1143 lines
43 KiB
C++
1143 lines
43 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2016, 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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#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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#include "Bitmap.h"
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#include "fast_atof.h"
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#include "SceneCombiner.h"
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#include "DefaultIOSystem.h"
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#include "StringUtils.h"
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#include "XMLTools.h"
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#include <assimp/IOSystem.hpp>
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#include <assimp/Exporter.hpp>
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#include <assimp/scene.h>
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#include "Exceptional.h"
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#include <memory>
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#include <ctime>
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#include <set>
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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, const ExportProperties* pProperties)
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{
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std::string path = DefaultIOSystem::absolutePath(std::string(pFile));
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std::string file = DefaultIOSystem::completeBaseName(std::string(pFile));
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// invoke the exporter
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ColladaExporter iDoTheExportThing( pScene, pIOSystem, path, file);
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// we're still here - export successfully completed. Write result to the given IOSYstem
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std::unique_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, IOSystem* pIOSystem, const std::string& path, const std::string& file) : mIOSystem(pIOSystem), mPath(path), mFile(file)
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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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mOutput.precision(16);
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mScene = pScene;
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mSceneOwned = false;
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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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// Destructor
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ColladaExporter::~ColladaExporter()
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{
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if(mSceneOwned) {
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delete mScene;
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}
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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\" encoding=\"UTF-8\" standalone=\"no\" ?>" << 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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WriteTextures();
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WriteHeader();
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WriteCamerasLibrary();
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WriteLightsLibrary();
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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=\"#" + XMLEscape(mScene->mRootNode->mName.C_Str()) + "\" />" << 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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static const ai_real epsilon = 0.00001;
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static const aiQuaternion x_rot(aiMatrix3x3(
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0, -1, 0,
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1, 0, 0,
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0, 0, 1));
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static const aiQuaternion y_rot(aiMatrix3x3(
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1, 0, 0,
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0, 1, 0,
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0, 0, 1));
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static const aiQuaternion z_rot(aiMatrix3x3(
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1, 0, 0,
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0, 0, 1,
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0, -1, 0));
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static const unsigned int date_nb_chars = 20;
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char date_str[date_nb_chars];
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std::time_t date = std::time(NULL);
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std::strftime(date_str, date_nb_chars, "%Y-%m-%dT%H:%M:%S", std::localtime(&date));
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aiVector3D scaling;
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aiQuaternion rotation;
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aiVector3D position;
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mScene->mRootNode->mTransformation.Decompose(scaling, rotation, position);
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rotation.Normalize();
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bool add_root_node = false;
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ai_real scale = 1.0;
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if(std::abs(scaling.x - scaling.y) <= epsilon && std::abs(scaling.x - scaling.z) <= epsilon && std::abs(scaling.y - scaling.z) <= epsilon) {
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scale = (ai_real) ((((double) scaling.x) + ((double) scaling.y) + ((double) scaling.z)) / 3.0);
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} else {
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add_root_node = true;
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}
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std::string up_axis = "Y_UP";
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if(rotation.Equal(x_rot, epsilon)) {
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up_axis = "X_UP";
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} else if(rotation.Equal(y_rot, epsilon)) {
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up_axis = "Y_UP";
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} else if(rotation.Equal(z_rot, epsilon)) {
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up_axis = "Z_UP";
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} else {
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add_root_node = true;
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}
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if(! position.Equal(aiVector3D(0, 0, 0))) {
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add_root_node = true;
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}
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if(mScene->mRootNode->mNumChildren == 0) {
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add_root_node = true;
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}
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if(add_root_node) {
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aiScene* scene;
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SceneCombiner::CopyScene(&scene, mScene);
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aiNode* root = new aiNode("Scene");
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root->mNumChildren = 1;
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root->mChildren = new aiNode*[root->mNumChildren];
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root->mChildren[0] = scene->mRootNode;
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scene->mRootNode->mParent = root;
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scene->mRootNode = root;
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mScene = scene;
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mSceneOwned = true;
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up_axis = "Y_UP";
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scale = 1.0;
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}
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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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aiMetadata* meta = mScene->mRootNode->mMetaData;
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aiString value;
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if (!meta || !meta->Get("Author", value))
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mOutput << startstr << "<author>" << "Assimp" << "</author>" << endstr;
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else
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mOutput << startstr << "<author>" << XMLEscape(value.C_Str()) << "</author>" << endstr;
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if (!meta || !meta->Get("AuthoringTool", value))
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mOutput << startstr << "<authoring_tool>" << "Assimp Exporter" << "</authoring_tool>" << endstr;
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else
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mOutput << startstr << "<authoring_tool>" << XMLEscape(value.C_Str()) << "</authoring_tool>" << endstr;
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//mOutput << startstr << "<author>" << mScene->author.C_Str() << "</author>" << endstr;
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//mOutput << startstr << "<authoring_tool>" << mScene->authoringTool.C_Str() << "</authoring_tool>" << endstr;
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PopTag();
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mOutput << startstr << "</contributor>" << endstr;
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mOutput << startstr << "<created>" << date_str << "</created>" << endstr;
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mOutput << startstr << "<modified>" << date_str << "</modified>" << endstr;
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mOutput << startstr << "<unit name=\"meter\" meter=\"" << scale << "\" />" << endstr;
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mOutput << startstr << "<up_axis>" << up_axis << "</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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// Write the embedded textures
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void ColladaExporter::WriteTextures() {
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static const unsigned int buffer_size = 1024;
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char str[buffer_size];
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if(mScene->HasTextures()) {
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for(unsigned int i = 0; i < mScene->mNumTextures; i++) {
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// It would be great to be able to create a directory in portable standard C++, but it's not the case,
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// so we just write the textures in the current directory.
