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Merge pull request #4 from assimp/master

Updating to the latest version from upstream
Tomas Mariancik 5 ani în urmă
părinte
comite
cb02e2fc65
100 a modificat fișierele cu 2050 adăugiri și 1588 ștergeri
  1. 1 1
      .travis.sh
  2. 3 0
      .travis.yml
  3. 58 50
      CMakeLists.txt
  4. 1 1
      LICENSE
  5. 1 1
      Readme.md
  6. 8 6
      appveyor.yml
  7. 1 1
      assimp-config-version.cmake.in
  8. 1 1
      code/3DS/3DSConverter.cpp
  9. 1 1
      code/3DS/3DSExporter.cpp
  10. 1 1
      code/3DS/3DSExporter.h
  11. 1 1
      code/3DS/3DSHelper.h
  12. 1 1
      code/3DS/3DSLoader.cpp
  13. 1 1
      code/3DS/3DSLoader.h
  14. 1 1
      code/3MF/3MFXmlTags.h
  15. 1 1
      code/3MF/D3MFExporter.cpp
  16. 1 1
      code/3MF/D3MFExporter.h
  17. 1 1
      code/3MF/D3MFImporter.cpp
  18. 1 1
      code/3MF/D3MFImporter.h
  19. 1 1
      code/3MF/D3MFOpcPackage.cpp
  20. 1 1
      code/3MF/D3MFOpcPackage.h
  21. 1 1
      code/AC/ACLoader.cpp
  22. 1 1
      code/AC/ACLoader.h
  23. 1 1
      code/AMF/AMFImporter.cpp
  24. 1 1
      code/AMF/AMFImporter.hpp
  25. 1 1
      code/AMF/AMFImporter_Geometry.cpp
  26. 1 1
      code/AMF/AMFImporter_Macro.hpp
  27. 1 1
      code/AMF/AMFImporter_Material.cpp
  28. 1 1
      code/AMF/AMFImporter_Node.hpp
  29. 1 1
      code/AMF/AMFImporter_Postprocess.cpp
  30. 1 1
      code/ASE/ASELoader.cpp
  31. 1 1
      code/ASE/ASELoader.h
  32. 1 1
      code/ASE/ASEParser.cpp
  33. 1 1
      code/ASE/ASEParser.h
  34. 10 787
      code/Assbin/AssbinExporter.cpp
  35. 1 1
      code/Assbin/AssbinExporter.h
  36. 858 0
      code/Assbin/AssbinFileWriter.cpp
  37. 66 0
      code/Assbin/AssbinFileWriter.h
  38. 2 2
      code/Assbin/AssbinLoader.cpp
  39. 1 1
      code/Assbin/AssbinLoader.h
  40. 5 5
      code/Assjson/cencode.c
  41. 8 595
      code/Assxml/AssxmlExporter.cpp
  42. 1 1
      code/Assxml/AssxmlExporter.h
  43. 664 0
      code/Assxml/AssxmlFileWriter.cpp
  44. 65 0
      code/Assxml/AssxmlFileWriter.h
  45. 1 1
      code/B3D/B3DImporter.cpp
  46. 1 1
      code/B3D/B3DImporter.h
  47. 1 1
      code/BVH/BVHLoader.cpp
  48. 1 1
      code/BVH/BVHLoader.h
  49. 1 1
      code/Blender/BlenderBMesh.cpp
  50. 1 1
      code/Blender/BlenderBMesh.h
  51. 1 1
      code/Blender/BlenderDNA.cpp
  52. 1 1
      code/Blender/BlenderDNA.h
  53. 1 1
      code/Blender/BlenderDNA.inl
  54. 1 1
      code/Blender/BlenderIntermediate.h
  55. 1 1
      code/Blender/BlenderLoader.cpp
  56. 1 1
      code/Blender/BlenderLoader.h
  57. 1 1
      code/Blender/BlenderModifier.cpp
  58. 1 1
      code/Blender/BlenderModifier.h
  59. 1 1
      code/Blender/BlenderScene.cpp
  60. 1 1
      code/Blender/BlenderScene.h
  61. 1 1
      code/Blender/BlenderSceneGen.h
  62. 1 1
      code/Blender/BlenderTessellator.cpp
  63. 1 1
      code/Blender/BlenderTessellator.h
  64. 1 1
      code/C4D/C4DImporter.cpp
  65. 1 1
      code/C4D/C4DImporter.h
  66. 1 1
      code/CApi/AssimpCExport.cpp
  67. 1 1
      code/CApi/CInterfaceIOWrapper.cpp
  68. 1 1
      code/CApi/CInterfaceIOWrapper.h
  69. 7 5
      code/CMakeLists.txt
  70. 2 2
      code/COB/COBLoader.cpp
  71. 1 1
      code/COB/COBLoader.h
  72. 1 1
      code/COB/COBScene.h
  73. 2 2
      code/CSM/CSMLoader.cpp
  74. 1 1
      code/CSM/CSMLoader.h
  75. 4 3
      code/Collada/ColladaExporter.cpp
  76. 1 1
      code/Collada/ColladaExporter.h
  77. 107 0
      code/Collada/ColladaHelper.cpp
  78. 33 7
      code/Collada/ColladaHelper.h
  79. 24 4
      code/Collada/ColladaLoader.cpp
  80. 1 1
      code/Collada/ColladaLoader.h
  81. 42 35
      code/Collada/ColladaParser.cpp
  82. 2 5
      code/Collada/ColladaParser.h
  83. 1 1
      code/Common/Assimp.cpp
  84. 1 1
      code/Common/BaseImporter.cpp
  85. 1 1
      code/Common/BaseProcess.cpp
  86. 1 1
      code/Common/BaseProcess.h
  87. 1 1
      code/Common/Bitmap.cpp
  88. 1 1
      code/Common/CreateAnimMesh.cpp
  89. 1 1
      code/Common/DefaultIOStream.cpp
  90. 1 1
      code/Common/DefaultIOSystem.cpp
  91. 1 1
      code/Common/DefaultLogger.cpp
  92. 1 1
      code/Common/DefaultProgressHandler.h
  93. 1 1
      code/Common/Exporter.cpp
  94. 1 1
      code/Common/FileLogStream.h
  95. 1 1
      code/Common/FileSystemFilter.h
  96. 1 1
      code/Common/Importer.cpp
  97. 1 1
      code/Common/Importer.h
  98. 1 1
      code/Common/ImporterRegistry.cpp
  99. 1 1
      code/Common/PolyTools.h
  100. 1 1
      code/Common/PostStepRegistry.cpp

+ 1 - 1
.travis.sh

@@ -1,7 +1,7 @@
 #---------------------------------------------------------------------------
 #---------------------------------------------------------------------------
 #Open Asset Import Library (assimp)
 #Open Asset Import Library (assimp)
 #---------------------------------------------------------------------------
 #---------------------------------------------------------------------------
-# Copyright (c) 2006-2017, assimp team
+# Copyright (c) 2006-2020, assimp team
 #
 #
 # License see LICENSE file
 # License see LICENSE file
 #
 #

+ 3 - 0
.travis.yml

@@ -30,6 +30,9 @@ env:
     - secure: "lZ7pHQvl5dpZWzBQAaIMf0wqrvtcZ4wiZKeIZjf83TEsflW8+z0uTpIuN30ZV6Glth/Sq1OhLnTP5+N57fZU/1ebA5twHdvP4bS5CIUUg71/CXQZNl36xeaqvxsG/xRrdpKOsPdjAOsQ9KPTQulsX43XDLS7CasMiLvYOpqKcPc="
     - secure: "lZ7pHQvl5dpZWzBQAaIMf0wqrvtcZ4wiZKeIZjf83TEsflW8+z0uTpIuN30ZV6Glth/Sq1OhLnTP5+N57fZU/1ebA5twHdvP4bS5CIUUg71/CXQZNl36xeaqvxsG/xRrdpKOsPdjAOsQ9KPTQulsX43XDLS7CasMiLvYOpqKcPc="
     - PV=r8e PLATF=linux-x86_64 NDK_HOME=${TRAVIS_BUILD_DIR}/android-ndk-${PV} PATH=${PATH}:${NDK_HOME}
     - PV=r8e PLATF=linux-x86_64 NDK_HOME=${TRAVIS_BUILD_DIR}/android-ndk-${PV} PATH=${PATH}:${NDK_HOME}
 
 
+git:
+  depth: 1
+
 matrix:
 matrix:
   include:
   include:
     - os: linux
     - os: linux

