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diff --git a/src/3rdparty/assimp/code/X3DExporter.cpp b/src/3rdparty/assimp/code/X3DExporter.cpp
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+/// \file X3DExporter.cpp
+/// \brief X3D-format files exporter for Assimp. Implementation.
+/// \date 2016
+/// \author smal.root@gmail.com
+
+#ifndef ASSIMP_BUILD_NO_EXPORT
+#ifndef ASSIMP_BUILD_NO_X3D_EXPORTER
+
+#include "X3DExporter.hpp"
+
+// Header files, Assimp.
+#include "Exceptional.h"
+#include "StringUtils.h"
+#include <assimp/Exporter.hpp>
+#include <assimp/IOSystem.hpp>
+
+using namespace std;
+
+namespace Assimp
+{
+
+void ExportSceneX3D(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
+{
+ X3DExporter exporter(pFile, pIOSystem, pScene, pProperties);
+}
+
+}// namespace Assimp
+
+namespace Assimp
+{
+
+void X3DExporter::IndentationStringSet(const size_t pNewLevel)
+{
+ if(pNewLevel > mIndentationString.size())
+ {
+ if(pNewLevel > mIndentationString.capacity()) mIndentationString.reserve(pNewLevel + 1);
+
+ for(size_t i = 0, i_e = pNewLevel - mIndentationString.size(); i < i_e; i++) mIndentationString.push_back('\t');
+ }
+ else if(pNewLevel < mIndentationString.size())
+ {
+ mIndentationString.resize(pNewLevel);
+ }
+}
+
+void X3DExporter::XML_Write(const string& pData)
+{
+ if(pData.size() == 0) return;
+ if(mOutFile->Write((void*)pData.data(), pData.length(), 1) != 1) throw DeadlyExportError("Failed to write scene data!");
+}
+
+aiMatrix4x4 X3DExporter::Matrix_GlobalToCurrent(const aiNode& pNode) const
+{
+aiNode* cur_node;
+std::list<aiMatrix4x4> matr;
+aiMatrix4x4 out_matr;
+
+ // starting walk from current element to root
+ matr.push_back(pNode.mTransformation);
+ cur_node = pNode.mParent;
+ if(cur_node != nullptr)
+ {
+ do
+ {
+ matr.push_back(cur_node->mTransformation);
+ cur_node = cur_node->mParent;
+ } while(cur_node != nullptr);
+ }
+
+ // multiplicate all matrices in reverse order
+ for(std::list<aiMatrix4x4>::reverse_iterator rit = matr.rbegin(); rit != matr.rend(); rit++) out_matr = out_matr * (*rit);
+
+ return out_matr;
+}
+
+void X3DExporter::AttrHelper_FloatToString(const float pValue, std::string& pTargetString)
+{
+ pTargetString = to_string(pValue);
+ AttrHelper_CommaToPoint(pTargetString);
+}
+
+void X3DExporter::AttrHelper_Vec3DArrToString(const aiVector3D* pArray, const size_t pArray_Size, string& pTargetString)
+{
+ pTargetString.clear();
+ pTargetString.reserve(pArray_Size * 6);// (Number + space) * 3.
+ for(size_t idx = 0; idx < pArray_Size; idx++)
+ pTargetString.append(to_string(pArray[idx].x) + " " + to_string(pArray[idx].y) + " " + to_string(pArray[idx].z) + " ");
+
+ // remove last space symbol.
+ pTargetString.resize(pTargetString.length() - 1);
+ AttrHelper_CommaToPoint(pTargetString);
+}
+
+void X3DExporter::AttrHelper_Vec2DArrToString(const aiVector2D* pArray, const size_t pArray_Size, std::string& pTargetString)
+{
+ pTargetString.clear();
+ pTargetString.reserve(pArray_Size * 4);// (Number + space) * 2.
+ for(size_t idx = 0; idx < pArray_Size; idx++)
+ pTargetString.append(to_string(pArray[idx].x) + " " + to_string(pArray[idx].y) + " ");
+
+ // remove last space symbol.
