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@@ -44,7 +44,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef ASSIMP_BUILD_NO_EXPORT
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#ifndef ASSIMP_BUILD_NO_XFILE_EXPORTER
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#include "XFileExporter.h"
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-
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+#include "ConvertToLHProcess.h"
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#include "Bitmap.h"
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#include "fast_atof.h"
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#include "SceneCombiner.h"
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@@ -59,7 +59,7 @@ namespace Assimp
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// ------------------------------------------------------------------------------------------------
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// Worker function for exporting a scene to Collada. Prototyped and registered in Exporter.cpp
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-void ExportSceneXFile(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene)
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+void ExportSceneXFile(const char* pFile,IOSystem* pIOSystem, aiScene* pScene)
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{
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std::string path = "";
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std::string file = pFile;
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@@ -96,7 +96,7 @@ void ExportSceneXFile(const char* pFile,IOSystem* pIOSystem, const aiScene* pSce
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// ------------------------------------------------------------------------------------------------
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// Constructor for a specific scene to export
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-XFileExporter::XFileExporter( const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file) : mIOSystem(pIOSystem), mPath(path), mFile(file)
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+XFileExporter::XFileExporter(aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file) : mIOSystem(pIOSystem), mPath(path), mFile(file)
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{
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// make sure that all formatting happens using the standard, C locale and not the user's current locale
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mOutput.imbue( std::locale("C") );
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@@ -128,6 +128,13 @@ void XFileExporter::WriteFile()
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mOutput.setf(_IOSfixed);
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mOutput.precision(6); // precission for float
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+ // the scene is already in OpenGL, applying MakeLeftHandedProcess, makes it xFile left handed
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+ MakeLeftHandedProcess convertProcess;
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+ FlipWindingOrderProcess flipper;
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+
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+ convertProcess.Execute(mScene);
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+ flipper.Execute(mScene);
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+
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// entry of writing the file
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WriteHeader();
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@@ -141,6 +148,10 @@ void XFileExporter::WriteFile()
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PopTag();
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mOutput << startstr << "}" << endstr;
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+
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+ // and back to OpenGL right handed
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+ convertProcess.Execute(mScene);
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+ flipper.Execute(mScene);
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}
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// ------------------------------------------------------------------------------------------------
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@@ -277,11 +288,11 @@ void XFileExporter::WriteHeader()
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void XFileExporter::WriteFrameTransform(aiMatrix4x4& m)
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{
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mOutput << startstr << "FrameTransformMatrix {" << endstr << " ";
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- PushTag();
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- mOutput << startstr << m.a1 << "," << m.a2 << "," << m.a3 << "," << m.a4 << ","
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- << m.b1 << "," << m.b2 << "," << m.b3 << "," << m.b4 << ","
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- << m.c1 << "," << m.c2 << "," << m.c3 << "," << m.c4 << ","
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- << m.d1 << "," << m.d2 << "," << m.d3 << "," << m.d4 << ";;" << endstr;
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+ PushTag();
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+ mOutput << startstr << m.a1 << "," << m.b1 << "," << m.c1 << "," << m.d1 << "," << endstr;
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+ mOutput << startstr << m.a2 << "," << m.b2 << "," << m.c2 << "," << m.d2 << "," << endstr;
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+ mOutput << startstr << m.a3 << "," << m.b3 << "," << m.c3 << "," << m.d3 << "," << endstr;
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+ mOutput << startstr << m.a4 << "," << m.b4 << "," << m.c4 << "," << m.d4 << ";;" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr << endstr;
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}
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@@ -291,11 +302,12 @@ void XFileExporter::WriteFrameTransform(aiMatrix4x4& m)
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// Recursively writes the given node
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void XFileExporter::WriteNode( const aiNode* pNode)
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{
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- mOutput << startstr << "Frame " << pNode->mName.C_Str() << " {" << endstr;
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+
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+ mOutput << startstr << "Frame " << pNode->mName.C_Str() << " {" << " // " << pNode->mName.C_Str() << endstr;
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PushTag();
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- aiMatrix4x4 m;// = pNode->mTransformation;
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+ aiMatrix4x4 m = pNode->mTransformation;
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WriteFrameTransform(m);
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@@ -353,6 +365,43 @@ void XFileExporter::WriteMesh(const aiMesh* mesh)
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mOutput << ";" << endstr;
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}
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+ mOutput << endstr;
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+
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+ if (mesh->HasTextureCoords(0))
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+ {
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+ const aiMaterial* mat = mScene->mMaterials[mesh->mMaterialIndex];
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+ aiString relpath;
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+ mat->Get(_AI_MATKEY_TEXTURE_BASE, aiTextureType_DIFFUSE, 0, relpath);
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+
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+ mOutput << startstr << "MeshMaterialList {" << endstr;
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+ PushTag();
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+ mOutput << startstr << "1;" << endstr; // number of materials
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+ mOutput << startstr << mesh->mNumFaces << ";" << endstr; // number of faces
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+ for( size_t a = 0; a < mesh->mNumFaces; ++a )
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+ {
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+ mOutput << startstr << a;
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+ if (a < mesh->mNumFaces - 1)
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+ mOutput << "," << endstr;
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+ else
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+ mOutput << ";" << endstr;
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+ }
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+ mOutput << startstr << "Material {" << endstr;
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+ PushTag();
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+ mOutput << startstr << "1.0; 1.0; 1.0; 1.000000;;" << endstr;
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+ mOutput << startstr << "1.000000;" << endstr; // power
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+ mOutput << startstr << "0.000000; 0.000000; 0.000000;;" << endstr; // specularity
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+ mOutput << startstr << "0.000000; 0.000000; 0.000000;;" << endstr; // emission
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+ mOutput << startstr << "TextureFilename { \"";
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+
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+ writePath(relpath);
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+
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+ mOutput << "\"; }" << endstr;
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+ PopTag();
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+ mOutput << startstr << "}" << endstr;
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+ PopTag();
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+ mOutput << startstr << "}" << endstr;
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+ }
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+
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// write normals (every vertex has one)
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mOutput << endstr;
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if (mesh->HasNormals())
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@@ -400,10 +449,12 @@ void XFileExporter::WriteMesh(const aiMesh* mesh)
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mOutput << startstr << "MeshTextureCoords {" << endstr;
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mOutput << startstr << mesh->mNumVertices << ";" << endstr;
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for (size_t a = 0; a < mesh->mNumVertices; a++)
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+ //for (int a = (int)mesh->mNumVertices-1; a >=0 ; a--)
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{
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aiVector3D& uv = mesh->mTextureCoords[0][a]; // uv of first uv layer for the vertex
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- mOutput << uv.x << ";" << uv.y;
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+ mOutput << startstr << uv.x << ";" << uv.y;
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if (a < mesh->mNumVertices-1)
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+ //if (a >0 )
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mOutput << ";," << endstr;
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else
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mOutput << ";;" << endstr;
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@@ -449,6 +500,22 @@ void XFileExporter::WriteMesh(const aiMesh* mesh)
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}
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+
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+void XFileExporter::writePath(aiString path)
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+{
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+ std::string str = std::string(path.C_Str());
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+ BaseImporter::ConvertUTF8toISO8859_1(str);
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+
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+ while( str.find( "\\\\") != std::string::npos)
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+ str.replace( str.find( "\\\\"), 2, "\\");
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+
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+ while( str.find( "\\") != std::string::npos)
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+ str.replace( str.find( "\\"), 1, "/");
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+
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+ mOutput << str;
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+
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+}
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+
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#endif
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#endif
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