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aiTexture* texture = mScene->mTextures[i];
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ASSIMP_itoa10(str, buffer_size, i + 1);
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std::string name = mFile + "_texture_" + (i < 1000 ? "0" : "") + (i < 100 ? "0" : "") + (i < 10 ? "0" : "") + str + "." + ((const char*) texture->achFormatHint);
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std::unique_ptr<IOStream> outfile(mIOSystem->Open(mPath + name, "wb"));
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if(outfile == NULL) {
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throw DeadlyExportError("could not open output texture file: " + mPath + name);
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}
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if(texture->mHeight == 0) {
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outfile->Write((void*) texture->pcData, texture->mWidth, 1);
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} else {
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Bitmap::Save(texture, outfile.get());
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}
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outfile->Flush();
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textures.insert(std::make_pair(i, name));
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Write the embedded textures
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void ColladaExporter::WriteCamerasLibrary() {
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if(mScene->HasCameras()) {
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mOutput << startstr << "<library_cameras>" << endstr;
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PushTag();
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for( size_t a = 0; a < mScene->mNumCameras; ++a)
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WriteCamera( a);
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PopTag();
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mOutput << startstr << "</library_cameras>" << endstr;
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}
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}
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void ColladaExporter::WriteCamera(size_t pIndex){
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const aiCamera *cam = mScene->mCameras[pIndex];
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const std::string idstrEscaped = XMLEscape(cam->mName.C_Str());
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mOutput << startstr << "<camera id=\"" << idstrEscaped << "-camera\" name=\"" << idstrEscaped << "_name\" >" << endstr;
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PushTag();
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mOutput << startstr << "<optics>" << endstr;
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PushTag();
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mOutput << startstr << "<technique_common>" << endstr;
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PushTag();
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//assimp doesn't support the import of orthographic cameras! se we write
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//always perspective
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mOutput << startstr << "<perspective>" << endstr;
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PushTag();
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mOutput << startstr << "<xfov sid=\"xfov\">"<<
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AI_RAD_TO_DEG(cam->mHorizontalFOV)
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<<"</xfov>" << endstr;
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mOutput << startstr << "<aspect_ratio>"
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<< cam->mAspect
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<< "</aspect_ratio>" << endstr;
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mOutput << startstr << "<znear sid=\"znear\">"
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<< cam->mClipPlaneNear
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<< "</znear>" << endstr;
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mOutput << startstr << "<zfar sid=\"zfar\">"
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<< cam->mClipPlaneFar
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<< "</zfar>" << endstr;
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PopTag();
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mOutput << startstr << "</perspective>" << endstr;
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PopTag();
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mOutput << startstr << "</technique_common>" << endstr;
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PopTag();
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mOutput << startstr << "</optics>" << endstr;
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PopTag();
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mOutput << startstr << "</camera>" << endstr;
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}
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// ------------------------------------------------------------------------------------------------
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// Write the embedded textures
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void ColladaExporter::WriteLightsLibrary() {
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if(mScene->HasLights()) {
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mOutput << startstr << "<library_lights>" << endstr;
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PushTag();
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for( size_t a = 0; a < mScene->mNumLights; ++a)
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WriteLight( a);
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PopTag();
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mOutput << startstr << "</library_lights>" << endstr;
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}
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}
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void ColladaExporter::WriteLight(size_t pIndex){
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const aiLight *light = mScene->mLights[pIndex];
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const std::string idstrEscaped = XMLEscape(light->mName.C_Str());
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mOutput << startstr << "<light id=\"" << idstrEscaped << "-light\" name=\""
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<< idstrEscaped << "_name\" >" << endstr;
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PushTag();
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mOutput << startstr << "<technique_common>" << endstr;
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PushTag();
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switch(light->mType){
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case aiLightSource_AMBIENT:
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WriteAmbienttLight(light);
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break;
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case aiLightSource_DIRECTIONAL:
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WriteDirectionalLight(light);
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break;
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case aiLightSource_POINT:
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WritePointLight(light);
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break;
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case aiLightSource_SPOT:
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WriteSpotLight(light);
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break;
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case aiLightSource_UNDEFINED:
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case _aiLightSource_Force32Bit:
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break;
