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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2025, 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/ColladaMetaData.h>
- #include <assimp/DefaultIOSystem.h>
- #include <assimp/Exceptional.h>
- #include <assimp/MathFunctions.h>
- #include <assimp/SceneCombiner.h>
- #include <assimp/StringUtils.h>
- #include <assimp/XMLTools.h>
- #include <assimp/commonMetaData.h>
- #include <assimp/fast_atof.h>
- #include <assimp/scene.h>
- #include <assimp/Exporter.hpp>
- #include <assimp/IOSystem.hpp>
- #include <ctime>
- #include <memory>
- namespace Assimp {
- static 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 = scene->mRootNode->findBoneNode(bone);
- if (node) {
- while (node->mParent && scene->findBone(node->mParent->mName) != nullptr) {
- 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 nullptr;
- }
- // ------------------------------------------------------------------------------------------------
- // 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 == nullptr) {
- 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);
- }
- // ------------------------------------------------------------------------------------------------
- // 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) - 1;
- 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 reduce ID collisions
- idEncoded << XML_ID_CHARS[(*it) % XML_ID_CHARS_COUNT];
- }
- }
- return idEncoded.str();
- }
- // ------------------------------------------------------------------------------------------------
- // Helper functions to create unique ids
- inline bool IsUniqueId(const std::unordered_set<std::string> &idSet, const std::string &idStr) {
- return (idSet.find(idStr) == idSet.end());
- }
- inline std::string MakeUniqueId(const std::unordered_set<std::string> &idSet, const std::string &idPrefix, const std::string &postfix) {
- std::string result(idPrefix + postfix);
- if (!IsUniqueId(idSet, result)) {
- // Select a number to append
- size_t idnum = 1;
- do {
- result = idPrefix + '_' + ai_to_string(idnum) + postfix;
- ++idnum;
- } while (!IsUniqueId(idSet, result));
- }
- return result;
- }
- // ------------------------------------------------------------------------------------------------
- // 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),
- mScene(pScene),
- endstr("\n") {
- // 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);
- // start writing the file
- WriteFile();
- }
- // ------------------------------------------------------------------------------------------------
- // 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();
- // Add node names to the unique id database first so they are most likely to use their names as unique ids
- CreateNodeIds(mScene->mRootNode);
- WriteCamerasLibrary();
- WriteLightsLibrary();
- WriteMaterials();
- WriteGeometryLibrary();
- WriteControllerLibrary();
- WriteSceneLibrary();
- // customized, Writes the animation library
- WriteAnimationsLibrary();
- // instantiate the scene(s)
- // For Assimp there will only ever be one
- mOutput << startstr << "<scene>" << endstr;
- PushTag();
- mOutput << startstr << "<instance_visual_scene url=\"#" + mSceneId + "\" />" << 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(nullptr);
- 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();
- mAdd_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 {
- mAdd_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 {
- mAdd_root_node = true;
- }
- if (!position.Equal(aiVector3D(0, 0, 0))) {
- mAdd_root_node = true;
- }
- // Assimp root nodes can have meshes, Collada Scenes cannot
- if (mScene->mRootNode->mNumChildren == 0 || mScene->mRootNode->mMeshes != nullptr) {
- mAdd_root_node = true;
- }
- if (mAdd_root_node) {
- 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 constexpr unsigned int buffer_size = 1024;
- char str[buffer_size] = {'\0'};
- if (!mScene->HasTextures()) {
- return;
- }
- 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 == nullptr) {
- 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()) {
- return;
- }
- 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];
