fix compiler warning.
parent
4de4c34fb2
commit
9ba014739a
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@ -16,41 +16,33 @@
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using namespace std;
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namespace Assimp
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{
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namespace Assimp {
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void ExportSceneX3D(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
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{
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void ExportSceneX3D(const char *pFile, IOSystem *pIOSystem, const aiScene *pScene, const ExportProperties *pProperties) {
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X3DExporter exporter(pFile, pIOSystem, pScene, pProperties);
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}
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} // namespace Assimp
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namespace Assimp
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{
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namespace Assimp {
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void X3DExporter::IndentationStringSet(const size_t pNewLevel)
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{
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if(pNewLevel > mIndentationString.size())
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{
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void X3DExporter::IndentationStringSet(const size_t pNewLevel) {
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if (pNewLevel > mIndentationString.size()) {
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if (pNewLevel > mIndentationString.capacity()) mIndentationString.reserve(pNewLevel + 1);
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for(size_t i = 0, i_e = pNewLevel - mIndentationString.size(); i < i_e; i++) mIndentationString.push_back('\t');
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}
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else if(pNewLevel < mIndentationString.size())
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{
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for (size_t i = 0, i_e = pNewLevel - mIndentationString.size(); i < i_e; i++)
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mIndentationString.push_back('\t');
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} else if (pNewLevel < mIndentationString.size()) {
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mIndentationString.resize(pNewLevel);
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}
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}
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void X3DExporter::XML_Write(const string& pData)
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{
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void X3DExporter::XML_Write(const string &pData) {
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if (pData.size() == 0) return;
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if (mOutFile->Write((void *)pData.data(), pData.length(), 1) != 1) throw DeadlyExportError("Failed to write scene data!");
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}
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aiMatrix4x4 X3DExporter::Matrix_GlobalToCurrent(const aiNode& pNode) const
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{
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aiMatrix4x4 X3DExporter::Matrix_GlobalToCurrent(const aiNode &pNode) const {
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aiNode *cur_node;
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std::list<aiMatrix4x4> matr;
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aiMatrix4x4 out_matr;
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@ -58,29 +50,26 @@ aiMatrix4x4 out_matr;
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// starting walk from current element to root
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matr.push_back(pNode.mTransformation);
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cur_node = pNode.mParent;
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if(cur_node != nullptr)
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{
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do
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{
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if (cur_node != nullptr) {
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do {
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matr.push_back(cur_node->mTransformation);
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cur_node = cur_node->mParent;
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} while (cur_node != nullptr);
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}
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// multiplicate all matrices in reverse order
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for(std::list<aiMatrix4x4>::reverse_iterator rit = matr.rbegin(); rit != matr.rend(); ++rit) out_matr = out_matr * (*rit);
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for (std::list<aiMatrix4x4>::reverse_iterator rit = matr.rbegin(); rit != matr.rend(); ++rit)
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out_matr = out_matr * (*rit);
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return out_matr;
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}
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void X3DExporter::AttrHelper_FloatToString(const float pValue, std::string& pTargetString)
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{
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void X3DExporter::AttrHelper_FloatToString(const float pValue, std::string &pTargetString) {
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pTargetString = to_string(pValue);
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AttrHelper_CommaToPoint(pTargetString);
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}
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void X3DExporter::AttrHelper_Vec3DArrToString(const aiVector3D* pArray, const size_t pArray_Size, string& pTargetString)
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{
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void X3DExporter::AttrHelper_Vec3DArrToString(const aiVector3D *pArray, const size_t pArray_Size, string &pTargetString) {
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pTargetString.clear();
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pTargetString.reserve(pArray_Size * 6); // (Number + space) * 3.
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for (size_t idx = 0; idx < pArray_Size; idx++)
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@ -91,8 +80,7 @@ void X3DExporter::AttrHelper_Vec3DArrToString(const aiVector3D* pArray, const si
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AttrHelper_CommaToPoint(pTargetString);
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}
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void X3DExporter::AttrHelper_Vec2DArrToString(const aiVector2D* pArray, const size_t pArray_Size, std::string& pTargetString)
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{
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void X3DExporter::AttrHelper_Vec2DArrToString(const aiVector2D *pArray, const size_t pArray_Size, std::string &pTargetString) {
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pTargetString.clear();
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pTargetString.reserve(pArray_Size * 4); // (Number + space) * 2.
