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-rw-r--r--src/3rdparty/assimp/code/ColladaExporter.cpp631
1 files changed, 557 insertions, 74 deletions
diff --git a/src/3rdparty/assimp/code/ColladaExporter.cpp b/src/3rdparty/assimp/code/ColladaExporter.cpp
index 14534ad72..4a10d5845 100644
--- a/src/3rdparty/assimp/code/ColladaExporter.cpp
+++ b/src/3rdparty/assimp/code/ColladaExporter.cpp
@@ -2,7 +2,8 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2016, assimp team
+Copyright (c) 2006-2017, assimp team
+
All rights reserved.
Redistribution and use of this software in source and binary forms,
@@ -38,17 +39,16 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
-
-
#ifndef ASSIMP_BUILD_NO_EXPORT
#ifndef ASSIMP_BUILD_NO_COLLADA_EXPORTER
-#include "ColladaExporter.h"
+#include "ColladaExporter.h"
#include "Bitmap.h"
#include "fast_atof.h"
-#include "SceneCombiner.h"
-#include "DefaultIOSystem.h"
+#include <assimp/SceneCombiner.h>
+#include "StringUtils.h"
#include "XMLTools.h"
+#include <assimp/DefaultIOSystem.h>
#include <assimp/IOSystem.hpp>
#include <assimp/Exporter.hpp>
#include <assimp/scene.h>
@@ -58,6 +58,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <memory>
#include <ctime>
#include <set>
+#include <vector>
+#include <iostream>
using namespace Assimp;
@@ -66,13 +68,17 @@ 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, const ExportProperties* pProperties)
+void ExportSceneCollada(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/)
{
std::string path = DefaultIOSystem::absolutePath(std::string(pFile));
std::string file = DefaultIOSystem::completeBaseName(std::string(pFile));
// invoke the exporter
ColladaExporter iDoTheExportThing( pScene, pIOSystem, path, file);
+
+ if (iDoTheExportThing.mOutput.fail()) {
+ throw DeadlyExportError("output data creation failed. Most likely the file became too large: " + std::string(pFile));
+ }
// we're still here - export successfully completed. Write result to the given IOSYstem
std::unique_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
@@ -102,7 +108,7 @@ ColladaExporter::ColladaExporter( const aiScene* pScene, IOSystem* pIOSystem, co
// set up strings
endstr = "\n";
- // start writing
+ // start writing the file
WriteFile();
}
@@ -132,8 +138,12 @@ void ColladaExporter::WriteFile()
WriteLightsLibrary();
WriteMaterials();
WriteGeometryLibrary();
+ WriteControllerLibrary();
WriteSceneLibrary();
+
+ // customized, Writes the animation library
+ WriteAnimationsLibrary();
// useless Collada fu at the end, just in case we haven't had enough indirections, yet.
mOutput << startstr << "<scene>" << endstr;
@@ -149,7 +159,7 @@ void ColladaExporter::WriteFile()
// Writes the asset header
void ColladaExporter::WriteHeader()
{
- static const float epsilon = 0.00001f;
+ static const ai_real epsilon = ai_real( 0.00001 );
static const aiQuaternion x_rot(aiMatrix3x3(
0, -1, 0,
1, 0, 0,
@@ -176,9 +186,9 @@ void ColladaExporter::WriteHeader()
bool add_root_node = false;
- float scale = 1.0;
+ ai_real 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);
+ scale = (ai_real) ((((double) scaling.x) + ((double) scaling.y) + ((double) scaling.z)) / 3.0);
} else {
add_root_node = true;
}
@@ -451,7 +461,7 @@ void ColladaExporter::WriteSpotLight(const aiLight *const light){
