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diff --git a/libs/assimp/code/AssetLib/Obj/ObjExporter.cpp b/libs/assimp/code/AssetLib/Obj/ObjExporter.cpp
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+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2020, 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_OBJ_EXPORTER
+
+#include "ObjExporter.h"
+#include <assimp/Exceptional.h>
+#include <assimp/StringComparison.h>
+#include <assimp/version.h>
+#include <assimp/IOSystem.hpp>
+#include <assimp/Exporter.hpp>
+#include <assimp/material.h>
+#include <assimp/scene.h>
+#include <memory>
+
+using namespace Assimp;
+
+namespace Assimp {
+
+// ------------------------------------------------------------------------------------------------
+// Worker function for exporting a scene to Wavefront OBJ. Prototyped and registered in Exporter.cpp
+void ExportSceneObj(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/) {
+ // invoke the exporter
+ ObjExporter exporter(pFile, pScene);
+
+ if (exporter.mOutput.fail() || exporter.mOutputMat.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 both the main OBJ file and the material script
+ {
+ std::unique_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
+ if (outfile == nullptr) {
+ throw DeadlyExportError("could not open output .obj file: " + std::string(pFile));
+ }
+ outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
+ }
+ {
+ std::unique_ptr<IOStream> outfile (pIOSystem->Open(exporter.GetMaterialLibFileName(),"wt"));
+ if (outfile == nullptr) {
+ throw DeadlyExportError("could not open output .mtl file: " + std::string(exporter.GetMaterialLibFileName()));
+ }
+ outfile->Write( exporter.mOutputMat.str().c_str(), static_cast<size_t>(exporter.mOutputMat.tellp()),1);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Worker function for exporting a scene to Wavefront OBJ without the material file. Prototyped and registered in Exporter.cpp
+void ExportSceneObjNoMtl(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* ) {
+ // invoke the exporter
+ ObjExporter exporter(pFile, pScene, true);
+
+ if (exporter.mOutput.fail() || exporter.mOutputMat.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 both the main OBJ file and the material script
+ {
+ std::unique_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
+ if (outfile == nullptr) {
+ throw DeadlyExportError("could not open output .obj file: " + std::string(pFile));
+ }
+ outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
+ }
+
+
+}
+
+} // end of namespace Assimp
+
+static const std::string MaterialExt = ".mtl";
+
+// ------------------------------------------------------------------------------------------------
+ObjExporter::ObjExporter(const char* _filename, const aiScene* pScene, bool noMtl)
+: filename(_filename)
+, pScene(pScene)
+, vn()
+, vt()
+, vp()
+, useVc(false)
+, mVnMap()
+, mVtMap()
+, mVpMap()
+, mMeshes()
+, endl("\n") {
+ // make sure that all formatting happens using the standard, C locale and not the user's current locale
+ const std::locale& l = std::locale("C");
+ mOutput.imbue(l);
+ mOutput.precision(ASSIMP_AI_REAL_TEXT_PRECISION);
+ mOutputMat.imbue(l);
+ mOutputMat.precision(ASSIMP_AI_REAL_TEXT_PRECISION);
+
+ WriteGeometryFile(noMtl);
+ if ( !noMtl ) {
+ WriteMaterialFile();
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+ObjExporter::~ObjExporter() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+std::string ObjExporter::GetMaterialLibName() {
+ // within the Obj file, we use just the relative file name with the path stripped
+ const std::string& s = GetMaterialLibFileName();
+ std::string::size_type il = s.find_last_of("/\\");
+ if (il != std::string::npos) {
+ return s.substr(il + 1);
+ }
+
+ return s;
+}
+
+// ------------------------------------------------------------------------------------------------
+std::string ObjExporter::GetMaterialLibFileName() {
+ // Remove existing .obj file extension so that the final material file name will be fileName.mtl and not fileName.obj.mtl
+ size_t lastdot = filename.find_last_of('.');
+ if ( lastdot != std::string::npos ) {
+ return filename.substr( 0, lastdot ) + MaterialExt;
+ }
+
+ return filename + MaterialExt;
+}
+
+// ------------------------------------------------------------------------------------------------
+void ObjExporter::WriteHeader(std::ostringstream& out) {
+ out << "# File produced by Open Asset Import Library (http://www.assimp.sf.net)" << endl;
+ out << "# (assimp v" << aiGetVersionMajor() << '.' << aiGetVersionMinor() << '.'
