123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579 |
- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2025, 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_3DS_EXPORTER
- #include "AssetLib/3DS/3DSExporter.h"
- #include "AssetLib/3DS/3DSHelper.h"
- #include "AssetLib/3DS/3DSLoader.h"
- #include "PostProcessing/SplitLargeMeshes.h"
- #include <assimp/SceneCombiner.h>
- #include <assimp/StringComparison.h>
- #include <assimp/DefaultLogger.hpp>
- #include <assimp/Exporter.hpp>
- #include <assimp/Exceptional.h>
- #include <assimp/IOSystem.hpp>
- #include <memory>
- namespace Assimp {
- using namespace D3DS;
- namespace {
- //////////////////////////////////////////////////////////////////////////////////////
- // Scope utility to write a 3DS file chunk.
- //
- // Upon construction, the chunk header is written with the chunk type (flags)
- // filled out, but the chunk size left empty. Upon destruction, the correct chunk
- // size based on the then-position of the output stream cursor is filled in.
- class ChunkWriter {
- enum {
- CHUNK_SIZE_NOT_SET = 0xdeadbeef,
- SIZE_OFFSET = 2
- };
- public:
- ChunkWriter(StreamWriterLE &writer, uint16_t chunk_type) :
- writer(writer) {
- chunk_start_pos = writer.GetCurrentPos();
- writer.PutU2(chunk_type);
- writer.PutU4((uint32_t)CHUNK_SIZE_NOT_SET);
- }
- ~ChunkWriter() {
- std::size_t head_pos = writer.GetCurrentPos();
- ai_assert(head_pos > chunk_start_pos);
- const std::size_t chunk_size = head_pos - chunk_start_pos;
- writer.SetCurrentPos(chunk_start_pos + SIZE_OFFSET);
- writer.PutU4(static_cast<uint32_t>(chunk_size));
- writer.SetCurrentPos(head_pos);
- }
- private:
- StreamWriterLE &writer;
- std::size_t chunk_start_pos;
- };
- // Return an unique name for a given |mesh| attached to |node| that
- // preserves the mesh's given name if it has one. |index| is the index
- // of the mesh in |aiScene::mMeshes|.
- std::string GetMeshName(const aiMesh &mesh, unsigned int index, const aiNode &node) {
- static constexpr char underscore = '_';
- char postfix[10] = { 0 };
- ASSIMP_itoa10(postfix, index);
- std::string result = node.mName.C_Str();
- if (mesh.mName.length > 0) {
- result += underscore;
- result += mesh.mName.C_Str();
- }
- return result + underscore + postfix;
- }
- // Return an unique name for a given |mat| with original position |index|
- // in |aiScene::mMaterials|. The name preserves the original material
- // name if possible.
- std::string GetMaterialName(const aiMaterial &mat, unsigned int index) {
- static const std::string underscore = "_";
- char postfix[10] = { 0 };
- ASSIMP_itoa10(postfix, index);
- aiString mat_name;
- if (AI_SUCCESS == mat.Get(AI_MATKEY_NAME, mat_name)) {
- return mat_name.C_Str() + underscore + postfix;
- }
- return "Material" + underscore + postfix;
- }
- // Collect world transformations for each node
- void CollectTrafos(const aiNode *node, std::map<const aiNode *, aiMatrix4x4> &trafos) {
- const aiMatrix4x4 &parent = node->mParent ? trafos[node->mParent] : aiMatrix4x4();
- trafos[node] = parent * node->mTransformation;
- for (unsigned int i = 0; i < node->mNumChildren; ++i) {
- CollectTrafos(node->mChildren[i], trafos);
- }
- }
- // Generate a flat list of the meshes (by index) assigned to each node
- void CollectMeshes(const aiNode *node, std::multimap<const aiNode *, unsigned int> &meshes) {
- for (unsigned int i = 0; i < node->mNumMeshes; ++i) {
- meshes.insert(std::make_pair(node, node->mMeshes[i]));
- }
- for (unsigned int i = 0; i < node->mNumChildren; ++i) {
- CollectMeshes(node->mChildren[i], meshes);
- }
- }
- } // namespace
- // ------------------------------------------------------------------------------------------------
- // Worker function for exporting a scene to 3DS. Prototyped and registered in Exporter.cpp
- void ExportScene3DS(const char *pFile, IOSystem *pIOSystem, const aiScene *pScene, const ExportProperties * /*pProperties*/) {
- std::shared_ptr<IOStream> outfile(pIOSystem->Open(pFile, "wb"));
- if (!outfile) {
- throw DeadlyExportError("Could not open output .3ds file: " + std::string(pFile));
- }
- // TODO: This extra copy should be avoided and all of this made a preprocess
- // requirement of the 3DS exporter.
