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-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2017, 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.
-
-----------------------------------------------------------------------
-*/
-
-/** @file ColladaExporter.h
- * Declares the exporter class to write a scene to a Collada file
- */
-#ifndef AI_COLLADAEXPORTER_H_INC
-#define AI_COLLADAEXPORTER_H_INC
-
-#include <assimp/ai_assert.h>
-#include <assimp/material.h>
-#include <assimp/mesh.h>
-#include <assimp/light.h>
-#include <assimp/Exporter.hpp>
-#include <sstream>
-#include <vector>
-#include <map>
-
-#include "StringUtils.h"
-
-struct aiScene;
-struct aiNode;
-
-namespace Assimp
-{
-
-/// Helper class to export a given scene to a Collada file. Just for my personal
-/// comfort when implementing it.
-class ColladaExporter
-{
-public:
- /// Constructor for a specific scene to export
- ColladaExporter( const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file);
-
- /// Destructor
- virtual ~ColladaExporter();
-
-protected:
- /// Starts writing the contents
- void WriteFile();
-
- /// Writes the asset header
- void WriteHeader();
-
- /// Writes the embedded textures
- void WriteTextures();
-
- /// Writes the material setup
- void WriteMaterials();
-
- /// Writes the cameras library
- void WriteCamerasLibrary();
-
- // Write a camera entry
- void WriteCamera(size_t pIndex);
-
- /// Writes the cameras library
- void WriteLightsLibrary();
-
- // Write a camera entry
- void WriteLight(size_t pIndex);
- void WritePointLight(const aiLight *const light);
- void WriteDirectionalLight(const aiLight *const light);
- void WriteSpotLight(const aiLight *const light);
- void WriteAmbienttLight(const aiLight *const light);
-
- /// Writes the controller library
- void WriteControllerLibrary();
-
- /// Writes a skin controller of the given mesh
- void WriteController( size_t pIndex);
-
- /// Writes the geometry library
- void WriteGeometryLibrary();
-
- /// Writes the given mesh
- void WriteGeometry( size_t pIndex);
-
- //enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color, FloatType_Mat4x4, FloatType_Weight };
- // customized to add animation related type
- enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color, FloatType_Mat4x4, FloatType_Weight, FloatType_Time };
-
- /// Writes a float array of the given type
- void WriteFloatArray( const std::string& pIdString, FloatDataType pType, const ai_real* pData, size_t pElementCount);
-
- /// Writes the scene library
- void WriteSceneLibrary();
-
- // customized, Writes the animation library
- void WriteAnimationsLibrary();
- void WriteAnimationLibrary( size_t pIndex);
- std::string mFoundSkeletonRootNodeID = "skeleton_root"; // will be replaced by found node id in the WriteNode call.
-
- /// Recursively writes the given node
- void WriteNode( const aiScene* scene, aiNode* pNode);
-
- /// Enters a new xml element, which increases the indentation
- void PushTag() { startstr.append( " "); }
- /// Leaves an element, decreasing the indentation
- void PopTag() {
- ai_assert( startstr.length() > 1);
- startstr.erase( startstr.length() - 2);
- }
-
- /// Creates a mesh ID for the given mesh
- std::string GetMeshId( size_t pIndex) const {
- return std::string( "meshId" ) + to_string(pIndex);
- }
-
-public:
- /// Stringstream to write all output into
- std::stringstream mOutput;
-
-protected:
- /// The IOSystem for output
- IOSystem* mIOSystem;
-
- /// Path of the directory where the scene will be exported
- const std::string mPath;
-
- /// Name of the file (without extension) where the scene will be exported
- const std::string mFile;
-
- /// The scene to be written
- const aiScene* mScene;
- bool mSceneOwned;
-
- /// current line start string, contains the current indentation for simple stream insertion
- std::string startstr;
- /// current line end string for simple stream insertion
- std::string endstr;
-
- // pair of color and texture - texture precedences color
- struct Surface
- {
- bool exist;
- aiColor4D color;
- std::string texture;
- size_t channel;
- Surface() { exist = false; channel = 0; }
- };
-
- struct Property
- {
- bool exist;
- ai_real value;
- Property()
- : exist(false)
- , value(0.0)
- {}
- };
-
- // summarize a material in an convinient way.
- struct Material
- {
- std::string name;
- std::string shading_model;
- Surface ambient, diffuse, specular, emissive, reflective, transparent, normal;
- Property shininess, transparency, index_refraction;
-
- Material() {}
- };
-
- std::vector<Material> materials;
-
- std::map<unsigned int, std::string> textures;
-
-protected:
- /// Dammit C++ - y u no compile two-pass? No I have to add all methods below the struct definitions
- /// Reads a single surface entry from the given material keys
- void ReadMaterialSurface( Surface& poSurface, const aiMaterial* pSrcMat, aiTextureType pTexture, const char* pKey, size_t pType, size_t pIndex);
- /// Writes an image entry for the given surface
- void WriteImageEntry( const Surface& pSurface, const std::string& pNameAdd);
- /// Writes the two parameters necessary for referencing a texture in an effect entry
- void WriteTextureParamEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pMatName);
- /// Writes a color-or-texture entry into an effect definition
- void WriteTextureColorEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pImageName);
- /// Writes a scalar property
- void WriteFloatEntry( const Property& pProperty, const std::string& pTypeName);
-};
-
-}
-
-#endif // !! AI_COLLADAEXPORTER_H_INC