diff --git a/code/Collada/ColladaExporter.cpp b/code/Collada/ColladaExporter.cpp
index a502e728c..b91e118ec 100644
--- a/code/Collada/ColladaExporter.cpp
+++ b/code/Collada/ColladaExporter.cpp
@@ -164,6 +164,9 @@ void ColladaExporter::WriteFile() {
WriteTextures();
WriteHeader();
+ // Add node names to the unique id database first so they are most likely to use their names as unique ids
+ CreateNodeIds(mScene->mRootNode);
+
WriteCamerasLibrary();
WriteLightsLibrary();
WriteMaterials();
@@ -178,7 +181,7 @@ void ColladaExporter::WriteFile() {
// useless Collada fu at the end, just in case we haven't had enough indirections, yet.
mOutput << startstr << "" << endstr;
PushTag();
- mOutput << startstr << "mRootNode->mName.C_Str()) + "\" />" << endstr;
+ mOutput << startstr << "mRootNode) + "\" />" << endstr;
PopTag();
mOutput << startstr << "" << endstr;
PopTag();
@@ -391,8 +394,8 @@ void ColladaExporter::WriteCamerasLibrary() {
void ColladaExporter::WriteCamera(size_t pIndex) {
const aiCamera *cam = mScene->mCameras[pIndex];
- const std::string cameraName = XMLEscape(cam->mName.C_Str());
- const std::string cameraId = XMLIDEncode(cam->mName.C_Str());
+ const std::string cameraId = GetObjectUniqueId(AiObjectType::Camera, pIndex);
+ const std::string cameraName = GetObjectName(AiObjectType::Camera, pIndex);
mOutput << startstr << "" << endstr;
PushTag();
@@ -444,8 +447,8 @@ void ColladaExporter::WriteLightsLibrary() {
void ColladaExporter::WriteLight(size_t pIndex) {
const aiLight *light = mScene->mLights[pIndex];
- const std::string lightName = XMLEscape(light->mName.C_Str());
- const std::string lightId = XMLIDEncode(light->mName.C_Str());
+ const std::string lightId = GetObjectUniqueId(AiObjectType::Light, pIndex);
+ const std::string lightName = GetObjectName(AiObjectType::Light, pIndex);
mOutput << startstr << "" << endstr;
@@ -564,12 +567,11 @@ void ColladaExporter::WriteAmbienttLight(const aiLight *const light) {
// ------------------------------------------------------------------------------------------------
// Reads a single surface entry from the given material keys
-void ColladaExporter::ReadMaterialSurface(Surface &poSurface, const aiMaterial *pSrcMat,
- aiTextureType pTexture, const char *pKey, size_t pType, size_t pIndex) {
- if (pSrcMat->GetTextureCount(pTexture) > 0) {
+bool ColladaExporter::ReadMaterialSurface(Surface &poSurface, const aiMaterial &pSrcMat, aiTextureType pTexture, const char *pKey, size_t pType, size_t pIndex) {
+ if (pSrcMat.GetTextureCount(pTexture) > 0) {
aiString texfile;
unsigned int uvChannel = 0;
- pSrcMat->GetTexture(pTexture, 0, &texfile, NULL, &uvChannel);
+ pSrcMat.GetTexture(pTexture, 0, &texfile, NULL, &uvChannel);
std::string index_str(texfile.C_Str());
@@ -599,8 +601,9 @@ void ColladaExporter::ReadMaterialSurface(Surface &poSurface, const aiMaterial *
poSurface.exist = true;
} else {
if (pKey)
- poSurface.exist = pSrcMat->Get(pKey, static_cast(pType), static_cast(pIndex), poSurface.color) == aiReturn_SUCCESS;
+ poSurface.exist = pSrcMat.Get(pKey, static_cast(pType), static_cast(pIndex), poSurface.color) == aiReturn_SUCCESS;
}
+ return poSurface.exist;
}
// ------------------------------------------------------------------------------------------------
@@ -611,9 +614,9 @@ static bool isalnum_C(char c) {
// ------------------------------------------------------------------------------------------------
// Writes an image entry for the given surface
-void ColladaExporter::WriteImageEntry(const Surface &pSurface, const std::string &pNameAdd) {
+void ColladaExporter::WriteImageEntry(const Surface &pSurface, const std::string &imageId) {
if (!pSurface.texture.empty()) {
- mOutput << startstr << "" << endstr;
+ mOutput << startstr << "" << endstr;
PushTag();
mOutput << startstr << "";
@@ -634,14 +637,14 @@ void ColladaExporter::WriteImageEntry(const Surface &pSurface, const std::string