- //
- // 3DS meshes can be max 0xffff (16 Bit) vertices and faces, respectively.
- // SplitLargeMeshes can do this, but it requires the correct limit to be set
- // which is not possible with the current way of specifying preprocess steps
- // in |Exporter::ExportFormatEntry|.
- aiScene *scenecopy_tmp;
- SceneCombiner::CopyScene(&scenecopy_tmp, pScene);
- std::unique_ptr<aiScene> scenecopy(scenecopy_tmp);
- SplitLargeMeshesProcess_Triangle tri_splitter;
- tri_splitter.SetLimit(0xffff);
- tri_splitter.Execute(scenecopy.get());
- SplitLargeMeshesProcess_Vertex vert_splitter;
- vert_splitter.SetLimit(0xffff);
- vert_splitter.Execute(scenecopy.get());
- // Invoke the actual exporter
- Discreet3DSExporter exporter(outfile, scenecopy.get());
- }
- } // end of namespace Assimp
- // ------------------------------------------------------------------------------------------------
- Discreet3DSExporter::Discreet3DSExporter(std::shared_ptr<IOStream> &outfile, const aiScene *scene) :
- scene(scene), writer(outfile) {
- CollectTrafos(scene->mRootNode, trafos);
- CollectMeshes(scene->mRootNode, meshes);
- ChunkWriter curRootChunk(writer, Discreet3DS::CHUNK_MAIN);
- {
- ChunkWriter curChunk(writer, Discreet3DS::CHUNK_OBJMESH);
- WriteMaterials();
- WriteMeshes();
- {
- ChunkWriter curChunk1(writer, Discreet3DS::CHUNK_MASTER_SCALE);
- writer.PutF4(1.0f);
- }
- }
- {
- ChunkWriter curChunk(writer, Discreet3DS::CHUNK_KEYFRAMER);
- WriteHierarchy(*scene->mRootNode, -1, -1);
- }
- }
- // ------------------------------------------------------------------------------------------------
- int Discreet3DSExporter::WriteHierarchy(const aiNode &node, int seq, int sibling_level) {
- // 3DS scene hierarchy is serialized as in http://www.martinreddy.net/gfx/3d/3DS.spec
- {
- ChunkWriter curRootChunk(writer, Discreet3DS::CHUNK_TRACKINFO);
- {
- ChunkWriter curChunk(writer, Discreet3DS::CHUNK_TRACKOBJNAME);
- // Assimp node names are unique and distinct from all mesh-node
- // names we generate; thus we can use them as-is
- WriteString(node.mName);
- // Two unknown int16 values - it is even unclear if 0 is a safe value
- // but luckily importers do not know better either.