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}
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PopTag();
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mOutput << startstr << "</technique_common>" << endstr;
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PopTag();
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mOutput << startstr << "</light>" << endstr;
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}
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void ColladaExporter::WritePointLight(const aiLight *const light){
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const aiColor3D &color= light->mColorDiffuse;
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mOutput << startstr << "<point>" << endstr;
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PushTag();
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mOutput << startstr << "<color sid=\"color\">"
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<< color.r<<" "<<color.g<<" "<<color.b
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<<"</color>" << endstr;
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mOutput << startstr << "<constant_attenuation>"
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<< light->mAttenuationConstant
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<<"</constant_attenuation>" << endstr;
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mOutput << startstr << "<linear_attenuation>"
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<< light->mAttenuationLinear
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<<"</linear_attenuation>" << endstr;
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mOutput << startstr << "<quadratic_attenuation>"
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<< light->mAttenuationQuadratic
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<<"</quadratic_attenuation>" << endstr;
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PopTag();
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mOutput << startstr << "</point>" << endstr;
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}
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void ColladaExporter::WriteDirectionalLight(const aiLight *const light){
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const aiColor3D &color= light->mColorDiffuse;
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mOutput << startstr << "<directional>" << endstr;
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PushTag();
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mOutput << startstr << "<color sid=\"color\">"
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<< color.r<<" "<<color.g<<" "<<color.b
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<<"</color>" << endstr;
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PopTag();
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mOutput << startstr << "</directional>" << endstr;
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}
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void ColladaExporter::WriteSpotLight(const aiLight *const light){
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const aiColor3D &color= light->mColorDiffuse;
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mOutput << startstr << "<spot>" << endstr;
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PushTag();
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mOutput << startstr << "<color sid=\"color\">"
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<< color.r<<" "<<color.g<<" "<<color.b
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<<"</color>" << endstr;
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mOutput << startstr << "<constant_attenuation>"
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<< light->mAttenuationConstant
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<<"</constant_attenuation>" << endstr;
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mOutput << startstr << "<linear_attenuation>"
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<< light->mAttenuationLinear
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<<"</linear_attenuation>" << endstr;
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mOutput << startstr << "<quadratic_attenuation>"
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<< light->mAttenuationQuadratic
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<<"</quadratic_attenuation>" << endstr;
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/*
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out->mAngleOuterCone = AI_DEG_TO_RAD (std::acos(std::pow(0.1f,1.f/srcLight->mFalloffExponent))+
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srcLight->mFalloffAngle);
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*/
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const ai_real fallOffAngle = AI_RAD_TO_DEG(light->mAngleInnerCone);
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mOutput << startstr <<"<falloff_angle sid=\"fall_off_angle\">"
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<< fallOffAngle
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<<"</falloff_angle>" << endstr;
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double temp = light->mAngleOuterCone-light->mAngleInnerCone;
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temp = std::cos(temp);
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temp = std::log(temp)/std::log(0.1);
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temp = 1/temp;
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mOutput << startstr << "<falloff_exponent sid=\"fall_off_exponent\">"
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<< temp
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<<"</falloff_exponent>" << endstr;
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PopTag();
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mOutput << startstr << "</spot>" << endstr;
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}
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void ColladaExporter::WriteAmbienttLight(const aiLight *const light){
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const aiColor3D &color= light->mColorAmbient;
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mOutput << startstr << "<ambient>" << endstr;
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PushTag();
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mOutput << startstr << "<color sid=\"color\">"
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<< color.r<<" "<<color.g<<" "<<color.b
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<<"</color>" << endstr;
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PopTag();
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mOutput << startstr << "</ambient>" << 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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std::string index_str(texfile.C_Str());
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if(index_str.size() != 0 && index_str[0] == '*')
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{
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unsigned int index;
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index_str = index_str.substr(1, std::string::npos);
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try {
|
|
index = (unsigned int) strtoul10_64(index_str.c_str());
|
|
} catch(std::exception& error) {
|
|
throw DeadlyExportError(error.what());
|
|
}
|
|
|
|
std::map<unsigned int, std::string>::const_iterator name = textures.find(index);
|
|
|
|
if(name != textures.end()) {
|
|
poSurface.texture = name->second;
|
|
} else {
|
|
throw DeadlyExportError("could not find embedded texture at index " + index_str);
|
|
}
|
|
} else
|
|
{
|
|
poSurface.texture = texfile.C_Str();
|
|
}
|
|
|
|
poSurface.channel = uvChannel;
|
|
poSurface.exist = true;
|
|
} else
|
|
{
|
|
if( pKey )
|
|
poSurface.exist = pSrcMat->Get( pKey, pType, pIndex, poSurface.color) == aiReturn_SUCCESS;
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Reimplementation of isalnum(,C locale), because AppVeyor does not see standard version.