- if (cam == nullptr) {
- return;
- }
- const std::string cameraId = GetObjectUniqueId(AiObjectType::Camera, pIndex);
- const std::string cameraName = GetObjectName(AiObjectType::Camera, pIndex);
- mOutput << startstr << "<camera id=\"" << cameraId << "\" 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()) {
- return;
- }
- 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];
- if (light == nullptr) {
- return;
- }
- const std::string lightId = GetObjectUniqueId(AiObjectType::Light, pIndex);
- const std::string lightName = GetObjectName(AiObjectType::Light, pIndex);
- mOutput << startstr << "<light id=\"" << lightId << "\" name=\""
- << lightName << "\" >" << endstr;
- PushTag();
- mOutput << startstr << "<technique_common>" << endstr;
- PushTag();
- switch (light->mType) {
- case aiLightSource_AMBIENT:
- WriteAmbientLight(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:
- default:
- 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::WriteAmbientLight(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
- bool ColladaExporter::ReadMaterialSurface(Surface &poSurface, const aiMaterial &pSrcMat, aiTextureType pTexture, const char *pKey, size_t pType, size_t pIndex) {
- if (pSrcMat.GetTextureCount(pTexture) == 0) {
- if (pKey)
- poSurface.exist = pSrcMat.Get(pKey, static_cast<unsigned int>(pType), static_cast<unsigned int>(pIndex), poSurface.color) == aiReturn_SUCCESS;
- return poSurface.exist;
- }
- aiString texfile;
- unsigned int uvChannel = 0;
- pSrcMat.GetTexture(pTexture, 0, &texfile, nullptr, &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<DeadlyExportError>(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;
- return poSurface.exist;
- }
- // ------------------------------------------------------------------------------------------------
- // Reimplementation of isalnum(,C locale), because AppVeyor does not see standard version.
- static bool isalnum_C(char c) {
- return (nullptr != strchr("0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz", c));
- }
- // ------------------------------------------------------------------------------------------------
- // Writes an image entry for the given surface
- void ColladaExporter::WriteImageEntry(const Surface &pSurface, const std::string &imageId) {
- if (pSurface.texture.empty()) {
- return;
- }
- mOutput << startstr << "<image id=\"" << imageId << "\">" << 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 &imageId) {
- if (!pSurface.exist) {
- return;
- }
- 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=\"" << imageId << "\" 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 &materialId) {
- // if surface is a texture, write out the sampler and the surface parameters necessary to reference the texture
- if (pSurface.texture.empty()) {
- return;
- }
- mOutput << startstr << "<newparam sid=\"" << materialId << "-" << pTypeName << "-surface\">" << endstr;
- PushTag();
- mOutput << startstr << "<surface type=\"2D\">" << endstr;
- PushTag();
- mOutput << startstr << "<init_from>" << materialId << "-" << pTypeName << "-image</init_from>" << endstr;
- PopTag();
- mOutput << startstr << "</surface>" << endstr;
- PopTag();
- mOutput << startstr << "</newparam>" << endstr;
- mOutput << startstr << "<newparam sid=\"" << materialId << "-" << pTypeName << "-sampler\">" << endstr;
- PushTag();
- mOutput << startstr << "<sampler2D>" << endstr;
- PushTag();
- mOutput << startstr << "<source>" << materialId << "-" << 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) {
- return;
- }
- 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() {
- std::vector<Material> materials;
- materials.resize(mScene->mNumMaterials);
- /// collect all materials from the scene
- size_t numTextures = 0;
- for (size_t a = 0; a < mScene->mNumMaterials; ++a) {
- Material &material = materials[a];
- material.id = GetObjectUniqueId(AiObjectType::Material, a);
- material.name = GetObjectName(AiObjectType::Material, a);
- const aiMaterial &mat = *(mScene->mMaterials[a]);
- aiShadingMode shading = aiShadingMode_Flat;
- material.shading_model = "phong";
- if (mat.Get(AI_MATKEY_SHADING_MODEL, shading) == aiReturn_SUCCESS) {
