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@@ -1,412 +0,0 @@
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-/*
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-Open Asset Import Library (assimp)
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-----------------------------------------------------------------------
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-
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-Copyright (c) 2006-2020, assimp team
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-
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-
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-All rights reserved.
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-
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-Redistribution and use of this software in source and binary forms,
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-with or without modification, are permitted provided that the
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-following conditions are met:
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-
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-* Redistributions of source code must retain the above
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- copyright notice, this list of conditions and the
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- following disclaimer.
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-
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-* Redistributions in binary form must reproduce the above
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- copyright notice, this list of conditions and the
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- following disclaimer in the documentation and/or other
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- materials provided with the distribution.
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-
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-* Neither the name of the assimp team, nor the names of its
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- contributors may be used to endorse or promote products
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- derived from this software without specific prior
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- written permission of the assimp team.
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-
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-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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-
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-----------------------------------------------------------------------
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-*/
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-
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-#ifndef ASSIMP_BUILD_NO_EXPORT
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-#ifndef ASSIMP_BUILD_NO_OBJ_EXPORTER
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-
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-#include "ObjExporter.h"
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-#include <assimp/Exceptional.h>
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-#include <assimp/StringComparison.h>
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-#include <assimp/version.h>
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-#include <assimp/IOSystem.hpp>
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-#include <assimp/Exporter.hpp>
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-#include <assimp/material.h>
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-#include <assimp/scene.h>
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-#include <memory>
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-
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-using namespace Assimp;
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-
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-namespace Assimp {
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-
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-// ------------------------------------------------------------------------------------------------
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-// Worker function for exporting a scene to Wavefront OBJ. Prototyped and registered in Exporter.cpp
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-void ExportSceneObj(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/) {
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- // invoke the exporter
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- ObjExporter exporter(pFile, pScene);
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-
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- if (exporter.mOutput.fail() || exporter.mOutputMat.fail()) {
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- throw DeadlyExportError("output data creation failed. Most likely the file became too large: " + std::string(pFile));
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- }
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-
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- // we're still here - export successfully completed. Write both the main OBJ file and the material script
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- {
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- std::unique_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
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- if (outfile == nullptr) {
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- throw DeadlyExportError("could not open output .obj file: " + std::string(pFile));
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- }
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- outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
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- }
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- {
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- std::unique_ptr<IOStream> outfile (pIOSystem->Open(exporter.GetMaterialLibFileName(),"wt"));
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- if (outfile == nullptr) {
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- throw DeadlyExportError("could not open output .mtl file: " + std::string(exporter.GetMaterialLibFileName()));
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- }
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- outfile->Write( exporter.mOutputMat.str().c_str(), static_cast<size_t>(exporter.mOutputMat.tellp()),1);
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- }
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-}
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-
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-// ------------------------------------------------------------------------------------------------
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-// Worker function for exporting a scene to Wavefront OBJ without the material file. Prototyped and registered in Exporter.cpp
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-void ExportSceneObjNoMtl(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* ) {
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- // invoke the exporter
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- ObjExporter exporter(pFile, pScene, true);
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-
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- if (exporter.mOutput.fail() || exporter.mOutputMat.fail()) {
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- throw DeadlyExportError("output data creation failed. Most likely the file became too large: " + std::string(pFile));
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- }
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-
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- // we're still here - export successfully completed. Write both the main OBJ file and the material script
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- {
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- std::unique_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
