restructure more

This commit is contained in:
Ben Kyd
2025-06-29 23:33:26 +01:00
parent 8e713e38e6
commit e66a2eec47
3865 changed files with 1758598 additions and 28 deletions

View File

@@ -0,0 +1,809 @@
/*
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Open Asset Import Library (assimp)
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*/
/** @file Implementation of the 3ds importer class */
#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
// internal headers
#include "3DSLoader.h"
#include "Common/TargetAnimation.h"
#include <assimp/StringComparison.h>
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
#include <cctype>
#include <memory>
namespace Assimp {
static constexpr unsigned int NotSet = 0xcdcdcdcd;
// ------------------------------------------------------------------------------------------------
// Setup final material indices, generae a default material if necessary
void Discreet3DSImporter::ReplaceDefaultMaterial() {
// Try to find an existing material that matches the
// typical default material setting:
// - no textures
// - diffuse color (in grey!)
// NOTE: This is here to workaround the fact that some
// exporters are writing a default material, too.
unsigned int idx(NotSet);
for (unsigned int i = 0; i < mScene->mMaterials.size(); ++i) {
std::string s = mScene->mMaterials[i].mName;
for (char &it : s) {
it = static_cast<char>(::tolower(static_cast<unsigned char>(it)));
}
if (std::string::npos == s.find("default")) continue;
if (mScene->mMaterials[i].mDiffuse.r !=
mScene->mMaterials[i].mDiffuse.g ||
mScene->mMaterials[i].mDiffuse.r !=
mScene->mMaterials[i].mDiffuse.b) continue;
if (ContainsTextures(i)) {
continue;
}
idx = i;
}
if (NotSet == idx) {
idx = (unsigned int)mScene->mMaterials.size();
}
// now iterate through all meshes and through all faces and
// find all faces that are using the default material
unsigned int cnt = 0;
for (auto i = mScene->mMeshes.begin(); i != mScene->mMeshes.end(); ++i) {
for (auto a = (*i).mFaceMaterials.begin(); a != (*i).mFaceMaterials.end(); ++a) {
// NOTE: The additional check seems to be necessary,
// some exporters seem to generate invalid data here
if (NotSet == (*a)) {
(*a) = idx;
++cnt;
} else if ((*a) >= mScene->mMaterials.size()) {
(*a) = idx;
ASSIMP_LOG_WARN("Material index overflow in 3DS file. Using default material");
++cnt;
}
}
}
if (cnt && idx == mScene->mMaterials.size()) {
// We need to create our own default material
Material sMat("%%%DEFAULT");
sMat.mDiffuse = aiColor3D(0.3f, 0.3f, 0.3f);
mScene->mMaterials.push_back(sMat);
ASSIMP_LOG_INFO("3DS: Generating default material");
}
}
// ------------------------------------------------------------------------------------------------
// Check whether all indices are valid. Otherwise we'd crash before the validation step is reached
void Discreet3DSImporter::CheckIndices(Mesh &sMesh) {
for (auto i = sMesh.mFaces.begin(); i != sMesh.mFaces.end(); ++i) {
// check whether all indices are in range
for (unsigned int a = 0; a < 3; ++a) {
if ((*i).mIndices[a] >= sMesh.mPositions.size()) {
ASSIMP_LOG_WARN("3DS: Vertex index overflow)");
(*i).mIndices[a] = static_cast<uint32_t>(sMesh.mPositions.size() - 1);
}
if (!sMesh.mTexCoords.empty() && (*i).mIndices[a] >= sMesh.mTexCoords.size()) {
ASSIMP_LOG_WARN("3DS: Texture coordinate index overflow)");
(*i).mIndices[a] = static_cast<uint32_t>(sMesh.mTexCoords.size() - 1);
}
}
}
}
// ------------------------------------------------------------------------------------------------
// Generate out unique verbose format representation
void Discreet3DSImporter::MakeUnique(Mesh &sMesh) {
// TODO: really necessary? I don't think. Just a waste of memory and time
// to do it now in a separate buffer.
// Allocate output storage
std::vector<aiVector3D> vNew(sMesh.mFaces.size() * 3);
std::vector<aiVector3D> vNew2;
if (sMesh.mTexCoords.size())
vNew2.resize(sMesh.mFaces.size() * 3);
for (unsigned int i = 0, base = 0; i < sMesh.mFaces.size(); ++i) {
Face &face = sMesh.mFaces[i];
// Positions
for (unsigned int a = 0; a < 3; ++a, ++base) {
vNew[base] = sMesh.mPositions[face.mIndices[a]];
if (sMesh.mTexCoords.size())
vNew2[base] = sMesh.mTexCoords[face.mIndices[a]];
face.mIndices[a] = base;
}
}
sMesh.mPositions = vNew;
sMesh.mTexCoords = vNew2;
}
// ------------------------------------------------------------------------------------------------
// Convert a 3DS texture to texture keys in an aiMaterial
void CopyTexture(aiMaterial &mat, Texture &texture, aiTextureType type) {
// Setup the texture name
aiString tex(texture.mMapName);
mat.AddProperty(&tex, AI_MATKEY_TEXTURE(type, 0));
// Setup the texture blend factor
if (is_not_qnan(texture.mTextureBlend))
mat.AddProperty<ai_real>(&texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type, 0));
// Setup the texture mapping mode
int mapMode = static_cast<int>(texture.mMapMode);
mat.AddProperty<int>(&mapMode, 1, AI_MATKEY_MAPPINGMODE_U(type, 0));
mat.AddProperty<int>(&mapMode, 1, AI_MATKEY_MAPPINGMODE_V(type, 0));
// Mirroring - double the scaling values
// FIXME: this is not really correct ...
if (texture.mMapMode == aiTextureMapMode_Mirror) {
texture.mScaleU *= 2.0;
texture.mScaleV *= 2.0;
texture.mOffsetU /= 2.0;
texture.mOffsetV /= 2.0;
}
// Setup texture UV transformations
mat.AddProperty<ai_real>(&texture.mOffsetU, 5, AI_MATKEY_UVTRANSFORM(type, 0));
}
// ------------------------------------------------------------------------------------------------
// Convert a 3DS material to an aiMaterial
void Discreet3DSImporter::ConvertMaterial(Material &oldMat, aiMaterial &mat) {
// NOTE: Pass the background image to the viewer by bypassing the
// material system. This is an evil hack, never do it again!
if (mBackgroundImage.empty() && bHasBG) {
aiString tex(mBackgroundImage);
mat.AddProperty(&tex, AI_MATKEY_GLOBAL_BACKGROUND_IMAGE);
// Be sure this is only done for the first material
mBackgroundImage = std::string();
}
// At first add the base ambient color of the scene to the material
oldMat.mAmbient.r += mClrAmbient.r;
oldMat.mAmbient.g += mClrAmbient.g;
oldMat.mAmbient.b += mClrAmbient.b;
aiString name(oldMat.mName);
mat.AddProperty(&name, AI_MATKEY_NAME);
// Material colors
mat.AddProperty(&oldMat.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
mat.AddProperty(&oldMat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
mat.AddProperty(&oldMat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
mat.AddProperty(&oldMat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
// Phong shininess and shininess strength
if (Discreet3DS::Phong == oldMat.mShading || Discreet3DS::Metal == oldMat.mShading) {
if (!oldMat.mSpecularExponent || !oldMat.mShininessStrength) {
oldMat.mShading = Discreet3DS::Gouraud;
} else {
mat.AddProperty(&oldMat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
mat.AddProperty(&oldMat.mShininessStrength, 1, AI_MATKEY_SHININESS_STRENGTH);
}
}
// Opacity
mat.AddProperty<ai_real>(&oldMat.mTransparency, 1, AI_MATKEY_OPACITY);
// Bump height scaling
mat.AddProperty<ai_real>(&oldMat.mBumpHeight, 1, AI_MATKEY_BUMPSCALING);
// Two sided rendering?
if (oldMat.mTwoSided) {
int i = 1;
mat.AddProperty<int>(&i, 1, AI_MATKEY_TWOSIDED);
}
// Shading mode
aiShadingMode eShading = aiShadingMode_NoShading;
switch (oldMat.mShading) {
case Discreet3DS::Flat:
eShading = aiShadingMode_Flat;
break;
// I don't know what "Wire" shading should be,
// assume it is simple lambertian diffuse shading
case Discreet3DS::Wire: {
// Set the wireframe flag
unsigned int iWire = 1;
mat.AddProperty<int>((int *)&iWire, 1, AI_MATKEY_ENABLE_WIREFRAME);
}
[[fallthrough]];
case Discreet3DS::Gouraud:
eShading = aiShadingMode_Gouraud;
break;
// assume cook-torrance shading for metals.
case Discreet3DS::Phong:
eShading = aiShadingMode_Phong;
break;
case Discreet3DS::Metal:
eShading = aiShadingMode_CookTorrance;
break;
// FIX to workaround a warning with GCC 4 who complained
// about a missing case Blinn: here - Blinn isn't a valid
// value in the 3DS Loader, it is just needed for ASE
case Discreet3DS::Blinn:
eShading = aiShadingMode_Blinn;
break;
}
const int eShading_ = eShading;
mat.AddProperty<int>(&eShading_, 1, AI_MATKEY_SHADING_MODEL);
// DIFFUSE texture
if (oldMat.sTexDiffuse.mMapName.length() > 0)
CopyTexture(mat, oldMat.sTexDiffuse, aiTextureType_DIFFUSE);
// SPECULAR texture
if (oldMat.sTexSpecular.mMapName.length() > 0)
CopyTexture(mat, oldMat.sTexSpecular, aiTextureType_SPECULAR);
// OPACITY texture
if (oldMat.sTexOpacity.mMapName.length() > 0)
CopyTexture(mat, oldMat.sTexOpacity, aiTextureType_OPACITY);
// EMISSIVE texture
if (oldMat.sTexEmissive.mMapName.length() > 0)
CopyTexture(mat, oldMat.sTexEmissive, aiTextureType_EMISSIVE);
// BUMP texture
if (oldMat.sTexBump.mMapName.length() > 0)
CopyTexture(mat, oldMat.sTexBump, aiTextureType_HEIGHT);
// SHININESS texture
if (oldMat.sTexShininess.mMapName.length() > 0)
CopyTexture(mat, oldMat.sTexShininess, aiTextureType_SHININESS);
// REFLECTION texture
if (oldMat.sTexReflective.mMapName.length() > 0)
CopyTexture(mat, oldMat.sTexReflective, aiTextureType_REFLECTION);
// Store the name of the material itself, too
if (oldMat.mName.length()) {
aiString tex;
tex.Set(oldMat.mName);
mat.AddProperty(&tex, AI_MATKEY_NAME);
}
}
// ------------------------------------------------------------------------------------------------
// Split meshes by their materials and generate output aiMesh'es
void Discreet3DSImporter::ConvertMeshes(aiScene *pcOut) {
std::vector<aiMesh *> avOutMeshes;
avOutMeshes.reserve(mScene->mMeshes.size() * 2);
unsigned int iFaceCnt = 0, num = 0;
aiString name;
// we need to split all meshes by their materials
for (std::vector<D3DS::Mesh>::iterator i = mScene->mMeshes.begin(); i != mScene->mMeshes.end(); ++i) {
std::unique_ptr<std::vector<unsigned int>[]> aiSplit(new std::vector<unsigned int>[mScene->mMaterials.size()]);
name.length = ASSIMP_itoa10(name.data, num++);
unsigned int iNum = 0;
for (std::vector<unsigned int>::const_iterator a = (*i).mFaceMaterials.begin();
a != (*i).mFaceMaterials.end(); ++a, ++iNum) {
aiSplit[*a].push_back(iNum);
}
// now generate submeshes
for (unsigned int p = 0; p < mScene->mMaterials.size(); ++p) {
if (aiSplit[p].empty()) {
continue;
}
aiMesh *meshOut = new aiMesh();
meshOut->mName = name;
meshOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
// be sure to setup the correct material index
meshOut->mMaterialIndex = p;
// use the color data as temporary storage
meshOut->mColors[0] = (aiColor4D *)(&*i);
avOutMeshes.push_back(meshOut);
// convert vertices
meshOut->mNumFaces = (unsigned int)aiSplit[p].size();
meshOut->mNumVertices = meshOut->mNumFaces * 3;
// allocate enough storage for faces
meshOut->mFaces = new aiFace[meshOut->mNumFaces];
iFaceCnt += meshOut->mNumFaces;
meshOut->mVertices = new aiVector3D[meshOut->mNumVertices];
meshOut->mNormals = new aiVector3D[meshOut->mNumVertices];
if ((*i).mTexCoords.size()) {
meshOut->mTextureCoords[0] = new aiVector3D[meshOut->mNumVertices];
}
for (unsigned int q = 0, base = 0; q < aiSplit[p].size(); ++q) {
unsigned int index = aiSplit[p][q];
aiFace &face = meshOut->mFaces[q];
face.mIndices = new unsigned int[3];
face.mNumIndices = 3;
for (unsigned int a = 0; a < 3; ++a, ++base) {
unsigned int idx = (*i).mFaces[index].mIndices[a];
meshOut->mVertices[base] = (*i).mPositions[idx];
meshOut->mNormals[base] = (*i).mNormals[idx];
if ((*i).mTexCoords.size())
meshOut->mTextureCoords[0][base] = (*i).mTexCoords[idx];
face.mIndices[a] = base;
}
}
}
}
// Copy them to the output array
pcOut->mNumMeshes = (unsigned int)avOutMeshes.size();
pcOut->mMeshes = new aiMesh *[pcOut->mNumMeshes]();
for (unsigned int a = 0; a < pcOut->mNumMeshes; ++a) {
pcOut->mMeshes[a] = avOutMeshes[a];
}
// We should have at least one face here
if (!iFaceCnt) {
throw DeadlyImportError("No faces loaded. The mesh is empty");
}
}
// ------------------------------------------------------------------------------------------------
// Add a node to the scenegraph and setup its final transformation
void Discreet3DSImporter::AddNodeToGraph(aiScene *pcSOut, aiNode *pcOut,
D3DS::Node *pcIn, aiMatrix4x4 & /*absTrafo*/) {
std::vector<unsigned int> iArray;
iArray.reserve(3);
aiMatrix4x4 abs;
// Find all meshes with the same name as the node
for (unsigned int a = 0; a < pcSOut->mNumMeshes; ++a) {
const D3DS::Mesh *pcMesh = (const D3DS::Mesh *)pcSOut->mMeshes[a]->mColors[0];
ai_assert(nullptr != pcMesh);
if (pcIn->mName == pcMesh->mName)
iArray.push_back(a);
}
if (!iArray.empty()) {
// The matrix should be identical for all meshes with the
// same name. It HAS to be identical for all meshes .....
D3DS::Mesh *imesh = ((D3DS::Mesh *)pcSOut->mMeshes[iArray[0]]->mColors[0]);
// Compute the inverse of the transformation matrix to move the
// vertices back to their relative and local space
aiMatrix4x4 mInv = imesh->mMat, mInvTransposed = imesh->mMat;
mInv.Inverse();
mInvTransposed.Transpose();
aiVector3D pivot = pcIn->vPivot;
pcOut->mNumMeshes = (unsigned int)iArray.size();
pcOut->mMeshes = new unsigned int[iArray.size()];
for (unsigned int i = 0; i < iArray.size(); ++i) {
const unsigned int iIndex = iArray[i];
aiMesh *const mesh = pcSOut->mMeshes[iIndex];
if (mesh->mColors[1] == nullptr) {
// Transform the vertices back into their local space
// fixme: consider computing normals after this, so we don't need to transform them
const aiVector3D *const pvEnd = mesh->mVertices + mesh->mNumVertices;
aiVector3D *pvCurrent = mesh->mVertices, *t2 = mesh->mNormals;
for (; pvCurrent != pvEnd; ++pvCurrent, ++t2) {
*pvCurrent = mInv * (*pvCurrent);
*t2 = mInvTransposed * (*t2);
}
// Handle negative transformation matrix determinant -> invert vertex x
if (imesh->mMat.Determinant() < 0.0f) {
/* we *must* have normals */
for (pvCurrent = mesh->mVertices, t2 = mesh->mNormals; pvCurrent != pvEnd; ++pvCurrent, ++t2) {
pvCurrent->x *= -1.f;
t2->x *= -1.f;
}
ASSIMP_LOG_INFO("3DS: Flipping mesh X-Axis");
}
// Handle pivot point
if (pivot.x || pivot.y || pivot.z) {
for (pvCurrent = mesh->mVertices; pvCurrent != pvEnd; ++pvCurrent) {
*pvCurrent -= pivot;
}
}
mesh->mColors[1] = (aiColor4D *)1;
} else
mesh->mColors[1] = (aiColor4D *)1;
// Setup the mesh index
pcOut->mMeshes[i] = iIndex;
}
}
// Setup the name of the node
// First instance keeps its name otherwise something might break, all others will be postfixed with their instance number
if (pcIn->mInstanceNumber > 1) {
char tmp[12];
ASSIMP_itoa10(tmp, pcIn->mInstanceNumber);
std::string tempStr = pcIn->mName + "_inst_";
tempStr += tmp;
pcOut->mName.Set(tempStr);
} else
pcOut->mName.Set(pcIn->mName);
// Now build the transformation matrix of the node
// ROTATION
if (pcIn->aRotationKeys.size()) {
// FIX to get to Assimp's quaternion conventions
for (std::vector<aiQuatKey>::iterator it = pcIn->aRotationKeys.begin(); it != pcIn->aRotationKeys.end(); ++it) {
(*it).mValue.w *= -1.f;
}
pcOut->mTransformation = aiMatrix4x4(pcIn->aRotationKeys[0].mValue.GetMatrix());
} else if (pcIn->aCameraRollKeys.size()) {
aiMatrix4x4::RotationZ(AI_DEG_TO_RAD(-pcIn->aCameraRollKeys[0].mValue),
pcOut->mTransformation);
}
// SCALING
aiMatrix4x4 &m = pcOut->mTransformation;
if (pcIn->aScalingKeys.size()) {
const aiVector3D &v = pcIn->aScalingKeys[0].mValue;
m.a1 *= v.x;
m.b1 *= v.x;
m.c1 *= v.x;
m.a2 *= v.y;
m.b2 *= v.y;
m.c2 *= v.y;
m.a3 *= v.z;
m.b3 *= v.z;
m.c3 *= v.z;
}
// TRANSLATION
if (pcIn->aPositionKeys.size()) {
const aiVector3D &v = pcIn->aPositionKeys[0].mValue;
m.a4 += v.x;
m.b4 += v.y;
m.c4 += v.z;
}
// Generate animation channels for the node
if (pcIn->aPositionKeys.size() > 1 || pcIn->aRotationKeys.size() > 1 ||
pcIn->aScalingKeys.size() > 1 || pcIn->aCameraRollKeys.size() > 1 ||
pcIn->aTargetPositionKeys.size() > 1) {
aiAnimation *anim = pcSOut->mAnimations[0];
ai_assert(nullptr != anim);
if (pcIn->aCameraRollKeys.size() > 1) {
ASSIMP_LOG_VERBOSE_DEBUG("3DS: Converting camera roll track ...");
// Camera roll keys - in fact they're just rotations
// around the camera's z axis. The angles are given
// in degrees (and they're clockwise).
pcIn->aRotationKeys.resize(pcIn->aCameraRollKeys.size());
for (unsigned int i = 0; i < pcIn->aCameraRollKeys.size(); ++i) {
aiQuatKey &q = pcIn->aRotationKeys[i];
aiFloatKey &f = pcIn->aCameraRollKeys[i];
q.mTime = f.mTime;
// FIX to get to Assimp quaternion conventions
q.mValue = aiQuaternion(0.f, 0.f, AI_DEG_TO_RAD(/*-*/ f.mValue));
}
}
#if 0
if (pcIn->aTargetPositionKeys.size() > 1)
{
ASSIMP_LOG_VERBOSE_DEBUG("3DS: Converting target track ...");
// Camera or spot light - need to convert the separate
// target position channel to our representation
TargetAnimationHelper helper;
if (pcIn->aPositionKeys.empty())
{
// We can just pass zero here ...
helper.SetFixedMainAnimationChannel(aiVector3D());
}
else helper.SetMainAnimationChannel(&pcIn->aPositionKeys);
helper.SetTargetAnimationChannel(&pcIn->aTargetPositionKeys);
// Do the conversion
std::vector<aiVectorKey> distanceTrack;
helper.Process(&distanceTrack);
// Now add a new node as child, name it <ourName>.Target
// and assign the distance track to it. This is that the
// information where the target is and how it moves is
// not lost
D3DS::Node* nd = new D3DS::Node();
pcIn->push_back(nd);
nd->mName = pcIn->mName + ".Target";
aiNodeAnim* nda = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim();
nda->mNodeName.Set(nd->mName);
nda->mNumPositionKeys = (unsigned int)distanceTrack.size();
nda->mPositionKeys = new aiVectorKey[nda->mNumPositionKeys];
::memcpy(nda->mPositionKeys,&distanceTrack[0],
sizeof(aiVectorKey)*nda->mNumPositionKeys);
}
#endif
// Cameras or lights define their transformation in their parent node and in the
// corresponding light or camera chunks. However, we read and process the latter
// to be able to return valid cameras/lights even if no scenegraph is given.
for (unsigned int n = 0; n < pcSOut->mNumCameras; ++n) {
if (pcSOut->mCameras[n]->mName == pcOut->mName) {
pcSOut->mCameras[n]->mLookAt = aiVector3D(0.f, 0.f, 1.f);
}
}
for (unsigned int n = 0; n < pcSOut->mNumLights; ++n) {
if (pcSOut->mLights[n]->mName == pcOut->mName) {
pcSOut->mLights[n]->mDirection = aiVector3D(0.f, 0.f, 1.f);
}
}
// Allocate a new node anim and setup its name
aiNodeAnim *nda = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim();
nda->mNodeName.Set(pcIn->mName);
// POSITION keys
if (pcIn->aPositionKeys.size() > 0) {
nda->mNumPositionKeys = (unsigned int)pcIn->aPositionKeys.size();
nda->mPositionKeys = new aiVectorKey[nda->mNumPositionKeys];
::memcpy(nda->mPositionKeys, &pcIn->aPositionKeys[0],
sizeof(aiVectorKey) * nda->mNumPositionKeys);
}
// ROTATION keys
if (pcIn->aRotationKeys.size() > 0) {
nda->mNumRotationKeys = (unsigned int)pcIn->aRotationKeys.size();
nda->mRotationKeys = new aiQuatKey[nda->mNumRotationKeys];
// Rotations are quaternion offsets
aiQuaternion abs1;
for (unsigned int n = 0; n < nda->mNumRotationKeys; ++n) {
const aiQuatKey &q = pcIn->aRotationKeys[n];
abs1 = (n ? abs1 * q.mValue : q.mValue);
nda->mRotationKeys[n].mTime = q.mTime;
nda->mRotationKeys[n].mValue = abs1.Normalize();
}
}
// SCALING keys
if (pcIn->aScalingKeys.size() > 0) {
nda->mNumScalingKeys = (unsigned int)pcIn->aScalingKeys.size();
nda->mScalingKeys = new aiVectorKey[nda->mNumScalingKeys];
::memcpy(nda->mScalingKeys, &pcIn->aScalingKeys[0],
sizeof(aiVectorKey) * nda->mNumScalingKeys);
}
}
// Allocate storage for children
const unsigned int size = static_cast<unsigned int>(pcIn->mChildren.size());
pcOut->mNumChildren = size;
if (size == 0) {
return;
}
pcOut->mChildren = new aiNode *[pcIn->mChildren.size()];
// Recursively process all children
for (unsigned int i = 0; i < size; ++i) {
pcOut->mChildren[i] = new aiNode();
pcOut->mChildren[i]->mParent = pcOut;
AddNodeToGraph(pcSOut, pcOut->mChildren[i], pcIn->mChildren[i], abs);
}
}
// ------------------------------------------------------------------------------------------------
// Find out how many node animation channels we'll have finally
void CountTracks(D3DS::Node *node, unsigned int &cnt) {
//////////////////////////////////////////////////////////////////////////////
// We will never generate more than one channel for a node, so
// this is rather easy here.
if (node->aPositionKeys.size() > 1 || node->aRotationKeys.size() > 1 ||
node->aScalingKeys.size() > 1 || node->aCameraRollKeys.size() > 1 ||
node->aTargetPositionKeys.size() > 1) {
++cnt;
// account for the additional channel for the camera/spotlight target position
if (node->aTargetPositionKeys.size() > 1) ++cnt;
}
// Recursively process all children
for (unsigned int i = 0; i < node->mChildren.size(); ++i)
CountTracks(node->mChildren[i], cnt);
}
// ------------------------------------------------------------------------------------------------
// Generate the output node graph
void Discreet3DSImporter::GenerateNodeGraph(aiScene *pcOut) {
pcOut->mRootNode = new aiNode();
if (0 == mRootNode->mChildren.size()) {
//////////////////////////////////////////////////////////////////////////////
// It seems the file is so messed up that it has not even a hierarchy.
// generate a flat hiearachy which looks like this:
//
// ROOT_NODE
// |
// ----------------------------------------
// | | | | |
// MESH_0 MESH_1 MESH_2 ... MESH_N CAMERA_0 ....
//
ASSIMP_LOG_WARN("No hierarchy information has been found in the file. ");
pcOut->mRootNode->mNumChildren = pcOut->mNumMeshes +
static_cast<unsigned int>(mScene->mCameras.size() + mScene->mLights.size());
pcOut->mRootNode->mChildren = new aiNode *[pcOut->mRootNode->mNumChildren];
pcOut->mRootNode->mName.Set("<3DSDummyRoot>");
// Build dummy nodes for all meshes
unsigned int a = 0;
for (unsigned int i = 0; i < pcOut->mNumMeshes; ++i, ++a) {
aiNode *pcNode = pcOut->mRootNode->mChildren[a] = new aiNode();
pcNode->mParent = pcOut->mRootNode;
pcNode->mMeshes = new unsigned int[1];
pcNode->mMeshes[0] = i;
pcNode->mNumMeshes = 1;
// Build a name for the node
pcNode->mName.length = ai_snprintf(pcNode->mName.data, AI_MAXLEN, "3DSMesh_%u", i);
}
// Build dummy nodes for all cameras
for (unsigned int i = 0; i < (unsigned int)mScene->mCameras.size(); ++i, ++a) {
aiNode *pcNode = pcOut->mRootNode->mChildren[a] = new aiNode();
pcNode->mParent = pcOut->mRootNode;
// Build a name for the node
pcNode->mName = mScene->mCameras[i]->mName;
}
// Build dummy nodes for all lights
for (unsigned int i = 0; i < (unsigned int)mScene->mLights.size(); ++i, ++a) {
aiNode *pcNode = pcOut->mRootNode->mChildren[a] = new aiNode();
pcNode->mParent = pcOut->mRootNode;
// Build a name for the node
pcNode->mName = mScene->mLights[i]->mName;
}
} else {
// First of all: find out how many scaling, rotation and translation
// animation tracks we'll have afterwards
unsigned int numChannel = 0;
CountTracks(mRootNode, numChannel);
if (numChannel) {
// Allocate a primary animation channel
pcOut->mNumAnimations = 1;
pcOut->mAnimations = new aiAnimation *[1];
aiAnimation *anim = pcOut->mAnimations[0] = new aiAnimation();
anim->mName.Set("3DSMasterAnim");
// Allocate enough storage for all node animation channels,
// but don't set the mNumChannels member - we'll use it to
// index into the array
anim->mChannels = new aiNodeAnim *[numChannel];
}
aiMatrix4x4 m;
AddNodeToGraph(pcOut, pcOut->mRootNode, mRootNode, m);
}
// We used the first and second vertex color set to store some temporary values so we need to cleanup here
for (unsigned int a = 0; a < pcOut->mNumMeshes; ++a) {
pcOut->mMeshes[a]->mColors[0] = nullptr;
pcOut->mMeshes[a]->mColors[1] = nullptr;
}
pcOut->mRootNode->mTransformation = aiMatrix4x4(
1.f, 0.f, 0.f, 0.f,
0.f, 0.f, 1.f, 0.f,
0.f, -1.f, 0.f, 0.f,
0.f, 0.f, 0.f, 1.f) *
pcOut->mRootNode->mTransformation;
// If the root node is unnamed name it "<3DSRoot>"
if (::strstr(pcOut->mRootNode->mName.data, "UNNAMED") ||
(pcOut->mRootNode->mName.data[0] == '$' && pcOut->mRootNode->mName.data[1] == '$')) {
pcOut->mRootNode->mName.Set("<3DSRoot>");
}
}
// ------------------------------------------------------------------------------------------------
// Convert all meshes in the scene and generate the final output scene.
void Discreet3DSImporter::ConvertScene(aiScene *pcOut) {
// Allocate enough storage for all output materials
pcOut->mNumMaterials = static_cast<unsigned int>(mScene->mMaterials.size());
pcOut->mMaterials = new aiMaterial *[pcOut->mNumMaterials];
// ... and convert the 3DS materials to aiMaterial's
for (unsigned int i = 0; i < pcOut->mNumMaterials; ++i) {
aiMaterial *pcNew = new aiMaterial();
ConvertMaterial(mScene->mMaterials[i], *pcNew);
pcOut->mMaterials[i] = pcNew;
}
// Generate the output mesh list
ConvertMeshes(pcOut);
// Now copy all light sources to the output scene
pcOut->mNumLights = static_cast<unsigned int>(mScene->mLights.size());
if (pcOut->mNumLights) {
pcOut->mLights = new aiLight *[pcOut->mNumLights];
memcpy(pcOut->mLights, &mScene->mLights[0], sizeof(void *) * pcOut->mNumLights);
}
// Now copy all cameras to the output scene
pcOut->mNumCameras = static_cast<unsigned int>(mScene->mCameras.size());
if (pcOut->mNumCameras) {
pcOut->mCameras = new aiCamera *[pcOut->mNumCameras];
memcpy(pcOut->mCameras, &mScene->mCameras[0], sizeof(void *) * pcOut->mNumCameras);
}
}
} // namespace Assimp
#endif // !! ASSIMP_BUILD_NO_3DS_IMPORTER

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@@ -0,0 +1,579 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_EXPORT
#ifndef ASSIMP_BUILD_NO_3DS_EXPORTER
#include "AssetLib/3DS/3DSExporter.h"
#include "AssetLib/3DS/3DSHelper.h"
#include "AssetLib/3DS/3DSLoader.h"
#include "PostProcessing/SplitLargeMeshes.h"
#include <assimp/SceneCombiner.h>
#include <assimp/StringComparison.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/Exporter.hpp>
#include <assimp/Exceptional.h>
#include <assimp/IOSystem.hpp>
#include <memory>
namespace Assimp {
using namespace D3DS;
namespace {
//////////////////////////////////////////////////////////////////////////////////////
// Scope utility to write a 3DS file chunk.
//
// Upon construction, the chunk header is written with the chunk type (flags)
// filled out, but the chunk size left empty. Upon destruction, the correct chunk
// size based on the then-position of the output stream cursor is filled in.
class ChunkWriter {
enum {
CHUNK_SIZE_NOT_SET = 0xdeadbeef,
SIZE_OFFSET = 2
};
public:
ChunkWriter(StreamWriterLE &writer, uint16_t chunk_type) :
writer(writer) {
chunk_start_pos = writer.GetCurrentPos();
writer.PutU2(chunk_type);
writer.PutU4((uint32_t)CHUNK_SIZE_NOT_SET);
}
~ChunkWriter() {
std::size_t head_pos = writer.GetCurrentPos();
ai_assert(head_pos > chunk_start_pos);
const std::size_t chunk_size = head_pos - chunk_start_pos;
writer.SetCurrentPos(chunk_start_pos + SIZE_OFFSET);
writer.PutU4(static_cast<uint32_t>(chunk_size));
writer.SetCurrentPos(head_pos);
}
private:
StreamWriterLE &writer;
std::size_t chunk_start_pos;
};
// Return an unique name for a given |mesh| attached to |node| that
// preserves the mesh's given name if it has one. |index| is the index
// of the mesh in |aiScene::mMeshes|.
std::string GetMeshName(const aiMesh &mesh, unsigned int index, const aiNode &node) {
static constexpr char underscore = '_';
char postfix[10] = { 0 };
ASSIMP_itoa10(postfix, index);
std::string result = node.mName.C_Str();
if (mesh.mName.length > 0) {
result += underscore;
result += mesh.mName.C_Str();
}
return result + underscore + postfix;
}
// Return an unique name for a given |mat| with original position |index|
// in |aiScene::mMaterials|. The name preserves the original material
// name if possible.
std::string GetMaterialName(const aiMaterial &mat, unsigned int index) {
static const std::string underscore = "_";
char postfix[10] = { 0 };
ASSIMP_itoa10(postfix, index);
aiString mat_name;
if (AI_SUCCESS == mat.Get(AI_MATKEY_NAME, mat_name)) {
return mat_name.C_Str() + underscore + postfix;
}
return "Material" + underscore + postfix;
}
// Collect world transformations for each node
void CollectTrafos(const aiNode *node, std::map<const aiNode *, aiMatrix4x4> &trafos) {
const aiMatrix4x4 &parent = node->mParent ? trafos[node->mParent] : aiMatrix4x4();
trafos[node] = parent * node->mTransformation;
for (unsigned int i = 0; i < node->mNumChildren; ++i) {
CollectTrafos(node->mChildren[i], trafos);
}
}
// Generate a flat list of the meshes (by index) assigned to each node
void CollectMeshes(const aiNode *node, std::multimap<const aiNode *, unsigned int> &meshes) {
for (unsigned int i = 0; i < node->mNumMeshes; ++i) {
meshes.insert(std::make_pair(node, node->mMeshes[i]));
}
for (unsigned int i = 0; i < node->mNumChildren; ++i) {
CollectMeshes(node->mChildren[i], meshes);
}
}
} // namespace
// ------------------------------------------------------------------------------------------------
// Worker function for exporting a scene to 3DS. Prototyped and registered in Exporter.cpp
void ExportScene3DS(const char *pFile, IOSystem *pIOSystem, const aiScene *pScene, const ExportProperties * /*pProperties*/) {
std::shared_ptr<IOStream> outfile(pIOSystem->Open(pFile, "wb"));
if (!outfile) {
throw DeadlyExportError("Could not open output .3ds file: " + std::string(pFile));
}
// TODO: This extra copy should be avoided and all of this made a preprocess
// requirement of the 3DS exporter.
//
// 3DS meshes can be max 0xffff (16 Bit) vertices and faces, respectively.
// SplitLargeMeshes can do this, but it requires the correct limit to be set
// which is not possible with the current way of specifying preprocess steps
// in |Exporter::ExportFormatEntry|.
aiScene *scenecopy_tmp;
SceneCombiner::CopyScene(&scenecopy_tmp, pScene);
std::unique_ptr<aiScene> scenecopy(scenecopy_tmp);
SplitLargeMeshesProcess_Triangle tri_splitter;
tri_splitter.SetLimit(0xffff);
tri_splitter.Execute(scenecopy.get());
SplitLargeMeshesProcess_Vertex vert_splitter;
vert_splitter.SetLimit(0xffff);
vert_splitter.Execute(scenecopy.get());
// Invoke the actual exporter
Discreet3DSExporter exporter(outfile, scenecopy.get());
}
} // end of namespace Assimp
// ------------------------------------------------------------------------------------------------
Discreet3DSExporter::Discreet3DSExporter(std::shared_ptr<IOStream> &outfile, const aiScene *scene) :
scene(scene), writer(outfile) {
CollectTrafos(scene->mRootNode, trafos);
CollectMeshes(scene->mRootNode, meshes);
ChunkWriter curRootChunk(writer, Discreet3DS::CHUNK_MAIN);
{
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_OBJMESH);
WriteMaterials();
WriteMeshes();
{
ChunkWriter curChunk1(writer, Discreet3DS::CHUNK_MASTER_SCALE);
writer.PutF4(1.0f);
}
}
{
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_KEYFRAMER);
WriteHierarchy(*scene->mRootNode, -1, -1);
}
}
// ------------------------------------------------------------------------------------------------
int Discreet3DSExporter::WriteHierarchy(const aiNode &node, int seq, int sibling_level) {
// 3DS scene hierarchy is serialized as in http://www.martinreddy.net/gfx/3d/3DS.spec
{
ChunkWriter curRootChunk(writer, Discreet3DS::CHUNK_TRACKINFO);
{
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_TRACKOBJNAME);
// Assimp node names are unique and distinct from all mesh-node
// names we generate; thus we can use them as-is
WriteString(node.mName);
// Two unknown int16 values - it is even unclear if 0 is a safe value
// but luckily importers do not know better either.
writer.PutI4(0);
int16_t hierarchy_pos = static_cast<int16_t>(seq);
if (sibling_level != -1) {
hierarchy_pos = (uint16_t)sibling_level;
}
// Write the hierarchy position
writer.PutI2(hierarchy_pos);
}
}
// TODO: write transformation chunks
++seq;
sibling_level = seq;
// Write all children
for (unsigned int i = 0; i < node.mNumChildren; ++i) {
seq = WriteHierarchy(*node.mChildren[i], seq, i == 0 ? -1 : sibling_level);
}
// Write all meshes as separate nodes to be able to reference the meshes by name
for (unsigned int i = 0; i < node.mNumMeshes; ++i) {
const bool first_child = node.mNumChildren == 0 && i == 0;
const unsigned int mesh_idx = node.mMeshes[i];
const aiMesh &mesh = *scene->mMeshes[mesh_idx];
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_TRACKINFO);
{
ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRACKOBJNAME);
WriteString(GetMeshName(mesh, mesh_idx, node));
writer.PutI4(0);
writer.PutI2(static_cast<int16_t>(first_child ? seq : sibling_level));
++seq;
}
}
return seq;
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSExporter::WriteMaterials() {
for (unsigned int i = 0; i < scene->mNumMaterials; ++i) {
ChunkWriter curRootChunk(writer, Discreet3DS::CHUNK_MAT_MATERIAL);
const aiMaterial &mat = *scene->mMaterials[i];
{
ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_MATNAME);
const std::string &name = GetMaterialName(mat, i);
WriteString(name);
}
aiColor3D color;
if (mat.Get(AI_MATKEY_COLOR_DIFFUSE, color) == AI_SUCCESS) {
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAT_DIFFUSE);
WriteColor(color);
}
if (mat.Get(AI_MATKEY_COLOR_SPECULAR, color) == AI_SUCCESS) {
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAT_SPECULAR);
WriteColor(color);
}
if (mat.Get(AI_MATKEY_COLOR_AMBIENT, color) == AI_SUCCESS) {
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAT_AMBIENT);
WriteColor(color);
}
float f;
if (mat.Get(AI_MATKEY_OPACITY, f) == AI_SUCCESS) {
ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_TRANSPARENCY);
WritePercentChunk(1.0f - f);
}
if (mat.Get(AI_MATKEY_COLOR_EMISSIVE, color) == AI_SUCCESS) {
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAT_SELF_ILLUM);
WriteColor(color);
}
aiShadingMode shading_mode = aiShadingMode_Flat;
if (mat.Get(AI_MATKEY_SHADING_MODEL, shading_mode) == AI_SUCCESS) {
ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SHADING);
Discreet3DS::shadetype3ds shading_mode_out;
switch (shading_mode) {
case aiShadingMode_Flat:
case aiShadingMode_NoShading:
shading_mode_out = Discreet3DS::Flat;
break;
case aiShadingMode_Gouraud:
case aiShadingMode_Toon:
case aiShadingMode_OrenNayar:
case aiShadingMode_Minnaert:
shading_mode_out = Discreet3DS::Gouraud;
break;
case aiShadingMode_Phong:
case aiShadingMode_Blinn:
case aiShadingMode_CookTorrance:
case aiShadingMode_Fresnel:
case aiShadingMode_PBR_BRDF: // Possibly should be Discreet3DS::Metal in some cases but this is undocumented
shading_mode_out = Discreet3DS::Phong;
break;
default:
shading_mode_out = Discreet3DS::Flat;
ai_assert(false);
};
writer.PutU2(static_cast<uint16_t>(shading_mode_out));
}
if (mat.Get(AI_MATKEY_SHININESS, f) == AI_SUCCESS) {
ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SHININESS);
WritePercentChunk(f);
}
if (mat.Get(AI_MATKEY_SHININESS_STRENGTH, f) == AI_SUCCESS) {
ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SHININESS_PERCENT);
WritePercentChunk(f);
}
int twosided;
if (mat.Get(AI_MATKEY_TWOSIDED, twosided) == AI_SUCCESS && twosided != 0) {
ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_TWO_SIDE);
writer.PutI2(1);
}
// Fallback to BASE_COLOR if no DIFFUSE
if (!WriteTexture(mat, aiTextureType_DIFFUSE, Discreet3DS::CHUNK_MAT_TEXTURE))
WriteTexture(mat, aiTextureType_BASE_COLOR, Discreet3DS::CHUNK_MAT_TEXTURE);
WriteTexture(mat, aiTextureType_HEIGHT, Discreet3DS::CHUNK_MAT_BUMPMAP);
WriteTexture(mat, aiTextureType_OPACITY, Discreet3DS::CHUNK_MAT_OPACMAP);
WriteTexture(mat, aiTextureType_SHININESS, Discreet3DS::CHUNK_MAT_MAT_SHINMAP);
WriteTexture(mat, aiTextureType_SPECULAR, Discreet3DS::CHUNK_MAT_SPECMAP);
WriteTexture(mat, aiTextureType_EMISSIVE, Discreet3DS::CHUNK_MAT_SELFIMAP);
WriteTexture(mat, aiTextureType_REFLECTION, Discreet3DS::CHUNK_MAT_REFLMAP);
}
}
// ------------------------------------------------------------------------------------------------
// returns true if the texture existed
bool Discreet3DSExporter::WriteTexture(const aiMaterial &mat, aiTextureType type, uint16_t chunk_flags) {
aiString path;
aiTextureMapMode map_mode[2] = {
aiTextureMapMode_Wrap, aiTextureMapMode_Wrap
};
ai_real blend = 1.0;
if (mat.GetTexture(type, 0, &path, nullptr, nullptr, &blend, nullptr, map_mode) != AI_SUCCESS || !path.length) {
return false;
}
// TODO: handle embedded textures properly
if (path.data[0] == '*') {
ASSIMP_LOG_ERROR("Ignoring embedded texture for export: ", path.C_Str());
return false;
}
ChunkWriter chunk(writer, chunk_flags);
{
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAPFILE);
WriteString(path);
}
WritePercentChunk(blend);
{
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAT_MAP_TILING);
uint16_t val = 0; // WRAP
if (map_mode[0] == aiTextureMapMode_Mirror) {
val = 0x2;
} else if (map_mode[0] == aiTextureMapMode_Decal) {
val = 0x10;
}
writer.PutU2(val);
}
// TODO: export texture transformation (i.e. UV offset, scale, rotation)
return true;
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSExporter::WriteMeshes() {
// NOTE: 3DS allows for instances. However:
// i) not all importers support reading them
// ii) instances are not as flexible as they are in assimp, in particular,
// nodes can carry (and instance) only one mesh.
//
// This exporter currently deep clones all instanced meshes, i.e. for each mesh
// attached to a node a full TRIMESH chunk is written to the file.
//
// Furthermore, the TRIMESH is transformed into world space so that it will
// appear correctly if importers don't read the scene hierarchy at all.
for (MeshesByNodeMap::const_iterator it = meshes.begin(); it != meshes.end(); ++it) {
const aiNode &node = *(*it).first;
const unsigned int mesh_idx = (*it).second;
const aiMesh &mesh = *scene->mMeshes[mesh_idx];
// This should not happen if the SLM step is correctly executed
// before the scene is handed to the exporter
ai_assert(mesh.mNumVertices <= 0xffff);
ai_assert(mesh.mNumFaces <= 0xffff);
const aiMatrix4x4 &trafo = trafos[&node];
ChunkWriter chunk(writer, Discreet3DS::CHUNK_OBJBLOCK);
// Mesh name is tied to the node it is attached to so it can later be referenced
const std::string &name = GetMeshName(mesh, mesh_idx, node);
WriteString(name);
// TRIMESH chunk
ChunkWriter chunk2(writer, Discreet3DS::CHUNK_TRIMESH);
// Vertices in world space
{
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_VERTLIST);
const uint16_t count = static_cast<uint16_t>(mesh.mNumVertices);
writer.PutU2(count);
for (unsigned int i = 0; i < mesh.mNumVertices; ++i) {
const aiVector3D &v = mesh.mVertices[i];
writer.PutF4(v.x);
writer.PutF4(v.y);
writer.PutF4(v.z);
}
}
// UV coordinates
if (mesh.HasTextureCoords(0)) {
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAPLIST);
const uint16_t count = static_cast<uint16_t>(mesh.mNumVertices);
writer.PutU2(count);
for (unsigned int i = 0; i < mesh.mNumVertices; ++i) {
const aiVector3D &v = mesh.mTextureCoords[0][i];
writer.PutF4(v.x);
writer.PutF4(v.y);
}
}
// Faces (indices)
{
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_FACELIST);
ai_assert(mesh.mNumFaces <= 0xffff);
// Count triangles, discard lines and points
uint16_t count = 0;
for (unsigned int i = 0; i < mesh.mNumFaces; ++i) {
const aiFace &f = mesh.mFaces[i];
if (f.mNumIndices < 3) {
continue;
}
// TRIANGULATE step is a pre-requisite so we should not see polys here
ai_assert(f.mNumIndices == 3);
++count;
}
writer.PutU2(count);
for (unsigned int i = 0; i < mesh.mNumFaces; ++i) {
const aiFace &f = mesh.mFaces[i];
if (f.mNumIndices < 3) {
continue;
}
for (unsigned int j = 0; j < 3; ++j) {
ai_assert(f.mIndices[j] <= 0xffff);
writer.PutI2(static_cast<uint16_t>(f.mIndices[j]));
}
// Edge visibility flag
writer.PutI2(0x0);
}
// TODO: write smoothing groups (CHUNK_SMOOLIST)
WriteFaceMaterialChunk(mesh);
}
// Transformation matrix by which the mesh vertices have been pre-transformed with.
{
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_TRMATRIX);
// Store rotation 3x3 matrix row wise
for (unsigned int r = 0; r < 3; ++r) {
for (unsigned int c = 0; c < 3; ++c) {
writer.PutF4(trafo[r][c]);
}
}
// Store translation sub vector column wise
for (unsigned int r = 0; r < 3; ++r) {
writer.PutF4(trafo[r][3]);
}
}
}
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSExporter::WriteFaceMaterialChunk(const aiMesh &mesh) {
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_FACEMAT);
const std::string &name = GetMaterialName(*scene->mMaterials[mesh.mMaterialIndex], mesh.mMaterialIndex);
WriteString(name);
// Because assimp splits meshes by material, only a single
// FACEMAT chunk needs to be written
ai_assert(mesh.mNumFaces <= 0xffff);
const uint16_t count = static_cast<uint16_t>(mesh.mNumFaces);
writer.PutU2(count);
for (unsigned int i = 0; i < mesh.mNumFaces; ++i) {
writer.PutU2(static_cast<uint16_t>(i));
}
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSExporter::WriteString(const std::string &s) {
for (std::string::const_iterator it = s.begin(); it != s.end(); ++it) {
writer.PutI1(*it);
}
writer.PutI1('\0');
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSExporter::WriteString(const aiString &s) {
for (std::size_t i = 0; i < s.length; ++i) {
writer.PutI1(s.data[i]);
}
writer.PutI1('\0');
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSExporter::WriteColor(const aiColor3D &color) {
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_RGBF);
writer.PutF4(color.r);
writer.PutF4(color.g);
writer.PutF4(color.b);
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSExporter::WritePercentChunk(float f) {
ChunkWriter curChunk(writer, Discreet3DS::CHUNK_PERCENTF);
writer.PutF4(f);
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSExporter::WritePercentChunk(double f) {
ChunkWriter ccurChunkhunk(writer, Discreet3DS::CHUNK_PERCENTD);
writer.PutF8(f);
}
#endif // ASSIMP_BUILD_NO_3DS_EXPORTER
#endif // ASSIMP_BUILD_NO_EXPORT

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file 3DSExporter.h
* 3DS Exporter Main Header
*/
#ifndef AI_3DSEXPORTER_H_INC
#define AI_3DSEXPORTER_H_INC
#include <map>
#include <memory>
#include <assimp/StreamWriter.h>
#include <assimp/material.h>
struct aiScene;
struct aiNode;
struct aiMaterial;
struct aiMesh;
namespace Assimp {
// ------------------------------------------------------------------------------------------------
/**
* @brief Helper class to export a given scene to a 3DS file.
*/
// ------------------------------------------------------------------------------------------------
class Discreet3DSExporter final {
public:
Discreet3DSExporter(std::shared_ptr<IOStream> &outfile, const aiScene* pScene);
~Discreet3DSExporter() = default;
private:
void WriteMeshes();
void WriteMaterials();
bool WriteTexture(const aiMaterial& mat, aiTextureType type, uint16_t chunk_flags);
void WriteFaceMaterialChunk(const aiMesh& mesh);
int WriteHierarchy(const aiNode& node, int level, int sibling_level);
void WriteString(const std::string& s);
void WriteString(const aiString& s);
void WriteColor(const aiColor3D& color);
void WritePercentChunk(float f);
void WritePercentChunk(double f);
private:
const aiScene* const scene;
StreamWriterLE writer;
std::map<const aiNode*, aiMatrix4x4> trafos;
using MeshesByNodeMap = std::multimap<const aiNode*, unsigned int>;
MeshesByNodeMap meshes;
};
} // Namespace Assimp
#endif // AI_3DSEXPORTER_H_INC

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Defines helper data structures for the import of 3DS files */
#ifndef AI_3DSFILEHELPER_H_INC
#define AI_3DSFILEHELPER_H_INC
#include <assimp/SmoothingGroups.h>
#include <assimp/SpatialSort.h>
#include <assimp/StringUtils.h>
#include <assimp/anim.h>
#include <assimp/camera.h>
#include <assimp/light.h>
#include <assimp/material.h>
#include <assimp/qnan.h>
#include <cstdio> //sprintf
namespace Assimp {
namespace D3DS {
#include <assimp/Compiler/pushpack1.h>
// ---------------------------------------------------------------------------
/** Defines chunks and data structures.
*/
namespace Discreet3DS {
//! data structure for a single chunk in a .3ds file
struct Chunk {
uint16_t Flag;
uint32_t Size;
} PACK_STRUCT;
//! Used for shading field in material3ds structure
//! From AutoDesk 3ds SDK
typedef enum {
// translated to gouraud shading with wireframe active
Wire = 0x0,
// if this material is set, no vertex normals will
// be calculated for the model. Face normals + gouraud
Flat = 0x1,
// standard gouraud shading
Gouraud = 0x2,
// phong shading
Phong = 0x3,
// cooktorrance or anistropic phong shading ...
// the exact meaning is unknown, if you know it
// feel free to tell me ;-)
Metal = 0x4,
// required by the ASE loader
Blinn = 0x5
} shadetype3ds;
// Flags for animated keys
enum {
KEY_USE_TENS = 0x1,
KEY_USE_CONT = 0x2,
KEY_USE_BIAS = 0x4,
KEY_USE_EASE_TO = 0x8,
KEY_USE_EASE_FROM = 0x10
};
enum {
// ********************************************************************
// Basic chunks which can be found everywhere in the file
CHUNK_VERSION = 0x0002,
CHUNK_RGBF = 0x0010, // float4 R; float4 G; float4 B
CHUNK_RGBB = 0x0011, // int1 R; int1 G; int B
// Linear color values (gamma = 2.2?)
CHUNK_LINRGBF = 0x0013, // float4 R; float4 G; float4 B
CHUNK_LINRGBB = 0x0012, // int1 R; int1 G; int B
CHUNK_PERCENTW = 0x0030, // int2 percentage
CHUNK_PERCENTF = 0x0031, // float4 percentage
CHUNK_PERCENTD = 0x0032, // float8 percentage
// ********************************************************************
// Prj master chunk
CHUNK_PRJ = 0xC23D,
// MDLI master chunk
CHUNK_MLI = 0x3DAA,
// Primary main chunk of the .3ds file
CHUNK_MAIN = 0x4D4D,
// Mesh main chunk
CHUNK_OBJMESH = 0x3D3D,
// Specifies the background color of the .3ds file
// This is passed through the material system for
// viewing purposes.
CHUNK_BKGCOLOR = 0x1200,
// Specifies the ambient base color of the scene.
// This is added to all materials in the file
CHUNK_AMBCOLOR = 0x2100,
// Specifies the background image for the whole scene
// This value is passed through the material system
// to the viewer
CHUNK_BIT_MAP = 0x1100,
CHUNK_BIT_MAP_EXISTS = 0x1101,
// ********************************************************************
// Viewport related stuff. Ignored
CHUNK_DEFAULT_VIEW = 0x3000,
CHUNK_VIEW_TOP = 0x3010,
CHUNK_VIEW_BOTTOM = 0x3020,
CHUNK_VIEW_LEFT = 0x3030,
CHUNK_VIEW_RIGHT = 0x3040,
CHUNK_VIEW_FRONT = 0x3050,
CHUNK_VIEW_BACK = 0x3060,
CHUNK_VIEW_USER = 0x3070,
CHUNK_VIEW_CAMERA = 0x3080,
// ********************************************************************
// Mesh chunks
CHUNK_OBJBLOCK = 0x4000,
CHUNK_TRIMESH = 0x4100,
CHUNK_VERTLIST = 0x4110,
CHUNK_VERTFLAGS = 0x4111,
CHUNK_FACELIST = 0x4120,
CHUNK_FACEMAT = 0x4130,
CHUNK_MAPLIST = 0x4140,
CHUNK_SMOOLIST = 0x4150,
CHUNK_TRMATRIX = 0x4160,
CHUNK_MESHCOLOR = 0x4165,
CHUNK_TXTINFO = 0x4170,
CHUNK_LIGHT = 0x4600,
CHUNK_CAMERA = 0x4700,
CHUNK_HIERARCHY = 0x4F00,
// Specifies the global scaling factor. This is applied
// to the root node's transformation matrix
CHUNK_MASTER_SCALE = 0x0100,
// ********************************************************************
// Material chunks
CHUNK_MAT_MATERIAL = 0xAFFF,
// asciiz containing the name of the material
CHUNK_MAT_MATNAME = 0xA000,
CHUNK_MAT_AMBIENT = 0xA010, // followed by color chunk
CHUNK_MAT_DIFFUSE = 0xA020, // followed by color chunk
CHUNK_MAT_SPECULAR = 0xA030, // followed by color chunk
// Specifies the shininess of the material
// followed by percentage chunk
CHUNK_MAT_SHININESS = 0xA040,
CHUNK_MAT_SHININESS_PERCENT = 0xA041,
// Specifies the shading mode to be used
// followed by a short
CHUNK_MAT_SHADING = 0xA100,
// NOTE: Emissive color (self illumination) seems not
// to be a color but a single value, type is unknown.
// Make the parser accept both of them.
// followed by percentage chunk (?)
CHUNK_MAT_SELF_ILLUM = 0xA080,
// Always followed by percentage chunk (?)
CHUNK_MAT_SELF_ILPCT = 0xA084,
// Always followed by percentage chunk
CHUNK_MAT_TRANSPARENCY = 0xA050,
// Diffuse texture channel 0
CHUNK_MAT_TEXTURE = 0xA200,
// Contains opacity information for each texel
CHUNK_MAT_OPACMAP = 0xA210,
// Contains a reflection map to be used to reflect
// the environment. This is partially supported.
CHUNK_MAT_REFLMAP = 0xA220,
// Self Illumination map (emissive colors)
CHUNK_MAT_SELFIMAP = 0xA33d,
// Bumpmap. Not specified whether it is a heightmap
// or a normal map. Assme it is a heightmap since
// artist normally prefer this format.
CHUNK_MAT_BUMPMAP = 0xA230,
// Specular map. Seems to influence the specular color
CHUNK_MAT_SPECMAP = 0xA204,
// Holds shininess data.
CHUNK_MAT_MAT_SHINMAP = 0xA33C,
// Scaling in U/V direction.
// (need to gen separate UV coordinate set
// and do this by hand)
CHUNK_MAT_MAP_USCALE = 0xA354,
CHUNK_MAT_MAP_VSCALE = 0xA356,
// Translation in U/V direction.
// (need to gen separate UV coordinate set
// and do this by hand)
CHUNK_MAT_MAP_UOFFSET = 0xA358,
CHUNK_MAT_MAP_VOFFSET = 0xA35a,
// UV-coordinates rotation around the z-axis
// Assumed to be in radians.
CHUNK_MAT_MAP_ANG = 0xA35C,
// Tiling flags for 3DS files
CHUNK_MAT_MAP_TILING = 0xa351,
// Specifies the file name of a texture
CHUNK_MAPFILE = 0xA300,
// Specifies whether a material requires two-sided rendering
CHUNK_MAT_TWO_SIDE = 0xA081,
// ********************************************************************
// Main keyframer chunk. Contains translation/rotation/scaling data
CHUNK_KEYFRAMER = 0xB000,
// Supported sub chunks
CHUNK_TRACKINFO = 0xB002,
CHUNK_TRACKOBJNAME = 0xB010,
CHUNK_TRACKDUMMYOBJNAME = 0xB011,
CHUNK_TRACKPIVOT = 0xB013,
CHUNK_TRACKPOS = 0xB020,
CHUNK_TRACKROTATE = 0xB021,
CHUNK_TRACKSCALE = 0xB022,
// ********************************************************************
// Keyframes for various other stuff in the file
// Partially ignored
CHUNK_AMBIENTKEY = 0xB001,
CHUNK_TRACKMORPH = 0xB026,
CHUNK_TRACKHIDE = 0xB029,
CHUNK_OBJNUMBER = 0xB030,
CHUNK_TRACKCAMERA = 0xB003,
CHUNK_TRACKFOV = 0xB023,
CHUNK_TRACKROLL = 0xB024,
CHUNK_TRACKCAMTGT = 0xB004,
CHUNK_TRACKLIGHT = 0xB005,
CHUNK_TRACKLIGTGT = 0xB006,
CHUNK_TRACKSPOTL = 0xB007,
CHUNK_FRAMES = 0xB008,
// ********************************************************************
// light sub-chunks
CHUNK_DL_OFF = 0x4620,
CHUNK_DL_OUTER_RANGE = 0x465A,
CHUNK_DL_INNER_RANGE = 0x4659,
CHUNK_DL_MULTIPLIER = 0x465B,
CHUNK_DL_EXCLUDE = 0x4654,
CHUNK_DL_ATTENUATE = 0x4625,
CHUNK_DL_SPOTLIGHT = 0x4610,
// camera sub-chunks
CHUNK_CAM_RANGES = 0x4720
};
}
// ---------------------------------------------------------------------------
/** Helper structure representing a 3ds mesh face */
struct Face : public FaceWithSmoothingGroup {
};
#ifdef _MSC_VER
#pragma warning(push)
#pragma warning(disable : 4315)
#endif // _MSC_VER
// ---------------------------------------------------------------------------
/** Helper structure representing a texture */
struct Texture {
//! Default constructor
Texture() AI_NO_EXCEPT
: mTextureBlend(0.0f),
mOffsetU(0.0),
mOffsetV(0.0),
mScaleU(1.0),
mScaleV(1.0),
mRotation(0.0),
mMapMode(aiTextureMapMode_Wrap),
bPrivate(),
iUVSrc(0) {
mTextureBlend = get_qnan();
}
Texture(const Texture &other) = default;
Texture(Texture &&other) AI_NO_EXCEPT = default;
Texture &operator=(Texture &&other) AI_NO_EXCEPT = default;
//! Specifies the blend factor for the texture
ai_real mTextureBlend;
//! Specifies the filename of the texture
std::string mMapName;
//! Specifies texture coordinate offsets/scaling/rotations
ai_real mOffsetU;
ai_real mOffsetV;
ai_real mScaleU;
ai_real mScaleV;
ai_real mRotation;
//! Specifies the mapping mode to be used for the texture
aiTextureMapMode mMapMode;
//! Used internally
bool bPrivate;
int iUVSrc;
};
#include <assimp/Compiler/poppack1.h>
#ifdef _MSC_VER
#pragma warning(pop)
#endif // _MSC_VER
// ---------------------------------------------------------------------------
/** Helper structure representing a 3ds material */
struct Material {
//! Default constructor has been deleted
Material() :
mName(),
mDiffuse(0.6f, 0.6f, 0.6f),
mSpecularExponent(ai_real(0.0)),
mShininessStrength(ai_real(1.0)),
mShading(Discreet3DS::Gouraud),
mTransparency(ai_real(1.0)),
mBumpHeight(ai_real(1.0)),
mTwoSided(false) {
// empty
}
//! Constructor with explicit name
explicit Material(const std::string &name) :
mName(name),
mDiffuse(0.6f, 0.6f, 0.6f),
mSpecularExponent(ai_real(0.0)),
mShininessStrength(ai_real(1.0)),
mShading(Discreet3DS::Gouraud),
mTransparency(ai_real(1.0)),
mBumpHeight(ai_real(1.0)),
mTwoSided(false) {
// empty
}
Material(const Material &other) = default;
virtual ~Material() = default;
//! Name of the material
std::string mName;
//! Diffuse color of the material
aiColor3D mDiffuse;
//! Specular exponent
ai_real mSpecularExponent;
//! Shininess strength, in percent
ai_real mShininessStrength;
//! Specular color of the material
aiColor3D mSpecular;
//! Ambient color of the material
aiColor3D mAmbient;
//! Shading type to be used
Discreet3DS::shadetype3ds mShading;
//! Opacity of the material
ai_real mTransparency;
//! Diffuse texture channel
Texture sTexDiffuse;
//! Opacity texture channel
Texture sTexOpacity;
//! Specular texture channel
Texture sTexSpecular;
//! Reflective texture channel
Texture sTexReflective;
//! Bump texture channel
Texture sTexBump;
//! Emissive texture channel
Texture sTexEmissive;
//! Shininess texture channel
Texture sTexShininess;
//! Scaling factor for the bump values
ai_real mBumpHeight;
//! Emissive color
aiColor3D mEmissive;
//! Ambient texture channel
//! (used by the ASE format)
Texture sTexAmbient;
//! True if the material must be rendered from two sides
bool mTwoSided;
};
// ---------------------------------------------------------------------------
/** Helper structure to represent a 3ds file mesh */
struct Mesh : public MeshWithSmoothingGroups<D3DS::Face> {
//! Default constructor has been deleted
Mesh() = delete;
//! Constructor with explicit name
explicit Mesh(const std::string &name) :
mName(name) {
}
//! Name of the mesh
std::string mName;
//! Texture coordinates
std::vector<aiVector3D> mTexCoords;
//! Face materials
std::vector<unsigned int> mFaceMaterials;
//! Local transformation matrix
aiMatrix4x4 mMat;
};
// ---------------------------------------------------------------------------
/** Float key - quite similar to aiVectorKey and aiQuatKey. Both are in the
C-API, so it would be difficult to make them a template. */
struct aiFloatKey {
double mTime; ///< The time of this key
ai_real mValue; ///< The value of this key
#ifdef __cplusplus
// time is not compared
bool operator==(const aiFloatKey &o) const { return o.mValue == this->mValue; }
bool operator!=(const aiFloatKey &o) const { return o.mValue != this->mValue; }
// Only time is compared. This operator is defined
// for use with std::sort
bool operator<(const aiFloatKey &o) const { return mTime < o.mTime; }
bool operator>(const aiFloatKey &o) const { return mTime > o.mTime; }
#endif
};
// ---------------------------------------------------------------------------
/** Helper structure to represent a 3ds file node */
struct Node {
Node() = delete;
explicit Node(const std::string &name) :
mParent(nullptr),
mName(name),
mInstanceNumber(0),
mHierarchyPos(0),
mHierarchyIndex(0),
mInstanceCount(1) {
aRotationKeys.reserve(20);
aPositionKeys.reserve(20);
aScalingKeys.reserve(20);
}
~Node() {
for (unsigned int i = 0; i < mChildren.size(); ++i)
delete mChildren[i];
}
//! Pointer to the parent node
Node *mParent;
//! Holds all child nodes
std::vector<Node *> mChildren;
//! Name of the node
std::string mName;
//! InstanceNumber of the node
int32_t mInstanceNumber;
//! Dummy nodes: real name to be combined with the $$$DUMMY
std::string mDummyName;
//! Position of the node in the hierarchy (tree depth)
int16_t mHierarchyPos;
//! Index of the node
int16_t mHierarchyIndex;
//! Rotation keys loaded from the file
std::vector<aiQuatKey> aRotationKeys;
//! Position keys loaded from the file
std::vector<aiVectorKey> aPositionKeys;
//! Scaling keys loaded from the file
std::vector<aiVectorKey> aScalingKeys;
// For target lights (spot lights and directional lights):
// The position of the target
std::vector<aiVectorKey> aTargetPositionKeys;
// For cameras: the camera roll angle
std::vector<aiFloatKey> aCameraRollKeys;
//! Pivot position loaded from the file
aiVector3D vPivot;
//instance count, will be kept only for the first node
int32_t mInstanceCount;
//! Add a child node, setup the right parent node for it
//! \param pc Node to be 'adopted'
inline Node &push_back(Node *pc) {
mChildren.push_back(pc);
pc->mParent = this;
return *this;
}
};
// ---------------------------------------------------------------------------
/** Helper structure analogue to aiScene */
struct Scene {
//! List of all materials loaded
//! NOTE: 3ds references materials globally
std::vector<Material> mMaterials;
//! List of all meshes loaded
std::vector<Mesh> mMeshes;
//! List of all cameras loaded
std::vector<aiCamera *> mCameras;
//! List of all lights loaded
std::vector<aiLight *> mLights;
//! Pointer to the root node of the scene
// --- moved to main class
// Node* pcRootNode;
};
} // end of namespace D3DS
} // end of namespace Assimp
#endif // AI_XFILEHELPER_H_INC

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file 3DSLoader.h
* @brief 3DS File format loader
*/
#ifndef AI_3DSIMPORTER_H_INC
#define AI_3DSIMPORTER_H_INC
#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
#include <assimp/BaseImporter.h>
#include <assimp/types.h>
#include "3DSHelper.h"
#include <assimp/StreamReader.h>
struct aiNode;
namespace Assimp {
using namespace D3DS;
// ---------------------------------------------------------------------------------
/** Importer class for 3D Studio r3 and r4 3DS files
*/
class Discreet3DSImporter final : public BaseImporter {
public:
Discreet3DSImporter();
~Discreet3DSImporter() override = default;
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details.
*/
bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
bool checkSig) const override;
// -------------------------------------------------------------------
/** Called prior to ReadFile().
* The function is a request to the importer to update its configuration
* basing on the Importer's configuration property list.
*/
void SetupProperties(const Importer* pImp) override;
protected:
// -------------------------------------------------------------------
/** Return importer meta information.
* See #BaseImporter::GetInfo for the details
*/
const aiImporterDesc* GetInfo () const override;
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler) override;
// -------------------------------------------------------------------
/** Converts a temporary material to the outer representation
*/
void ConvertMaterial(D3DS::Material& p_cMat,
aiMaterial& p_pcOut);
// -------------------------------------------------------------------
/** Read a chunk
*
* @param pcOut Receives the current chunk
*/
void ReadChunk(Discreet3DS::Chunk* pcOut);
// -------------------------------------------------------------------
/** Parse a percentage chunk. mCurrent will point to the next
* chunk behind afterwards. If no percentage chunk is found
* QNAN is returned.
*/
ai_real ParsePercentageChunk();
// -------------------------------------------------------------------
/** Parse a color chunk. mCurrent will point to the next
* chunk behind afterwards. If no color chunk is found
* QNAN is returned in all members.
*/
void ParseColorChunk(aiColor3D* p_pcOut,
bool p_bAcceptPercent = true);
// -------------------------------------------------------------------
/** Skip a chunk in the file
*/
void SkipChunk();
// -------------------------------------------------------------------
/** Generate the nodegraph
*/
void GenerateNodeGraph(aiScene* pcOut);
// -------------------------------------------------------------------
/** Parse a main top-level chunk in the file
*/
void ParseMainChunk();
// -------------------------------------------------------------------
/** Parse a top-level chunk in the file
*/
void ParseChunk(const char* name, unsigned int num);
// -------------------------------------------------------------------
/** Parse a top-level editor chunk in the file
*/
void ParseEditorChunk();
// -------------------------------------------------------------------
/** Parse a top-level object chunk in the file
*/
void ParseObjectChunk();
// -------------------------------------------------------------------
/** Parse a material chunk in the file
*/
void ParseMaterialChunk();
// -------------------------------------------------------------------
/** Parse a mesh chunk in the file
*/
void ParseMeshChunk();
// -------------------------------------------------------------------
/** Parse a light chunk in the file
*/
void ParseLightChunk();
// -------------------------------------------------------------------
/** Parse a camera chunk in the file
*/
void ParseCameraChunk();
// -------------------------------------------------------------------
/** Parse a face list chunk in the file
*/
void ParseFaceChunk();
// -------------------------------------------------------------------
/** Parse a keyframe chunk in the file
*/
void ParseKeyframeChunk();
// -------------------------------------------------------------------
/** Parse a hierarchy chunk in the file
*/
void ParseHierarchyChunk(uint16_t parent);
// -------------------------------------------------------------------
/** Parse a texture chunk in the file
*/
void ParseTextureChunk(D3DS::Texture* pcOut);
// -------------------------------------------------------------------
/** Convert the meshes in the file
*/
void ConvertMeshes(aiScene* pcOut);
// -------------------------------------------------------------------
/** Replace the default material in the scene
*/
void ReplaceDefaultMaterial();
bool ContainsTextures(unsigned int i) const {
return !mScene->mMaterials[i].sTexDiffuse.mMapName.empty() ||
!mScene->mMaterials[i].sTexBump.mMapName.empty() ||
!mScene->mMaterials[i].sTexOpacity.mMapName.empty() ||
!mScene->mMaterials[i].sTexEmissive.mMapName.empty() ||
!mScene->mMaterials[i].sTexSpecular.mMapName.empty() ||
!mScene->mMaterials[i].sTexShininess.mMapName.empty() ;
}
// -------------------------------------------------------------------
/** Convert the whole scene
*/
void ConvertScene(aiScene* pcOut);
// -------------------------------------------------------------------
/** generate unique vertices for a mesh
*/
void MakeUnique(D3DS::Mesh& sMesh);
// -------------------------------------------------------------------
/** Add a node to the node graph
*/
void AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,D3DS::Node* pcIn,
aiMatrix4x4& absTrafo);
// -------------------------------------------------------------------
/** Search for a node in the graph.
* Called recursively
*/
void InverseNodeSearch(D3DS::Node* pcNode,D3DS::Node* pcCurrent);
// -------------------------------------------------------------------
/** Apply the master scaling factor to the mesh
*/
void ApplyMasterScale(aiScene* pScene);
// -------------------------------------------------------------------
/** Clamp all indices in the file to a valid range
*/
void CheckIndices(D3DS::Mesh& sMesh);
// -------------------------------------------------------------------
/** Skip the TCB info in a track key
*/
void SkipTCBInfo();
protected:
/** Stream to read from */
StreamReaderLE* stream;
/** Last touched node index */
short mLastNodeIndex;
/** Current node, root node */
D3DS::Node* mCurrentNode, *mRootNode;
/** Scene under construction */
D3DS::Scene* mScene;
/** Ambient base color of the scene */
aiColor3D mClrAmbient;
/** Master scaling factor of the scene */
ai_real mMasterScale;
/** Path to the background image of the scene */
std::string mBackgroundImage;
bool bHasBG;
/** true if PRJ file */
bool bIsPrj;
};
} // end of namespace Assimp
#endif // !! ASSIMP_BUILD_NO_3DS_IMPORTER
#endif // AI_3DSIMPORTER_H_INC

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#pragma once
#include <assimp/vector3.h>
#include <assimp/matrix4x4.h>
#include <assimp/ParsingUtils.h>
#include <vector>
#include <string>
struct aiMaterial;
struct aiMesh;
namespace Assimp {
namespace D3MF {
enum class ResourceType {
RT_Object,
RT_BaseMaterials,
RT_EmbeddedTexture2D,
RT_Texture2DGroup,
RT_ColorGroup,
RT_Unknown
}; // To be extended with other resource types (eg. material extension resources like Texture2d, Texture2dGroup...)
class Resource {
public:
int mId;
Resource(int id) :
mId(id) {
// empty
}
virtual ~Resource() = default;
virtual ResourceType getType() const {
return ResourceType::RT_Unknown;
}
};
class EmbeddedTexture : public Resource {
public:
std::string mPath;
std::string mContentType;
std::string mTilestyleU;
std::string mTilestyleV;
std::vector<char> mBuffer;
EmbeddedTexture(int id) :
Resource(id),
mPath(),
mContentType(),
mTilestyleU(),
mTilestyleV() {
// empty
}
~EmbeddedTexture() override = default;
ResourceType getType() const override {
return ResourceType::RT_EmbeddedTexture2D;
}
};
class Texture2DGroup : public Resource {
public:
std::vector<aiVector2D> mTex2dCoords;
int mTexId;
Texture2DGroup(int id) :
Resource(id),
mTexId(-1) {
// empty
}
~Texture2DGroup() override = default;
ResourceType getType() const override {
return ResourceType::RT_Texture2DGroup;
}
};
class ColorGroup : public Resource {
public:
std::vector<aiColor4D> mColors;
ColorGroup(int id) :
Resource(id){
// empty
}
~ColorGroup() override = default;
ResourceType getType() const override {
return ResourceType::RT_ColorGroup;
}
};
class BaseMaterials : public Resource {
public:
std::vector<unsigned int> mMaterialIndex;
BaseMaterials(int id) :
Resource(id),
mMaterialIndex() {
// empty
}
~BaseMaterials() override = default;
ResourceType getType() const override {
return ResourceType::RT_BaseMaterials;
}
};
struct Component {
int mObjectId;
aiMatrix4x4 mTransformation;
};
class Object : public Resource {
public:
std::vector<aiMesh *> mMeshes;
std::vector<unsigned int> mMeshIndex;
std::vector<Component> mComponents;
std::string mName;
Object(int id) :
Resource(id),
mName(std::string("Object_") + ai_to_string(id)) {
// empty
}
~Object() override = default;
ResourceType getType() const override {
return ResourceType::RT_Object;
}
};
} // namespace D3MF
} // namespace Assimp

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#pragma once
namespace Assimp {
namespace D3MF {
namespace XmlTag {
// Root tag
const char* const RootTag = "3MF";
// Meta-data
const char* const meta = "metadata";
const char* const meta_name = "name";
// Model-data specific tags
const char* const model = "model";
const char* const model_unit = "unit";
const char* const metadata = "metadata";
const char* const resources = "resources";
const char* const object = "object";
const char* const mesh = "mesh";
const char* const components = "components";
const char* const component = "component";
const char* const vertices = "vertices";
const char* const vertex = "vertex";
const char* const triangles = "triangles";
const char* const triangle = "triangle";
const char* const x = "x";
const char* const y = "y";
const char* const z = "z";
const char* const v1 = "v1";
const char* const v2 = "v2";
const char* const v3 = "v3";
const char* const id = "id";
const char* const pid = "pid";
const char* const pindex = "pindex";
const char* const p1 = "p1";
const char *const p2 = "p2";
const char *const p3 = "p3";
const char* const name = "name";
const char* const type = "type";
const char* const build = "build";
const char* const item = "item";
const char* const objectid = "objectid";
const char* const transform = "transform";
const char *const path = "path";
// Material definitions
const char* const basematerials = "basematerials";
const char* const basematerials_base = "base";
const char* const basematerials_name = "name";
const char* const basematerials_displaycolor = "displaycolor";
const char* const texture_2d = "m:texture2d";
const char *const texture_group = "m:texture2dgroup";
const char *const texture_content_type = "contenttype";
const char *const texture_tilestyleu = "tilestyleu";
const char *const texture_tilestylev = "tilestylev";
const char *const texture_2d_coord = "m:tex2coord";
const char *const texture_cuurd_u = "u";
const char *const texture_cuurd_v = "v";
// vertex color definitions
const char *const colorgroup = "m:colorgroup";
const char *const color_item = "m:color";
const char *const color_vaule = "color";
// Meta info tags
const char* const CONTENT_TYPES_ARCHIVE = "[Content_Types].xml";
const char* const ROOT_RELATIONSHIPS_ARCHIVE = "_rels/.rels";
const char* const SCHEMA_CONTENTTYPES = "http://schemas.openxmlformats.org/package/2006/content-types";
const char* const SCHEMA_RELATIONSHIPS = "http://schemas.openxmlformats.org/package/2006/relationships";
const char* const RELS_RELATIONSHIP_CONTAINER = "Relationships";
const char* const RELS_RELATIONSHIP_NODE = "Relationship";
const char* const RELS_ATTRIB_TARGET = "Target";
const char* const RELS_ATTRIB_TYPE = "Type";
const char* const RELS_ATTRIB_ID = "Id";
const char* const PACKAGE_START_PART_RELATIONSHIP_TYPE = "http://schemas.microsoft.com/3dmanufacturing/2013/01/3dmodel";
const char* const PACKAGE_PRINT_TICKET_RELATIONSHIP_TYPE = "http://schemas.microsoft.com/3dmanufacturing/2013/01/printticket";
const char* const PACKAGE_TEXTURE_RELATIONSHIP_TYPE = "http://schemas.microsoft.com/3dmanufacturing/2013/01/3dtexture";
const char* const PACKAGE_CORE_PROPERTIES_RELATIONSHIP_TYPE = "http://schemas.openxmlformats.org/package/2006/relationships/metadata/core-properties";
const char* const PACKAGE_THUMBNAIL_RELATIONSHIP_TYPE = "http://schemas.openxmlformats.org/package/2006/relationships/metadata/thumbnail";
}
} // Namespace D3MF
} // Namespace Assimp

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_EXPORT
#ifndef ASSIMP_BUILD_NO_3MF_EXPORTER
#include "D3MFExporter.h"
#include <assimp/Exceptional.h>
#include <assimp/StringUtils.h>
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/Exporter.hpp>
#include <assimp/IOStream.hpp>
#include <assimp/IOSystem.hpp>
#include "3MFXmlTags.h"
#include "D3MFOpcPackage.h"
#ifdef ASSIMP_USE_HUNTER
#include <zip/zip.h>
#else
#include <contrib/zip/src/zip.h>
#endif
namespace Assimp {
void ExportScene3MF(const char *pFile, IOSystem *pIOSystem, const aiScene *pScene, const ExportProperties * /*pProperties*/) {
if (nullptr == pIOSystem) {
throw DeadlyExportError("Could not export 3MP archive: " + std::string(pFile));
}
D3MF::D3MFExporter myExporter(pFile, pScene);
if (myExporter.validate()) {
if (pIOSystem->Exists(pFile)) {
if (!pIOSystem->DeleteFile(pFile)) {
throw DeadlyExportError("File exists, cannot override : " + std::string(pFile));
}
}
bool ok = myExporter.exportArchive(pFile);
if (!ok) {
throw DeadlyExportError("Could not export 3MP archive: " + std::string(pFile));
}
}
}
namespace D3MF {
D3MFExporter::D3MFExporter(const char *pFile, const aiScene *pScene) :
mArchiveName(pFile), m_zipArchive(nullptr), mScene(pScene) {
// empty
}
D3MFExporter::~D3MFExporter() {
for (size_t i = 0; i < mRelations.size(); ++i) {
delete mRelations[i];
}
mRelations.clear();
}
bool D3MFExporter::validate() {
if (mArchiveName.empty()) {
return false;
}
if (nullptr == mScene) {
return false;
}
return true;
}
bool D3MFExporter::exportArchive(const char *file) {
bool ok(true);
m_zipArchive = zip_open(file, ZIP_DEFAULT_COMPRESSION_LEVEL, 'w');
if (nullptr == m_zipArchive) {
return false;
}
ok |= exportContentTypes();
ok |= export3DModel();
ok |= exportRelations();
zip_close(m_zipArchive);
m_zipArchive = nullptr;
return ok;
}
bool D3MFExporter::exportContentTypes() {
mContentOutput.clear();
mContentOutput << "<?xml version=\"1.0\" encoding=\"UTF-8\"?>";
mContentOutput << std::endl;
mContentOutput << "<Types xmlns = \"http://schemas.openxmlformats.org/package/2006/content-types\">";
mContentOutput << std::endl;
mContentOutput << "<Default Extension = \"rels\" ContentType = \"application/vnd.openxmlformats-package.relationships+xml\" />";
mContentOutput << std::endl;
mContentOutput << "<Default Extension = \"model\" ContentType = \"application/vnd.ms-package.3dmanufacturing-3dmodel+xml\" />";
mContentOutput << std::endl;
mContentOutput << "</Types>";
mContentOutput << std::endl;
zipContentType(XmlTag::CONTENT_TYPES_ARCHIVE);
return true;
}
bool D3MFExporter::exportRelations() {
mRelOutput.clear();
mRelOutput << "<?xml version=\"1.0\" encoding=\"UTF-8\"?>";
mRelOutput << std::endl;
mRelOutput << "<Relationships xmlns=\"http://schemas.openxmlformats.org/package/2006/relationships\">";
for (size_t i = 0; i < mRelations.size(); ++i) {
if (mRelations[i]->target[0] == '/') {
mRelOutput << "<Relationship Target=\"" << mRelations[i]->target << "\" ";
} else {
mRelOutput << "<Relationship Target=\"/" << mRelations[i]->target << "\" ";
}
mRelOutput << "Id=\"" << mRelations[i]->id << "\" ";
mRelOutput << "Type=\"" << mRelations[i]->type << "\" />";
mRelOutput << std::endl;
}
mRelOutput << "</Relationships>";
mRelOutput << std::endl;
zipRelInfo("_rels", ".rels");
mRelOutput.flush();
return true;
}
bool D3MFExporter::export3DModel() {
mModelOutput.clear();
writeHeader();
mModelOutput << "<" << XmlTag::model << " " << XmlTag::model_unit << "=\"millimeter\""
<< " xmlns=\"http://schemas.microsoft.com/3dmanufacturing/core/2015/02\">"
<< std::endl;
mModelOutput << "<" << XmlTag::resources << ">";
mModelOutput << std::endl;
writeMetaData();
writeBaseMaterials();
writeObjects();
mModelOutput << "</" << XmlTag::resources << ">";
mModelOutput << std::endl;
writeBuild();
mModelOutput << "</" << XmlTag::model << ">\n";
OpcPackageRelationship *info = new OpcPackageRelationship;
info->id = "rel0";
info->target = "/3D/3DModel.model";
info->type = XmlTag::PACKAGE_START_PART_RELATIONSHIP_TYPE;
mRelations.push_back(info);
zipModel("3D", "3DModel.model");
mModelOutput.flush();
return true;
}
void D3MFExporter::writeHeader() {
mModelOutput << "<?xml version=\"1.0\" encoding=\"UTF-8\"?>";
mModelOutput << std::endl;
}
void D3MFExporter::writeMetaData() {
if (nullptr == mScene->mMetaData) {
return;
}
const unsigned int numMetaEntries(mScene->mMetaData->mNumProperties);
if (0 == numMetaEntries) {
return;
}
const aiString *key = nullptr;
const aiMetadataEntry *entry(nullptr);
for (size_t i = 0; i < numMetaEntries; ++i) {
mScene->mMetaData->Get(i, key, entry);
std::string k(key->C_Str());
aiString value;
mScene->mMetaData->Get(k, value);
mModelOutput << "<" << XmlTag::meta << " " << XmlTag::meta_name << "=\"" << key->C_Str() << "\">";
mModelOutput << value.C_Str();
mModelOutput << "</" << XmlTag::meta << ">" << std::endl;
}
}
void D3MFExporter::writeBaseMaterials() {
mModelOutput << "<basematerials id=\"1\">\n";
std::string strName, hexDiffuseColor, tmp;
for (size_t i = 0; i < mScene->mNumMaterials; ++i) {
aiMaterial *mat = mScene->mMaterials[i];
aiString name;
if (mat->Get(AI_MATKEY_NAME, name) != aiReturn_SUCCESS) {
strName = "basemat_" + ai_to_string(i);
} else {
strName = name.C_Str();
}
aiColor4D color;
if (mat->Get(AI_MATKEY_COLOR_DIFFUSE, color) == aiReturn_SUCCESS) {
hexDiffuseColor.clear();
tmp.clear();
// rgbs %
if (color.r <= 1 && color.g <= 1 && color.b <= 1 && color.a <= 1) {
hexDiffuseColor = ai_rgba2hex(
(int)(((ai_real)color.r) * 255),
(int)(((ai_real)color.g) * 255),
(int)(((ai_real)color.b) * 255),
(int)(((ai_real)color.a) * 255),
true);
} else {
hexDiffuseColor = "#";
tmp = ai_decimal_to_hexa((ai_real)color.r);
hexDiffuseColor += tmp;
tmp = ai_decimal_to_hexa((ai_real)color.g);
hexDiffuseColor += tmp;
tmp = ai_decimal_to_hexa((ai_real)color.b);
hexDiffuseColor += tmp;
tmp = ai_decimal_to_hexa((ai_real)color.a);
hexDiffuseColor += tmp;
}
} else {
hexDiffuseColor = "#FFFFFFFF";
}
mModelOutput << "<base name=\"" + strName + "\" " + " displaycolor=\"" + hexDiffuseColor + "\" />\n";
}
mModelOutput << "</basematerials>\n";
}
void D3MFExporter::writeObjects() {
if (nullptr == mScene->mRootNode) {
return;
}
aiNode *root = mScene->mRootNode;
for (unsigned int i = 0; i < root->mNumChildren; ++i) {
aiNode *currentNode(root->mChildren[i]);
if (nullptr == currentNode) {
continue;
}
mModelOutput << "<" << XmlTag::object << " id=\"" << i + 2 << "\" type=\"model\">";
mModelOutput << std::endl;
for (unsigned int j = 0; j < currentNode->mNumMeshes; ++j) {
aiMesh *currentMesh = mScene->mMeshes[currentNode->mMeshes[j]];
if (nullptr == currentMesh) {
continue;
}
writeMesh(currentMesh);
}
mBuildItems.push_back(i);
mModelOutput << "</" << XmlTag::object << ">";
mModelOutput << std::endl;
}
}
void D3MFExporter::writeMesh(aiMesh *mesh) {
if (nullptr == mesh) {
return;
}
mModelOutput << "<"
<< XmlTag::mesh
<< ">" << "\n";
mModelOutput << "<"
<< XmlTag::vertices
<< ">" << "\n";
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
writeVertex(mesh->mVertices[i]);
}
mModelOutput << "</"
<< XmlTag::vertices << ">"
<< "\n";
const unsigned int matIdx(mesh->mMaterialIndex);
writeFaces(mesh, matIdx);
mModelOutput << "</"
<< XmlTag::mesh << ">"
<< "\n";
}
void D3MFExporter::writeVertex(const aiVector3D &pos) {
mModelOutput << "<" << XmlTag::vertex << " x=\"" << pos.x << "\" y=\"" << pos.y << "\" z=\"" << pos.z << "\" />";
mModelOutput << std::endl;
}
void D3MFExporter::writeFaces(aiMesh *mesh, unsigned int matIdx) {
if (nullptr == mesh) {
return;
}
if (!mesh->HasFaces()) {
return;
}
mModelOutput << "<"
<< XmlTag::triangles << ">"
<< "\n";
for (unsigned int i = 0; i < mesh->mNumFaces; ++i) {
aiFace &currentFace = mesh->mFaces[i];
mModelOutput << "<" << XmlTag::triangle << " v1=\"" << currentFace.mIndices[0] << "\" v2=\""
<< currentFace.mIndices[1] << "\" v3=\"" << currentFace.mIndices[2]
<< "\" pid=\"1\" p1=\"" + ai_to_string(matIdx) + "\" />";
mModelOutput << "\n";
}
mModelOutput << "</"
<< XmlTag::triangles
<< ">";
mModelOutput << "\n";
}
void D3MFExporter::writeBuild() {
mModelOutput << "<"
<< XmlTag::build
<< ">"
<< "\n";
for (size_t i = 0; i < mBuildItems.size(); ++i) {
mModelOutput << "<" << XmlTag::item << " objectid=\"" << i + 2 << "\"/>";
mModelOutput << "\n";
}
mModelOutput << "</" << XmlTag::build << ">";
mModelOutput << "\n";
}
void D3MFExporter::zipContentType(const std::string &filename) {
addFileInZip(filename, mContentOutput.str());
}
void D3MFExporter::zipModel(const std::string &folder, const std::string &modelName) {
const std::string entry = folder + "/" + modelName;
addFileInZip(entry, mModelOutput.str());
}
void D3MFExporter::zipRelInfo(const std::string &folder, const std::string &relName) {
const std::string entry = folder + "/" + relName;
addFileInZip(entry, mRelOutput.str());
}
void D3MFExporter::addFileInZip(const std::string& entry, const std::string& content) {
if (nullptr == m_zipArchive) {
throw DeadlyExportError("3MF-Export: Zip archive not valid, nullptr.");
}
zip_entry_open(m_zipArchive, entry.c_str());
zip_entry_write(m_zipArchive, content.c_str(), content.size());
zip_entry_close(m_zipArchive);
}
} // Namespace D3MF
} // Namespace Assimp
#endif // ASSIMP_BUILD_NO_3MF_EXPORTER
#endif // ASSIMP_BUILD_NO_EXPORT

