Merge pull request #298 from Madrich/master

Collada fixes, adding XFile Exporter
pull/309/head
Alexander Gessler 2014-06-21 18:54:11 +02:00
commit 1207f84f7b
9 changed files with 744 additions and 32 deletions

View File

@ -543,6 +543,8 @@ SET( XFile_SRCS
XFileImporter.h
XFileParser.cpp
XFileParser.h
XFileExporter.h
XFileExporter.cpp
)
SOURCE_GROUP( XFile FILES ${XFile_SRCS})

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@ -124,7 +124,7 @@ ColladaExporter::~ColladaExporter()
void ColladaExporter::WriteFile()
{
// write the DTD
mOutput << "<?xml version=\"1.0\"?>" << endstr;
mOutput << "<?xml version=\"1.0\" encoding=\"UTF-8\" standalone=\"no\" ?>" << endstr;
// COLLADA element start
mOutput << "<COLLADA xmlns=\"http://www.collada.org/2005/11/COLLADASchema\" version=\"1.4.1\">" << endstr;
PushTag();
@ -151,7 +151,7 @@ void ColladaExporter::WriteFile()
// Writes the asset header
void ColladaExporter::WriteHeader()
{
static const float epsilon = 0.000001f;
static const float epsilon = 0.00001f;
static const aiQuaternion x_rot(aiMatrix3x3(
0, -1, 0,
1, 0, 0,
@ -176,6 +176,7 @@ void ColladaExporter::WriteHeader()
aiQuaternion rotation;
aiVector3D position;
mScene->mRootNode->mTransformation.Decompose(scaling, rotation, position);
rotation.Normalize();
bool add_root_node = false;
@ -229,8 +230,22 @@ void ColladaExporter::WriteHeader()
PushTag();
mOutput << startstr << "<contributor>" << endstr;
PushTag();
mOutput << startstr << "<author>Assimp</author>" << endstr;
mOutput << startstr << "<authoring_tool>Assimp Collada Exporter</authoring_tool>" << endstr;
aiMetadata* meta = mScene->mRootNode->mMetaData;
aiString value;
if (!meta || !meta->Get("Author", value))
mOutput << startstr << "<author>" << "Assimp" << "</author>" << endstr;
else
mOutput << startstr << "<author>" << value.C_Str() << "</author>" << endstr;
if (!meta || !meta->Get("AuthoringTool", value))
mOutput << startstr << "<authoring_tool>" << "Assimp Exporter" << "</authoring_tool>" << endstr;
else
mOutput << startstr << "<authoring_tool>" << value.C_Str() << "</authoring_tool>" << endstr;
//mOutput << startstr << "<author>" << mScene->author.C_Str() << "</author>" << endstr;
//mOutput << startstr << "<authoring_tool>" << mScene->authoringTool.C_Str() << "</authoring_tool>" << endstr;
PopTag();
mOutput << startstr << "</contributor>" << endstr;
mOutput << startstr << "<created>" << date_str << "</created>" << endstr;
@ -353,7 +368,8 @@ void ColladaExporter::WriteTextureColorEntry( const Surface& pSurface, const std
if( pSurface.texture.empty() )
{
mOutput << startstr << "<color sid=\"" << pTypeName << "\">" << pSurface.color.r << " " << pSurface.color.g << " " << pSurface.color.b << " " << pSurface.color.a << "</color>" << endstr;
} else
}
else
{
mOutput << startstr << "<texture texture=\"" << pImageName << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
}
@ -630,26 +646,63 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
PopTag();
mOutput << startstr << "</vertices>" << endstr;
// write face setup
mOutput << startstr << "<polylist count=\"" << mesh->mNumFaces << "\" material=\"theresonlyone\">" << endstr;
// count the number of lines, triangles and polygon meshes
int countLines = 0;
int countPoly = 0;
for( size_t a = 0; a < mesh->mNumFaces; ++a )
{
if (mesh->mFaces[a].mNumIndices == 2) countLines++;
else if (mesh->mFaces[a].mNumIndices >= 3) countPoly++;
}
// lines
if (countLines)
{
mOutput << startstr << "<lines count=\"" << countLines << "\" material=\"defaultMaterial\">" << endstr;
PushTag();
mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstr << "-vertices\" />" << endstr;
mOutput << startstr << "<p>";
for( size_t a = 0; a < mesh->mNumFaces; ++a )
{
const aiFace& face = mesh->mFaces[a];
if (face.mNumIndices != 2) continue;
for( size_t b = 0; b < face.mNumIndices; ++b )
mOutput << face.mIndices[b] << " ";
}
mOutput << "</p>" << endstr;
PopTag();
mOutput << startstr << "</lines>" << endstr;
