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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
-
- Copyright (c) 2006-2012, assimp team
- All rights reserved.
-
- Redistribution and use of this software in source and binary forms,
- with or without modification, are permitted provided that the
- following conditions are met:
-
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
- * Neither the name of the assimp team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the assimp team.
-
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
- ----------------------------------------------------------------------
- */
-
- #include "AssimpPCH.h"
-
- #ifndef ASSIMP_BUILD_NO_EXPORT
- #ifndef ASSIMP_BUILD_NO_COLLADA_EXPORTER
- #include "ColladaExporter.h"
-
- #include "Bitmap.h"
- #include "fast_atof.h"
- #include "SceneCombiner.h"
-
- #include <ctime>
- #include <set>
-
- using namespace Assimp;
-
- namespace Assimp
- {
-
- // ------------------------------------------------------------------------------------------------
- // Worker function for exporting a scene to Collada. Prototyped and registered in Exporter.cpp
- void ExportSceneCollada(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene)
- {
- std::string path = "";
- std::string file = pFile;
-
- // We need to test both types of folder separators because pIOSystem->getOsSeparator() is not reliable.
- // Moreover, the path given by some applications is not even consistent with the OS specific type of separator.
- const char* end_path = std::max(strrchr(pFile, '\\'), strrchr(pFile, '/'));
-
- if(end_path != NULL) {
- path = std::string(pFile, end_path + 1 - pFile);
- file = file.substr(end_path + 1 - pFile, file.npos);
-
- std::size_t pos = file.find_last_of('.');
- if(pos != file.npos) {
- file = file.substr(0, pos);
- }
- }
-
- // invoke the exporter
- ColladaExporter iDoTheExportThing( pScene, pIOSystem, path, file);
-
- // we're still here - export successfully completed. Write result to the given IOSYstem
- boost::scoped_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
- if(outfile == NULL) {
- throw DeadlyExportError("could not open output .dae file: " + std::string(pFile));
- }
-
- // XXX maybe use a small wrapper around IOStream that behaves like std::stringstream in order to avoid the extra copy.
- outfile->Write( iDoTheExportThing.mOutput.str().c_str(), static_cast<size_t>(iDoTheExportThing.mOutput.tellp()),1);
- }
-
- } // end of namespace Assimp
-
-
- // ------------------------------------------------------------------------------------------------
- // Constructor for a specific scene to export
- ColladaExporter::ColladaExporter( const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file) : mIOSystem(pIOSystem), mPath(path), mFile(file)
- {
- // make sure that all formatting happens using the standard, C locale and not the user's current locale
- mOutput.imbue( std::locale("C") );
-
- mScene = pScene;
- mSceneOwned = false;
-
- // set up strings
- endstr = "\n";
-
- // start writing
- WriteFile();
- }
-
- // ------------------------------------------------------------------------------------------------
- // Destructor
- ColladaExporter::~ColladaExporter()
- {
- if(mSceneOwned) {
- delete mScene;
- }
- }
-
- // ------------------------------------------------------------------------------------------------
- // Starts writing the contents
- void ColladaExporter::WriteFile()
- {
- // write the DTD
- mOutput << "<?xml version=\"1.0\"?>" << endstr;
- // COLLADA element start
- mOutput << "<COLLADA xmlns=\"http://www.collada.org/2005/11/COLLADASchema\" version=\"1.4.1\">" << endstr;
- PushTag();
-
- WriteTextures();
- WriteHeader();
-
- WriteMaterials();
- WriteGeometryLibrary();
-
- WriteSceneLibrary();
-
- // useless Collada fu at the end, just in case we haven't had enough indirections, yet.
