*)ne)->Type = type;
((CAMFImporter_NodeElement_Metadata*)ne)->Value = value;
mNodeElement_Cur->Child.push_back(ne);// Add element to child list of current element
mNodeElement_List.push_back(ne);// and to node element list because its a new object in graph.
}
/*********************************************************************************************************************************************/
/******************************************************** Functions: BaseImporter set ********************************************************/
/*********************************************************************************************************************************************/
bool AMFImporter::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool pCheckSig) const
{
const std::string extension = GetExtension(pFile);
if ( extension == "amf" ) {
return true;
}
if(!extension.length() || pCheckSig)
{
const char* tokens[] = { "<amf" };
return SearchFileHeaderForToken( pIOHandler, pFile, tokens, 1 );
}
return false;
}
void AMFImporter::GetExtensionList(std::set<std::string>& pExtensionList)
{
pExtensionList.insert("amf");
}
const aiImporterDesc* AMFImporter::GetInfo () const
{
return &Description;
}
void AMFImporter::InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
{
Clear();// delete old graph.
ParseFile(pFile, pIOHandler);
Postprocess_BuildScene(pScene);
// scene graph is ready, exit.
}
}// namespace Assimp
#endif // !ASSIMP_BUILD_NO_AMF_IMPORTER

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/*
---------------------------------------------------------------------------
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,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/// \file AMFImporter.hpp
/// \brief AMF-format files importer for Assimp.
/// \date 2016
/// \author smal.root@gmail.com
// Thanks to acorn89 for support.
#pragma once
#ifndef INCLUDED_AI_AMF_IMPORTER_H
#define INCLUDED_AI_AMF_IMPORTER_H
#include "AMFImporter_Node.hpp"
// Header files, Assimp.
#include <assimp/DefaultLogger.hpp>
#include <assimp/importerdesc.h>
#include "assimp/types.h"
#include <assimp/BaseImporter.h>
#include <assimp/irrXMLWrapper.h>
// Header files, stdlib.
#include <set>
namespace Assimp {
/// \class AMFImporter
/// Class that holding scene graph which include: geometry, metadata, materials etc.
///
/// Implementing features.
///
/// Limitations.
///
/// 1. When for texture mapping used set of source textures (r, g, b, a) not only one then attribute "tiled" for all set will be true if it true in any of
/// source textures.
/// Example. Triangle use for texture mapping three textures. Two of them has "tiled" set to false and one - set to true. In scene all three textures
/// will be tiled.
///
/// Unsupported features:
/// 1. Node <composite>, formulas in <composite> and <color>. For implementing this feature can be used expression parser "muParser" like in project
/// "amf_tools".
/// 2. Attribute "profile" in node <color>.
/// 3. Curved geometry: <edge>, <normal> and children nodes of them.
/// 4. Attributes: "unit" and "version" in <amf> read but do nothing.
/// 5. <metadata> stored only for root node <amf>.
/// 6. Color averaging of vertices for which <triangle>'s set different colors.
///
/// Supported nodes:
/// General:
/// <amf>; <constellation>; <instance> and children <deltax>, <deltay>, <deltaz>, <rx>, <ry>, <rz>; <metadata>;
///
/// Geometry:
/// <object>; <mesh>; <vertices>; <vertex>; <coordinates> and children <x>, <y>, <z>; <volume>; <triangle> and children <v1>, <v2>, <v3>;
///
/// Material:
/// <color> and children <r>, <g>, <b>, <a>; <texture>; <material>;
/// two variants of texture coordinates:
/// new - <texmap> and children <utex1>, <utex2>, <utex3>, <vtex1>, <vtex2>, <vtex3>
/// old - <map> and children <u1>, <u2>, <u3>, <v1>, <v2>, <v3>
///
class AMFImporter : public BaseImporter {
private:
struct SPP_Material;// forward declaration
/// \struct SPP_Composite
/// Data type for post-processing step. More suitable container for part of material's composition.
struct SPP_Composite {
SPP_Material* Material;///< Pointer to material - part of composition.
std::string Formula;///< Formula for calculating ratio of \ref Material.
};
/// \struct SPP_Material
/// Data type for post-processing step. More suitable container for material.
struct SPP_Material {
std::string ID;///< Material ID.
std::list<CAMFImporter_NodeElement_Metadata*> Metadata;///< Metadata of material.
CAMFImporter_NodeElement_Color* Color;///< Color of material.
std::list<SPP_Composite> Composition;///< List of child materials if current material is composition of few another.
/// Return color calculated for specified coordinate.
/// \param [in] pX - "x" coordinate.
/// \param [in] pY - "y" coordinate.
/// \param [in] pZ - "z" coordinate.
/// \return calculated color.
aiColor4D GetColor(const float pX, const float pY, const float pZ) const;
};
/// Data type for post-processing step. More suitable container for texture.
struct SPP_Texture {
std::string ID;
size_t Width, Height, Depth;
bool Tiled;
char FormatHint[9];// 8 for string + 1 for terminator.
uint8_t *Data;
};
/// Data type for post-processing step. Contain face data.
struct SComplexFace {
aiFace Face;///< Face vertices.
const CAMFImporter_NodeElement_Color* Color;///< Face color. Equal to nullptr if color is not set for the face.
const CAMFImporter_NodeElement_TexMap* TexMap;///< Face texture mapping data. Equal to nullptr if texture mapping is not set for the face.
};
/// Clear all temporary data.
void Clear();
/***********************************************/
/************* Functions: find set *************/
/***********************************************/
/// Find specified node element in node elements list ( \ref mNodeElement_List).
/// \param [in] pID - ID(name) of requested node element.
/// \param [in] pType - type of node element.
/// \param [out] pNode - pointer to pointer to item found.
/// \return true - if the node element is found, else - false.
bool Find_NodeElement(const std::string& pID, const CAMFImporter_NodeElement::EType pType, CAMFImporter_NodeElement** pNodeElement) const;
/// Find requested aiNode in node list.
/// \param [in] pID - ID(name) of requested node.
/// \param [in] pNodeList - list of nodes where to find the node.
/// \param [out] pNode - pointer to pointer to item found.
/// \return true - if the node is found, else - false.
bool Find_ConvertedNode(const std::string& pID, std::list<aiNode*>& pNodeList, aiNode** pNode) const;
/// Find material in list for converted materials. Use at postprocessing step.
/// \param [in] pID - material ID.
/// \param [out] pConvertedMaterial - pointer to found converted material (\ref SPP_Material).
/// \return true - if the material is found, else - false.
bool Find_ConvertedMaterial(const std::string& pID, const SPP_Material** pConvertedMaterial) const;
/// Find texture in list of converted textures. Use at postprocessing step,
/// \param [in] pID_R - ID of source "red" texture.
/// \param [in] pID_G - ID of source "green" texture.
/// \param [in] pID_B - ID of source "blue" texture.
/// \param [in] pID_A - ID of source "alpha" texture. Use empty string to find RGB-texture.
/// \param [out] pConvertedTextureIndex - pointer where index in list of found texture will be written. If equivalent to nullptr then nothing will be
/// written.
/// \return true - if the texture is found, else - false.
bool Find_ConvertedTexture(const std::string& pID_R, const std::string& pID_G, const std::string& pID_B, const std::string& pID_A,
uint32_t* pConvertedTextureIndex = nullptr) const;
/// Get data stored in <vertices> and place it to arrays.
/// \param [in] pNodeElement - reference to node element which kept <object> data.
/// \param [in] pVertexCoordinateArray - reference to vertices coordinates kept in <vertices>.
/// \param [in] pVertexColorArray - reference to vertices colors for all <vertex's. If color for vertex is not set then corresponding member of array
/// contain nullptr.
void PostprocessHelper_CreateMeshDataArray(const CAMFImporter_NodeElement_Mesh& pNodeElement, std::vector<aiVector3D>& pVertexCoordinateArray,
std::vector<CAMFImporter_NodeElement_Color*>& pVertexColorArray) const;
/// Return converted texture ID which related to specified source textures ID's. If converted texture does not exist then it will be created and ID on new
/// converted texture will be returned. Conversion: set of textures from \ref CAMFImporter_NodeElement_Texture to one \ref SPP_Texture and place it
/// to converted textures list.
/// Any of source ID's can be absent(empty string) or even one ID only specified. But at least one ID must be specified.
/// \param [in] pID_R - ID of source "red" texture.
/// \param [in] pID_G - ID of source "green" texture.
/// \param [in] pID_B - ID of source "blue" texture.
/// \param [in] pID_A - ID of source "alpha" texture.
/// \return index of the texture in array of the converted textures.
size_t PostprocessHelper_GetTextureID_Or_Create(const std::string& pID_R, const std::string& pID_G, const std::string& pID_B, const std::string& pID_A);
/// Separate input list by texture IDs. This step is needed because aiMesh can contain mesh which is use only one texture (or set: diffuse, bump etc).
/// \param [in] pInputList - input list with faces. Some of them can contain color or texture mapping, or both of them, or nothing. Will be cleared after
/// processing.
/// \param [out] pOutputList_Separated - output list of the faces lists. Separated faces list by used texture IDs. Will be cleared before processing.
void PostprocessHelper_SplitFacesByTextureID(std::list<SComplexFace>& pInputList, std::list<std::list<SComplexFace> >& pOutputList_Separated);
/// Check if child elements of node element is metadata and add it to scene node.
/// \param [in] pMetadataList - reference to list with collected metadata.
/// \param [out] pSceneNode - scene node in which metadata will be added.
void Postprocess_AddMetadata(const std::list<CAMFImporter_NodeElement_Metadata*>& pMetadataList, aiNode& pSceneNode) const;
/// To create aiMesh and aiNode for it from <object>.
/// \param [in] pNodeElement - reference to node element which kept <object> data.
/// \param [out] pMeshList - reference to a list with all aiMesh of the scene.
/// \param [out] pSceneNode - pointer to place where new aiNode will be created.
void Postprocess_BuildNodeAndObject(const CAMFImporter_NodeElement_Object& pNodeElement, std::list<aiMesh*>& pMeshList, aiNode** pSceneNode);
/// Create mesh for every <volume> in <mesh>.
/// \param [in] pNodeElement - reference to node element which kept <mesh> data.
/// \param [in] pVertexCoordinateArray - reference to vertices coordinates for all <volume>'s.
/// \param [in] pVertexColorArray - reference to vertices colors for all <volume>'s. If color for vertex is not set then corresponding member of array
/// contain nullptr.
/// \param [in] pObjectColor - pointer to colors for <object>. If color is not set then argument contain nullptr.
/// \param [in] pMaterialList - reference to a list with defined materials.
/// \param [out] pMeshList - reference to a list with all aiMesh of the scene.
/// \param [out] pSceneNode - reference to aiNode which will own new aiMesh's.
void Postprocess_BuildMeshSet(const CAMFImporter_NodeElement_Mesh& pNodeElement, const std::vector<aiVector3D>& pVertexCoordinateArray,
const std::vector<CAMFImporter_NodeElement_Color*>& pVertexColorArray, const CAMFImporter_NodeElement_Color* pObjectColor,
std::list<aiMesh*>& pMeshList, aiNode& pSceneNode);
/// Convert material from \ref CAMFImporter_NodeElement_Material to \ref SPP_Material.
/// \param [in] pMaterial - source CAMFImporter_NodeElement_Material.
void Postprocess_BuildMaterial(const CAMFImporter_NodeElement_Material& pMaterial);
/// Create and add to aiNode's list new part of scene graph defined by <constellation>.
/// \param [in] pConstellation - reference to <constellation> node.
/// \param [out] pNodeList - reference to aiNode's list.
void Postprocess_BuildConstellation(CAMFImporter_NodeElement_Constellation& pConstellation, std::list<aiNode*>& pNodeList) const;
/// Build Assimp scene graph in aiScene from collected data.
/// \param [out] pScene - pointer to aiScene where tree will be built.
void Postprocess_BuildScene(aiScene* pScene);
/// Call that function when close tag of node not found and exception must be raised.
/// E.g.:
/// <amf>
/// <object>
/// </amf> <!--- object not closed --->
/// \throw DeadlyImportError.
/// \param [in] pNode - node name in which exception happened.
void Throw_CloseNotFound(const std::string& pNode);
/// Call that function when attribute name is incorrect and exception must be raised.
/// \param [in] pAttrName - attribute name.
/// \throw DeadlyImportError.
void Throw_IncorrectAttr(const std::string& pAttrName);
/// Call that function when attribute value is incorrect and exception must be raised.
/// \param [in] pAttrName - attribute name.
/// \throw DeadlyImportError.
void Throw_IncorrectAttrValue(const std::string& pAttrName);
/// Call that function when some type of nodes are defined twice or more when must be used only once and exception must be raised.
/// E.g.:
/// <object>
/// <color>... <!--- color defined --->
/// <color>... <!--- color defined again --->
/// </object>
/// \throw DeadlyImportError.
/// \param [in] pNodeType - type of node which defined one more time.
/// \param [in] pDescription - message about error. E.g. what the node defined while exception raised.
void Throw_MoreThanOnceDefined(const std::string& pNodeType, const std::string& pDescription);
/// Call that function when referenced element ID are not found in graph and exception must be raised.
/// \param [in] pID - ID of of element which not found.
/// \throw DeadlyImportError.
void Throw_ID_NotFound(const std::string& pID) const;
/// Check if current node have children: <node>...</node>. If not then exception will throwed.
void XML_CheckNode_MustHaveChildren();
/// Check if current node name is equal to pNodeName.
/// \param [in] pNodeName - name for checking.
/// return true if current node name is equal to pNodeName, else - false.
bool XML_CheckNode_NameEqual(const std::string& pNodeName) { return mReader->getNodeName() == pNodeName; }
/// Skip unsupported node and report about that. Depend on node name can be skipped begin tag of node all whole node.
/// \param [in] pParentNodeName - parent node name. Used for reporting.
void XML_CheckNode_SkipUnsupported(const std::string& pParentNodeName);
/// Search for specified node in file. XML file read pointer(mReader) will point to found node or file end after search is end.
/// \param [in] pNodeName - requested node name.
/// return true - if node is found, else - false.
bool XML_SearchNode(const std::string& pNodeName);
/// Read attribute value.
/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
/// \return read data.
bool XML_ReadNode_GetAttrVal_AsBool(const int pAttrIdx);
/// Read attribute value.
/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
/// \return read data.
float XML_ReadNode_GetAttrVal_AsFloat(const int pAttrIdx);
/// Read attribute value.
/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
/// \return read data.
uint32_t XML_ReadNode_GetAttrVal_AsU32(const int pAttrIdx);
/// Read node value.
/// \return read data.
float XML_ReadNode_GetVal_AsFloat();
/// Read node value.
/// \return read data.
uint32_t XML_ReadNode_GetVal_AsU32();
/// Read node value.
/// \return read data.
void XML_ReadNode_GetVal_AsString(std::string& pValue);
/// Make pNode as current and enter deeper for parsing child nodes. At end \ref ParseHelper_Node_Exit must be called.
/// \param [in] pNode - new current node.
void ParseHelper_Node_Enter(CAMFImporter_NodeElement* pNode);
/// This function must be called when exiting from grouping node. \ref ParseHelper_Group_Begin.
void ParseHelper_Node_Exit();
/// Attribute values of floating point types can take form ".x"(without leading zero). irrXMLReader can not read this form of values and it
/// must be converted to right form - "0.xxx".
/// \param [in] pInStr - pointer to input string which can contain incorrect form of values.
/// \param [out[ pOutString - output string with right form of values.
void ParseHelper_FixTruncatedFloatString(const char* pInStr, std::string& pOutString);
/// Decode Base64-encoded data.
/// \param [in] pInputBase64 - reference to input Base64-encoded string.
/// \param [out] pOutputData - reference to output array for decoded data.
void ParseHelper_Decode_Base64(const std::string& pInputBase64, std::vector<uint8_t>& pOutputData) const;
/// Parse <AMF> node of the file.
void ParseNode_Root();
/// Parse <constellation> node of the file.
void ParseNode_Constellation();
/// Parse <instance> node of the file.
void ParseNode_Instance();
/// Parse <material> node of the file.
void ParseNode_Material();
/// Parse <metadata> node.
void ParseNode_Metadata();
/// Parse <object> node of the file.
void ParseNode_Object();
/// Parse <texture> node of the file.
void ParseNode_Texture();
/// Parse <coordinates> node of the file.
void ParseNode_Coordinates();
/// Parse <edge> node of the file.
void ParseNode_Edge();
/// Parse <mesh> node of the file.
void ParseNode_Mesh();
/// Parse <triangle> node of the file.
void ParseNode_Triangle();
/// Parse <vertex> node of the file.
void ParseNode_Vertex();
/// Parse <vertices> node of the file.
void ParseNode_Vertices();
/// Parse <volume> node of the file.
void ParseNode_Volume();
/// Parse <color> node of the file.
void ParseNode_Color();
/// Parse <texmap> of <map> node of the file.
/// \param [in] pUseOldName - if true then use old name of node(and children) - <map>, instead of new name - <texmap>.
void ParseNode_TexMap(const bool pUseOldName = false);
public:
/// Default constructor.
AMFImporter() AI_NO_EXCEPT
: mNodeElement_Cur(nullptr)
, mReader(nullptr) {
// empty
}
/// Default destructor.
~AMFImporter();
/// Parse AMF file and fill scene graph. The function has no return value. Result can be found by analyzing the generated graph.
/// Also exception can be thrown if trouble will found.
/// \param [in] pFile - name of file to be parsed.
/// \param [in] pIOHandler - pointer to IO helper object.
void ParseFile(const std::string& pFile, IOSystem* pIOHandler);
bool CanRead(const std::string& pFile, IOSystem* pIOHandler, bool pCheckSig) const;
void GetExtensionList(std::set<std::string>& pExtensionList);
void InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
const aiImporterDesc* GetInfo ()const;
AMFImporter(const AMFImporter& pScene) = delete;
AMFImporter& operator=(const AMFImporter& pScene) = delete;
private:
static const aiImporterDesc Description;
CAMFImporter_NodeElement* mNodeElement_Cur;///< Current element.
std::list<CAMFImporter_NodeElement*> mNodeElement_List;///< All elements of scene graph.
irr::io::IrrXMLReader* mReader;///< Pointer to XML-reader object
std::string mUnit;
std::list<SPP_Material> mMaterial_Converted;///< List of converted materials for postprocessing step.
std::list<SPP_Texture> mTexture_Converted;///< List of converted textures for postprocessing step.
};
}// namespace Assimp
#endif // INCLUDED_AI_AMF_IMPORTER_H

View File

@@ -0,0 +1,357 @@
/*
---------------------------------------------------------------------------
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,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/// \file AMFImporter_Geometry.cpp
/// \brief Parsing data from geometry nodes.
/// \date 2016
/// \author smal.root@gmail.com
#ifndef ASSIMP_BUILD_NO_AMF_IMPORTER
#include "AMFImporter.hpp"
#include "AMFImporter_Macro.hpp"
namespace Assimp
{
// <mesh>
// </mesh>
// A 3D mesh hull.
// Multi elements - Yes.
// Parent element - <object>.
void AMFImporter::ParseNode_Mesh()
{
CAMFImporter_NodeElement* ne;
// create new mesh object.
ne = new CAMFImporter_NodeElement_Mesh(mNodeElement_Cur);
// Check for child nodes
if(!mReader->isEmptyElement())
{
bool vert_read = false;
ParseHelper_Node_Enter(ne);
MACRO_NODECHECK_LOOPBEGIN("mesh");
if(XML_CheckNode_NameEqual("vertices"))
{
// Check if data already defined.
if(vert_read) Throw_MoreThanOnceDefined("vertices", "Only one vertices set can be defined for <mesh>.");
// read data and set flag about it
ParseNode_Vertices();
vert_read = true;
continue;
}
if(XML_CheckNode_NameEqual("volume")) { ParseNode_Volume(); continue; }
MACRO_NODECHECK_LOOPEND("mesh");
ParseHelper_Node_Exit();
}// if(!mReader->isEmptyElement())
else
{
mNodeElement_Cur->Child.push_back(ne);// Add element to child list of current element
}// if(!mReader->isEmptyElement()) else
mNodeElement_List.push_back(ne);// and to node element list because its a new object in graph.
}
// <vertices>
// </vertices>
// The list of vertices to be used in defining triangles.
// Multi elements - No.
// Parent element - <mesh>.
void AMFImporter::ParseNode_Vertices()
{
CAMFImporter_NodeElement* ne;
// create new mesh object.
ne = new CAMFImporter_NodeElement_Vertices(mNodeElement_Cur);
// Check for child nodes
if(!mReader->isEmptyElement())
{
ParseHelper_Node_Enter(ne);
MACRO_NODECHECK_LOOPBEGIN("vertices");
if(XML_CheckNode_NameEqual("vertex")) { ParseNode_Vertex(); continue; }
MACRO_NODECHECK_LOOPEND("vertices");
ParseHelper_Node_Exit();
}// if(!mReader->isEmptyElement())
else
{
mNodeElement_Cur->Child.push_back(ne);// Add element to child list of current element
}// if(!mReader->isEmptyElement()) else
mNodeElement_List.push_back(ne);// and to node element list because its a new object in graph.
}
// <vertex>
// </vertex>
// A vertex to be referenced in triangles.
// Multi elements - Yes.
// Parent element - <vertices>.
void AMFImporter::ParseNode_Vertex()
{
CAMFImporter_NodeElement* ne;
// create new mesh object.
ne = new CAMFImporter_NodeElement_Vertex(mNodeElement_Cur);
// Check for child nodes
if(!mReader->isEmptyElement())
{
bool col_read = false;
bool coord_read = false;
ParseHelper_Node_Enter(ne);
MACRO_NODECHECK_LOOPBEGIN("vertex");
if(XML_CheckNode_NameEqual("color"))
{
// Check if data already defined.
if(col_read) Throw_MoreThanOnceDefined("color", "Only one color can be defined for <vertex>.");
// read data and set flag about it
ParseNode_Color();
col_read = true;
continue;
}
if(XML_CheckNode_NameEqual("coordinates"))
{
// Check if data already defined.
if(coord_read) Throw_MoreThanOnceDefined("coordinates", "Only one coordinates set can be defined for <vertex>.");
// read data and set flag about it
ParseNode_Coordinates();
coord_read = true;
continue;
}
if(XML_CheckNode_NameEqual("metadata")) { ParseNode_Metadata(); continue; }
MACRO_NODECHECK_LOOPEND("vertex");
ParseHelper_Node_Exit();
}// if(!mReader->isEmptyElement())
else
{
mNodeElement_Cur->Child.push_back(ne);// Add element to child list of current element
}// if(!mReader->isEmptyElement()) else
mNodeElement_List.push_back(ne);// and to node element list because its a new object in graph.
}
// <coordinates>
// </coordinates>
// Specifies the 3D location of this vertex.
// Multi elements - No.
// Parent element - <vertex>.
//
// Children elements:
// <x>, <y>, <z>
// Multi elements - No.
// X, Y, or Z coordinate, respectively, of a vertex position in space.
void AMFImporter::ParseNode_Coordinates()
{
CAMFImporter_NodeElement* ne;
// create new color object.
ne = new CAMFImporter_NodeElement_Coordinates(mNodeElement_Cur);
CAMFImporter_NodeElement_Coordinates& als = *((CAMFImporter_NodeElement_Coordinates*)ne);// alias for convenience
// Check for child nodes
if(!mReader->isEmptyElement())
{
bool read_flag[3] = { false, false, false };
ParseHelper_Node_Enter(ne);
MACRO_NODECHECK_LOOPBEGIN("coordinates");
MACRO_NODECHECK_READCOMP_F("x", read_flag[0], als.Coordinate.x);
MACRO_NODECHECK_READCOMP_F("y", read_flag[1], als.Coordinate.y);
MACRO_NODECHECK_READCOMP_F("z", read_flag[2], als.Coordinate.z);
MACRO_NODECHECK_LOOPEND("coordinates");
ParseHelper_Node_Exit();
// check that all components was defined
if((read_flag[0] && read_flag[1] && read_flag[2]) == 0) throw DeadlyImportError("Not all coordinate's components are defined.");
}// if(!mReader->isEmptyElement())
else
{
mNodeElement_Cur->Child.push_back(ne);// Add element to child list of current element
}// if(!mReader->isEmptyElement()) else
mNodeElement_List.push_back(ne);// and to node element list because its a new object in graph.
}
// <volume
// materialid="" - Which material to use.
// type="" - What this volume describes can be “region” or “support”. If none specified, “object” is assumed. If support, then the geometric
// requirements 1-8 listed in section 5 do not need to be maintained.
// >
// </volume>
// Defines a volume from the established vertex list.
// Multi elements - Yes.
// Parent element - <mesh>.
void AMFImporter::ParseNode_Volume()
{
std::string materialid;
std::string type;
CAMFImporter_NodeElement* ne;
// Read attributes for node <color>.
MACRO_ATTRREAD_LOOPBEG;
MACRO_ATTRREAD_CHECK_RET("materialid", materialid, mReader->getAttributeValue);
MACRO_ATTRREAD_CHECK_RET("type", type, mReader->getAttributeValue);
MACRO_ATTRREAD_LOOPEND;
// create new object.
ne = new CAMFImporter_NodeElement_Volume(mNodeElement_Cur);
// and assign read data
((CAMFImporter_NodeElement_Volume*)ne)->MaterialID = materialid;
((CAMFImporter_NodeElement_Volume*)ne)->Type = type;
// Check for child nodes
if(!mReader->isEmptyElement())
{
bool col_read = false;
ParseHelper_Node_Enter(ne);
MACRO_NODECHECK_LOOPBEGIN("volume");
if(XML_CheckNode_NameEqual("color"))
{
// Check if data already defined.
if(col_read) Throw_MoreThanOnceDefined("color", "Only one color can be defined for <volume>.");
// read data and set flag about it
ParseNode_Color();
col_read = true;
continue;
}
if(XML_CheckNode_NameEqual("triangle")) { ParseNode_Triangle(); continue; }
if(XML_CheckNode_NameEqual("metadata")) { ParseNode_Metadata(); continue; }
MACRO_NODECHECK_LOOPEND("volume");
ParseHelper_Node_Exit();
}// if(!mReader->isEmptyElement())
else
{
mNodeElement_Cur->Child.push_back(ne);// Add element to child list of current element
}// if(!mReader->isEmptyElement()) else
mNodeElement_List.push_back(ne);// and to node element list because its a new object in graph.
}
// <triangle>
// </triangle>
// Defines a 3D triangle from three vertices, according to the right-hand rule (counter-clockwise when looking from the outside).
// Multi elements - Yes.
// Parent element - <volume>.
//
// Children elements:
// <v1>, <v2>, <v3>
// Multi elements - No.
// Index of the desired vertices in a triangle or edge.
void AMFImporter::ParseNode_Triangle()
{
CAMFImporter_NodeElement* ne;
// create new color object.
ne = new CAMFImporter_NodeElement_Triangle(mNodeElement_Cur);
CAMFImporter_NodeElement_Triangle& als = *((CAMFImporter_NodeElement_Triangle*)ne);// alias for convenience
// Check for child nodes
if(!mReader->isEmptyElement())
{
bool col_read = false, tex_read = false;
bool read_flag[3] = { false, false, false };
ParseHelper_Node_Enter(ne);
MACRO_NODECHECK_LOOPBEGIN("triangle");
if(XML_CheckNode_NameEqual("color"))
{
// Check if data already defined.
if(col_read) Throw_MoreThanOnceDefined("color", "Only one color can be defined for <triangle>.");
// read data and set flag about it
ParseNode_Color();
col_read = true;
continue;
}
if(XML_CheckNode_NameEqual("texmap"))// new name of node: "texmap".
{
// Check if data already defined.
if(tex_read) Throw_MoreThanOnceDefined("texmap", "Only one texture coordinate can be defined for <triangle>.");
// read data and set flag about it
ParseNode_TexMap();
tex_read = true;
continue;
}
else if(XML_CheckNode_NameEqual("map"))// old name of node: "map".
{
// Check if data already defined.
if(tex_read) Throw_MoreThanOnceDefined("map", "Only one texture coordinate can be defined for <triangle>.");
// read data and set flag about it
ParseNode_TexMap(true);
tex_read = true;
continue;
}
MACRO_NODECHECK_READCOMP_U32("v1", read_flag[0], als.V[0]);
MACRO_NODECHECK_READCOMP_U32("v2", read_flag[1], als.V[1]);
MACRO_NODECHECK_READCOMP_U32("v3", read_flag[2], als.V[2]);
MACRO_NODECHECK_LOOPEND("triangle");
ParseHelper_Node_Exit();
// check that all components was defined
if((read_flag[0] && read_flag[1] && read_flag[2]) == 0) throw DeadlyImportError("Not all vertices of the triangle are defined.");
}// if(!mReader->isEmptyElement())
else
{
mNodeElement_Cur->Child.push_back(ne);// Add element to child list of current element
}// if(!mReader->isEmptyElement()) else
mNodeElement_List.push_back(ne);// and to node element list because its a new object in graph.
}
}// namespace Assimp
#endif // !ASSIMP_BUILD_NO_AMF_IMPORTER

View File

@@ -0,0 +1,166 @@
/*
---------------------------------------------------------------------------
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,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/// \file AMFImporter_Macro.hpp
/// \brief Useful macrodefines.
/// \date 2016
/// \author smal.root@gmail.com
#pragma once
#ifndef AMFIMPORTER_MACRO_HPP_INCLUDED
#define AMFIMPORTER_MACRO_HPP_INCLUDED
/// \def MACRO_ATTRREAD_LOOPBEG
/// Begin of loop that read attributes values.
#define MACRO_ATTRREAD_LOOPBEG \
for(int idx = 0, idx_end = mReader->getAttributeCount(); idx < idx_end; idx++) \
{ \
std::string an(mReader->getAttributeName(idx));
/// \def MACRO_ATTRREAD_LOOPEND
/// End of loop that read attributes values.
#define MACRO_ATTRREAD_LOOPEND \
Throw_IncorrectAttr(an); \
}
/// \def MACRO_ATTRREAD_LOOPEND_WSKIP
/// End of loop that read attributes values. Difference from \ref MACRO_ATTRREAD_LOOPEND in that: current macro skip unknown attributes, but
/// \ref MACRO_ATTRREAD_LOOPEND throw an exception.
#define MACRO_ATTRREAD_LOOPEND_WSKIP \
continue; \
}
/// \def MACRO_ATTRREAD_CHECK_REF
/// Check current attribute name and if it equal to requested then read value. Result write to output variable by reference. If result was read then
/// "continue" will called.
/// \param [in] pAttrName - attribute name.
/// \param [out] pVarName - output variable name.
/// \param [in] pFunction - function which read attribute value and write it to pVarName.
#define MACRO_ATTRREAD_CHECK_REF(pAttrName, pVarName, pFunction) \
if(an == pAttrName) \
{ \
pFunction(idx, pVarName); \
continue; \
}
/// \def MACRO_ATTRREAD_CHECK_RET
/// Check current attribute name and if it equal to requested then read value. Result write to output variable using return value of \ref pFunction.
/// If result was read then "continue" will called.
/// \param [in] pAttrName - attribute name.
/// \param [out] pVarName - output variable name.
/// \param [in] pFunction - function which read attribute value and write it to pVarName.
#define MACRO_ATTRREAD_CHECK_RET(pAttrName, pVarName, pFunction) \
if(an == pAttrName) \
{ \
pVarName = pFunction(idx); \
continue; \
}
/// \def MACRO_NODECHECK_LOOPBEGIN(pNodeName)
/// Begin of loop of parsing child nodes. Do not add ';' at end.
/// \param [in] pNodeName - current node name.
#define MACRO_NODECHECK_LOOPBEGIN(pNodeName) \
do { \
bool close_found = false; \
\
while(mReader->read()) \
{ \
if(mReader->getNodeType() == irr::io::EXN_ELEMENT) \
{
/// \def MACRO_NODECHECK_LOOPEND(pNodeName)
/// End of loop of parsing child nodes.
/// \param [in] pNodeName - current node name.
#define MACRO_NODECHECK_LOOPEND(pNodeName) \
XML_CheckNode_SkipUnsupported(pNodeName); \
}/* if(mReader->getNodeType() == irr::io::EXN_ELEMENT) */ \
else if(mReader->getNodeType() == irr::io::EXN_ELEMENT_END) \
{ \
if(XML_CheckNode_NameEqual(pNodeName)) \
{ \
close_found = true; \
\
break; \
} \
}/* else if(mReader->getNodeType() == irr::io::EXN_ELEMENT_END) */ \
}/* while(mReader->read()) */ \
\
if(!close_found) Throw_CloseNotFound(pNodeName); \
\
} while(false)
/// \def MACRO_NODECHECK_READCOMP_F
/// Check current node name and if it equal to requested then read value. Result write to output variable of type "float".
/// If result was read then "continue" will called. Also check if node data already read then raise exception.
/// \param [in] pNodeName - node name.
/// \param [in, out] pReadFlag - read flag.
/// \param [out] pVarName - output variable name.
#define MACRO_NODECHECK_READCOMP_F(pNodeName, pReadFlag, pVarName) \
if(XML_CheckNode_NameEqual(pNodeName)) \
{ \
/* Check if field already read before. */ \
if(pReadFlag) Throw_MoreThanOnceDefined(pNodeName, "Only one component can be defined."); \
/* Read color component and assign it to object. */ \
pVarName = XML_ReadNode_GetVal_AsFloat(); \
pReadFlag = true; \
continue; \
}
/// \def MACRO_NODECHECK_READCOMP_U32
/// Check current node name and if it equal to requested then read value. Result write to output variable of type "uint32_t".
/// If result was read then "continue" will called. Also check if node data already read then raise exception.
/// \param [in] pNodeName - node name.
/// \param [in, out] pReadFlag - read flag.
/// \param [out] pVarName - output variable name.
#define MACRO_NODECHECK_READCOMP_U32(pNodeName, pReadFlag, pVarName) \
if(XML_CheckNode_NameEqual(pNodeName)) \
{ \
/* Check if field already read before. */ \
if(pReadFlag) Throw_MoreThanOnceDefined(pNodeName, "Only one component can be defined."); \
/* Read color component and assign it to object. */ \
pVarName = XML_ReadNode_GetVal_AsU32(); \
pReadFlag = true; \
continue; \
}
#endif // AMFIMPORTER_MACRO_HPP_INCLUDED

View File

@@ -1,9 +1,11 @@
/*
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.
@@ -47,8 +49,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_AMF_IMPORTER
#include "AMFImporter.hpp"
#include "AMFImporter_Macro.hpp"
namespace Assimp {
namespace Assimp
{
// <color
// profile="" - The ICC color space used to interpret the three color channels <r>, <g> and <b>.
@@ -64,46 +68,51 @@ namespace Assimp {
// Multi elements - No.
// Red, Greed, Blue and Alpha (transparency) component of a color in sRGB space, values ranging from 0 to 1. The
// values can be specified as constants, or as a formula depending on the coordinates.
void AMFImporter::ParseNode_Color(XmlNode &node) {
if (node.empty()) {
return;
}
void AMFImporter::ParseNode_Color() {
std::string profile;
CAMFImporter_NodeElement* ne;
const std::string &profile = node.attribute("profile").as_string();
bool read_flag[4] = { false, false, false, false };
AMFNodeElementBase *ne = new AMFColor(mNodeElement_Cur);
AMFColor &als = *((AMFColor *)ne); // alias for convenience
ParseHelper_Node_Enter(ne);
for (pugi::xml_node &child : node.children()) {
// create new color object.
als.Profile = profile;
// Read attributes for node <color>.
MACRO_ATTRREAD_LOOPBEG;
MACRO_ATTRREAD_CHECK_RET("profile", profile, mReader->getAttributeValue);
MACRO_ATTRREAD_LOOPEND;
const std::string &name = child.name();
if ( name == "r") {
read_flag[0] = true;
XmlParser::getValueAsFloat(child, als.Color.r);
} else if (name == "g") {
read_flag[1] = true;
XmlParser::getValueAsFloat(child, als.Color.g);
} else if (name == "b") {
read_flag[2] = true;
XmlParser::getValueAsFloat(child, als.Color.b);
} else if (name == "a") {
read_flag[3] = true;
XmlParser::getValueAsFloat(child, als.Color.a);
// create new color object.
ne = new CAMFImporter_NodeElement_Color(mNodeElement_Cur);
CAMFImporter_NodeElement_Color& als = *((CAMFImporter_NodeElement_Color*)ne);// alias for convenience
als.Profile = profile;
// Check for child nodes
if(!mReader->isEmptyElement())
{
bool read_flag[4] = { false, false, false, false };
ParseHelper_Node_Enter(ne);
MACRO_NODECHECK_LOOPBEGIN("color");
MACRO_NODECHECK_READCOMP_F("r", read_flag[0], als.Color.r);
MACRO_NODECHECK_READCOMP_F("g", read_flag[1], als.Color.g);
MACRO_NODECHECK_READCOMP_F("b", read_flag[2], als.Color.b);
MACRO_NODECHECK_READCOMP_F("a", read_flag[3], als.Color.a);
MACRO_NODECHECK_LOOPEND("color");
ParseHelper_Node_Exit();
// check that all components was defined
if (!(read_flag[0] && read_flag[1] && read_flag[2])) {
throw DeadlyImportError("Not all color components are defined.");
}
// check if <a> is absent. Then manually add "a == 1".
if (!read_flag[3]) {
als.Color.a = 1;
}
}
als.Composed = false;
mNodeElement_List.push_back(ne); // and to node element list because its a new object in graph.
ParseHelper_Node_Exit();
// check that all components was defined
if (!(read_flag[0] && read_flag[1] && read_flag[2])) {
throw DeadlyImportError("Not all color components are defined.");
}
else
{
mNodeElement_Cur->Child.push_back(ne);// Add element to child list of current element
}
als.Composed = false;
mNodeElement_List.push_back(ne);// and to node element list because its a new object in graph.
}
// <material
@@ -113,25 +122,45 @@ void AMFImporter::ParseNode_Color(XmlNode &node) {
// An available material.
// Multi elements - Yes.
// Parent element - <amf>.
void AMFImporter::ParseNode_Material(XmlNode &node) {
// create new object and assign read data
std::string id = node.attribute("id").as_string();
AMFNodeElementBase *ne = new AMFMaterial(mNodeElement_Cur);
((AMFMaterial*)ne)->ID = id;
void AMFImporter::ParseNode_Material() {
std::string id;
CAMFImporter_NodeElement* ne;
// Read attributes for node <color>.
MACRO_ATTRREAD_LOOPBEG;
MACRO_ATTRREAD_CHECK_RET("id", id, mReader->getAttributeValue);
MACRO_ATTRREAD_LOOPEND;
// create new object.
ne = new CAMFImporter_NodeElement_Material(mNodeElement_Cur);
// and assign read data
((CAMFImporter_NodeElement_Material*)ne)->ID = id;
// Check for child nodes
if (!node.empty()) {
ParseHelper_Node_Enter(ne);
for (pugi::xml_node &child : node.children()) {
const std::string name = child.name();
if (name == "color") {
ParseNode_Color(child);
} else if (name == "metadata") {
ParseNode_Metadata(child);
if(!mReader->isEmptyElement())
{
bool col_read = false;
ParseHelper_Node_Enter(ne);
MACRO_NODECHECK_LOOPBEGIN("material");
if(XML_CheckNode_NameEqual("color"))
{
// Check if data already defined.
if(col_read) Throw_MoreThanOnceDefined("color", "Only one color can be defined for <material>.");
// read data and set flag about it
ParseNode_Color();
col_read = true;
continue;
}
}
ParseHelper_Node_Exit();
} else {
if(XML_CheckNode_NameEqual("metadata")) { ParseNode_Metadata(); continue; }
MACRO_NODECHECK_LOOPEND("material");
ParseHelper_Node_Exit();
}
else
{
mNodeElement_Cur->Child.push_back(ne);// Add element to child list of current element
}
@@ -154,39 +183,51 @@ void AMFImporter::ParseNode_Material(XmlNode &node) {
// then layer by layer.
// Multi elements - Yes.
// Parent element - <amf>.
void AMFImporter::ParseNode_Texture(XmlNode &node) {
const std::string id = node.attribute("id").as_string();
const uint32_t width = node.attribute("width").as_uint();
const uint32_t height = node.attribute("height").as_uint();
uint32_t depth = node.attribute("depth").as_uint();
const std::string type = node.attribute("type").as_string();
bool tiled = node.attribute("tiled").as_bool();
if (node.empty()) {
return;
}
// create new texture object.
AMFNodeElementBase *ne = new AMFTexture(mNodeElement_Cur);
AMFTexture& als = *((AMFTexture*)ne);// alias for convenience
void AMFImporter::ParseNode_Texture()
{
std::string id;
uint32_t width = 0;
uint32_t height = 0;
uint32_t depth = 1;
std::string type;
bool tiled = false;
std::string enc64_data;
XmlParser::getValueAsString(node, enc64_data);
// Check for child nodes
// Read attributes for node <color>.
MACRO_ATTRREAD_LOOPBEG;
MACRO_ATTRREAD_CHECK_RET("id", id, mReader->getAttributeValue);
MACRO_ATTRREAD_CHECK_RET("width", width, XML_ReadNode_GetAttrVal_AsU32);
MACRO_ATTRREAD_CHECK_RET("height", height, XML_ReadNode_GetAttrVal_AsU32);
MACRO_ATTRREAD_CHECK_RET("depth", depth, XML_ReadNode_GetAttrVal_AsU32);
MACRO_ATTRREAD_CHECK_RET("type", type, mReader->getAttributeValue);
MACRO_ATTRREAD_CHECK_RET("tiled", tiled, XML_ReadNode_GetAttrVal_AsBool);
MACRO_ATTRREAD_LOOPEND;
// create new texture object.
CAMFImporter_NodeElement *ne = new CAMFImporter_NodeElement_Texture(mNodeElement_Cur);
CAMFImporter_NodeElement_Texture& als = *((CAMFImporter_NodeElement_Texture*)ne);// alias for convenience
// Check for child nodes
if (!mReader->isEmptyElement()) {
XML_ReadNode_GetVal_AsString(enc64_data);
}
// check that all components was defined
if (id.empty()) {
throw DeadlyImportError("ID for texture must be defined.");
throw DeadlyImportError("ID for texture must be defined.");
}
if (width < 1) {
throw DeadlyImportError("Invalid width for texture.");
Throw_IncorrectAttrValue("width");
}
if (height < 1) {
throw DeadlyImportError("Invalid height for texture.");
}
Throw_IncorrectAttrValue("height");
}
if (depth < 1) {
Throw_IncorrectAttrValue("depth");
}
if (type != "grayscale") {
throw DeadlyImportError("Invalid type for texture.");
Throw_IncorrectAttrValue("type");
}
if (enc64_data.empty()) {
throw DeadlyImportError("Texture data not defined.");
@@ -198,9 +239,7 @@ void AMFImporter::ParseNode_Texture(XmlNode &node) {
als.Depth = depth;
als.Tiled = tiled;
ParseHelper_Decode_Base64(enc64_data, als.Data);
if (depth == 0) {
depth = (uint32_t)(als.Data.size() / (width * height));
}
// check data size
if ((width * height * depth) != als.Data.size()) {
throw DeadlyImportError("Texture has incorrect data size.");
@@ -224,94 +263,57 @@ void AMFImporter::ParseNode_Texture(XmlNode &node) {
// <utex1>, <utex2>, <utex3>, <vtex1>, <vtex2>, <vtex3>. Old name: <u1>, <u2>, <u3>, <v1>, <v2>, <v3>.
// Multi elements - No.
// Texture coordinates for every vertex of triangle.
void AMFImporter::ParseNode_TexMap(XmlNode &node, const bool pUseOldName) {
// Read attributes for node <color>.
AMFNodeElementBase *ne = new AMFTexMap(mNodeElement_Cur);
AMFTexMap &als = *((AMFTexMap *)ne); //
void AMFImporter::ParseNode_TexMap(const bool pUseOldName) {
std::string rtexid, gtexid, btexid, atexid;
if (!node.empty()) {
for (pugi::xml_attribute &attr : node.attributes()) {
const std::string &currentAttr = attr.name();
if (currentAttr == "rtexid") {
rtexid = attr.as_string();
} else if (currentAttr == "gtexid") {
gtexid = attr.as_string();
} else if (currentAttr == "btexid") {
btexid = attr.as_string();
} else if (currentAttr == "atexid") {
atexid = attr.as_string();
}
}
}
// create new texture coordinates object, alias for convenience
// Read attributes for node <color>.
MACRO_ATTRREAD_LOOPBEG;
MACRO_ATTRREAD_CHECK_RET("rtexid", rtexid, mReader->getAttributeValue);
MACRO_ATTRREAD_CHECK_RET("gtexid", gtexid, mReader->getAttributeValue);
MACRO_ATTRREAD_CHECK_RET("btexid", btexid, mReader->getAttributeValue);
MACRO_ATTRREAD_CHECK_RET("atexid", atexid, mReader->getAttributeValue);
MACRO_ATTRREAD_LOOPEND;
// create new texture coordinates object.
CAMFImporter_NodeElement *ne = new CAMFImporter_NodeElement_TexMap(mNodeElement_Cur);
CAMFImporter_NodeElement_TexMap& als = *((CAMFImporter_NodeElement_TexMap*)ne);// alias for convenience
// check data
if (rtexid.empty() && gtexid.empty() && btexid.empty()) {
throw DeadlyImportError("ParseNode_TexMap. At least one texture ID must be defined.");
}
if(rtexid.empty() && gtexid.empty() && btexid.empty()) throw DeadlyImportError("ParseNode_TexMap. At least one texture ID must be defined.");
// Check for children nodes
if (node.children().begin() == node.children().end()) {
throw DeadlyImportError("Invalid children definition.");
}
XML_CheckNode_MustHaveChildren();
// read children nodes
bool read_flag[6] = { false, false, false, false, false, false };
if (!pUseOldName) {
ParseHelper_Node_Enter(ne);
for ( XmlNode &currentNode : node.children()) {
const std::string &name = currentNode.name();
if (name == "utex1") {
read_flag[0] = true;
XmlParser::getValueAsFloat(node, als.TextureCoordinate[0].x);
} else if (name == "utex2") {
read_flag[1] = true;
XmlParser::getValueAsFloat(node, als.TextureCoordinate[1].x);
} else if (name == "utex3") {
read_flag[2] = true;
XmlParser::getValueAsFloat(node, als.TextureCoordinate[2].x);
} else if (name == "vtex1") {
read_flag[3] = true;
XmlParser::getValueAsFloat(node, als.TextureCoordinate[0].y);
} else if (name == "vtex2") {
read_flag[4] = true;
XmlParser::getValueAsFloat(node, als.TextureCoordinate[1].y);
} else if (name == "vtex3") {
read_flag[5] = true;
XmlParser::getValueAsFloat(node, als.TextureCoordinate[2].y);
}
}
ParseHelper_Node_Exit();
} else {
for (pugi::xml_attribute &attr : node.attributes()) {
const std::string name = attr.name();
if (name == "u") {
read_flag[0] = true;
als.TextureCoordinate[0].x = attr.as_float();
} else if (name == "u2") {
read_flag[1] = true;
als.TextureCoordinate[1].x = attr.as_float();
} else if (name == "u3") {
read_flag[2] = true;
als.TextureCoordinate[2].x = attr.as_float();
} else if (name == "v1") {
read_flag[3] = true;
als.TextureCoordinate[0].y = attr.as_float();
} else if (name == "v2") {
read_flag[4] = true;
als.TextureCoordinate[1].y = attr.as_float();
} else if (name == "v3") {
read_flag[5] = true;
als.TextureCoordinate[0].y = attr.as_float();
}
}
ParseHelper_Node_Enter(ne);
if(!pUseOldName)
{
MACRO_NODECHECK_LOOPBEGIN("texmap");
MACRO_NODECHECK_READCOMP_F("utex1", read_flag[0], als.TextureCoordinate[0].x);
MACRO_NODECHECK_READCOMP_F("utex2", read_flag[1], als.TextureCoordinate[1].x);
MACRO_NODECHECK_READCOMP_F("utex3", read_flag[2], als.TextureCoordinate[2].x);
MACRO_NODECHECK_READCOMP_F("vtex1", read_flag[3], als.TextureCoordinate[0].y);
MACRO_NODECHECK_READCOMP_F("vtex2", read_flag[4], als.TextureCoordinate[1].y);
MACRO_NODECHECK_READCOMP_F("vtex3", read_flag[5], als.TextureCoordinate[2].y);
MACRO_NODECHECK_LOOPEND("texmap");
}
else
{
MACRO_NODECHECK_LOOPBEGIN("map");
MACRO_NODECHECK_READCOMP_F("u1", read_flag[0], als.TextureCoordinate[0].x);
MACRO_NODECHECK_READCOMP_F("u2", read_flag[1], als.TextureCoordinate[1].x);
MACRO_NODECHECK_READCOMP_F("u3", read_flag[2], als.TextureCoordinate[2].x);
MACRO_NODECHECK_READCOMP_F("v1", read_flag[3], als.TextureCoordinate[0].y);
MACRO_NODECHECK_READCOMP_F("v2", read_flag[4], als.TextureCoordinate[1].y);
MACRO_NODECHECK_READCOMP_F("v3", read_flag[5], als.TextureCoordinate[2].y);
MACRO_NODECHECK_LOOPEND("map");
}// if(!pUseOldName) else
ParseHelper_Node_Exit();
// check that all components was defined
if (!(read_flag[0] && read_flag[1] && read_flag[2] && read_flag[3] && read_flag[4] && read_flag[5])) {
if(!(read_flag[0] && read_flag[1] && read_flag[2] && read_flag[3] && read_flag[4] && read_flag[5]))
throw DeadlyImportError("Not all texture coordinates are defined.");
}
// copy attributes data
als.TextureID_R = rtexid;
@@ -319,7 +321,7 @@ void AMFImporter::ParseNode_TexMap(XmlNode &node, const bool pUseOldName) {
als.TextureID_B = btexid;
als.TextureID_A = atexid;
mNodeElement_List.push_back(ne);
mNodeElement_List.push_back(ne);// add to node element list because its a new object in graph.
}
}// namespace Assimp

View File

@@ -0,0 +1,340 @@
/*
---------------------------------------------------------------------------
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,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/// \file AMFImporter_Node.hpp
/// \brief Elements of scene graph.
/// \date 2016
/// \author smal.root@gmail.com
#pragma once
#ifndef INCLUDED_AI_AMF_IMPORTER_NODE_H
#define INCLUDED_AI_AMF_IMPORTER_NODE_H
// Header files, stdlib.
#include <list>
#include <string>
#include <vector>
// Header files, Assimp.
#include "assimp/types.h"
#include "assimp/scene.h"
/// \class CAMFImporter_NodeElement
/// Base class for elements of nodes.
class CAMFImporter_NodeElement {
public:
/// Define what data type contain node element.
enum EType {
ENET_Color, ///< Color element: <color>.
ENET_Constellation,///< Grouping element: <constellation>.
ENET_Coordinates, ///< Coordinates element: <coordinates>.
ENET_Edge, ///< Edge element: <edge>.
ENET_Instance, ///< Grouping element: <constellation>.
ENET_Material, ///< Material element: <material>.
ENET_Metadata, ///< Metadata element: <metadata>.
ENET_Mesh, ///< Metadata element: <mesh>.
ENET_Object, ///< Element which hold object: <object>.
ENET_Root, ///< Root element: <amf>.
ENET_Triangle, ///< Triangle element: <triangle>.
ENET_TexMap, ///< Texture coordinates element: <texmap> or <map>.
ENET_Texture, ///< Texture element: <texture>.
ENET_Vertex, ///< Vertex element: <vertex>.
ENET_Vertices, ///< Vertex element: <vertices>.
ENET_Volume, ///< Volume element: <volume>.
ENET_Invalid ///< Element has invalid type and possible contain invalid data.
};
const EType Type;///< Type of element.
std::string ID;///< ID of element.
CAMFImporter_NodeElement* Parent;///< Parent element. If nullptr then this node is root.
std::list<CAMFImporter_NodeElement*> Child;///< Child elements.
public: /// Destructor, virtual..
virtual ~CAMFImporter_NodeElement() {
// empty
}
/// Disabled copy constructor and co.
CAMFImporter_NodeElement(const CAMFImporter_NodeElement& pNodeElement) = delete;
CAMFImporter_NodeElement(CAMFImporter_NodeElement&&) = delete;
CAMFImporter_NodeElement& operator=(const CAMFImporter_NodeElement& pNodeElement) = delete;
CAMFImporter_NodeElement() = delete;
protected:
/// In constructor inheritor must set element type.
/// \param [in] pType - element type.
/// \param [in] pParent - parent element.
CAMFImporter_NodeElement(const EType pType, CAMFImporter_NodeElement* pParent)
: Type(pType)
, ID()
, Parent(pParent)
, Child() {
// empty
}
};// class IAMFImporter_NodeElement
/// \struct CAMFImporter_NodeElement_Constellation
/// A collection of objects or constellations with specific relative locations.
struct CAMFImporter_NodeElement_Constellation : public CAMFImporter_NodeElement {
/// Constructor.
/// \param [in] pParent - pointer to parent node.
CAMFImporter_NodeElement_Constellation(CAMFImporter_NodeElement* pParent)
: CAMFImporter_NodeElement(ENET_Constellation, pParent)
{}
};// struct CAMFImporter_NodeElement_Constellation
/// \struct CAMFImporter_NodeElement_Instance
/// Part of constellation.
struct CAMFImporter_NodeElement_Instance : public CAMFImporter_NodeElement {
std::string ObjectID;///< ID of object for instantiation.
/// \var Delta - The distance of translation in the x, y, or z direction, respectively, in the referenced object's coordinate system, to
/// create an instance of the object in the current constellation.
aiVector3D Delta;
/// \var Rotation - The rotation, in degrees, to rotate the referenced object about its x, y, and z axes, respectively, to create an
/// instance of the object in the current constellation. Rotations shall be executed in order of x first, then y, then z.
aiVector3D Rotation;
/// Constructor.
/// \param [in] pParent - pointer to parent node.
CAMFImporter_NodeElement_Instance(CAMFImporter_NodeElement* pParent)
: CAMFImporter_NodeElement(ENET_Instance, pParent)
{}
};
/// \struct CAMFImporter_NodeElement_Metadata
/// Structure that define metadata node.
struct CAMFImporter_NodeElement_Metadata : public CAMFImporter_NodeElement {
std::string Type;///< Type of "Value".
std::string Value;///< Value.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
CAMFImporter_NodeElement_Metadata(CAMFImporter_NodeElement* pParent)
: CAMFImporter_NodeElement(ENET_Metadata, pParent)
{}
};
/// \struct CAMFImporter_NodeElement_Root
/// Structure that define root node.
struct CAMFImporter_NodeElement_Root : public CAMFImporter_NodeElement {
std::string Unit;///< The units to be used. May be "inch", "millimeter", "meter", "feet", or "micron".
std::string Version;///< Version of format.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
CAMFImporter_NodeElement_Root(CAMFImporter_NodeElement* pParent)
: CAMFImporter_NodeElement(ENET_Root, pParent)
{}
};
/// \struct CAMFImporter_NodeElement_Color
/// Structure that define object node.
struct CAMFImporter_NodeElement_Color : public CAMFImporter_NodeElement {
bool Composed; ///< Type of color stored: if true then look for formula in \ref Color_Composed[4], else - in \ref Color.
std::string Color_Composed[4]; ///< By components formulas of composed color. [0..3] - RGBA.
aiColor4D Color; ///< Constant color.
std::string Profile; ///< The ICC color space used to interpret the three color channels r, g and b..
/// @brief Constructor.
/// @param [in] pParent - pointer to parent node.
CAMFImporter_NodeElement_Color(CAMFImporter_NodeElement* pParent)
: CAMFImporter_NodeElement(ENET_Color, pParent)
, Composed( false )
, Color()
, Profile() {
// empty
}
};
/// \struct CAMFImporter_NodeElement_Material
/// Structure that define material node.
struct CAMFImporter_NodeElement_Material : public CAMFImporter_NodeElement {
/// Constructor.
/// \param [in] pParent - pointer to parent node.
CAMFImporter_NodeElement_Material(CAMFImporter_NodeElement* pParent)
: CAMFImporter_NodeElement(ENET_Material, pParent)
{}
};
/// \struct CAMFImporter_NodeElement_Object
/// Structure that define object node.
struct CAMFImporter_NodeElement_Object : public CAMFImporter_NodeElement {
/// Constructor.
/// \param [in] pParent - pointer to parent node.
CAMFImporter_NodeElement_Object(CAMFImporter_NodeElement* pParent)
: CAMFImporter_NodeElement(ENET_Object, pParent)
{}
};
/// \struct CAMFImporter_NodeElement_Mesh
/// Structure that define mesh node.
struct CAMFImporter_NodeElement_Mesh : public CAMFImporter_NodeElement {
/// Constructor.
/// \param [in] pParent - pointer to parent node.
CAMFImporter_NodeElement_Mesh(CAMFImporter_NodeElement* pParent)
: CAMFImporter_NodeElement(ENET_Mesh, pParent)
{}
};
/// \struct CAMFImporter_NodeElement_Vertex
/// Structure that define vertex node.
struct CAMFImporter_NodeElement_Vertex : public CAMFImporter_NodeElement {
/// Constructor.
/// \param [in] pParent - pointer to parent node.
CAMFImporter_NodeElement_Vertex(CAMFImporter_NodeElement* pParent)
: CAMFImporter_NodeElement(ENET_Vertex, pParent)
{}
};
/// \struct CAMFImporter_NodeElement_Edge
/// Structure that define edge node.
struct CAMFImporter_NodeElement_Edge : public CAMFImporter_NodeElement {
/// Constructor.
/// \param [in] pParent - pointer to parent node.
CAMFImporter_NodeElement_Edge(CAMFImporter_NodeElement* pParent)
: CAMFImporter_NodeElement(ENET_Edge, pParent)
{}
};
/// \struct CAMFImporter_NodeElement_Vertices
/// Structure that define vertices node.
struct CAMFImporter_NodeElement_Vertices : public CAMFImporter_NodeElement {
/// Constructor.
/// \param [in] pParent - pointer to parent node.
CAMFImporter_NodeElement_Vertices(CAMFImporter_NodeElement* pParent)
: CAMFImporter_NodeElement(ENET_Vertices, pParent)
{}
};
/// \struct CAMFImporter_NodeElement_Volume
/// Structure that define volume node.
struct CAMFImporter_NodeElement_Volume : public CAMFImporter_NodeElement {
std::string MaterialID;///< Which material to use.
std::string Type;///< What this volume describes can be “region” or “support”. If none specified, “object” is assumed.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
CAMFImporter_NodeElement_Volume(CAMFImporter_NodeElement* pParent)
: CAMFImporter_NodeElement(ENET_Volume, pParent)
{}
};
/// \struct CAMFImporter_NodeElement_Coordinates
/// Structure that define coordinates node.
struct CAMFImporter_NodeElement_Coordinates : public CAMFImporter_NodeElement
{
aiVector3D Coordinate;///< Coordinate.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
CAMFImporter_NodeElement_Coordinates(CAMFImporter_NodeElement* pParent)
: CAMFImporter_NodeElement(ENET_Coordinates, pParent)
{}
};
/// \struct CAMFImporter_NodeElement_TexMap
/// Structure that define texture coordinates node.
struct CAMFImporter_NodeElement_TexMap : public CAMFImporter_NodeElement {
aiVector3D TextureCoordinate[3];///< Texture coordinates.
std::string TextureID_R;///< Texture ID for red color component.
std::string TextureID_G;///< Texture ID for green color component.
std::string TextureID_B;///< Texture ID for blue color component.
std::string TextureID_A;///< Texture ID for alpha color component.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
CAMFImporter_NodeElement_TexMap(CAMFImporter_NodeElement* pParent)
: CAMFImporter_NodeElement(ENET_TexMap, pParent)
, TextureCoordinate{}
, TextureID_R()
, TextureID_G()
, TextureID_B()
, TextureID_A() {
// empty
}
};
/// \struct CAMFImporter_NodeElement_Triangle
/// Structure that define triangle node.
struct CAMFImporter_NodeElement_Triangle : public CAMFImporter_NodeElement {
size_t V[3];///< Triangle vertices.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
CAMFImporter_NodeElement_Triangle(CAMFImporter_NodeElement* pParent)
: CAMFImporter_NodeElement(ENET_Triangle, pParent) {
// empty
}
};
/// Structure that define texture node.
struct CAMFImporter_NodeElement_Texture : public CAMFImporter_NodeElement {
size_t Width, Height, Depth;///< Size of the texture.
std::vector<uint8_t> Data;///< Data of the texture.
bool Tiled;
/// Constructor.
/// \param [in] pParent - pointer to parent node.
CAMFImporter_NodeElement_Texture(CAMFImporter_NodeElement* pParent)
: CAMFImporter_NodeElement(ENET_Texture, pParent)
, Width( 0 )
, Height( 0 )
, Depth( 0 )
, Data()
, Tiled( false ){
// empty
}
};
#endif // INCLUDED_AI_AMF_IMPORTER_NODE_H

