123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443 |
- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2020, assimp team
- Copyright (c) 2019 bzt
- 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_M3D_EXPORTER
- #define M3D_IMPLEMENTATION
- #define M3D_NOIMPORTER
- #define M3D_EXPORTER
- #ifndef ASSIMP_BUILD_NO_M3D_IMPORTER
- #define M3D_NODUP
- #endif
- // Header files, standard library.
- #include <memory> // shared_ptr
- #include <string>
- #include <vector>
- #include <assimp/Exceptional.h> // DeadlyExportError
- #include <assimp/StreamWriter.h> // StreamWriterLE
- #include <assimp/material.h> // aiTextureType
- #include <assimp/mesh.h>
- #include <assimp/scene.h>
- #include <assimp/version.h> // aiGetVersion
- #include <assimp/DefaultLogger.hpp>
- #include <assimp/Exporter.hpp>
- #include <assimp/IOSystem.hpp>
- #include "M3DExporter.h"
- #include "M3DMaterials.h"
- #include "M3DWrapper.h"
- // RESOURCES:
- // https://gitlab.com/bztsrc/model3d/blob/master/docs/m3d_format.md
- // https://gitlab.com/bztsrc/model3d/blob/master/docs/a3d_format.md
- /*
- * Currently supports static meshes, vertex colors, materials, textures
- *
- * For animation, it would require the following conversions:
- * - aiNode (bones) -> m3d_t.bone (with parent id, position vector and oriantation quaternion)
- * - aiMesh.aiBone -> m3d_t.skin (per vertex, with bone id, weight pairs)
- * - aiAnimation -> m3d_action (frame with timestamp and list of bone id, position, orientation
- * triplets, instead of per bone timestamp + lists)
- */
- // ------------------------------------------------------------------------------------------------
- // Conversion functions
- // ------------------------------------------------------------------------------------------------
- // helper to add a vertex (private to NodeWalk)
- m3dv_t *AddVrtx(m3dv_t *vrtx, uint32_t *numvrtx, m3dv_t *v, uint32_t *idx) {
- if (v->x == (M3D_FLOAT)-0.0) v->x = (M3D_FLOAT)0.0;
- if (v->y == (M3D_FLOAT)-0.0) v->y = (M3D_FLOAT)0.0;
- if (v->z == (M3D_FLOAT)-0.0) v->z = (M3D_FLOAT)0.0;
- if (v->w == (M3D_FLOAT)-0.0) v->w = (M3D_FLOAT)0.0;
- vrtx = (m3dv_t *)M3D_REALLOC(vrtx, ((*numvrtx) + 1) * sizeof(m3dv_t));
- memcpy(&vrtx[*numvrtx], v, sizeof(m3dv_t));
- *idx = *numvrtx;
- (*numvrtx)++;
- return vrtx;
- }
- // ------------------------------------------------------------------------------------------------
- // helper to add a tmap (private to NodeWalk)
- m3dti_t *AddTmap(m3dti_t *tmap, uint32_t *numtmap, m3dti_t *ti, uint32_t *idx) {
- tmap = (m3dti_t *)M3D_REALLOC(tmap, ((*numtmap) + 1) * sizeof(m3dti_t));
- memcpy(&tmap[*numtmap], ti, sizeof(m3dti_t));
- *idx = *numtmap;
- (*numtmap)++;
- return tmap;
- }
- // ------------------------------------------------------------------------------------------------
- // convert aiColor4D into uint32_t
- uint32_t mkColor(aiColor4D *c) {
- return ((uint8_t)(c->a * 255) << 24L) |
- ((uint8_t)(c->b * 255) << 16L) |
- ((uint8_t)(c->g * 255) << 8L) |
- ((uint8_t)(c->r * 255) << 0L);
- }
- // ------------------------------------------------------------------------------------------------
- // add a material property to the output
- void addProp(m3dm_t *m, uint8_t type, uint32_t value) {
- unsigned int i;
- i = m->numprop++;
- m->prop = (m3dp_t *)M3D_REALLOC(m->prop, m->numprop * sizeof(m3dp_t));
- if (!m->prop) {
- throw DeadlyExportError("memory allocation error");
- }
- m->prop[i].type = type;
- m->prop[i].value.num = value;
- }
- // ------------------------------------------------------------------------------------------------
- // convert aiString to identifier safe C string. This is a duplication of _m3d_safestr
