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+/*
+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