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Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/Collada/ColladaExporter.cpp')
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/Collada/ColladaExporter.cpp | 1748 |
1 files changed, 0 insertions, 1748 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/Collada/ColladaExporter.cpp b/src/mesh/assimp-master/code/AssetLib/Collada/ColladaExporter.cpp deleted file mode 100644 index 5c91daa..0000000 --- a/src/mesh/assimp-master/code/AssetLib/Collada/ColladaExporter.cpp +++ /dev/null @@ -1,1748 +0,0 @@ -/* -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 |