diff options
Diffstat (limited to 'src/3rdparty/assimp/code/ColladaExporter.cpp')
-rw-r--r-- | src/3rdparty/assimp/code/ColladaExporter.cpp | 1625 |
1 files changed, 0 insertions, 1625 deletions
diff --git a/src/3rdparty/assimp/code/ColladaExporter.cpp b/src/3rdparty/assimp/code/ColladaExporter.cpp deleted file mode 100644 index 4a10d5845..000000000 --- a/src/3rdparty/assimp/code/ColladaExporter.cpp +++ /dev/null @@ -1,1625 +0,0 @@ -/* -Open Asset Import Library (assimp) ----------------------------------------------------------------------- - -Copyright (c) 2006-2017, 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. - ----------------------------------------------------------------------- -*/ - -#ifndef ASSIMP_BUILD_NO_EXPORT -#ifndef ASSIMP_BUILD_NO_COLLADA_EXPORTER - -#include "ColladaExporter.h" -#include "Bitmap.h" -#include "fast_atof.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> - -#include "Exceptional.h" - -#include <memory> -#include <ctime> -#include <set> -#include <vector> -#include <iostream> - -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, 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")); - 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") ); - mOutput.precision(16); - - mScene = pScene; - mSceneOwned = false; - - // set up strings - endstr = "\n"; - - // start writing the file - WriteFile(); -} - -// ------------------------------------------------------------------------------------------------ -// Destructor -ColladaExporter::~ColladaExporter() -{ - if(mSceneOwned) { - delete mScene; - } -} - -// ------------------------------------------------------------------------------------------------ -// Starts writing the contents -void ColladaExporter::WriteFile() -{ - // write the DTD - mOutput << "<?xml version=\"1.0\" encoding=\"UTF-8\" standalone=\"no\" ?>" << endstr; - // COLLADA element start - mOutput << "<COLLADA xmlns=\"http://www.collada.org/2005/11/COLLADASchema\" version=\"1.4.1\">" << endstr; - PushTag(); - - WriteTextures(); - WriteHeader(); - - WriteCamerasLibrary(); - 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; - PushTag(); - mOutput << startstr << "<instance_visual_scene url=\"#" + XMLEscape(mScene->mRootNode->mName.C_Str()) + "\" />" << endstr; - PopTag(); - mOutput << startstr << "</scene>" << endstr; - PopTag(); - mOutput << "</COLLADA>" << endstr; -} - -// ------------------------------------------------------------------------------------------------ -// Writes the asset header -void ColladaExporter::WriteHeader() -{ - static const ai_real epsilon = ai_real( 0.00001 ); - 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)); - - aiVector3D scaling; - aiQuaternion rotation; - aiVector3D position; - mScene->mRootNode->mTransformation.Decompose(scaling, rotation, position); - rotation.Normalize(); - - bool add_root_node = false; - - 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 = (ai_real) ((((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(); - - aiMetadata* meta = mScene->mRootNode->mMetaData; - aiString value; - if (!meta || !meta->Get("Author", value)) - mOutput << startstr << "<author>" << "Assimp" << "</author>" << endstr; - else - mOutput << startstr << "<author>" << XMLEscape(value.C_Str()) << "</author>" << endstr; - - if (!meta || !meta->Get("AuthoringTool", value)) - mOutput << startstr << "<authoring_tool>" << "Assimp Exporter" << "</authoring_tool>" << endstr; - else - mOutput << startstr << "<authoring_tool>" << XMLEscape(value.C_Str()) << "</authoring_tool>" << endstr; - - //mOutput << startstr << "<author>" << mScene->author.C_Str() << "</author>" << endstr; - //mOutput << startstr << "<authoring_tool>" << mScene->authoringTool.C_Str() << "</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); - - std::unique_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)); - } - } -} - -// ------------------------------------------------------------------------------------------------ -// Write the embedded textures -void