#ifndef ASSIMP_BUILD_NO_EXPORT
#ifndef ASSIMP_BUILD_NO_COLLADA_EXPORTER
#include "ColladaExporter.h"
#include "Bitmap.h"
#include "fast_atof.h"
#include <assimp/SceneCombiner.h>
#include "StringUtils.h"
#include "XMLTools.h"
#include <assimp/DefaultIOSystem.h>
#include <assimp/IOSystem.hpp>
#include <assimp/Exporter.hpp>
#include <assimp/scene.h>
#include "Exceptional.h"
#include <memory>
#include <ctime>
#include <set>
#include <vector>
#include <iostream>
using namespace Assimp;
namespace Assimp
{
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));
ColladaExporter iDoTheExportThing( pScene, pIOSystem, path, file);
std::unique_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
if(outfile == NULL) {
throw DeadlyExportError("could not open output .dae file: " + std::string(pFile));
}
outfile->Write( iDoTheExportThing.mOutput.str().c_str(), static_cast<size_t>(iDoTheExportThing.mOutput.tellp()),1);
}
}
ColladaExporter::ColladaExporter( const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file) : mIOSystem(pIOSystem), mPath(path), mFile(file)
{
mOutput.imbue( std::locale("C") );
mOutput.precision(16);
mScene = pScene;
mSceneOwned = false;
endstr = "\n";
WriteFile();
}
ColladaExporter::~ColladaExporter()
{
if(mSceneOwned) {
delete mScene;
}
}
void ColladaExporter::WriteFile()
{
mOutput << "<?xml version=\"1.0\" encoding=\"UTF-8\" standalone=\"no\" ?>" << endstr;
mOutput << "<COLLADA xmlns=\"http://www.collada.org/2005/11/COLLADASchema\" version=\"1.4.1\">" << endstr;
PushTag();
WriteTextures();
WriteHeader();
WriteCamerasLibrary();
WriteLightsLibrary();
WriteMaterials();
WriteGeometryLibrary();
WriteControllerLibrary();
WriteSceneLibrary();
mOutput << startstr << "<scene>" << endstr;
PushTag();
mOutput << startstr << "<instance_visual_scene url=\"#" + XMLEscape(mScene->mRootNode->mName.C_Str()) + "\" />" << endstr;
PopTag();
mOutput << startstr << "</scene>" << endstr;
PopTag();
mOutput << "</COLLADA>" << endstr;
}
void ColladaExporter::WriteHeader()
{
static const ai_real epsilon = ai_real( 0.00001 );
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(NULL);
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();
bool add_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 {
add_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 {
add_root_node = true;
}
if(! position.Equal(aiVector3D(0, 0, 0))) {
add_root_node = true;
}
if(mScene->mRootNode->mNumChildren == 0) {
add_root_node = true;
}
if(add_root_node) {
aiScene* scene;
SceneCombiner::CopyScene(&scene, mScene);
aiNode* root = new aiNode("Scene");
root->mNumChildren = 1;
root->mChildren = new aiNode*[root->mNumChildren];
root->mChildren[0] = scene->mRootNode;
scene->mRootNode->mParent = root;
scene->mRootNode = root;
mScene = scene;
mSceneOwned = true;
up_axis = "Y_UP";
scale = 1.0;
}
mOutput << startstr << "<asset>" << endstr;
PushTag();
mOutput << startstr << "<contributor>" << endstr;
PushTag();
aiMetadata* 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 (!meta || !meta->Get("AuthoringTool", value))
mOutput << startstr << "<authoring_tool>" << "Assimp Exporter" << "</authoring_tool>" << endstr;
else
mOutput << startstr << "<authoring_tool>" << XMLEscape(value.C_Str()) << "</authoring_tool>" << endstr;
PopTag();
mOutput << startstr << "</contributor>" << endstr;
mOutput << startstr << "<created>" << date_str << "</created>" << endstr;
mOutput << startstr << "<modified>" << date_str << "</modified>" << endstr;
mOutput << startstr << "<unit name=\"meter\" meter=\"" << scale << "\" />" << endstr;
mOutput << startstr << "<up_axis>" << up_axis << "</up_axis>" << endstr;
PopTag();
mOutput << startstr << "</asset>" << endstr;
}
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++) {
aiTexture* texture = mScene->mTextures[i];
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 + name, "wb"));
if(outfile == NULL) {
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));
}
}
}
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 idstrEscaped = XMLEscape(cam->mName.C_Str());
mOutput << startstr << "<camera id=\"" << idstrEscaped << "-camera\" name=\"" << idstrEscaped << "_name\" >" << endstr;
PushTag();
mOutput << startstr << "<optics>" << endstr;
PushTag();
mOutput << startstr << "<technique_common>" << endstr;
PushTag();
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;
}
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 idstrEscaped = XMLEscape(light->mName.C_Str());
mOutput << startstr << "<light id=\"" << idstrEscaped << "-light\" name=\""
<< idstrEscaped << "_name\" >" << 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;
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;
}
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;
}
}
static bool isalnum_C(char c)
{