}
// triangle - dont use it, because compatibility problems
// polygons
if (countPoly)
{
mOutput << startstr << "<polylist count=\"" << countPoly << "\" material=\"defaultMaterial\">" << endstr;
PushTag();
mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstr << "-vertices\" />" << endstr;
mOutput << startstr << "<vcount>";
for( size_t a = 0; a < mesh->mNumFaces; ++a )
{
if (mesh->mFaces[a].mNumIndices < 3) continue;
mOutput << mesh->mFaces[a].mNumIndices << " ";
}
mOutput << "</vcount>" << endstr;
mOutput << startstr << "<p>";
for( size_t a = 0; a < mesh->mNumFaces; ++a )
{
const aiFace& face = mesh->mFaces[a];
if (face.mNumIndices < 3) continue;
for( size_t b = 0; b < face.mNumIndices; ++b )
mOutput << face.mIndices[b] << " ";
}
mOutput << "</p>" << endstr;
PopTag();
mOutput << startstr << "</polylist>" << endstr;
}
// closing tags
PopTag();
@ -770,8 +823,16 @@ void ColladaExporter::WriteSceneLibrary()
// ------------------------------------------------------------------------------------------------
// Recursively writes the given node
void ColladaExporter::WriteNode( const aiNode* pNode)
void ColladaExporter::WriteNode(aiNode* pNode)
{
// the must have a name
if (pNode->mName.length == 0)
{
std::stringstream ss;
ss << "Node_" << pNode;
pNode->mName.Set(ss.str());
}
mOutput << startstr << "<node id=\"" << pNode->mName.data << "\" name=\"" << pNode->mName.data << "\">" << endstr;
PushTag();
@ -799,7 +860,7 @@ void ColladaExporter::WriteNode( const aiNode* pNode)
PushTag();
mOutput << startstr << "<technique_common>" << endstr;
PushTag();
mOutput << startstr << "<instance_material symbol=\"theresonlyone\" target=\"#" << materials[mesh->mMaterialIndex].name << "\" />" << endstr;
mOutput << startstr << "<instance_material symbol=\"defaultMaterial\" target=\"#" << materials[mesh->mMaterialIndex].name << "\" />" << endstr;
PopTag();
mOutput << startstr << "</technique_common>" << endstr;
PopTag();

View File

@ -92,7 +92,7 @@ protected:
void WriteSceneLibrary();
/// Recursively writes the given node
void WriteNode( const aiNode* pNode);
void WriteNode( aiNode* pNode);
/// Enters a new xml element, which increases the indentation
void PushTag() { startstr.append( " "); }

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@ -71,7 +71,9 @@ void GetPostProcessingStepInstanceList(std::vector< BaseProcess* >& out);
// ------------------------------------------------------------------------------------------------
// Exporter worker function prototypes. Should not be necessary to #ifndef them, it's just a prototype
// do not use const, because some exporter need to convert the scene temporary
void ExportSceneCollada(const char*,IOSystem*, const aiScene*);
void ExportSceneXFile(const char*,IOSystem*, const aiScene*);
void ExportSceneObj(const char*,IOSystem*, const aiScene*);
void ExportSceneSTL(const char*,IOSystem*, const aiScene*);
void ExportSceneSTLBinary(const char*,IOSystem*, const aiScene*);
@ -86,6 +88,11 @@ Exporter::ExportFormatEntry gExporters[] =
Exporter::ExportFormatEntry( "collada", "COLLADA - Digital Asset Exchange Schema", "dae", &ExportSceneCollada),
#endif
#ifndef ASSIMP_BUILD_NO_FXILE_EXPORTER
Exporter::ExportFormatEntry( "x", "X Files", "x", &ExportSceneXFile,
aiProcess_MakeLeftHanded | aiProcess_FlipWindingOrder | aiProcess_FlipUVs),
#endif
#ifndef ASSIMP_BUILD_NO_OBJ_EXPORTER
Exporter::ExportFormatEntry( "obj", "Wavefront OBJ format", "obj", &ExportSceneObj,
aiProcess_GenSmoothNormals /*| aiProcess_PreTransformVertices */),

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@ -38,7 +38,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file ColladaExporter.h
/** @file ObjExporter.h
* Declares the exporter class to write a scene to a Collada file
*/
#ifndef AI_OBJEXPORTER_H_INC

View File

@ -0,0 +1,517 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2012, 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.
