| /* |
| Open Asset Import Library (assimp) |
| ---------------------------------------------------------------------- |
| |
| Copyright (c) 2006-2017, assimp team |
| |
| All rights reserved. |
| |
| Redistribution and use of this software in source and binary forms, |
| with or without modification, are permitted provided that the |
| following conditions are met: |
| |
| * Redistributions of source code must retain the above |
| copyright notice, this list of conditions and the |
| following disclaimer. |
| |
| * Redistributions in binary form must reproduce the above |
| copyright notice, this list of conditions and the |
| following disclaimer in the documentation and/or other |
| materials provided with the distribution. |
| |
| * Neither the name of the assimp team, nor the names of its |
| contributors may be used to endorse or promote products |
| derived from this software without specific prior |
| written permission of the assimp team. |
| |
| THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
| "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
| LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
| A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
| OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
| SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
| LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
| DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
| THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| |
| @author: Richard Steffen, 2014 |
| ---------------------------------------------------------------------- |
| */ |
| |
| |
| #ifndef ASSIMP_BUILD_NO_EXPORT |
| #ifndef ASSIMP_BUILD_NO_X_EXPORTER |
| |
| #include "XFileExporter.h" |
| #include "ConvertToLHProcess.h" |
| #include "Bitmap.h" |
| #include "BaseImporter.h" |
| #include "fast_atof.h" |
| #include <assimp/SceneCombiner.h> |
| #include <assimp/DefaultIOSystem.h> |
| #include <ctime> |
| #include <set> |
| #include <memory> |
| #include "Exceptional.h" |
| #include <assimp/IOSystem.hpp> |
| #include <assimp/scene.h> |
| #include <assimp/light.h> |
| |
| using namespace Assimp; |
| |
| namespace Assimp |
| { |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Worker function for exporting a scene to Collada. Prototyped and registered in Exporter.cpp |
| void ExportSceneXFile(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties) |
| { |
| std::string path = DefaultIOSystem::absolutePath(std::string(pFile)); |
| std::string file = DefaultIOSystem::completeBaseName(std::string(pFile)); |
| |
| // create/copy Properties |
| ExportProperties props(*pProperties); |
| |
| // set standard properties if not set |
| if (!props.HasPropertyBool(AI_CONFIG_EXPORT_XFILE_64BIT)) props.SetPropertyBool(AI_CONFIG_EXPORT_XFILE_64BIT, false); |
| |
| // invoke the exporter |
| XFileExporter iDoTheExportThing( pScene, pIOSystem, path, file, &props); |
| |
| if (iDoTheExportThing.mOutput.fail()) { |
| throw DeadlyExportError("output data creation failed. Most likely the file became too large: " + std::string(pFile)); |
| } |
| |
| // we're still here - export successfully completed. Write result to the given IOSYstem |
| std::unique_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt")); |
| if(outfile == NULL) { |
| throw DeadlyExportError("could not open output .x file: " + std::string(pFile)); |
| } |
| |
| // XXX maybe use a small wrapper around IOStream that behaves like std::stringstream in order to avoid the extra copy. |
| outfile->Write( iDoTheExportThing.mOutput.str().c_str(), static_cast<size_t>(iDoTheExportThing.mOutput.tellp()),1); |
| } |
| |
| } // end of namespace Assimp |
| |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Constructor for a specific scene to export |
| XFileExporter::XFileExporter(const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file, const ExportProperties* pProperties) |
| : mProperties(pProperties), |
| mIOSystem(pIOSystem), |
| mPath(path), |
| mFile(file), |
| mScene(pScene), |
| mSceneOwned(false), |
| endstr("\n") |
| { |
