Add Scene Author + AuthorTool
Add XFileExporter Add Collada Triangle+Line export Fix Obj Comment
This commit is contained in:
454
code/XFileExporter.cpp
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454
code/XFileExporter.cpp
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2012, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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@author: Richard Steffen, 2014
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----------------------------------------------------------------------
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*/
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#include "AssimpPCH.h"
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#ifndef ASSIMP_BUILD_NO_EXPORT
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#ifndef ASSIMP_BUILD_NO_XFILE_EXPORTER
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#include "XFileExporter.h"
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#include "Bitmap.h"
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#include "fast_atof.h"
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#include "SceneCombiner.h"
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#include <ctime>
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#include <set>
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using namespace Assimp;
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namespace Assimp
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{
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// ------------------------------------------------------------------------------------------------
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// Worker function for exporting a scene to Collada. Prototyped and registered in Exporter.cpp
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void ExportSceneXFile(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene)
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{
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std::string path = "";
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std::string file = pFile;
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// We need to test both types of folder separators because pIOSystem->getOsSeparator() is not reliable.
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// Moreover, the path given by some applications is not even consistent with the OS specific type of separator.
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const char* end_path = std::max(strrchr(pFile, '\\'), strrchr(pFile, '/'));
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if(end_path != NULL) {
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path = std::string(pFile, end_path + 1 - pFile);
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file = file.substr(end_path + 1 - pFile, file.npos);
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std::size_t pos = file.find_last_of('.');
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if(pos != file.npos) {
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file = file.substr(0, pos);
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}
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}
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// invoke the exporter
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XFileExporter iDoTheExportThing( pScene, pIOSystem, path, file);
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// we're still here - export successfully completed. Write result to the given IOSYstem
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boost::scoped_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
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if(outfile == NULL) {
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throw DeadlyExportError("could not open output .dae file: " + std::string(pFile));
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}
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// XXX maybe use a small wrapper around IOStream that behaves like std::stringstream in order to avoid the extra copy.
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outfile->Write( iDoTheExportThing.mOutput.str().c_str(), static_cast<size_t>(iDoTheExportThing.mOutput.tellp()),1);
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}
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} // end of namespace Assimp
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// ------------------------------------------------------------------------------------------------
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// Constructor for a specific scene to export
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XFileExporter::XFileExporter( const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file) : mIOSystem(pIOSystem), mPath(path), mFile(file)
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{
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// make sure that all formatting happens using the standard, C locale and not the user's current locale
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mOutput.imbue( std::locale("C") );
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mScene = pScene;
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mSceneOwned = false;
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// set up strings
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endstr = "\n";
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// start writing
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WriteFile();
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor
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XFileExporter::~XFileExporter()
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{
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if(mSceneOwned) {
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delete mScene;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Starts writing the contents
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void XFileExporter::WriteFile()
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{
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// note, that all realnumber values must be comma separated in x files
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mOutput.setf(_IOSfixed);
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mOutput.precision(6); // precission for float
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// entry of writing the file
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WriteHeader();
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mOutput << startstr << "Frame DXCC_ROOT {" << endstr;
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PushTag();
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aiMatrix4x4 I; // identity
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WriteFrameTransform(I);
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WriteNode(mScene->mRootNode);
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PopTag();
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mOutput << startstr << "}" << endstr;
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}
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// ------------------------------------------------------------------------------------------------
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// Writes the asset header
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void XFileExporter::WriteHeader()
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{
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mOutput << startstr << "xof 0303txt 0032" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template Frame {" << endstr;
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PushTag();
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mOutput << startstr << "<3d82ab46-62da-11cf-ab39-0020af71e433>" << endstr;
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mOutput << startstr << "[...]" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template Matrix4x4 {" << endstr;
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PushTag();
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mOutput << startstr << "<f6f23f45-7686-11cf-8f52-0040333594a3>" << endstr;
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mOutput << startstr << "array FLOAT matrix[16];" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template FrameTransformMatrix {" << endstr;
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PushTag();
