191 lines
5.8 KiB
C++
191 lines
5.8 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file ObjExporter.h
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* Declares the exporter class to write a scene to a Collada file
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*/
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#ifndef AI_OBJEXPORTER_H_INC
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#define AI_OBJEXPORTER_H_INC
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#include <assimp/types.h>
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#include <sstream>
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#include <vector>
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#include <map>
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struct aiScene;
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struct aiNode;
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struct aiMesh;
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namespace Assimp {
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// ------------------------------------------------------------------------------------------------
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/** Helper class to export a given scene to an OBJ file. */
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// ------------------------------------------------------------------------------------------------
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class ObjExporter {
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public:
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/// Constructor for a specific scene to export
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ObjExporter(const char* filename, const aiScene* pScene, bool noMtl=false);
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~ObjExporter();
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std::string GetMaterialLibName();
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std::string GetMaterialLibFileName();
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/// public string-streams to write all output into
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std::ostringstream mOutput, mOutputMat;
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private:
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// intermediate data structures
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struct FaceVertex {
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FaceVertex()
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: vp()
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, vn()
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, vt() {
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// empty
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}
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// one-based, 0 means: 'does not exist'
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unsigned int vp, vn, vt;
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};
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struct Face {
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char kind;
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std::vector<FaceVertex> indices;
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};
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struct MeshInstance {
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std::string name, matname;
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std::vector<Face> faces;
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};
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void WriteHeader(std::ostringstream& out);
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void WriteMaterialFile();
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void WriteGeometryFile(bool noMtl=false);
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std::string GetMaterialName(unsigned int index);
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void AddMesh(const aiString& name, const aiMesh* m, const aiMatrix4x4& mat);
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void AddNode(const aiNode* nd, const aiMatrix4x4& mParent);
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private:
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std::string filename;
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const aiScene* const pScene;
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struct vertexData {
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aiVector3D vp;
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aiColor3D vc; // OBJ does not support 4D color
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};
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std::vector<aiVector3D> vn, vt;
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std::vector<aiColor4D> vc;
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std::vector<vertexData> vp;
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bool useVc;
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struct vertexDataCompare {
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bool operator() ( const vertexData& a, const vertexData& b ) const {
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// position
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if (a.vp.x < b.vp.x) return true;
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if (a.vp.x > b.vp.x) return false;
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if (a.vp.y < b.vp.y) return true;
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if (a.vp.y > b.vp.y) return false;
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if (a.vp.z < b.vp.z) return true;
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if (a.vp.z > b.vp.z) return false;
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// color
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if (a.vc.r < b.vc.r) return true;
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if (a.vc.r > b.vc.r) return false;
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if (a.vc.g < b.vc.g) return true;
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if (a.vc.g > b.vc.g) return false;
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if (a.vc.b < b.vc.b) return true;
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if (a.vc.b > b.vc.b) return false;
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return false;
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}
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};
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struct aiVectorCompare {
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bool operator() (const aiVector3D& a, const aiVector3D& b) const {
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if(a.x < b.x) return true;
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if(a.x > b.x) return false;
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if(a.y < b.y) return true;
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if(a.y > b.y) return false;
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if(a.z < b.z) return true;
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return false;
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}
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};
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template <class T, class Compare = std::less<T>>
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class indexMap {
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int mNextIndex;
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typedef std::map<T, int, Compare> dataType;
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dataType vecMap;
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public:
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indexMap()
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: mNextIndex(1) {
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// empty
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}
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int getIndex(const T& key) {
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typename dataType::iterator vertIt = vecMap.find(key);
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// vertex already exists, so reference it
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if(vertIt != vecMap.end()){
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return vertIt->second;
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}
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return vecMap[key] = mNextIndex++;
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};
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void getKeys( std::vector<T>& keys ) {
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keys.resize(vecMap.size());
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for(typename dataType::iterator it = vecMap.begin(); it != vecMap.end(); ++it){
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keys[it->second-1] = it->first;
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}
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};
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};
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indexMap<aiVector3D, aiVectorCompare> mVnMap, mVtMap;
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indexMap<vertexData, vertexDataCompare> mVpMap;
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std::vector<MeshInstance> mMeshes;
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// this endl() doesn't flush() the stream
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const std::string endl;
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};
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}
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#endif
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