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@@ -91,11 +91,11 @@ ObjExporter::ObjExporter(const char* _filename, const aiScene* pScene)
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, vn()
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, vt()
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, vc()
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-, vpMap()
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-, vnMap()
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-, vtMap()
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-, vcMap()
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-, meshes()
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+, mVpMap()
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+, mVnMap()
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+, mVtMap()
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+, mVcMap()
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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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@@ -137,15 +137,21 @@ std::string ObjExporter::GetMaterialLibFileName() {
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}
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// ------------------------------------------------------------------------------------------------
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-void ObjExporter :: WriteHeader(std::ostringstream& out) {
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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() << '.' << aiGetVersionRevision() << ")" << endl << 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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-std::string ObjExporter :: GetMaterialName(unsigned int index)
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+std::string ObjExporter::GetMaterialName(unsigned int index)
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{
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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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@@ -235,8 +241,8 @@ void ObjExporter::WriteGeometryFile() {
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AddNode(pScene->mRootNode, mBase);
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// write vertex positions with colors, if any
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- vpMap.getVectors( vp );
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- vcMap.getColors( vc );
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+ mVpMap.getVectors( vp );
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+ mVcMap.getColors( vc );
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if ( vc.empty() ) {
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mOutput << "# " << vp.size() << " vertex positions" << endl;
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for ( const aiVector3D& v : vp ) {
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@@ -253,7 +259,7 @@ void ObjExporter::WriteGeometryFile() {
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mOutput << endl;
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// write uv coordinates
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- vtMap.getVectors(vt);
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+ mVtMap.getVectors(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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@@ -261,7 +267,7 @@ void ObjExporter::WriteGeometryFile() {
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mOutput << endl;
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// write vertex normals
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- vnMap.getVectors(vn);
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+ mVnMap.getVectors(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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@@ -269,7 +275,7 @@ void ObjExporter::WriteGeometryFile() {
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mOutput << endl;
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// now write all mesh instances
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- for(const MeshInstance& m : meshes) {
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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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@@ -345,8 +351,8 @@ void ObjExporter::colIndexMap::getColors( std::vector<aiColor4D> &colors ) {
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// ------------------------------------------------------------------------------------------------
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void ObjExporter::AddMesh(const aiString& name, const aiMesh* m, const aiMatrix4x4& mat) {
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- meshes.push_back(MeshInstance());
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- MeshInstance& mesh = meshes.back();
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+ mMeshes.push_back(MeshInstance());
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+ MeshInstance& mesh = mMeshes.back();
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mesh.name = std::string(name.data,name.length) + (m->mName.length ? "_" + std::string(m->mName.data,m->mName.length) : "");
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mesh.matname = GetMaterialName(m->mMaterialIndex);
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@@ -373,24 +379,24 @@ void ObjExporter::AddMesh(const aiString& name, const aiMesh* m, const aiMatrix4
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const unsigned int idx = f.mIndices[a];
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aiVector3D vert = mat * m->mVertices[idx];
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- face.indices[a].vp = vpMap.getIndex(vert);
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+ face.indices[a].vp = mVpMap.getIndex(vert);
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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 = vnMap.getIndex(norm);
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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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if ( nullptr != m->mColors[ 0 ] ) {
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aiColor4D col4 = m->mColors[ 0 ][ idx ];
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- face.indices[ a ].vc = vcMap.getIndex( col4 );
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+ face.indices[ a ].vc = mVcMap.getIndex( col4 );
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} else {
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face.indices[ a ].vc = 0;
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}
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if ( m->mTextureCoords[ 0 ] ) {
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- face.indices[a].vt = vtMap.getIndex(m->mTextureCoords[0][idx]);
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+ face.indices[a].vt = mVtMap.getIndex(m->mTextureCoords[0][idx]);
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} else {
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face.indices[a].vt = 0;
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}
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