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-rw-r--r--src/3rdparty/assimp/code/ColladaExporter.cpp1287
1 files changed, 804 insertions, 483 deletions
diff --git a/src/3rdparty/assimp/code/ColladaExporter.cpp b/src/3rdparty/assimp/code/ColladaExporter.cpp
index 2bf7deb72..14534ad72 100644
--- a/src/3rdparty/assimp/code/ColladaExporter.cpp
+++ b/src/3rdparty/assimp/code/ColladaExporter.cpp
@@ -2,11 +2,11 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2012, assimp team
+Copyright (c) 2006-2016, 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
+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
@@ -23,22 +23,22 @@ following conditions are met:
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
+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
+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
+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
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
-#include "AssimpPCH.h"
+
#ifndef ASSIMP_BUILD_NO_EXPORT
#ifndef ASSIMP_BUILD_NO_COLLADA_EXPORTER
@@ -46,8 +46,16 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "Bitmap.h"
#include "fast_atof.h"
-#include "SceneCombiner.h"
+#include "SceneCombiner.h"
+#include "DefaultIOSystem.h"
+#include "XMLTools.h"
+#include <assimp/IOSystem.hpp>
+#include <assimp/Exporter.hpp>
+#include <assimp/scene.h>
+
+#include "Exceptional.h"
+#include <memory>
#include <ctime>
#include <set>
@@ -58,222 +66,421 @@ 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)
+void ExportSceneCollada(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
{
- std::string path = "";
- std::string file = pFile;
-
- // We need to test both types of folder separators because pIOSystem->getOsSeparator() is not reliable.
- // Moreover, the path given by some applications is not even consistent with the OS specific type of separator.
- const char* end_path = std::max(strrchr(pFile, '\\'), strrchr(pFile, '/'));
-
- if(end_path != NULL) {
- path = std::string(pFile, end_path + 1 - pFile);
- file = file.substr(end_path + 1 - pFile, file.npos);
-
- std::size_t pos = file.find_last_of('.');
- if(pos != file.npos) {
- file = file.substr(0, pos);
- }
- }
-
- // invoke the exporter
- ColladaExporter iDoTheExportThing( pScene, pIOSystem, path, file);
-
- // we're still here - export successfully completed. Write result to the given IOSYstem
- boost::scoped_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
- if(outfile == NULL) {
- throw DeadlyExportError("could not open output .dae file: " + std::string(pFile));
- }
-
- // XXX maybe use a small wrapper around IOStream that behaves like std::stringstream in order to avoid the extra copy.
- outfile->Write( iDoTheExportThing.mOutput.str().c_str(), static_cast<size_t>(iDoTheExportThing.mOutput.tellp()),1);
+ 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);
+
+ // 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") );
+ // 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;
+ mScene = pScene;
+ mSceneOwned = false;
- // set up strings
- endstr = "\n";
+ // set up strings
+ endstr = "\n";
- // start writing
- WriteFile();
+ // start writing
+ WriteFile();
}
// ------------------------------------------------------------------------------------------------
// Destructor
ColladaExporter::~ColladaExporter()
{
- if(mSceneOwned) {
- delete mScene;
- }
+ if(mSceneOwned) {
+ delete mScene;
+ }
}
// ------------------------------------------------------------------------------------------------
// Starts writing the contents
void ColladaExporter::WriteFile()
{
- // write the DTD
- mOutput << "<?xml version=\"1.0\"?>" << endstr;
- // COLLADA element start
- mOutput << "<COLLADA xmlns=\"http://www.collada.org/2005/11/COLLADASchema\" version=\"1.4.1\">" << endstr;
- PushTag();
-
- WriteTextures();
- WriteHeader();
-
- WriteMaterials();
- WriteGeometryLibrary();
-
- WriteSceneLibrary();
-
- // useless Collada fu at the end, just in case we haven't had enough indirections, yet.
- mOutput << startstr << "<scene>" << endstr;
- PushTag();
- mOutput << startstr << "<instance_visual_scene url=\"#" + std::string(mScene->mRootNode->mName.C_Str()) + "\" />" << endstr;
- PopTag();
- mOutput << startstr << "</scene>" << endstr;
- PopTag();
- mOutput << "</COLLADA>" << endstr;
+ // 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();
+
+ WriteSceneLibrary();
+
+ // useless Collada fu at the end, just in case we haven't had enough indirections, yet.
