diff options
author | sanine <sanine.not@pm.me> | 2022-03-04 10:47:15 -0600 |
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committer | sanine <sanine.not@pm.me> | 2022-03-04 10:47:15 -0600 |
commit | 058f98a63658dc1a2579826ba167fd61bed1e21f (patch) | |
tree | bcba07a1615a14d943f3af3f815a42f3be86b2f3 /src/mesh/assimp-master/code/AssetLib/3DS/3DSExporter.cpp | |
parent | 2f8028ac9e0812cb6f3cbb08f0f419e4e717bd22 (diff) |
add assimp submodule
Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/3DS/3DSExporter.cpp')
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/3DS/3DSExporter.cpp | 584 |
1 files changed, 584 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/3DS/3DSExporter.cpp b/src/mesh/assimp-master/code/AssetLib/3DS/3DSExporter.cpp new file mode 100644 index 0000000..71588f9 --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/3DS/3DSExporter.cpp @@ -0,0 +1,584 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2022, assimp team + + +All rights reserved. + +Redistribution and use of this software in source and binary forms, +with or without modification, are permitted provided that the +following conditions are met: + +* Redistributions of source code must retain the above + copyright notice, this list of conditions and the + following disclaimer. + +* Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the + following disclaimer in the documentation and/or other + materials provided with the distribution. + +* Neither the name of the assimp team, nor the names of its + contributors may be used to endorse or promote products + derived from this software without specific prior + written permission of the assimp team. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + +---------------------------------------------------------------------- +*/ + +#ifndef ASSIMP_BUILD_NO_EXPORT +#ifndef ASSIMP_BUILD_NO_3DS_EXPORTER + +#include "AssetLib/3DS/3DSExporter.h" +#include "AssetLib/3DS/3DSHelper.h" +#include "AssetLib/3DS/3DSLoader.h" +#include "PostProcessing/SplitLargeMeshes.h" + +#include <assimp/SceneCombiner.h> +#include <assimp/StringComparison.h> +#include <assimp/DefaultLogger.hpp> +#include <assimp/Exporter.hpp> +#include <assimp/IOSystem.hpp> + +#include <memory> + +namespace Assimp { + +using namespace D3DS; + +namespace { + +////////////////////////////////////////////////////////////////////////////////////// +// Scope utility to write a 3DS file chunk. +// +// Upon construction, the chunk header is written with the chunk type (flags) +// filled out, but the chunk size left empty. Upon destruction, the correct chunk +// size based on the then-position of the output stream cursor is filled in. +class ChunkWriter { + enum { + CHUNK_SIZE_NOT_SET = 0xdeadbeef, + SIZE_OFFSET = 2 + }; + +public: + ChunkWriter(StreamWriterLE &writer, uint16_t chunk_type) : + writer(writer) { + chunk_start_pos = writer.GetCurrentPos(); + writer.PutU2(chunk_type); + writer.PutU4((uint32_t)CHUNK_SIZE_NOT_SET); + } + + ~ChunkWriter() { + std::size_t head_pos = writer.GetCurrentPos(); + + ai_assert(head_pos > chunk_start_pos); + const std::size_t chunk_size = head_pos - chunk_start_pos; + + writer.SetCurrentPos(chunk_start_pos + SIZE_OFFSET); + writer.PutU4(static_cast<uint32_t>(chunk_size)); + writer.SetCurrentPos(head_pos); + } + +private: + StreamWriterLE &writer; + std::size_t chunk_start_pos; +}; + +// Return an unique name for a given |mesh| attached to |node| that +// preserves the mesh's given name if it has one. |index| is the index +// of the mesh in |aiScene::mMeshes|. +std::string GetMeshName(const aiMesh &mesh, unsigned int index, const aiNode &node) { + static const char underscore = '_'; + char postfix[10] = { 0 }; + ASSIMP_itoa10(postfix, index); + + std::string result = node.mName.C_Str(); + if (mesh.mName.length > 0) { + result += underscore; + result += mesh.mName.C_Str(); + } + return result + underscore + postfix; +} + +// Return