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mOutput << startstr << "<f6f23f41-7686-11cf-8f52-0040333594a3>" << endstr;
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mOutput << startstr << "Matrix4x4 frameMatrix;" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template Vector {" << endstr;
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PushTag();
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mOutput << startstr << "<3d82ab5e-62da-11cf-ab39-0020af71e433>" << endstr;
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mOutput << startstr << "FLOAT x;" << endstr;
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mOutput << startstr << "FLOAT y;" << endstr;
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mOutput << startstr << "FLOAT z;" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template MeshFace {" << endstr;
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PushTag();
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mOutput << startstr << "<3d82ab5f-62da-11cf-ab39-0020af71e433>" << endstr;
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mOutput << startstr << "DWORD nFaceVertexIndices;" << endstr;
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mOutput << startstr << "array DWORD faceVertexIndices[nFaceVertexIndices];" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template Mesh {" << endstr;
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PushTag();
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mOutput << startstr << "<3d82ab44-62da-11cf-ab39-0020af71e433>" << endstr;
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mOutput << startstr << "DWORD nVertices;" << endstr;
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mOutput << startstr << "array Vector vertices[nVertices];" << endstr;
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mOutput << startstr << "DWORD nFaces;" << endstr;
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mOutput << startstr << "array MeshFace faces[nFaces];" << endstr;
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mOutput << startstr << "[...]" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template MeshNormals {" << endstr;
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PushTag();
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mOutput << startstr << "<f6f23f43-7686-11cf-8f52-0040333594a3>" << endstr;
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mOutput << startstr << "DWORD nNormals;" << endstr;
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mOutput << startstr << "array Vector normals[nNormals];" << endstr;
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mOutput << startstr << "DWORD nFaceNormals;" << endstr;
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mOutput << startstr << "array MeshFace faceNormals[nFaceNormals];" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template Coords2d {" << endstr;
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PushTag();
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mOutput << startstr << "<f6f23f44-7686-11cf-8f52-0040333594a3>" << endstr;
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mOutput << startstr << "FLOAT u;" << endstr;
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mOutput << startstr << "FLOAT v;" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template MeshTextureCoords {" << endstr;
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PushTag();
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mOutput << startstr << "<f6f23f40-7686-11cf-8f52-0040333594a3>" << endstr;
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mOutput << startstr << "DWORD nTextureCoords;" << endstr;
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mOutput << startstr << "array Coords2d textureCoords[nTextureCoords];" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template ColorRGBA {" << endstr;
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PushTag();
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mOutput << startstr << "<35ff44e0-6c7c-11cf-8f52-0040333594a3>" << endstr;
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mOutput << startstr << "FLOAT red;" << endstr;
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mOutput << startstr << "FLOAT green;" << endstr;
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mOutput << startstr << "FLOAT blue;" << endstr;
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mOutput << startstr << "FLOAT alpha;" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template IndexedColor {" << endstr;
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PushTag();
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mOutput << startstr << "<1630b820-7842-11cf-8f52-0040333594a3>" << endstr;
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mOutput << startstr << "DWORD index;" << endstr;
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mOutput << startstr << "ColorRGBA indexColor;" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template MeshVertexColors {" << endstr;
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PushTag();
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mOutput << startstr << "<1630b821-7842-11cf-8f52-0040333594a3>" << endstr;
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mOutput << startstr << "DWORD nVertexColors;" << endstr;
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mOutput << startstr << "array IndexedColor vertexColors[nVertexColors];" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template VertexElement {" << endstr;
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PushTag();
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mOutput << startstr << "<f752461c-1e23-48f6-b9f8-8350850f336f>" << endstr;
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mOutput << startstr << "DWORD Type;" << endstr;
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mOutput << startstr << "DWORD Method;" << endstr;
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mOutput << startstr << "DWORD Usage;" << endstr;
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mOutput << startstr << "DWORD UsageIndex;" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template DeclData {" << endstr;
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PushTag();
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mOutput << startstr << "<bf22e553-292c-4781-9fea-62bd554bdd93>" << endstr;
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mOutput << startstr << "DWORD nElements;" << endstr;
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mOutput << startstr << "array VertexElement Elements[nElements];" << endstr;
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mOutput << startstr << "DWORD nDWords;" << endstr;
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mOutput << startstr << "array DWORD data[nDWords];" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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}
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// Writes the material setup
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void XFileExporter::WriteFrameTransform(aiMatrix4x4& m)
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{
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mOutput << startstr << "FrameTransformMatrix {" << endstr << " ";
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PushTag();
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mOutput << startstr << m.a1 << "," << m.a2 << "," << m.a3 << "," << m.a4 << ","
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<< m.b1 << "," << m.b2 << "," << m.b3 << "," << m.b4 << ","
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<< m.c1 << "," << m.c2 << "," << m.c3 << "," << m.c4 << ","
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<< m.d1 << "," << m.d2 << "," << m.d3 << "," << m.d4 << ";;" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr << endstr;
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}
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// ------------------------------------------------------------------------------------------------
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// Recursively writes the given node
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void XFileExporter::WriteNode( const aiNode* pNode)
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{
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mOutput << startstr << "Frame " << pNode->mName.C_Str() << " {" << endstr;
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PushTag();
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aiMatrix4x4 m;// = pNode->mTransformation;
