ColladaExporter: use actual mesh names when available
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c08a78f7c6
commit
38153748ab
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@ -93,6 +93,7 @@ void ExportSceneCollada(const char* pFile, IOSystem* pIOSystem, const aiScene* p
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} // end of namespace Assimp
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// ------------------------------------------------------------------------------------------------
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// Encodes a string into a valid XML ID using the xsd:ID schema qualifications.
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const std::string XMLIDEncode(const std::string& name)
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{
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const char XML_ID_CHARS[] = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz_-.";
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@ -875,7 +876,7 @@ void ColladaExporter::WriteControllerLibrary()
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void ColladaExporter::WriteController( size_t pIndex)
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{
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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 idstr = mesh->mName.length == 0 ? GetMeshId(pIndex) : mesh->mName.C_Str();
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const std::string idstrEscaped = XMLIDEncode(idstr);
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if ( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
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@ -1046,7 +1047,7 @@ void ColladaExporter::WriteGeometryLibrary()
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void ColladaExporter::WriteGeometry( size_t pIndex)
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{
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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 idstr = mesh->mName.length == 0 ? GetMeshId(pIndex) : mesh->mName.C_Str();
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const std::string geometryName = XMLEscape(idstr);
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const std::string geometryId = XMLIDEncode(idstr);
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@ -1641,15 +1642,17 @@ void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
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if( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
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continue;
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const std::string meshName = mesh->mName.length == 0 ? GetMeshId(pNode->mMeshes[a]) : mesh->mName.C_Str();
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if( mesh->mNumBones == 0 )
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{
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mOutput << startstr << "<instance_geometry url=\"#" << XMLIDEncode(GetMeshId( pNode->mMeshes[a])) << "\">" << endstr;
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mOutput << startstr << "<instance_geometry url=\"#" << XMLIDEncode(meshName) << "\">" << endstr;
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PushTag();
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}
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else
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{
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mOutput << startstr
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<< "<instance_controller url=\"#" << XMLIDEncode(GetMeshId( pNode->mMeshes[a])) << "-skin\">"
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<< "<instance_controller url=\"#" << XMLIDEncode(meshName) << "-skin\">"
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<< endstr;
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PushTag();
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