3DS Exporter: export scene hierarchy.
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026f32733d
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a07cde4a81
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@ -199,9 +199,67 @@ Discreet3DSExporter:: Discreet3DSExporter(boost::shared_ptr<IOStream> outfile, c
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{
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_KEYFRAMER);
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WriteHierarchy(*scene->mRootNode, -1, -1);
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}
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}
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// ------------------------------------------------------------------------------------------------
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int Discreet3DSExporter::WriteHierarchy(const aiNode& node, int seq, int sibling_level)
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{
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// 3DS scene hierarchy is serialized as in http://www.martinreddy.net/gfx/3d/3DS.spec
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{
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRACKINFO);
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{
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRACKOBJNAME);
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// Assimp node names are unique and distinct from all mesh-node
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// names we generate; thus we can use them as-is
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WriteString(node.mName);
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// Two unknown int16 values - it is even unclear if 0 is a safe value
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// but luckily importers do not know better either.
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writer.PutI4(0);
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int16_t hierarchy_pos = static_cast<int16_t>(seq);
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if (sibling_level != -1) {
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hierarchy_pos = sibling_level;
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}
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// Write the hierarchy position
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writer.PutI2(hierarchy_pos);
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}
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}
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// TODO: write transformation chunks
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++seq;
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sibling_level = seq;
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// Write all children
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for (unsigned int i = 0; i < node.mNumChildren; ++i) {
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seq = WriteHierarchy(*node.mChildren[i], seq, i == 0 ? -1 : sibling_level);
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}
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// Write all meshes as separate nodes to be able to reference the meshes by name
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for (unsigned int i = 0; i < node.mNumMeshes; ++i) {
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const bool first_child = node.mNumChildren == 0 && i == 0;
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const unsigned int mesh_idx = node.mMeshes[i];
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const aiMesh& mesh = *scene->mMeshes[mesh_idx];
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRACKINFO);
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{
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRACKOBJNAME);
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WriteString(GetMeshName(mesh, mesh_idx, node));
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writer.PutI4(0);
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writer.PutI2(static_cast<int16_t>(first_child ? seq : sibling_level));
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++seq;
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}
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}
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return seq;
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}
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// ------------------------------------------------------------------------------------------------
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void Discreet3DSExporter::WriteMaterials()
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{
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@ -70,6 +70,8 @@ private:
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void WriteFaceMaterialChunk(const aiMesh& mesh);
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int WriteHierarchy(const aiNode& node, int level, int sibling_level);
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void WriteString(const std::string& s);
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void WriteString(const aiString& s);
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void WriteColor(const aiColor3D& color);
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