commit
1207f84f7b
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@ -543,6 +543,8 @@ SET( XFile_SRCS
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XFileImporter.h
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XFileParser.cpp
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XFileParser.h
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XFileExporter.h
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XFileExporter.cpp
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)
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SOURCE_GROUP( XFile FILES ${XFile_SRCS})
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@ -58,7 +58,7 @@ namespace Assimp
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// ------------------------------------------------------------------------------------------------
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// Worker function for exporting a scene to Collada. Prototyped and registered in Exporter.cpp
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void ExportSceneCollada(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene)
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void ExportSceneCollada(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene)
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{
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std::string path = "";
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std::string file = pFile;
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@ -124,7 +124,7 @@ ColladaExporter::~ColladaExporter()
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void ColladaExporter::WriteFile()
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{
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// write the DTD
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mOutput << "<?xml version=\"1.0\"?>" << endstr;
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mOutput << "<?xml version=\"1.0\" encoding=\"UTF-8\" standalone=\"no\" ?>" << endstr;
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// COLLADA element start
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mOutput << "<COLLADA xmlns=\"http://www.collada.org/2005/11/COLLADASchema\" version=\"1.4.1\">" << endstr;
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PushTag();
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@ -151,7 +151,7 @@ void ColladaExporter::WriteFile()
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// Writes the asset header
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void ColladaExporter::WriteHeader()
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{
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static const float epsilon = 0.000001f;
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static const float epsilon = 0.00001f;
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static const aiQuaternion x_rot(aiMatrix3x3(
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0, -1, 0,
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1, 0, 0,
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@ -176,6 +176,7 @@ void ColladaExporter::WriteHeader()
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aiQuaternion rotation;
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aiVector3D position;
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mScene->mRootNode->mTransformation.Decompose(scaling, rotation, position);
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rotation.Normalize();
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bool add_root_node = false;
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@ -229,8 +230,22 @@ void ColladaExporter::WriteHeader()
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PushTag();
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mOutput << startstr << "<contributor>" << endstr;
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PushTag();
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mOutput << startstr << "<author>Assimp</author>" << endstr;
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mOutput << startstr << "<authoring_tool>Assimp Collada Exporter</authoring_tool>" << endstr;
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aiMetadata* meta = mScene->mRootNode->mMetaData;
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aiString value;
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if (!meta || !meta->Get("Author", value))
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mOutput << startstr << "<author>" << "Assimp" << "</author>" << endstr;
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else
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mOutput << startstr << "<author>" << value.C_Str() << "</author>" << endstr;
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if (!meta || !meta->Get("AuthoringTool", value))
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mOutput << startstr << "<authoring_tool>" << "Assimp Exporter" << "</authoring_tool>" << endstr;
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else
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mOutput << startstr << "<authoring_tool>" << value.C_Str() << "</authoring_tool>" << endstr;
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//mOutput << startstr << "<author>" << mScene->author.C_Str() << "</author>" << endstr;
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//mOutput << startstr << "<authoring_tool>" << mScene->authoringTool.C_Str() << "</authoring_tool>" << endstr;
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PopTag();
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mOutput << startstr << "</contributor>" << endstr;
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mOutput << startstr << "<created>" << date_str << "</created>" << endstr;
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@ -353,7 +368,8 @@ void ColladaExporter::WriteTextureColorEntry( const Surface& pSurface, const std
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if( pSurface.texture.empty() )
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{
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mOutput << startstr << "<color sid=\"" << pTypeName << "\">" << pSurface.color.r << " " << pSurface.color.g << " " << pSurface.color.b << " " << pSurface.color.a << "</color>" << endstr;
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} else
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}
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else
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{
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mOutput << startstr << "<texture texture=\"" << pImageName << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
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}
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@ -630,26 +646,63 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
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PopTag();
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mOutput << startstr << "</vertices>" << endstr;
