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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