irrlicht/source/Irrlicht/CColladaMeshWriter.cpp

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// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
// TODO: second UV-coordinates currently ignored in textures
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_COLLADA_WRITER_
#include "CColladaMeshWriter.h"
#include "os.h"
#include "IFileSystem.h"
#include "IWriteFile.h"
#include "IXMLWriter.h"
#include "IMesh.h"
#include "IAttributes.h"
#include "IAnimatedMeshSceneNode.h"
#include "IMeshSceneNode.h"
#include "ITerrainSceneNode.h"
#include "ILightSceneNode.h"
#include "ICameraSceneNode.h"
#include "ISceneManager.h"
namespace irr
{
namespace scene
{
//! Which lighting model should be used in the technique (FX) section when exporting effects (materials)
E_COLLADA_TECHNIQUE_FX CColladaMeshWriterProperties::getTechniqueFx(const video::SMaterial& material) const
{
return ECTF_BLINN;
}
//! Which texture index should be used when writing the texture of the given sampler color.
s32 CColladaMeshWriterProperties::getTextureIdx(const video::SMaterial & material, E_COLLADA_COLOR_SAMPLER cs) const
{
// So far we just export in a way which is similar to how we import colladas.
// There might be better ways to do this, but I suppose it depends a lot for which target
// application we export, so in most cases it will have to be done in user-code anyway.
switch ( cs )
{
case ECCS_DIFFUSE:
return 2;
case ECCS_AMBIENT:
return 1;
case ECCS_EMISSIVE:
return 0;
case ECCS_SPECULAR:
return 3;
case ECCS_TRANSPARENT:
return -1;
case ECCS_REFLECTIVE:
return -1;
};
return -1;
}
E_COLLADA_IRR_COLOR CColladaMeshWriterProperties::getColorMapping(const video::SMaterial & material, E_COLLADA_COLOR_SAMPLER cs) const
{
switch ( cs )
{
case ECCS_DIFFUSE:
return ECIC_DIFFUSE;
case ECCS_AMBIENT:
return ECIC_AMBIENT;
case ECCS_EMISSIVE:
return ECIC_EMISSIVE;
case ECCS_SPECULAR:
return ECIC_SPECULAR;
case ECCS_TRANSPARENT:
return ECIC_NONE;
case ECCS_REFLECTIVE:
return ECIC_CUSTOM;
};
return ECIC_NONE;
}
//! Return custom colors for certain color types requested by collada.
video::SColor CColladaMeshWriterProperties::getCustomColor(const video::SMaterial & material, E_COLLADA_COLOR_SAMPLER cs) const
{
return video::SColor(255, 0, 0, 0);
}
//! Return the settings for transparence
E_COLLADA_TRANSPARENT_FX CColladaMeshWriterProperties::getTransparentFx(const video::SMaterial& material) const
{
// TODO: figure out best default mapping
return ECOF_A_ONE;
}
//! Transparency value for the material.
f32 CColladaMeshWriterProperties::getTransparency(const video::SMaterial& material) const
{
// TODO: figure out best default mapping
return -1.f;
}
//! Reflectivity value for that material
f32 CColladaMeshWriterProperties::getReflectivity(const video::SMaterial& material) const
{
// TODO: figure out best default mapping
return 0.f;
}
//! Return index of refraction for that material
f32 CColladaMeshWriterProperties::getIndexOfRefraction(const video::SMaterial& material) const
{
return -1.f;
}
bool CColladaMeshWriterProperties::isExportable(const irr::scene::ISceneNode * node) const
{
return node && node->isVisible();
}
IMesh* CColladaMeshWriterProperties::getMesh(irr::scene::ISceneNode * node)
{
if ( !node )
return 0;
if ( node->getType() == ESNT_ANIMATED_MESH )
return static_cast<IAnimatedMeshSceneNode*>(node)->getMesh()->getMesh(0);
// TODO: we need some ISceneNode::hasType() function to get rid of those checks
if ( node->getType() == ESNT_MESH
|| node->getType() == ESNT_CUBE
|| node->getType() == ESNT_SPHERE
|| node->getType() == ESNT_WATER_SURFACE
|| node->getType() == ESNT_Q3SHADER_SCENE_NODE
)
return static_cast<IMeshSceneNode*>(node)->getMesh();
if ( node->getType() == ESNT_TERRAIN )
return static_cast<ITerrainSceneNode*>(node)->getMesh();
return 0;
}
// Check if the node has it's own material overwriting the mesh-materials
bool CColladaMeshWriterProperties::useNodeMaterial(const scene::ISceneNode* node) const
{
if ( !node )
return false;
// TODO: we need some ISceneNode::hasType() function to get rid of those checks
bool useMeshMaterial = ( (node->getType() == ESNT_MESH ||
node->getType() == ESNT_CUBE ||
node->getType() == ESNT_SPHERE ||
node->getType() == ESNT_WATER_SURFACE ||
node->getType() == ESNT_Q3SHADER_SCENE_NODE)
&& static_cast<const IMeshSceneNode*>(node)->isReadOnlyMaterials())
|| (node->getType() == ESNT_ANIMATED_MESH
&& static_cast<const IAnimatedMeshSceneNode*>(node)->isReadOnlyMaterials() );
return !useMeshMaterial;
}
CColladaMeshWriterNames::CColladaMeshWriterNames(IColladaMeshWriter * writer)
: ColladaMeshWriter(writer)
{
}
irr::core::stringc CColladaMeshWriterNames::nameForMesh(const scene::IMesh* mesh, int instance)
{
irr::core::stringc name("mesh");
name += nameForPtr(mesh);
if ( instance > 0 )
{
name += "i";
name += irr::core::stringc(instance);
}
return ColladaMeshWriter->toNCName(name);
}
irr::core::stringc CColladaMeshWriterNames::nameForNode(const scene::ISceneNode* node)
{
irr::core::stringc name;
// Prefix, because xs:ID can't start with a number, also nicer name
if ( node && node->getType() == ESNT_LIGHT )
name = "light";
else
name = "node";
name += nameForPtr(node);
if ( node )
{
name += irr::core::stringc(node->getName());
}
return ColladaMeshWriter->toNCName(name);
}
irr::core::stringc CColladaMeshWriterNames::nameForMaterial(const video::SMaterial & material, int materialId, const scene::IMesh* mesh, const scene::ISceneNode* node)
{
core::stringc strMat("mat");
bool nodeMaterial = ColladaMeshWriter->getProperties()->useNodeMaterial(node);
if ( nodeMaterial )
{
strMat += "node";
strMat += nameForPtr(node);
strMat += irr::core::stringc(node->getName());
}
strMat += "mesh";
strMat += nameForPtr(mesh);
strMat += materialId;
return ColladaMeshWriter->toNCName(strMat);
}
irr::core::stringc CColladaMeshWriterNames::nameForPtr(const void* ptr) const
{
c8 buf[32];
snprintf_irr(buf, 32, "%p", ptr);
return irr::core::stringc(buf);
}
CColladaMeshWriter::CColladaMeshWriter( ISceneManager * smgr, video::IVideoDriver* driver,
io::IFileSystem* fs)
: FileSystem(fs), VideoDriver(driver), Writer(0)
{
#ifdef _DEBUG
setDebugName("CColladaMeshWriter");
#endif
if (VideoDriver)
VideoDriver->grab();
if (FileSystem)
FileSystem->grab();
if ( smgr )
setAmbientLight( smgr->getAmbientLight() );
// Escape some characters
// Slightly fuzzy definition for xs:anyURI.
// In theory not even spaces would need to be escaped,
// but it's strongly encouraged to do so and many Apps rely on it.
// If there are any apps out there which need more escapes we can add them.
// See https://www.w3schools.com/tags/ref_urlencode.asp for a list.
// NOTE: Never replace by empty characters (so not the place to delete chars!)
