| /* |
| Open Asset Import Library (assimp) |
| ---------------------------------------------------------------------- |
| |
| Copyright (c) 2006-2017, 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. |
| |
| ---------------------------------------------------------------------- |
| */ |
| |
| #ifndef ASSIMP_BUILD_NO_EXPORT |
| #ifndef ASSIMP_BUILD_NO_COLLADA_EXPORTER |
| |
| #include "ColladaExporter.h" |
| #include "Bitmap.h" |
| #include "fast_atof.h" |
| #include <assimp/SceneCombiner.h> |
| #include "StringUtils.h" |
| #include "XMLTools.h" |
| #include <assimp/DefaultIOSystem.h> |
| #include <assimp/IOSystem.hpp> |
| #include <assimp/Exporter.hpp> |
| #include <assimp/scene.h> |
| |
| #include "Exceptional.h" |
| |
| #include <memory> |
| #include <ctime> |
| #include <set> |
| #include <vector> |
| #include <iostream> |
| |
| 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, const ExportProperties* /*pProperties*/) |
| { |
| std::string path = DefaultIOSystem::absolutePath(std::string(pFile)); |
| std::string file = DefaultIOSystem::completeBaseName(std::string(pFile)); |
| |
| // invoke the exporter |
| ColladaExporter iDoTheExportThing( pScene, pIOSystem, path, file); |
| |
| if (iDoTheExportThing.mOutput.fail()) { |
| throw DeadlyExportError("output data creation failed. Most likely the file became too large: " + std::string(pFile)); |
| } |
| |
| // we're still here - export successfully completed. Write result to the given IOSYstem |
| std::unique_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt")); |
| if(outfile == NULL) { |
| throw DeadlyExportError("could not open output .dae file: " + std::string(pFile)); |
| } |
| |
| // XXX maybe use a small wrapper around IOStream that behaves like std::stringstream in order to avoid the extra copy. |
| outfile->Write( iDoTheExportThing.mOutput.str().c_str(), static_cast<size_t>(iDoTheExportThing.mOutput.tellp()),1); |
| } |
| |
| } // end of namespace Assimp |
| |
| |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Constructor for a specific scene to export |
| ColladaExporter::ColladaExporter( const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file) : mIOSystem(pIOSystem), mPath(path), mFile(file) |
| { |
| // make sure that all formatting happens using the standard, C locale and not the user's current locale |
| mOutput.imbue( std::locale("C") ); |
| mOutput.precision(16); |
| |
| mScene = pScene; |
| mSceneOwned = false; |
| |
| // set up strings |
| endstr = "\n"; |
| |
| // start writing the file |
| WriteFile(); |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Destructor |
| ColladaExporter::~ColladaExporter() |
| { |
| if(mSceneOwned) { |
| delete mScene; |
| } |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Starts writing the contents |
| void ColladaExporter::WriteFile() |
| { |
| // write the DTD |
| mOutput << "<?xml version=\"1.0\" encoding=\"UTF-8\" standalone=\"no\" ?>" << endstr; |
| // COLLADA element start |
| mOutput << "<COLLADA xmlns=\"http://www.collada.org/2005/11/COLLADASchema\" version=\"1.4.1\">" << endstr; |
| PushTag(); |
| |
| WriteTextures(); |
| WriteHeader(); |
| |
| WriteCamerasLibrary(); |
| WriteLightsLibrary(); |
| WriteMaterials(); |
| WriteGeometryLibrary(); |
| WriteControllerLibrary(); |
| |
| WriteSceneLibrary(); |
| |
| // customized, Writes the animation library |
| WriteAnimationsLibrary(); |
| |
| // useless Collada fu at the end, just in case we haven't had enough indirections, yet. |
| mOutput << startstr << "<scene>" << endstr; |
| PushTag(); |
| mOutput << startstr << "<instance_visual_scene url=\"#" + XMLEscape(mScene->mRootNode->mName.C_Str()) + "\" />" << endstr; |
| PopTag(); |
| mOutput << startstr << "</scene>" << endstr; |
| PopTag(); |
| mOutput << "</COLLADA>" << endstr; |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Writes the asset header |
| void ColladaExporter::WriteHeader() |
| { |
| static const ai_real epsilon = ai_real( 0.00001 ); |
| static const aiQuaternion x_rot(aiMatrix3x3( |
| 0, -1, 0, |
| 1, 0, 0, |
| 0, 0, 1)); |
| static const aiQuaternion y_rot(aiMatrix3x3( |
| 1, 0, 0, |
| 0, 1, 0, |
| 0, 0, 1)); |
| static const aiQuaternion z_rot(aiMatrix3x3( |
| 1, 0, 0, |
| 0, 0, 1, |
| 0, -1, 0)); |
| |
| static const unsigned int date_nb_chars = 20; |
| char date_str[date_nb_chars]; |
| std::time_t date = std::time(NULL); |
| std::strftime(date_str, date_nb_chars, "%Y-%m-%dT%H:%M:%S", std::localtime(&date)); |
| |
| aiVector3D scaling; |
| aiQuaternion rotation; |
| aiVector3D position; |
| mScene->mRootNode->mTransformation.Decompose(scaling, rotation, position); |
| rotation.Normalize(); |
| |
| bool add_root_node = false; |
| |
| ai_real scale = 1.0; |
| if(std::abs(scaling.x - scaling.y) <= epsilon && std::abs(scaling.x - scaling.z) <= epsilon && std::abs(scaling.y - scaling.z) <= epsilon) { |
| scale = (ai_real) ((((double) scaling.x) + ((double) scaling.y) + ((double) scaling.z)) / 3.0); |
| } else { |
| add_root_node = true; |
| } |
| |
| std::string up_axis = "Y_UP"; |
| if(rotation.Equal(x_rot, epsilon)) { |
| up_axis = "X_UP"; |
| } else if(rotation.Equal(y_rot, epsilon)) { |
| up_axis = "Y_UP"; |
| } else if(rotation.Equal(z_rot, epsilon)) { |
| up_axis = "Z_UP"; |
| } else { |
| add_root_node = true; |
| } |
| |
| if(! position.Equal(aiVector3D(0, 0, 0))) { |
| add_root_node = true; |
| } |
| |
| if(mScene->mRootNode->mNumChildren == 0) { |
| add_root_node = true; |
| } |
| |
| if(add_root_node) { |
| aiScene* scene; |
| SceneCombiner::CopyScene(&scene, mScene); |
| |
| aiNode* root = new aiNode("Scene"); |
| |
| root->mNumChildren = 1; |
| root->mChildren = new aiNode*[root->mNumChildren]; |
| |
| root->mChildren[0] = scene->mRootNode; |
| scene->mRootNode->mParent = root; |
| scene->mRootNode = root; |
| |
| mScene = scene; |
| mSceneOwned = true; |
| |
| up_axis = "Y_UP"; |
| scale = 1.0; |
| } |
| |
| mOutput << startstr << "<asset>" << endstr; |
| PushTag(); |
| mOutput << startstr << "<contributor>" << endstr; |
| PushTag(); |
| |
| aiMetadata* meta = mScene->mRootNode->mMetaData; |
| aiString value; |
| if (!meta || !meta->Get("Author", value)) |
| mOutput << startstr << "<author>" << "Assimp" << "</author>" << endstr; |
| else |
| mOutput << startstr << "<author>" << XMLEscape(value.C_Str()) << "</author>" << endstr; |
| |
| if (!meta || !meta->Get("AuthoringTool", value)) |
| mOutput << startstr << "<authoring_tool>" << "Assimp Exporter" << "</authoring_tool>" << endstr; |
| else |
| mOutput << startstr << "<authoring_tool>" << XMLEscape(value.C_Str()) << "</authoring_tool>" << endstr; |
