Collada Export: More unique Ids
Nodes, Materials, Animations, Lights, Cameras, Bonespull/3188/head
parent
ff9f3b8608
commit
083ebdbc2e
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@ -164,6 +164,9 @@ void ColladaExporter::WriteFile() {
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WriteTextures();
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WriteTextures();
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WriteHeader();
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WriteHeader();
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// Add node names to the unique id database first so they are most likely to use their names as unique ids
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CreateNodeIds(mScene->mRootNode);
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WriteCamerasLibrary();
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WriteCamerasLibrary();
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WriteLightsLibrary();
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WriteLightsLibrary();
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WriteMaterials();
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WriteMaterials();
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@ -178,7 +181,7 @@ void ColladaExporter::WriteFile() {
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// useless Collada fu at the end, just in case we haven't had enough indirections, yet.
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// useless Collada fu 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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mOutput << startstr << "<scene>" << endstr;
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PushTag();
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PushTag();
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mOutput << startstr << "<instance_visual_scene url=\"#" + XMLIDEncode(mScene->mRootNode->mName.C_Str()) + "\" />" << endstr;
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mOutput << startstr << "<instance_visual_scene url=\"#" + GetNodeUniqueId(mScene->mRootNode) + "\" />" << endstr;
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PopTag();
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PopTag();
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mOutput << startstr << "</scene>" << endstr;
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mOutput << startstr << "</scene>" << endstr;
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PopTag();
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PopTag();
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@ -391,8 +394,8 @@ void ColladaExporter::WriteCamerasLibrary() {
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void ColladaExporter::WriteCamera(size_t pIndex) {
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void ColladaExporter::WriteCamera(size_t pIndex) {
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const aiCamera *cam = mScene->mCameras[pIndex];
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const aiCamera *cam = mScene->mCameras[pIndex];
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const std::string cameraName = XMLEscape(cam->mName.C_Str());
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const std::string cameraId = GetObjectUniqueId(AiObjectType::Camera, pIndex);
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const std::string cameraId = XMLIDEncode(cam->mName.C_Str());
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const std::string cameraName = GetObjectName(AiObjectType::Camera, pIndex);
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mOutput << startstr << "<camera id=\"" << cameraId << "-camera\" name=\"" << cameraName << "\" >" << endstr;
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mOutput << startstr << "<camera id=\"" << cameraId << "-camera\" name=\"" << cameraName << "\" >" << endstr;
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PushTag();
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PushTag();
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@ -444,8 +447,8 @@ void ColladaExporter::WriteLightsLibrary() {
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void ColladaExporter::WriteLight(size_t pIndex) {
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void ColladaExporter::WriteLight(size_t pIndex) {
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const aiLight *light = mScene->mLights[pIndex];
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const aiLight *light = mScene->mLights[pIndex];
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const std::string lightName = XMLEscape(light->mName.C_Str());
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const std::string lightId = GetObjectUniqueId(AiObjectType::Light, pIndex);
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const std::string lightId = XMLIDEncode(light->mName.C_Str());
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const std::string lightName = GetObjectName(AiObjectType::Light, pIndex);
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mOutput << startstr << "<light id=\"" << lightId << "-light\" name=\""
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mOutput << startstr << "<light id=\"" << lightId << "-light\" name=\""
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<< lightName << "\" >" << endstr;
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<< lightName << "\" >" << endstr;
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@ -564,12 +567,11 @@ void ColladaExporter::WriteAmbienttLight(const aiLight *const light) {
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Reads a single surface entry from the given material keys
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// Reads a single surface entry from the given material keys
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void ColladaExporter::ReadMaterialSurface(Surface &poSurface, const aiMaterial *pSrcMat,
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bool ColladaExporter::ReadMaterialSurface(Surface &poSurface, const aiMaterial &pSrcMat, aiTextureType pTexture, const char *pKey, size_t pType, size_t pIndex) {
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aiTextureType pTexture, const char *pKey, size_t pType, size_t pIndex) {
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if (pSrcMat.GetTextureCount(pTexture) > 0) {
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if (pSrcMat->GetTextureCount(pTexture) > 0) {
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aiString texfile;
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aiString texfile;
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unsigned int uvChannel = 0;
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unsigned int uvChannel = 0;
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pSrcMat->GetTexture(pTexture, 0, &texfile, NULL, &uvChannel);
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pSrcMat.GetTexture(pTexture, 0, &texfile, NULL, &uvChannel);
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std::string index_str(texfile.C_Str());
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std::string index_str(texfile.C_Str());
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@ -599,8 +601,9 @@ void ColladaExporter::ReadMaterialSurface(Surface &poSurface, const aiMaterial *
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poSurface.exist = true;
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poSurface.exist = true;
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} else {
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} else {
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if (pKey)
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if (pKey)
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poSurface.exist = pSrcMat->Get(pKey, static_cast<unsigned int>(pType), static_cast<unsigned int>(pIndex), poSurface.color) == aiReturn_SUCCESS;
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poSurface.exist = pSrcMat.Get(pKey, static_cast<unsigned int>(pType), static_cast<unsigned int>(pIndex), poSurface.color) == aiReturn_SUCCESS;
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}
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}
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return poSurface.exist;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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@ -611,9 +614,9 @@ static bool isalnum_C(char c) {
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Writes an image entry for the given surface
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// Writes an image entry for the given surface
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void ColladaExporter::WriteImageEntry(const Surface &pSurface, const std::string &pNameAdd) {
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void ColladaExporter::WriteImageEntry(const Surface &pSurface, const std::string &imageId) {
