Torque3D/Engine/lib/assimp/code/Step/StepExporter.cpp
Areloch 6ade6f08ce Updated Assimp
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Cleaned up a bunch of old, outdated code in the asset importer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
2020-03-19 09:47:38 -05:00

376 lines
17 KiB
C++

/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
@author: Richard Steffen, 2015
----------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_EXPORT
#ifndef ASSIMP_BUILD_NO_STEP_EXPORTER
#include "Step/StepExporter.h"
#include "PostProcessing/ConvertToLHProcess.h"
#include <assimp/Bitmap.h>
#include <assimp/BaseImporter.h>
#include <assimp/fast_atof.h>
#include <assimp/SceneCombiner.h>
#include <assimp/Exceptional.h>
#include <assimp/DefaultIOSystem.h>
#include <assimp/IOSystem.hpp>
#include <assimp/scene.h>
#include <assimp/light.h>
#include <iostream>
#include <ctime>
#include <set>
#include <map>
#include <list>
#include <memory>
//
#if _MSC_VER > 1500 || (defined __GNUC___)
# define ASSIMP_STEP_USE_UNORDERED_MULTIMAP
# else
# define step_unordered_map map
# define step_unordered_multimap multimap
#endif
#ifdef ASSIMP_STEP_USE_UNORDERED_MULTIMAP
# include <unordered_map>
# if _MSC_VER > 1600
# define step_unordered_map unordered_map
# define step_unordered_multimap unordered_multimap
# else
# define step_unordered_map tr1::unordered_map
# define step_unordered_multimap tr1::unordered_multimap
# endif
#endif
typedef std::step_unordered_map<aiVector3D*, int> VectorIndexUMap;
/* Tested with Step viewer v4 from www.ida-step.net */
using namespace Assimp;
namespace Assimp
{
// ------------------------------------------------------------------------------------------------
// Worker function for exporting a scene to Collada. Prototyped and registered in Exporter.cpp
void ExportSceneStep(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
{
std::string path = DefaultIOSystem::absolutePath(std::string(pFile));
std::string file = DefaultIOSystem::completeBaseName(std::string(pFile));
// create/copy Properties
ExportProperties props(*pProperties);
// invoke the exporter
StepExporter iDoTheExportThing( pScene, pIOSystem, path, file, &props);
// we're still here - export successfully completed. Write result to the given IOSYstem
std::unique_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
if(outfile == NULL) {
throw DeadlyExportError("could not open output .stp file: " + std::string(pFile));
}
// XXX maybe use a small wrapper around IOStream that behaves like std::stringstream in order to avoid the extra copy.
outfile->Write( iDoTheExportThing.mOutput.str().c_str(), static_cast<size_t>(iDoTheExportThing.mOutput.tellp()),1);
}
} // end of namespace Assimp
namespace {
// Collect world transformations for each node
void CollectTrafos(const aiNode* node, std::map<const aiNode*, aiMatrix4x4>& trafos) {
const aiMatrix4x4& parent = node->mParent ? trafos[node->mParent] : aiMatrix4x4();
trafos[node] = parent * node->mTransformation;
for (unsigned int i = 0; i < node->mNumChildren; ++i) {
CollectTrafos(node->mChildren[i], trafos);
}
}
// Generate a flat list of the meshes (by index) assigned to each node
void CollectMeshes(const aiNode* node, std::multimap<const aiNode*, unsigned int>& meshes) {
for (unsigned int i = 0; i < node->mNumMeshes; ++i) {
meshes.insert(std::make_pair(node, node->mMeshes[i]));
}
for (unsigned int i = 0; i < node->mNumChildren; ++i) {
CollectMeshes(node->mChildren[i], meshes);