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for (size_t idx = 0; idx < pArray_Size; idx++)
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@ -103,8 +91,7 @@ void X3DExporter::AttrHelper_Vec2DArrToString(const aiVector2D* pArray, const si
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AttrHelper_CommaToPoint(pTargetString);
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}
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void X3DExporter::AttrHelper_Vec3DAsVec2fArrToString(const aiVector3D* pArray, const size_t pArray_Size, string& pTargetString)
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{
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void X3DExporter::AttrHelper_Vec3DAsVec2fArrToString(const aiVector3D *pArray, const size_t pArray_Size, string &pTargetString) {
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pTargetString.clear();
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pTargetString.reserve(pArray_Size * 4); // (Number + space) * 2.
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for (size_t idx = 0; idx < pArray_Size; idx++)
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@ -115,8 +102,7 @@ void X3DExporter::AttrHelper_Vec3DAsVec2fArrToString(const aiVector3D* pArray, c
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AttrHelper_CommaToPoint(pTargetString);
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}
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void X3DExporter::AttrHelper_Col4DArrToString(const aiColor4D* pArray, const size_t pArray_Size, string& pTargetString)
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{
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void X3DExporter::AttrHelper_Col4DArrToString(const aiColor4D *pArray, const size_t pArray_Size, string &pTargetString) {
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pTargetString.clear();
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pTargetString.reserve(pArray_Size * 8); // (Number + space) * 4.
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for (size_t idx = 0; idx < pArray_Size; idx++)
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@ -128,8 +114,7 @@ void X3DExporter::AttrHelper_Col4DArrToString(const aiColor4D* pArray, const siz
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AttrHelper_CommaToPoint(pTargetString);
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}
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void X3DExporter::AttrHelper_Col3DArrToString(const aiColor3D* pArray, const size_t pArray_Size, std::string& pTargetString)
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{
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void X3DExporter::AttrHelper_Col3DArrToString(const aiColor3D *pArray, const size_t pArray_Size, std::string &pTargetString) {
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pTargetString.clear();
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pTargetString.reserve(pArray_Size * 6); // (Number + space) * 3.
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for (size_t idx = 0; idx < pArray_Size; idx++)
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@ -140,8 +125,7 @@ void X3DExporter::AttrHelper_Col3DArrToString(const aiColor3D* pArray, const siz
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AttrHelper_CommaToPoint(pTargetString);
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}
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void X3DExporter::AttrHelper_Color3ToAttrList(std::list<SAttribute>& pList, const std::string& pName, const aiColor3D& pValue, const aiColor3D& pDefaultValue)
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{
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void X3DExporter::AttrHelper_Color3ToAttrList(std::list<SAttribute> &pList, const std::string &pName, const aiColor3D &pValue, const aiColor3D &pDefaultValue) {
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string tstr;
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if (pValue == pDefaultValue) return;
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@ -150,8 +134,7 @@ string tstr;
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pList.push_back({ pName, tstr });
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}
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void X3DExporter::AttrHelper_FloatToAttrList(std::list<SAttribute>& pList, const string& pName, const float pValue, const float pDefaultValue)
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{
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void X3DExporter::AttrHelper_FloatToAttrList(std::list<SAttribute> &pList, const string &pName, const float pValue, const float pDefaultValue) {
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string tstr;
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if (pValue == pDefaultValue) return;
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@ -160,36 +143,32 @@ string tstr;
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pList.push_back({ pName, tstr });
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}
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void X3DExporter::NodeHelper_OpenNode(const string& pNodeName, const size_t pTabLevel, const bool pEmptyElement, const list<SAttribute>& pAttrList)
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{
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void X3DExporter::NodeHelper_OpenNode(const string &pNodeName, const size_t pTabLevel, const bool pEmptyElement, const list<SAttribute> &pAttrList) {
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// Write indentation.
