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- /*
- Assimp2Json
- Copyright (c) 2011, Alexander C. Gessler
- Licensed under a 3-clause BSD license. See the LICENSE file for more information.
- */
- #ifndef ASSIMP_BUILD_NO_EXPORT
- #ifndef ASSIMP_BUILD_NO_ASSJSON_EXPORTER
- #include <assimp/scene.h>
- #include <assimp/Exporter.hpp>
- #include <assimp/IOStream.hpp>
- #include <assimp/IOSystem.hpp>
- #include <assimp/Importer.hpp>
- #include <assimp/Exceptional.h>
- #include <cassert>
- #include <limits>
- #include <memory>
- #include <sstream>
- #define CURRENT_FORMAT_VERSION 100
- // grab scoped_ptr from assimp to avoid a dependency on boost.
- //#include <assimp/../../code/BoostWorkaround/boost/scoped_ptr.hpp>
- #include "mesh_splitter.h"
- extern "C" {
- #include "cencode.h"
- }
- namespace Assimp {
- void ExportAssimp2Json(const char *, Assimp::IOSystem *, const aiScene *, const Assimp::ExportProperties *);
- // small utility class to simplify serializing the aiScene to Json
- class JSONWriter {
- public:
- enum {
- Flag_DoNotIndent = 0x1,
- Flag_WriteSpecialFloats = 0x2,
- };
- JSONWriter(Assimp::IOStream &out, unsigned int flags = 0u) :
- out(out), first(), flags(flags) {
- // make sure that all formatting happens using the standard, C locale and not the user's current locale
- buff.imbue(std::locale("C"));
- }
- ~JSONWriter() {
- Flush();
- }
- void Flush() {
- const std::string s = buff.str();
- out.Write(s.c_str(), s.length(), 1);
- buff.clear();
- }
- void PushIndent() {
- indent += '\t';
- }
- void PopIndent() {
- indent.erase(indent.end() - 1);
- }
- void Key(const std::string &name) {
- AddIndentation();
- Delimit();
- buff << '\"' + name + "\": ";
- }
- template <typename Literal>
- void Element(const Literal &name) {
- AddIndentation();
- Delimit();
- LiteralToString(buff, name) << '\n';
- }
- template <typename Literal>
- void SimpleValue(const Literal &s) {
- LiteralToString(buff, s) << '\n';
- }
- void SimpleValue(const void *buffer, size_t len) {
- base64_encodestate s;
- base64_init_encodestate(&s);
- char *const cur_out = new char[std::max(len * 2, static_cast<size_t>(16u))];
- const int n = base64_encode_block(reinterpret_cast<const char *>(buffer), static_cast<int>(len), cur_out, &s);
- cur_out[n + base64_encode_blockend(cur_out + n, &s)] = '\0';
- // base64 encoding may add newlines, but JSON strings may not contain 'real' newlines
- // (only escaped ones). Remove any newlines in out.
