From e33ed9e7a1b3307683a105b5821c6c8fd2e2252c Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Mon, 25 May 2020 20:30:18 +0200 Subject: [PATCH] File is duplicated closes https://github.com/assimp/assimp/issues/3238 --- code/Collada/ColladaExporter.cpp | 1704 ------------------------------ 1 file changed, 1704 deletions(-) delete mode 100644 code/Collada/ColladaExporter.cpp diff --git a/code/Collada/ColladaExporter.cpp b/code/Collada/ColladaExporter.cpp deleted file mode 100644 index 05df6fc94..000000000 --- a/code/Collada/ColladaExporter.cpp +++ /dev/null @@ -1,1704 +0,0 @@ -/* -Open Asset Import Library (assimp) ----------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the -following conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - ----------------------------------------------------------------------- -*/ - -#ifndef ASSIMP_BUILD_NO_EXPORT -#ifndef ASSIMP_BUILD_NO_COLLADA_EXPORTER - -#include "ColladaExporter.h" -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include - -#include - -#include -#include -#include -#include -#include - -using 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*/) { - std::string path = DefaultIOSystem::absolutePath(std::string(pFile)); - std::string file = DefaultIOSystem::completeBaseName(std::string(pFile)); - - // invoke the exporter - ColladaExporter iDoTheExportThing( pScene, pIOSystem, path, file); - - if (iDoTheExportThing.mOutput.fail()) { - throw DeadlyExportError("output data creation failed. Most likely the file became too large: " + std::string(pFile)); - } - - // we're still here - export successfully completed. Write result to the given IOSYstem - std::unique_ptr outfile (pIOSystem->Open(pFile,"wt")); - if(outfile == NULL) { - throw DeadlyExportError("could not open output .dae file: " + std::string(pFile)); - } - - // XXX maybe use a small wrapper around IOStream that behaves like std::stringstream in order to avoid the extra copy. - outfile->Write( iDoTheExportThing.mOutput.str().c_str(), static_cast(iDoTheExportThing.mOutput.tellp()),1); -} - -} // end of namespace Assimp - -// ------------------------------------------------------------------------------------------------ -// Encodes a string into a valid XML ID using the xsd:ID schema qualifications. -static const std::string XMLIDEncode(const std::string& name) { - const char XML_ID_CHARS[] = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz_-."; - const unsigned int XML_ID_CHARS_COUNT = sizeof(XML_ID_CHARS) / sizeof(char); - - if (name.length() == 0) { - return name; - } - - std::stringstream idEncoded; - - // xsd:ID must start with letter or underscore - if (!((name[0] >= 'A' && name[0] <= 'z') || name[0] == '_')) { - idEncoded << '_'; - } - - for (std::string::const_iterator it = name.begin(); it != name.end(); ++it) { - // xsd:ID can only contain letters, digits, underscores, hyphens and periods - if (strchr(XML_ID_CHARS, *it) != nullptr) { - idEncoded << *it; - } else { - // Select placeholder character based on invalid character to prevent name collisions - idEncoded << XML_ID_CHARS[(*it) % XML_ID_CHARS_COUNT]; - } - } - - return idEncoded.str(); -} - -// ------------------------------------------------------------------------------------------------ -// 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) { - // 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(ASSIMP_AI_REAL_TEXT_PRECISION); - - mScene = pScene; - mSceneOwned = false; - - // set up strings - endstr = "\n"; - - // start writing the file - WriteFile(); -} - -// ------------------------------------------------------------------------------------------------ -// Destructor -ColladaExporter::~ColladaExporter() { - if ( mSceneOwned ) { - delete mScene; - } -} - -// ------------------------------------------------------------------------------------------------ -// Starts writing the contents -void ColladaExporter::WriteFile() { - // write the DTD - mOutput << "" << endstr; - // COLLADA element start - mOutput << "" << endstr; - PushTag(); - - WriteTextures(); - WriteHeader(); - - WriteCamerasLibrary(); - WriteLightsLibrary(); - WriteMaterials(); - WriteGeometryLibrary(); - WriteControllerLibrary(); - - WriteSceneLibrary(); - - // customized, Writes the animation library - WriteAnimationsLibrary(); - - // useless Collada fu at the end, just in case we haven't had enough indirections, yet. - mOutput << startstr << "" << endstr; - PushTag(); - mOutput << startstr << "mRootNode->mName.C_Str()) + "\" />" << endstr; - PopTag(); - mOutput << startstr << "" << endstr; - PopTag(); - mOutput << "" << endstr; -} - -// ------------------------------------------------------------------------------------------------ -// Writes the asset header -void ColladaExporter::WriteHeader() { - static const ai_real epsilon = Math::getEpsilon(); - static const aiQuaternion x_rot(aiMatrix3x3( - 0, -1, 0, - 1, 0, 0, - 0, 0, 1)); - static const aiQuaternion y_rot(aiMatrix3x3( - 1, 0, 0, - 0, 1, 0, - 0, 0, 1)); - static const aiQuaternion z_rot(aiMatrix3x3( - 1, 0, 0, - 0, 0, 1, - 0, -1, 0)); - - static const unsigned int date_nb_chars = 20; - char date_str[date_nb_chars]; - std::time_t date = std::time(NULL); - std::strftime(date_str, date_nb_chars, "%Y-%m-%dT%H:%M:%S", std::localtime(&date)); - - aiVector3D scaling; - aiQuaternion rotation; - aiVector3D position; - mScene->mRootNode->mTransformation.Decompose(scaling, rotation, position); - rotation.Normalize(); - - bool add_root_node = false; - - ai_real scale = 1.0; - if(std::abs(scaling.x - scaling.y) <= epsilon && std::abs(scaling.x - scaling.z) <= epsilon && std::abs(scaling.y - scaling.z) <= epsilon) { - scale = (ai_real) ((((double) scaling.x) + ((double) scaling.y) + ((double) scaling.z)) / 3.0); - } else { - add_root_node = true; - } - - std::string up_axis = "Y_UP"; - if(rotation.Equal(x_rot, epsilon)) { - up_axis = "X_UP"; - } else if(rotation.Equal(y_rot, epsilon)) { - up_axis = "Y_UP"; - } else if(rotation.Equal(z_rot, epsilon)) { - up_axis = "Z_UP"; - } else { - add_root_node = true; - } - - if(! position.Equal(aiVector3D(0, 0, 0))) { - add_root_node = true; - } - - if(mScene->mRootNode->mNumChildren == 0) { - add_root_node = true; - } - - if(add_root_node) { - aiScene* scene; - SceneCombiner::CopyScene(&scene, mScene); - - aiNode* root = new aiNode("Scene"); - - root->mNumChildren = 1; - root->mChildren = new aiNode*[root->mNumChildren]; - - root->mChildren[0] = scene->mRootNode; - scene->mRootNode->mParent = root; - scene->mRootNode = root; - - mScene = scene; - mSceneOwned = true; - - up_axis = "Y_UP"; - scale = 1.0; - } - - mOutput << startstr << "" << endstr; - PushTag(); - mOutput << startstr << "" << endstr; - PushTag(); - - // If no Scene metadata, use root node metadata - aiMetadata* meta = mScene->mMetaData; - if (nullptr == meta) { - meta = mScene->mRootNode->mMetaData; - } - - aiString value; - if (!meta || !meta->Get("Author", value)) { - mOutput << startstr << "" << "Assimp" << "" << endstr; - } else { - mOutput << startstr << "" << XMLEscape(value.C_Str()) << "" << endstr; - } - - if (nullptr == meta || !meta->Get(AI_METADATA_SOURCE_GENERATOR, value)) { - mOutput << startstr << "" << "Assimp Exporter" << "" << endstr; - } else { - mOutput << startstr << "" << XMLEscape(value.C_Str()) << "" << endstr; - } - - if (meta) { - if (meta->Get("Comments", value)) { - mOutput << startstr << "" << XMLEscape(value.C_Str()) << "" << endstr; - } - if (meta->Get(AI_METADATA_SOURCE_COPYRIGHT, value)) { - mOutput << startstr << "" << XMLEscape(value.C_Str()) << "" << endstr; - } - if (meta->Get("SourceData", value)) { - mOutput << startstr << "" << XMLEscape(value.C_Str()) << "" << endstr; - } - } - - PopTag(); - mOutput << startstr << "" << endstr; - - if (nullptr == meta || !meta->Get("Created", value)) { - mOutput << startstr << "" << date_str << "" << endstr; - } else { - mOutput << startstr << "" << XMLEscape(value.C_Str()) << "" << endstr; - } - - // Modified date is always the date saved - mOutput << startstr << "" << date_str << "" << endstr; - - if (meta) { - if (meta->Get("Keywords", value)) { - mOutput << startstr << "" << XMLEscape(value.C_Str()) << "" << endstr; - } - if (meta->Get("Revision", value)) { - mOutput << startstr << "" << XMLEscape(value.C_Str()) << "" << endstr; - } - if (meta->Get("Subject", value)) { - mOutput << startstr << "" << XMLEscape(value.C_Str()) << "" << endstr; - } - if (meta->Get("Title", value)) { - mOutput << startstr << "" << XMLEscape(value.C_Str()) << "" << endstr; - } - } - - mOutput << startstr << "" << endstr; - mOutput << startstr << "" << up_axis << "" << endstr; - PopTag(); - mOutput << startstr << "" << endstr; -} - -// ------------------------------------------------------------------------------------------------ -// Write the embedded textures -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. - - aiTexture* texture = mScene->mTextures[i]; - if ( nullptr == texture ) { - continue; - } - - ASSIMP_itoa10(str, buffer_size, i + 1); - - std::string name = mFile + "_texture_" + (i < 1000 ? "0" : "") + (i < 100 ? "0" : "") + (i < 10 ? "0" : "") + str + "." + ((const char*) texture->achFormatHint); - - std::unique_ptr outfile(mIOSystem->Open(mPath + mIOSystem->getOsSeparator() + 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 << "" << endstr; - PushTag(); - - for( size_t a = 0; a < mScene->mNumCameras; ++a) - WriteCamera( a); - - PopTag(); - mOutput << startstr << "" << endstr; - - } -} - -void ColladaExporter::WriteCamera(size_t pIndex){ - - const aiCamera *cam = mScene->mCameras[pIndex]; - const std::string cameraName = XMLEscape(cam->mName.C_Str()); - const std::string cameraId = XMLIDEncode(cam->mName.C_Str()); - - mOutput << startstr << "" << endstr; - PushTag(); - mOutput << startstr << "" << endstr; - PushTag(); - mOutput << startstr << "" << endstr; - PushTag(); - //assimp doesn't support the import of orthographic cameras! se we write - //always perspective - mOutput << startstr << "" << endstr; - PushTag(); - mOutput << startstr << ""<< - AI_RAD_TO_DEG(cam->mHorizontalFOV) - <<"" << endstr; - mOutput << startstr << "" - << cam->mAspect - << "" << endstr; - mOutput << startstr << "" - << cam->mClipPlaneNear - << "" << endstr; - mOutput << startstr << "" - << cam->mClipPlaneFar - << "" << endstr; - PopTag(); - mOutput << startstr << "" << endstr; - PopTag(); - mOutput << startstr << "" << endstr; - PopTag(); - mOutput << startstr << "" << endstr; - PopTag(); - mOutput << startstr << "" << endstr; - -} - - -// ------------------------------------------------------------------------------------------------ -// Write the embedded textures -void ColladaExporter::WriteLightsLibrary() { - if(mScene->HasLights()) { - - mOutput << startstr << "" << endstr; - PushTag(); - - for( size_t a = 0; a < mScene->mNumLights; ++a) - WriteLight( a); - - PopTag(); - mOutput << startstr << "" << endstr; - - } -} - -void ColladaExporter::WriteLight(size_t pIndex){ - - const aiLight *light = mScene->mLights[pIndex]; - const std::string lightName = XMLEscape(light->mName.C_Str()); - const std::string lightId = XMLIDEncode(light->mName.C_Str()); - - mOutput << startstr << "" << endstr; - PushTag(); - mOutput << startstr << "" << endstr; - PushTag(); - switch(light->mType){ - case aiLightSource_AMBIENT: - WriteAmbienttLight(light); - break; - case aiLightSource_DIRECTIONAL: - WriteDirectionalLight(light); - break; - case aiLightSource_POINT: - WritePointLight(light); - break; - case aiLightSource_SPOT: - WriteSpotLight(light); - break; - case aiLightSource_AREA: - case aiLightSource_UNDEFINED: - case _aiLightSource_Force32Bit: - break; - } - PopTag(); - mOutput << startstr << "" << endstr; - - PopTag(); - mOutput << startstr << "" << endstr; - -} - -void ColladaExporter::WritePointLight(const aiLight *const light){ - const aiColor3D &color= light->mColorDiffuse; - mOutput << startstr << "" << endstr; - PushTag(); - mOutput << startstr << "" - << color.r<<" "<" << endstr; - mOutput << startstr << "" - << light->mAttenuationConstant - <<"" << endstr; - mOutput << startstr << "" - << light->mAttenuationLinear - <<"" << endstr; - mOutput << startstr << "" - << light->mAttenuationQuadratic - <<"" << endstr; - - PopTag(); - mOutput << startstr << "" << endstr; - -} - -void ColladaExporter::WriteDirectionalLight(const aiLight *const light){ - const aiColor3D &color= light->mColorDiffuse; - mOutput << startstr << "" << endstr; - PushTag(); - mOutput << startstr << "" - << color.r<<" "<" << endstr; - - PopTag(); - mOutput << startstr << "" << endstr; - -} - -void ColladaExporter::WriteSpotLight(const aiLight *const light){ - - const aiColor3D &color= light->mColorDiffuse; - mOutput << startstr << "" << endstr; - PushTag(); - mOutput << startstr << "" - << color.r<<" "<" << endstr; - mOutput << startstr << "" - << light->mAttenuationConstant - <<"" << endstr; - mOutput << startstr << "" - << light->mAttenuationLinear - <<"" << endstr; - mOutput << startstr << "" - << light->mAttenuationQuadratic - <<"" << endstr; - - const ai_real fallOffAngle = AI_RAD_TO_DEG(light->mAngleInnerCone); - mOutput << startstr <<"" - << fallOffAngle - <<"" << endstr; - double temp = light->mAngleOuterCone-light->mAngleInnerCone; - - temp = std::cos(temp); - temp = std::log(temp)/std::log(0.1); - temp = 1/temp; - mOutput << startstr << "" - << temp - <<"" << endstr; - - - PopTag(); - mOutput << startstr << "" << endstr; - -} - -void ColladaExporter::WriteAmbienttLight(const aiLight *const light){ - - const aiColor3D &color= light->mColorAmbient; - mOutput << startstr << "" << endstr; - PushTag(); - mOutput << startstr << "" - << color.r<<" "<" << endstr; - - PopTag(); - mOutput << startstr << "" << endstr; -} - -// ------------------------------------------------------------------------------------------------ -// 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) { - if( pSrcMat->GetTextureCount( pTexture) > 0 ) { - aiString texfile; - unsigned int uvChannel = 0; - pSrcMat->GetTexture( pTexture, 0, &texfile, NULL, &uvChannel); - - std::string index_str(texfile.C_Str()); - - if(index_str.size() != 0 && index_str[0] == '*') { - unsigned int index; - - index_str = index_str.substr(1, std::string::npos); - - try { - index = (unsigned int) strtoul10_64(index_str.c_str()); - } catch(std::exception& error) { - throw DeadlyExportError(error.what()); - } - - std::map::const_iterator name = textures.find(index); - - if(name != textures.end()) { - poSurface.texture = name->second; - } else { - throw DeadlyExportError("could not find embedded texture at index " + index_str); - } - } else { - poSurface.texture = texfile.C_Str(); - } - - poSurface.channel = uvChannel; - poSurface.exist = true; - } else { - if( pKey ) - poSurface.exist = pSrcMat->Get( pKey, static_cast(pType), static_cast(pIndex), poSurface.color) == aiReturn_SUCCESS; - } -} - -static bool isalnum_C(char c) { - return ( nullptr != strchr("0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz",c) ); -} - -// ------------------------------------------------------------------------------------------------ -// Writes an image entry for the given surface -void ColladaExporter::WriteImageEntry( const Surface& pSurface, const std::string& pNameAdd) { - if( !pSurface.texture.empty() ) - { - mOutput << startstr << "" << endstr; - PushTag(); - mOutput << startstr << ""; - - // URL encode image file name first, then XML encode on top - std::stringstream imageUrlEncoded; - for( std::string::const_iterator it = pSurface.texture.begin(); it != pSurface.texture.end(); ++it ) - { - if( isalnum_C( (unsigned char) *it) || *it == ':' || *it == '_' || *it == '-' || *it == '.' || *it == '/' || *it == '\\' ) - imageUrlEncoded << *it; - else - imageUrlEncoded << '%' << std::hex << size_t( (unsigned char) *it) << std::dec; - } - mOutput << XMLEscape(imageUrlEncoded.str()); - mOutput << "" << endstr; - PopTag(); - mOutput << startstr << "" << endstr; - } -} - -// ------------------------------------------------------------------------------------------------ -// Writes a color-or-texture entry into an effect definition -void ColladaExporter::WriteTextureColorEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pImageName) -{ - if(pSurface.exist) { - mOutput << startstr << "<" << pTypeName << ">" << endstr; - PushTag(); - if( pSurface.texture.empty() ) - { - mOutput << startstr << "" << pSurface.color.r << " " << pSurface.color.g << " " << pSurface.color.b << " " << pSurface.color.a << "" << endstr; - } - else - { - mOutput << startstr << "" << endstr; - } - PopTag(); - mOutput << startstr << "" << endstr; - } -} - -// ------------------------------------------------------------------------------------------------ -// Writes the two parameters necessary for referencing