614 lines
24 KiB
C++
614 lines
24 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2012, 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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#include "AssimpPCH.h"
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#ifndef ASSIMP_BUILD_NO_EXPORT
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#ifndef ASSIMP_BUILD_NO_COLLADA_EXPORTER
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#include "ColladaExporter.h"
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using namespace Assimp;
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namespace Assimp
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{
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// ------------------------------------------------------------------------------------------------
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// Worker function for exporting a scene to Collada. Prototyped and registered in Exporter.cpp
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void ExportSceneCollada(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene)
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{
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// invoke the exporter
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ColladaExporter iDoTheExportThing( pScene);
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// we're still here - export successfully completed. Write result to the given IOSYstem
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boost::scoped_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
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if(outfile == NULL) {
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throw DeadlyExportError("could not open output .dae file: " + std::string(pFile));
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}
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// XXX maybe use a small wrapper around IOStream that behaves like std::stringstream in order to avoid the extra copy.
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outfile->Write( iDoTheExportThing.mOutput.str().c_str(), static_cast<size_t>(iDoTheExportThing.mOutput.tellp()),1);
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}
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} // end of namespace Assimp
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// ------------------------------------------------------------------------------------------------
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// Constructor for a specific scene to export
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ColladaExporter::ColladaExporter( const aiScene* pScene)
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{
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// make sure that all formatting happens using the standard, C locale and not the user's current locale
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mOutput.imbue( std::locale("C") );
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mScene = pScene;
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// set up strings
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endstr = "\n";
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// start writing
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WriteFile();
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}
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// ------------------------------------------------------------------------------------------------
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// Starts writing the contents
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void ColladaExporter::WriteFile()
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{
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// write the DTD
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mOutput << "<?xml version=\"1.0\"?>" << endstr;
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// COLLADA element start
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mOutput << "<COLLADA xmlns=\"http://www.collada.org/2005/11/COLLADASchema\" version=\"1.4.1\">" << endstr;
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PushTag();
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WriteHeader();
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WriteMaterials();
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WriteGeometryLibrary();
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WriteSceneLibrary();
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// useless Collada fu at the end, just in case we haven't had enough indirections, yet.
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mOutput << startstr << "<scene>" << endstr;
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PushTag();
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mOutput << startstr << "<instance_visual_scene url=\"#myScene\" />" << endstr;
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PopTag();
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mOutput << startstr << "</scene>" << endstr;
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PopTag();
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mOutput << "</COLLADA>" << endstr;
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}
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// ------------------------------------------------------------------------------------------------
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// Writes the asset header
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void ColladaExporter::WriteHeader()
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{
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// Dummy stuff. Nobody actually cares for it anyways
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mOutput << startstr << "<asset>" << endstr;
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PushTag();
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mOutput << startstr << "<contributor>" << endstr;
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PushTag();
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mOutput << startstr << "<author>Someone</author>" << endstr;
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mOutput << startstr << "<authoring_tool>Assimp Collada Exporter</authoring_tool>" << endstr;
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PopTag();
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mOutput << startstr << "</contributor>" << endstr;
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mOutput << startstr << "<created>2000-01-01T23:59:59</created>" << endstr;
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mOutput << startstr << "<modified>2000-01-01T23:59:59</modified>" << endstr;
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mOutput << startstr << "<unit name=\"centimeter\" meter=\"0.01\" />" << endstr;
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mOutput << startstr << "<up_axis>Y_UP</up_axis>" << endstr;
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PopTag();
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mOutput << startstr << "</asset>" << endstr;
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}
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// ------------------------------------------------------------------------------------------------
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// Reads a single surface entry from the given material keys
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void ColladaExporter::ReadMaterialSurface( Surface& poSurface, const aiMaterial* pSrcMat, aiTextureType pTexture, const char* pKey, size_t pType, size_t pIndex)