// ------------------------------------------------------------------------------------------------
// Writes a color-or-texture entry into an effect definition
-void ColladaExporter::WriteTextureColorEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &pImageName) {
+void ColladaExporter::WriteTextureColorEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &imageId) {
if (pSurface.exist) {
mOutput << startstr << "<" << pTypeName << ">" << endstr;
PushTag();
if (pSurface.texture.empty()) {
mOutput << startstr << "" << pSurface.color.r << " " << pSurface.color.g << " " << pSurface.color.b << " " << pSurface.color.a << "" << endstr;
} else {
- mOutput << startstr << "" << endstr;
+ mOutput << startstr << "" << endstr;
}
PopTag();
mOutput << startstr << "" << pTypeName << ">" << endstr;
@@ -650,24 +653,24 @@ void ColladaExporter::WriteTextureColorEntry(const Surface &pSurface, const std:
// ------------------------------------------------------------------------------------------------
// Writes the two parameters necessary for referencing a texture in an effect entry
-void ColladaExporter::WriteTextureParamEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &pMatName) {
+void ColladaExporter::WriteTextureParamEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &materialId) {
// if surface is a texture, write out the sampler and the surface parameters necessary to reference the texture
if (!pSurface.texture.empty()) {
- mOutput << startstr << "" << endstr;
+ mOutput << startstr << "" << endstr;
PushTag();
mOutput << startstr << "" << endstr;
PushTag();
- mOutput << startstr << "" << XMLIDEncode(pMatName) << "-" << pTypeName << "-image" << endstr;
+ mOutput << startstr << "" << materialId << "-" << pTypeName << "-image" << endstr;
PopTag();
mOutput << startstr << "" << endstr;
PopTag();
mOutput << startstr << "" << endstr;
- mOutput << startstr << "" << endstr;
+ mOutput << startstr << "" << endstr;
PushTag();
mOutput << startstr << "" << endstr;
PushTag();
- mOutput << startstr << "" << endstr;
+ mOutput << startstr << "" << endstr;
PopTag();
mOutput << startstr << "" << endstr;
PopTag();
@@ -690,80 +693,63 @@ void ColladaExporter::WriteFloatEntry(const Property &pProperty, const std::stri
// ------------------------------------------------------------------------------------------------
// Writes the material setup
void ColladaExporter::WriteMaterials() {
+ std::vector materials;
materials.resize(mScene->mNumMaterials);
/// collect all materials from the scene
size_t numTextures = 0;
for (size_t a = 0; a < mScene->mNumMaterials; ++a) {
- const aiMaterial *mat = mScene->mMaterials[a];
-
- aiString name;
- if (mat->Get(AI_MATKEY_NAME, name) != aiReturn_SUCCESS) {
- name = "mat";
- materials[a].name = std::string("m") + to_string(a) + name.C_Str();
- } else {
- // try to use the material's name if no other material has already taken it, else append #
- std::string testName = name.C_Str();
- size_t materialCountWithThisName = 0;
- for (size_t i = 0; i < a; i++) {
- if (materials[i].name == testName) {
- materialCountWithThisName++;
- }
- }
- if (materialCountWithThisName == 0) {
- materials[a].name = name.C_Str();
- } else {
- materials[a].name = std::string(name.C_Str()) + to_string(materialCountWithThisName);
- }
- }
+ Material &material = materials[a];
+ material.id = GetObjectUniqueId(AiObjectType::Material, a);
+ material.name = GetObjectName(AiObjectType::Material, a);
+ const aiMaterial &mat = *(mScene->mMaterials[a]);
aiShadingMode shading = aiShadingMode_Flat;
- materials[a].shading_model = "phong";
- if (mat->Get(AI_MATKEY_SHADING_MODEL, shading) == aiReturn_SUCCESS) {
+ material.shading_model = "phong";
+ if (mat.Get(AI_MATKEY_SHADING_MODEL, shading) == aiReturn_SUCCESS) {
if (shading == aiShadingMode_Phong) {
- materials[a].shading_model = "phong";
+ material.shading_model = "phong";
} else if (shading == aiShadingMode_Blinn) {
- materials[a].shading_model = "blinn";