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#pragma once
#ifndef ASSIMP_BUILD_NO_EXPORT
#ifndef ASSIMP_BUILD_NO_3MF_EXPORTER
#include <memory>
#include <sstream>
#include <vector>
#include <assimp/vector3.h>
struct aiScene;
struct aiNode;
struct aiMaterial;
struct aiMesh;
struct zip_t;
namespace Assimp {
class IOStream;
namespace D3MF {
struct OpcPackageRelationship;
class D3MFExporter {
public:
D3MFExporter( const char* pFile, const aiScene* pScene );
~D3MFExporter();
bool validate();
bool exportArchive( const char *file );
bool exportContentTypes();
bool exportRelations();
bool export3DModel();
protected:
void writeHeader();
void writeMetaData();
void writeBaseMaterials();
void writeObjects();
void writeMesh( aiMesh *mesh );
void writeVertex( const aiVector3D &pos );
void writeFaces( aiMesh *mesh, unsigned int matIdx );
void writeBuild();
// Zip the data
void zipContentType( const std::string &filename );
void zipModel( const std::string &folder, const std::string &modelName );
void zipRelInfo( const std::string &folder, const std::string &relName );
void addFileInZip( const std::string &entry, const std::string &content );
private:
std::string mArchiveName;
zip_t *m_zipArchive;
const aiScene *mScene;
std::ostringstream mModelOutput;
std::ostringstream mRelOutput;
std::ostringstream mContentOutput;
std::vector<unsigned int> mBuildItems;
std::vector<OpcPackageRelationship*> mRelations;
};
} // Namespace D3MF
} // Namespace Assimp
#endif // ASSIMP_BUILD_NO_3MF_EXPORTER
#endif // ASSIMP_BUILD_NO_EXPORT

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_3MF_IMPORTER
#include "D3MFImporter.h"
#include "3MFXmlTags.h"
#include "D3MFOpcPackage.h"
#include "XmlSerializer.h"
#include <assimp/StringComparison.h>
#include <assimp/StringUtils.h>
#include <assimp/XmlParser.h>
#include <assimp/ZipArchiveIOSystem.h>
#include <assimp/importerdesc.h>
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/IOSystem.hpp>
#include <assimp/fast_atof.h>
#include <cassert>
#include <map>
#include <memory>
#include <string>
#include <vector>
#include <iomanip>
#include <cstring>
namespace Assimp {
using namespace D3MF;
static constexpr aiImporterDesc desc = {
"3mf Importer",
"",
"",
"http://3mf.io/",
aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportCompressedFlavour,
0,
0,
0,
0,
"3mf"
};
bool D3MFImporter::CanRead(const std::string &filename, IOSystem *pIOHandler, bool ) const {
if (!ZipArchiveIOSystem::isZipArchive(pIOHandler, filename)) {
return false;
}
static constexpr char ModelRef[] = "3D/3dmodel.model";
ZipArchiveIOSystem archive(pIOHandler, filename);
if (!archive.Exists(ModelRef)) {
return false;
}
return true;
}
void D3MFImporter::SetupProperties(const Importer*) {
// empty
}
const aiImporterDesc *D3MFImporter::GetInfo() const {
return &desc;
}
void D3MFImporter::InternReadFile(const std::string &filename, aiScene *pScene, IOSystem *pIOHandler) {
D3MFOpcPackage opcPackage(pIOHandler, filename);
XmlParser xmlParser;
if (xmlParser.parse(opcPackage.RootStream())) {
XmlSerializer xmlSerializer(xmlParser);
xmlSerializer.ImportXml(pScene);
const std::vector<aiTexture*> &tex = opcPackage.GetEmbeddedTextures();
if (!tex.empty()) {
pScene->mNumTextures = static_cast<unsigned int>(tex.size());
pScene->mTextures = new aiTexture *[pScene->mNumTextures];
for (unsigned int i = 0; i < pScene->mNumTextures; ++i) {
pScene->mTextures[i] = tex[i];
}
}
}
}
} // Namespace Assimp
#endif // ASSIMP_BUILD_NO_3MF_IMPORTER

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef AI_D3MFLOADER_H_INCLUDED
#define AI_D3MFLOADER_H_INCLUDED
#ifndef ASSIMP_BUILD_NO_3MF_IMPORTER
#include <assimp/BaseImporter.h>
namespace Assimp {
// ---------------------------------------------------------------------------
/// @brief The 3MF-importer class.
///
/// Implements the basic topology import and embedded textures.
// ---------------------------------------------------------------------------
class D3MFImporter : public BaseImporter {
public:
/// @brief The default class constructor.
D3MFImporter() = default;
/// @brief The class destructor.
~D3MFImporter() override = default;
/// @brief Performs the data format detection.
/// @param pFile The filename to check.
/// @param pIOHandler The used IO-System.
/// @param checkSig true for signature checking.
/// @return true for can be loaded, false for not.
bool CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const override;
/// @brief Not used
/// @param pImp Not used
void SetupProperties(const Importer *pImp) override;
/// @brief The importer description getter.
/// @return The info
const aiImporterDesc *GetInfo() const override;
protected:
/// @brief Internal read function, performs the file parsing.
/// @param pFile The filename
/// @param pScene The scene to load in.
/// @param pIOHandler The io-system
void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) override;
};
} // Namespace Assimp
#endif // #ifndef ASSIMP_BUILD_NO_3MF_IMPORTER
#endif // AI_D3MFLOADER_H_INCLUDED

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_3MF_IMPORTER
#include "D3MFOpcPackage.h"
#include <assimp/Exceptional.h>
#include <assimp/XmlParser.h>
#include <assimp/ZipArchiveIOSystem.h>
#include <assimp/ai_assert.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/IOStream.hpp>
#include <assimp/IOSystem.hpp>
#include <assimp/texture.h>
#include "3MFXmlTags.h"
#include <algorithm>
#include <cassert>
#include <cstdlib>
#include <map>
#include <vector>
namespace Assimp {
namespace D3MF {
// ------------------------------------------------------------------------------------------------
using OpcPackageRelationshipPtr = std::shared_ptr<OpcPackageRelationship>;
class OpcPackageRelationshipReader {
public:
OpcPackageRelationshipReader(XmlParser &parser) :
mRelations() {
XmlNode root = parser.getRootNode();
ParseRootNode(root);
}
void ParseRootNode(XmlNode &node) {
ParseAttributes(node);
for (XmlNode currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
std::string name = currentNode.name();
if (name == "Relationships") {
ParseRelationsNode(currentNode);
}
}
}
void ParseAttributes(XmlNode & /*node*/) {
// empty
}
bool validateRels(OpcPackageRelationshipPtr &relPtr) {
if (relPtr->id.empty() || relPtr->type.empty() || relPtr->target.empty()) {
return false;
}
return true;
}
void ParseRelationsNode(XmlNode &node) {
if (node.empty()) {
return;
}
for (XmlNode currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
const std::string name = currentNode.name();
if (name == "Relationship") {
OpcPackageRelationshipPtr relPtr(new OpcPackageRelationship());
relPtr->id = currentNode.attribute(XmlTag::RELS_ATTRIB_ID).as_string();
relPtr->type = currentNode.attribute(XmlTag::RELS_ATTRIB_TYPE).as_string();
relPtr->target = currentNode.attribute(XmlTag::RELS_ATTRIB_TARGET).as_string();
if (validateRels(relPtr)) {
mRelations.push_back(relPtr);
}
}
}
}
std::vector<OpcPackageRelationshipPtr> mRelations;
};
static bool IsEmbeddedTexture( const std::string &filename ) {
const std::string extension = BaseImporter::GetExtension(filename);
if (extension == "jpg" || extension == "png" || extension == "jpeg") {
std::string::size_type pos = filename.find("thumbnail");
if (pos != std::string::npos) {
return false;
}
return true;
}
return false;
}
// ------------------------------------------------------------------------------------------------
D3MFOpcPackage::D3MFOpcPackage(IOSystem *pIOHandler, const std::string &rFile) :
mRootStream(nullptr),
mZipArchive() {
mZipArchive = new ZipArchiveIOSystem(pIOHandler, rFile);
if (!mZipArchive->isOpen()) {
throw DeadlyImportError("Failed to open file ", rFile, ".");
}
std::vector<std::string> fileList;
mZipArchive->getFileList(fileList);
for (auto &file : fileList) {
if (file == D3MF::XmlTag::ROOT_RELATIONSHIPS_ARCHIVE) {
if (!mZipArchive->Exists(file.c_str())) {
continue;
}
IOStream *fileStream = mZipArchive->Open(file.c_str());
if (nullptr == fileStream) {
ASSIMP_LOG_ERROR("Filestream is nullptr.");
continue;
}
std::string rootFile = ReadPackageRootRelationship(fileStream);
if (!rootFile.empty() && rootFile[0] == '/') {
rootFile = rootFile.substr(1);
if (rootFile[0] == '/') {
// deal with zip-bug
rootFile = rootFile.substr(1);
}
}
ASSIMP_LOG_VERBOSE_DEBUG(rootFile);
mZipArchive->Close(fileStream);
mRootStream = mZipArchive->Open(rootFile.c_str());
ai_assert(mRootStream != nullptr);
if (nullptr == mRootStream) {
throw DeadlyImportError("Cannot open root-file in archive : " + rootFile);
}
} else if (file == D3MF::XmlTag::CONTENT_TYPES_ARCHIVE) {
ASSIMP_LOG_WARN("Ignored file of unsupported type CONTENT_TYPES_ARCHIVES", file);
} else if (IsEmbeddedTexture(file)) {
IOStream *fileStream = mZipArchive->Open(file.c_str());
LoadEmbeddedTextures(fileStream, file);
mZipArchive->Close(fileStream);
} else {
ASSIMP_LOG_WARN("Ignored file of unknown type: ", file);
}
}
}
D3MFOpcPackage::~D3MFOpcPackage() {
mZipArchive->Close(mRootStream);
delete mZipArchive;
}
IOStream *D3MFOpcPackage::RootStream() const {
return mRootStream;
}
const std::vector<aiTexture *> &D3MFOpcPackage::GetEmbeddedTextures() const {
return mEmbeddedTextures;
}
static const char *const ModelRef = "3D/3dmodel.model";
bool D3MFOpcPackage::validate() {
if (nullptr == mRootStream || nullptr == mZipArchive) {
return false;
}
return mZipArchive->Exists(ModelRef);
}
std::string D3MFOpcPackage::ReadPackageRootRelationship(IOStream *stream) {
XmlParser xmlParser;
if (!xmlParser.parse(stream)) {
return std::string();
}
OpcPackageRelationshipReader reader(xmlParser);
auto itr = std::find_if(reader.mRelations.begin(), reader.mRelations.end(), [](const OpcPackageRelationshipPtr &rel) {
return rel->type == XmlTag::PACKAGE_START_PART_RELATIONSHIP_TYPE;
});
if (itr == reader.mRelations.end()) {
throw DeadlyImportError("Cannot find ", XmlTag::PACKAGE_START_PART_RELATIONSHIP_TYPE);
}
return (*itr)->target;
}
void D3MFOpcPackage::LoadEmbeddedTextures(IOStream *fileStream, const std::string &filename) {
if (nullptr == fileStream) {
return;
}
const size_t size = fileStream->FileSize();
if (0 == size) {
return;
}
unsigned char *data = new unsigned char[size];
fileStream->Read(data, 1, size);
aiTexture *texture = new aiTexture;
std::string embName = "*" + filename;
texture->mFilename.Set(embName.c_str());
texture->mWidth = static_cast<unsigned int>(size);
texture->mHeight = 0;
texture->achFormatHint[0] = 'p';
texture->achFormatHint[1] = 'n';
texture->achFormatHint[2] = 'g';
texture->achFormatHint[3] = '\0';
texture->pcData = (aiTexel*) data;
mEmbeddedTextures.emplace_back(texture);
}
} // Namespace D3MF
} // Namespace Assimp
#endif //ASSIMP_BUILD_NO_3MF_IMPORTER

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef D3MFOPCPACKAGE_H
#define D3MFOPCPACKAGE_H
#include <assimp/IOSystem.hpp>
#include <memory>
#include <string>
struct aiTexture;
namespace Assimp {
class ZipArchiveIOSystem;
namespace D3MF {
struct OpcPackageRelationship {
std::string id;
std::string type;
std::string target;
};
class D3MFOpcPackage {
public:
D3MFOpcPackage( IOSystem* pIOHandler, const std::string& file );
~D3MFOpcPackage();
IOStream* RootStream() const;
bool validate();
const std::vector<aiTexture*> &GetEmbeddedTextures() const;
protected:
std::string ReadPackageRootRelationship(IOStream* stream);
void LoadEmbeddedTextures(IOStream *fileStream, const std::string &filename);
private:
IOStream* mRootStream;
ZipArchiveIOSystem *mZipArchive;
std::vector<aiTexture *> mEmbeddedTextures;
};
} // namespace D3MF
} // namespace Assimp
#endif // D3MFOPCPACKAGE_H

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#include "XmlSerializer.h"
#include "D3MFOpcPackage.h"
#include "3MFXmlTags.h"
#include "3MFTypes.h"
#include <assimp/scene.h>
#include <utility>
namespace Assimp {
namespace D3MF {
static constexpr int IdNotSet = -1;
namespace {
static constexpr size_t ColRGBA_Len = 9;
static constexpr size_t ColRGB_Len = 7;
// format of the color string: #RRGGBBAA or #RRGGBB (3MF Core chapter 5.1.1)
bool validateColorString(const std::string color) {
const size_t len = color.size();
if (ColRGBA_Len != len && ColRGB_Len != len) {
return false;
}
return true;
}
aiFace ReadTriangle(XmlNode &node, int &texId0, int &texId1, int &texId2) {
aiFace face;
face.mNumIndices = 3;
face.mIndices = new unsigned int[face.mNumIndices];
face.mIndices[0] = static_cast<unsigned int>(std::atoi(node.attribute(XmlTag::v1).as_string()));
face.mIndices[1] = static_cast<unsigned int>(std::atoi(node.attribute(XmlTag::v2).as_string()));
face.mIndices[2] = static_cast<unsigned int>(std::atoi(node.attribute(XmlTag::v3).as_string()));
texId0 = texId1 = texId2 = IdNotSet;
XmlParser::getIntAttribute(node, XmlTag::p1, texId0);
XmlParser::getIntAttribute(node, XmlTag::p2, texId1);
XmlParser::getIntAttribute(node, XmlTag::p3, texId2);
return face;
}
aiVector3D ReadVertex(XmlNode &node) {
aiVector3D vertex;
vertex.x = ai_strtof(node.attribute(XmlTag::x).as_string(), nullptr);
vertex.y = ai_strtof(node.attribute(XmlTag::y).as_string(), nullptr);
vertex.z = ai_strtof(node.attribute(XmlTag::z).as_string(), nullptr);
return vertex;
}
bool getNodeAttribute(const XmlNode &node, const std::string &attribute, std::string &value) {
pugi::xml_attribute objectAttribute = node.attribute(attribute.c_str());
if (!objectAttribute.empty()) {
value = objectAttribute.as_string();
return true;
}
return false;
}
bool getNodeAttribute(const XmlNode &node, const std::string &attribute, int &value) {
std::string strValue;
const bool ret = getNodeAttribute(node, attribute, strValue);
if (ret) {
value = std::atoi(strValue.c_str());
return true;
}
return false;
}
aiMatrix4x4 parseTransformMatrix(const std::string& matrixStr) {
// split the string
std::vector<float> numbers;
std::string currentNumber;
for (char c : matrixStr) {
if (c == ' ') {
if (!currentNumber.empty()) {
float f = std::stof(currentNumber);
numbers.push_back(f);
currentNumber.clear();
}
} else {
currentNumber.push_back(c);
}
}
if (!currentNumber.empty()) {
const float f = std::stof(currentNumber);
numbers.push_back(f);
}
aiMatrix4x4 transformMatrix;
transformMatrix.a1 = numbers[0];
transformMatrix.b1 = numbers[1];
transformMatrix.c1 = numbers[2];
transformMatrix.d1 = 0;
transformMatrix.a2 = numbers[3];
transformMatrix.b2 = numbers[4];
transformMatrix.c2 = numbers[5];
transformMatrix.d2 = 0;
transformMatrix.a3 = numbers[6];
transformMatrix.b3 = numbers[7];
transformMatrix.c3 = numbers[8];
transformMatrix.d3 = 0;
transformMatrix.a4 = numbers[9];
transformMatrix.b4 = numbers[10];
transformMatrix.c4 = numbers[11];
transformMatrix.d4 = 1;
return transformMatrix;
}
bool parseColor(const std::string &color, aiColor4D &diffuse) {
if (color.empty()) {
return false;
}
if (!validateColorString(color)) {
return false;
}
if ('#' != color[0]) {
return false;
}
char r[3] = { color[1], color[2], '\0' };
diffuse.r = static_cast<ai_real>(strtol(r, nullptr, 16)) / ai_real(255.0);
char g[3] = { color[3], color[4], '\0' };
diffuse.g = static_cast<ai_real>(strtol(g, nullptr, 16)) / ai_real(255.0);
char b[3] = { color[5], color[6], '\0' };
diffuse.b = static_cast<ai_real>(strtol(b, nullptr, 16)) / ai_real(255.0);
const size_t len = color.size();
if (ColRGB_Len == len) {
return true;
}
char a[3] = { color[7], color[8], '\0' };
diffuse.a = static_cast<ai_real>(strtol(a, nullptr, 16)) / ai_real(255.0);
return true;
}
void assignDiffuseColor(XmlNode &node, aiMaterial *mat) {
const char *color = node.attribute(XmlTag::basematerials_displaycolor).as_string();
aiColor4D diffuse;
if (parseColor(color, diffuse)) {
mat->AddProperty<aiColor4D>(&diffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
}
}
} // namespace
XmlSerializer::XmlSerializer(XmlParser &xmlParser) :
mResourcesDictionnary(),
mMeshCount(0),
mXmlParser(xmlParser) {
// empty
}
XmlSerializer::~XmlSerializer() {
for (auto &it : mResourcesDictionnary) {
delete it.second;
}
}
void XmlSerializer::ImportXml(aiScene *scene) {
if (nullptr == scene) {
return;
}
scene->mRootNode = new aiNode(XmlTag::RootTag);
XmlNode node = mXmlParser.getRootNode().child(XmlTag::model);
if (node.empty()) {
return;
}
XmlNode resNode = node.child(XmlTag::resources);
for (auto &currentNode : resNode.children()) {
const std::string currentNodeName = currentNode.name();
if (currentNodeName == XmlTag::texture_2d) {
ReadEmbeddecTexture(currentNode);
} else if (currentNodeName == XmlTag::texture_group) {
ReadTextureGroup(currentNode);
} else if (currentNodeName == XmlTag::object) {
ReadObject(currentNode);
} else if (currentNodeName == XmlTag::basematerials) {
ReadBaseMaterials(currentNode);
} else if (currentNodeName == XmlTag::meta) {
ReadMetadata(currentNode);
} else if (currentNodeName == XmlTag::colorgroup) {
ReadColorGroup(currentNode);
}
}
StoreMaterialsInScene(scene);
XmlNode buildNode = node.child(XmlTag::build);
if (buildNode.empty()) {
return;
}
for (auto &currentNode : buildNode.children()) {
const std::string currentNodeName = currentNode.name();
if (currentNodeName == XmlTag::item) {
int objectId = IdNotSet;
std::string transformationMatrixStr;
aiMatrix4x4 transformationMatrix;
getNodeAttribute(currentNode, D3MF::XmlTag::objectid, objectId);
bool hasTransform = getNodeAttribute(currentNode, D3MF::XmlTag::transform, transformationMatrixStr);
auto it = mResourcesDictionnary.find(objectId);
if (it != mResourcesDictionnary.end() && it->second->getType() == ResourceType::RT_Object) {
Object *obj = static_cast<Object *>(it->second);
if (hasTransform) {
transformationMatrix = parseTransformMatrix(transformationMatrixStr);
}
addObjectToNode(scene->mRootNode, obj, transformationMatrix);
}
}
}
// import the metadata
if (!mMetaData.empty()) {
const size_t numMeta = mMetaData.size();
scene->mMetaData = aiMetadata::Alloc(static_cast<unsigned int>(numMeta));
for (size_t i = 0; i < numMeta; ++i) {
aiString val(mMetaData[i].value);
scene->mMetaData->Set(static_cast<unsigned int>(i), mMetaData[i].name, val);
}
}
// import the meshes, materials are already stored
scene->mNumMeshes = static_cast<unsigned int>(mMeshCount);
if (scene->mNumMeshes != 0) {
scene->mMeshes = new aiMesh *[scene->mNumMeshes]();
for (auto &it : mResourcesDictionnary) {
if (it.second->getType() == ResourceType::RT_Object) {
Object *obj = static_cast<Object *>(it.second);
ai_assert(nullptr != obj);
for (unsigned int i = 0; i < obj->mMeshes.size(); ++i) {
scene->mMeshes[obj->mMeshIndex[i]] = obj->mMeshes[i];
}
}
}
}
}
void XmlSerializer::addObjectToNode(aiNode *parent, Object *obj, aiMatrix4x4 nodeTransform) {
ai_assert(nullptr != obj);
aiNode *sceneNode = new aiNode(obj->mName);
sceneNode->mNumMeshes = static_cast<unsigned int>(obj->mMeshes.size());
sceneNode->mMeshes = new unsigned int[sceneNode->mNumMeshes];
std::copy(obj->mMeshIndex.begin(), obj->mMeshIndex.end(), sceneNode->mMeshes);
sceneNode->mTransformation = nodeTransform;
if (nullptr != parent) {
parent->addChildren(1, &sceneNode);
}
for (Assimp::D3MF::Component c : obj->mComponents) {
auto it = mResourcesDictionnary.find(c.mObjectId);
if (it != mResourcesDictionnary.end() && it->second->getType() == ResourceType::RT_Object) {
addObjectToNode(sceneNode, static_cast<Object *>(it->second), c.mTransformation);
}
}
}
void XmlSerializer::ReadObject(XmlNode &node) {
int id = IdNotSet, pid = IdNotSet, pindex = IdNotSet;
bool hasId = getNodeAttribute(node, XmlTag::id, id);
if (!hasId) {
return;
}
bool hasPid = getNodeAttribute(node, XmlTag::pid, pid);
bool hasPindex = getNodeAttribute(node, XmlTag::pindex, pindex);
Object *obj = new Object(id);
for (XmlNode &currentNode : node.children()) {
const std::string currentName = currentNode.name();
if (currentName == D3MF::XmlTag::mesh) {
auto mesh = ReadMesh(currentNode);
mesh->mName.Set(ai_to_string(id));
if (hasPid) {
auto it = mResourcesDictionnary.find(pid);
if (hasPindex && it != mResourcesDictionnary.end()) {
if (it->second->getType() == ResourceType::RT_BaseMaterials) {
BaseMaterials *materials = static_cast<BaseMaterials *>(it->second);
mesh->mMaterialIndex = materials->mMaterialIndex[pindex];
} else if (it->second->getType() == ResourceType::RT_Texture2DGroup) {
Texture2DGroup *group = static_cast<Texture2DGroup *>(it->second);
if (mesh->mTextureCoords[0] == nullptr) {
mesh->mNumUVComponents[0] = 2;
for (unsigned int i = 1; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
mesh->mNumUVComponents[i] = 0;
}
const std::string name = ai_to_string(group->mTexId);
for (size_t i = 0; i < mMaterials.size(); ++i) {
if (name == mMaterials[i]->GetName().C_Str()) {
mesh->mMaterialIndex = static_cast<unsigned int>(i);
}
}
mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
for (unsigned int vertex_idx = 0; vertex_idx < mesh->mNumVertices; vertex_idx++) {
mesh->mTextureCoords[0][vertex_idx] =
aiVector3D(group->mTex2dCoords[pindex].x, group->mTex2dCoords[pindex].y, 0.0f);
}
} else {
for (unsigned int vertex_idx = 0; vertex_idx < mesh->mNumVertices; vertex_idx++) {
if (mesh->mTextureCoords[0][vertex_idx].z < 0) {
// use default
mesh->mTextureCoords[0][vertex_idx] =
aiVector3D(group->mTex2dCoords[pindex].x, group->mTex2dCoords[pindex].y, 0.0f);
}
}
}
}else if (it->second->getType() == ResourceType::RT_ColorGroup) {
if (mesh->mColors[0] == nullptr) {
mesh->mColors[0] = new aiColor4D[mesh->mNumVertices];
ColorGroup *group = static_cast<ColorGroup *>(it->second);
for (unsigned int vertex_idx = 0; vertex_idx < mesh->mNumVertices; vertex_idx++) {
mesh->mColors[0][vertex_idx] = group->mColors[pindex];
}
}
}
}
}
obj->mMeshes.push_back(mesh);
obj->mMeshIndex.push_back(mMeshCount);
mMeshCount++;
} else if (currentName == D3MF::XmlTag::components) {
for (XmlNode &currentSubNode : currentNode.children()) {
const std::string subNodeName = currentSubNode.name();
if (subNodeName == D3MF::XmlTag::component) {
int objectId = IdNotSet;
std::string componentTransformStr;
aiMatrix4x4 componentTransform;
if (getNodeAttribute(currentSubNode, D3MF::XmlTag::transform, componentTransformStr)) {
componentTransform = parseTransformMatrix(componentTransformStr);
}
if (getNodeAttribute(currentSubNode, D3MF::XmlTag::objectid, objectId)) {
obj->mComponents.push_back({ objectId, componentTransform });
}
}
}
}
}
mResourcesDictionnary.insert(std::make_pair(id, obj));
}
aiMesh *XmlSerializer::ReadMesh(XmlNode &node) {
if (node.empty()) {
return nullptr;
}
aiMesh *mesh = new aiMesh();
for (XmlNode &currentNode : node.children()) {
const std::string currentName = currentNode.name();
if (currentName == XmlTag::vertices) {
ImportVertices(currentNode, mesh);
} else if (currentName == XmlTag::triangles) {
ImportTriangles(currentNode, mesh);
}
}
return mesh;
}
void XmlSerializer::ReadMetadata(XmlNode &node) {
pugi::xml_attribute attribute = node.attribute(D3MF::XmlTag::meta_name);
const std::string name = attribute.as_string();
const std::string value = node.value();
if (name.empty()) {
return;
}
MetaEntry entry;
entry.name = name;
entry.value = value;
mMetaData.push_back(entry);
}
void XmlSerializer::ImportVertices(XmlNode &node, aiMesh *mesh) {
ai_assert(nullptr != mesh);
std::vector<aiVector3D> vertices;
for (XmlNode &currentNode : node.children()) {
const std::string currentName = currentNode.name();
if (currentName == XmlTag::vertex) {
vertices.push_back(ReadVertex(currentNode));
}
}
mesh->mNumVertices = static_cast<unsigned int>(vertices.size());
mesh->mVertices = new aiVector3D[mesh->mNumVertices];
std::copy(vertices.begin(), vertices.end(), mesh->mVertices);
}
void XmlSerializer::ImportTriangles(XmlNode &node, aiMesh *mesh) {
std::vector<aiFace> faces;
for (XmlNode &currentNode : node.children()) {
const std::string currentName = currentNode.name();
if (currentName == XmlTag::triangle) {
int pid = IdNotSet;
bool hasPid = getNodeAttribute(currentNode, D3MF::XmlTag::pid, pid);
int pindex[3];
aiFace face = ReadTriangle(currentNode, pindex[0], pindex[1], pindex[2]);
if (hasPid && (pindex[0] != IdNotSet || pindex[1] != IdNotSet || pindex[2] != IdNotSet)) {
auto it = mResourcesDictionnary.find(pid);
if (it != mResourcesDictionnary.end()) {
if (it->second->getType() == ResourceType::RT_BaseMaterials) {
BaseMaterials *baseMaterials = static_cast<BaseMaterials *>(it->second);
auto update_material = [&](int idx) {
if (pindex[idx] != IdNotSet) {
mesh->mMaterialIndex = baseMaterials->mMaterialIndex[pindex[idx]];
}
};
update_material(0);
update_material(1);
update_material(2);
} else if (it->second->getType() == ResourceType::RT_Texture2DGroup) {
// Load texture coordinates into mesh, when any
Texture2DGroup *group = static_cast<Texture2DGroup *>(it->second); // fix bug
if (mesh->mTextureCoords[0] == nullptr) {
mesh->mNumUVComponents[0] = 2;
for (unsigned int i = 1; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
mesh->mNumUVComponents[i] = 0;
}
const std::string name = ai_to_string(group->mTexId);
for (size_t i = 0; i < mMaterials.size(); ++i) {
if (name == mMaterials[i]->GetName().C_Str()) {
mesh->mMaterialIndex = static_cast<unsigned int>(i);
}
}
mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
for (unsigned int vertex_index = 0; vertex_index < mesh->mNumVertices; vertex_index++) {
mesh->mTextureCoords[0][vertex_index].z = IdNotSet;//mark not set
}
}
auto update_texture = [&](int idx) {
if (pindex[idx] != IdNotSet) {
size_t vertex_index = face.mIndices[idx];
mesh->mTextureCoords[0][vertex_index] =
aiVector3D(group->mTex2dCoords[pindex[idx]].x, group->mTex2dCoords[pindex[idx]].y, 0.0f);
}
};
update_texture(0);
update_texture(1);
update_texture(2);
} else if (it->second->getType() == ResourceType::RT_ColorGroup) {
// Load vertex color into mesh, when any
ColorGroup *group = static_cast<ColorGroup *>(it->second);
if (mesh->mColors[0] == nullptr) {
mesh->mColors[0] = new aiColor4D[mesh->mNumVertices];
}
auto update_color = [&](int idx) {
if (pindex[idx] != IdNotSet) {
size_t vertex_index = face.mIndices[idx];
mesh->mColors[0][vertex_index] = group->mColors[pindex[idx]];
}
};
update_color(0);
update_color(1);
update_color(2);
}
}
}
faces.push_back(face);
}
}
mesh->mNumFaces = static_cast<unsigned int>(faces.size());
mesh->mFaces = new aiFace[mesh->mNumFaces];
mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
std::copy(faces.begin(), faces.end(), mesh->mFaces);
}
void XmlSerializer::ReadBaseMaterials(XmlNode &node) {
int id = IdNotSet;
if (getNodeAttribute(node, D3MF::XmlTag::id, id)) {
BaseMaterials *baseMaterials = new BaseMaterials(id);
for (XmlNode &currentNode : node.children()) {
const std::string currentName = currentNode.name();
if (currentName == XmlTag::basematerials_base) {
baseMaterials->mMaterialIndex.push_back(static_cast<unsigned int>(mMaterials.size()));
mMaterials.push_back(readMaterialDef(currentNode, id));
}
}
mResourcesDictionnary.insert(std::make_pair(id, baseMaterials));
}
}
void XmlSerializer::ReadEmbeddecTexture(XmlNode &node) {
if (node.empty()) {
return;
}
std::string value;
EmbeddedTexture *tex2D = nullptr;
if (XmlParser::getStdStrAttribute(node, XmlTag::id, value)) {
tex2D = new EmbeddedTexture(atoi(value.c_str()));
}
if (nullptr == tex2D) {
return;
}
if (XmlParser::getStdStrAttribute(node, XmlTag::path, value)) {
tex2D->mPath = value;
}
if (XmlParser::getStdStrAttribute(node, XmlTag::texture_content_type, value)) {
tex2D->mContentType = value;
}
if (XmlParser::getStdStrAttribute(node, XmlTag::texture_tilestyleu, value)) {
tex2D->mTilestyleU = value;
}
if (XmlParser::getStdStrAttribute(node, XmlTag::texture_tilestylev, value)) {
tex2D->mTilestyleV = value;
}
mEmbeddedTextures.emplace_back(tex2D);
StoreEmbeddedTexture(tex2D);
}
void XmlSerializer::StoreEmbeddedTexture(EmbeddedTexture *tex) {
aiMaterial *mat = new aiMaterial;
aiString s;
s.Set(ai_to_string(tex->mId).c_str());
mat->AddProperty(&s, AI_MATKEY_NAME);
const std::string name = "*" + tex->mPath;
s.Set(name);
mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(0));
aiColor3D col;
mat->AddProperty<aiColor3D>(&col, 1, AI_MATKEY_COLOR_DIFFUSE);
mat->AddProperty<aiColor3D>(&col, 1, AI_MATKEY_COLOR_AMBIENT);
mat->AddProperty<aiColor3D>(&col, 1, AI_MATKEY_COLOR_EMISSIVE);
mat->AddProperty<aiColor3D>(&col, 1, AI_MATKEY_COLOR_SPECULAR);
mMaterials.emplace_back(mat);
}
void XmlSerializer::ReadTextureCoords2D(XmlNode &node, Texture2DGroup *tex2DGroup) {
if (node.empty() || nullptr == tex2DGroup) {
return;
}
int id = IdNotSet;
if (XmlParser::getIntAttribute(node, "texid", id)) {
tex2DGroup->mTexId = id;
}
double value = 0.0;
for (XmlNode currentNode : node.children()) {
const std::string currentName = currentNode.name();
aiVector2D texCoord;
if (currentName == XmlTag::texture_2d_coord) {
XmlParser::getDoubleAttribute(currentNode, XmlTag::texture_cuurd_u, value);
texCoord.x = (ai_real)value;
XmlParser::getDoubleAttribute(currentNode, XmlTag::texture_cuurd_v, value);
texCoord.y = (ai_real)value;
tex2DGroup->mTex2dCoords.push_back(texCoord);
}
}
}
void XmlSerializer::ReadTextureGroup(XmlNode &node) {
if (node.empty()) {
return;
}
int id = IdNotSet;
if (!XmlParser::getIntAttribute(node, XmlTag::id, id)) {
return;
}
Texture2DGroup *group = new Texture2DGroup(id);
ReadTextureCoords2D(node, group);
mResourcesDictionnary.insert(std::make_pair(id, group));
}
aiMaterial *XmlSerializer::readMaterialDef(XmlNode &node, unsigned int basematerialsId) {
aiMaterial *material = new aiMaterial();
material->mNumProperties = 0;
std::string name;
bool hasName = getNodeAttribute(node, D3MF::XmlTag::basematerials_name, name);
std::string stdMaterialName;
const std::string strId(ai_to_string(basematerialsId));
stdMaterialName += "id";
stdMaterialName += strId;
stdMaterialName += "_";
if (hasName) {
stdMaterialName += name;
} else {
stdMaterialName += "basemat_";
stdMaterialName += ai_to_string(mMaterials.size());
}
aiString assimpMaterialName(stdMaterialName);
material->AddProperty(&assimpMaterialName, AI_MATKEY_NAME);
assignDiffuseColor(node, material);
return material;
}
void XmlSerializer::ReadColor(XmlNode &node, ColorGroup *colorGroup) {
if (node.empty() || nullptr == colorGroup) {
return;
}
for (XmlNode currentNode : node.children()) {
const std::string currentName = currentNode.name();
if (currentName == XmlTag::color_item) {
const char *color = currentNode.attribute(XmlTag::color_vaule).as_string();
aiColor4D color_value;
if (parseColor(color, color_value)) {
colorGroup->mColors.push_back(color_value);
}
}
}
}
void XmlSerializer::ReadColorGroup(XmlNode &node) {
if (node.empty()) {
return;
}
int id = IdNotSet;
if (!XmlParser::getIntAttribute(node, XmlTag::id, id)) {
return;
}
ColorGroup *group = new ColorGroup(id);
ReadColor(node, group);
mResourcesDictionnary.insert(std::make_pair(id, group));
}
void XmlSerializer::StoreMaterialsInScene(aiScene *scene) {
if (nullptr == scene) {
return;
}
scene->mNumMaterials = static_cast<unsigned int>(mMaterials.size());
if (scene->mNumMaterials == 0) {
return;
}
scene->mMaterials = new aiMaterial *[scene->mNumMaterials];
for (size_t i = 0; i < mMaterials.size(); ++i) {
scene->mMaterials[i] = mMaterials[i];
}
}
} // namespace D3MF
} // namespace Assimp

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#pragma once
#include <assimp/XmlParser.h>
#include <assimp/mesh.h>
#include <vector>
#include <map>
struct aiNode;
struct aiMesh;
struct aiMaterial;
namespace Assimp {
namespace D3MF {
class Resource;
class D3MFOpcPackage;
class Object;
class Texture2DGroup;
class EmbeddedTexture;
class ColorGroup;
class XmlSerializer final {
public:
XmlSerializer(XmlParser &xmlParser);
~XmlSerializer();
void ImportXml(aiScene *scene);
private:
void addObjectToNode(aiNode *parent, Object *obj, aiMatrix4x4 nodeTransform);
void ReadObject(XmlNode &node);
aiMesh *ReadMesh(XmlNode &node);
void ReadMetadata(XmlNode &node);
void ImportVertices(XmlNode &node, aiMesh *mesh);
void ImportTriangles(XmlNode &node, aiMesh *mesh);
void ReadBaseMaterials(XmlNode &node);
void ReadEmbeddecTexture(XmlNode &node);
void StoreEmbeddedTexture(EmbeddedTexture *tex);
void ReadTextureCoords2D(XmlNode &node, Texture2DGroup *tex2DGroup);
void ReadTextureGroup(XmlNode &node);
aiMaterial *readMaterialDef(XmlNode &node, unsigned int basematerialsId);
void StoreMaterialsInScene(aiScene *scene);
void ReadColorGroup(XmlNode &node);
void ReadColor(XmlNode &node, ColorGroup *colorGroup);
private:
struct MetaEntry {
std::string name;
std::string value;
};
std::vector<MetaEntry> mMetaData;
std::vector<EmbeddedTexture *> mEmbeddedTextures;
std::vector<aiMaterial *> mMaterials;
std::map<unsigned int, Resource *> mResourcesDictionnary;
unsigned int mMeshCount;
XmlParser &mXmlParser;
};
} // namespace D3MF
} // namespace Assimp

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the AC3D importer class */
#ifndef ASSIMP_BUILD_NO_AC_IMPORTER
// internal headers
#include "ACLoader.h"
#include "Common/Importer.h"
#include <assimp/BaseImporter.h>
#include <assimp/ParsingUtils.h>
#include <assimp/Subdivision.h>
#include <assimp/config.h>
#include <assimp/fast_atof.h>
#include <assimp/importerdesc.h>
#include <assimp/light.h>
#include <assimp/material.h>
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/IOSystem.hpp>
#include <assimp/Importer.hpp>
#include <memory>
namespace Assimp {
static constexpr aiImporterDesc desc = {
"AC3D Importer",
"",
"",
"",
aiImporterFlags_SupportTextFlavour,
0,
0,
0,
0,
"ac acc ac3d"
};
// ------------------------------------------------------------------------------------------------
// skip to the next token
inline const char *AcSkipToNextToken(const char *buffer, const char *end) {
if (!SkipSpaces(&buffer, end)) {
ASSIMP_LOG_ERROR("AC3D: Unexpected EOF/EOL");
}
return buffer;
}
// ------------------------------------------------------------------------------------------------
// read a string (may be enclosed in double quotation marks). buffer must point to "
inline const char *AcGetString(const char *buffer, const char *end, std::string &out) {
if (*buffer == '\0') {
throw DeadlyImportError("AC3D: Unexpected EOF in string");
}
++buffer;
const char *sz = buffer;
while ('\"' != *buffer && buffer != end) {
if (IsLineEnd(*buffer)) {
ASSIMP_LOG_ERROR("AC3D: Unexpected EOF/EOL in string");
out = "ERROR";
break;
}
++buffer;
}
if (IsLineEnd(*buffer)) {
return buffer;
}
out = std::string(sz, (unsigned int)(buffer - sz));
++buffer;
return buffer;
}
// ------------------------------------------------------------------------------------------------
// read 1 to n floats prefixed with an optional predefined identifier
template <class T>
inline const char *TAcCheckedLoadFloatArray(const char *buffer, const char *end, const char *name, size_t name_length, size_t num, T *out) {
buffer = AcSkipToNextToken(buffer, end);
if (0 != name_length) {
if (0 != strncmp(buffer, name, name_length) || !IsSpace(buffer[name_length])) {
ASSIMP_LOG_ERROR("AC3D: Unexpected token. ", name, " was expected.");
return buffer;
}
buffer += name_length + 1;
}
for (unsigned int _i = 0; _i < num; ++_i) {
buffer = AcSkipToNextToken(buffer, end);
buffer = fast_atoreal_move<float>(buffer, ((float *)out)[_i]);
}
return buffer;
}
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
AC3DImporter::AC3DImporter() :
mBuffer(),
configSplitBFCull(),
configEvalSubdivision(),
mNumMeshes(),
mLights(),
mLightsCounter(0),
mGroupsCounter(0),
mPolysCounter(0),
mWorldsCounter(0) {
// nothing to be done here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool AC3DImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
static constexpr uint32_t tokens[] = { AI_MAKE_MAGIC("AC3D") };
return CheckMagicToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
}
// ------------------------------------------------------------------------------------------------
// Loader meta information
const aiImporterDesc *AC3DImporter::GetInfo() const {
return &desc;
}
// ------------------------------------------------------------------------------------------------
// Get a pointer to the next line from the file
bool AC3DImporter::GetNextLine() {
SkipLine(&mBuffer.data, mBuffer.end);
return SkipSpaces(&mBuffer.data, mBuffer.end);
}
// ------------------------------------------------------------------------------------------------
// Parse an object section in an AC file
bool AC3DImporter::LoadObjectSection(std::vector<Object> &objects) {
if (!TokenMatch(mBuffer.data, "OBJECT", 6)) {
return false;
}
SkipSpaces(&mBuffer.data, mBuffer.end);
++mNumMeshes;
objects.emplace_back();
Object &obj = objects.back();
aiLight *light = nullptr;
if (!ASSIMP_strincmp(mBuffer.data, "light", 5)) {
// This is a light source. Add it to the list
mLights->push_back(light = new aiLight());
// Return a point light with no attenuation
light->mType = aiLightSource_POINT;
light->mColorDiffuse = light->mColorSpecular = aiColor3D(1.f, 1.f, 1.f);
light->mAttenuationConstant = 1.f;
// Generate a default name for both the light source and the node
light->mName.length = ::ai_snprintf(light->mName.data, AI_MAXLEN, "ACLight_%i", static_cast<unsigned int>(mLights->size()) - 1);
obj.name = std::string(light->mName.data);
ASSIMP_LOG_VERBOSE_DEBUG("AC3D: Light source encountered");
obj.type = Object::Light;
} else if (!ASSIMP_strincmp(mBuffer.data, "group", 5)) {
obj.type = Object::Group;
} else if (!ASSIMP_strincmp(mBuffer.data, "world", 5)) {
obj.type = Object::World;
} else {
obj.type = Object::Poly;
}
while (GetNextLine()) {
if (TokenMatch(mBuffer.data, "kids", 4)) {
SkipSpaces(&mBuffer.data, mBuffer.end);
unsigned int num = strtoul10(mBuffer.data, &mBuffer.data);
GetNextLine();
if (num) {
// load the children of this object recursively
obj.children.reserve(num);
for (unsigned int i = 0; i < num; ++i) {
if (!LoadObjectSection(obj.children)) {
ASSIMP_LOG_WARN("AC3D: wrong number of kids");
break;
}
}
}
return true;
} else if (TokenMatch(mBuffer.data, "name", 4)) {
SkipSpaces(&mBuffer.data, mBuffer.data);
mBuffer.data = AcGetString(mBuffer.data, mBuffer.end, obj.name);
// If this is a light source, we'll also need to store
// the name of the node in it.
if (light) {
light->mName.Set(obj.name);
}
} else if (TokenMatch(mBuffer.data, "texture", 7)) {
SkipSpaces(&mBuffer.data, mBuffer.end);
std::string texture;
mBuffer.data = AcGetString(mBuffer.data, mBuffer.end, texture);
obj.textures.push_back(texture);
} else if (TokenMatch(mBuffer.data, "texrep", 6)) {
SkipSpaces(&mBuffer.data, mBuffer.end);
mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "", 0, 2, &obj.texRepeat);
if (!obj.texRepeat.x || !obj.texRepeat.y)
obj.texRepeat = aiVector2D(1.f, 1.f);
} else if (TokenMatch(mBuffer.data, "texoff", 6)) {
SkipSpaces(&mBuffer.data, mBuffer.end);
mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "", 0, 2, &obj.texOffset);
} else if (TokenMatch(mBuffer.data, "rot", 3)) {
SkipSpaces(&mBuffer.data, mBuffer.end);
mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "", 0, 9, &obj.rotation);
} else if (TokenMatch(mBuffer.data, "loc", 3)) {
SkipSpaces(&mBuffer.data, mBuffer.end);
mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "", 0, 3, &obj.translation);
} else if (TokenMatch(mBuffer.data, "subdiv", 6)) {
SkipSpaces(&mBuffer.data, mBuffer.end);
obj.subDiv = strtoul10(mBuffer.data, &mBuffer.data);
} else if (TokenMatch(mBuffer.data, "crease", 6)) {
SkipSpaces(&mBuffer.data, mBuffer.end);
obj.crease = fast_atof(mBuffer.data);
} else if (TokenMatch(mBuffer.data, "numvert", 7)) {
SkipSpaces(&mBuffer.data, mBuffer.end);
unsigned int t = strtoul10(mBuffer.data, &mBuffer.data);
if (t >= AI_MAX_ALLOC(aiVector3D)) {
throw DeadlyImportError("AC3D: Too many vertices, would run out of memory");
}
obj.vertices.reserve(t);
for (unsigned int i = 0; i < t; ++i) {
if (!GetNextLine()) {
ASSIMP_LOG_ERROR("AC3D: Unexpected EOF: not all vertices have been parsed yet");
break;
} else if (!IsNumeric(*mBuffer.data)) {
ASSIMP_LOG_ERROR("AC3D: Unexpected token: not all vertices have been parsed yet");
--mBuffer.data; // make sure the line is processed a second time
break;
}
obj.vertices.emplace_back();
aiVector3D &v = obj.vertices.back();
mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "", 0, 3, &v.x);
}
} else if (TokenMatch(mBuffer.data, "numsurf", 7)) {
SkipSpaces(&mBuffer.data, mBuffer.end);
bool Q3DWorkAround = false;
const unsigned int t = strtoul10(mBuffer.data, &mBuffer.data);
obj.surfaces.reserve(t);
for (unsigned int i = 0; i < t; ++i) {
GetNextLine();
if (!TokenMatch(mBuffer.data, "SURF", 4)) {
// FIX: this can occur for some files - Quick 3D for
// example writes no surf chunks
if (!Q3DWorkAround) {
ASSIMP_LOG_WARN("AC3D: SURF token was expected");
ASSIMP_LOG_VERBOSE_DEBUG("Continuing with Quick3D Workaround enabled");
}
--mBuffer.data; // make sure the line is processed a second time
// break; --- see fix notes above
Q3DWorkAround = true;
}
SkipSpaces(&mBuffer.data, mBuffer.end);
obj.surfaces.emplace_back();
Surface &surf = obj.surfaces.back();
surf.flags = strtoul_cppstyle(mBuffer.data);
while (true) {
if (!GetNextLine()) {
throw DeadlyImportError("AC3D: Unexpected EOF: surface is incomplete");
}
if (TokenMatch(mBuffer.data, "mat", 3)) {
SkipSpaces(&mBuffer.data, mBuffer.end);
surf.mat = strtoul10(mBuffer.data);
} else if (TokenMatch(mBuffer.data, "refs", 4)) {
// --- see fix notes above
if (Q3DWorkAround) {
if (!surf.entries.empty()) {
mBuffer.data -= 6;
break;
}
}
SkipSpaces(&mBuffer.data, mBuffer.end);
const unsigned int m = strtoul10(mBuffer.data);
surf.entries.reserve(m);
obj.numRefs += m;
for (unsigned int k = 0; k < m; ++k) {
if (!GetNextLine()) {
ASSIMP_LOG_ERROR("AC3D: Unexpected EOF: surface references are incomplete");
break;
}
surf.entries.emplace_back();
Surface::SurfaceEntry &entry = surf.entries.back();
entry.first = strtoul10(mBuffer.data, &mBuffer.data);
SkipSpaces(&mBuffer.data, mBuffer.end);
mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "", 0, 2, &entry.second);
}
} else {
--mBuffer.data; // make sure the line is processed a second time
break;
}
}
}
}
}
ASSIMP_LOG_ERROR("AC3D: Unexpected EOF: \'kids\' line was expected");
return false;
}
// ------------------------------------------------------------------------------------------------
// Convert a material from AC3DImporter::Material to aiMaterial
void AC3DImporter::ConvertMaterial(const Object &object,
const Material &matSrc,
aiMaterial &matDest) {
aiString s;
if (matSrc.name.length()) {
s.Set(matSrc.name);
matDest.AddProperty(&s, AI_MATKEY_NAME);
}
if (!object.textures.empty()) {
s.Set(object.textures[0]);
matDest.AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(0));
// UV transformation
if (1.f != object.texRepeat.x || 1.f != object.texRepeat.y ||
object.texOffset.x || object.texOffset.y) {
aiUVTransform transform;
transform.mScaling = object.texRepeat;
transform.mTranslation = object.texOffset;
matDest.AddProperty(&transform, 1, AI_MATKEY_UVTRANSFORM_DIFFUSE(0));
}
}
matDest.AddProperty<aiColor3D>(&matSrc.rgb, 1, AI_MATKEY_COLOR_DIFFUSE);
matDest.AddProperty<aiColor3D>(&matSrc.amb, 1, AI_MATKEY_COLOR_AMBIENT);
matDest.AddProperty<aiColor3D>(&matSrc.emis, 1, AI_MATKEY_COLOR_EMISSIVE);
matDest.AddProperty<aiColor3D>(&matSrc.spec, 1, AI_MATKEY_COLOR_SPECULAR);
int n = -1;
if (matSrc.shin) {
n = aiShadingMode_Phong;
matDest.AddProperty<float>(&matSrc.shin, 1, AI_MATKEY_SHININESS);
} else {
n = aiShadingMode_Gouraud;
}
matDest.AddProperty<int>(&n, 1, AI_MATKEY_SHADING_MODEL);
float f = 1.f - matSrc.trans;
matDest.AddProperty<float>(&f, 1, AI_MATKEY_OPACITY);
}
// ------------------------------------------------------------------------------------------------
// Converts the loaded data to the internal verbose representation
aiNode *AC3DImporter::ConvertObjectSection(Object &object,
std::vector<aiMesh *> &meshes,
std::vector<aiMaterial *> &outMaterials,
const std::vector<Material> &materials,
aiNode *parent) {
aiNode *node = new aiNode();
node->mParent = parent;
if (object.vertices.size()) {
if (!object.surfaces.size() || !object.numRefs) {
/* " An object with 7 vertices (no surfaces, no materials defined).
This is a good way of getting point data into AC3D.
The Vertex->create convex-surface/object can be used on these
vertices to 'wrap' a 3d shape around them "
(http://www.opencity.info/html/ac3dfileformat.html)
therefore: if no surfaces are defined return point data only
*/
ASSIMP_LOG_INFO("AC3D: No surfaces defined in object definition, "
"a point list is returned");
meshes.push_back(new aiMesh());
aiMesh *mesh = meshes.back();
mesh->mNumFaces = mesh->mNumVertices = (unsigned int)object.vertices.size();
aiFace *faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
aiVector3D *verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
for (unsigned int i = 0; i < mesh->mNumVertices; ++i, ++faces, ++verts) {
*verts = object.vertices[i];
faces->mNumIndices = 1;
faces->mIndices = new unsigned int[1];
faces->mIndices[0] = i;
}
// use the primary material in this case. this should be the
// default material if all objects of the file contain points
// and no faces.
mesh->mMaterialIndex = 0;
outMaterials.push_back(new aiMaterial());
ConvertMaterial(object, materials[0], *outMaterials.back());
} else {
// need to generate one or more meshes for this object.
// find out how many different materials we have
typedef std::pair<unsigned int, unsigned int> IntPair;
typedef std::vector<IntPair> MatTable;
MatTable needMat(materials.size(), IntPair(0, 0));
std::vector<Surface>::iterator it, end = object.surfaces.end();
std::vector<Surface::SurfaceEntry>::iterator it2, end2;
for (it = object.surfaces.begin(); it != end; ++it) {
unsigned int idx = (*it).mat;
if (idx >= needMat.size()) {
ASSIMP_LOG_ERROR("AC3D: material index is out of range");
idx = 0;
}
if ((*it).entries.empty()) {
ASSIMP_LOG_WARN("AC3D: surface has zero vertex references");
}
// validate all vertex indices to make sure we won't crash here
for (it2 = (*it).entries.begin(),
end2 = (*it).entries.end();
it2 != end2; ++it2) {
if ((*it2).first >= object.vertices.size()) {
ASSIMP_LOG_WARN("AC3D: Invalid vertex reference");
(*it2).first = 0;
}
}
if (!needMat[idx].first) {
++node->mNumMeshes;
}
switch ((*it).GetType()) {
case Surface::ClosedLine: // closed line
needMat[idx].first += static_cast<unsigned int>((*it).entries.size());
needMat[idx].second += static_cast<unsigned int>((*it).entries.size() << 1u);
break;
// unclosed line
case Surface::OpenLine:
needMat[idx].first += static_cast<unsigned int>((*it).entries.size() - 1);
needMat[idx].second += static_cast<unsigned int>(((*it).entries.size() - 1) << 1u);
break;
// triangle strip
case Surface::TriangleStrip:
needMat[idx].first += (unsigned int)(*it).entries.size() - 2;
needMat[idx].second += ((unsigned int)(*it).entries.size() - 2) * 3;
break;
default:
// Coerce unknowns to a polygon and warn
ASSIMP_LOG_WARN("AC3D: The type flag of a surface is unknown: ", (*it).flags);
(*it).flags &= ~(Surface::Mask);
// fallthrough
// polygon
case Surface::Polygon:
// the number of faces increments by one, the number
// of vertices by surface.numref.
needMat[idx].first++;
needMat[idx].second += (unsigned int)(*it).entries.size();
};
}
unsigned int *pip = node->mMeshes = new unsigned int[node->mNumMeshes];
unsigned int mat = 0;
const size_t oldm = meshes.size();
for (MatTable::const_iterator cit = needMat.begin(), cend = needMat.end();
cit != cend; ++cit, ++mat) {
if (!(*cit).first) {
continue;
}
// allocate a new aiMesh object
*pip++ = (unsigned int)meshes.size();
aiMesh *mesh = new aiMesh();
meshes.push_back(mesh);
mesh->mMaterialIndex = static_cast<unsigned int>(outMaterials.size());
outMaterials.push_back(new aiMaterial());
ConvertMaterial(object, materials[mat], *outMaterials.back());
// allocate storage for vertices and normals
mesh->mNumFaces = (*cit).first;
if (mesh->mNumFaces == 0) {
throw DeadlyImportError("AC3D: No faces");
} else if (mesh->mNumFaces > AI_MAX_ALLOC(aiFace)) {
throw DeadlyImportError("AC3D: Too many faces, would run out of memory");
}
aiFace *faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
mesh->mNumVertices = (*cit).second;
if (mesh->mNumVertices == 0) {
throw DeadlyImportError("AC3D: No vertices");
} else if (mesh->mNumVertices > AI_MAX_ALLOC(aiVector3D)) {
throw DeadlyImportError("AC3D: Too many vertices, would run out of memory");
}
aiVector3D *vertices = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
unsigned int cur = 0;
// allocate UV coordinates, but only if the texture name for the
// surface is not empty
aiVector3D *uv = nullptr;
if (!object.textures.empty()) {
uv = mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
mesh->mNumUVComponents[0] = 2;
}
for (it = object.surfaces.begin(); it != end; ++it) {
if (mat == (*it).mat) {
const Surface &src = *it;
// closed polygon
uint8_t type = (*it).GetType();
if (type == Surface::Polygon) {
aiFace &face = *faces++;
face.mNumIndices = (unsigned int)src.entries.size();
if (0 != face.mNumIndices) {
face.mIndices = new unsigned int[face.mNumIndices];
for (unsigned int i = 0; i < face.mNumIndices; ++i, ++vertices) {
const Surface::SurfaceEntry &entry = src.entries[i];
face.mIndices[i] = cur++;
// copy vertex positions
if (static_cast<unsigned>(vertices - mesh->mVertices) >= mesh->mNumVertices) {
throw DeadlyImportError("AC3D: Invalid number of vertices");
}
*vertices = object.vertices[entry.first] + object.translation;
// copy texture coordinates
if (uv) {
uv->x = entry.second.x;
uv->y = entry.second.y;
++uv;
}
}
}
} else if (type == Surface::TriangleStrip) {
for (unsigned int i = 0; i < (unsigned int)src.entries.size() - 2; ++i) {
const Surface::SurfaceEntry &entry1 = src.entries[i];
const Surface::SurfaceEntry &entry2 = src.entries[i + 1];
const Surface::SurfaceEntry &entry3 = src.entries[i + 2];
aiFace &face = *faces++;
face.mNumIndices = 3;
face.mIndices = new unsigned int[face.mNumIndices];
face.mIndices[0] = cur++;
face.mIndices[1] = cur++;
face.mIndices[2] = cur++;
if (!(i & 1)) {
*vertices++ = object.vertices[entry1.first] + object.translation;
if (uv) {
uv->x = entry1.second.x;
uv->y = entry1.second.y;
++uv;
}
*vertices++ = object.vertices[entry2.first] + object.translation;
if (uv) {
uv->x = entry2.second.x;
uv->y = entry2.second.y;
++uv;
}
} else {
*vertices++ = object.vertices[entry2.first] + object.translation;
if (uv) {
uv->x = entry2.second.x;
uv->y = entry2.second.y;
++uv;
}
*vertices++ = object.vertices[entry1.first] + object.translation;
if (uv) {
uv->x = entry1.second.x;
uv->y = entry1.second.y;
++uv;
}
}
if (static_cast<unsigned>(vertices - mesh->mVertices) >= mesh->mNumVertices) {
throw DeadlyImportError("AC3D: Invalid number of vertices");
}
*vertices++ = object.vertices[entry3.first] + object.translation;
if (uv) {
uv->x = entry3.second.x;
uv->y = entry3.second.y;
++uv;
}
}
} else {
it2 = (*it).entries.begin();
// either a closed or an unclosed line
unsigned int tmp = (unsigned int)(*it).entries.size();
if (Surface::OpenLine == type) --tmp;
for (unsigned int m = 0; m < tmp; ++m) {
aiFace &face = *faces++;
face.mNumIndices = 2;
face.mIndices = new unsigned int[2];
face.mIndices[0] = cur++;
face.mIndices[1] = cur++;
// copy vertex positions
if (it2 == (*it).entries.end()) {
throw DeadlyImportError("AC3D: Bad line");
}
ai_assert((*it2).first < object.vertices.size());
*vertices++ = object.vertices[(*it2).first];
// copy texture coordinates
if (uv) {
uv->x = (*it2).second.x;
uv->y = (*it2).second.y;
++uv;
}
if (Surface::ClosedLine == type && tmp - 1 == m) {
// if this is a closed line repeat its beginning now
it2 = (*it).entries.begin();
} else
++it2;
// second point
*vertices++ = object.vertices[(*it2).first];
if (uv) {
uv->x = (*it2).second.x;
uv->y = (*it2).second.y;
++uv;
}
}
}
}
}
}
// Now apply catmull clark subdivision if necessary. We split meshes into
// materials which is not done by AC3D during smoothing, so we need to
// collect all meshes using the same material group.
if (object.subDiv) {
if (configEvalSubdivision) {
std::unique_ptr<Subdivider> div(Subdivider::Create(Subdivider::CATMULL_CLARKE));
ASSIMP_LOG_INFO("AC3D: Evaluating subdivision surface: ", object.name);
std::vector<aiMesh *> cpy(meshes.size() - oldm, nullptr);
div->Subdivide(&meshes[oldm], cpy.size(), &cpy.front(), object.subDiv, true);
std::copy(cpy.begin(), cpy.end(), meshes.begin() + oldm);
// previous meshes are deleted vy Subdivide().
} else {
ASSIMP_LOG_INFO("AC3D: Letting the subdivision surface untouched due to my configuration: ", object.name);
}
}
}
}
if (object.name.length())
node->mName.Set(object.name);
else {
// generate a name depending on the type of the node
switch (object.type) {
case Object::Group:
node->mName.length = ::ai_snprintf(node->mName.data, AI_MAXLEN, "ACGroup_%i", mGroupsCounter++);
break;
case Object::Poly:
node->mName.length = ::ai_snprintf(node->mName.data, AI_MAXLEN, "ACPoly_%i", mPolysCounter++);
break;
case Object::Light:
node->mName.length = ::ai_snprintf(node->mName.data, AI_MAXLEN, "ACLight_%i", mLightsCounter++);
break;
// there shouldn't be more than one world, but we don't care
case Object::World:
node->mName.length = ::ai_snprintf(node->mName.data, AI_MAXLEN, "ACWorld_%i", mWorldsCounter++);
break;
}
}
// setup the local transformation matrix of the object
// compute the transformation offset to the parent node
node->mTransformation = aiMatrix4x4(object.rotation);
if (object.type == Object::Group || !object.numRefs) {
node->mTransformation.a4 = object.translation.x;
node->mTransformation.b4 = object.translation.y;
node->mTransformation.c4 = object.translation.z;
}
// add children to the object
if (object.children.size()) {
node->mNumChildren = (unsigned int)object.children.size();
node->mChildren = new aiNode *[node->mNumChildren];
for (unsigned int i = 0; i < node->mNumChildren; ++i) {
node->mChildren[i] = ConvertObjectSection(object.children[i], meshes, outMaterials, materials, node);
}
}
return node;
}
// ------------------------------------------------------------------------------------------------
void AC3DImporter::SetupProperties(const Importer *pImp) {
configSplitBFCull = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL, 1) ? true : false;
configEvalSubdivision = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION, 1) ? true : false;
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void AC3DImporter::InternReadFile(const std::string &pFile,
aiScene *pScene, IOSystem *pIOHandler) {
std::unique_ptr<IOStream> file(pIOHandler->Open(pFile, "rb"));
// Check whether we can read from the file
if (file == nullptr) {
throw DeadlyImportError("Failed to open AC3D file ", pFile, ".");
}
// allocate storage and copy the contents of the file to a memory buffer
std::vector<char> mBuffer2;
TextFileToBuffer(file.get(), mBuffer2);
mBuffer.data = &mBuffer2[0];
mBuffer.end = &mBuffer2[0] + mBuffer2.size();
mNumMeshes = 0;
mLightsCounter = mPolysCounter = mWorldsCounter = mGroupsCounter = 0;
if (::strncmp(mBuffer.data, "AC3D", 4)) {
throw DeadlyImportError("AC3D: No valid AC3D file, magic sequence not found");
}
// print the file format version to the console
unsigned int version = HexDigitToDecimal(mBuffer.data[4]);
char msg[3];
ASSIMP_itoa10(msg, 3, version);
ASSIMP_LOG_INFO("AC3D file format version: ", msg);
std::vector<Material> materials;
materials.reserve(5);
std::vector<Object> rootObjects;
rootObjects.reserve(5);
std::vector<aiLight *> lights;
mLights = &lights;
while (GetNextLine()) {
if (TokenMatch(mBuffer.data, "MATERIAL", 8)) {
materials.emplace_back();
Material &mat = materials.back();
// manually parse the material ... sscanf would use the buldin atof ...
// Format: (name) rgb %f %f %f amb %f %f %f emis %f %f %f spec %f %f %f shi %d trans %f
mBuffer.data = AcSkipToNextToken(mBuffer.data, mBuffer.end);
if ('\"' == *mBuffer.data) {
mBuffer.data = AcGetString(mBuffer.data, mBuffer.end, mat.name);
mBuffer.data = AcSkipToNextToken(mBuffer.data, mBuffer.end);
}
mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "rgb", 3, 3, &mat.rgb);
mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "amb", 3, 3, &mat.amb);
mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "emis", 4, 3, &mat.emis);
mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "spec", 4, 3, &mat.spec);
mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "shi", 3, 1, &mat.shin);
mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "trans", 5, 1, &mat.trans);
} else {
LoadObjectSection(rootObjects);
}
}
if (rootObjects.empty() || mNumMeshes == 0u) {
throw DeadlyImportError("AC3D: No meshes have been loaded");
}
if (materials.empty()) {
ASSIMP_LOG_WARN("AC3D: No material has been found");
materials.emplace_back();
}
mNumMeshes += (mNumMeshes >> 2u) + 1;
std::vector<aiMesh *> meshes;
meshes.reserve(mNumMeshes);
std::vector<aiMaterial *> omaterials;
materials.reserve(mNumMeshes);
// generate a dummy root if there are multiple objects on the top layer
Object *root = nullptr;
if (1 == rootObjects.size())
root = &rootObjects[0];
else {
root = new Object();
}
// now convert the imported stuff to our output data structure
pScene->mRootNode = ConvertObjectSection(*root, meshes, omaterials, materials);
if (1 != rootObjects.size()) {
delete root;
}
if (::strncmp(pScene->mRootNode->mName.data, "Node", 4) == 0) {
pScene->mRootNode->mName.Set("<AC3DWorld>");
}
// copy meshes
if (meshes.empty()) {
throw DeadlyImportError("An unknown error occurred during converting");
}
pScene->mNumMeshes = (unsigned int)meshes.size();
pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
::memcpy(pScene->mMeshes, &meshes[0], pScene->mNumMeshes * sizeof(void *));
// copy materials
pScene->mNumMaterials = (unsigned int)omaterials.size();
pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
::memcpy(pScene->mMaterials, &omaterials[0], pScene->mNumMaterials * sizeof(void *));
// copy lights
pScene->mNumLights = (unsigned int)lights.size();
if (!lights.empty()) {
pScene->mLights = new aiLight *[lights.size()];
::memcpy(pScene->mLights, &lights[0], lights.size() * sizeof(void *));
}
}
} // namespace Assimp
#endif //!defined ASSIMP_BUILD_NO_AC_IMPORTER

View File

@@ -0,0 +1,270 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file ACLoader.h
* @brief Declaration of the .ac importer class.
*/
#ifndef AI_AC3DLOADER_H_INCLUDED
#define AI_AC3DLOADER_H_INCLUDED
#include <vector>
#include <assimp/BaseImporter.h>
#include <assimp/types.h>
struct aiNode;
struct aiMesh;
struct aiMaterial;
struct aiLight;
namespace Assimp {
// ---------------------------------------------------------------------------
/** AC3D (*.ac) importer class
*/
class AC3DImporter : public BaseImporter {
public:
AC3DImporter();
~AC3DImporter() override = default;
// Represents an AC3D material
struct Material {
Material() :
rgb(0.6f, 0.6f, 0.6f),
spec(1.f, 1.f, 1.f),
shin(0.f),
trans(0.f) {}
// base color of the material
aiColor3D rgb;
// ambient color of the material
aiColor3D amb;
// emissive color of the material
aiColor3D emis;
// specular color of the material
aiColor3D spec;
// shininess exponent
float shin;
// transparency. 0 == opaque
float trans;
// name of the material. optional.
std::string name;
};
// Represents an AC3D surface
struct Surface {
Surface() :
mat(0),
flags(0) {}
unsigned int mat, flags;
using SurfaceEntry = std::pair<unsigned int, aiVector2D>;
std::vector<SurfaceEntry> entries;
// Type is low nibble of flags
enum Type : uint8_t {
Polygon = 0x0,
ClosedLine = 0x1,
OpenLine = 0x2,
TriangleStrip = 0x4, // ACC extension (TORCS and Speed Dreams)
Mask = 0xf,
};
inline uint8_t GetType() const { return (flags & Mask); }
};
// Represents an AC3D object
struct Object {
Object() :
type(World),
name(),
children(),
texRepeat(1.f, 1.f),
texOffset(0.0f, 0.0f),
rotation(),
translation(),
vertices(),
surfaces(),
numRefs(0),
subDiv(0),
crease() {}
// Type description
enum Type {
World = 0x0,
Poly = 0x1,
Group = 0x2,
Light = 0x4
} type;
// name of the object
std::string name;
// object children
std::vector<Object> children;
// texture to be assigned to all surfaces of the object
// the .acc format supports up to 4 textures
std::vector<std::string> textures;
// texture repat factors (scaling for all coordinates)
aiVector2D texRepeat, texOffset;
// rotation matrix
aiMatrix3x3 rotation;
// translation vector
aiVector3D translation;
// vertices
std::vector<aiVector3D> vertices;
// surfaces
std::vector<Surface> surfaces;
// number of indices (= num verts in verbose format)
unsigned int numRefs;
// number of subdivisions to be performed on the
// imported data
unsigned int subDiv;
// max angle limit for smoothing
float crease;
};
public:
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details.
*/
bool CanRead(const std::string &pFile, IOSystem *pIOHandler,
bool checkSig) const override;
protected:
// -------------------------------------------------------------------
/** Return importer meta information.
* See #BaseImporter::GetInfo for the details */
const aiImporterDesc *GetInfo() const override;
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details*/
void InternReadFile(const std::string &pFile, aiScene *pScene,
IOSystem *pIOHandler) override;
// -------------------------------------------------------------------
/** Called prior to ReadFile().
* The function is a request to the importer to update its configuration
* basing on the Importer's configuration property list.*/
void SetupProperties(const Importer *pImp) override;
private:
// -------------------------------------------------------------------
/** Get the next line from the file.
* @return false if the end of the file was reached*/
bool GetNextLine();
// -------------------------------------------------------------------
/** Load the object section. This method is called recursively to
* load subobjects, the method returns after a 'kids 0' was
* encountered.
* @objects List of output objects*/
bool LoadObjectSection(std::vector<Object> &objects);
// -------------------------------------------------------------------
/** Convert all objects into meshes and nodes.
* @param object Current object to work on
* @param meshes Pointer to the list of output meshes
* @param outMaterials List of output materials
* @param materials Material list
* @param Scenegraph node for the object */
aiNode *ConvertObjectSection(Object &object,
std::vector<aiMesh *> &meshes,
std::vector<aiMaterial *> &outMaterials,
const std::vector<Material> &materials,
aiNode *parent = nullptr);
// -------------------------------------------------------------------
/** Convert a material
* @param object Current object
* @param matSrc Source material description
* @param matDest Destination material to be filled */
void ConvertMaterial(const Object &object,
const Material &matSrc,
aiMaterial &matDest);
private:
// points to the next data line
aiBuffer mBuffer;
// Configuration option: if enabled, up to two meshes
// are generated per material: those faces who have
// their bf cull flags set are separated.
bool configSplitBFCull;
// Configuration switch: subdivision surfaces are only
// evaluated if the value is true.
bool configEvalSubdivision;
// counts how many objects we have in the tree.
// basing on this information we can find a
// good estimate how many meshes we'll have in the final scene.
unsigned int mNumMeshes;
// current list of light sources
std::vector<aiLight *> *mLights;
// name counters
unsigned int mLightsCounter, mGroupsCounter, mPolysCounter, mWorldsCounter;
};
} // end of namespace Assimp
#endif // AI_AC3DIMPORTER_H_INC

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@@ -0,0 +1,501 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_AMF_IMPORTER
// Header files, Assimp.
#include "AMFImporter.hpp"
#include <assimp/DefaultIOSystem.h>
#include <assimp/fast_atof.h>
#include <assimp/StringUtils.h>
// Header files, stdlib.
#include <memory>
namespace Assimp {
static constexpr aiImporterDesc Description = {
"Additive manufacturing file format(AMF) Importer",
"smalcom",
"",
"See documentation in source code. Chapter: Limitations.",
aiImporterFlags_SupportTextFlavour | aiImporterFlags_LimitedSupport | aiImporterFlags_Experimental,
0,
0,
0,
0,
"amf"
};
void AMFImporter::Clear() {
mNodeElement_Cur = nullptr;
mUnit.clear();
mMaterial_Converted.clear();
mTexture_Converted.clear();
// Delete all elements
if (!mNodeElement_List.empty()) {
for (AMFNodeElementBase *ne : mNodeElement_List) {
delete ne;
}
mNodeElement_List.clear();
}
}
AMFImporter::AMFImporter() AI_NO_EXCEPT :
mNodeElement_Cur(nullptr),
mXmlParser(nullptr) {
// empty
}
AMFImporter::~AMFImporter() {
delete mXmlParser;
// Clear() is accounting if data already is deleted. So, just check again if all data is deleted.
Clear();
}
/*********************************************************************************************************************************************/
/************************************************************ Functions: find set ************************************************************/
/*********************************************************************************************************************************************/
bool AMFImporter::Find_NodeElement(const std::string &pID, const AMFNodeElementBase::EType pType, AMFNodeElementBase **pNodeElement) const {
for (AMFNodeElementBase *ne : mNodeElement_List) {
if ((ne->ID == pID) && (ne->Type == pType)) {
if (pNodeElement != nullptr) {
*pNodeElement = ne;
}
return true;
}
} // for(CAMFImporter_NodeElement* ne: mNodeElement_List)
return false;
}
bool AMFImporter::Find_ConvertedNode(const std::string &pID, NodeArray &nodeArray, aiNode **pNode) const {
aiString node_name(pID.c_str());
for (aiNode *node : nodeArray) {
if (node->mName == node_name) {
if (pNode != nullptr) {
*pNode = node;
}
return true;
}
} // for(aiNode* node: pNodeList)
return false;
}
bool AMFImporter::Find_ConvertedMaterial(const std::string &pID, const SPP_Material **pConvertedMaterial) const {
for (const SPP_Material &mat : mMaterial_Converted) {
if (mat.ID == pID) {
if (pConvertedMaterial != nullptr) {
*pConvertedMaterial = &mat;
}
return true;
}
} // for(const SPP_Material& mat: mMaterial_Converted)
return false;
}
/*********************************************************************************************************************************************/
/************************************************************ Functions: throw set ***********************************************************/
/*********************************************************************************************************************************************/
void AMFImporter::Throw_CloseNotFound(const std::string &nodeName) {
throw DeadlyImportError("Close tag for node <" + nodeName + "> not found. Seems file is corrupt.");
}
void AMFImporter::Throw_IncorrectAttr(const std::string &nodeName, const std::string &attrName) {
throw DeadlyImportError("Node <" + nodeName + "> has incorrect attribute \"" + attrName + "\".");
}
void AMFImporter::Throw_IncorrectAttrValue(const std::string &nodeName, const std::string &attrName) {
throw DeadlyImportError("Attribute \"" + attrName + "\" in node <" + nodeName + "> has incorrect value.");
}
void AMFImporter::Throw_MoreThanOnceDefined(const std::string &nodeName, const std::string &pNodeType, const std::string &pDescription) {
throw DeadlyImportError("\"" + pNodeType + "\" node can be used only once in " + nodeName + ". Description: " + pDescription);
}
void AMFImporter::Throw_ID_NotFound(const std::string &pID) const {
throw DeadlyImportError("Not found node with name \"", pID, "\".");
}
/*********************************************************************************************************************************************/
/************************************************************* Functions: XML set ************************************************************/
/*********************************************************************************************************************************************/
void AMFImporter::XML_CheckNode_MustHaveChildren(pugi::xml_node &node) {
if (node.children().begin() == node.children().end()) {
throw DeadlyImportError(std::string("Node <") + node.name() + "> must have children.");
}
}
bool AMFImporter::XML_SearchNode(const std::string &nodeName) {
return nullptr != mXmlParser->findNode(nodeName);
}
static bool ParseHelper_Decode_Base64_IsBase64(const char pChar) {
return (isalnum((unsigned char)pChar) || (pChar == '+') || (pChar == '/'));
}
void AMFImporter::ParseHelper_Decode_Base64(const std::string &pInputBase64, std::vector<uint8_t> &pOutputData) const {
// With help from
// René Nyffenegger http://www.adp-gmbh.ch/cpp/common/base64.html
const std::string base64_chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
uint8_t tidx = 0;
uint8_t arr4[4], arr3[3];
// check input data
if (pInputBase64.size() % 4) {
throw DeadlyImportError("Base64-encoded data must have size multiply of four.");
}
// prepare output place
pOutputData.clear();
pOutputData.reserve(pInputBase64.size() / 4 * 3);
for (size_t in_len = pInputBase64.size(), in_idx = 0; (in_len > 0) && (pInputBase64[in_idx] != '='); in_len--) {
if (ParseHelper_Decode_Base64_IsBase64(pInputBase64[in_idx])) {
arr4[tidx++] = pInputBase64[in_idx++];
if (tidx == 4) {
for (tidx = 0; tidx < 4; tidx++)
arr4[tidx] = (uint8_t)base64_chars.find(arr4[tidx]);
arr3[0] = (arr4[0] << 2) + ((arr4[1] & 0x30) >> 4);
arr3[1] = ((arr4[1] & 0x0F) << 4) + ((arr4[2] & 0x3C) >> 2);
arr3[2] = ((arr4[2] & 0x03) << 6) + arr4[3];
for (tidx = 0; tidx < 3; tidx++)
pOutputData.push_back(arr3[tidx]);
tidx = 0;
} // if(tidx == 4)
} // if(ParseHelper_Decode_Base64_IsBase64(pInputBase64[in_idx]))
else {
in_idx++;
} // if(ParseHelper_Decode_Base64_IsBase64(pInputBase64[in_idx])) else
}
if (tidx) {
for (uint8_t i = tidx; i < 4; i++)
arr4[i] = 0;
for (uint8_t i = 0; i < 4; i++)
arr4[i] = (uint8_t)(base64_chars.find(arr4[i]));
arr3[0] = (arr4[0] << 2) + ((arr4[1] & 0x30) >> 4);
arr3[1] = ((arr4[1] & 0x0F) << 4) + ((arr4[2] & 0x3C) >> 2);
arr3[2] = ((arr4[2] & 0x03) << 6) + arr4[3];
for (uint8_t i = 0; i < (tidx - 1); i++)
pOutputData.push_back(arr3[i]);
}
}
void AMFImporter::ParseFile(const std::string &pFile, IOSystem *pIOHandler) {
std::unique_ptr<IOStream> file(pIOHandler->Open(pFile, "rb"));
// Check whether we can read from the file
if (file == nullptr) {
throw DeadlyImportError("Failed to open AMF file ", pFile, ".");
}
mXmlParser = new XmlParser();
if (!mXmlParser->parse(file.get())) {
delete mXmlParser;
mXmlParser = nullptr;
throw DeadlyImportError("Failed to create XML reader for file ", pFile, ".");
}
// Start reading, search for root tag <amf>
if (!mXmlParser->hasNode("amf")) {
throw DeadlyImportError("Root node \"amf\" not found.");
}
ParseNode_Root();
} // namespace Assimp
void AMFImporter::ParseHelper_Node_Enter(AMFNodeElementBase *node) {
mNodeElement_Cur->Child.push_back(node); // add new element to current element child list.
mNodeElement_Cur = node;
}
void AMFImporter::ParseHelper_Node_Exit() {
if (mNodeElement_Cur != nullptr) mNodeElement_Cur = mNodeElement_Cur->Parent;
}
// <amf
// unit="" - The units to be used. May be "inch", "millimeter", "meter", "feet", or "micron".
// version="" - Version of file format.
// >
// </amf>
// Root XML element.
// Multi elements - No.
void AMFImporter::ParseNode_Root() {
AMFNodeElementBase *ne = nullptr;
XmlNode *root = mXmlParser->findNode("amf");
if (nullptr == root) {
throw DeadlyImportError("Root node \"amf\" not found.");
}
XmlNode node = *root;
mUnit = ai_tolower(std::string(node.attribute("unit").as_string()));
mVersion = node.attribute("version").as_string();
// Read attributes for node <amf>.
// Check attributes
if (!mUnit.empty()) {
if ((mUnit != "inch") && (mUnit != "millimeters") && (mUnit != "millimeter") && (mUnit != "meter") && (mUnit != "feet") && (mUnit != "micron")) {
Throw_IncorrectAttrValue("unit", mUnit);
}
}
// create root node element.
ne = new AMFRoot(nullptr);
mNodeElement_Cur = ne; // set first "current" element
// and assign attribute's values
((AMFRoot *)ne)->Unit = mUnit;
((AMFRoot *)ne)->Version = mVersion;
// Check for child nodes
for (XmlNode &currentNode : node.children() ) {
const std::string currentName = currentNode.name();
if (currentName == "object") {
ParseNode_Object(currentNode);
} else if (currentName == "material") {
ParseNode_Material(currentNode);
} else if (currentName == "texture") {
ParseNode_Texture(currentNode);
} else if (currentName == "constellation") {
ParseNode_Constellation(currentNode);
} else if (currentName == "metadata") {
ParseNode_Metadata(currentNode);
}
mNodeElement_Cur = ne;
}
mNodeElement_Cur = ne; // force restore "current" element
mNodeElement_List.push_back(ne); // add to node element list because its a new object in graph.
}
// <constellation
// id="" - The Object ID of the new constellation being defined.
// >
// </constellation>
// A collection of objects or constellations with specific relative locations.
// Multi elements - Yes.
// Parent element - <amf>.
void AMFImporter::ParseNode_Constellation(XmlNode &node) {
std::string id;
id = node.attribute("id").as_string();
// create and if needed - define new grouping object.
AMFNodeElementBase *ne = new AMFConstellation(mNodeElement_Cur);
AMFConstellation &als = *((AMFConstellation *)ne); // alias for convenience
if (!id.empty()) {
als.ID = id;
}
// Check for child nodes
if (!node.empty()) {
ParseHelper_Node_Enter(ne);
for (XmlNode currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
std::string name = currentNode.name();
if (name == "instance") {
ParseNode_Instance(currentNode);
} else if (name == "metadata") {
ParseNode_Metadata(currentNode);
}
}
ParseHelper_Node_Exit();
} else {
mNodeElement_Cur->Child.push_back(ne);
}
mNodeElement_List.push_back(ne); // and to node element list because its a new object in graph.
}
// <instance
// objectid="" - The Object ID of the new constellation being defined.
// >
// </instance>
// A collection of objects or constellations with specific relative locations.
// Multi elements - Yes.
// Parent element - <amf>.
void AMFImporter::ParseNode_Instance(XmlNode &node) {
AMFNodeElementBase *ne(nullptr);
// Read attributes for node <constellation>.
std::string objectid = node.attribute("objectid").as_string();
// used object id must be defined, check that.
if (objectid.empty()) {
throw DeadlyImportError("\"objectid\" in <instance> must be defined.");
}
// create and define new grouping object.
ne = new AMFInstance(mNodeElement_Cur);
AMFInstance &als = *((AMFInstance *)ne);
als.ObjectID = objectid;
if (!node.empty()) {
ParseHelper_Node_Enter(ne);
for (auto &currentNode : node.children()) {
const std::string &currentName = currentNode.name();
if (currentName == "deltax") {
XmlParser::getValueAsReal(currentNode, als.Delta.x);
} else if (currentName == "deltay") {
XmlParser::getValueAsReal(currentNode, als.Delta.y);
} else if (currentName == "deltaz") {
XmlParser::getValueAsReal(currentNode, als.Delta.z);
} else if (currentName == "rx") {
XmlParser::getValueAsReal(currentNode, als.Delta.x);
} else if (currentName == "ry") {
XmlParser::getValueAsReal(currentNode, als.Delta.y);
} else if (currentName == "rz") {
XmlParser::getValueAsReal(currentNode, als.Delta.z);
}
}
ParseHelper_Node_Exit();
} else {
mNodeElement_Cur->Child.push_back(ne);
}
mNodeElement_List.push_back(ne); // and to node element list because its a new object in graph.
}
// <object
// id="" - A unique ObjectID for the new object being defined.
// >
// </object>
// An object definition.
// Multi elements - Yes.
// Parent element - <amf>.
void AMFImporter::ParseNode_Object(XmlNode &node) {
AMFNodeElementBase *ne = nullptr;
// Read attributes for node <object>.
std::string id = node.attribute("id").as_string();
// create and if needed - define new geometry object.
ne = new AMFObject(mNodeElement_Cur);
AMFObject &als = *((AMFObject *)ne); // alias for convenience
if (!id.empty()) {
als.ID = id;
}
// Check for child nodes
if (!node.empty()) {
ParseHelper_Node_Enter(ne);
for (auto &currentNode : node.children()) {
const std::string &currentName = currentNode.name();
if (currentName == "color") {
ParseNode_Color(currentNode);
} else if (currentName == "mesh") {
ParseNode_Mesh(currentNode);
} else if (currentName == "metadata") {
ParseNode_Metadata(currentNode);
}
}
ParseHelper_Node_Exit();
} else {
mNodeElement_Cur->Child.push_back(ne); // Add element to child list of current element
}
mNodeElement_List.push_back(ne); // and to node element list because its a new object in graph.
}
// <metadata
// type="" - The type of the attribute.
// >
// </metadata>
// Specify additional information about an entity.
// Multi elements - Yes.
// Parent element - <amf>, <object>, <volume>, <material>, <vertex>.
//
// Reserved types are:
// "Name" - The alphanumeric label of the entity, to be used by the interpreter if interacting with the user.
// "Description" - A description of the content of the entity
// "URL" - A link to an external resource relating to the entity
// "Author" - Specifies the name(s) of the author(s) of the entity
// "Company" - Specifying the company generating the entity
// "CAD" - specifies the name of the originating CAD software and version
// "Revision" - specifies the revision of the entity
// "Tolerance" - specifies the desired manufacturing tolerance of the entity in entity's unit system
// "Volume" - specifies the total volume of the entity, in the entity's unit system, to be used for verification (object and volume only)
void AMFImporter::ParseNode_Metadata(XmlNode &node) {
AMFNodeElementBase *ne = nullptr;
std::string type = node.attribute("type").as_string(), value;
XmlParser::getValueAsString(node, value);
// read attribute
ne = new AMFMetadata(mNodeElement_Cur);
((AMFMetadata *)ne)->MetaType = type;
((AMFMetadata *)ne)->Value = value;
mNodeElement_Cur->Child.push_back(ne); // Add element to child list of current element
mNodeElement_List.push_back(ne); // and to node element list because its a new object in graph.
}
bool AMFImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*pCheckSig*/) const {
static const char *tokens[] = { "<amf" };
return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
}
const aiImporterDesc *AMFImporter::GetInfo() const {
return &Description;
}
void AMFImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
Clear(); // delete old graph.
ParseFile(pFile, pIOHandler);
Postprocess_BuildScene(pScene);
// scene graph is ready, exit.
}
} // namespace Assimp
#endif // !ASSIMP_BUILD_NO_AMF_IMPORTER

