Collada: some reformatting + minor findings.
parent
1c577f66f7
commit
4f7bacd108
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@ -155,7 +155,6 @@ 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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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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1, 0, 0,
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@ -182,19 +181,19 @@ void ColladaExporter::WriteHeader() {
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bool add_root_node = false;
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ai_real scale = 1.0;
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if(std::abs(scaling.x - scaling.y) <= epsilon && std::abs(scaling.x - scaling.z) <= epsilon && std::abs(scaling.y - scaling.z) <= epsilon) {
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ai_real scale( 1.0 );
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if(std::abs(scaling.x - scaling.y) <= ai_epsilon && std::abs(scaling.x - scaling.z) <= ai_epsilon && std::abs(scaling.y - scaling.z) <= ai_epsilon) {
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scale = (ai_real) ((((double) scaling.x) + ((double) scaling.y) + ((double) scaling.z)) / 3.0);
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} else {
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add_root_node = true;
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}
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std::string up_axis = "Y_UP";
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if(rotation.Equal(x_rot, epsilon)) {
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if(rotation.Equal(x_rot, ai_epsilon)) {
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up_axis = "X_UP";
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} else if(rotation.Equal(y_rot, epsilon)) {
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} else if(rotation.Equal(y_rot, ai_epsilon)) {
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up_axis = "Y_UP";
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} else if(rotation.Equal(z_rot, epsilon)) {
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} else if(rotation.Equal(z_rot, ai_epsilon)) {
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up_axis = "Z_UP";
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} else {
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add_root_node = true;
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@ -235,15 +234,17 @@ void ColladaExporter::WriteHeader() {
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aiMetadata* meta = mScene->mRootNode->mMetaData;
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aiString value;
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if (!meta || !meta->Get("Author", value))
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if (!meta || !meta->Get("Author", value)) {
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mOutput << startstr << "<author>" << "Assimp" << "</author>" << endstr;
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else
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} else {
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mOutput << startstr << "<author>" << XMLEscape(value.C_Str()) << "</author>" << endstr;
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}
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if (!meta || !meta->Get("AuthoringTool", value))
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if (!meta || !meta->Get("AuthoringTool", value)) {
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mOutput << startstr << "<authoring_tool>" << "Assimp Exporter" << "</authoring_tool>" << endstr;
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else
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} else {
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mOutput << startstr << "<authoring_tool>" << XMLEscape(value.C_Str()) << "</authoring_tool>" << endstr;
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}
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//mOutput << startstr << "<author>" << mScene->author.C_Str() << "</author>" << endstr;
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//mOutput << startstr << "<authoring_tool>" << mScene->authoringTool.C_Str() << "</authoring_tool>" << endstr;
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@ -261,13 +262,12 @@ void ColladaExporter::WriteHeader() {
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// ------------------------------------------------------------------------------------------------
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// Write the embedded textures
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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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return;
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}
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static const size_t buffer_size = 1024;
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char str[buffer_size];
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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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@ -279,7 +279,7 @@ void ColladaExporter::WriteTextures() {
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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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std::unique_ptr<IOStream> outfile(mIOSystem->Open(mPath + name, "wb"));
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if(outfile == NULL) {
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if(outfile == nullptr) {
