Merge branch 'master' into new_obj_stream_handling
This commit is contained in:
@@ -611,6 +611,8 @@ ADD_ASSIMP_IMPORTER( X
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||||
)
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||||
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ADD_ASSIMP_IMPORTER(X3D
|
||||
X3DExporter.cpp
|
||||
X3DExporter.hpp
|
||||
X3DImporter.cpp
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X3DImporter.hpp
|
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X3DImporter_Geometry2D.cpp
|
||||
|
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@@ -91,6 +91,7 @@ void ExportSceneGLTF(const char*, IOSystem*, const aiScene*, const ExportPropert
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||||
void ExportSceneGLB(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneAssbin(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneAssxml(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneX3D(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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// ------------------------------------------------------------------------------------------------
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// global array of all export formats which Assimp supports in its current build
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@@ -151,6 +152,10 @@ Exporter::ExportFormatEntry gExporters[] =
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#ifndef ASSIMP_BUILD_NO_ASSXML_EXPORTER
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Exporter::ExportFormatEntry( "assxml", "Assxml Document", "assxml" , &ExportSceneAssxml, 0),
|
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#endif
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#ifndef ASSIMP_BUILD_NO_X3D_EXPORTER
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Exporter::ExportFormatEntry( "x3d", "Extensible 3D", "x3d" , &ExportSceneX3D, 0),
|
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#endif
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};
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|
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#define ASSIMP_NUM_EXPORTERS (sizeof(gExporters)/sizeof(gExporters[0]))
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5658
code/Makefile
Normal file
5658
code/Makefile
Normal file
File diff suppressed because it is too large
Load Diff
@@ -182,10 +182,15 @@ void ObjFileParser::parseFile()
|
||||
|
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case 'm': // Parse a material library or merging group ('mg')
|
||||
{
|
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if (*(m_DataIt + 1) == 'g')
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std::string name;
|
||||
|
||||
getName(m_DataIt, m_DataItEnd, name);
|
||||
if (name == "mg")
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getGroupNumberAndResolution();
|
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else
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else if(name == "mtllib")
|
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getMaterialLib();
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else
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goto pf_skip_line;
|
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}
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break;
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@@ -209,6 +214,8 @@ void ObjFileParser::parseFile()
|
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|
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default:
|
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{
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pf_skip_line:
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|
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m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
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}
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break;
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@@ -625,6 +632,10 @@ void ObjFileParser::getMaterialLib()
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// Check for existence
|
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const std::string strMatName(pStart, &(*m_DataIt));
|
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std::string absName;
|
||||
|
||||
// Check if directive is valid.
|
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if(!strMatName.length()) throw DeadlyImportError("File name of the material is absent.");
|
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|
||||
if ( m_pIO->StackSize() > 0 ) {
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std::string path = m_pIO->CurrentDirectory();
|
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if ( '/' != *path.rbegin() ) {
|
||||
|
||||
@@ -1237,8 +1237,8 @@ void SceneCombiner::Copy (aiMetadata** _dest, const aiMetadata* src)
|
||||
case AI_BOOL:
|
||||
out.mData = new bool(*static_cast<bool*>(in.mData));
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||||
break;
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||||
case AI_INT:
|
||||
out.mData = new int(*static_cast<int*>(in.mData));
|
||||
case AI_INT32:
|
||||
out.mData = new int32_t(*static_cast<int32_t*>(in.mData));
|
||||
break;
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case AI_UINT64:
|
||||
out.mData = new uint64_t(*static_cast<uint64_t*>(in.mData));
|
||||
|
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730
code/X3DExporter.cpp
Normal file
730
code/X3DExporter.cpp
Normal file
@@ -0,0 +1,730 @@
|
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/// \file X3DExporter.cpp
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/// \brief X3D-format files exporter for Assimp. Implementation.
|
||||
/// \date 2016
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/// \author smal.root@gmail.com
|
||||
|
||||
#ifndef ASSIMP_BUILD_NO_EXPORT
|
||||
#ifndef ASSIMP_BUILD_NO_X3D_EXPORTER
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||||
|
||||
#include "X3DExporter.hpp"
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|
||||
// Header files, Assimp.
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#include "Exceptional.h"
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#include <assimp/Exporter.hpp>
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||||
#include <assimp/IOSystem.hpp>
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|
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using namespace std;
|
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|
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namespace Assimp
|
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{
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||||
|
||||
void ExportSceneX3D(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
|
||||
{
|
||||
X3DExporter exporter(pFile, pIOSystem, pScene, pProperties);
|
||||
}
|
||||
|
||||
}// namespace Assimp
|
||||
|
||||
namespace Assimp
|
||||
{
|
||||
|
||||
void X3DExporter::IndentationStringSet(const size_t pNewLevel)
|
||||
{
|
||||
if(pNewLevel > mIndentationString.size())
|
||||
{
|
||||
if(pNewLevel > mIndentationString.capacity()) mIndentationString.reserve(pNewLevel + 1);
|
||||
|
||||
for(size_t i = 0, i_e = pNewLevel - mIndentationString.size(); i < i_e; i++) mIndentationString.push_back('\t');
|
||||
}
|
||||
else if(pNewLevel < mIndentationString.size())
|
||||
{
|
||||
mIndentationString.resize(pNewLevel);
|
||||
}
|
||||
}
|
||||
|
||||
void X3DExporter::XML_Write(const string& pData)
|
||||
{
|
||||
if(pData.size() == 0) return;
|
||||
if(mOutFile->Write((void*)pData.data(), pData.length(), 1) != 1) throw DeadlyExportError("Failed to write scene data!");
|
||||
}
|
||||
|
||||
aiMatrix4x4 X3DExporter::Matrix_GlobalToCurrent(const aiNode& pNode) const
|
||||
{
|
||||
aiNode* cur_node;
|
||||
std::list<aiMatrix4x4> matr;
|
||||
aiMatrix4x4 out_matr;
|
||||
|
||||
// starting walk from current element to root
|
||||
matr.push_back(pNode.mTransformation);
|
||||
cur_node = pNode.mParent;
|
||||
if(cur_node != nullptr)
|
||||
{
|
||||
do
|
||||
{
|
||||
matr.push_back(cur_node->mTransformation);
|
||||
cur_node = cur_node->mParent;
|
||||
} while(cur_node != nullptr);
|
||||
}
|
||||
|
||||
// multiplicate all matrices in reverse order
|
||||
for(std::list<aiMatrix4x4>::reverse_iterator rit = matr.rbegin(); rit != matr.rend(); rit++) out_matr = out_matr * (*rit);
|
||||
|
||||
return out_matr;
|
||||
}
|
||||
|
||||
void X3DExporter::AttrHelper_FloatToString(const float pValue, std::string& pTargetString)
|
||||
{
|
||||
pTargetString = to_string(pValue);
|
||||
AttrHelper_CommaToPoint(pTargetString);
|
||||
}
|
||||
|
||||
void X3DExporter::AttrHelper_Vec3DArrToString(const aiVector3D* pArray, const size_t pArray_Size, string& pTargetString)
|
||||
{
|
||||
pTargetString.clear();
|
||||
pTargetString.reserve(pArray_Size * 6);// (Number + space) * 3.
|
||||
for(size_t idx = 0; idx < pArray_Size; idx++)
|
||||
pTargetString.append(to_string(pArray[idx].x) + " " + to_string(pArray[idx].y) + " " + to_string(pArray[idx].z) + " ");
|
||||
|
||||
// remove last space symbol.
|
||||
pTargetString.resize(pTargetString.length() - 1);
|
||||
AttrHelper_CommaToPoint(pTargetString);
|
||||
}
|
||||
|
||||
void X3DExporter::AttrHelper_Vec2DArrToString(const aiVector2D* pArray, const size_t pArray_Size, std::string& pTargetString)
|
||||
{
|
||||
pTargetString.clear();
|
||||
pTargetString.reserve(pArray_Size * 4);// (Number + space) * 2.
|
||||
for(size_t idx = 0; idx < pArray_Size; idx++)
|
||||
pTargetString.append(to_string(pArray[idx].x) + " " + to_string(pArray[idx].y) + " ");
|
||||
|
||||
// remove last space symbol.
|
||||
pTargetString.resize(pTargetString.length() - 1);
|
||||
AttrHelper_CommaToPoint(pTargetString);
|
||||
}
|
||||
|
||||
void X3DExporter::AttrHelper_Vec3DAsVec2fArrToString(const aiVector3D* pArray, const size_t pArray_Size, string& pTargetString)
|
||||
{
|
||||
pTargetString.clear();
|
||||
pTargetString.reserve(pArray_Size * 4);// (Number + space) * 2.
|
||||
for(size_t idx = 0; idx < pArray_Size; idx++)
|
||||
pTargetString.append(to_string(pArray[idx].x) + " " + to_string(pArray[idx].y) + " ");
|
||||
|
||||
// remove last space symbol.
|
||||
pTargetString.resize(pTargetString.length() - 1);
|
||||
AttrHelper_CommaToPoint(pTargetString);
|
||||
}
|
||||
|
||||
void X3DExporter::AttrHelper_Col4DArrToString(const aiColor4D* pArray, const size_t pArray_Size, string& pTargetString)
|
||||
{
|
||||
pTargetString.clear();
|
||||
pTargetString.reserve(pArray_Size * 8);// (Number + space) * 4.
