Additional PBRT exporter cleanups
parent
938537c884
commit
2bc074e35a
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@ -40,20 +40,21 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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/* TODO:
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non-diffuse
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metal?
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need to multiply texture by constant diffuse, etc color?
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bump mapping
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textures mirrored on bistro? (not paying attention to a uv mapping param?)
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Material improvements:
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- don't export embedded textures that we're not going to use
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- diffuse roughness
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- what is with the uv mapping, uv transform not coming through??
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- metal? glass? mirror? detect these better?
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- eta/k from RGB?
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- emissive textures: warn at least
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Other:
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- use aiProcess_GenUVCoords if needed to handle spherical/planar uv mapping?
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- don't build up a big string in memory but write directly to a file
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- aiProcess_Triangulate meshes to get triangles only?
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- animation (allow specifying a time)
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figure out what to do about normal maps
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emissive textures
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use aiProcess_GenUVCoords if needed to handle spherical/planar uv mapping?
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don't build up a big string in memory but write directly to a file
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aiProcess_Triangulate meshes to get triangles only?
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output PLY for big meshes?
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animation
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*/
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#ifndef ASSIMP_BUILD_NO_EXPORT
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@ -113,18 +114,17 @@ PbrtExporter::PbrtExporter (
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mPath(path),
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mFile(file)
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{
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// Various warnings about unhandled things...
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// TODO warn user if scene has animations
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// TODO warn user if mScene->mFlags is nonzero
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// TODO warn if a metadata defines the ambient term
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// Export embedded textures.
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if (mScene->mNumTextures > 0)
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if (!mIOSystem->CreateDirectory("textures"))
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throw DeadlyExportError("Could not create textures/ directory.");
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for (int i = 0; i < mScene->mNumTextures; ++i) {
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aiTexture* tex = mScene->mTextures[i];
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std::string fn = CleanTextureFilename(tex->mFilename, false);
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std::cerr << "Writing embedded texture: " << tex->mFilename.C_Str() << " -> "
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<< fn << "\n";
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std::unique_ptr<IOStream> outfile(mIOSystem->Open(fn, "wt"));
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std::unique_ptr<IOStream> outfile(mIOSystem->Open(fn, "wb"));
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if (!outfile) {
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throw DeadlyExportError("could not open output texture file: " + fn);
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}
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@ -136,6 +136,8 @@ PbrtExporter::PbrtExporter (
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}
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}
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#if 0
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// Debugging: print the full node hierarchy
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std::function<void(aiNode*, int)> visitNode;
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visitNode = [&](aiNode* node, int depth) {
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for (int i = 0; i < depth; ++i) std::cerr << " ";
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@ -144,6 +146,7 @@ PbrtExporter::PbrtExporter (
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visitNode(node->mChildren[i], depth + 1);
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};
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visitNode(mScene->mRootNode, 0);
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#endif
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mOutput.precision(ASSIMP_AI_REAL_TEXT_PRECISION);
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@ -210,11 +213,11 @@ void PbrtExporter::WriteMetaData() {
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std::size_t found = svalue.find_first_of("\n");
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mOutput << "\n";
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while (found != std::string::npos) {
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mOutput << "# " << svalue.substr(0, found) << std::endl;
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mOutput << "# " << svalue.substr(0, found) << "\n";
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svalue = svalue.substr(found + 1);
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found = svalue.find_first_of("\n");
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}
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mOutput << "# " << svalue << std::endl;
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mOutput << "# " << svalue << "\n";
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break;
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}
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case AI_AIVECTOR3D :
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@ -264,7 +267,7 @@ aiMatrix4x4 PbrtExporter::GetNodeTransform(const aiString &name) const {
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return m;
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}
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std::string PbrtExporter::TransformString(const aiMatrix4x4 &m) {
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std::string PbrtExporter::TransformAsString(const aiMatrix4x4 &m) {
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// Transpose on the way out to match pbrt's expected layout (sanity
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// check: the translation component should be the last 3 entries
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// before a '1' as the final entry in the matrix, assuming it's
