diff options
Diffstat (limited to 'src/3rdparty/assimp/code/ColladaExporter.cpp')
-rw-r--r-- | src/3rdparty/assimp/code/ColladaExporter.cpp | 1287 |
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 - |