Improving ColladaExporter to play nice with models imported from any format.
parent
b4b39e026d
commit
9120689f0d
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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 <ctime>
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#include <set>
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using namespace Assimp;
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@ -107,7 +108,7 @@ void ColladaExporter::WriteFile()
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// useless Collada fu at the end, just in case we haven't had enough indirections, yet.
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mOutput << startstr << "<scene>" << endstr;
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PushTag();
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mOutput << startstr << "<instance_visual_scene url=\"#myScene\" />" << endstr;
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mOutput << startstr << "<instance_visual_scene url=\"#" + std::string(mScene->mRootNode->mName.C_Str()) + "\" />" << endstr;
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PopTag();
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mOutput << startstr << "</scene>" << endstr;
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PopTag();
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@ -118,19 +119,63 @@ void ColladaExporter::WriteFile()
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// Writes the asset header
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void ColladaExporter::WriteHeader()
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{
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static const unsigned int date_nb_chars = 20;
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char date_str[date_nb_chars];
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std::time_t date = std::time(NULL);
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std::strftime(date_str, date_nb_chars, "%Y-%m-%dT%H:%M:%S", std::localtime(&date));
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aiVector3D scaling;
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aiQuaternion rotation;
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aiVector3D position;
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mScene->mRootNode->mTransformation.Decompose(scaling, rotation, position);
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std::string scene_name = mScene->mRootNode->mName.C_Str();
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float scale = 1.0;
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if(scaling.x == scaling.y && scaling.x == scaling.z) {
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scale = scaling.x;
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} else {
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DefaultLogger::get()->warn("Collada: Unable to compute the global scale of the scene " + scene_name);
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}
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aiMatrix3x3 rot_mat = rotation.GetMatrix();
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std::string up_axis = "Y_UP";
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if(rot_mat == aiMatrix4x4()) {
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up_axis = "Y_UP";
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} else if(rot_mat == aiMatrix4x4(
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0, -1, 0, 0,
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1, 0, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1)) {
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up_axis = "X_UP";
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} else if(rot_mat == aiMatrix4x4(
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1, 0, 0, 0,
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0, 0, 1, 0,
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0, -1, 0, 0,
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0, 0, 0, 1)) {
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up_axis = "Z_UP";
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} else {
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DefaultLogger::get()->warn("Collada: Unable to compute the up axis of the scene " + scene_name);
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}
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if(position.x != 0 || position.y != 0 || position.z != 0) {
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DefaultLogger::get()->warn("Collada: Unable to keep the global position of the scene " + scene_name);
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}
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// Dummy stuff. Nobody actually cares for it anyways
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mOutput << startstr << "<asset>" << endstr;
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PushTag();
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mOutput << startstr << "<contributor>" << endstr;
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PushTag();
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mOutput << startstr << "<author>Someone</author>" << endstr;
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mOutput << startstr << "<author>Assimp</author>" << endstr;
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mOutput << startstr << "<authoring_tool>Assimp Collada Exporter</authoring_tool>" << endstr;
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PopTag();
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mOutput << startstr << "</contributor>" << endstr;
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mOutput << startstr << "<created>2000-01-01T23:59:59</created>" << endstr;
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mOutput << startstr << "<modified>2000-01-01T23:59:59</modified>" << endstr;
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mOutput << startstr << "<unit name=\"centimeter\" meter=\"0.01\" />" << endstr;
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mOutput << startstr << "<up_axis>Y_UP</up_axis>" << endstr;
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mOutput << startstr << "<created>" << date_str << "</created>" << endstr;
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mOutput << startstr << "<modified>" << date_str << "</modified>" << endstr;
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mOutput << startstr << "<unit name=\"meter\" meter=\"" << scale << "\" />" << endstr;
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mOutput << startstr << "<up_axis>" << up_axis << "</up_axis>" << endstr;
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PopTag();
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mOutput << startstr << "</asset>" << endstr;
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}
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@ -551,13 +596,16 @@ void ColladaExporter::WriteFloatArray( const std::string& pIdString, FloatDataTy
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// Writes the scene library
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void ColladaExporter::WriteSceneLibrary()
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{
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std::string scene_name = mScene->mRootNode->mName.C_Str();
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mOutput << startstr << "<library_visual_scenes>" << endstr;
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PushTag();
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mOutput << startstr << "<visual_scene id=\"myScene\" name=\"myScene\">" << endstr;
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mOutput << startstr << "<visual_scene id=\"" + scene_name + "\" name=\"" + scene_name + "\">" << endstr;
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PushTag();
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// start recursive write at the root node
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WriteNode( mScene->mRootNode);
