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1 /*
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2 Open Asset Import Library (assimp)
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3 ----------------------------------------------------------------------
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4
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5 Copyright (c) 2006-2012, assimp team
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6 All rights reserved.
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7
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8 Redistribution and use of this software in source and binary forms,
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9 with or without modification, are permitted provided that the
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10 following conditions are met:
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11
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12 * Redistributions of source code must retain the above
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13 copyright notice, this list of conditions and the
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14 following disclaimer.
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15
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16 * Redistributions in binary form must reproduce the above
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17 copyright notice, this list of conditions and the
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18 following disclaimer in the documentation and/or other
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19 materials provided with the distribution.
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20
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21 * Neither the name of the assimp team, nor the names of its
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22 contributors may be used to endorse or promote products
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23 derived from this software without specific prior
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24 written permission of the assimp team.
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25
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26 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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27 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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28 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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29 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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30 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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31 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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32 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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33 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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34 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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35 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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36 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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37
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38 ----------------------------------------------------------------------
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39 */
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40
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41 #include "AssimpPCH.h"
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42
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43 #ifndef ASSIMP_BUILD_NO_EXPORT
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44 #ifndef ASSIMP_BUILD_NO_COLLADA_EXPORTER
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45 #include "ColladaExporter.h"
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46
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47 using namespace Assimp;
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48
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49 namespace Assimp
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50 {
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51
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52 // ------------------------------------------------------------------------------------------------
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53 // Worker function for exporting a scene to Collada. Prototyped and registered in Exporter.cpp
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54 void ExportSceneCollada(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene)
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55 {
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56 // invoke the exporter
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57 ColladaExporter iDoTheExportThing( pScene);
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58
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59 // we're still here - export successfully completed. Write result to the given IOSYstem
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60 boost::scoped_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
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61 if(outfile == NULL) {
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62 throw DeadlyExportError("could not open output .dae file: " + std::string(pFile));
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63 }
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64
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65 // XXX maybe use a small wrapper around IOStream that behaves like std::stringstream in order to avoid the extra copy.
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66 outfile->Write( iDoTheExportThing.mOutput.str().c_str(), static_cast<size_t>(iDoTheExportThing.mOutput.tellp()),1);
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67 }
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68
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69 } // end of namespace Assimp
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70
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71
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72 // ------------------------------------------------------------------------------------------------
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73 // Constructor for a specific scene to export
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74 ColladaExporter::ColladaExporter( const aiScene* pScene)
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75 {
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76 // make sure that all formatting happens using the standard, C locale and not the user's current locale
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77 mOutput.imbue( std::locale("C") );
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78
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79 mScene = pScene;
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80
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81 // set up strings
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82 endstr = "\n";
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83
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84 // start writing
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85 WriteFile();
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86 }
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87
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88 // ------------------------------------------------------------------------------------------------
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89 // Starts writing the contents
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90 void ColladaExporter::WriteFile()
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91 {
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92 // write the DTD
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93 mOutput << "<?xml version=\"1.0\"?>" << endstr;
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94 // COLLADA element start
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95 mOutput << "<COLLADA xmlns=\"http://www.collada.org/2005/11/COLLADASchema\" version=\"1.4.1\">" << endstr;
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96 PushTag();
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97
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98 WriteHeader();
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99
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100 WriteMaterials();
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101 WriteGeometryLibrary();
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102
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103 WriteSceneLibrary();
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104
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105 // useless Collada fu at the end, just in case we haven't had enough indirections, yet.