srcLight->mFalloffAngle);
*/
- const float fallOffAngle = AI_RAD_TO_DEG(light->mAngleInnerCone);
+ const ai_real fallOffAngle = AI_RAD_TO_DEG(light->mAngleInnerCone);
mOutput << startstr <<"<falloff_angle sid=\"fall_off_angle\">"
<< fallOffAngle
<<"</falloff_angle>" << endstr;
@@ -524,7 +534,7 @@ void ColladaExporter::ReadMaterialSurface( Surface& poSurface, const aiMaterial*
} else
{
if( pKey )
- poSurface.exist = pSrcMat->Get( pKey, pType, pIndex, poSurface.color) == aiReturn_SUCCESS;
+ poSurface.exist = pSrcMat->Get( pKey, static_cast<unsigned int>(pType), static_cast<unsigned int>(pIndex), poSurface.color) == aiReturn_SUCCESS;
}
}
@@ -549,7 +559,7 @@ void ColladaExporter::WriteImageEntry( const Surface& pSurface, const std::strin
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 == '\\' )
+ if( isalnum_C( (unsigned char) *it) || *it == ':' || *it == '_' || *it == '-' || *it == '.' || *it == '/' || *it == '\\' )
imageUrlEncoded << *it;
else
imageUrlEncoded << '%' << std::hex << size_t( (unsigned char) *it) << std::dec;
@@ -636,9 +646,24 @@ void ColladaExporter::WriteMaterials()
const aiMaterial* mat = mScene->mMaterials[a];
aiString name;
- if( mat->Get( AI_MATKEY_NAME, name) != aiReturn_SUCCESS )
+ if( mat->Get( AI_MATKEY_NAME, name) != aiReturn_SUCCESS ) {
name = "mat";
- materials[a].name = std::string( "m") + std::to_string(a) + name.C_Str();
+ materials[a].name = std::string( "m") + to_string(a) + name.C_Str();
+ } else {
+ // try to use the material's name if no other material has already taken it, else append #
+ std::string testName = name.C_Str();
+ size_t materialCountWithThisName = 0;
+ for( size_t i = 0; i < a; i ++ ) {
+ if( materials[i].name == testName ) {
+ materialCountWithThisName ++;
+ }
+ }
+ if( materialCountWithThisName == 0 ) {
+ materials[a].name = name.C_Str();
+ } else {
+ materials[a].name = std::string(name.C_Str()) + to_string(materialCountWithThisName);
+ }
+ }
for( std::string::iterator it = materials[a].name.begin(); it != materials[a].name.end(); ++it ) {
if( !isalnum_C( *it ) ) {
*it = '_';
@@ -676,7 +701,6 @@ void ColladaExporter::WriteMaterials()
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;
}
@@ -772,6 +796,177 @@ void ColladaExporter::WriteMaterials()
}
// ------------------------------------------------------------------------------------------------
+// Writes the controller library
+void ColladaExporter::WriteControllerLibrary()
+{
+ mOutput << startstr << "<library_controllers>" << endstr;
+ PushTag();
+
+ for( size_t a = 0; a < mScene->mNumMeshes; ++a)
+ WriteController( a);
+
+ PopTag();
+ mOutput << startstr << "</library_controllers>" << endstr;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Writes a skin controller of the given mesh
+void ColladaExporter::WriteController( 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;
+
+ if ( mesh->mNumBones == 0 )
+ return;
+
+ mOutput << startstr << "<controller id=\"" << idstrEscaped << "-skin\" ";
+ mOutput << "name=\"skinCluster" << pIndex << "\">"<< endstr;
+ PushTag();
+
+ mOutput << startstr << "<skin source=\"#" << idstrEscaped << "\">" << endstr;
+ PushTag();
+
+ // bind pose matrix
+ mOutput << startstr << "<bind_shape_matrix>" << endstr;
+ PushTag();
+
+ // I think it is identity in general cases.
