Collada-Exporter: fix some minor findings.
parent
a7c13eef2c
commit
1c577f66f7
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@ -62,15 +62,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <vector>
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#include <iostream>
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using namespace Assimp;
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namespace Assimp
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{
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namespace Assimp {
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// ------------------------------------------------------------------------------------------------
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// Worker function for exporting a scene to Collada. Prototyped and registered in Exporter.cpp
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void ExportSceneCollada(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/)
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{
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void ExportSceneCollada(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/) {
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std::string path = DefaultIOSystem::absolutePath(std::string(pFile));
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std::string file = DefaultIOSystem::completeBaseName(std::string(pFile));
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@ -83,7 +79,7 @@ void ExportSceneCollada(const char* pFile, IOSystem* pIOSystem, const aiScene* p
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// we're still here - export successfully completed. Write result to the given IOSYstem
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std::unique_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
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if(outfile == NULL) {
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if(outfile == nullptr) {
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throw DeadlyExportError("could not open output .dae file: " + std::string(pFile));
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}
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@ -93,19 +89,20 @@ void ExportSceneCollada(const char* pFile, IOSystem* pIOSystem, const aiScene* p
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} // end of namespace Assimp
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor for a specific scene to export
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ColladaExporter::ColladaExporter( const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file) : mIOSystem(pIOSystem), mPath(path), mFile(file)
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{
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ColladaExporter::ColladaExporter( const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file)
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: mIOSystem( pIOSystem )
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, mPath( path )
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, mFile( file )
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, mScene(pScene)
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, mSceneOwned(false) {
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// make sure that all formatting happens using the standard, C locale and not the user's current locale
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mOutput.imbue( std::locale("C") );
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mOutput.precision(16);
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mScene = pScene;
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mSceneOwned = false;
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// set up strings
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endstr = "\n";
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@ -115,17 +112,16 @@ ColladaExporter::ColladaExporter( const aiScene* pScene, IOSystem* pIOSystem, co
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// ------------------------------------------------------------------------------------------------
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// Destructor
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ColladaExporter::~ColladaExporter()
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{
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ColladaExporter::~ColladaExporter() {
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if(mSceneOwned) {
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delete mScene;
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mScene = nullptr;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Starts writing the contents
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void ColladaExporter::WriteFile()
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{
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void ColladaExporter::WriteFile() {
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// write the DTD
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mOutput << "<?xml version=\"1.0\" encoding=\"UTF-8\" standalone=\"no\" ?>" << endstr;
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// COLLADA element start
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@ -158,8 +154,7 @@ void ColladaExporter::WriteFile()
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// ------------------------------------------------------------------------------------------------
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// Writes the asset header
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void ColladaExporter::WriteHeader()
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{
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void ColladaExporter::WriteHeader() {
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static const ai_real epsilon = ai_real( 0.00001 );
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static const aiQuaternion x_rot(aiMatrix3x3(
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0, -1, 0,
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@ -269,54 +264,56 @@ void ColladaExporter::WriteTextures() {
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static const unsigned int buffer_size = 1024;
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char str[buffer_size];
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if(mScene->HasTextures()) {
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for(unsigned int i = 0; i < mScene->mNumTextures; i++) {
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// It would be great to be able to create a directory in portable standard C++, but it's not the case,
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// so we just write the textures in the current directory.
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if (!mScene->HasTextures()) {
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return;
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}
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aiTexture* texture = mScene->mTextures[i];
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for(unsigned int i = 0; i < mScene->mNumTextures; i++) {
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// It would be great to be able to create a directory in portable standard C++, but it's not the case,
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// so we just write the textures in the current directory.
