diff options
author | sanine <sanine.not@pm.me> | 2023-02-12 23:53:22 -0600 |
---|---|---|
committer | sanine <sanine.not@pm.me> | 2023-02-12 23:53:22 -0600 |
commit | f1fe73d1909a2448a004a88362a1a532d0d4f7c3 (patch) | |
tree | ab37ae3837e2f858de2932bcee9f26e69fab3db1 /libs/assimp/code/AssetLib/Assjson | |
parent | f567ea1e2798fd3156a416e61f083ea3e6b95719 (diff) |
switch to tinyobj and nanovg from assimp and cairo
Diffstat (limited to 'libs/assimp/code/AssetLib/Assjson')
-rw-r--r-- | libs/assimp/code/AssetLib/Assjson/cencode.c | 117 | ||||
-rw-r--r-- | libs/assimp/code/AssetLib/Assjson/cencode.h | 35 | ||||
-rw-r--r-- | libs/assimp/code/AssetLib/Assjson/json_exporter.cpp | 810 | ||||
-rw-r--r-- | libs/assimp/code/AssetLib/Assjson/mesh_splitter.cpp | 319 | ||||
-rw-r--r-- | libs/assimp/code/AssetLib/Assjson/mesh_splitter.h | 52 |
5 files changed, 0 insertions, 1333 deletions
diff --git a/libs/assimp/code/AssetLib/Assjson/cencode.c b/libs/assimp/code/AssetLib/Assjson/cencode.c deleted file mode 100644 index 614a267..0000000 --- a/libs/assimp/code/AssetLib/Assjson/cencode.c +++ /dev/null @@ -1,117 +0,0 @@ -/* -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 deleted file mode 100644 index a7893c4..0000000 --- a/libs/assimp/code/AssetLib/Assjson/cencode.h +++ /dev/null @@ -1,35 +0,0 @@ -/* -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 deleted file mode 100644 index 7b2c8ec..0000000 --- a/libs/assimp/code/AssetLib/Assjson/json_exporter.cpp +++ /dev/null @@ -1,810 +0,0 @@ -/* -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 deleted file mode 100644 index 978437c..0000000 --- a/libs/assimp/code/AssetLib/Assjson/mesh_splitter.cpp +++ /dev/null @@ -1,319 +0,0 @@ -/* -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 deleted file mode 100644 index f7f9a93..0000000 --- a/libs/assimp/code/AssetLib/Assjson/mesh_splitter.h +++ /dev/null @@ -1,52 +0,0 @@ -/* -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 |