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authorsanine <sanine.not@pm.me>2022-04-16 11:55:09 -0500
committersanine <sanine.not@pm.me>2022-04-16 11:55:09 -0500
commitdb81b925d776103326128bf629cbdda576a223e7 (patch)
tree58bea8155c686733310009f6bed7363f91fbeb9d /libs/assimp/code/AssetLib/X3D/X3DExporter.cpp
parent55860037b14fb3893ba21cf2654c83d349cc1082 (diff)
move 3rd-party librarys into libs/ and add built-in honeysuckle
Diffstat (limited to 'libs/assimp/code/AssetLib/X3D/X3DExporter.cpp')
-rw-r--r--libs/assimp/code/AssetLib/X3D/X3DExporter.cpp675
1 files changed, 675 insertions, 0 deletions
diff --git a/libs/assimp/code/AssetLib/X3D/X3DExporter.cpp b/libs/assimp/code/AssetLib/X3D/X3DExporter.cpp
new file mode 100644
index 0000000..b3278a5
--- /dev/null
+++ b/libs/assimp/code/AssetLib/X3D/X3DExporter.cpp
@@ -0,0 +1,675 @@
+/// \file X3DExporter.cpp
+/// \brief X3D-format files exporter for Assimp. Implementation.
+/// \date 2016
+/// \author smal.root@gmail.com
+
+#ifndef ASSIMP_BUILD_NO_EXPORT
+#ifndef ASSIMP_BUILD_NO_X3D_EXPORTER
+
+#include "X3DExporter.hpp"
+
+// Header files, Assimp.
+#include <assimp/Exceptional.h>
+#include <assimp/StringUtils.h>
+#include <assimp/Exporter.hpp>
+#include <assimp/IOSystem.hpp>
+
+using namespace std;
+
+namespace Assimp {
+
+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({ 1.0, 1.0, 1.0 })) {
+ 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 convenience.
+
+ // 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 convenience.
+
+ // 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 convenience.
+
+ 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