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Diffstat (limited to 'src/3rdparty/assimp/code/ColladaExporter.cpp')
-rw-r--r-- | src/3rdparty/assimp/code/ColladaExporter.cpp | 606 |
1 files changed, 606 insertions, 0 deletions
diff --git a/src/3rdparty/assimp/code/ColladaExporter.cpp b/src/3rdparty/assimp/code/ColladaExporter.cpp new file mode 100644 index 000000000..56d681119 --- /dev/null +++ b/src/3rdparty/assimp/code/ColladaExporter.cpp @@ -0,0 +1,606 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2012, assimp team +All rights reserved. + +Redistribution and use of this software in source and binary forms, +with or without modification, are permitted provided that the +following conditions are met: + +* Redistributions of source code must retain the above + copyright notice, this list of conditions and the + following disclaimer. + +* Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the + following disclaimer in the documentation and/or other + materials provided with the distribution. + +* Neither the name of the assimp team, nor the names of its + contributors may be used to endorse or promote products + derived from this software without specific prior + written permission of the assimp team. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + +---------------------------------------------------------------------- +*/ + +#include "AssimpPCH.h" + +#ifndef ASSIMP_BUILD_NO_EXPORT +#ifndef ASSIMP_BUILD_NO_COLLADA_EXPORTER +#include "ColladaExporter.h" + +using namespace Assimp; + +namespace Assimp +{ + +// ------------------------------------------------------------------------------------------------ +// Worker function for exporting a scene to Collada. Prototyped and registered in Exporter.cpp +void ExportSceneCollada(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene) +{ + // invoke the exporter + ColladaExporter iDoTheExportThing( pScene); + + // we're still here - export successfully completed. Write result to the given IOSYstem + boost::scoped_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt")); + + // 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) +{ + // make sure that all formatting happens using the standard, C locale and not the user's current locale + mOutput.imbue( std::locale("C") ); + + mScene = pScene; + + // set up strings + endstr = "\n"; + + // start writing + WriteFile(); +} + +// ------------------------------------------------------------------------------------------------ +// 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(); + + WriteHeader(); + + WriteMaterials(); + WriteGeometryLibrary(); + + WriteSceneLibrary(); + + // useless Collada bullshit at the end, just in case we haven't had enough indirections, yet. + mOutput << startstr << "<scene>" << endstr; + PushTag(); + mOutput << startstr << "<instance_visual_scene url=\"#myScene\" />" << endstr; + PopTag(); + mOutput << startstr << "</scene>" << endstr; + PopTag(); + mOutput << "</COLLADA>" << endstr; +} + +// ------------------------------------------------------------------------------------------------ +// Writes the asset header +void ColladaExporter::WriteHeader() +{ + // Dummy stuff. Nobody actually cares for it anyways + mOutput << startstr << "<asset>" << endstr; + PushTag(); + mOutput << startstr << "<contributor>" << endstr; + PushTag(); + mOutput << startstr << "<author>Someone</author>" << endstr; + mOutput << startstr << "<authoring_tool>Assimp Collada Exporter</authoring_tool>" << endstr; + PopTag(); + mOutput << startstr << "</contributor>" << endstr; + mOutput << startstr << "<created>2000-01-01T23:59:59</created>" << endstr; + mOutput << startstr << "<modified>2000-01-01T23:59:59</modified>" << endstr; + mOutput << startstr << "<unit name=\"centimeter\" meter=\"0.01\" />" << endstr; + mOutput << startstr << "<up_axis>Y_UP</up_axis>" << endstr; + PopTag(); + mOutput << startstr << "</asset>" << endstr; +} + +// ------------------------------------------------------------------------------------------------ +// Reads a single surface entry from the given material keys +void ColladaExporter::ReadMaterialSurface( Surface& poSurface, const aiMaterial* pSrcMat, aiTextureType pTexture, const char* pKey, size_t pType, size_t pIndex) +{ + if( pSrcMat->GetTextureCount( pTexture) > 0 ) + { + aiString texfile; + unsigned int uvChannel = 0; + pSrcMat->GetTexture( pTexture, 0, &texfile, NULL, &uvChannel); + poSurface.texture = texfile.C_Str(); + poSurface.channel = uvChannel; + } else + { + if( pKey ) + pSrcMat->Get( pKey, pType, pIndex, poSurface.color); + } +} + +// ------------------------------------------------------------------------------------------------ +// 