diff --git a/code/AssetLib/Collada/ColladaLoader.cpp b/code/AssetLib/Collada/ColladaLoader.cpp index 8ca0b130e..4e7434fe3 100644 --- a/code/AssetLib/Collada/ColladaLoader.cpp +++ b/code/AssetLib/Collada/ColladaLoader.cpp @@ -83,6 +83,18 @@ static const aiImporterDesc desc = { "dae zae" }; +static const float kMillisecondsFromSeconds = 1000.f; + +// Add an item of metadata to a node +// Assumes the key is not already in the list +template +inline void AddNodeMetaData(aiNode *node, const std::string &key, const T &value) { + if (nullptr == node->mMetaData) { + node->mMetaData = new aiMetadata(); + } + node->mMetaData->Add(key, value); +} + // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer ColladaLoader::ColladaLoader() : @@ -230,27 +242,15 @@ void ColladaLoader::InternReadFile(const std::string &pFile, aiScene *pScene, IO } } - // store all meshes StoreSceneMeshes(pScene); - - // store all materials StoreSceneMaterials(pScene); - - // store all textures StoreSceneTextures(pScene); - - // store all lights StoreSceneLights(pScene); - - // store all cameras StoreSceneCameras(pScene); - - // store all animations StoreAnimations(pScene, parser); // If no meshes have been loaded, it's probably just an animated skeleton. if (0u == pScene->mNumMeshes) { - if (!noSkeletonMesh) { SkeletonMeshBuilder hero(pScene); } @@ -258,15 +258,6 @@ void ColladaLoader::InternReadFile(const std::string &pFile, aiScene *pScene, IO } } -// Add an item of metadata to a node -// Assumes the key is not already in the list -template -inline void AddNodeMetaData(aiNode *node, const std::string &key, const T &value) { - if (nullptr == node->mMetaData) - node->mMetaData = new aiMetadata(); - node->mMetaData->Add(key, value); -} - // ------------------------------------------------------------------------------------------------ // Recursively constructs a scene node for the given parser node and returns it. aiNode *ColladaLoader::BuildHierarchy(const ColladaParser &pParser, const Collada::Node *pNode) { @@ -277,10 +268,12 @@ aiNode *ColladaLoader::BuildHierarchy(const ColladaParser &pParser, const Collad node->mName.Set(FindNameForNode(pNode)); // if we're not using the unique IDs, hold onto them for reference and export if (useColladaName) { - if (!pNode->mID.empty()) + if (!pNode->mID.empty()) { AddNodeMetaData(node, AI_METADATA_COLLADA_ID, aiString(pNode->mID)); - if (!pNode->mSID.empty()) + } + if (!pNode->mSID.empty()) { AddNodeMetaData(node, AI_METADATA_COLLADA_SID, aiString(pNode->mSID)); + } } // calculate the transformation matrix for it @@ -305,13 +298,8 @@ aiNode *ColladaLoader::BuildHierarchy(const ColladaParser &pParser, const Collad node->mChildren[pNode->mChildren.size() + a]->mParent = node; } - // construct meshes BuildMeshesForNode(pParser, pNode, node); - - // construct cameras BuildCamerasForNode(pParser, pNode, node); - - // construct lights BuildLightsForNode(pParser, pNode, node); return node; @@ -347,9 +335,7 @@ void ColladaLoader::ResolveNodeInstances(const ColladaParser &pParser, const Col // ------------------------------------------------------------------------------------------------ // Resolve UV channels -void ColladaLoader::ApplyVertexToEffectSemanticMapping(Collada::Sampler &sampler, - - const Collada::SemanticMappingTable &table) { +void ColladaLoader::ApplyVertexToEffectSemanticMapping(Collada::Sampler &sampler, const Collada::SemanticMappingTable &table) { std::map::const_iterator it = table.mMap.find(sampler.mUVChannel); if (it != table.mMap.end()) { if (it->second.mType != Collada::IT_Texcoord) { @@ -599,6 +585,10 @@ void ColladaLoader::BuildMeshesForNode(const ColladaParser &pParser, const Colla // ------------------------------------------------------------------------------------------------ // Find mesh from either meshes or morph target meshes aiMesh *ColladaLoader::findMesh(const std::string &meshid) { + if ( meshid.empty()) { + return nullptr; + } + for (unsigned int i = 0; i < mMeshes.size(); ++i) { if (std::string(mMeshes[i]->mName.data) == meshid) { return mMeshes[i]; @@ -1386,9 +1376,9 @@ void ColladaLoader::CreateAnimation(aiScene *pScene, const ColladaParser &pParse double time = double(mat.d4); // remember? time is stored in mat.d4 mat.d4 = 1.0f; - dstAnim->mPositionKeys[a].mTime = time; - dstAnim->mRotationKeys[a].mTime = time; - dstAnim->mScalingKeys[a].mTime = time; + dstAnim->mPositionKeys[a].mTime = time * kMillisecondsFromSeconds ; + dstAnim->mRotationKeys[a].mTime = time * kMillisecondsFromSeconds ; + dstAnim->mScalingKeys[a].mTime = time * kMillisecondsFromSeconds ; mat.Decompose(dstAnim->mScalingKeys[a].mValue, dstAnim->mRotationKeys[a].mValue, dstAnim->mPositionKeys[a].mValue); } @@ -1409,7 +1399,7 @@ void ColladaLoader::CreateAnimation(aiScene *pScene, const ColladaParser &pParse if (e.mTargetId.find("morph-weights") != std::string::npos) morphChannels.push_back(e); } - if (morphChannels.size() > 0) { + if (!morphChannels.empty() ) { // either 1) morph weight animation count should contain morph