+ mOutput << startstr << "<scene>" << endstr;
+ PushTag();
+ mOutput << startstr << "<instance_visual_scene url=\"#" + 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 float epsilon = 0.000001f;
- static const aiQuaternion x_rot(aiMatrix3x3(
- 0, -1, 0,
- 1, 0, 0,
- 0, 0, 1));
- static const aiQuaternion y_rot(aiMatrix3x3(
- 1, 0, 0,
- 0, 1, 0,
- 0, 0, 1));
- static const aiQuaternion z_rot(aiMatrix3x3(
- 1, 0, 0,
- 0, 0, 1,
- 0, -1, 0));
-
- static const unsigned int date_nb_chars = 20;
- char date_str[date_nb_chars];
- std::time_t date = std::time(NULL);
- std::strftime(date_str, date_nb_chars, "%Y-%m-%dT%H:%M:%S", std::localtime(&date));
-
- std::string scene_name = mScene->mRootNode->mName.C_Str();
-
- aiVector3D scaling;
- aiQuaternion rotation;
- aiVector3D position;
- mScene->mRootNode->mTransformation.Decompose(scaling, rotation, position);
-
- bool add_root_node = false;
-
- float scale = 1.0;
- if(std::abs(scaling.x - scaling.y) <= epsilon && std::abs(scaling.x - scaling.z) <= epsilon && std::abs(scaling.y - scaling.z) <= epsilon) {
- scale = (float) ((((double) scaling.x) + ((double) scaling.y) + ((double) scaling.z)) / 3.0);
- } else {
- add_root_node = true;
- }
-
- std::string up_axis = "Y_UP";
- if(rotation.Equal(x_rot, epsilon)) {
- up_axis = "X_UP";
- } else if(rotation.Equal(y_rot, epsilon)) {
- up_axis = "Y_UP";
- } else if(rotation.Equal(z_rot, epsilon)) {
- up_axis = "Z_UP";
- } else {
- add_root_node = true;
- }
-
- if(! position.Equal(aiVector3D(0, 0, 0))) {
- add_root_node = true;
- }
-
- if(mScene->mRootNode->mNumChildren == 0) {
- add_root_node = true;
- }
-
- if(add_root_node) {
- aiScene* scene;
- SceneCombiner::CopyScene(&scene, mScene);
-
- aiNode* root = new aiNode("Scene");
-
- root->mNumChildren = 1;
- root->mChildren = new aiNode*[root->mNumChildren];
-
- root->mChildren[0] = scene->mRootNode;
- scene->mRootNode->mParent = root;
- scene->mRootNode = root;
-
- mScene = scene;
- mSceneOwned = true;
-
- up_axis = "Y_UP";
- scale = 1.0;
- }
-
- mOutput << startstr << "<asset>" << endstr;
- PushTag();
- mOutput << startstr << "<contributor>" << endstr;
- PushTag();
- mOutput << startstr << "<author>Assimp</author>" << endstr;
- mOutput << startstr << "<authoring_tool>Assimp Collada Exporter</authoring_tool>" << endstr;
- PopTag();
- mOutput << startstr << "</contributor>" << endstr;
- mOutput << startstr << "<created>" << date_str << "</created>" << endstr;
- mOutput << startstr << "<modified>" << date_str << "</modified>" << endstr;
- mOutput << startstr << "<unit name=\"meter\" meter=\"" << scale << "\" />" << endstr;
- mOutput << startstr << "<up_axis>" << up_axis << "</up_axis>" << endstr;
- PopTag();
- mOutput << startstr << "</asset>" << endstr;
+ static const float epsilon = 0.00001f;
+ 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;
+
+ float scale = 1.0;
+ if(std::abs(scaling.x - scaling.y) <= epsilon && std::abs(scaling.x - scaling.z) <= epsilon && std::abs(scaling.y - scaling.z) <= epsilon) {
+ scale = (float) ((((double) scaling.x) + ((double) scaling.y) + ((double) scaling.z)) / 3.0);
+ } else {
+ add_root_node = true;
+ }
+
+ std::string up_axis = "Y_UP";
+ if(rotation.Equal(x_rot, epsilon)) {
+ up_axis = "X_UP";
+ } else if(rotation.Equal(y_rot, epsilon)) {
+ up_axis = "Y_UP";
+ } else if(rotation.Equal(z_rot, epsilon)) {
+ up_axis = "Z_UP";
+ } else {
+ add_root_node = true;
+ }
+
+ if(! position.Equal(aiVector3D(0, 0, 0))) {
+ add_root_node = true;
+ }
+
+ if(mScene->mRootNode->mNumChildren == 0) {
+ add_root_node = true;
+ }
+
+ if(add_root_node) {
+ aiScene* scene;
+ SceneCombiner::CopyScene(&scene, mScene);
+
+ aiNode* root = new aiNode("Scene");
+
+ root->mNumChildren = 1;
+ root->mChildren = new aiNode*[root->mNumChildren];
+
+ root->mChildren[0] = scene->mRootNode;
+ scene->mRootNode->mParent = root;
+ scene->mRootNode = root;
+
+ mScene = scene;
+ mSceneOwned = true;
+
+ up_axis = "Y_UP";
+ scale = 1.0;
+ }
+
+ mOutput << startstr << "<asset>" << endstr;
+ PushTag();
+ mOutput << startstr << "<contributor>" << endstr;
+ PushTag();
+
+ 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];
+ 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.