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IndentationStringSet(pTabLevel);
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XML_Write(mIndentationString);
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// Begin of the element
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XML_Write("<" + pNodeName);
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// Write attributes
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for(const SAttribute& attr: pAttrList) { XML_Write(" " + attr.Name + "='" + attr.Value + "'"); }
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for (const SAttribute &attr : pAttrList) {
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XML_Write(" " + attr.Name + "='" + attr.Value + "'");
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}
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// End of the element
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if(pEmptyElement)
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{
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if (pEmptyElement) {
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XML_Write("/>\n");
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}
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else
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{
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} else {
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XML_Write(">\n");
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}
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}
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void X3DExporter::NodeHelper_OpenNode(const string& pNodeName, const size_t pTabLevel, const bool pEmptyElement)
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{
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void X3DExporter::NodeHelper_OpenNode(const string &pNodeName, const size_t pTabLevel, const bool pEmptyElement) {
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const list<SAttribute> attr_list;
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NodeHelper_OpenNode(pNodeName, pTabLevel, pEmptyElement, attr_list);
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}
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void X3DExporter::NodeHelper_CloseNode(const string& pNodeName, const size_t pTabLevel)
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{
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void X3DExporter::NodeHelper_CloseNode(const string &pNodeName, const size_t pTabLevel) {
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// Write indentation.
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IndentationStringSet(pTabLevel);
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XML_Write(mIndentationString);
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@ -197,8 +176,7 @@ void X3DExporter::NodeHelper_CloseNode(const string& pNodeName, const size_t pTa
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XML_Write("</" + pNodeName + ">\n");
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}
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void X3DExporter::Export_Node(const aiNode *pNode, const size_t pTabLevel)
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{
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void X3DExporter::Export_Node(const aiNode *pNode, const size_t pTabLevel) {
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bool transform = false;
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list<SAttribute> attr_list;
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@ -211,10 +189,8 @@ list<SAttribute> attr_list;
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if (pNode->mName.length) attr_list.push_back({ "DEF", pNode->mName.C_Str() });
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// Check if need <Transformation> node against <Group>.
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if(!pNode->mTransformation.IsIdentity())
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{
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auto Vector2String = [this](const aiVector3D pVector) -> string
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{
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if (!pNode->mTransformation.IsIdentity()) {
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auto Vector2String = [this](const aiVector3D pVector) -> string {
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string tstr = to_string(pVector.x) + " " + to_string(pVector.y) + " " + to_string(pVector.z);
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AttrHelper_CommaToPoint(tstr);
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@ -222,8 +198,7 @@ list<SAttribute> attr_list;
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return tstr;
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};
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auto Rotation2String = [this](const aiVector3D pAxis, const ai_real pAngle) -> string
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{
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auto Rotation2String = [this](const aiVector3D pAxis, const ai_real pAngle) -> string {
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string tstr = to_string(pAxis.x) + " " + to_string(pAxis.y) + " " + to_string(pAxis.z) + " " + to_string(pAngle);
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AttrHelper_CommaToPoint(tstr);
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NodeHelper_OpenNode("Group", pTabLevel);
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// Export metadata
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if(pNode->mMetaData != nullptr)
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{
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for(size_t idx_prop = 0; idx_prop < pNode->mMetaData->mNumProperties; idx_prop++)
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{
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if (pNode->mMetaData != nullptr) {
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for (size_t idx_prop = 0; idx_prop < pNode->mMetaData->mNumProperties; idx_prop++) {
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const aiString *key;
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const aiMetadataEntry *entry;
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if(pNode->mMetaData->Get(idx_prop, key, entry))
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{
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switch(entry->mType)
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{
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if (pNode->mMetaData->Get(idx_prop, key, entry)) {
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switch (entry->mType) {
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case AI_BOOL:
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Export_MetadataBoolean(*key, *static_cast<bool *>(entry->mData), pTabLevel + 1);
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break;
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@ -290,9 +261,11 @@ list<SAttribute> attr_list;
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} // if(pNode->mMetaData != nullptr)
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// Export meshes.
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for(size_t idx_mesh = 0; idx_mesh < pNode->mNumMeshes; idx_mesh++) Export_Mesh(pNode->mMeshes[idx_mesh], pTabLevel + 1);
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for (size_t idx_mesh = 0; idx_mesh < pNode->mNumMeshes; idx_mesh++)
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Export_Mesh(pNode->mMeshes[idx_mesh], pTabLevel + 1);
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// Export children.
