Collada-Exporter: fix some minor findings.

pull/2521/head
Kim Kulling 2018-09-07 19:14:52 +02:00
parent a7c13eef2c
commit 1c577f66f7
1 changed files with 190 additions and 198 deletions

View File

@ -62,15 +62,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <vector>
#include <iostream>
using namespace Assimp;
namespace Assimp
{
namespace Assimp {
// ------------------------------------------------------------------------------------------------
// Worker function for exporting a scene to Collada. Prototyped and registered in Exporter.cpp
void ExportSceneCollada(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/)
{
void ExportSceneCollada(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/) {
std::string path = DefaultIOSystem::absolutePath(std::string(pFile));
std::string file = DefaultIOSystem::completeBaseName(std::string(pFile));
@ -83,7 +79,7 @@ void ExportSceneCollada(const char* pFile, IOSystem* pIOSystem, const aiScene* p
// we're still here - export successfully completed. Write result to the given IOSYstem
std::unique_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
if(outfile == NULL) {
if(outfile == nullptr) {
throw DeadlyExportError("could not open output .dae file: " + std::string(pFile));
}
@ -93,19 +89,20 @@ void ExportSceneCollada(const char* pFile, IOSystem* pIOSystem, const aiScene* p
} // end of namespace Assimp
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor for a specific scene to export
ColladaExporter::ColladaExporter( const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file) : mIOSystem(pIOSystem), mPath(path), mFile(file)
{
ColladaExporter::ColladaExporter( const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file)
: mIOSystem( pIOSystem )
, mPath( path )
, mFile( file )
, mScene(pScene)
, mSceneOwned(false) {
// make sure that all formatting happens using the standard, C locale and not the user's current locale
mOutput.imbue( std::locale("C") );
mOutput.precision(16);
mScene = pScene;
mSceneOwned = false;
// set up strings
endstr = "\n";
@ -115,17 +112,16 @@ ColladaExporter::ColladaExporter( const aiScene* pScene, IOSystem* pIOSystem, co
// ------------------------------------------------------------------------------------------------
// Destructor
ColladaExporter::~ColladaExporter()
{
ColladaExporter::~ColladaExporter() {
if(mSceneOwned) {
delete mScene;
mScene = nullptr;
}
}
// ------------------------------------------------------------------------------------------------
// Starts writing the contents
void ColladaExporter::WriteFile()
{
void ColladaExporter::WriteFile() {
// write the DTD
mOutput << "<?xml version=\"1.0\" encoding=\"UTF-8\" standalone=\"no\" ?>" << endstr;
// COLLADA element start
@ -158,8 +154,7 @@ void ColladaExporter::WriteFile()
// ------------------------------------------------------------------------------------------------
// Writes the asset header
void ColladaExporter::WriteHeader()
{
void ColladaExporter::WriteHeader() {
static const ai_real epsilon = ai_real( 0.00001 );
static const aiQuaternion x_rot(aiMatrix3x3(
0, -1, 0,
@ -269,54 +264,56 @@ void ColladaExporter::WriteTextures() {
static const unsigned int buffer_size = 1024;
char str[buffer_size];
if(mScene->HasTextures()) {
for(unsigned int i = 0; i < mScene->mNumTextures; i++) {
// It would be great to be able to create a directory in portable standard C++, but it's not the case,
// so we just write the textures in the current directory.
if (!mScene->HasTextures()) {
return;
}
aiTexture* texture = mScene->mTextures[i];
for(unsigned int i = 0; i < mScene->mNumTextures; i++) {
// It would be great to be able to create a directory in portable standard C++, but it's not the case,
// so we just write the textures in the current directory.
