2011-01-21 15:37:34 +00:00
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/*
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2012-02-03 03:38:30 +00:00
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Open Asset Import Library (assimp)
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2011-01-21 15:37:34 +00:00
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----------------------------------------------------------------------
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2012-02-03 03:38:30 +00:00
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Copyright (c) 2006-2012, assimp team
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2011-01-21 15:37:34 +00:00
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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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2012-02-03 03:38:30 +00:00
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* Neither the name of the assimp team, nor the names of its
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2011-01-21 15:37:34 +00:00
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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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2012-02-03 03:38:30 +00:00
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written permission of the assimp team.
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2011-01-21 15:37:34 +00:00
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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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#include "AssimpPCH.h"
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2011-04-03 11:44:09 +00:00
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#ifndef ASSIMP_BUILD_NO_EXPORT
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2011-07-19 21:41:59 +00:00
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#ifndef ASSIMP_BUILD_NO_COLLADA_EXPORTER
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2011-01-21 15:37:34 +00:00
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#include "ColladaExporter.h"
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using namespace Assimp;
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namespace Assimp
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{
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2011-03-08 16:09:54 +00:00
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// ------------------------------------------------------------------------------------------------
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2011-01-21 15:37:34 +00:00
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// Worker function for exporting a scene to Collada. Prototyped and registered in Exporter.cpp
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2011-03-08 16:09:54 +00:00
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void ExportSceneCollada(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene)
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2011-01-21 15:37:34 +00:00
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{
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// invoke the exporter
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ColladaExporter iDoTheExportThing( pScene);
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2011-03-08 16:09:54 +00:00
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// we're still here - export successfully completed. Write result to the given IOSYstem
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boost::scoped_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
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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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2011-07-15 21:50:32 +00:00
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outfile->Write( iDoTheExportThing.mOutput.str().c_str(), static_cast<size_t>(iDoTheExportThing.mOutput.tellp()),1);
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2011-01-21 15:37:34 +00:00
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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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ColladaExporter::ColladaExporter( const aiScene* pScene)
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{
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2011-07-19 21:41:59 +00:00
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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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2011-01-21 15:37:34 +00:00
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mScene = pScene;
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// set up strings
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2011-07-19 21:41:59 +00:00
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endstr = "\n";
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2011-01-21 15:37:34 +00:00
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// start writing
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WriteFile();
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}
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// ------------------------------------------------------------------------------------------------
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// Starts writing the contents
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void ColladaExporter::WriteFile()
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{
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// write the DTD
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mOutput << "<?xml version=\"1.0\"?>" << endstr;
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// COLLADA element start
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mOutput << "<COLLADA xmlns=\"http://www.collada.org/2005/11/COLLADASchema\" version=\"1.4.1\">" << endstr;
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PushTag();
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WriteHeader();
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WriteGeometryLibrary();
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WriteSceneLibrary();
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// useless Collada bullshit at the end, just in case we haven't had enough indirections, yet.
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mOutput << startstr << "<scene>" << endstr;
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PushTag();
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mOutput << startstr << "<instance_visual_scene url=\"#myScene\" />" << endstr;
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PopTag();
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mOutput << startstr << "</scene>" << endstr;
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PopTag();
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mOutput << "</COLLADA>" << endstr;
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}
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// ------------------------------------------------------------------------------------------------
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// Writes the asset header
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void ColladaExporter::WriteHeader()
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{
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// Dummy stuff. Nobody actually cares for it anyways
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mOutput << startstr << "<asset>" << endstr;
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PushTag();
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mOutput << startstr << "<contributor>" << endstr;
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PushTag();
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mOutput << startstr << "<author>Someone</author>" << endstr;
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mOutput << startstr << "<authoring_tool>Assimp Collada Exporter</authoring_tool>" << endstr;
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PopTag();
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mOutput << startstr << "</contributor>" << endstr;
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mOutput << startstr << "<unit meter=\"1.0\" name=\"meter\" />" << endstr;
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mOutput << startstr << "<up_axis>Y_UP</up_axis>" << endstr;
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PopTag();
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mOutput << startstr << "</asset>" << endstr;
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}
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// ------------------------------------------------------------------------------------------------
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// Writes the geometry library
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void ColladaExporter::WriteGeometryLibrary()
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{
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mOutput << startstr << "<library_geometries>" << endstr;
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PushTag();
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for( size_t a = 0; a < mScene->mNumMeshes; ++a)
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WriteGeometry( a);
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PopTag();
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mOutput << startstr << "</library_geometries>" << endstr;
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}
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// ------------------------------------------------------------------------------------------------
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// Writes the given mesh
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void ColladaExporter::WriteGeometry( size_t pIndex)
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{
