mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
637 lines
27 KiB
C++
637 lines
27 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2020, 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 following
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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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/** @file Exporter.cpp
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Assimp export interface. While it's public interface bears many similarities
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to the import interface (in fact, it is largely symmetric), the internal
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implementations differs a lot. Exporters are considered stateless and are
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simple callbacks which we maintain in a global list along with their
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description strings.
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Here we implement only the C++ interface (Assimp::Exporter).
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*/
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#ifndef ASSIMP_BUILD_NO_EXPORT
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#include <assimp/BlobIOSystem.h>
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#include <assimp/SceneCombiner.h>
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#include <assimp/DefaultIOSystem.h>
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#include <assimp/Exporter.hpp>
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#include <assimp/mesh.h>
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#include <assimp/postprocess.h>
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#include <assimp/scene.h>
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#include <assimp/Exceptional.h>
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#include "Common/DefaultProgressHandler.h"
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#include "Common/BaseProcess.h"
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#include "Common/ScenePrivate.h"
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#include "PostProcessing/CalcTangentsProcess.h"
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#include "PostProcessing/MakeVerboseFormat.h"
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#include "PostProcessing/JoinVerticesProcess.h"
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#include "PostProcessing/ConvertToLHProcess.h"
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#include "PostProcessing/PretransformVertices.h"
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#include <memory>
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namespace Assimp {
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// PostStepRegistry.cpp
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void GetPostProcessingStepInstanceList(std::vector< BaseProcess* >& out);
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// ------------------------------------------------------------------------------------------------
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// Exporter worker function prototypes. Should not be necessary to #ifndef them, it's just a prototype
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// do not use const, because some exporter need to convert the scene temporary
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void ExportSceneCollada(const char*,IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneXFile(const char*,IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneStep(const char*,IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneObj(const char*,IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneObjNoMtl(const char*,IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneSTL(const char*,IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneSTLBinary(const char*,IOSystem*, const aiScene*, const ExportProperties*);
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void ExportScenePly(const char*,IOSystem*, const aiScene*, const ExportProperties*);
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void ExportScenePlyBinary(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportScene3DS(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneGLTF(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneGLB(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneGLTF2(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneGLB2(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneAssbin(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneAssxml(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneX3D(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneFBX(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneFBXA(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportScene3MF( const char*, IOSystem*, const aiScene*, const ExportProperties* );
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void ExportSceneM3D(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneM3DA(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportAssimp2Json(const char* , IOSystem*, const aiScene* , const Assimp::ExportProperties*);
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static void setupExporterArray(std::vector<Exporter::ExportFormatEntry> &exporters) {
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#ifndef ASSIMP_BUILD_NO_COLLADA_EXPORTER
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exporters.push_back(Exporter::ExportFormatEntry("collada", "COLLADA - Digital Asset Exchange Schema", "dae", &ExportSceneCollada));
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#endif
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#ifndef ASSIMP_BUILD_NO_X_EXPORTER
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exporters.push_back(Exporter::ExportFormatEntry("x", "X Files", "x", &ExportSceneXFile,
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aiProcess_MakeLeftHanded | aiProcess_FlipWindingOrder | aiProcess_FlipUVs));
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#endif
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#ifndef ASSIMP_BUILD_NO_STEP_EXPORTER
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exporters.push_back(Exporter::ExportFormatEntry("stp", "Step Files", "stp", &ExportSceneStep, 0));
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#endif
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#ifndef ASSIMP_BUILD_NO_OBJ_EXPORTER
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exporters.push_back(Exporter::ExportFormatEntry("obj", "Wavefront OBJ format", "obj", &ExportSceneObj,
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aiProcess_GenSmoothNormals /*| aiProcess_PreTransformVertices */));
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exporters.push_back(Exporter::ExportFormatEntry("objnomtl", "Wavefront OBJ format without material file", "obj", &ExportSceneObjNoMtl,
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aiProcess_GenSmoothNormals /*| aiProcess_PreTransformVertices */));
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#endif
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#ifndef ASSIMP_BUILD_NO_STL_EXPORTER
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exporters.push_back(Exporter::ExportFormatEntry("stl", "Stereolithography", "stl", &ExportSceneSTL,
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aiProcess_Triangulate | aiProcess_GenNormals | aiProcess_PreTransformVertices));
