/*
Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2010, ASSIMP Development 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 Development 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.
----------------------------------------------------------------------
*/
#include "AssimpPCH.h"
#include "ColladaExporter.h"
using namespace Assimp;
namespace Assimp
{
// ------------------------------------------------------------------------------------------------
// Worker function for exporting a scene to Collada. Prototyped and registered in Exporter.cpp
void ExportSceneCollada( aiExportDataBlob* pBlob, const aiScene* pScene)
{
// invoke the exporter
ColladaExporter iDoTheExportThing( pScene);
// we're still here - export successfully completed. Load result into given blob
pBlob->size = iDoTheExportThing.mOutput.tellp();
pBlob->data = new char[pBlob->size];
iDoTheExportThing.mOutput.seekg( 0);
iDoTheExportThing.mOutput.read( (char*) pBlob->data, pBlob->size);
}
} // end of namespace Assimp
// ------------------------------------------------------------------------------------------------
// Constructor for a specific scene to export
ColladaExporter::ColladaExporter( const aiScene* pScene)
{
mScene = pScene;
// set up strings
endstr = "\n"; // std::endl is too complicated for me to insert here.
// start writing
WriteFile();
}
// ------------------------------------------------------------------------------------------------
// Starts writing the contents
void ColladaExporter::WriteFile()
{
// write the DTD
mOutput << "" << endstr;
// COLLADA element start
mOutput << "" << endstr;
PushTag();
WriteHeader();
WriteGeometryLibrary();
WriteSceneLibrary();
// useless Collada bullshit at the end, just in case we haven't had enough indirections, yet.
mOutput << startstr << "" << endstr;
PushTag();
mOutput << startstr << "" << endstr;
PopTag();
mOutput << startstr << "" << endstr;
PopTag();
mOutput << "" << endstr;
}
// ------------------------------------------------------------------------------------------------
// Writes the asset header
void ColladaExporter::WriteHeader()
{
// Dummy stuff. Nobody actually cares for it anyways
mOutput << startstr << "" << endstr;
PushTag();
mOutput << startstr << "" << endstr;
PushTag();
mOutput << startstr << "Someone" << endstr;
mOutput << startstr << "Assimp Collada Exporter" << endstr;
PopTag();
mOutput << startstr << "" << endstr;
mOutput << startstr << "" << endstr;
mOutput << startstr << "Y_UP" << endstr;
PopTag();
mOutput << startstr << "" << endstr;
}
// ------------------------------------------------------------------------------------------------
// Writes the geometry library
void ColladaExporter::WriteGeometryLibrary()
{
mOutput << startstr << "" << endstr;
PushTag();
for( size_t a = 0; a < mScene->mNumMeshes; ++a)
WriteGeometry( a);
PopTag();
mOutput << startstr << "" << endstr;
}
// ------------------------------------------------------------------------------------------------
// Writes the given mesh
void ColladaExporter::WriteGeometry( size_t pIndex)
{
const aiMesh* mesh = mScene->mMeshes[pIndex];
std::string idstr = GetMeshId( pIndex);
// opening tag
mOutput << startstr << "" << endstr;
PushTag();
mOutput << startstr << "" << endstr;
PushTag();
// Positions
WriteFloatArray( idstr + "-positions", FloatType_Vector, (float*) mesh->mVertices, mesh->mNumVertices);
// Normals, if any
if( mesh->HasNormals() )
WriteFloatArray( idstr + "-normals", FloatType_Vector, (float*) mesh->mNormals, mesh->mNumVertices);
// texture coords
for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a)
{
if( mesh->HasTextureCoords( a) )
{
WriteFloatArray( idstr + "-tex" + boost::lexical_cast (a), mesh->mNumUVComponents[a] == 3 ? FloatType_TexCoord3 : FloatType_TexCoord2,
(float*) mesh->mTextureCoords[a], mesh->mNumVertices);
}
}
// vertex colors
for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a)
{
if( mesh->HasVertexColors( a) )
WriteFloatArray( idstr + "-color" + boost::lexical_cast (a), FloatType_Color, (float*) mesh->mColors[a], mesh->mNumVertices);
}
// assemble vertex structure
mOutput << startstr << "" << endstr;
PushTag();
mOutput << startstr << "" << endstr;
if( mesh->HasNormals() )
mOutput << startstr << "" << endstr;
for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
{
if( mesh->HasTextureCoords( a) )
mOutput << startstr << "" << endstr;
}
for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a )
{
if( mesh->HasVertexColors( a) )
mOutput << startstr << "" << endstr;
}
PopTag();
mOutput << startstr << "" << endstr;
// write face setup
mOutput << startstr << "mNumFaces << "\" material=\"tellme\">" << endstr;
PushTag();
mOutput << startstr << "" << endstr;
mOutput << startstr << "";
for( size_t a = 0; a < mesh->mNumFaces; ++a )
mOutput << mesh->mFaces[a].mNumIndices << " ";
mOutput << "" << endstr;
mOutput << startstr << "
";
for( size_t a = 0; a < mesh->mNumFaces; ++a )
{
const aiFace& face = mesh->mFaces[a];
for( size_t b = 0; b < face.mNumIndices; ++b )
mOutput << face.mIndices[b] << " ";
}
mOutput << "