EscapeCharsAnyURI.push_back(EscapeCharacterURL(' ', "%20"));
EscapeCharsAnyURI.push_back(EscapeCharacterURL('#', "%23"));
EscapeCharsAnyURI.push_back(EscapeCharacterURL('%', "%25"));
CColladaMeshWriterProperties * p = new CColladaMeshWriterProperties();
setDefaultProperties(p);
setProperties(p);
p->drop();
CColladaMeshWriterNames * nameGenerator = new CColladaMeshWriterNames(this);
setDefaultNameGenerator(nameGenerator);
setNameGenerator(nameGenerator);
nameGenerator->drop();
}
CColladaMeshWriter::~CColladaMeshWriter()
{
if (VideoDriver)
VideoDriver->drop();
if (FileSystem)
FileSystem->drop();
}
void CColladaMeshWriter::reset()
{
LibraryImages.clear();
Meshes.clear();
LightNodes.clear();
CameraNodes.clear();
MaterialsWritten.clear();
EffectsWritten.clear();
MaterialNameCache.clear();
}
//! Returns the type of the mesh writer
EMESH_WRITER_TYPE CColladaMeshWriter::getType() const
{
return EMWT_COLLADA;
}
//! writes a scene starting with the given node
bool CColladaMeshWriter::writeScene(io::IWriteFile* file, scene::ISceneNode* root, int writeRoot)
{
if (!file || !root)
return false;
reset();
Writer = FileSystem->createXMLWriterUTF8(file);
if (!Writer)
{
os::Printer::log("Could not write file", file->getFileName());
return false;
}
Directory = FileSystem->getFileDir(FileSystem->getAbsolutePath( file->getFileName() ));
// make names for all nodes with exportable meshes
makeMeshNames(root);
os::Printer::log("Writing scene", file->getFileName());
// write COLLADA header
Writer->writeXMLHeader();
Writer->writeElement("COLLADA", false,
"xmlns", "http://www.collada.org/2005/11/COLLADASchema",
"version", "1.4.1");
Writer->writeLineBreak();
// write asset data
writeAsset();
// write all materials
Writer->writeElement("library_materials", false);
Writer->writeLineBreak();
writeNodeMaterials(root);
Writer->writeClosingTag("library_materials");
Writer->writeLineBreak();
Writer->writeElement("library_effects", false);
Writer->writeLineBreak();
writeNodeEffects(root);
Writer->writeClosingTag("library_effects");
Writer->writeLineBreak();
// images
writeLibraryImages();
// lights
Writer->writeElement("library_lights", false);
Writer->writeLineBreak();
writeAmbientLightElement( getAmbientLight() );
writeNodeLights(root);
Writer->writeClosingTag("library_lights");
Writer->writeLineBreak();
// cameras
Writer->writeElement("library_cameras", false);
Writer->writeLineBreak();
writeNodeCameras(root);
Writer->writeClosingTag("library_cameras");
Writer->writeLineBreak();
// write meshes
Writer->writeElement("library_geometries", false);
Writer->writeLineBreak();
writeAllMeshGeometries();
Writer->writeClosingTag("library_geometries");
Writer->writeLineBreak();
// write scene
Writer->writeElement("library_visual_scenes", false);
Writer->writeLineBreak();
Writer->writeElement("visual_scene", false, "id", "default_scene");
Writer->writeLineBreak();
// ambient light (instance_light also needs a node as parent so we have to create one)
Writer->writeElement("node", false);
Writer->writeLineBreak();
Writer->writeElement("instance_light", true, "url", "#ambientlight");
Writer->writeLineBreak();
Writer->writeClosingTag("node");
Writer->writeLineBreak();
// Write the scenegraph.
if ( writeRoot == 2 || (writeRoot == 1 && root->getType() != ESNT_SCENE_MANAGER) )
{
// TODO: Not certain if we should really write the root or if we should just always only write the children.
// For now writing root to keep backward compatibility for this case, but if anyone needs to _not_ write
// that root-node we can add a parameter for this later on in writeScene.
writeSceneNode(root);
}
else
{
// The visual_scene element is identical to our scenemanager and acts as root,
// so we do not write the root itself if it points to the scenemanager.
const core::list<ISceneNode*>& rootChildren = root->getChildren();
for ( core::list<ISceneNode*>::ConstIterator it = rootChildren.begin();
it != rootChildren.end();
++ it )
{
writeSceneNode(*it);
}
}
Writer->writeClosingTag("visual_scene");
Writer->writeLineBreak();
Writer->writeClosingTag("library_visual_scenes");
Writer->writeLineBreak();
// instance scene
Writer->writeElement("scene", false);
Writer->writeLineBreak();
Writer->writeElement("instance_visual_scene", true, "url", "#default_scene");
Writer->writeLineBreak();
Writer->writeClosingTag("scene");
Writer->writeLineBreak();
// close everything
Writer->writeClosingTag("COLLADA");
Writer->drop();
return true;
}
void CColladaMeshWriter::makeMeshNames(irr::scene::ISceneNode * node)
{
if ( !node || !getProperties() || !getProperties()->isExportable(node) || !getNameGenerator())
return;
IMesh* mesh = getProperties()->getMesh(node);
if ( mesh )
{
if ( !Meshes.find(mesh) )
{
SColladaMesh cm;
cm.Name = nameForMesh(mesh, 0);
Meshes.insert(mesh, cm);
}
}
const core::list<ISceneNode*>& children = node->getChildren();
for ( core::list<ISceneNode*>::ConstIterator it = children.begin(); it != children.end(); ++it )
{
makeMeshNames(*it);
}
}
void CColladaMeshWriter::writeNodeMaterials(irr::scene::ISceneNode * node)
{
if ( !node || !getProperties() || !getProperties()->isExportable(node) )
return;
core::array<irr::core::stringc> materialNames;
IMesh* mesh = getProperties()->getMesh(node);
if ( mesh )
{
MeshNode * n = Meshes.find(mesh);
if ( !getProperties()->useNodeMaterial(node) )
{
// no material overrides - write mesh materials
if ( n && !n->getValue().MaterialsWritten )
{
writeMeshMaterials(mesh, getGeometryWriting() == ECGI_PER_MESH_AND_MATERIAL ? &materialNames : NULL);
n->getValue().MaterialsWritten = true;
}
}
else
{
// write node materials
for (u32 i=0; i<node->getMaterialCount(); ++i)
{
video::SMaterial & material = node->getMaterial(i);
core::stringc strMat(nameForMaterial(material, i, mesh, node));
writeMaterial(strMat);
if ( getGeometryWriting() == ECGI_PER_MESH_AND_MATERIAL )
materialNames.push_back(strMat);
}
}
// When we write another mesh-geometry for each new material-list we have
// to figure out here if we need another geometry copy and create a new name here.
if ( n && getGeometryWriting() == ECGI_PER_MESH_AND_MATERIAL )
{
SGeometryMeshMaterials * geomMat = n->getValue().findGeometryMeshMaterials(materialNames);
if ( geomMat )
geomMat->MaterialOwners.push_back(node);
else
{
SGeometryMeshMaterials gmm;
if ( n->getValue().GeometryMeshMaterials.empty() )
gmm.GeometryName = n->getValue().Name; // first one can use the original name
else
gmm.GeometryName = nameForMesh(mesh, n->getValue().GeometryMeshMaterials.size());
gmm.MaterialNames = materialNames;
gmm.MaterialOwners.push_back(node);
n->getValue().GeometryMeshMaterials.push_back(gmm);
}
}
}
const core::list<ISceneNode*>& children = node->getChildren();
for ( core::list<ISceneNode*>::ConstIterator it = children.begin(); it != children.end(); ++it )
{
writeNodeMaterials( *it );
}
}
void CColladaMeshWriter::writeMaterial(const irr::core::stringc& materialname)
{
if ( MaterialsWritten.find(materialname) )
return;
MaterialsWritten.insert(materialname, true);
Writer->writeElement("material", false,
"id", materialname.c_str(),
"name", materialname.c_str());
Writer->writeLineBreak();
// We don't make a difference between material and effect on export.
// Every material is just using an instance of an effect.
core::stringc strFx(materialname);
strFx += "-fx";
Writer->writeElement("instance_effect", true,
"url", (core::stringc("#") + strFx).c_str());
Writer->writeLineBreak();
Writer->writeClosingTag("material");
Writer->writeLineBreak();
}
void CColladaMeshWriter::writeNodeEffects(irr::scene::ISceneNode * node)
{
if ( !node || !getProperties() || !getProperties()->isExportable(node) || !getNameGenerator() )
return;
IMesh* mesh = getProperties()->getMesh(node);
if ( mesh )
{
if ( !getProperties()->useNodeMaterial(node) )
{
// no material overrides - write mesh materials
MeshNode * n = Meshes.find(mesh);
if ( n && !n->getValue().EffectsWritten )
{
writeMeshEffects(mesh);
n->getValue().EffectsWritten = true;
}
}
else
{
// write node materials
for (u32 i=0; i<node->getMaterialCount(); ++i)
{
video::SMaterial & material = node->getMaterial(i);
irr::core::stringc materialfxname(nameForMaterial(material, i, mesh, node));
materialfxname += "-fx";
writeMaterialEffect(materialfxname, material);
}
}
}
const core::list<ISceneNode*>& children = node->getChildren();
for ( core::list<ISceneNode*>::ConstIterator it = children.begin(); it != children.end(); ++it )
{
writeNodeEffects( *it );
}
}
void CColladaMeshWriter::writeNodeLights(irr::scene::ISceneNode * node)
{
if ( !node || !getProperties() || !getProperties()->isExportable(node))
return;
if ( node->getType() == ESNT_LIGHT )
{
ILightSceneNode * lightNode = static_cast<ILightSceneNode*>(node);
const video::SLight& lightData = lightNode->getLightData();
SColladaLight cLight;
cLight.Name = nameForNode(node);
LightNodes.insert(node, cLight);
Writer->writeElement("light", false, "id", cLight.Name.c_str());
Writer->writeLineBreak();
Writer->writeElement("technique_common", false);
Writer->writeLineBreak();
switch ( lightNode->getLightType() )
{
case video::ELT_POINT:
Writer->writeElement("point", false);
Writer->writeLineBreak();
writeColorElement(lightData.DiffuseColor, false);
writeNode("constant_attenuation ", core::stringc(lightData.Attenuation.X).c_str());
writeNode("linear_attenuation ", core::stringc(lightData.Attenuation.Y).c_str());
writeNode("quadratic_attenuation", core::stringc(lightData.Attenuation.Z).c_str());
Writer->writeClosingTag("point");
Writer->writeLineBreak();
break;
case video::ELT_SPOT:
Writer->writeElement("spot", false);
Writer->writeLineBreak();
writeColorElement(lightData.DiffuseColor, false);
writeNode("constant_attenuation ", core::stringc(lightData.Attenuation.X).c_str());
writeNode("linear_attenuation ", core::stringc(lightData.Attenuation.Y).c_str());
writeNode("quadratic_attenuation", core::stringc(lightData.Attenuation.Z).c_str());
writeNode("falloff_angle", core::stringc(lightData.OuterCone * core::RADTODEG).c_str());
writeNode("falloff_exponent", core::stringc(lightData.Falloff).c_str());
Writer->writeClosingTag("spot");
Writer->writeLineBreak();
break;
case video::ELT_DIRECTIONAL:
Writer->writeElement("directional", false);
Writer->writeLineBreak();
writeColorElement(lightData.DiffuseColor, false);
Writer->writeClosingTag("directional");
Writer->writeLineBreak();
break;
default:
break;
}
Writer->writeClosingTag("technique_common");
Writer->writeLineBreak();
Writer->writeClosingTag("light");
Writer->writeLineBreak();
}
const core::list<ISceneNode*>& children = node->getChildren();
for ( core::list<ISceneNode*>::ConstIterator it = children.begin(); it != children.end(); ++it )
{
writeNodeLights( *it );
}
}
void CColladaMeshWriter::writeNodeCameras(irr::scene::ISceneNode * node)
{
if ( !node || !getProperties() || !getProperties()->isExportable(node) )
return;
if ( isCamera(node) )
{
ICameraSceneNode * cameraNode = static_cast<ICameraSceneNode*>(node);
irr::core::stringc name = nameForNode(node);
CameraNodes.insert(cameraNode, name);
Writer->writeElement("camera", false, "id", name.c_str());
Writer->writeLineBreak();
Writer->writeElement("optics", false);
Writer->writeLineBreak();
Writer->writeElement("technique_common", false);
Writer->writeLineBreak();
if ( cameraNode->isOrthogonal() )
{
Writer->writeElement("orthographic", false);
Writer->writeLineBreak();
irr::core::matrix4 projMat( cameraNode->getProjectionMatrix() );
irr::f32 xmag = 2.f/projMat[0];
irr::f32 ymag = 2.f/projMat[5];
// Note that Irrlicht camera does not update near/far when setting the projection matrix,
// so we have to calculate that here (at least currently - maybe camera code will be updated at some time).