- if (shading == aiShadingMode_Phong) {
- material.shading_model = "phong";
- } else if (shading == aiShadingMode_Blinn) {
- material.shading_model = "blinn";
- } else if (shading == aiShadingMode_NoShading) {
- material.shading_model = "constant";
- } else if (shading == aiShadingMode_Gouraud) {
- material.shading_model = "lambert";
- }
- }
- if (ReadMaterialSurface(material.ambient, mat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT))
- ++numTextures;
- if (ReadMaterialSurface(material.diffuse, mat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE))
- ++numTextures;
- if (ReadMaterialSurface(material.specular, mat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR))
- ++numTextures;
- if (ReadMaterialSurface(material.emissive, mat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE))
- ++numTextures;
- if (ReadMaterialSurface(material.reflective, mat, aiTextureType_REFLECTION, AI_MATKEY_COLOR_REFLECTIVE))
- ++numTextures;
- if (ReadMaterialSurface(material.transparent, mat, aiTextureType_OPACITY, AI_MATKEY_COLOR_TRANSPARENT))
- ++numTextures;
- if (ReadMaterialSurface(material.normal, mat, aiTextureType_NORMALS, nullptr, 0, 0))
- ++numTextures;
- material.shininess.exist = mat.Get(AI_MATKEY_SHININESS, material.shininess.value) == aiReturn_SUCCESS;
- material.transparency.exist = mat.Get(AI_MATKEY_OPACITY, material.transparency.value) == aiReturn_SUCCESS;
- material.index_refraction.exist = mat.Get(AI_MATKEY_REFRACTI, material.index_refraction.value) == aiReturn_SUCCESS;
- }
- // output textures if present
- if (numTextures > 0) {
- mOutput << startstr << "<library_images>" << endstr;
- PushTag();
- for (const Material &mat : materials) {
- WriteImageEntry(mat.ambient, mat.id + "-ambient-image");
- WriteImageEntry(mat.diffuse, mat.id + "-diffuse-image");
- WriteImageEntry(mat.specular, mat.id + "-specular-image");
- WriteImageEntry(mat.emissive, mat.id + "-emission-image");
- WriteImageEntry(mat.reflective, mat.id + "-reflective-image");
- WriteImageEntry(mat.transparent, mat.id + "-transparent-image");
- WriteImageEntry(mat.normal, mat.id + "-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 (const Material &mat : materials) {
- // this is so ridiculous it must be right
- mOutput << startstr << "<effect id=\"" << mat.id << "-fx\" name=\"" << mat.name << "\">" << endstr;
- PushTag();
- mOutput << startstr << "<profile_COMMON>" << endstr;
- PushTag();
- // write sampler- and surface params for the texture entries
- WriteTextureParamEntry(mat.emissive, "emission", mat.id);
- WriteTextureParamEntry(mat.ambient, "ambient", mat.id);
- WriteTextureParamEntry(mat.diffuse, "diffuse", mat.id);
- WriteTextureParamEntry(mat.specular, "specular", mat.id);
- WriteTextureParamEntry(mat.reflective, "reflective", mat.id);
- WriteTextureParamEntry(mat.transparent, "transparent", mat.id);
- WriteTextureParamEntry(mat.normal, "normal", mat.id);
- mOutput << startstr << "<technique sid=\"standard\">" << endstr;
- PushTag();
- mOutput << startstr << "<" << mat.shading_model << ">" << endstr;
- PushTag();
- WriteTextureColorEntry(mat.emissive, "emission", mat.id + "-emission-sampler");
- WriteTextureColorEntry(mat.ambient, "ambient", mat.id + "-ambient-sampler");
- WriteTextureColorEntry(mat.diffuse, "diffuse", mat.id + "-diffuse-sampler");
- WriteTextureColorEntry(mat.specular, "specular", mat.id + "-specular-sampler");
- WriteFloatEntry(mat.shininess, "shininess");
- WriteTextureColorEntry(mat.reflective, "reflective", mat.id + "-reflective-sampler");
- WriteTextureColorEntry(mat.transparent, "transparent", mat.id + "-transparent-sampler");
- WriteFloatEntry(mat.transparency, "transparency");
- WriteFloatEntry(mat.index_refraction, "index_of_refraction");
- if (!mat.normal.texture.empty()) {
- WriteTextureColorEntry(mat.normal, "bump", mat.id + "-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=\"" << mat.id << "\" name=\"" << mat.name << "\">" << endstr;
- PushTag();
- mOutput << startstr << "<instance_effect url=\"#" << mat.id << "-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];
- // Is there a skin controller?