|
|
static bool isalnum_C(char c)
|
|
{
|
|
return ( nullptr != strchr("0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz",c) );
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Writes an image entry for the given surface
|
|
void ColladaExporter::WriteImageEntry( const Surface& pSurface, const std::string& pNameAdd)
|
|
{
|
|
if( !pSurface.texture.empty() )
|
|
{
|
|
mOutput << startstr << "<image id=\"" << XMLEscape(pNameAdd) << "\">" << endstr;
|
|
PushTag();
|
|
mOutput << startstr << "<init_from>";
|
|
|
|
// URL encode image file name first, then XML encode on top
|
|
std::stringstream imageUrlEncoded;
|
|
for( std::string::const_iterator it = pSurface.texture.begin(); it != pSurface.texture.end(); ++it )
|
|
{
|
|
if( isalnum_C( (unsigned char) *it) || *it == ':' || *it == '_' || *it == '.' || *it == '/' || *it == '\\' )
|
|
imageUrlEncoded << *it;
|
|
else
|
|
imageUrlEncoded << '%' << std::hex << size_t( (unsigned char) *it) << std::dec;
|
|
}
|
|
mOutput << XMLEscape(imageUrlEncoded.str());
|
|
mOutput << "</init_from>" << endstr;
|
|
PopTag();
|
|
mOutput << startstr << "</image>" << endstr;
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Writes a color-or-texture entry into an effect definition
|
|
void ColladaExporter::WriteTextureColorEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pImageName)
|
|
{
|
|
if(pSurface.exist) {
|
|
mOutput << startstr << "<" << pTypeName << ">" << endstr;
|
|
PushTag();
|
|
if( pSurface.texture.empty() )
|
|
{
|
|
mOutput << startstr << "<color sid=\"" << pTypeName << "\">" << pSurface.color.r << " " << pSurface.color.g << " " << pSurface.color.b << " " << pSurface.color.a << "</color>" << endstr;
|
|
}
|
|
else
|
|
{
|
|
mOutput << startstr << "<texture texture=\"" << XMLEscape(pImageName) << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
|
|
}
|
|
PopTag();
|
|
mOutput << startstr << "</" << pTypeName << ">" << endstr;
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Writes the two parameters necessary for referencing a texture in an effect entry
|
|
void ColladaExporter::WriteTextureParamEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pMatName)
|
|
{
|
|
// 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;
|
|
PushTag();
|
|
mOutput << startstr << "<surface type=\"2D\">" << endstr;
|
|
PushTag();
|
|
mOutput << startstr << "<init_from>" << XMLEscape(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;
|
|
PushTag();
|
|
mOutput << startstr << "<sampler2D>" << endstr;
|
|
PushTag();
|
|
mOutput << startstr << "<source>" << XMLEscape(pMatName) << "-" << pTypeName << "-surface</source>" << endstr;
|
|
PopTag();
|
|
mOutput << startstr << "</sampler2D>" << endstr;
|
|
PopTag();
|
|
mOutput << startstr << "</newparam>" << endstr;
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Writes a scalar property
|
|
void ColladaExporter::WriteFloatEntry( const Property& pProperty, const std::string& pTypeName)
|
|
{
|
|
if(pProperty.exist) {
|
|
mOutput << startstr << "<" << pTypeName << ">" << endstr;
|
|
PushTag();
|
|
mOutput << startstr << "<float sid=\"" << pTypeName << "\">" << pProperty.value << "</float>" << endstr;
|
|
PopTag();
|
|
mOutput << startstr << "</" << pTypeName << ">" << endstr;
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Writes the material setup
|
|
void ColladaExporter::WriteMaterials()
|
|
{
|
|
materials.resize( mScene->mNumMaterials);
|
|
|
|
/// collect all materials from the scene
|
|
size_t numTextures = 0;
|
|
for( size_t a = 0; a < mScene->mNumMaterials; ++a )
|
|
{
|
|
const aiMaterial* mat = mScene->mMaterials[a];
|
|
