542 lines
20 KiB
C++
542 lines
20 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2021, 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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@author: Richard Steffen, 2014
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----------------------------------------------------------------------
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*/
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#ifndef ASSIMP_BUILD_NO_EXPORT
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#ifndef ASSIMP_BUILD_NO_X_EXPORTER
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#include "AssetLib/X/XFileExporter.h"
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#include "PostProcessing/ConvertToLHProcess.h"
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#include <assimp/Bitmap.h>
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#include <assimp/BaseImporter.h>
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#include <assimp/fast_atof.h>
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#include <assimp/SceneCombiner.h>
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#include <assimp/DefaultIOSystem.h>
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#include <assimp/Exceptional.h>
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#include <assimp/IOSystem.hpp>
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#include <assimp/scene.h>
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#include <assimp/light.h>
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#include <ctime>
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#include <set>
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#include <memory>
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using namespace Assimp;
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namespace Assimp
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{
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// ------------------------------------------------------------------------------------------------
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// Worker function for exporting a scene to Collada. Prototyped and registered in Exporter.cpp
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void ExportSceneXFile(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
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{
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std::string path = DefaultIOSystem::absolutePath(std::string(pFile));
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std::string file = DefaultIOSystem::completeBaseName(std::string(pFile));
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// create/copy Properties
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ExportProperties props(*pProperties);
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// set standard properties if not set
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if (!props.HasPropertyBool(AI_CONFIG_EXPORT_XFILE_64BIT)) props.SetPropertyBool(AI_CONFIG_EXPORT_XFILE_64BIT, false);
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// invoke the exporter
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XFileExporter iDoTheExportThing( pScene, pIOSystem, path, file, &props);
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if (iDoTheExportThing.mOutput.fail()) {
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throw DeadlyExportError("output data creation failed. Most likely the file became too large: " + std::string(pFile));
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}
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// we're still here - export successfully completed. Write result to the given IOSYstem
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std::unique_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
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if (outfile == nullptr) {
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throw DeadlyExportError("could not open output .x file: " + std::string(pFile));
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}
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// XXX maybe use a small wrapper around IOStream that behaves like std::stringstream in order to avoid the extra copy.
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outfile->Write( iDoTheExportThing.mOutput.str().c_str(), static_cast<size_t>(iDoTheExportThing.mOutput.tellp()),1);
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}
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} // end of namespace Assimp
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// ------------------------------------------------------------------------------------------------
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// Constructor for a specific scene to export
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XFileExporter::XFileExporter(const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file, const ExportProperties* pProperties)
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: mProperties(pProperties),
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mIOSystem(pIOSystem),
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mPath(path),
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mFile(file),
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mScene(pScene),
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mSceneOwned(false),
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endstr("\n")
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{
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// make sure that all formatting happens using the standard, C locale and not the user's current locale
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mOutput.imbue( std::locale("C") );
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mOutput.precision(ASSIMP_AI_REAL_TEXT_PRECISION);
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// start writing
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WriteFile();
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor
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XFileExporter::~XFileExporter()
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{
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if(mSceneOwned) {
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delete mScene;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Starts writing the contents
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void XFileExporter::WriteFile()
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{
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// note, that all realnumber values must be comma separated in x files
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mOutput.setf(std::ios::fixed);
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mOutput.precision(ASSIMP_AI_REAL_TEXT_PRECISION); // precision for ai_real
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// entry of writing the file
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WriteHeader();
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mOutput << startstr << "Frame DXCC_ROOT {" << endstr;
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PushTag();
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aiMatrix4x4 I; // identity
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WriteFrameTransform(I);
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WriteNode(mScene->mRootNode);
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PopTag();
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mOutput << startstr << "}" << endstr;
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}
