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Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/X3D/X3DExporter.cpp')
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/X3D/X3DExporter.cpp | 675 |
1 files changed, 675 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/X3D/X3DExporter.cpp b/src/mesh/assimp-master/code/AssetLib/X3D/X3DExporter.cpp new file mode 100644 index 0000000..b3278a5 --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/X3D/X3DExporter.cpp @@ -0,0 +1,675 @@ +/// \file X3DExporter.cpp +/// \brief X3D-format files exporter for Assimp. Implementation. +/// \date 2016 +/// \author smal.root@gmail.com + +#ifndef ASSIMP_BUILD_NO_EXPORT +#ifndef ASSIMP_BUILD_NO_X3D_EXPORTER + +#include "X3DExporter.hpp" + +// Header files, Assimp. +#include <assimp/Exceptional.h> +#include <assimp/StringUtils.h> +#include <assimp/Exporter.hpp> +#include <assimp/IOSystem.hpp> + +using namespace std; + +namespace Assimp { + +void ExportSceneX3D(const char *pFile, IOSystem *pIOSystem, const aiScene *pScene, const ExportProperties *pProperties) { + X3DExporter exporter(pFile, pIOSystem, pScene, pProperties); +} + +} // namespace Assimp + +namespace Assimp { + +void X3DExporter::IndentationStringSet(const size_t pNewLevel) { + if (pNewLevel > mIndentationString.size()) { + if (pNewLevel > mIndentationString.capacity()) mIndentationString.reserve(pNewLevel + 1); + + for (size_t i = 0, i_e = pNewLevel - mIndentationString.size(); i < i_e; i++) + mIndentationString.push_back('\t'); + } else if (pNewLevel < mIndentationString.size()) { + mIndentationString.resize(pNewLevel); + } +} + +void X3DExporter::XML_Write(const string &pData) { + if (pData.size() == 0) return; + if (mOutFile->Write((void *)pData.data(), pData.length(), 1) != 1) throw DeadlyExportError("Failed to write scene data!"); +} + +aiMatrix4x4 X3DExporter::Matrix_GlobalToCurrent(const aiNode &pNode) const { + aiNode *cur_node; + std::list<aiMatrix4x4> matr; + aiMatrix4x4 out_matr; + + // starting walk from current element to root + matr.push_back(pNode.mTransformation); + cur_node = pNode.mParent; + if (cur_node != nullptr) { + do { + matr.push_back(cur_node->mTransformation); + cur_node = cur_node->mParent; + } while (cur_node != nullptr); + } + + // multiplicate all matrices in reverse order + for (std::list<aiMatrix4x4>::reverse_iterator rit = matr.rbegin(); rit != matr.rend(); ++rit) + out_matr = out_matr * (*rit); + + return out_matr; +} + +void X3DExporter::AttrHelper_FloatToString(const float pValue, std::string &pTargetString) { + pTargetString = to_string(pValue); + AttrHelper_CommaToPoint(pTargetString); +} + +void X3DExporter::AttrHelper_Vec3DArrToString(const aiVector3D *pArray, const size_t pArray_Size, string &pTargetString) { + pTargetString.clear(); + pTargetString.reserve(pArray_Size * 6); // (Number + space) * 3. + for (size_t idx = 0; idx < pArray_Size; idx++) + pTargetString.append(to_string(pArray[idx].x) + " " + to_string(pArray[idx].y) + " " + to_string(pArray[idx].z) + " "); + + // remove last space symbol. + pTargetString.resize(pTargetString.length() - 1); + AttrHelper_CommaToPoint(pTargetString); +} + +void X3DExporter::AttrHelper_Vec2DArrToString(const aiVector2D *pArray, const size_t pArray_Size, std::string &pTargetString) { + pTargetString.clear(); + pTargetString.reserve(pArray_Size * 4); // (Number + space) * 2. + for (size_t idx = 0; idx < pArray_Size; idx++) + pTargetString.append(to_string(pArray[idx].x) + " " + to_string(pArray[idx].y) + " "); + + // remove last space