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if (!pSurface.texture.empty()) {
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if (!pSurface.texture.empty()) {
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mOutput << startstr << "<image id=\"" << XMLIDEncode(pNameAdd) << "\">" << endstr;
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mOutput << startstr << "<image id=\"" << imageId << "\">" << endstr;
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PushTag();
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PushTag();
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mOutput << startstr << "<init_from>";
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mOutput << startstr << "<init_from>";
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@ -634,14 +637,14 @@ void ColladaExporter::WriteImageEntry(const Surface &pSurface, const std::string
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Writes a color-or-texture entry into an effect definition
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// Writes a color-or-texture entry into an effect definition
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void ColladaExporter::WriteTextureColorEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &pImageName) {
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void ColladaExporter::WriteTextureColorEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &imageId) {
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if (pSurface.exist) {
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if (pSurface.exist) {
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mOutput << startstr << "<" << pTypeName << ">" << endstr;
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mOutput << startstr << "<" << pTypeName << ">" << endstr;
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PushTag();
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PushTag();
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if (pSurface.texture.empty()) {
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if (pSurface.texture.empty()) {
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mOutput << startstr << "<color sid=\"" << pTypeName << "\">" << pSurface.color.r << " " << pSurface.color.g << " " << pSurface.color.b << " " << pSurface.color.a << "</color>" << endstr;
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mOutput << startstr << "<color sid=\"" << pTypeName << "\">" << pSurface.color.r << " " << pSurface.color.g << " " << pSurface.color.b << " " << pSurface.color.a << "</color>" << endstr;
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} else {
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} else {
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mOutput << startstr << "<texture texture=\"" << XMLIDEncode(pImageName) << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
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mOutput << startstr << "<texture texture=\"" << imageId << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
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}
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}
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PopTag();
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PopTag();
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mOutput << startstr << "</" << pTypeName << ">" << endstr;
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mOutput << startstr << "</" << pTypeName << ">" << endstr;
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@ -650,24 +653,24 @@ void ColladaExporter::WriteTextureColorEntry(const Surface &pSurface, const std:
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Writes the two parameters necessary for referencing a texture in an effect entry
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// Writes the two parameters necessary for referencing a texture in an effect entry
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void ColladaExporter::WriteTextureParamEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &pMatName) {
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void ColladaExporter::WriteTextureParamEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &materialId) {
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// if surface is a texture, write out the sampler and the surface parameters necessary to reference the texture
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// if surface is a texture, write out the sampler and the surface parameters necessary to reference the texture
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if (!pSurface.texture.empty()) {
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if (!pSurface.texture.empty()) {
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mOutput << startstr << "<newparam sid=\"" << XMLIDEncode(pMatName) << "-" << pTypeName << "-surface\">" << endstr;
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mOutput << startstr << "<newparam sid=\"" << materialId << "-" << pTypeName << "-surface\">" << endstr;
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PushTag();
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PushTag();
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mOutput << startstr << "<surface type=\"2D\">" << endstr;
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mOutput << startstr << "<surface type=\"2D\">" << endstr;
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PushTag();
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PushTag();
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mOutput << startstr << "<init_from>" << XMLIDEncode(pMatName) << "-" << pTypeName << "-image</init_from>" << endstr;
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mOutput << startstr << "<init_from>" << materialId << "-" << pTypeName << "-image</init_from>" << endstr;
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PopTag();
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PopTag();
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mOutput << startstr << "</surface>" << endstr;
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mOutput << startstr << "</surface>" << endstr;
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PopTag();
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PopTag();
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mOutput << startstr << "</newparam>" << endstr;
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mOutput << startstr << "</newparam>" << endstr;
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mOutput << startstr << "<newparam sid=\"" << XMLIDEncode(pMatName) << "-" << pTypeName << "-sampler\">" << endstr;
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mOutput << startstr << "<newparam sid=\"" << materialId << "-" << pTypeName << "-sampler\">" << endstr;
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PushTag();
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PushTag();
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mOutput << startstr << "<sampler2D>" << endstr;
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mOutput << startstr << "<sampler2D>" << endstr;
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PushTag();
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PushTag();
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mOutput << startstr << "<source>" << XMLIDEncode(pMatName) << "-" << pTypeName << "-surface</source>" << endstr;
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mOutput << startstr << "<source>" << materialId << "-" << pTypeName << "-surface</source>" << endstr;
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PopTag();
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PopTag();
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mOutput << startstr << "</sampler2D>" << endstr;
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mOutput << startstr << "</sampler2D>" << endstr;
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PopTag();
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PopTag();
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@ -690,80 +693,63 @@ void ColladaExporter::WriteFloatEntry(const Property &pProperty, const std::stri
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Writes the material setup
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// Writes the material setup
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void ColladaExporter::WriteMaterials() {
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void ColladaExporter::WriteMaterials() {
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std::vector<Material> materials;
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materials.resize(mScene->mNumMaterials);
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materials.resize(mScene->mNumMaterials);
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/// collect all materials from the scene