+ 58 - 50
CMakeLists.txt

@@ -1,6 +1,6 @@
 # Open Asset Import Library (assimp)
 # Open Asset Import Library (assimp)
 # ----------------------------------------------------------------------
 # ----------------------------------------------------------------------
-# Copyright (c) 2006-2019, assimp team
+# Copyright (c) 2006-2020, assimp team
 #
 #
 # All rights reserved.
 # All rights reserved.
 #
 #
@@ -51,7 +51,7 @@ IF(HUNTER_ENABLED)
   add_definitions(-DASSIMP_USE_HUNTER)
   add_definitions(-DASSIMP_USE_HUNTER)
 ENDIF(HUNTER_ENABLED)
 ENDIF(HUNTER_ENABLED)
 
 
-PROJECT( Assimp VERSION 5.0.0 )
+PROJECT( Assimp VERSION 5.0.1 )
 
 
 # All supported options ###############################################
 # All supported options ###############################################
 
 
@@ -100,6 +100,10 @@ OPTION ( ASSIMP_COVERALLS
   "Enable this to measure test coverage."
   "Enable this to measure test coverage."
   OFF
   OFF
 )
 )
+OPTION( ASSIMP_INSTALL
+  "DIsable this if you want to use assimp as a submodule."
+  ON
+)
 OPTION ( ASSIMP_ERROR_MAX
 OPTION ( ASSIMP_ERROR_MAX
   "Enable all warnings."
   "Enable all warnings."
   OFF
   OFF
@@ -601,55 +605,59 @@ ENDIF ( ASSIMP_BUILD_TESTS )
 
 
 # Generate a pkg-config .pc for the Assimp library.
 # Generate a pkg-config .pc for the Assimp library.
 CONFIGURE_FILE( "${PROJECT_SOURCE_DIR}/assimp.pc.in" "${PROJECT_BINARY_DIR}/assimp.pc" @ONLY )
 CONFIGURE_FILE( "${PROJECT_SOURCE_DIR}/assimp.pc.in" "${PROJECT_BINARY_DIR}/assimp.pc" @ONLY )
-INSTALL( FILES "${PROJECT_BINARY_DIR}/assimp.pc" DESTINATION ${ASSIMP_LIB_INSTALL_DIR}/pkgconfig/ COMPONENT ${LIBASSIMP-DEV_COMPONENT})
-
-IF(CMAKE_CPACK_COMMAND AND UNIX AND ASSIMP_OPT_BUILD_PACKAGES)
-  # Packing information
-  SET(CPACK_PACKAGE_NAME                    "assimp{ASSIMP_VERSION_MAJOR}.{ASSIMP_VERSION_MINOR}")
-  SET(CPACK_PACKAGE_CONTACT "" CACHE STRING "Package maintainer and PGP signer.")
-  SET(CPACK_PACKAGE_VENDOR                  "https://github.com/assimp")
-  SET(CPACK_PACKAGE_DISPLAY_NAME            "Assimp ${ASSIMP_VERSION}")
-  SET(CPACK_PACKAGE_DESCRIPTION_SUMMARY     " - Open Asset Import Library ${ASSIMP_VERSION}")
-  SET(CPACK_PACKAGE_VERSION                 "${ASSIMP_VERSION}.${ASSIMP_PACKAGE_VERSION}" )
-  SET(CPACK_PACKAGE_VERSION_MAJOR           "${ASSIMP_VERSION_MAJOR}")
-  SET(CPACK_PACKAGE_VERSION_MINOR           "${ASSIMP_VERSION_MINOR}")
-  SET(CPACK_PACKAGE_VERSION_PATCH           "${ASSIMP_VERSION_PATCH}")
-  SET(CPACK_PACKAGE_INSTALL_DIRECTORY       "assimp${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}")
-  SET(CPACK_RESOURCE_FILE_LICENSE           "${CMAKE_CURRENT_SOURCE_DIR}/LICENSE")
-
-  STRING(TOUPPER ${LIBASSIMP_COMPONENT}     "LIBASSIMP_COMPONENT_UPPER")
-  STRING(TOUPPER ${LIBASSIMP-DEV_COMPONENT} "LIBASSIMP-DEV_COMPONENT_UPPER")
-
-  SET(CPACK_COMPONENT_ASSIMP-BIN_DISPLAY_NAME                       "tools")
-  SET(CPACK_COMPONENT_ASSIMP-BIN_DEPENDS                            "${LIBASSIMP_COMPONENT}" )
-  SET(CPACK_COMPONENT_${LIBASSIMP_COMPONENT_UPPER}_DISPLAY_NAME     "libraries")
-  SET(CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT_UPPER}_DISPLAY_NAME "common headers and installs")
-  SET(CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT_UPPER}_DEPENDS $    "{LIBASSIMP_COMPONENT}" )
-  SET(CPACK_COMPONENT_ASSIMP-DEV_DISPLAY_NAME                       "${CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT}_DISPLAY_NAME}" )
-  SET(CPACK_COMPONENT_ASSIMP-DEV_DEPENDS                            "${LIBASSIMP-DEV_COMPONENT}" )
-  SET(CPACK_DEBIAN_BUILD_DEPENDS debhelper cmake zlib1g-dev pkg-config)
-
-  # debian
-  SET(CPACK_DEBIAN_PACKAGE_PRIORITY "optional")
-  SET(CPACK_DEBIAN_CMAKE_OPTIONS    "-DBUILD_ASSIMP_SAMPLES:BOOL=${ASSIMP_BUILD_SAMPLES}")
-  SET(CPACK_DEBIAN_PACKAGE_SECTION  "libs" )
-  SET(CPACK_DEBIAN_PACKAGE_DEPENDS  "${CPACK_COMPONENTS_ALL}")
-  SET(CPACK_DEBIAN_PACKAGE_SUGGESTS)
-  set(cPACK_DEBIAN_PACKAGE_NAME     "assimp")
-  SET(CPACK_DEBIAN_PACKAGE_REMOVE_SOURCE_FILES contrib/gtest contrib/zlib workspaces test doc obj samples packaging)
-  SET(CPACK_DEBIAN_PACKAGE_SOURCE_COPY svn export --force)
-  SET(CPACK_DEBIAN_CHANGELOG)
-  execute_process(COMMAND lsb_release -is
-    OUTPUT_VARIABLE _lsb_distribution OUTPUT_STRIP_TRAILING_WHITESPACE
-    RESULT_VARIABLE _lsb_release_failed)
-  SET(CPACK_DEBIAN_DISTRIBUTION_NAME ${_lsb_distribution} CACHE STRING "Name of the distrubiton")
-  STRING(TOLOWER ${CPACK_DEBIAN_DISTRIBUTION_NAME} CPACK_DEBIAN_DISTRIBUTION_NAME)
-  IF( ${CPACK_DEBIAN_DISTRIBUTION_NAME} STREQUAL "ubuntu" )
-    SET(CPACK_DEBIAN_DISTRIBUTION_RELEASES lucid maverick natty oneiric precise CACHE STRING "Release code-names of the distrubiton release")
+IF ( ASSIMP_INSTALL )
+  INSTALL( FILES "${PROJECT_BINARY_DIR}/assimp.pc" DESTINATION ${ASSIMP_LIB_INSTALL_DIR}/pkgconfig/ COMPONENT ${LIBASSIMP-DEV_COMPONENT})
+ENDIF( ASSIMP_INSTALL )
+
+IF ( ASSIMP_INSTALL )
+  IF(CMAKE_CPACK_COMMAND AND UNIX AND ASSIMP_OPT_BUILD_PACKAGES)
+    # Packing information
+    SET(CPACK_PACKAGE_NAME                    "assimp{ASSIMP_VERSION_MAJOR}.{ASSIMP_VERSION_MINOR}")
+    SET(CPACK_PACKAGE_CONTACT "" CACHE STRING "Package maintainer and PGP signer.")
+    SET(CPACK_PACKAGE_VENDOR                  "https://github.com/assimp")
+    SET(CPACK_PACKAGE_DISPLAY_NAME            "Assimp ${ASSIMP_VERSION}")
+    SET(CPACK_PACKAGE_DESCRIPTION_SUMMARY     " - Open Asset Import Library ${ASSIMP_VERSION}")
+    SET(CPACK_PACKAGE_VERSION                 "${ASSIMP_VERSION}.${ASSIMP_PACKAGE_VERSION}" )
+    SET(CPACK_PACKAGE_VERSION_MAJOR           "${ASSIMP_VERSION_MAJOR}")
+    SET(CPACK_PACKAGE_VERSION_MINOR           "${ASSIMP_VERSION_MINOR}")
+    SET(CPACK_PACKAGE_VERSION_PATCH           "${ASSIMP_VERSION_PATCH}")
+    SET(CPACK_PACKAGE_INSTALL_DIRECTORY       "assimp${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}")
+    SET(CPACK_RESOURCE_FILE_LICENSE           "${CMAKE_CURRENT_SOURCE_DIR}/LICENSE")
+
+    STRING(TOUPPER ${LIBASSIMP_COMPONENT}     "LIBASSIMP_COMPONENT_UPPER")
+    STRING(TOUPPER ${LIBASSIMP-DEV_COMPONENT} "LIBASSIMP-DEV_COMPONENT_UPPER")
+
+    SET(CPACK_COMPONENT_ASSIMP-BIN_DISPLAY_NAME                       "tools")
+    SET(CPACK_COMPONENT_ASSIMP-BIN_DEPENDS                            "${LIBASSIMP_COMPONENT}" )
+    SET(CPACK_COMPONENT_${LIBASSIMP_COMPONENT_UPPER}_DISPLAY_NAME     "libraries")
+    SET(CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT_UPPER}_DISPLAY_NAME "common headers and installs")
+    SET(CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT_UPPER}_DEPENDS $    "{LIBASSIMP_COMPONENT}" )
+    SET(CPACK_COMPONENT_ASSIMP-DEV_DISPLAY_NAME                       "${CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT}_DISPLAY_NAME}" )
+    SET(CPACK_COMPONENT_ASSIMP-DEV_DEPENDS                            "${LIBASSIMP-DEV_COMPONENT}" )
+    SET(CPACK_DEBIAN_BUILD_DEPENDS debhelper cmake zlib1g-dev pkg-config)
+
+    # debian
+    SET(CPACK_DEBIAN_PACKAGE_PRIORITY "optional")
+    SET(CPACK_DEBIAN_CMAKE_OPTIONS    "-DBUILD_ASSIMP_SAMPLES:BOOL=${ASSIMP_BUILD_SAMPLES}")
+    SET(CPACK_DEBIAN_PACKAGE_SECTION  "libs" )
+    SET(CPACK_DEBIAN_PACKAGE_DEPENDS  "${CPACK_COMPONENTS_ALL}")
+    SET(CPACK_DEBIAN_PACKAGE_SUGGESTS)
+    SET(cPACK_DEBIAN_PACKAGE_NAME     "assimp")
+    SET(CPACK_DEBIAN_PACKAGE_REMOVE_SOURCE_FILES contrib/gtest contrib/zlib workspaces test doc obj samples packaging)
+    SET(CPACK_DEBIAN_PACKAGE_SOURCE_COPY svn export --force)
+    SET(CPACK_DEBIAN_CHANGELOG)
+    execute_process(COMMAND lsb_release -is
+      OUTPUT_VARIABLE _lsb_distribution OUTPUT_STRIP_TRAILING_WHITESPACE
+      RESULT_VARIABLE _lsb_release_failed)
+    SET(CPACK_DEBIAN_DISTRIBUTION_NAME ${_lsb_distribution} CACHE STRING "Name of the distrubiton")
+    STRING(TOLOWER ${CPACK_DEBIAN_DISTRIBUTION_NAME} CPACK_DEBIAN_DISTRIBUTION_NAME)
+    IF( ${CPACK_DEBIAN_DISTRIBUTION_NAME} STREQUAL "ubuntu" )
+      SET(CPACK_DEBIAN_DISTRIBUTION_RELEASES lucid maverick natty oneiric precise CACHE STRING "Release code-names of the distrubiton release")
+    ENDIF()
+    SET(DPUT_HOST "" CACHE STRING "PPA repository to upload the debian sources")
+    INCLUDE(CPack)
+    INCLUDE(DebSourcePPA)
   ENDIF()
   ENDIF()
-  SET(DPUT_HOST "" CACHE STRING "PPA repository to upload the debian sources")
-  INCLUDE(CPack)
-  INCLUDE(DebSourcePPA)
 ENDIF()
 ENDIF()
 