| |
| //mOutput << startstr << "<author>" << mScene->author.C_Str() << "</author>" << endstr; |
| //mOutput << startstr << "<authoring_tool>" << mScene->authoringTool.C_Str() << "</authoring_tool>" << endstr; |
| |
| PopTag(); |
| mOutput << startstr << "</contributor>" << endstr; |
| mOutput << startstr << "<created>" << date_str << "</created>" << endstr; |
| mOutput << startstr << "<modified>" << date_str << "</modified>" << endstr; |
| mOutput << startstr << "<unit name=\"meter\" meter=\"" << scale << "\" />" << endstr; |
| mOutput << startstr << "<up_axis>" << up_axis << "</up_axis>" << endstr; |
| PopTag(); |
| mOutput << startstr << "</asset>" << endstr; |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Write the embedded textures |
| void ColladaExporter::WriteTextures() { |
| static const unsigned int buffer_size = 1024; |
| char str[buffer_size]; |
| |
| if(mScene->HasTextures()) { |
| for(unsigned int i = 0; i < mScene->mNumTextures; i++) { |
| // It would be great to be able to create a directory in portable standard C++, but it's not the case, |
| // so we just write the textures in the current directory. |
| |
| aiTexture* texture = mScene->mTextures[i]; |
| |
| ASSIMP_itoa10(str, buffer_size, i + 1); |
| |
| std::string name = mFile + "_texture_" + (i < 1000 ? "0" : "") + (i < 100 ? "0" : "") + (i < 10 ? "0" : "") + str + "." + ((const char*) texture->achFormatHint); |
| |
| std::unique_ptr<IOStream> outfile(mIOSystem->Open(mPath + name, "wb")); |
| if(outfile == NULL) { |
| throw DeadlyExportError("could not open output texture file: " + mPath + name); |
| } |
| |
| if(texture->mHeight == 0) { |
| outfile->Write((void*) texture->pcData, texture->mWidth, 1); |
| } else { |
| Bitmap::Save(texture, outfile.get()); |
| } |
| |
| outfile->Flush(); |
| |
| textures.insert(std::make_pair(i, name)); |
| } |
| } |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Write the embedded textures |
| void ColladaExporter::WriteCamerasLibrary() { |
| if(mScene->HasCameras()) { |
| |
| mOutput << startstr << "<library_cameras>" << endstr; |
| PushTag(); |
| |
| for( size_t a = 0; a < mScene->mNumCameras; ++a) |
| WriteCamera( a); |
| |
| PopTag(); |
| mOutput << startstr << "</library_cameras>" << endstr; |
| |
| } |
| } |
| |
| void ColladaExporter::WriteCamera(size_t pIndex){ |
| |
| const aiCamera *cam = mScene->mCameras[pIndex]; |
| const std::string idstrEscaped = XMLEscape(cam->mName.C_Str()); |
| |
| mOutput << startstr << "<camera id=\"" << idstrEscaped << "-camera\" name=\"" << idstrEscaped << "_name\" >" << endstr; |
| PushTag(); |
| mOutput << startstr << "<optics>" << endstr; |
| PushTag(); |
| mOutput << startstr << "<technique_common>" << endstr; |
| PushTag(); |
| //assimp doesn't support the import of orthographic cameras! se we write |
| //always perspective |
| mOutput << startstr << "<perspective>" << endstr; |
| PushTag(); |
| mOutput << startstr << "<xfov sid=\"xfov\">"<< |
| AI_RAD_TO_DEG(cam->mHorizontalFOV) |
| <<"</xfov>" << endstr; |
| mOutput << startstr << "<aspect_ratio>" |
| << cam->mAspect |
| << "</aspect_ratio>" << endstr; |
| mOutput << startstr << "<znear sid=\"znear\">" |
| << cam->mClipPlaneNear |
| << "</znear>" << endstr; |
| mOutput << startstr << "<zfar sid=\"zfar\">" |
| << cam->mClipPlaneFar |
| << "</zfar>" << endstr; |
| PopTag(); |
| mOutput << startstr << "</perspective>" << endstr; |
| PopTag(); |
| mOutput << startstr << "</technique_common>" << endstr; |
| PopTag(); |
| mOutput << startstr << "</optics>" << endstr; |
| PopTag(); |
| mOutput << startstr << "</camera>" << endstr; |
| |
| } |
| |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Write the embedded textures |
| void ColladaExporter::WriteLightsLibrary() { |
| if(mScene->HasLights()) { |
| |
| mOutput << startstr << "<library_lights>" << endstr; |
| PushTag(); |
| |
| for( size_t a = 0; a < mScene->mNumLights; ++a) |
| WriteLight( a); |
| |
| PopTag(); |
| mOutput << startstr << "</library_lights>" << endstr; |
| |
| } |
| } |
| |
| void ColladaExporter::WriteLight(size_t pIndex){ |
| |
| const aiLight *light = mScene->mLights[pIndex]; |
| const std::string idstrEscaped = XMLEscape(light->mName.C_Str()); |
| |
| mOutput << startstr << "<light id=\"" << idstrEscaped << "-light\" name=\"" |
| << idstrEscaped << "_name\" >" << endstr; |
| PushTag(); |
| mOutput << startstr << "<technique_common>" << endstr; |
| PushTag(); |
| switch(light->mType){ |
| case aiLightSource_AMBIENT: |
| WriteAmbienttLight(light); |
| break; |
| case aiLightSource_DIRECTIONAL: |
| WriteDirectionalLight(light); |
| break; |
| case aiLightSource_POINT: |
| WritePointLight(light); |
| break; |
| case aiLightSource_SPOT: |
| WriteSpotLight(light); |
| break; |
| case aiLightSource_AREA: |
| case aiLightSource_UNDEFINED: |
| case _aiLightSource_Force32Bit: |
| break; |
| } |
| PopTag(); |
| mOutput << startstr << "</technique_common>" << endstr; |
| |
| PopTag(); |
| mOutput << startstr << "</light>" << endstr; |
| |
| } |
| |
| void ColladaExporter::WritePointLight(const aiLight *const light){ |
| const aiColor3D &color= light->mColorDiffuse; |
| mOutput << startstr << "<point>" << endstr; |
| PushTag(); |
| mOutput << startstr << "<color sid=\"color\">" |
| << color.r<<" "<<color.g<<" "<<color.b |
| <<"</color>" << endstr; |
| mOutput << startstr << "<constant_attenuation>" |
| << light->mAttenuationConstant |
| <<"</constant_attenuation>" << endstr; |
| mOutput << startstr << "<linear_attenuation>" |
| << light->mAttenuationLinear |
| <<"</linear_attenuation>" << endstr; |
| mOutput << startstr << "<quadratic_attenuation>" |
| << light->mAttenuationQuadratic |
| <<"</quadratic_attenuation>" << endstr; |
| |
| PopTag(); |
| mOutput << startstr << "</point>" << endstr; |
| |
| } |
| void ColladaExporter::WriteDirectionalLight(const aiLight *const light){ |
| const aiColor3D &color= light->mColorDiffuse; |
| mOutput << startstr << "<directional>" << endstr; |
| PushTag(); |
| mOutput << startstr << "<color sid=\"color\">" |
| << color.r<<" "<<color.g<<" "<<color.b |
| <<"</color>" << endstr; |
| |
| PopTag(); |
| mOutput << startstr << "</directional>" << endstr; |
| |
| } |
| void ColladaExporter::WriteSpotLight(const aiLight *const light){ |
| |
| const aiColor3D &color= light->mColorDiffuse; |
| mOutput << startstr << "<spot>" << endstr; |
| PushTag(); |
| mOutput << startstr << "<color sid=\"color\">" |
| << color.r<<" "<<color.g<<" "<<color.b |
| <<"</color>" << endstr; |
| mOutput << startstr << "<constant_attenuation>" |
| << light->mAttenuationConstant |