irr::f32 nearMinusFar = -1.f/projMat[10];
irr::f32 zNear = projMat[14]*nearMinusFar;
irr::f32 zFar = 1.f/projMat[10] + zNear;
writeNode("xmag", core::stringc(xmag).c_str());
writeNode("ymag", core::stringc(ymag).c_str());
writeNode("znear", core::stringc(zNear).c_str());
writeNode("zfar", core::stringc(zFar).c_str());
Writer->writeClosingTag("orthographic");
Writer->writeLineBreak();
}
else
{
Writer->writeElement("perspective", false);
Writer->writeLineBreak();
writeNode("yfov", core::stringc(cameraNode->getFOV()*core::RADTODEG).c_str());
writeNode("aspect_ratio", core::stringc(cameraNode->getAspectRatio()).c_str());
writeNode("znear", core::stringc(cameraNode->getNearValue()).c_str());
writeNode("zfar", core::stringc(cameraNode->getFarValue()).c_str());
Writer->writeClosingTag("perspective");
Writer->writeLineBreak();
}
Writer->writeClosingTag("technique_common");
Writer->writeLineBreak();
Writer->writeClosingTag("optics");
Writer->writeLineBreak();
Writer->writeClosingTag("camera");
Writer->writeLineBreak();
}
const core::list<ISceneNode*>& children = node->getChildren();
for ( core::list<ISceneNode*>::ConstIterator it = children.begin(); it != children.end(); ++it )
{
writeNodeCameras( *it );
}
}
void CColladaMeshWriter::writeAllMeshGeometries()
{
core::map<IMesh*, SColladaMesh>::ConstIterator it = Meshes.getConstIterator();
for(; !it.atEnd(); it++ )
{
IMesh* mesh = it->getKey();
const SColladaMesh& colladaMesh = it->getValue();
if ( getGeometryWriting() == ECGI_PER_MESH_AND_MATERIAL && colladaMesh.GeometryMeshMaterials.size() > 1 )
{
for ( u32 i=0; i<colladaMesh.GeometryMeshMaterials.size(); ++i )
{
writeMeshGeometry(colladaMesh.GeometryMeshMaterials[i].GeometryName, mesh);
}
}
else
{
writeMeshGeometry(colladaMesh.Name, mesh);
}
}
}
void CColladaMeshWriter::writeSceneNode(irr::scene::ISceneNode * node )
{
if ( !node || !getProperties() || !getProperties()->isExportable(node) )
return;
// Collada doesn't require to set the id, but some other tools have problems if none exists, so we just add it.
irr::core::stringc nameId(nameForNode(node));
Writer->writeElement("node", false, "id", nameId.c_str());
Writer->writeLineBreak();
// DummyTransformationSceneNode don't have rotation, position, scale information
// But also don't always export the transformation matrix as that forces us creating
// new DummyTransformationSceneNode's on import.
if ( node->getType() == ESNT_DUMMY_TRANSFORMATION )
{
writeMatrixElement(node->getRelativeTransformation());
}
else if ( isCamera(node) )
{
// TODO: We do not handle the case when ICameraSceneNode::getTargetAndRotationBinding() is false. Probably we would have to create a second
// node to do that.
// Note: We can't use rotations for the camera as Irrlicht does not regard the up-vector in rotations so far.
// We could maybe use projection matrices, but avoiding them might allow us to get rid of some DummyTransformationSceneNodes on
// import in the future. So that's why we use the lookat element instead.
ICameraSceneNode * camNode = static_cast<ICameraSceneNode*>(node);
writeLookAtElement(camNode->getPosition(), camNode->getTarget(), camNode->getUpVector());
}
else
{
writeTranslateElement( node->getPosition() );
irr::core::vector3df rot(node->getRotation());
core::quaternion quat(rot*core::DEGTORAD);
f32 angle;
core::vector3df axis;
quat.toAngleAxis(angle, axis);
writeRotateElement( axis, angle*core::RADTODEG );
writeScaleElement( node->getScale() );
}
// instance geometry
IMesh* mesh = getProperties()->getMesh(node);
if ( mesh )
{
MeshNode * n = Meshes.find(mesh);
if ( n )
{
const SColladaMesh& colladaMesh = n->getValue();
writeMeshInstanceGeometry(colladaMesh.findGeometryNameForNode(node), mesh, node);
}
}
// instance light
if ( node->getType() == ESNT_LIGHT )
{
LightNode * n = LightNodes.find(node);
if ( n )
writeLightInstance(n->getValue().Name);
}
// instance camera
if ( isCamera(node) )
{
CameraNode * camNode = CameraNodes.find(node);
if ( camNode )
writeCameraInstance(camNode->getValue());
}
const core::list<ISceneNode*>& children = node->getChildren();
for ( core::list<ISceneNode*>::ConstIterator it = children.begin(); it != children.end(); ++it )
{
writeSceneNode( *it );
}
Writer->writeClosingTag("node");
Writer->writeLineBreak();
}
//! writes a mesh
bool CColladaMeshWriter::writeMesh(io::IWriteFile* file, scene::IMesh* mesh, s32 flags)
{
if (!file)
return false;
reset();
Writer = FileSystem->createXMLWriterUTF8(file);
if (!Writer)
{
os::Printer::log("Could not write file", file->getFileName());
return false;
}
Directory = FileSystem->getFileDir(FileSystem->getAbsolutePath( file->getFileName() ));
os::Printer::log("Writing mesh", file->getFileName());
// write COLLADA header
Writer->writeXMLHeader();
Writer->writeElement("COLLADA", false,
"xmlns", "http://www.collada.org/2005/11/COLLADASchema",
"version", "1.4.1");
Writer->writeLineBreak();
// write asset data
writeAsset();
// write all materials
Writer->writeElement("library_materials", false);
Writer->writeLineBreak();
writeMeshMaterials(mesh);
Writer->writeClosingTag("library_materials");
Writer->writeLineBreak();
Writer->writeElement("library_effects", false);
Writer->writeLineBreak();
writeMeshEffects(mesh);
Writer->writeClosingTag("library_effects");
Writer->writeLineBreak();
// images
writeLibraryImages();
// write mesh
Writer->writeElement("library_geometries", false);
Writer->writeLineBreak();
irr::core::stringc meshname(nameForMesh(mesh, 0));
writeMeshGeometry(meshname, mesh);
Writer->writeClosingTag("library_geometries");
Writer->writeLineBreak();
// write scene_library
if ( getWriteDefaultScene() )
{
Writer->writeElement("library_visual_scenes", false);
Writer->writeLineBreak();
Writer->writeElement("visual_scene", false, "id", "default_scene");
Writer->writeLineBreak();
Writer->writeElement("node", false);
Writer->writeLineBreak();
writeMeshInstanceGeometry(meshname, mesh);
Writer->writeClosingTag("node");
Writer->writeLineBreak();
Writer->writeClosingTag("visual_scene");
Writer->writeLineBreak();
Writer->writeClosingTag("library_visual_scenes");
Writer->writeLineBreak();
// write scene
Writer->writeElement("scene", false);
Writer->writeLineBreak();
Writer->writeElement("instance_visual_scene", true, "url", "#default_scene");
Writer->writeLineBreak();
Writer->writeClosingTag("scene");
Writer->writeLineBreak();
}
// close everything
Writer->writeClosingTag("COLLADA");
Writer->drop();
return true;
}
void CColladaMeshWriter::writeMeshInstanceGeometry(const irr::core::stringc& meshname, scene::IMesh* mesh, scene::ISceneNode* node)
{
//<instance_geometry url="#mesh">
Writer->writeElement("instance_geometry", false, "url", toRef(meshname).c_str());
Writer->writeLineBreak();
Writer->writeElement("bind_material", false);
Writer->writeLineBreak();
Writer->writeElement("technique_common", false);
Writer->writeLineBreak();
// instance materials
// <instance_material symbol="leaf" target="#MidsummerLeaf01"/>
bool useNodeMaterials = node && node->getMaterialCount() == mesh->getMeshBufferCount();
