561 lines
18 KiB
C++
561 lines
18 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2012, 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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#include "AssimpPCH.h"
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#ifndef ASSIMP_BUILD_NO_EXPORT
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#ifndef ASSIMP_BUILD_NO_3DS_EXPORTER
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#include "3DSExporter.h"
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#include "3DSLoader.h"
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#include "SceneCombiner.h"
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#include "SplitLargeMeshes.h"
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using namespace Assimp;
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namespace Assimp {
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namespace {
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//////////////////////////////////////////////////////////////////////////////////////
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// Scope utility to write a 3DS file chunk.
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//
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// Upon construction, the chunk header is written with the chunk type (flags)
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// filled out, but the chunk size left empty. Upon destruction, the correct chunk
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// size based on the then-position of the output stream cursor is filled in.
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class ChunkWriter {
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enum {
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CHUNK_SIZE_NOT_SET = 0xdeadbeef
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, SIZE_OFFSET = 2
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};
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public:
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ChunkWriter(StreamWriterLE& writer, uint16_t chunk_type)
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: writer(writer)
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{
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chunk_start_pos = writer.GetCurrentPos();
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writer.PutU2(chunk_type);
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writer.PutU4(CHUNK_SIZE_NOT_SET);
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}
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~ChunkWriter() {
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std::size_t head_pos = writer.GetCurrentPos();
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ai_assert(head_pos > chunk_start_pos);
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const std::size_t chunk_size = head_pos - chunk_start_pos;
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writer.SetCurrentPos(chunk_start_pos + SIZE_OFFSET);
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writer.PutU4(chunk_size);
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writer.SetCurrentPos(head_pos);
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}
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private:
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StreamWriterLE& writer;
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std::size_t chunk_start_pos;
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};
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// Return an unique name for a given |mesh| attached to |node| that
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// preserves the mesh's given name if it has one. |index| is the index
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// of the mesh in |aiScene::mMeshes|.
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std::string GetMeshName(const aiMesh& mesh, unsigned int index, const aiNode& node) {
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static const std::string underscore = "_";
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char postfix[10] = {0};
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ASSIMP_itoa10(postfix, index);
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std::string result = node.mName.C_Str();
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if (mesh.mName.length > 0) {
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result += underscore + mesh.mName.C_Str();
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}
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return result + underscore + postfix;
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}
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// Return an unique name for a given |mat| with original position |index|
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// in |aiScene::mMaterials|. The name preserves the original material
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// name if possible.
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std::string GetMaterialName(const aiMaterial& mat, unsigned int index) {
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static const std::string underscore = "_";
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char postfix[10] = {0};
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ASSIMP_itoa10(postfix, index);
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aiString mat_name;
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if (AI_SUCCESS == mat.Get(AI_MATKEY_NAME, mat_name)) {
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return mat_name.C_Str() + underscore + postfix;
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}
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return "Material" + underscore + postfix;
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}
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// Collect world transformations for each node
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void CollectTrafos(const aiNode* node, std::map<const aiNode*, aiMatrix4x4>& trafos) {
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const aiMatrix4x4& parent = node->mParent ? trafos[node->mParent] : aiMatrix4x4();
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trafos[node] = parent * node->mTransformation;
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for (unsigned int i = 0; i < node->mNumChildren; ++i) {
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CollectTrafos(node->mChildren[i], trafos);
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}
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}
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// Generate a flat list of the meshes (by index) assigned to each node
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void CollectMeshes(const aiNode* node, std::multimap<const aiNode*, unsigned int>& meshes) {
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for (unsigned int i = 0; i < node->mNumMeshes; ++i) {
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meshes.insert(std::make_pair(node, node->mMeshes[i]));
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}
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for (unsigned int i = 0; i < node->mNumChildren; ++i) {
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CollectMeshes(node->mChildren[i], meshes);
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Worker function for exporting a scene to 3DS. Prototyped and registered in Exporter.cpp
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void ExportScene3DS(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene)
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{
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boost::shared_ptr<IOStream> outfile (pIOSystem->Open(pFile, "wb"));
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if(outfile == NULL) {
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throw DeadlyExportError("Could not open output .3ds file: " + std::string(pFile));
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}
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// TODO: This extra copy should be avoided and all of this made a preprocess
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// requirement of the 3DS exporter.
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//
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// 3DS meshes can be max 0xffff (16 Bit) vertices and faces, respectively.
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// SplitLargeMeshes can do this, but it requires the correct limit to be set
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// which is not possible with the current way of specifying preprocess steps
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// in |Exporter::ExportFormatEntry|.
