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, 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 "../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