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      ObjExporter.cpp

+ 0 - 412
ObjExporter.cpp

@@ -1,412 +0,0 @@
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2020, 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.
-
-----------------------------------------------------------------------
-*/
-
-#ifndef ASSIMP_BUILD_NO_EXPORT
-#ifndef ASSIMP_BUILD_NO_OBJ_EXPORTER
-
-#include "ObjExporter.h"
-#include <assimp/Exceptional.h>
-#include <assimp/StringComparison.h>
-#include <assimp/version.h>
-#include <assimp/IOSystem.hpp>
-#include <assimp/Exporter.hpp>
-#include <assimp/material.h>
-#include <assimp/scene.h>
-#include <memory>
-
-using namespace Assimp;
-
-namespace Assimp {
-
-// ------------------------------------------------------------------------------------------------
-// Worker function for exporting a scene to Wavefront OBJ. Prototyped and registered in Exporter.cpp
-void ExportSceneObj(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/) {
-    // invoke the exporter
-    ObjExporter exporter(pFile, pScene);
-
-    if (exporter.mOutput.fail() || exporter.mOutputMat.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 both the main OBJ file and the material script
-    {
-        std::unique_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
-        if (outfile == nullptr) {
-            throw DeadlyExportError("could not open output .obj file: " + std::string(pFile));
-        }
-        outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
-    }
-    {
-        std::unique_ptr<IOStream> outfile (pIOSystem->Open(exporter.GetMaterialLibFileName(),"wt"));
-        if (outfile == nullptr) {
-            throw DeadlyExportError("could not open output .mtl file: " + std::string(exporter.GetMaterialLibFileName()));
-        }
-        outfile->Write( exporter.mOutputMat.str().c_str(), static_cast<size_t>(exporter.mOutputMat.tellp()),1);
-    }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Worker function for exporting a scene to Wavefront OBJ without the material file. Prototyped and registered in Exporter.cpp
-void ExportSceneObjNoMtl(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* ) {
-    // invoke the exporter
-    ObjExporter exporter(pFile, pScene, true);
-
-    if (exporter.mOutput.fail() || exporter.mOutputMat.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 both the main OBJ file and the material script
-    {
-        std::unique_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
-        if (outfile == nullptr) {
-            throw DeadlyExportError("could not open output .obj file: " + std::string(pFile));
-        }
-        outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
-    }
-
-
-}
-
-} // end of namespace Assimp
-
-static const std::string MaterialExt = ".mtl";
-
-// ------------------------------------------------------------------------------------------------
-ObjExporter::ObjExporter(const char* _filename, const aiScene* pScene, bool noMtl)
-: filename(_filename)
-, pScene(pScene)
-, vn()
-, vt()
-, vp()
-, useVc(false)
-, mVnMap()
-, mVtMap()
-, mVpMap()
-, mMeshes()
-, endl("\n") {
-    // make sure that all formatting happens using the standard, C locale and not the user's current locale
-    const std::locale& l = std::locale("C");
-    mOutput.imbue(l);
-    mOutput.precision(ASSIMP_AI_REAL_TEXT_PRECISION);
-    mOutputMat.imbue(l);
-    mOutputMat.precision(ASSIMP_AI_REAL_TEXT_PRECISION);
-
-    WriteGeometryFile(noMtl);
-    if ( !noMtl ) {
-        WriteMaterialFile();
-    }
-}
-
-// ------------------------------------------------------------------------------------------------
-ObjExporter::~ObjExporter() = default;
-
-// ------------------------------------------------------------------------------------------------
-std::string ObjExporter::GetMaterialLibName() {
-    // within the Obj file, we use just the relative file name with the path stripped
-    const std::string& s = GetMaterialLibFileName();
-    std::string::size_type il = s.find_last_of("/\\");
-    if (il != std::string::npos) {
-        return s.substr(il + 1);
-    }
-
-    return s;
-}
-
-// ------------------------------------------------------------------------------------------------
-std::string ObjExporter::GetMaterialLibFileName() {
-    // Remove existing .obj file extension so that the final material file name will be fileName.mtl and not fileName.obj.mtl
-    size_t lastdot = filename.find_last_of('.');
-    if ( lastdot != std::string::npos ) {
-        return filename.substr( 0, lastdot ) + MaterialExt;
-    }
-
-    return filename + MaterialExt;
-}
-
-// ------------------------------------------------------------------------------------------------
-void ObjExporter::WriteHeader(std::ostringstream& out) {
-    out << "# File produced by Open Asset Import Library (http://www.assimp.sf.net)" << endl;
-    out << "# (assimp v" << aiGetVersionMajor() << '.' << aiGetVersionMinor() << '.'