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aiScene* scenecopy_tmp;
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SceneCombiner::CopyScene(&scenecopy_tmp,pScene);
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std::auto_ptr<aiScene> scenecopy(scenecopy_tmp);
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SplitLargeMeshesProcess_Triangle tri_splitter;
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tri_splitter.SetLimit(0xffff);
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tri_splitter.Execute(scenecopy.get());
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SplitLargeMeshesProcess_Vertex vert_splitter;
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vert_splitter.SetLimit(0xffff);
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vert_splitter.Execute(scenecopy.get());
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// Invoke the actual exporter
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Discreet3DSExporter exporter(outfile, scenecopy.get());
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}
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} // end of namespace Assimp
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// ------------------------------------------------------------------------------------------------
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Discreet3DSExporter:: Discreet3DSExporter(boost::shared_ptr<IOStream> outfile, const aiScene* scene)
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: scene(scene)
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, writer(outfile)
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{
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CollectTrafos(scene->mRootNode, trafos);
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CollectMeshes(scene->mRootNode, meshes);
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAIN);
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{
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_OBJMESH);
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WriteMeshes();
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WriteMaterials();
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{
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_MASTER_SCALE);
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writer.PutF4(1.0f);
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}
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}
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{
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_KEYFRAMER);
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WriteHierarchy(*scene->mRootNode, -1, -1);
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}
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}
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// ------------------------------------------------------------------------------------------------
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int Discreet3DSExporter::WriteHierarchy(const aiNode& node, int seq, int sibling_level)
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{
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// 3DS scene hierarchy is serialized as in http://www.martinreddy.net/gfx/3d/3DS.spec
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{
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRACKINFO);
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{
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRACKOBJNAME);
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// Assimp node names are unique and distinct from all mesh-node
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// names we generate; thus we can use them as-is
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WriteString(node.mName);
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// Two unknown int16 values - it is even unclear if 0 is a safe value
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// but luckily importers do not know better either.
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writer.PutI4(0);
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int16_t hierarchy_pos = static_cast<int16_t>(seq);
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if (sibling_level != -1) {
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hierarchy_pos = sibling_level;
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}
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// Write the hierarchy position
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writer.PutI2(hierarchy_pos);
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}
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}
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// TODO: write transformation chunks
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++seq;
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sibling_level = seq;
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// Write all children
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for (unsigned int i = 0; i < node.mNumChildren; ++i) {
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seq = WriteHierarchy(*node.mChildren[i], seq, i == 0 ? -1 : sibling_level);
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}
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// Write all meshes as separate nodes to be able to reference the meshes by name
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for (unsigned int i = 0; i < node.mNumMeshes; ++i) {
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const bool first_child = node.mNumChildren == 0 && i == 0;
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const unsigned int mesh_idx = node.mMeshes[i];
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const aiMesh& mesh = *scene->mMeshes[mesh_idx];
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRACKINFO);
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{
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRACKOBJNAME);
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WriteString(GetMeshName(mesh, mesh_idx, node));
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writer.PutI4(0);
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writer.PutI2(static_cast<int16_t>(first_child ? seq : sibling_level));
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++seq;
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}
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}
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return seq;
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}
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// ------------------------------------------------------------------------------------------------
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void Discreet3DSExporter::WriteMaterials()
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{
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for (unsigned int i = 0; i < scene->mNumMaterials; ++i) {
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_MATERIAL);
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const aiMaterial& mat = *scene->mMaterials[i];
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{
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_MATNAME);
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const std::string& name = GetMaterialName(mat, i);
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WriteString(name);
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}
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aiColor3D color;
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if (mat.Get(AI_MATKEY_COLOR_DIFFUSE, color) == AI_SUCCESS) {
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_DIFFUSE);
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WriteColor(color);
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}
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if (mat.Get(AI_MATKEY_COLOR_SPECULAR, color) == AI_SUCCESS) {
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SPECULAR);
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WriteColor(color);
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}
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if (mat.Get(AI_MATKEY_COLOR_AMBIENT, color) == AI_SUCCESS) {
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_AMBIENT);
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WriteColor(color);
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}