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106 mOutput << startstr << "<scene>" << endstr;
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107 PushTag();
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108 mOutput << startstr << "<instance_visual_scene url=\"#myScene\" />" << endstr;
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109 PopTag();
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110 mOutput << startstr << "</scene>" << endstr;
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111 PopTag();
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112 mOutput << "</COLLADA>" << endstr;
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113 }
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114
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115 // ------------------------------------------------------------------------------------------------
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116 // Writes the asset header
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117 void ColladaExporter::WriteHeader()
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118 {
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119 // Dummy stuff. Nobody actually cares for it anyways
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120 mOutput << startstr << "<asset>" << endstr;
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121 PushTag();
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122 mOutput << startstr << "<contributor>" << endstr;
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123 PushTag();
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124 mOutput << startstr << "<author>Someone</author>" << endstr;
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125 mOutput << startstr << "<authoring_tool>Assimp Collada Exporter</authoring_tool>" << endstr;
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126 PopTag();
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127 mOutput << startstr << "</contributor>" << endstr;
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128 mOutput << startstr << "<created>2000-01-01T23:59:59</created>" << endstr;
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129 mOutput << startstr << "<modified>2000-01-01T23:59:59</modified>" << endstr;
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130 mOutput << startstr << "<unit name=\"centimeter\" meter=\"0.01\" />" << endstr;
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131 mOutput << startstr << "<up_axis>Y_UP</up_axis>" << endstr;
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132 PopTag();
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133 mOutput << startstr << "</asset>" << endstr;
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134 }
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135
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136 // ------------------------------------------------------------------------------------------------
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137 // Reads a single surface entry from the given material keys
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138 void ColladaExporter::ReadMaterialSurface( Surface& poSurface, const aiMaterial* pSrcMat, aiTextureType pTexture, const char* pKey, size_t pType, size_t pIndex)
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139 {
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140 if( pSrcMat->GetTextureCount( pTexture) > 0 )
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141 {
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142 aiString texfile;
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143 unsigned int uvChannel = 0;
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144 pSrcMat->GetTexture( pTexture, 0, &texfile, NULL, &uvChannel);
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145 poSurface.texture = texfile.C_Str();
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146 poSurface.channel = uvChannel;
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147 } else
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148 {
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149 if( pKey )
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150 pSrcMat->Get( pKey, pType, pIndex, poSurface.color);
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151 }
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152 }
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153
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154 // ------------------------------------------------------------------------------------------------
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155 // Writes an image entry for the given surface
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156 void ColladaExporter::WriteImageEntry( const Surface& pSurface, const std::string& pNameAdd)
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157 {
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158 if( !pSurface.texture.empty() )
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159 {
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160 mOutput << startstr << "<image id=\"" << pNameAdd << "\">" << endstr;
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161 PushTag();
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162 mOutput << startstr << "<init_from>";
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163 for( std::string::const_iterator it = pSurface.texture.begin(); it != pSurface.texture.end(); ++it )
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164 {
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165 if( isalnum( *it) || *it == '_' || *it == '.' || *it == '/' || *it == '\\' )
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166 mOutput << *it;
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167 else
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168 mOutput << '%' << std::hex << size_t( (unsigned char) *it) << std::dec;
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169 }