| <<"</constant_attenuation>" << endstr; |
| mOutput << startstr << "<linear_attenuation>" |
| << light->mAttenuationLinear |
| <<"</linear_attenuation>" << endstr; |
| mOutput << startstr << "<quadratic_attenuation>" |
| << light->mAttenuationQuadratic |
| <<"</quadratic_attenuation>" << endstr; |
| /* |
| out->mAngleOuterCone = AI_DEG_TO_RAD (std::acos(std::pow(0.1f,1.f/srcLight->mFalloffExponent))+ |
| srcLight->mFalloffAngle); |
| */ |
| |
| const ai_real fallOffAngle = AI_RAD_TO_DEG(light->mAngleInnerCone); |
| mOutput << startstr <<"<falloff_angle sid=\"fall_off_angle\">" |
| << fallOffAngle |
| <<"</falloff_angle>" << endstr; |
| double temp = light->mAngleOuterCone-light->mAngleInnerCone; |
| |
| temp = std::cos(temp); |
| temp = std::log(temp)/std::log(0.1); |
| temp = 1/temp; |
| mOutput << startstr << "<falloff_exponent sid=\"fall_off_exponent\">" |
| << temp |
| <<"</falloff_exponent>" << endstr; |
| |
| |
| PopTag(); |
| mOutput << startstr << "</spot>" << endstr; |
| |
| } |
| |
| void ColladaExporter::WriteAmbienttLight(const aiLight *const light){ |
| |
| const aiColor3D &color= light->mColorAmbient; |
| mOutput << startstr << "<ambient>" << endstr; |
| PushTag(); |
| mOutput << startstr << "<color sid=\"color\">" |
| << color.r<<" "<<color.g<<" "<<color.b |
| <<"</color>" << endstr; |
| |
| PopTag(); |
| mOutput << startstr << "</ambient>" << 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); |
| |
| std::string index_str(texfile.C_Str()); |
| |
| if(index_str.size() != 0 && index_str[0] == '*') |
| { |
| unsigned int index; |
| |
| index_str = index_str.substr(1, std::string::npos); |
| |
| try { |
| index = (unsigned int) strtoul10_64(index_str.c_str()); |
| } catch(std::exception& error) { |
| throw DeadlyExportError(error.what()); |
| } |
| |
| std::map<unsigned int, std::string>::const_iterator name = textures.find(index); |
| |
| if(name != textures.end()) { |
| poSurface.texture = name->second; |
| } else { |
| throw DeadlyExportError("could not find embedded texture at index " + index_str); |
| } |
| } else |
| { |
| poSurface.texture = texfile.C_Str(); |
| } |
| |
| poSurface.channel = uvChannel; |
| poSurface.exist = true; |
| } else |
| { |
| if( pKey ) |
| poSurface.exist = pSrcMat->Get( pKey, static_cast<unsigned int>(pType), static_cast<unsigned int>(pIndex), poSurface.color) == aiReturn_SUCCESS; |
| } |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Reimplementation of isalnum(,C locale), because AppVeyor does not see standard version. |
| static bool isalnum_C(char c) |
| { |
| return ( nullptr != strchr("0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz",c) ); |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Writes an image entry for the given surface |
| void ColladaExporter::WriteImageEntry( const Surface& pSurface, const std::string& pNameAdd) |
| { |
| if( !pSurface.texture.empty() ) |
| { |
| mOutput << startstr << "<image id=\"" << XMLEscape(pNameAdd) << "\">" << endstr; |
| PushTag(); |
| mOutput << startstr << "<init_from>"; |
| |
| // URL encode image file name first, then XML encode on top |
| std::stringstream imageUrlEncoded; |
| for( std::string::const_iterator it = pSurface.texture.begin(); it != pSurface.texture.end(); ++it ) |
| { |
| if( isalnum_C( (unsigned char) *it) || *it == ':' || *it == '_' || *it == '-' || *it == '.' || *it == '/' || *it == '\\' ) |
| imageUrlEncoded << *it; |
| else |
| imageUrlEncoded << '%' << std::hex << size_t( (unsigned char) *it) << std::dec; |
| } |
| mOutput << XMLEscape(imageUrlEncoded.str()); |
| 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) |
| { |
| if(pSurface.exist) { |
| 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=\"" << XMLEscape(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=\"" << XMLEscape(pMatName) << "-" << pTypeName << "-surface\">" << endstr; |
| PushTag(); |
| mOutput << startstr << "<surface type=\"2D\">" << endstr; |
| PushTag(); |
| mOutput << startstr << "<init_from>" << XMLEscape(pMatName) << "-" << pTypeName << "-image</init_from>" << endstr; |
| PopTag(); |
| mOutput << startstr << "</surface>" << endstr; |
| PopTag(); |
| mOutput << startstr << "</newparam>" << endstr; |
| |
| mOutput << startstr << "<newparam sid=\"" << XMLEscape(pMatName) << "-" << pTypeName << "-sampler\">" << endstr; |
| PushTag(); |
| mOutput << startstr << "<sampler2D>" << endstr; |
| PushTag(); |
| mOutput << startstr << "<source>" << XMLEscape(pMatName) << "-" << pTypeName << "-surface</source>" << endstr; |
| PopTag(); |
| mOutput << startstr << "</sampler2D>" << endstr; |
| PopTag(); |
| mOutput << startstr << "</newparam>" << endstr; |
| } |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Writes a scalar property |
| void ColladaExporter::WriteFloatEntry( const Property& pProperty, const std::string& pTypeName) |
| { |
| if(pProperty.exist) { |
| mOutput << startstr << "<" << pTypeName << ">" << endstr; |
| PushTag(); |
| mOutput << startstr << "<float sid=\"" << pTypeName << "\">" << pProperty.value << "</float>" << endstr; |
| PopTag(); |
| mOutput << startstr << "</" << pTypeName << ">" << endstr; |
| } |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| // 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") + to_string(a) + name.C_Str(); |
| } else { |
| // try to use the material's name if no other material has already taken it, else append # |
| std::string testName = name.C_Str(); |
| size_t materialCountWithThisName = 0; |
| for( size_t i = 0; i < a; i ++ ) { |
| if( materials[i].name == testName ) { |
| materialCountWithThisName ++; |
| } |
| } |
| if( materialCountWithThisName == 0 ) { |
| materials[a].name = name.C_Str(); |
| } else { |
| materials[a].name = std::string(name.C_Str()) + to_string(materialCountWithThisName); |
| } |
| } |
| for( std::string::iterator it = materials[a].name.begin(); it != materials[a].name.end(); ++it ) { |
| if( !isalnum_C( *it ) ) { |
| *it = '_'; |
| } |
| } |
| |
| aiShadingMode shading = aiShadingMode_Flat; |
| materials[a].shading_model = "phong"; |
| if(mat->Get( AI_MATKEY_SHADING_MODEL, shading) == aiReturn_SUCCESS) { |
| if(shading == aiShadingMode_Phong) { |
| materials[a].shading_model = "phong"; |
| } else if(shading == aiShadingMode_Blinn) { |
| materials[a].shading_model = "blinn"; |
| } else if(shading == aiShadingMode_NoShading) { |
| materials[a].shading_model = "constant"; |
| } else if(shading == aiShadingMode_Gouraud) { |
| materials[a].shading_model = "lambert"; |
| } |
| } |
| |
| ReadMaterialSurface( materials[a].ambient, mat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT); |