 
 if(WIN32)
 if(WIN32)

+ 1 - 1
LICENSE

@@ -1,6 +1,6 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 
 
-Copyright (c) 2006-2016, assimp team
+Copyright (c) 2006-2020, assimp team
 All rights reserved.
 All rights reserved.
 
 
 Redistribution and use of this software in source and binary forms,
 Redistribution and use of this software in source and binary forms,

+ 1 - 1
Readme.md

@@ -131,7 +131,7 @@ Take a look into the https://github.com/assimp/assimp/blob/master/Build.md file.
 ### Ports ###
 ### Ports ###
 * [Android](port/AndroidJNI/README.md)
 * [Android](port/AndroidJNI/README.md)
 * [Python](port/PyAssimp/README.md)
 * [Python](port/PyAssimp/README.md)
-* [.NET](https://github.com/kebby/assimp-net)
+* [.NET](https://github.com/assimp/assimp-net)
 * [Pascal](port/AssimpPascal/Readme.md)
 * [Pascal](port/AssimpPascal/Readme.md)
 * [Javascript (Alpha)](https://github.com/makc/assimp2json)
 * [Javascript (Alpha)](https://github.com/makc/assimp2json)
 * [Unity 3d Plugin](https://www.assetstore.unity3d.com/en/#!/content/91777)
 * [Unity 3d Plugin](https://www.assetstore.unity3d.com/en/#!/content/91777)

+ 8 - 6
appveyor.yml

@@ -4,6 +4,8 @@
 # clone directory
 # clone directory
 clone_folder: c:\projects\assimp
 clone_folder: c:\projects\assimp
 
 
+clone_depth: 1
+
 # branches to build
 # branches to build
 branches:
 branches:
   # whitelist
   # whitelist
@@ -15,10 +17,10 @@ matrix:
     
     
 image:
 image:
   - Visual Studio 2013
   - Visual Studio 2013
-  - Visual Studio 2015
-  - Visual Studio 2017
+  #- Visual Studio 2015
+  #- Visual Studio 2017
   - Visual Studio 2019
   - Visual Studio 2019
-  - MinGW  
+  #- MinGW  
     
     
 platform:
 platform:
   - Win32
   - Win32
@@ -52,11 +54,11 @@ cache:
   - bin\.mtime_cache
   - bin\.mtime_cache
   
   
 before_build:
 before_build:
+  - echo NUMBER_OF_PROCESSORS=%NUMBER_OF_PROCESSORS%
   - ruby scripts\AppVeyor\mtime_cache -g scripts\AppVeyor\cacheglobs.txt -c bin\.mtime_cache\cache.json
   - ruby scripts\AppVeyor\mtime_cache -g scripts\AppVeyor\cacheglobs.txt -c bin\.mtime_cache\cache.json
   
   
-build:
-  parallel: true
-  project: Assimp.sln
+build_script:
+  cmake --build . --config Release -- /maxcpucount:2
   
   
 after_build:
 after_build:
   - if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2017" (
   - if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2017" (

+ 1 - 1
assimp-config-version.cmake.in

@@ -1,6 +1,6 @@
 # Open Asset Import Library (assimp)
 # Open Asset Import Library (assimp)
 # ----------------------------------------------------------------------
 # ----------------------------------------------------------------------
-# Copyright (c) 2006-2017, assimp team
+# Copyright (c) 2006-2020, assimp team
 # All rights reserved.
 # All rights reserved.
 #
 #
 # Redistribution and use of this software in source and binary forms,
 # Redistribution and use of this software in source and binary forms,

+ 1 - 1
code/3DS/3DSConverter.cpp

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 
 

+ 1 - 1
code/3DS/3DSExporter.cpp

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 1 - 1
code/3DS/3DSExporter.h

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 1 - 1
code/3DS/3DSHelper.h

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 1 - 1
code/3DS/3DSLoader.cpp

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 
 

+ 1 - 1
code/3DS/3DSLoader.h

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 1 - 1
code/3MF/3MFXmlTags.h

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 1 - 1
code/3MF/D3MFExporter.cpp

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 1 - 1
code/3MF/D3MFExporter.h

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 1 - 1
code/3MF/D3MFImporter.cpp

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 1 - 1
code/3MF/D3MFImporter.h

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 1 - 1
code/3MF/D3MFOpcPackage.cpp

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 1 - 1
code/3MF/D3MFOpcPackage.h

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 1 - 1
code/AC/ACLoader.cpp

@@ -4,7 +4,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 
 

+ 1 - 1
code/AC/ACLoader.h

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 1 - 1
code/AMF/AMFImporter.cpp

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 
 

+ 1 - 1
code/AMF/AMFImporter.hpp

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 
 

+ 1 - 1
code/AMF/AMFImporter_Geometry.cpp

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 
 

+ 1 - 1
code/AMF/AMFImporter_Macro.hpp

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 
 

+ 1 - 1
code/AMF/AMFImporter_Material.cpp

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 
 

+ 1 - 1
code/AMF/AMFImporter_Node.hpp

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 
 

+ 1 - 1
code/AMF/AMFImporter_Postprocess.cpp

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 
 

+ 1 - 1
code/ASE/ASELoader.cpp

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 
 

+ 1 - 1
code/ASE/ASELoader.h

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 All rights reserved.
 All rights reserved.
 