}
}
}
// ------------------------------------------------------------------------------------------------
// Constructor for a specific scene to export
StepExporter::StepExporter(const aiScene* pScene, IOSystem* pIOSystem, const std::string& path,
const std::string& file, const ExportProperties* pProperties) :
mProperties(pProperties), mIOSystem(pIOSystem), mFile(file), mPath(path),
mScene(pScene), endstr(";\n") {
CollectTrafos(pScene->mRootNode, trafos);
CollectMeshes(pScene->mRootNode, meshes);
// make sure that all formatting happens using the standard, C locale and not the user's current locale
mOutput.imbue(std::locale("C"));
mOutput.precision(ASSIMP_AI_REAL_TEXT_PRECISION);
// start writing
WriteFile();
}
// ------------------------------------------------------------------------------------------------
// Starts writing the contents
void StepExporter::WriteFile()
{
// see http://shodhganga.inflibnet.ac.in:8080/jspui/bitstream/10603/14116/11/11_chapter%203.pdf
// note, that all realnumber values must be comma separated in x files
mOutput.setf(std::ios::fixed);
// precision for double
// see http://stackoverflow.com/questions/554063/how-do-i-print-a-double-value-with-full-precision-using-cout
mOutput.precision(ASSIMP_AI_REAL_TEXT_PRECISION);
// standard color
aiColor4D fColor;
fColor.r = 0.8f;
fColor.g = 0.8f;
fColor.b = 0.8f;
int ind = 100; // the start index to be used
int faceEntryLen = 30; // number of entries for a triangle/face
// prepare unique (count triangles and vertices)
VectorIndexUMap uniqueVerts; // use a map to reduce find complexity to log(n)
VectorIndexUMap::iterator it;
int countFace = 0;
for (unsigned int i=0; i<mScene->mNumMeshes; ++i)
{
aiMesh* mesh = mScene->mMeshes[i];
for (unsigned int j=0; j<mesh->mNumFaces; ++j)
{
aiFace* face = &(mesh->mFaces[j]);
if (face->mNumIndices == 3) countFace++;
}
for (unsigned int j=0; j<mesh->mNumVertices; ++j)
{
aiVector3D* v = &(mesh->mVertices[j]);
it =uniqueVerts.find(v);
if (it == uniqueVerts.end())
{
uniqueVerts[v] = -1; // first mark the vector as not transformed
}
}
}
static const unsigned int date_nb_chars = 20;
char date_str[date_nb_chars];
std::time_t date = std::time(NULL);
std::strftime(date_str, date_nb_chars, "%Y-%m-%dT%H:%M:%S", std::localtime(&date));
// write the header
mOutput << "ISO-10303-21" << endstr;
mOutput << "HEADER" << endstr;
mOutput << "FILE_DESCRIPTION(('STEP AP214'),'1')" << endstr;
mOutput << "FILE_NAME('" << mFile << ".stp','" << date_str << "',(' '),(' '),'Spatial InterOp 3D',' ',' ')" << endstr;
mOutput << "FILE_SCHEMA(('automotive_design'))" << endstr;
mOutput << "ENDSEC" << endstr;
// write the top of data
mOutput << "DATA" << endstr;
mOutput << "#1=MECHANICAL_DESIGN_GEOMETRIC_PRESENTATION_REPRESENTATION(' ',(";
for (int i=0; i<countFace; ++i)
{
mOutput << "#" << i*faceEntryLen + ind + 2*uniqueVerts.size();
if (i!=countFace-1) mOutput << ",";
}
mOutput << "),#6)" << endstr;
mOutput << "#2=PRODUCT_DEFINITION_CONTEXT('',#7,'design')" << endstr;
mOutput << "#3=APPLICATION_PROTOCOL_DEFINITION('INTERNATIONAL STANDARD','automotive_design',1994,#7)" << endstr;
mOutput << "#4=PRODUCT_CATEGORY_RELATIONSHIP('NONE','NONE',#8,#9)" << endstr;
mOutput << "#5=SHAPE_DEFINITION_REPRESENTATION(#10,#11)" << endstr;
mOutput << "#6= (GEOMETRIC_REPRESENTATION_CONTEXT(3)GLOBAL_UNCERTAINTY_ASSIGNED_CONTEXT((#12))GLOBAL_UNIT_ASSIGNED_CONTEXT((#13,#14,#15))REPRESENTATION_CONTEXT('NONE','WORKSPACE'))" << endstr;