| if( !materials[a].ambient.texture.empty() ) numTextures++; |
| 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].transparent, mat, aiTextureType_OPACITY, AI_MATKEY_COLOR_TRANSPARENT); |
| if( !materials[a].transparent.texture.empty() ) numTextures++; |
| ReadMaterialSurface( materials[a].normal, mat, aiTextureType_NORMALS, NULL, 0, 0); |
| if( !materials[a].normal.texture.empty() ) numTextures++; |
| |
| materials[a].shininess.exist = mat->Get( AI_MATKEY_SHININESS, materials[a].shininess.value) == aiReturn_SUCCESS; |
| materials[a].transparency.exist = mat->Get( AI_MATKEY_OPACITY, materials[a].transparency.value) == aiReturn_SUCCESS; |
| materials[a].index_refraction.exist = mat->Get( AI_MATKEY_REFRACTI, materials[a].index_refraction.value) == aiReturn_SUCCESS; |
| } |
| |
| // output textures if present |
| if( numTextures > 0 ) |
| { |
| mOutput << startstr << "<library_images>" << endstr; |
| PushTag(); |
| for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it ) |
| { |
| const Material& mat = *it; |
| WriteImageEntry( mat.ambient, mat.name + "-ambient-image"); |
| WriteImageEntry( mat.diffuse, mat.name + "-diffuse-image"); |
| WriteImageEntry( mat.specular, mat.name + "-specular-image"); |
| WriteImageEntry( mat.emissive, mat.name + "-emission-image"); |
| WriteImageEntry( mat.reflective, mat.name + "-reflective-image"); |
| WriteImageEntry( mat.transparent, mat.name + "-transparent-image"); |
| WriteImageEntry( mat.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=\"" << XMLEscape(mat.name) << "-fx\" name=\"" << XMLEscape(mat.name) << "\">" << endstr; |
| PushTag(); |
| mOutput << startstr << "<profile_COMMON>" << endstr; |
| PushTag(); |
| |
| // write sampler- and surface params for the texture entries |
| WriteTextureParamEntry( mat.emissive, "emission", 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); |
| WriteTextureParamEntry( mat.transparent, "transparent", mat.name); |
| WriteTextureParamEntry( mat.normal, "normal", mat.name); |
| |
| mOutput << startstr << "<technique sid=\"standard\">" << endstr; |
| PushTag(); |
| mOutput << startstr << "<" << mat.shading_model << ">" << endstr; |
| PushTag(); |
| |
| WriteTextureColorEntry( mat.emissive, "emission", mat.name + "-emission-sampler"); |
| WriteTextureColorEntry( mat.ambient, "ambient", mat.name + "-ambient-sampler"); |
| WriteTextureColorEntry( mat.diffuse, "diffuse", mat.name + "-diffuse-sampler"); |
| WriteTextureColorEntry( mat.specular, "specular", mat.name + "-specular-sampler"); |
| WriteFloatEntry(mat.shininess, "shininess"); |
| WriteTextureColorEntry( mat.reflective, "reflective", mat.name + "-reflective-sampler"); |
| WriteTextureColorEntry( mat.transparent, "transparent", mat.name + "-transparent-sampler"); |
| WriteFloatEntry(mat.transparency, "transparency"); |
| WriteFloatEntry(mat.index_refraction, "index_of_refraction"); |
| |
| if(! mat.normal.texture.empty()) { |
| WriteTextureColorEntry( mat.normal, "bump", mat.name + "-normal-sampler"); |
| } |
| |
| PopTag(); |
| mOutput << startstr << "</" << mat.shading_model << ">" << 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=\"" << XMLEscape(mat.name) << "\" name=\"" << mat.name << "\">" << endstr; |
| PushTag(); |
| mOutput << startstr << "<instance_effect url=\"#" << XMLEscape(mat.name) << "-fx\"/>" << endstr; |
| PopTag(); |
| mOutput << startstr << "</material>" << endstr; |
| } |
| PopTag(); |
| mOutput << startstr << "</library_materials>" << endstr; |
| } |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Writes the controller library |
| void ColladaExporter::WriteControllerLibrary() |
| { |
| mOutput << startstr << "<library_controllers>" << endstr; |
| PushTag(); |
| |
| for( size_t a = 0; a < mScene->mNumMeshes; ++a) |
| WriteController( a); |
| |
| PopTag(); |
| mOutput << startstr << "</library_controllers>" << endstr; |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Writes a skin controller of the given mesh |
| void ColladaExporter::WriteController( size_t pIndex) |
| { |
| const aiMesh* mesh = mScene->mMeshes[pIndex]; |
| const std::string idstr = GetMeshId( pIndex); |
| const std::string idstrEscaped = XMLEscape(idstr); |
| |
| if ( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 ) |
| return; |
| |
| if ( mesh->mNumBones == 0 ) |
| return; |
| |
| mOutput << startstr << "<controller id=\"" << idstrEscaped << "-skin\" "; |
| mOutput << "name=\"skinCluster" << pIndex << "\">"<< endstr; |
| PushTag(); |
| |
| mOutput << startstr << "<skin source=\"#" << idstrEscaped << "\">" << endstr; |
| PushTag(); |
| |
| // bind pose matrix |
| mOutput << startstr << "<bind_shape_matrix>" << endstr; |
| PushTag(); |
| |
| // I think it is identity in general cases. |
| aiMatrix4x4 mat; |
| mOutput << startstr << mat.a1 << " " << mat.a2 << " " << mat.a3 << " " << mat.a4 << endstr; |
| mOutput << startstr << mat.b1 << " " << mat.b2 << " " << mat.b3 << " " << mat.b4 << endstr; |
| mOutput << startstr << mat.c1 << " " << mat.c2 << " " << mat.c3 << " " << mat.c4 << endstr; |
| mOutput << startstr << mat.d1 << " " << mat.d2 << " " << mat.d3 << " " << mat.d4 << endstr; |
| |
| PopTag(); |
| mOutput << startstr << "</bind_shape_matrix>" << endstr; |
| |
| mOutput << startstr << "<source id=\"" << idstrEscaped << "-skin-joints\" name=\"" << idstrEscaped << "-skin-joints\">" << endstr; |
| PushTag(); |
| |
| mOutput << startstr << "<Name_array id=\"" << idstrEscaped << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\">"; |
| |
| for( size_t i = 0; i < mesh->mNumBones; ++i ) |
| mOutput << XMLEscape(mesh->mBones[i]->mName.C_Str()) << " "; |
| |
| mOutput << "</Name_array>" << endstr; |
| |
| mOutput << startstr << "<technique_common>" << endstr; |
| PushTag(); |
| |
| mOutput << startstr << "<accessor source=\"#" << idstrEscaped << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\" stride=\"" << 1 << "\">" << endstr; |
| PushTag(); |
| |
| mOutput << startstr << "<param name=\"JOINT\" type=\"Name\"></param>" << endstr; |
| |
| PopTag(); |
| mOutput << startstr << "</accessor>" << endstr; |
| |
| PopTag(); |
| mOutput << startstr << "</technique_common>" << endstr; |
| |
| PopTag(); |
| mOutput << startstr << "</source>" << endstr; |
| |
| std::vector<ai_real> bind_poses; |
| bind_poses.reserve(mesh->mNumBones * 16); |
| for(unsigned int i = 0; i < mesh->mNumBones; ++i) |
| for( unsigned int j = 0; j < 4; ++j) |
| bind_poses.insert(bind_poses.end(), mesh->mBones[i]->mOffsetMatrix[j], mesh->mBones[i]->mOffsetMatrix[j] + 4); |
| |
