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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2018, assimp team
- All rights reserved.
- Redistribution and use of this software in source and binary forms,
- with or without modification, are permitted provided that the
- following conditions are met:
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
- * Neither the name of the assimp team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the assimp team.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- ----------------------------------------------------------------------
- */
- #ifndef ASSIMP_BUILD_NO_EXPORT
- #ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
- #include "FBXExportNode.h"
- #include "FBXCommon.h"
- #include <assimp/StreamWriter.h> // StreamWriterLE
- #include <assimp/ai_assert.h>
- #include <string>
- #include <memory> // shared_ptr
- // AddP70<type> helpers... there's no usable pattern here,
- // so all are defined as separate functions.
- // Even "animatable" properties are often completely different
- // from the standard (nonanimated) property definition,
- // so they are specified with an 'A' suffix.
- void FBX::Node::AddP70int(
- const std::string& name, int32_t value
- ) {
- FBX::Node n("P");
- n.AddProperties(name, "int", "Integer", "", value);
- AddChild(n);
- }
- void FBX::Node::AddP70bool(
- const std::string& name, bool value
- ) {
- FBX::Node n("P");
- n.AddProperties(name, "bool", "", "", int32_t(value));
- AddChild(n);
- }
- void FBX::Node::AddP70double(
- const std::string& name, double value
- ) {
- FBX::Node n("P");
- n.AddProperties(name, "double", "Number", "", value);
- AddChild(n);
- }
- void FBX::Node::AddP70numberA(
- const std::string& name, double value
- ) {
- FBX::Node n("P");
- n.AddProperties(name, "Number", "", "A", value);
- AddChild(n);
- }
- void FBX::Node::AddP70color(
- const std::string& name, double r, double g, double b
- ) {
- FBX::Node n("P");
- n.AddProperties(name, "ColorRGB", "Color", "", r, g, b);
- AddChild(n);
- }
- void FBX::Node::AddP70colorA(
- const std::string& name, double r, double g, double b
- ) {
- FBX::Node n("P");
- n.AddProperties(name, "Color", "", "A", r, g, b);
- AddChild(n);
- }
- void FBX::Node::AddP70vector(
- const std::string& name, double x, double y, double z
- ) {
- FBX::Node n("P");
- n.AddProperties(name, "Vector3D", "Vector", "", x, y, z);
- AddChild(n);
- }
- void FBX::Node::AddP70vectorA(
- const std::string& name, double x, double y, double z
- ) {
- FBX::Node n("P");
- n.AddProperties(name, "Vector", "", "A", x, y, z);
- AddChild(n);
- }
- void FBX::Node::AddP70string(
- const std::string& name, const std::string& value
- ) {
- FBX::Node n("P");
- n.AddProperties(name, "KString", "", "", value);
- AddChild(n);
- }
- void FBX::Node::AddP70enum(
- const std::string& name, int32_t value
- ) {
- FBX::Node n("P");
- n.AddProperties(name, "enum", "", "", value);
- AddChild(n);
- }
- void FBX::Node::AddP70time(
- const std::string& name, int64_t value
- ) {
- FBX::Node n("P");
- n.AddProperties(name, "KTime", "Time", "", value);
- AddChild(n);
- }
- // public member functions for writing to binary fbx
- void FBX::Node::Dump(std::shared_ptr<Assimp::IOStream> outfile)
- {
- Assimp::StreamWriterLE outstream(outfile);
- Dump(outstream);
- }
- void FBX::Node::Dump(Assimp::StreamWriterLE &s)
- {
- // write header section (with placeholders for some things)
- Begin(s);
- // write properties
- DumpProperties(s);
- // go back and fill in property related placeholders
- EndProperties(s, properties.size());
- // write children
- DumpChildren(s);
- // finish, filling in end offset placeholder
- End(s, !children.empty());
- }
- void FBX::Node::Begin(Assimp::StreamWriterLE &s)
- {
- // remember start pos so we can come back and write the end pos
- this->start_pos = s.Tell();
- // placeholders for end pos and property section info
- s.PutU4(0); // end pos
- s.PutU4(0); // number of properties
- s.PutU4(0); // total property section length
- // node name
- s.PutU1(name.size()); // length of node name
- s.PutString(name); // node name as raw bytes
- // property data comes after here
- this->property_start = s.Tell();
- }
- void FBX::Node::DumpProperties(Assimp::StreamWriterLE& s)
- {
- for (auto &p : properties) {
- p.Dump(s);
- }
- }
- void FBX::Node::DumpChildren(Assimp::StreamWriterLE& s)
- {
- for (FBX::Node& child : children) {
- child.Dump(s);
- }
- }
- void FBX::Node::EndProperties(Assimp::StreamWriterLE &s)
- {
- EndProperties(s, properties.size());
- }
- void FBX::Node::EndProperties(
- Assimp::StreamWriterLE &s,
- size_t num_properties
- ) {
- if (num_properties == 0) { return; }
- size_t pos = s.Tell();
- ai_assert(pos > property_start);
- size_t property_section_size = pos - property_start;
- s.Seek(start_pos + 4);
- s.PutU4(num_properties);
- s.PutU4(property_section_size);
- s.Seek(pos);
- }
- void FBX::Node::End(
- Assimp::StreamWriterLE &s,
- bool has_children
- ) {
- // if there were children, add a null record
- if (has_children) { s.PutString(FBX::NULL_RECORD); }
- // now go back and write initial pos
- this->end_pos = s.Tell();
- s.Seek(start_pos);
- s.PutU4(end_pos);
- s.Seek(end_pos);
- }
- // static member functions
- // convenience function to create and write a property node,
- // holding a single property which is an array of values.
- // does not copy the data, so is efficient for large arrays.
- // TODO: optional zip compression!
- void FBX::Node::WritePropertyNode(
- const std::string& name,
- const std::vector<double>& v,
- Assimp::StreamWriterLE& s
- ){
- Node node(name);
- node.Begin(s);
- s.PutU1('d');
- s.PutU4(v.size()); // number of elements
- s.PutU4(0); // no encoding (1 would be zip-compressed)
- s.PutU4(v.size() * 8); // data size
- for (auto it = v.begin(); it != v.end(); ++it) { s.PutF8(*it); }
- node.EndProperties(s, 1);
- node.End(s, false);
- }
- // convenience function to create and write a property node,
- // holding a single property which is an array of values.
- // does not copy the data, so is efficient for large arrays.
- // TODO: optional zip compression!
- void FBX::Node::WritePropertyNode(
- const std::string& name,
- const std::vector<int32_t>& v,
- Assimp::StreamWriterLE& s
- ){
- Node node(name);
- node.Begin(s);
- s.PutU1('i');
- s.PutU4(v.size()); // number of elements
- s.PutU4(0); // no encoding (1 would be zip-compressed)
- s.PutU4(v.size() * 4); // data size
- for (auto it = v.begin(); it != v.end(); ++it) { s.PutI4(*it); }
- node.EndProperties(s, 1);
- node.End(s, false);
- }
- #endif // ASSIMP_BUILD_NO_FBX_EXPORTER
- #endif // ASSIMP_BUILD_NO_EXPORT
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