@author: Richard Steffen, 2014
----------------------------------------------------------------------
*/
#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_EXPORT
#ifndef ASSIMP_BUILD_NO_XFILE_EXPORTER
#include "XFileExporter.h"
#include "ConvertToLHProcess.h"
#include "Bitmap.h"
#include "fast_atof.h"
#include "SceneCombiner.h"
#include <ctime>
#include <set>
using namespace Assimp;
namespace Assimp
{
// ------------------------------------------------------------------------------------------------
// Worker function for exporting a scene to Collada. Prototyped and registered in Exporter.cpp
void ExportSceneXFile(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene)
{
std::string path = "";
std::string file = pFile;
// We need to test both types of folder separators because pIOSystem->getOsSeparator() is not reliable.
// Moreover, the path given by some applications is not even consistent with the OS specific type of separator.
const char* end_path = std::max(strrchr(pFile, '\\'), strrchr(pFile, '/'));
if(end_path != NULL) {
path = std::string(pFile, end_path + 1 - pFile);
file = file.substr(end_path + 1 - pFile, file.npos);
std::size_t pos = file.find_last_of('.');
if(pos != file.npos) {
file = file.substr(0, pos);
}
}
// invoke the exporter
XFileExporter iDoTheExportThing( pScene, pIOSystem, path, file);
// we're still here - export successfully completed. Write result to the given IOSYstem
boost::scoped_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
if(outfile == NULL) {
throw DeadlyExportError("could not open output .dae file: " + std::string(pFile));
}
// XXX maybe use a small wrapper around IOStream that behaves like std::stringstream in order to avoid the extra copy.
outfile->Write( iDoTheExportThing.mOutput.str().c_str(), static_cast<size_t>(iDoTheExportThing.mOutput.tellp()),1);
}
} // end of namespace Assimp
// ------------------------------------------------------------------------------------------------
// Constructor for a specific scene to export
XFileExporter::XFileExporter(const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file) : mIOSystem(pIOSystem), mPath(path), mFile(file)
{
// make sure that all formatting happens using the standard, C locale and not the user's current locale
mOutput.imbue( std::locale("C") );
mScene = pScene;
mSceneOwned = false;
// set up strings
endstr = "\n";
// start writing
WriteFile();
}
// ------------------------------------------------------------------------------------------------
// Destructor
XFileExporter::~XFileExporter()
{
if(mSceneOwned) {
delete mScene;
}
}
// ------------------------------------------------------------------------------------------------
// Starts writing the contents
void XFileExporter::WriteFile()
{
// note, that all realnumber values must be comma separated in x files
mOutput.setf(std::ios::fixed);
mOutput.precision(6); // precission for float
// entry of writing the file
WriteHeader();
mOutput << startstr << "Frame DXCC_ROOT {" << endstr;
PushTag();
aiMatrix4x4 I; // identity
WriteFrameTransform(I);
WriteNode(mScene->mRootNode);
PopTag();
mOutput << startstr << "}" << endstr;
}
// ------------------------------------------------------------------------------------------------
// Writes the asset header
void XFileExporter::WriteHeader()
{
mOutput << startstr << "xof 0303txt 0032" << endstr;
mOutput << endstr;
