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