295 lines
9.8 KiB
C++
295 lines
9.8 KiB
C++
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/*
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Open Asset Import Library (ASSIMP)
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----------------------------------------------------------------------
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Copyright (c) 2006-2010, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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#include "AssimpPCH.h"
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#ifndef ASSIMP_BUILD_NO_EXPORT
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#ifndef ASSIMP_BUILD_NO_OBJ_EXPORTER
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#include "ObjExporter.h"
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#include "../include/aiVersion.h"
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using namespace Assimp;
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namespace Assimp {
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// ------------------------------------------------------------------------------------------------
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// Worker function for exporting a scene to Wavefront OBJ. Prototyped and registered in Exporter.cpp
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void ExportSceneObj(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene)
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{
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// invoke the exporter
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ObjExporter exporter(pFile, pScene);
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// we're still here - export successfully completed. Write both the main OBJ file and the material script
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{
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boost::scoped_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
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outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
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}
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{
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boost::scoped_ptr<IOStream> outfile (pIOSystem->Open(exporter.GetMaterialLibFileName(),"wt"));
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outfile->Write( exporter.mOutputMat.str().c_str(), static_cast<size_t>(exporter.mOutputMat.tellp()),1);
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}
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}
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} // end of namespace Assimp
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// ------------------------------------------------------------------------------------------------
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ObjExporter :: ObjExporter(const char* _filename, const aiScene* pScene)
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: filename(_filename)
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, pScene(pScene)
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, endl("\n")
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{
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// make sure that all formatting happens using the standard, C locale and not the user's current locale
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const std::locale& l = std::locale("C");
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mOutput.imbue(l);
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mOutputMat.imbue(l);
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WriteGeometryFile();
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WriteMaterialFile();
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}
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// ------------------------------------------------------------------------------------------------
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std::string ObjExporter :: GetMaterialLibName()
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{
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// within the Obj file, we use just the relative file name with the path stripped
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const std::string& s = GetMaterialLibFileName();
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std::string::size_type il = s.find_last_of("/\\");
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if (il != std::string::npos) {
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return s.substr(il + 1);
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}
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return s;
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}
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// ------------------------------------------------------------------------------------------------
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std::string ObjExporter :: GetMaterialLibFileName()
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{
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return filename + ".mtl";
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}
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// ------------------------------------------------------------------------------------------------
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void ObjExporter :: WriteHeader(std::ostringstream& out)
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{
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out << "# File produced by Open Asset Import Library (http://www.assimp.sf.net)" << endl;
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out << "# (assimp v" << aiGetVersionMajor() << '.' << aiGetVersionMinor() << '.' << aiGetVersionRevision() << ")" << endl << endl;
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}
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// ------------------------------------------------------------------------------------------------
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std::string ObjExporter :: GetMaterialName(unsigned int index)
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{
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const aiMaterial* const mat = pScene->mMaterials[index];
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aiString s;
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if(AI_SUCCESS == mat->Get(AI_MATKEY_NAME,s)) {
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return std::string(s.data,s.length);
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}
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char number[ sizeof(unsigned int) * 3 + 1 ];
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ASSIMP_itoa10(number,index);
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return "$Material_" + std::string(number);
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}
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// ------------------------------------------------------------------------------------------------
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void ObjExporter :: WriteMaterialFile()
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{
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WriteHeader(mOutputMat);
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for(unsigned int i = 0; i < pScene->mNumMaterials; ++i) {
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const aiMaterial* const mat = pScene->mMaterials[i];
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int illum = 1;
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mOutputMat << "newmtl " << GetMaterialName(i) << endl;
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aiColor4D c;
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if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_DIFFUSE,c)) {
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mOutputMat << "kd " << c.r << " " << c.g << " " << c.b << endl;
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}
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if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_AMBIENT,c)) {
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mOutputMat << "ka " << c.r << " " << c.g << " " << c.b << endl;
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}
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if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_SPECULAR,c)) {
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mOutputMat << "ks " << c.r << " " << c.g << " " << c.b << endl;
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}
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float o;
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if(AI_SUCCESS == mat->Get(AI_MATKEY_OPACITY,o)) {
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mOutputMat << "d " << o << endl;
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}
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if(AI_SUCCESS == mat->Get(AI_MATKEY_SHININESS,o) && o) {
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mOutputMat << "Ns " << o << endl;
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illum = 2;
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}
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mOutputMat << "illum " << illum << endl;
