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Merge pull request #3225 from assimp/inhosens-master

Inhosens master
Kim Kulling 5 rokov pred
rodič
commit
b7de061749

+ 65 - 87
code/AssetLib/Collada/ColladaLoader.cpp

@@ -83,6 +83,18 @@ static const aiImporterDesc desc = {
     "dae zae"
 };
 
+static const float kMillisecondsFromSeconds = 1000.f;
+
+// Add an item of metadata to a node
+// Assumes the key is not already in the list
+template <typename T>
+inline void AddNodeMetaData(aiNode *node, const std::string &key, const T &value) {
+    if (nullptr == node->mMetaData) {
+        node->mMetaData = new aiMetadata();
+    }
+    node->mMetaData->Add(key, value);
+}
+
 // ------------------------------------------------------------------------------------------------
 // Constructor to be privately used by Importer
 ColladaLoader::ColladaLoader() :
@@ -230,27 +242,15 @@ void ColladaLoader::InternReadFile(const std::string &pFile, aiScene *pScene, IO
         }
     }
 
-    // store all meshes
     StoreSceneMeshes(pScene);
-
-    // store all materials
     StoreSceneMaterials(pScene);
-
-    // store all textures
     StoreSceneTextures(pScene);
-
-    // store all lights
     StoreSceneLights(pScene);
-
-    // store all cameras
     StoreSceneCameras(pScene);
-
-    // store all animations
     StoreAnimations(pScene, parser);
 
     // If no meshes have been loaded, it's probably just an animated skeleton.
     if (0u == pScene->mNumMeshes) {
-
         if (!noSkeletonMesh) {
             SkeletonMeshBuilder hero(pScene);
         }
@@ -258,15 +258,6 @@ void ColladaLoader::InternReadFile(const std::string &pFile, aiScene *pScene, IO
     }
 }
 
-// Add an item of metadata to a node
-// Assumes the key is not already in the list
-template <typename T>
-inline void AddNodeMetaData(aiNode *node, const std::string &key, const T &value) {
-    if (nullptr == node->mMetaData)
-        node->mMetaData = new aiMetadata();
-    node->mMetaData->Add(key, value);
-}
-
 // ------------------------------------------------------------------------------------------------
 // Recursively constructs a scene node for the given parser node and returns it.
 aiNode *ColladaLoader::BuildHierarchy(const ColladaParser &pParser, const Collada::Node *pNode) {
@@ -277,10 +268,12 @@ aiNode *ColladaLoader::BuildHierarchy(const ColladaParser &pParser, const Collad
     node->mName.Set(FindNameForNode(pNode));
     // if we're not using the unique IDs, hold onto them for reference and export
     if (useColladaName) {
-        if (!pNode->mID.empty())
+        if (!pNode->mID.empty()) {
             AddNodeMetaData(node, AI_METADATA_COLLADA_ID, aiString(pNode->mID));
-        if (!pNode->mSID.empty())
+        }
+        if (!pNode->mSID.empty()) {
             AddNodeMetaData(node, AI_METADATA_COLLADA_SID, aiString(pNode->mSID));
+        }
     }
 
     // calculate the transformation matrix for it
@@ -305,13 +298,8 @@ aiNode *ColladaLoader::BuildHierarchy(const ColladaParser &pParser, const Collad
         node->mChildren[pNode->mChildren.size() + a]->mParent = node;
     }
 
-    // construct meshes
     BuildMeshesForNode(pParser, pNode, node);
-
-    // construct cameras
     BuildCamerasForNode(pParser, pNode, node);
-
-    // construct lights
     BuildLightsForNode(pParser, pNode, node);
 
     return node;
@@ -347,9 +335,7 @@ void ColladaLoader::ResolveNodeInstances(const ColladaParser &pParser, const Col
 
