/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- Copyright (c) 2006-2020, assimp team All rights reserved. Redistribution and use of this software in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the assimp team, nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission of the assimp team. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------- */ /** @file ColladaExporter.h * Declares the exporter class to write a scene to a Collada file */ #ifndef AI_COLLADAEXPORTER_H_INC #define AI_COLLADAEXPORTER_H_INC #include #include #include #include #include #include #include struct aiScene; struct aiNode; struct aiLight; struct aiBone; namespace Assimp { class IOSystem; /// Helper class to export a given scene to a Collada file. Just for my personal /// comfort when implementing it. class ColladaExporter { public: /// Constructor for a specific scene to export ColladaExporter(const aiScene *pScene, IOSystem *pIOSystem, const std::string &path, const std::string &file); /// Destructor virtual ~ColladaExporter(); protected: /// Starts writing the contents void WriteFile(); /// Writes the asset header void WriteHeader(); /// Writes the embedded textures void WriteTextures(); /// Writes the material setup void WriteMaterials(); /// Writes the cameras library void WriteCamerasLibrary(); // Write a camera entry void WriteCamera(size_t pIndex); /// Writes the cameras library void WriteLightsLibrary(); // Write a camera entry void WriteLight(size_t pIndex); void WritePointLight(const aiLight *const light); void WriteDirectionalLight(const aiLight *const light); void WriteSpotLight(const aiLight *const light); void WriteAmbienttLight(const aiLight *const light); /// Writes the controller library void WriteControllerLibrary(); /// Writes a skin controller of the given mesh void WriteController(size_t pIndex); /// Writes the geometry library void WriteGeometryLibrary(); /// Writes the given mesh void WriteGeometry(size_t pIndex); //enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color, FloatType_Mat4x4, FloatType_Weight }; // customized to add animation related type enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color, FloatType_Mat4x4, FloatType_Weight, FloatType_Time }; /// Writes a float array of the given type void WriteFloatArray(const std::string &pIdString, FloatDataType pType, const ai_real *pData, size_t pElementCount); /// Writes the scene library void WriteSceneLibrary(); // customized, Writes the animation library void WriteAnimationsLibrary(); void WriteAnimationLibrary(size_t pIndex); std::string mFoundSkeletonRootNodeID = "skeleton_root"; // will be replaced by found node id in the WriteNode call. /// Recursively writes the given node void WriteNode(const aiNode *pNode); /// Enters a new xml element, which increases the indentation void PushTag() { startstr.append(" "); } /// Leaves an element, decreasing the indentation void PopTag() { ai_assert(startstr.length() > 1); startstr.erase(startstr.length() - 2); } void CreateNodeIds(const aiNode *node); /// Get or Create a unique Node ID string for the given Node std::string GetNodeUniqueId(const aiNode *node); std::string GetNodeName(const aiNode *node); std::string GetBoneUniqueId(const aiBone *bone); enum class AiObjectType { Mesh, Material, Animation, Light, Camera, Count, }; /// Get or Create a unique ID string for the given scene object index std::string GetObjectUniqueId(AiObjectType type, size_t pIndex); /// Get or Create a name string for the given scene object index std::string GetObjectName(AiObjectType type, size_t pIndex); typedef std::map IndexIdMap; typedef std::pair NameIdPair; NameIdPair AddObjectIndexToMaps(AiObjectType type, size_t pIndex); // Helpers inline IndexIdMap &GetObjectIdMap(AiObjectType type) { return mObjectIdMap[static_cast(type)]; } inline IndexIdMap &GetObjectNameMap(AiObjectType type) { return mObjectNameMap[static_cast(type)]; } private: std::unordered_set mUniqueIds; // Cache of used unique ids std::map mNodeIdMap; // Cache of encoded node and bone ids std::array(AiObjectType::Count)> mObjectIdMap; // Cache of encoded unique IDs std::array(AiObjectType::Count)> mObjectNameMap; // Cache of encoded names public: /// Stringstream to write all output into std::stringstream mOutput; /// The IOSystem for output IOSystem *mIOSystem; /// Path of the directory where the scene will be exported const std::string mPath; /// Name of the file (without extension) where the scene will be exported const std::string mFile; /// The scene to be written const aiScene *mScene; bool mSceneOwned; /// current line start string, contains the current indentation for simple stream insertion std::string startstr; /// current line end string for simple stream insertion std::string endstr; // pair of color and texture - texture precedences color struct Surface { bool exist; aiColor4D color; std::string texture; size_t channel; Surface() { exist = false; channel = 0; } }; struct Property { bool exist; ai_real value; Property() : exist(false), value(0.0) {} }; // summarize a material in an convenient way. struct Material { std::string id; std::string name; std::string shading_model; Surface ambient, diffuse, specular, emissive, reflective, transparent, normal; Property shininess, transparency, index_refraction; Material() {} }; std::map textures; public: /// Dammit C++ - y u no compile two-pass? No I have to add all methods below the struct definitions /// Reads a single surface entry from the given material keys bool ReadMaterialSurface(Surface &poSurface, const aiMaterial &pSrcMat, aiTextureType pTexture, const char *pKey, size_t pType, size_t pIndex); /// Writes an image entry for the given surface void WriteImageEntry(const Surface &pSurface, const std::string &imageId); /// Writes the two parameters necessary for referencing a texture in an effect entry void WriteTextureParamEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &materialId); /// Writes a color-or-texture entry into an effect definition void WriteTextureColorEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &imageId); /// Writes a scalar property void WriteFloatEntry(const Property &pProperty, const std::string &pTypeName); }; } // namespace Assimp #endif // !! AI_COLLADAEXPORTER_H_INC