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git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@895 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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2 ändrade filer med 476 tillägg och 0 borttagningar
  1. 364 0
      code/ColladaExporter.cpp
  2. 112 0
      code/ColladaExporter.h

+ 364 - 0
code/ColladaExporter.cpp

@@ -0,0 +1,364 @@
+/*
+Open Asset Import Library (ASSIMP)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2010, ASSIMP Development 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 Development Team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+#include "AssimpPCH.h"
+#include "ColladaExporter.h"
+
+using namespace Assimp;
+
+namespace Assimp
+{
+
+	// ------------------------------------------------------------------------------------------------
+// Worker function for exporting a scene to Collada. Prototyped and registered in Exporter.cpp
+void ExportSceneCollada( aiExportDataBlob* pBlob, const aiScene* pScene)
+{
+	// invoke the exporter 
+	ColladaExporter iDoTheExportThing( pScene);
+
+	// we're still here - export successfully completed. Load result into given blob
+	pBlob->size = iDoTheExportThing.mOutput.tellp();
+	pBlob->data = new char[pBlob->size];
+	iDoTheExportThing.mOutput.seekg( 0);
+	iDoTheExportThing.mOutput.read( (char*) pBlob->data, pBlob->size);
+}
+
+} // end of namespace Assimp
+
+
+// ------------------------------------------------------------------------------------------------
+// Constructor for a specific scene to export
+ColladaExporter::ColladaExporter( const aiScene* pScene)
+{
+	mScene = pScene;
+
+	// set up strings
+	endstr = "\n"; // std::endl is too complicated for me to insert here.
+
+	// start writing
+	WriteFile();
+}
+
+// ------------------------------------------------------------------------------------------------
+// Starts writing the contents
+void ColladaExporter::WriteFile()
+{
+	// write the DTD
+	mOutput << "<?xml version=\"1.0\"?>" << endstr;
+	// COLLADA element start
+	mOutput << "<COLLADA xmlns=\"http://www.collada.org/2005/11/COLLADASchema\" version=\"1.4.1\">" << endstr;
+	PushTag();
+
+	WriteHeader();
+
+	WriteGeometryLibrary();
+
+	WriteSceneLibrary();
+
+	// useless Collada bullshit at the end, just in case we haven't had enough indirections, yet. 
+	mOutput << startstr << "<scene>" << endstr;
+	PushTag();
+	mOutput << startstr << "<instance_visual_scene url=\"#myScene\" />" << endstr;
+	PopTag();
+	mOutput << startstr << "</scene>" << endstr;
+	PopTag();
+	mOutput << "</COLLADA>" << endstr;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Writes the asset header
+void ColladaExporter::WriteHeader()
+{
+	// Dummy stuff. Nobody actually cares for it anyways
+	mOutput << startstr << "<asset>" << endstr;
+	PushTag();
+	mOutput << startstr << "<contributor>" << endstr;
+	PushTag();
+	mOutput << startstr << "<author>Someone</author>" << endstr;
+	mOutput << startstr << "<authoring_tool>Assimp Collada Exporter</authoring_tool>" << endstr;
+	PopTag();
+	mOutput << startstr << "</contributor>" << endstr;
+	mOutput << startstr << "<unit meter=\"1.0\" name=\"meter\" />" << endstr;
+	mOutput << startstr << "<up_axis>Y_UP</up_axis>" << endstr;
+	PopTag();
+	mOutput << startstr << "</asset>" << endstr;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Writes the geometry library
+void ColladaExporter::WriteGeometryLibrary()
+{
