mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 21:24:46 +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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
542 lines
20 KiB
C++
542 lines
20 KiB
C++
/*
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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
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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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@author: Richard Steffen, 2014
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----------------------------------------------------------------------
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*/
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#ifndef ASSIMP_BUILD_NO_EXPORT
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#ifndef ASSIMP_BUILD_NO_X_EXPORTER
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#include "X/XFileExporter.h"
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#include "PostProcessing/ConvertToLHProcess.h"
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#include <assimp/Bitmap.h>
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#include <assimp/BaseImporter.h>
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#include <assimp/fast_atof.h>
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#include <assimp/SceneCombiner.h>
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#include <assimp/DefaultIOSystem.h>
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#include <assimp/Exceptional.h>
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#include <assimp/IOSystem.hpp>
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#include <assimp/scene.h>
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#include <assimp/light.h>
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#include <ctime>
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#include <set>
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#include <memory>
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using namespace Assimp;
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namespace Assimp
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{
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// ------------------------------------------------------------------------------------------------
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// Worker function for exporting a scene to Collada. Prototyped and registered in Exporter.cpp
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void ExportSceneXFile(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
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{
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std::string path = DefaultIOSystem::absolutePath(std::string(pFile));
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std::string file = DefaultIOSystem::completeBaseName(std::string(pFile));
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// create/copy Properties
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ExportProperties props(*pProperties);
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// set standard properties if not set
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if (!props.HasPropertyBool(AI_CONFIG_EXPORT_XFILE_64BIT)) props.SetPropertyBool(AI_CONFIG_EXPORT_XFILE_64BIT, false);
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// invoke the exporter
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XFileExporter iDoTheExportThing( pScene, pIOSystem, path, file, &props);
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if (iDoTheExportThing.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 result to the given IOSYstem
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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 .x file: " + std::string(pFile));
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}
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// XXX maybe use a small wrapper around IOStream that behaves like std::stringstream in order to avoid the extra copy.
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outfile->Write( iDoTheExportThing.mOutput.str().c_str(), static_cast<size_t>(iDoTheExportThing.mOutput.tellp()),1);
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}
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} // end of namespace Assimp
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// ------------------------------------------------------------------------------------------------
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// Constructor for a specific scene to export
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XFileExporter::XFileExporter(const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file, const ExportProperties* pProperties)
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: mProperties(pProperties),
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mIOSystem(pIOSystem),
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mPath(path),
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mFile(file),
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mScene(pScene),
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mSceneOwned(false),
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endstr("\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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mOutput.imbue( std::locale("C") );
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mOutput.precision(ASSIMP_AI_REAL_TEXT_PRECISION);
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// start writing
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WriteFile();
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor
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XFileExporter::~XFileExporter()
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{
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if(mSceneOwned) {
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delete mScene;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Starts writing the contents
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void XFileExporter::WriteFile()
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{
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// note, that all realnumber values must be comma separated in x files
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mOutput.setf(std::ios::fixed);
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mOutput.precision(ASSIMP_AI_REAL_TEXT_PRECISION); // precision for ai_real
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// entry of writing the file
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WriteHeader();
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mOutput << startstr << "Frame DXCC_ROOT {" << endstr;
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PushTag();
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aiMatrix4x4 I; // identity
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WriteFrameTransform(I);
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WriteNode(mScene->mRootNode);
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PopTag();
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mOutput << startstr << "}" << endstr;
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}