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// write face setup
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mOutput << startstr << "<polylist count=\"" << mesh->mNumFaces << "\" material=\"theresonlyone\">" << endstr;
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// count the number of lines, triangles and polygon meshes
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int countLines = 0;
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int countPoly = 0;
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for( size_t a = 0; a < mesh->mNumFaces; ++a )
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{
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if (mesh->mFaces[a].mNumIndices == 2) countLines++;
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else if (mesh->mFaces[a].mNumIndices >= 3) countPoly++;
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}
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// lines
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if (countLines)
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{
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mOutput << startstr << "<lines count=\"" << countLines << "\" material=\"defaultMaterial\">" << endstr;
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PushTag();
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mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstr << "-vertices\" />" << endstr;
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mOutput << startstr << "<p>";
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for( size_t a = 0; a < mesh->mNumFaces; ++a )
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{
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const aiFace& face = mesh->mFaces[a];
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if (face.mNumIndices != 2) continue;
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for( size_t b = 0; b < face.mNumIndices; ++b )
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mOutput << face.mIndices[b] << " ";
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}
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mOutput << "</p>" << endstr;
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PopTag();
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mOutput << startstr << "</lines>" << endstr;
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}
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// triangle - dont use it, because compatibility problems
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// polygons
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if (countPoly)
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{
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mOutput << startstr << "<polylist count=\"" << countPoly << "\" material=\"defaultMaterial\">" << endstr;
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PushTag();
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mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstr << "-vertices\" />" << endstr;
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mOutput << startstr << "<vcount>";
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for( size_t a = 0; a < mesh->mNumFaces; ++a )
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{
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if (mesh->mFaces[a].mNumIndices < 3) continue;
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mOutput << mesh->mFaces[a].mNumIndices << " ";
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}
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mOutput << "</vcount>" << endstr;
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mOutput << startstr << "<p>";
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for( size_t a = 0; a < mesh->mNumFaces; ++a )
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{
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const aiFace& face = mesh->mFaces[a];
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if (face.mNumIndices < 3) continue;
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for( size_t b = 0; b < face.mNumIndices; ++b )
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mOutput << face.mIndices[b] << " ";
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}
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mOutput << "</p>" << endstr;
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PopTag();
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mOutput << startstr << "</polylist>" << endstr;
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}
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// closing tags
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PopTag();
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@ -770,8 +823,16 @@ void ColladaExporter::WriteSceneLibrary()
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// ------------------------------------------------------------------------------------------------
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// Recursively writes the given node
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void ColladaExporter::WriteNode( const aiNode* pNode)
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void ColladaExporter::WriteNode(aiNode* pNode)
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{
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// the must have a name
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if (pNode->mName.length == 0)
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{
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std::stringstream ss;
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ss << "Node_" << pNode;
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pNode->mName.Set(ss.str());
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}
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mOutput << startstr << "<node id=\"" << pNode->mName.data << "\" name=\"" << pNode->mName.data << "\">" << endstr;
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PushTag();
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@ -799,7 +860,7 @@ void ColladaExporter::WriteNode( const aiNode* pNode)
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PushTag();
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mOutput << startstr << "<technique_common>" << endstr;
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PushTag();
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mOutput << startstr << "<instance_material symbol=\"theresonlyone\" target=\"#" << materials[mesh->mMaterialIndex].name << "\" />" << endstr;
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mOutput << startstr << "<instance_material symbol=\"defaultMaterial\" target=\"#" << materials[mesh->mMaterialIndex].name << "\" />" << endstr;
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PopTag();
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mOutput << startstr << "</technique_common>" << endstr;
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PopTag();
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@ -92,7 +92,7 @@ protected:
