Obj: rename attribute from exporter.

pull/1468/head
Kim Kulling 2017-09-30 09:37:34 +02:00
parent 5adc029225
commit 9033071237
2 changed files with 28 additions and 22 deletions

View File

@ -91,11 +91,11 @@ ObjExporter::ObjExporter(const char* _filename, const aiScene* pScene)
, vn()
, vt()
, vc()
, vpMap()
, vnMap()
, vtMap()
, vcMap()
, meshes()
, mVpMap()
, mVnMap()
, mVtMap()
, mVcMap()
, mMeshes()
, endl("\n") {
// make sure that all formatting happens using the standard, C locale and not the user's current locale
const std::locale& l = std::locale("C");
@ -137,15 +137,21 @@ std::string ObjExporter::GetMaterialLibFileName() {
}
// ------------------------------------------------------------------------------------------------
void ObjExporter :: WriteHeader(std::ostringstream& out) {
void ObjExporter::WriteHeader(std::ostringstream& out) {
out << "# File produced by Open Asset Import Library (http://www.assimp.sf.net)" << endl;
out << "# (assimp v" << aiGetVersionMajor() << '.' << aiGetVersionMinor() << '.' << aiGetVersionRevision() << ")" << endl << endl;
out << "# (assimp v" << aiGetVersionMajor() << '.' << aiGetVersionMinor() << '.'
<< aiGetVersionRevision() << ")" << endl << endl;
}
// ------------------------------------------------------------------------------------------------
std::string ObjExporter :: GetMaterialName(unsigned int index)
std::string ObjExporter::GetMaterialName(unsigned int index)
{
const aiMaterial* const mat = pScene->mMaterials[index];
if ( nullptr == mat ) {
static const std::string EmptyStr;
return EmptyStr;
}
aiString s;
if(AI_SUCCESS == mat->Get(AI_MATKEY_NAME,s)) {
return std::string(s.data,s.length);
@ -235,8 +241,8 @@ void ObjExporter::WriteGeometryFile() {
AddNode(pScene->mRootNode, mBase);
// write vertex positions with colors, if any
vpMap.getVectors( vp );
vcMap.getColors( vc );
mVpMap.getVectors( vp );
mVcMap.getColors( vc );
if ( vc.empty() ) {
mOutput << "# " << vp.size() << " vertex positions" << endl;
for ( const aiVector3D& v : vp ) {
@ -253,7 +259,7 @@ void ObjExporter::WriteGeometryFile() {
mOutput << endl;
// write uv coordinates
vtMap.getVectors(vt);
mVtMap.getVectors(vt);
mOutput << "# " << vt.size() << " UV coordinates" << endl;
for(const aiVector3D& v : vt) {
mOutput << "vt " << v.x << " " << v.y << " " << v.z << endl;
@ -261,7 +267,7 @@ void ObjExporter::WriteGeometryFile() {
mOutput << endl;
// write vertex normals
vnMap.getVectors(vn);
mVnMap.getVectors(vn);
mOutput << "# " << vn.size() << " vertex normals" << endl;
for(const aiVector3D& v : vn) {
mOutput << "vn " << v.x << " " << v.y << " " << v.z << endl;
@ -269,7 +275,7 @@ void ObjExporter::WriteGeometryFile() {
mOutput << endl;
// now write all mesh instances
for(const MeshInstance& m : meshes) {
for(const MeshInstance& m : mMeshes) {
mOutput << "# Mesh \'" << m.name << "\' with " << m.faces.size() << " faces" << endl;
if (!m.name.empty()) {
mOutput << "g " << m.name << endl;
@ -345,8 +351,8 @@ void ObjExporter::colIndexMap::getColors( std::vector<aiColor4D> &colors ) {
// ------------------------------------------------------------------------------------------------
void ObjExporter::AddMesh(const aiString& name, const aiMesh* m, const aiMatrix4x4& mat) {
meshes.push_back(MeshInstance());
MeshInstance& mesh = meshes.back();
mMeshes.push_back(MeshInstance());
MeshInstance& mesh = mMeshes.back();
mesh.name = std::string(name.data,name.length) + (m->mName.length ? "_" + std::string(m->mName.data,m->mName.length) : "");
mesh.matname = GetMaterialName(m->mMaterialIndex);
@ -373,24 +379,24 @@ void ObjExporter::AddMesh(const aiString& name, const aiMesh* m, const aiMatrix4
const unsigned int idx = f.mIndices[a];
aiVector3D vert = mat * m->mVertices[idx];
face.indices[a].vp = vpMap.getIndex(vert);
face.indices[a].vp = mVpMap.getIndex(vert);
if (m->mNormals) {
aiVector3D norm = aiMatrix3x3(mat) * m->mNormals[idx];
face.indices[a].vn = vnMap.getIndex(norm);
face.indices[a].vn = mVnMap.getIndex(norm);
} else {
face.indices[a].vn = 0;
}
if ( nullptr != m->mColors[ 0 ] ) {
aiColor4D col4 = m->mColors[ 0 ][ idx ];
face.indices[ a ].vc = vcMap.getIndex( col4 );
face.indices[ a ].vc = mVcMap.getIndex( col4 );
} else {
face.indices[ a ].vc = 0;
}
if ( m->mTextureCoords[ 0 ] ) {
face.indices[a].vt = vtMap.getIndex(m->mTextureCoords[0][idx]);
face.indices[a].vt = mVtMap.getIndex(m->mTextureCoords[0][idx]);
} else {
face.indices[a].vt = 0;
}

View File

@ -163,9 +163,9 @@ private:
void getColors( std::vector<aiColor4D> &colors );
};
vecIndexMap vpMap, vnMap, vtMap;
colIndexMap vcMap;
std::vector<MeshInstance> meshes;
vecIndexMap mVpMap, mVnMap, mVtMap;
colIndexMap mVcMap;
std::vector<MeshInstance> mMeshes;
// this endl() doesn't flush() the stream
const std::string endl;