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exporters.push_back(Exporter::ExportFormatEntry("stlb", "Stereolithography (binary)", "stl", &ExportSceneSTLBinary,
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aiProcess_Triangulate | aiProcess_GenNormals | aiProcess_PreTransformVertices));
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#endif
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#ifndef ASSIMP_BUILD_NO_PLY_EXPORTER
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exporters.push_back(Exporter::ExportFormatEntry("ply", "Stanford Polygon Library", "ply", &ExportScenePly,
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aiProcess_PreTransformVertices));
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exporters.push_back(Exporter::ExportFormatEntry("plyb", "Stanford Polygon Library (binary)", "ply", &ExportScenePlyBinary,
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aiProcess_PreTransformVertices));
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#endif
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#ifndef ASSIMP_BUILD_NO_3DS_EXPORTER
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exporters.push_back(Exporter::ExportFormatEntry("3ds", "Autodesk 3DS (legacy)", "3ds", &ExportScene3DS,
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aiProcess_Triangulate | aiProcess_SortByPType | aiProcess_JoinIdenticalVertices));
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#endif
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#ifndef ASSIMP_BUILD_NO_GLTF_EXPORTER
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exporters.push_back(Exporter::ExportFormatEntry("gltf2", "GL Transmission Format v. 2", "gltf", &ExportSceneGLTF2,
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aiProcess_JoinIdenticalVertices | aiProcess_Triangulate | aiProcess_SortByPType));
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exporters.push_back(Exporter::ExportFormatEntry("glb2", "GL Transmission Format v. 2 (binary)", "glb", &ExportSceneGLB2,
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aiProcess_JoinIdenticalVertices | aiProcess_Triangulate | aiProcess_SortByPType));
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exporters.push_back(Exporter::ExportFormatEntry("gltf", "GL Transmission Format", "gltf", &ExportSceneGLTF,
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aiProcess_JoinIdenticalVertices | aiProcess_Triangulate | aiProcess_SortByPType));
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exporters.push_back(Exporter::ExportFormatEntry("glb", "GL Transmission Format (binary)", "glb", &ExportSceneGLB,
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aiProcess_JoinIdenticalVertices | aiProcess_Triangulate | aiProcess_SortByPType));
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#endif
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#ifndef ASSIMP_BUILD_NO_ASSBIN_EXPORTER
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exporters.push_back(Exporter::ExportFormatEntry("assbin", "Assimp Binary File", "assbin", &ExportSceneAssbin, 0));
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#endif
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#ifndef ASSIMP_BUILD_NO_ASSXML_EXPORTER
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exporters.push_back(Exporter::ExportFormatEntry("assxml", "Assimp XML Document", "assxml", &ExportSceneAssxml, 0));
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#endif
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#ifndef ASSIMP_BUILD_NO_X3D_EXPORTER
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exporters.push_back(Exporter::ExportFormatEntry("x3d", "Extensible 3D", "x3d", &ExportSceneX3D, 0));
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#endif
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#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
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exporters.push_back(Exporter::ExportFormatEntry("fbx", "Autodesk FBX (binary)", "fbx", &ExportSceneFBX, 0));
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exporters.push_back(Exporter::ExportFormatEntry("fbxa", "Autodesk FBX (ascii)", "fbx", &ExportSceneFBXA, 0));
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#endif
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#ifndef ASSIMP_BUILD_NO_M3D_EXPORTER
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exporters.push_back(Exporter::ExportFormatEntry("m3d", "Model 3D (binary)", "m3d", &ExportSceneM3D, 0));
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exporters.push_back(Exporter::ExportFormatEntry("m3da", "Model 3D (ascii)", "a3d", &ExportSceneM3DA, 0));
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#endif
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#ifndef ASSIMP_BUILD_NO_3MF_EXPORTER
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exporters.push_back(Exporter::ExportFormatEntry("3mf", "The 3MF-File-Format", "3mf", &ExportScene3MF, 0));
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#endif
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#ifndef ASSIMP_BUILD_NO_ASSJSON_EXPORTER
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exporters.push_back(Exporter::ExportFormatEntry("assjson", "Assimp JSON Document", "json", &ExportAssimp2Json, 0));
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#endif
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}
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class ExporterPimpl {
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public:
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ExporterPimpl()
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: blob()
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, mIOSystem(new Assimp::DefaultIOSystem())
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, mIsDefaultIOHandler(true)
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, mProgressHandler( nullptr )
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, mIsDefaultProgressHandler( true )
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, mPostProcessingSteps()
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, mError()
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, mExporters() {
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GetPostProcessingStepInstanceList(mPostProcessingSteps);
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// grab all built-in exporters
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setupExporterArray(mExporters);
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}
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~ExporterPimpl() {
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delete blob;
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// Delete all post-processing plug-ins
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for( unsigned int a = 0; a < mPostProcessingSteps.size(); a++) {
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delete mPostProcessingSteps[a];
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}
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delete mProgressHandler;
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}
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public:
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aiExportDataBlob* blob;
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std::shared_ptr< Assimp::IOSystem > mIOSystem;
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bool mIsDefaultIOHandler;
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/** The progress handler */