- char *SafeStr(aiString str, bool isStrict) {
- char *s = (char *)&str.data;
- char *d, *ret;
- int i, len;
- for (len = str.length + 1; *s && (*s == ' ' || *s == '\t'); s++, len--)
- ;
- if (len > 255) len = 255;
- ret = (char *)M3D_MALLOC(len + 1);
- if (!ret) {
- throw DeadlyExportError("memory allocation error");
- }
- for (i = 0, d = ret; i < len && *s && *s != '\r' && *s != '\n'; s++, d++, i++) {
- *d = isStrict && (*s == ' ' || *s == '\t' || *s == '/' || *s == '\\') ? '_' : (*s == '\t' ? ' ' : *s);
- }
- for (; d > ret && (*(d - 1) == ' ' || *(d - 1) == '\t'); d--)
- ;
- *d = 0;
- return ret;
- }
- // ------------------------------------------------------------------------------------------------
- // add a material to the output
- M3D_INDEX addMaterial(const Assimp::M3DWrapper &m3d, const aiMaterial *mat) {
- unsigned int mi = M3D_NOTDEFINED;
- aiColor4D c;
- aiString name;
- ai_real f;
- char *fn;
- if (mat && mat->Get(AI_MATKEY_NAME, name) == AI_SUCCESS && name.length &&
- strcmp((char *)&name.data, AI_DEFAULT_MATERIAL_NAME)) {
- // check if we have saved a material by this name. This has to be done
- // because only the referenced materials should be added to the output
- for (unsigned int i = 0; i < m3d->nummaterial; i++)
- if (!strcmp((char *)&name.data, m3d->material[i].name)) {
- mi = i;
- break;
- }
- // if not found, add the material to the output
- if (mi == M3D_NOTDEFINED) {
- unsigned int k;
- mi = m3d->nummaterial++;
- m3d->material = (m3dm_t *)M3D_REALLOC(m3d->material, m3d->nummaterial * sizeof(m3dm_t));
- if (!m3d->material) {
- throw DeadlyExportError("memory allocation error");
- }
- m3d->material[mi].name = SafeStr(name, true);
- m3d->material[mi].numprop = 0;
- m3d->material[mi].prop = nullptr;
- // iterate through the material property table and see what we got
- for (k = 0; k < 15; k++) {
- unsigned int j;
- if (m3d_propertytypes[k].format == m3dpf_map)
- continue;
- if (aiProps[k].pKey) {
- switch (m3d_propertytypes[k].format) {
- case m3dpf_color:
- if (mat->Get(aiProps[k].pKey, aiProps[k].type,
- aiProps[k].index, c) == AI_SUCCESS)
- addProp(&m3d->material[mi],
- m3d_propertytypes[k].id, mkColor(&c));
- break;
- case m3dpf_float:
- if (mat->Get(aiProps[k].pKey, aiProps[k].type,
- aiProps[k].index, f) == AI_SUCCESS)
- addProp(&m3d->material[mi],
- m3d_propertytypes[k].id,
- /* not (uint32_t)f, because we don't want to convert
- * it, we want to see it as 32 bits of memory */
- *((uint32_t *)&f));
- break;
- case m3dpf_uint8:
- if (mat->Get(aiProps[k].pKey, aiProps[k].type,
- aiProps[k].index, j) == AI_SUCCESS) {
- // special conversion for illumination model property
- if (m3d_propertytypes[k].id == m3dp_il) {
- switch (j) {
- case aiShadingMode_NoShading: j = 0; break;
- case aiShadingMode_Phong: j = 2; break;
- default: j = 1; break;
- }
- }
- addProp(&m3d->material[mi],
- m3d_propertytypes[k].id, j);
- }
- break;
- default:
- if (mat->Get(aiProps[k].pKey, aiProps[k].type,
- aiProps[k].index, j) == AI_SUCCESS)
- addProp(&m3d->material[mi],
- m3d_propertytypes[k].id, j);
- break;
- }
- }
- if (aiTxProps[k].pKey &&
- mat->GetTexture((aiTextureType)aiTxProps[k].type,
- aiTxProps[k].index, &name, nullptr, nullptr, nullptr,
- nullptr, nullptr) == AI_SUCCESS) {
- unsigned int i;
- for (j = name.length - 1; j > 0 && name.data[j] != '.'; j++)
- ;
- if (j && name.data[j] == '.' &&
- (name.data[j + 1] == 'p' || name.data[j + 1] == 'P') &&
- (name.data[j + 1] == 'n' || name.data[j + 1] == 'N') &&
- (name.data[j + 1] == 'g' || name.data[j + 1] == 'G'))
- name.data[j] = 0;
- // do we have this texture saved already?