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{
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if( pSrcMat->GetTextureCount( pTexture) > 0 )
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{
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aiString texfile;
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unsigned int uvChannel = 0;
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pSrcMat->GetTexture( pTexture, 0, &texfile, NULL, &uvChannel);
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poSurface.texture = texfile.C_Str();
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poSurface.channel = uvChannel;
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} else
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{
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if( pKey )
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pSrcMat->Get( pKey, pType, pIndex, poSurface.color);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Writes an image entry for the given surface
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void ColladaExporter::WriteImageEntry( const Surface& pSurface, const std::string& pNameAdd)
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{
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if( !pSurface.texture.empty() )
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{
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mOutput << startstr << "<image id=\"" << pNameAdd << "\">" << endstr;
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PushTag();
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mOutput << startstr << "<init_from>";
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for( std::string::const_iterator it = pSurface.texture.begin(); it != pSurface.texture.end(); ++it )
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{
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if( isalnum( *it) || *it == '_' || *it == '.' || *it == '/' || *it == '\\' )
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mOutput << *it;
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else
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mOutput << '%' << std::hex << size_t( (unsigned char) *it) << std::dec;
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}
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mOutput << "</init_from>" << endstr;
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PopTag();
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mOutput << startstr << "</image>" << endstr;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Writes a color-or-texture entry into an effect definition
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void ColladaExporter::WriteTextureColorEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pImageName)
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{
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mOutput << startstr << "<" << pTypeName << ">" << endstr;
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PushTag();
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if( pSurface.texture.empty() )
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{
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mOutput << startstr << "<color sid=\"" << pTypeName << "\">" << pSurface.color.r << " " << pSurface.color.g << " " << pSurface.color.b << " " << pSurface.color.a << "</color>" << endstr;
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} else
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{
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mOutput << startstr << "<texture texture=\"" << pImageName << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
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}
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PopTag();
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mOutput << startstr << "</" << pTypeName << ">" << endstr;
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}
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// ------------------------------------------------------------------------------------------------
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// Writes the two parameters necessary for referencing a texture in an effect entry
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void ColladaExporter::WriteTextureParamEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pMatName)
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{
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// if surface is a texture, write out the sampler and the surface parameters necessary to reference the texture
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if( !pSurface.texture.empty() )
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{
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mOutput << startstr << "<newparam sid=\"" << pMatName << "-" << pTypeName << "-surface\">" << endstr;
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PushTag();
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mOutput << startstr << "<surface type=\"2D\">" << endstr;
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PushTag();
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mOutput << startstr << "<init_from>" << pMatName << "-" << pTypeName << "-image</init_from>" << endstr;
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PopTag();
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mOutput << startstr << "</surface>" << endstr;
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PopTag();
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mOutput << startstr << "</newparam>" << endstr;
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mOutput << startstr << "<newparam sid=\"" << pMatName << "-" << pTypeName << "-sampler\">" << endstr;
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PushTag();
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mOutput << startstr << "<sampler2D>" << endstr;
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PushTag();
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mOutput << startstr << "<source>" << pMatName << "-" << pTypeName << "-surface</source>" << endstr;
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PopTag();
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mOutput << startstr << "</sampler2D>" << endstr;
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PopTag();
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mOutput << startstr << "</newparam>" << endstr;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Writes the material setup
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void ColladaExporter::WriteMaterials()
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{
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materials.resize( mScene->mNumMaterials);
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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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{
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const aiMaterial* mat = mScene->mMaterials[a];
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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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for( std::string::iterator it = materials[a].name.begin(); it != materials[a].name.end(); ++it ) {
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// isalnum on MSVC asserts for code points in [0,255]. Thus prevent unwanted promotion
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// of char to signed int and take the unsigned char value.
