mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
1707 lines
64 KiB
C++
1707 lines
64 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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#ifndef ASSIMP_BUILD_NO_EXPORT
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#ifndef ASSIMP_BUILD_NO_COLLADA_EXPORTER
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#include "ColladaExporter.h"
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#include <assimp/Bitmap.h>
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#include <assimp/commonMetaData.h>
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#include <assimp/MathFunctions.h>
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#include <assimp/fast_atof.h>
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#include <assimp/SceneCombiner.h>
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#include <assimp/StringUtils.h>
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#include <assimp/XMLTools.h>
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#include <assimp/DefaultIOSystem.h>
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#include <assimp/IOSystem.hpp>
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#include <assimp/Exporter.hpp>
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#include <assimp/scene.h>
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#include <assimp/Exceptional.h>
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#include <memory>
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#include <ctime>
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#include <set>
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#include <vector>
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#include <iostream>
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using namespace Assimp;
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namespace Assimp {
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// ------------------------------------------------------------------------------------------------
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// Worker function for exporting a scene to Collada. Prototyped and registered in Exporter.cpp
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void ExportSceneCollada(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/) {
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std::string path = DefaultIOSystem::absolutePath(std::string(pFile));
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std::string file = DefaultIOSystem::completeBaseName(std::string(pFile));
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// invoke the exporter
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ColladaExporter iDoTheExportThing( pScene, pIOSystem, path, file);
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if (iDoTheExportThing.mOutput.fail()) {
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throw DeadlyExportError("output data creation failed. Most likely the file became too large: " + std::string(pFile));
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}
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// we're still here - export successfully completed. Write result to the given IOSYstem
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std::unique_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
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if(outfile == NULL) {
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throw DeadlyExportError("could not open output .dae file: " + std::string(pFile));
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}
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// XXX maybe use a small wrapper around IOStream that behaves like std::stringstream in order to avoid the extra copy.
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outfile->Write( iDoTheExportThing.mOutput.str().c_str(), static_cast<size_t>(iDoTheExportThing.mOutput.tellp()),1);
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}
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} // end of namespace Assimp
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// ------------------------------------------------------------------------------------------------
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// Encodes a string into a valid XML ID using the xsd:ID schema qualifications.
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static const std::string XMLIDEncode(const std::string& name) {
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const char XML_ID_CHARS[] = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz_-.";
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const unsigned int XML_ID_CHARS_COUNT = sizeof(XML_ID_CHARS) / sizeof(char);
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if (name.length() == 0) {
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return name;
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}
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std::stringstream idEncoded;
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// xsd:ID must start with letter or underscore
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if (!((name[0] >= 'A' && name[0] <= 'z') || name[0] == '_')) {
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idEncoded << '_';
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}
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for (std::string::const_iterator it = name.begin(); it != name.end(); ++it) {
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// xsd:ID can only contain letters, digits, underscores, hyphens and periods
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if (strchr(XML_ID_CHARS, *it) != nullptr) {
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idEncoded << *it;
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} else {
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// Select placeholder character based on invalid character to prevent name collisions
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idEncoded << XML_ID_CHARS[(*it) % XML_ID_CHARS_COUNT];
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}
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}
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return idEncoded.str();
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}
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// ------------------------------------------------------------------------------------------------
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// Constructor for a specific scene to export
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ColladaExporter::ColladaExporter( const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file)
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: mIOSystem(pIOSystem)
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, mPath(path)
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, mFile(file) {
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// make sure that all formatting happens using the standard, C locale and not the user's current locale
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mOutput.imbue( std::locale("C") );
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mOutput.precision(ASSIMP_AI_REAL_TEXT_PRECISION);
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mScene = pScene;
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mSceneOwned = false;
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// set up strings
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endstr = "\n";
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// start writing the file
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WriteFile();
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor
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ColladaExporter::~ColladaExporter() {
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if ( mSceneOwned ) {
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delete mScene;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Starts writing the contents
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void ColladaExporter::WriteFile() {
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// write the DTD
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mOutput << "<?xml version=\"1.0\" encoding=\"UTF-8\" standalone=\"no\" ?>" << endstr;
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// COLLADA element start
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mOutput << "<COLLADA xmlns=\"http://www.collada.org/2005/11/COLLADASchema\" version=\"1.4.1\">" << endstr;
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PushTag();
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WriteTextures();
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WriteHeader();
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WriteCamerasLibrary();
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WriteLightsLibrary();
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WriteMaterials();
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WriteGeometryLibrary();
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WriteControllerLibrary();
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WriteSceneLibrary();
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// customized, Writes the animation library
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WriteAnimationsLibrary();
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// useless Collada fu at the end, just in case we haven't had enough indirections, yet.