| WriteFloatArray( idstr + "-skin-bind_poses", FloatType_Mat4x4, (const ai_real*) bind_poses.data(), bind_poses.size() / 16); |
| |
| bind_poses.clear(); |
| |
| std::vector<ai_real> skin_weights; |
| skin_weights.reserve(mesh->mNumVertices * mesh->mNumBones); |
| for( size_t i = 0; i < mesh->mNumBones; ++i) |
| for( size_t j = 0; j < mesh->mBones[i]->mNumWeights; ++j) |
| skin_weights.push_back(mesh->mBones[i]->mWeights[j].mWeight); |
| |
| WriteFloatArray( idstr + "-skin-weights", FloatType_Weight, (const ai_real*) skin_weights.data(), skin_weights.size()); |
| |
| skin_weights.clear(); |
| |
| mOutput << startstr << "<joints>" << endstr; |
| PushTag(); |
| |
| mOutput << startstr << "<input semantic=\"JOINT\" source=\"#" << idstrEscaped << "-skin-joints\"></input>" << endstr; |
| mOutput << startstr << "<input semantic=\"INV_BIND_MATRIX\" source=\"#" << idstrEscaped << "-skin-bind_poses\"></input>" << endstr; |
| |
| PopTag(); |
| mOutput << startstr << "</joints>" << endstr; |
| |
| mOutput << startstr << "<vertex_weights count=\"" << mesh->mNumVertices << "\">" << endstr; |
| PushTag(); |
| |
| mOutput << startstr << "<input semantic=\"JOINT\" source=\"#" << idstrEscaped << "-skin-joints\" offset=\"0\"></input>" << endstr; |
| mOutput << startstr << "<input semantic=\"WEIGHT\" source=\"#" << idstrEscaped << "-skin-weights\" offset=\"1\"></input>" << endstr; |
| |
| mOutput << startstr << "<vcount>"; |
| |
| std::vector<ai_uint> num_influences(mesh->mNumVertices, (ai_uint)0); |
| for( size_t i = 0; i < mesh->mNumBones; ++i) |
| for( size_t j = 0; j < mesh->mBones[i]->mNumWeights; ++j) |
| ++num_influences[mesh->mBones[i]->mWeights[j].mVertexId]; |
| |
| for( size_t i = 0; i < mesh->mNumVertices; ++i) |
| mOutput << num_influences[i] << " "; |
| |
| mOutput << "</vcount>" << endstr; |
| |
| mOutput << startstr << "<v>"; |
| |
| ai_uint joint_weight_indices_length = 0; |
| std::vector<ai_uint> accum_influences; |
| accum_influences.reserve(num_influences.size()); |
| for( size_t i = 0; i < num_influences.size(); ++i) |
| { |
| accum_influences.push_back(joint_weight_indices_length); |
| joint_weight_indices_length += num_influences[i]; |
| } |
| |
| ai_uint weight_index = 0; |
| std::vector<ai_int> joint_weight_indices(2 * joint_weight_indices_length, (ai_int)-1); |
| for( unsigned int i = 0; i < mesh->mNumBones; ++i) |
| for( unsigned j = 0; j < mesh->mBones[i]->mNumWeights; ++j) |
| { |
| unsigned int vId = mesh->mBones[i]->mWeights[j].mVertexId; |
| for( ai_uint k = 0; k < num_influences[vId]; ++k) |
| { |
| if (joint_weight_indices[2 * (accum_influences[vId] + k)] == -1) |
| { |
| joint_weight_indices[2 * (accum_influences[vId] + k)] = i; |
| joint_weight_indices[2 * (accum_influences[vId] + k) + 1] = weight_index; |
| break; |
| } |
| } |
| ++weight_index; |
| } |
| |
| for( size_t i = 0; i < joint_weight_indices.size(); ++i) |
| mOutput << joint_weight_indices[i] << " "; |
| |
| num_influences.clear(); |
| accum_influences.clear(); |
| joint_weight_indices.clear(); |
| |
| mOutput << "</v>" << endstr; |
| |
| PopTag(); |
| mOutput << startstr << "</vertex_weights>" << endstr; |
| |
| PopTag(); |
| mOutput << startstr << "</skin>" << endstr; |
| |
| PopTag(); |
| mOutput << startstr << "</controller>" << 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]; |
| const std::string idstr = GetMeshId( pIndex); |
| const std::string idstrEscaped = XMLEscape(idstr); |
| |
| if ( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 ) |
| return; |
| |
| // opening tag |
| mOutput << startstr << "<geometry id=\"" << idstrEscaped << "\" name=\"" << idstrEscaped << "_name\" >" << endstr; |
| PushTag(); |
| |
| mOutput << startstr << "<mesh>" << endstr; |
| PushTag(); |
| |
| // Positions |
| WriteFloatArray( idstr + "-positions", FloatType_Vector, (ai_real*) mesh->mVertices, mesh->mNumVertices); |
| // Normals, if any |
| if( mesh->HasNormals() ) |
| WriteFloatArray( idstr + "-normals", FloatType_Vector, (ai_real*) mesh->mNormals, mesh->mNumVertices); |
| |
| // texture coords |
| for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) |
| { |
| if( mesh->HasTextureCoords(static_cast<unsigned int>(a)) ) |
| { |
| WriteFloatArray( idstr + "-tex" + to_string(a), mesh->mNumUVComponents[a] == 3 ? FloatType_TexCoord3 : FloatType_TexCoord2, |
| (ai_real*) mesh->mTextureCoords[a], mesh->mNumVertices); |
| } |
| } |
| |
| // vertex colors |
| for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) |
| { |
| if( mesh->HasVertexColors(static_cast<unsigned int>(a)) ) |
| WriteFloatArray( idstr + "-color" + to_string(a), FloatType_Color, (ai_real*) mesh->mColors[a], mesh->mNumVertices); |
| } |
| |
| // assemble vertex structure |
| // Only write input for POSITION since we will write other as shared inputs in polygon definition |
| mOutput << startstr << "<vertices id=\"" << idstrEscaped << "-vertices" << "\">" << endstr; |
| PushTag(); |
| mOutput << startstr << "<input semantic=\"POSITION\" source=\"#" << idstrEscaped << "-positions\" />" << endstr; |
| PopTag(); |
| mOutput << startstr << "</vertices>" << endstr; |
| |
| // count the number of lines, triangles and polygon meshes |
| int countLines = 0; |
| int countPoly = 0; |
| for( size_t a = 0; a < mesh->mNumFaces; ++a ) |
| { |
| if (mesh->mFaces[a].mNumIndices == 2) countLines++; |
| else if (mesh->mFaces[a].mNumIndices >= 3) countPoly++; |
| } |
| |
| // lines |
| if (countLines) |
| { |
| mOutput << startstr << "<lines count=\"" << countLines << "\" material=\"defaultMaterial\">" << endstr; |
| PushTag(); |
| mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstrEscaped << "-vertices\" />" << endstr; |
| if( mesh->HasNormals() ) |
| mOutput << startstr << "<input semantic=\"NORMAL\" source=\"#" << idstrEscaped << "-normals\" />" << endstr; |
| for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a ) |
| { |
| if( mesh->HasTextureCoords(static_cast<unsigned int>(a)) ) |
| mOutput << startstr << "<input semantic=\"TEXCOORD\" source=\"#" << idstrEscaped << "-tex" << a << "\" " << "set=\"" << a << "\"" << " />" << endstr; |
| } |
| for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a ) |
| { |
| if( mesh->HasVertexColors(static_cast<unsigned int>(a) ) ) |
| mOutput << startstr << "<input semantic=\"COLOR\" source=\"#" << idstrEscaped << "-color" << a << "\" " << "set=\"" << a << "\"" << " />" << endstr; |
| } |
| |
| mOutput << startstr << "<p>"; |
| for( size_t a = 0; a < mesh->mNumFaces; ++a ) |
| { |
| const aiFace& face = mesh->mFaces[a]; |
| if (face.mNumIndices != 2) continue; |
| for( size_t b = 0; b < face.mNumIndices; ++b ) |