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throw DeadlyExportError("could not open output texture file: " + mPath + name);
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}
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@ -425,7 +425,7 @@ void ColladaExporter::WritePointLight(const aiLight *const light){
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}
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void ColladaExporter::WriteDirectionalLight(const aiLight *const light){
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const aiColor3D &color= light->mColorDiffuse;
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const aiColor3D &color( light->mColorDiffuse );
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mOutput << startstr << "<directional>" << endstr;
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PushTag();
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mOutput << startstr << "<color sid=\"color\">"
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@ -437,8 +437,7 @@ void ColladaExporter::WriteDirectionalLight(const aiLight *const light){
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}
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void ColladaExporter::WriteSpotLight(const aiLight *const light){
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const aiColor3D &color= light->mColorDiffuse;
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const aiColor3D &color( light->mColorDiffuse );
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mOutput << startstr << "<spot>" << endstr;
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PushTag();
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mOutput << startstr << "<color sid=\"color\">"
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@ -474,7 +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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const aiColor3D &color= light->mColorAmbient;
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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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mOutput << startstr << "<color sid=\"color\">"
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@ -488,18 +487,21 @@ 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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if( pSrcMat->GetTextureCount( pTexture) > 0 )
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{
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if (pSrcMat->GetTextureCount(pTexture) < 1) {
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if (pKey) {
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poSurface.exist = pSrcMat->Get(pKey, static_cast<unsigned int>(pType), static_cast<unsigned int>(pIndex), poSurface.color) == aiReturn_SUCCESS;
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}
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return;
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}
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aiString texfile;
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unsigned int uvChannel = 0;
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pSrcMat->GetTexture( pTexture, 0, &texfile, NULL, &uvChannel);
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pSrcMat->GetTexture( pTexture, 0, &texfile, nullptr, &uvChannel);
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std::string index_str(texfile.C_Str());
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if(index_str.size() != 0 && index_str[0] == '*')
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{
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if(index_str.size() != 0 && index_str[0] == '*') {
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unsigned int index;
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index_str = index_str.substr(1, std::string::npos);
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try {
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@ -507,88 +509,82 @@ void ColladaExporter::ReadMaterialSurface( Surface& poSurface, const aiMaterial*
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} catch(std::exception& error) {
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throw DeadlyExportError(error.what());
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}
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std::map<unsigned int, std::string>::const_iterator name = textures.find(index);
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if(name != textures.end()) {
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if (name != textures.end()) {
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poSurface.texture = name->second;
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} else {
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throw DeadlyExportError("could not find embedded texture at index " + index_str);
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}
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} else
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{
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} else {
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poSurface.texture = texfile.C_Str();
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}
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poSurface.channel = uvChannel;
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poSurface.exist = true;
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} else
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{
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if( pKey )
