diff --git a/code/X3DExporter.cpp b/code/X3DExporter.cpp new file mode 100644 index 000000000..05128880f --- /dev/null +++ b/code/X3DExporter.cpp @@ -0,0 +1,730 @@ +/// \file X3DExporter.cpp +/// \brief X3D-format files exporter for Assimp. Implementation. +/// \date 2016 +/// \author smal.root@gmail.com + +#ifndef ASSIMP_BUILD_NO_EXPORT +#ifndef ASSIMP_BUILD_NO_X3D_EXPORTER + +#include "X3DExporter.hpp" + +// Header files, Assimp. +#include "Exceptional.h" +#include +#include + +using namespace std; + +namespace Assimp +{ + +void ExportSceneX3D(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties) +{ + X3DExporter exporter(pFile, pIOSystem, pScene, pProperties); +} + +}// namespace Assimp + +namespace Assimp +{ + +void X3DExporter::IndentationStringSet(const size_t pNewLevel) +{ + if(pNewLevel > mIndentationString.size()) + { + if(pNewLevel > mIndentationString.capacity()) mIndentationString.reserve(pNewLevel + 1); + + for(size_t i = 0, i_e = pNewLevel - mIndentationString.size(); i < i_e; i++) mIndentationString.push_back('\t'); + } + else if(pNewLevel < mIndentationString.size()) + { + mIndentationString.resize(pNewLevel); + } +} + +void X3DExporter::XML_Write(const string& pData) +{ + if(pData.size() == 0) return; + if(mOutFile->Write((void*)pData.data(), pData.length(), 1) != 1) throw DeadlyExportError("Failed to write scene data!"); +} + +aiMatrix4x4 X3DExporter::Matrix_GlobalToCurrent(const aiNode& pNode) const +{ +aiNode* cur_node; +std::list matr; +aiMatrix4x4 out_matr; + + // starting walk from current element to root + matr.push_back(pNode.mTransformation); + cur_node = pNode.mParent; + if(cur_node != nullptr) + { + do + { + matr.push_back(cur_node->mTransformation); + cur_node = cur_node->mParent; + } while(cur_node != nullptr); + } + + // multiplicate all matrices in reverse order + for(std::list::reverse_iterator rit = matr.rbegin(); rit != matr.rend(); rit++) out_matr = out_matr * (*rit); + + return out_matr; +} + +void X3DExporter::AttrHelper_FloatToString(const float pValue, std::string& pTargetString) +{ + pTargetString = to_string(pValue); + AttrHelper_CommaToPoint(pTargetString); +} + +void X3DExporter::AttrHelper_Vec3DArrToString(const aiVector3D* pArray, const size_t pArray_Size, string& pTargetString) +{ + pTargetString.clear(); + pTargetString.reserve(pArray_Size * 6);// (Number + space) * 3. + for(size_t idx = 0; idx < pArray_Size; idx++) + pTargetString.append(to_string(pArray[idx].x) + " " + to_string(pArray[idx].y) + " " + to_string(pArray[idx].z) + " "); + + // remove last space symbol. + pTargetString.resize(pTargetString.length() - 1); + AttrHelper_CommaToPoint(pTargetString); +} + +void X3DExporter::AttrHelper_Vec2DArrToString(const aiVector2D* pArray, const size_t pArray_Size, std::string& pTargetString) +{ + pTargetString.clear(); + pTargetString.reserve(pArray_Size * 4);// (Number + space) * 2. + for(size_t idx = 0; idx < pArray_Size; idx++) + pTargetString.append(to_string(pArray[idx].x) + " " + to_string(pArray[idx].y) + " "); + + // remove last space symbol. + pTargetString.resize(pTargetString.length() - 1); + AttrHelper_CommaToPoint(pTargetString); +} + +void X3DExporter::AttrHelper_Vec3DAsVec2fArrToString(const aiVector3D* pArray, const size_t pArray_Size, string& pTargetString) +{ + pTargetString.clear(); + pTargetString.reserve(pArray_Size * 4);// (Number + space) * 2. + for(size_t idx = 0; idx < pArray_Size; idx++) + pTargetString.append(to_string(pArray[idx].x) + " " + to_string(pArray[idx].y) + " "); + + // remove last space symbol. + pTargetString.resize(pTargetString.length() - 1); + AttrHelper_CommaToPoint(pTargetString); +} + +void X3DExporter::AttrHelper_Col4DArrToString(const aiColor4D* pArray, const size_t pArray_Size, string& pTargetString) +{ + pTargetString.clear(); + pTargetString.reserve(pArray_Size * 8);// (Number + space) * 4. + for(size_t idx = 0; idx < pArray_Size; idx++) + pTargetString.append(to_string(pArray[idx].r) + " " + to_string(pArray[idx].g) + " " + to_string(pArray[idx].b) + " " + + to_string(pArray[idx].a) + " "); + + // remove last space symbol. + pTargetString.resize(pTargetString.length() - 1); + AttrHelper_CommaToPoint(pTargetString); +} + +void X3DExporter::AttrHelper_Col3DArrToString(const aiColor3D* pArray, const size_t pArray_Size, std::string& pTargetString) +{ + pTargetString.clear(); + pTargetString.reserve(pArray_Size * 6);// (Number + space) * 3. + for(size_t idx = 0; idx < pArray_Size; idx++) + pTargetString.append(to_string(pArray[idx].r) + " " + to_string(pArray[idx].g) + " " + to_string(pArray[idx].b) + " "); + + // remove last space symbol. + pTargetString.resize(pTargetString.length() - 1); + AttrHelper_CommaToPoint(pTargetString); +} + +void X3DExporter::AttrHelper_Color3ToAttrList(std::list pList, const std::string& pName, const aiColor3D& pValue, const aiColor3D& pDefaultValue) +{ +string tstr; + + if(pValue == pDefaultValue) return; + + AttrHelper_Col3DArrToString(&pValue, 1, tstr); + pList.push_back({pName, tstr}); +} + +void X3DExporter::AttrHelper_FloatToAttrList(std::list pList, const string& pName, const float pValue, const float pDefaultValue) +{ +string tstr; + + if(pValue == pDefaultValue) return; + + AttrHelper_FloatToString(pValue, tstr); + pList.push_back({pName, tstr}); +}; + +void X3DExporter::NodeHelper_OpenNode(const string& pNodeName, const size_t pTabLevel, const bool pEmptyElement, const list& pAttrList) +{ + // Write indentation. + IndentationStringSet(pTabLevel); + XML_Write(mIndentationString); + // Begin of the element + XML_Write("<" + pNodeName); + // Write attributes + for(const SAttribute& attr: pAttrList) { XML_Write(" " + attr.Name + "='" + attr.Value + "'"); } + + // End of the element + if(pEmptyElement) + { + XML_Write("/>\n"); + } + else + { + XML_Write(">\n"); + } +} + +void X3DExporter::NodeHelper_OpenNode(const string& pNodeName, const size_t pTabLevel, const bool pEmptyElement) +{ +const list attr_list; + + NodeHelper_OpenNode(pNodeName, pTabLevel, pEmptyElement, attr_list); +} + +void X3DExporter::NodeHelper_CloseNode(const string& pNodeName, const size_t pTabLevel) +{ + // Write indentation. + IndentationStringSet(pTabLevel); + XML_Write(mIndentationString); + // Write element + XML_Write("\n"); +} + +void X3DExporter::Export_Node(const aiNode *pNode, const size_t pTabLevel) +{ +bool transform = false; +list attr_list; + + // In Assimp lights is stored in next way: light source store in mScene->mLights and in node tree must present aiNode with name same as + // light source has. Considering it we must compare every aiNode name with light sources names. Why not to look where ligths is present + // and save them to fili? Because corresponding aiNode can be already written to file and we can only add information to file not to edit. + if(CheckAndExport_Light(*pNode, pTabLevel)) return; + + // Check if need DEF. + if(pNode->mName.length) attr_list.push_back({"DEF", pNode->mName.C_Str()}); + + // Check if need node against . + if(!pNode->mTransformation.IsIdentity()) + { + auto Vector2String = [this](const aiVector3D pVector) -> string + { + string tstr = to_string(pVector.x) + " " + to_string(pVector.y) + " " + to_string(pVector.z); + + AttrHelper_CommaToPoint(tstr); + + return tstr; + }; + + auto Rotation2String = [this](const aiVector3D pAxis, const ai_real pAngle) -> string + { + string tstr = to_string(pAxis.x) + " " + to_string(pAxis.y) + " " + to_string(pAxis.z) + " " + to_string(pAngle); + + AttrHelper_CommaToPoint(tstr); + + return tstr; + }; + + aiVector3D scale, translate, rotate_axis; + ai_real rotate_angle; + + transform = true; + pNode->mTransformation.Decompose(scale, rotate_axis, rotate_angle, translate); + // Check if values different from default + if((rotate_angle != 0) && (rotate_axis.Length() > 0)) + attr_list.push_back({"rotation", Rotation2String(rotate_axis, rotate_angle)}); + + if(!scale.Equal({1, 1, 1})) attr_list.push_back({"scale", Vector2String(scale)}); + if(translate.Length() > 0) attr_list.push_back({"translation", Vector2String(translate)}); + } + + // Begin node if need. + if(transform) + NodeHelper_OpenNode("Transform", pTabLevel, false, attr_list); + else + NodeHelper_OpenNode("Group", pTabLevel); + + // Export metadata + if(pNode->mMetaData != nullptr) + { + for(size_t idx_prop = 0; idx_prop < pNode->mMetaData->mNumProperties; idx_prop++) + { + const aiString* key; + const aiMetadataEntry* entry; + + if(pNode->mMetaData->Get(idx_prop, key, entry)) + { + switch(entry->mType) + { + case AI_BOOL: + Export_MetadataBoolean(*key, *static_cast(entry->mData), pTabLevel + 1); + break; + case AI_DOUBLE: + Export_MetadataDouble(*key, *static_cast(entry->mData), pTabLevel + 1); + break; + case AI_FLOAT: + Export_MetadataFloat(*key, *static_cast(entry->mData), pTabLevel + 1); + break; + case AI_INT32: + Export_MetadataInteger(*key, *static_cast(entry->mData), pTabLevel + 1); + break; + case AI_AISTRING: + Export_MetadataString(*key, *static_cast(entry->mData), pTabLevel + 1); + break; + default: + LogError("Unsupported metadata type: " + to_string(entry->mType)); + break; + }// switch(entry->mType) + } + } + }// if(pNode->mMetaData != nullptr) + + // Export meshes. + for(size_t idx_mesh = 0; idx_mesh < pNode->mNumMeshes; idx_mesh++) Export_Mesh(pNode->mMeshes[idx_mesh], pTabLevel + 1); + // Export children. + for(size_t idx_node = 0; idx_node < pNode->mNumChildren; idx_node++) Export_Node(pNode->mChildren[idx_node], pTabLevel + 1); + + // End node if need. + if(transform) + NodeHelper_CloseNode("Transform", pTabLevel); + else + NodeHelper_CloseNode("Group", pTabLevel); +} + +void X3DExporter::Export_Mesh(const size_t pIdxMesh, const size_t pTabLevel) +{ +const char* NodeName_IFS = "IndexedFaceSet"; +const char* NodeName_Shape = "Shape"; + +list attr_list; +aiMesh& mesh = *mScene->mMeshes[pIdxMesh];// create alias for conveniance. + + // Check if mesh already defined early. + if(mDEF_Map_Mesh.find(pIdxMesh) != mDEF_Map_Mesh.end()) + { + // Mesh already defined, just refer to it + attr_list.push_back({"USE", mDEF_Map_Mesh.at(pIdxMesh)}); + NodeHelper_OpenNode(NodeName_Shape, pTabLevel, true, attr_list); + + return; + } + + string mesh_name(mesh.mName.C_Str() + string("_IDX_") + to_string(pIdxMesh));// Create mesh name + + // Define mesh name. + attr_list.push_back({"DEF", mesh_name}); + mDEF_Map_Mesh[pIdxMesh] = mesh_name; + + // + // "Shape" node. + // + NodeHelper_OpenNode(NodeName_Shape, pTabLevel, false, attr_list); + attr_list.clear(); + + // + // "Appearance" node. + // + Export_Material(mesh.mMaterialIndex, pTabLevel + 1); + + // + // "IndexedFaceSet" node. + // + // Fill attributes which differ from default. In Assimp for colors, vertices and normals used one indices set. So, only "coordIndex" must be set. + string coordIndex; + + // fill coordinates index. + coordIndex.reserve(mesh.mNumVertices * 4);// Index + space + Face delimiter + for(size_t idx_face = 0; idx_face < mesh.mNumFaces; idx_face++) + { + const aiFace& face_cur = mesh.mFaces[idx_face]; + + for(size_t idx_vert = 0; idx_vert < face_cur.mNumIndices; idx_vert++) + { + coordIndex.append(to_string(face_cur.mIndices[idx_vert]) + " "); + } + + coordIndex.append("-1 ");// face delimiter. + } + + // remove last space symbol. + coordIndex.resize(coordIndex.length() - 1); + attr_list.push_back({"coordIndex", coordIndex}); + // create node + NodeHelper_OpenNode(NodeName_IFS, pTabLevel + 1, false, attr_list); + attr_list.clear(); + // Child nodes for "IndexedFaceSet" needed when used colors, textures or normals. + string attr_value; + + // Export + AttrHelper_Vec3DArrToString(mesh.mVertices, mesh.mNumVertices, attr_value); + attr_list.push_back({"point", attr_value}); + NodeHelper_OpenNode("Coordinate", pTabLevel + 2, true, attr_list); + attr_list.clear(); + + // Export + if(mesh.HasVertexColors(0)) + { + AttrHelper_Col4DArrToString(mesh.mColors[0], mesh.mNumVertices, attr_value); + attr_list.push_back({"color", attr_value}); + NodeHelper_OpenNode("ColorRGBA", pTabLevel + 2, true, attr_list); + attr_list.clear(); + } + + // Export + if(mesh.HasTextureCoords(0)) + { + AttrHelper_Vec3DAsVec2fArrToString(mesh.mTextureCoords[0], mesh.mNumVertices, attr_value); + attr_list.push_back({"point", attr_value}); + NodeHelper_OpenNode("TextureCoordinate", pTabLevel + 2, true, attr_list); + attr_list.clear(); + } + + // Export + if(mesh.HasNormals()) + { + AttrHelper_Vec3DArrToString(mesh.mNormals, mesh.mNumVertices, attr_value); + attr_list.push_back({"vector", attr_value}); + NodeHelper_OpenNode("Normal", pTabLevel + 2, true, attr_list); + attr_list.clear(); + } + + // + // Close opened nodes. + // + NodeHelper_CloseNode(NodeName_IFS, pTabLevel + 1); + NodeHelper_CloseNode(NodeName_Shape, pTabLevel); +} + +void X3DExporter::Export_Material(const size_t pIdxMaterial, const size_t pTabLevel) +{ +const char* NodeName_A = "Appearance"; + +list attr_list; +aiMaterial& material = *mScene->mMaterials[pIdxMaterial];// create alias for conveniance. + + // Check if material already defined early. + if(mDEF_Map_Material.find(pIdxMaterial) != mDEF_Map_Material.end()) + { + // Material already defined, just refer to it + attr_list.push_back({"USE", mDEF_Map_Material.at(pIdxMaterial)}); + NodeHelper_OpenNode(NodeName_A, pTabLevel, true, attr_list); + + return; + } + + string material_name(string("_IDX_") + to_string(pIdxMaterial));// Create material name + aiString