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ASSIMP_itoa10(str, buffer_size, i + 1);
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aiTexture* texture = mScene->mTextures[i];
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std::string name = mFile + "_texture_" + (i < 1000 ? "0" : "") + (i < 100 ? "0" : "") + (i < 10 ? "0" : "") + str + "." + ((const char*) texture->achFormatHint);
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ASSIMP_itoa10(str, buffer_size, i + 1);
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std::unique_ptr<IOStream> outfile(mIOSystem->Open(mPath + name, "wb"));
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if(outfile == NULL) {
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throw DeadlyExportError("could not open output texture file: " + mPath + name);
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}
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std::string name = mFile + "_texture_" + (i < 1000 ? "0" : "") + (i < 100 ? "0" : "") + (i < 10 ? "0" : "") + str + "." + ((const char*) texture->achFormatHint);
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if(texture->mHeight == 0) {
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outfile->Write((void*) texture->pcData, texture->mWidth, 1);
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} else {
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Bitmap::Save(texture, outfile.get());
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}
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outfile->Flush();
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textures.insert(std::make_pair(i, name));
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std::unique_ptr<IOStream> outfile(mIOSystem->Open(mPath + name, "wb"));
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if(outfile == NULL) {
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throw DeadlyExportError("could not open output texture file: " + mPath + name);
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}
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if(texture->mHeight == 0) {
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outfile->Write((void*) texture->pcData, texture->mWidth, 1);
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} else {
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Bitmap::Save(texture, outfile.get());
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}
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outfile->Flush();
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textures.insert(std::make_pair(i, name));
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Write the embedded textures
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void ColladaExporter::WriteCamerasLibrary() {
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if(mScene->HasCameras()) {
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mOutput << startstr << "<library_cameras>" << endstr;
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PushTag();
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for( size_t a = 0; a < mScene->mNumCameras; ++a)
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WriteCamera( a);
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PopTag();
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mOutput << startstr << "</library_cameras>" << endstr;
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if (mScene->HasCameras()) {
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return;
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}
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mOutput << startstr << "<library_cameras>" << endstr;
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PushTag();
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for (size_t a = 0; a < mScene->mNumCameras; ++a) {
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WriteCamera(a);
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}
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PopTag();
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mOutput << startstr << "</library_cameras>" << endstr;
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}
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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 std::string idstrEscaped = XMLEscape(cam->mName.C_Str());
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@ -350,30 +347,29 @@ void ColladaExporter::WriteCamera(size_t pIndex){
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mOutput << startstr << "</optics>" << endstr;
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PopTag();
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mOutput << startstr << "</camera>" << endstr;
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}
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// ------------------------------------------------------------------------------------------------
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// Write the embedded textures
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void ColladaExporter::WriteLightsLibrary() {
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if(mScene->HasLights()) {
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mOutput << startstr << "<library_lights>" << endstr;
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PushTag();