for (u32 i=0; i<mesh->getMeshBufferCount(); ++i)
{
irr::core::stringc strMatSymbol(nameForMaterialSymbol(mesh, i));
core::stringc strMatTarget = "#";
video::SMaterial & material = useNodeMaterials ? node->getMaterial(i) : mesh->getMeshBuffer(i)->getMaterial();
strMatTarget += nameForMaterial(material, i, mesh, node);
Writer->writeElement("instance_material", false, "symbol", strMatSymbol.c_str(), "target", strMatTarget.c_str());
Writer->writeLineBreak();
// TODO: need to handle second UV-set
// <bind_vertex_input semantic="uv" input_semantic="TEXCOORD" input_set="0"/>
Writer->writeElement("bind_vertex_input", true, "semantic", "uv", "input_semantic", "TEXCOORD", "input_set", "0" );
Writer->writeLineBreak();
Writer->writeClosingTag("instance_material");
Writer->writeLineBreak();
}
Writer->writeClosingTag("technique_common");
Writer->writeLineBreak();
Writer->writeClosingTag("bind_material");
Writer->writeLineBreak();
Writer->writeClosingTag("instance_geometry");
Writer->writeLineBreak();
}
void CColladaMeshWriter::writeLightInstance(const irr::core::stringc& lightName)
{
Writer->writeElement("instance_light", true, "url", toRef(lightName).c_str());
Writer->writeLineBreak();
}
void CColladaMeshWriter::writeCameraInstance(const irr::core::stringc& cameraName)
{
Writer->writeElement("instance_camera", true, "url", toRef(cameraName).c_str());
Writer->writeLineBreak();
}
bool CColladaMeshWriter::hasSecondTextureCoordinates(video::E_VERTEX_TYPE type) const
{
return type == video::EVT_2TCOORDS;
}
void CColladaMeshWriter::writeVector(const irr::core::vector3df& vec)
{
c8 tmpbuf[255];
snprintf_irr(tmpbuf, 255, "%f", vec.X);
WriteBuffer = tmpbuf;
WriteBuffer.eraseTrailingFloatZeros();
snprintf_irr(tmpbuf, 255, " %f", vec.Y);
WriteBuffer.append(tmpbuf);
WriteBuffer.eraseTrailingFloatZeros();
snprintf_irr(tmpbuf, 255, " %f", vec.Z*-1.f); // change handedness
WriteBuffer.append(tmpbuf);
WriteBuffer.eraseTrailingFloatZeros();
Writer->writeText(WriteBuffer.c_str());
}
void CColladaMeshWriter::writeUv(const irr::core::vector2df& vec)
{
c8 tmpbuf[255];
snprintf_irr(tmpbuf, 255, "%f", vec.X);
WriteBuffer = tmpbuf;
WriteBuffer.eraseTrailingFloatZeros();
snprintf_irr(tmpbuf, 255, " %f", 1.f-vec.Y); // change handedness
WriteBuffer.append(tmpbuf);
WriteBuffer.eraseTrailingFloatZeros();
Writer->writeText(WriteBuffer.c_str());
}
void CColladaMeshWriter::writeColor(const irr::video::SColorf& colorf, bool writeAlpha)
{
c8 tmpbuf[255];
snprintf_irr(tmpbuf, 255, "%f", colorf.getRed());
WriteBuffer = tmpbuf;
WriteBuffer.eraseTrailingFloatZeros();
snprintf_irr(tmpbuf, 255, " %f", colorf.getGreen());
WriteBuffer.append(tmpbuf);
WriteBuffer.eraseTrailingFloatZeros();
snprintf_irr(tmpbuf, 255, " %f", colorf.getBlue());
WriteBuffer.append(tmpbuf);
WriteBuffer.eraseTrailingFloatZeros();
if ( writeAlpha )
{
snprintf_irr(tmpbuf, 255, " %f", colorf.getAlpha());
WriteBuffer.append(tmpbuf);
WriteBuffer.eraseTrailingFloatZeros();
}
Writer->writeText(WriteBuffer.c_str());
}
irr::core::stringc CColladaMeshWriter::toString(const irr::video::ECOLOR_FORMAT format) const
{
switch ( format )
{
case video::ECF_A1R5G5B5: return irr::core::stringc("A1R5G5B5");
case video::ECF_R5G6B5: return irr::core::stringc("R5G6B5");
case video::ECF_R8G8B8: return irr::core::stringc("R8G8B8");
case video::ECF_A8R8G8B8: return irr::core::stringc("A8R8G8B8");
default: return irr::core::stringc("");
}
}
irr::core::stringc CColladaMeshWriter::toString(const irr::video::E_TEXTURE_CLAMP clamp) const
{
switch ( clamp )
{
case video::ETC_REPEAT:
return core::stringc("WRAP");
case video::ETC_CLAMP:
case video::ETC_CLAMP_TO_EDGE:
return core::stringc("CLAMP");
case video::ETC_CLAMP_TO_BORDER:
return core::stringc("BORDER");
case video::ETC_MIRROR:
case video::ETC_MIRROR_CLAMP:
case video::ETC_MIRROR_CLAMP_TO_EDGE:
case video::ETC_MIRROR_CLAMP_TO_BORDER:
return core::stringc("MIRROR");
}
return core::stringc("NONE");
}
irr::core::stringc CColladaMeshWriter::toString(const irr::scene::E_COLLADA_TRANSPARENT_FX transparent) const
{
if ( transparent & ECOF_RGB_ZERO )
return core::stringc("RGB_ZERO");
else
return core::stringc("A_ONE");
}
irr::core::stringc CColladaMeshWriter::toRef(const irr::core::stringc& source) const
{
irr::core::stringc ref("#");
ref += source;
return ref;
}
bool CColladaMeshWriter::isCamera(const scene::ISceneNode* node) const
{
// TODO: we need some ISceneNode::hasType() function to get rid of those checks
if ( node->getType() == ESNT_CAMERA
|| node->getType() == ESNT_CAMERA_MAYA
|| node->getType() == ESNT_CAMERA_FPS )
return true;
return false;
}
irr::core::stringc CColladaMeshWriter::nameForMesh(const scene::IMesh* mesh, int instance) const
{
IColladaMeshWriterNames * nameGenerator = getNameGenerator();
if ( nameGenerator )
{
return nameGenerator->nameForMesh(mesh, instance);
}
return irr::core::stringc("missing_name_generator");
}
irr::core::stringc CColladaMeshWriter::nameForNode(const scene::ISceneNode* node) const
{
IColladaMeshWriterNames * nameGenerator = getNameGenerator();
if ( nameGenerator )
{
return nameGenerator->nameForNode(node);
}
return irr::core::stringc("missing_name_generator");
}
irr::core::stringc CColladaMeshWriter::nameForMaterial(const video::SMaterial & material, int materialId, const scene::IMesh* mesh, const scene::ISceneNode* node)
{
irr::core::stringc matName;
if ( getExportSMaterialsOnlyOnce() )
{
matName = findCachedMaterialName(material);
if ( !matName.empty() )
return matName;
}
IColladaMeshWriterNames * nameGenerator = getNameGenerator();
if ( nameGenerator )
{
matName = nameGenerator->nameForMaterial(material, materialId, mesh, node);
}
else
matName = irr::core::stringc("missing_name_generator");
if ( getExportSMaterialsOnlyOnce() )
MaterialNameCache.push_back (MaterialName(material, matName));
return matName;
}
// Each mesh-material has one symbol which is replaced on instantiation
irr::core::stringc CColladaMeshWriter::nameForMaterialSymbol(const scene::IMesh* mesh, int materialId) const
{
c8 buf[100];
snprintf_irr(buf, 100, "mat_symb_%p_%d", mesh, materialId);
return irr::core::stringc(buf);
}
irr::core::stringc CColladaMeshWriter::findCachedMaterialName(const irr::video::SMaterial& material) const
{
for ( u32 i=0; i<MaterialNameCache.size(); ++i )
{
if ( MaterialNameCache[i].Material == material )
return MaterialNameCache[i].Name;
}
return irr::core::stringc();
}
irr::core::stringc CColladaMeshWriter::minTexfilterToString(bool bilinear, bool trilinear) const
{
if ( trilinear )
return core::stringc("LINEAR_MIPMAP_LINEAR");
else if ( bilinear )
return core::stringc("LINEAR_MIPMAP_NEAREST");
return core::stringc("NONE");
}
inline irr::core::stringc CColladaMeshWriter::magTexfilterToString(bool bilinear, bool trilinear) const
{
if ( bilinear || trilinear )
return core::stringc("LINEAR");
return core::stringc("NONE");
}
bool CColladaMeshWriter::isXmlNameStartChar(c8 c) const
{
return (c >= 'A' && c <= 'Z')
|| c == '_'
|| (c >= 'a' && c <= 'z');
/* Following would also be legal, but only when using real unicode.