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mOutput << startstr << "<scene>" << endstr;
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PushTag();
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mOutput << startstr << "<instance_visual_scene url=\"#" + XMLIDEncode(mScene->mRootNode->mName.C_Str()) + "\" />" << endstr;
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PopTag();
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mOutput << startstr << "</scene>" << endstr;
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PopTag();
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mOutput << "</COLLADA>" << endstr;
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}
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// ------------------------------------------------------------------------------------------------
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// Writes the asset header
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void ColladaExporter::WriteHeader() {
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static const ai_real epsilon = Math::getEpsilon<ai_real>();
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static const aiQuaternion x_rot(aiMatrix3x3(
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0, -1, 0,
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1, 0, 0,
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0, 0, 1));
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static const aiQuaternion y_rot(aiMatrix3x3(
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1, 0, 0,
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0, 1, 0,
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0, 0, 1));
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static const aiQuaternion z_rot(aiMatrix3x3(
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1, 0, 0,
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0, 0, 1,
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0, -1, 0));
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static const unsigned int date_nb_chars = 20;
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char date_str[date_nb_chars];
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std::time_t date = std::time(NULL);
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std::strftime(date_str, date_nb_chars, "%Y-%m-%dT%H:%M:%S", std::localtime(&date));
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aiVector3D scaling;
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aiQuaternion rotation;
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aiVector3D position;
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mScene->mRootNode->mTransformation.Decompose(scaling, rotation, position);
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rotation.Normalize();
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bool add_root_node = false;
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ai_real scale = 1.0;
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if(std::abs(scaling.x - scaling.y) <= epsilon && std::abs(scaling.x - scaling.z) <= epsilon && std::abs(scaling.y - scaling.z) <= epsilon) {
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scale = (ai_real) ((((double) scaling.x) + ((double) scaling.y) + ((double) scaling.z)) / 3.0);
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} else {
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add_root_node = true;
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}
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std::string up_axis = "Y_UP";
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if(rotation.Equal(x_rot, epsilon)) {
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up_axis = "X_UP";
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} else if(rotation.Equal(y_rot, epsilon)) {
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up_axis = "Y_UP";
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} else if(rotation.Equal(z_rot, epsilon)) {
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up_axis = "Z_UP";
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} else {
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add_root_node = true;
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}
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if(! position.Equal(aiVector3D(0, 0, 0))) {
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add_root_node = true;
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}
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if(mScene->mRootNode->mNumChildren == 0) {
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add_root_node = true;
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}
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if(add_root_node) {
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aiScene* scene;
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SceneCombiner::CopyScene(&scene, mScene);
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aiNode* root = new aiNode("Scene");
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root->mNumChildren = 1;
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root->mChildren = new aiNode*[root->mNumChildren];
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root->mChildren[0] = scene->mRootNode;
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scene->mRootNode->mParent = root;
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scene->mRootNode = root;
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mScene = scene;
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mSceneOwned = true;
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up_axis = "Y_UP";
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scale = 1.0;
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}
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mOutput << startstr << "<asset>" << endstr;
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PushTag();
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mOutput << startstr << "<contributor>" << endstr;
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PushTag();