- for (char *cur = cur_out; *cur; ++cur) {
- if (*cur == '\n') {
- *cur = ' ';
- }
- }
- buff << '\"' << cur_out << "\"\n";
- delete[] cur_out;
- }
- void StartObj(bool is_element = false) {
- // if this appears as a plain array element, we need to insert a delimiter and we should also indent it
- if (is_element) {
- AddIndentation();
- if (!first) {
- buff << ',';
- }
- }
- first = true;
- buff << "{\n";
- PushIndent();
- }
- void EndObj() {
- PopIndent();
- AddIndentation();
- first = false;
- buff << "}\n";
- }
- void StartArray(bool is_element = false) {
- // if this appears as a plain array element, we need to insert a delimiter and we should also indent it
- if (is_element) {
- AddIndentation();
- if (!first) {
- buff << ',';
- }
- }
- first = true;
- buff << "[\n";
- PushIndent();
- }
- void EndArray() {
- PopIndent();
- AddIndentation();
- buff << "]\n";
- first = false;
- }
- void AddIndentation() {
- if (!(flags & Flag_DoNotIndent)) {
- buff << indent;
- }
- }
- void Delimit() {
- if (!first) {
- buff << ',';
- } else {
- buff << ' ';
- first = false;
- }
- }
- private:
- template <typename Literal>
- std::stringstream &LiteralToString(std::stringstream &stream, const Literal &s) {
- stream << s;
- return stream;
- }
- std::stringstream &LiteralToString(std::stringstream &stream, const aiString &s) {
- std::string t;
- // escape backslashes and single quotes, both would render the JSON invalid if left as is
- t.reserve(s.length);
- for (size_t i = 0; i < s.length; ++i) {
- if (s.data[i] == '\\' || s.data[i] == '\'' || s.data[i] == '\"') {
- t.push_back('\\');
- }
- t.push_back(s.data[i]);
- }
- stream << "\"";
- stream << t;
- stream << "\"";
- return stream;
- }
- std::stringstream &LiteralToString(std::stringstream &stream, float f) {
- if (!std::numeric_limits<float>::is_iec559) {
- // on a non IEEE-754 platform, we make no assumptions about the representation or existence
- // of special floating-point numbers.
- stream << f;
- return stream;
- }
- // JSON does not support writing Inf/Nan
- // [RFC 4672: "Numeric values that cannot be represented as sequences of digits
- // (such as Infinity and NaN) are not permitted."]
- // Nevertheless, many parsers will accept the special keywords Infinity, -Infinity and NaN
- if (std::numeric_limits<float>::infinity() == fabs(f)) {
- if (flags & Flag_WriteSpecialFloats) {
- stream << (f < 0 ? "\"-" : "\"") + std::string("Infinity\"");
- return stream;
- }
- // we should print this warning, but we can't - this is called from within a generic assimp exporter, we cannot use cerr
- // std::cerr << "warning: cannot represent infinite number literal, substituting 0 instead (use -i flag to enforce Infinity/NaN)" << std::endl;
- stream << "0.0";
- return stream;
- }
- // f!=f is the most reliable test for NaNs that I know of
- else if (f != f) {
- if (flags & Flag_WriteSpecialFloats) {
- stream << "\"NaN\"";
- return stream;
- }
- // we should print this warning, but we can't - this is called from within a generic assimp exporter, we cannot use cerr
- // std::cerr << "warning: cannot represent infinite number literal, substituting 0 instead (use -i flag to enforce Infinity/NaN)" << std::endl;
- stream << "0.0";
- return stream;
- }
- stream << f;