+ pTargetString.resize(pTargetString.length() - 1);
+ AttrHelper_CommaToPoint(pTargetString);
+}
+
+void X3DExporter::AttrHelper_Vec3DAsVec2fArrToString(const aiVector3D* pArray, const size_t pArray_Size, string& pTargetString)
+{
+ pTargetString.clear();
+ pTargetString.reserve(pArray_Size * 4);// (Number + space) * 2.
+ for(size_t idx = 0; idx < pArray_Size; idx++)
+ pTargetString.append(to_string(pArray[idx].x) + " " + to_string(pArray[idx].y) + " ");
+
+ // remove last space symbol.
+ pTargetString.resize(pTargetString.length() - 1);
+ AttrHelper_CommaToPoint(pTargetString);
+}
+
+void X3DExporter::AttrHelper_Col4DArrToString(const aiColor4D* pArray, const size_t pArray_Size, string& pTargetString)
+{
+ pTargetString.clear();
+ pTargetString.reserve(pArray_Size * 8);// (Number + space) * 4.
+ for(size_t idx = 0; idx < pArray_Size; idx++)
+ pTargetString.append(to_string(pArray[idx].r) + " " + to_string(pArray[idx].g) + " " + to_string(pArray[idx].b) + " " +
+ to_string(pArray[idx].a) + " ");
+
+ // remove last space symbol.
+ pTargetString.resize(pTargetString.length() - 1);
+ AttrHelper_CommaToPoint(pTargetString);
+}
+
+void X3DExporter::AttrHelper_Col3DArrToString(const aiColor3D* pArray, const size_t pArray_Size, std::string& pTargetString)
+{
+ pTargetString.clear();
+ pTargetString.reserve(pArray_Size * 6);// (Number + space) * 3.
+ for(size_t idx = 0; idx < pArray_Size; idx++)
+ pTargetString.append(to_string(pArray[idx].r) + " " + to_string(pArray[idx].g) + " " + to_string(pArray[idx].b) + " ");
+
+ // remove last space symbol.
+ pTargetString.resize(pTargetString.length() - 1);
+ AttrHelper_CommaToPoint(pTargetString);
+}
+
+void X3DExporter::AttrHelper_Color3ToAttrList(std::list<SAttribute>& pList, const std::string& pName, const aiColor3D& pValue, const aiColor3D& pDefaultValue)
+{
+string tstr;
+
+ if(pValue == pDefaultValue) return;
+
+ AttrHelper_Col3DArrToString(&pValue, 1, tstr);
+ pList.push_back({pName, tstr});
+}
+
+void X3DExporter::AttrHelper_FloatToAttrList(std::list<SAttribute>& pList, const string& pName, const float pValue, const float pDefaultValue)
+{
+string tstr;
+
+ if(pValue == pDefaultValue) return;
+
+ AttrHelper_FloatToString(pValue, tstr);
+ pList.push_back({pName, tstr});
+}
+
+void X3DExporter::NodeHelper_OpenNode(const string& pNodeName, const size_t pTabLevel, const bool pEmptyElement, const list<SAttribute>& pAttrList)
+{
+ // Write indentation.
+ IndentationStringSet(pTabLevel);
+ XML_Write(mIndentationString);
+ // Begin of the element
+ XML_Write("<" + pNodeName);
+ // Write attributes
+ for(const SAttribute& attr: pAttrList) { XML_Write(" " + attr.Name + "='" + attr.Value + "'"); }
+
+ // End of the element
+ if(pEmptyElement)
+ {
+ XML_Write("/>\n");
+ }
+ else
+ {
+ XML_Write(">\n");
+ }
+}
+
+void X3DExporter::NodeHelper_OpenNode(const string& pNodeName, const size_t pTabLevel, const bool pEmptyElement)
+{
+const list<SAttribute> attr_list;
+
+ NodeHelper_OpenNode(pNodeName, pTabLevel, pEmptyElement, attr_list);
+}
+
+void X3DExporter::NodeHelper_CloseNode(const string& pNodeName, const size_t pTabLevel)
+{
+ // Write indentation.