- fn = SafeStr(name, true);
- for (j = 0, i = M3D_NOTDEFINED; j < m3d->numtexture; j++)
- if (!strcmp(fn, m3d->texture[j].name)) {
- i = j;
- free(fn);
- break;
- }
- if (i == M3D_NOTDEFINED) {
- i = m3d->numtexture++;
- m3d->texture = (m3dtx_t *)M3D_REALLOC(
- m3d->texture,
- m3d->numtexture * sizeof(m3dtx_t));
- if (!m3d->texture) {
- throw DeadlyExportError("memory allocation error");
- }
- // we don't need the texture itself, only its name
- m3d->texture[i].name = fn;
- m3d->texture[i].w = 0;
- m3d->texture[i].h = 0;
- m3d->texture[i].d = nullptr;
- }
- addProp(&m3d->material[mi],
- m3d_propertytypes[k].id + 128, i);
- }
- }
- }
- }
- return mi;
- }
- namespace Assimp {
- // ---------------------------------------------------------------------
- // Worker function for exporting a scene to binary M3D.
- // Prototyped and registered in Exporter.cpp
- void ExportSceneM3D(
- const char *pFile,
- IOSystem *pIOSystem,
- const aiScene *pScene,
- const ExportProperties *pProperties) {
- // initialize the exporter
- M3DExporter exporter(pScene, pProperties);
- // perform binary export
- exporter.doExport(pFile, pIOSystem, false);
- }
- // ---------------------------------------------------------------------
- // Worker function for exporting a scene to ASCII A3D.
- // Prototyped and registered in Exporter.cpp
- void ExportSceneM3DA(
- const char *,
- IOSystem *,
- const aiScene *,
- const ExportProperties *
- ) {
- #ifdef M3D_ASCII
- // initialize the exporter
- M3DExporter exporter(pScene, pProperties);
- // perform ascii export
- exporter.doExport(pFile, pIOSystem, true);
- #else
- throw DeadlyExportError("Assimp configured without M3D_ASCII support");
- #endif
- }
- // ------------------------------------------------------------------------------------------------
- M3DExporter::M3DExporter(const aiScene *pScene, const ExportProperties *pProperties) :
- mScene(pScene),
- mProperties(pProperties),
- outfile() {
- // empty
- }
- // ------------------------------------------------------------------------------------------------
- void M3DExporter::doExport(
- const char *pFile,
- IOSystem *pIOSystem,
- bool toAscii) {
- // TODO: convert mProperties into M3D_EXP_* flags
- (void)mProperties;
- // open the indicated file for writing (in binary / ASCII mode)
- outfile.reset(pIOSystem->Open(pFile, toAscii ? "wt" : "wb"));
- if (!outfile) {
- throw DeadlyExportError("could not open output .m3d file: " + std::string(pFile));
- }
- M3DWrapper m3d;
- if (!m3d) {
- throw DeadlyExportError("memory allocation error");
- }
- m3d->name = SafeStr(mScene->mRootNode->mName, false);
- // Create a model from assimp structures
- aiMatrix4x4 m;
- NodeWalk(m3d, mScene->mRootNode, m);
- // serialize the structures
- unsigned int size;
- unsigned char *output = m3d.Save(M3D_EXP_FLOAT, M3D_EXP_EXTRA | (toAscii ? M3D_EXP_ASCII : 0), size);
- if (!output || size < 8) {
- throw DeadlyExportError("unable to serialize into Model 3D");
- }
- // Write out serialized model
- outfile->Write(output, size, 1);
- // explicitly release file pointer,
- // so we don't have to rely on class destruction.
