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https://github.com/TorqueGameEngines/Torque3D.git
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WIP of assimp integration.
This commit is contained in:
parent
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2135 changed files with 1260856 additions and 7 deletions
405
Engine/lib/assimp/code/PlyExporter.cpp
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405
Engine/lib/assimp/code/PlyExporter.cpp
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2018, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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#if !defined(ASSIMP_BUILD_NO_EXPORT) && !defined(ASSIMP_BUILD_NO_PLY_EXPORTER)
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#include "PlyExporter.h"
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#include <memory>
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#include <cmath>
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#include <assimp/Exceptional.h>
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#include <assimp/scene.h>
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#include <assimp/version.h>
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#include <assimp/IOSystem.hpp>
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#include <assimp/Exporter.hpp>
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#include <assimp/qnan.h>
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//using namespace Assimp;
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namespace Assimp {
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// make sure type_of returns consistent output across different platforms
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// also consider using: typeid(VAR).name()
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template <typename T> const char* type_of(T&) { return "unknown"; }
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template<> const char* type_of(float&) { return "float"; }
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template<> const char* type_of(double&) { return "double"; }
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// ------------------------------------------------------------------------------------------------
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// Worker function for exporting a scene to PLY. Prototyped and registered in Exporter.cpp
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void ExportScenePly(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/)
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{
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// invoke the exporter
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PlyExporter exporter(pFile, pScene);
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if (exporter.mOutput.fail()) {
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throw DeadlyExportError("output data creation failed. Most likely the file became too large: " + std::string(pFile));
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}
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// we're still here - export successfully completed. Write the file.
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std::unique_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
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if(outfile == NULL) {
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throw DeadlyExportError("could not open output .ply file: " + std::string(pFile));
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}
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outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
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}
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void ExportScenePlyBinary(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/)
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{
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// invoke the exporter
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PlyExporter exporter(pFile, pScene, true);
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// we're still here - export successfully completed. Write the file.
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std::unique_ptr<IOStream> outfile(pIOSystem->Open(pFile, "wb"));
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if (outfile == NULL) {
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throw DeadlyExportError("could not open output .ply file: " + std::string(pFile));
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}
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outfile->Write(exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()), 1);
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}
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#define PLY_EXPORT_HAS_NORMALS 0x1
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#define PLY_EXPORT_HAS_TANGENTS_BITANGENTS 0x2
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#define PLY_EXPORT_HAS_TEXCOORDS 0x4
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#define PLY_EXPORT_HAS_COLORS (PLY_EXPORT_HAS_TEXCOORDS << AI_MAX_NUMBER_OF_TEXTURECOORDS)
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// ------------------------------------------------------------------------------------------------
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PlyExporter::PlyExporter(const char* _filename, const aiScene* pScene, bool binary)
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: filename(_filename)
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, endl("\n")
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{
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// make sure that all formatting happens using the standard, C locale and not the user's current locale
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const std::locale& l = std::locale("C");
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mOutput.imbue(l);
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mOutput.precision(16);
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unsigned int faces = 0u, vertices = 0u, components = 0u;
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for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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const aiMesh& m = *pScene->mMeshes[i];
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faces += m.mNumFaces;
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vertices += m.mNumVertices;
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if (m.HasNormals()) {
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components |= PLY_EXPORT_HAS_NORMALS;
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}
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if (m.HasTangentsAndBitangents()) {
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components |= PLY_EXPORT_HAS_TANGENTS_BITANGENTS;
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}
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for (unsigned int t = 0; m.HasTextureCoords(t); ++t) {
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components |= PLY_EXPORT_HAS_TEXCOORDS << t;
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}
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for (unsigned int t = 0; m.HasVertexColors(t); ++t) {
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components |= PLY_EXPORT_HAS_COLORS << t;
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}
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}
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mOutput << "ply" << endl;
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if (binary) {
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#if (defined AI_BUILD_BIG_ENDIAN)
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mOutput << "format binary_big_endian 1.0" << endl;
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#else
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mOutput << "format binary_little_endian 1.0" << endl;
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#endif
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}
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else {
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mOutput << "format ascii 1.0" << endl;
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}
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mOutput << "comment Created by Open Asset Import Library - http://assimp.sf.net (v"
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<< aiGetVersionMajor() << '.' << aiGetVersionMinor() << '.'