| // make sure that all formatting happens using the standard, C locale and not the user's current locale |
| mOutput.imbue( std::locale("C") ); |
| mOutput.precision(16); |
| |
| // start writing |
| WriteFile(); |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Destructor |
| XFileExporter::~XFileExporter() |
| { |
| if(mSceneOwned) { |
| delete mScene; |
| } |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Starts writing the contents |
| void XFileExporter::WriteFile() |
| { |
| // note, that all realnumber values must be comma separated in x files |
| mOutput.setf(std::ios::fixed); |
| mOutput.precision(16); // precission for double |
| |
| // entry of writing the file |
| WriteHeader(); |
| |
| mOutput << startstr << "Frame DXCC_ROOT {" << endstr; |
| PushTag(); |
| |
| aiMatrix4x4 I; // identity |
| WriteFrameTransform(I); |
| |
| WriteNode(mScene->mRootNode); |
| PopTag(); |
| |
| mOutput << startstr << "}" << endstr; |
| |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Writes the asset header |
| void XFileExporter::WriteHeader() |
| { |
| if (mProperties->GetPropertyBool(AI_CONFIG_EXPORT_XFILE_64BIT) == true) |
| mOutput << startstr << "xof 0303txt 0064" << endstr; |
| else |
| mOutput << startstr << "xof 0303txt 0032" << endstr; |
| mOutput << endstr; |
| mOutput << startstr << "template Frame {" << endstr; |
| PushTag(); |
| mOutput << startstr << "<3d82ab46-62da-11cf-ab39-0020af71e433>" << endstr; |
| mOutput << startstr << "[...]" << endstr; |
| PopTag(); |
| mOutput << startstr << "}" << endstr; |
| mOutput << endstr; |
| mOutput << startstr << "template Matrix4x4 {" << endstr; |
| PushTag(); |
| mOutput << startstr << "<f6f23f45-7686-11cf-8f52-0040333594a3>" << endstr; |
| mOutput << startstr << "array FLOAT matrix[16];" << endstr; |
| PopTag(); |
| mOutput << startstr << "}" << endstr; |
| mOutput << endstr; |
| mOutput << startstr << "template FrameTransformMatrix {" << endstr; |
| PushTag(); |
| mOutput << startstr << "<f6f23f41-7686-11cf-8f52-0040333594a3>" << endstr; |
| mOutput << startstr << "Matrix4x4 frameMatrix;" << endstr; |
| PopTag(); |
| mOutput << startstr << "}" << endstr; |
| mOutput << endstr; |
| mOutput << startstr << "template Vector {" << endstr; |
| PushTag(); |
| mOutput << startstr << "<3d82ab5e-62da-11cf-ab39-0020af71e433>" << endstr; |
| mOutput << startstr << "FLOAT x;" << endstr; |
| mOutput << startstr << "FLOAT y;" << endstr; |
| mOutput << startstr << "FLOAT z;" << endstr; |
| PopTag(); |
| mOutput << startstr << "}" << endstr; |
| mOutput << endstr; |
| mOutput << startstr << "template MeshFace {" << endstr; |
| PushTag(); |
| mOutput << startstr << "<3d82ab5f-62da-11cf-ab39-0020af71e433>" << endstr; |
| mOutput << startstr << "DWORD nFaceVertexIndices;" << endstr; |
| mOutput << startstr << "array DWORD faceVertexIndices[nFaceVertexIndices];" << endstr; |
| PopTag(); |
| mOutput << startstr << "}" << endstr; |
| mOutput << endstr; |
| mOutput << startstr << "template Mesh {" << endstr; |
| PushTag(); |
| mOutput << startstr << "<3d82ab44-62da-11cf-ab39-0020af71e433>" << endstr; |
| mOutput << startstr << "DWORD nVertices;" << endstr; |
| mOutput << startstr << "array Vector vertices[nVertices];" << endstr; |
| mOutput << startstr << "DWORD nFaces;" << endstr; |
| mOutput << startstr << "array MeshFace faces[nFaces];" << endstr; |
| mOutput << startstr << "[...]" << endstr; |
| PopTag(); |
| mOutput << startstr << "}" << endstr; |
| mOutput << endstr; |
| mOutput << startstr << "template MeshNormals {" << endstr; |
| PushTag(); |
| mOutput << startstr << "<f6f23f43-7686-11cf-8f52-0040333594a3>" << endstr; |
| mOutput << startstr << "DWORD nNormals;" << endstr; |
| mOutput << startstr << "array Vector normals[nNormals];" << endstr; |
| mOutput << startstr << "DWORD nFaceNormals;" << endstr; |
| mOutput << startstr << "array MeshFace faceNormals[nFaceNormals];" << endstr; |
| PopTag(); |
| mOutput << startstr << "}" << endstr; |
| mOutput << endstr; |
| mOutput << startstr << "template Coords2d {" << endstr; |
| PushTag(); |
