update assimp to 5.2.3 Bugfix-Release

This commit is contained in:
AzaezelX 2022-04-26 11:56:24 -05:00
parent 3f796d2a06
commit f297476092
1150 changed files with 165834 additions and 112019 deletions

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/*
cencoder.c - c source to a base64 encoding algorithm implementation
This is part of the libb64 project, and has been placed in the public domain.
For details, see http://sourceforge.net/projects/libb64
*/
#include "cencode.h" // changed from <B64/cencode.h>
const int CHARS_PER_LINE = 72;
#ifdef _MSC_VER
#pragma warning(push)
#pragma warning(disable : 4244)
#endif // _MSC_VER
void base64_init_encodestate(base64_encodestate* state_in)
{
state_in->step = step_A;
state_in->result = 0;
state_in->stepcount = 0;
}
char base64_encode_value(char value_in)
{
static const char* encoding = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
if (value_in > 63) return '=';
return encoding[(int)value_in];
}
int base64_encode_block(const char* plaintext_in, int length_in, char* code_out, base64_encodestate* state_in)
{
const char* plainchar = plaintext_in;
const char* const plaintextend = plaintext_in + length_in;
char* codechar = code_out;
char result;
char fragment;
result = state_in->result;
switch (state_in->step)
{
while (1)
{
case step_A:
if (plainchar == plaintextend)
{
state_in->result = result;
state_in->step = step_A;
return (int)(codechar - code_out);
}
fragment = *plainchar++;
result = (fragment & 0x0fc) >> 2;
*codechar++ = base64_encode_value(result);
result = (fragment & 0x003) << 4;
case step_B:
if (plainchar == plaintextend)
{
state_in->result = result;
state_in->step = step_B;
return (int)(codechar - code_out);
}
fragment = *plainchar++;
result |= (fragment & 0x0f0) >> 4;
*codechar++ = base64_encode_value(result);
result = (fragment & 0x00f) << 2;
case step_C:
if (plainchar == plaintextend)
{
state_in->result = result;
state_in->step = step_C;
return (int)(codechar - code_out);
}
fragment = *plainchar++;
result |= (fragment & 0x0c0) >> 6;
*codechar++ = base64_encode_value(result);
result = (fragment & 0x03f) >> 0;
*codechar++ = base64_encode_value(result);
++(state_in->stepcount);
if (state_in->stepcount == CHARS_PER_LINE/4)
{
*codechar++ = '\n';
state_in->stepcount = 0;
}
}
}
/* control should not reach here */
return (int)(codechar - code_out);
}
int base64_encode_blockend(char* code_out, base64_encodestate* state_in)
{
char* codechar = code_out;
switch (state_in->step)
{
case step_B:
*codechar++ = base64_encode_value(state_in->result);
*codechar++ = '=';
*codechar++ = '=';
break;
case step_C:
*codechar++ = base64_encode_value(state_in->result);
*codechar++ = '=';
break;
case step_A:
break;
}
*codechar++ = '\n';
return (int)(codechar - code_out);
}
#ifdef _MSC_VER
#pragma warning(pop)
#endif // _MSC_VER

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/*
cencode.h - c header for a base64 encoding algorithm
This is part of the libb64 project, and has been placed in the public domain.
For details, see http://sourceforge.net/projects/libb64
*/
#ifndef BASE64_CENCODE_H
#define BASE64_CENCODE_H
#ifdef _MSC_VER
#pragma warning(disable : 4127 )
#endif // _MSC_VER
typedef enum
{
step_A, step_B, step_C
} base64_encodestep;
typedef struct
{
base64_encodestep step;
char result;
int stepcount;
} base64_encodestate;
void base64_init_encodestate(base64_encodestate* state_in);
char base64_encode_value(char value_in);
int base64_encode_block(const char* plaintext_in, int length_in, char* code_out, base64_encodestate* state_in);
int base64_encode_blockend(char* code_out, base64_encodestate* state_in);
#endif /* BASE64_CENCODE_H */

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/*
Assimp2Json
Copyright (c) 2011, Alexander C. Gessler
Licensed under a 3-clause BSD license. See the LICENSE file for more information.
*/
#ifndef ASSIMP_BUILD_NO_EXPORT
#ifndef ASSIMP_BUILD_NO_ASSJSON_EXPORTER
#include <assimp/scene.h>
#include <assimp/Exporter.hpp>
#include <assimp/IOStream.hpp>
#include <assimp/IOSystem.hpp>
#include <assimp/Importer.hpp>
#include <assimp/Exceptional.h>
#include <cassert>
#include <limits>
#include <memory>
#include <sstream>
#define CURRENT_FORMAT_VERSION 100
// grab scoped_ptr from assimp to avoid a dependency on boost.