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@ -282,7 +285,7 @@ void PbrtExporter::WriteCamera(int i) {
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bool cameraActive = i == 0;
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mOutput << "# - Camera " << i+1 << ": "
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<< camera->mName.C_Str() << std::endl;
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<< camera->mName.C_Str() << "\n";
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// Get camera aspect ratio
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float aspect = camera->mAspect;
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@ -290,7 +293,7 @@ void PbrtExporter::WriteCamera(int i) {
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aspect = 4.0/3.0;
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mOutput << "# - Aspect ratio : 1.33333 (no aspect found, defaulting to 4/3)\n";
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} else {
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mOutput << "# - Aspect ratio : " << aspect << std::endl;
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mOutput << "# - Aspect ratio : " << aspect << "\n";
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}
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// Get Film xres and yres
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@ -326,23 +329,26 @@ void PbrtExporter::WriteCamera(int i) {
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auto up = worldFromCamera3 * camera->mUp;
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up.Normalize();
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if (!cameraActive)
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mOutput << "# ";
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mOutput << "Scale -1 1 1\n"; // right handed -> left handed
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if (!cameraActive)
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mOutput << "# ";
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mOutput << "LookAt "
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<< position.x << " " << position.y << " " << position.z << std::endl;
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<< position.x << " " << position.y << " " << position.z << "\n";
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if (!cameraActive)
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mOutput << "# ";
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mOutput << " "
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<< lookAt.x << " " << lookAt.y << " " << lookAt.z << std::endl;
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<< lookAt.x << " " << lookAt.y << " " << lookAt.z << "\n";
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if (!cameraActive)
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mOutput << "# ";
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mOutput << " "
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<< up.x << " " << up.y << " " << up.z << std::endl;
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<< up.x << " " << up.y << " " << up.z << "\n";
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// Print camera descriptor
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if (!cameraActive)
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mOutput << "# ";
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mOutput << "Camera \"perspective\" \"float fov\" " << "[" << fov << "]\n";
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mOutput << "Camera \"perspective\" \"float fov\" " << "[" << fov << "]\n\n";
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}
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void PbrtExporter::WriteWorldDefinition() {
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@ -373,12 +379,14 @@ void PbrtExporter::WriteWorldDefinition() {
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WriteMaterials();
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// Object instance definitions
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mOutput << "# Object instance definitions\n\n";
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for (const auto &mu : meshUses) {
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if (mu.second > 1) {
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WriteInstanceDefinition(mu.first);
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}
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}
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mOutput << "# Geometry\n\n";
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aiMatrix4x4 worldFromObject;
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WriteGeometricObjects(mScene->mRootNode, worldFromObject, meshUses);
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}
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@ -427,7 +435,7 @@ void PbrtExporter::WriteTextures() {
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#endif
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std::string mappingString;
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#if 1
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#if 0
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if (mapMode[0] != mapMode[1])
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std::cerr << "Different texture boundary mode for u and v for texture \"" <<
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filename << "\". Using u for both.\n";
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@ -462,7 +470,7 @@ void PbrtExporter::WriteTextures() {
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}
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#endif
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std::string texName, texType;
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std::string texName, texType, texOptions;
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if (aiTextureType(tt) == aiTextureType_SHININESS ||
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aiTextureType(tt) == aiTextureType_OPACITY ||
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aiTextureType(tt) == aiTextureType_HEIGHT ||
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@ -470,14 +478,25 @@ void PbrtExporter::WriteTextures() {
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aiTextureType(tt) == aiTextureType_METALNESS ||
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aiTextureType(tt) == aiTextureType_DIFFUSE_ROUGHNESS) {
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texType = "float";
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texName = std::string("float:") + filename;
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} else {
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texType = "spectrum";
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texName = std::string("rgb:") + filename;
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texName = std::string("float:") + RemoveSuffix(filename);
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if (aiTextureType(tt) == aiTextureType_SHININESS) {
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texOptions = " \"bool invert\" true\n";
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texName += "_Roughness";
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}
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} else if (aiTextureType(tt) == aiTextureType_DIFFUSE ||
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aiTextureType(tt) == aiTextureType_BASE_COLOR) {
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texType = "spectrum";
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texName = std::string("rgb:") + RemoveSuffix(filename);
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}
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// Don't export textures we're not actually going to use...