- 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];
- aiTexture* texture = mScene->mTextures[i];
+ ASSIMP_itoa10(str, buffer_size, i + 1);
- 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::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);
+ }
- boost::scoped_ptr<IOStream> outfile(mIOSystem->Open(mPath + name, "wb"));
- if(outfile == NULL) {
- throw DeadlyExportError("could not open output texture file: " + mPath + name);
- }
+ if(texture->mHeight == 0) {
+ outfile->Write((void*) texture->pcData, texture->mWidth, 1);
+ } else {
+ Bitmap::Save(texture, outfile.get());
+ }
+
+ outfile->Flush();
+
+ textures.insert(std::make_pair(i, name));
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// 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 float 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;
+
+}
- if(texture->mHeight == 0) {
- outfile->Write((void*) texture->pcData, texture->mWidth, 1);
- } else {
- Bitmap::Save(texture, outfile.get());
- }
+void ColladaExporter::WriteAmbienttLight(const aiLight *const light){
- outfile->Flush();
+ const aiColor3D &color= light->mColorAmbient;
+ mOutput << startstr << "<ambient>" << endstr;
+ PushTag();
+ mOutput << startstr << "<color sid=\"color\">"
+ << color.r<<" "<<color.g<<" "<<color.b
+ <<"</color>" << endstr;
- textures.insert(std::make_pair(i, name));
- }
- }
+ PopTag();
+ mOutput << startstr << "</ambient>" << endstr;
}
// ------------------------------------------------------------------------------------------------
@@ -290,30 +497,30 @@ void ColladaExporter::ReadMaterialSurface( Surface& poSurface, const aiMaterial*
if(index_str.size() != 0 && index_str[0] == '*')
{
- unsigned int index;
+ unsigned int index;
- index_str = index_str.substr(1, std::string::npos);
+ 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());
- }
+ 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);
+ 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);
- }
+ 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.texture = texfile.C_Str();
}
poSurface.channel = uvChannel;
- poSurface.exist = true;
+ poSurface.exist = true;
} else
{
if( pKey )
@@ -322,21 +529,32 @@ void ColladaExporter::ReadMaterialSurface( Surface& poSurface, const aiMaterial*
}
// ------------------------------------------------------------------------------------------------
+// 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=\"" << pNameAdd << "\">" << endstr;
- PushTag();
+ 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( *it) || *it == '_' || *it == '.' || *it == '/' || *it == '\\' )
- mOutput << *it;
+ if( isalnum_C( (unsigned char) *it) || *it == ':' || *it == '_' || *it == '.' || *it == '/' || *it == '\\' )
+ imageUrlEncoded << *it;
else
- mOutput << '%' << std::hex << size_t( (unsigned char) *it) << std::dec;
+ imageUrlEncoded << '%' << std::hex << size_t( (unsigned char) *it) << std::dec;
}
+ mOutput << XMLEscape(imageUrlEncoded.str());
mOutput << "</init_from>" << endstr;
PopTag();
mOutput << startstr << "</image>" << endstr;
@@ -353,9 +571,10 @@ void ColladaExporter::WriteTextureColorEntry( const Surface& pSurface, const std
if( pSurface.texture.empty() )