+ IndentationStringSet(pTabLevel);
+ XML_Write(mIndentationString);
+ // Write element
+ XML_Write("</" + pNodeName + ">\n");
+}
+
+void X3DExporter::Export_Node(const aiNode *pNode, const size_t pTabLevel)
+{
+bool transform = false;
+list<SAttribute> attr_list;
+
+ // In Assimp lights is stored in next way: light source store in mScene->mLights and in node tree must present aiNode with name same as
+ // light source has. Considering it we must compare every aiNode name with light sources names. Why not to look where ligths is present
+ // and save them to fili? Because corresponding aiNode can be already written to file and we can only add information to file not to edit.
+ if(CheckAndExport_Light(*pNode, pTabLevel)) return;
+
+ // Check if need DEF.
+ if(pNode->mName.length) attr_list.push_back({"DEF", pNode->mName.C_Str()});
+
+ // Check if need <Transformation> node against <Group>.
+ if(!pNode->mTransformation.IsIdentity())
+ {
+ auto Vector2String = [this](const aiVector3D pVector) -> string
+ {
+ string tstr = to_string(pVector.x) + " " + to_string(pVector.y) + " " + to_string(pVector.z);
+
+ AttrHelper_CommaToPoint(tstr);
+
+ return tstr;
+ };
+
+ auto Rotation2String = [this](const aiVector3D pAxis, const ai_real pAngle) -> string
+ {
+ string tstr = to_string(pAxis.x) + " " + to_string(pAxis.y) + " " + to_string(pAxis.z) + " " + to_string(pAngle);
+
+ AttrHelper_CommaToPoint(tstr);
+
+ return tstr;
+ };
+
+ aiVector3D scale, translate, rotate_axis;
+ ai_real rotate_angle;
+
+ transform = true;
+ pNode->mTransformation.Decompose(scale, rotate_axis, rotate_angle, translate);
+ // Check if values different from default
+ if((rotate_angle != 0) && (rotate_axis.Length() > 0))
+ attr_list.push_back({"rotation", Rotation2String(rotate_axis, rotate_angle)});
+
+ if(!scale.Equal({1.0,1.0,1.0})) {
+ attr_list.push_back({"scale", Vector2String(scale)});
+ }
+ if(translate.Length() > 0) {
+ attr_list.push_back({"translation", Vector2String(translate)});
+ }
+ }
+
+ // Begin node if need.
+ if(transform)
+ NodeHelper_OpenNode("Transform", pTabLevel, false, attr_list);
+ else
+ NodeHelper_OpenNode("Group", pTabLevel);
+
+ // Export metadata
+ if(pNode->mMetaData != nullptr)
+ {
+ for(size_t idx_prop = 0; idx_prop < pNode->mMetaData->mNumProperties; idx_prop++)
+ {
+ const aiString* key;
+ const aiMetadataEntry* entry;
+
+ if(pNode->mMetaData->Get(idx_prop, key, entry))
+ {
+ switch(entry->mType)
+ {
+ case AI_BOOL:
+ Export_MetadataBoolean(*key, *static_cast<bool*>(entry->mData), pTabLevel + 1);
+ break;
+ case AI_DOUBLE:
+ Export_MetadataDouble(*key, *static_cast<double*>(entry->mData), pTabLevel + 1);
+ break;
+ case AI_FLOAT:
+ Export_MetadataFloat(*key, *static_cast<float*>(entry->mData), pTabLevel + 1);
+ break;
+ case AI_INT32:
+ Export_MetadataInteger(*key, *static_cast<int32_t*>(entry->mData), pTabLevel + 1);
+ break;
+ case AI_AISTRING:
+ Export_MetadataString(*key, *static_cast<aiString*>(entry->mData), pTabLevel + 1);
+ break;
+ default:
+ LogError("Unsupported metadata type: " + to_string(entry->mType));
+ break;
+ }// switch(entry->mType)
+ }
+ }
+ }// if(pNode->mMetaData != nullptr)
+
+ // Export meshes.
+ for(size_t idx_mesh = 0; idx_mesh < pNode->mNumMeshes; idx_mesh++) Export_Mesh(pNode->mMeshes[idx_mesh], pTabLevel + 1);
+ // Export children.