+ material.shading_model = "blinn";
} else if (shading == aiShadingMode_NoShading) {
- materials[a].shading_model = "constant";
+ material.shading_model = "constant";
} else if (shading == aiShadingMode_Gouraud) {
- materials[a].shading_model = "lambert";
+ material.shading_model = "lambert";
}
}
- ReadMaterialSurface(materials[a].ambient, mat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT);
- if (!materials[a].ambient.texture.empty()) numTextures++;
- ReadMaterialSurface(materials[a].diffuse, mat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE);
- if (!materials[a].diffuse.texture.empty()) numTextures++;
- ReadMaterialSurface(materials[a].specular, mat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR);
- if (!materials[a].specular.texture.empty()) numTextures++;
- ReadMaterialSurface(materials[a].emissive, mat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE);
- if (!materials[a].emissive.texture.empty()) numTextures++;
- ReadMaterialSurface(materials[a].reflective, mat, aiTextureType_REFLECTION, AI_MATKEY_COLOR_REFLECTIVE);
- if (!materials[a].reflective.texture.empty()) numTextures++;
- ReadMaterialSurface(materials[a].transparent, mat, aiTextureType_OPACITY, AI_MATKEY_COLOR_TRANSPARENT);
- if (!materials[a].transparent.texture.empty()) numTextures++;
- ReadMaterialSurface(materials[a].normal, mat, aiTextureType_NORMALS, NULL, 0, 0);
- if (!materials[a].normal.texture.empty()) numTextures++;
+ if (ReadMaterialSurface(material.ambient, mat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT))
+ ++numTextures;
+ if (ReadMaterialSurface(material.diffuse, mat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE))
+ ++numTextures;
+ if (ReadMaterialSurface(material.specular, mat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR))
+ ++numTextures;
+ if (ReadMaterialSurface(material.emissive, mat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE))
+ ++numTextures;
+ if (ReadMaterialSurface(material.reflective, mat, aiTextureType_REFLECTION, AI_MATKEY_COLOR_REFLECTIVE))
+ ++numTextures;
+ if (ReadMaterialSurface(material.transparent, mat, aiTextureType_OPACITY, AI_MATKEY_COLOR_TRANSPARENT))
+ ++numTextures;
+ if (ReadMaterialSurface(material.normal, mat, aiTextureType_NORMALS, nullptr, 0, 0))
+ ++numTextures;
- materials[a].shininess.exist = mat->Get(AI_MATKEY_SHININESS, materials[a].shininess.value) == aiReturn_SUCCESS;
- materials[a].transparency.exist = mat->Get(AI_MATKEY_OPACITY, materials[a].transparency.value) == aiReturn_SUCCESS;
- materials[a].index_refraction.exist = mat->Get(AI_MATKEY_REFRACTI, materials[a].index_refraction.value) == aiReturn_SUCCESS;
+ material.shininess.exist = mat.Get(AI_MATKEY_SHININESS, material.shininess.value) == aiReturn_SUCCESS;
+ material.transparency.exist = mat.Get(AI_MATKEY_OPACITY, material.transparency.value) == aiReturn_SUCCESS;
+ material.index_refraction.exist = mat.Get(AI_MATKEY_REFRACTI, material.index_refraction.value) == aiReturn_SUCCESS;
}
// output textures if present
if (numTextures > 0) {
mOutput << startstr << "" << endstr;
PushTag();
- for (std::vector::const_iterator it = materials.begin(); it != materials.end(); ++it) {
- const Material &mat = *it;
- WriteImageEntry(mat.ambient, mat.name + "-ambient-image");
- WriteImageEntry(mat.diffuse, mat.name + "-diffuse-image");
- WriteImageEntry(mat.specular, mat.name + "-specular-image");
- WriteImageEntry(mat.emissive, mat.name + "-emission-image");
- WriteImageEntry(mat.reflective, mat.name + "-reflective-image");
- WriteImageEntry(mat.transparent, mat.name + "-transparent-image");
- WriteImageEntry(mat.normal, mat.name + "-normal-image");
+ for (const Material &mat : materials) {
+ WriteImageEntry(mat.ambient, mat.id + "-ambient-image");
+ WriteImageEntry(mat.diffuse, mat.id + "-diffuse-image");
+ WriteImageEntry(mat.specular, mat.id + "-specular-image");
+ WriteImageEntry(mat.emissive, mat.id + "-emission-image");