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@@ -0,0 +1,308 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/// \file AMFImporter.hpp
/// \brief AMF-format files importer for Assimp.
/// \date 2016
/// \author smal.root@gmail.com
// Thanks to acorn89 for support.
#pragma once
#ifndef INCLUDED_AI_AMF_IMPORTER_H
#define INCLUDED_AI_AMF_IMPORTER_H
#include "AMFImporter_Node.hpp"
// Header files, Assimp.
#include "assimp/types.h"
#include <assimp/BaseImporter.h>
#include <assimp/XmlParser.h>
#include <assimp/importerdesc.h>
#include <assimp/DefaultLogger.hpp>
// Header files, stdlib.
#include <set>
namespace Assimp {
/// \class AMFImporter
/// Class that holding scene graph which include: geometry, metadata, materials etc.
///
/// Implementing features.
///
/// Limitations.
///
/// 1. When for texture mapping used set of source textures (r, g, b, a) not only one then attribute "tiled" for all set will be true if it true in any of
/// source textures.
/// Example. Triangle use for texture mapping three textures. Two of them has "tiled" set to false and one - set to true. In scene all three textures
/// will be tiled.
///
/// Unsupported features:
/// 1. Node <composite>, formulas in <composite> and <color>. For implementing this feature can be used expression parser "muParser" like in project
/// "amf_tools".
/// 2. Attribute "profile" in node <color>.
/// 3. Curved geometry: <edge>, <normal> and children nodes of them.
/// 4. Attributes: "unit" and "version" in <amf> read but do nothing.
/// 5. <metadata> stored only for root node <amf>.
/// 6. Color averaging of vertices for which <triangle>'s set different colors.
///
/// Supported nodes:
/// General:
/// <amf>; <constellation>; <instance> and children <deltax>, <deltay>, <deltaz>, <rx>, <ry>, <rz>; <metadata>;
///
/// Geometry:
/// <object>; <mesh>; <vertices>; <vertex>; <coordinates> and children <x>, <y>, <z>; <volume>; <triangle> and children <v1>, <v2>, <v3>;
///
/// Material:
/// <color> and children <r>, <g>, <b>, <a>; <texture>; <material>;
/// two variants of texture coordinates:
/// new - <texmap> and children <utex1>, <utex2>, <utex3>, <vtex1>, <vtex2>, <vtex3>
/// old - <map> and children <u1>, <u2>, <u3>, <v1>, <v2>, <v3>
///
class AMFImporter : public BaseImporter {
using AMFMetaDataArray = std::vector<AMFMetadata *>;
using MeshArray = std::vector<aiMesh *>;
using NodeArray = std::vector<aiNode *>;
public:
struct SPP_Material;
/// Data type for post-processing step. More suitable container for part of material's composition.
struct SPP_Composite {
SPP_Material *Material; ///< Pointer to material - part of composition.
std::string Formula; ///< Formula for calculating ratio of \ref Material.
};
/// Data type for post-processing step. More suitable container for texture.
struct SPP_Texture {
std::string ID;
size_t Width, Height, Depth;
bool Tiled;
char FormatHint[9]; // 8 for string + 1 for terminator.
uint8_t *Data;
};
/// Data type for post-processing step. Contain face data.
struct SComplexFace {
aiFace Face; ///< Face vertices.
const AMFColor *Color; ///< Face color. Equal to nullptr if color is not set for the face.
const AMFTexMap *TexMap; ///< Face texture mapping data. Equal to nullptr if texture mapping is not set for the face.
};
/// Data type for post-processing step. More suitable container for material.
struct SPP_Material {
std::string ID; ///< Material ID.
std::list<AMFMetadata *> Metadata; ///< Metadata of material.
AMFColor *Color; ///< Color of material.
std::list<SPP_Composite> Composition; ///< List of child materials if current material is composition of few another.
/// Return color calculated for specified coordinate.
/// \param [in] pX - "x" coordinate.
/// \param [in] pY - "y" coordinate.
/// \param [in] pZ - "z" coordinate.
/// \return calculated color.
aiColor4D GetColor(const float pX, const float pY, const float pZ) const;
};
/// Default constructor.
AMFImporter() AI_NO_EXCEPT;
/// Default destructor.
~AMFImporter() override;
/// Parse AMF file and fill scene graph. The function has no return value. Result can be found by analyzing the generated graph.
/// Also exception can be thrown if trouble will found.
/// \param [in] pFile - name of file to be parsed.
/// \param [in] pIOHandler - pointer to IO helper object.
void ParseFile(const std::string &pFile, IOSystem *pIOHandler);
void ParseHelper_Node_Enter(AMFNodeElementBase *child);
void ParseHelper_Node_Exit();
bool CanRead(const std::string &pFile, IOSystem *pIOHandler, bool pCheckSig) const override;
void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) override;
const aiImporterDesc *GetInfo() const override;
bool Find_NodeElement(const std::string &pID, const AMFNodeElementBase::EType pType, AMFNodeElementBase **pNodeElement) const;
bool Find_ConvertedNode(const std::string &pID, NodeArray &nodeArray, aiNode **pNode) const;
bool Find_ConvertedMaterial(const std::string &pID, const SPP_Material **pConvertedMaterial) const;
AI_WONT_RETURN void Throw_CloseNotFound(const std::string &nodeName) AI_WONT_RETURN_SUFFIX;
AI_WONT_RETURN void Throw_IncorrectAttr(const std::string &nodeName, const std::string &pAttrName) AI_WONT_RETURN_SUFFIX;
AI_WONT_RETURN void Throw_IncorrectAttrValue(const std::string &nodeName, const std::string &pAttrName) AI_WONT_RETURN_SUFFIX;
AI_WONT_RETURN void Throw_MoreThanOnceDefined(const std::string &nodeName, const std::string &pNodeType, const std::string &pDescription) AI_WONT_RETURN_SUFFIX;
AI_WONT_RETURN void Throw_ID_NotFound(const std::string &pID) const AI_WONT_RETURN_SUFFIX;
void XML_CheckNode_MustHaveChildren(pugi::xml_node &node);
bool XML_SearchNode(const std::string &nodeName);
AMFImporter(const AMFImporter &pScene) = delete;
AMFImporter &operator=(const AMFImporter &pScene) = delete;
private:
/// Clear all temporary data.
void Clear();
/// Get data stored in <vertices> and place it to arrays.
/// \param [in] pNodeElement - reference to node element which kept <object> data.
/// \param [in] pVertexCoordinateArray - reference to vertices coordinates kept in <vertices>.
/// \param [in] pVertexColorArray - reference to vertices colors for all <vertex's. If color for vertex is not set then corresponding member of array
/// contain nullptr.
void PostprocessHelper_CreateMeshDataArray(const AMFMesh &pNodeElement, std::vector<aiVector3D> &pVertexCoordinateArray,
std::vector<AMFColor *> &pVertexColorArray) const;
/// Return converted texture ID which related to specified source textures ID's. If converted texture does not exist then it will be created and ID on new
/// converted texture will be returned. Conversion: set of textures from \ref CAMFImporter_NodeElement_Texture to one \ref SPP_Texture and place it
/// to converted textures list.
/// Any of source ID's can be absent(empty string) or even one ID only specified. But at least one ID must be specified.
/// \param [in] pID_R - ID of source "red" texture.
/// \param [in] pID_G - ID of source "green" texture.
/// \param [in] pID_B - ID of source "blue" texture.
/// \param [in] pID_A - ID of source "alpha" texture.
/// \return index of the texture in array of the converted textures.
size_t PostprocessHelper_GetTextureID_Or_Create(const std::string &pID_R, const std::string &pID_G, const std::string &pID_B, const std::string &pID_A);
/// Separate input list by texture IDs. This step is needed because aiMesh can contain mesh which is use only one texture (or set: diffuse, bump etc).
/// \param [in] pInputList - input list with faces. Some of them can contain color or texture mapping, or both of them, or nothing. Will be cleared after
/// processing.
/// \param [out] pOutputList_Separated - output list of the faces lists. Separated faces list by used texture IDs. Will be cleared before processing.
void PostprocessHelper_SplitFacesByTextureID(std::list<SComplexFace> &pInputList, std::list<std::list<SComplexFace>> &pOutputList_Separated);
/// Check if child elements of node element is metadata and add it to scene node.
/// \param [in] pMetadataList - reference to list with collected metadata.
/// \param [out] pSceneNode - scene node in which metadata will be added.
void Postprocess_AddMetadata(const AMFMetaDataArray &pMetadataList, aiNode &pSceneNode) const;
/// To create aiMesh and aiNode for it from <object>.
/// \param [in] pNodeElement - reference to node element which kept <object> data.
/// \param [out] meshList - reference to a list with all aiMesh of the scene.
/// \param [out] pSceneNode - pointer to place where new aiNode will be created.
void Postprocess_BuildNodeAndObject(const AMFObject &pNodeElement, MeshArray &meshList, aiNode **pSceneNode);
/// Create mesh for every <volume> in <mesh>.
/// \param [in] pNodeElement - reference to node element which kept <mesh> data.
/// \param [in] pVertexCoordinateArray - reference to vertices coordinates for all <volume>'s.
/// \param [in] pVertexColorArray - reference to vertices colors for all <volume>'s. If color for vertex is not set then corresponding member of array
/// contain nullptr.
/// \param [in] pObjectColor - pointer to colors for <object>. If color is not set then argument contain nullptr.
/// \param [in] pMaterialList - reference to a list with defined materials.
/// \param [out] pMeshList - reference to a list with all aiMesh of the scene.
/// \param [out] pSceneNode - reference to aiNode which will own new aiMesh's.
void Postprocess_BuildMeshSet(const AMFMesh &pNodeElement, const std::vector<aiVector3D> &pVertexCoordinateArray,
const std::vector<AMFColor *> &pVertexColorArray, const AMFColor *pObjectColor,
MeshArray &pMeshList, aiNode &pSceneNode);
/// Convert material from \ref CAMFImporter_NodeElement_Material to \ref SPP_Material.
/// \param [in] pMaterial - source CAMFImporter_NodeElement_Material.
void Postprocess_BuildMaterial(const AMFMaterial &pMaterial);
/// Create and add to aiNode's list new part of scene graph defined by <constellation>.
/// \param [in] pConstellation - reference to <constellation> node.
/// \param [out] nodeArray - reference to aiNode's list.
void Postprocess_BuildConstellation(AMFConstellation &pConstellation, NodeArray &nodeArray) const;
/// Build Assimp scene graph in aiScene from collected data.
/// \param [out] pScene - pointer to aiScene where tree will be built.
void Postprocess_BuildScene(aiScene *pScene);
/// Decode Base64-encoded data.
/// \param [in] pInputBase64 - reference to input Base64-encoded string.
/// \param [out] pOutputData - reference to output array for decoded data.
void ParseHelper_Decode_Base64(const std::string &pInputBase64, std::vector<uint8_t> &pOutputData) const;
/// Parse <AMF> node of the file.
void ParseNode_Root();
/// Parse <constellation> node of the file.
void ParseNode_Constellation(XmlNode &node);
/// Parse <instance> node of the file.
void ParseNode_Instance(XmlNode &node);
/// Parse <material> node of the file.
void ParseNode_Material(XmlNode &node);
/// Parse <metadata> node.
void ParseNode_Metadata(XmlNode &node);
/// Parse <object> node of the file.
void ParseNode_Object(XmlNode &node);
/// Parse <texture> node of the file.
void ParseNode_Texture(XmlNode &node);
/// Parse <coordinates> node of the file.
void ParseNode_Coordinates(XmlNode &node);
/// Parse <edge> node of the file.
void ParseNode_Edge(XmlNode &node);
/// Parse <mesh> node of the file.
void ParseNode_Mesh(XmlNode &node);
/// Parse <triangle> node of the file.
void ParseNode_Triangle(XmlNode &node);
/// Parse <vertex> node of the file.
void ParseNode_Vertex(XmlNode &node);
/// Parse <vertices> node of the file.
void ParseNode_Vertices(XmlNode &node);
/// Parse <volume> node of the file.
void ParseNode_Volume(XmlNode &node);
/// Parse <color> node of the file.
void ParseNode_Color(XmlNode &node);
/// Parse <texmap> of <map> node of the file.
/// \param [in] pUseOldName - if true then use old name of node(and children) - <map>, instead of new name - <texmap>.
void ParseNode_TexMap(XmlNode &node, const bool pUseOldName = false);
private:
AMFNodeElementBase *mNodeElement_Cur; ///< Current element.
std::list<AMFNodeElementBase *> mNodeElement_List; ///< All elements of scene graph.
XmlParser *mXmlParser;
std::string mUnit;
std::string mVersion;
std::list<SPP_Material> mMaterial_Converted; ///< List of converted materials for postprocessing step.
std::list<SPP_Texture> mTexture_Converted; ///< List of converted textures for postprocessing step.
};
} // namespace Assimp
#endif // INCLUDED_AI_AMF_IMPORTER_H

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_AMF_IMPORTER
#include "AMFImporter.hpp"
#include <assimp/ParsingUtils.h>
namespace Assimp {
// <mesh>
// </mesh>
// A 3D mesh hull.
// Multi elements - Yes.
// Parent element - <object>.
void AMFImporter::ParseNode_Mesh(XmlNode &node) {
AMFNodeElementBase *ne = nullptr;
// Check for child nodes
if (0 != ASSIMP_stricmp(node.name(), "mesh")) {
return;
}
// create new mesh object.
ne = new AMFMesh(mNodeElement_Cur);
bool found_verts = false, found_volumes = false;
if (!node.empty()) {
ParseHelper_Node_Enter(ne);
pugi::xml_node vertNode = node.child("vertices");
if (!vertNode.empty()) {
ParseNode_Vertices(vertNode);
found_verts = true;
}
pugi::xml_node volumeNode = node.child("volume");
if (!volumeNode.empty()) {
ParseNode_Volume(volumeNode);
found_volumes = true;
}
ParseHelper_Node_Exit();
}
if (!found_verts && !found_volumes) {
mNodeElement_Cur->Child.push_back(ne);
} // if(!mReader->isEmptyElement()) else
// and to node element list because its a new object in graph.
mNodeElement_List.push_back(ne);
}
// <vertices>
// </vertices>
// The list of vertices to be used in defining triangles.
// Multi elements - No.
// Parent element - <mesh>.
void AMFImporter::ParseNode_Vertices(XmlNode &node) {
AMFNodeElementBase *ne = nullptr;
// create new mesh object.
ne = new AMFVertices(mNodeElement_Cur);
// Check for child nodes
if (node.empty()) {
mNodeElement_Cur->Child.push_back(ne); // Add element to child list of current element
return;
}
ParseHelper_Node_Enter(ne);
for (XmlNode &currentNode : node.children()) {
const std::string &currentName = currentNode.name();
if (currentName == "vertex") {
ParseNode_Vertex(currentNode);
}
}
ParseHelper_Node_Exit();
mNodeElement_List.push_back(ne); // and to node element list because its a new object in graph.
}
// <vertex>
// </vertex>
// A vertex to be referenced in triangles.
// Multi elements - Yes.
// Parent element - <vertices>.
void AMFImporter::ParseNode_Vertex(XmlNode &node) {
AMFNodeElementBase *ne = nullptr;
// create new mesh object.
ne = new AMFVertex(mNodeElement_Cur);
// Check for child nodes
pugi::xml_node colorNode = node.child("color");
bool col_read = false;
bool coord_read = false;
if (!node.empty()) {
ParseHelper_Node_Enter(ne);
if (!colorNode.empty()) {
ParseNode_Color(colorNode);
col_read = true;
}
pugi::xml_node coordNode = node.child("coordinates");
if (!coordNode.empty()) {
ParseNode_Coordinates(coordNode);
coord_read = true;
}
ParseHelper_Node_Exit();
}
if (!coord_read && !col_read) {
mNodeElement_Cur->Child.push_back(ne); // Add element to child list of current element
}
mNodeElement_List.push_back(ne); // and to node element list because its a new object in graph.
}
// <coordinates>
// </coordinates>
// Specifies the 3D location of this vertex.
// Multi elements - No.
// Parent element - <vertex>.
//
// Children elements:
// <x>, <y>, <z>
// Multi elements - No.
// X, Y, or Z coordinate, respectively, of a vertex position in space.
void AMFImporter::ParseNode_Coordinates(XmlNode &node) {
AMFNodeElementBase *ne = nullptr;
if (!node.empty()) {
ne = new AMFCoordinates(mNodeElement_Cur);
ParseHelper_Node_Enter(ne);
for (XmlNode &currentNode : node.children()) {
// create new color object.
AMFCoordinates &als = *((AMFCoordinates *)ne); // alias for convenience
const std::string &currentName = ai_tolower(currentNode.name());
if (currentName == "x") {
XmlParser::getValueAsReal(currentNode, als.Coordinate.x);
} else if (currentName == "y") {
XmlParser::getValueAsReal(currentNode, als.Coordinate.y);
} else if (currentName == "z") {
XmlParser::getValueAsReal(currentNode, als.Coordinate.z);
}
}
ParseHelper_Node_Exit();
} else {
mNodeElement_Cur->Child.push_back(new AMFCoordinates(mNodeElement_Cur));
}
mNodeElement_List.push_back(ne); // and to node element list because its a new object in graph.
}
// <volume
// materialid="" - Which material to use.
// type="" - What this volume describes can be "region" or "support". If none specified, "object" is assumed. If support, then the geometric
// requirements 1-8 listed in section 5 do not need to be maintained.
// >
// </volume>
// Defines a volume from the established vertex list.
// Multi elements - Yes.
// Parent element - <mesh>.
void AMFImporter::ParseNode_Volume(XmlNode &node) {
std::string materialid;
std::string type;
AMFNodeElementBase *ne = new AMFVolume(mNodeElement_Cur);
// Read attributes for node <color>.
// and assign read data
((AMFVolume *)ne)->MaterialID = node.attribute("materialid").as_string();
((AMFVolume *)ne)->VolumeType = type;
// Check for child nodes
bool col_read = false;
if (!node.empty()) {
ParseHelper_Node_Enter(ne);
for (auto &currentNode : node.children()) {
const std::string currentName = currentNode.name();
if (currentName == "color") {
if (col_read) Throw_MoreThanOnceDefined(currentName, "color", "Only one color can be defined for <volume>.");
ParseNode_Color(currentNode);
col_read = true;
} else if (currentName == "triangle") {
ParseNode_Triangle(currentNode);
} else if (currentName == "metadata") {
ParseNode_Metadata(currentNode);
} else if (currentName == "volume") {
ParseNode_Metadata(currentNode);
}
}
ParseHelper_Node_Exit();
} else {
mNodeElement_Cur->Child.push_back(ne); // Add element to child list of current element
}
mNodeElement_List.push_back(ne); // and to node element list because its a new object in graph.
}
// <triangle>
// </triangle>
// Defines a 3D triangle from three vertices, according to the right-hand rule (counter-clockwise when looking from the outside).
// Multi elements - Yes.
// Parent element - <volume>.
//
// Children elements:
// <v1>, <v2>, <v3>
// Multi elements - No.
// Index of the desired vertices in a triangle or edge.
void AMFImporter::ParseNode_Triangle(XmlNode &node) {
AMFNodeElementBase *ne = new AMFTriangle(mNodeElement_Cur);
// create new triangle object.
AMFTriangle &als = *((AMFTriangle *)ne); // alias for convenience
bool col_read = false;
if (!node.empty()) {
ParseHelper_Node_Enter(ne);
std::string v;
for (auto &currentNode : node.children()) {
const std::string currentName = currentNode.name();
if (currentName == "color") {
if (col_read) Throw_MoreThanOnceDefined(currentName, "color", "Only one color can be defined for <triangle>.");
ParseNode_Color(currentNode);
col_read = true;
} else if (currentName == "texmap") {
ParseNode_TexMap(currentNode);
} else if (currentName == "map") {
ParseNode_TexMap(currentNode, true);
} else if (currentName == "v1") {
XmlParser::getValueAsString(currentNode, v);
als.V[0] = std::atoi(v.c_str());
} else if (currentName == "v2") {
XmlParser::getValueAsString(currentNode, v);
als.V[1] = std::atoi(v.c_str());
} else if (currentName == "v3") {
XmlParser::getValueAsString(currentNode, v);
als.V[2] = std::atoi(v.c_str());
}
}
ParseHelper_Node_Exit();
} else {
mNodeElement_Cur->Child.push_back(ne); // Add element to child list of current element
}
mNodeElement_List.push_back(ne); // and to node element list because its a new object in graph.
}
} // namespace Assimp
#endif // !ASSIMP_BUILD_NO_AMF_IMPORTER

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/// \file AMFImporter_Material.cpp
/// \brief Parsing data from material nodes.
/// \date 2016
/// \author smal.root@gmail.com
#ifndef ASSIMP_BUILD_NO_AMF_IMPORTER
#include "AMFImporter.hpp"
namespace Assimp {
// <color
// profile="" - The ICC color space used to interpret the three color channels <r>, <g> and <b>.
// >
// </color>
// A color definition.
// Multi elements - No.
// Parent element - <material>, <object>, <volume>, <vertex>, <triangle>.
//
// "profile" can be one of "sRGB", "AdobeRGB", "Wide-Gamut-RGB", "CIERGB", "CIELAB", or "CIEXYZ".
// Children elements:
// <r>, <g>, <b>, <a>
// Multi elements - No.
// Red, Greed, Blue and Alpha (transparency) component of a color in sRGB space, values ranging from 0 to 1. The
// values can be specified as constants, or as a formula depending on the coordinates.
void AMFImporter::ParseNode_Color(XmlNode &node) {
if (node.empty()) {
return;
}
const std::string &profile = node.attribute("profile").as_string();
bool read_flag[4] = { false, false, false, false };
AMFNodeElementBase *ne = new AMFColor(mNodeElement_Cur);
AMFColor &als = *((AMFColor *)ne); // alias for convenience
ParseHelper_Node_Enter(ne);
for (pugi::xml_node &child : node.children()) {
// create new color object.
als.Profile = profile;
const std::string &name = child.name();
if ( name == "r") {
read_flag[0] = true;
XmlParser::getValueAsFloat(child, als.Color.r);
} else if (name == "g") {
read_flag[1] = true;
XmlParser::getValueAsFloat(child, als.Color.g);
} else if (name == "b") {
read_flag[2] = true;
XmlParser::getValueAsFloat(child, als.Color.b);
} else if (name == "a") {
read_flag[3] = true;
XmlParser::getValueAsFloat(child, als.Color.a);
}
// check if <a> is absent. Then manually add "a == 1".
if (!read_flag[3]) {
als.Color.a = 1;
}
}
als.Composed = false;
mNodeElement_List.push_back(ne); // and to node element list because its a new object in graph.
ParseHelper_Node_Exit();
// check that all components was defined
if (!(read_flag[0] && read_flag[1] && read_flag[2])) {
throw DeadlyImportError("Not all color components are defined.");
}
}
// <material
// id="" - A unique material id. material ID "0" is reserved to denote no material (void) or sacrificial material.
// >
// </material>
// An available material.
// Multi elements - Yes.
// Parent element - <amf>.
void AMFImporter::ParseNode_Material(XmlNode &node) {
// create new object and assign read data
std::string id = node.attribute("id").as_string();
AMFNodeElementBase *ne = new AMFMaterial(mNodeElement_Cur);
((AMFMaterial*)ne)->ID = id;
// Check for child nodes
if (!node.empty()) {
ParseHelper_Node_Enter(ne);
for (pugi::xml_node &child : node.children()) {
const std::string name = child.name();
if (name == "color") {
ParseNode_Color(child);
} else if (name == "metadata") {
ParseNode_Metadata(child);
}
}
ParseHelper_Node_Exit();
} else {
mNodeElement_Cur->Child.push_back(ne);// Add element to child list of current element
}
mNodeElement_List.push_back(ne);// and to node element list because its a new object in graph.
}
// <texture
// id="" - Assigns a unique texture id for the new texture.
// width="" - Width (horizontal size, x) of the texture, in pixels.
// height="" - Height (lateral size, y) of the texture, in pixels.
// depth="" - Depth (vertical size, z) of the texture, in pixels.
// type="" - Encoding of the data in the texture. Currently allowed values are "grayscale" only. In grayscale mode, each pixel is represented by one byte
// in the range of 0-255. When the texture is referenced using the tex function, these values are converted into a single floating point number in the
// range of 0-1 (see Annex 2). A full color graphics will typically require three textures, one for each of the color channels. A graphic involving
// transparency may require a fourth channel.
// tiled="" - If true then texture repeated when UV-coordinates is greater than 1.
// >
// </triangle>
// Specifies an texture data to be used as a map. Lists a sequence of Base64 values specifying values for pixels from left to right then top to bottom,
// then layer by layer.
// Multi elements - Yes.
// Parent element - <amf>.
void AMFImporter::ParseNode_Texture(XmlNode &node) {
const std::string id = node.attribute("id").as_string();
const uint32_t width = node.attribute("width").as_uint();
const uint32_t height = node.attribute("height").as_uint();
uint32_t depth = node.attribute("depth").as_uint();
const std::string type = node.attribute("type").as_string();
bool tiled = node.attribute("tiled").as_bool();
if (node.empty()) {
return;
}
// create new texture object.
AMFNodeElementBase *ne = new AMFTexture(mNodeElement_Cur);
AMFTexture& als = *((AMFTexture*)ne);// alias for convenience
std::string enc64_data;
XmlParser::getValueAsString(node, enc64_data);
// Check for child nodes
// check that all components was defined
if (id.empty()) {
throw DeadlyImportError("ID for texture must be defined.");
}
if (width < 1) {
throw DeadlyImportError("Invalid width for texture.");
}
if (height < 1) {
throw DeadlyImportError("Invalid height for texture.");
}
if (type != "grayscale") {
throw DeadlyImportError("Invalid type for texture.");
}
if (enc64_data.empty()) {
throw DeadlyImportError("Texture data not defined.");
}
// copy data
als.ID = id;
als.Width = width;
als.Height = height;
als.Depth = depth;
als.Tiled = tiled;
ParseHelper_Decode_Base64(enc64_data, als.Data);
if (depth == 0) {
depth = (uint32_t)(als.Data.size() / (width * height));
}
// check data size
if ((width * height * depth) != als.Data.size()) {
throw DeadlyImportError("Texture has incorrect data size.");
}
mNodeElement_Cur->Child.push_back(ne);// Add element to child list of current element
mNodeElement_List.push_back(ne);// and to node element list because its a new object in graph.
}
// <texmap
// rtexid="" - Texture ID for red color component.
// gtexid="" - Texture ID for green color component.
// btexid="" - Texture ID for blue color component.
// atexid="" - Texture ID for alpha color component. Optional.
// >
// </texmap>, old name: <map>
// Specifies texture coordinates for triangle.
// Multi elements - No.
// Parent element - <triangle>.
// Children elements:
// <utex1>, <utex2>, <utex3>, <vtex1>, <vtex2>, <vtex3>. Old name: <u1>, <u2>, <u3>, <v1>, <v2>, <v3>.
// Multi elements - No.
// Texture coordinates for every vertex of triangle.
void AMFImporter::ParseNode_TexMap(XmlNode &node, const bool pUseOldName) {
// Read attributes for node <color>.
AMFNodeElementBase *ne = new AMFTexMap(mNodeElement_Cur);
AMFTexMap &als = *((AMFTexMap *)ne); //
std::string rtexid, gtexid, btexid, atexid;
if (!node.empty()) {
for (pugi::xml_attribute &attr : node.attributes()) {
const std::string &currentAttr = attr.name();
if (currentAttr == "rtexid") {
rtexid = attr.as_string();
} else if (currentAttr == "gtexid") {
gtexid = attr.as_string();
} else if (currentAttr == "btexid") {
btexid = attr.as_string();
} else if (currentAttr == "atexid") {
atexid = attr.as_string();
}
}
}
// create new texture coordinates object, alias for convenience
// check data
if (rtexid.empty() && gtexid.empty() && btexid.empty()) {
throw DeadlyImportError("ParseNode_TexMap. At least one texture ID must be defined.");
}
// Check for children nodes
if (node.children().begin() == node.children().end()) {
throw DeadlyImportError("Invalid children definition.");
}
// read children nodes
bool read_flag[6] = { false, false, false, false, false, false };
if (!pUseOldName) {
ParseHelper_Node_Enter(ne);
for ( XmlNode &currentNode : node.children()) {
const std::string &name = currentNode.name();
if (name == "utex1") {
read_flag[0] = true;
XmlParser::getValueAsReal(currentNode, als.TextureCoordinate[0].x);
} else if (name == "utex2") {
read_flag[1] = true;
XmlParser::getValueAsReal(currentNode, als.TextureCoordinate[1].x);
} else if (name == "utex3") {
read_flag[2] = true;
XmlParser::getValueAsReal(currentNode, als.TextureCoordinate[2].x);
} else if (name == "vtex1") {
read_flag[3] = true;
XmlParser::getValueAsReal(currentNode, als.TextureCoordinate[0].y);
} else if (name == "vtex2") {
read_flag[4] = true;
XmlParser::getValueAsReal(currentNode, als.TextureCoordinate[1].y);
} else if (name == "vtex3") {
read_flag[5] = true;
XmlParser::getValueAsReal(currentNode, als.TextureCoordinate[2].y);
}
}
ParseHelper_Node_Exit();
} else {
for (pugi::xml_attribute &attr : node.attributes()) {
const std::string name = attr.name();
if (name == "u") {
read_flag[0] = true;
als.TextureCoordinate[0].x = attr.as_float();
} else if (name == "u2") {
read_flag[1] = true;
als.TextureCoordinate[1].x = attr.as_float();
} else if (name == "u3") {
read_flag[2] = true;
als.TextureCoordinate[2].x = attr.as_float();
} else if (name == "v1") {
read_flag[3] = true;
als.TextureCoordinate[0].y = attr.as_float();
} else if (name == "v2") {
read_flag[4] = true;
als.TextureCoordinate[1].y = attr.as_float();
} else if (name == "v3") {
read_flag[5] = true;
als.TextureCoordinate[0].y = attr.as_float();
}
}
}
// check that all components was defined
if (!(read_flag[0] && read_flag[1] && read_flag[2] && read_flag[3] && read_flag[4] && read_flag[5])) {
throw DeadlyImportError("Not all texture coordinates are defined.");
}
// copy attributes data
als.TextureID_R = rtexid;
als.TextureID_G = gtexid;
als.TextureID_B = btexid;
als.TextureID_A = atexid;
mNodeElement_List.push_back(ne);
}
}// namespace Assimp
#endif // !ASSIMP_BUILD_NO_AMF_IMPORTER

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@@ -0,0 +1,289 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/// \file AMFImporter_Node.hpp
/// \brief Elements of scene graph.
/// \date 2016
/// \author smal.root@gmail.com
#pragma once
#ifndef INCLUDED_AI_AMF_IMPORTER_NODE_H
#define INCLUDED_AI_AMF_IMPORTER_NODE_H
// Header files, Assimp.
#include <assimp/scene.h>
#include <assimp/types.h>
#include <list>
#include <string>
#include <vector>
/// Base class for elements of nodes.
class AMFNodeElementBase {
public:
/// Define what data type contain node element.
enum EType {
ENET_Color, ///< Color element: <color>.
ENET_Constellation, ///< Grouping element: <constellation>.
ENET_Coordinates, ///< Coordinates element: <coordinates>.
ENET_Edge, ///< Edge element: <edge>.
ENET_Instance, ///< Grouping element: <constellation>.
ENET_Material, ///< Material element: <material>.
ENET_Metadata, ///< Metadata element: <metadata>.
ENET_Mesh, ///< Metadata element: <mesh>.
ENET_Object, ///< Element which hold object: <object>.
ENET_Root, ///< Root element: <amf>.
ENET_Triangle, ///< Triangle element: <triangle>.
ENET_TexMap, ///< Texture coordinates element: <texmap> or <map>.
ENET_Texture, ///< Texture element: <texture>.
ENET_Vertex, ///< Vertex element: <vertex>.
ENET_Vertices, ///< Vertex element: <vertices>.
ENET_Volume, ///< Volume element: <volume>.
ENET_Invalid ///< Element has invalid type and possible contain invalid data.
};
const EType Type; ///< Type of element.
std::string ID; ///< ID of element.
AMFNodeElementBase *Parent; ///< Parent element. If nullptr then this node is root.
std::list<AMFNodeElementBase *> Child; ///< Child elements.
public:
/// Destructor, virtual..
virtual ~AMFNodeElementBase() = default;
/// Disabled copy constructor and co.
AMFNodeElementBase(const AMFNodeElementBase &pNodeElement) = delete;
AMFNodeElementBase(AMFNodeElementBase &&) = delete;
AMFNodeElementBase &operator=(const AMFNodeElementBase &pNodeElement) = delete;
AMFNodeElementBase() = delete;
protected:
/// In constructor inheritor must set element type.
/// \param [in] type - element type.
/// \param [in] pParent - parent element.
AMFNodeElementBase(EType type, AMFNodeElementBase *pParent) :
Type(type), Parent(pParent) {
// empty
}
}; // class IAMFImporter_NodeElement
/// A collection of objects or constellations with specific relative locations.
struct AMFConstellation : public AMFNodeElementBase {
/// Constructor.
/// \param [in] pParent - pointer to parent node.
AMFConstellation(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_Constellation, pParent) {}
}; // struct CAMFImporter_NodeElement_Constellation
/// Part of constellation.
struct AMFInstance : public AMFNodeElementBase {
std::string ObjectID; ///< ID of object for instantiation.
/// \var Delta - The distance of translation in the x, y, or z direction, respectively, in the referenced object's coordinate system, to
/// create an instance of the object in the current constellation.
aiVector3D Delta;
/// \var Rotation - The rotation, in degrees, to rotate the referenced object about its x, y, and z axes, respectively, to create an
/// instance of the object in the current constellation. Rotations shall be executed in order of x first, then y, then z.
aiVector3D Rotation;
/// Constructor.
/// \param [in] pParent - pointer to parent node.
AMFInstance(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_Instance, pParent) {}
};
/// Structure that define metadata node.
struct AMFMetadata : public AMFNodeElementBase {
std::string MetaType; ///< Type of "Value".
std::string Value; ///< Value.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
AMFMetadata(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_Metadata, pParent) {}
};
/// Structure that define root node.
struct AMFRoot : public AMFNodeElementBase {
std::string Unit; ///< The units to be used. May be "inch", "millimeter", "meter", "feet", or "micron".
std::string Version; ///< Version of format.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
AMFRoot(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_Root, pParent) {}
};
/// Structure that define object node.
struct AMFColor : public AMFNodeElementBase {
bool Composed; ///< Type of color stored: if true then look for formula in \ref Color_Composed[4], else - in \ref Color.
std::string Color_Composed[4]; ///< By components formulas of composed color. [0..3] - RGBA.
aiColor4D Color; ///< Constant color.
std::string Profile; ///< The ICC color space used to interpret the three color channels r, g and b..
/// @brief Constructor.
/// @param [in] pParent - pointer to parent node.
AMFColor(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_Color, pParent), Composed(false), Color() {
// empty
}
};
/// Structure that define material node.
struct AMFMaterial : public AMFNodeElementBase {
/// Constructor.
/// \param [in] pParent - pointer to parent node.
AMFMaterial(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_Material, pParent) {}
};
/// Structure that define object node.
struct AMFObject : public AMFNodeElementBase {
/// Constructor.
/// \param [in] pParent - pointer to parent node.
AMFObject(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_Object, pParent) {}
};
/// \struct CAMFImporter_NodeElement_Mesh
/// Structure that define mesh node.
struct AMFMesh : public AMFNodeElementBase {
/// Constructor.
/// \param [in] pParent - pointer to parent node.
AMFMesh(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_Mesh, pParent) {}
};
/// Structure that define vertex node.
struct AMFVertex : public AMFNodeElementBase {
/// Constructor.
/// \param [in] pParent - pointer to parent node.
AMFVertex(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_Vertex, pParent) {}
};
/// Structure that define edge node.
struct AMFEdge : public AMFNodeElementBase {
/// Constructor.
/// \param [in] pParent - pointer to parent node.
AMFEdge(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_Edge, pParent) {}
};
/// Structure that define vertices node.
struct AMFVertices : public AMFNodeElementBase {
/// Constructor.
/// \param [in] pParent - pointer to parent node.
AMFVertices(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_Vertices, pParent) {}
};
/// Structure that define volume node.
struct AMFVolume : public AMFNodeElementBase {
std::string MaterialID; ///< Which material to use.
std::string VolumeType; ///< What this volume describes can be "region" or "support". If none specified, "object" is assumed.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
AMFVolume(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_Volume, pParent) {}
};
/// Structure that define coordinates node.
struct AMFCoordinates : public AMFNodeElementBase {
aiVector3D Coordinate; ///< Coordinate.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
AMFCoordinates(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_Coordinates, pParent) {}
};
/// Structure that define texture coordinates node.
struct AMFTexMap : public AMFNodeElementBase {
aiVector3D TextureCoordinate[3]; ///< Texture coordinates.
std::string TextureID_R; ///< Texture ID for red color component.
std::string TextureID_G; ///< Texture ID for green color component.
std::string TextureID_B; ///< Texture ID for blue color component.
std::string TextureID_A; ///< Texture ID for alpha color component.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
AMFTexMap(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_TexMap, pParent), TextureCoordinate{} {
// empty
}
};
/// Structure that define triangle node.
struct AMFTriangle : public AMFNodeElementBase {
size_t V[3]; ///< Triangle vertices.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
AMFTriangle(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_Triangle, pParent) {
// empty
}
};
/// Structure that define texture node.
struct AMFTexture : public AMFNodeElementBase {
size_t Width, Height, Depth; ///< Size of the texture.
std::vector<uint8_t> Data; ///< Data of the texture.
bool Tiled;
/// Constructor.
/// \param [in] pParent - pointer to parent node.
AMFTexture(AMFNodeElementBase *pParent) :
AMFNodeElementBase(ENET_Texture, pParent), Width(0), Height(0), Depth(0), Data(), Tiled(false) {
// empty
}
};
#endif // INCLUDED_AI_AMF_IMPORTER_NODE_H

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@@ -0,0 +1,896 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/// \file AMFImporter_Postprocess.cpp
/// \brief Convert built scenegraph and objects to Assimp scenegraph.
/// \date 2016
/// \author smal.root@gmail.com
#ifndef ASSIMP_BUILD_NO_AMF_IMPORTER
#include "AMFImporter.hpp"
#include <assimp/SceneCombiner.h>
#include <assimp/StandardShapes.h>
#include <assimp/StringUtils.h>
#include <iterator>
namespace Assimp {
aiColor4D AMFImporter::SPP_Material::GetColor(const float /*pX*/, const float /*pY*/, const float /*pZ*/) const {
aiColor4D tcol;
// Check if stored data are supported.
if (!Composition.empty()) {
throw DeadlyImportError("IME. GetColor for composition");
}
if (Color->Composed) {
throw DeadlyImportError("IME. GetColor, composed color");
}
tcol = Color->Color;
// Check if default color must be used
if ((tcol.r == 0) && (tcol.g == 0) && (tcol.b == 0) && (tcol.a == 0)) {
tcol.r = 0.5f;
tcol.g = 0.5f;
tcol.b = 0.5f;
tcol.a = 1;
}
return tcol;
}
void AMFImporter::PostprocessHelper_CreateMeshDataArray(const AMFMesh &nodeElement, std::vector<aiVector3D> &vertexCoordinateArray,
std::vector<AMFColor *> &pVertexColorArray) const {
AMFVertices *vn = nullptr;
size_t col_idx;
// All data stored in "vertices", search for it.
for (AMFNodeElementBase *ne_child : nodeElement.Child) {
if (ne_child->Type == AMFNodeElementBase::ENET_Vertices) {
vn = (AMFVertices*)ne_child;
}
}
// If "vertices" not found then no work for us.
if (vn == nullptr) {
return;
}
// all coordinates stored as child and we need to reserve space for future push_back's.
vertexCoordinateArray.reserve(vn->Child.size());
// colors count equal vertices count.
pVertexColorArray.resize(vn->Child.size());
col_idx = 0;
// Inside vertices collect all data and place to arrays
for (AMFNodeElementBase *vn_child : vn->Child) {
// vertices, colors
if (vn_child->Type == AMFNodeElementBase::ENET_Vertex) {
// by default clear color for current vertex
pVertexColorArray[col_idx] = nullptr;
for (AMFNodeElementBase *vtx : vn_child->Child) {
if (vtx->Type == AMFNodeElementBase::ENET_Coordinates) {
vertexCoordinateArray.push_back(((AMFCoordinates *)vtx)->Coordinate);
continue;
}
if (vtx->Type == AMFNodeElementBase::ENET_Color) {
pVertexColorArray[col_idx] = (AMFColor *)vtx;
continue;
}
}
++col_idx;
}
}
}
size_t AMFImporter::PostprocessHelper_GetTextureID_Or_Create(const std::string &r, const std::string &g, const std::string &b, const std::string &a) {
if (r.empty() && g.empty() && b.empty() && a.empty()) {
throw DeadlyImportError("PostprocessHelper_GetTextureID_Or_Create. At least one texture ID must be defined.");
}
std::string TextureConverted_ID = r + "_" + g + "_" + b + "_" + a;
size_t TextureConverted_Index = 0;
for (const SPP_Texture &tex_convd : mTexture_Converted) {
if (tex_convd.ID == TextureConverted_ID) {
return TextureConverted_Index;
} else {
++TextureConverted_Index;
}
}
// Converted texture not found, create it.
AMFTexture *src_texture[4] {
nullptr
};
std::vector<AMFTexture *> src_texture_4check;
SPP_Texture converted_texture;
{ // find all specified source textures
AMFNodeElementBase *t_tex = nullptr;
// R
if (!r.empty()) {
if (!Find_NodeElement(r, AMFNodeElementBase::EType::ENET_Texture, &t_tex)) {
Throw_ID_NotFound(r);
}
src_texture[0] = (AMFTexture *)t_tex;
src_texture_4check.push_back((AMFTexture *)t_tex);
} else {
src_texture[0] = nullptr;
}
// G
if (!g.empty()) {
if (!Find_NodeElement(g, AMFNodeElementBase::ENET_Texture, &t_tex)) {
Throw_ID_NotFound(g);
}
src_texture[1] = (AMFTexture *)t_tex;
src_texture_4check.push_back((AMFTexture *)t_tex);
} else {
src_texture[1] = nullptr;
}
// B
if (!b.empty()) {
if (!Find_NodeElement(b, AMFNodeElementBase::ENET_Texture, &t_tex)) {
Throw_ID_NotFound(b);
}
src_texture[2] = (AMFTexture *)t_tex;
src_texture_4check.push_back((AMFTexture *)t_tex);
} else {
src_texture[2] = nullptr;
}
// A
if (!a.empty()) {
if (!Find_NodeElement(a, AMFNodeElementBase::ENET_Texture, &t_tex)) {
Throw_ID_NotFound(a);
}
src_texture[3] = (AMFTexture *)t_tex;
src_texture_4check.push_back((AMFTexture *)t_tex);
} else {
src_texture[3] = nullptr;
}
} // END: find all specified source textures
// check that all textures has same size
if (src_texture_4check.size() > 1) {
for (size_t i = 0, i_e = (src_texture_4check.size() - 1); i < i_e; i++) {
if ((src_texture_4check[i]->Width != src_texture_4check[i + 1]->Width) || (src_texture_4check[i]->Height != src_texture_4check[i + 1]->Height) ||
(src_texture_4check[i]->Depth != src_texture_4check[i + 1]->Depth)) {
throw DeadlyImportError("PostprocessHelper_GetTextureID_Or_Create. Source texture must has the same size.");
}
}
} // if(src_texture_4check.size() > 1)
// set texture attributes
converted_texture.Width = src_texture_4check[0]->Width;
converted_texture.Height = src_texture_4check[0]->Height;
converted_texture.Depth = src_texture_4check[0]->Depth;
// if one of source texture is tiled then converted texture is tiled too.
converted_texture.Tiled = false;
for (uint8_t i = 0; i < src_texture_4check.size(); ++i) {
converted_texture.Tiled |= src_texture_4check[i]->Tiled;
}
// Create format hint.
constexpr char templateColor[] = "rgba0000";
memcpy(converted_texture.FormatHint, templateColor, 8);
if (!r.empty()) converted_texture.FormatHint[4] = '8';
if (!g.empty()) converted_texture.FormatHint[5] = '8';
if (!b.empty()) converted_texture.FormatHint[6] = '8';
if (!a.empty()) converted_texture.FormatHint[7] = '8';
// Сopy data of textures.
size_t tex_size = 0;
size_t step = 0;
size_t off_g = 0;
size_t off_b = 0;
// Calculate size of the target array and rule how data will be copied.
if (!r.empty() && nullptr != src_texture[0]) {
tex_size += src_texture[0]->Data.size();
step++, off_g++, off_b++;
}
if (!g.empty() && nullptr != src_texture[1]) {
tex_size += src_texture[1]->Data.size();
step++, off_b++;
}
if (!b.empty() && nullptr != src_texture[2]) {
tex_size += src_texture[2]->Data.size();
step++;
}
if (!a.empty() && nullptr != src_texture[3]) {
tex_size += src_texture[3]->Data.size();
step++;
}
// Create target array.
converted_texture.Data = new uint8_t[tex_size];
// And copy data
auto CopyTextureData = [&](const std::string &pID, const size_t pOffset, const size_t pStep, const uint8_t pSrcTexNum) -> void {
if (!pID.empty()) {
for (size_t idx_target = pOffset, idx_src = 0; idx_target < tex_size; idx_target += pStep, idx_src++) {
AMFTexture *tex = src_texture[pSrcTexNum];
ai_assert(tex);
converted_texture.Data[idx_target] = tex->Data.at(idx_src);
}
}
}; // auto CopyTextureData = [&](const size_t pOffset, const size_t pStep, const uint8_t pSrcTexNum) -> void
CopyTextureData(r, 0, step, 0);
CopyTextureData(g, off_g, step, 1);
CopyTextureData(b, off_b, step, 2);
CopyTextureData(a, step - 1, step, 3);
// Store new converted texture ID
converted_texture.ID = TextureConverted_ID;
// Store new converted texture
mTexture_Converted.push_back(converted_texture);
return TextureConverted_Index;
}
void AMFImporter::PostprocessHelper_SplitFacesByTextureID(std::list<SComplexFace> &pInputList, std::list<std::list<SComplexFace>> &pOutputList_Separated) {
auto texmap_is_equal = [](const AMFTexMap *pTexMap1, const AMFTexMap *pTexMap2) -> bool {
if ((pTexMap1 == nullptr) && (pTexMap2 == nullptr)) return true;
if (pTexMap1 == nullptr) return false;
if (pTexMap2 == nullptr) return false;
if (pTexMap1->TextureID_R != pTexMap2->TextureID_R) return false;
if (pTexMap1->TextureID_G != pTexMap2->TextureID_G) return false;
if (pTexMap1->TextureID_B != pTexMap2->TextureID_B) return false;
if (pTexMap1->TextureID_A != pTexMap2->TextureID_A) return false;
return true;
};
pOutputList_Separated.clear();
if (pInputList.empty()) return;
do {
SComplexFace face_start = pInputList.front();
std::list<SComplexFace> face_list_cur;
for (std::list<SComplexFace>::iterator it = pInputList.begin(), it_end = pInputList.end(); it != it_end;) {
if (texmap_is_equal(face_start.TexMap, it->TexMap)) {
auto it_old = it;
++it;
face_list_cur.push_back(*it_old);
pInputList.erase(it_old);
} else {
++it;
}
}
if (!face_list_cur.empty()) pOutputList_Separated.push_back(face_list_cur);
} while (!pInputList.empty());
}
void AMFImporter::Postprocess_AddMetadata(const AMFMetaDataArray &metadataList, aiNode &sceneNode) const {
if (metadataList.empty()) {
return;
}
if (sceneNode.mMetaData != nullptr) {
throw DeadlyImportError("Postprocess. MetaData member in node are not nullptr. Something went wrong.");
}
// copy collected metadata to output node.
sceneNode.mMetaData = aiMetadata::Alloc(static_cast<unsigned int>(metadataList.size()));
size_t meta_idx(0);
for (const AMFMetadata *metadata : metadataList) {
sceneNode.mMetaData->Set(static_cast<unsigned int>(meta_idx++), metadata->MetaType, aiString(metadata->Value));
}
}
void AMFImporter::Postprocess_BuildNodeAndObject(const AMFObject &pNodeElement, MeshArray &meshList, aiNode **pSceneNode) {
AMFColor *object_color = nullptr;
// create new aiNode and set name as <object> has.
*pSceneNode = new aiNode;
(*pSceneNode)->mName = pNodeElement.ID;
// read mesh and color
for (const AMFNodeElementBase *ne_child : pNodeElement.Child) {
std::vector<aiVector3D> vertex_arr;
std::vector<AMFColor *> color_arr;
// color for object
if (ne_child->Type == AMFNodeElementBase::ENET_Color) {
object_color = (AMFColor *) ne_child;
}
if (ne_child->Type == AMFNodeElementBase::ENET_Mesh) {
// Create arrays from children of mesh: vertices.
PostprocessHelper_CreateMeshDataArray(*((AMFMesh *)ne_child), vertex_arr, color_arr);
// Use this arrays as a source when creating every aiMesh
Postprocess_BuildMeshSet(*((AMFMesh *)ne_child), vertex_arr, color_arr, object_color, meshList, **pSceneNode);
}
} // for(const CAMFImporter_NodeElement* ne_child: pNodeElement)
}
void AMFImporter::Postprocess_BuildMeshSet(const AMFMesh &pNodeElement, const std::vector<aiVector3D> &pVertexCoordinateArray,
const std::vector<AMFColor *> &pVertexColorArray, const AMFColor *pObjectColor, MeshArray &pMeshList, aiNode &pSceneNode) {
std::list<unsigned int> mesh_idx;
// all data stored in "volume", search for it.
for (const AMFNodeElementBase *ne_child : pNodeElement.Child) {
const AMFColor *ne_volume_color = nullptr;
const SPP_Material *cur_mat = nullptr;
if (ne_child->Type == AMFNodeElementBase::ENET_Volume) {
/******************* Get faces *******************/
const AMFVolume *ne_volume = reinterpret_cast<const AMFVolume *>(ne_child);
std::list<SComplexFace> complex_faces_list; // List of the faces of the volume.
std::list<std::list<SComplexFace>> complex_faces_toplist; // List of the face list for every mesh.
// check if volume use material
if (!ne_volume->MaterialID.empty()) {
if (!Find_ConvertedMaterial(ne_volume->MaterialID, &cur_mat)) {
Throw_ID_NotFound(ne_volume->MaterialID);
}
}
// inside "volume" collect all data and place to arrays or create new objects
for (const AMFNodeElementBase *ne_volume_child : ne_volume->Child) {
// color for volume
if (ne_volume_child->Type == AMFNodeElementBase::ENET_Color) {
ne_volume_color = reinterpret_cast<const AMFColor *>(ne_volume_child);
} else if (ne_volume_child->Type == AMFNodeElementBase::ENET_Triangle) // triangles, triangles colors
{
const AMFTriangle &tri_al = *reinterpret_cast<const AMFTriangle *>(ne_volume_child);
SComplexFace complex_face;
// initialize pointers
complex_face.Color = nullptr;
complex_face.TexMap = nullptr;
// get data from triangle children: color, texture coordinates.
if (tri_al.Child.size()) {
for (const AMFNodeElementBase *ne_triangle_child : tri_al.Child) {
if (ne_triangle_child->Type == AMFNodeElementBase::ENET_Color)
complex_face.Color = reinterpret_cast<const AMFColor *>(ne_triangle_child);
else if (ne_triangle_child->Type == AMFNodeElementBase::ENET_TexMap)
complex_face.TexMap = reinterpret_cast<const AMFTexMap *>(ne_triangle_child);
}
} // if(tri_al.Child.size())
// create new face and store it.
complex_face.Face.mNumIndices = 3;
complex_face.Face.mIndices = new unsigned int[3];
complex_face.Face.mIndices[0] = static_cast<unsigned int>(tri_al.V[0]);
complex_face.Face.mIndices[1] = static_cast<unsigned int>(tri_al.V[1]);
complex_face.Face.mIndices[2] = static_cast<unsigned int>(tri_al.V[2]);
complex_faces_list.push_back(complex_face);
}
} // for(const CAMFImporter_NodeElement* ne_volume_child: ne_volume->Child)
/**** Split faces list: one list per mesh ****/
PostprocessHelper_SplitFacesByTextureID(complex_faces_list, complex_faces_toplist);
/***** Create mesh for every faces list ******/
for (std::list<SComplexFace> &face_list_cur : complex_faces_toplist) {
auto VertexIndex_GetMinimal = [](const std::list<SComplexFace> &pFaceList, const size_t *pBiggerThan) -> size_t {
size_t rv = 0;
if (pBiggerThan != nullptr) {
bool found = false;
const size_t biggerThan = *pBiggerThan;
for (const SComplexFace &face : pFaceList) {
for (size_t idx_vert = 0; idx_vert < face.Face.mNumIndices; idx_vert++) {
if (face.Face.mIndices[idx_vert] > biggerThan) {
rv = face.Face.mIndices[idx_vert];
found = true;
break;
}
}
if (found) {
break;
}
}
if (!found) {
return *pBiggerThan;
}
} else {
rv = pFaceList.front().Face.mIndices[0];
} // if(pBiggerThan != nullptr) else
for (const SComplexFace &face : pFaceList) {
for (size_t vi = 0; vi < face.Face.mNumIndices; vi++) {
if (face.Face.mIndices[vi] < rv) {
if (pBiggerThan != nullptr) {
if (face.Face.mIndices[vi] > *pBiggerThan) rv = face.Face.mIndices[vi];
} else {
rv = face.Face.mIndices[vi];
}
}
}
} // for(const SComplexFace& face: pFaceList)
return rv;
}; // auto VertexIndex_GetMinimal = [](const std::list<SComplexFace>& pFaceList, const size_t* pBiggerThan) -> size_t
auto VertexIndex_Replace = [](std::list<SComplexFace> &pFaceList, const size_t pIdx_From, const size_t pIdx_To) -> void {
for (const SComplexFace &face : pFaceList) {
for (size_t vi = 0; vi < face.Face.mNumIndices; vi++) {
if (face.Face.mIndices[vi] == pIdx_From) face.Face.mIndices[vi] = static_cast<unsigned int>(pIdx_To);
}
}
}; // auto VertexIndex_Replace = [](std::list<SComplexFace>& pFaceList, const size_t pIdx_From, const size_t pIdx_To) -> void
auto Vertex_CalculateColor = [&](const size_t pIdx) -> aiColor4D {
// Color priorities(In descending order):
// 1. triangle color;
// 2. vertex color;
// 3. volume color;
// 4. object color;
// 5. material;
// 6. default - invisible coat.
//
// Fill vertices colors in color priority list above that's points from 1 to 6.
if ((pIdx < pVertexColorArray.size()) && (pVertexColorArray[pIdx] != nullptr)) // check for vertex color
{
if (pVertexColorArray[pIdx]->Composed)
throw DeadlyImportError("IME: vertex color composed");
else
return pVertexColorArray[pIdx]->Color;
} else if (ne_volume_color != nullptr) // check for volume color
{
if (ne_volume_color->Composed)
throw DeadlyImportError("IME: volume color composed");
else
return ne_volume_color->Color;
} else if (pObjectColor != nullptr) // check for object color
{
if (pObjectColor->Composed)
throw DeadlyImportError("IME: object color composed");
else
return pObjectColor->Color;
} else if (cur_mat != nullptr) // check for material
{
return cur_mat->GetColor(pVertexCoordinateArray.at(pIdx).x, pVertexCoordinateArray.at(pIdx).y, pVertexCoordinateArray.at(pIdx).z);
} else // set default color.
{
return { 0, 0, 0, 0 };
} // if((vi < pVertexColorArray.size()) && (pVertexColorArray[vi] != nullptr)) else
}; // auto Vertex_CalculateColor = [&](const size_t pIdx) -> aiColor4D
aiMesh *tmesh = new aiMesh;
tmesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE; // Only triangles is supported by AMF.
//
// set geometry and colors (vertices)
//
// copy faces/triangles
tmesh->mNumFaces = static_cast<unsigned int>(face_list_cur.size());
tmesh->mFaces = new aiFace[tmesh->mNumFaces];
// Create vertices list and optimize indices. Optimization mean following.In AMF all volumes use one big list of vertices. And one volume
// can use only part of vertices list, for example: vertices list contain few thousands of vertices and volume use vertices 1, 3, 10.
// Do you need all this thousands of garbage? Of course no. So, optimization step transform sparse indices set to continuous.
size_t VertexCount_Max = tmesh->mNumFaces * 3; // 3 - triangles.
std::vector<aiVector3D> vert_arr, texcoord_arr;
std::vector<aiColor4D> col_arr;
vert_arr.reserve(VertexCount_Max * 2); // "* 2" - see below TODO.
col_arr.reserve(VertexCount_Max * 2);
{ // fill arrays
size_t vert_idx_from, vert_idx_to;
// first iteration.
vert_idx_to = 0;
vert_idx_from = VertexIndex_GetMinimal(face_list_cur, nullptr);
vert_arr.push_back(pVertexCoordinateArray.at(vert_idx_from));
col_arr.push_back(Vertex_CalculateColor(vert_idx_from));
if (vert_idx_from != vert_idx_to) VertexIndex_Replace(face_list_cur, vert_idx_from, vert_idx_to);
// rest iterations
do {
vert_idx_from = VertexIndex_GetMinimal(face_list_cur, &vert_idx_to);
if (vert_idx_from == vert_idx_to) break; // all indices are transferred,
vert_arr.push_back(pVertexCoordinateArray.at(vert_idx_from));
col_arr.push_back(Vertex_CalculateColor(vert_idx_from));
vert_idx_to++;
if (vert_idx_from != vert_idx_to) VertexIndex_Replace(face_list_cur, vert_idx_from, vert_idx_to);
} while (true);
} // fill arrays. END.
//
// check if triangle colors are used and create additional faces if needed.
//
for (const SComplexFace &face_cur : face_list_cur) {
if (face_cur.Color != nullptr) {
aiColor4D face_color;
size_t vert_idx_new = vert_arr.size();
if (face_cur.Color->Composed)
throw DeadlyImportError("IME: face color composed");
else
face_color = face_cur.Color->Color;
for (size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++) {
vert_arr.push_back(vert_arr.at(face_cur.Face.mIndices[idx_ind]));
col_arr.push_back(face_color);
face_cur.Face.mIndices[idx_ind] = static_cast<unsigned int>(vert_idx_new++);
}
} // if(face_cur.Color != nullptr)
} // for(const SComplexFace& face_cur: face_list_cur)
//
// if texture is used then copy texture coordinates too.
//
if (face_list_cur.front().TexMap != nullptr) {
size_t idx_vert_new = vert_arr.size();
///TODO: clean unused vertices. "* 2": in certain cases - mesh full of triangle colors - vert_arr will contain duplicated vertices for
/// colored triangles and initial vertices (for colored vertices) which in real became unused. This part need more thinking about
/// optimization.
bool *idx_vert_used;
idx_vert_used = new bool[VertexCount_Max * 2];
for (size_t i = 0, i_e = VertexCount_Max * 2; i < i_e; i++)
idx_vert_used[i] = false;
// This ID's will be used when set materials ID in scene.
tmesh->mMaterialIndex = static_cast<unsigned int>(PostprocessHelper_GetTextureID_Or_Create(face_list_cur.front().TexMap->TextureID_R,
face_list_cur.front().TexMap->TextureID_G,
face_list_cur.front().TexMap->TextureID_B,
face_list_cur.front().TexMap->TextureID_A));
texcoord_arr.resize(VertexCount_Max * 2);
for (const SComplexFace &face_cur : face_list_cur) {
for (size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++) {
const size_t idx_vert = face_cur.Face.mIndices[idx_ind];
if (!idx_vert_used[idx_vert]) {
texcoord_arr.at(idx_vert) = face_cur.TexMap->TextureCoordinate[idx_ind];
idx_vert_used[idx_vert] = true;
} else if (texcoord_arr.at(idx_vert) != face_cur.TexMap->TextureCoordinate[idx_ind]) {
// in that case one vertex is shared with many texture coordinates. We need to duplicate vertex with another texture
// coordinates.
vert_arr.push_back(vert_arr.at(idx_vert));
col_arr.push_back(col_arr.at(idx_vert));
texcoord_arr.at(idx_vert_new) = face_cur.TexMap->TextureCoordinate[idx_ind];
face_cur.Face.mIndices[idx_ind] = static_cast<unsigned int>(idx_vert_new++);
}
} // for(size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++)
} // for(const SComplexFace& face_cur: face_list_cur)
delete[] idx_vert_used;
// shrink array
texcoord_arr.resize(idx_vert_new);
} // if(face_list_cur.front().TexMap != nullptr)
//
// copy collected data to mesh
//
tmesh->mNumVertices = static_cast<unsigned int>(vert_arr.size());
tmesh->mVertices = new aiVector3D[tmesh->mNumVertices];
tmesh->mColors[0] = new aiColor4D[tmesh->mNumVertices];
memcpy(tmesh->mVertices, vert_arr.data(), tmesh->mNumVertices * sizeof(aiVector3D));
memcpy(tmesh->mColors[0], col_arr.data(), tmesh->mNumVertices * sizeof(aiColor4D));
if (texcoord_arr.size() > 0) {
tmesh->mTextureCoords[0] = new aiVector3D[tmesh->mNumVertices];
memcpy(tmesh->mTextureCoords[0], texcoord_arr.data(), tmesh->mNumVertices * sizeof(aiVector3D));
tmesh->mNumUVComponents[0] = 2; // U and V stored in "x", "y" of aiVector3D.
}
size_t idx_face = 0;
for (const SComplexFace &face_cur : face_list_cur)
tmesh->mFaces[idx_face++] = face_cur.Face;
// store new aiMesh
mesh_idx.push_back(static_cast<unsigned int>(pMeshList.size()));
pMeshList.push_back(tmesh);
} // for(const std::list<SComplexFace>& face_list_cur: complex_faces_toplist)
} // if(ne_child->Type == CAMFImporter_NodeElement::ENET_Volume)
} // for(const CAMFImporter_NodeElement* ne_child: pNodeElement.Child)
// if meshes was created then assign new indices with current aiNode
if (!mesh_idx.empty()) {
std::list<unsigned int>::const_iterator mit = mesh_idx.begin();
pSceneNode.mNumMeshes = static_cast<unsigned int>(mesh_idx.size());
pSceneNode.mMeshes = new unsigned int[pSceneNode.mNumMeshes];
for (size_t i = 0; i < pSceneNode.mNumMeshes; i++)
pSceneNode.mMeshes[i] = *mit++;
} // if(mesh_idx.size() > 0)
}
void AMFImporter::Postprocess_BuildMaterial(const AMFMaterial &pMaterial) {
SPP_Material new_mat;
new_mat.ID = pMaterial.ID;
for (const AMFNodeElementBase *mat_child : pMaterial.Child) {
if (mat_child->Type == AMFNodeElementBase::ENET_Color) {
new_mat.Color = (AMFColor*)mat_child;
} else if (mat_child->Type == AMFNodeElementBase::ENET_Metadata) {
new_mat.Metadata.push_back((AMFMetadata *)mat_child);
}
} // for(const CAMFImporter_NodeElement* mat_child; pMaterial.Child)
// place converted material to special list
mMaterial_Converted.push_back(new_mat);
}
void AMFImporter::Postprocess_BuildConstellation(AMFConstellation &pConstellation, NodeArray &nodeArray) const {
aiNode *con_node;
std::list<aiNode *> ch_node;
// We will build next hierarchy:
// aiNode as parent (<constellation>) for set of nodes as a children
// |- aiNode for transformation (<instance> -> <delta...>, <r...>) - aiNode for pointing to object ("objectid")
// ...
// \_ aiNode for transformation (<instance> -> <delta...>, <r...>) - aiNode for pointing to object ("objectid")
con_node = new aiNode;
con_node->mName = pConstellation.ID;
// Walk through children and search for instances of another objects, constellations.
for (const AMFNodeElementBase *ne : pConstellation.Child) {
aiMatrix4x4 tmat;
aiNode *t_node;
aiNode *found_node;
if (ne->Type == AMFNodeElementBase::ENET_Metadata) continue;
if (ne->Type != AMFNodeElementBase::ENET_Instance) throw DeadlyImportError("Only <instance> nodes can be in <constellation>.");
// create alias for convenience
AMFInstance &als = *((AMFInstance *)ne);
// find referenced object
if (!Find_ConvertedNode(als.ObjectID, nodeArray, &found_node)) Throw_ID_NotFound(als.ObjectID);
// create node for applying transformation
t_node = new aiNode;
t_node->mParent = con_node;
// apply transformation
aiMatrix4x4::Translation(als.Delta, tmat), t_node->mTransformation *= tmat;
aiMatrix4x4::RotationX(als.Rotation.x, tmat), t_node->mTransformation *= tmat;
aiMatrix4x4::RotationY(als.Rotation.y, tmat), t_node->mTransformation *= tmat;
aiMatrix4x4::RotationZ(als.Rotation.z, tmat), t_node->mTransformation *= tmat;
// create array for one child node
t_node->mNumChildren = 1;
t_node->mChildren = new aiNode *[t_node->mNumChildren];
SceneCombiner::Copy(&t_node->mChildren[0], found_node);
t_node->mChildren[0]->mParent = t_node;
ch_node.push_back(t_node);
} // for(const CAMFImporter_NodeElement* ne: pConstellation.Child)
// copy found aiNode's as children
if (ch_node.empty()) throw DeadlyImportError("<constellation> must have at least one <instance>.");
size_t ch_idx = 0;
con_node->mNumChildren = static_cast<unsigned int>(ch_node.size());
con_node->mChildren = new aiNode *[con_node->mNumChildren];
for (aiNode *node : ch_node)
con_node->mChildren[ch_idx++] = node;
// and place "root" of <constellation> node to node list
nodeArray.push_back(con_node);
}
void AMFImporter::Postprocess_BuildScene(aiScene *pScene) {
NodeArray nodeArray;
MeshArray mesh_list;
AMFMetaDataArray meta_list;
//
// Because for AMF "material" is just complex colors mixing so aiMaterial will not be used.
// For building aiScene we are must to do few steps:
// at first creating root node for aiScene.
pScene->mRootNode = new aiNode;
pScene->mRootNode->mParent = nullptr;
pScene->mFlags |= AI_SCENE_FLAGS_ALLOW_SHARED;
// search for root(<amf>) element
AMFNodeElementBase *root_el = nullptr;
for (AMFNodeElementBase *ne : mNodeElement_List) {
if (ne->Type != AMFNodeElementBase::ENET_Root) {
continue;
}
root_el = ne;
break;
} // for(const CAMFImporter_NodeElement* ne: mNodeElement_List)
// Check if root element are found.
if (root_el == nullptr) {
throw DeadlyImportError("Root(<amf>) element not found.");
}
// after that walk through children of root and collect data. Five types of nodes can be placed at top level - in <amf>: <object>, <material>, <texture>,
// <constellation> and <metadata>. But at first we must read <material> and <texture> because they will be used in <object>. <metadata> can be read
// at any moment.
//
// 1. <material>
// 2. <texture> will be converted later when processing triangles list. \sa Postprocess_BuildMeshSet
for (const AMFNodeElementBase *root_child : root_el->Child) {
if (root_child->Type == AMFNodeElementBase::ENET_Material) {
Postprocess_BuildMaterial(*((AMFMaterial *)root_child));
}
}
// After "appearance" nodes we must read <object> because it will be used in <constellation> -> <instance>.
//
// 3. <object>
for (const AMFNodeElementBase *root_child : root_el->Child) {
if (root_child->Type == AMFNodeElementBase::ENET_Object) {
aiNode *tnode = nullptr;
// for <object> mesh and node must be built: object ID assigned to aiNode name and will be used in future for <instance>
Postprocess_BuildNodeAndObject(*((AMFObject *)root_child), mesh_list, &tnode);
if (tnode != nullptr) {
nodeArray.push_back(tnode);
}
}
} // for(const CAMFImporter_NodeElement* root_child: root_el->Child)
// And finally read rest of nodes.
//
for (const AMFNodeElementBase *root_child : root_el->Child) {
// 4. <constellation>
if (root_child->Type == AMFNodeElementBase::ENET_Constellation) {
// <object> and <constellation> at top of self abstraction use aiNode. So we can use only aiNode list for creating new aiNode's.
Postprocess_BuildConstellation(*((AMFConstellation *)root_child), nodeArray);
}
// 5, <metadata>
if (root_child->Type == AMFNodeElementBase::ENET_Metadata) meta_list.push_back((AMFMetadata *)root_child);
} // for(const CAMFImporter_NodeElement* root_child: root_el->Child)
// at now we can add collected metadata to root node
Postprocess_AddMetadata(meta_list, *pScene->mRootNode);
//
// Check constellation children
//
// As said in specification:
// "When multiple objects and constellations are defined in a single file, only the top level objects and constellations are available for printing."
// What that means? For example: if some object is used in constellation then you must show only constellation but not original object.
// And at this step we are checking that relations.
nl_clean_loop:
if (nodeArray.size() > 1) {
// walk through all nodes
for (NodeArray::iterator nl_it = nodeArray.begin(); nl_it != nodeArray.end(); ++nl_it) {
// and try to find them in another top nodes.
NodeArray::const_iterator next_it = nl_it;
++next_it;
for (; next_it != nodeArray.end(); ++next_it) {
if ((*next_it)->FindNode((*nl_it)->mName) != nullptr) {
// if current top node(nl_it) found in another top node then erase it from node_list and restart search loop.
// FIXME: this leaks memory on test models test8.amf and test9.amf
nodeArray.erase(nl_it);
goto nl_clean_loop;
}
} // for(; next_it != node_list.end(); next_it++)
} // for(std::list<aiNode*>::const_iterator nl_it = node_list.begin(); nl_it != node_list.end(); nl_it++)
}
//
// move created objects to aiScene
//
//
// Nodes
if (!nodeArray.empty()) {
NodeArray::const_iterator nl_it = nodeArray.begin();
pScene->mRootNode->mNumChildren = static_cast<unsigned int>(nodeArray.size());
pScene->mRootNode->mChildren = new aiNode *[pScene->mRootNode->mNumChildren];
for (size_t i = 0; i < pScene->mRootNode->mNumChildren; i++) {
// Objects and constellation that must be showed placed at top of hierarchy in <amf> node. So all aiNode's in node_list must have
// mRootNode only as parent.
(*nl_it)->mParent = pScene->mRootNode;
pScene->mRootNode->mChildren[i] = *nl_it++;
}
} // if(node_list.size() > 0)
//
// Meshes
if (!mesh_list.empty()) {
MeshArray::const_iterator ml_it = mesh_list.begin();
pScene->mNumMeshes = static_cast<unsigned int>(mesh_list.size());
pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
for (size_t i = 0; i < pScene->mNumMeshes; i++)
pScene->mMeshes[i] = *ml_it++;
} // if(mesh_list.size() > 0)
//
// Textures
pScene->mNumTextures = static_cast<unsigned int>(mTexture_Converted.size());
if (pScene->mNumTextures > 0) {
size_t idx;
idx = 0;
pScene->mTextures = new aiTexture *[pScene->mNumTextures];
for (const SPP_Texture &tex_convd : mTexture_Converted) {
pScene->mTextures[idx] = new aiTexture;
pScene->mTextures[idx]->mWidth = static_cast<unsigned int>(tex_convd.Width);
pScene->mTextures[idx]->mHeight = static_cast<unsigned int>(tex_convd.Height);
pScene->mTextures[idx]->pcData = (aiTexel *)tex_convd.Data;
// texture format description.
strncpy(pScene->mTextures[idx]->achFormatHint, tex_convd.FormatHint, HINTMAXTEXTURELEN);
idx++;
} // for(const SPP_Texture& tex_convd: mTexture_Converted)
// Create materials for embedded textures.
idx = 0;
pScene->mNumMaterials = static_cast<unsigned int>(mTexture_Converted.size());
pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
for (const SPP_Texture &tex_convd : mTexture_Converted) {
const aiString texture_id(AI_EMBEDDED_TEXNAME_PREFIX + ai_to_string(idx));
const int mode = aiTextureOp_Multiply;
const int repeat = tex_convd.Tiled ? 1 : 0;
pScene->mMaterials[idx] = new aiMaterial;
pScene->mMaterials[idx]->AddProperty(&texture_id, AI_MATKEY_TEXTURE_DIFFUSE(0));
pScene->mMaterials[idx]->AddProperty(&mode, 1, AI_MATKEY_TEXOP_DIFFUSE(0));
pScene->mMaterials[idx]->AddProperty(&repeat, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0));
pScene->mMaterials[idx]->AddProperty(&repeat, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0));
idx++;
}
} // if(pScene->mNumTextures > 0)
} // END: after that walk through children of root and collect data
} // namespace Assimp
#endif // !ASSIMP_BUILD_NO_AMF_IMPORTER

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file ASELoader.h
* @brief Definition of the .ASE importer class.
*/
#ifndef AI_ASELOADER_H_INCLUDED
#define AI_ASELOADER_H_INCLUDED
#include <assimp/BaseImporter.h>
#include <assimp/types.h>
#include "ASEParser.h"
struct aiNode;
namespace Assimp {
#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
// --------------------------------------------------------------------------------
/** Importer class for the 3DS ASE ASCII format.
*
*/
class ASEImporter : public BaseImporter {
public:
ASEImporter();
~ASEImporter() override = default;
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details.
*/
bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
bool checkSig) const override;
protected:
// -------------------------------------------------------------------
/** Return importer meta information.
* See #BaseImporter::GetInfo for the details
*/
const aiImporterDesc* GetInfo () const override;
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler) override;
// -------------------------------------------------------------------
/** Called prior to ReadFile().
* The function is a request to the importer to update its configuration
* basing on the Importer's configuration property list.
*/
void SetupProperties(const Importer* pImp) override;
private:
// -------------------------------------------------------------------
/** Generate normal vectors basing on smoothing groups
* (in some cases the normal are already contained in the file)
* \param mesh Mesh to work on
* \return false if the normals have been recomputed
*/
bool GenerateNormals(ASE::Mesh& mesh);
// -------------------------------------------------------------------
/** Create valid vertex/normal/UV/color/face lists.
* All elements are unique, faces have only one set of indices
* after this step occurs.
* \param mesh Mesh to work on
*/
void BuildUniqueRepresentation(ASE::Mesh& mesh);
/** Create one-material-per-mesh meshes ;-)
* \param mesh Mesh to work with
* \param Receives the list of all created meshes
*/
void ConvertMeshes(ASE::Mesh& mesh, std::vector<aiMesh*>& avOut);
// -------------------------------------------------------------------
/** Convert a material to a aiMaterial object
* \param mat Input material
*/
void ConvertMaterial(ASE::Material& mat);
// -------------------------------------------------------------------
/** Setup the final material indices for each mesh
*/
void BuildMaterialIndices();
// -------------------------------------------------------------------
/** Build the node graph
*/
void BuildNodes(std::vector<ASE::BaseNode*>& nodes);
// -------------------------------------------------------------------
/** Build output cameras
*/
void BuildCameras();
// -------------------------------------------------------------------
/** Build output lights
*/
void BuildLights();
// -------------------------------------------------------------------
/** Build output animations
*/
void BuildAnimations(const std::vector<ASE::BaseNode*>& nodes);
// -------------------------------------------------------------------
/** Add sub nodes to a node
* \param pcParent parent node to be filled
* \param szName Name of the parent node
* \param matrix Current transform
*/
void AddNodes(const std::vector<ASE::BaseNode*>& nodes,
aiNode* pcParent, const std::string &name);
void AddNodes(const std::vector<ASE::BaseNode*>& nodes,
aiNode* pcParent, const std::string &name,
const aiMatrix4x4& matrix);
void AddMeshes(const ASE::BaseNode* snode, aiNode* node);
// -------------------------------------------------------------------
/** Generate a default material and add it to the parser's list
* Called if no material has been found in the file (rare for ASE,
* but not impossible)
*/
void GenerateDefaultMaterial();
protected:
/** Parser instance */
ASE::Parser* mParser;
/** Buffer to hold the loaded file */
char* mBuffer;
/** Scene to be filled */
aiScene* pcScene;
/** Config options: Recompute the normals in every case - WA
for 3DS Max broken ASE normal export */
bool configRecomputeNormals;
bool noSkeletonMesh;
};
#endif // ASSIMP_BUILD_NO_3DS_IMPORTER
} // end of namespace Assimp
#endif // AI_3DSIMPORTER_H_INC

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Defines the helper data structures for importing ASE files */
#ifndef AI_ASEFILEHELPER_H_INC
#define AI_ASEFILEHELPER_H_INC
// public ASSIMP headers
#include <assimp/anim.h>
#include <assimp/mesh.h>
#include <assimp/types.h>
#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
// for some helper routines like IsSpace()
#include <assimp/ParsingUtils.h>
#include <assimp/qnan.h>
// ASE is quite similar to 3ds. We can reuse some structures
#include "AssetLib/3DS/3DSLoader.h"
namespace Assimp {
namespace ASE {
using namespace D3DS;
// ---------------------------------------------------------------------------
/** Helper structure representing an ASE material */
struct Material : public D3DS::Material {
//! Default constructor has been deleted
Material() = delete;
//! Constructor with explicit name
explicit Material(const std::string &name) :
D3DS::Material(name),
pcInstance(nullptr),
bNeed(false) {
// empty
}
Material(const Material &other) = default;
Material &operator=(const Material &other) {
if (this == &other) {
return *this;
}
avSubMaterials = other.avSubMaterials;
pcInstance = other.pcInstance;
bNeed = other.bNeed;
return *this;
}
//! Move constructor. This is explicitly written because MSVC doesn't support defaulting it
Material(Material &&other) AI_NO_EXCEPT
: D3DS::Material(std::move(other)),
avSubMaterials(std::move(other.avSubMaterials)),
pcInstance(other.pcInstance),
bNeed(other.bNeed) {
other.pcInstance = nullptr;
}
Material &operator=(Material &&other) AI_NO_EXCEPT {
if (this == &other) {
return *this;
}
//D3DS::Material::operator=(std::move(other));
avSubMaterials = std::move(other.avSubMaterials);
pcInstance = other.pcInstance;
bNeed = other.bNeed;
other.pcInstance = nullptr;
return *this;
}
~Material() = default;
//! Contains all sub materials of this material
std::vector<Material> avSubMaterials;
//! aiMaterial object
aiMaterial *pcInstance;
//! Can we remove this material?
bool bNeed;
};
// ---------------------------------------------------------------------------
/** Helper structure to represent an ASE file face */
struct Face : public FaceWithSmoothingGroup {
//! Default constructor. Initializes everything with 0
Face() AI_NO_EXCEPT
: iMaterial(DEFAULT_MATINDEX),
iFace(0) {
// empty
}
//! special value to indicate that no material index has
//! been assigned to a face. The default material index
//! will replace this value later.
static const unsigned int DEFAULT_MATINDEX = 0xFFFFFFFF;
//! Indices into each list of texture coordinates
unsigned int amUVIndices[AI_MAX_NUMBER_OF_TEXTURECOORDS][3];
//! Index into the list of vertex colors
unsigned int mColorIndices[3];
//! (Sub)Material index to be assigned to this face
unsigned int iMaterial;
//! Index of the face. It is not specified whether it is
//! a requirement of the file format that all faces are
//! written in sequential order, so we have to expect this case
unsigned int iFace;
};
// ---------------------------------------------------------------------------
/** Helper structure to represent an ASE file bone */
struct Bone {
//! Constructor
Bone() = delete;
//! Construction from an existing name
explicit Bone(const std::string &name) :
mName(name) {
// empty
}
//! Name of the bone
std::string mName;
};
// ---------------------------------------------------------------------------
/** Helper structure to represent an ASE file bone vertex */
struct BoneVertex {
//! Bone and corresponding vertex weight.
//! -1 for unrequired bones ....
std::vector<std::pair<int, float>> mBoneWeights;
};
// ---------------------------------------------------------------------------
/** Helper structure to represent an ASE file animation */
struct Animation {
enum Type {
TRACK = 0x0,
BEZIER = 0x1,
TCB = 0x2
} mRotationType,
mScalingType, mPositionType;
Animation() AI_NO_EXCEPT
: mRotationType(TRACK),
mScalingType(TRACK),
mPositionType(TRACK) {
// empty
}
//! List of track rotation keyframes
std::vector<aiQuatKey> akeyRotations;
//! List of track position keyframes
std::vector<aiVectorKey> akeyPositions;
//! List of track scaling keyframes
std::vector<aiVectorKey> akeyScaling;
};
// ---------------------------------------------------------------------------
/** Helper structure to represent the inheritance information of an ASE node */
struct InheritanceInfo {
//! Default constructor
InheritanceInfo() AI_NO_EXCEPT {
for (size_t i = 0; i < 3; ++i) {
abInheritPosition[i] = abInheritRotation[i] = abInheritScaling[i] = true;
}
}
//! Inherit the parent's position?, axis order is x,y,z
bool abInheritPosition[3];
//! Inherit the parent's rotation?, axis order is x,y,z
bool abInheritRotation[3];
//! Inherit the parent's scaling?, axis order is x,y,z
bool abInheritScaling[3];
};
// ---------------------------------------------------------------------------
/** Represents an ASE file node. Base class for mesh, light and cameras */
struct BaseNode {
enum Type {
Light,
Camera,
Mesh,
Dummy
} mType;
//! Construction from an existing name
BaseNode(Type _mType, const std::string &name) :
mType(_mType), mName(name), mProcessed(false) {
// Set mTargetPosition to qnan
const ai_real qnan = get_qnan();
mTargetPosition.x = qnan;
}
//! Name of the mesh
std::string mName;
//! Name of the parent of the node
//! "" if there is no parent ...
std::string mParent;
//! Transformation matrix of the node
aiMatrix4x4 mTransform;
//! Target position (target lights and cameras)
aiVector3D mTargetPosition;
//! Specifies which axes transformations a node inherits
//! from its parent ...
InheritanceInfo inherit;
//! Animation channels for the node
Animation mAnim;
//! Needed for lights and cameras: target animation channel
//! Should contain position keys only.
Animation mTargetAnim;
bool mProcessed;
};
// ---------------------------------------------------------------------------
/** Helper structure to represent an ASE file mesh */
struct Mesh : public MeshWithSmoothingGroups<ASE::Face>, public BaseNode {
//! Default constructor has been deleted
Mesh() = delete;
//! Construction from an existing name
explicit Mesh(const std::string &name) :
BaseNode(BaseNode::Mesh, name), mVertexColors(), mBoneVertices(), mBones(), iMaterialIndex(Face::DEFAULT_MATINDEX), bSkip(false) {
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c) {
this->mNumUVComponents[c] = 2;
}
}
//! List of all texture coordinate sets
std::vector<aiVector3D> amTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
//! List of all vertex color sets.
std::vector<aiColor4D> mVertexColors;
//! List of all bone vertices
std::vector<BoneVertex> mBoneVertices;
//! List of all bones
std::vector<Bone> mBones;
//! Material index of the mesh
unsigned int iMaterialIndex;
//! Number of vertex components for each UVW set
unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
//! used internally
bool bSkip;
};
// ---------------------------------------------------------------------------
/** Helper structure to represent an ASE light source */
struct Light : public BaseNode {
enum LightType {
OMNI,
TARGET,
FREE,
DIRECTIONAL
};
//! Default constructor has been deleted
Light() = delete;
//! Construction from an existing name
explicit Light(const std::string &name) :
BaseNode(BaseNode::Light, name), mLightType(OMNI), mColor(1.f, 1.f, 1.f), mIntensity(1.f) // light is white by default
,
mAngle(45.f),
mFalloff(0.f) {
}
LightType mLightType;
aiColor3D mColor;
ai_real mIntensity;
ai_real mAngle; // in degrees
ai_real mFalloff;
};
// ---------------------------------------------------------------------------
/** Helper structure to represent an ASE camera */
struct Camera : public BaseNode {
enum CameraType {
FREE,
TARGET
};
//! Default constructor has been deleted
Camera() = delete;
//! Construction from an existing name
explicit Camera(const std::string &name) :
BaseNode(BaseNode::Camera, name), mFOV(0.75f) // in radians
,
mNear(0.1f),
mFar(1000.f) // could be zero
,
mCameraType(FREE) {
}
ai_real mFOV, mNear, mFar;
CameraType mCameraType;
};
// ---------------------------------------------------------------------------
/** Helper structure to represent an ASE helper object (dummy) */
struct Dummy : public BaseNode {
//! Constructor
Dummy() AI_NO_EXCEPT
: BaseNode(BaseNode::Dummy, "DUMMY") {
// empty
}
};
// Parameters to Parser::Parse()
#define AI_ASE_NEW_FILE_FORMAT 200
#define AI_ASE_OLD_FILE_FORMAT 110
// Internally we're a little bit more tolerant
#define AI_ASE_IS_NEW_FILE_FORMAT() (iFileFormat >= 200)
#define AI_ASE_IS_OLD_FILE_FORMAT() (iFileFormat < 200)
// -------------------------------------------------------------------------------
/** \brief Class to parse ASE files
*/
class Parser {
public:
/// @brief No default constructor.
Parser() = delete;
// -------------------------------------------------------------------
//! Construct a parser from a given input file which is
//! guaranteed to be terminated with zero.
//! @param file The name of the input file.
//! @param fileFormatDefault Assumed file format version. If the
//! file format is specified in the file the new value replaces
//! the default value.
Parser(const char *file, size_t fileLen, unsigned int fileFormatDefault);
// -------------------------------------------------------------------
//! Parses the file into the parsers internal representation
void Parse();
private:
// -------------------------------------------------------------------
//! Parse the *SCENE block in a file
void ParseLV1SceneBlock();
// -------------------------------------------------------------------
//! Parse the *MESH_SOFTSKINVERTS block in a file
void ParseLV1SoftSkinBlock();
// -------------------------------------------------------------------
//! Parse the *MATERIAL_LIST block in a file
void ParseLV1MaterialListBlock();
// -------------------------------------------------------------------
//! Parse a *<xxx>OBJECT block in a file
//! \param mesh Node to be filled
void ParseLV1ObjectBlock(BaseNode &mesh);
// -------------------------------------------------------------------
//! Parse a *MATERIAL blocks in a material list
//! \param mat Material structure to be filled
void ParseLV2MaterialBlock(Material &mat);
// -------------------------------------------------------------------
//! Parse a *NODE_TM block in a file
//! \param mesh Node (!) object to be filled
void ParseLV2NodeTransformBlock(BaseNode &mesh);
// -------------------------------------------------------------------
//! Parse a *TM_ANIMATION block in a file
//! \param mesh Mesh object to be filled
void ParseLV2AnimationBlock(BaseNode &mesh);
void ParseLV3PosAnimationBlock(ASE::Animation &anim);
void ParseLV3ScaleAnimationBlock(ASE::Animation &anim);
void ParseLV3RotAnimationBlock(ASE::Animation &anim);
// -------------------------------------------------------------------
//! Parse a *MESH block in a file
//! \param mesh Mesh object to be filled
void ParseLV2MeshBlock(Mesh &mesh);
// -------------------------------------------------------------------
//! Parse a *LIGHT_SETTINGS block in a file
//! \param light Light object to be filled
void ParseLV2LightSettingsBlock(Light &light);
// -------------------------------------------------------------------
//! Parse a *CAMERA_SETTINGS block in a file
//! \param cam Camera object to be filled
void ParseLV2CameraSettingsBlock(Camera &cam);
// -------------------------------------------------------------------
//! Parse the *MAP_XXXXXX blocks in a material
//! \param map Texture structure to be filled
void ParseLV3MapBlock(Texture &map);
// -------------------------------------------------------------------
//! Parse a *MESH_VERTEX_LIST block in a file
//! \param iNumVertices Value of *MESH_NUMVERTEX, if present.
//! Otherwise zero. This is used to check the consistency of the file.
//! A warning is sent to the logger if the validations fails.
//! \param mesh Mesh object to be filled
void ParseLV3MeshVertexListBlock(
unsigned int iNumVertices, Mesh &mesh);
// -------------------------------------------------------------------
//! Parse a *MESH_FACE_LIST block in a file
//! \param iNumFaces Value of *MESH_NUMFACES, if present.
//! Otherwise zero. This is used to check the consistency of the file.
//! A warning is sent to the logger if the validations fails.
//! \param mesh Mesh object to be filled
void ParseLV3MeshFaceListBlock(
unsigned int iNumFaces, Mesh &mesh);
// -------------------------------------------------------------------
//! Parse a *MESH_TVERT_LIST block in a file
//! \param iNumVertices Value of *MESH_NUMTVERTEX, if present.
//! Otherwise zero. This is used to check the consistency of the file.
//! A warning is sent to the logger if the validations fails.
//! \param mesh Mesh object to be filled
//! \param iChannel Output UVW channel
void ParseLV3MeshTListBlock(
unsigned int iNumVertices, Mesh &mesh, unsigned int iChannel = 0);
// -------------------------------------------------------------------
//! Parse a *MESH_TFACELIST block in a file
//! \param iNumFaces Value of *MESH_NUMTVFACES, if present.
//! Otherwise zero. This is used to check the consistency of the file.
//! A warning is sent to the logger if the validations fails.
//! \param mesh Mesh object to be filled
//! \param iChannel Output UVW channel
void ParseLV3MeshTFaceListBlock(
unsigned int iNumFaces, Mesh &mesh, unsigned int iChannel = 0);
// -------------------------------------------------------------------
//! Parse an additional mapping channel
//! (specified via *MESH_MAPPINGCHANNEL)
//! \param iChannel Channel index to be filled
//! \param mesh Mesh object to be filled
void ParseLV3MappingChannel(
unsigned int iChannel, Mesh &mesh);
// -------------------------------------------------------------------
//! Parse a *MESH_CVERTLIST block in a file
//! \param iNumVertices Value of *MESH_NUMCVERTEX, if present.
//! Otherwise zero. This is used to check the consistency of the file.
//! A warning is sent to the logger if the validations fails.
//! \param mesh Mesh object to be filled
void ParseLV3MeshCListBlock(
unsigned int iNumVertices, Mesh &mesh);
// -------------------------------------------------------------------
//! Parse a *MESH_CFACELIST block in a file
//! \param iNumFaces Value of *MESH_NUMCVFACES, if present.
//! Otherwise zero. This is used to check the consistency of the file.
//! A warning is sent to the logger if the validations fails.
//! \param mesh Mesh object to be filled
void ParseLV3MeshCFaceListBlock(
unsigned int iNumFaces, Mesh &mesh);
// -------------------------------------------------------------------
//! Parse a *MESH_NORMALS block in a file
//! \param mesh Mesh object to be filled
void ParseLV3MeshNormalListBlock(Mesh &mesh);
// -------------------------------------------------------------------
//! Parse a *MESH_WEIGHTSblock in a file
//! \param mesh Mesh object to be filled
void ParseLV3MeshWeightsBlock(Mesh &mesh);
// -------------------------------------------------------------------
//! Parse the bone list of a file
//! \param mesh Mesh object to be filled
//! \param iNumBones Number of bones in the mesh
void ParseLV4MeshBones(unsigned int iNumBones, Mesh &mesh);
// -------------------------------------------------------------------
//! Parse the bone vertices list of a file
//! \param mesh Mesh object to be filled
//! \param iNumVertices Number of vertices to be parsed
void ParseLV4MeshBonesVertices(unsigned int iNumVertices, Mesh &mesh);
// -------------------------------------------------------------------
//! Parse a *MESH_FACE block in a file
//! \param out receive the face data
void ParseLV4MeshFace(ASE::Face &out);
// -------------------------------------------------------------------
//! Parse a *MESH_VERT block in a file
//! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
//! \param apOut Output buffer (3 floats)
//! \param rIndexOut Output index
void ParseLV4MeshRealTriple(ai_real *apOut, unsigned int &rIndexOut);
void ParseLV4MeshFloatTriple(float *apOut, unsigned int &rIndexOut);
// -------------------------------------------------------------------
//! Parse a *MESH_VERT block in a file
//! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
//! \param apOut Output buffer (3 floats)
void ParseLV4MeshRealTriple(ai_real *apOut);
void ParseLV4MeshFloatTriple(float *apOut);
// -------------------------------------------------------------------
//! Parse a *MESH_TFACE block in a file
//! (also works for MESH_CFACE)
//! \param apOut Output buffer (3 ints)
//! \param rIndexOut Output index
void ParseLV4MeshLongTriple(unsigned int *apOut, unsigned int &rIndexOut);
// -------------------------------------------------------------------
//! Parse a *MESH_TFACE block in a file
//! (also works for MESH_CFACE)
//! \param apOut Output buffer (3 ints)
void ParseLV4MeshLongTriple(unsigned int *apOut);
// -------------------------------------------------------------------
//! Parse a single float element
//! \param fOut Output float
void ParseLV4MeshReal(ai_real &fOut);
void ParseLV4MeshFloat(float &fOut);
// -------------------------------------------------------------------
//! Parse a single int element
//! \param iOut Output integer
void ParseLV4MeshLong(unsigned int &iOut);
// -------------------------------------------------------------------
//! Skip everything to the next: '*' or '\0'
bool SkipToNextToken();
// -------------------------------------------------------------------
//! Skip the current section until the token after the closing }.
//! This function handles embedded subsections correctly
bool SkipSection();
// -------------------------------------------------------------------
//! Output a warning to the logger
//! \param szWarn Warn message
void LogWarning(const char *szWarn);
// -------------------------------------------------------------------
//! Output a message to the logger
//! \param szWarn Message
void LogInfo(const char *szWarn);
// -------------------------------------------------------------------
//! Output an error to the logger
//! \param szWarn Error message
AI_WONT_RETURN void LogError(const char *szWarn) AI_WONT_RETURN_SUFFIX;
// -------------------------------------------------------------------
//! Parse a string, enclosed in double quotation marks
//! \param out Output string
//! \param szName Name of the enclosing element -> used in error
//! messages.
//! \return false if an error occurred
bool ParseString(std::string &out, const char *szName);
public:
const char *mFilePtr; ////< Pointer to current data
const char *mEnd; ///< The end pointer of the file data
//! background color to be passed to the viewer
//! QNAN if none was found
aiColor3D m_clrBackground;
//! Base ambient color to be passed to all materials
//! QNAN if none was found
aiColor3D m_clrAmbient;
//! List of all materials found in the file
std::vector<Material> m_vMaterials;
//! List of all meshes found in the file
std::vector<Mesh> m_vMeshes;
//! List of all dummies found in the file
std::vector<Dummy> m_vDummies;
//! List of all lights found in the file
std::vector<Light> m_vLights;
//! List of all cameras found in the file
std::vector<Camera> m_vCameras;
//! Current line in the file
unsigned int iLineNumber;
//! First frame
unsigned int iFirstFrame;
//! Last frame
unsigned int iLastFrame;
//! Frame speed - frames per second
unsigned int iFrameSpeed;
//! Ticks per frame
unsigned int iTicksPerFrame;
//! true if the last character read was an end-line character
bool bLastWasEndLine;
//! File format version
unsigned int iFileFormat;
};
} // Namespace ASE
} // namespace Assimp
#endif // ASSIMP_BUILD_NO_3DS_IMPORTER
#endif // !! include guard