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for(size_t idx_node = 0; idx_node < pNode->mNumChildren; idx_node++) Export_Node(pNode->mChildren[idx_node], pTabLevel + 1);
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for (size_t idx_node = 0; idx_node < pNode->mNumChildren; idx_node++)
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Export_Node(pNode->mChildren[idx_node], pTabLevel + 1);
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// End node if need.
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if (transform)
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@ -301,8 +274,7 @@ list<SAttribute> attr_list;
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NodeHelper_CloseNode("Group", pTabLevel);
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}
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void X3DExporter::Export_Mesh(const size_t pIdxMesh, const size_t pTabLevel)
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{
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void X3DExporter::Export_Mesh(const size_t pIdxMesh, const size_t pTabLevel) {
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const char *NodeName_IFS = "IndexedFaceSet";
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const char *NodeName_Shape = "Shape";
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@ -310,8 +282,7 @@ list<SAttribute> attr_list;
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aiMesh &mesh = *mScene->mMeshes[pIdxMesh]; // create alias for conveniance.
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// Check if mesh already defined early.
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if(mDEF_Map_Mesh.find(pIdxMesh) != mDEF_Map_Mesh.end())
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{
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if (mDEF_Map_Mesh.find(pIdxMesh) != mDEF_Map_Mesh.end()) {
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// Mesh already defined, just refer to it
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attr_list.push_back({ "USE", mDEF_Map_Mesh.at(pIdxMesh) });
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NodeHelper_OpenNode(NodeName_Shape, pTabLevel, true, attr_list);
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@ -344,12 +315,10 @@ aiMesh& mesh = *mScene->mMeshes[pIdxMesh];// create alias for conveniance.
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// fill coordinates index.
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coordIndex.reserve(mesh.mNumVertices * 4); // Index + space + Face delimiter
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for(size_t idx_face = 0; idx_face < mesh.mNumFaces; idx_face++)
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{
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for (size_t idx_face = 0; idx_face < mesh.mNumFaces; idx_face++) {
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const aiFace &face_cur = mesh.mFaces[idx_face];
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for(size_t idx_vert = 0; idx_vert < face_cur.mNumIndices; idx_vert++)
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{
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for (size_t idx_vert = 0; idx_vert < face_cur.mNumIndices; idx_vert++) {
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coordIndex.append(to_string(face_cur.mIndices[idx_vert]) + " ");
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}
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@ -372,8 +341,7 @@ aiMesh& mesh = *mScene->mMeshes[pIdxMesh];// create alias for conveniance.
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attr_list.clear();
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// Export <ColorRGBA>
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if(mesh.HasVertexColors(0))
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{
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if (mesh.HasVertexColors(0)) {
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AttrHelper_Col4DArrToString(mesh.mColors[0], mesh.mNumVertices, attr_value);
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attr_list.push_back({ "color", attr_value });
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NodeHelper_OpenNode("ColorRGBA", pTabLevel + 2, true, attr_list);
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@ -381,8 +349,7 @@ aiMesh& mesh = *mScene->mMeshes[pIdxMesh];// create alias for conveniance.
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}
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// Export <TextureCoordinate>
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if(mesh.HasTextureCoords(0))
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{
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if (mesh.HasTextureCoords(0)) {
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AttrHelper_Vec3DAsVec2fArrToString(mesh.mTextureCoords[0], mesh.mNumVertices, attr_value);
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attr_list.push_back({ "point", attr_value });
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NodeHelper_OpenNode("TextureCoordinate", pTabLevel + 2, true, attr_list);
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@ -390,8 +357,7 @@ aiMesh& mesh = *mScene->mMeshes[pIdxMesh];// create alias for conveniance.
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}
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// Export <Normal>
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if(mesh.HasNormals())
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{
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if (mesh.HasNormals()) {
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AttrHelper_Vec3DArrToString(mesh.mNormals, mesh.mNumVertices, attr_value);
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attr_list.push_back({ "vector", attr_value });
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NodeHelper_OpenNode("Normal", pTabLevel + 2, true, attr_list);
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@ -405,16 +371,14 @@ aiMesh& mesh = *mScene->mMeshes[pIdxMesh];// create alias for conveniance.
