Merge pull request #570 from wise86-android/colladaExportLightAndCamera
Collada export light and camera
This commit is contained in:
@@ -51,7 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "XMLTools.h"
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#include "../include/assimp/IOSystem.hpp"
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#include "../include/assimp/Exporter.hpp"
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#include "../include/assimp/scene.h"
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#include "../include/assimp/scene.h"
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#include "Exceptional.h"
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@@ -127,6 +127,8 @@ void ColladaExporter::WriteFile()
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WriteTextures();
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WriteHeader();
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WriteCamerasLibrary();
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WriteLightsLibrary();
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WriteMaterials();
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WriteGeometryLibrary();
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@@ -286,6 +288,201 @@ void ColladaExporter::WriteTextures() {
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Write the embedded textures
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void ColladaExporter::WriteCamerasLibrary() {
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if(mScene->HasCameras()) {
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mOutput << startstr << "<library_cameras>" << endstr;
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PushTag();
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for( size_t a = 0; a < mScene->mNumCameras; ++a)
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WriteCamera( a);
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PopTag();
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mOutput << startstr << "</library_cameras>" << endstr;
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}
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}
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void ColladaExporter::WriteCamera(size_t pIndex){
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const aiCamera *cam = mScene->mCameras[pIndex];
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const std::string idstrEscaped = XMLEscape(cam->mName.C_Str());
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mOutput << startstr << "<camera id=\"" << idstrEscaped << "-camera\" name=\"" << idstrEscaped << "_name\" >" << endstr;
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PushTag();
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mOutput << startstr << "<optics>" << endstr;
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PushTag();
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mOutput << startstr << "<technique_common>" << endstr;
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PushTag();
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//assimp doesn't support the import of orthographic cameras! se we write
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//always perspective
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mOutput << startstr << "<perspective>" << endstr;
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PushTag();
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mOutput << startstr << "<xfov sid=\"xfov\">"<<
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AI_RAD_TO_DEG(cam->mHorizontalFOV)
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<<"</xfov>" << endstr;
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mOutput << startstr << "<aspect_ratio>"
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<< cam->mAspect
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<< "</aspect_ratio>" << endstr;
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mOutput << startstr << "<znear sid=\"znear\">"
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<< cam->mClipPlaneNear
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<< "</znear>" << endstr;
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mOutput << startstr << "<zfar sid=\"zfar\">"
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<< cam->mClipPlaneFar
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<< "</zfar>" << endstr;
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PopTag();
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mOutput << startstr << "</perspective>" << endstr;
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PopTag();
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mOutput << startstr << "</technique_common>" << endstr;
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PopTag();
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mOutput << startstr << "</optics>" << endstr;
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PopTag();
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mOutput << startstr << "</camera>" << endstr;
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}
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// ------------------------------------------------------------------------------------------------
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// Write the embedded textures
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void ColladaExporter::WriteLightsLibrary() {
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if(mScene->HasLights()) {
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mOutput << startstr << "<library_lights>" << endstr;
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PushTag();
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for( size_t a = 0; a < mScene->mNumLights; ++a)
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WriteLight( a);
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PopTag();
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mOutput << startstr << "</library_lights>" << endstr;
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}
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}
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void ColladaExporter::WriteLight(size_t pIndex){
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const aiLight *light = mScene->mLights[pIndex];
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const std::string idstrEscaped = XMLEscape(light->mName.C_Str());
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mOutput << startstr << "<light id=\"" << idstrEscaped << "-light\" name=\""
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<< idstrEscaped << "_name\" >" << endstr;
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PushTag();
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mOutput << startstr << "<technique_common>" << endstr;
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PushTag();
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switch(light->mType){
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case aiLightSource_AMBIENT:
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WriteAmbienttLight(light);
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break;
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case aiLightSource_DIRECTIONAL:
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WriteDirectionalLight(light);
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break;
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case aiLightSource_POINT:
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WritePointLight(light);
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break;
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case aiLightSource_SPOT:
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WriteSpotLight(light);
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break;
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case aiLightSource_UNDEFINED:
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case _aiLightSource_Force32Bit:
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break;
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}
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PopTag();
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mOutput << startstr << "</technique_common>" << endstr;
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PopTag();
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mOutput << startstr << "</light>" << endstr;
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}
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void ColladaExporter::WritePointLight(const aiLight *const light){
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const aiColor3D &color= light->mColorDiffuse;
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mOutput << startstr << "<point>" << endstr;
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PushTag();
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mOutput << startstr << "<color sid=\"color\">"
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<< color.r<<" "<<color.g<<" "<<color.b
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<<"</color>" << endstr;
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mOutput << startstr << "<constant_attenuation>"
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<< light->mAttenuationConstant
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<<"</constant_attenuation>" << endstr;
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mOutput << startstr << "<linear_attenuation>"
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<< light->mAttenuationLinear
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<<"</linear_attenuation>" << endstr;
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mOutput << startstr << "<quadratic_attenuation>"
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<< light->mAttenuationQuadratic
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<<"</quadratic_attenuation>" << endstr;
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PopTag();
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mOutput << startstr << "</point>" << endstr;
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}
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void ColladaExporter::WriteDirectionalLight(const aiLight *const light){
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const aiColor3D &color= light->mColorDiffuse;
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mOutput << startstr << "<directional>" << endstr;
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PushTag();
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mOutput << startstr << "<color sid=\"color\">"
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<< color.r<<" "<<color.g<<" "<<color.b
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<<"</color>" << endstr;