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file AssbinExporter.cpp
* ASSBIN exporter main code
*/
#ifndef ASSIMP_BUILD_NO_EXPORT
#ifndef ASSIMP_BUILD_NO_ASSBIN_EXPORTER
#include "AssbinFileWriter.h"
#include <assimp/scene.h>
#include <assimp/Exporter.hpp>
#include <assimp/IOSystem.hpp>
namespace Assimp {
void ExportSceneAssbin(const char *pFile, IOSystem *pIOSystem, const aiScene *pScene, const ExportProperties * /*pProperties*/) {
DumpSceneToAssbin(
pFile,
"\0", // no command(s).
pIOSystem,
pScene,
false, // shortened?
false); // compressed?
}
} // end of namespace Assimp
#endif // ASSIMP_BUILD_NO_ASSBIN_EXPORTER
#endif // ASSIMP_BUILD_NO_EXPORT

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file AssbinExporter.h
* ASSBIN Exporter Main Header
*/
#pragma once
#ifndef AI_ASSBINEXPORTER_H_INC
#define AI_ASSBINEXPORTER_H_INC
#include <assimp/defs.h>
#ifndef ASSIMP_BUILD_NO_EXPORT
// nothing really needed here - reserved for future use like properties
namespace Assimp {
void ASSIMP_API ExportSceneAssbin(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/);
}
#endif
#endif // AI_ASSBINEXPORTER_H_INC

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file AssbinFileWriter.cpp
* @brief Implementation of Assbin file writer.
*/
#include "AssbinFileWriter.h"
#include "Common/assbin_chunks.h"
#include "PostProcessing/ProcessHelper.h"
#include <assimp/Exceptional.h>
#include <assimp/version.h>
#include <assimp/IOStream.hpp>
#include "zlib.h"
#include <ctime>
#if _MSC_VER
#pragma warning(push)
#pragma warning(disable : 4706)
#endif // _MSC_VER
namespace Assimp {
template <typename T>
size_t Write(IOStream *stream, const T &v) {
return stream->Write(&v, sizeof(T), 1);
}
// -----------------------------------------------------------------------------------
// Serialize an aiString
template <>
inline size_t Write<aiString>(IOStream *stream, const aiString &s) {
const size_t s2 = (uint32_t)s.length;
stream->Write(&s, 4, 1);
stream->Write(s.data, s2, 1);
return s2 + 4;
}
// -----------------------------------------------------------------------------------
// Serialize an unsigned int as uint32_t
template <>
inline size_t Write<unsigned int>(IOStream *stream, const unsigned int &w) {
const uint32_t t = (uint32_t)w;
if (w > t) {
// this shouldn't happen, integers in Assimp data structures never exceed 2^32
throw DeadlyExportError("loss of data due to 64 -> 32 bit integer conversion");
}
stream->Write(&t, 4, 1);
return 4;
}
// -----------------------------------------------------------------------------------
// Serialize an unsigned int as uint16_t
template <>
inline size_t Write<uint16_t>(IOStream *stream, const uint16_t &w) {
static_assert(sizeof(uint16_t) == 2, "sizeof(uint16_t)==2");
stream->Write(&w, 2, 1);
return 2;
}
// -----------------------------------------------------------------------------------
// Serialize a float
template <>
inline size_t Write<float>(IOStream *stream, const float &f) {
static_assert(sizeof(float) == 4, "sizeof(float)==4");
stream->Write(&f, 4, 1);
return 4;
}
// -----------------------------------------------------------------------------------
// Serialize a double
template <>
inline size_t Write<double>(IOStream *stream, const double &f) {
static_assert(sizeof(double) == 8, "sizeof(double)==8");
stream->Write(&f, 8, 1);
return 8;
}
// -----------------------------------------------------------------------------------
// Serialize a vec3
template <>
inline size_t Write<aiVector3D>(IOStream *stream, const aiVector3D &v) {
size_t t = Write<ai_real>(stream, v.x);
t += Write<float>(stream, v.y);
t += Write<float>(stream, v.z);
return t;
}
// -----------------------------------------------------------------------------------
// Serialize a color value
template <>
inline size_t Write<aiColor3D>(IOStream *stream, const aiColor3D &v) {
size_t t = Write<ai_real>(stream, v.r);
t += Write<float>(stream, v.g);
t += Write<float>(stream, v.b);
return t;
}
// -----------------------------------------------------------------------------------
// Serialize a color value
template <>
inline size_t Write<aiColor4D>(IOStream *stream, const aiColor4D &v) {
size_t t = Write<ai_real>(stream, v.r);
t += Write<float>(stream, v.g);
t += Write<float>(stream, v.b);
t += Write<float>(stream, v.a);
return t;
}
// -----------------------------------------------------------------------------------
// Serialize a quaternion
template <>
inline size_t Write<aiQuaternion>(IOStream *stream, const aiQuaternion &v) {
size_t t = Write<ai_real>(stream, v.w);
t += Write<float>(stream, v.x);
t += Write<float>(stream, v.y);
t += Write<float>(stream, v.z);
ai_assert(t == 16);
return t;
}
// -----------------------------------------------------------------------------------
// Serialize a vertex weight
template <>
inline size_t Write<aiVertexWeight>(IOStream *stream, const aiVertexWeight &v) {
size_t t = Write<unsigned int>(stream, v.mVertexId);
return t + Write<float>(stream, v.mWeight);
}
constexpr size_t MatrixSize = 64;
// -----------------------------------------------------------------------------------
// Serialize a mat4x4
template <>
inline size_t Write<aiMatrix4x4>(IOStream *stream, const aiMatrix4x4 &m) {
for (unsigned int i = 0; i < 4; ++i) {
for (unsigned int i2 = 0; i2 < 4; ++i2) {
Write<ai_real>(stream, m[i][i2]);
}
}
return MatrixSize;
}
// -----------------------------------------------------------------------------------
// Serialize an aiVectorKey
template <>
inline size_t Write<aiVectorKey>(IOStream *stream, const aiVectorKey &v) {
const size_t t = Write<double>(stream, v.mTime);
return t + Write<aiVector3D>(stream, v.mValue);
}
// -----------------------------------------------------------------------------------
// Serialize an aiQuatKey
template <>
inline size_t Write<aiQuatKey>(IOStream *stream, const aiQuatKey &v) {
const size_t t = Write<double>(stream, v.mTime);
return t + Write<aiQuaternion>(stream, v.mValue);
}
template <typename T>
inline size_t WriteBounds(IOStream *stream, const T *in, unsigned int size) {
T minc, maxc;
ArrayBounds(in, size, minc, maxc);
const size_t t = Write<T>(stream, minc);
return t + Write<T>(stream, maxc);
}
// We use this to write out non-byte arrays so that we write using the specializations.
// This way we avoid writing out extra bytes that potentially come from struct alignment.
template <typename T>
inline size_t WriteArray(IOStream *stream, const T *in, unsigned int size) {
size_t n = 0;
for (unsigned int i = 0; i < size; i++)
n += Write<T>(stream, in[i]);
return n;
}
// ----------------------------------------------------------------------------------
/** @class AssbinChunkWriter
* @brief Chunk writer mechanism for the .assbin file structure
*
* This is a standard in-memory IOStream (most of the code is based on BlobIOStream),
* the difference being that this takes another IOStream as a "container" in the
* constructor, and when it is destroyed, it appends the magic number, the chunk size,
* and the chunk contents to the container stream. This allows relatively easy chunk
* chunk construction, even recursively.
*/
class AssbinChunkWriter : public IOStream {
private:
uint8_t *buffer;
uint32_t magic;
IOStream *container;
size_t cur_size, cursor, initial;
private:
// -------------------------------------------------------------------
void Grow(size_t need = 0) {
size_t new_size = std::max(initial, std::max(need, cur_size + (cur_size >> 1)));
const uint8_t *const old = buffer;
buffer = new uint8_t[new_size];
if (old) {
memcpy(buffer, old, cur_size);
delete[] old;
}
cur_size = new_size;
}
public:
AssbinChunkWriter(IOStream *container, uint32_t magic, size_t initial = 4096) :
buffer(nullptr),
magic(magic),
container(container),
cur_size(0),
cursor(0),
initial(initial) {
// empty
}
~AssbinChunkWriter() override {
if (container) {
container->Write(&magic, sizeof(uint32_t), 1);
container->Write(&cursor, sizeof(uint32_t), 1);
container->Write(buffer, 1, cursor);
}
if (buffer) delete[] buffer;
}
void *GetBufferPointer() { return buffer; }
size_t Read(void * /*pvBuffer*/, size_t /*pSize*/, size_t /*pCount*/) override {
return 0;
}
aiReturn Seek(size_t /*pOffset*/, aiOrigin /*pOrigin*/) override {
return aiReturn_FAILURE;
}
size_t Tell() const override {
return cursor;
}
void Flush() override {
// not implemented
}
size_t FileSize() const override {
return cursor;
}
size_t Write(const void *pvBuffer, size_t pSize, size_t pCount) override {
pSize *= pCount;
if (cursor + pSize > cur_size) {
Grow(cursor + pSize);
}
memcpy(buffer + cursor, pvBuffer, pSize);
cursor += pSize;
return pCount;
}
};
// ----------------------------------------------------------------------------------
/** @class AssbinFileWriter
* @brief Assbin file writer class
*
* This class writes an .assbin file, and is responsible for the file layout.
*/
class AssbinFileWriter {
private:
bool shortened;
bool compressed;
protected:
// -----------------------------------------------------------------------------------
void WriteBinaryNode(IOStream *container, const aiNode *node) {
AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AINODE);
unsigned int nb_metadata = (node->mMetaData != nullptr ? node->mMetaData->mNumProperties : 0);
Write<aiString>(&chunk, node->mName);
Write<aiMatrix4x4>(&chunk, node->mTransformation);
Write<unsigned int>(&chunk, node->mNumChildren);
Write<unsigned int>(&chunk, node->mNumMeshes);
Write<unsigned int>(&chunk, nb_metadata);
for (unsigned int i = 0; i < node->mNumMeshes; ++i) {
Write<unsigned int>(&chunk, node->mMeshes[i]);
}
for (unsigned int i = 0; i < node->mNumChildren; ++i) {
WriteBinaryNode(&chunk, node->mChildren[i]);
}
for (unsigned int i = 0; i < nb_metadata; ++i) {
const aiString &key = node->mMetaData->mKeys[i];
aiMetadataType type = node->mMetaData->mValues[i].mType;
void *value = node->mMetaData->mValues[i].mData;
Write<aiString>(&chunk, key);
Write<uint16_t>(&chunk, (uint16_t)type);
switch (type) {
case AI_BOOL:
Write<bool>(&chunk, *((bool *)value));
break;
case AI_INT32:
Write<int32_t>(&chunk, *((int32_t *)value));
break;
case AI_UINT64:
Write<uint64_t>(&chunk, *((uint64_t *)value));
break;
case AI_FLOAT:
Write<float>(&chunk, *((float *)value));
break;
case AI_DOUBLE:
Write<double>(&chunk, *((double *)value));
break;
case AI_AISTRING:
Write<aiString>(&chunk, *((aiString *)value));
break;
case AI_AIVECTOR3D:
Write<aiVector3D>(&chunk, *((aiVector3D *)value));
break;
#ifdef SWIG
case FORCE_32BIT:
#endif // SWIG
default:
break;
}
}
}
// -----------------------------------------------------------------------------------
void WriteBinaryTexture(IOStream *container, const aiTexture *tex) {
AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AITEXTURE);
Write<unsigned int>(&chunk, tex->mWidth);
Write<unsigned int>(&chunk, tex->mHeight);
// Write the texture format, but don't include the null terminator.
chunk.Write(tex->achFormatHint, sizeof(char), HINTMAXTEXTURELEN - 1);
if (!shortened) {
if (!tex->mHeight) {
chunk.Write(tex->pcData, 1, tex->mWidth);
} else {
chunk.Write(tex->pcData, 1, tex->mWidth * tex->mHeight * 4);
}
}
}
// -----------------------------------------------------------------------------------
void WriteBinaryBone(IOStream *container, const aiBone *b) {
AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AIBONE);
Write<aiString>(&chunk, b->mName);
Write<unsigned int>(&chunk, b->mNumWeights);
Write<aiMatrix4x4>(&chunk, b->mOffsetMatrix);
// for the moment we write dumb min/max values for the bones, too.
// maybe I'll add a better, hash-like solution later
if (shortened) {
WriteBounds(&chunk, b->mWeights, b->mNumWeights);
} // else write as usual
else
WriteArray<aiVertexWeight>(&chunk, b->mWeights, b->mNumWeights);
}
// -----------------------------------------------------------------------------------
void WriteBinaryMesh(IOStream *container, const aiMesh *mesh) {
AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AIMESH);
Write<unsigned int>(&chunk, mesh->mPrimitiveTypes);
Write<unsigned int>(&chunk, mesh->mNumVertices);
Write<unsigned int>(&chunk, mesh->mNumFaces);
Write<unsigned int>(&chunk, mesh->mNumBones);
Write<unsigned int>(&chunk, mesh->mMaterialIndex);
// first of all, write bits for all existent vertex components
unsigned int c = 0;
if (mesh->mVertices) {
c |= ASSBIN_MESH_HAS_POSITIONS;
}
if (mesh->mNormals) {
c |= ASSBIN_MESH_HAS_NORMALS;
}
if (mesh->mTangents && mesh->mBitangents) {
c |= ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS;
}
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++n) {
if (!mesh->mTextureCoords[n]) {
break;
}
c |= ASSBIN_MESH_HAS_TEXCOORD(n);
}
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS; ++n) {
if (!mesh->mColors[n]) {
break;
}
c |= ASSBIN_MESH_HAS_COLOR(n);
}
Write<unsigned int>(&chunk, c);
aiVector3D minVec, maxVec;
if (mesh->mVertices) {
if (shortened) {
WriteBounds(&chunk, mesh->mVertices, mesh->mNumVertices);
} // else write as usual
else
WriteArray<aiVector3D>(&chunk, mesh->mVertices, mesh->mNumVertices);
}
if (mesh->mNormals) {
if (shortened) {
WriteBounds(&chunk, mesh->mNormals, mesh->mNumVertices);
} // else write as usual
else
WriteArray<aiVector3D>(&chunk, mesh->mNormals, mesh->mNumVertices);
}
if (mesh->mTangents && mesh->mBitangents) {
if (shortened) {
WriteBounds(&chunk, mesh->mTangents, mesh->mNumVertices);
WriteBounds(&chunk, mesh->mBitangents, mesh->mNumVertices);
} // else write as usual
else {
WriteArray<aiVector3D>(&chunk, mesh->mTangents, mesh->mNumVertices);
WriteArray<aiVector3D>(&chunk, mesh->mBitangents, mesh->mNumVertices);
}
}
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS; ++n) {
if (!mesh->mColors[n])
break;
if (shortened) {
WriteBounds(&chunk, mesh->mColors[n], mesh->mNumVertices);
} // else write as usual
else
WriteArray<aiColor4D>(&chunk, mesh->mColors[n], mesh->mNumVertices);
}
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++n) {
if (!mesh->mTextureCoords[n])
break;
// write number of UV components
Write<unsigned int>(&chunk, mesh->mNumUVComponents[n]);
if (shortened) {
WriteBounds(&chunk, mesh->mTextureCoords[n], mesh->mNumVertices);
} // else write as usual
else
WriteArray<aiVector3D>(&chunk, mesh->mTextureCoords[n], mesh->mNumVertices);
}
// write faces. There are no floating-point calculations involved
// in these, so we can write a simple hash over the face data
// to the dump file. We generate a single 32 Bit hash for 512 faces
// using Assimp's standard hashing function.
if (shortened) {
unsigned int processed = 0;
for (unsigned int job; (job = std::min(mesh->mNumFaces - processed, 512u)); processed += job) {
uint32_t hash = 0;
for (unsigned int a = 0; a < job; ++a) {
const aiFace &f = mesh->mFaces[processed + a];
uint32_t tmp = f.mNumIndices;
hash = SuperFastHash(reinterpret_cast<const char *>(&tmp), sizeof tmp, hash);
for (unsigned int i = 0; i < f.mNumIndices; ++i) {
static_assert(AI_MAX_VERTICES <= 0xffffffff, "AI_MAX_VERTICES <= 0xffffffff");
tmp = static_cast<uint32_t>(f.mIndices[i]);
hash = SuperFastHash(reinterpret_cast<const char *>(&tmp), sizeof tmp, hash);
}
}
Write<unsigned int>(&chunk, hash);
}
} else // else write as usual
{
// if there are less than 2^16 vertices, we can simply use 16 bit integers ...
for (unsigned int i = 0; i < mesh->mNumFaces; ++i) {
const aiFace &f = mesh->mFaces[i];
static_assert(AI_MAX_FACE_INDICES <= 0xffff, "AI_MAX_FACE_INDICES <= 0xffff");
Write<uint16_t>(&chunk, static_cast<uint16_t>(f.mNumIndices));
for (unsigned int a = 0; a < f.mNumIndices; ++a) {
if (mesh->mNumVertices < (1u << 16)) {
Write<uint16_t>(&chunk, static_cast<uint16_t>(f.mIndices[a]));
} else {
Write<unsigned int>(&chunk, f.mIndices[a]);
}
}
}
}
// write bones
if (mesh->mNumBones) {
for (unsigned int a = 0; a < mesh->mNumBones; ++a) {
const aiBone *b = mesh->mBones[a];
WriteBinaryBone(&chunk, b);
}
}
}
// -----------------------------------------------------------------------------------
void WriteBinaryMaterialProperty(IOStream *container, const aiMaterialProperty *prop) {
AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AIMATERIALPROPERTY);
Write<aiString>(&chunk, prop->mKey);
Write<unsigned int>(&chunk, prop->mSemantic);
Write<unsigned int>(&chunk, prop->mIndex);
Write<unsigned int>(&chunk, prop->mDataLength);
Write<unsigned int>(&chunk, (unsigned int)prop->mType);
chunk.Write(prop->mData, 1, prop->mDataLength);
}
// -----------------------------------------------------------------------------------
void WriteBinaryMaterial(IOStream *container, const aiMaterial *mat) {
AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AIMATERIAL);
Write<unsigned int>(&chunk, mat->mNumProperties);
for (unsigned int i = 0; i < mat->mNumProperties; ++i) {
WriteBinaryMaterialProperty(&chunk, mat->mProperties[i]);
}
}
// -----------------------------------------------------------------------------------
void WriteBinaryNodeAnim(IOStream *container, const aiNodeAnim *nd) {
AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AINODEANIM);
Write<aiString>(&chunk, nd->mNodeName);
Write<unsigned int>(&chunk, nd->mNumPositionKeys);
Write<unsigned int>(&chunk, nd->mNumRotationKeys);
Write<unsigned int>(&chunk, nd->mNumScalingKeys);
Write<unsigned int>(&chunk, nd->mPreState);
Write<unsigned int>(&chunk, nd->mPostState);
if (nd->mPositionKeys) {
if (shortened) {
WriteBounds(&chunk, nd->mPositionKeys, nd->mNumPositionKeys);
} // else write as usual
else
WriteArray<aiVectorKey>(&chunk, nd->mPositionKeys, nd->mNumPositionKeys);
}
if (nd->mRotationKeys) {
if (shortened) {
WriteBounds(&chunk, nd->mRotationKeys, nd->mNumRotationKeys);
} // else write as usual
else
WriteArray<aiQuatKey>(&chunk, nd->mRotationKeys, nd->mNumRotationKeys);
}
if (nd->mScalingKeys) {
if (shortened) {
WriteBounds(&chunk, nd->mScalingKeys, nd->mNumScalingKeys);
} // else write as usual
else
WriteArray<aiVectorKey>(&chunk, nd->mScalingKeys, nd->mNumScalingKeys);
}
}
// -----------------------------------------------------------------------------------
void WriteBinaryAnim(IOStream *container, const aiAnimation *anim) {
AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AIANIMATION);
Write<aiString>(&chunk, anim->mName);
Write<double>(&chunk, anim->mDuration);
Write<double>(&chunk, anim->mTicksPerSecond);
Write<unsigned int>(&chunk, anim->mNumChannels);
for (unsigned int a = 0; a < anim->mNumChannels; ++a) {
const aiNodeAnim *nd = anim->mChannels[a];
WriteBinaryNodeAnim(&chunk, nd);
}
}
// -----------------------------------------------------------------------------------
void WriteBinaryLight(IOStream *container, const aiLight *l) {
AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AILIGHT);
Write<aiString>(&chunk, l->mName);
Write<unsigned int>(&chunk, l->mType);
Write<aiVector3D>(&chunk, l->mPosition);
Write<aiVector3D>(&chunk, l->mDirection);
Write<aiVector3D>(&chunk, l->mUp);
if (l->mType != aiLightSource_DIRECTIONAL) {
Write<float>(&chunk, l->mAttenuationConstant);
Write<float>(&chunk, l->mAttenuationLinear);
Write<float>(&chunk, l->mAttenuationQuadratic);
}
Write<aiColor3D>(&chunk, l->mColorDiffuse);
Write<aiColor3D>(&chunk, l->mColorSpecular);
Write<aiColor3D>(&chunk, l->mColorAmbient);
if (l->mType == aiLightSource_SPOT) {
Write<float>(&chunk, l->mAngleInnerCone);
Write<float>(&chunk, l->mAngleOuterCone);
}
}
// -----------------------------------------------------------------------------------
void WriteBinaryCamera(IOStream *container, const aiCamera *cam) {
AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AICAMERA);
Write<aiString>(&chunk, cam->mName);
Write<aiVector3D>(&chunk, cam->mPosition);
Write<aiVector3D>(&chunk, cam->mLookAt);
Write<aiVector3D>(&chunk, cam->mUp);
Write<float>(&chunk, cam->mHorizontalFOV);
Write<float>(&chunk, cam->mClipPlaneNear);
Write<float>(&chunk, cam->mClipPlaneFar);
Write<float>(&chunk, cam->mAspect);
}
// -----------------------------------------------------------------------------------
void WriteBinaryScene(IOStream *container, const aiScene *scene) {
AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AISCENE);
// basic scene information
Write<unsigned int>(&chunk, scene->mFlags);
Write<unsigned int>(&chunk, scene->mNumMeshes);
Write<unsigned int>(&chunk, scene->mNumMaterials);
Write<unsigned int>(&chunk, scene->mNumAnimations);
Write<unsigned int>(&chunk, scene->mNumTextures);
Write<unsigned int>(&chunk, scene->mNumLights);
Write<unsigned int>(&chunk, scene->mNumCameras);
// write node graph
WriteBinaryNode(&chunk, scene->mRootNode);
// write all meshes
for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
const aiMesh *mesh = scene->mMeshes[i];
WriteBinaryMesh(&chunk, mesh);
}
// write materials
for (unsigned int i = 0; i < scene->mNumMaterials; ++i) {
const aiMaterial *mat = scene->mMaterials[i];
WriteBinaryMaterial(&chunk, mat);
}
// write all animations
for (unsigned int i = 0; i < scene->mNumAnimations; ++i) {
const aiAnimation *anim = scene->mAnimations[i];
WriteBinaryAnim(&chunk, anim);
}
// write all textures
for (unsigned int i = 0; i < scene->mNumTextures; ++i) {
const aiTexture *mesh = scene->mTextures[i];
WriteBinaryTexture(&chunk, mesh);
}
// write lights
for (unsigned int i = 0; i < scene->mNumLights; ++i) {
const aiLight *l = scene->mLights[i];
WriteBinaryLight(&chunk, l);
}
// write cameras
for (unsigned int i = 0; i < scene->mNumCameras; ++i) {
const aiCamera *cam = scene->mCameras[i];
WriteBinaryCamera(&chunk, cam);
}
}
public:
AssbinFileWriter(bool shortened, bool compressed) :
shortened(shortened), compressed(compressed) {
}
// -----------------------------------------------------------------------------------
// Write a binary model dump
void WriteBinaryDump(const char *pFile, const char *cmd, IOSystem *pIOSystem, const aiScene *pScene) {
IOStream *out = pIOSystem->Open(pFile, "wb");
if (!out)
throw std::runtime_error("Unable to open output file " + std::string(pFile) + '\n');
auto CloseIOStream = [&]() {
if (out) {
pIOSystem->Close(out);
out = nullptr; // Ensure this is only done once.
}
};
try {
time_t tt = time(nullptr);
#if _WIN32
tm *p = gmtime(&tt);
#else
struct tm now;
tm *p = gmtime_r(&tt, &now);
#endif
// header
char s[64];
memset(s, 0, 64);
#if _MSC_VER >= 1400
sprintf_s(s, "ASSIMP.binary-dump.%s", asctime(p));
#else
ai_snprintf(s, 64, "ASSIMP.binary-dump.%s", asctime(p));
#endif
out->Write(s, 44, 1);
// == 44 bytes
Write<unsigned int>(out, ASSBIN_VERSION_MAJOR);
Write<unsigned int>(out, ASSBIN_VERSION_MINOR);
Write<unsigned int>(out, aiGetVersionRevision());
Write<unsigned int>(out, aiGetCompileFlags());
Write<uint16_t>(out, shortened);
Write<uint16_t>(out, compressed);
// == 20 bytes
char buff[256] = { 0 };
ai_snprintf(buff, 256, "%s", pFile);
out->Write(buff, sizeof(char), 256);
memset(buff, 0, sizeof(buff));
ai_snprintf(buff, 128, "%s", cmd);
out->Write(buff, sizeof(char), 128);
// leave 64 bytes free for future extensions
memset(buff, 0xcd, 64);
out->Write(buff, sizeof(char), 64);
// == 435 bytes
// ==== total header size: 512 bytes
ai_assert(out->Tell() == ASSBIN_HEADER_LENGTH);
// Up to here the data is uncompressed. For compressed files, the rest
// is compressed using standard DEFLATE from zlib.
if (compressed) {
AssbinChunkWriter uncompressedStream(nullptr, 0);
WriteBinaryScene(&uncompressedStream, pScene);
uLongf uncompressedSize = static_cast<uLongf>(uncompressedStream.Tell());
uLongf compressedSize = (uLongf)compressBound(uncompressedSize);
uint8_t *compressedBuffer = new uint8_t[compressedSize];
int res = compress2(compressedBuffer, &compressedSize, (const Bytef *)uncompressedStream.GetBufferPointer(), uncompressedSize, 9);
if (res != Z_OK) {
delete[] compressedBuffer;
throw DeadlyExportError("Compression failed.");
}
out->Write(&uncompressedSize, sizeof(uint32_t), 1);
out->Write(compressedBuffer, sizeof(char), compressedSize);
delete[] compressedBuffer;
} else {
WriteBinaryScene(out, pScene);
}
CloseIOStream();
} catch (...) {
CloseIOStream();
throw;
}
}
};
void DumpSceneToAssbin(
const char *pFile, const char *cmd, IOSystem *pIOSystem,
const aiScene *pScene, bool shortened, bool compressed) {
AssbinFileWriter fileWriter(shortened, compressed);
fileWriter.WriteBinaryDump(pFile, cmd, pIOSystem, pScene);
}
#if _MSC_VER
#pragma warning(pop)
#endif // _MSC_VER
} // end of namespace Assimp

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file AssbinFileWriter.h
* @brief Declaration of Assbin file writer.
*/
#ifndef AI_ASSBINFILEWRITER_H_INC
#define AI_ASSBINFILEWRITER_H_INC
#include <assimp/defs.h>
#include <assimp/scene.h>
#include <assimp/IOSystem.hpp>
namespace Assimp {
void ASSIMP_API DumpSceneToAssbin(
const char *pFile,
const char *cmd,
IOSystem *pIOSystem,
const aiScene *pScene,
bool shortened,
bool compressed);
}
#endif // AI_ASSBINFILEWRITER_H_INC

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@@ -0,0 +1,741 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file AssbinLoader.cpp
* @brief Implementation of the .assbin importer class
*
* see assbin_chunks.h
*/
#ifndef ASSIMP_BUILD_NO_ASSBIN_IMPORTER
// internal headers
#include "AssbinLoader.h"
#include "Common/assbin_chunks.h"
#include <assimp/MemoryIOWrapper.h>
#include <assimp/anim.h>
#include <assimp/importerdesc.h>
#include <assimp/mesh.h>
#include <assimp/scene.h>
#include <memory>
#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
#include <zlib.h>
#else
#include <contrib/zlib/zlib.h>
#endif
using namespace Assimp;
static constexpr aiImporterDesc desc = {
"Assimp Binary Importer",
"Gargaj / Conspiracy",
"",
"",
aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportCompressedFlavour,
0,
0,
0,
0,
"assbin"
};
// -----------------------------------------------------------------------------------
const aiImporterDesc *AssbinImporter::GetInfo() const {
return &desc;
}
// -----------------------------------------------------------------------------------
bool AssbinImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
IOStream *in = pIOHandler->Open(pFile);
if (nullptr == in) {
return false;
}
char s[32];
const size_t read = in->Read(s, sizeof(char), 32);
pIOHandler->Close(in);
if (read < 19) {
return false;
}
return strncmp(s, "ASSIMP.binary-dump.", 19) == 0;
}
// -----------------------------------------------------------------------------------
template <typename T>
T Read(IOStream *stream) {
T t;
size_t res = stream->Read(&t, sizeof(T), 1);
if (res != 1) {
throw DeadlyImportError("Unexpected EOF");
}
return t;
}
// -----------------------------------------------------------------------------------
template <>
aiVector3D Read<aiVector3D>(IOStream *stream) {
aiVector3D v;
v.x = Read<ai_real>(stream);
v.y = Read<ai_real>(stream);
v.z = Read<ai_real>(stream);
return v;
}
// -----------------------------------------------------------------------------------
template <>
aiColor4D Read<aiColor4D>(IOStream *stream) {
aiColor4D c;
c.r = Read<ai_real>(stream);
c.g = Read<ai_real>(stream);
c.b = Read<ai_real>(stream);
c.a = Read<ai_real>(stream);
return c;
}
// -----------------------------------------------------------------------------------
template <>
aiQuaternion Read<aiQuaternion>(IOStream *stream) {
aiQuaternion v;
v.w = Read<ai_real>(stream);
v.x = Read<ai_real>(stream);
v.y = Read<ai_real>(stream);
v.z = Read<ai_real>(stream);
return v;
}
// -----------------------------------------------------------------------------------
template <>
aiString Read<aiString>(IOStream *stream) {
aiString s;
stream->Read(&s.length, 4, 1);
if (s.length) {
stream->Read(s.data, s.length, 1);
}
s.data[s.length] = 0;
return s;
}
// -----------------------------------------------------------------------------------
template <>
aiVertexWeight Read<aiVertexWeight>(IOStream *stream) {
aiVertexWeight w;
w.mVertexId = Read<unsigned int>(stream);
w.mWeight = Read<ai_real>(stream);
return w;
}
// -----------------------------------------------------------------------------------
template <>
aiMatrix4x4 Read<aiMatrix4x4>(IOStream *stream) {
aiMatrix4x4 m;
for (unsigned int i = 0; i < 4; ++i) {
for (unsigned int i2 = 0; i2 < 4; ++i2) {
m[i][i2] = Read<ai_real>(stream);
}
}
return m;
}
// -----------------------------------------------------------------------------------
template <>
aiVectorKey Read<aiVectorKey>(IOStream *stream) {
aiVectorKey v;
v.mTime = Read<double>(stream);
v.mValue = Read<aiVector3D>(stream);
return v;
}
// -----------------------------------------------------------------------------------
template <>
aiQuatKey Read<aiQuatKey>(IOStream *stream) {
aiQuatKey v;
v.mTime = Read<double>(stream);
v.mValue = Read<aiQuaternion>(stream);
return v;
}
// -----------------------------------------------------------------------------------
template <typename T>
void ReadArray(IOStream *stream, T *out, unsigned int size) {
ai_assert(nullptr != stream);
ai_assert(nullptr != out);
for (unsigned int i = 0; i < size; i++) {
out[i] = Read<T>(stream);
}
}
// -----------------------------------------------------------------------------------
template <typename T>
void ReadBounds(IOStream *stream, T * /*p*/, unsigned int n) {
// not sure what to do here, the data isn't really useful.
stream->Seek(sizeof(T) * n, aiOrigin_CUR);
}
// -----------------------------------------------------------------------------------
void AssbinImporter::ReadBinaryNode(IOStream *stream, aiNode **onode, aiNode *parent) {
if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AINODE)
throw DeadlyImportError("Magic chunk identifiers are wrong!");
/*uint32_t size =*/Read<uint32_t>(stream);
std::unique_ptr<aiNode> node(new aiNode());
node->mName = Read<aiString>(stream);
node->mTransformation = Read<aiMatrix4x4>(stream);
unsigned numChildren = Read<unsigned int>(stream);
unsigned numMeshes = Read<unsigned int>(stream);
unsigned int nb_metadata = Read<unsigned int>(stream);
if (parent) {
node->mParent = parent;
}
if (numMeshes) {
node->mMeshes = new unsigned int[numMeshes];
for (unsigned int i = 0; i < numMeshes; ++i) {
node->mMeshes[i] = Read<unsigned int>(stream);
node->mNumMeshes++;
}
}
if (numChildren) {
node->mChildren = new aiNode *[numChildren];
for (unsigned int i = 0; i < numChildren; ++i) {
ReadBinaryNode(stream, &node->mChildren[i], node.get());
node->mNumChildren++;
}
}
if (nb_metadata > 0) {
node->mMetaData = aiMetadata::Alloc(nb_metadata);
for (unsigned int i = 0; i < nb_metadata; ++i) {
node->mMetaData->mKeys[i] = Read<aiString>(stream);
node->mMetaData->mValues[i].mType = (aiMetadataType)Read<uint16_t>(stream);
void *data = nullptr;
switch (node->mMetaData->mValues[i].mType) {
case AI_BOOL:
data = new bool(Read<bool>(stream));
break;
case AI_INT32:
data = new int32_t(Read<int32_t>(stream));
break;
case AI_UINT64:
data = new uint64_t(Read<uint64_t>(stream));
break;
case AI_FLOAT:
data = new ai_real(Read<ai_real>(stream));
break;
case AI_DOUBLE:
data = new double(Read<double>(stream));
break;
case AI_AISTRING:
data = new aiString(Read<aiString>(stream));
break;
case AI_AIVECTOR3D:
data = new aiVector3D(Read<aiVector3D>(stream));
break;
#ifndef SWIG
case FORCE_32BIT:
#endif // SWIG
default:
break;
}
node->mMetaData->mValues[i].mData = data;
}
}
*onode = node.release();
}
// -----------------------------------------------------------------------------------
void AssbinImporter::ReadBinaryBone(IOStream *stream, aiBone *b) {
if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AIBONE)
throw DeadlyImportError("Magic chunk identifiers are wrong!");
/*uint32_t size =*/Read<uint32_t>(stream);
b->mName = Read<aiString>(stream);
b->mNumWeights = Read<unsigned int>(stream);
b->mOffsetMatrix = Read<aiMatrix4x4>(stream);
// for the moment we write dumb min/max values for the bones, too.
// maybe I'll add a better, hash-like solution later
if (shortened) {
ReadBounds(stream, b->mWeights, b->mNumWeights);
} else {
// else write as usual
b->mWeights = new aiVertexWeight[b->mNumWeights];
ReadArray<aiVertexWeight>(stream, b->mWeights, b->mNumWeights);
}
}
// -----------------------------------------------------------------------------------
static bool fitsIntoUI16(unsigned int mNumVertices) {
return (mNumVertices < (1u << 16));
}
// -----------------------------------------------------------------------------------
void AssbinImporter::ReadBinaryMesh(IOStream *stream, aiMesh *mesh) {
if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AIMESH)
throw DeadlyImportError("Magic chunk identifiers are wrong!");
/*uint32_t size =*/Read<uint32_t>(stream);
mesh->mPrimitiveTypes = Read<unsigned int>(stream);
mesh->mNumVertices = Read<unsigned int>(stream);
mesh->mNumFaces = Read<unsigned int>(stream);
mesh->mNumBones = Read<unsigned int>(stream);
mesh->mMaterialIndex = Read<unsigned int>(stream);
// first of all, write bits for all existent vertex components
unsigned int c = Read<unsigned int>(stream);
if (c & ASSBIN_MESH_HAS_POSITIONS) {
if (shortened) {
ReadBounds(stream, mesh->mVertices, mesh->mNumVertices);
} else {
// else write as usual
mesh->mVertices = new aiVector3D[mesh->mNumVertices];
ReadArray<aiVector3D>(stream, mesh->mVertices, mesh->mNumVertices);
}
}
if (c & ASSBIN_MESH_HAS_NORMALS) {
if (shortened) {
ReadBounds(stream, mesh->mNormals, mesh->mNumVertices);
} else {
// else write as usual
mesh->mNormals = new aiVector3D[mesh->mNumVertices];
ReadArray<aiVector3D>(stream, mesh->mNormals, mesh->mNumVertices);
}
}
if (c & ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS) {
if (shortened) {
ReadBounds(stream, mesh->mTangents, mesh->mNumVertices);
ReadBounds(stream, mesh->mBitangents, mesh->mNumVertices);
} else {
// else write as usual
mesh->mTangents = new aiVector3D[mesh->mNumVertices];
ReadArray<aiVector3D>(stream, mesh->mTangents, mesh->mNumVertices);
mesh->mBitangents = new aiVector3D[mesh->mNumVertices];
ReadArray<aiVector3D>(stream, mesh->mBitangents, mesh->mNumVertices);
}
}
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS; ++n) {
if (!(c & ASSBIN_MESH_HAS_COLOR(n))) {
break;
}
if (shortened) {
ReadBounds(stream, mesh->mColors[n], mesh->mNumVertices);
} else {
// else write as usual
mesh->mColors[n] = new aiColor4D[mesh->mNumVertices];
ReadArray<aiColor4D>(stream, mesh->mColors[n], mesh->mNumVertices);
}
}
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++n) {
if (!(c & ASSBIN_MESH_HAS_TEXCOORD(n))) {
break;
}
// write number of UV components
mesh->mNumUVComponents[n] = Read<unsigned int>(stream);
if (shortened) {
ReadBounds(stream, mesh->mTextureCoords[n], mesh->mNumVertices);
} else {
// else write as usual
mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices];
ReadArray<aiVector3D>(stream, mesh->mTextureCoords[n], mesh->mNumVertices);
}
}
// write faces. There are no floating-point calculations involved
// in these, so we can write a simple hash over the face data
// to the dump file. We generate a single 32 Bit hash for 512 faces
// using Assimp's standard hashing function.
if (shortened) {
Read<unsigned int>(stream);
} else {
// else write as usual
// if there are less than 2^16 vertices, we can simply use 16 bit integers ...
mesh->mFaces = new aiFace[mesh->mNumFaces];
for (unsigned int i = 0; i < mesh->mNumFaces; ++i) {
aiFace &f = mesh->mFaces[i];
static_assert(AI_MAX_FACE_INDICES <= 0xffff, "AI_MAX_FACE_INDICES <= 0xffff");
f.mNumIndices = Read<uint16_t>(stream);
f.mIndices = new unsigned int[f.mNumIndices];
for (unsigned int a = 0; a < f.mNumIndices; ++a) {
// Check if unsigned short ( 16 bit ) are big enough for the indices
if (fitsIntoUI16(mesh->mNumVertices)) {
f.mIndices[a] = Read<uint16_t>(stream);
} else {
f.mIndices[a] = Read<unsigned int>(stream);
}
}
}
}
// write bones
if (mesh->mNumBones) {
mesh->mBones = new C_STRUCT aiBone *[mesh->mNumBones];
for (unsigned int a = 0; a < mesh->mNumBones; ++a) {
mesh->mBones[a] = new aiBone();
ReadBinaryBone(stream, mesh->mBones[a]);
}
}
}
// -----------------------------------------------------------------------------------
void AssbinImporter::ReadBinaryMaterialProperty(IOStream *stream, aiMaterialProperty *prop) {
if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AIMATERIALPROPERTY)
throw DeadlyImportError("Magic chunk identifiers are wrong!");
/*uint32_t size =*/Read<uint32_t>(stream);
prop->mKey = Read<aiString>(stream);
prop->mSemantic = Read<unsigned int>(stream);
prop->mIndex = Read<unsigned int>(stream);
prop->mDataLength = Read<unsigned int>(stream);
prop->mType = (aiPropertyTypeInfo)Read<unsigned int>(stream);
prop->mData = new char[prop->mDataLength];
stream->Read(prop->mData, 1, prop->mDataLength);
}
// -----------------------------------------------------------------------------------
void AssbinImporter::ReadBinaryMaterial(IOStream *stream, aiMaterial *mat) {
if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AIMATERIAL)
throw DeadlyImportError("Magic chunk identifiers are wrong!");
/*uint32_t size =*/Read<uint32_t>(stream);
mat->mNumAllocated = mat->mNumProperties = Read<unsigned int>(stream);
if (mat->mNumProperties) {
if (mat->mProperties) {
delete[] mat->mProperties;
}
mat->mProperties = new aiMaterialProperty *[mat->mNumProperties];
for (unsigned int i = 0; i < mat->mNumProperties; ++i) {
mat->mProperties[i] = new aiMaterialProperty();
ReadBinaryMaterialProperty(stream, mat->mProperties[i]);
}
}
}
// -----------------------------------------------------------------------------------
void AssbinImporter::ReadBinaryNodeAnim(IOStream *stream, aiNodeAnim *nd) {
if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AINODEANIM)
throw DeadlyImportError("Magic chunk identifiers are wrong!");
/*uint32_t size =*/Read<uint32_t>(stream);
nd->mNodeName = Read<aiString>(stream);
nd->mNumPositionKeys = Read<unsigned int>(stream);
nd->mNumRotationKeys = Read<unsigned int>(stream);
nd->mNumScalingKeys = Read<unsigned int>(stream);
nd->mPreState = (aiAnimBehaviour)Read<unsigned int>(stream);
nd->mPostState = (aiAnimBehaviour)Read<unsigned int>(stream);
if (nd->mNumPositionKeys) {
if (shortened) {
ReadBounds(stream, nd->mPositionKeys, nd->mNumPositionKeys);
} // else write as usual
else {
nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
ReadArray<aiVectorKey>(stream, nd->mPositionKeys, nd->mNumPositionKeys);
}
}
if (nd->mNumRotationKeys) {
if (shortened) {
ReadBounds(stream, nd->mRotationKeys, nd->mNumRotationKeys);
} else {
// else write as usual
nd->mRotationKeys = new aiQuatKey[nd->mNumRotationKeys];
ReadArray<aiQuatKey>(stream, nd->mRotationKeys, nd->mNumRotationKeys);
}
}
if (nd->mNumScalingKeys) {
if (shortened) {
ReadBounds(stream, nd->mScalingKeys, nd->mNumScalingKeys);
} else {
// else write as usual
nd->mScalingKeys = new aiVectorKey[nd->mNumScalingKeys];
ReadArray<aiVectorKey>(stream, nd->mScalingKeys, nd->mNumScalingKeys);
}
}
}
// -----------------------------------------------------------------------------------
void AssbinImporter::ReadBinaryAnim(IOStream *stream, aiAnimation *anim) {
if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AIANIMATION)
throw DeadlyImportError("Magic chunk identifiers are wrong!");
/*uint32_t size =*/Read<uint32_t>(stream);
anim->mName = Read<aiString>(stream);
anim->mDuration = Read<double>(stream);
anim->mTicksPerSecond = Read<double>(stream);
anim->mNumChannels = Read<unsigned int>(stream);
if (anim->mNumChannels) {
anim->mChannels = new aiNodeAnim *[anim->mNumChannels];
for (unsigned int a = 0; a < anim->mNumChannels; ++a) {
anim->mChannels[a] = new aiNodeAnim();
ReadBinaryNodeAnim(stream, anim->mChannels[a]);
}
}
}
// -----------------------------------------------------------------------------------
void AssbinImporter::ReadBinaryTexture(IOStream *stream, aiTexture *tex) {
if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AITEXTURE)
throw DeadlyImportError("Magic chunk identifiers are wrong!");
/*uint32_t size =*/Read<uint32_t>(stream);
tex->mWidth = Read<unsigned int>(stream);
tex->mHeight = Read<unsigned int>(stream);
stream->Read(tex->achFormatHint, sizeof(char), HINTMAXTEXTURELEN - 1);
if (!shortened) {
if (!tex->mHeight) {
tex->pcData = new aiTexel[tex->mWidth];
stream->Read(tex->pcData, 1, tex->mWidth);
} else {
tex->pcData = new aiTexel[tex->mWidth * tex->mHeight];
stream->Read(tex->pcData, 1, tex->mWidth * tex->mHeight * 4);
}
}
}
// -----------------------------------------------------------------------------------
void AssbinImporter::ReadBinaryLight(IOStream *stream, aiLight *l) {
if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AILIGHT)
throw DeadlyImportError("Magic chunk identifiers are wrong!");
/*uint32_t size =*/Read<uint32_t>(stream);
l->mName = Read<aiString>(stream);
l->mType = (aiLightSourceType)Read<unsigned int>(stream);
l->mPosition = Read<aiVector3D>(stream);
l->mDirection = Read<aiVector3D>(stream);
l->mUp = Read<aiVector3D>(stream);
if (l->mType != aiLightSource_DIRECTIONAL) {
l->mAttenuationConstant = Read<float>(stream);
l->mAttenuationLinear = Read<float>(stream);
l->mAttenuationQuadratic = Read<float>(stream);
}
l->mColorDiffuse = Read<aiColor3D>(stream);
l->mColorSpecular = Read<aiColor3D>(stream);
l->mColorAmbient = Read<aiColor3D>(stream);
if (l->mType == aiLightSource_SPOT) {
l->mAngleInnerCone = Read<float>(stream);
l->mAngleOuterCone = Read<float>(stream);
}
}
// -----------------------------------------------------------------------------------
void AssbinImporter::ReadBinaryCamera(IOStream *stream, aiCamera *cam) {
if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AICAMERA)
throw DeadlyImportError("Magic chunk identifiers are wrong!");
/*uint32_t size =*/Read<uint32_t>(stream);
cam->mName = Read<aiString>(stream);
cam->mPosition = Read<aiVector3D>(stream);
cam->mLookAt = Read<aiVector3D>(stream);
cam->mUp = Read<aiVector3D>(stream);
cam->mHorizontalFOV = Read<float>(stream);
cam->mClipPlaneNear = Read<float>(stream);
cam->mClipPlaneFar = Read<float>(stream);
cam->mAspect = Read<float>(stream);
}
// -----------------------------------------------------------------------------------
void AssbinImporter::ReadBinaryScene(IOStream *stream, aiScene *scene) {
if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AISCENE)
throw DeadlyImportError("Magic chunk identifiers are wrong!");
/*uint32_t size =*/Read<uint32_t>(stream);
scene->mFlags = Read<unsigned int>(stream);
scene->mNumMeshes = Read<unsigned int>(stream);
scene->mNumMaterials = Read<unsigned int>(stream);
scene->mNumAnimations = Read<unsigned int>(stream);
scene->mNumTextures = Read<unsigned int>(stream);
scene->mNumLights = Read<unsigned int>(stream);
scene->mNumCameras = Read<unsigned int>(stream);
// Read node graph
//scene->mRootNode = new aiNode[1];
ReadBinaryNode(stream, &scene->mRootNode, (aiNode *)nullptr);
// Read all meshes
if (scene->mNumMeshes) {
scene->mMeshes = new aiMesh *[scene->mNumMeshes];
memset(scene->mMeshes, 0, scene->mNumMeshes * sizeof(aiMesh *));
for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
scene->mMeshes[i] = new aiMesh();
ReadBinaryMesh(stream, scene->mMeshes[i]);
}
}
// Read materials
if (scene->mNumMaterials) {
scene->mMaterials = new aiMaterial *[scene->mNumMaterials];
memset(scene->mMaterials, 0, scene->mNumMaterials * sizeof(aiMaterial *));
for (unsigned int i = 0; i < scene->mNumMaterials; ++i) {
scene->mMaterials[i] = new aiMaterial();
ReadBinaryMaterial(stream, scene->mMaterials[i]);
}
}
// Read all animations
if (scene->mNumAnimations) {
scene->mAnimations = new aiAnimation *[scene->mNumAnimations];
memset(scene->mAnimations, 0, scene->mNumAnimations * sizeof(aiAnimation *));
for (unsigned int i = 0; i < scene->mNumAnimations; ++i) {
scene->mAnimations[i] = new aiAnimation();
ReadBinaryAnim(stream, scene->mAnimations[i]);
}
}
// Read all textures
if (scene->mNumTextures) {
scene->mTextures = new aiTexture *[scene->mNumTextures];
memset(scene->mTextures, 0, scene->mNumTextures * sizeof(aiTexture *));
for (unsigned int i = 0; i < scene->mNumTextures; ++i) {
scene->mTextures[i] = new aiTexture();
ReadBinaryTexture(stream, scene->mTextures[i]);
}
}
// Read lights
if (scene->mNumLights) {
scene->mLights = new aiLight *[scene->mNumLights];
memset(scene->mLights, 0, scene->mNumLights * sizeof(aiLight *));
for (unsigned int i = 0; i < scene->mNumLights; ++i) {
scene->mLights[i] = new aiLight();
ReadBinaryLight(stream, scene->mLights[i]);
}
}
// Read cameras
if (scene->mNumCameras) {
scene->mCameras = new aiCamera *[scene->mNumCameras];
memset(scene->mCameras, 0, scene->mNumCameras * sizeof(aiCamera *));
for (unsigned int i = 0; i < scene->mNumCameras; ++i) {
scene->mCameras[i] = new aiCamera();
ReadBinaryCamera(stream, scene->mCameras[i]);
}
}
}
// -----------------------------------------------------------------------------------
void AssbinImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
IOStream *stream = pIOHandler->Open(pFile, "rb");
if (nullptr == stream) {
throw DeadlyImportError("ASSBIN: Could not open ", pFile);
}
// signature
stream->Seek(44, aiOrigin_CUR);
unsigned int versionMajor = Read<unsigned int>(stream);
unsigned int versionMinor = Read<unsigned int>(stream);
if (versionMinor != ASSBIN_VERSION_MINOR || versionMajor != ASSBIN_VERSION_MAJOR) {
pIOHandler->Close(stream);
throw DeadlyImportError("Invalid version, data format not compatible!");
}
/*unsigned int versionRevision =*/Read<unsigned int>(stream);
/*unsigned int compileFlags =*/Read<unsigned int>(stream);
shortened = Read<uint16_t>(stream) > 0;
compressed = Read<uint16_t>(stream) > 0;
if (shortened) {
pIOHandler->Close(stream);
throw DeadlyImportError("Shortened binaries are not supported!");
}
stream->Seek(256, aiOrigin_CUR); // original filename
stream->Seek(128, aiOrigin_CUR); // options
stream->Seek(64, aiOrigin_CUR); // padding
if (compressed) {
uLongf uncompressedSize = Read<uint32_t>(stream);
uLongf compressedSize = static_cast<uLongf>(stream->FileSize() - stream->Tell());
unsigned char *compressedData = new unsigned char[compressedSize];
size_t len = stream->Read(compressedData, 1, compressedSize);
ai_assert(len == compressedSize);
unsigned char *uncompressedData = new unsigned char[uncompressedSize];
int res = uncompress(uncompressedData, &uncompressedSize, compressedData, (uLong)len);
if (res != Z_OK) {
delete[] uncompressedData;
delete[] compressedData;
pIOHandler->Close(stream);
throw DeadlyImportError("Zlib decompression failed.");
}
MemoryIOStream io(uncompressedData, uncompressedSize);
ReadBinaryScene(&io, pScene);
delete[] uncompressedData;
delete[] compressedData;
} else {
ReadBinaryScene(stream, pScene);
}
pIOHandler->Close(stream);
}
#endif // !! ASSIMP_BUILD_NO_ASSBIN_IMPORTER

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file AssbinLoader.h
* @brief .assbin File format loader
*/
#ifndef AI_ASSBINIMPORTER_H_INC
#define AI_ASSBINIMPORTER_H_INC
#include <assimp/BaseImporter.h>
struct aiMesh;
struct aiNode;
struct aiBone;
struct aiMaterial;
struct aiMaterialProperty;
struct aiNodeAnim;
struct aiAnimation;
struct aiTexture;
struct aiLight;
struct aiCamera;
#ifndef ASSIMP_BUILD_NO_ASSBIN_IMPORTER
namespace Assimp {
// ---------------------------------------------------------------------------------
/** Importer class for 3D Studio r3 and r4 3DS files
*/
class AssbinImporter : public BaseImporter
{
private:
bool shortened;
bool compressed;
public:
bool CanRead(const std::string& pFile,
IOSystem* pIOHandler, bool checkSig) const override;
const aiImporterDesc* GetInfo() const override;
void InternReadFile(
const std::string& pFile,aiScene* pScene,IOSystem* pIOHandler) override;
void ReadHeader();
void ReadBinaryScene( IOStream * stream, aiScene* pScene );
void ReadBinaryNode( IOStream * stream, aiNode** mRootNode, aiNode* parent );
void ReadBinaryMesh( IOStream * stream, aiMesh* mesh );
void ReadBinaryBone( IOStream * stream, aiBone* bone );
void ReadBinaryMaterial(IOStream * stream, aiMaterial* mat);
void ReadBinaryMaterialProperty(IOStream * stream, aiMaterialProperty* prop);
void ReadBinaryNodeAnim(IOStream * stream, aiNodeAnim* nd);
void ReadBinaryAnim( IOStream * stream, aiAnimation* anim );
void ReadBinaryTexture(IOStream * stream, aiTexture* tex);
void ReadBinaryLight( IOStream * stream, aiLight* l );
void ReadBinaryCamera( IOStream * stream, aiCamera* cam );
};
} // end of namespace Assimp
#endif // !! ASSIMP_BUILD_NO_ASSBIN_IMPORTER
#endif // AI_ASSBINIMPORTER_H_INC

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

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

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/*
Assimp2Json
Copyright (c) 2011, Alexander C. Gessler
Licensed under a 3-clause BSD license. See the LICENSE file for more information.
*/
#ifndef ASSIMP_BUILD_NO_EXPORT
#ifndef ASSIMP_BUILD_NO_ASSJSON_EXPORTER
#include <assimp/scene.h>
#include <assimp/ai_assert.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
#include "mesh_splitter.h"
extern "C" {
# include "cencode.h"
}
namespace Assimp {
// Forward declarations
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;
};
static 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();
}
static 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();
}
static 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();
}
static 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();
}
static 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();
}
static 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();
}
static 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();
}
static 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();
}
static 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_Double:
if (prop->mDataLength / sizeof(double) > 1) {
out.StartArray();
for (unsigned int ii = 0; ii < prop->mDataLength / sizeof(double); ++ii) {
out.Element(reinterpret_cast<double*>(prop->mData)[ii]);
}
out.EndArray();
} else {
out.SimpleValue(*reinterpret_cast<double*>(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:
ai_assert(false);
}
out.EndObj();
}
out.EndArray();
out.EndObj();
}
static 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();
}
static 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();
}
static 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();
}
static 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();
}
static 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();
}
static void WriteFormatInfo(JSONWriter &out) {
out.StartObj();
out.Key("format");
out.SimpleValue("\"assimp2json\"");
out.Key("version");
out.SimpleValue(CURRENT_FORMAT_VERSION);
out.EndObj();
}
static void Write(JSONWriter &out, const aiScene &ai) {
out.StartObj();
out.Key("__metadata__");
WriteFormatInfo(out);
out.Key("rootnode");
Write(out, *ai.mRootNode, false);
out.Key("flags");
out.SimpleValue(ai.mFlags);
if (ai.HasMeshes()) {
out.Key("meshes");
out.StartArray();
for (unsigned int n = 0; n < ai.mNumMeshes; ++n) {
Write(out, *ai.mMeshes[n]);
}
out.EndArray();
}
if (ai.HasMaterials()) {
out.Key("materials");
out.StartArray();
for (unsigned int n = 0; n < ai.mNumMaterials; ++n) {
Write(out, *ai.mMaterials[n]);
}
out.EndArray();
}
if (ai.HasAnimations()) {
out.Key("animations");
out.StartArray();
for (unsigned int n = 0; n < ai.mNumAnimations; ++n) {
Write(out, *ai.mAnimations[n]);
}
out.EndArray();
}
if (ai.HasLights()) {
out.Key("lights");
out.StartArray();
for (unsigned int n = 0; n < ai.mNumLights; ++n) {
Write(out, *ai.mLights[n]);
}
out.EndArray();
}
if (ai.HasCameras()) {
out.Key("cameras");
out.StartArray();
for (unsigned int n = 0; n < ai.mNumCameras; ++n) {
Write(out, *ai.mCameras[n]);
}
out.EndArray();
}
if (ai.HasTextures()) {
out.Key("textures");
out.StartArray();
for (unsigned int n = 0; n < ai.mNumTextures; ++n) {
Write(out, *ai.mTextures[n]);
}
out.EndArray();
}
out.EndObj();
}
void ExportAssimp2Json(const char *file, Assimp::IOSystem *io, const aiScene *scene, const Assimp::ExportProperties *pProperties) {
std::unique_ptr<Assimp::IOStream> str(io->Open(file, "wt"));
if (!str) {
throw DeadlyExportError("could not open output file");
}
// get a copy of the scene so we can modify it
aiScene *scenecopy_tmp;
aiCopyScene(scene, &scenecopy_tmp);
try {
// split meshes so they fit into a 16 bit index buffer
MeshSplitter splitter;
splitter.SetLimit(1 << 16);
splitter.Execute(scenecopy_tmp);
// XXX Flag_WriteSpecialFloats is turned on by default, right now we don't have a configuration interface for exporters
unsigned int flags = JSONWriter::Flag_WriteSpecialFloats;
if (pProperties->GetPropertyBool("JSON_SKIP_WHITESPACES", false)) {
flags |= JSONWriter::Flag_SkipWhitespaces;
}
JSONWriter s(*str, flags);
Write(s, *scenecopy_tmp);
} catch (...) {
aiFreeScene(scenecopy_tmp);
throw;
}
aiFreeScene(scenecopy_tmp);
}
} // namespace Assimp
#endif // ASSIMP_BUILD_NO_ASSJSON_EXPORTER
#endif // ASSIMP_BUILD_NO_EXPORT

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

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

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file AssxmlExporter.cpp
* ASSXML exporter main code
*/
#ifndef ASSIMP_BUILD_NO_EXPORT
#ifndef ASSIMP_BUILD_NO_ASSXML_EXPORTER
#include "AssxmlFileWriter.h"
#include <assimp/IOSystem.hpp>
#include <assimp/Exporter.hpp>
namespace Assimp {
void ExportSceneAssxml(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/)
{
DumpSceneToAssxml(
pFile,
"\0", // command(s)
pIOSystem,
pScene,
false); // shortened?
}
} // end of namespace Assimp
#endif // ASSIMP_BUILD_NO_ASSXML_EXPORTER
#endif // ASSIMP_BUILD_NO_EXPORT

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file AssxmlExporter.h
* ASSXML Exporter Main Header
*/
#pragma once
#ifndef AI_ASSXMLEXPORTER_H_INC
#define AI_ASSXMLEXPORTER_H_INC
// nothing really needed here - reserved for future use like properties
#endif

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file AssxmlFileWriter.cpp
* @brief Implementation of Assxml file writer.
*/
#include "AssxmlFileWriter.h"
#include "PostProcessing/ProcessHelper.h"
#include <assimp/version.h>
#include <assimp/Exporter.hpp>
#include <assimp/IOStream.hpp>
#include <assimp/IOSystem.hpp>
#include <stdarg.h>
#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
#include <zlib.h>
#else
#include <contrib/zlib/zlib.h>
#endif
#include <stdio.h>
#include <time.h>
#include <memory>
using namespace Assimp;
namespace Assimp {
namespace AssxmlFileWriter {
// -----------------------------------------------------------------------------------
static int ioprintf(IOStream *io, const char *format, ...) {
using namespace std;
if (nullptr == io) {
return -1;
}
static const int Size = 4096;
char sz[Size];
::memset(sz, '\0', Size);
va_list va;
va_start(va, format);
const unsigned int nSize = vsnprintf(sz, Size - 1, format, va);
ai_assert(nSize < Size);
va_end(va);
io->Write(sz, sizeof(char), nSize);
return nSize;
}
// -----------------------------------------------------------------------------------
// Convert a name to standard XML format
static void ConvertName(aiString &out, const aiString &in) {
out.length = 0;
for (unsigned int i = 0; i < in.length; ++i) {
switch (in.data[i]) {
case '<':
out.Append("&lt;");
break;
case '>':
out.Append("&gt;");
break;
case '&':
out.Append("&amp;");
break;
case '\"':
out.Append("&quot;");
break;
case '\'':
out.Append("&apos;");
break;
default:
out.data[out.length++] = in.data[i];
}
}
out.data[out.length] = 0;
}
// -----------------------------------------------------------------------------------
// Write a single node as text dump
static void WriteNode(const aiNode *node, IOStream *io, unsigned int depth) {
char prefix[512];
for (unsigned int i = 0; i < depth; ++i)
prefix[i] = '\t';
prefix[depth] = '\0';
const aiMatrix4x4 &m = node->mTransformation;
aiString name;
ConvertName(name, node->mName);
ioprintf(io, "%s<Node name=\"%s\"> \n"
"%s\t<Matrix4> \n"
"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
"%s\t</Matrix4> \n",
prefix, name.data, prefix,
prefix, m.a1, m.a2, m.a3, m.a4,
prefix, m.b1, m.b2, m.b3, m.b4,
prefix, m.c1, m.c2, m.c3, m.c4,
prefix, m.d1, m.d2, m.d3, m.d4, prefix);
if (node->mNumMeshes) {
ioprintf(io, "%s\t<MeshRefs num=\"%u\">\n%s\t",
prefix, node->mNumMeshes, prefix);
for (unsigned int i = 0; i < node->mNumMeshes; ++i) {
ioprintf(io, "%u ", node->mMeshes[i]);
}
ioprintf(io, "\n%s\t</MeshRefs>\n", prefix);
}
if (node->mNumChildren) {
ioprintf(io, "%s\t<NodeList num=\"%u\">\n",
prefix, node->mNumChildren);
for (unsigned int i = 0; i < node->mNumChildren; ++i) {
WriteNode(node->mChildren[i], io, depth + 2);
}
ioprintf(io, "%s\t</NodeList>\n", prefix);
}
ioprintf(io, "%s</Node>\n", prefix);
}
// -----------------------------------------------------------------------------------
// Some chunks of text will need to be encoded for XML
// http://stackoverflow.com/questions/5665231/most-efficient-way-to-escape-xml-html-in-c-string#5665377
static std::string encodeXML(const std::string &data) {
std::string buffer;
buffer.reserve(data.size());
for (size_t pos = 0; pos != data.size(); ++pos) {
switch (data[pos]) {
case '&': buffer.append("&amp;"); break;
case '\"': buffer.append("&quot;"); break;
case '\'': buffer.append("&apos;"); break;
case '<': buffer.append("&lt;"); break;
case '>': buffer.append("&gt;"); break;
default: buffer.append(&data[pos], 1); break;
}
}
return buffer;
}
// -----------------------------------------------------------------------------------
// Write a text model dump
static void WriteDump(const char *pFile, const char *cmd, const aiScene *scene, IOStream *io, bool shortened) {
time_t tt = ::time(nullptr);
#if _WIN32
tm *p = gmtime(&tt);
#else
struct tm now;
tm *p = gmtime_r(&tt, &now);
#endif
ai_assert(nullptr != p);
std::string c = cmd;
std::string::size_type s;
// https://sourceforge.net/tracker/?func=detail&aid=3167364&group_id=226462&atid=1067632
// -- not allowed in XML comments
while ((s = c.find("--")) != std::string::npos) {
c[s] = '?';
}
// write header
std::string header(
"<?xml version=\"1.0\" encoding=\"utf-8\"?>\n"
"<ASSIMP format_id=\"1\">\n\n"
"<!-- XML Model dump produced by assimp dump\n"
" Library version: %u.%u.%u\n"
" Source: %s\n"
" Command line: %s\n"
" %s\n"
"-->"
" \n\n"
"<Scene flags=\"%u\" postprocessing=\"%u\">\n");
const unsigned int majorVersion(aiGetVersionMajor());
const unsigned int minorVersion(aiGetVersionMinor());
const unsigned int rev(aiGetVersionRevision());
const char *curtime = asctime(p);
ioprintf(io, header.c_str(), majorVersion, minorVersion, rev, pFile, c.c_str(), curtime, scene->mFlags, 0u);
// write the node graph
WriteNode(scene->mRootNode, io, 0);
#if 0
// write cameras
for (unsigned int i = 0; i < scene->mNumCameras;++i) {
aiCamera* cam = scene->mCameras[i];
ConvertName(name,cam->mName);
// camera header
ioprintf(io,"\t<Camera parent=\"%s\">\n"
"\t\t<Vector3 name=\"up\" > %0 8f %0 8f %0 8f </Vector3>\n"
"\t\t<Vector3 name=\"lookat\" > %0 8f %0 8f %0 8f </Vector3>\n"
"\t\t<Vector3 name=\"pos\" > %0 8f %0 8f %0 8f </Vector3>\n"
"\t\t<Float name=\"fov\" > %f </Float>\n"
"\t\t<Float name=\"aspect\" > %f </Float>\n"
"\t\t<Float name=\"near_clip\" > %f </Float>\n"
"\t\t<Float name=\"far_clip\" > %f </Float>\n"
"\t</Camera>\n",
name.data,
cam->mUp.x,cam->mUp.y,cam->mUp.z,
cam->mLookAt.x,cam->mLookAt.y,cam->mLookAt.z,
cam->mPosition.x,cam->mPosition.y,cam->mPosition.z,
cam->mHorizontalFOV,cam->mAspect,cam->mClipPlaneNear,cam->mClipPlaneFar,i);
}
// write lights
for (unsigned int i = 0; i < scene->mNumLights;++i) {
aiLight* l = scene->mLights[i];
ConvertName(name,l->mName);
// light header
ioprintf(io,"\t<Light parent=\"%s\"> type=\"%s\"\n"
"\t\t<Vector3 name=\"diffuse\" > %0 8f %0 8f %0 8f </Vector3>\n"
"\t\t<Vector3 name=\"specular\" > %0 8f %0 8f %0 8f </Vector3>\n"
"\t\t<Vector3 name=\"ambient\" > %0 8f %0 8f %0 8f </Vector3>\n",
name.data,
(l->mType == aiLightSource_DIRECTIONAL ? "directional" :
(l->mType == aiLightSource_POINT ? "point" : "spot" )),
l->mColorDiffuse.r, l->mColorDiffuse.g, l->mColorDiffuse.b,
l->mColorSpecular.r,l->mColorSpecular.g,l->mColorSpecular.b,
l->mColorAmbient.r, l->mColorAmbient.g, l->mColorAmbient.b);
if (l->mType != aiLightSource_DIRECTIONAL) {
ioprintf(io,
"\t\t<Vector3 name=\"pos\" > %0 8f %0 8f %0 8f </Vector3>\n"
"\t\t<Float name=\"atten_cst\" > %f </Float>\n"
"\t\t<Float name=\"atten_lin\" > %f </Float>\n"
"\t\t<Float name=\"atten_sqr\" > %f </Float>\n",
l->mPosition.x,l->mPosition.y,l->mPosition.z,
l->mAttenuationConstant,l->mAttenuationLinear,l->mAttenuationQuadratic);
}
if (l->mType != aiLightSource_POINT) {
ioprintf(io,
"\t\t<Vector3 name=\"lookat\" > %0 8f %0 8f %0 8f </Vector3>\n",
l->mDirection.x,l->mDirection.y,l->mDirection.z);
}
if (l->mType == aiLightSource_SPOT) {
ioprintf(io,
"\t\t<Float name=\"cone_out\" > %f </Float>\n"
"\t\t<Float name=\"cone_inn\" > %f </Float>\n",
l->mAngleOuterCone,l->mAngleInnerCone);
}
ioprintf(io,"\t</Light>\n");
}
#endif
aiString name;
// write textures
if (scene->mNumTextures) {
ioprintf(io, "<TextureList num=\"%u\">\n", scene->mNumTextures);
for (unsigned int i = 0; i < scene->mNumTextures; ++i) {
aiTexture *tex = scene->mTextures[i];
bool compressed = (tex->mHeight == 0);
// mesh header
ioprintf(io, "\t<Texture width=\"%u\" height=\"%u\" compressed=\"%s\"> \n",
(compressed ? -1 : tex->mWidth), (compressed ? -1 : tex->mHeight),
(compressed ? "true" : "false"));
if (compressed) {
ioprintf(io, "\t\t<Data length=\"%u\"> \n", tex->mWidth);
if (!shortened) {
for (unsigned int n = 0; n < tex->mWidth; ++n) {
ioprintf(io, "\t\t\t%2x", reinterpret_cast<uint8_t *>(tex->pcData)[n]);
if (n && !(n % 50)) {
ioprintf(io, "\n");
}
}
}
} else if (!shortened) {
ioprintf(io, "\t\t<Data length=\"%u\"> \n", tex->mWidth * tex->mHeight * 4);
// const unsigned int width = (unsigned int)std::log10((double)std::max(tex->mHeight,tex->mWidth))+1;
for (unsigned int y = 0; y < tex->mHeight; ++y) {
for (unsigned int x = 0; x < tex->mWidth; ++x) {
aiTexel *tx = tex->pcData + y * tex->mWidth + x;
unsigned int r = tx->r, g = tx->g, b = tx->b, a = tx->a;
ioprintf(io, "\t\t\t%2x %2x %2x %2x", r, g, b, a);
// group by four for readability
if (0 == (x + y * tex->mWidth) % 4) {
ioprintf(io, "\n");
}
}
}
}
ioprintf(io, "\t\t</Data>\n\t</Texture>\n");
}
ioprintf(io, "</TextureList>\n");
}
// write materials
if (scene->mNumMaterials) {
ioprintf(io, "<MaterialList num=\"%u\">\n", scene->mNumMaterials);
for (unsigned int i = 0; i < scene->mNumMaterials; ++i) {
const aiMaterial *mat = scene->mMaterials[i];
ioprintf(io, "\t<Material>\n");
ioprintf(io, "\t\t<MatPropertyList num=\"%u\">\n", mat->mNumProperties);
for (unsigned int n = 0; n < mat->mNumProperties; ++n) {
const aiMaterialProperty *prop = mat->mProperties[n];
const char *sz = "";
if (prop->mType == aiPTI_Float) {
sz = "float";
} else if (prop->mType == aiPTI_Integer) {
sz = "integer";
} else if (prop->mType == aiPTI_String) {
sz = "string";
} else if (prop->mType == aiPTI_Buffer) {
sz = "binary_buffer";
}
ioprintf(io, "\t\t\t<MatProperty key=\"%s\" \n\t\t\ttype=\"%s\" tex_usage=\"%s\" tex_index=\"%u\"",
prop->mKey.data, sz,
::aiTextureTypeToString((aiTextureType)prop->mSemantic), prop->mIndex);
if (prop->mType == aiPTI_Float) {
ioprintf(io, " size=\"%i\">\n\t\t\t\t",
static_cast<int>(prop->mDataLength / sizeof(float)));
for (unsigned int pp = 0; pp < prop->mDataLength / sizeof(float); ++pp) {
ioprintf(io, "%f ", *((float *)(prop->mData + pp * sizeof(float))));
}
} else if (prop->mType == aiPTI_Integer) {
ioprintf(io, " size=\"%i\">\n\t\t\t\t",
static_cast<int>(prop->mDataLength / sizeof(int)));
for (unsigned int pp = 0; pp < prop->mDataLength / sizeof(int); ++pp) {
ioprintf(io, "%i ", *((int *)(prop->mData + pp * sizeof(int))));
}
} else if (prop->mType == aiPTI_Buffer) {
ioprintf(io, " size=\"%i\">\n\t\t\t\t",
static_cast<int>(prop->mDataLength));
for (unsigned int pp = 0; pp < prop->mDataLength; ++pp) {
ioprintf(io, "%2x ", prop->mData[pp]);
if (pp && 0 == pp % 30) {
ioprintf(io, "\n\t\t\t\t");
}
}
} else if (prop->mType == aiPTI_String) {
ioprintf(io, ">\n\t\t\t\t\"%s\"", encodeXML(prop->mData + 4).c_str() /* skip length */);
}
ioprintf(io, "\n\t\t\t</MatProperty>\n");
}
ioprintf(io, "\t\t</MatPropertyList>\n");
ioprintf(io, "\t</Material>\n");
}
ioprintf(io, "</MaterialList>\n");
}
// write animations
if (scene->mNumAnimations) {
ioprintf(io, "<AnimationList num=\"%u\">\n", scene->mNumAnimations);
for (unsigned int i = 0; i < scene->mNumAnimations; ++i) {
aiAnimation *anim = scene->mAnimations[i];
// anim header
ConvertName(name, anim->mName);
ioprintf(io, "\t<Animation name=\"%s\" duration=\"%e\" tick_cnt=\"%e\">\n",
name.data, anim->mDuration, anim->mTicksPerSecond);
// write bone animation channels
if (anim->mNumChannels) {
ioprintf(io, "\t\t<NodeAnimList num=\"%u\">\n", anim->mNumChannels);
for (unsigned int n = 0; n < anim->mNumChannels; ++n) {
aiNodeAnim *nd = anim->mChannels[n];
// node anim header
ConvertName(name, nd->mNodeName);
ioprintf(io, "\t\t\t<NodeAnim node=\"%s\">\n", name.data);
if (!shortened) {
// write position keys
if (nd->mNumPositionKeys) {
ioprintf(io, "\t\t\t\t<PositionKeyList num=\"%u\">\n", nd->mNumPositionKeys);
for (unsigned int a = 0; a < nd->mNumPositionKeys; ++a) {
aiVectorKey *vc = nd->mPositionKeys + a;
ioprintf(io, "\t\t\t\t\t<PositionKey time=\"%e\">\n"
"\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t</PositionKey>\n",
vc->mTime, vc->mValue.x, vc->mValue.y, vc->mValue.z);
}
ioprintf(io, "\t\t\t\t</PositionKeyList>\n");
}
// write scaling keys
if (nd->mNumScalingKeys) {
ioprintf(io, "\t\t\t\t<ScalingKeyList num=\"%u\">\n", nd->mNumScalingKeys);
for (unsigned int a = 0; a < nd->mNumScalingKeys; ++a) {
aiVectorKey *vc = nd->mScalingKeys + a;
ioprintf(io, "\t\t\t\t\t<ScalingKey time=\"%e\">\n"
"\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t</ScalingKey>\n",
vc->mTime, vc->mValue.x, vc->mValue.y, vc->mValue.z);
}
ioprintf(io, "\t\t\t\t</ScalingKeyList>\n");
}
// write rotation keys
if (nd->mNumRotationKeys) {
ioprintf(io, "\t\t\t\t<RotationKeyList num=\"%u\">\n", nd->mNumRotationKeys);
for (unsigned int a = 0; a < nd->mNumRotationKeys; ++a) {
aiQuatKey *vc = nd->mRotationKeys + a;
ioprintf(io, "\t\t\t\t\t<RotationKey time=\"%e\">\n"
"\t\t\t\t\t\t%0 8f %0 8f %0 8f %0 8f\n\t\t\t\t\t</RotationKey>\n",
vc->mTime, vc->mValue.x, vc->mValue.y, vc->mValue.z, vc->mValue.w);
}
ioprintf(io, "\t\t\t\t</RotationKeyList>\n");
}
}
ioprintf(io, "\t\t\t</NodeAnim>\n");
}
ioprintf(io, "\t\t</NodeAnimList>\n");
}
ioprintf(io, "\t</Animation>\n");
}
ioprintf(io, "</AnimationList>\n");
}
// write meshes
if (scene->mNumMeshes) {
ioprintf(io, "<MeshList num=\"%u\">\n", scene->mNumMeshes);
for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
aiMesh *mesh = scene->mMeshes[i];
// const unsigned int width = (unsigned int)std::log10((double)mesh->mNumVertices)+1;
// mesh header
ioprintf(io, "\t<Mesh types=\"%s %s %s %s\" material_index=\"%u\">\n",
(mesh->mPrimitiveTypes & aiPrimitiveType_POINT ? "points" : ""),
(mesh->mPrimitiveTypes & aiPrimitiveType_LINE ? "lines" : ""),
(mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE ? "triangles" : ""),
(mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON ? "polygons" : ""),
mesh->mMaterialIndex);
// bones
if (mesh->mNumBones) {
ioprintf(io, "\t\t<BoneList num=\"%u\">\n", mesh->mNumBones);
for (unsigned int n = 0; n < mesh->mNumBones; ++n) {
aiBone *bone = mesh->mBones[n];
ConvertName(name, bone->mName);
// bone header
ioprintf(io, "\t\t\t<Bone name=\"%s\">\n"
"\t\t\t\t<Matrix4> \n"
"\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
"\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
"\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
"\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
"\t\t\t\t</Matrix4> \n",
name.data,
bone->mOffsetMatrix.a1, bone->mOffsetMatrix.a2, bone->mOffsetMatrix.a3, bone->mOffsetMatrix.a4,
bone->mOffsetMatrix.b1, bone->mOffsetMatrix.b2, bone->mOffsetMatrix.b3, bone->mOffsetMatrix.b4,
bone->mOffsetMatrix.c1, bone->mOffsetMatrix.c2, bone->mOffsetMatrix.c3, bone->mOffsetMatrix.c4,
bone->mOffsetMatrix.d1, bone->mOffsetMatrix.d2, bone->mOffsetMatrix.d3, bone->mOffsetMatrix.d4);
if (!shortened && bone->mNumWeights) {
ioprintf(io, "\t\t\t\t<WeightList num=\"%u\">\n", bone->mNumWeights);
// bone weights
for (unsigned int a = 0; a < bone->mNumWeights; ++a) {
aiVertexWeight *wght = bone->mWeights + a;
ioprintf(io, "\t\t\t\t\t<Weight index=\"%u\">\n\t\t\t\t\t\t%f\n\t\t\t\t\t</Weight>\n",
wght->mVertexId, wght->mWeight);
}
ioprintf(io, "\t\t\t\t</WeightList>\n");
}
ioprintf(io, "\t\t\t</Bone>\n");
}
ioprintf(io, "\t\t</BoneList>\n");
}
// faces
if (!shortened && mesh->mNumFaces) {
ioprintf(io, "\t\t<FaceList num=\"%u\">\n", mesh->mNumFaces);
for (unsigned int n = 0; n < mesh->mNumFaces; ++n) {
aiFace &f = mesh->mFaces[n];
ioprintf(io, "\t\t\t<Face num=\"%u\">\n"
"\t\t\t\t",
f.mNumIndices);
for (unsigned int j = 0; j < f.mNumIndices; ++j)
ioprintf(io, "%u ", f.mIndices[j]);
ioprintf(io, "\n\t\t\t</Face>\n");
}
ioprintf(io, "\t\t</FaceList>\n");
}
// vertex positions
if (mesh->HasPositions()) {
ioprintf(io, "\t\t<Positions num=\"%u\" set=\"0\" num_components=\"3\"> \n", mesh->mNumVertices);
if (!shortened) {
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
ioprintf(io, "\t\t%0 8f %0 8f %0 8f\n",
mesh->mVertices[n].x,
mesh->mVertices[n].y,
mesh->mVertices[n].z);
}
}
ioprintf(io, "\t\t</Positions>\n");
}
// vertex normals
if (mesh->HasNormals()) {
ioprintf(io, "\t\t<Normals num=\"%u\" set=\"0\" num_components=\"3\"> \n", mesh->mNumVertices);
if (!shortened) {
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
ioprintf(io, "\t\t%0 8f %0 8f %0 8f\n",
mesh->mNormals[n].x,
mesh->mNormals[n].y,
mesh->mNormals[n].z);
}
}
ioprintf(io, "\t\t</Normals>\n");
}
// vertex tangents and bitangents
if (mesh->HasTangentsAndBitangents()) {
ioprintf(io, "\t\t<Tangents num=\"%u\" set=\"0\" num_components=\"3\"> \n", mesh->mNumVertices);
if (!shortened) {
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
ioprintf(io, "\t\t%0 8f %0 8f %0 8f\n",
mesh->mTangents[n].x,
mesh->mTangents[n].y,
mesh->mTangents[n].z);
}
}
ioprintf(io, "\t\t</Tangents>\n");
ioprintf(io, "\t\t<Bitangents num=\"%u\" set=\"0\" num_components=\"3\"> \n", mesh->mNumVertices);
if (!shortened) {
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
ioprintf(io, "\t\t%0 8f %0 8f %0 8f\n",
mesh->mBitangents[n].x,
mesh->mBitangents[n].y,
mesh->mBitangents[n].z);
}
}
ioprintf(io, "\t\t</Bitangents>\n");
}
// texture coordinates
for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
if (!mesh->mTextureCoords[a])
break;
ioprintf(io, "\t\t<TextureCoords num=\"%u\" set=\"%u\" name=\"%s\" num_components=\"%u\"> \n",
mesh->mNumVertices,
a,
(mesh->HasTextureCoordsName(a) ? mesh->GetTextureCoordsName(a)->C_Str() : ""),
mesh->mNumUVComponents[a]);
if (!shortened) {
if (mesh->mNumUVComponents[a] == 3) {
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
ioprintf(io, "\t\t%0 8f %0 8f %0 8f\n",
mesh->mTextureCoords[a][n].x,
mesh->mTextureCoords[a][n].y,
mesh->mTextureCoords[a][n].z);
}
} else {
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
ioprintf(io, "\t\t%0 8f %0 8f\n",
mesh->mTextureCoords[a][n].x,
mesh->mTextureCoords[a][n].y);
}
}
}
ioprintf(io, "\t\t</TextureCoords>\n");
}
// vertex colors
for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) {
if (!mesh->mColors[a])
break;
ioprintf(io, "\t\t<Colors num=\"%u\" set=\"%u\" num_components=\"4\"> \n", mesh->mNumVertices, a);
if (!shortened) {
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
ioprintf(io, "\t\t%0 8f %0 8f %0 8f %0 8f\n",
mesh->mColors[a][n].r,
mesh->mColors[a][n].g,
mesh->mColors[a][n].b,
mesh->mColors[a][n].a);
}
}
ioprintf(io, "\t\t</Colors>\n");
}
ioprintf(io, "\t</Mesh>\n");
}
ioprintf(io, "</MeshList>\n");
}
ioprintf(io, "</Scene>\n</ASSIMP>");
}
} // end of namespace AssxmlFileWriter
void DumpSceneToAssxml(
const char *pFile, const char *cmd, IOSystem *pIOSystem,
const aiScene *pScene, bool shortened) {
std::unique_ptr<IOStream> file(pIOSystem->Open(pFile, "wt"));
if (!file) {
throw std::runtime_error("Unable to open output file " + std::string(pFile) + '\n');
}
AssxmlFileWriter::WriteDump(pFile, cmd, pScene, file.get(), shortened);
}
} // end of namespace Assimp

View File

@@ -0,0 +1,64 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file AssxmlFileWriter.h
* @brief Declaration of Assxml file writer.
*/
#pragma once
#ifndef AI_ASSXMLFILEWRITER_H_INC
#define AI_ASSXMLFILEWRITER_H_INC
#include <assimp/defs.h>
#include <assimp/scene.h>
#include <assimp/IOSystem.hpp>
namespace Assimp {
void ASSIMP_API DumpSceneToAssxml(
const char* pFile,
const char* cmd,
IOSystem* pIOSystem,
const aiScene* pScene,
bool shortened);
}
#endif // AI_ASSXMLFILEWRITER_H_INC