+ aiMatrix4x4 mat;
+ mOutput << startstr << mat.a1 << " " << mat.a2 << " " << mat.a3 << " " << mat.a4 << endstr;
+ mOutput << startstr << mat.b1 << " " << mat.b2 << " " << mat.b3 << " " << mat.b4 << endstr;
+ mOutput << startstr << mat.c1 << " " << mat.c2 << " " << mat.c3 << " " << mat.c4 << endstr;
+ mOutput << startstr << mat.d1 << " " << mat.d2 << " " << mat.d3 << " " << mat.d4 << endstr;
+
+ PopTag();
+ mOutput << startstr << "</bind_shape_matrix>" << endstr;
+
+ mOutput << startstr << "<source id=\"" << idstrEscaped << "-skin-joints\" name=\"" << idstrEscaped << "-skin-joints\">" << endstr;
+ PushTag();
+
+ mOutput << startstr << "<Name_array id=\"" << idstrEscaped << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\">";
+
+ for( size_t i = 0; i < mesh->mNumBones; ++i )
+ mOutput << XMLEscape(mesh->mBones[i]->mName.C_Str()) << " ";
+
+ mOutput << "</Name_array>" << endstr;
+
+ mOutput << startstr << "<technique_common>" << endstr;
+ PushTag();
+
+ mOutput << startstr << "<accessor source=\"#" << idstrEscaped << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\" stride=\"" << 1 << "\">" << endstr;
+ PushTag();
+
+ mOutput << startstr << "<param name=\"JOINT\" type=\"Name\"></param>" << endstr;
+
+ PopTag();
+ mOutput << startstr << "</accessor>" << endstr;
+
+ PopTag();
+ mOutput << startstr << "</technique_common>" << endstr;
+
+ PopTag();
+ mOutput << startstr << "</source>" << endstr;
+
+ std::vector<ai_real> bind_poses;
+ bind_poses.reserve(mesh->mNumBones * 16);
+ for(unsigned int i = 0; i < mesh->mNumBones; ++i)
+ for( unsigned int j = 0; j < 4; ++j)
+ bind_poses.insert(bind_poses.end(), mesh->mBones[i]->mOffsetMatrix[j], mesh->mBones[i]->mOffsetMatrix[j] + 4);
+
+ WriteFloatArray( idstr + "-skin-bind_poses", FloatType_Mat4x4, (const ai_real*) bind_poses.data(), bind_poses.size() / 16);
+
+ bind_poses.clear();
+
+ std::vector<ai_real> skin_weights;
+ skin_weights.reserve(mesh->mNumVertices * mesh->mNumBones);
+ for( size_t i = 0; i < mesh->mNumBones; ++i)
+ for( size_t j = 0; j < mesh->mBones[i]->mNumWeights; ++j)
+ skin_weights.push_back(mesh->mBones[i]->mWeights[j].mWeight);
+
+ WriteFloatArray( idstr + "-skin-weights", FloatType_Weight, (const ai_real*) skin_weights.data(), skin_weights.size());
+
+ skin_weights.clear();
+
+ mOutput << startstr << "<joints>" << endstr;
+ PushTag();
+
+ mOutput << startstr << "<input semantic=\"JOINT\" source=\"#" << idstrEscaped << "-skin-joints\"></input>" << endstr;
+ mOutput << startstr << "<input semantic=\"INV_BIND_MATRIX\" source=\"#" << idstrEscaped << "-skin-bind_poses\"></input>" << endstr;
+
+ PopTag();
+ mOutput << startstr << "</joints>" << endstr;
+
+ mOutput << startstr << "<vertex_weights count=\"" << mesh->mNumVertices << "\">" << endstr;
+ PushTag();
+
+ mOutput << startstr << "<input semantic=\"JOINT\" source=\"#" << idstrEscaped << "-skin-joints\" offset=\"0\"></input>" << endstr;
+ mOutput << startstr << "<input semantic=\"WEIGHT\" source=\"#" << idstrEscaped << "-skin-weights\" offset=\"1\"></input>" << endstr;
+
+ mOutput << startstr << "<vcount>";
+
+ std::vector<ai_uint> num_influences(mesh->mNumVertices, (ai_uint)0);
+ for( size_t i = 0; i < mesh->mNumBones; ++i)
+ for( size_t j = 0; j < mesh->mBones[i]->mNumWeights; ++j)
+ ++num_influences[mesh->mBones[i]->mWeights[j].mVertexId];
+
+ for( size_t i = 0; i < mesh->mNumVertices; ++i)
+ mOutput << num_influences[i] << " ";
+
+ mOutput << "</vcount>" << endstr;
+
+ mOutput << startstr << "<v>";
+
+ ai_uint joint_weight_indices_length = 0;
