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@ -181,7 +181,7 @@ bool D3MFExporter::export3DModel() {
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writeHeader();
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mModelOutput << "<" << XmlTag::model << " " << XmlTag::model_unit << "=\"millimeter\""
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<< "xmlns=\"http://schemas.microsoft.com/3dmanufacturing/core/2015/02\">"
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<< " xmlns=\"http://schemas.microsoft.com/3dmanufacturing/core/2015/02\">"
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<< std::endl;
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mModelOutput << "<" << XmlTag::resources << ">";
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mModelOutput << std::endl;
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@ -212,7 +212,7 @@ bool D3MFExporter::export3DModel() {
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}
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void D3MFExporter::writeHeader() {
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mModelOutput << "<?xml version=\"1.0\" encoding=\"UTF - 8\"?>";
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mModelOutput << "<?xml version=\"1.0\" encoding=\"UTF-8\"?>";
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mModelOutput << std::endl;
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}
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@ -254,16 +254,28 @@ void D3MFExporter::writeBaseMaterials() {
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if ( mat->Get( AI_MATKEY_COLOR_DIFFUSE, color ) == aiReturn_SUCCESS ) {
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hexDiffuseColor.clear();
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tmp.clear();
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hexDiffuseColor = "#";
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tmp = DecimalToHexa( (ai_real) color.r );
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hexDiffuseColor += tmp;
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tmp = DecimalToHexa((ai_real)color.g);
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hexDiffuseColor += tmp;
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tmp = DecimalToHexa((ai_real)color.b);
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hexDiffuseColor += tmp;
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tmp = DecimalToHexa((ai_real)color.a);
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hexDiffuseColor += tmp;
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// rgbs %
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if(color.r <= 1 && color.g <= 1 && color.b <= 1 && color.a <= 1){
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hexDiffuseColor = Rgba2Hex(
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(int)((ai_real)color.r)*255,
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(int)((ai_real)color.g)*255,
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(int)((ai_real)color.b)*255,
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(int)((ai_real)color.a)*255,
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true
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);
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}else{
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hexDiffuseColor = "#";
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tmp = DecimalToHexa( (ai_real) color.r );
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hexDiffuseColor += tmp;
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tmp = DecimalToHexa((ai_real)color.g);
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hexDiffuseColor += tmp;
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tmp = DecimalToHexa((ai_real)color.b);
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hexDiffuseColor += tmp;
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tmp = DecimalToHexa((ai_real)color.a);
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hexDiffuseColor += tmp;
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}
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} else {
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hexDiffuseColor = "#FFFFFFFF";
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}
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@ -284,7 +296,7 @@ void D3MFExporter::writeObjects() {
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if ( nullptr == currentNode ) {
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continue;
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}
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mModelOutput << "<" << XmlTag::object << " id=\"" << currentNode->mName.C_Str() << "\" type=\"model\">";
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mModelOutput << "<" << XmlTag::object << " id=\"" << i + 2 << "\" type=\"model\">";
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mModelOutput << std::endl;
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for ( unsigned int j = 0; j < currentNode->mNumMeshes; ++j ) {
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aiMesh *currentMesh = mScene->mMeshes[ currentNode->mMeshes[ j ] ];
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@ -348,7 +360,7 @@ void D3MFExporter::writeBuild() {
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mModelOutput << "<" << XmlTag::build << ">" << std::endl;
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for ( size_t i = 0; i < mBuildItems.size(); ++i ) {
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mModelOutput << "<" << XmlTag::item << " objectid=\"" << i + 1 << "\"/>";
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mModelOutput << "<" << XmlTag::item << " objectid=\"" << i + 2 << "\"/>";
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mModelOutput << std::endl;
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}
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mModelOutput << "</" << XmlTag::build << ">";
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@ -145,4 +145,21 @@ std::string DecimalToHexa( T toConvert ) {
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return result;
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}
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/// @brief translate RGBA to String
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/// @param r aiColor.r
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/// @param g aiColor.g
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/// @param b aiColor.b
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/// @param a aiColor.a
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/// @param with_head #
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/// @return The hexadecimal string, is empty in case of an error.
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AI_FORCE_INLINE std::string Rgba2Hex(int r, int g, int b, int a, bool with_head) {
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std::stringstream ss;
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if (with_head) {
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ss << "#";
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}
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ss << std::hex << (r << 24 | g << 16 | b << 8 | a);
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return ss.str();
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}
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#endif // INCLUDED_AI_STRINGUTILS_H
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