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// ------------------------------------------------------------------------------------------------
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// Writes the asset header
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void XFileExporter::WriteHeader()
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{
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if (mProperties->GetPropertyBool(AI_CONFIG_EXPORT_XFILE_64BIT) == true)
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mOutput << startstr << "xof 0303txt 0064" << endstr;
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else
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mOutput << startstr << "xof 0303txt 0032" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template Frame {" << endstr;
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PushTag();
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mOutput << startstr << "<3d82ab46-62da-11cf-ab39-0020af71e433>" << endstr;
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mOutput << startstr << "[...]" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template Matrix4x4 {" << endstr;
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PushTag();
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mOutput << startstr << "<f6f23f45-7686-11cf-8f52-0040333594a3>" << endstr;
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mOutput << startstr << "array FLOAT matrix[16];" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template FrameTransformMatrix {" << endstr;
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PushTag();
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mOutput << startstr << "<f6f23f41-7686-11cf-8f52-0040333594a3>" << endstr;
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mOutput << startstr << "Matrix4x4 frameMatrix;" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template Vector {" << endstr;
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PushTag();
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mOutput << startstr << "<3d82ab5e-62da-11cf-ab39-0020af71e433>" << endstr;
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mOutput << startstr << "FLOAT x;" << endstr;
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mOutput << startstr << "FLOAT y;" << endstr;
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mOutput << startstr << "FLOAT z;" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template MeshFace {" << endstr;
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PushTag();
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mOutput << startstr << "<3d82ab5f-62da-11cf-ab39-0020af71e433>" << endstr;
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mOutput << startstr << "DWORD nFaceVertexIndices;" << endstr;
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mOutput << startstr << "array DWORD faceVertexIndices[nFaceVertexIndices];" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template Mesh {" << endstr;
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PushTag();
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mOutput << startstr << "<3d82ab44-62da-11cf-ab39-0020af71e433>" << endstr;
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mOutput << startstr << "DWORD nVertices;" << endstr;
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mOutput << startstr << "array Vector vertices[nVertices];" << endstr;
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mOutput << startstr << "DWORD nFaces;" << endstr;
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mOutput << startstr << "array MeshFace faces[nFaces];" << endstr;
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mOutput << startstr << "[...]" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template MeshNormals {" << endstr;
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PushTag();
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mOutput << startstr << "<f6f23f43-7686-11cf-8f52-0040333594a3>" << endstr;
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mOutput << startstr << "DWORD nNormals;" << endstr;
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mOutput << startstr << "array Vector normals[nNormals];" << endstr;
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mOutput << startstr << "DWORD nFaceNormals;" << endstr;
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mOutput << startstr << "array MeshFace faceNormals[nFaceNormals];" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template Coords2d {" << endstr;
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PushTag();
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mOutput << startstr << "<f6f23f44-7686-11cf-8f52-0040333594a3>" << endstr;
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mOutput << startstr << "FLOAT u;" << endstr;
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mOutput << startstr << "FLOAT v;" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template MeshTextureCoords {" << endstr;
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PushTag();
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mOutput << startstr << "<f6f23f40-7686-11cf-8f52-0040333594a3>" << endstr;
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mOutput << startstr << "DWORD nTextureCoords;" << endstr;
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mOutput << startstr << "array Coords2d textureCoords[nTextureCoords];" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template ColorRGBA {" << endstr;
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PushTag();
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mOutput << startstr << "<35ff44e0-6c7c-11cf-8f52-0040333594a3>" << endstr;
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mOutput << startstr << "FLOAT red;" << endstr;
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mOutput << startstr << "FLOAT green;" << endstr;
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mOutput << startstr << "FLOAT blue;" << endstr;
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mOutput << startstr << "FLOAT alpha;" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template IndexedColor {" << endstr;
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PushTag();
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mOutput << startstr << "<1630b820-7842-11cf-8f52-0040333594a3>" << endstr;
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mOutput << startstr << "DWORD index;" << endstr;
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mOutput << startstr << "ColorRGBA indexColor;" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template MeshVertexColors {" << endstr;
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PushTag();
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mOutput << startstr << "<1630b821-7842-11cf-8f52-0040333594a3>" << endstr;
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mOutput << startstr << "DWORD nVertexColors;" << endstr;
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mOutput << startstr << "array IndexedColor vertexColors[nVertexColors];" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template VertexElement {" << endstr;
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PushTag();
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mOutput << startstr << "<f752461c-1e23-48f6-b9f8-8350850f336f>" << endstr;
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mOutput << startstr << "DWORD Type;" << endstr;
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mOutput << startstr << "DWORD Method;" << endstr;
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mOutput << startstr << "DWORD Usage;" << endstr;