 

+ 1 - 1
code/ASE/ASEParser.cpp

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 
 

+ 1 - 1
code/ASE/ASEParser.h

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 10 - 787
code/Assbin/AssbinExporter.cpp

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.
@@ -46,799 +46,22 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #ifndef ASSIMP_BUILD_NO_EXPORT
 #ifndef ASSIMP_BUILD_NO_EXPORT
 #ifndef ASSIMP_BUILD_NO_ASSBIN_EXPORTER
 #ifndef ASSIMP_BUILD_NO_ASSBIN_EXPORTER
 
 
-#include "Common/assbin_chunks.h"
-#include "PostProcessing/ProcessHelper.h"
+#include "AssbinFileWriter.h"
 
 
-#include <assimp/version.h>
-#include <assimp/IOStream.hpp>
+#include <assimp/scene.h>
 #include <assimp/IOSystem.hpp>
 #include <assimp/IOSystem.hpp>
 #include <assimp/Exporter.hpp>
 #include <assimp/Exporter.hpp>
-#include <assimp/Exceptional.h>
-
-#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
-#   include <zlib.h>
-#else
-#   include "../contrib/zlib/zlib.h"
-#endif
-
-#include <time.h>
 
 
 namespace Assimp {
 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<float>(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<float>(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<float>(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<float>(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 16;
-}
-
-// -----------------------------------------------------------------------------------
-// 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);
-}
-
-// -----------------------------------------------------------------------------------
-// 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<float>(stream,m[i][i2]);
-        }
-    }
-
-    return 64;
-}
-
-// -----------------------------------------------------------------------------------
-// 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(NULL), magic(magic), container(container), cur_size(0), cursor(0), initial(initial)
-    {
-    }
-
-    virtual ~AssbinChunkWriter()
-    {
-        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; }
-
-    // -------------------------------------------------------------------
-    virtual size_t Read(void* /*pvBuffer*/, size_t /*pSize*/, size_t /*pCount*/) {
-        return 0;
-    }
-    virtual aiReturn Seek(size_t /*pOffset*/, aiOrigin /*pOrigin*/) {
-        return aiReturn_FAILURE;
-    }
-    virtual size_t Tell() const {
-        return cursor;
-    }
-    virtual void Flush() {
-        // not implemented
-    }
-
-    virtual size_t FileSize() const {
-        return cursor;
-    }
-
-    // -------------------------------------------------------------------
-    virtual size_t Write(const void* pvBuffer, size_t pSize, size_t pCount) {
-        pSize *= pCount;
-        if (cursor + pSize > cur_size) {
-            Grow(cursor + pSize);
-        }
-
-        memcpy(buffer+cursor, pvBuffer, pSize);
-        cursor += pSize;
-
-        return pCount;
-    }
-
-};
-
-// ----------------------------------------------------------------------------------
-/** @class  AssbinExport
- *  @brief  Assbin exporter class
- *
- *  This class performs the .assbin exporting, and is responsible for the file layout.
- */
-class AssbinExport
-{
-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 != NULL ? 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, 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);
-        chunk.Write( tex->achFormatHint, sizeof(char), 4 );
-
-        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,f.mNumIndices);
-
-                for (unsigned int a = 0; a < f.mNumIndices;++a) {
-                    if (mesh->mNumVertices < (1u<<16)) {
-                        Write<uint16_t>(&chunk,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);
-
-        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:
-    AssbinExport()
-        : shortened(false), compressed(false) // temporary settings until properties are introduced for exporters
-    {
-    }
-
-    // -----------------------------------------------------------------------------------
-    // Write a binary model dump
-    void WriteBinaryDump(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene)
-    {
-        IOStream * out = pIOSystem->Open( pFile, "wb" );
-        if (!out) return;
-
-        time_t tt = time(NULL);
-#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];
-        strncpy(buff,pFile,256);
-        out->Write(buff,sizeof(char),256);
-
-        char cmd[] = "\0";
-        strncpy(buff,cmd,128);
-        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( NULL, 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;
-                pIOSystem->Close(out);
-                throw DeadlyExportError("Compression failed.");
-            }
-
-            out->Write( &uncompressedSize, sizeof(uint32_t), 1 );
-            out->Write( compressedBuffer, sizeof(char), compressedSize );
-
-            delete[] compressedBuffer;
-        }
-        else
-        {
-            WriteBinaryScene( out, pScene );
-        }
-
-        pIOSystem->Close( out );
-    }
-};
-
 void ExportSceneAssbin(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/) {
 void ExportSceneAssbin(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/) {
-    AssbinExport exporter;
-    exporter.WriteBinaryDump( pFile, pIOSystem, pScene );
+    DumpSceneToAssbin(
+        pFile,
+        "\0", // no command(s).
+        pIOSystem,
+        pScene,
+        false, // shortened?
+        false); // compressed?
 }
 }
 } // end of namespace Assimp
 } // end of namespace Assimp
 
 

+ 1 - 1
code/Assbin/AssbinExporter.h

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 858 - 0
code/Assbin/AssbinFileWriter.cpp

@@ -0,0 +1,858 @@
+/*
+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  AssbinFileWriter.cpp
+ *  @brief Implementation of Assbin file writer.
+ */
+
+#include "AssbinFileWriter.h"
+
+#include "Common/assbin_chunks.h"
+#include "PostProcessing/ProcessHelper.h"
+
+#include <assimp/version.h>
+#include <assimp/IOStream.hpp>
+#include <assimp/Exporter.hpp>
+#include <assimp/Exceptional.h>
+
+#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
+#   include <zlib.h>
+#else
+#   include "../contrib/zlib/zlib.h"
+#endif
+
+#include <time.h>
+
+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<float>(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<float>(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<float>(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<float>(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 16;
+}
+
+// -----------------------------------------------------------------------------------
+// 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);
+}
+
+// -----------------------------------------------------------------------------------
+// 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<float>(stream,m[i][i2]);
+        }
+    }
+
+    return 64;
+}
+
+// -----------------------------------------------------------------------------------
+// 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(NULL), magic(magic), container(container), cur_size(0), cursor(0), initial(initial)
+    {
+    }
+
+    virtual ~AssbinChunkWriter()
+    {
+        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; }
+
+    // -------------------------------------------------------------------
+    virtual size_t Read(void* /*pvBuffer*/, size_t /*pSize*/, size_t /*pCount*/) {
+        return 0;
+    }
+    virtual aiReturn Seek(size_t /*pOffset*/, aiOrigin /*pOrigin*/) {
+        return aiReturn_FAILURE;
+    }
+    virtual size_t Tell() const {
+        return cursor;
+    }
+    virtual void Flush() {
+        // not implemented
+    }
+
+    virtual size_t FileSize() const {
+        return cursor;
+    }
+
+    // -------------------------------------------------------------------
+    virtual size_t Write(const void* pvBuffer, size_t pSize, size_t pCount) {
+        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 != NULL ? 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, 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,f.mNumIndices);
+
+                for (unsigned int a = 0; a < f.mNumIndices;++a) {
+                    if (mesh->mNumVertices < (1u<<16)) {
+                        Write<uint16_t>(&chunk,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);
+
+        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(NULL);
+#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(NULL, 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);
+}
+
+} // end of namespace Assimp

+ 66 - 0
code/Assbin/AssbinFileWriter.h

@@ -0,0 +1,66 @@
+/*
+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 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

+ 2 - 2
code/Assbin/AssbinLoader.cpp

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 
 
@@ -535,7 +535,7 @@ void AssbinImporter::ReadBinaryTexture(IOStream * stream, aiTexture* tex) {
 
 
     tex->mWidth = Read<unsigned int>(stream);
     tex->mWidth = Read<unsigned int>(stream);
     tex->mHeight = Read<unsigned int>(stream);
     tex->mHeight = Read<unsigned int>(stream);
-    stream->Read( tex->achFormatHint, sizeof(char), 4 );
+    stream->Read( tex->achFormatHint, sizeof(char), HINTMAXTEXTURELEN - 1 );
 
 
     if(!shortened) {
     if(!shortened) {
         if (!tex->mHeight) {
         if (!tex->mHeight) {