- return stream;
- }
- private:
- Assimp::IOStream &out;
- std::string indent, newline;
- std::stringstream buff;
- bool first;
- unsigned int flags;
- };
- void Write(JSONWriter &out, const aiVector3D &ai, bool is_elem = true) {
- out.StartArray(is_elem);
- out.Element(ai.x);
- out.Element(ai.y);
- out.Element(ai.z);
- out.EndArray();
- }
- void Write(JSONWriter &out, const aiQuaternion &ai, bool is_elem = true) {
- out.StartArray(is_elem);
- out.Element(ai.w);
- out.Element(ai.x);
- out.Element(ai.y);
- out.Element(ai.z);
- out.EndArray();
- }
- void Write(JSONWriter &out, const aiColor3D &ai, bool is_elem = true) {
- out.StartArray(is_elem);
- out.Element(ai.r);
- out.Element(ai.g);
- out.Element(ai.b);
- out.EndArray();
- }
- void Write(JSONWriter &out, const aiMatrix4x4 &ai, bool is_elem = true) {
- out.StartArray(is_elem);
- for (unsigned int x = 0; x < 4; ++x) {
- for (unsigned int y = 0; y < 4; ++y) {
- out.Element(ai[x][y]);
- }
- }
- out.EndArray();
- }
- void Write(JSONWriter &out, const aiBone &ai, bool is_elem = true) {
- out.StartObj(is_elem);
- out.Key("name");
- out.SimpleValue(ai.mName);
- out.Key("offsetmatrix");
- Write(out, ai.mOffsetMatrix, false);
- out.Key("weights");
- out.StartArray();
- for (unsigned int i = 0; i < ai.mNumWeights; ++i) {
- out.StartArray(true);
- out.Element(ai.mWeights[i].mVertexId);
- out.Element(ai.mWeights[i].mWeight);
- out.EndArray();
- }
- out.EndArray();
- out.EndObj();
- }
- void Write(JSONWriter &out, const aiFace &ai, bool is_elem = true) {
- out.StartArray(is_elem);
- for (unsigned int i = 0; i < ai.mNumIndices; ++i) {
- out.Element(ai.mIndices[i]);
- }
- out.EndArray();
- }
- void Write(JSONWriter &out, const aiMesh &ai, bool is_elem = true) {
- out.StartObj(is_elem);
- out.Key("name");
- out.SimpleValue(ai.mName);
- out.Key("materialindex");
- out.SimpleValue(ai.mMaterialIndex);
- out.Key("primitivetypes");
- out.SimpleValue(ai.mPrimitiveTypes);
- out.Key("vertices");
- out.StartArray();
- for (unsigned int i = 0; i < ai.mNumVertices; ++i) {
- out.Element(ai.mVertices[i].x);
- out.Element(ai.mVertices[i].y);
- out.Element(ai.mVertices[i].z);
- }
- out.EndArray();
- if (ai.HasNormals()) {
- out.Key("normals");
- out.StartArray();
- for (unsigned int i = 0; i < ai.mNumVertices; ++i) {
- out.Element(ai.mNormals[i].x);
- out.Element(ai.mNormals[i].y);
- out.Element(ai.mNormals[i].z);
- }
- out.EndArray();
- }
- if (ai.HasTangentsAndBitangents()) {
- out.Key("tangents");
- out.StartArray();
- for (unsigned int i = 0; i < ai.mNumVertices; ++i) {
- out.Element(ai.mTangents[i].x);
- out.Element(ai.mTangents[i].y);
- out.Element(ai.mTangents[i].z);
- }
- out.EndArray();
- out.Key("bitangents");
- out.StartArray();
- for (unsigned int i = 0; i < ai.mNumVertices; ++i) {
- out.Element(ai.mBitangents[i].x);
- out.Element(ai.mBitangents[i].y);
- out.Element(ai.mBitangents[i].z);
- }
- out.EndArray();
- }
- if (ai.GetNumUVChannels()) {
- out.Key("numuvcomponents");
- out.StartArray();
- for (unsigned int n = 0; n < ai.GetNumUVChannels(); ++n) {
- out.Element(ai.mNumUVComponents[n]);
- }
- out.EndArray();
- out.Key("texturecoords");
- out.StartArray();
- for (unsigned int n = 0; n < ai.GetNumUVChannels(); ++n) {
- const unsigned int numc = ai.mNumUVComponents[n] ? ai.mNumUVComponents[n] : 2;