ai_mat_name; + + if(material.Get(AI_MATKEY_NAME, ai_mat_name) == AI_SUCCESS) material_name.insert(0, ai_mat_name.C_Str()); + + // Define material name. + attr_list.push_back({"DEF", material_name}); + mDEF_Map_Material[pIdxMaterial] = material_name; + + // + // "Appearance" node. + // + NodeHelper_OpenNode(NodeName_A, pTabLevel, false, attr_list); + attr_list.clear(); + + // + // "Material" node. + // + { + auto Color4ToAttrList = [&](const string& pAttrName, const aiColor4D& pAttrValue, const aiColor3D& pAttrDefaultValue) + { + string tstr; + + if(aiColor3D(pAttrValue.r, pAttrValue.g, pAttrValue.b) != pAttrDefaultValue) + { + AttrHelper_Col4DArrToString(&pAttrValue, 1, tstr); + attr_list.push_back({pAttrName, tstr}); + } + }; + + float tvalf; + aiColor3D color3; + aiColor4D color4; + + // ambientIntensity="0.2" SFFloat [inputOutput] + if(material.Get(AI_MATKEY_COLOR_AMBIENT, color3) == AI_SUCCESS) + AttrHelper_FloatToAttrList(attr_list, "ambientIntensity", (color3.r + color3.g + color3.b) / 3.0f, 0.2f); + else if(material.Get(AI_MATKEY_COLOR_AMBIENT, color4) == AI_SUCCESS) + AttrHelper_FloatToAttrList(attr_list, "ambientIntensity", (color4.r + color4.g + color4.b) / 3.0f, 0.2f); + + // diffuseColor="0.8 0.8 0.8" SFColor [inputOutput] + if(material.Get(AI_MATKEY_COLOR_DIFFUSE, color3) == AI_SUCCESS) + AttrHelper_Color3ToAttrList(attr_list, "diffuseColor", color3, aiColor3D(0.8f, 0.8f, 0.8f)); + else if(material.Get(AI_MATKEY_COLOR_DIFFUSE, color4) == AI_SUCCESS) + Color4ToAttrList("diffuseColor", color4, aiColor3D(0.8f, 0.8f, 0.8f)); + + // emissiveColor="0 0 0" SFColor [inputOutput] + if(material.Get(AI_MATKEY_COLOR_EMISSIVE, color3) == AI_SUCCESS) + AttrHelper_Color3ToAttrList(attr_list, "emissiveColor", color3, aiColor3D(0, 0, 0)); + else if(material.Get(AI_MATKEY_COLOR_EMISSIVE, color4) == AI_SUCCESS) + Color4ToAttrList("emissiveColor", color4, aiColor3D(0, 0, 0)); + + // shininess="0.2" SFFloat [inputOutput] + if(material.Get(AI_MATKEY_SHININESS, tvalf) == AI_SUCCESS) AttrHelper_FloatToAttrList(attr_list, "shininess", tvalf, 0.2f); + + // specularColor="0 0 0" SFColor [inputOutput] + if(material.Get(AI_MATKEY_COLOR_SPECULAR, color3) == AI_SUCCESS) + AttrHelper_Color3ToAttrList(attr_list, "specularColor", color3, aiColor3D(0, 0, 0)); + else if(material.Get(AI_MATKEY_COLOR_SPECULAR, color4) == AI_SUCCESS) + Color4ToAttrList("specularColor", color4, aiColor3D(0, 0, 0)); + + // transparency="0" SFFloat [inputOutput] + if(material.Get(AI_MATKEY_OPACITY, tvalf) == AI_SUCCESS) + { + if(tvalf > 1) tvalf = 1; + + tvalf = 1.0f - tvalf; + AttrHelper_FloatToAttrList(attr_list, "transparency", tvalf, 0); + } + + NodeHelper_OpenNode("Material", pTabLevel + 1, true, attr_list); + attr_list.clear(); + }// "Material" node. END. + + // + // "ImageTexture" node. + // + { + auto RepeatToAttrList = [&](const string& pAttrName, const bool pAttrValue) + { + if(!pAttrValue) attr_list.push_back({pAttrName, "false"}); + }; + + bool tvalb; + aiString tstring; + + // url="" MFString + if(material.Get(AI_MATKEY_TEXTURE_DIFFUSE(0), tstring) == AI_SUCCESS) + { + if(strncmp(tstring.C_Str(), AI_EMBEDDED_TEXNAME_PREFIX, strlen(AI_EMBEDDED_TEXNAME_PREFIX)) == 0) + LogError("Embedded texture is not supported"); + else + attr_list.push_back({"url", string("\"") + tstring.C_Str() + "\""}); + } + + // repeatS="true" SFBool + if(material.Get(AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0), tvalb) == AI_SUCCESS) RepeatToAttrList("repeatS", tvalb); + + // repeatT="true" SFBool + if(material.Get(AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0), tvalb) == AI_SUCCESS) RepeatToAttrList("repeatT", tvalb); + + NodeHelper_OpenNode("ImageTexture", pTabLevel + 1, true, attr_list); + attr_list.clear(); + }// "ImageTexture" node. END. + + // + // "TextureTransform" node. + // + { + auto Vec2ToAttrList = [&](const string& pAttrName, const aiVector2D& pAttrValue, const aiVector2D& pAttrDefaultValue) + { + string tstr; + + if(pAttrValue != pAttrDefaultValue) + { + AttrHelper_Vec2DArrToString(&pAttrValue, 1, tstr); + attr_list.push_back({pAttrName, tstr}); + } + }; + + aiUVTransform transform; + + if(material.Get(AI_MATKEY_UVTRANSFORM_DIFFUSE(0), transform) == AI_SUCCESS) + { + Vec2ToAttrList("translation", transform.mTranslation, aiVector2D(0, 0)); + AttrHelper_FloatToAttrList(attr_list, "rotation", transform.mRotation, 0); + Vec2ToAttrList("scale", transform.mScaling, aiVector2D(1, 1)); + + NodeHelper_OpenNode("TextureTransform", pTabLevel + 