target count channels // or 2) one channel with morph target count arrays // assume first @@ -1418,7 +1408,6 @@ void ColladaLoader::CreateAnimation(aiScene *pScene, const ColladaParser &pParse morphAnim->mName.Set(nodeName); std::vector morphTimeValues; - int morphAnimChannelIndex = 0; for (std::vector::iterator it = morphChannels.begin(); it != morphChannels.end(); ++it) { Collada::ChannelEntry &e = *it; @@ -1430,8 +1419,9 @@ void ColladaLoader::CreateAnimation(aiScene *pScene, const ColladaParser &pParse // weight target can be in format Weight_M_N, Weight_N, WeightN, or some other way // we ignore the name and just assume the channels are in the right order - for (unsigned int i = 0; i < e.mTimeData->mValues.size(); i++) - insertMorphTimeValue(morphTimeValues, e.mTimeData->mValues.at(i), e.mValueData->mValues.at(i), morphAnimChannelIndex); + for (unsigned int i = 0; i < e.mTimeData->mValues.size(); i++) { + insertMorphTimeValue(morphTimeValues, e.mTimeData->mValues[i], e.mValueData->mValues[i], morphAnimChannelIndex); + } ++morphAnimChannelIndex; } @@ -1443,8 +1433,8 @@ void ColladaLoader::CreateAnimation(aiScene *pScene, const ColladaParser &pParse morphAnim->mKeys[key].mValues = new unsigned int[morphChannels.size()]; morphAnim->mKeys[key].mWeights = new double[morphChannels.size()]; - morphAnim->mKeys[key].mTime = morphTimeValues[key].mTime; - for (unsigned int valueIndex = 0; valueIndex < morphChannels.size(); valueIndex++) { + morphAnim->mKeys[key].mTime = morphTimeValues[key].mTime * kMillisecondsFromSeconds ; + for (unsigned int valueIndex = 0; valueIndex < morphChannels.size(); ++valueIndex ) { morphAnim->mKeys[key].mValues[valueIndex] = valueIndex; morphAnim->mKeys[key].mWeights[valueIndex] = getWeightAtKey(morphTimeValues, key, valueIndex); } @@ -1494,18 +1484,22 @@ void ColladaLoader::AddTexture(aiMaterial &mat, const ColladaParser &pParser, // mapping mode int map = aiTextureMapMode_Clamp; - if (sampler.mWrapU) + if (sampler.mWrapU) { map = aiTextureMapMode_Wrap; - if (sampler.mWrapU && sampler.mMirrorU) + } + if (sampler.mWrapU && sampler.mMirrorU) { map = aiTextureMapMode_Mirror; + } mat.AddProperty(&map, 1, _AI_MATKEY_MAPPINGMODE_U_BASE, type, idx); map = aiTextureMapMode_Clamp; - if (sampler.mWrapV) + if (sampler.mWrapV) { map = aiTextureMapMode_Wrap; - if (sampler.mWrapV && sampler.mMirrorV) + } + if (sampler.mWrapV && sampler.mMirrorV) { map = aiTextureMapMode_Mirror; + } mat.AddProperty(&map, 1, _AI_MATKEY_MAPPINGMODE_V_BASE, type, idx); @@ -1526,9 +1520,9 @@ void ColladaLoader::AddTexture(aiMaterial &mat, const ColladaParser &pParser, // number in the channel name. We assume it is the zero-based index into the // UV channel array of all corresponding meshes. It could also be one-based // for some exporters, but we won't care of it unless someone complains about. - if (sampler.mUVId != UINT_MAX) + if (sampler.mUVId != UINT_MAX) { map = sampler.mUVId; - else { + } else { map = -1; for (std::string::const_iterator it = sampler.mUVChannel.begin(); it != sampler.mUVChannel.end(); ++it) { if (IsNumeric(*it)) { @@ -1553,27 +1547,27 @@ void ColladaLoader::FillMaterials(const ColladaParser &pParser, aiScene * /*pSce // resolve shading mode int shadeMode; - if (effect.mFaceted) /* fixme */ + if (effect.mFaceted) { shadeMode = aiShadingMode_Flat; - else { + } else { switch (effect.mShadeType) { - case Collada::Shade_Constant: - shadeMode = aiShadingMode_NoShading; - break; - case Collada::Shade_Lambert: - shadeMode = aiShadingMode_Gouraud; - break; - case Collada::Shade_Blinn: - shadeMode = aiShadingMode_Blinn; - break; - case Collada::Shade_Phong: - shadeMode = aiShadingMode_Phong; - break; + case Collada::Shade_Constant: + shadeMode = aiShadingMode_NoShading; + break; + case Collada::Shade_Lambert: + shadeMode = aiShadingMode_Gouraud; + break; + case Collada::Shade_Blinn: + shadeMode = aiShadingMode_Blinn; + break; + case Collada::Shade_Phong: + shadeMode = aiShadingMode_Phong; + break; - default: - ASSIMP_LOG_WARN("Collada: Unrecognized shading mode, using gouraud shading"); - shadeMode = aiShadingMode_Gouraud; - break; + default: + ASSIMP_LOG_WARN("Collada: Unrecognized shading mode, using gouraud shading"); + shadeMode = aiShadingMode_Gouraud; + break; } } mat.AddProperty(&shadeMode, 1, AI_MATKEY_SHADING_MODEL); @@ -1679,23 +1673,6 @@ void ColladaLoader::BuildMaterials(ColladaParser &pParser, aiScene * /*pScene*/) // ScenePreprocessor generates a default material automatically if none is there. // All further code here in this loader works well without a valid material so // we can safely let it to ScenePreprocessor. -#if 0 - if (newMats.size() == 0) - { - aiMaterial* mat = new aiMaterial; - aiString name(AI_DEFAULT_MATERIAL_NAME); - mat->AddProperty(&name, AI_MATKEY_NAME); - - const int shadeMode = aiShadingMode_Phong; - mat->AddProperty(&shadeMode, 1, AI_MATKEY_SHADING_MODEL); - aiColor4D colAmbient(0.2, 0.2, 0.2, 1.0), colDiffuse(0.8, 0.8, 0.8, 1.0), colSpecular(0.5, 0.5, 0.5, 0.5); - mat->AddProperty(&colAmbient, 