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// ------------------------------------------------------------------------------------------------
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// Writes the asset header
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void XFileExporter::WriteHeader()
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{
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if (mProperties->GetPropertyBool(AI_CONFIG_EXPORT_XFILE_64BIT) == true)
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mOutput << startstr << "xof 0303txt 0064" << endstr;
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else
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mOutput << startstr << "xof 0303txt 0032" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template Frame {" << endstr;
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PushTag();
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mOutput << startstr << "<3d82ab46-62da-11cf-ab39-0020af71e433>" << endstr;
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mOutput << startstr << "[...]" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template Matrix4x4 {" << endstr;
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PushTag();
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mOutput << startstr << "<f6f23f45-7686-11cf-8f52-0040333594a3>" << endstr;
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mOutput << startstr << "array FLOAT matrix[16];" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template FrameTransformMatrix {" << endstr;
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PushTag();
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mOutput << startstr << "<f6f23f41-7686-11cf-8f52-0040333594a3>" << endstr;
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mOutput << startstr << "Matrix4x4 frameMatrix;" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template Vector {" << endstr;
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PushTag();
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mOutput << startstr << "<3d82ab5e-62da-11cf-ab39-0020af71e433>" << endstr;
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mOutput << startstr << "FLOAT x;" << endstr;
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mOutput << startstr << "FLOAT y;" << endstr;
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mOutput << startstr << "FLOAT z;" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template MeshFace {" << endstr;
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PushTag();
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mOutput << startstr << "<3d82ab5f-62da-11cf-ab39-0020af71e433>" << endstr;
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mOutput << startstr << "DWORD nFaceVertexIndices;" << endstr;
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mOutput << startstr << "array DWORD faceVertexIndices[nFaceVertexIndices];" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template Mesh {" << endstr;
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PushTag();
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mOutput << startstr << "<3d82ab44-62da-11cf-ab39-0020af71e433>" << endstr;
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mOutput << startstr << "DWORD nVertices;" << endstr;
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mOutput << startstr << "array Vector vertices[nVertices];" << endstr;
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mOutput << startstr << "DWORD nFaces;" << endstr;
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mOutput << startstr << "array MeshFace faces[nFaces];" << endstr;
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mOutput << startstr << "[...]" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template MeshNormals {" << endstr;
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PushTag();
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mOutput << startstr << "<f6f23f43-7686-11cf-8f52-0040333594a3>" << endstr;
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mOutput << startstr << "DWORD nNormals;" << endstr;
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mOutput << startstr << "array Vector normals[nNormals];" << endstr;
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mOutput << startstr << "DWORD nFaceNormals;" << endstr;
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mOutput << startstr << "array MeshFace faceNormals[nFaceNormals];" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template Coords2d {" << endstr;
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PushTag();
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mOutput << startstr << "<f6f23f44-7686-11cf-8f52-0040333594a3>" << endstr;
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mOutput << startstr << "FLOAT u;" << endstr;
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mOutput << startstr << "FLOAT v;" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template MeshTextureCoords {" << endstr;
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PushTag();
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mOutput << startstr << "<f6f23f40-7686-11cf-8f52-0040333594a3>" << endstr;
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mOutput << startstr << "DWORD nTextureCoords;" << endstr;
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mOutput << startstr << "array Coords2d textureCoords[nTextureCoords];" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template ColorRGBA {" << endstr;
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PushTag();
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mOutput << startstr << "<35ff44e0-6c7c-11cf-8f52-0040333594a3>" << endstr;
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mOutput << startstr << "FLOAT red;" << endstr;
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mOutput << startstr << "FLOAT green;" << endstr;
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mOutput << startstr << "FLOAT blue;" << endstr;
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mOutput << startstr << "FLOAT alpha;" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template IndexedColor {" << endstr;
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PushTag();
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mOutput << startstr << "<1630b820-7842-11cf-8f52-0040333594a3>" << endstr;
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mOutput << startstr << "DWORD index;" << endstr;
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mOutput << startstr << "ColorRGBA indexColor;" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template MeshVertexColors {" << endstr;
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PushTag();
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mOutput << startstr << "<1630b821-7842-11cf-8f52-0040333594a3>" << endstr;
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mOutput << startstr << "DWORD nVertexColors;" << endstr;
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mOutput << startstr << "array IndexedColor vertexColors[nVertexColors];" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template VertexElement {" << endstr;
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PushTag();
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mOutput << startstr << "<f752461c-1e23-48f6-b9f8-8350850f336f>" << endstr;