+ WriteImageEntry(mat.reflective, mat.id + "-reflective-image");
+ WriteImageEntry(mat.transparent, mat.id + "-transparent-image");
+ WriteImageEntry(mat.normal, mat.id + "-normal-image");
}
PopTag();
mOutput << startstr << "" << endstr;
@@ -773,40 +759,39 @@ void ColladaExporter::WriteMaterials() {
if (!materials.empty()) {
mOutput << startstr << "" << endstr;
PushTag();
- for (std::vector::const_iterator it = materials.begin(); it != materials.end(); ++it) {
- const Material &mat = *it;
+ for (const Material &mat : materials) {
// this is so ridiculous it must be right
- mOutput << startstr << "" << endstr;
+ mOutput << startstr << "" << endstr;
PushTag();
mOutput << startstr << "" << endstr;
PushTag();
// write sampler- and surface params for the texture entries
- WriteTextureParamEntry(mat.emissive, "emission", mat.name);
- WriteTextureParamEntry(mat.ambient, "ambient", mat.name);
- WriteTextureParamEntry(mat.diffuse, "diffuse", mat.name);
- WriteTextureParamEntry(mat.specular, "specular", mat.name);
- WriteTextureParamEntry(mat.reflective, "reflective", mat.name);
- WriteTextureParamEntry(mat.transparent, "transparent", mat.name);
- WriteTextureParamEntry(mat.normal, "normal", mat.name);
+ WriteTextureParamEntry(mat.emissive, "emission", mat.id);
+ WriteTextureParamEntry(mat.ambient, "ambient", mat.id);
+ WriteTextureParamEntry(mat.diffuse, "diffuse", mat.id);
+ WriteTextureParamEntry(mat.specular, "specular", mat.id);
+ WriteTextureParamEntry(mat.reflective, "reflective", mat.id);
+ WriteTextureParamEntry(mat.transparent, "transparent", mat.id);
+ WriteTextureParamEntry(mat.normal, "normal", mat.id);
mOutput << startstr << "" << endstr;
PushTag();
mOutput << startstr << "<" << mat.shading_model << ">" << endstr;
PushTag();
- WriteTextureColorEntry(mat.emissive, "emission", mat.name + "-emission-sampler");
- WriteTextureColorEntry(mat.ambient, "ambient", mat.name + "-ambient-sampler");
- WriteTextureColorEntry(mat.diffuse, "diffuse", mat.name + "-diffuse-sampler");
- WriteTextureColorEntry(mat.specular, "specular", mat.name + "-specular-sampler");
+ WriteTextureColorEntry(mat.emissive, "emission", mat.id + "-emission-sampler");
+ WriteTextureColorEntry(mat.ambient, "ambient", mat.id + "-ambient-sampler");
+ WriteTextureColorEntry(mat.diffuse, "diffuse", mat.id + "-diffuse-sampler");
+ WriteTextureColorEntry(mat.specular, "specular", mat.id + "-specular-sampler");
WriteFloatEntry(mat.shininess, "shininess");
- WriteTextureColorEntry(mat.reflective, "reflective", mat.name + "-reflective-sampler");
- WriteTextureColorEntry(mat.transparent, "transparent", mat.name + "-transparent-sampler");
+ WriteTextureColorEntry(mat.reflective, "reflective", mat.id + "-reflective-sampler");
+ WriteTextureColorEntry(mat.transparent, "transparent", mat.id + "-transparent-sampler");
WriteFloatEntry(mat.transparency, "transparency");
WriteFloatEntry(mat.index_refraction, "index_of_refraction");
if (!mat.normal.texture.empty()) {
- WriteTextureColorEntry(mat.normal, "bump", mat.name + "-normal-sampler");
+ WriteTextureColorEntry(mat.normal, "bump", mat.id + "-normal-sampler");
}
PopTag();
@@ -826,9 +811,9 @@ void ColladaExporter::WriteMaterials() {
PushTag();
for (std::vector::const_iterator it = materials.begin(); it != materials.end(); ++it) {
const Material &mat = *it;
- mOutput << startstr << "" << endstr;
+ mOutput << startstr << "" << endstr;
PushTag();
- mOutput << startstr << "" << endstr;
+ mOutput << startstr << "" << endstr;
PopTag();
mOutput << startstr << "" << endstr;
}
@@ -855,14 +840,12 @@ void ColladaExporter::WriteControllerLibrary() {
// Writes a skin controller of the given mesh
void ColladaExporter::WriteController(size_t pIndex) {
const aiMesh *mesh = mScene->mMeshes[pIndex];
- const std::string idstr = GetMeshUniqueId(pIndex);
- const std::string namestr = GetMeshName(pIndex);
-
- if (mesh->mNumFaces == 0 || mesh->mNumVertices == 0)
+ // Is there a skin controller?