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poSurface.exist = pSrcMat->Get( pKey, static_cast<unsigned int>(pType), static_cast<unsigned int>(pIndex), poSurface.color) == aiReturn_SUCCESS;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Reimplementation of isalnum(,C locale), because AppVeyor does not see standard version.
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static bool isalnum_C(char c)
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{
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static bool isalnum_C(char c) {
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return ( nullptr != strchr("0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz",c) );
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}
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// ------------------------------------------------------------------------------------------------
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// Writes an image entry for the given surface
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void ColladaExporter::WriteImageEntry( const Surface& pSurface, const std::string& pNameAdd)
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{
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if( !pSurface.texture.empty() )
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{
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void ColladaExporter::WriteImageEntry( const Surface& pSurface, const std::string& pNameAdd) {
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if (pSurface.texture.empty()) {
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return;
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}
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mOutput << startstr << "<image id=\"" << XMLEscape(pNameAdd) << "\">" << endstr;
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PushTag();
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mOutput << startstr << "<init_from>";
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// URL encode image file name first, then XML encode on top
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std::stringstream imageUrlEncoded;
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for( std::string::const_iterator it = pSurface.texture.begin(); it != pSurface.texture.end(); ++it )
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{
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if( isalnum_C( (unsigned char) *it) || *it == ':' || *it == '_' || *it == '-' || *it == '.' || *it == '/' || *it == '\\' )
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for( std::string::const_iterator it = pSurface.texture.begin(); it != pSurface.texture.end(); ++it ) {
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if (isalnum_C((unsigned char)*it) || *it == ':' || *it == '_' || *it == '-' || *it == '.' || *it == '/' || *it == '\\') {
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imageUrlEncoded << *it;
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else
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imageUrlEncoded << '%' << std::hex << size_t( (unsigned char) *it) << std::dec;
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} else {
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imageUrlEncoded << '%' << std::hex << size_t((unsigned char)*it) << std::dec;
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}
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}
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mOutput << XMLEscape(imageUrlEncoded.str());
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mOutput << "</init_from>" << endstr;
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PopTag();
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mOutput << startstr << "</image>" << endstr;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Writes a color-or-texture entry into an effect definition
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void ColladaExporter::WriteTextureColorEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pImageName)
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{
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if(pSurface.exist) {
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void ColladaExporter::WriteTextureColorEntry( const Surface& pSurface, const std::string& pTypeName,
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const std::string& pImageName) {
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if (!pSurface.exist) {
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return;
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}
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mOutput << startstr << "<" << pTypeName << ">" << endstr;
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PushTag();
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if( pSurface.texture.empty() )
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{
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mOutput << startstr << "<color sid=\"" << pTypeName << "\">" << pSurface.color.r << " " << pSurface.color.g << " " << pSurface.color.b << " " << pSurface.color.a << "</color>" << endstr;
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}
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else
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{
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if( pSurface.texture.empty() ) {
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mOutput << startstr << "<color sid=\"" << pTypeName << "\">"
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<< pSurface.color.r << " " << pSurface.color.g << " " << pSurface.color.b << " " << pSurface.color.a
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<< "</color>" << endstr;
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} else {