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@@ -0,0 +1,978 @@
/*
---------------------------------------------------------------------------
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,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/// \file AMFImporter_Postprocess.cpp
/// \brief Convert built scenegraph and objects to Assimp scenegraph.
/// \date 2016
/// \author smal.root@gmail.com
#ifndef ASSIMP_BUILD_NO_AMF_IMPORTER
#include "AMFImporter.hpp"
// Header files, Assimp.
#include <assimp/SceneCombiner.h>
#include <assimp/StandardShapes.h>
#include <assimp/StringUtils.h>
// Header files, stdlib.
#include <iterator>
namespace Assimp
{
aiColor4D AMFImporter::SPP_Material::GetColor(const float /*pX*/, const float /*pY*/, const float /*pZ*/) const
{
aiColor4D tcol;
// Check if stored data are supported.
if(!Composition.empty())
{
throw DeadlyImportError("IME. GetColor for composition");
}
else if(Color->Composed)
{
throw DeadlyImportError("IME. GetColor, composed color");
}
else
{
tcol = Color->Color;
}
// Check if default color must be used
if((tcol.r == 0) && (tcol.g == 0) && (tcol.b == 0) && (tcol.a == 0))
{
tcol.r = 0.5f;
tcol.g = 0.5f;
tcol.b = 0.5f;
tcol.a = 1;
}
return tcol;
}
void AMFImporter::PostprocessHelper_CreateMeshDataArray(const CAMFImporter_NodeElement_Mesh& pNodeElement, std::vector<aiVector3D>& pVertexCoordinateArray,
std::vector<CAMFImporter_NodeElement_Color*>& pVertexColorArray) const
{
CAMFImporter_NodeElement_Vertices* vn = nullptr;
size_t col_idx;
// All data stored in "vertices", search for it.
for(CAMFImporter_NodeElement* ne_child: pNodeElement.Child)
{
if(ne_child->Type == CAMFImporter_NodeElement::ENET_Vertices) vn = (CAMFImporter_NodeElement_Vertices*)ne_child;
}
// If "vertices" not found then no work for us.
if(vn == nullptr) return;
pVertexCoordinateArray.reserve(vn->Child.size());// all coordinates stored as child and we need to reserve space for future push_back's.
pVertexColorArray.resize(vn->Child.size());// colors count equal vertices count.
col_idx = 0;
// Inside vertices collect all data and place to arrays
for(CAMFImporter_NodeElement* vn_child: vn->Child)
{
// vertices, colors
if(vn_child->Type == CAMFImporter_NodeElement::ENET_Vertex)
{
// by default clear color for current vertex
pVertexColorArray[col_idx] = nullptr;
for(CAMFImporter_NodeElement* vtx: vn_child->Child)
{
if(vtx->Type == CAMFImporter_NodeElement::ENET_Coordinates)
{
pVertexCoordinateArray.push_back(((CAMFImporter_NodeElement_Coordinates*)vtx)->Coordinate);
continue;
}
if(vtx->Type == CAMFImporter_NodeElement::ENET_Color)
{
pVertexColorArray[col_idx] = (CAMFImporter_NodeElement_Color*)vtx;
continue;
}
}// for(CAMFImporter_NodeElement* vtx: vn_child->Child)
col_idx++;
}// if(vn_child->Type == CAMFImporter_NodeElement::ENET_Vertex)
}// for(CAMFImporter_NodeElement* vn_child: vn->Child)
}
size_t AMFImporter::PostprocessHelper_GetTextureID_Or_Create(const std::string& pID_R, const std::string& pID_G, const std::string& pID_B,
const std::string& pID_A)
{
size_t TextureConverted_Index;
std::string TextureConverted_ID;
// check input data
if(pID_R.empty() && pID_G.empty() && pID_B.empty() && pID_A.empty())
throw DeadlyImportError("PostprocessHelper_GetTextureID_Or_Create. At least one texture ID must be defined.");
// Create ID
TextureConverted_ID = pID_R + "_" + pID_G + "_" + pID_B + "_" + pID_A;
// Check if texture specified by set of IDs is converted already.
TextureConverted_Index = 0;
for(const SPP_Texture& tex_convd: mTexture_Converted)
{
if ( tex_convd.ID == TextureConverted_ID ) {
return TextureConverted_Index;
} else {
++TextureConverted_Index;
}
}
//
// Converted texture not found, create it.
//
CAMFImporter_NodeElement_Texture* src_texture[4]{nullptr};
std::vector<CAMFImporter_NodeElement_Texture*> src_texture_4check;
SPP_Texture converted_texture;
{// find all specified source textures
CAMFImporter_NodeElement* t_tex;
// R
if(!pID_R.empty())
{
if(!Find_NodeElement(pID_R, CAMFImporter_NodeElement::ENET_Texture, &t_tex)) Throw_ID_NotFound(pID_R);
src_texture[0] = (CAMFImporter_NodeElement_Texture*)t_tex;
src_texture_4check.push_back((CAMFImporter_NodeElement_Texture*)t_tex);
}
else
{
src_texture[0] = nullptr;
}
// G
if(!pID_G.empty())
{
if(!Find_NodeElement(pID_G, CAMFImporter_NodeElement::ENET_Texture, &t_tex)) Throw_ID_NotFound(pID_G);
src_texture[1] = (CAMFImporter_NodeElement_Texture*)t_tex;
src_texture_4check.push_back((CAMFImporter_NodeElement_Texture*)t_tex);
}
else
{
src_texture[1] = nullptr;
}
// B
if(!pID_B.empty())
{
if(!Find_NodeElement(pID_B, CAMFImporter_NodeElement::ENET_Texture, &t_tex)) Throw_ID_NotFound(pID_B);
src_texture[2] = (CAMFImporter_NodeElement_Texture*)t_tex;
src_texture_4check.push_back((CAMFImporter_NodeElement_Texture*)t_tex);
}
else
{
src_texture[2] = nullptr;
}
// A
if(!pID_A.empty())
{
if(!Find_NodeElement(pID_A, CAMFImporter_NodeElement::ENET_Texture, &t_tex)) Throw_ID_NotFound(pID_A);
src_texture[3] = (CAMFImporter_NodeElement_Texture*)t_tex;
src_texture_4check.push_back((CAMFImporter_NodeElement_Texture*)t_tex);
}
else
{
src_texture[3] = nullptr;
}
}// END: find all specified source textures
// check that all textures has same size
if(src_texture_4check.size() > 1)
{
for (size_t i = 0, i_e = (src_texture_4check.size() - 1); i < i_e; i++)
{
if((src_texture_4check[i]->Width != src_texture_4check[i + 1]->Width) || (src_texture_4check[i]->Height != src_texture_4check[i + 1]->Height) ||
(src_texture_4check[i]->Depth != src_texture_4check[i + 1]->Depth))
{
throw DeadlyImportError("PostprocessHelper_GetTextureID_Or_Create. Source texture must has the same size.");
}
}
}// if(src_texture_4check.size() > 1)
// set texture attributes
converted_texture.Width = src_texture_4check[0]->Width;
converted_texture.Height = src_texture_4check[0]->Height;
converted_texture.Depth = src_texture_4check[0]->Depth;
// if one of source texture is tiled then converted texture is tiled too.
converted_texture.Tiled = false;
for(uint8_t i = 0; i < src_texture_4check.size(); i++) converted_texture.Tiled |= src_texture_4check[i]->Tiled;
// Create format hint.
strcpy(converted_texture.FormatHint, "rgba0000");// copy initial string.
if(!pID_R.empty()) converted_texture.FormatHint[4] = '8';
if(!pID_G.empty()) converted_texture.FormatHint[5] = '8';
if(!pID_B.empty()) converted_texture.FormatHint[6] = '8';
if(!pID_A.empty()) converted_texture.FormatHint[7] = '8';
//
// Сopy data of textures.
//
size_t tex_size = 0;
size_t step = 0;
size_t off_g = 0;
size_t off_b = 0;
// Calculate size of the target array and rule how data will be copied.
if(!pID_R.empty() && nullptr != src_texture[ 0 ] ) {
tex_size += src_texture[0]->Data.size(); step++, off_g++, off_b++;
}
if(!pID_G.empty() && nullptr != src_texture[ 1 ] ) {
tex_size += src_texture[1]->Data.size(); step++, off_b++;
}
if(!pID_B.empty() && nullptr != src_texture[ 2 ] ) {
tex_size += src_texture[2]->Data.size(); step++;
}
if(!pID_A.empty() && nullptr != src_texture[ 3 ] ) {
tex_size += src_texture[3]->Data.size(); step++;
}
// Create target array.
converted_texture.Data = new uint8_t[tex_size];
// And copy data
auto CopyTextureData = [&](const std::string& pID, const size_t pOffset, const size_t pStep, const uint8_t pSrcTexNum) -> void
{
if(!pID.empty())
{
for(size_t idx_target = pOffset, idx_src = 0; idx_target < tex_size; idx_target += pStep, idx_src++) {
CAMFImporter_NodeElement_Texture* tex = src_texture[pSrcTexNum];
ai_assert(tex);
converted_texture.Data[idx_target] = tex->Data.at(idx_src);
}
}
};// auto CopyTextureData = [&](const size_t pOffset, const size_t pStep, const uint8_t pSrcTexNum) -> void
CopyTextureData(pID_R, 0, step, 0);
CopyTextureData(pID_G, off_g, step, 1);
CopyTextureData(pID_B, off_b, step, 2);
CopyTextureData(pID_A, step - 1, step, 3);
// Store new converted texture ID
converted_texture.ID = TextureConverted_ID;
// Store new converted texture
mTexture_Converted.push_back(converted_texture);
return TextureConverted_Index;
}
void AMFImporter::PostprocessHelper_SplitFacesByTextureID(std::list<SComplexFace>& pInputList, std::list<std::list<SComplexFace> >& pOutputList_Separated)
{
auto texmap_is_equal = [](const CAMFImporter_NodeElement_TexMap* pTexMap1, const CAMFImporter_NodeElement_TexMap* pTexMap2) -> bool
{
if((pTexMap1 == nullptr) && (pTexMap2 == nullptr)) return true;
if(pTexMap1 == nullptr) return false;
if(pTexMap2 == nullptr) return false;
if(pTexMap1->TextureID_R != pTexMap2->TextureID_R) return false;
if(pTexMap1->TextureID_G != pTexMap2->TextureID_G) return false;
if(pTexMap1->TextureID_B != pTexMap2->TextureID_B) return false;
if(pTexMap1->TextureID_A != pTexMap2->TextureID_A) return false;
return true;
};
pOutputList_Separated.clear();
if(pInputList.empty()) return;
do
{
SComplexFace face_start = pInputList.front();
std::list<SComplexFace> face_list_cur;
for(std::list<SComplexFace>::iterator it = pInputList.begin(), it_end = pInputList.end(); it != it_end;)
{
if(texmap_is_equal(face_start.TexMap, it->TexMap))
{
auto it_old = it;
++it;
face_list_cur.push_back(*it_old);
pInputList.erase(it_old);
}
else
{
++it;
}
}
if(!face_list_cur.empty()) pOutputList_Separated.push_back(face_list_cur);
} while(!pInputList.empty());
}
void AMFImporter::Postprocess_AddMetadata(const std::list<CAMFImporter_NodeElement_Metadata*>& metadataList, aiNode& sceneNode) const
{
if ( !metadataList.empty() )
{
if(sceneNode.mMetaData != nullptr) throw DeadlyImportError("Postprocess. MetaData member in node are not nullptr. Something went wrong.");
// copy collected metadata to output node.
sceneNode.mMetaData = aiMetadata::Alloc( static_cast<unsigned int>(metadataList.size()) );
size_t meta_idx( 0 );
for(const CAMFImporter_NodeElement_Metadata& metadata: metadataList)
{
sceneNode.mMetaData->Set(static_cast<unsigned int>(meta_idx++), metadata.Type, aiString(metadata.Value));
}
}// if(!metadataList.empty())
}
void AMFImporter::Postprocess_BuildNodeAndObject(const CAMFImporter_NodeElement_Object& pNodeElement, std::list<aiMesh*>& pMeshList, aiNode** pSceneNode)
{
CAMFImporter_NodeElement_Color* object_color = nullptr;
// create new aiNode and set name as <object> has.
*pSceneNode = new aiNode;
(*pSceneNode)->mName = pNodeElement.ID;
// read mesh and color
for(const CAMFImporter_NodeElement* ne_child: pNodeElement.Child)
{
std::vector<aiVector3D> vertex_arr;
std::vector<CAMFImporter_NodeElement_Color*> color_arr;
// color for object
if(ne_child->Type == CAMFImporter_NodeElement::ENET_Color) object_color = (CAMFImporter_NodeElement_Color*)ne_child;
if(ne_child->Type == CAMFImporter_NodeElement::ENET_Mesh)
{
// Create arrays from children of mesh: vertices.
PostprocessHelper_CreateMeshDataArray(*((CAMFImporter_NodeElement_Mesh*)ne_child), vertex_arr, color_arr);
// Use this arrays as a source when creating every aiMesh
Postprocess_BuildMeshSet(*((CAMFImporter_NodeElement_Mesh*)ne_child), vertex_arr, color_arr, object_color, pMeshList, **pSceneNode);
}
}// for(const CAMFImporter_NodeElement* ne_child: pNodeElement)
}
void AMFImporter::Postprocess_BuildMeshSet(const CAMFImporter_NodeElement_Mesh& pNodeElement, const std::vector<aiVector3D>& pVertexCoordinateArray,
const std::vector<CAMFImporter_NodeElement_Color*>& pVertexColorArray,
const CAMFImporter_NodeElement_Color* pObjectColor, std::list<aiMesh*>& pMeshList, aiNode& pSceneNode)
{
std::list<unsigned int> mesh_idx;
// all data stored in "volume", search for it.
for(const CAMFImporter_NodeElement* ne_child: pNodeElement.Child)
{
const CAMFImporter_NodeElement_Color* ne_volume_color = nullptr;
const SPP_Material* cur_mat = nullptr;
if(ne_child->Type == CAMFImporter_NodeElement::ENET_Volume)
{
/******************* Get faces *******************/
const CAMFImporter_NodeElement_Volume* ne_volume = reinterpret_cast<const CAMFImporter_NodeElement_Volume*>(ne_child);
std::list<SComplexFace> complex_faces_list;// List of the faces of the volume.
std::list<std::list<SComplexFace> > complex_faces_toplist;// List of the face list for every mesh.
// check if volume use material
if(!ne_volume->MaterialID.empty())
{
if(!Find_ConvertedMaterial(ne_volume->MaterialID, &cur_mat)) Throw_ID_NotFound(ne_volume->MaterialID);
}
// inside "volume" collect all data and place to arrays or create new objects
for(const CAMFImporter_NodeElement* ne_volume_child: ne_volume->Child)
{
// color for volume
if(ne_volume_child->Type == CAMFImporter_NodeElement::ENET_Color)
{
ne_volume_color = reinterpret_cast<const CAMFImporter_NodeElement_Color*>(ne_volume_child);
}
else if(ne_volume_child->Type == CAMFImporter_NodeElement::ENET_Triangle)// triangles, triangles colors
{
const CAMFImporter_NodeElement_Triangle& tri_al = *reinterpret_cast<const CAMFImporter_NodeElement_Triangle*>(ne_volume_child);
SComplexFace complex_face;
// initialize pointers
complex_face.Color = nullptr;
complex_face.TexMap = nullptr;
// get data from triangle children: color, texture coordinates.
if(tri_al.Child.size())
{
for(const CAMFImporter_NodeElement* ne_triangle_child: tri_al.Child)
{
if(ne_triangle_child->Type == CAMFImporter_NodeElement::ENET_Color)
complex_face.Color = reinterpret_cast<const CAMFImporter_NodeElement_Color*>(ne_triangle_child);
else if(ne_triangle_child->Type == CAMFImporter_NodeElement::ENET_TexMap)
complex_face.TexMap = reinterpret_cast<const CAMFImporter_NodeElement_TexMap*>(ne_triangle_child);
}
}// if(tri_al.Child.size())
// create new face and store it.
complex_face.Face.mNumIndices = 3;
complex_face.Face.mIndices = new unsigned int[3];
complex_face.Face.mIndices[0] = static_cast<unsigned int>(tri_al.V[0]);
complex_face.Face.mIndices[1] = static_cast<unsigned int>(tri_al.V[1]);
complex_face.Face.mIndices[2] = static_cast<unsigned int>(tri_al.V[2]);
complex_faces_list.push_back(complex_face);
}
}// for(const CAMFImporter_NodeElement* ne_volume_child: ne_volume->Child)
/**** Split faces list: one list per mesh ****/
PostprocessHelper_SplitFacesByTextureID(complex_faces_list, complex_faces_toplist);
/***** Create mesh for every faces list ******/
for(std::list<SComplexFace>& face_list_cur: complex_faces_toplist)
{
auto VertexIndex_GetMinimal = [](const std::list<SComplexFace>& pFaceList, const size_t* pBiggerThan) -> size_t
{
size_t rv;
if(pBiggerThan != nullptr)
{
bool found = false;
for(const SComplexFace& face: pFaceList)
{
for(size_t idx_vert = 0; idx_vert < face.Face.mNumIndices; idx_vert++)
{
if(face.Face.mIndices[idx_vert] > *pBiggerThan)
{
rv = face.Face.mIndices[idx_vert];
found = true;
break;
}
}
if(found) break;
}
if(!found) return *pBiggerThan;
}
else
{
rv = pFaceList.front().Face.mIndices[0];
}// if(pBiggerThan != nullptr) else
for(const SComplexFace& face: pFaceList)
{
for(size_t vi = 0; vi < face.Face.mNumIndices; vi++)
{
if(face.Face.mIndices[vi] < rv)
{
if(pBiggerThan != nullptr)
{
if(face.Face.mIndices[vi] > *pBiggerThan) rv = face.Face.mIndices[vi];
}
else
{
rv = face.Face.mIndices[vi];
}
}
}
}// for(const SComplexFace& face: pFaceList)
return rv;
};// auto VertexIndex_GetMinimal = [](const std::list<SComplexFace>& pFaceList, const size_t* pBiggerThan) -> size_t
auto VertexIndex_Replace = [](std::list<SComplexFace>& pFaceList, const size_t pIdx_From, const size_t pIdx_To) -> void
{
for(const SComplexFace& face: pFaceList)
{
for(size_t vi = 0; vi < face.Face.mNumIndices; vi++)
{
if(face.Face.mIndices[vi] == pIdx_From) face.Face.mIndices[vi] = static_cast<unsigned int>(pIdx_To);
}
}
};// auto VertexIndex_Replace = [](std::list<SComplexFace>& pFaceList, const size_t pIdx_From, const size_t pIdx_To) -> void
auto Vertex_CalculateColor = [&](const size_t pIdx) -> aiColor4D
{
// Color priorities(In descending order):
// 1. triangle color;
// 2. vertex color;
// 3. volume color;
// 4. object color;
// 5. material;
// 6. default - invisible coat.
//
// Fill vertices colors in color priority list above that's points from 1 to 6.
if((pIdx < pVertexColorArray.size()) && (pVertexColorArray[pIdx] != nullptr))// check for vertex color
{
if(pVertexColorArray[pIdx]->Composed)
throw DeadlyImportError("IME: vertex color composed");
else
return pVertexColorArray[pIdx]->Color;
}
else if(ne_volume_color != nullptr)// check for volume color
{
if(ne_volume_color->Composed)
throw DeadlyImportError("IME: volume color composed");
else
return ne_volume_color->Color;
}
else if(pObjectColor != nullptr)// check for object color
{
if(pObjectColor->Composed)
throw DeadlyImportError("IME: object color composed");
else
return pObjectColor->Color;
}
else if(cur_mat != nullptr)// check for material
{
return cur_mat->GetColor(pVertexCoordinateArray.at(pIdx).x, pVertexCoordinateArray.at(pIdx).y, pVertexCoordinateArray.at(pIdx).z);
}
else// set default color.
{
return {0, 0, 0, 0};
}// if((vi < pVertexColorArray.size()) && (pVertexColorArray[vi] != nullptr)) else
};// auto Vertex_CalculateColor = [&](const size_t pIdx) -> aiColor4D
aiMesh* tmesh = new aiMesh;
tmesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;// Only triangles is supported by AMF.
//
// set geometry and colors (vertices)
//
// copy faces/triangles
tmesh->mNumFaces = static_cast<unsigned int>(face_list_cur.size());
tmesh->mFaces = new aiFace[tmesh->mNumFaces];
// Create vertices list and optimize indices. Optimisation mean following.In AMF all volumes use one big list of vertices. And one volume
// can use only part of vertices list, for example: vertices list contain few thousands of vertices and volume use vertices 1, 3, 10.
// Do you need all this thousands of garbage? Of course no. So, optimisation step transformate sparse indices set to continuous.
size_t VertexCount_Max = tmesh->mNumFaces * 3;// 3 - triangles.
std::vector<aiVector3D> vert_arr, texcoord_arr;
std::vector<aiColor4D> col_arr;
vert_arr.reserve(VertexCount_Max * 2);// "* 2" - see below TODO.
col_arr.reserve(VertexCount_Max * 2);
{// fill arrays
size_t vert_idx_from, vert_idx_to;
// first iteration.
vert_idx_to = 0;
vert_idx_from = VertexIndex_GetMinimal(face_list_cur, nullptr);
vert_arr.push_back(pVertexCoordinateArray.at(vert_idx_from));
col_arr.push_back(Vertex_CalculateColor(vert_idx_from));
if(vert_idx_from != vert_idx_to) VertexIndex_Replace(face_list_cur, vert_idx_from, vert_idx_to);
// rest iterations
do
{
vert_idx_from = VertexIndex_GetMinimal(face_list_cur, &vert_idx_to);
if(vert_idx_from == vert_idx_to) break;// all indices are transferred,
vert_arr.push_back(pVertexCoordinateArray.at(vert_idx_from));
col_arr.push_back(Vertex_CalculateColor(vert_idx_from));
vert_idx_to++;
if(vert_idx_from != vert_idx_to) VertexIndex_Replace(face_list_cur, vert_idx_from, vert_idx_to);
} while(true);
}// fill arrays. END.
//
// check if triangle colors are used and create additional faces if needed.
//
for(const SComplexFace& face_cur: face_list_cur)
{
if(face_cur.Color != nullptr)
{
aiColor4D face_color;
size_t vert_idx_new = vert_arr.size();
if(face_cur.Color->Composed)
throw DeadlyImportError("IME: face color composed");
else
face_color = face_cur.Color->Color;
for(size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++)
{
vert_arr.push_back(vert_arr.at(face_cur.Face.mIndices[idx_ind]));
col_arr.push_back(face_color);
face_cur.Face.mIndices[idx_ind] = static_cast<unsigned int>(vert_idx_new++);
}
}// if(face_cur.Color != nullptr)
}// for(const SComplexFace& face_cur: face_list_cur)
//
// if texture is used then copy texture coordinates too.
//
if(face_list_cur.front().TexMap != nullptr)
{
size_t idx_vert_new = vert_arr.size();
///TODO: clean unused vertices. "* 2": in certain cases - mesh full of triangle colors - vert_arr will contain duplicated vertices for
/// colored triangles and initial vertices (for colored vertices) which in real became unused. This part need more thinking about
/// optimisation.
bool* idx_vert_used;
idx_vert_used = new bool[VertexCount_Max * 2];
for(size_t i = 0, i_e = VertexCount_Max * 2; i < i_e; i++) idx_vert_used[i] = false;
// This ID's will be used when set materials ID in scene.
tmesh->mMaterialIndex = static_cast<unsigned int>(PostprocessHelper_GetTextureID_Or_Create(face_list_cur.front().TexMap->TextureID_R,
face_list_cur.front().TexMap->TextureID_G,
face_list_cur.front().TexMap->TextureID_B,
face_list_cur.front().TexMap->TextureID_A));
texcoord_arr.resize(VertexCount_Max * 2);
for(const SComplexFace& face_cur: face_list_cur)
{
for(size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++)
{
const size_t idx_vert = face_cur.Face.mIndices[idx_ind];
if(!idx_vert_used[idx_vert])
{
texcoord_arr.at(idx_vert) = face_cur.TexMap->TextureCoordinate[idx_ind];
idx_vert_used[idx_vert] = true;
}
else if(texcoord_arr.at(idx_vert) != face_cur.TexMap->TextureCoordinate[idx_ind])
{
// in that case one vertex is shared with many texture coordinates. We need to duplicate vertex with another texture
// coordinates.
vert_arr.push_back(vert_arr.at(idx_vert));
col_arr.push_back(col_arr.at(idx_vert));
texcoord_arr.at(idx_vert_new) = face_cur.TexMap->TextureCoordinate[idx_ind];
face_cur.Face.mIndices[idx_ind] = static_cast<unsigned int>(idx_vert_new++);
}
}// for(size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++)
}// for(const SComplexFace& face_cur: face_list_cur)
delete [] idx_vert_used;
// shrink array
texcoord_arr.resize(idx_vert_new);
}// if(face_list_cur.front().TexMap != nullptr)
//
// copy collected data to mesh
//
tmesh->mNumVertices = static_cast<unsigned int>(vert_arr.size());
tmesh->mVertices = new aiVector3D[tmesh->mNumVertices];
tmesh->mColors[0] = new aiColor4D[tmesh->mNumVertices];
memcpy(tmesh->mVertices, vert_arr.data(), tmesh->mNumVertices * sizeof(aiVector3D));
memcpy(tmesh->mColors[0], col_arr.data(), tmesh->mNumVertices * sizeof(aiColor4D));
if(texcoord_arr.size() > 0)
{
tmesh->mTextureCoords[0] = new aiVector3D[tmesh->mNumVertices];
memcpy(tmesh->mTextureCoords[0], texcoord_arr.data(), tmesh->mNumVertices * sizeof(aiVector3D));
tmesh->mNumUVComponents[0] = 2;// U and V stored in "x", "y" of aiVector3D.
}
size_t idx_face = 0;
for(const SComplexFace& face_cur: face_list_cur) tmesh->mFaces[idx_face++] = face_cur.Face;
// store new aiMesh
mesh_idx.push_back(static_cast<unsigned int>(pMeshList.size()));
pMeshList.push_back(tmesh);
}// for(const std::list<SComplexFace>& face_list_cur: complex_faces_toplist)
}// if(ne_child->Type == CAMFImporter_NodeElement::ENET_Volume)
}// for(const CAMFImporter_NodeElement* ne_child: pNodeElement.Child)
// if meshes was created then assign new indices with current aiNode
if(!mesh_idx.empty())
{
std::list<unsigned int>::const_iterator mit = mesh_idx.begin();
pSceneNode.mNumMeshes = static_cast<unsigned int>(mesh_idx.size());
pSceneNode.mMeshes = new unsigned int[pSceneNode.mNumMeshes];
for(size_t i = 0; i < pSceneNode.mNumMeshes; i++) pSceneNode.mMeshes[i] = *mit++;
}// if(mesh_idx.size() > 0)
}
void AMFImporter::Postprocess_BuildMaterial(const CAMFImporter_NodeElement_Material& pMaterial)
{
SPP_Material new_mat;
new_mat.ID = pMaterial.ID;
for(const CAMFImporter_NodeElement* mat_child: pMaterial.Child)
{
if(mat_child->Type == CAMFImporter_NodeElement::ENET_Color)
{
new_mat.Color = (CAMFImporter_NodeElement_Color*)mat_child;
}
else if(mat_child->Type == CAMFImporter_NodeElement::ENET_Metadata)
{
new_mat.Metadata.push_back((CAMFImporter_NodeElement_Metadata*)mat_child);
}
}// for(const CAMFImporter_NodeElement* mat_child; pMaterial.Child)
// place converted material to special list
mMaterial_Converted.push_back(new_mat);
}
void AMFImporter::Postprocess_BuildConstellation(CAMFImporter_NodeElement_Constellation& pConstellation, std::list<aiNode*>& pNodeList) const
{
aiNode* con_node;
std::list<aiNode*> ch_node;
// We will build next hierarchy:
// aiNode as parent (<constellation>) for set of nodes as a children
// |- aiNode for transformation (<instance> -> <delta...>, <r...>) - aiNode for pointing to object ("objectid")
// ...
// \_ aiNode for transformation (<instance> -> <delta...>, <r...>) - aiNode for pointing to object ("objectid")
con_node = new aiNode;
con_node->mName = pConstellation.ID;
// Walk through children and search for instances of another objects, constellations.
for(const CAMFImporter_NodeElement* ne: pConstellation.Child)
{
aiMatrix4x4 tmat;
aiNode* t_node;
aiNode* found_node;
if(ne->Type == CAMFImporter_NodeElement::ENET_Metadata) continue;
if(ne->Type != CAMFImporter_NodeElement::ENET_Instance) throw DeadlyImportError("Only <instance> nodes can be in <constellation>.");
// create alias for conveniance
CAMFImporter_NodeElement_Instance& als = *((CAMFImporter_NodeElement_Instance*)ne);
// find referenced object
if(!Find_ConvertedNode(als.ObjectID, pNodeList, &found_node)) Throw_ID_NotFound(als.ObjectID);
// create node for applying transformation
t_node = new aiNode;
t_node->mParent = con_node;
// apply transformation
aiMatrix4x4::Translation(als.Delta, tmat), t_node->mTransformation *= tmat;
aiMatrix4x4::RotationX(als.Rotation.x, tmat), t_node->mTransformation *= tmat;
aiMatrix4x4::RotationY(als.Rotation.y, tmat), t_node->mTransformation *= tmat;
aiMatrix4x4::RotationZ(als.Rotation.z, tmat), t_node->mTransformation *= tmat;
// create array for one child node
t_node->mNumChildren = 1;
t_node->mChildren = new aiNode*[t_node->mNumChildren];
SceneCombiner::Copy(&t_node->mChildren[0], found_node);
t_node->mChildren[0]->mParent = t_node;
ch_node.push_back(t_node);
}// for(const CAMFImporter_NodeElement* ne: pConstellation.Child)
// copy found aiNode's as children
if(ch_node.empty()) throw DeadlyImportError("<constellation> must have at least one <instance>.");
size_t ch_idx = 0;
con_node->mNumChildren = static_cast<unsigned int>(ch_node.size());
con_node->mChildren = new aiNode*[con_node->mNumChildren];
for(aiNode* node: ch_node) con_node->mChildren[ch_idx++] = node;
// and place "root" of <constellation> node to node list
pNodeList.push_back(con_node);
}
void AMFImporter::Postprocess_BuildScene(aiScene* pScene)
{
std::list<aiNode*> node_list;
std::list<aiMesh*> mesh_list;
std::list<CAMFImporter_NodeElement_Metadata*> meta_list;
//
// Because for AMF "material" is just complex colors mixing so aiMaterial will not be used.
// For building aiScene we are must to do few steps:
// at first creating root node for aiScene.
pScene->mRootNode = new aiNode;
pScene->mRootNode->mParent = nullptr;
pScene->mFlags |= AI_SCENE_FLAGS_ALLOW_SHARED;
// search for root(<amf>) element
CAMFImporter_NodeElement* root_el = nullptr;
for(CAMFImporter_NodeElement* ne: mNodeElement_List)
{
if(ne->Type != CAMFImporter_NodeElement::ENET_Root) continue;
root_el = ne;
break;
}// for(const CAMFImporter_NodeElement* ne: mNodeElement_List)
// Check if root element are found.
if(root_el == nullptr) throw DeadlyImportError("Root(<amf>) element not found.");
// after that walk through children of root and collect data. Five types of nodes can be placed at top level - in <amf>: <object>, <material>, <texture>,
// <constellation> and <metadata>. But at first we must read <material> and <texture> because they will be used in <object>. <metadata> can be read
// at any moment.
//
// 1. <material>
// 2. <texture> will be converted later when processing triangles list. \sa Postprocess_BuildMeshSet
for(const CAMFImporter_NodeElement* root_child: root_el->Child)
{
if(root_child->Type == CAMFImporter_NodeElement::ENET_Material) Postprocess_BuildMaterial(*((CAMFImporter_NodeElement_Material*)root_child));
}
// After "appearance" nodes we must read <object> because it will be used in <constellation> -> <instance>.
//
// 3. <object>
for(const CAMFImporter_NodeElement* root_child: root_el->Child)
{
if(root_child->Type == CAMFImporter_NodeElement::ENET_Object)
{
aiNode* tnode = nullptr;
// for <object> mesh and node must be built: object ID assigned to aiNode name and will be used in future for <instance>
Postprocess_BuildNodeAndObject(*((CAMFImporter_NodeElement_Object*)root_child), mesh_list, &tnode);
if(tnode != nullptr) node_list.push_back(tnode);
}
}// for(const CAMFImporter_NodeElement* root_child: root_el->Child)
// And finally read rest of nodes.
//
for(const CAMFImporter_NodeElement* root_child: root_el->Child)
{
// 4. <constellation>
if(root_child->Type == CAMFImporter_NodeElement::ENET_Constellation)
{
// <object> and <constellation> at top of self abstraction use aiNode. So we can use only aiNode list for creating new aiNode's.
Postprocess_BuildConstellation(*((CAMFImporter_NodeElement_Constellation*)root_child), node_list);
}
// 5, <metadata>
if(root_child->Type == CAMFImporter_NodeElement::ENET_Metadata) meta_list.push_back((CAMFImporter_NodeElement_Metadata*)root_child);
}// for(const CAMFImporter_NodeElement* root_child: root_el->Child)
// at now we can add collected metadata to root node
Postprocess_AddMetadata(meta_list, *pScene->mRootNode);
//
// Check constellation children
//
// As said in specification:
// "When multiple objects and constellations are defined in a single file, only the top level objects and constellations are available for printing."
// What that means? For example: if some object is used in constellation then you must show only constellation but not original object.
// And at this step we are checking that relations.
nl_clean_loop:
if(node_list.size() > 1)
{
// walk through all nodes
for(std::list<aiNode*>::iterator nl_it = node_list.begin(); nl_it != node_list.end(); ++nl_it)
{
// and try to find them in another top nodes.
std::list<aiNode*>::const_iterator next_it = nl_it;
++next_it;
for(; next_it != node_list.end(); ++next_it)
{
if((*next_it)->FindNode((*nl_it)->mName) != nullptr)
{
// if current top node(nl_it) found in another top node then erase it from node_list and restart search loop.
node_list.erase(nl_it);
goto nl_clean_loop;
}
}// for(; next_it != node_list.end(); next_it++)
}// for(std::list<aiNode*>::const_iterator nl_it = node_list.begin(); nl_it != node_list.end(); nl_it++)
}
//
// move created objects to aiScene
//
//
// Nodes
if(!node_list.empty())
{
std::list<aiNode*>::const_iterator nl_it = node_list.begin();
pScene->mRootNode->mNumChildren = static_cast<unsigned int>(node_list.size());
pScene->mRootNode->mChildren = new aiNode*[pScene->mRootNode->mNumChildren];
for(size_t i = 0; i < pScene->mRootNode->mNumChildren; i++)
{
// Objects and constellation that must be showed placed at top of hierarchy in <amf> node. So all aiNode's in node_list must have
// mRootNode only as parent.
(*nl_it)->mParent = pScene->mRootNode;
pScene->mRootNode->mChildren[i] = *nl_it++;
}
}// if(node_list.size() > 0)
//
// Meshes
if(!mesh_list.empty())
{
std::list<aiMesh*>::const_iterator ml_it = mesh_list.begin();
pScene->mNumMeshes = static_cast<unsigned int>(mesh_list.size());
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
for(size_t i = 0; i < pScene->mNumMeshes; i++) pScene->mMeshes[i] = *ml_it++;
}// if(mesh_list.size() > 0)
//
// Textures
pScene->mNumTextures = static_cast<unsigned int>(mTexture_Converted.size());
if(pScene->mNumTextures > 0)
{
size_t idx;
idx = 0;
pScene->mTextures = new aiTexture*[pScene->mNumTextures];
for(const SPP_Texture& tex_convd: mTexture_Converted)
{
pScene->mTextures[idx] = new aiTexture;
pScene->mTextures[idx]->mWidth = static_cast<unsigned int>(tex_convd.Width);
pScene->mTextures[idx]->mHeight = static_cast<unsigned int>(tex_convd.Height);
pScene->mTextures[idx]->pcData = (aiTexel*)tex_convd.Data;
// texture format description.
strcpy(pScene->mTextures[idx]->achFormatHint, tex_convd.FormatHint);
idx++;
}// for(const SPP_Texture& tex_convd: mTexture_Converted)
// Create materials for embedded textures.
idx = 0;
pScene->mNumMaterials = static_cast<unsigned int>(mTexture_Converted.size());
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
for(const SPP_Texture& tex_convd: mTexture_Converted)
{
const aiString texture_id(AI_EMBEDDED_TEXNAME_PREFIX + to_string(idx));
const int mode = aiTextureOp_Multiply;
const int repeat = tex_convd.Tiled ? 1 : 0;
pScene->mMaterials[idx] = new aiMaterial;
pScene->mMaterials[idx]->AddProperty(&texture_id, AI_MATKEY_TEXTURE_DIFFUSE(0));
pScene->mMaterials[idx]->AddProperty(&mode, 1, AI_MATKEY_TEXOP_DIFFUSE(0));
pScene->mMaterials[idx]->AddProperty(&repeat, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0));
pScene->mMaterials[idx]->AddProperty(&repeat, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0));
idx++;
}
}// if(pScene->mNumTextures > 0)
}// END: after that walk through children of root and collect data
}// namespace Assimp
#endif // !ASSIMP_BUILD_NO_AMF_IMPORTER

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@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.
@@ -62,37 +62,42 @@ namespace Assimp {
class ASEImporter : public BaseImporter {
public:
ASEImporter();
~ASEImporter() override;
~ASEImporter();
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details.
*/
bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
bool checkSig) const override;
bool checkSig) const;
protected:
// -------------------------------------------------------------------
/** Return importer meta information.
* See #BaseImporter::GetInfo for the details
*/
const aiImporterDesc* GetInfo () const override;
const aiImporterDesc* GetInfo () const;
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler) override;
IOSystem* pIOHandler);
// -------------------------------------------------------------------
/** Called prior to ReadFile().
* The function is a request to the importer to update its configuration
* basing on the Importer's configuration property list.
*/
void SetupProperties(const Importer* pImp) override;
void SetupProperties(const Importer* pImp);
private:
// -------------------------------------------------------------------
/** Generate normal vectors basing on smoothing groups
* (in some cases the normal are already contained in the file)
@@ -101,6 +106,7 @@ private:
*/
bool GenerateNormals(ASE::Mesh& mesh);
// -------------------------------------------------------------------
/** Create valid vertex/normal/UV/color/face lists.
* All elements are unique, faces have only one set of indices
@@ -109,43 +115,51 @@ private:
*/
void BuildUniqueRepresentation(ASE::Mesh& mesh);
/** Create one-material-per-mesh meshes ;-)
* \param mesh Mesh to work with
* \param Receives the list of all created meshes
*/
void ConvertMeshes(ASE::Mesh& mesh, std::vector<aiMesh*>& avOut);
// -------------------------------------------------------------------
/** Convert a material to a aiMaterial object
* \param mat Input material
*/
void ConvertMaterial(ASE::Material& mat);
// -------------------------------------------------------------------
/** Setup the final material indices for each mesh
*/
void BuildMaterialIndices();
// -------------------------------------------------------------------
/** Build the node graph
*/
void BuildNodes(std::vector<ASE::BaseNode*>& nodes);
// -------------------------------------------------------------------
/** Build output cameras
*/
void BuildCameras();
// -------------------------------------------------------------------
/** Build output lights
*/
void BuildLights();
// -------------------------------------------------------------------
/** Build output animations
*/
void BuildAnimations(const std::vector<ASE::BaseNode*>& nodes);
// -------------------------------------------------------------------
/** Add sub nodes to a node
* \param pcParent parent node to be filled
@@ -169,6 +183,7 @@ private:
void GenerateDefaultMaterial();
protected:
/** Parser instance */
ASE::Parser* mParser;

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@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.
@@ -40,14 +40,15 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Defines the helper data structures for importing ASE files */
#ifndef AI_ASEFILEHELPER_H_INC
#define AI_ASEFILEHELPER_H_INC
// public ASSIMP headers
#include <assimp/anim.h>
#include <assimp/mesh.h>
#include <assimp/types.h>
#include <assimp/mesh.h>
#include <assimp/anim.h>
#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
@@ -56,73 +57,68 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/qnan.h>
// ASE is quite similar to 3ds. We can reuse some structures
#include "AssetLib/3DS/3DSLoader.h"
#include "3DS/3DSLoader.h"
namespace Assimp {
namespace ASE {
namespace Assimp {
namespace ASE {
using namespace D3DS;
// ---------------------------------------------------------------------------
/** Helper structure representing an ASE material */
struct Material : public D3DS::Material {
struct Material : public D3DS::Material
{
//! Default constructor has been deleted
Material() = delete;
//! Constructor with explicit name
explicit Material(const std::string &name) :
D3DS::Material(name),
pcInstance(nullptr),
bNeed(false) {
explicit Material(const std::string &name)
: D3DS::Material(name)
, pcInstance(NULL)
, bNeed (false) {
// empty
}
Material(const Material &other) = default;
Material(const Material &other) = default;
Material &operator=(const Material &other) = default;
Material &operator=(const Material &other) {
if (this == &other) {
return *this;
}
avSubMaterials = other.avSubMaterials;
pcInstance = other.pcInstance;
bNeed = other.bNeed;
return *this;
}
//! Move constructor. This is explicitly written because MSVC doesn't support defaulting it
Material(Material &&other) AI_NO_EXCEPT
: D3DS::Material(std::move(other)),
avSubMaterials(std::move(other.avSubMaterials)),
pcInstance(other.pcInstance),
bNeed(other.bNeed) {
: D3DS::Material(std::move(other))
, avSubMaterials(std::move(other.avSubMaterials))
, pcInstance(std::move(other.pcInstance))
, bNeed(std::move(other.bNeed))
{
other.pcInstance = nullptr;
}
Material &operator=(Material &&other) AI_NO_EXCEPT {
if (this == &other) {
return *this;
}
//D3DS::Material::operator=(std::move(other));
D3DS::Material::operator=(std::move(other));
avSubMaterials = std::move(other.avSubMaterials);
pcInstance = other.pcInstance;
bNeed = other.bNeed;
pcInstance = std::move(other.pcInstance);
bNeed = std::move(other.bNeed);
other.pcInstance = nullptr;
return *this;
}
~Material() = default;
~Material() {}
//! Contains all sub materials of this material
std::vector<Material> avSubMaterials;
//! aiMaterial object
aiMaterial *pcInstance;
aiMaterial* pcInstance;
//! Can we remove this material?
bool bNeed;
@@ -133,8 +129,8 @@ struct Material : public D3DS::Material {
struct Face : public FaceWithSmoothingGroup {
//! Default constructor. Initializes everything with 0
Face() AI_NO_EXCEPT
: iMaterial(DEFAULT_MATINDEX),
iFace(0) {
: iMaterial(DEFAULT_MATINDEX)
, iFace(0) {
// empty
}
@@ -165,8 +161,8 @@ struct Bone {
Bone() = delete;
//! Construction from an existing name
explicit Bone(const std::string &name) :
mName(name) {
explicit Bone( const std::string& name)
: mName(name) {
// empty
}
@@ -179,34 +175,33 @@ struct Bone {
struct BoneVertex {
//! Bone and corresponding vertex weight.
//! -1 for unrequired bones ....
std::vector<std::pair<int, float>> mBoneWeights;
std::vector<std::pair<int,float> > mBoneWeights;
};
// ---------------------------------------------------------------------------
/** Helper structure to represent an ASE file animation */
struct Animation {
enum Type {
TRACK = 0x0,
BEZIER = 0x1,
TCB = 0x2
} mRotationType,
mScalingType, mPositionType;
TRACK = 0x0,
BEZIER = 0x1,
TCB = 0x2
} mRotationType, mScalingType, mPositionType;
Animation() AI_NO_EXCEPT
: mRotationType(TRACK),
mScalingType(TRACK),
mPositionType(TRACK) {
: mRotationType (TRACK)
, mScalingType (TRACK)
, mPositionType (TRACK) {
// empty
}
//! List of track rotation keyframes
std::vector<aiQuatKey> akeyRotations;
std::vector< aiQuatKey > akeyRotations;
//! List of track position keyframes
std::vector<aiVectorKey> akeyPositions;
std::vector< aiVectorKey > akeyPositions;
//! List of track scaling keyframes
std::vector<aiVectorKey> akeyScaling;
std::vector< aiVectorKey > akeyScaling;
};
// ---------------------------------------------------------------------------
@@ -214,7 +209,7 @@ struct Animation {
struct InheritanceInfo {
//! Default constructor
InheritanceInfo() AI_NO_EXCEPT {
for (size_t i = 0; i < 3; ++i) {
for ( size_t i=0; i<3; ++i ) {
abInheritPosition[i] = abInheritRotation[i] = abInheritScaling[i] = true;
}
}
@@ -233,15 +228,17 @@ struct InheritanceInfo {
/** Represents an ASE file node. Base class for mesh, light and cameras */
struct BaseNode {
enum Type {
Light,
Camera,
Mesh,
Light,
Camera,
Mesh,
Dummy
} mType;
//! Construction from an existing name
BaseNode(Type _mType, const std::string &name) :
mType(_mType), mName(name), mProcessed(false) {
BaseNode(Type _mType, const std::string &name)
: mType (_mType)
, mName (name)
, mProcessed (false) {
// Set mTargetPosition to qnan
const ai_real qnan = get_qnan();
mTargetPosition.x = qnan;
@@ -281,9 +278,14 @@ struct Mesh : public MeshWithSmoothingGroups<ASE::Face>, public BaseNode {
Mesh() = delete;
//! Construction from an existing name
explicit Mesh(const std::string &name) :
BaseNode(BaseNode::Mesh, name), mVertexColors(), mBoneVertices(), mBones(), iMaterialIndex(Face::DEFAULT_MATINDEX), bSkip(false) {
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c) {
explicit Mesh(const std::string &name)
: BaseNode( BaseNode::Mesh, name )
, mVertexColors()
, mBoneVertices()
, mBones()
, iMaterialIndex(Face::DEFAULT_MATINDEX)
, bSkip (false) {
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) {
this->mNumUVComponents[c] = 2;
}
}
@@ -312,8 +314,10 @@ struct Mesh : public MeshWithSmoothingGroups<ASE::Face>, public BaseNode {
// ---------------------------------------------------------------------------
/** Helper structure to represent an ASE light source */
struct Light : public BaseNode {
enum LightType {
struct Light : public BaseNode
{
enum LightType
{
OMNI,
TARGET,
FREE,
@@ -324,13 +328,17 @@ struct Light : public BaseNode {
Light() = delete;
//! Construction from an existing name
explicit Light(const std::string &name) :
BaseNode(BaseNode::Light, name), mLightType(OMNI), mColor(1.f, 1.f, 1.f), mIntensity(1.f) // light is white by default
,
mAngle(45.f),
mFalloff(0.f) {
explicit Light(const std::string &name)
: BaseNode (BaseNode::Light, name)
, mLightType (OMNI)
, mColor (1.f,1.f,1.f)
, mIntensity (1.f) // light is white by default
, mAngle (45.f)
, mFalloff (0.f)
{
}
LightType mLightType;
aiColor3D mColor;
ai_real mIntensity;
@@ -340,8 +348,10 @@ struct Light : public BaseNode {
// ---------------------------------------------------------------------------
/** Helper structure to represent an ASE camera */
struct Camera : public BaseNode {
enum CameraType {
struct Camera : public BaseNode
{
enum CameraType
{
FREE,
TARGET
};
@@ -349,16 +359,18 @@ struct Camera : public BaseNode {
//! Default constructor has been deleted
Camera() = delete;
//! Construction from an existing name
explicit Camera(const std::string &name) :
BaseNode(BaseNode::Camera, name), mFOV(0.75f) // in radians
,
mNear(0.1f),
mFar(1000.f) // could be zero
,
mCameraType(FREE) {
explicit Camera(const std::string &name)
: BaseNode (BaseNode::Camera, name)
, mFOV (0.75f) // in radians
, mNear (0.1f)
, mFar (1000.f) // could be zero
, mCameraType (FREE)
{
}
ai_real mFOV, mNear, mFar;
CameraType mCameraType;
};
@@ -368,7 +380,7 @@ struct Camera : public BaseNode {
struct Dummy : public BaseNode {
//! Constructor
Dummy() AI_NO_EXCEPT
: BaseNode(BaseNode::Dummy, "DUMMY") {
: BaseNode (BaseNode::Dummy, "DUMMY") {
// empty
}
};
@@ -391,6 +403,7 @@ private:
}
public:
// -------------------------------------------------------------------
//! Construct a parser from a given input file which is
//! guaranteed to be terminated with zero.
@@ -398,13 +411,15 @@ public:
//! @param fileFormatDefault Assumed file format version. If the
//! file format is specified in the file the new value replaces
//! the default value.
Parser(const char *szFile, unsigned int fileFormatDefault);
Parser (const char* szFile, unsigned int fileFormatDefault);
// -------------------------------------------------------------------
//! Parses the file into the parsers internal representation
void Parse();
private:
// -------------------------------------------------------------------
//! Parse the *SCENE block in a file
void ParseLV1SceneBlock();
@@ -420,45 +435,45 @@ private:
// -------------------------------------------------------------------
//! Parse a *<xxx>OBJECT block in a file
//! \param mesh Node to be filled
void ParseLV1ObjectBlock(BaseNode &mesh);
void ParseLV1ObjectBlock(BaseNode& mesh);
// -------------------------------------------------------------------
//! Parse a *MATERIAL blocks in a material list
//! \param mat Material structure to be filled
void ParseLV2MaterialBlock(Material &mat);
void ParseLV2MaterialBlock(Material& mat);
// -------------------------------------------------------------------
//! Parse a *NODE_TM block in a file
//! \param mesh Node (!) object to be filled
void ParseLV2NodeTransformBlock(BaseNode &mesh);
void ParseLV2NodeTransformBlock(BaseNode& mesh);
// -------------------------------------------------------------------
//! Parse a *TM_ANIMATION block in a file
//! \param mesh Mesh object to be filled
void ParseLV2AnimationBlock(BaseNode &mesh);
void ParseLV3PosAnimationBlock(ASE::Animation &anim);
void ParseLV3ScaleAnimationBlock(ASE::Animation &anim);
void ParseLV3RotAnimationBlock(ASE::Animation &anim);
void ParseLV2AnimationBlock(BaseNode& mesh);
void ParseLV3PosAnimationBlock(ASE::Animation& anim);
void ParseLV3ScaleAnimationBlock(ASE::Animation& anim);
void ParseLV3RotAnimationBlock(ASE::Animation& anim);
// -------------------------------------------------------------------
//! Parse a *MESH block in a file
//! \param mesh Mesh object to be filled
void ParseLV2MeshBlock(Mesh &mesh);
void ParseLV2MeshBlock(Mesh& mesh);
// -------------------------------------------------------------------
//! Parse a *LIGHT_SETTINGS block in a file
//! \param light Light object to be filled
void ParseLV2LightSettingsBlock(Light &light);
void ParseLV2LightSettingsBlock(Light& light);
// -------------------------------------------------------------------
//! Parse a *CAMERA_SETTINGS block in a file
//! \param cam Camera object to be filled
void ParseLV2CameraSettingsBlock(Camera &cam);
void ParseLV2CameraSettingsBlock(Camera& cam);
// -------------------------------------------------------------------
//! Parse the *MAP_XXXXXX blocks in a material
//! \param map Texture structure to be filled
void ParseLV3MapBlock(Texture &map);
void ParseLV3MapBlock(Texture& map);
// -------------------------------------------------------------------
//! Parse a *MESH_VERTEX_LIST block in a file
@@ -467,7 +482,7 @@ private:
//! A warning is sent to the logger if the validations fails.
//! \param mesh Mesh object to be filled
void ParseLV3MeshVertexListBlock(
unsigned int iNumVertices, Mesh &mesh);
unsigned int iNumVertices,Mesh& mesh);
// -------------------------------------------------------------------
//! Parse a *MESH_FACE_LIST block in a file
@@ -476,7 +491,7 @@ private:
//! A warning is sent to the logger if the validations fails.
//! \param mesh Mesh object to be filled
void ParseLV3MeshFaceListBlock(
unsigned int iNumFaces, Mesh &mesh);
unsigned int iNumFaces,Mesh& mesh);
// -------------------------------------------------------------------
//! Parse a *MESH_TVERT_LIST block in a file
@@ -486,7 +501,7 @@ private:
//! \param mesh Mesh object to be filled
//! \param iChannel Output UVW channel
void ParseLV3MeshTListBlock(
unsigned int iNumVertices, Mesh &mesh, unsigned int iChannel = 0);
unsigned int iNumVertices,Mesh& mesh, unsigned int iChannel = 0);
// -------------------------------------------------------------------
//! Parse a *MESH_TFACELIST block in a file
@@ -496,7 +511,7 @@ private:
//! \param mesh Mesh object to be filled
//! \param iChannel Output UVW channel
void ParseLV3MeshTFaceListBlock(
unsigned int iNumFaces, Mesh &mesh, unsigned int iChannel = 0);
unsigned int iNumFaces,Mesh& mesh, unsigned int iChannel = 0);
// -------------------------------------------------------------------
//! Parse an additional mapping channel
@@ -504,7 +519,7 @@ private:
//! \param iChannel Channel index to be filled
//! \param mesh Mesh object to be filled
void ParseLV3MappingChannel(
unsigned int iChannel, Mesh &mesh);
unsigned int iChannel, Mesh& mesh);
// -------------------------------------------------------------------
//! Parse a *MESH_CVERTLIST block in a file
@@ -513,7 +528,7 @@ private:
//! A warning is sent to the logger if the validations fails.
//! \param mesh Mesh object to be filled
void ParseLV3MeshCListBlock(
unsigned int iNumVertices, Mesh &mesh);
unsigned int iNumVertices, Mesh& mesh);
// -------------------------------------------------------------------
//! Parse a *MESH_CFACELIST block in a file
@@ -522,70 +537,70 @@ private:
//! A warning is sent to the logger if the validations fails.
//! \param mesh Mesh object to be filled
void ParseLV3MeshCFaceListBlock(
unsigned int iNumFaces, Mesh &mesh);
unsigned int iNumFaces, Mesh& mesh);
// -------------------------------------------------------------------
//! Parse a *MESH_NORMALS block in a file
//! \param mesh Mesh object to be filled
void ParseLV3MeshNormalListBlock(Mesh &mesh);
void ParseLV3MeshNormalListBlock(Mesh& mesh);
// -------------------------------------------------------------------
//! Parse a *MESH_WEIGHTSblock in a file
//! \param mesh Mesh object to be filled
void ParseLV3MeshWeightsBlock(Mesh &mesh);
void ParseLV3MeshWeightsBlock(Mesh& mesh);
// -------------------------------------------------------------------
//! Parse the bone list of a file
//! \param mesh Mesh object to be filled
//! \param iNumBones Number of bones in the mesh
void ParseLV4MeshBones(unsigned int iNumBones, Mesh &mesh);
void ParseLV4MeshBones(unsigned int iNumBones,Mesh& mesh);
// -------------------------------------------------------------------
//! Parse the bone vertices list of a file
//! \param mesh Mesh object to be filled
//! \param iNumVertices Number of vertices to be parsed
void ParseLV4MeshBonesVertices(unsigned int iNumVertices, Mesh &mesh);
void ParseLV4MeshBonesVertices(unsigned int iNumVertices,Mesh& mesh);
// -------------------------------------------------------------------
//! Parse a *MESH_FACE block in a file
//! \param out receive the face data
void ParseLV4MeshFace(ASE::Face &out);
void ParseLV4MeshFace(ASE::Face& out);
// -------------------------------------------------------------------
//! Parse a *MESH_VERT block in a file
//! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
//! \param apOut Output buffer (3 floats)
//! \param rIndexOut Output index
void ParseLV4MeshFloatTriple(ai_real *apOut, unsigned int &rIndexOut);
void ParseLV4MeshFloatTriple(ai_real* apOut, unsigned int& rIndexOut);
// -------------------------------------------------------------------
//! Parse a *MESH_VERT block in a file
//! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
//! \param apOut Output buffer (3 floats)
void ParseLV4MeshFloatTriple(ai_real *apOut);
void ParseLV4MeshFloatTriple(ai_real* apOut);
// -------------------------------------------------------------------
//! Parse a *MESH_TFACE block in a file
//! (also works for MESH_CFACE)
//! \param apOut Output buffer (3 ints)
//! \param rIndexOut Output index
void ParseLV4MeshLongTriple(unsigned int *apOut, unsigned int &rIndexOut);
void ParseLV4MeshLongTriple(unsigned int* apOut, unsigned int& rIndexOut);
// -------------------------------------------------------------------
//! Parse a *MESH_TFACE block in a file
//! (also works for MESH_CFACE)
//! \param apOut Output buffer (3 ints)
void ParseLV4MeshLongTriple(unsigned int *apOut);
void ParseLV4MeshLongTriple(unsigned int* apOut);
// -------------------------------------------------------------------
//! Parse a single float element
//! \param fOut Output float
void ParseLV4MeshFloat(ai_real &fOut);
void ParseLV4MeshFloat(ai_real& fOut);
// -------------------------------------------------------------------
//! Parse a single int element
//! \param iOut Output integer
void ParseLV4MeshLong(unsigned int &iOut);
void ParseLV4MeshLong(unsigned int& iOut);
// -------------------------------------------------------------------
//! Skip everything to the next: '*' or '\0'
@@ -599,17 +614,17 @@ private:
// -------------------------------------------------------------------
//! Output a warning to the logger
//! \param szWarn Warn message
void LogWarning(const char *szWarn);
void LogWarning(const char* szWarn);
// -------------------------------------------------------------------
//! Output a message to the logger
//! \param szWarn Message
void LogInfo(const char *szWarn);
void LogInfo(const char* szWarn);
// -------------------------------------------------------------------
//! Output an error to the logger
//! \param szWarn Error message
AI_WONT_RETURN void LogError(const char *szWarn) AI_WONT_RETURN_SUFFIX;
AI_WONT_RETURN void LogError(const char* szWarn) AI_WONT_RETURN_SUFFIX;
// -------------------------------------------------------------------
//! Parse a string, enclosed in double quotation marks
@@ -617,11 +632,12 @@ private:
//! \param szName Name of the enclosing element -> used in error
//! messages.
//! \return false if an error occurred
bool ParseString(std::string &out, const char *szName);
bool ParseString(std::string& out,const char* szName);
public:
//! Pointer to current data
const char *filePtr;
const char* filePtr;
//! background color to be passed to the viewer
//! QNAN if none was found
@@ -668,8 +684,9 @@ public:
unsigned int iFileFormat;
};
} // Namespace ASE
} // namespace Assimp
} // Namespace ASSIMP
#endif // ASSIMP_BUILD_NO_3DS_IMPORTER