{
mOutput << startstr << "<color sid=\"" << pTypeName << "\">" << pSurface.color.r << " " << pSurface.color.g << " " << pSurface.color.b << " " << pSurface.color.a << "</color>" << endstr;
- } else
+ }
+ else
{
- mOutput << startstr << "<texture texture=\"" << pImageName << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
+ mOutput << startstr << "<texture texture=\"" << XMLEscape(pImageName) << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
}
PopTag();
mOutput << startstr << "</" << pTypeName << ">" << endstr;
@@ -369,21 +588,21 @@ void ColladaExporter::WriteTextureParamEntry( const Surface& pSurface, const std
// if surface is a texture, write out the sampler and the surface parameters necessary to reference the texture
if( !pSurface.texture.empty() )
{
- mOutput << startstr << "<newparam sid=\"" << pMatName << "-" << pTypeName << "-surface\">" << endstr;
+ mOutput << startstr << "<newparam sid=\"" << XMLEscape(pMatName) << "-" << pTypeName << "-surface\">" << endstr;
PushTag();
mOutput << startstr << "<surface type=\"2D\">" << endstr;
PushTag();
- mOutput << startstr << "<init_from>" << pMatName << "-" << pTypeName << "-image</init_from>" << endstr;
+ 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=\"" << pMatName << "-" << pTypeName << "-sampler\">" << endstr;
+ mOutput << startstr << "<newparam sid=\"" << XMLEscape(pMatName) << "-" << pTypeName << "-sampler\">" << endstr;
PushTag();
mOutput << startstr << "<sampler2D>" << endstr;
PushTag();
- mOutput << startstr << "<source>" << pMatName << "-" << pTypeName << "-surface</source>" << endstr;
+ mOutput << startstr << "<source>" << XMLEscape(pMatName) << "-" << pTypeName << "-surface</source>" << endstr;
PopTag();
mOutput << startstr << "</sampler2D>" << endstr;
PopTag();
@@ -395,13 +614,13 @@ void ColladaExporter::WriteTextureParamEntry( const Surface& pSurface, const std
// 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;
- }
+ if(pProperty.exist) {
+ mOutput << startstr << "<" << pTypeName << ">" << endstr;
+ PushTag();
+ mOutput << startstr << "<float sid=\"" << pTypeName << "\">" << pProperty.value << "</float>" << endstr;
+ PopTag();
+ mOutput << startstr << "</" << pTypeName << ">" << endstr;
+ }
}
// ------------------------------------------------------------------------------------------------
@@ -410,8 +629,6 @@ void ColladaExporter::WriteMaterials()
{
materials.resize( mScene->mNumMaterials);
- std::set<std::string> material_names;
-
/// collect all materials from the scene
size_t numTextures = 0;
for( size_t a = 0; a < mScene->mNumMaterials; ++a )
@@ -421,28 +638,26 @@ void ColladaExporter::WriteMaterials()
aiString name;
if( mat->Get( AI_MATKEY_NAME, name) != aiReturn_SUCCESS )
name = "mat";
- materials[a].name = std::string( "m") + boost::lexical_cast<std::string> (a) + name.C_Str();
+ materials[a].name = std::string( "m") + std::to_string(a) + name.C_Str();
for( std::string::iterator it = materials[a].name.begin(); it != materials[a].name.end(); ++it ) {
- // isalnum on MSVC asserts for code points in [0,255]. Thus prevent unwanted promotion
- // of char to signed int and take the unsigned char value.