+ if (mesh->mNumBones == 0 || mesh->mNumFaces == 0 || mesh->mNumVertices == 0)
return;
- if (mesh->mNumBones == 0)
- return;
+ const std::string idstr = GetObjectUniqueId(AiObjectType::Mesh, pIndex);
+ const std::string namestr = GetObjectName(AiObjectType::Mesh, pIndex);
mOutput << startstr << "" << endstr;
@@ -891,7 +874,7 @@ void ColladaExporter::WriteController(size_t pIndex) {
mOutput << startstr << "mNumBones << "\">";
for (size_t i = 0; i < mesh->mNumBones; ++i)
- mOutput << XMLIDEncode(mesh->mBones[i]->mName.C_Str()) << " ";
+ mOutput << GetBoneUniqueId(mesh->mBones[i]) << " ";
mOutput << "" << endstr;
@@ -1020,8 +1003,8 @@ void ColladaExporter::WriteGeometryLibrary() {
// Writes the given mesh
void ColladaExporter::WriteGeometry(size_t pIndex) {
const aiMesh *mesh = mScene->mMeshes[pIndex];
- const std::string geometryName = GetMeshName(pIndex);
- const std::string geometryId = GetMeshUniqueId(pIndex);
+ const std::string geometryId = GetObjectUniqueId(AiObjectType::Mesh, pIndex);
+ const std::string geometryName = GetObjectName(AiObjectType::Mesh, pIndex);
if (mesh->mNumFaces == 0 || mesh->mNumVertices == 0)
return;
@@ -1250,8 +1233,8 @@ void ColladaExporter::WriteFloatArray(const std::string &pIdString, FloatDataTyp
// ------------------------------------------------------------------------------------------------
// Writes the scene library
void ColladaExporter::WriteSceneLibrary() {
- const std::string sceneName = XMLEscape(mScene->mRootNode->mName.C_Str());
- const std::string sceneId = XMLIDEncode(mScene->mRootNode->mName.C_Str());
+ const std::string sceneName = GetNodeUniqueId(mScene->mRootNode);
+ const std::string sceneId = GetNodeName(mScene->mRootNode);
mOutput << startstr << "" << endstr;
PushTag();
@@ -1260,7 +1243,7 @@ void ColladaExporter::WriteSceneLibrary() {
// start recursive write at the root node
for (size_t a = 0; a < mScene->mRootNode->mNumChildren; ++a)
- WriteNode(mScene, mScene->mRootNode->mChildren[a]);
+ WriteNode(mScene->mRootNode->mChildren[a]);
PopTag();
mOutput << startstr << "" << endstr;
@@ -1274,20 +1257,10 @@ void ColladaExporter::WriteAnimationLibrary(size_t pIndex) {
if (anim->mNumChannels == 0 && anim->mNumMeshChannels == 0 && anim->mNumMorphMeshChannels == 0)
return;
- const std::string animation_name_escaped = XMLEscape(anim->mName.C_Str());
- std::string idstr = anim->mName.C_Str();
- std::string ending = std::string("AnimId") + to_string(pIndex);
- if (idstr.length() >= ending.length()) {
- if (0 != idstr.compare(idstr.length() - ending.length(), ending.length(), ending)) {
- idstr = idstr + ending;
- }
- } else {
- idstr = idstr + ending;
- }
+ const std::string animationNameEscaped = GetObjectName(AiObjectType::Animation, pIndex);
+ const std::string idstrEscaped = GetObjectUniqueId(AiObjectType::Animation, pIndex);
- const std::string idstrEscaped = XMLIDEncode(idstr);
-
- mOutput << startstr << "" << endstr;
+ mOutput << startstr << "" << endstr;
PushTag();
std::string cur_node_idstr;
@@ -1503,31 +1476,25 @@ const aiNode *findSkeletonRootNode(const aiScene *scene, const aiMesh *mesh) {