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ProgressHandler *mProgressHandler;
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bool mIsDefaultProgressHandler;
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/** Post processing steps we can apply at the imported data. */
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std::vector< BaseProcess* > mPostProcessingSteps;
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/** Last fatal export error */
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std::string mError;
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/** Exporters, this includes those registered using #Assimp::Exporter::RegisterExporter */
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std::vector<Exporter::ExportFormatEntry> mExporters;
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};
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} // end of namespace Assimp
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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Exporter :: Exporter()
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: pimpl(new ExporterPimpl()) {
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pimpl->mProgressHandler = new DefaultProgressHandler();
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}
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// ------------------------------------------------------------------------------------------------
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Exporter::~Exporter() {
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ai_assert(nullptr != pimpl);
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FreeBlob();
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delete pimpl;
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}
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// ------------------------------------------------------------------------------------------------
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void Exporter::SetIOHandler( IOSystem* pIOHandler) {
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ai_assert(nullptr != pimpl);
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pimpl->mIsDefaultIOHandler = !pIOHandler;
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pimpl->mIOSystem.reset(pIOHandler);
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}
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// ------------------------------------------------------------------------------------------------
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IOSystem* Exporter::GetIOHandler() const {
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ai_assert(nullptr != pimpl);
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return pimpl->mIOSystem.get();
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}
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// ------------------------------------------------------------------------------------------------
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bool Exporter::IsDefaultIOHandler() const {
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ai_assert(nullptr != pimpl);
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return pimpl->mIsDefaultIOHandler;
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}
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// ------------------------------------------------------------------------------------------------
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void Exporter::SetProgressHandler(ProgressHandler* pHandler) {
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ai_assert(nullptr != pimpl);
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if ( nullptr == pHandler) {
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// Release pointer in the possession of the caller
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pimpl->mProgressHandler = new DefaultProgressHandler();
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pimpl->mIsDefaultProgressHandler = true;
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return;
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}
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if (pimpl->mProgressHandler == pHandler) {
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return;
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}
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delete pimpl->mProgressHandler;
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pimpl->mProgressHandler = pHandler;
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pimpl->mIsDefaultProgressHandler = false;
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}
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// ------------------------------------------------------------------------------------------------
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const aiExportDataBlob* Exporter::ExportToBlob( const aiScene* pScene, const char* pFormatId,
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unsigned int pPreprocessing, const ExportProperties* pProperties) {
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ai_assert(nullptr != pimpl);
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if (pimpl->blob) {
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delete pimpl->blob;
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pimpl->blob = nullptr;
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}
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std::shared_ptr<IOSystem> old = pimpl->mIOSystem;
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BlobIOSystem* blobio = new BlobIOSystem();
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pimpl->mIOSystem = std::shared_ptr<IOSystem>( blobio );
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if (AI_SUCCESS != Export(pScene,pFormatId,blobio->GetMagicFileName(), pPreprocessing, pProperties)) {
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pimpl->mIOSystem = old;
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return nullptr;
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}
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pimpl->blob = blobio->GetBlobChain();
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pimpl->mIOSystem = old;
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return pimpl->blob;
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}
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// ------------------------------------------------------------------------------------------------
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aiReturn Exporter::Export( const aiScene* pScene, const char* pFormatId, const char* pPath,
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unsigned int pPreprocessing, const ExportProperties* pProperties) {
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ASSIMP_BEGIN_EXCEPTION_REGION();
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ai_assert(nullptr != pimpl);
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// when they create scenes from scratch, users will likely create them not in verbose
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// format. They will likely not be aware that there is a flag in the scene to indicate
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// this, however. To avoid surprises and bug reports, we check for duplicates in
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// meshes upfront.
