parent
c4021fbaaf
commit
272a59cd36
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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, 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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@ -134,12 +134,22 @@ void MakeLeftHandedProcess::ProcessMesh( aiMesh* pMesh)
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{
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pMesh->mVertices[a].z *= -1.0f;
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if( pMesh->HasNormals())
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pMesh->mNormals[a].z *= -1.0f;
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pMesh->mNormals[a].z *= -1.0f;
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if( pMesh->HasTangentsAndBitangents())
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{
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pMesh->mTangents[a].z *= -1.0f;
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pMesh->mBitangents[a].z *= -1.0f;
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}
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// texture coords for all channels
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for (unsigned int c = 0; c < pMesh->GetNumUVChannels(); c++)
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{
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if (pMesh->HasTextureCoords(c))
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{
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pMesh->mTextureCoords[c][a].y = 1.0f - pMesh->mTextureCoords[c][a].y;
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}
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}
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}
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// mirror offset matrices of all bones
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@ -71,13 +71,14 @@ 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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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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void ExportScenePly(const char*,IOSystem*, const aiScene*);
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void ExportScene3DS(const char*, IOSystem*, const aiScene*) {}
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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*, aiScene*);
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void ExportSceneXFile(const char*,IOSystem*, aiScene*);
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void ExportSceneObj(const char*,IOSystem*, aiScene*);
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void ExportSceneSTL(const char*,IOSystem*, aiScene*);
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void ExportSceneSTLBinary(const char*,IOSystem*, aiScene*);
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void ExportScenePly(const char*,IOSystem*, aiScene*);
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void ExportScene3DS(const char*, IOSystem*, aiScene*) {}
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// ------------------------------------------------------------------------------------------------
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// global array of all export formats which Assimp supports in its current build
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@ -51,7 +51,7 @@ 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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void ExportSceneObj(const char* pFile,IOSystem* pIOSystem, 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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@ -50,7 +50,7 @@ namespace Assimp {
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// ------------------------------------------------------------------------------------------------
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// Worker function for exporting a scene to PLY. Prototyped and registered in Exporter.cpp
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void ExportScenePly(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene)
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void ExportScenePly(const char* pFile,IOSystem* pIOSystem, aiScene* pScene)
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{
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// invoke the exporter
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PlyExporter exporter(pFile, pScene);
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@ -50,7 +50,7 @@ namespace Assimp {
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// ------------------------------------------------------------------------------------------------
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// Worker function for exporting a scene to Stereolithograpy. Prototyped and registered in Exporter.cpp
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void ExportSceneSTL(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene)
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void ExportSceneSTL(const char* pFile,IOSystem* pIOSystem, aiScene* pScene)
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{
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// invoke the exporter
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STLExporter exporter(pFile, pScene);
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@ -63,7 +63,7 @@ void ExportSceneSTL(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene
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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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void ExportSceneSTLBinary(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene)
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void ExportSceneSTLBinary(const char* pFile,IOSystem* pIOSystem, aiScene* pScene)
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{
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// invoke the exporter
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STLExporter exporter(pFile, pScene, true);
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@ -44,7 +44,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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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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@ -59,7 +59,7 @@ 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 ExportSceneXFile(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene)
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void ExportSceneXFile(const char* pFile,IOSystem* pIOSystem, 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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@ -96,7 +96,7 @@ void ExportSceneXFile(const char* pFile,IOSystem* pIOSystem, const aiScene* pSce
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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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XFileExporter::XFileExporter(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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@ -128,6 +128,13 @@ void XFileExporter::WriteFile()
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mOutput.setf(_IOSfixed);
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mOutput.precision(6); // precission for float
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// the scene is already in OpenGL, applying MakeLeftHandedProcess, makes it xFile left handed
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MakeLeftHandedProcess convertProcess;
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FlipWindingOrderProcess flipper;
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convertProcess.Execute(mScene);
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flipper.Execute(mScene);
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// entry of writing the file
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WriteHeader();
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@ -141,6 +148,10 @@ void XFileExporter::WriteFile()
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PopTag();
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mOutput << startstr << "}" << endstr;
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// and back to OpenGL right handed
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convertProcess.Execute(mScene);
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flipper.Execute(mScene);
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}
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// ------------------------------------------------------------------------------------------------
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@ -277,11 +288,11 @@ void XFileExporter::WriteHeader()
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void XFileExporter::WriteFrameTransform(aiMatrix4x4& m)
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{
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mOutput << startstr << "FrameTransformMatrix {" << endstr << " ";
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PushTag();
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mOutput << startstr << m.a1 << "," << m.a2 << "," << m.a3 << "," << m.a4 << ","
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<< m.b1 << "," << m.b2 << "," << m.b3 << "," << m.b4 << ","
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<< m.c1 << "," << m.c2 << "," << m.c3 << "," << m.c4 << ","
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<< m.d1 << "," << m.d2 << "," << m.d3 << "," << m.d4 << ";;" << endstr;
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PushTag();
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mOutput << startstr << m.a1 << "," << m.b1 << "," << m.c1 << "," << m.d1 << "," << endstr;
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mOutput << startstr << m.a2 << "," << m.b2 << "," << m.c2 << "," << m.d2 << "," << endstr;
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mOutput << startstr << m.a3 << "," << m.b3 << "," << m.c3 << "," << m.d3 << "," << endstr;