+ for(size_t idx_node = 0; idx_node < pNode->mNumChildren; idx_node++) Export_Node(pNode->mChildren[idx_node], pTabLevel + 1);
+
+ // End node if need.
+ if(transform)
+ NodeHelper_CloseNode("Transform", pTabLevel);
+ else
+ NodeHelper_CloseNode("Group", pTabLevel);
+}
+
+void X3DExporter::Export_Mesh(const size_t pIdxMesh, const size_t pTabLevel)
+{
+const char* NodeName_IFS = "IndexedFaceSet";
+const char* NodeName_Shape = "Shape";
+
+list<SAttribute> attr_list;
+aiMesh& mesh = *mScene->mMeshes[pIdxMesh];// create alias for conveniance.
+
+ // Check if mesh already defined early.
+ if(mDEF_Map_Mesh.find(pIdxMesh) != mDEF_Map_Mesh.end())
+ {
+ // Mesh already defined, just refer to it
+ attr_list.push_back({"USE", mDEF_Map_Mesh.at(pIdxMesh)});
+ NodeHelper_OpenNode(NodeName_Shape, pTabLevel, true, attr_list);
+
+ return;
+ }
+
+ string mesh_name(mesh.mName.C_Str() + string("_IDX_") + to_string(pIdxMesh));// Create mesh name
+
+ // Define mesh name.
+ attr_list.push_back({"DEF", mesh_name});
+ mDEF_Map_Mesh[pIdxMesh] = mesh_name;
+
+ //
+ // "Shape" node.
+ //
+ NodeHelper_OpenNode(NodeName_Shape, pTabLevel, false, attr_list);
+ attr_list.clear();
+
+ //
+ // "Appearance" node.
+ //
+ Export_Material(mesh.mMaterialIndex, pTabLevel + 1);
+
+ //
+ // "IndexedFaceSet" node.
+ //
+ // Fill attributes which differ from default. In Assimp for colors, vertices and normals used one indices set. So, only "coordIndex" must be set.
+ string coordIndex;
+
+ // fill coordinates index.
+ coordIndex.reserve(mesh.mNumVertices * 4);// Index + space + Face delimiter
+ for(size_t idx_face = 0; idx_face < mesh.mNumFaces; idx_face++)
+ {
+ const aiFace& face_cur = mesh.mFaces[idx_face];
+
+ for(size_t idx_vert = 0; idx_vert < face_cur.mNumIndices; idx_vert++)
+ {
+ coordIndex.append(to_string(face_cur.mIndices[idx_vert]) + " ");
+ }
+
+ coordIndex.append("-1 ");// face delimiter.
+ }
+
+ // remove last space symbol.
+ coordIndex.resize(coordIndex.length() - 1);
+ attr_list.push_back({"coordIndex", coordIndex});
+ // create node
+ NodeHelper_OpenNode(NodeName_IFS, pTabLevel + 1, false, attr_list);
+ attr_list.clear();
+ // Child nodes for "IndexedFaceSet" needed when used colors, textures or normals.
+ string attr_value;
+
+ // Export <Coordinate>
+ AttrHelper_Vec3DArrToString(mesh.mVertices, mesh.mNumVertices, attr_value);
+ attr_list.push_back({"point", attr_value});
+ NodeHelper_OpenNode("Coordinate", pTabLevel + 2, true, attr_list);
+ attr_list.clear();
+
+ // Export <ColorRGBA>
+ if(mesh.HasVertexColors(0))
+ {
+ AttrHelper_Col4DArrToString(mesh.mColors[0], mesh.mNumVertices, attr_value);
+ attr_list.push_back({"color", attr_value});
+ NodeHelper_OpenNode("ColorRGBA", pTabLevel + 2, true, attr_list);
+ attr_list.clear();
+ }
+
+ // Export <TextureCoordinate>
+ if(mesh.HasTextureCoords(0))
+ {
+ AttrHelper_Vec3DAsVec2fArrToString(mesh.mTextureCoords[0], mesh.mNumVertices, attr_value);
+ attr_list.push_back({"point", attr_value});
+ NodeHelper_OpenNode("TextureCoordinate", pTabLevel + 2, true, attr_list);
+ attr_list.clear();
+ }
+
+ // Export <Normal>
+ if(mesh.HasNormals())
+ {
+ AttrHelper_Vec3DArrToString(mesh.mNormals, mesh.mNumVertices, attr_value);
+ attr_list.push_back({"vector", attr_value});
+ NodeHelper_OpenNode("Normal", pTabLevel + 2, true, attr_list);
+ attr_list.clear();
+ }
+
+ //
+ // Close opened nodes.