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NodeHelper_CloseNode(NodeName_Shape, pTabLevel);
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}
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void X3DExporter::Export_Material(const size_t pIdxMaterial, const size_t pTabLevel)
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{
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void X3DExporter::Export_Material(const size_t pIdxMaterial, const size_t pTabLevel) {
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const char *NodeName_A = "Appearance";
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list<SAttribute> attr_list;
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aiMaterial &material = *mScene->mMaterials[pIdxMaterial]; // create alias for conveniance.
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// Check if material already defined early.
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if(mDEF_Map_Material.find(pIdxMaterial) != mDEF_Map_Material.end())
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{
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if (mDEF_Map_Material.find(pIdxMaterial) != mDEF_Map_Material.end()) {
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// Material already defined, just refer to it
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attr_list.push_back({ "USE", mDEF_Map_Material.at(pIdxMaterial) });
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NodeHelper_OpenNode(NodeName_A, pTabLevel, true, attr_list);
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@ -441,12 +405,10 @@ aiMaterial& material = *mScene->mMaterials[pIdxMaterial];// create alias for con
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// "Material" node.
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//
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{
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auto Color4ToAttrList = [&](const string& pAttrName, const aiColor4D& pAttrValue, const aiColor3D& pAttrDefaultValue)
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{
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auto Color4ToAttrList = [&](const string &pAttrName, const aiColor4D &pAttrValue, const aiColor3D &pAttrDefaultValue) {
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string tstr;
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if(aiColor3D(pAttrValue.r, pAttrValue.g, pAttrValue.b) != pAttrDefaultValue)
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{
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if (aiColor3D(pAttrValue.r, pAttrValue.g, pAttrValue.b) != pAttrDefaultValue) {
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AttrHelper_Col4DArrToString(&pAttrValue, 1, tstr);
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attr_list.push_back({ pAttrName, tstr });
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}
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@ -484,8 +446,7 @@ aiMaterial& material = *mScene->mMaterials[pIdxMaterial];// create alias for con
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Color4ToAttrList("specularColor", color4, aiColor3D(0, 0, 0));
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// transparency="0" SFFloat [inputOutput]
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if(material.Get(AI_MATKEY_OPACITY, tvalf) == AI_SUCCESS)
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{
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if (material.Get(AI_MATKEY_OPACITY, tvalf) == AI_SUCCESS) {
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if (tvalf > 1) tvalf = 1;
|
||||
|
||||
tvalf = 1.0f - tvalf;
|
||||
|
@ -500,8 +461,7 @@ aiMaterial& material = *mScene->mMaterials[pIdxMaterial];// create alias for con
|
|||
// "ImageTexture" node.
|
||||
//
|
||||
{
|
||||
auto RepeatToAttrList = [&](const string& pAttrName, const bool pAttrValue)
|
||||
{
|
||||
auto RepeatToAttrList = [&](const string &pAttrName, const bool pAttrValue) {
|
||||
if (!pAttrValue) attr_list.push_back({ pAttrName, "false" });
|
||||
};
|
||||
|
||||
|
@ -509,8 +469,7 @@ aiMaterial& material = *mScene->mMaterials[pIdxMaterial];// create alias for con
|
|||
aiString tstring;
|
||||
|
||||
// url="" MFString
|
||||
if(material.Get(AI_MATKEY_TEXTURE_DIFFUSE(0), tstring) == AI_SUCCESS)
|
||||
{
|
||||
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
|
||||
|
@ -531,12 +490,10 @@ aiMaterial& material = *mScene->mMaterials[pIdxMaterial];// create alias for con
|
|||
// "TextureTransform" node.