We do only check ansi codes as they are sufficient for us.
|| (c >= 0xC0 && c <= 0xD6)
|| (c >= 0xD8 && c <= 0xF6)
|| (c >= 0xF8 && c <= 0x2FF)
|| (c >= 0x370 && c <= 0x37D)
|| (c >= 0x37F && c <= 0x1FFF)
|| (c >= 0x200C && c <= 0x200D)
|| (c >= 0x2070 && c <= 0x218F)
|| (c >= 0x2C00 && c <= 0x2FEF)
|| (c >= 0x3001 && c <= 0xD7FF)
|| (c >= 0xF900 && c <= 0xFDCF)
|| (c >= 0xFDF0 && c <= 0xFFFD)
|| (c >= 0x10000 && c <=0xEFFFF)
*/
;
}
bool CColladaMeshWriter::isXmlNameChar(c8 c) const
{
return isXmlNameStartChar(c)
|| c == '-'
|| c == '.'
|| (c >= '0' && c <= '9');
/* Following would also be legal, but only when using real unicode.
We do only check ansi codes for now as they are sufficient for us.
|| c == 0xB7
|| (c >= 9x0300 && c <= 0x036F)
|| (c >= 0x203F && c <= 0x2040)
*/
}
// Restrict the characters to a set of allowed characters in xs:NCName.
irr::core::stringc CColladaMeshWriter::toNCName(const irr::core::stringc& oldString, const irr::core::stringc& prefix) const
{
irr::core::stringc result(prefix); // help to ensure id starts with a valid char and reduce chance of name-conflicts
if ( oldString.empty() )
return result;
result.append( oldString );
// We replace all characters not allowed by a replacement char
const c8 REPLACMENT = '-';
for ( irr::u32 i=1; i < result.size(); ++i )
{
if ( result[i] == ':' || !isXmlNameChar(result[i]) )
{
result[i] = REPLACMENT;
}
}
return result;
}
const irr::core::stringc* CColladaMeshWriter::findGeometryNameForNode(ISceneNode* node)
{
IMesh* mesh = getProperties()->getMesh(node);
if ( !mesh )
return NULL;
MeshNode * n = Meshes.find(mesh);
if ( !n )
return NULL;
const SColladaMesh& colladaMesh = n->getValue();
return &colladaMesh.findGeometryNameForNode(node);
}
// Restrict the characters to a set of allowed characters in xs:anyURI
irr::core::stringc CColladaMeshWriter::pathToURI(const irr::io::path& path) const
{
irr::core::stringc result;
// is this a relative path?
if ( path.size() > 1
&& path[0] != IRR_TEXT('/')
&& path[0] != IRR_TEXT('\\')
&& path[1] != IRR_TEXT(':') )
{
// not already starting with "./" ?
if ( path[0] != IRR_TEXT('.')
|| path[1] != IRR_TEXT('/') )
{
result.append("./");
}
}
result.append(path);
// Make correct URI (without whitespace)
u32 len = result.size();
for (u32 i=0; i<len; ++i)
{
for (u32 e = 0; e < EscapeCharsAnyURI.size(); ++e)
{
if (result[i] == EscapeCharsAnyURI[e].Character)
{
// escape characters should always be at least 3 characters
const u32 addLen = EscapeCharsAnyURI[e].Escape.size() - 1;
result[i] = EscapeCharsAnyURI[e].Escape[0]; // replace first one
result.insert(i+1, &EscapeCharsAnyURI[e].Escape[1], addLen); // insert rest
i += addLen;
len += addLen;
break;
}
}
}
return result;
}
void CColladaMeshWriter::writeAsset()
{
Writer->writeElement("asset", false);
Writer->writeLineBreak();
Writer->writeElement("contributor", false);
Writer->writeLineBreak();
Writer->writeElement("authoring_tool", false);
Writer->writeText("Irrlicht Engine");
Writer->writeClosingTag("authoring_tool");
Writer->writeLineBreak();
Writer->writeClosingTag("contributor");
Writer->writeLineBreak();
// The next two are required
Writer->writeElement("created", false);
Writer->writeText("2008-01-31T00:00:00Z");
Writer->writeClosingTag("created");
Writer->writeLineBreak();
Writer->writeElement("modified", false);
Writer->writeText("2008-01-31T00:00:00Z");
Writer->writeClosingTag("modified");
Writer->writeLineBreak();
// Revision 2.0 changes (since 1.0):
// - All coordinates are now written with right-handed coordinate system.
// Before only texture V of first textures was swapped and all other
// parameters where exported left-handed.
// For specific changes change svn revision 5708.
// - authoring_tool no longer mentions IrrEdit (this code has originated
// from irrEdit 0.7) to avoid conflicts as the software is now
// independent of each other and we're not aware of irrEdit revision numbers.
Writer->writeElement("revision", false);
Writer->writeText("2.0");
Writer->writeClosingTag("revision");
Writer->writeLineBreak();
Writer->writeElement("unit", true, "meter", core::stringc(getUnitMeter()).eraseTrailingFloatZeros().c_str(), "name", getUnitName().c_str());
Writer->writeLineBreak();
Writer->writeClosingTag("asset");
Writer->writeLineBreak();
}
void CColladaMeshWriter::writeMeshMaterials(scene::IMesh* mesh, irr::core::array<irr::core::stringc> * materialNamesOut)
{
u32 i;
for (i=0; i<mesh->getMeshBufferCount(); ++i)
{
video::SMaterial & material = mesh->getMeshBuffer(i)->getMaterial();
core::stringc strMat(nameForMaterial(material, i, mesh, NULL));
writeMaterial(strMat);
if ( materialNamesOut )
materialNamesOut->push_back(strMat);
}
}
void CColladaMeshWriter::writeMaterialEffect(const irr::core::stringc& materialfxname, const video::SMaterial & material)
{
if ( EffectsWritten.find(materialfxname) )
return;
EffectsWritten.insert(materialfxname, true);
Writer->writeElement("effect", false,
"id", materialfxname.c_str(),
"name", materialfxname.c_str());
Writer->writeLineBreak();
Writer->writeElement("profile_COMMON", false);
Writer->writeLineBreak();
int numTextures = 0;
if ( getWriteTextures() )
{
// write texture surfaces and samplers and buffer all used imagess
for ( int t=0; t<4; ++t )
{
const video::SMaterialLayer& layer = material.TextureLayer[t];
if ( !layer.Texture )
break;
++numTextures;
if ( LibraryImages.linear_search(layer.Texture) < 0 )
LibraryImages.push_back( layer.Texture );
irr::core::stringc texName("tex");
texName += irr::core::stringc(t);
// write texture surface
//<newparam sid="tex0-surface">
irr::core::stringc texSurface(texName);
texSurface += "-surface";
Writer->writeElement("newparam", false, "sid", texSurface.c_str());
Writer->writeLineBreak();
// <surface type="2D">
Writer->writeElement("surface", false, "type", "2D");
Writer->writeLineBreak();
// <init_from>internal_texturename</init_from>
Writer->writeElement("init_from", false);
irr::io::path p(FileSystem->getRelativeFilename(layer.Texture->getName().getPath(), Directory));
Writer->writeText(toNCName(irr::core::stringc(p)).c_str()); // same ID for internal name as in writeLibraryImages
Writer->writeClosingTag("init_from");
Writer->writeLineBreak();
// <format>A8R8G8B8</format>
Writer->writeElement("format", false);
video::ECOLOR_FORMAT format = layer.Texture->getColorFormat();
Writer->writeText(toString(format).c_str());
Writer->writeClosingTag("format");
Writer->writeLineBreak();
// </surface>
Writer->writeClosingTag("surface");
Writer->writeLineBreak();
// </newparam>
Writer->writeClosingTag("newparam");
Writer->writeLineBreak();
// write texture sampler
// <newparam sid="tex0-sampler">
irr::core::stringc texSampler(texName);
texSampler += "-sampler";
Writer->writeElement("newparam", false, "sid", texSampler.c_str());
Writer->writeLineBreak();
// <sampler2D>
Writer->writeElement("sampler2D", false);
Writer->writeLineBreak();
// <source>tex0-surface</source>
Writer->writeElement("source", false);
Writer->writeText(texSurface.c_str());
Writer->writeClosingTag("source");
Writer->writeLineBreak();
// <wrap_s>WRAP</wrap_s>
Writer->writeElement("wrap_s", false);
Writer->writeText(toString((video::E_TEXTURE_CLAMP)layer.TextureWrapU).c_str());
Writer->writeClosingTag("wrap_s");
Writer->writeLineBreak();
// <wrap_t>WRAP</wrap_t>
Writer->writeElement("wrap_t", false);
Writer->writeText(toString((video::E_TEXTURE_CLAMP)layer.TextureWrapV).c_str());
Writer->writeClosingTag("wrap_t");
Writer->writeLineBreak();
// <wrap_p>WRAP</wrap_p> // TODO: Should only be written in Collada 1.5
Writer->writeElement("wrap_p", false);
Writer->writeText(toString((video::E_TEXTURE_CLAMP)layer.TextureWrapW).c_str());
Writer->writeClosingTag("wrap_p");
Writer->writeLineBreak();
// <minfilter>LINEAR_MIPMAP_LINEAR</minfilter>
Writer->writeElement("minfilter", false);
Writer->writeText(minTexfilterToString(layer.BilinearFilter, layer.TrilinearFilter).c_str());
Writer->writeClosingTag("minfilter");
Writer->writeLineBreak();
// <magfilter>LINEAR</magfilter>
Writer->writeElement("magfilter", false);
Writer->writeText(magTexfilterToString(layer.BilinearFilter, layer.TrilinearFilter).c_str());
Writer->writeClosingTag("magfilter");
Writer->writeLineBreak();
// TBD - actually not sure how anisotropic should be written, so for now it writes in a way
// that works with the way the loader reads it again.
