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/M3D/M3DExporter.cpp | |
parent | db81b925d776103326128bf629cbdda576a223e7 (diff) |
delete src/mesh/assimp-master
Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/M3D/M3DExporter.cpp')
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/M3D/M3DExporter.cpp | 442 |
1 files changed, 0 insertions, 442 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/M3D/M3DExporter.cpp b/src/mesh/assimp-master/code/AssetLib/M3D/M3DExporter.cpp deleted file mode 100644 index cf87b62..0000000 --- a/src/mesh/assimp-master/code/AssetLib/M3D/M3DExporter.cpp +++ /dev/null @@ -1,442 +0,0 @@ -/* -Open Asset Import Library (assimp) ----------------------------------------------------------------------- - -Copyright (c) 2006-2022, assimp team -Copyright (c) 2019 bzt - -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_M3D_EXPORTER - -#define M3D_IMPLEMENTATION -#define M3D_NOIMPORTER -#define M3D_EXPORTER -#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER -#define M3D_NODUP - - -// Header files, standard library. -#include <memory> // shared_ptr -#include <string> -#include <vector> - -#include <assimp/Exceptional.h> // DeadlyExportError -#include <assimp/StreamWriter.h> // StreamWriterLE -#include <assimp/material.h> // aiTextureType -#include <assimp/mesh.h> -#include <assimp/scene.h> -#include <assimp/version.h> // aiGetVersion -#include <assimp/DefaultLogger.hpp> -#include <assimp/Exporter.hpp> -#include <assimp/IOSystem.hpp> - -#include "M3DExporter.h" -#include "M3DMaterials.h" -#include "M3DWrapper.h" - -// RESOURCES: -// https://gitlab.com/bztsrc/model3d/blob/master/docs/m3d_format.md -// https://gitlab.com/bztsrc/model3d/blob/master/docs/a3d_format.md - -/* - * Currently supports static meshes, vertex colors, materials, textures - * - * For animation, it would require the following conversions: - * - aiNode (bones) -> m3d_t.bone (with parent id, position vector and orientation quaternion) - * - aiMesh.aiBone -> m3d_t.skin (per vertex, with bone id, weight pairs) - * - aiAnimation -> m3d_action (frame with timestamp and list of bone id, position, orientation - * triplets, instead of per bone timestamp + lists) - */ - -// ------------------------------------------------------------------------------------------------ -// Conversion functions -// ------------------------------------------------------------------------------------------------ -// helper to add a vertex (private to NodeWalk) -m3dv_t *AddVrtx(m3dv_t *vrtx, uint32_t *numvrtx, m3dv_t *v, uint32_t *idx) { - if (v->x == (M3D_FLOAT)-0.0) v->x = (M3D_FLOAT)0.0; - if (v->y == (M3D_FLOAT)-0.0) v->y = (M3D_FLOAT)0.0; - if (v->z == (M3D_FLOAT)-0.0) v->z = (M3D_FLOAT)0.0; - if (v->w == (M3D_FLOAT)-0.0) v->w = (M3D_FLOAT)0.0; - vrtx = (m3dv_t *)M3D_REALLOC(vrtx, ((*numvrtx) + 1) * sizeof(m3dv_t)); - memcpy(&vrtx[*numvrtx], v, sizeof(m3dv_t)); - *idx = *numvrtx; - (*numvrtx)++; - return vrtx; -} - -// ------------------------------------------------------------------------------------------------ -// helper to add a tmap (private to NodeWalk) -m3dti_t *AddTmap(m3dti_t *tmap, uint32_t *numtmap, m3dti_t *ti, uint32_t *idx) { - tmap = (m3dti_t *)M3D_REALLOC(tmap, ((*numtmap) + 1) * sizeof(m3dti_t)); - memcpy(&tmap[*numtmap], ti, sizeof(m3dti_t)); - *idx = *numtmap; - (*numtmap)++; - return tmap; -} - -// ------------------------------------------------------------------------------------------------ -// convert aiColor4D into