+ //
+ NodeHelper_CloseNode(NodeName_IFS, pTabLevel + 1);
+ NodeHelper_CloseNode(NodeName_Shape, pTabLevel);
+}
+
+void X3DExporter::Export_Material(const size_t pIdxMaterial, const size_t pTabLevel)
+{
+const char* NodeName_A = "Appearance";
+
+list<SAttribute> attr_list;
+aiMaterial& material = *mScene->mMaterials[pIdxMaterial];// create alias for conveniance.
+
+ // Check if material already defined early.
+ if(mDEF_Map_Material.find(pIdxMaterial) != mDEF_Map_Material.end())
+ {
+ // Material already defined, just refer to it
+ attr_list.push_back({"USE", mDEF_Map_Material.at(pIdxMaterial)});
+ NodeHelper_OpenNode(NodeName_A, pTabLevel, true, attr_list);
+
+ return;
+ }
+
+ string material_name(string("_IDX_") + to_string(pIdxMaterial));// Create material name
+ aiString ai_mat_name;
+
+ if(material.Get(AI_MATKEY_NAME, ai_mat_name) == AI_SUCCESS) material_name.insert(0, ai_mat_name.C_Str());
+
+ // Define material name.
+ attr_list.push_back({"DEF", material_name});
+ mDEF_Map_Material[pIdxMaterial] = material_name;
+
+ //
+ // "Appearance" node.
+ //
+ NodeHelper_OpenNode(NodeName_A, pTabLevel, false, attr_list);
+ attr_list.clear();
+
+ //
+ // "Material" node.
+ //
+ {
+ auto Color4ToAttrList = [&](const string& pAttrName, const aiColor4D& pAttrValue, const aiColor3D& pAttrDefaultValue)
+ {
+ string tstr;
+
+ if(aiColor3D(pAttrValue.r, pAttrValue.g, pAttrValue.b) != pAttrDefaultValue)
+ {
+ AttrHelper_Col4DArrToString(&pAttrValue, 1, tstr);
+ attr_list.push_back({pAttrName, tstr});
+ }
+ };
+
+ float tvalf;
+ aiColor3D color3;
+ aiColor4D color4;
+
+ // ambientIntensity="0.2" SFFloat [inputOutput]
+ if(material.Get(AI_MATKEY_COLOR_AMBIENT, color3) == AI_SUCCESS)
+ AttrHelper_FloatToAttrList(attr_list, "ambientIntensity", (color3.r + color3.g + color3.b) / 3.0f, 0.2f);
+ else if(material.Get(AI_MATKEY_COLOR_AMBIENT, color4) == AI_SUCCESS)
+ AttrHelper_FloatToAttrList(attr_list, "ambientIntensity", (color4.r + color4.g + color4.b) / 3.0f, 0.2f);
+
+ // diffuseColor="0.8 0.8 0.8" SFColor [inputOutput]
+ if(material.Get(AI_MATKEY_COLOR_DIFFUSE, color3) == AI_SUCCESS)
+ AttrHelper_Color3ToAttrList(attr_list, "diffuseColor", color3, aiColor3D(0.8f, 0.8f, 0.8f));
+ else if(material.Get(AI_MATKEY_COLOR_DIFFUSE, color4) == AI_SUCCESS)
+ Color4ToAttrList("diffuseColor", color4, aiColor3D(0.8f, 0.8f, 0.8f));
+
+ // emissiveColor="0 0 0" SFColor [inputOutput]
+ if(material.Get(AI_MATKEY_COLOR_EMISSIVE, color3) == AI_SUCCESS)
+ AttrHelper_Color3ToAttrList(attr_list, "emissiveColor", color3, aiColor3D(0, 0, 0));
+ else if(material.Get(AI_MATKEY_COLOR_EMISSIVE, color4) == AI_SUCCESS)
+ Color4ToAttrList("emissiveColor", color4, aiColor3D(0, 0, 0));
