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+/*
+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
+