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authorsanine <sanine.not@pm.me>2022-04-16 11:55:54 -0500
committersanine <sanine.not@pm.me>2022-04-16 11:55:54 -0500
commit8fb7916a0d0cb007a4c3a4e6a31af58765268ca3 (patch)
tree52b5524a94a5b04e17a1fd7f8aca988ab6d0c75f /src/mesh/assimp-master/code/AssetLib/X/XFileExporter.cpp
parentdb81b925d776103326128bf629cbdda576a223e7 (diff)
delete src/mesh/assimp-master
Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/X/XFileExporter.cpp')
-rw-r--r--src/mesh/assimp-master/code/AssetLib/X/XFileExporter.cpp541
1 files changed, 0 insertions, 541 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/X/XFileExporter.cpp b/src/mesh/assimp-master/code/AssetLib/X/XFileExporter.cpp
deleted file mode 100644
index f0b1608..0000000
--- a/src/mesh/assimp-master/code/AssetLib/X/XFileExporter.cpp
+++ /dev/null
@@ -1,541 +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.
-
-@author: Richard Steffen, 2014
-----------------------------------------------------------------------
-*/
-
-
-#ifndef ASSIMP_BUILD_NO_EXPORT
-#ifndef ASSIMP_BUILD_NO_X_EXPORTER
-
-#include "AssetLib/X/XFileExporter.h"
-#include "PostProcessing/ConvertToLHProcess.h"
-
-#include <assimp/Bitmap.h>
-#include <assimp/BaseImporter.h>
-#include <assimp/fast_atof.h>
-#include <assimp/SceneCombiner.h>
-#include <assimp/DefaultIOSystem.h>
-#include <assimp/Exceptional.h>
-#include <assimp/IOSystem.hpp>
-#include <assimp/scene.h>
-#include <assimp/light.h>
-
-#include <ctime>
-#include <set>
-#include <memory>
-
-using namespace Assimp;
-
-namespace Assimp
-{
-
-// ------------------------------------------------------------------------------------------------
-// Worker function for exporting a scene to Collada. Prototyped and registered in Exporter.cpp
-void ExportSceneXFile(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
-{
- std::string path = DefaultIOSystem::absolutePath(std::string(pFile));
- std::string file = DefaultIOSystem::completeBaseName(std::string(pFile));
-
- // create/copy Properties
- ExportProperties props(*pProperties);
-
- // set standard properties if not set
- if (!props.HasPropertyBool(AI_CONFIG_EXPORT_XFILE_64BIT)) props.SetPropertyBool(AI_CONFIG_EXPORT_XFILE_64BIT, false);
-
- // invoke the exporter
- XFileExporter iDoTheExportThing( pScene, pIOSystem, path, file, &props);
-
- if (iDoTheExportThing.mOutput.fail()) {
- throw DeadlyExportError("output data creation failed. Most likely the file became too large: " + std::string(pFile));
- }
-
- // we're still here - export successfully completed. Write result to the given IOSYstem
- std::unique_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
- if (outfile == nullptr) {
- throw DeadlyExportError("could not open output .x file: " + std::string(pFile));
- }
-
- // XXX maybe use a small wrapper around IOStream that behaves like std::stringstream in order to avoid the extra copy.