| mOutput << startstr << "<f6f23f44-7686-11cf-8f52-0040333594a3>" << endstr; |
| mOutput << startstr << "FLOAT u;" << endstr; |
| mOutput << startstr << "FLOAT v;" << endstr; |
| PopTag(); |
| mOutput << startstr << "}" << endstr; |
| mOutput << endstr; |
| mOutput << startstr << "template MeshTextureCoords {" << endstr; |
| PushTag(); |
| mOutput << startstr << "<f6f23f40-7686-11cf-8f52-0040333594a3>" << endstr; |
| mOutput << startstr << "DWORD nTextureCoords;" << endstr; |
| mOutput << startstr << "array Coords2d textureCoords[nTextureCoords];" << endstr; |
| PopTag(); |
| mOutput << startstr << "}" << endstr; |
| mOutput << endstr; |
| mOutput << startstr << "template ColorRGBA {" << endstr; |
| PushTag(); |
| mOutput << startstr << "<35ff44e0-6c7c-11cf-8f52-0040333594a3>" << endstr; |
| mOutput << startstr << "FLOAT red;" << endstr; |
| mOutput << startstr << "FLOAT green;" << endstr; |
| mOutput << startstr << "FLOAT blue;" << endstr; |
| mOutput << startstr << "FLOAT alpha;" << endstr; |
| PopTag(); |
| mOutput << startstr << "}" << endstr; |
| mOutput << endstr; |
| mOutput << startstr << "template IndexedColor {" << endstr; |
| PushTag(); |
| mOutput << startstr << "<1630b820-7842-11cf-8f52-0040333594a3>" << endstr; |
| mOutput << startstr << "DWORD index;" << endstr; |
| mOutput << startstr << "ColorRGBA indexColor;" << endstr; |
| PopTag(); |
| mOutput << startstr << "}" << endstr; |
| mOutput << endstr; |
| mOutput << startstr << "template MeshVertexColors {" << endstr; |
| PushTag(); |
| mOutput << startstr << "<1630b821-7842-11cf-8f52-0040333594a3>" << endstr; |
| mOutput << startstr << "DWORD nVertexColors;" << endstr; |
| mOutput << startstr << "array IndexedColor vertexColors[nVertexColors];" << endstr; |
| PopTag(); |
| mOutput << startstr << "}" << endstr; |
| mOutput << endstr; |
| mOutput << startstr << "template VertexElement {" << endstr; |
| PushTag(); |
| mOutput << startstr << "<f752461c-1e23-48f6-b9f8-8350850f336f>" << endstr; |
| mOutput << startstr << "DWORD Type;" << endstr; |
| mOutput << startstr << "DWORD Method;" << endstr; |
| mOutput << startstr << "DWORD Usage;" << endstr; |
| mOutput << startstr << "DWORD UsageIndex;" << endstr; |
| PopTag(); |
| mOutput << startstr << "}" << endstr; |
| mOutput << endstr; |
| mOutput << startstr << "template DeclData {" << endstr; |
| PushTag(); |
| mOutput << startstr << "<bf22e553-292c-4781-9fea-62bd554bdd93>" << endstr; |
| mOutput << startstr << "DWORD nElements;" << endstr; |
| mOutput << startstr << "array VertexElement Elements[nElements];" << endstr; |
| mOutput << startstr << "DWORD nDWords;" << endstr; |
| mOutput << startstr << "array DWORD data[nDWords];" << endstr; |
| PopTag(); |
| mOutput << startstr << "}" << endstr; |
| mOutput << endstr; |
| } |
| |
| |
| // Writes the material setup |
| void XFileExporter::WriteFrameTransform(aiMatrix4x4& m) |
| { |
| mOutput << startstr << "FrameTransformMatrix {" << endstr << " "; |
| PushTag(); |
| mOutput << startstr << m.a1 << ", " << m.b1 << ", " << m.c1 << ", " << m.d1 << "," << endstr; |
| mOutput << startstr << m.a2 << ", " << m.b2 << ", " << m.c2 << ", " << m.d2 << "," << endstr; |
| mOutput << startstr << m.a3 << ", " << m.b3 << ", " << m.c3 << ", " << m.d3 << "," << endstr; |
| mOutput << startstr << m.a4 << ", " << m.b4 << ", " << m.c4 << ", " << m.d4 << ";;" << endstr; |
| PopTag(); |
| mOutput << startstr << "}" << endstr << endstr; |
| } |
| |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Recursively writes the given node |
| void XFileExporter::WriteNode( aiNode* pNode) |
| { |
| if (pNode->mName.length==0) |
| { |
| std::stringstream ss; |
| ss << "Node_" << pNode; |
| pNode->mName.Set(ss.str()); |
| } |
| mOutput << startstr << "Frame " << toXFileString(pNode->mName) << " {" << endstr; |
| |
| PushTag(); |
| |
| aiMatrix4x4 m = pNode->mTransformation; |
| |
| WriteFrameTransform(m); |
| |
| for (size_t i = 0; i < pNode->mNumMeshes; ++i) |
| WriteMesh(mScene->mMeshes[pNode->mMeshes[i]]); |
| |
| // recursive call the Nodes |
| for (size_t i = 0; i < pNode->mNumChildren; ++i) |