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if( !isalnum( static_cast<uint8_t>(*it) ) ) {
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*it = '_';
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}
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}
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ReadMaterialSurface( materials[a].ambient, mat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT);
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if( !materials[a].ambient.texture.empty() ) numTextures++;
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ReadMaterialSurface( materials[a].diffuse, mat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE);
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if( !materials[a].diffuse.texture.empty() ) numTextures++;
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ReadMaterialSurface( materials[a].specular, mat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR);
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if( !materials[a].specular.texture.empty() ) numTextures++;
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ReadMaterialSurface( materials[a].emissive, mat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE);
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if( !materials[a].emissive.texture.empty() ) numTextures++;
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ReadMaterialSurface( materials[a].reflective, mat, aiTextureType_REFLECTION, AI_MATKEY_COLOR_REFLECTIVE);
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if( !materials[a].reflective.texture.empty() ) numTextures++;
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ReadMaterialSurface( materials[a].normal, mat, aiTextureType_NORMALS, NULL, 0, 0);
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if( !materials[a].normal.texture.empty() ) numTextures++;
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mat->Get( AI_MATKEY_SHININESS, materials[a].shininess);
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}
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// output textures if present
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if( numTextures > 0 )
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{
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mOutput << startstr << "<library_images>" << endstr;
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PushTag();
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for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it )
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{
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const Material& mat = *it;
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WriteImageEntry( mat.ambient, mat.name + "-ambient-image");
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WriteImageEntry( mat.diffuse, mat.name + "-diffuse-image");
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WriteImageEntry( mat.specular, mat.name + "-specular-image");
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WriteImageEntry( mat.emissive, mat.name + "-emissive-image");
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WriteImageEntry( mat.reflective, mat.name + "-reflective-image");
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WriteImageEntry( mat.normal, mat.name + "-normal-image");
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}
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PopTag();
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mOutput << startstr << "</library_images>" << endstr;
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}
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// output effects - those are the actual carriers of information
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if( !materials.empty() )
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{
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mOutput << startstr << "<library_effects>" << endstr;
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PushTag();
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for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it )
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{
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const Material& mat = *it;
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// this is so ridiculous it must be right
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mOutput << startstr << "<effect id=\"" << mat.name << "-fx\" name=\"" << mat.name << "\">" << endstr;
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PushTag();
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mOutput << startstr << "<profile_COMMON>" << endstr;
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PushTag();
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// write sampler- and surface params for the texture entries
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WriteTextureParamEntry( mat.emissive, "emissive", mat.name);
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WriteTextureParamEntry( mat.ambient, "ambient", mat.name);
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WriteTextureParamEntry( mat.diffuse, "diffuse", mat.name);
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WriteTextureParamEntry( mat.specular, "specular", mat.name);
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WriteTextureParamEntry( mat.reflective, "reflective", mat.name);
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mOutput << startstr << "<technique sid=\"standard\">" << endstr;
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PushTag();
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mOutput << startstr << "<phong>" << endstr;
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PushTag();
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WriteTextureColorEntry( mat.emissive, "emission", mat.name + "-emissive-sampler");
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WriteTextureColorEntry( mat.ambient, "ambient", mat.name + "-ambient-sampler");
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WriteTextureColorEntry( mat.diffuse, "diffuse", mat.name + "-diffuse-sampler");
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WriteTextureColorEntry( mat.specular, "specular", mat.name + "-specular-sampler");
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mOutput << startstr << "<shininess>" << endstr;
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PushTag();
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mOutput << startstr << "<float sid=\"shininess\">" << mat.shininess << "</float>" << endstr;
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PopTag();
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mOutput << startstr << "</shininess>" << endstr;
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WriteTextureColorEntry( mat.reflective, "reflective", mat.name + "-reflective-sampler");
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// deactivated because the Collada spec PHONG model does not allow other textures.