+ << aiGetVersionRevision() << ")" << endl << endl;
+}
+
+// ------------------------------------------------------------------------------------------------
+std::string ObjExporter::GetMaterialName(unsigned int index) {
+ const aiMaterial* const mat = pScene->mMaterials[index];
+ if ( nullptr == mat ) {
+ static const std::string EmptyStr;
+ return EmptyStr;
+ }
+
+ aiString s;
+ if(AI_SUCCESS == mat->Get(AI_MATKEY_NAME,s)) {
+ return std::string(s.data,s.length);
+ }
+
+ char number[ sizeof(unsigned int) * 3 + 1 ];
+ ASSIMP_itoa10(number,index);
+ return "$Material_" + std::string(number);
+}
+
+// ------------------------------------------------------------------------------------------------
+void ObjExporter::WriteMaterialFile() {
+ WriteHeader(mOutputMat);
+
+ for(unsigned int i = 0; i < pScene->mNumMaterials; ++i) {
+ const aiMaterial* const mat = pScene->mMaterials[i];
+
+ int illum = 1;
+ mOutputMat << "newmtl " << GetMaterialName(i) << endl;
+
+ aiColor4D c;
+ if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_DIFFUSE,c)) {
+ mOutputMat << "Kd " << c.r << " " << c.g << " " << c.b << endl;
+ }
+ if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_AMBIENT,c)) {
+ mOutputMat << "Ka " << c.r << " " << c.g << " " << c.b << endl;
+ }
+ if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_SPECULAR,c)) {
+ mOutputMat << "Ks " << c.r << " " << c.g << " " << c.b << endl;
+ }
+ if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_EMISSIVE,c)) {
+ mOutputMat << "Ke " << c.r << " " << c.g << " " << c.b << endl;
+ }
+ if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_TRANSPARENT,c)) {
+ mOutputMat << "Tf " << c.r << " " << c.g << " " << c.b << endl;
+ }
+
+ ai_real o;
+ if(AI_SUCCESS == mat->Get(AI_MATKEY_OPACITY,o)) {
+ mOutputMat << "d " << o << endl;
+ }
+ if(AI_SUCCESS == mat->Get(AI_MATKEY_REFRACTI,o)) {
+ mOutputMat << "Ni " << o << endl;
+ }
+
+ if(AI_SUCCESS == mat->Get(AI_MATKEY_SHININESS,o) && o) {
+ mOutputMat << "Ns " << o << endl;
+ illum = 2;
+ }
+
+ mOutputMat << "illum " << illum << endl;
+
+ aiString s;
+ if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_DIFFUSE(0),s)) {
+ mOutputMat << "map_Kd " << s.data << endl;
+ }
+ if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_AMBIENT(0),s)) {
+ mOutputMat << "map_Ka " << s.data << endl;
+ }
+ if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_SPECULAR(0),s)) {
+ mOutputMat << "map_Ks " << s.data << endl;
+ }
+ if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_SHININESS(0),s)) {
+ mOutputMat << "map_Ns " << s.data << endl;
+ }
+ if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_OPACITY(0),s)) {
+ mOutputMat << "map_d " << s.data << endl;
+ }
+ if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_HEIGHT(0),s) || AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_NORMALS(0),s)) {
+ // implementations seem to vary here, so write both variants
+ mOutputMat << "bump " << s.data << endl;
+ mOutputMat << "map_bump " << s.data << endl;
+ }
+
+ mOutputMat << endl;
+ }
+}
+
+void ObjExporter::WriteGeometryFile(bool noMtl) {
+ WriteHeader(mOutput);
+ if (!noMtl)
+ mOutput << "mtllib " << GetMaterialLibName() << endl << endl;
+
+ // collect mesh geometry
+ aiMatrix4x4 mBase;
+ AddNode(pScene->mRootNode, mBase);
+
+ // write vertex positions with colors, if any
+ mVpMap.getKeys( vp );
+ if ( !useVc ) {
+ mOutput << "# " << vp.size() << " vertex positions" << endl;
+ for ( const vertexData& v : vp ) {
+ mOutput << "v " << v.vp.x << " " << v.vp.y << " " << v.vp.z << endl;
