2019-12-12 17:32:41 +01:00
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// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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2021-08-27 17:03:34 +02:00
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#ifndef IRR_C_COLLADA_MESH_WRITER_H_INCLUDED
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#define IRR_C_COLLADA_MESH_WRITER_H_INCLUDED
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#include "IColladaMeshWriter.h"
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#include "S3DVertex.h"
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#include "irrMap.h"
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#include "IVideoDriver.h"
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#include "IXMLWriter.h"
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namespace irr
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{
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namespace io
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{
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class IFileSystem;
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}
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namespace scene
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{
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//! Callback interface for properties which can be used to influence collada writing
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// (Implementer note: keep namespace labels here to make it easier for users copying this one)
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class CColladaMeshWriterProperties : public virtual IColladaMeshWriterProperties
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{
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public:
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//! Which lighting model should be used in the technique (FX) section when exporting effects (materials)
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virtual irr::scene::E_COLLADA_TECHNIQUE_FX getTechniqueFx(const irr::video::SMaterial& material) const IRR_OVERRIDE;
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//! Which texture index should be used when writing the texture of the given sampler color.
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virtual irr::s32 getTextureIdx(const irr::video::SMaterial & material, irr::scene::E_COLLADA_COLOR_SAMPLER cs) const IRR_OVERRIDE;
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//! Return which color from Irrlicht should be used for the color requested by collada
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virtual irr::scene::E_COLLADA_IRR_COLOR getColorMapping(const irr::video::SMaterial & material, irr::scene::E_COLLADA_COLOR_SAMPLER cs) const IRR_OVERRIDE;
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//! Return custom colors for certain color types requested by collada.
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virtual irr::video::SColor getCustomColor(const irr::video::SMaterial & material, irr::scene::E_COLLADA_COLOR_SAMPLER cs) const IRR_OVERRIDE;
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//! Return the settings for transparence
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virtual irr::scene::E_COLLADA_TRANSPARENT_FX getTransparentFx(const irr::video::SMaterial& material) const IRR_OVERRIDE;
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//! Transparency value for that material.
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virtual irr::f32 getTransparency(const irr::video::SMaterial& material) const IRR_OVERRIDE;
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//! Reflectivity value for that material
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virtual irr::f32 getReflectivity(const irr::video::SMaterial& material) const IRR_OVERRIDE;
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//! Return index of refraction for that material
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virtual irr::f32 getIndexOfRefraction(const irr::video::SMaterial& material) const IRR_OVERRIDE;
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//! Should node be used in scene export? By default all visible nodes are exported.
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virtual bool isExportable(const irr::scene::ISceneNode * node) const IRR_OVERRIDE;
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//! Return the mesh for the given nod. If it has no mesh or shouldn't export it's mesh return 0.
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virtual irr::scene::IMesh* getMesh(irr::scene::ISceneNode * node) IRR_OVERRIDE;
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//! Return if the node has it's own material overwriting the mesh-materials
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virtual bool useNodeMaterial(const scene::ISceneNode* node) const IRR_OVERRIDE;
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};
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class CColladaMeshWriterNames : public virtual IColladaMeshWriterNames
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{
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public:
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CColladaMeshWriterNames(IColladaMeshWriter * writer);
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virtual irr::core::stringc nameForMesh(const scene::IMesh* mesh, int instance) IRR_OVERRIDE;
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virtual irr::core::stringc nameForNode(const scene::ISceneNode* node) IRR_OVERRIDE;
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virtual irr::core::stringc nameForMaterial(const video::SMaterial & material, int materialId, const scene::IMesh* mesh, const scene::ISceneNode* node) IRR_OVERRIDE;
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protected:
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irr::core::stringc nameForPtr(const void* ptr) const;
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private:
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IColladaMeshWriter * ColladaMeshWriter;
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};
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//! class to write meshes, implementing a COLLADA (.dae, .xml) writer
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/** This writer implementation has been originally developed for irrEdit and then
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merged out to the Irrlicht Engine */
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class CColladaMeshWriter : public IColladaMeshWriter
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{
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public:
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CColladaMeshWriter(ISceneManager * smgr, video::IVideoDriver* driver, io::IFileSystem* fs);
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virtual ~CColladaMeshWriter();
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//! Returns the type of the mesh writer
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virtual EMESH_WRITER_TYPE getType() const IRR_OVERRIDE;
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//! writes a scene starting with the given node
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virtual bool writeScene(io::IWriteFile* file, scene::ISceneNode* root, int writeRoot) IRR_OVERRIDE;
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//! writes a mesh
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virtual bool writeMesh(io::IWriteFile* file, scene::IMesh* mesh, s32 flags=EMWF_NONE) IRR_OVERRIDE;
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// Restrict the characters of oldString a set of allowed characters in xs:NCName and add the prefix.