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/// collect all materials from the scene
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size_t numTextures = 0;
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size_t numTextures = 0;
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for (size_t a = 0; a < mScene->mNumMaterials; ++a) {
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for (size_t a = 0; a < mScene->mNumMaterials; ++a) {
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const aiMaterial *mat = mScene->mMaterials[a];
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Material &material = materials[a];
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material.id = GetObjectUniqueId(AiObjectType::Material, a);
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aiString name;
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material.name = GetObjectName(AiObjectType::Material, a);
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if (mat->Get(AI_MATKEY_NAME, name) != aiReturn_SUCCESS) {
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name = "mat";
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materials[a].name = std::string("m") + to_string(a) + name.C_Str();
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} else {
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// try to use the material's name if no other material has already taken it, else append #
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std::string testName = name.C_Str();
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size_t materialCountWithThisName = 0;
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for (size_t i = 0; i < a; i++) {
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if (materials[i].name == testName) {
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materialCountWithThisName++;
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}
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}
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if (materialCountWithThisName == 0) {
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materials[a].name = name.C_Str();
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} else {
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materials[a].name = std::string(name.C_Str()) + to_string(materialCountWithThisName);
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}
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}
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const aiMaterial &mat = *(mScene->mMaterials[a]);
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aiShadingMode shading = aiShadingMode_Flat;
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aiShadingMode shading = aiShadingMode_Flat;
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materials[a].shading_model = "phong";
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material.shading_model = "phong";
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if (mat->Get(AI_MATKEY_SHADING_MODEL, shading) == aiReturn_SUCCESS) {
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if (mat.Get(AI_MATKEY_SHADING_MODEL, shading) == aiReturn_SUCCESS) {
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if (shading == aiShadingMode_Phong) {
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if (shading == aiShadingMode_Phong) {
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materials[a].shading_model = "phong";
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material.shading_model = "phong";
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} else if (shading == aiShadingMode_Blinn) {
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} else if (shading == aiShadingMode_Blinn) {
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materials[a].shading_model = "blinn";
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material.shading_model = "blinn";
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} else if (shading == aiShadingMode_NoShading) {
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} else if (shading == aiShadingMode_NoShading) {
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materials[a].shading_model = "constant";
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material.shading_model = "constant";
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} else if (shading == aiShadingMode_Gouraud) {
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} else if (shading == aiShadingMode_Gouraud) {
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materials[a].shading_model = "lambert";
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material.shading_model = "lambert";
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}
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}
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}
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}
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ReadMaterialSurface(materials[a].ambient, mat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT);
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if (ReadMaterialSurface(material.ambient, mat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT))
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if (!materials[a].ambient.texture.empty()) numTextures++;
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++numTextures;
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ReadMaterialSurface(materials[a].diffuse, mat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE);
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if (ReadMaterialSurface(material.diffuse, mat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE))
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if (!materials[a].diffuse.texture.empty()) numTextures++;
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++numTextures;
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ReadMaterialSurface(materials[a].specular, mat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR);
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if (ReadMaterialSurface(material.specular, mat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR))
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if (!materials[a].specular.texture.empty()) numTextures++;
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++numTextures;
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ReadMaterialSurface(materials[a].emissive, mat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE);
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if (ReadMaterialSurface(material.emissive, mat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE))
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if (!materials[a].emissive.texture.empty()) numTextures++;
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++numTextures;
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ReadMaterialSurface(materials[a].reflective, mat, aiTextureType_REFLECTION, AI_MATKEY_COLOR_REFLECTIVE);
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if (ReadMaterialSurface(material.reflective, mat, aiTextureType_REFLECTION, AI_MATKEY_COLOR_REFLECTIVE))
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if (!materials[a].reflective.texture.empty()) numTextures++;
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++numTextures;
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ReadMaterialSurface(materials[a].transparent, mat, aiTextureType_OPACITY, AI_MATKEY_COLOR_TRANSPARENT);
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if (ReadMaterialSurface(material.transparent, mat, aiTextureType_OPACITY, AI_MATKEY_COLOR_TRANSPARENT))
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if (!materials[a].transparent.texture.empty()) numTextures++;
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++numTextures;
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ReadMaterialSurface(materials[a].normal, mat, aiTextureType_NORMALS, NULL, 0, 0);
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if (ReadMaterialSurface(material.normal, mat, aiTextureType_NORMALS, nullptr, 0, 0))
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if (!materials[a].normal.texture.empty()) numTextures++;
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++numTextures;
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materials[a].shininess.exist = mat->Get(AI_MATKEY_SHININESS, materials[a].shininess.value) == aiReturn_SUCCESS;
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material.shininess.exist = mat.Get(AI_MATKEY_SHININESS, material.shininess.value) == aiReturn_SUCCESS;
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materials[a].transparency.exist = mat->Get(AI_MATKEY_OPACITY, materials[a].transparency.value) == aiReturn_SUCCESS;
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material.transparency.exist = mat.Get(AI_MATKEY_OPACITY, material.transparency.value) == aiReturn_SUCCESS;