View File

@@ -0,0 +1,846 @@
/*
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,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file AssbinExporter.cpp
* ASSBIN exporter main code
*/
#ifndef ASSIMP_BUILD_NO_EXPORT
#ifndef ASSIMP_BUILD_NO_ASSBIN_EXPORTER
#include "Common/assbin_chunks.h"
#include "PostProcessing/ProcessHelper.h"
#include <assimp/version.h>
#include <assimp/IOStream.hpp>
#include <assimp/IOSystem.hpp>
#include <assimp/Exporter.hpp>
#include <assimp/Exceptional.h>
#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
# include <zlib.h>
#else
# include "../contrib/zlib/zlib.h"
#endif
#include <time.h>
namespace Assimp {
template <typename T>
size_t Write(IOStream * stream, const T& v) {
return stream->Write( &v, sizeof(T), 1 );
}
// -----------------------------------------------------------------------------------
// Serialize an aiString
template <>
inline
size_t Write<aiString>(IOStream * stream, const aiString& s) {
const size_t s2 = (uint32_t)s.length;
stream->Write(&s,4,1);
stream->Write(s.data,s2,1);
return s2+4;
}
// -----------------------------------------------------------------------------------
// Serialize an unsigned int as uint32_t
template <>
inline
size_t Write<unsigned int>(IOStream * stream, const unsigned int& w) {
const uint32_t t = (uint32_t)w;
if (w > t) {
// this shouldn't happen, integers in Assimp data structures never exceed 2^32
throw DeadlyExportError("loss of data due to 64 -> 32 bit integer conversion");
}
stream->Write(&t,4,1);
return 4;
}
// -----------------------------------------------------------------------------------
// Serialize an unsigned int as uint16_t
template <>
inline
size_t Write<uint16_t>(IOStream * stream, const uint16_t& w) {
static_assert(sizeof(uint16_t)==2, "sizeof(uint16_t)==2");
stream->Write(&w,2,1);
return 2;
}
// -----------------------------------------------------------------------------------
// Serialize a float
template <>
inline
size_t Write<float>(IOStream * stream, const float& f) {
static_assert(sizeof(float)==4, "sizeof(float)==4");
stream->Write(&f,4,1);
return 4;
}
// -----------------------------------------------------------------------------------
// Serialize a double
template <>
inline
size_t Write<double>(IOStream * stream, const double& f) {
static_assert(sizeof(double)==8, "sizeof(double)==8");
stream->Write(&f,8,1);
return 8;
}
// -----------------------------------------------------------------------------------
// Serialize a vec3
template <>
inline
size_t Write<aiVector3D>(IOStream * stream, const aiVector3D& v) {
size_t t = Write<float>(stream,v.x);
t += Write<float>(stream,v.y);
t += Write<float>(stream,v.z);
return t;
}
// -----------------------------------------------------------------------------------
// Serialize a color value
template <>
inline
size_t Write<aiColor3D>(IOStream * stream, const aiColor3D& v) {
size_t t = Write<float>(stream,v.r);
t += Write<float>(stream,v.g);
t += Write<float>(stream,v.b);
return t;
}
// -----------------------------------------------------------------------------------
// Serialize a color value
template <>
inline
size_t Write<aiColor4D>(IOStream * stream, const aiColor4D& v) {
size_t t = Write<float>(stream,v.r);
t += Write<float>(stream,v.g);
t += Write<float>(stream,v.b);
t += Write<float>(stream,v.a);
return t;
}
// -----------------------------------------------------------------------------------
// Serialize a quaternion
template <>
inline
size_t Write<aiQuaternion>(IOStream * stream, const aiQuaternion& v) {
size_t t = Write<float>(stream,v.w);
t += Write<float>(stream,v.x);
t += Write<float>(stream,v.y);
t += Write<float>(stream,v.z);
ai_assert(t == 16);
return 16;
}
// -----------------------------------------------------------------------------------
// Serialize a vertex weight
template <>
inline
size_t Write<aiVertexWeight>(IOStream * stream, const aiVertexWeight& v) {
size_t t = Write<unsigned int>(stream,v.mVertexId);
return t+Write<float>(stream,v.mWeight);
}
// -----------------------------------------------------------------------------------
// Serialize a mat4x4
template <>
inline
size_t Write<aiMatrix4x4>(IOStream * stream, const aiMatrix4x4& m) {
for (unsigned int i = 0; i < 4;++i) {
for (unsigned int i2 = 0; i2 < 4;++i2) {
Write<float>(stream,m[i][i2]);
}
}
return 64;
}
// -----------------------------------------------------------------------------------
// Serialize an aiVectorKey
template <>
inline
size_t Write<aiVectorKey>(IOStream * stream, const aiVectorKey& v) {
const size_t t = Write<double>(stream,v.mTime);
return t + Write<aiVector3D>(stream,v.mValue);
}
// -----------------------------------------------------------------------------------
// Serialize an aiQuatKey
template <>
inline
size_t Write<aiQuatKey>(IOStream * stream, const aiQuatKey& v) {
const size_t t = Write<double>(stream,v.mTime);
return t + Write<aiQuaternion>(stream,v.mValue);
}
template <typename T>
inline
size_t WriteBounds(IOStream * stream, const T* in, unsigned int size) {
T minc, maxc;
ArrayBounds(in,size,minc,maxc);
const size_t t = Write<T>(stream,minc);
return t + Write<T>(stream,maxc);
}
// We use this to write out non-byte arrays so that we write using the specializations.
// This way we avoid writing out extra bytes that potentially come from struct alignment.
template <typename T>
inline
size_t WriteArray(IOStream * stream, const T* in, unsigned int size) {
size_t n = 0;
for (unsigned int i=0; i<size; i++) n += Write<T>(stream,in[i]);
return n;
}
// ----------------------------------------------------------------------------------
/** @class AssbinChunkWriter
* @brief Chunk writer mechanism for the .assbin file structure
*
* This is a standard in-memory IOStream (most of the code is based on BlobIOStream),
* the difference being that this takes another IOStream as a "container" in the
* constructor, and when it is destroyed, it appends the magic number, the chunk size,
* and the chunk contents to the container stream. This allows relatively easy chunk
* chunk construction, even recursively.
*/
class AssbinChunkWriter : public IOStream
{
private:
uint8_t* buffer;
uint32_t magic;
IOStream * container;
size_t cur_size, cursor, initial;
private:
// -------------------------------------------------------------------
void Grow(size_t need = 0)
{
size_t new_size = std::max(initial, std::max( need, cur_size+(cur_size>>1) ));
const uint8_t* const old = buffer;
buffer = new uint8_t[new_size];
if (old) {
memcpy(buffer,old,cur_size);
delete[] old;
}
cur_size = new_size;
}
public:
AssbinChunkWriter( IOStream * container, uint32_t magic, size_t initial = 4096)
: buffer(NULL), magic(magic), container(container), cur_size(0), cursor(0), initial(initial)
{
}
virtual ~AssbinChunkWriter()
{
if (container) {
container->Write( &magic, sizeof(uint32_t), 1 );
container->Write( &cursor, sizeof(uint32_t), 1 );
container->Write( buffer, 1, cursor );
}
if (buffer) delete[] buffer;
}
void * GetBufferPointer() { return buffer; }
// -------------------------------------------------------------------
virtual size_t Read(void* /*pvBuffer*/, size_t /*pSize*/, size_t /*pCount*/) {
return 0;
}
virtual aiReturn Seek(size_t /*pOffset*/, aiOrigin /*pOrigin*/) {
return aiReturn_FAILURE;
}
virtual size_t Tell() const {
return cursor;
}
virtual void Flush() {
// not implemented
}
virtual size_t FileSize() const {
return cursor;
}
// -------------------------------------------------------------------
virtual size_t Write(const void* pvBuffer, size_t pSize, size_t pCount) {
pSize *= pCount;
if (cursor + pSize > cur_size) {
Grow(cursor + pSize);
}
memcpy(buffer+cursor, pvBuffer, pSize);
cursor += pSize;
return pCount;
}
};
// ----------------------------------------------------------------------------------
/** @class AssbinExport
* @brief Assbin exporter class
*
* This class performs the .assbin exporting, and is responsible for the file layout.
*/
class AssbinExport
{
private:
bool shortened;
bool compressed;
protected:
// -----------------------------------------------------------------------------------
void WriteBinaryNode( IOStream * container, const aiNode* node)
{
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODE );
unsigned int nb_metadata = (node->mMetaData != NULL ? node->mMetaData->mNumProperties : 0);
Write<aiString>(&chunk,node->mName);
Write<aiMatrix4x4>(&chunk,node->mTransformation);
Write<unsigned int>(&chunk,node->mNumChildren);
Write<unsigned int>(&chunk,node->mNumMeshes);
Write<unsigned int>(&chunk,nb_metadata);
for (unsigned int i = 0; i < node->mNumMeshes;++i) {
Write<unsigned int>(&chunk,node->mMeshes[i]);
}
for (unsigned int i = 0; i < node->mNumChildren;++i) {
WriteBinaryNode( &chunk, node->mChildren[i] );
}
for (unsigned int i = 0; i < nb_metadata; ++i) {
const aiString& key = node->mMetaData->mKeys[i];
aiMetadataType type = node->mMetaData->mValues[i].mType;
void* value = node->mMetaData->mValues[i].mData;
Write<aiString>(&chunk, key);
Write<uint16_t>(&chunk, type);
switch (type) {
case AI_BOOL:
Write<bool>(&chunk, *((bool*) value));
break;
case AI_INT32:
Write<int32_t>(&chunk, *((int32_t*) value));
break;
case AI_UINT64:
Write<uint64_t>(&chunk, *((uint64_t*) value));
break;
case AI_FLOAT:
Write<float>(&chunk, *((float*) value));
break;
case AI_DOUBLE:
Write<double>(&chunk, *((double*) value));
break;
case AI_AISTRING:
Write<aiString>(&chunk, *((aiString*) value));
break;
case AI_AIVECTOR3D:
Write<aiVector3D>(&chunk, *((aiVector3D*) value));
break;
#ifdef SWIG
case FORCE_32BIT:
#endif // SWIG
default:
break;
}
}
}
// -----------------------------------------------------------------------------------
void WriteBinaryTexture(IOStream * container, const aiTexture* tex)
{
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AITEXTURE );
Write<unsigned int>(&chunk,tex->mWidth);
Write<unsigned int>(&chunk,tex->mHeight);
chunk.Write( tex->achFormatHint, sizeof(char), 4 );
if(!shortened) {
if (!tex->mHeight) {
chunk.Write(tex->pcData,1,tex->mWidth);
}
else {
chunk.Write(tex->pcData,1,tex->mWidth*tex->mHeight*4);
}
}
}
// -----------------------------------------------------------------------------------
void WriteBinaryBone(IOStream * container, const aiBone* b)
{
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIBONE );
Write<aiString>(&chunk,b->mName);
Write<unsigned int>(&chunk,b->mNumWeights);
Write<aiMatrix4x4>(&chunk,b->mOffsetMatrix);
// for the moment we write dumb min/max values for the bones, too.
// maybe I'll add a better, hash-like solution later
if (shortened) {
WriteBounds(&chunk,b->mWeights,b->mNumWeights);
} // else write as usual
else WriteArray<aiVertexWeight>(&chunk,b->mWeights,b->mNumWeights);
}
// -----------------------------------------------------------------------------------
void WriteBinaryMesh(IOStream * container, const aiMesh* mesh)
{
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMESH );
Write<unsigned int>(&chunk,mesh->mPrimitiveTypes);
Write<unsigned int>(&chunk,mesh->mNumVertices);
Write<unsigned int>(&chunk,mesh->mNumFaces);
Write<unsigned int>(&chunk,mesh->mNumBones);
Write<unsigned int>(&chunk,mesh->mMaterialIndex);
// first of all, write bits for all existent vertex components
unsigned int c = 0;
if (mesh->mVertices) {
c |= ASSBIN_MESH_HAS_POSITIONS;
}
if (mesh->mNormals) {
c |= ASSBIN_MESH_HAS_NORMALS;
}
if (mesh->mTangents && mesh->mBitangents) {
c |= ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS;
}
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
if (!mesh->mTextureCoords[n]) {
break;
}
c |= ASSBIN_MESH_HAS_TEXCOORD(n);
}
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
if (!mesh->mColors[n]) {
break;
}
c |= ASSBIN_MESH_HAS_COLOR(n);
}
Write<unsigned int>(&chunk,c);
aiVector3D minVec, maxVec;
if (mesh->mVertices) {
if (shortened) {
WriteBounds(&chunk,mesh->mVertices,mesh->mNumVertices);
} // else write as usual
else WriteArray<aiVector3D>(&chunk,mesh->mVertices,mesh->mNumVertices);
}
if (mesh->mNormals) {
if (shortened) {
WriteBounds(&chunk,mesh->mNormals,mesh->mNumVertices);
} // else write as usual
else WriteArray<aiVector3D>(&chunk,mesh->mNormals,mesh->mNumVertices);
}
if (mesh->mTangents && mesh->mBitangents) {
if (shortened) {
WriteBounds(&chunk,mesh->mTangents,mesh->mNumVertices);
WriteBounds(&chunk,mesh->mBitangents,mesh->mNumVertices);
} // else write as usual
else {
WriteArray<aiVector3D>(&chunk,mesh->mTangents,mesh->mNumVertices);
WriteArray<aiVector3D>(&chunk,mesh->mBitangents,mesh->mNumVertices);
}
}
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
if (!mesh->mColors[n])
break;
if (shortened) {
WriteBounds(&chunk,mesh->mColors[n],mesh->mNumVertices);
} // else write as usual
else WriteArray<aiColor4D>(&chunk,mesh->mColors[n],mesh->mNumVertices);
}
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
if (!mesh->mTextureCoords[n])
break;
// write number of UV components
Write<unsigned int>(&chunk,mesh->mNumUVComponents[n]);
if (shortened) {
WriteBounds(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices);
} // else write as usual
else WriteArray<aiVector3D>(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices);
}
// write faces. There are no floating-point calculations involved
// in these, so we can write a simple hash over the face data
// to the dump file. We generate a single 32 Bit hash for 512 faces
// using Assimp's standard hashing function.
if (shortened) {
unsigned int processed = 0;
for (unsigned int job;(job = std::min(mesh->mNumFaces-processed,512u));processed += job) {
uint32_t hash = 0;
for (unsigned int a = 0; a < job;++a) {
const aiFace& f = mesh->mFaces[processed+a];
uint32_t tmp = f.mNumIndices;
hash = SuperFastHash(reinterpret_cast<const char*>(&tmp),sizeof tmp,hash);
for (unsigned int i = 0; i < f.mNumIndices; ++i) {
static_assert(AI_MAX_VERTICES <= 0xffffffff, "AI_MAX_VERTICES <= 0xffffffff");
tmp = static_cast<uint32_t>( f.mIndices[i] );
hash = SuperFastHash(reinterpret_cast<const char*>(&tmp),sizeof tmp,hash);
}
}
Write<unsigned int>(&chunk,hash);
}
}
else // else write as usual
{
// if there are less than 2^16 vertices, we can simply use 16 bit integers ...
for (unsigned int i = 0; i < mesh->mNumFaces;++i) {
const aiFace& f = mesh->mFaces[i];
static_assert(AI_MAX_FACE_INDICES <= 0xffff, "AI_MAX_FACE_INDICES <= 0xffff");
Write<uint16_t>(&chunk,f.mNumIndices);
for (unsigned int a = 0; a < f.mNumIndices;++a) {
if (mesh->mNumVertices < (1u<<16)) {
Write<uint16_t>(&chunk,f.mIndices[a]);
}
else Write<unsigned int>(&chunk,f.mIndices[a]);
}
}
}
// write bones
if (mesh->mNumBones) {
for (unsigned int a = 0; a < mesh->mNumBones;++a) {
const aiBone* b = mesh->mBones[a];
WriteBinaryBone(&chunk,b);
}
}
}
// -----------------------------------------------------------------------------------
void WriteBinaryMaterialProperty(IOStream * container, const aiMaterialProperty* prop)
{
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMATERIALPROPERTY );
Write<aiString>(&chunk,prop->mKey);
Write<unsigned int>(&chunk,prop->mSemantic);
Write<unsigned int>(&chunk,prop->mIndex);
Write<unsigned int>(&chunk,prop->mDataLength);
Write<unsigned int>(&chunk,(unsigned int)prop->mType);
chunk.Write(prop->mData,1,prop->mDataLength);
}
// -----------------------------------------------------------------------------------
void WriteBinaryMaterial(IOStream * container, const aiMaterial* mat)
{
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMATERIAL);
Write<unsigned int>(&chunk,mat->mNumProperties);
for (unsigned int i = 0; i < mat->mNumProperties;++i) {
WriteBinaryMaterialProperty( &chunk, mat->mProperties[i]);
}
}
// -----------------------------------------------------------------------------------
void WriteBinaryNodeAnim(IOStream * container, const aiNodeAnim* nd)
{
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODEANIM );
Write<aiString>(&chunk,nd->mNodeName);
Write<unsigned int>(&chunk,nd->mNumPositionKeys);
Write<unsigned int>(&chunk,nd->mNumRotationKeys);
Write<unsigned int>(&chunk,nd->mNumScalingKeys);
Write<unsigned int>(&chunk,nd->mPreState);
Write<unsigned int>(&chunk,nd->mPostState);
if (nd->mPositionKeys) {
if (shortened) {
WriteBounds(&chunk,nd->mPositionKeys,nd->mNumPositionKeys);
} // else write as usual
else WriteArray<aiVectorKey>(&chunk,nd->mPositionKeys,nd->mNumPositionKeys);
}
if (nd->mRotationKeys) {
if (shortened) {
WriteBounds(&chunk,nd->mRotationKeys,nd->mNumRotationKeys);
} // else write as usual
else WriteArray<aiQuatKey>(&chunk,nd->mRotationKeys,nd->mNumRotationKeys);
}
if (nd->mScalingKeys) {
if (shortened) {
WriteBounds(&chunk,nd->mScalingKeys,nd->mNumScalingKeys);
} // else write as usual
else WriteArray<aiVectorKey>(&chunk,nd->mScalingKeys,nd->mNumScalingKeys);
}
}
// -----------------------------------------------------------------------------------
void WriteBinaryAnim( IOStream * container, const aiAnimation* anim )
{
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIANIMATION );
Write<aiString>(&chunk,anim->mName);
Write<double>(&chunk,anim->mDuration);
Write<double>(&chunk,anim->mTicksPerSecond);
Write<unsigned int>(&chunk,anim->mNumChannels);
for (unsigned int a = 0; a < anim->mNumChannels;++a) {
const aiNodeAnim* nd = anim->mChannels[a];
WriteBinaryNodeAnim(&chunk,nd);
}
}
// -----------------------------------------------------------------------------------
void WriteBinaryLight( IOStream * container, const aiLight* l )
{
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AILIGHT );
Write<aiString>(&chunk,l->mName);
Write<unsigned int>(&chunk,l->mType);
if (l->mType != aiLightSource_DIRECTIONAL) {
Write<float>(&chunk,l->mAttenuationConstant);
Write<float>(&chunk,l->mAttenuationLinear);
Write<float>(&chunk,l->mAttenuationQuadratic);
}
Write<aiColor3D>(&chunk,l->mColorDiffuse);
Write<aiColor3D>(&chunk,l->mColorSpecular);
Write<aiColor3D>(&chunk,l->mColorAmbient);
if (l->mType == aiLightSource_SPOT) {
Write<float>(&chunk,l->mAngleInnerCone);
Write<float>(&chunk,l->mAngleOuterCone);
}
}
// -----------------------------------------------------------------------------------
void WriteBinaryCamera( IOStream * container, const aiCamera* cam )
{
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AICAMERA );
Write<aiString>(&chunk,cam->mName);
Write<aiVector3D>(&chunk,cam->mPosition);
Write<aiVector3D>(&chunk,cam->mLookAt);
Write<aiVector3D>(&chunk,cam->mUp);
Write<float>(&chunk,cam->mHorizontalFOV);
Write<float>(&chunk,cam->mClipPlaneNear);
Write<float>(&chunk,cam->mClipPlaneFar);
Write<float>(&chunk,cam->mAspect);
}
// -----------------------------------------------------------------------------------
void WriteBinaryScene( IOStream * container, const aiScene* scene)
{
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AISCENE );
// basic scene information
Write<unsigned int>(&chunk,scene->mFlags);
Write<unsigned int>(&chunk,scene->mNumMeshes);
Write<unsigned int>(&chunk,scene->mNumMaterials);
Write<unsigned int>(&chunk,scene->mNumAnimations);
Write<unsigned int>(&chunk,scene->mNumTextures);
Write<unsigned int>(&chunk,scene->mNumLights);
Write<unsigned int>(&chunk,scene->mNumCameras);
// write node graph
WriteBinaryNode( &chunk, scene->mRootNode );
// write all meshes
for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
const aiMesh* mesh = scene->mMeshes[i];
WriteBinaryMesh( &chunk,mesh);
}
// write materials
for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
const aiMaterial* mat = scene->mMaterials[i];
WriteBinaryMaterial(&chunk,mat);
}
// write all animations
for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
const aiAnimation* anim = scene->mAnimations[i];
WriteBinaryAnim(&chunk,anim);
}
// write all textures
for (unsigned int i = 0; i < scene->mNumTextures;++i) {
const aiTexture* mesh = scene->mTextures[i];
WriteBinaryTexture(&chunk,mesh);
}
// write lights
for (unsigned int i = 0; i < scene->mNumLights;++i) {
const aiLight* l = scene->mLights[i];
WriteBinaryLight(&chunk,l);
}
// write cameras
for (unsigned int i = 0; i < scene->mNumCameras;++i) {
const aiCamera* cam = scene->mCameras[i];
WriteBinaryCamera(&chunk,cam);
}
}
public:
AssbinExport()
: shortened(false), compressed(false) // temporary settings until properties are introduced for exporters
{
}
// -----------------------------------------------------------------------------------
// Write a binary model dump
void WriteBinaryDump(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene)
{
IOStream * out = pIOSystem->Open( pFile, "wb" );
if (!out) return;
time_t tt = time(NULL);
#if _WIN32
tm* p = gmtime(&tt);
#else
struct tm now;
tm* p = gmtime_r(&tt, &now);
#endif
// header
char s[64];
memset( s, 0, 64 );
#if _MSC_VER >= 1400
sprintf_s(s,"ASSIMP.binary-dump.%s",asctime(p));
#else
ai_snprintf(s,64,"ASSIMP.binary-dump.%s",asctime(p));
#endif
out->Write( s, 44, 1 );
// == 44 bytes
Write<unsigned int>( out, ASSBIN_VERSION_MAJOR );
Write<unsigned int>( out, ASSBIN_VERSION_MINOR );
Write<unsigned int>( out, aiGetVersionRevision() );
Write<unsigned int>( out, aiGetCompileFlags() );
Write<uint16_t>( out, shortened );
Write<uint16_t>( out, compressed );
// == 20 bytes
char buff[256];
strncpy(buff,pFile,256);
out->Write(buff,sizeof(char),256);
char cmd[] = "\0";
strncpy(buff,cmd,128);
out->Write(buff,sizeof(char),128);
// leave 64 bytes free for future extensions
memset(buff,0xcd,64);
out->Write(buff,sizeof(char),64);
// == 435 bytes
// ==== total header size: 512 bytes
ai_assert( out->Tell() == ASSBIN_HEADER_LENGTH );
// Up to here the data is uncompressed. For compressed files, the rest
// is compressed using standard DEFLATE from zlib.
if (compressed)
{
AssbinChunkWriter uncompressedStream( NULL, 0 );
WriteBinaryScene( &uncompressedStream, pScene );
uLongf uncompressedSize = static_cast<uLongf>(uncompressedStream.Tell());
uLongf compressedSize = (uLongf)compressBound(uncompressedSize);
uint8_t* compressedBuffer = new uint8_t[ compressedSize ];
int res = compress2( compressedBuffer, &compressedSize, (const Bytef*)uncompressedStream.GetBufferPointer(), uncompressedSize, 9 );
if(res != Z_OK)
{
delete [] compressedBuffer;
pIOSystem->Close(out);
throw DeadlyExportError("Compression failed.");
}
out->Write( &uncompressedSize, sizeof(uint32_t), 1 );
out->Write( compressedBuffer, sizeof(char), compressedSize );
delete[] compressedBuffer;
}
else
{
WriteBinaryScene( out, pScene );
}
pIOSystem->Close( out );
}
};
void ExportSceneAssbin(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/) {
AssbinExport exporter;
exporter.WriteBinaryDump( pFile, pIOSystem, pScene );
}
} // end of namespace Assimp
#endif // ASSIMP_BUILD_NO_ASSBIN_EXPORTER
#endif // ASSIMP_BUILD_NO_EXPORT

View File

@@ -2,7 +2,8 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.
@@ -42,19 +43,16 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** @file AssbinExporter.h
* ASSBIN Exporter Main Header
*/
#pragma once
#ifndef AI_ASSBINEXPORTER_H_INC
#define AI_ASSBINEXPORTER_H_INC
#include <assimp/defs.h>
#ifndef ASSIMP_BUILD_NO_EXPORT
// nothing really needed here - reserved for future use like properties
namespace Assimp {
void ASSIMP_API ExportSceneAssbin(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/);
}
#endif
#endif // AI_ASSBINEXPORTER_H_INC

View File

@@ -3,7 +3,9 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.
@@ -48,19 +50,19 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_ASSBIN_IMPORTER
// internal headers
#include "AssetLib/Assbin/AssbinLoader.h"
#include "Assbin/AssbinLoader.h"
#include "Common/assbin_chunks.h"
#include <assimp/MemoryIOWrapper.h>
#include <assimp/anim.h>
#include <assimp/importerdesc.h>
#include <assimp/mesh.h>
#include <assimp/anim.h>
#include <assimp/scene.h>
#include <assimp/importerdesc.h>
#include <memory>
#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
#include <zlib.h>
# include <zlib.h>
#else
#include <contrib/zlib/zlib.h>
# include <contrib/zlib/zlib.h>
#endif
using namespace Assimp;
@@ -79,97 +81,94 @@ static const aiImporterDesc desc = {
};
// -----------------------------------------------------------------------------------
const aiImporterDesc *AssbinImporter::GetInfo() const {
const aiImporterDesc* AssbinImporter::GetInfo() const {
return &desc;
}
// -----------------------------------------------------------------------------------
bool AssbinImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
IOStream *in = pIOHandler->Open(pFile);
bool AssbinImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool /*checkSig*/ ) const {
IOStream * in = pIOHandler->Open(pFile);
if (nullptr == in) {
return false;
}
char s[32];
in->Read(s, sizeof(char), 32);
in->Read( s, sizeof(char), 32 );
pIOHandler->Close(in);
return strncmp(s, "ASSIMP.binary-dump.", 19) == 0;
return strncmp( s, "ASSIMP.binary-dump.", 19 ) == 0;
}
// -----------------------------------------------------------------------------------
template <typename T>
T Read(IOStream *stream) {
T Read(IOStream * stream) {
T t;
size_t res = stream->Read(&t, sizeof(T), 1);
if (res != 1) {
size_t res = stream->Read( &t, sizeof(T), 1 );
if(res != 1)
throw DeadlyImportError("Unexpected EOF");
}
return t;
}
// -----------------------------------------------------------------------------------
template <>
aiVector3D Read<aiVector3D>(IOStream *stream) {
aiVector3D Read<aiVector3D>(IOStream * stream) {
aiVector3D v;
v.x = Read<ai_real>(stream);
v.y = Read<ai_real>(stream);
v.z = Read<ai_real>(stream);
v.x = Read<float>(stream);
v.y = Read<float>(stream);
v.z = Read<float>(stream);
return v;
}
// -----------------------------------------------------------------------------------
template <>
aiColor4D Read<aiColor4D>(IOStream *stream) {
aiColor4D Read<aiColor4D>(IOStream * stream) {
aiColor4D c;
c.r = Read<ai_real>(stream);
c.g = Read<ai_real>(stream);
c.b = Read<ai_real>(stream);
c.a = Read<ai_real>(stream);
c.r = Read<float>(stream);
c.g = Read<float>(stream);
c.b = Read<float>(stream);
c.a = Read<float>(stream);
return c;
}
// -----------------------------------------------------------------------------------
template <>
aiQuaternion Read<aiQuaternion>(IOStream *stream) {
aiQuaternion Read<aiQuaternion>(IOStream * stream) {
aiQuaternion v;
v.w = Read<ai_real>(stream);
v.x = Read<ai_real>(stream);
v.y = Read<ai_real>(stream);
v.z = Read<ai_real>(stream);
v.w = Read<float>(stream);
v.x = Read<float>(stream);
v.y = Read<float>(stream);
v.z = Read<float>(stream);
return v;
}
// -----------------------------------------------------------------------------------
template <>
aiString Read<aiString>(IOStream *stream) {
aiString Read<aiString>(IOStream * stream) {
aiString s;
stream->Read(&s.length, 4, 1);
if (s.length) {
stream->Read(s.data, s.length, 1);
}
stream->Read(&s.length,4,1);
if(s.length)
stream->Read(s.data,s.length,1);
s.data[s.length] = 0;
return s;
}
// -----------------------------------------------------------------------------------
template <>
aiVertexWeight Read<aiVertexWeight>(IOStream *stream) {
aiVertexWeight Read<aiVertexWeight>(IOStream * stream) {
aiVertexWeight w;
w.mVertexId = Read<unsigned int>(stream);
w.mWeight = Read<ai_real>(stream);
w.mWeight = Read<float>(stream);
return w;
}
// -----------------------------------------------------------------------------------
template <>
aiMatrix4x4 Read<aiMatrix4x4>(IOStream *stream) {
aiMatrix4x4 Read<aiMatrix4x4>(IOStream * stream) {
aiMatrix4x4 m;
for (unsigned int i = 0; i < 4; ++i) {
for (unsigned int i2 = 0; i2 < 4; ++i2) {
m[i][i2] = Read<ai_real>(stream);
for (unsigned int i = 0; i < 4;++i) {
for (unsigned int i2 = 0; i2 < 4;++i2) {
m[i][i2] = Read<float>(stream);
}
}
return m;
@@ -177,7 +176,7 @@ aiMatrix4x4 Read<aiMatrix4x4>(IOStream *stream) {
// -----------------------------------------------------------------------------------
template <>
aiVectorKey Read<aiVectorKey>(IOStream *stream) {
aiVectorKey Read<aiVectorKey>(IOStream * stream) {
aiVectorKey v;
v.mTime = Read<double>(stream);
v.mValue = Read<aiVector3D>(stream);
@@ -186,7 +185,7 @@ aiVectorKey Read<aiVectorKey>(IOStream *stream) {
// -----------------------------------------------------------------------------------
template <>
aiQuatKey Read<aiQuatKey>(IOStream *stream) {
aiQuatKey Read<aiQuatKey>(IOStream * stream) {
aiQuatKey v;
v.mTime = Read<double>(stream);
v.mValue = Read<aiQuaternion>(stream);
@@ -195,27 +194,27 @@ aiQuatKey Read<aiQuatKey>(IOStream *stream) {
// -----------------------------------------------------------------------------------
template <typename T>
void ReadArray(IOStream *stream, T *out, unsigned int size) {
ai_assert(nullptr != stream);
ai_assert(nullptr != out);
void ReadArray( IOStream *stream, T * out, unsigned int size) {
ai_assert( nullptr != stream );
ai_assert( nullptr != out );
for (unsigned int i = 0; i < size; i++) {
for (unsigned int i=0; i<size; i++) {
out[i] = Read<T>(stream);
}
}
// -----------------------------------------------------------------------------------
template <typename T>
void ReadBounds(IOStream *stream, T * /*p*/, unsigned int n) {
void ReadBounds( IOStream * stream, T* /*p*/, unsigned int n ) {
// not sure what to do here, the data isn't really useful.
stream->Seek(sizeof(T) * n, aiOrigin_CUR);
stream->Seek( sizeof(T) * n, aiOrigin_CUR );
}
// -----------------------------------------------------------------------------------
void AssbinImporter::ReadBinaryNode(IOStream *stream, aiNode **onode, aiNode *parent) {
if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AINODE)
void AssbinImporter::ReadBinaryNode( IOStream * stream, aiNode** onode, aiNode* parent ) {
if(Read<uint32_t>(stream) != ASSBIN_CHUNK_AINODE)
throw DeadlyImportError("Magic chunk identifiers are wrong!");
/*uint32_t size =*/Read<uint32_t>(stream);
/*uint32_t size =*/ Read<uint32_t>(stream);
std::unique_ptr<aiNode> node(new aiNode());
@@ -223,13 +222,14 @@ void AssbinImporter::ReadBinaryNode(IOStream *stream, aiNode **onode, aiNode *pa
node->mTransformation = Read<aiMatrix4x4>(stream);
unsigned numChildren = Read<unsigned int>(stream);
unsigned numMeshes = Read<unsigned int>(stream);
unsigned int nb_metadata = Read<unsigned int>(stream);
unsigned int nb_metadata = Read<unsigned int>(stream);
if (parent) {
if(parent) {
node->mParent = parent;
}
if (numMeshes) {
if (numMeshes)
{
node->mMeshes = new unsigned int[numMeshes];
for (unsigned int i = 0; i < numMeshes; ++i) {
node->mMeshes[i] = Read<unsigned int>(stream);
@@ -238,60 +238,60 @@ void AssbinImporter::ReadBinaryNode(IOStream *stream, aiNode **onode, aiNode *pa
}
if (numChildren) {
node->mChildren = new aiNode *[numChildren];
node->mChildren = new aiNode*[numChildren];
for (unsigned int i = 0; i < numChildren; ++i) {
ReadBinaryNode(stream, &node->mChildren[i], node.get());
ReadBinaryNode( stream, &node->mChildren[i], node.get() );
node->mNumChildren++;
}
}
if (nb_metadata > 0) {
if ( nb_metadata > 0 ) {
node->mMetaData = aiMetadata::Alloc(nb_metadata);
for (unsigned int i = 0; i < nb_metadata; ++i) {
node->mMetaData->mKeys[i] = Read<aiString>(stream);
node->mMetaData->mValues[i].mType = (aiMetadataType)Read<uint16_t>(stream);
void *data = nullptr;
node->mMetaData->mValues[i].mType = (aiMetadataType) Read<uint16_t>(stream);
void* data = nullptr;
switch (node->mMetaData->mValues[i].mType) {
case AI_BOOL:
data = new bool(Read<bool>(stream));
break;
case AI_INT32:
data = new int32_t(Read<int32_t>(stream));
break;
case AI_UINT64:
data = new uint64_t(Read<uint64_t>(stream));
break;
case AI_FLOAT:
data = new ai_real(Read<ai_real>(stream));
break;
case AI_DOUBLE:
data = new double(Read<double>(stream));
break;
case AI_AISTRING:
data = new aiString(Read<aiString>(stream));
break;
case AI_AIVECTOR3D:
data = new aiVector3D(Read<aiVector3D>(stream));
break;
case AI_BOOL:
data = new bool(Read<bool>(stream));
break;
case AI_INT32:
data = new int32_t(Read<int32_t>(stream));
break;
case AI_UINT64:
data = new uint64_t(Read<uint64_t>(stream));
break;
case AI_FLOAT:
data = new float(Read<float>(stream));
break;
case AI_DOUBLE:
data = new double(Read<double>(stream));
break;
case AI_AISTRING:
data = new aiString(Read<aiString>(stream));
break;
case AI_AIVECTOR3D:
data = new aiVector3D(Read<aiVector3D>(stream));
break;
#ifndef SWIG
case FORCE_32BIT:
case FORCE_32BIT:
#endif // SWIG
default:
break;
default:
break;
}
node->mMetaData->mValues[i].mData = data;
}
}
node->mMetaData->mValues[i].mData = data;
}
}
*onode = node.release();
}
// -----------------------------------------------------------------------------------
void AssbinImporter::ReadBinaryBone(IOStream *stream, aiBone *b) {
if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AIBONE)
void AssbinImporter::ReadBinaryBone( IOStream * stream, aiBone* b ) {
if(Read<uint32_t>(stream) != ASSBIN_CHUNK_AIBONE)
throw DeadlyImportError("Magic chunk identifiers are wrong!");
/*uint32_t size =*/Read<uint32_t>(stream);
/*uint32_t size =*/ Read<uint32_t>(stream);
b->mName = Read<aiString>(stream);
b->mNumWeights = Read<unsigned int>(stream);
@@ -300,24 +300,23 @@ void AssbinImporter::ReadBinaryBone(IOStream *stream, aiBone *b) {
// for the moment we write dumb min/max values for the bones, too.
// maybe I'll add a better, hash-like solution later
if (shortened) {
ReadBounds(stream, b->mWeights, b->mNumWeights);
ReadBounds(stream,b->mWeights,b->mNumWeights);
} else {
// else write as usual
b->mWeights = new aiVertexWeight[b->mNumWeights];
ReadArray<aiVertexWeight>(stream, b->mWeights, b->mNumWeights);
ReadArray<aiVertexWeight>(stream,b->mWeights,b->mNumWeights);
}
}
// -----------------------------------------------------------------------------------
static bool fitsIntoUI16(unsigned int mNumVertices) {
return (mNumVertices < (1u << 16));
return ( mNumVertices < (1u<<16) );
}
// -----------------------------------------------------------------------------------
void AssbinImporter::ReadBinaryMesh(IOStream *stream, aiMesh *mesh) {
if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AIMESH)
void AssbinImporter::ReadBinaryMesh( IOStream * stream, aiMesh* mesh ) {
if(Read<uint32_t>(stream) != ASSBIN_CHUNK_AIMESH)
throw DeadlyImportError("Magic chunk identifiers are wrong!");
/*uint32_t size =*/Read<uint32_t>(stream);
/*uint32_t size =*/ Read<uint32_t>(stream);
mesh->mPrimitiveTypes = Read<unsigned int>(stream);
mesh->mNumVertices = Read<unsigned int>(stream);
@@ -330,48 +329,48 @@ void AssbinImporter::ReadBinaryMesh(IOStream *stream, aiMesh *mesh) {
if (c & ASSBIN_MESH_HAS_POSITIONS) {
if (shortened) {
ReadBounds(stream, mesh->mVertices, mesh->mNumVertices);
} else {
ReadBounds(stream,mesh->mVertices,mesh->mNumVertices);
} else {
// else write as usual
mesh->mVertices = new aiVector3D[mesh->mNumVertices];
ReadArray<aiVector3D>(stream, mesh->mVertices, mesh->mNumVertices);
ReadArray<aiVector3D>(stream,mesh->mVertices,mesh->mNumVertices);
}
}
if (c & ASSBIN_MESH_HAS_NORMALS) {
if (shortened) {
ReadBounds(stream, mesh->mNormals, mesh->mNumVertices);
} else {
ReadBounds(stream,mesh->mNormals,mesh->mNumVertices);
} else {
// else write as usual
mesh->mNormals = new aiVector3D[mesh->mNumVertices];
ReadArray<aiVector3D>(stream, mesh->mNormals, mesh->mNumVertices);
ReadArray<aiVector3D>(stream,mesh->mNormals,mesh->mNumVertices);
}
}
if (c & ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS) {
if (shortened) {
ReadBounds(stream, mesh->mTangents, mesh->mNumVertices);
ReadBounds(stream, mesh->mBitangents, mesh->mNumVertices);
} else {
ReadBounds(stream,mesh->mTangents,mesh->mNumVertices);
ReadBounds(stream,mesh->mBitangents,mesh->mNumVertices);
} else {
// else write as usual
mesh->mTangents = new aiVector3D[mesh->mNumVertices];
ReadArray<aiVector3D>(stream, mesh->mTangents, mesh->mNumVertices);
ReadArray<aiVector3D>(stream,mesh->mTangents,mesh->mNumVertices);
mesh->mBitangents = new aiVector3D[mesh->mNumVertices];
ReadArray<aiVector3D>(stream, mesh->mBitangents, mesh->mNumVertices);
ReadArray<aiVector3D>(stream,mesh->mBitangents,mesh->mNumVertices);
}
}
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS; ++n) {
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
if (!(c & ASSBIN_MESH_HAS_COLOR(n))) {
break;
}
if (shortened) {
ReadBounds(stream, mesh->mColors[n], mesh->mNumVertices);
} else {
ReadBounds(stream,mesh->mColors[n],mesh->mNumVertices);
} else {
// else write as usual
mesh->mColors[n] = new aiColor4D[mesh->mNumVertices];
ReadArray<aiColor4D>(stream, mesh->mColors[n], mesh->mNumVertices);
ReadArray<aiColor4D>(stream,mesh->mColors[n],mesh->mNumVertices);
}
}
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++n) {
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
if (!(c & ASSBIN_MESH_HAS_TEXCOORD(n))) {
break;
}
@@ -380,11 +379,11 @@ void AssbinImporter::ReadBinaryMesh(IOStream *stream, aiMesh *mesh) {
mesh->mNumUVComponents[n] = Read<unsigned int>(stream);
if (shortened) {
ReadBounds(stream, mesh->mTextureCoords[n], mesh->mNumVertices);
} else {
ReadBounds(stream,mesh->mTextureCoords[n],mesh->mNumVertices);
} else {
// else write as usual
mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices];
ReadArray<aiVector3D>(stream, mesh->mTextureCoords[n], mesh->mNumVertices);
ReadArray<aiVector3D>(stream,mesh->mTextureCoords[n],mesh->mNumVertices);
}
}
@@ -394,20 +393,20 @@ void AssbinImporter::ReadBinaryMesh(IOStream *stream, aiMesh *mesh) {
// using Assimp's standard hashing function.
if (shortened) {
Read<unsigned int>(stream);
} else {
} else {
// else write as usual
// if there are less than 2^16 vertices, we can simply use 16 bit integers ...
mesh->mFaces = new aiFace[mesh->mNumFaces];
for (unsigned int i = 0; i < mesh->mNumFaces; ++i) {
aiFace &f = mesh->mFaces[i];
for (unsigned int i = 0; i < mesh->mNumFaces;++i) {
aiFace& f = mesh->mFaces[i];
static_assert(AI_MAX_FACE_INDICES <= 0xffff, "AI_MAX_FACE_INDICES <= 0xffff");
f.mNumIndices = Read<uint16_t>(stream);
f.mIndices = new unsigned int[f.mNumIndices];
for (unsigned int a = 0; a < f.mNumIndices; ++a) {
// Check if unsigned short ( 16 bit ) are big enough for the indices
if (fitsIntoUI16(mesh->mNumVertices)) {
for (unsigned int a = 0; a < f.mNumIndices;++a) {
// Check if unsigned short ( 16 bit ) are big enought for the indices
if ( fitsIntoUI16( mesh->mNumVertices ) ) {
f.mIndices[a] = Read<uint16_t>(stream);
} else {
f.mIndices[a] = Read<unsigned int>(stream);
@@ -418,19 +417,19 @@ void AssbinImporter::ReadBinaryMesh(IOStream *stream, aiMesh *mesh) {
// write bones
if (mesh->mNumBones) {
mesh->mBones = new C_STRUCT aiBone *[mesh->mNumBones];
for (unsigned int a = 0; a < mesh->mNumBones; ++a) {
mesh->mBones = new C_STRUCT aiBone*[mesh->mNumBones];
for (unsigned int a = 0; a < mesh->mNumBones;++a) {
mesh->mBones[a] = new aiBone();
ReadBinaryBone(stream, mesh->mBones[a]);
ReadBinaryBone(stream,mesh->mBones[a]);
}
}
}
// -----------------------------------------------------------------------------------
void AssbinImporter::ReadBinaryMaterialProperty(IOStream *stream, aiMaterialProperty *prop) {
if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AIMATERIALPROPERTY)
void AssbinImporter::ReadBinaryMaterialProperty(IOStream * stream, aiMaterialProperty* prop) {
if(Read<uint32_t>(stream) != ASSBIN_CHUNK_AIMATERIALPROPERTY)
throw DeadlyImportError("Magic chunk identifiers are wrong!");
/*uint32_t size =*/Read<uint32_t>(stream);
/*uint32_t size =*/ Read<uint32_t>(stream);
prop->mKey = Read<aiString>(stream);
prop->mSemantic = Read<unsigned int>(stream);
@@ -438,34 +437,36 @@ void AssbinImporter::ReadBinaryMaterialProperty(IOStream *stream, aiMaterialProp
prop->mDataLength = Read<unsigned int>(stream);
prop->mType = (aiPropertyTypeInfo)Read<unsigned int>(stream);
prop->mData = new char[prop->mDataLength];
stream->Read(prop->mData, 1, prop->mDataLength);
prop->mData = new char [ prop->mDataLength ];
stream->Read(prop->mData,1,prop->mDataLength);
}
// -----------------------------------------------------------------------------------
void AssbinImporter::ReadBinaryMaterial(IOStream *stream, aiMaterial *mat) {
if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AIMATERIAL)
void AssbinImporter::ReadBinaryMaterial(IOStream * stream, aiMaterial* mat) {
if(Read<uint32_t>(stream) != ASSBIN_CHUNK_AIMATERIAL)
throw DeadlyImportError("Magic chunk identifiers are wrong!");
/*uint32_t size =*/Read<uint32_t>(stream);
/*uint32_t size =*/ Read<uint32_t>(stream);
mat->mNumAllocated = mat->mNumProperties = Read<unsigned int>(stream);
if (mat->mNumProperties) {
if (mat->mProperties) {
if (mat->mNumProperties)
{
if (mat->mProperties)
{
delete[] mat->mProperties;
}
mat->mProperties = new aiMaterialProperty *[mat->mNumProperties];
for (unsigned int i = 0; i < mat->mNumProperties; ++i) {
mat->mProperties = new aiMaterialProperty*[mat->mNumProperties];
for (unsigned int i = 0; i < mat->mNumProperties;++i) {
mat->mProperties[i] = new aiMaterialProperty();
ReadBinaryMaterialProperty(stream, mat->mProperties[i]);
ReadBinaryMaterialProperty( stream, mat->mProperties[i]);
}
}
}
// -----------------------------------------------------------------------------------
void AssbinImporter::ReadBinaryNodeAnim(IOStream *stream, aiNodeAnim *nd) {
if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AINODEANIM)
void AssbinImporter::ReadBinaryNodeAnim(IOStream * stream, aiNodeAnim* nd) {
if(Read<uint32_t>(stream) != ASSBIN_CHUNK_AINODEANIM)
throw DeadlyImportError("Magic chunk identifiers are wrong!");
/*uint32_t size =*/Read<uint32_t>(stream);
/*uint32_t size =*/ Read<uint32_t>(stream);
nd->mNodeName = Read<aiString>(stream);
nd->mNumPositionKeys = Read<unsigned int>(stream);
@@ -476,90 +477,86 @@ void AssbinImporter::ReadBinaryNodeAnim(IOStream *stream, aiNodeAnim *nd) {
if (nd->mNumPositionKeys) {
if (shortened) {
ReadBounds(stream, nd->mPositionKeys, nd->mNumPositionKeys);
ReadBounds(stream,nd->mPositionKeys,nd->mNumPositionKeys);
} // else write as usual
else {
nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
ReadArray<aiVectorKey>(stream, nd->mPositionKeys, nd->mNumPositionKeys);
ReadArray<aiVectorKey>(stream,nd->mPositionKeys,nd->mNumPositionKeys);
}
}
if (nd->mNumRotationKeys) {
if (shortened) {
ReadBounds(stream, nd->mRotationKeys, nd->mNumRotationKeys);
ReadBounds(stream,nd->mRotationKeys,nd->mNumRotationKeys);
} else {
} else {
// else write as usual
nd->mRotationKeys = new aiQuatKey[nd->mNumRotationKeys];
ReadArray<aiQuatKey>(stream, nd->mRotationKeys, nd->mNumRotationKeys);
ReadArray<aiQuatKey>(stream,nd->mRotationKeys,nd->mNumRotationKeys);
}
}
if (nd->mNumScalingKeys) {
if (shortened) {
ReadBounds(stream, nd->mScalingKeys, nd->mNumScalingKeys);
ReadBounds(stream,nd->mScalingKeys,nd->mNumScalingKeys);
} else {
} else {
// else write as usual
nd->mScalingKeys = new aiVectorKey[nd->mNumScalingKeys];
ReadArray<aiVectorKey>(stream, nd->mScalingKeys, nd->mNumScalingKeys);
ReadArray<aiVectorKey>(stream,nd->mScalingKeys,nd->mNumScalingKeys);
}
}
}
// -----------------------------------------------------------------------------------
void AssbinImporter::ReadBinaryAnim(IOStream *stream, aiAnimation *anim) {
if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AIANIMATION)
void AssbinImporter::ReadBinaryAnim( IOStream * stream, aiAnimation* anim ) {
if(Read<uint32_t>(stream) != ASSBIN_CHUNK_AIANIMATION)
throw DeadlyImportError("Magic chunk identifiers are wrong!");
/*uint32_t size =*/Read<uint32_t>(stream);
/*uint32_t size =*/ Read<uint32_t>(stream);
anim->mName = Read<aiString>(stream);
anim->mDuration = Read<double>(stream);
anim->mTicksPerSecond = Read<double>(stream);
anim->mName = Read<aiString> (stream);
anim->mDuration = Read<double> (stream);
anim->mTicksPerSecond = Read<double> (stream);
anim->mNumChannels = Read<unsigned int>(stream);
if (anim->mNumChannels) {
anim->mChannels = new aiNodeAnim *[anim->mNumChannels];
for (unsigned int a = 0; a < anim->mNumChannels; ++a) {
anim->mChannels = new aiNodeAnim*[ anim->mNumChannels ];
for (unsigned int a = 0; a < anim->mNumChannels;++a) {
anim->mChannels[a] = new aiNodeAnim();
ReadBinaryNodeAnim(stream, anim->mChannels[a]);
ReadBinaryNodeAnim(stream,anim->mChannels[a]);
}
}
}
// -----------------------------------------------------------------------------------
void AssbinImporter::ReadBinaryTexture(IOStream *stream, aiTexture *tex) {
if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AITEXTURE)
void AssbinImporter::ReadBinaryTexture(IOStream * stream, aiTexture* tex) {
if(Read<uint32_t>(stream) != ASSBIN_CHUNK_AITEXTURE)
throw DeadlyImportError("Magic chunk identifiers are wrong!");
/*uint32_t size =*/Read<uint32_t>(stream);
/*uint32_t size =*/ Read<uint32_t>(stream);
tex->mWidth = Read<unsigned int>(stream);
tex->mHeight = Read<unsigned int>(stream);
stream->Read(tex->achFormatHint, sizeof(char), HINTMAXTEXTURELEN - 1);
stream->Read( tex->achFormatHint, sizeof(char), 4 );
if (!shortened) {
if(!shortened) {
if (!tex->mHeight) {
tex->pcData = new aiTexel[tex->mWidth];
stream->Read(tex->pcData, 1, tex->mWidth);
tex->pcData = new aiTexel[ tex->mWidth ];
stream->Read(tex->pcData,1,tex->mWidth);
} else {
tex->pcData = new aiTexel[tex->mWidth * tex->mHeight];
stream->Read(tex->pcData, 1, tex->mWidth * tex->mHeight * 4);
tex->pcData = new aiTexel[ tex->mWidth*tex->mHeight ];
stream->Read(tex->pcData,1,tex->mWidth*tex->mHeight*4);
}
}
}
// -----------------------------------------------------------------------------------
void AssbinImporter::ReadBinaryLight(IOStream *stream, aiLight *l) {
if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AILIGHT)
void AssbinImporter::ReadBinaryLight( IOStream * stream, aiLight* l ) {
if(Read<uint32_t>(stream) != ASSBIN_CHUNK_AILIGHT)
throw DeadlyImportError("Magic chunk identifiers are wrong!");
/*uint32_t size =*/Read<uint32_t>(stream);
/*uint32_t size =*/ Read<uint32_t>(stream);
l->mName = Read<aiString>(stream);
l->mType = (aiLightSourceType)Read<unsigned int>(stream);
l->mPosition = Read<aiVector3D>(stream);
l->mDirection = Read<aiVector3D>(stream);
l->mUp = Read<aiVector3D>(stream);
if (l->mType != aiLightSource_DIRECTIONAL) {
l->mAttenuationConstant = Read<float>(stream);
l->mAttenuationLinear = Read<float>(stream);
@@ -577,10 +574,10 @@ void AssbinImporter::ReadBinaryLight(IOStream *stream, aiLight *l) {
}
// -----------------------------------------------------------------------------------
void AssbinImporter::ReadBinaryCamera(IOStream *stream, aiCamera *cam) {
if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AICAMERA)
void AssbinImporter::ReadBinaryCamera( IOStream * stream, aiCamera* cam ) {
if(Read<uint32_t>(stream) != ASSBIN_CHUNK_AICAMERA)
throw DeadlyImportError("Magic chunk identifiers are wrong!");
/*uint32_t size =*/Read<uint32_t>(stream);
/*uint32_t size =*/ Read<uint32_t>(stream);
cam->mName = Read<aiString>(stream);
cam->mPosition = Read<aiVector3D>(stream);
@@ -593,139 +590,141 @@ void AssbinImporter::ReadBinaryCamera(IOStream *stream, aiCamera *cam) {
}
// -----------------------------------------------------------------------------------
void AssbinImporter::ReadBinaryScene(IOStream *stream, aiScene *scene) {
if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AISCENE)
void AssbinImporter::ReadBinaryScene( IOStream * stream, aiScene* scene ) {
if(Read<uint32_t>(stream) != ASSBIN_CHUNK_AISCENE)
throw DeadlyImportError("Magic chunk identifiers are wrong!");
/*uint32_t size =*/Read<uint32_t>(stream);
/*uint32_t size =*/ Read<uint32_t>(stream);
scene->mFlags = Read<unsigned int>(stream);
scene->mNumMeshes = Read<unsigned int>(stream);
scene->mNumMaterials = Read<unsigned int>(stream);
scene->mFlags = Read<unsigned int>(stream);
scene->mNumMeshes = Read<unsigned int>(stream);
scene->mNumMaterials = Read<unsigned int>(stream);
scene->mNumAnimations = Read<unsigned int>(stream);
scene->mNumTextures = Read<unsigned int>(stream);
scene->mNumLights = Read<unsigned int>(stream);
scene->mNumCameras = Read<unsigned int>(stream);
scene->mNumTextures = Read<unsigned int>(stream);
scene->mNumLights = Read<unsigned int>(stream);
scene->mNumCameras = Read<unsigned int>(stream);
// Read node graph
//scene->mRootNode = new aiNode[1];
ReadBinaryNode(stream, &scene->mRootNode, (aiNode *)nullptr);
ReadBinaryNode( stream, &scene->mRootNode, (aiNode*)NULL );
// Read all meshes
if (scene->mNumMeshes) {
scene->mMeshes = new aiMesh *[scene->mNumMeshes];
memset(scene->mMeshes, 0, scene->mNumMeshes * sizeof(aiMesh *));
for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
scene->mMeshes = new aiMesh*[scene->mNumMeshes];
memset(scene->mMeshes, 0, scene->mNumMeshes*sizeof(aiMesh*));
for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
scene->mMeshes[i] = new aiMesh();
ReadBinaryMesh(stream, scene->mMeshes[i]);
ReadBinaryMesh( stream,scene->mMeshes[i]);
}
}
// Read materials
if (scene->mNumMaterials) {
scene->mMaterials = new aiMaterial *[scene->mNumMaterials];
memset(scene->mMaterials, 0, scene->mNumMaterials * sizeof(aiMaterial *));
for (unsigned int i = 0; i < scene->mNumMaterials; ++i) {
scene->mMaterials = new aiMaterial*[scene->mNumMaterials];
memset(scene->mMaterials, 0, scene->mNumMaterials*sizeof(aiMaterial*));
for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
scene->mMaterials[i] = new aiMaterial();
ReadBinaryMaterial(stream, scene->mMaterials[i]);
ReadBinaryMaterial(stream,scene->mMaterials[i]);
}
}
// Read all animations
if (scene->mNumAnimations) {
scene->mAnimations = new aiAnimation *[scene->mNumAnimations];
memset(scene->mAnimations, 0, scene->mNumAnimations * sizeof(aiAnimation *));
for (unsigned int i = 0; i < scene->mNumAnimations; ++i) {
scene->mAnimations = new aiAnimation*[scene->mNumAnimations];
memset(scene->mAnimations, 0, scene->mNumAnimations*sizeof(aiAnimation*));
for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
scene->mAnimations[i] = new aiAnimation();
ReadBinaryAnim(stream, scene->mAnimations[i]);
ReadBinaryAnim(stream,scene->mAnimations[i]);
}
}
// Read all textures
if (scene->mNumTextures) {
scene->mTextures = new aiTexture *[scene->mNumTextures];
memset(scene->mTextures, 0, scene->mNumTextures * sizeof(aiTexture *));
for (unsigned int i = 0; i < scene->mNumTextures; ++i) {
scene->mTextures = new aiTexture*[scene->mNumTextures];
memset(scene->mTextures, 0, scene->mNumTextures*sizeof(aiTexture*));
for (unsigned int i = 0; i < scene->mNumTextures;++i) {
scene->mTextures[i] = new aiTexture();
ReadBinaryTexture(stream, scene->mTextures[i]);
ReadBinaryTexture(stream,scene->mTextures[i]);
}
}
// Read lights
if (scene->mNumLights) {
scene->mLights = new aiLight *[scene->mNumLights];
memset(scene->mLights, 0, scene->mNumLights * sizeof(aiLight *));
for (unsigned int i = 0; i < scene->mNumLights; ++i) {
scene->mLights = new aiLight*[scene->mNumLights];
memset(scene->mLights, 0, scene->mNumLights*sizeof(aiLight*));
for (unsigned int i = 0; i < scene->mNumLights;++i) {
scene->mLights[i] = new aiLight();
ReadBinaryLight(stream, scene->mLights[i]);
ReadBinaryLight(stream,scene->mLights[i]);
}
}
// Read cameras
if (scene->mNumCameras) {
scene->mCameras = new aiCamera *[scene->mNumCameras];
memset(scene->mCameras, 0, scene->mNumCameras * sizeof(aiCamera *));
for (unsigned int i = 0; i < scene->mNumCameras; ++i) {
scene->mCameras = new aiCamera*[scene->mNumCameras];
memset(scene->mCameras, 0, scene->mNumCameras*sizeof(aiCamera*));
for (unsigned int i = 0; i < scene->mNumCameras;++i) {
scene->mCameras[i] = new aiCamera();
ReadBinaryCamera(stream, scene->mCameras[i]);
ReadBinaryCamera(stream,scene->mCameras[i]);
}
}
}
// -----------------------------------------------------------------------------------
void AssbinImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
IOStream *stream = pIOHandler->Open(pFile, "rb");
void AssbinImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler ) {
IOStream * stream = pIOHandler->Open(pFile,"rb");
if (nullptr == stream) {
throw DeadlyImportError("ASSBIN: Could not open ", pFile);
return;
}
// signature
stream->Seek(44, aiOrigin_CUR);
stream->Seek( 44, aiOrigin_CUR );
unsigned int versionMajor = Read<unsigned int>(stream);
unsigned int versionMinor = Read<unsigned int>(stream);
if (versionMinor != ASSBIN_VERSION_MINOR || versionMajor != ASSBIN_VERSION_MAJOR) {
throw DeadlyImportError("Invalid version, data format not compatible!");
throw DeadlyImportError( "Invalid version, data format not compatible!" );
}
/*unsigned int versionRevision =*/Read<unsigned int>(stream);
/*unsigned int compileFlags =*/Read<unsigned int>(stream);
/*unsigned int versionRevision =*/ Read<unsigned int>(stream);
/*unsigned int compileFlags =*/ Read<unsigned int>(stream);
shortened = Read<uint16_t>(stream) > 0;
compressed = Read<uint16_t>(stream) > 0;
if (shortened)
throw DeadlyImportError("Shortened binaries are not supported!");
throw DeadlyImportError( "Shortened binaries are not supported!" );
stream->Seek(256, aiOrigin_CUR); // original filename
stream->Seek(128, aiOrigin_CUR); // options
stream->Seek(64, aiOrigin_CUR); // padding
stream->Seek( 256, aiOrigin_CUR ); // original filename
stream->Seek( 128, aiOrigin_CUR ); // options
stream->Seek( 64, aiOrigin_CUR ); // padding
if (compressed) {
uLongf uncompressedSize = Read<uint32_t>(stream);
uLongf compressedSize = static_cast<uLongf>(stream->FileSize() - stream->Tell());
unsigned char *compressedData = new unsigned char[compressedSize];
size_t len = stream->Read(compressedData, 1, compressedSize);
unsigned char * compressedData = new unsigned char[ compressedSize ];
size_t len = stream->Read( compressedData, 1, compressedSize );
ai_assert(len == compressedSize);
unsigned char *uncompressedData = new unsigned char[uncompressedSize];
unsigned char * uncompressedData = new unsigned char[ uncompressedSize ];
int res = uncompress(uncompressedData, &uncompressedSize, compressedData, (uLong)len);
if (res != Z_OK) {
delete[] uncompressedData;
delete[] compressedData;
int res = uncompress( uncompressedData, &uncompressedSize, compressedData, (uLong) len );
if(res != Z_OK)
{
delete [] uncompressedData;
delete [] compressedData;
pIOHandler->Close(stream);
throw DeadlyImportError("Zlib decompression failed.");
}
MemoryIOStream io(uncompressedData, uncompressedSize);
MemoryIOStream io( uncompressedData, uncompressedSize );
ReadBinaryScene(&io, pScene);
ReadBinaryScene(&io,pScene);
delete[] uncompressedData;
delete[] compressedData;
} else {
ReadBinaryScene(stream, pScene);
ReadBinaryScene(stream,pScene);
}
pIOHandler->Close(stream);

View File

@@ -3,7 +3,8 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.
@@ -73,11 +74,17 @@ private:
bool compressed;
public:
bool CanRead(const std::string& pFile,
IOSystem* pIOHandler, bool checkSig) const override;
const aiImporterDesc* GetInfo() const override;
void InternReadFile(
const std::string& pFile,aiScene* pScene,IOSystem* pIOHandler) override;
virtual bool CanRead(
const std::string& pFile,
IOSystem* pIOHandler,
bool checkSig
) const;
virtual const aiImporterDesc* GetInfo() const;
virtual void InternReadFile(
const std::string& pFile,
aiScene* pScene,
IOSystem* pIOHandler
);
void ReadHeader();
void ReadBinaryScene( IOStream * stream, aiScene* pScene );
void ReadBinaryNode( IOStream * stream, aiNode** mRootNode, aiNode* parent );

