Merge pull request #1511 from eevictor/master
[Collada] export <library_animations> tagpull/1555/head^2
commit
191454671d
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@ -141,6 +141,9 @@ void ColladaExporter::WriteFile()
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WriteControllerLibrary();
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WriteSceneLibrary();
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// customized, Writes the animation library
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WriteAnimationsLibrary();
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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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@ -1129,6 +1132,7 @@ void ColladaExporter::WriteFloatArray( const std::string& pIdString, FloatDataTy
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case FloatType_Color: floatsPerElement = 3; break;
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case FloatType_Mat4x4: floatsPerElement = 16; break;
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case FloatType_Weight: floatsPerElement = 1; break;
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case FloatType_Time: floatsPerElement = 1; break;
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default:
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return;
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}
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@ -1205,7 +1209,13 @@ void ColladaExporter::WriteFloatArray( const std::string& pIdString, FloatDataTy
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case FloatType_Weight:
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mOutput << startstr << "<param name=\"WEIGHT\" type=\"float\" />" << endstr;
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break;
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}
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// customized, add animation related
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case FloatType_Time:
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mOutput << startstr << "<param name=\"TIME\" type=\"float\" />" << endstr;
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break;
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}
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PopTag();
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mOutput << startstr << "</accessor>" << endstr;
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@ -1235,7 +1245,172 @@ void ColladaExporter::WriteSceneLibrary()
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PopTag();
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mOutput << startstr << "</library_visual_scenes>" << endstr;
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}
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// ------------------------------------------------------------------------------------------------
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void ColladaExporter::WriteAnimationLibrary(size_t pIndex)
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{
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const aiAnimation * anim = mScene->mAnimations[pIndex];
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if ( anim->mNumChannels == 0 && anim->mNumMeshChannels == 0 && anim->mNumMorphMeshChannels ==0 )
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return;
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const std::string animation_name_escaped = XMLEscape( anim->mName.C_Str() );
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std::string idstr = anim->mName.C_Str();
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std::string ending = std::string( "AnimId" ) + to_string(pIndex);
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if (idstr.length() >= ending.length()) {
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if (0 != idstr.compare (idstr.length() - ending.length(), ending.length(), ending)) {
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idstr = idstr + ending;
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}
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} else {
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idstr = idstr + ending;
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}
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const std::string idstrEscaped = XMLEscape(idstr);
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mOutput << startstr << "<animation id=\"" + idstrEscaped + "\" name=\"" + animation_name_escaped + "\">" << endstr;
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PushTag();
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for (size_t a = 0; a < anim->mNumChannels; ++a) {
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const aiNodeAnim * nodeAnim = anim->mChannels[a];
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// sanity check
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if ( nodeAnim->mNumPositionKeys != nodeAnim->mNumScalingKeys || nodeAnim->mNumPositionKeys != nodeAnim->mNumRotationKeys ) continue;
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{
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const std::string node_idstr = nodeAnim->mNodeName.data + std::string("_matrix-input");
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std::vector<ai_real> frames;
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for( size_t i = 0; i < nodeAnim->mNumPositionKeys; ++i) {
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frames.push_back(nodeAnim->mPositionKeys[i].mTime);
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}
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WriteFloatArray( node_idstr , FloatType_Time, (const ai_real*) frames.data(), frames.size());
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frames.clear();
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}
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{
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const std::string node_idstr = nodeAnim->mNodeName.data + std::string("_matrix-output");
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std::vector<ai_real> keyframes;
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keyframes.reserve(nodeAnim->mNumPositionKeys * 16);
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for( size_t i = 0; i < nodeAnim->mNumPositionKeys; ++i) {
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aiVector3D Scaling = nodeAnim->mScalingKeys[i].mValue;
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aiMatrix4x4 ScalingM; // identity
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ScalingM[0][0] = Scaling.x; ScalingM[1][1] = Scaling.y; ScalingM[2][2] = Scaling.z;
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aiQuaternion RotationQ = nodeAnim->mRotationKeys[i].mValue;
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aiMatrix4x4 s = aiMatrix4x4( RotationQ.GetMatrix() );
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aiMatrix4x4 RotationM(s.a1, s.a2, s.a3, 0, s.b1, s.b2, s.b3, 0, s.c1, s.c2, s.c3, 0, 0, 0, 0, 1);
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aiVector3D Translation = nodeAnim->mPositionKeys[i].mValue;
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aiMatrix4x4 TranslationM; // identity
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TranslationM[0][3] = Translation.x; TranslationM[1][3] = Translation.y; TranslationM[2][3] = Translation.z;
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// Combine the above transformations
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aiMatrix4x4 mat = TranslationM * RotationM * ScalingM;
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for( size_t j = 0; j < 4; ++j) {
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keyframes.insert(keyframes.end(), mat[j], mat[j] + 4);
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}
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}
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WriteFloatArray( node_idstr, FloatType_Mat4x4, (const ai_real*) keyframes.data(), keyframes.size() / 16);
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}
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{
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std::vector<std::string> names;
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for ( size_t i = 0; i < nodeAnim->mNumPositionKeys; ++i) {
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if ( nodeAnim->mPreState == aiAnimBehaviour_DEFAULT
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|| nodeAnim->mPreState == aiAnimBehaviour_LINEAR
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|| nodeAnim->mPreState == aiAnimBehaviour_REPEAT
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) {
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names.push_back( "LINEAR" );
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} else if (nodeAnim->mPostState == aiAnimBehaviour_CONSTANT) {
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names.push_back( "STEP" );
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}
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}
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const std::string node_idstr = nodeAnim->mNodeName.data + std::string("_matrix-interpolation");
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std::string arrayId = node_idstr + "-array";
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mOutput << startstr << "<source id=\"" << XMLEscape(node_idstr) << "\">" << endstr;
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PushTag();
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// source array
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mOutput << startstr << "<Name_array id=\"" << XMLEscape(arrayId) << "\" count=\"" << names.size() << "\"> ";
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for( size_t a = 0; a < names.size(); ++a ) {