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if (texName.empty())
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continue;
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if (mTextureSet.find(texName) == mTextureSet.end()) {
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mOutput << "Texture \"" << texName << "\" \"" << texType << "\" \"imagemap\"\n"
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<< texOptions
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<< " \"string filename\" \"" << filename << "\" " << mappingString << '\n';
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mTextureSet.insert(texName);
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}
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@ -555,6 +574,7 @@ void PbrtExporter::WriteMaterials() {
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for (int i = 0; i < mScene->mNumMaterials; i++) {
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WriteMaterial(i);
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}
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mOutput << "\n\n";
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}
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void PbrtExporter::WriteMaterial(int m) {
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@ -562,23 +582,19 @@ void PbrtExporter::WriteMaterial(int m) {
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// get material name
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auto materialName = material->GetName();
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mOutput << std::endl << "# - Material " << m+1 << ": "
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<< materialName.C_Str() << std::endl;
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mOutput << std::endl << "# - Material " << m+1 << ": " << materialName.C_Str() << "\n";
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// Print out number of properties
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mOutput << "# - Number of Material Properties: "
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<< material->mNumProperties << std::endl;
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mOutput << "# - Number of Material Properties: " << material->mNumProperties << "\n";
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// Print out texture type counts
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int textureCounts[aiTextureType_UNKNOWN];
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mOutput << "# - Non-Zero Texture Type Counts: ";
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for (int i = 1; i <= aiTextureType_UNKNOWN; i++) {
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textureCounts[i-1] = material->GetTextureCount(aiTextureType(i));
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}
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mOutput << "# - Texture Type Counts:\n";
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for (int tt = 1; tt <= aiTextureType_UNKNOWN; tt++) {
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mOutput << "# - " << TextureTypeToString(aiTextureType(tt));
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mOutput << ": " << textureCounts[tt - 1] << std::endl;
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int count = material->GetTextureCount(aiTextureType(i));
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if (count > 0)
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mOutput << TextureTypeToString(aiTextureType(i)) << ": " << count << " ";
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}
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mOutput << "\n";
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auto White = [](aiColor3D c) { return c.r == 1 && c.g == 1 && c.b == 1; };
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auto Black = [](aiColor3D c) { return c.r == 0 && c.g == 0 && c.b == 0; };
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@ -599,14 +615,21 @@ void PbrtExporter::WriteMaterial(int m) {
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bool constantEta = (material->Get(AI_MATKEY_REFRACTI, eta) == AI_SUCCESS &&
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eta != 1);
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mOutput << "# Constants: diffuse " << constantDiffuse << " specular " << constantSpecular <<
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mOutput << "# - Constants: diffuse " << constantDiffuse << " specular " << constantSpecular <<
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" transprency " << constantTransparency << " opacity " << constantOpacity <<
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" shininess " << constantShininess << " shininess strength " << constantShininessStrength <<
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" eta " << constantEta << "\n";
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if (constantShininess) {
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aiString roughnessMap;
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if (material->Get(AI_MATKEY_TEXTURE_SHININESS(0), roughnessMap) == AI_SUCCESS) {
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std::string roughnessTexture = std::string("float:") +
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RemoveSuffix(CleanTextureFilename(roughnessMap)) + "_Roughness";
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mOutput << "MakeNamedMaterial \"" << materialName.C_Str() << "\""
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<< " \"string type\" \"coateddiffuse\"\n"
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<< " \"texture roughness\" \"" << roughnessTexture << "\"\n";
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} else if (constantShininess) {
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// Assume plastic for now at least
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float roughness = std::max(0.001f, 1.f - std::sqrt(shininess / 1000.f));
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float roughness = std::max(0.f, 1.f - shininess);
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mOutput << "MakeNamedMaterial \"" << materialName.C_Str() << "\""
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<< " \"string type\" \"coateddiffuse\"\n"
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<< " \"float roughness\" " << roughness << "\n";
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@ -617,19 +640,23 @@ void PbrtExporter::WriteMaterial(int m) {
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aiString diffuseTexture;
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if (material->Get(AI_MATKEY_TEXTURE_DIFFUSE(0), diffuseTexture) == AI_SUCCESS)
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mOutput << " \"texture reflectance\" \"rgb:" << CleanTextureFilename(diffuseTexture) << "\"\n";
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mOutput << " \"texture reflectance\" \"rgb:" << RemoveSuffix(CleanTextureFilename(diffuseTexture)) << "\"\n";
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else
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mOutput << " \"rgb reflectance\" [ " << diffuse.r << " " << diffuse.g <<
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" " << diffuse.b << " ]\n";
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aiString displacementTexture;
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if (material->Get(AI_MATKEY_TEXTURE_HEIGHT(0), displacementTexture) == AI_SUCCESS)
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mOutput << " \"texture displacement\" \"float:" << CleanTextureFilename(displacementTexture) << "\"\n";
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aiString displacementTexture, normalMap;
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if (material->Get(AI_MATKEY_TEXTURE_NORMALS(0), displacementTexture) == AI_SUCCESS)
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mOutput << " \"string normalmap\" \"" << CleanTextureFilename(displacementTexture) << "\"\n";
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else if (material->Get(AI_MATKEY_TEXTURE_HEIGHT(0), displacementTexture) == AI_SUCCESS)
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mOutput << " \"texture displacement\" \"float:" <<
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RemoveSuffix(CleanTextureFilename(displacementTexture)) << "\"\n";
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else if (material->Get(AI_MATKEY_TEXTURE_DISPLACEMENT(0), displacementTexture) == AI_SUCCESS)
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mOutput << " \"texture displacement\" \"float:" << CleanTextureFilename(displacementTexture) << "\"\n";
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mOutput << " \"texture displacement\" \"float:" <<
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RemoveSuffix(CleanTextureFilename(displacementTexture)) << "\"\n";
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}
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std::string PbrtExporter::CleanTextureFilename(const aiString &f, bool rewriteExtension) {
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std::string PbrtExporter::CleanTextureFilename(const aiString &f, bool rewriteExtension) const {
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std::string fn = f.C_Str();
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// Remove directory name
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size_t offset = fn.find_last_of("/\\");
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@ -638,7 +665,7 @@ std::string PbrtExporter::CleanTextureFilename(const aiString &f, bool rewriteEx
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}
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// Expect all textures in textures
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fn = "textures/" + fn;
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fn = std::string("textures") + mIOSystem->getOsSeparator() + fn;
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// Rewrite extension for unsupported file formats.