|
||||
for(size_t idx = 0; idx < pArray_Size; idx++)
|
||||
pTargetString.append(to_string(pArray[idx].r) + " " + to_string(pArray[idx].g) + " " + to_string(pArray[idx].b) + " " +
|
||||
to_string(pArray[idx].a) + " ");
|
||||
|
||||
// remove last space symbol.
|
||||
pTargetString.resize(pTargetString.length() - 1);
|
||||
AttrHelper_CommaToPoint(pTargetString);
|
||||
}
|
||||
|
||||
void X3DExporter::AttrHelper_Col3DArrToString(const aiColor3D* pArray, const size_t pArray_Size, std::string& pTargetString)
|
||||
{
|
||||
pTargetString.clear();
|
||||
pTargetString.reserve(pArray_Size * 6);// (Number + space) * 3.
|
||||
for(size_t idx = 0; idx < pArray_Size; idx++)
|
||||
pTargetString.append(to_string(pArray[idx].r) + " " + to_string(pArray[idx].g) + " " + to_string(pArray[idx].b) + " ");
|
||||
|
||||
// remove last space symbol.
|
||||
pTargetString.resize(pTargetString.length() - 1);
|
||||
AttrHelper_CommaToPoint(pTargetString);
|
||||
}
|
||||
|
||||
void X3DExporter::AttrHelper_Color3ToAttrList(std::list<SAttribute> pList, const std::string& pName, const aiColor3D& pValue, const aiColor3D& pDefaultValue)
|
||||
{
|
||||
string tstr;
|
||||
|
||||
if(pValue == pDefaultValue) return;
|
||||
|
||||
AttrHelper_Col3DArrToString(&pValue, 1, tstr);
|
||||
pList.push_back({pName, tstr});
|
||||
}
|
||||
|
||||
void X3DExporter::AttrHelper_FloatToAttrList(std::list<SAttribute> pList, const string& pName, const float pValue, const float pDefaultValue)
|
||||
{
|
||||
string tstr;
|
||||
|
||||
if(pValue == pDefaultValue) return;
|
||||
|
||||
AttrHelper_FloatToString(pValue, tstr);
|
||||
pList.push_back({pName, tstr});
|
||||
};
|
||||
|
||||
void X3DExporter::NodeHelper_OpenNode(const string& pNodeName, const size_t pTabLevel, const bool pEmptyElement, const list<SAttribute>& pAttrList)
|
||||
{
|
||||
// Write indentation.
|
||||
IndentationStringSet(pTabLevel);
|
||||
XML_Write(mIndentationString);
|
||||
// Begin of the element
|
||||
XML_Write("<" + pNodeName);
|
||||
// Write attributes
|
||||
for(const SAttribute& attr: pAttrList) { XML_Write(" " + attr.Name + "='" + attr.Value + "'"); }
|
||||
|
||||
// End of the element
|
||||
if(pEmptyElement)
|
||||
{
|
||||
XML_Write("/>\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
XML_Write(">\n");
|
||||
}
|
||||
}
|
||||
|
||||
void X3DExporter::NodeHelper_OpenNode(const string& pNodeName, const size_t pTabLevel, const bool pEmptyElement)
|
||||
{
|
||||
const list<SAttribute> attr_list;
|
||||
|
||||
NodeHelper_OpenNode(pNodeName, pTabLevel, pEmptyElement, attr_list);
|
||||
}
|
||||
|
||||
void X3DExporter::NodeHelper_CloseNode(const string& pNodeName, const size_t pTabLevel)
|
||||
{
|
||||
// Write indentation.
|
||||
IndentationStringSet(pTabLevel);
|
||||
XML_Write(mIndentationString);
|
||||
// Write element
|
||||
XML_Write("</" + pNodeName + ">\n");
|
||||
}
|
||||
|
||||
void X3DExporter::Export_Node(const aiNode *pNode, const size_t pTabLevel)
|
||||
{
|
||||
bool transform = false;
|
||||
list<SAttribute> attr_list;
|
||||
|
||||
// In Assimp lights is stored in next way: light source store in mScene->mLights and in node tree must present aiNode with name same as
|
||||
// light source has. Considering it we must compare every aiNode name with light sources names. Why not to look where ligths is present
|
||||
// and save them to fili? Because corresponding aiNode can be already written to file and we can only add information to file not to edit.
|
||||
if(CheckAndExport_Light(*pNode, pTabLevel)) return;
|
||||
|
||||
// Check if need DEF.
|
||||
if(pNode->mName.length) attr_list.push_back({"DEF", pNode->mName.C_Str()});
|
||||
|
||||
// Check if need <Transformation> node against <Group>.
|
||||
if(!pNode->mTransformation.IsIdentity())
|
||||
{
|
||||
auto Vector2String = [this](const aiVector3D pVector) -> string
|
||||
{
|
||||
string tstr = to_string(pVector.x) + " " + to_string(pVector.y) + " " + to_string(pVector.z);
|
||||
|
||||
AttrHelper_CommaToPoint(tstr);
|
||||
|
||||
return tstr;
|
||||
};
|
||||
|
||||
auto Rotation2String = [this](const aiVector3D pAxis, const ai_real pAngle) -> string
|
||||
{
|
||||
string tstr = to_string(pAxis.x) + " " + to_string(pAxis.y) + " " + to_string(pAxis.z) + " " + to_string(pAngle);
|
||||
|
||||
AttrHelper_CommaToPoint(tstr);
|
||||
|
||||
return tstr;
|
||||
};
|
||||
|
||||
aiVector3D scale, translate, rotate_axis;
|
||||
ai_real rotate_angle;
|
||||
|
||||
transform = true;
|
||||
pNode->mTransformation.Decompose(scale, rotate_axis, rotate_angle, translate);
|
||||
// Check if values different from default
|
||||
if((rotate_angle != 0) && (rotate_axis.Length() > 0))
|
||||
attr_list.push_back({"rotation", Rotation2String(rotate_axis, rotate_angle)});
|
||||
|
||||
if(!scale.Equal({1, 1, 1})) attr_list.push_back({"scale", Vector2String(scale)});
|
||||
if(translate.Length() > 0) attr_list.push_back({"translation", Vector2String(translate)});
|
||||
}
|
||||
|
||||
// Begin node if need.
|
||||
if(transform)
|
||||
NodeHelper_OpenNode("Transform", pTabLevel, false, attr_list);
|
||||
else
|
||||
NodeHelper_OpenNode("Group", pTabLevel);
|
||||
|
||||
// Export metadata
|
||||
if(pNode->mMetaData != nullptr)
|
||||
{
|
||||
for(size_t idx_prop = 0; idx_prop < pNode->mMetaData->mNumProperties; idx_prop++)
|
||||
{
|
||||
const aiString* key;
|
||||
const aiMetadataEntry* entry;
|
||||
|
||||
if(pNode->mMetaData->Get(idx_prop, key, entry))
|
||||
{
|
||||
switch(entry->mType)
|
||||
{
|
||||
case AI_BOOL:
|
||||
Export_MetadataBoolean(*key, *static_cast<bool*>(entry->mData), pTabLevel + 1);
|
||||
break;
|
||||
case AI_DOUBLE:
|
||||
Export_MetadataDouble(*key, *static_cast<double*>(entry->mData), pTabLevel + 1);
|
||||
break;
|
||||
case AI_FLOAT:
|
||||
Export_MetadataFloat(*key, *static_cast<float*>(entry->mData), pTabLevel + 1);
|
||||
break;
|
||||
case AI_INT32:
|
||||
Export_MetadataInteger(*key, *static_cast<int32_t*>(entry->mData), pTabLevel + 1);
|
||||
break;
|
||||
case AI_AISTRING:
|
||||
Export_MetadataString(*key, *static_cast<aiString*>(entry->mData), pTabLevel + 1);
|
||||
break;
|
||||
default:
|
||||
LogError("Unsupported metadata type: " + to_string(entry->mType));
|
||||
break;
|
||||
}// switch(entry->mType)
|
||||
}
|
||||
}
|
||||
}// if(pNode->mMetaData != nullptr)
|
||||
|
||||
// Export meshes.
|
||||
for(size_t idx_mesh = 0; idx_mesh < pNode->mNumMeshes; idx_mesh++) Export_Mesh(pNode->mMeshes[idx_mesh], pTabLevel + 1);
|
||||
// Export children.
|
||||
for(size_t idx_node = 0; idx_node < pNode->mNumChildren; idx_node++) Export_Node(pNode->mChildren[idx_node], pTabLevel + 1);
|
||||
|
||||
// End node if need.
|
||||
if(transform)
|
||||
NodeHelper_CloseNode("Transform", pTabLevel);
|
||||
else
|
||||
NodeHelper_CloseNode("Group", pTabLevel);
|
||||
}
|
||||
|
||||
void X3DExporter::Export_Mesh(const size_t pIdxMesh, const size_t pTabLevel)
|
||||
{
|
||||
const char* NodeName_IFS = "IndexedFaceSet";
|
||||
const char* NodeName_Shape = "Shape";
|
||||
|
||||
list<SAttribute> attr_list;
|
||||
aiMesh& mesh = *mScene->mMeshes[pIdxMesh];// create alias for conveniance.
|
||||
|
||||
// Check if mesh already defined early.
|
||||
if(mDEF_Map_Mesh.find(pIdxMesh) != mDEF_Map_Mesh.end())
|
||||
{
|
||||
// Mesh already defined, just refer to it
|
||||
attr_list.push_back({"USE", mDEF_Map_Mesh.at(pIdxMesh)});
|
||||
NodeHelper_OpenNode(NodeName_Shape, pTabLevel, true, attr_list);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
string mesh_name(mesh.mName.C_Str() + string("_IDX_") + to_string(pIdxMesh));// Create mesh name
|
||||
|
||||
// Define mesh name.
