summaryrefslogtreecommitdiffstats
path: root/src/3rdparty/assimp/code/ObjExporter.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/3rdparty/assimp/code/ObjExporter.cpp')
-rw-r--r--src/3rdparty/assimp/code/ObjExporter.cpp454
1 files changed, 0 insertions, 454 deletions
diff --git a/src/3rdparty/assimp/code/ObjExporter.cpp b/src/3rdparty/assimp/code/ObjExporter.cpp
deleted file mode 100644
index a8bf9935a..000000000
--- a/src/3rdparty/assimp/code/ObjExporter.cpp
+++ /dev/null
@@ -1,454 +0,0 @@
-/*
-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.
-
-----------------------------------------------------------------------
-*/
-
-#ifndef ASSIMP_BUILD_NO_EXPORT
-#ifndef ASSIMP_BUILD_NO_OBJ_EXPORTER
-
-#include "ObjExporter.h"
-#include "Exceptional.h"
-#include "StringComparison.h"
-#include <assimp/version.h>
-#include <assimp/IOSystem.hpp>
-#include <assimp/Exporter.hpp>
-#include <assimp/material.h>
-#include <assimp/scene.h>
-#include <memory>
-
-using namespace Assimp;
-
-namespace Assimp {
-
-// ------------------------------------------------------------------------------------------------
-// Worker function for exporting a scene to Wavefront OBJ. Prototyped and registered in Exporter.cpp
-void ExportSceneObj(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/) {
- // invoke the exporter
- ObjExporter exporter(pFile, pScene);
-
- if (exporter.mOutput.fail() || exporter.mOutputMat.fail()) {
- throw DeadlyExportError("output data creation failed. Most likely the file became too large: " + std::string(pFile));
- }
-
- // we're still here - export successfully completed. Write both the main OBJ file and the material script
- {
- std::unique_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
- if(outfile == NULL) {
- throw DeadlyExportError("could not open output .obj file: " + std::string(pFile));
- }
- outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
- }
- {
- std::unique_ptr<IOStream> outfile (pIOSystem->Open(exporter.GetMaterialLibFileName(),"wt"));
- if(outfile == NULL) {
- throw DeadlyExportError("could not open output .mtl file: " + std::string(exporter.GetMaterialLibFileName()));
- }
- outfile->Write( exporter.mOutputMat.str().c_str(), static_cast<size_t>(exporter.mOutputMat.tellp()),1);
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Worker function for exporting a scene to Wavefront OBJ without the material file. Prototyped and registered in Exporter.cpp
-void ExportSceneObjNoMtl(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties) {
- // invoke the exporter
- ObjExporter exporter(pFile, pScene, true);
-
- if (exporter.mOutput.fail() || exporter.mOutputMat.fail()) {
- throw DeadlyExportError("output data creation failed. Most likely the file became too large: " + std::string(pFile));
- }
-
- // we're still here - export successfully completed. Write both the main OBJ file and the material script
- {
- std::unique_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
- if(outfile == NULL) {
- throw DeadlyExportError("could not open output .obj file: " + std::string(pFile));
- }
- outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
- }
-
-
-}
-
-} // end of namespace Assimp
-
-static const std::string MaterialExt = ".mtl";
-
-// ------------------------------------------------------------------------------------------------
-ObjExporter::ObjExporter(const char* _filename, const aiScene* pScene, bool noMtl)
-: filename(_filename)
-, pScene(pScene)
-, vp()
-, vn()
-, vt()
-, vc()
-, mVpMap()
-, mVnMap()
-, mVtMap()
-, mVcMap()
-, mMeshes()
-, endl("\n") {
- // make sure that all formatting happens using the standard, C locale and not the user's current locale
- const std::locale& l = std::locale("C");
- mOutput.imbue(l);
- mOutput.precision(16);
- mOutputMat.imbue(l);
- mOutputMat.precision(16);
-
- WriteGeometryFile(noMtl);
- if (!noMtl)
- WriteMaterialFile();
-}
-
-// ------------------------------------------------------------------------------------------------
-ObjExporter::~ObjExporter() {
-
-}
-
-// ------------------------------------------------------------------------------------------------
-std::string ObjExporter :: GetMaterialLibName()
-{
- // within the Obj file, we use just the relative file name with the path stripped
- const std::string& s = GetMaterialLibFileName();
- std::string::size_type il = s.find_last_of("/\\");
- if (il != std::string::npos) {
- return s.substr(il + 1);
- }
-
- return s;
-}
-
-// ------------------------------------------------------------------------------------------------
-std::string ObjExporter::GetMaterialLibFileName() {
- // Remove existing .obj file extension so that the final material file name will be fileName.mtl and not fileName.obj.mtl
- size_t lastdot = filename.find_last_of('.');
- if (lastdot != std::string::npos)
- return filename.substr(0, lastdot) + MaterialExt;
-
- return filename + MaterialExt;
-}
-
-// ------------------------------------------------------------------------------------------------
-void ObjExporter::WriteHeader(std::ostringstream& out) {
- out << "# File produced by Open Asset Import Library (http://www.assimp.sf.net)" << endl;
- out << "# (assimp v" << aiGetVersionMajor() << '.' << aiGetVersionMinor() << '.'
