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authorsanine <sanine.not@pm.me>2022-04-16 11:55:09 -0500
committersanine <sanine.not@pm.me>2022-04-16 11:55:09 -0500
commitdb81b925d776103326128bf629cbdda576a223e7 (patch)
tree58bea8155c686733310009f6bed7363f91fbeb9d /libs/assimp/code/AssetLib/Assjson
parent55860037b14fb3893ba21cf2654c83d349cc1082 (diff)
move 3rd-party librarys into libs/ and add built-in honeysuckle
Diffstat (limited to 'libs/assimp/code/AssetLib/Assjson')
-rw-r--r--libs/assimp/code/AssetLib/Assjson/cencode.c117
-rw-r--r--libs/assimp/code/AssetLib/Assjson/cencode.h35
-rw-r--r--libs/assimp/code/AssetLib/Assjson/json_exporter.cpp810
-rw-r--r--libs/assimp/code/AssetLib/Assjson/mesh_splitter.cpp319
-rw-r--r--libs/assimp/code/AssetLib/Assjson/mesh_splitter.h52
5 files changed, 1333 insertions, 0 deletions
diff --git a/libs/assimp/code/AssetLib/Assjson/cencode.c b/libs/assimp/code/AssetLib/Assjson/cencode.c
new file mode 100644
index 0000000..614a267
--- /dev/null
+++ b/libs/assimp/code/AssetLib/Assjson/cencode.c
@@ -0,0 +1,117 @@
+/*
+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
diff --git a/libs/assimp/code/AssetLib/Assjson/cencode.h b/libs/assimp/code/AssetLib/Assjson/cencode.h
new file mode 100644
index 0000000..a7893c4
--- /dev/null
+++ b/libs/assimp/code/AssetLib/Assjson/cencode.h
@@ -0,0 +1,35 @@
+/*
+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 */
diff --git a/libs/assimp/code/AssetLib/Assjson/json_exporter.cpp b/libs/assimp/code/AssetLib/Assjson/json_exporter.cpp
new file mode 100644
index 0000000..7b2c8ec
--- /dev/null
+++ b/libs/assimp/code/AssetLib/Assjson/json_exporter.cpp
@@ -0,0 +1,810 @@
+/*
+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
diff --git a/libs/assimp/code/AssetLib/Assjson/mesh_splitter.cpp b/libs/assimp/code/AssetLib/Assjson/mesh_splitter.cpp
new file mode 100644
index 0000000..978437c
--- /dev/null
+++ b/libs/assimp/code/AssetLib/Assjson/mesh_splitter.cpp
@@ -0,0 +1,319 @@
+/*
+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;
+}
diff --git a/libs/assimp/code/AssetLib/Assjson/mesh_splitter.h b/libs/assimp/code/AssetLib/Assjson/mesh_splitter.h
new file mode 100644
index 0000000..f7f9a93
--- /dev/null
+++ b/libs/assimp/code/AssetLib/Assjson/mesh_splitter.h
@@ -0,0 +1,52 @@
+/*
+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