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<< aiGetVersionRevision() << ")" << endl;
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// Look through materials for a diffuse texture, and add it if found
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for ( unsigned int i = 0; i < pScene->mNumMaterials; ++i )
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{
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const aiMaterial* const mat = pScene->mMaterials[i];
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aiString s;
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if ( AI_SUCCESS == mat->Get( AI_MATKEY_TEXTURE_DIFFUSE( 0 ), s ) )
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{
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mOutput << "comment TextureFile " << s.data << endl;
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}
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}
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// TODO: probably want to check here rather than just assume something
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// definitely not good to always write float even if we might have double precision
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ai_real tmp = 0.0;
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const char * typeName = type_of(tmp);
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mOutput << "element vertex " << vertices << endl;
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mOutput << "property " << typeName << " x" << endl;
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mOutput << "property " << typeName << " y" << endl;
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mOutput << "property " << typeName << " z" << endl;
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if(components & PLY_EXPORT_HAS_NORMALS) {
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mOutput << "property " << typeName << " nx" << endl;
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mOutput << "property " << typeName << " ny" << endl;
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mOutput << "property " << typeName << " nz" << endl;
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}
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// write texcoords first, just in case an importer does not support tangents
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// bitangents and just skips over the rest of the line upon encountering
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// unknown fields (Ply leaves pretty much every vertex component open,
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// but in reality most importers only know about vertex positions, normals
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// and texture coordinates).
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for (unsigned int n = PLY_EXPORT_HAS_TEXCOORDS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_TEXTURECOORDS; n <<= 1, ++c) {
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if (!c) {
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mOutput << "property " << typeName << " s" << endl;
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mOutput << "property " << typeName << " t" << endl;
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}
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else {
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mOutput << "property " << typeName << " s" << c << endl;
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mOutput << "property " << typeName << " t" << c << endl;
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}
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}
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for (unsigned int n = PLY_EXPORT_HAS_COLORS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_COLOR_SETS; n <<= 1, ++c) {
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if (!c) {
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mOutput << "property " << "uchar" << " red" << endl;
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mOutput << "property " << "uchar" << " green" << endl;
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mOutput << "property " << "uchar" << " blue" << endl;
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mOutput << "property " << "uchar" << " alpha" << endl;
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}
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else {
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mOutput << "property " << "uchar" << " red" << c << endl;
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mOutput << "property " << "uchar" << " green" << c << endl;
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mOutput << "property " << "uchar" << " blue" << c << endl;
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mOutput << "property " << "uchar" << " alpha" << c << endl;
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}
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}
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if(components & PLY_EXPORT_HAS_TANGENTS_BITANGENTS) {
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mOutput << "property " << typeName << " tx" << endl;
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mOutput << "property " << typeName << " ty" << endl;
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mOutput << "property " << typeName << " tz" << endl;
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mOutput << "property " << typeName << " bx" << endl;
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mOutput << "property " << typeName << " by" << endl;
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mOutput << "property " << typeName << " bz" << endl;
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}
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mOutput << "element face " << faces << endl;
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// uchar seems to be the most common type for the number of indices per polygon and int seems to be most common for the vertex indices.
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// For instance, MeshLab fails to load meshes in which both types are uint. Houdini seems to have problems as well.
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// Obviously, using uchar will not work for meshes with polygons with more than 255 indices, but how realistic is this case?
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mOutput << "property list uchar int vertex_index" << endl;
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mOutput << "end_header" << endl;
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for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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if (binary) {
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WriteMeshVertsBinary(pScene->mMeshes[i], components);
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}
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else {
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WriteMeshVerts(pScene->mMeshes[i], components);
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}
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}
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for (unsigned int i = 0, ofs = 0; i < pScene->mNumMeshes; ++i) {
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if (binary) {
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WriteMeshIndicesBinary(pScene->mMeshes[i], ofs);
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}
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else {
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WriteMeshIndices(pScene->mMeshes[i], ofs);
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}
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ofs += pScene->mMeshes[i]->mNumVertices;
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}
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}
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// ------------------------------------------------------------------------------------------------
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PlyExporter::~PlyExporter() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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void PlyExporter::WriteMeshVerts(const aiMesh* m, unsigned int components)
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{
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static const ai_real inf = std::numeric_limits<ai_real>::infinity();
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// If a component (for instance normal vectors) is present in at least one mesh in the scene,
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// then default values are written for meshes that do not contain this component.