+ std::vector<ai_uint> accum_influences;
+ accum_influences.reserve(num_influences.size());
+ for( size_t i = 0; i < num_influences.size(); ++i)
+ {
+ accum_influences.push_back(joint_weight_indices_length);
+ joint_weight_indices_length += num_influences[i];
+ }
+
+ ai_uint weight_index = 0;
+ std::vector<ai_int> joint_weight_indices(2 * joint_weight_indices_length, (ai_int)-1);
+ for( unsigned int i = 0; i < mesh->mNumBones; ++i)
+ for( unsigned j = 0; j < mesh->mBones[i]->mNumWeights; ++j)
+ {
+ unsigned int vId = mesh->mBones[i]->mWeights[j].mVertexId;
+ for( ai_uint k = 0; k < num_influences[vId]; ++k)
+ {
+ if (joint_weight_indices[2 * (accum_influences[vId] + k)] == -1)
+ {
+ joint_weight_indices[2 * (accum_influences[vId] + k)] = i;
+ joint_weight_indices[2 * (accum_influences[vId] + k) + 1] = weight_index;
+ break;
+ }
+ }
+ ++weight_index;
+ }
+
+ for( size_t i = 0; i < joint_weight_indices.size(); ++i)
+ mOutput << joint_weight_indices[i] << " ";
+
+ num_influences.clear();
+ accum_influences.clear();
+ joint_weight_indices.clear();
+
+ mOutput << "</v>" << endstr;
+
+ PopTag();
+ mOutput << startstr << "</vertex_weights>" << endstr;
+
+ PopTag();
+ mOutput << startstr << "</skin>" << endstr;
+
+ PopTag();
+ mOutput << startstr << "</controller>" << endstr;
+}
+
+// ------------------------------------------------------------------------------------------------
// Writes the geometry library
void ColladaExporter::WriteGeometryLibrary()
{
@@ -793,8 +988,8 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
const std::string idstr = GetMeshId( pIndex);
const std::string idstrEscaped = XMLEscape(idstr);
- if( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
- return;
+ if ( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
+ return;
// opening tag
mOutput << startstr << "<geometry id=\"" << idstrEscaped << "\" name=\"" << idstrEscaped << "_name\" >" << endstr;
@@ -804,45 +999,33 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
PushTag();
// Positions
- WriteFloatArray( idstr + "-positions", FloatType_Vector, (float*) mesh->mVertices, mesh->mNumVertices);
+ WriteFloatArray( idstr + "-positions", FloatType_Vector, (ai_real*) mesh->mVertices, mesh->mNumVertices);
// Normals, if any
if( mesh->HasNormals() )
- WriteFloatArray( idstr + "-normals", FloatType_Vector, (float*) mesh->mNormals, mesh->mNumVertices);
+ 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) )
+ if( mesh->HasTextureCoords(static_cast<unsigned int>(a)) )
{
- WriteFloatArray( idstr + "-tex" + std::to_string(a), mesh->mNumUVComponents[a] == 3 ? FloatType_TexCoord3 : FloatType_TexCoord2,
- (float*) mesh->mTextureCoords[a], mesh->mNumVertices);
+ 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" + std::to_string(a), FloatType_Color, (float*) mesh->mColors[a], mesh->mNumVertices);
+ if( mesh->HasVertexColors(static_cast<unsigned int>(a)) )
+ WriteFloatArray( idstr + "-color" + to_string(a), FloatType_Color, (ai_real*) mesh->mColors[a], mesh->mNumVertices);
}
// assemble vertex structure
+ // Only write input for POSITION since we will write other as shared inputs in polygon definition
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;
@@ -861,6 +1044,19 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
mOutput << startstr << "<lines count=\"" << countLines << "\" material=\"defaultMaterial\">" << endstr;
PushTag();
mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstrEscaped << "-vertices\" />" << 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(static_cast<unsigned int>(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(static_cast<unsigned int>(a) ) )
