summaryrefslogtreecommitdiff
path: root/src/mesh/assimp-master/code/AssetLib/X/XFileExporter.cpp
blob: f0b1608c190002450d84e9260d1587dd777a12c2 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
/*
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 <assimp/Bitmap.h>
#include <assimp/BaseImporter.h>
#include <assimp/fast_atof.h>
#include <assimp/SceneCombiner.h>
#include <assimp/DefaultIOSystem.h>
#include <assimp/Exceptional.h>
#include <assimp/IOSystem.hpp>
#include <assimp/scene.h>
#include <assimp/light.h>

#include <ctime>
#include <set>
#include <memory>

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<IOStream> 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<size_t>(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 << "<f6f23f45-7686-11cf-8f52-0040333594a3>" << endstr;
    mOutput << startstr << "array FLOAT matrix[16];" << endstr;
    PopTag();
    mOutput << startstr << "}" << endstr;
    mOutput << endstr;
    mOutput << startstr << "template FrameTransformMatrix {" << endstr;
    PushTag();
    mOutput << startstr << "<f6f23f41-7686-11cf-8f52-0040333594a3>" << 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 << "<f6f23f43-7686-11cf-8f52-0040333594a3>" << 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 << "<f6f23f44-7686-11cf-8f52-0040333594a3>" << 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 << "<f6f23f40-7686-11cf-8f52-0040333594a3>" << 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 << "<f752461c-1e23-48f6-b9f8-8350850f336f>" << 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 << "<bf22e553-292c-4781-9fea-62bd554bdd93>" << 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 (b<face.mNumIndices-1)
                mOutput << ",";
            else
                mOutput << ";";
        }

        if (a < mesh->mNumFaces - 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 (b<face.mNumIndices-1)
                    mOutput << ",";
                else
                    mOutput << ";";
            }

            if (a < mesh->mNumFaces-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