- if (mesh->mNumBones == 0 || mesh->mNumFaces == 0 || mesh->mNumVertices == 0) {
- return;
- }
- const std::string idstr = GetObjectUniqueId(AiObjectType::Mesh, pIndex);
- const std::string namestr = GetObjectName(AiObjectType::Mesh, pIndex);
- mOutput << startstr << "<controller id=\"" << idstr << "-skin\" ";
- mOutput << "name=\"skinCluster" << pIndex << "\">" << endstr;
- PushTag();
- mOutput << startstr << "<skin source=\"#" << idstr << "\">" << 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=\"" << idstr << "-skin-joints\" name=\"" << namestr << "-skin-joints\">" << endstr;
- PushTag();
- mOutput << startstr << "<Name_array id=\"" << idstr << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\">";
- for (size_t i = 0; i < mesh->mNumBones; ++i) {
- mOutput << GetBoneUniqueId(mesh->mBones[i]) << ' ';
- }
- mOutput << "</Name_array>" << endstr;
- mOutput << startstr << "<technique_common>" << endstr;
- PushTag();
- mOutput << startstr << "<accessor source=\"#" << idstr << "-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=\"#" << idstr << "-skin-joints\"></input>" << endstr;
- mOutput << startstr << "<input semantic=\"INV_BIND_MATRIX\" source=\"#" << idstr << "-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=\"#" << idstr << "-skin-joints\" offset=\"0\"></input>" << endstr;
- mOutput << startstr << "<input semantic=\"WEIGHT\" source=\"#" << idstr << "-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 geometryId = GetObjectUniqueId(AiObjectType::Mesh, pIndex);
- const std::string geometryName = GetObjectName(AiObjectType::Mesh, pIndex);
- 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(geometryId + "-positions", FloatType_Vector, (ai_real *)mesh->mVertices, mesh->mNumVertices);
- // Normals, if any
- if (mesh->HasNormals()) {
- WriteFloatArray(geometryId + "-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(geometryId + "-tex" + ai_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(geometryId + "-color" + ai_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() {
- // Determine if we are using the aiScene root or our own
- std::string sceneName("Scene");
- if (mAdd_root_node) {
- mSceneId = MakeUniqueId(mUniqueIds, sceneName, std::string());
- mUniqueIds.insert(mSceneId);
- } else {
- mSceneId = GetNodeUniqueId(mScene->mRootNode);
- sceneName = GetNodeName(mScene->mRootNode);
- }
- mOutput << startstr << "<library_visual_scenes>" << endstr;
- PushTag();
- mOutput << startstr << "<visual_scene id=\"" + mSceneId + "\" name=\"" + sceneName + "\">" << endstr;
- PushTag();
- if (mAdd_root_node) {
- // Export the root node
- WriteNode(mScene->mRootNode);
- } else {
- // Have already exported the root node
- for (size_t a = 0; a < mScene->mRootNode->mNumChildren; ++a)
- WriteNode(mScene->mRootNode->mChildren[a]);
- }
- PopTag();
- mOutput << startstr << "</visual_scene>" << endstr;
- PopTag();
- mOutput << startstr << "</library_visual_scenes>" << endstr;
- }
- // ------------------------------------------------------------------------------------------------
- void ColladaExporter::WriteAnimationLibrary(size_t pIndex) {
- const aiAnimation *anim = mScene->mAnimations[pIndex];
- if (anim == nullptr) {
- return;
- }
-
- if (anim->mNumChannels == 0 && anim->mNumMeshChannels == 0 && anim->mNumMorphMeshChannels == 0) {
- return;
- }
- const std::string animationNameEscaped = GetObjectName(AiObjectType::Animation, pIndex);