1, AI_MATKEY_COLOR_AMBIENT); - mat->AddProperty(&colDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE); - mat->AddProperty(&colSpecular, 1, AI_MATKEY_COLOR_SPECULAR); - const ai_real specExp = 5.0; - mat->AddProperty(&specExp, 1, AI_MATKEY_SHININESS); -} -#endif } // ------------------------------------------------------------------------------------------------ @@ -1755,20 +1732,21 @@ aiString ColladaLoader::FindFilenameForEffectTexture(const ColladaParser &pParse // and add this texture to the list mTextures.push_back(tex); - } else { - if (imIt->second.mFileName.empty()) { - throw DeadlyImportError("Collada: Invalid texture, no data or file reference given"); - } + return result; + } - result.Set(imIt->second.mFileName); + if (imIt->second.mFileName.empty()) { + throw DeadlyImportError("Collada: Invalid texture, no data or file reference given"); } + + result.Set(imIt->second.mFileName); + return result; } // ------------------------------------------------------------------------------------------------ // Reads a float value from an accessor and its data array. ai_real ColladaLoader::ReadFloat(const Collada::Accessor &pAccessor, const Collada::Data &pData, size_t pIndex, size_t pOffset) const { - // FIXME: (thom) Test for data type here in every access? For the moment, I leave this to the caller size_t pos = pAccessor.mStride * pIndex + pAccessor.mOffset + pOffset; ai_assert(pos < pData.mValues.size()); return pData.mValues[pos]; diff --git a/code/Collada/ColladaExporter.cpp b/code/Collada/ColladaExporter.cpp new file mode 100644 index 000000000..05df6fc94 --- /dev/null +++ b/code/Collada/ColladaExporter.cpp @@ -0,0 +1,1704 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2020, assimp team + +All rights reserved. + +Redistribution and use of this software in source and binary forms, +with or without modification, are permitted provided that the +following conditions are met: + +* Redistributions of source code must retain the above + copyright notice, this list of conditions and the + following disclaimer. + +* Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the + following disclaimer in the documentation and/or other + materials provided with the distribution. + +* Neither the name of the assimp team, nor the names of its + contributors may be used to endorse or promote products + derived from this software without specific prior + written permission of the assimp team. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + +---------------------------------------------------------------------- +*/ + +#ifndef ASSIMP_BUILD_NO_EXPORT +#ifndef ASSIMP_BUILD_NO_COLLADA_EXPORTER + +#include "ColladaExporter.h" +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#include + +#include +#include +#include +#include +#include + +using namespace Assimp; + +namespace Assimp { + +// ------------------------------------------------------------------------------------------------ +// Worker function for exporting a scene to Collada. Prototyped and registered in Exporter.cpp +void ExportSceneCollada(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/) { + std::string path = DefaultIOSystem::absolutePath(std::string(pFile)); + std::string file = DefaultIOSystem::completeBaseName(std::string(pFile)); + + // invoke the exporter + ColladaExporter iDoTheExportThing( pScene, pIOSystem, path, file); + + if (iDoTheExportThing.mOutput.fail()) { + throw DeadlyExportError("output data creation failed. Most likely the file became too large: " + std::string(pFile)); + } + + // we're still here - export successfully completed. Write result to the given IOSYstem + std::unique_ptr outfile (pIOSystem->Open(pFile,"wt")); + if(outfile == NULL) { + throw DeadlyExportError("could not open output .dae file: " + std::string(pFile)); + } + + // XXX maybe use a small wrapper around IOStream that behaves like std::stringstream in order to avoid the extra copy. + outfile->Write( iDoTheExportThing.mOutput.str().c_str(), static_cast(iDoTheExportThing.mOutput.tellp()),1); +} + +} // end of namespace Assimp + +// ------------------------------------------------------------------------------------------------ +// Encodes a string into a valid XML ID using the xsd:ID schema qualifications. +static const std::string XMLIDEncode(const std::string& name) { + const char XML_ID_CHARS[] = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz_-."; + const unsigned int XML_ID_CHARS_COUNT = sizeof(XML_ID_CHARS) / sizeof(char); + + if (name.length() == 0) { + return name; + } + + std::stringstream idEncoded; + + // xsd:ID must start with letter or underscore + if (!