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const aiMesh* mesh = mScene->mMeshes[pIndex];
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std::string idstr = GetMeshId( pIndex);
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// opening tag
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mOutput << startstr << "<geometry id=\"" << idstr << "\" name=\"" << idstr << "_name\" >" << endstr;
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PushTag();
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mOutput << startstr << "<mesh>" << endstr;
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PushTag();
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// Positions
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WriteFloatArray( idstr + "-positions", FloatType_Vector, (float*) mesh->mVertices, mesh->mNumVertices);
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// Normals, if any
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if( mesh->HasNormals() )
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WriteFloatArray( idstr + "-normals", FloatType_Vector, (float*) mesh->mNormals, mesh->mNumVertices);
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// texture coords
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for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a)
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{
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if( mesh->HasTextureCoords( a) )
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{
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WriteFloatArray( idstr + "-tex" + boost::lexical_cast<std::string> (a), mesh->mNumUVComponents[a] == 3 ? FloatType_TexCoord3 : FloatType_TexCoord2,
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(float*) mesh->mTextureCoords[a], mesh->mNumVertices);
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}
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}
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// vertex colors
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for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a)
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{
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if( mesh->HasVertexColors( a) )
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WriteFloatArray( idstr + "-color" + boost::lexical_cast<std::string> (a), FloatType_Color, (float*) mesh->mColors[a], mesh->mNumVertices);
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}
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// assemble vertex structure
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mOutput << startstr << "<vertices id=\"" << idstr << "-vertices" << "\">" << endstr;
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PushTag();
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mOutput << startstr << "<input semantic=\"POSITION\" source=\"#" << idstr << "-positions\" />" << endstr;
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if( mesh->HasNormals() )
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mOutput << startstr << "<input semantic=\"NORMAL\" source=\"#" << idstr << "-normals\" />" << endstr;
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for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
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{
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if( mesh->HasTextureCoords( a) )
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mOutput << startstr << "<input semantic=\"TEXCOORD\" source=\"#" << idstr << "-tex" << a << "\" set=\"" << a << "\" />" << endstr;
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}
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for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a )
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{
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if( mesh->HasVertexColors( a) )
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mOutput << startstr << "<input semantic=\"COLOR\" source=\"#" << idstr << "-color" << a << "\" set=\"" << a << "\" />" << endstr;
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}
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PopTag();
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mOutput << startstr << "</vertices>" << endstr;
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// write face setup
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mOutput << startstr << "<polylist count=\"" << mesh->mNumFaces << "\" material=\"tellme\">" << endstr;
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PushTag();
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mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstr << "-vertices\" />" << endstr;
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mOutput << startstr << "<vcount>";
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for( size_t a = 0; a < mesh->mNumFaces; ++a )
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mOutput << mesh->mFaces[a].mNumIndices << " ";
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mOutput << "</vcount>" << endstr;
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mOutput << startstr << "<p>";
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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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for( size_t b = 0; b < face.mNumIndices; ++b )
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mOutput << face.mIndices[b] << " ";
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}
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mOutput << "</p>" << endstr;
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PopTag();
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mOutput << startstr << "</polylist>" << endstr;
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// closing tags
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PopTag();
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mOutput << startstr << "</mesh>" << endstr;
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PopTag();
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mOutput << startstr << "</geometry>" << endstr;
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}
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// ------------------------------------------------------------------------------------------------
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// Writes a float array of the given type
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void ColladaExporter::WriteFloatArray( const std::string& pIdString, FloatDataType pType, const float* pData, size_t pElementCount)
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{
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size_t floatsPerElement = 0;
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switch( pType )
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{
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case FloatType_Vector: floatsPerElement = 3; break;
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case FloatType_TexCoord2: floatsPerElement = 2; break;
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case FloatType_TexCoord3: floatsPerElement = 3; break;
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case FloatType_Color: floatsPerElement = 3; break;
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default:
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return;
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}
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std::string arrayId = pIdString + "-array";
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mOutput << startstr << "<source id=\"" << pIdString << "\" name=\"" << pIdString << "\">" << endstr;
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PushTag();
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// source array
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mOutput << startstr << "<float_array id=\"" << arrayId << "\" count=\"" << pElementCount * floatsPerElement << "\"> ";
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PushTag();
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if( pType == FloatType_TexCoord2 )
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{
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for( size_t a = 0; a < pElementCount; ++a )
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{
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mOutput << pData[a*3+0] << " ";
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mOutput << pData[a*3+1] << " ";
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}
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}
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else if( pType == FloatType_Color )
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{
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for( size_t a = 0; a < pElementCount; ++a )
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{
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mOutput << pData[a*4+0] << " ";
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mOutput << pData[a*4+1] << " ";
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mOutput << pData[a*4+2] << " ";
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}
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}
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else
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{
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for( size_t a = 0; a < pElementCount * floatsPerElement; ++a )
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mOutput << pData[a] << " ";
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}
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mOutput << "</float_array>" << endstr;
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PopTag();
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// the usual Collada bullshit. Let's bloat it even more!