1, true, attr_list); + attr_list.clear(); + } + }// "TextureTransform" node. END. + + // + // Close opened nodes. + // + NodeHelper_CloseNode(NodeName_A, pTabLevel); + +} + +void X3DExporter::Export_MetadataBoolean(const aiString& pKey, const bool pValue, const size_t pTabLevel) +{ +list attr_list; + + attr_list.push_back({"name", pKey.C_Str()}); + attr_list.push_back({"value", pValue ? "true" : "false"}); + NodeHelper_OpenNode("MetadataBoolean", pTabLevel, true, attr_list); +} + +void X3DExporter::Export_MetadataDouble(const aiString& pKey, const double pValue, const size_t pTabLevel) +{ +list attr_list; + + attr_list.push_back({"name", pKey.C_Str()}); + attr_list.push_back({"value", to_string(pValue)}); + NodeHelper_OpenNode("MetadataDouble", pTabLevel, true, attr_list); +} + +void X3DExporter::Export_MetadataFloat(const aiString& pKey, const float pValue, const size_t pTabLevel) +{ +list attr_list; + + attr_list.push_back({"name", pKey.C_Str()}); + attr_list.push_back({"value", to_string(pValue)}); + NodeHelper_OpenNode("MetadataFloat", pTabLevel, true, attr_list); +} + +void X3DExporter::Export_MetadataInteger(const aiString& pKey, const int32_t pValue, const size_t pTabLevel) +{ +list attr_list; + + attr_list.push_back({"name", pKey.C_Str()}); + attr_list.push_back({"value", to_string(pValue)}); + NodeHelper_OpenNode("MetadataInteger", pTabLevel, true, attr_list); +} + +void X3DExporter::Export_MetadataString(const aiString& pKey, const aiString& pValue, const size_t pTabLevel) +{ +list attr_list; + + attr_list.push_back({"name", pKey.C_Str()}); + attr_list.push_back({"value", pValue.C_Str()}); + NodeHelper_OpenNode("MetadataString", pTabLevel, true, attr_list); +} + +bool X3DExporter::CheckAndExport_Light(const aiNode& pNode, const size_t pTabLevel) +{ +list attr_list; + +auto Vec3ToAttrList = [&](const string& pAttrName, const aiVector3D& pAttrValue, const aiVector3D& pAttrDefaultValue) +{ + string tstr; + + if(pAttrValue != pAttrDefaultValue) + { + AttrHelper_Vec3DArrToString(&pAttrValue, 1, tstr); + attr_list.push_back({pAttrName, tstr}); + } +}; + +size_t idx_light; +bool found = false; + + // Name of the light source can not be empty. + if(pNode.mName.length == 0) return false; + + // search for light with name like node has. + for(idx_light = 0; mScene->mNumLights; idx_light++) + { + if(pNode.mName == mScene->mLights[idx_light]->mName) + { + found = true; + break; + } + } + + if(!found) return false; + + // Light source is found. + const aiLight& light = *mScene->mLights[idx_light];// Alias for conveniance. + + aiMatrix4x4 trafo_mat = Matrix_GlobalToCurrent(pNode).Inverse(); + + attr_list.push_back({"DEF", light.mName.C_Str()}); + attr_list.push_back({"global", "true"});// "false" is not supported. + // ambientIntensity="0" SFFloat [inputOutput] + AttrHelper_FloatToAttrList(attr_list, "ambientIntensity", aiVector3D(light.mColorAmbient.r, light.mColorAmbient.g, light.mColorAmbient.b).Length(), 0); + // color="1 1 1" SFColor [inputOutput] + AttrHelper_Color3ToAttrList(attr_list, "color", light.mColorDiffuse, aiColor3D(1, 1, 1)); + + switch(light.mType) + { + case aiLightSource_DIRECTIONAL: + { + aiVector3D direction = trafo_mat * light.mDirection; + + Vec3ToAttrList("direction", direction, aiVector3D(0, 0, -1)); + NodeHelper_OpenNode("DirectionalLight", pTabLevel, true, attr_list); + } + + break; + case aiLightSource_POINT: + { + aiVector3D attenuation(light.mAttenuationConstant, light.mAttenuationLinear, light.mAttenuationQuadratic); + aiVector3D location = trafo_mat * light.mPosition; + + Vec3ToAttrList("attenuation", attenuation, aiVector3D(1, 0, 0)); + Vec3ToAttrList("location", location, aiVector3D(0, 0, 0)); + NodeHelper_OpenNode("PointLight", pTabLevel, true, attr_list); + } + + break; + case aiLightSource_SPOT: + { + aiVector3D attenuation(light.mAttenuationConstant, light.mAttenuationLinear, light.mAttenuationQuadratic); + aiVector3D location = trafo_mat * light.mPosition; + aiVector3D direction = trafo_mat * light.mDirection; + + Vec3ToAttrList("attenuation", attenuation, aiVector3D(1, 0, 0)); + Vec3ToAttrList("location", location, aiVector3D(0, 0, 0)); + Vec3ToAttrList("direction", direction, aiVector3D(0, 0, -1)); + AttrHelper_FloatToAttrList(attr_list, "beamWidth", light.mAngleInnerCone, 0.7854f); + AttrHelper_FloatToAttrList(attr_list, "cutOffAngle", light.mAngleOuterCone, 1.570796f); + NodeHelper_OpenNode("SpotLight", pTabLevel, true, attr_list); + } + + break; + default: + throw DeadlyExportError("Unknown light type: " + to_string(light.mType)); + }// switch(light.mType) + + return true; +} + +X3DExporter::X3DExporter(const char* pFileName, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties) + : mScene(pScene) +{ +list attr_list; + + mOutFile = pIOSystem->Open(pFileName, "wt"); + if(mOutFile == nullptr) throw DeadlyExportError("Could not open output .x3d file: " + string(pFileName)); + + // Begin document + XML_Write("\n"); + XML_Write("\n"); + // Root node + attr_list.push_back({"profile", "Interchange"}); + attr_list.push_back({"version", "3.3"}); + attr_list.push_back({"xmlns:xsd", "http://www.w3.org/2001/XMLSchema-instance"}); + attr_list.push_back({"xsd:noNamespaceSchemaLocation", "http://www.web3d.org/specifications/x3d-3.3.xsd"}); + NodeHelper_OpenNode("X3D", 0, false, attr_list); + attr_list.clear(); + // : meta data. + NodeHelper_OpenNode("head", 1); + XML_Write(mIndentationString + "\n"); + NodeHelper_CloseNode("head", 1); + // Scene node. + NodeHelper_OpenNode("Scene", 1); + Export_Node(mScene->mRootNode, 2); + NodeHelper_CloseNode("Scene", 1); + // Close Root node. + NodeHelper_CloseNode("X3D", 0); + // Cleanup + pIOSystem->Close(mOutFile); + mOutFile = nullptr; +} + +}// namespace Assimp + +#endif // ASSIMP_BUILD_NO_X3D_EXPORTER +#endif // ASSIMP_BUILD_NO_EXPORT diff --git a/code/X3DExporter.hpp b/code/X3DExporter.hpp new file mode 100644 index 000000000..11100ff31 --- /dev/null +++ b/code/X3DExporter.hpp @@ -0,0 +1,235 @@ +/// \file X3DExporter.hpp +/// \brief X3D-format files exporter for Assimp. +/// \date 2016 +/// \author smal.root@gmail.com +// Thanks to acorn89 for support. + +#ifndef INCLUDED_AI_X3D_EXPORTER_H +#define INCLUDED_AI_X3D_EXPORTER_H + +// Header files, Assimp. +#include +#include +#include +#include + +// Header files, stdlib. +#include +#include + +namespace Assimp +{ + +/// \class X3DExporter +/// Class which export aiScene to X3D file. +/// +/// Limitations. +/// +/// Pay attention that X3D is format for interactive graphic and simulations for web browsers. aiScene can not contain all features of the X3D format. +/// Also, aiScene contain rasterized-like data. For example, X3D can describe circle all cylinder with one tag, but aiScene contain result of tesselation: +/// vertices, faces etc. Yes, you can use algorithm for detecting figures or shapes, but thats not good idea at all. +/// +/// Supported nodes: +/// Core component: +/// "MetadataBoolean", "MetadataDouble", "MetadataFloat", "MetadataInteger", "MetadataSet", "MetadataString" +/// Geometry3D component: +/// "IndexedFaceSet" +/// Grouping component: +/// "Group", "Transform" +/// Lighting component: +/// "DirectionalLight", "PointLight", "SpotLight" +/// Rendering component: +/// "Color", "ColorRGBA", "Coordinate", "LineSet", "PointSet", "TriangleSet", "Normal" +/// Shape component: +/// "Shape", "Appearance", "Material" +/// Texturing component: +/// "ImageTexture", "TextureCoordinate", "TextureTransform" +/// +class X3DExporter +{ + /***********************************************/ + /******************** Types ********************/ + /***********************************************/ + + struct SAttribute + { + const std::string Name; + const std::string Value; + }; + + /***********************************************/ + /****************** Constants ******************/ + /***********************************************/ + + const aiScene* const mScene; + + /***********************************************/ + /****************** Variables ******************/ + /***********************************************/ + + IOStream* mOutFile; + std::map mDEF_Map_Mesh; + std::map mDEF_Map_Material; + +private: + + std::string mIndentationString; + + /***********************************************/ + /****************** Functions ******************/ + /***********************************************/ + + /// \fn void IndentationStringSet(const size_t pNewLevel) + /// Set value of the indentation string. + /// \param [in] pNewLevel - new level of the indentation. + void IndentationStringSet(const size_t pNewLevel); + + /// \fn void XML_Write(const std::string& pData) + /// Write data to XML-file. + /// \param [in] pData - reference to string which must be written. + void XML_Write(const std::string& pData); + + /// \fn aiMatrix4x4 Matrix_GlobalToCurrent(const aiNode& pNode) const + /// Calculate transformation matrix for transformation from global coordinate system to pointed aiNode. + /// \param [in] pNode - reference to local node. + /// \return