View File

@@ -1,702 +0,0 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Defines helper data structures for the import of 3DS files */
#ifndef AI_3DSFILEHELPER_H_INC
#define AI_3DSFILEHELPER_H_INC
#include <assimp/SmoothingGroups.h>
#include <assimp/SpatialSort.h>
#include <assimp/StringUtils.h>
#include <assimp/anim.h>
#include <assimp/camera.h>
#include <assimp/light.h>
#include <assimp/material.h>
#include <assimp/qnan.h>
#include <cstdio> //sprintf
namespace Assimp {
namespace D3DS {
#include <assimp/Compiler/pushpack1.h>
// ---------------------------------------------------------------------------
/** Defines chunks and data structures.
*/
namespace Discreet3DS {
//! data structure for a single chunk in a .3ds file
struct Chunk {
uint16_t Flag;
uint32_t Size;
} PACK_STRUCT;
//! Used for shading field in material3ds structure
//! From AutoDesk 3ds SDK
typedef enum {
// translated to gouraud shading with wireframe active
Wire = 0x0,
// if this material is set, no vertex normals will
// be calculated for the model. Face normals + gouraud
Flat = 0x1,
// standard gouraud shading
Gouraud = 0x2,
// phong shading
Phong = 0x3,
// cooktorrance or anistropic phong shading ...
// the exact meaning is unknown, if you know it
// feel free to tell me ;-)
Metal = 0x4,
// required by the ASE loader
Blinn = 0x5
} shadetype3ds;
// Flags for animated keys
enum {
KEY_USE_TENS = 0x1,
KEY_USE_CONT = 0x2,
KEY_USE_BIAS = 0x4,
KEY_USE_EASE_TO = 0x8,
KEY_USE_EASE_FROM = 0x10
};
enum {
// ********************************************************************
// Basic chunks which can be found everywhere in the file
CHUNK_VERSION = 0x0002,
CHUNK_RGBF = 0x0010, // float4 R; float4 G; float4 B
CHUNK_RGBB = 0x0011, // int1 R; int1 G; int B
// Linear color values (gamma = 2.2?)
CHUNK_LINRGBF = 0x0013, // float4 R; float4 G; float4 B
CHUNK_LINRGBB = 0x0012, // int1 R; int1 G; int B
CHUNK_PERCENTW = 0x0030, // int2 percentage
CHUNK_PERCENTF = 0x0031, // float4 percentage
CHUNK_PERCENTD = 0x0032, // float8 percentage
// ********************************************************************
// Prj master chunk
CHUNK_PRJ = 0xC23D,
// MDLI master chunk
CHUNK_MLI = 0x3DAA,
// Primary main chunk of the .3ds file
CHUNK_MAIN = 0x4D4D,
// Mesh main chunk
CHUNK_OBJMESH = 0x3D3D,
// Specifies the background color of the .3ds file
// This is passed through the material system for
// viewing purposes.
CHUNK_BKGCOLOR = 0x1200,
// Specifies the ambient base color of the scene.
// This is added to all materials in the file
CHUNK_AMBCOLOR = 0x2100,
// Specifies the background image for the whole scene
// This value is passed through the material system
// to the viewer
CHUNK_BIT_MAP = 0x1100,
CHUNK_BIT_MAP_EXISTS = 0x1101,
// ********************************************************************
// Viewport related stuff. Ignored
CHUNK_DEFAULT_VIEW = 0x3000,
CHUNK_VIEW_TOP = 0x3010,
CHUNK_VIEW_BOTTOM = 0x3020,
CHUNK_VIEW_LEFT = 0x3030,
CHUNK_VIEW_RIGHT = 0x3040,
CHUNK_VIEW_FRONT = 0x3050,
CHUNK_VIEW_BACK = 0x3060,
CHUNK_VIEW_USER = 0x3070,
CHUNK_VIEW_CAMERA = 0x3080,
// ********************************************************************
// Mesh chunks
CHUNK_OBJBLOCK = 0x4000,
CHUNK_TRIMESH = 0x4100,
CHUNK_VERTLIST = 0x4110,
CHUNK_VERTFLAGS = 0x4111,
CHUNK_FACELIST = 0x4120,
CHUNK_FACEMAT = 0x4130,
CHUNK_MAPLIST = 0x4140,
CHUNK_SMOOLIST = 0x4150,
CHUNK_TRMATRIX = 0x4160,
CHUNK_MESHCOLOR = 0x4165,
CHUNK_TXTINFO = 0x4170,
CHUNK_LIGHT = 0x4600,
CHUNK_CAMERA = 0x4700,
CHUNK_HIERARCHY = 0x4F00,
// Specifies the global scaling factor. This is applied
// to the root node's transformation matrix
CHUNK_MASTER_SCALE = 0x0100,
// ********************************************************************
// Material chunks
CHUNK_MAT_MATERIAL = 0xAFFF,
// asciiz containing the name of the material
CHUNK_MAT_MATNAME = 0xA000,
CHUNK_MAT_AMBIENT = 0xA010, // followed by color chunk
CHUNK_MAT_DIFFUSE = 0xA020, // followed by color chunk
CHUNK_MAT_SPECULAR = 0xA030, // followed by color chunk
// Specifies the shininess of the material
// followed by percentage chunk
CHUNK_MAT_SHININESS = 0xA040,
CHUNK_MAT_SHININESS_PERCENT = 0xA041,
// Specifies the shading mode to be used
// followed by a short
CHUNK_MAT_SHADING = 0xA100,
// NOTE: Emissive color (self illumination) seems not
// to be a color but a single value, type is unknown.
// Make the parser accept both of them.
// followed by percentage chunk (?)
CHUNK_MAT_SELF_ILLUM = 0xA080,
// Always followed by percentage chunk (?)
CHUNK_MAT_SELF_ILPCT = 0xA084,
// Always followed by percentage chunk
CHUNK_MAT_TRANSPARENCY = 0xA050,
// Diffuse texture channel 0
CHUNK_MAT_TEXTURE = 0xA200,
// Contains opacity information for each texel
CHUNK_MAT_OPACMAP = 0xA210,
// Contains a reflection map to be used to reflect
// the environment. This is partially supported.
CHUNK_MAT_REFLMAP = 0xA220,
// Self Illumination map (emissive colors)
CHUNK_MAT_SELFIMAP = 0xA33d,
// Bumpmap. Not specified whether it is a heightmap
// or a normal map. Assme it is a heightmap since
// artist normally prefer this format.
CHUNK_MAT_BUMPMAP = 0xA230,
// Specular map. Seems to influence the specular color
CHUNK_MAT_SPECMAP = 0xA204,
// Holds shininess data.
CHUNK_MAT_MAT_SHINMAP = 0xA33C,
// Scaling in U/V direction.
// (need to gen separate UV coordinate set
// and do this by hand)
CHUNK_MAT_MAP_USCALE = 0xA354,
CHUNK_MAT_MAP_VSCALE = 0xA356,
// Translation in U/V direction.
// (need to gen separate UV coordinate set
// and do this by hand)
CHUNK_MAT_MAP_UOFFSET = 0xA358,
CHUNK_MAT_MAP_VOFFSET = 0xA35a,
// UV-coordinates rotation around the z-axis
// Assumed to be in radians.
CHUNK_MAT_MAP_ANG = 0xA35C,
// Tiling flags for 3DS files
CHUNK_MAT_MAP_TILING = 0xa351,
// Specifies the file name of a texture
CHUNK_MAPFILE = 0xA300,
// Specifies whether a material requires two-sided rendering
CHUNK_MAT_TWO_SIDE = 0xA081,
// ********************************************************************
// Main keyframer chunk. Contains translation/rotation/scaling data
CHUNK_KEYFRAMER = 0xB000,
// Supported sub chunks
CHUNK_TRACKINFO = 0xB002,
CHUNK_TRACKOBJNAME = 0xB010,
CHUNK_TRACKDUMMYOBJNAME = 0xB011,
CHUNK_TRACKPIVOT = 0xB013,
CHUNK_TRACKPOS = 0xB020,
CHUNK_TRACKROTATE = 0xB021,
CHUNK_TRACKSCALE = 0xB022,
// ********************************************************************
// Keyframes for various other stuff in the file
// Partially ignored
CHUNK_AMBIENTKEY = 0xB001,
CHUNK_TRACKMORPH = 0xB026,
CHUNK_TRACKHIDE = 0xB029,
CHUNK_OBJNUMBER = 0xB030,
CHUNK_TRACKCAMERA = 0xB003,
CHUNK_TRACKFOV = 0xB023,
CHUNK_TRACKROLL = 0xB024,
CHUNK_TRACKCAMTGT = 0xB004,
CHUNK_TRACKLIGHT = 0xB005,
CHUNK_TRACKLIGTGT = 0xB006,
CHUNK_TRACKSPOTL = 0xB007,
CHUNK_FRAMES = 0xB008,
// ********************************************************************
// light sub-chunks
CHUNK_DL_OFF = 0x4620,
CHUNK_DL_OUTER_RANGE = 0x465A,
CHUNK_DL_INNER_RANGE = 0x4659,
CHUNK_DL_MULTIPLIER = 0x465B,
CHUNK_DL_EXCLUDE = 0x4654,
CHUNK_DL_ATTENUATE = 0x4625,
CHUNK_DL_SPOTLIGHT = 0x4610,
// camera sub-chunks
CHUNK_CAM_RANGES = 0x4720
};
}
// ---------------------------------------------------------------------------
/** Helper structure representing a 3ds mesh face */
struct Face : public FaceWithSmoothingGroup {
};
#ifdef _MSC_VER
#pragma warning(push)
#pragma warning(disable : 4315)
#endif // _MSC_VER
// ---------------------------------------------------------------------------
/** Helper structure representing a texture */
struct Texture {
//! Default constructor
Texture() AI_NO_EXCEPT
: mTextureBlend(0.0f),
mMapName(),
mOffsetU(0.0),
mOffsetV(0.0),
mScaleU(1.0),
mScaleV(1.0),
mRotation(0.0),
mMapMode(aiTextureMapMode_Wrap),
bPrivate(),
iUVSrc(0) {
mTextureBlend = get_qnan();
}
Texture(const Texture &other) :
mTextureBlend(other.mTextureBlend),
mMapName(other.mMapName),
mOffsetU(other.mOffsetU),
mOffsetV(other.mOffsetV),
mScaleU(other.mScaleU),
mScaleV(other.mScaleV),
mRotation(other.mRotation),
mMapMode(other.mMapMode),
bPrivate(other.bPrivate),
iUVSrc(other.iUVSrc) {
// empty
}
Texture(Texture &&other) AI_NO_EXCEPT : mTextureBlend(other.mTextureBlend),
mMapName(std::move(other.mMapName)),
mOffsetU(other.mOffsetU),
mOffsetV(other.mOffsetV),
mScaleU(other.mScaleU),
mScaleV(other.mScaleV),
mRotation(other.mRotation),
mMapMode(other.mMapMode),
bPrivate(other.bPrivate),
iUVSrc(other.iUVSrc) {
// empty
}
Texture &operator=(Texture &&other) AI_NO_EXCEPT {
if (this == &other) {
return *this;
}
mTextureBlend = other.mTextureBlend;
mMapName = std::move(other.mMapName);
mOffsetU = other.mOffsetU;
mOffsetV = other.mOffsetV;
mScaleU = other.mScaleU;
mScaleV = other.mScaleV;
mRotation = other.mRotation;
mMapMode = other.mMapMode;
bPrivate = other.bPrivate;
iUVSrc = other.iUVSrc;
return *this;
}
//! Specifies the blend factor for the texture
ai_real mTextureBlend;
//! Specifies the filename of the texture
std::string mMapName;
//! Specifies texture coordinate offsets/scaling/rotations
ai_real mOffsetU;
ai_real mOffsetV;
ai_real mScaleU;
ai_real mScaleV;
ai_real mRotation;
//! Specifies the mapping mode to be used for the texture
aiTextureMapMode mMapMode;
//! Used internally
bool bPrivate;
int iUVSrc;
};
#include <assimp/Compiler/poppack1.h>
#ifdef _MSC_VER
#pragma warning(pop)
#endif // _MSC_VER
// ---------------------------------------------------------------------------
/** Helper structure representing a 3ds material */
struct Material {
//! Default constructor has been deleted
Material() :
mName(),
mDiffuse(ai_real(0.6), ai_real(0.6), ai_real(0.6)),
mSpecularExponent(ai_real(0.0)),
mShininessStrength(ai_real(1.0)),
mShading(Discreet3DS::Gouraud),
mTransparency(ai_real(1.0)),
mBumpHeight(ai_real(1.0)),
mTwoSided(false) {
// empty
}
//! Constructor with explicit name
explicit Material(const std::string &name) :
mName(name),
mDiffuse(ai_real(0.6), ai_real(0.6), ai_real(0.6)),
mSpecularExponent(ai_real(0.0)),
mShininessStrength(ai_real(1.0)),
mShading(Discreet3DS::Gouraud),
mTransparency(ai_real(1.0)),
mBumpHeight(ai_real(1.0)),
mTwoSided(false) {
// empty
}
Material(const Material &other) :
mName(other.mName),
mDiffuse(other.mDiffuse),
mSpecularExponent(other.mSpecularExponent),
mShininessStrength(other.mShininessStrength),
mSpecular(other.mSpecular),
mAmbient(other.mAmbient),
mShading(other.mShading),
mTransparency(other.mTransparency),
sTexDiffuse(other.sTexDiffuse),
sTexOpacity(other.sTexOpacity),
sTexSpecular(other.sTexSpecular),
sTexReflective(other.sTexReflective),
sTexBump(other.sTexBump),
sTexEmissive(other.sTexEmissive),
sTexShininess(other.sTexShininess),
mBumpHeight(other.mBumpHeight),
mEmissive(other.mEmissive),
sTexAmbient(other.sTexAmbient),
mTwoSided(other.mTwoSided) {
// empty
}
//! Move constructor. This is explicitly written because MSVC doesn't support defaulting it
Material(Material &&other) AI_NO_EXCEPT : mName(std::move(other.mName)),
mDiffuse(other.mDiffuse),
mSpecularExponent(other.mSpecularExponent),
mShininessStrength(other.mShininessStrength),
mSpecular(other.mSpecular),
mAmbient(other.mAmbient),
mShading(other.mShading),
mTransparency(other.mTransparency),
sTexDiffuse(std::move(other.sTexDiffuse)),
sTexOpacity(std::move(other.sTexOpacity)),
sTexSpecular(std::move(other.sTexSpecular)),
sTexReflective(std::move(other.sTexReflective)),
sTexBump(std::move(other.sTexBump)),
sTexEmissive(std::move(other.sTexEmissive)),
sTexShininess(std::move(other.sTexShininess)),
mBumpHeight(other.mBumpHeight),
mEmissive(other.mEmissive),
sTexAmbient(std::move(other.sTexAmbient)),
mTwoSided(other.mTwoSided) {
// empty
}
Material &operator=(Material &&other) AI_NO_EXCEPT {
if (this == &other) {
return *this;
}
mName = std::move(other.mName);
mDiffuse = other.mDiffuse;
mSpecularExponent = other.mSpecularExponent;
mShininessStrength = other.mShininessStrength,
mSpecular = other.mSpecular;
mAmbient = other.mAmbient;
mShading = other.mShading;
mTransparency = other.mTransparency;
sTexDiffuse = std::move(other.sTexDiffuse);
sTexOpacity = std::move(other.sTexOpacity);
sTexSpecular = std::move(other.sTexSpecular);
sTexReflective = std::move(other.sTexReflective);
sTexBump = std::move(other.sTexBump);
sTexEmissive = std::move(other.sTexEmissive);
sTexShininess = std::move(other.sTexShininess);
mBumpHeight = other.mBumpHeight;
mEmissive = other.mEmissive;
sTexAmbient = std::move(other.sTexAmbient);
mTwoSided = other.mTwoSided;
return *this;
}
virtual ~Material() {
// empty
}
//! Name of the material
std::string mName;
//! Diffuse color of the material
aiColor3D mDiffuse;
//! Specular exponent
ai_real mSpecularExponent;
//! Shininess strength, in percent
ai_real mShininessStrength;
//! Specular color of the material
aiColor3D mSpecular;
//! Ambient color of the material
aiColor3D mAmbient;
//! Shading type to be used
Discreet3DS::shadetype3ds mShading;
//! Opacity of the material
ai_real mTransparency;
//! Diffuse texture channel
Texture sTexDiffuse;
//! Opacity texture channel
Texture sTexOpacity;
//! Specular texture channel
Texture sTexSpecular;
//! Reflective texture channel
Texture sTexReflective;
//! Bump texture channel
Texture sTexBump;
//! Emissive texture channel
Texture sTexEmissive;
//! Shininess texture channel
Texture sTexShininess;
//! Scaling factor for the bump values
ai_real mBumpHeight;
//! Emissive color
aiColor3D mEmissive;
//! Ambient texture channel
//! (used by the ASE format)
Texture sTexAmbient;
//! True if the material must be rendered from two sides
bool mTwoSided;
};
// ---------------------------------------------------------------------------
/** Helper structure to represent a 3ds file mesh */
struct Mesh : public MeshWithSmoothingGroups<D3DS::Face> {
//! Default constructor has been deleted
Mesh() = delete;
//! Constructor with explicit name
explicit Mesh(const std::string &name) :
mName(name) {
}
//! Name of the mesh
std::string mName;
//! Texture coordinates
std::vector<aiVector3D> mTexCoords;
//! Face materials
std::vector<unsigned int> mFaceMaterials;
//! Local transformation matrix
aiMatrix4x4 mMat;
};
// ---------------------------------------------------------------------------
/** Float key - quite similar to aiVectorKey and aiQuatKey. Both are in the
C-API, so it would be difficult to make them a template. */
struct aiFloatKey {
double mTime; ///< The time of this key
ai_real mValue; ///< The value of this key
#ifdef __cplusplus
// time is not compared
bool operator==(const aiFloatKey &o) const { return o.mValue == this->mValue; }
bool operator!=(const aiFloatKey &o) const { return o.mValue != this->mValue; }
// Only time is compared. This operator is defined
// for use with std::sort
bool operator<(const aiFloatKey &o) const { return mTime < o.mTime; }
bool operator>(const aiFloatKey &o) const { return mTime > o.mTime; }
#endif
};
// ---------------------------------------------------------------------------
/** Helper structure to represent a 3ds file node */
struct Node {
Node() = delete;
explicit Node(const std::string &name) :
mParent(nullptr),
mName(name),
mInstanceNumber(0),
mHierarchyPos(0),
mHierarchyIndex(0),
mInstanceCount(1) {
aRotationKeys.reserve(20);
aPositionKeys.reserve(20);
aScalingKeys.reserve(20);
}
~Node() {
for (unsigned int i = 0; i < mChildren.size(); ++i)
delete mChildren[i];
}
//! Pointer to the parent node
Node *mParent;
//! Holds all child nodes
std::vector<Node *> mChildren;
//! Name of the node
std::string mName;
//! InstanceNumber of the node
int32_t mInstanceNumber;
//! Dummy nodes: real name to be combined with the $$$DUMMY
std::string mDummyName;
//! Position of the node in the hierarchy (tree depth)
int16_t mHierarchyPos;
//! Index of the node
int16_t mHierarchyIndex;
//! Rotation keys loaded from the file
std::vector<aiQuatKey> aRotationKeys;
//! Position keys loaded from the file
std::vector<aiVectorKey> aPositionKeys;
//! Scaling keys loaded from the file
std::vector<aiVectorKey> aScalingKeys;
// For target lights (spot lights and directional lights):
// The position of the target
std::vector<aiVectorKey> aTargetPositionKeys;
// For cameras: the camera roll angle
std::vector<aiFloatKey> aCameraRollKeys;
//! Pivot position loaded from the file
aiVector3D vPivot;
//instance count, will be kept only for the first node
int32_t mInstanceCount;
//! Add a child node, setup the right parent node for it
//! \param pc Node to be 'adopted'
inline Node &push_back(Node *pc) {
mChildren.push_back(pc);
pc->mParent = this;
return *this;
}
};
// ---------------------------------------------------------------------------
/** Helper structure analogue to aiScene */
struct Scene {
//! List of all materials loaded
//! NOTE: 3ds references materials globally
std::vector<Material> mMaterials;
//! List of all meshes loaded
std::vector<Mesh> mMeshes;
//! List of all cameras loaded
std::vector<aiCamera *> mCameras;
//! List of all lights loaded
std::vector<aiLight *> mLights;
//! Pointer to the root node of the scene
// --- moved to main class
// Node* pcRootNode;
};
} // end of namespace D3DS
} // end of namespace Assimp
#endif // AI_XFILEHELPER_H_INC

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@@ -1,165 +0,0 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#pragma once
#include <assimp/vector3.h>
#include <assimp/matrix4x4.h>
#include <assimp/ParsingUtils.h>
#include <vector>
#include <string>
struct aiMaterial;
struct aiMesh;
namespace Assimp {
namespace D3MF {
enum class ResourceType {
RT_Object,
RT_BaseMaterials,
RT_EmbeddedTexture2D,
RT_Texture2DGroup,
RT_Unknown
}; // To be extended with other resource types (eg. material extension resources like Texture2d, Texture2dGroup...)
class Resource {
public:
int mId;
Resource(int id) :
mId(id) {
// empty
}
virtual ~Resource() {
// empty
}
virtual ResourceType getType() const {
return ResourceType::RT_Unknown;
}
};
class EmbeddedTexture : public Resource {
public:
std::string mPath;
std::string mContentType;
std::string mTilestyleU;
std::string mTilestyleV;
std::vector<char> mBuffer;
EmbeddedTexture(int id) :
Resource(id),
mPath(),
mContentType(),
mTilestyleU(),
mTilestyleV() {
// empty
}
~EmbeddedTexture() = default;
ResourceType getType() const override {
return ResourceType::RT_EmbeddedTexture2D;
}
};
class Texture2DGroup : public Resource {
public:
std::vector<aiVector2D> mTex2dCoords;
int mTexId;
Texture2DGroup(int id) :
Resource(id),
mTexId(-1) {
// empty
}
~Texture2DGroup() = default;
ResourceType getType() const override {
return ResourceType::RT_Texture2DGroup;
}
};
class BaseMaterials : public Resource {
public:
std::vector<unsigned int> mMaterialIndex;
BaseMaterials(int id) :
Resource(id),
mMaterialIndex() {
// empty
}
~BaseMaterials() = default;
ResourceType getType() const override {
return ResourceType::RT_BaseMaterials;
}
};
struct Component {
int mObjectId;
aiMatrix4x4 mTransformation;
};
class Object : public Resource {
public:
std::vector<aiMesh *> mMeshes;
std::vector<unsigned int> mMeshIndex;
std::vector<Component> mComponents;
std::string mName;
Object(int id) :
Resource(id),
mName(std::string("Object_") + ai_to_string(id)) {
// empty
}
~Object() = default;
ResourceType getType() const override {
return ResourceType::RT_Object;
}
};
} // namespace D3MF
} // namespace Assimp

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@@ -1,119 +0,0 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#pragma once
namespace Assimp {
namespace D3MF {
namespace XmlTag {
// Root tag
const char* const RootTag = "3MF";
// Meta-data
const char* const meta = "metadata";
const char* const meta_name = "name";
// Model-data specific tags
const char* const model = "model";
const char* const model_unit = "unit";
const char* const metadata = "metadata";
const char* const resources = "resources";
const char* const object = "object";
const char* const mesh = "mesh";
const char* const components = "components";
const char* const component = "component";
const char* const vertices = "vertices";
const char* const vertex = "vertex";
const char* const triangles = "triangles";
const char* const triangle = "triangle";
const char* const x = "x";
const char* const y = "y";
const char* const z = "z";
const char* const v1 = "v1";
const char* const v2 = "v2";
const char* const v3 = "v3";
const char* const id = "id";
const char* const pid = "pid";
const char* const pindex = "pindex";
const char* const p1 = "p1";
const char *const p2 = "p2";
const char *const p3 = "p3";
const char* const name = "name";
const char* const type = "type";
const char* const build = "build";
const char* const item = "item";
const char* const objectid = "objectid";
const char* const transform = "transform";
const char *const path = "path";
// Material definitions
const char* const basematerials = "basematerials";
const char* const basematerials_base = "base";
const char* const basematerials_name = "name";
const char* const basematerials_displaycolor = "displaycolor";
const char* const texture_2d = "m:texture2d";
const char *const texture_group = "m:texture2dgroup";
const char *const texture_content_type = "contenttype";
const char *const texture_tilestyleu = "tilestyleu";
const char *const texture_tilestylev = "tilestylev";
const char *const texture_2d_coord = "m:tex2coord";
const char *const texture_cuurd_u = "u";
const char *const texture_cuurd_v = "v";
// Meta info tags
const char* const CONTENT_TYPES_ARCHIVE = "[Content_Types].xml";
const char* const ROOT_RELATIONSHIPS_ARCHIVE = "_rels/.rels";
const char* const SCHEMA_CONTENTTYPES = "http://schemas.openxmlformats.org/package/2006/content-types";
const char* const SCHEMA_RELATIONSHIPS = "http://schemas.openxmlformats.org/package/2006/relationships";
const char* const RELS_RELATIONSHIP_CONTAINER = "Relationships";
const char* const RELS_RELATIONSHIP_NODE = "Relationship";
const char* const RELS_ATTRIB_TARGET = "Target";
const char* const RELS_ATTRIB_TYPE = "Type";
const char* const RELS_ATTRIB_ID = "Id";
const char* const PACKAGE_START_PART_RELATIONSHIP_TYPE = "http://schemas.microsoft.com/3dmanufacturing/2013/01/3dmodel";
const char* const PACKAGE_PRINT_TICKET_RELATIONSHIP_TYPE = "http://schemas.microsoft.com/3dmanufacturing/2013/01/printticket";
const char* const PACKAGE_TEXTURE_RELATIONSHIP_TYPE = "http://schemas.microsoft.com/3dmanufacturing/2013/01/3dtexture";
const char* const PACKAGE_CORE_PROPERTIES_RELATIONSHIP_TYPE = "http://schemas.openxmlformats.org/package/2006/relationships/metadata/core-properties";
const char* const PACKAGE_THUMBNAIL_RELATIONSHIP_TYPE = "http://schemas.openxmlformats.org/package/2006/relationships/metadata/thumbnail";
}
} // Namespace D3MF
} // Namespace Assimp

View File

@@ -1,125 +0,0 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_3MF_IMPORTER
#include "D3MFImporter.h"
#include "3MFXmlTags.h"
#include "D3MFOpcPackage.h"
#include "XmlSerializer.h"
#include <assimp/StringComparison.h>
#include <assimp/StringUtils.h>
#include <assimp/XmlParser.h>
#include <assimp/ZipArchiveIOSystem.h>
#include <assimp/importerdesc.h>
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/IOSystem.hpp>
#include <assimp/fast_atof.h>
#include <cassert>
#include <map>
#include <memory>
#include <string>
#include <vector>
#include <iomanip>
#include <cstring>
namespace Assimp {
using namespace D3MF;
static const aiImporterDesc desc = {
"3mf Importer",
"",
"",
"http://3mf.io/",
aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportCompressedFlavour,
0,
0,
0,
0,
"3mf"
};
D3MFImporter::D3MFImporter() = default;
D3MFImporter::~D3MFImporter() = default;
bool D3MFImporter::CanRead(const std::string &filename, IOSystem *pIOHandler, bool /*checkSig*/) const {
if (!ZipArchiveIOSystem::isZipArchive(pIOHandler, filename)) {
return false;
}
D3MF::D3MFOpcPackage opcPackage(pIOHandler, filename);
return opcPackage.validate();
}
void D3MFImporter::SetupProperties(const Importer*) {
// empty
}
const aiImporterDesc *D3MFImporter::GetInfo() const {
return &desc;
}
void D3MFImporter::InternReadFile(const std::string &filename, aiScene *pScene, IOSystem *pIOHandler) {
D3MFOpcPackage opcPackage(pIOHandler, filename);
XmlParser xmlParser;
if (xmlParser.parse(opcPackage.RootStream())) {
XmlSerializer xmlSerializer(&xmlParser);
xmlSerializer.ImportXml(pScene);
const std::vector<aiTexture*> &tex = opcPackage.GetEmbeddedTextures();
if (!tex.empty()) {
pScene->mNumTextures = static_cast<unsigned int>(tex.size());
pScene->mTextures = new aiTexture *[pScene->mNumTextures];
for (unsigned int i = 0; i < pScene->mNumTextures; ++i) {
pScene->mTextures[i] = tex[i];
}
}
}
}
} // Namespace Assimp
#endif // ASSIMP_BUILD_NO_3MF_IMPORTER

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@@ -1,91 +0,0 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef AI_D3MFLOADER_H_INCLUDED
#define AI_D3MFLOADER_H_INCLUDED
#ifndef ASSIMP_BUILD_NO_3MF_IMPORTER
#include <assimp/BaseImporter.h>
namespace Assimp {
// ---------------------------------------------------------------------------
/// @brief The 3MF-importer class.
///
/// Implements the basic topology import and embedded textures.
// ---------------------------------------------------------------------------
class D3MFImporter : public BaseImporter {
public:
/// @brief The default class constructor.
D3MFImporter();
/// @brief The class destructor.
~D3MFImporter() override;
/// @brief Performs the data format detection.
/// @param pFile The filename to check.
/// @param pIOHandler The used IO-System.
/// @param checkSig true for signature checking.
/// @return true for can be loaded, false for not.
bool CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const override;
/// @brief Not used
/// @param pImp Not used
void SetupProperties(const Importer *pImp) override;
/// @brief The importer description getter.
/// @return The info
const aiImporterDesc *GetInfo() const override;
protected:
/// @brief Internal read function, performs the file parsing.
/// @param pFile The filename
/// @param pScene The scene to load in.
/// @param pIOHandler The io-system
void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) override;
};
} // Namespace Assimp
#endif // #ifndef ASSIMP_BUILD_NO_3MF_IMPORTER
#endif // AI_D3MFLOADER_H_INCLUDED

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@@ -1,259 +0,0 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_3MF_IMPORTER
#include "D3MFOpcPackage.h"
#include <assimp/Exceptional.h>
#include <assimp/XmlParser.h>
#include <assimp/ZipArchiveIOSystem.h>
#include <assimp/ai_assert.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/IOStream.hpp>
#include <assimp/IOSystem.hpp>
#include <assimp/texture.h>
#include "3MFXmlTags.h"
#include <algorithm>
#include <cassert>
#include <cstdlib>
#include <map>
#include <vector>
namespace Assimp {
namespace D3MF {
// ------------------------------------------------------------------------------------------------
using OpcPackageRelationshipPtr = std::shared_ptr<OpcPackageRelationship>;
class OpcPackageRelationshipReader {
public:
OpcPackageRelationshipReader(XmlParser &parser) :
m_relationShips() {
XmlNode root = parser.getRootNode();
ParseRootNode(root);
}
void ParseRootNode(XmlNode &node) {
ParseAttributes(node);
for (XmlNode currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
std::string name = currentNode.name();
if (name == "Relationships") {
ParseRelationsNode(currentNode);
}
}
}
void ParseAttributes(XmlNode & /*node*/) {
// empty
}
bool validateRels(OpcPackageRelationshipPtr &relPtr) {
if (relPtr->id.empty() || relPtr->type.empty() || relPtr->target.empty()) {
return false;
}
return true;
}
void ParseRelationsNode(XmlNode &node) {
if (node.empty()) {
return;
}
for (XmlNode currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
const std::string name = currentNode.name();
if (name == "Relationship") {
OpcPackageRelationshipPtr relPtr(new OpcPackageRelationship());
relPtr->id = currentNode.attribute(XmlTag::RELS_ATTRIB_ID).as_string();
relPtr->type = currentNode.attribute(XmlTag::RELS_ATTRIB_TYPE).as_string();
relPtr->target = currentNode.attribute(XmlTag::RELS_ATTRIB_TARGET).as_string();
if (validateRels(relPtr)) {
m_relationShips.push_back(relPtr);
}
}
}
}
std::vector<OpcPackageRelationshipPtr> m_relationShips;
};
static bool IsEmbeddedTexture( const std::string &filename ) {
const std::string extension = BaseImporter::GetExtension(filename);
if (extension == "jpg" || extension == "png") {
std::string::size_type pos = filename.find("thumbnail");
if (pos == std::string::npos) {
return false;
}
return true;
}
return false;
}
// ------------------------------------------------------------------------------------------------
D3MFOpcPackage::D3MFOpcPackage(IOSystem *pIOHandler, const std::string &rFile) :
mRootStream(nullptr),
mZipArchive() {
mZipArchive = new ZipArchiveIOSystem(pIOHandler, rFile);
if (!mZipArchive->isOpen()) {
throw DeadlyImportError("Failed to open file ", rFile, ".");
}
std::vector<std::string> fileList;
mZipArchive->getFileList(fileList);
for (auto &file : fileList) {
if (file == D3MF::XmlTag::ROOT_RELATIONSHIPS_ARCHIVE) {
if (!mZipArchive->Exists(file.c_str())) {
continue;
}
IOStream *fileStream = mZipArchive->Open(file.c_str());
if (nullptr == fileStream) {
ASSIMP_LOG_ERROR("Filestream is nullptr.");
continue;
}
std::string rootFile = ReadPackageRootRelationship(fileStream);
if (!rootFile.empty() && rootFile[0] == '/') {
rootFile = rootFile.substr(1);
if (rootFile[0] == '/') {
// deal with zip-bug
rootFile = rootFile.substr(1);
}
}
ASSIMP_LOG_VERBOSE_DEBUG(rootFile);
mZipArchive->Close(fileStream);
mRootStream = mZipArchive->Open(rootFile.c_str());
ai_assert(mRootStream != nullptr);
if (nullptr == mRootStream) {
throw DeadlyImportError("Cannot open root-file in archive : " + rootFile);
}
} else if (file == D3MF::XmlTag::CONTENT_TYPES_ARCHIVE) {
ASSIMP_LOG_WARN("Ignored file of unsupported type CONTENT_TYPES_ARCHIVES", file);
} else if (IsEmbeddedTexture(file)) {
IOStream *fileStream = mZipArchive->Open(file.c_str());
LoadEmbeddedTextures(fileStream, file);
mZipArchive->Close(fileStream);
} else {
ASSIMP_LOG_WARN("Ignored file of unknown type: ", file);
}
}
}
D3MFOpcPackage::~D3MFOpcPackage() {
mZipArchive->Close(mRootStream);
delete mZipArchive;
for (auto tex : mEmbeddedTextures) {
delete tex;
}
}
IOStream *D3MFOpcPackage::RootStream() const {
return mRootStream;
}
const std::vector<aiTexture *> &D3MFOpcPackage::GetEmbeddedTextures() const {
return mEmbeddedTextures;
}
static const char *const ModelRef = "3D/3dmodel.model";
bool D3MFOpcPackage::validate() {
if (nullptr == mRootStream || nullptr == mZipArchive) {
return false;
}
return mZipArchive->Exists(ModelRef);
}
std::string D3MFOpcPackage::ReadPackageRootRelationship(IOStream *stream) {
XmlParser xmlParser;
if (!xmlParser.parse(stream)) {
return std::string();
}
OpcPackageRelationshipReader reader(xmlParser);
auto itr = std::find_if(reader.m_relationShips.begin(), reader.m_relationShips.end(), [](const OpcPackageRelationshipPtr &rel) {
return rel->type == XmlTag::PACKAGE_START_PART_RELATIONSHIP_TYPE;
});
if (itr == reader.m_relationShips.end()) {
throw DeadlyImportError("Cannot find ", XmlTag::PACKAGE_START_PART_RELATIONSHIP_TYPE);
}
return (*itr)->target;
}
void D3MFOpcPackage::LoadEmbeddedTextures(IOStream *fileStream, const std::string &filename) {
if (nullptr == fileStream) {
return;
}
const size_t size = fileStream->FileSize();
if (0 == size) {
return;
}
unsigned char *data = new unsigned char[size];
fileStream->Read(data, 1, size);
aiTexture *texture = new aiTexture;
std::string embName = "*" + filename;
texture->mFilename.Set(embName.c_str());
texture->mWidth = static_cast<unsigned int>(size);
texture->mHeight = 0;
texture->achFormatHint[0] = 'p';
texture->achFormatHint[1] = 'n';
texture->achFormatHint[2] = 'g';
texture->achFormatHint[3] = '\0';
texture->pcData = (aiTexel*) data;
mEmbeddedTextures.emplace_back(texture);
}
} // Namespace D3MF
} // Namespace Assimp
#endif //ASSIMP_BUILD_NO_3MF_IMPORTER

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@@ -1,616 +0,0 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#include "XmlSerializer.h"
#include "D3MFOpcPackage.h"
#include "3MFXmlTags.h"
#include "3MFTypes.h"
#include <assimp/scene.h>
namespace Assimp {
namespace D3MF {
static const int IdNotSet = -1;
namespace {
static const size_t ColRGBA_Len = 9;
static const size_t ColRGB_Len = 7;
// format of the color string: #RRGGBBAA or #RRGGBB (3MF Core chapter 5.1.1)
bool validateColorString(const char *color) {
const size_t len = strlen(color);
if (ColRGBA_Len != len && ColRGB_Len != len) {
return false;
}
return true;
}
aiFace ReadTriangle(XmlNode &node, int &texId0, int &texId1, int &texId2) {
aiFace face;
face.mNumIndices = 3;
face.mIndices = new unsigned int[face.mNumIndices];
face.mIndices[0] = static_cast<unsigned int>(std::atoi(node.attribute(XmlTag::v1).as_string()));
face.mIndices[1] = static_cast<unsigned int>(std::atoi(node.attribute(XmlTag::v2).as_string()));
face.mIndices[2] = static_cast<unsigned int>(std::atoi(node.attribute(XmlTag::v3).as_string()));
texId0 = texId1 = texId2 = -1;
XmlParser::getIntAttribute(node, XmlTag::p1, texId0);
XmlParser::getIntAttribute(node, XmlTag::p2, texId1);
XmlParser::getIntAttribute(node, XmlTag::p3, texId2);
return face;
}
aiVector3D ReadVertex(XmlNode &node) {
aiVector3D vertex;
vertex.x = ai_strtof(node.attribute(XmlTag::x).as_string(), nullptr);
vertex.y = ai_strtof(node.attribute(XmlTag::y).as_string(), nullptr);
vertex.z = ai_strtof(node.attribute(XmlTag::z).as_string(), nullptr);
return vertex;
}
bool getNodeAttribute(const XmlNode &node, const std::string &attribute, std::string &value) {
pugi::xml_attribute objectAttribute = node.attribute(attribute.c_str());
if (!objectAttribute.empty()) {
value = objectAttribute.as_string();
return true;
}
return false;
}
bool getNodeAttribute(const XmlNode &node, const std::string &attribute, int &value) {
std::string strValue;
const bool ret = getNodeAttribute(node, attribute, strValue);
if (ret) {
value = std::atoi(strValue.c_str());
return true;
}
return false;
}
aiMatrix4x4 parseTransformMatrix(const std::string& matrixStr) {
// split the string
std::vector<float> numbers;
std::string currentNumber;
for (char c : matrixStr) {
if (c == ' ') {
if (!currentNumber.empty()) {
float f = std::stof(currentNumber);
numbers.push_back(f);
currentNumber.clear();
}
} else {
currentNumber.push_back(c);
}
}
if (!currentNumber.empty()) {
const float f = std::stof(currentNumber);
numbers.push_back(f);
}
aiMatrix4x4 transformMatrix;
transformMatrix.a1 = numbers[0];
transformMatrix.b1 = numbers[1];
transformMatrix.c1 = numbers[2];
transformMatrix.d1 = 0;
transformMatrix.a2 = numbers[3];
transformMatrix.b2 = numbers[4];
transformMatrix.c2 = numbers[5];
transformMatrix.d2 = 0;
transformMatrix.a3 = numbers[6];
transformMatrix.b3 = numbers[7];
transformMatrix.c3 = numbers[8];
transformMatrix.d3 = 0;
transformMatrix.a4 = numbers[9];
transformMatrix.b4 = numbers[10];
transformMatrix.c4 = numbers[11];
transformMatrix.d4 = 1;
return transformMatrix;
}
bool parseColor(const char *color, aiColor4D &diffuse) {
if (nullptr == color) {
return false;
}
if (!validateColorString(color)) {
return false;
}
if ('#' != color[0]) {
return false;
}
char r[3] = { color[1], color[2], '\0' };
diffuse.r = static_cast<ai_real>(strtol(r, nullptr, 16)) / ai_real(255.0);
char g[3] = { color[3], color[4], '\0' };
diffuse.g = static_cast<ai_real>(strtol(g, nullptr, 16)) / ai_real(255.0);
char b[3] = { color[5], color[6], '\0' };
diffuse.b = static_cast<ai_real>(strtol(b, nullptr, 16)) / ai_real(255.0);
const size_t len = strlen(color);
if (ColRGB_Len == len) {
return true;
}
char a[3] = { color[7], color[8], '\0' };
diffuse.a = static_cast<ai_real>(strtol(a, nullptr, 16)) / ai_real(255.0);
return true;
}
void assignDiffuseColor(XmlNode &node, aiMaterial *mat) {
const char *color = node.attribute(XmlTag::basematerials_displaycolor).as_string();
aiColor4D diffuse;
if (parseColor(color, diffuse)) {
mat->AddProperty<aiColor4D>(&diffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
}
}
} // namespace
XmlSerializer::XmlSerializer(XmlParser *xmlParser) :
mResourcesDictionnary(),
mMeshCount(0),
mXmlParser(xmlParser) {
ai_assert(nullptr != xmlParser);
}
XmlSerializer::~XmlSerializer() {
for (auto &it : mResourcesDictionnary) {
delete it.second;
}
}
void XmlSerializer::ImportXml(aiScene *scene) {
if (nullptr == scene) {
return;
}
scene->mRootNode = new aiNode(XmlTag::RootTag);
XmlNode node = mXmlParser->getRootNode().child(XmlTag::model);
if (node.empty()) {
return;
}
XmlNode resNode = node.child(XmlTag::resources);
for (auto &currentNode : resNode.children()) {
const std::string currentNodeName = currentNode.name();
if (currentNodeName == XmlTag::texture_2d) {
ReadEmbeddecTexture(currentNode);
} else if (currentNodeName == XmlTag::texture_group) {
ReadTextureGroup(currentNode);
} else if (currentNodeName == XmlTag::object) {
ReadObject(currentNode);
} else if (currentNodeName == XmlTag::basematerials) {
ReadBaseMaterials(currentNode);
} else if (currentNodeName == XmlTag::meta) {
ReadMetadata(currentNode);
}
}
StoreMaterialsInScene(scene);
XmlNode buildNode = node.child(XmlTag::build);
if (buildNode.empty()) {
return;
}
for (auto &currentNode : buildNode.children()) {
const std::string currentNodeName = currentNode.name();
if (currentNodeName == XmlTag::item) {
int objectId = IdNotSet;
std::string transformationMatrixStr;
aiMatrix4x4 transformationMatrix;
getNodeAttribute(currentNode, D3MF::XmlTag::objectid, objectId);
bool hasTransform = getNodeAttribute(currentNode, D3MF::XmlTag::transform, transformationMatrixStr);
auto it = mResourcesDictionnary.find(objectId);
if (it != mResourcesDictionnary.end() && it->second->getType() == ResourceType::RT_Object) {
Object *obj = static_cast<Object *>(it->second);
if (hasTransform) {
transformationMatrix = parseTransformMatrix(transformationMatrixStr);
}
addObjectToNode(scene->mRootNode, obj, transformationMatrix);
}
}
}
// import the metadata
if (!mMetaData.empty()) {
const size_t numMeta = mMetaData.size();
scene->mMetaData = aiMetadata::Alloc(static_cast<unsigned int>(numMeta));
for (size_t i = 0; i < numMeta; ++i) {
aiString val(mMetaData[i].value);
scene->mMetaData->Set(static_cast<unsigned int>(i), mMetaData[i].name, val);
}
}
// import the meshes, materials are already stored
scene->mNumMeshes = static_cast<unsigned int>(mMeshCount);
if (scene->mNumMeshes != 0) {
scene->mMeshes = new aiMesh *[scene->mNumMeshes]();
for (auto &it : mResourcesDictionnary) {
if (it.second->getType() == ResourceType::RT_Object) {
Object *obj = static_cast<Object *>(it.second);
ai_assert(nullptr != obj);
for (unsigned int i = 0; i < obj->mMeshes.size(); ++i) {
scene->mMeshes[obj->mMeshIndex[i]] = obj->mMeshes[i];
}
}
}
}
}
void XmlSerializer::addObjectToNode(aiNode *parent, Object *obj, aiMatrix4x4 nodeTransform) {
ai_assert(nullptr != obj);
aiNode *sceneNode = new aiNode(obj->mName);
sceneNode->mNumMeshes = static_cast<unsigned int>(obj->mMeshes.size());
sceneNode->mMeshes = new unsigned int[sceneNode->mNumMeshes];
std::copy(obj->mMeshIndex.begin(), obj->mMeshIndex.end(), sceneNode->mMeshes);
sceneNode->mTransformation = nodeTransform;
if (nullptr != parent) {
parent->addChildren(1, &sceneNode);
}
for (Assimp::D3MF::Component c : obj->mComponents) {
auto it = mResourcesDictionnary.find(c.mObjectId);
if (it != mResourcesDictionnary.end() && it->second->getType() == ResourceType::RT_Object) {
addObjectToNode(sceneNode, static_cast<Object *>(it->second), c.mTransformation);
}
}
}
void XmlSerializer::ReadObject(XmlNode &node) {
int id = IdNotSet, pid = IdNotSet, pindex = IdNotSet;
bool hasId = getNodeAttribute(node, XmlTag::id, id);
if (!hasId) {
return;
}
bool hasPid = getNodeAttribute(node, XmlTag::pid, pid);
bool hasPindex = getNodeAttribute(node, XmlTag::pindex, pindex);
Object *obj = new Object(id);
for (XmlNode &currentNode : node.children()) {
const std::string currentName = currentNode.name();
if (currentName == D3MF::XmlTag::mesh) {
auto mesh = ReadMesh(currentNode);
mesh->mName.Set(ai_to_string(id));
if (hasPid) {
auto it = mResourcesDictionnary.find(pid);
if (hasPindex && it != mResourcesDictionnary.end() && it->second->getType() == ResourceType::RT_BaseMaterials) {
BaseMaterials *materials = static_cast<BaseMaterials *>(it->second);
mesh->mMaterialIndex = materials->mMaterialIndex[pindex];
}
}
obj->mMeshes.push_back(mesh);
obj->mMeshIndex.push_back(mMeshCount);
mMeshCount++;
} else if (currentName == D3MF::XmlTag::components) {
for (XmlNode &currentSubNode : currentNode.children()) {
const std::string subNodeName = currentSubNode.name();
if (subNodeName == D3MF::XmlTag::component) {
int objectId = IdNotSet;
std::string componentTransformStr;
aiMatrix4x4 componentTransform;
if (getNodeAttribute(currentSubNode, D3MF::XmlTag::transform, componentTransformStr)) {
componentTransform = parseTransformMatrix(componentTransformStr);
}
if (getNodeAttribute(currentSubNode, D3MF::XmlTag::objectid, objectId)) {
obj->mComponents.push_back({ objectId, componentTransform });
}
}
}
}
}
mResourcesDictionnary.insert(std::make_pair(id, obj));
}
aiMesh *XmlSerializer::ReadMesh(XmlNode &node) {
if (node.empty()) {
return nullptr;
}
aiMesh *mesh = new aiMesh();
for (XmlNode &currentNode : node.children()) {
const std::string currentName = currentNode.name();
if (currentName == XmlTag::vertices) {
ImportVertices(currentNode, mesh);
} else if (currentName == XmlTag::triangles) {
ImportTriangles(currentNode, mesh);
}
}
return mesh;
}
void XmlSerializer::ReadMetadata(XmlNode &node) {
pugi::xml_attribute attribute = node.attribute(D3MF::XmlTag::meta_name);
const std::string name = attribute.as_string();
const std::string value = node.value();
if (name.empty()) {
return;
}
MetaEntry entry;
entry.name = name;
entry.value = value;
mMetaData.push_back(entry);
}
void XmlSerializer::ImportVertices(XmlNode &node, aiMesh *mesh) {
ai_assert(nullptr != mesh);
std::vector<aiVector3D> vertices;
for (XmlNode &currentNode : node.children()) {
const std::string currentName = currentNode.name();
if (currentName == XmlTag::vertex) {
vertices.push_back(ReadVertex(currentNode));
}
}
mesh->mNumVertices = static_cast<unsigned int>(vertices.size());
mesh->mVertices = new aiVector3D[mesh->mNumVertices];
std::copy(vertices.begin(), vertices.end(), mesh->mVertices);
}
void XmlSerializer::ImportTriangles(XmlNode &node, aiMesh *mesh) {
std::vector<aiFace> faces;
for (XmlNode &currentNode : node.children()) {
const std::string currentName = currentNode.name();
if (currentName == XmlTag::triangle) {
int pid = IdNotSet, p1 = IdNotSet;
bool hasPid = getNodeAttribute(currentNode, D3MF::XmlTag::pid, pid);
bool hasP1 = getNodeAttribute(currentNode, D3MF::XmlTag::p1, p1);
int texId[3];
Texture2DGroup *group = nullptr;
aiFace face = ReadTriangle(currentNode, texId[0], texId[1], texId[2]);
if (hasPid && hasP1) {
auto it = mResourcesDictionnary.find(pid);
if (it != mResourcesDictionnary.end()) {
if (it->second->getType() == ResourceType::RT_BaseMaterials) {
BaseMaterials *baseMaterials = static_cast<BaseMaterials *>(it->second);
mesh->mMaterialIndex = baseMaterials->mMaterialIndex[p1];
} else if (it->second->getType() == ResourceType::RT_Texture2DGroup) {
if (mesh->mTextureCoords[0] == nullptr) {
mesh->mNumUVComponents[0] = 2;
for (unsigned int i = 1; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
mesh->mNumUVComponents[i] = 0;
}
group = static_cast<Texture2DGroup *>(it->second);
const std::string name = ai_to_string(group->mTexId);
for (size_t i = 0; i < mMaterials.size(); ++i) {
if (name == mMaterials[i]->GetName().C_Str()) {
mesh->mMaterialIndex = static_cast<unsigned int>(i);
}
}
mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
}
}
}
}
// Load texture coordinates into mesh, when any
if (group != nullptr) {
size_t i0 = face.mIndices[0];
size_t i1 = face.mIndices[1];
size_t i2 = face.mIndices[2];
mesh->mTextureCoords[0][i0] = aiVector3D(group->mTex2dCoords[texId[0]].x, group->mTex2dCoords[texId[0]].y, 0.0f);
mesh->mTextureCoords[0][i1] = aiVector3D(group->mTex2dCoords[texId[1]].x, group->mTex2dCoords[texId[1]].y, 0.0f);
mesh->mTextureCoords[0][i2] = aiVector3D(group->mTex2dCoords[texId[2]].x, group->mTex2dCoords[texId[2]].y, 0.0f);
}
faces.push_back(face);
}
}
mesh->mNumFaces = static_cast<unsigned int>(faces.size());
mesh->mFaces = new aiFace[mesh->mNumFaces];
mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
std::copy(faces.begin(), faces.end(), mesh->mFaces);
}
void XmlSerializer::ReadBaseMaterials(XmlNode &node) {
int id = IdNotSet;
if (getNodeAttribute(node, D3MF::XmlTag::id, id)) {
BaseMaterials *baseMaterials = new BaseMaterials(id);
for (XmlNode &currentNode : node.children()) {
const std::string currentName = currentNode.name();
if (currentName == XmlTag::basematerials_base) {
baseMaterials->mMaterialIndex.push_back(static_cast<unsigned int>(mMaterials.size()));
mMaterials.push_back(readMaterialDef(currentNode, id));
}
}
mResourcesDictionnary.insert(std::make_pair(id, baseMaterials));
}
}
void XmlSerializer::ReadEmbeddecTexture(XmlNode &node) {
if (node.empty()) {
return;
}
std::string value;
EmbeddedTexture *tex2D = nullptr;
if (XmlParser::getStdStrAttribute(node, XmlTag::id, value)) {
tex2D = new EmbeddedTexture(atoi(value.c_str()));
}
if (nullptr == tex2D) {
return;
}
if (XmlParser::getStdStrAttribute(node, XmlTag::path, value)) {
tex2D->mPath = value;
}
if (XmlParser::getStdStrAttribute(node, XmlTag::texture_content_type, value)) {
tex2D->mContentType = value;
}
if (XmlParser::getStdStrAttribute(node, XmlTag::texture_tilestyleu, value)) {
tex2D->mTilestyleU = value;
}
if (XmlParser::getStdStrAttribute(node, XmlTag::texture_tilestylev, value)) {
tex2D->mTilestyleV = value;
}
mEmbeddedTextures.emplace_back(tex2D);
StoreEmbeddedTexture(tex2D);
}
void XmlSerializer::StoreEmbeddedTexture(EmbeddedTexture *tex) {
aiMaterial *mat = new aiMaterial;
aiString s;
s.Set(ai_to_string(tex->mId).c_str());
mat->AddProperty(&s, AI_MATKEY_NAME);
const std::string name = "*" + tex->mPath;
s.Set(name);
mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(0));
aiColor3D col;
mat->AddProperty<aiColor3D>(&col, 1, AI_MATKEY_COLOR_DIFFUSE);
mat->AddProperty<aiColor3D>(&col, 1, AI_MATKEY_COLOR_AMBIENT);
mat->AddProperty<aiColor3D>(&col, 1, AI_MATKEY_COLOR_EMISSIVE);
mat->AddProperty<aiColor3D>(&col, 1, AI_MATKEY_COLOR_SPECULAR);
mMaterials.emplace_back(mat);
}
void XmlSerializer::ReadTextureCoords2D(XmlNode &node, Texture2DGroup *tex2DGroup) {
if (node.empty() || nullptr == tex2DGroup) {
return;
}
int id = IdNotSet;
if (XmlParser::getIntAttribute(node, "texid", id)) {
tex2DGroup->mTexId = id;
}
double value = 0.0;
for (XmlNode currentNode : node.children()) {
const std::string currentName = currentNode.name();
aiVector2D texCoord;
if (currentName == XmlTag::texture_2d_coord) {
XmlParser::getDoubleAttribute(currentNode, XmlTag::texture_cuurd_u, value);
texCoord.x = (ai_real)value;
XmlParser::getDoubleAttribute(currentNode, XmlTag::texture_cuurd_v, value);
texCoord.y = (ai_real)value;
tex2DGroup->mTex2dCoords.push_back(texCoord);
}
}
}
void XmlSerializer::ReadTextureGroup(XmlNode &node) {
if (node.empty()) {
return;
}
int id = IdNotSet;
if (!XmlParser::getIntAttribute(node, XmlTag::id, id)) {
return;
}
Texture2DGroup *group = new Texture2DGroup(id);
ReadTextureCoords2D(node, group);
mResourcesDictionnary.insert(std::make_pair(id, group));
}
aiMaterial *XmlSerializer::readMaterialDef(XmlNode &node, unsigned int basematerialsId) {
aiMaterial *material = new aiMaterial();
material->mNumProperties = 0;
std::string name;
bool hasName = getNodeAttribute(node, D3MF::XmlTag::basematerials_name, name);
std::string stdMaterialName;
const std::string strId(ai_to_string(basematerialsId));
stdMaterialName += "id";
stdMaterialName += strId;
stdMaterialName += "_";
if (hasName) {
stdMaterialName += std::string(name);
} else {
stdMaterialName += "basemat_";
stdMaterialName += ai_to_string(mMaterials.size());
}
aiString assimpMaterialName(stdMaterialName);
material->AddProperty(&assimpMaterialName, AI_MATKEY_NAME);
assignDiffuseColor(node, material);
return material;
}
void XmlSerializer::StoreMaterialsInScene(aiScene *scene) {
if (nullptr == scene) {
return;
}
scene->mNumMaterials = static_cast<unsigned int>(mMaterials.size());
if (scene->mNumMaterials == 0) {
return;
}
scene->mMaterials = new aiMaterial *[scene->mNumMaterials];
for (size_t i = 0; i < mMaterials.size(); ++i) {
scene->mMaterials[i] = mMaterials[i];
}
}
} // namespace D3MF
} // namespace Assimp

View File

@@ -1,96 +0,0 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#pragma once
#include <assimp/XmlParser.h>
#include <assimp/mesh.h>
#include <vector>
#include <map>
struct aiNode;
struct aiMesh;
struct aiMaterial;
namespace Assimp {
namespace D3MF {
class Resource;
class D3MFOpcPackage;
class Object;
class Texture2DGroup;
class EmbeddedTexture;
class XmlSerializer {
public:
XmlSerializer(XmlParser *xmlParser);
~XmlSerializer();
void ImportXml(aiScene *scene);
private:
void addObjectToNode(aiNode *parent, Object *obj, aiMatrix4x4 nodeTransform);
void ReadObject(XmlNode &node);
aiMesh *ReadMesh(XmlNode &node);
void ReadMetadata(XmlNode &node);
void ImportVertices(XmlNode &node, aiMesh *mesh);
void ImportTriangles(XmlNode &node, aiMesh *mesh);
void ReadBaseMaterials(XmlNode &node);
void ReadEmbeddecTexture(XmlNode &node);
void StoreEmbeddedTexture(EmbeddedTexture *tex);
void ReadTextureCoords2D(XmlNode &node, Texture2DGroup *tex2DGroup);
void ReadTextureGroup(XmlNode &node);
aiMaterial *readMaterialDef(XmlNode &node, unsigned int basematerialsId);
void StoreMaterialsInScene(aiScene *scene);
private:
struct MetaEntry {
std::string name;
std::string value;
};
std::vector<MetaEntry> mMetaData;
std::vector<EmbeddedTexture *> mEmbeddedTextures;
std::vector<aiMaterial *> mMaterials;
std::map<unsigned int, Resource *> mResourcesDictionnary;
unsigned int mMeshCount;
XmlParser *mXmlParser;
};
} // namespace D3MF
} // namespace Assimp

View File

@@ -1,524 +0,0 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_AMF_IMPORTER
// Header files, Assimp.
#include "AMFImporter.hpp"
#include <assimp/DefaultIOSystem.h>
#include <assimp/fast_atof.h>
#include <assimp/StringUtils.h>
// Header files, stdlib.
#include <memory>
namespace Assimp {
const aiImporterDesc AMFImporter::Description = {
"Additive manufacturing file format(AMF) Importer",
"smalcom",
"",
"See documentation in source code. Chapter: Limitations.",
aiImporterFlags_SupportTextFlavour | aiImporterFlags_LimitedSupport | aiImporterFlags_Experimental,
0,
0,
0,
0,
"amf"
};
void AMFImporter::Clear() {
mNodeElement_Cur = nullptr;
mUnit.clear();
mMaterial_Converted.clear();
mTexture_Converted.clear();
// Delete all elements
if (!mNodeElement_List.empty()) {
for (AMFNodeElementBase *ne : mNodeElement_List) {
delete ne;
}
mNodeElement_List.clear();
}
}
AMFImporter::AMFImporter() AI_NO_EXCEPT :
mNodeElement_Cur(nullptr),
mXmlParser(nullptr),
mUnit(),
mVersion(),
mMaterial_Converted(),
mTexture_Converted() {
// empty
}
AMFImporter::~AMFImporter() {
delete mXmlParser;
// Clear() is accounting if data already is deleted. So, just check again if all data is deleted.
Clear();
}
/*********************************************************************************************************************************************/
/************************************************************ Functions: find set ************************************************************/
/*********************************************************************************************************************************************/
bool AMFImporter::Find_NodeElement(const std::string &pID, const AMFNodeElementBase::EType pType, AMFNodeElementBase **pNodeElement) const {
for (AMFNodeElementBase *ne : mNodeElement_List) {
if ((ne->ID == pID) && (ne->Type == pType)) {
if (pNodeElement != nullptr) {
*pNodeElement = ne;
}
return true;
}
} // for(CAMFImporter_NodeElement* ne: mNodeElement_List)
return false;
}
bool AMFImporter::Find_ConvertedNode(const std::string &pID, NodeArray &nodeArray, aiNode **pNode) const {
aiString node_name(pID.c_str());
for (aiNode *node : nodeArray) {
if (node->mName == node_name) {
if (pNode != nullptr) {
*pNode = node;
}
return true;
}
} // for(aiNode* node: pNodeList)
return false;
}
bool AMFImporter::Find_ConvertedMaterial(const std::string &pID, const SPP_Material **pConvertedMaterial) const {
for (const SPP_Material &mat : mMaterial_Converted) {
if (mat.ID == pID) {
if (pConvertedMaterial != nullptr) {
*pConvertedMaterial = &mat;
}
return true;
}
} // for(const SPP_Material& mat: mMaterial_Converted)
return false;
}
/*********************************************************************************************************************************************/
/************************************************************ Functions: throw set ***********************************************************/
/*********************************************************************************************************************************************/
void AMFImporter::Throw_CloseNotFound(const std::string &nodeName) {
throw DeadlyImportError("Close tag for node <" + nodeName + "> not found. Seems file is corrupt.");
}
void AMFImporter::Throw_IncorrectAttr(const std::string &nodeName, const std::string &attrName) {
throw DeadlyImportError("Node <" + nodeName + "> has incorrect attribute \"" + attrName + "\".");
}
void AMFImporter::Throw_IncorrectAttrValue(const std::string &nodeName, const std::string &attrName) {
throw DeadlyImportError("Attribute \"" + attrName + "\" in node <" + nodeName + "> has incorrect value.");
}
void AMFImporter::Throw_MoreThanOnceDefined(const std::string &nodeName, const std::string &pNodeType, const std::string &pDescription) {
throw DeadlyImportError("\"" + pNodeType + "\" node can be used only once in " + nodeName + ". Description: " + pDescription);
}
void AMFImporter::Throw_ID_NotFound(const std::string &pID) const {
throw DeadlyImportError("Not found node with name \"", pID, "\".");
}
/*********************************************************************************************************************************************/
/************************************************************* Functions: XML set ************************************************************/
/*********************************************************************************************************************************************/
void AMFImporter::XML_CheckNode_MustHaveChildren(pugi::xml_node &node) {
if (node.children().begin() == node.children().end()) {
throw DeadlyImportError(std::string("Node <") + node.name() + "> must have children.");
}
}
bool AMFImporter::XML_SearchNode(const std::string &nodeName) {
return nullptr != mXmlParser->findNode(nodeName);
}
void AMFImporter::ParseHelper_FixTruncatedFloatString(const char *pInStr, std::string &pOutString) {
size_t instr_len;
pOutString.clear();
instr_len = strlen(pInStr);
if (!instr_len) return;
pOutString.reserve(instr_len * 3 / 2);
// check and correct floats in format ".x". Must be "x.y".
if (pInStr[0] == '.') pOutString.push_back('0');
pOutString.push_back(pInStr[0]);
for (size_t ci = 1; ci < instr_len; ci++) {
if ((pInStr[ci] == '.') && ((pInStr[ci - 1] == ' ') || (pInStr[ci - 1] == '-') || (pInStr[ci - 1] == '+') || (pInStr[ci - 1] == '\t'))) {
pOutString.push_back('0');
pOutString.push_back('.');
} else {
pOutString.push_back(pInStr[ci]);
}
}
}
static bool ParseHelper_Decode_Base64_IsBase64(const char pChar) {
return (isalnum((unsigned char)pChar) || (pChar == '+') || (pChar == '/'));
}
void AMFImporter::ParseHelper_Decode_Base64(const std::string &pInputBase64, std::vector<uint8_t> &pOutputData) const {
// With help from
// René Nyffenegger http://www.adp-gmbh.ch/cpp/common/base64.html
const std::string base64_chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
uint8_t tidx = 0;
uint8_t arr4[4], arr3[3];
// check input data
if (pInputBase64.size() % 4) throw DeadlyImportError("Base64-encoded data must have size multiply of four.");
// prepare output place
pOutputData.clear();
pOutputData.reserve(pInputBase64.size() / 4 * 3);
for (size_t in_len = pInputBase64.size(), in_idx = 0; (in_len > 0) && (pInputBase64[in_idx] != '='); in_len--) {
if (ParseHelper_Decode_Base64_IsBase64(pInputBase64[in_idx])) {
arr4[tidx++] = pInputBase64[in_idx++];
if (tidx == 4) {
for (tidx = 0; tidx < 4; tidx++)
arr4[tidx] = (uint8_t)base64_chars.find(arr4[tidx]);
arr3[0] = (arr4[0] << 2) + ((arr4[1] & 0x30) >> 4);
arr3[1] = ((arr4[1] & 0x0F) << 4) + ((arr4[2] & 0x3C) >> 2);
arr3[2] = ((arr4[2] & 0x03) << 6) + arr4[3];
for (tidx = 0; tidx < 3; tidx++)
pOutputData.push_back(arr3[tidx]);
tidx = 0;
} // if(tidx == 4)
} // if(ParseHelper_Decode_Base64_IsBase64(pInputBase64[in_idx]))
else {
in_idx++;
} // if(ParseHelper_Decode_Base64_IsBase64(pInputBase64[in_idx])) else
}
if (tidx) {
for (uint8_t i = tidx; i < 4; i++)
arr4[i] = 0;
for (uint8_t i = 0; i < 4; i++)
arr4[i] = (uint8_t)(base64_chars.find(arr4[i]));
arr3[0] = (arr4[0] << 2) + ((arr4[1] & 0x30) >> 4);
arr3[1] = ((arr4[1] & 0x0F) << 4) + ((arr4[2] & 0x3C) >> 2);
arr3[2] = ((arr4[2] & 0x03) << 6) + arr4[3];
for (uint8_t i = 0; i < (tidx - 1); i++)
pOutputData.push_back(arr3[i]);
}
}
void AMFImporter::ParseFile(const std::string &pFile, IOSystem *pIOHandler) {
std::unique_ptr<IOStream> file(pIOHandler->Open(pFile, "rb"));
// Check whether we can read from the file
if (file.get() == nullptr) {
throw DeadlyImportError("Failed to open AMF file ", pFile, ".");
}
mXmlParser = new XmlParser();
if (!mXmlParser->parse(file.get())) {
delete mXmlParser;
mXmlParser = nullptr;
throw DeadlyImportError("Failed to create XML reader for file ", pFile, ".");
}
// Start reading, search for root tag <amf>
if (!mXmlParser->hasNode("amf")) {
throw DeadlyImportError("Root node \"amf\" not found.");
}
ParseNode_Root();
} // namespace Assimp
void AMFImporter::ParseHelper_Node_Enter(AMFNodeElementBase *node) {
mNodeElement_Cur->Child.push_back(node); // add new element to current element child list.
mNodeElement_Cur = node;
}
void AMFImporter::ParseHelper_Node_Exit() {
if (mNodeElement_Cur != nullptr) mNodeElement_Cur = mNodeElement_Cur->Parent;
}
// <amf
// unit="" - The units to be used. May be "inch", "millimeter", "meter", "feet", or "micron".
// version="" - Version of file format.
// >
// </amf>
// Root XML element.
// Multi elements - No.
void AMFImporter::ParseNode_Root() {
AMFNodeElementBase *ne = nullptr;
XmlNode *root = mXmlParser->findNode("amf");
if (nullptr == root) {
throw DeadlyImportError("Root node \"amf\" not found.");
}
XmlNode node = *root;
mUnit = ai_tolower(std::string(node.attribute("unit").as_string()));
mVersion = node.attribute("version").as_string();
// Read attributes for node <amf>.
// Check attributes
if (!mUnit.empty()) {
if ((mUnit != "inch") && (mUnit != "millimeters") && (mUnit != "millimeter") && (mUnit != "meter") && (mUnit != "feet") && (mUnit != "micron")) {
Throw_IncorrectAttrValue("unit", mUnit);
}
}
// create root node element.
ne = new AMFRoot(nullptr);
mNodeElement_Cur = ne; // set first "current" element
// and assign attribute's values
((AMFRoot *)ne)->Unit = mUnit;
((AMFRoot *)ne)->Version = mVersion;
// Check for child nodes
for (XmlNode &currentNode : node.children() ) {
const std::string currentName = currentNode.name();
if (currentName == "object") {
ParseNode_Object(currentNode);
} else if (currentName == "material") {
ParseNode_Material(currentNode);
} else if (currentName == "texture") {
ParseNode_Texture(currentNode);
} else if (currentName == "constellation") {
ParseNode_Constellation(currentNode);
} else if (currentName == "metadata") {
ParseNode_Metadata(currentNode);
}
mNodeElement_Cur = ne;
}
mNodeElement_Cur = ne; // force restore "current" element
mNodeElement_List.push_back(ne); // add to node element list because its a new object in graph.
}
// <constellation
// id="" - The Object ID of the new constellation being defined.
// >
// </constellation>
// A collection of objects or constellations with specific relative locations.
// Multi elements - Yes.
// Parent element - <amf>.
void AMFImporter::ParseNode_Constellation(XmlNode &node) {
std::string id;
id = node.attribute("id").as_string();
// create and if needed - define new grouping object.
AMFNodeElementBase *ne = new AMFConstellation(mNodeElement_Cur);
AMFConstellation &als = *((AMFConstellation *)ne); // alias for convenience
if (!id.empty()) {
als.ID = id;
}
// Check for child nodes
if (!node.empty()) {
ParseHelper_Node_Enter(ne);
for (XmlNode currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
std::string name = currentNode.name();
if (name == "instance") {
ParseNode_Instance(currentNode);
} else if (name == "metadata") {
ParseNode_Metadata(currentNode);
}
}
ParseHelper_Node_Exit();
} else {
mNodeElement_Cur->Child.push_back(ne);
}
mNodeElement_List.push_back(ne); // and to node element list because its a new object in graph.
}
// <instance
// objectid="" - The Object ID of the new constellation being defined.
// >
// </instance>
// A collection of objects or constellations with specific relative locations.
// Multi elements - Yes.
// Parent element - <amf>.
void AMFImporter::ParseNode_Instance(XmlNode &node) {
AMFNodeElementBase *ne(nullptr);
// Read attributes for node <constellation>.
std::string objectid = node.attribute("objectid").as_string();
// used object id must be defined, check that.
if (objectid.empty()) {
throw DeadlyImportError("\"objectid\" in <instance> must be defined.");
}
// create and define new grouping object.
ne = new AMFInstance(mNodeElement_Cur);
AMFInstance &als = *((AMFInstance *)ne);
als.ObjectID = objectid;
if (!node.empty()) {
ParseHelper_Node_Enter(ne);
for (auto &currentNode : node.children()) {
const std::string &currentName = currentNode.name();
if (currentName == "deltax") {
XmlParser::getValueAsFloat(currentNode, als.Delta.x);
} else if (currentName == "deltay") {
XmlParser::getValueAsFloat(currentNode, als.Delta.y);
} else if (currentName == "deltaz") {
XmlParser::getValueAsFloat(currentNode, als.Delta.z);
} else if (currentName == "rx") {
XmlParser::getValueAsFloat(currentNode, als.Delta.x);
} else if (currentName == "ry") {
XmlParser::getValueAsFloat(currentNode, als.Delta.y);
} else if (currentName == "rz") {
XmlParser::getValueAsFloat(currentNode, als.Delta.z);
}
}
ParseHelper_Node_Exit();
} else {
mNodeElement_Cur->Child.push_back(ne);
}
mNodeElement_List.push_back(ne); // and to node element list because its a new object in graph.
}
// <object
// id="" - A unique ObjectID for the new object being defined.
// >
// </object>
// An object definition.
// Multi elements - Yes.
// Parent element - <amf>.
void AMFImporter::ParseNode_Object(XmlNode &node) {
AMFNodeElementBase *ne = nullptr;
// Read attributes for node <object>.
std::string id = node.attribute("id").as_string();
// create and if needed - define new geometry object.
ne = new AMFObject(mNodeElement_Cur);
AMFObject &als = *((AMFObject *)ne); // alias for convenience
if (!id.empty()) {
als.ID = id;
}
// Check for child nodes
if (!node.empty()) {
ParseHelper_Node_Enter(ne);
for (auto &currentNode : node.children()) {
const std::string &currentName = currentNode.name();
if (currentName == "color") {
ParseNode_Color(currentNode);
} else if (currentName == "mesh") {
ParseNode_Mesh(currentNode);
} else if (currentName == "metadata") {
ParseNode_Metadata(currentNode);
}
}
ParseHelper_Node_Exit();
} else {
mNodeElement_Cur->Child.push_back(ne); // Add element to child list of current element
}
mNodeElement_List.push_back(ne); // and to node element list because its a new object in graph.
}
// <metadata
// type="" - The type of the attribute.
// >
// </metadata>
// Specify additional information about an entity.
// Multi elements - Yes.
// Parent element - <amf>, <object>, <volume>, <material>, <vertex>.
//
// Reserved types are:
// "Name" - The alphanumeric label of the entity, to be used by the interpreter if interacting with the user.
// "Description" - A description of the content of the entity
// "URL" - A link to an external resource relating to the entity
// "Author" - Specifies the name(s) of the author(s) of the entity
// "Company" - Specifying the company generating the entity
// "CAD" - specifies the name of the originating CAD software and version
// "Revision" - specifies the revision of the entity
// "Tolerance" - specifies the desired manufacturing tolerance of the entity in entity's unit system
// "Volume" - specifies the total volume of the entity, in the entity's unit system, to be used for verification (object and volume only)
void AMFImporter::ParseNode_Metadata(XmlNode &node) {
AMFNodeElementBase *ne = nullptr;
std::string type = node.attribute("type").as_string(), value;
XmlParser::getValueAsString(node, value);
// read attribute
ne = new AMFMetadata(mNodeElement_Cur);
((AMFMetadata *)ne)->Type = type;
((AMFMetadata *)ne)->Value = value;
mNodeElement_Cur->Child.push_back(ne); // Add element to child list of current element
mNodeElement_List.push_back(ne); // and to node element list because its a new object in graph.
}
bool AMFImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*pCheckSig*/) const {
static const char *tokens[] = { "<amf" };
return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
}
const aiImporterDesc *AMFImporter::GetInfo() const {
return &Description;
}
void AMFImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
Clear(); // delete old graph.
ParseFile(pFile, pIOHandler);
Postprocess_BuildScene(pScene);
// scene graph is ready, exit.
}
} // namespace Assimp
#endif // !ASSIMP_BUILD_NO_AMF_IMPORTER