//#include <assimp/../../code/BoostWorkaround/boost/scoped_ptr.hpp>
#include "mesh_splitter.h"
extern "C" {
#include "cencode.h"
}
namespace Assimp {
void ExportAssimp2Json(const char *, Assimp::IOSystem *, const aiScene *, const Assimp::ExportProperties *);
// small utility class to simplify serializing the aiScene to Json
class JSONWriter {
public:
enum {
Flag_DoNotIndent = 0x1,
Flag_WriteSpecialFloats = 0x2,
Flag_SkipWhitespaces = 0x4
};
JSONWriter(Assimp::IOStream &out, unsigned int flags = 0u) :
out(out), indent (""), newline("\n"), space(" "), buff (), first(false), flags(flags) {
// make sure that all formatting happens using the standard, C locale and not the user's current locale
buff.imbue(std::locale("C"));
if (flags & Flag_SkipWhitespaces) {
newline = "";
space = "";
}
}
~JSONWriter() {
Flush();
}
void Flush() {
const std::string s = buff.str();
out.Write(s.c_str(), s.length(), 1);
buff.clear();
}
void PushIndent() {
indent += '\t';
}
void PopIndent() {
indent.erase(indent.end() - 1);
}
void Key(const std::string &name) {
AddIndentation();
Delimit();
buff << '\"' + name + "\":" << space;
}
template <typename Literal>
void Element(const Literal &name) {
AddIndentation();
Delimit();
LiteralToString(buff, name) << newline;
}
template <typename Literal>
void SimpleValue(const Literal &s) {
LiteralToString(buff, s) << newline;
}
void SimpleValue(const void *buffer, size_t len) {
base64_encodestate s;
base64_init_encodestate(&s);
char *const cur_out = new char[std::max(len * 2, static_cast<size_t>(16u))];
const int n = base64_encode_block(reinterpret_cast<const char *>(buffer), static_cast<int>(len), cur_out, &s);
cur_out[n + base64_encode_blockend(cur_out + n, &s)] = '\0';
// base64 encoding may add newlines, but JSON strings may not contain 'real' newlines
// (only escaped ones). Remove any newlines in out.
for (char *cur = cur_out; *cur; ++cur) {
if (*cur == '\n') {
*cur = ' ';
}
}
buff << '\"' << cur_out << "\"" << newline;
delete[] cur_out;
}
void StartObj(bool is_element = false) {
// if this appears as a plain array element, we need to insert a delimiter and we should also indent it
if (is_element) {
AddIndentation();
if (!first) {
buff << ',';
}
}
first = true;
buff << "{" << newline;
PushIndent();
}
void EndObj() {
PopIndent();
AddIndentation();
first = false;
buff << "}" << newline;
}
void StartArray(bool is_element = false) {
// if this appears as a plain array element, we need to insert a delimiter and we should also indent it
if (is_element) {
AddIndentation();
if (!first) {
buff << ',';
}
}
first = true;
buff << "[" << newline;
PushIndent();
}
void EndArray() {
PopIndent();
AddIndentation();
buff << "]" << newline;
first = false;
}
void AddIndentation() {
if (!(flags & Flag_DoNotIndent) && !(flags & Flag_SkipWhitespaces)) {
buff << indent;
}
}
void Delimit() {
if (!first) {
buff << ',';
} else {
buff << space;
first = false;
}
}
private:
template <typename Literal>
std::stringstream &LiteralToString(std::stringstream &stream, const Literal &s) {
stream << s;
return stream;
}
std::stringstream &LiteralToString(std::stringstream &stream, const aiString &s) {
std::string t;
// escape backslashes and single quotes, both would render the JSON invalid if left as is
t.reserve(s.length);
for (size_t i = 0; i < s.length; ++i) {
if (s.data[i] == '\\' || s.data[i] == '\'' || s.data[i] == '\"') {
t.push_back('\\');
}
t.push_back(s.data[i]);
}
stream << "\"";
stream << t;
stream << "\"";
return stream;
}
std::stringstream &LiteralToString(std::stringstream &stream, float f) {
if (!std::numeric_limits<float>::is_iec559) {
// on a non IEEE-754 platform, we make no assumptions about the representation or existence
// of special floating-point numbers.
stream << f;
return stream;
}
// JSON does not support writing Inf/Nan
// [RFC 4672: "Numeric values that cannot be represented as sequences of digits
// (such as Infinity and NaN) are not permitted."]