+ 1 - 1
code/Assbin/AssbinLoader.h

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 5 - 5
code/Assjson/cencode.c

@@ -42,7 +42,7 @@ int base64_encode_block(const char* plaintext_in, int length_in, char* code_out,
 			{
 			{
 				state_in->result = result;
 				state_in->result = result;
 				state_in->step = step_A;
 				state_in->step = step_A;
-				return codechar - code_out;
+				return (int)(codechar - code_out);
 			}
 			}
 			fragment = *plainchar++;
 			fragment = *plainchar++;
 			result = (fragment & 0x0fc) >> 2;
 			result = (fragment & 0x0fc) >> 2;
@@ -53,7 +53,7 @@ int base64_encode_block(const char* plaintext_in, int length_in, char* code_out,
 			{
 			{
 				state_in->result = result;
 				state_in->result = result;
 				state_in->step = step_B;
 				state_in->step = step_B;
-				return codechar - code_out;
+				return (int)(codechar - code_out);
 			}
 			}
 			fragment = *plainchar++;
 			fragment = *plainchar++;
 			result |= (fragment & 0x0f0) >> 4;
 			result |= (fragment & 0x0f0) >> 4;
@@ -64,7 +64,7 @@ int base64_encode_block(const char* plaintext_in, int length_in, char* code_out,
 			{
 			{
 				state_in->result = result;
 				state_in->result = result;
 				state_in->step = step_C;
 				state_in->step = step_C;
-				return codechar - code_out;
+				return (int)(codechar - code_out);
 			}
 			}
 			fragment = *plainchar++;
 			fragment = *plainchar++;
 			result |= (fragment & 0x0c0) >> 6;
 			result |= (fragment & 0x0c0) >> 6;
@@ -81,7 +81,7 @@ int base64_encode_block(const char* plaintext_in, int length_in, char* code_out,
 		}
 		}
 	}
 	}
 	/* control should not reach here */
 	/* control should not reach here */
-	return codechar - code_out;
+	return (int)(codechar - code_out);
 }
 }
 
 
 int base64_encode_blockend(char* code_out, base64_encodestate* state_in)
 int base64_encode_blockend(char* code_out, base64_encodestate* state_in)
@@ -104,6 +104,6 @@ int base64_encode_blockend(char* code_out, base64_encodestate* state_in)
 	}
 	}
 	*codechar++ = '\n';
 	*codechar++ = '\n';
 	
 	
-	return codechar - code_out;
+	return (int)(codechar - code_out);
 }
 }
 
 

+ 8 - 595
code/Assxml/AssxmlExporter.cpp

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.
@@ -46,607 +46,20 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #ifndef ASSIMP_BUILD_NO_EXPORT
 #ifndef ASSIMP_BUILD_NO_EXPORT
 #ifndef ASSIMP_BUILD_NO_ASSXML_EXPORTER
 #ifndef ASSIMP_BUILD_NO_ASSXML_EXPORTER
 
 
-#include "PostProcessing/ProcessHelper.h"
-
-#include <assimp/version.h>
-#include <assimp/IOStream.hpp>
+#include "AssxmlFileWriter.h"
 #include <assimp/IOSystem.hpp>
 #include <assimp/IOSystem.hpp>
 #include <assimp/Exporter.hpp>
 #include <assimp/Exporter.hpp>
 
 
-#include <stdarg.h>
-
-#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
-#   include <zlib.h>
-#else
-#   include <contrib/zlib/zlib.h>
-#endif
-
-#include <time.h>
-#include <stdio.h>
-
-using namespace Assimp;
-
 namespace Assimp    {
 namespace Assimp    {
 
 
-namespace AssxmlExport  {
-
-// -----------------------------------------------------------------------------------
-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=\"%i\">\n%s\t",
-            prefix,node->mNumMeshes,prefix);
-
-        for (unsigned int i = 0; i < node->mNumMeshes;++i) {
-            ioprintf(io,"%i ",node->mMeshes[i]);
-        }
-        ioprintf(io,"\n%s\t</MeshRefs>\n",prefix);
-    }
-
-    if (node->mNumChildren) {
-        ioprintf(io,"%s\t<NodeList num=\"%i\">\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 chuncks 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 aiScene* scene, IOStream* io, bool shortened) {
-    time_t tt = ::time( NULL );
-#if _WIN32
-    tm* p = gmtime(&tt);
-#else
-    struct tm now;
-    tm* p = gmtime_r(&tt, &now);
-#endif
-    ai_assert(nullptr != p);
-
-    // 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: %i.%i.%i\n"
-        "  %s\n"
-        "-->"
-        " \n\n"
-        "<Scene flags=\"%d\" postprocessing=\"%i\">\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, curtime, scene->mFlags, 0 );
-
-    // 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=\"%i\">\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=\"%i\" height=\"%i\" compressed=\"%s\"> \n",
-                (compressed ? -1 : tex->mWidth),(compressed ? -1 : tex->mHeight),
-                (compressed ? "true" : "false"));
-
-            if (compressed) {
-                ioprintf(io,"\t\t<Data length=\"%i\"> \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=\"%i\"> \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=\"%i\">\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=\"%i\">\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=\"%i\"",
-                    prop->mKey.data, sz,
-                    ::TextureTypeToString((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 p = 0; p < prop->mDataLength/sizeof(float);++p) {
-                        ioprintf(io,"%f ",*((float*)(prop->mData+p*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 p = 0; p < prop->mDataLength/sizeof(int);++p) {
-                        ioprintf(io,"%i ",*((int*)(prop->mData+p*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 p = 0; p < prop->mDataLength;++p) {
-                        ioprintf(io,"%2x ",prop->mData[p]);
-                        if (p && 0 == p%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=\"%i\">\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=\"%i\">\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=\"%i\">\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=\"%i\">\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=\"%i\">\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=\"%i\">\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=\"%i\">\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=\"%i\">\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=\"%i\">\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=\"%i\">\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=\"%i\">\n",mesh->mNumFaces);
-                for (unsigned int n = 0; n < mesh->mNumFaces; ++n) {
-                    aiFace& f = mesh->mFaces[n];
-                    ioprintf(io,"\t\t\t<Face num=\"%i\">\n"
-                        "\t\t\t\t",f.mNumIndices);
-
-                    for (unsigned int j = 0; j < f.mNumIndices;++j)
-                        ioprintf(io,"%i ",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=\"%i\" 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=\"%i\" 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=\"%i\" 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=\"%i\" 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=\"%i\" set=\"%i\" num_components=\"%i\"> \n",mesh->mNumVertices,
-                    a,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=\"%i\" set=\"%i\" 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 AssxmlExport
-
 void ExportSceneAssxml(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/)
 void ExportSceneAssxml(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/)
 {
 {
-    IOStream * out = pIOSystem->Open( pFile, "wt" );
-    if (!out) return;
-
-    bool shortened = false;
-    AssxmlExport::WriteDump( pScene, out, shortened );
-
-    pIOSystem->Close( out );
+    DumpSceneToAssxml(
+        pFile,
+        "\0", // command(s)
+        pIOSystem,
+        pScene,
+        false); // shortened?
 }
 }
 
 
 } // end of namespace Assimp
 } // end of namespace Assimp

+ 1 - 1
code/Assxml/AssxmlExporter.h

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 664 - 0
code/Assxml/AssxmlFileWriter.cpp

@@ -0,0 +1,664 @@
+/*
+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 AssxmlFileWriter.cpp
+ *  @brief Implementation of Assxml file writer.
+ */
+
+#include "AssxmlFileWriter.h"
+
+#include "PostProcessing/ProcessHelper.h"
+
+#include <assimp/version.h>
+#include <assimp/IOStream.hpp>
+#include <assimp/IOSystem.hpp>
+#include <assimp/Exporter.hpp>
+
+#include <stdarg.h>
+
+#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
+#   include <zlib.h>
+#else
+#   include <contrib/zlib/zlib.h>
+#endif
+
+#include <time.h>
+#include <stdio.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 chuncks 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( NULL );
+#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,
+                    ::TextureTypeToString((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 p = 0; p < prop->mDataLength/sizeof(float);++p) {
+                        ioprintf(io,"%f ",*((float*)(prop->mData+p*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 p = 0; p < prop->mDataLength/sizeof(int);++p) {
+                        ioprintf(io,"%i ",*((int*)(prop->mData+p*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 p = 0; p < prop->mDataLength;++p) {
+                        ioprintf(io,"%2x ",prop->mData[p]);
+                        if (p && 0 == p%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\" num_components=\"%u\"> \n",mesh->mNumVertices,
+                    a,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.get()) {
+        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

+ 65 - 0
code/Assxml/AssxmlFileWriter.h

@@ -0,0 +1,65 @@
+/*
+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 AssxmlFileWriter.h
+ *  @brief Declaration of Assxml file writer.
+ */
+
+#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

+ 1 - 1
code/B3D/B3DImporter.cpp

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 All rights reserved.
 All rights reserved.
 