|
||||
attr_list.push_back({"DEF", mesh_name});
|
||||
mDEF_Map_Mesh[pIdxMesh] = mesh_name;
|
||||
|
||||
//
|
||||
// "Shape" node.
|
||||
//
|
||||
NodeHelper_OpenNode(NodeName_Shape, pTabLevel, false, attr_list);
|
||||
attr_list.clear();
|
||||
|
||||
//
|
||||
// "Appearance" node.
|
||||
//
|
||||
Export_Material(mesh.mMaterialIndex, pTabLevel + 1);
|
||||
|
||||
//
|
||||
// "IndexedFaceSet" node.
|
||||
//
|
||||
// Fill attributes which differ from default. In Assimp for colors, vertices and normals used one indices set. So, only "coordIndex" must be set.
|
||||
string coordIndex;
|
||||
|
||||
// fill coordinates index.
|
||||
coordIndex.reserve(mesh.mNumVertices * 4);// Index + space + Face delimiter
|
||||
for(size_t idx_face = 0; idx_face < mesh.mNumFaces; idx_face++)
|
||||
{
|
||||
const aiFace& face_cur = mesh.mFaces[idx_face];
|
||||
|
||||
for(size_t idx_vert = 0; idx_vert < face_cur.mNumIndices; idx_vert++)
|
||||
{
|
||||
coordIndex.append(to_string(face_cur.mIndices[idx_vert]) + " ");
|
||||
}
|
||||
|
||||
coordIndex.append("-1 ");// face delimiter.
|
||||
}
|
||||
|
||||
// remove last space symbol.
|
||||
coordIndex.resize(coordIndex.length() - 1);
|
||||
attr_list.push_back({"coordIndex", coordIndex});
|
||||
// create node
|
||||
NodeHelper_OpenNode(NodeName_IFS, pTabLevel + 1, false, attr_list);
|
||||
attr_list.clear();
|
||||
// Child nodes for "IndexedFaceSet" needed when used colors, textures or normals.
|
||||
string attr_value;
|
||||
|
||||
// Export <Coordinate>
|
||||
AttrHelper_Vec3DArrToString(mesh.mVertices, mesh.mNumVertices, attr_value);
|
||||
attr_list.push_back({"point", attr_value});
|
||||
NodeHelper_OpenNode("Coordinate", pTabLevel + 2, true, attr_list);
|
||||
attr_list.clear();
|
||||
|
||||
// Export <ColorRGBA>
|
||||
if(mesh.HasVertexColors(0))
|
||||
{
|
||||
AttrHelper_Col4DArrToString(mesh.mColors[0], mesh.mNumVertices, attr_value);
|
||||
attr_list.push_back({"color", attr_value});
|
||||
NodeHelper_OpenNode("ColorRGBA", pTabLevel + 2, true, attr_list);
|
||||
attr_list.clear();
|
||||
}
|
||||
|
||||
// Export <TextureCoordinate>
|
||||
if(mesh.HasTextureCoords(0))
|
||||
{
|
||||
AttrHelper_Vec3DAsVec2fArrToString(mesh.mTextureCoords[0], mesh.mNumVertices, attr_value);
|
||||
attr_list.push_back({"point", attr_value});
|
||||
NodeHelper_OpenNode("TextureCoordinate", pTabLevel + 2, true, attr_list);
|
||||
attr_list.clear();
|
||||
}
|
||||
|
||||
// Export <Normal>
|
||||
if(mesh.HasNormals())
|
||||
{
|
||||
AttrHelper_Vec3DArrToString(mesh.mNormals, mesh.mNumVertices, attr_value);
|
||||
attr_list.push_back({"vector", attr_value});
|
||||
NodeHelper_OpenNode("Normal", pTabLevel + 2, true, attr_list);
|
||||
attr_list.clear();
|
||||
}
|
||||
|
||||
//
|
||||
// Close opened nodes.
|
||||
//
|
||||
NodeHelper_CloseNode(NodeName_IFS, pTabLevel + 1);
|
||||
NodeHelper_CloseNode(NodeName_Shape, pTabLevel);
|
||||
}
|
||||
|
||||
void X3DExporter::Export_Material(const size_t pIdxMaterial, const size_t pTabLevel)
|
||||
{
|
||||
const char* NodeName_A = "Appearance";
|
||||
|
||||
list<SAttribute> attr_list;
|
||||
aiMaterial& material = *mScene->mMaterials[pIdxMaterial];// create alias for conveniance.
|
||||
|
||||
// Check if material already defined early.
|
||||
if(mDEF_Map_Material.find(pIdxMaterial) != mDEF_Map_Material.end())
|
||||
{
|
||||
// Material already defined, just refer to it
|
||||
attr_list.push_back({"USE", mDEF_Map_Material.at(pIdxMaterial)});
|
||||
NodeHelper_OpenNode(NodeName_A, pTabLevel, true, attr_list);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
string material_name(string("_IDX_") + to_string(pIdxMaterial));// Create material name
|
||||
aiString ai_mat_name;
|
||||
|
||||
if(material.Get(AI_MATKEY_NAME, ai_mat_name) == AI_SUCCESS) material_name.insert(0, ai_mat_name.C_Str());
|
||||
|
||||
// Define material name.
|
||||
attr_list.push_back({"DEF", material_name});
|
||||
mDEF_Map_Material[pIdxMaterial] = material_name;
|
||||
|
||||
//
|
||||
// "Appearance" node.
|
||||
//
|
||||
NodeHelper_OpenNode(NodeName_A, pTabLevel, false, attr_list);
|
||||
attr_list.clear();
|
||||
|
||||
//
|
||||
// "Material" node.
|
||||
//
|
||||
{
|
||||
auto Color4ToAttrList = [&](const string& pAttrName, const aiColor4D& pAttrValue, const aiColor3D& pAttrDefaultValue)
|
||||
{
|
||||
string tstr;
|
||||
|
||||
if(aiColor3D(pAttrValue.r, pAttrValue.g, pAttrValue.b) != pAttrDefaultValue)
|
||||
{
|
||||
AttrHelper_Col4DArrToString(&pAttrValue, 1, tstr);
|
||||
attr_list.push_back({pAttrName, tstr});
|
||||
}
|
||||
};
|
||||
|
||||
float tvalf;
|
||||
aiColor3D color3;
|
||||
aiColor4D color4;
|
||||
|
||||
// ambientIntensity="0.2" SFFloat [inputOutput]
|
||||
if(material.Get(AI_MATKEY_COLOR_AMBIENT, color3) == AI_SUCCESS)
|
||||
AttrHelper_FloatToAttrList(attr_list, "ambientIntensity", (color3.r + color3.g + color3.b) / 3.0f, 0.2f);
|
||||
else if(material.Get(AI_MATKEY_COLOR_AMBIENT, color4) == AI_SUCCESS)
|
||||
AttrHelper_FloatToAttrList(attr_list, "ambientIntensity", (color4.r + color4.g + color4.b) / 3.0f, 0.2f);
|
||||
|
||||
// diffuseColor="0.8 0.8 0.8" SFColor [inputOutput]
|
||||
if(material.Get(AI_MATKEY_COLOR_DIFFUSE, color3) == AI_SUCCESS)
|
||||
AttrHelper_Color3ToAttrList(attr_list, "diffuseColor", color3, aiColor3D(0.8f, 0.8f, 0.8f));
|
||||
else if(material.Get(AI_MATKEY_COLOR_DIFFUSE, color4) == AI_SUCCESS)
|
||||
Color4ToAttrList("diffuseColor", color4, aiColor3D(0.8f, 0.8f, 0.8f));
|
||||
|
||||
// emissiveColor="0 0 0" SFColor [inputOutput]
|
||||
if(material.Get(AI_MATKEY_COLOR_EMISSIVE, color3) == AI_SUCCESS)
|
||||
AttrHelper_Color3ToAttrList(attr_list, "emissiveColor", color3, aiColor3D(0, 0, 0));
|
||||
else if(material.Get(AI_MATKEY_COLOR_EMISSIVE, color4) == AI_SUCCESS)
|
||||
Color4ToAttrList("emissiveColor", color4, aiColor3D(0, 0, 0));
|
||||
|
||||
// shininess="0.2" SFFloat [inputOutput]
|
||||
if(material.Get(AI_MATKEY_SHININESS, tvalf) == AI_SUCCESS) AttrHelper_FloatToAttrList(attr_list, "shininess", tvalf, 0.2f);
|
||||
|
||||
// specularColor="0 0 0" SFColor [inputOutput]
|
||||
if(material.Get(AI_MATKEY_COLOR_SPECULAR, color3) == AI_SUCCESS)
|
||||
AttrHelper_Color3ToAttrList(attr_list, "specularColor", color3, aiColor3D(0, 0, 0));
|
||||
else if(material.Get(AI_MATKEY_COLOR_SPECULAR, color4) == AI_SUCCESS)
|
||||
Color4ToAttrList("specularColor", color4, aiColor3D(0, 0, 0));
|
||||
|
||||
// transparency="0" SFFloat [inputOutput]
|
||||
if(material.Get(AI_MATKEY_OPACITY, tvalf) == AI_SUCCESS)
|
||||
{
|
||||
if(tvalf > 1) tvalf = 1;
|
||||
|
||||
tvalf = 1.0f - tvalf;
|
||||
AttrHelper_FloatToAttrList(attr_list, "transparency", tvalf, 0);
|
||||
}
|
||||
|
||||
NodeHelper_OpenNode("Material", pTabLevel + 1, true, attr_list);
|
||||
attr_list.clear();
|
||||
}// "Material" node. END.
