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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.
-
- ----------------------------------------------------------------------
- */
-
- /** @file ColladaExporter.h
- * Declares the exporter class to write a scene to a Collada file
- */
- #ifndef AI_COLLADAEXPORTER_H_INC
- #define AI_COLLADAEXPORTER_H_INC
-
- #include "../include/assimp/ai_assert.h"
- #include <sstream>
-
- struct aiScene;
- struct aiNode;
-
- namespace Assimp
- {
-
- /// Helper class to export a given scene to a Collada file. Just for my personal
- /// comfort when implementing it.
- class ColladaExporter
- {
- public:
- /// Constructor for a specific scene to export
- ColladaExporter( const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file);
-
- /// Destructor
- virtual ~ColladaExporter();
-
- protected:
- /// Starts writing the contents
- void WriteFile();
-
- /// Writes the asset header
- void WriteHeader();
-
- /// Writes the embedded textures
- void WriteTextures();
-
- /// Writes the material setup
- void WriteMaterials();
-
- /// Writes the geometry library
- void WriteGeometryLibrary();
-
- /// Writes the given mesh
- void WriteGeometry( size_t pIndex);
-
- enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color };
-
- /// Writes a float array of the given type
- void WriteFloatArray( const std::string& pIdString, FloatDataType pType, const float* pData, size_t pElementCount);
-
- /// Writes the scene library
- void WriteSceneLibrary();
-
- /// Recursively writes the given node
- void WriteNode( const aiNode* pNode);
-
- /// Enters a new xml element, which increases the indentation
- void PushTag() { startstr.append( " "); }
- /// Leaves an element, decreasing the indentation
- void PopTag() { ai_assert( startstr.length() > 1); startstr.erase( startstr.length() - 2); }
-
- /// Creates a mesh ID for the given mesh
- std::string GetMeshId( size_t pIndex) const { return std::string( "meshId" ) + boost::lexical_cast<std::string> (pIndex); }
-
- public:
- /// Stringstream to write all output into
- std::stringstream mOutput;
-
- protected:
- /// The IOSystem for output
- IOSystem* mIOSystem;
-
- /// Path of the directory where the scene will be exported
- const std::string mPath;
-
- /// Name of the file (without extension) where the scene will be exported
- const std::string mFile;
-
- /// The scene to be written
- const aiScene* mScene;
- bool mSceneOwned;
-
- /// current line start string, contains the current indentation for simple stream insertion
- std::string startstr;
- /// current line end string for simple stream insertion
- std::string endstr;
-
- // pair of color and texture - texture precedences color
- struct Surface
- {
- bool exist;
- aiColor4D color;
- std::string texture;
- size_t channel;
- Surface() { exist = false; channel = 0; }
- };
-
- struct Property
- {
- bool exist;
- float value;
- Property() { exist = false; }
- };
-
- // summarize a material in an convinient way.
- struct Material
- {
- std::string name;
- std::string shading_model;
- Surface ambient, diffuse, specular, emissive, reflective, transparent, normal;
- Property shininess, transparency, index_refraction;
-
- Material() {}
- };
-
- std::vector<Material> materials;
-
- std::map<unsigned int, std::string> textures;
-
- protected:
- /// Dammit C++ - y u no compile two-pass? No I have to add all methods below the struct definitions
- /// Reads a single surface entry from the given material keys
- void ReadMaterialSurface( Surface& poSurface, const aiMaterial* pSrcMat, aiTextureType pTexture, const char* pKey, size_t pType, size_t pIndex);
- /// Writes an image entry for the given surface
- void WriteImageEntry( const Surface& pSurface, const std::string& pNameAdd);
- /// Writes the two parameters necessary for referencing a texture in an effect entry
- void WriteTextureParamEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pMatName);
- /// Writes a color-or-texture entry into an effect definition
- void WriteTextureColorEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pImageName);
- /// Writes a scalar property
- void WriteFloatEntry( const Property& pProperty, const std::string& pTypeName);
- };
-
- }
-
- #endif // !! AI_COLLADAEXPORTER_H_INC
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