((name[0] >= 'A' && name[0] <= 'z') || name[0] == '_')) { + idEncoded << '_'; + } + + for (std::string::const_iterator it = name.begin(); it != name.end(); ++it) { + // xsd:ID can only contain letters, digits, underscores, hyphens and periods + if (strchr(XML_ID_CHARS, *it) != nullptr) { + idEncoded << *it; + } else { + // Select placeholder character based on invalid character to prevent name collisions + idEncoded << XML_ID_CHARS[(*it) % XML_ID_CHARS_COUNT]; + } + } + + return idEncoded.str(); +} + +// ------------------------------------------------------------------------------------------------ +// Constructor for a specific scene to export +ColladaExporter::ColladaExporter( const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file) +: mIOSystem(pIOSystem) +, mPath(path) +, mFile(file) { + // make sure that all formatting happens using the standard, C locale and not the user's current locale + mOutput.imbue( std::locale("C") ); + mOutput.precision(ASSIMP_AI_REAL_TEXT_PRECISION); + + mScene = pScene; + mSceneOwned = false; + + // set up strings + endstr = "\n"; + + // start writing the file + WriteFile(); +} + +// ------------------------------------------------------------------------------------------------ +// Destructor +ColladaExporter::~ColladaExporter() { + if ( mSceneOwned ) { + delete mScene; + } +} + +// ------------------------------------------------------------------------------------------------ +// Starts writing the contents +void ColladaExporter::WriteFile() { + // write the DTD + mOutput << "" << endstr; + // COLLADA element start + mOutput << "" << endstr; + PushTag(); + + WriteTextures(); + WriteHeader(); + + WriteCamerasLibrary(); + WriteLightsLibrary(); + WriteMaterials(); + WriteGeometryLibrary(); + WriteControllerLibrary(); + + WriteSceneLibrary(); + + // customized, Writes the animation library + WriteAnimationsLibrary(); + + // useless Collada fu at the end, just in case we haven't had enough indirections, yet. + mOutput << startstr << "" << endstr; + PushTag(); + mOutput << startstr << "mRootNode->mName.C_Str()) + "\" />" << endstr; + PopTag(); + mOutput << startstr << "" << endstr; + PopTag(); + mOutput << "" << endstr; +} + +// ------------------------------------------------------------------------------------------------ +// Writes the asset header +void ColladaExporter::WriteHeader() { + static const ai_real epsilon = Math::getEpsilon(); + 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 << "" << endstr; + PushTag(); + mOutput << startstr << "" << endstr; + PushTag(); + + // If no Scene metadata, use root node metadata + aiMetadata* meta = mScene->mMetaData; + if (nullptr == meta) { + meta = mScene->mRootNode->mMetaData; + } + + aiString value; + if (!meta || !meta->Get("Author", value)) { + mOutput << startstr << "" << "Assimp" << "" << endstr; + } else { + mOutput << startstr << "" << XMLEscape(value.C_Str()) << "" << endstr; + } + + if (nullptr == meta || !meta->Get(AI_METADATA_SOURCE_GENERATOR, value)) { + mOutput << startstr << "" << "Assimp Exporter" << "" << endstr; + } else { + mOutput << startstr << "" << XMLEscape(value.C_Str()) << "" << endstr; + } + + if (meta) { + if (meta->Get("Comments", value)) { + mOutput << startstr << "" << XMLEscape(value.C_Str()) << "" << endstr; + } + if (meta->Get(AI_METADATA_SOURCE_COPYRIGHT, value)) { + mOutput << startstr << "" << XMLEscape(value.C_Str()) << "" << endstr; + } + if (meta->Get("SourceData", value)) { + mOutput << startstr << "" << XMLEscape(value.C_Str()) << "" << endstr; + } + } + + PopTag(); + mOutput << startstr << "" << endstr; + + if (nullptr == meta || !meta->Get("Created", value)) { + mOutput << startstr << "" << date_str << "" << endstr; + } else { + mOutput << startstr << "" << XMLEscape(value.C_Str()) << "" << endstr; + } + + // Modified date is always the date saved + mOutput << startstr << "" << date_str << "" << endstr; + + if (meta) { + if (meta->Get("Keywords", value)) { + mOutput << startstr << "" << XMLEscape(value.C_Str()) << "" << endstr; + } + if (meta->Get("Revision", value)) { + mOutput << startstr << "" << XMLEscape(value.C_Str()) << "" << endstr; + } + if (meta->Get("Subject", value)) { + mOutput << startstr << "" << XMLEscape(value.C_Str()) << "" << endstr; + } + if (meta->Get("Title", value)) { + mOutput << startstr << "" << XMLEscape(value.C_Str()) << "" << endstr; + } + } + + mOutput << startstr << "" << endstr; + mOutput << startstr << "" << up_axis << "" << endstr; + PopTag(); + mOutput << startstr << "" << endstr; +} + +// ------------------------------------------------------------------------------------------------ +// Write the embedded textures +void ColladaExporter::WriteTextures() { + static const unsigned int buffer_size = 1024; + char str[buffer_size]; + + if (mScene->HasTextures()) { + for(unsigned int i = 0; i < mScene->mNumTextures; i++) { + // It would be great to be able to create a directory in portable standard C++, but it's not the case, + // so we just write the textures in the current directory. + + aiTexture* texture = mScene->mTextures[i]; + if ( nullptr == texture ) { + continue; + } + + ASSIMP_itoa10(str, buffer_size, i + 1); + + std::string name = mFile + "_texture_" + (i < 1000 ? "0" : "") + (i < 100 ? "0" : "") + (i < 10 ? "0" : "") + str + "." + ((const char*) texture->achFormatHint); + + std::unique_ptr outfile(mIOSystem->Open(mPath + mIOSystem->getOsSeparator() + 