|
||||
//
|
||||
{
|
||||
auto Vec2ToAttrList = [&](const string& pAttrName, const aiVector2D& pAttrValue, const aiVector2D& pAttrDefaultValue)
|
||||
{
|
||||
auto Vec2ToAttrList = [&](const string &pAttrName, const aiVector2D &pAttrValue, const aiVector2D &pAttrDefaultValue) {
|
||||
string tstr;
|
||||
|
||||
if(pAttrValue != pAttrDefaultValue)
|
||||
{
|
||||
if (pAttrValue != pAttrDefaultValue) {
|
||||
AttrHelper_Vec2DArrToString(&pAttrValue, 1, tstr);
|
||||
attr_list.push_back({ pAttrName, tstr });
|
||||
}
|
||||
|
@ -544,8 +501,7 @@ aiMaterial& material = *mScene->mMaterials[pIdxMaterial];// create alias for con
|
|||
|
||||
aiUVTransform transform;
|
||||
|
||||
if(material.Get(AI_MATKEY_UVTRANSFORM_DIFFUSE(0), transform) == AI_SUCCESS)
|
||||
{
|
||||
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));
|
||||
|
@ -559,11 +515,9 @@ aiMaterial& material = *mScene->mMaterials[pIdxMaterial];// create alias for con
|
|||
// Close opened nodes.
|
||||
//
|
||||
NodeHelper_CloseNode(NodeName_A, pTabLevel);
|
||||
|
||||
}
|
||||
|
||||
void X3DExporter::Export_MetadataBoolean(const aiString& pKey, const bool pValue, const size_t pTabLevel)
|
||||
{
|
||||
void X3DExporter::Export_MetadataBoolean(const aiString &pKey, const bool pValue, const size_t pTabLevel) {
|
||||
list<SAttribute> attr_list;
|
||||
|
||||
attr_list.push_back({ "name", pKey.C_Str() });
|
||||
|
@ -571,8 +525,7 @@ list<SAttribute> attr_list;
|
|||
NodeHelper_OpenNode("MetadataBoolean", pTabLevel, true, attr_list);
|
||||
}
|
||||
|
||||
void X3DExporter::Export_MetadataDouble(const aiString& pKey, const double pValue, const size_t pTabLevel)
|
||||
{
|
||||
void X3DExporter::Export_MetadataDouble(const aiString &pKey, const double pValue, const size_t pTabLevel) {
|
||||
list<SAttribute> attr_list;
|
||||
|
||||
attr_list.push_back({ "name", pKey.C_Str() });
|
||||
|
@ -580,8 +533,7 @@ list<SAttribute> attr_list;
|
|||
NodeHelper_OpenNode("MetadataDouble", pTabLevel, true, attr_list);
|
||||
}
|
||||
|
||||
void X3DExporter::Export_MetadataFloat(const aiString& pKey, const float pValue, const size_t pTabLevel)
|
||||
{
|
||||
void X3DExporter::Export_MetadataFloat(const aiString &pKey, const float pValue, const size_t pTabLevel) {
|
||||
list<SAttribute> attr_list;
|
||||
|
||||
attr_list.push_back({ "name", pKey.C_Str() });
|
||||
|
@ -589,8 +541,7 @@ list<SAttribute> attr_list;
|
|||
NodeHelper_OpenNode("MetadataFloat", pTabLevel, true, attr_list);
|
||||
}
|
||||
|
||||
void X3DExporter::Export_MetadataInteger(const aiString& pKey, const int32_t pValue, const size_t pTabLevel)
|
||||
{
|
||||
void X3DExporter::Export_MetadataInteger(const aiString &pKey, const int32_t pValue, const size_t pTabLevel) {
|
||||
list<SAttribute> attr_list;
|
||||
|
||||
attr_list.push_back({ "name", pKey.C_Str() });
|
||||
|
@ -598,8 +549,7 @@ list<SAttribute> attr_list;
|
|||
NodeHelper_OpenNode("MetadataInteger", pTabLevel, true, attr_list);
|
||||
}
|
||||
|
||||
void X3DExporter::Export_MetadataString(const aiString& pKey, const aiString& pValue, const size_t pTabLevel)
|
||||
{
|
||||
void X3DExporter::Export_MetadataString(const aiString &pKey, const aiString &pValue, const size_t pTabLevel) {
|
||||
list<SAttribute> attr_list;