| mOutput << face.mIndices[b] << " "; |
| } |
| mOutput << "</p>" << endstr; |
| PopTag(); |
| mOutput << startstr << "</lines>" << endstr; |
| } |
| |
| // triangle - don't use it, because compatibility problems |
| |
| // polygons |
| if (countPoly) |
| { |
| mOutput << startstr << "<polylist count=\"" << countPoly << "\" material=\"defaultMaterial\">" << endstr; |
| PushTag(); |
| mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstrEscaped << "-vertices\" />" << endstr; |
| if( mesh->HasNormals() ) |
| mOutput << startstr << "<input offset=\"0\" semantic=\"NORMAL\" source=\"#" << idstrEscaped << "-normals\" />" << endstr; |
| for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a ) |
| { |
| if( mesh->HasTextureCoords(static_cast<unsigned int>(a)) ) |
| mOutput << startstr << "<input offset=\"0\" semantic=\"TEXCOORD\" source=\"#" << idstrEscaped << "-tex" << a << "\" " << "set=\"" << a << "\"" << " />" << endstr; |
| } |
| for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a ) |
| { |
| if( mesh->HasVertexColors(static_cast<unsigned int>(a) ) ) |
| mOutput << startstr << "<input offset=\"0\" semantic=\"COLOR\" source=\"#" << idstrEscaped << "-color" << a << "\" " << "set=\"" << a << "\"" << " />" << endstr; |
| } |
| |
| mOutput << startstr << "<vcount>"; |
| for( size_t a = 0; a < mesh->mNumFaces; ++a ) |
| { |
| if (mesh->mFaces[a].mNumIndices < 3) continue; |
| mOutput << mesh->mFaces[a].mNumIndices << " "; |
| } |
| mOutput << "</vcount>" << endstr; |
| |
| mOutput << startstr << "<p>"; |
| for( size_t a = 0; a < mesh->mNumFaces; ++a ) |
| { |
| const aiFace& face = mesh->mFaces[a]; |
| if (face.mNumIndices < 3) continue; |
| for( size_t b = 0; b < face.mNumIndices; ++b ) |
| mOutput << face.mIndices[b] << " "; |
| } |
| mOutput << "</p>" << endstr; |
| PopTag(); |
| mOutput << startstr << "</polylist>" << endstr; |
| } |
| |
| // closing tags |
| PopTag(); |
| mOutput << startstr << "</mesh>" << endstr; |
| PopTag(); |
| mOutput << startstr << "</geometry>" << endstr; |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Writes a float array of the given type |
| void ColladaExporter::WriteFloatArray( const std::string& pIdString, FloatDataType pType, const ai_real* 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; |
| case FloatType_Mat4x4: floatsPerElement = 16; break; |
| case FloatType_Weight: floatsPerElement = 1; break; |
| case FloatType_Time: floatsPerElement = 1; break; |
| default: |
| return; |
| } |
| |
| std::string arrayId = pIdString + "-array"; |
| |
| mOutput << startstr << "<source id=\"" << XMLEscape(pIdString) << "\" name=\"" << XMLEscape(pIdString) << "\">" << endstr; |
| PushTag(); |
| |
| // source array |
| mOutput << startstr << "<float_array id=\"" << XMLEscape(arrayId) << "\" count=\"" << pElementCount * floatsPerElement << "\"> "; |
| PushTag(); |
| |
| if( pType == FloatType_TexCoord2 ) |
| { |
| for( size_t a = 0; a < pElementCount; ++a ) |
| { |
| mOutput << pData[a*3+0] << " "; |
| mOutput << pData[a*3+1] << " "; |
| } |
| } |
| else if( pType == FloatType_Color ) |
| { |
| for( size_t a = 0; a < pElementCount; ++a ) |
| { |
| mOutput << pData[a*4+0] << " "; |
| mOutput << pData[a*4+1] << " "; |
| mOutput << pData[a*4+2] << " "; |
| } |
| } |
| else |
| { |
| for( size_t a = 0; a < pElementCount * floatsPerElement; ++a ) |
| mOutput << pData[a] << " "; |
| } |
| mOutput << "</float_array>" << endstr; |
| PopTag(); |
| |
| // the usual Collada fun. Let's bloat it even more! |
| mOutput << startstr << "<technique_common>" << endstr; |
| PushTag(); |
| mOutput << startstr << "<accessor count=\"" << pElementCount << "\" offset=\"0\" source=\"#" << arrayId << "\" stride=\"" << floatsPerElement << "\">" << endstr; |
| PushTag(); |
| |
| switch( pType ) |
| { |
| case FloatType_Vector: |
| mOutput << startstr << "<param name=\"X\" type=\"float\" />" << endstr; |
| mOutput << startstr << "<param name=\"Y\" type=\"float\" />" << endstr; |
| mOutput << startstr << "<param name=\"Z\" type=\"float\" />" << endstr; |
| break; |
| |
| case FloatType_TexCoord2: |
| mOutput << startstr << "<param name=\"S\" type=\"float\" />" << endstr; |
| mOutput << startstr << "<param name=\"T\" type=\"float\" />" << endstr; |
| break; |
| |
| case FloatType_TexCoord3: |
| mOutput << startstr << "<param name=\"S\" type=\"float\" />" << endstr; |
| mOutput << startstr << "<param name=\"T\" type=\"float\" />" << endstr; |
| mOutput << startstr << "<param name=\"P\" type=\"float\" />" << endstr; |
| break; |
| |
| case FloatType_Color: |
| mOutput << startstr << "<param name=\"R\" type=\"float\" />" << endstr; |
| mOutput << startstr << "<param name=\"G\" type=\"float\" />" << endstr; |
| mOutput << startstr << "<param name=\"B\" type=\"float\" />" << endstr; |
| break; |
| |
| case FloatType_Mat4x4: |
| mOutput << startstr << "<param name=\"TRANSFORM\" type=\"float4x4\" />" << endstr; |
| break; |
| |
| case FloatType_Weight: |
| mOutput << startstr << "<param name=\"WEIGHT\" type=\"float\" />" << endstr; |
| break; |
| |
| // customized, add animation related |
| case FloatType_Time: |
| mOutput << startstr << "<param name=\"TIME\" 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() |
| { |
| const std::string scene_name_escaped = XMLEscape(mScene->mRootNode->mName.C_Str()); |
| |
| mOutput << startstr << "<library_visual_scenes>" << endstr; |
| PushTag(); |
| mOutput << startstr << "<visual_scene id=\"" + scene_name_escaped + "\" name=\"" + scene_name_escaped + "\">" << endstr; |
| PushTag(); |
| |
| // start recursive write at the root node |
| for( size_t a = 0; a < mScene->mRootNode->mNumChildren; ++a ) |
| WriteNode( mScene, mScene->mRootNode->mChildren[a]); |
| |
| PopTag(); |
| mOutput << startstr << "</visual_scene>" << endstr; |
| PopTag(); |
| mOutput << startstr << "</library_visual_scenes>" << endstr; |
| } |
| // ------------------------------------------------------------------------------------------------ |
| void ColladaExporter::WriteAnimationLibrary(size_t pIndex) |
| { |
| const aiAnimation * anim = mScene->mAnimations[pIndex]; |
| |
| if ( anim->mNumChannels == 0 && anim->mNumMeshChannels == 0 && anim->mNumMorphMeshChannels ==0 ) |
| return; |
| |
| const std::string animation_name_escaped = XMLEscape( anim->mName.C_Str() ); |
| std::string idstr = anim->mName.C_Str(); |
| std::string ending = std::string( "AnimId" ) + to_string(pIndex); |
| if (idstr.length() >= ending.length()) { |
| if (0 != idstr.compare (idstr.length() - ending.length(), ending.length(), ending)) { |
| idstr = idstr + ending; |
| } |