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for( size_t a = 0; a < mScene->mNumLights; ++a)
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WriteLight( a);
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PopTag();
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mOutput << startstr << "</library_lights>" << endstr;
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if (!mScene->HasLights()) {
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return;
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}
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mOutput << startstr << "<library_lights>" << endstr;
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PushTag();
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for (size_t a = 0; a < mScene->mNumLights; ++a) {
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WriteLight(a);
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}
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PopTag();
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mOutput << startstr << "</library_lights>" << endstr;
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}
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void ColladaExporter::WriteLight(size_t pIndex){
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const aiLight *light = mScene->mLights[pIndex];
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ai_assert(nullptr != light);
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const std::string idstrEscaped = XMLEscape(light->mName.C_Str());
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mOutput << startstr << "<light id=\"" << idstrEscaped << "-light\" name=\""
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@ -457,10 +453,6 @@ void ColladaExporter::WriteSpotLight(const aiLight *const light){
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mOutput << startstr << "<quadratic_attenuation>"
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<< light->mAttenuationQuadratic
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<<"</quadratic_attenuation>" << endstr;
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/*
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out->mAngleOuterCone = AI_DEG_TO_RAD (std::acos(std::pow(0.1f,1.f/srcLight->mFalloffExponent))+
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srcLight->mFalloffAngle);
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*/
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const ai_real fallOffAngle = AI_RAD_TO_DEG(light->mAngleInnerCone);
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mOutput << startstr <<"<falloff_angle sid=\"fall_off_angle\">"
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@ -481,8 +473,7 @@ void ColladaExporter::WriteSpotLight(const aiLight *const light){
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}
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void ColladaExporter::WriteAmbienttLight(const aiLight *const light){
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void ColladaExporter::WriteAmbienttLight(const aiLight *const light) {
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const aiColor3D &color= light->mColorAmbient;
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mOutput << startstr << "<ambient>" << endstr;
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PushTag();
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@ -496,8 +487,7 @@ void ColladaExporter::WriteAmbienttLight(const aiLight *const light){
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// ------------------------------------------------------------------------------------------------
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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, aiTextureType pTexture, const char* pKey, size_t pType, size_t pIndex)
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{
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void ColladaExporter::ReadMaterialSurface( Surface& poSurface, const aiMaterial* pSrcMat, aiTextureType pTexture, const char* pKey, size_t pType, size_t pIndex) {
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if( pSrcMat->GetTextureCount( pTexture) > 0 )
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{
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aiString texfile;
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@ -623,8 +613,7 @@ void ColladaExporter::WriteTextureParamEntry( const Surface& pSurface, const std
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// ------------------------------------------------------------------------------------------------
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// Writes a scalar property
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void ColladaExporter::WriteFloatEntry( const Property& pProperty, const std::string& pTypeName)
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{
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void ColladaExporter::WriteFloatEntry( const Property& pProperty, const std::string& pTypeName) {
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if(pProperty.exist) {
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mOutput << startstr << "<" << pTypeName << ">" << endstr;
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PushTag();
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@ -798,13 +787,13 @@ void ColladaExporter::WriteMaterials()
