diff options
| author | sanine <sanine.not@pm.me> | 2022-04-16 11:55:54 -0500 | 
|---|---|---|
| committer | sanine <sanine.not@pm.me> | 2022-04-16 11:55:54 -0500 | 
| commit | 8fb7916a0d0cb007a4c3a4e6a31af58765268ca3 (patch) | |
| tree | 52b5524a94a5b04e17a1fd7f8aca988ab6d0c75f /src/mesh/assimp-master/code/AssetLib/Assjson | |
| parent | db81b925d776103326128bf629cbdda576a223e7 (diff) | |
delete src/mesh/assimp-master
Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/Assjson')
5 files changed, 0 insertions, 1333 deletions
| diff --git a/src/mesh/assimp-master/code/AssetLib/Assjson/cencode.c b/src/mesh/assimp-master/code/AssetLib/Assjson/cencode.c deleted file mode 100644 index 614a267..0000000 --- a/src/mesh/assimp-master/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/src/mesh/assimp-master/code/AssetLib/Assjson/cencode.h b/src/mesh/assimp-master/code/AssetLib/Assjson/cencode.h deleted file mode 100644 index a7893c4..0000000 --- a/src/mesh/assimp-master/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/src/mesh/assimp-master/code/AssetLib/Assjson/json_exporter.cpp b/src/mesh/assimp-master/code/AssetLib/Assjson/json_exporter.cpp deleted file mode 100644 index 7b2c8ec..0000000 --- a/src/mesh/assimp-master/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/src/mesh/assimp-master/code/AssetLib/Assjson/mesh_splitter.cpp b/src/mesh/assimp-master/code/AssetLib/Assjson/mesh_splitter.cpp deleted file mode 100644 index 978437c..0000000 --- a/src/mesh/assimp-master/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/src/mesh/assimp-master/code/AssetLib/Assjson/mesh_splitter.h b/src/mesh/assimp-master/code/AssetLib/Assjson/mesh_splitter.h deleted file mode 100644 index f7f9a93..0000000 --- a/src/mesh/assimp-master/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 | 