ColladaExporter::WriteCamerasLibrary() { - if(mScene->HasCameras()) { - - mOutput << startstr << "<library_cameras>" << endstr; - PushTag(); - - for( size_t a = 0; a < mScene->mNumCameras; ++a) - WriteCamera( a); - - PopTag(); - mOutput << startstr << "</library_cameras>" << endstr; - - } -} - -void ColladaExporter::WriteCamera(size_t pIndex){ - - const aiCamera *cam = mScene->mCameras[pIndex]; - const std::string idstrEscaped = XMLEscape(cam->mName.C_Str()); - - mOutput << startstr << "<camera id=\"" << idstrEscaped << "-camera\" name=\"" << idstrEscaped << "_name\" >" << endstr; - PushTag(); - mOutput << startstr << "<optics>" << endstr; - PushTag(); - mOutput << startstr << "<technique_common>" << endstr; - PushTag(); - //assimp doesn't support the import of orthographic cameras! se we write - //always perspective - mOutput << startstr << "<perspective>" << endstr; - PushTag(); - mOutput << startstr << "<xfov sid=\"xfov\">"<< - AI_RAD_TO_DEG(cam->mHorizontalFOV) - <<"</xfov>" << endstr; - mOutput << startstr << "<aspect_ratio>" - << cam->mAspect - << "</aspect_ratio>" << endstr; - mOutput << startstr << "<znear sid=\"znear\">" - << cam->mClipPlaneNear - << "</znear>" << endstr; - mOutput << startstr << "<zfar sid=\"zfar\">" - << cam->mClipPlaneFar - << "</zfar>" << endstr; - PopTag(); - mOutput << startstr << "</perspective>" << endstr; - PopTag(); - mOutput << startstr << "</technique_common>" << endstr; - PopTag(); - mOutput << startstr << "</optics>" << endstr; - PopTag(); - mOutput << startstr << "</camera>" << endstr; - -} - - -// ------------------------------------------------------------------------------------------------ -// Write the embedded textures -void ColladaExporter::WriteLightsLibrary() { - if(mScene->HasLights()) { - - mOutput << startstr << "<library_lights>" << endstr; - PushTag(); - - for( size_t a = 0; a < mScene->mNumLights; ++a) - WriteLight( a); - - PopTag(); - mOutput << startstr << "</library_lights>" << endstr; - - } -} - -void ColladaExporter::WriteLight(size_t pIndex){ - - const aiLight *light = mScene->mLights[pIndex]; - const std::string idstrEscaped = XMLEscape(light->mName.C_Str()); - - mOutput << startstr << "<light id=\"" << idstrEscaped << "-light\" name=\"" - << idstrEscaped << "_name\" >" << endstr; - PushTag(); - mOutput << startstr << "<technique_common>" << endstr; - PushTag(); - switch(light->mType){ - case aiLightSource_AMBIENT: - WriteAmbienttLight(light); - break; - case aiLightSource_DIRECTIONAL: - WriteDirectionalLight(light); - break; - case aiLightSource_POINT: - WritePointLight(light); - break; - case aiLightSource_SPOT: - WriteSpotLight(light); - break; - case aiLightSource_AREA: - case aiLightSource_UNDEFINED: - case _aiLightSource_Force32Bit: - break; - } - PopTag(); - mOutput << startstr << "</technique_common>" << endstr; - - PopTag(); - mOutput << startstr << "</light>" << endstr; - -} - -void ColladaExporter::WritePointLight(const aiLight *const light){ - const aiColor3D &color= light->mColorDiffuse; - mOutput << startstr << "<point>" << endstr; - PushTag(); - mOutput << startstr << "<color sid=\"color\">" - << color.r<<" "<<color.g<<" "<<color.b - <<"</color>" << endstr; - mOutput << startstr << "<constant_attenuation>" - << light->mAttenuationConstant - <<"</constant_attenuation>" << endstr; - mOutput << startstr << "<linear_attenuation>" - << light->mAttenuationLinear - <<"</linear_attenuation>" << endstr; - mOutput << startstr << "<quadratic_attenuation>" - << light->mAttenuationQuadratic - <<"</quadratic_attenuation>" << endstr; - - PopTag(); - mOutput << startstr << "</point>" << endstr; - -} -void ColladaExporter::WriteDirectionalLight(const aiLight *const light){ - const aiColor3D &color= light->mColorDiffuse; - mOutput << startstr << "<directional>" << endstr; - PushTag(); - mOutput << startstr << "<color sid=\"color\">" - << color.r<<" "<<color.g<<" "<<color.b - <<"</color>" << endstr; - - PopTag(); - mOutput << startstr << "</directional>" << endstr; - -} -void ColladaExporter::WriteSpotLight(const aiLight *const light){ - - const