symbol. + pTargetString.resize(pTargetString.length() - 1); + AttrHelper_CommaToPoint(pTargetString); +} + +void X3DExporter::AttrHelper_Vec3DAsVec2fArrToString(const aiVector3D *pArray, const size_t pArray_Size, string &pTargetString) { + pTargetString.clear(); + pTargetString.reserve(pArray_Size * 4); // (Number + space) * 2. + for (size_t idx = 0; idx < pArray_Size; idx++) + pTargetString.append(to_string(pArray[idx].x) + " " + to_string(pArray[idx].y) + " "); + + // remove last space symbol. + pTargetString.resize(pTargetString.length() - 1); + AttrHelper_CommaToPoint(pTargetString); +} + +void X3DExporter::AttrHelper_Col4DArrToString(const aiColor4D *pArray, const size_t pArray_Size, string &pTargetString) { + pTargetString.clear(); + pTargetString.reserve(pArray_Size * 8); // (Number + space) * 4. + for (size_t idx = 0; idx < pArray_Size; idx++) + pTargetString.append(to_string(pArray[idx].r) + " " + to_string(pArray[idx].g) + " " + to_string(pArray[idx].b) + " " + + to_string(pArray[idx].a) + " "); + + // remove last space symbol. + pTargetString.resize(pTargetString.length() - 1); + AttrHelper_CommaToPoint(pTargetString); +} + +void X3DExporter::AttrHelper_Col3DArrToString(const aiColor3D *pArray, const size_t pArray_Size, std::string &pTargetString) { + pTargetString.clear(); + pTargetString.reserve(pArray_Size * 6); // (Number + space) * 3. + for (size_t idx = 0; idx < pArray_Size; idx++) + pTargetString.append(to_string(pArray[idx].r) + " " + to_string(pArray[idx].g) + " " + to_string(pArray[idx].b) + " "); + + // remove last space symbol. + pTargetString.resize(pTargetString.length() - 1); + AttrHelper_CommaToPoint(pTargetString); +} + +void X3DExporter::AttrHelper_Color3ToAttrList(std::list<SAttribute> &pList, const std::string &pName, const aiColor3D &pValue, const aiColor3D &pDefaultValue) { + string tstr; + + if (pValue == pDefaultValue) return; + + AttrHelper_Col3DArrToString(&pValue, 1, tstr); + pList.push_back({ pName, tstr }); +} + +void X3DExporter::AttrHelper_FloatToAttrList(std::list<SAttribute> &pList, const string &pName, const float pValue, const float pDefaultValue) { + string tstr; + + if (pValue == pDefaultValue) return; + + AttrHelper_FloatToString(pValue, tstr); + pList.push_back({ pName, tstr }); +} + +void X3DExporter::NodeHelper_OpenNode(const string &pNodeName, const size_t pTabLevel, const bool pEmptyElement, const list<SAttribute> &pAttrList) { + // Write indentation. + IndentationStringSet(pTabLevel); + XML_Write(mIndentationString); + // Begin of the element + XML_Write("<" + pNodeName); + // Write attributes + for (const SAttribute &attr : pAttrList) { + XML_Write(" " + attr.Name + "='" + attr.Value + "'"); + } + + // End of the element + if (pEmptyElement) { + XML_Write("/>\n"); + } else { + XML_Write(">\n"); + } +} + +void X3DExporter::NodeHelper_OpenNode(const string &pNodeName, const size_t pTabLevel, const bool pEmptyElement) { + const list<SAttribute> attr_list; + + NodeHelper_OpenNode(pNodeName, pTabLevel, pEmptyElement, attr_list); +} + +void X3DExporter::NodeHelper_CloseNode(const string &pNodeName, const size_t pTabLevel) { + // Write indentation. + IndentationStringSet(pTabLevel); + XML_Write(mIndentationString); + // Write element + XML_Write("</" + pNodeName + ">\n"); +} + +void X3DExporter::Export_Node(const aiNode *pNode, const size_t pTabLevel) { + bool transform = false; + list<SAttribute> attr_list; + + // In Assimp lights is stored in next way: light source store in mScene->mLights and in node tree must present aiNode with name same as + // light source