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if (rewriteExtension) {
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@ -666,6 +693,12 @@ std::string PbrtExporter::CleanTextureFilename(const aiString &f, bool rewriteEx
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return fn;
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}
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std::string PbrtExporter::RemoveSuffix(std::string filename) {
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size_t offset = filename.rfind('.');
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if (offset != std::string::npos)
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filename.erase(offset);
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return filename;
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}
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void PbrtExporter::WriteLights() {
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mOutput << "\n";
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@ -690,7 +723,7 @@ void PbrtExporter::WriteLights() {
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mOutput << "AttributeBegin\n";
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aiMatrix4x4 worldFromLight = GetNodeTransform(light->mName);
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mOutput << " Transform [ " << TransformString(worldFromLight) << " ]\n";
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mOutput << " Transform [ " << TransformAsString(worldFromLight) << " ]\n";
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aiColor3D color = light->mColorDiffuse + light->mColorSpecular;
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if (light->mAttenuationConstant != 0)
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@ -763,57 +796,22 @@ void PbrtExporter::WriteMesh(aiMesh* mesh) {
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aiMaterial* material = mScene->mMaterials[mesh->mMaterialIndex];
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mOutput << " NamedMaterial \"" << material->GetName().C_Str() << "\"\n";
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// Handle area lights
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aiColor3D emission;
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if (material->Get(AI_MATKEY_COLOR_EMISSIVE, emission) == AI_SUCCESS &&
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(emission.r > 0 || emission.g > 0 || emission.b > 0))
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mOutput << " AreaLightSource \"diffuse\" \"rgb L\" [ " << emission.r <<
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" " << emission.g << " " << emission.b << " ]\n";
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// Print out primitive types found
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mOutput << "# - Primitive Type(s):\n";
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if (mesh->mPrimitiveTypes & aiPrimitiveType_POINT)
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mOutput << "# - POINT\n";
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if (mesh->mPrimitiveTypes & aiPrimitiveType_LINE)
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mOutput << "# - LINE\n";
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if (mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE)
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mOutput << "# - TRIANGLE\n";
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if (mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON)
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mOutput << "# - POLYGON\n";
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// Check if any types other than tri
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if ( (mesh->mPrimitiveTypes & aiPrimitiveType_POINT)
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|| (mesh->mPrimitiveTypes & aiPrimitiveType_LINE)
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|| (mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON)) {
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mOutput << "# ERROR: PBRT Does not support POINT, LINE, POLY meshes\n";
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}
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// Check for Normals
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mOutput << "# - Normals: ";
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if (mesh->mNormals)
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mOutput << "TRUE\n";
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else
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mOutput << "FALSE\n";
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// Check for Tangents
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mOutput << "# - Tangents: ";
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if (mesh->mTangents)
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mOutput << "TRUE\n";
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else
