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assimp/code/3DSExporter.cpp at master · Tidal-Loop/assimp · GitHub
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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2016, 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
"
3DSExporter.h
"
#
include
"
3DSLoader.h
"
#
include
"
SceneCombiner.h
"
#
include
"
SplitLargeMeshes.h
"
#
include
"
StringComparison.h
"
#
include
"
../include/assimp/IOSystem.hpp
"
#
include
"
../include/assimp/DefaultLogger.hpp
"
#
include
"
../include/assimp/Exporter.hpp
"
#
include
<
memory
>
using
namespace
Assimp
;
namespace
Assimp
{
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
(
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
(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
const
std::string underscore =
"
_
"
;
char
postfix[
10
] = {
0
};
ASSIMP_itoa10
(postfix, index);
std::string result = node.
mName
.
C_Str
();
if
(mesh.
mName
.
length
>
0
) {
result += underscore + 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);
}
}
}
//
------------------------------------------------------------------------------------------------
//
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)
{
boost::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::auto_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(boost::shared_ptr<IOStream> outfile,
const
aiScene* scene)
: scene(scene)
, writer(outfile)
{
CollectTrafos
(scene->
mRootNode
, trafos);
CollectMeshes
(scene->
mRootNode
, meshes);
ChunkWriter
chunk
(writer, Discreet3DS::
CHUNK_MAIN
);
{
ChunkWriter
chunk
(writer, Discreet3DS::
CHUNK_OBJMESH
);
WriteMaterials
();
WriteMeshes
();
{
ChunkWriter
chunk
(writer, Discreet3DS::
CHUNK_MASTER_SCALE
);
writer.
PutF4
(
1
.
0f
);
}
}
{
ChunkWriter
chunk
(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
chunk
(writer, Discreet3DS::
CHUNK_TRACKINFO
);
{
ChunkWriter
chunk
(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 = 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
chunk
(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
chunk
(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
chunk
(writer, Discreet3DS::
CHUNK_MAT_DIFFUSE
);
WriteColor
(color);
}
if
(mat.
Get
(
AI_MATKEY_COLOR_SPECULAR
, color) ==
AI_SUCCESS
) {
ChunkWriter
chunk
(writer, Discreet3DS::
CHUNK_MAT_SPECULAR
);
WriteColor
(color);
}
if
(mat.
Get
(
AI_MATKEY_COLOR_AMBIENT
, color) ==
AI_SUCCESS
) {
ChunkWriter
chunk
(writer, Discreet3DS::
CHUNK_MAT_AMBIENT
);
WriteColor
(color);
}
if
(mat.
Get
(
AI_MATKEY_COLOR_EMISSIVE
, color) ==
AI_SUCCESS
) {
ChunkWriter
chunk
(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:
shading_mode_out = Discreet3DS::Phong;
break
;
default
:
shading_mode_out = Discreet3DS::Flat;
ai_assert
(
false
);
};
writer.
PutU2
(
static_cast
<
uint16_t
>(shading_mode_out));
}
float
f;
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
);
}
WriteTexture
(mat, aiTextureType_DIFFUSE, 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
);
}
}
//
------------------------------------------------------------------------------------------------
void
Discreet3DSExporter::WriteTexture
(
const
aiMaterial& mat, aiTextureType type,
uint16_t
chunk_flags)
{
aiString path;
aiTextureMapMode map_mode[
2
] = {
aiTextureMapMode_Wrap, aiTextureMapMode_Wrap
};
float
blend =
1
.
0f
;
if
(mat.
GetTexture
(type,
0
, &path,
NULL
,
NULL
, &blend,
NULL
, map_mode) !=
AI_SUCCESS
|| !path.
length
) {
return
;
}
//
TODO: handle embedded textures properly
if
(path.
data
[
0
] ==
'
*
'
) {
DefaultLogger::get
()->
error
(
"
Ignoring embedded texture for export:
"
+
std::string
(path.
C_Str
()));
return
;
}
ChunkWriter
chunk
(writer, chunk_flags);
{
ChunkWriter
chunk
(writer, Discreet3DS::
CHUNK_MAPFILE
);
WriteString
(path);
}
WritePercentChunk
(blend);
{
ChunkWriter
chunk
(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)
}
//
------------------------------------------------------------------------------------------------
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
chunk
(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 = trafo * mesh.
mVertices
[i];
writer.
PutF4
(v.
x
);
writer.
PutF4
(v.
y
);
writer.
PutF4
(v.
z
);
}
}
//
UV coordinates
if
(mesh.
HasTextureCoords
(
0
)) {
ChunkWriter
chunk
(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
chunk
(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
chunk
(writer, Discreet3DS::
CHUNK_TRMATRIX
);
for
(
unsigned
int
r =
0
; r <
4
; ++r) {
for
(
unsigned
int
c =
0
; c <
3
; ++c) {
writer.
PutF4
(trafo[r][c]);
}
}
}
}
}
//
------------------------------------------------------------------------------------------------
void
Discreet3DSExporter::WriteFaceMaterialChunk
(
const
aiMesh& mesh)
{
ChunkWriter
chunk
(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
chunk
(writer, Discreet3DS::
CHUNK_RGBF
);
writer.
PutF4
(color.
r
);
writer.
PutF4
(color.
g
);
writer.
PutF4
(color.
b
);
}
//
------------------------------------------------------------------------------------------------
void
Discreet3DSExporter::WritePercentChunk
(
float
f) {
ChunkWriter
chunk
(writer, Discreet3DS::
CHUNK_PERCENTF
);
writer.
PutF4
(f);
}
#
endif
//
ASSIMP_BUILD_NO_3DS_EXPORTER
#
endif
//
ASSIMP_BUILD_NO_EXPORT
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