if ( layer.AnisotropicFilter )
{
// <mipfilter>LINEAR_MIPMAP_LINEAR</mipfilter>
Writer->writeElement("mipfilter", false);
Writer->writeText("LINEAR_MIPMAP_LINEAR");
Writer->writeClosingTag("mipfilter");
Writer->writeLineBreak();
}
// </sampler2D>
Writer->writeClosingTag("sampler2D");
Writer->writeLineBreak();
// </newparam>
Writer->writeClosingTag("newparam");
Writer->writeLineBreak();
}
}
Writer->writeElement("technique", false, "sid", "common");
Writer->writeLineBreak();
E_COLLADA_TECHNIQUE_FX techFx = getProperties() ? getProperties()->getTechniqueFx(material) : ECTF_BLINN;
writeFxElement(material, techFx);
Writer->writeClosingTag("technique");
Writer->writeLineBreak();
Writer->writeClosingTag("profile_COMMON");
Writer->writeLineBreak();
Writer->writeClosingTag("effect");
Writer->writeLineBreak();
}
void CColladaMeshWriter::writeMeshEffects(scene::IMesh* mesh)
{
for (u32 i=0; i<mesh->getMeshBufferCount(); ++i)
{
video::SMaterial & material = mesh->getMeshBuffer(i)->getMaterial();
irr::core::stringc materialfxname(nameForMaterial(material, i, mesh, NULL));
materialfxname += "-fx";
writeMaterialEffect(materialfxname, material);
}
}
void CColladaMeshWriter::writeMeshGeometry(const irr::core::stringc& meshname, scene::IMesh* mesh)
{
core::stringc meshId(meshname);
Writer->writeElement("geometry", false, "id", meshId.c_str(), "name", meshId.c_str());
Writer->writeLineBreak();
Writer->writeElement("mesh");
Writer->writeLineBreak();
// do some statistics for the mesh to know which stuff needs to be saved into
// the file:
// - count vertices
// - check for the need of a second texture coordinate
// - count amount of second texture coordinates
// - check for the need of tangents (TODO)
u32 totalVertexCount = 0;
u32 totalTCoords2Count = 0;
bool needsTangents = false; // TODO: tangents not supported here yet
u32 i=0;
for (i=0; i<mesh->getMeshBufferCount(); ++i)
{
totalVertexCount += mesh->getMeshBuffer(i)->getVertexCount();
if (hasSecondTextureCoordinates(mesh->getMeshBuffer(i)->getVertexType()))
totalTCoords2Count += mesh->getMeshBuffer(i)->getVertexCount();
if (!needsTangents)
needsTangents = mesh->getMeshBuffer(i)->getVertexType() == video::EVT_TANGENTS;
}
const irr::u32 mbCount = mesh->getMeshBufferCount();
SComponentGlobalStartPos* globalIndices = new SComponentGlobalStartPos[mbCount];
// write positions
core::stringc meshPosId(meshId);
meshPosId += "-Pos";
Writer->writeElement("source", false, "id", meshPosId.c_str());
Writer->writeLineBreak();
core::stringc vertexCountStr(totalVertexCount*3);
core::stringc meshPosArrayId(meshPosId);
meshPosArrayId += "-array";
Writer->writeElement("float_array", false, "id", meshPosArrayId.c_str(),
"count", vertexCountStr.c_str());
Writer->writeLineBreak();
for (i=0; i<mbCount; ++i)
{
scene::IMeshBuffer* buffer = mesh->getMeshBuffer(i);
u32 vertexCount = buffer->getVertexCount();
if ( i == 0 )
globalIndices[i].PosStartIndex = 0;
if (i+1 < mbCount)
globalIndices[i+1].PosStartIndex = globalIndices[i].PosStartIndex + vertexCount;
u8* vertices = static_cast<u8*>(buffer->getVertices());
u32 vertexPitch = getVertexPitchFromType(buffer->getVertexType());
for (u32 j=0; j<vertexCount; ++j)
{
writeVector( (*reinterpret_cast<const video::S3DVertex*>(&vertices[j*vertexPitch])).Pos );
Writer->writeLineBreak();
}
}
Writer->writeClosingTag("float_array");
Writer->writeLineBreak();
Writer->writeElement("technique_common", false);
Writer->writeLineBreak();
vertexCountStr = core::stringc(totalVertexCount);
Writer->writeElement("accessor", false, "source", toRef(meshPosArrayId).c_str(),
"count", vertexCountStr.c_str(), "stride", "3");
Writer->writeLineBreak();
Writer->writeElement("param", true, "name", "X", "type", "float");
Writer->writeLineBreak();
Writer->writeElement("param", true, "name", "Y", "type", "float");
Writer->writeLineBreak();
Writer->writeElement("param", true, "name", "Z", "type", "float");
Writer->writeLineBreak();
Writer->writeClosingTag("accessor");
Writer->writeLineBreak();
Writer->writeClosingTag("technique_common");
Writer->writeLineBreak();
Writer->writeClosingTag("source");
Writer->writeLineBreak();
// write texture coordinates
core::stringc meshTexCoord0Id(meshId);
meshTexCoord0Id += "-TexCoord0";
Writer->writeElement("source", false, "id", meshTexCoord0Id.c_str());
Writer->writeLineBreak();
vertexCountStr = core::stringc(totalVertexCount*2);
core::stringc meshTexCoordArrayId(meshTexCoord0Id);
meshTexCoordArrayId += "-array";
Writer->writeElement("float_array", false, "id", meshTexCoordArrayId.c_str(),
"count", vertexCountStr.c_str());
Writer->writeLineBreak();
for (i=0; i<mbCount; ++i)
{
scene::IMeshBuffer* buffer = mesh->getMeshBuffer(i);
u32 vertexCount = buffer->getVertexCount();
if (i==0)
globalIndices[i].TCoord0StartIndex = 0;
if (i+1 < mbCount)
globalIndices[i+1].TCoord0StartIndex = globalIndices[i].TCoord0StartIndex + vertexCount;
u8* vertices = static_cast<u8*>(buffer->getVertices());
u32 vertexPitch = getVertexPitchFromType(buffer->getVertexType());
for (u32 j=0; j<vertexCount; ++j)
{
writeUv( (*reinterpret_cast<const video::S3DVertex*>(&vertices[j*vertexPitch])).TCoords );
Writer->writeLineBreak();
}
}
Writer->writeClosingTag("float_array");
Writer->writeLineBreak();
Writer->writeElement("technique_common", false);
Writer->writeLineBreak();
vertexCountStr = core::stringc(totalVertexCount);
Writer->writeElement("accessor", false, "source", toRef(meshTexCoordArrayId).c_str(),
"count", vertexCountStr.c_str(), "stride", "2");
Writer->writeLineBreak();
Writer->writeElement("param", true, "name", ParamNamesUV[0].c_str(), "type", "float");
Writer->writeLineBreak();
Writer->writeElement("param", true, "name", ParamNamesUV[1].c_str(), "type", "float");
Writer->writeLineBreak();
Writer->writeClosingTag("accessor");
Writer->writeLineBreak();
Writer->writeClosingTag("technique_common");
Writer->writeLineBreak();
Writer->writeClosingTag("source");
Writer->writeLineBreak();
// write normals
core::stringc meshNormalId(meshId);
meshNormalId += "-Normal";
Writer->writeElement("source", false, "id", meshNormalId.c_str());
Writer->writeLineBreak();
vertexCountStr = core::stringc(totalVertexCount*3);
core::stringc meshNormalArrayId(meshNormalId);
meshNormalArrayId += "-array";
Writer->writeElement("float_array", false, "id", meshNormalArrayId.c_str(),
"count", vertexCountStr.c_str());
Writer->writeLineBreak();
for (i=0; i<mbCount; ++i)
{
scene::IMeshBuffer* buffer = mesh->getMeshBuffer(i);
u32 vertexCount = buffer->getVertexCount();
if ( i==0 )
globalIndices[i].NormalStartIndex = 0;
if (i+1 < mbCount)
globalIndices[i+1].NormalStartIndex = globalIndices[i].NormalStartIndex + vertexCount;
u8* vertices = static_cast<u8*>(buffer->getVertices());
u32 vertexPitch = getVertexPitchFromType(buffer->getVertexType());
for (u32 j=0; j<vertexCount; ++j)
{
writeVector( (*reinterpret_cast<const video::S3DVertex*>(&vertices[j*vertexPitch])).Normal );
Writer->writeLineBreak();
}
}
Writer->writeClosingTag("float_array");
Writer->writeLineBreak();
Writer->writeElement("technique_common", false);
Writer->writeLineBreak();
vertexCountStr = core::stringc(totalVertexCount);
Writer->writeElement("accessor", false, "source", toRef(meshNormalArrayId).c_str(),
"count", vertexCountStr.c_str(), "stride", "3");
Writer->writeLineBreak();
Writer->writeElement("param", true, "name", "X", "type", "float");
Writer->writeLineBreak();
Writer->writeElement("param", true, "name", "Y", "type", "float");
Writer->writeLineBreak();
Writer->writeElement("param", true, "name", "Z", "type", "float");
