assimp/code/X3D/X3DExporter.hpp

251 lines
13 KiB
C++

/// \file X3DExporter.hpp
/// \brief X3D-format files exporter for Assimp.
/// \date 2016
/// \author smal.root@gmail.com
// Thanks to acorn89 for support.
#ifndef INCLUDED_AI_X3D_EXPORTER_H
#define INCLUDED_AI_X3D_EXPORTER_H
// Header files, Assimp.
#include <assimp/material.h>
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/Exporter.hpp>
// Header files, stdlib.
#include <list>
#include <string>
namespace Assimp {
/// \class X3DExporter
/// Class which export aiScene to X3D file.
///
/// Limitations.
///
/// Pay attention that X3D is format for interactive graphic and simulations for web browsers. aiScene can not contain all features of the X3D format.
/// Also, aiScene contain rasterized-like data. For example, X3D can describe circle all cylinder with one tag, but aiScene contain result of tessellation:
/// vertices, faces etc. Yes, you can use algorithm for detecting figures or shapes, but that's not a good idea at all.
///
/// Supported nodes:
/// Core component:
/// "MetadataBoolean", "MetadataDouble", "MetadataFloat", "MetadataInteger", "MetadataSet", "MetadataString"
/// Geometry3D component:
/// "IndexedFaceSet"
/// Grouping component:
/// "Group", "Transform"
/// Lighting component:
/// "DirectionalLight", "PointLight", "SpotLight"
/// Rendering component:
/// "ColorRGBA", "Coordinate", "Normal"
/// Shape component:
/// "Shape", "Appearance", "Material"
/// Texturing component:
/// "ImageTexture", "TextureCoordinate", "TextureTransform"
///
class X3DExporter {
/***********************************************/
/******************** Types ********************/
/***********************************************/
struct SAttribute {
const std::string Name;
const std::string Value;
SAttribute() :
Name(),
Value() {
// empty
}
SAttribute(const std::string &name, const std::string &value) :
Name(name),
Value(value) {
// empty
}
SAttribute(SAttribute && rhs) :
Name(std::move(rhs.Name)),
Value(std::move(rhs.Value)) {
// empty
}
};
/***********************************************/
/****************** Constants ******************/
/***********************************************/
const aiScene *const mScene;
/***********************************************/
/****************** Variables ******************/
/***********************************************/
IOStream *mOutFile;
std::map<size_t, std::string> mDEF_Map_Mesh;
std::map<size_t, std::string> mDEF_Map_Material;
private:
std::string mIndentationString;
/***********************************************/
/****************** Functions ******************/
/***********************************************/
/// \fn void IndentationStringSet(const size_t pNewLevel)
/// Set value of the indentation string.
/// \param [in] pNewLevel - new level of the indentation.
void IndentationStringSet(const size_t pNewLevel);
/// \fn void XML_Write(const std::string& pData)
/// Write data to XML-file.
/// \param [in] pData - reference to string which must be written.
void XML_Write(const std::string &pData);
/// \fn aiMatrix4x4 Matrix_GlobalToCurrent(const aiNode& pNode) const
/// Calculate transformation matrix for transformation from global coordinate system to pointed aiNode.
/// \param [in] pNode - reference to local node.
/// \return calculated matrix.
aiMatrix4x4 Matrix_GlobalToCurrent(const aiNode &pNode) const;
/// \fn void AttrHelper_CommaToPoint(std::string& pStringWithComma)
/// Convert commas in string to points. That's needed because "std::to_string" result depends on locale (regional settings).
/// \param [in, out] pStringWithComma - reference to string, which must be modified.
void AttrHelper_CommaToPoint(std::string &pStringWithComma) {
for (char &c : pStringWithComma) {
if (c == ',') c = '.';
}
}
/// \fn void AttrHelper_FloatToString(const float pValue, std::string& pTargetString)
/// Converts float to string.
/// \param [in] pValue - value for converting.
/// \param [out] pTargetString - reference to string where result will be placed. Will be cleared before using.
void AttrHelper_FloatToString(const float pValue, std::string &pTargetString);
/// \fn void AttrHelper_Vec3DArrToString(const aiVector3D* pArray, const size_t pArray_Size, std::string& pTargetString)
/// Converts array of vectors to string.
