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Diffstat (limited to 'libs/assimp/code/AssetLib/X/XFileExporter.cpp')
-rw-r--r-- | libs/assimp/code/AssetLib/X/XFileExporter.cpp | 541 |
1 files changed, 541 insertions, 0 deletions
diff --git a/libs/assimp/code/AssetLib/X/XFileExporter.cpp b/libs/assimp/code/AssetLib/X/XFileExporter.cpp new file mode 100644 index 0000000..f0b1608 --- /dev/null +++ b/libs/assimp/code/AssetLib/X/XFileExporter.cpp @@ -0,0 +1,541 @@ +/* +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 |