// Nevertheless, many parsers will accept the special keywords Infinity, -Infinity and NaN
if (std::numeric_limits<float>::infinity() == fabs(f)) {
if (flags & Flag_WriteSpecialFloats) {
stream << (f < 0 ? "\"-" : "\"") + std::string("Infinity\"");
return stream;
}
// we should print this warning, but we can't - this is called from within a generic assimp exporter, we cannot use cerr
// std::cerr << "warning: cannot represent infinite number literal, substituting 0 instead (use -i flag to enforce Infinity/NaN)" << std::endl;
stream << "0.0";
return stream;
}
// f!=f is the most reliable test for NaNs that I know of
else if (f != f) {
if (flags & Flag_WriteSpecialFloats) {
stream << "\"NaN\"";
return stream;
}
// we should print this warning, but we can't - this is called from within a generic assimp exporter, we cannot use cerr
// std::cerr << "warning: cannot represent infinite number literal, substituting 0 instead (use -i flag to enforce Infinity/NaN)" << std::endl;
stream << "0.0";
return stream;
}
stream << f;
return stream;
}
private:
Assimp::IOStream &out;
std::string indent;
std::string newline;
std::string space;
std::stringstream buff;
bool first;
unsigned int flags;
};
void Write(JSONWriter &out, const aiVector3D &ai, bool is_elem = true) {
out.StartArray(is_elem);
out.Element(ai.x);
out.Element(ai.y);
out.Element(ai.z);
out.EndArray();
}
void Write(JSONWriter &out, const aiQuaternion &ai, bool is_elem = true) {
out.StartArray(is_elem);
out.Element(ai.w);
out.Element(ai.x);
out.Element(ai.y);
out.Element(ai.z);
out.EndArray();
}
void Write(JSONWriter &out, const aiColor3D &ai, bool is_elem = true) {
out.StartArray(is_elem);
out.Element(ai.r);
out.Element(ai.g);
out.Element(ai.b);
out.EndArray();
}
void Write(JSONWriter &out, const aiMatrix4x4 &ai, bool is_elem = true) {
out.StartArray(is_elem);
for (unsigned int x = 0; x < 4; ++x) {
for (unsigned int y = 0; y < 4; ++y) {
out.Element(ai[x][y]);
}
}
out.EndArray();
}
void Write(JSONWriter &out, const aiBone &ai, bool is_elem = true) {
out.StartObj(is_elem);
out.Key("name");
out.SimpleValue(ai.mName);
out.Key("offsetmatrix");
Write(out, ai.mOffsetMatrix, false);
out.Key("weights");
out.StartArray();
for (unsigned int i = 0; i < ai.mNumWeights; ++i) {
out.StartArray(true);
out.Element(ai.mWeights[i].mVertexId);
out.Element(ai.mWeights[i].mWeight);
out.EndArray();
}
out.EndArray();
out.EndObj();
}
void Write(JSONWriter &out, const aiFace &ai, bool is_elem = true) {
out.StartArray(is_elem);
for (unsigned int i = 0; i < ai.mNumIndices; ++i) {
out.Element(ai.mIndices[i]);
}
out.EndArray();
}
void Write(JSONWriter &out, const aiMesh &ai, bool is_elem = true) {
out.StartObj(is_elem);
out.Key("name");
out.SimpleValue(ai.mName);
out.Key("materialindex");
out.SimpleValue(ai.mMaterialIndex);
out.Key("primitivetypes");
out.SimpleValue(ai.mPrimitiveTypes);
out.Key("vertices");
out.StartArray();
for (unsigned int i = 0; i < ai.mNumVertices; ++i) {
out.Element(ai.mVertices[i].x);
out.Element(ai.mVertices[i].y);
out.Element(ai.mVertices[i].z);
}
out.EndArray();
if (ai.HasNormals()) {
out.Key("normals");
out.StartArray();
for (unsigned int i = 0; i < ai.mNumVertices; ++i) {
out.Element(ai.mNormals[i].x);
out.Element(ai.mNormals[i].y);
out.Element(ai.mNormals[i].z);
}
out.EndArray();
}
if (ai.HasTangentsAndBitangents()) {
out.Key("tangents");
out.StartArray();
for (unsigned int i = 0; i < ai.mNumVertices; ++i) {
out.Element(ai.mTangents[i].x);
out.Element(ai.mTangents[i].y);
out.Element(ai.mTangents[i].z);
}
out.EndArray();
out.Key("bitangents");
out.StartArray();
for (unsigned int i = 0; i < ai.mNumVertices; ++i) {
out.Element(ai.mBitangents[i].x);
out.Element(ai.mBitangents[i].y);
out.Element(ai.mBitangents[i].z);
}
out.EndArray();
}
if (ai.GetNumUVChannels()) {
out.Key("numuvcomponents");
out.StartArray();
for (unsigned int n = 0; n < ai.GetNumUVChannels(); ++n) {
out.Element(ai.mNumUVComponents[n]);
}
out.EndArray();
out.Key("texturecoords");
out.StartArray();
for (unsigned int n = 0; n < ai.GetNumUVChannels(); ++n) {
const unsigned int numc = ai.mNumUVComponents[n] ? ai.mNumUVComponents[n] : 2;
out.StartArray(true);
for (unsigned int i = 0; i < ai.mNumVertices; ++i) {