 // ------------------------------------------------------------------------------------------------
 // Resolve UV channels
-void ColladaLoader::ApplyVertexToEffectSemanticMapping(Collada::Sampler &sampler,
-
-        const Collada::SemanticMappingTable &table) {
+void ColladaLoader::ApplyVertexToEffectSemanticMapping(Collada::Sampler &sampler, const Collada::SemanticMappingTable &table) {
     std::map<std::string, Collada::InputSemanticMapEntry>::const_iterator it = table.mMap.find(sampler.mUVChannel);
     if (it != table.mMap.end()) {
         if (it->second.mType != Collada::IT_Texcoord) {
@@ -599,6 +585,10 @@ void ColladaLoader::BuildMeshesForNode(const ColladaParser &pParser, const Colla
 // ------------------------------------------------------------------------------------------------
 // Find mesh from either meshes or morph target meshes
 aiMesh *ColladaLoader::findMesh(const std::string &meshid) {
+    if ( meshid.empty()) {
+        return nullptr;
+    }
+    
     for (unsigned int i = 0; i < mMeshes.size(); ++i) {
         if (std::string(mMeshes[i]->mName.data) == meshid) {
             return mMeshes[i];
@@ -1386,9 +1376,9 @@ void ColladaLoader::CreateAnimation(aiScene *pScene, const ColladaParser &pParse
                 double time = double(mat.d4); // remember? time is stored in mat.d4
                 mat.d4 = 1.0f;
 
-                dstAnim->mPositionKeys[a].mTime = time;
-                dstAnim->mRotationKeys[a].mTime = time;
-                dstAnim->mScalingKeys[a].mTime = time;
+                dstAnim->mPositionKeys[a].mTime = time * kMillisecondsFromSeconds ;
+                dstAnim->mRotationKeys[a].mTime = time * kMillisecondsFromSeconds ;
+                dstAnim->mScalingKeys[a].mTime = time * kMillisecondsFromSeconds ;
                 mat.Decompose(dstAnim->mScalingKeys[a].mValue, dstAnim->mRotationKeys[a].mValue, dstAnim->mPositionKeys[a].mValue);
             }
 
@@ -1409,7 +1399,7 @@ void ColladaLoader::CreateAnimation(aiScene *pScene, const ColladaParser &pParse
                 if (e.mTargetId.find("morph-weights") != std::string::npos)
                     morphChannels.push_back(e);
             }
-            if (morphChannels.size() > 0) {
+            if (!morphChannels.empty() ) {
                 // either 1) morph weight animation count should contain morph target count channels
                 // or     2) one channel with morph target count arrays
                 // assume first
@@ -1418,7 +1408,6 @@ void ColladaLoader::CreateAnimation(aiScene *pScene, const ColladaParser &pParse
                 morphAnim->mName.Set(nodeName);
 
                 std::vector<MorphTimeValues> morphTimeValues;
-
                 int morphAnimChannelIndex = 0;
                 for (std::vector<Collada::ChannelEntry>::iterator it = morphChannels.begin(); it != morphChannels.end(); ++it) {
                     Collada::ChannelEntry &e = *it;
@@ -1430,8 +1419,9 @@ void ColladaLoader::CreateAnimation(aiScene *pScene, const ColladaParser &pParse
 
                     // weight target can be in format Weight_M_N, Weight_N, WeightN, or some other way
                     // we ignore the name and just assume the channels are in the right order
-                    for (unsigned int i = 0; i < e.mTimeData->mValues.size(); i++)
-                        insertMorphTimeValue(morphTimeValues, e.mTimeData->mValues.at(i), e.mValueData->mValues.at(i), morphAnimChannelIndex);
+                    for (unsigned int i = 0; i < e.mTimeData->mValues.size(); i++) {
+                        insertMorphTimeValue(morphTimeValues, e.mTimeData->mValues[i], e.mValueData->mValues[i], morphAnimChannelIndex);
+                    }
 
                     ++morphAnimChannelIndex;
                 }
@@ -1443,8 +1433,8 @@ void ColladaLoader::CreateAnimation(aiScene *pScene, const ColladaParser &pParse
                     morphAnim->mKeys[key].mValues = new unsigned int[morphChannels.size()];
                     morphAnim->mKeys[key].mWeights = new double[morphChannels.size()];
 