Writer->writeLineBreak();
Writer->writeClosingTag("accessor");
Writer->writeLineBreak();
Writer->writeClosingTag("technique_common");
Writer->writeLineBreak();
Writer->writeClosingTag("source");
Writer->writeLineBreak();
// write second set of texture coordinates
core::stringc meshTexCoord1Id(meshId);
meshTexCoord1Id += "-TexCoord1";
if (totalTCoords2Count)
{
Writer->writeElement("source", false, "id", meshTexCoord1Id.c_str());
Writer->writeLineBreak();
vertexCountStr = core::stringc(totalTCoords2Count*2);
core::stringc meshTexCoord1ArrayId(meshTexCoord1Id);
meshTexCoord1ArrayId += "-array";
Writer->writeElement("float_array", false, "id", meshTexCoord1ArrayId.c_str(),
"count", vertexCountStr.c_str());
Writer->writeLineBreak();
for (i=0; i<mbCount; ++i)
{
scene::IMeshBuffer* buffer = mesh->getMeshBuffer(i);
video::E_VERTEX_TYPE vtxType = buffer->getVertexType();
u32 vertexCount = 0;
if (hasSecondTextureCoordinates(vtxType))
{
vertexCount = buffer->getVertexCount();
switch(vtxType)
{
case video::EVT_2TCOORDS:
{
video::S3DVertex2TCoords* vtx = (video::S3DVertex2TCoords*)buffer->getVertices();
for (u32 j=0; j<vertexCount; ++j)
{
writeUv(vtx[j].TCoords2);
Writer->writeLineBreak();
}
}
break;
default:
break;
}
} // end this buffer has 2 texture coordinates
if ( i == 0 )
globalIndices[i].TCoord1StartIndex = 0;
if (i+1 < mbCount)
globalIndices[i+1].TCoord1StartIndex = globalIndices[i].TCoord1StartIndex + vertexCount;
}
Writer->writeClosingTag("float_array");
Writer->writeLineBreak();
Writer->writeElement("technique_common", false);
Writer->writeLineBreak();
vertexCountStr = core::stringc(totalTCoords2Count);
Writer->writeElement("accessor", false, "source", toRef(meshTexCoord1ArrayId).c_str(),
"count", vertexCountStr.c_str(), "stride", "2");
Writer->writeLineBreak();
Writer->writeElement("param", true, "name", ParamNamesUV[0].c_str(), "type", "float");
Writer->writeLineBreak();
Writer->writeElement("param", true, "name", ParamNamesUV[1].c_str(), "type", "float");
Writer->writeLineBreak();
Writer->writeClosingTag("accessor");
Writer->writeLineBreak();
Writer->writeClosingTag("technique_common");
Writer->writeLineBreak();
Writer->writeClosingTag("source");
Writer->writeLineBreak();
}
// write tangents
// TODO
// write vertices
core::stringc meshVtxId(meshId);
meshVtxId += "-Vtx";
Writer->writeElement("vertices", false, "id", meshVtxId.c_str());
Writer->writeLineBreak();
Writer->writeElement("input", true, "semantic", "POSITION", "source", toRef(meshPosId).c_str());
Writer->writeLineBreak();
Writer->writeClosingTag("vertices");
Writer->writeLineBreak();
// write polygons
for (i=0; i<mbCount; ++i)
{
scene::IMeshBuffer* buffer = mesh->getMeshBuffer(i);
if ( buffer->getPrimitiveType() != EPT_TRIANGLES )
{
os::Printer::log("Collada writer does not support non-triangle meshbuffers. Mesh: ", meshname.c_str(), ELL_WARNING);
continue;
}
const u32 polyCount = buffer->getPrimitiveCount();
core::stringc strPolyCount(polyCount);
irr::core::stringc strMat(nameForMaterialSymbol(mesh, i));
Writer->writeElement("triangles", false, "count", strPolyCount.c_str(),
"material", strMat.c_str());
Writer->writeLineBreak();
Writer->writeElement("input", true, "semantic", "VERTEX", "source", toRef(meshVtxId).c_str(), "offset", "0");
Writer->writeLineBreak();
Writer->writeElement("input", true, "semantic", "TEXCOORD", "source", toRef(meshTexCoord0Id).c_str(), "offset", "1", "set", "0");
Writer->writeLineBreak();
Writer->writeElement("input", true, "semantic", "NORMAL", "source", toRef(meshNormalId).c_str(), "offset", "2");
Writer->writeLineBreak();
bool has2ndTexCoords = hasSecondTextureCoordinates(buffer->getVertexType());
if (has2ndTexCoords)
{
// TODO: when working on second uv-set - my suspicion is that this one should be called "TEXCOORD2"
// to allow bind_vertex_input to differentiate the uv-sets.
Writer->writeElement("input", true, "semantic", "TEXCOORD", "source", toRef(meshTexCoord1Id).c_str(), "idx", "3");
Writer->writeLineBreak();
}
// write indices now
// In Collada we us a single global buffer for all vertices, so indices have this offset compared to Irrlicht
u32 posIdx = globalIndices[i].PosStartIndex;
u32 tCoordIdx = globalIndices[i].TCoord0StartIndex;
u32 normalIdx = globalIndices[i].NormalStartIndex;
u32 tCoord2Idx = globalIndices[i].TCoord1StartIndex;
Writer->writeElement("p", false);
core::stringc strP;
strP.reserve(100);
for (u32 p=0; p<polyCount; ++p)
{
// Irrlicht uses clockwise, Collada uses counter-clockwise to define front-face
u32 irrIdx = buffer->getIndices()[(p*3) + 2];
strP = "";
strP += irrIdx + posIdx;
strP += " ";
strP += irrIdx + tCoordIdx;
strP += " ";
strP += irrIdx + normalIdx;
strP += " ";
if (has2ndTexCoords)
{
strP += irrIdx + tCoord2Idx;
strP += " ";
}
irrIdx = buffer->getIndices()[(p*3) + 1];
strP += irrIdx + posIdx;
strP += " ";
strP += irrIdx + tCoordIdx;
strP += " ";
strP += irrIdx + normalIdx;
strP += " ";
if (has2ndTexCoords)
{
strP += irrIdx + tCoord2Idx;
strP += " ";
}
irrIdx = buffer->getIndices()[(p*3) + 0];
strP += irrIdx + posIdx;
strP += " ";
strP += irrIdx + tCoordIdx;
strP += " ";
strP += irrIdx + normalIdx;
if (has2ndTexCoords)
{
strP += " ";
strP += irrIdx + tCoord2Idx;
}
strP += " ";
Writer->writeText(strP.c_str());
}
Writer->writeClosingTag("p");
Writer->writeLineBreak();
// close index buffer section
Writer->writeClosingTag("triangles");
Writer->writeLineBreak();
}
// close mesh and geometry
delete [] globalIndices;
Writer->writeClosingTag("mesh");
Writer->writeLineBreak();
Writer->writeClosingTag("geometry");
Writer->writeLineBreak();
}
void CColladaMeshWriter::writeLibraryImages()
{
if ( getWriteTextures() && !LibraryImages.empty() )
{
Writer->writeElement("library_images", false);
Writer->writeLineBreak();
for ( irr::u32 i=0; i<LibraryImages.size(); ++i )
{
irr::io::path p(FileSystem->getRelativeFilename(LibraryImages[i]->getName().getPath(), Directory));
//<image name="rose01">
irr::core::stringc ncname( toNCName(irr::core::stringc(p)) );
Writer->writeElement("image", false, "id", ncname.c_str(), "name", ncname.c_str());
Writer->writeLineBreak();
// <init_from>../flowers/rose01.jpg</init_from>
Writer->writeElement("init_from", false);
Writer->writeText(pathToURI(p).c_str());
Writer->writeClosingTag("init_from");
Writer->writeLineBreak();
// </image>
Writer->writeClosingTag("image");
Writer->writeLineBreak();
}
Writer->writeClosingTag("library_images");
Writer->writeLineBreak();
}
}
void CColladaMeshWriter::writeColorElement(const video::SColorf & col, bool writeAlpha)
{
Writer->writeElement("color", false);
writeColor(col, writeAlpha);
Writer->writeClosingTag("color");
Writer->writeLineBreak();
}
void CColladaMeshWriter::writeColorElement(const video::SColor & col, bool writeAlpha)
{
writeColorElement( video::SColorf(col), writeAlpha );
}
void CColladaMeshWriter::writeAmbientLightElement(const video::SColorf & col)
{
Writer->writeElement("light", false, "id", "ambientlight");
Writer->writeLineBreak();
Writer->writeElement("technique_common", false);
Writer->writeLineBreak();
Writer->writeElement("ambient", false);
Writer->writeLineBreak();
writeColorElement(col, false);
Writer->writeClosingTag("ambient");
Writer->writeLineBreak();
Writer->writeClosingTag("technique_common");
Writer->writeLineBreak();
Writer->writeClosingTag("light");
Writer->writeLineBreak();
}
s32 CColladaMeshWriter::getCheckedTextureIdx(const video::SMaterial & material, E_COLLADA_COLOR_SAMPLER cs)
{
if ( !getWriteTextures()
|| !getProperties() )