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 << "<init_from>"; + for( std::string::const_iterator it = pSurface.texture.begin(); it != pSurface.texture.end(); ++it ) + { + if( isalnum( *it) || *it == '_' || *it == '.' || *it == '/' || *it == '\\' ) + mOutput << *it; + else + mOutput << '%' << std::hex << size_t( (unsigned char) *it) << std::dec; + } + mOutput << "</init_from>" << endstr; + PopTag(); + mOutput << startstr << "</image>" << endstr; + } +} + +// ------------------------------------------------------------------------------------------------ +// Writes a color-or-texture entry into an effect definition +void ColladaExporter::WriteTextureColorEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pImageName) +{ + mOutput << startstr << "<" << pTypeName << ">" << endstr; + PushTag(); + if( pSurface.texture.empty() ) + { + mOutput << startstr << "<color sid=\"" << pTypeName << "\">" << pSurface.color.r << " " << pSurface.color.g << " " << pSurface.color.b << " " << pSurface.color.a << "</color>" << endstr; + } else + { + mOutput << startstr << "<texture texture=\"" << pImageName << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr; + } + PopTag(); + mOutput << startstr << "</" << pTypeName << ">" << endstr; +} + +// ------------------------------------------------------------------------------------------------ +// Writes the two parameters necessary for referencing a texture in an effect entry +void ColladaExporter::WriteTextureParamEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pMatName) +{ + // if surface is a texture, write out the sampler and the surface parameters necessary to reference the texture + if( !pSurface.texture.empty() ) + { + mOutput << startstr << "<newparam sid=\"" << pMatName << "-" << pTypeName << "-surface\">" << endstr; + PushTag(); + mOutput << startstr << "<surface type=\"2D\">" << endstr; + PushTag(); + mOutput << startstr << "<init_from>" << pMatName << "-" << pTypeName << "-image</init_from>" << endstr; + PopTag(); + mOutput << startstr << "</surface>" << endstr; + PopTag(); + mOutput << startstr << "</newparam>" << endstr; + + mOutput << startstr << "<newparam sid=\"" << pMatName << "-" << pTypeName << "-sampler\">" << endstr; + PushTag(); + mOutput << startstr << "<sampler2D>" << endstr; + PushTag(); + mOutput << startstr << "<source>" << pMatName << "-" << pTypeName << "-surface</source>" << endstr; + PopTag(); + mOutput << startstr << "</sampler2D>" << endstr; + PopTag(); + mOutput << startstr << "</newparam>" << endstr; + } +} + +// ------------------------------------------------------------------------------------------------ +// Writes the material setup +void ColladaExporter::WriteMaterials() +{ + materials.resize( mScene->mNumMaterials); + + /// collect all materials from the scene + size_t numTextures = 0; + for( size_t a = 0; a < mScene->mNumMaterials; ++a ) + { + const aiMaterial* mat = mScene->mMaterials[a]; + + aiString name; + if( mat->Get( AI_MATKEY_NAME, name) != aiReturn_SUCCESS ) + name = "mat"; + materials[a].name = std::string( "m") + boost::lexical_cast<std::string> (a) + name.C_Str(); + for( std::string::iterator it = materials[a].name.begin(); it != materials[a].name.end(); ++it ) + if( !isalnum( *it) ) + *it = '_'; + + ReadMaterialSurface( materials[a].ambient, mat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT); + if( !materials[a].ambient.texture.empty() ) numTextures++; + ReadMaterialSurface( materials[a].diffuse, mat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE); + if( !materials[a].diffuse.texture.empty() ) numTextures++; + ReadMaterialSurface( materials[a].specular, mat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR); + if( !materials[a].specular.texture.empty() ) numTextures++; + ReadMaterialSurface( materials[a].emissive, mat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE); + if( !materials[a].emissive.texture.empty() ) numTextures++; + ReadMaterialSurface( materials[a].reflective, mat, aiTextureType_REFLECTION, AI_MATKEY_COLOR_REFLECTIVE); + if( !materials[a].reflective.texture.empty() ) numTextures++; + ReadMaterialSurface( materials[a].normal, mat, aiTextureType_NORMALS, NULL, 0, 0); + if( !materials[a].normal.texture.empty() ) numTextures++; + + mat->Get( AI_MATKEY_SHININESS, materials[a].shininess); + } + + // output textures if present + if( numTextures > 0 ) + { + mOutput << startstr << "<library_images>" << endstr; + PushTag(); + for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it ) + { + const Material& mat = *it; + WriteImageEntry( mat.ambient, mat.name + "-ambient-image"); + WriteImageEntry( mat.diffuse, mat.name + "-diffuse-image"); + WriteImageEntry( mat.specular, mat.name + "-specular-image"); + WriteImageEntry( mat.emissive, mat.name + "-emissive-image"); + WriteImageEntry( mat.reflective, mat.name + "-reflective-image"); + WriteImageEntry( mat.normal, mat.name + "-normal-image"); + } + PopTag(); + mOutput << startstr << "</library_images>" << endstr; + } + + // output effects - those are the actual carriers of information + if( !materials.empty() ) + { + mOutput << startstr << "<library_effects>" << endstr; + PushTag(); + for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it ) + { + const Material& mat = *it; + // this is so ridiculous it must be right + mOutput << startstr << "<effect id=\"" << mat.name << "-fx\" name=\"" << mat.name << "\">" << endstr; + PushTag(); + mOutput << startstr << "<profile_COMMON>" << endstr; + PushTag(); + + // write sampler- and surface params for the texture entries + WriteTextureParamEntry( mat.emissive, "emissive", mat.name); + WriteTextureParamEntry( mat.ambient, "ambient", mat.name); + WriteTextureParamEntry( mat.diffuse, "diffuse", mat.name); + WriteTextureParamEntry( mat.specular, "specular", mat.name); + WriteTextureParamEntry( mat.reflective, "reflective", mat.name); + + mOutput << startstr << "<technique sid=\"standard\">" << endstr; + PushTag(); + mOutput << startstr << "<phong>" << endstr; + PushTag(); + + WriteTextureColorEntry( mat.emissive, "emission", mat.name + "-emissive-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"); + + mOutput << startstr << "<shininess>" << endstr; + PushTag(); + mOutput << startstr << "<float sid=\"shininess\">" << mat.shininess << "</float>" << endstr; + PopTag(); + mOutput << startstr << "</shininess>" << endstr; + + WriteTextureColorEntry( mat.reflective, "reflective", mat.name + "-reflective-sampler"); + + // deactivated because the Collada spec PHONG model does not allow other textures. + // if( !mat.normal.texture.empty() ) + // WriteTextureColorEntry( mat.normal, "bump", mat.name + "-normal-sampler"); + + + PopTag(); + mOutput << startstr << "</phong>" << endstr; + PopTag(); + mOutput << startstr << "</technique>" << endstr; + PopTag(); + mOutput << startstr << "</profile_COMMON>" << endstr; + PopTag(); + mOutput << startstr << "</effect>" << endstr; + } + PopTag(); + mOutput << startstr << "</library_effects>" << endstr; + + // write materials - they're just effect references + mOutput << startstr << "<library_materials>" << endstr; + PushTag(); + for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it ) + { + const Material& mat = *it; + mOutput << startstr << "<material id=\"" << mat.name << "\" name=\"" << mat.name << "\">" << endstr; + PushTag(); + mOutput << startstr << "<instance_effect url=\"#" << mat.name << "-fx\"/>" << endstr; + PopTag(); + mOutput << startstr << "</material>" << endstr; + } + PopTag(); + mOutput << startstr << "</library_materials>" << endstr; + } +} + +// ------------------------------------------------------------------------------------------------ +// Writes the geometry library +void ColladaExporter::WriteGeometryLibrary() +{ + mOutput << startstr << "<library_geometries>" << endstr; + PushTag(); + + for( size_t a = 0; a < mScene->mNumMeshes; ++a) + WriteGeometry( a); + + PopTag(); + mOutput << startstr << "</library_geometries>" << endstr; +} + +// ------------------------------------------------------------------------------------------------ +// Writes the given mesh +void ColladaExporter::WriteGeometry( size_t pIndex) +{ + const aiMesh* mesh = mScene->mMeshes[pIndex]; + std::string idstr = GetMeshId( pIndex); + + 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; +} + +// ------------------------------------------------------------------------------------------------ +// 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 bullshit. 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() +{ + mOutput << startstr << "<library_visual_scenes>" << endstr; + PushTag(); + mOutput << startstr << "<visual_scene id=\"myScene\" name=\"myScene\">" << endstr; + PushTag(); + + // start recursive write at the root node + WriteNode( mScene->mRootNode); + + PopTag(); + mOutput << startstr << "</visual_scene>" << endstr; + PopTag(); + mOutput << startstr << "</library_visual_scenes>" << endstr; +} + +// ------------------------------------------------------------------------------------------------ +// Recursively writes the given node +void ColladaExporter::WriteNode( const 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; +} + +#endif +#endif + |