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170 mOutput << "</init_from>" << endstr;
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171 PopTag();
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172 mOutput << startstr << "</image>" << endstr;
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173 }
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174 }
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175
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176 // ------------------------------------------------------------------------------------------------
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177 // Writes a color-or-texture entry into an effect definition
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178 void ColladaExporter::WriteTextureColorEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pImageName)
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179 {
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180 mOutput << startstr << "<" << pTypeName << ">" << endstr;
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181 PushTag();
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182 if( pSurface.texture.empty() )
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183 {
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184 mOutput << startstr << "<color sid=\"" << pTypeName << "\">" << pSurface.color.r << " " << pSurface.color.g << " " << pSurface.color.b << " " << pSurface.color.a << "</color>" << endstr;
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185 } else
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186 {
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187 mOutput << startstr << "<texture texture=\"" << pImageName << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
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188 }
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189 PopTag();
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190 mOutput << startstr << "</" << pTypeName << ">" << endstr;
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191 }
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192
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193 // ------------------------------------------------------------------------------------------------
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194 // Writes the two parameters necessary for referencing a texture in an effect entry
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195 void ColladaExporter::WriteTextureParamEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pMatName)
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196 {
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197 // if surface is a texture, write out the sampler and the surface parameters necessary to reference the texture
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198 if( !pSurface.texture.empty() )
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199 {
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200 mOutput << startstr << "<newparam sid=\"" << pMatName << "-" << pTypeName << "-surface\">" << endstr;
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201 PushTag();
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202 mOutput << startstr << "<surface type=\"2D\">" << endstr;
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203 PushTag();
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204 mOutput << startstr << "<init_from>" << pMatName << "-" << pTypeName << "-image</init_from>" << endstr;
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205 PopTag();
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206 mOutput << startstr << "</surface>" << endstr;
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207 PopTag();
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208 mOutput << startstr << "</newparam>" << endstr;
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209
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210 mOutput << startstr << "<newparam sid=\"" << pMatName << "-" << pTypeName << "-sampler\">" << endstr;
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211 PushTag();
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212 mOutput << startstr << "<sampler2D>" << endstr;
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213 PushTag();
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214 mOutput << startstr << "<source>" << pMatName << "-" << pTypeName << "-surface</source>" << endstr;
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215 PopTag();
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216 mOutput << startstr << "</sampler2D>" << endstr;
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217 PopTag();
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218 mOutput << startstr << "</newparam>" << endstr;
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219 }
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220 }
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221
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222 // ------------------------------------------------------------------------------------------------
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223 // Writes the material setup
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224 void ColladaExporter::WriteMaterials()
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225 {
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226 materials.resize( mScene->mNumMaterials);
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227
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228 /// collect all materials from the scene
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229 size_t numTextures = 0;
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230 for( size_t a = 0; a < mScene->mNumMaterials; ++a )
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231 {
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232 const aiMaterial* mat = mScene->mMaterials[a];
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233