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aiString s;
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if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_DIFFUSE(0),s)) {
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mOutputMat << "map_kd " << s.data << endl;
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}
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if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_AMBIENT(0),s)) {
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mOutputMat << "map_ka " << s.data << endl;
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}
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if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_SPECULAR(0),s)) {
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mOutputMat << "map_ks " << s.data << endl;
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}
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if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_SHININESS(0),s)) {
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mOutputMat << "map_ns " << s.data << endl;
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}
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if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_HEIGHT(0),s) || AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_NORMALS(0),s)) {
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// implementations seem to vary here, so write both variants
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mOutputMat << "bump " << s.data << endl;
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mOutputMat << "map_bump " << s.data << endl;
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}
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mOutputMat << endl;
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}
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}
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// ------------------------------------------------------------------------------------------------
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void ObjExporter :: WriteGeometryFile()
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{
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WriteHeader(mOutput);
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mOutput << "mtllib " << GetMaterialLibName() << endl << endl;
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// collect mesh geometry
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aiMatrix4x4 mBase;
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AddNode(pScene->mRootNode,mBase);
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// write vertex positions
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mOutput << "# " << vp.size() << " vertex positions" << endl;
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BOOST_FOREACH(const aiVector3D& v, vp) {
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mOutput << "v " << v.x << " " << v.y << " " << v.z << endl;
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}
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mOutput << endl;
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// write uv coordinates
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mOutput << "# " << vt.size() << " UV coordinates" << endl;
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BOOST_FOREACH(const aiVector3D& v, vt) {
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mOutput << "vt " << v.x << " " << v.y << " " << v.z << endl;
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}
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mOutput << endl;
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// write vertex normals
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mOutput << "# " << vn.size() << " vertex normals" << endl;
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BOOST_FOREACH(const aiVector3D& v, vn) {
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mOutput << "vn " << v.x << " " << v.y << " " << v.z << endl;
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}
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mOutput << endl;
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// now write all mesh instances
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BOOST_FOREACH(const MeshInstance& m, meshes) {
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mOutput << "# Mesh \'" << m.name << "\' with " << m.faces.size() << " faces" << endl;
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mOutput << "g " << m.name << endl;
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mOutput << "usemtl " << m.matname << endl;
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BOOST_FOREACH(const Face& f, m.faces) {
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mOutput << "f ";
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BOOST_FOREACH(const FaceVertex& fv, f.indices) {
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mOutput << " " << fv.vp << "/";
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if (fv.vt) {
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mOutput << fv.vt;
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}
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mOutput << "/";
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if (fv.vn) {
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mOutput << fv.vn;
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}
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}
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mOutput << endl;
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}
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mOutput << endl;
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}
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}
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// ------------------------------------------------------------------------------------------------
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void ObjExporter :: AddMesh(const aiString& name, const aiMesh* m, const aiMatrix4x4& mat)
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{
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meshes.push_back(MeshInstance());
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MeshInstance& mesh = meshes.back();
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mesh.name = std::string(name.data,name.length) + (m->mName.length ? "_"+std::string(m->mName.data,m->mName.length) : "");
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mesh.matname = GetMaterialName(m->mMaterialIndex);
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mesh.faces.resize(m->mNumFaces);
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for(unsigned int i = 0; i < m->mNumFaces; ++i) {
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const aiFace& f = m->mFaces[i];
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Face& face = mesh.faces[i];
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face.indices.resize(f.mNumIndices);
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for(unsigned int a = 0; a < f.mNumIndices; ++a) {
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const unsigned int idx = f.mIndices[a];
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// XXX need a way to check if this is an unique vertex or if we had it already,
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// in which case we should instead reference the previous occurrence.
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ai_assert(m->mVertices);
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vp.push_back( mat * m->mVertices[idx] );
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face.indices[a].vp = vp.size();
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if (m->mNormals) {
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vn.push_back( m->mNormals[idx] );
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}
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face.indices[a].vn = vn.size();
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if (m->mTextureCoords[0]) {
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vt.push_back( m->mTextureCoords[0][idx] );
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}
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face.indices[a].vt = vt.size();
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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void ObjExporter :: AddNode(const aiNode* nd, const aiMatrix4x4& mParent)
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{
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const aiMatrix4x4& mAbs = mParent * nd->mTransformation;
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for(unsigned int i = 0; i < nd->mNumMeshes; ++i) {
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AddMesh(nd->mName, pScene->mMeshes[nd->mMeshes[i]],mAbs);
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}
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for(unsigned int i = 0; i < nd->mNumChildren; ++i) {
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AddNode(nd->mChildren[i],mAbs);
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}
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}
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#endif
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#endif
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