- mOutput << startstr << "<scene>" << endstr;
- PushTag();
- mOutput << startstr << "<instance_visual_scene url=\"#" + std::string(mScene->mRootNode->mName.C_Str()) + "\" />" << endstr;
- PopTag();
- mOutput << startstr << "</scene>" << endstr;
- PopTag();
- mOutput << "</COLLADA>" << endstr;
- }
-
- // ------------------------------------------------------------------------------------------------
- // Writes the asset header
- void ColladaExporter::WriteHeader()
- {
- static const float epsilon = 0.000001f;
- static const aiQuaternion x_rot(aiMatrix3x3(
- 0, -1, 0,
- 1, 0, 0,
- 0, 0, 1));
- static const aiQuaternion y_rot(aiMatrix3x3(
- 1, 0, 0,
- 0, 1, 0,
- 0, 0, 1));
- static const aiQuaternion z_rot(aiMatrix3x3(
- 1, 0, 0,
- 0, 0, 1,
- 0, -1, 0));
-
- static const unsigned int date_nb_chars = 20;
- char date_str[date_nb_chars];
- std::time_t date = std::time(NULL);
- std::strftime(date_str, date_nb_chars, "%Y-%m-%dT%H:%M:%S", std::localtime(&date));
-
- std::string scene_name = mScene->mRootNode->mName.C_Str();
-
- aiVector3D scaling;
- aiQuaternion rotation;
- aiVector3D position;
- mScene->mRootNode->mTransformation.Decompose(scaling, rotation, position);
-
- bool add_root_node = false;
-
- float scale = 1.0;
- if(std::abs(scaling.x - scaling.y) <= epsilon && std::abs(scaling.x - scaling.z) <= epsilon && std::abs(scaling.y - scaling.z) <= epsilon) {
- scale = (float) ((((double) scaling.x) + ((double) scaling.y) + ((double) scaling.z)) / 3.0);
- } else {
- add_root_node = true;
- }
-
- std::string up_axis = "Y_UP";
- if(rotation.Equal(x_rot, epsilon)) {
- up_axis = "X_UP";
- } else if(rotation.Equal(y_rot, epsilon)) {
- up_axis = "Y_UP";
- } else if(rotation.Equal(z_rot, epsilon)) {
- up_axis = "Z_UP";
- } else {
- add_root_node = true;
- }
-
- if(! position.Equal(aiVector3D(0, 0, 0))) {
- add_root_node = true;
- }
-
- if(mScene->mRootNode->mNumChildren == 0) {
- add_root_node = true;
- }
-
- if(add_root_node) {
- aiScene* scene;
- SceneCombiner::CopyScene(&scene, mScene);
-
- aiNode* root = new aiNode("Scene");
-
- root->mNumChildren = 1;
- root->mChildren = new aiNode*[root->mNumChildren];
-
- root->mChildren[0] = scene->mRootNode;
- scene->mRootNode->mParent = root;
- scene->mRootNode = root;
-
- mScene = scene;
- mSceneOwned = true;
-
- up_axis = "Y_UP";
- scale = 1.0;
- }
-
- mOutput << startstr << "<asset>" << endstr;
- PushTag();
- mOutput << startstr << "<contributor>" << endstr;
- PushTag();
- mOutput << startstr << "<author>Assimp</author>" << endstr;
- mOutput << startstr << "<authoring_tool>Assimp Collada Exporter</authoring_tool>" << endstr;
- PopTag();
- mOutput << startstr << "</contributor>" << endstr;
- mOutput << startstr << "<created>" << date_str << "</created>" << endstr;
- mOutput << startstr << "<modified>" << date_str << "</modified>" << endstr;
- mOutput << startstr << "<unit name=\"meter\" meter=\"" << scale << "\" />" << endstr;
- mOutput << startstr << "<up_axis>" << up_axis << "</up_axis>" << endstr;
- PopTag();
- mOutput << startstr << "</asset>" << endstr;
- }
-
- // ------------------------------------------------------------------------------------------------
- // Write the embedded textures
- void ColladaExporter::WriteTextures() {
- static const unsigned int buffer_size = 1024;
- char str[buffer_size];
-
- if(mScene->HasTextures()) {
- for(unsigned int i = 0; i < mScene->mNumTextures; i++) {
- // It would be great to be able to create a directory in portable standard C++, but it's not the case,
- // so we just write the textures in the current directory.
-
- aiTexture* texture = mScene->mTextures[i];
-
- ASSIMP_itoa10(str, buffer_size, i + 1);
-
- std::string name = mFile + "_texture_" + (i < 1000 ? "0" : "") + (i < 100 ? "0" : "") + (i < 10 ? "0" : "") + str + "." + ((const char*) texture->achFormatHint);
-
- boost::scoped_ptr<IOStream> outfile(mIOSystem->Open(mPath + name, "wb"));
- if(outfile == NULL) {
- throw DeadlyExportError("could not open output texture file: " + mPath + name);
- }
-
- if(texture->mHeight == 0) {
- outfile->Write((void*) texture->pcData, texture->mWidth, 1);
- } else {
- Bitmap::Save(texture, outfile.get());
- }
-
- outfile->Flush();
-
- textures.insert(std::make_pair(i, name));
- }
- }
- }
-
- // ------------------------------------------------------------------------------------------------
- // Reads a single surface entry from the given material keys
- void ColladaExporter::ReadMaterialSurface( Surface& poSurface, const aiMaterial* pSrcMat, aiTextureType pTexture, const char* pKey, size_t pType, size_t pIndex)
- {
- if( pSrcMat->GetTextureCount( pTexture) > 0 )
- {
- aiString texfile;
- unsigned int uvChannel = 0;
- pSrcMat->GetTexture( pTexture, 0, &texfile, NULL, &uvChannel);
-
- std::string index_str(texfile.C_Str());
-
- if(index_str.size() != 0 && index_str[0] == '*')
- {
- unsigned int index;
-
- index_str = index_str.substr(1, std::string::npos);
-
- 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;
- }
- }
-
- // ------------------------------------------------------------------------------------------------
- // 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=\"" << pNameAdd << "\">" << endstr;
- PushTag();
- mOutput << startstr << "<init_from>";
- for( std::string::const_iterator it = pSurface.texture.begin(); it != pSurface.texture.end(); ++it )
- {
- if( isalnum( *it) || *it == '_' || *it == '.' || *it == '/' || *it == '\\' )
- mOutput << *it;
- else
- mOutput << '%' << std::hex << size_t( (unsigned char) *it) << std::dec;
- }
- 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=\"" << 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=\"" << pMatName << "-" << pTypeName << "-surface\">" << endstr;
- PushTag();
- mOutput << startstr << "<surface type=\"2D\">" << endstr;
- PushTag();
- mOutput << startstr << "<init_from>" << pMatName << "-" << pTypeName << "-image</init_from>" << endstr;
- PopTag();
- mOutput << startstr << "</surface>" << endstr;
- PopTag();
- mOutput << startstr << "</newparam>" << endstr;
-
- mOutput << startstr << "<newparam sid=\"" << pMatName << "-" << pTypeName << "-sampler\">" << endstr;
- PushTag();
- mOutput << startstr << "<sampler2D>" << endstr;
- PushTag();
- mOutput << startstr << "<source>" << 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);
-
- std::set<std::string> material_names;
-
- /// 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") + boost::lexical_cast<std::string> (a) + name.C_Str();
- for( std::string::iterator it = materials[a].name.begin(); it != materials[a].name.end(); ++it ) {
- // isalnum on MSVC asserts for code points in [0,255]. Thus prevent unwanted promotion
- // of char to signed int and take the unsigned char value.