 

+ 1 - 1
code/B3D/B3DImporter.h

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 1 - 1
code/BVH/BVHLoader.cpp

@@ -4,7 +4,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 
 

+ 1 - 1
code/BVH/BVHLoader.h

@@ -4,7 +4,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 1 - 1
code/Blender/BlenderBMesh.cpp

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2013, assimp team
+Copyright (c) 2006-2020, assimp team
 All rights reserved.
 All rights reserved.
 
 
 Redistribution and use of this software in source and binary forms,
 Redistribution and use of this software in source and binary forms,

+ 1 - 1
code/Blender/BlenderBMesh.h

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2013, assimp team
+Copyright (c) 2006-2020, assimp team
 All rights reserved.
 All rights reserved.
 
 
 Redistribution and use of this software in source and binary forms,
 Redistribution and use of this software in source and binary forms,

+ 1 - 1
code/Blender/BlenderDNA.cpp

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 1 - 1
code/Blender/BlenderDNA.h

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 1 - 1
code/Blender/BlenderDNA.inl

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 1 - 1
code/Blender/BlenderIntermediate.h

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 1 - 1
code/Blender/BlenderLoader.cpp

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 1 - 1
code/Blender/BlenderLoader.h

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 1 - 1
code/Blender/BlenderModifier.cpp

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 1 - 1
code/Blender/BlenderModifier.h

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 1 - 1
code/Blender/BlenderScene.cpp

@@ -2,7 +2,7 @@
 Open Asset Import Library (ASSIMP)
 Open Asset Import Library (ASSIMP)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2016, ASSIMP Development Team
+Copyright (c) 2006-2020, ASSIMP Development Team
 All rights reserved.
 All rights reserved.
 
 
 Redistribution and use of this software in source and binary forms,
 Redistribution and use of this software in source and binary forms,

+ 1 - 1
code/Blender/BlenderScene.h

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 1 - 1
code/Blender/BlenderSceneGen.h

@@ -2,7 +2,7 @@
 Open Asset Import Library (ASSIMP)
 Open Asset Import Library (ASSIMP)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2016, ASSIMP Development Team
+Copyright (c) 2006-2020, ASSIMP Development Team
 All rights reserved.
 All rights reserved.
 
 
 Redistribution and use of this software in source and binary forms,
 Redistribution and use of this software in source and binary forms,

+ 1 - 1
code/Blender/BlenderTessellator.cpp

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 1 - 1
code/Blender/BlenderTessellator.h

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 1 - 1
code/C4D/C4DImporter.cpp

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 All rights reserved.
 All rights reserved.
 
 
 Redistribution and use of this software in source and binary forms,
 Redistribution and use of this software in source and binary forms,

+ 1 - 1
code/C4D/C4DImporter.h

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 All rights reserved.
 All rights reserved.
 
 
 Redistribution and use of this software in source and binary forms,
 Redistribution and use of this software in source and binary forms,

+ 1 - 1
code/CApi/AssimpCExport.cpp

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 
 

+ 1 - 1
code/CApi/CInterfaceIOWrapper.cpp

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 
 

+ 1 - 1
code/CApi/CInterfaceIOWrapper.h

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 
 

+ 7 - 5
code/CMakeLists.txt

@@ -1,7 +1,7 @@
 # Open Asset Import Library (assimp)
 # Open Asset Import Library (assimp)
 # ----------------------------------------------------------------------
 # ----------------------------------------------------------------------
 #
 #
-# Copyright (c) 2006-2019, assimp team
+# Copyright (c) 2006-2020, assimp team
 #
 #
 # All rights reserved.
 # All rights reserved.
 #
 #
@@ -66,6 +66,7 @@ SET( PUBLIC_HEADERS
   ${HEADER_PATH}/color4.h
   ${HEADER_PATH}/color4.h
   ${HEADER_PATH}/color4.inl
   ${HEADER_PATH}/color4.inl
   ${CMAKE_CURRENT_BINARY_DIR}/../include/assimp/config.h
   ${CMAKE_CURRENT_BINARY_DIR}/../include/assimp/config.h
+  ${HEADER_PATH}/commonMetaData.h
   ${HEADER_PATH}/defs.h
   ${HEADER_PATH}/defs.h
   ${HEADER_PATH}/Defines.h
   ${HEADER_PATH}/Defines.h
   ${HEADER_PATH}/cfileio.h
   ${HEADER_PATH}/cfileio.h
@@ -330,11 +331,15 @@ ADD_ASSIMP_IMPORTER( ASSBIN
 ADD_ASSIMP_EXPORTER( ASSBIN
 ADD_ASSIMP_EXPORTER( ASSBIN
   Assbin/AssbinExporter.h
   Assbin/AssbinExporter.h
   Assbin/AssbinExporter.cpp
   Assbin/AssbinExporter.cpp
+  Assbin/AssbinFileWriter.h
+  Assbin/AssbinFileWriter.cpp
 )
 )
 
 
 ADD_ASSIMP_EXPORTER( ASSXML
 ADD_ASSIMP_EXPORTER( ASSXML
   Assxml/AssxmlExporter.h
   Assxml/AssxmlExporter.h
   Assxml/AssxmlExporter.cpp
   Assxml/AssxmlExporter.cpp
+  Assxml/AssxmlFileWriter.h
+  Assxml/AssxmlFileWriter.cpp
 )
 )
 
 
 ADD_ASSIMP_IMPORTER( B3D
 ADD_ASSIMP_IMPORTER( B3D
@@ -348,6 +353,7 @@ ADD_ASSIMP_IMPORTER( BVH
 )
 )
 
 
 ADD_ASSIMP_IMPORTER( COLLADA
 ADD_ASSIMP_IMPORTER( COLLADA
+  Collada/ColladaHelper.cpp
   Collada/ColladaHelper.h
   Collada/ColladaHelper.h
   Collada/ColladaLoader.cpp
   Collada/ColladaLoader.cpp
   Collada/ColladaLoader.h
   Collada/ColladaLoader.h
@@ -1211,10 +1217,6 @@ SET_TARGET_PROPERTIES( assimp PROPERTIES
 )
 )
 
 
 if (APPLE)
 if (APPLE)
-  SET_TARGET_PROPERTIES( assimp PROPERTIES
-    INSTALL_NAME_DIR "${CMAKE_INSTALL_PREFIX}/${ASSIMP_LIB_INSTALL_DIR}"
-  )
-
   if (BUILD_FRAMEWORK)
   if (BUILD_FRAMEWORK)
     SET_TARGET_PROPERTIES( assimp PROPERTIES
     SET_TARGET_PROPERTIES( assimp PROPERTIES
       FRAMEWORK TRUE
       FRAMEWORK TRUE

+ 2 - 2
code/COB/COBLoader.cpp

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 All rights reserved.
 All rights reserved.
 
 
@@ -250,7 +250,7 @@ aiNode* COBImporter::BuildNodes(const Node& root,const Scene& scin,aiScene* fill
         const Mesh& ndmesh = (const Mesh&)(root);
         const Mesh& ndmesh = (const Mesh&)(root);
         if (ndmesh.vertex_positions.size() && ndmesh.texture_coords.size()) {
         if (ndmesh.vertex_positions.size() && ndmesh.texture_coords.size()) {
 
 
-            typedef std::pair<unsigned int,Mesh::FaceRefList> Entry;
+            typedef std::pair<const unsigned int,Mesh::FaceRefList> Entry;
             for(const Entry& reflist : ndmesh.temp_map) {
             for(const Entry& reflist : ndmesh.temp_map) {
                 {   // create mesh
                 {   // create mesh
                     size_t n = 0;
                     size_t n = 0;

+ 1 - 1
code/COB/COBLoader.h

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 1 - 1
code/COB/COBScene.h

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 2 - 2
code/CSM/CSMLoader.cpp

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 
 
@@ -178,7 +178,7 @@ void CSMImporter::InternReadFile( const std::string& pFile,
                         *ot++ = *buffer++;
                         *ot++ = *buffer++;
 