- if( !isalnum( static_cast<uint8_t>(*it) ) ) {
+ if( !isalnum_C( *it ) ) {
*it = '_';
- }
- }
-
- aiShadingMode shading;
- materials[a].shading_model = "phong";
- if(mat->Get( AI_MATKEY_SHADING_MODEL, shading) == aiReturn_SUCCESS) {
- if(shading == aiShadingMode_Phong) {
- materials[a].shading_model = "phong";
- } else if(shading == aiShadingMode_Blinn) {
- materials[a].shading_model = "blinn";
- } else if(shading == aiShadingMode_NoShading) {
- materials[a].shading_model = "constant";
- } else if(shading == aiShadingMode_Gouraud) {
- materials[a].shading_model = "lambert";
- }
- }
+ }
+ }
+
+ 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++;
@@ -454,31 +669,31 @@ void ColladaExporter::WriteMaterials()
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);
+ ReadMaterialSurface( materials[a].transparent, mat, aiTextureType_OPACITY, AI_MATKEY_COLOR_TRANSPARENT);
if( !materials[a].transparent.texture.empty() ) numTextures++;
ReadMaterialSurface( materials[a].normal, mat, aiTextureType_NORMALS, NULL, 0, 0);
if( !materials[a].normal.texture.empty() ) numTextures++;
- materials[a].shininess.exist = mat->Get( AI_MATKEY_SHININESS, materials[a].shininess.value) == aiReturn_SUCCESS;
- materials[a].transparency.exist = mat->Get( AI_MATKEY_OPACITY, materials[a].transparency.value) == aiReturn_SUCCESS;
- materials[a].transparency.value = 1 - materials[a].transparency.value;
- materials[a].index_refraction.exist = mat->Get( AI_MATKEY_REFRACTI, materials[a].index_refraction.value) == aiReturn_SUCCESS;
+ materials[a].shininess.exist = mat->Get( AI_MATKEY_SHININESS, materials[a].shininess.value) == aiReturn_SUCCESS;
+ materials[a].transparency.exist = mat->Get( AI_MATKEY_OPACITY, materials[a].transparency.value) == aiReturn_SUCCESS;
+ materials[a].transparency.value = 1 - materials[a].transparency.value;
+ materials[a].index_refraction.exist = mat->Get( AI_MATKEY_REFRACTI, materials[a].index_refraction.value) == aiReturn_SUCCESS;
}
// output textures if present
if( numTextures > 0 )
{
- mOutput << startstr << "<library_images>" << endstr;
+ 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.transparent, mat.name + "-transparent-image");
WriteImageEntry( mat.normal, mat.name + "-normal-image");
}
PopTag();
@@ -494,7 +709,7 @@ void ColladaExporter::WriteMaterials()
{
const Material& mat = *it;
// this is so ridiculous it must be right
- mOutput << startstr << "<effect id=\"" << mat.name << "-fx\" name=\"" << mat.name << "\">" << endstr;
+ mOutput << startstr << "<effect id=\"" << XMLEscape(mat.name) << "-fx\" name=\"" << XMLEscape(mat.name) << "\">" << endstr;
PushTag();
mOutput << startstr << "<profile_COMMON>" << endstr;
PushTag();
@@ -505,27 +720,27 @@ void ColladaExporter::WriteMaterials()
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);
+ 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;
+ 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");
+ 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");
+ 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");
- }
+ if(! mat.normal.texture.empty()) {
+ WriteTextureColorEntry( mat.normal, "bump", mat.name + "-normal-sampler");
+ }
PopTag();
mOutput << startstr << "</" << mat.shading_model << ">" << endstr;
@@ -545,9 +760,9 @@ void ColladaExporter::WriteMaterials()
for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it )
{
const Material& mat = *it;
- mOutput << startstr << "<material id=\"" << mat.name << "\" name=\"" << mat.name << "\">" << endstr;
+ mOutput << startstr << "<material id=\"" << XMLEscape(mat.name) << "\" name=\"" << mat.name << "\">" << endstr;
PushTag();
- mOutput << startstr << "<instance_effect url=\"#" << mat.name << "-fx\"/>" << endstr;
+ mOutput << startstr << "<instance_effect url=\"#" << XMLEscape(mat.name) << "-fx\"/>" << endstr;
PopTag();
mOutput << startstr << "</material>" << endstr;
}
@@ -560,262 +775,368 @@ void ColladaExporter::WriteMaterials()
// Writes the geometry library
void ColladaExporter::WriteGeometryLibrary()
{
- mOutput << startstr << "<library_geometries>" << endstr;
- PushTag();
+ mOutput << startstr << "<library_geometries>" << endstr;
+ PushTag();
