Collada: Don't copy the scene when exporting
This was purely to add a virtual top-level node Use a flag instead. Also add more constpull/3205/head
parent
6e447b2c44
commit
56a4e61533
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@ -117,22 +117,37 @@ static const std::string XMLIDEncode(const std::string &name) {
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return idEncoded.str();
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}
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// ------------------------------------------------------------------------------------------------
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// Helper functions to create unique ids
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inline bool IsUniqueId(const std::unordered_set<std::string> &idSet, const std::string &idStr) {
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return (idSet.find(idStr) == idSet.end());
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}
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inline std::string MakeUniqueId(const std::unordered_set<std::string> &idSet, const std::string &idPrefix, const std::string &postfix) {
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std::string result(idPrefix + postfix);
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if (!IsUniqueId(idSet, result)) {
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// Select a number to append
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size_t idnum = 1;
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do {
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result = idPrefix + '_' + to_string(idnum) + postfix;
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++idnum;
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} while (!IsUniqueId(idSet, result));
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}
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return result;
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}
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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) :
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mIOSystem(pIOSystem),
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mPath(path),
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mFile(file) {
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mFile(file),
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mScene(pScene),
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endstr("\n") {
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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(ASSIMP_AI_REAL_TEXT_PRECISION);
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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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// start writing the file
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WriteFile();
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}
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@ -140,9 +155,6 @@ ColladaExporter::ColladaExporter(const aiScene *pScene, IOSystem *pIOSystem, con
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// ------------------------------------------------------------------------------------------------
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// Destructor
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ColladaExporter::~ColladaExporter() {
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if (mSceneOwned) {
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delete mScene;
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}
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}
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// ------------------------------------------------------------------------------------------------
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@ -171,10 +183,11 @@ void ColladaExporter::WriteFile() {
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// customized, Writes the animation library
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WriteAnimationsLibrary();
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// useless Collada fu at the end, just in case we haven't had enough indirections, yet.
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// instantiate the scene(s)
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// For Assimp there will only ever be one
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mOutput << startstr << "<scene>" << endstr;
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PushTag();
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mOutput << startstr << "<instance_visual_scene url=\"#" + GetNodeUniqueId(mScene->mRootNode) + "\" />" << endstr;
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mOutput << startstr << "<instance_visual_scene url=\"#" + mSceneId + "\" />" << endstr;
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PopTag();
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mOutput << startstr << "</scene>" << endstr;
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PopTag();
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@ -209,13 +222,13 @@ void ColladaExporter::WriteHeader() {
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mScene->mRootNode->mTransformation.Decompose(scaling, rotation, position);
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rotation.Normalize();
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bool add_root_node = false;
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mAdd_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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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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mAdd_root_node = true;
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}
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std::string up_axis = "Y_UP";
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@ -226,34 +239,19 @@ void ColladaExporter::WriteHeader() {
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} else if (rotation.Equal(z_rot, 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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mAdd_root_node = true;
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}
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if (!position.Equal(aiVector3D(0, 0, 0))) {
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add_root_node = true;
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mAdd_root_node = true;
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}
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// Assimp root nodes can have meshes, Collada Scenes cannot
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if (mScene->mRootNode->mNumChildren == 0 || mScene->mRootNode->mMeshes != 0) {
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add_root_node = true;
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mAdd_root_node = true;
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}
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if (add_root_node) {
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aiScene *scene = nullptr;
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SceneCombiner::CopyScene(&scene, mScene);
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aiNode *root = new aiNode("Scene");
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root->mNumChildren = 1;
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root->mChildren = new aiNode *[root->mNumChildren];
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root->mChildren[0] = scene->mRootNode;
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scene->mRootNode->mParent = root;
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scene->mRootNode = root;
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mScene = scene;
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mSceneOwned = true;
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if (mAdd_root_node) {
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up_axis = "Y_UP";
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scale = 1.0;
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}
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@ -1227,17 +1225,29 @@ void ColladaExporter::WriteFloatArray(const std::string &pIdString, FloatDataTyp
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// ------------------------------------------------------------------------------------------------
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// Writes the scene library
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void ColladaExporter::WriteSceneLibrary() {
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const std::string sceneId = GetNodeUniqueId(mScene->mRootNode);
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const std::string sceneName = GetNodeName(mScene->mRootNode);
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// Determine if we are using the aiScene root or our own
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std::string sceneName("Scene");
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if (mAdd_root_node) {
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mSceneId = MakeUniqueId(mUniqueIds, sceneName, std::string());
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mUniqueIds.insert(mSceneId);
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} else {
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mSceneId = GetNodeUniqueId(mScene->mRootNode);
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sceneName = GetNodeName(mScene->mRootNode);
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}
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mOutput << startstr << "<library_visual_scenes>" << endstr;
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PushTag();
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mOutput << startstr << "<visual_scene id=\"" + sceneId + "\" name=\"" + sceneName + "\">" << endstr;
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mOutput << startstr << "<visual_scene id=\"" + mSceneId + "\" name=\"" + sceneName + "\">" << endstr;
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PushTag();
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// start recursive write at the root node
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for (size_t a = 0; a < mScene->mRootNode->mNumChildren; ++a)
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WriteNode(mScene->mRootNode->mChildren[a]);
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if (mAdd_root_node) {
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// Export the root node
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WriteNode(mScene->mRootNode);
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} else {
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// Have already exported the root node
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for (size_t a = 0; a < mScene->mRootNode->mNumChildren; ++a)
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WriteNode(mScene->mRootNode->mChildren[a]);
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}
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PopTag();
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mOutput << startstr << "</visual_scene>" << endstr;
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@ -1610,23 +1620,6 @@ void ColladaExporter::WriteNode(const aiNode *pNode) {
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mOutput << startstr << "</node>" << endstr;
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}
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inline bool IsUniqueId(const std::unordered_set<std::string> &idSet, const std::string &idStr) {
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return (idSet.find(idStr) == idSet.end());
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}
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inline std::string MakeUniqueId(const std::unordered_set<std::string> &idSet, const std::string &idPrefix, const std::string &postfix) {
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std::string result(idPrefix + postfix);
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if (!IsUniqueId(idSet, result)) {
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// Select a number to append
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size_t idnum = 1;
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do {
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result = idPrefix + '_' + to_string(idnum) + postfix;
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++idnum;
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} while (!IsUniqueId(idSet, result));
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}
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return result;
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}
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void ColladaExporter::CreateNodeIds(const aiNode *node) {
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GetNodeUniqueId(node);
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for (size_t a = 0; a < node->mNumChildren; ++a)
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@ -196,13 +196,14 @@ public:
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const std::string mFile;
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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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const aiScene *const mScene;
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std::string mSceneId;
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bool mAdd_root_node = false;
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/// current line start string, contains the current indentation for simple stream insertion
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std::string startstr;
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/// current line end string for simple stream insertion
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std::string endstr;
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const std::string endstr;
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// pair of color and texture - texture precedences color
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struct Surface {
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