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// If no Scene metadata, use root node metadata
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aiMetadata* meta = mScene->mMetaData;
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if (nullptr == meta) {
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meta = mScene->mRootNode->mMetaData;
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}
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aiString value;
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if (!meta || !meta->Get("Author", value)) {
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mOutput << startstr << "<author>" << "Assimp" << "</author>" << endstr;
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} else {
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mOutput << startstr << "<author>" << XMLEscape(value.C_Str()) << "</author>" << endstr;
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}
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if (nullptr == meta || !meta->Get(AI_METADATA_SOURCE_GENERATOR, value)) {
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mOutput << startstr << "<authoring_tool>" << "Assimp Exporter" << "</authoring_tool>" << endstr;
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} else {
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mOutput << startstr << "<authoring_tool>" << XMLEscape(value.C_Str()) << "</authoring_tool>" << endstr;
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}
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if (meta) {
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if (meta->Get("Comments", value)) {
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mOutput << startstr << "<comments>" << XMLEscape(value.C_Str()) << "</comments>" << endstr;
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}
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if (meta->Get(AI_METADATA_SOURCE_COPYRIGHT, value)) {
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mOutput << startstr << "<copyright>" << XMLEscape(value.C_Str()) << "</copyright>" << endstr;
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}
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if (meta->Get("SourceData", value)) {
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mOutput << startstr << "<source_data>" << XMLEscape(value.C_Str()) << "</source_data>" << endstr;
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}
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}
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PopTag();
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mOutput << startstr << "</contributor>" << endstr;
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if (nullptr == meta || !meta->Get("Created", value)) {
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mOutput << startstr << "<created>" << date_str << "</created>" << endstr;
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} else {
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mOutput << startstr << "<created>" << XMLEscape(value.C_Str()) << "</created>" << endstr;
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}
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// Modified date is always the date saved
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mOutput << startstr << "<modified>" << date_str << "</modified>" << endstr;
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if (meta) {
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if (meta->Get("Keywords", value)) {
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mOutput << startstr << "<keywords>" << XMLEscape(value.C_Str()) << "</keywords>" << endstr;
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}
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if (meta->Get("Revision", value)) {
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mOutput << startstr << "<revision>" << XMLEscape(value.C_Str()) << "</revision>" << endstr;
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}
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if (meta->Get("Subject", value)) {
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mOutput << startstr << "<subject>" << XMLEscape(value.C_Str()) << "</subject>" << endstr;
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}
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if (meta->Get("Title", value)) {
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mOutput << startstr << "<title>" << XMLEscape(value.C_Str()) << "</title>" << endstr;
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}
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}
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mOutput << startstr << "<unit name=\"meter\" meter=\"" << scale << "\" />" << endstr;
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mOutput << startstr << "<up_axis>" << up_axis << "</up_axis>" << endstr;
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PopTag();
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mOutput << startstr << "</asset>" << endstr;
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}
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// ------------------------------------------------------------------------------------------------
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// Write the embedded textures
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void ColladaExporter::WriteTextures() {
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static const unsigned int buffer_size = 1024;
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char str[buffer_size];
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if (mScene->HasTextures()) {
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for(unsigned int i = 0; i < mScene->mNumTextures; i++) {
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// It would be great to be able to create a directory in portable standard C++, but it's not the case,
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// so we just write the textures in the current directory.