| } else { |
| idstr = idstr + ending; |
| } |
| |
| const std::string idstrEscaped = XMLEscape(idstr); |
| |
| mOutput << startstr << "<animation id=\"" + idstrEscaped + "\" name=\"" + animation_name_escaped + "\">" << endstr; |
| PushTag(); |
| |
| for (size_t a = 0; a < anim->mNumChannels; ++a) { |
| const aiNodeAnim * nodeAnim = anim->mChannels[a]; |
| |
| // sanity check |
| if ( nodeAnim->mNumPositionKeys != nodeAnim->mNumScalingKeys || nodeAnim->mNumPositionKeys != nodeAnim->mNumRotationKeys ) continue; |
| |
| { |
| const std::string node_idstr = nodeAnim->mNodeName.data + std::string("_matrix-input"); |
| |
| std::vector<ai_real> frames; |
| for( size_t i = 0; i < nodeAnim->mNumPositionKeys; ++i) { |
| frames.push_back(static_cast<ai_real>(nodeAnim->mPositionKeys[i].mTime)); |
| } |
| |
| WriteFloatArray( node_idstr , FloatType_Time, (const ai_real*) frames.data(), frames.size()); |
| frames.clear(); |
| } |
| |
| { |
| const std::string node_idstr = nodeAnim->mNodeName.data + std::string("_matrix-output"); |
| |
| std::vector<ai_real> keyframes; |
| keyframes.reserve(nodeAnim->mNumPositionKeys * 16); |
| for( size_t i = 0; i < nodeAnim->mNumPositionKeys; ++i) { |
| |
| aiVector3D Scaling = nodeAnim->mScalingKeys[i].mValue; |
| aiMatrix4x4 ScalingM; // identity |
| ScalingM[0][0] = Scaling.x; ScalingM[1][1] = Scaling.y; ScalingM[2][2] = Scaling.z; |
| |
| aiQuaternion RotationQ = nodeAnim->mRotationKeys[i].mValue; |
| aiMatrix4x4 s = aiMatrix4x4( RotationQ.GetMatrix() ); |
| aiMatrix4x4 RotationM(s.a1, s.a2, s.a3, 0, s.b1, s.b2, s.b3, 0, s.c1, s.c2, s.c3, 0, 0, 0, 0, 1); |
| |
| aiVector3D Translation = nodeAnim->mPositionKeys[i].mValue; |
| aiMatrix4x4 TranslationM; // identity |
| TranslationM[0][3] = Translation.x; TranslationM[1][3] = Translation.y; TranslationM[2][3] = Translation.z; |
| |
| // Combine the above transformations |
| aiMatrix4x4 mat = TranslationM * RotationM * ScalingM; |
| |
| for( unsigned int j = 0; j < 4; ++j) { |
| keyframes.insert(keyframes.end(), mat[j], mat[j] + 4); |
| } |
| } |
| |
| WriteFloatArray( node_idstr, FloatType_Mat4x4, (const ai_real*) keyframes.data(), keyframes.size() / 16); |
| } |
| |
| { |
| std::vector<std::string> names; |
| for ( size_t i = 0; i < nodeAnim->mNumPositionKeys; ++i) { |
| if ( nodeAnim->mPreState == aiAnimBehaviour_DEFAULT |
| || nodeAnim->mPreState == aiAnimBehaviour_LINEAR |
| || nodeAnim->mPreState == aiAnimBehaviour_REPEAT |
| ) { |
| names.push_back( "LINEAR" ); |
| } else if (nodeAnim->mPostState == aiAnimBehaviour_CONSTANT) { |
| names.push_back( "STEP" ); |
| } |
| } |
| |
| const std::string node_idstr = nodeAnim->mNodeName.data + std::string("_matrix-interpolation"); |
| std::string arrayId = node_idstr + "-array"; |
| |
| mOutput << startstr << "<source id=\"" << XMLEscape(node_idstr) << "\">" << endstr; |
| PushTag(); |
| |
| // source array |
| mOutput << startstr << "<Name_array id=\"" << XMLEscape(arrayId) << "\" count=\"" << names.size() << "\"> "; |
| for( size_t a = 0; a < names.size(); ++a ) { |
| mOutput << names[a] << " "; |
| } |
| mOutput << "</Name_array>" << endstr; |
| |
| mOutput << startstr << "<technique_common>" << endstr; |
| PushTag(); |
| |
| mOutput << startstr << "<accessor source=\"#" << XMLEscape(arrayId) << "\" count=\"" << names.size() << "\" stride=\"" << 1 << "\">" << endstr; |
| PushTag(); |
| |
| mOutput << startstr << "<param name=\"INTERPOLATION\" type=\"name\"></param>" << endstr; |
| |
| PopTag(); |
| mOutput << startstr << "</accessor>" << endstr; |
| |
| PopTag(); |
| mOutput << startstr << "</technique_common>" << endstr; |
| |
| PopTag(); |
| mOutput << startstr << "</source>" << endstr; |
| } |
| |
| } |
| |
| for (size_t a = 0; a < anim->mNumChannels; ++a) { |
| const aiNodeAnim * nodeAnim = anim->mChannels[a]; |
| |
| { |
| // samplers |
| const std::string node_idstr = nodeAnim->mNodeName.data + std::string("_matrix-sampler"); |
| mOutput << startstr << "<sampler id=\"" << XMLEscape(node_idstr) << "\">" << endstr; |
| PushTag(); |
| |
| mOutput << startstr << "<input semantic=\"INPUT\" source=\"#" << XMLEscape( nodeAnim->mNodeName.data + std::string("_matrix-input") ) << "\"/>" << endstr; |
| mOutput << startstr << "<input semantic=\"OUTPUT\" source=\"#" << XMLEscape( nodeAnim->mNodeName.data + std::string("_matrix-output") ) << "\"/>" << endstr; |
| mOutput << startstr << "<input semantic=\"INTERPOLATION\" source=\"#" << XMLEscape( nodeAnim->mNodeName.data + std::string("_matrix-interpolation") ) << "\"/>" << endstr; |
| |
| PopTag(); |
| mOutput << startstr << "</sampler>" << endstr; |
| } |
| } |
| |
| for (size_t a = 0; a < anim->mNumChannels; ++a) { |
| const aiNodeAnim * nodeAnim = anim->mChannels[a]; |
| |
| { |
| // channels |
| mOutput << startstr << "<channel source=\"#" << XMLEscape( nodeAnim->mNodeName.data + std::string("_matrix-sampler") ) << "\" target=\"" << XMLEscape(nodeAnim->mNodeName.data) << "/matrix\"/>" << endstr; |
| } |
| } |
| |
| PopTag(); |
| mOutput << startstr << "</animation>" << endstr; |
| |
| } |
| // ------------------------------------------------------------------------------------------------ |
| void ColladaExporter::WriteAnimationsLibrary() |
| { |
| const std::string scene_name_escaped = XMLEscape(mScene->mRootNode->mName.C_Str()); |
| |
| if ( mScene->mNumAnimations > 0 ) { |
| mOutput << startstr << "<library_animations>" << endstr; |
| PushTag(); |
| |
| // start recursive write at the root node |
| for( size_t a = 0; a < mScene->mNumAnimations; ++a) |
| WriteAnimationLibrary( a ); |
| |
| PopTag(); |
| mOutput << startstr << "</library_animations>" << endstr; |
| } |
| } |
| // ------------------------------------------------------------------------------------------------ |
| // Helper to find a bone by name in the scene |
| aiBone* findBone( const aiScene* scene, const char * name) { |
| for (size_t m=0; m<scene->mNumMeshes; m++) { |
| aiMesh * mesh = scene->mMeshes[m]; |
| for (size_t b=0; b<mesh->mNumBones; b++) { |
| aiBone * bone = mesh->mBones[b]; |
| if (0 == strcmp(name, bone->mName.C_Str())) { |
| return bone; |
| } |
| } |
| } |
| return NULL; |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| const aiNode * findBoneNode( const aiNode* aNode, const aiBone* bone) |
| { |
| if ( aNode && bone && aNode->mName == bone->mName ) { |
| return aNode; |
| } |
| |
| if ( aNode && bone ) { |
| for (unsigned int i=0; i < aNode->mNumChildren; ++i) { |
| aiNode * aChild = aNode->mChildren[i]; |
| const aiNode * foundFromChild = 0; |
| if ( aChild ) { |
| foundFromChild = findBoneNode( aChild, bone ); |