aiColor3D &color= light->mColorDiffuse; - mOutput << startstr << "<spot>" << endstr; - PushTag(); - mOutput << startstr << "<color sid=\"color\">" - << color.r<<" "<<color.g<<" "<<color.b - <<"</color>" << endstr; - mOutput << startstr << "<constant_attenuation>" - << light->mAttenuationConstant - <<"</constant_attenuation>" << endstr; - mOutput << startstr << "<linear_attenuation>" - << light->mAttenuationLinear - <<"</linear_attenuation>" << endstr; - mOutput << startstr << "<quadratic_attenuation>" - << light->mAttenuationQuadratic - <<"</quadratic_attenuation>" << endstr; - /* - out->mAngleOuterCone = AI_DEG_TO_RAD (std::acos(std::pow(0.1f,1.f/srcLight->mFalloffExponent))+ - srcLight->mFalloffAngle); - */ - - const ai_real fallOffAngle = AI_RAD_TO_DEG(light->mAngleInnerCone); - mOutput << startstr <<"<falloff_angle sid=\"fall_off_angle\">" - << fallOffAngle - <<"</falloff_angle>" << endstr; - double temp = light->mAngleOuterCone-light->mAngleInnerCone; - - temp = std::cos(temp); - temp = std::log(temp)/std::log(0.1); - temp = 1/temp; - mOutput << startstr << "<falloff_exponent sid=\"fall_off_exponent\">" - << temp - <<"</falloff_exponent>" << endstr; - - - PopTag(); - mOutput << startstr << "</spot>" << endstr; - -} - -void ColladaExporter::WriteAmbienttLight(const aiLight *const light){ - - const aiColor3D &color= light->mColorAmbient; - mOutput << startstr << "<ambient>" << endstr; - PushTag(); - mOutput << startstr << "<color sid=\"color\">" - << color.r<<" "<<color.g<<" "<<color.b - <<"</color>" << endstr; - - PopTag(); - mOutput << startstr << "</ambient>" << endstr; -} - -// ------------------------------------------------------------------------------------------------ -// 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, static_cast<unsigned int>(pType), static_cast<unsigned int>(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 == '/' || *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(); - } 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 = '_'; - } - } - - 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].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 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() -{ - 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(static_cast<unsigned int>(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(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; - 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; - 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 ) - { - 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; - 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(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>"; - 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; - case FloatType_Mat4x4: floatsPerElement = 16; break; - case FloatType_Weight: floatsPerElement = 1; break; - case FloatType_Time: floatsPerElement = 1; 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; - - 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; - 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; -} -// ------------------------------------------------------------------------------------------------ -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) { - 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; -} - -// ------------------------------------------------------------------------------------------------ -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) -{ - // 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; - 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 "; - 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(); - - // 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; - - // 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 << " "; - 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 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 - for( size_t a = 0; a < pNode->mNumChildren; ++a ) - WriteNode( pScene, pNode->mChildren[a]); - - PopTag(); - mOutput << startstr << "</node>" << endstr; -} - -#endif -#endif |