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mOutput << names[a] << " ";
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}
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mOutput << "</Name_array>" << endstr;
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mOutput << startstr << "<technique_common>" << endstr;
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PushTag();
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mOutput << startstr << "<accessor source=\"#" << XMLEscape(arrayId) << "\" count=\"" << names.size() << "\" stride=\"" << 1 << "\">" << endstr;
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PushTag();
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mOutput << startstr << "<param name=\"INTERPOLATION\" type=\"name\"></param>" << endstr;
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PopTag();
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mOutput << startstr << "</accessor>" << endstr;
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PopTag();
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mOutput << startstr << "</technique_common>" << endstr;
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PopTag();
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mOutput << startstr << "</source>" << endstr;
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}
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}
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for (size_t a = 0; a < anim->mNumChannels; ++a) {
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const aiNodeAnim * nodeAnim = anim->mChannels[a];
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{
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// samplers
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const std::string node_idstr = nodeAnim->mNodeName.data + std::string("_matrix-sampler");
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mOutput << startstr << "<sampler id=\"" << XMLEscape(node_idstr) << "\">" << endstr;
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PushTag();
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mOutput << startstr << "<input semantic=\"INPUT\" source=\"#" << XMLEscape( nodeAnim->mNodeName.data + std::string("_matrix-input") ) << "\"/>" << endstr;
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mOutput << startstr << "<input semantic=\"OUTPUT\" source=\"#" << XMLEscape( nodeAnim->mNodeName.data + std::string("_matrix-output") ) << "\"/>" << endstr;
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mOutput << startstr << "<input semantic=\"INTERPOLATION\" source=\"#" << XMLEscape( nodeAnim->mNodeName.data + std::string("_matrix-interpolation") ) << "\"/>" << endstr;
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PopTag();
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mOutput << startstr << "</sampler>" << endstr;
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}
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}
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for (size_t a = 0; a < anim->mNumChannels; ++a) {
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const aiNodeAnim * nodeAnim = anim->mChannels[a];
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{
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// channels
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mOutput << startstr << "<channel source=\"#" << XMLEscape( nodeAnim->mNodeName.data + std::string("_matrix-sampler") ) << "\" target=\"" << XMLEscape(nodeAnim->mNodeName.data) << "/matrix\"/>" << endstr;
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}
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}
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PopTag();
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mOutput << startstr << "</animation>" << endstr;
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}
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// ------------------------------------------------------------------------------------------------
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void ColladaExporter::WriteAnimationsLibrary()
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{
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const std::string scene_name_escaped = XMLEscape(mScene->mRootNode->mName.C_Str());
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if ( mScene->mNumAnimations > 0 ) {
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mOutput << startstr << "<library_animations>" << endstr;
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PushTag();
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// start recursive write at the root node
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for( size_t a = 0; a < mScene->mNumAnimations; ++a)
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WriteAnimationLibrary( a );
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PopTag();
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mOutput << startstr << "</library_animations>" << endstr;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Helper to find a bone by name in the scene
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aiBone* findBone( const aiScene* scene, const char * name) {
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@ -1251,6 +1426,59 @@ aiBone* findBone( const aiScene* scene, const char * name) {
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return NULL;
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}
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// ------------------------------------------------------------------------------------------------
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const aiNode * findBoneNode( const aiNode* aNode, const aiBone* bone)
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{
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if ( aNode && bone && aNode->mName == bone->mName ) {
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return aNode;
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}
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if ( aNode && bone ) {
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for (unsigned int i=0; i < aNode->mNumChildren; ++i) {
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aiNode * aChild = aNode->mChildren[i];
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const aiNode * foundFromChild = 0;
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if ( aChild ) {
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foundFromChild = findBoneNode( aChild, bone );
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if ( foundFromChild ) return foundFromChild;
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}
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}
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}
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return NULL;
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}
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const aiNode * findSkeletonRootNode( const aiScene* scene, const aiMesh * mesh)
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{
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std::set<const aiNode*> topParentBoneNodes;
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if ( mesh && mesh->mNumBones > 0 ) {
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for (unsigned int i=0; i < mesh->mNumBones; ++i) {
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aiBone * bone = mesh->mBones[i];
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const aiNode * node = findBoneNode( scene->mRootNode, bone);
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if ( node ) {
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while ( node->mParent && findBone(scene, node->mParent->mName.C_Str() ) != 0 ) {
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node = node->mParent;
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}
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topParentBoneNodes.insert( node );
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}
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}
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}
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if ( !topParentBoneNodes.empty() ) {
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const aiNode * parentBoneNode = *topParentBoneNodes.begin();
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if ( topParentBoneNodes.size() == 1 ) {
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return parentBoneNode;
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} else {
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for (auto it : topParentBoneNodes) {
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if ( it->mParent ) return it->mParent;
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}
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return parentBoneNode;
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}
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}
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return NULL;
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}
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// ------------------------------------------------------------------------------------------------
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// Recursively writes the given node
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void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
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@ -1278,12 +1506,22 @@ void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
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}
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const std::string node_name_escaped = XMLEscape(pNode->mName.data);
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/* // customized, Note! the id field is crucial for inter-xml look up, it cannot be replaced with sid ?!