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materials[a].index_refraction.exist = mat->Get(AI_MATKEY_REFRACTI, materials[a].index_refraction.value) == aiReturn_SUCCESS;
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material.index_refraction.exist = mat.Get(AI_MATKEY_REFRACTI, material.index_refraction.value) == aiReturn_SUCCESS;
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}
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}
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// output textures if present
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// output textures if present
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if (numTextures > 0) {
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if (numTextures > 0) {
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mOutput << startstr << "<library_images>" << endstr;
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mOutput << startstr << "<library_images>" << endstr;
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PushTag();
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PushTag();
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for (std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it) {
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for (const Material &mat : materials) {
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const Material &mat = *it;
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WriteImageEntry(mat.ambient, mat.id + "-ambient-image");
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WriteImageEntry(mat.ambient, mat.name + "-ambient-image");
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WriteImageEntry(mat.diffuse, mat.id + "-diffuse-image");
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WriteImageEntry(mat.diffuse, mat.name + "-diffuse-image");
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WriteImageEntry(mat.specular, mat.id + "-specular-image");
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WriteImageEntry(mat.specular, mat.name + "-specular-image");
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WriteImageEntry(mat.emissive, mat.id + "-emission-image");
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WriteImageEntry(mat.emissive, mat.name + "-emission-image");
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WriteImageEntry(mat.reflective, mat.id + "-reflective-image");
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WriteImageEntry(mat.reflective, mat.name + "-reflective-image");
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WriteImageEntry(mat.transparent, mat.id + "-transparent-image");
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WriteImageEntry(mat.transparent, mat.name + "-transparent-image");
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WriteImageEntry(mat.normal, mat.id + "-normal-image");
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WriteImageEntry(mat.normal, mat.name + "-normal-image");
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}
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}
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PopTag();
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PopTag();
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mOutput << startstr << "</library_images>" << endstr;
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mOutput << startstr << "</library_images>" << endstr;
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if (!materials.empty()) {
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if (!materials.empty()) {
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mOutput << startstr << "<library_effects>" << endstr;
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mOutput << startstr << "<library_effects>" << endstr;
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PushTag();
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PushTag();
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for (std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it) {
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for (const Material &mat : materials) {
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const Material &mat = *it;
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// this is so ridiculous it must be right
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// this is so ridiculous it must be right
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mOutput << startstr << "<effect id=\"" << XMLIDEncode(mat.name) << "-fx\" name=\"" << XMLEscape(mat.name) << "\">" << endstr;
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mOutput << startstr << "<effect id=\"" << mat.id << "-fx\" name=\"" << mat.name << "\">" << endstr;
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PushTag();
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PushTag();
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mOutput << startstr << "<profile_COMMON>" << endstr;
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mOutput << startstr << "<profile_COMMON>" << endstr;
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PushTag();
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PushTag();
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// write sampler- and surface params for the texture entries
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// write sampler- and surface params for the texture entries
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WriteTextureParamEntry(mat.emissive, "emission", mat.name);
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WriteTextureParamEntry(mat.emissive, "emission", mat.id);
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WriteTextureParamEntry(mat.ambient, "ambient", mat.name);
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WriteTextureParamEntry(mat.ambient, "ambient", mat.id);
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WriteTextureParamEntry(mat.diffuse, "diffuse", mat.name);
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WriteTextureParamEntry(mat.diffuse, "diffuse", mat.id);
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WriteTextureParamEntry(mat.specular, "specular", mat.name);
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WriteTextureParamEntry(mat.specular, "specular", mat.id);
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WriteTextureParamEntry(mat.reflective, "reflective", mat.name);
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WriteTextureParamEntry(mat.reflective, "reflective", mat.id);
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WriteTextureParamEntry(mat.transparent, "transparent", mat.name);
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WriteTextureParamEntry(mat.transparent, "transparent", mat.id);
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WriteTextureParamEntry(mat.normal, "normal", mat.name);
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WriteTextureParamEntry(mat.normal, "normal", mat.id);
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|
||||||
mOutput << startstr << "<technique sid=\"standard\">" << endstr;
|
mOutput << startstr << "<technique sid=\"standard\">" << endstr;
|
||||||
PushTag();
|
PushTag();
|
||||||
mOutput << startstr << "<" << mat.shading_model << ">" << endstr;
|
mOutput << startstr << "<" << mat.shading_model << ">" << endstr;
|
||||||
PushTag();
|
PushTag();
|
||||||
|
|
||||||
WriteTextureColorEntry(mat.emissive, "emission", mat.name + "-emission-sampler");
|
WriteTextureColorEntry(mat.emissive, "emission", mat.id + "-emission-sampler");
|
||||||
WriteTextureColorEntry(mat.ambient, "ambient", mat.name + "-ambient-sampler");
|
WriteTextureColorEntry(mat.ambient, "ambient", mat.id + "-ambient-sampler");
|
||||||
WriteTextureColorEntry(mat.diffuse, "diffuse", mat.name + "-diffuse-sampler");
|
WriteTextureColorEntry(mat.diffuse, "diffuse", mat.id + "-diffuse-sampler");
|
||||||
WriteTextureColorEntry(mat.specular, "specular", mat.name + "-specular-sampler");
|
WriteTextureColorEntry(mat.specular, "specular", mat.id + "-specular-sampler");
|
||||||
WriteFloatEntry(mat.shininess, "shininess");
|
WriteFloatEntry(mat.shininess, "shininess");
|
||||||
WriteTextureColorEntry(mat.reflective, "reflective", mat.name + "-reflective-sampler");
|
WriteTextureColorEntry(mat.reflective, "reflective", mat.id + "-reflective-sampler");
|
||||||
WriteTextureColorEntry(mat.transparent, "transparent", mat.name + "-transparent-sampler");
|
WriteTextureColorEntry(mat.transparent, "transparent", mat.id + "-transparent-sampler");
|
||||||
WriteFloatEntry(mat.transparency, "transparency");
|
WriteFloatEntry(mat.transparency, "transparency");
|
||||||
WriteFloatEntry(mat.index_refraction, "index_of_refraction");
|
WriteFloatEntry(mat.index_refraction, "index_of_refraction");
|
||||||
|
|
||||||
if (!mat.normal.texture.empty()) {
|
if (!mat.normal.texture.empty()) {
|
||||||
WriteTextureColorEntry(mat.normal, "bump", mat.name + "-normal-sampler");
|