- outfile->Write( iDoTheExportThing.mOutput.str().c_str(), static_cast<size_t>(iDoTheExportThing.mOutput.tellp()),1);
-}
-
-} // end of namespace Assimp
-
-
-// ------------------------------------------------------------------------------------------------
-// Constructor for a specific scene to export
-XFileExporter::XFileExporter(const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file, const ExportProperties* pProperties)
- : mProperties(pProperties),
- mIOSystem(pIOSystem),
- mPath(path),
- mFile(file),
- mScene(pScene),
- mSceneOwned(false),
- endstr("\n")
-{
- // make sure that all formatting happens using the standard, C locale and not the user's current locale
- mOutput.imbue( std::locale("C") );
- mOutput.precision(ASSIMP_AI_REAL_TEXT_PRECISION);
-
- // start writing
- WriteFile();
-}
-
-// ------------------------------------------------------------------------------------------------
-// Destructor
-XFileExporter::~XFileExporter()
-{
- if(mSceneOwned) {
- delete mScene;
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Starts writing the contents
-void XFileExporter::WriteFile()
-{
- // note, that all realnumber values must be comma separated in x files
- mOutput.setf(std::ios::fixed);
- mOutput.precision(ASSIMP_AI_REAL_TEXT_PRECISION); // precision for ai_real
-
- // entry of writing the file
- WriteHeader();
-
- mOutput << startstr << "Frame DXCC_ROOT {" << endstr;
- PushTag();
-
- aiMatrix4x4 I; // identity
- WriteFrameTransform(I);
-
- WriteNode(mScene->mRootNode);
- PopTag();
-
- mOutput << startstr << "}" << endstr;
-
-}
-
-// ------------------------------------------------------------------------------------------------
-// Writes the asset header
-void XFileExporter::WriteHeader()
-{
- if (mProperties->GetPropertyBool(AI_CONFIG_EXPORT_XFILE_64BIT) == true)
- mOutput << startstr << "xof 0303txt 0064" << endstr;
- else
- mOutput << startstr << "xof 0303txt 0032" << endstr;
- mOutput << endstr;
- mOutput << startstr << "template Frame {" << endstr;
- PushTag();
- mOutput << startstr << "<3d82ab46-62da-11cf-ab39-0020af71e433>" << endstr;
- mOutput << startstr << "[...]" << endstr;
- PopTag();
- mOutput << startstr << "}" << endstr;
- mOutput << endstr;
- mOutput << startstr << "template Matrix4x4 {" << endstr;
- PushTag();
- mOutput << startstr << "<f6f23f45-7686-11cf-8f52-0040333594a3>" << endstr;
- mOutput << startstr << "array FLOAT matrix[16];" << endstr;
- PopTag();
- mOutput << startstr << "}" << endstr;
- mOutput << endstr;
- mOutput << startstr << "template FrameTransformMatrix {" << endstr;
- PushTag();
- mOutput << startstr << "<f6f23f41-7686-11cf-8f52-0040333594a3>" << endstr;
- mOutput << startstr << "Matrix4x4 frameMatrix;" << endstr;
- PopTag();
- mOutput << startstr << "}" << endstr;
- mOutput << endstr;
- mOutput << startstr << "template Vector {" << endstr;
- PushTag();
- mOutput << startstr << "<3d82ab5e-62da-11cf-ab39-0020af71e433>" << endstr;
- mOutput << startstr << "FLOAT x;" << endstr;
- mOutput << startstr << "FLOAT y;" << endstr;
- mOutput << startstr << "FLOAT z;" << endstr;
- PopTag();
- mOutput << startstr << "}" << endstr;
- mOutput << endstr;
- mOutput << startstr << "template MeshFace {" << endstr;
- PushTag();
- mOutput << startstr << "<3d82ab5f-62da-11cf-ab39-0020af71e433>" << endstr;
- mOutput << startstr << "DWORD nFaceVertexIndices;" << endstr;
- mOutput << startstr << "array DWORD faceVertexIndices[nFaceVertexIndices];" << endstr;
- PopTag();
- mOutput << startstr << "}" << endstr;
- mOutput << endstr;
- mOutput << startstr << "template Mesh {" << endstr;
- PushTag();
- mOutput << startstr << "<3d82ab44-62da-11cf-ab39-0020af71e433>" << endstr;