for (unsigned int c = 0; c < numc; ++c) {
out.Element(ai.mTextureCoords[n][i][c]);
}
}
out.EndArray();
}
out.EndArray();
}
if (ai.GetNumColorChannels()) {
out.Key("colors");
out.StartArray();
for (unsigned int n = 0; n < ai.GetNumColorChannels(); ++n) {
out.StartArray(true);
for (unsigned int i = 0; i < ai.mNumVertices; ++i) {
out.Element(ai.mColors[n][i].r);
out.Element(ai.mColors[n][i].g);
out.Element(ai.mColors[n][i].b);
out.Element(ai.mColors[n][i].a);
}
out.EndArray();
}
out.EndArray();
}
if (ai.mNumBones) {
out.Key("bones");
out.StartArray();
for (unsigned int n = 0; n < ai.mNumBones; ++n) {
Write(out, *ai.mBones[n]);
}
out.EndArray();
}
out.Key("faces");
out.StartArray();
for (unsigned int n = 0; n < ai.mNumFaces; ++n) {
Write(out, ai.mFaces[n]);
}
out.EndArray();
out.EndObj();
}
void Write(JSONWriter &out, const aiNode &ai, bool is_elem = true) {
out.StartObj(is_elem);
out.Key("name");
out.SimpleValue(ai.mName);
out.Key("transformation");
Write(out, ai.mTransformation, false);
if (ai.mNumMeshes) {
out.Key("meshes");
out.StartArray();
for (unsigned int n = 0; n < ai.mNumMeshes; ++n) {
out.Element(ai.mMeshes[n]);
}
out.EndArray();
}
if (ai.mNumChildren) {
out.Key("children");
out.StartArray();
for (unsigned int n = 0; n < ai.mNumChildren; ++n) {
Write(out, *ai.mChildren[n]);
}
out.EndArray();
}
out.EndObj();
}
void Write(JSONWriter &out, const aiMaterial &ai, bool is_elem = true) {
out.StartObj(is_elem);
out.Key("properties");
out.StartArray();
for (unsigned int i = 0; i < ai.mNumProperties; ++i) {
const aiMaterialProperty *const prop = ai.mProperties[i];
out.StartObj(true);
out.Key("key");
out.SimpleValue(prop->mKey);
out.Key("semantic");
out.SimpleValue(prop->mSemantic);
out.Key("index");
out.SimpleValue(prop->mIndex);
out.Key("type");
out.SimpleValue(prop->mType);
out.Key("value");
switch (prop->mType) {
case aiPTI_Float:
if (prop->mDataLength / sizeof(float) > 1) {
out.StartArray();
for (unsigned int ii = 0; ii < prop->mDataLength / sizeof(float); ++ii) {
out.Element(reinterpret_cast<float *>(prop->mData)[ii]);
}
out.EndArray();
} else {
out.SimpleValue(*reinterpret_cast<float *>(prop->mData));
}
break;
case aiPTI_Integer:
if (prop->mDataLength / sizeof(int) > 1) {
out.StartArray();
for (unsigned int ii = 0; ii < prop->mDataLength / sizeof(int); ++ii) {
out.Element(reinterpret_cast<int *>(prop->mData)[ii]);
}
out.EndArray();
} else {
out.SimpleValue(*reinterpret_cast<int *>(prop->mData));
}
break;
case aiPTI_String: {
aiString s;
aiGetMaterialString(&ai, prop->mKey.data, prop->mSemantic, prop->mIndex, &s);
out.SimpleValue(s);
} break;
case aiPTI_Buffer: {
// binary data is written as series of hex-encoded octets
out.SimpleValue(prop->mData, prop->mDataLength);
} break;
default:
assert(false);
}
out.EndObj();
}
out.EndArray();
out.EndObj();
}
void Write(JSONWriter &out, const aiTexture &ai, bool is_elem = true) {
out.StartObj(is_elem);
out.Key("width");
out.SimpleValue(ai.mWidth);
out.Key("height");
out.SimpleValue(ai.mHeight);
out.Key("formathint");
out.SimpleValue(aiString(ai.achFormatHint));
out.Key("data");
if (!ai.mHeight) {
out.SimpleValue(ai.pcData, ai.mWidth);
} else {
out.StartArray();
for (unsigned int y = 0; y < ai.mHeight; ++y) {
out.StartArray(true);
for (unsigned int x = 0; x < ai.mWidth; ++x) {
const aiTexel &tx = ai.pcData[y * ai.mWidth + x];
out.StartArray(true);
out.Element(static_cast<unsigned int>(tx.r));
out.Element(static_cast<unsigned int>(tx.g));
out.Element(static_cast<unsigned int>(tx.b));
out.Element(static_cast<unsigned int>(tx.a));
out.EndArray();
}
out.EndArray();
}
out.EndArray();
}
out.EndObj();
}
void Write(JSONWriter &out, const aiLight &ai, bool is_elem = true) {
out.StartObj(is_elem);
out.Key("name");
out.SimpleValue(ai.mName);
out.Key("type");
out.SimpleValue(ai.mType);
if (ai.mType == aiLightSource_SPOT || ai.mType == aiLightSource_UNDEFINED) {
out.Key("angleinnercone");
out.SimpleValue(ai.mAngleInnerCone);
out.Key("angleoutercone");
out.SimpleValue(ai.mAngleOuterCone);
}
out.Key("attenuationconstant");
out.SimpleValue(ai.mAttenuationConstant);
out.Key("attenuationlinear");
out.SimpleValue(ai.mAttenuationLinear);