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const bool is_verbose_format = !(pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) || MakeVerboseFormatProcess::IsVerboseFormat(pScene);
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pimpl->mProgressHandler->UpdateFileWrite(0, 4);
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pimpl->mError = "";
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for (size_t i = 0; i < pimpl->mExporters.size(); ++i) {
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const Exporter::ExportFormatEntry& exp = pimpl->mExporters[i];
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if (!strcmp(exp.mDescription.id,pFormatId)) {
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try {
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// Always create a full copy of the scene. We might optimize this one day,
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// but for now it is the most pragmatic way.
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aiScene* scenecopy_tmp = nullptr;
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SceneCombiner::CopyScene(&scenecopy_tmp,pScene);
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pimpl->mProgressHandler->UpdateFileWrite(1, 4);
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std::unique_ptr<aiScene> scenecopy(scenecopy_tmp);
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const ScenePrivateData* const priv = ScenePriv(pScene);
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// steps that are not idempotent, i.e. we might need to run them again, usually to get back to the
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// original state before the step was applied first. When checking which steps we don't need
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// to run, those are excluded.
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const unsigned int nonIdempotentSteps = aiProcess_FlipWindingOrder | aiProcess_FlipUVs | aiProcess_MakeLeftHanded;
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// Erase all pp steps that were already applied to this scene
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const unsigned int pp = (exp.mEnforcePP | pPreprocessing) & ~(priv && !priv->mIsCopy
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? (priv->mPPStepsApplied & ~nonIdempotentSteps)
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: 0u);
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// If no extra post-processing was specified, and we obtained this scene from an
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// Assimp importer, apply the reverse steps automatically.
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// TODO: either drop this, or document it. Otherwise it is just a bad surprise.
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//if (!pPreprocessing && priv) {
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// pp |= (nonIdempotentSteps & priv->mPPStepsApplied);
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//}
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// If the input scene is not in verbose format, but there is at least post-processing step that relies on it,
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// we need to run the MakeVerboseFormat step first.
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bool must_join_again = false;
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if (!is_verbose_format) {
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bool verbosify = false;
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for( unsigned int a = 0; a < pimpl->mPostProcessingSteps.size(); a++) {
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BaseProcess* const p = pimpl->mPostProcessingSteps[a];
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if (p->IsActive(pp) && p->RequireVerboseFormat()) {
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verbosify = true;
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break;
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}
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}
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if (verbosify || (exp.mEnforcePP & aiProcess_JoinIdenticalVertices)) {
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ASSIMP_LOG_DEBUG("export: Scene data not in verbose format, applying MakeVerboseFormat step first");
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MakeVerboseFormatProcess proc;
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proc.Execute(scenecopy.get());
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if(!(exp.mEnforcePP & aiProcess_JoinIdenticalVertices)) {
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must_join_again = true;
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}
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}
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}