- mOutput << startstr << "DWORD nVertices;" << endstr;
- mOutput << startstr << "array Vector vertices[nVertices];" << endstr;
- mOutput << startstr << "DWORD nFaces;" << endstr;
- mOutput << startstr << "array MeshFace faces[nFaces];" << endstr;
- mOutput << startstr << "[...]" << endstr;
- PopTag();
- mOutput << startstr << "}" << endstr;
- mOutput << endstr;
- mOutput << startstr << "template MeshNormals {" << endstr;
- PushTag();
- mOutput << startstr << "<f6f23f43-7686-11cf-8f52-0040333594a3>" << endstr;
- mOutput << startstr << "DWORD nNormals;" << endstr;
- mOutput << startstr << "array Vector normals[nNormals];" << endstr;
- mOutput << startstr << "DWORD nFaceNormals;" << endstr;
- mOutput << startstr << "array MeshFace faceNormals[nFaceNormals];" << endstr;
- PopTag();
- mOutput << startstr << "}" << endstr;
- mOutput << endstr;
- mOutput << startstr << "template Coords2d {" << endstr;
- PushTag();
- mOutput << startstr << "<f6f23f44-7686-11cf-8f52-0040333594a3>" << endstr;
- mOutput << startstr << "FLOAT u;" << endstr;
- mOutput << startstr << "FLOAT v;" << endstr;
- PopTag();
- mOutput << startstr << "}" << endstr;
- mOutput << endstr;
- mOutput << startstr << "template MeshTextureCoords {" << endstr;
- PushTag();
- mOutput << startstr << "<f6f23f40-7686-11cf-8f52-0040333594a3>" << endstr;
- mOutput << startstr << "DWORD nTextureCoords;" << endstr;
- mOutput << startstr << "array Coords2d textureCoords[nTextureCoords];" << endstr;
- PopTag();
- mOutput << startstr << "}" << endstr;
- mOutput << endstr;
- mOutput << startstr << "template ColorRGBA {" << endstr;
- PushTag();
- mOutput << startstr << "<35ff44e0-6c7c-11cf-8f52-0040333594a3>" << endstr;
- mOutput << startstr << "FLOAT red;" << endstr;
- mOutput << startstr << "FLOAT green;" << endstr;
- mOutput << startstr << "FLOAT blue;" << endstr;
- mOutput << startstr << "FLOAT alpha;" << endstr;
- PopTag();
- mOutput << startstr << "}" << endstr;
- mOutput << endstr;
- mOutput << startstr << "template IndexedColor {" << endstr;
- PushTag();
- mOutput << startstr << "<1630b820-7842-11cf-8f52-0040333594a3>" << endstr;
- mOutput << startstr << "DWORD index;" << endstr;
- mOutput << startstr << "ColorRGBA indexColor;" << endstr;
- PopTag();
- mOutput << startstr << "}" << endstr;
- mOutput << endstr;
- mOutput << startstr << "template MeshVertexColors {" << endstr;
- PushTag();
- mOutput << startstr << "<1630b821-7842-11cf-8f52-0040333594a3>" << endstr;
- mOutput << startstr << "DWORD nVertexColors;" << endstr;
- mOutput << startstr << "array IndexedColor vertexColors[nVertexColors];" << endstr;
- PopTag();
- mOutput << startstr << "}" << endstr;
- mOutput << endstr;
- mOutput << startstr << "template VertexElement {" << endstr;
- PushTag();
- mOutput << startstr << "<f752461c-1e23-48f6-b9f8-8350850f336f>" << endstr;
- mOutput << startstr << "DWORD Type;" << endstr;
- mOutput << startstr << "DWORD Method;" << endstr;
- mOutput << startstr << "DWORD Usage;" << endstr;
- mOutput << startstr << "DWORD UsageIndex;" << endstr;
- PopTag();
- mOutput << startstr << "}" << endstr;
- mOutput << endstr;
- mOutput << startstr << "template DeclData {" << endstr;
- PushTag();
- mOutput << startstr << "<bf22e553-292c-4781-9fea-62bd554bdd93>" << endstr;
- mOutput << startstr << "DWORD nElements;" << endstr;
- mOutput << startstr << "array VertexElement Elements[nElements];" << endstr;
- mOutput << startstr << "DWORD nDWords;" << endstr;
- mOutput << startstr << "array DWORD data[nDWords];" << endstr;
- PopTag();
- mOutput << startstr << "}" << endstr;
- mOutput << endstr;
-}
-
-
-// Writes the material setup