out.Key("attenuationquadratic");
out.SimpleValue(ai.mAttenuationQuadratic);
out.Key("diffusecolor");
Write(out, ai.mColorDiffuse, false);
out.Key("specularcolor");
Write(out, ai.mColorSpecular, false);
out.Key("ambientcolor");
Write(out, ai.mColorAmbient, false);
if (ai.mType != aiLightSource_POINT) {
out.Key("direction");
Write(out, ai.mDirection, false);
}
if (ai.mType != aiLightSource_DIRECTIONAL) {
out.Key("position");
Write(out, ai.mPosition, false);
}
out.EndObj();
}
void Write(JSONWriter &out, const aiNodeAnim &ai, bool is_elem = true) {
out.StartObj(is_elem);
out.Key("name");
out.SimpleValue(ai.mNodeName);
out.Key("prestate");
out.SimpleValue(ai.mPreState);
out.Key("poststate");
out.SimpleValue(ai.mPostState);
if (ai.mNumPositionKeys) {
out.Key("positionkeys");
out.StartArray();
for (unsigned int n = 0; n < ai.mNumPositionKeys; ++n) {
const aiVectorKey &pos = ai.mPositionKeys[n];
out.StartArray(true);
out.Element(pos.mTime);
Write(out, pos.mValue);
out.EndArray();
}
out.EndArray();
}
if (ai.mNumRotationKeys) {
out.Key("rotationkeys");
out.StartArray();
for (unsigned int n = 0; n < ai.mNumRotationKeys; ++n) {
const aiQuatKey &rot = ai.mRotationKeys[n];
out.StartArray(true);
out.Element(rot.mTime);
Write(out, rot.mValue);
out.EndArray();
}
out.EndArray();
}
if (ai.mNumScalingKeys) {
out.Key("scalingkeys");
out.StartArray();
for (unsigned int n = 0; n < ai.mNumScalingKeys; ++n) {
const aiVectorKey &scl = ai.mScalingKeys[n];
out.StartArray(true);
out.Element(scl.mTime);
Write(out, scl.mValue);
out.EndArray();
}
out.EndArray();
}
out.EndObj();
}
void Write(JSONWriter &out, const aiAnimation &ai, bool is_elem = true) {
out.StartObj(is_elem);
out.Key("name");
out.SimpleValue(ai.mName);
out.Key("tickspersecond");
out.SimpleValue(ai.mTicksPerSecond);
out.Key("duration");
out.SimpleValue(ai.mDuration);
out.Key("channels");
out.StartArray();
for (unsigned int n = 0; n < ai.mNumChannels; ++n) {
Write(out, *ai.mChannels[n]);
}
out.EndArray();
out.EndObj();
}
void Write(JSONWriter &out, const aiCamera &ai, bool is_elem = true) {
out.StartObj(is_elem);
out.Key("name");
out.SimpleValue(ai.mName);
out.Key("aspect");
out.SimpleValue(ai.mAspect);
out.Key("clipplanefar");
out.SimpleValue(ai.mClipPlaneFar);
out.Key("clipplanenear");
out.SimpleValue(ai.mClipPlaneNear);
out.Key("horizontalfov");
out.SimpleValue(ai.mHorizontalFOV);
out.Key("up");
Write(out, ai.mUp, false);
out.Key("lookat");
Write(out, ai.mLookAt, false);
out.EndObj();
}
void WriteFormatInfo(JSONWriter &out) {
out.StartObj();
out.Key("format");
out.SimpleValue("\"assimp2json\"");
out.Key("version");
out.SimpleValue(CURRENT_FORMAT_VERSION);
out.EndObj();
}
void Write(JSONWriter &out, const aiScene &ai) {
out.StartObj();
out.Key("__metadata__");
WriteFormatInfo(out);
out.Key("rootnode");
Write(out, *ai.mRootNode, false);
out.Key("flags");
out.SimpleValue(ai.mFlags);
if (ai.HasMeshes()) {
out.Key("meshes");
out.StartArray();
for (unsigned int n = 0; n < ai.mNumMeshes; ++n) {
Write(out, *ai.mMeshes[n]);
}
out.EndArray();
}
if (ai.HasMaterials()) {
out.Key("materials");
out.StartArray();
for (unsigned int n = 0; n < ai.mNumMaterials; ++n) {
Write(out, *ai.mMaterials[n]);
}
out.EndArray();
}
if (ai.HasAnimations()) {
out.Key("animations");
out.StartArray();
for (unsigned int n = 0; n < ai.mNumAnimations; ++n) {
Write(out, *ai.mAnimations[n]);
}
out.EndArray();
}
if (ai.HasLights()) {
out.Key("lights");
out.StartArray();
for (unsigned int n = 0; n < ai.mNumLights; ++n) {
Write(out, *ai.mLights[n]);
}
out.EndArray();
}
if (ai.HasCameras()) {
out.Key("cameras");
out.StartArray();
for (unsigned int n = 0; n < ai.mNumCameras; ++n) {
Write(out, *ai.mCameras[n]);
}
out.EndArray();
}
if (ai.HasTextures()) {
out.Key("textures");
out.StartArray();
for (unsigned int n = 0; n < ai.mNumTextures; ++n) {
Write(out, *ai.mTextures[n]);
}
out.EndArray();
}
out.EndObj();
}
void ExportAssimp2Json(const char *file, Assimp::IOSystem *io, const aiScene *scene, const Assimp::ExportProperties *pProperties) {
std::unique_ptr<Assimp::IOStream> str(io->Open(file, "wt"));
if (!str) {
throw DeadlyExportError("could not open output file");
}
// get a copy of the scene so we can modify it