|
||||
|
||||
//
|
||||
// "ImageTexture" node.
|
||||
//
|
||||
{
|
||||
auto RepeatToAttrList = [&](const string& pAttrName, const bool pAttrValue)
|
||||
{
|
||||
if(!pAttrValue) attr_list.push_back({pAttrName, "false"});
|
||||
};
|
||||
|
||||
bool tvalb;
|
||||
aiString tstring;
|
||||
|
||||
// url="" MFString
|
||||
if(material.Get(AI_MATKEY_TEXTURE_DIFFUSE(0), tstring) == AI_SUCCESS)
|
||||
{
|
||||
if(strncmp(tstring.C_Str(), AI_EMBEDDED_TEXNAME_PREFIX, strlen(AI_EMBEDDED_TEXNAME_PREFIX)) == 0)
|
||||
LogError("Embedded texture is not supported");
|
||||
else
|
||||
attr_list.push_back({"url", string("\"") + tstring.C_Str() + "\""});
|
||||
}
|
||||
|
||||
// repeatS="true" SFBool
|
||||
if(material.Get(AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0), tvalb) == AI_SUCCESS) RepeatToAttrList("repeatS", tvalb);
|
||||
|
||||
// repeatT="true" SFBool
|
||||
if(material.Get(AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0), tvalb) == AI_SUCCESS) RepeatToAttrList("repeatT", tvalb);
|
||||
|
||||
NodeHelper_OpenNode("ImageTexture", pTabLevel + 1, true, attr_list);
|
||||
attr_list.clear();
|
||||
}// "ImageTexture" node. END.
|
||||
|
||||
//
|
||||
// "TextureTransform" node.
|
||||
//
|
||||
{
|
||||
auto Vec2ToAttrList = [&](const string& pAttrName, const aiVector2D& pAttrValue, const aiVector2D& pAttrDefaultValue)
|
||||
{
|
||||
string tstr;
|
||||
|
||||
if(pAttrValue != pAttrDefaultValue)
|
||||
{
|
||||
AttrHelper_Vec2DArrToString(&pAttrValue, 1, tstr);
|
||||
attr_list.push_back({pAttrName, tstr});
|
||||
}
|
||||
};
|
||||
|
||||
aiUVTransform transform;
|
||||
|
||||
if(material.Get(AI_MATKEY_UVTRANSFORM_DIFFUSE(0), transform) == AI_SUCCESS)
|
||||
{
|
||||
Vec2ToAttrList("translation", transform.mTranslation, aiVector2D(0, 0));
|
||||
AttrHelper_FloatToAttrList(attr_list, "rotation", transform.mRotation, 0);
|
||||
Vec2ToAttrList("scale", transform.mScaling, aiVector2D(1, 1));
|
||||
|
||||
NodeHelper_OpenNode("TextureTransform", pTabLevel + 1, true, attr_list);
|
||||
attr_list.clear();
|
||||
}
|
||||
}// "TextureTransform" node. END.
|
||||
|
||||
//
|
||||
// Close opened nodes.
|
||||
//
|
||||
NodeHelper_CloseNode(NodeName_A, pTabLevel);
|
||||
|
||||
}
|
||||
|
||||
void X3DExporter::Export_MetadataBoolean(const aiString& pKey, const bool pValue, const size_t pTabLevel)
|
||||
{
|
||||
list<SAttribute> attr_list;
|
||||
|
||||
attr_list.push_back({"name", pKey.C_Str()});
|
||||
attr_list.push_back({"value", pValue ? "true" : "false"});
|
||||
NodeHelper_OpenNode("MetadataBoolean", pTabLevel, true, attr_list);
|
||||
}
|
||||
|
||||
void X3DExporter::Export_MetadataDouble(const aiString& pKey, const double pValue, const size_t pTabLevel)
|
||||
{
|
||||
list<SAttribute> attr_list;
|
||||
|
||||
attr_list.push_back({"name", pKey.C_Str()});
|
||||
attr_list.push_back({"value", to_string(pValue)});
|
||||
NodeHelper_OpenNode("MetadataDouble", pTabLevel, true, attr_list);
|
||||
}
|
||||
|
||||
void X3DExporter::Export_MetadataFloat(const aiString& pKey, const float pValue, const size_t pTabLevel)
|
||||
{
|
||||
list<SAttribute> attr_list;
|
||||
|
||||
attr_list.push_back({"name", pKey.C_Str()});
|
||||
attr_list.push_back({"value", to_string(pValue)});
|
||||
NodeHelper_OpenNode("MetadataFloat", pTabLevel, true, attr_list);
|
||||
}
|
||||
|
||||
void X3DExporter::Export_MetadataInteger(const aiString& pKey, const int32_t pValue, const size_t pTabLevel)
|
||||
{
|
||||
list<SAttribute> attr_list;
|
||||
|
||||
attr_list.push_back({"name", pKey.C_Str()});
|
||||
attr_list.push_back({"value", to_string(pValue)});
|
||||
NodeHelper_OpenNode("MetadataInteger", pTabLevel, true, attr_list);
|
||||
}
|
||||
|
||||
void X3DExporter::Export_MetadataString(const aiString& pKey, const aiString& pValue, const size_t pTabLevel)
|
||||
{
|
||||
list<SAttribute> attr_list;
|
||||
|
||||
attr_list.push_back({"name", pKey.C_Str()});
|
||||
attr_list.push_back({"value", pValue.C_Str()});
|
||||
NodeHelper_OpenNode("MetadataString", pTabLevel, true, attr_list);
|
||||
}
|
||||
|
||||
bool X3DExporter::CheckAndExport_Light(const aiNode& pNode, const size_t pTabLevel)
|
||||
{
|
||||
list<SAttribute> attr_list;
|
||||
|
||||
auto Vec3ToAttrList = [&](const string& pAttrName, const aiVector3D& pAttrValue, const aiVector3D& pAttrDefaultValue)
|
||||
{
|
||||
string tstr;
|
||||
|
||||
if(pAttrValue != pAttrDefaultValue)
|
||||
{
|
||||
AttrHelper_Vec3DArrToString(&pAttrValue, 1, tstr);
|
||||
attr_list.push_back({pAttrName, tstr});
|
||||
}
|
||||
};
|
||||
|
||||
size_t idx_light;
|
||||
bool found = false;
|
||||
|
||||
// Name of the light source can not be empty.
|
||||
if(pNode.mName.length == 0) return false;
|
||||
|
||||
// search for light with name like node has.
|
||||
for(idx_light = 0; mScene->mNumLights; idx_light++)
|
||||
{
|
||||
if(pNode.mName == mScene->mLights[idx_light]->mName)
|
||||
{
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if(!found) return false;
|
||||
|
||||
// Light source is found.
|
||||
const aiLight& light = *mScene->mLights[idx_light];// Alias for conveniance.
|
||||
|
||||
aiMatrix4x4 trafo_mat = Matrix_GlobalToCurrent(pNode).Inverse();
|
||||
|
||||
attr_list.push_back({"DEF", light.mName.C_Str()});
|
||||
attr_list.push_back({"global", "true"});// "false" is not supported.