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mOutput << startstr << "<texture texture=\"" << XMLEscape(pImageName) << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
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}
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PopTag();
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mOutput << startstr << "</" << pTypeName << ">" << endstr;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Writes the two parameters necessary for referencing a texture in an effect entry
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void ColladaExporter::WriteTextureParamEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pMatName)
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{
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void ColladaExporter::WriteTextureParamEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pMatName) {
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if (pSurface.texture.empty()) {
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return;
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}
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// if surface is a texture, write out the sampler and the surface parameters necessary to reference the texture
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if( !pSurface.texture.empty() )
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{
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mOutput << startstr << "<newparam sid=\"" << XMLEscape(pMatName) << "-" << pTypeName << "-surface\">" << endstr;
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PushTag();
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mOutput << startstr << "<surface type=\"2D\">" << endstr;
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@ -608,33 +604,31 @@ void ColladaExporter::WriteTextureParamEntry( const Surface& pSurface, const std
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mOutput << startstr << "</sampler2D>" << endstr;
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PopTag();
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mOutput << startstr << "</newparam>" << endstr;
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}
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}
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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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if(pProperty.exist) {
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if (!pProperty.exist) {
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return;
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}
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mOutput << startstr << "<" << pTypeName << ">" << endstr;
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PushTag();
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mOutput << startstr << "<float sid=\"" << pTypeName << "\">" << pProperty.value << "</float>" << endstr;
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PopTag();
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mOutput << startstr << "</" << pTypeName << ">" << endstr;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Writes the material setup
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void ColladaExporter::WriteMaterials()
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{
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void ColladaExporter::WriteMaterials() {
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materials.resize( mScene->mNumMaterials);
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/// collect all materials from the scene
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// collect all materials from the scene
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size_t numTextures = 0;
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for( size_t a = 0; a < mScene->mNumMaterials; ++a )
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{
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for( size_t a = 0; a < mScene->mNumMaterials; ++a ) {
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const aiMaterial* mat = mScene->mMaterials[a];
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aiString name;
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if( mat->Get( AI_MATKEY_NAME, name) != aiReturn_SUCCESS ) {
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name = "mat";
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@ -645,7 +639,7 @@ void ColladaExporter::WriteMaterials()
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size_t materialCountWithThisName = 0;
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for( size_t i = 0; i < a; i ++ ) {
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if( materials[i].name == testName ) {
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materialCountWithThisName ++;
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++materialCountWithThisName;
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}
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}
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if( materialCountWithThisName == 0 ) {
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@ -654,6 +648,7 @@ void ColladaExporter::WriteMaterials()
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materials[a].name = std::string(name.C_Str()) + to_string(materialCountWithThisName);
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}
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}
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for( std::string::iterator it = materials[a].name.begin(); it != materials[a].name.end(); ++it ) {