WriteTextureColorEntry(mat.normal, "bump", mat.id + "-normal-sampler");
|
||||||
}
|
}
|
||||||
|
|
||||||
PopTag();
|
PopTag();
|
||||||
|
@ -826,9 +811,9 @@ void ColladaExporter::WriteMaterials() {
|
||||||
PushTag();
|
PushTag();
|
||||||
for (std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it) {
|
for (std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it) {
|
||||||
const Material &mat = *it;
|
const Material &mat = *it;
|
||||||
mOutput << startstr << "<material id=\"" << XMLIDEncode(mat.name) << "\" name=\"" << XMLEscape(mat.name) << "\">" << endstr;
|
mOutput << startstr << "<material id=\"" << mat.id << "\" name=\"" << mat.name << "\">" << endstr;
|
||||||
PushTag();
|
PushTag();
|
||||||
mOutput << startstr << "<instance_effect url=\"#" << XMLIDEncode(mat.name) << "-fx\"/>" << endstr;
|
mOutput << startstr << "<instance_effect url=\"#" << mat.id << "-fx\"/>" << endstr;
|
||||||
PopTag();
|
PopTag();
|
||||||
mOutput << startstr << "</material>" << endstr;
|
mOutput << startstr << "</material>" << endstr;
|
||||||
}
|
}
|
||||||
|
@ -855,14 +840,12 @@ void ColladaExporter::WriteControllerLibrary() {
|
||||||
// Writes a skin controller of the given mesh
|
// Writes a skin controller of the given mesh
|
||||||
void ColladaExporter::WriteController(size_t pIndex) {
|
void ColladaExporter::WriteController(size_t pIndex) {
|
||||||
const aiMesh *mesh = mScene->mMeshes[pIndex];
|
const aiMesh *mesh = mScene->mMeshes[pIndex];
|
||||||
const std::string idstr = GetMeshUniqueId(pIndex);
|
// Is there a skin controller?
|
||||||
const std::string namestr = GetMeshName(pIndex);
|
if (mesh->mNumBones == 0 || mesh->mNumFaces == 0 || mesh->mNumVertices == 0)
|
||||||
|
|
||||||
if (mesh->mNumFaces == 0 || mesh->mNumVertices == 0)
|
|
||||||
return;
|
return;
|
||||||
|
|
||||||
if (mesh->mNumBones == 0)
|
const std::string idstr = GetObjectUniqueId(AiObjectType::Mesh, pIndex);
|
||||||
return;
|
const std::string namestr = GetObjectName(AiObjectType::Mesh, pIndex);
|
||||||
|
|
||||||
mOutput << startstr << "<controller id=\"" << idstr << "-skin\" ";
|
mOutput << startstr << "<controller id=\"" << idstr << "-skin\" ";
|
||||||
mOutput << "name=\"skinCluster" << pIndex << "\">" << endstr;
|
mOutput << "name=\"skinCluster" << pIndex << "\">" << endstr;
|
||||||
|
@ -891,7 +874,7 @@ void ColladaExporter::WriteController(size_t pIndex) {
|
||||||
mOutput << startstr << "<Name_array id=\"" << idstr << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\">";
|
mOutput << startstr << "<Name_array id=\"" << idstr << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\">";
|
||||||
|
|
||||||
for (size_t i = 0; i < mesh->mNumBones; ++i)
|
for (size_t i = 0; i < mesh->mNumBones; ++i)
|
||||||
mOutput << XMLIDEncode(mesh->mBones[i]->mName.C_Str()) << " ";
|
mOutput << GetBoneUniqueId(mesh->mBones[i]) << " ";
|
||||||
|
|
||||||
mOutput << "</Name_array>" << endstr;
|
mOutput << "</Name_array>" << endstr;
|
||||||
|
|
||||||
|
@ -1020,8 +1003,8 @@ void ColladaExporter::WriteGeometryLibrary() {
|
||||||
// Writes the given mesh
|
// Writes the given mesh
|
||||||
void ColladaExporter::WriteGeometry(size_t pIndex) {
|
void ColladaExporter::WriteGeometry(size_t pIndex) {
|
||||||
const aiMesh *mesh = mScene->mMeshes[pIndex];
|
const aiMesh *mesh = mScene->mMeshes[pIndex];
|
||||||
const std::string geometryName = GetMeshName(pIndex);
|
const std::string geometryId = GetObjectUniqueId(AiObjectType::Mesh, pIndex);
|
||||||
const std::string geometryId = GetMeshUniqueId(pIndex);
|
const std::string geometryName = GetObjectName(AiObjectType::Mesh, pIndex);
|
||||||
|
|
||||||
if (mesh->mNumFaces == 0 || mesh->mNumVertices == 0)
|
if (mesh->mNumFaces == 0 || mesh->mNumVertices == 0)
|
||||||
return;
|
return;
|
||||||
|
@ -1250,8 +1233,8 @@ void ColladaExporter::WriteFloatArray(const std::string &pIdString, FloatDataTyp
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
// Writes the scene library
|
// Writes the scene library
|
||||||
void ColladaExporter::WriteSceneLibrary() {
|
void ColladaExporter::WriteSceneLibrary() {
|
||||||
const std::string sceneName = XMLEscape(mScene->mRootNode->mName.C_Str());
|
const std::string sceneName = GetNodeUniqueId(mScene->mRootNode);
|
||||||
const std::string sceneId = XMLIDEncode(mScene->mRootNode->mName.C_Str());
|
const std::string sceneId = GetNodeName(mScene->mRootNode);
|
||||||
|
|
||||||
mOutput << startstr << "<library_visual_scenes>" << endstr;
|
mOutput << startstr << "<library_visual_scenes>" << endstr;
|
||||||
PushTag();
|
PushTag();
|
||||||
|
@ -1260,7 +1243,7 @@ void ColladaExporter::WriteSceneLibrary() {
|
||||||
|
|
||||||
// start recursive write at the root node
|
// start recursive write at the root node
|
||||||
for (size_t a = 0; a < mScene->mRootNode->mNumChildren; ++a)
|
for (size_t a = 0; a < mScene->mRootNode->mNumChildren; ++a)
|
||||||
WriteNode(mScene, mScene->mRootNode->mChildren[a]);
|
WriteNode(mScene->mRootNode->mChildren[a]);
|
||||||
|
|
||||||
PopTag();
|
PopTag();
|
||||||
mOutput << startstr << "</visual_scene>" << endstr;
|
mOutput << startstr << "</visual_scene>" << endstr;
|
||||||
|
@ -1274,20 +1257,10 @@ void ColladaExporter::WriteAnimationLibrary(size_t pIndex) {
|
||||||
if (anim->mNumChannels == 0 && anim->mNumMeshChannels == 0 && anim->mNumMorphMeshChannels == 0)
|
if (anim->mNumChannels == 0 && anim->mNumMeshChannels == 0 && anim->mNumMorphMeshChannels == 0)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
const std::string animation_name_escaped = XMLEscape(anim->mName.C_Str());
|
const std::string animationNameEscaped = GetObjectName(AiObjectType::Animation, pIndex);
|
||||||
std::string idstr = anim->mName.C_Str();
|
const std::string idstrEscaped = GetObjectUniqueId(AiObjectType::Animation, pIndex);
|
||||||
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 idstrEscaped = XMLIDEncode(idstr);
|
mOutput << startstr << "<animation id=\"" + idstrEscaped + "\" name=\"" + animationNameEscaped + "\">" << endstr;
|
||||||
|
|
||||||
mOutput << startstr << "<animation id=\"" + idstrEscaped + "\" name=\"" + animation_name_escaped + "\">" << endstr;
|
|
||||||
PushTag();
|
PushTag();
|
||||||
|
|
||||||
std::string cur_node_idstr;
|
std::string cur_node_idstr;
|
||||||
|
@ -1503,31 +1476,25 @@ const aiNode *findSkeletonRootNode(const aiScene *scene, const aiMesh *mesh) {
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
// Recursively writes the given node
|
// Recursively writes the given node
|
||||||
void ColladaExporter::WriteNode(const aiScene *pScene, aiNode *pNode) {
|
void ColladaExporter::WriteNode(const aiNode *pNode) {
|
||||||
// the node must have a name
|
|
||||||
if (pNode->mName.length == 0) {
|
|
||||||
std::stringstream ss;
|
|
||||||
ss << "Node_" << pNode;
|
|
||||||
pNode->mName.Set(ss.str());
|
|
||||||
}
|
|
||||||
|
|
||||||
// If the node is associated with a bone, it is a joint node (JOINT)
|
// If the node is associated with a bone, it is a joint node (JOINT)
|
||||||
// otherwise it is a normal node (NODE)
|
// otherwise it is a normal node (NODE)
|
||||||
|
// Assimp-specific: nodes with no name cannot be associated with bones
|
||||||
const char *node_type;
|
const char *node_type;
|
||||||
bool is_joint, is_skeleton_root = false;
|
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";
|
node_type = "NODE";
|
||||||
is_joint = false;
|
is_joint = false;
|
||||||
} else {
|
} else {
|
||||||
node_type = "JOINT";
|
node_type = "JOINT";
|
||||||
is_joint = true;
|
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;
|
is_skeleton_root = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
const std::string node_id = XMLIDEncode(pNode->mName.data);
|
const std::string node_id = GetNodeUniqueId(pNode);
|
||||||
const std::string node_name = XMLEscape(pNode->mName.data);
|
const std::string node_name = GetNodeName(pNode);
|
||||||
mOutput << startstr << "<node ";
|
mOutput << startstr << "<node ";
|
||||||
if (is_skeleton_root) {
|
if (is_skeleton_root) {
|
||||||
mOutput << "id=\"" << node_id << "\" " << (is_joint ? "sid=\"" + node_id + "\" " : ""); // For now, only support one skeleton in a scene.
|
mOutput << "id=\"" << node_id << "\" " << (is_joint ? "sid=\"" + node_id + "\" " : ""); // For now, only support one skeleton in a scene.
|
||||||
|
@ -1595,7 +1562,7 @@ void ColladaExporter::WriteNode(const aiScene *pScene, aiNode *pNode) {
|
||||||
if (mesh->mNumFaces == 0 || mesh->mNumVertices == 0)
|
if (mesh->mNumFaces == 0 || mesh->mNumVertices == 0)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
const std::string meshId = GetMeshUniqueId(pNode->mMeshes[a]);
|
const std::string meshId = GetObjectUniqueId(AiObjectType::Mesh, pNode->mMeshes[a]);
|
||||||
|
|
||||||
if (mesh->mNumBones == 0) {
|
if (mesh->mNumBones == 0) {
|
||||||
mOutput << startstr << "<instance_geometry url=\"#" << meshId << "\">" << endstr;
|
mOutput << startstr << "<instance_geometry url=\"#" << meshId << "\">" << 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.