|
||||
// ambientIntensity="0" SFFloat [inputOutput]
|
||||
AttrHelper_FloatToAttrList(attr_list, "ambientIntensity", aiVector3D(light.mColorAmbient.r, light.mColorAmbient.g, light.mColorAmbient.b).Length(), 0);
|
||||
// color="1 1 1" SFColor [inputOutput]
|
||||
AttrHelper_Color3ToAttrList(attr_list, "color", light.mColorDiffuse, aiColor3D(1, 1, 1));
|
||||
|
||||
switch(light.mType)
|
||||
{
|
||||
case aiLightSource_DIRECTIONAL:
|
||||
{
|
||||
aiVector3D direction = trafo_mat * light.mDirection;
|
||||
|
||||
Vec3ToAttrList("direction", direction, aiVector3D(0, 0, -1));
|
||||
NodeHelper_OpenNode("DirectionalLight", pTabLevel, true, attr_list);
|
||||
}
|
||||
|
||||
break;
|
||||
case aiLightSource_POINT:
|
||||
{
|
||||
aiVector3D attenuation(light.mAttenuationConstant, light.mAttenuationLinear, light.mAttenuationQuadratic);
|
||||
aiVector3D location = trafo_mat * light.mPosition;
|
||||
|
||||
Vec3ToAttrList("attenuation", attenuation, aiVector3D(1, 0, 0));
|
||||
Vec3ToAttrList("location", location, aiVector3D(0, 0, 0));
|
||||
NodeHelper_OpenNode("PointLight", pTabLevel, true, attr_list);
|
||||
}
|
||||
|
||||
break;
|
||||
case aiLightSource_SPOT:
|
||||
{
|
||||
aiVector3D attenuation(light.mAttenuationConstant, light.mAttenuationLinear, light.mAttenuationQuadratic);
|
||||
aiVector3D location = trafo_mat * light.mPosition;
|
||||
aiVector3D direction = trafo_mat * light.mDirection;
|
||||
|
||||
Vec3ToAttrList("attenuation", attenuation, aiVector3D(1, 0, 0));
|
||||
Vec3ToAttrList("location", location, aiVector3D(0, 0, 0));
|
||||
Vec3ToAttrList("direction", direction, aiVector3D(0, 0, -1));
|
||||
AttrHelper_FloatToAttrList(attr_list, "beamWidth", light.mAngleInnerCone, 0.7854f);
|
||||
AttrHelper_FloatToAttrList(attr_list, "cutOffAngle", light.mAngleOuterCone, 1.570796f);
|
||||
NodeHelper_OpenNode("SpotLight", pTabLevel, true, attr_list);
|
||||
}
|
||||
|
||||
break;
|
||||
default:
|
||||
throw DeadlyExportError("Unknown light type: " + to_string(light.mType));
|
||||
}// switch(light.mType)
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
X3DExporter::X3DExporter(const char* pFileName, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
|
||||
: mScene(pScene)
|
||||
{
|
||||
list<SAttribute> attr_list;
|
||||
|
||||
mOutFile = pIOSystem->Open(pFileName, "wt");
|
||||
if(mOutFile == nullptr) throw DeadlyExportError("Could not open output .x3d file: " + string(pFileName));
|
||||
|
||||
// Begin document
|
||||
XML_Write("<?xml version=\"1.0\" encoding=\"UTF-8\"?>\n");
|
||||
XML_Write("<!DOCTYPE X3D PUBLIC \"ISO//Web3D//DTD X3D 3.3//EN\" \"http://www.web3d.org/specifications/x3d-3.3.dtd\">\n");
|
||||
// Root node
|
||||
attr_list.push_back({"profile", "Interchange"});
|
||||
attr_list.push_back({"version", "3.3"});
|
||||
attr_list.push_back({"xmlns:xsd", "http://www.w3.org/2001/XMLSchema-instance"});
|
||||
attr_list.push_back({"xsd:noNamespaceSchemaLocation", "http://www.web3d.org/specifications/x3d-3.3.xsd"});
|
||||
NodeHelper_OpenNode("X3D", 0, false, attr_list);
|
||||
attr_list.clear();
|
||||
// <head>: meta data.
|
||||
NodeHelper_OpenNode("head", 1);
|
||||
XML_Write(mIndentationString + "<!-- All \"meta\" from this section tou will found in <Scene> node as MetadataString nodes. -->\n");
|
||||
NodeHelper_CloseNode("head", 1);
|
||||
// Scene node.
|
||||
NodeHelper_OpenNode("Scene", 1);
|
||||
Export_Node(mScene->mRootNode, 2);
|
||||
NodeHelper_CloseNode("Scene", 1);
|
||||
// Close Root node.
|
||||
NodeHelper_CloseNode("X3D", 0);
|
||||
// Cleanup
|
||||
pIOSystem->Close(mOutFile);
|
||||
mOutFile = nullptr;
|
||||
}
|
||||
|
||||
}// namespace Assimp
|
||||
|
||||
#endif // ASSIMP_BUILD_NO_X3D_EXPORTER
|
||||
#endif // ASSIMP_BUILD_NO_EXPORT
|
||||
235
code/X3DExporter.hpp
Normal file
235
code/X3DExporter.hpp
Normal file
@@ -0,0 +1,235 @@
|
||||
/// \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/DefaultLogger.hpp>
|
||||
#include <assimp/Exporter.hpp>
|
||||
#include <assimp/material.h>
|
||||
#include <assimp/scene.h>
|
||||
|
||||
// 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 tesselation:
|
||||
/// vertices, faces etc. Yes, you can use algorithm for detecting figures or shapes, but thats not 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;
|
||||
};
|
||||
|
||||
/***********************************************/
|
||||
/****************** 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. Thats need because "std::to_string" result depend 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
|
||||
@@ -1418,7 +1418,6 @@ void X3DImporter::ParseFile(const std::string& pFile, IOSystem* pIOHandler)
|
||||
|
||||
void X3DImporter::ParseNode_Root()
|
||||
{
|
||||
LogInfo("ParseNode_Root b");
|
||||
// search for root tag <X3D>
|
||||
if ( !XML_SearchNode( "X3D" ) )
|
||||
{
|
||||
@@ -1427,7 +1426,6 @@ void X3DImporter::ParseNode_Root()
|
||||
|
||||
ParseHelper_Group_Begin();// create root node element.
|
||||
// parse other contents
|
||||
LogInfo("ParseNode_Root. read loop");
|
||||
while(mReader->read())
|
||||
{
|
||||
if ( mReader->getNodeType() != irr::io::EXN_ELEMENT )
|
||||
@@ -1442,11 +1440,9 @@ void X3DImporter::ParseNode_Root()
|
||||
else
|
||||
XML_CheckNode_SkipUnsupported("Root");
|
||||
}
|
||||
LogInfo("ParseNode_Root. end loop");
|
||||
|
||||
// exit from root node element.
|
||||
ParseHelper_Node_Exit();
|
||||
LogInfo("ParseNode_Root e");
|
||||
}
|
||||
|
||||
void X3DImporter::ParseNode_Head()
|
||||
|
||||
@@ -397,12 +397,6 @@ private:
|
||||
/// Short variant for calling \ref DefaultLogger::get()->info()
|
||||
void LogInfo(const std::string& pMessage) { DefaultLogger::get()->info(pMessage); }
|
||||
|
||||
/// Short variant for calling \ref DefaultLogger::get()->warn()
|
||||
void LogWarning(const std::string& pMessage) { DefaultLogger::get()->warn(pMessage); }
|
||||
|
||||
/// Short variant for calling \ref DefaultLogger::get()->error()
|
||||
void LogError(const std::string& pMessage) { DefaultLogger::get()->error(pMessage); }
|
||||
|
||||
/***********************************************/
|
||||
/************** Functions: XML set *************/
|
||||
/***********************************************/
|
||||
|
||||
@@ -780,24 +780,27 @@ void X3DImporter::Postprocess_CollectMetadata(const CX3DImporter_NodeElement& pN
|
||||
}
|
||||
else if((*it)->Type == CX3DImporter_NodeElement::ENET_MetaDouble)
|
||||
{
|
||||
// at this case also converting double to float.
|
||||
if(((CX3DImporter_NodeElement_MetaBoolean*)cur_meta)->Value.size() > 0)
|
||||
if(((CX3DImporter_NodeElement_MetaDouble*)cur_meta)->Value.size() > 0)
|
||||
pSceneNode.mMetaData->Set(meta_idx, cur_meta->Name, (float)*(((CX3DImporter_NodeElement_MetaDouble*)cur_meta)->Value.begin()));
|
||||
}
|
||||
else if((*it)->Type == CX3DImporter_NodeElement::ENET_MetaFloat)
|
||||
{
|
||||
if(((CX3DImporter_NodeElement_MetaBoolean*)cur_meta)->Value.size() > 0)
|
||||
if(((CX3DImporter_NodeElement_MetaFloat*)cur_meta)->Value.size() > 0)
|
||||
pSceneNode.mMetaData->Set(meta_idx, cur_meta->Name, *(((CX3DImporter_NodeElement_MetaFloat*)cur_meta)->Value.begin()));
|
||||
}
|
||||
else if((*it)->Type == CX3DImporter_NodeElement::ENET_MetaInteger)
|
||||
{
|
||||
if(((CX3DImporter_NodeElement_MetaBoolean*)cur_meta)->Value.size() > 0)
|
||||
if(((CX3DImporter_NodeElement_MetaInteger*)cur_meta)->Value.size() > 0)
|
||||
pSceneNode.mMetaData->Set(meta_idx, cur_meta->Name, *(((CX3DImporter_NodeElement_MetaInteger*)cur_meta)->Value.begin()));
|
||||
}
|
||||
else if((*it)->Type == CX3DImporter_NodeElement::ENET_MetaString)
|
||||
{
|
||||
if(((CX3DImporter_NodeElement_MetaBoolean*)cur_meta)->Value.size() > 0)
|
||||
pSceneNode.mMetaData->Set(meta_idx, cur_meta->Name, ((CX3DImporter_NodeElement_MetaString*)cur_meta)->Value.begin()->data());
|
||||
if(((CX3DImporter_NodeElement_MetaString*)cur_meta)->Value.size() > 0)
|
||||
{
|
||||
aiString tstr(((CX3DImporter_NodeElement_MetaString*)cur_meta)->Value.begin()->data());
|
||||
|
||||
pSceneNode.mMetaData->Set(meta_idx, cur_meta->Name, tstr);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -941,7 +941,6 @@ void X3DImporter::ParseNode_Rendering_Normal()
|
||||
std::string use, def;
|
||||
std::list<aiVector3D> vector;
|
||||
CX3DImporter_NodeElement* ne;
|
||||
LogInfo("TRACE: scene rendering Normal b");
|
||||
|
||||
MACRO_ATTRREAD_LOOPBEG;
|
||||
MACRO_ATTRREAD_CHECKUSEDEF_RET(def, use);
|
||||
@@ -968,7 +967,6 @@ LogInfo("TRACE: scene rendering Normal b");
|
||||
|
||||
NodeElement_List.push_back(ne);// add element to node element list because its a new object in graph
|
||||
}// if(!use.empty()) else
|
||||
LogInfo("TRACE: scene rendering Normal e");
|
||||
}
|
||||
|
||||
}// namespace Assimp
|
||||
|
||||
@@ -128,6 +128,7 @@ namespace glTF
|
||||
struct BufferView; // here due to cross-reference
|
||||
struct Texture;
|
||||
struct Light;
|
||||
struct Skin;
|
||||
|
||||
|
||||
// Vec/matrix types, as raw float arrays
|
||||
@@ -455,25 +456,6 @@ namespace glTF
|
||||
void Read(Value& obj, Asset& r);
|
||||
};
|
||||
|
||||
|
||||
struct Animation : public Object
|
||||
{
|
||||
struct Channel
|
||||
{
|
||||
|
||||
};
|
||||
|
||||
struct Target
|
||||
{
|
||||
|
||||
};
|
||||
|
||||
struct Sampler
|
||||
{
|
||||
|
||||
};
|
||||
};
|
||||
|
||||
//! A buffer points to binary geometry, animation, or skins.
