In Collada: first preliminary support for export of embeded textures
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8bbe14c052
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@ -44,6 +44,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef ASSIMP_BUILD_NO_COLLADA_EXPORTER
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#include "ColladaExporter.h"
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#include "fast_atof.h"
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#include "SceneCombiner.h"
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#include <ctime>
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@ -58,8 +59,24 @@ namespace Assimp
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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)
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{
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std::string path = "";
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const char* end_path = strrchr(pFile, '/');
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if(end_path != NULL) {
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path = std::string(pFile, end_path + 1 - pFile);
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} else {
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// We need to test both types of folder separators because pIOSystem->getOsSeparator() is not reliable.
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// Moreover, the path given by some applications is not even consistent with the OS specific type of separator.
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end_path = strrchr(pFile, '\\');
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if(end_path != NULL) {
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path = std::string(pFile, end_path + 1 - pFile);
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}
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}
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// invoke the exporter
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ColladaExporter iDoTheExportThing( pScene);
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ColladaExporter iDoTheExportThing( pScene, pIOSystem, path);
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// we're still here - export successfully completed. Write result to the given IOSYstem
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boost::scoped_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
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@ -76,7 +93,7 @@ void ExportSceneCollada(const char* pFile,IOSystem* pIOSystem, const aiScene* pS
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// ------------------------------------------------------------------------------------------------
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// Constructor for a specific scene to export
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ColladaExporter::ColladaExporter( const aiScene* pScene)
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ColladaExporter::ColladaExporter( const aiScene* pScene, IOSystem* pIOSystem, const std::string& path) : mIOSystem(pIOSystem), mPath(path)
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{
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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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@ -110,6 +127,7 @@ void ColladaExporter::WriteFile()
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mOutput << "<COLLADA xmlns=\"http://www.collada.org/2005/11/COLLADASchema\" version=\"1.4.1\">" << endstr;
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PushTag();
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WriteTextures();
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WriteHeader();
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WriteMaterials();
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@ -161,7 +179,7 @@ void ColladaExporter::WriteHeader()
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float 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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scale = scaling.x;
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scale = (float) ((((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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@ -221,6 +239,41 @@ void ColladaExporter::WriteHeader()
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mOutput << startstr << "</asset>" << endstr;
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}
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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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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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aiTexture* texture = mScene->mTextures[i];
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ASSIMP_itoa10(str, buffer_size, i);
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std::string name = std::string("Texture_") + str + "." + ((const char*) texture->achFormatHint);
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boost::scoped_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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//TODO
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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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// ------------------------------------------------------------------------------------------------
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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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@ -230,7 +283,33 @@ void ColladaExporter::ReadMaterialSurface( Surface& poSurface, const aiMaterial*
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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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poSurface.texture = texfile.C_Str();
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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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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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index = (unsigned int) strtoul10_64(index_str.c_str());
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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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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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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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@ -59,7 +59,7 @@ class ColladaExporter
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{
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public:
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/// Constructor for a specific scene to export
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ColladaExporter( const aiScene* pScene);
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ColladaExporter( const aiScene* pScene, IOSystem* pIOSystem, const std::string& path);
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/// Destructor
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virtual ~ColladaExporter();
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@ -71,8 +71,11 @@ protected:
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/// Writes the asset header
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void WriteHeader();
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/// Writes the material setup
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void WriteMaterials();
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/// Writes the embedded textures
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void WriteTextures();
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/// Writes the material setup
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void WriteMaterials();
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/// Writes the geometry library
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void WriteGeometryLibrary();
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@ -104,6 +107,12 @@ public:
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std::stringstream mOutput;
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protected:
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/// The IOSystem for output
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IOSystem* mIOSystem;
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/// Path of the directory where the scene will be exported
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std::string mPath;
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/// The scene to be written
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const aiScene* mScene;
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bool mSceneOwned;
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@ -143,6 +152,8 @@ protected:
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std::vector<Material> materials;
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std::map<unsigned int, std::string> textures;
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protected:
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/// Dammit C++ - y u no compile two-pass? No I have to add all methods below the struct definitions
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/// Reads a single surface entry from the given material keys
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