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234 aiString name;
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235 if( mat->Get( AI_MATKEY_NAME, name) != aiReturn_SUCCESS )
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236 name = "mat";
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237 materials[a].name = std::string( "m") + boost::lexical_cast<std::string> (a) + name.C_Str();
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238 for( std::string::iterator it = materials[a].name.begin(); it != materials[a].name.end(); ++it )
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239 if( !isalnum( *it) )
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240 *it = '_';
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241
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242 ReadMaterialSurface( materials[a].ambient, mat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT);
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243 if( !materials[a].ambient.texture.empty() ) numTextures++;
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244 ReadMaterialSurface( materials[a].diffuse, mat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE);
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245 if( !materials[a].diffuse.texture.empty() ) numTextures++;
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246 ReadMaterialSurface( materials[a].specular, mat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR);
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247 if( !materials[a].specular.texture.empty() ) numTextures++;
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248 ReadMaterialSurface( materials[a].emissive, mat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE);
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249 if( !materials[a].emissive.texture.empty() ) numTextures++;
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250 ReadMaterialSurface( materials[a].reflective, mat, aiTextureType_REFLECTION, AI_MATKEY_COLOR_REFLECTIVE);
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251 if( !materials[a].reflective.texture.empty() ) numTextures++;
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252 ReadMaterialSurface( materials[a].normal, mat, aiTextureType_NORMALS, NULL, 0, 0);
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253 if( !materials[a].normal.texture.empty() ) numTextures++;
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254
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255 mat->Get( AI_MATKEY_SHININESS, materials[a].shininess);
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256 }
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257
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258 // output textures if present
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259 if( numTextures > 0 )
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260 {
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261 mOutput << startstr << "<library_images>" << endstr;
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262 PushTag();
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263 for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it )
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264 {
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265 const Material& mat = *it;
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266 WriteImageEntry( mat.ambient, mat.name + "-ambient-image");
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267 WriteImageEntry( mat.diffuse, mat.name + "-diffuse-image");
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268 WriteImageEntry( mat.specular, mat.name + "-specular-image");
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269 WriteImageEntry( mat.emissive, mat.name + "-emissive-image");
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270 WriteImageEntry( mat.reflective, mat.name + "-reflective-image");
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271 WriteImageEntry( mat.normal, mat.name + "-normal-image");
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272 }
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273 PopTag();
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274 mOutput << startstr << "</library_images>" << endstr;
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275 }
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276
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277 // output effects - those are the actual carriers of information
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278 if( !materials.empty() )
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279 {
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280 mOutput << startstr << "<library_effects>" << endstr;
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281 PushTag();
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282 for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it )
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283 {
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284 const Material& mat = *it;
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285 // this is so ridiculous it must be right
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286 mOutput << startstr << "<effect id=\"" << mat.name << "-fx\" name=\"" << mat.name << "\">" << endstr;
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287 PushTag();
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288 mOutput << startstr << "<profile_COMMON>" << endstr;
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289 PushTag();
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290
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291 // write sampler- and surface params for the texture entries
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292 WriteTextureParamEntry( mat.emissive, "emissive", mat.name);
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293 WriteTextureParamEntry( mat.ambient, "ambient", mat.name);
