Fix convertToLH for uv coordinates

Fix Collada export
Fix XFile export
pull/298/head
Madrich 2014-06-10 13:14:41 +02:00
parent c4021fbaaf
commit 272a59cd36
9 changed files with 112 additions and 29 deletions

View File

@ -58,7 +58,7 @@ namespace Assimp
// ------------------------------------------------------------------------------------------------
// Worker function for exporting a scene to Collada. Prototyped and registered in Exporter.cpp
void ExportSceneCollada(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene)
void ExportSceneCollada(const char* pFile,IOSystem* pIOSystem, aiScene* pScene)
{
std::string path = "";
std::string file = pFile;

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@ -134,12 +134,22 @@ void MakeLeftHandedProcess::ProcessMesh( aiMesh* pMesh)
{
pMesh->mVertices[a].z *= -1.0f;
if( pMesh->HasNormals())
pMesh->mNormals[a].z *= -1.0f;
pMesh->mNormals[a].z *= -1.0f;
if( pMesh->HasTangentsAndBitangents())
{
pMesh->mTangents[a].z *= -1.0f;
pMesh->mBitangents[a].z *= -1.0f;
}
// texture coords for all channels
for (unsigned int c = 0; c < pMesh->GetNumUVChannels(); c++)
{
if (pMesh->HasTextureCoords(c))
{
pMesh->mTextureCoords[c][a].y = 1.0f - pMesh->mTextureCoords[c][a].y;
}
}
}
// mirror offset matrices of all bones

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@ -71,13 +71,14 @@ void GetPostProcessingStepInstanceList(std::vector< BaseProcess* >& out);
// ------------------------------------------------------------------------------------------------
// Exporter worker function prototypes. Should not be necessary to #ifndef them, it's just a prototype
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*);
void ExportScenePly(const char*,IOSystem*, const aiScene*);
void ExportScene3DS(const char*, IOSystem*, const aiScene*) {}
// do not use const, because some exporter need to convert the scene temporary
void ExportSceneCollada(const char*,IOSystem*, aiScene*);
void ExportSceneXFile(const char*,IOSystem*, aiScene*);
void ExportSceneObj(const char*,IOSystem*, aiScene*);
void ExportSceneSTL(const char*,IOSystem*, aiScene*);
void ExportSceneSTLBinary(const char*,IOSystem*, aiScene*);
void ExportScenePly(const char*,IOSystem*, aiScene*);
void ExportScene3DS(const char*, IOSystem*, aiScene*) {}
// ------------------------------------------------------------------------------------------------
// global array of all export formats which Assimp supports in its current build

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@ -51,7 +51,7 @@ namespace Assimp {
// ------------------------------------------------------------------------------------------------
// Worker function for exporting a scene to Wavefront OBJ. Prototyped and registered in Exporter.cpp
void ExportSceneObj(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene)
void ExportSceneObj(const char* pFile,IOSystem* pIOSystem, aiScene* pScene)
{
// invoke the exporter
ObjExporter exporter(pFile, pScene);

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@ -50,7 +50,7 @@ namespace Assimp {
// ------------------------------------------------------------------------------------------------
// Worker function for exporting a scene to PLY. Prototyped and registered in Exporter.cpp
void ExportScenePly(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene)
void ExportScenePly(const char* pFile,IOSystem* pIOSystem, aiScene* pScene)
{
// invoke the exporter
PlyExporter exporter(pFile, pScene);

