251 lines
13 KiB
C++
251 lines
13 KiB
C++
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/// \file X3DExporter.hpp
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/// \brief X3D-format files exporter for Assimp.
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/// \date 2016
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/// \author smal.root@gmail.com
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// Thanks to acorn89 for support.
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#ifndef INCLUDED_AI_X3D_EXPORTER_H
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#define INCLUDED_AI_X3D_EXPORTER_H
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// Header files, Assimp.
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#include <assimp/material.h>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/Exporter.hpp>
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// Header files, stdlib.
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#include <list>
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#include <string>
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namespace Assimp {
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/// \class X3DExporter
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/// Class which export aiScene to X3D file.
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///
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/// Limitations.
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///
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/// Pay attention that X3D is format for interactive graphic and simulations for web browsers. aiScene can not contain all features of the X3D format.
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/// Also, aiScene contain rasterized-like data. For example, X3D can describe circle all cylinder with one tag, but aiScene contain result of tessellation:
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/// vertices, faces etc. Yes, you can use algorithm for detecting figures or shapes, but that's not a good idea at all.
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///
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/// Supported nodes:
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/// Core component:
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/// "MetadataBoolean", "MetadataDouble", "MetadataFloat", "MetadataInteger", "MetadataSet", "MetadataString"
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/// Geometry3D component:
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/// "IndexedFaceSet"
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/// Grouping component:
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/// "Group", "Transform"
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/// Lighting component:
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/// "DirectionalLight", "PointLight", "SpotLight"
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/// Rendering component:
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/// "ColorRGBA", "Coordinate", "Normal"
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/// Shape component:
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/// "Shape", "Appearance", "Material"
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/// Texturing component:
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/// "ImageTexture", "TextureCoordinate", "TextureTransform"
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///
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class X3DExporter {
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/***********************************************/
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/******************** Types ********************/
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/***********************************************/
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struct SAttribute {
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const std::string Name;
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const std::string Value;
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SAttribute() :
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Name(),
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Value() {
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// empty
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}
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SAttribute(const std::string &name, const std::string &value) :
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Name(name),
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Value(value) {
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// empty
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}
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SAttribute(SAttribute && rhs) :
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Name(std::move(rhs.Name)),
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Value(std::move(rhs.Value)) {
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// empty
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}
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};
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/***********************************************/
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/****************** Constants ******************/
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/***********************************************/
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const aiScene *const mScene;
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/***********************************************/
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/****************** Variables ******************/
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/***********************************************/
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IOStream *mOutFile;
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std::map<size_t, std::string> mDEF_Map_Mesh;
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std::map<size_t, std::string> mDEF_Map_Material;
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private:
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std::string mIndentationString;
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/***********************************************/
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/****************** Functions ******************/
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/***********************************************/
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/// \fn void IndentationStringSet(const size_t pNewLevel)
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/// Set value of the indentation string.
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/// \param [in] pNewLevel - new level of the indentation.
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void IndentationStringSet(const size_t pNewLevel);
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/// \fn void XML_Write(const std::string& pData)
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/// Write data to XML-file.
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/// \param [in] pData - reference to string which must be written.
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void XML_Write(const std::string &pData);
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/// \fn aiMatrix4x4 Matrix_GlobalToCurrent(const aiNode& pNode) const
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/// Calculate transformation matrix for transformation from global coordinate system to pointed aiNode.
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/// \param [in] pNode - reference to local node.
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/// \return calculated matrix.
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aiMatrix4x4 Matrix_GlobalToCurrent(const aiNode &pNode) const;
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/// \fn void AttrHelper_CommaToPoint(std::string& pStringWithComma)
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/// Convert commas in string to points. That's needed because "std::to_string" result depends on locale (regional settings).
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/// \param [in, out] pStringWithComma - reference to string, which must be modified.
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void AttrHelper_CommaToPoint(std::string &pStringWithComma) {
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for (char &c : pStringWithComma) {
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if (c == ',') c = '.';
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}
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}
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/// \fn void AttrHelper_FloatToString(const float pValue, std::string& pTargetString)
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/// Converts float to string.
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/// \param [in] pValue - value for converting.
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/// \param [out] pTargetString - reference to string where result will be placed. Will be cleared before using.
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void AttrHelper_FloatToString(const float pValue, std::string &pTargetString);
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/// \fn void AttrHelper_Vec3DArrToString(const aiVector3D* pArray, const size_t pArray_Size, std::string& pTargetString)
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/// Converts array of vectors to string.