/// \param [in] pArray - pointer to array of vectors.
/// \param [in] pArray_Size - count of elements in array.
/// \param [out] pTargetString - reference to string where result will be placed. Will be cleared before using.
void AttrHelper_Vec3DArrToString(const aiVector3D *pArray, const size_t pArray_Size, std::string &pTargetString);
/// \fn void AttrHelper_Vec2DArrToString(const aiVector2D* pArray, const size_t pArray_Size, std::string& pTargetString)
/// \overload void AttrHelper_Vec3DArrToString(const aiVector3D* pArray, const size_t pArray_Size, std::string& pTargetString)
void AttrHelper_Vec2DArrToString(const aiVector2D *pArray, const size_t pArray_Size, std::string &pTargetString);
/// \fn void AttrHelper_Vec3DAsVec2fArrToString(const aiVector3D* pArray, const size_t pArray_Size, std::string& pTargetString)
/// \overload void AttrHelper_Vec3DArrToString(const aiVector3D* pArray, const size_t pArray_Size, std::string& pTargetString)
/// Only x, y is used from aiVector3D.
void AttrHelper_Vec3DAsVec2fArrToString(const aiVector3D *pArray, const size_t pArray_Size, std::string &pTargetString);
/// \fn void AttrHelper_Col4DArrToString(const aiColor4D* pArray, const size_t pArray_Size, std::string& pTargetString)
/// \overload void AttrHelper_Vec3DArrToString(const aiVector3D* pArray, const size_t pArray_Size, std::string& pTargetString)
/// Converts array of colors to string.
void AttrHelper_Col4DArrToString(const aiColor4D *pArray, const size_t pArray_Size, std::string &pTargetString);
/// \fn void AttrHelper_Col3DArrToString(const aiColor3D* pArray, const size_t pArray_Size, std::string& pTargetString)
/// \overload void AttrHelper_Col4DArrToString(const aiColor4D* pArray, const size_t pArray_Size, std::string& pTargetString)
/// Converts array of colors to string.
void AttrHelper_Col3DArrToString(const aiColor3D *pArray, const size_t pArray_Size, std::string &pTargetString);
/// \fn void AttrHelper_FloatToAttrList(std::list<SAttribute> pList, const std::string& pName, const float pValue, const float pDefaultValue)
/// \overload void AttrHelper_Col3DArrToString(const aiColor3D* pArray, const size_t pArray_Size, std::string& pTargetString)
void AttrHelper_FloatToAttrList(std::list<SAttribute> &pList, const std::string &pName, const float pValue, const float pDefaultValue);
/// \fn void AttrHelper_Color3ToAttrList(std::list<SAttribute> pList, const std::string& pName, const aiColor3D& pValue, const aiColor3D& pDefaultValue)
/// Add attribute to list if value not equal to default.
/// \param [in] pList - target list of the attributes.
/// \param [in] pName - name of new attribute.
/// \param [in] pValue - value of the new attribute.
/// \param [in] pDefaultValue - default value for checking: if pValue is equal to pDefaultValue then attribute will not be added.
void AttrHelper_Color3ToAttrList(std::list<SAttribute> &pList, const std::string &pName, const aiColor3D &pValue, const aiColor3D &pDefaultValue);
/// \fn void NodeHelper_OpenNode(const std::string& pNodeName, const size_t pTabLevel, const bool pEmptyElement, const std::list<SAttribute>& pAttrList)
/// Begin new XML-node element.
/// \param [in] pNodeName - name of the element.
/// \param [in] pTabLevel - indentation level.
/// \param [in] pEmtyElement - if true then empty element will be created.
/// \param [in] pAttrList - list of the attributes for element.
void NodeHelper_OpenNode(const std::string &pNodeName, const size_t pTabLevel, const bool pEmptyElement, const std::list<SAttribute> &pAttrList);
/// \fn void NodeHelper_OpenNode(const std::string& pNodeName, const size_t pTabLevel, const bool pEmptyElement = false)
/// \overload void NodeHelper_OpenNode(const std::string& pNodeName, const size_t pTabLevel, const bool pEmptyElement, const std::list<SAttribute>& pAttrList)
void NodeHelper_OpenNode(const std::string &pNodeName, const size_t pTabLevel, const bool pEmptyElement = false);
/// \fn void NodeHelper_CloseNode(const std::string& pNodeName, const size_t pTabLevel)
/// End XML-node element.