- outfile.reset();
- M3D_FREE(m3d->name);
- m3d->name = nullptr;
- }
- // ------------------------------------------------------------------------------------------------
- // recursive node walker
- void M3DExporter::NodeWalk(const M3DWrapper &m3d, const aiNode *pNode, aiMatrix4x4 m) {
- aiMatrix4x4 nm = m * pNode->mTransformation;
- for (unsigned int i = 0; i < pNode->mNumMeshes; i++) {
- const aiMesh *mesh = mScene->mMeshes[pNode->mMeshes[i]];
- unsigned int mi = M3D_NOTDEFINED;
- if (mScene->mMaterials) {
- // get the material for this mesh
- mi = addMaterial(m3d, mScene->mMaterials[mesh->mMaterialIndex]);
- }
- // iterate through the mesh faces
- for (unsigned int j = 0; j < mesh->mNumFaces; j++) {
- unsigned int n;
- const aiFace *face = &(mesh->mFaces[j]);
- // only triangle meshes supported for now
- if (face->mNumIndices != 3) {
- throw DeadlyExportError("use aiProcess_Triangulate before export");
- }
- // add triangle to the output
- n = m3d->numface++;
- m3d->face = (m3df_t *)M3D_REALLOC(m3d->face,
- m3d->numface * sizeof(m3df_t));
- if (!m3d->face) {
- throw DeadlyExportError("memory allocation error");
- }
- /* set all index to -1 by default */
- m3d->face[n].vertex[0] = m3d->face[n].vertex[1] = m3d->face[n].vertex[2] =
- m3d->face[n].normal[0] = m3d->face[n].normal[1] = m3d->face[n].normal[2] =
- m3d->face[n].texcoord[0] = m3d->face[n].texcoord[1] = m3d->face[n].texcoord[2] = M3D_UNDEF;
- m3d->face[n].materialid = mi;
- for (unsigned int k = 0; k < face->mNumIndices; k++) {
- // get the vertex's index
- unsigned int l = face->mIndices[k];
- unsigned int idx;
- m3dv_t vertex;
- m3dti_t ti;
- // multiply the position vector by the transformation matrix
- aiVector3D v = mesh->mVertices[l];
- v *= nm;
- vertex.x = v.x;
- vertex.y = v.y;
- vertex.z = v.z;
- vertex.w = 1.0;
- vertex.color = 0;
- vertex.skinid = M3D_UNDEF;
- // add color if defined
- if (mesh->HasVertexColors(0))
- vertex.color = mkColor(&mesh->mColors[0][l]);
- // save the vertex to the output
- m3d->vertex = AddVrtx(m3d->vertex, &m3d->numvertex,
- &vertex, &idx);
- m3d->face[n].vertex[k] = (M3D_INDEX)idx;
- // do we have texture coordinates?
- if (mesh->HasTextureCoords(0)) {
- ti.u = mesh->mTextureCoords[0][l].x;
- ti.v = mesh->mTextureCoords[0][l].y;
- m3d->tmap = AddTmap(m3d->tmap, &m3d->numtmap, &ti, &idx);
- m3d->face[n].texcoord[k] = (M3D_INDEX)idx;
- }
- // do we have normal vectors?
- if (mesh->HasNormals()) {
- vertex.x = mesh->mNormals[l].x;
- vertex.y = mesh->mNormals[l].y;
- vertex.z = mesh->mNormals[l].z;
- vertex.color = 0;
- m3d->vertex = AddVrtx(m3d->vertex, &m3d->numvertex, &vertex, &idx);
- m3d->face[n].normal[k] = (M3D_INDEX)idx;
- }
- }
- }
- }
- // repeat for the children nodes
- for (unsigned int i = 0; i < pNode->mNumChildren; i++) {
- NodeWalk(m3d, pNode->mChildren[i], nm);
- }
- }
- } // namespace Assimp
- #endif // ASSIMP_BUILD_NO_M3D_EXPORTER
- #endif // ASSIMP_BUILD_NO_EXPORT
|