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mOutput << startstr << "DWORD UsageIndex;" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template DeclData {" << endstr;
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PushTag();
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mOutput << startstr << "<bf22e553-292c-4781-9fea-62bd554bdd93>" << endstr;
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mOutput << startstr << "DWORD nElements;" << endstr;
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mOutput << startstr << "array VertexElement Elements[nElements];" << endstr;
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mOutput << startstr << "DWORD nDWords;" << endstr;
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mOutput << startstr << "array DWORD data[nDWords];" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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}
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// Writes the material setup
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void XFileExporter::WriteFrameTransform(aiMatrix4x4& m)
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{
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mOutput << startstr << "FrameTransformMatrix {" << endstr << " ";
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PushTag();
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mOutput << startstr << m.a1 << ", " << m.b1 << ", " << m.c1 << ", " << m.d1 << "," << endstr;
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mOutput << startstr << m.a2 << ", " << m.b2 << ", " << m.c2 << ", " << m.d2 << "," << endstr;
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mOutput << startstr << m.a3 << ", " << m.b3 << ", " << m.c3 << ", " << m.d3 << "," << endstr;
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mOutput << startstr << m.a4 << ", " << m.b4 << ", " << m.c4 << ", " << m.d4 << ";;" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr << endstr;
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}
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// ------------------------------------------------------------------------------------------------
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// Recursively writes the given node
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void XFileExporter::WriteNode( aiNode* pNode)
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{
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if (pNode->mName.length==0)
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{
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std::stringstream ss;
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ss << "Node_" << pNode;
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pNode->mName.Set(ss.str());
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}
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mOutput << startstr << "Frame " << toXFileString(pNode->mName) << " {" << endstr;
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PushTag();
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aiMatrix4x4 m = pNode->mTransformation;
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WriteFrameTransform(m);
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for (size_t i = 0; i < pNode->mNumMeshes; ++i)
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WriteMesh(mScene->mMeshes[pNode->mMeshes[i]]);
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// recursive call the Nodes
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for (size_t i = 0; i < pNode->mNumChildren; ++i)
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WriteNode(pNode->mChildren[i]);
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PopTag();
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mOutput << startstr << "}" << endstr << endstr;
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}
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void XFileExporter::WriteMesh(aiMesh* mesh)
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{
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mOutput << startstr << "Mesh " << toXFileString(mesh->mName) << "_mShape" << " {" << endstr;
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PushTag();
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// write all the vertices
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mOutput << startstr << mesh->mNumVertices << ";" << endstr;
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for (size_t a = 0; a < mesh->mNumVertices; a++)
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{
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aiVector3D &v = mesh->mVertices[a];
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mOutput << startstr << v[0] << ";"<< v[1] << ";" << v[2] << ";";
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if (a < mesh->mNumVertices - 1)
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mOutput << "," << endstr;
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else
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mOutput << ";" << endstr;
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}
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// write all the faces
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mOutput << startstr << mesh->mNumFaces << ";" << endstr;
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for( size_t a = 0; a < mesh->mNumFaces; ++a )
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{
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const aiFace& face = mesh->mFaces[a];
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mOutput << startstr << face.mNumIndices << ";";
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// must be counter clockwise triangle
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//for(int b = face.mNumIndices - 1; b >= 0 ; --b)
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for(size_t b = 0; b < face.mNumIndices ; ++b)
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{
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mOutput << face.mIndices[b];
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//if (b > 0)
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if (b<face.mNumIndices-1)
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mOutput << ",";
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else
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mOutput << ";";
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}
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if (a < mesh->mNumFaces - 1)
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mOutput << "," << endstr;
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else
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mOutput << ";" << endstr;
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}
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mOutput << endstr;
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if (mesh->HasTextureCoords(0))
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{
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const aiMaterial* mat = mScene->mMaterials[mesh->mMaterialIndex];
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aiString relpath;
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mat->Get(_AI_MATKEY_TEXTURE_BASE, aiTextureType_DIFFUSE, 0, relpath);
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mOutput << startstr << "MeshMaterialList {" << endstr;
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PushTag();
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mOutput << startstr << "1;" << endstr; // number of materials
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mOutput << startstr << mesh->mNumFaces << ";" << endstr; // number of faces