has. Considering it we must compare every aiNode name with light sources names. Why not to look where ligths is present + // and save them to fili? Because corresponding aiNode can be already written to file and we can only add information to file not to edit. + if (CheckAndExport_Light(*pNode, pTabLevel)) return; + + // Check if need DEF. + if (pNode->mName.length) attr_list.push_back({ "DEF", pNode->mName.C_Str() }); + + // Check if need <Transformation> node against <Group>. + if (!pNode->mTransformation.IsIdentity()) { + auto Vector2String = [this](const aiVector3D pVector) -> string { + string tstr = to_string(pVector.x) + " " + to_string(pVector.y) + " " + to_string(pVector.z); + + AttrHelper_CommaToPoint(tstr); + + return tstr; + }; + + auto Rotation2String = [this](const aiVector3D pAxis, const ai_real pAngle) -> string { + string tstr = to_string(pAxis.x) + " " + to_string(pAxis.y) + " " + to_string(pAxis.z) + " " + to_string(pAngle); + + AttrHelper_CommaToPoint(tstr); + + return tstr; + }; + + aiVector3D scale, translate, rotate_axis; + ai_real rotate_angle; + + transform = true; + pNode->mTransformation.Decompose(scale, rotate_axis, rotate_angle, translate); + // Check if values different from default + if ((rotate_angle != 0) && (rotate_axis.Length() > 0)) + attr_list.push_back({ "rotation", Rotation2String(rotate_axis, rotate_angle) }); + + if (!scale.Equal({ 1.0, 1.0, 1.0 })) { + attr_list.push_back({ "scale", Vector2String(scale) }); + } + if (translate.Length() > 0) { + attr_list.push_back({ "translation", Vector2String(translate) }); + } + } + + // Begin node if need. + if (transform) + NodeHelper_OpenNode("Transform", pTabLevel, false, attr_list); + else + NodeHelper_OpenNode("Group", pTabLevel); + + // Export metadata + if (pNode->mMetaData != nullptr) { + for (size_t idx_prop = 0; idx_prop < pNode->mMetaData->mNumProperties; idx_prop++) { + const aiString *key; + const aiMetadataEntry *entry; + + if (pNode->mMetaData->Get(idx_prop, key, entry)) { + switch (entry->mType) { + case AI_BOOL: + Export_MetadataBoolean(*key, *static_cast<bool *>(entry->mData), pTabLevel + 1); + break; + case AI_DOUBLE: + Export_MetadataDouble(*key, *static_cast<double *>(entry->mData), pTabLevel + 1); + break; + case AI_FLOAT: + Export_MetadataFloat(*key, *static_cast<float *>(entry->mData), pTabLevel + 1); + break; + case AI_INT32: + Export_MetadataInteger(*key, *static_cast<int32_t *>(entry->mData), pTabLevel + 1); + break; + case AI_AISTRING: + Export_MetadataString(*key, *static_cast<aiString *>(entry->mData), pTabLevel + 1); + break; + default: + LogError("Unsupported metadata type: " + to_string(entry->mType)); + break; + } // switch(entry->mType) + } + } + } // if(pNode->mMetaData != nullptr) + + // Export meshes. + for (size_t idx_mesh = 0; idx_mesh < pNode->mNumMeshes; idx_mesh++) + Export_Mesh(pNode->mMeshes[idx_mesh], pTabLevel + 1); + // Export children. + for (size_t idx_node = 0; idx_node < pNode->mNumChildren; idx_node++) + Export_Node(pNode->mChildren[idx_node], pTabLevel + 1); + + // End node if need. + if (transform) + NodeHelper_CloseNode("Transform", pTabLevel); + else + NodeHelper_CloseNode("Group", pTabLevel); +} + +void X3DExporter::Export_Mesh(const size_t pIdxMesh, const size_t pTabLevel) { + const char *NodeName_IFS = "IndexedFaceSet"; + const char *NodeName_Shape = "Shape"; + + list<SAttribute> attr_list; + aiMesh &mesh = *mScene->mMeshes[pIdxMesh]; // create alias for convenience. + + // Check if mesh already defined early. + if (mDEF_Map_Mesh.find(pIdxMesh) != mDEF_Map_Mesh.end()) { + // Mesh