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+/// \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