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// if( !mat.normal.texture.empty() )
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// WriteTextureColorEntry( mat.normal, "bump", mat.name + "-normal-sampler");
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PopTag();
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mOutput << startstr << "</phong>" << endstr;
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PopTag();
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mOutput << startstr << "</technique>" << endstr;
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PopTag();
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mOutput << startstr << "</profile_COMMON>" << endstr;
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PopTag();
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mOutput << startstr << "</effect>" << endstr;
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}
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PopTag();
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mOutput << startstr << "</library_effects>" << endstr;
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// write materials - they're just effect references
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mOutput << startstr << "<library_materials>" << endstr;
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PushTag();
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for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it )
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{
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const Material& mat = *it;
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mOutput << startstr << "<material id=\"" << mat.name << "\" name=\"" << mat.name << "\">" << endstr;
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PushTag();
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mOutput << startstr << "<instance_effect url=\"#" << mat.name << "-fx\"/>" << endstr;
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PopTag();
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mOutput << startstr << "</material>" << endstr;
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}
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PopTag();
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mOutput << startstr << "</library_materials>" << endstr;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Writes the geometry library
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void ColladaExporter::WriteGeometryLibrary()
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{
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mOutput << startstr << "<library_geometries>" << endstr;
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PushTag();
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for( size_t a = 0; a < mScene->mNumMeshes; ++a)
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WriteGeometry( a);
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PopTag();
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mOutput << startstr << "</library_geometries>" << endstr;
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}
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// ------------------------------------------------------------------------------------------------
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// Writes the given mesh
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void ColladaExporter::WriteGeometry( size_t pIndex)
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{
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const aiMesh* mesh = mScene->mMeshes[pIndex];
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std::string idstr = GetMeshId( pIndex);
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if( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
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return;
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// opening tag
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mOutput << startstr << "<geometry id=\"" << idstr << "\" name=\"" << idstr << "_name\" >" << endstr;
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PushTag();
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mOutput << startstr << "<mesh>" << endstr;
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PushTag();
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// Positions
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WriteFloatArray( idstr + "-positions", FloatType_Vector, (float*) mesh->mVertices, mesh->mNumVertices);
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// Normals, if any
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if( mesh->HasNormals() )
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WriteFloatArray( idstr + "-normals", FloatType_Vector, (float*) mesh->mNormals, mesh->mNumVertices);
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// texture coords
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for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a)
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{
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if( mesh->HasTextureCoords( a) )
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{