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WriteFrameTransform(m);
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for (size_t i = 0; i < pNode->mNumMeshes; i++)
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WriteMesh(mScene->mMeshes[pNode->mMeshes[i]]);
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// recursive call the Nodes
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for (size_t a = 0; a < pNode->mNumChildren; a++)
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WriteNode( mScene->mRootNode->mChildren[a]);
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PopTag();
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mOutput << startstr << "}" << endstr << endstr;
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}
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void XFileExporter::WriteMesh(const aiMesh* mesh)
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{
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mOutput << startstr << "Mesh " << mesh->mName.C_Str() << "_mShape" << " {" << endstr;
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PushTag();
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// write all the vertices
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mOutput << startstr << mesh->mNumVertices << ";" << endstr;
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for (size_t a = 0; a < mesh->mNumVertices; a++)
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{
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aiVector3D &v = mesh->mVertices[a];
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mOutput << startstr << v[0] << ";"<< v[1] << ";" << v[2] << ";";
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if (a < mesh->mNumVertices - 1)
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mOutput << "," << endstr;
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else
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mOutput << ";" << endstr;
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}
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// write all the faces
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mOutput << startstr << mesh->mNumFaces << ";" << endstr;
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for( size_t a = 0; a < mesh->mNumFaces; ++a )
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{
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const aiFace& face = mesh->mFaces[a];
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mOutput << startstr << face.mNumIndices << ";";
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// must be counter clockwise triangle
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//for(int b = face.mNumIndices - 1; b >= 0 ; --b)
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for(size_t b = 0; b < face.mNumIndices ; ++b)
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{
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mOutput << face.mIndices[b];
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//if (b > 0)
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if (b<face.mNumIndices-1)
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mOutput << ",";
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else
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mOutput << ";";
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}
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if (a < mesh->mNumFaces - 1)
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mOutput << "," << endstr;
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else
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mOutput << ";" << endstr;
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}
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// write normals (every vertex has one)
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mOutput << endstr;
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if (mesh->HasNormals())
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{
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mOutput << startstr << "MeshNormals {" << endstr;
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mOutput << startstr << mesh->mNumVertices << ";" << endstr;
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for (size_t a = 0; a < mesh->mNumVertices; a++)
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||||
{
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aiVector3D &v = mesh->mNormals[a];
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mOutput << startstr << v[0] << ";"<< v[1] << ";" << v[2] << ";";
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if (a < mesh->mNumVertices - 1)
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mOutput << "," << endstr;
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||||
else
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||||
mOutput << ";" << endstr;
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||||
}
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||||
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mOutput << startstr << mesh->mNumFaces << ";" << endstr;
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||||
for (size_t a = 0; a < mesh->mNumFaces; a++)
|
||||
{
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const aiFace& face = mesh->mFaces[a];
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||||
mOutput << startstr << face.mNumIndices << ";";
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||||
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||||
//for(int b = face.mNumIndices-1; b >= 0 ; --b)
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for(size_t b = 0; b < face.mNumIndices ; ++b)
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{
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mOutput << face.mIndices[b];
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||||
//if (b > 0)
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||||
if (b<face.mNumIndices-1)
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mOutput << ",";
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||||
else
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mOutput << ";";
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||||
}
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||||
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if (a < mesh->mNumFaces-1)
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mOutput << "," << endstr;
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||||
else
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||||
mOutput << ";" << endstr;
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||||
}
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||||
mOutput << startstr << "}" << endstr;
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||||
}
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||||
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// write texture UVs if available
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||||
if (mesh->HasTextureCoords(0))
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||||
{
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||||
mOutput << startstr << "MeshTextureCoords {" << endstr;
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||||
mOutput << startstr << mesh->mNumVertices << ";" << endstr;
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||||
for (size_t a = 0; a < mesh->mNumVertices; a++)
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||||
{
|
||||
aiVector3D& uv = mesh->mTextureCoords[0][a]; // uv of first uv layer for the vertex
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||||
mOutput << uv.x << ";" << uv.y;
|
||||
if (a < mesh->mNumVertices-1)
|
||||
mOutput << ";," << endstr;
|
||||
else
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||||
mOutput << ";;" << endstr;
|
||||
}
|
||||
mOutput << startstr << "}" << endstr;
|
||||
}
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||||
|
||||
// write color channel if available
|
||||
if (mesh->HasVertexColors(0))
|
||||
{
|
||||
mOutput << 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;
|
||||
}
|
||||
// test ...
|
||||
else
|
||||
{
|
||||
mOutput << 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;0.000000;;";
|
||||
if (a < mesh->mNumVertices-1)
|
||||
mOutput << "," << endstr;
|
||||
else
|
||||
mOutput << ";" << endstr;
|
||||
}
|
||||
mOutput << startstr << "}" << endstr;
|
||||
}
|
||||
|
||||
PopTag();
|
||||
mOutput << startstr << "}" << endstr << endstr;
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user