/// \param [in] pNodeName - name of the element.
/// \param [in] pTabLevel - indentation level.
void NodeHelper_CloseNode(const std::string &pNodeName, const size_t pTabLevel);
/// \fn void Export_Node(const aiNode* pNode, const size_t pTabLevel)
/// Export data from scene to XML-file: aiNode.
/// \param [in] pNode - source aiNode.
/// \param [in] pTabLevel - indentation level.
void Export_Node(const aiNode *pNode, const size_t pTabLevel);
/// \fn void Export_Mesh(const size_t pIdxMesh, const size_t pTabLevel)
/// Export data from scene to XML-file: aiMesh.
/// \param [in] pMesh - index of the source aiMesh.
/// \param [in] pTabLevel - indentation level.
void Export_Mesh(const size_t pIdxMesh, const size_t pTabLevel);
/// \fn void Export_Material(const size_t pIdxMaterial, const size_t pTabLevel)
/// Export data from scene to XML-file: aiMaterial.
/// \param [in] pIdxMaterial - index of the source aiMaterial.
/// \param [in] pTabLevel - indentation level.
void Export_Material(const size_t pIdxMaterial, const size_t pTabLevel);
/// \fn void Export_MetadataBoolean(const aiString& pKey, const bool pValue, const size_t pTabLevel)
/// Export data from scene to XML-file: aiMetadata.
/// \param [in] pKey - source data: value of the metadata key.
/// \param [in] pValue - source data: value of the metadata value.
/// \param [in] pTabLevel - indentation level.
void Export_MetadataBoolean(const aiString &pKey, const bool pValue, const size_t pTabLevel);
/// \fn void Export_MetadataDouble(const aiString& pKey, const double pValue, const size_t pTabLevel)
/// \overload void Export_MetadataBoolean(const aiString& pKey, const bool pValue, const size_t pTabLevel)
void Export_MetadataDouble(const aiString &pKey, const double pValue, const size_t pTabLevel);
/// \fn void Export_MetadataFloat(const aiString& pKey, const float pValue, const size_t pTabLevel)
/// \overload void Export_MetadataBoolean(const aiString& pKey, const bool pValue, const size_t pTabLevel)
void Export_MetadataFloat(const aiString &pKey, const float pValue, const size_t pTabLevel);
/// \fn void Export_MetadataInteger(const aiString& pKey, const int32_t pValue, const size_t pTabLevel)
/// \overload void Export_MetadataBoolean(const aiString& pKey, const bool pValue, const size_t pTabLevel)
void Export_MetadataInteger(const aiString &pKey, const int32_t pValue, const size_t pTabLevel);
/// \fn void Export_MetadataString(const aiString& pKey, const aiString& pValue, const size_t pTabLevel)
/// \overload void Export_MetadataBoolean(const aiString& pKey, const bool pValue, const size_t pTabLevel)
void Export_MetadataString(const aiString &pKey, const aiString &pValue, const size_t pTabLevel);
/// \fn bool CheckAndExport_Light(const aiNode& pNode, const size_t pTabLevel)
/// Check if node point to light source. If yes then export light source.
/// \param [in] pNode - reference to node for checking.
/// \param [in] pTabLevel - indentation level.
/// \return true - if node assigned with light and it was exported, else - return false.
bool CheckAndExport_Light(const aiNode &pNode, const size_t pTabLevel);
/***********************************************/
/************** Functions: LOG set *************/
/***********************************************/
/// \fn void LogError(const std::string& pMessage)
/// Short variant for calling \ref DefaultLogger::get()->error()
void LogError(const std::string &pMessage) { DefaultLogger::get()->error(pMessage); }
public:
/// \fn X3DExporter()
/// Default constructor.
X3DExporter(const char *pFileName, IOSystem *pIOSystem, const aiScene *pScene, const ExportProperties *pProperties);
/// \fn ~X3DExporter()
/// Default destructor.
~X3DExporter() {}
}; // class X3DExporter
} // namespace Assimp
#endif // INCLUDED_AI_X3D_EXPORTER_H