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aiTexture* texture = mScene->mTextures[i];
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if ( nullptr == texture ) {
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continue;
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}
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ASSIMP_itoa10(str, buffer_size, i + 1);
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std::string name = mFile + "_texture_" + (i < 1000 ? "0" : "") + (i < 100 ? "0" : "") + (i < 10 ? "0" : "") + str + "." + ((const char*) texture->achFormatHint);
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std::unique_ptr<IOStream> outfile(mIOSystem->Open(mPath + mIOSystem->getOsSeparator() + name, "wb"));
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if(outfile == NULL) {
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throw DeadlyExportError("could not open output texture file: " + mPath + name);
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}
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if(texture->mHeight == 0) {
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outfile->Write((void*) texture->pcData, texture->mWidth, 1);
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} else {
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Bitmap::Save(texture, outfile.get());
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}
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outfile->Flush();
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textures.insert(std::make_pair(i, name));
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Write the embedded textures
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void ColladaExporter::WriteCamerasLibrary() {
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if(mScene->HasCameras()) {
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mOutput << startstr << "<library_cameras>" << endstr;
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PushTag();
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for( size_t a = 0; a < mScene->mNumCameras; ++a)
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WriteCamera( a);
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PopTag();
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mOutput << startstr << "</library_cameras>" << endstr;
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}
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}
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void ColladaExporter::WriteCamera(size_t pIndex){
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const aiCamera *cam = mScene->mCameras[pIndex];
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const std::string cameraName = XMLEscape(cam->mName.C_Str());
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const std::string cameraId = XMLIDEncode(cam->mName.C_Str());
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mOutput << startstr << "<camera id=\"" << cameraId << "-camera\" name=\"" << cameraName << "\" >" << endstr;
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PushTag();
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mOutput << startstr << "<optics>" << endstr;
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PushTag();
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mOutput << startstr << "<technique_common>" << endstr;
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PushTag();
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//assimp doesn't support the import of orthographic cameras! se we write
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//always perspective
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mOutput << startstr << "<perspective>" << endstr;
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PushTag();
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mOutput << startstr << "<xfov sid=\"xfov\">"<<
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AI_RAD_TO_DEG(cam->mHorizontalFOV)
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<<"</xfov>" << endstr;
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mOutput << startstr << "<aspect_ratio>"
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<< cam->mAspect
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<< "</aspect_ratio>" << endstr;
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mOutput << startstr << "<znear sid=\"znear\">"
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<< cam->mClipPlaneNear
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<< "</znear>" << endstr;
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mOutput << startstr << "<zfar sid=\"zfar\">"
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<< cam->mClipPlaneFar