uint32_t -uint32_t mkColor(aiColor4D *c) { - return ((uint8_t)(c->a * 255) << 24L) | - ((uint8_t)(c->b * 255) << 16L) | - ((uint8_t)(c->g * 255) << 8L) | - ((uint8_t)(c->r * 255) << 0L); -} - -// ------------------------------------------------------------------------------------------------ -// add a material property to the output -void addProp(m3dm_t *m, uint8_t type, uint32_t value) { - unsigned int i; - i = m->numprop++; - m->prop = (m3dp_t *)M3D_REALLOC(m->prop, m->numprop * sizeof(m3dp_t)); - if (!m->prop) { - throw DeadlyExportError("memory allocation error"); - } - m->prop[i].type = type; - m->prop[i].value.num = value; -} - -// ------------------------------------------------------------------------------------------------ -// convert aiString to identifier safe C string. This is a duplication of _m3d_safestr -char *SafeStr(aiString str, bool isStrict) { - char *s = (char *)&str.data; - char *d, *ret; - int i, len; - - for (len = str.length + 1; *s && (*s == ' ' || *s == '\t'); s++, len--) - ; - if (len > 255) len = 255; - ret = (char *)M3D_MALLOC(len + 1); - if (!ret) { - throw DeadlyExportError("memory allocation error"); - } - for (i = 0, d = ret; i < len && *s && *s != '\r' && *s != '\n'; s++, d++, i++) { - *d = isStrict && (*s == ' ' || *s == '\t' || *s == '/' || *s == '\\') ? '_' : (*s == '\t' ? ' ' : *s); - } - for (; d > ret && (*(d - 1) == ' ' || *(d - 1) == '\t'); d--) - ; - *d = 0; - return ret; -} - -// ------------------------------------------------------------------------------------------------ -// add a material to the output -M3D_INDEX addMaterial(const Assimp::M3DWrapper &m3d, const aiMaterial *mat) { - unsigned int mi = M3D_NOTDEFINED; - aiColor4D c; - aiString name; - ai_real f; - char *fn; - - if (mat && mat->Get(AI_MATKEY_NAME, name) == AI_SUCCESS && name.length && - strcmp((char *)&name.data, AI_DEFAULT_MATERIAL_NAME)) { - // check if we have saved a material by this name. This has to be done - // because only the referenced materials should be added to the output - for (unsigned int i = 0; i < m3d->nummaterial; i++) - if (!strcmp((char *)&name.data, m3d->material[i].name)) { - mi = i; - break; - } - // if not found, add the material to the output - if (mi == M3D_NOTDEFINED) { - unsigned int k; - mi = m3d->nummaterial++; - m3d->material = (m3dm_t *)M3D_REALLOC(m3d->material, m3d->nummaterial * sizeof(m3dm_t)); - if (!m3d->material) { - throw DeadlyExportError("memory allocation error"); - } - m3d->material[mi].name = SafeStr(name, true); - m3d->material[mi].numprop = 0; - m3d->material[mi].prop = nullptr; - // iterate through the material property table and see what we got - for (k = 0; k < 15; k++) { - unsigned int j; - if (m3d_propertytypes[k].format == m3dpf_map) - continue; - if (aiProps[k].pKey) { - switch (m3d_propertytypes[k].format) { - case m3dpf_color: - if (mat->Get(aiProps[k].pKey, aiProps[k].type, - aiProps[k].index, c) == AI_SUCCESS) - addProp(&m3d->material[mi], - m3d_propertytypes[k].id, mkColor(&c)); - break; - case m3dpf_float: - if (mat->Get(aiProps[k].pKey, aiProps[k].type, - aiProps[k].index, f) == AI_SUCCESS) { - uint32_t f_uint32; - memcpy(&f_uint32, &f, sizeof(uint32_t)); - addProp(&m3d->material[mi], - m3d_propertytypes[k].id, - /* not (uint32_t)f, because we don't want to convert - * it, we want to see it as 32 bits of memory */ - f_uint32); - } - break; - case m3dpf_uint8: - if (mat->Get(aiProps[k].pKey, aiProps[k].type, - aiProps[k].index, j) == AI_SUCCESS) { - // special