mOutput << startstr << "template Frame {" << endstr;
PushTag();
mOutput << startstr << "<3d82ab46-62da-11cf-ab39-0020af71e433>" << endstr;
mOutput << startstr << "[...]" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
mOutput << endstr;
mOutput << startstr << "template Matrix4x4 {" << endstr;
PushTag();
mOutput << startstr << "<f6f23f45-7686-11cf-8f52-0040333594a3>" << endstr;
mOutput << startstr << "array FLOAT matrix[16];" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
mOutput << endstr;
mOutput << startstr << "template FrameTransformMatrix {" << endstr;
PushTag();
mOutput << startstr << "<f6f23f41-7686-11cf-8f52-0040333594a3>" << endstr;
mOutput << startstr << "Matrix4x4 frameMatrix;" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
mOutput << endstr;
mOutput << startstr << "template Vector {" << endstr;
PushTag();
mOutput << startstr << "<3d82ab5e-62da-11cf-ab39-0020af71e433>" << endstr;
mOutput << startstr << "FLOAT x;" << endstr;
mOutput << startstr << "FLOAT y;" << endstr;
mOutput << startstr << "FLOAT z;" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
mOutput << endstr;
mOutput << startstr << "template MeshFace {" << endstr;
PushTag();
mOutput << startstr << "<3d82ab5f-62da-11cf-ab39-0020af71e433>" << endstr;
mOutput << startstr << "DWORD nFaceVertexIndices;" << endstr;
mOutput << startstr << "array DWORD faceVertexIndices[nFaceVertexIndices];" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
mOutput << endstr;
mOutput << startstr << "template Mesh {" << endstr;
PushTag();
mOutput << startstr << "<3d82ab44-62da-11cf-ab39-0020af71e433>" << endstr;
mOutput << startstr << "DWORD nVertices;" << endstr;
mOutput << startstr << "array Vector vertices[nVertices];" << endstr;
mOutput << startstr << "DWORD nFaces;" << endstr;
mOutput << startstr << "array MeshFace faces[nFaces];" << endstr;
mOutput << startstr << "[...]" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
mOutput << endstr;
mOutput << startstr << "template MeshNormals {" << endstr;
PushTag();
mOutput << startstr << "<f6f23f43-7686-11cf-8f52-0040333594a3>" << endstr;
mOutput << startstr << "DWORD nNormals;" << endstr;
mOutput << startstr << "array Vector normals[nNormals];" << endstr;
mOutput << startstr << "DWORD nFaceNormals;" << endstr;
mOutput << startstr << "array MeshFace faceNormals[nFaceNormals];" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
mOutput << endstr;
mOutput << startstr << "template Coords2d {" << endstr;
PushTag();
mOutput << startstr << "<f6f23f44-7686-11cf-8f52-0040333594a3>" << endstr;
mOutput << startstr << "FLOAT u;" << endstr;
mOutput << startstr << "FLOAT v;" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
mOutput << endstr;
mOutput << startstr << "template MeshTextureCoords {" << endstr;
PushTag();
mOutput << startstr << "<f6f23f40-7686-11cf-8f52-0040333594a3>" << endstr;
mOutput << startstr << "DWORD nTextureCoords;" << endstr;
mOutput << startstr << "array Coords2d textureCoords[nTextureCoords];" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
mOutput << endstr;
mOutput << startstr << "template ColorRGBA {" << endstr;
PushTag();
mOutput << startstr << "<35ff44e0-6c7c-11cf-8f52-0040333594a3>" << endstr;
mOutput << startstr << "FLOAT red;" << endstr;
mOutput << startstr << "FLOAT green;" << endstr;
mOutput << startstr << "FLOAT blue;" << endstr;
mOutput << startstr << "FLOAT alpha;" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