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mOutput << startstr << "<technique_common>" << endstr;
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PushTag();
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mOutput << startstr << "<accessor count=\"" << pElementCount << "\" offset=\"0\" source=\"#" << arrayId << "\" stride=\"" << floatsPerElement << "\">" << endstr;
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PushTag();
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switch( pType )
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{
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case FloatType_Vector:
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mOutput << startstr << "<param name=\"X\" type=\"float\" />" << endstr;
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mOutput << startstr << "<param name=\"Y\" type=\"float\" />" << endstr;
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mOutput << startstr << "<param name=\"Z\" type=\"float\" />" << endstr;
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break;
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case FloatType_TexCoord2:
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mOutput << startstr << "<param name=\"S\" type=\"float\" />" << endstr;
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mOutput << startstr << "<param name=\"T\" type=\"float\" />" << endstr;
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break;
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case FloatType_TexCoord3:
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mOutput << startstr << "<param name=\"S\" type=\"float\" />" << endstr;
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mOutput << startstr << "<param name=\"T\" type=\"float\" />" << endstr;
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mOutput << startstr << "<param name=\"P\" type=\"float\" />" << endstr;
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break;
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case FloatType_Color:
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mOutput << startstr << "<param name=\"R\" type=\"float\" />" << endstr;
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mOutput << startstr << "<param name=\"G\" type=\"float\" />" << endstr;
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mOutput << startstr << "<param name=\"B\" type=\"float\" />" << endstr;
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break;
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}
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PopTag();
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mOutput << startstr << "</accessor>" << endstr;
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PopTag();
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mOutput << startstr << "</technique_common>" << endstr;
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PopTag();
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mOutput << startstr << "</source>" << endstr;
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}
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// ------------------------------------------------------------------------------------------------
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// Writes the scene library
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void ColladaExporter::WriteSceneLibrary()
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{
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mOutput << startstr << "<library_visual_scenes>" << endstr;
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PushTag();
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mOutput << startstr << "<visual_scene id=\"myScene\" name=\"myScene\">" << endstr;
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PushTag();
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// start recursive write at the root node
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WriteNode( mScene->mRootNode);
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PopTag();
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mOutput << startstr << "</visual_scene>" << endstr;
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PopTag();
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mOutput << startstr << "</library_visual_scenes>" << endstr;
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}
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// ------------------------------------------------------------------------------------------------
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// Recursively writes the given node
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void ColladaExporter::WriteNode( const aiNode* pNode)
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{
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mOutput << startstr << "<node id=\"" << pNode->mName.data << "\" name=\"" << pNode->mName.data << "\">" << endstr;
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PushTag();
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// write transformation - we can directly put the matrix there
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// TODO: (thom) decompose into scale - rot - quad to allow adressing it by animations afterwards
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const aiMatrix4x4& mat = pNode->mTransformation;
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mOutput << startstr << "<matrix>";
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mOutput << mat.a1 << " " << mat.a2 << " " << mat.a3 << " " << mat.a4 << " ";
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mOutput << mat.b1 << " " << mat.b2 << " " << mat.b3 << " " << mat.b4 << " ";
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mOutput << mat.c1 << " " << mat.c2 << " " << mat.c3 << " " << mat.c4 << " ";
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mOutput << mat.d1 << " " << mat.d2 << " " << mat.d3 << " " << mat.d4;
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mOutput << "</matrix>" << endstr;
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// instance every geometry
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for( size_t a = 0; a < pNode->mNumMeshes; ++a )
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{
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2011-06-09 14:29:32 +00:00
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// const aiMesh* mesh = mScene->mMeshes[pNode->mMeshes[a]];
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2011-01-21 15:37:34 +00:00
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mOutput << startstr << "<instance_geometry url=\"#" << GetMeshId( a) << "\">" << endstr;
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PushTag();
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PopTag();
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mOutput << startstr << "</instance_geometry>" << endstr;
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}
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// recurse into subnodes
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for( size_t a = 0; a < pNode->mNumChildren; ++a )
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WriteNode( pNode->mChildren[a]);
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PopTag();
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mOutput << startstr << "</node>" << endstr;
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}
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2011-04-03 11:44:09 +00:00
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#endif
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2011-07-19 21:41:59 +00:00
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#endif
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2011-04-03 11:44:09 +00:00
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