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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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PopTag();
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mOutput << startstr << "</visual_scene>" << endstr;
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@ -569,55 +617,48 @@ void ColladaExporter::WriteSceneLibrary()
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// Recursively writes the given node
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void ColladaExporter::WriteNode( const aiNode* pNode)
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{
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std::string name(pNode->mName.C_Str());
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std::transform(name.begin(), name.end(), name.begin(), ::tolower);
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mOutput << startstr << "<node id=\"" << pNode->mName.data << "\" name=\"" << pNode->mName.data << "\">" << endstr;
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PushTag();
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if(name.compare("myscene") != 0) {
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mOutput << startstr << "<node id=\"" << pNode->mName.data << "\" name=\"" << pNode->mName.data << "\">" << endstr;
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// write transformation - we can directly put the matrix there
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// TODO: (thom) decompose into scale - rot - quad to allow adressing it by animations afterwards
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const aiMatrix4x4& mat = pNode->mTransformation;
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mOutput << startstr << "<matrix>";
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mOutput << mat.a1 << " " << mat.a2 << " " << mat.a3 << " " << mat.a4 << " ";
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mOutput << mat.b1 << " " << mat.b2 << " " << mat.b3 << " " << mat.b4 << " ";
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mOutput << mat.c1 << " " << mat.c2 << " " << mat.c3 << " " << mat.c4 << " ";
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mOutput << mat.d1 << " " << mat.d2 << " " << mat.d3 << " " << mat.d4;
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mOutput << "</matrix>" << endstr;
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// instance every geometry
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for( size_t a = 0; a < pNode->mNumMeshes; ++a )
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{
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const aiMesh* mesh = mScene->mMeshes[pNode->mMeshes[a]];
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// do not instanciate mesh if empty. I wonder how this could happen
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if( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
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continue;
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mOutput << startstr << "<instance_geometry url=\"#" << GetMeshId( pNode->mMeshes[a]) << "\">" << endstr;
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PushTag();
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// write transformation - we can directly put the matrix there
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// TODO: (thom) decompose into scale - rot - quad to allow adressing it by animations afterwards
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const aiMatrix4x4& mat = pNode->mTransformation;
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mOutput << startstr << "<matrix>";
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mOutput << mat.a1 << " " << mat.a2 << " " << mat.a3 << " " << mat.a4 << " ";
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mOutput << mat.b1 << " " << mat.b2 << " " << mat.b3 << " " << mat.b4 << " ";
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mOutput << mat.c1 << " " << mat.c2 << " " << mat.c3 << " " << mat.c4 << " ";
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mOutput << mat.d1 << " " << mat.d2 << " " << mat.d3 << " " << mat.d4;
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mOutput << "</matrix>" << endstr;
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// instance every geometry
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for( size_t a = 0; a < pNode->mNumMeshes; ++a )
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{
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const aiMesh* mesh = mScene->mMeshes[pNode->mMeshes[a]];
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// do not instanciate mesh if empty. I wonder how this could happen
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if( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
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continue;
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mOutput << startstr << "<instance_geometry url=\"#" << GetMeshId( pNode->mMeshes[a]) << "\">" << endstr;
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PushTag();
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mOutput << startstr << "<bind_material>" << endstr;
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PushTag();
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mOutput << startstr << "<technique_common>" << endstr;
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PushTag();
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mOutput << startstr << "<instance_material symbol=\"theresonlyone\" target=\"#" << materials[mesh->mMaterialIndex].name << "\" />" << endstr;
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PopTag();
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mOutput << startstr << "</technique_common>" << endstr;
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mOutput << startstr << "<bind_material>" << endstr;
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PushTag();
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mOutput << startstr << "<technique_common>" << endstr;
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PushTag();
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mOutput << startstr << "<instance_material symbol=\"theresonlyone\" target=\"#" << materials[mesh->mMaterialIndex].name << "\" />" << endstr;
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PopTag();
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mOutput << startstr << "</bind_material>" << endstr;
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PopTag();
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mOutput << startstr << "</instance_geometry>" << endstr;
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}
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mOutput << startstr << "</technique_common>" << endstr;
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PopTag();
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mOutput << startstr << "</bind_material>" << endstr;
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PopTag();
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mOutput << startstr << "</instance_geometry>" << endstr;
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}
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// recurse into subnodes
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for( size_t a = 0; a < pNode->mNumChildren; ++a )
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WriteNode( pNode->mChildren[a]);
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if(name.compare("myscene") != 0) {
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PopTag();
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mOutput << startstr << "</node>" << endstr;
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}
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PopTag();
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mOutput << startstr << "</node>" << endstr;
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}
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#endif
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