an unique name for a given |mat| with original position |index| +// in |aiScene::mMaterials|. The name preserves the original material +// name if possible. +std::string GetMaterialName(const aiMaterial &mat, unsigned int index) { + static const std::string underscore = "_"; + char postfix[10] = { 0 }; + ASSIMP_itoa10(postfix, index); + + aiString mat_name; + if (AI_SUCCESS == mat.Get(AI_MATKEY_NAME, mat_name)) { + return mat_name.C_Str() + underscore + postfix; + } + + return "Material" + underscore + postfix; +} + +// Collect world transformations for each node +void CollectTrafos(const aiNode *node, std::map<const aiNode *, aiMatrix4x4> &trafos) { + const aiMatrix4x4 &parent = node->mParent ? trafos[node->mParent] : aiMatrix4x4(); + trafos[node] = parent * node->mTransformation; + for (unsigned int i = 0; i < node->mNumChildren; ++i) { + CollectTrafos(node->mChildren[i], trafos); + } +} + +// Generate a flat list of the meshes (by index) assigned to each node +void CollectMeshes(const aiNode *node, std::multimap<const aiNode *, unsigned int> &meshes) { + for (unsigned int i = 0; i < node->mNumMeshes; ++i) { + meshes.insert(std::make_pair(node, node->mMeshes[i])); + } + for (unsigned int i = 0; i < node->mNumChildren; ++i) { + CollectMeshes(node->mChildren[i], meshes); + } +} +} // namespace + +// ------------------------------------------------------------------------------------------------ +// Worker function for exporting a scene to 3DS. Prototyped and registered in Exporter.cpp +void ExportScene3DS(const char *pFile, IOSystem *pIOSystem, const aiScene *pScene, const ExportProperties * /*pProperties*/) { + std::shared_ptr<IOStream> outfile(pIOSystem->Open(pFile, "wb")); + if (!outfile) { + throw DeadlyExportError("Could not open output .3ds file: " + std::string(pFile)); + } + + // TODO: This extra copy should be avoided and all of this made a preprocess + // requirement of the 3DS exporter. + // + // 3DS meshes can be max 0xffff (16 Bit) vertices and faces, respectively. + // SplitLargeMeshes can do this, but it requires the correct limit to be set + // which is not possible with the current way of specifying preprocess steps + // in |Exporter::ExportFormatEntry|. + aiScene *scenecopy_tmp; + SceneCombiner::CopyScene(&scenecopy_tmp, pScene); + std::unique_ptr<aiScene> scenecopy(scenecopy_tmp); + + SplitLargeMeshesProcess_Triangle tri_splitter; + tri_splitter.SetLimit(0xffff); + tri_splitter.Execute(scenecopy.get()); + + SplitLargeMeshesProcess_Vertex vert_splitter; + vert_splitter.SetLimit(0xffff); + vert_splitter.Execute(scenecopy.get()); + + // Invoke the actual exporter + Discreet3DSExporter exporter(outfile, scenecopy.get()); +} + +} // end of namespace Assimp + +// ------------------------------------------------------------------------------------------------ +Discreet3DSExporter::Discreet3DSExporter(std::shared_ptr<IOStream> &outfile, const aiScene *scene) : + scene(scene), writer(outfile) { + CollectTrafos(scene->mRootNode, trafos); + CollectMeshes(scene->mRootNode, meshes); + + ChunkWriter curRootChunk(writer, Discreet3DS::CHUNK_MAIN); + + { + ChunkWriter curChunk(writer, Discreet3DS::CHUNK_OBJMESH); + WriteMaterials(); + WriteMeshes(); + + { + ChunkWriter curChunk1(writer, Discreet3DS::CHUNK_MASTER_SCALE); + writer.PutF4(1.0f); + } + } + + { + ChunkWriter curChunk(writer, Discreet3DS::CHUNK_KEYFRAMER); + WriteHierarchy(*scene->mRootNode, -1, -1); + } +} + +// ------------------------------------------------------------------------------------------------ +Discreet3DSExporter::~Discreet3DSExporter() { + // empty +} + +// ------------------------------------------------------------------------------------------------ +int Discreet3DSExporter::WriteHierarchy(const aiNode &node, int seq, int sibling_level) { + // 3DS scene hierarchy is serialized as in http://www.martinreddy.net/gfx/3d/3DS.spec + { + ChunkWriter