- for( size_t a = 0; a < mScene->mNumMeshes; ++a)
- WriteGeometry( a);
+ for( size_t a = 0; a < mScene->mNumMeshes; ++a)
+ WriteGeometry( a);
- PopTag();
- mOutput << startstr << "</library_geometries>" << endstr;
+ PopTag();
+ mOutput << startstr << "</library_geometries>" << endstr;
}
// ------------------------------------------------------------------------------------------------
// Writes the given mesh
void ColladaExporter::WriteGeometry( size_t pIndex)
{
- const aiMesh* mesh = mScene->mMeshes[pIndex];
- std::string idstr = GetMeshId( pIndex);
+ 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=\"" << idstr << "\" name=\"" << idstr << "_name\" >" << endstr;
- PushTag();
-
- mOutput << startstr << "<mesh>" << endstr;
- PushTag();
-
- // Positions
- WriteFloatArray( idstr + "-positions", FloatType_Vector, (float*) mesh->mVertices, mesh->mNumVertices);
- // Normals, if any
- if( mesh->HasNormals() )
- WriteFloatArray( idstr + "-normals", FloatType_Vector, (float*) mesh->mNormals, mesh->mNumVertices);
-
- // texture coords
- for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a)
- {
- if( mesh->HasTextureCoords( a) )
- {
- WriteFloatArray( idstr + "-tex" + boost::lexical_cast<std::string> (a), mesh->mNumUVComponents[a] == 3 ? FloatType_TexCoord3 : FloatType_TexCoord2,
- (float*) mesh->mTextureCoords[a], mesh->mNumVertices);
- }
- }
-
- // vertex colors
- for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a)
- {
- if( mesh->HasVertexColors( a) )
- WriteFloatArray( idstr + "-color" + boost::lexical_cast<std::string> (a), FloatType_Color, (float*) mesh->mColors[a], mesh->mNumVertices);
- }
-
- // assemble vertex structure
- mOutput << startstr << "<vertices id=\"" << idstr << "-vertices" << "\">" << endstr;
- PushTag();
- mOutput << startstr << "<input semantic=\"POSITION\" source=\"#" << idstr << "-positions\" />" << endstr;
- if( mesh->HasNormals() )
- mOutput << startstr << "<input semantic=\"NORMAL\" source=\"#" << idstr << "-normals\" />" << endstr;
- for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
- {
- if( mesh->HasTextureCoords( a) )
- mOutput << startstr << "<input semantic=\"TEXCOORD\" source=\"#" << idstr << "-tex" << a << "\" " /*<< "set=\"" << a << "\"" */ << " />" << endstr;
- }
- for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a )
- {
- if( mesh->HasVertexColors( a) )
- mOutput << startstr << "<input semantic=\"COLOR\" source=\"#" << idstr << "-color" << a << "\" " /*<< set=\"" << a << "\"" */ << " />" << endstr;
- }
-
- PopTag();
- mOutput << startstr << "</vertices>" << endstr;
-
- // write face setup
- mOutput << startstr << "<polylist count=\"" << mesh->mNumFaces << "\" material=\"theresonlyone\">" << endstr;
- PushTag();
- mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstr << "-vertices\" />" << endstr;
-
- mOutput << startstr << "<vcount>";
- for( size_t a = 0; a < mesh->mNumFaces; ++a )
- mOutput << mesh->mFaces[a].mNumIndices << " ";
- mOutput << "</vcount>" << endstr;
-
- mOutput << startstr << "<p>";
- for( size_t a = 0; a < mesh->mNumFaces; ++a )
- {
- const aiFace& face = mesh->mFaces[a];
- for( size_t b = 0; b < face.mNumIndices; ++b )
- mOutput << face.mIndices[b] << " ";
- }
- mOutput << "</p>" << endstr;
- PopTag();
- mOutput << startstr << "</polylist>" << endstr;
-
- // closing tags
- PopTag();
- mOutput << startstr << "</mesh>" << endstr;
- PopTag();
- mOutput << startstr << "</geometry>" << endstr;
+ // opening tag
+ mOutput << startstr << "<geometry id=\"" << idstrEscaped << "\" name=\"" << idstrEscaped << "_name\" >" << endstr;
+ PushTag();
+
+ mOutput << startstr << "<mesh>" << endstr;
+ PushTag();
+
+ // Positions
+ WriteFloatArray( idstr + "-positions", FloatType_Vector, (float*) mesh->mVertices, mesh->mNumVertices);
+ // Normals, if any
+ if( mesh->HasNormals() )
+ WriteFloatArray( idstr + "-normals", FloatType_Vector, (float*) mesh->mNormals, mesh->mNumVertices);
+
+ // texture coords
+ for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a)
+ {
+ if( mesh->HasTextureCoords( a) )
+ {
+ WriteFloatArray( idstr + "-tex" + std::to_string(a), mesh->mNumUVComponents[a] == 3 ? FloatType_TexCoord3 : FloatType_TexCoord2,