return -1;
s32 idx = getProperties()->getTextureIdx(material, cs);
if ( idx >= 0 && !material.TextureLayer[idx].Texture )
return -1;
return idx;
}
video::SColor CColladaMeshWriter::getColorMapping(const video::SMaterial & material, E_COLLADA_COLOR_SAMPLER cs, E_COLLADA_IRR_COLOR colType)
{
switch ( colType )
{
case ECIC_NONE:
return video::SColor(255, 0, 0, 0);
case ECIC_CUSTOM:
return getProperties()->getCustomColor(material, cs);
case ECIC_DIFFUSE:
return material.DiffuseColor;
case ECIC_AMBIENT:
return material.AmbientColor;
case ECIC_EMISSIVE:
return material.EmissiveColor;
case ECIC_SPECULAR:
return material.SpecularColor;
}
return video::SColor(255, 0, 0, 0);
}
void CColladaMeshWriter::writeTextureSampler(s32 textureIdx)
{
irr::core::stringc sampler("tex");
sampler += irr::core::stringc(textureIdx);
sampler += "-sampler";
// <texture texture="sampler" texcoord="texCoordUv"/>
Writer->writeElement("texture", true, "texture", sampler.c_str(), "texcoord", "uv" );
Writer->writeLineBreak();
}
void CColladaMeshWriter::writeFxElement(const video::SMaterial & material, E_COLLADA_TECHNIQUE_FX techFx)
{
core::stringc fxLabel;
bool writeEmission = true;
bool writeAmbient = true;
bool writeDiffuse = true;
bool writeSpecular = true;
bool writeShininess = true;
bool writeReflective = true;
bool writeReflectivity = true;
bool writeTransparent = true;
bool writeTransparency = true;
bool writeIndexOfRefraction = true;
switch ( techFx )
{
case ECTF_BLINN:
fxLabel = "blinn";
break;
case ECTF_PHONG:
fxLabel = "phong";
break;
case ECTF_LAMBERT:
fxLabel = "lambert";
writeSpecular = false;
writeShininess = false;
break;
case ECTF_CONSTANT:
fxLabel = "constant";
writeAmbient = false;
writeDiffuse = false;
writeSpecular = false;
writeShininess = false;
break;
}
Writer->writeElement(fxLabel.c_str(), false);
Writer->writeLineBreak();
// write all interesting material parameters
// attributes must be written in fixed order
if ( getProperties() )
{
if ( writeEmission )
{
writeColorFx(material, "emission", ECCS_EMISSIVE);
}
if ( writeAmbient )
{
writeColorFx(material, "ambient", ECCS_AMBIENT);
}
if ( writeDiffuse )
{
writeColorFx(material, "diffuse", ECCS_DIFFUSE);
}
if ( writeSpecular )
{
writeColorFx(material, "specular", ECCS_SPECULAR);
}
if ( writeShininess )
{
Writer->writeElement("shininess", false);
Writer->writeLineBreak();
writeFloatElement(material.Shininess);
Writer->writeClosingTag("shininess");
Writer->writeLineBreak();
}
if ( writeReflective )
{
writeColorFx(material, "reflective", ECCS_REFLECTIVE);
}
if ( writeReflectivity )
{
f32 t = getProperties()->getReflectivity(material);
if ( t >= 0.f )
{
// <transparency> <float>1.000000</float> </transparency>
Writer->writeElement("reflectivity", false);
Writer->writeLineBreak();
writeFloatElement(t);
Writer->writeClosingTag("reflectivity");
Writer->writeLineBreak();
}
}
if ( writeTransparent )
{
E_COLLADA_TRANSPARENT_FX transparentFx = getProperties()->getTransparentFx(material);
writeColorFx(material, "transparent", ECCS_TRANSPARENT, "opaque", toString(transparentFx).c_str());
}
if ( writeTransparency )
{
f32 t = getProperties()->getTransparency(material);
if ( t >= 0.f )
{
// <transparency> <float>1.000000</float> </transparency>
Writer->writeElement("transparency", false);
Writer->writeLineBreak();
writeFloatElement(t);
Writer->writeClosingTag("transparency");
Writer->writeLineBreak();
}
}
if ( writeIndexOfRefraction )
{
f32 t = getProperties()->getIndexOfRefraction(material);
if ( t >= 0.f )
{
Writer->writeElement("index_of_refraction", false);
Writer->writeLineBreak();
writeFloatElement(t);
Writer->writeClosingTag("index_of_refraction");
Writer->writeLineBreak();
}
}
}
Writer->writeClosingTag(fxLabel.c_str());
Writer->writeLineBreak();
}
void CColladaMeshWriter::writeColorFx(const video::SMaterial & material, const c8 * colorname, E_COLLADA_COLOR_SAMPLER cs, const c8* attr1Name, const c8* attr1Value)
{
irr::s32 idx = getCheckedTextureIdx(material, cs);
E_COLLADA_IRR_COLOR colType = idx < 0 ? getProperties()->getColorMapping(material, cs) : ECIC_NONE;
if ( idx >= 0 || colType != ECIC_NONE )
{
Writer->writeElement(colorname, false, attr1Name, attr1Value);
Writer->writeLineBreak();
if ( idx >= 0 )
writeTextureSampler(idx);
else
writeColorElement(getColorMapping(material, cs, colType));
Writer->writeClosingTag(colorname);
Writer->writeLineBreak();
}
}
void CColladaMeshWriter::writeNode(const c8 * nodeName, const c8 * content)
{
Writer->writeElement(nodeName, false);
Writer->writeText(content);
Writer->writeClosingTag(nodeName);
Writer->writeLineBreak();
}
void CColladaMeshWriter::writeFloatElement(irr::f32 value)
{
Writer->writeElement("float", false);
Writer->writeText(core::stringc((double)value).eraseTrailingFloatZeros().c_str());
Writer->writeClosingTag("float");
Writer->writeLineBreak();
}
void CColladaMeshWriter::writeRotateElement(const irr::core::vector3df& axis, irr::f32 angle)
{
Writer->writeElement("rotate", false);
irr::core::stringc txt(axis.X);
txt.eraseTrailingFloatZeros();
txt += " ";
txt += irr::core::stringc(axis.Y);
txt.eraseTrailingFloatZeros();
txt += " ";
txt += irr::core::stringc(axis.Z * -1.f);
txt.eraseTrailingFloatZeros();
txt += " ";
txt += irr::core::stringc((double)angle * -1.f);
txt.eraseTrailingFloatZeros();
Writer->writeText(txt.c_str());
Writer->writeClosingTag("rotate");
Writer->writeLineBreak();
}
void CColladaMeshWriter::writeScaleElement(const irr::core::vector3df& scale)
{
Writer->writeElement("scale", false);
irr::core::stringc txt(scale.X);
txt.eraseTrailingFloatZeros();
txt += " ";
txt += irr::core::stringc(scale.Y);
txt.eraseTrailingFloatZeros();
txt += " ";
txt += irr::core::stringc(scale.Z);
txt.eraseTrailingFloatZeros();
Writer->writeText(txt.c_str());
Writer->writeClosingTag("scale");
Writer->writeLineBreak();
}
void CColladaMeshWriter::writeTranslateElement(const irr::core::vector3df& translate)
{
Writer->writeElement("translate", false);
irr::core::stringc txt(translate.X);
txt.eraseTrailingFloatZeros();
txt += " ";
txt += irr::core::stringc(translate.Y);
txt.eraseTrailingFloatZeros();
txt += " ";
txt += irr::core::stringc(translate.Z*-1.f);
txt.eraseTrailingFloatZeros();
Writer->writeText(txt.c_str());
Writer->writeClosingTag("translate");
Writer->writeLineBreak();
}
void CColladaMeshWriter::writeLookAtElement(const irr::core::vector3df& eyePos, const irr::core::vector3df& targetPos, const irr::core::vector3df& upVector)
{
Writer->writeElement("lookat", false);
c8 tmpbuf[255];
snprintf_irr(tmpbuf, 255, "%f %f %f %f %f %f %f %f %f", eyePos.X, eyePos.Y, eyePos.Z*-1.f, targetPos.X, targetPos.Y, targetPos.Z*-1.f, upVector.X, upVector.Y, upVector.Z*-1.f);
Writer->writeText(tmpbuf);
Writer->writeClosingTag("lookat");
Writer->writeLineBreak();
}
void CColladaMeshWriter::writeMatrixElement(const irr::core::matrix4& matrixIrr)
{
irr::core::matrix4 matrix(matrixIrr.getTransposed()); // transposed because row/lines are written other way round in Collada
// Convert to right-handed
matrix[2] *= -1.f;
matrix[6] *= -1.f;
matrix[8] *= -1.f;
matrix[9] *= -1.f;
matrix[11] *= -1.f;
matrix[14] *= -1.f;
Writer->writeElement("matrix", false);
Writer->writeLineBreak();
for ( int a=0; a<4; ++a )
{
irr::core::stringc txt;
for ( int b=0; b<4; ++b )
{
if ( b > 0 )
txt += " ";
txt += irr::core::stringc(matrix[a*4+b]).eraseTrailingFloatZeros();
}
Writer->writeText(txt.c_str());
Writer->writeLineBreak();
}
Writer->writeClosingTag("matrix");
Writer->writeLineBreak();
}
} // end namespace
} // end namespace
#endif