-                    morphAnim->mKeys[key].mTime = morphTimeValues[key].mTime;
-                    for (unsigned int valueIndex = 0; valueIndex < morphChannels.size(); valueIndex++) {
+                    morphAnim->mKeys[key].mTime = morphTimeValues[key].mTime * kMillisecondsFromSeconds ;
+                    for (unsigned int valueIndex = 0; valueIndex < morphChannels.size(); ++valueIndex ) {
                         morphAnim->mKeys[key].mValues[valueIndex] = valueIndex;
                         morphAnim->mKeys[key].mWeights[valueIndex] = getWeightAtKey(morphTimeValues, key, valueIndex);
                     }
@@ -1494,18 +1484,22 @@ void ColladaLoader::AddTexture(aiMaterial &mat, const ColladaParser &pParser,
 
     // mapping mode
     int map = aiTextureMapMode_Clamp;
-    if (sampler.mWrapU)
+    if (sampler.mWrapU) {
         map = aiTextureMapMode_Wrap;
-    if (sampler.mWrapU && sampler.mMirrorU)
+    }
+    if (sampler.mWrapU && sampler.mMirrorU) {
         map = aiTextureMapMode_Mirror;
+    }
 
     mat.AddProperty(&map, 1, _AI_MATKEY_MAPPINGMODE_U_BASE, type, idx);
 
     map = aiTextureMapMode_Clamp;
-    if (sampler.mWrapV)
+    if (sampler.mWrapV) {
         map = aiTextureMapMode_Wrap;
-    if (sampler.mWrapV && sampler.mMirrorV)
+    }
+    if (sampler.mWrapV && sampler.mMirrorV) {
         map = aiTextureMapMode_Mirror;
+    }
 
     mat.AddProperty(&map, 1, _AI_MATKEY_MAPPINGMODE_V_BASE, type, idx);
 
@@ -1526,9 +1520,9 @@ void ColladaLoader::AddTexture(aiMaterial &mat, const ColladaParser &pParser,
     // number in the channel name. We assume it is the zero-based index into the
     // UV channel array of all corresponding meshes. It could also be one-based
     // for some exporters, but we won't care of it unless someone complains about.
-    if (sampler.mUVId != UINT_MAX)
+    if (sampler.mUVId != UINT_MAX) {
         map = sampler.mUVId;
-    else {
+    } else {
         map = -1;
         for (std::string::const_iterator it = sampler.mUVChannel.begin(); it != sampler.mUVChannel.end(); ++it) {
             if (IsNumeric(*it)) {
@@ -1553,27 +1547,27 @@ void ColladaLoader::FillMaterials(const ColladaParser &pParser, aiScene * /*pSce
 
         // resolve shading mode
         int shadeMode;
-        if (effect.mFaceted) /* fixme */
+        if (effect.mFaceted) {
             shadeMode = aiShadingMode_Flat;
-        else {
+        } else {
             switch (effect.mShadeType) {
-            case Collada::Shade_Constant:
-                shadeMode = aiShadingMode_NoShading;
-                break;
-            case Collada::Shade_Lambert:
-                shadeMode = aiShadingMode_Gouraud;
-                break;
-            case Collada::Shade_Blinn:
-                shadeMode = aiShadingMode_Blinn;
-                break;
-            case Collada::Shade_Phong:
-                shadeMode = aiShadingMode_Phong;
-                break;
+                case Collada::Shade_Constant:
+                    shadeMode = aiShadingMode_NoShading;
+                    break;
+                case Collada::Shade_Lambert:
+                    shadeMode = aiShadingMode_Gouraud;
+                    break;
+                case Collada::Shade_Blinn:
+                    shadeMode = aiShadingMode_Blinn;
+                    break;
+                case Collada::Shade_Phong:
+                    shadeMode = aiShadingMode_Phong;
+                    break;
 