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void WriteSceneLibrary();
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/// Recursively writes the given node
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void WriteNode( const aiNode* pNode);
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void WriteNode( aiNode* pNode);
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/// Enters a new xml element, which increases the indentation
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void PushTag() { startstr.append( " "); }
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@ -71,7 +71,9 @@ void GetPostProcessingStepInstanceList(std::vector< BaseProcess* >& out);
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// ------------------------------------------------------------------------------------------------
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// Exporter worker function prototypes. Should not be necessary to #ifndef them, it's just a prototype
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// do not use const, because some exporter need to convert the scene temporary
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void ExportSceneCollada(const char*,IOSystem*, const aiScene*);
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void ExportSceneXFile(const char*,IOSystem*, const aiScene*);
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void ExportSceneObj(const char*,IOSystem*, const aiScene*);
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void ExportSceneSTL(const char*,IOSystem*, const aiScene*);
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void ExportSceneSTLBinary(const char*,IOSystem*, const aiScene*);
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@ -86,6 +88,11 @@ Exporter::ExportFormatEntry gExporters[] =
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Exporter::ExportFormatEntry( "collada", "COLLADA - Digital Asset Exchange Schema", "dae", &ExportSceneCollada),
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#endif
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#ifndef ASSIMP_BUILD_NO_FXILE_EXPORTER
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Exporter::ExportFormatEntry( "x", "X Files", "x", &ExportSceneXFile,
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aiProcess_MakeLeftHanded | aiProcess_FlipWindingOrder | aiProcess_FlipUVs),
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#endif
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#ifndef ASSIMP_BUILD_NO_OBJ_EXPORTER
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Exporter::ExportFormatEntry( "obj", "Wavefront OBJ format", "obj", &ExportSceneObj,
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aiProcess_GenSmoothNormals /*| aiProcess_PreTransformVertices */),
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@ -38,7 +38,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file ColladaExporter.h
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/** @file ObjExporter.h
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* Declares the exporter class to write a scene to a Collada file
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*/
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#ifndef AI_OBJEXPORTER_H_INC
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@ -0,0 +1,517 @@
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2012, assimp 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 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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@author: Richard Steffen, 2014
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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_XFILE_EXPORTER
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#include "XFileExporter.h"
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#include "ConvertToLHProcess.h"
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#include "Bitmap.h"
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#include "fast_atof.h"
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#include "SceneCombiner.h"
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#include <ctime>
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#include <set>
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using namespace Assimp;
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namespace Assimp
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{
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// ------------------------------------------------------------------------------------------------
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// Worker function for exporting a scene to Collada. Prototyped and registered in Exporter.cpp
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void ExportSceneXFile(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene)
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{
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std::string path = "";
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std::string file = pFile;
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// We need to test both types of folder separators because pIOSystem->getOsSeparator() is not reliable.
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// Moreover, the path given by some applications is not even consistent with the OS specific type of separator.
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const char* end_path = std::max(strrchr(pFile, '\\'), strrchr(pFile, '/'));
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if(end_path != NULL) {
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path = std::string(pFile, end_path + 1 - pFile);
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file = file.substr(end_path + 1 - pFile, file.npos);
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std::size_t pos = file.find_last_of('.');
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if(pos != file.npos) {
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file = file.substr(0, pos);
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}
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}
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// invoke the exporter
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XFileExporter iDoTheExportThing( pScene, pIOSystem, path, file);
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// we're still here - export successfully completed. Write result to the given IOSYstem
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boost::scoped_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
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if(outfile == NULL) {
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throw DeadlyExportError("could not open output .dae file: " + std::string(pFile));
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}
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// XXX maybe use a small wrapper around IOStream that behaves like std::stringstream in order to avoid the extra copy.