- writer.PutI4(0);
- int16_t hierarchy_pos = static_cast<int16_t>(seq);
- if (sibling_level != -1) {
- hierarchy_pos = (uint16_t)sibling_level;
- }
- // Write the hierarchy position
- writer.PutI2(hierarchy_pos);
- }
- }
- // TODO: write transformation chunks
- ++seq;
- sibling_level = seq;
- // Write all children
- for (unsigned int i = 0; i < node.mNumChildren; ++i) {
- seq = WriteHierarchy(*node.mChildren[i], seq, i == 0 ? -1 : sibling_level);
- }
- // Write all meshes as separate nodes to be able to reference the meshes by name
- for (unsigned int i = 0; i < node.mNumMeshes; ++i) {
- const bool first_child = node.mNumChildren == 0 && i == 0;
- const unsigned int mesh_idx = node.mMeshes[i];
- const aiMesh &mesh = *scene->mMeshes[mesh_idx];
- ChunkWriter curChunk(writer, Discreet3DS::CHUNK_TRACKINFO);
- {
- ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRACKOBJNAME);
- WriteString(GetMeshName(mesh, mesh_idx, node));
- writer.PutI4(0);
- writer.PutI2(static_cast<int16_t>(first_child ? seq : sibling_level));
- ++seq;
- }
- }
- return seq;
- }
- // ------------------------------------------------------------------------------------------------
- void Discreet3DSExporter::WriteMaterials() {
- for (unsigned int i = 0; i < scene->mNumMaterials; ++i) {
- ChunkWriter curRootChunk(writer, Discreet3DS::CHUNK_MAT_MATERIAL);
- const aiMaterial &mat = *scene->mMaterials[i];
- {
- ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_MATNAME);
- const std::string &name = GetMaterialName(mat, i);
- WriteString(name);
- }
- aiColor3D color;
- if (mat.Get(AI_MATKEY_COLOR_DIFFUSE, color) == AI_SUCCESS) {
- ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAT_DIFFUSE);
- WriteColor(color);
- }
- if (mat.Get(AI_MATKEY_COLOR_SPECULAR, color) == AI_SUCCESS) {
- ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAT_SPECULAR);
- WriteColor(color);
- }
- if (mat.Get(AI_MATKEY_COLOR_AMBIENT, color) == AI_SUCCESS) {
- ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAT_AMBIENT);
- WriteColor(color);
- }
- float f;
- if (mat.Get(AI_MATKEY_OPACITY, f) == AI_SUCCESS) {
- ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_TRANSPARENCY);
- WritePercentChunk(1.0f - f);
- }
- if (mat.Get(AI_MATKEY_COLOR_EMISSIVE, color) == AI_SUCCESS) {
- ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAT_SELF_ILLUM);
- WriteColor(color);
- }
- aiShadingMode shading_mode = aiShadingMode_Flat;
- if (mat.Get(AI_MATKEY_SHADING_MODEL, shading_mode) == AI_SUCCESS) {
- ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SHADING);
- Discreet3DS::shadetype3ds shading_mode_out;
- switch (shading_mode) {
- case aiShadingMode_Flat:
- case aiShadingMode_NoShading:
- shading_mode_out = Discreet3DS::Flat;
- break;
- case aiShadingMode_Gouraud:
- case aiShadingMode_Toon:
- case aiShadingMode_OrenNayar:
- case aiShadingMode_Minnaert:
- shading_mode_out = Discreet3DS::Gouraud;
- break;
- case aiShadingMode_Phong:
- case aiShadingMode_Blinn:
- case aiShadingMode_CookTorrance:
- case aiShadingMode_Fresnel:
- case aiShadingMode_PBR_BRDF: // Possibly should be Discreet3DS::Metal in some cases but this is undocumented
- shading_mode_out = Discreet3DS::Phong;
- break;
- default:
- shading_mode_out = Discreet3DS::Flat;
- ai_assert(false);
- };
- writer.PutU2(static_cast<uint16_t>(shading_mode_out));
- }
- if (mat.Get(AI_MATKEY_SHININESS, f) == AI_SUCCESS) {
- ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SHININESS);
- WritePercentChunk(f);
- }
- if (mat.Get(AI_MATKEY_SHININESS_STRENGTH, f) == AI_SUCCESS) {
- ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SHININESS_PERCENT);
- WritePercentChunk(f);
- }
- int twosided;
- if (mat.Get(AI_MATKEY_TWOSIDED, twosided) == AI_SUCCESS && twosided != 0) {
- ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_TWO_SIDE);
- writer.PutI2(1);
- }
- // Fallback to BASE_COLOR if no DIFFUSE
- if (!WriteTexture(mat, aiTextureType_DIFFUSE, Discreet3DS::CHUNK_MAT_TEXTURE))
- WriteTexture(mat, aiTextureType_BASE_COLOR, Discreet3DS::CHUNK_MAT_TEXTURE);
- WriteTexture(mat, aiTextureType_HEIGHT, Discreet3DS::CHUNK_MAT_BUMPMAP);
- WriteTexture(mat, aiTextureType_OPACITY, Discreet3DS::CHUNK_MAT_OPACMAP);
- WriteTexture(mat, aiTextureType_SHININESS, Discreet3DS::CHUNK_MAT_MAT_SHINMAP);
- WriteTexture(mat, aiTextureType_SPECULAR, Discreet3DS::CHUNK_MAT_SPECMAP);
- WriteTexture(mat, aiTextureType_EMISSIVE, Discreet3DS::CHUNK_MAT_SELFIMAP);
- WriteTexture(mat, aiTextureType_REFLECTION, Discreet3DS::CHUNK_MAT_REFLMAP);
- }
- }
- // ------------------------------------------------------------------------------------------------
- // returns true if the texture existed
- bool Discreet3DSExporter::WriteTexture(const aiMaterial &mat, aiTextureType type, uint16_t chunk_flags) {
- aiString path;
- aiTextureMapMode map_mode[2] = {
- aiTextureMapMode_Wrap, aiTextureMapMode_Wrap
- };
- ai_real blend = 1.0;
- if (mat.GetTexture(type, 0, &path, nullptr, nullptr, &blend, nullptr, map_mode) != AI_SUCCESS || !path.length) {
- return false;
- }
- // TODO: handle embedded textures properly
- if (path.data[0] == '*') {
- ASSIMP_LOG_ERROR("Ignoring embedded texture for export: ", path.C_Str());
- return false;
- }
- ChunkWriter chunk(writer, chunk_flags);
- {
- ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAPFILE);
- WriteString(path);
- }
- WritePercentChunk(blend);
- {
- ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAT_MAP_TILING);
- uint16_t val = 0; // WRAP
- if (map_mode[0] == aiTextureMapMode_Mirror) {
- val = 0x2;
- } else if (map_mode[0] == aiTextureMapMode_Decal) {
- val = 0x10;
- }
- writer.PutU2(val);
- }
- // TODO: export texture transformation (i.e. UV offset, scale, rotation)
- return true;
- }
- // ------------------------------------------------------------------------------------------------
- void Discreet3DSExporter::WriteMeshes() {
- // NOTE: 3DS allows for instances. However:
- // i) not all importers support reading them
- // ii) instances are not as flexible as they are in assimp, in particular,
- // nodes can carry (and instance) only one mesh.
- //
- // This exporter currently deep clones all instanced meshes, i.e. for each mesh
- // attached to a node a full TRIMESH chunk is written to the file.
- //
- // Furthermore, the TRIMESH is transformed into world space so that it will
- // appear correctly if importers don't read the scene hierarchy at all.
- for (MeshesByNodeMap::const_iterator it = meshes.begin(); it != meshes.end(); ++it) {
- const aiNode &node = *(*it).first;
- const unsigned int mesh_idx = (*it).second;
- const aiMesh &mesh = *scene->mMeshes[mesh_idx];
- // This should not happen if the SLM step is correctly executed
- // before the scene is handed to the exporter
- ai_assert(mesh.mNumVertices <= 0xffff);
- ai_assert(mesh.mNumFaces <= 0xffff);
- const aiMatrix4x4 &trafo = trafos[&node];
- ChunkWriter chunk(writer, Discreet3DS::CHUNK_OBJBLOCK);
- // Mesh name is tied to the node it is attached to so it can later be referenced
- const std::string &name = GetMeshName(mesh, mesh_idx, node);
- WriteString(name);
- // TRIMESH chunk
- ChunkWriter chunk2(writer, Discreet3DS::CHUNK_TRIMESH);
- // Vertices in world space
- {
- ChunkWriter curChunk(writer, Discreet3DS::CHUNK_VERTLIST);
- const uint16_t count = static_cast<uint16_t>(mesh.mNumVertices);
- writer.PutU2(count);
- for (unsigned int i = 0; i < mesh.mNumVertices; ++i) {
- const aiVector3D &v = mesh.mVertices[i];
- writer.PutF4(v.x);
- writer.PutF4(v.y);
- writer.PutF4(v.z);
- }
- }