already defined, just refer to it + attr_list.push_back({ "USE", mDEF_Map_Mesh.at(pIdxMesh) }); + NodeHelper_OpenNode(NodeName_Shape, pTabLevel, true, attr_list); + + return; + } + + string mesh_name(mesh.mName.C_Str() + string("_IDX_") + to_string(pIdxMesh)); // Create mesh name + + // Define mesh name. + attr_list.push_back({ "DEF", mesh_name }); + mDEF_Map_Mesh[pIdxMesh] = mesh_name; + + // + // "Shape" node. + // + NodeHelper_OpenNode(NodeName_Shape, pTabLevel, false, attr_list); + attr_list.clear(); + + // + // "Appearance" node. + // + Export_Material(mesh.mMaterialIndex, pTabLevel + 1); + + // + // "IndexedFaceSet" node. + // + // Fill attributes which differ from default. In Assimp for colors, vertices and normals used one indices set. So, only "coordIndex" must be set. + string coordIndex; + + // fill coordinates index. + coordIndex.reserve(mesh.mNumVertices * 4); // Index + space + Face delimiter + for (size_t idx_face = 0; idx_face < mesh.mNumFaces; idx_face++) { + const aiFace &face_cur = mesh.mFaces[idx_face]; + + for (size_t idx_vert = 0; idx_vert < face_cur.mNumIndices; idx_vert++) { + coordIndex.append(to_string(face_cur.mIndices[idx_vert]) + " "); + } + + coordIndex.append("-1 "); // face delimiter. + } + + // remove last space symbol. + coordIndex.resize(coordIndex.length() - 1); + attr_list.push_back({ "coordIndex", coordIndex }); + // create node + NodeHelper_OpenNode(NodeName_IFS, pTabLevel + 1, false, attr_list); + attr_list.clear(); + // Child nodes for "IndexedFaceSet" needed when used colors, textures or normals. + string attr_value; + + // Export <Coordinate> + AttrHelper_Vec3DArrToString(mesh.mVertices, mesh.mNumVertices, attr_value); + attr_list.push_back({ "point", attr_value }); + NodeHelper_OpenNode("Coordinate", pTabLevel + 2, true, attr_list); + attr_list.clear(); + + // Export <ColorRGBA> + if (mesh.HasVertexColors(0)) { + AttrHelper_Col4DArrToString(mesh.mColors[0], mesh.mNumVertices, attr_value); + attr_list.push_back({ "color", attr_value }); + NodeHelper_OpenNode("ColorRGBA", pTabLevel + 2, true, attr_list); + attr_list.clear(); + } + + // Export <TextureCoordinate> + if (mesh.HasTextureCoords(0)) { + AttrHelper_Vec3DAsVec2fArrToString(mesh.mTextureCoords[0], mesh.mNumVertices, attr_value); + attr_list.push_back({ "point", attr_value }); + NodeHelper_OpenNode("TextureCoordinate", pTabLevel + 2, true, attr_list); + attr_list.clear(); + } + + // Export <Normal> + if (mesh.HasNormals()) { + AttrHelper_Vec3DArrToString(mesh.mNormals, mesh.mNumVertices, attr_value); + attr_list.push_back({ "vector", attr_value }); + NodeHelper_OpenNode("Normal", pTabLevel + 2, true, attr_list); + attr_list.clear(); + } + + // + // Close opened nodes. + // + NodeHelper_CloseNode(NodeName_IFS, pTabLevel + 1); + NodeHelper_CloseNode(NodeName_Shape, pTabLevel); +} + +void X3DExporter::Export_Material(const size_t pIdxMaterial, const size_t pTabLevel) { + const char *NodeName_A = "Appearance"; + + list<SAttribute> attr_list; + aiMaterial &material = *mScene->mMaterials[pIdxMaterial]; // create alias for convenience. + + // Check if material already defined early. + if (mDEF_Map_Material.find(pIdxMaterial) != mDEF_Map_Material.end()) { + // Material already defined, just refer to it + attr_list.push_back({ "USE", mDEF_Map_Material.at(pIdxMaterial) }); + NodeHelper_OpenNode(NodeName_A, pTabLevel, true, attr_list); + + return; + } + + string material_name(string("_IDX_") + to_string(pIdxMaterial)); // Create material name + aiString ai_mat_name; + + if (material.Get(AI_MATKEY_NAME, ai_mat_name) == AI_SUCCESS) material_name.insert(0, ai_mat_name.C_Str()); + + // Define material name. + attr_list.push_back({ "DEF", material_name }); + mDEF_Map_Material[pIdxMaterial] = material_name; + + // + // "Appearance" node. + // + NodeHelper_OpenNode(NodeName_A, pTabLevel, false, attr_list); + attr_list.clear(); + + // + // "Material" node. + // + { + auto Color4ToAttrList = [&](const string &pAttrName, const aiColor4D &pAttrValue, const aiColor3D &pAttrDefaultValue) { + string tstr; + + if (aiColor3D(pAttrValue.r, pAttrValue.g, pAttrValue.b) != pAttrDefaultValue) { + AttrHelper_Col4DArrToString(&pAttrValue, 1, tstr); + attr_list.push_back({ pAttrName, tstr }); + } + }; + + float tvalf; + aiColor3D color3; + aiColor4D color4; + + // ambientIntensity="0.2" SFFloat [inputOutput] + if (material.Get(AI_MATKEY_COLOR_AMBIENT, color3) == AI_SUCCESS) + AttrHelper_FloatToAttrList(attr_list, "ambientIntensity", (color3.r + color3.g + color3.b) / 3.0f, 0.2f); + else if (material.Get(AI_MATKEY_COLOR_AMBIENT, color4) == AI_SUCCESS) + AttrHelper_FloatToAttrList(attr_list, "ambientIntensity", (color4.r + color4.g + color4.b) / 3.0f, 0.2f); + + // diffuseColor="0.8 0.8 0.8" SFColor [inputOutput] + if (material.Get(AI_MATKEY_COLOR_DIFFUSE, color3) == AI_SUCCESS) + AttrHelper_Color3ToAttrList(attr_list, "diffuseColor", color3, aiColor3D(0.8f, 0.8f, 0.8f)); + else if (material.Get(AI_MATKEY_COLOR_DIFFUSE, color4) == AI_SUCCESS) + Color4ToAttrList("diffuseColor", color4, aiColor3D(0.8f, 0.8f, 0.8f)); + + // emissiveColor="0 0 0" SFColor [inputOutput] + if (material.Get(AI_MATKEY_COLOR_EMISSIVE, color3) == AI_SUCCESS) + AttrHelper_Color3ToAttrList(attr_list, "emissiveColor", color3, aiColor3D(0, 0, 0)); + else if (material.Get(AI_MATKEY_COLOR_EMISSIVE, color4) == AI_SUCCESS) + Color4ToAttrList("emissiveColor", color4, aiColor3D(0, 0, 0)); + + // shininess="0.2" SFFloat [inputOutput] + if (material.Get(AI_MATKEY_SHININESS, tvalf) == AI_SUCCESS) AttrHelper_FloatToAttrList(attr_list, "shininess", tvalf, 0.2f); + + // specularColor="0 0 0" SFColor [inputOutput] + if (material.Get(AI_MATKEY_COLOR_SPECULAR, color3) == AI_SUCCESS) + AttrHelper_Color3ToAttrList(attr_list, "specularColor", color3, aiColor3D(0, 0, 0)); + else if (material.Get(AI_MATKEY_COLOR_SPECULAR, color4) == AI_SUCCESS) + Color4ToAttrList("specularColor", color4, aiColor3D(0, 0, 0)); + + // transparency="0" SFFloat [inputOutput] + if (material.Get(AI_MATKEY_OPACITY, tvalf) == AI_SUCCESS) { + if (tvalf > 1) tvalf = 1; + + tvalf = 1.0f - tvalf; + AttrHelper_FloatToAttrList(attr_list, "transparency", tvalf, 0); + } + + NodeHelper_OpenNode("Material", pTabLevel + 1, true, attr_list); + attr_list.clear(); + } // "Material" node. END. + + // + // "ImageTexture" node. + // + { + auto RepeatToAttrList = [&](const string &pAttrName, const bool pAttrValue) { + if (!pAttrValue) attr_list.push_back({ pAttrName, "false" }); + }; + + bool tvalb; + aiString tstring; + + // url="" MFString + if (material.Get(AI_MATKEY_TEXTURE_DIFFUSE(0), tstring) == AI_SUCCESS) { + if (strncmp(tstring.C_Str(), AI_EMBEDDED_TEXNAME_PREFIX, strlen(AI_EMBEDDED_TEXNAME_PREFIX)) == 0) + LogError("Embedded texture is not supported"); + else + attr_list.push_back({ "url", string("\"") + tstring.C_Str() + "\"" }); + } + + // repeatS="true" SFBool + if (material.Get(AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0), tvalb) == AI_SUCCESS) RepeatToAttrList("repeatS", tvalb); + + // repeatT="true" SFBool + if (material.Get(AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0), tvalb) == AI_SUCCESS) RepeatToAttrList("repeatT", tvalb); + + NodeHelper_OpenNode("ImageTexture", pTabLevel + 1, true, attr_list); + attr_list.clear(); + } // "ImageTexture" node. END. + + // + // "TextureTransform" node. + // + { + auto Vec2ToAttrList = [&](const string &pAttrName, const aiVector2D &pAttrValue, const aiVector2D &pAttrDefaultValue) { + string tstr; + + if (pAttrValue != pAttrDefaultValue) { + AttrHelper_Vec2DArrToString(&pAttrValue, 1, tstr); + attr_list.push_back({ pAttrName, tstr }); + } + }; + + aiUVTransform transform; + + if (material.Get(AI_MATKEY_UVTRANSFORM_DIFFUSE(0), transform) == AI_SUCCESS) { + Vec2ToAttrList("translation", transform.mTranslation, aiVector2D(0, 0)); + AttrHelper_FloatToAttrList(attr_list, "rotation", transform.mRotation, 0); + Vec2ToAttrList("scale", transform.mScaling, aiVector2D(1, 1)); + + NodeHelper_OpenNode("TextureTransform", pTabLevel + 1, true, attr_list); + attr_list.clear(); + } + } // "TextureTransform" node. END. + + // + // Close opened nodes. + // + NodeHelper_CloseNode(NodeName_A, pTabLevel); +} + +void X3DExporter::Export_MetadataBoolean(const aiString &pKey, const bool pValue, const size_t pTabLevel) { + list<SAttribute> attr_list; + + attr_list.push_back({ "name", pKey.C_Str() }); + attr_list.push_back({ "value", pValue ? "true" : "false" }); + NodeHelper_OpenNode("MetadataBoolean", pTabLevel, true, attr_list); +} + +void X3DExporter::Export_MetadataDouble(const aiString &pKey, const double pValue, const size_t pTabLevel) { + list<SAttribute> attr_list; + + attr_list.push_back({ "name", pKey.C_Str() }); + attr_list.push_back({ "value", to_string(pValue) }); + NodeHelper_OpenNode("MetadataDouble", pTabLevel, true, attr_list); +} + +void X3DExporter::Export_MetadataFloat(const aiString &pKey, const float pValue, const size_t pTabLevel) { + list<SAttribute> attr_list; + + attr_list.push_back({ "name", pKey.C_Str() }); + attr_list.push_back({ "value", to_string(pValue) }); + NodeHelper_OpenNode("MetadataFloat", pTabLevel, true, attr_list); +} + +void X3DExporter::Export_MetadataInteger(const aiString &pKey, const int32_t pValue, const size_t pTabLevel) { + list<SAttribute> attr_list; + + attr_list.push_back({ "name", pKey.C_Str() }); + attr_list.push_back({ "value", to_string(pValue) }); + NodeHelper_OpenNode("MetadataInteger", pTabLevel, true, attr_list); +} + +void X3DExporter::Export_MetadataString(const aiString &pKey, const aiString &pValue, const size_t pTabLevel) { + list<SAttribute> attr_list; + + attr_list.push_back({ "name", pKey.C_Str() }); + attr_list.push_back({ "value", pValue.C_Str() }); + NodeHelper_OpenNode("MetadataString", pTabLevel, true, attr_list); +} + +bool X3DExporter::CheckAndExport_Light(const aiNode &pNode, const size_t pTabLevel) { + list<SAttribute> attr_list; + + auto Vec3ToAttrList = [&](const string &pAttrName, const aiVector3D &pAttrValue, const aiVector3D &pAttrDefaultValue) { + string tstr; + + if (pAttrValue != pAttrDefaultValue) { + AttrHelper_Vec3DArrToString(&pAttrValue, 1, tstr); + attr_list.push_back({ pAttrName, tstr }); + } + }; + + size_t idx_light; + bool found = false; + + // Name of the light source can not be empty. + if (pNode.mName.length == 0) return false; + + // search for light with name like node has. + for (idx_light = 0; mScene->mNumLights; idx_light++) { + if (pNode.mName == mScene->mLights[idx_light]->mName) { + found = true; + break; + } + } + + if (!found) return false; + + // Light source is found. + const aiLight &light = *mScene->mLights[idx_light]; // Alias for