| WriteNode(pNode->mChildren[i]); |
| |
| PopTag(); |
| |
| mOutput << startstr << "}" << endstr << endstr; |
| } |
| |
| void XFileExporter::WriteMesh(aiMesh* mesh) |
| { |
| mOutput << startstr << "Mesh " << toXFileString(mesh->mName) << "_mShape" << " {" << endstr; |
| |
| PushTag(); |
| |
| // write all the vertices |
| mOutput << startstr << mesh->mNumVertices << ";" << endstr; |
| for (size_t a = 0; a < mesh->mNumVertices; a++) |
| { |
| aiVector3D &v = mesh->mVertices[a]; |
| mOutput << startstr << v[0] << ";"<< v[1] << ";" << v[2] << ";"; |
| if (a < mesh->mNumVertices - 1) |
| mOutput << "," << endstr; |
| else |
| mOutput << ";" << endstr; |
| } |
| |
| // write all the faces |
| mOutput << startstr << mesh->mNumFaces << ";" << endstr; |
| for( size_t a = 0; a < mesh->mNumFaces; ++a ) |
| { |
| const aiFace& face = mesh->mFaces[a]; |
| mOutput << startstr << face.mNumIndices << ";"; |
| // must be counter clockwise triangle |
| //for(int b = face.mNumIndices - 1; b >= 0 ; --b) |
| for(size_t b = 0; b < face.mNumIndices ; ++b) |
| { |
| mOutput << face.mIndices[b]; |
| //if (b > 0) |
| if (b<face.mNumIndices-1) |
| mOutput << ","; |
| else |
| mOutput << ";"; |
| } |
| |
| if (a < mesh->mNumFaces - 1) |
| mOutput << "," << endstr; |
| else |
| mOutput << ";" << endstr; |
| } |
| |
| mOutput << endstr; |
| |
| if (mesh->HasTextureCoords(0)) |
| { |
| const aiMaterial* mat = mScene->mMaterials[mesh->mMaterialIndex]; |
| aiString relpath; |
| mat->Get(_AI_MATKEY_TEXTURE_BASE, aiTextureType_DIFFUSE, 0, relpath); |
| |
| mOutput << startstr << "MeshMaterialList {" << endstr; |
| PushTag(); |
| mOutput << startstr << "1;" << endstr; // number of materials |
| mOutput << startstr << mesh->mNumFaces << ";" << endstr; // number of faces |
| mOutput << startstr; |
| for( size_t a = 0; a < mesh->mNumFaces; ++a ) |
| { |
| mOutput << "0"; // the material index |
| if (a < mesh->mNumFaces - 1) |
| mOutput << ", "; |
| else |
| mOutput << ";" << endstr; |
| } |
| mOutput << startstr << "Material {" << endstr; |
| PushTag(); |
| mOutput << startstr << "1.0; 1.0; 1.0; 1.000000;;" << endstr; |
| mOutput << startstr << "1.000000;" << endstr; // power |
| mOutput << startstr << "0.000000; 0.000000; 0.000000;;" << endstr; // specularity |
| mOutput << startstr << "0.000000; 0.000000; 0.000000;;" << endstr; // emission |
| mOutput << startstr << "TextureFilename { \""; |
| |
| writePath(relpath); |
| |
| mOutput << "\"; }" << endstr; |
| PopTag(); |
| mOutput << startstr << "}" << endstr; |
| PopTag(); |
| mOutput << startstr << "}" << endstr; |
| } |
| |
| // write normals (every vertex has one) |
| if (mesh->HasNormals()) |
| { |
| mOutput << endstr << startstr << "MeshNormals {" << endstr; |
| mOutput << startstr << mesh->mNumVertices << ";" << endstr; |
| for (size_t a = 0; a < mesh->mNumVertices; a++) |
| { |
| aiVector3D &v = mesh->mNormals[a]; |
| // because we have a LHS and also changed wth winding, we need to invert the normals again |
| mOutput << startstr << -v[0] << ";"<< -v[1] << ";" << -v[2] << ";"; |
| if (a < mesh->mNumVertices - 1) |
| mOutput << "," << endstr; |
| else |
| mOutput << ";" << endstr; |
| } |
| |
| mOutput << startstr << mesh->mNumFaces << ";" << endstr; |
| for (size_t a = 0; a < mesh->mNumFaces; a++) |
| { |
| const aiFace& face = mesh->mFaces[a]; |
| mOutput << startstr << face.mNumIndices << ";"; |
| |
| //for(int b = face.mNumIndices-1; b >= 0 ; --b) |
| for(size_t b = 0; b < face.mNumIndices ; ++b) |
| { |
| mOutput << face.mIndices[b]; |
| //if (b > 0) |
| if (b<face.mNumIndices-1) |
| mOutput << ","; |
| else |
| mOutput << ";"; |
| } |
| |
| if (a < mesh->mNumFaces-1) |
| mOutput << "," << endstr; |
| else |
| mOutput << ";" << endstr; |
| } |
| mOutput << startstr << "}" << endstr; |
| } |
| |
| // write texture UVs if available |
| if (mesh->HasTextureCoords(0)) |
| { |
| mOutput << endstr << startstr << "MeshTextureCoords {" << endstr; |
| mOutput << startstr << mesh->mNumVertices << ";" << endstr; |
| 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 |