1 /*
2 Open Asset Import Library (assimp)
3 ----------------------------------------------------------------------
4 
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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/ai_assert.h"
48 #include "../include/assimp/material.h"
49 #include "../include/assimp/mesh.h"
50 #include "../include/assimp/light.h"
51 #include "../include/assimp/Exporter.hpp"
52 #include <sstream>
53 #include <vector>
54 #include <map>
55 #include <boost/lexical_cast.hpp>
56 
57 struct aiScene;
58 struct aiNode;
59 
60 namespace Assimp
61 {
62 
63 /// Helper class to export a given scene to a Collada file. Just for my personal
64 /// comfort when implementing it.
65 class ColladaExporter
66 {
67 public:
68     /// Constructor for a specific scene to export
69     ColladaExporter( const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file);
70 
71     /// Destructor
72     virtual ~ColladaExporter();
73 
74 protected:
75     /// Starts writing the contents
76     void WriteFile();
77 
78     /// Writes the asset header
79     void WriteHeader();
80 
81     /// Writes the embedded textures
82     void WriteTextures();
83 
84     /// Writes the material setup
85     void WriteMaterials();
86 
87     /// Writes the cameras library
88     void WriteCamerasLibrary();
89 
90     // Write a camera entry
91     void WriteCamera(size_t pIndex);
92 
93     /// Writes the cameras library
94     void WriteLightsLibrary();
95 
96     // Write a camera entry
97     void WriteLight(size_t pIndex);
98     void WritePointLight(const aiLight *const light);
99     void WriteDirectionalLight(const aiLight *const light);
100     void WriteSpotLight(const aiLight *const light);
101     void WriteAmbienttLight(const aiLight *const light);
102 
103     /// Writes the geometry library
104     void WriteGeometryLibrary();
105 
106     /// Writes the given mesh
107     void WriteGeometry( size_t pIndex);
108 
109     enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color };
110 
111     /// Writes a float array of the given type
112     void WriteFloatArray( const std::string& pIdString, FloatDataType pType, const float* pData, size_t pElementCount);
113 
114     /// Writes the scene library
115     void WriteSceneLibrary();
116 
117     /// Recursively writes the given node
118     void WriteNode( aiNode* pNode);
119 
120     /// Enters a new xml element, which increases the indentation
PushTag()121     void PushTag() { startstr.append( "  "); }
122     /// Leaves an element, decreasing the indentation
PopTag()123     void PopTag() { ai_assert( startstr.length() > 1); startstr.erase( startstr.length() - 2); }
124 
125     /// Creates a mesh ID for the given mesh
GetMeshId(size_t pIndex)126     std::string GetMeshId( size_t pIndex) const { return std::string( "meshId" ) + boost::lexical_cast<std::string> (pIndex); }
127 
128 public:
129     /// Stringstream to write all output into
130     std::stringstream mOutput;
131 
132 protected:
133     /// The IOSystem for output
134     IOSystem* mIOSystem;
135 
136     /// Path of the directory where the scene will be exported
137     const std::string mPath;
138 
139     /// Name of the file (without extension) where the scene will be exported
140     const std::string mFile;
141 
142     /// The scene to be written
143     const aiScene* mScene;
144     bool mSceneOwned;
145 
146     /// current line start string, contains the current indentation for simple stream insertion
147     std::string startstr;
148     /// current line end string for simple stream insertion
149     std::string endstr;
150 
151   // pair of color and texture - texture precedences color
152   struct Surface
153   {
154     bool exist;
155     aiColor4D color;
156     std::string texture;
157     size_t channel;
SurfaceSurface158     Surface() { exist = false; channel = 0; }
159   };
160 
161   struct Property
162   {
163     bool exist;
164      float value;
PropertyProperty165      Property()
166          : exist(false)
167          , value(0.0f)
168      {}
169   };
170 
171   // summarize a material in an convinient way.
172   struct Material
173   {
174     std::string name;
175     std::string shading_model;
176     Surface ambient, diffuse, specular, emissive, reflective, transparent, normal;
177     Property shininess, transparency, index_refraction;
178 
MaterialMaterial179     Material() {}
180   };
181 
182   std::vector<Material> materials;
183 
184   std::map<unsigned int, std::string> textures;
185 
186 protected:
187   /// Dammit C++ - y u no compile two-pass? No I have to add all methods below the struct definitions
188   /// Reads a single surface entry from the given material keys
189   void ReadMaterialSurface( Surface& poSurface, const aiMaterial* pSrcMat, aiTextureType pTexture, const char* pKey, size_t pType, size_t pIndex);
190   /// Writes an image entry for the given surface
191   void WriteImageEntry( const Surface& pSurface, const std::string& pNameAdd);
192   /// Writes the two parameters necessary for referencing a texture in an effect entry
193   void WriteTextureParamEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pMatName);
194   /// Writes a color-or-texture entry into an effect definition
195   void WriteTextureColorEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pImageName);
196   /// Writes a scalar property
197   void WriteFloatEntry( const Property& pProperty, const std::string& pTypeName);
198 };
199 
200 }
201 
202 #endif // !! AI_COLLADAEXPORTER_H_INC
203