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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 <assimp/IOSystem.hpp>
+#include <assimp/DefaultLogger.hpp>
+#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)
+{
+ 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 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