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@@ -0,0 +1,743 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file B3DImporter.cpp
* @brief Implementation of the b3d importer class
*/
#ifndef ASSIMP_BUILD_NO_B3D_IMPORTER
// internal headers
#include "B3DImporter.h"
#include "PostProcessing/ConvertToLHProcess.h"
#include "PostProcessing/TextureTransform.h"
#include <assimp/StringUtils.h>
#include <assimp/anim.h>
#include <assimp/importerdesc.h>
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/IOSystem.hpp>
#include <memory>
namespace Assimp {
using namespace std;
static constexpr aiImporterDesc desc = {
"BlitzBasic 3D Importer",
"",
"",
"http://www.blitzbasic.com/",
aiImporterFlags_SupportBinaryFlavour,
0,
0,
0,
0,
"b3d"
};
#ifdef _MSC_VER
#pragma warning(disable : 4018)
#endif
// #define DEBUG_B3D
template <typename T>
void DeleteAllBarePointers(std::vector<T> &x) {
for (auto p : x) {
delete p;
}
}
B3DImporter::~B3DImporter() = default;
// ------------------------------------------------------------------------------------------------
bool B3DImporter::CanRead(const std::string &pFile, IOSystem * /*pIOHandler*/, bool /*checkSig*/) const {
size_t pos = pFile.find_last_of('.');
if (pos == string::npos) {
return false;
}
string ext = pFile.substr(pos + 1);
if (ext.size() != 3) {
return false;
}
return (ext[0] == 'b' || ext[0] == 'B') && (ext[1] == '3') && (ext[2] == 'd' || ext[2] == 'D');
}
// ------------------------------------------------------------------------------------------------
// Loader meta information
const aiImporterDesc *B3DImporter::GetInfo() const {
return &desc;
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
std::unique_ptr<IOStream> file(pIOHandler->Open(pFile));
// Check whether we can read from the file
if (file == nullptr) {
throw DeadlyImportError("Failed to open B3D file ", pFile, ".");
}
// check whether the .b3d file is large enough to contain
// at least one chunk.
size_t fileSize = file->FileSize();
if (fileSize < 8) {
throw DeadlyImportError("B3D File is too small.");
}
_pos = 0;
_buf.resize(fileSize);
file->Read(&_buf[0], 1, fileSize);
_stack.clear();
ReadBB3D(pScene);
}
// ------------------------------------------------------------------------------------------------
AI_WONT_RETURN void B3DImporter::Oops() {
throw DeadlyImportError("B3D Importer - INTERNAL ERROR");
}
// ------------------------------------------------------------------------------------------------
AI_WONT_RETURN void B3DImporter::Fail(const string &str) {
#ifdef DEBUG_B3D
ASSIMP_LOG_ERROR("Error in B3D file data: ", str);
#endif
throw DeadlyImportError("B3D Importer - error in B3D file data: ", str);
}
// ------------------------------------------------------------------------------------------------
int B3DImporter::ReadByte() {
if (_pos >= _buf.size()) {
Fail("EOF");
}
return _buf[_pos++];
}
// ------------------------------------------------------------------------------------------------
int B3DImporter::ReadInt() {
if (_pos + 4 > _buf.size()) {
Fail("EOF");
}
int n;
memcpy(&n, &_buf[_pos], 4);
_pos += 4;
return n;
}
// ------------------------------------------------------------------------------------------------
float B3DImporter::ReadFloat() {
if (_pos + 4 > _buf.size()) {
Fail("EOF");
}
float n;
memcpy(&n, &_buf[_pos], 4);
_pos += 4;
return n;
}
// ------------------------------------------------------------------------------------------------
aiVector2D B3DImporter::ReadVec2() {
float x = ReadFloat();
float y = ReadFloat();
return aiVector2D(x, y);
}
// ------------------------------------------------------------------------------------------------
aiVector3D B3DImporter::ReadVec3() {
float x = ReadFloat();
float y = ReadFloat();
float z = ReadFloat();
return aiVector3D(x, y, z);
}
// ------------------------------------------------------------------------------------------------
aiQuaternion B3DImporter::ReadQuat() {
// (aramis_acg) Fix to adapt the loader to changed quat orientation
float w = -ReadFloat();
float x = ReadFloat();
float y = ReadFloat();
float z = ReadFloat();
return aiQuaternion(w, x, y, z);
}
// ------------------------------------------------------------------------------------------------
string B3DImporter::ReadString() {
if (_pos > _buf.size()) {
Fail("EOF");
}
string str;
while (_pos < _buf.size()) {
char c = (char)ReadByte();
if (!c) {
return str;
}
str += c;
}
return string();
}
// ------------------------------------------------------------------------------------------------
string B3DImporter::ReadChunk() {
string tag;
for (int i = 0; i < 4; ++i) {
tag += char(ReadByte());
}
#ifdef DEBUG_B3D
ASSIMP_LOG_DEBUG("ReadChunk: ", tag);
#endif
unsigned sz = (unsigned)ReadInt();
_stack.push_back(_pos + sz);
return tag;
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ExitChunk() {
_pos = _stack.back();
_stack.pop_back();
}
// ------------------------------------------------------------------------------------------------
size_t B3DImporter::ChunkSize() {
return _stack.back() - _pos;
}
// ------------------------------------------------------------------------------------------------
template <class T>
T *B3DImporter::to_array(const vector<T> &v) {
if (v.empty()) {
return nullptr;
}
T *p = new T[v.size()];
for (size_t i = 0; i < v.size(); ++i) {
p[i] = v[i];
}
return p;
}
// ------------------------------------------------------------------------------------------------
template <class T>
T **unique_to_array(vector<std::unique_ptr<T>> &v) {
if (v.empty()) {
return nullptr;
}
T **p = new T *[v.size()];
for (size_t i = 0; i < v.size(); ++i) {
p[i] = v[i].release();
}
return p;
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadTEXS() {
while (ChunkSize()) {
string name = ReadString();
/*int flags=*/ReadInt();
/*int blend=*/ReadInt();
/*aiVector2D pos=*/ReadVec2();
/*aiVector2D scale=*/ReadVec2();
/*float rot=*/ReadFloat();
_textures.push_back(name);
}
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadBRUS() {
int n_texs = ReadInt();
if (n_texs < 0 || n_texs > 8) {
Fail("Bad texture count");
}
while (ChunkSize()) {
string name = ReadString();
aiVector3D color = ReadVec3();
float alpha = ReadFloat();
float shiny = ReadFloat();
/*int blend=**/ ReadInt();
int fx = ReadInt();
std::unique_ptr<aiMaterial> mat(new aiMaterial);
// Name
aiString ainame(name);
mat->AddProperty(&ainame, AI_MATKEY_NAME);
// Diffuse color
mat->AddProperty(&color, 1, AI_MATKEY_COLOR_DIFFUSE);
// Opacity
mat->AddProperty(&alpha, 1, AI_MATKEY_OPACITY);
// Specular color
aiColor3D speccolor(shiny, shiny, shiny);
mat->AddProperty(&speccolor, 1, AI_MATKEY_COLOR_SPECULAR);
// Specular power
float specpow = shiny * 128;
mat->AddProperty(&specpow, 1, AI_MATKEY_SHININESS);
// Double sided
if (fx & 0x10) {
int i = 1;
mat->AddProperty(&i, 1, AI_MATKEY_TWOSIDED);
}
// Textures
for (int i = 0; i < n_texs; ++i) {
int texid = ReadInt();
if (texid < -1 || (texid >= 0 && texid >= static_cast<int>(_textures.size()))) {
Fail("Bad texture id");
}
if (i == 0 && texid >= 0) {
aiString texname(_textures[texid]);
mat->AddProperty(&texname, AI_MATKEY_TEXTURE_DIFFUSE(0));
}
}
_materials.emplace_back(std::move(mat));
}
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadVRTS() {
_vflags = ReadInt();
_tcsets = ReadInt();
_tcsize = ReadInt();
if (_tcsets < 0 || _tcsets > 4 || _tcsize < 0 || _tcsize > 4) {
Fail("Bad texcoord data");
}
int sz = 12 + (_vflags & 1 ? 12 : 0) + (_vflags & 2 ? 16 : 0) + (_tcsets * _tcsize * 4);
size_t n_verts = ChunkSize() / sz;
int v0 = static_cast<int>(_vertices.size());
_vertices.resize(v0 + n_verts);
for (unsigned int i = 0; i < n_verts; ++i) {
Vertex &v = _vertices[v0 + i];
memset(v.bones, 0, sizeof(v.bones));
memset(v.weights, 0, sizeof(v.weights));
v.vertex = ReadVec3();
if (_vflags & 1) {
v.normal = ReadVec3();
}
if (_vflags & 2) {
ReadQuat(); // skip v 4bytes...
}
for (int j = 0; j < _tcsets; ++j) {
float t[4] = { 0, 0, 0, 0 };
for (int k = 0; k < _tcsize; ++k) {
t[k] = ReadFloat();
}
t[1] = 1 - t[1];
if (!j) {
v.texcoords = aiVector3D(t[0], t[1], t[2]);
}
}
}
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadTRIS(int v0) {
int matid = ReadInt();
if (matid == -1) {
matid = 0;
} else if (matid < 0 || matid >= (int)_materials.size()) {
#ifdef DEBUG_B3D
ASSIMP_LOG_ERROR("material id=", matid);
#endif
Fail("Bad material id");
}
std::unique_ptr<aiMesh> mesh(new aiMesh);
mesh->mMaterialIndex = matid;
mesh->mNumFaces = 0;
mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
size_t n_tris = ChunkSize() / 12;
aiFace *face = mesh->mFaces = new aiFace[n_tris];
for (unsigned int i = 0; i < n_tris; ++i) {
int i0 = ReadInt() + v0;
int i1 = ReadInt() + v0;
int i2 = ReadInt() + v0;
if (i0 < 0 || i0 >= (int)_vertices.size() || i1 < 0 || i1 >= (int)_vertices.size() || i2 < 0 || i2 >= (int)_vertices.size()) {
#ifdef DEBUG_B3D
ASSIMP_LOG_ERROR("Bad triangle index: i0=", i0, ", i1=", i1, ", i2=", i2);
#endif
Fail("Bad triangle index");
}
face->mNumIndices = 3;
face->mIndices = new unsigned[3];
face->mIndices[0] = i0;
face->mIndices[1] = i1;
face->mIndices[2] = i2;
++mesh->mNumFaces;
++face;
}
_meshes.emplace_back(std::move(mesh));
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadMESH() {
/*int matid=*/ReadInt();
int v0 = static_cast<int>(_vertices.size());
while (ChunkSize()) {
string t = ReadChunk();
if (t == "VRTS") {
ReadVRTS();
} else if (t == "TRIS") {
ReadTRIS(v0);
}
ExitChunk();
}
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadBONE(int id) {
while (ChunkSize()) {
int vertex = ReadInt();
float weight = ReadFloat();
if (vertex < 0 || vertex >= (int)_vertices.size()) {
Fail("Bad vertex index");
}
Vertex &v = _vertices[vertex];
for (int i = 0; i < 4; ++i) {
if (!v.weights[i]) {
v.bones[i] = static_cast<unsigned char>(id);
v.weights[i] = weight;
break;
}
}
}
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadKEYS(aiNodeAnim *nodeAnim) {
vector<aiVectorKey> trans, scale;
vector<aiQuatKey> rot;
int flags = ReadInt();
while (ChunkSize()) {
int frame = ReadInt();
if (flags & 1) {
trans.emplace_back(frame, ReadVec3());
}
if (flags & 2) {
scale.emplace_back(frame, ReadVec3());
}
if (flags & 4) {
rot.emplace_back(frame, ReadQuat());
}
}
if (flags & 1) {
nodeAnim->mNumPositionKeys = static_cast<unsigned int>(trans.size());
nodeAnim->mPositionKeys = to_array(trans);
}
if (flags & 2) {
nodeAnim->mNumScalingKeys = static_cast<unsigned int>(scale.size());
nodeAnim->mScalingKeys = to_array(scale);
}
if (flags & 4) {
nodeAnim->mNumRotationKeys = static_cast<unsigned int>(rot.size());
nodeAnim->mRotationKeys = to_array(rot);
}
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadANIM() {
/*int flags=*/ReadInt();
int frames = ReadInt();
float fps = ReadFloat();
std::unique_ptr<aiAnimation> anim(new aiAnimation);
anim->mDuration = frames;
anim->mTicksPerSecond = fps;
_animations.emplace_back(std::move(anim));
}
// ------------------------------------------------------------------------------------------------
aiNode *B3DImporter::ReadNODE(aiNode *parent) {
string name = ReadString();
aiVector3D t = ReadVec3();
aiVector3D s = ReadVec3();
aiQuaternion r = ReadQuat();
aiMatrix4x4 trans, scale, rot;
aiMatrix4x4::Translation(t, trans);
aiMatrix4x4::Scaling(s, scale);
rot = aiMatrix4x4(r.GetMatrix());
aiMatrix4x4 tform = trans * rot * scale;
int nodeid = static_cast<int>(_nodes.size());
aiNode *node = new aiNode(name);
_nodes.push_back(node);
node->mParent = parent;
node->mTransformation = tform;
std::unique_ptr<aiNodeAnim> nodeAnim;
vector<unsigned> meshes;
vector<aiNode *> children;
while (ChunkSize()) {
const string chunk = ReadChunk();
if (chunk == "MESH") {
unsigned int n = static_cast<unsigned int>(_meshes.size());
ReadMESH();
for (unsigned int i = n; i < static_cast<unsigned int>(_meshes.size()); ++i) {
meshes.push_back(i);
}
} else if (chunk == "BONE") {
ReadBONE(nodeid);
} else if (chunk == "ANIM") {
ReadANIM();
} else if (chunk == "KEYS") {
if (!nodeAnim) {
nodeAnim.reset(new aiNodeAnim);
nodeAnim->mNodeName = node->mName;
}
ReadKEYS(nodeAnim.get());
} else if (chunk == "NODE") {
aiNode *child = ReadNODE(node);
children.push_back(child);
}
ExitChunk();
}
if (nodeAnim) {
_nodeAnims.emplace_back(std::move(nodeAnim));
}
node->mNumMeshes = static_cast<unsigned int>(meshes.size());
node->mMeshes = to_array(meshes);
node->mNumChildren = static_cast<unsigned int>(children.size());
node->mChildren = to_array(children);
return node;
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadBB3D(aiScene *scene) {
_textures.clear();
_materials.clear();
_vertices.clear();
_meshes.clear();
DeleteAllBarePointers(_nodes);
_nodes.clear();
_nodeAnims.clear();
_animations.clear();
string t = ReadChunk();
if (t == "BB3D") {
int version = ReadInt();
if (!DefaultLogger::isNullLogger()) {
char dmp[128];
ai_snprintf(dmp, 128, "B3D file format version: %i", version);
ASSIMP_LOG_INFO(dmp);
}
while (ChunkSize()) {
const string chunk = ReadChunk();
if (chunk == "TEXS") {
ReadTEXS();
} else if (chunk == "BRUS") {
ReadBRUS();
} else if (chunk == "NODE") {
ReadNODE(nullptr);
}
ExitChunk();
}
}
ExitChunk();
if (!_nodes.size()) {
Fail("No nodes");
}
if (!_meshes.size()) {
Fail("No meshes");
}
// Fix nodes/meshes/bones
for (size_t i = 0; i < _nodes.size(); ++i) {
aiNode *node = _nodes[i];
for (size_t j = 0; j < node->mNumMeshes; ++j) {
aiMesh *mesh = _meshes[node->mMeshes[j]].get();
int n_tris = mesh->mNumFaces;
int n_verts = mesh->mNumVertices = n_tris * 3;
aiVector3D *mv = mesh->mVertices = new aiVector3D[n_verts], *mn = nullptr, *mc = nullptr;
if (_vflags & 1) {
mn = mesh->mNormals = new aiVector3D[n_verts];
}
if (_tcsets) {
mc = mesh->mTextureCoords[0] = new aiVector3D[n_verts];
}
aiFace *face = mesh->mFaces;
vector<vector<aiVertexWeight>> vweights(_nodes.size());
for (int vertIdx = 0; vertIdx < n_verts; vertIdx += 3) {
for (int faceIndex = 0; faceIndex < 3; ++faceIndex) {
Vertex &v = _vertices[face->mIndices[faceIndex]];
*mv++ = v.vertex;
if (mn) *mn++ = v.normal;
if (mc) *mc++ = v.texcoords;
face->mIndices[faceIndex] = vertIdx + faceIndex;
for (int k = 0; k < 4; ++k) {
if (!v.weights[k])
break;
int bone = v.bones[k];
float weight = v.weights[k];
vweights[bone].emplace_back(vertIdx + faceIndex, weight);
}
}
++face;
}
vector<aiBone *> bones;
for (size_t weightIndx = 0; weightIndx < vweights.size(); ++weightIndx) {
vector<aiVertexWeight> &weights = vweights[weightIndx];
if (!weights.size()) {
continue;
}
aiBone *bone = new aiBone;
bones.push_back(bone);
aiNode *bnode = _nodes[weightIndx];
bone->mName = bnode->mName;
bone->mNumWeights = static_cast<unsigned int>(weights.size());
bone->mWeights = to_array(weights);
aiMatrix4x4 mat = bnode->mTransformation;
while (bnode->mParent) {
bnode = bnode->mParent;
mat = bnode->mTransformation * mat;
}
bone->mOffsetMatrix = mat.Inverse();
}
mesh->mNumBones = static_cast<unsigned int>(bones.size());
mesh->mBones = to_array(bones);
}
}
// nodes
scene->mRootNode = _nodes[0];
_nodes.clear(); // node ownership now belongs to scene
// material
if (!_materials.size()) {
_materials.emplace_back(std::unique_ptr<aiMaterial>(new aiMaterial));
}
scene->mNumMaterials = static_cast<unsigned int>(_materials.size());
scene->mMaterials = unique_to_array(_materials);
// meshes
scene->mNumMeshes = static_cast<unsigned int>(_meshes.size());
scene->mMeshes = unique_to_array(_meshes);
// animations
if (_animations.size() == 1 && _nodeAnims.size()) {
aiAnimation *anim = _animations.back().get();
anim->mNumChannels = static_cast<unsigned int>(_nodeAnims.size());
anim->mChannels = unique_to_array(_nodeAnims);
scene->mNumAnimations = static_cast<unsigned int>(_animations.size());
scene->mAnimations = unique_to_array(_animations);
}
// convert to RH
MakeLeftHandedProcess makeleft;
makeleft.Execute(scene);
FlipWindingOrderProcess flip;
flip.Execute(scene);
}
} // namespace Assimp
#endif // !! ASSIMP_BUILD_NO_B3D_IMPORTER

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@@ -0,0 +1,132 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/**
* @file Definition of the .b3d importer class.
*/
#pragma once
#ifndef AI_B3DIMPORTER_H_INC
#define AI_B3DIMPORTER_H_INC
#include <assimp/types.h>
#include <assimp/mesh.h>
#include <assimp/material.h>
#include <assimp/BaseImporter.h>
#include <memory>
#include <vector>
struct aiNodeAnim;
struct aiNode;
struct aiAnimation;
namespace Assimp{
class B3DImporter : public BaseImporter{
public:
B3DImporter() = default;
~B3DImporter() override;
bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const override;
protected:
const aiImporterDesc* GetInfo () const override;
void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) override;
private:
int ReadByte();
int ReadInt();
float ReadFloat();
aiVector2D ReadVec2();
aiVector3D ReadVec3();
aiQuaternion ReadQuat();
std::string ReadString();
std::string ReadChunk();
void ExitChunk();
size_t ChunkSize();
template<class T>
T *to_array( const std::vector<T> &v );
struct Vertex{
aiVector3D vertex;
aiVector3D normal;
aiVector3D texcoords;
unsigned char bones[4];
float weights[4];
};
AI_WONT_RETURN void Oops() AI_WONT_RETURN_SUFFIX;
AI_WONT_RETURN void Fail(const std::string &str) AI_WONT_RETURN_SUFFIX;
void ReadTEXS();
void ReadBRUS();
void ReadVRTS();
void ReadTRIS( int v0 );
void ReadMESH();
void ReadBONE( int id );
void ReadKEYS( aiNodeAnim *nodeAnim );
void ReadANIM();
aiNode *ReadNODE( aiNode *parent );
void ReadBB3D( aiScene *scene );
size_t _pos;
std::vector<unsigned char> _buf;
std::vector<size_t> _stack;
std::vector<std::string> _textures;
std::vector<std::unique_ptr<aiMaterial> > _materials;
int _vflags,_tcsets,_tcsize;
std::vector<Vertex> _vertices;
std::vector<aiNode*> _nodes;
std::vector<std::unique_ptr<aiMesh> > _meshes;
std::vector<std::unique_ptr<aiNodeAnim> > _nodeAnims;
std::vector<std::unique_ptr<aiAnimation> > _animations;
};
}
#endif

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@@ -0,0 +1,524 @@
/** Implementation of the BVH loader */
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_BVH_IMPORTER
#include "BVHLoader.h"
#include <assimp/SkeletonMeshBuilder.h>
#include <assimp/TinyFormatter.h>
#include <assimp/fast_atof.h>
#include <assimp/importerdesc.h>
#include <assimp/scene.h>
#include <assimp/IOSystem.hpp>
#include <assimp/Importer.hpp>
#include <map>
#include <memory>
namespace Assimp {
using namespace Assimp::Formatter;
static constexpr aiImporterDesc desc = {
"BVH Importer (MoCap)",
"",
"",
"",
aiImporterFlags_SupportTextFlavour,
0,
0,
0,
0,
"bvh"
};
// ------------------------------------------------------------------------------------------------
// Aborts the file reading with an exception
template <typename... T>
AI_WONT_RETURN void BVHLoader::ThrowException(T &&...args) {
throw DeadlyImportError(mFileName, ":", mLine, " - ", args...);
}
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
BVHLoader::BVHLoader() :
mLine(),
mAnimTickDuration(),
mAnimNumFrames(),
noSkeletonMesh() {
// empty
}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool BVHLoader::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
static const char *tokens[] = { "HIERARCHY" };
return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
}
// ------------------------------------------------------------------------------------------------
void BVHLoader::SetupProperties(const Importer *pImp) {
noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES, 0) != 0;
}
// ------------------------------------------------------------------------------------------------
// Loader meta information
const aiImporterDesc *BVHLoader::GetInfo() const {
return &desc;
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void BVHLoader::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
mFileName = pFile;
// read file into memory
std::unique_ptr<IOStream> file(pIOHandler->Open(pFile));
if (file == nullptr) {
throw DeadlyImportError("Failed to open file ", pFile, ".");
}
size_t fileSize = file->FileSize();
if (fileSize == 0) {
throw DeadlyImportError("File is too small.");
}
mBuffer.resize(fileSize);
file->Read(&mBuffer.front(), 1, fileSize);
// start reading
mReader = mBuffer.begin();
mLine = 1;
ReadStructure(pScene);
if (!noSkeletonMesh) {
// build a dummy mesh for the skeleton so that we see something at least
SkeletonMeshBuilder meshBuilder(pScene);
}
// construct an animation from all the motion data we read
CreateAnimation(pScene);
}
// ------------------------------------------------------------------------------------------------
// Reads the file
void BVHLoader::ReadStructure(aiScene *pScene) {
// first comes hierarchy
std::string header = GetNextToken();
if (header != "HIERARCHY")
ThrowException("Expected header string \"HIERARCHY\".");
ReadHierarchy(pScene);
// then comes the motion data
std::string motion = GetNextToken();
if (motion != "MOTION")
ThrowException("Expected beginning of motion data \"MOTION\".");
ReadMotion(pScene);
}
// ------------------------------------------------------------------------------------------------
// Reads the hierarchy
void BVHLoader::ReadHierarchy(aiScene *pScene) {
std::string root = GetNextToken();
if (root != "ROOT")
ThrowException("Expected root node \"ROOT\".");
// Go read the hierarchy from here
pScene->mRootNode = ReadNode();
}
// ------------------------------------------------------------------------------------------------
// Reads a node and recursively its children and returns the created node;
aiNode *BVHLoader::ReadNode() {
// first token is name
std::string nodeName = GetNextToken();
if (nodeName.empty() || nodeName == "{")
ThrowException("Expected node name, but found \"", nodeName, "\".");
// then an opening brace should follow
std::string openBrace = GetNextToken();
if (openBrace != "{")
ThrowException("Expected opening brace \"{\", but found \"", openBrace, "\".");
// Create a node
aiNode *node = new aiNode(nodeName);
std::vector<aiNode *> childNodes;
// and create an bone entry for it
mNodes.emplace_back(node);
Node &internNode = mNodes.back();
// now read the node's contents
std::string siteToken;
while (true) {
std::string token = GetNextToken();
// node offset to parent node
if (token == "OFFSET")
ReadNodeOffset(node);
else if (token == "CHANNELS")
ReadNodeChannels(internNode);
else if (token == "JOINT") {
// child node follows
aiNode *child = ReadNode();
child->mParent = node;
childNodes.push_back(child);
} else if (token == "End") {
// The real symbol is "End Site". Second part comes in a separate token
siteToken.clear();
siteToken = GetNextToken();
if (siteToken != "Site")
ThrowException("Expected \"End Site\" keyword, but found \"", token, " ", siteToken, "\".");
aiNode *child = ReadEndSite(nodeName);
child->mParent = node;
childNodes.push_back(child);
} else if (token == "}") {
// we're done with that part of the hierarchy
break;
} else {
// everything else is a parse error
ThrowException("Unknown keyword \"", token, "\".");
}
}
// add the child nodes if there are any
if (childNodes.size() > 0) {
node->mNumChildren = static_cast<unsigned int>(childNodes.size());
node->mChildren = new aiNode *[node->mNumChildren];
std::copy(childNodes.begin(), childNodes.end(), node->mChildren);
}
// and return the sub-hierarchy we built here
return node;
}
// ------------------------------------------------------------------------------------------------
// Reads an end node and returns the created node.
aiNode *BVHLoader::ReadEndSite(const std::string &pParentName) {
// check opening brace
std::string openBrace = GetNextToken();
if (openBrace != "{")
ThrowException("Expected opening brace \"{\", but found \"", openBrace, "\".");
// Create a node
aiNode *node = new aiNode("EndSite_" + pParentName);
// now read the node's contents. Only possible entry is "OFFSET"
std::string token;
while (true) {
token.clear();
token = GetNextToken();
// end node's offset
if (token == "OFFSET") {
ReadNodeOffset(node);
} else if (token == "}") {
// we're done with the end node
break;
} else {
// everything else is a parse error
ThrowException("Unknown keyword \"", token, "\".");
}
}
// and return the sub-hierarchy we built here
return node;
}
// ------------------------------------------------------------------------------------------------
// Reads a node offset for the given node
void BVHLoader::ReadNodeOffset(aiNode *pNode) {
// Offset consists of three floats to read
aiVector3D offset;
offset.x = GetNextTokenAsFloat();
offset.y = GetNextTokenAsFloat();
offset.z = GetNextTokenAsFloat();
// build a transformation matrix from it
pNode->mTransformation = aiMatrix4x4(1.0f, 0.0f, 0.0f, offset.x,
0.0f, 1.0f, 0.0f, offset.y,
0.0f, 0.0f, 1.0f, offset.z,
0.0f, 0.0f, 0.0f, 1.0f);
}
// ------------------------------------------------------------------------------------------------
// Reads the animation channels for the given node
void BVHLoader::ReadNodeChannels(BVHLoader::Node &pNode) {
// number of channels. Use the float reader because we're lazy
float numChannelsFloat = GetNextTokenAsFloat();
unsigned int numChannels = (unsigned int)numChannelsFloat;
for (unsigned int a = 0; a < numChannels; a++) {
std::string channelToken = GetNextToken();
if (channelToken == "Xposition")
pNode.mChannels.push_back(Channel_PositionX);
else if (channelToken == "Yposition")
pNode.mChannels.push_back(Channel_PositionY);
else if (channelToken == "Zposition")
pNode.mChannels.push_back(Channel_PositionZ);
else if (channelToken == "Xrotation")
pNode.mChannels.push_back(Channel_RotationX);
else if (channelToken == "Yrotation")
pNode.mChannels.push_back(Channel_RotationY);
else if (channelToken == "Zrotation")
pNode.mChannels.push_back(Channel_RotationZ);
else
ThrowException("Invalid channel specifier \"", channelToken, "\".");
}
}
// ------------------------------------------------------------------------------------------------
// Reads the motion data
void BVHLoader::ReadMotion(aiScene * /*pScene*/) {
// Read number of frames
std::string tokenFrames = GetNextToken();
if (tokenFrames != "Frames:")
ThrowException("Expected frame count \"Frames:\", but found \"", tokenFrames, "\".");
float numFramesFloat = GetNextTokenAsFloat();
mAnimNumFrames = (unsigned int)numFramesFloat;
// Read frame duration
std::string tokenDuration1 = GetNextToken();
std::string tokenDuration2 = GetNextToken();
if (tokenDuration1 != "Frame" || tokenDuration2 != "Time:")
ThrowException("Expected frame duration \"Frame Time:\", but found \"", tokenDuration1, " ", tokenDuration2, "\".");
mAnimTickDuration = GetNextTokenAsFloat();
// resize value vectors for each node
for (std::vector<Node>::iterator it = mNodes.begin(); it != mNodes.end(); ++it)
it->mChannelValues.reserve(it->mChannels.size() * mAnimNumFrames);
// now read all the data and store it in the corresponding node's value vector
for (unsigned int frame = 0; frame < mAnimNumFrames; ++frame) {
// on each line read the values for all nodes
for (std::vector<Node>::iterator it = mNodes.begin(); it != mNodes.end(); ++it) {
// get as many values as the node has channels
for (unsigned int c = 0; c < it->mChannels.size(); ++c)
it->mChannelValues.push_back(GetNextTokenAsFloat());
}
// after one frame worth of values for all nodes there should be a newline, but we better don't rely on it
}
}
// ------------------------------------------------------------------------------------------------
// Retrieves the next token
std::string BVHLoader::GetNextToken() {
// skip any preceding whitespace
while (mReader != mBuffer.end()) {
if (!isspace((unsigned char)*mReader))
break;
// count lines
if (*mReader == '\n')
mLine++;
++mReader;
}
// collect all chars till the next whitespace. BVH is easy in respect to that.
std::string token;
while (mReader != mBuffer.end()) {
if (isspace((unsigned char)*mReader))
break;
token.push_back(*mReader);
++mReader;
// little extra logic to make sure braces are counted correctly
if (token == "{" || token == "}")
break;
}
// empty token means end of file, which is just fine
return token;
}
// ------------------------------------------------------------------------------------------------
// Reads the next token as a float
float BVHLoader::GetNextTokenAsFloat() {
std::string token = GetNextToken();
if (token.empty())
ThrowException("Unexpected end of file while trying to read a float");
// check if the float is valid by testing if the atof() function consumed every char of the token
const char *ctoken = token.c_str();
float result = 0.0f;
ctoken = fast_atoreal_move<float>(ctoken, result);
if (ctoken != token.c_str() + token.length())
ThrowException("Expected a floating point number, but found \"", token, "\".");
return result;
}
// ------------------------------------------------------------------------------------------------
// Constructs an animation for the motion data and stores it in the given scene
void BVHLoader::CreateAnimation(aiScene *pScene) {
// create the animation
pScene->mNumAnimations = 1;
pScene->mAnimations = new aiAnimation *[1];
aiAnimation *anim = new aiAnimation;
pScene->mAnimations[0] = anim;
// put down the basic parameters
anim->mName.Set("Motion");
anim->mTicksPerSecond = 1.0 / double(mAnimTickDuration);
anim->mDuration = double(mAnimNumFrames - 1);
// now generate the tracks for all nodes
anim->mNumChannels = static_cast<unsigned int>(mNodes.size());
anim->mChannels = new aiNodeAnim *[anim->mNumChannels];
// FIX: set the array elements to nullptr to ensure proper deletion if an exception is thrown
for (unsigned int i = 0; i < anim->mNumChannels; ++i)
anim->mChannels[i] = nullptr;
for (unsigned int a = 0; a < anim->mNumChannels; a++) {
const Node &node = mNodes[a];
const std::string nodeName = std::string(node.mNode->mName.data);
aiNodeAnim *nodeAnim = new aiNodeAnim;
anim->mChannels[a] = nodeAnim;
nodeAnim->mNodeName.Set(nodeName);
std::map<BVHLoader::ChannelType, int> channelMap;
// Build map of channels
for (unsigned int channel = 0; channel < node.mChannels.size(); ++channel) {
channelMap[node.mChannels[channel]] = channel;
}
// translational part, if given
if (node.mChannels.size() == 6) {
nodeAnim->mNumPositionKeys = mAnimNumFrames;
nodeAnim->mPositionKeys = new aiVectorKey[mAnimNumFrames];
aiVectorKey *poskey = nodeAnim->mPositionKeys;
for (unsigned int fr = 0; fr < mAnimNumFrames; ++fr) {
poskey->mTime = double(fr);
// Now compute all translations
for (BVHLoader::ChannelType channel = Channel_PositionX; channel <= Channel_PositionZ; channel = (BVHLoader::ChannelType)(channel + 1)) {
// Find channel in node
std::map<BVHLoader::ChannelType, int>::iterator mapIter = channelMap.find(channel);
if (mapIter == channelMap.end())
throw DeadlyImportError("Missing position channel in node ", nodeName);
else {
int channelIdx = mapIter->second;
switch (channel) {
case Channel_PositionX:
poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + channelIdx];
break;
case Channel_PositionY:
poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + channelIdx];
break;
case Channel_PositionZ:
poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + channelIdx];
break;
default:
break;
}
}
}
++poskey;
}
} else {
// if no translation part is given, put a default sequence
aiVector3D nodePos(node.mNode->mTransformation.a4, node.mNode->mTransformation.b4, node.mNode->mTransformation.c4);
nodeAnim->mNumPositionKeys = 1;
nodeAnim->mPositionKeys = new aiVectorKey[1];
nodeAnim->mPositionKeys[0].mTime = 0.0;
nodeAnim->mPositionKeys[0].mValue = nodePos;
}
// rotation part. Always present. First find value offsets
{
// Then create the number of rotation keys
nodeAnim->mNumRotationKeys = mAnimNumFrames;
nodeAnim->mRotationKeys = new aiQuatKey[mAnimNumFrames];
aiQuatKey *rotkey = nodeAnim->mRotationKeys;
for (unsigned int fr = 0; fr < mAnimNumFrames; ++fr) {
aiMatrix4x4 temp;
aiMatrix3x3 rotMatrix;
for (unsigned int channelIdx = 0; channelIdx < node.mChannels.size(); ++channelIdx) {
switch (node.mChannels[channelIdx]) {
case Channel_RotationX: {
const float angle = node.mChannelValues[fr * node.mChannels.size() + channelIdx] * float(AI_MATH_PI) / 180.0f;
aiMatrix4x4::RotationX(angle, temp);
rotMatrix *= aiMatrix3x3(temp);
} break;
case Channel_RotationY: {
const float angle = node.mChannelValues[fr * node.mChannels.size() + channelIdx] * float(AI_MATH_PI) / 180.0f;
aiMatrix4x4::RotationY(angle, temp);
rotMatrix *= aiMatrix3x3(temp);
} break;
case Channel_RotationZ: {
const float angle = node.mChannelValues[fr * node.mChannels.size() + channelIdx] * float(AI_MATH_PI) / 180.0f;
aiMatrix4x4::RotationZ(angle, temp);
rotMatrix *= aiMatrix3x3(temp);
} break;
default:
break;
}
}
rotkey->mTime = double(fr);
rotkey->mValue = aiQuaternion(rotMatrix);
++rotkey;
}
}
// scaling part. Always just a default track
{
nodeAnim->mNumScalingKeys = 1;
nodeAnim->mScalingKeys = new aiVectorKey[1];
nodeAnim->mScalingKeys[0].mTime = 0.0;
nodeAnim->mScalingKeys[0].mValue.Set(1.0f, 1.0f, 1.0f);
}
}
}
} // namespace Assimp
#endif // !! ASSIMP_BUILD_NO_BVH_IMPORTER

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/** Defines the BHV motion capturing loader class */
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file BVHLoader.h
* @brief Biovision BVH import
*/
#ifndef AI_BVHLOADER_H_INC
#define AI_BVHLOADER_H_INC
#include <assimp/BaseImporter.h>
struct aiNode;
namespace Assimp {
// --------------------------------------------------------------------------------
/** Loader class to read Motion Capturing data from a .bvh file.
*
* This format only contains a hierarchy of joints and a series of keyframes for
* the hierarchy. It contains no actual mesh data, but we generate a dummy mesh
* inside the loader just to be able to see something.
*/
class BVHLoader : public BaseImporter {
/** Possible animation channels for which the motion data holds the values */
enum ChannelType {
Channel_PositionX,
Channel_PositionY,
Channel_PositionZ,
Channel_RotationX,
Channel_RotationY,
Channel_RotationZ
};
/** Collected list of node. Will be bones of the dummy mesh some day, addressed by their array index */
struct Node {
const aiNode *mNode;
std::vector<ChannelType> mChannels;
std::vector<float> mChannelValues; // motion data values for that node. Of size NumChannels * NumFrames
Node() : mNode(nullptr) {}
explicit Node(const aiNode *pNode) :mNode(pNode) {}
};
public:
BVHLoader();
~BVHLoader() override = default;
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details. */
bool CanRead(const std::string &pFile, IOSystem *pIOHandler, bool cs) const override;
void SetupProperties(const Importer *pImp) override;
const aiImporterDesc *GetInfo() const override;
protected:
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) override;
/** Reads the file */
void ReadStructure(aiScene *pScene);
/** Reads the hierarchy */
void ReadHierarchy(aiScene *pScene);
/** Reads a node and recursively its children and returns the created node. */
aiNode *ReadNode();
/** Reads an end node and returns the created node. */
aiNode *ReadEndSite(const std::string &pParentName);
/** Reads a node offset for the given node */
void ReadNodeOffset(aiNode *pNode);
/** Reads the animation channels into the given node */
void ReadNodeChannels(BVHLoader::Node &pNode);
/** Reads the motion data */
void ReadMotion(aiScene *pScene);
/** Retrieves the next token */
std::string GetNextToken();
/** Reads the next token as a float */
float GetNextTokenAsFloat();
/** Aborts the file reading with an exception */
template<typename... T>
AI_WONT_RETURN void ThrowException(T&&... args) AI_WONT_RETURN_SUFFIX;
/** Constructs an animation for the motion data and stores it in the given scene */
void CreateAnimation(aiScene *pScene);
protected:
/** Filename, for a verbose error message */
std::string mFileName;
/** Buffer to hold the loaded file */
std::vector<char> mBuffer;
/** Next char to read from the buffer */
std::vector<char>::const_iterator mReader;
/** Current line, for error messages */
unsigned int mLine;
/** Collected list of nodes. Will be bones of the dummy mesh some day, addressed by their array index.
* Also contain the motion data for the node's channels
*/
std::vector<Node> mNodes;
/** basic Animation parameters */
float mAnimTickDuration;
unsigned int mAnimNumFrames;
bool noSkeletonMesh;
};
} // end of namespace Assimp
#endif // AI_BVHLOADER_H_INC

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file BlenderBMesh.cpp
* @brief Conversion of Blender's new BMesh stuff
*/
#ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER
#include "BlenderBMesh.h"
#include "BlenderDNA.h"
#include "BlenderScene.h"
#include "BlenderTessellator.h"
namespace Assimp {
template <>
const char *LogFunctions<BlenderBMeshConverter>::Prefix() {
return "BLEND_BMESH: ";
}
} // namespace Assimp
using namespace Assimp;
using namespace Assimp::Blender;
using namespace Assimp::Formatter;
// ------------------------------------------------------------------------------------------------
BlenderBMeshConverter::BlenderBMeshConverter(const Mesh *mesh) :
BMesh(mesh),
triMesh(nullptr) {
ai_assert(nullptr != mesh);
}
// ------------------------------------------------------------------------------------------------
BlenderBMeshConverter::~BlenderBMeshConverter() {
DestroyTriMesh();
}
// ------------------------------------------------------------------------------------------------
bool BlenderBMeshConverter::ContainsBMesh() const {
// TODO - Should probably do some additional verification here
return BMesh->totpoly && BMesh->totloop && BMesh->totvert;
}
// ------------------------------------------------------------------------------------------------
const Mesh *BlenderBMeshConverter::TriangulateBMesh() {
AssertValidMesh();
AssertValidSizes();
PrepareTriMesh();
for (int i = 0; i < BMesh->totpoly; ++i) {
const MPoly &poly = BMesh->mpoly[i];
ConvertPolyToFaces(poly);
}
return triMesh;
}
// ------------------------------------------------------------------------------------------------
void BlenderBMeshConverter::AssertValidMesh() {
if (!ContainsBMesh()) {
ThrowException("BlenderBMeshConverter requires a BMesh with \"polygons\" - please call BlenderBMeshConverter::ContainsBMesh to check this first");
}
}
// ------------------------------------------------------------------------------------------------
void BlenderBMeshConverter::AssertValidSizes() {
if (BMesh->totpoly != static_cast<int>(BMesh->mpoly.size())) {
ThrowException("BMesh poly array has incorrect size");
}
if (BMesh->totloop != static_cast<int>(BMesh->mloop.size())) {
ThrowException("BMesh loop array has incorrect size");
}
}
// ------------------------------------------------------------------------------------------------
void BlenderBMeshConverter::PrepareTriMesh() {
if (triMesh) {
DestroyTriMesh();
}
triMesh = new Mesh(*BMesh);
triMesh->totface = 0;
triMesh->mface.clear();
}
// ------------------------------------------------------------------------------------------------
void BlenderBMeshConverter::DestroyTriMesh() {
delete triMesh;
triMesh = nullptr;
}
// ------------------------------------------------------------------------------------------------
void BlenderBMeshConverter::ConvertPolyToFaces(const MPoly &poly) {
const MLoop *polyLoop = &BMesh->mloop[poly.loopstart];
if (poly.totloop == 3 || poly.totloop == 4) {
AddFace(polyLoop[0].v, polyLoop[1].v, polyLoop[2].v, poly.totloop == 4 ? polyLoop[3].v : 0);
// UVs are optional, so only convert when present.
if (BMesh->mloopuv.size()) {
if ((poly.loopstart + poly.totloop) > static_cast<int>(BMesh->mloopuv.size())) {
ThrowException("BMesh uv loop array has incorrect size");
}
const MLoopUV *loopUV = &BMesh->mloopuv[poly.loopstart];
AddTFace(loopUV[0].uv, loopUV[1].uv, loopUV[2].uv, poly.totloop == 4 ? loopUV[3].uv : nullptr);
}
} else if (poly.totloop > 4) {
#if ASSIMP_BLEND_WITH_GLU_TESSELLATE
BlenderTessellatorGL tessGL(*this);
tessGL.Tessellate(polyLoop, poly.totloop, triMesh->mvert);
#elif ASSIMP_BLEND_WITH_POLY_2_TRI
BlenderTessellatorP2T tessP2T(*this);
tessP2T.Tessellate(polyLoop, poly.totloop, triMesh->mvert);
#endif
}
}
// ------------------------------------------------------------------------------------------------
void BlenderBMeshConverter::AddFace(int v1, int v2, int v3, int v4) {
MFace face;
face.v1 = v1;
face.v2 = v2;
face.v3 = v3;
face.v4 = v4;
face.flag = 0;
// TODO - Work out how materials work
face.mat_nr = 0;
triMesh->mface.push_back(face);
triMesh->totface = static_cast<int>(triMesh->mface.size());
}
// ------------------------------------------------------------------------------------------------
void BlenderBMeshConverter::AddTFace(const float *uv1, const float *uv2, const float *uv3, const float *uv4) {
MTFace mtface;
memcpy(&mtface.uv[0], uv1, sizeof(float) * 2);
memcpy(&mtface.uv[1], uv2, sizeof(float) * 2);
memcpy(&mtface.uv[2], uv3, sizeof(float) * 2);
if (uv4) {
memcpy(&mtface.uv[3], uv4, sizeof(float) * 2);
}
triMesh->mtface.push_back(mtface);
}
#endif // ASSIMP_BUILD_NO_BLEND_IMPORTER

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file BlenderBMesh.h
* @brief Conversion of Blender's new BMesh stuff
*/
#ifndef INCLUDED_AI_BLEND_BMESH_H
#define INCLUDED_AI_BLEND_BMESH_H
#include <assimp/LogAux.h>
namespace Assimp
{
// TinyFormatter.h
namespace Formatter
{
template < typename T,typename TR, typename A > class basic_formatter;
typedef class basic_formatter< char, std::char_traits< char >, std::allocator< char > > format;
}
// BlenderScene.h
namespace Blender
{
struct Mesh;
struct MPoly;
struct MLoop;
}
class BlenderBMeshConverter: public LogFunctions< BlenderBMeshConverter >
{
public:
BlenderBMeshConverter( const Blender::Mesh* mesh );
~BlenderBMeshConverter( );
bool ContainsBMesh( ) const;
const Blender::Mesh* TriangulateBMesh( );
private:
void AssertValidMesh( );
void AssertValidSizes( );
void PrepareTriMesh( );
void DestroyTriMesh( );
void ConvertPolyToFaces( const Blender::MPoly& poly );
void AddFace( int v1, int v2, int v3, int v4 = 0 );
void AddTFace(const float *uv1, const float *uv2, const float *uv3, const float *uv4 = nullptr);
const Blender::Mesh* BMesh;
Blender::Mesh* triMesh;
friend class BlenderTessellatorGL;
friend class BlenderTessellatorP2T;
};
} // end of namespace Assimp
#endif // INCLUDED_AI_BLEND_BMESH_H

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

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#pragma once
#include "BlenderDNA.h"
#include "BlenderScene.h"
#include <memory>
namespace Assimp {
namespace Blender {
/* CustomData.type from Blender (2.79b) */
enum CustomDataType {
CD_AUTO_FROM_NAME = -1,
CD_MVERT = 0,
#ifdef DNA_DEPRECATED
CD_MSTICKY = 1, /* DEPRECATED */
#endif
CD_MDEFORMVERT = 2,
CD_MEDGE = 3,
CD_MFACE = 4,
CD_MTFACE = 5,
CD_MCOL = 6,
CD_ORIGINDEX = 7,
CD_NORMAL = 8,
/* CD_POLYINDEX = 9, */
CD_PROP_FLT = 10,
CD_PROP_INT = 11,
CD_PROP_STR = 12,
CD_ORIGSPACE = 13, /* for modifier stack face location mapping */
CD_ORCO = 14,
CD_MTEXPOLY = 15,
CD_MLOOPUV = 16,
CD_MLOOPCOL = 17,
CD_TANGENT = 18,
CD_MDISPS = 19,
CD_PREVIEW_MCOL = 20, /* for displaying weightpaint colors */
/* CD_ID_MCOL = 21, */
CD_TEXTURE_MLOOPCOL = 22,
CD_CLOTH_ORCO = 23,
CD_RECAST = 24,
/* BMESH ONLY START */
CD_MPOLY = 25,
CD_MLOOP = 26,
CD_SHAPE_KEYINDEX = 27,
CD_SHAPEKEY = 28,
CD_BWEIGHT = 29,
CD_CREASE = 30,
CD_ORIGSPACE_MLOOP = 31,
CD_PREVIEW_MLOOPCOL = 32,
CD_BM_ELEM_PYPTR = 33,
/* BMESH ONLY END */
CD_PAINT_MASK = 34,
CD_GRID_PAINT_MASK = 35,
CD_MVERT_SKIN = 36,
CD_FREESTYLE_EDGE = 37,
CD_FREESTYLE_FACE = 38,
CD_MLOOPTANGENT = 39,
CD_TESSLOOPNORMAL = 40,
CD_CUSTOMLOOPNORMAL = 41,
CD_NUMTYPES = 42
};
/**
* @brief check if given cdtype is valid (ie >= 0 and < CD_NUMTYPES)
* @param[in] cdtype to check
* @return true when valid
*/
bool isValidCustomDataType(const int cdtype);
/**
* @brief returns CustomDataLayer ptr for given cdtype and name
* @param[in] customdata CustomData to search for wanted layer
* @param[in] cdtype to search for
* @param[in] name to search for
* @return CustomDataLayer * or nullptr if not found
*/
std::shared_ptr<CustomDataLayer> getCustomDataLayer(const CustomData &customdata, CustomDataType cdtype, const std::string &name);
/**
* @brief returns CustomDataLayer data ptr for given cdtype and name
* @param[in] customdata CustomData to search for wanted layer
* @param[in] cdtype to search for
* @param[in] name to search for
* @return * to struct data or nullptr if not found
*/
const ElemBase * getCustomDataLayerData(const CustomData &customdata, CustomDataType cdtype, const std::string &name);
}
}

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file BlenderDNA.cpp
* @brief Implementation of the Blender `DNA`, that is its own
* serialized set of data structures.
*/
#ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER
#include "BlenderDNA.h"
#include <assimp/StreamReader.h>
#include <assimp/TinyFormatter.h>
#include <assimp/fast_atof.h>
using namespace Assimp;
using namespace Assimp::Blender;
using namespace Assimp::Formatter;
static bool match4(StreamReaderAny &stream, const char *string) {
ai_assert(nullptr != string);
char tmp[4];
tmp[0] = (stream).GetI1();
tmp[1] = (stream).GetI1();
tmp[2] = (stream).GetI1();
tmp[3] = (stream).GetI1();
return (tmp[0] == string[0] && tmp[1] == string[1] && tmp[2] == string[2] && tmp[3] == string[3]);
}
struct Type {
size_t size;
std::string name;
};
// ------------------------------------------------------------------------------------------------
void DNAParser::Parse() {
StreamReaderAny &stream = *db.reader;
DNA &dna = db.dna;
if (!match4(stream, "SDNA")) {
throw DeadlyImportError("BlenderDNA: Expected SDNA chunk");
}
// name dictionary
if (!match4(stream, "NAME")) {
throw DeadlyImportError("BlenderDNA: Expected NAME field");
}
std::vector<std::string> names(stream.GetI4());
for (std::string &s : names) {
while (char c = stream.GetI1()) {
s += c;
}
}
// type dictionary
for (; stream.GetCurrentPos() & 0x3; stream.GetI1())
;
if (!match4(stream, "TYPE")) {
throw DeadlyImportError("BlenderDNA: Expected TYPE field");
}
std::vector<Type> types(stream.GetI4());
for (Type &s : types) {
while (char c = stream.GetI1()) {
s.name += c;
}
}
// type length dictionary
for (; stream.GetCurrentPos() & 0x3; stream.GetI1())
;
if (!match4(stream, "TLEN")) {
throw DeadlyImportError("BlenderDNA: Expected TLEN field");
}
for (Type &s : types) {
s.size = stream.GetI2();
}
// structures dictionary
for (; stream.GetCurrentPos() & 0x3; stream.GetI1())
;
if (!match4(stream, "STRC")) {
throw DeadlyImportError("BlenderDNA: Expected STRC field");
}
size_t end = stream.GetI4(), fields = 0;
dna.structures.reserve(end);
for (size_t i = 0; i != end; ++i) {
uint16_t n = stream.GetI2();
if (n >= types.size()) {
throw DeadlyImportError("BlenderDNA: Invalid type index in structure name", n, " (there are only ", types.size(), " entries)");
}
// maintain separate indexes
dna.indices[types[n].name] = dna.structures.size();
dna.structures.push_back(Structure());
Structure &s = dna.structures.back();
s.name = types[n].name;
n = stream.GetI2();
s.fields.reserve(n);
size_t offset = 0;
for (size_t m = 0; m < n; ++m, ++fields) {
uint16_t j = stream.GetI2();
if (j >= types.size()) {
throw DeadlyImportError("BlenderDNA: Invalid type index in structure field ", j, " (there are only ", types.size(), " entries)");
}
s.fields.push_back(Field());
Field &f = s.fields.back();
f.offset = offset;
f.type = types[j].name;
f.size = types[j].size;
j = stream.GetI2();
if (j >= names.size()) {
throw DeadlyImportError("BlenderDNA: Invalid name index in structure field ", j, " (there are only ", names.size(), " entries)");
}
f.name = names[j];
f.flags = 0u;
// pointers always specify the size of the pointee instead of their own.
// The pointer asterisk remains a property of the lookup name.
if (f.name[0] == '*') {
f.size = db.i64bit ? 8 : 4;
f.flags |= FieldFlag_Pointer;
}
// arrays, however, specify the size of a single element so we
// need to parse the (possibly multi-dimensional) array declaration
// in order to obtain the actual size of the array in the file.
// Also we need to alter the lookup name to include no array
// brackets anymore or size fixup won't work (if our size does
// not match the size read from the DNA).
if (*f.name.rbegin() == ']') {
const std::string::size_type rb = f.name.find('[');
if (rb == std::string::npos) {
throw DeadlyImportError("BlenderDNA: Encountered invalid array declaration ", f.name);
}
f.flags |= FieldFlag_Array;
DNA::ExtractArraySize(f.name, f.array_sizes);
f.name = f.name.substr(0, rb);
f.size *= f.array_sizes[0] * f.array_sizes[1];
}
// maintain separate indexes
s.indices[f.name] = s.fields.size() - 1;
offset += f.size;
}
s.size = offset;
}
ASSIMP_LOG_DEBUG("BlenderDNA: Got ", dna.structures.size(), " structures with totally ", fields, " fields");
#if ASSIMP_BUILD_BLENDER_DEBUG_DNA
dna.DumpToFile();
#endif
dna.AddPrimitiveStructures();
dna.RegisterConverters();
}
#if ASSIMP_BUILD_BLENDER_DEBUG_DNA
#include <fstream>
// ------------------------------------------------------------------------------------------------
void DNA ::DumpToFile() {
// we don't bother using the VFS here for this is only for debugging.
// (and all your bases are belong to us).
std::ofstream f("dna.txt");
if (f.fail()) {
ASSIMP_LOG_ERROR("Could not dump dna to dna.txt");
return;
}
f << "Field format: type name offset size"
<< "\n";
f << "Structure format: name size"
<< "\n";
for (const Structure &s : structures) {
f << s.name << " " << s.size << "\n\n";
for (const Field &ff : s.fields) {
f << "\t" << ff.type << " " << ff.name << " " << ff.offset << " " << ff.size << "\n";
}
f << "\n";
}
f << std::flush;
ASSIMP_LOG_INFO("BlenderDNA: Dumped dna to dna.txt");
}
#endif // ASSIMP_BUILD_BLENDER_DEBUG_DNA
// ------------------------------------------------------------------------------------------------
/*static*/ void DNA ::ExtractArraySize(
const std::string &out,
size_t array_sizes[2]) {
array_sizes[0] = array_sizes[1] = 1;
std::string::size_type pos = out.find('[');
if (pos++ == std::string::npos) {
return;
}
array_sizes[0] = strtoul10(&out[pos]);
pos = out.find('[', pos);
if (pos++ == std::string::npos) {
return;
}
array_sizes[1] = strtoul10(&out[pos]);
}
// ------------------------------------------------------------------------------------------------
std::shared_ptr<ElemBase> DNA ::ConvertBlobToStructure(
const Structure &structure,
const FileDatabase &db) const {
std::map<std::string, FactoryPair>::const_iterator it = converters.find(structure.name);
if (it == converters.end()) {
return std::shared_ptr<ElemBase>();
}
std::shared_ptr<ElemBase> ret = (structure.*((*it).second.first))();
(structure.*((*it).second.second))(ret, db);
return ret;
}
// ------------------------------------------------------------------------------------------------
DNA::FactoryPair DNA ::GetBlobToStructureConverter(
const Structure &structure,
const FileDatabase & /*db*/
) const {
std::map<std::string, FactoryPair>::const_iterator it = converters.find(structure.name);
return it == converters.end() ? FactoryPair() : (*it).second;
}
// basing on http://www.blender.org/development/architecture/notes-on-sdna/
// ------------------------------------------------------------------------------------------------
void DNA ::AddPrimitiveStructures() {
// NOTE: these are just dummies. Their presence enforces
// Structure::Convert<target_type> to be called on these
// empty structures. These converters are special
// overloads which scan the name of the structure and
// perform the required data type conversion if one
// of these special names is found in the structure
// in question.
indices["int"] = structures.size();
structures.push_back(Structure());
structures.back().name = "int";
structures.back().size = 4;
indices["short"] = structures.size();
structures.push_back(Structure());
structures.back().name = "short";
structures.back().size = 2;
indices["char"] = structures.size();
structures.push_back(Structure());
structures.back().name = "char";
structures.back().size = 1;
indices["float"] = structures.size();
structures.push_back(Structure());
structures.back().name = "float";
structures.back().size = 4;
indices["double"] = structures.size();
structures.push_back(Structure());
structures.back().name = "double";
structures.back().size = 8;
// no long, seemingly.
}
// ------------------------------------------------------------------------------------------------
void SectionParser ::Next() {
stream.SetCurrentPos(current.start + current.size);
const char tmp[] = {
(char)stream.GetI1(),
(char)stream.GetI1(),
(char)stream.GetI1(),
(char)stream.GetI1()
};
current.id = std::string(tmp, tmp[3] ? 4 : tmp[2] ? 3 : tmp[1] ? 2 : 1);
current.size = stream.GetI4();
current.address.val = ptr64 ? stream.GetU8() : stream.GetU4();
current.dna_index = stream.GetI4();
current.num = stream.GetI4();
current.start = stream.GetCurrentPos();
if (stream.GetRemainingSizeToLimit() < current.size) {
throw DeadlyImportError("BLEND: invalid size of file block");
}
#ifdef ASSIMP_BUILD_BLENDER_DEBUG
ASSIMP_LOG_VERBOSE_DEBUG(current.id);
#endif
}
#endif

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file BlenderDNA.h
* @brief Blender `DNA` (file format specification embedded in
* blend file itself) loader.
*/
#ifndef INCLUDED_AI_BLEND_DNA_H
#define INCLUDED_AI_BLEND_DNA_H
#include <assimp/BaseImporter.h>
#include <assimp/StreamReader.h>
#include <stdint.h>
#include <assimp/DefaultLogger.hpp>
#include <map>
#include <memory>
// enable verbose log output. really verbose, so be careful.
#ifdef ASSIMP_BUILD_DEBUG
#define ASSIMP_BUILD_BLENDER_DEBUG
#endif
// set this to non-zero to dump BlenderDNA stuff to dna.txt.
// you could set it on the assimp build command line too without touching it here.
// !!! please make sure this is set to 0 in the repo !!!
#ifndef ASSIMP_BUILD_BLENDER_DEBUG_DNA
#define ASSIMP_BUILD_BLENDER_DEBUG_DNA 0
#endif
// #define ASSIMP_BUILD_BLENDER_NO_STATS
namespace Assimp {
template <bool, bool>
class StreamReader;
typedef StreamReader<true, true> StreamReaderAny;
namespace Blender {
class FileDatabase;
struct FileBlockHead;
template <template <typename> class TOUT>
class ObjectCache;
// -------------------------------------------------------------------------------
/** Exception class used by the blender loader to selectively catch exceptions
* thrown in its own code (DeadlyImportErrors thrown in general utility
* functions are untouched then). If such an exception is not caught by
* the loader itself, it will still be caught by Assimp due to its
* ancestry. */
// -------------------------------------------------------------------------------
struct Error : DeadlyImportError {
template <typename... T>
explicit Error(T &&...args) :
DeadlyImportError(args...) {
}
};
// -------------------------------------------------------------------------------
/** The only purpose of this structure is to feed a virtual dtor into its
* descendents. It serves as base class for all data structure fields. */
// -------------------------------------------------------------------------------
struct ElemBase {
ElemBase() :
dna_type(nullptr) {
// empty
}
virtual ~ElemBase() = default;
/** Type name of the element. The type
* string points is the `c_str` of the `name` attribute of the
* corresponding `Structure`, that is, it is only valid as long
* as the DNA is not modified. The dna_type is only set if the
* data type is not static, i.e. a std::shared_ptr<ElemBase>
* in the scene description would have its type resolved
* at runtime, so this member is always set. */
const char *dna_type;
};
// -------------------------------------------------------------------------------
/** Represents a generic pointer to a memory location, which can be either 32
* or 64 bits. These pointers are loaded from the BLEND file and finally
* fixed to point to the real, converted representation of the objects
* they used to point to.*/
// -------------------------------------------------------------------------------
struct Pointer {
Pointer() :
val() {
// empty
}
uint64_t val;
};
// -------------------------------------------------------------------------------
/** Represents a generic offset within a BLEND file */
// -------------------------------------------------------------------------------
struct FileOffset {
FileOffset() :
val() {
// empty
}
uint64_t val;
};
// -------------------------------------------------------------------------------
/** Dummy derivate of std::vector to be able to use it in templates simultaenously
* with std::shared_ptr, which takes only one template argument
* while std::vector takes three. Also we need to provide some special member
* functions of shared_ptr */
// -------------------------------------------------------------------------------
template <typename T>
class vector : public std::vector<T> {
public:
using std::vector<T>::resize;
using std::vector<T>::empty;
void reset() {
resize(0);
}
operator bool() const {
return !empty();
}
};
// -------------------------------------------------------------------------------
/** Mixed flags for use in #Field */
// -------------------------------------------------------------------------------
enum FieldFlags {
FieldFlag_Pointer = 0x1,
FieldFlag_Array = 0x2
};
// -------------------------------------------------------------------------------
/** Represents a single member of a data structure in a BLEND file */
// -------------------------------------------------------------------------------
struct Field {
std::string name;
std::string type;
size_t size;
size_t offset;
/** Size of each array dimension. For flat arrays,
* the second dimension is set to 1. */
size_t array_sizes[2];
/** Any of the #FieldFlags enumerated values */
unsigned int flags;
};
// -------------------------------------------------------------------------------
/** Range of possible behaviors for fields absence in the input file. Some are
* mission critical so we need them, while others can silently be default
* initialized and no animations are harmed. */
// -------------------------------------------------------------------------------
enum ErrorPolicy {
/** Substitute default value and ignore */
ErrorPolicy_Igno,
/** Substitute default value and write to log */
ErrorPolicy_Warn,
/** Substitute a massive error message and crash the whole matrix. Its time for another zion */
ErrorPolicy_Fail
};
#ifdef ASSIMP_BUILD_BLENDER_DEBUG
#define ErrorPolicy_Igno ErrorPolicy_Warn
#endif
// -------------------------------------------------------------------------------
/** Represents a data structure in a BLEND file. A Structure defines n fields
* and their locations and encodings the input stream. Usually, every
* Structure instance pertains to one equally-named data structure in the
* BlenderScene.h header. This class defines various utilities to map a
* binary `blob` read from the file to such a structure instance with
* meaningful contents. */
// -------------------------------------------------------------------------------
class Structure {
template <template <typename> class>
friend class ObjectCache;
public:
Structure() :
cache_idx(static_cast<size_t>(-1)) {
// empty
}
// publicly accessible members
std::string name;
vector<Field> fields;
std::map<std::string, size_t> indices;
size_t size;
// --------------------------------------------------------
/** Access a field of the structure by its canonical name. The pointer version
* returns nullptr on failure while the reference version raises an import error. */
inline const Field &operator[](const std::string &ss) const;
inline const Field *Get(const std::string &ss) const;
// --------------------------------------------------------
/** Access a field of the structure by its index */
inline const Field &operator[](const size_t i) const;
// --------------------------------------------------------
inline bool operator==(const Structure &other) const {
return name == other.name; // name is meant to be an unique identifier
}
// --------------------------------------------------------
inline bool operator!=(const Structure &other) const {
return name != other.name;
}
// --------------------------------------------------------
/** Try to read an instance of the structure from the stream
* and attempt to convert to `T`. This is done by
* an appropriate specialization. If none is available,
* a compiler complain is the result.
* @param dest Destination value to be written
* @param db File database, including input stream. */
template <typename T>
void Convert(T &dest, const FileDatabase &db) const;
// --------------------------------------------------------
// generic converter
template <typename T>
void Convert(std::shared_ptr<ElemBase> in, const FileDatabase &db) const;
// --------------------------------------------------------
// generic allocator
template <typename T>
std::shared_ptr<ElemBase> Allocate() const;
// --------------------------------------------------------
// field parsing for 1d arrays
template <int error_policy, typename T, size_t M>
void ReadFieldArray(T (&out)[M], const char *name,
const FileDatabase &db) const;
// --------------------------------------------------------
// field parsing for 2d arrays
template <int error_policy, typename T, size_t M, size_t N>
void ReadFieldArray2(T (&out)[M][N], const char *name,
const FileDatabase &db) const;
// --------------------------------------------------------
// field parsing for pointer or dynamic array types
// (std::shared_ptr)
// The return value indicates whether the data was already cached.
template <int error_policy, template <typename> class TOUT, typename T>
bool ReadFieldPtr(TOUT<T> &out, const char *name,
const FileDatabase &db,
bool non_recursive = false) const;
// --------------------------------------------------------
// field parsing for static arrays of pointer or dynamic
// array types (std::shared_ptr[])
// The return value indicates whether the data was already cached.
template <int error_policy, template <typename> class TOUT, typename T, size_t N>
bool ReadFieldPtr(TOUT<T> (&out)[N], const char *name,
const FileDatabase &db) const;
// --------------------------------------------------------
// field parsing for `normal` values
// The return value indicates whether the data was already cached.
template <int error_policy, typename T>
void ReadField(T &out, const char *name,
const FileDatabase &db) const;
// --------------------------------------------------------
/**
* @brief field parsing for dynamic vectors
* @param[in] out vector of struct to be filled
* @param[in] name of field
* @param[in] db to access the file, dna, ...
* @return true when read was successful
*/
template <int error_policy, template <typename> class TOUT, typename T>
bool ReadFieldPtrVector(vector<TOUT<T>> &out, const char *name, const FileDatabase &db) const;
/**
* @brief parses raw customdata
* @param[in] out shared_ptr to be filled
* @param[in] cdtype customdata type to read
* @param[in] name of field ptr
* @param[in] db to access the file, dna, ...
* @return true when read was successful
*/
template <int error_policy>
bool ReadCustomDataPtr(std::shared_ptr<ElemBase> &out, int cdtype, const char *name, const FileDatabase &db) const;
private:
// --------------------------------------------------------
template <template <typename> class TOUT, typename T>
bool ResolvePointer(TOUT<T> &out, const Pointer &ptrval,
const FileDatabase &db, const Field &f,
bool non_recursive = false) const;
// --------------------------------------------------------
template <template <typename> class TOUT, typename T>
bool ResolvePointer(vector<TOUT<T>> &out, const Pointer &ptrval,
const FileDatabase &db, const Field &f, bool) const;
// --------------------------------------------------------
bool ResolvePointer(std::shared_ptr<FileOffset> &out, const Pointer &ptrval,
const FileDatabase &db, const Field &f, bool) const;
// --------------------------------------------------------
inline const FileBlockHead *LocateFileBlockForAddress(
const Pointer &ptrval,
const FileDatabase &db) const;
private:
// ------------------------------------------------------------------------------
template <typename T>
T *_allocate(std::shared_ptr<T> &out, size_t &s) const {
out = std::shared_ptr<T>(new T());
s = 1;
return out.get();
}
template <typename T>
T *_allocate(vector<T> &out, size_t &s) const {
out.resize(s);
return s ? &out.front() : nullptr;
}
// --------------------------------------------------------
template <int error_policy>
struct _defaultInitializer {
template <typename T, unsigned int N>
void operator()(T (&out)[N], const char * = nullptr) {
for (unsigned int i = 0; i < N; ++i) {
out[i] = T();
}
}
template <typename T, unsigned int N, unsigned int M>
void operator()(T (&out)[N][M], const char * = nullptr) {
for (unsigned int i = 0; i < N; ++i) {
for (unsigned int j = 0; j < M; ++j) {
out[i][j] = T();
}
}
}
template <typename T>
void operator()(T &out, const char * = nullptr) {
out = T();
}
};
private:
mutable size_t cache_idx;
};
// --------------------------------------------------------
template <>
struct Structure::_defaultInitializer<ErrorPolicy_Warn> {
template <typename T>
void operator()(T &out, const char *reason = "<add reason>") {
ASSIMP_LOG_WARN(reason);
// ... and let the show go on
_defaultInitializer<0 /*ErrorPolicy_Igno*/>()(out);
}
};
template <>
struct Structure::_defaultInitializer<ErrorPolicy_Fail> {
template <typename T>
void operator()(T & /*out*/, const char *message = "") {
// obviously, it is crucial that _DefaultInitializer is used
// only from within a catch clause.
throw DeadlyImportError("Constructing BlenderDNA Structure encountered an error: ", message);
}
};
// -------------------------------------------------------------------------------------------------------
template <>
inline bool Structure ::ResolvePointer<std::shared_ptr, ElemBase>(std::shared_ptr<ElemBase> &out,
const Pointer &ptrval,
const FileDatabase &db,
const Field &f,
bool) const;
template <> bool Structure :: ResolvePointer<std::shared_ptr,ElemBase>(
std::shared_ptr<ElemBase>& out, const Pointer & ptrval,
const FileDatabase& db, const Field&, bool) const;
template <> inline void Structure :: Convert<int> (int& dest,const FileDatabase& db) const;
template<> inline void Structure :: Convert<short> (short& dest,const FileDatabase& db) const;
template <> inline void Structure :: Convert<char> (char& dest,const FileDatabase& db) const;
template <> inline void Structure::Convert<unsigned char>(unsigned char& dest, const FileDatabase& db) const;
template <> inline void Structure :: Convert<float> (float& dest,const FileDatabase& db) const;
template <> inline void Structure :: Convert<double> (double& dest,const FileDatabase& db) const;
template <> inline void Structure :: Convert<Pointer> (Pointer& dest,const FileDatabase& db) const;
// -------------------------------------------------------------------------------
/** Represents the full data structure information for a single BLEND file.
* This data is extracted from the DNA1 chunk in the file.
* #DNAParser does the reading and represents currently the only place where
* DNA is altered.*/
// -------------------------------------------------------------------------------
class DNA {
public:
typedef void (Structure::*ConvertProcPtr)(
std::shared_ptr<ElemBase> in,
const FileDatabase &) const;
typedef std::shared_ptr<ElemBase> (
Structure::*AllocProcPtr)() const;
typedef std::pair<AllocProcPtr, ConvertProcPtr> FactoryPair;
public:
std::map<std::string, FactoryPair> converters;
vector<Structure> structures;
std::map<std::string, size_t> indices;
public:
// --------------------------------------------------------
/** Access a structure by its canonical name, the pointer version returns nullptr on failure
* while the reference version raises an error. */
inline const Structure &operator[](const std::string &ss) const;
inline const Structure *Get(const std::string &ss) const;
// --------------------------------------------------------
/** Access a structure by its index */
inline const Structure &operator[](const size_t i) const;
public:
// --------------------------------------------------------
/** Add structure definitions for all the primitive types,
* i.e. integer, short, char, float */
void AddPrimitiveStructures();
// --------------------------------------------------------
/** Fill the @c converters member with converters for all
* known data types. The implementation of this method is
* in BlenderScene.cpp and is machine-generated.
* Converters are used to quickly handle objects whose
* exact data type is a runtime-property and not yet
* known at compile time (consider Object::data).*/
void RegisterConverters();
// --------------------------------------------------------
/** Take an input blob from the stream, interpret it according to
* a its structure name and convert it to the intermediate
* representation.
* @param structure Destination structure definition
* @param db File database.
* @return A null pointer if no appropriate converter is available.*/
std::shared_ptr<ElemBase> ConvertBlobToStructure(
const Structure &structure,
const FileDatabase &db) const;
// --------------------------------------------------------
/** Find a suitable conversion function for a given Structure.
* Such a converter function takes a blob from the input
* stream, reads as much as it needs, and builds up a
* complete object in intermediate representation.
* @param structure Destination structure definition
* @param db File database.
* @return A null pointer in .first if no appropriate converter is available.*/
FactoryPair GetBlobToStructureConverter(
const Structure &structure,
const FileDatabase &db) const;
#if ASSIMP_BUILD_BLENDER_DEBUG_DNA
// --------------------------------------------------------
/** Dump the DNA to a text file. This is for debugging purposes.
* The output file is `dna.txt` in the current working folder*/
void DumpToFile();
#endif
// --------------------------------------------------------
/** Extract array dimensions from a C array declaration, such
* as `...[4][6]`. Returned string would be `...[][]`.
* @param out
* @param array_sizes Receive maximally two array dimensions,
* the second element is set to 1 if the array is flat.
* Both are set to 1 if the input is not an array.
* @throw DeadlyImportError if more than 2 dimensions are
* encountered. */
static void ExtractArraySize(
const std::string &out,
size_t array_sizes[2]);
};
// special converters for primitive types
template <>
inline void Structure ::Convert<int>(int &dest, const FileDatabase &db) const;
template <>
inline void Structure ::Convert<short>(short &dest, const FileDatabase &db) const;
template <>
inline void Structure ::Convert<char>(char &dest, const FileDatabase &db) const;
template <>
inline void Structure ::Convert<float>(float &dest, const FileDatabase &db) const;
template <>
inline void Structure ::Convert<double>(double &dest, const FileDatabase &db) const;
template <>
inline void Structure ::Convert<Pointer>(Pointer &dest, const FileDatabase &db) const;
// -------------------------------------------------------------------------------
/** Describes a master file block header. Each master file sections holds n
* elements of a certain SDNA structure (or otherwise unspecified data). */
// -------------------------------------------------------------------------------
struct FileBlockHead {
// points right after the header of the file block
StreamReaderAny::pos start;
std::string id;
size_t size;
// original memory address of the data
Pointer address;
// index into DNA
unsigned int dna_index;
// number of structure instances to follow
size_t num;
// file blocks are sorted by address to quickly locate specific memory addresses
bool operator<(const FileBlockHead &o) const {
return address.val < o.address.val;
}
// for std::upper_bound
operator const Pointer &() const {
return address;
}
};
// for std::upper_bound
inline bool operator<(const Pointer &a, const Pointer &b) {
return a.val < b.val;
}
// -------------------------------------------------------------------------------
/** Utility to read all master file blocks in turn. */
// -------------------------------------------------------------------------------
class SectionParser {
public:
// --------------------------------------------------------
/** @param stream Inout stream, must point to the
* first section in the file. Call Next() once
* to have it read.
* @param ptr64 Pointer size in file is 64 bits? */
SectionParser(StreamReaderAny &stream, bool ptr64) :
stream(stream), ptr64(ptr64) {
current.size = current.start = 0;
}
public:
// --------------------------------------------------------
const FileBlockHead &GetCurrent() const {
return current;
}
public:
// --------------------------------------------------------
/** Advance to the next section.
* @throw DeadlyImportError if the last chunk was passed. */
void Next();
public:
FileBlockHead current;
StreamReaderAny &stream;
bool ptr64;
};
#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
// -------------------------------------------------------------------------------
/** Import statistics, i.e. number of file blocks read*/
// -------------------------------------------------------------------------------
class Statistics {
public:
Statistics() :
fields_read(), pointers_resolved(), cache_hits()
// , blocks_read ()
,
cached_objects() {}
public:
/** total number of fields we read */
unsigned int fields_read;
/** total number of resolved pointers */
unsigned int pointers_resolved;
/** number of pointers resolved from the cache */
unsigned int cache_hits;
/** number of blocks (from FileDatabase::entries)
we did actually read from. */
// unsigned int blocks_read;
/** objects in FileData::cache */
unsigned int cached_objects;
};
#endif
// -------------------------------------------------------------------------------
/** The object cache - all objects addressed by pointers are added here. This
* avoids circular references and avoids object duplication. */
// -------------------------------------------------------------------------------
template <template <typename> class TOUT>
class ObjectCache {
public:
typedef std::map<Pointer, TOUT<ElemBase>> StructureCache;
public:
ObjectCache(const FileDatabase &db) :
db(db) {
// currently there are only ~400 structure records per blend file.
// we read only a small part of them and don't cache objects
// which we don't need, so this should suffice.
caches.reserve(64);
}
public:
// --------------------------------------------------------
/** Check whether a specific item is in the cache.
* @param s Data type of the item
* @param out Output pointer. Unchanged if the
* cache doesn't know the item yet.
* @param ptr Item address to look for. */
template <typename T>
void get(
const Structure &s,
TOUT<T> &out,
const Pointer &ptr) const;
// --------------------------------------------------------
/** Add an item to the cache after the item has
* been fully read. Do not insert anything that
* may be faulty or might cause the loading
* to abort.
* @param s Data type of the item
* @param out Item to insert into the cache
* @param ptr address (cache key) of the item. */
template <typename T>
void set(const Structure &s,
const TOUT<T> &out,
const Pointer &ptr);
private:
mutable vector<StructureCache> caches;
const FileDatabase &db;
};
// -------------------------------------------------------------------------------
// -------------------------------------------------------------------------------
template <>
class ObjectCache<Blender::vector> {
public:
ObjectCache(const FileDatabase &) {}
template <typename T>
void get(const Structure &, vector<T> &, const Pointer &) {}
template <typename T>
void set(const Structure &, const vector<T> &, const Pointer &) {}
};
#ifdef _MSC_VER
#pragma warning(disable : 4355)
#endif
// -------------------------------------------------------------------------------
/** Memory representation of a full BLEND file and all its dependencies. The
* output aiScene is constructed from an instance of this data structure. */
// -------------------------------------------------------------------------------
class FileDatabase {
template <template <typename> class TOUT>
friend class ObjectCache;
public:
FileDatabase() :
_cacheArrays(*this), _cache(*this), next_cache_idx() {}
public:
// publicly accessible fields
bool i64bit;
bool little;
DNA dna;
std::shared_ptr<StreamReaderAny> reader;
vector<FileBlockHead> entries;
public:
Statistics &stats() const {
return _stats;
}
// For all our templates to work on both shared_ptr's and vector's
// using the same code, a dummy cache for arrays is provided. Actually,
// arrays of objects are never cached because we can't easily
// ensure their proper destruction.
template <typename T>
ObjectCache<std::shared_ptr> &cache(std::shared_ptr<T> & /*in*/) const {
return _cache;
}
template <typename T>
ObjectCache<vector> &cache(vector<T> & /*in*/) const {
return _cacheArrays;
}
private:
#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
mutable Statistics _stats;
#endif
mutable ObjectCache<vector> _cacheArrays;
mutable ObjectCache<std::shared_ptr> _cache;
mutable size_t next_cache_idx;
};
#ifdef _MSC_VER
#pragma warning(default : 4355)
#endif
// -------------------------------------------------------------------------------
/** Factory to extract a #DNA from the DNA1 file block in a BLEND file. */
// -------------------------------------------------------------------------------
class DNAParser {
public:
/** Bind the parser to a empty DNA and an input stream */
DNAParser(FileDatabase &db) :
db(db) {}
public:
// --------------------------------------------------------
/** Locate the DNA in the file and parse it. The input
* stream is expected to point to the beginning of the DN1
* chunk at the time this method is called and is
* undefined afterwards.
* @throw DeadlyImportError if the DNA cannot be read.
* @note The position of the stream pointer is undefined
* afterwards.*/
void Parse();
public:
/** Obtain a reference to the extracted DNA information */
const Blender::DNA &GetDNA() const {
return db.dna;
}
private:
FileDatabase &db;
};
/**
* @brief read CustomData's data to ptr to mem
* @param[out] out memory ptr to set
* @param[in] cdtype to read
* @param[in] cnt cnt of elements to read
* @param[in] db to read elements from
* @return true when ok
*/
bool readCustomData(std::shared_ptr<ElemBase> &out, int cdtype, size_t cnt, const FileDatabase &db);
} // namespace Blender
} // namespace Assimp
#include "BlenderDNA.inl"
#endif

View File

@@ -0,0 +1,847 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file BlenderDNA.inl
* @brief Blender `DNA` (file format specification embedded in
* blend file itself) loader.
*/
#ifndef INCLUDED_AI_BLEND_DNA_INL
#define INCLUDED_AI_BLEND_DNA_INL
#include <memory>
#include <assimp/TinyFormatter.h>
namespace Assimp {
namespace Blender {
//--------------------------------------------------------------------------------
const Field& Structure :: operator [] (const std::string& ss) const
{
std::map<std::string, size_t>::const_iterator it = indices.find(ss);
if (it == indices.end()) {
throw Error("BlendDNA: Did not find a field named `",ss,"` in structure `",name,"`");
}
return fields[(*it).second];
}
//--------------------------------------------------------------------------------
const Field* Structure :: Get (const std::string& ss) const
{
std::map<std::string, size_t>::const_iterator it = indices.find(ss);
return it == indices.end() ? nullptr : &fields[(*it).second];
}
//--------------------------------------------------------------------------------
const Field& Structure :: operator [] (const size_t i) const
{
if (i >= fields.size()) {
throw Error("BlendDNA: There is no field with index `",i,"` in structure `",name,"`");
}
return fields[i];
}
//--------------------------------------------------------------------------------
template <typename T> std::shared_ptr<ElemBase> Structure :: Allocate() const
{
return std::shared_ptr<T>(new T());
}
//--------------------------------------------------------------------------------
template <typename T> void Structure :: Convert(
std::shared_ptr<ElemBase> in,
const FileDatabase& db) const
{
Convert<T> (*static_cast<T*> ( in.get() ),db);
}
//--------------------------------------------------------------------------------
template <int error_policy, typename T, size_t M>
void Structure :: ReadFieldArray(T (& out)[M], const char* name, const FileDatabase& db) const
{
const StreamReaderAny::pos old = db.reader->GetCurrentPos();
try {
const Field& f = (*this)[name];
const Structure& s = db.dna[f.type];
// is the input actually an array?
if (!(f.flags & FieldFlag_Array)) {
throw Error("Field `",name,"` of structure `",this->name,"` ought to be an array of size ",M);
}
db.reader->IncPtr(f.offset);
// size conversions are always allowed, regardless of error_policy
unsigned int i = 0;
for(; i < std::min(f.array_sizes[0],M); ++i) {
s.Convert(out[i],db);
}
for(; i < M; ++i) {
_defaultInitializer<ErrorPolicy_Igno>()(out[i]);
}
}
catch (const Error& e) {
_defaultInitializer<error_policy>()(out,e.what());
}
// and recover the previous stream position
db.reader->SetCurrentPos(old);
#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
++db.stats().fields_read;
#endif
}
//--------------------------------------------------------------------------------
template <int error_policy, typename T, size_t M, size_t N>
void Structure :: ReadFieldArray2(T (& out)[M][N], const char* name, const FileDatabase& db) const
{
const StreamReaderAny::pos old = db.reader->GetCurrentPos();
try {
const Field& f = (*this)[name];
const Structure& s = db.dna[f.type];
// is the input actually an array?
if (!(f.flags & FieldFlag_Array)) {
throw Error("Field `",name,"` of structure `",
this->name,"` ought to be an array of size ",M,"*",N
);
}
db.reader->IncPtr(f.offset);
// size conversions are always allowed, regardless of error_policy
unsigned int i = 0;
for(; i < std::min(f.array_sizes[0],M); ++i) {
unsigned int j = 0;
for(; j < std::min(f.array_sizes[1],N); ++j) {
s.Convert(out[i][j],db);
}
for(; j < N; ++j) {
_defaultInitializer<ErrorPolicy_Igno>()(out[i][j]);
}
}
for(; i < M; ++i) {
_defaultInitializer<ErrorPolicy_Igno>()(out[i]);
}
}
catch (const Error& e) {
_defaultInitializer<error_policy>()(out,e.what());
}
// and recover the previous stream position
db.reader->SetCurrentPos(old);
#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
++db.stats().fields_read;
#endif
}
//--------------------------------------------------------------------------------
template <int error_policy, template <typename> class TOUT, typename T>
bool Structure :: ReadFieldPtr(TOUT<T>& out, const char* name, const FileDatabase& db,
bool non_recursive /*= false*/) const
{
const StreamReaderAny::pos old = db.reader->GetCurrentPos();
Pointer ptrval;
const Field* f;
try {
f = &(*this)[name];
// sanity check, should never happen if the genblenddna script is right
if (!(f->flags & FieldFlag_Pointer)) {
throw Error("Field `",name,"` of structure `",
this->name,"` ought to be a pointer");
}
db.reader->IncPtr(f->offset);
Convert(ptrval,db);
// actually it is meaningless on which Structure the Convert is called
// because the `Pointer` argument triggers a special implementation.
}
catch (const Error& e) {
_defaultInitializer<error_policy>()(out,e.what());
out.reset();
return false;
}
// resolve the pointer and load the corresponding structure
const bool res = ResolvePointer(out,ptrval,db,*f, non_recursive);
if(!non_recursive) {
// and recover the previous stream position
db.reader->SetCurrentPos(old);
}
#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
++db.stats().fields_read;
#endif
return res;
}
//--------------------------------------------------------------------------------
template <int error_policy, template <typename> class TOUT, typename T, size_t N>
bool Structure :: ReadFieldPtr(TOUT<T> (&out)[N], const char* name,
const FileDatabase& db) const
{
// XXX see if we can reduce this to call to the 'normal' ReadFieldPtr
const StreamReaderAny::pos old = db.reader->GetCurrentPos();
Pointer ptrval[N];
const Field* f;
try {
f = &(*this)[name];
#ifdef _DEBUG
// sanity check, should never happen if the genblenddna script is right
if ((FieldFlag_Pointer|FieldFlag_Pointer) != (f->flags & (FieldFlag_Pointer|FieldFlag_Pointer))) {
throw Error("Field `",name,"` of structure `",
this->name,"` ought to be a pointer AND an array");
}
#endif // _DEBUG
db.reader->IncPtr(f->offset);
size_t i = 0;
for(; i < std::min(f->array_sizes[0],N); ++i) {
Convert(ptrval[i],db);
}
for(; i < N; ++i) {
_defaultInitializer<ErrorPolicy_Igno>()(ptrval[i]);
}
// actually it is meaningless on which Structure the Convert is called
// because the `Pointer` argument triggers a special implementation.
}
catch (const Error& e) {
_defaultInitializer<error_policy>()(out,e.what());
for(size_t i = 0; i < N; ++i) {
out[i].reset();
}
return false;
}
bool res = true;
for(size_t i = 0; i < N; ++i) {
// resolve the pointer and load the corresponding structure
res = ResolvePointer(out[i],ptrval[i],db,*f) && res;
}
// and recover the previous stream position
db.reader->SetCurrentPos(old);
#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
++db.stats().fields_read;
#endif
return res;
}
//--------------------------------------------------------------------------------
template <int error_policy, typename T>
void Structure :: ReadField(T& out, const char* name, const FileDatabase& db) const
{
const StreamReaderAny::pos old = db.reader->GetCurrentPos();
try {
const Field& f = (*this)[name];
// find the structure definition pertaining to this field
const Structure& s = db.dna[f.type];
db.reader->IncPtr(f.offset);
s.Convert(out,db);
}
catch (const Error& e) {
_defaultInitializer<error_policy>()(out,e.what());
}
// and recover the previous stream position
db.reader->SetCurrentPos(old);
#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
++db.stats().fields_read;
#endif
}
//--------------------------------------------------------------------------------
// field parsing for raw untyped data (like CustomDataLayer.data)
template <int error_policy>
bool Structure::ReadCustomDataPtr(std::shared_ptr<ElemBase>&out, int cdtype, const char* name, const FileDatabase& db) const {
const StreamReaderAny::pos old = db.reader->GetCurrentPos();
Pointer ptrval;
const Field* f;
try {
f = &(*this)[name];
// sanity check, should never happen if the genblenddna script is right
if (!(f->flags & FieldFlag_Pointer)) {
throw Error("Field `", name, "` of structure `",
this->name, "` ought to be a pointer");
}
db.reader->IncPtr(f->offset);
Convert(ptrval, db);
// actually it is meaningless on which Structure the Convert is called
// because the `Pointer` argument triggers a special implementation.
}
catch (const Error& e) {
_defaultInitializer<error_policy>()(out, e.what());
out.reset();
}
bool readOk = true;
if (ptrval.val) {
// get block for ptr
const FileBlockHead* block = LocateFileBlockForAddress(ptrval, db);
db.reader->SetCurrentPos(block->start + static_cast<size_t>((ptrval.val - block->address.val)));
// read block->num instances of given type to out
readOk = readCustomData(out, cdtype, block->num, db);
}
// and recover the previous stream position
db.reader->SetCurrentPos(old);
#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
++db.stats().fields_read;
#endif
return readOk;
}
//--------------------------------------------------------------------------------
template <int error_policy, template <typename> class TOUT, typename T>
bool Structure::ReadFieldPtrVector(vector<TOUT<T>>&out, const char* name, const FileDatabase& db) const {
out.clear();
const StreamReaderAny::pos old = db.reader->GetCurrentPos();
Pointer ptrval;
const Field* f;
try {
f = &(*this)[name];
// sanity check, should never happen if the genblenddna script is right
if (!(f->flags & FieldFlag_Pointer)) {
throw Error("Field `", name, "` of structure `",
this->name, "` ought to be a pointer");
}
db.reader->IncPtr(f->offset);
Convert(ptrval, db);
// actually it is meaningless on which Structure the Convert is called
// because the `Pointer` argument triggers a special implementation.
}
catch (const Error& e) {
_defaultInitializer<error_policy>()(out, e.what());
out.clear();
return false;
}
if (ptrval.val) {
// find the file block the pointer is pointing to
const FileBlockHead* block = LocateFileBlockForAddress(ptrval, db);
db.reader->SetCurrentPos(block->start + static_cast<size_t>((ptrval.val - block->address.val)));
// FIXME: basically, this could cause problems with 64 bit pointers on 32 bit systems.
// I really ought to improve StreamReader to work with 64 bit indices exclusively.
const Structure& s = db.dna[f->type];
for (size_t i = 0; i < block->num; ++i) {
TOUT<T> p(new T);
s.Convert(*p, db);
out.push_back(p);
}
}
db.reader->SetCurrentPos(old);
#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
++db.stats().fields_read;
#endif
return true;
}
//--------------------------------------------------------------------------------
template <template <typename> class TOUT, typename T>
bool Structure :: ResolvePointer(TOUT<T>& out, const Pointer & ptrval, const FileDatabase& db,
const Field& f,
bool non_recursive /*= false*/) const
{
out.reset(); // ensure null pointers work
if (!ptrval.val) {
return false;
}
const Structure& s = db.dna[f.type];
// find the file block the pointer is pointing to
const FileBlockHead* block = LocateFileBlockForAddress(ptrval,db);
// also determine the target type from the block header
// and check if it matches the type which we expect.
const Structure& ss = db.dna[block->dna_index];
if (ss != s) {
throw Error("Expected target to be of type `",s.name,
"` but seemingly it is a `",ss.name,"` instead"
);
}
// try to retrieve the object from the cache
db.cache(out).get(s,out,ptrval);
if (out) {
return true;
}
// seek to this location, but save the previous stream pointer.
const StreamReaderAny::pos pold = db.reader->GetCurrentPos();
db.reader->SetCurrentPos(block->start+ static_cast<size_t>((ptrval.val - block->address.val) ));
// FIXME: basically, this could cause problems with 64 bit pointers on 32 bit systems.
// I really ought to improve StreamReader to work with 64 bit indices exclusively.
// continue conversion after allocating the required storage
size_t num = block->size / ss.size;
T* o = _allocate(out,num);
// cache the object before we convert it to avoid cyclic recursion.
db.cache(out).set(s,out,ptrval);
// if the non_recursive flag is set, we don't do anything but leave
// the cursor at the correct position to resolve the object.
if (!non_recursive) {
for (size_t i = 0; i < num; ++i,++o) {
s.Convert(*o,db);
}
db.reader->SetCurrentPos(pold);
}
#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
if(out) {
++db.stats().pointers_resolved;
}
#endif
return false;
}
//--------------------------------------------------------------------------------
inline bool Structure :: ResolvePointer( std::shared_ptr< FileOffset >& out, const Pointer & ptrval,
const FileDatabase& db,
const Field&,
bool) const
{
// Currently used exclusively by PackedFile::data to represent
// a simple offset into the mapped BLEND file.
out.reset();
if (!ptrval.val) {
return false;
}
// find the file block the pointer is pointing to
const FileBlockHead* block = LocateFileBlockForAddress(ptrval,db);
out = std::shared_ptr< FileOffset > (new FileOffset());
out->val = block->start+ static_cast<size_t>((ptrval.val - block->address.val) );
return false;
}
//--------------------------------------------------------------------------------
template <template <typename> class TOUT, typename T>
bool Structure :: ResolvePointer(vector< TOUT<T> >& out, const Pointer & ptrval,
const FileDatabase& db,
const Field& f,
bool) const
{
// This is a function overload, not a template specialization. According to
// the partial ordering rules, it should be selected by the compiler
// for array-of-pointer inputs, i.e. Object::mats.
out.reset();
if (!ptrval.val) {
return false;
}
// find the file block the pointer is pointing to
const FileBlockHead* block = LocateFileBlockForAddress(ptrval,db);
const size_t num = block->size / (db.i64bit?8:4);
// keep the old stream position
const StreamReaderAny::pos pold = db.reader->GetCurrentPos();
db.reader->SetCurrentPos(block->start+ static_cast<size_t>((ptrval.val - block->address.val) ));
bool res = false;
// allocate raw storage for the array
out.resize(num);
for (size_t i = 0; i< num; ++i) {
Pointer val;
Convert(val,db);
// and resolve the pointees
res = ResolvePointer(out[i],val,db,f) && res;
}
db.reader->SetCurrentPos(pold);
return res;
}
//--------------------------------------------------------------------------------
template <> bool Structure :: ResolvePointer<std::shared_ptr,ElemBase>(std::shared_ptr<ElemBase>& out,
const Pointer & ptrval,
const FileDatabase& db,
const Field&,
bool
) const
{
// Special case when the data type needs to be determined at runtime.
// Less secure than in the `strongly-typed` case.
out.reset();
if (!ptrval.val) {
return false;
}
// find the file block the pointer is pointing to
const FileBlockHead* block = LocateFileBlockForAddress(ptrval,db);
// determine the target type from the block header
const Structure& s = db.dna[block->dna_index];
// try to retrieve the object from the cache
db.cache(out).get(s,out,ptrval);
if (out) {
return true;
}
// seek to this location, but save the previous stream pointer.
const StreamReaderAny::pos pold = db.reader->GetCurrentPos();
db.reader->SetCurrentPos(block->start+ static_cast<size_t>((ptrval.val - block->address.val) ));
// FIXME: basically, this could cause problems with 64 bit pointers on 32 bit systems.
// I really ought to improve StreamReader to work with 64 bit indices exclusively.
// continue conversion after allocating the required storage
DNA::FactoryPair builders = db.dna.GetBlobToStructureConverter(s,db);
if (!builders.first) {
// this might happen if DNA::RegisterConverters hasn't been called so far
// or if the target type is not contained in `our` DNA.
out.reset();
ASSIMP_LOG_WARN( "Failed to find a converter for the `",s.name,"` structure" );
return false;
}
// allocate the object hull
out = (s.*builders.first)();
// cache the object immediately to prevent infinite recursion in a
// circular list with a single element (i.e. a self-referencing element).
db.cache(out).set(s,out,ptrval);
// and do the actual conversion
(s.*builders.second)(out,db);
db.reader->SetCurrentPos(pold);
// store a pointer to the name string of the actual type
// in the object itself. This allows the conversion code
// to perform additional type checking.
out->dna_type = s.name.c_str();
#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
++db.stats().pointers_resolved;
#endif
return false;
}
//--------------------------------------------------------------------------------
const FileBlockHead* Structure :: LocateFileBlockForAddress(const Pointer & ptrval, const FileDatabase& db) const
{
// the file blocks appear in list sorted by
// with ascending base addresses so we can run a
// binary search to locate the pointer quickly.
// NOTE: Blender seems to distinguish between side-by-side
// data (stored in the same data block) and far pointers,
// which are only used for structures starting with an ID.
// We don't need to make this distinction, our algorithm
// works regardless where the data is stored.
vector<FileBlockHead>::const_iterator it = std::lower_bound(db.entries.begin(),db.entries.end(),ptrval);
if (it == db.entries.end()) {
// this is crucial, pointers may not be invalid.
// this is either a corrupted file or an attempted attack.
throw DeadlyImportError("Failure resolving pointer 0x",
std::hex,ptrval.val,", no file block falls into this address range");
}
if (ptrval.val >= (*it).address.val + (*it).size) {
throw DeadlyImportError("Failure resolving pointer 0x",
std::hex,ptrval.val,", nearest file block starting at 0x",
(*it).address.val," ends at 0x",
(*it).address.val + (*it).size);
}
return &*it;
}
// ------------------------------------------------------------------------------------------------
// NOTE: The MSVC debugger keeps showing up this annoying `a cast to a smaller data type has
// caused a loss of data`-warning. Avoid this warning by a masking with an appropriate bitmask.
template <typename T> struct signless;
template <> struct signless<char> {typedef unsigned char type;};
template <> struct signless<short> {typedef unsigned short type;};
template <> struct signless<int> {typedef unsigned int type;};
template <> struct signless<unsigned char> { typedef unsigned char type; };
template <typename T>
struct static_cast_silent {
template <typename V>
T operator()(V in) {
return static_cast<T>(in & static_cast<typename signless<T>::type>(-1));
}
};
template <> struct static_cast_silent<float> {
template <typename V> float operator()(V in) {
return static_cast<float> (in);
}
};
template <> struct static_cast_silent<double> {
template <typename V> double operator()(V in) {
return static_cast<double>(in);
}
};
// ------------------------------------------------------------------------------------------------
template <typename T> inline void ConvertDispatcher(T& out, const Structure& in,const FileDatabase& db)
{
if (in.name == "int") {
out = static_cast_silent<T>()(db.reader->GetU4());
}
else if (in.name == "short") {
out = static_cast_silent<T>()(db.reader->GetU2());
}
else if (in.name == "char") {
out = static_cast_silent<T>()(db.reader->GetU1());
}
else if (in.name == "float") {
out = static_cast<T>(db.reader->GetF4());
}
else if (in.name == "double") {
out = static_cast<T>(db.reader->GetF8());
}
else {
throw DeadlyImportError("Unknown source for conversion to primitive data type: ", in.name);
}
}
// ------------------------------------------------------------------------------------------------
template <> inline void Structure :: Convert<int> (int& dest,const FileDatabase& db) const
{
ConvertDispatcher(dest,*this,db);
}
// ------------------------------------------------------------------------------------------------
template<> inline void Structure :: Convert<short> (short& dest,const FileDatabase& db) const
{
// automatic rescaling from short to float and vice versa (seems to be used by normals)
if (name == "float") {
float f = db.reader->GetF4();
if ( f > 1.0f )
f = 1.0f;
dest = static_cast<short>( f * 32767.f);
//db.reader->IncPtr(-4);
return;
}
else if (name == "double") {
dest = static_cast<short>(db.reader->GetF8() * 32767.);
//db.reader->IncPtr(-8);
return;
}
ConvertDispatcher(dest,*this,db);
}
// ------------------------------------------------------------------------------------------------
template <> inline void Structure :: Convert<char> (char& dest,const FileDatabase& db) const
{
// automatic rescaling from char to float and vice versa (seems useful for RGB colors)
if (name == "float") {
dest = static_cast<char>(db.reader->GetF4() * 255.f);
return;
}
else if (name == "double") {
dest = static_cast<char>(db.reader->GetF8() * 255.f);
return;
}
ConvertDispatcher(dest,*this,db);
}
// ------------------------------------------------------------------------------------------------
template <> inline void Structure::Convert<unsigned char>(unsigned char& dest, const FileDatabase& db) const
{
// automatic rescaling from char to float and vice versa (seems useful for RGB colors)
if (name == "float") {
dest = static_cast<unsigned char>(db.reader->GetF4() * 255.f);
return;
}
else if (name == "double") {
dest = static_cast<unsigned char>(db.reader->GetF8() * 255.f);
return;
}
ConvertDispatcher(dest, *this, db);
}
// ------------------------------------------------------------------------------------------------
template <> inline void Structure :: Convert<float> (float& dest,const FileDatabase& db) const
{
// automatic rescaling from char to float and vice versa (seems useful for RGB colors)
if (name == "char") {
dest = db.reader->GetI1() / 255.f;
return;
}
// automatic rescaling from short to float and vice versa (used by normals)
else if (name == "short") {
dest = db.reader->GetI2() / 32767.f;
return;
}
ConvertDispatcher(dest,*this,db);
}
// ------------------------------------------------------------------------------------------------
template <> inline void Structure :: Convert<double> (double& dest,const FileDatabase& db) const
{
if (name == "char") {
dest = db.reader->GetI1() / 255.;
return;
}
else if (name == "short") {
dest = db.reader->GetI2() / 32767.;
return;
}
ConvertDispatcher(dest,*this,db);
}
// ------------------------------------------------------------------------------------------------
template <> inline void Structure :: Convert<Pointer> (Pointer& dest,const FileDatabase& db) const
{
if (db.i64bit) {
dest.val = db.reader->GetU8();
//db.reader->IncPtr(-8);
return;
}
dest.val = db.reader->GetU4();
//db.reader->IncPtr(-4);
}
//--------------------------------------------------------------------------------
const Structure& DNA :: operator [] (const std::string& ss) const
{
std::map<std::string, size_t>::const_iterator it = indices.find(ss);
if (it == indices.end()) {
throw Error("BlendDNA: Did not find a structure named `",ss,"`");
}
return structures[(*it).second];
}
//--------------------------------------------------------------------------------
const Structure* DNA :: Get (const std::string& ss) const
{
std::map<std::string, size_t>::const_iterator it = indices.find(ss);
return it == indices.end() ? nullptr : &structures[(*it).second];
}
//--------------------------------------------------------------------------------
const Structure& DNA :: operator [] (const size_t i) const
{
if (i >= structures.size()) {
throw Error("BlendDNA: There is no structure with index `",i,"`");
}
return structures[i];
}
//--------------------------------------------------------------------------------
template <template <typename> class TOUT> template <typename T> void ObjectCache<TOUT> :: get (
const Structure& s,
TOUT<T>& out,
const Pointer& ptr
) const {
if(s.cache_idx == static_cast<size_t>(-1)) {
s.cache_idx = db.next_cache_idx++;
caches.resize(db.next_cache_idx);
return;
}
typename StructureCache::const_iterator it = caches[s.cache_idx].find(ptr);
if (it != caches[s.cache_idx].end()) {
out = std::static_pointer_cast<T>( (*it).second );
#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
++db.stats().cache_hits;
#endif
}
// otherwise, out remains untouched
}
//--------------------------------------------------------------------------------
template <template <typename> class TOUT> template <typename T> void ObjectCache<TOUT> :: set (
const Structure& s,
const TOUT<T>& out,
const Pointer& ptr
) {
if(s.cache_idx == static_cast<size_t>(-1)) {
s.cache_idx = db.next_cache_idx++;
caches.resize(db.next_cache_idx);
}
caches[s.cache_idx][ptr] = std::static_pointer_cast<ElemBase>( out );
#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
++db.stats().cached_objects;
#endif
}
}
}
#endif

