Extend Collada Exporter using lines and triangles

pull/298/head
Madrich 2014-05-31 12:50:07 +02:00
parent 84eb1930ea
commit 9ddd459fe8
1 changed files with 76 additions and 19 deletions

View File

@ -420,12 +420,12 @@ void ColladaExporter::WriteMaterials()
aiString name;
if( mat->Get( AI_MATKEY_NAME, name) != aiReturn_SUCCESS )
name = "mat";
name = "mat";
materials[a].name = std::string( "m") + boost::lexical_cast<std::string> (a) + name.C_Str();
for( std::string::iterator it = materials[a].name.begin(); it != materials[a].name.end(); ++it ) {
// isalnum on MSVC asserts for code points in [0,255]. Thus prevent unwanted promotion
// of char to signed int and take the unsigned char value.
if( !isalnum( static_cast<uint8_t>(*it) ) ) {
if( !isalnum( static_cast<uint8_t>(*it) ) ) {
*it = '_';
}
}
@ -630,26 +630,83 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
PopTag();
mOutput << startstr << "</vertices>" << endstr;
// write face setup
mOutput << startstr << "<polylist count=\"" << mesh->mNumFaces << "\" material=\"theresonlyone\">" << endstr;
PushTag();
mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstr << "-vertices\" />" << endstr;
mOutput << startstr << "<vcount>";
for( size_t a = 0; a < mesh->mNumFaces; ++a )
mOutput << mesh->mFaces[a].mNumIndices << " ";
mOutput << "</vcount>" << endstr;
mOutput << startstr << "<p>";
// count the number of lines, triangles and polygon meshes
int countLines = 0;
int countTriangles = 0;
int countPoly = 0;
for( size_t a = 0; a < mesh->mNumFaces; ++a )
{
const aiFace& face = mesh->mFaces[a];
for( size_t b = 0; b < face.mNumIndices; ++b )
mOutput << face.mIndices[b] << " ";
if (mesh->mFaces[a].mNumIndices == 2) countLines++;
else if (mesh->mFaces[a].mNumIndices == 3) countTriangles++;
else if (mesh->mFaces[a].mNumIndices > 3) countPoly++;
}
// lines
if (countLines)
{
mOutput << startstr << "<lines count=\"" << countLines << "\" material=\"theresonlyone\">" << endstr;
PushTag();
mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstr << "-vertices\" />" << endstr;
mOutput << startstr << "<p>";
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 << "</p>" << endstr;
PopTag();
mOutput << startstr << "</lines>" << endstr;
}
// triangles
if (countTriangles)
{
mOutput << startstr << "<triangles count=\"" << countTriangles << "\" material=\"theresonlyone\">" << endstr;
PushTag();
mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstr << "-vertices\" />" << endstr;
mOutput << startstr << "<input offset=\"0\" semantic=\"NORMAL\" source=\"#" << idstr << "-normals\" />" << endstr;
mOutput << startstr << "<p>";
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 << "</p>" << endstr;
PopTag();
mOutput << startstr << "</triangles>" << endstr;
}
// polygons
if (countPoly)
{
mOutput << startstr << "<polylist count=\"" << countPoly << "\" material=\"theresonlyone\">" << endstr;
PushTag();
mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstr << "-vertices\" />" << endstr;
mOutput << startstr << "<vcount>";
for( size_t a = 0; a < mesh->mNumFaces; ++a )
{
if (mesh->mFaces[a].mNumIndices <= 3) continue;
mOutput << mesh->mFaces[a].mNumIndices << " ";
}
mOutput << "</vcount>" << endstr;
mOutput << startstr << "<p>";
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 << "</p>" << endstr;
PopTag();
mOutput << startstr << "</polylist>" << endstr;
}
mOutput << "</p>" << endstr;
PopTag();
mOutput << startstr << "</polylist>" << endstr;
// closing tags
PopTag();