mOutput << endstr;
mOutput << startstr << "template IndexedColor {" << endstr;
PushTag();
mOutput << startstr << "<1630b820-7842-11cf-8f52-0040333594a3>" << endstr;
mOutput << startstr << "DWORD index;" << endstr;
mOutput << startstr << "ColorRGBA indexColor;" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
mOutput << endstr;
mOutput << startstr << "template MeshVertexColors {" << endstr;
PushTag();
mOutput << startstr << "<1630b821-7842-11cf-8f52-0040333594a3>" << endstr;
mOutput << startstr << "DWORD nVertexColors;" << endstr;
mOutput << startstr << "array IndexedColor vertexColors[nVertexColors];" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
mOutput << endstr;
mOutput << startstr << "template VertexElement {" << endstr;
PushTag();
mOutput << startstr << "<f752461c-1e23-48f6-b9f8-8350850f336f>" << endstr;
mOutput << startstr << "DWORD Type;" << endstr;
mOutput << startstr << "DWORD Method;" << endstr;
mOutput << startstr << "DWORD Usage;" << endstr;
mOutput << startstr << "DWORD UsageIndex;" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
mOutput << endstr;
mOutput << startstr << "template DeclData {" << endstr;
PushTag();
mOutput << startstr << "<bf22e553-292c-4781-9fea-62bd554bdd93>" << endstr;
mOutput << startstr << "DWORD nElements;" << endstr;
mOutput << startstr << "array VertexElement Elements[nElements];" << endstr;
mOutput << startstr << "DWORD nDWords;" << endstr;
mOutput << startstr << "array DWORD data[nDWords];" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
mOutput << endstr;
}
// Writes the material setup
void XFileExporter::WriteFrameTransform(aiMatrix4x4& m)
{
mOutput << startstr << "FrameTransformMatrix {" << endstr << " ";
PushTag();
mOutput << startstr << m.a1 << ", " << m.b1 << ", " << m.c1 << ", " << m.d1 << "," << endstr;
mOutput << startstr << m.a2 << ", " << m.b2 << ", " << m.c2 << ", " << m.d2 << "," << endstr;
mOutput << startstr << m.a3 << ", " << m.b3 << ", " << m.c3 << ", " << m.d3 << "," << endstr;
mOutput << startstr << m.a4 << ", " << m.b4 << ", " << m.c4 << ", " << m.d4 << ";;" << endstr;
PopTag();
mOutput << startstr << "}" << endstr << endstr;
}
// ------------------------------------------------------------------------------------------------
// Recursively writes the given node
void XFileExporter::WriteNode( aiNode* pNode)
{
if (pNode->mName.length==0)
{
std::stringstream ss;
ss << "Node_" << pNode;
pNode->mName.Set(ss.str());
}
mOutput << startstr << "Frame " << pNode->mName.C_Str() << " {" << endstr;
PushTag();
aiMatrix4x4 m = pNode->mTransformation;
WriteFrameTransform(m);
for (size_t i = 0; i < pNode->mNumMeshes; i++)
WriteMesh(mScene->mMeshes[pNode->mMeshes[i]]);
// recursive call the Nodes
for (size_t a = 0; a < pNode->mNumChildren; a++)
WriteNode( mScene->mRootNode->mChildren[a]);
PopTag();
mOutput << startstr << "}" << endstr << endstr;
}
void XFileExporter::WriteMesh(const aiMesh* mesh)
{
mOutput << startstr << "Mesh " << mesh->mName.C_Str() << "_mShape" << " {" << endstr;
PushTag();
// write all the vertices
mOutput << startstr << mesh->mNumVertices << ";" << endstr;
for (size_t a = 0; a < mesh->mNumVertices; a++)
{
aiVector3D &v = mesh->mVertices[a];
mOutput << startstr << v[0] << ";"<< v[1] << ";" << v[2] << ";";
if (a < mesh->mNumVertices - 1)
mOutput << "," << endstr;
else
mOutput << ";" << endstr;
}
// write all the faces