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// ------------------------------------------------------------------------------------------------
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// Writes the controller library
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void ColladaExporter::WriteControllerLibrary()
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{
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void ColladaExporter::WriteControllerLibrary() {
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mOutput << startstr << "<library_controllers>" << endstr;
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PushTag();
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for( size_t a = 0; a < mScene->mNumMeshes; ++a)
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WriteController( a);
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for (size_t a = 0; a < mScene->mNumMeshes; ++a) {
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WriteController( a );
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}
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PopTag();
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mOutput << startstr << "</library_controllers>" << endstr;
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@ -812,8 +801,7 @@ void ColladaExporter::WriteControllerLibrary()
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// ------------------------------------------------------------------------------------------------
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// Writes a skin controller of the given mesh
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void ColladaExporter::WriteController( size_t pIndex)
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{
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void ColladaExporter::WriteController( size_t pIndex) {
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const aiMesh* mesh = mScene->mMeshes[pIndex];
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const std::string idstr = GetMeshId( pIndex);
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const std::string idstrEscaped = XMLEscape(idstr);
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@ -874,9 +862,11 @@ void ColladaExporter::WriteController( size_t pIndex)
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std::vector<ai_real> bind_poses;
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bind_poses.reserve(mesh->mNumBones * 16);
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for(unsigned int i = 0; i < mesh->mNumBones; ++i)
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for( unsigned int j = 0; j < 4; ++j)
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for (unsigned int i = 0; i < mesh->mNumBones; ++i) {
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for (unsigned int j = 0; j < 4; ++j) {
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bind_poses.insert(bind_poses.end(), mesh->mBones[i]->mOffsetMatrix[j], mesh->mBones[i]->mOffsetMatrix[j] + 4);
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}
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}
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WriteFloatArray( idstr + "-skin-bind_poses", FloatType_Mat4x4, (const ai_real*) bind_poses.data(), bind_poses.size() / 16);
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@ -884,9 +874,11 @@ void ColladaExporter::WriteController( size_t pIndex)
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std::vector<ai_real> skin_weights;
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skin_weights.reserve(mesh->mNumVertices * mesh->mNumBones);
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for( size_t i = 0; i < mesh->mNumBones; ++i)
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for( size_t j = 0; j < mesh->mBones[i]->mNumWeights; ++j)
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for (size_t i = 0; i < mesh->mNumBones; ++i) {
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for (size_t j = 0; j < mesh->mBones[i]->mNumWeights; ++j) {
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skin_weights.push_back(mesh->mBones[i]->mWeights[j].mWeight);
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}
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}
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WriteFloatArray( idstr + "-skin-weights", FloatType_Weight, (const ai_real*) skin_weights.data(), skin_weights.size());
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@ -910,12 +902,15 @@ void ColladaExporter::WriteController( size_t pIndex)
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mOutput << startstr << "<vcount>";
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std::vector<ai_uint> num_influences(mesh->mNumVertices, (ai_uint)0);
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for( size_t i = 0; i < mesh->mNumBones; ++i)
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for( size_t j = 0; j < mesh->mBones[i]->mNumWeights; ++j)
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for (size_t i = 0; i < mesh->mNumBones; ++i) {
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for (size_t j = 0; j < mesh->mBones[i]->mNumWeights; ++j) {
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++num_influences[mesh->mBones[i]->mWeights[j].mVertexId];
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}