- // UV coordinates
- if (mesh.HasTextureCoords(0)) {
- ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAPLIST);
- const uint16_t count = static_cast<uint16_t>(mesh.mNumVertices);
- writer.PutU2(count);
- for (unsigned int i = 0; i < mesh.mNumVertices; ++i) {
- const aiVector3D &v = mesh.mTextureCoords[0][i];
- writer.PutF4(v.x);
- writer.PutF4(v.y);
- }
- }
- // Faces (indices)
- {
- ChunkWriter curChunk(writer, Discreet3DS::CHUNK_FACELIST);
- ai_assert(mesh.mNumFaces <= 0xffff);
- // Count triangles, discard lines and points
- uint16_t count = 0;
- for (unsigned int i = 0; i < mesh.mNumFaces; ++i) {
- const aiFace &f = mesh.mFaces[i];
- if (f.mNumIndices < 3) {
- continue;
- }
- // TRIANGULATE step is a pre-requisite so we should not see polys here
- ai_assert(f.mNumIndices == 3);
- ++count;
- }
- writer.PutU2(count);
- for (unsigned int i = 0; i < mesh.mNumFaces; ++i) {
- const aiFace &f = mesh.mFaces[i];
- if (f.mNumIndices < 3) {
- continue;
- }
- for (unsigned int j = 0; j < 3; ++j) {
- ai_assert(f.mIndices[j] <= 0xffff);
- writer.PutI2(static_cast<uint16_t>(f.mIndices[j]));
- }
- // Edge visibility flag
- writer.PutI2(0x0);
- }
- // TODO: write smoothing groups (CHUNK_SMOOLIST)
- WriteFaceMaterialChunk(mesh);
- }
- // Transformation matrix by which the mesh vertices have been pre-transformed with.
- {
- ChunkWriter curChunk(writer, Discreet3DS::CHUNK_TRMATRIX);
- // Store rotation 3x3 matrix row wise
- for (unsigned int r = 0; r < 3; ++r) {
- for (unsigned int c = 0; c < 3; ++c) {
- writer.PutF4(trafo[r][c]);
- }
- }
- // Store translation sub vector column wise
- for (unsigned int r = 0; r < 3; ++r) {
- writer.PutF4(trafo[r][3]);
- }
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- void Discreet3DSExporter::WriteFaceMaterialChunk(const aiMesh &mesh) {
- ChunkWriter curChunk(writer, Discreet3DS::CHUNK_FACEMAT);
- const std::string &name = GetMaterialName(*scene->mMaterials[mesh.mMaterialIndex], mesh.mMaterialIndex);
- WriteString(name);
- // Because assimp splits meshes by material, only a single
- // FACEMAT chunk needs to be written
- ai_assert(mesh.mNumFaces <= 0xffff);
- const uint16_t count = static_cast<uint16_t>(mesh.mNumFaces);
- writer.PutU2(count);
- for (unsigned int i = 0; i < mesh.mNumFaces; ++i) {
- writer.PutU2(static_cast<uint16_t>(i));
- }
- }
- // ------------------------------------------------------------------------------------------------
- void Discreet3DSExporter::WriteString(const std::string &s) {
- for (std::string::const_iterator it = s.begin(); it != s.end(); ++it) {
- writer.PutI1(*it);
- }
- writer.PutI1('\0');
- }
- // ------------------------------------------------------------------------------------------------
- void Discreet3DSExporter::WriteString(const aiString &s) {
- for (std::size_t i = 0; i < s.length; ++i) {
- writer.PutI1(s.data[i]);
- }
- writer.PutI1('\0');
- }
- // ------------------------------------------------------------------------------------------------
- void Discreet3DSExporter::WriteColor(const aiColor3D &color) {
- ChunkWriter curChunk(writer, Discreet3DS::CHUNK_RGBF);
- writer.PutF4(color.r);
- writer.PutF4(color.g);
- writer.PutF4(color.b);
- }
- // ------------------------------------------------------------------------------------------------
- void Discreet3DSExporter::WritePercentChunk(float f) {
- ChunkWriter curChunk(writer, Discreet3DS::CHUNK_PERCENTF);
- writer.PutF4(f);
- }
- // ------------------------------------------------------------------------------------------------
- void Discreet3DSExporter::WritePercentChunk(double f) {
- ChunkWriter ccurChunkhunk(writer, Discreet3DS::CHUNK_PERCENTD);
- writer.PutF8(f);
- }
- #endif // ASSIMP_BUILD_NO_3DS_EXPORTER
- #endif // ASSIMP_BUILD_NO_EXPORT
|