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)); + } + } +} + +// ------------------------------------------------------------------------------------------------ +// Write the embedded textures +void ColladaExporter::WriteCamerasLibrary() { + if(mScene->HasCameras()) { + + mOutput << startstr << "" << endstr; + PushTag(); + + for( size_t a = 0; a < mScene->mNumCameras; ++a) + WriteCamera( a); + + PopTag(); + mOutput << startstr << "" << endstr; + + } +} + +void ColladaExporter::WriteCamera(size_t pIndex){ + + const aiCamera *cam = mScene->mCameras[pIndex]; + const std::string cameraName = XMLEscape(cam->mName.C_Str()); + const std::string cameraId = XMLIDEncode(cam->mName.C_Str()); + + mOutput << startstr << "" << endstr; + PushTag(); + mOutput << startstr << "" << endstr; + PushTag(); + mOutput << startstr << "" << endstr; + PushTag(); + //assimp doesn't support the import of orthographic cameras! se we write + //always perspective + mOutput << startstr << "" << endstr; + PushTag(); + mOutput << startstr << ""<< + AI_RAD_TO_DEG(cam->mHorizontalFOV) + <<"" << endstr; + mOutput << startstr << "" + << cam->mAspect + << "" << endstr; + mOutput << startstr << "" + << cam->mClipPlaneNear + << "" << endstr; + mOutput << startstr << "" + << cam->mClipPlaneFar + << "" << endstr; + PopTag(); + mOutput << startstr << "" << endstr; + PopTag(); + mOutput << startstr << "" << endstr; + PopTag(); + mOutput << startstr << "" << endstr; + PopTag(); + mOutput << startstr << "" << endstr; + +} + + +// ------------------------------------------------------------------------------------------------ +// Write the embedded textures +void ColladaExporter::WriteLightsLibrary() { + if(mScene->HasLights()) { + + mOutput << startstr << "" << endstr; + PushTag(); + + for( size_t a = 0; a < mScene->mNumLights; ++a) + WriteLight( a); + + PopTag(); + mOutput << startstr << "" << endstr; + + } +} + +void ColladaExporter::WriteLight(size_t pIndex){ + + const aiLight *light = mScene->mLights[pIndex]; + const std::string lightName = XMLEscape(light->mName.C_Str()); + const std::string lightId = XMLIDEncode(light->mName.C_Str()); + + mOutput << startstr << "" << endstr; + PushTag(); + mOutput << startstr << "" << 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 << "" << endstr; + + PopTag(); + mOutput << startstr << "" << endstr; + +} + +void ColladaExporter::WritePointLight(const aiLight *const light){ + const aiColor3D &color= light->mColorDiffuse; + mOutput << startstr << "" << endstr; + PushTag(); + mOutput << startstr << "" + << color.r<<" "<" << endstr; + mOutput << startstr << "" + << light->mAttenuationConstant + <<"" << endstr; + mOutput << startstr << "" + << light->mAttenuationLinear + <<"" << endstr; + mOutput << startstr << "" + << light->mAttenuationQuadratic + <<"" << endstr; + + PopTag(); + mOutput << startstr << "" << endstr; + +} + +void ColladaExporter::WriteDirectionalLight(const aiLight *const light){ + const aiColor3D &color= light->mColorDiffuse; + mOutput << startstr << "" << endstr; + PushTag(); + mOutput << startstr << "" + << color.r<<" "<" << endstr; + + PopTag(); + mOutput << startstr << "" << endstr; + +} + +void ColladaExporter::WriteSpotLight(const aiLight *const light){ + + const aiColor3D &color= light->mColorDiffuse; + mOutput << startstr << "" << endstr; + PushTag(); + mOutput << startstr << "" + << color.r<<" "<" << endstr; + mOutput << startstr << "" + << light->mAttenuationConstant + <<"" << endstr; + mOutput << startstr << "" + << light->mAttenuationLinear + <<"" << endstr; + mOutput << startstr << "" + << light->mAttenuationQuadratic + <<"" << endstr; + + const ai_real fallOffAngle = AI_RAD_TO_DEG(light->mAngleInnerCone); + mOutput << startstr <<"" + << fallOffAngle + <<"" << endstr; + double temp = light->mAngleOuterCone-light->mAngleInnerCone; + + temp = std::cos(temp); + temp = std::log(temp)/std::log(0.1); + temp = 1/temp; + mOutput << startstr << "" + << temp + <<"" << endstr; + + + PopTag(); + mOutput << startstr << "" << endstr; + +} + +void ColladaExporter::WriteAmbienttLight(const aiLight *const light){ + + const aiColor3D &color= light->mColorAmbient; + mOutput << startstr << "" << endstr; + PushTag(); + mOutput << startstr << "" + << color.r<<" "<" << endstr; + + PopTag(); + mOutput << startstr << "" << 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::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(pType), static_cast(pIndex), poSurface.color) == aiReturn_SUCCESS; + } +} + +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 << "" << endstr; + PushTag(); + mOutput << startstr << ""; + + // 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 << "" << endstr; + PopTag(); + mOutput << startstr << "" << 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 << "" << pSurface.color.r << " " << pSurface.color.g << " " << pSurface.color.b << " " << pSurface.color.a << "" << endstr; + } + else + { + mOutput << startstr << "" << endstr; + } + PopTag(); + mOutput << startstr << "" << 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 << "" << endstr; + PushTag(); + mOutput << startstr << "" << endstr; + PushTag(); + mOutput << startstr << "" << XMLIDEncode(pMatName) << "-" << pTypeName << "-image" << endstr; + PopTag(); + mOutput << startstr << "" << endstr; + PopTag(); + mOutput << startstr << "" << endstr; + + mOutput << startstr << "" << endstr; + PushTag(); + mOutput << startstr << "" << endstr; + PushTag(); + mOutput << startstr << "" << XMLIDEncode(pMatName) << "-" << pTypeName << "-surface" << endstr; + PopTag(); + mOutput << startstr << "" << endstr; + PopTag(); + mOutput << startstr << "" << 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 << "" << pProperty.value << "" << endstr; + PopTag(); + mOutput << startstr << "" << 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 << "" << endstr; + PushTag(); + for( std::vector::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 << "" << endstr; + } + + // output effects - those are the actual carriers of information + if( !materials.empty() ) + { + mOutput << startstr << "" << endstr; + PushTag(); + for( std::vector::const_iterator it = materials.begin(); it != materials.end(); ++it ) + { + const Material& mat = *it; + // this is so ridiculous it must be right + mOutput << startstr << "" << endstr; + PushTag(); + mOutput << startstr << "" << 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 << "" << 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 << "" << endstr; + PopTag(); + mOutput << startstr << "" << endstr; + PopTag(); + mOutput << startstr << "" << endstr; + PopTag(); + mOutput << startstr << "" << endstr; + } + PopTag(); + mOutput << startstr << "" << endstr; + + // write materials - they're just effect references + mOutput << startstr << "" << endstr; + PushTag(); + for( std::vector::const_iterator it = materials.begin(); it != materials.end(); ++it ) + { + const Material& mat = *it; + mOutput << startstr << "" << endstr; + PushTag(); + mOutput << startstr << "" << endstr; + PopTag(); + mOutput << startstr << "" << endstr; + } + PopTag(); + mOutput << startstr << "" << endstr; + } +} + +// ------------------------------------------------------------------------------------------------ +// Writes the controller library +void ColladaExporter::WriteControllerLibrary() +{ + mOutput << startstr << "" << endstr; + PushTag(); + + for( size_t a = 0; a < mScene->mNumMeshes; ++a) { + WriteController( a); + } + + PopTag(); + mOutput << startstr << "" << 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 << ""<< endstr; + PushTag(); + + mOutput << startstr << "" << endstr; + PushTag(); + + // bind pose matrix + mOutput << startstr << "" << 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 << "" << endstr; + + mOutput << startstr << "" << endstr; + PushTag(); + + mOutput << startstr << "mNumBones << "\">"; + + for( size_t i = 0; i < mesh->mNumBones; ++i ) + mOutput << XMLIDEncode(mesh->mBones[i]->mName.C_Str()) << " "; + + mOutput << "" << endstr; + + mOutput << startstr << "" << endstr; + PushTag(); + + mOutput << startstr << "mNumBones << "\" stride=\"" << 1 << "\">" << endstr; + PushTag(); + + mOutput << startstr << "" << endstr; + + PopTag(); + mOutput << startstr << "" << endstr; + + PopTag(); + mOutput << startstr << "" << endstr; + + PopTag(); + mOutput << startstr << "" << endstr; + + std::vector 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 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 << "" << endstr; + PushTag(); + + mOutput << startstr << "" << endstr; + mOutput << startstr << "" << endstr; + + PopTag(); + mOutput << startstr << "" << endstr; + + mOutput << startstr << "mNumVertices << "\">" << endstr; + PushTag(); + + mOutput << startstr << "" << endstr; + mOutput << startstr << "" << endstr; + + mOutput << startstr << ""; + + std::vector 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 << "" << endstr; + + mOutput << startstr << ""; + + ai_uint joint_weight_indices_length = 0; + std::vector 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 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 << "" << endstr; + + PopTag(); + mOutput << startstr << "" << endstr; + + PopTag(); + mOutput << startstr << "" << endstr; + + PopTag(); + mOutput << startstr << "" << endstr; +} + +// ------------------------------------------------------------------------------------------------ +// Writes the geometry library +void ColladaExporter::WriteGeometryLibrary() +{ + mOutput << startstr << "" << endstr; + PushTag(); + + for( size_t a = 0; a < mScene->mNumMeshes; ++a) + WriteGeometry( a); + + PopTag(); + mOutput << startstr << "" << 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 << "" << endstr; + PushTag(); + + mOutput << startstr << "" << 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(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(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 << "" << endstr; + PushTag(); + mOutput << startstr << "" << endstr; + PopTag(); + mOutput << startstr << "" << 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 << "" << endstr; + PushTag(); + mOutput << startstr << "" << endstr; + if( mesh->HasNormals() ) + mOutput << startstr << "" << endstr; + for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a ) + { + if( mesh->HasTextureCoords(static_cast(a)) ) + mOutput << startstr << "" << endstr; + } + for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a ) + { + if( mesh->HasVertexColors(static_cast(a) ) ) + mOutput << startstr << "" << endstr; + } + + mOutput << startstr << "