- const std::string idstrEscaped = GetObjectUniqueId(AiObjectType::Animation, pIndex);
- mOutput << startstr << "<animation id=\"" + idstrEscaped + "\" name=\"" + animationNameEscaped + "\">" << endstr;
- PushTag();
- std::string cur_node_idstr;
- for (size_t a = 0; a < anim->mNumChannels; ++a) {
- const aiNodeAnim *nodeAnim = anim->mChannels[a];
- if (nodeAnim == nullptr) {
- continue;
- }
- // sanity checks
- 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));
- }
- 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.emplace_back("LINEAR");
- } else if (nodeAnim->mPostState == aiAnimBehaviour_CONSTANT) {
- names.emplace_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];
- if (nodeAnim == nullptr) {
- continue;
- }
- {
- // 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];
- if (nodeAnim == nullptr) {
- continue;
- }
- {
- // 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) {
- return;
- }
-
- 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;
- }
- // ------------------------------------------------------------------------------------------------
- // Recursively writes the given node
- void ColladaExporter::WriteNode(const aiNode *pNode) {
- // If the node is associated with a bone, it is a joint node (JOINT)
- // otherwise it is a normal node (NODE)
- // Assimp-specific: nodes with no name cannot be associated with bones
- const char *node_type;
- bool is_joint, is_skeleton_root = false;
- if (pNode->mName.length == 0 || nullptr == mScene->findBone(pNode->mName)) {
- node_type = "NODE";
- is_joint = false;
- } else {
- node_type = "JOINT";
- is_joint = true;
- if (!pNode->mParent || nullptr == mScene->findBone(pNode->mParent->mName)) {
- is_skeleton_root = true;
- }
- }
- const std::string node_id = GetNodeUniqueId(pNode);
- const std::string node_name = GetNodeName(pNode);
- mOutput << startstr << "<node ";
- if (is_skeleton_root) {
- mFoundSkeletonRootNodeID = node_id; // For now, only support one skeleton in a scene.
- }
- 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=\"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=\"#" << GetObjectUniqueId(AiObjectType::Camera, i) << "\"/>" << 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=\"#" << GetObjectUniqueId(AiObjectType::Light, i) << "\"/>" << 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 meshId = GetObjectUniqueId(AiObjectType::Mesh, pNode->mMeshes[a]);
- if (mesh->mNumBones == 0) {
- mOutput << startstr << "<instance_geometry url=\"#" << meshId << "\">" << endstr;
- PushTag();
- } else {
- mOutput << startstr
- << "<instance_controller url=\"#" << meshId << "-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(mScene, mesh);
- if (skeletonRootBoneNode) {
- mFoundSkeletonRootNodeID = GetNodeUniqueId(skeletonRootBoneNode);
- }
- 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=\"#" << GetObjectUniqueId(AiObjectType::Material, mesh->mMaterialIndex) << "\">" << 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(pNode->mChildren[a]);
- }
- PopTag();
- mOutput << startstr << "</node>" << endstr;
- }
- void ColladaExporter::CreateNodeIds(const aiNode *node) {
- GetNodeUniqueId(node);
- for (size_t a = 0; a < node->mNumChildren; ++a)
- CreateNodeIds(node->mChildren[a]);
- }
- std::string ColladaExporter::GetNodeUniqueId(const aiNode *node) {
- // Use the pointer as the key. This is safe because the scene is immutable.
