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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) 2006-2017, assimp team
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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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+#include "D3MFExporter.h"
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+#include <assimp/scene.h>
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+#include <assimp/IOSystem.hpp>
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+#include <assimp//IOStream.hpp>
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+#include <assimp/Exporter.hpp>
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+
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+#include <assimp/DefaultLogger.hpp>
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+
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+#include "Exceptional.h"
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+#include "3MFXmlTags.h"
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+
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+namespace Assimp {
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+namespace D3MF {
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+
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+void ExportScene3MF( const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/ ) {
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+ std::shared_ptr<IOStream> outfile( pIOSystem->Open( pFile, "wb" ) );
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+ if ( !outfile ) {
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+ throw DeadlyExportError( "Could not open output .3ds file: " + std::string( pFile ) );
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+ }
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+
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+ D3MFExporter myExporter( outfile, pScene );
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+ if ( myExporter.validate() ) {
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+ bool ok = myExporter.exportAsset();
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+ }
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+}
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+
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+D3MFExporter::D3MFExporter( std::shared_ptr<IOStream> outfile, const aiScene* pScene )
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+: mStream( outfile.get() )
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+, mScene( pScene )
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+, mBuildItems() {
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+ // empty
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+}
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+
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+D3MFExporter::~D3MFExporter() {
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+ // empty
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+}
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+
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+bool D3MFExporter::validate() {
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+ if ( nullptr == mStream ) {
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+ return false;
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+ }
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+
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+ if ( nullptr == mScene ) {
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+ return false;
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+ }
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+
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+ return true;
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+}
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+
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+bool D3MFExporter::exportAsset() {
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+ writeHeader();
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+ mOutput << "<" << XmlTag::model << " " << XmlTag::model_unit << "=\"millimeter\""
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+ << "xmlns=\"http://schemas.microsoft.com/3dmanufacturing/core/2015/02\">"
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+ << "\n";
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+ mOutput << "<" << XmlTag::resources << ">\n";
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+
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+ writeObjects();
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+
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+ mOutput << "</" << XmlTag::resources << ">\n";
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+ writeBuild();
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+
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+ mOutput << "</" << XmlTag::model << ">\n";
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+}
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+
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+void D3MFExporter::writeHeader() {
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+ mOutput << "<?xml version=\"1.0\" encoding=\"UTF - 8\"?>" << "\n";
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+}
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+
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+void D3MFExporter::writeObjects() {
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+ if ( nullptr == mScene->mRootNode ) {
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+ return;
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+ }
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+
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+ aiNode *root = mScene->mRootNode;
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+ for ( unsigned int i = 0; i < root->mNumChildren; ++i ) {
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+ aiNode *currentNode( root->mChildren[ i ] );
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+ if ( nullptr == currentNode ) {
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+ continue;
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+ }
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+ mOutput << "<" << XmlTag::object << " id=\"" << currentNode->mName.C_Str() << "\" type=\"model\">\n";
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+ for ( unsigned int j = 0; j < currentNode->mNumMeshes; ++j ) {
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+ aiMesh *currentMesh = mScene->mMeshes[ currentNode->mMeshes[ j ] ];
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+ if ( nullptr == currentMesh ) {
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+ continue;
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+ }
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+ writeMesh( currentMesh );
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+ }
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+ mBuildItems.push_back( i );
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+
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+ mOutput << "</" << XmlTag::object << ">\n";
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+ }
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+}
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+
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+void D3MFExporter::writeMesh( aiMesh *mesh ) {
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+ if ( nullptr == mesh ) {
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+ return;
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+ }
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+
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+ mOutput << "<" << XmlTag::mesh << ">\n";
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+ mOutput << "<" << XmlTag::vertices << ">\n";
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+ for ( unsigned int i = 0; i < mesh->mNumVertices; ++i ) {
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+ writeVertex( mesh->mVertices[ i ] );
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+ }
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+ mOutput << "</" << XmlTag::vertices << ">\n";
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+ mOutput << "</" << XmlTag::mesh << ">\n";
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+
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+ writeFaces( mesh );
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+}
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+
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+void D3MFExporter::writeVertex( const aiVector3D &pos ) {
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+ mOutput << "<" << XmlTag::vertex << " x=\"" << pos.x << "\" y=\"" << pos.y << "\" z=\"" << pos.z << "\">\n";
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+}
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+
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+void D3MFExporter::writeFaces( aiMesh *mesh ) {
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+ if ( nullptr == mesh ) {
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+ return;
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+ }
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+
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+ if ( !mesh->HasFaces() ) {
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+ return;
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+ }
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+ mOutput << "<" << XmlTag::triangles << ">\n";
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+ for ( unsigned int i = 0; i < mesh->mNumFaces; ++i ) {
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+ aiFace ¤tFace = mesh->mFaces[ i ];
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+ mOutput << "<" << XmlTag::triangle << " v1=\"" << currentFace.mIndices[ 0 ] << "\" v2=\""
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+ << currentFace.mIndices[ 1 ] << "\" v3=\"" << currentFace.mIndices[ 2 ] << "\"/>\n";
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+ }
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+ mOutput << "</" << XmlTag::triangles << ">\n";
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+}
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+
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+void D3MFExporter::writeBuild() {
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+ mOutput << "<" << XmlTag::build << ">\n";
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+
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+ for ( size_t i = 0; i < mBuildItems.size(); ++i ) {
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+ mOutput << "<" << XmlTag::item << " objectid=\"" << i + 1 << "\"/>\n";
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+ }
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+ mOutput << "</" << XmlTag::build << ">\n";
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+}
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+
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+}
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+} // Namespace Assimp
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