diff options
author | sanine <sanine.not@pm.me> | 2023-02-12 23:53:22 -0600 |
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committer | sanine <sanine.not@pm.me> | 2023-02-12 23:53:22 -0600 |
commit | f1fe73d1909a2448a004a88362a1a532d0d4f7c3 (patch) | |
tree | ab37ae3837e2f858de2932bcee9f26e69fab3db1 /libs/assimp/code/AssetLib/X3D/X3DExporter.hpp | |
parent | f567ea1e2798fd3156a416e61f083ea3e6b95719 (diff) |
switch to tinyobj and nanovg from assimp and cairo
Diffstat (limited to 'libs/assimp/code/AssetLib/X3D/X3DExporter.hpp')
-rw-r--r-- | libs/assimp/code/AssetLib/X3D/X3DExporter.hpp | 250 |
1 files changed, 0 insertions, 250 deletions
diff --git a/libs/assimp/code/AssetLib/X3D/X3DExporter.hpp b/libs/assimp/code/AssetLib/X3D/X3DExporter.hpp deleted file mode 100644 index fefaba9..0000000 --- a/libs/assimp/code/AssetLib/X3D/X3DExporter.hpp +++ /dev/null @@ -1,250 +0,0 @@ -/// \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/material.h> -#include <assimp/scene.h> -#include <assimp/DefaultLogger.hpp> -#include <assimp/Exporter.hpp> - -// 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 tessellation: -/// vertices, faces etc. Yes, you can use algorithm for detecting figures or shapes, but that's not a 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; - SAttribute() : - Name(), - Value() { - // empty - } - SAttribute(const std::string &name, const std::string &value) : - Name(name), - Value(value) { - // empty - } - - SAttribute(SAttribute &&rhs) AI_NO_EXCEPT : - Name(rhs.Name), - Value(rhs.Value) { - // empty - } - }; - - /***********************************************/ - /****************** 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. That's needed because "std::to_string" result depends 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 |