mOutput << startstr << mesh->mNumFaces << ";" << endstr;
for( size_t a = 0; a < mesh->mNumFaces; ++a )
{
const aiFace& face = mesh->mFaces[a];
mOutput << startstr << face.mNumIndices << ";";
// must be counter clockwise triangle
//for(int b = face.mNumIndices - 1; b >= 0 ; --b)
for(size_t b = 0; b < face.mNumIndices ; ++b)
{
mOutput << face.mIndices[b];
//if (b > 0)
if (b<face.mNumIndices-1)
mOutput << ",";
else
mOutput << ";";
}
if (a < mesh->mNumFaces - 1)
mOutput << "," << endstr;
else
mOutput << ";" << endstr;
}
mOutput << endstr;
if (mesh->HasTextureCoords(0))
{
const aiMaterial* mat = mScene->mMaterials[mesh->mMaterialIndex];
aiString relpath;
mat->Get(_AI_MATKEY_TEXTURE_BASE, aiTextureType_DIFFUSE, 0, relpath);
mOutput << startstr << "MeshMaterialList {" << endstr;
PushTag();
mOutput << startstr << "1;" << endstr; // number of materials
mOutput << startstr << mesh->mNumFaces << ";" << endstr; // number of faces
mOutput << startstr;
for( size_t a = 0; a < mesh->mNumFaces; ++a )
{
mOutput << "0"; // the material index
if (a < mesh->mNumFaces - 1)
mOutput << ", ";
else
mOutput << ";" << endstr;
}
mOutput << startstr << "Material {" << endstr;
PushTag();
mOutput << startstr << "1.0; 1.0; 1.0; 1.000000;;" << endstr;
mOutput << startstr << "1.000000;" << endstr; // power
mOutput << startstr << "0.000000; 0.000000; 0.000000;;" << endstr; // specularity
mOutput << startstr << "0.000000; 0.000000; 0.000000;;" << endstr; // emission
mOutput << startstr << "TextureFilename { \"";
writePath(relpath);
mOutput << "\"; }" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
PopTag();
mOutput << startstr << "}" << endstr;
}
// write normals (every vertex has one)
if (mesh->HasNormals())
{
mOutput << endstr << startstr << "MeshNormals {" << endstr;
mOutput << startstr << mesh->mNumVertices << ";" << endstr;
for (size_t a = 0; a < mesh->mNumVertices; a++)
{
aiVector3D &v = mesh->mNormals[a];
// because we have a LHS and also changed wth winding, we need to invert the normals again
mOutput << startstr << -v[0] << ";"<< -v[1] << ";" << -v[2] << ";";
if (a < mesh->mNumVertices - 1)
mOutput << "," << endstr;
else
mOutput << ";" << endstr;
}
mOutput << startstr << mesh->mNumFaces << ";" << endstr;
for (size_t a = 0; a < mesh->mNumFaces; a++)
{
const aiFace& face = mesh->mFaces[a];
mOutput << startstr << face.mNumIndices << ";";
//for(int b = face.mNumIndices-1; b >= 0 ; --b)
for(size_t b = 0; b < face.mNumIndices ; ++b)
{
mOutput << face.mIndices[b];
//if (b > 0)
if (b<face.mNumIndices-1)
mOutput << ",";
else
mOutput << ";";
}
if (a < mesh->mNumFaces-1)
mOutput << "," << endstr;
else
mOutput << ";" << endstr;
}
mOutput << startstr << "}" << endstr;
}
// write texture UVs if available
if (mesh->HasTextureCoords(0))
{
mOutput << endstr << startstr << "MeshTextureCoords {" << endstr;
mOutput << startstr << mesh->mNumVertices << ";" << endstr;
for (size_t a = 0; a < mesh->mNumVertices; a++)
//for (int a = (int)mesh->mNumVertices-1; a >=0 ; a--)
{
aiVector3D& uv = mesh->mTextureCoords[0][a]; // uv of first uv layer for the vertex
mOutput << startstr << uv.x << ";" << uv.y;
if (a < mesh->mNumVertices-1)
//if (a >0 )
mOutput << ";," << endstr;
else
mOutput << ";;" << endstr;
}
mOutput << startstr << "}" << endstr;
}
// write color channel if available
if (mesh->HasVertexColors(0))
{
mOutput << endstr << startstr << "MeshVertexColors {" << endstr;