calculated matrix. + aiMatrix4x4 Matrix_GlobalToCurrent(const aiNode& pNode) const; + + /// \fn void AttrHelper_CommaToPoint(std::string& pStringWithComma) + /// Convert commas in string to points. Thats need because "std::to_string" result depend on locale (regional settings). + /// \param [in, out] pStringWithComma - reference to string, which must be modified. + void AttrHelper_CommaToPoint(std::string& pStringWithComma) { for(char& c: pStringWithComma) { if(c == ',') c = '.'; } } + + /// \fn void AttrHelper_FloatToString(const float pValue, std::string& pTargetString) + /// Converts float to string. + /// \param [in] pValue - value for converting. + /// \param [out] pTargetString - reference to string where result will be placed. Will be cleared before using. + void AttrHelper_FloatToString(const float pValue, std::string& pTargetString); + + /// \fn void AttrHelper_Vec3DArrToString(const aiVector3D* pArray, const size_t pArray_Size, std::string& pTargetString) + /// Converts array of vectors to string. + /// \param [in] pArray - pointer to array of vectors. + /// \param [in] pArray_Size - count of elements in array. + /// \param [out] pTargetString - reference to string where result will be placed. Will be cleared before using. + void AttrHelper_Vec3DArrToString(const aiVector3D* pArray, const size_t pArray_Size, std::string& pTargetString); + + /// \fn void AttrHelper_Vec2DArrToString(const aiVector2D* pArray, const size_t pArray_Size, std::string& pTargetString) + /// \overload void AttrHelper_Vec3DArrToString(const aiVector3D* pArray, const size_t pArray_Size, std::string& pTargetString) + void AttrHelper_Vec2DArrToString(const aiVector2D* pArray, const size_t pArray_Size, std::string& pTargetString); + + /// \fn void AttrHelper_Vec3DAsVec2fArrToString(const aiVector3D* pArray, const size_t pArray_Size, std::string& pTargetString) + /// \overload void AttrHelper_Vec3DArrToString(const aiVector3D* pArray, const size_t pArray_Size, std::string& pTargetString) + /// Only x, y is used from aiVector3D. + void AttrHelper_Vec3DAsVec2fArrToString(const aiVector3D* pArray, const size_t pArray_Size, std::string& pTargetString); + + /// \fn void AttrHelper_Col4DArrToString(const aiColor4D* pArray, const size_t pArray_Size, std::string& pTargetString) + /// \overload void AttrHelper_Vec3DArrToString(const aiVector3D* pArray, const size_t pArray_Size, std::string& pTargetString) + /// Converts array of colors to string. + void AttrHelper_Col4DArrToString(const aiColor4D* pArray, const size_t pArray_Size, std::string& pTargetString); + + /// \fn void AttrHelper_Col3DArrToString(const aiColor3D* pArray, const size_t pArray_Size, std::string& pTargetString) + /// \overload void AttrHelper_Col4DArrToString(const aiColor4D* pArray, const size_t pArray_Size, std::string& pTargetString) + /// Converts array of colors to string. + void AttrHelper_Col3DArrToString(const aiColor3D* pArray, const size_t pArray_Size, std::string& pTargetString); + + /// \fn void AttrHelper_FloatToAttrList(std::list pList, const std::string& pName, const float pValue, const float pDefaultValue) + /// \overload void AttrHelper_Col3DArrToString(const aiColor3D* pArray, const size_t pArray_Size, std::string& pTargetString) + void AttrHelper_FloatToAttrList(std::list pList, const std::string& pName, const float pValue, const float pDefaultValue); + + /// \fn void AttrHelper_Color3ToAttrList(std::list pList, const std::string& pName, const aiColor3D& pValue, const aiColor3D& pDefaultValue) + /// Add attribute to list if value not equal to default. + /// \param [in] pList - target list of the attributes. + /// \param [in] pName - name of new attribute. + /// \param [in] pValue - value of the new attribute. + /// \param [in] pDefaultValue - default value for checking: if pValue is equal to pDefaultValue then attribute will not be added. + void AttrHelper_Color3ToAttrList(std::list pList, const std::string& pName, const aiColor3D& pValue, const aiColor3D& pDefaultValue); + + /// \fn void NodeHelper_OpenNode(const std::string& pNodeName, const size_t pTabLevel, const bool pEmptyElement, const std::list& pAttrList) + /// Begin new XML-node element. + /// \param [in] pNodeName - name of the element. + /// \param [in] pTabLevel - indentation level. + /// \param [in] pEmtyElement - if true then empty element will be created. + /// \param [in] pAttrList - list of the attributes for element. + void NodeHelper_OpenNode(const std::string& pNodeName, const