ASSIMP_itoa10(str, buffer_size, i + 1);
aiTexture* texture = mScene->mTextures[i];
std::string name = mFile + "_texture_" + (i < 1000 ? "0" : "") + (i < 100 ? "0" : "") + (i < 10 ? "0" : "") + str + "." + ((const char*) texture->achFormatHint);
ASSIMP_itoa10(str, buffer_size, i + 1);
std::unique_ptr<IOStream> outfile(mIOSystem->Open(mPath + name, "wb"));
if(outfile == NULL) {
throw DeadlyExportError("could not open output texture file: " + mPath + name);
}
std::string name = mFile + "_texture_" + (i < 1000 ? "0" : "") + (i < 100 ? "0" : "") + (i < 10 ? "0" : "") + str + "." + ((const char*) texture->achFormatHint);
if(texture->mHeight == 0) {
outfile->Write((void*) texture->pcData, texture->mWidth, 1);
} else {
Bitmap::Save(texture, outfile.get());
}
outfile->Flush();
textures.insert(std::make_pair(i, name));
std::unique_ptr<IOStream> outfile(mIOSystem->Open(mPath + name, "wb"));
if(outfile == NULL) {
throw DeadlyExportError("could not open output texture file: " + mPath + name);
}
if(texture->mHeight == 0) {
outfile->Write((void*) texture->pcData, texture->mWidth, 1);
} else {
Bitmap::Save(texture, outfile.get());
}
outfile->Flush();
textures.insert(std::make_pair(i, name));
}
}
// ------------------------------------------------------------------------------------------------
// Write the embedded textures
void ColladaExporter::WriteCamerasLibrary() {
if(mScene->HasCameras()) {
mOutput << startstr << "<library_cameras>" << endstr;
PushTag();
for( size_t a = 0; a < mScene->mNumCameras; ++a)
WriteCamera( a);
PopTag();
mOutput << startstr << "</library_cameras>" << endstr;
if (mScene->HasCameras()) {
return;
}
mOutput << startstr << "<library_cameras>" << endstr;
PushTag();
for (size_t a = 0; a < mScene->mNumCameras; ++a) {
WriteCamera(a);
}
PopTag();
mOutput << startstr << "</library_cameras>" << endstr;
}
void ColladaExporter::WriteCamera(size_t pIndex){
const aiCamera *cam = mScene->mCameras[pIndex];
const std::string idstrEscaped = XMLEscape(cam->mName.C_Str());
@ -350,30 +347,29 @@ void ColladaExporter::WriteCamera(size_t pIndex){
mOutput << startstr << "</optics>" << endstr;
PopTag();
mOutput << startstr << "</camera>" << endstr;
}
// ------------------------------------------------------------------------------------------------
// Write the embedded textures
void ColladaExporter::WriteLightsLibrary() {
if(mScene->HasLights()) {
mOutput << startstr << "<library_lights>" << endstr;
PushTag();
for( size_t a = 0; a < mScene->mNumLights; ++a)
WriteLight( a);
PopTag();
mOutput << startstr << "</library_lights>" << endstr;
if (!mScene->HasLights()) {
return;
}
mOutput << startstr << "<library_lights>" << endstr;
PushTag();
for (size_t a = 0; a < mScene->mNumLights; ++a) {
WriteLight(a);
}
PopTag();
mOutput << startstr << "</library_lights>" << endstr;
}
void ColladaExporter::WriteLight(size_t pIndex){
const aiLight *light = mScene->mLights[pIndex];
ai_assert(nullptr != light);
const std::string idstrEscaped = XMLEscape(light->mName.C_Str());
mOutput << startstr << "<light id=\"" << idstrEscaped << "-light\" name=\""
@ -457,10 +453,6 @@ void ColladaExporter::WriteSpotLight(const aiLight *const light){
mOutput << startstr << "<quadratic_attenuation>"
<< light->mAttenuationQuadratic
<<"</quadratic_attenuation>" << endstr;
/*
out->mAngleOuterCone = AI_DEG_TO_RAD (std::acos(std::pow(0.1f,1.f/srcLight->mFalloffExponent))+
srcLight->mFalloffAngle);
*/
const ai_real fallOffAngle = AI_RAD_TO_DEG(light->mAngleInnerCone);
mOutput << startstr <<"<falloff_angle sid=\"fall_off_angle\">"
@ -481,8 +473,7 @@ void ColladaExporter::WriteSpotLight(const aiLight *const light){