- << aiGetVersionRevision() << ")" << endl << endl;
-}
-
-// ------------------------------------------------------------------------------------------------
-std::string ObjExporter::GetMaterialName(unsigned int index)
-{
- const aiMaterial* const mat = pScene->mMaterials[index];
- if ( nullptr == mat ) {
- static const std::string EmptyStr;
- return EmptyStr;
- }
-
- aiString s;
- if(AI_SUCCESS == mat->Get(AI_MATKEY_NAME,s)) {
- return std::string(s.data,s.length);
- }
-
- char number[ sizeof(unsigned int) * 3 + 1 ];
- ASSIMP_itoa10(number,index);
- return "$Material_" + std::string(number);
-}
-
-// ------------------------------------------------------------------------------------------------
-void ObjExporter::WriteMaterialFile()
-{
- WriteHeader(mOutputMat);
-
- for(unsigned int i = 0; i < pScene->mNumMaterials; ++i) {
- const aiMaterial* const mat = pScene->mMaterials[i];
-
- int illum = 1;
- mOutputMat << "newmtl " << GetMaterialName(i) << endl;
-
- aiColor4D c;
- if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_DIFFUSE,c)) {
- mOutputMat << "Kd " << c.r << " " << c.g << " " << c.b << endl;
- }
- if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_AMBIENT,c)) {
- mOutputMat << "Ka " << c.r << " " << c.g << " " << c.b << endl;
- }
- if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_SPECULAR,c)) {
- mOutputMat << "Ks " << c.r << " " << c.g << " " << c.b << endl;
- }
- if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_EMISSIVE,c)) {
- mOutputMat << "Ke " << c.r << " " << c.g << " " << c.b << endl;
- }
- if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_TRANSPARENT,c)) {
- mOutputMat << "Tf " << c.r << " " << c.g << " " << c.b << endl;
- }
-
- ai_real o;
- if(AI_SUCCESS == mat->Get(AI_MATKEY_OPACITY,o)) {
- mOutputMat << "d " << o << endl;
- }
- if(AI_SUCCESS == mat->Get(AI_MATKEY_REFRACTI,o)) {
- mOutputMat << "Ni " << o << endl;
- }
-
- if(AI_SUCCESS == mat->Get(AI_MATKEY_SHININESS,o) && o) {
- mOutputMat << "Ns " << o << endl;
- illum = 2;
- }
-
- mOutputMat << "illum " << illum << endl;
-
- aiString s;
- if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_DIFFUSE(0),s)) {
- mOutputMat << "map_Kd " << s.data << endl;
- }
- if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_AMBIENT(0),s)) {
- mOutputMat << "map_Ka " << s.data << endl;
- }
- if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_SPECULAR(0),s)) {
- mOutputMat << "map_Ks " << s.data << endl;
- }
- if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_SHININESS(0),s)) {
- mOutputMat << "map_Ns " << s.data << endl;
- }
- if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_OPACITY(0),s)) {
- mOutputMat << "map_d " << s.data << endl;
- }
- if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_HEIGHT(0),s) || AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_NORMALS(0),s)) {
- // implementations seem to vary here, so write both variants
- mOutputMat << "bump " << s.data << endl;
- mOutputMat << "map_bump " << s.data << endl;
- }
-
- mOutputMat << endl;
- }
-}
-
-void ObjExporter::WriteGeometryFile(bool noMtl) {
- WriteHeader(mOutput);
- if (!noMtl)
- mOutput << "mtllib " << GetMaterialLibName() << endl << endl;
-
- // collect mesh geometry
- aiMatrix4x4 mBase;
- AddNode(pScene->mRootNode, mBase);
-
- // write vertex positions with colors, if any
- mVpMap.getVectors( vp );
- mVcMap.getColors( vc );
- if ( vc.empty() ) {
- mOutput << "# " << vp.size() << " vertex positions" << endl;
- for ( const aiVector3D& v : vp ) {
- mOutput << "v " << v.x << " " << v.y << " " << v.z << endl;
- }
- } else {
- mOutput << "# " << vp.size() << " vertex positions and colors" << endl;
- size_t colIdx = 0;
- for ( const aiVector3D& v : vp ) {
- if ( colIdx < vc.size() ) {
- mOutput << "v " << v.x << " " << v.y << " " << v.z << " " << vc[ colIdx ].r << " " << vc[ colIdx ].g << " " << vc[ colIdx ].b << endl;
- }
- ++colIdx;
- }
- }
- mOutput << endl;
-
- // write uv coordinates
- mVtMap.getVectors(vt);
- mOutput << "# " << vt.size() << " UV coordinates" << endl;
- for(const aiVector3D& v : vt) {
- mOutput << "vt " << v.x << " " << v.y << " " << v.z << endl;
- }
- mOutput << endl;
-
