ColladaExporter: improve name/id handling

pull/2690/head
Chris Weermann (TGE) 2019-10-02 01:32:53 +02:00
parent 09d80ff478
commit c08a78f7c6
1 changed files with 88 additions and 62 deletions

View File

@ -92,6 +92,34 @@ void ExportSceneCollada(const char* pFile, IOSystem* pIOSystem, const aiScene* p
} // end of namespace Assimp
// ------------------------------------------------------------------------------------------------
const std::string XMLIDEncode(const std::string& name)
{
const char XML_ID_CHARS[] = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz_-.";
const unsigned int XML_ID_CHARS_COUNT = sizeof(XML_ID_CHARS) / sizeof(char);
if (name.length() == 0)
return name;
std::stringstream idEncoded;
// xsd:ID must start with letter or underscore
if (!((name[0] >= 'A' && name[0] <= 'z') || name[0] == '_'))
idEncoded << '_';
for (std::string::const_iterator it = name.begin(); it != name.end(); ++it)
{
// xsd:ID can only contain letters, digits, underscores, hyphens and periods
if (strchr(XML_ID_CHARS, *it) != nullptr)
idEncoded << *it;
else
// Select placeholder character based on invalid character to prevent name collisions
idEncoded << XML_ID_CHARS[(*it) % XML_ID_CHARS_COUNT];
}
return idEncoded.str();
}
// ------------------------------------------------------------------------------------------------
// Constructor for a specific scene to export
ColladaExporter::ColladaExporter( const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file)
@ -146,7 +174,7 @@ void ColladaExporter::WriteFile() {
// useless Collada fu at the end, just in case we haven't had enough indirections, yet.
mOutput << startstr << "<scene>" << endstr;
PushTag();
mOutput << startstr << "<instance_visual_scene url=\"#" + XMLEscape(mScene->mRootNode->mName.C_Str()) + "\" />" << endstr;
mOutput << startstr << "<instance_visual_scene url=\"#" + XMLIDEncode(mScene->mRootNode->mName.C_Str()) + "\" />" << endstr;
PopTag();
mOutput << startstr << "</scene>" << endstr;
PopTag();
@ -356,9 +384,10 @@ void ColladaExporter::WriteCamerasLibrary() {
void ColladaExporter::WriteCamera(size_t pIndex){
const aiCamera *cam = mScene->mCameras[pIndex];
const std::string idstrEscaped = XMLEscape(cam->mName.C_Str());
const std::string cameraName = XMLEscape(cam->mName.C_Str());
const std::string cameraId = XMLIDEncode(cam->mName.C_Str());
mOutput << startstr << "<camera id=\"" << idstrEscaped << "-camera\" name=\"" << idstrEscaped << "_name\" >" << endstr;
mOutput << startstr << "<camera id=\"" << cameraId << "-camera\" name=\"" << cameraName << "\" >" << endstr;
PushTag();
mOutput << startstr << "<optics>" << endstr;
PushTag();
@ -412,10 +441,11 @@ void ColladaExporter::WriteLightsLibrary() {
void ColladaExporter::WriteLight(size_t pIndex){
const aiLight *light = mScene->mLights[pIndex];
const std::string idstrEscaped = XMLEscape(light->mName.C_Str());
const std::string lightName = XMLEscape(light->mName.C_Str());
const std::string lightId = XMLIDEncode(light->mName.C_Str());
mOutput << startstr << "<light id=\"" << idstrEscaped << "-light\" name=\""
<< idstrEscaped << "_name\" >" << endstr;
mOutput << startstr << "<light id=\"" << lightId << "-light\" name=\""
<< lightName << "\" >" << endstr;
PushTag();
mOutput << startstr << "<technique_common>" << endstr;
PushTag();
@ -586,7 +616,7 @@ static bool isalnum_C(char c) {
void ColladaExporter::WriteImageEntry( const Surface& pSurface, const std::string& pNameAdd) {
if( !pSurface.texture.empty() )
{
mOutput << startstr << "<image id=\"" << XMLEscape(pNameAdd) << "\">" << endstr;
mOutput << startstr << "<image id=\"" << XMLIDEncode(pNameAdd) << "\">" << endstr;
PushTag();