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294 WriteTextureParamEntry( mat.diffuse, "diffuse", mat.name);
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295 WriteTextureParamEntry( mat.specular, "specular", mat.name);
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296 WriteTextureParamEntry( mat.reflective, "reflective", mat.name);
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297
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298 mOutput << startstr << "<technique sid=\"standard\">" << endstr;
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299 PushTag();
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300 mOutput << startstr << "<phong>" << endstr;
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301 PushTag();
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302
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303 WriteTextureColorEntry( mat.emissive, "emission", mat.name + "-emissive-sampler");
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304 WriteTextureColorEntry( mat.ambient, "ambient", mat.name + "-ambient-sampler");
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305 WriteTextureColorEntry( mat.diffuse, "diffuse", mat.name + "-diffuse-sampler");
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306 WriteTextureColorEntry( mat.specular, "specular", mat.name + "-specular-sampler");
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307
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308 mOutput << startstr << "<shininess>" << endstr;
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309 PushTag();
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310 mOutput << startstr << "<float sid=\"shininess\">" << mat.shininess << "</float>" << endstr;
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311 PopTag();
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312 mOutput << startstr << "</shininess>" << endstr;
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313
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314 WriteTextureColorEntry( mat.reflective, "reflective", mat.name + "-reflective-sampler");
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315
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316 // deactivated because the Collada spec PHONG model does not allow other textures.
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317 // if( !mat.normal.texture.empty() )
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318 // WriteTextureColorEntry( mat.normal, "bump", mat.name + "-normal-sampler");
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319
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320
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321 PopTag();
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322 mOutput << startstr << "</phong>" << endstr;
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323 PopTag();
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324 mOutput << startstr << "</technique>" << endstr;
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325 PopTag();
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326 mOutput << startstr << "</profile_COMMON>" << endstr;
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327 PopTag();
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328 mOutput << startstr << "</effect>" << endstr;
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329 }
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330 PopTag();
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331 mOutput << startstr << "</library_effects>" << endstr;
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332
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333 // write materials - they're just effect references
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334 mOutput << startstr << "<library_materials>" << endstr;
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335 PushTag();
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336 for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it )
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337 {
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338 const Material& mat = *it;
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339 mOutput << startstr << "<material id=\"" << mat.name << "\" name=\"" << mat.name << "\">" << endstr;
|
nuclear@0
|
340 PushTag();
|
nuclear@0
|
341 mOutput << startstr << "<instance_effect url=\"#" << mat.name << "-fx\"/>" << endstr;
|
nuclear@0
|
342 PopTag();
|
nuclear@0
|
343 mOutput << startstr << "</material>" << endstr;
|
nuclear@0
|
344 }
|
nuclear@0
|
345 PopTag();
|
nuclear@0
|
346 mOutput << startstr << "</library_materials>" << endstr;
|
nuclear@0
|
347 }
|
nuclear@0
|
348 }
|
nuclear@0
|
349
|
nuclear@0
|
350 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
351 // Writes the geometry library
|
nuclear@0
|
352 void ColladaExporter::WriteGeometryLibrary()
|
nuclear@0
|
353 {
|
nuclear@0
|
354 mOutput << startstr << "<library_geometries>" << endstr;
|
nuclear@0
|
355 PushTag();
|
nuclear@0
|
356
|
nuclear@0
|
357 for( size_t a = 0; a < mScene->mNumMeshes; ++a)
|
nuclear@0
|
358 WriteGeometry( a);
|
nuclear@0
|
359
|
nuclear@0
|
360 PopTag();
|
nuclear@0
|
361 mOutput << startstr << "</library_geometries>" << endstr;
|
nuclear@0
|
362 }
|
nuclear@0
|
363
|
nuclear@0
|
364 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
365 // Writes the given mesh
|
nuclear@0
|
366 void ColladaExporter::WriteGeometry( size_t pIndex)
|
nuclear@0
|
367 {
|
nuclear@0
|
368 const aiMesh* mesh = mScene->mMeshes[pIndex];
|
nuclear@0
|
369 std::string idstr = GetMeshId( pIndex);
|
nuclear@0
|
370
|
nuclear@0
|
371 if( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
|
nuclear@0
|
372 return;
|
nuclear@0
|
373
|
nuclear@0
|
374 // opening tag
|
nuclear@0
|
375 mOutput << startstr << "<geometry id=\"" << idstr << "\" name=\"" << idstr << "_name\" >" << endstr;
|
nuclear@0
|
376 PushTag();
|
nuclear@0
|
377
|
nuclear@0
|
378 mOutput << startstr << "<mesh>" << endstr;
|
nuclear@0
|
379 PushTag();