|
||||
|
||||
attr_list.push_back({ "name", pKey.C_Str() });
|
||||
|
@ -607,16 +557,13 @@ list<SAttribute> attr_list;
|
|||
NodeHelper_OpenNode("MetadataString", pTabLevel, true, attr_list);
|
||||
}
|
||||
|
||||
bool X3DExporter::CheckAndExport_Light(const aiNode& pNode, const size_t pTabLevel)
|
||||
{
|
||||
bool X3DExporter::CheckAndExport_Light(const aiNode &pNode, const size_t pTabLevel) {
|
||||
list<SAttribute> attr_list;
|
||||
|
||||
auto Vec3ToAttrList = [&](const string& pAttrName, const aiVector3D& pAttrValue, const aiVector3D& pAttrDefaultValue)
|
||||
{
|
||||
auto Vec3ToAttrList = [&](const string &pAttrName, const aiVector3D &pAttrValue, const aiVector3D &pAttrDefaultValue) {
|
||||
string tstr;
|
||||
|
||||
if(pAttrValue != pAttrDefaultValue)
|
||||
{
|
||||
if (pAttrValue != pAttrDefaultValue) {
|
||||
AttrHelper_Vec3DArrToString(&pAttrValue, 1, tstr);
|
||||
attr_list.push_back({ pAttrName, tstr });
|
||||
}
|
||||
|
@ -629,10 +576,8 @@ bool found = false;
|
|||
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)
|
||||
{
|
||||
for (idx_light = 0; mScene->mNumLights; idx_light++) {
|
||||
if (pNode.mName == mScene->mLights[idx_light]->mName) {
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
|
@ -652,10 +597,8 @@ bool found = false;
|
|||
// color="1 1 1" SFColor [inputOutput]
|
||||
AttrHelper_Color3ToAttrList(attr_list, "color", light.mColorDiffuse, aiColor3D(1, 1, 1));
|
||||
|
||||
switch(light.mType)
|
||||
{
|
||||
case aiLightSource_DIRECTIONAL:
|
||||
{
|
||||
switch (light.mType) {
|
||||
case aiLightSource_DIRECTIONAL: {
|
||||
aiVector3D direction = trafo_mat * light.mDirection;
|
||||
|
||||
Vec3ToAttrList("direction", direction, aiVector3D(0, 0, -1));
|
||||
|
@ -663,8 +606,7 @@ bool found = false;
|
|||
}
|
||||
|
||||
break;
|
||||
case aiLightSource_POINT:
|
||||
{
|
||||
case aiLightSource_POINT: {
|
||||
aiVector3D attenuation(light.mAttenuationConstant, light.mAttenuationLinear, light.mAttenuationQuadratic);
|
||||
aiVector3D location = trafo_mat * light.mPosition;
|
||||
|
||||
|
@ -674,8 +616,7 @@ bool found = false;
|
|||
}
|
||||
|
||||
break;
|
||||
case aiLightSource_SPOT:
|
||||
{
|
||||
case aiLightSource_SPOT: {
|
||||
aiVector3D attenuation(light.mAttenuationConstant, light.mAttenuationLinear, light.mAttenuationQuadratic);
|
||||
aiVector3D location = trafo_mat * light.mPosition;
|
||||
aiVector3D direction = trafo_mat * light.mDirection;
|
||||
|
@ -696,9 +637,8 @@ bool found = false;
|
|||
return true;
|
||||
}
|
||||
|
||||
X3DExporter::X3DExporter(const char* pFileName, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/)
|
||||
: mScene(pScene)
|
||||
{
|
||||
X3DExporter::X3DExporter(const char *pFileName, IOSystem *pIOSystem, const aiScene *pScene, const ExportProperties * /*pProperties*/) :
|
||||
mScene(pScene) {
|
||||
list<SAttribute> attr_list;
|
||||
|
||||
mOutFile = pIOSystem->Open(pFileName, "wt");
|
||||
|
|
|
@ -55,6 +55,11 @@ class X3DExporter
|
|||
{
|
||||
const std::string Name;
|
||||
const std::string Value;
|
||||
SAttribute() :
|
||||
Name(),
|
||||
Value() {
|
||||
// empty
|
||||
}
|
||||
};
|
||||
|
||||
/***********************************************/
|
||||
|
|
Loading…
Reference in New Issue