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}
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for( size_t i = 0; i < mesh->mNumVertices; ++i)
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for (size_t i = 0; i < mesh->mNumVertices; ++i) {
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mOutput << num_influences[i] << " ";
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}
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mOutput << "</vcount>" << endstr;
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@ -924,19 +919,17 @@ void ColladaExporter::WriteController( size_t pIndex)
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ai_uint joint_weight_indices_length = 0;
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std::vector<ai_uint> accum_influences;
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accum_influences.reserve(num_influences.size());
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for( size_t i = 0; i < num_influences.size(); ++i)
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{
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for( size_t i = 0; i < num_influences.size(); ++i) {
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accum_influences.push_back(joint_weight_indices_length);
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joint_weight_indices_length += num_influences[i];
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}
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ai_uint weight_index = 0;
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std::vector<ai_int> joint_weight_indices(2 * joint_weight_indices_length, (ai_int)-1);
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for( unsigned int i = 0; i < mesh->mNumBones; ++i)
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for( unsigned j = 0; j < mesh->mBones[i]->mNumWeights; ++j)
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{
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for (unsigned int i = 0; i < mesh->mNumBones; ++i) {
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for (unsigned j = 0; j < mesh->mBones[i]->mNumWeights; ++j) {
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unsigned int vId = mesh->mBones[i]->mWeights[j].mVertexId;
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for( ai_uint k = 0; k < num_influences[vId]; ++k)
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for (ai_uint k = 0; k < num_influences[vId]; ++k)
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{
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if (joint_weight_indices[2 * (accum_influences[vId] + k)] == -1)
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{
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@ -947,9 +940,11 @@ void ColladaExporter::WriteController( size_t pIndex)
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}
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++weight_index;
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}
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}
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for( size_t i = 0; i < joint_weight_indices.size(); ++i)
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for (size_t i = 0; i < joint_weight_indices.size(); ++i) {
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mOutput << joint_weight_indices[i] << " ";
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}
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num_influences.clear();
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accum_influences.clear();
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@ -969,13 +964,13 @@ void ColladaExporter::WriteController( size_t pIndex)
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// ------------------------------------------------------------------------------------------------
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// Writes the geometry library
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void ColladaExporter::WriteGeometryLibrary()
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{
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void ColladaExporter::WriteGeometryLibrary() {
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mOutput << startstr << "<library_geometries>" << endstr;
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PushTag();
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for( size_t a = 0; a < mScene->mNumMeshes; ++a)
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WriteGeometry( a);
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for (size_t a = 0; a < mScene->mNumMeshes; ++a) {
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WriteGeometry(a);
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}
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PopTag();
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mOutput << startstr << "</library_geometries>" << endstr;
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@ -983,14 +978,14 @@ void ColladaExporter::WriteGeometryLibrary()
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// ------------------------------------------------------------------------------------------------
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// Writes the given mesh
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void ColladaExporter::WriteGeometry( size_t pIndex)
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{