}
void ColladaExporter::WriteAmbienttLight(const aiLight *const light){
void ColladaExporter::WriteAmbienttLight(const aiLight *const light) {
const aiColor3D &color= light->mColorAmbient;
mOutput << startstr << "<ambient>" << endstr;
PushTag();
@ -496,8 +487,7 @@ void ColladaExporter::WriteAmbienttLight(const aiLight *const light){
// ------------------------------------------------------------------------------------------------
// Reads a single surface entry from the given material keys
void ColladaExporter::ReadMaterialSurface( Surface& poSurface, const aiMaterial* pSrcMat, aiTextureType pTexture, const char* pKey, size_t pType, size_t pIndex)
{
void ColladaExporter::ReadMaterialSurface( Surface& poSurface, const aiMaterial* pSrcMat, aiTextureType pTexture, const char* pKey, size_t pType, size_t pIndex) {
if( pSrcMat->GetTextureCount( pTexture) > 0 )
{
aiString texfile;
@ -623,8 +613,7 @@ void ColladaExporter::WriteTextureParamEntry( const Surface& pSurface, const std
// ------------------------------------------------------------------------------------------------
// Writes a scalar property
void ColladaExporter::WriteFloatEntry( const Property& pProperty, const std::string& pTypeName)
{
void ColladaExporter::WriteFloatEntry( const Property& pProperty, const std::string& pTypeName) {
if(pProperty.exist) {
mOutput << startstr << "<" << pTypeName << ">" << endstr;
PushTag();
@ -798,13 +787,13 @@ void ColladaExporter::WriteMaterials()
// ------------------------------------------------------------------------------------------------
// Writes the controller library
void ColladaExporter::WriteControllerLibrary()
{
void ColladaExporter::WriteControllerLibrary() {
mOutput << startstr << "<library_controllers>" << endstr;
PushTag();
for( size_t a = 0; a < mScene->mNumMeshes; ++a)
WriteController( a);
for (size_t a = 0; a < mScene->mNumMeshes; ++a) {
WriteController( a );
}
PopTag();
mOutput << startstr << "</library_controllers>" << endstr;
@ -812,8 +801,7 @@ void ColladaExporter::WriteControllerLibrary()
// ------------------------------------------------------------------------------------------------
// 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 std::string idstr = GetMeshId( pIndex);
const std::string idstrEscaped = XMLEscape(idstr);
@ -874,9 +862,11 @@ void ColladaExporter::WriteController( size_t pIndex)
std::vector<ai_real> bind_poses;
bind_poses.reserve(mesh->mNumBones * 16);
for(unsigned int i = 0; i < mesh->mNumBones; ++i)
for( unsigned int j = 0; j < 4; ++j)
for (unsigned int i = 0; i < mesh->mNumBones; ++i) {
for (unsigned int j = 0; j < 4; ++j) {
bind_poses.insert(bind_poses.end(), mesh->mBones[i]->mOffsetMatrix[j], mesh->mBones[i]->mOffsetMatrix[j] + 4);
}
}
WriteFloatArray( idstr + "-skin-bind_poses", FloatType_Mat4x4, (const ai_real*) bind_poses.data(), bind_poses.size() / 16);
@ -884,9 +874,11 @@ void ColladaExporter::WriteController( size_t pIndex)
std::vector<ai_real> skin_weights;
skin_weights.reserve(mesh->mNumVertices * mesh->mNumBones);
for( size_t i = 0; i < mesh->mNumBones; ++i)
for( size_t j = 0; j < mesh->mBones[i]->mNumWeights; ++j)
for (size_t i = 0; i < mesh->mNumBones; ++i) {
for (size_t j = 0; j < mesh->mBones[i]->mNumWeights; ++j) {
skin_weights.push_back(mesh->mBones[i]->mWeights[j].mWeight);
}
}
WriteFloatArray( idstr + "-skin-weights", FloatType_Weight, (const ai_real*) skin_weights.data(), skin_weights.size());
@ -910,12 +902,15 @@ void ColladaExporter::WriteController( size_t pIndex)
mOutput << startstr << "<vcount>";