|
|
aiString name;
|
|
if( mat->Get( AI_MATKEY_NAME, name) != aiReturn_SUCCESS )
|
|
name = "mat";
|
|
materials[a].name = std::string( "m") + to_string(a) + name.C_Str();
|
|
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";
|
|
if(mat->Get( AI_MATKEY_SHADING_MODEL, shading) == aiReturn_SUCCESS) {
|
|
if(shading == aiShadingMode_Phong) {
|
|
materials[a].shading_model = "phong";
|
|
} else if(shading == aiShadingMode_Blinn) {
|
|
materials[a].shading_model = "blinn";
|
|
} else if(shading == aiShadingMode_NoShading) {
|
|
materials[a].shading_model = "constant";
|
|
} else if(shading == aiShadingMode_Gouraud) {
|
|
materials[a].shading_model = "lambert";
|
|
}
|
|
}
|
|
|
|
ReadMaterialSurface( materials[a].ambient, mat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT);
|
|
if( !materials[a].ambient.texture.empty() ) numTextures++;
|
|
ReadMaterialSurface( materials[a].diffuse, mat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE);
|
|
if( !materials[a].diffuse.texture.empty() ) numTextures++;
|
|
ReadMaterialSurface( materials[a].specular, mat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR);
|
|
if( !materials[a].specular.texture.empty() ) numTextures++;
|
|
ReadMaterialSurface( materials[a].emissive, mat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE);
|
|
if( !materials[a].emissive.texture.empty() ) numTextures++;
|
|
ReadMaterialSurface( materials[a].reflective, mat, aiTextureType_REFLECTION, AI_MATKEY_COLOR_REFLECTIVE);
|
|
if( !materials[a].reflective.texture.empty() ) numTextures++;
|
|
ReadMaterialSurface( materials[a].transparent, mat, aiTextureType_OPACITY, AI_MATKEY_COLOR_TRANSPARENT);
|
|
if( !materials[a].transparent.texture.empty() ) numTextures++;
|
|
ReadMaterialSurface( materials[a].normal, mat, aiTextureType_NORMALS, NULL, 0, 0);
|
|
if( !materials[a].normal.texture.empty() ) numTextures++;
|
|
|
|
materials[a].shininess.exist = mat->Get( AI_MATKEY_SHININESS, materials[a].shininess.value) == aiReturn_SUCCESS;
|
|
materials[a].transparency.exist = mat->Get( AI_MATKEY_OPACITY, materials[a].transparency.value) == aiReturn_SUCCESS;
|
|
materials[a].transparency.value = 1 - materials[a].transparency.value;
|
|
materials[a].index_refraction.exist = mat->Get( AI_MATKEY_REFRACTI, materials[a].index_refraction.value) == aiReturn_SUCCESS;
|
|
}
|
|
|
|
// output textures if present
|
|
if( numTextures > 0 )
|
|
{
|
|
mOutput << startstr << "<library_images>" << endstr;
|
|
PushTag();
|
|
for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it )
|
|
{
|
|
const Material& mat = *it;
|
|
WriteImageEntry( mat.ambient, mat.name + "-ambient-image");
|
|
WriteImageEntry( mat.diffuse, mat.name + "-diffuse-image");
|
|
WriteImageEntry( mat.specular, mat.name + "-specular-image");
|
|
WriteImageEntry( mat.emissive, mat.name + "-emission-image");
|
|
WriteImageEntry( mat.reflective, mat.name + "-reflective-image");
|
|
WriteImageEntry( mat.transparent, mat.name + "-transparent-image");
|
|
WriteImageEntry( mat.normal, mat.name + "-normal-image");
|
|
}
|
|
PopTag();
|
|
mOutput << startstr << "</library_images>" << endstr;
|
|
}
|
|
|
|
// output effects - those are the actual carriers of information
|
|
if( !materials.empty() )
|
|
{
|
|
mOutput << startstr << "<library_effects>" << endstr;
|
|
PushTag();
|
|
for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it )
|
|
{
|
|
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;
|
|
PushTag();
|
|
mOutput << startstr << "<profile_COMMON>" << endstr;
|
|
PushTag();
|
|
|
|
// write sampler- and surface params for the texture entries
|
|