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pimpl->mProgressHandler->UpdateFileWrite(2, 4);
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if (pp) {
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// the three 'conversion' steps need to be executed first because all other steps rely on the standard data layout
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{
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FlipWindingOrderProcess step;
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if (step.IsActive(pp)) {
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step.Execute(scenecopy.get());
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}
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}
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{
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FlipUVsProcess step;
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if (step.IsActive(pp)) {
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step.Execute(scenecopy.get());
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}
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}
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{
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MakeLeftHandedProcess step;
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if (step.IsActive(pp)) {
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step.Execute(scenecopy.get());
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}
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}
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bool exportPointCloud(false);
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if (nullptr != pProperties) {
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exportPointCloud = pProperties->GetPropertyBool(AI_CONFIG_EXPORT_POINT_CLOUDS);
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}
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// dispatch other processes
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for( unsigned int a = 0; a < pimpl->mPostProcessingSteps.size(); a++) {
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BaseProcess* const p = pimpl->mPostProcessingSteps[a];
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if (p->IsActive(pp)
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&& !dynamic_cast<FlipUVsProcess*>(p)
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&& !dynamic_cast<FlipWindingOrderProcess*>(p)
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&& !dynamic_cast<MakeLeftHandedProcess*>(p)) {
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if (dynamic_cast<PretransformVertices*>(p) && exportPointCloud) {
|
|
continue;
|
|
}
|
|
p->Execute(scenecopy.get());
|
|
}
|
|
}
|
|
ScenePrivateData* const privOut = ScenePriv(scenecopy.get());
|
|
ai_assert(nullptr != privOut);
|
|
|
|
privOut->mPPStepsApplied |= pp;
|
|
}
|
|
|
|
pimpl->mProgressHandler->UpdateFileWrite(3, 4);
|
|
|
|
if(must_join_again) {
|
|
JoinVerticesProcess proc;
|
|
proc.Execute(scenecopy.get());
|
|
}
|
|
|
|
ExportProperties emptyProperties; // Never pass NULL ExportProperties so Exporters don't have to worry.
|
|
ExportProperties* pProp = pProperties ? (ExportProperties*)pProperties : &emptyProperties;
|
|
pProp->SetPropertyBool("bJoinIdenticalVertices", pp & aiProcess_JoinIdenticalVertices);
|
|
exp.mExportFunction(pPath,pimpl->mIOSystem.get(),scenecopy.get(), pProp);
|
|
|
|
pimpl->mProgressHandler->UpdateFileWrite(4, 4);
|
|
} catch (DeadlyExportError& err) {
|
|
pimpl->mError = err.what();
|
|
return AI_FAILURE;
|
|
}
|
|
return AI_SUCCESS;
|
|
}
|
|
}
|
|
|
|
pimpl->mError = std::string("Found no exporter to handle this file format: ") + pFormatId;
|
|
ASSIMP_END_EXCEPTION_REGION(aiReturn);
|
|
|
|
return AI_FAILURE;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
const char* Exporter::GetErrorString() const {
|
|
ai_assert(nullptr != pimpl);
|
|
return pimpl->mError.c_str();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Exporter::FreeBlob() {
|
|
ai_assert(nullptr != pimpl);
|
|
delete pimpl->blob;
|
|
pimpl->blob = nullptr;
|
|
|
|
pimpl->mError = "";
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
const aiExportDataBlob* Exporter::GetBlob() const {
|
|
ai_assert(nullptr != pimpl);
|
|
return pimpl->blob;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
const aiExportDataBlob* Exporter::GetOrphanedBlob() const {
|
|
ai_assert(nullptr != pimpl);
|
|
const aiExportDataBlob *tmp = pimpl->blob;
|
|
pimpl->blob = nullptr;
|
|
return tmp;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
size_t Exporter::GetExportFormatCount() const {
|
|
ai_assert(nullptr != pimpl);
|
|
return pimpl->mExporters.size();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
const aiExportFormatDesc* Exporter::GetExportFormatDescription( size_t index ) const {
|
|
ai_assert(nullptr != pimpl);
|
|
if (index >= GetExportFormatCount()) {
|
|
return nullptr;
|
|
}
|
|
|
|
// Return from static storage if the requested index is built-in.