aiScene *scenecopy_tmp;
aiCopyScene(scene, &scenecopy_tmp);
try {
// split meshes so they fit into a 16 bit index buffer
MeshSplitter splitter;
splitter.SetLimit(1 << 16);
splitter.Execute(scenecopy_tmp);
// XXX Flag_WriteSpecialFloats is turned on by default, right now we don't have a configuration interface for exporters
unsigned int flags = JSONWriter::Flag_WriteSpecialFloats;
if (pProperties->GetPropertyBool("JSON_SKIP_WHITESPACES", false)) {
flags |= JSONWriter::Flag_SkipWhitespaces;
}
JSONWriter s(*str, flags);
Write(s, *scenecopy_tmp);
} catch (...) {
aiFreeScene(scenecopy_tmp);
throw;
}
aiFreeScene(scenecopy_tmp);
}
} // namespace Assimp
#endif // ASSIMP_BUILD_NO_ASSJSON_EXPORTER
#endif // ASSIMP_BUILD_NO_EXPORT

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/*
Assimp2Json
Copyright (c) 2011, Alexander C. Gessler
Licensed under a 3-clause BSD license. See the LICENSE file for more information.
*/
#include "mesh_splitter.h"
#include <assimp/scene.h>
// ----------------------------------------------------------------------------
// Note: this is largely based on assimp's SplitLargeMeshes_Vertex process.
// it is refactored and the coding style is slightly improved, though.
// ----------------------------------------------------------------------------
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void MeshSplitter::Execute( aiScene* pScene) {
std::vector<std::pair<aiMesh*, unsigned int> > source_mesh_map;
for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
SplitMesh(a, pScene->mMeshes[a],source_mesh_map);
}
const unsigned int size = static_cast<unsigned int>(source_mesh_map.size());
if (size != pScene->mNumMeshes) {
// it seems something has been split. rebuild the mesh list
delete[] pScene->mMeshes;
pScene->mNumMeshes = size;
pScene->mMeshes = new aiMesh*[size]();
for (unsigned int i = 0; i < size;++i) {
pScene->mMeshes[i] = source_mesh_map[i].first;
}
// now we need to update all nodes
UpdateNode(pScene->mRootNode,source_mesh_map);
}
}
// ------------------------------------------------------------------------------------------------
void MeshSplitter::UpdateNode(aiNode* pcNode, const std::vector<std::pair<aiMesh*, unsigned int> >& source_mesh_map) {
// TODO: should better use std::(multi)set for source_mesh_map.
// for every index in out list build a new entry
std::vector<unsigned int> aiEntries;
aiEntries.reserve(pcNode->mNumMeshes + 1);
for (unsigned int i = 0; i < pcNode->mNumMeshes;++i) {
for (unsigned int a = 0, end = static_cast<unsigned int>(source_mesh_map.size()); a < end;++a) {
if (source_mesh_map[a].second == pcNode->mMeshes[i]) {
aiEntries.push_back(a);
}
}
}
// now build the new list
delete pcNode->mMeshes;
pcNode->mNumMeshes = static_cast<unsigned int>(aiEntries.size());
pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes];
for (unsigned int b = 0; b < pcNode->mNumMeshes;++b) {
pcNode->mMeshes[b] = aiEntries[b];
}
// recursively update children
for (unsigned int i = 0, end = pcNode->mNumChildren; i < end;++i) {
UpdateNode ( pcNode->mChildren[i], source_mesh_map );
}
}
static const unsigned int WAS_NOT_COPIED = 0xffffffff;
using PerVertexWeight = std::pair <unsigned int,float>;
using VertexWeightTable = std::vector <PerVertexWeight>;
// ------------------------------------------------------------------------------------------------
VertexWeightTable* ComputeVertexBoneWeightTable(const aiMesh* pMesh) {
if (!pMesh || !pMesh->mNumVertices || !pMesh->mNumBones) {
return nullptr;
}
VertexWeightTable* const avPerVertexWeights = new VertexWeightTable[pMesh->mNumVertices];
for (unsigned int i = 0; i < pMesh->mNumBones;++i) {
aiBone* bone = pMesh->mBones[i];
for (unsigned int a = 0; a < bone->mNumWeights;++a) {
const aiVertexWeight& weight = bone->mWeights[a];
avPerVertexWeights[weight.mVertexId].emplace_back(i,weight.mWeight);
}
}
return avPerVertexWeights;
}
// ------------------------------------------------------------------------------------------------
void MeshSplitter :: SplitMesh(unsigned int a, aiMesh* in_mesh, std::vector<std::pair<aiMesh*, unsigned int> >& source_mesh_map) {
// TODO: should better use std::(multi)set for source_mesh_map.