conversion for illumination model property - if (m3d_propertytypes[k].id == m3dp_il) { - switch (j) { - case aiShadingMode_NoShading: j = 0; break; - case aiShadingMode_Phong: j = 2; break; - default: j = 1; break; - } - } - addProp(&m3d->material[mi], - m3d_propertytypes[k].id, j); - } - break; - default: - if (mat->Get(aiProps[k].pKey, aiProps[k].type, - aiProps[k].index, j) == AI_SUCCESS) - addProp(&m3d->material[mi], - m3d_propertytypes[k].id, j); - break; - } - } - if (aiTxProps[k].pKey && - mat->GetTexture((aiTextureType)aiTxProps[k].type, - aiTxProps[k].index, &name, nullptr, nullptr, nullptr, - nullptr, nullptr) == AI_SUCCESS) { - unsigned int i; - for (j = name.length - 1; j > 0 && name.data[j] != '.'; j++) - ; - if (j && name.data[j] == '.' && - (name.data[j + 1] == 'p' || name.data[j + 1] == 'P') && - (name.data[j + 1] == 'n' || name.data[j + 1] == 'N') && - (name.data[j + 1] == 'g' || name.data[j + 1] == 'G')) - name.data[j] = 0; - // do we have this texture saved already? - fn = SafeStr(name, true); - for (j = 0, i = M3D_NOTDEFINED; j < m3d->numtexture; j++) - if (!strcmp(fn, m3d->texture[j].name)) { - i = j; - free(fn); - break; - } - if (i == M3D_NOTDEFINED) { - i = m3d->numtexture++; - m3d->texture = (m3dtx_t *)M3D_REALLOC( - m3d->texture, - m3d->numtexture * sizeof(m3dtx_t)); - if (!m3d->texture) { - throw DeadlyExportError("memory allocation error"); - } - // we don't need the texture itself, only its name - m3d->texture[i].name = fn; - m3d->texture[i].w = 0; - m3d->texture[i].h = 0; - m3d->texture[i].d = nullptr; - } - addProp(&m3d->material[mi], - m3d_propertytypes[k].id + 128, i); - } - } - } - } - return mi; -} - -namespace Assimp { - -// --------------------------------------------------------------------- -// Worker function for exporting a scene to binary M3D. -// Prototyped and registered in Exporter.cpp -void ExportSceneM3D( - const char *pFile, - IOSystem *pIOSystem, - const aiScene *pScene, - const ExportProperties *pProperties) { - // initialize the exporter - M3DExporter exporter(pScene, pProperties); - - // perform binary export - exporter.doExport(pFile, pIOSystem, false); -} - -// --------------------------------------------------------------------- -// Worker function for exporting a scene to ASCII A3D. -// Prototyped and registered in Exporter.cpp -void ExportSceneM3DA( - const char *pFile, - IOSystem *pIOSystem, - const aiScene *pScene, - const ExportProperties *pProperties - -) { - // initialize the exporter - M3DExporter exporter(pScene, pProperties); - - // perform ascii export - exporter.doExport(pFile, pIOSystem, true); -} - -// ------------------------------------------------------------------------------------------------ -M3DExporter::M3DExporter(const aiScene *pScene, const ExportProperties *pProperties) : - mScene(pScene), - mProperties(pProperties), - outfile() { - // empty -} - -// ------------------------------------------------------------------------------------------------ -void M3DExporter::doExport( - const char *pFile, - IOSystem *pIOSystem, - bool toAscii) { - // TODO: convert mProperties into M3D_EXP_* flags - (void)mProperties; - - // open the indicated file for writing (in binary / ASCII mode) - outfile.reset(pIOSystem->Open(pFile, toAscii ? "wt" : "wb")); - if (!outfile) { - throw DeadlyExportError("could not open output .m3d file: " + std::string(pFile)); - } - - M3DWrapper m3d; - if (!m3d) { - throw DeadlyExportError("memory allocation error"); - } - m3d->name = SafeStr(mScene->mRootNode->mName, false); - - // Create a model from assimp structures - aiMatrix4x4 m; - NodeWalk(m3d, mScene->mRootNode, m); - - // serialize the structures - unsigned int size; - unsigned char *output = m3d.Save(M3D_EXP_FLOAT, M3D_EXP_EXTRA | (toAscii ? M3D_EXP_ASCII : 0), size); - - if (!output || size < 8) { - throw DeadlyExportError("unable to serialize into Model 3D"); - } - - // Write out serialized model - outfile->Write(output, size, 1); - - // explicitly release file pointer, - // so we don't have to rely on class destruction. - outfile.reset(); - - M3D_FREE(m3d->name); - m3d->name = nullptr; -} - -// ------------------------------------------------------------------------------------------------ -// recursive node walker -void M3DExporter::NodeWalk(const M3DWrapper &m3d, const aiNode *pNode, aiMatrix4x4 m) { - aiMatrix4x4 nm = m * pNode->mTransformation; - - for (unsigned int i = 0; i < pNode->mNumMeshes; i++) { - const aiMesh *mesh = mScene->mMeshes[pNode->mMeshes[i]]; - unsigned int mi = M3D_NOTDEFINED; - if (mScene->mMaterials) { - // get the material for this mesh - mi = addMaterial(m3d, mScene->mMaterials[mesh->mMaterialIndex]); - } - // iterate through the mesh faces - for (unsigned int j = 0; j < mesh->mNumFaces; j++) { - unsigned int n; - const aiFace *face = &(mesh->mFaces[j]); - // only triangle meshes supported for now - if (face->mNumIndices != 3) { - throw DeadlyExportError("use aiProcess_Triangulate before export"); - } - // add triangle to the output - n = m3d->numface++; - m3d->face = (m3df_t *)M3D_REALLOC(m3d->face, - m3d->numface * sizeof(m3df_t)); - if (!m3d->face) { - throw DeadlyExportError("memory allocation error"); - } - /* set all index to -1 by default */ - m3d->face[n].vertex[0] = m3d->face[n].vertex[1] = m3d->face[n].vertex[2] = - m3d->face[n].normal[0] = m3d->face[n].normal[1] = m3d->face[n].normal[2] = - m3d->face[n].texcoord[0] = m3d->face[n].texcoord[1] = m3d->face[n].texcoord[2] = M3D_UNDEF; - m3d->face[n].materialid = mi; - for (unsigned int k = 0; k < face->mNumIndices; k++) { - // get the vertex's index - unsigned int l = face->mIndices[k]; - unsigned int idx; - m3dv_t vertex; - m3dti_t ti; - // multiply the position vector by the transformation matrix - aiVector3D v = mesh->mVertices[l]; - v *= nm; - vertex.x = v.x; - vertex.y = v.y; - vertex.z = v.z; - vertex.w = 1.0; - vertex.color = 0; - vertex.skinid = M3D_UNDEF; - // add color if defined - if (mesh->HasVertexColors(0)) - vertex.color = mkColor(&mesh->mColors[0][l]); - // save the vertex to the output - m3d->vertex = AddVrtx(m3d->vertex, &m3d->numvertex, - &vertex, &idx); - m3d->face[n].vertex[k] = (M3D_INDEX)idx; - // do we have texture coordinates? - if (mesh->HasTextureCoords(0)) { - ti.u = mesh->mTextureCoords[0][l].x; - ti.v = mesh->mTextureCoords[0][l].y; - m3d->tmap = AddTmap(m3d->tmap, &m3d->numtmap, &ti, &idx); - m3d->face[n].texcoord[k] = (M3D_INDEX)idx; - } - // do we have normal vectors? - if (mesh->HasNormals()) { - vertex.x = mesh->mNormals[l].x; - vertex.y = mesh->mNormals[l].y; - vertex.z = mesh->mNormals[l].z; - vertex.color = 0; - m3d->vertex = AddVrtx(m3d->vertex, &m3d->numvertex, &vertex, &idx); - m3d->face[n].normal[k] = (M3D_INDEX)idx; - } - } - } - } - // repeat for the children nodes - for (unsigned int i = 0; i < pNode->mNumChildren; i++) { - NodeWalk(m3d, pNode->mChildren[i], nm); - } -} -} // namespace Assimp -#endif -#endif // ASSIMP_BUILD_NO_M3D_EXPORTER -#endif // ASSIMP_BUILD_NO_EXPORT |