goat3d

annotate src/goat3d_writexml.cc @ 29:3d669155709d

- switched the unix build to use the internal vmath/anim as well - fixed a memory corruption issue which was caused by including the system-wide installed version of the anim.h header file - started the ass2goat assimp->goat3d converter
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 29 Sep 2013 21:53:03 +0300
parents bdfc8dd14965
children 0fe02696fb1e
rev   line source
nuclear@14 1 #include <stdarg.h>
nuclear@14 2 #include "goat3d_impl.h"
nuclear@17 3 #include "log.h"
nuclear@14 4
nuclear@14 5 static bool write_material(const Scene *scn, goat3d_io *io, const Material *mat, int level);
nuclear@14 6 static bool write_mesh(const Scene *scn, goat3d_io *io, const Mesh *mesh, int idx, int level);
nuclear@14 7 static bool write_light(const Scene *scn, goat3d_io *io, const Light *light, int level);
nuclear@14 8 static bool write_camera(const Scene *scn, goat3d_io *io, const Camera *cam, int level);
nuclear@14 9 static bool write_node(const Scene *scn, goat3d_io *io, const Node *node, int level);
nuclear@14 10 static void xmlout(goat3d_io *io, int level, const char *fmt, ...);
nuclear@14 11
nuclear@14 12 bool Scene::savexml(goat3d_io *io) const
nuclear@14 13 {
nuclear@14 14 xmlout(io, 0, "<scene>\n");
nuclear@14 15
nuclear@14 16 // write environment stuff
nuclear@14 17 xmlout(io, 1, "<env>\n");
nuclear@18 18 xmlout(io, 2, "<ambient float3=\"%g %g %g\"/>\n", ambient.x, ambient.y, ambient.z);
nuclear@18 19 xmlout(io, 1, "</env>\n\n");
nuclear@14 20
nuclear@14 21 for(size_t i=0; i<materials.size(); i++) {
nuclear@14 22 write_material(this, io, materials[i], 1);
nuclear@14 23 }
nuclear@14 24 for(size_t i=0; i<meshes.size(); i++) {
nuclear@14 25 write_mesh(this, io, meshes[i], i, 1);
nuclear@14 26 }
nuclear@14 27 for(size_t i=0; i<lights.size(); i++) {
nuclear@14 28 write_light(this, io, lights[i], 1);
nuclear@14 29 }
nuclear@14 30 for(size_t i=0; i<cameras.size(); i++) {
nuclear@14 31 write_camera(this, io, cameras[i], 1);
nuclear@14 32 }
nuclear@14 33 for(size_t i=0; i<nodes.size(); i++) {
nuclear@14 34 write_node(this, io, nodes[i], 1);
nuclear@14 35 }
nuclear@14 36
nuclear@14 37 xmlout(io, 0, "</scene>\n");
nuclear@14 38 return true;
nuclear@14 39 }
nuclear@14 40
nuclear@14 41 static bool write_material(const Scene *scn, goat3d_io *io, const Material *mat, int level)
nuclear@14 42 {
nuclear@14 43 xmlout(io, level, "<mtl>\n");
nuclear@14 44 xmlout(io, level + 1, "<name string=\"%s\"/>\n", mat->name.c_str());
nuclear@14 45
nuclear@14 46 for(int i=0; i<mat->get_attrib_count(); i++) {
nuclear@14 47 xmlout(io, level + 1, "<attr>\n");
nuclear@14 48 xmlout(io, level + 2, "<name string=\"%s\"/>\n", mat->get_attrib_name(i));
nuclear@14 49
nuclear@14 50 const MaterialAttrib &attr = (*mat)[i];
nuclear@18 51 xmlout(io, level + 2, "<val float4=\"%g %g %g %g\"/>\n", attr.value.x,
nuclear@14 52 attr.value.y, attr.value.z, attr.value.w);
nuclear@14 53 if(!attr.map.empty()) {
nuclear@14 54 xmlout(io, level + 2, "<map string=\"%s\"/>\n", attr.map.c_str());
nuclear@14 55 }
nuclear@14 56 xmlout(io, level + 1, "</attr>\n");
nuclear@14 57 }
nuclear@18 58 xmlout(io, level, "</mtl>\n\n");
nuclear@14 59 return true;
nuclear@14 60 }
nuclear@14 61
nuclear@14 62 static bool write_mesh(const Scene *scn, goat3d_io *io, const Mesh *mesh, int idx, int level)
nuclear@14 63 {
nuclear@14 64 // first write the external (openctm) mesh file
nuclear@14 65 const char *prefix = scn->get_name();
nuclear@14 66 if(!prefix) {
nuclear@14 67 prefix = "goat";
nuclear@14 68 }
nuclear@14 69
nuclear@14 70 char *mesh_filename = (char*)alloca(strlen(prefix) + 32);
nuclear@14 71 sprintf(mesh_filename, "%s-mesh%04d.ctm", prefix, idx);
nuclear@14 72
nuclear@19 73 if(!mesh->save(mesh_filename)) {
nuclear@19 74 return false;
nuclear@19 75 }
nuclear@14 76
nuclear@14 77 // then refer to that filename in the XML tags
nuclear@14 78 xmlout(io, level, "<mesh>\n");
nuclear@14 79 xmlout(io, level + 1, "<name string=\"%s\"/>\n", mesh->name.c_str());
nuclear@17 80 if(mesh->material) {
nuclear@17 81 xmlout(io, level + 1, "<material string=\"%s\"/>\n", mesh->material->name.c_str());
nuclear@17 82 }
nuclear@14 83 xmlout(io, level + 1, "<file string=\"%s\"/>\n", mesh_filename);
nuclear@18 84 xmlout(io, level, "</mesh>\n\n");
nuclear@14 85 return true;
nuclear@14 86 }
nuclear@14 87
nuclear@14 88 static bool write_light(const Scene *scn, goat3d_io *io, const Light *light, int level)
nuclear@14 89 {
nuclear@14 90 return true;
nuclear@14 91 }
nuclear@14 92
nuclear@14 93 static bool write_camera(const Scene *scn, goat3d_io *io, const Camera *cam, int level)
nuclear@14 94 {
nuclear@14 95 return true;
nuclear@14 96 }
nuclear@14 97
nuclear@14 98 static bool write_node(const Scene *scn, goat3d_io *io, const Node *node, int level)
nuclear@14 99 {
nuclear@14 100 return true;
nuclear@14 101 }
nuclear@14 102
nuclear@14 103
nuclear@14 104 static void xmlout(goat3d_io *io, int level, const char *fmt, ...)
nuclear@14 105 {
nuclear@14 106 for(int i=0; i<level; i++) {
nuclear@14 107 io_fprintf(io, " ");
nuclear@14 108 }
nuclear@14 109
nuclear@14 110 va_list ap;
nuclear@14 111 va_start(ap, fmt);
nuclear@14 112 io_vfprintf(io, fmt, ap);
nuclear@14 113 va_end(ap);
nuclear@14 114 }