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for (unsigned int i = 0; i < m->mNumVertices; ++i) {
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mOutput <<
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m->mVertices[i].x << " " <<
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m->mVertices[i].y << " " <<
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m->mVertices[i].z
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;
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if(components & PLY_EXPORT_HAS_NORMALS) {
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if (m->HasNormals() && is_not_qnan(m->mNormals[i].x) && std::fabs(m->mNormals[i].x) != inf) {
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mOutput <<
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" " << m->mNormals[i].x <<
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" " << m->mNormals[i].y <<
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" " << m->mNormals[i].z;
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}
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else {
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mOutput << " 0.0 0.0 0.0";
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}
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}
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for (unsigned int n = PLY_EXPORT_HAS_TEXCOORDS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_TEXTURECOORDS; n <<= 1, ++c) {
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if (m->HasTextureCoords(c)) {
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mOutput <<
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" " << m->mTextureCoords[c][i].x <<
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" " << m->mTextureCoords[c][i].y;
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}
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else {
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mOutput << " -1.0 -1.0";
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}
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}
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for (unsigned int n = PLY_EXPORT_HAS_COLORS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_COLOR_SETS; n <<= 1, ++c) {
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if (m->HasVertexColors(c)) {
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mOutput <<
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" " << (int)(m->mColors[c][i].r * 255) <<
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" " << (int)(m->mColors[c][i].g * 255) <<
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" " << (int)(m->mColors[c][i].b * 255) <<
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" " << (int)(m->mColors[c][i].a * 255);
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}
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else {
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mOutput << " 0 0 0";
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}
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}
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if(components & PLY_EXPORT_HAS_TANGENTS_BITANGENTS) {
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if (m->HasTangentsAndBitangents()) {
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mOutput <<
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" " << m->mTangents[i].x <<
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" " << m->mTangents[i].y <<
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" " << m->mTangents[i].z <<
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" " << m->mBitangents[i].x <<
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" " << m->mBitangents[i].y <<
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" " << m->mBitangents[i].z
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;
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}
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else {
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mOutput << " 0.0 0.0 0.0 0.0 0.0 0.0";
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}
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}
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mOutput << endl;
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}
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}
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// ------------------------------------------------------------------------------------------------
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void PlyExporter::WriteMeshVertsBinary(const aiMesh* m, unsigned int components)
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{
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// If a component (for instance normal vectors) is present in at least one mesh in the scene,
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// then default values are written for meshes that do not contain this component.
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aiVector3D defaultNormal(0, 0, 0);
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aiVector2D defaultUV(-1, -1);
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aiColor4D defaultColor(-1, -1, -1, -1);
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for (unsigned int i = 0; i < m->mNumVertices; ++i) {
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mOutput.write(reinterpret_cast<const char*>(&m->mVertices[i].x), 12);
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if (components & PLY_EXPORT_HAS_NORMALS) {
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if (m->HasNormals()) {
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mOutput.write(reinterpret_cast<const char*>(&m->mNormals[i].x), 12);
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}
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else {
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mOutput.write(reinterpret_cast<const char*>(&defaultNormal.x), 12);
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}
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}
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for (unsigned int n = PLY_EXPORT_HAS_TEXCOORDS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_TEXTURECOORDS; n <<= 1, ++c) {
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if (m->HasTextureCoords(c)) {
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mOutput.write(reinterpret_cast<const char*>(&m->mTextureCoords[c][i].x), 8);
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}
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else {
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mOutput.write(reinterpret_cast<const char*>(&defaultUV.x), 8);
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}
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}
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for (unsigned int n = PLY_EXPORT_HAS_COLORS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_COLOR_SETS; n <<= 1, ++c) {
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if (m->HasVertexColors(c)) {
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mOutput.write(reinterpret_cast<const char*>(&m->mColors[c][i].r), 16);
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}
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else {
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mOutput.write(reinterpret_cast<const char*>(&defaultColor.r), 16);
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}
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}
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if (components & PLY_EXPORT_HAS_TANGENTS_BITANGENTS) {
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if (m->HasTangentsAndBitangents()) {
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mOutput.write(reinterpret_cast<const char*>(&m->mTangents[i].x), 12);
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mOutput.write(reinterpret_cast<const char*>(&m->mBitangents[i].x), 12);
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}
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else {
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mOutput.write(reinterpret_cast<const char*>(&defaultNormal.x), 12);
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mOutput.write(reinterpret_cast<const char*>(&defaultNormal.x), 12);
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}
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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void PlyExporter::WriteMeshIndices(const aiMesh* m, unsigned int offset)
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{
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for (unsigned int i = 0; i < m->mNumFaces; ++i) {
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const aiFace& f = m->mFaces[i];
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mOutput << f.mNumIndices << " ";
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for(unsigned int c = 0; c < f.mNumIndices; ++c) {
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mOutput << (f.mIndices[c] + offset) << (c == f.mNumIndices-1 ? endl : " ");
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}
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}
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}
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// Generic method in case we want to use different data types for the indices or make this configurable.
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template<typename NumIndicesType, typename IndexType>
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void WriteMeshIndicesBinary_Generic(const aiMesh* m, unsigned int offset, std::ostringstream& output)
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{
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for (unsigned int i = 0; i < m->mNumFaces; ++i) {
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const aiFace& f = m->mFaces[i];
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NumIndicesType numIndices = static_cast<NumIndicesType>(f.mNumIndices);
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output.write(reinterpret_cast<const char*>(&numIndices), sizeof(NumIndicesType));
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for (unsigned int c = 0; c < f.mNumIndices; ++c) {
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IndexType index = f.mIndices[c] + offset;
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output.write(reinterpret_cast<const char*>(&index), sizeof(IndexType));
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}
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}
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}
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void PlyExporter::WriteMeshIndicesBinary(const aiMesh* m, unsigned int offset)
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{
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WriteMeshIndicesBinary_Generic<unsigned char, int>(m, offset, mOutput);
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}
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} // end of namespace Assimp
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#endif // !defined(ASSIMP_BUILD_NO_EXPORT) && !defined(ASSIMP_BUILD_NO_PLY_EXPORTER)
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