|
// 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
|
// use the first bone to find skeleton root
|
||||||
const aiNode *skeletonRootBoneNode = findSkeletonRootNode(pScene, mesh);
|
const aiNode *skeletonRootBoneNode = findSkeletonRootNode(mScene, mesh);
|
||||||
if (skeletonRootBoneNode) {
|
if (skeletonRootBoneNode) {
|
||||||
mFoundSkeletonRootNodeID = XMLIDEncode(skeletonRootBoneNode->mName.C_Str());
|
mFoundSkeletonRootNodeID = GetNodeUniqueId(skeletonRootBoneNode);
|
||||||
}
|
}
|
||||||
mOutput << startstr << "<skeleton>#" << mFoundSkeletonRootNodeID << "</skeleton>" << endstr;
|
mOutput << startstr << "<skeleton>#" << mFoundSkeletonRootNodeID << "</skeleton>" << endstr;
|
||||||
}
|
}
|
||||||
|
@ -1618,7 +1585,7 @@ void ColladaExporter::WriteNode(const aiScene *pScene, aiNode *pNode) {
|
||||||
PushTag();
|
PushTag();
|
||||||
mOutput << startstr << "<technique_common>" << endstr;
|
mOutput << startstr << "<technique_common>" << endstr;
|
||||||
PushTag();
|
PushTag();
|
||||||
mOutput << startstr << "<instance_material symbol=\"defaultMaterial\" target=\"#" << XMLIDEncode(materials[mesh->mMaterialIndex].name) << "\">" << endstr;
|
mOutput << startstr << "<instance_material symbol=\"defaultMaterial\" target=\"#" << GetObjectUniqueId(AiObjectType::Material, mesh->mMaterialIndex) << "\">" << endstr;
|
||||||
PushTag();
|
PushTag();
|
||||||
for (size_t aa = 0; aa < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++aa) {
|
for (size_t aa = 0; aa < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++aa) {
|
||||||
if (mesh->HasTextureCoords(static_cast<unsigned int>(aa)))
|
if (mesh->HasTextureCoords(static_cast<unsigned int>(aa)))
|
||||||
|
@ -1643,64 +1610,154 @@ void ColladaExporter::WriteNode(const aiScene *pScene, aiNode *pNode) {
|
||||||
|
|
||||||
// recurse into subnodes
|
// recurse into subnodes
|
||||||
for (size_t a = 0; a < pNode->mNumChildren; ++a)
|
for (size_t a = 0; a < pNode->mNumChildren; ++a)
|
||||||
WriteNode(pScene, pNode->mChildren[a]);
|
WriteNode(pNode->mChildren[a]);
|
||||||
|
|
||||||
PopTag();
|
PopTag();
|
||||||
mOutput << startstr << "</node>" << endstr;
|
mOutput << startstr << "</node>" << endstr;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Get or Create a unique mesh ID string for the given mesh index
|
inline bool IsUniqueId(const std::unordered_set<std::string> &idSet, const std::string &idStr) {
|
||||||
std::string Assimp::ColladaExporter::GetMeshUniqueId(size_t pIndex) {
|
return (idSet.find(idStr) == idSet.end());
|
||||||
auto meshId = mMeshIdMap.find(pIndex);
|
|
||||||
if (meshId != mMeshIdMap.cend())
|
|
||||||
return meshId->second;
|
|
||||||
|
|
||||||
// Not seen this mesh before, create and add
|
|
||||||
return AddMeshIndexToMaps(pIndex, true);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
std::string Assimp::ColladaExporter::GetMeshName(size_t pIndex) {
|
inline void MakeUniqueId(const std::unordered_set<std::string> &idSet, std::string &idStr) {
|
||||||
auto meshName = mMeshNameMap.find(pIndex);
|
if (!IsUniqueId(idSet, idStr)) {
|
||||||
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<size_t, std::string> &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)) {
|
|
||||||
// Select a number to append
|
// Select a number to append
|
||||||
size_t postfix = 1;
|
size_t postfix = 1;
|
||||||
idStr.append("_");
|
idStr.append("_");
|
||||||
while (!ValueIsUnique(mMeshIdMap, idStr + to_string(postfix))) {
|
while (!IsUniqueId(idSet, idStr + to_string(postfix))) {
|
||||||
++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
|
void Assimp::ColladaExporter::CreateNodeIds(const aiNode *node) {
|
||||||
const std::string nameStr = mesh->mName.length == 0 ? idStr : XMLEscape(mesh->mName.C_Str());
|
GetNodeUniqueId(node);
|
||||||
mMeshNameMap.insert(std::make_pair(pIndex, nameStr));
|
for (size_t a = 0; a < node->mNumChildren; ++a)
|
||||||
|
CreateNodeIds(node->mChildren[a]);
|
||||||
|
}
|
||||||
|
|
||||||
if (meshId)
|
std::string Assimp::ColladaExporter::GetNodeUniqueId(const aiNode *node) {
|
||||||
return idStr;
|
// 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
|
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
|
#endif
|
||||||
|
|
|
@ -46,17 +46,19 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
#ifndef AI_COLLADAEXPORTER_H_INC
|
#ifndef AI_COLLADAEXPORTER_H_INC
|
||||||
#define AI_COLLADAEXPORTER_H_INC
|
#define AI_COLLADAEXPORTER_H_INC
|
||||||
|
|
||||||
|
#include <assimp/StringUtils.h>
|
||||||
#include <assimp/ai_assert.h>
|
#include <assimp/ai_assert.h>
|
||||||
#include <assimp/light.h>
|
#include <assimp/light.h>
|
||||||
#include <assimp/material.h>
|
#include <assimp/material.h>
|
||||||
#include <assimp/mesh.h>
|
#include <assimp/mesh.h>
|
||||||
#include <assimp/Exporter.hpp>
|
#include <assimp/Exporter.hpp>
|
||||||
|
|
||||||
|
#include <array>
|
||||||
#include <map>
|
#include <map>
|
||||||
#include <sstream>
|
#include <sstream>
|
||||||
|
#include <unordered_set>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
|
|
||||||
#include <assimp/StringUtils.h>
|
|
||||||
|
|
||||||
struct aiScene;
|
struct aiScene;
|
||||||
struct aiNode;
|
struct aiNode;
|
||||||
|
|
||||||
|
@ -135,7 +137,7 @@ protected:
|
||||||
std::string mFoundSkeletonRootNodeID = "skeleton_root"; // will be replaced by found node id in the WriteNode call.
|
std::string mFoundSkeletonRootNodeID = "skeleton_root"; // will be replaced by found node id in the WriteNode call.
|
||||||
|
|
||||||
/// Recursively writes the given node
|
/// Recursively writes the given node
|
||||||
void WriteNode(const aiScene *scene, aiNode *pNode);
|
void WriteNode(const aiNode *pNode);
|
||||||
|
|
||||||
/// Enters a new xml element, which increases the indentation
|
/// Enters a new xml element, which increases the indentation
|
||||||
void PushTag() { startstr.append(" "); }
|
void PushTag() { startstr.append(" "); }
|
||||||
|
@ -145,14 +147,40 @@ protected:
|
||||||
startstr.erase(startstr.length() - 2);
|
startstr.erase(startstr.length() - 2);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Get or Create a unique mesh ID string for the given mesh index
|
void CreateNodeIds(const aiNode *node);
|
||||||
std::string GetMeshUniqueId(size_t pIndex);
|
|
||||||
std::string GetMeshName(size_t pIndex);
|
/// Get or Create a unique Node ID string for the given Node
|
||||||
|
std::string GetNodeUniqueId(const aiNode *node);
|
||||||
|
std::string GetNodeName(const aiNode *node);
|
||||||
|
|
||||||
|
std::string GetBoneUniqueId(const aiBone *bone);
|
||||||
|
|
||||||
|
enum class AiObjectType {
|
||||||
|
Mesh,
|
||||||
|
Material,
|
||||||
|
Animation,
|
||||||
|
Light,
|
||||||
|
Camera,
|
||||||
|
Count,
|
||||||
|
};
|
||||||
|
/// Get or Create a unique ID string for the given scene object index
|
||||||
|
std::string GetObjectUniqueId(AiObjectType type, size_t pIndex);
|
||||||
|
/// Get or Create a name string for the given scene object index
|
||||||
|
std::string GetObjectName(AiObjectType type, size_t pIndex);
|
||||||
|
|
||||||
|
typedef std::map<size_t, std::string> IndexIdMap;
|
||||||
|
typedef std::pair<std::string, std::string> NameIdPair;
|
||||||
|
NameIdPair AddObjectIndexToMaps(AiObjectType type, size_t pIndex);
|
||||||
|
|
||||||
|
// Helpers
|
||||||
|
inline IndexIdMap &GetObjectIdMap(AiObjectType type) { return mObjectIdMap[static_cast<size_t>(type)]; }
|
||||||
|
inline IndexIdMap &GetObjectNameMap(AiObjectType type) { return mObjectNameMap[static_cast<size_t>(type)]; }
|
||||||
|
|
||||||
private:
|
private:
|
||||||
std::string AddMeshIndexToMaps(size_t pIndex, bool meshId);
|
std::unordered_set<std::string> mUniqueIds; // Cache of used unique ids
|
||||||
mutable std::map<size_t, std::string> mMeshIdMap; // Cache of encoded unique IDs
|
std::map<const void *, std::string> mNodeIdMap; // Cache of encoded node and bone ids
|
||||||
mutable std::map<size_t, std::string> mMeshNameMap; // Cache of encoded mesh names
|
std::array<IndexIdMap, static_cast<size_t>(AiObjectType::Count)> mObjectIdMap; // Cache of encoded unique IDs
|
||||||
|
std::array<IndexIdMap, static_cast<size_t>(AiObjectType::Count)> mObjectNameMap; // Cache of encoded names
|
||||||
|
|
||||||
public:
|
public:
|
||||||
/// Stringstream to write all output into
|
/// Stringstream to write all output into
|
||||||
|
@ -198,6 +226,7 @@ public:
|
||||||
|
|
||||||
// summarize a material in an convenient way.