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- if (outfile == nullptr) {
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- throw DeadlyExportError("could not open output .obj file: " + std::string(pFile));
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- }
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- outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
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- }
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-
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-
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-}
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-
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-} // end of namespace Assimp
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-
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-static const std::string MaterialExt = ".mtl";
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-
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-// ------------------------------------------------------------------------------------------------
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-ObjExporter::ObjExporter(const char* _filename, const aiScene* pScene, bool noMtl)
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-: filename(_filename)
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-, pScene(pScene)
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-, vn()
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-, vt()
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-, vp()
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-, useVc(false)
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-, mVnMap()
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-, mVtMap()
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-, mVpMap()
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-, mMeshes()
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-, endl("\n") {
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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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- const std::locale& l = std::locale("C");
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- mOutput.imbue(l);
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- mOutput.precision(ASSIMP_AI_REAL_TEXT_PRECISION);
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- mOutputMat.imbue(l);
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- mOutputMat.precision(ASSIMP_AI_REAL_TEXT_PRECISION);
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-
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- WriteGeometryFile(noMtl);
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- if ( !noMtl ) {
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- WriteMaterialFile();
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- }
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-}
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-
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-// ------------------------------------------------------------------------------------------------
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-ObjExporter::~ObjExporter() = default;
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-
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-// ------------------------------------------------------------------------------------------------
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-std::string ObjExporter::GetMaterialLibName() {
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- // within the Obj file, we use just the relative file name with the path stripped
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- const std::string& s = GetMaterialLibFileName();
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- std::string::size_type il = s.find_last_of("/\\");
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- if (il != std::string::npos) {
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- return s.substr(il + 1);
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- }
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-
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- return s;
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-}
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-
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-// ------------------------------------------------------------------------------------------------
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-std::string ObjExporter::GetMaterialLibFileName() {
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- // Remove existing .obj file extension so that the final material file name will be fileName.mtl and not fileName.obj.mtl
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- size_t lastdot = filename.find_last_of('.');
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- if ( lastdot != std::string::npos ) {
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- return filename.substr( 0, lastdot ) + MaterialExt;
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- }
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-
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- return filename + MaterialExt;
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-}
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-
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-// ------------------------------------------------------------------------------------------------
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-void ObjExporter::WriteHeader(std::ostringstream& out) {
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- out << "# File produced by Open Asset Import Library (http://www.assimp.sf.net)" << endl;
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- out << "# (assimp v" << aiGetVersionMajor() << '.' << aiGetVersionMinor() << '.'
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- << aiGetVersionRevision() << ")" << endl << endl;
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-}
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-
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-// ------------------------------------------------------------------------------------------------
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-std::string ObjExporter::GetMaterialName(unsigned int index) {
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- const aiMaterial* const mat = pScene->mMaterials[index];
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- if ( nullptr == mat ) {
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- static const std::string EmptyStr;
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- return EmptyStr;
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- }
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-
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- aiString s;
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- if(AI_SUCCESS == mat->Get(AI_MATKEY_NAME,s)) {
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- return std::string(s.data,s.length);
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- }
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-
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- char number[ sizeof(unsigned int) * 3 + 1 ];
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- ASSIMP_itoa10(number,index);
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- return "$Material_" + std::string(number);
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-}
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-
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-// ------------------------------------------------------------------------------------------------
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-void ObjExporter::WriteMaterialFile() {
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- WriteHeader(mOutputMat);
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-
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- for(unsigned int i = 0; i < pScene->mNumMaterials; ++i) {
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- const aiMaterial* const mat = pScene->mMaterials[i];