mOutput << startstr << "<init_from>";
@ -619,7 +649,7 @@ void ColladaExporter::WriteTextureColorEntry( const Surface& pSurface, const std
}
else
{
mOutput << startstr << "<texture texture=\"" << XMLEscape(pImageName) << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
mOutput << startstr << "<texture texture=\"" << XMLIDEncode(pImageName) << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
}
PopTag();
mOutput << startstr << "</" << pTypeName << ">" << endstr;
@ -633,21 +663,21 @@ void ColladaExporter::WriteTextureParamEntry( const Surface& pSurface, const std
// if surface is a texture, write out the sampler and the surface parameters necessary to reference the texture
if( !pSurface.texture.empty() )
{
mOutput << startstr << "<newparam sid=\"" << XMLEscape(pMatName) << "-" << pTypeName << "-surface\">" << endstr;
mOutput << startstr << "<newparam sid=\"" << XMLIDEncode(pMatName) << "-" << pTypeName << "-surface\">" << endstr;
PushTag();
mOutput << startstr << "<surface type=\"2D\">" << endstr;
PushTag();
mOutput << startstr << "<init_from>" << XMLEscape(pMatName) << "-" << pTypeName << "-image</init_from>" << endstr;
mOutput << startstr << "<init_from>" << XMLIDEncode(pMatName) << "-" << pTypeName << "-image</init_from>" << endstr;
PopTag();
mOutput << startstr << "</surface>" << endstr;
PopTag();
mOutput << startstr << "</newparam>" << endstr;
mOutput << startstr << "<newparam sid=\"" << XMLEscape(pMatName) << "-" << pTypeName << "-sampler\">" << endstr;
mOutput << startstr << "<newparam sid=\"" << XMLIDEncode(pMatName) << "-" << pTypeName << "-sampler\">" << endstr;
PushTag();
mOutput << startstr << "<sampler2D>" << endstr;
PushTag();
mOutput << startstr << "<source>" << XMLEscape(pMatName) << "-" << pTypeName << "-surface</source>" << endstr;
mOutput << startstr << "<source>" << XMLIDEncode(pMatName) << "-" << pTypeName << "-surface</source>" << endstr;
PopTag();
mOutput << startstr << "</sampler2D>" << endstr;
PopTag();
@ -699,11 +729,6 @@ void ColladaExporter::WriteMaterials()
materials[a].name = std::string(name.C_Str()) + to_string(materialCountWithThisName);
}
}
for( std::string::iterator it = materials[a].name.begin(); it != materials[a].name.end(); ++it ) {
if( !isalnum_C( *it ) ) {
*it = '_';
}
}
aiShadingMode shading = aiShadingMode_Flat;
materials[a].shading_model = "phong";
@ -768,7 +793,7 @@ void ColladaExporter::WriteMaterials()
{
const Material& mat = *it;
// this is so ridiculous it must be right
mOutput << startstr << "<effect id=\"" << XMLEscape(mat.name) << "-fx\" name=\"" << XMLEscape(mat.name) << "\">" << endstr;
mOutput << startstr << "<effect id=\"" << XMLIDEncode(mat.name) << "-fx\" name=\"" << XMLEscape(mat.name) << "\">" << endstr;
PushTag();
mOutput << startstr << "<profile_COMMON>" << endstr;
PushTag();
@ -819,9 +844,9 @@ void ColladaExporter::WriteMaterials()
for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it )
{
const Material& mat = *it;
mOutput << startstr << "<material id=\"" << XMLEscape(mat.name) << "\" name=\"" << mat.name << "\">" << endstr;
mOutput << startstr << "<material id=\"" << XMLIDEncode(mat.name) << "\" name=\"" << XMLEscape(mat.name) << "\">" << endstr;
PushTag();
mOutput << startstr << "<instance_effect url=\"#" << XMLEscape(mat.name) << "-fx\"/>" << endstr;
mOutput << startstr << "<instance_effect url=\"#" << XMLIDEncode(mat.name) << "-fx\"/>" << endstr;
PopTag();
mOutput << startstr << "</material>" << endstr;
}
@ -851,7 +876,7 @@ void ColladaExporter::WriteController( size_t pIndex)
{
const aiMesh* mesh = mScene->mMeshes[pIndex];
const std::string idstr = GetMeshId( pIndex);
const std::string idstrEscaped = XMLEscape(idstr);