|
// summarize a material in an convenient way.
|
||||||
struct Material {
|
struct Material {
|
||||||
|
std::string id;
|
||||||
std::string name;
|
std::string name;
|
||||||
std::string shading_model;
|
std::string shading_model;
|
||||||
Surface ambient, diffuse, specular, emissive, reflective, transparent, normal;
|
Surface ambient, diffuse, specular, emissive, reflective, transparent, normal;
|
||||||
|
@ -206,20 +235,18 @@ public:
|
||||||
Material() {}
|
Material() {}
|
||||||
};
|
};
|
||||||
|
|
||||||
std::vector<Material> materials;
|
|
||||||
|
|
||||||
std::map<unsigned int, std::string> textures;
|
std::map<unsigned int, std::string> textures;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
/// Dammit C++ - y u no compile two-pass? No I have to add all methods below the struct definitions
|
/// Dammit C++ - y u no compile two-pass? No I have to add all methods below the struct definitions
|
||||||
/// Reads a single surface entry from the given material keys
|
/// Reads a single surface entry from the given material keys
|
||||||
void ReadMaterialSurface(Surface &poSurface, const aiMaterial *pSrcMat, aiTextureType pTexture, const char *pKey, size_t pType, size_t pIndex);
|
bool ReadMaterialSurface(Surface &poSurface, const aiMaterial &pSrcMat, aiTextureType pTexture, const char *pKey, size_t pType, size_t pIndex);
|
||||||
/// Writes an image entry for the given surface
|
/// Writes an image entry for the given surface
|
||||||
void WriteImageEntry(const Surface &pSurface, const std::string &pNameAdd);
|
void WriteImageEntry(const Surface &pSurface, const std::string &imageId);
|
||||||
/// Writes the two parameters necessary for referencing a texture in an effect entry
|
/// Writes the two parameters necessary for referencing a texture in an effect entry
|
||||||
void WriteTextureParamEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &pMatName);
|
void WriteTextureParamEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &materialId);
|
||||||
/// Writes a color-or-texture entry into an effect definition
|
/// Writes a color-or-texture entry into an effect definition
|
||||||
void WriteTextureColorEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &pImageName);
|
void WriteTextureColorEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &imageId);
|
||||||
/// Writes a scalar property
|
/// Writes a scalar property
|
||||||
void WriteFloatEntry(const Property &pProperty, const std::string &pTypeName);
|
void WriteFloatEntry(const Property &pProperty, const std::string &pTypeName);
|
||||||
};
|
};
|
||||||
|
|
|
@ -82,20 +82,75 @@ public:
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
typedef std::pair<std::string, std::string> IdNameString;
|
||||||
|
typedef std::map<std::string, std::string> IdNameMap;
|
||||||
|
|
||||||
|
template <typename T>
|
||||||
|
static inline IdNameString GetItemIdName(const T *item, size_t index) {
|
||||||
|
std::ostringstream stream;
|
||||||
|
stream << typeid(T).name() << "@" << index;
|
||||||
|
return std::make_pair(std::string(item->mName.C_Str()), stream.str());
|
||||||
|
}
|
||||||
|
|
||||||
|
// Specialisations
|
||||||
|
static inline IdNameString GetItemIdName(aiMaterial *item, size_t index) {
|
||||||
|
std::ostringstream stream;
|
||||||
|
stream << typeid(aiMaterial).name() << "@" << index;
|
||||||
|
return std::make_pair(std::string(item->GetName().C_Str()), stream.str());
|
||||||
|
}
|
||||||
|
|
||||||
|
static inline IdNameString GetItemIdName(aiTexture *item, size_t index) {
|
||||||
|
std::ostringstream stream;
|
||||||
|
stream << typeid(aiTexture).name() << "@" << index;
|
||||||
|
return std::make_pair(std::string(item->mFilename.C_Str()), stream.str());
|
||||||
|
}
|
||||||
|
|
||||||
|
static inline void ReportDuplicate(IdNameMap &itemIdMap, const IdNameString &namePair, const char *typeNameStr) {
|
||||||
|
const auto result = itemIdMap.insert(namePair);
|
||||||
|
EXPECT_TRUE(result.second) << "Duplicate '" << typeNameStr << "' name: '" << namePair.first << "'. " << namePair.second << " == " << result.first->second;
|
||||||
|
}
|
||||||
|
|
||||||
|
template <typename T>
|
||||||
|
static inline void CheckUniqueIds(IdNameMap &itemIdMap, unsigned int itemCount, T **itemArray) {
|
||||||
|
for (size_t idx = 0; idx < itemCount; ++idx) {
|
||||||
|
IdNameString namePair = GetItemIdName(itemArray[idx], idx);
|
||||||
|
ReportDuplicate(itemIdMap, namePair, typeid(T).name());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
static inline void CheckUniqueIds(IdNameMap &itemIdMap, const aiNode *parent, size_t index) {
|
||||||
|
IdNameString namePair = GetItemIdName(parent, index);
|
||||||
|
ReportDuplicate(itemIdMap, namePair, typeid(aiNode).name());
|
||||||
|
for (size_t idx = 0; idx < parent->mNumChildren; ++idx) {
|
||||||
|
CheckUniqueIds(itemIdMap, parent->mChildren[idx], idx);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
static inline void SetAllNodeNames(const aiString &newName, aiNode *node) {
|
||||||
|
node->mName = newName;
|
||||||
|
for (size_t idx = 0; idx < node->mNumChildren; ++idx) {
|