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-
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- int illum = 1;
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- mOutputMat << "newmtl " << GetMaterialName(i) << endl;
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-
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- aiColor4D c;
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- if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_DIFFUSE,c)) {
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- mOutputMat << "Kd " << c.r << " " << c.g << " " << c.b << endl;
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- }
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- if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_AMBIENT,c)) {
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- mOutputMat << "Ka " << c.r << " " << c.g << " " << c.b << endl;
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- }
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- if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_SPECULAR,c)) {
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- mOutputMat << "Ks " << c.r << " " << c.g << " " << c.b << endl;
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- }
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- if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_EMISSIVE,c)) {
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- mOutputMat << "Ke " << c.r << " " << c.g << " " << c.b << endl;
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- }
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- if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_TRANSPARENT,c)) {
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- mOutputMat << "Tf " << c.r << " " << c.g << " " << c.b << endl;
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- }
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-
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- ai_real o;
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- if(AI_SUCCESS == mat->Get(AI_MATKEY_OPACITY,o)) {
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- mOutputMat << "d " << o << endl;
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- }
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- if(AI_SUCCESS == mat->Get(AI_MATKEY_REFRACTI,o)) {
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- mOutputMat << "Ni " << o << endl;
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- }
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-
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- if(AI_SUCCESS == mat->Get(AI_MATKEY_SHININESS,o) && o) {
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- mOutputMat << "Ns " << o << endl;
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- illum = 2;
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- }
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-
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- mOutputMat << "illum " << illum << endl;
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-
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- aiString s;
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- if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_DIFFUSE(0),s)) {
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- mOutputMat << "map_Kd " << s.data << endl;
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- }
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- if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_AMBIENT(0),s)) {
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- mOutputMat << "map_Ka " << s.data << endl;
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- }
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- if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_SPECULAR(0),s)) {
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- mOutputMat << "map_Ks " << s.data << endl;
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- }
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- if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_SHININESS(0),s)) {
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- mOutputMat << "map_Ns " << s.data << endl;
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- }
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- if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_OPACITY(0),s)) {
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- mOutputMat << "map_d " << s.data << endl;
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- }
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- if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_HEIGHT(0),s) || AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_NORMALS(0),s)) {
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- // implementations seem to vary here, so write both variants
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- mOutputMat << "bump " << s.data << endl;
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- mOutputMat << "map_bump " << s.data << endl;
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- }
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-
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- mOutputMat << endl;
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- }
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-}
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-
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-void ObjExporter::WriteGeometryFile(bool noMtl) {
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- WriteHeader(mOutput);
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- if (!noMtl)
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- mOutput << "mtllib " << GetMaterialLibName() << endl << endl;
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-
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- // collect mesh geometry
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- aiMatrix4x4 mBase;
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- AddNode(pScene->mRootNode, mBase);
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-
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- // write vertex positions with colors, if any
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- mVpMap.getKeys( vp );
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- if ( !useVc ) {
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- mOutput << "# " << vp.size() << " vertex positions" << endl;
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- for ( const vertexData& v : vp ) {
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- mOutput << "v " << v.vp.x << " " << v.vp.y << " " << v.vp.z << endl;
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- }
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- } else {
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- mOutput << "# " << vp.size() << " vertex positions and colors" << endl;
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- for ( const vertexData& v : vp ) {
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- mOutput << "v " << v.vp.x << " " << v.vp.y << " " << v.vp.z << " " << v.vc.r << " " << v.vc.g << " " << v.vc.b << endl;
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- }
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- }
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- mOutput << endl;
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-
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- // write uv coordinates
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- mVtMap.getKeys(vt);
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- mOutput << "# " << vt.size() << " UV coordinates" << endl;
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- for(const aiVector3D& v : vt) {
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- mOutput << "vt " << v.x << " " << v.y << " " << v.z << endl;
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- }
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- mOutput << endl;
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-
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- // write vertex normals