+ (float*) mesh->mTextureCoords[a], mesh->mNumVertices);
+ }
+ }
+
+ // vertex colors
+ for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a)
+ {
+ if( mesh->HasVertexColors( a) )
+ WriteFloatArray( idstr + "-color" + std::to_string(a), FloatType_Color, (float*) mesh->mColors[a], mesh->mNumVertices);
+ }
+
+ // assemble vertex structure
+ 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;
+
+ // 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;
+ 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;
+ 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;
+ }
+
+ 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 float* pData, size_t pElementCount)
{
- size_t floatsPerElement = 0;
- switch( pType )
- {
- case FloatType_Vector: floatsPerElement = 3; break;
- case FloatType_TexCoord2: floatsPerElement = 2; break;
- case FloatType_TexCoord3: floatsPerElement = 3; break;
- case FloatType_Color: floatsPerElement = 3; break;
- default:
- return;
- }
-
- std::string arrayId = pIdString + "-array";
-
- mOutput << startstr << "<source id=\"" << pIdString << "\" name=\"" << pIdString << "\">" << endstr;
- PushTag();
-
- // source array
- mOutput << startstr << "<float_array id=\"" << arrayId << "\" count=\"" << pElementCount * floatsPerElement << "\"> ";
- PushTag();
-
- if( pType == FloatType_TexCoord2 )
- {
- for( size_t a = 0; a < pElementCount; ++a )
- {
- mOutput << pData[a*3+0] << " ";
- mOutput << pData[a*3+1] << " ";
- }
- }
- else if( pType == FloatType_Color )
- {
- for( size_t a = 0; a < pElementCount; ++a )
- {
- mOutput << pData[a*4+0] << " ";
- mOutput << pData[a*4+1] << " ";
- mOutput << pData[a*4+2] << " ";
- }
- }
- else
- {
- for( size_t a = 0; a < pElementCount * floatsPerElement; ++a )
- mOutput << pData[a] << " ";
- }
- mOutput << "</float_array>" << endstr;
- PopTag();
-
- // the usual Collada fun. Let's bloat it even more!
- mOutput << startstr << "<technique_common>" << endstr;
- PushTag();
- mOutput << startstr << "<accessor count=\"" << pElementCount << "\" offset=\"0\" source=\"#" << arrayId << "\" stride=\"" << floatsPerElement << "\">" << endstr;
- PushTag();
-
- switch( pType )
- {
- case FloatType_Vector:
- mOutput << startstr << "<param name=\"X\" type=\"float\" />" << endstr;
- mOutput << startstr << "<param name=\"Y\" type=\"float\" />" << endstr;
- mOutput << startstr << "<param name=\"Z\" type=\"float\" />" << endstr;
- break;
-
- case FloatType_TexCoord2:
- mOutput << startstr << "<param name=\"S\" type=\"float\" />" << endstr;
- mOutput << startstr << "<param name=\"T\" type=\"float\" />" << endstr;
- break;
-
- case FloatType_TexCoord3:
- mOutput << startstr << "<param name=\"S\" type=\"float\" />" << endstr;
- mOutput << startstr << "<param name=\"T\" type=\"float\" />" << endstr;
- mOutput << startstr << "<param name=\"P\" type=\"float\" />" << endstr;
- break;
-
- case FloatType_Color:
- mOutput << startstr << "<param name=\"R\" type=\"float\" />" << endstr;
- mOutput << startstr << "<param name=\"G\" type=\"float\" />" << endstr;
- mOutput << startstr << "<param name=\"B\" type=\"float\" />" << endstr;
- break;
- }
-
- PopTag();
- mOutput << startstr << "</accessor>" << endstr;
- PopTag();
- mOutput << startstr << "</technique_common>" << endstr;
- PopTag();
- mOutput << startstr << "</source>" << endstr;
+ size_t floatsPerElement = 0;
+ switch( pType )
+ {
+ case FloatType_Vector: floatsPerElement = 3; break;
+ case FloatType_TexCoord2: floatsPerElement = 2; break;
+ case FloatType_TexCoord3: floatsPerElement = 3; break;
+ case FloatType_Color: floatsPerElement = 3; break;
+ default:
+ return;
+ }
+
+ std::string arrayId = pIdString + "-array";
+
+ mOutput << startstr << "<source id=\"" << 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;
+ }
+
+ PopTag();
+ mOutput << startstr << "</accessor>" << endstr;
+ PopTag();
+ mOutput << startstr << "</technique_common>" << endstr;
+ PopTag();
+ mOutput << startstr << "</source>" << endstr;
}
// ------------------------------------------------------------------------------------------------
// Writes the scene library