-            default:
-                ASSIMP_LOG_WARN("Collada: Unrecognized shading mode, using gouraud shading");
-                shadeMode = aiShadingMode_Gouraud;
-                break;
+                default:
+                    ASSIMP_LOG_WARN("Collada: Unrecognized shading mode, using gouraud shading");
+                    shadeMode = aiShadingMode_Gouraud;
+                    break;
             }
         }
         mat.AddProperty<int>(&shadeMode, 1, AI_MATKEY_SHADING_MODEL);
@@ -1679,23 +1673,6 @@ void ColladaLoader::BuildMaterials(ColladaParser &pParser, aiScene * /*pScene*/)
     // ScenePreprocessor generates a default material automatically if none is there.
     // All further code here in this loader works well without a valid material so
     // we can safely let it to ScenePreprocessor.
-#if 0
-    if (newMats.size() == 0)
-    {
-        aiMaterial* mat = new aiMaterial;
-        aiString name(AI_DEFAULT_MATERIAL_NAME);
-        mat->AddProperty(&name, AI_MATKEY_NAME);
-
-        const int shadeMode = aiShadingMode_Phong;
-        mat->AddProperty<int>(&shadeMode, 1, AI_MATKEY_SHADING_MODEL);
-        aiColor4D colAmbient(0.2, 0.2, 0.2, 1.0), colDiffuse(0.8, 0.8, 0.8, 1.0), colSpecular(0.5, 0.5, 0.5, 0.5);
-        mat->AddProperty(&colAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
-        mat->AddProperty(&colDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
-        mat->AddProperty(&colSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
-        const ai_real specExp = 5.0;
-        mat->AddProperty(&specExp, 1, AI_MATKEY_SHININESS);
-}
-#endif
 }
 
 // ------------------------------------------------------------------------------------------------
@@ -1755,20 +1732,21 @@ aiString ColladaLoader::FindFilenameForEffectTexture(const ColladaParser &pParse
 
         // and add this texture to the list
         mTextures.push_back(tex);
-    } else {
-        if (imIt->second.mFileName.empty()) {
-            throw DeadlyImportError("Collada: Invalid texture, no data or file reference given");
-        }
+        return result;
+    } 
 
-        result.Set(imIt->second.mFileName);
+    if (imIt->second.mFileName.empty()) {
+        throw DeadlyImportError("Collada: Invalid texture, no data or file reference given");
     }
+
+    result.Set(imIt->second.mFileName);
+
     return result;
 }
 
 // ------------------------------------------------------------------------------------------------
 // Reads a float value from an accessor and its data array.
 ai_real ColladaLoader::ReadFloat(const Collada::Accessor &pAccessor, const Collada::Data &pData, size_t pIndex, size_t pOffset) const {
-    // FIXME: (thom) Test for data type here in every access? For the moment, I leave this to the caller
     size_t pos = pAccessor.mStride * pIndex + pAccessor.mOffset + pOffset;
     ai_assert(pos < pData.mValues.size());
     return pData.mValues[pos];