std::vector<ai_uint> num_influences(mesh->mNumVertices, (ai_uint)0);
for( size_t i = 0; i < mesh->mNumBones; ++i)
for( size_t j = 0; j < mesh->mBones[i]->mNumWeights; ++j)
for (size_t i = 0; i < mesh->mNumBones; ++i) {
for (size_t j = 0; j < mesh->mBones[i]->mNumWeights; ++j) {
++num_influences[mesh->mBones[i]->mWeights[j].mVertexId];
}
}
for( size_t i = 0; i < mesh->mNumVertices; ++i)
for (size_t i = 0; i < mesh->mNumVertices; ++i) {
mOutput << num_influences[i] << " ";
}
mOutput << "</vcount>" << endstr;
@ -924,19 +919,17 @@ void ColladaExporter::WriteController( size_t pIndex)
ai_uint joint_weight_indices_length = 0;
std::vector<ai_uint> accum_influences;
accum_influences.reserve(num_influences.size());
for( size_t i = 0; i < num_influences.size(); ++i)
{
for( size_t i = 0; i < num_influences.size(); ++i) {
accum_influences.push_back(joint_weight_indices_length);
joint_weight_indices_length += num_influences[i];
}
ai_uint weight_index = 0;
std::vector<ai_int> joint_weight_indices(2 * joint_weight_indices_length, (ai_int)-1);
for( unsigned int i = 0; i < mesh->mNumBones; ++i)
for( unsigned j = 0; j < mesh->mBones[i]->mNumWeights; ++j)
{
for (unsigned int i = 0; i < mesh->mNumBones; ++i) {
for (unsigned j = 0; j < mesh->mBones[i]->mNumWeights; ++j) {
unsigned int vId = mesh->mBones[i]->mWeights[j].mVertexId;
for( ai_uint k = 0; k < num_influences[vId]; ++k)
for (ai_uint k = 0; k < num_influences[vId]; ++k)
{
if (joint_weight_indices[2 * (accum_influences[vId] + k)] == -1)
{
@ -947,9 +940,11 @@ void ColladaExporter::WriteController( size_t pIndex)
}
++weight_index;
}
}
for( size_t i = 0; i < joint_weight_indices.size(); ++i)
for (size_t i = 0; i < joint_weight_indices.size(); ++i) {
mOutput << joint_weight_indices[i] << " ";
}
num_influences.clear();
accum_influences.clear();
@ -969,13 +964,13 @@ void ColladaExporter::WriteController( size_t pIndex)
// ------------------------------------------------------------------------------------------------
// Writes the geometry library
void ColladaExporter::WriteGeometryLibrary()
{
void ColladaExporter::WriteGeometryLibrary() {
mOutput << startstr << "<library_geometries>" << endstr;
PushTag();
for( size_t a = 0; a < mScene->mNumMeshes; ++a)
WriteGeometry( a);
for (size_t a = 0; a < mScene->mNumMeshes; ++a) {
WriteGeometry(a);
}
PopTag();
mOutput << startstr << "</library_geometries>" << endstr;
@ -983,14 +978,14 @@ void ColladaExporter::WriteGeometryLibrary()
// ------------------------------------------------------------------------------------------------
// Writes the given mesh
void ColladaExporter::WriteGeometry( size_t pIndex)
{
void ColladaExporter::WriteGeometry( size_t pIndex) {
const aiMesh* mesh = mScene->mMeshes[pIndex];
const std::string idstr = GetMeshId( pIndex);
const std::string idstrEscaped = XMLEscape(idstr);
if ( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
if (mesh->mNumFaces == 0 || mesh->mNumVertices == 0) {
return;
}
// opening tag
mOutput << startstr << "<geometry id=\"" << idstrEscaped << "\" name=\"" << idstrEscaped << "_name\" >" << endstr;
@ -1002,24 +997,23 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
// Positions
WriteFloatArray( idstr + "-positions", FloatType_Vector, (ai_real*) mesh->mVertices, mesh->mNumVertices);
// Normals, if any
if( mesh->HasNormals() )
WriteFloatArray( idstr + "-normals", FloatType_Vector, (ai_real*) mesh->mNormals, mesh->mNumVertices);
if (mesh->HasNormals()) {
WriteFloatArray(idstr + "-normals", FloatType_Vector, (ai_real*)mesh->mNormals, mesh->mNumVertices);
}
// texture coords
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 << " ";