mOutput << startstr << mesh->mNumVertices << ";" << endstr;
for (size_t a = 0; a < mesh->mNumVertices; a++)
{
aiColor4D& mColors = mesh->mColors[0][a]; // color of first vertex color set for the vertex
mOutput << startstr << a << ";" << mColors.r << ";" << mColors.g << ";" << mColors.b << ";" << mColors.a << ";;";
if (a < mesh->mNumVertices-1)
mOutput << "," << endstr;
else
mOutput << ";" << endstr;
}
mOutput << startstr << "}" << endstr;
}
/*
else
{
mOutput << endstr << startstr << "MeshVertexColors {" << endstr;
mOutput << startstr << mesh->mNumVertices << ";" << endstr;
for (size_t a = 0; a < mesh->mNumVertices; a++)
{
aiColor4D* mColors = mesh->mColors[a];
mOutput << startstr << a << ";0.500000;0.000000;0.000000;0.500000;;";
if (a < mesh->mNumVertices-1)
mOutput << "," << endstr;
else
mOutput << ";" << endstr;
}
mOutput << startstr << "}" << endstr;
}
*/
PopTag();
mOutput << startstr << "}" << endstr << endstr;
}
void XFileExporter::writePath(aiString path)
{
std::string str = std::string(path.C_Str());
BaseImporter::ConvertUTF8toISO8859_1(str);
while( str.find( "\\\\") != std::string::npos)
str.replace( str.find( "\\\\"), 2, "\\");
while( str.find( "\\") != std::string::npos)
str.replace( str.find( "\\"), 1, "/");
mOutput << str;
}
#endif
#endif

View File

@ -0,0 +1,125 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2012, 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.
@author: Richard Steffen, 2014
----------------------------------------------------------------------
*/
/** @file XFileExporter.h
* Declares the exporter class to write a scene to a Collada file
*/
#ifndef AI_XFILEEXPORTER_H_INC
#define AI_XFILEEXPORTER_H_INC
#include "../include/assimp/ai_assert.h"
#include <sstream>
struct aiScene;
struct aiNode;
namespace Assimp
{
/// Helper class to export a given scene to a X-file.
/// Note: an xFile uses a left hand system. Assimp used a right hand system (OpenGL), therefore we have to transform everything
class XFileExporter
{
public:
/// Constructor for a specific scene to export
XFileExporter(const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file);
/// Destructor
virtual ~XFileExporter();
protected:
/// Starts writing the contents
void WriteFile();
/// Writes the asset header
void WriteHeader();
/// write a frame transform
void WriteFrameTransform(aiMatrix4x4& m);
/// Recursively writes the given node
void WriteNode( aiNode* pNode );
/// write a mesh entry of the scene
void WriteMesh(const aiMesh* mesh);
/// Enters a new xml element, which increases the indentation
void PushTag() { startstr.append( " "); }
/// Leaves an element, decreasing the indentation
void PopTag() { ai_assert( startstr.length() > 1); startstr.erase( startstr.length() - 2); }
public:
/// Stringstream to write all output into
std::stringstream mOutput;
protected:
/// write a path
void writePath(aiString path);
/// The IOSystem for output
IOSystem* mIOSystem;
/// Path of the directory where the scene will be exported
const std::string mPath;
/// Name of the file (without extension) where the scene will be exported
const std::string mFile;
/// The scene to be written
const aiScene* mScene;
bool mSceneOwned;
/// current line start string, contains the current indentation for simple stream insertion
std::string startstr;
/// current line end string for simple stream insertion
std::string endstr;
protected:
};
}
#endif // !! AI_XFILEEXPORTER_H_INC