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void ColladaExporter::WriteGeometry( size_t pIndex) {
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const aiMesh* mesh = mScene->mMeshes[pIndex];
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const std::string idstr = GetMeshId( pIndex);
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const std::string idstrEscaped = XMLEscape(idstr);
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if ( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
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if (mesh->mNumFaces == 0 || mesh->mNumVertices == 0) {
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return;
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}
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// opening tag
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mOutput << startstr << "<geometry id=\"" << idstrEscaped << "\" name=\"" << idstrEscaped << "_name\" >" << endstr;
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@ -1002,24 +997,23 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
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// Positions
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WriteFloatArray( idstr + "-positions", FloatType_Vector, (ai_real*) mesh->mVertices, mesh->mNumVertices);
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// Normals, if any
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if( mesh->HasNormals() )
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WriteFloatArray( idstr + "-normals", FloatType_Vector, (ai_real*) mesh->mNormals, mesh->mNumVertices);
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if (mesh->HasNormals()) {
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WriteFloatArray(idstr + "-normals", FloatType_Vector, (ai_real*)mesh->mNormals, mesh->mNumVertices);
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}
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// texture coords
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for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a)
|
||||
{
|
||||
if( mesh->HasTextureCoords(static_cast<unsigned int>(a)) )
|
||||
{
|
||||
for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
|
||||
if( mesh->HasTextureCoords(static_cast<unsigned int>(a)) ){
|
||||
WriteFloatArray( idstr + "-tex" + to_string(a), mesh->mNumUVComponents[a] == 3 ? FloatType_TexCoord3 : FloatType_TexCoord2,
|
||||
(ai_real*) mesh->mTextureCoords[a], mesh->mNumVertices);
|
||||
}
|
||||
}
|
||||
|
||||
// vertex colors
|
||||
for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a)
|
||||
{
|
||||
if( mesh->HasVertexColors(static_cast<unsigned int>(a)) )
|
||||
WriteFloatArray( idstr + "-color" + to_string(a), FloatType_Color, (ai_real*) mesh->mColors[a], mesh->mNumVertices);
|
||||
for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
|
||||
if (mesh->HasVertexColors(static_cast<unsigned int>(a))) {
|
||||
WriteFloatArray(idstr + "-color" + to_string(a), FloatType_Color, (ai_real*)mesh->mColors[a], mesh->mNumVertices);
|
||||
}
|
||||
}
|
||||
|
||||
// assemble vertex structure
|
||||
|
@ -1031,40 +1025,43 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
|
|||
mOutput << startstr << "</vertices>" << endstr;
|
||||
|
||||
// count the number of lines, triangles and polygon meshes
|
||||
int countLines = 0;
|
||||
int countPoly = 0;
|
||||
for( size_t a = 0; a < mesh->mNumFaces; ++a )
|
||||
{
|
||||
if (mesh->mFaces[a].mNumIndices == 2) countLines++;
|
||||
else if (mesh->mFaces[a].mNumIndices >= 3) countPoly++;
|
||||
int countLines( 0 ), countPoly( 0 );
|
||||
for( size_t a = 0; a < mesh->mNumFaces; ++a ) {
|
||||
if (mesh->mFaces[a].mNumIndices == 2) {
|
||||
countLines++;
|
||||
} else if (mesh->mFaces[a].mNumIndices >= 3) {
|
||||
countPoly++;
|
||||
}
|
||||
}
|
||||
|
||||
// lines
|
||||
if (countLines)
|
||||
{
|
||||
if (countLines) {
|
||||
mOutput << startstr << "<lines count=\"" << countLines << "\" material=\"defaultMaterial\">" << endstr;
|
||||
PushTag();
|
||||
mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstrEscaped << "-vertices\" />" << endstr;
|
||||
if( mesh->HasNormals() )
|
||||
if (mesh->HasNormals()) {
|
||||
mOutput << startstr << "<input semantic=\"NORMAL\" source=\"#" << idstrEscaped << "-normals\" />" << endstr;
|
||||
for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
|
||||
{
|
||||
if( mesh->HasTextureCoords(static_cast<unsigned int>(a)) )
|
||||
mOutput << startstr << "<input semantic=\"TEXCOORD\" source=\"#" << idstrEscaped << "-tex" << a << "\" " << "set=\"" << a << "\"" << " />" << endstr;
|
||||
}
|
||||
for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a )
|
||||
{
|
||||
if( mesh->HasVertexColors(static_cast<unsigned int>(a) ) )
|
||||
mOutput << startstr << "<input semantic=\"COLOR\" source=\"#" << idstrEscaped << "-color" << a << "\" " << "set=\"" << a << "\"" << " />" << endstr;
|
||||
for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a ) {
|
||||
if (mesh->HasTextureCoords(static_cast<unsigned int>(a))) {
|
||||
mOutput << startstr << "<input semantic=\"TEXCOORD\" source=\"#" << idstrEscaped << "-tex" << a << "\" " << "set=\"" << a << "\"" << " />" << endstr;
|
||||
}
|
||||
}
|
||||
for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a ) {
|
||||
if (mesh->HasVertexColors(static_cast<unsigned int>(a))) {
|
||||