|
|
if (index < pimpl->mExporters.size()) {
|
|
return &pimpl->mExporters[index].mDescription;
|
|
}
|
|
|
|
return &pimpl->mExporters[index].mDescription;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
aiReturn Exporter::RegisterExporter(const ExportFormatEntry& desc) {
|
|
ai_assert(nullptr != pimpl);
|
|
for (const ExportFormatEntry &e : pimpl->mExporters) {
|
|
if (!strcmp(e.mDescription.id,desc.mDescription.id)) {
|
|
return aiReturn_FAILURE;
|
|
}
|
|
}
|
|
|
|
pimpl->mExporters.push_back(desc);
|
|
return aiReturn_SUCCESS;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Exporter::UnregisterExporter(const char* id) {
|
|
ai_assert(nullptr != pimpl);
|
|
for (std::vector<ExportFormatEntry>::iterator it = pimpl->mExporters.begin();
|
|
it != pimpl->mExporters.end(); ++it) {
|
|
if (!strcmp((*it).mDescription.id,id)) {
|
|
pimpl->mExporters.erase(it);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
ExportProperties::ExportProperties() {
|
|
// empty
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
ExportProperties::ExportProperties(const ExportProperties &other)
|
|
: mIntProperties(other.mIntProperties)
|
|
, mFloatProperties(other.mFloatProperties)
|
|
, mStringProperties(other.mStringProperties)
|
|
, mMatrixProperties(other.mMatrixProperties) {
|
|
// empty
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Set a configuration property
|
|
bool ExportProperties::SetPropertyInteger(const char* szName, int iValue) {
|
|
return SetGenericProperty<int>(mIntProperties, szName,iValue);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Set a configuration property
|
|
bool ExportProperties::SetPropertyFloat(const char* szName, ai_real iValue) {
|
|
return SetGenericProperty<ai_real>(mFloatProperties, szName,iValue);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Set a configuration property
|
|
bool ExportProperties::SetPropertyString(const char* szName, const std::string& value) {
|
|
return SetGenericProperty<std::string>(mStringProperties, szName,value);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Set a configuration property
|
|
bool ExportProperties::SetPropertyMatrix(const char* szName, const aiMatrix4x4& value) {
|
|
return SetGenericProperty<aiMatrix4x4>(mMatrixProperties, szName,value);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Get a configuration property
|
|
int ExportProperties::GetPropertyInteger(const char* szName, int iErrorReturn /*= 0xffffffff*/) const {
|
|
return GetGenericProperty<int>(mIntProperties,szName,iErrorReturn);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Get a configuration property
|
|
ai_real ExportProperties::GetPropertyFloat(const char* szName, ai_real iErrorReturn /*= 10e10*/) const {
|
|
return GetGenericProperty<ai_real>(mFloatProperties,szName,iErrorReturn);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Get a configuration property
|
|
const std::string ExportProperties::GetPropertyString(const char* szName,
|
|
const std::string& iErrorReturn /*= ""*/) const {
|
|
return GetGenericProperty<std::string>(mStringProperties,szName,iErrorReturn);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Has a configuration property
|
|
const aiMatrix4x4 ExportProperties::GetPropertyMatrix(const char* szName,
|
|
const aiMatrix4x4& iErrorReturn /*= aiMatrix4x4()*/) const {
|
|
return GetGenericProperty<aiMatrix4x4>(mMatrixProperties,szName,iErrorReturn);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Has a configuration property
|
|
bool ExportProperties::HasPropertyInteger(const char* szName) const {
|
|
return HasGenericProperty<int>(mIntProperties, szName);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Has a configuration property
|
|
bool ExportProperties::HasPropertyBool(const char* szName) const {
|
|
return HasGenericProperty<int>(mIntProperties, szName);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Has a configuration property
|
|
bool ExportProperties::HasPropertyFloat(const char* szName) const {
|
|
return HasGenericProperty<ai_real>(mFloatProperties, szName);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Has a configuration property
|
|
bool ExportProperties::HasPropertyString(const char* szName) const {
|
|
return HasGenericProperty<std::string>(mStringProperties, szName);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Has a configuration property
|
|
bool ExportProperties::HasPropertyMatrix(const char* szName) const {
|
|
return HasGenericProperty<aiMatrix4x4>(mMatrixProperties, szName);
|
|
}
|
|
|
|
|
|
#endif // !ASSIMP_BUILD_NO_EXPORT
|