curRootChunk(writer, Discreet3DS::CHUNK_TRACKINFO); + { + ChunkWriter curChunk(writer, Discreet3DS::CHUNK_TRACKOBJNAME); + + // Assimp node names are unique and distinct from all mesh-node + // names we generate; thus we can use them as-is + WriteString(node.mName); + + // Two unknown int16 values - it is even unclear if 0 is a safe value + // but luckily importers do not know better either. + writer.PutI4(0); + + int16_t hierarchy_pos = static_cast<int16_t>(seq); + if (sibling_level != -1) { + hierarchy_pos = (uint16_t)sibling_level; + } + + // Write the hierarchy position + writer.PutI2(hierarchy_pos); + } + } + + // TODO: write transformation chunks + + ++seq; + sibling_level = seq; + + // Write all children + for (unsigned int i = 0; i < node.mNumChildren; ++i) { + seq = WriteHierarchy(*node.mChildren[i], seq, i == 0 ? -1 : sibling_level); + } + + // Write all meshes as separate nodes to be able to reference the meshes by name + for (unsigned int i = 0; i < node.mNumMeshes; ++i) { + const bool first_child = node.mNumChildren == 0 && i == 0; + + const unsigned int mesh_idx = node.mMeshes[i]; + const aiMesh &mesh = *scene->mMeshes[mesh_idx]; + + ChunkWriter curChunk(writer, Discreet3DS::CHUNK_TRACKINFO); + { + ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRACKOBJNAME); + WriteString(GetMeshName(mesh, mesh_idx, node)); + + writer.PutI4(0); + writer.PutI2(static_cast<int16_t>(first_child ? seq : sibling_level)); + ++seq; + } + } + return seq; +} + +// ------------------------------------------------------------------------------------------------ +void Discreet3DSExporter::WriteMaterials() { + for (unsigned int i = 0; i < scene->mNumMaterials; ++i) { + ChunkWriter curRootChunk(writer, Discreet3DS::CHUNK_MAT_MATERIAL); + const aiMaterial &mat = *scene->mMaterials[i]; + + { + ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_MATNAME); + const std::string &name = GetMaterialName(mat, i); + WriteString(name); + } + + aiColor3D color; + if (mat.Get(AI_MATKEY_COLOR_DIFFUSE, color) == AI_SUCCESS) { + ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAT_DIFFUSE); + WriteColor(color); + } + + if (mat.Get(AI_MATKEY_COLOR_SPECULAR, color) == AI_SUCCESS) { + ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAT_SPECULAR); + WriteColor(color); + } + + if (mat.Get(AI_MATKEY_COLOR_AMBIENT, color) == AI_SUCCESS) { + ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAT_AMBIENT); + WriteColor(color); + } + + float f; + if (mat.Get(AI_MATKEY_OPACITY, f) == AI_SUCCESS) { + ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_TRANSPARENCY); + WritePercentChunk(1.0f - f); + } + + if (mat.Get(AI_MATKEY_COLOR_EMISSIVE, color) == AI_SUCCESS) { + ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAT_SELF_ILLUM); + WriteColor(color); + } + + aiShadingMode shading_mode = aiShadingMode_Flat; + if (mat.Get(AI_MATKEY_SHADING_MODEL, shading_mode) == AI_SUCCESS) { + ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SHADING); + + Discreet3DS::shadetype3ds shading_mode_out; + switch (shading_mode) { + case aiShadingMode_Flat: + case aiShadingMode_NoShading: + shading_mode_out = Discreet3DS::Flat; + break; + + case aiShadingMode_Gouraud: + case aiShadingMode_Toon: + case aiShadingMode_OrenNayar: + case aiShadingMode_Minnaert: + shading_mode_out = Discreet3DS::Gouraud; + break; + + case aiShadingMode_Phong: + case aiShadingMode_Blinn: + case aiShadingMode_CookTorrance: + case aiShadingMode_Fresnel: + case aiShadingMode_PBR_BRDF: // Possibly should be Discreet3DS::Metal in some cases but this is undocumented + shading_mode_out = Discreet3DS::Phong; + break; + + default: + shading_mode_out = Discreet3DS::Flat; + ai_assert(false); + }; + writer.PutU2(static_cast<uint16_t>(shading_mode_out)); + } + + if (mat.Get(AI_MATKEY_SHININESS, f) == AI_SUCCESS) { + ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SHININESS); + WritePercentChunk(f); + } + + if (mat.Get(AI_MATKEY_SHININESS_STRENGTH, f) == AI_SUCCESS) { + ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SHININESS_PERCENT); + WritePercentChunk(f); + } + + int twosided; + if (mat.Get(AI_MATKEY_TWOSIDED, twosided) == AI_SUCCESS && twosided != 0) { + ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_TWO_SIDE); + writer.PutI2(1); + } + + // Fallback to BASE_COLOR if no DIFFUSE + if (!WriteTexture(mat, aiTextureType_DIFFUSE, Discreet3DS::CHUNK_MAT_TEXTURE)) + WriteTexture(mat, aiTextureType_BASE_COLOR, Discreet3DS::CHUNK_MAT_TEXTURE); + + WriteTexture(mat, aiTextureType_HEIGHT, Discreet3DS::CHUNK_MAT_BUMPMAP); + WriteTexture(mat, aiTextureType_OPACITY, Discreet3DS::CHUNK_MAT_OPACMAP); + WriteTexture(mat, aiTextureType_SHININESS, Discreet3DS::CHUNK_MAT_MAT_SHINMAP); + WriteTexture(mat, aiTextureType_SPECULAR, Discreet3DS::CHUNK_MAT_SPECMAP); + WriteTexture(mat, aiTextureType_EMISSIVE, Discreet3DS::CHUNK_MAT_SELFIMAP); + WriteTexture(mat, aiTextureType_REFLECTION, Discreet3DS::CHUNK_MAT_REFLMAP); + } +} + +// ------------------------------------------------------------------------------------------------ +// returns true if the texture existed +bool Discreet3DSExporter::WriteTexture(const aiMaterial &mat, aiTextureType type, uint16_t chunk_flags) { + aiString path; + aiTextureMapMode map_mode[2] = { + aiTextureMapMode_Wrap, aiTextureMapMode_Wrap + }; + ai_real blend = 1.0; + if (mat.GetTexture(type, 0, &path, nullptr, nullptr, &blend, nullptr, map_mode) != AI_SUCCESS || !path.length) { + return false; + } + + // TODO: handle embedded textures properly + if (path.data[0] == '*') { + ASSIMP_LOG_ERROR("Ignoring embedded texture for export: ", path.C_Str()); + return false; + } + + ChunkWriter chunk(writer, chunk_flags); + { + ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAPFILE); + WriteString(path); + } + + WritePercentChunk(blend); + + { + ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAT_MAP_TILING); + uint16_t val = 0; // WRAP + if (map_mode[0] == aiTextureMapMode_Mirror) { + val = 0x2; + } else if (map_mode[0] == aiTextureMapMode_Decal) { + val = 0x10; + } + writer.PutU2(val); + } + // TODO: export texture transformation (i.e. UV offset, scale, rotation) + return true; +} + +// ------------------------------------------------------------------------------------------------ +void Discreet3DSExporter::WriteMeshes() { + // NOTE: 3DS allows for instances. However: + // i) not all importers support reading them + // ii) instances are not as flexible as they are in assimp, in particular, + // nodes can carry (and instance) only one mesh. + // + // This exporter currently deep clones all instanced meshes, i.e. for each mesh + // attached to a node a full TRIMESH chunk is written to the file. + // + // Furthermore, the TRIMESH is transformed into world space so that it will + // appear correctly if importers don't read the scene hierarchy at all. + for (MeshesByNodeMap::const_iterator it = meshes.begin(); it != meshes.end(); ++it) { + const aiNode &node = *(*it).first; + const unsigned int mesh_idx = (*it).second; + + const aiMesh &mesh = *scene->mMeshes[mesh_idx]; + + // This should not happen if the SLM step is correctly executed + // before the scene is handed to the exporter + ai_assert(mesh.mNumVertices <= 0xffff); + ai_assert(mesh.mNumFaces <= 0xffff); + + const aiMatrix4x4 &trafo = trafos[&node]; + + ChunkWriter chunk(writer, Discreet3DS::CHUNK_OBJBLOCK); + + // Mesh name is tied to the node it is attached to so it can later be referenced + const std::string &name = GetMeshName(mesh, mesh_idx, node); + WriteString(name); + + // TRIMESH chunk + ChunkWriter chunk2(writer, Discreet3DS::CHUNK_TRIMESH); + + // Vertices in world space + { + ChunkWriter curChunk(writer, Discreet3DS::CHUNK_VERTLIST); + + const uint16_t count = static_cast<uint16_t>(mesh.mNumVertices); + writer.PutU2(count); + for (unsigned int i = 0; i < mesh.mNumVertices; ++i) { + const aiVector3D &v = mesh.mVertices[i]; + writer.PutF4(v.x); + writer.PutF4(v.y); + writer.PutF4(v.z); + } + } + + // UV coordinates + if (mesh.HasTextureCoords(0)) { + ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAPLIST); + const uint16_t count = static_cast<uint16_t>(mesh.mNumVertices); + writer.PutU2(count); + + for (unsigned int i = 0; i < mesh.mNumVertices; ++i) { + const aiVector3D &v = mesh.mTextureCoords[0][i]; + writer.PutF4(v.x); + writer.PutF4(v.y); + } + } + + // Faces (indices) + { + ChunkWriter curChunk(writer, Discreet3DS::CHUNK_FACELIST); + + ai_assert(mesh.mNumFaces <= 0xffff); + + // Count triangles, discard lines and points + uint16_t count = 0; + for (unsigned int i = 0; i < mesh.mNumFaces; ++i) { + const aiFace &f = mesh.mFaces[i]; + if (f.mNumIndices < 3) { + continue; + } + // TRIANGULATE step is a pre-requisite so we should not see polys here + ai_assert(f.mNumIndices == 3); + ++count; + } + + writer.PutU2(count); + for (unsigned int i = 0; i < mesh.mNumFaces; ++i) { + const aiFace &f = mesh.mFaces[i]; + if (f.mNumIndices < 3) { + continue; + } + + for (unsigned int j = 0; j < 3; ++j) { + ai_assert(f.mIndices[j] <= 0xffff); + writer.PutI2(static_cast<uint16_t>(f.mIndices[j])); + } + + // Edge visibility flag + writer.PutI2(0x0); + } + + // TODO: write smoothing groups (CHUNK_SMOOLIST) + + WriteFaceMaterialChunk(mesh); + } + + // Transformation matrix by which the mesh vertices have been pre-transformed with. + { + ChunkWriter curChunk(writer, Discreet3DS::CHUNK_TRMATRIX); + // Store rotation 3x3 matrix row wise + for (unsigned int r = 0; r < 3; ++r) { + for (unsigned int c = 0; c < 3; ++c) { + writer.PutF4(trafo[r][c]); + } + } + // Store translation sub vector column wise + for (unsigned int r = 0; r < 3; ++r) { + writer.PutF4(trafo[r][3]); + } + } + } +} + +// ------------------------------------------------------------------------------------------------ +void Discreet3DSExporter::WriteFaceMaterialChunk(const aiMesh &mesh) { + ChunkWriter curChunk(writer, Discreet3DS::CHUNK_FACEMAT); + const std::string &name = GetMaterialName(*scene->mMaterials[mesh.mMaterialIndex], mesh.mMaterialIndex); + WriteString(name); + + // Because assimp splits meshes by material, only a single + // FACEMAT chunk needs to be written + ai_assert(mesh.mNumFaces <= 0xffff); + const uint16_t count = static_cast<uint16_t>(mesh.mNumFaces); + writer.PutU2(count); + + for (unsigned int i = 0; i < mesh.mNumFaces; ++i) { + writer.PutU2(static_cast<uint16_t>(i)); + } +} + +// ------------------------------------------------------------------------------------------------ +void Discreet3DSExporter::WriteString(const std::string &s) { + for (std::string::const_iterator it = s.begin(); it != s.end(); ++it) { + writer.PutI1(*it); + } + writer.PutI1('\0'); +} + +// ------------------------------------------------------------------------------------------------ +void Discreet3DSExporter::WriteString(const aiString &s) { + for (std::size_t i = 0; i < s.length; ++i) { + writer.PutI1(s.data[i]); + } + writer.PutI1('\0'); +} + +// ------------------------------------------------------------------------------------------------ +void Discreet3DSExporter::WriteColor(const aiColor3D &color) { + ChunkWriter curChunk(writer, Discreet3DS::CHUNK_RGBF); + writer.PutF4(color.r); + writer.PutF4(color.g); + writer.PutF4(color.b); +} + +// ------------------------------------------------------------------------------------------------ +void Discreet3DSExporter::WritePercentChunk(float f) { + ChunkWriter curChunk(writer, Discreet3DS::CHUNK_PERCENTF); + writer.PutF4(f); +} + +// ------------------------------------------------------------------------------------------------ +void Discreet3DSExporter::WritePercentChunk(double f) { + ChunkWriter ccurChunkhunk(writer, Discreet3DS::CHUNK_PERCENTD); + writer.PutF8(f); +} + +#endif // ASSIMP_BUILD_NO_3DS_EXPORTER +#endif // ASSIMP_BUILD_NO_EXPORT |