"; + 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 << "

" << endstr; + PopTag(); + mOutput << startstr << "
" << endstr; + } + + // triangle - don't use it, because compatibility problems + + // polygons + if (countPoly) + { + mOutput << startstr << "" << endstr; + PushTag(); + mOutput << startstr << "" << endstr; + if( mesh->HasNormals() ) + mOutput << startstr << "" << endstr; + for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a ) + { + if( mesh->HasTextureCoords(static_cast(a)) ) + mOutput << startstr << "" << endstr; + } + for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a ) + { + if( mesh->HasVertexColors(static_cast(a) ) ) + mOutput << startstr << "" << endstr; + } + + mOutput << startstr << ""; + for( size_t a = 0; a < mesh->mNumFaces; ++a ) + { + if (mesh->mFaces[a].mNumIndices < 3) continue; + mOutput << mesh->mFaces[a].mNumIndices << " "; + } + mOutput << "" << endstr; + + mOutput << startstr << "

"; + 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 << "

" << endstr; + PopTag(); + mOutput << startstr << "
" << endstr; + } + + // closing tags + PopTag(); + mOutput << startstr << "
" << endstr; + PopTag(); + mOutput << startstr << "
" << 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 << "" << endstr; + PushTag(); + + // source array + mOutput << startstr << " "; + 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 << "" << endstr; + PopTag(); + + // the usual Collada fun. Let's bloat it even more! + mOutput << startstr << "" << endstr; + PushTag(); + mOutput << startstr << "" << endstr; + PushTag(); + + switch( pType ) + { + case FloatType_Vector: + mOutput << startstr << "" << endstr; + mOutput << startstr << "" << endstr; + mOutput << startstr << "" << endstr; + break; + + case FloatType_TexCoord2: + mOutput << startstr << "" << endstr; + mOutput << startstr << "" << endstr; + break; + + case FloatType_TexCoord3: + mOutput << startstr << "" << endstr; + mOutput << startstr << "" << endstr; + mOutput << startstr << "" << endstr; + break; + + case FloatType_Color: + mOutput << startstr << "" << endstr; + mOutput << startstr << "" << endstr; + mOutput << startstr << "" << endstr; + break; + + case FloatType_Mat4x4: + mOutput << startstr << "" << endstr; + break; + + case FloatType_Weight: + mOutput << startstr << "" << endstr; + break; + + // customized, add animation related + case FloatType_Time: + mOutput << startstr << "" << endstr; + break; + + } + + PopTag(); + mOutput << startstr << "" << endstr; + PopTag(); + mOutput << startstr << "" << endstr; + PopTag(); + mOutput << startstr << "" << 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 << "" << endstr; + PushTag(); + mOutput << startstr << "" << 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 << "" << endstr; + PopTag(); + mOutput << startstr << "" << endstr; +} +// ------------------------------------------------------------------------------------------------ +void ColladaExporter::WriteAnimationLibrary(size_t pIndex) +{ + static const float kSecondsFromMilliseconds = .001f; + + 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 << "" << endstr; + PushTag(); + + std::string cur_node_idstr; + for (size_t a = 0; a < anim->mNumChannels; ++a) { + const aiNodeAnim * nodeAnim = anim->mChannels[a]; + + // sanity check + if (nodeAnim->mNumPositionKeys != nodeAnim->mNumScalingKeys || nodeAnim->mNumPositionKeys != nodeAnim->mNumRotationKeys) { + continue; + } + + { + cur_node_idstr.clear(); + cur_node_idstr += nodeAnim->mNodeName.data; + cur_node_idstr += std::string("_matrix-input"); + + std::vector frames; + for( size_t i = 0; i < nodeAnim->mNumPositionKeys; ++i) { + frames.push_back(static_cast(nodeAnim->mPositionKeys[i].mTime) * kSecondsFromMilliseconds); + } + + WriteFloatArray(cur_node_idstr, FloatType_Time, (const ai_real *)frames.data(), frames.size()); + frames.clear(); + } + + { + cur_node_idstr.clear(); + + cur_node_idstr += nodeAnim->mNodeName.data; + cur_node_idstr += std::string("_matrix-output"); + + std::vector keyframes; + keyframes.reserve(nodeAnim->mNumPositionKeys * 16); + for( size_t i = 0; i < nodeAnim->mNumPositionKeys; ++i) { + aiVector3D Scaling = nodeAnim->mScalingKeys[i].mValue; + aiMatrix4x4 ScalingM; // identity + ScalingM[0][0] = Scaling.x; ScalingM[1][1] = Scaling.y; ScalingM[2][2] = Scaling.z; + + aiQuaternion RotationQ = nodeAnim->mRotationKeys[i].mValue; + aiMatrix4x4 s = aiMatrix4x4( RotationQ.GetMatrix() ); + aiMatrix4x4 RotationM(s.a1, s.a2, s.a3, 0, s.b1, s.b2, s.b3, 0, s.c1, s.c2, s.c3, 0, 