-void XFileExporter::WriteFrameTransform(aiMatrix4x4& m)
-{
- mOutput << startstr << "FrameTransformMatrix {" << endstr << " ";
- PushTag();
- mOutput << startstr << m.a1 << ", " << m.b1 << ", " << m.c1 << ", " << m.d1 << "," << endstr;
- mOutput << startstr << m.a2 << ", " << m.b2 << ", " << m.c2 << ", " << m.d2 << "," << endstr;
- mOutput << startstr << m.a3 << ", " << m.b3 << ", " << m.c3 << ", " << m.d3 << "," << endstr;
- mOutput << startstr << m.a4 << ", " << m.b4 << ", " << m.c4 << ", " << m.d4 << ";;" << endstr;
- PopTag();
- mOutput << startstr << "}" << endstr << endstr;
-}
-
-
-// ------------------------------------------------------------------------------------------------
-// Recursively writes the given node
-void XFileExporter::WriteNode( aiNode* pNode)
-{
- if (pNode->mName.length==0)
- {
- std::stringstream ss;
- ss << "Node_" << pNode;
- pNode->mName.Set(ss.str());
- }
- mOutput << startstr << "Frame " << toXFileString(pNode->mName) << " {" << endstr;
-
- PushTag();
-
- aiMatrix4x4 m = pNode->mTransformation;
-
- WriteFrameTransform(m);
-
- for (size_t i = 0; i < pNode->mNumMeshes; ++i)
- WriteMesh(mScene->mMeshes[pNode->mMeshes[i]]);
-
- // recursive call the Nodes
- for (size_t i = 0; i < pNode->mNumChildren; ++i)
- WriteNode(pNode->mChildren[i]);
-
- PopTag();
-
- mOutput << startstr << "}" << endstr << endstr;
-}
-
-void XFileExporter::WriteMesh(aiMesh* mesh)
-{
- mOutput << startstr << "Mesh " << toXFileString(mesh->mName) << "_mShape" << " {" << endstr;
-
- PushTag();
-
- // write all the vertices
- mOutput << startstr << mesh->mNumVertices << ";" << endstr;
- for (size_t a = 0; a < mesh->mNumVertices; a++)
- {
- aiVector3D &v = mesh->mVertices[a];
- mOutput << startstr << v[0] << ";"<< v[1] << ";" << v[2] << ";";
- if (a < mesh->mNumVertices - 1)
- mOutput << "," << endstr;
- else
- mOutput << ";" << endstr;
- }
-
- // write all the faces
- mOutput << startstr << mesh->mNumFaces << ";" << endstr;
- for( size_t a = 0; a < mesh->mNumFaces; ++a )
- {
- const aiFace& face = mesh->mFaces[a];
- mOutput << startstr << face.mNumIndices << ";";
- // must be counter clockwise triangle
- //for(int b = face.mNumIndices - 1; b >= 0 ; --b)
- for(size_t b = 0; b < face.mNumIndices ; ++b)
- {
- mOutput << face.mIndices[b];
- //if (b > 0)
- if (b<face.mNumIndices-1)
- mOutput << ",";
- else
- mOutput << ";";
- }
-
- if (a < mesh->mNumFaces - 1)
- mOutput << "," << endstr;
- else
- mOutput << ";" << endstr;
- }
-
- mOutput << endstr;
-
- if (mesh->HasTextureCoords(0))
- {
- const aiMaterial* mat = mScene->mMaterials[mesh->mMaterialIndex];
- aiString relpath;
- mat->Get(_AI_MATKEY_TEXTURE_BASE, aiTextureType_DIFFUSE, 0, relpath);
-
- mOutput << startstr << "MeshMaterialList {" << endstr;
- PushTag();
- mOutput << startstr << "1;" << endstr; // number of materials
- mOutput << startstr << mesh->mNumFaces << ";" << endstr; // number of faces
- mOutput << startstr;
- for( size_t a = 0; a < mesh->mNumFaces; ++a )
- {
- mOutput << "0"; // the material index
- if (a < mesh->mNumFaces - 1)
- mOutput << ", ";
- else
- mOutput << ";" << endstr;
- }
- mOutput << startstr << "Material {" << endstr;
- PushTag();
- mOutput << startstr << "1.0; 1.0; 1.0; 1.000000;;" << endstr;
- mOutput << startstr << "1.000000;" << endstr; // power
- mOutput << startstr << "0.000000; 0.000000; 0.000000;;" << endstr; // specularity
- mOutput << startstr << "0.000000; 0.000000; 0.000000;;" << endstr; // emission
- mOutput << startstr << "TextureFilename { \"";
-
- writePath(relpath);
-
- mOutput << "\"; }" << endstr;
- PopTag();
- mOutput << startstr << "}" << endstr;
- PopTag();
- mOutput << startstr << "}" << endstr;
- }
-
