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