WriteTextureParamEntry( mat.emissive, "emission", mat.name);
|
|
WriteTextureParamEntry( mat.ambient, "ambient", mat.name);
|
|
WriteTextureParamEntry( mat.diffuse, "diffuse", mat.name);
|
|
WriteTextureParamEntry( mat.specular, "specular", mat.name);
|
|
WriteTextureParamEntry( mat.reflective, "reflective", mat.name);
|
|
WriteTextureParamEntry( mat.transparent, "transparent", mat.name);
|
|
WriteTextureParamEntry( mat.normal, "normal", mat.name);
|
|
|
|
mOutput << startstr << "<technique sid=\"standard\">" << endstr;
|
|
PushTag();
|
|
mOutput << startstr << "<" << mat.shading_model << ">" << endstr;
|
|
PushTag();
|
|
|
|
WriteTextureColorEntry( mat.emissive, "emission", mat.name + "-emission-sampler");
|
|
WriteTextureColorEntry( mat.ambient, "ambient", mat.name + "-ambient-sampler");
|
|
WriteTextureColorEntry( mat.diffuse, "diffuse", mat.name + "-diffuse-sampler");
|
|
WriteTextureColorEntry( mat.specular, "specular", mat.name + "-specular-sampler");
|
|
WriteFloatEntry(mat.shininess, "shininess");
|
|
WriteTextureColorEntry( mat.reflective, "reflective", mat.name + "-reflective-sampler");
|
|
WriteTextureColorEntry( mat.transparent, "transparent", mat.name + "-transparent-sampler");
|
|
WriteFloatEntry(mat.transparency, "transparency");
|
|
WriteFloatEntry(mat.index_refraction, "index_of_refraction");
|
|
|
|
if(! mat.normal.texture.empty()) {
|
|
WriteTextureColorEntry( mat.normal, "bump", mat.name + "-normal-sampler");
|
|
}
|
|
|
|
PopTag();
|
|
mOutput << startstr << "</" << mat.shading_model << ">" << endstr;
|
|
PopTag();
|
|
mOutput << startstr << "</technique>" << endstr;
|
|
PopTag();
|
|
mOutput << startstr << "</profile_COMMON>" << endstr;
|
|
PopTag();
|
|
mOutput << startstr << "</effect>" << endstr;
|
|
}
|
|
PopTag();
|
|
mOutput << startstr << "</library_effects>" << endstr;
|
|
|
|
// write materials - they're just effect references
|
|
mOutput << startstr << "<library_materials>" << endstr;
|
|
PushTag();
|
|
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;
|
|
PushTag();
|
|
mOutput << startstr << "<instance_effect url=\"#" << XMLEscape(mat.name) << "-fx\"/>" << endstr;
|
|
PopTag();
|
|
mOutput << startstr << "</material>" << endstr;
|
|
}
|
|
PopTag();
|
|
mOutput << startstr << "</library_materials>" << endstr;
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Writes the geometry library
|
|
void ColladaExporter::WriteGeometryLibrary()
|
|
{
|
|
mOutput << startstr << "<library_geometries>" << endstr;
|
|
PushTag();
|
|
|
|
for( size_t a = 0; a < mScene->mNumMeshes; ++a)
|
|
WriteGeometry( a);
|
|
|
|
PopTag();
|
|
mOutput << startstr << "</library_geometries>" << endstr;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Writes the given mesh
|
|
void ColladaExporter::WriteGeometry( size_t pIndex)
|
|
{
|
|
const aiMesh* mesh = mScene->mMeshes[pIndex];
|
|
const std::string idstr = GetMeshId( pIndex);
|
|
const std::string idstrEscaped = XMLEscape(idstr);
|
|
|
|
if( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
|
|
return;
|
|
|
|
// opening tag
|
|
mOutput << startstr << "<geometry id=\"" << idstrEscaped << "\" name=\"" << idstrEscaped << "_name\" >" << endstr;
|
|
PushTag();
|
|
|
|
mOutput << startstr << "<mesh>" << endstr;
|
|
PushTag();
|
|
|
|
// Positions
|
|
WriteFloatArray( idstr + "-positions", FloatType_Vector, (ai_real*) mesh->mVertices, mesh->mNumVertices);
|
|
// Normals, if any
|
|
if( mesh->HasNormals() )
|
|
WriteFloatArray( idstr + "-normals", FloatType_Vector, (ai_real*) 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" + to_string(a), mesh->mNumUVComponents[a] == 3 ? FloatType_TexCoord3 : FloatType_TexCoord2,