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mOutput << startstr
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<< "<node ";
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if(is_skeleton_root)
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mOutput << "id=\"" << "skeleton_root" << "\" "; // For now, only support one skeleton in a scene.
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mOutput << (is_joint ? "s" : "") << "id=\"" << node_name_escaped;
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mOutput << "\" name=\"" << node_name_escaped
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*/
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mOutput << startstr << "<node ";
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if(is_skeleton_root) {
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mOutput << "id=\"" << node_name_escaped << "\" " << (is_joint ? "sid=\"" + node_name_escaped +"\"" : "") ; // For now, only support one skeleton in a scene.
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mFoundSkeletonRootNodeID = node_name_escaped;
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} else {
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mOutput << "id=\"" << node_name_escaped << "\" " << (is_joint ? "sid=\"" + node_name_escaped +"\"": "") ;
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}
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mOutput << " name=\"" << node_name_escaped
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<< "\" type=\"" << node_type
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<< "\">" << endstr;
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PushTag();
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@ -1291,7 +1529,11 @@ void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
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// write transformation - we can directly put the matrix there
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// TODO: (thom) decompose into scale - rot - quad to allow addressing it by animations afterwards
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const aiMatrix4x4& mat = pNode->mTransformation;
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mOutput << startstr << "<matrix sid=\"transform\">";
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// customized, sid should be 'matrix' to match with loader code.
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//mOutput << startstr << "<matrix sid=\"transform\">";
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mOutput << startstr << "<matrix sid=\"matrix\">";
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mOutput << mat.a1 << " " << mat.a2 << " " << mat.a3 << " " << mat.a4 << " ";
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mOutput << mat.b1 << " " << mat.b2 << " " << mat.b3 << " " << mat.b4 << " ";
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mOutput << mat.c1 << " " << mat.c2 << " " << mat.c3 << " " << mat.c4 << " ";
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@ -1335,7 +1577,13 @@ void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
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<< endstr;
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PushTag();
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mOutput << startstr << "<skeleton>#skeleton_root</skeleton>" << endstr;
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// note! this mFoundSkeletonRootNodeID some how affects animation, it makes the mesh attaches to armature skeleton root node.
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// use the first bone to find skeleton root
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const aiNode * skeletonRootBoneNode = findSkeletonRootNode( pScene, mesh );
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if ( skeletonRootBoneNode ) {
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mFoundSkeletonRootNodeID = XMLEscape( skeletonRootBoneNode->mName.C_Str() );
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}
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mOutput << startstr << "<skeleton>#" << mFoundSkeletonRootNodeID << "</skeleton>" << endstr;
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}
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mOutput << startstr << "<bind_material>" << endstr;
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PushTag();
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@ -114,7 +114,9 @@ protected:
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/// Writes the given mesh
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void WriteGeometry( size_t pIndex);
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enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color, FloatType_Mat4x4, FloatType_Weight };
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//enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color, FloatType_Mat4x4, FloatType_Weight };
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// customized to add animation related type
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enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color, FloatType_Mat4x4, FloatType_Weight, FloatType_Time };
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/// Writes a float array of the given type
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void WriteFloatArray( const std::string& pIdString, FloatDataType pType, const ai_real* pData, size_t pElementCount);
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@ -122,6 +124,11 @@ protected:
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/// Writes the scene library
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void WriteSceneLibrary();
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// customized, Writes the animation library
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void WriteAnimationsLibrary();
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void WriteAnimationLibrary( size_t pIndex);
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std::string mFoundSkeletonRootNodeID = "skeleton_root"; // will be replaced by found node id in the WriteNode call.
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/// Recursively writes the given node
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void WriteNode( const aiScene* scene, aiNode* pNode);
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