- out.StartArray(true);
- for (unsigned int i = 0; i < ai.mNumVertices; ++i) {
- for (unsigned int c = 0; c < numc; ++c) {
- out.Element(ai.mTextureCoords[n][i][c]);
- }
- }
- out.EndArray();
- }
- out.EndArray();
- }
- if (ai.GetNumColorChannels()) {
- out.Key("colors");
- out.StartArray();
- for (unsigned int n = 0; n < ai.GetNumColorChannels(); ++n) {
- out.StartArray(true);
- for (unsigned int i = 0; i < ai.mNumVertices; ++i) {
- out.Element(ai.mColors[n][i].r);
- out.Element(ai.mColors[n][i].g);
- out.Element(ai.mColors[n][i].b);
- out.Element(ai.mColors[n][i].a);
- }
- out.EndArray();
- }
- out.EndArray();
- }
- if (ai.mNumBones) {
- out.Key("bones");
- out.StartArray();
- for (unsigned int n = 0; n < ai.mNumBones; ++n) {
- Write(out, *ai.mBones[n]);
- }
- out.EndArray();
- }
- out.Key("faces");
- out.StartArray();
- for (unsigned int n = 0; n < ai.mNumFaces; ++n) {
- Write(out, ai.mFaces[n]);
- }
- out.EndArray();
- out.EndObj();
- }
- void Write(JSONWriter &out, const aiNode &ai, bool is_elem = true) {
- out.StartObj(is_elem);
- out.Key("name");
- out.SimpleValue(ai.mName);
- out.Key("transformation");
- Write(out, ai.mTransformation, false);
- if (ai.mNumMeshes) {
- out.Key("meshes");
- out.StartArray();
- for (unsigned int n = 0; n < ai.mNumMeshes; ++n) {
- out.Element(ai.mMeshes[n]);
- }
- out.EndArray();
- }
- if (ai.mNumChildren) {
- out.Key("children");
- out.StartArray();
- for (unsigned int n = 0; n < ai.mNumChildren; ++n) {
- Write(out, *ai.mChildren[n]);
- }
- out.EndArray();
- }
- out.EndObj();
- }
- void Write(JSONWriter &out, const aiMaterial &ai, bool is_elem = true) {
- out.StartObj(is_elem);
- out.Key("properties");
- out.StartArray();
- for (unsigned int i = 0; i < ai.mNumProperties; ++i) {
- const aiMaterialProperty *const prop = ai.mProperties[i];
- out.StartObj(true);
- out.Key("key");
- out.SimpleValue(prop->mKey);
- out.Key("semantic");
- out.SimpleValue(prop->mSemantic);
- out.Key("index");
- out.SimpleValue(prop->mIndex);
- out.Key("type");
- out.SimpleValue(prop->mType);
- out.Key("value");
- switch (prop->mType) {
- case aiPTI_Float:
- if (prop->mDataLength / sizeof(float) > 1) {
- out.StartArray();
- for (unsigned int ii = 0; ii < prop->mDataLength / sizeof(float); ++ii) {
- out.Element(reinterpret_cast<float *>(prop->mData)[ii]);
- }
- out.EndArray();
- } else {
- out.SimpleValue(*reinterpret_cast<float *>(prop->mData));
- }
- break;
- case aiPTI_Integer:
- if (prop->mDataLength / sizeof(int) > 1) {
- out.StartArray();
- for (unsigned int ii = 0; ii < prop->mDataLength / sizeof(int); ++ii) {
- out.Element(reinterpret_cast<int *>(prop->mData)[ii]);
- }
- out.EndArray();
- } else {
- out.SimpleValue(*reinterpret_cast<int *>(prop->mData));
- }
- break;
- case aiPTI_String: {
- aiString s;
- aiGetMaterialString(&ai, prop->mKey.data, prop->mSemantic, prop->mIndex, &s);
- out.SimpleValue(s);
- } break;
- case aiPTI_Buffer: {
- // binary data is written as series of hex-encoded octets
- out.SimpleValue(prop->mData, prop->mDataLength);
- } break;
- default:
- assert(false);
- }
- out.EndObj();
- }
- out.EndArray();
- out.EndObj();
- }
- void Write(JSONWriter &out, const aiTexture &ai, bool is_elem = true) {
- out.StartObj(is_elem);