+
+ // shininess="0.2" SFFloat [inputOutput]
+ if(material.Get(AI_MATKEY_SHININESS, tvalf) == AI_SUCCESS) AttrHelper_FloatToAttrList(attr_list, "shininess", tvalf, 0.2f);
+
+ // specularColor="0 0 0" SFColor [inputOutput]
+ if(material.Get(AI_MATKEY_COLOR_SPECULAR, color3) == AI_SUCCESS)
+ AttrHelper_Color3ToAttrList(attr_list, "specularColor", color3, aiColor3D(0, 0, 0));
+ else if(material.Get(AI_MATKEY_COLOR_SPECULAR, color4) == AI_SUCCESS)
+ Color4ToAttrList("specularColor", color4, aiColor3D(0, 0, 0));
+
+ // transparency="0" SFFloat [inputOutput]
+ if(material.Get(AI_MATKEY_OPACITY, tvalf) == AI_SUCCESS)
+ {
+ if(tvalf > 1) tvalf = 1;
+
+ tvalf = 1.0f - tvalf;
+ AttrHelper_FloatToAttrList(attr_list, "transparency", tvalf, 0);
+ }
+
+ NodeHelper_OpenNode("Material", pTabLevel + 1, true, attr_list);
+ attr_list.clear();
+ }// "Material" node. END.
+
+ //
+ // "ImageTexture" node.
+ //
+ {
+ auto RepeatToAttrList = [&](const string& pAttrName, const bool pAttrValue)
+ {
+ if(!pAttrValue) attr_list.push_back({pAttrName, "false"});
+ };
+
+ bool tvalb;
+ aiString tstring;
+
+ // url="" MFString
+ if(material.Get(AI_MATKEY_TEXTURE_DIFFUSE(0), tstring) == AI_SUCCESS)
+ {
+ if(strncmp(tstring.C_Str(), AI_EMBEDDED_TEXNAME_PREFIX, strlen(AI_EMBEDDED_TEXNAME_PREFIX)) == 0)
+ LogError("Embedded texture is not supported");
+ else
+ attr_list.push_back({"url", string("\"") + tstring.C_Str() + "\""});
+ }
+
+ // repeatS="true" SFBool
+ if(material.Get(AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0), tvalb) == AI_SUCCESS) RepeatToAttrList("repeatS", tvalb);
+
+ // repeatT="true" SFBool
+ if(material.Get(AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0), tvalb) == AI_SUCCESS) RepeatToAttrList("repeatT", tvalb);
+
+ NodeHelper_OpenNode("ImageTexture", pTabLevel + 1, true, attr_list);
+ attr_list.clear();
+ }// "ImageTexture" node. END.
+
+ //
+ // "TextureTransform" node.
+ //
+ {
+ auto Vec2ToAttrList = [&](const string& pAttrName, const aiVector2D& pAttrValue, const aiVector2D& pAttrDefaultValue)
+ {
+ string tstr;
+
+ if(pAttrValue != pAttrDefaultValue)
+ {
+ AttrHelper_Vec2DArrToString(&pAttrValue, 1, tstr);
+ attr_list.push_back({pAttrName, tstr});
+ }
+ };
+
+ aiUVTransform transform;
+
+ if(material.Get(AI_MATKEY_UVTRANSFORM_DIFFUSE(0), transform) == AI_SUCCESS)
+ {
+ Vec2ToAttrList("translation", transform.mTranslation, aiVector2D(0, 0));
+ AttrHelper_FloatToAttrList(attr_list, "rotation", transform.mRotation, 0);
+ Vec2ToAttrList("scale", transform.mScaling, aiVector2D(1, 1));
+
+ NodeHelper_OpenNode("TextureTransform", pTabLevel + 1, true, attr_list);
+ attr_list.clear();
+ }
+ }// "TextureTransform" node. END.
