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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
-
- Copyright (c) 2006-2012, 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.
-
- ----------------------------------------------------------------------
- */
-
- #include "AssimpPCH.h"
-
- #ifndef ASSIMP_BUILD_NO_EXPORT
- #ifndef ASSIMP_BUILD_NO_OBJ_EXPORTER
-
- #include "ObjExporter.h"
- #include "../include/assimp/version.h"
-
- 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)
- {
- // invoke the exporter
- ObjExporter exporter(pFile, pScene);
-
- // we're still here - export successfully completed. Write both the main OBJ file and the material script
- {
- boost::scoped_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);
- }
- {
- boost::scoped_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);
- }
- }
-
- } // end of namespace Assimp
-
-
- // ------------------------------------------------------------------------------------------------
- ObjExporter :: ObjExporter(const char* _filename, const aiScene* pScene)
- : filename(_filename)
- , pScene(pScene)
- , 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);
- mOutputMat.imbue(l);
-
- WriteGeometryFile();
- WriteMaterialFile();
- }
-
- // ------------------------------------------------------------------------------------------------
- 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()
- {
- return filename + ".mtl";
- }
-
- // ------------------------------------------------------------------------------------------------
- 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];
- 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;
- }
-
- float o;
- if(AI_SUCCESS == mat->Get(AI_MATKEY_OPACITY,o)) {
- mOutputMat << "d " << 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_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()
- {
- WriteHeader(mOutput);
- mOutput << "mtllib " << GetMaterialLibName() << endl << endl;
-
- // collect mesh geometry
- aiMatrix4x4 mBase;
- AddNode(pScene->mRootNode,mBase);
-
- // write vertex positions
- vpMap.getVectors(vp);
- mOutput << "# " << vp.size() << " vertex positions" << endl;
- BOOST_FOREACH(const aiVector3D& v, vp) {
- mOutput << "v " << v.x << " " << v.y << " " << v.z << endl;
- }
- mOutput << endl;
-
- // write uv coordinates
- vtMap.getVectors(vt);
- mOutput << "# " << vt.size() << " UV coordinates" << endl;
- BOOST_FOREACH(const aiVector3D& v, vt) {
- mOutput << "vt " << v.x << " " << v.y << " " << v.z << endl;
- }
- mOutput << endl;
-
- // write vertex normals
- vnMap.getVectors(vn);
- mOutput << "# " << vn.size() << " vertex normals" << endl;
- BOOST_FOREACH(const aiVector3D& v, vn) {
- mOutput << "vn " << v.x << " " << v.y << " " << v.z << endl;
- }
- mOutput << endl;
-
- // now write all mesh instances
- BOOST_FOREACH(const MeshInstance& m, meshes) {
- mOutput << "# Mesh \'" << m.name << "\' with " << m.faces.size() << " faces" << endl;
- mOutput << "g " << m.name << endl;
- mOutput << "usemtl " << m.matname << endl;
-
- BOOST_FOREACH(const Face& f, m.faces) {
- mOutput << f.kind << ' ';
- BOOST_FOREACH(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') {
- mOutput << '/';
- if (fv.vn) {
- mOutput << fv.vn;
- }
- }
- }
- }
-
- mOutput << endl;
- }
- mOutput << endl;
- }
- }
-
-
-
-
-
- int ObjExporter::vecIndexMap::getIndex(const aiVector3D& vec)
- {
- vecIndexMap::dataType::iterator vertIt = vecMap.find(vec);
- if(vertIt != vecMap.end()){// vertex already exists, so reference it
- 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;
- }
- }
-
-
- // ------------------------------------------------------------------------------------------------
- void ObjExporter :: AddMesh(const aiString& name, const aiMesh* m, const aiMatrix4x4& mat)
- {
- meshes.push_back(MeshInstance());
- MeshInstance& mesh = meshes.back();
-
- mesh.name = std::string(name.data,name.length) + (m->mName.length ? "_"+std::string(m->mName.data,m->mName.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 = vpMap.getIndex(vert);
-
- if (m->mNormals) {
- face.indices[a].vn = vnMap.getIndex(m->mNormals[idx]);
- }
- else{
- face.indices[a].vn = 0;
- }
-
- if (m->mTextureCoords[0]) {
- face.indices[a].vt = vtMap.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
- #endif
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