0, 0, 0, 1); + + aiVector3D Translation = nodeAnim->mPositionKeys[i].mValue; + aiMatrix4x4 TranslationM; // identity + TranslationM[0][3] = Translation.x; TranslationM[1][3] = Translation.y; TranslationM[2][3] = Translation.z; + + // Combine the above transformations + aiMatrix4x4 mat = TranslationM * RotationM * ScalingM; + + for( unsigned int j = 0; j < 4; ++j) { + keyframes.insert(keyframes.end(), mat[j], mat[j] + 4); + } + } + + WriteFloatArray(cur_node_idstr, FloatType_Mat4x4, (const ai_real *)keyframes.data(), keyframes.size() / 16); + } + + { + std::vector names; + for ( size_t i = 0; i < nodeAnim->mNumPositionKeys; ++i) { + if ( nodeAnim->mPreState == aiAnimBehaviour_DEFAULT + || nodeAnim->mPreState == aiAnimBehaviour_LINEAR + || nodeAnim->mPreState == aiAnimBehaviour_REPEAT + ) { + names.push_back( "LINEAR" ); + } else if (nodeAnim->mPostState == aiAnimBehaviour_CONSTANT) { + names.push_back( "STEP" ); + } + } + + const std::string cur_node_idstr2 = nodeAnim->mNodeName.data + std::string("_matrix-interpolation"); + std::string arrayId = XMLIDEncode(cur_node_idstr2) + "-array"; + + mOutput << startstr << "" << endstr; + PushTag(); + + // source array + mOutput << startstr << " "; + for( size_t aa = 0; aa < names.size(); ++aa ) { + mOutput << names[aa] << " "; + } + mOutput << "" << endstr; + + mOutput << startstr << "" << endstr; + PushTag(); + + mOutput << startstr << "" << endstr; + PushTag(); + + mOutput << startstr << "" << endstr; + + PopTag(); + mOutput << startstr << "" << endstr; + + PopTag(); + mOutput << startstr << "" << endstr; + + PopTag(); + mOutput << startstr << "" << 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 << "" << endstr; + PushTag(); + + mOutput << startstr << "mNodeName.data + std::string("_matrix-input") ) << "\"/>" << endstr; + mOutput << startstr << "mNodeName.data + std::string("_matrix-output") ) << "\"/>" << endstr; + mOutput << startstr << "mNodeName.data + std::string("_matrix-interpolation") ) << "\"/>" << endstr; + + PopTag(); + mOutput << startstr << "" << endstr; + } + } + + for (size_t a = 0; a < anim->mNumChannels; ++a) { + const aiNodeAnim * nodeAnim = anim->mChannels[a]; + + { + // channels + mOutput << startstr << "mNodeName.data + std::string("_matrix-sampler") ) << "\" target=\"" << XMLIDEncode(nodeAnim->mNodeName.data) << "/matrix\"/>" << endstr; + } + } + + PopTag(); + mOutput << startstr << "" << endstr; + +} +// ------------------------------------------------------------------------------------------------ +void ColladaExporter::WriteAnimationsLibrary() +{ + if ( mScene->mNumAnimations > 0 ) { + mOutput << startstr << "" << endstr; + PushTag(); + + // start recursive write at the root node + for( size_t a = 0; a < mScene->mNumAnimations; ++a) + WriteAnimationLibrary( a ); + + PopTag(); + mOutput << startstr << "" << endstr; + } +} +// ------------------------------------------------------------------------------------------------ +// Helper to find a bone by name in the scene +aiBone* findBone( const aiScene* scene, const char * name) { + for (size_t m=0; mmNumMeshes; m++) { + aiMesh * mesh = scene->mMeshes[m]; + for (size_t b=0; bmNumBones; 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 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 << "" << 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; imNumCameras; 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 << ""; + mOutput << startstr << ""; + + 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 << "" << endstr; + + if(pNode->mNumMeshes==0){ + //check if it is a camera node + for(size_t i=0; imNumCameras; i++){ + if(mScene->mCameras[i]->mName == pNode->mName){ + mOutput << startstr <<"" << endstr; + break; + } + } + //check if it is a light node + for(size_t i=0; imNumLights; i++){ + if(mScene->mLights[i]->mName == pNode->mName){ + mOutput << startstr <<"" << 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 << "" << endstr; + PushTag(); + } + else + { + mOutput << startstr + << "" + << 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 << "#" << mFoundSkeletonRootNodeID << "" << endstr; + } + mOutput << startstr << "" << endstr; + PushTag(); + mOutput << startstr << "" << endstr; + PushTag(); + mOutput << startstr << "mMaterialIndex].name) << "\">" << endstr; + PushTag(); + for( size_t aa = 0; aa < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++aa ) + { + if( mesh->HasTextureCoords( static_cast(aa) ) ) + // semantic as in + // input_semantic as in + // input_set as in + mOutput << startstr << "" << endstr; + } + PopTag(); + mOutput << startstr << "" << endstr; + PopTag(); + mOutput << startstr << "" << endstr; + PopTag(); + mOutput << startstr << "" << endstr; + + PopTag(); + if( mesh->mNumBones == 0) + mOutput << startstr << "" << endstr; + else + mOutput << startstr << "" << endstr; + } + + // recurse into subnodes + for( size_t a = 0; a < pNode->mNumChildren; ++a ) + WriteNode( pScene, pNode->mChildren[a]); + + PopTag(); + mOutput << startstr << "" << endstr; +} + +#endif +#endif