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diff --git a/libs/assimp/code/AssetLib/X/XFileExporter.cpp b/libs/assimp/code/AssetLib/X/XFileExporter.cpp
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+/*
+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