+	mOutput << startstr << "<library_geometries>" << endstr;
+	PushTag();
+
+	for( size_t a = 0; a < mScene->mNumMeshes; ++a)
+		WriteGeometry( a);
+
+	PopTag();
+	mOutput << startstr << "</library_geometries>" << endstr;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Writes the given mesh
+void ColladaExporter::WriteGeometry( size_t pIndex)
+{
+	const aiMesh* mesh = mScene->mMeshes[pIndex];
+	std::string idstr = GetMeshId( pIndex);
+
+	// opening tag
+	mOutput << startstr << "<geometry id=\"" << idstr << "\" name=\"" << idstr << "_name\" >" << endstr;
+	PushTag();
+
+	mOutput << startstr << "<mesh>" << endstr;
+	PushTag();
+
+	// Positions
+	WriteFloatArray( idstr + "-positions", FloatType_Vector, (float*) mesh->mVertices, mesh->mNumVertices);
+	// Normals, if any
+	if( mesh->HasNormals() )
+		WriteFloatArray( idstr + "-normals", FloatType_Vector, (float*) mesh->mNormals, mesh->mNumVertices);
+
+	// texture coords
+	for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a)
+	{
+		if( mesh->HasTextureCoords( a) )
+		{
+			WriteFloatArray( idstr + "-tex" + boost::lexical_cast<std::string> (a), mesh->mNumUVComponents[a] == 3 ? FloatType_TexCoord3 : FloatType_TexCoord2,
+				(float*) mesh->mTextureCoords[a], mesh->mNumVertices);
+		}
+	}
+
+	// vertex colors
+	for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a)
+	{
+		if( mesh->HasVertexColors( a) )
+			WriteFloatArray( idstr + "-color" + boost::lexical_cast<std::string> (a), FloatType_Color, (float*) mesh->mColors[a], mesh->mNumVertices);
+	}
+
+	// assemble vertex structure
+	mOutput << startstr << "<vertices id=\"" << idstr << "-vertices" << "\">" << endstr;
+	PushTag();
+	mOutput << startstr << "<input semantic=\"POSITION\" source=\"#" << idstr << "-positions\" />" << endstr;
+	if( mesh->HasNormals() )
+		mOutput << startstr << "<input semantic=\"NORMAL\" source=\"#" << idstr << "-normals\" />" << endstr;
+	for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
+	{
+		if( mesh->HasTextureCoords( a) )
+			mOutput << startstr << "<input semantic=\"TEXCOORD\" source=\"#" << idstr << "-tex" << a << "\" set=\"" << a << "\" />" << endstr;
+	}
+	for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a )
+	{
+		if( mesh->HasVertexColors( a) )
+			mOutput << startstr << "<input semantic=\"COLOR\" source=\"#" << idstr << "-color" << a << "\" set=\"" << a << "\" />" << endstr;
+	}
+	
+	PopTag();
+	mOutput << startstr << "</vertices>" << endstr;
+
+	// write face setup
+	mOutput << startstr << "<polylist count=\"" << mesh->mNumFaces << "\" material=\"tellme\">" << endstr;
+	PushTag();
+	mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstr << "-vertices\" />" << endstr;
+	
+	mOutput << startstr << "<vcount>";
+	for( size_t a = 0; a < mesh->mNumFaces; ++a )
+		mOutput << mesh->mFaces[a].mNumIndices << " ";
+	mOutput << "</vcount>" << endstr;
+	
+	mOutput << startstr << "<p>";
+	for( size_t a = 0; a < mesh->mNumFaces; ++a )
+	{
+		const aiFace& face = mesh->mFaces[a];
+		for( size_t b = 0; b < face.mNumIndices; ++b )
+			mOutput << face.mIndices[b] << " ";
+	}
+	mOutput << "</p>" << endstr;
+	PopTag();
+	mOutput << startstr << "</polylist>" << endstr;
+
+	// closing tags
+	PopTag();
+	mOutput << startstr << "</mesh>" << endstr;
+	PopTag();
+	mOutput << startstr << "</geometry>" << endstr;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Writes a float array of the given type
+void ColladaExporter::WriteFloatArray( const std::string& pIdString, FloatDataType pType, const float* pData, size_t pElementCount)
