Du kannst nicht mehr als 25 Themen auswählen Themen müssen entweder mit einem Buchstaben oder einer Ziffer beginnen. Sie können Bindestriche („-“) enthalten und bis zu 35 Zeichen lang sein.
 
 
 
 
 
 

177 Zeilen
5.7 KiB

  1. /*
  2. Open Asset Import Library (assimp)
  3. ----------------------------------------------------------------------
  4. Copyright (c) 2006-2012, assimp team
  5. All rights reserved.
  6. Redistribution and use of this software in source and binary forms,
  7. with or without modification, are permitted provided that the
  8. following conditions are met:
  9. * Redistributions of source code must retain the above
  10. copyright notice, this list of conditions and the
  11. following disclaimer.
  12. * Redistributions in binary form must reproduce the above
  13. copyright notice, this list of conditions and the
  14. following disclaimer in the documentation and/or other
  15. materials provided with the distribution.
  16. * Neither the name of the assimp team, nor the names of its
  17. contributors may be used to endorse or promote products
  18. derived from this software without specific prior
  19. written permission of the assimp team.
  20. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
  21. "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
  22. LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
  23. A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
  24. OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
  25. SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
  26. LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
  27. DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
  28. THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  29. (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
  30. OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  31. ----------------------------------------------------------------------
  32. */
  33. /** @file ColladaExporter.h
  34. * Declares the exporter class to write a scene to a Collada file
  35. */
  36. #ifndef AI_COLLADAEXPORTER_H_INC
  37. #define AI_COLLADAEXPORTER_H_INC
  38. #include "../include/assimp/ai_assert.h"
  39. #include <sstream>
  40. struct aiScene;
  41. struct aiNode;
  42. namespace Assimp
  43. {
  44. /// Helper class to export a given scene to a Collada file. Just for my personal
  45. /// comfort when implementing it.
  46. class ColladaExporter
  47. {
  48. public:
  49. /// Constructor for a specific scene to export
  50. ColladaExporter( const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file);
  51. /// Destructor
  52. virtual ~ColladaExporter();
  53. protected:
  54. /// Starts writing the contents
  55. void WriteFile();
  56. /// Writes the asset header
  57. void WriteHeader();
  58. /// Writes the embedded textures
  59. void WriteTextures();
  60. /// Writes the material setup
  61. void WriteMaterials();
  62. /// Writes the geometry library
  63. void WriteGeometryLibrary();
  64. /// Writes the given mesh
  65. void WriteGeometry( size_t pIndex);
  66. enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color };
  67. /// Writes a float array of the given type
  68. void WriteFloatArray( const std::string& pIdString, FloatDataType pType, const float* pData, size_t pElementCount);
  69. /// Writes the scene library
  70. void WriteSceneLibrary();
  71. /// Recursively writes the given node
  72. void WriteNode( const aiNode* pNode);
  73. /// Enters a new xml element, which increases the indentation
  74. void PushTag() { startstr.append( " "); }
  75. /// Leaves an element, decreasing the indentation
  76. void PopTag() { ai_assert( startstr.length() > 1); startstr.erase( startstr.length() - 2); }
  77. /// Creates a mesh ID for the given mesh
  78. std::string GetMeshId( size_t pIndex) const { return std::string( "meshId" ) + boost::lexical_cast<std::string> (pIndex); }
  79. public:
  80. /// Stringstream to write all output into
  81. std::stringstream mOutput;
  82. protected:
  83. /// The IOSystem for output
  84. IOSystem* mIOSystem;
  85. /// Path of the directory where the scene will be exported
  86. const std::string mPath;
  87. /// Name of the file (without extension) where the scene will be exported
  88. const std::string mFile;
  89. /// The scene to be written
  90. const aiScene* mScene;
  91. bool mSceneOwned;
  92. /// current line start string, contains the current indentation for simple stream insertion
  93. std::string startstr;
  94. /// current line end string for simple stream insertion
  95. std::string endstr;
  96. // pair of color and texture - texture precedences color
  97. struct Surface
  98. {
  99. bool exist;
  100. aiColor4D color;
  101. std::string texture;
  102. size_t channel;
  103. Surface() { exist = false; channel = 0; }
  104. };
  105. struct Property
  106. {
  107. bool exist;
  108. float value;
  109. Property() { exist = false; }
  110. };
  111. // summarize a material in an convinient way.
  112. struct Material
  113. {
  114. std::string name;
  115. std::string shading_model;
  116. Surface ambient, diffuse, specular, emissive, reflective, transparent, normal;
  117. Property shininess, transparency, index_refraction;
  118. Material() {}
  119. };
  120. std::vector<Material> materials;
  121. std::map<unsigned int, std::string> textures;
  122. protected:
  123. /// Dammit C++ - y u no compile two-pass? No I have to add all methods below the struct definitions
  124. /// Reads a single surface entry from the given material keys
  125. void ReadMaterialSurface( Surface& poSurface, const aiMaterial* pSrcMat, aiTextureType pTexture, const char* pKey, size_t pType, size_t pIndex);
  126. /// Writes an image entry for the given surface
  127. void WriteImageEntry( const Surface& pSurface, const std::string& pNameAdd);
  128. /// Writes the two parameters necessary for referencing a texture in an effect entry
  129. void WriteTextureParamEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pMatName);
  130. /// Writes a color-or-texture entry into an effect definition
  131. void WriteTextureColorEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pImageName);
  132. /// Writes a scalar property
  133. void WriteFloatEntry( const Property& pProperty, const std::string& pTypeName);
  134. };
  135. }
  136. #endif // !! AI_COLLADAEXPORTER_H_INC