/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- Copyright (c) 2006-2017, assimp team All rights reserved. Redistribution and use of this software in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the assimp team, nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission of the assimp team. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------- */ /** @file ObjExporter.h * Declares the exporter class to write a scene to a Collada file */ #ifndef AI_OBJEXPORTER_H_INC #define AI_OBJEXPORTER_H_INC #include #include #include #include struct aiScene; struct aiNode; struct aiMesh; namespace Assimp { // ------------------------------------------------------------------------------------------------ /** Helper class to export a given scene to an OBJ file. */ // ------------------------------------------------------------------------------------------------ class ObjExporter { public: /// Constructor for a specific scene to export ObjExporter(const char* filename, const aiScene* pScene); ~ObjExporter(); std::string GetMaterialLibName(); std::string GetMaterialLibFileName(); /// public string-streams to write all output into std::ostringstream mOutput, mOutputMat; private: // intermediate data structures struct FaceVertex { FaceVertex() : vp() , vn() , vt() , vc() { // empty } // one-based, 0 means: 'does not exist' unsigned int vp, vn, vt, vc; }; struct Face { char kind; std::vector indices; }; struct MeshInstance { std::string name, matname; std::vector faces; }; void WriteHeader(std::ostringstream& out); void WriteMaterialFile(); void WriteGeometryFile(); std::string GetMaterialName(unsigned int index); void AddMesh(const aiString& name, const aiMesh* m, const aiMatrix4x4& mat); void AddNode(const aiNode* nd, const aiMatrix4x4& mParent); private: std::string filename; const aiScene* const pScene; std::vector vp, vn, vt; std::vector vc; struct aiVectorCompare { bool operator() (const aiVector3D& a, const aiVector3D& b) const { if(a.x < b.x) return true; if(a.x > b.x) return false; if(a.y < b.y) return true; if(a.y > b.y) return false; if(a.z < b.z) return true; return false; } }; struct aiColor4Compare { bool operator() ( const aiColor4D& a, const aiColor4D& b ) const { if ( a.r < b.r ) return true; if ( a.r > b.r ) return false; if ( a.g < b.g ) return true; if ( a.g > b.g ) return false; if ( a.b < b.b ) return true; if ( a.b > b.b ) return false; if ( a.a < b.a ) return true; if ( a.a > b.a ) return false; return false; } }; class vecIndexMap { int mNextIndex; typedef std::map dataType; dataType vecMap; public: vecIndexMap() : mNextIndex(1) { // empty } int getIndex(const aiVector3D& vec); void getVectors( std::vector& vecs ); }; class colIndexMap { int mNextIndex; typedef std::map dataType; dataType colMap; public: colIndexMap() : mNextIndex( 1 ) { // empty } int getIndex( const aiColor4D& col ); void getColors( std::vector &colors ); }; vecIndexMap mVpMap, mVnMap, mVtMap; colIndexMap mVcMap; std::vector mMeshes; // this endl() doesn't flush() the stream const std::string endl; }; } #endif