|
nuclear@0
|
380
|
nuclear@0
|
381 // Positions
|
nuclear@0
|
382 WriteFloatArray( idstr + "-positions", FloatType_Vector, (float*) mesh->mVertices, mesh->mNumVertices);
|
nuclear@0
|
383 // Normals, if any
|
nuclear@0
|
384 if( mesh->HasNormals() )
|
nuclear@0
|
385 WriteFloatArray( idstr + "-normals", FloatType_Vector, (float*) mesh->mNormals, mesh->mNumVertices);
|
nuclear@0
|
386
|
nuclear@0
|
387 // texture coords
|
nuclear@0
|
388 for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a)
|
nuclear@0
|
389 {
|
nuclear@0
|
390 if( mesh->HasTextureCoords( a) )
|
nuclear@0
|
391 {
|
nuclear@0
|
392 WriteFloatArray( idstr + "-tex" + boost::lexical_cast<std::string> (a), mesh->mNumUVComponents[a] == 3 ? FloatType_TexCoord3 : FloatType_TexCoord2,
|
nuclear@0
|
393 (float*) mesh->mTextureCoords[a], mesh->mNumVertices);
|
nuclear@0
|
394 }
|
nuclear@0
|
395 }
|
nuclear@0
|
396
|
nuclear@0
|
397 // vertex colors
|
nuclear@0
|
398 for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a)
|
nuclear@0
|
399 {
|
nuclear@0
|
400 if( mesh->HasVertexColors( a) )
|
nuclear@0
|
401 WriteFloatArray( idstr + "-color" + boost::lexical_cast<std::string> (a), FloatType_Color, (float*) mesh->mColors[a], mesh->mNumVertices);
|
nuclear@0
|
402 }
|
nuclear@0
|
403
|
nuclear@0
|
404 // assemble vertex structure
|
nuclear@0
|
405 mOutput << startstr << "<vertices id=\"" << idstr << "-vertices" << "\">" << endstr;
|
nuclear@0
|
406 PushTag();
|
nuclear@0
|
407 mOutput << startstr << "<input semantic=\"POSITION\" source=\"#" << idstr << "-positions\" />" << endstr;
|
nuclear@0
|
408 if( mesh->HasNormals() )
|
nuclear@0
|
409 mOutput << startstr << "<input semantic=\"NORMAL\" source=\"#" << idstr << "-normals\" />" << endstr;
|
nuclear@0
|
410 for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
|
nuclear@0
|
411 {
|
nuclear@0
|
412 if( mesh->HasTextureCoords( a) )
|
nuclear@0
|
413 mOutput << startstr << "<input semantic=\"TEXCOORD\" source=\"#" << idstr << "-tex" << a << "\" " /*<< "set=\"" << a << "\"" */ << " />" << endstr;
|
nuclear@0
|
414 }
|
nuclear@0
|
415 for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a )
|
nuclear@0
|
416 {
|
nuclear@0
|
417 if( mesh->HasVertexColors( a) )
|
nuclear@0
|
418 mOutput << startstr << "<input semantic=\"COLOR\" source=\"#" << idstr << "-color" << a << "\" " /*<< set=\"" << a << "\"" */ << " />" << endstr;
|
nuclear@0
|
419 }
|
nuclear@0
|
420
|
nuclear@0
|
421 PopTag();
|
nuclear@0
|
422 mOutput << startstr << "</vertices>" << endstr;
|
nuclear@0
|
423
|
nuclear@0
|
424 // write face setup
|
nuclear@0
|
425 mOutput << startstr << "<polylist count=\"" << mesh->mNumFaces << "\" material=\"theresonlyone\">" << endstr;
|
nuclear@0
|
426 PushTag();
|
nuclear@0
|
427 mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstr << "-vertices\" />" << endstr;
|
nuclear@0
|
428
|
nuclear@0
|
429 mOutput << startstr << "<vcount>";
|
nuclear@0
|
430 for( size_t a = 0; a < mesh->mNumFaces; ++a )
|
nuclear@0
|
431 mOutput << mesh->mFaces[a].mNumIndices << " ";
|
nuclear@0
|
432 mOutput << "</vcount>" << endstr;
|
nuclear@0
|
433
|
nuclear@0
|
434 mOutput << startstr << "<p>";
|
nuclear@0
|
435 for( size_t a = 0; a < mesh->mNumFaces; ++a )
|
nuclear@0
|
436 {
|
nuclear@0
|
437 const aiFace& face = mesh->mFaces[a];
|
nuclear@0
|
438 for( size_t b = 0; b < face.mNumIndices; ++b )
|
nuclear@0
|
439 mOutput << face.mIndices[b] << " ";
|
nuclear@0
|
440 }
|
nuclear@0
|
441 mOutput << "</p>" << endstr;
|
nuclear@0
|
442 PopTag();
|
nuclear@0
|
443 mOutput << startstr << "</polylist>" << endstr;
|
nuclear@0
|
444
|
nuclear@0
|
445 // closing tags
|
nuclear@0
|
446 PopTag();
|
nuclear@0
|
447 mOutput << startstr << "</mesh>" << endstr;
|
nuclear@0
|
448 PopTag();
|
nuclear@0
|
449 mOutput << startstr << "</geometry>" << endstr;
|
nuclear@0
|
450 }
|
nuclear@0
|
451
|
nuclear@0
|
452 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
453 // Writes a float array of the given type
|
nuclear@0
|
454 void ColladaExporter::WriteFloatArray( const std::string& pIdString, FloatDataType pType, const float* pData, size_t pElementCount)
|
nuclear@0
|
455 {
|
nuclear@0
|
456 size_t floatsPerElement = 0;
|
nuclear@0
|
457 switch( pType )
|
nuclear@0
|
458 {
|
nuclear@0
|
459 case FloatType_Vector: floatsPerElement = 3; break;
|
nuclear@0
|
460 case FloatType_TexCoord2: floatsPerElement = 2; break;
|
nuclear@0
|
461 case FloatType_TexCoord3: floatsPerElement = 3; break;
|
nuclear@0
|
462 case FloatType_Color: floatsPerElement = 3; break;
|
nuclear@0
|
463 default:
|
nuclear@0
|
464 return;
|
nuclear@0
|
465 }
|
nuclear@0
|
466
|
nuclear@0
|
467 std::string arrayId = pIdString + "-array";
|
nuclear@0
|
468
|
nuclear@0
|
469 mOutput << startstr << "<source id=\"" << pIdString << "\" name=\"" << pIdString << "\">" << endstr;
|
nuclear@0
|
470 PushTag();
|
nuclear@0
|
471
|
nuclear@0
|
472 // source array
|
nuclear@0
|
473 mOutput << startstr << "<float_array id=\"" << arrayId << "\" count=\"" << pElementCount * floatsPerElement << "\"> ";
|
nuclear@0
|
474 PushTag();
|
nuclear@0
|
475
|
nuclear@0
|
476 if( pType == FloatType_TexCoord2 )
|
nuclear@0
|
477 {
|
nuclear@0
|
478 for( size_t a = 0; a < pElementCount; ++a )
|
nuclear@0
|
479 {
|
nuclear@0
|
480 mOutput << pData[a*3+0] << " ";
|
nuclear@0
|
481 mOutput << pData[a*3+1] << " ";
|
nuclear@0
|
482 }
|
nuclear@0
|
483 }
|
nuclear@0
|
484 else if( pType == FloatType_Color )
|
nuclear@0
|
485 {
|
nuclear@0
|
486 for( size_t a = 0; a < pElementCount; ++a )
|
nuclear@0
|
487 {
|
nuclear@0
|
488 mOutput << pData[a*4+0] << " ";
|
nuclear@0
|
489 mOutput << pData[a*4+1] << " ";
|
nuclear@0
|
490 mOutput << pData[a*4+2] << " ";
|
nuclear@0
|
491 }
|
nuclear@0
|
492 }
|
nuclear@0
|
493 else
|
nuclear@0
|
494 {
|
nuclear@0
|
495 for( size_t a = 0; a < pElementCount * floatsPerElement; ++a )
|
nuclear@0
|
496 mOutput << pData[a] << " ";
|
nuclear@0
|
497 }
|
nuclear@0
|
498 mOutput << "</float_array>" << endstr;
|
nuclear@0
|
499 PopTag();
|
nuclear@0
|
500
|
nuclear@0
|
501 // the usual Collada fun. Let's bloat it even more!