// ------------------------------------------------------------------------------------------------
// Recursively writes the given node
-void ColladaExporter::WriteNode(const aiScene *pScene, aiNode *pNode) {
- // the node must have a name
- if (pNode->mName.length == 0) {
- std::stringstream ss;
- ss << "Node_" << pNode;
- pNode->mName.Set(ss.str());
- }
-
+void ColladaExporter::WriteNode(const aiNode *pNode) {
// If the node is associated with a bone, it is a joint node (JOINT)
// otherwise it is a normal node (NODE)
+ // Assimp-specific: nodes with no name cannot be associated with bones
const char *node_type;
bool is_joint, is_skeleton_root = false;
- if (nullptr == findBone(pScene, pNode->mName.C_Str())) {
+ if (pNode->mName.length == 0 && nullptr == findBone(mScene, pNode->mName.C_Str())) {
node_type = "NODE";
is_joint = false;
} else {
node_type = "JOINT";
is_joint = true;
- if (!pNode->mParent || nullptr == findBone(pScene, pNode->mParent->mName.C_Str())) {
+ if (!pNode->mParent || nullptr == findBone(mScene, pNode->mParent->mName.C_Str())) {
is_skeleton_root = true;
}
}
- const std::string node_id = XMLIDEncode(pNode->mName.data);
- const std::string node_name = XMLEscape(pNode->mName.data);
+ const std::string node_id = GetNodeUniqueId(pNode);
+ const std::string node_name = GetNodeName(pNode);
mOutput << startstr << "mNumFaces == 0 || mesh->mNumVertices == 0)
continue;
- const std::string meshId = GetMeshUniqueId(pNode->mMeshes[a]);
+ const std::string meshId = GetObjectUniqueId(AiObjectType::Mesh, pNode->mMeshes[a]);
if (mesh->mNumBones == 0) {
mOutput << startstr << "" << endstr;
@@ -1608,9 +1575,9 @@ void ColladaExporter::WriteNode(const aiScene *pScene, aiNode *pNode) {
// note! this mFoundSkeletonRootNodeID some how affects animation, it makes the mesh attaches to armature skeleton root node.
// use the first bone to find skeleton root
- const aiNode *skeletonRootBoneNode = findSkeletonRootNode(pScene, mesh);
+ const aiNode *skeletonRootBoneNode = findSkeletonRootNode(mScene, mesh);
if (skeletonRootBoneNode) {
- mFoundSkeletonRootNodeID = XMLIDEncode(skeletonRootBoneNode->mName.C_Str());
+ mFoundSkeletonRootNodeID = GetNodeUniqueId(skeletonRootBoneNode);
}
mOutput << startstr << "#" << mFoundSkeletonRootNodeID << "" << endstr;
}
@@ -1618,7 +1585,7 @@ void ColladaExporter::WriteNode(const aiScene *pScene, aiNode *pNode) {
PushTag();
mOutput << startstr << "" << endstr;
PushTag();
- mOutput << startstr << "mMaterialIndex].name) << "\">" << endstr;
+ mOutput << startstr << "mMaterialIndex) << "\">" << endstr;
PushTag();
for (size_t aa = 0; aa < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++aa) {
if (mesh->HasTextureCoords(static_cast(aa)))
@@ -1643,64 +1610,154 @@ void ColladaExporter::WriteNode(const aiScene *pScene, aiNode *pNode) {
// recurse into subnodes
for (size_t a = 0; a < pNode->mNumChildren; ++a)
- WriteNode(pScene, pNode->mChildren[a]);
+ WriteNode(pNode->mChildren[a]);
PopTag();
mOutput << startstr << "" << endstr;
}
-/// Get or Create a unique mesh ID string for the given mesh index
-std::string Assimp::ColladaExporter::GetMeshUniqueId(size_t pIndex) {