+
+ //
+ // Close opened nodes.
+ //
+ NodeHelper_CloseNode(NodeName_A, pTabLevel);
+
+}
+
+void X3DExporter::Export_MetadataBoolean(const aiString& pKey, const bool pValue, const size_t pTabLevel)
+{
+list<SAttribute> attr_list;
+
+ attr_list.push_back({"name", pKey.C_Str()});
+ attr_list.push_back({"value", pValue ? "true" : "false"});
+ NodeHelper_OpenNode("MetadataBoolean", pTabLevel, true, attr_list);
+}
+
+void X3DExporter::Export_MetadataDouble(const aiString& pKey, const double pValue, const size_t pTabLevel)
+{
+list<SAttribute> attr_list;
+
+ attr_list.push_back({"name", pKey.C_Str()});
+ attr_list.push_back({"value", to_string(pValue)});
+ NodeHelper_OpenNode("MetadataDouble", pTabLevel, true, attr_list);
+}
+
+void X3DExporter::Export_MetadataFloat(const aiString& pKey, const float pValue, const size_t pTabLevel)
+{
+list<SAttribute> attr_list;
+
+ attr_list.push_back({"name", pKey.C_Str()});
+ attr_list.push_back({"value", to_string(pValue)});
+ NodeHelper_OpenNode("MetadataFloat", pTabLevel, true, attr_list);
+}
+
+void X3DExporter::Export_MetadataInteger(const aiString& pKey, const int32_t pValue, const size_t pTabLevel)
+{
+list<SAttribute> attr_list;
+
+ attr_list.push_back({"name", pKey.C_Str()});
+ attr_list.push_back({"value", to_string(pValue)});
+ NodeHelper_OpenNode("MetadataInteger", pTabLevel, true, attr_list);
+}
+
+void X3DExporter::Export_MetadataString(const aiString& pKey, const aiString& pValue, const size_t pTabLevel)
+{
+list<SAttribute> attr_list;
+
+ attr_list.push_back({"name", pKey.C_Str()});
+ attr_list.push_back({"value", pValue.C_Str()});
+ NodeHelper_OpenNode("MetadataString", pTabLevel, true, attr_list);
+}
+
+bool X3DExporter::CheckAndExport_Light(const aiNode& pNode, const size_t pTabLevel)
+{
+list<SAttribute> attr_list;
+
+auto Vec3ToAttrList = [&](const string& pAttrName, const aiVector3D& pAttrValue, const aiVector3D& pAttrDefaultValue)
+{
+ string tstr;
+
+ if(pAttrValue != pAttrDefaultValue)
+ {
+ AttrHelper_Vec3DArrToString(&pAttrValue, 1, tstr);
+ attr_list.push_back({pAttrName, tstr});
+ }
+};
+
+size_t idx_light;
+bool found = false;
+
+ // Name of the light source can not be empty.
+ if(pNode.mName.length == 0) return false;
+
+ // search for light with name like node has.
+ for(idx_light = 0; mScene->mNumLights; idx_light++)
+ {
+ if(pNode.mName == mScene->mLights[idx_light]->mName)
+ {
+ found = true;
+ break;
+ }
+ }
+
+ if(!found) return false;
+
+ // Light source is found.
+ const aiLight& light = *mScene->mLights[idx_light];// Alias for conveniance.
+
+ aiMatrix4x4 trafo_mat = Matrix_GlobalToCurrent(pNode).Inverse();
+
+ attr_list.push_back({"DEF", light.mName.C_Str()});
+ attr_list.push_back({"global", "true"});// "false" is not supported.