|
nuclear@0
|
502 mOutput << startstr << "<technique_common>" << endstr;
|
nuclear@0
|
503 PushTag();
|
nuclear@0
|
504 mOutput << startstr << "<accessor count=\"" << pElementCount << "\" offset=\"0\" source=\"#" << arrayId << "\" stride=\"" << floatsPerElement << "\">" << endstr;
|
nuclear@0
|
505 PushTag();
|
nuclear@0
|
506
|
nuclear@0
|
507 switch( pType )
|
nuclear@0
|
508 {
|
nuclear@0
|
509 case FloatType_Vector:
|
nuclear@0
|
510 mOutput << startstr << "<param name=\"X\" type=\"float\" />" << endstr;
|
nuclear@0
|
511 mOutput << startstr << "<param name=\"Y\" type=\"float\" />" << endstr;
|
nuclear@0
|
512 mOutput << startstr << "<param name=\"Z\" type=\"float\" />" << endstr;
|
nuclear@0
|
513 break;
|
nuclear@0
|
514
|
nuclear@0
|
515 case FloatType_TexCoord2:
|
nuclear@0
|
516 mOutput << startstr << "<param name=\"S\" type=\"float\" />" << endstr;
|
nuclear@0
|
517 mOutput << startstr << "<param name=\"T\" type=\"float\" />" << endstr;
|
nuclear@0
|
518 break;
|
nuclear@0
|
519
|
nuclear@0
|
520 case FloatType_TexCoord3:
|
nuclear@0
|
521 mOutput << startstr << "<param name=\"S\" type=\"float\" />" << endstr;
|
nuclear@0
|
522 mOutput << startstr << "<param name=\"T\" type=\"float\" />" << endstr;
|
nuclear@0
|
523 mOutput << startstr << "<param name=\"P\" type=\"float\" />" << endstr;
|
nuclear@0
|
524 break;
|
nuclear@0
|
525
|
nuclear@0
|
526 case FloatType_Color:
|
nuclear@0
|
527 mOutput << startstr << "<param name=\"R\" type=\"float\" />" << endstr;
|
nuclear@0
|
528 mOutput << startstr << "<param name=\"G\" type=\"float\" />" << endstr;
|
nuclear@0
|
529 mOutput << startstr << "<param name=\"B\" type=\"float\" />" << endstr;
|
nuclear@0
|
530 break;
|
nuclear@0
|
531 }
|
nuclear@0
|
532
|
nuclear@0
|
533 PopTag();
|
nuclear@0
|
534 mOutput << startstr << "</accessor>" << endstr;
|
nuclear@0
|
535 PopTag();
|
nuclear@0
|
536 mOutput << startstr << "</technique_common>" << endstr;
|
nuclear@0
|
537 PopTag();
|
nuclear@0
|
538 mOutput << startstr << "</source>" << endstr;
|
nuclear@0
|
539 }
|
nuclear@0
|
540
|
nuclear@0
|
541 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
542 // Writes the scene library
|
nuclear@0
|
543 void ColladaExporter::WriteSceneLibrary()
|
nuclear@0
|
544 {
|
nuclear@0
|
545 mOutput << startstr << "<library_visual_scenes>" << endstr;
|
nuclear@0
|
546 PushTag();
|
nuclear@0
|
547 mOutput << startstr << "<visual_scene id=\"myScene\" name=\"myScene\">" << endstr;
|
nuclear@0
|
548 PushTag();
|
nuclear@0
|
549
|
nuclear@0
|
550 // start recursive write at the root node
|
nuclear@0
|
551 WriteNode( mScene->mRootNode);
|
nuclear@0
|
552
|
nuclear@0
|
553 PopTag();
|
nuclear@0
|
554 mOutput << startstr << "</visual_scene>" << endstr;
|
nuclear@0
|
555 PopTag();
|
nuclear@0
|
556 mOutput << startstr << "</library_visual_scenes>" << endstr;