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/// \param [in] pArray - pointer to array of vectors.
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/// \param [in] pArray_Size - count of elements in array.
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/// \param [out] pTargetString - reference to string where result will be placed. Will be cleared before using.
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void AttrHelper_Vec3DArrToString(const aiVector3D *pArray, const size_t pArray_Size, std::string &pTargetString);
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/// \fn void AttrHelper_Vec2DArrToString(const aiVector2D* pArray, const size_t pArray_Size, std::string& pTargetString)
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/// \overload void AttrHelper_Vec3DArrToString(const aiVector3D* pArray, const size_t pArray_Size, std::string& pTargetString)
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void AttrHelper_Vec2DArrToString(const aiVector2D *pArray, const size_t pArray_Size, std::string &pTargetString);
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/// \fn void AttrHelper_Vec3DAsVec2fArrToString(const aiVector3D* pArray, const size_t pArray_Size, std::string& pTargetString)
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/// \overload void AttrHelper_Vec3DArrToString(const aiVector3D* pArray, const size_t pArray_Size, std::string& pTargetString)
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/// Only x, y is used from aiVector3D.
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void AttrHelper_Vec3DAsVec2fArrToString(const aiVector3D *pArray, const size_t pArray_Size, std::string &pTargetString);
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/// \fn void AttrHelper_Col4DArrToString(const aiColor4D* pArray, const size_t pArray_Size, std::string& pTargetString)
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/// \overload void AttrHelper_Vec3DArrToString(const aiVector3D* pArray, const size_t pArray_Size, std::string& pTargetString)
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/// Converts array of colors to string.
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void AttrHelper_Col4DArrToString(const aiColor4D *pArray, const size_t pArray_Size, std::string &pTargetString);
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/// \fn void AttrHelper_Col3DArrToString(const aiColor3D* pArray, const size_t pArray_Size, std::string& pTargetString)
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/// \overload void AttrHelper_Col4DArrToString(const aiColor4D* pArray, const size_t pArray_Size, std::string& pTargetString)
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/// Converts array of colors to string.
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void AttrHelper_Col3DArrToString(const aiColor3D *pArray, const size_t pArray_Size, std::string &pTargetString);
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/// \fn void AttrHelper_FloatToAttrList(std::list<SAttribute> pList, const std::string& pName, const float pValue, const float pDefaultValue)
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/// \overload void AttrHelper_Col3DArrToString(const aiColor3D* pArray, const size_t pArray_Size, std::string& pTargetString)
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void AttrHelper_FloatToAttrList(std::list<SAttribute> &pList, const std::string &pName, const float pValue, const float pDefaultValue);
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/// \fn void AttrHelper_Color3ToAttrList(std::list<SAttribute> pList, const std::string& pName, const aiColor3D& pValue, const aiColor3D& pDefaultValue)
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/// Add attribute to list if value not equal to default.
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/// \param [in] pList - target list of the attributes.
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/// \param [in] pName - name of new attribute.
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/// \param [in] pValue - value of the new attribute.
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/// \param [in] pDefaultValue - default value for checking: if pValue is equal to pDefaultValue then attribute will not be added.
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void AttrHelper_Color3ToAttrList(std::list<SAttribute> &pList, const std::string &pName, const aiColor3D &pValue, const aiColor3D &pDefaultValue);
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/// \fn void NodeHelper_OpenNode(const std::string& pNodeName, const size_t pTabLevel, const bool pEmptyElement, const std::list<SAttribute>& pAttrList)
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/// Begin new XML-node element.
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/// \param [in] pNodeName - name of the element.
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/// \param [in] pTabLevel - indentation level.
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/// \param [in] pEmtyElement - if true then empty element will be created.
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/// \param [in] pAttrList - list of the attributes for element.
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void NodeHelper_OpenNode(const std::string &pNodeName, const size_t pTabLevel, const bool pEmptyElement, const std::list<SAttribute> &pAttrList);
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/// \fn void NodeHelper_OpenNode(const std::string& pNodeName, const size_t pTabLevel, const bool pEmptyElement = false)
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/// \overload void NodeHelper_OpenNode(const std::string& pNodeName, const size_t pTabLevel, const bool pEmptyElement, const std::list<SAttribute>& pAttrList)
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void NodeHelper_OpenNode(const std::string &pNodeName, const size_t pTabLevel, const bool pEmptyElement = false);
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/// \fn void NodeHelper_CloseNode(const std::string& pNodeName, const size_t pTabLevel)
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/// End XML-node element.