- // write vertex normals
- mVnMap.getVectors(vn);
- mOutput << "# " << vn.size() << " vertex normals" << endl;
- for(const aiVector3D& v : vn) {
- mOutput << "vn " << v.x << " " << v.y << " " << v.z << endl;
- }
- mOutput << endl;
-
- // now write all mesh instances
- for(const MeshInstance& m : mMeshes) {
- mOutput << "# Mesh \'" << m.name << "\' with " << m.faces.size() << " faces" << endl;
- if (!m.name.empty()) {
- mOutput << "g " << m.name << endl;
- }
- if (!noMtl)
- mOutput << "usemtl " << m.matname << endl;
-
- for(const Face& f : m.faces) {
- mOutput << f.kind << ' ';
- for(const FaceVertex& fv : f.indices) {
- mOutput << ' ' << fv.vp;
-
- if (f.kind != 'p') {
- if (fv.vt || f.kind == 'f') {
- mOutput << '/';
- }
- if (fv.vt) {
- mOutput << fv.vt;
- }
- if (f.kind == 'f' && fv.vn) {
- mOutput << '/' << fv.vn;
- }
- }
- }
-
- mOutput << endl;
- }
- mOutput << endl;
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-int ObjExporter::vecIndexMap::getIndex(const aiVector3D& vec) {
- vecIndexMap::dataType::iterator vertIt = vecMap.find(vec);
- // vertex already exists, so reference it
- if(vertIt != vecMap.end()){
- return vertIt->second;
- }
- vecMap[vec] = mNextIndex;
- int ret = mNextIndex;
- mNextIndex++;
- return ret;
-}
-
-// ------------------------------------------------------------------------------------------------
-void ObjExporter::vecIndexMap::getVectors( std::vector<aiVector3D>& vecs ) {
- vecs.resize(vecMap.size());
- for(vecIndexMap::dataType::iterator it = vecMap.begin(); it != vecMap.end(); ++it){
- vecs[it->second-1] = it->first;
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-int ObjExporter::colIndexMap::getIndex( const aiColor4D& col ) {
- colIndexMap::dataType::iterator vertIt = colMap.find( col );
- // vertex already exists, so reference it
- if ( vertIt != colMap.end() ) {
- return vertIt->second;
- }
- colMap[ col ] = mNextIndex;
- int ret = mNextIndex;
- mNextIndex++;
-
- return ret;
-}
-
-// ------------------------------------------------------------------------------------------------
-void ObjExporter::colIndexMap::getColors( std::vector<aiColor4D> &colors ) {
- colors.resize( colMap.size() );
- for ( colIndexMap::dataType::iterator it = colMap.begin(); it != colMap.end(); ++it ) {
- colors[ it->second - 1 ] = it->first;
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-void ObjExporter::AddMesh(const aiString& name, const aiMesh* m, const aiMatrix4x4& mat) {
- mMeshes.push_back(MeshInstance());
- MeshInstance& mesh = mMeshes.back();
-
- mesh.name = std::string( name.data, name.length );
- mesh.matname = GetMaterialName(m->mMaterialIndex);
-
- mesh.faces.resize(m->mNumFaces);
-
- for(unsigned int i = 0; i < m->mNumFaces; ++i) {
- const aiFace& f = m->mFaces[i];
-
- Face& face = mesh.faces[i];
- switch (f.mNumIndices) {
- case 1:
- face.kind = 'p';
- break;
- case 2:
- face.kind = 'l';
- break;
- default:
- face.kind = 'f';
- }
- face.indices.resize(f.mNumIndices);
-
- for(unsigned int a = 0; a < f.mNumIndices; ++a) {
- const unsigned int idx = f.mIndices[a];
-
- aiVector3D vert = mat * m->mVertices[idx];
- face.indices[a].vp = mVpMap.getIndex(vert);
-
- if (m->mNormals) {
- aiVector3D norm = aiMatrix3x3(mat) * m->mNormals[idx];
- face.indices[a].vn = mVnMap.getIndex(norm);
- } else {
- face.indices[a].vn = 0;
- }
-
- if ( nullptr != m->mColors[ 0 ] ) {
- aiColor4D col4 = m->mColors[ 0 ][ idx ];
- face.indices[ a ].vc = mVcMap.getIndex( col4 );
- } else {
- face.indices[ a ].vc = 0;
- }
-
- if ( m->mTextureCoords[ 0 ] ) {
- face.indices[a].vt = mVtMap.getIndex(m->mTextureCoords[0][idx]);
- } else {
- face.indices[a].vt = 0;
- }
- }
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-void ObjExporter::AddNode(const aiNode* nd, const aiMatrix4x4& mParent)
-{
- const aiMatrix4x4& mAbs = mParent * nd->mTransformation;
-
- for(unsigned int i = 0; i < nd->mNumMeshes; ++i) {
- AddMesh(nd->mName, pScene->mMeshes[nd->mMeshes[i]], mAbs);
- }
-
- for(unsigned int i = 0; i < nd->mNumChildren; ++i) {
- AddNode(nd->mChildren[i], mAbs);
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-
-#endif // ASSIMP_BUILD_NO_OBJ_EXPORTER
-#endif // ASSIMP_BUILD_NO_EXPORT