|
||||
struct Buffer : public Object
|
||||
{
|
||||
@@ -825,6 +807,10 @@ namespace glTF
|
||||
Ref<Camera> camera;
|
||||
Ref<Light> light;
|
||||
|
||||
std::vector< Ref<Node> > skeletons; //!< The ID of skeleton nodes. Each of which is the root of a node hierarchy.
|
||||
Ref<Skin> skin; //!< The ID of the skin referenced by this node.
|
||||
std::string jointName; //!< Name used when this node is a joint in a skin.
|
||||
|
||||
Node() {}
|
||||
void Read(Value& obj, Asset& r);
|
||||
};
|
||||
@@ -864,6 +850,11 @@ namespace glTF
|
||||
|
||||
struct Skin : public Object
|
||||
{
|
||||
Nullable<mat4> bindShapeMatrix; //!< Floating-point 4x4 transformation matrix stored in column-major order.
|
||||
Ref<Accessor> inverseBindMatrices; //!< The ID of the accessor containing the floating-point 4x4 inverse-bind matrices.
|
||||
std::vector<std::string/*Ref<Node>*/> jointNames; //!< Joint names of the joints (nodes with a jointName property) in this skin.
|
||||
std::string name; //!< The user-defined name of this object.
|
||||
|
||||
Skin() {}
|
||||
void Read(Value& obj, Asset& r);
|
||||
};
|
||||
@@ -934,6 +925,44 @@ namespace glTF
|
||||
void SetDefaults();
|
||||
};
|
||||
|
||||
struct Animation : public Object
|
||||
{
|
||||
struct AnimSampler {
|
||||
std::string id; //!< The ID of this sampler.
|
||||
std::string input; //!< The ID of a parameter in this animation to use as key-frame input.
|
||||
std::string interpolation; //!< Type of interpolation algorithm to use between key-frames.
|
||||
std::string output; //!< The ID of a parameter in this animation to use as key-frame output.
|
||||
};
|
||||
|
||||
struct AnimChannel {
|
||||
std::string sampler; //!< The ID of one sampler present in the containing animation's samplers property.
|
||||
|
||||
struct AnimTarget {
|
||||
Ref<Node> id; //!< The ID of the node to animate.
|
||||
std::string path; //!< The name of property of the node to animate ("translation", "rotation", or "scale").
|
||||
} target;
|
||||
};
|
||||
|
||||
struct AnimParameters {
|
||||
Ref<Accessor> TIME; //!< Accessor reference to a buffer storing a array of floating point scalar values.
|
||||
Ref<Accessor> rotation; //!< Accessor reference to a buffer storing a array of four-component floating-point vectors.
|
||||
Ref<Accessor> scale; //!< Accessor reference to a buffer storing a array of three-component floating-point vectors.
|
||||
Ref<Accessor> translation; //!< Accessor reference to a buffer storing a array of three-component floating-point vectors.
|
||||
};
|
||||
|
||||
// AnimChannel Channels[3]; //!< Connect the output values of the key-frame animation to a specific node in the hierarchy.
|
||||
// AnimParameters Parameters; //!< The samplers that interpolate between the key-frames.
|
||||
// AnimSampler Samplers[3]; //!< The parameterized inputs representing the key-frame data.
|
||||
|
||||
std::vector<AnimChannel> Channels; //!< Connect the output values of the key-frame animation to a specific node in the hierarchy.
|
||||
AnimParameters Parameters; //!< The samplers that interpolate between the key-frames.
|
||||
std::vector<AnimSampler> Samplers; //!< The parameterized inputs representing the key-frame data.
|
||||
|
||||
Animation() {}
|
||||
void Read(Value& obj, Asset& r);
|
||||
};
|
||||
|
||||
|
||||
//! Base class for LazyDict that acts as an interface
|
||||
class LazyDictBase
|
||||
{
|
||||
@@ -966,7 +995,7 @@ namespace glTF
|
||||
typedef typename std::gltf_unordered_map< std::string, unsigned int > Dict;
|
||||
|
||||
std::vector<T*> mObjs; //! The read objects
|
||||
Dict mObjsById; //! The read objects accesible by id
|
||||
Dict mObjsById; //! The read objects accessible by id
|
||||
const char* mDictId; //! ID of the dictionary object
|
||||
const char* mExtId; //! ID of the extension defining the dictionary
|
||||
Value* mDict; //! JSON dictionary object
|
||||
@@ -986,7 +1015,7 @@ namespace glTF
|
||||
|
||||
Ref<T> Get(const char* id);
|
||||
Ref<T> Get(unsigned int i);
|
||||
Ref<T> Get(const std::string& pID) { return Get(pID.c_str()); }
|
||||
Ref<T> Get(const std::string& pID) { return Get(pID.c_str()); }
|
||||
|
||||
Ref<T> Create(const char* id);
|
||||
Ref<T> Create(const std::string& id)
|
||||
@@ -1084,7 +1113,7 @@ namespace glTF
|
||||
LazyDict<Sampler> samplers;
|
||||
LazyDict<Scene> scenes;
|
||||
//LazyDict<Shader> shaders;
|
||||
//LazyDict<Skin> skins;
|
||||
LazyDict<Skin> skins;
|
||||
//LazyDict<Technique> techniques;
|
||||
LazyDict<Texture> textures;
|
||||
|
||||
@@ -1109,7 +1138,7 @@ namespace glTF
|
||||
, samplers (*this, "samplers")
|
||||
, scenes (*this, "scenes")
|
||||
//, shaders (*this, "shaders")
|
||||
//, skins (*this, "skins")
|
||||
, skins (*this, "skins")
|
||||
//, techniques (*this, "techniques")
|
||||
, textures (*this, "textures")
|
||||
, lights (*this, "lights", "KHR_materials_common")
|
||||
|
||||
@@ -102,7 +102,65 @@ namespace glTF {
|
||||
|
||||
inline void Write(Value& obj, Animation& a, AssetWriter& w)
|
||||
{
|
||||
/****************** Channels *******************/
|
||||
Value channels;
|
||||
channels.SetArray();
|
||||
channels.Reserve(unsigned(a.Channels.size()), w.mAl);
|
||||
|
||||
for (size_t i = 0; i < unsigned(a.Channels.size()); ++i) {
|
||||
Animation::AnimChannel& c = a.Channels[i];
|
||||
Value valChannel;
|
||||
valChannel.SetObject();
|
||||
{
|
||||
valChannel.AddMember("sampler", c.sampler, w.mAl);
|
||||
|
||||
Value valTarget;
|
||||
valTarget.SetObject();
|
||||
{
|
||||
valTarget.AddMember("id", StringRef(c.target.id->id), w.mAl);
|
||||
valTarget.AddMember("path", c.target.path, w.mAl);
|
||||
}
|
||||
valChannel.AddMember("target", valTarget, w.mAl);
|
||||
}
|
||||
channels.PushBack(valChannel, w.mAl);
|
||||
}
|
||||
obj.AddMember("channels", channels, w.mAl);
|
||||
|
||||
/****************** Parameters *******************/
|
||||
Value valParameters;
|
||||
valParameters.SetObject();
|
||||
{
|
||||
if (a.Parameters.TIME) {
|
||||
valParameters.AddMember("TIME", StringRef(a.Parameters.TIME->id), w.mAl);
|
||||
}
|
||||
if (a.Parameters.rotation) {
|
||||
valParameters.AddMember("rotation", StringRef(a.Parameters.rotation->id), w.mAl);
|
||||
}
|
||||
if (a.Parameters.scale) {
|
||||
valParameters.AddMember("scale", StringRef(a.Parameters.scale->id), w.mAl);
|
||||
}
|
||||
if (a.Parameters.translation) {
|
||||
valParameters.AddMember("translation", StringRef(a.Parameters.translation->id), w.mAl);
|
||||
}
|
||||
}
|
||||
obj.AddMember("parameters", valParameters, w.mAl);
|
||||
|
||||
/****************** Samplers *******************/
|
||||
Value valSamplers;
|
||||
valSamplers.SetObject();
|
||||
|
||||
for (size_t i = 0; i < unsigned(a.Samplers.size()); ++i) {
|
||||
Animation::AnimSampler& s = a.Samplers[i];
|
||||
Value valSampler;
|
||||
valSampler.SetObject();
|
||||
{
|
||||
valSampler.AddMember("input", s.input, w.mAl);
|
||||
valSampler.AddMember("interpolation", s.interpolation, w.mAl);
|
||||
valSampler.AddMember("output", s.output, w.mAl);
|
||||
}
|
||||
valSamplers.AddMember(StringRef(s.id), valSampler, w.mAl);
|
||||
}
|
||||
obj.AddMember("samplers", valSamplers, w.mAl);
|
||||
}
|
||||
|
||||