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if (mat.Get(AI_MATKEY_COLOR_EMISSIVE, color) == AI_SUCCESS) {
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SELF_ILLUM);
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WriteColor(color);
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}
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aiShadingMode shading_mode;
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if (mat.Get(AI_MATKEY_SHADING_MODEL, shading_mode) == AI_SUCCESS) {
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SHADING);
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Discreet3DS::shadetype3ds shading_mode_out;
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switch(shading_mode) {
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case aiShadingMode_Flat:
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case aiShadingMode_NoShading:
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shading_mode_out = Discreet3DS::Flat;
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break;
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case aiShadingMode_Gouraud:
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case aiShadingMode_Toon:
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case aiShadingMode_OrenNayar:
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case aiShadingMode_Minnaert:
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shading_mode_out = Discreet3DS::Gouraud;
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break;
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case aiShadingMode_Phong:
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case aiShadingMode_Blinn:
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case aiShadingMode_CookTorrance:
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case aiShadingMode_Fresnel:
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shading_mode_out = Discreet3DS::Phong;
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break;
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default:
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ai_assert(false);
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};
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writer.PutU2(static_cast<uint16_t>(shading_mode_out));
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}
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float f;
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if (mat.Get(AI_MATKEY_SHININESS, f) == AI_SUCCESS) {
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SHININESS);
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WritePercentChunk(f);
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}
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if (mat.Get(AI_MATKEY_SHININESS_STRENGTH, f) == AI_SUCCESS) {
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SHININESS_PERCENT);
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WritePercentChunk(f);
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}
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int twosided;
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if (mat.Get(AI_MATKEY_TWOSIDED, twosided) == AI_SUCCESS && twosided != 0) {
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_TWO_SIDE);
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writer.PutI2(1);
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}
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WriteTexture(mat, aiTextureType_DIFFUSE, Discreet3DS::CHUNK_MAT_TEXTURE);
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WriteTexture(mat, aiTextureType_HEIGHT, Discreet3DS::CHUNK_MAT_BUMPMAP);
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WriteTexture(mat, aiTextureType_OPACITY, Discreet3DS::CHUNK_MAT_OPACMAP);
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WriteTexture(mat, aiTextureType_SHININESS, Discreet3DS::CHUNK_MAT_MAT_SHINMAP);
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WriteTexture(mat, aiTextureType_SPECULAR, Discreet3DS::CHUNK_MAT_SPECMAP);
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WriteTexture(mat, aiTextureType_EMISSIVE, Discreet3DS::CHUNK_MAT_SELFIMAP);
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WriteTexture(mat, aiTextureType_REFLECTION, Discreet3DS::CHUNK_MAT_REFLMAP);
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}
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}
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// ------------------------------------------------------------------------------------------------
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void Discreet3DSExporter::WriteTexture(const aiMaterial& mat, aiTextureType type, uint16_t chunk_flags)
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{
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aiString path;
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aiTextureMapMode map_mode[2] = {
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aiTextureMapMode_Wrap, aiTextureMapMode_Wrap
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};
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float blend = 1.0f;
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if (mat.GetTexture(type, 0, &path, NULL, NULL, &blend, NULL, map_mode) != AI_SUCCESS || !path.length) {
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return;
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}
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// TODO: handle embedded textures properly
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if (path.data[0] == '*') {
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DefaultLogger::get()->error("Ignoring embedded texture for export: " + std::string(path.C_Str()));
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return;
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}
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ChunkWriter chunk(writer, chunk_flags);
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{
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAPFILE);
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WriteString(path);
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}
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WritePercentChunk(blend);
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{
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_MAP_TILING);
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uint16_t val = 0; // WRAP
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if (map_mode[0] == aiTextureMapMode_Mirror) {
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val = 0x2;
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}
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else if (map_mode[0] == aiTextureMapMode_Decal) {
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val = 0x10;
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}
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writer.PutU2(val);
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}
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// TODO: export texture transformation (i.e. UV offset, scale, rotation)
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}
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// ------------------------------------------------------------------------------------------------
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void Discreet3DSExporter::WriteMeshes()
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{
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// NOTE: 3DS allows for instances. However:
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// i) not all importers support reading them
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// ii) instances are not as flexible as they are in assimp, in particular,
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// nodes can carry (and instance) only one mesh.
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//
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// This exporter currently deep clones all instanced meshes, i.e. for each mesh
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// attached to a node a full TRIMESH chunk is written to the file.
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//
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// Furthermore, the TRIMESH is transformed into world space so that it will
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// appear correctly if importers don't read the scene hierarchy at all.