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mOutput << "FALSE\n";
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// Count number of texture coordinates
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int numTextureCoords = 0;
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for (int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; i++) {
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if (mesh->mTextureCoords[i])
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numTextureCoords++;
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}
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mOutput << "# - Number of Texture Coordinates: "
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<< numTextureCoords << std::endl;
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if (numTextureCoords > 1) {
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mOutput << "# - Multiple Texture Coordinates found in scene\n";
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mOutput << "# - Defaulting to first Texture Coordinate specified\n";
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std::cerr << "Error: ignoring point / line / polygon mesh " << mesh->mName.C_Str() << ".\n";
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return;
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}
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// Alpha mask
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std::string alpha;
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aiString opacityTexture;
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if (material->Get(AI_MATKEY_TEXTURE_OPACITY(0), opacityTexture) == AI_SUCCESS ||
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@ -828,9 +826,11 @@ void PbrtExporter::WriteMesh(aiMesh* mesh) {
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alpha = std::string(" \"float alpha\" [ ") + std::to_string(opacity) + " ]\n";
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}
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// Output the shape specification
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mOutput << "Shape \"trianglemesh\"\n" <<
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alpha <<
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" \"integer indices\" [";
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// Start with faces (which hold indices)
|
||||
for (int i = 0; i < mesh->mNumFaces; i++) {
|
||||
auto face = mesh->mFaces[i];
|
||||
|
@ -842,6 +842,7 @@ void PbrtExporter::WriteMesh(aiMesh* mesh) {
|
|||
if ((i % 7) == 6) mOutput << "\n ";
|
||||
}
|
||||
mOutput << "]\n";
|
||||
|
||||
// Then go to vertices
|
||||
mOutput << " \"point3 P\" [";
|
||||
for(int i = 0; i < mesh->mNumVertices; i++) {
|
||||
|
@ -850,6 +851,7 @@ void PbrtExporter::WriteMesh(aiMesh* mesh) {
|
|||
if ((i % 4) == 3) mOutput << "\n ";
|
||||
}
|
||||
mOutput << "]\n";
|
||||
|
||||
// Normals (if present)
|
||||
if (mesh->mNormals) {
|
||||
mOutput << " \"normal N\" [";
|
||||
|
@ -860,6 +862,7 @@ void PbrtExporter::WriteMesh(aiMesh* mesh) {
|
|||
}
|
||||
mOutput << "]\n";
|
||||
}
|
||||
|
||||
// Tangents (if present)
|
||||
if (mesh->mTangents) {
|
||||
mOutput << " \"vector3 S\" [";
|
||||
|
@ -870,6 +873,7 @@ void PbrtExporter::WriteMesh(aiMesh* mesh) {
|
|||
}
|
||||
mOutput << "]\n";
|
||||
}
|
||||
|
||||
// Texture Coords (if present)
|
||||
// Find the first set of 2D texture coordinates..
|
||||
for (int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
|
||||
|
@ -913,14 +917,18 @@ void PbrtExporter::WriteGeometricObjects(aiNode* node, aiMatrix4x4 worldFromObje
|
|||
if (node->mNumMeshes > 0) {
|
||||
mOutput << "AttributeBegin\n";
|
||||
|
||||
mOutput << " Transform [ " << TransformString(worldFromObject) << "]\n";
|
||||
mOutput << " Transform [ " << TransformAsString(worldFromObject) << "]\n";
|
||||
|
||||
for (int i = 0; i < node->mNumMeshes; i++) {
|
||||
aiMesh* mesh = mScene->mMeshes[node->mMeshes[i]];
|
||||
if (meshUses[node->mMeshes[i]] == 1) {
|
||||
// If it's only used once in the scene, emit it directly as
|
||||
// a triangle mesh.
|
||||
mOutput << " # " << mesh->mName.C_Str();
|
||||
WriteMesh(mesh);
|
||||
} else {
|
||||
// If it's used multiple times, there will be an object
|
||||
// instance for it, so emit a reference to that.
|
||||
mOutput << " ObjectInstance \"";
|
||||
if (mesh->mName == aiString(""))
|
||||
mOutput << "mesh_" << node->mMeshes[i] + 1 << "\"\n";
|
||||
|
|
|
@ -103,9 +103,10 @@ private:
|
|||
std::set<std::string> mTextureSet;
|
||||
|
||||
aiMatrix4x4 GetNodeTransform(const aiString& name) const;
|
||||
static std::string TransformString(const aiMatrix4x4& m);
|
||||
static std::string TransformAsString(const aiMatrix4x4& m);
|
||||
|
||||
static std::string CleanTextureFilename(const aiString &f, bool rewriteExtension = true);
|
||||
static std::string RemoveSuffix(std::string filename);
|
||||
std::string CleanTextureFilename(const aiString &f, bool rewriteExtension = true) const;
|
||||
|
||||
void WriteMetaData();
|
||||
|
||||
|
|
Loading…
Reference in New Issue