inline void Write(Value& obj, Buffer& b, AssetWriter& w)
|
||||
@@ -327,6 +385,16 @@ namespace glTF {
|
||||
AddRefsVector(obj, "children", n.children, w.mAl);
|
||||
|
||||
AddRefsVector(obj, "meshes", n.meshes, w.mAl);
|
||||
|
||||
AddRefsVector(obj, "skeletons", n.skeletons, w.mAl);
|
||||
|
||||
if (n.skin) {
|
||||
obj.AddMember("skin", Value(n.skin->id, w.mAl).Move(), w.mAl);
|
||||
}
|
||||
|
||||
if (!n.jointName.empty()) {
|
||||
obj.AddMember("jointName", n.jointName, w.mAl);
|
||||
}
|
||||
}
|
||||
|
||||
inline void Write(Value& obj, Program& b, AssetWriter& w)
|
||||
@@ -362,6 +430,24 @@ namespace glTF {
|
||||
|
||||
inline void Write(Value& obj, Skin& b, AssetWriter& w)
|
||||
{
|
||||
/****************** jointNames *******************/
|
||||
Value vJointNames;
|
||||
vJointNames.SetArray();
|
||||
vJointNames.Reserve(unsigned(b.jointNames.size()), w.mAl);
|
||||
|
||||
for (size_t i = 0; i < unsigned(b.jointNames.size()); ++i) {
|
||||
vJointNames.PushBack(StringRef(b.jointNames[i]), w.mAl);
|
||||
}
|
||||
obj.AddMember("jointNames", vJointNames, w.mAl);
|
||||
|
||||
if (b.bindShapeMatrix.isPresent) {
|
||||
Value val;
|
||||
obj.AddMember("bindShapeMatrix", MakeValue(val, b.bindShapeMatrix.value, w.mAl).Move(), w.mAl);
|
||||
}
|
||||
|
||||
if (b.inverseBindMatrices) {
|
||||
obj.AddMember("inverseBindMatrices", Value(b.inverseBindMatrices->id, w.mAl).Move(), w.mAl);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -80,7 +80,6 @@ namespace Assimp {
|
||||
// Worker function for exporting a scene to GLTF. Prototyped and registered in Exporter.cpp
|
||||
void ExportSceneGLTF(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
|
||||
{
|
||||
|
||||
// invoke the exporter
|
||||
glTFExporter exporter(pFile, pIOSystem, pScene, pProperties, false);
|
||||
}
|
||||
@@ -126,26 +125,24 @@ glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiSc
|
||||
|
||||
ExportMetadata();
|
||||
|
||||
//for (unsigned int i = 0; i < pScene->mNumAnimations; ++i) {}
|
||||
|
||||
//for (unsigned int i = 0; i < pScene->mNumCameras; ++i) {}
|
||||
|
||||
//for (unsigned int i = 0; i < pScene->mNumLights; ++i) {}
|
||||
|
||||
|
||||
ExportMaterials();
|
||||
|
||||
ExportMeshes();
|
||||
|
||||
//for (unsigned int i = 0; i < pScene->mNumTextures; ++i) {}
|
||||
|
||||
|
||||
if (mScene->mRootNode) {
|
||||
ExportNode(mScene->mRootNode);
|
||||
}
|
||||
|
||||
ExportMeshes();
|
||||
|
||||
//for (unsigned int i = 0; i < pScene->mNumTextures; ++i) {}
|
||||
|
||||
ExportScene();
|
||||
|
||||
ExportAnimations();
|
||||
|
||||
glTF::AssetWriter writer(*mAsset);
|
||||
|
||||
if (isBinary) {
|
||||
@@ -164,6 +161,14 @@ static void CopyValue(const aiMatrix4x4& v, glTF::mat4& o)
|
||||
o[12] = v.a4; o[13] = v.b4; o[14] = v.c4; o[15] = v.d4;
|
||||
}
|
||||
|
||||
static void IdentityMatrix4(glTF::mat4& o)
|
||||
{
|
||||
o[ 0] = 1; o[ 1] = 0; o[ 2] = 0; o[ 3] = 0;
|
||||
o[ 4] = 0; o[ 5] = 1; o[ 6] = 0; o[ 7] = 0;
|
||||
o[ 8] = 0; o[ 9] = 0; o[10] = 1; o[11] = 0;
|
||||
o[12] = 0; o[13] = 0; o[14] = 0; o[15] = 1;
|
||||
}
|
||||
|
||||
inline Ref<Accessor> ExportData(Asset& a, std::string& meshName, Ref<Buffer>& buffer,
|
||||
unsigned int count, void* data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, bool isIndices = false)
|
||||
{
|
||||
@@ -359,6 +364,78 @@ void glTFExporter::ExportMaterials()
|
||||
}
|
||||
}
|
||||
|
||||
void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer>& bufferRef)
|
||||
{
|
||||
std::string skinName = aim->mName.C_Str();
|
||||
skinName = mAsset.FindUniqueID(skinName, "skin");
|
||||
Ref<Skin> skinRef = mAsset.skins.Create(skinName);
|
||||
skinRef->name = skinName;
|
||||
|
||||
mat4* inverseBindMatricesData = new mat4[aim->mNumBones];
|
||||
|
||||
//-------------------------------------------------------
|
||||
// Store the vertex joint and weight data.
|
||||
vec4* vertexJointData = new vec4[aim->mNumVertices];
|
||||
vec4* vertexWeightData = new vec4[aim->mNumVertices];
|
||||
unsigned int* jointsPerVertex = new unsigned int[aim->mNumVertices];
|
||||
for (size_t i = 0; i < aim->mNumVertices; ++i) {
|
||||
jointsPerVertex[i] = 0;
|
||||
for (size_t j = 0; j < 4; ++j) {
|
||||
vertexJointData[i][j] = 0;
|
||||
vertexWeightData[i][j] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
for (unsigned int idx_bone = 0; idx_bone < aim->mNumBones; ++idx_bone) {
|
||||
const aiBone* aib = aim->mBones[idx_bone];
|
||||
|
||||
// aib->mName =====> skinRef->jointNames
|
||||
// Find the node with id = mName.
|
||||
Ref<Node> nodeRef = mAsset.nodes.Get(aib->mName.C_Str());
|
||||
nodeRef->jointName = "joint_" + std::to_string(idx_bone);
|
||||
skinRef->jointNames.push_back("joint_" + std::to_string(idx_bone));
|
||||
|
||||
// Identity Matrix =====> skinRef->bindShapeMatrix
|
||||
// Temporary. Hard-coded identity matrix here
|
||||
skinRef->bindShapeMatrix.isPresent = true;
|
||||
IdentityMatrix4(skinRef->bindShapeMatrix.value);
|
||||
|
||||
// aib->mOffsetMatrix =====> skinRef->inverseBindMatrices
|
||||
CopyValue(aib->mOffsetMatrix, inverseBindMatricesData[idx_bone]);
|
||||
|
||||
// aib->mWeights =====> vertexWeightData
|
||||
for (unsigned int idx_weights = 0; idx_weights < aib->mNumWeights; ++idx_weights) {
|
||||
aiVertexWeight tmpVertWeight = aib->mWeights[idx_weights];
|
||||
vertexJointData[tmpVertWeight.mVertexId][jointsPerVertex[tmpVertWeight.mVertexId]] = idx_bone;
|
||||
vertexWeightData[tmpVertWeight.mVertexId][jointsPerVertex[tmpVertWeight.mVertexId]] = tmpVertWeight.mWeight;
|
||||
|
||||
jointsPerVertex[tmpVertWeight.mVertexId] += 1;
|
||||
}
|
||||
|
||||
} // End: for-loop mNumMeshes
|
||||
|
||||
// Create the Accessor for skinRef->inverseBindMatrices
|
||||
Ref<Accessor> invBindMatrixAccessor = ExportData(mAsset, skinName, bufferRef, aim->mNumBones, inverseBindMatricesData, AttribType::MAT4, AttribType::MAT4, ComponentType_FLOAT);
|
||||
if (invBindMatrixAccessor) skinRef->inverseBindMatrices = invBindMatrixAccessor;
|
||||
|
||||
|
||||
Mesh::Primitive& p = meshRef->primitives.back();
|
||||
Ref<Accessor> vertexJointAccessor = ExportData(mAsset, skinName, bufferRef, aim->mNumVertices, vertexJointData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
|
||||
if (vertexJointAccessor) p.attributes.joint.push_back(vertexJointAccessor);
|
||||
|
||||
Ref<Accessor> vertexWeightAccessor = ExportData(mAsset, skinName, bufferRef, aim->mNumVertices, vertexWeightData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
|
||||
if (vertexWeightAccessor) p.attributes.weight.push_back(vertexWeightAccessor);
|
||||
|
||||
|
||||
// Create the skinned mesh instance node.
|
||||
Ref<Node> node = mAsset.nodes.Create(mAsset.FindUniqueID(skinName, "node"));
|
||||
// Ref<Node> node = mAsset.nodes.Get(aim->mBones[0]->mName.C_Str());
|
||||
node->meshes.push_back(meshRef);
|
||||
node->name = node->id;
|
||||
node->skeletons.push_back(mAsset.nodes.Get(aim->mBones[0]->mName.C_Str()));
|
||||
node->skin = skinRef;
|
||||
}
|
||||
|
||||
void glTFExporter::ExportMeshes()
|
||||
{
|
||||
// Not for
|
||||
@@ -369,7 +446,7 @@ void glTFExporter::ExportMeshes()
|
||||
typedef unsigned short IndicesType;
|
||||
|
||||
// Variables needed for compression. BEGIN.