mOutput << "#7=APPLICATION_CONTEXT(' ')" << endstr;
mOutput << "#8=PRODUCT_CATEGORY('part','NONE')" << endstr;
mOutput << "#9=PRODUCT_RELATED_PRODUCT_CATEGORY('detail',' ',(#17))" << endstr;
mOutput << "#10=PRODUCT_DEFINITION_SHAPE('NONE','NONE',#18)" << endstr;
mOutput << "#11=MANIFOLD_SURFACE_SHAPE_REPRESENTATION('Root',(#16,#19),#6)" << endstr;
mOutput << "#12=UNCERTAINTY_MEASURE_WITH_UNIT(LENGTH_MEASURE(1.0E-006),#13,'','')" << endstr;
mOutput << "#13=(CONVERSION_BASED_UNIT('METRE',#20)LENGTH_UNIT()NAMED_UNIT(#21))" << endstr;
mOutput << "#14=(NAMED_UNIT(#22)PLANE_ANGLE_UNIT()SI_UNIT($,.RADIAN.))" << endstr;
mOutput << "#15=(NAMED_UNIT(#22)SOLID_ANGLE_UNIT()SI_UNIT($,.STERADIAN.))" << endstr;
mOutput << "#16=SHELL_BASED_SURFACE_MODEL('Root',(#29))" << endstr;
mOutput << "#17=PRODUCT('Root','Root','Root',(#23))" << endstr;
mOutput << "#18=PRODUCT_DEFINITION('NONE','NONE',#24,#2)" << endstr;
mOutput << "#19=AXIS2_PLACEMENT_3D('',#25,#26,#27)" << endstr;
mOutput << "#20=LENGTH_MEASURE_WITH_UNIT(LENGTH_MEASURE(1.0),#28)" << endstr;
mOutput << "#21=DIMENSIONAL_EXPONENTS(1.0,0.0,0.0,0.0,0.0,0.0,0.0)" << endstr;
mOutput << "#22=DIMENSIONAL_EXPONENTS(0.0,0.0,0.0,0.0,0.0,0.0,0.0)" << endstr;
mOutput << "#23=PRODUCT_CONTEXT('',#7,'mechanical')" << endstr;
mOutput << "#24=PRODUCT_DEFINITION_FORMATION_WITH_SPECIFIED_SOURCE(' ','NONE',#17,.NOT_KNOWN.)" << endstr;
mOutput << "#25=CARTESIAN_POINT('',(0.0,0.0,0.0))" << endstr;
mOutput << "#26=DIRECTION('',(0.0,0.0,1.0))" << endstr;
mOutput << "#27=DIRECTION('',(1.0,0.0,0.0))" << endstr;
mOutput << "#28= (NAMED_UNIT(#21)LENGTH_UNIT()SI_UNIT(.MILLI.,.METRE.))" << endstr;
mOutput << "#29=CLOSED_SHELL('',(";
for (int i=0; i<countFace; ++i)
{
mOutput << "#" << i*faceEntryLen + ind + 2*uniqueVerts.size() + 8;
if (i!=countFace-1) mOutput << ",";
}
mOutput << "))" << endstr;
// write all the unique transformed CARTESIAN and VERTEX
for (MeshesByNodeMap::const_iterator it2 = meshes.begin(); it2 != meshes.end(); ++it2)
{
const aiNode& node = *(*it2).first;
unsigned int mesh_idx = (*it2).second;
const aiMesh* mesh = mScene->mMeshes[mesh_idx];
aiMatrix4x4& trafo = trafos[&node];
for (unsigned int i = 0; i < mesh->mNumVertices; ++i)
{
aiVector3D* v = &(mesh->mVertices[i]);
it = uniqueVerts.find(v);
if (it->second >=0 ) continue;
it->second = ind; // this one is new, so set the index (ind)
aiVector3D vt = trafo * (*v); // transform the coordinate
mOutput << "#" << it->second << "=CARTESIAN_POINT('',(" << vt.x << "," << vt.y << "," << vt.z << "))" << endstr;
mOutput << "#" << it->second+1 << "=VERTEX_POINT('',#" << it->second << ")" << endstr;
ind += 2;
}
}
// write the triangles
for (unsigned int i=0; i<mScene->mNumMeshes; ++i)
{
aiMesh* mesh = mScene->mMeshes[i];
for (unsigned int j=0; j<mesh->mNumFaces; ++j)
{
aiFace* face = &(mesh->mFaces[j]);
if (face->mNumIndices != 3) continue;
aiVector3D* v1 = &(mesh->mVertices[face->mIndices[0]]);
aiVector3D* v2 = &(mesh->mVertices[face->mIndices[1]]);
aiVector3D* v3 = &(mesh->mVertices[face->mIndices[2]]);
aiVector3D dv12 = *v2 - *v1;
aiVector3D dv23 = *v3 - *v2;
aiVector3D dv31 = *v1 - *v3;
aiVector3D dv13 = *v3 - *v1;
dv12.Normalize();
dv23.Normalize();
dv31.Normalize();
dv13.Normalize();
int pid1 = uniqueVerts.find(v1)->second;
int pid2 = uniqueVerts.find(v2)->second;
int pid3 = uniqueVerts.find(v3)->second;
// mean vertex color for the face if available
if (mesh->HasVertexColors(0))
{
fColor.r = 0.0;
fColor.g = 0.0;
fColor.b = 0.0;