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mOutput << startstr << "DWORD Type;" << endstr;
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mOutput << startstr << "DWORD Method;" << endstr;
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mOutput << startstr << "DWORD Usage;" << endstr;
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mOutput << startstr << "DWORD UsageIndex;" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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mOutput << startstr << "template DeclData {" << endstr;
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PushTag();
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mOutput << startstr << "<bf22e553-292c-4781-9fea-62bd554bdd93>" << endstr;
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mOutput << startstr << "DWORD nElements;" << endstr;
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mOutput << startstr << "array VertexElement Elements[nElements];" << endstr;
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mOutput << startstr << "DWORD nDWords;" << endstr;
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mOutput << startstr << "array DWORD data[nDWords];" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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mOutput << endstr;
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}
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// Writes the material setup
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void XFileExporter::WriteFrameTransform(aiMatrix4x4& m)
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{
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mOutput << startstr << "FrameTransformMatrix {" << endstr << " ";
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PushTag();
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mOutput << startstr << m.a1 << ", " << m.b1 << ", " << m.c1 << ", " << m.d1 << "," << endstr;
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mOutput << startstr << m.a2 << ", " << m.b2 << ", " << m.c2 << ", " << m.d2 << "," << endstr;
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mOutput << startstr << m.a3 << ", " << m.b3 << ", " << m.c3 << ", " << m.d3 << "," << endstr;
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mOutput << startstr << m.a4 << ", " << m.b4 << ", " << m.c4 << ", " << m.d4 << ";;" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr << endstr;
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}
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// ------------------------------------------------------------------------------------------------
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// Recursively writes the given node
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void XFileExporter::WriteNode( aiNode* pNode)
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{
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if (pNode->mName.length==0)
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{
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std::stringstream ss;
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ss << "Node_" << pNode;
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pNode->mName.Set(ss.str());
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}
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mOutput << startstr << "Frame " << toXFileString(pNode->mName) << " {" << endstr;
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PushTag();
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aiMatrix4x4 m = pNode->mTransformation;
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WriteFrameTransform(m);
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for (size_t i = 0; i < pNode->mNumMeshes; ++i)
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WriteMesh(mScene->mMeshes[pNode->mMeshes[i]]);
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// recursive call the Nodes
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for (size_t i = 0; i < pNode->mNumChildren; ++i)
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WriteNode(pNode->mChildren[i]);
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PopTag();
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mOutput << startstr << "}" << endstr << endstr;
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}
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void XFileExporter::WriteMesh(aiMesh* mesh)
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{
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mOutput << startstr << "Mesh " << toXFileString(mesh->mName) << "_mShape" << " {" << endstr;
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PushTag();
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// write all the vertices
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mOutput << startstr << mesh->mNumVertices << ";" << endstr;
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for (size_t a = 0; a < mesh->mNumVertices; a++)
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{
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aiVector3D &v = mesh->mVertices[a];
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mOutput << startstr << v[0] << ";"<< v[1] << ";" << v[2] << ";";
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if (a < mesh->mNumVertices - 1)
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mOutput << "," << endstr;
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else
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mOutput << ";" << endstr;
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}
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// write all the faces
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mOutput << startstr << mesh->mNumFaces << ";" << endstr;
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for( size_t a = 0; a < mesh->mNumFaces; ++a )
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{
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const aiFace& face = mesh->mFaces[a];
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mOutput << startstr << face.mNumIndices << ";";
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// must be counter clockwise triangle
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//for(int b = face.mNumIndices - 1; b >= 0 ; --b)
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for(size_t b = 0; b < face.mNumIndices ; ++b)
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{
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mOutput << face.mIndices[b];
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//if (b > 0)
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if (b<face.mNumIndices-1)
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mOutput << ",";
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else
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mOutput << ";";
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}
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if (a < mesh->mNumFaces - 1)
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mOutput << "," << endstr;
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else
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mOutput << ";" << endstr;
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}
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mOutput << endstr;