return ( nullptr != strchr("0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz",c) );
}
void ColladaExporter::WriteImageEntry( const Surface& pSurface, const std::string& pNameAdd)
{
if( !pSurface.texture.empty() )
{
mOutput << startstr << "<image id=\"" << XMLEscape(pNameAdd) << "\">" << endstr;
PushTag();
mOutput << startstr << "<init_from>";
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;
}
}
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=\"" << XMLEscape(pImageName) << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
}
PopTag();
mOutput << startstr << "</" << pTypeName << ">" << endstr;
}
}
void ColladaExporter::WriteTextureParamEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pMatName)
{
if( !pSurface.texture.empty() )
{
mOutput << startstr << "<newparam sid=\"" << XMLEscape(pMatName) << "-" << pTypeName << "-surface\">" << endstr;
PushTag();
mOutput << startstr << "<surface type=\"2D\">" << endstr;
PushTag();
mOutput << startstr << "<init_from>" << XMLEscape(pMatName) << "-" << pTypeName << "-image</init_from>" << endstr;
PopTag();
mOutput << startstr << "</surface>" << endstr;
PopTag();
mOutput << startstr << "</newparam>" << endstr;
mOutput << startstr << "<newparam sid=\"" << XMLEscape(pMatName) << "-" << pTypeName << "-sampler\">" << endstr;
PushTag();
mOutput << startstr << "<sampler2D>" << endstr;
PushTag();
mOutput << startstr << "<source>" << XMLEscape(pMatName) << "-" << pTypeName << "-surface</source>" << endstr;
PopTag();
mOutput << startstr << "</sampler2D>" << endstr;
PopTag();
mOutput << startstr << "</newparam>" << endstr;
}
}
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;
}
}
void ColladaExporter::WriteMaterials()
{
materials.resize( mScene->mNumMaterials);
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 {
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);
}
}
for( std::string::iterator it = materials[a].name.begin(); it != materials[a].name.end(); ++it ) {
if( !isalnum_C( *it ) ) {
*it = '_';
}
}
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;
}
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;
}
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;
mOutput << startstr << "<effect id=\"" << XMLEscape(mat.name) << "-fx\" name=\"" << XMLEscape(mat.name) << "\">" << endstr;
PushTag();
mOutput << startstr << "<profile_COMMON>" << endstr;
PushTag();
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;
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=\"" << XMLEscape(mat.name) << "\" name=\"" << mat.name << "\">" << endstr;
PushTag();
mOutput << startstr << "<instance_effect url=\"#" << XMLEscape(mat.name) << "-fx\"/>" << endstr;
PopTag();
mOutput << startstr << "</material>" << endstr;
}
PopTag();
mOutput << startstr << "</library_materials>" << endstr;
}
}
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;
}
void ColladaExporter::WriteController( size_t pIndex)
{
const aiMesh* mesh = mScene->mMeshes[pIndex];
const std::string idstr = GetMeshId( pIndex);
const std::string idstrEscaped = XMLEscape(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();
mOutput << startstr << "<bind_shape_matrix>" << endstr;
PushTag();
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 << XMLEscape(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( size_t i = 0; i < mesh->mNumBones; ++i)
for( size_t 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( size_t i = 0; i < mesh->mNumBones; ++i)
for( size_t j = 0; j < mesh->mBones[i]->mNumWeights; ++j)
{
unsigned int vId = mesh->mBones[i]->mWeights[j].mVertexId;
for( size_t 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;
}
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;
}
void ColladaExporter::WriteGeometry( size_t pIndex)
{
const aiMesh* mesh = mScene->mMeshes[pIndex];
const std::string idstr = GetMeshId( pIndex);
const std::string idstrEscaped = XMLEscape(idstr);
if ( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
return;
mOutput << startstr << "<geometry id=\"" << idstrEscaped << "\" name=\"" << idstrEscaped << "_name\" >" << endstr;
PushTag();
mOutput << startstr << "<mesh>" << endstr;
PushTag();
WriteFloatArray( idstr + "-positions", FloatType_Vector, (ai_real*) mesh->mVertices, mesh->mNumVertices);
if( mesh->HasNormals() )
WriteFloatArray( idstr + "-normals", FloatType_Vector, (ai_real*) mesh->mNormals, mesh->mNumVertices);
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);
}
}
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);
}
mOutput << startstr << "<vertices id=\"" << idstrEscaped << "-vertices" << "\">" << endstr;
PushTag();
mOutput << startstr << "<input semantic=\"POSITION\" source=\"#" << idstrEscaped << "-positions\" />" << endstr;
PopTag();
mOutput << startstr << "</vertices>" << endstr;