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<< "</zfar>" << endstr;
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PopTag();
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mOutput << startstr << "</perspective>" << endstr;
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PopTag();
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mOutput << startstr << "</technique_common>" << endstr;
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PopTag();
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mOutput << startstr << "</optics>" << endstr;
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PopTag();
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mOutput << startstr << "</camera>" << endstr;
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}
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// ------------------------------------------------------------------------------------------------
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// Write the embedded textures
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void ColladaExporter::WriteLightsLibrary() {
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if(mScene->HasLights()) {
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mOutput << startstr << "<library_lights>" << endstr;
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PushTag();
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for( size_t a = 0; a < mScene->mNumLights; ++a)
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WriteLight( a);
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PopTag();
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mOutput << startstr << "</library_lights>" << endstr;
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}
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}
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void ColladaExporter::WriteLight(size_t pIndex){
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const aiLight *light = mScene->mLights[pIndex];
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const std::string lightName = XMLEscape(light->mName.C_Str());
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const std::string lightId = XMLIDEncode(light->mName.C_Str());
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mOutput << startstr << "<light id=\"" << lightId << "-light\" name=\""
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<< lightName << "\" >" << endstr;
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PushTag();
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mOutput << startstr << "<technique_common>" << endstr;
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PushTag();
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switch(light->mType){
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case aiLightSource_AMBIENT:
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WriteAmbienttLight(light);
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break;
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case aiLightSource_DIRECTIONAL:
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WriteDirectionalLight(light);
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break;
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case aiLightSource_POINT:
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WritePointLight(light);
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break;
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case aiLightSource_SPOT:
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WriteSpotLight(light);
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break;
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case aiLightSource_AREA:
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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
|
|
void 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, NULL, &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(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;
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// 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& pNameAdd) {
|
|
if( !pSurface.texture.empty() )
|
|
{
|
|
mOutput << startstr << "<image id=\"" << XMLIDEncode(pNameAdd) << "\">" << 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& pImageName)
|
|
{
|
|
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=\"" << XMLIDEncode(pImageName) << "\" 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& pMatName)
|
|
{
|
|
// 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=\"" << XMLIDEncode(pMatName) << "-" << pTypeName << "-surface\">" << endstr;
|
|
PushTag();
|
|
mOutput << startstr << "<surface type=\"2D\">" << endstr;
|
