429 lines
15 KiB
C++
429 lines
15 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2017, 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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#ifndef ASSIMP_BUILD_NO_EXPORT
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#ifndef ASSIMP_BUILD_NO_OBJ_EXPORTER
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#include "ObjExporter.h"
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#include "Exceptional.h"
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#include "StringComparison.h"
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#include <assimp/version.h>
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#include <assimp/IOSystem.hpp>
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#include <assimp/Exporter.hpp>
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#include <assimp/material.h>
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#include <assimp/scene.h>
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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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// Worker function for exporting a scene to Wavefront OBJ. Prototyped and registered in Exporter.cpp
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void ExportSceneObj(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties) {
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// invoke the exporter
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ObjExporter exporter(pFile, pScene);
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if (exporter.mOutput.fail() || exporter.mOutputMat.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 both the main OBJ file and the material script
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{
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std::unique_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
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if(outfile == NULL) {
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throw DeadlyExportError("could not open output .obj file: " + std::string(pFile));
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}
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outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
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}
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{
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std::unique_ptr<IOStream> outfile (pIOSystem->Open(exporter.GetMaterialLibFileName(),"wt"));
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if(outfile == NULL) {
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throw DeadlyExportError("could not open output .mtl file: " + std::string(exporter.GetMaterialLibFileName()));
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}
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outfile->Write( exporter.mOutputMat.str().c_str(), static_cast<size_t>(exporter.mOutputMat.tellp()),1);
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}
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}
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} // end of namespace Assimp
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static const std::string MaterialExt = ".mtl";
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// ------------------------------------------------------------------------------------------------
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ObjExporter::ObjExporter(const char* _filename, const aiScene* pScene)
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: filename(_filename)
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, pScene(pScene)
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, vp()
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, vn()
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, vt()
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, vc()
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, mVpMap()
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, mVnMap()
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, mVtMap()
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, mVcMap()
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, mMeshes()
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, endl("\n") {
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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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const std::locale& l = std::locale("C");
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mOutput.imbue(l);
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mOutput.precision(16);
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mOutputMat.imbue(l);
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mOutputMat.precision(16);
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WriteGeometryFile();
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WriteMaterialFile();
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}
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// ------------------------------------------------------------------------------------------------
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ObjExporter::~ObjExporter() {
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}
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// ------------------------------------------------------------------------------------------------
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std::string ObjExporter :: GetMaterialLibName()
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{
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// within the Obj file, we use just the relative file name with the path stripped
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const std::string& s = GetMaterialLibFileName();
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std::string::size_type il = s.find_last_of("/\\");
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if (il != std::string::npos) {
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return s.substr(il + 1);
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}
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return s;
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}
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// ------------------------------------------------------------------------------------------------
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std::string ObjExporter::GetMaterialLibFileName() {
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// Remove existing .obj file extention so that the final material file name will be fileName.mtl and not fileName.obj.mtl
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size_t lastdot = filename.find_last_of('.');
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if (lastdot != std::string::npos)
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return filename.substr(0, lastdot) + MaterialExt;
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return filename + MaterialExt;
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}
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// ------------------------------------------------------------------------------------------------
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void ObjExporter::WriteHeader(std::ostringstream& out) {
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out << "# File produced by Open Asset Import Library (http://www.assimp.sf.net)" << endl;
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out << "# (assimp v" << aiGetVersionMajor() << '.' << aiGetVersionMinor() << '.'
