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diff --git a/src/mesh/assimp-master/code/AssetLib/X3D/X3DExporter.cpp b/src/mesh/assimp-master/code/AssetLib/X3D/X3DExporter.cpp
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--- a/src/mesh/assimp-master/code/AssetLib/X3D/X3DExporter.cpp
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@@ -1,675 +0,0 @@
-/// \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