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if( !isalnum_C( *it ) ) {
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*it = '_';
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@ -675,114 +670,128 @@ void ColladaExporter::WriteMaterials()
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}
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ReadMaterialSurface( materials[a].ambient, mat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT);
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if( !materials[a].ambient.texture.empty() ) numTextures++;
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if (!materials[a].ambient.texture.empty()) {
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++numTextures;
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}
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ReadMaterialSurface( materials[a].diffuse, mat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE);
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if( !materials[a].diffuse.texture.empty() ) numTextures++;
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if (!materials[a].diffuse.texture.empty()) {
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++numTextures;
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}
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ReadMaterialSurface( materials[a].specular, mat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR);
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if( !materials[a].specular.texture.empty() ) numTextures++;
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if (!materials[a].specular.texture.empty()) {
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numTextures++;
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}
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ReadMaterialSurface( materials[a].emissive, mat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE);
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if( !materials[a].emissive.texture.empty() ) numTextures++;
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if (!materials[a].emissive.texture.empty()) {
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numTextures++;
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}
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ReadMaterialSurface( materials[a].reflective, mat, aiTextureType_REFLECTION, AI_MATKEY_COLOR_REFLECTIVE);
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if( !materials[a].reflective.texture.empty() ) numTextures++;
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if (!materials[a].reflective.texture.empty()) {
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numTextures++;
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}
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ReadMaterialSurface( materials[a].transparent, mat, aiTextureType_OPACITY, AI_MATKEY_COLOR_TRANSPARENT);
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if( !materials[a].transparent.texture.empty() ) numTextures++;
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if (!materials[a].transparent.texture.empty()) {
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numTextures++;
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}
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ReadMaterialSurface( materials[a].normal, mat, aiTextureType_NORMALS, NULL, 0, 0);
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if( !materials[a].normal.texture.empty() ) numTextures++;
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materials[a].shininess.exist = mat->Get( AI_MATKEY_SHININESS, materials[a].shininess.value) == aiReturn_SUCCESS;
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materials[a].transparency.exist = mat->Get( AI_MATKEY_OPACITY, materials[a].transparency.value) == aiReturn_SUCCESS;
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materials[a].index_refraction.exist = mat->Get( AI_MATKEY_REFRACTI, materials[a].index_refraction.value) == aiReturn_SUCCESS;
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if (!materials[a].normal.texture.empty()) {
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numTextures++;
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}
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// output textures if present
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if( numTextures > 0 )
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{
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mOutput << startstr << "<library_images>" << endstr;
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PushTag();
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for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it )
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{
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const Material& mat = *it;
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WriteImageEntry( mat.ambient, mat.name + "-ambient-image");
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WriteImageEntry( mat.diffuse, mat.name + "-diffuse-image");
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WriteImageEntry( mat.specular, mat.name + "-specular-image");
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WriteImageEntry( mat.emissive, mat.name + "-emission-image");
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WriteImageEntry( mat.reflective, mat.name + "-reflective-image");
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WriteImageEntry( mat.transparent, mat.name + "-transparent-image");
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WriteImageEntry( mat.normal, mat.name + "-normal-image");
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}