a texture in an effect entry -void ColladaExporter::WriteTextureParamEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pMatName) -{ - // if surface is a texture, write out the sampler and the surface parameters necessary to reference the texture - if( !pSurface.texture.empty() ) - { - mOutput << startstr << "" << endstr; - PushTag(); - mOutput << startstr << "" << endstr; - PushTag(); - mOutput << startstr << "" << XMLIDEncode(pMatName) << "-" << pTypeName << "-image" << endstr; - PopTag(); - mOutput << startstr << "" << endstr; - PopTag(); - mOutput << startstr << "" << endstr; - - mOutput << startstr << "" << endstr; - PushTag(); - mOutput << startstr << "" << endstr; - PushTag(); - mOutput << startstr << "" << XMLIDEncode(pMatName) << "-" << pTypeName << "-surface" << endstr; - PopTag(); - mOutput << startstr << "" << endstr; - PopTag(); - mOutput << startstr << "" << endstr; - } -} - -// ------------------------------------------------------------------------------------------------ -// Writes a scalar property -void ColladaExporter::WriteFloatEntry( const Property& pProperty, const std::string& pTypeName) -{ - if(pProperty.exist) { - mOutput << startstr << "<" << pTypeName << ">" << endstr; - PushTag(); - mOutput << startstr << "" << pProperty.value << "" << endstr; - PopTag(); - mOutput << startstr << "" << endstr; - } -} - -// ------------------------------------------------------------------------------------------------ -// Writes the material setup -void ColladaExporter::WriteMaterials() -{ - materials.resize( mScene->mNumMaterials); - - /// collect all materials from the scene - size_t numTextures = 0; - for( size_t a = 0; a < mScene->mNumMaterials; ++a ) - { - const aiMaterial* mat = mScene->mMaterials[a]; - - aiString name; - if( mat->Get( AI_MATKEY_NAME, name) != aiReturn_SUCCESS ) { - name = "mat"; - materials[a].name = std::string( "m") + to_string(a) + name.C_Str(); - } else { - // try to use the material's name if no other material has already taken it, else append # - std::string testName = name.C_Str(); - size_t materialCountWithThisName = 0; - for( size_t i = 0; i < a; i ++ ) { - if( materials[i].name == testName ) { - materialCountWithThisName ++; - } - } - if( materialCountWithThisName == 0 ) { - materials[a].name = name.C_Str(); - } else { - materials[a].name = std::string(name.C_Str()) + to_string(materialCountWithThisName); - } - } - - aiShadingMode shading = aiShadingMode_Flat; - materials[a].shading_model = "phong"; - if(mat->Get( AI_MATKEY_SHADING_MODEL, shading) == aiReturn_SUCCESS) { - if(shading == aiShadingMode_Phong) { - materials[a].shading_model = "phong"; - } else if(shading == aiShadingMode_Blinn) { - materials[a].shading_model = "blinn"; - } else if(shading == aiShadingMode_NoShading) { - materials[a].shading_model = "constant"; - } else if(shading == aiShadingMode_Gouraud) { - materials[a].shading_model = "lambert"; - } - } - - ReadMaterialSurface( materials[a].ambient, mat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT); - if( !materials[a].ambient.texture.empty() ) numTextures++; - ReadMaterialSurface( materials[a].diffuse, mat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE); - if( !materials[a].diffuse.texture.empty() ) numTextures++; - ReadMaterialSurface( materials[a].specular, mat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR); - if( !materials[a].specular.texture.empty() ) numTextures++; - ReadMaterialSurface( materials[a].emissive, mat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE); - if( !materials[a].emissive.texture.empty() ) numTextures++; - ReadMaterialSurface( materials[a].reflective, mat, aiTextureType_REFLECTION, AI_MATKEY_COLOR_REFLECTIVE); - if( !materials[a].reflective.texture.empty() ) numTextures++; - ReadMaterialSurface( materials[a].transparent, mat, aiTextureType_OPACITY, AI_MATKEY_COLOR_TRANSPARENT); - if( !materials[a].transparent.texture.empty() ) numTextures++; - ReadMaterialSurface( materials[a].normal, mat, aiTextureType_NORMALS, NULL, 0, 0); - if( !materials[a].normal.texture.empty() ) numTextures++; - - materials[a].shininess.exist = mat->Get( AI_MATKEY_SHININESS, materials[a].shininess.value) == aiReturn_SUCCESS; - materials[a].transparency.exist = mat->Get( AI_MATKEY_OPACITY, materials[a].transparency.value) == aiReturn_SUCCESS; - materials[a].index_refraction.exist = mat->Get( AI_MATKEY_REFRACTI, materials[a].index_refraction.value) == aiReturn_SUCCESS; - } - - // output textures if present - if( numTextures > 0 ) - { - mOutput << startstr << "" << endstr; - PushTag(); - for( std::vector::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 << "" << endstr; - } - - // output effects - those are the actual carriers of information - if( !materials.empty() ) - { - mOutput << startstr << "" << endstr; - PushTag(); - for( std::vector::const_iterator it = materials.begin(); it != materials.end(); ++it ) - { - const Material& mat = *it; - // this is so ridiculous it must be right - mOutput << startstr << "" << endstr; - PushTag(); - mOutput << startstr << "" << 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); - - mOutput << startstr << "" << endstr; - PushTag(); - mOutput << startstr << "<" << mat.shading_model << ">" << endstr; - PushTag(); - - 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"); - - if(! mat.normal.texture.empty()) { - WriteTextureColorEntry( mat.normal, "bump", mat.name + "-normal-sampler"); - } - - PopTag(); - mOutput << startstr << "" << endstr; - PopTag(); - mOutput << startstr << "" << endstr; - PopTag(); - mOutput << startstr << "" << endstr; - PopTag(); - mOutput << startstr << "" << endstr; - } - PopTag(); - mOutput << startstr << "" << endstr; - - // write materials - they're just effect references - mOutput << startstr << "" << endstr; - PushTag(); - for( std::vector::const_iterator it = materials.begin(); it != materials.end(); ++it ) - { - const Material& mat = *it; - mOutput << startstr << "" << endstr; - PushTag(); - mOutput << startstr << "" << endstr; - PopTag(); - mOutput << startstr << "" << endstr; - } - PopTag(); - mOutput << startstr << "" << endstr; - } -} - -// ------------------------------------------------------------------------------------------------ -// Writes the controller library -void ColladaExporter::WriteControllerLibrary() -{ - mOutput << startstr << "" << endstr; - PushTag(); - - for( size_t a = 0; a < mScene->mNumMeshes; ++a) { - WriteController( a); - } - - PopTag(); - mOutput << startstr << "" << endstr; -} - -// ------------------------------------------------------------------------------------------------ -// Writes a skin controller of the given mesh -void ColladaExporter::WriteController( size_t pIndex) -{ - const aiMesh* mesh = mScene->mMeshes[pIndex]; - const std::string idstr = mesh->mName.length == 0 ? GetMeshId(pIndex) : mesh->mName.C_Str(); - const std::string idstrEscaped = XMLIDEncode(idstr); - - if ( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 ) - return; - - if ( mesh->mNumBones == 0 ) - return; - - mOutput << startstr << ""<< endstr; - PushTag(); - - mOutput << startstr << "" << endstr; - PushTag(); - - // bind pose matrix - mOutput << startstr << "" << endstr; - PushTag(); - - // I think it is identity in general cases. - aiMatrix4x4 mat; - mOutput << startstr << mat.a1 << " " << mat.a2 << " " << mat.a3 << " " << mat.a4 << endstr; - mOutput << startstr << mat.b1 << " " << mat.b2 << " " << mat.b3 << " " << mat.b4 << endstr; - mOutput << startstr << mat.c1 << " " << mat.c2 << " " << mat.c3 << " " << mat.c4 << endstr; - mOutput << startstr << mat.d1 << " " << mat.d2 << " " << mat.d3 << " " << mat.d4 << endstr; - - PopTag(); - mOutput << startstr << "" << endstr; - - mOutput << startstr << "" << endstr; - PushTag(); - - mOutput << startstr << "mNumBones << "\">"; - - for( size_t i = 0; i < mesh->mNumBones; ++i ) - mOutput << XMLIDEncode(mesh->mBones[i]->mName.C_Str()) << " "; - - mOutput << "" << endstr; - - mOutput << startstr << "" << endstr; - PushTag(); - - mOutput << startstr << "mNumBones << "\" stride=\"" << 1 << "\">" << endstr; - PushTag(); - - mOutput << startstr << "" << endstr; - - PopTag(); - mOutput << startstr << "" << endstr; - - PopTag(); - mOutput << startstr << "" << endstr; - - PopTag(); - mOutput << startstr << "" << endstr; - - std::vector 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) - 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); - - bind_poses.clear(); - - std::vector 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) - 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()); - - skin_weights.clear(); - - mOutput << startstr << "" << endstr; - PushTag(); - - mOutput << startstr << "" << endstr; - mOutput << startstr << "" << endstr; - - PopTag(); - mOutput << startstr << "" << endstr; - - mOutput << startstr << "mNumVertices << "\">" << endstr; - PushTag(); - - mOutput << startstr << "" << endstr; - mOutput << startstr << "" << endstr; - - mOutput << startstr << ""; - - std::vector 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) - ++num_influences[mesh->mBones[i]->mWeights[j].mVertexId]; - - for( size_t i = 0; i < mesh->mNumVertices; ++i) - mOutput << num_influences[i] << " "; - - mOutput << "" << endstr; - - mOutput << startstr << ""; - - ai_uint joint_weight_indices_length = 0; - std::vector accum_influences; - accum_influences.reserve(num_influences.size()); - 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 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) - { - unsigned int vId = mesh->mBones[i]->mWeights[j].mVertexId; - for( ai_uint k = 0; k < num_influences[vId]; ++k) - { - if (joint_weight_indices[2 * (accum_influences[vId] + k)] == -1) - { - joint_weight_indices[2 * (accum_influences[vId] + k)] = i; - joint_weight_indices[2 * (accum_influences[vId] + k) + 1] = weight_index; - break; - } - } - ++weight_index; - } - - for( size_t i = 0; i < joint_weight_indices.size(); ++i) - mOutput << joint_weight_indices[i] << " "; - - num_influences.clear(); - accum_influences.clear(); - joint_weight_indices.clear(); - - mOutput << "" << endstr; - - PopTag(); - mOutput << startstr << "" << endstr; - - PopTag(); - mOutput << startstr << "" << endstr; - - PopTag(); - mOutput << startstr << "" << endstr; -} - -// ------------------------------------------------------------------------------------------------ -// Writes the geometry library -void ColladaExporter::WriteGeometryLibrary() -{ - mOutput << startstr << "" << endstr; - PushTag(); - - for( size_t a = 0; a < mScene->mNumMeshes; ++a) - WriteGeometry( a); - - PopTag(); - mOutput << startstr << "" << endstr; -} - -// ------------------------------------------------------------------------------------------------ -// Writes the given mesh -void ColladaExporter::WriteGeometry( size_t pIndex) -{ - const aiMesh* mesh = mScene->mMeshes[pIndex]; - const std::string idstr = mesh->mName.length == 0 ? GetMeshId(pIndex) : mesh->mName.C_Str(); - const std::string geometryName = XMLEscape(idstr); - const std::string geometryId = XMLIDEncode(idstr); - - if ( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 ) - return; - - // opening tag - mOutput << startstr << "" << endstr; - PushTag(); - - mOutput << startstr << "" << endstr; - PushTag(); - - // 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); - - // texture coords - for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) - { - if( mesh->HasTextureCoords(static_cast(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(a)) ) - WriteFloatArray( idstr + "-color" + to_string(a), FloatType_Color, (ai_real*) mesh->mColors[a], mesh->mNumVertices); - } - - // assemble vertex structure - // Only write input for POSITION since we will write other as shared inputs in polygon definition - mOutput << startstr << "" << endstr; - PushTag(); - mOutput << startstr << "" << endstr; - PopTag(); - mOutput << startstr << "" << 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++; - } - - // lines - if (countLines) - { - mOutput << startstr << "" << endstr; - PushTag(); - mOutput << startstr << "" << endstr; - if( mesh->HasNormals() ) - mOutput << startstr << "" << endstr; - for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a ) - { - if( mesh->HasTextureCoords(static_cast(a)) ) - mOutput << startstr << "" << endstr; - } - for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a ) - { - if( mesh->HasVertexColors(static_cast(a) ) ) - mOutput << startstr << "" << endstr; - } - - mOutput << startstr << "

"; - 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 ) - mOutput << face.mIndices[b] << " "; - } - mOutput << "

" << endstr; - PopTag(); - mOutput << startstr << "
" << endstr; - } - - // triangle - don't use it, because compatibility problems - - // polygons - if (countPoly) - { - mOutput << startstr << "" << endstr; - PushTag(); - mOutput << startstr << "" << endstr; - if( mesh->HasNormals() ) - mOutput << startstr << "" << endstr; - for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a ) - { - if( mesh->HasTextureCoords(static_cast(a)) ) - mOutput << startstr << "" << endstr; - } - for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a ) - { - if( mesh->HasVertexColors(static_cast(a) ) ) - mOutput << startstr << "" << endstr; - } - - mOutput << startstr << ""; - for( size_t a = 0; a < mesh->mNumFaces; ++a ) - { - if (mesh->mFaces[a].mNumIndices < 3) continue; - mOutput << mesh->mFaces[a].mNumIndices << " "; - } - mOutput << "" << endstr; - - mOutput << startstr << "

"; - 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 ) - mOutput << face.mIndices[b] << " "; - } - mOutput << "

" << endstr; - PopTag(); - mOutput << startstr << "
" << endstr; - } - - // closing tags - PopTag(); - mOutput << startstr << "
" << endstr; - PopTag(); - mOutput << startstr << "
" << endstr; -} - -// ------------------------------------------------------------------------------------------------ -// Writes a float array of the given type -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; - default: - return; - } - - std::string arrayId = XMLIDEncode(pIdString) + "-array"; - - mOutput << startstr << "" << endstr; - PushTag(); - - // source array - mOutput << startstr << " "; - PushTag(); - - 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 ) - { - 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 ) - mOutput << pData[a] << " "; - } - mOutput << "" << endstr; - PopTag(); - - // the usual Collada fun. Let's bloat it even more! - mOutput << startstr << "" << endstr; - PushTag(); - mOutput << startstr << "" << endstr; - PushTag(); - - switch( pType ) - { - case FloatType_Vector: - mOutput << startstr << "" << endstr; - mOutput << startstr << "" << endstr; - mOutput << startstr << "" << endstr; - break; - - case FloatType_TexCoord2: - mOutput << startstr << "" << endstr; - mOutput << startstr << "" << endstr; - break; - - case FloatType_TexCoord3: - mOutput << startstr << "" << endstr; - mOutput << startstr << "" << endstr; - mOutput << startstr << "" << endstr; - break; - - case FloatType_Color: - mOutput << startstr << "" << endstr; - mOutput << startstr << "" << endstr; - mOutput << startstr << "" << endstr; - break; - - case FloatType_Mat4x4: - mOutput << startstr << "" << endstr; - break; - - case FloatType_Weight: - mOutput << startstr << "" << endstr; - break; - - // customized, add animation related - case FloatType_Time: - mOutput << startstr << "" << endstr; - break; - - } - - PopTag(); - mOutput << startstr << "" << endstr; - PopTag(); - mOutput << startstr << "" << endstr; - PopTag(); - mOutput << startstr << "" << endstr; -} - -// ------------------------------------------------------------------------------------------------ -// Writes the scene library -void ColladaExporter::WriteSceneLibrary() -{ - const std::string sceneName = XMLEscape(mScene->mRootNode->mName.C_Str()); - const std::string sceneId = XMLIDEncode(mScene->mRootNode->mName.C_Str()); - - mOutput << startstr << "" << endstr; - PushTag(); - mOutput << startstr << "" << endstr; - PushTag(); - - // start recursive write at the root node - for( size_t a = 0; a < mScene->mRootNode->mNumChildren; ++a ) - WriteNode( mScene, mScene->mRootNode->mChildren[a]); - - PopTag(); - mOutput << startstr << "" << endstr; - PopTag(); - mOutput << startstr << "" << endstr; -} -// ------------------------------------------------------------------------------------------------ -void ColladaExporter::WriteAnimationLibrary(size_t pIndex) -{ - static const float kSecondsFromMilliseconds = .001f; - - const aiAnimation * anim = mScene->mAnimations[pIndex]; - - 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(); - std::string ending = std::string( "AnimId" ) + to_string(pIndex); - if (idstr.length() >= ending.length()) { - if (0 != idstr.compare (idstr.length() - ending.length(), ending.length(), ending)) { - idstr = idstr + ending; - } - } else { - idstr = idstr + ending; - } - - const std::string idstrEscaped = XMLIDEncode(idstr); - - mOutput << startstr << "" << endstr; - PushTag(); - - std::string cur_node_idstr; - for (size_t a = 0; a < anim->mNumChannels; ++a) { - const aiNodeAnim * nodeAnim = anim->mChannels[a]; - - // sanity check - if (nodeAnim->mNumPositionKeys != nodeAnim->mNumScalingKeys || nodeAnim->mNumPositionKeys != nodeAnim->mNumRotationKeys) { - continue; - } - - { - cur_node_idstr.clear(); - cur_node_idstr += nodeAnim->mNodeName.data; - cur_node_idstr += std::string("_matrix-input"); - - std::vector frames; - for( size_t i = 0; i < nodeAnim->mNumPositionKeys; ++i) { - frames.push_back(static_cast(nodeAnim->mPositionKeys[i].mTime) * kSecondsFromMilliseconds); - } - - WriteFloatArray(cur_node_idstr, FloatType_Time, (const ai_real *)frames.data(), frames.size()); - frames.clear(); - } - - { - cur_node_idstr.clear(); - - cur_node_idstr += nodeAnim->mNodeName.data; - cur_node_idstr += std::string("_matrix-output"); - - std::vector keyframes; - keyframes.reserve(nodeAnim->mNumPositionKeys * 16); - for( size_t i = 0; i < nodeAnim->mNumPositionKeys; ++i) { - aiVector3D Scaling = nodeAnim->mScalingKeys[i].mValue; - aiMatrix4x4 ScalingM; // identity - ScalingM[0][0] = Scaling.x; ScalingM[1][1] = Scaling.y; ScalingM[2][2] = Scaling.z; - - aiQuaternion RotationQ = nodeAnim->mRotationKeys[i].mValue; - aiMatrix4x4 s = aiMatrix4x4( RotationQ.GetMatrix() ); - aiMatrix4x4 RotationM(s.a1, s.a2, s.a3, 0, s.b1, s.b2, s.b3, 0, s.c1, s.c2, s.c3, 0, 0, 0, 0, 1); - - aiVector3D Translation = nodeAnim->mPositionKeys[i].mValue; - aiMatrix4x4 TranslationM; // identity - TranslationM[0][3] = Translation.x; TranslationM[1][3] = Translation.y; TranslationM[2][3] = Translation.z; - - // Combine the above transformations - aiMatrix4x4 mat = TranslationM * RotationM * ScalingM; - - for( unsigned int j = 0; j < 4; ++j) { - keyframes.insert(keyframes.end(), mat[j], mat[j] + 4); - } - } - - WriteFloatArray(cur_node_idstr, FloatType_Mat4x4, (const ai_real *)keyframes.data(), keyframes.size() / 16); - } - - { - std::vector names; - for ( size_t i = 0; i < nodeAnim->mNumPositionKeys; ++i) { - if ( nodeAnim->mPreState == aiAnimBehaviour_DEFAULT - || nodeAnim->mPreState == aiAnimBehaviour_LINEAR - || nodeAnim->mPreState == aiAnimBehaviour_REPEAT - ) { - names.push_back( "LINEAR" ); - } else if (nodeAnim->mPostState == aiAnimBehaviour_CONSTANT) { - names.push_back( "STEP" ); - } - } - - const std::string cur_node_idstr2 = nodeAnim->mNodeName.data + std::string("_matrix-interpolation"); - std::string arrayId = XMLIDEncode(cur_node_idstr2) + "-array"; - - mOutput << startstr << "" << endstr; - PushTag(); - - // source array - mOutput << startstr << " "; - for( size_t aa = 0; aa < names.size(); ++aa ) { - mOutput << names[aa] << " "; - } - mOutput << "" << endstr; - - mOutput << startstr << "" << endstr; - PushTag(); - - mOutput << startstr << "" << endstr; - PushTag(); - - mOutput << startstr << "" << endstr; - - PopTag(); - mOutput << startstr << "" << endstr; - - PopTag(); - mOutput << startstr << "" << endstr; - - PopTag(); - mOutput << startstr << "" << endstr; - } - } - - for (size_t a = 0; a < anim->mNumChannels; ++a) { - const aiNodeAnim * nodeAnim = anim->mChannels[a]; - - { - // samplers - const std::string node_idstr = nodeAnim->mNodeName.data + std::string("_matrix-sampler"); - mOutput << startstr << "" << endstr; - PushTag(); - - mOutput << startstr << "mNodeName.data + std::string("_matrix-input") ) << "\"/>" << endstr; - mOutput << startstr << "mNodeName.data + std::string("_matrix-output") ) << "\"/>" << endstr; - mOutput << startstr << "mNodeName.data + std::string("_matrix-interpolation") ) << "\"/>" << endstr; - - PopTag(); - mOutput << startstr << "" << endstr; - } - } - - for (size_t a = 0; a < anim->mNumChannels; ++a) { - const aiNodeAnim * nodeAnim = anim->mChannels[a]; - - { - // channels - mOutput << startstr << "mNodeName.data + std::string("_matrix-sampler") ) << "\" target=\"" << XMLIDEncode(nodeAnim->mNodeName.data) << "/matrix\"/>" << endstr; - } - } - - PopTag(); - mOutput << startstr << "" << endstr; - -} -// ------------------------------------------------------------------------------------------------ -void ColladaExporter::WriteAnimationsLibrary() -{ - if ( mScene->mNumAnimations > 0 ) { - mOutput << startstr << "" << endstr; - PushTag(); - - // start recursive write at the root node - for( size_t a = 0; a < mScene->mNumAnimations; ++a) - WriteAnimationLibrary( a ); - - PopTag(); - mOutput << startstr << "" << endstr; - } -} -// ------------------------------------------------------------------------------------------------ -// Helper to find a bone by name in the scene -aiBone* findBone( const aiScene* scene, const char * name) { - for (size_t m=0; mmNumMeshes; m++) { - aiMesh * mesh = scene->mMeshes[m]; - for (size_t b=0; bmNumBones; b++) { - aiBone * bone = mesh->mBones[b]; - if (0 == strcmp(name, bone->mName.C_Str())) { - return bone; - } - } - } - return NULL; -} - -// ------------------------------------------------------------------------------------------------ -const aiNode * findBoneNode( const aiNode* aNode, const aiBone* bone) -{ - if ( aNode && bone && aNode->mName == bone->mName ) { - return aNode; - } - - if ( aNode && bone ) { - for (unsigned int i=0; i < aNode->mNumChildren; ++i) { - aiNode * aChild = aNode->mChildren[i]; - const aiNode * foundFromChild = 0; - if ( aChild ) { - foundFromChild = findBoneNode( aChild, bone ); - if ( foundFromChild ) return foundFromChild; - } - } - } - - return NULL; -} - -const aiNode * findSkeletonRootNode( const aiScene* scene, const aiMesh * mesh) -{ - std::set topParentBoneNodes; - if ( mesh && mesh->mNumBones > 0 ) { - for (unsigned int i=0; i < mesh->mNumBones; ++i) { - aiBone * bone = mesh->mBones[i]; - - const aiNode * node = findBoneNode( scene->mRootNode, bone); - if ( node ) { - while ( node->mParent && findBone(scene, node->mParent->mName.C_Str() ) != 0 ) { - node = node->mParent; - } - topParentBoneNodes.insert( node ); - } - } - } - - if ( !topParentBoneNodes.empty() ) { - const aiNode * parentBoneNode = *topParentBoneNodes.begin(); - if ( topParentBoneNodes.size() == 1 ) { - return parentBoneNode; - } else { - for (auto it : topParentBoneNodes) { - if ( it->mParent ) return it->mParent; - } - return parentBoneNode; - } - } - - return NULL; -} - -// ------------------------------------------------------------------------------------------------ -// Recursively writes the given node -void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode) -{ - // the node must have a name - if (pNode->mName.length == 0) - { - std::stringstream ss; - ss << "Node_" << pNode; - pNode->mName.Set(ss.str()); - } - - // If the node is associated with a bone, it is a joint node (JOINT) - // otherwise it is a normal node (NODE) - const char * node_type; - bool is_joint, is_skeleton_root = false; - if (nullptr == findBone(pScene, pNode->mName.C_Str())) { - node_type = "NODE"; - is_joint = false; - } else { - node_type = "JOINT"; - is_joint = true; - if (!pNode->mParent || nullptr == findBone(pScene, pNode->mParent->mName.C_Str())) { - is_skeleton_root = true; - } - } - - const std::string node_id = XMLIDEncode(pNode->mName.data); - const std::string node_name = XMLEscape(pNode->mName.data); - mOutput << startstr << "" << endstr; - PushTag(); - - // write transformation - we can directly put the matrix there - // TODO: (thom) decompose into scale - rot - quad to allow addressing it by animations afterwards - aiMatrix4x4 mat = pNode->mTransformation; - - // If this node is a Camera node, the camera coordinate system needs to be multiplied in. - // When importing from Collada, the mLookAt is set to 0, 0, -1, and the node transform is unchanged. - // When importing from a different format, mLookAt is set to 0, 0, 1. Therefore, the local camera - // coordinate system must be changed to matche the Collada specification. - for (size_t i = 0; imNumCameras; i++){ - if (mScene->mCameras[i]->mName == pNode->mName){ - aiMatrix4x4 sourceView; - mScene->mCameras[i]->GetCameraMatrix(sourceView); - - aiMatrix4x4 colladaView; - colladaView.a1 = colladaView.c3 = -1; // move into -z space. - mat *= (sourceView * colladaView); - break; - } - } - - // customized, sid should be 'matrix' to match with loader code. - //mOutput << startstr << ""; - mOutput << startstr << ""; - - mOutput << mat.a1 << " " << mat.a2 << " " << mat.a3 << " " << mat.a4 << " "; - mOutput << mat.b1 << " " << mat.b2 << " " << mat.b3 << " " << mat.b4 << " "; - mOutput << mat.c1 << " " << mat.c2 << " " << mat.c3 << " " << mat.c4 << " "; - mOutput << mat.d1 << " " << mat.d2 << " " << mat.d3 << " " << mat.d4; - mOutput << "" << endstr; - - if(pNode->mNumMeshes==0){ - //check if it is a camera node - for(size_t i=0; imNumCameras; i++){ - if(mScene->mCameras[i]->mName == pNode->mName){ - mOutput << startstr <<"" << endstr; - break; - } - } - //check if it is a light node - for(size_t i=0; imNumLights; i++){ - if(mScene->mLights[i]->mName == pNode->mName){ - mOutput << startstr <<"" << endstr; - break; - } - } - - }else - // instance every geometry - for( size_t a = 0; a < pNode->mNumMeshes; ++a ) - { - const aiMesh* mesh = mScene->mMeshes[pNode->mMeshes[a]]; - // do not instantiate mesh if empty. I wonder how this could happen - if( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 ) - continue; - - const std::string meshName = mesh->mName.length == 0 ? GetMeshId(pNode->mMeshes[a]) : mesh->mName.C_Str(); - - if( mesh->mNumBones == 0 ) - { - mOutput << startstr << "" << endstr; - PushTag(); - } - else - { - mOutput << startstr - << "" - << endstr; - PushTag(); - - // note! this mFoundSkeletonRootNodeID some how affects animation, it makes the mesh attaches to armature skeleton root node. - // use the first bone to find skeleton root - const aiNode * skeletonRootBoneNode = findSkeletonRootNode( pScene, mesh ); - if ( skeletonRootBoneNode ) { - mFoundSkeletonRootNodeID = XMLIDEncode( skeletonRootBoneNode->mName.C_Str() ); - } - mOutput << startstr << "#" << mFoundSkeletonRootNodeID << "" << endstr; - } - mOutput << startstr << "" << endstr; - PushTag(); - mOutput << startstr << "" << endstr; - PushTag(); - mOutput << startstr << "mMaterialIndex].name) << "\">" << endstr; - PushTag(); - for( size_t aa = 0; aa < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++aa ) - { - if( mesh->HasTextureCoords( static_cast(aa) ) ) - // semantic as in - // input_semantic as in - // input_set as in - mOutput << startstr << "" << endstr; - } - PopTag(); - mOutput << startstr << "" << endstr; - PopTag(); - mOutput << startstr << "" << endstr; - PopTag(); - mOutput << startstr << "" << endstr; - - PopTag(); - if( mesh->mNumBones == 0) - mOutput << startstr << "" << endstr; - else - mOutput << startstr << "" << endstr; - } - - // recurse into subnodes - for( size_t a = 0; a < pNode->mNumChildren; ++a ) - WriteNode( pScene, pNode->mChildren[a]); - - PopTag(); - mOutput << startstr << "" << endstr; -} - -#endif -#endif