- if( !isalnum( static_cast<uint8_t>(*it) ) ) {
- *it = '_';
- }
- }
-
- aiShadingMode shading;
- 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=\"" << mat.name << "-fx\" name=\"" << 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=\"" << mat.name << "\" name=\"" << mat.name << "\">" << endstr;
- PushTag();
- mOutput << startstr << "<instance_effect url=\"#" << 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];
- std::string idstr = GetMeshId( pIndex);
-
- if( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
- return;
-
- // opening tag
- mOutput << startstr << "<geometry id=\"" << idstr << "\" name=\"" << idstr << "_name\" >" << endstr;
- PushTag();
-
- mOutput << startstr << "<mesh>" << endstr;
- PushTag();
-
- // Positions
- WriteFloatArray( idstr + "-positions", FloatType_Vector, (float*) mesh->mVertices, mesh->mNumVertices);
- // Normals, if any
- if( mesh->HasNormals() )
- WriteFloatArray( idstr + "-normals", FloatType_Vector, (float*) mesh->mNormals, mesh->mNumVertices);
-
- // texture coords
- for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a)
- {
- if( mesh->HasTextureCoords( a) )
- {
- WriteFloatArray( idstr + "-tex" + boost::lexical_cast<std::string> (a), mesh->mNumUVComponents[a] == 3 ? FloatType_TexCoord3 : FloatType_TexCoord2,
- (float*) mesh->mTextureCoords[a], mesh->mNumVertices);
- }
- }
-
- // vertex colors
- for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a)
- {
- if( mesh->HasVertexColors( a) )
- WriteFloatArray( idstr + "-color" + boost::lexical_cast<std::string> (a), FloatType_Color, (float*) mesh->mColors[a], mesh->mNumVertices);
- }
-
- // assemble vertex structure
- mOutput << startstr << "<vertices id=\"" << idstr << "-vertices" << "\">" << endstr;
- PushTag();
- mOutput << startstr << "<input semantic=\"POSITION\" source=\"#" << idstr << "-positions\" />" << endstr;
- if( mesh->HasNormals() )
- mOutput << startstr << "<input semantic=\"NORMAL\" source=\"#" << idstr << "-normals\" />" << endstr;
- for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
- {
- if( mesh->HasTextureCoords( a) )
- mOutput << startstr << "<input semantic=\"TEXCOORD\" source=\"#" << idstr << "-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=\"#" << idstr << "-color" << a << "\" " /*<< set=\"" << a << "\"" */ << " />" << endstr;
- }
-
- PopTag();
- mOutput << startstr << "</vertices>" << endstr;
-
- // write face setup
- mOutput << startstr << "<polylist count=\"" << mesh->mNumFaces << "\" material=\"theresonlyone\">" << endstr;
- PushTag();
- mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstr << "-vertices\" />" << endstr;
-
- mOutput << startstr << "<vcount>";
- for( size_t a = 0; a < mesh->mNumFaces; ++a )
- 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];
- 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 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()
- {
- std::string scene_name = mScene->mRootNode->mName.C_Str();
-
- mOutput << startstr << "<library_visual_scenes>" << endstr;
- PushTag();
- mOutput << startstr << "<visual_scene id=\"" + scene_name + "\" name=\"" + scene_name + "\">" << endstr;
- PushTag();
-
- // start recursive write at the root node
- for( size_t a = 0; a < mScene->mRootNode->mNumChildren; ++a )
- WriteNode( mScene->mRootNode->mChildren[a]);
-
- 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
-
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