View File

@@ -1,310 +0,0 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/// \file AMFImporter.hpp
/// \brief AMF-format files importer for Assimp.
/// \date 2016
/// \author smal.root@gmail.com
// Thanks to acorn89 for support.
#pragma once
#ifndef INCLUDED_AI_AMF_IMPORTER_H
#define INCLUDED_AI_AMF_IMPORTER_H
#include "AMFImporter_Node.hpp"
// Header files, Assimp.
#include "assimp/types.h"
#include <assimp/BaseImporter.h>
#include <assimp/XmlParser.h>
#include <assimp/importerdesc.h>
#include <assimp/DefaultLogger.hpp>
// Header files, stdlib.
#include <set>
namespace Assimp {
/// \class AMFImporter
/// Class that holding scene graph which include: geometry, metadata, materials etc.
///
/// Implementing features.
///
/// Limitations.
///
/// 1. When for texture mapping used set of source textures (r, g, b, a) not only one then attribute "tiled" for all set will be true if it true in any of
/// source textures.
/// Example. Triangle use for texture mapping three textures. Two of them has "tiled" set to false and one - set to true. In scene all three textures
/// will be tiled.
///
/// Unsupported features:
/// 1. Node <composite>, formulas in <composite> and <color>. For implementing this feature can be used expression parser "muParser" like in project
/// "amf_tools".
/// 2. Attribute "profile" in node <color>.
/// 3. Curved geometry: <edge>, <normal> and children nodes of them.
/// 4. Attributes: "unit" and "version" in <amf> read but do nothing.
/// 5. <metadata> stored only for root node <amf>.
/// 6. Color averaging of vertices for which <triangle>'s set different colors.
///
/// Supported nodes:
/// General:
/// <amf>; <constellation>; <instance> and children <deltax>, <deltay>, <deltaz>, <rx>, <ry>, <rz>; <metadata>;
///
/// Geometry:
/// <object>; <mesh>; <vertices>; <vertex>; <coordinates> and children <x>, <y>, <z>; <volume>; <triangle> and children <v1>, <v2>, <v3>;
///
/// Material:
/// <color> and children <r>, <g>, <b>, <a>; <texture>; <material>;
/// two variants of texture coordinates:
/// new - <texmap> and children <utex1>, <utex2>, <utex3>, <vtex1>, <vtex2>, <vtex3>
/// old - <map> and children <u1>, <u2>, <u3>, <v1>, <v2>, <v3>
///
class AMFImporter : public BaseImporter {
private:
struct SPP_Material; // forward declaration
/// Data type for post-processing step. More suitable container for part of material's composition.
struct SPP_Composite {
SPP_Material *Material; ///< Pointer to material - part of composition.
std::string Formula; ///< Formula for calculating ratio of \ref Material.
};
/// \struct SPP_Material
/// Data type for post-processing step. More suitable container for material.
struct SPP_Material {
std::string ID; ///< Material ID.
std::list<AMFMetadata *> Metadata; ///< Metadata of material.
AMFColor *Color; ///< Color of material.
std::list<SPP_Composite> Composition; ///< List of child materials if current material is composition of few another.
/// Return color calculated for specified coordinate.
/// \param [in] pX - "x" coordinate.
/// \param [in] pY - "y" coordinate.
/// \param [in] pZ - "z" coordinate.
/// \return calculated color.
aiColor4D GetColor(const float pX, const float pY, const float pZ) const;
};
/// Data type for post-processing step. More suitable container for texture.
struct SPP_Texture {
std::string ID;
size_t Width, Height, Depth;
bool Tiled;
char FormatHint[9]; // 8 for string + 1 for terminator.
uint8_t *Data;
};
/// Data type for post-processing step. Contain face data.
struct SComplexFace {
aiFace Face; ///< Face vertices.
const AMFColor *Color; ///< Face color. Equal to nullptr if color is not set for the face.
const AMFTexMap *TexMap; ///< Face texture mapping data. Equal to nullptr if texture mapping is not set for the face.
};
using AMFMetaDataArray = std::vector<AMFMetadata*>;
using MeshArray = std::vector<aiMesh*>;
using NodeArray = std::vector<aiNode*>;
/// Clear all temporary data.
void Clear();
/// Get data stored in <vertices> and place it to arrays.
/// \param [in] pNodeElement - reference to node element which kept <object> data.
/// \param [in] pVertexCoordinateArray - reference to vertices coordinates kept in <vertices>.
/// \param [in] pVertexColorArray - reference to vertices colors for all <vertex's. If color for vertex is not set then corresponding member of array
/// contain nullptr.
void PostprocessHelper_CreateMeshDataArray(const AMFMesh &pNodeElement, std::vector<aiVector3D> &pVertexCoordinateArray,
std::vector<AMFColor *> &pVertexColorArray) const;
/// Return converted texture ID which related to specified source textures ID's. If converted texture does not exist then it will be created and ID on new
/// converted texture will be returned. Conversion: set of textures from \ref CAMFImporter_NodeElement_Texture to one \ref SPP_Texture and place it
/// to converted textures list.
/// Any of source ID's can be absent(empty string) or even one ID only specified. But at least one ID must be specified.
/// \param [in] pID_R - ID of source "red" texture.
/// \param [in] pID_G - ID of source "green" texture.
/// \param [in] pID_B - ID of source "blue" texture.
/// \param [in] pID_A - ID of source "alpha" texture.
/// \return index of the texture in array of the converted textures.
size_t PostprocessHelper_GetTextureID_Or_Create(const std::string &pID_R, const std::string &pID_G, const std::string &pID_B, const std::string &pID_A);
/// Separate input list by texture IDs. This step is needed because aiMesh can contain mesh which is use only one texture (or set: diffuse, bump etc).
/// \param [in] pInputList - input list with faces. Some of them can contain color or texture mapping, or both of them, or nothing. Will be cleared after
/// processing.
/// \param [out] pOutputList_Separated - output list of the faces lists. Separated faces list by used texture IDs. Will be cleared before processing.
void PostprocessHelper_SplitFacesByTextureID(std::list<SComplexFace> &pInputList, std::list<std::list<SComplexFace>> &pOutputList_Separated);
/// Check if child elements of node element is metadata and add it to scene node.
/// \param [in] pMetadataList - reference to list with collected metadata.
/// \param [out] pSceneNode - scene node in which metadata will be added.
void Postprocess_AddMetadata(const AMFMetaDataArray &pMetadataList, aiNode &pSceneNode) const;
/// To create aiMesh and aiNode for it from <object>.
/// \param [in] pNodeElement - reference to node element which kept <object> data.
/// \param [out] meshList - reference to a list with all aiMesh of the scene.
/// \param [out] pSceneNode - pointer to place where new aiNode will be created.
void Postprocess_BuildNodeAndObject(const AMFObject &pNodeElement, MeshArray &meshList, aiNode **pSceneNode);
/// Create mesh for every <volume> in <mesh>.
/// \param [in] pNodeElement - reference to node element which kept <mesh> data.
/// \param [in] pVertexCoordinateArray - reference to vertices coordinates for all <volume>'s.
/// \param [in] pVertexColorArray - reference to vertices colors for all <volume>'s. If color for vertex is not set then corresponding member of array
/// contain nullptr.
/// \param [in] pObjectColor - pointer to colors for <object>. If color is not set then argument contain nullptr.
/// \param [in] pMaterialList - reference to a list with defined materials.
/// \param [out] pMeshList - reference to a list with all aiMesh of the scene.
/// \param [out] pSceneNode - reference to aiNode which will own new aiMesh's.
void Postprocess_BuildMeshSet(const AMFMesh &pNodeElement, const std::vector<aiVector3D> &pVertexCoordinateArray,
const std::vector<AMFColor *> &pVertexColorArray, const AMFColor *pObjectColor,
MeshArray &pMeshList, aiNode &pSceneNode);
/// Convert material from \ref CAMFImporter_NodeElement_Material to \ref SPP_Material.
/// \param [in] pMaterial - source CAMFImporter_NodeElement_Material.
void Postprocess_BuildMaterial(const AMFMaterial &pMaterial);
/// Create and add to aiNode's list new part of scene graph defined by <constellation>.
/// \param [in] pConstellation - reference to <constellation> node.
/// \param [out] nodeArray - reference to aiNode's list.
void Postprocess_BuildConstellation(AMFConstellation &pConstellation, NodeArray &nodeArray) const;
/// Build Assimp scene graph in aiScene from collected data.
/// \param [out] pScene - pointer to aiScene where tree will be built.
void Postprocess_BuildScene(aiScene *pScene);
/// Decode Base64-encoded data.
/// \param [in] pInputBase64 - reference to input Base64-encoded string.
/// \param [out] pOutputData - reference to output array for decoded data.
void ParseHelper_Decode_Base64(const std::string &pInputBase64, std::vector<uint8_t> &pOutputData) const;
/// Parse <AMF> node of the file.
void ParseNode_Root();
/// Parse <constellation> node of the file.
void ParseNode_Constellation(XmlNode &node);
/// Parse <instance> node of the file.
void ParseNode_Instance(XmlNode &node);
/// Parse <material> node of the file.
void ParseNode_Material(XmlNode &node);
/// Parse <metadata> node.
void ParseNode_Metadata(XmlNode &node);
/// Parse <object> node of the file.
void ParseNode_Object(XmlNode &node);
/// Parse <texture> node of the file.
void ParseNode_Texture(XmlNode &node);
/// Parse <coordinates> node of the file.
void ParseNode_Coordinates(XmlNode &node);
/// Parse <edge> node of the file.
void ParseNode_Edge(XmlNode &node);
/// Parse <mesh> node of the file.
void ParseNode_Mesh(XmlNode &node);
/// Parse <triangle> node of the file.
void ParseNode_Triangle(XmlNode &node);
/// Parse <vertex> node of the file.
void ParseNode_Vertex(XmlNode &node);
/// Parse <vertices> node of the file.
void ParseNode_Vertices(XmlNode &node);
/// Parse <volume> node of the file.
void ParseNode_Volume(XmlNode &node);
/// Parse <color> node of the file.
void ParseNode_Color(XmlNode &node);
/// Parse <texmap> of <map> node of the file.
/// \param [in] pUseOldName - if true then use old name of node(and children) - <map>, instead of new name - <texmap>.
void ParseNode_TexMap(XmlNode &node, const bool pUseOldName = false);
public:
/// Default constructor.
AMFImporter() AI_NO_EXCEPT;
/// Default destructor.
~AMFImporter() override;
/// Parse AMF file and fill scene graph. The function has no return value. Result can be found by analyzing the generated graph.
/// Also exception can be thrown if trouble will found.
/// \param [in] pFile - name of file to be parsed.
/// \param [in] pIOHandler - pointer to IO helper object.
void ParseFile(const std::string &pFile, IOSystem *pIOHandler);
void ParseHelper_Node_Enter(AMFNodeElementBase *child);
void ParseHelper_Node_Exit();
bool CanRead(const std::string &pFile, IOSystem *pIOHandler, bool pCheckSig) const override;
void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) override;
const aiImporterDesc *GetInfo() const override;
bool Find_NodeElement(const std::string &pID, const AMFNodeElementBase::EType pType, AMFNodeElementBase **pNodeElement) const;
bool Find_ConvertedNode(const std::string &pID, NodeArray &nodeArray, aiNode **pNode) const;
bool Find_ConvertedMaterial(const std::string &pID, const SPP_Material **pConvertedMaterial) const;
void Throw_CloseNotFound(const std::string &nodeName);
void Throw_IncorrectAttr(const std::string &nodeName, const std::string &pAttrName);
void Throw_IncorrectAttrValue(const std::string &nodeName, const std::string &pAttrName);
void Throw_MoreThanOnceDefined(const std::string &nodeName, const std::string &pNodeType, const std::string &pDescription);
void Throw_ID_NotFound(const std::string &pID) const;
void XML_CheckNode_MustHaveChildren(pugi::xml_node &node);
bool XML_SearchNode(const std::string &nodeName);
void ParseHelper_FixTruncatedFloatString(const char *pInStr, std::string &pOutString);
AMFImporter(const AMFImporter &pScene) = delete;
AMFImporter &operator=(const AMFImporter &pScene) = delete;
private:
static const aiImporterDesc Description;
AMFNodeElementBase *mNodeElement_Cur; ///< Current element.
std::list<AMFNodeElementBase *> mNodeElement_List; ///< All elements of scene graph.
XmlParser *mXmlParser;
std::string mUnit;
std::string mVersion;
std::list<SPP_Material> mMaterial_Converted; ///< List of converted materials for postprocessing step.
std::list<SPP_Texture> mTexture_Converted; ///< List of converted textures for postprocessing step.
};
} // namespace Assimp
#endif // INCLUDED_AI_AMF_IMPORTER_H

View File

@@ -1,284 +0,0 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_AMF_IMPORTER
#include "AMFImporter.hpp"
#include <assimp/ParsingUtils.h>
namespace Assimp {
// <mesh>
// </mesh>
// A 3D mesh hull.
// Multi elements - Yes.
// Parent element - <object>.
void AMFImporter::ParseNode_Mesh(XmlNode &node) {
AMFNodeElementBase *ne = nullptr;
// Check for child nodes
if (0 != ASSIMP_stricmp(node.name(), "mesh")) {
return;
}
// create new mesh object.
ne = new AMFMesh(mNodeElement_Cur);
bool found_verts = false, found_volumes = false;
if (!node.empty()) {
ParseHelper_Node_Enter(ne);
pugi::xml_node vertNode = node.child("vertices");
if (!vertNode.empty()) {
ParseNode_Vertices(vertNode);
found_verts = true;
}
pugi::xml_node volumeNode = node.child("volume");
if (!volumeNode.empty()) {
ParseNode_Volume(volumeNode);
found_volumes = true;
}
ParseHelper_Node_Exit();
}
if (!found_verts && !found_volumes) {
mNodeElement_Cur->Child.push_back(ne);
} // if(!mReader->isEmptyElement()) else
// and to node element list because its a new object in graph.
mNodeElement_List.push_back(ne);
}
// <vertices>
// </vertices>
// The list of vertices to be used in defining triangles.
// Multi elements - No.
// Parent element - <mesh>.
void AMFImporter::ParseNode_Vertices(XmlNode &node) {
AMFNodeElementBase *ne = nullptr;
// create new mesh object.
ne = new AMFVertices(mNodeElement_Cur);
// Check for child nodes
if (node.empty()) {
mNodeElement_Cur->Child.push_back(ne); // Add element to child list of current element
return;
}
ParseHelper_Node_Enter(ne);
for (XmlNode &currentNode : node.children()) {
const std::string &currentName = currentNode.name();
if (currentName == "vertex") {
ParseNode_Vertex(currentNode);
}
}
ParseHelper_Node_Exit();
mNodeElement_List.push_back(ne); // and to node element list because its a new object in graph.
}
// <vertex>
// </vertex>
// A vertex to be referenced in triangles.
// Multi elements - Yes.
// Parent element - <vertices>.
void AMFImporter::ParseNode_Vertex(XmlNode &node) {
AMFNodeElementBase *ne = nullptr;
// create new mesh object.
ne = new AMFVertex(mNodeElement_Cur);
// Check for child nodes
pugi::xml_node colorNode = node.child("color");
bool col_read = false;
bool coord_read = false;
if (!node.empty()) {
ParseHelper_Node_Enter(ne);
if (!colorNode.empty()) {
ParseNode_Color(colorNode);
col_read = true;
}
pugi::xml_node coordNode = node.child("coordinates");
if (!coordNode.empty()) {
ParseNode_Coordinates(coordNode);
coord_read = true;
}
ParseHelper_Node_Exit();
}
if (!coord_read && !col_read) {
mNodeElement_Cur->Child.push_back(ne); // Add element to child list of current element
}
mNodeElement_List.push_back(ne); // and to node element list because its a new object in graph.
}
// <coordinates>
// </coordinates>
// Specifies the 3D location of this vertex.
// Multi elements - No.
// Parent element - <vertex>.
//
// Children elements:
// <x>, <y>, <z>
// Multi elements - No.
// X, Y, or Z coordinate, respectively, of a vertex position in space.
void AMFImporter::ParseNode_Coordinates(XmlNode &node) {
AMFNodeElementBase *ne = nullptr;
if (!node.empty()) {
ne = new AMFCoordinates(mNodeElement_Cur);
ParseHelper_Node_Enter(ne);
for (XmlNode &currentNode : node.children()) {
// create new color object.
AMFCoordinates &als = *((AMFCoordinates *)ne); // alias for convenience
const std::string &currentName = ai_tolower(currentNode.name());
if (currentName == "x") {
XmlParser::getValueAsFloat(currentNode, als.Coordinate.x);
} else if (currentName == "y") {
XmlParser::getValueAsFloat(currentNode, als.Coordinate.y);
} else if (currentName == "z") {
XmlParser::getValueAsFloat(currentNode, als.Coordinate.z);
}
}
ParseHelper_Node_Exit();
} else {
mNodeElement_Cur->Child.push_back(new AMFCoordinates(mNodeElement_Cur));
}
mNodeElement_List.push_back(ne); // and to node element list because its a new object in graph.
}
// <volume
// materialid="" - Which material to use.
// type="" - What this volume describes can be "region" or "support". If none specified, "object" is assumed. If support, then the geometric
// requirements 1-8 listed in section 5 do not need to be maintained.
// >
// </volume>
// Defines a volume from the established vertex list.
// Multi elements - Yes.
// Parent element - <mesh>.
void AMFImporter::ParseNode_Volume(XmlNode &node) {
std::string materialid;
std::string type;
AMFNodeElementBase *ne = new AMFVolume(mNodeElement_Cur);
// Read attributes for node <color>.
// and assign read data
((AMFVolume *)ne)->MaterialID = node.attribute("materialid").as_string();
((AMFVolume *)ne)->Type = type;
// Check for child nodes
bool col_read = false;
if (!node.empty()) {
ParseHelper_Node_Enter(ne);
for (auto &currentNode : node.children()) {
const std::string currentName = currentNode.name();
if (currentName == "color") {
if (col_read) Throw_MoreThanOnceDefined(currentName, "color", "Only one color can be defined for <volume>.");
ParseNode_Color(currentNode);
col_read = true;
} else if (currentName == "triangle") {
ParseNode_Triangle(currentNode);
} else if (currentName == "metadata") {
ParseNode_Metadata(currentNode);
} else if (currentName == "volume") {
ParseNode_Metadata(currentNode);
}
}
ParseHelper_Node_Exit();
} else {
mNodeElement_Cur->Child.push_back(ne); // Add element to child list of current element
}
mNodeElement_List.push_back(ne); // and to node element list because its a new object in graph.
}
// <triangle>
// </triangle>
// Defines a 3D triangle from three vertices, according to the right-hand rule (counter-clockwise when looking from the outside).
// Multi elements - Yes.
// Parent element - <volume>.
//
// Children elements:
// <v1>, <v2>, <v3>
// Multi elements - No.
// Index of the desired vertices in a triangle or edge.
void AMFImporter::ParseNode_Triangle(XmlNode &node) {
AMFNodeElementBase *ne = new AMFTriangle(mNodeElement_Cur);
// create new triangle object.
AMFTriangle &als = *((AMFTriangle *)ne); // alias for convenience
bool col_read = false;
if (!node.empty()) {
ParseHelper_Node_Enter(ne);
std::string v;
for (auto &currentNode : node.children()) {
const std::string currentName = currentNode.name();
if (currentName == "color") {
if (col_read) Throw_MoreThanOnceDefined(currentName, "color", "Only one color can be defined for <triangle>.");
ParseNode_Color(currentNode);
col_read = true;
} else if (currentName == "texmap") {
ParseNode_TexMap(currentNode);
} else if (currentName == "map") {
ParseNode_TexMap(currentNode, true);
} else if (currentName == "v1") {
XmlParser::getValueAsString(currentNode, v);
als.V[0] = std::atoi(v.c_str());
} else if (currentName == "v2") {
XmlParser::getValueAsString(currentNode, v);
als.V[1] = std::atoi(v.c_str());
} else if (currentName == "v3") {
XmlParser::getValueAsString(currentNode, v);
als.V[2] = std::atoi(v.c_str());
}
}
ParseHelper_Node_Exit();
} else {
mNodeElement_Cur->Child.push_back(ne); // Add element to child list of current element
}
mNodeElement_List.push_back(ne); // and to node element list because its a new object in graph.
}
} // namespace Assimp
#endif // !ASSIMP_BUILD_NO_AMF_IMPORTER

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@@ -1,305 +0,0 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/// \file AMFImporter_Node.hpp
/// \brief Elements of scene graph.
/// \date 2016
/// \author smal.root@gmail.com
#pragma once
#ifndef INCLUDED_AI_AMF_IMPORTER_NODE_H
#define INCLUDED_AI_AMF_IMPORTER_NODE_H
// Header files, Assimp.
#include <assimp/scene.h>
#include <assimp/types.h>
#include <list>
#include <string>
#include <vector>
/// \class CAMFImporter_NodeElement
/// Base class for elements of nodes.
class AMFNodeElementBase {
public:
/// Define what data type contain node element.
enum EType {
ENET_Color, ///< Color element: <color>.
ENET_Constellation, ///< Grouping element: <constellation>.
ENET_Coordinates, ///< Coordinates element: <coordinates>.
ENET_Edge, ///< Edge element: <edge>.
ENET_Instance, ///< Grouping element: <constellation>.
ENET_Material, ///< Material element: <material>.
ENET_Metadata, ///< Metadata element: <metadata>.
ENET_Mesh, ///< Metadata element: <mesh>.
ENET_Object, ///< Element which hold object: <object>.
ENET_Root, ///< Root element: <amf>.
ENET_Triangle, ///< Triangle element: <triangle>.
ENET_TexMap, ///< Texture coordinates element: <texmap> or <map>.
ENET_Texture, ///< Texture element: <texture>.
ENET_Vertex, ///< Vertex element: <vertex>.
ENET_Vertices, ///< Vertex element: <vertices>.
ENET_Volume, ///< Volume element: <volume>.
ENET_Invalid ///< Element has invalid type and possible contain invalid data.
};
const EType Type; ///< Type of element.
std::string ID; ///< ID of element.
AMFNodeElementBase *Parent; ///< Parent element. If nullptr then this node is root.
std::list<AMFNodeElementBase *> Child; ///< Child elements.
public: /// Destructor, virtual..
virtual ~AMFNodeElementBase() {
// empty
}
/// Disabled copy constructor and co.
AMFNodeElementBase(const AMFNodeElementBase &pNodeElement) = delete;
AMFNodeElementBase(AMFNodeElementBase &&) = delete;
AMFNodeElementBase &operator=(const AMFNodeElementBase &pNodeElement) = delete;
AMFNodeElementBase() = delete;
protected:
/// In constructor inheritor must set element type.
/// \param [in] pType - element type.
/// \param [in] pParent - parent element.
AMFNodeElementBase(const EType pType, AMFNodeElementBase *pParent) :
Type(pType), ID(), Parent(pParent), Child() {
// empty
}
}; // class IAMFImporter_NodeElement
/// \struct CAMFImporter_NodeElement_Constellation
/// A collection of objects or constellations with specific relative locations.
struct AMFConstellation : public AMFNodeElementBase {
/// Constructor.
/// \param [in] pParent - pointer to parent node.
AMFConstellation(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_Constellation, pParent) {}
}; // struct CAMFImporter_NodeElement_Constellation
/// \struct CAMFImporter_NodeElement_Instance
/// Part of constellation.
struct AMFInstance : public AMFNodeElementBase {
std::string ObjectID; ///< ID of object for instantiation.
/// \var Delta - The distance of translation in the x, y, or z direction, respectively, in the referenced object's coordinate system, to
/// create an instance of the object in the current constellation.
aiVector3D Delta;
/// \var Rotation - The rotation, in degrees, to rotate the referenced object about its x, y, and z axes, respectively, to create an
/// instance of the object in the current constellation. Rotations shall be executed in order of x first, then y, then z.
aiVector3D Rotation;
/// Constructor.
/// \param [in] pParent - pointer to parent node.
AMFInstance(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_Instance, pParent) {}
};
/// \struct CAMFImporter_NodeElement_Metadata
/// Structure that define metadata node.
struct AMFMetadata : public AMFNodeElementBase {
std::string Type; ///< Type of "Value".
std::string Value; ///< Value.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
AMFMetadata(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_Metadata, pParent) {}
};
/// \struct CAMFImporter_NodeElement_Root
/// Structure that define root node.
struct AMFRoot : public AMFNodeElementBase {
std::string Unit; ///< The units to be used. May be "inch", "millimeter", "meter", "feet", or "micron".
std::string Version; ///< Version of format.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
AMFRoot(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_Root, pParent) {}
};
/// \struct CAMFImporter_NodeElement_Color
/// Structure that define object node.
struct AMFColor : public AMFNodeElementBase {
bool Composed; ///< Type of color stored: if true then look for formula in \ref Color_Composed[4], else - in \ref Color.
std::string Color_Composed[4]; ///< By components formulas of composed color. [0..3] - RGBA.
aiColor4D Color; ///< Constant color.
std::string Profile; ///< The ICC color space used to interpret the three color channels r, g and b..
/// @brief Constructor.
/// @param [in] pParent - pointer to parent node.
AMFColor(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_Color, pParent), Composed(false), Color(), Profile() {
// empty
}
};
/// \struct CAMFImporter_NodeElement_Material
/// Structure that define material node.
struct AMFMaterial : public AMFNodeElementBase {
/// Constructor.
/// \param [in] pParent - pointer to parent node.
AMFMaterial(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_Material, pParent) {}
};
/// \struct CAMFImporter_NodeElement_Object
/// Structure that define object node.
struct AMFObject : public AMFNodeElementBase {
/// Constructor.
/// \param [in] pParent - pointer to parent node.
AMFObject(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_Object, pParent) {}
};
/// \struct CAMFImporter_NodeElement_Mesh
/// Structure that define mesh node.
struct AMFMesh : public AMFNodeElementBase {
/// Constructor.
/// \param [in] pParent - pointer to parent node.
AMFMesh(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_Mesh, pParent) {}
};
/// \struct CAMFImporter_NodeElement_Vertex
/// Structure that define vertex node.
struct AMFVertex : public AMFNodeElementBase {
/// Constructor.
/// \param [in] pParent - pointer to parent node.
AMFVertex(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_Vertex, pParent) {}
};
/// \struct CAMFImporter_NodeElement_Edge
/// Structure that define edge node.
struct AMFEdge : public AMFNodeElementBase {
/// Constructor.
/// \param [in] pParent - pointer to parent node.
AMFEdge(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_Edge, pParent) {}
};
/// \struct CAMFImporter_NodeElement_Vertices
/// Structure that define vertices node.
struct AMFVertices : public AMFNodeElementBase {
/// Constructor.
/// \param [in] pParent - pointer to parent node.
AMFVertices(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_Vertices, pParent) {}
};
/// \struct CAMFImporter_NodeElement_Volume
/// Structure that define volume node.
struct AMFVolume : public AMFNodeElementBase {
std::string MaterialID; ///< Which material to use.
std::string Type; ///< What this volume describes can be "region" or "support". If none specified, "object" is assumed.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
AMFVolume(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_Volume, pParent) {}
};
/// \struct CAMFImporter_NodeElement_Coordinates
/// Structure that define coordinates node.
struct AMFCoordinates : public AMFNodeElementBase {
aiVector3D Coordinate; ///< Coordinate.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
AMFCoordinates(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_Coordinates, pParent) {}
};
/// \struct CAMFImporter_NodeElement_TexMap
/// Structure that define texture coordinates node.
struct AMFTexMap : public AMFNodeElementBase {
aiVector3D TextureCoordinate[3]; ///< Texture coordinates.
std::string TextureID_R; ///< Texture ID for red color component.
std::string TextureID_G; ///< Texture ID for green color component.
std::string TextureID_B; ///< Texture ID for blue color component.
std::string TextureID_A; ///< Texture ID for alpha color component.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
AMFTexMap(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_TexMap, pParent), TextureCoordinate{}, TextureID_R(), TextureID_G(), TextureID_B(), TextureID_A() {
// empty
}
};
/// \struct CAMFImporter_NodeElement_Triangle
/// Structure that define triangle node.
struct AMFTriangle : public AMFNodeElementBase {
size_t V[3]; ///< Triangle vertices.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
AMFTriangle(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_Triangle, pParent) {
// empty
}
};
/// Structure that define texture node.
struct AMFTexture : public AMFNodeElementBase {
size_t Width, Height, Depth; ///< Size of the texture.
std::vector<uint8_t> Data; ///< Data of the texture.
bool Tiled;
/// Constructor.
/// \param [in] pParent - pointer to parent node.
AMFTexture(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_Texture, pParent), Width(0), Height(0), Depth(0), Data(), Tiled(false) {
// empty
}
};
#endif // INCLUDED_AI_AMF_IMPORTER_NODE_H

View File

@@ -1,894 +0,0 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/// \file AMFImporter_Postprocess.cpp
/// \brief Convert built scenegraph and objects to Assimp scenegraph.
/// \date 2016
/// \author smal.root@gmail.com
#ifndef ASSIMP_BUILD_NO_AMF_IMPORTER
#include "AMFImporter.hpp"
#include <assimp/SceneCombiner.h>
#include <assimp/StandardShapes.h>
#include <assimp/StringUtils.h>
#include <iterator>
namespace Assimp {
aiColor4D AMFImporter::SPP_Material::GetColor(const float /*pX*/, const float /*pY*/, const float /*pZ*/) const {
aiColor4D tcol;
// Check if stored data are supported.
if (!Composition.empty()) {
throw DeadlyImportError("IME. GetColor for composition");
}
if (Color->Composed) {
throw DeadlyImportError("IME. GetColor, composed color");
}
tcol = Color->Color;
// Check if default color must be used
if ((tcol.r == 0) && (tcol.g == 0) && (tcol.b == 0) && (tcol.a == 0)) {
tcol.r = 0.5f;
tcol.g = 0.5f;
tcol.b = 0.5f;
tcol.a = 1;
}
return tcol;
}
void AMFImporter::PostprocessHelper_CreateMeshDataArray(const AMFMesh &nodeElement, std::vector<aiVector3D> &vertexCoordinateArray,
std::vector<AMFColor *> &pVertexColorArray) const {
AMFVertices *vn = nullptr;
size_t col_idx;
// All data stored in "vertices", search for it.
for (AMFNodeElementBase *ne_child : nodeElement.Child) {
if (ne_child->Type == AMFNodeElementBase::ENET_Vertices) {
vn = (AMFVertices*)ne_child;
}
}
// If "vertices" not found then no work for us.
if (vn == nullptr) {
return;
}
// all coordinates stored as child and we need to reserve space for future push_back's.
vertexCoordinateArray.reserve(vn->Child.size());
// colors count equal vertices count.
pVertexColorArray.resize(vn->Child.size());
col_idx = 0;
// Inside vertices collect all data and place to arrays
for (AMFNodeElementBase *vn_child : vn->Child) {
// vertices, colors
if (vn_child->Type == AMFNodeElementBase::ENET_Vertex) {
// by default clear color for current vertex
pVertexColorArray[col_idx] = nullptr;
for (AMFNodeElementBase *vtx : vn_child->Child) {
if (vtx->Type == AMFNodeElementBase::ENET_Coordinates) {
vertexCoordinateArray.push_back(((AMFCoordinates *)vtx)->Coordinate);
continue;
}
if (vtx->Type == AMFNodeElementBase::ENET_Color) {
pVertexColorArray[col_idx] = (AMFColor *)vtx;
continue;
}
}
++col_idx;
}
}
}
size_t AMFImporter::PostprocessHelper_GetTextureID_Or_Create(const std::string &r, const std::string &g, const std::string &b, const std::string &a) {
if (r.empty() && g.empty() && b.empty() && a.empty()) {
throw DeadlyImportError("PostprocessHelper_GetTextureID_Or_Create. At least one texture ID must be defined.");
}
std::string TextureConverted_ID = r + "_" + g + "_" + b + "_" + a;
size_t TextureConverted_Index = 0;
for (const SPP_Texture &tex_convd : mTexture_Converted) {
if (tex_convd.ID == TextureConverted_ID) {
return TextureConverted_Index;
} else {
++TextureConverted_Index;
}
}
// Converted texture not found, create it.
AMFTexture *src_texture[4] {
nullptr
};
std::vector<AMFTexture *> src_texture_4check;
SPP_Texture converted_texture;
{ // find all specified source textures
AMFNodeElementBase *t_tex = nullptr;
// R
if (!r.empty()) {
if (!Find_NodeElement(r, AMFNodeElementBase::EType::ENET_Texture, &t_tex)) {
Throw_ID_NotFound(r);
}
src_texture[0] = (AMFTexture *)t_tex;
src_texture_4check.push_back((AMFTexture *)t_tex);
} else {
src_texture[0] = nullptr;
}
// G
if (!g.empty()) {
if (!Find_NodeElement(g, AMFNodeElementBase::ENET_Texture, &t_tex)) {
Throw_ID_NotFound(g);
}
src_texture[1] = (AMFTexture *)t_tex;
src_texture_4check.push_back((AMFTexture *)t_tex);
} else {
src_texture[1] = nullptr;
}
// B
if (!b.empty()) {
if (!Find_NodeElement(b, AMFNodeElementBase::ENET_Texture, &t_tex)) {
Throw_ID_NotFound(b);
}
src_texture[2] = (AMFTexture *)t_tex;
src_texture_4check.push_back((AMFTexture *)t_tex);
} else {
src_texture[2] = nullptr;
}
// A
if (!a.empty()) {
if (!Find_NodeElement(a, AMFNodeElementBase::ENET_Texture, &t_tex)) {
Throw_ID_NotFound(a);
}
src_texture[3] = (AMFTexture *)t_tex;
src_texture_4check.push_back((AMFTexture *)t_tex);
} else {
src_texture[3] = nullptr;
}
} // END: find all specified source textures
// check that all textures has same size
if (src_texture_4check.size() > 1) {
for (size_t i = 0, i_e = (src_texture_4check.size() - 1); i < i_e; i++) {
if ((src_texture_4check[i]->Width != src_texture_4check[i + 1]->Width) || (src_texture_4check[i]->Height != src_texture_4check[i + 1]->Height) ||
(src_texture_4check[i]->Depth != src_texture_4check[i + 1]->Depth)) {
throw DeadlyImportError("PostprocessHelper_GetTextureID_Or_Create. Source texture must has the same size.");
}
}
} // if(src_texture_4check.size() > 1)
// set texture attributes
converted_texture.Width = src_texture_4check[0]->Width;
converted_texture.Height = src_texture_4check[0]->Height;
converted_texture.Depth = src_texture_4check[0]->Depth;
// if one of source texture is tiled then converted texture is tiled too.
converted_texture.Tiled = false;
for (uint8_t i = 0; i < src_texture_4check.size(); ++i) {
converted_texture.Tiled |= src_texture_4check[i]->Tiled;
}
// Create format hint.
strcpy(converted_texture.FormatHint, "rgba0000"); // copy initial string.
if (!r.empty()) converted_texture.FormatHint[4] = '8';
if (!g.empty()) converted_texture.FormatHint[5] = '8';
if (!b.empty()) converted_texture.FormatHint[6] = '8';
if (!a.empty()) converted_texture.FormatHint[7] = '8';
// Сopy data of textures.
size_t tex_size = 0;
size_t step = 0;
size_t off_g = 0;
size_t off_b = 0;
// Calculate size of the target array and rule how data will be copied.
if (!r.empty() && nullptr != src_texture[0]) {
tex_size += src_texture[0]->Data.size();
step++, off_g++, off_b++;
}
if (!g.empty() && nullptr != src_texture[1]) {
tex_size += src_texture[1]->Data.size();
step++, off_b++;
}
if (!b.empty() && nullptr != src_texture[2]) {
tex_size += src_texture[2]->Data.size();
step++;
}
if (!a.empty() && nullptr != src_texture[3]) {
tex_size += src_texture[3]->Data.size();
step++;
}
// Create target array.
converted_texture.Data = new uint8_t[tex_size];
// And copy data
auto CopyTextureData = [&](const std::string &pID, const size_t pOffset, const size_t pStep, const uint8_t pSrcTexNum) -> void {
if (!pID.empty()) {
for (size_t idx_target = pOffset, idx_src = 0; idx_target < tex_size; idx_target += pStep, idx_src++) {
AMFTexture *tex = src_texture[pSrcTexNum];
ai_assert(tex);
converted_texture.Data[idx_target] = tex->Data.at(idx_src);
}
}
}; // auto CopyTextureData = [&](const size_t pOffset, const size_t pStep, const uint8_t pSrcTexNum) -> void
CopyTextureData(r, 0, step, 0);
CopyTextureData(g, off_g, step, 1);
CopyTextureData(b, off_b, step, 2);
CopyTextureData(a, step - 1, step, 3);
// Store new converted texture ID
converted_texture.ID = TextureConverted_ID;
// Store new converted texture
mTexture_Converted.push_back(converted_texture);
return TextureConverted_Index;
}
void AMFImporter::PostprocessHelper_SplitFacesByTextureID(std::list<SComplexFace> &pInputList, std::list<std::list<SComplexFace>> &pOutputList_Separated) {
auto texmap_is_equal = [](const AMFTexMap *pTexMap1, const AMFTexMap *pTexMap2) -> bool {
if ((pTexMap1 == nullptr) && (pTexMap2 == nullptr)) return true;
if (pTexMap1 == nullptr) return false;
if (pTexMap2 == nullptr) return false;
if (pTexMap1->TextureID_R != pTexMap2->TextureID_R) return false;
if (pTexMap1->TextureID_G != pTexMap2->TextureID_G) return false;
if (pTexMap1->TextureID_B != pTexMap2->TextureID_B) return false;
if (pTexMap1->TextureID_A != pTexMap2->TextureID_A) return false;
return true;
};
pOutputList_Separated.clear();
if (pInputList.empty()) return;
do {
SComplexFace face_start = pInputList.front();
std::list<SComplexFace> face_list_cur;
for (std::list<SComplexFace>::iterator it = pInputList.begin(), it_end = pInputList.end(); it != it_end;) {
if (texmap_is_equal(face_start.TexMap, it->TexMap)) {
auto it_old = it;
++it;
face_list_cur.push_back(*it_old);
pInputList.erase(it_old);
} else {
++it;
}
}
if (!face_list_cur.empty()) pOutputList_Separated.push_back(face_list_cur);
} while (!pInputList.empty());
}
void AMFImporter::Postprocess_AddMetadata(const AMFMetaDataArray &metadataList, aiNode &sceneNode) const {
if (metadataList.empty()) {
return;
}
if (sceneNode.mMetaData != nullptr) {
throw DeadlyImportError("Postprocess. MetaData member in node are not nullptr. Something went wrong.");
}
// copy collected metadata to output node.
sceneNode.mMetaData = aiMetadata::Alloc(static_cast<unsigned int>(metadataList.size()));
size_t meta_idx(0);
for (const AMFMetadata *metadata : metadataList) {
sceneNode.mMetaData->Set(static_cast<unsigned int>(meta_idx++), metadata->Type, aiString(metadata->Value));
}
}
void AMFImporter::Postprocess_BuildNodeAndObject(const AMFObject &pNodeElement, MeshArray &meshList, aiNode **pSceneNode) {
AMFColor *object_color = nullptr;
// create new aiNode and set name as <object> has.
*pSceneNode = new aiNode;
(*pSceneNode)->mName = pNodeElement.ID;
// read mesh and color
for (const AMFNodeElementBase *ne_child : pNodeElement.Child) {
std::vector<aiVector3D> vertex_arr;
std::vector<AMFColor *> color_arr;
// color for object
if (ne_child->Type == AMFNodeElementBase::ENET_Color) {
object_color = (AMFColor *) ne_child;
}
if (ne_child->Type == AMFNodeElementBase::ENET_Mesh) {
// Create arrays from children of mesh: vertices.
PostprocessHelper_CreateMeshDataArray(*((AMFMesh *)ne_child), vertex_arr, color_arr);
// Use this arrays as a source when creating every aiMesh
Postprocess_BuildMeshSet(*((AMFMesh *)ne_child), vertex_arr, color_arr, object_color, meshList, **pSceneNode);
}
} // for(const CAMFImporter_NodeElement* ne_child: pNodeElement)
}
void AMFImporter::Postprocess_BuildMeshSet(const AMFMesh &pNodeElement, const std::vector<aiVector3D> &pVertexCoordinateArray,
const std::vector<AMFColor *> &pVertexColorArray, const AMFColor *pObjectColor, MeshArray &pMeshList, aiNode &pSceneNode) {
std::list<unsigned int> mesh_idx;
// all data stored in "volume", search for it.
for (const AMFNodeElementBase *ne_child : pNodeElement.Child) {
const AMFColor *ne_volume_color = nullptr;
const SPP_Material *cur_mat = nullptr;
if (ne_child->Type == AMFNodeElementBase::ENET_Volume) {
/******************* Get faces *******************/
const AMFVolume *ne_volume = reinterpret_cast<const AMFVolume *>(ne_child);
std::list<SComplexFace> complex_faces_list; // List of the faces of the volume.
std::list<std::list<SComplexFace>> complex_faces_toplist; // List of the face list for every mesh.
// check if volume use material
if (!ne_volume->MaterialID.empty()) {
if (!Find_ConvertedMaterial(ne_volume->MaterialID, &cur_mat)) {
Throw_ID_NotFound(ne_volume->MaterialID);
}
}
// inside "volume" collect all data and place to arrays or create new objects
for (const AMFNodeElementBase *ne_volume_child : ne_volume->Child) {
// color for volume
if (ne_volume_child->Type == AMFNodeElementBase::ENET_Color) {
ne_volume_color = reinterpret_cast<const AMFColor *>(ne_volume_child);
} else if (ne_volume_child->Type == AMFNodeElementBase::ENET_Triangle) // triangles, triangles colors
{
const AMFTriangle &tri_al = *reinterpret_cast<const AMFTriangle *>(ne_volume_child);
SComplexFace complex_face;
// initialize pointers
complex_face.Color = nullptr;
complex_face.TexMap = nullptr;
// get data from triangle children: color, texture coordinates.
if (tri_al.Child.size()) {
for (const AMFNodeElementBase *ne_triangle_child : tri_al.Child) {
if (ne_triangle_child->Type == AMFNodeElementBase::ENET_Color)
complex_face.Color = reinterpret_cast<const AMFColor *>(ne_triangle_child);
else if (ne_triangle_child->Type == AMFNodeElementBase::ENET_TexMap)
complex_face.TexMap = reinterpret_cast<const AMFTexMap *>(ne_triangle_child);
}
} // if(tri_al.Child.size())
// create new face and store it.
complex_face.Face.mNumIndices = 3;
complex_face.Face.mIndices = new unsigned int[3];
complex_face.Face.mIndices[0] = static_cast<unsigned int>(tri_al.V[0]);
complex_face.Face.mIndices[1] = static_cast<unsigned int>(tri_al.V[1]);
complex_face.Face.mIndices[2] = static_cast<unsigned int>(tri_al.V[2]);
complex_faces_list.push_back(complex_face);
}
} // for(const CAMFImporter_NodeElement* ne_volume_child: ne_volume->Child)
/**** Split faces list: one list per mesh ****/
PostprocessHelper_SplitFacesByTextureID(complex_faces_list, complex_faces_toplist);
/***** Create mesh for every faces list ******/
for (std::list<SComplexFace> &face_list_cur : complex_faces_toplist) {
auto VertexIndex_GetMinimal = [](const std::list<SComplexFace> &pFaceList, const size_t *pBiggerThan) -> size_t {
size_t rv = 0;
if (pBiggerThan != nullptr) {
bool found = false;
const size_t biggerThan = *pBiggerThan;
for (const SComplexFace &face : pFaceList) {
for (size_t idx_vert = 0; idx_vert < face.Face.mNumIndices; idx_vert++) {
if (face.Face.mIndices[idx_vert] > biggerThan) {
rv = face.Face.mIndices[idx_vert];
found = true;
break;
}
}
if (found) {
break;
}
}
if (!found) {
return *pBiggerThan;
}
} else {
rv = pFaceList.front().Face.mIndices[0];
} // if(pBiggerThan != nullptr) else
for (const SComplexFace &face : pFaceList) {
for (size_t vi = 0; vi < face.Face.mNumIndices; vi++) {
if (face.Face.mIndices[vi] < rv) {
if (pBiggerThan != nullptr) {
if (face.Face.mIndices[vi] > *pBiggerThan) rv = face.Face.mIndices[vi];
} else {
rv = face.Face.mIndices[vi];
}
}
}
} // for(const SComplexFace& face: pFaceList)
return rv;
}; // auto VertexIndex_GetMinimal = [](const std::list<SComplexFace>& pFaceList, const size_t* pBiggerThan) -> size_t
auto VertexIndex_Replace = [](std::list<SComplexFace> &pFaceList, const size_t pIdx_From, const size_t pIdx_To) -> void {
for (const SComplexFace &face : pFaceList) {
for (size_t vi = 0; vi < face.Face.mNumIndices; vi++) {
if (face.Face.mIndices[vi] == pIdx_From) face.Face.mIndices[vi] = static_cast<unsigned int>(pIdx_To);
}
}
}; // auto VertexIndex_Replace = [](std::list<SComplexFace>& pFaceList, const size_t pIdx_From, const size_t pIdx_To) -> void
auto Vertex_CalculateColor = [&](const size_t pIdx) -> aiColor4D {
// Color priorities(In descending order):
// 1. triangle color;
// 2. vertex color;
// 3. volume color;
// 4. object color;
// 5. material;
// 6. default - invisible coat.
//
// Fill vertices colors in color priority list above that's points from 1 to 6.
if ((pIdx < pVertexColorArray.size()) && (pVertexColorArray[pIdx] != nullptr)) // check for vertex color
{
if (pVertexColorArray[pIdx]->Composed)
throw DeadlyImportError("IME: vertex color composed");
else
return pVertexColorArray[pIdx]->Color;
} else if (ne_volume_color != nullptr) // check for volume color
{
if (ne_volume_color->Composed)
throw DeadlyImportError("IME: volume color composed");
else
return ne_volume_color->Color;
} else if (pObjectColor != nullptr) // check for object color
{
if (pObjectColor->Composed)
throw DeadlyImportError("IME: object color composed");
else
return pObjectColor->Color;
} else if (cur_mat != nullptr) // check for material
{
return cur_mat->GetColor(pVertexCoordinateArray.at(pIdx).x, pVertexCoordinateArray.at(pIdx).y, pVertexCoordinateArray.at(pIdx).z);
} else // set default color.
{
return { 0, 0, 0, 0 };
} // if((vi < pVertexColorArray.size()) && (pVertexColorArray[vi] != nullptr)) else
}; // auto Vertex_CalculateColor = [&](const size_t pIdx) -> aiColor4D
aiMesh *tmesh = new aiMesh;
tmesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE; // Only triangles is supported by AMF.
//
// set geometry and colors (vertices)
//
// copy faces/triangles
tmesh->mNumFaces = static_cast<unsigned int>(face_list_cur.size());
tmesh->mFaces = new aiFace[tmesh->mNumFaces];
// Create vertices list and optimize indices. Optimization mean following.In AMF all volumes use one big list of vertices. And one volume
// can use only part of vertices list, for example: vertices list contain few thousands of vertices and volume use vertices 1, 3, 10.
// Do you need all this thousands of garbage? Of course no. So, optimization step transform sparse indices set to continuous.
size_t VertexCount_Max = tmesh->mNumFaces * 3; // 3 - triangles.
std::vector<aiVector3D> vert_arr, texcoord_arr;
std::vector<aiColor4D> col_arr;
vert_arr.reserve(VertexCount_Max * 2); // "* 2" - see below TODO.
col_arr.reserve(VertexCount_Max * 2);
{ // fill arrays
size_t vert_idx_from, vert_idx_to;
// first iteration.
vert_idx_to = 0;
vert_idx_from = VertexIndex_GetMinimal(face_list_cur, nullptr);
vert_arr.push_back(pVertexCoordinateArray.at(vert_idx_from));
col_arr.push_back(Vertex_CalculateColor(vert_idx_from));
if (vert_idx_from != vert_idx_to) VertexIndex_Replace(face_list_cur, vert_idx_from, vert_idx_to);
// rest iterations
do {
vert_idx_from = VertexIndex_GetMinimal(face_list_cur, &vert_idx_to);
if (vert_idx_from == vert_idx_to) break; // all indices are transferred,
vert_arr.push_back(pVertexCoordinateArray.at(vert_idx_from));
col_arr.push_back(Vertex_CalculateColor(vert_idx_from));
vert_idx_to++;
if (vert_idx_from != vert_idx_to) VertexIndex_Replace(face_list_cur, vert_idx_from, vert_idx_to);
} while (true);
} // fill arrays. END.
//
// check if triangle colors are used and create additional faces if needed.
//
for (const SComplexFace &face_cur : face_list_cur) {
if (face_cur.Color != nullptr) {
aiColor4D face_color;
size_t vert_idx_new = vert_arr.size();
if (face_cur.Color->Composed)
throw DeadlyImportError("IME: face color composed");
else
face_color = face_cur.Color->Color;
for (size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++) {
vert_arr.push_back(vert_arr.at(face_cur.Face.mIndices[idx_ind]));
col_arr.push_back(face_color);
face_cur.Face.mIndices[idx_ind] = static_cast<unsigned int>(vert_idx_new++);
}
} // if(face_cur.Color != nullptr)
} // for(const SComplexFace& face_cur: face_list_cur)
//
// if texture is used then copy texture coordinates too.
//
if (face_list_cur.front().TexMap != nullptr) {
size_t idx_vert_new = vert_arr.size();
///TODO: clean unused vertices. "* 2": in certain cases - mesh full of triangle colors - vert_arr will contain duplicated vertices for
/// colored triangles and initial vertices (for colored vertices) which in real became unused. This part need more thinking about
/// optimization.
bool *idx_vert_used;
idx_vert_used = new bool[VertexCount_Max * 2];
for (size_t i = 0, i_e = VertexCount_Max * 2; i < i_e; i++)
idx_vert_used[i] = false;
// This ID's will be used when set materials ID in scene.
tmesh->mMaterialIndex = static_cast<unsigned int>(PostprocessHelper_GetTextureID_Or_Create(face_list_cur.front().TexMap->TextureID_R,
face_list_cur.front().TexMap->TextureID_G,
face_list_cur.front().TexMap->TextureID_B,
face_list_cur.front().TexMap->TextureID_A));
texcoord_arr.resize(VertexCount_Max * 2);
for (const SComplexFace &face_cur : face_list_cur) {
for (size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++) {
const size_t idx_vert = face_cur.Face.mIndices[idx_ind];
if (!idx_vert_used[idx_vert]) {
texcoord_arr.at(idx_vert) = face_cur.TexMap->TextureCoordinate[idx_ind];
idx_vert_used[idx_vert] = true;
} else if (texcoord_arr.at(idx_vert) != face_cur.TexMap->TextureCoordinate[idx_ind]) {
// in that case one vertex is shared with many texture coordinates. We need to duplicate vertex with another texture
// coordinates.
vert_arr.push_back(vert_arr.at(idx_vert));
col_arr.push_back(col_arr.at(idx_vert));
texcoord_arr.at(idx_vert_new) = face_cur.TexMap->TextureCoordinate[idx_ind];
face_cur.Face.mIndices[idx_ind] = static_cast<unsigned int>(idx_vert_new++);
}
} // for(size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++)
} // for(const SComplexFace& face_cur: face_list_cur)
delete[] idx_vert_used;
// shrink array
texcoord_arr.resize(idx_vert_new);
} // if(face_list_cur.front().TexMap != nullptr)
//
// copy collected data to mesh
//
tmesh->mNumVertices = static_cast<unsigned int>(vert_arr.size());
tmesh->mVertices = new aiVector3D[tmesh->mNumVertices];
tmesh->mColors[0] = new aiColor4D[tmesh->mNumVertices];
memcpy(tmesh->mVertices, vert_arr.data(), tmesh->mNumVertices * sizeof(aiVector3D));
memcpy(tmesh->mColors[0], col_arr.data(), tmesh->mNumVertices * sizeof(aiColor4D));
if (texcoord_arr.size() > 0) {
tmesh->mTextureCoords[0] = new aiVector3D[tmesh->mNumVertices];
memcpy(tmesh->mTextureCoords[0], texcoord_arr.data(), tmesh->mNumVertices * sizeof(aiVector3D));
tmesh->mNumUVComponents[0] = 2; // U and V stored in "x", "y" of aiVector3D.
}
size_t idx_face = 0;
for (const SComplexFace &face_cur : face_list_cur)
tmesh->mFaces[idx_face++] = face_cur.Face;
// store new aiMesh
mesh_idx.push_back(static_cast<unsigned int>(pMeshList.size()));
pMeshList.push_back(tmesh);
} // for(const std::list<SComplexFace>& face_list_cur: complex_faces_toplist)
} // if(ne_child->Type == CAMFImporter_NodeElement::ENET_Volume)
} // for(const CAMFImporter_NodeElement* ne_child: pNodeElement.Child)
// if meshes was created then assign new indices with current aiNode
if (!mesh_idx.empty()) {
std::list<unsigned int>::const_iterator mit = mesh_idx.begin();
pSceneNode.mNumMeshes = static_cast<unsigned int>(mesh_idx.size());
pSceneNode.mMeshes = new unsigned int[pSceneNode.mNumMeshes];
for (size_t i = 0; i < pSceneNode.mNumMeshes; i++)
pSceneNode.mMeshes[i] = *mit++;
} // if(mesh_idx.size() > 0)
}
void AMFImporter::Postprocess_BuildMaterial(const AMFMaterial &pMaterial) {
SPP_Material new_mat;
new_mat.ID = pMaterial.ID;
for (const AMFNodeElementBase *mat_child : pMaterial.Child) {
if (mat_child->Type == AMFNodeElementBase::ENET_Color) {
new_mat.Color = (AMFColor*)mat_child;
} else if (mat_child->Type == AMFNodeElementBase::ENET_Metadata) {
new_mat.Metadata.push_back((AMFMetadata *)mat_child);
}
} // for(const CAMFImporter_NodeElement* mat_child; pMaterial.Child)
// place converted material to special list
mMaterial_Converted.push_back(new_mat);
}
void AMFImporter::Postprocess_BuildConstellation(AMFConstellation &pConstellation, NodeArray &nodeArray) const {
aiNode *con_node;
std::list<aiNode *> ch_node;
// We will build next hierarchy:
// aiNode as parent (<constellation>) for set of nodes as a children
// |- aiNode for transformation (<instance> -> <delta...>, <r...>) - aiNode for pointing to object ("objectid")
// ...
// \_ aiNode for transformation (<instance> -> <delta...>, <r...>) - aiNode for pointing to object ("objectid")
con_node = new aiNode;
con_node->mName = pConstellation.ID;
// Walk through children and search for instances of another objects, constellations.
for (const AMFNodeElementBase *ne : pConstellation.Child) {
aiMatrix4x4 tmat;
aiNode *t_node;
aiNode *found_node;
if (ne->Type == AMFNodeElementBase::ENET_Metadata) continue;
if (ne->Type != AMFNodeElementBase::ENET_Instance) throw DeadlyImportError("Only <instance> nodes can be in <constellation>.");
// create alias for convenience
AMFInstance &als = *((AMFInstance *)ne);
// find referenced object
if (!Find_ConvertedNode(als.ObjectID, nodeArray, &found_node)) Throw_ID_NotFound(als.ObjectID);
// create node for applying transformation
t_node = new aiNode;
t_node->mParent = con_node;
// apply transformation
aiMatrix4x4::Translation(als.Delta, tmat), t_node->mTransformation *= tmat;
aiMatrix4x4::RotationX(als.Rotation.x, tmat), t_node->mTransformation *= tmat;
aiMatrix4x4::RotationY(als.Rotation.y, tmat), t_node->mTransformation *= tmat;
aiMatrix4x4::RotationZ(als.Rotation.z, tmat), t_node->mTransformation *= tmat;
// create array for one child node
t_node->mNumChildren = 1;
t_node->mChildren = new aiNode *[t_node->mNumChildren];
SceneCombiner::Copy(&t_node->mChildren[0], found_node);
t_node->mChildren[0]->mParent = t_node;
ch_node.push_back(t_node);
} // for(const CAMFImporter_NodeElement* ne: pConstellation.Child)
// copy found aiNode's as children
if (ch_node.empty()) throw DeadlyImportError("<constellation> must have at least one <instance>.");
size_t ch_idx = 0;
con_node->mNumChildren = static_cast<unsigned int>(ch_node.size());
con_node->mChildren = new aiNode *[con_node->mNumChildren];
for (aiNode *node : ch_node)
con_node->mChildren[ch_idx++] = node;
// and place "root" of <constellation> node to node list
nodeArray.push_back(con_node);
}
void AMFImporter::Postprocess_BuildScene(aiScene *pScene) {
NodeArray nodeArray;
MeshArray mesh_list;
AMFMetaDataArray meta_list;
//
// Because for AMF "material" is just complex colors mixing so aiMaterial will not be used.
// For building aiScene we are must to do few steps:
// at first creating root node for aiScene.
pScene->mRootNode = new aiNode;
pScene->mRootNode->mParent = nullptr;
pScene->mFlags |= AI_SCENE_FLAGS_ALLOW_SHARED;
// search for root(<amf>) element
AMFNodeElementBase *root_el = nullptr;
for (AMFNodeElementBase *ne : mNodeElement_List) {
if (ne->Type != AMFNodeElementBase::ENET_Root) {
continue;
}
root_el = ne;
break;
} // for(const CAMFImporter_NodeElement* ne: mNodeElement_List)
// Check if root element are found.
if (root_el == nullptr) {
throw DeadlyImportError("Root(<amf>) element not found.");
}
// after that walk through children of root and collect data. Five types of nodes can be placed at top level - in <amf>: <object>, <material>, <texture>,
// <constellation> and <metadata>. But at first we must read <material> and <texture> because they will be used in <object>. <metadata> can be read
// at any moment.
//
// 1. <material>
// 2. <texture> will be converted later when processing triangles list. \sa Postprocess_BuildMeshSet
for (const AMFNodeElementBase *root_child : root_el->Child) {
if (root_child->Type == AMFNodeElementBase::ENET_Material) {
Postprocess_BuildMaterial(*((AMFMaterial *)root_child));
}
}
// After "appearance" nodes we must read <object> because it will be used in <constellation> -> <instance>.
//
// 3. <object>
for (const AMFNodeElementBase *root_child : root_el->Child) {
if (root_child->Type == AMFNodeElementBase::ENET_Object) {
aiNode *tnode = nullptr;
// for <object> mesh and node must be built: object ID assigned to aiNode name and will be used in future for <instance>
Postprocess_BuildNodeAndObject(*((AMFObject *)root_child), mesh_list, &tnode);
if (tnode != nullptr) {
nodeArray.push_back(tnode);
}
}
} // for(const CAMFImporter_NodeElement* root_child: root_el->Child)
// And finally read rest of nodes.
//
for (const AMFNodeElementBase *root_child : root_el->Child) {
// 4. <constellation>
if (root_child->Type == AMFNodeElementBase::ENET_Constellation) {
// <object> and <constellation> at top of self abstraction use aiNode. So we can use only aiNode list for creating new aiNode's.
Postprocess_BuildConstellation(*((AMFConstellation *)root_child), nodeArray);
}
// 5, <metadata>
if (root_child->Type == AMFNodeElementBase::ENET_Metadata) meta_list.push_back((AMFMetadata *)root_child);
} // for(const CAMFImporter_NodeElement* root_child: root_el->Child)
// at now we can add collected metadata to root node
Postprocess_AddMetadata(meta_list, *pScene->mRootNode);
//
// Check constellation children
//
// As said in specification:
// "When multiple objects and constellations are defined in a single file, only the top level objects and constellations are available for printing."
// What that means? For example: if some object is used in constellation then you must show only constellation but not original object.
// And at this step we are checking that relations.
nl_clean_loop:
if (nodeArray.size() > 1) {
// walk through all nodes
for (NodeArray::iterator nl_it = nodeArray.begin(); nl_it != nodeArray.end(); ++nl_it) {
// and try to find them in another top nodes.
NodeArray::const_iterator next_it = nl_it;
++next_it;
for (; next_it != nodeArray.end(); ++next_it) {
if ((*next_it)->FindNode((*nl_it)->mName) != nullptr) {
// if current top node(nl_it) found in another top node then erase it from node_list and restart search loop.
nodeArray.erase(nl_it);
goto nl_clean_loop;
}
} // for(; next_it != node_list.end(); next_it++)
} // for(std::list<aiNode*>::const_iterator nl_it = node_list.begin(); nl_it != node_list.end(); nl_it++)
}
//
// move created objects to aiScene
//
//
// Nodes
if (!nodeArray.empty()) {
NodeArray::const_iterator nl_it = nodeArray.begin();
pScene->mRootNode->mNumChildren = static_cast<unsigned int>(nodeArray.size());
pScene->mRootNode->mChildren = new aiNode *[pScene->mRootNode->mNumChildren];
for (size_t i = 0; i < pScene->mRootNode->mNumChildren; i++) {
// Objects and constellation that must be showed placed at top of hierarchy in <amf> node. So all aiNode's in node_list must have
// mRootNode only as parent.
(*nl_it)->mParent = pScene->mRootNode;
pScene->mRootNode->mChildren[i] = *nl_it++;
}
} // if(node_list.size() > 0)
//
// Meshes
if (!mesh_list.empty()) {
MeshArray::const_iterator ml_it = mesh_list.begin();
pScene->mNumMeshes = static_cast<unsigned int>(mesh_list.size());
pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
for (size_t i = 0; i < pScene->mNumMeshes; i++)
pScene->mMeshes[i] = *ml_it++;
} // if(mesh_list.size() > 0)
//
// Textures
pScene->mNumTextures = static_cast<unsigned int>(mTexture_Converted.size());
if (pScene->mNumTextures > 0) {
size_t idx;
idx = 0;
pScene->mTextures = new aiTexture *[pScene->mNumTextures];
for (const SPP_Texture &tex_convd : mTexture_Converted) {
pScene->mTextures[idx] = new aiTexture;
pScene->mTextures[idx]->mWidth = static_cast<unsigned int>(tex_convd.Width);
pScene->mTextures[idx]->mHeight = static_cast<unsigned int>(tex_convd.Height);
pScene->mTextures[idx]->pcData = (aiTexel *)tex_convd.Data;
// texture format description.
strcpy(pScene->mTextures[idx]->achFormatHint, tex_convd.FormatHint);
idx++;
} // for(const SPP_Texture& tex_convd: mTexture_Converted)
// Create materials for embedded textures.
idx = 0;
pScene->mNumMaterials = static_cast<unsigned int>(mTexture_Converted.size());
pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
for (const SPP_Texture &tex_convd : mTexture_Converted) {
const aiString texture_id(AI_EMBEDDED_TEXNAME_PREFIX + ai_to_string(idx));
const int mode = aiTextureOp_Multiply;
const int repeat = tex_convd.Tiled ? 1 : 0;
pScene->mMaterials[idx] = new aiMaterial;
pScene->mMaterials[idx]->AddProperty(&texture_id, AI_MATKEY_TEXTURE_DIFFUSE(0));
pScene->mMaterials[idx]->AddProperty(&mode, 1, AI_MATKEY_TEXOP_DIFFUSE(0));
pScene->mMaterials[idx]->AddProperty(&repeat, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0));
pScene->mMaterials[idx]->AddProperty(&repeat, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0));
idx++;
}
} // if(pScene->mNumTextures > 0)
} // END: after that walk through children of root and collect data
} // namespace Assimp
#endif // !ASSIMP_BUILD_NO_AMF_IMPORTER