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WriteFloatArray( idstr + "-tex" + boost::lexical_cast<std::string> (a), mesh->mNumUVComponents[a] == 3 ? FloatType_TexCoord3 : FloatType_TexCoord2,
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(float*) mesh->mTextureCoords[a], mesh->mNumVertices);
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}
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}
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// vertex colors
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for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a)
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{
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if( mesh->HasVertexColors( a) )
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WriteFloatArray( idstr + "-color" + boost::lexical_cast<std::string> (a), FloatType_Color, (float*) mesh->mColors[a], mesh->mNumVertices);
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}
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// assemble vertex structure
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mOutput << startstr << "<vertices id=\"" << idstr << "-vertices" << "\">" << endstr;
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PushTag();
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mOutput << startstr << "<input semantic=\"POSITION\" source=\"#" << idstr << "-positions\" />" << endstr;
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if( mesh->HasNormals() )
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mOutput << startstr << "<input semantic=\"NORMAL\" source=\"#" << idstr << "-normals\" />" << endstr;
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for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
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{
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if( mesh->HasTextureCoords( a) )
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mOutput << startstr << "<input semantic=\"TEXCOORD\" source=\"#" << idstr << "-tex" << a << "\" " /*<< "set=\"" << a << "\"" */ << " />" << endstr;
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}
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for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a )
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{
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if( mesh->HasVertexColors( a) )
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mOutput << startstr << "<input semantic=\"COLOR\" source=\"#" << idstr << "-color" << a << "\" " /*<< set=\"" << a << "\"" */ << " />" << endstr;
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}
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PopTag();
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mOutput << startstr << "</vertices>" << endstr;
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// write face setup
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mOutput << startstr << "<polylist count=\"" << mesh->mNumFaces << "\" material=\"theresonlyone\">" << endstr;
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PushTag();
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mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstr << "-vertices\" />" << endstr;
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mOutput << startstr << "<vcount>";
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for( size_t a = 0; a < mesh->mNumFaces; ++a )
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mOutput << mesh->mFaces[a].mNumIndices << " ";
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mOutput << "</vcount>" << endstr;
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mOutput << startstr << "<p>";
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for( size_t a = 0; a < mesh->mNumFaces; ++a )
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{
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const aiFace& face = mesh->mFaces[a];
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for( size_t b = 0; b < face.mNumIndices; ++b )
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mOutput << face.mIndices[b] << " ";
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}
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mOutput << "</p>" << endstr;
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PopTag();
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mOutput << startstr << "</polylist>" << endstr;
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// closing tags
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PopTag();
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mOutput << startstr << "</mesh>" << endstr;
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PopTag();
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mOutput << startstr << "</geometry>" << endstr;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Writes a float array of the given type
|
|
void ColladaExporter::WriteFloatArray( const std::string& pIdString, FloatDataType pType, const float* pData, size_t pElementCount)
|
|
{
|
|
size_t floatsPerElement = 0;
|
|
switch( pType )
|
|
{
|
|
case FloatType_Vector: floatsPerElement = 3; break;
|
|
case FloatType_TexCoord2: floatsPerElement = 2; break;