View File

@@ -0,0 +1,204 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file BlenderIntermediate.h
* @brief Internal utility structures for the BlenderLoader. It also serves
* as master include file for the whole (internal) Blender subsystem.
*/
#ifndef INCLUDED_AI_BLEND_INTERMEDIATE_H
#define INCLUDED_AI_BLEND_INTERMEDIATE_H
#include "BlenderLoader.h"
#include "BlenderDNA.h"
#include "BlenderScene.h"
#include <deque>
#include <assimp/material.h>
struct aiTexture;
namespace Assimp {
namespace Blender {
// --------------------------------------------------------------------
/** Mini smart-array to avoid pulling in even more boost stuff. usable with vector and deque */
// --------------------------------------------------------------------
template <template <typename,typename> class TCLASS, typename T>
struct TempArray {
typedef TCLASS< T*,std::allocator<T*> > mywrap;
TempArray() = default;
~TempArray () {
for(T* elem : arr) {
delete elem;
}
}
void dismiss() {
arr.clear();
}
mywrap* operator -> () {
return &arr;
}
operator mywrap& () {
return arr;
}
operator const mywrap& () const {
return arr;
}
mywrap& get () {
return arr;
}
const mywrap& get () const {
return arr;
}
T* operator[] (size_t idx) const {
return arr[idx];
}
T*& operator[] (size_t idx) {
return arr[idx];
}
private:
// no copy semantics
void operator= (const TempArray&) {
}
TempArray(const TempArray& /*arr*/) {
}
private:
mywrap arr;
};
#if defined(_MSC_VER) && _MSC_VER < 1900
# pragma warning(disable:4351)
#endif
// As counter-intuitive as it may seem, a comparator must return false for equal values.
// The C++ standard defines and expects this behavior: true if lhs < rhs, false otherwise.
struct ObjectCompare {
bool operator() (const Object* left, const Object* right) const {
return ::strncmp(left->id.name, right->id.name, strlen( left->id.name ) ) < 0;
}
};
// When keeping objects in sets, sort them by their name.
typedef std::set<const Object*, ObjectCompare> ObjectSet;
// --------------------------------------------------------------------
/** ConversionData acts as intermediate storage location for
* the various ConvertXXX routines in BlenderImporter.*/
// --------------------------------------------------------------------
struct ConversionData
{
ConversionData(const FileDatabase& db)
: sentinel_cnt()
, next_texture()
, db(db)
{}
// As counter-intuitive as it may seem, a comparator must return false for equal values.
// The C++ standard defines and expects this behavior: true if lhs < rhs, false otherwise.
struct ObjectCompare {
bool operator() (const Object* left, const Object* right) const {
return ::strncmp( left->id.name, right->id.name, strlen( left->id.name ) ) < 0;
}
};
ObjectSet objects;
TempArray <std::vector, aiMesh> meshes;
TempArray <std::vector, aiCamera> cameras;
TempArray <std::vector, aiLight> lights;
TempArray <std::vector, aiMaterial> materials;
TempArray <std::vector, aiTexture> textures;
// set of all materials referenced by at least one mesh in the scene
std::deque< std::shared_ptr< Material > > materials_raw;
// counter to name sentinel textures inserted as substitutes for procedural textures.
unsigned int sentinel_cnt;
// next texture ID for each texture type, respectively
unsigned int next_texture[aiTextureType_UNKNOWN+1];
// original file data
const FileDatabase& db;
};
#if defined(_MSC_VER) && _MSC_VER < 1900
# pragma warning(default:4351)
#endif
// ------------------------------------------------------------------------------------------------
inline const char* GetTextureTypeDisplayString(Tex::Type t)
{
switch (t) {
case Tex::Type_CLOUDS : return "Clouds";
case Tex::Type_WOOD : return "Wood";
case Tex::Type_MARBLE : return "Marble";
case Tex::Type_MAGIC : return "Magic";
case Tex::Type_BLEND : return "Blend";
case Tex::Type_STUCCI : return "Stucci";
case Tex::Type_NOISE : return "Noise";
case Tex::Type_PLUGIN : return "Plugin";
case Tex::Type_MUSGRAVE : return "Musgrave";
case Tex::Type_VORONOI : return "Voronoi";
case Tex::Type_DISTNOISE : return "DistortedNoise";
case Tex::Type_ENVMAP : return "EnvMap";
case Tex::Type_IMAGE : return "Image";
default:
break;
}
return "<Unknown>";
}
} // ! Blender
} // ! Assimp
#endif // ! INCLUDED_AI_BLEND_INTERMEDIATE_H

File diff suppressed because it is too large Load Diff

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@@ -0,0 +1,211 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file BlenderLoader.h
* @brief Declaration of the Blender 3D (*.blend) importer class.
*/
#pragma once
#ifndef INCLUDED_AI_BLEND_LOADER_H
#define INCLUDED_AI_BLEND_LOADER_H
#include <assimp/BaseImporter.h>
#include <assimp/LogAux.h>
#include <memory>
struct aiNode;
struct aiMesh;
struct aiLight;
struct aiCamera;
struct aiMaterial;
namespace Assimp {
// TinyFormatter.h
namespace Formatter {
template <typename T, typename TR, typename A>
class basic_formatter;
typedef class basic_formatter<char, std::char_traits<char>, std::allocator<char>> format;
} // namespace Formatter
// BlenderDNA.h
namespace Blender {
class FileDatabase;
struct ElemBase;
} // namespace Blender
// BlenderScene.h
namespace Blender {
struct Scene;
struct Object;
struct Collection;
struct Mesh;
struct Camera;
struct Lamp;
struct MTex;
struct Image;
struct Material;
} // namespace Blender
// BlenderIntermediate.h
namespace Blender {
struct ConversionData;
template <template <typename, typename> class TCLASS, typename T>
struct TempArray;
} // namespace Blender
// BlenderModifier.h
namespace Blender {
class BlenderModifierShowcase;
class BlenderModifier;
} // namespace Blender
// -------------------------------------------------------------------------------------------
/** Load blenders official binary format. The actual file structure (the `DNA` how they
* call it is outsourced to BlenderDNA.cpp/BlenderDNA.h. This class only performs the
* conversion from intermediate format to aiScene. */
// -------------------------------------------------------------------------------------------
class BlenderImporter : public BaseImporter, public LogFunctions<BlenderImporter> {
public:
BlenderImporter();
~BlenderImporter() override;
bool CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const override;
protected:
const aiImporterDesc *GetInfo() const override;
void SetupProperties(const Importer *pImp) override;
void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) override;
void ParseBlendFile(Blender::FileDatabase &out, std::shared_ptr<IOStream> stream);
void ExtractScene(Blender::Scene &out, const Blender::FileDatabase &file);
void ParseSubCollection(const Blender::Scene &in, aiNode *root, const std::shared_ptr<Blender::Collection>& collection, Blender::ConversionData &conv_data);
void ConvertBlendFile(aiScene *out, const Blender::Scene &in, const Blender::FileDatabase &file);
private:
aiNode *ConvertNode(const Blender::Scene &in,
const Blender::Object *obj,
Blender::ConversionData &conv_info,
const aiMatrix4x4 &parentTransform);
// --------------------
void ConvertMesh(const Blender::Scene &in,
const Blender::Object *obj,
const Blender::Mesh *mesh,
Blender::ConversionData &conv_data,
Blender::TempArray<std::vector, aiMesh> &temp);
// --------------------
aiLight *ConvertLight(const Blender::Scene &in,
const Blender::Object *obj,
const Blender::Lamp *mesh,
Blender::ConversionData &conv_data);
// --------------------
aiCamera *ConvertCamera(const Blender::Scene &in,
const Blender::Object *obj,
const Blender::Camera *mesh,
Blender::ConversionData &conv_data);
// --------------------
void BuildDefaultMaterial(
Blender::ConversionData &conv_data);
// --------------------
void AddBlendParams(
aiMaterial *result,
const Blender::Material *source);
// --------------------
void BuildMaterials(
Blender::ConversionData &conv_data);
// --------------------
void ResolveTexture(
aiMaterial *out,
const Blender::Material *mat,
const Blender::MTex *tex,
Blender::ConversionData &conv_data);
// --------------------
void ResolveImage(
aiMaterial *out,
const Blender::Material *mat,
const Blender::MTex *tex,
const Blender::Image *img,
Blender::ConversionData &conv_data);
// --------------------
void AddSentinelTexture(
aiMaterial *out,
const Blender::Material *mat,
const Blender::MTex *tex,
Blender::ConversionData &conv_data);
// TODO: Move to a std::variant, once c++17 is supported.
struct StreamOrError {
std::shared_ptr<IOStream> stream;
std::shared_ptr<std::vector<char>> input;
std::string error;
};
// Returns either a stream (and optional input data for the stream) or
// an error if it can't parse the magic token.
StreamOrError ParseMagicToken(
const std::string &pFile,
IOSystem *pIOHandler) const;
private: // static stuff, mostly logging and error reporting.
// --------------------
static void CheckActualType(const Blender::ElemBase *dt,
const char *check);
// --------------------
static void NotSupportedObjectType(const Blender::Object *obj,
const char *type);
private:
Blender::BlenderModifierShowcase *modifier_cache;
}; // !class BlenderImporter
} // end of namespace Assimp
#endif // AI_UNREALIMPORTER_H_INC

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file BlenderModifier.cpp
* @brief Implementation of some blender modifiers (i.e subdivision, mirror).
*/
#ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER
#include "BlenderModifier.h"
#include <assimp/SceneCombiner.h>
#include <assimp/Subdivision.h>
#include <assimp/scene.h>
#include <memory>
#include <functional>
using namespace Assimp;
using namespace Assimp::Blender;
template <typename T>
BlenderModifier *god() {
return new T();
}
// add all available modifiers here
typedef BlenderModifier *(*fpCreateModifier)();
static const fpCreateModifier creators[] = {
&god<BlenderModifier_Mirror>,
&god<BlenderModifier_Subdivision>,
nullptr // sentinel
};
// ------------------------------------------------------------------------------------------------
void BlenderModifierShowcase::ApplyModifiers(aiNode &out, ConversionData &conv_data, const Scene &in, const Object &orig_object) {
size_t cnt = 0u, ful = 0u;
// NOTE: this cast is potentially unsafe by design, so we need to perform type checks before
// we're allowed to dereference the pointers without risking to crash. We might still be
// invoking UB btw - we're assuming that the ModifierData member of the respective modifier
// structures is at offset sizeof(vftable) with no padding.
const SharedModifierData *cur = static_cast<const SharedModifierData *>(orig_object.modifiers.first.get());
for (; cur; cur = static_cast<const SharedModifierData *>(cur->modifier.next.get()), ++ful) {
ai_assert(cur->dna_type);
const Structure *s = conv_data.db.dna.Get(cur->dna_type);
if (!s) {
ASSIMP_LOG_WARN("BlendModifier: could not resolve DNA name: ", cur->dna_type);
continue;
}
// this is a common trait of all XXXMirrorData structures in BlenderDNA
const Field *f = s->Get("modifier");
if (!f || f->offset != 0) {
ASSIMP_LOG_WARN("BlendModifier: expected a `modifier` member at offset 0");
continue;
}
s = conv_data.db.dna.Get(f->type);
if (!s || s->name != "ModifierData") {
ASSIMP_LOG_WARN("BlendModifier: expected a ModifierData structure as first member");
continue;
}
// now, we can be sure that we should be fine to dereference *cur* as
// ModifierData (with the above note).
const ModifierData &dat = cur->modifier;
const fpCreateModifier *curgod = creators;
std::vector<BlenderModifier *>::iterator curmod = cached_modifiers->begin(), endmod = cached_modifiers->end();
for (; *curgod; ++curgod, ++curmod) { // allocate modifiers on the fly
if (curmod == endmod) {
cached_modifiers->push_back((*curgod)());
endmod = cached_modifiers->end();
curmod = endmod - 1;
}
BlenderModifier *const modifier = *curmod;
if (modifier->IsActive(dat)) {
modifier->DoIt(out, conv_data, *static_cast<const ElemBase *>(cur), in, orig_object);
cnt++;
curgod = nullptr;
break;
}
}
if (curgod) {
ASSIMP_LOG_WARN("Couldn't find a handler for modifier: ", dat.name);
}
}
// Even though we managed to resolve some or all of the modifiers on this
// object, we still can't say whether our modifier implementations were
// able to fully do their job.
if (ful) {
ASSIMP_LOG_DEBUG("BlendModifier: found handlers for ", cnt, " of ", ful, " modifiers on `", orig_object.id.name,
"`, check log messages above for errors");
}
}
// ------------------------------------------------------------------------------------------------
bool BlenderModifier_Mirror ::IsActive(const ModifierData &modin) {
return modin.type == ModifierData::eModifierType_Mirror;
}
// ------------------------------------------------------------------------------------------------
void BlenderModifier_Mirror ::DoIt(aiNode &out, ConversionData &conv_data, const ElemBase &orig_modifier,
const Scene & /*in*/,
const Object &orig_object) {
// hijacking the ABI, see the big note in BlenderModifierShowcase::ApplyModifiers()
const MirrorModifierData &mir = static_cast<const MirrorModifierData &>(orig_modifier);
ai_assert(mir.modifier.type == ModifierData::eModifierType_Mirror);
std::shared_ptr<Object> mirror_ob = mir.mirror_ob.lock();
conv_data.meshes->reserve(conv_data.meshes->size() + out.mNumMeshes);
// XXX not entirely correct, mirroring on two axes results in 4 distinct objects in blender ...
// take all input meshes and clone them
for (unsigned int i = 0; i < out.mNumMeshes; ++i) {
aiMesh *mesh;
SceneCombiner::Copy(&mesh, conv_data.meshes[out.mMeshes[i]]);
const float xs = mir.flag & MirrorModifierData::Flags_AXIS_X ? -1.f : 1.f;
const float ys = mir.flag & MirrorModifierData::Flags_AXIS_Y ? -1.f : 1.f;
const float zs = mir.flag & MirrorModifierData::Flags_AXIS_Z ? -1.f : 1.f;
if (mirror_ob) {
const aiVector3D center(mirror_ob->obmat[3][0], mirror_ob->obmat[3][1], mirror_ob->obmat[3][2]);
for (unsigned int j = 0; j < mesh->mNumVertices; ++j) {
aiVector3D &v = mesh->mVertices[j];
v.x = center.x + xs * (center.x - v.x);
v.y = center.y + ys * (center.y - v.y);
v.z = center.z + zs * (center.z - v.z);
}
} else {
for (unsigned int j = 0; j < mesh->mNumVertices; ++j) {
aiVector3D &v = mesh->mVertices[j];
v.x *= xs;
v.y *= ys;
v.z *= zs;
}
}
if (mesh->mNormals) {
for (unsigned int j = 0; j < mesh->mNumVertices; ++j) {
aiVector3D &v = mesh->mNormals[j];
v.x *= xs;
v.y *= ys;
v.z *= zs;
}
}
if (mesh->mTangents) {
for (unsigned int j = 0; j < mesh->mNumVertices; ++j) {
aiVector3D &v = mesh->mTangents[j];
v.x *= xs;
v.y *= ys;
v.z *= zs;
}
}
if (mesh->mBitangents) {
for (unsigned int j = 0; j < mesh->mNumVertices; ++j) {
aiVector3D &v = mesh->mBitangents[j];
v.x *= xs;
v.y *= ys;
v.z *= zs;
}
}
const float us = mir.flag & MirrorModifierData::Flags_MIRROR_U ? -1.f : 1.f;
const float vs = mir.flag & MirrorModifierData::Flags_MIRROR_V ? -1.f : 1.f;
for (unsigned int n = 0; mesh->HasTextureCoords(n); ++n) {
for (unsigned int j = 0; j < mesh->mNumVertices; ++j) {
aiVector3D &v = mesh->mTextureCoords[n][j];
v.x *= us;
v.y *= vs;
}
}
// Only reverse the winding order if an odd number of axes were mirrored.
if (xs * ys * zs < 0) {
for (unsigned int j = 0; j < mesh->mNumFaces; ++j) {
aiFace &face = mesh->mFaces[j];
for (unsigned int fi = 0; fi < face.mNumIndices / 2; ++fi)
std::swap(face.mIndices[fi], face.mIndices[face.mNumIndices - 1 - fi]);
}
}
conv_data.meshes->push_back(mesh);
}
unsigned int *nind = new unsigned int[out.mNumMeshes * 2];
std::copy(out.mMeshes, out.mMeshes + out.mNumMeshes, nind);
std::transform(out.mMeshes, out.mMeshes + out.mNumMeshes, nind + out.mNumMeshes,
[&out](unsigned int n) { return out.mNumMeshes + n; });
delete[] out.mMeshes;
out.mMeshes = nind;
out.mNumMeshes *= 2;
ASSIMP_LOG_INFO("BlendModifier: Applied the `Mirror` modifier to `",
orig_object.id.name, "`");
}
// ------------------------------------------------------------------------------------------------
bool BlenderModifier_Subdivision ::IsActive(const ModifierData &modin) {
return modin.type == ModifierData::eModifierType_Subsurf;
}
// ------------------------------------------------------------------------------------------------
void BlenderModifier_Subdivision ::DoIt(aiNode &out, ConversionData &conv_data, const ElemBase &orig_modifier,
const Scene & /*in*/,
const Object &orig_object) {
// hijacking the ABI, see the big note in BlenderModifierShowcase::ApplyModifiers()
const SubsurfModifierData &mir = static_cast<const SubsurfModifierData &>(orig_modifier);
ai_assert(mir.modifier.type == ModifierData::eModifierType_Subsurf);
Subdivider::Algorithm algo;
switch (mir.subdivType) {
case SubsurfModifierData::TYPE_CatmullClarke:
algo = Subdivider::CATMULL_CLARKE;
break;
case SubsurfModifierData::TYPE_Simple:
ASSIMP_LOG_WARN("BlendModifier: The `SIMPLE` subdivision algorithm is not currently implemented, using Catmull-Clarke");
algo = Subdivider::CATMULL_CLARKE;
break;
default:
ASSIMP_LOG_WARN("BlendModifier: Unrecognized subdivision algorithm: ", mir.subdivType);
return;
};
std::unique_ptr<Subdivider> subd(Subdivider::Create(algo));
ai_assert(subd);
if (conv_data.meshes->empty()) {
return;
}
const size_t meshIndex = conv_data.meshes->size() - out.mNumMeshes;
if (meshIndex >= conv_data.meshes->size()) {
ASSIMP_LOG_ERROR("Invalid index detected.");
return;
}
aiMesh **const meshes = &conv_data.meshes[conv_data.meshes->size() - out.mNumMeshes];
std::unique_ptr<aiMesh *[]> tempmeshes(new aiMesh *[out.mNumMeshes]());
subd->Subdivide(meshes, out.mNumMeshes, tempmeshes.get(), std::max(mir.renderLevels, mir.levels), true);
std::copy(tempmeshes.get(), tempmeshes.get() + out.mNumMeshes, meshes);
ASSIMP_LOG_INFO("BlendModifier: Applied the `Subdivision` modifier to `",
orig_object.id.name, "`");
}
#endif // ASSIMP_BUILD_NO_BLEND_IMPORTER

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file BlenderModifier.h
* @brief Declare dedicated helper classes to simulate some blender modifiers (i.e. mirror)
*/
#ifndef INCLUDED_AI_BLEND_MODIFIER_H
#define INCLUDED_AI_BLEND_MODIFIER_H
#include "BlenderIntermediate.h"
namespace Assimp {
namespace Blender {
// -------------------------------------------------------------------------------------------
/**
* Dummy base class for all blender modifiers. Modifiers are reused between imports, so
* they should be stateless and not try to cache model data.
*/
// -------------------------------------------------------------------------------------------
class BlenderModifier {
public:
/**
* The class destructor, virtual.
*/
virtual ~BlenderModifier() = default;
// --------------------
/**
* Check if *this* modifier is active, given a ModifierData& block.
*/
virtual bool IsActive( const ModifierData& /*modin*/) {
return false;
}
// --------------------
/**
* Apply the modifier to a given output node. The original data used
* to construct the node is given as well. Not called unless IsActive()
* was called and gave positive response.
*/
virtual void DoIt(aiNode& /*out*/,
ConversionData& /*conv_data*/,
const ElemBase& orig_modifier,
const Scene& /*in*/,
const Object& /*orig_object*/
) {
ASSIMP_LOG_INFO("This modifier is not supported, skipping: ",orig_modifier.dna_type );
return;
}
};
// -------------------------------------------------------------------------------------------
/**
* Manage all known modifiers and instance and apply them if necessary
*/
// -------------------------------------------------------------------------------------------
class BlenderModifierShowcase {
public:
// --------------------
/** Apply all requested modifiers provided we support them. */
void ApplyModifiers(aiNode& out,
ConversionData& conv_data,
const Scene& in,
const Object& orig_object
);
private:
TempArray< std::vector,BlenderModifier > cached_modifiers;
};
// MODIFIERS /////////////////////////////////////////////////////////////////////////////////
// -------------------------------------------------------------------------------------------
/**
* Mirror modifier. Status: implemented.
*/
// -------------------------------------------------------------------------------------------
class BlenderModifier_Mirror : public BlenderModifier {
public:
// --------------------
virtual bool IsActive( const ModifierData& modin);
// --------------------
virtual void DoIt(aiNode& out,
ConversionData& conv_data,
const ElemBase& orig_modifier,
const Scene& in,
const Object& orig_object
) ;
};
// -------------------------------------------------------------------------------------------
/** Subdivision modifier. Status: dummy. */
// -------------------------------------------------------------------------------------------
class BlenderModifier_Subdivision : public BlenderModifier {
public:
// --------------------
virtual bool IsActive( const ModifierData& modin);
// --------------------
virtual void DoIt(aiNode& out,
ConversionData& conv_data,
const ElemBase& orig_modifier,
const Scene& in,
const Object& orig_object
) ;
};
}
}
#endif // !INCLUDED_AI_BLEND_MODIFIER_H

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

View File

@@ -0,0 +1,975 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file BlenderScene.h
* @brief Intermediate representation of a BLEND scene.
*/
#ifndef INCLUDED_AI_BLEND_SCENE_H
#define INCLUDED_AI_BLEND_SCENE_H
#include "BlenderDNA.h"
namespace Assimp {
namespace Blender {
// Minor parts of this file are extracts from blender data structures,
// declared in the ./source/blender/makesdna directory.
// Stuff that is not used by Assimp is commented.
// NOTE
// this file serves as input data to the `./scripts/genblenddna.py`
// script. This script generates the actual binding code to read a
// blender file with a possibly different DNA into our structures.
// Only `struct` declarations are considered and the following
// rules must be obeyed in order for the script to work properly:
//
// * C++ style comments only
//
// * Structures may include the primitive types char, int, short,
// float, double. Signed specifiers are not allowed on
// integers. Enum types are allowed, but they must have been
// defined in this header.
//
// * Structures may aggregate other structures, unless not defined
// in this header.
//
// * Pointers to other structures or primitive types are allowed.
// No references or double pointers or arrays of pointers.
// A pointer to a T is normally written as std::shared_ptr, while a
// pointer to an array of elements is written as boost::
// shared_array. To avoid cyclic pointers, use raw pointers in
// one direction.
//
// * Arrays can have maximally two-dimensions. Any non-pointer
// type can form them.
//
// * Multiple fields can be declare in a single line (i.e `int a,b;`)
// provided they are neither pointers nor arrays.
//
// * One of WARN, FAIL can be appended to the declaration (
// prior to the semicolon to specify the error handling policy if
// this field is missing in the input DNA). If none of those
// is specified the default policy is to substitute a default
// value for the field.
//
// warn if field is missing, substitute default value
#ifdef WARN
#undef WARN
#endif
#define WARN
// fail the import if the field does not exist
#ifdef FAIL
#undef FAIL
#endif
#define FAIL
struct Object;
struct MTex;
struct Image;
struct Collection;
#include <memory>
#define AI_BLEND_MESH_MAX_VERTS 2000000000L
static const size_t MaxNameLen = 1024;
// -------------------------------------------------------------------------------
struct ID : ElemBase {
char name[MaxNameLen] WARN;
short flag;
};
// -------------------------------------------------------------------------------
struct ListBase : ElemBase {
std::shared_ptr<ElemBase> first;
std::weak_ptr<ElemBase> last;
};
// -------------------------------------------------------------------------------
struct PackedFile : ElemBase {
int size WARN;
int seek WARN;
std::shared_ptr<FileOffset> data WARN;
};
// -------------------------------------------------------------------------------
struct GroupObject : ElemBase {
std::shared_ptr<GroupObject> prev, next FAIL;
std::shared_ptr<Object> ob;
};
// -------------------------------------------------------------------------------
struct Group : ElemBase {
ID id FAIL;
int layer;
std::shared_ptr<GroupObject> gobject;
};
// -------------------------------------------------------------------------------
struct CollectionObject : ElemBase {
//CollectionObject* prev;
std::shared_ptr<CollectionObject> next;
Object *ob;
};
// -------------------------------------------------------------------------------
struct CollectionChild : ElemBase {
std::shared_ptr<CollectionChild> next, prev;
std::shared_ptr<Collection> collection;
};
// -------------------------------------------------------------------------------
struct Collection : ElemBase {
ID id FAIL;
ListBase gobject; // CollectionObject
ListBase children; // CollectionChild
};
// -------------------------------------------------------------------------------
struct World : ElemBase {
ID id FAIL;
};
// -------------------------------------------------------------------------------
struct MVert : ElemBase {
float co[3] FAIL;
float no[3] FAIL; // read as short and divided through / 32767.f
char flag;
int mat_nr WARN;
int bweight;
MVert() :
flag(0), mat_nr(0), bweight(0) {}
};
// -------------------------------------------------------------------------------
struct MEdge : ElemBase {
int v1, v2 FAIL;
char crease, bweight;
short flag;
};
// -------------------------------------------------------------------------------
struct MLoop : ElemBase {
int v, e;
};
// -------------------------------------------------------------------------------
struct MLoopUV : ElemBase {
float uv[2];
int flag;
};
// -------------------------------------------------------------------------------
// Note that red and blue are not swapped, as with MCol
struct MLoopCol : ElemBase {
unsigned char r, g, b, a;
};
// -------------------------------------------------------------------------------
struct MPoly : ElemBase {
int loopstart;
int totloop;
short mat_nr;
char flag;
};
// -------------------------------------------------------------------------------
struct MTexPoly : ElemBase {
Image *tpage;
char flag, transp;
short mode, tile, pad;
};
// -------------------------------------------------------------------------------
struct MCol : ElemBase {
char r, g, b, a FAIL;
};
// -------------------------------------------------------------------------------
struct MFace : ElemBase {
int v1, v2, v3, v4 FAIL;
int mat_nr FAIL;
char flag;
};
// -------------------------------------------------------------------------------
struct TFace : ElemBase {
float uv[4][2] FAIL;
int col[4] FAIL;
char flag;
short mode;
short tile;
short unwrap;
};
// -------------------------------------------------------------------------------
struct MTFace : ElemBase {
MTFace() :
flag(0),
mode(0),
tile(0),
unwrap(0) {
}
float uv[4][2] FAIL;
char flag;
short mode;
short tile;
short unwrap;
// std::shared_ptr<Image> tpage;
};
// -------------------------------------------------------------------------------
struct MDeformWeight : ElemBase {
int def_nr FAIL;
float weight FAIL;
};
// -------------------------------------------------------------------------------
struct MDeformVert : ElemBase {
vector<MDeformWeight> dw WARN;
int totweight;
};
// -------------------------------------------------------------------------------
#define MA_RAYMIRROR 0x40000
#define MA_TRANSPARENCY 0x10000
#define MA_RAYTRANSP 0x20000
#define MA_ZTRANSP 0x00040
struct Material : ElemBase {
ID id FAIL;
float r, g, b WARN;
float specr, specg, specb WARN;
short har;
float ambr, ambg, ambb WARN;
float mirr, mirg, mirb;
float emit WARN;
float ray_mirror;
float alpha WARN;
float ref;
float translucency;
int mode;
float roughness;
float darkness;
float refrac;
float amb;
float ang;
float spectra;
float spec;
float zoffs;
float add;
float fresnel_mir;
float fresnel_mir_i;
float fresnel_tra;
float fresnel_tra_i;
float filter;
float tx_limit;
float tx_falloff;
float gloss_mir;
float gloss_tra;
float adapt_thresh_mir;
float adapt_thresh_tra;
float aniso_gloss_mir;
float dist_mir;
float hasize;
float flaresize;
float subsize;
float flareboost;
float strand_sta;
float strand_end;
float strand_ease;
float strand_surfnor;
float strand_min;
float strand_widthfade;
float sbias;
float lbias;
float shad_alpha;
float param;
float rms;
float rampfac_col;
float rampfac_spec;
float friction;
float fh;
float reflect;
float fhdist;
float xyfrict;
float sss_radius;
float sss_col;
float sss_error;
float sss_scale;
float sss_ior;
float sss_colfac;
float sss_texfac;
float sss_front;
float sss_back;
short material_type;
short flag;
short ray_depth;
short ray_depth_tra;
short samp_gloss_mir;
short samp_gloss_tra;
short fadeto_mir;
short shade_flag;
short flarec;
short starc;
short linec;
short ringc;
short pr_lamp;
short pr_texture;
short ml_flag;
short texco;
short mapto;
short ramp_show;
short pad3;
short dynamode;
short pad2;
short sss_flag;
short sss_preset;
short shadowonly_flag;
short index;
short vcol_alpha;
short pad4;
char seed1;
char seed2;
std::shared_ptr<Group> group;
short diff_shader WARN;
short spec_shader WARN;
std::shared_ptr<MTex> mtex[18];
};
/*
CustomDataLayer 104
int type 0 4
int offset 4 4
int flag 8 4
int active 12 4
int active_rnd 16 4
int active_clone 20 4
int active_mask 24 4
int uid 28 4
char name 32 64
void *data 96 8
*/
struct CustomDataLayer : ElemBase {
int type;
int offset;
int flag;
int active;
int active_rnd;
int active_clone;
int active_mask;
int uid;
char name[64];
std::shared_ptr<ElemBase> data; // must be converted to real type according type member
CustomDataLayer() :
type(0),
offset(0),
flag(0),
active(0),
active_rnd(0),
active_clone(0),
active_mask(0),
uid(0),
data(nullptr) {
memset(name, 0, sizeof name);
}
};
/*
CustomData 208
CustomDataLayer *layers 0 8
int typemap 8 168
int pad_i1 176 4
int totlayer 180 4
int maxlayer 184 4
int totsize 188 4
BLI_mempool *pool 192 8
CustomDataExternal *external 200 8
*/
struct CustomData : ElemBase {
vector<std::shared_ptr<struct CustomDataLayer>> layers;
int typemap[42]; // CD_NUMTYPES
int totlayer;
int maxlayer;
int totsize;
/*
std::shared_ptr<BLI_mempool> pool;
std::shared_ptr<CustomDataExternal> external;
*/
};
// -------------------------------------------------------------------------------
struct Mesh : ElemBase {
ID id FAIL;
int totface FAIL;
int totedge FAIL;
int totvert FAIL;
int totloop;
int totpoly;
short subdiv;
short subdivr;
short subsurftype;
short smoothresh;
vector<MFace> mface FAIL;
vector<MTFace> mtface;
vector<TFace> tface;
vector<MVert> mvert FAIL;
vector<MEdge> medge WARN;
vector<MLoop> mloop;
vector<MLoopUV> mloopuv;
vector<MLoopCol> mloopcol;
vector<MPoly> mpoly;
vector<MTexPoly> mtpoly;
vector<MDeformVert> dvert;
vector<MCol> mcol;
vector<std::shared_ptr<Material>> mat FAIL;
struct CustomData vdata;
struct CustomData edata;
struct CustomData fdata;
struct CustomData pdata;
struct CustomData ldata;
};
// -------------------------------------------------------------------------------
struct Library : ElemBase {
ID id FAIL;
char name[240] WARN;
char filename[240] FAIL;
std::shared_ptr<Library> parent WARN;
};
// -------------------------------------------------------------------------------
struct Camera : ElemBase {
enum Type {
Type_PERSP = 0,
Type_ORTHO = 1
};
ID id FAIL;
Type type, flag WARN;
float lens WARN;
float sensor_x WARN;
float clipsta, clipend;
};
// -------------------------------------------------------------------------------
struct Lamp : ElemBase {
enum FalloffType {
FalloffType_Constant = 0x0,
FalloffType_InvLinear = 0x1,
FalloffType_InvSquare = 0x2
//,FalloffType_Curve = 0x3
//,FalloffType_Sliders = 0x4
};
enum Type {
Type_Local = 0x0,
Type_Sun = 0x1,
Type_Spot = 0x2,
Type_Hemi = 0x3,
Type_Area = 0x4
//,Type_YFPhoton = 0x5
};
ID id FAIL;
//AnimData *adt;
Type type FAIL;
short flags;
//int mode;
short colormodel, totex;
float r, g, b, k WARN;
//float shdwr, shdwg, shdwb;
float energy, dist, spotsize, spotblend;
//float haint;
float constant_coefficient;
float linear_coefficient;
float quadratic_coefficient;
float att1, att2;
//struct CurveMapping *curfalloff;
FalloffType falloff_type;
//float clipsta, clipend, shadspotsize;
//float bias, soft, compressthresh;
//short bufsize, samp, buffers, filtertype;
//char bufflag, buftype;
//short ray_samp, ray_sampy, ray_sampz;
//short ray_samp_type;
short area_shape;
float area_size, area_sizey, area_sizez;
//float adapt_thresh;
//short ray_samp_method;
//short texact, shadhalostep;
//short sun_effect_type;
//short skyblendtype;
//float horizon_brightness;
//float spread;
float sun_brightness;
//float sun_size;
//float backscattered_light;
//float sun_intensity;
//float atm_turbidity;
//float atm_inscattering_factor;
//float atm_extinction_factor;
//float atm_distance_factor;
//float skyblendfac;
//float sky_exposure;
//short sky_colorspace;
// int YF_numphotons, YF_numsearch;
// short YF_phdepth, YF_useqmc, YF_bufsize, YF_pad;
// float YF_causticblur, YF_ltradius;
// float YF_glowint, YF_glowofs;
// short YF_glowtype, YF_pad2;
//struct Ipo *ipo;
//struct MTex *mtex[18];
// short pr_texture;
//struct PreviewImage *preview;
};
// -------------------------------------------------------------------------------
struct ModifierData : ElemBase {
enum ModifierType {
eModifierType_None = 0,
eModifierType_Subsurf,
eModifierType_Lattice,
eModifierType_Curve,
eModifierType_Build,
eModifierType_Mirror,
eModifierType_Decimate,
eModifierType_Wave,
eModifierType_Armature,
eModifierType_Hook,
eModifierType_Softbody,
eModifierType_Boolean,
eModifierType_Array,
eModifierType_EdgeSplit,
eModifierType_Displace,
eModifierType_UVProject,
eModifierType_Smooth,
eModifierType_Cast,
eModifierType_MeshDeform,
eModifierType_ParticleSystem,
eModifierType_ParticleInstance,
eModifierType_Explode,
eModifierType_Cloth,
eModifierType_Collision,
eModifierType_Bevel,
eModifierType_Shrinkwrap,
eModifierType_Fluidsim,
eModifierType_Mask,
eModifierType_SimpleDeform,
eModifierType_Multires,
eModifierType_Surface,
eModifierType_Smoke,
eModifierType_ShapeKey
};
std::shared_ptr<ElemBase> next WARN;
std::weak_ptr<ElemBase> prev WARN;
int type, mode;
char name[32];
};
// ------------------------------------------------------------------------------------------------
struct SharedModifierData : ElemBase {
ModifierData modifier;
};
// -------------------------------------------------------------------------------
struct SubsurfModifierData : SharedModifierData {
enum Type {
TYPE_CatmullClarke = 0x0,
TYPE_Simple = 0x1
};
enum Flags {
// some omitted
FLAGS_SubsurfUV = 1 << 3
};
short subdivType WARN;
short levels FAIL;
short renderLevels;
short flags;
};
// -------------------------------------------------------------------------------
struct MirrorModifierData : SharedModifierData {
enum Flags {
Flags_CLIPPING = 1 << 0,
Flags_MIRROR_U = 1 << 1,
Flags_MIRROR_V = 1 << 2,
Flags_AXIS_X = 1 << 3,
Flags_AXIS_Y = 1 << 4,
Flags_AXIS_Z = 1 << 5,
Flags_VGROUP = 1 << 6
};
short axis, flag;
float tolerance;
std::weak_ptr<Object> mirror_ob;
};
// -------------------------------------------------------------------------------
struct Object : ElemBase {
ID id FAIL;
enum Type {
Type_EMPTY = 0,
Type_MESH = 1,
Type_CURVE = 2,
Type_SURF = 3,
Type_FONT = 4,
Type_MBALL = 5
,
Type_LAMP = 10,
Type_CAMERA = 11
,
Type_WAVE = 21,
Type_LATTICE = 22
};
Type type FAIL;
float obmat[4][4] WARN;
float parentinv[4][4] WARN;
char parsubstr[32] WARN;
Object *parent WARN;
std::shared_ptr<Object> track WARN;
std::shared_ptr<Object> proxy, proxy_from, proxy_group WARN;
std::shared_ptr<Group> dup_group WARN;
std::shared_ptr<ElemBase> data FAIL;
ListBase modifiers;
Object() :
type(Type_EMPTY), parent(nullptr) {
// empty
}
};
// -------------------------------------------------------------------------------
struct Base : ElemBase {
Base *prev WARN;
std::shared_ptr<Base> next WARN;
std::shared_ptr<Object> object WARN;
Base() :
prev(nullptr) {
// empty
}
};
// -------------------------------------------------------------------------------
struct Scene : ElemBase {
ID id FAIL;
std::shared_ptr<Object> camera WARN;
std::shared_ptr<World> world WARN;
std::shared_ptr<Base> basact WARN;
std::shared_ptr<Collection> master_collection WARN;
ListBase base;
Scene() = default;
};
// -------------------------------------------------------------------------------
struct Image : ElemBase {
ID id FAIL;
char name[240] WARN;
//struct anim *anim;
short ok, flag;
short source, type, pad, pad1;
int lastframe;
short tpageflag, totbind;
short xrep, yrep;
short twsta, twend;
//unsigned int bindcode;
//unsigned int *repbind;
std::shared_ptr<PackedFile> packedfile;
//struct PreviewImage * preview;
float lastupdate;
int lastused;
short animspeed;
short gen_x, gen_y, gen_type;
Image() = default;
};
// -------------------------------------------------------------------------------
struct Tex : ElemBase {
// actually, the only texture type we support is Type_IMAGE
enum Type {
Type_CLOUDS = 1,
Type_WOOD = 2,
Type_MARBLE = 3,
Type_MAGIC = 4,
Type_BLEND = 5,
Type_STUCCI = 6,
Type_NOISE = 7,
Type_IMAGE = 8,
Type_PLUGIN = 9,
Type_ENVMAP = 10,
Type_MUSGRAVE = 11,
Type_VORONOI = 12,
Type_DISTNOISE = 13,
Type_POINTDENSITY = 14,
Type_VOXELDATA = 15
};
enum ImageFlags {
ImageFlags_INTERPOL = 1,
ImageFlags_USEALPHA = 2,
ImageFlags_MIPMAP = 4,
ImageFlags_IMAROT = 16,
ImageFlags_CALCALPHA = 32,
ImageFlags_NORMALMAP = 2048,
ImageFlags_GAUSS_MIP = 4096,
ImageFlags_FILTER_MIN = 8192,
ImageFlags_DERIVATIVEMAP = 16384
};
ID id FAIL;
// AnimData *adt;
//float noisesize, turbul;
//float bright, contrast, rfac, gfac, bfac;
//float filtersize;
//float mg_H, mg_lacunarity, mg_octaves, mg_offset, mg_gain;
//float dist_amount, ns_outscale;
//float vn_w1;
//float vn_w2;
//float vn_w3;
//float vn_w4;
//float vn_mexp;
//short vn_distm, vn_coltype;
//short noisedepth, noisetype;
//short noisebasis, noisebasis2;
//short flag;
ImageFlags imaflag;
Type type FAIL;
//short stype;
//float cropxmin, cropymin, cropxmax, cropymax;
//int texfilter;
//int afmax;
//short xrepeat, yrepeat;
//short extend;
//short fie_ima;
//int len;
//int frames, offset, sfra;
//float checkerdist, nabla;
//float norfac;
//ImageUser iuser;
//bNodeTree *nodetree;
//Ipo *ipo;
std::shared_ptr<Image> ima WARN;
//PluginTex *plugin;
//ColorBand *coba;
//EnvMap *env;
//PreviewImage * preview;
//PointDensity *pd;
//VoxelData *vd;
//char use_nodes;
Tex() :
imaflag(ImageFlags_INTERPOL), type(Type_CLOUDS) {
// empty
}
};
// -------------------------------------------------------------------------------
struct MTex : ElemBase {
enum Projection {
Proj_N = 0,
Proj_X = 1,
Proj_Y = 2,
Proj_Z = 3
};
enum Flag {
Flag_RGBTOINT = 0x1,
Flag_STENCIL = 0x2,
Flag_NEGATIVE = 0x4,
Flag_ALPHAMIX = 0x8,
Flag_VIEWSPACE = 0x10
};
enum BlendType {
BlendType_BLEND = 0,
BlendType_MUL = 1,
BlendType_ADD = 2,
BlendType_SUB = 3,
BlendType_DIV = 4,
BlendType_DARK = 5,
BlendType_DIFF = 6,
BlendType_LIGHT = 7,
BlendType_SCREEN = 8,
BlendType_OVERLAY = 9,
BlendType_BLEND_HUE = 10,
BlendType_BLEND_SAT = 11,
BlendType_BLEND_VAL = 12,
BlendType_BLEND_COLOR = 13
};
enum MapType {
MapType_COL = 1,
MapType_NORM = 2,
MapType_COLSPEC = 4,
MapType_COLMIR = 8,
MapType_REF = 16,
MapType_SPEC = 32,
MapType_EMIT = 64,
MapType_ALPHA = 128,
MapType_HAR = 256,
MapType_RAYMIRR = 512,
MapType_TRANSLU = 1024,
MapType_AMB = 2048,
MapType_DISPLACE = 4096,
MapType_WARP = 8192
};
// short texco, maptoneg;
MapType mapto;
BlendType blendtype;
std::shared_ptr<Object> object;
std::shared_ptr<Tex> tex;
char uvname[32];
Projection projx, projy, projz;
char mapping;
float ofs[3], size[3], rot;
int texflag;
short colormodel, pmapto, pmaptoneg;
//short normapspace, which_output;
//char brush_map_mode;
float r, g, b, k WARN;
//float def_var, rt;
//float colfac, varfac;
float norfac;
//float dispfac, warpfac;
float colspecfac, mirrfac, alphafac;
float difffac, specfac, emitfac, hardfac;
//float raymirrfac, translfac, ambfac;
//float colemitfac, colreflfac, coltransfac;
//float densfac, scatterfac, reflfac;
//float timefac, lengthfac, clumpfac;
//float kinkfac, roughfac, padensfac;
//float lifefac, sizefac, ivelfac, pvelfac;
//float shadowfac;
//float zenupfac, zendownfac, blendfac;
MTex() = default;
};
} // namespace Blender
} // namespace Assimp
#endif

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/*
Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2020, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file BlenderSceneGen.h
* @brief MACHINE GENERATED BY ./scripts/BlenderImporter/genblenddna.py
*/
#ifndef INCLUDED_AI_BLEND_SCENEGEN_H
#define INCLUDED_AI_BLEND_SCENEGEN_H
#include "BlenderDNA.h"
#include "BlenderScene.h"
namespace Assimp {
namespace Blender {
template <> void Structure :: Convert<Object> (
Object& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<Group> (
Group& dest,
const FileDatabase& db
) const
;
template <> void Structure::Convert<Collection>(
Collection& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<MTex> (
MTex& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<TFace> (
TFace& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<SubsurfModifierData> (
SubsurfModifierData& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<MFace> (
MFace& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<Lamp> (
Lamp& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<MDeformWeight> (
MDeformWeight& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<PackedFile> (
PackedFile& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<Base> (
Base& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<MTFace> (
MTFace& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<Material> (
Material& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<MTexPoly> (
MTexPoly& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<Mesh> (
Mesh& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<MDeformVert> (
MDeformVert& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<World> (
World& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<MLoopCol> (
MLoopCol& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<MVert> (
MVert& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<MEdge> (
MEdge& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<MLoopUV> (
MLoopUV& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<GroupObject> (
GroupObject& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<ListBase> (
ListBase& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<MLoop> (
MLoop& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<ModifierData> (
ModifierData& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<ID> (
ID& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<MCol> (
MCol& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<MPoly> (
MPoly& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<Scene> (
Scene& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<Library> (
Library& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<Tex> (
Tex& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<Camera> (
Camera& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<MirrorModifierData> (
MirrorModifierData& dest,
const FileDatabase& db
) const
;
template <> void Structure :: Convert<Image> (
Image& dest,
const FileDatabase& db
) const
;
template <> void Structure::Convert<CustomData>(
CustomData& dest,
const FileDatabase& db
) const
;
template <> void Structure::Convert<CustomDataLayer>(
CustomDataLayer& dest,
const FileDatabase& db
) const
;
}
}
#endif

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@@ -0,0 +1,523 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/// @file BlenderTessellator.cpp
/// @brief A simple tessellation wrapper
#ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER
#include "BlenderDNA.h"
#include "BlenderScene.h"
#include "BlenderBMesh.h"
#include "BlenderTessellator.h"
#include <stddef.h>
static const unsigned int BLEND_TESS_MAGIC = 0x83ed9ac3;
#if ASSIMP_BLEND_WITH_GLU_TESSELLATE
namspace Assimp
{
template< > const char* LogFunctions< BlenderTessellatorGL >::Prefix()
{
return "BLEND_TESS_GL: ";
}
}
using namespace Assimp;
using namespace Assimp::Blender;
#ifndef CALLBACK
#define CALLBACK
#endif
// ------------------------------------------------------------------------------------------------
BlenderTessellatorGL::BlenderTessellatorGL( BlenderBMeshConverter& converter ):
converter( &converter )
{
}
// ------------------------------------------------------------------------------------------------
BlenderTessellatorGL::~BlenderTessellatorGL() = default;
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::Tessellate( const MLoop* polyLoop, int vertexCount, const std::vector< MVert >& vertices )
{
AssertVertexCount( vertexCount );
std::vector< VertexGL > polyLoopGL;
GenerateLoopVerts( polyLoopGL, polyLoop, vertexCount, vertices );
TessDataGL tessData;
Tesssellate( polyLoopGL, tessData );
TriangulateDrawCalls( tessData );
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::AssertVertexCount( int vertexCount )
{
if ( vertexCount <= 4 )
{
ThrowException( "Expected more than 4 vertices for tessellation" );
}
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::GenerateLoopVerts( std::vector< VertexGL >& polyLoopGL, const MLoop* polyLoop, int vertexCount, const std::vector< MVert >& vertices )
{
for ( int i = 0; i < vertexCount; ++i )
{
const MLoop& loopItem = polyLoop[ i ];
const MVert& vertex = vertices[ loopItem.v ];
polyLoopGL.push_back( VertexGL( vertex.co[ 0 ], vertex.co[ 1 ], vertex.co[ 2 ], loopItem.v, BLEND_TESS_MAGIC ) );
}
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::Tesssellate( std::vector< VertexGL >& polyLoopGL, TessDataGL& tessData )
{
GLUtesselator* tessellator = gluNewTess( );
gluTessCallback( tessellator, GLU_TESS_BEGIN_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateBegin ) );
gluTessCallback( tessellator, GLU_TESS_END_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateEnd ) );
gluTessCallback( tessellator, GLU_TESS_VERTEX_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateVertex ) );
gluTessCallback( tessellator, GLU_TESS_COMBINE_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateCombine ) );
gluTessCallback( tessellator, GLU_TESS_EDGE_FLAG_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateEdgeFlag ) );
gluTessCallback( tessellator, GLU_TESS_ERROR_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateError ) );
gluTessProperty( tessellator, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_NONZERO );
gluTessBeginPolygon( tessellator, &tessData );
gluTessBeginContour( tessellator );
for ( unsigned int i = 0; i < polyLoopGL.size( ); ++i )
{
gluTessVertex( tessellator, reinterpret_cast< GLdouble* >( &polyLoopGL[ i ] ), &polyLoopGL[ i ] );
}
gluTessEndContour( tessellator );
gluTessEndPolygon( tessellator );
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::TriangulateDrawCalls( const TessDataGL& tessData )
{
// NOTE - Because we are supplying a callback to GLU_TESS_EDGE_FLAG_DATA we don't technically
// need support for GL_TRIANGLE_STRIP and GL_TRIANGLE_FAN but we'll keep it here in case
// GLU tessellate changes or tri-strips and fans are wanted.
// See: http://www.opengl.org/sdk/docs/man2/xhtml/gluTessCallback.xml
for ( unsigned int i = 0; i < tessData.drawCalls.size( ); ++i )
{
const DrawCallGL& drawCallGL = tessData.drawCalls[ i ];
const VertexGL* vertices = &tessData.vertices[ drawCallGL.baseVertex ];
if ( drawCallGL.drawMode == GL_TRIANGLES )
{
MakeFacesFromTris( vertices, drawCallGL.vertexCount );
}
else if ( drawCallGL.drawMode == GL_TRIANGLE_STRIP )
{
MakeFacesFromTriStrip( vertices, drawCallGL.vertexCount );
}
else if ( drawCallGL.drawMode == GL_TRIANGLE_FAN )
{
MakeFacesFromTriFan( vertices, drawCallGL.vertexCount );
}
}
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::MakeFacesFromTris( const VertexGL* vertices, int vertexCount )
{
const int triangleCount = vertexCount / 3;
for ( int i = 0; i < triangleCount; ++i )
{
int vertexBase = i * 3;
converter->AddFace( vertices[ vertexBase + 0 ].index, vertices[ vertexBase + 1 ].index, vertices[ vertexBase + 2 ].index );
}
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::MakeFacesFromTriStrip( const VertexGL* vertices, int vertexCount )
{
const int triangleCount = vertexCount - 2;
for ( int i = 0; i < triangleCount; ++i )
{
int vertexBase = i;
converter->AddFace( vertices[ vertexBase + 0 ].index, vertices[ vertexBase + 1 ].index, vertices[ vertexBase + 2 ].index );
}
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::MakeFacesFromTriFan( const VertexGL* vertices, int vertexCount )
{
const int triangleCount = vertexCount - 2;
for ( int i = 0; i < triangleCount; ++i )
{
int vertexBase = i;
converter->AddFace( vertices[ 0 ].index, vertices[ vertexBase + 1 ].index, vertices[ vertexBase + 2 ].index );
}
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::TessellateBegin( GLenum drawModeGL, void* userData )
{
TessDataGL& tessData = *reinterpret_cast< TessDataGL* >( userData );
tessData.drawCalls.push_back( DrawCallGL( drawModeGL, tessData.vertices.size( ) ) );
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::TessellateEnd( void* )
{
// Do nothing
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::TessellateVertex( const void* vtxData, void* userData )
{
TessDataGL& tessData = *reinterpret_cast< TessDataGL* >( userData );
const VertexGL& vertex = *reinterpret_cast< const VertexGL* >( vtxData );
if ( vertex.magic != BLEND_TESS_MAGIC )
{
ThrowException( "Point returned by GLU Tessellate was probably not one of ours. This indicates we need a new way to store vertex information" );
}
tessData.vertices.push_back( vertex );
if ( tessData.drawCalls.size( ) == 0 )
{
ThrowException( "\"Vertex\" callback received before \"Begin\"" );
}
++( tessData.drawCalls.back( ).vertexCount );
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::TessellateCombine( const GLdouble intersection[ 3 ], const GLdouble* [ 4 ], const GLfloat [ 4 ], GLdouble** out, void* userData )
{
ThrowException( "Intersected polygon loops are not yet supported" );
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::TessellateEdgeFlag( GLboolean, void* )
{
// Do nothing
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::TessellateError( GLenum errorCode, void* )
{
ThrowException( reinterpret_cast< const char* >( gluErrorString( errorCode ) ) );
}
#endif // ASSIMP_BLEND_WITH_GLU_TESSELLATE
#if ASSIMP_BLEND_WITH_POLY_2_TRI
namespace Assimp
{
template< > const char* LogFunctions< BlenderTessellatorP2T >::Prefix()
{
return "BLEND_TESS_P2T: ";
}
}
using namespace Assimp;
using namespace Assimp::Blender;
// ------------------------------------------------------------------------------------------------
BlenderTessellatorP2T::BlenderTessellatorP2T( BlenderBMeshConverter& converter ):
converter( &converter )
{
}
// ------------------------------------------------------------------------------------------------
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorP2T::Tessellate( const MLoop* polyLoop, int vertexCount, const std::vector< MVert >& vertices )
{
AssertVertexCount( vertexCount );
// NOTE - We have to hope that points in a Blender polygon are roughly on the same plane.
// There may be some triangulation artifacts if they are wildly different.
std::vector< PointP2T > points;
Copy3DVertices( polyLoop, vertexCount, vertices, points );
PlaneP2T plane = FindLLSQPlane( points );
aiMatrix4x4 transform = GeneratePointTransformMatrix( plane );
TransformAndFlattenVectices( transform, points );
std::vector< p2t::Point* > pointRefs;
ReferencePoints( points, pointRefs );
p2t::CDT cdt( pointRefs );
cdt.Triangulate( );
std::vector< p2t::Triangle* > triangles = cdt.GetTriangles( );
MakeFacesFromTriangles( triangles );
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorP2T::AssertVertexCount( int vertexCount )
{
if ( vertexCount <= 4 )
{
ThrowException( "Expected more than 4 vertices for tessellation" );
}
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorP2T::Copy3DVertices( const MLoop* polyLoop, int vertexCount, const std::vector< MVert >& vertices, std::vector< PointP2T >& points ) const
{
points.resize( vertexCount );
for ( int i = 0; i < vertexCount; ++i )
{
const MLoop& loop = polyLoop[ i ];
const MVert& vert = vertices[ loop.v ];
PointP2T& point = points[ i ];
point.point3D.Set( vert.co[ 0 ], vert.co[ 1 ], vert.co[ 2 ] );
point.index = loop.v;
point.magic = BLEND_TESS_MAGIC;
}
}
// ------------------------------------------------------------------------------------------------
aiMatrix4x4 BlenderTessellatorP2T::GeneratePointTransformMatrix( const Blender::PlaneP2T& plane ) const
{
aiVector3D sideA( 1.0f, 0.0f, 0.0f );
if ( std::fabs( plane.normal * sideA ) > 0.999f )
{
sideA = aiVector3D( 0.0f, 1.0f, 0.0f );
}
aiVector3D sideB( plane.normal ^ sideA );
sideB.Normalize( );
sideA = sideB ^ plane.normal;
aiMatrix4x4 result;
result.a1 = sideA.x;
result.a2 = sideA.y;
result.a3 = sideA.z;
result.b1 = sideB.x;
result.b2 = sideB.y;
result.b3 = sideB.z;
result.c1 = plane.normal.x;
result.c2 = plane.normal.y;
result.c3 = plane.normal.z;
result.a4 = plane.centre.x;
result.b4 = plane.centre.y;
result.c4 = plane.centre.z;
result.Inverse( );
return result;
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorP2T::TransformAndFlattenVectices( const aiMatrix4x4& transform, std::vector< Blender::PointP2T >& vertices ) const
{
for ( size_t i = 0; i < vertices.size( ); ++i )
{
PointP2T& point = vertices[ i ];
point.point3D = transform * point.point3D;
point.point2D.set( point.point3D.y, point.point3D.z );
}
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorP2T::ReferencePoints( std::vector< Blender::PointP2T >& points, std::vector< p2t::Point* >& pointRefs ) const
{
pointRefs.resize( points.size( ) );
for ( size_t i = 0; i < points.size( ); ++i )
{
pointRefs[ i ] = &points[ i ].point2D;
}
}
// ------------------------------------------------------------------------------------------------
inline PointP2T& BlenderTessellatorP2T::GetActualPointStructure( p2t::Point& point ) const
{
#if defined __clang__
# pragma clang diagnostic push
# pragma clang diagnostic ignored "-Winvalid-offsetof"
#endif // __clang__
unsigned int pointOffset = offsetof( PointP2T, point2D );
#if defined __clang__
# pragma clang diagnostic pop
#endif
PointP2T& pointStruct = *reinterpret_cast< PointP2T* >( reinterpret_cast< char* >( &point ) - pointOffset );
if ( pointStruct.magic != static_cast<int>( BLEND_TESS_MAGIC ) )
{
ThrowException( "Point returned by poly2tri was probably not one of ours. This indicates we need a new way to store vertex information" );
}
return pointStruct;
}
// ------------------------------------------------------------------------------------------------
void BlenderTessellatorP2T::MakeFacesFromTriangles( std::vector< p2t::Triangle* >& triangles ) const
{
for ( size_t i = 0; i < triangles.size( ); ++i )
{
p2t::Triangle& Triangle = *triangles[ i ];
PointP2T& pointA = GetActualPointStructure( *Triangle.GetPoint( 0 ) );
PointP2T& pointB = GetActualPointStructure( *Triangle.GetPoint( 1 ) );
PointP2T& pointC = GetActualPointStructure( *Triangle.GetPoint( 2 ) );
converter->AddFace( pointA.index, pointB.index, pointC.index );
}
}
// ------------------------------------------------------------------------------------------------
inline float p2tMax( float a, float b )
{
return a > b ? a : b;
}
// ------------------------------------------------------------------------------------------------
// Adapted from: http://missingbytes.blogspot.co.uk/2012/06/fitting-plane-to-point-cloud.html
float BlenderTessellatorP2T::FindLargestMatrixElem( const aiMatrix3x3& mtx ) const
{
float result = 0.0f;
for ( unsigned int x = 0; x < 3; ++x )
{
for ( unsigned int y = 0; y < 3; ++y )
{
result = p2tMax( std::fabs( mtx[ x ][ y ] ), result );
}
}
return result;
}
// ------------------------------------------------------------------------------------------------
// Apparently Assimp doesn't have matrix scaling
aiMatrix3x3 BlenderTessellatorP2T::ScaleMatrix( const aiMatrix3x3& mtx, float scale ) const
{
aiMatrix3x3 result;
for ( unsigned int x = 0; x < 3; ++x )
{
for ( unsigned int y = 0; y < 3; ++y )
{
result[ x ][ y ] = mtx[ x ][ y ] * scale;
}
}
return result;
}
// ------------------------------------------------------------------------------------------------
// Adapted from: http://missingbytes.blogspot.co.uk/2012/06/fitting-plane-to-point-cloud.html
aiVector3D BlenderTessellatorP2T::GetEigenVectorFromLargestEigenValue( const aiMatrix3x3& mtx ) const
{
const float scale = FindLargestMatrixElem( mtx );
aiMatrix3x3 mc = ScaleMatrix( mtx, 1.0f / scale );
mc = mc * mc * mc;
aiVector3D v( 1.0f );
aiVector3D lastV = v;
for ( int i = 0; i < 100; ++i )
{
v = mc * v;
v.Normalize( );
if ( ( v - lastV ).SquareLength( ) < 1e-16f )
{
break;
}
lastV = v;
}
return v;
}
// ------------------------------------------------------------------------------------------------
// Adapted from: http://missingbytes.blogspot.co.uk/2012/06/fitting-plane-to-point-cloud.html
PlaneP2T BlenderTessellatorP2T::FindLLSQPlane( const std::vector< PointP2T >& points ) const
{
PlaneP2T result;
aiVector3D sum( 0.0 );
for ( size_t i = 0; i < points.size( ); ++i )
{
sum += points[ i ].point3D;
}
result.centre = sum * (ai_real)( 1.0 / points.size( ) );
ai_real sumXX = 0.0;
ai_real sumXY = 0.0;
ai_real sumXZ = 0.0;
ai_real sumYY = 0.0;
ai_real sumYZ = 0.0;
ai_real sumZZ = 0.0;
for ( size_t i = 0; i < points.size( ); ++i )
{
aiVector3D offset = points[ i ].point3D - result.centre;
sumXX += offset.x * offset.x;
sumXY += offset.x * offset.y;
sumXZ += offset.x * offset.z;
sumYY += offset.y * offset.y;
sumYZ += offset.y * offset.z;
sumZZ += offset.z * offset.z;
}
aiMatrix3x3 mtx( sumXX, sumXY, sumXZ, sumXY, sumYY, sumYZ, sumXZ, sumYZ, sumZZ );
const ai_real det = mtx.Determinant( );
if ( det == 0.0f )
{
result.normal = aiVector3D( 0.0f );
}
else
{
aiMatrix3x3 invMtx = mtx;
invMtx.Inverse( );
result.normal = GetEigenVectorFromLargestEigenValue( invMtx );
}
return result;
}
#endif // ASSIMP_BLEND_WITH_POLY_2_TRI
#endif // ASSIMP_BUILD_NO_BLEND_IMPORTER

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file BlenderTessellator.h
* @brief A simple tessellation wrapper
*/
#ifndef INCLUDED_AI_BLEND_TESSELLATOR_H
#define INCLUDED_AI_BLEND_TESSELLATOR_H
// Use these to toggle between GLU Tessellate or poly2tri
// Note (acg) keep GLU Tessellate disabled by default - if it is turned on,
// assimp needs to be linked against GLU, which is currently not yet
// made configurable in CMake and potentially not wanted by most users
// as it requires a Gl environment.
#ifndef ASSIMP_BLEND_WITH_GLU_TESSELLATE
# define ASSIMP_BLEND_WITH_GLU_TESSELLATE 0
#endif
#ifndef ASSIMP_BLEND_WITH_POLY_2_TRI
# define ASSIMP_BLEND_WITH_POLY_2_TRI 1
#endif
#include <assimp/LogAux.h>
#if ASSIMP_BLEND_WITH_GLU_TESSELLATE
#if defined( WIN32 ) || defined( _WIN32 ) || defined( _MSC_VER )
#include <windows.h>
#endif
#include <GL/glu.h>
namespace Assimp
{
class BlenderBMeshConverter;
// TinyFormatter.h
namespace Formatter
{
template < typename T,typename TR, typename A > class basic_formatter;
typedef class basic_formatter< char, std::char_traits< char >, std::allocator< char > > format;
}
// BlenderScene.h
namespace Blender
{
struct MLoop;
struct MVert;
struct VertexGL
{
GLdouble X;
GLdouble Y;
GLdouble Z;
int index;
int magic;
VertexGL( GLdouble X, GLdouble Y, GLdouble Z, int index, int magic ): X( X ), Y( Y ), Z( Z ), index( index ), magic( magic ) { }
};
struct DrawCallGL
{
GLenum drawMode;
int baseVertex;
int vertexCount;
DrawCallGL( GLenum drawMode, int baseVertex ): drawMode( drawMode ), baseVertex( baseVertex ), vertexCount( 0 ) { }
};
struct TessDataGL
{
std::vector< DrawCallGL > drawCalls;
std::vector< VertexGL > vertices;
};
}
class BlenderTessellatorGL: public LogFunctions< BlenderTessellatorGL >
{
public:
BlenderTessellatorGL( BlenderBMeshConverter& converter );
~BlenderTessellatorGL( );
void Tessellate( const Blender::MLoop* polyLoop, int vertexCount, const std::vector< Blender::MVert >& vertices );
private:
void AssertVertexCount( int vertexCount );
void GenerateLoopVerts( std::vector< Blender::VertexGL >& polyLoopGL, const Blender::MLoop* polyLoop, int vertexCount, const std::vector< Blender::MVert >& vertices );
void Tesssellate( std::vector< Blender::VertexGL >& polyLoopGL, Blender::TessDataGL& tessData );
void TriangulateDrawCalls( const Blender::TessDataGL& tessData );
void MakeFacesFromTris( const Blender::VertexGL* vertices, int vertexCount );
void MakeFacesFromTriStrip( const Blender::VertexGL* vertices, int vertexCount );
void MakeFacesFromTriFan( const Blender::VertexGL* vertices, int vertexCount );
static void TessellateBegin( GLenum drawModeGL, void* userData );
static void TessellateEnd( void* userData );
static void TessellateVertex( const void* vtxData, void* userData );
static void TessellateCombine( const GLdouble intersection[ 3 ], const GLdouble* [ 4 ], const GLfloat [ 4 ], GLdouble** out, void* userData );
static void TessellateEdgeFlag( GLboolean edgeFlag, void* userData );
static void TessellateError( GLenum errorCode, void* userData );
BlenderBMeshConverter* converter;
};
} // end of namespace Assimp
#endif // ASSIMP_BLEND_WITH_GLU_TESSELLATE
#if ASSIMP_BLEND_WITH_POLY_2_TRI
#include "contrib/poly2tri/poly2tri/poly2tri.h"
namespace Assimp
{
class BlenderBMeshConverter;
// TinyFormatter.h
namespace Formatter
{
template < typename T,typename TR, typename A > class basic_formatter;
typedef class basic_formatter< char, std::char_traits< char >, std::allocator< char > > format;
}
// BlenderScene.h
namespace Blender
{
struct MLoop;
struct MVert;
struct PointP2T
{
aiVector3D point3D;
p2t::Point point2D;
int magic;
int index;
};
struct PlaneP2T
{
aiVector3D centre;
aiVector3D normal;
};
}
class BlenderTessellatorP2T: public LogFunctions< BlenderTessellatorP2T >
{
public:
BlenderTessellatorP2T( BlenderBMeshConverter& converter );
~BlenderTessellatorP2T( ) = default;
void Tessellate( const Blender::MLoop* polyLoop, int vertexCount, const std::vector< Blender::MVert >& vertices );
private:
void AssertVertexCount( int vertexCount );
void Copy3DVertices( const Blender::MLoop* polyLoop, int vertexCount, const std::vector< Blender::MVert >& vertices, std::vector< Blender::PointP2T >& targetVertices ) const;
aiMatrix4x4 GeneratePointTransformMatrix( const Blender::PlaneP2T& plane ) const;
void TransformAndFlattenVectices( const aiMatrix4x4& transform, std::vector< Blender::PointP2T >& vertices ) const;
void ReferencePoints( std::vector< Blender::PointP2T >& points, std::vector< p2t::Point* >& pointRefs ) const;
inline Blender::PointP2T& GetActualPointStructure( p2t::Point& point ) const;
void MakeFacesFromTriangles( std::vector< p2t::Triangle* >& triangles ) const;
// Adapted from: http://missingbytes.blogspot.co.uk/2012/06/fitting-plane-to-point-cloud.html
float FindLargestMatrixElem( const aiMatrix3x3& mtx ) const;
aiMatrix3x3 ScaleMatrix( const aiMatrix3x3& mtx, float scale ) const;
aiVector3D GetEigenVectorFromLargestEigenValue( const aiMatrix3x3& mtx ) const;
Blender::PlaneP2T FindLLSQPlane( const std::vector< Blender::PointP2T >& points ) const;
BlenderBMeshConverter* converter;
};
} // end of namespace Assimp
#endif // ASSIMP_BLEND_WITH_POLY_2_TRI
#endif // INCLUDED_AI_BLEND_TESSELLATOR_H

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file C4DImporter.cpp
* @brief Implementation of the Cinema4D importer class.
*/
#ifndef ASSIMP_BUILD_NO_C4D_IMPORTER
// no #ifdefing here, Cinema4D support is carried out in a branch of assimp
// where it is turned on in the CMake settings.
#include "C4DImporter.h"
#include <memory>
#include <assimp/IOSystem.hpp>
#include <assimp/scene.h>
#include <assimp/ai_assert.h>
#if defined(_M_X64) || defined(__amd64__)
# define __C4D_64BIT
#endif
#define __PC
#include "c4d_file.h"
#include "default_alien_overloads.h"
namespace {
aiString aiStringFrom(cineware::String const & cinestring) {
aiString result;
cinestring.GetCString(result.data, AI_MAXLEN - 1);
result.length = static_cast<ai_uint32>(cinestring.GetLength());
return result;
}
}
using namespace Assimp;
using namespace cineware;
// overload this function and fill in your own unique data
void GetWriterInfo(int &id, String &appname) {
id = 2424226;
appname = "Open Asset Import Library";
}
namespace Assimp {
template<> const char* LogFunctions<C4DImporter>::Prefix() {
return "C4D: ";
}
}
static constexpr aiImporterDesc desc = {
"Cinema4D Importer",
"",
"",
"",
aiImporterFlags_SupportBinaryFlavour,
0,
0,
0,
0,
"c4d"
};
// ------------------------------------------------------------------------------------------------
bool C4DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const {
const std::string& extension = GetExtension(pFile);
if (extension == "c4d") {
return true;
} else if ((!extension.length() || checkSig) && pIOHandler) {
// TODO
}
return false;
}
// ------------------------------------------------------------------------------------------------
const aiImporterDesc* C4DImporter::GetInfo () const {
return &desc;
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void C4DImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) {
std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));
if( file.get() == nullptr ) {
ThrowException("failed to open file " + pFile);
}
const size_t file_size = file->FileSize();
std::vector<uint8_t> mBuffer(file_size);
file->Read(&mBuffer[0], 1, file_size);
Filename f;
f.SetMemoryReadMode(&mBuffer[0], file_size);
// open document first
BaseDocument* doc = LoadDocument(f, SCENEFILTER_OBJECTS | SCENEFILTER_MATERIALS);
if(doc == nullptr ) {
ThrowException("failed to read document " + pFile);
}
// Generate the root-node
pScene->mRootNode = new aiNode("<C4DRoot>");
// convert left-handed to right-handed
pScene->mRootNode->mTransformation.a1 = 0.01f;
pScene->mRootNode->mTransformation.b2 = 0.01f;
pScene->mRootNode->mTransformation.c3 = -0.01f;
// first convert all materials
ReadMaterials(doc->GetFirstMaterial());
// process C4D scene-graph recursively
try {
RecurseHierarchy(doc->GetFirstObject(), pScene->mRootNode);
} catch(...) {
for(aiMesh* mesh : meshes) {
delete mesh;
}
BaseDocument::Free(doc);
throw;
}
BaseDocument::Free(doc);
// copy meshes over
pScene->mNumMeshes = static_cast<unsigned int>(meshes.size());
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes]();
std::copy(meshes.begin(), meshes.end(), pScene->mMeshes);
// copy materials over, adding a default material if necessary
unsigned int mat_count = static_cast<unsigned int>(materials.size());
for(aiMesh* mesh : meshes) {
ai_assert(mesh->mMaterialIndex <= mat_count);
if(mesh->mMaterialIndex >= mat_count) {
++mat_count;
std::unique_ptr<aiMaterial> def_material(new aiMaterial());
const aiString name(AI_DEFAULT_MATERIAL_NAME);
def_material->AddProperty(&name, AI_MATKEY_NAME);
materials.push_back(def_material.release());
break;
}
}
pScene->mNumMaterials = static_cast<unsigned int>(materials.size());
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials]();
std::copy(materials.begin(), materials.end(), pScene->mMaterials);
}
// ------------------------------------------------------------------------------------------------
bool C4DImporter::ReadShader(aiMaterial* out, BaseShader* shader) {
// based on Cineware sample code (C4DImportExport.cpp)
while(shader) {
if(shader->GetType() == Xlayer) {
BaseContainer* container = shader->GetDataInstance();
GeData blend = container->GetData(SLA_LAYER_BLEND);
iBlendDataType* blend_list = reinterpret_cast<iBlendDataType*>(blend.GetCustomDataType(CUSTOMDATA_BLEND_LIST));
if (!blend_list)
{
LogWarn("ignoring XLayer shader: no blend list given");
continue;
}
LayerShaderLayer *lsl = dynamic_cast<LayerShaderLayer*>(blend_list->m_BlendLayers.GetObject(0));
// Ignore the actual layer blending - models for real-time rendering should not
// use them in a non-trivial way. Just try to find textures that we can apply
// to the model.
while (lsl) {
if (lsl->GetType() == TypeFolder) {
BlendFolder* const folder = dynamic_cast<BlendFolder*>(lsl);
LayerShaderLayer *subLsl = dynamic_cast<LayerShaderLayer*>(folder->m_Children.GetObject(0));
while (subLsl) {
if (subLsl->GetType() == TypeShader) {
BlendShader* const shader = dynamic_cast<BlendShader*>(subLsl);
if(ReadShader(out, static_cast<BaseShader*>(shader->m_pLink->GetLink()))) {
return true;
}
}
subLsl = subLsl->GetNext();
}
} else if (lsl->GetType() == TypeShader) {
BlendShader* const shader = dynamic_cast<BlendShader*>(lsl);
if(ReadShader(out, static_cast<BaseShader*>(shader->m_pLink->GetLink()))) {
return true;
}
}
lsl = lsl->GetNext();
}
} else if ( shader->GetType() == Xbitmap ) {
auto const path = aiStringFrom(shader->GetFileName().GetString());
out->AddProperty(&path, AI_MATKEY_TEXTURE_DIFFUSE(0));
return true;
} else {
LogWarn("ignoring shader type: ", GetObjectTypeName(shader->GetType()));
}
shader = shader->GetNext();
}
return false;
}
// ------------------------------------------------------------------------------------------------
void C4DImporter::ReadMaterials(BaseMaterial* mat) {
// based on Cineware sample code
while (mat) {
if (mat->GetType() == Mmaterial) {
aiMaterial* out = new aiMaterial();
material_mapping[mat] = static_cast<unsigned int>(materials.size());
materials.push_back(out);
auto const ai_name = aiStringFrom(mat->GetName());
out->AddProperty(&ai_name, AI_MATKEY_NAME);
Material& m = dynamic_cast<Material&>(*mat);
if (m.GetChannelState(CHANNEL_COLOR)) {
GeData data;
mat->GetParameter(MATERIAL_COLOR_COLOR, data);
Vector color = data.GetVector();
mat->GetParameter(MATERIAL_COLOR_BRIGHTNESS, data);
const Float brightness = data.GetFloat();
color *= brightness;
aiVector3D v;
v.x = color.x;
v.y = color.y;
v.z = color.z;
out->AddProperty(&v, 1, AI_MATKEY_COLOR_DIFFUSE);
}
BaseShader* const shader = m.GetShader(MATERIAL_COLOR_SHADER);
if(shader) {
ReadShader(out, shader);
}
} else {
LogWarn("ignoring plugin material: ", GetObjectTypeName(mat->GetType()));
}
mat = mat->GetNext();
}
}
// ------------------------------------------------------------------------------------------------
void C4DImporter::RecurseHierarchy(BaseObject* object, aiNode* parent) {
ai_assert(parent != nullptr );
std::vector<aiNode*> nodes;
// based on Cineware sample code
while (object) {
const Int32 type = object->GetType();
const Matrix& ml = object->GetMl();
aiNode* const nd = new aiNode();
nd->mParent = parent;
nd->mName = aiStringFrom(object->GetName());
nd->mTransformation.a1 = ml.v1.x;
nd->mTransformation.b1 = ml.v1.y;
nd->mTransformation.c1 = ml.v1.z;
nd->mTransformation.a2 = ml.v2.x;
nd->mTransformation.b2 = ml.v2.y;
nd->mTransformation.c2 = ml.v2.z;
nd->mTransformation.a3 = ml.v3.x;
nd->mTransformation.b3 = ml.v3.y;
nd->mTransformation.c3 = ml.v3.z;
nd->mTransformation.a4 = ml.off.x;
nd->mTransformation.b4 = ml.off.y;
nd->mTransformation.c4 = ml.off.z;
nodes.push_back(nd);
GeData data;
if (type == Ocamera) {
object->GetParameter(CAMERAOBJECT_FOV, data);
// TODO: read camera
} else if (type == Olight) {
// TODO: read light
} else if (type == Opolygon) {
aiMesh* const mesh = ReadMesh(object);
if(mesh != nullptr) {
nd->mNumMeshes = 1;
nd->mMeshes = new unsigned int[1];
nd->mMeshes[0] = static_cast<unsigned int>(meshes.size());
meshes.push_back(mesh);
}
} else {
LogWarn("ignoring object: ", GetObjectTypeName(type));
}
RecurseHierarchy(object->GetDown(), nd);
object = object->GetNext();
}
// copy nodes over to parent
parent->mNumChildren = static_cast<unsigned int>(nodes.size());
parent->mChildren = new aiNode*[parent->mNumChildren]();
std::copy(nodes.begin(), nodes.end(), parent->mChildren);
}
// ------------------------------------------------------------------------------------------------
aiMesh* C4DImporter::ReadMesh(BaseObject* object) {
ai_assert(object != nullptr);
ai_assert( object->GetType() == Opolygon );
// based on Cineware sample code
PolygonObject* const polyObject = dynamic_cast<PolygonObject*>(object);
ai_assert(polyObject != nullptr);
const Int32 pointCount = polyObject->GetPointCount();
const Int32 polyCount = polyObject->GetPolygonCount();
if(!polyObject || !pointCount) {
LogWarn("ignoring mesh with zero vertices or faces");
return nullptr;
}
const Vector* points = polyObject->GetPointR();
ai_assert(points != nullptr);
const CPolygon* polys = polyObject->GetPolygonR();
ai_assert(polys != nullptr);
std::unique_ptr<aiMesh> mesh(new aiMesh());
mesh->mNumFaces = static_cast<unsigned int>(polyCount);
aiFace* face = mesh->mFaces = new aiFace[mesh->mNumFaces]();
mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
mesh->mMaterialIndex = 0;
unsigned int vcount = 0;
// first count vertices
for (Int32 i = 0; i < polyCount; i++)
{
vcount += 3;
// TODO: do we also need to handle lines or points with similar checks?
if (polys[i].c != polys[i].d)
{
mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
++vcount;
}
}
ai_assert(vcount > 0);
mesh->mNumVertices = vcount;
aiVector3D* verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
aiVector3D* normals, *uvs, *tangents, *bitangents;
unsigned int n = 0;
// check if there are normals, tangents or UVW coordinates
BaseTag* tag = object->GetTag(Tnormal);
NormalTag* normals_src = nullptr;
if(tag) {
normals_src = dynamic_cast<NormalTag*>(tag);
normals = mesh->mNormals = new aiVector3D[mesh->mNumVertices]();
}
tag = object->GetTag(Ttangent);
TangentTag* tangents_src = nullptr;
if(tag) {
tangents_src = dynamic_cast<TangentTag*>(tag);
tangents = mesh->mTangents = new aiVector3D[mesh->mNumVertices]();
bitangents = mesh->mBitangents = new aiVector3D[mesh->mNumVertices]();
}
tag = object->GetTag(Tuvw);
UVWTag* uvs_src = nullptr;
if(tag) {
uvs_src = dynamic_cast<UVWTag*>(tag);
uvs = mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices]();
}
// copy vertices and extra channels over and populate faces
for (Int32 i = 0; i < polyCount; ++i, ++face) {
ai_assert(polys[i].a < pointCount && polys[i].a >= 0);
const Vector& pointA = points[polys[i].a];
verts->x = pointA.x;
verts->y = pointA.y;
verts->z = pointA.z;
++verts;
ai_assert(polys[i].b < pointCount && polys[i].b >= 0);
const Vector& pointB = points[polys[i].b];
verts->x = pointB.x;
verts->y = pointB.y;
verts->z = pointB.z;
++verts;
ai_assert(polys[i].c < pointCount && polys[i].c >= 0);
const Vector& pointC = points[polys[i].c];
verts->x = pointC.x;
verts->y = pointC.y;
verts->z = pointC.z;
++verts;
// TODO: do we also need to handle lines or points with similar checks?
if (polys[i].c != polys[i].d) {
ai_assert(polys[i].d < pointCount && polys[i].d >= 0);
face->mNumIndices = 4;
mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
const Vector& pointD = points[polys[i].d];
verts->x = pointD.x;
verts->y = pointD.y;
verts->z = pointD.z;
++verts;
} else {
face->mNumIndices = 3;
}
face->mIndices = new unsigned int[face->mNumIndices];
for(unsigned int j = 0; j < face->mNumIndices; ++j) {
face->mIndices[j] = n++;
}
// copy normals
if (normals_src) {
if(i >= normals_src->GetDataCount()) {
LogError("unexpected number of normals, ignoring");
} else {
ConstNormalHandle normal_handle = normals_src->GetDataAddressR();
NormalStruct nor;
NormalTag::Get(normal_handle, i, nor);
normals->x = nor.a.x;
normals->y = nor.a.y;
normals->z = nor.a.z;
++normals;
normals->x = nor.b.x;
normals->y = nor.b.y;
normals->z = nor.b.z;
++normals;
normals->x = nor.c.x;
normals->y = nor.c.y;
normals->z = nor.c.z;
++normals;
if(face->mNumIndices == 4) {
normals->x = nor.d.x;
normals->y = nor.d.y;
normals->z = nor.d.z;
++normals;
}
}
}
// copy tangents and bitangents
if (tangents_src) {
for(unsigned int k = 0; k < face->mNumIndices; ++k) {
Int32 l;
switch(k) {
case 0:
l = polys[i].a;
break;
case 1:
l = polys[i].b;
break;
case 2:
l = polys[i].c;
break;
case 3:
l = polys[i].d;
break;
default:
ai_assert(false);
}
if(l >= tangents_src->GetDataCount()) {
LogError("unexpected number of tangents, ignoring");
break;
}
Tangent tan = tangents_src->GetDataR()[l];
tangents->x = tan.vl.x;
tangents->y = tan.vl.y;
tangents->z = tan.vl.z;
++tangents;
bitangents->x = tan.vr.x;
bitangents->y = tan.vr.y;
bitangents->z = tan.vr.z;
++bitangents;
}
}
// copy UVs
if (uvs_src) {
if(i >= uvs_src->GetDataCount()) {
LogError("unexpected number of UV coordinates, ignoring");
}
else {
UVWStruct uvw;
uvs_src->Get(uvs_src->GetDataAddressR(),i,uvw);
uvs->x = uvw.a.x;
uvs->y = 1.0f-uvw.a.y;
uvs->z = uvw.a.z;
++uvs;
uvs->x = uvw.b.x;
uvs->y = 1.0f-uvw.b.y;
uvs->z = uvw.b.z;
++uvs;
uvs->x = uvw.c.x;
uvs->y = 1.0f-uvw.c.y;
uvs->z = uvw.c.z;
++uvs;
if(face->mNumIndices == 4) {
uvs->x = uvw.d.x;
uvs->y = 1.0f-uvw.d.y;
uvs->z = uvw.d.z;
++uvs;
}
}
}
}
mesh->mMaterialIndex = ResolveMaterial(polyObject);
return mesh.release();
}
// ------------------------------------------------------------------------------------------------
unsigned int C4DImporter::ResolveMaterial(PolygonObject* obj) {
ai_assert(obj != nullptr);
const unsigned int mat_count = static_cast<unsigned int>(materials.size());
BaseTag* tag = obj->GetTag(Ttexture);
if(tag == nullptr) {
return mat_count;
}
TextureTag& ttag = dynamic_cast<TextureTag&>(*tag);
BaseMaterial* const mat = ttag.GetMaterial();
ai_assert(mat != nullptr);
const MaterialMap::const_iterator it = material_mapping.find(mat);
if(it == material_mapping.end()) {
return mat_count;
}
ai_assert((*it).second < mat_count);
return (*it).second;
}
#endif // ASSIMP_BUILD_NO_C4D_IMPORTER

