From f1fe73d1909a2448a004a88362a1a532d0d4f7c3 Mon Sep 17 00:00:00 2001 From: sanine Date: Sun, 12 Feb 2023 23:53:22 -0600 Subject: switch to tinyobj and nanovg from assimp and cairo --- libs/assimp/code/AssetLib/X/XFileExporter.cpp | 541 -------------------------- 1 file changed, 541 deletions(-) delete mode 100644 libs/assimp/code/AssetLib/X/XFileExporter.cpp (limited to 'libs/assimp/code/AssetLib/X/XFileExporter.cpp') diff --git a/libs/assimp/code/AssetLib/X/XFileExporter.cpp b/libs/assimp/code/AssetLib/X/XFileExporter.cpp deleted file mode 100644 index f0b1608..0000000 --- a/libs/assimp/code/AssetLib/X/XFileExporter.cpp +++ /dev/null @@ -1,541 +0,0 @@ -/* -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 -#include -#include -#include -#include -#include -#include -#include -#include - -#include -#include -#include - -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 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(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 << "" << endstr; - mOutput << startstr << "array FLOAT matrix[16];" << endstr; - PopTag(); - mOutput << startstr << "}" << endstr; - mOutput << endstr; - mOutput << startstr << "template FrameTransformMatrix {" << endstr; - PushTag(); - mOutput << startstr << "" << 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 << "" << 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 << "" << 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 << "" << 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 << "" << 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 << "" << 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 (bmNumFaces - 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 (bmNumFaces-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 -- cgit v1.2.1