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<< aiGetVersionRevision() << ")" << endl << endl;
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}
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// ------------------------------------------------------------------------------------------------
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std::string ObjExporter::GetMaterialName(unsigned int index)
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{
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const aiMaterial* const mat = pScene->mMaterials[index];
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if ( nullptr == mat ) {
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static const std::string EmptyStr;
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return EmptyStr;
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}
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aiString s;
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if(AI_SUCCESS == mat->Get(AI_MATKEY_NAME,s)) {
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return std::string(s.data,s.length);
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}
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char number[ sizeof(unsigned int) * 3 + 1 ];
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ASSIMP_itoa10(number,index);
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return "$Material_" + std::string(number);
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}
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// ------------------------------------------------------------------------------------------------
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void ObjExporter::WriteMaterialFile()
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{
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WriteHeader(mOutputMat);
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for(unsigned int i = 0; i < pScene->mNumMaterials; ++i) {
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const aiMaterial* const mat = pScene->mMaterials[i];
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int illum = 1;
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mOutputMat << "newmtl " << GetMaterialName(i) << endl;
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aiColor4D c;
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if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_DIFFUSE,c)) {
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mOutputMat << "Kd " << c.r << " " << c.g << " " << c.b << endl;
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}
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if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_AMBIENT,c)) {
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mOutputMat << "Ka " << c.r << " " << c.g << " " << c.b << endl;
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}
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if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_SPECULAR,c)) {
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mOutputMat << "Ks " << c.r << " " << c.g << " " << c.b << endl;
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}
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if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_EMISSIVE,c)) {
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mOutputMat << "Ke " << c.r << " " << c.g << " " << c.b << endl;
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}
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if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_TRANSPARENT,c)) {
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mOutputMat << "Tf " << c.r << " " << c.g << " " << c.b << endl;
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}
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ai_real o;
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if(AI_SUCCESS == mat->Get(AI_MATKEY_OPACITY,o)) {
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mOutputMat << "d " << o << endl;
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}
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if(AI_SUCCESS == mat->Get(AI_MATKEY_REFRACTI,o)) {
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mOutputMat << "Ni " << o << endl;
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}
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if(AI_SUCCESS == mat->Get(AI_MATKEY_SHININESS,o) && o) {
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mOutputMat << "Ns " << o << endl;
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illum = 2;
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}
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mOutputMat << "illum " << illum << endl;
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aiString s;
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if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_DIFFUSE(0),s)) {
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mOutputMat << "map_Kd " << s.data << endl;
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}
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if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_AMBIENT(0),s)) {
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mOutputMat << "map_Ka " << s.data << endl;
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}
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if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_SPECULAR(0),s)) {
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mOutputMat << "map_Ks " << s.data << endl;
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}
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if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_SHININESS(0),s)) {
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mOutputMat << "map_Ns " << s.data << endl;
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}
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if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_OPACITY(0),s)) {
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mOutputMat << "map_d " << s.data << endl;
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}
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if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_HEIGHT(0),s) || AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_NORMALS(0),s)) {
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// implementations seem to vary here, so write both variants
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mOutputMat << "bump " << s.data << endl;
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mOutputMat << "map_bump " << s.data << endl;
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}
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mOutputMat << endl;
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}
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}
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// ------------------------------------------------------------------------------------------------
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void ObjExporter::WriteGeometryFile() {
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WriteHeader(mOutput);
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mOutput << "mtllib " << GetMaterialLibName() << endl << endl;
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// collect mesh geometry
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aiMatrix4x4 mBase;
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AddNode(pScene->mRootNode, mBase);
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// write vertex positions with colors, if any
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mVpMap.getVectors( vp );
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mVcMap.getColors( vc );
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if ( vc.empty() ) {
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mOutput << "# " << vp.size() << " vertex positions" << endl;
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for ( const aiVector3D& v : vp ) {
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mOutput << "v " << v.x << " " << v.y << " " << v.z << endl;
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}
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} else {
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mOutput << "# " << vp.size() << " vertex positions and colors" << endl;
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size_t colIdx = 0;
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for ( const aiVector3D& v : vp ) {
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mOutput << "v " << v.x << " " << v.y << " " << v.z << " " << vc[ colIdx ].r << " " << vc[ colIdx ].g << " " << vc[ colIdx ].b << endl;
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colIdx++;
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}
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}
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mOutput << endl;
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// write uv coordinates
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mVtMap.getVectors(vt);
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mOutput << "# " << vt.size() << " UV coordinates" << endl;
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for(const aiVector3D& v : vt) {
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mOutput << "vt " << v.x << " " << v.y << " " << v.z << endl;
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}
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mOutput << endl;
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// write vertex normals
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mVnMap.getVectors(vn);
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mOutput << "# " << vn.size() << " vertex normals" << endl;
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for(const aiVector3D& v : vn) {
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mOutput << "vn " << v.x << " " << v.y << " " << v.z << endl;
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}