+{
+	size_t floatsPerElement = 0;
+	switch( pType )
+	{
+		case FloatType_Vector: floatsPerElement = 3; break;
+		case FloatType_TexCoord2: floatsPerElement = 2; break;
+		case FloatType_TexCoord3: floatsPerElement = 3; break;
+		case FloatType_Color: floatsPerElement = 3; break;
+		default:
+			return;
+	}
+
+	std::string arrayId = pIdString + "-array";
+
+	mOutput << startstr << "<source id=\"" << pIdString << "\" name=\"" << pIdString << "\">" << endstr;
+	PushTag();
+
+	// source array
+	mOutput << startstr << "<float_array id=\"" << arrayId << "\" count=\"" << pElementCount * floatsPerElement << "\"> ";
+	PushTag();
+
+	if( pType == FloatType_TexCoord2 )
+	{
+		for( size_t a = 0; a < pElementCount; ++a )
+		{
+			mOutput << pData[a*3+0] << " ";
+			mOutput << pData[a*3+1] << " ";
+		}
+	} 
+	else if( pType == FloatType_Color )
+	{
+		for( size_t a = 0; a < pElementCount; ++a )
+		{
+			mOutput << pData[a*4+0] << " ";
+			mOutput << pData[a*4+1] << " ";
+			mOutput << pData[a*4+2] << " ";
+		}
+	}
+	else
+	{
+		for( size_t a = 0; a < pElementCount * floatsPerElement; ++a )
+			mOutput << pData[a] << " ";
+	}
+	mOutput << "</float_array>" << endstr; 
+	PopTag();
+
+	// the usual Collada bullshit. Let's bloat it even more!
+	mOutput << startstr << "<technique_common>" << endstr;
+	PushTag();
+	mOutput << startstr << "<accessor count=\"" << pElementCount << "\" offset=\"0\" source=\"#" << arrayId << "\" stride=\"" << floatsPerElement << "\">" << endstr;
+	PushTag();
+
+	switch( pType )
+	{
+		case FloatType_Vector:
+			mOutput << startstr << "<param name=\"X\" type=\"float\" />" << endstr;
+			mOutput << startstr << "<param name=\"Y\" type=\"float\" />" << endstr;
+			mOutput << startstr << "<param name=\"Z\" type=\"float\" />" << endstr;
+			break;
+
+		case FloatType_TexCoord2:
+			mOutput << startstr << "<param name=\"S\" type=\"float\" />" << endstr;
+			mOutput << startstr << "<param name=\"T\" type=\"float\" />" << endstr;
+			break;
+
+		case FloatType_TexCoord3:
+			mOutput << startstr << "<param name=\"S\" type=\"float\" />" << endstr;
+			mOutput << startstr << "<param name=\"T\" type=\"float\" />" << endstr;
+			mOutput << startstr << "<param name=\"P\" type=\"float\" />" << endstr;
+			break;
+
+		case FloatType_Color:
+			mOutput << startstr << "<param name=\"R\" type=\"float\" />" << endstr;
+			mOutput << startstr << "<param name=\"G\" type=\"float\" />" << endstr;
+			mOutput << startstr << "<param name=\"B\" type=\"float\" />" << endstr;
+			break;
+	}
+
+	PopTag();
+	mOutput << startstr << "</accessor>" << endstr;
+	PopTag();
+	mOutput << startstr << "</technique_common>" << endstr;
+	PopTag();
+	mOutput << startstr << "</source>" << endstr;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Writes the scene library
+void ColladaExporter::WriteSceneLibrary()
+{
+	mOutput << startstr << "<library_visual_scenes>" << endstr;
+	PushTag();
+	mOutput << startstr << "<visual_scene id=\"myScene\" name=\"myScene\">" << endstr;
+	PushTag();
+
+	// start recursive write at the root node
+	WriteNode( mScene->mRootNode);
+
+	PopTag();
+	mOutput << startstr << "</visual_scene>" << endstr;
+	PopTag();
+	mOutput << startstr << "</library_visual_scenes>" << endstr;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Recursively writes the given node
+void ColladaExporter::WriteNode( const aiNode* pNode)
+{
+	mOutput << startstr << "<node id=\"" << pNode->mName.data << "\" name=\"" << pNode->mName.data << "\">" << endstr;