|
|
(ai_real*) 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" + to_string(a), FloatType_Color, (ai_real*) mesh->mColors[a], mesh->mNumVertices);
|
|
}
|
|
|
|
// assemble vertex structure
|
|
mOutput << startstr << "<vertices id=\"" << idstrEscaped << "-vertices" << "\">" << endstr;
|
|
PushTag();
|
|
mOutput << startstr << "<input semantic=\"POSITION\" source=\"#" << idstrEscaped << "-positions\" />" << endstr;
|
|
if( mesh->HasNormals() )
|
|
mOutput << startstr << "<input semantic=\"NORMAL\" source=\"#" << idstrEscaped << "-normals\" />" << endstr;
|
|
for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
|
|
{
|
|
if( mesh->HasTextureCoords( a) )
|
|
mOutput << startstr << "<input semantic=\"TEXCOORD\" source=\"#" << idstrEscaped << "-tex" << a << "\" " /*<< "set=\"" << a << "\"" */ << " />" << endstr;
|
|
}
|
|
for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a )
|
|
{
|
|
if( mesh->HasVertexColors( a) )
|
|
mOutput << startstr << "<input semantic=\"COLOR\" source=\"#" << idstrEscaped << "-color" << a << "\" " /*<< set=\"" << a << "\"" */ << " />" << endstr;
|
|
}
|
|
|
|
PopTag();
|
|
mOutput << startstr << "</vertices>" << endstr;
|
|
|
|
// count the number of lines, triangles and polygon meshes
|
|
int countLines = 0;
|
|
int countPoly = 0;
|
|
for( size_t a = 0; a < mesh->mNumFaces; ++a )
|
|
{
|
|
if (mesh->mFaces[a].mNumIndices == 2) countLines++;
|
|
else if (mesh->mFaces[a].mNumIndices >= 3) countPoly++;
|
|
}
|
|
|
|
// lines
|
|
if (countLines)
|
|
{
|
|
mOutput << startstr << "<lines count=\"" << countLines << "\" material=\"defaultMaterial\">" << endstr;
|
|
PushTag();
|
|
mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstrEscaped << "-vertices\" />" << endstr;
|
|
mOutput << startstr << "<p>";
|
|
for( size_t a = 0; a < mesh->mNumFaces; ++a )
|
|
{
|
|
const aiFace& face = mesh->mFaces[a];
|
|
if (face.mNumIndices != 2) continue;
|
|
for( size_t b = 0; b < face.mNumIndices; ++b )
|
|
mOutput << face.mIndices[b] << " ";
|
|
}
|
|
mOutput << "</p>" << endstr;
|
|
PopTag();
|
|
mOutput << startstr << "</lines>" << endstr;
|
|
}
|
|
|
|
// triangle - don't use it, because compatibility problems
|
|
|
|
// polygons
|
|
if (countPoly)
|
|
{
|
|
mOutput << startstr << "<polylist count=\"" << countPoly << "\" material=\"defaultMaterial\">" << endstr;
|
|
PushTag();
|
|
mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstrEscaped << "-vertices\" />" << endstr;
|
|
for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
|
|
{
|
|
if( mesh->HasTextureCoords( a) )
|
|
mOutput << startstr << "<input offset=\"0\" semantic=\"TEXCOORD\" source=\"#" << idstrEscaped << "-tex" << a << "\" set=\"" << a << "\" />" << endstr;
|
|
}
|
|
|
|
mOutput << startstr << "<vcount>";
|
|
for( size_t a = 0; a < mesh->mNumFaces; ++a )
|
|
{
|
|
if (mesh->mFaces[a].mNumIndices < 3) continue;
|
|
mOutput << mesh->mFaces[a].mNumIndices << " ";
|
|
}
|
|
mOutput << "</vcount>" << endstr;
|
|
|
|
mOutput << startstr << "<p>";
|
|
for( size_t a = 0; a < mesh->mNumFaces; ++a )
|
|
{
|
|
const aiFace& face = mesh->mFaces[a];
|
|
if (face.mNumIndices < 3) continue;
|
|
for( size_t b = 0; b < face.mNumIndices; ++b )
|
|
mOutput << face.mIndices[b] << " ";
|
|
}
|
|
mOutput << "</p>" << endstr;
|
|
PopTag();
|
|
mOutput << startstr << "</polylist>" << endstr;
|
|
}
|
|
|
|
// closing tags
|
|
PopTag();
|
|
mOutput << startstr << "</mesh>" << endstr;
|
|
PopTag();
|
|
mOutput << startstr << "</geometry>" << endstr;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Writes a float array of the given type
|
|
