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/X3D/X3DExporter.hpp | |
parent | 2f8028ac9e0812cb6f3cbb08f0f419e4e717bd22 (diff) |
add assimp submodule
Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/X3D/X3DExporter.hpp')
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/X3D/X3DExporter.hpp | 250 |
1 files changed, 250 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/X3D/X3DExporter.hpp b/src/mesh/assimp-master/code/AssetLib/X3D/X3DExporter.hpp new file mode 100644 index 0000000..fefaba9 --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/X3D/X3DExporter.hpp @@ -0,0 +1,250 @@ +/// \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 |