|
nuclear@0
|
557 }
|
nuclear@0
|
558
|
nuclear@0
|
559 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
560 // Recursively writes the given node
|
nuclear@0
|
561 void ColladaExporter::WriteNode( const aiNode* pNode)
|
nuclear@0
|
562 {
|
nuclear@0
|
563 mOutput << startstr << "<node id=\"" << pNode->mName.data << "\" name=\"" << pNode->mName.data << "\">" << endstr;
|
nuclear@0
|
564 PushTag();
|
nuclear@0
|
565
|
nuclear@0
|
566 // write transformation - we can directly put the matrix there
|
nuclear@0
|
567 // TODO: (thom) decompose into scale - rot - quad to allow adressing it by animations afterwards
|
nuclear@0
|
568 const aiMatrix4x4& mat = pNode->mTransformation;
|
nuclear@0
|
569 mOutput << startstr << "<matrix>";
|
nuclear@0
|
570 mOutput << mat.a1 << " " << mat.a2 << " " << mat.a3 << " " << mat.a4 << " ";
|
nuclear@0
|
571 mOutput << mat.b1 << " " << mat.b2 << " " << mat.b3 << " " << mat.b4 << " ";
|
nuclear@0
|
572 mOutput << mat.c1 << " " << mat.c2 << " " << mat.c3 << " " << mat.c4 << " ";
|
nuclear@0
|
573 mOutput << mat.d1 << " " << mat.d2 << " " << mat.d3 << " " << mat.d4;
|
nuclear@0
|
574 mOutput << "</matrix>" << endstr;
|
nuclear@0
|
575
|
nuclear@0
|
576 // instance every geometry
|
nuclear@0
|
577 for( size_t a = 0; a < pNode->mNumMeshes; ++a )
|
nuclear@0
|
578 {
|
nuclear@0
|
579 const aiMesh* mesh = mScene->mMeshes[pNode->mMeshes[a]];
|
nuclear@0
|
580 // do not instanciate mesh if empty. I wonder how this could happen
|
nuclear@0
|
581 if( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
|
nuclear@0
|
582 continue;
|
nuclear@0
|
583
|
nuclear@0
|
584 mOutput << startstr << "<instance_geometry url=\"#" << GetMeshId( pNode->mMeshes[a]) << "\">" << endstr;
|
nuclear@0
|
585 PushTag();
|
nuclear@0
|
586 mOutput << startstr << "<bind_material>" << endstr;
|
nuclear@0
|
587 PushTag();
|
nuclear@0
|
588 mOutput << startstr << "<technique_common>" << endstr;
|
nuclear@0
|
589 PushTag();
|
nuclear@0
|
590 mOutput << startstr << "<instance_material symbol=\"theresonlyone\" target=\"#" << materials[mesh->mMaterialIndex].name << "\" />" << endstr;
|
nuclear@0
|
591 PopTag();
|
nuclear@0
|
592 mOutput << startstr << "</technique_common>" << endstr;
|
nuclear@0
|
593 PopTag();
|
nuclear@0
|
594 mOutput << startstr << "</bind_material>" << endstr;
|
nuclear@0
|
595 PopTag();
|
nuclear@0
|
596 mOutput << startstr << "</instance_geometry>" << endstr;
|
nuclear@0
|
597 }
|
nuclear@0
|
598
|
nuclear@0
|
599 // recurse into subnodes
|
nuclear@0
|
600 for( size_t a = 0; a < pNode->mNumChildren; ++a )
|
nuclear@0
|
601 WriteNode( pNode->mChildren[a]);
|
nuclear@0
|
602
|
nuclear@0
|
603 PopTag();
|
nuclear@0
|
604 mOutput << startstr << "</node>" << endstr;
|
nuclear@0
|
605 }
|
nuclear@0
|
606
|
nuclear@0
|
607 #endif
|
nuclear@0
|
608 #endif
|
nuclear@0
|
609
|