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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.
- ----------------------------------------------------------------------
- */
- /** @file ColladaExporter.h
- * Declares the exporter class to write a scene to a Collada file
- */
- #ifndef AI_COLLADAEXPORTER_H_INC
- #define AI_COLLADAEXPORTER_H_INC
- #include <assimp/ai_assert.h>
- #include <assimp/material.h>
- #include <array>
- #include <map>
- #include <sstream>
- #include <unordered_set>
- #include <vector>
- struct aiScene;
- struct aiNode;
- struct aiLight;
- struct aiBone;
- namespace Assimp {
- class IOSystem;
- /// Helper class to export a given scene to a Collada file. Just for my personal
- /// comfort when implementing it.
- class ColladaExporter {
- public:
- /// Constructor for a specific scene to export
- ColladaExporter(const aiScene *pScene, IOSystem *pIOSystem, const std::string &path, const std::string &file);
- /// Destructor
- virtual ~ColladaExporter() = default;
- protected:
- /// Starts writing the contents
- void WriteFile();
- /// Writes the asset header
- void WriteHeader();
- /// Writes the embedded textures
- void WriteTextures();
- /// Writes the material setup
- void WriteMaterials();
- /// Writes the cameras library
- void WriteCamerasLibrary();
- // Write a camera entry
- void WriteCamera(size_t pIndex);
- /// Writes the cameras library
- void WriteLightsLibrary();
- // Write a camera entry
- void WriteLight(size_t pIndex);
- void WritePointLight(const aiLight *const light);
- void WriteDirectionalLight(const aiLight *const light);
- void WriteSpotLight(const aiLight *const light);
- void WriteAmbientLight(const aiLight *const light);
- /// Writes the controller library
- void WriteControllerLibrary();
- /// Writes a skin controller of the given mesh
- void WriteController(size_t pIndex);
- /// Writes the geometry library
- void WriteGeometryLibrary();
- /// Writes the given mesh
- void WriteGeometry(size_t pIndex);
- //enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color, FloatType_Mat4x4, FloatType_Weight };
- // customized to add animation related type
- enum FloatDataType { FloatType_Vector,
- FloatType_TexCoord2,
- FloatType_TexCoord3,
- FloatType_Color,
- FloatType_Mat4x4,
- FloatType_Weight,
- FloatType_Time };
- /// Writes a float array of the given type
- void WriteFloatArray(const std::string &pIdString, FloatDataType pType, const ai_real *pData, size_t pElementCount);
- /// Writes the scene library
- void WriteSceneLibrary();
- // customized, Writes the animation library
- void WriteAnimationsLibrary();
- void WriteAnimationLibrary(size_t pIndex);
- std::string mFoundSkeletonRootNodeID = "skeleton_root"; // will be replaced by found node id in the WriteNode call.
- /// Recursively writes the given node
- void WriteNode(const aiNode *pNode);
- /// Enters a new xml element, which increases the indentation
- void PushTag() { startstr.append(" "); }
- /// Leaves an element, decreasing the indentation
- void PopTag() {
- ai_assert(startstr.length() > 1);
- startstr.erase(startstr.length() - 2);
- }
- void CreateNodeIds(const aiNode *node);
- /// Get or Create a unique Node ID string for the given Node
- std::string GetNodeUniqueId(const aiNode *node);
- std::string GetNodeName(const aiNode *node);
- std::string GetBoneUniqueId(const aiBone *bone);
- enum class AiObjectType {
- Mesh,
- Material,
- Animation,
- Light,
- Camera,
- Count,
- };
- /// Get or Create a unique ID string for the given scene object index
- std::string GetObjectUniqueId(AiObjectType type, size_t pIndex);
- /// Get or Create a name string for the given scene object index
- std::string GetObjectName(AiObjectType type, size_t pIndex);
- typedef std::map<size_t, std::string> IndexIdMap;
- typedef std::pair<std::string, std::string> NameIdPair;
- NameIdPair AddObjectIndexToMaps(AiObjectType type, size_t pIndex);
- // Helpers
- inline IndexIdMap &GetObjectIdMap(AiObjectType type) { return mObjectIdMap[static_cast<size_t>(type)]; }
- inline IndexIdMap &GetObjectNameMap(AiObjectType type) { return mObjectNameMap[static_cast<size_t>(type)]; }
- private:
- std::unordered_set<std::string> mUniqueIds; // Cache of used unique ids
- std::map<const void *, std::string> mNodeIdMap; // Cache of encoded node and bone ids
- std::array<IndexIdMap, static_cast<size_t>(AiObjectType::Count)> mObjectIdMap; // Cache of encoded unique IDs
- std::array<IndexIdMap, static_cast<size_t>(AiObjectType::Count)> mObjectNameMap; // Cache of encoded names
- public:
- /// Stringstream to write all output into
- std::stringstream mOutput;
- /// The IOSystem for output
- IOSystem *mIOSystem;
- /// Path of the directory where the scene will be exported
- const std::string mPath;
- /// Name of the file (without extension) where the scene will be exported
- const std::string mFile;
- /// The scene to be written
- const aiScene *const mScene;
- std::string mSceneId;
- bool mAdd_root_node = false;
- /// current line start string, contains the current indentation for simple stream insertion
- std::string startstr;
- /// current line end string for simple stream insertion
- const std::string endstr;
- // pair of color and texture - texture precedences color
- struct Surface {
- bool exist;
- aiColor4D color;
- std::string texture;
- size_t channel;
- Surface() {
- exist = false;
- channel = 0;
- }
- };
- struct Property {
- bool exist;
- ai_real value;
- Property() :
- exist(false),
- value(0.0) {}
- };
- // summarize a material in an convenient way.
- struct Material {
- std::string id;
- std::string name;
- std::string shading_model;
- Surface ambient, diffuse, specular, emissive, reflective, transparent, normal;
- Property shininess, transparency, index_refraction;
- Material() = default;
- };
- std::map<unsigned int, std::string> textures;
- public:
- /// Dammit C++ - y u no compile two-pass? No I have to add all methods below the struct definitions
- /// Reads a single surface entry from the given material keys
- bool ReadMaterialSurface(Surface &poSurface, const aiMaterial &pSrcMat, aiTextureType pTexture, const char *pKey, size_t pType, size_t pIndex);
- /// Writes an image entry for the given surface
- void WriteImageEntry(const Surface &pSurface, const std::string &imageId);
- /// Writes the two parameters necessary for referencing a texture in an effect entry
- void WriteTextureParamEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &materialId);
- /// Writes a color-or-texture entry into an effect definition
- void WriteTextureColorEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &imageId);
- /// Writes a scalar property
- void WriteFloatEntry(const Property &pProperty, const std::string &pTypeName);
- };
- } // namespace Assimp
- #endif // !! AI_COLLADAEXPORTER_H_INC
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