mOutput << startstr << "<input semantic=\"COLOR\" source=\"#" << idstrEscaped << "-color" << a << "\" " << "set=\"" << a << "\"" << " />" << endstr;
|
||||
}
|
||||
}
|
||||
|
||||
mOutput << startstr << "<p>";
|
||||
for( size_t a = 0; a < mesh->mNumFaces; ++a )
|
||||
{
|
||||
for( size_t a = 0; a < mesh->mNumFaces; ++a ) {
|
||||
const aiFace& face = mesh->mFaces[a];
|
||||
if (face.mNumIndices != 2) continue;
|
||||
for( size_t b = 0; b < face.mNumIndices; ++b )
|
||||
if (face.mNumIndices != 2) {
|
||||
continue;
|
||||
}
|
||||
for (size_t b = 0; b < face.mNumIndices; ++b) {
|
||||
mOutput << face.mIndices[b] << " ";
|
||||
}
|
||||
}
|
||||
mOutput << "</p>" << endstr;
|
||||
PopTag();
|
||||
|
@ -1074,39 +1071,42 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
|
|||
// triangle - don't use it, because compatibility problems
|
||||
|
||||
// polygons
|
||||
if (countPoly)
|
||||
{
|
||||
if (countPoly) {
|
||||
mOutput << startstr << "<polylist count=\"" << countPoly << "\" material=\"defaultMaterial\">" << endstr;
|
||||
PushTag();
|
||||
mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstrEscaped << "-vertices\" />" << endstr;
|
||||
if( mesh->HasNormals() )
|
||||
if (mesh->HasNormals()) {
|
||||
mOutput << startstr << "<input offset=\"0\" semantic=\"NORMAL\" source=\"#" << idstrEscaped << "-normals\" />" << endstr;
|
||||
for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
|
||||
{
|
||||
if( mesh->HasTextureCoords(static_cast<unsigned int>(a)) )
|
||||
mOutput << startstr << "<input offset=\"0\" semantic=\"TEXCOORD\" source=\"#" << idstrEscaped << "-tex" << a << "\" " << "set=\"" << a << "\"" << " />" << endstr;
|
||||
}
|
||||
for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a )
|
||||
{
|
||||
if( mesh->HasVertexColors(static_cast<unsigned int>(a) ) )
|
||||
mOutput << startstr << "<input offset=\"0\" semantic=\"COLOR\" source=\"#" << idstrEscaped << "-color" << a << "\" " << "set=\"" << a << "\"" << " />" << endstr;
|
||||
for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a ) {
|
||||
if (mesh->HasTextureCoords(static_cast<unsigned int>(a))) {
|
||||
mOutput << startstr << "<input offset=\"0\" semantic=\"TEXCOORD\" source=\"#" << idstrEscaped << "-tex" << a << "\" " << "set=\"" << a << "\"" << " />" << endstr;
|
||||
}
|
||||
}
|
||||
for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a ) {
|
||||
if (mesh->HasVertexColors(static_cast<unsigned int>(a))) {
|
||||
mOutput << startstr << "<input offset=\"0\" semantic=\"COLOR\" source=\"#" << idstrEscaped << "-color" << a << "\" " << "set=\"" << a << "\"" << " />" << endstr;
|
||||
}
|
||||
}
|
||||
|
||||
mOutput << startstr << "<vcount>";
|
||||
for( size_t a = 0; a < mesh->mNumFaces; ++a )
|
||||
{
|
||||
if (mesh->mFaces[a].mNumIndices < 3) continue;
|
||||
for( size_t a = 0; a < mesh->mNumFaces; ++a ) {
|
||||
if (mesh->mFaces[a].mNumIndices < 3) {
|
||||
continue;
|
||||
}
|
||||
mOutput << mesh->mFaces[a].mNumIndices << " ";
|
||||
}
|
||||
mOutput << "</vcount>" << endstr;
|
||||
|
||||
mOutput << startstr << "<p>";
|
||||
for( size_t a = 0; a < mesh->mNumFaces; ++a )
|
||||
{
|
||||
for( size_t a = 0; a < mesh->mNumFaces; ++a ) {
|
||||
const aiFace& face = mesh->mFaces[a];
|
||||
if (face.mNumIndices < 3) continue;
|
||||
for( size_t b = 0; b < face.mNumIndices; ++b )
|
||||
if (face.mNumIndices < 3) {
|
||||
continue;
|
||||
}
|
||||
for (size_t b = 0; b < face.mNumIndices; ++b) {
|
||||
mOutput << face.mIndices[b] << " ";
|
||||
}
|
||||
}
|
||||
mOutput << "</p>" << endstr;
|
||||
PopTag();
|
||||
|
@ -1122,18 +1122,23 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Writes a float array of the given type
|
||||
void ColladaExporter::WriteFloatArray( const std::string& pIdString, FloatDataType pType, const ai_real* pData, size_t pElementCount)
|
||||
{
|
||||
void ColladaExporter::WriteFloatArray( const std::string& pIdString, FloatDataType pType, const ai_real* pData, size_t pElementCount) {
|
||||
size_t floatsPerElement = 0;
|
||||
switch( pType )
|
||||
{
|
||||
case FloatType_Vector: floatsPerElement = 3; break;
|
||||
case FloatType_TexCoord2: floatsPerElement = 2; break;
|
||||
case FloatType_TexCoord3: floatsPerElement = 3; break;
|
||||
case FloatType_Color: floatsPerElement = 3; break;
|
||||
case FloatType_Mat4x4: floatsPerElement = 16; break;
|
||||
case FloatType_Weight: floatsPerElement = 1; break;
|
||||
case FloatType_Time: floatsPerElement = 1; break;
|
||||
switch( pType ) {
|
||||
case FloatType_TexCoord2:
|
||||
floatsPerElement = 2;
|
||||
break;
|
||||
case FloatType_Vector:
|
||||
case FloatType_TexCoord3:
|
||||
case FloatType_Color:
|
||||
floatsPerElement = 3;
|
||||
break;
|
||||
case FloatType_Mat4x4: floatsPerElement = 16;
|
||||
break;
|
||||
case FloatType_Weight:
|
||||
case FloatType_Time:
|
||||
floatsPerElement = 1;
|
||||
break;
|
||||
default:
|
||||
return;
|
||||
}
|
||||
|
@ -1147,28 +1152,23 @@ void ColladaExporter::WriteFloatArray( const std::string& pIdString, FloatDataTy
|
|||
mOutput << startstr << "<float_array id=\"" << XMLEscape(arrayId) << "\" count=\"" << pElementCount * floatsPerElement << "\"> ";
|
||||
PushTag();
|
||||
|
||||
if( pType == FloatType_TexCoord2 )
|
||||
{
|
||||
for( size_t a = 0; a < pElementCount; ++a )
|
||||
{
|
||||
if( pType == FloatType_TexCoord2 ) {
|
||||
for( size_t a = 0; a < pElementCount; ++a ) {
|
||||
mOutput << pData[a*3+0] << " ";
|
||||
mOutput << pData[a*3+1] << " ";