- out.Key("width");
- out.SimpleValue(ai.mWidth);
- out.Key("height");
- out.SimpleValue(ai.mHeight);
- out.Key("formathint");
- out.SimpleValue(aiString(ai.achFormatHint));
- out.Key("data");
- if (!ai.mHeight) {
- out.SimpleValue(ai.pcData, ai.mWidth);
- } else {
- out.StartArray();
- for (unsigned int y = 0; y < ai.mHeight; ++y) {
- out.StartArray(true);
- for (unsigned int x = 0; x < ai.mWidth; ++x) {
- const aiTexel &tx = ai.pcData[y * ai.mWidth + x];
- out.StartArray(true);
- out.Element(static_cast<unsigned int>(tx.r));
- out.Element(static_cast<unsigned int>(tx.g));
- out.Element(static_cast<unsigned int>(tx.b));
- out.Element(static_cast<unsigned int>(tx.a));
- out.EndArray();
- }
- out.EndArray();
- }
- out.EndArray();
- }
- out.EndObj();
- }
- void Write(JSONWriter &out, const aiLight &ai, bool is_elem = true) {
- out.StartObj(is_elem);
- out.Key("name");
- out.SimpleValue(ai.mName);
- out.Key("type");
- out.SimpleValue(ai.mType);
- if (ai.mType == aiLightSource_SPOT || ai.mType == aiLightSource_UNDEFINED) {
- out.Key("angleinnercone");
- out.SimpleValue(ai.mAngleInnerCone);
- out.Key("angleoutercone");
- out.SimpleValue(ai.mAngleOuterCone);
- }
- out.Key("attenuationconstant");
- out.SimpleValue(ai.mAttenuationConstant);
- out.Key("attenuationlinear");
- out.SimpleValue(ai.mAttenuationLinear);
- out.Key("attenuationquadratic");
- out.SimpleValue(ai.mAttenuationQuadratic);
- out.Key("diffusecolor");
- Write(out, ai.mColorDiffuse, false);
- out.Key("specularcolor");
- Write(out, ai.mColorSpecular, false);
- out.Key("ambientcolor");
- Write(out, ai.mColorAmbient, false);
- if (ai.mType != aiLightSource_POINT) {
- out.Key("direction");
- Write(out, ai.mDirection, false);
- }
- if (ai.mType != aiLightSource_DIRECTIONAL) {
- out.Key("position");
- Write(out, ai.mPosition, false);
- }
- out.EndObj();
- }
- void Write(JSONWriter &out, const aiNodeAnim &ai, bool is_elem = true) {
- out.StartObj(is_elem);
- out.Key("name");
- out.SimpleValue(ai.mNodeName);
- out.Key("prestate");
- out.SimpleValue(ai.mPreState);
- out.Key("poststate");
- out.SimpleValue(ai.mPostState);
- if (ai.mNumPositionKeys) {
- out.Key("positionkeys");
- out.StartArray();
- for (unsigned int n = 0; n < ai.mNumPositionKeys; ++n) {
- const aiVectorKey &pos = ai.mPositionKeys[n];
- out.StartArray(true);
- out.Element(pos.mTime);
- Write(out, pos.mValue);
- out.EndArray();
- }
- out.EndArray();
- }
- if (ai.mNumRotationKeys) {
- out.Key("rotationkeys");
- out.StartArray();
- for (unsigned int n = 0; n < ai.mNumRotationKeys; ++n) {
- const aiQuatKey &rot = ai.mRotationKeys[n];
- out.StartArray(true);
- out.Element(rot.mTime);
- Write(out, rot.mValue);
- out.EndArray();
- }
- out.EndArray();
- }
- if (ai.mNumScalingKeys) {
- out.Key("scalingkeys");
- out.StartArray();
- for (unsigned int n = 0; n < ai.mNumScalingKeys; ++n) {
- const aiVectorKey &scl = ai.mScalingKeys[n];
- out.StartArray(true);
- out.Element(scl.mTime);
- Write(out, scl.mValue);
- out.EndArray();
- }
- out.EndArray();
- }
- out.EndObj();
- }
- void Write(JSONWriter &out, const aiAnimation &ai, bool is_elem = true) {
- out.StartObj(is_elem);
- out.Key("name");
- out.SimpleValue(ai.mName);
- out.Key("tickspersecond");
- out.SimpleValue(ai.mTicksPerSecond);
- out.Key("duration");
