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Diffstat (limited to 'libs/assimp/code/AssetLib/Collada/ColladaExporter.cpp')
-rw-r--r-- | libs/assimp/code/AssetLib/Collada/ColladaExporter.cpp | 1748 |
1 files changed, 1748 insertions, 0 deletions
diff --git a/libs/assimp/code/AssetLib/Collada/ColladaExporter.cpp b/libs/assimp/code/AssetLib/Collada/ColladaExporter.cpp new file mode 100644 index 0000000..5c91daa --- /dev/null +++ b/libs/assimp/code/AssetLib/Collada/ColladaExporter.cpp @@ -0,0 +1,1748 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2022, 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 { + +// ------------------------------------------------------------------------------------------------ +// 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); + + 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(); +} + +// ------------------------------------------------------------------------------------------------ +// Destructor +ColladaExporter::~ColladaExporter() { +} + +// ------------------------------------------------------------------------------------------------ +// 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 != 0) { + 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 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 == 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()) { + + 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 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()) { + + 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 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: + 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; + /* + out->mAngleOuterCone = AI_DEG_TO_RAD (std::acos(std::pow(0.1f,1.f/srcLight->mFalloffExponent))+ + srcLight->mFalloffAngle); + */ + + 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 +bool 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, 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; + } else { + if (pKey) + poSurface.exist = pSrcMat.Get(pKey, static_cast<unsigned int>(pType), static_cast<unsigned int>(pIndex), poSurface.color) == aiReturn_SUCCESS; + } + 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()) { + 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) { + 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()) { + 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) { + 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->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]; + + // 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)); + } + + 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 aiString &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 (name == bone->mName) { + return bone; + } + } + } + return nullptr; +} + +// ------------------------------------------------------------------------------------------------ +// Helper to find the node associated with a bone in the scene +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 = nullptr; + if (aChild) { + foundFromChild = findBoneNode(aChild, bone); + if (foundFromChild) { + return foundFromChild; + } + } + } + } + + return nullptr; +} + +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) != 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; +} + +// ------------------------------------------------------------------------------------------------ +// 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 == findBone(mScene, pNode->mName)) { + node_type = "NODE"; + is_joint = false; + } else { + node_type = "JOINT"; + is_joint = true; + if (!pNode->mParent || nullptr == findBone(mScene, 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=\"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=\"#" << 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) { + + return XMLEscape(node->mName.C_Str()); +} + +std::string ColladaExporter::GetBoneUniqueId(const aiBone *bone) { + // Find the Node that is this Bone + const aiNode *boneNode = findBoneNode(mScene->mRootNode, 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 +#endif |