1 /*
2 Open Asset Import Library (assimp)
3 ----------------------------------------------------------------------
4 
5 Copyright (c) 2006-2012, 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,
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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 "../include/assimp/assert.h"
48 #include <sstream>
49 
50 struct aiScene;
51 struct aiNode;
52 
53 namespace Assimp
54 {
55 
56 /// Helper class to export a given scene to a Collada file. Just for my personal
57 /// comfort when implementing it.
58 class ColladaExporter
59 {
60 public:
61 	/// Constructor for a specific scene to export
62 	ColladaExporter( const aiScene* pScene);
63 
64 protected:
65 	/// Starts writing the contents
66 	void WriteFile();
67 
68 	/// Writes the asset header
69 	void WriteHeader();
70 
71   /// Writes the material setup
72   void WriteMaterials();
73 
74 	/// Writes the geometry library
75 	void WriteGeometryLibrary();
76 
77 	/// Writes the given mesh
78 	void WriteGeometry( size_t pIndex);
79 
80 	enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color };
81 
82 	/// Writes a float array of the given type
83 	void WriteFloatArray( const std::string& pIdString, FloatDataType pType, const float* pData, size_t pElementCount);
84 
85 	/// Writes the scene library
86 	void WriteSceneLibrary();
87 
88 	/// Recursively writes the given node
89 	void WriteNode( const aiNode* pNode);
90 
91 	/// Enters a new xml element, which increases the indentation
PushTag()92 	void PushTag() { startstr.append( "  "); }
93 	/// Leaves an element, decreasing the indentation
PopTag()94 	void PopTag() { ai_assert( startstr.length() > 1); startstr.erase( startstr.length() - 2); }
95 
96 	/// Creates a mesh ID for the given mesh
GetMeshId(size_t pIndex)97 	std::string GetMeshId( size_t pIndex) const { return std::string( "meshId" ) + boost::lexical_cast<std::string> (pIndex); }
98 
99 public:
100 	/// Stringstream to write all output into
101 	std::stringstream mOutput;
102 
103 protected:
104 	/// The scene to be written
105 	const aiScene* mScene;
106 
107 	/// current line start string, contains the current indentation for simple stream insertion
108 	std::string startstr;
109 	/// current line end string for simple stream insertion
110 	std::string endstr;
111 
112   // pair of color and texture - texture precedences color
113   struct Surface
114   {
115     aiColor4D color;
116     std::string texture;
117     size_t channel;
SurfaceSurface118     Surface() { channel = 0; }
119   };
120 
121   // summarize a material in an convinient way.
122   struct Material
123   {
124     std::string name;
125     Surface ambient, diffuse, specular, emissive, reflective, normal;
126     float shininess; /// specular exponent
127 
MaterialMaterial128     Material() { shininess = 16.0f; }
129   };
130 
131   std::vector<Material> materials;
132 
133 protected:
134   /// Dammit C++ - y u no compile two-pass? No I have to add all methods below the struct definitions
135   /// Reads a single surface entry from the given material keys
136   void ReadMaterialSurface( Surface& poSurface, const aiMaterial* pSrcMat, aiTextureType pTexture, const char* pKey, size_t pType, size_t pIndex);
137   /// Writes an image entry for the given surface
138   void WriteImageEntry( const Surface& pSurface, const std::string& pNameAdd);
139   /// Writes the two parameters necessary for referencing a texture in an effect entry
140   void WriteTextureParamEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pMatName);
141   /// Writes a color-or-texture entry into an effect definition
142   void WriteTextureColorEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pImageName);
143 };
144 
145 }
146 
147 #endif // !! AI_COLLADAEXPORTER_H_INC
148