const std::string idstrEscaped = XMLIDEncode(idstr);
if ( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
return;
@ -886,7 +911,7 @@ void ColladaExporter::WriteController( size_t pIndex)
mOutput << startstr << "<Name_array id=\"" << idstrEscaped << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\">";
for( size_t i = 0; i < mesh->mNumBones; ++i )
mOutput << XMLEscape(mesh->mBones[i]->mName.C_Str()) << " ";
mOutput << XMLIDEncode(mesh->mBones[i]->mName.C_Str()) << " ";
mOutput << "</Name_array>" << endstr;
@ -1022,13 +1047,14 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
{
const aiMesh* mesh = mScene->mMeshes[pIndex];
const std::string idstr = GetMeshId( pIndex);
const std::string idstrEscaped = XMLEscape(idstr);
const std::string geometryName = XMLEscape(idstr);
const std::string geometryId = XMLIDEncode(idstr);
if ( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
return;
// opening tag
mOutput << startstr << "<geometry id=\"" << idstrEscaped << "\" name=\"" << idstrEscaped << "_name\" >" << endstr;
mOutput << startstr << "<geometry id=\"" << geometryId << "\" name=\"" << geometryName << "\" >" << endstr;
PushTag();
mOutput << startstr << "<mesh>" << endstr;
@ -1059,9 +1085,9 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
// assemble vertex structure
// Only write input for POSITION since we will write other as shared inputs in polygon definition
mOutput << startstr << "<vertices id=\"" << idstrEscaped << "-vertices" << "\">" << endstr;
mOutput << startstr << "<vertices id=\"" << geometryId << "-vertices" << "\">" << endstr;
PushTag();
mOutput << startstr << "<input semantic=\"POSITION\" source=\"#" << idstrEscaped << "-positions\" />" << endstr;
mOutput << startstr << "<input semantic=\"POSITION\" source=\"#" << geometryId << "-positions\" />" << endstr;
PopTag();
mOutput << startstr << "</vertices>" << endstr;
@ -1079,18 +1105,18 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
{
mOutput << startstr << "<lines count=\"" << countLines << "\" material=\"defaultMaterial\">" << endstr;
PushTag();
mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstrEscaped << "-vertices\" />" << endstr;
mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << geometryId << "-vertices\" />" << endstr;
if( mesh->HasNormals() )
mOutput << startstr << "<input semantic=\"NORMAL\" source=\"#" << idstrEscaped << "-normals\" />" << endstr;
mOutput << startstr << "<input semantic=\"NORMAL\" source=\"#" << geometryId << "-normals\" />" << endstr;
for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
{
if( mesh->HasTextureCoords(static_cast<unsigned int>(a)) )
mOutput << startstr << "<input semantic=\"TEXCOORD\" source=\"#" << idstrEscaped << "-tex" << a << "\" " << "set=\"" << a << "\"" << " />" << endstr;
mOutput << startstr << "<input semantic=\"TEXCOORD\" source=\"#" << geometryId << "-tex" << a << "\" " << "set=\"" << a << "\"" << " />" << endstr;
}
for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a )
{
if( mesh->HasVertexColors(static_cast<unsigned int>(a) ) )
mOutput << startstr << "<input semantic=\"COLOR\" source=\"#" << idstrEscaped << "-color" << a << "\" " << "set=\"" << a << "\"" << " />" << endstr;
mOutput << startstr << "<input semantic=\"COLOR\" source=\"#" << geometryId << "-color" << a << "\" " << "set=\"" << a << "\"" << " />" << endstr;
}
mOutput << startstr << "<p>";
@ -1113,18 +1139,18 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
{
mOutput << startstr << "<polylist count=\"" << countPoly << "\" material=\"defaultMaterial\">" << endstr;
PushTag();
mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstrEscaped << "-vertices\" />" << endstr;
mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << geometryId << "-vertices\" />" << endstr;
if( mesh->HasNormals() )
mOutput << startstr << "<input offset=\"0\" semantic=\"NORMAL\" source=\"#" << idstrEscaped << "-normals\" />" << endstr;
mOutput << startstr << "<input offset=\"0\" semantic=\"NORMAL\" source=\"#" << geometryId << "-normals\" />" << endstr;
for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
{
if( mesh->HasTextureCoords(static_cast<unsigned int>(a)) )
mOutput << startstr << "<input offset=\"0\" semantic=\"TEXCOORD\" source=\"#" << idstrEscaped << "-tex" << a << "\" " << "set=\"" << a << "\"" << " />" << endstr;
mOutput << startstr << "<input offset=\"0\" semantic=\"TEXCOORD\" source=\"#" << geometryId << "-tex" << a << "\" " << "set=\"" << a << "\"" << " />" << endstr;
}
for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a )
{
if( mesh->HasVertexColors(static_cast<unsigned int>(a) ) )
mOutput << startstr << "<input offset=\"0\" semantic=\"COLOR\" source=\"#" << idstrEscaped << "-color" << a << "\" " << "set=\"" << a << "\"" << " />" << endstr;
mOutput << startstr << "<input offset=\"0\" semantic=\"COLOR\" source=\"#" << geometryId << "-color" << a << "\" " << "set=\"" << a << "\"" << " />" << endstr;
}
mOutput << startstr << "<vcount>";
@ -1173,13 +1199,13 @@ void ColladaExporter::WriteFloatArray( const std::string& pIdString, FloatDataTy
return;
}
std::string arrayId = pIdString + "-array";
std::string arrayId = XMLIDEncode(pIdString) + "-array";
mOutput << startstr << "<source id=\"" << XMLEscape(pIdString) << "\" name=\"" << XMLEscape(pIdString) << "\">" << endstr;
mOutput << startstr << "<source id=\"" << XMLIDEncode(pIdString) << "\" name=\"" << XMLEscape(pIdString) << "\">" << endstr;
PushTag();
// source array
mOutput << startstr << "<float_array id=\"" << XMLEscape(arrayId) << "\" count=\"" << pElementCount * floatsPerElement << "\"> ";
mOutput << startstr << "<float_array id=\"" << arrayId << "\" count=\"" << pElementCount * floatsPerElement << "\"> ";
PushTag();
if( pType == FloatType_TexCoord2 )
@ -1265,11 +1291,12 @@ void ColladaExporter::WriteFloatArray( const std::string& pIdString, FloatDataTy
// Writes the scene library
void ColladaExporter::WriteSceneLibrary()
{
const std::string scene_name_escaped = XMLEscape(mScene->mRootNode->mName.C_Str());
const std::string sceneName = XMLEscape(mScene->mRootNode->mName.C_Str());
const std::string sceneId = XMLIDEncode(mScene->mRootNode->mName.C_Str());
mOutput << startstr << "<library_visual_scenes>" << endstr;
PushTag();
mOutput << startstr << "<visual_scene id=\"" + scene_name_escaped + "\" name=\"" + scene_name_escaped + "\">" << endstr;
mOutput << startstr << "<visual_scene id=\"" + sceneId + "\" name=\"" + sceneName + "\">" << endstr;
PushTag();
// start recursive write at the root node
@ -1300,7 +1327,7 @@ void ColladaExporter::WriteAnimationLibrary(size_t pIndex)
idstr = idstr + ending;
}
const std::string idstrEscaped = XMLEscape(idstr);
const std::string idstrEscaped = XMLIDEncode(idstr);
mOutput << startstr << "<animation id=\"" + idstrEscaped + "\" name=\"" + animation_name_escaped + "\">" << endstr;
PushTag();
@ -1372,13 +1399,13 @@ void ColladaExporter::WriteAnimationLibrary(size_t pIndex)
}
const std::string node_idstr = nodeAnim->mNodeName.data + std::string("_matrix-interpolation");
std::string arrayId = node_idstr + "-array";
std::string arrayId = XMLIDEncode(node_idstr) + "-array";
mOutput << startstr << "<source id=\"" << XMLEscape(node_idstr) << "\">" << endstr;
mOutput << startstr << "<source id=\"" << XMLIDEncode(node_idstr) << "\">" << endstr;