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mOutput << endl;
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// now write all mesh instances
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for(const MeshInstance& m : mMeshes) {
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mOutput << "# Mesh \'" << m.name << "\' with " << m.faces.size() << " faces" << endl;
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if (!m.name.empty()) {
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mOutput << "g " << m.name << endl;
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}
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mOutput << "usemtl " << m.matname << endl;
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for(const Face& f : m.faces) {
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mOutput << f.kind << ' ';
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for(const FaceVertex& fv : f.indices) {
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mOutput << ' ' << fv.vp;
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if (f.kind != 'p') {
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if (fv.vt || f.kind == 'f') {
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mOutput << '/';
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}
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if (fv.vt) {
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mOutput << fv.vt;
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}
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if (f.kind == 'f' && fv.vn) {
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mOutput << '/' << fv.vn;
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}
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}
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}
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mOutput << endl;
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}
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mOutput << endl;
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}
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}
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// ------------------------------------------------------------------------------------------------
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int ObjExporter::vecIndexMap::getIndex(const aiVector3D& vec) {
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vecIndexMap::dataType::iterator vertIt = vecMap.find(vec);
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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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vecMap[vec] = mNextIndex;
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int ret = mNextIndex;
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mNextIndex++;
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return ret;
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}
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// ------------------------------------------------------------------------------------------------
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void ObjExporter::vecIndexMap::getVectors( std::vector<aiVector3D>& vecs ) {
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vecs.resize(vecMap.size());
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for(vecIndexMap::dataType::iterator it = vecMap.begin(); it != vecMap.end(); ++it){
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vecs[it->second-1] = it->first;
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}
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}
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// ------------------------------------------------------------------------------------------------
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int ObjExporter::colIndexMap::getIndex( const aiColor4D& col ) {
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colIndexMap::dataType::iterator vertIt = colMap.find( col );
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// vertex already exists, so reference it
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if ( vertIt != colMap.end() ) {
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return vertIt->second;
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}
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colMap[ col ] = mNextIndex;
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int ret = mNextIndex;
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mNextIndex++;
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return ret;
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}
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// ------------------------------------------------------------------------------------------------
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void ObjExporter::colIndexMap::getColors( std::vector<aiColor4D> &colors ) {
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colors.resize( colMap.size() );
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for ( colIndexMap::dataType::iterator it = colMap.begin(); it != colMap.end(); ++it ) {
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colors[ it->second - 1 ] = it->first;
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}
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}
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// ------------------------------------------------------------------------------------------------
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void ObjExporter::AddMesh(const aiString& name, const aiMesh* m, const aiMatrix4x4& mat) {
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mMeshes.push_back(MeshInstance());
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MeshInstance& mesh = mMeshes.back();
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mesh.name = std::string(name.data,name.length) + (m->mName.length ? "_" + std::string(m->mName.data,m->mName.length) : "");
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mesh.matname = GetMaterialName(m->mMaterialIndex);
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mesh.faces.resize(m->mNumFaces);
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for(unsigned int i = 0; i < m->mNumFaces; ++i) {
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const aiFace& f = m->mFaces[i];
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Face& face = mesh.faces[i];
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switch (f.mNumIndices) {
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case 1:
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face.kind = 'p';
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break;
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case 2:
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face.kind = 'l';
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break;
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default:
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face.kind = 'f';
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}
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face.indices.resize(f.mNumIndices);
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for(unsigned int a = 0; a < f.mNumIndices; ++a) {
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const unsigned int idx = f.mIndices[a];
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aiVector3D vert = mat * m->mVertices[idx];
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face.indices[a].vp = mVpMap.getIndex(vert);
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if (m->mNormals) {
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aiVector3D norm = aiMatrix3x3(mat) * m->mNormals[idx];
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face.indices[a].vn = mVnMap.getIndex(norm);
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} else {
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face.indices[a].vn = 0;
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}
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if ( nullptr != m->mColors[ 0 ] ) {
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aiColor4D col4 = m->mColors[ 0 ][ idx ];
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face.indices[ a ].vc = mVcMap.getIndex( col4 );
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} else {
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face.indices[ a ].vc = 0;
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}
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if ( m->mTextureCoords[ 0 ] ) {
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face.indices[a].vt = mVtMap.getIndex(m->mTextureCoords[0][idx]);
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} else {
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face.indices[a].vt = 0;
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}
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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void ObjExporter::AddNode(const aiNode* nd, const aiMatrix4x4& mParent)
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{
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const aiMatrix4x4& mAbs = mParent * nd->mTransformation;
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for(unsigned int i = 0; i < nd->mNumMeshes; ++i) {
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AddMesh(nd->mName, pScene->mMeshes[nd->mMeshes[i]], mAbs);
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}
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for(unsigned int i = 0; i < nd->mNumChildren; ++i) {
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AddNode(nd->mChildren[i], mAbs);
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}
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}
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// ------------------------------------------------------------------------------------------------
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#endif // ASSIMP_BUILD_NO_OBJ_EXPORTER
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#endif // ASSIMP_BUILD_NO_EXPORT
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