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mOutput << startstr;
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for( size_t a = 0; a < mesh->mNumFaces; ++a )
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{
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mOutput << "0"; // the material index
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if (a < mesh->mNumFaces - 1)
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mOutput << ", ";
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else
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mOutput << ";" << endstr;
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}
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mOutput << startstr << "Material {" << endstr;
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PushTag();
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mOutput << startstr << "1.0; 1.0; 1.0; 1.000000;;" << endstr;
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mOutput << startstr << "1.000000;" << endstr; // power
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mOutput << startstr << "0.000000; 0.000000; 0.000000;;" << endstr; // specularity
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mOutput << startstr << "0.000000; 0.000000; 0.000000;;" << endstr; // emission
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mOutput << startstr << "TextureFilename { \"";
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writePath(relpath);
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mOutput << "\"; }" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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}
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// write normals (every vertex has one)
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if (mesh->HasNormals())
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{
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mOutput << endstr << startstr << "MeshNormals {" << endstr;
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mOutput << startstr << mesh->mNumVertices << ";" << endstr;
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for (size_t a = 0; a < mesh->mNumVertices; a++)
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{
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aiVector3D &v = mesh->mNormals[a];
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// because we have a LHS and also changed wth winding, we need to invert the normals again
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mOutput << startstr << -v[0] << ";"<< -v[1] << ";" << -v[2] << ";";
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if (a < mesh->mNumVertices - 1)
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mOutput << "," << endstr;
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else
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mOutput << ";" << endstr;
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}
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mOutput << startstr << mesh->mNumFaces << ";" << endstr;
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for (size_t a = 0; a < mesh->mNumFaces; a++)
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{
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const aiFace& face = mesh->mFaces[a];
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mOutput << startstr << face.mNumIndices << ";";
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//for(int b = face.mNumIndices-1; b >= 0 ; --b)
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for(size_t b = 0; b < face.mNumIndices ; ++b)
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{
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mOutput << face.mIndices[b];
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//if (b > 0)
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if (b<face.mNumIndices-1)
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mOutput << ",";
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else
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mOutput << ";";
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}
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if (a < mesh->mNumFaces-1)
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mOutput << "," << endstr;
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else
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mOutput << ";" << endstr;
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}
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mOutput << startstr << "}" << endstr;
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}
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// write texture UVs if available
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if (mesh->HasTextureCoords(0))
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{
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mOutput << endstr << startstr << "MeshTextureCoords {" << endstr;
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mOutput << startstr << mesh->mNumVertices << ";" << endstr;
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for (size_t a = 0; a < mesh->mNumVertices; a++)
|
|
//for (int a = (int)mesh->mNumVertices-1; a >=0 ; a--)
|
|
{
|
|
aiVector3D& uv = mesh->mTextureCoords[0][a]; // uv of first uv layer for the vertex
|
|
mOutput << startstr << uv.x << ";" << uv.y;
|
|
if (a < mesh->mNumVertices-1)
|
|
//if (a >0 )
|
|
mOutput << ";," << endstr;
|
|
else
|
|
mOutput << ";;" << endstr;
|
|
}
|
|
mOutput << startstr << "}" << endstr;
|
|
}
|
|
|
|
// write color channel if available
|
|
if (mesh->HasVertexColors(0))
|
|
{
|
|
mOutput << endstr << startstr << "MeshVertexColors {" << endstr;
|
|
mOutput << startstr << mesh->mNumVertices << ";" << endstr;
|
|
for (size_t a = 0; a < mesh->mNumVertices; a++)
|
|
{
|
|
aiColor4D& mColors = mesh->mColors[0][a]; // color of first vertex color set for the vertex
|
|
mOutput << startstr << a << ";" << mColors.r << ";" << mColors.g << ";" << mColors.b << ";" << mColors.a << ";;";
|
|
if (a < mesh->mNumVertices-1)
|
|
mOutput << "," << endstr;
|
|
else
|
|
mOutput << ";" << endstr;
|
|
}
|
|
mOutput << startstr << "}" << endstr;
|
|
}
|
|
/*
|
|
else
|
|
{
|
|
mOutput << endstr << startstr << "MeshVertexColors {" << endstr;
|
|
mOutput << startstr << mesh->mNumVertices << ";" << endstr;
|
|
for (size_t a = 0; a < mesh->mNumVertices; a++)
|
|
{
|
|
aiColor4D* mColors = mesh->mColors[a];
|
|
mOutput << startstr << a << ";0.500000;0.000000;0.000000;0.500000;;";
|
|
if (a < mesh->mNumVertices-1)
|
|
mOutput << "," << endstr;
|
|
else
|
|
mOutput << ";" << endstr;
|
|
}
|
|
mOutput << startstr << "}" << endstr;
|
|
}
|
|
*/
|
|
PopTag();
|
|
mOutput << startstr << "}" << endstr << endstr;
|
|
|
|
}
|
|
|
|
std::string XFileExporter::toXFileString(aiString &name)
|
|
{
|
|
std::string pref = ""; // node name prefix to prevent unexpected start of string
|
|
std::string str = pref + std::string(name.C_Str());
|
|
for (int i=0; i < (int) str.length(); ++i)
|
|
{
|
|
if ((str[i] >= '0' && str[i] <= '9') || // 0-9
|
|
(str[i] >= 'A' && str[i] <= 'Z') || // A-Z
|
|
(str[i] >= 'a' && str[i] <= 'z')) // a-z
|
|
continue;
|
|
str[i] = '_';
|
|
}
|
|
return str;
|
|
}
|
|
|
|
void XFileExporter::writePath(const aiString &path)
|
|
{
|
|
std::string str = std::string(path.C_Str());
|
|
BaseImporter::ConvertUTF8toISO8859_1(str);
|
|
|
|
while( str.find( "\\\\") != std::string::npos)
|
|
str.replace( str.find( "\\\\"), 2, "\\");
|
|
|
|
while( str.find( "\\") != std::string::npos)
|
|
str.replace( str.find( "\\"), 1, "/");
|
|
|
|
mOutput << str;
|
|
|
|
}
|
|
|
|
#endif
|
|
#endif
|