-        << aiGetVersionRevision() << ")" << endl  << endl;
-}
-
-// ------------------------------------------------------------------------------------------------
-std::string ObjExporter::GetMaterialName(unsigned int index) {
-    const aiMaterial* const mat = pScene->mMaterials[index];
-    if ( nullptr == mat ) {
-        static const std::string EmptyStr;
-        return EmptyStr;
-    }
-
-    aiString s;
-    if(AI_SUCCESS == mat->Get(AI_MATKEY_NAME,s)) {
-        return std::string(s.data,s.length);
-    }
-
-    char number[ sizeof(unsigned int) * 3 + 1 ];
-    ASSIMP_itoa10(number,index);
-    return "$Material_" + std::string(number);
-}
-
-// ------------------------------------------------------------------------------------------------
-void ObjExporter::WriteMaterialFile() {
-    WriteHeader(mOutputMat);
-
-    for(unsigned int i = 0; i < pScene->mNumMaterials; ++i) {
-        const aiMaterial* const mat = pScene->mMaterials[i];
-
-        int illum = 1;
-        mOutputMat << "newmtl " << GetMaterialName(i)  << endl;
-
-        aiColor4D c;
-        if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_DIFFUSE,c)) {
-            mOutputMat << "Kd " << c.r << " " << c.g << " " << c.b << endl;
-        }
-        if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_AMBIENT,c)) {
-            mOutputMat << "Ka " << c.r << " " << c.g << " " << c.b << endl;
-        }
-        if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_SPECULAR,c)) {
-            mOutputMat << "Ks " << c.r << " " << c.g << " " << c.b << endl;
-        }
-        if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_EMISSIVE,c)) {
-            mOutputMat << "Ke " << c.r << " " << c.g << " " << c.b << endl;
-        }
-        if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_TRANSPARENT,c)) {
-            mOutputMat << "Tf " << c.r << " " << c.g << " " << c.b << endl;
-        }
-
-        ai_real o;
-        if(AI_SUCCESS == mat->Get(AI_MATKEY_OPACITY,o)) {
-            mOutputMat << "d " << o << endl;
-        }
-        if(AI_SUCCESS == mat->Get(AI_MATKEY_REFRACTI,o)) {
-            mOutputMat << "Ni " << o << endl;
-        }
-
-        if(AI_SUCCESS == mat->Get(AI_MATKEY_SHININESS,o) && o) {
-            mOutputMat << "Ns " << o << endl;
-            illum = 2;
-        }
-
-        mOutputMat << "illum " << illum << endl;
-
-        aiString s;
-        if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_DIFFUSE(0),s)) {
-            mOutputMat << "map_Kd " << s.data << endl;
-        }
-        if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_AMBIENT(0),s)) {
-            mOutputMat << "map_Ka " << s.data << endl;
-        }
-        if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_SPECULAR(0),s)) {
-            mOutputMat << "map_Ks " << s.data << endl;
-        }
-        if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_SHININESS(0),s)) {
-            mOutputMat << "map_Ns " << s.data << endl;
-        }
-        if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_OPACITY(0),s)) {
-            mOutputMat << "map_d " << s.data << endl;
-        }
-        if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_HEIGHT(0),s) || AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_NORMALS(0),s)) {
-            // implementations seem to vary here, so write both variants
-            mOutputMat << "bump " << s.data << endl;
-            mOutputMat << "map_bump " << s.data << endl;
-        }
-
-        mOutputMat << endl;
-    }
-}
-
-void ObjExporter::WriteGeometryFile(bool noMtl) {
-    WriteHeader(mOutput);
-    if (!noMtl)
-        mOutput << "mtllib "  << GetMaterialLibName() << endl << endl;
-
-    // collect mesh geometry
-    aiMatrix4x4 mBase;
-    AddNode(pScene->mRootNode, mBase);
-
-    // write vertex positions with colors, if any
-    mVpMap.getKeys( vp );