PushTag();
// source array
mOutput << startstr << "<Name_array id=\"" << XMLEscape(arrayId) << "\" count=\"" << names.size() << "\"> ";
mOutput << startstr << "<Name_array id=\"" << arrayId << "\" count=\"" << names.size() << "\"> ";
for( size_t a = 0; a < names.size(); ++a ) {
mOutput << names[a] << " ";
}
@ -1387,7 +1414,7 @@ void ColladaExporter::WriteAnimationLibrary(size_t pIndex)
mOutput << startstr << "<technique_common>" << endstr;
PushTag();
mOutput << startstr << "<accessor source=\"#" << XMLEscape(arrayId) << "\" count=\"" << names.size() << "\" stride=\"" << 1 << "\">" << endstr;
mOutput << startstr << "<accessor source=\"#" << arrayId << "\" count=\"" << names.size() << "\" stride=\"" << 1 << "\">" << endstr;
PushTag();
mOutput << startstr << "<param name=\"INTERPOLATION\" type=\"name\"></param>" << endstr;
@ -1409,12 +1436,12 @@ void ColladaExporter::WriteAnimationLibrary(size_t pIndex)
{
// samplers
const std::string node_idstr = nodeAnim->mNodeName.data + std::string("_matrix-sampler");
mOutput << startstr << "<sampler id=\"" << XMLEscape(node_idstr) << "\">" << endstr;
mOutput << startstr << "<sampler id=\"" << XMLIDEncode(node_idstr) << "\">" << endstr;
PushTag();
mOutput << startstr << "<input semantic=\"INPUT\" source=\"#" << XMLEscape( nodeAnim->mNodeName.data + std::string("_matrix-input") ) << "\"/>" << endstr;
mOutput << startstr << "<input semantic=\"OUTPUT\" source=\"#" << XMLEscape( nodeAnim->mNodeName.data + std::string("_matrix-output") ) << "\"/>" << endstr;
mOutput << startstr << "<input semantic=\"INTERPOLATION\" source=\"#" << XMLEscape( nodeAnim->mNodeName.data + std::string("_matrix-interpolation") ) << "\"/>" << endstr;
mOutput << startstr << "<input semantic=\"INPUT\" source=\"#" << XMLIDEncode( nodeAnim->mNodeName.data + std::string("_matrix-input") ) << "\"/>" << endstr;
mOutput << startstr << "<input semantic=\"OUTPUT\" source=\"#" << XMLIDEncode( nodeAnim->mNodeName.data + std::string("_matrix-output") ) << "\"/>" << endstr;
mOutput << startstr << "<input semantic=\"INTERPOLATION\" source=\"#" << XMLIDEncode( nodeAnim->mNodeName.data + std::string("_matrix-interpolation") ) << "\"/>" << endstr;
PopTag();
mOutput << startstr << "</sampler>" << endstr;
@ -1426,7 +1453,7 @@ void ColladaExporter::WriteAnimationLibrary(size_t pIndex)
{
// channels
mOutput << startstr << "<channel source=\"#" << XMLEscape( nodeAnim->mNodeName.data + std::string("_matrix-sampler") ) << "\" target=\"" << XMLEscape(nodeAnim->mNodeName.data) << "/matrix\"/>" << endstr;
mOutput << startstr << "<channel source=\"#" << XMLIDEncode( nodeAnim->mNodeName.data + std::string("_matrix-sampler") ) << "\" target=\"" << XMLIDEncode(nodeAnim->mNodeName.data) << "/matrix\"/>" << endstr;
}
}
@ -1437,8 +1464,6 @@ void ColladaExporter::WriteAnimationLibrary(size_t pIndex)
// ------------------------------------------------------------------------------------------------
void ColladaExporter::WriteAnimationsLibrary()
{
const std::string scene_name_escaped = XMLEscape(mScene->mRootNode->mName.C_Str());
if ( mScene->mNumAnimations > 0 ) {
mOutput << startstr << "<library_animations>" << endstr;
PushTag();
@ -1546,16 +1571,17 @@ void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
}
}
const std::string node_name_escaped = XMLEscape(pNode->mName.data);
const std::string node_id = XMLIDEncode(pNode->mName.data);
const std::string node_name = XMLEscape(pNode->mName.data);
mOutput << startstr << "<node ";
if(is_skeleton_root) {
mOutput << "id=\"" << node_name_escaped << "\" " << (is_joint ? "sid=\"" + node_name_escaped +"\"" : "") ; // For now, only support one skeleton in a scene.
