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File is duplicated

closes https://github.com/assimp/assimp/issues/3238
Kim Kulling hace 5 años
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e33ed9e7a1
Se han modificado 1 ficheros con 0 adiciones y 1704 borrados
  1. 0 1704
      code/Collada/ColladaExporter.cpp

+ 0 - 1704
code/Collada/ColladaExporter.cpp

@@ -1,1704 +0,0 @@
-/*
-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