|
PushTag();
|
|
mOutput << startstr << "<init_from>" << XMLIDEncode(pMatName) << "-" << pTypeName << "-image</init_from>" << endstr;
|
|
PopTag();
|
|
mOutput << startstr << "</surface>" << endstr;
|
|
PopTag();
|
|
mOutput << startstr << "</newparam>" << endstr;
|
|
|
|
mOutput << startstr << "<newparam sid=\"" << XMLIDEncode(pMatName) << "-" << pTypeName << "-sampler\">" << endstr;
|
|
PushTag();
|
|
mOutput << startstr << "<sampler2D>" << endstr;
|
|
PushTag();
|
|
mOutput << startstr << "<source>" << XMLIDEncode(pMatName) << "-" << 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()
|
|
{
|
|
materials.resize( mScene->mNumMaterials);
|
|
|
|
/// collect all materials from the scene
|
|
size_t numTextures = 0;
|
|
for( size_t a = 0; a < mScene->mNumMaterials; ++a )
|
|
{
|
|
const aiMaterial* mat = mScene->mMaterials[a];
|
|
|
|
aiString name;
|
|
if( mat->Get( AI_MATKEY_NAME, name) != aiReturn_SUCCESS ) {
|
|
name = "mat";
|
|
materials[a].name = std::string( "m") + to_string(a) + name.C_Str();
|
|
} else {
|
|
// try to use the material's name if no other material has already taken it, else append #
|
|
std::string testName = name.C_Str();
|
|
size_t materialCountWithThisName = 0;
|
|
for( size_t i = 0; i < a; i ++ ) {
|
|
if( materials[i].name == testName ) {
|
|
materialCountWithThisName ++;
|
|
}
|
|
}
|
|
if( materialCountWithThisName == 0 ) {
|
|
materials[a].name = name.C_Str();
|
|
} else {
|
|
materials[a].name = std::string(name.C_Str()) + to_string(materialCountWithThisName);
|
|
}
|
|
}
|
|
|
|
aiShadingMode shading = aiShadingMode_Flat;
|
|
materials[a].shading_model = "phong";
|
|
if(mat->Get( AI_MATKEY_SHADING_MODEL, shading) == aiReturn_SUCCESS) {
|
|
if(shading == aiShadingMode_Phong) {
|
|
materials[a].shading_model = "phong";
|
|
} else if(shading == aiShadingMode_Blinn) {
|
|
materials[a].shading_model = "blinn";
|
|
} else if(shading == aiShadingMode_NoShading) {
|
|
materials[a].shading_model = "constant";
|
|
} else if(shading == aiShadingMode_Gouraud) {
|
|
materials[a].shading_model = "lambert";
|
|
}
|
|
}
|
|
|
|
ReadMaterialSurface( materials[a].ambient, mat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT);
|
|
if( !materials[a].ambient.texture.empty() ) numTextures++;
|
|
ReadMaterialSurface( materials[a].diffuse, mat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE);
|
|
if( !materials[a].diffuse.texture.empty() ) numTextures++;
|
|
ReadMaterialSurface( materials[a].specular, mat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR);
|
|
if( !materials[a].specular.texture.empty() ) numTextures++;
|
|
ReadMaterialSurface( materials[a].emissive, mat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE);
|
|
if( !materials[a].emissive.texture.empty() ) numTextures++;
|
|
ReadMaterialSurface( materials[a].reflective, mat, aiTextureType_REFLECTION, AI_MATKEY_COLOR_REFLECTIVE);
|
|
if( !materials[a].reflective.texture.empty() ) numTextures++;
|
|
ReadMaterialSurface( materials[a].transparent, mat, aiTextureType_OPACITY, AI_MATKEY_COLOR_TRANSPARENT);
|
|
if( !materials[a].transparent.texture.empty() ) numTextures++;
|
|
ReadMaterialSurface( materials[a].normal, mat, aiTextureType_NORMALS, NULL, 0, 0);
|
|
if( !materials[a].normal.texture.empty() ) numTextures++;
|
|
|
|
materials[a].shininess.exist = mat->Get( AI_MATKEY_SHININESS, materials[a].shininess.value) == aiReturn_SUCCESS;
|
|
materials[a].transparency.exist = mat->Get( AI_MATKEY_OPACITY, materials[a].transparency.value) == aiReturn_SUCCESS;
|
|
materials[a].index_refraction.exist = mat->Get( AI_MATKEY_REFRACTI, materials[a].index_refraction.value) == aiReturn_SUCCESS;
|
|
}
|
|
|
|
// output textures if present
|
|
if( numTextures > 0 )
|
|
{
|
|
mOutput << startstr << "<library_images>" << endstr;
|
|
PushTag();
|
|
for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it )
|
|
{
|
|
const Material& mat = *it;
|
|
WriteImageEntry( mat.ambient, mat.name + "-ambient-image");
|
|
WriteImageEntry( mat.diffuse, mat.name + "-diffuse-image");
|
|
WriteImageEntry( mat.specular, mat.name + "-specular-image");
|
|
WriteImageEntry( mat.emissive, mat.name + "-emission-image");
|
|
WriteImageEntry( mat.reflective, mat.name + "-reflective-image");
|
|
WriteImageEntry( mat.transparent, mat.name + "-transparent-image");
|
|
WriteImageEntry( mat.normal, mat.name + "-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( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it )
|
|
{
|
|
const Material& mat = *it;
|
|
// this is so ridiculous it must be right
|
|
mOutput << startstr << "<effect id=\"" << XMLIDEncode(mat.name) << "-fx\" name=\"" << XMLEscape(mat.name) << "\">" << endstr;
|
|
PushTag();
|
|
mOutput << startstr << "<profile_COMMON>" << endstr;
|
|
PushTag();
|
|