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mOutput << startstr << m.a4 << "," << m.b4 << "," << m.c4 << "," << m.d4 << ";;" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr << endstr;
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}
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@ -291,11 +302,12 @@ void XFileExporter::WriteFrameTransform(aiMatrix4x4& m)
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// Recursively writes the given node
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void XFileExporter::WriteNode( const aiNode* pNode)
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{
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mOutput << startstr << "Frame " << pNode->mName.C_Str() << " {" << endstr;
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mOutput << startstr << "Frame " << pNode->mName.C_Str() << " {" << " // " << pNode->mName.C_Str() << endstr;
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PushTag();
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aiMatrix4x4 m;// = pNode->mTransformation;
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aiMatrix4x4 m = pNode->mTransformation;
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WriteFrameTransform(m);
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@ -353,6 +365,43 @@ void XFileExporter::WriteMesh(const aiMesh* mesh)
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mOutput << ";" << endstr;
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}
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mOutput << endstr;
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if (mesh->HasTextureCoords(0))
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{
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const aiMaterial* mat = mScene->mMaterials[mesh->mMaterialIndex];
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aiString relpath;
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mat->Get(_AI_MATKEY_TEXTURE_BASE, aiTextureType_DIFFUSE, 0, relpath);
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mOutput << startstr << "MeshMaterialList {" << endstr;
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PushTag();
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mOutput << startstr << "1;" << endstr; // number of materials
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mOutput << startstr << mesh->mNumFaces << ";" << endstr; // number of faces
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for( size_t a = 0; a < mesh->mNumFaces; ++a )
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{
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mOutput << startstr << a;
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if (a < mesh->mNumFaces - 1)
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mOutput << "," << endstr;
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else
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mOutput << ";" << endstr;
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}
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mOutput << startstr << "Material {" << endstr;
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PushTag();
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mOutput << startstr << "1.0; 1.0; 1.0; 1.000000;;" << endstr;
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mOutput << startstr << "1.000000;" << endstr; // power
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mOutput << startstr << "0.000000; 0.000000; 0.000000;;" << endstr; // specularity
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mOutput << startstr << "0.000000; 0.000000; 0.000000;;" << endstr; // emission
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mOutput << startstr << "TextureFilename { \"";
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writePath(relpath);
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mOutput << "\"; }" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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}
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// write normals (every vertex has one)
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mOutput << endstr;
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if (mesh->HasNormals())
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mOutput << startstr << "MeshTextureCoords {" << endstr;
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mOutput << startstr << mesh->mNumVertices << ";" << endstr;
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for (size_t a = 0; a < mesh->mNumVertices; a++)
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//for (int a = (int)mesh->mNumVertices-1; a >=0 ; a--)
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{
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aiVector3D& uv = mesh->mTextureCoords[0][a]; // uv of first uv layer for the vertex
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mOutput << uv.x << ";" << uv.y;
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mOutput << startstr << uv.x << ";" << uv.y;
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if (a < mesh->mNumVertices-1)
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//if (a >0 )
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mOutput << ";," << endstr;
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else
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mOutput << ";;" << endstr;
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@ -449,6 +500,22 @@ void XFileExporter::WriteMesh(const aiMesh* mesh)
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}
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void XFileExporter::writePath(aiString path)
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{
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std::string str = std::string(path.C_Str());
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BaseImporter::ConvertUTF8toISO8859_1(str);
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while( str.find( "\\\\") != std::string::npos)
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str.replace( str.find( "\\\\"), 2, "\\");
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while( str.find( "\\") != std::string::npos)
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str.replace( str.find( "\\"), 1, "/");
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mOutput << str;
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}
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#endif
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#endif
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@ -55,13 +55,13 @@ struct aiNode;
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namespace Assimp
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{
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/// Helper class to export a given scene to a Collada file. Just for my personal
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/// comfort when implementing it.
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/// Helper class to export a given scene to a X-file.
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/// Note: an xFile uses a left hand system. Assimp used a right hand system (OpenGL), therefore we have to transform everything
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class XFileExporter
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{
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public:
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/// Constructor for a specific scene to export
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XFileExporter( const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file);
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XFileExporter(aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file);
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/// Destructor
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virtual ~XFileExporter();
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@ -93,6 +93,10 @@ public:
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std::stringstream mOutput;
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protected:
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/// write a path
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void writePath(aiString path);
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/// The IOSystem for output
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IOSystem* mIOSystem;
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const std::string mFile;
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/// The scene to be written
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const aiScene* mScene;
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aiScene* mScene;
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bool mSceneOwned;
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/// current line start string, contains the current indentation for simple stream insertion
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std::string startstr;
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/// current line end string for simple stream insertion
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std::string endstr;
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@ -81,7 +81,7 @@ class ASSIMP_API Exporter
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public:
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/** Function pointer type of a Export worker function */
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typedef void (*fpExportFunc)(const char*,IOSystem*,const aiScene*);
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typedef void (*fpExportFunc)(const char*,IOSystem*, aiScene*);
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/** Internal description of an Assimp export format option */
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struct ExportFormatEntry
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