+ mOutput << startstr << "<input semantic=\"COLOR\" source=\"#" << idstrEscaped << "-color" << a << "\" " << "set=\"" << a << "\"" << " />" << endstr;
+ }
+
mOutput << startstr << "<p>";
for( size_t a = 0; a < mesh->mNumFaces; ++a )
{
@@ -882,10 +1078,17 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
mOutput << startstr << "<polylist count=\"" << countPoly << "\" material=\"defaultMaterial\">" << endstr;
PushTag();
mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstrEscaped << "-vertices\" />" << endstr;
+ if( mesh->HasNormals() )
+ mOutput << startstr << "<input offset=\"0\" 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 offset=\"0\" semantic=\"TEXCOORD\" source=\"#" << idstrEscaped << "-tex" << a << "\" set=\"" << a << "\" />" << endstr;
+ if( mesh->HasTextureCoords(static_cast<unsigned int>(a)) )
+ mOutput << startstr << "<input offset=\"0\" 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(static_cast<unsigned int>(a) ) )
+ mOutput << startstr << "<input offset=\"0\" semantic=\"COLOR\" source=\"#" << idstrEscaped << "-color" << a << "\" " << "set=\"" << a << "\"" << " />" << endstr;
}
mOutput << startstr << "<vcount>";
@@ -918,7 +1121,7 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
// ------------------------------------------------------------------------------------------------
// Writes a float array of the given type
-void ColladaExporter::WriteFloatArray( const std::string& pIdString, FloatDataType pType, const float* pData, size_t pElementCount)
+void ColladaExporter::WriteFloatArray( const std::string& pIdString, FloatDataType pType, const ai_real* pData, size_t pElementCount)
{
size_t floatsPerElement = 0;
switch( pType )
@@ -927,6 +1130,9 @@ void ColladaExporter::WriteFloatArray( const std::string& pIdString, FloatDataTy
case FloatType_TexCoord2: floatsPerElement = 2; break;
case FloatType_TexCoord3: floatsPerElement = 3; break;
case FloatType_Color: floatsPerElement = 3; break;
+ case FloatType_Mat4x4: floatsPerElement = 16; break;
+ case FloatType_Weight: floatsPerElement = 1; break;
+ case FloatType_Time: floatsPerElement = 1; break;
default:
return;
}
@@ -995,7 +1201,21 @@ void ColladaExporter::WriteFloatArray( const std::string& pIdString, FloatDataTy
mOutput << startstr << "<param name=\"G\" type=\"float\" />" << endstr;
mOutput << startstr << "<param name=\"B\" type=\"float\" />" << endstr;
break;
- }
+
+ case FloatType_Mat4x4:
+ mOutput << startstr << "<param name=\"TRANSFORM\" type=\"float4x4\" />" << endstr;
+ break;
+
+ case FloatType_Weight:
+ mOutput << startstr << "<param name=\"WEIGHT\" type=\"float\" />" << endstr;
+ break;
+
+ // customized, add animation related
+ case FloatType_Time:
+ mOutput << startstr << "<param name=\"TIME\" type=\"float\" />" << endstr;
+ break;
+
+ }
PopTag();
mOutput << startstr << "</accessor>" << endstr;
@@ -1025,7 +1245,172 @@ void ColladaExporter::WriteSceneLibrary()
PopTag();
mOutput << startstr << "</library_visual_scenes>" << endstr;
}
-
+// ------------------------------------------------------------------------------------------------
+void ColladaExporter::WriteAnimationLibrary(size_t pIndex)
+{
+ const aiAnimation * anim = mScene->mAnimations[pIndex];
+
+ if ( anim->mNumChannels == 0 && anim->mNumMeshChannels == 0 && anim->mNumMorphMeshChannels ==0 )
+ return;
+
+ const std::string animation_name_escaped = XMLEscape( anim->mName.C_Str() );
+ std::string idstr = anim->mName.C_Str();