- out.SimpleValue(ai.mDuration);
- out.Key("channels");
- out.StartArray();
- for (unsigned int n = 0; n < ai.mNumChannels; ++n) {
- Write(out, *ai.mChannels[n]);
- }
- out.EndArray();
- out.EndObj();
- }
- void Write(JSONWriter &out, const aiCamera &ai, bool is_elem = true) {
- out.StartObj(is_elem);
- out.Key("name");
- out.SimpleValue(ai.mName);
- out.Key("aspect");
- out.SimpleValue(ai.mAspect);
- out.Key("clipplanefar");
- out.SimpleValue(ai.mClipPlaneFar);
- out.Key("clipplanenear");
- out.SimpleValue(ai.mClipPlaneNear);
- out.Key("horizontalfov");
- out.SimpleValue(ai.mHorizontalFOV);
- out.Key("up");
- Write(out, ai.mUp, false);
- out.Key("lookat");
- Write(out, ai.mLookAt, false);
- out.EndObj();
- }
- void WriteFormatInfo(JSONWriter &out) {
- out.StartObj();
- out.Key("format");
- out.SimpleValue("\"assimp2json\"");
- out.Key("version");
- out.SimpleValue(CURRENT_FORMAT_VERSION);
- out.EndObj();
- }
- void Write(JSONWriter &out, const aiScene &ai) {
- out.StartObj();
- out.Key("__metadata__");
- WriteFormatInfo(out);
- out.Key("rootnode");
- Write(out, *ai.mRootNode, false);
- out.Key("flags");
- out.SimpleValue(ai.mFlags);
- if (ai.HasMeshes()) {
- out.Key("meshes");
- out.StartArray();
- for (unsigned int n = 0; n < ai.mNumMeshes; ++n) {
- Write(out, *ai.mMeshes[n]);
- }
- out.EndArray();
- }
- if (ai.HasMaterials()) {
- out.Key("materials");
- out.StartArray();
- for (unsigned int n = 0; n < ai.mNumMaterials; ++n) {
- Write(out, *ai.mMaterials[n]);
- }
- out.EndArray();
- }
- if (ai.HasAnimations()) {
- out.Key("animations");
- out.StartArray();
- for (unsigned int n = 0; n < ai.mNumAnimations; ++n) {
- Write(out, *ai.mAnimations[n]);
- }
- out.EndArray();
- }
- if (ai.HasLights()) {
- out.Key("lights");
- out.StartArray();
- for (unsigned int n = 0; n < ai.mNumLights; ++n) {
- Write(out, *ai.mLights[n]);
- }
- out.EndArray();
- }
- if (ai.HasCameras()) {
- out.Key("cameras");
- out.StartArray();
- for (unsigned int n = 0; n < ai.mNumCameras; ++n) {
- Write(out, *ai.mCameras[n]);
- }
- out.EndArray();
- }
- if (ai.HasTextures()) {
- out.Key("textures");
- out.StartArray();
- for (unsigned int n = 0; n < ai.mNumTextures; ++n) {
- Write(out, *ai.mTextures[n]);
- }
- out.EndArray();
- }
- out.EndObj();
- }
- void ExportAssimp2Json(const char *file, Assimp::IOSystem *io, const aiScene *scene, const Assimp::ExportProperties *) {
- std::unique_ptr<Assimp::IOStream> str(io->Open(file, "wt"));
- if (!str) {
- throw DeadlyExportError("could not open output file");
- }
- // get a copy of the scene so we can modify it
- aiScene *scenecopy_tmp;
- aiCopyScene(scene, &scenecopy_tmp);
- try {
- // split meshes so they fit into a 16 bit index buffer
- MeshSplitter splitter;
- splitter.SetLimit(1 << 16);
- splitter.Execute(scenecopy_tmp);
- // XXX Flag_WriteSpecialFloats is turned on by default, right now we don't have a configuration interface for exporters
- JSONWriter s(*str, JSONWriter::Flag_WriteSpecialFloats);
- Write(s, *scenecopy_tmp);
- } catch (...) {
- aiFreeScene(scenecopy_tmp);
- throw;
- }
- aiFreeScene(scenecopy_tmp);
- }
- } // namespace Assimp
- #endif // ASSIMP_BUILD_NO_ASSJSON_EXPORTER
- #endif // ASSIMP_BUILD_NO_EXPORT
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