|
||||
}
|
||||
}
|
||||
else if( pType == FloatType_Color )
|
||||
{
|
||||
for( size_t a = 0; a < pElementCount; ++a )
|
||||
{
|
||||
} else if( pType == FloatType_Color ) {
|
||||
for( size_t a = 0; a < pElementCount; ++a ) {
|
||||
mOutput << pData[a*4+0] << " ";
|
||||
mOutput << pData[a*4+1] << " ";
|
||||
mOutput << pData[a*4+2] << " ";
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for( size_t a = 0; a < pElementCount * floatsPerElement; ++a )
|
||||
} else {
|
||||
for (size_t a = 0; a < pElementCount * floatsPerElement; ++a) {
|
||||
mOutput << pData[a] << " ";
|
||||
}
|
||||
}
|
||||
|
||||
mOutput << "</float_array>" << endstr;
|
||||
PopTag();
|
||||
|
||||
|
@ -1178,8 +1178,7 @@ void ColladaExporter::WriteFloatArray( const std::string& pIdString, FloatDataTy
|
|||
mOutput << startstr << "<accessor count=\"" << pElementCount << "\" offset=\"0\" source=\"#" << arrayId << "\" stride=\"" << floatsPerElement << "\">" << endstr;
|
||||
PushTag();
|
||||
|
||||
switch( pType )
|
||||
{
|
||||
switch( pType ) {
|
||||
case FloatType_Vector:
|
||||
mOutput << startstr << "<param name=\"X\" type=\"float\" />" << endstr;
|
||||
mOutput << startstr << "<param name=\"Y\" type=\"float\" />" << endstr;
|
||||
|
@ -1228,8 +1227,7 @@ void ColladaExporter::WriteFloatArray( const std::string& pIdString, FloatDataTy
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Writes the scene library
|
||||
void ColladaExporter::WriteSceneLibrary()
|
||||
{
|
||||
void ColladaExporter::WriteSceneLibrary() {
|
||||
const std::string scene_name_escaped = XMLEscape(mScene->mRootNode->mName.C_Str());
|
||||
|
||||
mOutput << startstr << "<library_visual_scenes>" << endstr;
|
||||
|
@ -1238,21 +1236,23 @@ void ColladaExporter::WriteSceneLibrary()
|
|||
PushTag();
|
||||
|
||||
// start recursive write at the root node
|
||||
for( size_t a = 0; a < mScene->mRootNode->mNumChildren; ++a )
|
||||
WriteNode( mScene, mScene->mRootNode->mChildren[a]);
|
||||
for (size_t a = 0; a < mScene->mRootNode->mNumChildren; ++a) {
|
||||
WriteNode(mScene, mScene->mRootNode->mChildren[a]);
|
||||
}
|
||||
|
||||
PopTag();
|
||||
mOutput << startstr << "</visual_scene>" << endstr;
|
||||
PopTag();
|
||||
mOutput << startstr << "</library_visual_scenes>" << endstr;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ColladaExporter::WriteAnimationLibrary(size_t pIndex)
|
||||
{
|
||||
void ColladaExporter::WriteAnimationLibrary(size_t pIndex) {
|
||||
const aiAnimation * anim = mScene->mAnimations[pIndex];
|
||||
|
||||
if ( anim->mNumChannels == 0 && anim->mNumMeshChannels == 0 && anim->mNumMorphMeshChannels ==0 )
|
||||
return;
|
||||
if (anim->mNumChannels == 0 && anim->mNumMeshChannels == 0 && anim->mNumMorphMeshChannels == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
const std::string animation_name_escaped = XMLEscape( anim->mName.C_Str() );
|
||||
std::string idstr = anim->mName.C_Str();
|
||||
|
@ -1428,7 +1428,7 @@ aiBone* findBone( const aiScene* scene, const char * name) {
|
|||
}
|
||||
}
|
||||
}
|
||||
return NULL;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
@ -1449,7 +1449,7 @@ const aiNode * findBoneNode( const aiNode* aNode, const aiBone* bone)
|
|||
}
|
||||
}
|
||||
|
||||
return NULL;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
const aiNode * findSkeletonRootNode( const aiScene* scene, const aiMesh * mesh)
|
||||
|
@ -1481,7 +1481,7 @@ const aiNode * findSkeletonRootNode( const aiScene* scene, const aiMesh * mesh)
|
|||
}
|
||||
}
|
||||
|
||||
return NULL;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
@ -1500,24 +1500,17 @@ void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
|
|||
// otherwise it is a normal node (NODE)
|
||||
const char * node_type;
|
||||
bool is_joint, is_skeleton_root = false;
|
||||
if (NULL == findBone(pScene, pNode->mName.C_Str())) {
|
||||
if (nullptr == findBone(pScene, pNode->mName.C_Str())) {
|
||||
node_type = "NODE";
|
||||
is_joint = false;
|
||||
} else {
|
||||
node_type = "JOINT";
|
||||
is_joint = true;
|
||||
if(!pNode->mParent || NULL == findBone(pScene, pNode->mParent->mName.C_Str()))
|
||||
if(!pNode->mParent || nullptr == findBone(pScene, pNode->mParent->mName.C_Str()))
|
||||
is_skeleton_root = true;
|
||||
}
|
||||
|
||||
const std::string node_name_escaped = XMLEscape(pNode->mName.data);
|
||||
/* // customized, Note! the id field is crucial for inter-xml look up, it cannot be replaced with sid ?!
|
||||
mOutput << startstr
|
||||
<< "<node ";
|
||||
if(is_skeleton_root)
|
||||
mOutput << "id=\"" << "skeleton_root" << "\" "; // For now, only support one skeleton in a scene.
|
||||
mOutput << (is_joint ? "s" : "") << "id=\"" << node_name_escaped;
|
||||
*/
|
||||
mOutput << startstr << "<node ";
|
||||
if(is_skeleton_root) {
|
||||
mOutput << "id=\"" << node_name_escaped << "\" " << (is_joint ? "sid=\"" + node_name_escaped +"\"" : "") ; // For now, only support one skeleton in a scene.
|
||||
|
@ -1536,7 +1529,6 @@ void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
|
|||
const aiMatrix4x4& mat = pNode->mTransformation;
|
||||
|
||||
// customized, sid should be 'matrix' to match with loader code.
|
||||
//mOutput << startstr << "<matrix sid=\"transform\">";
|
||||
mOutput << startstr << "<matrix sid=\"matrix\">";
|
||||
|
||||
mOutput << mat.a1 << " " << mat.a2 << " " << mat.a3 << " " << mat.a4 << " ";
|
||||
|
|
Loading…
Reference in New Issue