diff options
author | sanine <sanine.not@pm.me> | 2022-04-16 11:55:54 -0500 |
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committer | sanine <sanine.not@pm.me> | 2022-04-16 11:55:54 -0500 |
commit | 8fb7916a0d0cb007a4c3a4e6a31af58765268ca3 (patch) | |
tree | 52b5524a94a5b04e17a1fd7f8aca988ab6d0c75f /src/mesh/assimp-master/code/AssetLib/Collada/ColladaExporter.h | |
parent | db81b925d776103326128bf629cbdda576a223e7 (diff) |
delete src/mesh/assimp-master
Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/Collada/ColladaExporter.h')
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/Collada/ColladaExporter.h | 257 |
1 files changed, 0 insertions, 257 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/Collada/ColladaExporter.h b/src/mesh/assimp-master/code/AssetLib/Collada/ColladaExporter.h deleted file mode 100644 index 56415fb..0000000 --- a/src/mesh/assimp-master/code/AssetLib/Collada/ColladaExporter.h +++ /dev/null @@ -1,257 +0,0 @@ -/* -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. - ----------------------------------------------------------------------- -*/ - -/** @file ColladaExporter.h - * Declares the exporter class to write a scene to a Collada file - */ -#ifndef AI_COLLADAEXPORTER_H_INC -#define AI_COLLADAEXPORTER_H_INC - -#include <assimp/ai_assert.h> -#include <assimp/material.h> - -#include <array> -#include <map> -#include <sstream> -#include <unordered_set> -#include <vector> - -struct aiScene; -struct aiNode; -struct aiLight; -struct aiBone; - -namespace Assimp { - -class IOSystem; - -/// Helper class to export a given scene to a Collada file. Just for my personal -/// comfort when implementing it. -class ColladaExporter { -public: - /// Constructor for a specific scene to export - ColladaExporter(const aiScene *pScene, IOSystem *pIOSystem, const std::string &path, const std::string &file); - - /// Destructor - virtual ~ColladaExporter(); - -protected: - /// Starts writing the contents - void WriteFile(); - - /// Writes the asset header - void WriteHeader(); - - /// Writes the embedded textures - void WriteTextures(); - - /// Writes the material setup - void WriteMaterials(); - - /// Writes the cameras library - void WriteCamerasLibrary(); - - // Write a camera entry - void WriteCamera(size_t pIndex); - - /// Writes the cameras library - void WriteLightsLibrary(); - - // Write a camera entry - void WriteLight(size_t pIndex); - void WritePointLight(const aiLight *const light); - void WriteDirectionalLight(const aiLight *const light); - void WriteSpotLight(const aiLight *const light); - void WriteAmbienttLight(const aiLight *const light); - - /// Writes the controller library - void WriteControllerLibrary(); - - /// Writes a skin controller of the given mesh - void WriteController(size_t pIndex); - - /// Writes the geometry library - void WriteGeometryLibrary(); - - /// Writes the given mesh - void WriteGeometry(size_t pIndex); - - //enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color, FloatType_Mat4x4, FloatType_Weight }; - // customized to add animation related type - enum FloatDataType { FloatType_Vector, - FloatType_TexCoord2, - FloatType_TexCoord3, - FloatType_Color, - FloatType_Mat4x4, - FloatType_Weight, - FloatType_Time }; - - /// Writes a float array of the given type - void WriteFloatArray(const std::string &pIdString, FloatDataType pType, const ai_real *pData, size_t pElementCount); - - /// Writes the scene library - void WriteSceneLibrary(); - - // customized, Writes the animation library - void WriteAnimationsLibrary(); - void WriteAnimationLibrary(size_t pIndex); - std::string mFoundSkeletonRootNodeID = "skeleton_root"; // will be replaced by found node id in the WriteNode call. - - /// Recursively writes the given node - void WriteNode(const aiNode *pNode); - - /// Enters a new xml element, which increases the indentation - void PushTag() { startstr.append(" "); } - /// Leaves an element, decreasing the indentation - void PopTag() { - ai_assert(startstr.length() > 1); - startstr.erase(startstr.length() - 2); - } - - void CreateNodeIds(const aiNode *node); - - /// Get or Create a unique Node ID string for the given Node - std::string GetNodeUniqueId(const aiNode *node); - std::string GetNodeName(const aiNode *node); - - std::string GetBoneUniqueId(const aiBone *bone); - - enum class AiObjectType { - Mesh, - Material, - Animation, - Light, - Camera, - Count, - }; - /// Get or Create a unique ID string for the given scene object index - std::string GetObjectUniqueId(AiObjectType type, size_t pIndex); - /// Get or Create a name string for the given scene object index - std::string GetObjectName(AiObjectType type, size_t pIndex); - - typedef std::map<size_t, std::string> IndexIdMap; - typedef std::pair<std::string, std::string> NameIdPair; - NameIdPair AddObjectIndexToMaps(AiObjectType type, size_t pIndex); - - // Helpers - inline IndexIdMap &GetObjectIdMap(AiObjectType type) { return mObjectIdMap[static_cast<size_t>(type)]; } - inline IndexIdMap &GetObjectNameMap(AiObjectType type) { return mObjectNameMap[static_cast<size_t>(type)]; } - -private: - std::unordered_set<std::string> mUniqueIds; // Cache of used unique ids - std::map<const void *, std::string> mNodeIdMap; // Cache of encoded node and bone ids - std::array<IndexIdMap, static_cast<size_t>(AiObjectType::Count)> mObjectIdMap; // Cache of encoded unique IDs - std::array<IndexIdMap, static_cast<size_t>(AiObjectType::Count)> mObjectNameMap; // Cache of encoded names - -public: - /// Stringstream to write all output into - std::stringstream mOutput; - - /// The IOSystem for output - IOSystem *mIOSystem; - - /// Path of the directory where the scene will be exported - const std::string mPath; - - /// Name of the file (without extension) where the scene will be exported - const std::string mFile; - - /// The scene to be written - const aiScene *const mScene; - std::string mSceneId; - bool mAdd_root_node = false; - - /// current line start string, contains the current indentation for simple stream insertion - std::string startstr; - /// current line end string for simple stream insertion - const std::string endstr; - - // pair of color and texture - texture precedences color - struct Surface { - bool exist; - aiColor4D color; - std::string texture; - size_t channel; - Surface() { - exist = false; - channel = 0; - } - }; - - struct Property { - bool exist; - ai_real value; - Property() : - exist(false), - value(0.0) {} - }; - - // summarize a material in an convenient way. - struct Material { - std::string id; - std::string name; - std::string shading_model; - Surface ambient, diffuse, specular, emissive, reflective, transparent, normal; - Property shininess, transparency, index_refraction; - - Material() {} - }; - - std::map<unsigned int, std::string> textures; - -public: - /// Dammit C++ - y u no compile two-pass? No I have to add all methods below the struct definitions - /// Reads a single surface entry from the given material keys - bool ReadMaterialSurface(Surface &poSurface, const aiMaterial &pSrcMat, aiTextureType pTexture, const char *pKey, size_t pType, size_t pIndex); - /// Writes an image entry for the given surface - void WriteImageEntry(const Surface &pSurface, const std::string &imageId); - /// Writes the two parameters necessary for referencing a texture in an effect entry - void WriteTextureParamEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &materialId); - /// Writes a color-or-texture entry into an effect definition - void WriteTextureColorEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &imageId); - /// Writes a scalar property - void WriteFloatEntry(const Property &pProperty, const std::string &pTypeName); -}; - -} // namespace Assimp - -#endif // !! AI_COLLADAEXPORTER_H_INC |