Improving ColladaExporter to allow non-destructive cycles of import/export
parent
bbfd56046b
commit
b4b39e026d
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@ -44,6 +44,8 @@ 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 <set>
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using namespace Assimp;
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namespace Assimp
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@ -97,7 +99,7 @@ void ColladaExporter::WriteFile()
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WriteHeader();
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WriteMaterials();
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WriteMaterials();
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WriteGeometryLibrary();
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WriteSceneLibrary();
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@ -225,6 +227,8 @@ void ColladaExporter::WriteMaterials()
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{
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materials.resize( mScene->mNumMaterials);
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std::set<std::string> material_names;
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/// collect all materials from the scene
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size_t numTextures = 0;
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for( size_t a = 0; a < mScene->mNumMaterials; ++a )
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@ -234,7 +238,12 @@ void ColladaExporter::WriteMaterials()
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aiString name;
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if( mat->Get( AI_MATKEY_NAME, name) != aiReturn_SUCCESS )
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name = "mat";
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materials[a].name = std::string( "m") + boost::lexical_cast<std::string> (a) + name.C_Str();
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if(material_names.find(name.C_Str()) != material_names.end()) {
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materials[a].name = std::string( "m") + boost::lexical_cast<std::string> (a) + "_" + name.C_Str();
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material_names.insert(materials[a].name);
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} else {
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materials[a].name = name.C_Str();
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}
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for( std::string::iterator it = materials[a].name.begin(); it != materials[a].name.end(); ++it )
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if( !isalnum( *it) )
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*it = '_';
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@ -560,48 +569,55 @@ 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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mOutput << startstr << "<node id=\"" << pNode->mName.data << "\" name=\"" << pNode->mName.data << "\">" << endstr;
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PushTag();
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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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// 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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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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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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// 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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PopTag();
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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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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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}
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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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PopTag();
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mOutput << startstr << "</node>" << endstr;
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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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}
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#endif
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