if (in_mesh->mNumVertices <= LIMIT) {
source_mesh_map.emplace_back(in_mesh,a);
return;
}
// build a per-vertex weight list if necessary
VertexWeightTable* avPerVertexWeights = ComputeVertexBoneWeightTable(in_mesh);
// we need to split this mesh into sub meshes. Estimate submesh size
const unsigned int sub_meshes = (in_mesh->mNumVertices / LIMIT) + 1;
// create a std::vector<unsigned int> to remember which vertices have already
// been copied and to which position (i.e. output index)
std::vector<unsigned int> was_copied_to;
was_copied_to.resize(in_mesh->mNumVertices,WAS_NOT_COPIED);
// Try to find a good estimate for the number of output faces
// per mesh. Add 12.5% as buffer
unsigned int size_estimated = in_mesh->mNumFaces / sub_meshes;
size_estimated += size_estimated / 8;
// now generate all submeshes
unsigned int base = 0;
while (true) {
const unsigned int out_vertex_index = LIMIT;
aiMesh* out_mesh = new aiMesh();
out_mesh->mNumVertices = 0;
out_mesh->mMaterialIndex = in_mesh->mMaterialIndex;
// the name carries the adjacency information between the meshes
out_mesh->mName = in_mesh->mName;
typedef std::vector<aiVertexWeight> BoneWeightList;
if (in_mesh->HasBones()) {
out_mesh->mBones = new aiBone*[in_mesh->mNumBones]();
}
// clear the temporary helper array
if (base) {
std::fill(was_copied_to.begin(), was_copied_to.end(), WAS_NOT_COPIED);
}
std::vector<aiFace> vFaces;
// reserve enough storage for most cases
if (in_mesh->HasPositions()) {
out_mesh->mVertices = new aiVector3D[out_vertex_index];
}
if (in_mesh->HasNormals()) {
out_mesh->mNormals = new aiVector3D[out_vertex_index];
}
if (in_mesh->HasTangentsAndBitangents()) {
out_mesh->mTangents = new aiVector3D[out_vertex_index];
out_mesh->mBitangents = new aiVector3D[out_vertex_index];
}
for (unsigned int c = 0; in_mesh->HasVertexColors(c);++c) {
out_mesh->mColors[c] = new aiColor4D[out_vertex_index];
}
for (unsigned int c = 0; in_mesh->HasTextureCoords(c);++c) {
out_mesh->mNumUVComponents[c] = in_mesh->mNumUVComponents[c];
out_mesh->mTextureCoords[c] = new aiVector3D[out_vertex_index];
}
vFaces.reserve(size_estimated);
// (we will also need to copy the array of indices)
while (base < in_mesh->mNumFaces) {
const unsigned int iNumIndices = in_mesh->mFaces[base].mNumIndices;
// doesn't catch degenerates but is quite fast
unsigned int iNeed = 0;
for (unsigned int v = 0; v < iNumIndices;++v) {
unsigned int index = in_mesh->mFaces[base].mIndices[v];
// check whether we do already have this vertex
if (WAS_NOT_COPIED == was_copied_to[index]) {
iNeed++;
}
}
if (out_mesh->mNumVertices + iNeed > out_vertex_index) {
// don't use this face
break;
}
vFaces.emplace_back();
aiFace& rFace = vFaces.back();
// setup face type and number of indices
rFace.mNumIndices = iNumIndices;
rFace.mIndices = new unsigned int[iNumIndices];
// need to update the output primitive types
switch (rFace.mNumIndices)
{
case 1:
out_mesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
break;
case 2:
out_mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
break;
case 3:
out_mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
break;
default:
out_mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
}
// and copy the contents of the old array, offset them by current base
for (unsigned int v = 0; v < iNumIndices;++v) {
const unsigned int index = in_mesh->mFaces[base].mIndices[v];
// check whether we do already have this vertex
if (WAS_NOT_COPIED != was_copied_to[index]) {
rFace.mIndices[v] = was_copied_to[index];
continue;
}
// copy positions
out_mesh->mVertices[out_mesh->mNumVertices] = (in_mesh->mVertices[index]);
// copy normals
if (in_mesh->HasNormals()) {
out_mesh->mNormals[out_mesh->mNumVertices] = (in_mesh->mNormals[index]);
}
// copy tangents/bi-tangents
if (in_mesh->HasTangentsAndBitangents()) {
out_mesh->mTangents[out_mesh->mNumVertices] = (in_mesh->mTangents[index]);
out_mesh->mBitangents[out_mesh->mNumVertices] = (in_mesh->mBitangents[index]);
}
// texture coordinates
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) {
if (in_mesh->HasTextureCoords( c)) {
out_mesh->mTextureCoords[c][out_mesh->mNumVertices] = in_mesh->mTextureCoords[c][index];
}
}
// vertex colors
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS;++c) {
if (in_mesh->HasVertexColors( c)) {
out_mesh->mColors[c][out_mesh->mNumVertices] = in_mesh->mColors[c][index];
}
}
// check whether we have bone weights assigned to this vertex
rFace.mIndices[v] = out_mesh->mNumVertices;
if (avPerVertexWeights) {
VertexWeightTable& table = avPerVertexWeights[ out_mesh->mNumVertices ];
for (VertexWeightTable::const_iterator iter = table.begin(), end = table.end(); iter != end;++iter) {
// allocate the bone weight array if necessary and store it in the mBones field (HACK!)