convenience. + + aiMatrix4x4 trafo_mat = Matrix_GlobalToCurrent(pNode).Inverse(); + + attr_list.push_back({ "DEF", light.mName.C_Str() }); + attr_list.push_back({ "global", "true" }); // "false" is not supported. + // ambientIntensity="0" SFFloat [inputOutput] + AttrHelper_FloatToAttrList(attr_list, "ambientIntensity", aiVector3D(light.mColorAmbient.r, light.mColorAmbient.g, light.mColorAmbient.b).Length(), 0); + // color="1 1 1" SFColor [inputOutput] + AttrHelper_Color3ToAttrList(attr_list, "color", light.mColorDiffuse, aiColor3D(1, 1, 1)); + + switch (light.mType) { + case aiLightSource_DIRECTIONAL: { + aiVector3D direction = trafo_mat * light.mDirection; + + Vec3ToAttrList("direction", direction, aiVector3D(0, 0, -1)); + NodeHelper_OpenNode("DirectionalLight", pTabLevel, true, attr_list); + } + + break; + case aiLightSource_POINT: { + aiVector3D attenuation(light.mAttenuationConstant, light.mAttenuationLinear, light.mAttenuationQuadratic); + aiVector3D location = trafo_mat * light.mPosition; + + Vec3ToAttrList("attenuation", attenuation, aiVector3D(1, 0, 0)); + Vec3ToAttrList("location", location, aiVector3D(0, 0, 0)); + NodeHelper_OpenNode("PointLight", pTabLevel, true, attr_list); + } + + break; + case aiLightSource_SPOT: { + aiVector3D attenuation(light.mAttenuationConstant, light.mAttenuationLinear, light.mAttenuationQuadratic); + aiVector3D location = trafo_mat * light.mPosition; + aiVector3D direction = trafo_mat * light.mDirection; + + Vec3ToAttrList("attenuation", attenuation, aiVector3D(1, 0, 0)); + Vec3ToAttrList("location", location, aiVector3D(0, 0, 0)); + Vec3ToAttrList("direction", direction, aiVector3D(0, 0, -1)); + AttrHelper_FloatToAttrList(attr_list, "beamWidth", light.mAngleInnerCone, 0.7854f); + AttrHelper_FloatToAttrList(attr_list, "cutOffAngle", light.mAngleOuterCone, 1.570796f); + NodeHelper_OpenNode("SpotLight", pTabLevel, true, attr_list); + } + + break; + default: + throw DeadlyExportError("Unknown light type: " + to_string(light.mType)); + } // switch(light.mType) + + return true; +} + +X3DExporter::X3DExporter(const char *pFileName, IOSystem *pIOSystem, const aiScene *pScene, const ExportProperties * /*pProperties*/) : + mScene(pScene) { + list<SAttribute> attr_list; + + mOutFile = pIOSystem->Open(pFileName, "wt"); + if (mOutFile == nullptr) throw DeadlyExportError("Could not open output .x3d file: " + string(pFileName)); + + // Begin document + XML_Write("<?xml version=\"1.0\" encoding=\"UTF-8\"?>\n"); + XML_Write("<!DOCTYPE X3D PUBLIC \"ISO//Web3D//DTD X3D 3.3//EN\" \"http://www.web3d.org/specifications/x3d-3.3.dtd\">\n"); + // Root node + attr_list.push_back({ "profile", "Interchange" }); + attr_list.push_back({ "version", "3.3" }); + attr_list.push_back({ "xmlns:xsd", "http://www.w3.org/2001/XMLSchema-instance" }); + attr_list.push_back({ "xsd:noNamespaceSchemaLocation", "http://www.web3d.org/specifications/x3d-3.3.xsd" }); + NodeHelper_OpenNode("X3D", 0, false, attr_list); + attr_list.clear(); + // <head>: meta data. + NodeHelper_OpenNode("head", 1); + XML_Write(mIndentationString + "<!-- All \"meta\" from this section tou will found in <Scene> node as MetadataString nodes. -->\n"); + NodeHelper_CloseNode("head", 1); + // Scene node. + NodeHelper_OpenNode("Scene", 1); + Export_Node(mScene->mRootNode, 2); + NodeHelper_CloseNode("Scene", 1); + // Close Root node. + NodeHelper_CloseNode("X3D", 0); + // Cleanup + pIOSystem->Close(mOutFile); + mOutFile = nullptr; +} + +} // namespace Assimp + +#endif // ASSIMP_BUILD_NO_X3D_EXPORTER +#endif // ASSIMP_BUILD_NO_EXPORT |