||||||
|
SetAllNodeNames(newName, node->mChildren[idx]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void ImportAndCheckIds(const char *file, size_t meshCount) {
|
void ImportAndCheckIds(const char *file, size_t meshCount) {
|
||||||
// Import the Collada using the 'default' where mesh names are the ids
|
// Import the Collada using the 'default' where aiMesh names are the Collada ids
|
||||||
Assimp::Importer importer;
|
Assimp::Importer importer;
|
||||||
const aiScene *scene = importer.ReadFile(file, aiProcess_ValidateDataStructure);
|
const aiScene *scene = importer.ReadFile(file, aiProcess_ValidateDataStructure);
|
||||||
ASSERT_TRUE(scene != nullptr) << "Fatal: could not re-import " << file;
|
ASSERT_TRUE(scene != nullptr) << "Fatal: could not re-import " << file;
|
||||||
EXPECT_EQ(meshCount, scene->mNumMeshes) << "in " << file;
|
EXPECT_EQ(meshCount, scene->mNumMeshes) << "in " << file;
|
||||||
|
|
||||||
// Check the mesh ids are unique
|
// Check the ids are unique
|
||||||
std::map<std::string, size_t> meshNameMap;
|
IdNameMap itemIdMap;
|
||||||
for (size_t idx = 0; idx < scene->mNumMeshes; ++idx) {
|
// Recurse the Nodes
|
||||||
std::string meshName(scene->mMeshes[idx]->mName.C_Str());
|
CheckUniqueIds(itemIdMap, scene->mRootNode, 0);
|
||||||
const auto result = meshNameMap.insert(std::make_pair(meshName, idx));
|
// Check the lists
|
||||||
EXPECT_TRUE(result.second) << "Duplicate name: " << meshName << " index " << result.first->second;
|
CheckUniqueIds(itemIdMap, scene->mNumMeshes, scene->mMeshes);
|
||||||
}
|
CheckUniqueIds(itemIdMap, scene->mNumAnimations, scene->mAnimations);
|
||||||
|
CheckUniqueIds(itemIdMap, scene->mNumMaterials, scene->mMaterials);
|
||||||
|
CheckUniqueIds(itemIdMap, scene->mNumTextures, scene->mTextures);
|
||||||
|
CheckUniqueIds(itemIdMap, scene->mNumLights, scene->mLights);
|
||||||
|
CheckUniqueIds(itemIdMap, scene->mNumCameras, scene->mCameras);
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -115,19 +170,49 @@ TEST_F(utColladaImportExport, exporterUniqueIdsTest) {
|
||||||
ASSERT_TRUE(scene != nullptr) << "Fatal: could not import teapots.DAE!";
|
ASSERT_TRUE(scene != nullptr) << "Fatal: could not import teapots.DAE!";
|
||||||
ASSERT_EQ(3u, scene->mNumMeshes) << "Fatal: teapots.DAE initial load failed";
|
ASSERT_EQ(3u, scene->mNumMeshes) << "Fatal: teapots.DAE initial load failed";
|
||||||
|
|
||||||
// Clear the mesh names
|
// Clear all the names
|
||||||
for (size_t idx = 0; idx < scene->mNumMeshes; ++idx) {
|
for (size_t idx = 0; idx < scene->mNumMeshes; ++idx) {
|
||||||
scene->mMeshes[idx]->mName.Clear();
|
scene->mMeshes[idx]->mName.Clear();
|
||||||
}
|
}
|
||||||
|
for (size_t idx = 0; idx < scene->mNumMaterials; ++idx) {
|
||||||
|
scene->mMaterials[idx]->RemoveProperty(AI_MATKEY_NAME);
|
||||||
|
}
|
||||||
|
for (size_t idx = 0; idx < scene->mNumAnimations; ++idx) {
|
||||||
|
scene->mAnimations[idx]->mName.Clear();
|
||||||
|
}
|
||||||
|
// Can't clear texture names
|
||||||
|
for (size_t idx = 0; idx < scene->mNumLights; ++idx) {
|
||||||
|
scene->mLights[idx]->mName.Clear();
|
||||||
|
}
|
||||||
|
for (size_t idx = 0; idx < scene->mNumCameras; ++idx) {
|
||||||
|
scene->mCameras[idx]->mName.Clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
SetAllNodeNames(aiString(), scene->mRootNode);
|
||||||
|
|
||||||
ASSERT_EQ(AI_SUCCESS, exporter.Export(scene, "collada", outFileEmpty)) << "Fatal: Could not export un-named meshes file";
|
ASSERT_EQ(AI_SUCCESS, exporter.Export(scene, "collada", outFileEmpty)) << "Fatal: Could not export un-named meshes file";
|
||||||
|
|
||||||
ImportAndCheckIds(outFileEmpty, 3);
|
ImportAndCheckIds(outFileEmpty, 3);
|
||||||
|
|
||||||
// Force the meshes to have the same non-empty name
|
// Force everything to have the same non-empty name
|
||||||
aiString testName("test_mesh");
|
aiString testName("test_name");
|
||||||
for (size_t idx = 0; idx < scene->mNumMeshes; ++idx) {
|
for (size_t idx = 0; idx < scene->mNumMeshes; ++idx) {
|
||||||
scene->mMeshes[idx]->mName = testName;
|
scene->mMeshes[idx]->mName = testName;
|
||||||
}
|
}
|
||||||
|
for (size_t idx = 0; idx < scene->mNumMaterials; ++idx) {
|
||||||
|
scene->mMaterials[idx]->AddProperty(&testName, AI_MATKEY_NAME);
|
||||||
|
}
|
||||||
|
for (size_t idx = 0; idx < scene->mNumAnimations; ++idx) {
|
||||||
|
scene->mAnimations[idx]->mName = testName;
|
||||||
|
}
|
||||||
|
// Can't clear texture names
|
||||||
|
for (size_t idx = 0; idx < scene->mNumLights; ++idx) {
|
||||||
|
scene->mLights[idx]->mName = testName;
|
||||||
|
}
|
||||||
|
for (size_t idx = 0; idx < scene->mNumCameras; ++idx) {
|
||||||
|
scene->mCameras[idx]->mName = testName;
|
||||||
|
}
|
||||||
|
|
||||||
ASSERT_EQ(AI_SUCCESS, exporter.Export(scene, "collada", outFileNamed)) << "Fatal: Could not export named meshes file";
|
ASSERT_EQ(AI_SUCCESS, exporter.Export(scene, "collada", outFileNamed)) << "Fatal: Could not export named meshes file";
|
||||||
|
|
||||||
ImportAndCheckIds(outFileNamed, 3);
|
ImportAndCheckIds(outFileNamed, 3);
|
||||||
|
|
Loading…
Reference in New Issue