BoneWeightList* weight_list = reinterpret_cast<BoneWeightList*>(out_mesh->mBones[(*iter).first]);
if (!weight_list) {
weight_list = new BoneWeightList();
out_mesh->mBones[(*iter).first] = reinterpret_cast<aiBone*>(weight_list);
}
weight_list->push_back(aiVertexWeight(out_mesh->mNumVertices,(*iter).second));
}
}
was_copied_to[index] = out_mesh->mNumVertices;
out_mesh->mNumVertices++;
}
base++;
if(out_mesh->mNumVertices == out_vertex_index) {
// break here. The face is only added if it was complete
break;
}
}
// check which bones we'll need to create for this submesh
if (in_mesh->HasBones()) {
aiBone** ppCurrent = out_mesh->mBones;
for (unsigned int k = 0; k < in_mesh->mNumBones;++k) {
// check whether the bone exists
BoneWeightList* const weight_list = reinterpret_cast<BoneWeightList*>(out_mesh->mBones[k]);
if (weight_list) {
const aiBone* const bone_in = in_mesh->mBones[k];
aiBone* const bone_out = new aiBone();
*ppCurrent++ = bone_out;
bone_out->mName = aiString(bone_in->mName);
bone_out->mOffsetMatrix =bone_in->mOffsetMatrix;
bone_out->mNumWeights = (unsigned int)weight_list->size();
bone_out->mWeights = new aiVertexWeight[bone_out->mNumWeights];
// copy the vertex weights
::memcpy(bone_out->mWeights, &(*weight_list)[0],bone_out->mNumWeights * sizeof(aiVertexWeight));
delete weight_list;
out_mesh->mNumBones++;
}
}
}
// copy the face list to the mesh
out_mesh->mFaces = new aiFace[vFaces.size()];
out_mesh->mNumFaces = (unsigned int)vFaces.size();
for (unsigned int p = 0; p < out_mesh->mNumFaces;++p) {
out_mesh->mFaces[p] = vFaces[p];
}
// add the newly created mesh to the list
source_mesh_map.push_back(std::make_pair(out_mesh,a));
if (base == in_mesh->mNumFaces) {
break;
}
}
// delete the per-vertex weight list again
delete[] avPerVertexWeights;
// now delete the old mesh data
delete in_mesh;
}

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/*
Assimp2Json
Copyright (c) 2011, Alexander C. Gessler
Licensed under a 3-clause BSD license. See the LICENSE file for more information.
*/
#ifndef INCLUDED_MESH_SPLITTER
#define INCLUDED_MESH_SPLITTER
// ----------------------------------------------------------------------------
// Note: this is largely based on assimp's SplitLargeMeshes_Vertex process.
// it is refactored and the coding style is slightly improved, though.
// ----------------------------------------------------------------------------
#include <vector>
struct aiScene;
struct aiMesh;
struct aiNode;
// ---------------------------------------------------------------------------
/** Splits meshes of unique vertices into meshes with no more vertices than
* a given, configurable threshold value.
*/
class MeshSplitter {
public:
unsigned int LIMIT;
void SetLimit(unsigned int l) {
LIMIT = l;
}
unsigned int GetLimit() const {
return LIMIT;
}
// -------------------------------------------------------------------
/** Executes the post processing step on the given imported data.
* At the moment a process is not supposed to fail.
* @param pScene The imported data to work at.
*/
void Execute(aiScene *pScene);
private:
void UpdateNode(aiNode *pcNode, const std::vector<std::pair<aiMesh *, unsigned int>> &source_mesh_map);
void SplitMesh(unsigned int index, aiMesh *mesh, std::vector<std::pair<aiMesh *, unsigned int>> &source_mesh_map);
};
#endif // INCLUDED_MESH_SPLITTER