- auto meshId = mMeshIdMap.find(pIndex);
- if (meshId != mMeshIdMap.cend())
- return meshId->second;
-
- // Not seen this mesh before, create and add
- return AddMeshIndexToMaps(pIndex, true);
+inline bool IsUniqueId(const std::unordered_set &idSet, const std::string &idStr) {
+ return (idSet.find(idStr) == idSet.end());
}
-std::string Assimp::ColladaExporter::GetMeshName(size_t pIndex) {
- auto meshName = mMeshNameMap.find(pIndex);
- if (meshName != mMeshNameMap.cend())
- return meshName->second;
-
- // Not seen this mesh before, create and add
- return AddMeshIndexToMaps(pIndex, false);
-}
-
-inline bool ValueIsUnique(const std::map &map, const std::string &value) {
- for (const auto &map_val : map) {
- if (value == map_val.second)
- return false;
- }
- return true;
-}
-
-// Add the mesh index to both Id and Name maps and return either Id or Name
-std::string Assimp::ColladaExporter::AddMeshIndexToMaps(size_t pIndex, bool meshId) {
- const aiMesh *mesh = mScene->mMeshes[pIndex];
- std::string idStr = mesh->mName.length == 0 ? std::string("meshId_") + to_string(pIndex) : XMLIDEncode(mesh->mName.C_Str());
- // Ensure is unique. Relatively slow but will only happen once per mesh
- if (!ValueIsUnique(mMeshIdMap, idStr)) {
+inline void MakeUniqueId(const std::unordered_set &idSet, std::string &idStr) {
+ if (!IsUniqueId(idSet, idStr)) {
// Select a number to append
size_t postfix = 1;
idStr.append("_");
- while (!ValueIsUnique(mMeshIdMap, idStr + to_string(postfix))) {
+ while (!IsUniqueId(idSet, idStr + to_string(postfix))) {
++postfix;
}
- idStr = idStr + to_string(postfix);
+ idStr.append(to_string(postfix));
}
- // Add to map
- mMeshIdMap.insert(std::make_pair(pIndex, idStr));
+}
- // Add name to map
- const std::string nameStr = mesh->mName.length == 0 ? idStr : XMLEscape(mesh->mName.C_Str());
- mMeshNameMap.insert(std::make_pair(pIndex, nameStr));
+void Assimp::ColladaExporter::CreateNodeIds(const aiNode *node) {
+ GetNodeUniqueId(node);
+ for (size_t a = 0; a < node->mNumChildren; ++a)
+ CreateNodeIds(node->mChildren[a]);
+}
- if (meshId)
- return idStr;
+std::string Assimp::ColladaExporter::GetNodeUniqueId(const aiNode *node) {
+ // Use the pointer as the key. This is safe because the scene is immutable.
+ auto idIt = mNodeIdMap.find(node);
+ if (idIt != mNodeIdMap.cend())
+ return idIt->second;
+
+ // Prefer the requested Collada Id if extant
+ std::string idStr;
+ aiString origId;
+ if (node->mMetaData && node->mMetaData->Get(AI_METADATA_COLLADA_ID, origId)) {
+ idStr = origId.C_Str();
+ } else {
+ idStr = node->mName.C_Str();
+ }
+ // Make sure the requested id is valid
+ if (idStr.empty())
+ idStr = "node";
else
- return nameStr;
+ idStr = XMLIDEncode(idStr);
+
+ // Ensure it's unique
+ MakeUniqueId(mUniqueIds, idStr);
+ mUniqueIds.insert(idStr);
+ mNodeIdMap.insert(std::make_pair(node, idStr));
+ return idStr;
+}
+
+std::string Assimp::ColladaExporter::GetNodeName(const aiNode *node) {
+
+ return XMLEscape(node->mName.C_Str());
+}
+
+std::string Assimp::ColladaExporter::GetBoneUniqueId(const aiBone *bone) {
+ // Use the pointer as the key. This is safe because the scene is immutable.
