export support.
This commit is contained in:
Kim Kulling
2017-02-04 14:51:23 +01:00
parent f9fa95a7c2
commit 692fb216f7
4 changed files with 135 additions and 45 deletions

View File

@@ -38,8 +38,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_EXPORT
#ifndef ASSIMP_BUILD_NO_OBJ_EXPORTER
@@ -53,9 +51,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/scene.h>
#include <memory>
using namespace Assimp;
namespace Assimp {
namespace Assimp {
// ------------------------------------------------------------------------------------------------
// Worker function for exporting a scene to Wavefront OBJ. Prototyped and registered in Exporter.cpp
@@ -90,7 +88,10 @@ ObjExporter :: ObjExporter(const char* _filename, const aiScene* pScene)
: filename(_filename)
, pScene(pScene)
, endl("\n")
{
, vp()
, vn()
, vt()
, vc() {
// make sure that all formatting happens using the standard, C locale and not the user's current locale
const std::locale& l = std::locale("C");
mOutput.imbue(l);
@@ -170,7 +171,6 @@ void ObjExporter::WriteMaterialFile()
mOutputMat << "Tf " << c.r << " " << c.g << " " << c.b << endl;
}
ai_real o;
if(AI_SUCCESS == mat->Get(AI_MATKEY_OPACITY,o)) {
mOutputMat << "d " << o << endl;
@@ -213,8 +213,7 @@ void ObjExporter::WriteMaterialFile()
}
// ------------------------------------------------------------------------------------------------
void ObjExporter :: WriteGeometryFile()
{
void ObjExporter::WriteGeometryFile() {
WriteHeader(mOutput);
mOutput << "mtllib " << GetMaterialLibName() << endl << endl;
@@ -222,11 +221,21 @@ void ObjExporter :: WriteGeometryFile()
aiMatrix4x4 mBase;
AddNode(pScene->mRootNode, mBase);
// write vertex positions
vpMap.getVectors(vp);
mOutput << "# " << vp.size() << " vertex positions" << endl;
for(const aiVector3D& v : vp) {
mOutput << "v " << v.x << " " << v.y << " " << v.z << endl;
// write vertex positions with colors, if any
vpMap.getVectors( vp );
vcMap.getColors( vc );
if ( vc.empty() ) {
mOutput << "# " << vp.size() << " vertex positions" << endl;
for ( const aiVector3D& v : vp ) {
mOutput << "v " << v.x << " " << v.y << " " << v.z << endl;
}
} else {
mOutput << "# " << vp.size() << " vertex positions and colors" << endl;
size_t colIdx = 0;
for ( const aiVector3D& v : vp ) {
mOutput << "v " << v.x << " " << v.y << " " << v.z << " " << vc[ colIdx ].r << " " << vc[ colIdx ].g << " " << vc[ colIdx ].b << endl;
colIdx++;
}
}
mOutput << endl;
@@ -279,8 +288,7 @@ void ObjExporter :: WriteGeometryFile()
}
// ------------------------------------------------------------------------------------------------
int ObjExporter::vecIndexMap::getIndex(const aiVector3D& vec)
{
int ObjExporter::vecIndexMap::getIndex(const aiVector3D& vec) {
vecIndexMap::dataType::iterator vertIt = vecMap.find(vec);
// vertex already exists, so reference it
if(vertIt != vecMap.end()){
@@ -293,8 +301,7 @@ int ObjExporter::vecIndexMap::getIndex(const aiVector3D& vec)
}
// ------------------------------------------------------------------------------------------------
void ObjExporter::vecIndexMap::getVectors( std::vector<aiVector3D>& vecs )
{
void ObjExporter::vecIndexMap::getVectors( std::vector<aiVector3D>& vecs ) {
vecs.resize(vecMap.size());
for(vecIndexMap::dataType::iterator it = vecMap.begin(); it != vecMap.end(); ++it){
vecs[it->second-1] = it->first;
@@ -302,8 +309,29 @@ void ObjExporter::vecIndexMap::getVectors( std::vector<aiVector3D>& vecs )
}
// ------------------------------------------------------------------------------------------------
void ObjExporter::AddMesh(const aiString& name, const aiMesh* m, const aiMatrix4x4& mat)
{
int ObjExporter::colIndexMap::getIndex( const aiColor4D& col ) {
colIndexMap::dataType::iterator vertIt = colMap.find( col );
// vertex already exists, so reference it
if ( vertIt != colMap.end() ) {
return vertIt->second;
}
colMap[ col ] = mNextIndex;
int ret = mNextIndex;
mNextIndex++;
return ret;
}
// ------------------------------------------------------------------------------------------------
void ObjExporter::colIndexMap::getColors( std::vector<aiColor4D> &colors ) {
colors.resize( colMap.size() );
for ( colIndexMap::dataType::iterator it = colMap.begin(); it != colMap.end(); ++it ) {
colors[ it->second - 1 ] = it->first;
}
}
// ------------------------------------------------------------------------------------------------
void ObjExporter::AddMesh(const aiString& name, const aiMesh* m, const aiMatrix4x4& mat) {
meshes.push_back(MeshInstance());
MeshInstance& mesh = meshes.back();
@@ -337,15 +365,20 @@ void ObjExporter::AddMesh(const aiString& name, const aiMesh* m, const aiMatrix4
if (m->mNormals) {
aiVector3D norm = aiMatrix3x3(mat) * m->mNormals[idx];
face.indices[a].vn = vnMap.getIndex(norm);
}
else{
} else {
face.indices[a].vn = 0;
}
if (m->mTextureCoords[0]) {
face.indices[a].vt = vtMap.getIndex(m->mTextureCoords[0][idx]);
if ( nullptr != m->mColors[ 0 ] ) {
aiColor4D col4 = m->mColors[ 0 ][ idx ];
face.indices[ a ].vc = vcMap.getIndex( col4 );
} else {
face.indices[ a ].vc = 0;
}
else{
if ( m->mTextureCoords[ 0 ] ) {
face.indices[a].vt = vtMap.getIndex(m->mTextureCoords[0][idx]);
} else {
face.indices[a].vt = 0;
}
}