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@ -50,7 +50,7 @@ namespace Assimp {
// ------------------------------------------------------------------------------------------------
// Worker function for exporting a scene to Stereolithograpy. Prototyped and registered in Exporter.cpp
void ExportSceneSTL(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene)
void ExportSceneSTL(const char* pFile,IOSystem* pIOSystem, aiScene* pScene)
{
// invoke the exporter
STLExporter exporter(pFile, pScene);
@ -63,7 +63,7 @@ void ExportSceneSTL(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene
outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
}
void ExportSceneSTLBinary(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene)
void ExportSceneSTLBinary(const char* pFile,IOSystem* pIOSystem, aiScene* pScene)
{
// invoke the exporter
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.
#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"
@ -59,7 +59,7 @@ 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)
void ExportSceneXFile(const char* pFile,IOSystem* pIOSystem, aiScene* pScene)
{
std::string path = "";
std::string file = pFile;
@ -96,7 +96,7 @@ void ExportSceneXFile(const char* pFile,IOSystem* pIOSystem, const aiScene* pSce
// ------------------------------------------------------------------------------------------------
// 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)
XFileExporter::XFileExporter(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") );
@ -128,6 +128,13 @@ void XFileExporter::WriteFile()
mOutput.setf(_IOSfixed);
mOutput.precision(6); // precission for float
// the scene is already in OpenGL, applying MakeLeftHandedProcess, makes it xFile left handed
MakeLeftHandedProcess convertProcess;
FlipWindingOrderProcess flipper;
convertProcess.Execute(mScene);
flipper.Execute(mScene);
// entry of writing the file
WriteHeader();
@ -141,6 +148,10 @@ void XFileExporter::WriteFile()
PopTag();
mOutput << startstr << "}" << endstr;
// and back to OpenGL right handed
convertProcess.Execute(mScene);
flipper.Execute(mScene);
}
// ------------------------------------------------------------------------------------------------
@ -277,11 +288,11 @@ void XFileExporter::WriteHeader()
void XFileExporter::WriteFrameTransform(aiMatrix4x4& m)
{
mOutput << startstr << "FrameTransformMatrix {" << endstr << " ";
PushTag();
mOutput << startstr << m.a1 << "," << m.a2 << "," << m.a3 << "," << m.a4 << ","
<< m.b1 << "," << m.b2 << "," << m.b3 << "," << m.b4 << ","
<< m.c1 << "," << m.c2 << "," << m.c3 << "," << m.c4 << ","
<< m.d1 << "," << m.d2 << "," << m.d3 << "," << m.d4 << ";;" << 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;
}
@ -291,11 +302,12 @@ void XFileExporter::WriteFrameTransform(aiMatrix4x4& m)
// Recursively writes the given node
void XFileExporter::WriteNode( const aiNode* pNode)
{
mOutput << startstr << "Frame " << pNode->mName.C_Str() << " {" << endstr;
mOutput << startstr << "Frame " << pNode->mName.C_Str() << " {" << " // " << pNode->mName.C_Str() << endstr;
PushTag();
aiMatrix4x4 m;// = pNode->mTransformation;
aiMatrix4x4 m = pNode->mTransformation;
WriteFrameTransform(m);
@ -353,6 +365,43 @@ void XFileExporter::WriteMesh(const aiMesh* mesh)
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
for( size_t a = 0; a < mesh->mNumFaces; ++a )
{
mOutput << startstr << a;
if (a < mesh->mNumFaces - 1)
mOutput << "," << endstr;
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)
mOutput << endstr;
if (mesh->HasNormals())
@ -400,10 +449,12 @@ void XFileExporter::WriteMesh(const aiMesh* mesh)
mOutput << 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 << uv.x << ";" << uv.y;
mOutput << startstr << uv.x << ";" << uv.y;
if (a < mesh->mNumVertices-1)
//if (a >0 )
mOutput << ";," << endstr;
else
mOutput << ";;" << endstr;
@ -449,6 +500,22 @@ void XFileExporter::WriteMesh(const aiMesh* mesh)
}
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

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@ -55,13 +55,13 @@ struct aiNode;
namespace Assimp
{
/// Helper class to export a given scene to a Collada file. Just for my personal
/// comfort when implementing it.
/// 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);
XFileExporter(aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file);
/// Destructor
virtual ~XFileExporter();
@ -93,6 +93,10 @@ public:
std::stringstream mOutput;
protected:
/// write a path
void writePath(aiString path);
/// The IOSystem for output
IOSystem* mIOSystem;
@ -103,11 +107,12 @@ protected:
const std::string mFile;
/// The scene to be written
const aiScene* mScene;
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;

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@ -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*, aiScene*);
/** Internal description of an Assimp export format option */
struct ExportFormatEntry