|
|
// write sampler- and surface params for the texture entries
|
|
WriteTextureParamEntry( mat.emissive, "emission", mat.name);
|
|
WriteTextureParamEntry( mat.ambient, "ambient", mat.name);
|
|
WriteTextureParamEntry( mat.diffuse, "diffuse", mat.name);
|
|
WriteTextureParamEntry( mat.specular, "specular", mat.name);
|
|
WriteTextureParamEntry( mat.reflective, "reflective", mat.name);
|
|
WriteTextureParamEntry( mat.transparent, "transparent", mat.name);
|
|
WriteTextureParamEntry( mat.normal, "normal", mat.name);
|
|
|
|
mOutput << startstr << "<technique sid=\"standard\">" << endstr;
|
|
PushTag();
|
|
mOutput << startstr << "<" << mat.shading_model << ">" << endstr;
|
|
PushTag();
|
|
|
|
WriteTextureColorEntry( mat.emissive, "emission", mat.name + "-emission-sampler");
|
|
WriteTextureColorEntry( mat.ambient, "ambient", mat.name + "-ambient-sampler");
|
|
WriteTextureColorEntry( mat.diffuse, "diffuse", mat.name + "-diffuse-sampler");
|
|
WriteTextureColorEntry( mat.specular, "specular", mat.name + "-specular-sampler");
|
|
WriteFloatEntry(mat.shininess, "shininess");
|
|
WriteTextureColorEntry( mat.reflective, "reflective", mat.name + "-reflective-sampler");
|
|
WriteTextureColorEntry( mat.transparent, "transparent", mat.name + "-transparent-sampler");
|
|
WriteFloatEntry(mat.transparency, "transparency");
|
|
WriteFloatEntry(mat.index_refraction, "index_of_refraction");
|
|
|
|
if(! mat.normal.texture.empty()) {
|
|
WriteTextureColorEntry( mat.normal, "bump", mat.name + "-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=\"" << XMLIDEncode(mat.name) << "\" name=\"" << XMLEscape(mat.name) << "\">" << endstr;
|
|
PushTag();
|
|
mOutput << startstr << "<instance_effect url=\"#" << XMLIDEncode(mat.name) << "-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];
|
|
const std::string idstr = mesh->mName.length == 0 ? GetMeshId(pIndex) : mesh->mName.C_Str();
|
|
const std::string idstrEscaped = XMLIDEncode(idstr);
|
|
|
|
if ( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
|
|
return;
|
|
|
|
if ( mesh->mNumBones == 0 )
|
|
return;
|
|
|
|
mOutput << startstr << "<controller id=\"" << idstrEscaped << "-skin\" ";
|
|
mOutput << "name=\"skinCluster" << pIndex << "\">"<< endstr;
|
|
PushTag();
|
|
|
|
mOutput << startstr << "<skin source=\"#" << idstrEscaped << "\">" << 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=\"" << idstrEscaped << "-skin-joints\" name=\"" << idstrEscaped << "-skin-joints\">" << endstr;
|
|
PushTag();
|
|
|
|
mOutput << startstr << "<Name_array id=\"" << idstrEscaped << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\">";
|
|
|
|
for( size_t i = 0; i < mesh->mNumBones; ++i )
|
|
mOutput << XMLIDEncode(mesh->mBones[i]->mName.C_Str()) << " ";
|
|
|
|
mOutput << "</Name_array>" << endstr;
|
|
|
|
mOutput << startstr << "<technique_common>" << endstr;
|
|
PushTag();
|
|
|
|
mOutput << startstr << "<accessor source=\"#" << idstrEscaped << "-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=\"#" << idstrEscaped << "-skin-joints\"></input>" << endstr;
|
|
mOutput << startstr << "<input semantic=\"INV_BIND_MATRIX\" source=\"#" << idstrEscaped << "-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=\"#" << idstrEscaped << "-skin-joints\" offset=\"0\"></input>" << endstr;
|
|
mOutput << startstr << "<input semantic=\"WEIGHT\" source=\"#" << idstrEscaped << "-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 idstr = mesh->mName.length == 0 ? GetMeshId(pIndex) : mesh->mName.C_Str();
|
|
const std::string geometryName = XMLEscape(idstr);
|
|
const std::string geometryId = XMLIDEncode(idstr);
|
|
|
|
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( idstr + "-positions", FloatType_Vector, (ai_real*) mesh->mVertices, mesh->mNumVertices);
|
|
// Normals, if any
|
|
if( mesh->HasNormals() )
|
|
WriteFloatArray( idstr + "-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( idstr + "-tex" + 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( idstr + "-color" + 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()
|
|
{
|
|
const std::string sceneName = XMLEscape(mScene->mRootNode->mName.C_Str());
|
|
const std::string sceneId = XMLIDEncode(mScene->mRootNode->mName.C_Str());
|
|
|
|
mOutput << startstr << "<library_visual_scenes>" << endstr;
|
|
PushTag();
|
|
mOutput << startstr << "<visual_scene id=\"" + sceneId + "\" name=\"" + sceneName + "\">" << endstr;
|
|
PushTag();
|
|
|
|
// start recursive write at the root node
|
|
for( size_t a = 0; a < mScene->mRootNode->mNumChildren; ++a )
|
|
WriteNode( mScene, 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 animation_name_escaped = XMLEscape( anim->mName.C_Str() );
|
|
std::string idstr = anim->mName.C_Str();
|
|
std::string ending = std::string( "AnimId" ) + to_string(pIndex);