+ 1704 - 0
code/Collada/ColladaExporter.cpp

@@ -0,0 +1,1704 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2020, 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 <assimp/Bitmap.h>
+#include <assimp/commonMetaData.h>
+#include <assimp/MathFunctions.h>
+#include <assimp/fast_atof.h>
+#include <assimp/SceneCombiner.h>
+#include <assimp/StringUtils.h>
+#include <assimp/XMLTools.h>
+#include <assimp/DefaultIOSystem.h>
+#include <assimp/IOSystem.hpp>
+#include <assimp/Exporter.hpp>
+#include <assimp/scene.h>
+
+#include <assimp/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
+
+// ------------------------------------------------------------------------------------------------
+// Encodes a string into a valid XML ID using the xsd:ID schema qualifications.
+static const std::string XMLIDEncode(const std::string& name) {
+    const char XML_ID_CHARS[] = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz_-.";
+    const unsigned int XML_ID_CHARS_COUNT = sizeof(XML_ID_CHARS) / sizeof(char);
+
+    if (name.length() == 0) {
+        return name;
+    }
+
+    std::stringstream idEncoded;
+
+    // xsd:ID must start with letter or underscore
+    if (!((name[0] >= 'A' && name[0] <= 'z') || name[0] == '_')) {
+        idEncoded << '_';
+    }
+
+    for (std::string::const_iterator it = name.begin(); it != name.end(); ++it) {
+        // xsd:ID can only contain letters, digits, underscores, hyphens and periods
+        if (strchr(XML_ID_CHARS, *it) != nullptr) {
+            idEncoded << *it;
+        } else {
+            // Select placeholder character based on invalid character to prevent name collisions 
+            idEncoded << XML_ID_CHARS[(*it) % XML_ID_CHARS_COUNT];
+        }
+    }
+
+    return idEncoded.str();
+}
+
+// ------------------------------------------------------------------------------------------------
+// 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(ASSIMP_AI_REAL_TEXT_PRECISION);
+
+    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=\"#" + XMLIDEncode(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 = Math::getEpsilon<ai_real>();
+    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();
+
+    // If no Scene metadata, use root node metadata
+    aiMetadata* meta = mScene->mMetaData;
+    if (nullptr == meta) {
+        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 (nullptr == meta || !meta->Get(AI_METADATA_SOURCE_GENERATOR, value)) {
+        mOutput << startstr << "<authoring_tool>" << "Assimp Exporter" << "</authoring_tool>" << endstr;
+    } else {
+        mOutput << startstr << "<authoring_tool>" << XMLEscape(value.C_Str()) << "</authoring_tool>" << endstr;
+    }
+
+    if (meta) {
+        if (meta->Get("Comments", value)) {
+            mOutput << startstr << "<comments>" << XMLEscape(value.C_Str()) << "</comments>" << endstr;
+        }
+        if (meta->Get(AI_METADATA_SOURCE_COPYRIGHT, value)) {
+            mOutput << startstr << "<copyright>" << XMLEscape(value.C_Str()) << "</copyright>" << endstr;
+        }
+        if (meta->Get("SourceData", value)) {
+            mOutput << startstr << "<source_data>" << XMLEscape(value.C_Str()) << "</source_data>" << endstr;
+        }
+    }
+
+    PopTag();
+    mOutput << startstr << "</contributor>" << endstr;
+
+    if (nullptr == meta || !meta->Get("Created", value)) {
+        mOutput << startstr << "<created>" << date_str << "</created>" << endstr;
+    } else {
+        mOutput << startstr << "<created>" << XMLEscape(value.C_Str()) << "</created>" << endstr;
+    }
+
+    // Modified date is always the date saved
+    mOutput << startstr << "<modified>" << date_str << "</modified>" << endstr;
+
+    if (meta) {
+        if (meta->Get("Keywords", value)) {
+            mOutput << startstr << "<keywords>" << XMLEscape(value.C_Str()) << "</keywords>" << endstr;
+        }
+        if (meta->Get("Revision", value)) {
+            mOutput << startstr << "<revision>" << XMLEscape(value.C_Str()) << "</revision>" << endstr;
+        }
+        if (meta->Get("Subject", value)) {
+            mOutput << startstr << "<subject>" << XMLEscape(value.C_Str()) << "</subject>" << endstr;
+        }
+        if (meta->Get("Title", value)) {
+            mOutput << startstr << "<title>" << XMLEscape(value.C_Str()) << "</title>" << 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];
+            if ( nullptr == texture ) {
+                continue;
+            }
+
+            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 + mIOSystem->getOsSeparator() + 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 cameraName = XMLEscape(cam->mName.C_Str());
+    const std::string cameraId = XMLIDEncode(cam->mName.C_Str());
+
+    mOutput << startstr << "<camera id=\"" << cameraId << "-camera\" name=\"" << cameraName << "\" >" << 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 lightName = XMLEscape(light->mName.C_Str());