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PopTag();
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mOutput << startstr << "</library_images>" << endstr;
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}
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materials[a].shininess.exist = mat->Get( AI_MATKEY_SHININESS, materials[a].shininess.value) == aiReturn_SUCCESS;
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materials[a].transparency.exist = mat->Get( AI_MATKEY_OPACITY, materials[a].transparency.value) == aiReturn_SUCCESS;
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materials[a].index_refraction.exist = mat->Get( AI_MATKEY_REFRACTI, materials[a].index_refraction.value) == aiReturn_SUCCESS;
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}
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// output effects - those are the actual carriers of information
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if( !materials.empty() )
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{
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mOutput << startstr << "<library_effects>" << endstr;
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PushTag();
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for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it )
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{
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const Material& mat = *it;
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// this is so ridiculous it must be right
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mOutput << startstr << "<effect id=\"" << XMLEscape(mat.name) << "-fx\" name=\"" << XMLEscape(mat.name) << "\">" << endstr;
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PushTag();
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mOutput << startstr << "<profile_COMMON>" << endstr;
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PushTag();
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// output textures if present
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if( numTextures > 0 )
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{
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mOutput << startstr << "<library_images>" << endstr;
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PushTag();
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for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it )
|
||||
{
|
||||
const Material& mat = *it;
|
||||
WriteImageEntry( mat.ambient, mat.name + "-ambient-image");
|
||||
WriteImageEntry( mat.diffuse, mat.name + "-diffuse-image");
|
||||
WriteImageEntry( mat.specular, mat.name + "-specular-image");
|
||||
WriteImageEntry( mat.emissive, mat.name + "-emission-image");
|
||||
WriteImageEntry( mat.reflective, mat.name + "-reflective-image");
|
||||
WriteImageEntry( mat.transparent, mat.name + "-transparent-image");
|
||||
WriteImageEntry( mat.normal, mat.name + "-normal-image");
|
||||
}
|
||||
PopTag();
|
||||
mOutput << startstr << "</library_images>" << endstr;
|
||||
}
|
||||
|
||||
// write sampler- and surface params for the texture entries
|
||||
WriteTextureParamEntry( mat.emissive, "emission", mat.name);
|
||||
WriteTextureParamEntry( mat.ambient, "ambient", mat.name);
|
||||
WriteTextureParamEntry( mat.diffuse, "diffuse", mat.name);
|
||||
WriteTextureParamEntry( mat.specular, "specular", mat.name);
|
||||
WriteTextureParamEntry( mat.reflective, "reflective", mat.name);
|
||||
WriteTextureParamEntry( mat.transparent, "transparent", mat.name);
|
||||
WriteTextureParamEntry( mat.normal, "normal", mat.name);
|
||||
// output effects - those are the actual carriers of information
|
||||
if( !materials.empty() )
|
||||
{
|
||||
mOutput << startstr << "<library_effects>" << endstr;
|
||||
PushTag();
|
||||
for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it )
|
||||
{
|
||||
const Material& mat = *it;
|
||||
// this is so ridiculous it must be right
|
||||
mOutput << startstr << "<effect id=\"" << XMLEscape(mat.name) << "-fx\" name=\"" << XMLEscape(mat.name) << "\">" << endstr;
|
||||
PushTag();
|
||||
mOutput << startstr << "<profile_COMMON>" << endstr;
|
||||
PushTag();
|
||||
|
||||
mOutput << startstr << "<technique sid=\"standard\">" << endstr;
|
||||
PushTag();
|
||||
mOutput << startstr << "<" << mat.shading_model << ">" << endstr;
|
||||
PushTag();
|
||||
// write sampler- and surface params for the texture entries
|
||||
WriteTextureParamEntry( mat.emissive, "emission", mat.name);
|
||||
WriteTextureParamEntry( mat.ambient, "ambient", mat.name);
|
||||
WriteTextureParamEntry( mat.diffuse, "diffuse", mat.name);
|
||||
WriteTextureParamEntry( mat.specular, "specular", mat.name);
|
||||
WriteTextureParamEntry( mat.reflective, "reflective", mat.name);
|
||||
WriteTextureParamEntry( mat.transparent, "transparent", mat.name);
|
||||
WriteTextureParamEntry( mat.normal, "normal", mat.name);
|
||||
|
||||
WriteTextureColorEntry( mat.emissive, "emission", mat.name + "-emission-sampler");
|
||||
WriteTextureColorEntry( mat.ambient, "ambient", mat.name + "-ambient-sampler");
|
||||
WriteTextureColorEntry( mat.diffuse, "diffuse", mat.name + "-diffuse-sampler");
|
||||
WriteTextureColorEntry( mat.specular, "specular", mat.name + "-specular-sampler");
|
||||
WriteFloatEntry(mat.shininess, "shininess");
|
||||
WriteTextureColorEntry( mat.reflective, "reflective", mat.name + "-reflective-sampler");
|
||||
WriteTextureColorEntry( mat.transparent, "transparent", mat.name + "-transparent-sampler");
|
||||
WriteFloatEntry(mat.transparency, "transparency");
|
||||
WriteFloatEntry(mat.index_refraction, "index_of_refraction");
|
||||