 
                     *ot = '\0';
                     *ot = '\0';
-                    nda->mNodeName.length = (size_t)(ot-nda->mNodeName.data);
+                    nda->mNodeName.length = (ai_uint32)(ot-nda->mNodeName.data);
                 }
                 }
 
 
                 anim->mNumChannels = static_cast<unsigned int>(anims_temp.size());
                 anim->mNumChannels = static_cast<unsigned int>(anims_temp.size());

+ 1 - 1
code/CSM/CSMLoader.h

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 4 - 3
code/Collada/ColladaExporter.cpp

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.
@@ -45,6 +45,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 
 #include "ColladaExporter.h"
 #include "ColladaExporter.h"
 #include <assimp/Bitmap.h>
 #include <assimp/Bitmap.h>
+#include <assimp/commonMetaData.h>
 #include <assimp/MathFunctions.h>
 #include <assimp/MathFunctions.h>
 #include <assimp/fast_atof.h>
 #include <assimp/fast_atof.h>
 #include <assimp/SceneCombiner.h>
 #include <assimp/SceneCombiner.h>
@@ -277,7 +278,7 @@ void ColladaExporter::WriteHeader() {
         mOutput << startstr << "<author>" << XMLEscape(value.C_Str()) << "</author>" << endstr;
         mOutput << startstr << "<author>" << XMLEscape(value.C_Str()) << "</author>" << endstr;
     }
     }
 
 
-    if (nullptr == meta || !meta->Get("AuthoringTool", value)) {
+    if (nullptr == meta || !meta->Get(AI_METADATA_SOURCE_GENERATOR, value)) {
         mOutput << startstr << "<authoring_tool>" << "Assimp Exporter" << "</authoring_tool>" << endstr;
         mOutput << startstr << "<authoring_tool>" << "Assimp Exporter" << "</authoring_tool>" << endstr;
     } else {
     } else {
         mOutput << startstr << "<authoring_tool>" << XMLEscape(value.C_Str()) << "</authoring_tool>" << endstr;
         mOutput << startstr << "<authoring_tool>" << XMLEscape(value.C_Str()) << "</authoring_tool>" << endstr;
@@ -287,7 +288,7 @@ void ColladaExporter::WriteHeader() {
         if (meta->Get("Comments", value)) {
         if (meta->Get("Comments", value)) {
             mOutput << startstr << "<comments>" << XMLEscape(value.C_Str()) << "</comments>" << endstr;
             mOutput << startstr << "<comments>" << XMLEscape(value.C_Str()) << "</comments>" << endstr;
         }
         }
-        if (meta->Get("Copyright", value)) {
+        if (meta->Get(AI_METADATA_SOURCE_COPYRIGHT, value)) {
             mOutput << startstr << "<copyright>" << XMLEscape(value.C_Str()) << "</copyright>" << endstr;
             mOutput << startstr << "<copyright>" << XMLEscape(value.C_Str()) << "</copyright>" << endstr;
         }
         }
         if (meta->Get("SourceData", value)) {
         if (meta->Get("SourceData", value)) {

+ 1 - 1
code/Collada/ColladaExporter.h

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 107 - 0
code/Collada/ColladaHelper.cpp

@@ -0,0 +1,107 @@
+/** Helper structures for the Collada loader */
+
+/*
+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.
+
+----------------------------------------------------------------------
+*/
+
+#include "ColladaHelper.h"
+
+#include <assimp/commonMetaData.h>
+#include <assimp/ParsingUtils.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) = ToUpper(*it);
+    ++it;
+    for (/*started above*/ ; it != text.end(); /*iterated below*/)
+    {
+        if ((*it) == '_')
+        {
+            it = text.erase(it);
+            if (it != text.end())
+                (*it) = ToUpper(*it);
+        }
+        else
+        {
+            // Make lower case
+            (*it) = ToLower(*it);
+            ++it;               
+        }
+    }
+}
+
+} // namespace Collada
+} // namespace Assimp

+ 33 - 7
code/Collada/ColladaHelper.h

@@ -4,7 +4,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.
@@ -47,6 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 
 #include <map>
 #include <map>
 #include <vector>
 #include <vector>
+#include <set>
 #include <stdint.h>
 #include <stdint.h>
 #include <assimp/light.h>
 #include <assimp/light.h>
 #include <assimp/mesh.h>
 #include <assimp/mesh.h>
@@ -104,6 +105,17 @@ enum MorphMethod
     Relative
     Relative
 };
 };
 
 
+/** Common metadata keys as <Collada, Assimp> */
+typedef std::pair<std::string, std::string> MetaKeyPair;
+typedef std::vector<MetaKeyPair> MetaKeyPairVector;
+
+// 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 */
 /** Contains all data for one of the different transformation types */
 struct Transform
 struct Transform
@@ -647,23 +659,37 @@ struct Animation
 
 
 	void CombineSingleChannelAnimationsRecursively(Animation *pParent)
 	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();)
 		for (std::vector<Animation*>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();)
 		{
 		{
 			Animation *anim = *it;
 			Animation *anim = *it;
-
 			CombineSingleChannelAnimationsRecursively(anim);
 			CombineSingleChannelAnimationsRecursively(anim);
 
 
-			if (anim->mChannels.size() == 1)
+			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]);
 				pParent->mChannels.push_back(anim->mChannels[0]);
 
 
 				it = pParent->mSubAnims.erase(it);
 				it = pParent->mSubAnims.erase(it);
 
 
 				delete anim;
 				delete anim;
-			}
-			else
-			{
-				++it;
+				continue;
 			}
 			}
 		}
 		}
 	}
 	}

+ 24 - 4
code/Collada/ColladaLoader.cpp

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 All rights reserved.
 All rights reserved.
 
 
@@ -963,18 +963,38 @@ void ColladaLoader::StoreAnimations( aiScene* pScene, const ColladaParser& pPars
 
 
     // catch special case: many animations with the same length, each affecting only a single node.
     // catch special case: many animations with the same length, each affecting only a single node.
     // we need to unite all those single-node-anims to a proper combined animation
     // we need to unite all those single-node-anims to a proper combined animation
-    for( size_t a = 0; a < mAnims.size(); ++a) {
+    for(size_t a = 0; a < mAnims.size(); ++a) {
         aiAnimation* templateAnim = mAnims[a];
         aiAnimation* templateAnim = mAnims[a];
-        if( templateAnim->mNumChannels == 1) {
+
+        if (templateAnim->mNumChannels == 1) {
             // search for other single-channel-anims with the same duration
             // search for other single-channel-anims with the same duration
             std::vector<size_t> collectedAnimIndices;
             std::vector<size_t> collectedAnimIndices;
             for( size_t b = a+1; b < mAnims.size(); ++b) {
             for( size_t b = a+1; b < mAnims.size(); ++b) {
                 aiAnimation* other = mAnims[b];
                 aiAnimation* other = mAnims[b];
                 if (other->mNumChannels == 1 && other->mDuration == templateAnim->mDuration &&
                 if (other->mNumChannels == 1 && other->mDuration == templateAnim->mDuration &&
                     other->mTicksPerSecond == templateAnim->mTicksPerSecond)
                     other->mTicksPerSecond == templateAnim->mTicksPerSecond)
-                    collectedAnimIndices.push_back(b);
+						collectedAnimIndices.push_back(b);
             }
             }
 
 
+			// We only want to combine the animations if they have different channels
+			std::set<std::string> animTargets;
+			animTargets.insert(templateAnim->mChannels[0]->mNodeName.C_Str());
+			bool collectedAnimationsHaveDifferentChannels = true;
+			for (size_t b = 0; b < collectedAnimIndices.size(); ++b)
+			{
+				aiAnimation* srcAnimation = mAnims[collectedAnimIndices[b]];
+				std::string channelName = std::string(srcAnimation->mChannels[0]->mNodeName.C_Str());
+				if (animTargets.find(channelName) == animTargets.end()) {
+					animTargets.insert(channelName);
+				} else {
+					collectedAnimationsHaveDifferentChannels = false;
+					break;
+				}
+			}
+
+			if (!collectedAnimationsHaveDifferentChannels)
+				continue;
+
             // if there are other animations which fit the template anim, combine all channels into a single anim
             // if there are other animations which fit the template anim, combine all channels into a single anim
             if (!collectedAnimIndices.empty())
             if (!collectedAnimIndices.empty())
             {
             {

+ 1 - 1
code/Collada/ColladaLoader.h

@@ -4,7 +4,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 42 - 35
code/Collada/ColladaParser.cpp