| if ( foundFromChild ) return foundFromChild; |
| } |
| } |
| } |
| |
| return NULL; |
| } |
| |
| const aiNode * findSkeletonRootNode( const aiScene* scene, const aiMesh * mesh) |
| { |
| std::set<const aiNode*> topParentBoneNodes; |
| if ( mesh && mesh->mNumBones > 0 ) { |
| for (unsigned int i=0; i < mesh->mNumBones; ++i) { |
| aiBone * bone = mesh->mBones[i]; |
| |
| const aiNode * node = findBoneNode( scene->mRootNode, bone); |
| if ( node ) { |
| while ( node->mParent && findBone(scene, node->mParent->mName.C_Str() ) != 0 ) { |
| node = node->mParent; |
| } |
| topParentBoneNodes.insert( node ); |
| } |
| } |
| } |
| |
| if ( !topParentBoneNodes.empty() ) { |
| const aiNode * parentBoneNode = *topParentBoneNodes.begin(); |
| if ( topParentBoneNodes.size() == 1 ) { |
| return parentBoneNode; |
| } else { |
| for (auto it : topParentBoneNodes) { |
| if ( it->mParent ) return it->mParent; |
| } |
| return parentBoneNode; |
| } |
| } |
| |
| return NULL; |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Recursively writes the given node |
| void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode) |
| { |
| // the node must have a name |
| if (pNode->mName.length == 0) |
| { |
| std::stringstream ss; |
| ss << "Node_" << pNode; |
| pNode->mName.Set(ss.str()); |
| } |
| |
| // If the node is associated with a bone, it is a joint node (JOINT) |
| // otherwise it is a normal node (NODE) |
| const char * node_type; |
| bool is_joint, is_skeleton_root = false; |
| if (NULL == findBone(pScene, pNode->mName.C_Str())) { |
| node_type = "NODE"; |
| is_joint = false; |
| } else { |
| node_type = "JOINT"; |
| is_joint = true; |
| if(!pNode->mParent || NULL == findBone(pScene, pNode->mParent->mName.C_Str())) |
| is_skeleton_root = true; |
| } |
| |
| const std::string node_name_escaped = XMLEscape(pNode->mName.data); |
| /* // customized, Note! the id field is crucial for inter-xml look up, it cannot be replaced with sid ?! |
| mOutput << startstr |
| << "<node "; |
| if(is_skeleton_root) |
| mOutput << "id=\"" << "skeleton_root" << "\" "; // For now, only support one skeleton in a scene. |
| mOutput << (is_joint ? "s" : "") << "id=\"" << node_name_escaped; |
| */ |
| mOutput << startstr << "<node "; |
| if(is_skeleton_root) { |
| mOutput << "id=\"" << node_name_escaped << "\" " << (is_joint ? "sid=\"" + node_name_escaped +"\"" : "") ; // For now, only support one skeleton in a scene. |
| mFoundSkeletonRootNodeID = node_name_escaped; |
| } else { |
| mOutput << "id=\"" << node_name_escaped << "\" " << (is_joint ? "sid=\"" + node_name_escaped +"\"": "") ; |
| } |
| |
| mOutput << " name=\"" << node_name_escaped |
| << "\" type=\"" << node_type |
| << "\">" << endstr; |
| PushTag(); |
| |
| // write transformation - we can directly put the matrix there |
| // TODO: (thom) decompose into scale - rot - quad to allow addressing it by animations afterwards |
| const aiMatrix4x4& mat = pNode->mTransformation; |
| |
| // customized, sid should be 'matrix' to match with loader code. |
| //mOutput << startstr << "<matrix sid=\"transform\">"; |
| mOutput << startstr << "<matrix sid=\"matrix\">"; |
| |
| mOutput << mat.a1 << " " << mat.a2 << " " << mat.a3 << " " << mat.a4 << " "; |
| mOutput << mat.b1 << " " << mat.b2 << " " << mat.b3 << " " << mat.b4 << " "; |
| mOutput << mat.c1 << " " << mat.c2 << " " << mat.c3 << " " << mat.c4 << " "; |
| mOutput << mat.d1 << " " << mat.d2 << " " << mat.d3 << " " << mat.d4; |
| mOutput << "</matrix>" << endstr; |
| |
| if(pNode->mNumMeshes==0){ |
| //check if it is a camera node |
| for(size_t i=0; i<mScene->mNumCameras; i++){ |
| if(mScene->mCameras[i]->mName == pNode->mName){ |
| mOutput << startstr <<"<instance_camera url=\"#" << node_name_escaped << "-camera\"/>" << endstr; |
| break; |
| } |
| } |
| //check if it is a light node |
| for(size_t i=0; i<mScene->mNumLights; i++){ |
| if(mScene->mLights[i]->mName == pNode->mName){ |
| mOutput << startstr <<"<instance_light url=\"#" << node_name_escaped << "-light\"/>" << endstr; |
| break; |
| } |
| } |
| |
| }else |
| // instance every geometry |
| for( size_t a = 0; a < pNode->mNumMeshes; ++a ) |
| { |
| const aiMesh* mesh = mScene->mMeshes[pNode->mMeshes[a]]; |
| // do not instantiate mesh if empty. I wonder how this could happen |
| if( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 ) |
| continue; |
| |
| if( mesh->mNumBones == 0 ) |
| { |
| mOutput << startstr << "<instance_geometry url=\"#" << XMLEscape(GetMeshId( pNode->mMeshes[a])) << "\">" << endstr; |
| PushTag(); |
| } |
| else |
| { |
| mOutput << startstr |
| << "<instance_controller url=\"#" << XMLEscape(GetMeshId( pNode->mMeshes[a])) << "-skin\">" |
| << endstr; |
| PushTag(); |
| |
| // note! this mFoundSkeletonRootNodeID some how affects animation, it makes the mesh attaches to armature skeleton root node. |
| // use the first bone to find skeleton root |
| const aiNode * skeletonRootBoneNode = findSkeletonRootNode( pScene, mesh ); |
| if ( skeletonRootBoneNode ) { |
| mFoundSkeletonRootNodeID = XMLEscape( skeletonRootBoneNode->mName.C_Str() ); |
| } |
| mOutput << startstr << "<skeleton>#" << mFoundSkeletonRootNodeID << "</skeleton>" << endstr; |
| } |
| mOutput << startstr << "<bind_material>" << endstr; |
| PushTag(); |
| mOutput << startstr << "<technique_common>" << endstr; |
| PushTag(); |
| mOutput << startstr << "<instance_material symbol=\"defaultMaterial\" target=\"#" << XMLEscape(materials[mesh->mMaterialIndex].name) << "\">" << endstr; |
| PushTag(); |
| for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a ) |
| { |
| if( mesh->HasTextureCoords( static_cast<unsigned int>(a) ) ) |
| // semantic as in <texture texcoord=...> |
| // input_semantic as in <input semantic=...> |
| // input_set as in <input set=...> |
| mOutput << startstr << "<bind_vertex_input semantic=\"CHANNEL" << a << "\" input_semantic=\"TEXCOORD\" input_set=\"" << a << "\"/>" << endstr; |
| } |
| PopTag(); |
| mOutput << startstr << "</instance_material>" << endstr; |
| PopTag(); |
| mOutput << startstr << "</technique_common>" << endstr; |
| PopTag(); |
| mOutput << startstr << "</bind_material>" << endstr; |
| |
| PopTag(); |
| if( mesh->mNumBones == 0) |
| mOutput << startstr << "</instance_geometry>" << endstr; |
| else |
| mOutput << startstr << "</instance_controller>" << endstr; |
| } |
| |
| // recurse into subnodes |
| for( size_t a = 0; a < pNode->mNumChildren; ++a ) |
| WriteNode( pScene, pNode->mChildren[a]); |
| |
| PopTag(); |
| mOutput << startstr << "</node>" << endstr; |
| } |
| |
| #endif |
| #endif |