size_t pTabLevel, const bool pEmptyElement, const std::list& pAttrList); + + /// \fn void NodeHelper_OpenNode(const std::string& pNodeName, const size_t pTabLevel, const bool pEmptyElement = false) + /// \overload void NodeHelper_OpenNode(const std::string& pNodeName, const size_t pTabLevel, const bool pEmptyElement, const std::list& pAttrList) + void NodeHelper_OpenNode(const std::string& pNodeName, const size_t pTabLevel, const bool pEmptyElement = false); + + /// \fn void NodeHelper_CloseNode(const std::string& pNodeName, const size_t pTabLevel) + /// End XML-node element. + /// \param [in] pNodeName - name of the element. + /// \param [in] pTabLevel - indentation level. + void NodeHelper_CloseNode(const std::string& pNodeName, const size_t pTabLevel); + + /// \fn void Export_Node(const aiNode* pNode, const size_t pTabLevel) + /// Export data from scene to XML-file: aiNode. + /// \param [in] pNode - source aiNode. + /// \param [in] pTabLevel - indentation level. + void Export_Node(const aiNode* pNode, const size_t pTabLevel); + + /// \fn void Export_Mesh(const size_t pIdxMesh, const size_t pTabLevel) + /// Export data from scene to XML-file: aiMesh. + /// \param [in] pMesh - index of the source aiMesh. + /// \param [in] pTabLevel - indentation level. + void Export_Mesh(const size_t pIdxMesh, const size_t pTabLevel); + + /// \fn void Export_Material(const size_t pIdxMaterial, const size_t pTabLevel) + /// Export data from scene to XML-file: aiMaterial. + /// \param [in] pIdxMaterial - index of the source aiMaterial. + /// \param [in] pTabLevel - indentation level. + void Export_Material(const size_t pIdxMaterial, const size_t pTabLevel); + + /// \fn void Export_MetadataBoolean(const aiString& pKey, const bool pValue, const size_t pTabLevel) + /// Export data from scene to XML-file: aiMetadata. + /// \param [in] pKey - source data: value of the metadata key. + /// \param [in] pValue - source data: value of the metadata value. + /// \param [in] pTabLevel - indentation level. + void Export_MetadataBoolean(const aiString& pKey, const bool pValue, const size_t pTabLevel); + + /// \fn void Export_MetadataDouble(const aiString& pKey, const double pValue, const size_t pTabLevel) + /// \overload void Export_MetadataBoolean(const aiString& pKey, const bool pValue, const size_t pTabLevel) + void Export_MetadataDouble(const aiString& pKey, const double pValue, const size_t pTabLevel); + + /// \fn void Export_MetadataFloat(const aiString& pKey, const float pValue, const size_t pTabLevel) + /// \overload void Export_MetadataBoolean(const aiString& pKey, const bool pValue, const size_t pTabLevel) + void Export_MetadataFloat(const aiString& pKey, const float pValue, const size_t pTabLevel); + + /// \fn void Export_MetadataInteger(const aiString& pKey, const int32_t pValue, const size_t pTabLevel) + /// \overload void Export_MetadataBoolean(const aiString& pKey, const bool pValue, const size_t pTabLevel) + void Export_MetadataInteger(const aiString& pKey, const int32_t pValue, const size_t pTabLevel); + + /// \fn void Export_MetadataString(const aiString& pKey, const aiString& pValue, const size_t pTabLevel) + /// \overload void Export_MetadataBoolean(const aiString& pKey, const bool pValue, const size_t pTabLevel) + void Export_MetadataString(const aiString& pKey, const aiString& pValue, const size_t pTabLevel); + + /// \fn bool CheckAndExport_Light(const aiNode& pNode, const size_t pTabLevel) + /// Check if node point to light source. If yes then export light source. + /// \param [in] pNode - reference to node for checking. + /// \param [in] pTabLevel - indentation level. + /// \return true - if node assigned with light and it was exported, else - return false. + bool CheckAndExport_Light(const aiNode& pNode, const size_t pTabLevel); + + /***********************************************/ + /************** Functions: LOG set *************/ + /***********************************************/ + + /// \fn void LogError(const std::string& pMessage) + /// Short variant for calling \ref DefaultLogger::get()->error() + void LogError(const std::string& pMessage) { DefaultLogger::get()->error(pMessage); } + +public: + + /// \fn X3DExporter() + /// Default constructor. + X3DExporter(const char* pFileName, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties); + + /// \fn ~X3DExporter() + /// Default destructor. + ~X3DExporter() {} + +};// class X3DExporter + +}// namespace Assimp + +#endif // INCLUDED_AI_X3D_EXPORTER_H