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++;
}
if (countLines)
{
mOutput << startstr << "<lines count=\"" << countLines << "\" material=\"defaultMaterial\">" << endstr;
PushTag();
mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstrEscaped << "-vertices\" />" << endstr;
if( mesh->HasNormals() )
mOutput << startstr << "<input semantic=\"NORMAL\" source=\"#" << idstrEscaped << "-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=\"#" << idstrEscaped << "-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=\"#" << idstrEscaped << "-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;
}
if (countPoly)
{
mOutput << startstr << "<polylist count=\"" << countPoly << "\" material=\"defaultMaterial\">" << endstr;
PushTag();
mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstrEscaped << "-vertices\" />" << endstr;
if( mesh->HasNormals() )
mOutput << startstr << "<input offset=\"0\" semantic=\"NORMAL\" source=\"#" << idstrEscaped << "-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=\"#" << idstrEscaped << "-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=\"#" << idstrEscaped << "-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;
}
PopTag();
mOutput << startstr << "</mesh>" << endstr;
PopTag();
mOutput << startstr << "</geometry>" << endstr;
}
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;
default:
return;
}
std::string arrayId = pIdString + "-array";
mOutput << startstr << "<source id=\"" << XMLEscape(pIdString) << "\" name=\"" << XMLEscape(pIdString) << "\">" << endstr;
PushTag();
mOutput << startstr << "<float_array id=\"" << XMLEscape(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();
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;
}
PopTag();
mOutput << startstr << "</accessor>" << endstr;
PopTag();
mOutput << startstr << "</technique_common>" << endstr;
PopTag();
mOutput << startstr << "</source>" << endstr;
}
void ColladaExporter::WriteSceneLibrary()
{
const std::string scene_name_escaped = XMLEscape(mScene->mRootNode->mName.C_Str());
mOutput << startstr << "<library_visual_scenes>" << endstr;
PushTag();
mOutput << startstr << "<visual_scene id=\"" + scene_name_escaped + "\" name=\"" + scene_name_escaped + "\">" << endstr;
PushTag();
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;
}
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;
}
void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
{
if (pNode->mName.length == 0)
{
std::stringstream ss;
ss << "Node_" << pNode;
pNode->mName.Set(ss.str());
}
const char * node_type;
bool is_joint, is_skeleton_root = false;
if (NULL == findBone(pScene, pNode->mName.C_Str())) {
node_type = "NODE";
is_joint = false;
} else {
node_type = "JOINT";
is_joint = true;
if(!pNode->mParent || NULL == findBone(pScene, pNode->mParent->mName.C_Str()))
is_skeleton_root = true;
}
const std::string node_name_escaped = XMLEscape(pNode->mName.data);
mOutput << startstr
<< "<node ";
if(is_skeleton_root)
mOutput << "id=\"" << "skeleton_root" << "\" "; mOutput << (is_joint ? "s" : "") << "id=\"" << node_name_escaped;
mOutput << "\" name=\"" << node_name_escaped
<< "\" type=\"" << node_type
<< "\">" << endstr;
PushTag();
const aiMatrix4x4& mat = pNode->mTransformation;
mOutput << startstr << "<matrix sid=\"transform\">";
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){
for(size_t i=0; i<mScene->mNumCameras; i++){
if(mScene->mCameras[i]->mName == pNode->mName){
mOutput << startstr <<"<instance_camera url=\"#" << node_name_escaped << "-camera\"/>" << endstr;
break;
}
}
for(size_t i=0; i<mScene->mNumLights; i++){
if(mScene->mLights[i]->mName == pNode->mName){
mOutput << startstr <<"<instance_light url=\"#" << node_name_escaped << "-light\"/>" << endstr;
break;
}
}
}else
for( size_t a = 0; a < pNode->mNumMeshes; ++a )
{
const aiMesh* mesh = mScene->mMeshes[pNode->mMeshes[a]];
if( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
continue;
if( mesh->mNumBones == 0 )
{
mOutput << startstr << "<instance_geometry url=\"#" << XMLEscape(GetMeshId( pNode->mMeshes[a])) << "\">" << endstr;
PushTag();
}
else
{
mOutput << startstr
<< "<instance_controller url=\"#" << XMLEscape(GetMeshId( pNode->mMeshes[a])) << "-skin\">"
<< endstr;
PushTag();
mOutput << startstr << "<skeleton>#skeleton_root</skeleton>" << endstr;
}
mOutput << startstr << "<bind_material>" << endstr;
PushTag();
mOutput << startstr << "<technique_common>" << endstr;
PushTag();
mOutput << startstr << "<instance_material symbol=\"defaultMaterial\" target=\"#" << XMLEscape(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) ) )
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;
}
for( size_t a = 0; a < pNode->mNumChildren; ++a )
WriteNode( pScene, pNode->mChildren[a]);
PopTag();
mOutput << startstr << "</node>" << endstr;
}
#endif
#endif