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PopTag();
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mOutput << startstr << "</directional>" << endstr;
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}
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void ColladaExporter::WriteSpotLight(const aiLight *const light){
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const aiColor3D &color= light->mColorDiffuse;
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mOutput << startstr << "<spot>" << endstr;
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PushTag();
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mOutput << startstr << "<color sid=\"color\">"
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<< color.r<<" "<<color.g<<" "<<color.b
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<<"</color>" << endstr;
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mOutput << startstr << "<constant_attenuation>"
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<< light->mAttenuationConstant
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<<"</constant_attenuation>" << endstr;
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mOutput << startstr << "<linear_attenuation>"
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<< light->mAttenuationLinear
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<<"</linear_attenuation>" << endstr;
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mOutput << startstr << "<quadratic_attenuation>"
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<< light->mAttenuationQuadratic
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<<"</quadratic_attenuation>" << endstr;
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/*
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out->mAngleOuterCone = AI_DEG_TO_RAD (std::acos(std::pow(0.1f,1.f/srcLight->mFalloffExponent))+
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srcLight->mFalloffAngle);
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*/
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const float fallOffAngle = AI_RAD_TO_DEG(light->mAngleInnerCone);
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mOutput << startstr <<"<falloff_angle sid=\"fall_off_angle\">"
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<< fallOffAngle
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<<"</falloff_angle>" << endstr;
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double temp = light->mAngleOuterCone-light->mAngleInnerCone;
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temp = std::cos(temp);
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temp = std::log(temp)/std::log(0.1);
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temp = 1/temp;
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mOutput << startstr << "<falloff_exponent sid=\"fall_off_exponent\">"
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<< temp
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<<"</falloff_exponent>" << endstr;
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PopTag();
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mOutput << startstr << "</spot>" << endstr;
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}
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void ColladaExporter::WriteAmbienttLight(const aiLight *const light){
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const aiColor3D &color= light->mColorAmbient;
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mOutput << startstr << "<ambient>" << endstr;
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PushTag();
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mOutput << startstr << "<color sid=\"color\">"
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<< color.r<<" "<<color.g<<" "<<color.b
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<<"</color>" << endstr;
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PopTag();
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mOutput << startstr << "</ambient>" << endstr;
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}
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// ------------------------------------------------------------------------------------------------
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// Reads a single surface entry from the given material keys
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void ColladaExporter::ReadMaterialSurface( Surface& poSurface, const aiMaterial* pSrcMat, aiTextureType pTexture, const char* pKey, size_t pType, size_t pIndex)
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@@ -847,6 +1044,23 @@ void ColladaExporter::WriteNode(aiNode* pNode)
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mOutput << mat.d1 << " " << mat.d2 << " " << mat.d3 << " " << mat.d4;
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mOutput << "</matrix>" << endstr;
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if(pNode->mNumMeshes==0){
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//check if it is a camera node
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for(size_t i=0; i<mScene->mNumCameras; i++){
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if(mScene->mCameras[i]->mName == pNode->mName){
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mOutput << startstr <<"<instance_camera url=\"#" << node_name_escaped << "-camera\"/>" << endstr;
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break;
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}
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}
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//check if it is a light node
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for(size_t i=0; i<mScene->mNumLights; i++){
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if(mScene->mLights[i]->mName == pNode->mName){
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mOutput << startstr <<"<instance_light url=\"#" << node_name_escaped << "-light\"/>" << endstr;
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break;
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}
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}
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}else
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// instance every geometry
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for( size_t a = 0; a < pNode->mNumMeshes; ++a )
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{
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@@ -854,9 +1068,8 @@ void ColladaExporter::WriteNode(aiNode* pNode)
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// do not instanciate mesh if empty. I wonder how this could happen
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if( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
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continue;
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mOutput << startstr << "<instance_geometry url=\"#" << XMLEscape(GetMeshId( pNode->mMeshes[a])) << "\">" << endstr;
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PushTag();
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mOutput << startstr << "<instance_geometry url=\"#" << XMLEscape(GetMeshId( pNode->mMeshes[a])) << "\">" << endstr;
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PushTag();
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mOutput << startstr << "<bind_material>" << endstr;
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PushTag();
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mOutput << startstr << "<technique_common>" << endstr;
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@@ -47,6 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "../include/assimp/ai_assert.h"
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#include "../include/assimp/material.h"
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#include "../include/assimp/mesh.h"
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#include "../include/assimp/light.h"
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#include "../include/assimp/Exporter.hpp"
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#include <sstream>
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#include <vector>
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@@ -83,6 +84,22 @@ protected:
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/// Writes the material setup
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void WriteMaterials();
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/// Writes the cameras library
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void WriteCamerasLibrary();
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// Write a camera entry
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void WriteCamera(size_t pIndex);
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/// Writes the cameras library
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void WriteLightsLibrary();
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// Write a camera entry
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void WriteLight(size_t pIndex);
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void WritePointLight(const aiLight *const light);
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void WriteDirectionalLight(const aiLight *const light);
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void WriteSpotLight(const aiLight *const light);
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void WriteAmbienttLight(const aiLight *const light);
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/// Writes the geometry library
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void WriteGeometryLibrary();
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@@ -349,8 +349,8 @@ void ColladaLoader::BuildLightsForNode( const ColladaParser& pParser, const Coll
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{
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// Need to rely on falloff_exponent. I don't know how to interpret it, so I need to guess ....
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// epsilon chosen to be 0.1
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out->mAngleOuterCone = AI_DEG_TO_RAD (std::acos(std::pow(0.1f,1.f/srcLight->mFalloffExponent))+
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srcLight->mFalloffAngle);
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out->mAngleOuterCone = std::acos(std::pow(0.1f,1.f/srcLight->mFalloffExponent))+
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out->mAngleInnerCone;
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}
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else {
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out->mAngleOuterCone = out->mAngleInnerCone + AI_DEG_TO_RAD( srcLight->mPenumbraAngle );
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