void ColladaExporter::WriteSceneLibrary()
{
- std::string scene_name = mScene->mRootNode->mName.C_Str();
+ 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();
- mOutput << startstr << "<library_visual_scenes>" << endstr;
- PushTag();
- mOutput << startstr << "<visual_scene id=\"" + scene_name + "\" name=\"" + scene_name + "\">" << endstr;
- PushTag();
+ // start recursive write at the root node
+ for( size_t a = 0; a < mScene->mRootNode->mNumChildren; ++a )
+ WriteNode( mScene, mScene->mRootNode->mChildren[a]);
- // start recursive write at the root node
- for( size_t a = 0; a < mScene->mRootNode->mNumChildren; ++a )
- WriteNode( mScene->mRootNode->mChildren[a]);
+ PopTag();
+ mOutput << startstr << "</visual_scene>" << endstr;
+ PopTag();
+ mOutput << startstr << "</library_visual_scenes>" << endstr;
+}
- PopTag();
- mOutput << startstr << "</visual_scene>" << endstr;
- PopTag();
- mOutput << startstr << "</library_visual_scenes>" << 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;
}
// ------------------------------------------------------------------------------------------------
// Recursively writes the given node
-void ColladaExporter::WriteNode( const aiNode* pNode)
+void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
{
- mOutput << startstr << "<node id=\"" << pNode->mName.data << "\" name=\"" << pNode->mName.data << "\">" << endstr;
- PushTag();
-
- // write transformation - we can directly put the matrix there
- // TODO: (thom) decompose into scale - rot - quad to allow adressing it by animations afterwards
- const aiMatrix4x4& mat = pNode->mTransformation;
- mOutput << startstr << "<matrix>";
- mOutput << mat.a1 << " " << mat.a2 << " " << mat.a3 << " " << mat.a4 << " ";
- mOutput << mat.b1 << " " << mat.b2 << " " << mat.b3 << " " << mat.b4 << " ";
- mOutput << mat.c1 << " " << mat.c2 << " " << mat.c3 << " " << mat.c4 << " ";
- mOutput << mat.d1 << " " << mat.d2 << " " << mat.d3 << " " << mat.d4;
- mOutput << "</matrix>" << endstr;
-
- // instance every geometry
- for( size_t a = 0; a < pNode->mNumMeshes; ++a )
- {
- const aiMesh* mesh = mScene->mMeshes[pNode->mMeshes[a]];
- // do not instanciate mesh if empty. I wonder how this could happen
- if( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
- continue;
-
- mOutput << startstr << "<instance_geometry url=\"#" << GetMeshId( pNode->mMeshes[a]) << "\">" << endstr;
- PushTag();
- mOutput << startstr << "<bind_material>" << endstr;
- PushTag();
- mOutput << startstr << "<technique_common>" << endstr;
- PushTag();
- mOutput << startstr << "<instance_material symbol=\"theresonlyone\" target=\"#" << materials[mesh->mMaterialIndex].name << "\" />" << endstr;
- PopTag();
- mOutput << startstr << "</technique_common>" << endstr;
- PopTag();
- mOutput << startstr << "</bind_material>" << endstr;
- PopTag();
- mOutput << startstr << "</instance_geometry>" << endstr;
- }
-
- // recurse into subnodes
- for( size_t a = 0; a < pNode->mNumChildren; ++a )
- WriteNode( pNode->mChildren[a]);
-
- PopTag();
- mOutput << startstr << "</node>" << endstr;
+ // 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;
+ if (NULL == findBone(pScene, pNode->mName.C_Str())) {
+ node_type = "NODE";
+ } else {
+ node_type = "JOINT";
+ }
+
+ const std::string node_name_escaped = XMLEscape(pNode->mName.data);
+ mOutput << startstr
+ << "<node id=\"" << node_name_escaped
+ << "\" 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;
+ mOutput << startstr << "<matrix>";
+ mOutput << mat.a1 << " " << mat.a2 << " " << mat.a3 << " " << mat.a4 << " ";
+ mOutput << mat.b1 << " " << mat.b2 << " " << mat.b3 << " " << mat.b4 << " ";
+ mOutput << mat.c1 << " " << mat.c2 << " " << mat.c3 << " " << mat.c4 << " ";
+ mOutput << mat.d1 << " " << mat.d2 << " " << mat.d3 << " " << mat.d4;
+ mOutput << "</matrix>" << endstr;
+
+ 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 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;
+ }
+
+ // recurse into subnodes
+ for( size_t a = 0; a < pNode->mNumChildren; ++a )
+ WriteNode( pScene, pNode->mChildren[a]);
+
+ PopTag();
+ mOutput << startstr << "</node>" << endstr;
}
#endif
#endif
-