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for (MeshesByNodeMap::const_iterator it = meshes.begin(); it != meshes.end(); ++it) {
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const aiNode& node = *(*it).first;
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const unsigned int mesh_idx = (*it).second;
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const aiMesh& mesh = *scene->mMeshes[mesh_idx];
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// This should not happen if the SLM step is correctly executed
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// before the scene is handed to the exporter
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ai_assert(mesh.mNumVertices <= 0xffff);
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ai_assert(mesh.mNumFaces <= 0xffff);
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const aiMatrix4x4& trafo = trafos[&node];
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_OBJBLOCK);
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// Mesh name is tied to the node it is attached to so it can later be referenced
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const std::string& name = GetMeshName(mesh, mesh_idx, node);
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WriteString(name);
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// TRIMESH chunk
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ChunkWriter chunk2(writer, Discreet3DS::CHUNK_TRIMESH);
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// Vertices in world space
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{
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_VERTLIST);
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const uint16_t count = static_cast<uint16_t>(mesh.mNumVertices);
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writer.PutU2(count);
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for (unsigned int i = 0; i < mesh.mNumVertices; ++i) {
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const aiVector3D& v = trafo * mesh.mVertices[i];
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writer.PutF4(v.x);
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writer.PutF4(v.y);
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writer.PutF4(v.z);
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}
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}
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// UV coordinates
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if (mesh.HasTextureCoords(0)) {
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAPLIST);
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const uint16_t count = static_cast<uint16_t>(mesh.mNumVertices);
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writer.PutU2(count);
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for (unsigned int i = 0; i < mesh.mNumVertices; ++i) {
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const aiVector3D& v = mesh.mTextureCoords[0][i];
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writer.PutF4(v.x);
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writer.PutF4(v.y);
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}
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}
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// Faces (indices)
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{
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_FACELIST);
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ai_assert(mesh.mNumFaces <= 0xffff);
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// Count triangles, discard lines and points
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uint16_t count = 0;
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for (unsigned int i = 0; i < mesh.mNumFaces; ++i) {
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const aiFace& f = mesh.mFaces[i];
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if (f.mNumIndices < 3) {
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continue;
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}
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// TRIANGULATE step is a pre-requisite so we should not see polys here
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ai_assert(f.mNumIndices == 3);
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++count;
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}
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writer.PutU2(count);
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for (unsigned int i = 0; i < mesh.mNumFaces; ++i) {
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const aiFace& f = mesh.mFaces[i];
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if (f.mNumIndices < 3) {
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continue;
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}
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for (unsigned int j = 0; j < 3; ++j) {
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ai_assert(f.mIndices[j] <= 0xffff);
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writer.PutI2(static_cast<uint16_t>(f.mIndices[j]));
|
|
}
|
|
|
|
// Edge visibility flag
|
|
writer.PutI2(0x0);
|
|
}
|
|
|
|
// TODO: write smoothing groups (CHUNK_SMOOLIST)
|
|
|
|
WriteFaceMaterialChunk(mesh);
|
|
}
|
|
|
|
// Transformation matrix by which the mesh vertices have been pre-transformed with.
|
|
{
|
|
ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRMATRIX);
|
|
for (unsigned int r = 0; r < 4; ++r) {
|
|
for (unsigned int c = 0; c < 3; ++c) {
|
|
writer.PutF4(trafo[r][c]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Discreet3DSExporter::WriteFaceMaterialChunk(const aiMesh& mesh)
|
|
{
|
|
ChunkWriter chunk(writer, Discreet3DS::CHUNK_FACEMAT);
|
|
const std::string& name = GetMaterialName(*scene->mMaterials[mesh.mMaterialIndex], mesh.mMaterialIndex);
|
|
WriteString(name);
|
|
|
|
// Because assimp splits meshes by material, only a single
|
|
// FACEMAT chunk needs to be written
|
|
ai_assert(mesh.mNumFaces <= 0xffff);
|
|
const uint16_t count = static_cast<uint16_t>(mesh.mNumFaces);
|
|
writer.PutU2(count);
|
|
|
|
for (unsigned int i = 0; i < mesh.mNumFaces; ++i) {
|
|
writer.PutU2(static_cast<uint16_t>(i));
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Discreet3DSExporter::WriteString(const std::string& s) {
|
|
for (std::string::const_iterator it = s.begin(); it != s.end(); ++it) {
|
|
writer.PutI1(*it);
|
|
}
|
|
writer.PutI1('\0');
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Discreet3DSExporter::WriteString(const aiString& s) {
|
|
for (std::size_t i = 0; i < s.length; ++i) {
|
|
writer.PutI1(s.data[i]);
|
|
}
|
|
writer.PutI1('\0');
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Discreet3DSExporter::WriteColor(const aiColor3D& color) {
|
|
ChunkWriter chunk(writer, Discreet3DS::CHUNK_RGBF);
|
|
writer.PutF4(color.r);
|
|
writer.PutF4(color.g);
|
|
writer.PutF4(color.b);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Discreet3DSExporter::WritePercentChunk(float f) {
|
|
ChunkWriter chunk(writer, Discreet3DS::CHUNK_PERCENTF);
|
|
writer.PutF4(f);
|
|
}
|
|
|
|
|
|
#endif // ASSIMP_BUILD_NO_3DS_EXPORTER
|
|
#endif // ASSIMP_BUILD_NO_EXPORT
|