1 /* 2 Open Asset Import Library (assimp) 3 ---------------------------------------------------------------------- 4 5 Copyright (c) 2006-2016, assimp team 6 All rights reserved. 7 8 Redistribution and use of this software in source and binary forms, 9 with or without modification, are permitted provided that the 10 following conditions are met: 11 12 * Redistributions of source code must retain the above 13 copyright notice, this list of conditions and the 14 following disclaimer. 15 16 * Redistributions in binary form must reproduce the above 17 copyright notice, this list of conditions and the 18 following disclaimer in the documentation and/or other 19 materials provided with the distribution. 20 21 * Neither the name of the assimp team, nor the names of its 22 contributors may be used to endorse or promote products 23 derived from this software without specific prior 24 written permission of the assimp team. 25 26 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 27 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 28 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR 29 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 30 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 31 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 32 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 33 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 34 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 35 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 36 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 37 38 ---------------------------------------------------------------------- 39 */ 40 41 /** @file ColladaExporter.h 42 * Declares the exporter class to write a scene to a Collada file 43 */ 44 #ifndef AI_COLLADAEXPORTER_H_INC 45 #define AI_COLLADAEXPORTER_H_INC 46 47 #include <assimp/ai_assert.h> 48 #include <assimp/material.h> 49 #include <assimp/mesh.h> 50 #include <assimp/light.h> 51 #include <assimp/Exporter.hpp> 52 #include <sstream> 53 #include <vector> 54 #include <map> 55 56 struct aiScene; 57 struct aiNode; 58 59 namespace Assimp 60 { 61 62 /// Helper class to export a given scene to a Collada file. Just for my personal 63 /// comfort when implementing it. 64 class ColladaExporter 65 { 66 public: 67 /// Constructor for a specific scene to export 68 ColladaExporter( const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file); 69 70 /// Destructor 71 virtual ~ColladaExporter(); 72 73 protected: 74 /// Starts writing the contents 75 void WriteFile(); 76 77 /// Writes the asset header 78 void WriteHeader(); 79 80 /// Writes the embedded textures 81 void WriteTextures(); 82 83 /// Writes the material setup 84 void WriteMaterials(); 85 86 /// Writes the cameras library 87 void WriteCamerasLibrary(); 88 89 // Write a camera entry 90 void WriteCamera(size_t pIndex); 91 92 /// Writes the cameras library 93 void WriteLightsLibrary(); 94 95 // Write a camera entry 96 void WriteLight(size_t pIndex); 97 void WritePointLight(const aiLight *const light); 98 void WriteDirectionalLight(const aiLight *const light); 99 void WriteSpotLight(const aiLight *const light); 100 void WriteAmbienttLight(const aiLight *const light); 101 102 /// Writes the geometry library 103 void WriteGeometryLibrary(); 104 105 /// Writes the given mesh 106 void WriteGeometry( size_t pIndex); 107 108 enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color }; 109 110 /// Writes a float array of the given type 111 void WriteFloatArray( const std::string& pIdString, FloatDataType pType, const float* pData, size_t pElementCount); 112 113 /// Writes the scene library 114 void WriteSceneLibrary(); 115 116 /// Recursively writes the given node 117 void WriteNode( const aiScene* scene, aiNode* pNode); 118 119 /// Enters a new xml element, which increases the indentation PushTag()120 void PushTag() { startstr.append( " "); } 121 /// Leaves an element, decreasing the indentation PopTag()122 void PopTag() { ai_assert( startstr.length() > 1); startstr.erase( startstr.length() - 2); } 123 124 /// Creates a mesh ID for the given mesh GetMeshId(size_t pIndex)125 std::string GetMeshId( size_t pIndex) const { return std::string( "meshId" ) + std::to_string(pIndex); } 126 127 public: 128 /// Stringstream to write all output into 129 std::stringstream mOutput; 130 131 protected: 132 /// The IOSystem for output 133 IOSystem* mIOSystem; 134 135 /// Path of the directory where the scene will be exported 136 const std::string mPath; 137 138 /// Name of the file (without extension) where the scene will be exported 139 const std::string mFile; 140 141 /// The scene to be written 142 const aiScene* mScene; 143 bool mSceneOwned; 144 145 /// current line start string, contains the current indentation for simple stream insertion 146 std::string startstr; 147 /// current line end string for simple stream insertion 148 std::string endstr; 149 150 // pair of color and texture - texture precedences color 151 struct Surface 152 { 153 bool exist; 154 aiColor4D color; 155 std::string texture; 156 size_t channel; SurfaceSurface157 Surface() { exist = false; channel = 0; } 158 }; 159 160 struct Property 161 { 162 bool exist; 163 float value; PropertyProperty164 Property() 165 : exist(false) 166 , value(0.0f) 167 {} 168 }; 169 170 // summarize a material in an convinient way. 171 struct Material 172 { 173 std::string name; 174 std::string shading_model; 175 Surface ambient, diffuse, specular, emissive, reflective, transparent, normal; 176 Property shininess, transparency, index_refraction; 177 MaterialMaterial178 Material() {} 179 }; 180 181 std::vector<Material> materials; 182 183 std::map<unsigned int, std::string> textures; 184 185 protected: 186 /// Dammit C++ - y u no compile two-pass? No I have to add all methods below the struct definitions 187 /// Reads a single surface entry from the given material keys 188 void ReadMaterialSurface( Surface& poSurface, const aiMaterial* pSrcMat, aiTextureType pTexture, const char* pKey, size_t pType, size_t pIndex); 189 /// Writes an image entry for the given surface 190 void WriteImageEntry( const Surface& pSurface, const std::string& pNameAdd); 191 /// Writes the two parameters necessary for referencing a texture in an effect entry 192 void WriteTextureParamEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pMatName); 193 /// Writes a color-or-texture entry into an effect definition 194 void WriteTextureColorEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pImageName); 195 /// Writes a scalar property 196 void WriteFloatEntry( const Property& pProperty, const std::string& pTypeName); 197 }; 198 199 } 200 201 #endif // !! AI_COLLADAEXPORTER_H_INC 202