3DS Exporter: export scene hierarchy.

pull/317/head
Alexander Gessler 2014-07-23 22:08:35 +02:00
parent 026f32733d
commit a07cde4a81
2 changed files with 60 additions and 0 deletions

View File

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

View File

@ -70,6 +70,8 @@ private:
void WriteFaceMaterialChunk(const aiMesh& mesh); void WriteFaceMaterialChunk(const aiMesh& mesh);
int WriteHierarchy(const aiNode& node, int level, int sibling_level);
void WriteString(const std::string& s); void WriteString(const std::string& s);
void WriteString(const aiString& s); void WriteString(const aiString& s);
void WriteColor(const aiColor3D& color); void WriteColor(const aiColor3D& color);