+    const std::string lightId = XMLIDEncode(light->mName.C_Str());
+
+    mOutput << startstr << "<light id=\"" << lightId << "-light\" name=\""
+            << lightName << "\" >" << 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;
+
+    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;
+  }
+}
+
+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=\"" << XMLIDEncode(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=\"" << XMLIDEncode(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=\"" << XMLIDEncode(pMatName) << "-" << pTypeName << "-surface\">" << endstr;
+    PushTag();
+    mOutput << startstr << "<surface type=\"2D\">" << endstr;
+    PushTag();
+    mOutput << startstr << "<init_from>" << XMLIDEncode(pMatName) << "-" << pTypeName << "-image</init_from>" << endstr;
+    PopTag();
+    mOutput << startstr << "</surface>" << endstr;
+    PopTag();
+    mOutput << startstr << "</newparam>" << endstr;
+
+    mOutput << startstr << "<newparam sid=\"" << XMLIDEncode(pMatName) << "-" << pTypeName << "-sampler\">" << endstr;
+    PushTag();
+    mOutput << startstr << "<sampler2D>" << endstr;
+    PushTag();
+    mOutput << startstr << "<source>" << XMLIDEncode(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);
+      }
+    }
+
+    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=\"" << XMLIDEncode(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=\"" << XMLIDEncode(mat.name) << "\" name=\"" << XMLEscape(mat.name) << "\">" << endstr;
+      PushTag();
+      mOutput << startstr << "<instance_effect url=\"#" << XMLIDEncode(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 = mesh->mName.length == 0 ? GetMeshId(pIndex) : mesh->mName.C_Str();
+    const std::string idstrEscaped = XMLIDEncode(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 << XMLIDEncode(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 = mesh->mName.length == 0 ? GetMeshId(pIndex) : mesh->mName.C_Str();
+    const std::string geometryName = XMLEscape(idstr);
+    const std::string geometryId = XMLIDEncode(idstr);
+
+    if ( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
+        return;
+
+    // opening tag
+    mOutput << startstr << "<geometry id=\"" << geometryId << "\" name=\"" << geometryName << "\" >" << 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=\"" << geometryId << "-vertices" << "\">" << endstr;
+    PushTag();
+    mOutput << startstr << "<input semantic=\"POSITION\" source=\"#" << geometryId << "-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=\"#" << geometryId << "-vertices\" />" << endstr;
+        if( mesh->HasNormals() )
+            mOutput << startstr << "<input semantic=\"NORMAL\" source=\"#" << geometryId << "-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=\"#" << geometryId << "-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=\"#" << geometryId << "-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=\"#" << geometryId << "-vertices\" />" << endstr;
+        if( mesh->HasNormals() )
+            mOutput << startstr << "<input offset=\"0\" semantic=\"NORMAL\" source=\"#" << geometryId << "-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=\"#" << geometryId << "-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=\"#" << geometryId << "-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 = XMLIDEncode(pIdString) + "-array";
+
+    mOutput << startstr << "<source id=\"" << XMLIDEncode(pIdString) << "\" name=\"" << XMLEscape(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 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 sceneName = XMLEscape(mScene->mRootNode->mName.C_Str());
+    const std::string sceneId = XMLIDEncode(mScene->mRootNode->mName.C_Str());
+
+    mOutput << startstr << "<library_visual_scenes>" << endstr;
+    PushTag();
+    mOutput << startstr << "<visual_scene id=\"" + sceneId + "\" name=\"" + sceneName + "\">" << 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)
+{
+    static const float kSecondsFromMilliseconds = .001f;
+
+    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 = XMLIDEncode(idstr);
+	
+	mOutput << startstr << "<animation id=\"" + idstrEscaped + "\" name=\"" + animation_name_escaped + "\">" << endstr;
+	PushTag();
+
+    std::string cur_node_idstr;
+	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;
+        }
+		
+		{
+            cur_node_idstr.clear();
+            cur_node_idstr += nodeAnim->mNodeName.data;
+            cur_node_idstr += 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) * kSecondsFromMilliseconds);
+			}
+			
+			WriteFloatArray(cur_node_idstr, FloatType_Time, (const ai_real *)frames.data(), frames.size());
+			frames.clear();
+		}
+		
+		{
+            cur_node_idstr.clear();
+
+            cur_node_idstr += nodeAnim->mNodeName.data;
+            cur_node_idstr += 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(cur_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 cur_node_idstr2 = nodeAnim->mNodeName.data + std::string("_matrix-interpolation");