+ // ambientIntensity="0" SFFloat [inputOutput]
+ AttrHelper_FloatToAttrList(attr_list, "ambientIntensity", aiVector3D(light.mColorAmbient.r, light.mColorAmbient.g, light.mColorAmbient.b).Length(), 0);
+ // color="1 1 1" SFColor [inputOutput]
+ AttrHelper_Color3ToAttrList(attr_list, "color", light.mColorDiffuse, aiColor3D(1, 1, 1));
+
+ switch(light.mType)
+ {
+ case aiLightSource_DIRECTIONAL:
+ {
+ aiVector3D direction = trafo_mat * light.mDirection;
+
+ Vec3ToAttrList("direction", direction, aiVector3D(0, 0, -1));
+ NodeHelper_OpenNode("DirectionalLight", pTabLevel, true, attr_list);
+ }
+
+ break;
+ case aiLightSource_POINT:
+ {
+ aiVector3D attenuation(light.mAttenuationConstant, light.mAttenuationLinear, light.mAttenuationQuadratic);
+ aiVector3D location = trafo_mat * light.mPosition;
+
+ Vec3ToAttrList("attenuation", attenuation, aiVector3D(1, 0, 0));
+ Vec3ToAttrList("location", location, aiVector3D(0, 0, 0));
+ NodeHelper_OpenNode("PointLight", pTabLevel, true, attr_list);
+ }
+
+ break;
+ case aiLightSource_SPOT:
+ {
+ aiVector3D attenuation(light.mAttenuationConstant, light.mAttenuationLinear, light.mAttenuationQuadratic);
+ aiVector3D location = trafo_mat * light.mPosition;
+ aiVector3D direction = trafo_mat * light.mDirection;
+
+ Vec3ToAttrList("attenuation", attenuation, aiVector3D(1, 0, 0));
+ Vec3ToAttrList("location", location, aiVector3D(0, 0, 0));
+ Vec3ToAttrList("direction", direction, aiVector3D(0, 0, -1));
+ AttrHelper_FloatToAttrList(attr_list, "beamWidth", light.mAngleInnerCone, 0.7854f);
+ AttrHelper_FloatToAttrList(attr_list, "cutOffAngle", light.mAngleOuterCone, 1.570796f);
+ NodeHelper_OpenNode("SpotLight", pTabLevel, true, attr_list);
+ }
+
+ break;
+ default:
+ throw DeadlyExportError("Unknown light type: " + to_string(light.mType));
+ }// switch(light.mType)
+
+ return true;
+}
+
+X3DExporter::X3DExporter(const char* pFileName, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/)
+ : mScene(pScene)
+{
+list<SAttribute> attr_list;
+
+ mOutFile = pIOSystem->Open(pFileName, "wt");
+ if(mOutFile == nullptr) throw DeadlyExportError("Could not open output .x3d file: " + string(pFileName));
+
+ // Begin document
+ XML_Write("<?xml version=\"1.0\" encoding=\"UTF-8\"?>\n");
+ XML_Write("<!DOCTYPE X3D PUBLIC \"ISO//Web3D//DTD X3D 3.3//EN\" \"http://www.web3d.org/specifications/x3d-3.3.dtd\">\n");
+ // Root node
+ attr_list.push_back({"profile", "Interchange"});
+ attr_list.push_back({"version", "3.3"});
+ attr_list.push_back({"xmlns:xsd", "http://www.w3.org/2001/XMLSchema-instance"});
+ attr_list.push_back({"xsd:noNamespaceSchemaLocation", "http://www.web3d.org/specifications/x3d-3.3.xsd"});
+ NodeHelper_OpenNode("X3D", 0, false, attr_list);
+ attr_list.clear();
+ // <head>: meta data.
+ NodeHelper_OpenNode("head", 1);
+ XML_Write(mIndentationString + "<!-- All \"meta\" from this section tou will found in <Scene> node as MetadataString nodes. -->\n");
+ NodeHelper_CloseNode("head", 1);
+ // Scene node.
+ NodeHelper_OpenNode("Scene", 1);
+ Export_Node(mScene->mRootNode, 2);
+ NodeHelper_CloseNode("Scene", 1);
+ // Close Root node.
+ NodeHelper_CloseNode("X3D", 0);
+ // Cleanup
+ pIOSystem->Close(mOutFile);
+ mOutFile = nullptr;
+}
+
+}// namespace Assimp
+
+#endif // ASSIMP_BUILD_NO_X3D_EXPORTER
+#endif // ASSIMP_BUILD_NO_EXPORT