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if (mesh->HasTextureCoords(0))
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{
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const aiMaterial* mat = mScene->mMaterials[mesh->mMaterialIndex];
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aiString relpath;
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mat->Get(_AI_MATKEY_TEXTURE_BASE, aiTextureType_DIFFUSE, 0, relpath);
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mOutput << startstr << "MeshMaterialList {" << endstr;
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PushTag();
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mOutput << startstr << "1;" << endstr; // number of materials
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mOutput << startstr << mesh->mNumFaces << ";" << endstr; // number of faces
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mOutput << startstr;
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for( size_t a = 0; a < mesh->mNumFaces; ++a )
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{
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mOutput << "0"; // the material index
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if (a < mesh->mNumFaces - 1)
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mOutput << ", ";
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else
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mOutput << ";" << endstr;
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}
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mOutput << startstr << "Material {" << endstr;
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PushTag();
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mOutput << startstr << "1.0; 1.0; 1.0; 1.000000;;" << endstr;
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mOutput << startstr << "1.000000;" << endstr; // power
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mOutput << startstr << "0.000000; 0.000000; 0.000000;;" << endstr; // specularity
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mOutput << startstr << "0.000000; 0.000000; 0.000000;;" << endstr; // emission
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mOutput << startstr << "TextureFilename { \"";
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writePath(relpath);
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mOutput << "\"; }" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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PopTag();
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mOutput << startstr << "}" << endstr;
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}
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// write normals (every vertex has one)
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if (mesh->HasNormals())
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{
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mOutput << endstr << startstr << "MeshNormals {" << endstr;
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mOutput << startstr << mesh->mNumVertices << ";" << endstr;
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for (size_t a = 0; a < mesh->mNumVertices; a++)
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{
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aiVector3D &v = mesh->mNormals[a];
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// because we have a LHS and also changed wth winding, we need to invert the normals again
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mOutput << startstr << -v[0] << ";"<< -v[1] << ";" << -v[2] << ";";
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if (a < mesh->mNumVertices - 1)
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mOutput << "," << endstr;
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else
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mOutput << ";" << endstr;
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}
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mOutput << startstr << mesh->mNumFaces << ";" << endstr;
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for (size_t a = 0; a < mesh->mNumFaces; a++)
|
|
{
|
|
const aiFace& face = mesh->mFaces[a];
|
|
mOutput << startstr << face.mNumIndices << ";";
|
|
|
|
//for(int b = face.mNumIndices-1; b >= 0 ; --b)
|
|
for(size_t b = 0; b < face.mNumIndices ; ++b)
|
|
{
|
|
mOutput << face.mIndices[b];
|
|
//if (b > 0)
|
|
if (b<face.mNumIndices-1)
|
|
mOutput << ",";
|
|
else
|
|
mOutput << ";";
|
|
}
|
|
|
|
if (a < mesh->mNumFaces-1)
|
|
mOutput << "," << endstr;
|
|
else
|
|
mOutput << ";" << endstr;
|
|
}
|
|
mOutput << startstr << "}" << endstr;
|
|
}
|
|
|
|
// write texture UVs if available
|
|
if (mesh->HasTextureCoords(0))
|
|
{
|
|
mOutput << endstr << startstr << "MeshTextureCoords {" << endstr;
|
|
mOutput << startstr << mesh->mNumVertices << ";" << endstr;
|
|
for (size_t a = 0; a < mesh->mNumVertices; a++)
|
|
//for (int a = (int)mesh->mNumVertices-1; a >=0 ; a--)
|
|
{
|
|
aiVector3D& uv = mesh->mTextureCoords[0][a]; // uv of first uv layer for the vertex
|
|
mOutput << startstr << uv.x << ";" << uv.y;
|
|
if (a < mesh->mNumVertices-1)
|
|
//if (a >0 )
|
|
mOutput << ";," << endstr;
|
|
else
|
|
mOutput << ";;" << endstr;
|
|
}
|
|
mOutput << startstr << "}" << endstr;
|
|
}
|
|
|
|
// write color channel if available
|
|
if (mesh->HasVertexColors(0))
|
|
{
|
|
mOutput << endstr << startstr << "MeshVertexColors {" << endstr;
|
|
mOutput << startstr << mesh->mNumVertices << ";" << endstr;
|
|
for (size_t a = 0; a < mesh->mNumVertices; a++)
|
|
{
|
|
aiColor4D& mColors = mesh->mColors[0][a]; // color of first vertex color set for the vertex
|
|
mOutput << startstr << a << ";" << mColors.r << ";" << mColors.g << ";" << mColors.b << ";" << mColors.a << ";;";
|
|
if (a < mesh->mNumVertices-1)
|
|
mOutput << "," << endstr;
|
|
else
|
|
mOutput << ";" << endstr;
|
|
}
|
|
mOutput << startstr << "}" << endstr;
|
|
}
|
|
/*
|
|
else
|
|
{
|
|
mOutput << endstr << startstr << "MeshVertexColors {" << endstr;
|
|
mOutput << startstr << mesh->mNumVertices << ";" << endstr;
|
|
for (size_t a = 0; a < mesh->mNumVertices; a++)
|
|
{
|
|
aiColor4D* mColors = mesh->mColors[a];
|
|
mOutput << startstr << a << ";0.500000;0.000000;0.000000;0.500000;;";
|
|
if (a < mesh->mNumVertices-1)
|
|
mOutput << "," << endstr;
|
|
else
|
|
mOutput << ";" << endstr;
|
|
}
|
|
mOutput << startstr << "}" << endstr;
|
|
}
|
|
*/
|
|
PopTag();
|
|
mOutput << startstr << "}" << endstr << endstr;
|
|
|
|
}
|
|
|
|
std::string XFileExporter::toXFileString(aiString &name)
|
|
{
|
|
std::string pref = ""; // node name prefix to prevent unexpected start of string
|
|
std::string str = pref + std::string(name.C_Str());
|
|
for (int i=0; i < (int) str.length(); ++i)
|
|
{
|
|
if ((str[i] >= '0' && str[i] <= '9') || // 0-9
|
|
(str[i] >= 'A' && str[i] <= 'Z') || // A-Z
|
|
(str[i] >= 'a' && str[i] <= 'z')) // a-z
|
|
continue;
|
|
str[i] = '_';
|
|
}
|
|
return str;
|
|
}
|
|
|
|
void XFileExporter::writePath(const aiString &path)
|
|
{
|
|
std::string str = std::string(path.C_Str());
|
|
BaseImporter::ConvertUTF8toISO8859_1(str);
|
|
|
|
while( str.find( "\\\\") != std::string::npos)
|
|
str.replace( str.find( "\\\\"), 2, "\\");
|
|
|
|
while( str.find( "\\") != std::string::npos)
|
|
str.replace( str.find( "\\"), 1, "/");
|
|
|
|
mOutput << str;
|
|
|
|
}
|
|
|
|
#endif
|
|
#endif
|