+            std::string arrayId = XMLIDEncode(cur_node_idstr2) + "-array";
+			
+			mOutput << startstr << "<source id=\"" << XMLIDEncode(cur_node_idstr2) << "\">" << endstr;
+			PushTag();
+			
+			// source array
+			mOutput << startstr << "<Name_array id=\"" << arrayId << "\" count=\"" << names.size() << "\"> ";
+			for( size_t aa = 0; aa < names.size(); ++aa ) {
+				mOutput << names[aa] << " ";
+            }
+			mOutput << "</Name_array>" << endstr;
+			
+			mOutput << startstr << "<technique_common>" << endstr;
+			PushTag();
+
+			mOutput << startstr << "<accessor source=\"#" << 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=\"" << XMLIDEncode(node_idstr) << "\">" << endstr;
+			PushTag();
+			
+			mOutput << startstr << "<input semantic=\"INPUT\" source=\"#" << XMLIDEncode( nodeAnim->mNodeName.data + std::string("_matrix-input") ) << "\"/>" << endstr;
+			mOutput << startstr << "<input semantic=\"OUTPUT\" source=\"#" << XMLIDEncode( nodeAnim->mNodeName.data + std::string("_matrix-output") ) << "\"/>" << endstr;
+			mOutput << startstr << "<input semantic=\"INTERPOLATION\" source=\"#" << XMLIDEncode( 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=\"#" << XMLIDEncode( nodeAnim->mNodeName.data + std::string("_matrix-sampler") ) << "\" target=\"" << XMLIDEncode(nodeAnim->mNodeName.data) << "/matrix\"/>" << endstr;
+		}
+	}
+	
+	PopTag();
+	mOutput << startstr << "</animation>" << endstr;
+	
+}
+// ------------------------------------------------------------------------------------------------
+void ColladaExporter::WriteAnimationsLibrary()
+{
+	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 (nullptr == findBone(pScene, pNode->mName.C_Str())) {
+        node_type = "NODE";
+        is_joint = false;
+    } else {
+        node_type = "JOINT";
+        is_joint = true;
+        if (!pNode->mParent || nullptr == findBone(pScene, pNode->mParent->mName.C_Str())) {
+            is_skeleton_root = true;
+        }
+    }
+
+    const std::string node_id = XMLIDEncode(pNode->mName.data);
+    const std::string node_name = XMLEscape(pNode->mName.data);
+	mOutput << startstr << "<node ";
+	if(is_skeleton_root) {
+		mOutput << "id=\"" << node_id << "\" " << (is_joint ? "sid=\"" + node_id +"\"" : "") ; // For now, only support one skeleton in a scene.
+		mFoundSkeletonRootNodeID = node_id;
+	} else {
+		mOutput << "id=\"" << node_id << "\" " << (is_joint ? "sid=\"" + node_id +"\"": "") ;
+	}
+	
+    mOutput << " name=\"" << node_name
+            << "\" 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
+    aiMatrix4x4 mat = pNode->mTransformation;
+
+    // If this node is a Camera node, the camera coordinate system needs to be multiplied in.
+    // When importing from Collada, the mLookAt is set to 0, 0, -1, and the node transform is unchanged.
+    // When importing from a different format, mLookAt is set to 0, 0, 1. Therefore, the local camera
+    // coordinate system must be changed to matche the Collada specification.
+    for (size_t i = 0; i<mScene->mNumCameras; i++){
+        if (mScene->mCameras[i]->mName == pNode->mName){
+            aiMatrix4x4 sourceView;
+            mScene->mCameras[i]->GetCameraMatrix(sourceView);
+
+            aiMatrix4x4 colladaView;
+            colladaView.a1 = colladaView.c3 = -1; // move into -z space.
+            mat *= (sourceView * colladaView);
+            break;
+        }
+    }
+	
+	// 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_id << "-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_id << "-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;
+
+        const std::string meshName = mesh->mName.length == 0 ? GetMeshId(pNode->mMeshes[a]) : mesh->mName.C_Str();
+
+        if( mesh->mNumBones == 0 )
+        {
+            mOutput << startstr << "<instance_geometry url=\"#" << XMLIDEncode(meshName) << "\">" << endstr;
+            PushTag();
+        }
+        else
+        {
+            mOutput << startstr
+                    << "<instance_controller url=\"#" << XMLIDEncode(meshName) << "-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 = XMLIDEncode( 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=\"#" << XMLIDEncode(materials[mesh->mMaterialIndex].name) << "\">" << endstr;
+        PushTag();
+        for( size_t aa = 0; aa < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++aa )
+        {
+            if( mesh->HasTextureCoords( static_cast<unsigned int>(aa) ) )
+                // semantic       as in <texture texcoord=...>
+                // input_semantic as in <input semantic=...>
+                // input_set      as in <input set=...>
+                mOutput << startstr << "<bind_vertex_input semantic=\"CHANNEL" << aa << "\" input_semantic=\"TEXCOORD\" input_set=\"" << aa << "\"/>" << 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