- auto idIt = mNodeIdMap.find(node);
- if (idIt != mNodeIdMap.cend()) {
- return idIt->second;
- }
- // Prefer the requested Collada Id if extant
- std::string idStr;
- aiString origId;
- if (node->mMetaData && node->mMetaData->Get(AI_METADATA_COLLADA_ID, origId)) {
- idStr = origId.C_Str();
- } else {
- idStr = node->mName.C_Str();
- }
- // Make sure the requested id is valid
- if (idStr.empty()) {
- idStr = "node";
- } else {
- idStr = XMLIDEncode(idStr);
- }
- // Ensure it's unique
- idStr = MakeUniqueId(mUniqueIds, idStr, std::string());
- mUniqueIds.insert(idStr);
- mNodeIdMap.insert(std::make_pair(node, idStr));
-
- return idStr;
- }
- std::string ColladaExporter::GetNodeName(const aiNode *node) {
- if (node == nullptr) {
- return std::string();
- }
- return XMLEscape(node->mName.C_Str());
- }
- std::string ColladaExporter::GetBoneUniqueId(const aiBone *bone) {
- // Find the Node that is this Bone
- const aiNode *boneNode = mScene->mRootNode->findBoneNode(bone);
- if (boneNode == nullptr) {
- return std::string();
- }
- return GetNodeUniqueId(boneNode);
- }
- std::string ColladaExporter::GetObjectUniqueId(AiObjectType type, size_t pIndex) {
- auto idIt = GetObjectIdMap(type).find(pIndex);
- if (idIt != GetObjectIdMap(type).cend()) {
- return idIt->second;
- }
- // Not seen this object before, create and add
- NameIdPair result = AddObjectIndexToMaps(type, pIndex);
- return result.second;
- }
- std::string ColladaExporter::GetObjectName(AiObjectType type, size_t pIndex) {
- auto objectName = GetObjectNameMap(type).find(pIndex);
- if (objectName != GetObjectNameMap(type).cend()) {
- return objectName->second;
- }
- // Not seen this object before, create and add
- NameIdPair result = AddObjectIndexToMaps(type, pIndex);
- return result.first;
- }
- // Determine unique id and add the name and id to the maps
- // @param type object type
- // @param index object index
- // @param name in/out. Caller to set the original name if known.
- // @param idStr in/out. Caller to set the preferred id if known.
- ColladaExporter::NameIdPair ColladaExporter::AddObjectIndexToMaps(AiObjectType type, size_t index) {
- std::string name;
- std::string idStr;
- std::string idPostfix;
- // Get the name and id postfix
- switch (type) {
- case AiObjectType::Mesh:
- name = mScene->mMeshes[index]->mName.C_Str();
- break;
- case AiObjectType::Material:
- name = mScene->mMaterials[index]->GetName().C_Str();
- break;
- case AiObjectType::Animation:
- name = mScene->mAnimations[index]->mName.C_Str();
- break;
- case AiObjectType::Light:
- name = mScene->mLights[index]->mName.C_Str();
- idPostfix = "-light";
- break;
- case AiObjectType::Camera:
- name = mScene->mCameras[index]->mName.C_Str();
- idPostfix = "-camera";
- break;
- case AiObjectType::Count:
- throw std::logic_error("ColladaExporter::AiObjectType::Count is not an object type");
- }
- if (name.empty()) {
- // Default ids if empty name
- switch (type) {
- case AiObjectType::Mesh: idStr = std::string("mesh_"); break;
- case AiObjectType::Material: idStr = std::string("material_"); break; // This one should never happen
- case AiObjectType::Animation: idStr = std::string("animation_"); break;
- case AiObjectType::Light: idStr = std::string("light_"); break;
- case AiObjectType::Camera: idStr = std::string("camera_"); break;
- case AiObjectType::Count: throw std::logic_error("ColladaExporter::AiObjectType::Count is not an object type");
- }
- idStr.append(ai_to_string(index));
- } else {
- idStr = XMLIDEncode(name);
- }
- if (!name.empty()) {
- name = XMLEscape(name);
- }
- idStr = MakeUniqueId(mUniqueIds, idStr, idPostfix);
- // Add to maps
- mUniqueIds.insert(idStr);
- GetObjectIdMap(type).insert(std::make_pair(index, idStr));
- GetObjectNameMap(type).insert(std::make_pair(index, name));
- return std::make_pair(name, idStr);
- }
- } // end of namespace Assimp
- #endif // ASSIMP_BUILD_NO_COLLADA_EXPORTER
- #endif // ASSIMP_BUILD_NO_EXPORT
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