+ }
+ } else {
+ mOutput << "# " << vp.size() << " vertex positions and colors" << endl;
+ for ( const vertexData& v : vp ) {
+ mOutput << "v " << v.vp.x << " " << v.vp.y << " " << v.vp.z << " " << v.vc.r << " " << v.vc.g << " " << v.vc.b << endl;
+ }
+ }
+ mOutput << endl;
+
+ // write uv coordinates
+ mVtMap.getKeys(vt);
+ mOutput << "# " << vt.size() << " UV coordinates" << endl;
+ for(const aiVector3D& v : vt) {
+ mOutput << "vt " << v.x << " " << v.y << " " << v.z << endl;
+ }
+ mOutput << endl;
+
+ // write vertex normals
+ mVnMap.getKeys(vn);
+ mOutput << "# " << vn.size() << " vertex normals" << endl;
+ for(const aiVector3D& v : vn) {
+ mOutput << "vn " << v.x << " " << v.y << " " << v.z << endl;
+ }
+ mOutput << endl;
+
+ // now write all mesh instances
+ for(const MeshInstance& m : mMeshes) {
+ mOutput << "# Mesh \'" << m.name << "\' with " << m.faces.size() << " faces" << endl;
+ if (!m.name.empty()) {
+ mOutput << "g " << m.name << endl;
+ }
+ if ( !noMtl ) {
+ mOutput << "usemtl " << m.matname << endl;
+ }
+
+ for(const Face& f : m.faces) {
+ mOutput << f.kind << ' ';
+ for(const FaceVertex& fv : f.indices) {
+ mOutput << ' ' << fv.vp;
+
+ if (f.kind != 'p') {
+ if (fv.vt || f.kind == 'f') {
+ mOutput << '/';
+ }
+ if (fv.vt) {
+ mOutput << fv.vt;
+ }
+ if (f.kind == 'f' && fv.vn) {
+ mOutput << '/' << fv.vn;
+ }
+ }
+ }
+
+ mOutput << endl;
+ }
+ mOutput << endl;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void ObjExporter::AddMesh(const aiString& name, const aiMesh* m, const aiMatrix4x4& mat) {
+ mMeshes.push_back(MeshInstance() );
+ MeshInstance& mesh = mMeshes.back();
+
+ if ( nullptr != m->mColors[ 0 ] ) {
+ useVc = true;
+ }
+
+ mesh.name = std::string( name.data, name.length );
+ mesh.matname = GetMaterialName(m->mMaterialIndex);
+
+ mesh.faces.resize(m->mNumFaces);
+
+ for(unsigned int i = 0; i < m->mNumFaces; ++i) {
+ const aiFace& f = m->mFaces[i];
+
+ Face& face = mesh.faces[i];
+ switch (f.mNumIndices) {
+ case 1:
+ face.kind = 'p';
+ break;
+ case 2:
+ face.kind = 'l';
+ break;
+ default:
+ face.kind = 'f';
+ }
+ face.indices.resize(f.mNumIndices);
+
+ for(unsigned int a = 0; a < f.mNumIndices; ++a) {
+ const unsigned int idx = f.mIndices[a];
+
+ aiVector3D vert = mat * m->mVertices[idx];
+
+ if ( nullptr != m->mColors[ 0 ] ) {
+ aiColor4D col4 = m->mColors[ 0 ][ idx ];
+ face.indices[a].vp = mVpMap.getIndex({vert, aiColor3D(col4.r, col4.g, col4.b)});
+ } else {
+ face.indices[a].vp = mVpMap.getIndex({vert, aiColor3D(0,0,0)});
+ }
+
+ if (m->mNormals) {
+ aiVector3D norm = aiMatrix3x3(mat) * m->mNormals[idx];
+ face.indices[a].vn = mVnMap.getIndex(norm);
+ } else {
+ face.indices[a].vn = 0;
+ }
+
+ if ( m->mTextureCoords[ 0 ] ) {
+ face.indices[a].vt = mVtMap.getIndex(m->mTextureCoords[0][idx]);
+ } else {
+ face.indices[a].vt = 0;
+ }
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void ObjExporter::AddNode(const aiNode* nd, const aiMatrix4x4& mParent) {
+ const aiMatrix4x4& mAbs = mParent * nd->mTransformation;
+
+ aiMesh *cm( nullptr );
+ for(unsigned int i = 0; i < nd->mNumMeshes; ++i) {
+ cm = pScene->mMeshes[nd->mMeshes[i]];
+ if (nullptr != cm) {
+ AddMesh(cm->mName, pScene->mMeshes[nd->mMeshes[i]], mAbs);
+ } else {
+ AddMesh(nd->mName, pScene->mMeshes[nd->mMeshes[i]], mAbs);
+ }
+ }
+
+ for(unsigned int i = 0; i < nd->mNumChildren; ++i) {
+ AddNode(nd->mChildren[i], mAbs);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+
+#endif // ASSIMP_BUILD_NO_OBJ_EXPORTER
+#endif // ASSIMP_BUILD_NO_EXPORT