+	PushTag();
+
+	// write transformation - we can directly put the matrix there
+	// TODO: (thom) decompose into scale - rot - quad to allow adressing it by animations afterwards
+	const aiMatrix4x4& mat = pNode->mTransformation;
+	mOutput << startstr << "<matrix>";
+	mOutput << mat.a1 << " " << mat.a2 << " " << mat.a3 << " " << mat.a4 << " ";
+	mOutput << mat.b1 << " " << mat.b2 << " " << mat.b3 << " " << mat.b4 << " ";
+	mOutput << mat.c1 << " " << mat.c2 << " " << mat.c3 << " " << mat.c4 << " ";
+	mOutput << mat.d1 << " " << mat.d2 << " " << mat.d3 << " " << mat.d4;
+	mOutput << "</matrix>" << endstr;
+
+	// instance every geometry
+	for( size_t a = 0; a < pNode->mNumMeshes; ++a )
+	{
+		const aiMesh* mesh = mScene->mMeshes[pNode->mMeshes[a]];
+		mOutput << startstr << "<instance_geometry url=\"#" << GetMeshId( a) << "\">" << endstr;
+		PushTag();
+
+		PopTag();
+		mOutput << startstr << "</instance_geometry>" << endstr;
+	}
+
+	// recurse into subnodes
+	for( size_t a = 0; a < pNode->mNumChildren; ++a )
+		WriteNode( pNode->mChildren[a]);
+
+	PopTag();
+	mOutput << startstr << "</node>" << endstr;
+}

+ 112 - 0
code/ColladaExporter.h

@@ -0,0 +1,112 @@
+/*
+Open Asset Import Library (ASSIMP)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2010, ASSIMP Development 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 Development 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file ColladaExporter.h
+ * Declares the exporter class to write a scene to a Collada file
+ */
+#ifndef AI_COLLADAEXPORTER_H_INC
+#define AI_COLLADAEXPORTER_H_INC
+
+#include "../include/aiAssert.h"
+#include <sstream>
+
+struct aiScene;
+struct aiNode;
+
+namespace Assimp	
+{
+
+/// Helper class to export a given scene to a Collada file. Just for my personal
+/// comfort when implementing it.
+class ASSIMP_API ColladaExporter
+{
+public:
+	/// Constructor for a specific scene to export
+	ColladaExporter( const aiScene* pScene);
+
+protected:
+	/// Starts writing the contents
+	void WriteFile();
+
+	/// Writes the asset header
+	void WriteHeader();
+
+	/// Writes the geometry library
+	void WriteGeometryLibrary();
+
+	/// Writes the given mesh
+	void WriteGeometry( size_t pIndex);
+
+	enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color };
+
+	/// Writes a float array of the given type
+	void WriteFloatArray( const std::string& pIdString, FloatDataType pType, const float* pData, size_t pElementCount);
+
+	/// Writes the scene library
+	void WriteSceneLibrary();
+
+	/// Recursively writes the given node
+	void WriteNode( const aiNode* pNode);
+
+	/// Enters a new xml element, which increases the indentation
+	void PushTag() { startstr.append( "  "); }
+	/// Leaves an element, decreasing the indentation
+	void PopTag() { ai_assert( startstr.length() > 1); startstr.erase( startstr.length() - 2); }
+
+	/// Creates a mesh ID for the given mesh
+	std::string GetMeshId( size_t pIndex) const { return std::string( "meshId" ) + boost::lexical_cast<std::string> (pIndex); }
+
+public:
+	/// Stringstream to write all output into
+	std::stringstream mOutput;
+
+protected:
+	/// The scene to be written
+	const aiScene* mScene;
+
+	/// current line start string, contains the current indentation for simple stream insertion
+	std::string startstr;
+	/// current line end string for simple stream insertion
+	std::string endstr;
+};
+
+}
+
+#endif // !! AI_COLLADAEXPORTER_H_INC