+ auto idIt = mNodeIdMap.find(bone);
+ if (idIt != mNodeIdMap.cend())
+ return idIt->second;
+
+ // New, create an id
+ std::string idStr(bone->mName.C_Str());
+
+ // Make sure the requested id is valid
+ if (idStr.empty())
+ idStr = "bone";
+ else
+ idStr = XMLIDEncode(idStr);
+
+ // Ensure it's unique
+ MakeUniqueId(mUniqueIds, idStr);
+ mUniqueIds.insert(idStr);
+ mNodeIdMap.insert(std::make_pair(bone, idStr));
+ return idStr;
+}
+
+std::string Assimp::ColladaExporter::GetObjectUniqueId(AiObjectType type, size_t pIndex) {
+ auto idIt = GetObjectIdMap(type).find(pIndex);
+ if (idIt != GetObjectIdMap(type).cend())
+ return idIt->second;
+
+ // Not seen this object before, create and add
+ NameIdPair result = AddObjectIndexToMaps(type, pIndex);
+ return result.second;
+}
+
+std::string Assimp::ColladaExporter::GetObjectName(AiObjectType type, size_t pIndex) {
+ auto meshName = GetObjectNameMap(type).find(pIndex);
+ if (meshName != GetObjectNameMap(type).cend())
+ return meshName->second;
+
+ // Not seen this object before, create and add
+ NameIdPair result = AddObjectIndexToMaps(type, pIndex);
+ return result.first;
+}
+
+// Determine unique id and add the name and id to the maps
+// @param type object type
+// @param index object index
+// @param name in/out. Caller to set the original name if known.
+// @param idStr in/out. Caller to set the preferred id if known.
+Assimp::ColladaExporter::NameIdPair Assimp::ColladaExporter::AddObjectIndexToMaps(AiObjectType type, size_t index) {
+
+ std::string idStr;
+ std::string name;
+
+ // Get the name
+ switch (type) {
+ case AiObjectType::Mesh: name = mScene->mMeshes[index]->mName.C_Str(); break;
+ case AiObjectType::Material: name = mScene->mMaterials[index]->GetName().C_Str(); break;
+ case AiObjectType::Animation: name = mScene->mAnimations[index]->mName.C_Str(); break;
+ case AiObjectType::Light: name = mScene->mLights[index]->mName.C_Str(); break;
+ case AiObjectType::Camera: name = mScene->mCameras[index]->mName.C_Str(); break;
+ case AiObjectType::Count: throw std::logic_error("ColladaExporter::AiObjectType::Count is not an object type");
+ }
+
+ if (name.empty()) {
+ // Default ids if empty name
+ switch (type) {
+ case AiObjectType::Mesh: idStr = std::string("meshId_"); break;
+ case AiObjectType::Material: idStr = std::string("materialId_"); break; // This one should never happen
+ case AiObjectType::Animation: idStr = std::string("animationId_"); break;
+ case AiObjectType::Light: idStr = std::string("lightId_"); break;
+ case AiObjectType::Camera: idStr = std::string("cameraId_"); break;
+ case AiObjectType::Count: throw std::logic_error("ColladaExporter::AiObjectType::Count is not an object type");
+ }
+ idStr.append(to_string(index));
+ } else {
+ idStr = XMLIDEncode(name);
+ }
+
+ if (!name.empty())
+ name = XMLEscape(name);
+
+ MakeUniqueId(mUniqueIds, idStr);
+
+ // Add to maps
+ mUniqueIds.insert(idStr);
+ GetObjectIdMap(type).insert(std::make_pair(index, idStr));
+ GetObjectNameMap(type).insert(std::make_pair(index, idStr));
+
+ return std::make_pair(name, idStr);
}
#endif
diff --git a/code/Collada/ColladaExporter.h b/code/Collada/ColladaExporter.h
index d75d2d355..c6801395b 100644
--- a/code/Collada/ColladaExporter.h
+++ b/code/Collada/ColladaExporter.h
@@ -46,17 +46,19 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_COLLADAEXPORTER_H_INC
#define AI_COLLADAEXPORTER_H_INC
+#include
#include
#include
#include
#include
#include
+
+#include
#include