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outfile->Write( iDoTheExportThing.mOutput.str().c_str(), static_cast<size_t>(iDoTheExportThing.mOutput.tellp()),1);
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}
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} // end of namespace Assimp
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// ------------------------------------------------------------------------------------------------
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// Constructor for a specific scene to export
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XFileExporter::XFileExporter(const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file) : mIOSystem(pIOSystem), mPath(path), mFile(file)
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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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mOutput.imbue( std::locale("C") );
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mScene = pScene;
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mSceneOwned = false;
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// set up strings
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endstr = "\n";
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// start writing
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WriteFile();
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor
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XFileExporter::~XFileExporter()
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{
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if(mSceneOwned) {
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delete mScene;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Starts writing the contents
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void XFileExporter::WriteFile()
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{
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// note, that all realnumber values must be comma separated in x files
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mOutput.setf(std::ios::fixed);
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mOutput.precision(6); // precission for float
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// entry of writing the file
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WriteHeader();
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mOutput << startstr << "Frame DXCC_ROOT {" << endstr;
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PushTag();
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aiMatrix4x4 I; // identity
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WriteFrameTransform(I);
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WriteNode(mScene->mRootNode);
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PopTag();
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mOutput << startstr << "}" << endstr;
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}
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// ------------------------------------------------------------------------------------------------
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// Writes the asset header
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void XFileExporter::WriteHeader()
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{
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mOutput << startstr << "xof 0303txt 0032" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template Frame {" << endstr;
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PushTag();
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mOutput << startstr << "<3d82ab46-62da-11cf-ab39-0020af71e433>" << endstr;
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mOutput << startstr << "[...]" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template Matrix4x4 {" << endstr;
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PushTag();
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mOutput << startstr << "<f6f23f45-7686-11cf-8f52-0040333594a3>" << endstr;
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mOutput << startstr << "array FLOAT matrix[16];" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template FrameTransformMatrix {" << endstr;
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PushTag();
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mOutput << startstr << "<f6f23f41-7686-11cf-8f52-0040333594a3>" << endstr;
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mOutput << startstr << "Matrix4x4 frameMatrix;" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template Vector {" << endstr;
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PushTag();
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mOutput << startstr << "<3d82ab5e-62da-11cf-ab39-0020af71e433>" << endstr;
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mOutput << startstr << "FLOAT x;" << endstr;
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mOutput << startstr << "FLOAT y;" << endstr;
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mOutput << startstr << "FLOAT z;" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template MeshFace {" << endstr;
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PushTag();
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mOutput << startstr << "<3d82ab5f-62da-11cf-ab39-0020af71e433>" << endstr;
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mOutput << startstr << "DWORD nFaceVertexIndices;" << endstr;
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mOutput << startstr << "array DWORD faceVertexIndices[nFaceVertexIndices];" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template Mesh {" << endstr;
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PushTag();
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mOutput << startstr << "<3d82ab44-62da-11cf-ab39-0020af71e433>" << endstr;
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mOutput << startstr << "DWORD nVertices;" << endstr;
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mOutput << startstr << "array Vector vertices[nVertices];" << endstr;
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mOutput << startstr << "DWORD nFaces;" << endstr;
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mOutput << startstr << "array MeshFace faces[nFaces];" << endstr;
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mOutput << startstr << "[...]" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template MeshNormals {" << endstr;
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||||
PushTag();
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mOutput << startstr << "<f6f23f43-7686-11cf-8f52-0040333594a3>" << endstr;
|
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mOutput << startstr << "DWORD nNormals;" << endstr;
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mOutput << startstr << "array Vector normals[nNormals];" << endstr;
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mOutput << startstr << "DWORD nFaceNormals;" << endstr;
|
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mOutput << startstr << "array MeshFace faceNormals[nFaceNormals];" << endstr;
|
||||
PopTag();
|
||||
mOutput << startstr << "}" << endstr;
|
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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
|
||||
|
|
@ -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
|
|
@ -81,7 +81,7 @@ class ASSIMP_API Exporter
|
|||
public:
|
||||
|
||||
/** Function pointer type of a Export worker function */
|
||||
typedef void (*fpExportFunc)(const char*,IOSystem*,const aiScene*);
|
||||
typedef void (*fpExportFunc)(const char*,IOSystem*, const aiScene*);
|
||||
|
||||
/** Internal description of an Assimp export format option */
|
||||
struct ExportFormatEntry
|
||||
|
|
Loading…
Reference in New Issue