mFoundSkeletonRootNodeID = node_name_escaped;
mOutput << "id=\"" << node_id << "\" " << (is_joint ? "sid=\"" + node_id +"\"" : "") ; // For now, only support one skeleton in a scene.
mFoundSkeletonRootNodeID = node_id;
} else {
mOutput << "id=\"" << node_name_escaped << "\" " << (is_joint ? "sid=\"" + node_name_escaped +"\"": "") ;
mOutput << "id=\"" << node_id << "\" " << (is_joint ? "sid=\"" + node_id +"\"": "") ;
}
mOutput << " name=\"" << node_name_escaped
mOutput << " name=\"" << node_name
<< "\" type=\"" << node_type
<< "\">" << endstr;
PushTag();
@ -1594,14 +1620,14 @@ void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
//check if it is a camera node
for(size_t i=0; i<mScene->mNumCameras; i++){
if(mScene->mCameras[i]->mName == pNode->mName){
mOutput << startstr <<"<instance_camera url=\"#" << node_name_escaped << "-camera\"/>" << endstr;
mOutput << startstr <<"<instance_camera url=\"#" << node_id << "-camera\"/>" << endstr;
break;
}
}
//check if it is a light node
for(size_t i=0; i<mScene->mNumLights; i++){
if(mScene->mLights[i]->mName == pNode->mName){
mOutput << startstr <<"<instance_light url=\"#" << node_name_escaped << "-light\"/>" << endstr;
mOutput << startstr <<"<instance_light url=\"#" << node_id << "-light\"/>" << endstr;
break;
}
}
@ -1617,13 +1643,13 @@ void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
if( mesh->mNumBones == 0 )
{
mOutput << startstr << "<instance_geometry url=\"#" << XMLEscape(GetMeshId( pNode->mMeshes[a])) << "\">" << endstr;
mOutput << startstr << "<instance_geometry url=\"#" << XMLIDEncode(GetMeshId( pNode->mMeshes[a])) << "\">" << endstr;
PushTag();
}
else
{
mOutput << startstr
<< "<instance_controller url=\"#" << XMLEscape(GetMeshId( pNode->mMeshes[a])) << "-skin\">"
<< "<instance_controller url=\"#" << XMLIDEncode(GetMeshId( pNode->mMeshes[a])) << "-skin\">"
<< endstr;
PushTag();
@ -1631,7 +1657,7 @@ void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
// use the first bone to find skeleton root
const aiNode * skeletonRootBoneNode = findSkeletonRootNode( pScene, mesh );
if ( skeletonRootBoneNode ) {
mFoundSkeletonRootNodeID = XMLEscape( skeletonRootBoneNode->mName.C_Str() );
mFoundSkeletonRootNodeID = XMLIDEncode( skeletonRootBoneNode->mName.C_Str() );
}
mOutput << startstr << "<skeleton>#" << mFoundSkeletonRootNodeID << "</skeleton>" << endstr;
}
@ -1639,7 +1665,7 @@ void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
PushTag();
mOutput << startstr << "<technique_common>" << endstr;
PushTag();
mOutput << startstr << "<instance_material symbol=\"defaultMaterial\" target=\"#" << XMLEscape(materials[mesh->mMaterialIndex].name) << "\">" << endstr;
mOutput << startstr << "<instance_material symbol=\"defaultMaterial\" target=\"#" << XMLIDEncode(materials[mesh->mMaterialIndex].name) << "\">" << endstr;
PushTag();
for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
{