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@@ -1,68 +0,0 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file AssbinExporter.cpp
* ASSBIN exporter main code
*/
#ifndef ASSIMP_BUILD_NO_EXPORT
#ifndef ASSIMP_BUILD_NO_ASSBIN_EXPORTER
#include "AssbinFileWriter.h"
#include <assimp/scene.h>
#include <assimp/Exporter.hpp>
#include <assimp/IOSystem.hpp>
namespace Assimp {
void ExportSceneAssbin(const char *pFile, IOSystem *pIOSystem, const aiScene *pScene, const ExportProperties * /*pProperties*/) {
DumpSceneToAssbin(
pFile,
"\0", // no command(s).
pIOSystem,
pScene,
false, // shortened?
false); // compressed?
}
} // end of namespace Assimp
#endif // ASSIMP_BUILD_NO_ASSBIN_EXPORTER
#endif // ASSIMP_BUILD_NO_EXPORT

View File

@@ -1,837 +0,0 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file AssbinFileWriter.cpp
* @brief Implementation of Assbin file writer.
*/
#include "AssbinFileWriter.h"
#include "Common/assbin_chunks.h"
#include "PostProcessing/ProcessHelper.h"
#include <assimp/Exceptional.h>
#include <assimp/version.h>
#include <assimp/IOStream.hpp>
#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
#include <zlib.h>
#else
#include "../contrib/zlib/zlib.h"
#endif
#include <ctime>
#if _MSC_VER
#pragma warning(push)
#pragma warning(disable : 4706)
#endif // _MSC_VER
namespace Assimp {
template <typename T>
size_t Write(IOStream *stream, const T &v) {
return stream->Write(&v, sizeof(T), 1);
}
// -----------------------------------------------------------------------------------
// Serialize an aiString
template <>
inline size_t Write<aiString>(IOStream *stream, const aiString &s) {
const size_t s2 = (uint32_t)s.length;
stream->Write(&s, 4, 1);
stream->Write(s.data, s2, 1);
return s2 + 4;
}
// -----------------------------------------------------------------------------------
// Serialize an unsigned int as uint32_t
template <>
inline size_t Write<unsigned int>(IOStream *stream, const unsigned int &w) {
const uint32_t t = (uint32_t)w;
if (w > t) {
// this shouldn't happen, integers in Assimp data structures never exceed 2^32
throw DeadlyExportError("loss of data due to 64 -> 32 bit integer conversion");
}
stream->Write(&t, 4, 1);
return 4;
}
// -----------------------------------------------------------------------------------
// Serialize an unsigned int as uint16_t
template <>
inline size_t Write<uint16_t>(IOStream *stream, const uint16_t &w) {
static_assert(sizeof(uint16_t) == 2, "sizeof(uint16_t)==2");
stream->Write(&w, 2, 1);
return 2;
}
// -----------------------------------------------------------------------------------
// Serialize a float
template <>
inline size_t Write<float>(IOStream *stream, const float &f) {
static_assert(sizeof(float) == 4, "sizeof(float)==4");
stream->Write(&f, 4, 1);
return 4;
}
// -----------------------------------------------------------------------------------
// Serialize a double
template <>
inline size_t Write<double>(IOStream *stream, const double &f) {
static_assert(sizeof(double) == 8, "sizeof(double)==8");
stream->Write(&f, 8, 1);
return 8;
}
// -----------------------------------------------------------------------------------
// Serialize a vec3
template <>
inline size_t Write<aiVector3D>(IOStream *stream, const aiVector3D &v) {
size_t t = Write<ai_real>(stream, v.x);
t += Write<float>(stream, v.y);
t += Write<float>(stream, v.z);
return t;
}
// -----------------------------------------------------------------------------------
// Serialize a color value
template <>
inline size_t Write<aiColor3D>(IOStream *stream, const aiColor3D &v) {
size_t t = Write<ai_real>(stream, v.r);
t += Write<float>(stream, v.g);
t += Write<float>(stream, v.b);
return t;
}
// -----------------------------------------------------------------------------------
// Serialize a color value
template <>
inline size_t Write<aiColor4D>(IOStream *stream, const aiColor4D &v) {
size_t t = Write<ai_real>(stream, v.r);
t += Write<float>(stream, v.g);
t += Write<float>(stream, v.b);
t += Write<float>(stream, v.a);
return t;
}
// -----------------------------------------------------------------------------------
// Serialize a quaternion
template <>
inline size_t Write<aiQuaternion>(IOStream *stream, const aiQuaternion &v) {
size_t t = Write<ai_real>(stream, v.w);
t += Write<float>(stream, v.x);
t += Write<float>(stream, v.y);
t += Write<float>(stream, v.z);
ai_assert(t == 16);
return t;
}
// -----------------------------------------------------------------------------------
// Serialize a vertex weight
template <>
inline size_t Write<aiVertexWeight>(IOStream *stream, const aiVertexWeight &v) {
size_t t = Write<unsigned int>(stream, v.mVertexId);
return t + Write<float>(stream, v.mWeight);
}
constexpr size_t MatrixSize = 64;
// -----------------------------------------------------------------------------------
// Serialize a mat4x4
template <>
inline size_t Write<aiMatrix4x4>(IOStream *stream, const aiMatrix4x4 &m) {
for (unsigned int i = 0; i < 4; ++i) {
for (unsigned int i2 = 0; i2 < 4; ++i2) {
Write<ai_real>(stream, m[i][i2]);
}
}
return MatrixSize;
}
// -----------------------------------------------------------------------------------
// Serialize an aiVectorKey
template <>
inline size_t Write<aiVectorKey>(IOStream *stream, const aiVectorKey &v) {
const size_t t = Write<double>(stream, v.mTime);
return t + Write<aiVector3D>(stream, v.mValue);
}
// -----------------------------------------------------------------------------------
// Serialize an aiQuatKey
template <>
inline size_t Write<aiQuatKey>(IOStream *stream, const aiQuatKey &v) {
const size_t t = Write<double>(stream, v.mTime);
return t + Write<aiQuaternion>(stream, v.mValue);
}
template <typename T>
inline size_t WriteBounds(IOStream *stream, const T *in, unsigned int size) {
T minc, maxc;
ArrayBounds(in, size, minc, maxc);
const size_t t = Write<T>(stream, minc);
return t + Write<T>(stream, maxc);
}
// We use this to write out non-byte arrays so that we write using the specializations.
// This way we avoid writing out extra bytes that potentially come from struct alignment.
template <typename T>
inline size_t WriteArray(IOStream *stream, const T *in, unsigned int size) {
size_t n = 0;
for (unsigned int i = 0; i < size; i++)
n += Write<T>(stream, in[i]);
return n;
}
// ----------------------------------------------------------------------------------
/** @class AssbinChunkWriter
* @brief Chunk writer mechanism for the .assbin file structure
*
* This is a standard in-memory IOStream (most of the code is based on BlobIOStream),
* the difference being that this takes another IOStream as a "container" in the
* constructor, and when it is destroyed, it appends the magic number, the chunk size,
* and the chunk contents to the container stream. This allows relatively easy chunk
* chunk construction, even recursively.
*/
class AssbinChunkWriter : public IOStream {
private:
uint8_t *buffer;
uint32_t magic;
IOStream *container;
size_t cur_size, cursor, initial;
private:
// -------------------------------------------------------------------
void Grow(size_t need = 0) {
size_t new_size = std::max(initial, std::max(need, cur_size + (cur_size >> 1)));
const uint8_t *const old = buffer;
buffer = new uint8_t[new_size];
if (old) {
memcpy(buffer, old, cur_size);
delete[] old;
}
cur_size = new_size;
}
public:
AssbinChunkWriter(IOStream *container, uint32_t magic, size_t initial = 4096) :
buffer(nullptr),
magic(magic),
container(container),
cur_size(0),
cursor(0),
initial(initial) {
// empty
}
~AssbinChunkWriter() override {
if (container) {
container->Write(&magic, sizeof(uint32_t), 1);
container->Write(&cursor, sizeof(uint32_t), 1);
container->Write(buffer, 1, cursor);
}
if (buffer) delete[] buffer;
}
void *GetBufferPointer() { return buffer; }
size_t Read(void * /*pvBuffer*/, size_t /*pSize*/, size_t /*pCount*/) override {
return 0;
}
aiReturn Seek(size_t /*pOffset*/, aiOrigin /*pOrigin*/) override {
return aiReturn_FAILURE;
}
size_t Tell() const override {
return cursor;
}
void Flush() override {
// not implemented
}
size_t FileSize() const override {
return cursor;
}
size_t Write(const void *pvBuffer, size_t pSize, size_t pCount) override {
pSize *= pCount;
if (cursor + pSize > cur_size) {
Grow(cursor + pSize);
}
memcpy(buffer + cursor, pvBuffer, pSize);
cursor += pSize;
return pCount;
}
};
// ----------------------------------------------------------------------------------
/** @class AssbinFileWriter
* @brief Assbin file writer class
*
* This class writes an .assbin file, and is responsible for the file layout.
*/
class AssbinFileWriter {
private:
bool shortened;
bool compressed;
protected:
// -----------------------------------------------------------------------------------
void WriteBinaryNode(IOStream *container, const aiNode *node) {
AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AINODE);
unsigned int nb_metadata = (node->mMetaData != nullptr ? node->mMetaData->mNumProperties : 0);
Write<aiString>(&chunk, node->mName);
Write<aiMatrix4x4>(&chunk, node->mTransformation);
Write<unsigned int>(&chunk, node->mNumChildren);
Write<unsigned int>(&chunk, node->mNumMeshes);
Write<unsigned int>(&chunk, nb_metadata);
for (unsigned int i = 0; i < node->mNumMeshes; ++i) {
Write<unsigned int>(&chunk, node->mMeshes[i]);
}
for (unsigned int i = 0; i < node->mNumChildren; ++i) {
WriteBinaryNode(&chunk, node->mChildren[i]);
}
for (unsigned int i = 0; i < nb_metadata; ++i) {
const aiString &key = node->mMetaData->mKeys[i];
aiMetadataType type = node->mMetaData->mValues[i].mType;
void *value = node->mMetaData->mValues[i].mData;
Write<aiString>(&chunk, key);
Write<uint16_t>(&chunk, (uint16_t)type);
switch (type) {
case AI_BOOL:
Write<bool>(&chunk, *((bool *)value));
break;
case AI_INT32:
Write<int32_t>(&chunk, *((int32_t *)value));
break;
case AI_UINT64:
Write<uint64_t>(&chunk, *((uint64_t *)value));
break;
case AI_FLOAT:
Write<float>(&chunk, *((float *)value));
break;
case AI_DOUBLE:
Write<double>(&chunk, *((double *)value));
break;
case AI_AISTRING:
Write<aiString>(&chunk, *((aiString *)value));
break;
case AI_AIVECTOR3D:
Write<aiVector3D>(&chunk, *((aiVector3D *)value));
break;
#ifdef SWIG
case FORCE_32BIT:
#endif // SWIG
default:
break;
}
}
}
// -----------------------------------------------------------------------------------
void WriteBinaryTexture(IOStream *container, const aiTexture *tex) {
AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AITEXTURE);
Write<unsigned int>(&chunk, tex->mWidth);
Write<unsigned int>(&chunk, tex->mHeight);
// Write the texture format, but don't include the null terminator.
chunk.Write(tex->achFormatHint, sizeof(char), HINTMAXTEXTURELEN - 1);
if (!shortened) {
if (!tex->mHeight) {
chunk.Write(tex->pcData, 1, tex->mWidth);
} else {
chunk.Write(tex->pcData, 1, tex->mWidth * tex->mHeight * 4);
}
}
}
// -----------------------------------------------------------------------------------
void WriteBinaryBone(IOStream *container, const aiBone *b) {
AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AIBONE);
Write<aiString>(&chunk, b->mName);
Write<unsigned int>(&chunk, b->mNumWeights);
Write<aiMatrix4x4>(&chunk, b->mOffsetMatrix);
// for the moment we write dumb min/max values for the bones, too.
// maybe I'll add a better, hash-like solution later
if (shortened) {
WriteBounds(&chunk, b->mWeights, b->mNumWeights);
} // else write as usual
else
WriteArray<aiVertexWeight>(&chunk, b->mWeights, b->mNumWeights);
}
// -----------------------------------------------------------------------------------
void WriteBinaryMesh(IOStream *container, const aiMesh *mesh) {
AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AIMESH);
Write<unsigned int>(&chunk, mesh->mPrimitiveTypes);
Write<unsigned int>(&chunk, mesh->mNumVertices);
Write<unsigned int>(&chunk, mesh->mNumFaces);
Write<unsigned int>(&chunk, mesh->mNumBones);
Write<unsigned int>(&chunk, mesh->mMaterialIndex);
// first of all, write bits for all existent vertex components
unsigned int c = 0;
if (mesh->mVertices) {
c |= ASSBIN_MESH_HAS_POSITIONS;
}
if (mesh->mNormals) {
c |= ASSBIN_MESH_HAS_NORMALS;
}
if (mesh->mTangents && mesh->mBitangents) {
c |= ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS;
}
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++n) {
if (!mesh->mTextureCoords[n]) {
break;
}
c |= ASSBIN_MESH_HAS_TEXCOORD(n);
}
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS; ++n) {
if (!mesh->mColors[n]) {
break;
}
c |= ASSBIN_MESH_HAS_COLOR(n);
}
Write<unsigned int>(&chunk, c);
aiVector3D minVec, maxVec;
if (mesh->mVertices) {
if (shortened) {
WriteBounds(&chunk, mesh->mVertices, mesh->mNumVertices);
} // else write as usual
else
WriteArray<aiVector3D>(&chunk, mesh->mVertices, mesh->mNumVertices);
}
if (mesh->mNormals) {
if (shortened) {
WriteBounds(&chunk, mesh->mNormals, mesh->mNumVertices);
} // else write as usual
else
WriteArray<aiVector3D>(&chunk, mesh->mNormals, mesh->mNumVertices);
}
if (mesh->mTangents && mesh->mBitangents) {
if (shortened) {
WriteBounds(&chunk, mesh->mTangents, mesh->mNumVertices);
WriteBounds(&chunk, mesh->mBitangents, mesh->mNumVertices);
} // else write as usual
else {
WriteArray<aiVector3D>(&chunk, mesh->mTangents, mesh->mNumVertices);
WriteArray<aiVector3D>(&chunk, mesh->mBitangents, mesh->mNumVertices);
}
}
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS; ++n) {
if (!mesh->mColors[n])
break;
if (shortened) {
WriteBounds(&chunk, mesh->mColors[n], mesh->mNumVertices);
} // else write as usual
else
WriteArray<aiColor4D>(&chunk, mesh->mColors[n], mesh->mNumVertices);
}
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++n) {
if (!mesh->mTextureCoords[n])
break;
// write number of UV components
Write<unsigned int>(&chunk, mesh->mNumUVComponents[n]);
if (shortened) {
WriteBounds(&chunk, mesh->mTextureCoords[n], mesh->mNumVertices);
} // else write as usual
else
WriteArray<aiVector3D>(&chunk, mesh->mTextureCoords[n], mesh->mNumVertices);
}
// write faces. There are no floating-point calculations involved
// in these, so we can write a simple hash over the face data
// to the dump file. We generate a single 32 Bit hash for 512 faces
// using Assimp's standard hashing function.
if (shortened) {
unsigned int processed = 0;
for (unsigned int job; (job = std::min(mesh->mNumFaces - processed, 512u)); processed += job) {
uint32_t hash = 0;
for (unsigned int a = 0; a < job; ++a) {
const aiFace &f = mesh->mFaces[processed + a];
uint32_t tmp = f.mNumIndices;
hash = SuperFastHash(reinterpret_cast<const char *>(&tmp), sizeof tmp, hash);
for (unsigned int i = 0; i < f.mNumIndices; ++i) {
static_assert(AI_MAX_VERTICES <= 0xffffffff, "AI_MAX_VERTICES <= 0xffffffff");
tmp = static_cast<uint32_t>(f.mIndices[i]);
hash = SuperFastHash(reinterpret_cast<const char *>(&tmp), sizeof tmp, hash);
}
}
Write<unsigned int>(&chunk, hash);
}
} else // else write as usual
{
// if there are less than 2^16 vertices, we can simply use 16 bit integers ...
for (unsigned int i = 0; i < mesh->mNumFaces; ++i) {
const aiFace &f = mesh->mFaces[i];
static_assert(AI_MAX_FACE_INDICES <= 0xffff, "AI_MAX_FACE_INDICES <= 0xffff");
Write<uint16_t>(&chunk, static_cast<uint16_t>(f.mNumIndices));
for (unsigned int a = 0; a < f.mNumIndices; ++a) {
if (mesh->mNumVertices < (1u << 16)) {
Write<uint16_t>(&chunk, static_cast<uint16_t>(f.mIndices[a]));
} else {
Write<unsigned int>(&chunk, f.mIndices[a]);
}
}
}
}
// write bones
if (mesh->mNumBones) {
for (unsigned int a = 0; a < mesh->mNumBones; ++a) {
const aiBone *b = mesh->mBones[a];
WriteBinaryBone(&chunk, b);
}
}
}
// -----------------------------------------------------------------------------------
void WriteBinaryMaterialProperty(IOStream *container, const aiMaterialProperty *prop) {
AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AIMATERIALPROPERTY);
Write<aiString>(&chunk, prop->mKey);
Write<unsigned int>(&chunk, prop->mSemantic);
Write<unsigned int>(&chunk, prop->mIndex);
Write<unsigned int>(&chunk, prop->mDataLength);
Write<unsigned int>(&chunk, (unsigned int)prop->mType);
chunk.Write(prop->mData, 1, prop->mDataLength);
}
// -----------------------------------------------------------------------------------
void WriteBinaryMaterial(IOStream *container, const aiMaterial *mat) {
AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AIMATERIAL);
Write<unsigned int>(&chunk, mat->mNumProperties);
for (unsigned int i = 0; i < mat->mNumProperties; ++i) {
WriteBinaryMaterialProperty(&chunk, mat->mProperties[i]);
}
}
// -----------------------------------------------------------------------------------
void WriteBinaryNodeAnim(IOStream *container, const aiNodeAnim *nd) {
AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AINODEANIM);
Write<aiString>(&chunk, nd->mNodeName);
Write<unsigned int>(&chunk, nd->mNumPositionKeys);
Write<unsigned int>(&chunk, nd->mNumRotationKeys);
Write<unsigned int>(&chunk, nd->mNumScalingKeys);
Write<unsigned int>(&chunk, nd->mPreState);
Write<unsigned int>(&chunk, nd->mPostState);
if (nd->mPositionKeys) {
if (shortened) {
WriteBounds(&chunk, nd->mPositionKeys, nd->mNumPositionKeys);
} // else write as usual
else
WriteArray<aiVectorKey>(&chunk, nd->mPositionKeys, nd->mNumPositionKeys);
}
if (nd->mRotationKeys) {
if (shortened) {
WriteBounds(&chunk, nd->mRotationKeys, nd->mNumRotationKeys);
} // else write as usual
else
WriteArray<aiQuatKey>(&chunk, nd->mRotationKeys, nd->mNumRotationKeys);
}
if (nd->mScalingKeys) {
if (shortened) {
WriteBounds(&chunk, nd->mScalingKeys, nd->mNumScalingKeys);
} // else write as usual
else
WriteArray<aiVectorKey>(&chunk, nd->mScalingKeys, nd->mNumScalingKeys);
}
}
// -----------------------------------------------------------------------------------
void WriteBinaryAnim(IOStream *container, const aiAnimation *anim) {
AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AIANIMATION);
Write<aiString>(&chunk, anim->mName);
Write<double>(&chunk, anim->mDuration);
Write<double>(&chunk, anim->mTicksPerSecond);
Write<unsigned int>(&chunk, anim->mNumChannels);
for (unsigned int a = 0; a < anim->mNumChannels; ++a) {
const aiNodeAnim *nd = anim->mChannels[a];
WriteBinaryNodeAnim(&chunk, nd);
}
}
// -----------------------------------------------------------------------------------
void WriteBinaryLight(IOStream *container, const aiLight *l) {
AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AILIGHT);
Write<aiString>(&chunk, l->mName);
Write<unsigned int>(&chunk, l->mType);
Write<aiVector3D>(&chunk, l->mPosition);
Write<aiVector3D>(&chunk, l->mDirection);
Write<aiVector3D>(&chunk, l->mUp);
if (l->mType != aiLightSource_DIRECTIONAL) {
Write<float>(&chunk, l->mAttenuationConstant);
Write<float>(&chunk, l->mAttenuationLinear);
Write<float>(&chunk, l->mAttenuationQuadratic);
}
Write<aiColor3D>(&chunk, l->mColorDiffuse);
Write<aiColor3D>(&chunk, l->mColorSpecular);
Write<aiColor3D>(&chunk, l->mColorAmbient);
if (l->mType == aiLightSource_SPOT) {
Write<float>(&chunk, l->mAngleInnerCone);
Write<float>(&chunk, l->mAngleOuterCone);
}
}
// -----------------------------------------------------------------------------------
void WriteBinaryCamera(IOStream *container, const aiCamera *cam) {
AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AICAMERA);
Write<aiString>(&chunk, cam->mName);
Write<aiVector3D>(&chunk, cam->mPosition);
Write<aiVector3D>(&chunk, cam->mLookAt);
Write<aiVector3D>(&chunk, cam->mUp);
Write<float>(&chunk, cam->mHorizontalFOV);
Write<float>(&chunk, cam->mClipPlaneNear);
Write<float>(&chunk, cam->mClipPlaneFar);
Write<float>(&chunk, cam->mAspect);
}
// -----------------------------------------------------------------------------------
void WriteBinaryScene(IOStream *container, const aiScene *scene) {
AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AISCENE);
// basic scene information
Write<unsigned int>(&chunk, scene->mFlags);
Write<unsigned int>(&chunk, scene->mNumMeshes);
Write<unsigned int>(&chunk, scene->mNumMaterials);
Write<unsigned int>(&chunk, scene->mNumAnimations);
Write<unsigned int>(&chunk, scene->mNumTextures);
Write<unsigned int>(&chunk, scene->mNumLights);
Write<unsigned int>(&chunk, scene->mNumCameras);
// write node graph
WriteBinaryNode(&chunk, scene->mRootNode);
// write all meshes
for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
const aiMesh *mesh = scene->mMeshes[i];
WriteBinaryMesh(&chunk, mesh);
}
// write materials
for (unsigned int i = 0; i < scene->mNumMaterials; ++i) {
const aiMaterial *mat = scene->mMaterials[i];
WriteBinaryMaterial(&chunk, mat);
}
// write all animations
for (unsigned int i = 0; i < scene->mNumAnimations; ++i) {
const aiAnimation *anim = scene->mAnimations[i];
WriteBinaryAnim(&chunk, anim);
}
// write all textures
for (unsigned int i = 0; i < scene->mNumTextures; ++i) {
const aiTexture *mesh = scene->mTextures[i];
WriteBinaryTexture(&chunk, mesh);
}
// write lights
for (unsigned int i = 0; i < scene->mNumLights; ++i) {
const aiLight *l = scene->mLights[i];
WriteBinaryLight(&chunk, l);
}
// write cameras
for (unsigned int i = 0; i < scene->mNumCameras; ++i) {
const aiCamera *cam = scene->mCameras[i];
WriteBinaryCamera(&chunk, cam);
}
}
public:
AssbinFileWriter(bool shortened, bool compressed) :
shortened(shortened), compressed(compressed) {
}
// -----------------------------------------------------------------------------------
// Write a binary model dump
void WriteBinaryDump(const char *pFile, const char *cmd, IOSystem *pIOSystem, const aiScene *pScene) {
IOStream *out = pIOSystem->Open(pFile, "wb");
if (!out)
throw std::runtime_error("Unable to open output file " + std::string(pFile) + '\n');
auto CloseIOStream = [&]() {
if (out) {
pIOSystem->Close(out);
out = nullptr; // Ensure this is only done once.
}
};
try {
time_t tt = time(nullptr);
#if _WIN32
tm *p = gmtime(&tt);
#else
struct tm now;
tm *p = gmtime_r(&tt, &now);
#endif
// header
char s[64];
memset(s, 0, 64);
#if _MSC_VER >= 1400
sprintf_s(s, "ASSIMP.binary-dump.%s", asctime(p));
#else
ai_snprintf(s, 64, "ASSIMP.binary-dump.%s", asctime(p));
#endif
out->Write(s, 44, 1);
// == 44 bytes
Write<unsigned int>(out, ASSBIN_VERSION_MAJOR);
Write<unsigned int>(out, ASSBIN_VERSION_MINOR);
Write<unsigned int>(out, aiGetVersionRevision());
Write<unsigned int>(out, aiGetCompileFlags());
Write<uint16_t>(out, shortened);
Write<uint16_t>(out, compressed);
// == 20 bytes
char buff[256] = { 0 };
ai_snprintf(buff, 256, "%s", pFile);
out->Write(buff, sizeof(char), 256);
memset(buff, 0, sizeof(buff));
ai_snprintf(buff, 128, "%s", cmd);
out->Write(buff, sizeof(char), 128);
// leave 64 bytes free for future extensions
memset(buff, 0xcd, 64);
out->Write(buff, sizeof(char), 64);
// == 435 bytes
// ==== total header size: 512 bytes
ai_assert(out->Tell() == ASSBIN_HEADER_LENGTH);
// Up to here the data is uncompressed. For compressed files, the rest
// is compressed using standard DEFLATE from zlib.
if (compressed) {
AssbinChunkWriter uncompressedStream(nullptr, 0);
WriteBinaryScene(&uncompressedStream, pScene);
uLongf uncompressedSize = static_cast<uLongf>(uncompressedStream.Tell());
uLongf compressedSize = (uLongf)compressBound(uncompressedSize);
uint8_t *compressedBuffer = new uint8_t[compressedSize];
int res = compress2(compressedBuffer, &compressedSize, (const Bytef *)uncompressedStream.GetBufferPointer(), uncompressedSize, 9);
if (res != Z_OK) {
delete[] compressedBuffer;
throw DeadlyExportError("Compression failed.");
}
out->Write(&uncompressedSize, sizeof(uint32_t), 1);
out->Write(compressedBuffer, sizeof(char), compressedSize);
delete[] compressedBuffer;
} else {
WriteBinaryScene(out, pScene);
}
CloseIOStream();
} catch (...) {
CloseIOStream();
throw;
}
}
};
void DumpSceneToAssbin(
const char *pFile, const char *cmd, IOSystem *pIOSystem,
const aiScene *pScene, bool shortened, bool compressed) {
AssbinFileWriter fileWriter(shortened, compressed);
fileWriter.WriteBinaryDump(pFile, cmd, pIOSystem, pScene);
}
#if _MSC_VER
#pragma warning(pop)
#endif // _MSC_VER
} // end of namespace Assimp

View File

@@ -1,68 +0,0 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file AssxmlExporter.cpp
* ASSXML exporter main code
*/
#ifndef ASSIMP_BUILD_NO_EXPORT
#ifndef ASSIMP_BUILD_NO_ASSXML_EXPORTER
#include "AssxmlFileWriter.h"
#include <assimp/IOSystem.hpp>
#include <assimp/Exporter.hpp>
namespace Assimp {
void ExportSceneAssxml(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/)
{
DumpSceneToAssxml(
pFile,
"\0", // command(s)
pIOSystem,
pScene,
false); // shortened?
}
} // end of namespace Assimp
#endif // ASSIMP_BUILD_NO_ASSXML_EXPORTER
#endif // ASSIMP_BUILD_NO_EXPORT

View File

@@ -1,662 +0,0 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file AssxmlFileWriter.cpp
* @brief Implementation of Assxml file writer.
*/
#include "AssxmlFileWriter.h"
#include "PostProcessing/ProcessHelper.h"
#include <assimp/version.h>
#include <assimp/Exporter.hpp>
#include <assimp/IOStream.hpp>
#include <assimp/IOSystem.hpp>
#include <stdarg.h>
#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
#include <zlib.h>
#else
#include <contrib/zlib/zlib.h>
#endif
#include <stdio.h>
#include <time.h>
#include <memory>
using namespace Assimp;
namespace Assimp {
namespace AssxmlFileWriter {
// -----------------------------------------------------------------------------------
static int ioprintf(IOStream *io, const char *format, ...) {
using namespace std;
if (nullptr == io) {
return -1;
}
static const int Size = 4096;
char sz[Size];
::memset(sz, '\0', Size);
va_list va;
va_start(va, format);
const unsigned int nSize = vsnprintf(sz, Size - 1, format, va);
ai_assert(nSize < Size);
va_end(va);
io->Write(sz, sizeof(char), nSize);
return nSize;
}
// -----------------------------------------------------------------------------------
// Convert a name to standard XML format
static void ConvertName(aiString &out, const aiString &in) {
out.length = 0;
for (unsigned int i = 0; i < in.length; ++i) {
switch (in.data[i]) {
case '<':
out.Append("&lt;");
break;
case '>':
out.Append("&gt;");
break;
case '&':
out.Append("&amp;");
break;
case '\"':
out.Append("&quot;");
break;
case '\'':
out.Append("&apos;");
break;
default:
out.data[out.length++] = in.data[i];
}
}
out.data[out.length] = 0;
}
// -----------------------------------------------------------------------------------
// Write a single node as text dump
static void WriteNode(const aiNode *node, IOStream *io, unsigned int depth) {
char prefix[512];
for (unsigned int i = 0; i < depth; ++i)
prefix[i] = '\t';
prefix[depth] = '\0';
const aiMatrix4x4 &m = node->mTransformation;
aiString name;
ConvertName(name, node->mName);
ioprintf(io, "%s<Node name=\"%s\"> \n"
"%s\t<Matrix4> \n"
"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
"%s\t</Matrix4> \n",
prefix, name.data, prefix,
prefix, m.a1, m.a2, m.a3, m.a4,
prefix, m.b1, m.b2, m.b3, m.b4,
prefix, m.c1, m.c2, m.c3, m.c4,
prefix, m.d1, m.d2, m.d3, m.d4, prefix);
if (node->mNumMeshes) {
ioprintf(io, "%s\t<MeshRefs num=\"%u\">\n%s\t",
prefix, node->mNumMeshes, prefix);
for (unsigned int i = 0; i < node->mNumMeshes; ++i) {
ioprintf(io, "%u ", node->mMeshes[i]);
}
ioprintf(io, "\n%s\t</MeshRefs>\n", prefix);
}
if (node->mNumChildren) {
ioprintf(io, "%s\t<NodeList num=\"%u\">\n",
prefix, node->mNumChildren);
for (unsigned int i = 0; i < node->mNumChildren; ++i) {
WriteNode(node->mChildren[i], io, depth + 2);
}
ioprintf(io, "%s\t</NodeList>\n", prefix);
}
ioprintf(io, "%s</Node>\n", prefix);
}
// -----------------------------------------------------------------------------------
// Some chunks of text will need to be encoded for XML
// http://stackoverflow.com/questions/5665231/most-efficient-way-to-escape-xml-html-in-c-string#5665377
static std::string encodeXML(const std::string &data) {
std::string buffer;
buffer.reserve(data.size());
for (size_t pos = 0; pos != data.size(); ++pos) {
switch (data[pos]) {
case '&': buffer.append("&amp;"); break;
case '\"': buffer.append("&quot;"); break;
case '\'': buffer.append("&apos;"); break;
case '<': buffer.append("&lt;"); break;
case '>': buffer.append("&gt;"); break;
default: buffer.append(&data[pos], 1); break;
}
}
return buffer;
}
// -----------------------------------------------------------------------------------
// Write a text model dump
static void WriteDump(const char *pFile, const char *cmd, const aiScene *scene, IOStream *io, bool shortened) {
time_t tt = ::time(nullptr);
#if _WIN32
tm *p = gmtime(&tt);
#else
struct tm now;
tm *p = gmtime_r(&tt, &now);
#endif
ai_assert(nullptr != p);
std::string c = cmd;
std::string::size_type s;
// https://sourceforge.net/tracker/?func=detail&aid=3167364&group_id=226462&atid=1067632
// -- not allowed in XML comments
while ((s = c.find("--")) != std::string::npos) {
c[s] = '?';
}
// write header
std::string header(
"<?xml version=\"1.0\" encoding=\"utf-8\"?>\n"
"<ASSIMP format_id=\"1\">\n\n"
"<!-- XML Model dump produced by assimp dump\n"
" Library version: %u.%u.%u\n"
" Source: %s\n"
" Command line: %s\n"
" %s\n"
"-->"
" \n\n"
"<Scene flags=\"%u\" postprocessing=\"%u\">\n");
const unsigned int majorVersion(aiGetVersionMajor());
const unsigned int minorVersion(aiGetVersionMinor());
const unsigned int rev(aiGetVersionRevision());
const char *curtime(asctime(p));
ioprintf(io, header.c_str(), majorVersion, minorVersion, rev, pFile, c.c_str(), curtime, scene->mFlags, 0u);
// write the node graph
WriteNode(scene->mRootNode, io, 0);
#if 0
// write cameras
for (unsigned int i = 0; i < scene->mNumCameras;++i) {
aiCamera* cam = scene->mCameras[i];
ConvertName(name,cam->mName);
// camera header
ioprintf(io,"\t<Camera parent=\"%s\">\n"
"\t\t<Vector3 name=\"up\" > %0 8f %0 8f %0 8f </Vector3>\n"
"\t\t<Vector3 name=\"lookat\" > %0 8f %0 8f %0 8f </Vector3>\n"
"\t\t<Vector3 name=\"pos\" > %0 8f %0 8f %0 8f </Vector3>\n"
"\t\t<Float name=\"fov\" > %f </Float>\n"
"\t\t<Float name=\"aspect\" > %f </Float>\n"
"\t\t<Float name=\"near_clip\" > %f </Float>\n"
"\t\t<Float name=\"far_clip\" > %f </Float>\n"
"\t</Camera>\n",
name.data,
cam->mUp.x,cam->mUp.y,cam->mUp.z,
cam->mLookAt.x,cam->mLookAt.y,cam->mLookAt.z,
cam->mPosition.x,cam->mPosition.y,cam->mPosition.z,
cam->mHorizontalFOV,cam->mAspect,cam->mClipPlaneNear,cam->mClipPlaneFar,i);
}
// write lights
for (unsigned int i = 0; i < scene->mNumLights;++i) {
aiLight* l = scene->mLights[i];
ConvertName(name,l->mName);
// light header
ioprintf(io,"\t<Light parent=\"%s\"> type=\"%s\"\n"
"\t\t<Vector3 name=\"diffuse\" > %0 8f %0 8f %0 8f </Vector3>\n"
"\t\t<Vector3 name=\"specular\" > %0 8f %0 8f %0 8f </Vector3>\n"
"\t\t<Vector3 name=\"ambient\" > %0 8f %0 8f %0 8f </Vector3>\n",
name.data,
(l->mType == aiLightSource_DIRECTIONAL ? "directional" :
(l->mType == aiLightSource_POINT ? "point" : "spot" )),
l->mColorDiffuse.r, l->mColorDiffuse.g, l->mColorDiffuse.b,
l->mColorSpecular.r,l->mColorSpecular.g,l->mColorSpecular.b,
l->mColorAmbient.r, l->mColorAmbient.g, l->mColorAmbient.b);
if (l->mType != aiLightSource_DIRECTIONAL) {
ioprintf(io,
"\t\t<Vector3 name=\"pos\" > %0 8f %0 8f %0 8f </Vector3>\n"
"\t\t<Float name=\"atten_cst\" > %f </Float>\n"
"\t\t<Float name=\"atten_lin\" > %f </Float>\n"
"\t\t<Float name=\"atten_sqr\" > %f </Float>\n",
l->mPosition.x,l->mPosition.y,l->mPosition.z,
l->mAttenuationConstant,l->mAttenuationLinear,l->mAttenuationQuadratic);
}
if (l->mType != aiLightSource_POINT) {
ioprintf(io,
"\t\t<Vector3 name=\"lookat\" > %0 8f %0 8f %0 8f </Vector3>\n",
l->mDirection.x,l->mDirection.y,l->mDirection.z);
}
if (l->mType == aiLightSource_SPOT) {
ioprintf(io,
"\t\t<Float name=\"cone_out\" > %f </Float>\n"
"\t\t<Float name=\"cone_inn\" > %f </Float>\n",
l->mAngleOuterCone,l->mAngleInnerCone);
}
ioprintf(io,"\t</Light>\n");
}
#endif
aiString name;
// write textures
if (scene->mNumTextures) {
ioprintf(io, "<TextureList num=\"%u\">\n", scene->mNumTextures);
for (unsigned int i = 0; i < scene->mNumTextures; ++i) {
aiTexture *tex = scene->mTextures[i];
bool compressed = (tex->mHeight == 0);
// mesh header
ioprintf(io, "\t<Texture width=\"%u\" height=\"%u\" compressed=\"%s\"> \n",
(compressed ? -1 : tex->mWidth), (compressed ? -1 : tex->mHeight),
(compressed ? "true" : "false"));
if (compressed) {
ioprintf(io, "\t\t<Data length=\"%u\"> \n", tex->mWidth);
if (!shortened) {
for (unsigned int n = 0; n < tex->mWidth; ++n) {
ioprintf(io, "\t\t\t%2x", reinterpret_cast<uint8_t *>(tex->pcData)[n]);
if (n && !(n % 50)) {
ioprintf(io, "\n");
}
}
}
} else if (!shortened) {
ioprintf(io, "\t\t<Data length=\"%u\"> \n", tex->mWidth * tex->mHeight * 4);
// const unsigned int width = (unsigned int)std::log10((double)std::max(tex->mHeight,tex->mWidth))+1;
for (unsigned int y = 0; y < tex->mHeight; ++y) {
for (unsigned int x = 0; x < tex->mWidth; ++x) {
aiTexel *tx = tex->pcData + y * tex->mWidth + x;
unsigned int r = tx->r, g = tx->g, b = tx->b, a = tx->a;
ioprintf(io, "\t\t\t%2x %2x %2x %2x", r, g, b, a);
// group by four for readability
if (0 == (x + y * tex->mWidth) % 4) {
ioprintf(io, "\n");
}
}
}
}
ioprintf(io, "\t\t</Data>\n\t</Texture>\n");
}
ioprintf(io, "</TextureList>\n");
}
// write materials
if (scene->mNumMaterials) {
ioprintf(io, "<MaterialList num=\"%u\">\n", scene->mNumMaterials);
for (unsigned int i = 0; i < scene->mNumMaterials; ++i) {
const aiMaterial *mat = scene->mMaterials[i];
ioprintf(io, "\t<Material>\n");
ioprintf(io, "\t\t<MatPropertyList num=\"%u\">\n", mat->mNumProperties);
for (unsigned int n = 0; n < mat->mNumProperties; ++n) {
const aiMaterialProperty *prop = mat->mProperties[n];
const char *sz = "";
if (prop->mType == aiPTI_Float) {
sz = "float";
} else if (prop->mType == aiPTI_Integer) {
sz = "integer";
} else if (prop->mType == aiPTI_String) {
sz = "string";
} else if (prop->mType == aiPTI_Buffer) {
sz = "binary_buffer";
}
ioprintf(io, "\t\t\t<MatProperty key=\"%s\" \n\t\t\ttype=\"%s\" tex_usage=\"%s\" tex_index=\"%u\"",
prop->mKey.data, sz,
::aiTextureTypeToString((aiTextureType)prop->mSemantic), prop->mIndex);
if (prop->mType == aiPTI_Float) {
ioprintf(io, " size=\"%i\">\n\t\t\t\t",
static_cast<int>(prop->mDataLength / sizeof(float)));
for (unsigned int pp = 0; pp < prop->mDataLength / sizeof(float); ++pp) {
ioprintf(io, "%f ", *((float *)(prop->mData + pp * sizeof(float))));
}
} else if (prop->mType == aiPTI_Integer) {
ioprintf(io, " size=\"%i\">\n\t\t\t\t",
static_cast<int>(prop->mDataLength / sizeof(int)));
for (unsigned int pp = 0; pp < prop->mDataLength / sizeof(int); ++pp) {
ioprintf(io, "%i ", *((int *)(prop->mData + pp * sizeof(int))));
}
} else if (prop->mType == aiPTI_Buffer) {
ioprintf(io, " size=\"%i\">\n\t\t\t\t",
static_cast<int>(prop->mDataLength));
for (unsigned int pp = 0; pp < prop->mDataLength; ++pp) {
ioprintf(io, "%2x ", prop->mData[pp]);
if (pp && 0 == pp % 30) {
ioprintf(io, "\n\t\t\t\t");
}
}
} else if (prop->mType == aiPTI_String) {
ioprintf(io, ">\n\t\t\t\t\"%s\"", encodeXML(prop->mData + 4).c_str() /* skip length */);
}
ioprintf(io, "\n\t\t\t</MatProperty>\n");
}
ioprintf(io, "\t\t</MatPropertyList>\n");
ioprintf(io, "\t</Material>\n");
}
ioprintf(io, "</MaterialList>\n");
}
// write animations
if (scene->mNumAnimations) {
ioprintf(io, "<AnimationList num=\"%u\">\n", scene->mNumAnimations);
for (unsigned int i = 0; i < scene->mNumAnimations; ++i) {
aiAnimation *anim = scene->mAnimations[i];
// anim header
ConvertName(name, anim->mName);
ioprintf(io, "\t<Animation name=\"%s\" duration=\"%e\" tick_cnt=\"%e\">\n",
name.data, anim->mDuration, anim->mTicksPerSecond);
// write bone animation channels
if (anim->mNumChannels) {
ioprintf(io, "\t\t<NodeAnimList num=\"%u\">\n", anim->mNumChannels);
for (unsigned int n = 0; n < anim->mNumChannels; ++n) {
aiNodeAnim *nd = anim->mChannels[n];
// node anim header
ConvertName(name, nd->mNodeName);
ioprintf(io, "\t\t\t<NodeAnim node=\"%s\">\n", name.data);
if (!shortened) {
// write position keys
if (nd->mNumPositionKeys) {
ioprintf(io, "\t\t\t\t<PositionKeyList num=\"%u\">\n", nd->mNumPositionKeys);
for (unsigned int a = 0; a < nd->mNumPositionKeys; ++a) {
aiVectorKey *vc = nd->mPositionKeys + a;
ioprintf(io, "\t\t\t\t\t<PositionKey time=\"%e\">\n"
"\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t</PositionKey>\n",
vc->mTime, vc->mValue.x, vc->mValue.y, vc->mValue.z);
}
ioprintf(io, "\t\t\t\t</PositionKeyList>\n");
}
// write scaling keys
if (nd->mNumScalingKeys) {
ioprintf(io, "\t\t\t\t<ScalingKeyList num=\"%u\">\n", nd->mNumScalingKeys);
for (unsigned int a = 0; a < nd->mNumScalingKeys; ++a) {
aiVectorKey *vc = nd->mScalingKeys + a;
ioprintf(io, "\t\t\t\t\t<ScalingKey time=\"%e\">\n"
"\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t</ScalingKey>\n",
vc->mTime, vc->mValue.x, vc->mValue.y, vc->mValue.z);
}
ioprintf(io, "\t\t\t\t</ScalingKeyList>\n");
}
// write rotation keys
if (nd->mNumRotationKeys) {
ioprintf(io, "\t\t\t\t<RotationKeyList num=\"%u\">\n", nd->mNumRotationKeys);
for (unsigned int a = 0; a < nd->mNumRotationKeys; ++a) {
aiQuatKey *vc = nd->mRotationKeys + a;
ioprintf(io, "\t\t\t\t\t<RotationKey time=\"%e\">\n"
"\t\t\t\t\t\t%0 8f %0 8f %0 8f %0 8f\n\t\t\t\t\t</RotationKey>\n",
vc->mTime, vc->mValue.x, vc->mValue.y, vc->mValue.z, vc->mValue.w);
}
ioprintf(io, "\t\t\t\t</RotationKeyList>\n");
}
}
ioprintf(io, "\t\t\t</NodeAnim>\n");
}
ioprintf(io, "\t\t</NodeAnimList>\n");
}
ioprintf(io, "\t</Animation>\n");
}
ioprintf(io, "</AnimationList>\n");
}
// write meshes
if (scene->mNumMeshes) {
ioprintf(io, "<MeshList num=\"%u\">\n", scene->mNumMeshes);
for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
aiMesh *mesh = scene->mMeshes[i];
// const unsigned int width = (unsigned int)std::log10((double)mesh->mNumVertices)+1;
// mesh header
ioprintf(io, "\t<Mesh types=\"%s %s %s %s\" material_index=\"%u\">\n",
(mesh->mPrimitiveTypes & aiPrimitiveType_POINT ? "points" : ""),
(mesh->mPrimitiveTypes & aiPrimitiveType_LINE ? "lines" : ""),
(mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE ? "triangles" : ""),
(mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON ? "polygons" : ""),
mesh->mMaterialIndex);
// bones
if (mesh->mNumBones) {
ioprintf(io, "\t\t<BoneList num=\"%u\">\n", mesh->mNumBones);
for (unsigned int n = 0; n < mesh->mNumBones; ++n) {
aiBone *bone = mesh->mBones[n];
ConvertName(name, bone->mName);
// bone header
ioprintf(io, "\t\t\t<Bone name=\"%s\">\n"
"\t\t\t\t<Matrix4> \n"
"\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
"\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
"\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
"\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
"\t\t\t\t</Matrix4> \n",
name.data,
bone->mOffsetMatrix.a1, bone->mOffsetMatrix.a2, bone->mOffsetMatrix.a3, bone->mOffsetMatrix.a4,
bone->mOffsetMatrix.b1, bone->mOffsetMatrix.b2, bone->mOffsetMatrix.b3, bone->mOffsetMatrix.b4,
bone->mOffsetMatrix.c1, bone->mOffsetMatrix.c2, bone->mOffsetMatrix.c3, bone->mOffsetMatrix.c4,
bone->mOffsetMatrix.d1, bone->mOffsetMatrix.d2, bone->mOffsetMatrix.d3, bone->mOffsetMatrix.d4);
if (!shortened && bone->mNumWeights) {
ioprintf(io, "\t\t\t\t<WeightList num=\"%u\">\n", bone->mNumWeights);
// bone weights
for (unsigned int a = 0; a < bone->mNumWeights; ++a) {
aiVertexWeight *wght = bone->mWeights + a;
ioprintf(io, "\t\t\t\t\t<Weight index=\"%u\">\n\t\t\t\t\t\t%f\n\t\t\t\t\t</Weight>\n",
wght->mVertexId, wght->mWeight);
}
ioprintf(io, "\t\t\t\t</WeightList>\n");
}
ioprintf(io, "\t\t\t</Bone>\n");
}
ioprintf(io, "\t\t</BoneList>\n");
}
// faces
if (!shortened && mesh->mNumFaces) {
ioprintf(io, "\t\t<FaceList num=\"%u\">\n", mesh->mNumFaces);
for (unsigned int n = 0; n < mesh->mNumFaces; ++n) {
aiFace &f = mesh->mFaces[n];
ioprintf(io, "\t\t\t<Face num=\"%u\">\n"
"\t\t\t\t",
f.mNumIndices);
for (unsigned int j = 0; j < f.mNumIndices; ++j)
ioprintf(io, "%u ", f.mIndices[j]);
ioprintf(io, "\n\t\t\t</Face>\n");
}
ioprintf(io, "\t\t</FaceList>\n");
}
// vertex positions
if (mesh->HasPositions()) {
ioprintf(io, "\t\t<Positions num=\"%u\" set=\"0\" num_components=\"3\"> \n", mesh->mNumVertices);
if (!shortened) {
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
ioprintf(io, "\t\t%0 8f %0 8f %0 8f\n",
mesh->mVertices[n].x,
mesh->mVertices[n].y,
mesh->mVertices[n].z);
}
}
ioprintf(io, "\t\t</Positions>\n");
}
// vertex normals
if (mesh->HasNormals()) {
ioprintf(io, "\t\t<Normals num=\"%u\" set=\"0\" num_components=\"3\"> \n", mesh->mNumVertices);
if (!shortened) {
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
ioprintf(io, "\t\t%0 8f %0 8f %0 8f\n",
mesh->mNormals[n].x,
mesh->mNormals[n].y,
mesh->mNormals[n].z);
}
}
ioprintf(io, "\t\t</Normals>\n");
}
// vertex tangents and bitangents
if (mesh->HasTangentsAndBitangents()) {
ioprintf(io, "\t\t<Tangents num=\"%u\" set=\"0\" num_components=\"3\"> \n", mesh->mNumVertices);
if (!shortened) {
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
ioprintf(io, "\t\t%0 8f %0 8f %0 8f\n",
mesh->mTangents[n].x,
mesh->mTangents[n].y,
mesh->mTangents[n].z);
}
}
ioprintf(io, "\t\t</Tangents>\n");
ioprintf(io, "\t\t<Bitangents num=\"%u\" set=\"0\" num_components=\"3\"> \n", mesh->mNumVertices);
if (!shortened) {
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
ioprintf(io, "\t\t%0 8f %0 8f %0 8f\n",
mesh->mBitangents[n].x,
mesh->mBitangents[n].y,
mesh->mBitangents[n].z);
}
}
ioprintf(io, "\t\t</Bitangents>\n");
}
// texture coordinates
for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
if (!mesh->mTextureCoords[a])
break;
ioprintf(io, "\t\t<TextureCoords num=\"%u\" set=\"%u\" name=\"%s\" num_components=\"%u\"> \n",
mesh->mNumVertices,
a,
(mesh->HasTextureCoordsName(a) ? mesh->GetTextureCoordsName(a)->C_Str() : ""),
mesh->mNumUVComponents[a]);
if (!shortened) {
if (mesh->mNumUVComponents[a] == 3) {
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
ioprintf(io, "\t\t%0 8f %0 8f %0 8f\n",
mesh->mTextureCoords[a][n].x,
mesh->mTextureCoords[a][n].y,
mesh->mTextureCoords[a][n].z);
}
} else {
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
ioprintf(io, "\t\t%0 8f %0 8f\n",
mesh->mTextureCoords[a][n].x,
mesh->mTextureCoords[a][n].y);
}
}
}
ioprintf(io, "\t\t</TextureCoords>\n");
}
// vertex colors
for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) {
if (!mesh->mColors[a])
break;
ioprintf(io, "\t\t<Colors num=\"%u\" set=\"%u\" num_components=\"4\"> \n", mesh->mNumVertices, a);
if (!shortened) {
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
ioprintf(io, "\t\t%0 8f %0 8f %0 8f %0 8f\n",
mesh->mColors[a][n].r,
mesh->mColors[a][n].g,
mesh->mColors[a][n].b,
mesh->mColors[a][n].a);
}
}
ioprintf(io, "\t\t</Colors>\n");
}
ioprintf(io, "\t</Mesh>\n");
}
ioprintf(io, "</MeshList>\n");
}
ioprintf(io, "</Scene>\n</ASSIMP>");
}
} // end of namespace AssxmlFileWriter
void DumpSceneToAssxml(
const char *pFile, const char *cmd, IOSystem *pIOSystem,
const aiScene *pScene, bool shortened) {
std::unique_ptr<IOStream> file(pIOSystem->Open(pFile, "wt"));
if (!file.get()) {
throw std::runtime_error("Unable to open output file " + std::string(pFile) + '\n');
}
AssxmlFileWriter::WriteDump(pFile, cmd, pScene, file.get(), shortened);
}
} // end of namespace Assimp

View File

@@ -1,64 +0,0 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file AssxmlFileWriter.h
* @brief Declaration of Assxml file writer.
*/
#pragma once
#ifndef AI_ASSXMLFILEWRITER_H_INC
#define AI_ASSXMLFILEWRITER_H_INC
#include <assimp/defs.h>
#include <assimp/scene.h>
#include <assimp/IOSystem.hpp>
namespace Assimp {
void ASSIMP_API DumpSceneToAssxml(
const char* pFile,
const char* cmd,
IOSystem* pIOSystem,
const aiScene* pScene,
bool shortened);
}
#endif // AI_ASSXMLFILEWRITER_H_INC