mOutput << startstr << "<technique sid=\"standard\">" << endstr;
|
||||
PushTag();
|
||||
mOutput << startstr << "<" << mat.shading_model << ">" << endstr;
|
||||
PushTag();
|
||||
|
||||
if(! mat.normal.texture.empty()) {
|
||||
WriteTextureColorEntry( mat.normal, "bump", mat.name + "-normal-sampler");
|
||||
}
|
||||
WriteTextureColorEntry( mat.emissive, "emission", mat.name + "-emission-sampler");
|
||||
WriteTextureColorEntry( mat.ambient, "ambient", mat.name + "-ambient-sampler");
|
||||
WriteTextureColorEntry( mat.diffuse, "diffuse", mat.name + "-diffuse-sampler");
|
||||
WriteTextureColorEntry( mat.specular, "specular", mat.name + "-specular-sampler");
|
||||
WriteFloatEntry(mat.shininess, "shininess");
|
||||
WriteTextureColorEntry( mat.reflective, "reflective", mat.name + "-reflective-sampler");
|
||||
WriteTextureColorEntry( mat.transparent, "transparent", mat.name + "-transparent-sampler");
|
||||
WriteFloatEntry(mat.transparency, "transparency");
|
||||
WriteFloatEntry(mat.index_refraction, "index_of_refraction");
|
||||
|
||||
PopTag();
|
||||
mOutput << startstr << "</" << mat.shading_model << ">" << endstr;
|
||||
PopTag();
|
||||
mOutput << startstr << "</technique>" << endstr;
|
||||
PopTag();
|
||||
mOutput << startstr << "</profile_COMMON>" << endstr;
|
||||
PopTag();
|
||||
mOutput << startstr << "</effect>" << endstr;
|
||||
}
|
||||
PopTag();
|
||||
mOutput << startstr << "</library_effects>" << endstr;
|
||||
if(! mat.normal.texture.empty()) {
|
||||
WriteTextureColorEntry( mat.normal, "bump", mat.name + "-normal-sampler");
|
||||
}
|
||||
|
||||
// write materials - they're just effect references
|
||||
mOutput << startstr << "<library_materials>" << endstr;
|
||||
PushTag();
|
||||
for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it )
|
||||
{
|
||||
const Material& mat = *it;
|
||||
mOutput << startstr << "<material id=\"" << XMLEscape(mat.name) << "\" name=\"" << mat.name << "\">" << endstr;
|
||||
PushTag();
|
||||
mOutput << startstr << "<instance_effect url=\"#" << XMLEscape(mat.name) << "-fx\"/>" << endstr;
|
||||
PopTag();
|
||||
mOutput << startstr << "</material>" << endstr;
|
||||
}
|
||||
PopTag();
|
||||
mOutput << startstr << "</library_materials>" << endstr;
|
||||
}
|
||||
PopTag();
|
||||
mOutput << startstr << "</" << mat.shading_model << ">" << endstr;
|
||||
PopTag();
|
||||
mOutput << startstr << "</technique>" << endstr;
|
||||
PopTag();
|
||||
mOutput << startstr << "</profile_COMMON>" << endstr;
|
||||
PopTag();
|
||||
mOutput << startstr << "</effect>" << endstr;
|
||||
}
|
||||
PopTag();
|
||||
mOutput << startstr << "</library_effects>" << endstr;
|
||||
|
||||
// write materials - they're just effect references
|
||||
mOutput << startstr << "<library_materials>" << endstr;
|
||||
PushTag();
|
||||
for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it )
|
||||
{
|
||||
const Material& mat = *it;
|
||||
mOutput << startstr << "<material id=\"" << XMLEscape(mat.name) << "\" name=\"" << mat.name << "\">" << endstr;
|
||||
PushTag();
|
||||
mOutput << startstr << "<instance_effect url=\"#" << XMLEscape(mat.name) << "-fx\"/>" << endstr;
|
||||
PopTag();
|
||||
mOutput << startstr << "</material>" << endstr;
|
||||
}
|
||||
PopTag();
|
||||
mOutput << startstr << "</library_materials>" << endstr;
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
@ -1611,8 +1620,9 @@ void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
|
|||
}
|
||||
|
||||
// recurse into subnodes
|
||||
for( size_t a = 0; a < pNode->mNumChildren; ++a )
|
||||
WriteNode( pScene, pNode->mChildren[a]);
|
||||
for (size_t a = 0; a < pNode->mNumChildren; ++a) {
|
||||
WriteNode(pScene, pNode->mChildren[a]);
|
||||
}
|
||||
|
||||
PopTag();
|
||||
mOutput << startstr << "</node>" << endstr;
|
||||
|
|
|
@ -150,7 +150,6 @@ public:
|
|||
/// Stringstream to write all output into
|
||||
std::stringstream mOutput;
|
||||
|
||||
protected:
|
||||
/// The IOSystem for output
|
||||
IOSystem* mIOSystem;
|
||||
|
||||
|
@ -204,7 +203,7 @@ protected:
|
|||
|
||||
std::map<unsigned int, std::string> textures;
|
||||
|
||||
protected:
|
||||
public:
|
||||
/// Dammit C++ - y u no compile two-pass? No I have to add all methods below the struct definitions
|
||||
/// Reads a single surface entry from the given material keys
|
||||
void ReadMaterialSurface( Surface& poSurface, const aiMaterial* pSrcMat, aiTextureType pTexture, const char* pKey, size_t pType, size_t pIndex);
|
||||
|
|
|
@ -196,8 +196,7 @@ bool GetNextLine( const char_t*& buffer, char_t out[ BufferSize ] ) {
|
|||
|
||||
// ---------------------------------------------------------------------------------
|
||||
template <class char_t>
|
||||
AI_FORCE_INLINE bool IsNumeric( char_t in)
|
||||
{
|
||||
AI_FORCE_INLINE bool IsNumeric( char_t in) {
|
||||
return ( in >= '0' && in <= '9' ) || '-' == in || '+' == in;
|
||||
}
|
||||
|
||||
|
|
|
@ -213,10 +213,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#endif
|
||||
|
||||
#if (defined(__BORLANDC__) || defined (__BCPLUSPLUS__))
|
||||
#error Currently, Borland is unsupported. Feel free to port Assimp.
|
||||
|
||||
// "W8059 Packgröße der Struktur geändert"
|
||||
|
||||
# error Currently, Borland is unsupported. Feel free to port Assimp.
|
||||
#endif
|
||||
|
||||
|
||||
|
@ -266,6 +263,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#define AI_DEG_TO_RAD(x) ((x)*(ai_real)0.0174532925)
|
||||
#define AI_RAD_TO_DEG(x) ((x)*(ai_real)57.2957795)
|
||||
|
||||
/* Numerical limits */
|
||||
static const ai_real ai_epsilon = (ai_real) 0.00001;
|
||||
|
||||
/* Support for big-endian builds */
|
||||
#if defined(__BYTE_ORDER__)
|
||||
# if (__BYTE_ORDER__ == __ORDER_BIG_ENDIAN__)
|
||||
|
|
Loading…
Reference in New Issue