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2021, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file C4DImporter.h
* @brief Declaration of the Cinema4D (*.c4d) importer class.
*/
#ifndef INCLUDED_AI_CINEMA_4D_LOADER_H
#define INCLUDED_AI_CINEMA_4D_LOADER_H
#include <assimp/BaseImporter.h>
#include <assimp/LogAux.h>
#include <map>
// Forward declarations
struct aiNode;
struct aiMesh;
struct aiMaterial;
struct aiImporterDesc;
namespace cineware {
class BaseObject;
class PolygonObject;
class BaseMaterial;
class BaseShader;
}
namespace Assimp {
// TinyFormatter.h
namespace Formatter {
template <typename T,typename TR, typename A> class basic_formatter;
typedef class basic_formatter< char, std::char_traits<char>, std::allocator<char> > format;
}
// -------------------------------------------------------------------------------------------
/** Importer class to load Cinema4D files using the Cineware library to be obtained from
* https://developers.maxon.net
*
* Note that Cineware is not free software. */
// -------------------------------------------------------------------------------------------
class C4DImporter : public BaseImporter, public LogFunctions<C4DImporter> {
public:
C4DImporter() = default;
~C4DImporter() override = default;
bool CanRead( const std::string& pFile, IOSystem*, bool checkSig) const override;
protected:
const aiImporterDesc* GetInfo () const override;
void InternReadFile( const std::string& pFile, aiScene*, IOSystem* ) override;
private:
void ReadMaterials(cineware::BaseMaterial* mat);
void RecurseHierarchy(cineware::BaseObject* object, aiNode* parent);
aiMesh* ReadMesh(cineware::BaseObject* object);
unsigned int ResolveMaterial(cineware::PolygonObject* obj);
bool ReadShader(aiMaterial* out, cineware::BaseShader* shader);
std::vector<aiMesh*> meshes;
std::vector<aiMaterial*> materials;
typedef std::map<cineware::BaseMaterial*, unsigned int> MaterialMap;
MaterialMap material_mapping;
}; // !class C4DImporter
} // end of namespace Assimp
#endif // INCLUDED_AI_CINEMA_4D_LOADER_H

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file COBLoader.h
* @brief Declaration of the TrueSpace (*.cob,*.scn) importer class.
*/
#ifndef INCLUDED_AI_COB_LOADER_H
#define INCLUDED_AI_COB_LOADER_H
#include <assimp/BaseImporter.h>
#include <assimp/StreamReader.h>
struct aiNode;
namespace Assimp {
class LineSplitter;
// TinyFormatter.h
namespace Formatter {
template <typename T, typename TR, typename A>
class basic_formatter;
typedef class basic_formatter<char, std::char_traits<char>, std::allocator<char>> format;
} // namespace Formatter
// COBScene.h
namespace COB {
struct ChunkInfo;
struct Node;
struct Scene;
} // namespace COB
// -------------------------------------------------------------------------------------------
/** Importer class to load TrueSpace files (cob,scn) up to v6.
*
* Currently relatively limited, loads only ASCII files and needs more test coverage. */
// -------------------------------------------------------------------------------------------
class COBImporter : public BaseImporter {
public:
COBImporter() = default;
~COBImporter() override = default;
// --------------------
bool CanRead(const std::string &pFile, IOSystem *pIOHandler,
bool checkSig) const override;
protected:
// --------------------
const aiImporterDesc *GetInfo() const override;
// --------------------
void SetupProperties(const Importer *pImp) override;
// --------------------
void InternReadFile(const std::string &pFile, aiScene *pScene,
IOSystem *pIOHandler) override;
private:
// -------------------------------------------------------------------
/** Prepend 'COB: ' and throw msg.*/
AI_WONT_RETURN static void ThrowException(const std::string &msg) AI_WONT_RETURN_SUFFIX;
// -------------------------------------------------------------------
/** @brief Read from an ascii scene/object file
* @param out Receives output data.
* @param stream Stream to read from. */
void ReadAsciiFile(COB::Scene &out, StreamReaderLE *stream);
// -------------------------------------------------------------------
/** @brief Read from a binary scene/object file
* @param out Receives output data.
* @param stream Stream to read from. */
void ReadBinaryFile(COB::Scene &out, StreamReaderLE *stream);
// Conversion to Assimp output format
aiNode *BuildNodes(const COB::Node &root, const COB::Scene &scin, aiScene *fill);
private:
// ASCII file support
void UnsupportedChunk_Ascii(LineSplitter &splitter, const COB::ChunkInfo &nfo, const char *name);
void ReadChunkInfo_Ascii(COB::ChunkInfo &out, const LineSplitter &splitter);
void ReadBasicNodeInfo_Ascii(COB::Node &msh, LineSplitter &splitter, const COB::ChunkInfo &nfo);
template <typename T>
void ReadFloat3Tuple_Ascii(T &fill, const char **in, const char *end);
void ReadPolH_Ascii(COB::Scene &out, LineSplitter &splitter, const COB::ChunkInfo &nfo);
void ReadBitM_Ascii(COB::Scene &out, LineSplitter &splitter, const COB::ChunkInfo &nfo);
void ReadMat1_Ascii(COB::Scene &out, LineSplitter &splitter, const COB::ChunkInfo &nfo);
void ReadGrou_Ascii(COB::Scene &out, LineSplitter &splitter, const COB::ChunkInfo &nfo);
void ReadBone_Ascii(COB::Scene &out, LineSplitter &splitter, const COB::ChunkInfo &nfo);
void ReadCame_Ascii(COB::Scene &out, LineSplitter &splitter, const COB::ChunkInfo &nfo);
void ReadLght_Ascii(COB::Scene &out, LineSplitter &splitter, const COB::ChunkInfo &nfo);
void ReadUnit_Ascii(COB::Scene &out, LineSplitter &splitter, const COB::ChunkInfo &nfo);
void ReadChan_Ascii(COB::Scene &out, LineSplitter &splitter, const COB::ChunkInfo &nfo);
// Binary file support
void UnsupportedChunk_Binary(StreamReaderLE &reader, const COB::ChunkInfo &nfo, const char *name);
void ReadString_Binary(std::string &out, StreamReaderLE &reader);
void ReadBasicNodeInfo_Binary(COB::Node &msh, StreamReaderLE &reader, const COB::ChunkInfo &nfo);
void ReadPolH_Binary(COB::Scene &out, StreamReaderLE &reader, const COB::ChunkInfo &nfo);
void ReadBitM_Binary(COB::Scene &out, StreamReaderLE &reader, const COB::ChunkInfo &nfo);
void ReadMat1_Binary(COB::Scene &out, StreamReaderLE &reader, const COB::ChunkInfo &nfo);
void ReadCame_Binary(COB::Scene &out, StreamReaderLE &reader, const COB::ChunkInfo &nfo);
void ReadLght_Binary(COB::Scene &out, StreamReaderLE &reader, const COB::ChunkInfo &nfo);
void ReadGrou_Binary(COB::Scene &out, StreamReaderLE &reader, const COB::ChunkInfo &nfo);
void ReadUnit_Binary(COB::Scene &out, StreamReaderLE &reader, const COB::ChunkInfo &nfo);
}; // !class COBImporter
} // end of namespace Assimp
#endif // AI_UNREALIMPORTER_H_INC

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file COBScene.h
* @brief Utilities for the COB importer.
*/
#pragma once
#ifndef INCLUDED_AI_COB_SCENE_H
#define INCLUDED_AI_COB_SCENE_H
#include <assimp/BaseImporter.h>
#include <assimp/material.h>
#include <deque>
#include <map>
namespace Assimp {
namespace COB {
// ------------------
/** Represents a single vertex index in a face */
struct VertexIndex
{
// intentionally uninitialized
unsigned int pos_idx,uv_idx;
};
// ------------------
/** COB Face data structure */
struct Face
{
// intentionally uninitialized
unsigned int material, flags;
std::vector<VertexIndex> indices;
};
// ------------------
/** COB chunk header information */
const unsigned int NO_SIZE = UINT_MAX;
struct ChunkInfo
{
ChunkInfo ()
: id (0)
, parent_id (0)
, version (0)
, size (NO_SIZE)
{}
// Id of this chunk, unique within file
unsigned int id;
// and the corresponding parent
unsigned int parent_id;
// version. v1.23 becomes 123
unsigned int version;
// chunk size in bytes, only relevant for binary files
// NO_SIZE is also valid.
unsigned int size;
};
// ------------------
/** A node in the scenegraph */
struct Node : public ChunkInfo
{
enum Type {
TYPE_MESH,TYPE_GROUP,TYPE_LIGHT,TYPE_CAMERA,TYPE_BONE
};
virtual ~Node() = default;
Node(Type type) : type(type), unit_scale(1.f){}
Type type;
// used during resolving
typedef std::deque<const Node*> ChildList;
mutable ChildList temp_children;
// unique name
std::string name;
// local mesh transformation
aiMatrix4x4 transform;
// scaling for this node to get to the metric system
float unit_scale;
};
// ------------------
/** COB Mesh data structure */
struct Mesh : public Node
{
using ChunkInfo::operator=;
enum DrawFlags {
SOLID = 0x1,
TRANS = 0x2,
WIRED = 0x4,
BBOX = 0x8,
HIDE = 0x10
};
Mesh()
: Node(TYPE_MESH)
, draw_flags(SOLID)
{}
// vertex elements
std::vector<aiVector2D> texture_coords;
std::vector<aiVector3D> vertex_positions;
// face data
std::vector<Face> faces;
// misc. drawing flags
unsigned int draw_flags;
// used during resolving
typedef std::deque<Face*> FaceRefList;
typedef std::map< unsigned int,FaceRefList > TempMap;
TempMap temp_map;
};
// ------------------
/** COB Group data structure */
struct Group : public Node
{
using ChunkInfo::operator=;
Group() : Node(TYPE_GROUP) {}
};
// ------------------
/** COB Bone data structure */
struct Bone : public Node
{
using ChunkInfo::operator=;
Bone() : Node(TYPE_BONE) {}
};
// ------------------
/** COB Light data structure */
struct Light : public Node
{
enum LightType {
SPOT,LOCAL,INFINITE
};
using ChunkInfo::operator=;
Light() : Node(TYPE_LIGHT),angle(),inner_angle(),ltype(SPOT) {}
aiColor3D color;
float angle,inner_angle;
LightType ltype;
};
// ------------------
/** COB Camera data structure */
struct Camera : public Node
{
using ChunkInfo::operator=;
Camera() : Node(TYPE_CAMERA) {}
};
// ------------------
/** COB Texture data structure */
struct Texture
{
std::string path;
aiUVTransform transform;
};
// ------------------
/** COB Material data structure */
struct Material : ChunkInfo
{
using ChunkInfo::operator=;
enum Shader {
FLAT,PHONG,METAL
};
enum AutoFacet {
FACETED,AUTOFACETED,SMOOTH
};
Material() : alpha(),exp(),ior(),ka(),ks(1.f),
matnum(UINT_MAX),
shader(FLAT),autofacet(FACETED),
autofacet_angle()
{}
std::string type;
aiColor3D rgb;
float alpha, exp, ior,ka,ks;
unsigned int matnum;
Shader shader;
AutoFacet autofacet;
float autofacet_angle;
std::shared_ptr<Texture> tex_env,tex_bump,tex_color;
};
// ------------------
/** Embedded bitmap, for instance for the thumbnail image */
struct Bitmap : ChunkInfo
{
Bitmap() : orig_size() {}
struct BitmapHeader
{
};
BitmapHeader head;
size_t orig_size;
std::vector<char> buff_zipped;
};
typedef std::deque< std::shared_ptr<Node> > NodeList;
typedef std::vector< Material > MaterialList;
// ------------------
/** Represents a master COB scene, even if we loaded just a single COB file */
struct Scene
{
NodeList nodes;
MaterialList materials;
// becomes *0 later
Bitmap thumbnail;
};
} // end COB
} // end Assimp
#endif

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@@ -0,0 +1,304 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file CSMLoader.cpp
* Implementation of the CSM importer class.
*/
#ifndef ASSIMP_BUILD_NO_CSM_IMPORTER
#include "CSMLoader.h"
#include <assimp/SkeletonMeshBuilder.h>
#include <assimp/ParsingUtils.h>
#include <assimp/fast_atof.h>
#include <assimp/Importer.hpp>
#include <memory>
#include <assimp/IOSystem.hpp>
#include <assimp/anim.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/scene.h>
#include <assimp/importerdesc.h>
using namespace Assimp;
static constexpr aiImporterDesc desc = {
"CharacterStudio Motion Importer (MoCap)",
"",
"",
"",
aiImporterFlags_SupportTextFlavour,
0,
0,
0,
0,
"csm"
};
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
CSMImporter::CSMImporter() : noSkeletonMesh() {
// empty
}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool CSMImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool /*checkSig*/) const {
static const char* tokens[] = {"$Filename"};
return SearchFileHeaderForToken(pIOHandler,pFile,tokens,AI_COUNT_OF(tokens));
}
// ------------------------------------------------------------------------------------------------
// Build a string of all file extensions supported
const aiImporterDesc* CSMImporter::GetInfo () const {
return &desc;
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties for the loader
void CSMImporter::SetupProperties(const Importer* pImp) {
noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES,0) != 0;
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void CSMImporter::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler) {
std::unique_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
// Check whether we can read from the file
if (file == nullptr) {
throw DeadlyImportError( "Failed to open CSM file ", pFile, ".");
}
// allocate storage and copy the contents of the file to a memory buffer
std::vector<char> mBuffer2;
TextFileToBuffer(file.get(),mBuffer2);
const char* buffer = &mBuffer2[0];
const char *end = &mBuffer2[mBuffer2.size() - 1] + 1;
std::unique_ptr<aiAnimation> anim(new aiAnimation());
int first = 0, last = 0x00ffffff;
// now process the file and look out for '$' sections
while (true) {
SkipSpaces(&buffer, end);
if ('\0' == *buffer) {
break;
}
if ('$' == *buffer) {
++buffer;
if (TokenMatchI(buffer,"firstframe",10)) {
SkipSpaces(&buffer, end);
first = strtol10(buffer,&buffer);
}
else if (TokenMatchI(buffer,"lastframe",9)) {
SkipSpaces(&buffer, end);
last = strtol10(buffer,&buffer);
}
else if (TokenMatchI(buffer,"rate",4)) {
SkipSpaces(&buffer, end);
float d = { 0.0f };
buffer = fast_atoreal_move<float>(buffer,d);
anim->mTicksPerSecond = d;
}
else if (TokenMatchI(buffer,"order",5)) {
std::vector< aiNodeAnim* > anims_temp;
anims_temp.reserve(30);
while (true) {
SkipSpaces(&buffer, end);
if (IsLineEnd(*buffer) && SkipSpacesAndLineEnd(&buffer, end) && *buffer == '$')
break; // next section
// Construct a new node animation channel and setup its name
anims_temp.push_back(new aiNodeAnim());
aiNodeAnim* nda = anims_temp.back();
char *ot = nda->mNodeName.data;
const char *ot_end = nda->mNodeName.data + AI_MAXLEN;
while (!IsSpaceOrNewLine(*buffer) && buffer != end && ot != ot_end) {
*ot++ = *buffer++;
}
*ot = '\0';
nda->mNodeName.length = static_cast<ai_uint32>(ot-nda->mNodeName.data);
}
anim->mNumChannels = static_cast<unsigned int>(anims_temp.size());
if (!anim->mNumChannels) {
throw DeadlyImportError("CSM: Empty $order section");
}
// copy over to the output animation
anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
::memcpy(anim->mChannels,&anims_temp[0],sizeof(aiNodeAnim*)*anim->mNumChannels);
} else if (TokenMatchI(buffer,"points",6)) {
if (!anim->mNumChannels) {
throw DeadlyImportError("CSM: \'$order\' section is required to appear prior to \'$points\'");
}
// If we know how many frames we'll read, we can preallocate some storage
unsigned int alloc = 100;
if (last != 0x00ffffff) {
// re-init if the file has last frame data
alloc = last-first;
alloc += alloc>>2u; // + 25%
for (unsigned int i = 0; i < anim->mNumChannels; ++i) {
if (anim->mChannels[i]->mPositionKeys != nullptr) delete[] anim->mChannels[i]->mPositionKeys;
anim->mChannels[i]->mPositionKeys = new aiVectorKey[alloc];
}
} else {
// default init
for (unsigned int i = 0; i < anim->mNumChannels; ++i) {
if (anim->mChannels[i]->mPositionKeys != nullptr) continue;
anim->mChannels[i]->mPositionKeys = new aiVectorKey[alloc];
}
}
unsigned int filled = 0;
// Now read all point data.
while (true) {
SkipSpaces(&buffer, end);
if (IsLineEnd(*buffer) && (!SkipSpacesAndLineEnd(&buffer, end) || *buffer == '$')) {
break; // next section
}
// read frame
const int frame = ::strtoul10(buffer,&buffer);
last = std::max(frame,last);
first = std::min(frame,last);
for (unsigned int i = 0; i < anim->mNumChannels;++i) {
aiNodeAnim* s = anim->mChannels[i];
if (s->mNumPositionKeys == alloc) {
// need to reallocate?
aiVectorKey* old = s->mPositionKeys;
s->mPositionKeys = new aiVectorKey[alloc*2];
::memcpy(s->mPositionKeys,old,sizeof(aiVectorKey)*alloc);
delete[] old;
}
// read x,y,z
if (!SkipSpacesAndLineEnd(&buffer, end)) {
throw DeadlyImportError("CSM: Unexpected EOF occurred reading sample x coord");
}
if (TokenMatchI(buffer, "DROPOUT", 7)) {
// seems this is invalid marker data; at least the doc says it's possible
ASSIMP_LOG_WARN("CSM: Encountered invalid marker data (DROPOUT)");
} else {
aiVectorKey* sub = s->mPositionKeys + s->mNumPositionKeys;
sub->mTime = (double)frame;
buffer = fast_atoreal_move<float>(buffer, (float&)sub->mValue.x);
if (!SkipSpacesAndLineEnd(&buffer, end)) {
throw DeadlyImportError("CSM: Unexpected EOF occurred reading sample y coord");
}
buffer = fast_atoreal_move<float>(buffer, (float&)sub->mValue.y);
if (!SkipSpacesAndLineEnd(&buffer, end)) {
throw DeadlyImportError("CSM: Unexpected EOF occurred reading sample z coord");
}
buffer = fast_atoreal_move<float>(buffer, (float&)sub->mValue.z);
++s->mNumPositionKeys;
}
}
// update allocation granularity
if (filled == alloc) {
alloc *= 2;
}
++filled;
}
// all channels must be complete in order to continue safely.
for (unsigned int i = 0; i < anim->mNumChannels;++i) {
if (!anim->mChannels[i]->mNumPositionKeys) {
throw DeadlyImportError("CSM: Invalid marker track");
}
}
}
} else {
// advance to the next line
SkipLine(&buffer, end);
}
}
// Setup a proper animation duration
anim->mDuration = last - std::min( first, 0 );
// build a dummy root node with the tiny markers as children
pScene->mRootNode = new aiNode();
pScene->mRootNode->mName.Set("$CSM_DummyRoot");
pScene->mRootNode->mNumChildren = anim->mNumChannels;
pScene->mRootNode->mChildren = new aiNode* [anim->mNumChannels];
for (unsigned int i = 0; i < anim->mNumChannels;++i) {
aiNodeAnim* na = anim->mChannels[i];
aiNode* nd = pScene->mRootNode->mChildren[i] = new aiNode();
nd->mName = anim->mChannels[i]->mNodeName;
nd->mParent = pScene->mRootNode;
if (na->mPositionKeys != nullptr && na->mNumPositionKeys > 0) {
aiMatrix4x4::Translation(na->mPositionKeys[0].mValue, nd->mTransformation);
} else {
// Use identity matrix if no valid position data is available
nd->mTransformation = aiMatrix4x4();
DefaultLogger::get()->warn("CSM: No position keys available for node - using identity transformation");
}
}
// Store the one and only animation in the scene
pScene->mAnimations = new aiAnimation*[pScene->mNumAnimations=1];
anim->mName.Set("$CSM_MasterAnim");
pScene->mAnimations[0] = anim.release();
// mark the scene as incomplete and run SkeletonMeshBuilder on it
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
if (!noSkeletonMesh) {
SkeletonMeshBuilder maker(pScene,pScene->mRootNode,true);
}
}
#endif // !! ASSIMP_BUILD_NO_CSM_IMPORTER

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file CSMLoader.h
* Declaration of the CharacterStudio Motion importer class.
*/
#ifndef INCLUDED_AI_CSM_LOADER_H
#define INCLUDED_AI_CSM_LOADER_H
#include <assimp/BaseImporter.h>
namespace Assimp {
// ---------------------------------------------------------------------------
/** Importer class to load MOCAPs in CharacterStudio Motion format.
*
* A very rudimentary loader for the moment. No support for the hierarchy,
* every marker is returned as child of root.
*
* Link to file format specification:
* <max_8_dvd>\samples\Motion\Docs\CSM.rtf
*/
class CSMImporter : public BaseImporter {
public:
CSMImporter();
~CSMImporter() override = default;
// -------------------------------------------------------------------
bool CanRead(const std::string &pFile, IOSystem *pIOHandler,
bool checkSig) const override;
protected:
// -------------------------------------------------------------------
const aiImporterDesc *GetInfo() const override;
// -------------------------------------------------------------------
void SetupProperties(const Importer *pImp) override;
// -------------------------------------------------------------------
void InternReadFile(const std::string &pFile, aiScene *pScene,
IOSystem *pIOHandler) override;
private:
bool noSkeletonMesh;
};
} // namespace Assimp
#endif // AI_AC3DIMPORTER_H_INC

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file ColladaExporter.h
* Declares the exporter class to write a scene to a Collada file
*/
#ifndef AI_COLLADAEXPORTER_H_INC
#define AI_COLLADAEXPORTER_H_INC
#include <assimp/ai_assert.h>
#include <assimp/material.h>
#include <array>
#include <map>
#include <sstream>
#include <unordered_set>
#include <vector>
struct aiScene;
struct aiNode;
struct aiLight;
struct aiBone;
namespace Assimp {
class IOSystem;
/// Helper class to export a given scene to a Collada file. Just for my personal
/// comfort when implementing it.
class ColladaExporter {
public:
/// Constructor for a specific scene to export
ColladaExporter(const aiScene *pScene, IOSystem *pIOSystem, const std::string &path, const std::string &file);
/// Destructor
virtual ~ColladaExporter() = default;
protected:
/// Starts writing the contents
void WriteFile();
/// Writes the asset header
void WriteHeader();
/// Writes the embedded textures
void WriteTextures();
/// Writes the material setup
void WriteMaterials();
/// Writes the cameras library
void WriteCamerasLibrary();
// Write a camera entry
void WriteCamera(size_t pIndex);
/// Writes the cameras library
void WriteLightsLibrary();
// Write a camera entry
void WriteLight(size_t pIndex);
void WritePointLight(const aiLight *const light);
void WriteDirectionalLight(const aiLight *const light);
void WriteSpotLight(const aiLight *const light);
void WriteAmbientLight(const aiLight *const light);
/// Writes the controller library
void WriteControllerLibrary();
/// Writes a skin controller of the given mesh
void WriteController(size_t pIndex);
/// Writes the geometry library
void WriteGeometryLibrary();
/// Writes the given mesh
void WriteGeometry(size_t pIndex);
//enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color, FloatType_Mat4x4, FloatType_Weight };
// customized to add animation related type
enum FloatDataType { FloatType_Vector,
FloatType_TexCoord2,
FloatType_TexCoord3,
FloatType_Color,
FloatType_Mat4x4,
FloatType_Weight,
FloatType_Time };
/// Writes a float array of the given type
void WriteFloatArray(const std::string &pIdString, FloatDataType pType, const ai_real *pData, size_t pElementCount);
/// Writes the scene library
void WriteSceneLibrary();
// customized, Writes the animation library
void WriteAnimationsLibrary();
void WriteAnimationLibrary(size_t pIndex);
std::string mFoundSkeletonRootNodeID = "skeleton_root"; // will be replaced by found node id in the WriteNode call.
/// Recursively writes the given node
void WriteNode(const aiNode *pNode);
/// Enters a new xml element, which increases the indentation
void PushTag() { startstr.append(" "); }
/// Leaves an element, decreasing the indentation
void PopTag() {
ai_assert(startstr.length() > 1);
startstr.erase(startstr.length() - 2);
}
void CreateNodeIds(const aiNode *node);
/// Get or Create a unique Node ID string for the given Node
std::string GetNodeUniqueId(const aiNode *node);
std::string GetNodeName(const aiNode *node);
std::string GetBoneUniqueId(const aiBone *bone);
enum class AiObjectType {
Mesh,
Material,
Animation,
Light,
Camera,
Count,
};
/// Get or Create a unique ID string for the given scene object index
std::string GetObjectUniqueId(AiObjectType type, size_t pIndex);
/// Get or Create a name string for the given scene object index
std::string GetObjectName(AiObjectType type, size_t pIndex);
typedef std::map<size_t, std::string> IndexIdMap;
typedef std::pair<std::string, std::string> NameIdPair;
NameIdPair AddObjectIndexToMaps(AiObjectType type, size_t pIndex);
// Helpers
inline IndexIdMap &GetObjectIdMap(AiObjectType type) { return mObjectIdMap[static_cast<size_t>(type)]; }
inline IndexIdMap &GetObjectNameMap(AiObjectType type) { return mObjectNameMap[static_cast<size_t>(type)]; }
private:
std::unordered_set<std::string> mUniqueIds; // Cache of used unique ids
std::map<const void *, std::string> mNodeIdMap; // Cache of encoded node and bone ids
std::array<IndexIdMap, static_cast<size_t>(AiObjectType::Count)> mObjectIdMap; // Cache of encoded unique IDs
std::array<IndexIdMap, static_cast<size_t>(AiObjectType::Count)> mObjectNameMap; // Cache of encoded names
public:
/// Stringstream to write all output into
std::stringstream mOutput;
/// The IOSystem for output
IOSystem *mIOSystem;
/// Path of the directory where the scene will be exported
const std::string mPath;
/// Name of the file (without extension) where the scene will be exported
const std::string mFile;
/// The scene to be written
const aiScene *const mScene;
std::string mSceneId;
bool mAdd_root_node = false;
/// current line start string, contains the current indentation for simple stream insertion
std::string startstr;
/// current line end string for simple stream insertion
const std::string endstr;
// pair of color and texture - texture precedences color
struct Surface {
bool exist;
aiColor4D color;
std::string texture;
size_t channel;
Surface() {
exist = false;
channel = 0;
}
};
struct Property {
bool exist;
ai_real value;
Property() :
exist(false),
value(0.0) {}
};
// summarize a material in an convenient way.
struct Material {
std::string id;
std::string name;
std::string shading_model;
Surface ambient, diffuse, specular, emissive, reflective, transparent, normal;
Property shininess, transparency, index_refraction;
Material() = default;
};
std::map<unsigned int, std::string> textures;
public:
/// Dammit C++ - y u no compile two-pass? No I have to add all methods below the struct definitions
/// Reads a single surface entry from the given material keys
bool ReadMaterialSurface(Surface &poSurface, const aiMaterial &pSrcMat, aiTextureType pTexture, const char *pKey, size_t pType, size_t pIndex);
/// Writes an image entry for the given surface
void WriteImageEntry(const Surface &pSurface, const std::string &imageId);
/// Writes the two parameters necessary for referencing a texture in an effect entry
void WriteTextureParamEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &materialId);
/// Writes a color-or-texture entry into an effect definition
void WriteTextureColorEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &imageId);
/// Writes a scalar property
void WriteFloatEntry(const Property &pProperty, const std::string &pTypeName);
};
} // namespace Assimp
#endif // !! AI_COLLADAEXPORTER_H_INC

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** Helper structures for the Collada loader */
#include "ColladaHelper.h"
#include <assimp/ParsingUtils.h>
#include <assimp/commonMetaData.h>
namespace Assimp {
namespace Collada {
const MetaKeyPairVector MakeColladaAssimpMetaKeys() {
MetaKeyPairVector result;
result.emplace_back("authoring_tool", AI_METADATA_SOURCE_GENERATOR);
result.emplace_back("copyright", AI_METADATA_SOURCE_COPYRIGHT);
return result;
}
const MetaKeyPairVector &GetColladaAssimpMetaKeys() {
static const MetaKeyPairVector result = MakeColladaAssimpMetaKeys();
return result;
}
const MetaKeyPairVector MakeColladaAssimpMetaKeysCamelCase() {
MetaKeyPairVector result = MakeColladaAssimpMetaKeys();
for (auto &val : result) {
ToCamelCase(val.first);
}
return result;
}
const MetaKeyPairVector &GetColladaAssimpMetaKeysCamelCase() {
static const MetaKeyPairVector result = MakeColladaAssimpMetaKeysCamelCase();
return result;
}
// ------------------------------------------------------------------------------------------------
// Convert underscore_separated to CamelCase: "authoring_tool" becomes "AuthoringTool"
void ToCamelCase(std::string &text) {
if (text.empty())
return;
// Capitalise first character
auto it = text.begin();
(*it) = ai_toupper(*it);
++it;
for (/*started above*/; it != text.end(); /*iterated below*/) {
if ((*it) == '_') {
it = text.erase(it);
if (it != text.end())
(*it) = ai_toupper(*it);
} else {
// Make lower case
(*it) = ai_tolower(*it);
++it;
}
}
}
} // namespace Collada
} // namespace Assimp

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** Helper structures for the Collada loader */
#ifndef AI_COLLADAHELPER_H_INC
#define AI_COLLADAHELPER_H_INC
#include <assimp/light.h>
#include <assimp/material.h>
#include <assimp/mesh.h>
#include <cstdint>
#include <map>
#include <set>
#include <vector>
struct aiMaterial;
namespace Assimp {
namespace Collada {
/// Collada file versions which evolved during the years ...
enum FormatVersion {
FV_1_5_n,
FV_1_4_n,
FV_1_3_n
};
/// Transformation types that can be applied to a node
enum TransformType {
TF_LOOKAT,
TF_ROTATE,
TF_TRANSLATE,
TF_SCALE,
TF_SKEW,
TF_MATRIX
};
/// Different types of input data to a vertex or face
enum InputType {
IT_Invalid,
IT_Vertex, // special type for per-index data referring to the <vertices> element carrying the per-vertex data.
IT_Position,
IT_Normal,
IT_Texcoord,
IT_Color,
IT_Tangent,
IT_Bitangent
};
/// Supported controller types
enum ControllerType {
Skin,
Morph
};
/// Supported morph methods
enum MorphMethod {
Normalized,
Relative
};
/// Common metadata keys as <Collada, Assimp>
using MetaKeyPair = std::pair<std::string, std::string>;
using MetaKeyPairVector = std::vector<MetaKeyPair>;
/// Collada as lower_case (native)
const MetaKeyPairVector &GetColladaAssimpMetaKeys();
// Collada as CamelCase (used by Assimp for consistency)
const MetaKeyPairVector &GetColladaAssimpMetaKeysCamelCase();
/// Convert underscore_separated to CamelCase "authoring_tool" becomes "AuthoringTool"
void ToCamelCase(std::string &text);
/// Contains all data for one of the different transformation types
struct Transform {
std::string mID; ///< SID of the transform step, by which anim channels address their target node
TransformType mType;
ai_real f[16]; ///< Interpretation of data depends on the type of the transformation
};
/// A collada camera.
struct Camera {
Camera() :
mOrtho(false),
mHorFov(10e10f),
mVerFov(10e10f),
mAspect(10e10f),
mZNear(0.1f),
mZFar(1000.f) {}
/// Name of camera
std::string mName;
/// True if it is an orthographic camera
bool mOrtho;
/// Horizontal field of view in degrees
ai_real mHorFov;
/// Vertical field of view in degrees
ai_real mVerFov;
/// Screen aspect
ai_real mAspect;
/// Near& far z
ai_real mZNear, mZFar;
};
#define ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET 1e9f
/** A collada light source. */
struct Light {
Light() :
mType(aiLightSource_UNDEFINED),
mAttConstant(1.f),
mAttLinear(0.f),
mAttQuadratic(0.f),
mFalloffAngle(180.f),
mFalloffExponent(0.f),
mPenumbraAngle(ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET),
mOuterAngle(ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET),
mIntensity(1.f) {}
/// Type of the light source aiLightSourceType + ambient
unsigned int mType;
/// Color of the light
aiColor3D mColor;
/// Light attenuation
ai_real mAttConstant, mAttLinear, mAttQuadratic;
/// Spot light falloff
ai_real mFalloffAngle;
ai_real mFalloffExponent;
// -----------------------------------------------------
// FCOLLADA extension from here
/// ... related stuff from maja and max extensions
ai_real mPenumbraAngle;
ai_real mOuterAngle;
/// Common light intensity
ai_real mIntensity;
};
/** Short vertex index description */
struct InputSemanticMapEntry {
InputSemanticMapEntry() :
mSet(0),
mType(IT_Invalid) {}
/// Index of set, optional
unsigned int mSet;
/// Type of referenced vertex input
InputType mType;
};
/// Table to map from effect to vertex input semantics
struct SemanticMappingTable {
/// Name of material
std::string mMatName;
/// List of semantic map commands, grouped by effect semantic name
using InputSemanticMap = std::map<std::string, InputSemanticMapEntry>;
InputSemanticMap mMap;
/// For std::find
bool operator==(const std::string &s) const {
return s == mMatName;
}
};
/// A reference to a mesh inside a node, including materials assigned to the various subgroups.
/// The ID refers to either a mesh or a controller which specifies the mesh
struct MeshInstance {
///< ID of the mesh or controller to be instanced
std::string mMeshOrController;
///< Map of materials by the subgroup ID they're applied to
std::map<std::string, SemanticMappingTable> mMaterials;
};
/// A reference to a camera inside a node
struct CameraInstance {
///< ID of the camera
std::string mCamera;
};
/// A reference to a light inside a node
struct LightInstance {
///< ID of the camera
std::string mLight;
};
/// A reference to a node inside a node
struct NodeInstance {
///< ID of the node
std::string mNode;
};
/// A node in a scene hierarchy
struct Node {
std::string mName;
std::string mID;
std::string mSID;
Node *mParent;
std::vector<Node *> mChildren;
/// Operations in order to calculate the resulting transformation to parent.
std::vector<Transform> mTransforms;
/// Meshes at this node
std::vector<MeshInstance> mMeshes;
/// Lights at this node
std::vector<LightInstance> mLights;
/// Cameras at this node
std::vector<CameraInstance> mCameras;
/// Node instances at this node
std::vector<NodeInstance> mNodeInstances;
/// Root-nodes: Name of primary camera, if any
std::string mPrimaryCamera;
/// Constructor. Begin with a zero parent
Node() :
mParent(nullptr) {
// empty
}
/// Destructor: delete all children subsequently
~Node() {
for (std::vector<Node *>::iterator it = mChildren.begin(); it != mChildren.end(); ++it) {
delete *it;
}
}
};
/// Data source array: either floats or strings
struct Data {
bool mIsStringArray;
std::vector<ai_real> mValues;
std::vector<std::string> mStrings;
};
/// Accessor to a data array
struct Accessor {
size_t mCount; // in number of objects
size_t mSize; // size of an object, in elements (floats or strings, mostly 1)
size_t mOffset; // in number of values
size_t mStride; // Stride in number of values
std::vector<std::string> mParams; // names of the data streams in the accessors. Empty string tells to ignore.
size_t mSubOffset[4]; // Sub-offset inside the object for the common 4 elements. For a vector, that's XYZ, for a color RGBA and so on.
// For example, SubOffset[0] denotes which of the values inside the object is the vector X component.
std::string mSource; // URL of the source array
mutable const Data *mData; // Pointer to the source array, if resolved. nullptr else
Accessor() {
mCount = 0;
mSize = 0;
mOffset = 0;
mStride = 0;
mData = nullptr;
mSubOffset[0] = mSubOffset[1] = mSubOffset[2] = mSubOffset[3] = 0;
}
};
/// A single face in a mesh
struct Face {
std::vector<size_t> mIndices;
};
/// An input channel for mesh data, referring to a single accessor
struct InputChannel {
InputType mType; // Type of the data
size_t mIndex; // Optional index, if multiple sets of the same data type are given
size_t mOffset; // Index offset in the indices array of per-face indices. Don't ask, can't explain that any better.
std::string mAccessor; // ID of the accessor where to read the actual values from.
mutable const Accessor *mResolved; // Pointer to the accessor, if resolved. nullptr else
InputChannel() {
mType = IT_Invalid;
mIndex = 0;
mOffset = 0;
mResolved = nullptr;
}
};
/// Subset of a mesh with a certain material
struct SubMesh {
std::string mMaterial; ///< subgroup identifier
size_t mNumFaces; ///< number of faces in this sub-mesh
};
/// Contains data for a single mesh
struct Mesh {
Mesh(const std::string &id) :
mId(id) {
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
mNumUVComponents[i] = 2;
}
}
const std::string mId;
std::string mName;
// just to check if there's some sophisticated addressing involved...
// which we don't support, and therefore should warn about.
std::string mVertexID;
// Vertex data addressed by vertex indices
std::vector<InputChannel> mPerVertexData;
// actual mesh data, assembled on encounter of a <p> element. Verbose format, not indexed
std::vector<aiVector3D> mPositions;
std::vector<aiVector3D> mNormals;
std::vector<aiVector3D> mTangents;
std::vector<aiVector3D> mBitangents;
std::vector<aiVector3D> mTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
std::vector<aiColor4D> mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
// Faces. Stored are only the number of vertices for each face.
// 1 == point, 2 == line, 3 == triangle, 4+ == poly
std::vector<size_t> mFaceSize;
// Position indices for all faces in the sequence given in mFaceSize -
// necessary for bone weight assignment
std::vector<size_t> mFacePosIndices;
// Sub-meshes in this mesh, each with a given material
std::vector<SubMesh> mSubMeshes;
};
/// Which type of primitives the ReadPrimitives() function is going to read
enum PrimitiveType {
Prim_Invalid,
Prim_Lines,
Prim_LineStrip,
Prim_Triangles,
Prim_TriStrips,
Prim_TriFans,
Prim_Polylist,
Prim_Polygon
};
/// A skeleton controller to deform a mesh with the use of joints
struct Controller {
// controller type
ControllerType mType;
// Morphing method if type is Morph
MorphMethod mMethod;
// the URL of the mesh deformed by the controller.
std::string mMeshId;
// accessor URL of the joint names
std::string mJointNameSource;
///< The bind shape matrix, as array of floats. I'm not sure what this matrix actually describes, but it can't be ignored in all cases
ai_real mBindShapeMatrix[16];
// accessor URL of the joint inverse bind matrices
std::string mJointOffsetMatrixSource;
// input channel: joint names.
InputChannel mWeightInputJoints;
// input channel: joint weights
InputChannel mWeightInputWeights;
// Number of weights per vertex.
std::vector<size_t> mWeightCounts;
// JointIndex-WeightIndex pairs for all vertices
std::vector<std::pair<size_t, size_t>> mWeights;
std::string mMorphTarget;
std::string mMorphWeight;
};
/// A collada material. Pretty much the only member is a reference to an effect.
struct Material {
std::string mName;
std::string mEffect;
};
/// Type of the effect param
enum ParamType {
Param_Sampler,
Param_Surface
};
/// A param for an effect. Might be of several types, but they all just refer to each other, so I summarize them
struct EffectParam {
ParamType mType;
std::string mReference; // to which other thing the param is referring to.
};
/// Shading type supported by the standard effect spec of Collada
enum ShadeType {
Shade_Invalid,
Shade_Constant,
Shade_Lambert,
Shade_Phong,
Shade_Blinn
};
/// Represents a texture sampler in collada
struct Sampler {
Sampler() :
mWrapU(true),
mWrapV(true),
mMirrorU(),
mMirrorV(),
mOp(aiTextureOp_Multiply),
mUVId(UINT_MAX),
mWeighting(1.f),
mMixWithPrevious(1.f) {}
/// Name of image reference
std::string mName;
/// Wrap U?
bool mWrapU;
/// Wrap V?
bool mWrapV;
/// Mirror U?
bool mMirrorU;
/// Mirror V?
bool mMirrorV;
/// Blend mode
aiTextureOp mOp;
/// UV transformation
aiUVTransform mTransform;
/// Name of source UV channel
std::string mUVChannel;
/// Resolved UV channel index or UINT_MAX if not known
unsigned int mUVId;
// OKINO/MAX3D extensions from here
// -------------------------------------------------------
/// Weighting factor
ai_real mWeighting;
/// Mixing factor from OKINO
ai_real mMixWithPrevious;
};
/// A collada effect. Can contain about anything according to the Collada spec,
/// but we limit our version to a reasonable subset.
struct Effect {
/// Shading mode
ShadeType mShadeType;
/// Colors
aiColor4D mEmissive, mAmbient, mDiffuse, mSpecular,
mTransparent, mReflective;
/// Textures
Sampler mTexEmissive, mTexAmbient, mTexDiffuse, mTexSpecular,
mTexTransparent, mTexBump, mTexReflective;
/// Scalar factory
ai_real mShininess, mRefractIndex, mReflectivity;
ai_real mTransparency;
bool mHasTransparency;
bool mRGBTransparency;
bool mInvertTransparency;
/// local params referring to each other by their SID
using ParamLibrary = std::map<std::string, Collada::EffectParam>;
ParamLibrary mParams;
// MAX3D extensions
// ---------------------------------------------------------
// Double-sided?
bool mDoubleSided, mWireframe, mFaceted;
Effect() :
mShadeType(Shade_Phong),
mEmissive(0, 0, 0, 1),
mAmbient(0.1f, 0.1f, 0.1f, 1),
mDiffuse(0.6f, 0.6f, 0.6f, 1),
mSpecular(0.4f, 0.4f, 0.4f, 1),
mTransparent(0, 0, 0, 1),
mShininess(10.0f),
mRefractIndex(1.f),
mReflectivity(0.f),
mTransparency(1.f),
mHasTransparency(false),
mRGBTransparency(false),
mInvertTransparency(false),
mDoubleSided(false),
mWireframe(false),
mFaceted(false) {
}
};
/// An image, meaning texture
struct Image {
std::string mFileName;
/// Embedded image data
std::vector<uint8_t> mImageData;
/// File format hint of embedded image data
std::string mEmbeddedFormat;
};
/// An animation channel.
struct AnimationChannel {
/// URL of the data to animate. Could be about anything, but we support only the
/// "NodeID/TransformID.SubElement" notation
std::string mTarget;
/// Source URL of the time values. Collada calls them "input". Meh.
std::string mSourceTimes;
/// Source URL of the value values. Collada calls them "output".
std::string mSourceValues;
/// Source URL of the IN_TANGENT semantic values.
std::string mInTanValues;
/// Source URL of the OUT_TANGENT semantic values.
std::string mOutTanValues;
/// Source URL of the INTERPOLATION semantic values.
std::string mInterpolationValues;
};
/// An animation. Container for 0-x animation channels or 0-x animations
struct Animation {
/// Anim name
std::string mName;
/// the animation channels, if any
std::vector<AnimationChannel> mChannels;
/// the sub-animations, if any
std::vector<Animation *> mSubAnims;
/// Destructor
~Animation() {
for (std::vector<Animation *>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it) {
delete *it;
}
}
/// Collect all channels in the animation hierarchy into a single channel list.
void CollectChannelsRecursively(std::vector<AnimationChannel> &channels) {
channels.insert(channels.end(), mChannels.begin(), mChannels.end());
for (std::vector<Animation *>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it) {
Animation *pAnim = (*it);
pAnim->CollectChannelsRecursively(channels);
}
}
/// Combine all single-channel animations' channel into the same (parent) animation channel list.
void CombineSingleChannelAnimations() {
CombineSingleChannelAnimationsRecursively(this);
}
void CombineSingleChannelAnimationsRecursively(Animation *pParent) {
std::set<std::string> childrenTargets;
bool childrenAnimationsHaveDifferentChannels = true;
for (std::vector<Animation *>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();) {
Animation *anim = *it;
// Assign the first animation name to the parent if empty.
// This prevents the animation name from being lost when animations are combined
if (mName.empty()) {
mName = anim->mName;
}
CombineSingleChannelAnimationsRecursively(anim);
if (childrenAnimationsHaveDifferentChannels && anim->mChannels.size() == 1 &&
childrenTargets.find(anim->mChannels[0].mTarget) == childrenTargets.end()) {
childrenTargets.insert(anim->mChannels[0].mTarget);
} else {
childrenAnimationsHaveDifferentChannels = false;
}
++it;
}
// We only want to combine animations if they have different channels
if (childrenAnimationsHaveDifferentChannels) {
for (std::vector<Animation *>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();) {
Animation *anim = *it;
pParent->mChannels.push_back(anim->mChannels[0]);
it = pParent->mSubAnims.erase(it);
delete anim;
continue;
}
}
}
};
/// Description of a collada animation channel which has been determined to affect the current node
struct ChannelEntry {
const Collada::AnimationChannel *mChannel; ///< the source channel
std::string mTargetId;
std::string mTransformId; // the ID of the transformation step of the node which is influenced
size_t mTransformIndex; // Index into the node's transform chain to apply the channel to
size_t mSubElement; // starting index inside the transform data
// resolved data references
const Collada::Accessor *mTimeAccessor; ///> Collada accessor to the time values
const Collada::Data *mTimeData; ///> Source data array for the time values
const Collada::Accessor *mValueAccessor; ///> Collada accessor to the key value values
const Collada::Data *mValueData; ///> Source data array for the key value values
ChannelEntry() :
mChannel(),
mTransformIndex(),
mSubElement(),
mTimeAccessor(),
mTimeData(),
mValueAccessor(),
mValueData() {}
};
} // end of namespace Collada
} // end of namespace Assimp
#endif // AI_COLLADAHELPER_H_INC

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/** Defines the collada loader class */
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef AI_COLLADALOADER_H_INC
#define AI_COLLADALOADER_H_INC
#include "ColladaParser.h"
#include <assimp/BaseImporter.h>
struct aiNode;
struct aiCamera;
struct aiLight;
struct aiTexture;
struct aiAnimation;
namespace Assimp {
struct ColladaMeshIndex {
std::string mMeshID;
size_t mSubMesh;
std::string mMaterial;
ColladaMeshIndex(const std::string &pMeshID, size_t pSubMesh, const std::string &pMaterial) :
mMeshID(pMeshID), mSubMesh(pSubMesh), mMaterial(pMaterial) {
ai_assert(!pMeshID.empty());
}
bool operator<(const ColladaMeshIndex &p) const {
if (mMeshID == p.mMeshID) {
if (mSubMesh == p.mSubMesh)
return mMaterial < p.mMaterial;
else
return mSubMesh < p.mSubMesh;
} else {
return mMeshID < p.mMeshID;
}
}
};
/**
* @brief Loader class to read Collada scenes.
*
* Collada is over-engineered to death, with every new iteration bringing more useless stuff,
* so I limited the data to what I think is useful for games.
*/
class ColladaLoader : public BaseImporter {
public:
/// The class constructor.
ColladaLoader();
/// The class destructor.
~ColladaLoader() override = default;
/// Returns whether the class can handle the format of the given file.
/// @see BaseImporter::CanRead() for more details.
bool CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const override;
protected:
/// See #BaseImporter::GetInfo for the details
const aiImporterDesc *GetInfo() const override;
/// See #BaseImporter::SetupProperties for the details
void SetupProperties(const Importer *pImp) override;
/// See #BaseImporter::InternReadFile for the details
void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) override;
/// Recursively constructs a scene node for the given parser node and returns it.
aiNode *BuildHierarchy(const ColladaParser &pParser, const Collada::Node *pNode);
/// Resolve node instances
void ResolveNodeInstances(const ColladaParser &pParser, const Collada::Node *pNode,
std::vector<const Collada::Node *> &resolved) const;
/// Builds meshes for the given node and references them
void BuildMeshesForNode(const ColladaParser &pParser, const Collada::Node *pNode,
aiNode *pTarget);
/// Lookup for meshes by their name
aiMesh *findMesh(const std::string &meshid);
/// Creates a mesh for the given ColladaMesh face subset and returns the newly created mesh
aiMesh *CreateMesh(const ColladaParser &pParser, const Collada::Mesh *pSrcMesh, const Collada::SubMesh &pSubMesh,
const Collada::Controller *pSrcController, size_t pStartVertex, size_t pStartFace);
/// Builds cameras for the given node and references them
void BuildCamerasForNode(const ColladaParser &pParser, const Collada::Node *pNode,
aiNode *pTarget);
/// Builds lights for the given node and references them
void BuildLightsForNode(const ColladaParser &pParser, const Collada::Node *pNode,
aiNode *pTarget);
/// Stores all meshes in the given scene
void StoreSceneMeshes(aiScene *pScene);
/// Stores all materials in the given scene
void StoreSceneMaterials(aiScene *pScene);
/// Stores all lights in the given scene
void StoreSceneLights(aiScene *pScene);
/// Stores all cameras in the given scene
void StoreSceneCameras(aiScene *pScene);
/// Stores all textures in the given scene
void StoreSceneTextures(aiScene *pScene);
/// Stores all animations
/// @param pScene Target scene to store the anims
/// @param parser The collada parser
void StoreAnimations(aiScene *pScene, const ColladaParser &parser);
/** Stores all animations for the given source anim and its nested child animations
* @param pScene target scene to store the anims
* @param pSrcAnim the source animation to process
* @param pPrefix Prefix to the name in case of nested animations
*/
void StoreAnimations(aiScene *pScene, const ColladaParser &pParser, const Collada::Animation *pSrcAnim, const std::string &pPrefix);
/** Constructs the animation for the given source anim */
void CreateAnimation(aiScene *pScene, const ColladaParser &pParser, const Collada::Animation *pSrcAnim, const std::string &pName);
/** Constructs materials from the collada material definitions */
void BuildMaterials(ColladaParser &pParser, aiScene *pScene);
/** Fill materials from the collada material definitions */
void FillMaterials(const ColladaParser &pParser, aiScene *pScene);
/** Add a texture and all of its sampling properties to a material*/
void AddTexture(aiMaterial &mat, const ColladaParser &pParser,
const Collada::Effect &effect,
const Collada::Sampler &sampler,
aiTextureType type, unsigned int idx = 0);
/** Resolves the texture name for the given effect texture entry */
aiString FindFilenameForEffectTexture(const ColladaParser &pParser,
const Collada::Effect &pEffect, const std::string &pName);
/** Reads a string value from an accessor and its data array.
* @param pAccessor The accessor to use for reading
* @param pData The data array to read from
* @param pIndex The index of the element to retrieve
* @return the specified value
*/
[[nodiscard]] const std::string &ReadString(const Collada::Accessor &pAccessor, const Collada::Data &pData, size_t pIndex) const;
/** Recursively collects all nodes into the given array */
void CollectNodes(const aiNode *pNode, std::vector<const aiNode *> &poNodes) const;
/** Finds a node in the collada scene by the given name */
const Collada::Node *FindNode(const Collada::Node *pNode, const std::string &pName) const;
/** Finds a node in the collada scene by the given SID */
const Collada::Node *FindNodeBySID(const Collada::Node *pNode, const std::string &pSID) const;
/** Finds a proper name for a node derived from the collada-node's properties */
std::string FindNameForNode(const Collada::Node *pNode);
private:
/** Filename, for a verbose error message */
std::string mFileName;
/** Which mesh-material compound was stored under which mesh ID */
std::map<ColladaMeshIndex, size_t> mMeshIndexByID;
/** Which material was stored under which index in the scene */
std::map<std::string, size_t> mMaterialIndexByName;
/** Accumulated meshes for the target scene */
std::vector<aiMesh *> mMeshes;
/** Accumulated morph target meshes */
std::vector<aiMesh *> mTargetMeshes;
/** Temporary material list */
std::vector<std::pair<Collada::Effect *, aiMaterial *>> newMats;
/** Temporary camera list */
std::vector<aiCamera *> mCameras;
/** Temporary light list */
std::vector<aiLight *> mLights;
/** Temporary texture list */
std::vector<aiTexture *> mTextures;
/** Accumulated animations for the target scene */
std::vector<aiAnimation *> mAnims;
bool noSkeletonMesh;
bool removeEmptyBones;
bool ignoreUpDirection;
bool ignoreUnitSize;
bool useColladaName;
/** Used by FindNameForNode() to generate unique node names */
unsigned int mNodeNameCounter;
};
} // end of namespace Assimp
#endif // AI_COLLADALOADER_H_INC

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file ColladaParser.h
* @brief Defines the parser helper class for the collada loader
*/
#pragma once
#ifndef AI_COLLADAPARSER_H_INC
#define AI_COLLADAPARSER_H_INC
#include "ColladaHelper.h"
#include <assimp/ai_assert.h>
#include <assimp/XmlParser.h>
#include <map>
namespace Assimp {
class ZipArchiveIOSystem;
// ------------------------------------------------------------------------------------------
/** Parser helper class for the Collada loader.
*
* Does all the XML reading and builds internal data structures from it,
* but leaves the resolving of all the references to the loader.
*/
class ColladaParser {
friend class ColladaLoader;
public:
/// Map for generic metadata as aiString.
using StringMetaData = std::map<std::string, aiString>;
/// Constructor from XML file.
ColladaParser(IOSystem *pIOHandler, const std::string &pFile);
/// Destructor
~ColladaParser();
/// Attempts to read the ZAE manifest and returns the DAE to open
static std::string ReadZaeManifest(ZipArchiveIOSystem &zip_archive);
/// Reads the contents of the file
void ReadContents(XmlNode &node);
/// Reads the structure of the file
void ReadStructure(XmlNode &node);
/// Reads asset information such as coordinate system information and legal blah
void ReadAssetInfo(XmlNode &node);
/// Reads contributor information such as author and legal blah
void ReadContributorInfo(XmlNode &node);
/// Reads the animation library
void ReadAnimationLibrary(XmlNode &node);
/// Reads the animation clip library
void ReadAnimationClipLibrary(XmlNode &node);
/// Unwrap controllers dependency hierarchy
void PostProcessControllers();
/// Re-build animations from animation clip library, if present, otherwise combine single-channel animations
void PostProcessRootAnimations();
/// Reads an animation into the given parent structure
void ReadAnimation(XmlNode &node, Collada::Animation *pParent);
/// Reads the skeleton controller library
void ReadControllerLibrary(XmlNode &node);
/// Reads a controller into the given mesh structure
void ReadController(XmlNode &node, Collada::Controller &pController);
/// Reads the image library contents
void ReadImageLibrary(const XmlNode &node);
/// Reads an image entry into the given image
void ReadImage(const XmlNode &node, Collada::Image &pImage) const;
/// Reads the material library
void ReadMaterialLibrary(XmlNode &node);
/// Reads the camera library
void ReadCameraLibrary(XmlNode &node);
/// Reads the light library
void ReadLightLibrary(XmlNode &node);
/// Reads the effect library
void ReadEffectLibrary(XmlNode &node);
/// Reads an effect entry into the given effect
void ReadEffect(XmlNode &node, Collada::Effect &pEffect);
/// Reads an COMMON effect profile
void ReadEffectProfileCommon(XmlNode &node, Collada::Effect &pEffect);
/// Read sampler properties
void ReadSamplerProperties(XmlNode &node, Collada::Sampler &pSampler);
/// Reads an effect entry containing a color or a texture defining that color
void ReadEffectColor(XmlNode &node, aiColor4D &pColor, Collada::Sampler &pSampler);
/// Reads an effect entry containing a float
void ReadEffectFloat(XmlNode &node, ai_real &pFloat);
/// Reads an effect parameter specification of any kind
void ReadEffectParam(XmlNode &node, Collada::EffectParam &pParam);
/// Reads the geometry library contents
void ReadGeometryLibrary(XmlNode &node);
/// Reads a geometry from the geometry library.
void ReadGeometry(XmlNode &node, Collada::Mesh &pMesh);
/// Reads a mesh from the geometry library
void ReadMesh(XmlNode &node, Collada::Mesh &pMesh);
/// Reads a source element - a combination of raw data and an accessor defining
///things that should not be definable. Yes, that's another rant.
void ReadSource(XmlNode &node);
/// Reads a data array holding a number of elements, and stores it in the global library.
/// Currently supported are array of floats and arrays of strings.
void ReadDataArray(XmlNode &node);
/// Reads an accessor and stores it in the global library under the given ID -
/// accessors use the ID of the parent <source> element
void ReadAccessor(XmlNode &node, const std::string &pID);
/// Reads input declarations of per-vertex mesh data into the given mesh
void ReadVertexData(XmlNode &node, Collada::Mesh &pMesh);
/// Reads input declarations of per-index mesh data into the given mesh
void ReadIndexData(XmlNode &node, Collada::Mesh &pMesh);
/// Reads a single input channel element and stores it in the given array, if valid
void ReadInputChannel(XmlNode &node, std::vector<Collada::InputChannel> &poChannels);
/// Reads a <p> primitive index list and assembles the mesh data into the given mesh
size_t ReadPrimitives(XmlNode &node, Collada::Mesh &pMesh, std::vector<Collada::InputChannel> &pPerIndexChannels,
size_t pNumPrimitives, const std::vector<size_t> &pVCount, Collada::PrimitiveType pPrimType);
/// Copies the data for a single primitive into the mesh, based on the InputChannels
void CopyVertex(size_t currentVertex, size_t numOffsets, size_t numPoints, size_t perVertexOffset,
Collada::Mesh &pMesh, std::vector<Collada::InputChannel> &pPerIndexChannels,
size_t currentPrimitive, const std::vector<size_t> &indices);
/// Reads one triangle of a tristrip into the mesh
void ReadPrimTriStrips(size_t numOffsets, size_t perVertexOffset, Collada::Mesh &pMesh,
std::vector<Collada::InputChannel> &pPerIndexChannels, size_t currentPrimitive, const std::vector<size_t> &indices);
/// Extracts a single object from an input channel and stores it in the appropriate mesh data array
void ExtractDataObjectFromChannel(const Collada::InputChannel &pInput, size_t pLocalIndex, Collada::Mesh &pMesh);
/// Reads the library of node hierarchies and scene parts
void ReadSceneLibrary(XmlNode &node);
/// Reads a scene node's contents including children and stores it in the given node
void ReadSceneNode(XmlNode &node, Collada::Node *pNode);
/// Reads a mesh reference in a node and adds it to the node's mesh list
void ReadNodeGeometry(XmlNode &node, Collada::Node *pNode);
/// Reads the collada scene
void ReadScene(XmlNode &node);
/// Processes bind_vertex_input and bind elements
void ReadMaterialVertexInputBinding(XmlNode &node, Collada::SemanticMappingTable &tbl);
/// Reads embedded textures from a ZAE archive
void ReadEmbeddedTextures(ZipArchiveIOSystem &zip_archive);
protected:
/// Converts a path read from a collada file to the usual representation
static void UriDecodePath(aiString &ss);
/// Calculates the resulting transformation from all the given transform steps
aiMatrix4x4 CalculateResultTransform(const std::vector<Collada::Transform> &pTransforms) const;
/// Determines the input data type for the given semantic string
Collada::InputType GetTypeForSemantic(const std::string &pSemantic);
/// Finds the item in the given library by its reference, throws if not found
template <typename Type>
const Type &ResolveLibraryReference(const std::map<std::string, Type> &pLibrary, const std::string &pURL) const;
private:
/// Filename, for a verbose error message
std::string mFileName;
/// XML reader, member for everyday use
XmlParser mXmlParser;
/// All data arrays found in the file by ID. Might be referred to by actually
/// everyone. Collada, you are a steaming pile of indirection.
using DataLibrary = std::map<std::string, Collada::Data> ;
DataLibrary mDataLibrary;
/// Same for accessors which define how the data in a data array is accessed.
using AccessorLibrary = std::map<std::string, Collada::Accessor> ;
AccessorLibrary mAccessorLibrary;
/// Mesh library: mesh by ID
using MeshLibrary = std::map<std::string, Collada::Mesh *>;
MeshLibrary mMeshLibrary;
/// node library: root node of the hierarchy part by ID
using NodeLibrary = std::map<std::string, Collada::Node *>;
NodeLibrary mNodeLibrary;
/// Image library: stores texture properties by ID
using ImageLibrary = std::map<std::string, Collada::Image> ;
ImageLibrary mImageLibrary;
/// Effect library: surface attributes by ID
using EffectLibrary = std::map<std::string, Collada::Effect> ;
EffectLibrary mEffectLibrary;
/// Material library: surface material by ID
using MaterialLibrary = std::map<std::string, Collada::Material> ;
MaterialLibrary mMaterialLibrary;
/// Light library: surface light by ID
using LightLibrary = std::map<std::string, Collada::Light> ;
LightLibrary mLightLibrary;
/// Camera library: surface material by ID
using CameraLibrary = std::map<std::string, Collada::Camera> ;
CameraLibrary mCameraLibrary;
/// Controller library: joint controllers by ID
using ControllerLibrary = std::map<std::string, Collada::Controller> ;
ControllerLibrary mControllerLibrary;
/// Animation library: animation references by ID
using AnimationLibrary = std::map<std::string, Collada::Animation *> ;
AnimationLibrary mAnimationLibrary;
/// Animation clip library: clip animation references by ID
using AnimationClipLibrary = std::vector<std::pair<std::string, std::vector<std::string>>> ;
AnimationClipLibrary mAnimationClipLibrary;
/// Pointer to the root node. Don't delete, it just points to one of the nodes in the node library.
Collada::Node *mRootNode;
/// Root animation container
Collada::Animation mAnims;
/// Size unit: how large compared to a meter
ai_real mUnitSize;
/// Which is the up vector
enum { UP_X,
UP_Y,
UP_Z } mUpDirection;
/// Asset metadata (global for scene)
StringMetaData mAssetMetaData;
/// Collada file format version
Collada::FormatVersion mFormat;
};
// ------------------------------------------------------------------------------------------------
// Finds the item in the given library by its reference, throws if not found
template <typename Type>
const Type &ColladaParser::ResolveLibraryReference(const std::map<std::string, Type> &pLibrary, const std::string &pURL) const {
typename std::map<std::string, Type>::const_iterator it = pLibrary.find(pURL);
if (it == pLibrary.end()) {
throw DeadlyImportError("Unable to resolve library reference \"", pURL, "\".");
}
return it->second;
}
} // end of namespace Assimp
#endif // AI_COLLADAPARSER_H_INC

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file DXFHelper.h
* @brief Internal utilities for the DXF loader.
*/
#ifndef INCLUDED_DXFHELPER_H
#define INCLUDED_DXFHELPER_H
#include <assimp/LineSplitter.h>
#include <assimp/TinyFormatter.h>
#include <assimp/StreamReader.h>
#include <assimp/fast_atof.h>
#include <vector>
#include <assimp/DefaultLogger.hpp>
namespace Assimp {
namespace DXF {
// read pairs of lines, parse group code and value and provide utilities
// to convert the data to the target data type.
// do NOT skip empty lines. In DXF files, they count as valid data.
class LineReader {
public:
LineReader(StreamReaderLE& reader) : splitter(reader,false,true), groupcode( 0 ), end() {
// empty
}
// -----------------------------------------
bool Is(int gc, const char* what) const {
return groupcode == gc && !strcmp(what,value.c_str());
}
// -----------------------------------------
bool Is(int gc) const {
return groupcode == gc;
}
// -----------------------------------------
int GroupCode() const {
return groupcode;
}
// -----------------------------------------
const std::string& Value() const {
return value;
}
// -----------------------------------------
bool End() const {
return !((bool)*this);
}
// -----------------------------------------
unsigned int ValueAsUnsignedInt() const {
return strtoul10(value.c_str());
}
// -----------------------------------------
int ValueAsSignedInt() const {
return strtol10(value.c_str());
}
// -----------------------------------------
float ValueAsFloat() const {
return fast_atof(value.c_str());
}
// -----------------------------------------
/** pseudo-iterator increment to advance to the next (groupcode/value) pair */
LineReader& operator++() {
if (end) {
if (end == 1) {
++end;
}
return *this;
}
try {
groupcode = strtol10(splitter->c_str());
splitter++;
value = *splitter;
splitter++;
// automatically skip over {} meta blocks (these are for application use
// and currently not relevant for Assimp).
if (value.length() && value[0] == '{') {
size_t cnt = 0;
for(;splitter->length() && splitter->at(0) != '}'; splitter++, cnt++);
splitter++;
ASSIMP_LOG_VERBOSE_DEBUG("DXF: skipped over control group (",cnt," lines)");
}
} catch(std::logic_error&) {
ai_assert(!splitter);
}
if (!splitter) {
end = 1;
}
return *this;
}
// -----------------------------------------
LineReader& operator++(int) {
return ++(*this);
}
// -----------------------------------------
operator bool() const {
return end <= 1;
}
private:
LineSplitter splitter;
int groupcode;
std::string value;
int end;
};
// represents a POLYLINE or a LWPOLYLINE. or even a 3DFACE The data is converted as needed.
struct PolyLine {
PolyLine() : flags() {
// empty
}
std::vector<aiVector3D> positions;
std::vector<aiColor4D> colors;
std::vector<unsigned int> indices;
std::vector<unsigned int> counts;
unsigned int flags;
std::string layer;
std::string desc;
};
// reference to a BLOCK. Specifies its own coordinate system.
struct InsertBlock {
InsertBlock() : pos(0.f, 0.f, 0.f), scale(1.f,1.f,1.f), angle(0.0f) {
// empty
}
aiVector3D pos;
aiVector3D scale;
float angle;
std::string name;
};
// keeps track of all geometry in a single BLOCK.
struct Block {
std::vector< std::shared_ptr<PolyLine> > lines;
std::vector<InsertBlock> insertions;
std::string name;
aiVector3D base;
};
struct FileData {
// note: the LAST block always contains the stuff from ENTITIES.
std::vector<Block> blocks;
};
} // namespace DXF
} // namespace Assimp
#endif // INCLUDED_DXFHELPER_H

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file DXFLoader.h
* @brief Declaration of the .dxf importer class.
*/
#pragma once
#ifndef AI_DXFLOADER_H_INCLUDED
#define AI_DXFLOADER_H_INCLUDED
#include <assimp/BaseImporter.h>
#include <map>
namespace Assimp {
// Forward declarations
namespace DXF {
class LineReader;
struct FileData;
struct PolyLine;
struct Block;
struct InsertBlock;
using BlockMap = std::map<std::string, const DXF::Block*>;
}
// ---------------------------------------------------------------------------
/**
* @brief DXF importer implementation.
*/
class DXFImporter : public BaseImporter {
public:
DXFImporter() = default;
~DXFImporter() override = default;
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details. */
bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
bool checkSig) const override;
protected:
// -------------------------------------------------------------------
/** Return importer meta information.
* See #BaseImporter::GetInfo for the details*/
const aiImporterDesc* GetInfo () const override;
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details */
void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) override;
private:
// -----------------------------------------------------
void SkipSection(DXF::LineReader& reader);
// -----------------------------------------------------
void ParseHeader(DXF::LineReader& reader,
DXF::FileData& output);
// -----------------------------------------------------
void ParseEntities(DXF::LineReader& reader,
DXF::FileData& output);
// -----------------------------------------------------
void ParseBlocks(DXF::LineReader& reader,
DXF::FileData& output);
// -----------------------------------------------------
void ParseBlock(DXF::LineReader& reader,
DXF::FileData& output);
// -----------------------------------------------------
void ParseInsertion(DXF::LineReader& reader,
DXF::FileData& output);
// -----------------------------------------------------
void ParsePolyLine(DXF::LineReader& reader,
DXF::FileData& output);
// -----------------------------------------------------
void ParsePolyLineVertex(DXF::LineReader& reader,
DXF::PolyLine& line);
// -----------------------------------------------------
void Parse3DFace(DXF::LineReader& reader,
DXF::FileData& output);
// -----------------------------------------------------
void ConvertMeshes(aiScene* pScene,
DXF::FileData& output);
// -----------------------------------------------------
void GenerateHierarchy(aiScene* pScene,
DXF::FileData& output);
// -----------------------------------------------------
void GenerateMaterials(aiScene* pScene,
DXF::FileData& output);
// -----------------------------------------------------
void ExpandBlockReferences(DXF::Block& bl,
const DXF::BlockMap& blocks_by_name);
};
} // end of namespace Assimp
#endif // AI_3DSIMPORTER_H_INC

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file FBXAnimation.cpp
* @brief Assimp::FBX::AnimationCurve, Assimp::FBX::AnimationCurveNode,
* Assimp::FBX::AnimationLayer, Assimp::FBX::AnimationStack
*/
#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
#include "FBXDocument.h"
#include "FBXDocumentUtil.h"
#include "FBXImporter.h"
#include "FBXParser.h"
namespace Assimp {
namespace FBX {
using namespace Util;
// ------------------------------------------------------------------------------------------------
AnimationCurve::AnimationCurve(uint64_t id, const Element &element, const std::string &name, const Document & /*doc*/) :
Object(id, element, name) {
const Scope &sc = GetRequiredScope(element);
const Element &KeyTime = GetRequiredElement(sc, "KeyTime");
const Element &KeyValueFloat = GetRequiredElement(sc, "KeyValueFloat");
ParseVectorDataArray(keys, KeyTime);
ParseVectorDataArray(values, KeyValueFloat);
if (keys.size() != values.size()) {
DOMError("the number of key times does not match the number of keyframe values", &KeyTime);
}
// check if the key times are well-ordered
if (!std::equal(keys.begin(), keys.end() - 1, keys.begin() + 1, std::less<KeyTimeList::value_type>())) {
DOMError("the keyframes are not in ascending order", &KeyTime);
}
const Element *KeyAttrDataFloat = sc["KeyAttrDataFloat"];
if (KeyAttrDataFloat) {
ParseVectorDataArray(attributes, *KeyAttrDataFloat);
}
const Element *KeyAttrFlags = sc["KeyAttrFlags"];
if (KeyAttrFlags) {
ParseVectorDataArray(flags, *KeyAttrFlags);
}
}
// ------------------------------------------------------------------------------------------------
AnimationCurveNode::AnimationCurveNode(uint64_t id, const Element &element, const std::string &name,
const Document &doc, const char *const *target_prop_whitelist /*= nullptr*/,
size_t whitelist_size /*= 0*/) :
Object(id, element, name), target(), doc(doc) {
const Scope &sc = GetRequiredScope(element);
// find target node
const char *whitelist[] = { "Model", "NodeAttribute", "Deformer" };
const std::vector<const Connection *> &conns = doc.GetConnectionsBySourceSequenced(ID(), whitelist, 3);
for (const Connection *con : conns) {
// link should go for a property
if (!con->PropertyName().length()) {
continue;
}
if (target_prop_whitelist) {
const char *const s = con->PropertyName().c_str();
bool ok = false;
for (size_t i = 0; i < whitelist_size; ++i) {
if (!strcmp(s, target_prop_whitelist[i])) {
ok = true;
break;
}
}
if (!ok) {
throw std::range_error("AnimationCurveNode target property is not in whitelist");
}
}
const Object *const ob = con->DestinationObject();
if (!ob) {
DOMWarning("failed to read destination object for AnimationCurveNode->Model link, ignoring", &element);
continue;
}
target = ob;
if (!target) {
continue;
}
prop = con->PropertyName();
break;
}
if (!target) {
DOMWarning("failed to resolve target Model/NodeAttribute/Constraint for AnimationCurveNode", &element);
}
props = GetPropertyTable(doc, "AnimationCurveNode.FbxAnimCurveNode", element, sc, false);
}
// ------------------------------------------------------------------------------------------------
const AnimationCurveMap &AnimationCurveNode::Curves() const {
if (!curves.empty()) {
return curves;
}
// resolve attached animation curves
const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "AnimationCurve");
for (const Connection *con : conns) {
// link should go for a property
if (!con->PropertyName().length()) {
continue;
}
const Object *const ob = con->SourceObject();
if (nullptr == ob) {
DOMWarning("failed to read source object for AnimationCurve->AnimationCurveNode link, ignoring", &element);
continue;
}
const AnimationCurve *const anim = dynamic_cast<const AnimationCurve *>(ob);
if (nullptr == anim) {
DOMWarning("source object for ->AnimationCurveNode link is not an AnimationCurve", &element);
continue;
}
curves[con->PropertyName()] = anim;
}
return curves;
}
// ------------------------------------------------------------------------------------------------
AnimationLayer::AnimationLayer(uint64_t id, const Element &element, const std::string &name, const Document &doc) :
Object(id, element, name), doc(doc) {
const Scope &sc = GetRequiredScope(element);
// note: the props table here bears little importance and is usually absent
props = GetPropertyTable(doc, "AnimationLayer.FbxAnimLayer", element, sc, true);
}
// ------------------------------------------------------------------------------------------------
AnimationCurveNodeList AnimationLayer::Nodes(const char *const *target_prop_whitelist /*= nullptr*/,
size_t whitelist_size /*= 0*/) const {
AnimationCurveNodeList nodes;
// resolve attached animation nodes
const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "AnimationCurveNode");
nodes.reserve(conns.size());
for (const Connection *con : conns) {
// link should not go to a property
if (con->PropertyName().length()) {
continue;
}
const Object *const ob = con->SourceObject();
if (!ob) {
DOMWarning("failed to read source object for AnimationCurveNode->AnimationLayer link, ignoring", &element);
continue;
}
const AnimationCurveNode *const anim = dynamic_cast<const AnimationCurveNode *>(ob);
if (!anim) {
DOMWarning("source object for ->AnimationLayer link is not an AnimationCurveNode", &element);
continue;
}
if (target_prop_whitelist) {
const char *s = anim->TargetProperty().c_str();
bool ok = false;
for (size_t i = 0; i < whitelist_size; ++i) {
if (!strcmp(s, target_prop_whitelist[i])) {
ok = true;
break;
}
}
if (!ok) {
continue;
}
}
nodes.push_back(anim);
}
return nodes; // pray for NRVO
}
// ------------------------------------------------------------------------------------------------
AnimationStack::AnimationStack(uint64_t id, const Element &element, const std::string &name, const Document &doc) :
Object(id, element, name) {
const Scope &sc = GetRequiredScope(element);
// note: we don't currently use any of these properties so we shouldn't bother if it is missing
props = GetPropertyTable(doc, "AnimationStack.FbxAnimStack", element, sc, true);
// resolve attached animation layers
const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "AnimationLayer");
layers.reserve(conns.size());
for (const Connection *con : conns) {
// link should not go to a property
if (con->PropertyName().length()) {
continue;
}
const Object *const ob = con->SourceObject();
if (!ob) {
DOMWarning("failed to read source object for AnimationLayer->AnimationStack link, ignoring", &element);
continue;
}
const AnimationLayer *const anim = dynamic_cast<const AnimationLayer *>(ob);
if (!anim) {
DOMWarning("source object for ->AnimationStack link is not an AnimationLayer", &element);
continue;
}
layers.push_back(anim);
}
}
} // namespace FBX
} // namespace Assimp
#endif // ASSIMP_BUILD_NO_FBX_IMPORTER

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file FBXBinaryTokenizer.cpp
* @brief Implementation of a fake lexer for binary fbx files -
* we emit tokens so the parser needs almost no special handling
* for binary files.
*/
#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
#include "FBXTokenizer.h"
#include "FBXUtil.h"
#include <assimp/defs.h>
#include <stdint.h>
#include <cstdint>
#include <assimp/Exceptional.h>
#include <assimp/ByteSwapper.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/StringUtils.h>
namespace Assimp {
namespace FBX {
// ------------------------------------------------------------------------------------------------
Token::Token(const char* sbegin, const char* send, TokenType type, size_t offset) :
#ifdef DEBUG
contents(sbegin, static_cast<size_t>(send-sbegin)),
#endif
sbegin(sbegin),
send(send),
type(type),
line(offset),
column(BINARY_MARKER) {
ai_assert(sbegin);
ai_assert(send);
// binary tokens may have zero length because they are sometimes dummies
// inserted by TokenizeBinary()
ai_assert(send >= sbegin);
}
namespace {
// ------------------------------------------------------------------------------------------------
// signal tokenization error, this is always unrecoverable. Throws DeadlyImportError.
AI_WONT_RETURN void TokenizeError(const std::string& message, size_t offset) AI_WONT_RETURN_SUFFIX;
AI_WONT_RETURN void TokenizeError(const std::string& message, size_t offset)
{
throw DeadlyImportError("FBX-Tokenize", Util::GetOffsetText(offset), message);
}
// ------------------------------------------------------------------------------------------------
size_t Offset(const char* begin, const char* cursor) {
ai_assert(begin <= cursor);
return cursor - begin;
}
// ------------------------------------------------------------------------------------------------
AI_WONT_RETURN void TokenizeError(const std::string& message, const char* begin, const char* cursor) AI_WONT_RETURN_SUFFIX;
void TokenizeError(const std::string& message, const char* begin, const char* cursor) {
TokenizeError(message, Offset(begin, cursor));
}
// ------------------------------------------------------------------------------------------------
uint32_t ReadWord(const char* input, const char*& cursor, const char* end) {
const size_t k_to_read = sizeof( uint32_t );
if(Offset(cursor, end) < k_to_read ) {
TokenizeError("cannot ReadWord, out of bounds",input, cursor);
}
uint32_t word;
::memcpy(&word, cursor, 4);
AI_SWAP4(word);
cursor += k_to_read;
return word;
}
// ------------------------------------------------------------------------------------------------
uint64_t ReadDoubleWord(const char* input, const char*& cursor, const char* end) {
const size_t k_to_read = sizeof(uint64_t);
if(Offset(cursor, end) < k_to_read) {
TokenizeError("cannot ReadDoubleWord, out of bounds",input, cursor);
}
uint64_t dword /*= *reinterpret_cast<const uint64_t*>(cursor)*/;
::memcpy( &dword, cursor, sizeof( uint64_t ) );
AI_SWAP8(dword);
cursor += k_to_read;
return dword;
}
// ------------------------------------------------------------------------------------------------
uint8_t ReadByte(const char* input, const char*& cursor, const char* end) {
if(Offset(cursor, end) < sizeof( uint8_t ) ) {
TokenizeError("cannot ReadByte, out of bounds",input, cursor);
}
uint8_t word;/* = *reinterpret_cast< const uint8_t* >( cursor )*/
::memcpy( &word, cursor, sizeof( uint8_t ) );
++cursor;
return word;
}
// ------------------------------------------------------------------------------------------------
unsigned int ReadString(const char*& sbegin_out, const char*& send_out, const char* input,
const char*& cursor, const char* end, bool long_length = false, bool allow_null = false) {
const uint32_t len_len = long_length ? 4 : 1;
if(Offset(cursor, end) < len_len) {
TokenizeError("cannot ReadString, out of bounds reading length",input, cursor);
}
const uint32_t length = long_length ? ReadWord(input, cursor, end) : ReadByte(input, cursor, end);
if (Offset(cursor, end) < length) {
TokenizeError("cannot ReadString, length is out of bounds",input, cursor);
}
sbegin_out = cursor;
cursor += length;
send_out = cursor;
if(!allow_null) {
for (unsigned int i = 0; i < length; ++i) {
if(sbegin_out[i] == '\0') {
TokenizeError("failed ReadString, unexpected NUL character in string",input, cursor);
}
}
}
return length;
}
// ------------------------------------------------------------------------------------------------
void ReadData(const char*& sbegin_out, const char*& send_out, const char* input, const char*& cursor, const char* end) {
if(Offset(cursor, end) < 1) {
TokenizeError("cannot ReadData, out of bounds reading length",input, cursor);
}
const char type = *cursor;
sbegin_out = cursor++;
switch(type)
{
// 16 bit int
case 'Y':
cursor += 2;
break;
// 1 bit bool flag (yes/no)
case 'C':
cursor += 1;
break;
// 32 bit int
case 'I':
// <- fall through
// float
case 'F':
cursor += 4;
break;
// double
case 'D':
cursor += 8;
break;
// 64 bit int
case 'L':
cursor += 8;
break;
// note: do not write cursor += ReadWord(...cursor) as this would be UB
// raw binary data
case 'R':
{
const uint32_t length = ReadWord(input, cursor, end);
cursor += length;
break;
}
case 'b':
// TODO: what is the 'b' type code? Right now we just skip over it /
// take the full range we could get
cursor = end;
break;
// array of *
case 'f':
case 'd':
case 'l':
case 'i':
case 'c': {
const uint32_t length = ReadWord(input, cursor, end);
const uint32_t encoding = ReadWord(input, cursor, end);
const uint32_t comp_len = ReadWord(input, cursor, end);
// compute length based on type and check against the stored value
if(encoding == 0) {
uint32_t stride = 0;
switch(type)
{
case 'f':
case 'i':
stride = 4;
break;
case 'd':
case 'l':
stride = 8;
break;
case 'c':
stride = 1;
break;
default:
ai_assert(false);
};
ai_assert(stride > 0);
if(length * stride != comp_len) {
TokenizeError("cannot ReadData, calculated data stride differs from what the file claims",input, cursor);
}
}
// zip/deflate algorithm (encoding==1)? take given length. anything else? die
else if (encoding != 1) {
TokenizeError("cannot ReadData, unknown encoding",input, cursor);
}
cursor += comp_len;
break;
}
// string
case 'S': {
const char* sb, *se;
// 0 characters can legally happen in such strings
ReadString(sb, se, input, cursor, end, true, true);
break;
}
default:
TokenizeError("cannot ReadData, unexpected type code: " + std::string(&type, 1),input, cursor);
}
if(cursor > end) {
TokenizeError("cannot ReadData, the remaining size is too small for the data type: " + std::string(&type, 1),input, cursor);
}
// the type code is contained in the returned range
send_out = cursor;
}
// ------------------------------------------------------------------------------------------------
bool ReadScope(TokenList &output_tokens, StackAllocator &token_allocator, const char *input, const char *&cursor, const char *end, bool const is64bits) {
// the first word contains the offset at which this block ends
const uint64_t end_offset = is64bits ? ReadDoubleWord(input, cursor, end) : ReadWord(input, cursor, end);
// we may get 0 if reading reached the end of the file -
// fbx files have a mysterious extra footer which I don't know
// how to extract any information from, but at least it always
// starts with a 0.
if(!end_offset) {
return false;
}
if(end_offset > Offset(input, end)) {
TokenizeError("block offset is out of range",input, cursor);
}
else if(end_offset < Offset(input, cursor)) {
TokenizeError("block offset is negative out of range",input, cursor);
}
// the second data word contains the number of properties in the scope
const uint64_t prop_count = is64bits ? ReadDoubleWord(input, cursor, end) : ReadWord(input, cursor, end);
// the third data word contains the length of the property list
const uint64_t prop_length = is64bits ? ReadDoubleWord(input, cursor, end) : ReadWord(input, cursor, end);
// now comes the name of the scope/key
const char* sbeg, *send;
ReadString(sbeg, send, input, cursor, end);
output_tokens.push_back(new_Token(sbeg, send, TokenType_KEY, Offset(input, cursor) ));
// now come the individual properties
const char* begin_cursor = cursor;
if ((begin_cursor + prop_length) > end) {
TokenizeError("property length out of bounds reading length ", input, cursor);
}
for (unsigned int i = 0; i < prop_count; ++i) {
ReadData(sbeg, send, input, cursor, begin_cursor + prop_length);
output_tokens.push_back(new_Token(sbeg, send, TokenType_DATA, Offset(input, cursor) ));
if(i != prop_count-1) {
output_tokens.push_back(new_Token(cursor, cursor + 1, TokenType_COMMA, Offset(input, cursor) ));
}
}
if (Offset(begin_cursor, cursor) != prop_length) {
TokenizeError("property length not reached, something is wrong",input, cursor);
}
// at the end of each nested block, there is a NUL record to indicate
// that the sub-scope exists (i.e. to distinguish between P: and P : {})
// this NUL record is 13 bytes long on 32 bit version and 25 bytes long on 64 bit.
const size_t sentinel_block_length = is64bits ? (sizeof(uint64_t)* 3 + 1) : (sizeof(uint32_t)* 3 + 1);
if (Offset(input, cursor) < end_offset) {
if (end_offset - Offset(input, cursor) < sentinel_block_length) {
TokenizeError("insufficient padding bytes at block end",input, cursor);
}
output_tokens.push_back(new_Token(cursor, cursor + 1, TokenType_OPEN_BRACKET, Offset(input, cursor) ));
// XXX this is vulnerable to stack overflowing ..
while(Offset(input, cursor) < end_offset - sentinel_block_length) {
ReadScope(output_tokens, token_allocator, input, cursor, input + end_offset - sentinel_block_length, is64bits);
}
output_tokens.push_back(new_Token(cursor, cursor + 1, TokenType_CLOSE_BRACKET, Offset(input, cursor) ));
for (unsigned int i = 0; i < sentinel_block_length; ++i) {
if(cursor[i] != '\0') {
TokenizeError("failed to read nested block sentinel, expected all bytes to be 0",input, cursor);
}
}
cursor += sentinel_block_length;
}
if (Offset(input, cursor) != end_offset) {
TokenizeError("scope length not reached, something is wrong",input, cursor);
}
return true;
}
} // anonymous namespace
// ------------------------------------------------------------------------------------------------
// TODO: Test FBX Binary files newer than the 7500 version to check if the 64 bits address behaviour is consistent
void TokenizeBinary(TokenList &output_tokens, const char *input, size_t length, StackAllocator &token_allocator) {
ai_assert(input);
ASSIMP_LOG_DEBUG("Tokenizing binary FBX file");
if(length < 0x1b) {
TokenizeError("file is too short",0);
}
//uint32_t offset = 0x15;
/* const char* cursor = input + 0x15;
const uint32_t flags = ReadWord(input, cursor, input + length);
const uint8_t padding_0 = ReadByte(input, cursor, input + length); // unused
const uint8_t padding_1 = ReadByte(input, cursor, input + length); // unused*/
if (strncmp(input,"Kaydara FBX Binary",18)) {
TokenizeError("magic bytes not found",0);
}
const char* cursor = input + 18;
/*Result ignored*/ ReadByte(input, cursor, input + length);
/*Result ignored*/ ReadByte(input, cursor, input + length);
/*Result ignored*/ ReadByte(input, cursor, input + length);
/*Result ignored*/ ReadByte(input, cursor, input + length);
/*Result ignored*/ ReadByte(input, cursor, input + length);
const uint32_t version = ReadWord(input, cursor, input + length);
ASSIMP_LOG_DEBUG("FBX version: ", version);
const bool is64bits = version >= 7500;
const char *end = input + length;
try
{
while (cursor < end ) {
if (!ReadScope(output_tokens, token_allocator, input, cursor, input + length, is64bits)) {
break;
}
}
}
catch (const DeadlyImportError& e)
{
if (!is64bits && (length > std::numeric_limits<uint32_t>::max())) {
throw DeadlyImportError("The FBX file is invalid. This may be because the content is too big for this older version (", ai_to_string(version), ") of the FBX format. (", e.what(), ")");
}
throw;
}
}
} // !FBX
} // !Assimp
#endif

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file FBXCommon.h
* Some useful constants and enums for dealing with FBX files.
*/
#ifndef AI_FBXCOMMON_H_INC
#define AI_FBXCOMMON_H_INC
#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
namespace Assimp {
namespace FBX {
static constexpr size_t NumNullRecords = 25;
constexpr char NULL_RECORD[NumNullRecords] = { // 25 null bytes in 64-bit and 13 null bytes in 32-bit
'\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0',
'\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0'
}; // who knows why, it looks like two integers 32/64 bit (compressed and uncompressed sizes?) + 1 byte (might be compression type?)
static std::string NULL_RECORD_STRING(NumNullRecords, '\0');
const std::string SEPARATOR = { '\x00', '\x01' }; // for use inside strings
const std::string MAGIC_NODE_TAG = "_$AssimpFbx$"; // from import
const int64_t SECOND = 46186158000; // FBX's kTime unit
// rotation order. We'll probably use EulerXYZ for everything
enum RotOrder {
RotOrder_EulerXYZ = 0,
RotOrder_EulerXZY,
RotOrder_EulerYZX,
RotOrder_EulerYXZ,
RotOrder_EulerZXY,
RotOrder_EulerZYX,
RotOrder_SphericXYZ,
RotOrder_MAX // end-of-enum sentinel
};
// transformation inheritance method. Most of the time RSrs
enum TransformInheritance {
TransformInheritance_RrSs = 0,
TransformInheritance_RSrs,
TransformInheritance_Rrs,
TransformInheritance_MAX // end-of-enum sentinel
};
} // namespace FBX
} // namespace Assimp
#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
#endif // AI_FBXCOMMON_H_INC