void ColladaExporter::WriteFloatArray( const std::string& pIdString, FloatDataType pType, const ai_real* 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=\"" << XMLEscape(pIdString) << "\" name=\"" << XMLEscape(pIdString) << "\">" << endstr;
|
|
PushTag();
|
|
|
|
// source array
|
|
mOutput << startstr << "<float_array id=\"" << XMLEscape(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()
|
|
{
|
|
const std::string scene_name_escaped = XMLEscape(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;
|
|
PushTag();
|
|
|
|
// start recursive write at the root node
|
|
for( size_t a = 0; a < mScene->mRootNode->mNumChildren; ++a )
|
|
WriteNode( mScene, mScene->mRootNode->mChildren[a]);
|
|
|
|
PopTag();
|
|
mOutput << startstr << "</visual_scene>" << endstr;
|
|
PopTag();
|
|
mOutput << startstr << "</library_visual_scenes>" << endstr;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Helper to find a bone by name in the scene
|
|
aiBone* findBone( const aiScene* scene, const char * name) {
|
|
for (size_t m=0; m<scene->mNumMeshes; m++) {
|
|
aiMesh * mesh = scene->mMeshes[m];
|
|
for (size_t b=0; b<mesh->mNumBones; b++) {
|
|
aiBone * bone = mesh->mBones[b];
|
|
if (0 == strcmp(name, bone->mName.C_Str())) {
|
|
return bone;
|
|
}
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Recursively writes the given node
|
|
void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
|
|
{
|
|
// the node must have a name
|
|
if (pNode->mName.length == 0)
|
|
{
|
|
std::stringstream ss;
|
|
ss << "Node_" << pNode;
|
|
pNode->mName.Set(ss.str());
|
|
}
|
|
|
|
// If the node is associated with a bone, it is a joint node (JOINT)
|
|
// otherwise it is a normal node (NODE)
|
|
const char * node_type;
|
|
if (NULL == findBone(pScene, pNode->mName.C_Str())) {
|
|
node_type = "NODE";
|
|
} else {
|
|
node_type = "JOINT";
|
|
}
|
|
|
|
const std::string node_name_escaped = XMLEscape(pNode->mName.data);
|
|
mOutput << startstr
|
|
<< "<node id=\"" << node_name_escaped
|
|
<< "\" name=\"" << node_name_escaped
|
|
<< "\" type=\"" << node_type
|
|
<< "\">" << endstr;
|
|
PushTag();
|
|
|
|
// write transformation - we can directly put the matrix there
|
|
// TODO: (thom) decompose into scale - rot - quad to allow addressing 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;
|
|
|
|
if(pNode->mNumMeshes==0){
|
|
//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;
|
|
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;
|
|
break;
|
|
}
|
|
}
|
|
|
|
}else
|
|
// 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=\"#" << XMLEscape(GetMeshId( pNode->mMeshes[a])) << "\">" << endstr;
|
|
PushTag();
|
|
mOutput << startstr << "<bind_material>" << endstr;
|
|
PushTag();
|
|
mOutput << startstr << "<technique_common>" << endstr;
|
|
PushTag();
|
|
mOutput << startstr << "<instance_material symbol=\"defaultMaterial\" target=\"#" << XMLEscape(materials[mesh->mMaterialIndex].name) << "\">" << endstr;
|
|
PushTag();
|
|
for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
|
|
{
|
|
if( mesh->HasTextureCoords( a) )
|
|
// semantic as in <texture texcoord=...>
|
|
// input_semantic as in <input semantic=...>
|
|
// input_set as in <input set=...>
|
|
mOutput << startstr << "<bind_vertex_input semantic=\"CHANNEL" << a << "\" input_semantic=\"TEXCOORD\" input_set=\"" << a << "\"/>" << endstr;
|
|
}
|
|
PopTag();
|
|
mOutput << startstr << "</instance_material>" << 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( pScene, pNode->mChildren[a]);
|
|
|
|
PopTag();
|
|
mOutput << startstr << "</node>" << endstr;
|
|
}
|
|
|
|
#endif
|
|
#endif
|