fColor += mesh->mColors[0][face->mIndices[0]];
fColor += mesh->mColors[0][face->mIndices[1]];
fColor += mesh->mColors[0][face->mIndices[2]];
fColor /= 3.0f;
}
int sid = ind; // the sub index
mOutput << "#" << sid << "=STYLED_ITEM('',(#" << sid+1 << "),#" << sid+8 << ")" << endstr; /* the item that must be referenced in #1 */
/* This is the color information of the Triangle */
mOutput << "#" << sid+1 << "=PRESENTATION_STYLE_ASSIGNMENT((#" << sid+2 << "))" << endstr;
mOutput << "#" << sid+2 << "=SURFACE_STYLE_USAGE(.BOTH.,#" << sid+3 << ")" << endstr;
mOutput << "#" << sid+3 << "=SURFACE_SIDE_STYLE('',(#" << sid+4 << "))" << endstr;
mOutput << "#" << sid+4 << "=SURFACE_STYLE_FILL_AREA(#" << sid+5 << ")" << endstr;
mOutput << "#" << sid+5 << "=FILL_AREA_STYLE('',(#" << sid+6 << "))" << endstr;
mOutput << "#" << sid+6 << "=FILL_AREA_STYLE_COLOUR('',#" << sid+7 << ")" << endstr;
mOutput << "#" << sid+7 << "=COLOUR_RGB(''," << fColor.r << "," << fColor.g << "," << fColor.b << ")" << endstr;
/* this is the geometry */
mOutput << "#" << sid+8 << "=FACE_SURFACE('',(#" << sid+13 << "),#" << sid+9<< ",.T.)" << endstr; /* the face that must be referenced in 29 */
/* 2 directions of the plane */
mOutput << "#" << sid+9 << "=PLANE('',#" << sid+10 << ")" << endstr;
mOutput << "#" << sid+10 << "=AXIS2_PLACEMENT_3D('',#" << pid1 << ", #" << sid+11 << ",#" << sid+12 << ")" << endstr;
mOutput << "#" << sid+11 << "=DIRECTION('',(" << dv12.x << "," << dv12.y << "," << dv12.z << "))" << endstr;
mOutput << "#" << sid+12 << "=DIRECTION('',(" << dv13.x << "," << dv13.y << "," << dv13.z << "))" << endstr;
mOutput << "#" << sid+13 << "=FACE_BOUND('',#" << sid+14 << ",.T.)" << endstr;
mOutput << "#" << sid+14 << "=EDGE_LOOP('',(#" << sid+15 << ",#" << sid+16 << ",#" << sid+17 << "))" << endstr;
/* edge loop */
mOutput << "#" << sid+15 << "=ORIENTED_EDGE('',*,*,#" << sid+18 << ",.T.)" << endstr;
mOutput << "#" << sid+16 << "=ORIENTED_EDGE('',*,*,#" << sid+19 << ",.T.)" << endstr;
mOutput << "#" << sid+17 << "=ORIENTED_EDGE('',*,*,#" << sid+20 << ",.T.)" << endstr;
/* oriented edges */
mOutput << "#" << sid+18 << "=EDGE_CURVE('',#" << pid1+1 << ",#" << pid2+1 << ",#" << sid+21 << ",.F.)" << endstr;
mOutput << "#" << sid+19 << "=EDGE_CURVE('',#" << pid2+1 << ",#" << pid3+1 << ",#" << sid+22 << ",.T.)" << endstr;
mOutput << "#" << sid+20 << "=EDGE_CURVE('',#" << pid3+1 << ",#" << pid1+1 << ",#" << sid+23 << ",.T.)" << endstr;
/* 3 lines and 3 vectors for the lines for the 3 edge curves */
mOutput << "#" << sid+21 << "=LINE('',#" << pid1 << ",#" << sid+24 << ")" << endstr;
mOutput << "#" << sid+22 << "=LINE('',#" << pid2 << ",#" << sid+25 << ")" << endstr;
mOutput << "#" << sid+23 << "=LINE('',#" << pid3 << ",#" << sid+26 << ")" << endstr;
mOutput << "#" << sid+24 << "=VECTOR('',#" << sid+27 << ",1.0)" << endstr;
mOutput << "#" << sid+25 << "=VECTOR('',#" << sid+28 << ",1.0)" << endstr;
mOutput << "#" << sid+26 << "=VECTOR('',#" << sid+29 << ",1.0)" << endstr;
mOutput << "#" << sid+27 << "=DIRECTION('',(" << dv12.x << "," << dv12.y << "," << dv12.z << "))" << endstr;
mOutput << "#" << sid+28 << "=DIRECTION('',(" << dv23.x << "," << dv23.y << "," << dv23.z << "))" << endstr;
mOutput << "#" << sid+29 << "=DIRECTION('',(" << dv31.x << "," << dv31.y << "," << dv31.z << "))" << endstr;
ind += faceEntryLen; // increase counter
}
}
mOutput << "ENDSEC" << endstr; // end of data section
mOutput << "END-ISO-10303-21" << endstr; // end of file
}
#endif
#endif