-    if ( !useVc ) {
-        mOutput << "# " << vp.size() << " vertex positions" << endl;
-        for ( const vertexData& v : vp ) {
-            mOutput << "v " << v.vp.x << " " << v.vp.y << " " << v.vp.z << endl;
-        }
-    } else {
-        mOutput << "# " << vp.size() << " vertex positions and colors" << endl;
-        for ( const vertexData& v : vp ) {
-            mOutput << "v " << v.vp.x << " " << v.vp.y << " " << v.vp.z << " " << v.vc.r << " " << v.vc.g << " " << v.vc.b << endl;
-        }
-    }
-    mOutput << endl;
-
-    // write uv coordinates
-    mVtMap.getKeys(vt);
-    mOutput << "# " << vt.size() << " UV coordinates" << endl;
-    for(const aiVector3D& v : vt) {
-        mOutput << "vt " << v.x << " " << v.y << " " << v.z << endl;
-    }
-    mOutput << endl;
-
-    // write vertex normals
-    mVnMap.getKeys(vn);
-    mOutput << "# " << vn.size() << " vertex normals" << endl;
-    for(const aiVector3D& v : vn) {
-        mOutput << "vn " << v.x << " " << v.y << " " << v.z << endl;
-    }
-    mOutput << endl;
-
-    // now write all mesh instances
-    for(const MeshInstance& m : mMeshes) {
-        mOutput << "# Mesh \'" << m.name << "\' with " << m.faces.size() << " faces" << endl;
-        if (!m.name.empty()) {
-            mOutput << "g " << m.name << endl;
-        }
-        if ( !noMtl ) {
-            mOutput << "usemtl " << m.matname << endl;
-        }
-
-        for(const Face& f : m.faces) {
-            mOutput << f.kind << ' ';
-            for(const FaceVertex& fv : f.indices) {
-                mOutput << ' ' << fv.vp;
-
-                if (f.kind != 'p') {
-                    if (fv.vt || f.kind == 'f') {
-                        mOutput << '/';
-                    }
-                    if (fv.vt) {
-                        mOutput << fv.vt;
-                    }
-                    if (f.kind == 'f' && fv.vn) {
-                        mOutput << '/' << fv.vn;
-                    }
-                }
-            }
-
-            mOutput << endl;
-        }
-        mOutput << endl;
-    }
-}
-
-// ------------------------------------------------------------------------------------------------
-void ObjExporter::AddMesh(const aiString& name, const aiMesh* m, const aiMatrix4x4& mat) {
-    mMeshes.emplace_back();
-    MeshInstance& mesh = mMeshes.back();
-
-    if ( nullptr != m->mColors[ 0 ] ) {
-        useVc = true;
-    }
-
-    mesh.name = std::string( name.data, name.length );
-    mesh.matname = GetMaterialName(m->mMaterialIndex);
-
-    mesh.faces.resize(m->mNumFaces);
-
-    for(unsigned int i = 0; i < m->mNumFaces; ++i) {
-        const aiFace& f = m->mFaces[i];
-
-        Face& face = mesh.faces[i];
-        switch (f.mNumIndices) {
-            case 1:
-                face.kind = 'p';
-                break;
-            case 2:
-                face.kind = 'l';
-                break;
-            default:
-                face.kind = 'f';
-        }
-        face.indices.resize(f.mNumIndices);
-
-        for(unsigned int a = 0; a < f.mNumIndices; ++a) {
-            const unsigned int idx = f.mIndices[a];
-
-            aiVector3D vert = mat * m->mVertices[idx];
-
-            if ( nullptr != m->mColors[ 0 ] ) {
-                aiColor4D col4 = m->mColors[ 0 ][ idx ];
-                face.indices[a].vp = mVpMap.getIndex({vert, aiColor3D(col4.r, col4.g, col4.b)});
-            } else {
-                face.indices[a].vp = mVpMap.getIndex({vert, aiColor3D(0,0,0)});
-            }
-
-            if (m->mNormals) {
-                aiVector3D norm = aiMatrix3x3(mat) * m->mNormals[idx];
-                face.indices[a].vn = mVnMap.getIndex(norm);
-            } else {
-                face.indices[a].vn = 0;
-            }
-
-            if ( m->mTextureCoords[ 0 ] ) {
-                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