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/// \param [in] pNodeName - name of the element.
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/// \param [in] pTabLevel - indentation level.
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void NodeHelper_CloseNode(const std::string &pNodeName, const size_t pTabLevel);
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/// \fn void Export_Node(const aiNode* pNode, const size_t pTabLevel)
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/// Export data from scene to XML-file: aiNode.
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/// \param [in] pNode - source aiNode.
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/// \param [in] pTabLevel - indentation level.
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void Export_Node(const aiNode *pNode, const size_t pTabLevel);
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/// \fn void Export_Mesh(const size_t pIdxMesh, const size_t pTabLevel)
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/// Export data from scene to XML-file: aiMesh.
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/// \param [in] pMesh - index of the source aiMesh.
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/// \param [in] pTabLevel - indentation level.
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void Export_Mesh(const size_t pIdxMesh, const size_t pTabLevel);
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/// \fn void Export_Material(const size_t pIdxMaterial, const size_t pTabLevel)
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/// Export data from scene to XML-file: aiMaterial.
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/// \param [in] pIdxMaterial - index of the source aiMaterial.
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/// \param [in] pTabLevel - indentation level.
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void Export_Material(const size_t pIdxMaterial, const size_t pTabLevel);
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/// \fn void Export_MetadataBoolean(const aiString& pKey, const bool pValue, const size_t pTabLevel)
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/// Export data from scene to XML-file: aiMetadata.
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/// \param [in] pKey - source data: value of the metadata key.
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/// \param [in] pValue - source data: value of the metadata value.
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/// \param [in] pTabLevel - indentation level.
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void Export_MetadataBoolean(const aiString &pKey, const bool pValue, const size_t pTabLevel);
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/// \fn void Export_MetadataDouble(const aiString& pKey, const double pValue, const size_t pTabLevel)
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/// \overload void Export_MetadataBoolean(const aiString& pKey, const bool pValue, const size_t pTabLevel)
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void Export_MetadataDouble(const aiString &pKey, const double pValue, const size_t pTabLevel);
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/// \fn void Export_MetadataFloat(const aiString& pKey, const float pValue, const size_t pTabLevel)
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/// \overload void Export_MetadataBoolean(const aiString& pKey, const bool pValue, const size_t pTabLevel)
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void Export_MetadataFloat(const aiString &pKey, const float pValue, const size_t pTabLevel);
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/// \fn void Export_MetadataInteger(const aiString& pKey, const int32_t pValue, const size_t pTabLevel)
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/// \overload void Export_MetadataBoolean(const aiString& pKey, const bool pValue, const size_t pTabLevel)
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void Export_MetadataInteger(const aiString &pKey, const int32_t pValue, const size_t pTabLevel);
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/// \fn void Export_MetadataString(const aiString& pKey, const aiString& pValue, const size_t pTabLevel)
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/// \overload void Export_MetadataBoolean(const aiString& pKey, const bool pValue, const size_t pTabLevel)
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void Export_MetadataString(const aiString &pKey, const aiString &pValue, const size_t pTabLevel);
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/// \fn bool CheckAndExport_Light(const aiNode& pNode, const size_t pTabLevel)
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/// Check if node point to light source. If yes then export light source.
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/// \param [in] pNode - reference to node for checking.
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/// \param [in] pTabLevel - indentation level.
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/// \return true - if node assigned with light and it was exported, else - return false.
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bool CheckAndExport_Light(const aiNode &pNode, const size_t pTabLevel);
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/***********************************************/
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/************** Functions: LOG set *************/
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/***********************************************/
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/// \fn void LogError(const std::string& pMessage)
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/// Short variant for calling \ref DefaultLogger::get()->error()
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void LogError(const std::string &pMessage) { DefaultLogger::get()->error(pMessage); }
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public:
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/// \fn X3DExporter()
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/// Default constructor.
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X3DExporter(const char *pFileName, IOSystem *pIOSystem, const aiScene *pScene, const ExportProperties *pProperties);
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/// \fn ~X3DExporter()
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/// Default destructor.
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~X3DExporter() {}
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}; // class X3DExporter
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} // namespace Assimp
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#endif // INCLUDED_AI_X3D_EXPORTER_H
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