+ std::string ending = std::string( "AnimId" ) + to_string(pIndex);
+ if (idstr.length() >= ending.length()) {
+ if (0 != idstr.compare (idstr.length() - ending.length(), ending.length(), ending)) {
+ idstr = idstr + ending;
+ }
+ } else {
+ idstr = idstr + ending;
+ }
+
+ const std::string idstrEscaped = XMLEscape(idstr);
+
+ mOutput << startstr << "<animation id=\"" + idstrEscaped + "\" name=\"" + animation_name_escaped + "\">" << endstr;
+ PushTag();
+
+ for (size_t a = 0; a < anim->mNumChannels; ++a) {
+ const aiNodeAnim * nodeAnim = anim->mChannels[a];
+
+ // sanity check
+ if ( nodeAnim->mNumPositionKeys != nodeAnim->mNumScalingKeys || nodeAnim->mNumPositionKeys != nodeAnim->mNumRotationKeys ) continue;
+
+ {
+ const std::string node_idstr = nodeAnim->mNodeName.data + std::string("_matrix-input");
+
+ std::vector<ai_real> frames;
+ for( size_t i = 0; i < nodeAnim->mNumPositionKeys; ++i) {
+ frames.push_back(static_cast<ai_real>(nodeAnim->mPositionKeys[i].mTime));
+ }
+
+ WriteFloatArray( node_idstr , FloatType_Time, (const ai_real*) frames.data(), frames.size());
+ frames.clear();
+ }
+
+ {
+ const std::string node_idstr = nodeAnim->mNodeName.data + std::string("_matrix-output");
+
+ std::vector<ai_real> keyframes;
+ keyframes.reserve(nodeAnim->mNumPositionKeys * 16);
+ for( size_t i = 0; i < nodeAnim->mNumPositionKeys; ++i) {
+
+ aiVector3D Scaling = nodeAnim->mScalingKeys[i].mValue;
+ aiMatrix4x4 ScalingM; // identity
+ ScalingM[0][0] = Scaling.x; ScalingM[1][1] = Scaling.y; ScalingM[2][2] = Scaling.z;
+
+ aiQuaternion RotationQ = nodeAnim->mRotationKeys[i].mValue;
+ aiMatrix4x4 s = aiMatrix4x4( RotationQ.GetMatrix() );
+ aiMatrix4x4 RotationM(s.a1, s.a2, s.a3, 0, s.b1, s.b2, s.b3, 0, s.c1, s.c2, s.c3, 0, 0, 0, 0, 1);
+
+ aiVector3D Translation = nodeAnim->mPositionKeys[i].mValue;
+ aiMatrix4x4 TranslationM; // identity
+ TranslationM[0][3] = Translation.x; TranslationM[1][3] = Translation.y; TranslationM[2][3] = Translation.z;
+
+ // Combine the above transformations
+ aiMatrix4x4 mat = TranslationM * RotationM * ScalingM;
+
+ for( unsigned int j = 0; j < 4; ++j) {
+ keyframes.insert(keyframes.end(), mat[j], mat[j] + 4);
+ }
+ }
+
+ WriteFloatArray( node_idstr, FloatType_Mat4x4, (const ai_real*) keyframes.data(), keyframes.size() / 16);
+ }
+
+ {
+ std::vector<std::string> names;
+ for ( size_t i = 0; i < nodeAnim->mNumPositionKeys; ++i) {
+ if ( nodeAnim->mPreState == aiAnimBehaviour_DEFAULT
+ || nodeAnim->mPreState == aiAnimBehaviour_LINEAR
+ || nodeAnim->mPreState == aiAnimBehaviour_REPEAT
+ ) {
+ names.push_back( "LINEAR" );
+ } else if (nodeAnim->mPostState == aiAnimBehaviour_CONSTANT) {
+ names.push_back( "STEP" );
+ }
+ }
+
+ const std::string node_idstr = nodeAnim->mNodeName.data + std::string("_matrix-interpolation");
+ std::string arrayId = node_idstr + "-array";
+
+ mOutput << startstr << "<source id=\"" << XMLEscape(node_idstr) << "\">" << endstr;
+ PushTag();
+
+ // source array
+ mOutput << startstr << "<Name_array id=\"" << XMLEscape(arrayId) << "\" count=\"" << names.size() << "\"> ";
+ for( size_t a = 0; a < names.size(); ++a ) {
+ mOutput << names[a] << " ";
+ }
+ mOutput << "</Name_array>" << endstr;
+
+ mOutput << startstr << "<technique_common>" << endstr;
+ PushTag();
+
+ mOutput << startstr << "<accessor source=\"#" << XMLEscape(arrayId) << "\" count=\"" << names.size() << "\" stride=\"" << 1 << "\">" << endstr;
+ PushTag();
+
+ mOutput << startstr << "<param name=\"INTERPOLATION\" type=\"name\"></param>" << endstr;
+
+ PopTag();