|
|
case FloatType_TexCoord3: floatsPerElement = 3; break;
|
|
case FloatType_Color: floatsPerElement = 3; break;
|
|
default:
|
|
return;
|
|
}
|
|
|
|
std::string arrayId = pIdString + "-array";
|
|
|
|
mOutput << startstr << "<source id=\"" << pIdString << "\" name=\"" << pIdString << "\">" << endstr;
|
|
PushTag();
|
|
|
|
// source array
|
|
mOutput << startstr << "<float_array id=\"" << arrayId << "\" count=\"" << pElementCount * floatsPerElement << "\"> ";
|
|
PushTag();
|
|
|
|
if( pType == FloatType_TexCoord2 )
|
|
{
|
|
for( size_t a = 0; a < pElementCount; ++a )
|
|
{
|
|
mOutput << pData[a*3+0] << " ";
|
|
mOutput << pData[a*3+1] << " ";
|
|
}
|
|
}
|
|
else if( pType == FloatType_Color )
|
|
{
|
|
for( size_t a = 0; a < pElementCount; ++a )
|
|
{
|
|
mOutput << pData[a*4+0] << " ";
|
|
mOutput << pData[a*4+1] << " ";
|
|
mOutput << pData[a*4+2] << " ";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for( size_t a = 0; a < pElementCount * floatsPerElement; ++a )
|
|
mOutput << pData[a] << " ";
|
|
}
|
|
mOutput << "</float_array>" << endstr;
|
|
PopTag();
|
|
|
|
// the usual Collada fun. Let's bloat it even more!
|
|
mOutput << startstr << "<technique_common>" << endstr;
|
|
PushTag();
|
|
mOutput << startstr << "<accessor count=\"" << pElementCount << "\" offset=\"0\" source=\"#" << arrayId << "\" stride=\"" << floatsPerElement << "\">" << endstr;
|
|
PushTag();
|
|
|
|
switch( pType )
|
|
{
|
|
case FloatType_Vector:
|
|
mOutput << startstr << "<param name=\"X\" type=\"float\" />" << endstr;
|
|
mOutput << startstr << "<param name=\"Y\" type=\"float\" />" << endstr;
|
|
mOutput << startstr << "<param name=\"Z\" type=\"float\" />" << endstr;
|
|
break;
|
|
|
|
case FloatType_TexCoord2:
|
|
mOutput << startstr << "<param name=\"S\" type=\"float\" />" << endstr;
|
|
mOutput << startstr << "<param name=\"T\" type=\"float\" />" << endstr;
|
|
break;
|
|
|
|
case FloatType_TexCoord3:
|
|
mOutput << startstr << "<param name=\"S\" type=\"float\" />" << endstr;
|
|
mOutput << startstr << "<param name=\"T\" type=\"float\" />" << endstr;
|
|
mOutput << startstr << "<param name=\"P\" type=\"float\" />" << endstr;
|
|
break;
|
|
|
|
case FloatType_Color:
|
|
mOutput << startstr << "<param name=\"R\" type=\"float\" />" << endstr;
|
|
mOutput << startstr << "<param name=\"G\" type=\"float\" />" << endstr;
|
|
mOutput << startstr << "<param name=\"B\" type=\"float\" />" << endstr;
|
|
break;
|
|
}
|
|
|
|
PopTag();
|
|
mOutput << startstr << "</accessor>" << endstr;
|
|
PopTag();
|
|
mOutput << startstr << "</technique_common>" << endstr;
|
|
PopTag();
|
|
mOutput << startstr << "</source>" << endstr;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Writes the scene library
|
|
void ColladaExporter::WriteSceneLibrary()
|
|
{
|
|
mOutput << startstr << "<library_visual_scenes>" << endstr;
|
|
PushTag();
|
|
mOutput << startstr << "<visual_scene id=\"myScene\" name=\"myScene\">" << endstr;
|
|
PushTag();
|
|
|
|
// start recursive write at the root node
|
|
WriteNode( mScene->mRootNode);
|
|
|
|
PopTag();
|
|
mOutput << startstr << "</visual_scene>" << endstr;
|
|
PopTag();
|
|
mOutput << startstr << "</library_visual_scenes>" << endstr;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Recursively writes the given node
|
|
void ColladaExporter::WriteNode( const aiNode* pNode)
|
|
{
|
|
mOutput << startstr << "<node id=\"" << pNode->mName.data << "\" name=\"" << pNode->mName.data << "\">" << endstr;
|
|
PushTag();
|
|
|
|
// write transformation - we can directly put the matrix there
|
|
// TODO: (thom) decompose into scale - rot - quad to allow adressing it by animations afterwards
|
|
const aiMatrix4x4& mat = pNode->mTransformation;
|
|
mOutput << startstr << "<matrix>";
|
|
mOutput << mat.a1 << " " << mat.a2 << " " << mat.a3 << " " << mat.a4 << " ";
|
|
mOutput << mat.b1 << " " << mat.b2 << " " << mat.b3 << " " << mat.b4 << " ";
|
|
mOutput << mat.c1 << " " << mat.c2 << " " << mat.c3 << " " << mat.c4 << " ";
|
|
mOutput << mat.d1 << " " << mat.d2 << " " << mat.d3 << " " << mat.d4;
|
|
mOutput << "</matrix>" << endstr;
|
|
|
|
// instance every geometry
|
|
for( size_t a = 0; a < pNode->mNumMeshes; ++a )
|
|
{
|
|
const aiMesh* mesh = mScene->mMeshes[pNode->mMeshes[a]];
|
|
// do not instanciate mesh if empty. I wonder how this could happen
|
|
if( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
|
|
continue;
|
|
|
|
mOutput << startstr << "<instance_geometry url=\"#" << GetMeshId( pNode->mMeshes[a]) << "\">" << endstr;
|
|
PushTag();
|
|
mOutput << startstr << "<bind_material>" << endstr;
|
|
PushTag();
|
|
mOutput << startstr << "<technique_common>" << endstr;
|
|
PushTag();
|
|
mOutput << startstr << "<instance_material symbol=\"theresonlyone\" target=\"#" << materials[mesh->mMaterialIndex].name << "\" />" << endstr;
|
|
PopTag();
|
|
mOutput << startstr << "</technique_common>" << endstr;
|
|
PopTag();
|
|
mOutput << startstr << "</bind_material>" << endstr;
|
|
PopTag();
|
|
mOutput << startstr << "</instance_geometry>" << endstr;
|
|
}
|
|
|
|
// recurse into subnodes
|
|
for( size_t a = 0; a < pNode->mNumChildren; ++a )
|
|
WriteNode( pNode->mChildren[a]);
|
|
|
|
PopTag();
|
|
mOutput << startstr << "</node>" << endstr;
|
|
}
|
|
|
|
#endif
|
|
#endif
|
|
|