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 
 
@@ -50,6 +50,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include <sstream>
 #include <sstream>
 #include <stdarg.h>
 #include <stdarg.h>
 #include "ColladaParser.h"
 #include "ColladaParser.h"
+#include <assimp/commonMetaData.h>
 #include <assimp/fast_atof.h>
 #include <assimp/fast_atof.h>
 #include <assimp/ParsingUtils.h>
 #include <assimp/ParsingUtils.h>
 #include <assimp/StringUtils.h>
 #include <assimp/StringUtils.h>
@@ -249,6 +250,9 @@ void ColladaParser::UriDecodePath(aiString& ss)
 bool ColladaParser::ReadBoolFromTextContent()
 bool ColladaParser::ReadBoolFromTextContent()
 {
 {
     const char* cur = GetTextContent();
     const char* cur = GetTextContent();
+    if ( nullptr == cur) {
+        return false;
+    }
     return (!ASSIMP_strincmp(cur, "true", 4) || '0' != *cur);
     return (!ASSIMP_strincmp(cur, "true", 4) || '0' != *cur);
 }
 }
 
 
@@ -257,6 +261,9 @@ bool ColladaParser::ReadBoolFromTextContent()
 ai_real ColladaParser::ReadFloatFromTextContent()
 ai_real ColladaParser::ReadFloatFromTextContent()
 {
 {
     const char* cur = GetTextContent();
     const char* cur = GetTextContent();
+    if ( nullptr == cur ) {
+        return 0.0;
+    }
     return fast_atof(cur);
     return fast_atof(cur);
 }
 }
 
 
@@ -276,6 +283,11 @@ void ColladaParser::ReadContents()
                 if (attrib != -1) {
                 if (attrib != -1) {
                     const char* version = mReader->getAttributeValue(attrib);
                     const char* version = mReader->getAttributeValue(attrib);
 
 
+                    // Store declared format version string
+                    aiString v;
+                    v.Set(version);
+                    mAssetMetaData.emplace(AI_METADATA_SOURCE_FORMAT_VERSION, v );
+
                     if (!::strncmp(version, "1.5", 3)) {
                     if (!::strncmp(version, "1.5", 3)) {
                         mFormat = FV_1_5_n;
                         mFormat = FV_1_5_n;
                         ASSIMP_LOG_DEBUG("Collada schema version is 1.5.n");
                         ASSIMP_LOG_DEBUG("Collada schema version is 1.5.n");
@@ -434,23 +446,39 @@ void ColladaParser::ReadContributorInfo()
     }
     }
 }
 }
 
 
+static bool FindCommonKey(const std::string &collada_key, const MetaKeyPairVector &key_renaming, size_t &found_index) {
+    for (size_t i = 0; i < key_renaming.size(); ++i) {
+		if (key_renaming[i].first == collada_key) {
+            found_index = i;
+            return true;
+		}
+	}
+    found_index = std::numeric_limits<size_t>::max();
+    return false;
+}
+
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Reads a single string metadata item
 // Reads a single string metadata item
-void ColladaParser::ReadMetaDataItem(StringMetaData &metadata)
-{
-    // Metadata such as created, keywords, subject etc
-    const char* key_char = mReader->getNodeName();
-    if (key_char != nullptr)
-    {
+void ColladaParser::ReadMetaDataItem(StringMetaData &metadata) {
+    const Collada::MetaKeyPairVector &key_renaming = GetColladaAssimpMetaKeysCamelCase();
+	// Metadata such as created, keywords, subject etc
+	const char *key_char = mReader->getNodeName();
+	if (key_char != nullptr) {
         const std::string key_str(key_char);
         const std::string key_str(key_char);
-        const char* value_char = TestTextContent();
-        if (value_char != nullptr)
-        {
-            std::string camel_key_str = key_str;
-            ToCamelCase(camel_key_str);
+		const char *value_char = TestTextContent();
+		if (value_char != nullptr) {
             aiString aistr;
             aiString aistr;
-            aistr.Set(value_char);
-            metadata.emplace(camel_key_str, aistr);
+			aistr.Set(value_char);
+
+            std::string camel_key_str(key_str);
+			ToCamelCase(camel_key_str);
+
+			size_t found_index;
+			if (FindCommonKey(camel_key_str, key_renaming, found_index)) {
+                metadata.emplace(key_renaming[found_index].second, aistr);
+            } else {
+				metadata.emplace(camel_key_str, aistr);
+			}
         }
         }
         TestClosing(key_str.c_str());
         TestClosing(key_str.c_str());
     }
     }
@@ -458,27 +486,6 @@ void ColladaParser::ReadMetaDataItem(StringMetaData &metadata)
         SkipElement();
         SkipElement();
 }
 }
 
 
-// ------------------------------------------------------------------------------------------------
-// Convert underscore_seperated to CamelCase: "authoring_tool" becomes "AuthoringTool"
-void ColladaParser::ToCamelCase(std::string &text)
-{
-    if (text.empty())
-        return;
-    // Capitalise first character
-    text[0] = ToUpper(text[0]);
-    for (auto it = text.begin(); it != text.end(); /*iterated below*/)
-    {
-        if ((*it) == '_')
-        {
-            it = text.erase(it);
-            if (it != text.end())
-                (*it) = ToUpper(*it);
-        }
-        else
-            ++it;
-    }
-}
-
 // ------------------------------------------------------------------------------------------------
 // ------------------------------------------------------------------------------------------------
 // Reads the animation clips
 // Reads the animation clips
 void ColladaParser::ReadAnimationClipLibrary()
 void ColladaParser::ReadAnimationClipLibrary()

+ 2 - 5
code/Collada/ColladaParser.h

@@ -2,7 +2,7 @@
  Open Asset Import Library (assimp)
  Open Asset Import Library (assimp)
  ----------------------------------------------------------------------
  ----------------------------------------------------------------------
 
 
- Copyright (c) 2006-2019, assimp team
+ Copyright (c) 2006-2020, assimp team
 
 
 
 
  All rights reserved.
  All rights reserved.
@@ -94,12 +94,9 @@ namespace Assimp
         /** Reads contributor information such as author and legal blah */
         /** Reads contributor information such as author and legal blah */
         void ReadContributorInfo();
         void ReadContributorInfo();
 
 
-        /** Reads generic metadata into provided map */
+        /** Reads generic metadata into provided map and renames keys for Assimp */
         void ReadMetaDataItem(StringMetaData &metadata);
         void ReadMetaDataItem(StringMetaData &metadata);
 
 
-        /** Convert underscore_seperated to CamelCase "authoring_tool" becomes "AuthoringTool" */
-        static void ToCamelCase(std::string &text);
-
         /** Reads the animation library */
         /** Reads the animation library */
         void ReadAnimationLibrary();
         void ReadAnimationLibrary();
 
 

+ 1 - 1
code/Common/Assimp.cpp

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 
 

+ 1 - 1
code/Common/BaseImporter.cpp

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 
 

+ 1 - 1
code/Common/BaseProcess.cpp

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 
 

+ 1 - 1
code/Common/BaseProcess.h

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 1 - 1
code/Common/Bitmap.cpp

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 
 

+ 1 - 1
code/Common/CreateAnimMesh.cpp

@@ -4,7 +4,7 @@ Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
 Copyright (C) 2016 The Qt Company Ltd.
 Copyright (C) 2016 The Qt Company Ltd.
-Copyright (c) 2006-2012, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 All rights reserved.
 All rights reserved.
 
 

+ 1 - 1
code/Common/DefaultIOStream.cpp

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 
 

+ 1 - 1
code/Common/DefaultIOSystem.cpp

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 
 

+ 1 - 1
code/Common/DefaultLogger.cpp

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 
 

+ 1 - 1
code/Common/DefaultProgressHandler.h

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 1 - 1
code/Common/Exporter.cpp

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 
 

+ 1 - 1
code/Common/FileLogStream.h

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 All rights reserved.
 All rights reserved.
 
 

+ 1 - 1
code/Common/FileSystemFilter.h

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2008, assimp team
+Copyright (c) 2006-2020, assimp team
 All rights reserved.
 All rights reserved.
 
 
 Redistribution and use of this software in source and binary forms,
 Redistribution and use of this software in source and binary forms,

+ 1 - 1
code/Common/Importer.cpp

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 All rights reserved.
 All rights reserved.
 
 

+ 1 - 1
code/Common/Importer.h

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 1 - 1
code/Common/ImporterRegistry.cpp

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 
 

+ 1 - 1
code/Common/PolyTools.h

@@ -2,7 +2,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 All rights reserved.
 All rights reserved.

+ 1 - 1
code/Common/PostStepRegistry.cpp

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 ---------------------------------------------------------------------------
 
 
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
 
 
 
 
 
 

Unele fișiere nu au fost afișate deoarece prea multe fișiere au fost modificate în acest diff