|
|
if (idstr.length() >= ending.length()) {
|
|
if (0 != idstr.compare (idstr.length() - ending.length(), ending.length(), ending)) {
|
|
idstr = idstr + ending;
|
|
}
|
|
} else {
|
|
idstr = idstr + ending;
|
|
}
|
|
|
|
const std::string idstrEscaped = XMLIDEncode(idstr);
|
|
|
|
mOutput << startstr << "<animation id=\"" + idstrEscaped + "\" name=\"" + animation_name_escaped + "\">" << endstr;
|
|
PushTag();
|
|
|
|
std::string 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;
|
|
|
|
{
|
|
node_idstr.clear();
|
|
node_idstr += nodeAnim->mNodeName.data;
|
|
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( node_idstr , FloatType_Time, (const ai_real*) frames.data(), frames.size());
|
|
frames.clear();
|
|
}
|
|
|
|
{
|
|
node_idstr.clear();
|
|
|
|
node_idstr += nodeAnim->mNodeName.data;
|
|
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( 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 node_idstr = nodeAnim->mNodeName.data + std::string("_matrix-interpolation");
|
|
std::string arrayId = XMLIDEncode(node_idstr) + "-array";
|
|
|
|
mOutput << startstr << "<source id=\"" << XMLIDEncode(node_idstr) << "\">" << endstr;
|
|
PushTag();
|
|
|
|
// source array
|
|
mOutput << startstr << "<Name_array id=\"" << arrayId << "\" count=\"" << names.size() << "\"> ";
|
|
for( size_t a = 0; a < names.size(); ++a ) {
|
|
mOutput << names[a] << " ";
|
|
}
|
|
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 char * 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 (0 == strcmp(name, bone->mName.C_Str())) {
|
|
return bone;
|
|
}
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
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 = 0;
|
|
if ( aChild ) {
|
|
foundFromChild = findBoneNode( aChild, bone );
|
|
if ( foundFromChild ) return foundFromChild;
|
|
}
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
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.C_Str() ) != 0 ) {
|
|
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 NULL;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Recursively writes the given node
|
|
void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
|
|
{
|
|
// the node must have a name
|
|
if (pNode->mName.length == 0)
|
|
{
|
|
std::stringstream ss;
|
|
ss << "Node_" << pNode;
|
|
pNode->mName.Set(ss.str());
|
|
}
|
|
|
|
// If the node is associated with a bone, it is a joint node (JOINT)
|
|
// otherwise it is a normal node (NODE)
|
|
const char * node_type;
|
|
bool is_joint, is_skeleton_root = false;
|
|
if (nullptr == findBone(pScene, pNode->mName.C_Str())) {
|
|
node_type = "NODE";
|
|
is_joint = false;
|
|
} else {
|
|
node_type = "JOINT";
|
|
is_joint = true;
|
|
if (!pNode->mParent || nullptr == findBone(pScene, pNode->mParent->mName.C_Str())) {
|
|
is_skeleton_root = true;
|
|
}
|
|
}
|
|
|
|
const std::string node_id = XMLIDEncode(pNode->mName.data);
|
|
const std::string node_name = XMLEscape(pNode->mName.data);
|
|
mOutput << startstr << "<node ";
|
|
if(is_skeleton_root) {
|
|
mOutput << "id=\"" << node_id << "\" " << (is_joint ? "sid=\"" + node_id +"\"" : "") ; // For now, only support one skeleton in a scene.
|
|
mFoundSkeletonRootNodeID = node_id;
|
|
} else {
|
|
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=\"#" << node_id << "-camera\"/>" << 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=\"#" << node_id << "-light\"/>" << 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 meshName = mesh->mName.length == 0 ? GetMeshId(pNode->mMeshes[a]) : mesh->mName.C_Str();
|
|
|
|
if( mesh->mNumBones == 0 )
|
|
{
|
|
mOutput << startstr << "<instance_geometry url=\"#" << XMLIDEncode(meshName) << "\">" << endstr;
|
|
PushTag();
|
|
}
|
|
else
|
|
{
|
|
mOutput << startstr
|
|
<< "<instance_controller url=\"#" << XMLIDEncode(meshName) << "-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( pScene, mesh );
|
|
if ( skeletonRootBoneNode ) {
|
|
mFoundSkeletonRootNodeID = XMLIDEncode( skeletonRootBoneNode->mName.C_Str() );
|
|
}
|
|
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=\"#" << XMLIDEncode(materials[mesh->mMaterialIndex].name) << "\">" << endstr;
|
|
PushTag();
|
|
for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
|
|
{
|
|
if( mesh->HasTextureCoords( static_cast<unsigned int>(a) ) )
|
|
// semantic as in <texture texcoord=...>
|
|
// input_semantic as in <input semantic=...>
|
|
// input_set as in <input set=...>
|
|
mOutput << startstr << "<bind_vertex_input semantic=\"CHANNEL" << a << "\" input_semantic=\"TEXCOORD\" input_set=\"" << a << "\"/>" << 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( pScene, pNode->mChildren[a]);
|
|
|
|
PopTag();
|
|
mOutput << startstr << "</node>" << endstr;
|
|
}
|
|
|
|
#endif
|
|
#endif
|