View File

@@ -1,742 +0,0 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file B3DImporter.cpp
* @brief Implementation of the b3d importer class
*/
#ifndef ASSIMP_BUILD_NO_B3D_IMPORTER
// internal headers
#include "AssetLib/B3D/B3DImporter.h"
#include "PostProcessing/ConvertToLHProcess.h"
#include "PostProcessing/TextureTransform.h"
#include <assimp/StringUtils.h>
#include <assimp/anim.h>
#include <assimp/importerdesc.h>
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/IOSystem.hpp>
#include <memory>
using namespace Assimp;
using namespace std;
static const aiImporterDesc desc = {
"BlitzBasic 3D Importer",
"",
"",
"http://www.blitzbasic.com/",
aiImporterFlags_SupportBinaryFlavour,
0,
0,
0,
0,
"b3d"
};
#ifdef _MSC_VER
#pragma warning(disable : 4018)
#endif
//#define DEBUG_B3D
template<typename T>
void DeleteAllBarePointers(std::vector<T> &x) {
for (auto p : x) {
delete p;
}
}
B3DImporter::~B3DImporter() = default;
// ------------------------------------------------------------------------------------------------
bool B3DImporter::CanRead(const std::string &pFile, IOSystem * /*pIOHandler*/, bool /*checkSig*/) const {
size_t pos = pFile.find_last_of('.');
if (pos == string::npos) {
return false;
}
string ext = pFile.substr(pos + 1);
if (ext.size() != 3) {
return false;
}
return (ext[0] == 'b' || ext[0] == 'B') && (ext[1] == '3') && (ext[2] == 'd' || ext[2] == 'D');
}
// ------------------------------------------------------------------------------------------------
// Loader meta information
const aiImporterDesc *B3DImporter::GetInfo() const {
return &desc;
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
std::unique_ptr<IOStream> file(pIOHandler->Open(pFile));
// Check whether we can read from the file
if (file.get() == nullptr) {
throw DeadlyImportError("Failed to open B3D file ", pFile, ".");
}
// check whether the .b3d file is large enough to contain
// at least one chunk.
size_t fileSize = file->FileSize();
if (fileSize < 8) {
throw DeadlyImportError("B3D File is too small.");
}
_pos = 0;
_buf.resize(fileSize);
file->Read(&_buf[0], 1, fileSize);
_stack.clear();
ReadBB3D(pScene);
}
// ------------------------------------------------------------------------------------------------
AI_WONT_RETURN void B3DImporter::Oops() {
throw DeadlyImportError("B3D Importer - INTERNAL ERROR");
}
// ------------------------------------------------------------------------------------------------
AI_WONT_RETURN void B3DImporter::Fail(const string &str) {
#ifdef DEBUG_B3D
ASSIMP_LOG_ERROR("Error in B3D file data: ", str);
#endif
throw DeadlyImportError("B3D Importer - error in B3D file data: ", str);
}
// ------------------------------------------------------------------------------------------------
int B3DImporter::ReadByte() {
if (_pos > _buf.size()) {
Fail("EOF");
}
return _buf[_pos++];
}
// ------------------------------------------------------------------------------------------------
int B3DImporter::ReadInt() {
if (_pos + 4 > _buf.size()) {
Fail("EOF");
}
int n;
memcpy(&n, &_buf[_pos], 4);
_pos += 4;
return n;
}
// ------------------------------------------------------------------------------------------------
float B3DImporter::ReadFloat() {
if (_pos + 4 > _buf.size()) {
Fail("EOF");
}
float n;
memcpy(&n, &_buf[_pos], 4);
_pos += 4;
return n;
}
// ------------------------------------------------------------------------------------------------
aiVector2D B3DImporter::ReadVec2() {
float x = ReadFloat();
float y = ReadFloat();
return aiVector2D(x, y);
}
// ------------------------------------------------------------------------------------------------
aiVector3D B3DImporter::ReadVec3() {
float x = ReadFloat();
float y = ReadFloat();
float z = ReadFloat();
return aiVector3D(x, y, z);
}
// ------------------------------------------------------------------------------------------------
aiQuaternion B3DImporter::ReadQuat() {
// (aramis_acg) Fix to adapt the loader to changed quat orientation
float w = -ReadFloat();
float x = ReadFloat();
float y = ReadFloat();
float z = ReadFloat();
return aiQuaternion(w, x, y, z);
}
// ------------------------------------------------------------------------------------------------
string B3DImporter::ReadString() {
if (_pos > _buf.size()) {
Fail("EOF");
}
string str;
while (_pos < _buf.size()) {
char c = (char)ReadByte();
if (!c) {
return str;
}
str += c;
}
return string();
}
// ------------------------------------------------------------------------------------------------
string B3DImporter::ReadChunk() {
string tag;
for (int i = 0; i < 4; ++i) {
tag += char(ReadByte());
}
#ifdef DEBUG_B3D
ASSIMP_LOG_DEBUG("ReadChunk: ", tag);
#endif
unsigned sz = (unsigned)ReadInt();
_stack.push_back(_pos + sz);
return tag;
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ExitChunk() {
_pos = _stack.back();
_stack.pop_back();
}
// ------------------------------------------------------------------------------------------------
size_t B3DImporter::ChunkSize() {
return _stack.back() - _pos;
}
// ------------------------------------------------------------------------------------------------
template <class T>
T *B3DImporter::to_array(const vector<T> &v) {
if (v.empty()) {
return 0;
}
T *p = new T[v.size()];
for (size_t i = 0; i < v.size(); ++i) {
p[i] = v[i];
}
return p;
}
// ------------------------------------------------------------------------------------------------
template <class T>
T **unique_to_array(vector<std::unique_ptr<T>> &v) {
if (v.empty()) {
return 0;
}
T **p = new T *[v.size()];
for (size_t i = 0; i < v.size(); ++i) {
p[i] = v[i].release();
}
return p;
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadTEXS() {
while (ChunkSize()) {
string name = ReadString();
/*int flags=*/ReadInt();
/*int blend=*/ReadInt();
/*aiVector2D pos=*/ReadVec2();
/*aiVector2D scale=*/ReadVec2();
/*float rot=*/ReadFloat();
_textures.push_back(name);
}
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadBRUS() {
int n_texs = ReadInt();
if (n_texs < 0 || n_texs > 8) {
Fail("Bad texture count");
}
while (ChunkSize()) {
string name = ReadString();
aiVector3D color = ReadVec3();
float alpha = ReadFloat();
float shiny = ReadFloat();
/*int blend=**/ ReadInt();
int fx = ReadInt();
std::unique_ptr<aiMaterial> mat(new aiMaterial);
// Name
aiString ainame(name);
mat->AddProperty(&ainame, AI_MATKEY_NAME);
// Diffuse color
mat->AddProperty(&color, 1, AI_MATKEY_COLOR_DIFFUSE);
// Opacity
mat->AddProperty(&alpha, 1, AI_MATKEY_OPACITY);
// Specular color
aiColor3D speccolor(shiny, shiny, shiny);
mat->AddProperty(&speccolor, 1, AI_MATKEY_COLOR_SPECULAR);
// Specular power
float specpow = shiny * 128;
mat->AddProperty(&specpow, 1, AI_MATKEY_SHININESS);
// Double sided
if (fx & 0x10) {
int i = 1;
mat->AddProperty(&i, 1, AI_MATKEY_TWOSIDED);
}
//Textures
for (int i = 0; i < n_texs; ++i) {
int texid = ReadInt();
if (texid < -1 || (texid >= 0 && texid >= static_cast<int>(_textures.size()))) {
Fail("Bad texture id");
}
if (i == 0 && texid >= 0) {
aiString texname(_textures[texid]);
mat->AddProperty(&texname, AI_MATKEY_TEXTURE_DIFFUSE(0));
}
}
_materials.emplace_back(std::move(mat));
}
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadVRTS() {
_vflags = ReadInt();
_tcsets = ReadInt();
_tcsize = ReadInt();
if (_tcsets < 0 || _tcsets > 4 || _tcsize < 0 || _tcsize > 4) {
Fail("Bad texcoord data");
}
int sz = 12 + (_vflags & 1 ? 12 : 0) + (_vflags & 2 ? 16 : 0) + (_tcsets * _tcsize * 4);
size_t n_verts = ChunkSize() / sz;
int v0 = static_cast<int>(_vertices.size());
_vertices.resize(v0 + n_verts);
for (unsigned int i = 0; i < n_verts; ++i) {
Vertex &v = _vertices[v0 + i];
memset(v.bones, 0, sizeof(v.bones));
memset(v.weights, 0, sizeof(v.weights));
v.vertex = ReadVec3();
if (_vflags & 1) {
v.normal = ReadVec3();
}
if (_vflags & 2) {
ReadQuat(); //skip v 4bytes...
}
for (int j = 0; j < _tcsets; ++j) {
float t[4] = { 0, 0, 0, 0 };
for (int k = 0; k < _tcsize; ++k) {
t[k] = ReadFloat();
}
t[1] = 1 - t[1];
if (!j) {
v.texcoords = aiVector3D(t[0], t[1], t[2]);
}
}
}
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadTRIS(int v0) {
int matid = ReadInt();
if (matid == -1) {
matid = 0;
} else if (matid < 0 || matid >= (int)_materials.size()) {
#ifdef DEBUG_B3D
ASSIMP_LOG_ERROR("material id=", matid);
#endif
Fail("Bad material id");
}
std::unique_ptr<aiMesh> mesh(new aiMesh);
mesh->mMaterialIndex = matid;
mesh->mNumFaces = 0;
mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
size_t n_tris = ChunkSize() / 12;
aiFace *face = mesh->mFaces = new aiFace[n_tris];
for (unsigned int i = 0; i < n_tris; ++i) {
int i0 = ReadInt() + v0;
int i1 = ReadInt() + v0;
int i2 = ReadInt() + v0;
if (i0 < 0 || i0 >= (int)_vertices.size() || i1 < 0 || i1 >= (int)_vertices.size() || i2 < 0 || i2 >= (int)_vertices.size()) {
#ifdef DEBUG_B3D
ASSIMP_LOG_ERROR("Bad triangle index: i0=", i0, ", i1=", i1, ", i2=", i2);
#endif
Fail("Bad triangle index");
continue;
}
face->mNumIndices = 3;
face->mIndices = new unsigned[3];
face->mIndices[0] = i0;
face->mIndices[1] = i1;
face->mIndices[2] = i2;
++mesh->mNumFaces;
++face;
}
_meshes.emplace_back(std::move(mesh));
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadMESH() {
/*int matid=*/ReadInt();
int v0 = static_cast<int>(_vertices.size());
while (ChunkSize()) {
string t = ReadChunk();
if (t == "VRTS") {
ReadVRTS();
} else if (t == "TRIS") {
ReadTRIS(v0);
}
ExitChunk();
}
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadBONE(int id) {
while (ChunkSize()) {
int vertex = ReadInt();
float weight = ReadFloat();
if (vertex < 0 || vertex >= (int)_vertices.size()) {
Fail("Bad vertex index");
}
Vertex &v = _vertices[vertex];
for (int i = 0; i < 4; ++i) {
if (!v.weights[i]) {
v.bones[i] = static_cast<unsigned char>(id);
v.weights[i] = weight;
break;
}
}
}
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadKEYS(aiNodeAnim *nodeAnim) {
vector<aiVectorKey> trans, scale;
vector<aiQuatKey> rot;
int flags = ReadInt();
while (ChunkSize()) {
int frame = ReadInt();
if (flags & 1) {
trans.emplace_back(frame, ReadVec3());
}
if (flags & 2) {
scale.emplace_back(frame, ReadVec3());
}
if (flags & 4) {
rot.emplace_back(frame, ReadQuat());
}
}
if (flags & 1) {
nodeAnim->mNumPositionKeys = static_cast<unsigned int>(trans.size());
nodeAnim->mPositionKeys = to_array(trans);
}
if (flags & 2) {
nodeAnim->mNumScalingKeys = static_cast<unsigned int>(scale.size());
nodeAnim->mScalingKeys = to_array(scale);
}
if (flags & 4) {
nodeAnim->mNumRotationKeys = static_cast<unsigned int>(rot.size());
nodeAnim->mRotationKeys = to_array(rot);
}
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadANIM() {
/*int flags=*/ReadInt();
int frames = ReadInt();
float fps = ReadFloat();
std::unique_ptr<aiAnimation> anim(new aiAnimation);
anim->mDuration = frames;
anim->mTicksPerSecond = fps;
_animations.emplace_back(std::move(anim));
}
// ------------------------------------------------------------------------------------------------
aiNode *B3DImporter::ReadNODE(aiNode *parent) {
string name = ReadString();
aiVector3D t = ReadVec3();
aiVector3D s = ReadVec3();
aiQuaternion r = ReadQuat();
aiMatrix4x4 trans, scale, rot;
aiMatrix4x4::Translation(t, trans);
aiMatrix4x4::Scaling(s, scale);
rot = aiMatrix4x4(r.GetMatrix());
aiMatrix4x4 tform = trans * rot * scale;
int nodeid = static_cast<int>(_nodes.size());
aiNode *node = new aiNode(name);
_nodes.push_back(node);
node->mParent = parent;
node->mTransformation = tform;
std::unique_ptr<aiNodeAnim> nodeAnim;
vector<unsigned> meshes;
vector<aiNode *> children;
while (ChunkSize()) {
const string chunk = ReadChunk();
if (chunk == "MESH") {
unsigned int n = static_cast<unsigned int>(_meshes.size());
ReadMESH();
for (unsigned int i = n; i < static_cast<unsigned int>(_meshes.size()); ++i) {
meshes.push_back(i);
}
} else if (chunk == "BONE") {
ReadBONE(nodeid);
} else if (chunk == "ANIM") {
ReadANIM();
} else if (chunk == "KEYS") {
if (!nodeAnim) {
nodeAnim.reset(new aiNodeAnim);
nodeAnim->mNodeName = node->mName;
}
ReadKEYS(nodeAnim.get());
} else if (chunk == "NODE") {
aiNode *child = ReadNODE(node);
children.push_back(child);
}
ExitChunk();
}
if (nodeAnim) {
_nodeAnims.emplace_back(std::move(nodeAnim));
}
node->mNumMeshes = static_cast<unsigned int>(meshes.size());
node->mMeshes = to_array(meshes);
node->mNumChildren = static_cast<unsigned int>(children.size());
node->mChildren = to_array(children);
return node;
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadBB3D(aiScene *scene) {
_textures.clear();
_materials.clear();
_vertices.clear();
_meshes.clear();
DeleteAllBarePointers(_nodes);
_nodes.clear();
_nodeAnims.clear();
_animations.clear();
string t = ReadChunk();
if (t == "BB3D") {
int version = ReadInt();
if (!DefaultLogger::isNullLogger()) {
char dmp[128];
ai_snprintf(dmp, 128, "B3D file format version: %i", version);
ASSIMP_LOG_INFO(dmp);
}
while (ChunkSize()) {
const string chunk = ReadChunk();
if (chunk == "TEXS") {
ReadTEXS();
} else if (chunk == "BRUS") {
ReadBRUS();
} else if (chunk == "NODE") {
ReadNODE(0);
}
ExitChunk();
}
}
ExitChunk();
if (!_nodes.size()) {
Fail("No nodes");
}
if (!_meshes.size()) {
Fail("No meshes");
}
// Fix nodes/meshes/bones
for (size_t i = 0; i < _nodes.size(); ++i) {
aiNode *node = _nodes[i];
for (size_t j = 0; j < node->mNumMeshes; ++j) {
aiMesh *mesh = _meshes[node->mMeshes[j]].get();
int n_tris = mesh->mNumFaces;
int n_verts = mesh->mNumVertices = n_tris * 3;
aiVector3D *mv = mesh->mVertices = new aiVector3D[n_verts], *mn = 0, *mc = 0;
if (_vflags & 1) {
mn = mesh->mNormals = new aiVector3D[n_verts];
}
if (_tcsets) {
mc = mesh->mTextureCoords[0] = new aiVector3D[n_verts];
}
aiFace *face = mesh->mFaces;
vector<vector<aiVertexWeight>> vweights(_nodes.size());
for (int vertIdx = 0; vertIdx < n_verts; vertIdx += 3) {
for (int faceIndex = 0; faceIndex < 3; ++faceIndex) {
Vertex &v = _vertices[face->mIndices[faceIndex]];
*mv++ = v.vertex;
if (mn) *mn++ = v.normal;
if (mc) *mc++ = v.texcoords;
face->mIndices[faceIndex] = vertIdx + faceIndex;
for (int k = 0; k < 4; ++k) {
if (!v.weights[k])
break;
int bone = v.bones[k];
float weight = v.weights[k];
vweights[bone].emplace_back(vertIdx + faceIndex, weight);
}
}
++face;
}
vector<aiBone *> bones;
for (size_t weightIndx = 0; weightIndx < vweights.size(); ++weightIndx) {
vector<aiVertexWeight> &weights = vweights[weightIndx];
if (!weights.size()) {
continue;
}
aiBone *bone = new aiBone;
bones.push_back(bone);
aiNode *bnode = _nodes[weightIndx];
bone->mName = bnode->mName;
bone->mNumWeights = static_cast<unsigned int>(weights.size());
bone->mWeights = to_array(weights);
aiMatrix4x4 mat = bnode->mTransformation;
while (bnode->mParent) {
bnode = bnode->mParent;
mat = bnode->mTransformation * mat;
}
bone->mOffsetMatrix = mat.Inverse();
}
mesh->mNumBones = static_cast<unsigned int>(bones.size());
mesh->mBones = to_array(bones);
}
}
//nodes
scene->mRootNode = _nodes[0];
_nodes.clear(); // node ownership now belongs to scene
//material
if (!_materials.size()) {
_materials.emplace_back(std::unique_ptr<aiMaterial>(new aiMaterial));
}
scene->mNumMaterials = static_cast<unsigned int>(_materials.size());
scene->mMaterials = unique_to_array(_materials);
//meshes
scene->mNumMeshes = static_cast<unsigned int>(_meshes.size());
scene->mMeshes = unique_to_array(_meshes);
//animations
if (_animations.size() == 1 && _nodeAnims.size()) {
aiAnimation *anim = _animations.back().get();
anim->mNumChannels = static_cast<unsigned int>(_nodeAnims.size());
anim->mChannels = unique_to_array(_nodeAnims);
scene->mNumAnimations = static_cast<unsigned int>(_animations.size());
scene->mAnimations = unique_to_array(_animations);
}
// convert to RH
MakeLeftHandedProcess makeleft;
makeleft.Execute(scene);
FlipWindingOrderProcess flip;
flip.Execute(scene);
}
#endif // !! ASSIMP_BUILD_NO_B3D_IMPORTER

View File

@@ -1,528 +0,0 @@
/** Implementation of the BVH loader */
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_BVH_IMPORTER
#include "BVHLoader.h"
#include <assimp/SkeletonMeshBuilder.h>
#include <assimp/TinyFormatter.h>
#include <assimp/fast_atof.h>
#include <assimp/importerdesc.h>
#include <assimp/scene.h>
#include <assimp/IOSystem.hpp>
#include <assimp/Importer.hpp>
#include <map>
#include <memory>
using namespace Assimp;
using namespace Assimp::Formatter;
static const aiImporterDesc desc = {
"BVH Importer (MoCap)",
"",
"",
"",
aiImporterFlags_SupportTextFlavour,
0,
0,
0,
0,
"bvh"
};
// ------------------------------------------------------------------------------------------------
// Aborts the file reading with an exception
template<typename... T>
AI_WONT_RETURN void BVHLoader::ThrowException(T&&... args) {
throw DeadlyImportError(mFileName, ":", mLine, " - ", args...);
}
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
BVHLoader::BVHLoader() :
mLine(),
mAnimTickDuration(),
mAnimNumFrames(),
noSkeletonMesh() {}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
BVHLoader::~BVHLoader() = default;
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool BVHLoader::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
static const char *tokens[] = { "HIERARCHY" };
return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
}
// ------------------------------------------------------------------------------------------------
void BVHLoader::SetupProperties(const Importer *pImp) {
noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES, 0) != 0;
}
// ------------------------------------------------------------------------------------------------
// Loader meta information
const aiImporterDesc *BVHLoader::GetInfo() const {
return &desc;
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void BVHLoader::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
mFileName = pFile;
// read file into memory
std::unique_ptr<IOStream> file(pIOHandler->Open(pFile));
if (file.get() == nullptr) {
throw DeadlyImportError("Failed to open file ", pFile, ".");
}
size_t fileSize = file->FileSize();
if (fileSize == 0) {
throw DeadlyImportError("File is too small.");
}
mBuffer.resize(fileSize);
file->Read(&mBuffer.front(), 1, fileSize);
// start reading
mReader = mBuffer.begin();
mLine = 1;
ReadStructure(pScene);
if (!noSkeletonMesh) {
// build a dummy mesh for the skeleton so that we see something at least
SkeletonMeshBuilder meshBuilder(pScene);
}
// construct an animation from all the motion data we read
CreateAnimation(pScene);
}
// ------------------------------------------------------------------------------------------------
// Reads the file
void BVHLoader::ReadStructure(aiScene *pScene) {
// first comes hierarchy
std::string header = GetNextToken();
if (header != "HIERARCHY")
ThrowException("Expected header string \"HIERARCHY\".");
ReadHierarchy(pScene);
// then comes the motion data
std::string motion = GetNextToken();
if (motion != "MOTION")
ThrowException("Expected beginning of motion data \"MOTION\".");
ReadMotion(pScene);
}
// ------------------------------------------------------------------------------------------------
// Reads the hierarchy
void BVHLoader::ReadHierarchy(aiScene *pScene) {
std::string root = GetNextToken();
if (root != "ROOT")
ThrowException("Expected root node \"ROOT\".");
// Go read the hierarchy from here
pScene->mRootNode = ReadNode();
}
// ------------------------------------------------------------------------------------------------
// Reads a node and recursively its children and returns the created node;
aiNode *BVHLoader::ReadNode() {
// first token is name
std::string nodeName = GetNextToken();
if (nodeName.empty() || nodeName == "{")
ThrowException("Expected node name, but found \"", nodeName, "\".");
// then an opening brace should follow
std::string openBrace = GetNextToken();
if (openBrace != "{")
ThrowException("Expected opening brace \"{\", but found \"", openBrace, "\".");
// Create a node
aiNode *node = new aiNode(nodeName);
std::vector<aiNode *> childNodes;
// and create an bone entry for it
mNodes.emplace_back(node);
Node &internNode = mNodes.back();
// now read the node's contents
std::string siteToken;
while (1) {
std::string token = GetNextToken();
// node offset to parent node
if (token == "OFFSET")
ReadNodeOffset(node);
else if (token == "CHANNELS")
ReadNodeChannels(internNode);
else if (token == "JOINT") {
// child node follows
aiNode *child = ReadNode();
child->mParent = node;
childNodes.push_back(child);
} else if (token == "End") {
// The real symbol is "End Site". Second part comes in a separate token
siteToken.clear();
siteToken = GetNextToken();
if (siteToken != "Site")
ThrowException("Expected \"End Site\" keyword, but found \"", token, " ", siteToken, "\".");
aiNode *child = ReadEndSite(nodeName);
child->mParent = node;
childNodes.push_back(child);
} else if (token == "}") {
// we're done with that part of the hierarchy
break;
} else {
// everything else is a parse error
ThrowException("Unknown keyword \"", token, "\".");
}
}
// add the child nodes if there are any
if (childNodes.size() > 0) {
node->mNumChildren = static_cast<unsigned int>(childNodes.size());
node->mChildren = new aiNode *[node->mNumChildren];
std::copy(childNodes.begin(), childNodes.end(), node->mChildren);
}
// and return the sub-hierarchy we built here
return node;
}
// ------------------------------------------------------------------------------------------------
// Reads an end node and returns the created node.
aiNode *BVHLoader::ReadEndSite(const std::string &pParentName) {
// check opening brace
std::string openBrace = GetNextToken();
if (openBrace != "{")
ThrowException("Expected opening brace \"{\", but found \"", openBrace, "\".");
// Create a node
aiNode *node = new aiNode("EndSite_" + pParentName);
// now read the node's contents. Only possible entry is "OFFSET"
std::string token;
while (1) {
token.clear();
token = GetNextToken();
// end node's offset
if (token == "OFFSET") {
ReadNodeOffset(node);
} else if (token == "}") {
// we're done with the end node
break;
} else {
// everything else is a parse error
ThrowException("Unknown keyword \"", token, "\".");
}
}
// and return the sub-hierarchy we built here
return node;
}
// ------------------------------------------------------------------------------------------------
// Reads a node offset for the given node
void BVHLoader::ReadNodeOffset(aiNode *pNode) {
// Offset consists of three floats to read
aiVector3D offset;
offset.x = GetNextTokenAsFloat();
offset.y = GetNextTokenAsFloat();
offset.z = GetNextTokenAsFloat();
// build a transformation matrix from it
pNode->mTransformation = aiMatrix4x4(1.0f, 0.0f, 0.0f, offset.x,
0.0f, 1.0f, 0.0f, offset.y,
0.0f, 0.0f, 1.0f, offset.z,
0.0f, 0.0f, 0.0f, 1.0f);
}
// ------------------------------------------------------------------------------------------------
// Reads the animation channels for the given node
void BVHLoader::ReadNodeChannels(BVHLoader::Node &pNode) {
// number of channels. Use the float reader because we're lazy
float numChannelsFloat = GetNextTokenAsFloat();
unsigned int numChannels = (unsigned int)numChannelsFloat;
for (unsigned int a = 0; a < numChannels; a++) {
std::string channelToken = GetNextToken();
if (channelToken == "Xposition")
pNode.mChannels.push_back(Channel_PositionX);
else if (channelToken == "Yposition")
pNode.mChannels.push_back(Channel_PositionY);
else if (channelToken == "Zposition")
pNode.mChannels.push_back(Channel_PositionZ);
else if (channelToken == "Xrotation")
pNode.mChannels.push_back(Channel_RotationX);
else if (channelToken == "Yrotation")
pNode.mChannels.push_back(Channel_RotationY);
else if (channelToken == "Zrotation")
pNode.mChannels.push_back(Channel_RotationZ);
else
ThrowException("Invalid channel specifier \"", channelToken, "\".");
}
}
// ------------------------------------------------------------------------------------------------
// Reads the motion data
void BVHLoader::ReadMotion(aiScene * /*pScene*/) {
// Read number of frames
std::string tokenFrames = GetNextToken();
if (tokenFrames != "Frames:")
ThrowException("Expected frame count \"Frames:\", but found \"", tokenFrames, "\".");
float numFramesFloat = GetNextTokenAsFloat();
mAnimNumFrames = (unsigned int)numFramesFloat;
// Read frame duration
std::string tokenDuration1 = GetNextToken();
std::string tokenDuration2 = GetNextToken();
if (tokenDuration1 != "Frame" || tokenDuration2 != "Time:")
ThrowException("Expected frame duration \"Frame Time:\", but found \"", tokenDuration1, " ", tokenDuration2, "\".");
mAnimTickDuration = GetNextTokenAsFloat();
// resize value vectors for each node
for (std::vector<Node>::iterator it = mNodes.begin(); it != mNodes.end(); ++it)
it->mChannelValues.reserve(it->mChannels.size() * mAnimNumFrames);
// now read all the data and store it in the corresponding node's value vector
for (unsigned int frame = 0; frame < mAnimNumFrames; ++frame) {
// on each line read the values for all nodes
for (std::vector<Node>::iterator it = mNodes.begin(); it != mNodes.end(); ++it) {
// get as many values as the node has channels
for (unsigned int c = 0; c < it->mChannels.size(); ++c)
it->mChannelValues.push_back(GetNextTokenAsFloat());
}
// after one frame worth of values for all nodes there should be a newline, but we better don't rely on it
}
}
// ------------------------------------------------------------------------------------------------
// Retrieves the next token
std::string BVHLoader::GetNextToken() {
// skip any preceding whitespace
while (mReader != mBuffer.end()) {
if (!isspace((unsigned char)*mReader))
break;
// count lines
if (*mReader == '\n')
mLine++;
++mReader;
}
// collect all chars till the next whitespace. BVH is easy in respect to that.
std::string token;
while (mReader != mBuffer.end()) {
if (isspace((unsigned char)*mReader))
break;
token.push_back(*mReader);
++mReader;
// little extra logic to make sure braces are counted correctly
if (token == "{" || token == "}")
break;
}
// empty token means end of file, which is just fine
return token;
}
// ------------------------------------------------------------------------------------------------
// Reads the next token as a float
float BVHLoader::GetNextTokenAsFloat() {
std::string token = GetNextToken();
if (token.empty())
ThrowException("Unexpected end of file while trying to read a float");
// check if the float is valid by testing if the atof() function consumed every char of the token
const char *ctoken = token.c_str();
float result = 0.0f;
ctoken = fast_atoreal_move<float>(ctoken, result);
if (ctoken != token.c_str() + token.length())
ThrowException("Expected a floating point number, but found \"", token, "\".");
return result;
}
// ------------------------------------------------------------------------------------------------
// Constructs an animation for the motion data and stores it in the given scene
void BVHLoader::CreateAnimation(aiScene *pScene) {
// create the animation
pScene->mNumAnimations = 1;
pScene->mAnimations = new aiAnimation *[1];
aiAnimation *anim = new aiAnimation;
pScene->mAnimations[0] = anim;
// put down the basic parameters
anim->mName.Set("Motion");
anim->mTicksPerSecond = 1.0 / double(mAnimTickDuration);
anim->mDuration = double(mAnimNumFrames - 1);
// now generate the tracks for all nodes
anim->mNumChannels = static_cast<unsigned int>(mNodes.size());
anim->mChannels = new aiNodeAnim *[anim->mNumChannels];
// FIX: set the array elements to nullptr to ensure proper deletion if an exception is thrown
for (unsigned int i = 0; i < anim->mNumChannels; ++i)
anim->mChannels[i] = nullptr;
for (unsigned int a = 0; a < anim->mNumChannels; a++) {
const Node &node = mNodes[a];
const std::string nodeName = std::string(node.mNode->mName.data);
aiNodeAnim *nodeAnim = new aiNodeAnim;
anim->mChannels[a] = nodeAnim;
nodeAnim->mNodeName.Set(nodeName);
std::map<BVHLoader::ChannelType, int> channelMap;
//Build map of channels
for (unsigned int channel = 0; channel < node.mChannels.size(); ++channel) {
channelMap[node.mChannels[channel]] = channel;
}
// translational part, if given
if (node.mChannels.size() == 6) {
nodeAnim->mNumPositionKeys = mAnimNumFrames;
nodeAnim->mPositionKeys = new aiVectorKey[mAnimNumFrames];
aiVectorKey *poskey = nodeAnim->mPositionKeys;
for (unsigned int fr = 0; fr < mAnimNumFrames; ++fr) {
poskey->mTime = double(fr);
// Now compute all translations
for (BVHLoader::ChannelType channel = Channel_PositionX; channel <= Channel_PositionZ; channel = (BVHLoader::ChannelType)(channel + 1)) {
//Find channel in node
std::map<BVHLoader::ChannelType, int>::iterator mapIter = channelMap.find(channel);
if (mapIter == channelMap.end())
throw DeadlyImportError("Missing position channel in node ", nodeName);
else {
int channelIdx = mapIter->second;
switch (channel) {
case Channel_PositionX:
poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + channelIdx];
break;
case Channel_PositionY:
poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + channelIdx];
break;
case Channel_PositionZ:
poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + channelIdx];
break;
default:
break;
}
}
}
++poskey;
}
} else {
// if no translation part is given, put a default sequence
aiVector3D nodePos(node.mNode->mTransformation.a4, node.mNode->mTransformation.b4, node.mNode->mTransformation.c4);
nodeAnim->mNumPositionKeys = 1;
nodeAnim->mPositionKeys = new aiVectorKey[1];
nodeAnim->mPositionKeys[0].mTime = 0.0;
nodeAnim->mPositionKeys[0].mValue = nodePos;
}
// rotation part. Always present. First find value offsets
{
// Then create the number of rotation keys
nodeAnim->mNumRotationKeys = mAnimNumFrames;
nodeAnim->mRotationKeys = new aiQuatKey[mAnimNumFrames];
aiQuatKey *rotkey = nodeAnim->mRotationKeys;
for (unsigned int fr = 0; fr < mAnimNumFrames; ++fr) {
aiMatrix4x4 temp;
aiMatrix3x3 rotMatrix;
for (unsigned int channelIdx = 0; channelIdx < node.mChannels.size(); ++ channelIdx) {
switch (node.mChannels[channelIdx]) {
case Channel_RotationX:
{
const float angle = node.mChannelValues[fr * node.mChannels.size() + channelIdx] * float(AI_MATH_PI) / 180.0f;
aiMatrix4x4::RotationX( angle, temp); rotMatrix *= aiMatrix3x3( temp);
}
break;
case Channel_RotationY:
{
const float angle = node.mChannelValues[fr * node.mChannels.size() + channelIdx] * float(AI_MATH_PI) / 180.0f;
aiMatrix4x4::RotationY( angle, temp); rotMatrix *= aiMatrix3x3( temp);
}
break;
case Channel_RotationZ:
{
const float angle = node.mChannelValues[fr * node.mChannels.size() + channelIdx] * float(AI_MATH_PI) / 180.0f;
aiMatrix4x4::RotationZ( angle, temp); rotMatrix *= aiMatrix3x3( temp);
}
break;
default:
break;
}
}
rotkey->mTime = double(fr);
rotkey->mValue = aiQuaternion(rotMatrix);
++rotkey;
}
}
// scaling part. Always just a default track
{
nodeAnim->mNumScalingKeys = 1;
nodeAnim->mScalingKeys = new aiVectorKey[1];
nodeAnim->mScalingKeys[0].mTime = 0.0;
nodeAnim->mScalingKeys[0].mValue.Set(1.0f, 1.0f, 1.0f);
}
}
}
#endif // !! ASSIMP_BUILD_NO_BVH_IMPORTER

View File

@@ -1,181 +0,0 @@
#include "BlenderCustomData.h"
#include "BlenderDNA.h"
#include <array>
#include <functional>
namespace Assimp {
namespace Blender {
/**
* @brief read/convert of Structure array to memory
*/
template <typename T>
bool read(const Structure &s, T *p, const size_t cnt, const FileDatabase &db) {
for (size_t i = 0; i < cnt; ++i) {
T read;
s.Convert(read, db);
*p = read;
p++;
}
return true;
}
/**
* @brief pointer to function read memory for n CustomData types
*/
typedef bool (*PRead)(ElemBase *pOut, const size_t cnt, const FileDatabase &db);
typedef ElemBase *(*PCreate)(const size_t cnt);
typedef void (*PDestroy)(ElemBase *);
#define IMPL_STRUCT_READ(ty) \
bool read##ty(ElemBase *v, const size_t cnt, const FileDatabase &db) { \
ty *ptr = dynamic_cast<ty *>(v); \
if (nullptr == ptr) { \
return false; \
} \
return read<ty>(db.dna[#ty], ptr, cnt, db); \
}
#define IMPL_STRUCT_CREATE(ty) \
ElemBase *create##ty(const size_t cnt) { \
return new ty[cnt]; \
}
#define IMPL_STRUCT_DESTROY(ty) \
void destroy##ty(ElemBase *pE) { \
ty *p = dynamic_cast<ty *>(pE); \
delete[] p; \
}
/**
* @brief helper macro to define Structure functions
*/
#define IMPL_STRUCT(ty) \
IMPL_STRUCT_READ(ty) \
IMPL_STRUCT_CREATE(ty) \
IMPL_STRUCT_DESTROY(ty)
// supported structures for CustomData
IMPL_STRUCT(MVert)
IMPL_STRUCT(MEdge)
IMPL_STRUCT(MFace)
IMPL_STRUCT(MTFace)
IMPL_STRUCT(MTexPoly)
IMPL_STRUCT(MLoopUV)
IMPL_STRUCT(MLoopCol)
IMPL_STRUCT(MPoly)
IMPL_STRUCT(MLoop)
/**
* @brief describes the size of data and the read function to be used for single CustomerData.type
*/
struct CustomDataTypeDescription {
PRead Read; ///< function to read one CustomData type element
PCreate Create; ///< function to allocate n type elements
PDestroy Destroy;
CustomDataTypeDescription(PRead read, PCreate create, PDestroy destroy) :
Read(read), Create(create), Destroy(destroy) {}
};
/**
* @brief helper macro to define Structure type specific CustomDataTypeDescription
* @note IMPL_STRUCT_READ for same ty must be used earlier to implement the typespecific read function
*/
#define DECL_STRUCT_CUSTOMDATATYPEDESCRIPTION(ty) \
CustomDataTypeDescription { &read##ty, &create##ty, &destroy##ty }
/**
* @brief helper macro to define CustomDataTypeDescription for UNSUPPORTED type
*/
#define DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION \
CustomDataTypeDescription { nullptr, nullptr, nullptr }
/**
* @brief descriptors for data pointed to from CustomDataLayer.data
* @note some of the CustomData uses already well defined Structures
* other (like CD_ORCO, ...) uses arrays of rawtypes or even arrays of Structures
* use a special readfunction for that cases
*/
std::array<CustomDataTypeDescription, CD_NUMTYPES> customDataTypeDescriptions = { { DECL_STRUCT_CUSTOMDATATYPEDESCRIPTION(MVert),
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_STRUCT_CUSTOMDATATYPEDESCRIPTION(MEdge),
DECL_STRUCT_CUSTOMDATATYPEDESCRIPTION(MFace),
DECL_STRUCT_CUSTOMDATATYPEDESCRIPTION(MTFace),
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_STRUCT_CUSTOMDATATYPEDESCRIPTION(MTexPoly),
DECL_STRUCT_CUSTOMDATATYPEDESCRIPTION(MLoopUV),
DECL_STRUCT_CUSTOMDATATYPEDESCRIPTION(MLoopCol),
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_STRUCT_CUSTOMDATATYPEDESCRIPTION(MPoly),
DECL_STRUCT_CUSTOMDATATYPEDESCRIPTION(MLoop),
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION,
DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION } };
bool isValidCustomDataType(const int cdtype) {
return cdtype >= 0 && cdtype < CD_NUMTYPES;
}
bool readCustomData(std::shared_ptr<ElemBase> &out, const int cdtype, const size_t cnt, const FileDatabase &db) {
if (!isValidCustomDataType(cdtype)) {
throw Error("CustomData.type ", cdtype, " out of index");
}
const CustomDataTypeDescription cdtd = customDataTypeDescriptions[cdtype];
if (cdtd.Read && cdtd.Create && cdtd.Destroy && cnt > 0) {
// allocate cnt elements and parse them from file
out.reset(cdtd.Create(cnt), cdtd.Destroy);
return cdtd.Read(out.get(), cnt, db);
}
return false;
}
std::shared_ptr<CustomDataLayer> getCustomDataLayer(const CustomData &customdata, const CustomDataType cdtype, const std::string &name) {
for (auto it = customdata.layers.begin(); it != customdata.layers.end(); ++it) {
if (it->get()->type == cdtype && name == it->get()->name) {
return *it;
}
}
return nullptr;
}
const ElemBase *getCustomDataLayerData(const CustomData &customdata, const CustomDataType cdtype, const std::string &name) {
const std::shared_ptr<CustomDataLayer> pLayer = getCustomDataLayer(customdata, cdtype, name);
if (pLayer && pLayer->data) {
return pLayer->data.get();
}
return nullptr;
}
} // namespace Blender
} // namespace Assimp

View File

@@ -1,198 +0,0 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file BlenderLoader.h
* @brief Declaration of the Blender 3D (*.blend) importer class.
*/
#pragma once
#ifndef INCLUDED_AI_BLEND_LOADER_H
#define INCLUDED_AI_BLEND_LOADER_H
#include <assimp/BaseImporter.h>
#include <assimp/LogAux.h>
#include <memory>
struct aiNode;
struct aiMesh;
struct aiLight;
struct aiCamera;
struct aiMaterial;
namespace Assimp {
// TinyFormatter.h
namespace Formatter {
template <typename T, typename TR, typename A>
class basic_formatter;
typedef class basic_formatter<char, std::char_traits<char>, std::allocator<char>> format;
} // namespace Formatter
// BlenderDNA.h
namespace Blender {
class FileDatabase;
struct ElemBase;
} // namespace Blender
// BlenderScene.h
namespace Blender {
struct Scene;
struct Object;
struct Collection;
struct Mesh;
struct Camera;
struct Lamp;
struct MTex;
struct Image;
struct Material;
} // namespace Blender
// BlenderIntermediate.h
namespace Blender {
struct ConversionData;
template <template <typename, typename> class TCLASS, typename T>
struct TempArray;
} // namespace Blender
// BlenderModifier.h
namespace Blender {
class BlenderModifierShowcase;
class BlenderModifier;
} // namespace Blender
// -------------------------------------------------------------------------------------------
/** Load blenders official binary format. The actual file structure (the `DNA` how they
* call it is outsourced to BlenderDNA.cpp/BlenderDNA.h. This class only performs the
* conversion from intermediate format to aiScene. */
// -------------------------------------------------------------------------------------------
class BlenderImporter : public BaseImporter, public LogFunctions<BlenderImporter> {
public:
BlenderImporter();
~BlenderImporter() override;
bool CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const override;
protected:
const aiImporterDesc *GetInfo() const override;
void SetupProperties(const Importer *pImp) override;
void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) override;
void ParseBlendFile(Blender::FileDatabase &out, std::shared_ptr<IOStream> stream);
void ExtractScene(Blender::Scene &out, const Blender::FileDatabase &file);
void ParseSubCollection(const Blender::Scene &in, aiNode *root, const std::shared_ptr<Blender::Collection>& collection, Blender::ConversionData &conv_data);
void ConvertBlendFile(aiScene *out, const Blender::Scene &in, const Blender::FileDatabase &file);
private:
aiNode *ConvertNode(const Blender::Scene &in,
const Blender::Object *obj,
Blender::ConversionData &conv_info,
const aiMatrix4x4 &parentTransform);
// --------------------
void ConvertMesh(const Blender::Scene &in,
const Blender::Object *obj,
const Blender::Mesh *mesh,
Blender::ConversionData &conv_data,
Blender::TempArray<std::vector, aiMesh> &temp);
// --------------------
aiLight *ConvertLight(const Blender::Scene &in,
const Blender::Object *obj,
const Blender::Lamp *mesh,
Blender::ConversionData &conv_data);
// --------------------
aiCamera *ConvertCamera(const Blender::Scene &in,
const Blender::Object *obj,
const Blender::Camera *mesh,
Blender::ConversionData &conv_data);
// --------------------
void BuildDefaultMaterial(
Blender::ConversionData &conv_data);
// --------------------
void AddBlendParams(
aiMaterial *result,
const Blender::Material *source);
// --------------------
void BuildMaterials(
Blender::ConversionData &conv_data);
// --------------------
void ResolveTexture(
aiMaterial *out,
const Blender::Material *mat,
const Blender::MTex *tex,
Blender::ConversionData &conv_data);
// --------------------
void ResolveImage(
aiMaterial *out,
const Blender::Material *mat,
const Blender::MTex *tex,
const Blender::Image *img,
Blender::ConversionData &conv_data);
// --------------------
void AddSentinelTexture(
aiMaterial *out,
const Blender::Material *mat,
const Blender::MTex *tex,
Blender::ConversionData &conv_data);
private: // static stuff, mostly logging and error reporting.
// --------------------
static void CheckActualType(const Blender::ElemBase *dt,
const char *check);
// --------------------
static void NotSupportedObjectType(const Blender::Object *obj,
const char *type);
private:
Blender::BlenderModifierShowcase *modifier_cache;
}; // !class BlenderImporter
} // end of namespace Assimp
#endif // AI_UNREALIMPORTER_H_INC

View File

@@ -1,897 +0,0 @@
/*
Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2020, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file BlenderScene.cpp
* @brief MACHINE GENERATED BY ./scripts/BlenderImporter/genblenddna.py
*/
#ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER
#include "BlenderScene.h"
#include "BlenderCustomData.h"
#include "BlenderDNA.h"
#include "BlenderSceneGen.h"
namespace Assimp {
namespace Blender {
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<Object>(
Object &dest,
const FileDatabase &db) const {
ReadField<ErrorPolicy_Fail>(dest.id, "id", db);
int temp = 0;
ReadField<ErrorPolicy_Fail>(temp, "type", db);
dest.type = static_cast<Assimp::Blender::Object::Type>(temp);
ReadFieldArray2<ErrorPolicy_Warn>(dest.obmat, "obmat", db);
ReadFieldArray2<ErrorPolicy_Warn>(dest.parentinv, "parentinv", db);
ReadFieldArray<ErrorPolicy_Warn>(dest.parsubstr, "parsubstr", db);
{
std::shared_ptr<Object> parent;
ReadFieldPtr<ErrorPolicy_Warn>(parent, "*parent", db);
dest.parent = parent.get();
}
ReadFieldPtr<ErrorPolicy_Warn>(dest.track, "*track", db);
ReadFieldPtr<ErrorPolicy_Warn>(dest.proxy, "*proxy", db);
ReadFieldPtr<ErrorPolicy_Warn>(dest.proxy_from, "*proxy_from", db);
ReadFieldPtr<ErrorPolicy_Warn>(dest.proxy_group, "*proxy_group", db);
ReadFieldPtr<ErrorPolicy_Warn>(dest.dup_group, "*dup_group", db);
ReadFieldPtr<ErrorPolicy_Fail>(dest.data, "*data", db);
ReadField<ErrorPolicy_Igno>(dest.modifiers, "modifiers", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<Group>(
Group &dest,
const FileDatabase &db) const {
ReadField<ErrorPolicy_Fail>(dest.id, "id", db);
ReadField<ErrorPolicy_Igno>(dest.layer, "layer", db);
ReadFieldPtr<ErrorPolicy_Igno>(dest.gobject, "*gobject", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure::Convert<CollectionObject>(
CollectionObject &dest,
const FileDatabase &db) const {
ReadFieldPtr<ErrorPolicy_Fail>(dest.next, "*next", db);
{
//std::shared_ptr<CollectionObject> prev;
//ReadFieldPtr<ErrorPolicy_Fail>(prev, "*prev", db);
//dest.prev = prev.get();
std::shared_ptr<Object> ob;
ReadFieldPtr<ErrorPolicy_Igno>(ob, "*ob", db);
dest.ob = ob.get();
}
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure::Convert<CollectionChild>(
CollectionChild &dest,
const FileDatabase &db) const {
ReadFieldPtr<ErrorPolicy_Fail>(dest.prev, "*prev", db);
ReadFieldPtr<ErrorPolicy_Fail>(dest.next, "*next", db);
ReadFieldPtr<ErrorPolicy_Igno>(dest.collection, "*collection", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure::Convert<Collection>(
Collection &dest,
const FileDatabase &db) const {
ReadField<ErrorPolicy_Fail>(dest.id, "id", db);
ReadField<ErrorPolicy_Fail>(dest.gobject, "gobject", db);
ReadField<ErrorPolicy_Fail>(dest.children, "children", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<MTex>(
MTex &dest,
const FileDatabase &db) const {
int temp_short = 0;
ReadField<ErrorPolicy_Igno>(temp_short, "mapto", db);
dest.mapto = static_cast<Assimp::Blender::MTex::MapType>(temp_short);
int temp = 0;
ReadField<ErrorPolicy_Igno>(temp, "blendtype", db);
dest.blendtype = static_cast<Assimp::Blender::MTex::BlendType>(temp);
ReadFieldPtr<ErrorPolicy_Igno>(dest.object, "*object", db);
ReadFieldPtr<ErrorPolicy_Igno>(dest.tex, "*tex", db);
ReadFieldArray<ErrorPolicy_Igno>(dest.uvname, "uvname", db);
ReadField<ErrorPolicy_Igno>(temp, "projx", db);
dest.projx = static_cast<Assimp::Blender::MTex::Projection>(temp);
ReadField<ErrorPolicy_Igno>(temp, "projy", db);
dest.projy = static_cast<Assimp::Blender::MTex::Projection>(temp);
ReadField<ErrorPolicy_Igno>(temp, "projz", db);
dest.projz = static_cast<Assimp::Blender::MTex::Projection>(temp);
ReadField<ErrorPolicy_Igno>(dest.mapping, "mapping", db);
ReadFieldArray<ErrorPolicy_Igno>(dest.ofs, "ofs", db);
ReadFieldArray<ErrorPolicy_Igno>(dest.size, "size", db);
ReadField<ErrorPolicy_Igno>(dest.rot, "rot", db);
ReadField<ErrorPolicy_Igno>(dest.texflag, "texflag", db);
ReadField<ErrorPolicy_Igno>(dest.colormodel, "colormodel", db);
ReadField<ErrorPolicy_Igno>(dest.pmapto, "pmapto", db);
ReadField<ErrorPolicy_Igno>(dest.pmaptoneg, "pmaptoneg", db);
ReadField<ErrorPolicy_Warn>(dest.r, "r", db);
ReadField<ErrorPolicy_Warn>(dest.g, "g", db);
ReadField<ErrorPolicy_Warn>(dest.b, "b", db);
ReadField<ErrorPolicy_Warn>(dest.k, "k", db);
ReadField<ErrorPolicy_Igno>(dest.colspecfac, "colspecfac", db);
ReadField<ErrorPolicy_Igno>(dest.mirrfac, "mirrfac", db);
ReadField<ErrorPolicy_Igno>(dest.alphafac, "alphafac", db);
ReadField<ErrorPolicy_Igno>(dest.difffac, "difffac", db);
ReadField<ErrorPolicy_Igno>(dest.specfac, "specfac", db);
ReadField<ErrorPolicy_Igno>(dest.emitfac, "emitfac", db);
ReadField<ErrorPolicy_Igno>(dest.hardfac, "hardfac", db);
ReadField<ErrorPolicy_Igno>(dest.norfac, "norfac", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<TFace>(
TFace &dest,
const FileDatabase &db) const {
ReadFieldArray2<ErrorPolicy_Fail>(dest.uv, "uv", db);
ReadFieldArray<ErrorPolicy_Fail>(dest.col, "col", db);
ReadField<ErrorPolicy_Igno>(dest.flag, "flag", db);
ReadField<ErrorPolicy_Igno>(dest.mode, "mode", db);
ReadField<ErrorPolicy_Igno>(dest.tile, "tile", db);
ReadField<ErrorPolicy_Igno>(dest.unwrap, "unwrap", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<SubsurfModifierData>(
SubsurfModifierData &dest,
const FileDatabase &db) const {
ReadField<ErrorPolicy_Fail>(dest.modifier, "modifier", db);
ReadField<ErrorPolicy_Warn>(dest.subdivType, "subdivType", db);
ReadField<ErrorPolicy_Fail>(dest.levels, "levels", db);
ReadField<ErrorPolicy_Igno>(dest.renderLevels, "renderLevels", db);
ReadField<ErrorPolicy_Igno>(dest.flags, "flags", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<MFace>(
MFace &dest,
const FileDatabase &db) const {
ReadField<ErrorPolicy_Fail>(dest.v1, "v1", db);
ReadField<ErrorPolicy_Fail>(dest.v2, "v2", db);
ReadField<ErrorPolicy_Fail>(dest.v3, "v3", db);
ReadField<ErrorPolicy_Fail>(dest.v4, "v4", db);
ReadField<ErrorPolicy_Fail>(dest.mat_nr, "mat_nr", db);
ReadField<ErrorPolicy_Igno>(dest.flag, "flag", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<Lamp>(
Lamp &dest,
const FileDatabase &db) const {
ReadField<ErrorPolicy_Fail>(dest.id, "id", db);
int temp = 0;
ReadField<ErrorPolicy_Fail>(temp, "type", db);
dest.type = static_cast<Assimp::Blender::Lamp::Type>(temp);
ReadField<ErrorPolicy_Igno>(dest.flags, "flag", db);
ReadField<ErrorPolicy_Igno>(dest.colormodel, "colormodel", db);
ReadField<ErrorPolicy_Igno>(dest.totex, "totex", db);
ReadField<ErrorPolicy_Warn>(dest.r, "r", db);
ReadField<ErrorPolicy_Warn>(dest.g, "g", db);
ReadField<ErrorPolicy_Warn>(dest.b, "b", db);
ReadField<ErrorPolicy_Warn>(dest.k, "k", db);
ReadField<ErrorPolicy_Igno>(dest.energy, "energy", db);
ReadField<ErrorPolicy_Warn>(dest.dist, "dist", db);
ReadField<ErrorPolicy_Igno>(dest.spotsize, "spotsize", db);
ReadField<ErrorPolicy_Igno>(dest.spotblend, "spotblend", db);
ReadField<ErrorPolicy_Warn>(dest.constant_coefficient, "coeff_const", db);
ReadField<ErrorPolicy_Warn>(dest.linear_coefficient, "coeff_lin", db);
ReadField<ErrorPolicy_Warn>(dest.quadratic_coefficient, "coeff_quad", db);
ReadField<ErrorPolicy_Igno>(dest.att1, "att1", db);
ReadField<ErrorPolicy_Igno>(dest.att2, "att2", db);
ReadField<ErrorPolicy_Igno>(temp, "falloff_type", db);
dest.falloff_type = static_cast<Assimp::Blender::Lamp::FalloffType>(temp);
ReadField<ErrorPolicy_Igno>(dest.sun_brightness, "sun_brightness", db);
ReadField<ErrorPolicy_Igno>(dest.area_size, "area_size", db);
ReadField<ErrorPolicy_Igno>(dest.area_sizey, "area_sizey", db);
ReadField<ErrorPolicy_Igno>(dest.area_sizez, "area_sizez", db);
ReadField<ErrorPolicy_Igno>(dest.area_shape, "area_shape", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<MDeformWeight>(
MDeformWeight &dest,
const FileDatabase &db) const {
ReadField<ErrorPolicy_Fail>(dest.def_nr, "def_nr", db);
ReadField<ErrorPolicy_Fail>(dest.weight, "weight", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<PackedFile>(
PackedFile &dest,
const FileDatabase &db) const {
ReadField<ErrorPolicy_Warn>(dest.size, "size", db);
ReadField<ErrorPolicy_Warn>(dest.seek, "seek", db);
ReadFieldPtr<ErrorPolicy_Warn>(dest.data, "*data", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<Base>(
Base &dest,
const FileDatabase &db) const {
// note: as per https://github.com/assimp/assimp/issues/128,
// reading the Object linked list recursively is prone to stack overflow.
// This structure converter is therefore an hand-written exception that
// does it iteratively.
const int initial_pos = db.reader->GetCurrentPos();
std::pair<Base *, int> todo = std::make_pair(&dest, initial_pos);
for (;;) {
Base &cur_dest = *todo.first;
db.reader->SetCurrentPos(todo.second);
// we know that this is a double-linked, circular list which we never
// traverse backwards, so don't bother resolving the back links.
cur_dest.prev = nullptr;
ReadFieldPtr<ErrorPolicy_Warn>(cur_dest.object, "*object", db);
// the return value of ReadFieldPtr indicates whether the object
// was already cached. In this case, we don't need to resolve
// it again.
if (!ReadFieldPtr<ErrorPolicy_Warn>(cur_dest.next, "*next", db, true) && cur_dest.next) {
todo = std::make_pair(&*cur_dest.next, db.reader->GetCurrentPos());
continue;
}
break;
}
db.reader->SetCurrentPos(initial_pos + size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<MTFace>(
MTFace &dest,
const FileDatabase &db) const {
ReadFieldArray2<ErrorPolicy_Fail>(dest.uv, "uv", db);
ReadField<ErrorPolicy_Igno>(dest.flag, "flag", db);
ReadField<ErrorPolicy_Igno>(dest.mode, "mode", db);
ReadField<ErrorPolicy_Igno>(dest.tile, "tile", db);
ReadField<ErrorPolicy_Igno>(dest.unwrap, "unwrap", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<Material>(
Material &dest,
const FileDatabase &db) const {
ReadField<ErrorPolicy_Fail>(dest.id, "id", db);
ReadField<ErrorPolicy_Warn>(dest.r, "r", db);
ReadField<ErrorPolicy_Warn>(dest.g, "g", db);
ReadField<ErrorPolicy_Warn>(dest.b, "b", db);
ReadField<ErrorPolicy_Warn>(dest.specr, "specr", db);
ReadField<ErrorPolicy_Warn>(dest.specg, "specg", db);
ReadField<ErrorPolicy_Warn>(dest.specb, "specb", db);
ReadField<ErrorPolicy_Igno>(dest.har, "har", db);
ReadField<ErrorPolicy_Warn>(dest.ambr, "ambr", db);
ReadField<ErrorPolicy_Warn>(dest.ambg, "ambg", db);
ReadField<ErrorPolicy_Warn>(dest.ambb, "ambb", db);
ReadField<ErrorPolicy_Igno>(dest.mirr, "mirr", db);
ReadField<ErrorPolicy_Igno>(dest.mirg, "mirg", db);
ReadField<ErrorPolicy_Igno>(dest.mirb, "mirb", db);
ReadField<ErrorPolicy_Warn>(dest.emit, "emit", db);
ReadField<ErrorPolicy_Igno>(dest.ray_mirror, "ray_mirror", db);
ReadField<ErrorPolicy_Warn>(dest.alpha, "alpha", db);
ReadField<ErrorPolicy_Igno>(dest.ref, "ref", db);
ReadField<ErrorPolicy_Igno>(dest.translucency, "translucency", db);
ReadField<ErrorPolicy_Igno>(dest.mode, "mode", db);
ReadField<ErrorPolicy_Igno>(dest.roughness, "roughness", db);
ReadField<ErrorPolicy_Igno>(dest.darkness, "darkness", db);
ReadField<ErrorPolicy_Igno>(dest.refrac, "refrac", db);
ReadFieldPtr<ErrorPolicy_Igno>(dest.group, "*group", db);
ReadField<ErrorPolicy_Warn>(dest.diff_shader, "diff_shader", db);
ReadField<ErrorPolicy_Warn>(dest.spec_shader, "spec_shader", db);
ReadFieldPtr<ErrorPolicy_Igno>(dest.mtex, "*mtex", db);
ReadField<ErrorPolicy_Igno>(dest.amb, "amb", db);
ReadField<ErrorPolicy_Igno>(dest.ang, "ang", db);
ReadField<ErrorPolicy_Igno>(dest.spectra, "spectra", db);
ReadField<ErrorPolicy_Igno>(dest.spec, "spec", db);
ReadField<ErrorPolicy_Igno>(dest.zoffs, "zoffs", db);
ReadField<ErrorPolicy_Igno>(dest.add, "add", db);
ReadField<ErrorPolicy_Igno>(dest.fresnel_mir, "fresnel_mir", db);
ReadField<ErrorPolicy_Igno>(dest.fresnel_mir_i, "fresnel_mir_i", db);
ReadField<ErrorPolicy_Igno>(dest.fresnel_tra, "fresnel_tra", db);
ReadField<ErrorPolicy_Igno>(dest.fresnel_tra_i, "fresnel_tra_i", db);
ReadField<ErrorPolicy_Igno>(dest.filter, "filter", db);
ReadField<ErrorPolicy_Igno>(dest.tx_limit, "tx_limit", db);
ReadField<ErrorPolicy_Igno>(dest.tx_falloff, "tx_falloff", db);
ReadField<ErrorPolicy_Igno>(dest.gloss_mir, "gloss_mir", db);
ReadField<ErrorPolicy_Igno>(dest.gloss_tra, "gloss_tra", db);
ReadField<ErrorPolicy_Igno>(dest.adapt_thresh_mir, "adapt_thresh_mir", db);
ReadField<ErrorPolicy_Igno>(dest.adapt_thresh_tra, "adapt_thresh_tra", db);
ReadField<ErrorPolicy_Igno>(dest.aniso_gloss_mir, "aniso_gloss_mir", db);
ReadField<ErrorPolicy_Igno>(dest.dist_mir, "dist_mir", db);
ReadField<ErrorPolicy_Igno>(dest.hasize, "hasize", db);
ReadField<ErrorPolicy_Igno>(dest.flaresize, "flaresize", db);
ReadField<ErrorPolicy_Igno>(dest.subsize, "subsize", db);
ReadField<ErrorPolicy_Igno>(dest.flareboost, "flareboost", db);
ReadField<ErrorPolicy_Igno>(dest.strand_sta, "strand_sta", db);
ReadField<ErrorPolicy_Igno>(dest.strand_end, "strand_end", db);
ReadField<ErrorPolicy_Igno>(dest.strand_ease, "strand_ease", db);
ReadField<ErrorPolicy_Igno>(dest.strand_surfnor, "strand_surfnor", db);
ReadField<ErrorPolicy_Igno>(dest.strand_min, "strand_min", db);
ReadField<ErrorPolicy_Igno>(dest.strand_widthfade, "strand_widthfade", db);
ReadField<ErrorPolicy_Igno>(dest.sbias, "sbias", db);
ReadField<ErrorPolicy_Igno>(dest.lbias, "lbias", db);
ReadField<ErrorPolicy_Igno>(dest.shad_alpha, "shad_alpha", db);
ReadField<ErrorPolicy_Igno>(dest.param, "param", db);
ReadField<ErrorPolicy_Igno>(dest.rms, "rms", db);
ReadField<ErrorPolicy_Igno>(dest.rampfac_col, "rampfac_col", db);
ReadField<ErrorPolicy_Igno>(dest.rampfac_spec, "rampfac_spec", db);
ReadField<ErrorPolicy_Igno>(dest.friction, "friction", db);
ReadField<ErrorPolicy_Igno>(dest.fh, "fh", db);
ReadField<ErrorPolicy_Igno>(dest.reflect, "reflect", db);
ReadField<ErrorPolicy_Igno>(dest.fhdist, "fhdist", db);
ReadField<ErrorPolicy_Igno>(dest.xyfrict, "xyfrict", db);
ReadField<ErrorPolicy_Igno>(dest.sss_radius, "sss_radius", db);
ReadField<ErrorPolicy_Igno>(dest.sss_col, "sss_col", db);
ReadField<ErrorPolicy_Igno>(dest.sss_error, "sss_error", db);
ReadField<ErrorPolicy_Igno>(dest.sss_scale, "sss_scale", db);
ReadField<ErrorPolicy_Igno>(dest.sss_ior, "sss_ior", db);
ReadField<ErrorPolicy_Igno>(dest.sss_colfac, "sss_colfac", db);
ReadField<ErrorPolicy_Igno>(dest.sss_texfac, "sss_texfac", db);
ReadField<ErrorPolicy_Igno>(dest.sss_front, "sss_front", db);
ReadField<ErrorPolicy_Igno>(dest.sss_back, "sss_back", db);
ReadField<ErrorPolicy_Igno>(dest.material_type, "material_type", db);
ReadField<ErrorPolicy_Igno>(dest.flag, "flag", db);
ReadField<ErrorPolicy_Igno>(dest.ray_depth, "ray_depth", db);
ReadField<ErrorPolicy_Igno>(dest.ray_depth_tra, "ray_depth_tra", db);
ReadField<ErrorPolicy_Igno>(dest.samp_gloss_mir, "samp_gloss_mir", db);
ReadField<ErrorPolicy_Igno>(dest.samp_gloss_tra, "samp_gloss_tra", db);
ReadField<ErrorPolicy_Igno>(dest.fadeto_mir, "fadeto_mir", db);
ReadField<ErrorPolicy_Igno>(dest.shade_flag, "shade_flag", db);
ReadField<ErrorPolicy_Igno>(dest.flarec, "flarec", db);
ReadField<ErrorPolicy_Igno>(dest.starc, "starc", db);
ReadField<ErrorPolicy_Igno>(dest.linec, "linec", db);
ReadField<ErrorPolicy_Igno>(dest.ringc, "ringc", db);
ReadField<ErrorPolicy_Igno>(dest.pr_lamp, "pr_lamp", db);
ReadField<ErrorPolicy_Igno>(dest.pr_texture, "pr_texture", db);
ReadField<ErrorPolicy_Igno>(dest.ml_flag, "ml_flag", db);
ReadField<ErrorPolicy_Igno>(dest.diff_shader, "diff_shader", db);
ReadField<ErrorPolicy_Igno>(dest.spec_shader, "spec_shader", db);
ReadField<ErrorPolicy_Igno>(dest.texco, "texco", db);
ReadField<ErrorPolicy_Igno>(dest.mapto, "mapto", db);
ReadField<ErrorPolicy_Igno>(dest.ramp_show, "ramp_show", db);
ReadField<ErrorPolicy_Igno>(dest.pad3, "pad3", db);
ReadField<ErrorPolicy_Igno>(dest.dynamode, "dynamode", db);
ReadField<ErrorPolicy_Igno>(dest.pad2, "pad2", db);
ReadField<ErrorPolicy_Igno>(dest.sss_flag, "sss_flag", db);
ReadField<ErrorPolicy_Igno>(dest.sss_preset, "sss_preset", db);
ReadField<ErrorPolicy_Igno>(dest.shadowonly_flag, "shadowonly_flag", db);
ReadField<ErrorPolicy_Igno>(dest.index, "index", db);
ReadField<ErrorPolicy_Igno>(dest.vcol_alpha, "vcol_alpha", db);
ReadField<ErrorPolicy_Igno>(dest.pad4, "pad4", db);
ReadField<ErrorPolicy_Igno>(dest.seed1, "seed1", db);
ReadField<ErrorPolicy_Igno>(dest.seed2, "seed2", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<MTexPoly>(
MTexPoly &dest,
const FileDatabase &db) const {
{
std::shared_ptr<Image> tpage;
ReadFieldPtr<ErrorPolicy_Igno>(tpage, "*tpage", db);
dest.tpage = tpage.get();
}
ReadField<ErrorPolicy_Igno>(dest.flag, "flag", db);
ReadField<ErrorPolicy_Igno>(dest.transp, "transp", db);
ReadField<ErrorPolicy_Igno>(dest.mode, "mode", db);
ReadField<ErrorPolicy_Igno>(dest.tile, "tile", db);
ReadField<ErrorPolicy_Igno>(dest.pad, "pad", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<Mesh>(
Mesh &dest,
const FileDatabase &db) const {
ReadField<ErrorPolicy_Fail>(dest.id, "id", db);
ReadField<ErrorPolicy_Fail>(dest.totface, "totface", db);
ReadField<ErrorPolicy_Fail>(dest.totedge, "totedge", db);
ReadField<ErrorPolicy_Fail>(dest.totvert, "totvert", db);
ReadField<ErrorPolicy_Igno>(dest.totloop, "totloop", db);
ReadField<ErrorPolicy_Igno>(dest.totpoly, "totpoly", db);
ReadField<ErrorPolicy_Igno>(dest.subdiv, "subdiv", db);
ReadField<ErrorPolicy_Igno>(dest.subdivr, "subdivr", db);
ReadField<ErrorPolicy_Igno>(dest.subsurftype, "subsurftype", db);
ReadField<ErrorPolicy_Igno>(dest.smoothresh, "smoothresh", db);
ReadFieldPtr<ErrorPolicy_Fail>(dest.mface, "*mface", db);
ReadFieldPtr<ErrorPolicy_Igno>(dest.mtface, "*mtface", db);
ReadFieldPtr<ErrorPolicy_Igno>(dest.tface, "*tface", db);
ReadFieldPtr<ErrorPolicy_Fail>(dest.mvert, "*mvert", db);
ReadFieldPtr<ErrorPolicy_Warn>(dest.medge, "*medge", db);
ReadFieldPtr<ErrorPolicy_Igno>(dest.mloop, "*mloop", db);
ReadFieldPtr<ErrorPolicy_Igno>(dest.mloopuv, "*mloopuv", db);
ReadFieldPtr<ErrorPolicy_Igno>(dest.mloopcol, "*mloopcol", db);
ReadFieldPtr<ErrorPolicy_Igno>(dest.mpoly, "*mpoly", db);
ReadFieldPtr<ErrorPolicy_Igno>(dest.mtpoly, "*mtpoly", db);
ReadFieldPtr<ErrorPolicy_Igno>(dest.dvert, "*dvert", db);
ReadFieldPtr<ErrorPolicy_Igno>(dest.mcol, "*mcol", db);
ReadFieldPtr<ErrorPolicy_Fail>(dest.mat, "**mat", db);
ReadField<ErrorPolicy_Igno>(dest.vdata, "vdata", db);
ReadField<ErrorPolicy_Igno>(dest.edata, "edata", db);
ReadField<ErrorPolicy_Igno>(dest.fdata, "fdata", db);
ReadField<ErrorPolicy_Igno>(dest.pdata, "pdata", db);
ReadField<ErrorPolicy_Warn>(dest.ldata, "ldata", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<MDeformVert>(
MDeformVert &dest,
const FileDatabase &db) const {
ReadFieldPtr<ErrorPolicy_Warn>(dest.dw, "*dw", db);
ReadField<ErrorPolicy_Igno>(dest.totweight, "totweight", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<World>(
World &dest,
const FileDatabase &db) const {
ReadField<ErrorPolicy_Fail>(dest.id, "id", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<MLoopCol>(
MLoopCol &dest,
const FileDatabase &db) const {
ReadField<ErrorPolicy_Igno>(dest.r, "r", db);
ReadField<ErrorPolicy_Igno>(dest.g, "g", db);
ReadField<ErrorPolicy_Igno>(dest.b, "b", db);
ReadField<ErrorPolicy_Igno>(dest.a, "a", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<MVert>(
MVert &dest,
const FileDatabase &db) const {
ReadFieldArray<ErrorPolicy_Fail>(dest.co, "co", db);
ReadFieldArray<ErrorPolicy_Fail>(dest.no, "no", db);
ReadField<ErrorPolicy_Igno>(dest.flag, "flag", db);
//ReadField<ErrorPolicy_Warn>(dest.mat_nr,"mat_nr",db);
ReadField<ErrorPolicy_Igno>(dest.bweight, "bweight", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<MEdge>(
MEdge &dest,
const FileDatabase &db) const {
ReadField<ErrorPolicy_Fail>(dest.v1, "v1", db);
ReadField<ErrorPolicy_Fail>(dest.v2, "v2", db);
ReadField<ErrorPolicy_Igno>(dest.crease, "crease", db);
ReadField<ErrorPolicy_Igno>(dest.bweight, "bweight", db);
ReadField<ErrorPolicy_Igno>(dest.flag, "flag", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<MLoopUV>(
MLoopUV &dest,
const FileDatabase &db) const {
ReadFieldArray<ErrorPolicy_Igno>(dest.uv, "uv", db);
ReadField<ErrorPolicy_Igno>(dest.flag, "flag", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<GroupObject>(
GroupObject &dest,
const FileDatabase &db) const {
ReadFieldPtr<ErrorPolicy_Fail>(dest.prev, "*prev", db);
ReadFieldPtr<ErrorPolicy_Fail>(dest.next, "*next", db);
ReadFieldPtr<ErrorPolicy_Igno>(dest.ob, "*ob", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<ListBase>(
ListBase &dest,
const FileDatabase &db) const {
ReadFieldPtr<ErrorPolicy_Igno>(dest.first, "*first", db);
std::shared_ptr<ElemBase> last;
ReadFieldPtr<ErrorPolicy_Igno>(last, "*last", db);
dest.last = last;
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<MLoop>(
MLoop &dest,
const FileDatabase &db) const {
ReadField<ErrorPolicy_Igno>(dest.v, "v", db);
ReadField<ErrorPolicy_Igno>(dest.e, "e", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<ModifierData>(
ModifierData &dest,
const FileDatabase &db) const {
ReadFieldPtr<ErrorPolicy_Warn>(dest.next, "*next", db);
std::shared_ptr<ElemBase> prev;
ReadFieldPtr<ErrorPolicy_Warn>(prev, "*prev", db);
dest.prev = prev;
ReadField<ErrorPolicy_Igno>(dest.type, "type", db);
ReadField<ErrorPolicy_Igno>(dest.mode, "mode", db);
ReadFieldArray<ErrorPolicy_Igno>(dest.name, "name", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<ID>(
ID &dest,
const FileDatabase &db) const {
ReadFieldArray<ErrorPolicy_Warn>(dest.name, "name", db);
ReadField<ErrorPolicy_Igno>(dest.flag, "flag", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<MCol>(
MCol &dest,
const FileDatabase &db) const {
ReadField<ErrorPolicy_Fail>(dest.r, "r", db);
ReadField<ErrorPolicy_Fail>(dest.g, "g", db);
ReadField<ErrorPolicy_Fail>(dest.b, "b", db);
ReadField<ErrorPolicy_Fail>(dest.a, "a", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<MPoly>(
MPoly &dest,
const FileDatabase &db) const {
ReadField<ErrorPolicy_Igno>(dest.loopstart, "loopstart", db);
ReadField<ErrorPolicy_Igno>(dest.totloop, "totloop", db);
ReadField<ErrorPolicy_Igno>(dest.mat_nr, "mat_nr", db);
ReadField<ErrorPolicy_Igno>(dest.flag, "flag", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<Scene>(
Scene &dest,
const FileDatabase &db) const {
ReadField<ErrorPolicy_Fail>(dest.id, "id", db);
ReadFieldPtr<ErrorPolicy_Warn>(dest.camera, "*camera", db);
ReadFieldPtr<ErrorPolicy_Warn>(dest.world, "*world", db);
ReadFieldPtr<ErrorPolicy_Warn>(dest.basact, "*basact", db);
ReadFieldPtr<ErrorPolicy_Warn>(dest.master_collection, "*master_collection", db);
ReadField<ErrorPolicy_Igno>(dest.base, "base", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<Library>(
Library &dest,
const FileDatabase &db) const {
ReadField<ErrorPolicy_Fail>(dest.id, "id", db);
ReadFieldArray<ErrorPolicy_Warn>(dest.name, "name", db);
ReadFieldArray<ErrorPolicy_Fail>(dest.filename, "filename", db);
ReadFieldPtr<ErrorPolicy_Warn>(dest.parent, "*parent", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<Tex>(
Tex &dest,
const FileDatabase &db) const {
short temp_short = 0;
ReadField<ErrorPolicy_Igno>(temp_short, "imaflag", db);
dest.imaflag = static_cast<Assimp::Blender::Tex::ImageFlags>(temp_short);
int temp = 0;
ReadField<ErrorPolicy_Fail>(temp, "type", db);
dest.type = static_cast<Assimp::Blender::Tex::Type>(temp);
ReadFieldPtr<ErrorPolicy_Warn>(dest.ima, "*ima", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<Camera>(
Camera &dest,
const FileDatabase &db) const {
ReadField<ErrorPolicy_Fail>(dest.id, "id", db);
int temp = 0;
ReadField<ErrorPolicy_Warn>(temp, "type", db);
dest.type = static_cast<Assimp::Blender::Camera::Type>(temp);
ReadField<ErrorPolicy_Warn>(temp, "flag", db);
dest.flag = static_cast<Assimp::Blender::Camera::Type>(temp);
ReadField<ErrorPolicy_Warn>(dest.lens, "lens", db);
ReadField<ErrorPolicy_Warn>(dest.sensor_x, "sensor_x", db);
ReadField<ErrorPolicy_Igno>(dest.clipsta, "clipsta", db);
ReadField<ErrorPolicy_Igno>(dest.clipend, "clipend", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<MirrorModifierData>(
MirrorModifierData &dest,
const FileDatabase &db) const {
ReadField<ErrorPolicy_Fail>(dest.modifier, "modifier", db);
ReadField<ErrorPolicy_Igno>(dest.axis, "axis", db);
ReadField<ErrorPolicy_Igno>(dest.flag, "flag", db);
ReadField<ErrorPolicy_Igno>(dest.tolerance, "tolerance", db);
std::shared_ptr<Object> mirror_ob;
ReadFieldPtr<ErrorPolicy_Igno>(mirror_ob, "*mirror_ob", db);
dest.mirror_ob = mirror_ob;
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure ::Convert<Image>(
Image &dest,
const FileDatabase &db) const {
ReadField<ErrorPolicy_Fail>(dest.id, "id", db);
ReadFieldArray<ErrorPolicy_Warn>(dest.name, "name", db);
ReadField<ErrorPolicy_Igno>(dest.ok, "ok", db);
ReadField<ErrorPolicy_Igno>(dest.flag, "flag", db);
ReadField<ErrorPolicy_Igno>(dest.source, "source", db);
ReadField<ErrorPolicy_Igno>(dest.type, "type", db);
ReadField<ErrorPolicy_Igno>(dest.pad, "pad", db);
ReadField<ErrorPolicy_Igno>(dest.pad1, "pad1", db);
ReadField<ErrorPolicy_Igno>(dest.lastframe, "lastframe", db);
ReadField<ErrorPolicy_Igno>(dest.tpageflag, "tpageflag", db);
ReadField<ErrorPolicy_Igno>(dest.totbind, "totbind", db);
ReadField<ErrorPolicy_Igno>(dest.xrep, "xrep", db);
ReadField<ErrorPolicy_Igno>(dest.yrep, "yrep", db);
ReadField<ErrorPolicy_Igno>(dest.twsta, "twsta", db);
ReadField<ErrorPolicy_Igno>(dest.twend, "twend", db);
ReadFieldPtr<ErrorPolicy_Igno>(dest.packedfile, "*packedfile", db);
ReadField<ErrorPolicy_Igno>(dest.lastupdate, "lastupdate", db);
ReadField<ErrorPolicy_Igno>(dest.lastused, "lastused", db);
ReadField<ErrorPolicy_Igno>(dest.animspeed, "animspeed", db);
ReadField<ErrorPolicy_Igno>(dest.gen_x, "gen_x", db);
ReadField<ErrorPolicy_Igno>(dest.gen_y, "gen_y", db);
ReadField<ErrorPolicy_Igno>(dest.gen_type, "gen_type", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure::Convert<CustomData>(
CustomData &dest,
const FileDatabase &db) const {
ReadFieldArray<ErrorPolicy_Warn>(dest.typemap, "typemap", db);
ReadField<ErrorPolicy_Warn>(dest.totlayer, "totlayer", db);
ReadField<ErrorPolicy_Warn>(dest.maxlayer, "maxlayer", db);
ReadField<ErrorPolicy_Warn>(dest.totsize, "totsize", db);
ReadFieldPtrVector<ErrorPolicy_Warn>(dest.layers, "*layers", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
template <>
void Structure::Convert<CustomDataLayer>(
CustomDataLayer &dest,
const FileDatabase &db) const {
ReadField<ErrorPolicy_Fail>(dest.type, "type", db);
ReadField<ErrorPolicy_Fail>(dest.offset, "offset", db);
ReadField<ErrorPolicy_Fail>(dest.flag, "flag", db);
ReadField<ErrorPolicy_Fail>(dest.active, "active", db);
ReadField<ErrorPolicy_Fail>(dest.active_rnd, "active_rnd", db);
ReadField<ErrorPolicy_Warn>(dest.active_clone, "active_clone", db);
ReadField<ErrorPolicy_Warn>(dest.active_mask, "active_mask", db);
ReadField<ErrorPolicy_Warn>(dest.uid, "uid", db);
ReadFieldArray<ErrorPolicy_Warn>(dest.name, "name", db);
ReadCustomDataPtr<ErrorPolicy_Fail>(dest.data, dest.type, "*data", db);
db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
void DNA::RegisterConverters() {
converters["Object"] = DNA::FactoryPair(&Structure::Allocate<Object>, &Structure::Convert<Object>);
converters["Group"] = DNA::FactoryPair(&Structure::Allocate<Group>, &Structure::Convert<Group>);
converters["MTex"] = DNA::FactoryPair(&Structure::Allocate<MTex>, &Structure::Convert<MTex>);
converters["TFace"] = DNA::FactoryPair(&Structure::Allocate<TFace>, &Structure::Convert<TFace>);
converters["SubsurfModifierData"] = DNA::FactoryPair(&Structure::Allocate<SubsurfModifierData>, &Structure::Convert<SubsurfModifierData>);
converters["MFace"] = DNA::FactoryPair(&Structure::Allocate<MFace>, &Structure::Convert<MFace>);
converters["Lamp"] = DNA::FactoryPair(&Structure::Allocate<Lamp>, &Structure::Convert<Lamp>);
converters["MDeformWeight"] = DNA::FactoryPair(&Structure::Allocate<MDeformWeight>, &Structure::Convert<MDeformWeight>);
converters["PackedFile"] = DNA::FactoryPair(&Structure::Allocate<PackedFile>, &Structure::Convert<PackedFile>);
converters["Base"] = DNA::FactoryPair(&Structure::Allocate<Base>, &Structure::Convert<Base>);
converters["MTFace"] = DNA::FactoryPair(&Structure::Allocate<MTFace>, &Structure::Convert<MTFace>);
converters["Material"] = DNA::FactoryPair(&Structure::Allocate<Material>, &Structure::Convert<Material>);
converters["MTexPoly"] = DNA::FactoryPair(&Structure::Allocate<MTexPoly>, &Structure::Convert<MTexPoly>);
converters["Mesh"] = DNA::FactoryPair(&Structure::Allocate<Mesh>, &Structure::Convert<Mesh>);
converters["MDeformVert"] = DNA::FactoryPair(&Structure::Allocate<MDeformVert>, &Structure::Convert<MDeformVert>);
converters["World"] = DNA::FactoryPair(&Structure::Allocate<World>, &Structure::Convert<World>);
converters["MLoopCol"] = DNA::FactoryPair(&Structure::Allocate<MLoopCol>, &Structure::Convert<MLoopCol>);
converters["MVert"] = DNA::FactoryPair(&Structure::Allocate<MVert>, &Structure::Convert<MVert>);
converters["MEdge"] = DNA::FactoryPair(&Structure::Allocate<MEdge>, &Structure::Convert<MEdge>);
converters["MLoopUV"] = DNA::FactoryPair(&Structure::Allocate<MLoopUV>, &Structure::Convert<MLoopUV>);
converters["GroupObject"] = DNA::FactoryPair(&Structure::Allocate<GroupObject>, &Structure::Convert<GroupObject>);
converters["ListBase"] = DNA::FactoryPair(&Structure::Allocate<ListBase>, &Structure::Convert<ListBase>);
converters["MLoop"] = DNA::FactoryPair(&Structure::Allocate<MLoop>, &Structure::Convert<MLoop>);
converters["ModifierData"] = DNA::FactoryPair(&Structure::Allocate<ModifierData>, &Structure::Convert<ModifierData>);
converters["ID"] = DNA::FactoryPair(&Structure::Allocate<ID>, &Structure::Convert<ID>);
converters["MCol"] = DNA::FactoryPair(&Structure::Allocate<MCol>, &Structure::Convert<MCol>);
converters["MPoly"] = DNA::FactoryPair(&Structure::Allocate<MPoly>, &Structure::Convert<MPoly>);
converters["Scene"] = DNA::FactoryPair(&Structure::Allocate<Scene>, &Structure::Convert<Scene>);
converters["Library"] = DNA::FactoryPair(&Structure::Allocate<Library>, &Structure::Convert<Library>);
converters["Tex"] = DNA::FactoryPair(&Structure::Allocate<Tex>, &Structure::Convert<Tex>);
converters["Camera"] = DNA::FactoryPair(&Structure::Allocate<Camera>, &Structure::Convert<Camera>);
converters["MirrorModifierData"] = DNA::FactoryPair(&Structure::Allocate<MirrorModifierData>, &Structure::Convert<MirrorModifierData>);
converters["Image"] = DNA::FactoryPair(&Structure::Allocate<Image>, &Structure::Convert<Image>);
converters["CustomData"] = DNA::FactoryPair(&Structure::Allocate<CustomData>, &Structure::Convert<CustomData>);
converters["CustomDataLayer"] = DNA::FactoryPair(&Structure::Allocate<CustomDataLayer>, &Structure::Convert<CustomDataLayer>);
converters["Collection"] = DNA::FactoryPair(&Structure::Allocate<Collection>, &Structure::Convert<Collection>);
converters["CollectionChild"] = DNA::FactoryPair(&Structure::Allocate<CollectionChild>, &Structure::Convert<CollectionChild>);
converters["CollectionObject"] = DNA::FactoryPair(&Structure::Allocate<CollectionObject>, &Structure::Convert<CollectionObject>);
}
} // namespace Blender
} //namespace Assimp
#endif // ASSIMP_BUILD_NO_BLEND_IMPORTER