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file FBXCompileConfig.h
* @brief FBX importer compile-time switches
*/
#ifndef INCLUDED_AI_FBX_COMPILECONFIG_H
#define INCLUDED_AI_FBX_COMPILECONFIG_H
#include <map>
#include <set>
//
#if _MSC_VER > 1500 || (defined __GNUC___)
# define ASSIMP_FBX_USE_UNORDERED_MULTIMAP
# else
# define fbx_unordered_map map
# define fbx_unordered_multimap multimap
# define fbx_unordered_set set
# define fbx_unordered_multiset multiset
#endif
#ifdef ASSIMP_FBX_USE_UNORDERED_MULTIMAP
# include <unordered_map>
# include <unordered_set>
# if defined(_MSC_VER) && _MSC_VER <= 1600
# define fbx_unordered_map tr1::unordered_map
# define fbx_unordered_multimap tr1::unordered_multimap
# define fbx_unordered_set tr1::unordered_set
# define fbx_unordered_multiset tr1::unordered_multiset
# else
# define fbx_unordered_map unordered_map
# define fbx_unordered_multimap unordered_multimap
# define fbx_unordered_set unordered_set
# define fbx_unordered_multiset unordered_multiset
# endif
#endif
#endif // INCLUDED_AI_FBX_COMPILECONFIG_H

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file FBXDConverter.h
* @brief FBX DOM to aiScene conversion
*/
#ifndef INCLUDED_AI_FBX_CONVERTER_H
#define INCLUDED_AI_FBX_CONVERTER_H
#include "FBXParser.h"
#include "FBXMeshGeometry.h"
#include "FBXDocument.h"
#include "FBXUtil.h"
#include "FBXProperties.h"
#include "FBXImporter.h"
#include <assimp/anim.h>
#include <assimp/material.h>
#include <assimp/light.h>
#include <assimp/texture.h>
#include <assimp/camera.h>
#include <assimp/StringComparison.h>
#include <unordered_map>
#include <unordered_set>
struct aiScene;
struct aiNode;
struct aiMaterial;
struct morphKeyData {
std::vector<unsigned int> values;
std::vector<float> weights;
};
using morphAnimData = std::map<int64_t, morphKeyData*> ;
namespace Assimp {
namespace FBX {
class MeshGeometry;
using SkeletonBoneArray = std::vector<aiSkeletonBone *>;
using SkeletonBoneToMesh = std::map<aiMesh*, SkeletonBoneArray*>;
struct SkeletonBoneContainer {
std::vector<aiMesh *> MeshArray;
SkeletonBoneToMesh SkeletonBoneToMeshLookup;
};
class Document;
/**
* Convert a FBX #Document to #aiScene
* @param out Empty scene to be populated
* @param doc Parsed FBX document
* @param removeEmptyBones Will remove bones, which do not have any references to vertices.
*/
void ConvertToAssimpScene(aiScene* out, const Document& doc, bool removeEmptyBones);
/** Dummy class to encapsulate the conversion process */
class FBXConverter {
public:
/**
* The different parts that make up the final local transformation of a fbx-node
*/
enum TransformationComp {
TransformationComp_GeometricScalingInverse = 0,
TransformationComp_GeometricRotationInverse,
TransformationComp_GeometricTranslationInverse,
TransformationComp_Translation,
TransformationComp_RotationOffset,
TransformationComp_RotationPivot,
TransformationComp_PreRotation,
TransformationComp_Rotation,
TransformationComp_PostRotation,
TransformationComp_RotationPivotInverse,
TransformationComp_ScalingOffset,
TransformationComp_ScalingPivot,
TransformationComp_Scaling,
TransformationComp_ScalingPivotInverse,
TransformationComp_GeometricTranslation,
TransformationComp_GeometricRotation,
TransformationComp_GeometricScaling,
TransformationComp_MAXIMUM
};
public:
FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones);
~FBXConverter();
private:
// ------------------------------------------------------------------------------------------------
// find scene root and trigger recursive scene conversion
void ConvertRootNode();
// ------------------------------------------------------------------------------------------------
// collect and assign child nodes
void ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node, const aiMatrix4x4& parent_transform = aiMatrix4x4());
// ------------------------------------------------------------------------------------------------
void ConvertLights(const Model& model, const std::string &orig_name );
// ------------------------------------------------------------------------------------------------
void ConvertCameras(const Model& model, const std::string &orig_name );
// ------------------------------------------------------------------------------------------------
void ConvertLight( const Light& light, const std::string &orig_name );
// ------------------------------------------------------------------------------------------------
void ConvertCamera( const Camera& cam, const std::string &orig_name );
// ------------------------------------------------------------------------------------------------
void GetUniqueName( const std::string &name, std::string& uniqueName );
// ------------------------------------------------------------------------------------------------
// this returns unified names usable within assimp identifiers (i.e. no space characters -
// while these would be allowed, they are a potential trouble spot so better not use them).
const char* NameTransformationComp(TransformationComp comp);
// ------------------------------------------------------------------------------------------------
// Returns an unique name for a node or traverses up a hierarchy until a non-empty name is found and
// then makes this name unique
std::string MakeUniqueNodeName(const Model* const model, const aiNode& parent);
// ------------------------------------------------------------------------------------------------
// note: this returns the REAL fbx property names
const char* NameTransformationCompProperty(TransformationComp comp);
// ------------------------------------------------------------------------------------------------
aiVector3D TransformationCompDefaultValue(TransformationComp comp);
// ------------------------------------------------------------------------------------------------
void GetRotationMatrix(Model::RotOrder mode, const aiVector3D& rotation, aiMatrix4x4& out);
// ------------------------------------------------------------------------------------------------
/**
* checks if a node has more than just scaling, rotation and translation components
*/
bool NeedsComplexTransformationChain(const Model& model);
// ------------------------------------------------------------------------------------------------
// note: name must be a FixNodeName() result
std::string NameTransformationChainNode(const std::string& name, TransformationComp comp);
// ------------------------------------------------------------------------------------------------
/**
* note: memory for output_nodes is managed by the caller, via the PotentialNode struct.
*/
struct PotentialNode;
bool GenerateTransformationNodeChain(const Model& model, const std::string& name, std::vector<PotentialNode>& output_nodes, std::vector<PotentialNode>& post_output_nodes);
// ------------------------------------------------------------------------------------------------
void SetupNodeMetadata(const Model& model, aiNode& nd);
// ------------------------------------------------------------------------------------------------
void ConvertModel(const Model &model, aiNode *parent, aiNode *root_node, const aiMatrix4x4 &absolute_transform);
// ------------------------------------------------------------------------------------------------
// MeshGeometry -> aiMesh, return mesh index + 1 or 0 if the conversion failed
std::vector<unsigned int>
ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node, const aiMatrix4x4 &absolute_transform);
// ------------------------------------------------------------------------------------------------
std::vector<unsigned int> ConvertLine(const LineGeometry& line, aiNode *root_node);
// ------------------------------------------------------------------------------------------------
aiMesh* SetupEmptyMesh(const Geometry& mesh, aiNode *parent);
// ------------------------------------------------------------------------------------------------
unsigned int ConvertMeshSingleMaterial(const MeshGeometry &mesh, const Model &model, const aiMatrix4x4 &absolute_transform,
aiNode *parent, aiNode *root_node);
// ------------------------------------------------------------------------------------------------
std::vector<unsigned int>
ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, const aiMatrix4x4 &absolute_transform, aiNode *parent, aiNode *root_node);
// ------------------------------------------------------------------------------------------------
unsigned int ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, const aiMatrix4x4 &absolute_transform, MatIndexArray::value_type index,
aiNode *parent, aiNode *root_node);
// ------------------------------------------------------------------------------------------------
static const unsigned int NO_MATERIAL_SEPARATION = /* std::numeric_limits<unsigned int>::max() */
static_cast<unsigned int>(-1);
// ------------------------------------------------------------------------------------------------
/**
* - if materialIndex == NO_MATERIAL_SEPARATION, materials are not taken into
* account when determining which weights to include.
* - outputVertStartIndices is only used when a material index is specified, it gives for
* each output vertex the DOM index it maps to.
*/
void ConvertWeights(aiMesh *out, const MeshGeometry &geo, const aiMatrix4x4 &absolute_transform, aiNode *parent = nullptr,
unsigned int materialIndex = NO_MATERIAL_SEPARATION,
std::vector<unsigned int> *outputVertStartIndices = nullptr);
// ------------------------------------------------------------------------------------------------
void ConvertWeightsToSkeleton(aiMesh *out, const MeshGeometry &geo, const aiMatrix4x4 &absolute_transform,
aiNode *parent, unsigned int materialIndex, std::vector<unsigned int> *outputVertStartIndices,
SkeletonBoneContainer &skeletonContainer);
// ------------------------------------------------------------------------------------------------
void ConvertCluster(std::vector<aiBone *> &local_mesh_bones, const Cluster *cl,
std::vector<size_t> &out_indices, std::vector<size_t> &index_out_indices,
std::vector<size_t> &count_out_indices, const aiMatrix4x4 &absolute_transform, aiNode *parent);
// ------------------------------------------------------------------------------------------------
void ConvertMaterialForMesh(aiMesh* out, const Model& model, const MeshGeometry& geo,
MatIndexArray::value_type materialIndex);
// ------------------------------------------------------------------------------------------------
unsigned int GetDefaultMaterial();
// ------------------------------------------------------------------------------------------------
// Material -> aiMaterial
unsigned int ConvertMaterial(const Material& material, const MeshGeometry* const mesh);
// ------------------------------------------------------------------------------------------------
// Video -> aiTexture
unsigned int ConvertVideo(const Video& video);
// ------------------------------------------------------------------------------------------------
// convert embedded texture if necessary and return actual texture path
aiString GetTexturePath(const Texture* tex);
// ------------------------------------------------------------------------------------------------
void TrySetTextureProperties(aiMaterial* out_mat, const TextureMap& textures,
const std::string& propName,
aiTextureType target, const MeshGeometry* const mesh);
// ------------------------------------------------------------------------------------------------
void TrySetTextureProperties(aiMaterial* out_mat, const LayeredTextureMap& layeredTextures,
const std::string& propName,
aiTextureType target, const MeshGeometry* const mesh);
// ------------------------------------------------------------------------------------------------
void SetTextureProperties(aiMaterial* out_mat, const TextureMap& textures, const MeshGeometry* const mesh);
// ------------------------------------------------------------------------------------------------
void SetTextureProperties(aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const MeshGeometry* const mesh);
// ------------------------------------------------------------------------------------------------
aiColor3D GetColorPropertyFromMaterial(const PropertyTable& props, const std::string& baseName,
bool& result);
aiColor3D GetColorPropertyFactored(const PropertyTable& props, const std::string& colorName,
const std::string& factorName, bool& result, bool useTemplate = true);
aiColor3D GetColorProperty(const PropertyTable& props, const std::string& colorName,
bool& result, bool useTemplate = true);
// ------------------------------------------------------------------------------------------------
void SetShadingPropertiesCommon(aiMaterial* out_mat, const PropertyTable& props);
void SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTable& props, const TextureMap& textures, const MeshGeometry* const mesh);
// ------------------------------------------------------------------------------------------------
// get the number of fps for a FrameRate enumerated value
static double FrameRateToDouble(FileGlobalSettings::FrameRate fp, double customFPSVal = -1.0);
// ------------------------------------------------------------------------------------------------
// convert animation data to aiAnimation et al
void ConvertAnimations();
// ------------------------------------------------------------------------------------------------
// takes a fbx node name and returns the identifier to be used in the assimp output scene.
// the function is guaranteed to provide consistent results over multiple invocations
// UNLESS RenameNode() is called for a particular node name.
std::string FixNodeName(const std::string& name);
std::string FixAnimMeshName(const std::string& name);
typedef std::map<const AnimationCurveNode*, const AnimationLayer*> LayerMap;
// XXX: better use multi_map ..
typedef std::map<std::string, std::vector<const AnimationCurveNode*> > NodeMap;
// ------------------------------------------------------------------------------------------------
void ConvertAnimationStack(const AnimationStack& st);
// ------------------------------------------------------------------------------------------------
void ProcessMorphAnimDatas(std::map<std::string, morphAnimData*>* morphAnimDatas,
const BlendShapeChannel* bsc, const AnimationCurveNode* node);
// ------------------------------------------------------------------------------------------------
void GenerateNodeAnimations(std::vector<aiNodeAnim*>& node_anims,
const std::string& fixed_name,
const std::vector<const AnimationCurveNode*>& curves,
const LayerMap& layer_map,
int64_t start, int64_t stop,
double& max_time,
double& min_time);
// ------------------------------------------------------------------------------------------------
bool IsRedundantAnimationData(const Model& target,
TransformationComp comp,
const std::vector<const AnimationCurveNode*>& curves);
// ------------------------------------------------------------------------------------------------
aiNodeAnim* GenerateRotationNodeAnim(const std::string& name,
const Model& target,
const std::vector<const AnimationCurveNode*>& curves,
const LayerMap& layer_map,
int64_t start, int64_t stop,
double& max_time,
double& min_time);
// ------------------------------------------------------------------------------------------------
aiNodeAnim* GenerateScalingNodeAnim(const std::string& name,
const Model& /*target*/,
const std::vector<const AnimationCurveNode*>& curves,
const LayerMap& layer_map,
int64_t start, int64_t stop,
double& max_time,
double& min_time);
// ------------------------------------------------------------------------------------------------
aiNodeAnim* GenerateTranslationNodeAnim(const std::string& name,
const Model& /*target*/,
const std::vector<const AnimationCurveNode*>& curves,
const LayerMap& layer_map,
int64_t start, int64_t stop,
double& max_time,
double& min_time,
bool inverse = false);
// ------------------------------------------------------------------------------------------------
// generate node anim, extracting only Rotation, Scaling and Translation from the given chain
aiNodeAnim* GenerateSimpleNodeAnim(const std::string& name,
const Model& target,
NodeMap::const_iterator chain[TransformationComp_MAXIMUM],
NodeMap::const_iterator iterEnd,
int64_t start, int64_t stop,
double& maxTime,
double& minTime);
// key (time), value, mapto (component index)
typedef std::tuple<std::shared_ptr<KeyTimeList>, std::shared_ptr<KeyValueList>, unsigned int > KeyFrameList;
typedef std::vector<KeyFrameList> KeyFrameListList;
// ------------------------------------------------------------------------------------------------
KeyFrameListList GetKeyframeList(const std::vector<const AnimationCurveNode*>& nodes, int64_t start, int64_t stop);
KeyFrameListList GetRotationKeyframeList(const std::vector<const AnimationCurveNode*>& nodes, int64_t start, int64_t stop);
// ------------------------------------------------------------------------------------------------
KeyTimeList GetKeyTimeList(const KeyFrameListList& inputs);
// ------------------------------------------------------------------------------------------------
void InterpolateKeys(aiVectorKey* valOut, const KeyTimeList& keys, const KeyFrameListList& inputs,
const aiVector3D& def_value,
double& max_time,
double& min_time);
// ------------------------------------------------------------------------------------------------
void InterpolateKeys(aiQuatKey* valOut, const KeyTimeList& keys, const KeyFrameListList& inputs,
const aiVector3D& def_value,
double& maxTime,
double& minTime,
Model::RotOrder order);
// ------------------------------------------------------------------------------------------------
// euler xyz -> quat
aiQuaternion EulerToQuaternion(const aiVector3D& rot, Model::RotOrder order);
// ------------------------------------------------------------------------------------------------
void ConvertScaleKeys(aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes, const LayerMap& /*layers*/,
int64_t start, int64_t stop,
double& maxTime,
double& minTime);
// ------------------------------------------------------------------------------------------------
void ConvertTranslationKeys(aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes,
const LayerMap& /*layers*/,
int64_t start, int64_t stop,
double& maxTime,
double& minTime);
// ------------------------------------------------------------------------------------------------
void ConvertRotationKeys(aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes,
const LayerMap& /*layers*/,
int64_t start, int64_t stop,
double& maxTime,
double& minTime,
Model::RotOrder order);
// ------------------------------------------------------------------------------------------------
// Copy global geometric data and some information about the source asset into scene metadata.
void ConvertGlobalSettings();
// ------------------------------------------------------------------------------------------------
// copy generated meshes, animations, lights, cameras and textures to the output scene
void TransferDataToScene();
// ------------------------------------------------------------------------------------------------
// FBX file could have embedded textures not connected to anything
void ConvertOrphanedEmbeddedTextures();
private:
// 0: not assigned yet, others: index is value - 1
unsigned int defaultMaterialIndex;
std::vector<aiMesh*> mMeshes;
std::vector<aiMaterial*> materials;
std::vector<aiAnimation*> animations;
std::vector<aiLight*> lights;
std::vector<aiCamera*> cameras;
std::vector<aiTexture*> textures;
using MaterialMap = std::fbx_unordered_map<const Material*, unsigned int>;
MaterialMap materials_converted;
using VideoMap = std::fbx_unordered_map<const Video*, unsigned int>;
VideoMap textures_converted;
using MeshMap = std::fbx_unordered_map<const Geometry*, std::vector<unsigned int> >;
MeshMap meshes_converted;
// fixed node name -> which trafo chain components have animations?
using NodeAnimBitMap = std::fbx_unordered_map<std::string, unsigned int> ;
NodeAnimBitMap node_anim_chain_bits;
// number of nodes with the same name
using NodeNameCache = std::fbx_unordered_map<std::string, unsigned int>;
NodeNameCache mNodeNames;
// Deformer name is not the same as a bone name - it does contain the bone name though :)
// Deformer names in FBX are always unique in an FBX file.
std::map<const std::string, aiBone *> bone_map;
double anim_fps;
std::vector<aiSkeleton *> mSkeletons;
aiScene* const mSceneOut;
const FBX::Document& doc;
bool mRemoveEmptyBones;
static void BuildBoneList(aiNode *current_node, const aiNode *root_node, const aiScene *scene,
std::vector<aiBone*>& bones);
void BuildBoneStack(aiNode *current_node, const aiNode *root_node, const aiScene *scene,
const std::vector<aiBone *> &bones,
std::map<aiBone *, aiNode *> &bone_stack,
std::vector<aiNode*> &node_stack );
static void BuildNodeList(aiNode *current_node, std::vector<aiNode *> &nodes);
static aiNode *GetNodeFromStack(const aiString &node_name, std::vector<aiNode *> &nodes);
static aiNode *GetArmatureRoot(aiNode *bone_node, std::vector<aiBone*> &bone_list);
static bool IsBoneNode(const aiString &bone_name, std::vector<aiBone *> &bones);
};
}
}
#endif // INCLUDED_AI_FBX_CONVERTER_H

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@@ -0,0 +1,184 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file FBXNoteAttribute.cpp
* @brief Assimp::FBX::NodeAttribute (and subclasses) implementation
*/
#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
#include "FBXParser.h"
#include "FBXDocument.h"
#include "FBXMeshGeometry.h"
#include "FBXImporter.h"
#include "FBXDocumentUtil.h"
namespace Assimp {
namespace FBX {
using namespace Util;
// ------------------------------------------------------------------------------------------------
Deformer::Deformer(uint64_t id, const Element& element, const Document& doc, const std::string& name) :
Object(id,element,name) {
const Scope& sc = GetRequiredScope(element);
const std::string& classname = ParseTokenAsString(GetRequiredToken(element,2));
props = GetPropertyTable(doc,"Deformer.Fbx" + classname,element,sc,true);
}
// ------------------------------------------------------------------------------------------------
Cluster::Cluster(uint64_t id, const Element& element, const Document& doc, const std::string& name)
: Deformer(id,element,doc,name)
, node()
{
const Scope& sc = GetRequiredScope(element);
const Element* const Indexes = sc["Indexes"];
const Element* const Weights = sc["Weights"];
const Element& Transform = GetRequiredElement(sc,"Transform",&element);
const Element& TransformLink = GetRequiredElement(sc,"TransformLink",&element);
transform = ReadMatrix(Transform);
transformLink = ReadMatrix(TransformLink);
// it is actually possible that there are Deformer's with no weights
if (!!Indexes != !!Weights) {
DOMError("either Indexes or Weights are missing from Cluster",&element);
}
if(Indexes) {
ParseVectorDataArray(indices,*Indexes);
ParseVectorDataArray(weights,*Weights);
}
if(indices.size() != weights.size()) {
DOMError("sizes of index and weight array don't match up",&element);
}
// read assigned node
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(),"Model");
for(const Connection* con : conns) {
const Model* const mod = ProcessSimpleConnection<Model>(*con, false, "Model -> Cluster", element);
if(mod) {
node = mod;
break;
}
}
if (!node) {
DOMError("failed to read target Node for Cluster",&element);
}
}
// ------------------------------------------------------------------------------------------------
Skin::Skin(uint64_t id, const Element& element, const Document& doc, const std::string& name)
: Deformer(id,element,doc,name)
, accuracy( 0.0f ) {
const Scope& sc = GetRequiredScope(element);
const Element* const Link_DeformAcuracy = sc["Link_DeformAcuracy"];
if(Link_DeformAcuracy) {
accuracy = ParseTokenAsFloat(GetRequiredToken(*Link_DeformAcuracy,0));
}
// resolve assigned clusters
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(),"Deformer");
clusters.reserve(conns.size());
for(const Connection* con : conns) {
const Cluster* const cluster = ProcessSimpleConnection<Cluster>(*con, false, "Cluster -> Skin", element);
if(cluster) {
clusters.push_back(cluster);
continue;
}
}
}
// ------------------------------------------------------------------------------------------------
BlendShape::BlendShape(uint64_t id, const Element& element, const Document& doc, const std::string& name)
: Deformer(id, element, doc, name)
{
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(), "Deformer");
blendShapeChannels.reserve(conns.size());
for (const Connection* con : conns) {
const BlendShapeChannel* const bspc = ProcessSimpleConnection<BlendShapeChannel>(*con, false, "BlendShapeChannel -> BlendShape", element);
if (bspc) {
auto pr = blendShapeChannels.insert(bspc);
if (!pr.second) {
FBXImporter::LogWarn("there is the same blendShapeChannel id ", bspc->ID());
}
}
}
}
// ------------------------------------------------------------------------------------------------
BlendShapeChannel::BlendShapeChannel(uint64_t id, const Element& element, const Document& doc, const std::string& name)
: Deformer(id, element, doc, name)
{
const Scope& sc = GetRequiredScope(element);
const Element* const DeformPercent = sc["DeformPercent"];
if (DeformPercent) {
percent = ParseTokenAsFloat(GetRequiredToken(*DeformPercent, 0));
}
const Element* const FullWeights = sc["FullWeights"];
if (FullWeights) {
ParseVectorDataArray(fullWeights, *FullWeights);
}
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(), "Geometry");
shapeGeometries.reserve(conns.size());
for (const Connection* con : conns) {
const ShapeGeometry* const sg = ProcessSimpleConnection<ShapeGeometry>(*con, false, "Shape -> BlendShapeChannel", element);
if (sg) {
auto pr = shapeGeometries.insert(sg);
if (!pr.second) {
FBXImporter::LogWarn("there is the same shapeGeometrie id ", sg->ID());
}
}
}
}
} // namespace FBX
} // Namespace Assimp
#endif // ASSIMP_BUILD_NO_FBX_IMPORTER

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@@ -0,0 +1,687 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the*
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file FBXDocument.cpp
* @brief Implementation of the FBX DOM classes
*/
#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
#include "FBXDocument.h"
#include "FBXMeshGeometry.h"
#include "FBXParser.h"
#include "FBXUtil.h"
#include "FBXImporter.h"
#include "FBXImportSettings.h"
#include "FBXDocumentUtil.h"
#include "FBXProperties.h"
#include <assimp/DefaultLogger.hpp>
#include <functional>
#include <map>
#include <memory>
#include <utility>
namespace Assimp {
namespace FBX {
using namespace Util;
// ------------------------------------------------------------------------------------------------
LazyObject::LazyObject(uint64_t id, const Element& element, const Document& doc) :
doc(doc), element(element), id(id), flags() {
// empty
}
// ------------------------------------------------------------------------------------------------
const Object* LazyObject::Get(bool dieOnError) {
if(IsBeingConstructed() || FailedToConstruct()) {
return nullptr;
}
if (object) {
return object.get();
}
const Token& key = element.KeyToken();
const TokenList& tokens = element.Tokens();
if(tokens.size() < 3) {
DOMError("expected at least 3 tokens: id, name and class tag",&element);
}
const char* err;
std::string name = ParseTokenAsString(*tokens[1],err);
if (err) {
DOMError(err,&element);
}
// small fix for binary reading: binary fbx files don't use
// prefixes such as Model:: in front of their names. The
// loading code expects this at many places, though!
// so convert the binary representation (a 0x0001) to the
// double colon notation.
if(tokens[1]->IsBinary()) {
for (size_t i = 0; i < name.length(); ++i) {
if (name[i] == 0x0 && name[i+1] == 0x1) {
name = name.substr(i+2) + "::" + name.substr(0,i);
}
}
}
const std::string classtag = ParseTokenAsString(*tokens[2],err);
if (err) {
DOMError(err,&element);
}
// prevent recursive calls
flags |= BEING_CONSTRUCTED;
try {
// this needs to be relatively fast since it happens a lot,
// so avoid constructing strings all the time.
const char* obtype = key.begin();
const size_t length = static_cast<size_t>(key.end()-key.begin());
// For debugging
//dumpObjectClassInfo( objtype, classtag );
if (!strncmp(obtype,"Geometry",length)) {
if (!strcmp(classtag.c_str(),"Mesh")) {
object.reset(new MeshGeometry(id,element,name,doc));
}
if (!strcmp(classtag.c_str(), "Shape")) {
object.reset(new ShapeGeometry(id, element, name, doc));
}
if (!strcmp(classtag.c_str(), "Line")) {
object.reset(new LineGeometry(id, element, name, doc));
}
}
else if (!strncmp(obtype,"NodeAttribute",length)) {
if (!strcmp(classtag.c_str(),"Camera")) {
object.reset(new Camera(id,element,doc,name));
}
else if (!strcmp(classtag.c_str(),"CameraSwitcher")) {
object.reset(new CameraSwitcher(id,element,doc,name));
}
else if (!strcmp(classtag.c_str(),"Light")) {
object.reset(new Light(id,element,doc,name));
}
else if (!strcmp(classtag.c_str(),"Null")) {
object.reset(new Null(id,element,doc,name));
}
else if (!strcmp(classtag.c_str(),"LimbNode")) {
object.reset(new LimbNode(id,element,doc,name));
}
}
else if (!strncmp(obtype,"Deformer",length)) {
if (!strcmp(classtag.c_str(),"Cluster")) {
object.reset(new Cluster(id,element,doc,name));
}
else if (!strcmp(classtag.c_str(),"Skin")) {
object.reset(new Skin(id,element,doc,name));
}
else if (!strcmp(classtag.c_str(), "BlendShape")) {
object.reset(new BlendShape(id, element, doc, name));
}
else if (!strcmp(classtag.c_str(), "BlendShapeChannel")) {
object.reset(new BlendShapeChannel(id, element, doc, name));
}
}
else if ( !strncmp( obtype, "Model", length ) ) {
// FK and IK effectors are not supported
if ( strcmp( classtag.c_str(), "IKEffector" ) && strcmp( classtag.c_str(), "FKEffector" ) ) {
object.reset( new Model( id, element, doc, name ) );
}
}
else if (!strncmp(obtype,"Material",length)) {
object.reset(new Material(id,element,doc,name));
}
else if (!strncmp(obtype,"Texture",length)) {
object.reset(new Texture(id,element,doc,name));
}
else if (!strncmp(obtype,"LayeredTexture",length)) {
object.reset(new LayeredTexture(id,element,doc,name));
}
else if (!strncmp(obtype,"Video",length)) {
object.reset(new Video(id,element,doc,name));
}
else if (!strncmp(obtype,"AnimationStack",length)) {
object.reset(new AnimationStack(id,element,name,doc));
}
else if (!strncmp(obtype,"AnimationLayer",length)) {
object.reset(new AnimationLayer(id,element,name,doc));
}
// note: order matters for these two
else if (!strncmp(obtype,"AnimationCurve",length)) {
object.reset(new AnimationCurve(id,element,name,doc));
}
else if (!strncmp(obtype,"AnimationCurveNode",length)) {
object.reset(new AnimationCurveNode(id,element,name,doc));
}
}
catch (std::bad_alloc&) {
// out-of-memory is unrecoverable and should always lead to a failure
flags &= ~BEING_CONSTRUCTED;
flags |= FAILED_TO_CONSTRUCT;
throw;
}
catch(std::exception& ex) {
flags &= ~BEING_CONSTRUCTED;
flags |= FAILED_TO_CONSTRUCT;
if(dieOnError || doc.Settings().strictMode) {
throw;
}
// note: the error message is already formatted, so raw logging is ok
if(!DefaultLogger::isNullLogger()) {
ASSIMP_LOG_ERROR(ex.what());
}
return nullptr;
}
if (!object) {
//DOMError("failed to convert element to DOM object, class: " + classtag + ", name: " + name,&element);
}
flags &= ~BEING_CONSTRUCTED;
return object.get();
}
// ------------------------------------------------------------------------------------------------
Object::Object(uint64_t id, const Element& element, const std::string& name) :
element(element), name(name), id(id) {
// empty
}
// ------------------------------------------------------------------------------------------------
FileGlobalSettings::FileGlobalSettings(const Document &doc, std::shared_ptr<const PropertyTable> props) :
props(std::move(props)), doc(doc) {
// empty
}
// ------------------------------------------------------------------------------------------------
Document::Document(Parser& parser, const ImportSettings& settings) :
settings(settings), parser(parser) {
ASSIMP_LOG_DEBUG("Creating FBX Document");
// Cannot use array default initialization syntax because vc8 fails on it
for (auto &timeStamp : creationTimeStamp) {
timeStamp = 0;
}
ReadHeader();
ReadPropertyTemplates();
ReadGlobalSettings();
// This order is important, connections need parsed objects to check
// whether connections are ok or not. Objects may not be evaluated yet,
// though, since this may require valid connections.
ReadObjects();
ReadConnections();
}
// ------------------------------------------------------------------------------------------------
Document::~Document()
{
// The document does not own the memory for the following objects, but we need to call their d'tor
// so they can properly free memory like string members:
for (ObjectMap::value_type &v : objects) {
delete_LazyObject(v.second);
}
for (ConnectionMap::value_type &v : src_connections) {
delete_Connection(v.second);
}
// |dest_connections| contain the same Connection objects as the |src_connections|
}
// ------------------------------------------------------------------------------------------------
static const unsigned int LowerSupportedVersion = 7100;
static const unsigned int UpperSupportedVersion = 7400;
void Document::ReadHeader() {
// Read ID objects from "Objects" section
const Scope& sc = parser.GetRootScope();
const Element* const ehead = sc["FBXHeaderExtension"];
if(!ehead || !ehead->Compound()) {
DOMError("no FBXHeaderExtension dictionary found");
}
const Scope& shead = *ehead->Compound();
fbxVersion = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(shead,"FBXVersion",ehead),0));
ASSIMP_LOG_DEBUG("FBX Version: ", fbxVersion);
// While we may have some success with newer files, we don't support
// the older 6.n fbx format
if(fbxVersion < LowerSupportedVersion ) {
DOMError("unsupported, old format version, supported are only FBX 2011, FBX 2012 and FBX 2013");
}
if(fbxVersion > UpperSupportedVersion ) {
if(Settings().strictMode) {
DOMError("unsupported, newer format version, supported are only FBX 2011, FBX 2012 and FBX 2013"
" (turn off strict mode to try anyhow) ");
}
else {
DOMWarning("unsupported, newer format version, supported are only FBX 2011, FBX 2012 and FBX 2013,"
" trying to read it nevertheless");
}
}
const Element* const ecreator = shead["Creator"];
if(ecreator) {
creator = ParseTokenAsString(GetRequiredToken(*ecreator,0));
}
const Element* const etimestamp = shead["CreationTimeStamp"];
if(etimestamp && etimestamp->Compound()) {
const Scope& stimestamp = *etimestamp->Compound();
creationTimeStamp[0] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp,"Year"),0));
creationTimeStamp[1] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp,"Month"),0));
creationTimeStamp[2] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp,"Day"),0));
creationTimeStamp[3] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp,"Hour"),0));
creationTimeStamp[4] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp,"Minute"),0));
creationTimeStamp[5] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp,"Second"),0));
creationTimeStamp[6] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp,"Millisecond"),0));
}
}
// ------------------------------------------------------------------------------------------------
void Document::ReadGlobalSettings() {
const Scope& sc = parser.GetRootScope();
const Element* const ehead = sc["GlobalSettings"];
if ( nullptr == ehead || !ehead->Compound() ) {
DOMWarning( "no GlobalSettings dictionary found" );
globals.reset(new FileGlobalSettings(*this, std::make_shared<const PropertyTable>()));
return;
}
std::shared_ptr<const PropertyTable> props = GetPropertyTable( *this, "", *ehead, *ehead->Compound(), true );
//double v = PropertyGet<float>( *props.get(), std::string("UnitScaleFactor"), 1.0 );
if(!props) {
DOMError("GlobalSettings dictionary contains no property table");
}
globals.reset(new FileGlobalSettings(*this, std::move(props)));
}
// ------------------------------------------------------------------------------------------------
void Document::ReadObjects() {
// read ID objects from "Objects" section
const Scope& sc = parser.GetRootScope();
const Element* const eobjects = sc["Objects"];
if(!eobjects || !eobjects->Compound()) {
DOMError("no Objects dictionary found");
}
StackAllocator &allocator = parser.GetAllocator();
// add a dummy entry to represent the Model::RootNode object (id 0),
// which is only indirectly defined in the input file
objects[0] = new_LazyObject(0L, *eobjects, *this);
const Scope& sobjects = *eobjects->Compound();
for(const ElementMap::value_type& el : sobjects.Elements()) {
// extract ID
const TokenList& tok = el.second->Tokens();
if (tok.empty()) {
DOMError("expected ID after object key",el.second);
}
const char* err;
const uint64_t id = ParseTokenAsID(*tok[0], err);
if(err) {
DOMError(err,el.second);
}
// id=0 is normally implicit
if(id == 0L) {
DOMError("encountered object with implicitly defined id 0",el.second);
}
const auto foundObject = objects.find(id);
if(foundObject != objects.end()) {
DOMWarning("encountered duplicate object id, ignoring first occurrence",el.second);
delete_LazyObject(foundObject->second);
}
objects[id] = new_LazyObject(id, *el.second, *this);
// grab all animation stacks upfront since there is no listing of them
if(!strcmp(el.first.c_str(),"AnimationStack")) {
animationStacks.push_back(id);
}
}
}
// ------------------------------------------------------------------------------------------------
void Document::ReadPropertyTemplates() {
const Scope& sc = parser.GetRootScope();
// read property templates from "Definitions" section
const Element* const edefs = sc["Definitions"];
if(!edefs || !edefs->Compound()) {
DOMWarning("no Definitions dictionary found");
return;
}
const Scope& sdefs = *edefs->Compound();
const ElementCollection otypes = sdefs.GetCollection("ObjectType");
for(ElementMap::const_iterator it = otypes.first; it != otypes.second; ++it) {
const Element& el = *(*it).second;
const Scope* curSc = el.Compound();
if (!curSc) {
DOMWarning("expected nested scope in ObjectType, ignoring",&el);
continue;
}
const TokenList& tok = el.Tokens();
if(tok.empty()) {
DOMWarning("expected name for ObjectType element, ignoring",&el);
continue;
}
const std::string& oname = ParseTokenAsString(*tok[0]);
const ElementCollection templs = curSc->GetCollection("PropertyTemplate");
for (ElementMap::const_iterator elemIt = templs.first; elemIt != templs.second; ++elemIt) {
const Element &innerEl = *(*elemIt).second;
const Scope *innerSc = innerEl.Compound();
if (!innerSc) {
DOMWarning("expected nested scope in PropertyTemplate, ignoring",&el);
continue;
}
const TokenList &curTok = innerEl.Tokens();
if (curTok.empty()) {
DOMWarning("expected name for PropertyTemplate element, ignoring",&el);
continue;
}
const std::string &pname = ParseTokenAsString(*curTok[0]);
const Element *Properties70 = (*innerSc)["Properties70"];
if(Properties70) {
std::shared_ptr<const PropertyTable> props = std::make_shared<const PropertyTable>(
*Properties70, std::shared_ptr<const PropertyTable>(static_cast<const PropertyTable *>(nullptr))
);
templates[oname+"."+pname] = props;
}
}
}
}
// ------------------------------------------------------------------------------------------------
void Document::ReadConnections()
{
StackAllocator &allocator = parser.GetAllocator();
const Scope &sc = parser.GetRootScope();
// read property templates from "Definitions" section
const Element* const econns = sc["Connections"];
if(!econns || !econns->Compound()) {
DOMError("no Connections dictionary found");
}
uint64_t insertionOrder = 0l;
const Scope& sconns = *econns->Compound();
const ElementCollection conns = sconns.GetCollection("C");
for(ElementMap::const_iterator it = conns.first; it != conns.second; ++it) {
const Element& el = *(*it).second;
const std::string& type = ParseTokenAsString(GetRequiredToken(el,0));
// PP = property-property connection, ignored for now
// (tokens: "PP", ID1, "Property1", ID2, "Property2")
if ( type == "PP" ) {
continue;
}
const uint64_t src = ParseTokenAsID(GetRequiredToken(el,1));
const uint64_t dest = ParseTokenAsID(GetRequiredToken(el,2));
// OO = object-object connection
// OP = object-property connection, in which case the destination property follows the object ID
const std::string& prop = (type == "OP" ? ParseTokenAsString(GetRequiredToken(el,3)) : "");
if(objects.find(src) == objects.end()) {
DOMWarning("source object for connection does not exist",&el);
continue;
}
// dest may be 0 (root node) but we added a dummy object before
if(objects.find(dest) == objects.end()) {
DOMWarning("destination object for connection does not exist",&el);
continue;
}
// add new connection
const Connection* const c = new_Connection(insertionOrder++,src,dest,prop,*this);
src_connections.insert(ConnectionMap::value_type(src,c));
dest_connections.insert(ConnectionMap::value_type(dest,c));
}
}
// ------------------------------------------------------------------------------------------------
const std::vector<const AnimationStack*>& Document::AnimationStacks() const {
if (!animationStacksResolved.empty() || animationStacks.empty()) {
return animationStacksResolved;
}
animationStacksResolved.reserve(animationStacks.size());
for(uint64_t id : animationStacks) {
LazyObject* const lazy = GetObject(id);
const AnimationStack *stack = lazy->Get<AnimationStack>();
if(!lazy || nullptr == stack ) {
DOMWarning("failed to read AnimationStack object");
continue;
}
animationStacksResolved.push_back(stack);
}
return animationStacksResolved;
}
// ------------------------------------------------------------------------------------------------
LazyObject* Document::GetObject(uint64_t id) const {
ObjectMap::const_iterator it = objects.find(id);
return it == objects.end() ? nullptr : (*it).second;
}
constexpr size_t MAX_CLASSNAMES = 6;
// ------------------------------------------------------------------------------------------------
std::vector<const Connection*> Document::GetConnectionsSequenced(uint64_t id, const ConnectionMap& conns) const {
std::vector<const Connection*> temp;
const std::pair<ConnectionMap::const_iterator,ConnectionMap::const_iterator> range =
conns.equal_range(id);
temp.reserve(std::distance(range.first,range.second));
for (ConnectionMap::const_iterator it = range.first; it != range.second; ++it) {
temp.push_back((*it).second);
}
std::sort(temp.begin(), temp.end(), std::mem_fn(&Connection::Compare));
return temp; // NRVO should handle this
}
// ------------------------------------------------------------------------------------------------
std::vector<const Connection*> Document::GetConnectionsSequenced(uint64_t id, bool is_src,
const ConnectionMap& conns,
const char* const* classnames,
size_t count) const {
ai_assert(classnames);
ai_assert( count != 0 );
ai_assert( count <= MAX_CLASSNAMES);
size_t lengths[MAX_CLASSNAMES] = {};
const size_t c = count;
for (size_t i = 0; i < c; ++i) {
lengths[ i ] = strlen(classnames[i]);
}
std::vector<const Connection*> temp;
const std::pair<ConnectionMap::const_iterator,ConnectionMap::const_iterator> range =
conns.equal_range(id);
temp.reserve(std::distance(range.first,range.second));
for (ConnectionMap::const_iterator it = range.first; it != range.second; ++it) {
const Token& key = (is_src
? (*it).second->LazyDestinationObject()
: (*it).second->LazySourceObject()
).GetElement().KeyToken();
const char* obtype = key.begin();
for (size_t i = 0; i < c; ++i) {
ai_assert(classnames[i]);
if(static_cast<size_t>(std::distance(key.begin(),key.end())) == lengths[i] && !strncmp(classnames[i],obtype,lengths[i])) {
obtype = nullptr;
break;
}
}
if(obtype) {
continue;
}
temp.push_back((*it).second);
}
std::sort(temp.begin(), temp.end(), std::mem_fn(&Connection::Compare));
return temp; // NRVO should handle this
}
// ------------------------------------------------------------------------------------------------
std::vector<const Connection*> Document::GetConnectionsBySourceSequenced(uint64_t source) const {
return GetConnectionsSequenced(source, ConnectionsBySource());
}
// ------------------------------------------------------------------------------------------------
std::vector<const Connection*> Document::GetConnectionsBySourceSequenced(uint64_t src, const char* classname) const {
const char* arr[] = {classname};
return GetConnectionsBySourceSequenced(src, arr,1);
}
// ------------------------------------------------------------------------------------------------
std::vector<const Connection*> Document::GetConnectionsBySourceSequenced(uint64_t source,
const char* const* classnames, size_t count) const {
return GetConnectionsSequenced(source, true, ConnectionsBySource(),classnames, count);
}
// ------------------------------------------------------------------------------------------------
std::vector<const Connection*> Document::GetConnectionsByDestinationSequenced(uint64_t dest,
const char* classname) const {
const char* arr[] = {classname};
return GetConnectionsByDestinationSequenced(dest, arr,1);
}
// ------------------------------------------------------------------------------------------------
std::vector<const Connection*> Document::GetConnectionsByDestinationSequenced(uint64_t dest) const {
return GetConnectionsSequenced(dest, ConnectionsByDestination());
}
// ------------------------------------------------------------------------------------------------
std::vector<const Connection*> Document::GetConnectionsByDestinationSequenced(uint64_t dest,
const char* const* classnames, size_t count) const {
return GetConnectionsSequenced(dest, false, ConnectionsByDestination(),classnames, count);
}
// ------------------------------------------------------------------------------------------------
Connection::Connection(uint64_t insertionOrder, uint64_t src, uint64_t dest, const std::string& prop,
const Document& doc) :
insertionOrder(insertionOrder), prop(prop), src(src), dest(dest), doc(doc) {
ai_assert(doc.Objects().find(src) != doc.Objects().end());
// dest may be 0 (root node)
ai_assert(!dest || doc.Objects().find(dest) != doc.Objects().end());
}
// ------------------------------------------------------------------------------------------------
LazyObject& Connection::LazySourceObject() const {
LazyObject* const lazy = doc.GetObject(src);
ai_assert(lazy);
return *lazy;
}
// ------------------------------------------------------------------------------------------------
LazyObject& Connection::LazyDestinationObject() const {
LazyObject* const lazy = doc.GetObject(dest);
ai_assert(lazy);
return *lazy;
}
// ------------------------------------------------------------------------------------------------
const Object* Connection::SourceObject() const {
LazyObject* const lazy = doc.GetObject(src);
ai_assert(lazy);
if (lazy == nullptr) {
return nullptr;
}
return lazy->Get();
}
// ------------------------------------------------------------------------------------------------
const Object* Connection::DestinationObject() const {
LazyObject* const lazy = doc.GetObject(dest);
ai_assert(lazy);
if (lazy == nullptr) {
return nullptr;
}
return lazy->Get();
}
} // !FBX
} // !Assimp
#endif // ASSIMP_BUILD_NO_FBX_IMPORTER

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file FBXDocumentUtil.cpp
* @brief Implementation of the FBX DOM utility functions declared in FBXDocumentUtil.h
*/
#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
#include "FBXParser.h"
#include "FBXDocument.h"
#include "FBXUtil.h"
#include "FBXDocumentUtil.h"
#include "FBXProperties.h"
namespace Assimp {
namespace FBX {
namespace Util {
// ------------------------------------------------------------------------------------------------
// signal DOM construction error, this is always unrecoverable. Throws DeadlyImportError.
void DOMError(const std::string& message, const Token& token) {
throw DeadlyImportError("FBX-DOM", Util::GetTokenText(&token), message);
}
// ------------------------------------------------------------------------------------------------
void DOMError(const std::string& message, const Element* element /*= nullptr*/) {
if(element) {
DOMError(message,element->KeyToken());
}
throw DeadlyImportError("FBX-DOM ", message);
}
// ------------------------------------------------------------------------------------------------
// print warning, do return
void DOMWarning(const std::string& message, const Token& token) {
if(DefaultLogger::get()) {
ASSIMP_LOG_WARN("FBX-DOM", Util::GetTokenText(&token), message);
}
}
// ------------------------------------------------------------------------------------------------
void DOMWarning(const std::string& message, const Element* element /*= nullptr*/) {
if(element) {
DOMWarning(message,element->KeyToken());
return;
}
if(DefaultLogger::get()) {
ASSIMP_LOG_WARN("FBX-DOM: ", message);
}
}
// ------------------------------------------------------------------------------------------------
// fetch a property table and the corresponding property template
std::shared_ptr<const PropertyTable> GetPropertyTable(const Document& doc,
const std::string& templateName,
const Element &element,
const Scope& sc,
bool no_warn /*= false*/) {
const Element* const Properties70 = sc["Properties70"];
std::shared_ptr<const PropertyTable> templateProps = std::shared_ptr<const PropertyTable>(
static_cast<const PropertyTable *>(nullptr));
if (templateName.length()) {
PropertyTemplateMap::const_iterator it = doc.Templates().find(templateName);
if(it != doc.Templates().end()) {
templateProps = (*it).second;
}
}
if (!Properties70 || !Properties70->Compound()) {
if(!no_warn) {
DOMWarning("property table (Properties70) not found",&element);
}
if(templateProps) {
return templateProps;
} else {
return std::make_shared<const PropertyTable>();
}
}
return std::make_shared<const PropertyTable>(*Properties70,templateProps);
}
} // !Util
} // !FBX
} // !Assimp
#endif // ASSIMP_BUILD_NO_FBX_IMPORTER

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file FBXDocumentUtil.h
* @brief FBX internal utilities used by the DOM reading code
*/
#ifndef INCLUDED_AI_FBX_DOCUMENT_UTIL_H
#define INCLUDED_AI_FBX_DOCUMENT_UTIL_H
#include <assimp/defs.h>
#include <string>
#include <memory>
#include "FBXDocument.h"
struct Token;
struct Element;
namespace Assimp {
namespace FBX {
namespace Util {
/* DOM/Parse error reporting - does not return */
AI_WONT_RETURN void DOMError(const std::string& message, const Token& token) AI_WONT_RETURN_SUFFIX;
AI_WONT_RETURN void DOMError(const std::string &message, const Element *element = nullptr) AI_WONT_RETURN_SUFFIX;
// does return
void DOMWarning(const std::string& message, const Token& token);
void DOMWarning(const std::string &message, const Element *element = nullptr);
// fetch a property table and the corresponding property template
std::shared_ptr<const PropertyTable> GetPropertyTable(const Document& doc,
const std::string& templateName,
const Element &element,
const Scope& sc,
bool no_warn = false);
// ------------------------------------------------------------------------------------------------
template <typename T>
inline const T* ProcessSimpleConnection(const Connection& con,
bool is_object_property_conn,
const char* name,
const Element& element,
const char** propNameOut = nullptr) {
if (is_object_property_conn && !con.PropertyName().length()) {
DOMWarning("expected incoming " + std::string(name) +
" link to be an object-object connection, ignoring",
&element
);
return nullptr;
}
else if (!is_object_property_conn && con.PropertyName().length()) {
DOMWarning("expected incoming " + std::string(name) +
" link to be an object-property connection, ignoring",
&element
);
return nullptr;
}
if(is_object_property_conn && propNameOut) {
// note: this is ok, the return value of PropertyValue() is guaranteed to
// remain valid and unchanged as long as the document exists.
*propNameOut = con.PropertyName().c_str();
}
const Object* const ob = con.SourceObject();
if(!ob) {
DOMWarning("failed to read source object for incoming " + std::string(name) +
" link, ignoring",
&element);
return nullptr;
}
return dynamic_cast<const T*>(ob);
}
} //!Util
} //!FBX
} //!Assimp
#endif // ASSIMP_BUILD_NO_FBX_IMPORTER

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_EXPORT
#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
#include "FBXExportNode.h"
#include "FBXCommon.h"
#include <assimp/StreamWriter.h> // StreamWriterLE
#include <assimp/Exceptional.h> // DeadlyExportError
#include <assimp/ai_assert.h>
#include <assimp/StringUtils.h> // ai_snprintf
#include <string>
#include <ostream>
#include <sstream> // ostringstream
#include <memory> // shared_ptr
namespace Assimp {
// AddP70<type> helpers... there's no usable pattern here,
// so all are defined as separate functions.
// Even "animatable" properties are often completely different
// from the standard (nonanimated) property definition,
// so they are specified with an 'A' suffix.
void FBX::Node::AddP70int(const std::string& cur_name, int32_t value) {
FBX::Node n("P");
n.AddProperties(cur_name, "int", "Integer", "", value);
AddChild(n);
}
void FBX::Node::AddP70bool(const std::string& cur_name, bool value) {
FBX::Node n("P");
n.AddProperties(cur_name, "bool", "", "", int32_t(value));
AddChild(n);
}
void FBX::Node::AddP70double(const std::string &cur_name, double value) { FBX::Node n("P");
n.AddProperties(cur_name, "double", "Number", "", value);
AddChild(n);
}
void FBX::Node::AddP70numberA(const std::string &cur_name, double value) {
FBX::Node n("P");
n.AddProperties(cur_name, "Number", "", "A", value);
AddChild(n);
}
void FBX::Node::AddP70color(
const std::string &cur_name, double r, double g, double b) {
FBX::Node n("P");
n.AddProperties(cur_name, "ColorRGB", "Color", "", r, g, b);
AddChild(n);
}
void FBX::Node::AddP70colorA(
const std::string &cur_name, double r, double g, double b) {
FBX::Node n("P");
n.AddProperties(cur_name, "Color", "", "A", r, g, b);
AddChild(n);
}
void FBX::Node::AddP70vector(
const std::string &cur_name, double x, double y, double z) {
FBX::Node n("P");
n.AddProperties(cur_name, "Vector3D", "Vector", "", x, y, z);
AddChild(n);
}
void FBX::Node::AddP70vectorA(
const std::string &cur_name, double x, double y, double z) {
FBX::Node n("P");
n.AddProperties(cur_name, "Vector", "", "A", x, y, z);
AddChild(n);
}
void FBX::Node::AddP70string(
const std::string &cur_name, const std::string &value) {
FBX::Node n("P");
n.AddProperties(cur_name, "KString", "", "", value);
AddChild(n);
}
void FBX::Node::AddP70enum(
const std::string &cur_name, int32_t value) {
FBX::Node n("P");
n.AddProperties(cur_name, "enum", "", "", value);
AddChild(n);
}
void FBX::Node::AddP70time(
const std::string &cur_name, int64_t value) {
FBX::Node n("P");
n.AddProperties(cur_name, "KTime", "Time", "", value);
AddChild(n);
}
// public member functions for writing nodes to stream
void FBX::Node::Dump(
const std::shared_ptr<Assimp::IOStream> &outfile,
bool binary, int indent) {
if (binary) {
Assimp::StreamWriterLE outstream(outfile);
DumpBinary(outstream);
} else {
std::ostringstream ss;
DumpAscii(ss, indent);
std::string s = ss.str();
outfile->Write(s.c_str(), s.size(), 1);
}
}
void FBX::Node::Dump(
Assimp::StreamWriterLE &outstream,
bool binary, int indent
) {
if (binary) {
DumpBinary(outstream);
} else {
std::ostringstream ss;
DumpAscii(ss, indent);
outstream.PutString(ss.str());
}
}
// public member functions for low-level writing
void FBX::Node::Begin(
Assimp::StreamWriterLE &s,
bool binary, int indent
) {
if (binary) {
BeginBinary(s);
} else {
// assume we're at the correct place to start already
(void)indent;
std::ostringstream ss;
BeginAscii(ss, indent);
s.PutString(ss.str());
}
}
void FBX::Node::DumpProperties(
Assimp::StreamWriterLE& s,
bool binary, int indent
) {
if (binary) {
DumpPropertiesBinary(s);
} else {
std::ostringstream ss;
DumpPropertiesAscii(ss, indent);
s.PutString(ss.str());
}
}
void FBX::Node::EndProperties(
Assimp::StreamWriterLE &s,
bool binary, int indent
) {
EndProperties(s, binary, indent, properties.size());
}
void FBX::Node::EndProperties(
Assimp::StreamWriterLE &s,
bool binary, int indent,
size_t num_properties
) {
if (binary) {
EndPropertiesBinary(s, num_properties);
} else {
// nothing to do
(void)indent;
}
}
void FBX::Node::BeginChildren(
Assimp::StreamWriterLE &s,
bool binary, int indent
) {
if (binary) {
// nothing to do
} else {
std::ostringstream ss;
BeginChildrenAscii(ss, indent);
s.PutString(ss.str());
}
}
void FBX::Node::DumpChildren(
Assimp::StreamWriterLE& s,
bool binary, int indent
) {
if (binary) {
DumpChildrenBinary(s);
} else {
std::ostringstream ss;
DumpChildrenAscii(ss, indent);
if (ss.tellp() > 0)
s.PutString(ss.str());
}
}
void FBX::Node::End(
Assimp::StreamWriterLE &s,
bool binary, int indent,
bool has_children
) {
if (binary) {
EndBinary(s, has_children);
} else {
std::ostringstream ss;
EndAscii(ss, indent, has_children);
if (ss.tellp() > 0)
s.PutString(ss.str());
}
}
// public member functions for writing to binary fbx
void FBX::Node::DumpBinary(Assimp::StreamWriterLE &s)
{
// write header section (with placeholders for some things)
BeginBinary(s);
// write properties
DumpPropertiesBinary(s);
// go back and fill in property related placeholders
EndPropertiesBinary(s, properties.size());
// write children
DumpChildrenBinary(s);
// finish, filling in end offset placeholder
EndBinary(s, force_has_children || !children.empty());
}
// public member functions for writing to ascii fbx
void FBX::Node::DumpAscii(std::ostream &s, int indent)
{
// write name
BeginAscii(s, indent);
// write properties
DumpPropertiesAscii(s, indent);
if (force_has_children || !children.empty()) {
// begin children (with a '{')
BeginChildrenAscii(s, indent + 1);
// write children
DumpChildrenAscii(s, indent + 1);
}
// finish (also closing the children bracket '}')
EndAscii(s, indent, force_has_children || !children.empty());
}
// private member functions for low-level writing to fbx
void FBX::Node::BeginBinary(Assimp::StreamWriterLE &s)
{
// remember start pos so we can come back and write the end pos
this->start_pos = s.Tell();
// placeholders for end pos and property section info
s.PutU8(0); // end pos
s.PutU8(0); // number of properties
s.PutU8(0); // total property section length
// node name
s.PutU1(uint8_t(name.size())); // length of node name
s.PutString(name); // node name as raw bytes
// property data comes after here
this->property_start = s.Tell();
}
void FBX::Node::DumpPropertiesBinary(Assimp::StreamWriterLE& s)
{
for (auto &p : properties) {
p.DumpBinary(s);
}
}
void FBX::Node::EndPropertiesBinary(
Assimp::StreamWriterLE &s,
size_t num_properties
) {
if (num_properties == 0) { return; }
size_t pos = s.Tell();
ai_assert(pos > property_start);
size_t property_section_size = pos - property_start;
s.Seek(start_pos + 8); // 8 bytes of uint64_t of end_pos
s.PutU8(num_properties);
s.PutU8(property_section_size);
s.Seek(pos);
}
void FBX::Node::DumpChildrenBinary(Assimp::StreamWriterLE& s)
{
for (FBX::Node& child : children) {
child.DumpBinary(s);
}
}
void FBX::Node::EndBinary(
Assimp::StreamWriterLE &s,
bool has_children
) {
// if there were children, add a null record
if (has_children) { s.PutString(Assimp::FBX::NULL_RECORD_STRING); }
// now go back and write initial pos
this->end_pos = s.Tell();
s.Seek(start_pos);
s.PutU8(end_pos);
s.Seek(end_pos);
}
void FBX::Node::BeginAscii(std::ostream& s, int indent)
{
s << '\n';
for (int i = 0; i < indent; ++i) { s << '\t'; }
s << name << ": ";
}
void FBX::Node::DumpPropertiesAscii(std::ostream &s, int indent)
{
for (size_t i = 0; i < properties.size(); ++i) {
if (i > 0) { s << ", "; }
properties[i].DumpAscii(s, indent);
}
}
void FBX::Node::BeginChildrenAscii(std::ostream& s, int indent)
{
// only call this if there are actually children
s << " {";
(void)indent;
}
void FBX::Node::DumpChildrenAscii(std::ostream& s, int indent)
{
// children will need a lot of padding and corralling
if (children.size() || force_has_children) {
for (size_t i = 0; i < children.size(); ++i) {
// no compression in ascii files, so skip this node if it exists
if (children[i].name == "EncryptionType") { continue; }
// the child can dump itself
children[i].DumpAscii(s, indent);
}
}
}
void FBX::Node::EndAscii(std::ostream& s, int indent, bool has_children) {
if (!has_children) { return; } // nothing to do
s << '\n';
for (int i = 0; i < indent; ++i) { s << '\t'; }
s << "}";
}
// private helpers for static member functions
// ascii property node from vector of doubles
void FBX::Node::WritePropertyNodeAscii(
const std::string& name,
const std::vector<double>& v,
Assimp::StreamWriterLE& s,
int indent){
char buffer[32];
FBX::Node node(name);
node.Begin(s, false, indent);
std::string vsize = ai_to_string(v.size());
// *<size> {
s.PutChar('*'); s.PutString(vsize); s.PutString(" {\n");
// indent + 1
for (int i = 0; i < indent + 1; ++i) { s.PutChar('\t'); }
// a: value,value,value,...
s.PutString("a: ");
int count = 0;
for (size_t i = 0; i < v.size(); ++i) {
if (i > 0) { s.PutChar(','); }
int len = ai_snprintf(buffer, sizeof(buffer), "%f", v[i]);
count += len;
if (count > 2048) { s.PutChar('\n'); count = 0; }
if (len < 0 || len > 31) {
// this should never happen
throw DeadlyExportError("failed to convert double to string");
}
for (int j = 0; j < len; ++j) { s.PutChar(buffer[j]); }
}
// }
s.PutChar('\n');
for (int i = 0; i < indent; ++i) { s.PutChar('\t'); }
s.PutChar('}'); s.PutChar(' ');
node.End(s, false, indent, false);
}
// ascii property node from vector of int32_t
void FBX::Node::WritePropertyNodeAscii(
const std::string& name,
const std::vector<int32_t>& v,
Assimp::StreamWriterLE& s,
int indent
){
char buffer[32];
FBX::Node node(name);
node.Begin(s, false, indent);
std::string vsize = ai_to_string(v.size());
// *<size> {
s.PutChar('*'); s.PutString(vsize); s.PutString(" {\n");
// indent + 1
for (int i = 0; i < indent + 1; ++i) { s.PutChar('\t'); }
// a: value,value,value,...
s.PutString("a: ");
int count = 0;
for (size_t i = 0; i < v.size(); ++i) {
if (i > 0) { s.PutChar(','); }
int len = ai_snprintf(buffer, sizeof(buffer), "%d", v[i]);
count += len;
if (count > 2048) { s.PutChar('\n'); count = 0; }
if (len < 0 || len > 31) {
// this should never happen
throw DeadlyExportError("failed to convert double to string");
}
for (int j = 0; j < len; ++j) { s.PutChar(buffer[j]); }
}
// }
s.PutChar('\n');
for (int i = 0; i < indent; ++i) { s.PutChar('\t'); }
s.PutChar('}'); s.PutChar(' ');
node.End(s, false, indent, false);
}
// binary property node from vector of doubles
// TODO: optional zip compression!
void FBX::Node::WritePropertyNodeBinary(
const std::string& name,
const std::vector<double>& v,
Assimp::StreamWriterLE& s
){
FBX::Node node(name);
node.BeginBinary(s);
s.PutU1('d');
s.PutU4(uint32_t(v.size())); // number of elements
s.PutU4(0); // no encoding (1 would be zip-compressed)
s.PutU4(uint32_t(v.size()) * 8); // data size
for (auto it = v.begin(); it != v.end(); ++it) { s.PutF8(*it); }
node.EndPropertiesBinary(s, 1);
node.EndBinary(s, false);
}
// binary property node from vector of int32_t
// TODO: optional zip compression!
void FBX::Node::WritePropertyNodeBinary(
const std::string& name,
const std::vector<int32_t>& v,
Assimp::StreamWriterLE& s
){
FBX::Node node(name);
node.BeginBinary(s);
s.PutU1('i');
s.PutU4(uint32_t(v.size())); // number of elements
s.PutU4(0); // no encoding (1 would be zip-compressed)
s.PutU4(uint32_t(v.size()) * 4); // data size
for (auto it = v.begin(); it != v.end(); ++it) { s.PutI4(*it); }
node.EndPropertiesBinary(s, 1);
node.EndBinary(s, false);
}
// public static member functions
// convenience function to create and write a property node,
// holding a single property which is an array of values.
// does not copy the data, so is efficient for large arrays.
void FBX::Node::WritePropertyNode(
const std::string& name,
const std::vector<double>& v,
Assimp::StreamWriterLE& s,
bool binary, int indent
){
if (binary) {
FBX::Node::WritePropertyNodeBinary(name, v, s);
} else {
FBX::Node::WritePropertyNodeAscii(name, v, s, indent);
}
}
// convenience function to create and write a property node,
// holding a single property which is an array of values.
// does not copy the data, so is efficient for large arrays.
void FBX::Node::WritePropertyNode(
const std::string& name,
const std::vector<int32_t>& v,
Assimp::StreamWriterLE& s,
bool binary, int indent
){
if (binary) {
FBX::Node::WritePropertyNodeBinary(name, v, s);
} else {
FBX::Node::WritePropertyNodeAscii(name, v, s, indent);
}
}
} // namespace Assimp
#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
#endif // ASSIMP_BUILD_NO_EXPORT

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@@ -0,0 +1,258 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file FBXExportNode.h
* Declares the FBX::Node helper class for fbx export.
*/
#ifndef AI_FBXEXPORTNODE_H_INC
#define AI_FBXEXPORTNODE_H_INC
#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
#include "FBXExportProperty.h"
#include <assimp/StreamWriter.h> // StreamWriterLE
#include <string>
#include <utility>
#include <vector>
namespace Assimp {
namespace FBX {
class Node;
}
class FBX::Node {
public:
// TODO: accessors
std::string name; // node name
std::vector<FBX::FBXExportProperty> properties; // node properties
std::vector<FBX::Node> children; // child nodes
// some nodes always pretend they have children...
bool force_has_children = false;
/// The default class constructor.
Node() = default;
/// The class constructor with the name.
Node(const std::string& n)
: name(n)
, force_has_children( false ) {
// empty
}
// convenience template to construct with properties directly
template <typename... More>
Node(const std::string& n, More&&... more)
: name(n)
, force_has_children(false) {
AddProperties(std::forward<More>(more)...);
}
// add a single property to the node
template <typename T>
void AddProperty(T&& value) {
properties.emplace_back(std::forward<T>(value));
}
// convenience function to add multiple properties at once
template <typename T, typename... More>
void AddProperties(T&& value, More&&... more) {
properties.emplace_back(std::forward<T>(value));
AddProperties(std::forward<More>(more)...);
}
void AddProperties() {}
// add a child node directly
void AddChild(const Node& node) { children.push_back(node); }
// convenience function to add a child node with a single property
template <typename... More>
void AddChild(
const std::string& name,
More&&... more
) {
FBX::Node c(name);
c.AddProperties(std::forward<More>(more)...);
children.push_back(std::move(c));
}
// it really is simpler to make these all separate functions.
// the versions with 'A' suffixes are for animatable properties.
// those often follow a completely different format internally in FBX.
void AddP70int(const std::string& name, int32_t value);
void AddP70bool(const std::string& name, bool value);
void AddP70double(const std::string& name, double value);
void AddP70numberA(const std::string& name, double value);
void AddP70color(const std::string& name, double r, double g, double b);
void AddP70colorA(const std::string& name, double r, double g, double b);
void AddP70vector(const std::string& name, double x, double y, double z);
void AddP70vectorA(const std::string& name, double x, double y, double z);
void AddP70string(const std::string& name, const std::string& value);
void AddP70enum(const std::string& name, int32_t value);
void AddP70time(const std::string& name, int64_t value);
// template for custom P70 nodes.
// anything that doesn't fit in the above can be created manually.
template <typename... More>
void AddP70(
const std::string& name,
const std::string& type,
const std::string& type2,
const std::string& flags,
More&&... more
) {
Node n("P");
n.AddProperties(name, type, type2, flags, std::forward<More>(more)...);
AddChild(n);
}
// write the full node to the given file or stream
void Dump(
const std::shared_ptr<Assimp::IOStream> &outfile,
bool binary, int indent);
void Dump(Assimp::StreamWriterLE &s, bool binary, int indent);
// these other functions are for writing data piece by piece.
// they must be used carefully.
// for usage examples see FBXExporter.cpp.
void Begin(Assimp::StreamWriterLE &s, bool binary, int indent);
void DumpProperties(Assimp::StreamWriterLE& s, bool binary, int indent);
void EndProperties(Assimp::StreamWriterLE &s, bool binary, int indent);
void EndProperties(
Assimp::StreamWriterLE &s, bool binary, int indent,
size_t num_properties
);
void BeginChildren(Assimp::StreamWriterLE &s, bool binary, int indent);
void DumpChildren(Assimp::StreamWriterLE& s, bool binary, int indent);
void End(
Assimp::StreamWriterLE &s, bool binary, int indent,
bool has_children
);
// convenience function to create a node with a single property,
// and write it to the stream.
template <typename T>
static void WritePropertyNode(
const std::string& name,
const T value,
Assimp::StreamWriterLE& s,
bool binary, int indent
) {
FBX::FBXExportProperty p(value);
FBX::Node node(name, std::move(p));
node.Dump(s, binary, indent);
}
// convenience function to create and write a property node,
// holding a single property which is an array of values.
// does not copy the data, so is efficient for large arrays.
static void WritePropertyNode(
const std::string& name,
const std::vector<double>& v,
Assimp::StreamWriterLE& s,
bool binary, int indent
);
// convenience function to create and write a property node,
// holding a single property which is an array of values.
// does not copy the data, so is efficient for large arrays.
static void WritePropertyNode(
const std::string& name,
const std::vector<int32_t>& v,
Assimp::StreamWriterLE& s,
bool binary, int indent
);
private: // internal functions used for writing
void DumpBinary(Assimp::StreamWriterLE &s);
void DumpAscii(Assimp::StreamWriterLE &s, int indent);
void DumpAscii(std::ostream &s, int indent);
void BeginBinary(Assimp::StreamWriterLE &s);
void DumpPropertiesBinary(Assimp::StreamWriterLE& s);
void EndPropertiesBinary(Assimp::StreamWriterLE &s);
void EndPropertiesBinary(Assimp::StreamWriterLE &s, size_t num_properties);
void DumpChildrenBinary(Assimp::StreamWriterLE& s);
void EndBinary(Assimp::StreamWriterLE &s, bool has_children);
void BeginAscii(std::ostream &s, int indent);
void DumpPropertiesAscii(std::ostream &s, int indent);
void BeginChildrenAscii(std::ostream &s, int indent);
void DumpChildrenAscii(std::ostream &s, int indent);
void EndAscii(std::ostream &s, int indent, bool has_children);
// static helper functions
static void WritePropertyNodeAscii(
const std::string& name,
const std::vector<double>& v,
Assimp::StreamWriterLE& s,
int indent
);
static void WritePropertyNodeAscii(
const std::string& name,
const std::vector<int32_t>& v,
Assimp::StreamWriterLE& s,
int indent
);
static void WritePropertyNodeBinary(
const std::string& name,
const std::vector<double>& v,
Assimp::StreamWriterLE& s
);
static void WritePropertyNodeBinary(
const std::string& name,
const std::vector<int32_t>& v,
Assimp::StreamWriterLE& s
);
private: // data used for binary dumps
size_t start_pos; // starting position in stream
size_t end_pos; // ending position in stream
size_t property_start; // starting position of property section
};
} // Namespace Assimp
#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
#endif // AI_FBXEXPORTNODE_H_INC

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_EXPORT
#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
#include "FBXExportProperty.h"
#include <assimp/StreamWriter.h> // StreamWriterLE
#include <assimp/Exceptional.h> // DeadlyExportError
#include <string>
#include <vector>
#include <ostream>
#include <locale>
#include <sstream> // ostringstream
namespace Assimp {
namespace FBX {
// constructors for single element properties
FBXExportProperty::FBXExportProperty(bool v)
: type('C')
, data(1, uint8_t(v)) {}
FBXExportProperty::FBXExportProperty(int16_t v)
: type('Y')
, data(2) {
uint8_t* d = data.data();
(reinterpret_cast<int16_t*>(d))[0] = v;
}
FBXExportProperty::FBXExportProperty(int32_t v)
: type('I')
, data(4) {
uint8_t* d = data.data();
(reinterpret_cast<int32_t*>(d))[0] = v;
}
FBXExportProperty::FBXExportProperty(float v)
: type('F')
, data(4) {
uint8_t* d = data.data();
(reinterpret_cast<float*>(d))[0] = v;
}
FBXExportProperty::FBXExportProperty(double v)
: type('D')
, data(8) {
uint8_t* d = data.data();
(reinterpret_cast<double*>(d))[0] = v;
}
FBXExportProperty::FBXExportProperty(int64_t v)
: type('L')
, data(8) {
uint8_t* d = data.data();
(reinterpret_cast<int64_t*>(d))[0] = v;
}
// constructors for array-type properties
FBXExportProperty::FBXExportProperty(const char* c, bool raw)
: FBXExportProperty(std::string(c), raw) {
// empty
}
// strings can either be saved as "raw" (R) data, or "string" (S) data
FBXExportProperty::FBXExportProperty(const std::string& s, bool raw)
: type(raw ? 'R' : 'S')
, data(s.size()) {
for (size_t i = 0; i < s.size(); ++i) {
data[i] = uint8_t(s[i]);
}
}
FBXExportProperty::FBXExportProperty(const std::vector<uint8_t>& r)
: type('R')
, data(r) {
// empty
}
FBXExportProperty::FBXExportProperty(const std::vector<int32_t>& va)
: type('i')
, data(4 * va.size() ) {
int32_t* d = reinterpret_cast<int32_t*>(data.data());
for (size_t i = 0; i < va.size(); ++i) {
d[i] = va[i];
}
}
FBXExportProperty::FBXExportProperty(const std::vector<int64_t>& va)
: type('l')
, data(8 * va.size()) {
int64_t* d = reinterpret_cast<int64_t*>(data.data());
for (size_t i = 0; i < va.size(); ++i) {
d[i] = va[i];
}
}
FBXExportProperty::FBXExportProperty(const std::vector<float>& va)
: type('f')
, data(4 * va.size()) {
float* d = reinterpret_cast<float*>(data.data());
for (size_t i = 0; i < va.size(); ++i) {
d[i] = va[i];
}
}
FBXExportProperty::FBXExportProperty(const std::vector<double>& va)
: type('d')
, data(8 * va.size()) {
double* d = reinterpret_cast<double*>(data.data());
for (size_t i = 0; i < va.size(); ++i) {
d[i] = va[i];
}
}
FBXExportProperty::FBXExportProperty(const aiMatrix4x4& vm)
: type('d')
, data(8 * 16) {
double* d = reinterpret_cast<double*>(data.data());
for (unsigned int c = 0; c < 4; ++c) {
for (unsigned int r = 0; r < 4; ++r) {
d[4 * c + r] = vm[r][c];
}
}
}
// public member functions
size_t FBXExportProperty::size() {
switch (type) {
case 'C':
case 'Y':
case 'I':
case 'F':
case 'D':
case 'L':
return data.size() + 1;
case 'S':
case 'R':
return data.size() + 5;
case 'i':
case 'd':
return data.size() + 13;
default:
throw DeadlyExportError("Requested size on property of unknown type");
}
}
void FBXExportProperty::DumpBinary(Assimp::StreamWriterLE& s) {
s.PutU1(type);
uint8_t* d = data.data();
size_t N;
switch (type) {
case 'C': s.PutU1(*(reinterpret_cast<uint8_t*>(d))); return;
case 'Y': s.PutI2(*(reinterpret_cast<int16_t*>(d))); return;
case 'I': s.PutI4(*(reinterpret_cast<int32_t*>(d))); return;
case 'F': s.PutF4(*(reinterpret_cast<float*>(d))); return;
case 'D': s.PutF8(*(reinterpret_cast<double*>(d))); return;
case 'L': s.PutI8(*(reinterpret_cast<int64_t*>(d))); return;
case 'S':
case 'R':
s.PutU4(uint32_t(data.size()));
for (size_t i = 0; i < data.size(); ++i) { s.PutU1(data[i]); }
return;
case 'i':
N = data.size() / 4;
s.PutU4(uint32_t(N)); // number of elements
s.PutU4(0); // no encoding (1 would be zip-compressed)
// TODO: compress if large?
s.PutU4(uint32_t(data.size())); // data size
for (size_t i = 0; i < N; ++i) {
s.PutI4((reinterpret_cast<int32_t*>(d))[i]);
}
return;
case 'l':
N = data.size() / 8;
s.PutU4(uint32_t(N)); // number of elements
s.PutU4(0); // no encoding (1 would be zip-compressed)
// TODO: compress if large?
s.PutU4(uint32_t(data.size())); // data size
for (size_t i = 0; i < N; ++i) {
s.PutI8((reinterpret_cast<int64_t*>(d))[i]);
}
return;
case 'f':
N = data.size() / 4;
s.PutU4(uint32_t(N)); // number of elements
s.PutU4(0); // no encoding (1 would be zip-compressed)
// TODO: compress if large?
s.PutU4(uint32_t(data.size())); // data size
for (size_t i = 0; i < N; ++i) {
s.PutF4((reinterpret_cast<float*>(d))[i]);
}
return;
case 'd':
N = data.size() / 8;
s.PutU4(uint32_t(N)); // number of elements
s.PutU4(0); // no encoding (1 would be zip-compressed)
// TODO: compress if large?
s.PutU4(uint32_t(data.size())); // data size
for (size_t i = 0; i < N; ++i) {
s.PutF8((reinterpret_cast<double*>(d))[i]);
}
return;
default:
std::ostringstream err;
err << "Tried to dump property with invalid type '";
err << type << "'!";
throw DeadlyExportError(err.str());
}
}
void FBXExportProperty::DumpAscii(Assimp::StreamWriterLE& outstream, int indent) {
std::ostringstream ss;
ss.imbue(std::locale::classic());
ss.precision(15); // this seems to match official FBX SDK exports
DumpAscii(ss, indent);
outstream.PutString(ss.str());
}
void FBXExportProperty::DumpAscii(std::ostream& s, int indent) {
// no writing type... or anything. just shove it into the stream.
uint8_t* d = data.data();
size_t N;
size_t swap = data.size();
size_t count = 0;
switch (type) {
case 'C':
if (*(reinterpret_cast<uint8_t*>(d))) { s << 'T'; }
else { s << 'F'; }
return;
case 'Y': s << *(reinterpret_cast<int16_t*>(d)); return;
case 'I': s << *(reinterpret_cast<int32_t*>(d)); return;
case 'F': s << *(reinterpret_cast<float*>(d)); return;
case 'D': s << *(reinterpret_cast<double*>(d)); return;
case 'L': s << *(reinterpret_cast<int64_t*>(d)); return;
case 'S':
// first search to see if it has "\x00\x01" in it -
// which separates fields which are reversed in the ascii version.
// yeah.
// FBX, yeah.
for (size_t i = 0; i < data.size(); ++i) {
if (data[i] == '\0') {
swap = i;
break;
}
}
// assimp issue #6112; fallthrough confirmed by @mesilliac
[[fallthrough]];
case 'R':
s << '"';
// we might as well check this now,
// probably it will never happen
for (size_t i = 0; i < data.size(); ++i) {
char c = data[i];
if (c == '"') {
throw runtime_error("can't handle quotes in property string");
}
}
// first write the SWAPPED member (if any)
for (size_t i = swap + 2; i < data.size(); ++i) {
char c = data[i];
s << c;
}
// then a separator
if (swap != data.size()) {
s << "::";
}
// then the initial member
for (size_t i = 0; i < swap; ++i) {
char c = data[i];
s << c;
}
s << '"';
return;
case 'i':
N = data.size() / 4; // number of elements
s << '*' << N << " {\n";
for (int i = 0; i < indent + 1; ++i) { s << '\t'; }
s << "a: ";
for (size_t i = 0; i < N; ++i) {
if (i > 0) { s << ','; }
if (count++ > 120) { s << '\n'; count = 0; }
s << (reinterpret_cast<int32_t*>(d))[i];
}
s << '\n';
for (int i = 0; i < indent; ++i) { s << '\t'; }
s << "} ";
return;
case 'l':
N = data.size() / 8;
s << '*' << N << " {\n";
for (int i = 0; i < indent + 1; ++i) { s << '\t'; }
s << "a: ";
for (size_t i = 0; i < N; ++i) {
if (i > 0) { s << ','; }
if (count++ > 120) { s << '\n'; count = 0; }
s << (reinterpret_cast<int64_t*>(d))[i];
}
s << '\n';
for (int i = 0; i < indent; ++i) { s << '\t'; }
s << "} ";
return;
case 'f':
N = data.size() / 4;
s << '*' << N << " {\n";
for (int i = 0; i < indent + 1; ++i) { s << '\t'; }
s << "a: ";
for (size_t i = 0; i < N; ++i) {
if (i > 0) { s << ','; }
if (count++ > 120) { s << '\n'; count = 0; }
s << (reinterpret_cast<float*>(d))[i];
}
s << '\n';
for (int i = 0; i < indent; ++i) { s << '\t'; }
s << "} ";
return;
case 'd':
N = data.size() / 8;
s << '*' << N << " {\n";
for (int i = 0; i < indent + 1; ++i) { s << '\t'; }
s << "a: ";
// set precision to something that can handle doubles
s.precision(15);
for (size_t i = 0; i < N; ++i) {
if (i > 0) { s << ','; }
if (count++ > 120) { s << '\n'; count = 0; }
s << (reinterpret_cast<double*>(d))[i];
}
s << '\n';
for (int i = 0; i < indent; ++i) { s << '\t'; }
s << "} ";
return;
default:
std::ostringstream err;
err << "Tried to dump property with invalid type '";
err << type << "'!";
throw runtime_error(err.str());
}
}
} // Namespace FBX
} // Namespace Assimp
#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
#endif // ASSIMP_BUILD_NO_EXPORT

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file FBXExportProperty.h
* Declares the FBX::Property helper class for fbx export.
*/
#ifndef AI_FBXEXPORTPROPERTY_H_INC
#define AI_FBXEXPORTPROPERTY_H_INC
#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
#include <assimp/types.h> // aiMatrix4x4
#include <assimp/StreamWriter.h> // StreamWriterLE
#include <string>
#include <vector>
#include <ostream>
#include <type_traits> // is_void
namespace Assimp {
namespace FBX {
/** @brief FBX::Property
*
* Holds a value of any of FBX's recognized types,
* each represented by a particular one-character code.
* C : 1-byte uint8, usually 0x00 or 0x01 to represent boolean false and true
* Y : 2-byte int16
* I : 4-byte int32
* F : 4-byte float
* D : 8-byte double
* L : 8-byte int64
* i : array of int32
* f : array of float
* d : array of double
* l : array of int64
* b : array of 1-byte booleans (0x00 or 0x01)
* S : string (array of 1-byte char)
* R : raw data (array of bytes)
*/
class FBXExportProperty {
public:
// constructors for basic types.
// all explicit to avoid accidental typecasting
explicit FBXExportProperty(bool v);
// TODO: determine if there is actually a byte type,
// or if this always means <bool>. 'C' seems to imply <char>,
// so possibly the above was intended to represent both.
explicit FBXExportProperty(int16_t v);
explicit FBXExportProperty(int32_t v);
explicit FBXExportProperty(float v);
explicit FBXExportProperty(double v);
explicit FBXExportProperty(int64_t v);
// strings can either be stored as 'R' (raw) or 'S' (string) type
explicit FBXExportProperty(const char* c, bool raw = false);
explicit FBXExportProperty(const std::string& s, bool raw = false);
explicit FBXExportProperty(const std::vector<uint8_t>& r);
explicit FBXExportProperty(const std::vector<int32_t>& va);
explicit FBXExportProperty(const std::vector<int64_t>& va);
explicit FBXExportProperty(const std::vector<double>& va);
explicit FBXExportProperty(const std::vector<float>& va);
explicit FBXExportProperty(const aiMatrix4x4& vm);
// this will catch any type not defined above,
// so that we don't accidentally convert something we don't want.
// for example (const char*) --> (bool)... seriously wtf C++
template <class T>
explicit FBXExportProperty(T v) : type('X') {
static_assert(std::is_void<T>::value, "TRIED TO CREATE FBX PROPERTY WITH UNSUPPORTED TYPE, CHECK YOUR PROPERTY INSTANTIATION");
} // note: no line wrap so it appears verbatim on the compiler error
// the size of this property node in a binary file, in bytes
size_t size();
// write this property node as binary data to the given stream
void DumpBinary(Assimp::StreamWriterLE& s);
void DumpAscii(Assimp::StreamWriterLE& s, int indent = 0);
void DumpAscii(std::ostream& s, int indent = 0);
// note: make sure the ostream is in classic "C" locale
private:
char type;
std::vector<uint8_t> data;
};
} // Namespace FBX
} // Namespace Assimp
#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
#endif // AI_FBXEXPORTPROPERTY_H_INC

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file FBXExporter.h
* Declares the exporter class to write a scene to an fbx file
*/
#ifndef AI_FBXEXPORTER_H_INC
#define AI_FBXEXPORTER_H_INC
#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
#include "FBXExportNode.h" // FBX::Node
#include "FBXCommon.h" // FBX::TransformInheritance
#include <assimp/types.h>
#include <assimp/StreamWriter.h> // StreamWriterLE
#include <assimp/Exceptional.h> // DeadlyExportError
#include <vector>
#include <map>
#include <unordered_set>
#include <memory> // shared_ptr
#include <sstream> // stringstream
struct aiScene;
struct aiNode;
struct aiLight;
namespace Assimp {
class IOSystem;
class IOStream;
class ExportProperties;
// ---------------------------------------------------------------------
/** Helper class to export a given scene to an FBX file. */
// ---------------------------------------------------------------------
class FBXExporter
{
public:
/// Constructor for a specific scene to export
FBXExporter(const aiScene* pScene, const ExportProperties* pProperties);
// call one of these methods to export
void ExportBinary(const char* pFile, IOSystem* pIOSystem);
void ExportAscii(const char* pFile, IOSystem* pIOSystem);
private:
bool binary; // whether current export is in binary or ascii format
const aiScene* mScene; // the scene to export
const ExportProperties* mProperties; // currently unused
std::shared_ptr<IOStream> outfile; // file to write to
std::vector<FBX::Node> connections; // connection storage
std::map<const aiNode*, int64_t> mesh_uids;
std::vector<int64_t> blendshape_uids;
std::vector<int64_t> material_uids;
std::map<const aiNode*,int64_t> node_uids;
std::map<std::string,int64_t> lights_uids;
// this crude unique-ID system is actually fine
int64_t last_uid = 999999;
int64_t generate_uid() { return ++last_uid; }
// binary files have a specific header and footer,
// in addition to the actual data
void WriteBinaryHeader();
void WriteBinaryFooter();
// ascii files have a comment at the top
void WriteAsciiHeader();
// WriteAllNodes does the actual export.
// It just calls all the Write<Section> methods below in order.
void WriteAllNodes();
// Methods to write individual sections.
// The order here matches the order inside an FBX file.
// Each method corresponds to a top-level FBX section,
// except WriteHeader which also includes some binary-only sections
// and WriteFooter which is binary data only.
void WriteHeaderExtension();
// WriteFileId(); // binary-only, included in WriteHeader
// WriteCreationTime(); // binary-only, included in WriteHeader
// WriteCreator(); // binary-only, included in WriteHeader
void WriteGlobalSettings();
void WriteDocuments();
void WriteReferences();
void WriteDefinitions();
void WriteObjects();
void WriteConnections();
// WriteTakes(); // deprecated since at least 2015 (fbx 7.4)
// helpers
void WriteAsciiSectionHeader(const std::string& title);
void WriteModelNodes(
Assimp::StreamWriterLE& s,
const aiNode* node,
int64_t parent_uid,
const std::unordered_set<const aiNode*>& limbnodes
);
void WriteModelNodes( // usually don't call this directly
StreamWriterLE& s,
const aiNode* node,
int64_t parent_uid,
const std::unordered_set<const aiNode*>& limbnodes,
std::vector<std::pair<std::string,aiVector3D>>& transform_chain
);
void WriteModelNode( // nor this
StreamWriterLE& s,
bool binary,
const aiNode* node,
int64_t node_uid,
const std::string& type,
const std::vector<std::pair<std::string,aiVector3D>>& xfm_chain,
FBX::TransformInheritance ti_type=FBX::TransformInheritance_RSrs
);
void WriteAnimationCurveNode(
StreamWriterLE &outstream,
int64_t uid,
const std::string &name, // "T", "R", or "S"
aiVector3D default_value,
const std::string &property_name, // "Lcl Translation" etc
int64_t animation_layer_uid,
int64_t node_uid);
void WriteAnimationCurve(
StreamWriterLE& outstream,
double default_value,
const std::vector<int64_t>& times,
const std::vector<float>& values,
int64_t curvenode_id,
const std::string& property_link // "d|X", "d|Y", etc
);
};
}
#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
#endif // AI_FBXEXPORTER_H_INC

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@@ -0,0 +1,167 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file FBXImportSettings.h
* @brief FBX importer runtime configuration
*/
#ifndef INCLUDED_AI_FBX_IMPORTSETTINGS_H
#define INCLUDED_AI_FBX_IMPORTSETTINGS_H
namespace Assimp {
namespace FBX {
/** FBX import settings, parts of which are publicly accessible via their corresponding AI_CONFIG constants */
struct ImportSettings {
ImportSettings() :
strictMode(true),
readAllLayers(true),
readAllMaterials(false),
readMaterials(true),
readTextures(true),
readCameras(true),
readLights(true),
readAnimations(true),
readWeights(true),
useSkeleton(false),
preservePivots(true),
optimizeEmptyAnimationCurves(true),
useLegacyEmbeddedTextureNaming(false),
removeEmptyBones(true),
convertToMeters(false) {
// empty
}
/** enable strict mode:
* - only accept fbx 2012, 2013 files
* - on the slightest error, give up.
*
* Basically, strict mode means that the fbx file will actually
* be validated. Strict mode is off by default. */
bool strictMode;
/** specifies whether all geometry layers are read and scanned for
* usable data channels. The FBX spec indicates that many readers
* will only read the first channel and that this is in some way
* the recommended way- in reality, however, it happens a lot that
* vertex data is spread among multiple layers. The default
* value for this option is true.*/
bool readAllLayers;
/** specifies whether all materials are read, or only those that
* are referenced by at least one mesh. Reading all materials
* may make FBX reading a lot slower since all objects
* need to be processed .
* This bit is ignored unless readMaterials=true*/
bool readAllMaterials;
/** import materials (true) or skip them and assign a default
* material. The default value is true.*/
bool readMaterials;
/** import embedded textures? Default value is true.*/
bool readTextures;
/** import cameras? Default value is true.*/
bool readCameras;
/** import light sources? Default value is true.*/
bool readLights;
/** import animations (i.e. animation curves, the node
* skeleton is always imported). Default value is true. */
bool readAnimations;
/** read bones (vertex weights and deform info).
* Default value is true. */
bool readWeights;
/** will convert all animation data into a skeleton (experimental)
* Default value is false.
*/
bool useSkeleton;
/** preserve transformation pivots and offsets. Since these can
* not directly be represented in assimp, additional dummy
* nodes will be generated. Note that settings this to false
* can make animation import a lot slower. The default value
* is true.
*
* The naming scheme for the generated nodes is:
* <OriginalName>_$AssimpFbx$_<TransformName>
*
* where <TransformName> is one of
* RotationPivot
* RotationOffset
* PreRotation
* PostRotation
* ScalingPivot
* ScalingOffset
* Translation
* Scaling
* Rotation
**/
bool preservePivots;
/** do not import animation curves that specify a constant
* values matching the corresponding node transformation.
* The default value is true. */
bool optimizeEmptyAnimationCurves;
/** use legacy naming for embedded textures eg: (*0, *1, *2)
*/
bool useLegacyEmbeddedTextureNaming;
/** Empty bones shall be removed
*/
bool removeEmptyBones;
/** Set to true to perform a conversion from cm to meter after the import
*/
bool convertToMeters;
// Set to true to ignore the axis configuration in the file
bool ignoreUpDirection = false;
};
} // namespace FBX
} // namespace Assimp
#endif

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