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- mVnMap.getKeys(vn);
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- mOutput << "# " << vn.size() << " vertex normals" << endl;
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- for(const aiVector3D& v : vn) {
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- mOutput << "vn " << v.x << " " << v.y << " " << v.z << endl;
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- }
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- mOutput << endl;
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-
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- // now write all mesh instances
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- for(const MeshInstance& m : mMeshes) {
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- mOutput << "# Mesh \'" << m.name << "\' with " << m.faces.size() << " faces" << endl;
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- if (!m.name.empty()) {
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- mOutput << "g " << m.name << endl;
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- }
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- if ( !noMtl ) {
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- mOutput << "usemtl " << m.matname << endl;
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- }
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-
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- for(const Face& f : m.faces) {
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- mOutput << f.kind << ' ';
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- for(const FaceVertex& fv : f.indices) {
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- mOutput << ' ' << fv.vp;
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-
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- if (f.kind != 'p') {
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- if (fv.vt || f.kind == 'f') {
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- mOutput << '/';
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- }
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- if (fv.vt) {
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- mOutput << fv.vt;
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- }
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- if (f.kind == 'f' && fv.vn) {
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- mOutput << '/' << fv.vn;
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- }
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- }
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- }
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-
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- mOutput << endl;
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- }
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- mOutput << endl;
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- }
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-}
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-
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-// ------------------------------------------------------------------------------------------------
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-void ObjExporter::AddMesh(const aiString& name, const aiMesh* m, const aiMatrix4x4& mat) {
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- mMeshes.emplace_back();
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- MeshInstance& mesh = mMeshes.back();
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-
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- if ( nullptr != m->mColors[ 0 ] ) {
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- useVc = true;
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- }
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-
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- mesh.name = std::string( name.data, name.length );
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- mesh.matname = GetMaterialName(m->mMaterialIndex);
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-
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- mesh.faces.resize(m->mNumFaces);
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-
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- for(unsigned int i = 0; i < m->mNumFaces; ++i) {
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- const aiFace& f = m->mFaces[i];
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-
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- Face& face = mesh.faces[i];
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- switch (f.mNumIndices) {
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- case 1:
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- face.kind = 'p';
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- break;
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- case 2:
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- face.kind = 'l';
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- break;
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- default:
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- face.kind = 'f';
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- }
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- face.indices.resize(f.mNumIndices);
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-
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- for(unsigned int a = 0; a < f.mNumIndices; ++a) {
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- const unsigned int idx = f.mIndices[a];
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-
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- aiVector3D vert = mat * m->mVertices[idx];
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-
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- if ( nullptr != m->mColors[ 0 ] ) {
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- aiColor4D col4 = m->mColors[ 0 ][ idx ];
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- face.indices[a].vp = mVpMap.getIndex({vert, aiColor3D(col4.r, col4.g, col4.b)});
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- } else {
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- face.indices[a].vp = mVpMap.getIndex({vert, aiColor3D(0,0,0)});
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- }
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-
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- if (m->mNormals) {
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- aiVector3D norm = aiMatrix3x3(mat) * m->mNormals[idx];
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- face.indices[a].vn = mVnMap.getIndex(norm);
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- } else {
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- face.indices[a].vn = 0;
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- }
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-
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- if ( m->mTextureCoords[ 0 ] ) {
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- face.indices[a].vt = mVtMap.getIndex(m->mTextureCoords[0][idx]);
|
|
|
- } else {
|
|
|
- face.indices[a].vt = 0;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-// ------------------------------------------------------------------------------------------------
|
|
|
-void ObjExporter::AddNode(const aiNode* nd, const aiMatrix4x4& mParent) {
|
|
|
- const aiMatrix4x4& mAbs = mParent * nd->mTransformation;
|
|
|
-
|
|
|
- aiMesh *cm( nullptr );
|
|
|
- for(unsigned int i = 0; i < nd->mNumMeshes; ++i) {
|
|
|
- cm = pScene->mMeshes[nd->mMeshes[i]];
|
|
|
- if (nullptr != cm) {
|
|
|
- AddMesh(cm->mName, pScene->mMeshes[nd->mMeshes[i]], mAbs);
|
|
|
- } else {
|
|
|
- AddMesh(nd->mName, pScene->mMeshes[nd->mMeshes[i]], mAbs);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- for(unsigned int i = 0; i < nd->mNumChildren; ++i) {
|
|
|
- AddNode(nd->mChildren[i], mAbs);
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-// ------------------------------------------------------------------------------------------------
|
|
|
-
|
|
|
-#endif // ASSIMP_BUILD_NO_OBJ_EXPORTER
|
|
|
-#endif // ASSIMP_BUILD_NO_EXPORT
|