|
||||
// Indices, not pointers - because pointer to buffer is changin while writing to it.
|
||||
// Indices, not pointers - because pointer to buffer is changing while writing to it.
|
||||
size_t idx_srcdata_begin;// Index of buffer before writing mesh data. Also, index of begin of coordinates array in buffer.
|
||||
size_t idx_srcdata_normal = SIZE_MAX;// Index of begin of normals array in buffer. SIZE_MAX - mean that mesh has no normals.
|
||||
std::vector<size_t> idx_srcdata_tc;// Array of indices. Every index point to begin of texture coordinates array in buffer.
|
||||
@@ -480,6 +557,12 @@ void glTFExporter::ExportMeshes()
|
||||
p.mode = PrimitiveMode_TRIANGLES;
|
||||
}
|
||||
|
||||
/*************** Skins ****************/
|
||||
///TODO: Fix skinning animation
|
||||
// if(aim->HasBones()) {
|
||||
// ExportSkin(*mAsset, aim, m, b);
|
||||
// }
|
||||
|
||||
/****************** Compression ******************/
|
||||
///TODO: animation: weights, joints.
|
||||
if(comp_allow)
|
||||
@@ -571,7 +654,7 @@ void glTFExporter::ExportMeshes()
|
||||
m->Extension.push_back(ext);
|
||||
#endif
|
||||
}// if(comp_allow)
|
||||
}// for (unsigned int i = 0; i < mScene->mNumMeshes; ++i) {
|
||||
}// for (unsigned int i = 0; i < mScene->mNumMeshes; ++i)
|
||||
}
|
||||
|
||||
unsigned int glTFExporter::ExportNode(const aiNode* n)
|
||||
@@ -622,10 +705,134 @@ void glTFExporter::ExportMetadata()
|
||||
asset.generator = buffer;
|
||||
}
|
||||
|
||||
inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref<Animation>& animRef, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel)
|
||||
{
|
||||
// Loop over the data and check to see if it exactly matches an existing buffer.
|
||||
// If yes, then reference the existing corresponding accessor.
|
||||
// Otherwise, add to the buffer and create a new accessor.
|
||||
|
||||
//-------------------------------------------------------
|
||||
// Extract TIME parameter data.
|
||||
// Check if the timeStamps are the same for mPositionKeys, mRotationKeys, and mScalingKeys.
|
||||
if(nodeChannel->mNumPositionKeys > 0) {
|
||||
typedef float TimeType;
|
||||
std::vector<TimeType> timeData;
|
||||
timeData.resize(nodeChannel->mNumPositionKeys);
|
||||
for (size_t i = 0; i < nodeChannel->mNumPositionKeys; ++i) {
|
||||
timeData[i] = nodeChannel->mPositionKeys[i].mTime; // Check if we have to cast type here. e.g. uint16_t()
|
||||
}
|
||||
|
||||
Ref<Accessor> timeAccessor = ExportData(mAsset, animId, buffer, nodeChannel->mNumPositionKeys, &timeData[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_FLOAT);
|
||||
if (timeAccessor) animRef->Parameters.TIME = timeAccessor;
|
||||
}
|
||||
|
||||
//-------------------------------------------------------
|
||||
// Extract translation parameter data
|
||||
if(nodeChannel->mNumPositionKeys > 0) {
|
||||
C_STRUCT aiVector3D* translationData = new aiVector3D[nodeChannel->mNumPositionKeys];
|
||||
for (size_t i = 0; i < nodeChannel->mNumPositionKeys; ++i) {
|
||||
translationData[i] = nodeChannel->mPositionKeys[i].mValue;
|
||||
}
|
||||
|
||||
Ref<Accessor> tranAccessor = ExportData(mAsset, animId, buffer, nodeChannel->mNumPositionKeys, translationData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
|
||||
if (tranAccessor) animRef->Parameters.translation = tranAccessor;
|
||||
}
|
||||
|
||||
//-------------------------------------------------------
|
||||
// Extract scale parameter data
|
||||
if(nodeChannel->mNumScalingKeys > 0) {
|
||||
C_STRUCT aiVector3D* scaleData = new aiVector3D[nodeChannel->mNumScalingKeys];
|
||||
for (size_t i = 0; i < nodeChannel->mNumScalingKeys; ++i) {
|
||||
scaleData[i] = nodeChannel->mScalingKeys[i].mValue;
|
||||
}
|
||||
|
||||
Ref<Accessor> scaleAccessor = ExportData(mAsset, animId, buffer, nodeChannel->mNumScalingKeys, scaleData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
|
||||
if (scaleAccessor) animRef->Parameters.scale = scaleAccessor;
|
||||
}
|
||||
|
||||
//-------------------------------------------------------
|
||||
// Extract rotation parameter data
|
||||
if(nodeChannel->mNumRotationKeys > 0) {
|
||||
C_STRUCT aiQuaternion* rotationData = new aiQuaternion[nodeChannel->mNumRotationKeys];
|
||||
for (size_t i = 0; i < nodeChannel->mNumRotationKeys; ++i) {
|
||||
rotationData[i] = nodeChannel->mRotationKeys[i].mValue;
|
||||
}
|
||||
|
||||
Ref<Accessor> rotAccessor = ExportData(mAsset, animId, buffer, nodeChannel->mNumRotationKeys, rotationData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
|
||||
if (rotAccessor) animRef->Parameters.rotation = rotAccessor;
|
||||
}
|
||||
}
|
||||
|
||||
void glTFExporter::ExportAnimations()
|
||||
{
|
||||
Ref<Buffer> bufferRef = mAsset->buffers.Get(unsigned (0));
|
||||
|
||||
for (unsigned int i = 0; i < mScene->mNumAnimations; ++i) {
|
||||
const aiAnimation* anim = mScene->mAnimations[i];
|
||||
|
||||
std::string nameAnim = "anim";
|
||||
if (anim->mName.length > 0) {
|
||||
nameAnim = anim->mName.C_Str();
|
||||
}
|
||||
|
||||
for (unsigned int channelIndex = 0; channelIndex < anim->mNumChannels; ++channelIndex) {
|
||||
const aiNodeAnim* nodeChannel = anim->mChannels[channelIndex];
|
||||
|
||||
// It appears that assimp stores this type of animation as multiple animations.
|
||||
// where each aiNodeAnim in mChannels animates a specific node.
|
||||
std::string name = nameAnim + "_" + std::to_string(channelIndex);
|
||||
name = mAsset->FindUniqueID(name, "animation");
|
||||
Ref<Animation> animRef = mAsset->animations.Create(name);
|
||||
|
||||
/******************* Parameters ********************/
|
||||
ExtractAnimationData(*mAsset, name, animRef, bufferRef, nodeChannel);
|
||||
|
||||
for (unsigned int j = 0; j < 3; ++j) {
|
||||
std::string channelType;
|
||||
int channelSize;
|
||||
switch (j) {
|
||||
case 0:
|
||||
channelType = "rotation";
|
||||
channelSize = nodeChannel->mNumRotationKeys;
|
||||
break;
|
||||
case 1:
|
||||
channelType = "scale";
|
||||
channelSize = nodeChannel->mNumScalingKeys;
|
||||
break;
|
||||
case 2:
|
||||
channelType = "translation";
|
||||
channelSize = nodeChannel->mNumPositionKeys;
|
||||
break;
|
||||
}
|
||||
|
||||
if (channelSize < 1) { continue; }
|
||||
|
||||
Animation::AnimChannel tmpAnimChannel;
|
||||
Animation::AnimSampler tmpAnimSampler;
|
||||
|
||||
tmpAnimChannel.sampler = name + "_" + channelType;
|
||||
tmpAnimChannel.target.path = channelType;
|
||||
tmpAnimSampler.output = channelType;
|
||||
tmpAnimSampler.id = name + "_" + channelType;
|
||||
|
||||
tmpAnimChannel.target.id = mAsset->nodes.Get(nodeChannel->mNodeName.C_Str());
|
||||
|
||||
tmpAnimSampler.input = "TIME";
|
||||
tmpAnimSampler.interpolation = "LINEAR";
|
||||
|
||||
animRef->Channels.push_back(tmpAnimChannel);
|
||||
animRef->Samplers.push_back(tmpAnimSampler);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Assimp documentation staes this is not used (not implemented)
|
||||
// for (unsigned int channelIndex = 0; channelIndex < anim->mNumMeshChannels; ++channelIndex) {
|
||||
// const aiMeshAnim* meshChannel = anim->mMeshChannels[channelIndex];
|
||||
// }
|
||||
|
||||
} // End: for-loop mNumAnimations
|
||||
}
|
||||
|
||||
|
||||
#endif // ASSIMP_BUILD_NO_GLTF_EXPORTER
|
||||
|
||||
@@ -59,7 +59,6 @@ struct aiMaterial;
|
||||
namespace glTF
|
||||
{
|
||||
class Asset;
|
||||
|
||||
struct TexProperty;
|
||||
}
|
||||
|
||||
@@ -101,6 +100,7 @@ namespace Assimp
|
||||
void ExportMeshes();
|
||||
unsigned int ExportNode(const aiNode* node);
|
||||
void ExportScene();
|
||||
void ExportAnimations();
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user