+ mOutput << startstr << "</accessor>" << endstr;
+
+ PopTag();
+ mOutput << startstr << "</technique_common>" << endstr;
+
+ PopTag();
+ mOutput << startstr << "</source>" << endstr;
+ }
+
+ }
+
+ for (size_t a = 0; a < anim->mNumChannels; ++a) {
+ const aiNodeAnim * nodeAnim = anim->mChannels[a];
+
+ {
+ // samplers
+ const std::string node_idstr = nodeAnim->mNodeName.data + std::string("_matrix-sampler");
+ mOutput << startstr << "<sampler id=\"" << XMLEscape(node_idstr) << "\">" << endstr;
+ PushTag();
+
+ mOutput << startstr << "<input semantic=\"INPUT\" source=\"#" << XMLEscape( nodeAnim->mNodeName.data + std::string("_matrix-input") ) << "\"/>" << endstr;
+ mOutput << startstr << "<input semantic=\"OUTPUT\" source=\"#" << XMLEscape( nodeAnim->mNodeName.data + std::string("_matrix-output") ) << "\"/>" << endstr;
+ mOutput << startstr << "<input semantic=\"INTERPOLATION\" source=\"#" << XMLEscape( nodeAnim->mNodeName.data + std::string("_matrix-interpolation") ) << "\"/>" << endstr;
+
+ PopTag();
+ mOutput << startstr << "</sampler>" << endstr;
+ }
+ }
+
+ for (size_t a = 0; a < anim->mNumChannels; ++a) {
+ const aiNodeAnim * nodeAnim = anim->mChannels[a];
+
+ {
+ // channels
+ mOutput << startstr << "<channel source=\"#" << XMLEscape( nodeAnim->mNodeName.data + std::string("_matrix-sampler") ) << "\" target=\"" << XMLEscape(nodeAnim->mNodeName.data) << "/matrix\"/>" << endstr;
+ }
+ }
+
+ PopTag();
+ mOutput << startstr << "</animation>" << endstr;
+
+}
+// ------------------------------------------------------------------------------------------------
+void ColladaExporter::WriteAnimationsLibrary()
+{
+ const std::string scene_name_escaped = XMLEscape(mScene->mRootNode->mName.C_Str());
+
+ if ( mScene->mNumAnimations > 0 ) {
+ mOutput << startstr << "<library_animations>" << endstr;
+ PushTag();
+
+ // start recursive write at the root node
+ for( size_t a = 0; a < mScene->mNumAnimations; ++a)
+ WriteAnimationLibrary( a );
+
+ PopTag();
+ mOutput << startstr << "</library_animations>" << endstr;
+ }
+}
// ------------------------------------------------------------------------------------------------
// Helper to find a bone by name in the scene
aiBone* findBone( const aiScene* scene, const char * name) {
@@ -1042,6 +1427,59 @@ aiBone* findBone( const aiScene* scene, const char * name) {
}
// ------------------------------------------------------------------------------------------------
+const aiNode * findBoneNode( const aiNode* aNode, const aiBone* bone)
+{
+ if ( aNode && bone && aNode->mName == bone->mName ) {
+ return aNode;
+ }
+
+ if ( aNode && bone ) {
+ for (unsigned int i=0; i < aNode->mNumChildren; ++i) {
+ aiNode * aChild = aNode->mChildren[i];
+ const aiNode * foundFromChild = 0;
+ if ( aChild ) {
+ foundFromChild = findBoneNode( aChild, bone );
+ if ( foundFromChild ) return foundFromChild;
+ }
+ }
+ }
+
+ return NULL;
+}
+
+const aiNode * findSkeletonRootNode( const aiScene* scene, const aiMesh * mesh)
+{
+ std::set<const aiNode*> topParentBoneNodes;
+ if ( mesh && mesh->mNumBones > 0 ) {
+ for (unsigned int i=0; i < mesh->mNumBones; ++i) {
+ aiBone * bone = mesh->mBones[i];
+
+ const aiNode * node = findBoneNode( scene->mRootNode, bone);
+ if ( node ) {
+ while ( node->mParent && findBone(scene, node->mParent->mName.C_Str() ) != 0 ) {
+ node = node->mParent;
+ }
+ topParentBoneNodes.insert( node );
+ }
+ }
+ }
+
+ if ( !topParentBoneNodes.empty() ) {
+ const aiNode * parentBoneNode = *topParentBoneNodes.begin();
+ if ( topParentBoneNodes.size() == 1 ) {
+ return parentBoneNode;