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@@ -1,152 +0,0 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file COBLoader.h
* @brief Declaration of the TrueSpace (*.cob,*.scn) importer class.
*/
#ifndef INCLUDED_AI_COB_LOADER_H
#define INCLUDED_AI_COB_LOADER_H
#include <assimp/BaseImporter.h>
#include <assimp/StreamReader.h>
struct aiNode;
namespace Assimp {
class LineSplitter;
// TinyFormatter.h
namespace Formatter {
template <typename T, typename TR, typename A>
class basic_formatter;
typedef class basic_formatter<char, std::char_traits<char>, std::allocator<char>> format;
} // namespace Formatter
// COBScene.h
namespace COB {
struct ChunkInfo;
struct Node;
struct Scene;
} // namespace COB
// -------------------------------------------------------------------------------------------
/** Importer class to load TrueSpace files (cob,scn) up to v6.
*
* Currently relatively limited, loads only ASCII files and needs more test coverage. */
// -------------------------------------------------------------------------------------------
class COBImporter : public BaseImporter {
public:
COBImporter();
~COBImporter() override;
// --------------------
bool CanRead(const std::string &pFile, IOSystem *pIOHandler,
bool checkSig) const override;
protected:
// --------------------
const aiImporterDesc *GetInfo() const override;
// --------------------
void SetupProperties(const Importer *pImp) override;
// --------------------
void InternReadFile(const std::string &pFile, aiScene *pScene,
IOSystem *pIOHandler) override;
private:
// -------------------------------------------------------------------
/** Prepend 'COB: ' and throw msg.*/
AI_WONT_RETURN static void ThrowException(const std::string &msg) AI_WONT_RETURN_SUFFIX;
// -------------------------------------------------------------------
/** @brief Read from an ascii scene/object file
* @param out Receives output data.
* @param stream Stream to read from. */
void ReadAsciiFile(COB::Scene &out, StreamReaderLE *stream);
// -------------------------------------------------------------------
/** @brief Read from a binary scene/object file
* @param out Receives output data.
* @param stream Stream to read from. */
void ReadBinaryFile(COB::Scene &out, StreamReaderLE *stream);
// Conversion to Assimp output format
aiNode *BuildNodes(const COB::Node &root, const COB::Scene &scin, aiScene *fill);
private:
// ASCII file support
void UnsupportedChunk_Ascii(LineSplitter &splitter, const COB::ChunkInfo &nfo, const char *name);
void ReadChunkInfo_Ascii(COB::ChunkInfo &out, const LineSplitter &splitter);
void ReadBasicNodeInfo_Ascii(COB::Node &msh, LineSplitter &splitter, const COB::ChunkInfo &nfo);
template <typename T>
void ReadFloat3Tuple_Ascii(T &fill, const char **in);
void ReadPolH_Ascii(COB::Scene &out, LineSplitter &splitter, const COB::ChunkInfo &nfo);
void ReadBitM_Ascii(COB::Scene &out, LineSplitter &splitter, const COB::ChunkInfo &nfo);
void ReadMat1_Ascii(COB::Scene &out, LineSplitter &splitter, const COB::ChunkInfo &nfo);
void ReadGrou_Ascii(COB::Scene &out, LineSplitter &splitter, const COB::ChunkInfo &nfo);
void ReadBone_Ascii(COB::Scene &out, LineSplitter &splitter, const COB::ChunkInfo &nfo);
void ReadCame_Ascii(COB::Scene &out, LineSplitter &splitter, const COB::ChunkInfo &nfo);
void ReadLght_Ascii(COB::Scene &out, LineSplitter &splitter, const COB::ChunkInfo &nfo);
void ReadUnit_Ascii(COB::Scene &out, LineSplitter &splitter, const COB::ChunkInfo &nfo);
void ReadChan_Ascii(COB::Scene &out, LineSplitter &splitter, const COB::ChunkInfo &nfo);
// Binary file support
void UnsupportedChunk_Binary(StreamReaderLE &reader, const COB::ChunkInfo &nfo, const char *name);
void ReadString_Binary(std::string &out, StreamReaderLE &reader);
void ReadBasicNodeInfo_Binary(COB::Node &msh, StreamReaderLE &reader, const COB::ChunkInfo &nfo);
void ReadPolH_Binary(COB::Scene &out, StreamReaderLE &reader, const COB::ChunkInfo &nfo);
void ReadBitM_Binary(COB::Scene &out, StreamReaderLE &reader, const COB::ChunkInfo &nfo);
void ReadMat1_Binary(COB::Scene &out, StreamReaderLE &reader, const COB::ChunkInfo &nfo);
void ReadCame_Binary(COB::Scene &out, StreamReaderLE &reader, const COB::ChunkInfo &nfo);
void ReadLght_Binary(COB::Scene &out, StreamReaderLE &reader, const COB::ChunkInfo &nfo);
void ReadGrou_Binary(COB::Scene &out, StreamReaderLE &reader, const COB::ChunkInfo &nfo);
void ReadUnit_Binary(COB::Scene &out, StreamReaderLE &reader, const COB::ChunkInfo &nfo);
}; // !class COBImporter
} // end of namespace Assimp
#endif // AI_UNREALIMPORTER_H_INC

File diff suppressed because it is too large Load Diff

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@@ -1,257 +0,0 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file ColladaExporter.h
* Declares the exporter class to write a scene to a Collada file
*/
#ifndef AI_COLLADAEXPORTER_H_INC
#define AI_COLLADAEXPORTER_H_INC
#include <assimp/ai_assert.h>
#include <assimp/material.h>
#include <array>
#include <map>
#include <sstream>
#include <unordered_set>
#include <vector>
struct aiScene;
struct aiNode;
struct aiLight;
struct aiBone;
namespace Assimp {
class IOSystem;
/// Helper class to export a given scene to a Collada file. Just for my personal
/// comfort when implementing it.
class ColladaExporter {
public:
/// Constructor for a specific scene to export
ColladaExporter(const aiScene *pScene, IOSystem *pIOSystem, const std::string &path, const std::string &file);
/// Destructor
virtual ~ColladaExporter();
protected:
/// Starts writing the contents
void WriteFile();
/// Writes the asset header
void WriteHeader();
/// Writes the embedded textures
void WriteTextures();
/// Writes the material setup
void WriteMaterials();
/// Writes the cameras library
void WriteCamerasLibrary();
// Write a camera entry
void WriteCamera(size_t pIndex);
/// Writes the cameras library
void WriteLightsLibrary();
// Write a camera entry
void WriteLight(size_t pIndex);
void WritePointLight(const aiLight *const light);
void WriteDirectionalLight(const aiLight *const light);
void WriteSpotLight(const aiLight *const light);
void WriteAmbienttLight(const aiLight *const light);
/// Writes the controller library
void WriteControllerLibrary();
/// Writes a skin controller of the given mesh
void WriteController(size_t pIndex);
/// Writes the geometry library
void WriteGeometryLibrary();
/// Writes the given mesh
void WriteGeometry(size_t pIndex);
//enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color, FloatType_Mat4x4, FloatType_Weight };
// customized to add animation related type
enum FloatDataType { FloatType_Vector,
FloatType_TexCoord2,
FloatType_TexCoord3,
FloatType_Color,
FloatType_Mat4x4,
FloatType_Weight,
FloatType_Time };
/// Writes a float array of the given type
void WriteFloatArray(const std::string &pIdString, FloatDataType pType, const ai_real *pData, size_t pElementCount);
/// Writes the scene library
void WriteSceneLibrary();
// customized, Writes the animation library
void WriteAnimationsLibrary();
void WriteAnimationLibrary(size_t pIndex);
std::string mFoundSkeletonRootNodeID = "skeleton_root"; // will be replaced by found node id in the WriteNode call.
/// Recursively writes the given node
void WriteNode(const aiNode *pNode);
/// Enters a new xml element, which increases the indentation
void PushTag() { startstr.append(" "); }
/// Leaves an element, decreasing the indentation
void PopTag() {
ai_assert(startstr.length() > 1);
startstr.erase(startstr.length() - 2);
}
void CreateNodeIds(const aiNode *node);
/// Get or Create a unique Node ID string for the given Node
std::string GetNodeUniqueId(const aiNode *node);
std::string GetNodeName(const aiNode *node);
std::string GetBoneUniqueId(const aiBone *bone);
enum class AiObjectType {
Mesh,
Material,
Animation,
Light,
Camera,
Count,
};
/// Get or Create a unique ID string for the given scene object index
std::string GetObjectUniqueId(AiObjectType type, size_t pIndex);
/// Get or Create a name string for the given scene object index
std::string GetObjectName(AiObjectType type, size_t pIndex);
typedef std::map<size_t, std::string> IndexIdMap;
typedef std::pair<std::string, std::string> NameIdPair;
NameIdPair AddObjectIndexToMaps(AiObjectType type, size_t pIndex);
// Helpers
inline IndexIdMap &GetObjectIdMap(AiObjectType type) { return mObjectIdMap[static_cast<size_t>(type)]; }
inline IndexIdMap &GetObjectNameMap(AiObjectType type) { return mObjectNameMap[static_cast<size_t>(type)]; }
private:
std::unordered_set<std::string> mUniqueIds; // Cache of used unique ids
std::map<const void *, std::string> mNodeIdMap; // Cache of encoded node and bone ids
std::array<IndexIdMap, static_cast<size_t>(AiObjectType::Count)> mObjectIdMap; // Cache of encoded unique IDs
std::array<IndexIdMap, static_cast<size_t>(AiObjectType::Count)> mObjectNameMap; // Cache of encoded names
public:
/// Stringstream to write all output into
std::stringstream mOutput;
/// The IOSystem for output
IOSystem *mIOSystem;
/// Path of the directory where the scene will be exported
const std::string mPath;
/// Name of the file (without extension) where the scene will be exported
const std::string mFile;
/// The scene to be written
const aiScene *const mScene;
std::string mSceneId;
bool mAdd_root_node = false;
/// current line start string, contains the current indentation for simple stream insertion
std::string startstr;
/// current line end string for simple stream insertion
const std::string endstr;
// pair of color and texture - texture precedences color
struct Surface {
bool exist;
aiColor4D color;
std::string texture;
size_t channel;
Surface() {
exist = false;
channel = 0;
}
};
struct Property {
bool exist;
ai_real value;
Property() :
exist(false),
value(0.0) {}
};
// summarize a material in an convenient way.
struct Material {
std::string id;
std::string name;
std::string shading_model;
Surface ambient, diffuse, specular, emissive, reflective, transparent, normal;
Property shininess, transparency, index_refraction;
Material() = default;
};
std::map<unsigned int, std::string> textures;
public:
/// Dammit C++ - y u no compile two-pass? No I have to add all methods below the struct definitions
/// Reads a single surface entry from the given material keys
bool ReadMaterialSurface(Surface &poSurface, const aiMaterial &pSrcMat, aiTextureType pTexture, const char *pKey, size_t pType, size_t pIndex);
/// Writes an image entry for the given surface
void WriteImageEntry(const Surface &pSurface, const std::string &imageId);
/// Writes the two parameters necessary for referencing a texture in an effect entry
void WriteTextureParamEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &materialId);
/// Writes a color-or-texture entry into an effect definition
void WriteTextureColorEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &imageId);
/// Writes a scalar property
void WriteFloatEntry(const Property &pProperty, const std::string &pTypeName);
};
} // namespace Assimp
#endif // !! AI_COLLADAEXPORTER_H_INC

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@@ -1,99 +0,0 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** Helper structures for the Collada loader */
#include "ColladaHelper.h"
#include <assimp/ParsingUtils.h>
#include <assimp/commonMetaData.h>
namespace Assimp {
namespace Collada {
const MetaKeyPairVector MakeColladaAssimpMetaKeys() {
MetaKeyPairVector result;
result.emplace_back("authoring_tool", AI_METADATA_SOURCE_GENERATOR);
result.emplace_back("copyright", AI_METADATA_SOURCE_COPYRIGHT);
return result;
}
const MetaKeyPairVector &GetColladaAssimpMetaKeys() {
static const MetaKeyPairVector result = MakeColladaAssimpMetaKeys();
return result;
}
const MetaKeyPairVector MakeColladaAssimpMetaKeysCamelCase() {
MetaKeyPairVector result = MakeColladaAssimpMetaKeys();
for (auto &val : result) {
ToCamelCase(val.first);
}
return result;
}
const MetaKeyPairVector &GetColladaAssimpMetaKeysCamelCase() {
static const MetaKeyPairVector result = MakeColladaAssimpMetaKeysCamelCase();
return result;
}
// ------------------------------------------------------------------------------------------------
// Convert underscore_separated to CamelCase: "authoring_tool" becomes "AuthoringTool"
void ToCamelCase(std::string &text) {
if (text.empty())
return;
// Capitalise first character
auto it = text.begin();
(*it) = ai_toupper(*it);
++it;
for (/*started above*/; it != text.end(); /*iterated below*/) {
if ((*it) == '_') {
it = text.erase(it);
if (it != text.end())
(*it) = ai_toupper(*it);
} else {
// Make lower case
(*it) = ai_tolower(*it);
++it;
}
}
}
} // namespace Collada
} // namespace Assimp

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@@ -1,684 +0,0 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** Helper structures for the Collada loader */
#ifndef AI_COLLADAHELPER_H_INC
#define AI_COLLADAHELPER_H_INC
#include <assimp/light.h>
#include <assimp/material.h>
#include <assimp/mesh.h>
#include <cstdint>
#include <map>
#include <set>
#include <vector>
struct aiMaterial;
namespace Assimp {
namespace Collada {
/// Collada file versions which evolved during the years ...
enum FormatVersion {
FV_1_5_n,
FV_1_4_n,
FV_1_3_n
};
/// Transformation types that can be applied to a node
enum TransformType {
TF_LOOKAT,
TF_ROTATE,
TF_TRANSLATE,
TF_SCALE,
TF_SKEW,
TF_MATRIX
};
/// Different types of input data to a vertex or face
enum InputType {
IT_Invalid,
IT_Vertex, // special type for per-index data referring to the <vertices> element carrying the per-vertex data.
IT_Position,
IT_Normal,
IT_Texcoord,
IT_Color,
IT_Tangent,
IT_Bitangent
};
/// Supported controller types
enum ControllerType {
Skin,
Morph
};
/// Supported morph methods
enum MorphMethod {
Normalized,
Relative
};
/// Common metadata keys as <Collada, Assimp>
using MetaKeyPair = std::pair<std::string, std::string>;
using MetaKeyPairVector = std::vector<MetaKeyPair>;
/// Collada as lower_case (native)
const MetaKeyPairVector &GetColladaAssimpMetaKeys();
// Collada as CamelCase (used by Assimp for consistency)
const MetaKeyPairVector &GetColladaAssimpMetaKeysCamelCase();
/// Convert underscore_separated to CamelCase "authoring_tool" becomes "AuthoringTool"
void ToCamelCase(std::string &text);
/// Contains all data for one of the different transformation types
struct Transform {
std::string mID; ///< SID of the transform step, by which anim channels address their target node
TransformType mType;
ai_real f[16]; ///< Interpretation of data depends on the type of the transformation
};
/// A collada camera.
struct Camera {
Camera() :
mOrtho(false),
mHorFov(10e10f),
mVerFov(10e10f),
mAspect(10e10f),
mZNear(0.1f),
mZFar(1000.f) {}
/// Name of camera
std::string mName;
/// True if it is an orthographic camera
bool mOrtho;
/// Horizontal field of view in degrees
ai_real mHorFov;
/// Vertical field of view in degrees
ai_real mVerFov;
/// Screen aspect
ai_real mAspect;
/// Near& far z
ai_real mZNear, mZFar;
};
#define ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET 1e9f
/** A collada light source. */
struct Light {
Light() :
mType(aiLightSource_UNDEFINED),
mAttConstant(1.f),
mAttLinear(0.f),
mAttQuadratic(0.f),
mFalloffAngle(180.f),
mFalloffExponent(0.f),
mPenumbraAngle(ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET),
mOuterAngle(ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET),
mIntensity(1.f) {}
/// Type of the light source aiLightSourceType + ambient
unsigned int mType;
/// Color of the light
aiColor3D mColor;
/// Light attenuation
ai_real mAttConstant, mAttLinear, mAttQuadratic;
/// Spot light falloff
ai_real mFalloffAngle;
ai_real mFalloffExponent;
// -----------------------------------------------------
// FCOLLADA extension from here
/// ... related stuff from maja and max extensions
ai_real mPenumbraAngle;
ai_real mOuterAngle;
/// Common light intensity
ai_real mIntensity;
};
/** Short vertex index description */
struct InputSemanticMapEntry {
InputSemanticMapEntry() :
mSet(0),
mType(IT_Invalid) {}
/// Index of set, optional
unsigned int mSet;
/// Type of referenced vertex input
InputType mType;
};
/// Table to map from effect to vertex input semantics
struct SemanticMappingTable {
/// Name of material
std::string mMatName;
/// List of semantic map commands, grouped by effect semantic name
using InputSemanticMap = std::map<std::string, InputSemanticMapEntry>;
InputSemanticMap mMap;
/// For std::find
bool operator==(const std::string &s) const {
return s == mMatName;
}
};
/// A reference to a mesh inside a node, including materials assigned to the various subgroups.
/// The ID refers to either a mesh or a controller which specifies the mesh
struct MeshInstance {
///< ID of the mesh or controller to be instanced
std::string mMeshOrController;
///< Map of materials by the subgroup ID they're applied to
std::map<std::string, SemanticMappingTable> mMaterials;
};
/// A reference to a camera inside a node
struct CameraInstance {
///< ID of the camera
std::string mCamera;
};
/// A reference to a light inside a node
struct LightInstance {
///< ID of the camera
std::string mLight;
};
/// A reference to a node inside a node
struct NodeInstance {
///< ID of the node
std::string mNode;
};
/// A node in a scene hierarchy
struct Node {
std::string mName;
std::string mID;
std::string mSID;
Node *mParent;
std::vector<Node *> mChildren;
/// Operations in order to calculate the resulting transformation to parent.
std::vector<Transform> mTransforms;
/// Meshes at this node
std::vector<MeshInstance> mMeshes;
/// Lights at this node
std::vector<LightInstance> mLights;
/// Cameras at this node
std::vector<CameraInstance> mCameras;
/// Node instances at this node
std::vector<NodeInstance> mNodeInstances;
/// Root-nodes: Name of primary camera, if any
std::string mPrimaryCamera;
/// Constructor. Begin with a zero parent
Node() :
mParent(nullptr) {
// empty
}
/// Destructor: delete all children subsequently
~Node() {
for (std::vector<Node *>::iterator it = mChildren.begin(); it != mChildren.end(); ++it) {
delete *it;
}
}
};
/// Data source array: either floats or strings
struct Data {
bool mIsStringArray;
std::vector<ai_real> mValues;
std::vector<std::string> mStrings;
};
/// Accessor to a data array
struct Accessor {
size_t mCount; // in number of objects
size_t mSize; // size of an object, in elements (floats or strings, mostly 1)
size_t mOffset; // in number of values
size_t mStride; // Stride in number of values
std::vector<std::string> mParams; // names of the data streams in the accessors. Empty string tells to ignore.
size_t mSubOffset[4]; // Sub-offset inside the object for the common 4 elements. For a vector, that's XYZ, for a color RGBA and so on.
// For example, SubOffset[0] denotes which of the values inside the object is the vector X component.
std::string mSource; // URL of the source array
mutable const Data *mData; // Pointer to the source array, if resolved. nullptr else
Accessor() {
mCount = 0;
mSize = 0;
mOffset = 0;
mStride = 0;
mData = nullptr;
mSubOffset[0] = mSubOffset[1] = mSubOffset[2] = mSubOffset[3] = 0;
}
};
/// A single face in a mesh
struct Face {
std::vector<size_t> mIndices;
};
/// An input channel for mesh data, referring to a single accessor
struct InputChannel {
InputType mType; // Type of the data
size_t mIndex; // Optional index, if multiple sets of the same data type are given
size_t mOffset; // Index offset in the indices array of per-face indices. Don't ask, can't explain that any better.
std::string mAccessor; // ID of the accessor where to read the actual values from.
mutable const Accessor *mResolved; // Pointer to the accessor, if resolved. nullptr else
InputChannel() {
mType = IT_Invalid;
mIndex = 0;
mOffset = 0;
mResolved = nullptr;
}
};
/// Subset of a mesh with a certain material
struct SubMesh {
std::string mMaterial; ///< subgroup identifier
size_t mNumFaces; ///< number of faces in this sub-mesh
};
/// Contains data for a single mesh
struct Mesh {
Mesh(const std::string &id) :
mId(id) {
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
mNumUVComponents[i] = 2;
}
}
const std::string mId;
std::string mName;
// just to check if there's some sophisticated addressing involved...
// which we don't support, and therefore should warn about.
std::string mVertexID;
// Vertex data addressed by vertex indices
std::vector<InputChannel> mPerVertexData;
// actual mesh data, assembled on encounter of a <p> element. Verbose format, not indexed
std::vector<aiVector3D> mPositions;
std::vector<aiVector3D> mNormals;
std::vector<aiVector3D> mTangents;
std::vector<aiVector3D> mBitangents;
std::vector<aiVector3D> mTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
std::vector<aiColor4D> mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
// Faces. Stored are only the number of vertices for each face.
// 1 == point, 2 == line, 3 == triangle, 4+ == poly
std::vector<size_t> mFaceSize;
// Position indices for all faces in the sequence given in mFaceSize -
// necessary for bone weight assignment
std::vector<size_t> mFacePosIndices;
// Sub-meshes in this mesh, each with a given material
std::vector<SubMesh> mSubMeshes;
};
/// Which type of primitives the ReadPrimitives() function is going to read
enum PrimitiveType {
Prim_Invalid,
Prim_Lines,
Prim_LineStrip,
Prim_Triangles,
Prim_TriStrips,
Prim_TriFans,
Prim_Polylist,
Prim_Polygon
};
/// A skeleton controller to deform a mesh with the use of joints
struct Controller {
// controller type
ControllerType mType;
// Morphing method if type is Morph
MorphMethod mMethod;
// the URL of the mesh deformed by the controller.
std::string mMeshId;
// accessor URL of the joint names
std::string mJointNameSource;
///< The bind shape matrix, as array of floats. I'm not sure what this matrix actually describes, but it can't be ignored in all cases
ai_real mBindShapeMatrix[16];
// accessor URL of the joint inverse bind matrices
std::string mJointOffsetMatrixSource;
// input channel: joint names.
InputChannel mWeightInputJoints;
// input channel: joint weights
InputChannel mWeightInputWeights;
// Number of weights per vertex.
std::vector<size_t> mWeightCounts;
// JointIndex-WeightIndex pairs for all vertices
std::vector<std::pair<size_t, size_t>> mWeights;
std::string mMorphTarget;
std::string mMorphWeight;
};
/// A collada material. Pretty much the only member is a reference to an effect.
struct Material {
std::string mName;
std::string mEffect;
};
/// Type of the effect param
enum ParamType {
Param_Sampler,
Param_Surface
};
/// A param for an effect. Might be of several types, but they all just refer to each other, so I summarize them
struct EffectParam {
ParamType mType;
std::string mReference; // to which other thing the param is referring to.
};
/// Shading type supported by the standard effect spec of Collada
enum ShadeType {
Shade_Invalid,
Shade_Constant,
Shade_Lambert,
Shade_Phong,
Shade_Blinn
};
/// Represents a texture sampler in collada
struct Sampler {
Sampler() :
mWrapU(true),
mWrapV(true),
mMirrorU(),
mMirrorV(),
mOp(aiTextureOp_Multiply),
mUVId(UINT_MAX),
mWeighting(1.f),
mMixWithPrevious(1.f) {}
/// Name of image reference
std::string mName;
/// Wrap U?
bool mWrapU;
/// Wrap V?
bool mWrapV;
/// Mirror U?
bool mMirrorU;
/// Mirror V?
bool mMirrorV;
/// Blend mode
aiTextureOp mOp;
/// UV transformation
aiUVTransform mTransform;
/// Name of source UV channel
std::string mUVChannel;
/// Resolved UV channel index or UINT_MAX if not known
unsigned int mUVId;
// OKINO/MAX3D extensions from here
// -------------------------------------------------------
/// Weighting factor
ai_real mWeighting;
/// Mixing factor from OKINO
ai_real mMixWithPrevious;
};
/// A collada effect. Can contain about anything according to the Collada spec,
/// but we limit our version to a reasonable subset.
struct Effect {
/// Shading mode
ShadeType mShadeType;
/// Colors
aiColor4D mEmissive, mAmbient, mDiffuse, mSpecular,
mTransparent, mReflective;
/// Textures
Sampler mTexEmissive, mTexAmbient, mTexDiffuse, mTexSpecular,
mTexTransparent, mTexBump, mTexReflective;
/// Scalar factory
ai_real mShininess, mRefractIndex, mReflectivity;
ai_real mTransparency;
bool mHasTransparency;
bool mRGBTransparency;
bool mInvertTransparency;
/// local params referring to each other by their SID
using ParamLibrary = std::map<std::string, Collada::EffectParam>;
ParamLibrary mParams;
// MAX3D extensions
// ---------------------------------------------------------
// Double-sided?
bool mDoubleSided, mWireframe, mFaceted;
Effect() :
mShadeType(Shade_Phong),
mEmissive(0, 0, 0, 1),
mAmbient(0.1f, 0.1f, 0.1f, 1),
mDiffuse(0.6f, 0.6f, 0.6f, 1),
mSpecular(0.4f, 0.4f, 0.4f, 1),
mTransparent(0, 0, 0, 1),
mShininess(10.0f),
mRefractIndex(1.f),
mReflectivity(0.f),
mTransparency(1.f),
mHasTransparency(false),
mRGBTransparency(false),
mInvertTransparency(false),
mDoubleSided(false),
mWireframe(false),
mFaceted(false) {
}
};
/// An image, meaning texture
struct Image {
std::string mFileName;
/// Embedded image data
std::vector<uint8_t> mImageData;
/// File format hint of embedded image data
std::string mEmbeddedFormat;
};
/// An animation channel.
struct AnimationChannel {
/// URL of the data to animate. Could be about anything, but we support only the
/// "NodeID/TransformID.SubElement" notation
std::string mTarget;
/// Source URL of the time values. Collada calls them "input". Meh.
std::string mSourceTimes;
/// Source URL of the value values. Collada calls them "output".
std::string mSourceValues;
/// Source URL of the IN_TANGENT semantic values.
std::string mInTanValues;
/// Source URL of the OUT_TANGENT semantic values.
std::string mOutTanValues;
/// Source URL of the INTERPOLATION semantic values.
std::string mInterpolationValues;
};
/// An animation. Container for 0-x animation channels or 0-x animations
struct Animation {
/// Anim name
std::string mName;
/// the animation channels, if any
std::vector<AnimationChannel> mChannels;
/// the sub-animations, if any
std::vector<Animation *> mSubAnims;
/// Destructor
~Animation() {
for (std::vector<Animation *>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it) {
delete *it;
}
}
/// Collect all channels in the animation hierarchy into a single channel list.
void CollectChannelsRecursively(std::vector<AnimationChannel> &channels) {
channels.insert(channels.end(), mChannels.begin(), mChannels.end());
for (std::vector<Animation *>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it) {
Animation *pAnim = (*it);
pAnim->CollectChannelsRecursively(channels);
}
}
/// Combine all single-channel animations' channel into the same (parent) animation channel list.
void CombineSingleChannelAnimations() {
CombineSingleChannelAnimationsRecursively(this);
}
void CombineSingleChannelAnimationsRecursively(Animation *pParent) {
std::set<std::string> childrenTargets;
bool childrenAnimationsHaveDifferentChannels = true;
for (std::vector<Animation *>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();) {
Animation *anim = *it;
// Assign the first animation name to the parent if empty.
// This prevents the animation name from being lost when animations are combined
if (mName.empty()) {
mName = anim->mName;
}
CombineSingleChannelAnimationsRecursively(anim);
if (childrenAnimationsHaveDifferentChannels && anim->mChannels.size() == 1 &&
childrenTargets.find(anim->mChannels[0].mTarget) == childrenTargets.end()) {
childrenTargets.insert(anim->mChannels[0].mTarget);
} else {
childrenAnimationsHaveDifferentChannels = false;
}
++it;
}
// We only want to combine animations if they have different channels
if (childrenAnimationsHaveDifferentChannels) {
for (std::vector<Animation *>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();) {
Animation *anim = *it;
pParent->mChannels.push_back(anim->mChannels[0]);
it = pParent->mSubAnims.erase(it);
delete anim;
continue;
}
}
}
};
/// Description of a collada animation channel which has been determined to affect the current node
struct ChannelEntry {
const Collada::AnimationChannel *mChannel; ///< the source channel
std::string mTargetId;
std::string mTransformId; // the ID of the transformation step of the node which is influenced
size_t mTransformIndex; // Index into the node's transform chain to apply the channel to
size_t mSubElement; // starting index inside the transform data
// resolved data references
const Collada::Accessor *mTimeAccessor; ///> Collada accessor to the time values
const Collada::Data *mTimeData; ///> Source data array for the time values
const Collada::Accessor *mValueAccessor; ///> Collada accessor to the key value values
const Collada::Data *mValueData; ///> Source datat array for the key value values
ChannelEntry() :
mChannel(),
mTransformIndex(),
mSubElement(),
mTimeAccessor(),
mTimeData(),
mValueAccessor(),
mValueData() {}
};
} // end of namespace Collada
} // end of namespace Assimp
#endif // AI_COLLADAHELPER_H_INC

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@@ -1,348 +0,0 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file ColladaParser.h
* @brief Defines the parser helper class for the collada loader
*/
#pragma once
#ifndef AI_COLLADAPARSER_H_INC
#define AI_COLLADAPARSER_H_INC
#include "ColladaHelper.h"
#include <assimp/TinyFormatter.h>
#include <assimp/ai_assert.h>
#include <assimp/XmlParser.h>
#include <map>
namespace Assimp {
class ZipArchiveIOSystem;
// ------------------------------------------------------------------------------------------
/** Parser helper class for the Collada loader.
*
* Does all the XML reading and builds internal data structures from it,
* but leaves the resolving of all the references to the loader.
*/
class ColladaParser {
friend class ColladaLoader;
/** Converts a path read from a collada file to the usual representation */
static void UriDecodePath(aiString &ss);
protected:
/** Map for generic metadata as aiString */
typedef std::map<std::string, aiString> StringMetaData;
/** Constructor from XML file */
ColladaParser(IOSystem *pIOHandler, const std::string &pFile);
/** Destructor */
~ColladaParser();
/** Attempts to read the ZAE manifest and returns the DAE to open */
static std::string ReadZaeManifest(ZipArchiveIOSystem &zip_archive);
/** Reads the contents of the file */
void ReadContents(XmlNode &node);
/** Reads the structure of the file */
void ReadStructure(XmlNode &node);
/** Reads asset information such as coordinate system information and legal blah */
void ReadAssetInfo(XmlNode &node);
/** Reads contributor information such as author and legal blah */
void ReadContributorInfo(XmlNode &node);
/** Reads generic metadata into provided map and renames keys for Assimp */
void ReadMetaDataItem(XmlNode &node, StringMetaData &metadata);
/** Reads the animation library */
void ReadAnimationLibrary(XmlNode &node);
/** Reads the animation clip library */
void ReadAnimationClipLibrary(XmlNode &node);
/** Unwrap controllers dependency hierarchy */
void PostProcessControllers();
/** Re-build animations from animation clip library, if present, otherwise combine single-channel animations */
void PostProcessRootAnimations();
/** Reads an animation into the given parent structure */
void ReadAnimation(XmlNode &node, Collada::Animation *pParent);
/** Reads an animation sampler into the given anim channel */
void ReadAnimationSampler(XmlNode &node, Collada::AnimationChannel &pChannel);
/** Reads the skeleton controller library */
void ReadControllerLibrary(XmlNode &node);
/** Reads a controller into the given mesh structure */
void ReadController(XmlNode &node, Collada::Controller &pController);
/** Reads the joint definitions for the given controller */
void ReadControllerJoints(XmlNode &node, Collada::Controller &pController);
/** Reads the joint weights for the given controller */
void ReadControllerWeights(XmlNode &node, Collada::Controller &pController);
/** Reads the image library contents */
void ReadImageLibrary(XmlNode &node);
/** Reads an image entry into the given image */
void ReadImage(XmlNode &node, Collada::Image &pImage);
/** Reads the material library */
void ReadMaterialLibrary(XmlNode &node);
/** Reads a material entry into the given material */
void ReadMaterial(XmlNode &node, Collada::Material &pMaterial);
/** Reads the camera library */
void ReadCameraLibrary(XmlNode &node);
/** Reads a camera entry into the given camera */
void ReadCamera(XmlNode &node, Collada::Camera &pCamera);
/** Reads the light library */
void ReadLightLibrary(XmlNode &node);
/** Reads a light entry into the given light */
void ReadLight(XmlNode &node, Collada::Light &pLight);
/** Reads the effect library */
void ReadEffectLibrary(XmlNode &node);
/** Reads an effect entry into the given effect*/
void ReadEffect(XmlNode &node, Collada::Effect &pEffect);
/** Reads an COMMON effect profile */
void ReadEffectProfileCommon(XmlNode &node, Collada::Effect &pEffect);
/** Read sampler properties */
void ReadSamplerProperties(XmlNode &node, Collada::Sampler &pSampler);
/** Reads an effect entry containing a color or a texture defining that color */
void ReadEffectColor(XmlNode &node, aiColor4D &pColor, Collada::Sampler &pSampler);
/** Reads an effect entry containing a float */
void ReadEffectFloat(XmlNode &node, ai_real &pFloat);
/** Reads an effect parameter specification of any kind */
void ReadEffectParam(XmlNode &node, Collada::EffectParam &pParam);
/** Reads the geometry library contents */
void ReadGeometryLibrary(XmlNode &node);
/** Reads a geometry from the geometry library. */
void ReadGeometry(XmlNode &node, Collada::Mesh &pMesh);
/** Reads a mesh from the geometry library */
void ReadMesh(XmlNode &node, Collada::Mesh &pMesh);
/** Reads a source element - a combination of raw data and an accessor defining
* things that should not be redefinable. Yes, that's another rant.
*/
void ReadSource(XmlNode &node);
/** Reads a data array holding a number of elements, and stores it in the global library.
* Currently supported are array of floats and arrays of strings.
*/
void ReadDataArray(XmlNode &node);
/** Reads an accessor and stores it in the global library under the given ID -
* accessors use the ID of the parent <source> element
*/
void ReadAccessor(XmlNode &node, const std::string &pID);
/** Reads input declarations of per-vertex mesh data into the given mesh */
void ReadVertexData(XmlNode &node, Collada::Mesh &pMesh);
/** Reads input declarations of per-index mesh data into the given mesh */
void ReadIndexData(XmlNode &node, Collada::Mesh &pMesh);
/** Reads a single input channel element and stores it in the given array, if valid */
void ReadInputChannel(XmlNode &node, std::vector<Collada::InputChannel> &poChannels);
/** Reads a <p> primitive index list and assembles the mesh data into the given mesh */
size_t ReadPrimitives(XmlNode &node, Collada::Mesh &pMesh, std::vector<Collada::InputChannel> &pPerIndexChannels,
size_t pNumPrimitives, const std::vector<size_t> &pVCount, Collada::PrimitiveType pPrimType);
/** Copies the data for a single primitive into the mesh, based on the InputChannels */
void CopyVertex(size_t currentVertex, size_t numOffsets, size_t numPoints, size_t perVertexOffset,
Collada::Mesh &pMesh, std::vector<Collada::InputChannel> &pPerIndexChannels,
size_t currentPrimitive, const std::vector<size_t> &indices);
/** Reads one triangle of a tristrip into the mesh */
void ReadPrimTriStrips(size_t numOffsets, size_t perVertexOffset, Collada::Mesh &pMesh,
std::vector<Collada::InputChannel> &pPerIndexChannels, size_t currentPrimitive, const std::vector<size_t> &indices);
/** Extracts a single object from an input channel and stores it in the appropriate mesh data array */
void ExtractDataObjectFromChannel(const Collada::InputChannel &pInput, size_t pLocalIndex, Collada::Mesh &pMesh);
/** Reads the library of node hierarchies and scene parts */
void ReadSceneLibrary(XmlNode &node);
/** Reads a scene node's contents including children and stores it in the given node */
void ReadSceneNode(XmlNode &node, Collada::Node *pNode);
/** Reads a node transformation entry of the given type and adds it to the given node's transformation list. */
void ReadNodeTransformation(XmlNode &node, Collada::Node *pNode, Collada::TransformType pType);
/** Reads a mesh reference in a node and adds it to the node's mesh list */
void ReadNodeGeometry(XmlNode &node, Collada::Node *pNode);
/** Reads the collada scene */
void ReadScene(XmlNode &node);
// Processes bind_vertex_input and bind elements
void ReadMaterialVertexInputBinding(XmlNode &node, Collada::SemanticMappingTable &tbl);
/** Reads embedded textures from a ZAE archive*/
void ReadEmbeddedTextures(ZipArchiveIOSystem &zip_archive);
protected:
/** Calculates the resulting transformation from all the given transform steps */
aiMatrix4x4 CalculateResultTransform(const std::vector<Collada::Transform> &pTransforms) const;
/** Determines the input data type for the given semantic string */
Collada::InputType GetTypeForSemantic(const std::string &pSemantic);
/** Finds the item in the given library by its reference, throws if not found */
template <typename Type>
const Type &ResolveLibraryReference(const std::map<std::string, Type> &pLibrary, const std::string &pURL) const;
protected:
// Filename, for a verbose error message
std::string mFileName;
// XML reader, member for everyday use
XmlParser mXmlParser;
/** All data arrays found in the file by ID. Might be referred to by actually
everyone. Collada, you are a steaming pile of indirection. */
using DataLibrary = std::map<std::string, Collada::Data> ;
DataLibrary mDataLibrary;
/** Same for accessors which define how the data in a data array is accessed. */
using AccessorLibrary = std::map<std::string, Collada::Accessor> ;
AccessorLibrary mAccessorLibrary;
/** Mesh library: mesh by ID */
using MeshLibrary = std::map<std::string, Collada::Mesh *>;
MeshLibrary mMeshLibrary;
/** node library: root node of the hierarchy part by ID */
using NodeLibrary = std::map<std::string, Collada::Node *>;
NodeLibrary mNodeLibrary;
/** Image library: stores texture properties by ID */
using ImageLibrary = std::map<std::string, Collada::Image> ;
ImageLibrary mImageLibrary;
/** Effect library: surface attributes by ID */
using EffectLibrary = std::map<std::string, Collada::Effect> ;
EffectLibrary mEffectLibrary;
/** Material library: surface material by ID */
using MaterialLibrary = std::map<std::string, Collada::Material> ;
MaterialLibrary mMaterialLibrary;
/** Light library: surface light by ID */
using LightLibrary = std::map<std::string, Collada::Light> ;
LightLibrary mLightLibrary;
/** Camera library: surface material by ID */
using CameraLibrary = std::map<std::string, Collada::Camera> ;
CameraLibrary mCameraLibrary;
/** Controller library: joint controllers by ID */
using ControllerLibrary = std::map<std::string, Collada::Controller> ;
ControllerLibrary mControllerLibrary;
/** Animation library: animation references by ID */
using AnimationLibrary = std::map<std::string, Collada::Animation *> ;
AnimationLibrary mAnimationLibrary;
/** Animation clip library: clip animation references by ID */
using AnimationClipLibrary = std::vector<std::pair<std::string, std::vector<std::string>>> ;
AnimationClipLibrary mAnimationClipLibrary;
/** Pointer to the root node. Don't delete, it just points to one of
the nodes in the node library. */
Collada::Node *mRootNode;
/** Root animation container */
Collada::Animation mAnims;
/** Size unit: how large compared to a meter */
ai_real mUnitSize;
/** Which is the up vector */
enum { UP_X,
UP_Y,
UP_Z } mUpDirection;
/** Asset metadata (global for scene) */
StringMetaData mAssetMetaData;
/** Collada file format version */
Collada::FormatVersion mFormat;
};
// ------------------------------------------------------------------------------------------------
// Finds the item in the given library by its reference, throws if not found
template <typename Type>
const Type &ColladaParser::ResolveLibraryReference(const std::map<std::string, Type> &pLibrary, const std::string &pURL) const {
typename std::map<std::string, Type>::const_iterator it = pLibrary.find(pURL);
if (it == pLibrary.end()) {
throw DeadlyImportError("Unable to resolve library reference \"", pURL, "\".");
}
return it->second;
}
} // end of namespace Assimp
#endif // AI_COLLADAPARSER_H_INC

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
r
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file FBXImporter.cpp
* @brief Implementation of the FBX importer.
*/
#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
#include "FBXImporter.h"
#include "FBXConverter.h"
#include "FBXDocument.h"
#include "FBXParser.h"
#include "FBXTokenizer.h"
#include "FBXUtil.h"
#include <assimp/MemoryIOWrapper.h>
#include <assimp/StreamReader.h>
#include <assimp/importerdesc.h>
#include <assimp/Importer.hpp>
namespace Assimp {
template <>
const char *LogFunctions<FBXImporter>::Prefix() {
static auto prefix = "FBX: ";
return prefix;
}
} // namespace Assimp
using namespace Assimp;
using namespace Assimp::Formatter;
using namespace Assimp::FBX;
namespace {
static const aiImporterDesc desc = {
"Autodesk FBX Importer",
"",
"",
"",
aiImporterFlags_SupportTextFlavour,
0,
0,
0,
0,
"fbx"
};
}
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by #Importer
FBXImporter::FBXImporter() :
mSettings() {
// empty
}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool FBXImporter::CanRead(const std::string & pFile, IOSystem * pIOHandler, bool /*checkSig*/) const {
// at least ASCII-FBX files usually have a 'FBX' somewhere in their head
static const char *tokens[] = { "fbx" };
return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
}
// ------------------------------------------------------------------------------------------------
// List all extensions handled by this loader
const aiImporterDesc *FBXImporter::GetInfo() const {
return &desc;
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties for the loader
void FBXImporter::SetupProperties(const Importer *pImp) {
mSettings.readAllLayers = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS, true);
mSettings.readAllMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS, false);
mSettings.readMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_MATERIALS, true);
mSettings.readTextures = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_TEXTURES, true);
mSettings.readCameras = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_CAMERAS, true);
mSettings.readLights = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_LIGHTS, true);
mSettings.readAnimations = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS, true);
mSettings.readWeights = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_WEIGHTS, true);
mSettings.strictMode = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_STRICT_MODE, false);
mSettings.preservePivots = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true);
mSettings.optimizeEmptyAnimationCurves = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES, true);
mSettings.useLegacyEmbeddedTextureNaming = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING, false);
mSettings.removeEmptyBones = pImp->GetPropertyBool(AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, true);
mSettings.convertToMeters = pImp->GetPropertyBool(AI_CONFIG_FBX_CONVERT_TO_M, false);
mSettings.useSkeleton = pImp->GetPropertyBool(AI_CONFIG_FBX_USE_SKELETON_BONE_CONTAINER, false);
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void FBXImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
auto streamCloser = [&](IOStream *pStream) {
pIOHandler->Close(pStream);
};
std::unique_ptr<IOStream, decltype(streamCloser)> stream(pIOHandler->Open(pFile, "rb"), streamCloser);
if (!stream) {
ThrowException("Could not open file for reading");
}
ASSIMP_LOG_DEBUG("Reading FBX file");
// read entire file into memory - no streaming for this, fbx
// files can grow large, but the assimp output data structure
// then becomes very large, too. Assimp doesn't support
// streaming for its output data structures so the net win with
// streaming input data would be very low.
std::vector<char> contents;
contents.resize(stream->FileSize() + 1);
stream->Read(&*contents.begin(), 1, contents.size() - 1);
contents[contents.size() - 1] = 0;
const char *const begin = &*contents.begin();
// broad-phase tokenized pass in which we identify the core
// syntax elements of FBX (brackets, commas, key:value mappings)
TokenList tokens;
try {
bool is_binary = false;
if (!strncmp(begin, "Kaydara FBX Binary", 18)) {
is_binary = true;
TokenizeBinary(tokens, begin, contents.size());
} else {
Tokenize(tokens, begin);
}
// use this information to construct a very rudimentary
// parse-tree representing the FBX scope structure
Parser parser(tokens, is_binary);
// take the raw parse-tree and convert it to a FBX DOM
Document doc(parser, mSettings);
// convert the FBX DOM to aiScene
ConvertToAssimpScene(pScene, doc, mSettings.removeEmptyBones);
// size relative to cm
float size_relative_to_cm = doc.GlobalSettings().UnitScaleFactor();
if (size_relative_to_cm == 0.0) {
// BaseImporter later asserts that fileScale is non-zero.
ThrowException("The UnitScaleFactor must be non-zero");
}
// Set FBX file scale is relative to CM must be converted to M for
// assimp universal format (M)
SetFileScale(size_relative_to_cm * 0.01f);
std::for_each(tokens.begin(), tokens.end(), Util::delete_fun<Token>());
} catch (std::exception &) {
std::for_each(tokens.begin(), tokens.end(), Util::delete_fun<Token>());
throw;
}
}
#endif // !ASSIMP_BUILD_NO_FBX_IMPORTER

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