- // write normals (every vertex has one)
- if (mesh->HasNormals())
- {
- mOutput << endstr << startstr << "MeshNormals {" << endstr;
- mOutput << startstr << mesh->mNumVertices << ";" << endstr;
- for (size_t a = 0; a < mesh->mNumVertices; a++)
- {
- aiVector3D &v = mesh->mNormals[a];
- // because we have a LHS and also changed wth winding, we need to invert the normals again
- mOutput << startstr << -v[0] << ";"<< -v[1] << ";" << -v[2] << ";";
- if (a < mesh->mNumVertices - 1)
- mOutput << "," << endstr;
- else
- mOutput << ";" << endstr;
- }
-
- mOutput << startstr << mesh->mNumFaces << ";" << endstr;
- for (size_t a = 0; a < mesh->mNumFaces; a++)
- {
- const aiFace& face = mesh->mFaces[a];
- mOutput << startstr << face.mNumIndices << ";";
-
- //for(int b = face.mNumIndices-1; b >= 0 ; --b)
- for(size_t b = 0; b < face.mNumIndices ; ++b)
- {
- mOutput << face.mIndices[b];
- //if (b > 0)
- if (b<face.mNumIndices-1)
- mOutput << ",";
- else
- mOutput << ";";
- }
-
- if (a < mesh->mNumFaces-1)
- mOutput << "," << endstr;
- else
- mOutput << ";" << endstr;
- }
- mOutput << startstr << "}" << endstr;
- }
-
- // write texture UVs if available
- if (mesh->HasTextureCoords(0))
- {
- mOutput << endstr << startstr << "MeshTextureCoords {" << endstr;
- mOutput << startstr << mesh->mNumVertices << ";" << endstr;
- for (size_t a = 0; a < mesh->mNumVertices; a++)
- //for (int a = (int)mesh->mNumVertices-1; a >=0 ; a--)
- {
- aiVector3D& uv = mesh->mTextureCoords[0][a]; // uv of first uv layer for the vertex
- mOutput << startstr << uv.x << ";" << uv.y;
- if (a < mesh->mNumVertices-1)
- //if (a >0 )
- mOutput << ";," << endstr;
- else
- mOutput << ";;" << endstr;
- }
- mOutput << startstr << "}" << endstr;
- }
-
- // write color channel if available
- if (mesh->HasVertexColors(0))
- {
- mOutput << endstr << startstr << "MeshVertexColors {" << endstr;
- mOutput << startstr << mesh->mNumVertices << ";" << endstr;
- for (size_t a = 0; a < mesh->mNumVertices; a++)
- {
- aiColor4D& mColors = mesh->mColors[0][a]; // color of first vertex color set for the vertex
- mOutput << startstr << a << ";" << mColors.r << ";" << mColors.g << ";" << mColors.b << ";" << mColors.a << ";;";
- if (a < mesh->mNumVertices-1)
- mOutput << "," << endstr;
- else
- mOutput << ";" << endstr;
- }
- mOutput << startstr << "}" << endstr;
- }
- /*
- else
- {
- mOutput << endstr << startstr << "MeshVertexColors {" << endstr;
- mOutput << startstr << mesh->mNumVertices << ";" << endstr;
- for (size_t a = 0; a < mesh->mNumVertices; a++)
- {
- aiColor4D* mColors = mesh->mColors[a];
- mOutput << startstr << a << ";0.500000;0.000000;0.000000;0.500000;;";
- if (a < mesh->mNumVertices-1)
- mOutput << "," << endstr;
- else
- mOutput << ";" << endstr;
- }
- mOutput << startstr << "}" << endstr;
- }
- */
- PopTag();
- mOutput << startstr << "}" << endstr << endstr;
-
-}
-
-std::string XFileExporter::toXFileString(aiString &name)
-{
- std::string pref = ""; // node name prefix to prevent unexpected start of string
- std::string str = pref + std::string(name.C_Str());
- for (int i=0; i < (int) str.length(); ++i)
- {
- if ((str[i] >= '0' && str[i] <= '9') || // 0-9
- (str[i] >= 'A' && str[i] <= 'Z') || // A-Z
- (str[i] >= 'a' && str[i] <= 'z')) // a-z
- continue;
- str[i] = '_';
- }
- return str;
-}
-
-void XFileExporter::writePath(const aiString &path)
-{
- std::string str = std::string(path.C_Str());
- BaseImporter::ConvertUTF8toISO8859_1(str);
-
- while( str.find( "\\\\") != std::string::npos)
- str.replace( str.find( "\\\\"), 2, "\\");
-
- while (str.find('\\') != std::string::npos)
- str.replace(str.find('\\'), 1, "/");
-
- mOutput << str;
-
-}
-
-#endif
-#endif