+ } else {
+ for (auto it : topParentBoneNodes) {
+ if ( it->mParent ) return it->mParent;
+ }
+ return parentBoneNode;
+ }
+ }
+
+ return NULL;
+}
+
+// ------------------------------------------------------------------------------------------------
// Recursively writes the given node
void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
{
@@ -1056,16 +1494,34 @@ void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
// 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;
+ bool is_joint, is_skeleton_root = false;
if (NULL == findBone(pScene, pNode->mName.C_Str())) {
node_type = "NODE";
+ is_joint = false;
} else {
node_type = "JOINT";
+ is_joint = true;
+ if(!pNode->mParent || NULL == findBone(pScene, pNode->mParent->mName.C_Str()))
+ is_skeleton_root = true;
}
const std::string node_name_escaped = XMLEscape(pNode->mName.data);
+ /* // customized, Note! the id field is crucial for inter-xml look up, it cannot be replaced with sid ?!
mOutput << startstr
- << "<node id=\"" << node_name_escaped
- << "\" name=\"" << node_name_escaped
+ << "<node ";
+ if(is_skeleton_root)
+ mOutput << "id=\"" << "skeleton_root" << "\" "; // For now, only support one skeleton in a scene.
+ mOutput << (is_joint ? "s" : "") << "id=\"" << node_name_escaped;
+ */
+ mOutput << startstr << "<node ";
+ if(is_skeleton_root) {
+ mOutput << "id=\"" << node_name_escaped << "\" " << (is_joint ? "sid=\"" + node_name_escaped +"\"" : "") ; // For now, only support one skeleton in a scene.
+ mFoundSkeletonRootNodeID = node_name_escaped;
+ } else {
+ mOutput << "id=\"" << node_name_escaped << "\" " << (is_joint ? "sid=\"" + node_name_escaped +"\"": "") ;
+ }
+
+ mOutput << " name=\"" << node_name_escaped
<< "\" type=\"" << node_type
<< "\">" << endstr;
PushTag();
@@ -1073,7 +1529,11 @@ void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
// 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>";
+
+ // customized, sid should be 'matrix' to match with loader code.
+ //mOutput << startstr << "<matrix sid=\"transform\">";
+ mOutput << startstr << "<matrix sid=\"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 << " ";
@@ -1101,33 +1561,56 @@ void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
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;
+ // do not instantiate mesh if empty. I wonder how this could happen
+ if( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
+ continue;
+
+ if( mesh->mNumBones == 0 )
+ {
+ mOutput << startstr << "<instance_geometry url=\"#" << XMLEscape(GetMeshId( pNode->mMeshes[a])) << "\">" << endstr;
+ PushTag();
+ }
+ else
+ {
+ mOutput << startstr
+ << "<instance_controller url=\"#" << XMLEscape(GetMeshId( pNode->mMeshes[a])) << "-skin\">"
+ << endstr;
+ PushTag();
+
+ // note! this mFoundSkeletonRootNodeID some how affects animation, it makes the mesh attaches to armature skeleton root node.
+ // use the first bone to find skeleton root
+ const aiNode * skeletonRootBoneNode = findSkeletonRootNode( pScene, mesh );
+ if ( skeletonRootBoneNode ) {
+ mFoundSkeletonRootNodeID = XMLEscape( skeletonRootBoneNode->mName.C_Str() );
+ }
+ mOutput << startstr << "<skeleton>#" << mFoundSkeletonRootNodeID << "</skeleton>" << endstr;
+ }
+ 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( static_cast<unsigned int>(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();
+ if( mesh->mNumBones == 0)
+ mOutput << startstr << "</instance_geometry>" << endstr;
+ else
+ mOutput << startstr << "</instance_controller>" << endstr;
}
// recurse into subnodes