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virtual irr::core::stringc toNCName(const irr::core::stringc& oldString, const irr::core::stringc& prefix=irr::core::stringc("_NC_")) const IRR_OVERRIDE;
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//! After export you can find out which name had been used for writing the geometry for this node.
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virtual const irr::core::stringc* findGeometryNameForNode(ISceneNode* node) IRR_OVERRIDE;
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protected:
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void reset();
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bool hasSecondTextureCoordinates(video::E_VERTEX_TYPE type) const;
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void writeUv(const irr::core::vector2df& vec);
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void writeVector(const irr::core::vector3df& vec);
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void writeColor(const irr::video::SColorf& colorf, bool writeAlpha=true);
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inline irr::core::stringc toString(const irr::video::ECOLOR_FORMAT format) const;
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inline irr::core::stringc toString(const irr::video::E_TEXTURE_CLAMP clamp) const;
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inline irr::core::stringc toString(const irr::scene::E_COLLADA_TRANSPARENT_FX opaque) const;
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inline irr::core::stringc toRef(const irr::core::stringc& source) const;
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bool isCamera(const scene::ISceneNode* node) const;
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irr::core::stringc nameForMesh(const scene::IMesh* mesh, int instance) const;
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irr::core::stringc nameForNode(const scene::ISceneNode* node) const;
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irr::core::stringc nameForMaterial(const video::SMaterial & material, int materialId, const scene::IMesh* mesh, const scene::ISceneNode* node);
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irr::core::stringc nameForMaterialSymbol(const scene::IMesh* mesh, int materialId) const;
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irr::core::stringc findCachedMaterialName(const irr::video::SMaterial& material) const;
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irr::core::stringc minTexfilterToString(bool bilinear, bool trilinear) const;
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irr::core::stringc magTexfilterToString(bool bilinear, bool trilinear) const;
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irr::core::stringc pathToURI(const irr::io::path& path) const;
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inline bool isXmlNameStartChar(c8 c) const;
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inline bool isXmlNameChar(c8 c) const;
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s32 getCheckedTextureIdx(const video::SMaterial & material, E_COLLADA_COLOR_SAMPLER cs);
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video::SColor getColorMapping(const video::SMaterial & material, E_COLLADA_COLOR_SAMPLER cs, E_COLLADA_IRR_COLOR colType);
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void writeAsset();
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void makeMeshNames(irr::scene::ISceneNode * node);
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void writeNodeMaterials(irr::scene::ISceneNode * node);
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void writeNodeEffects(irr::scene::ISceneNode * node);
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void writeNodeLights(irr::scene::ISceneNode * node);
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void writeNodeCameras(irr::scene::ISceneNode * node);
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void writeAllMeshGeometries();
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void writeSceneNode(irr::scene::ISceneNode * node);
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void writeMeshMaterials(scene::IMesh* mesh, irr::core::array<irr::core::stringc> * materialNamesOut=0);
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void writeMeshEffects(scene::IMesh* mesh);
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void writeMaterialEffect(const irr::core::stringc& materialname, const video::SMaterial & material);
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void writeMeshGeometry(const irr::core::stringc& meshname, scene::IMesh* mesh);
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void writeMeshInstanceGeometry(const irr::core::stringc& meshname, scene::IMesh* mesh, scene::ISceneNode* node=0);
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void writeMaterial(const irr::core::stringc& materialname);
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void writeLightInstance(const irr::core::stringc& lightName);
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void writeCameraInstance(const irr::core::stringc& cameraName);
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void writeLibraryImages();
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void writeColorFx(const video::SMaterial & material, const c8 * colorname, E_COLLADA_COLOR_SAMPLER cs, const c8* attr1Name=0, const c8* attr1Value=0);
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void writeAmbientLightElement(const video::SColorf & col);
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void writeColorElement(const video::SColor & col, bool writeAlpha=true);
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void writeColorElement(const video::SColorf & col, bool writeAlpha=true);
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void writeTextureSampler(s32 textureIdx);
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void writeFxElement(const video::SMaterial & material, E_COLLADA_TECHNIQUE_FX techFx);
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void writeNode(const c8 * nodeName, const c8 * content);
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void writeFloatElement(irr::f32 value);
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void writeRotateElement(const irr::core::vector3df& axis, irr::f32 angle);
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void writeScaleElement(const irr::core::vector3df& scale);
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void writeTranslateElement(const irr::core::vector3df& translate);
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void writeLookAtElement(const irr::core::vector3df& eyePos, const irr::core::vector3df& targetPos, const irr::core::vector3df& upVector);
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void writeMatrixElement(const irr::core::matrix4& matrix);
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struct SComponentGlobalStartPos
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{
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SComponentGlobalStartPos() : PosStartIndex(0),
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NormalStartIndex(0),
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TCoord0StartIndex(0),
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TCoord1StartIndex(0)
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{ }
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u32 PosStartIndex;
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u32 NormalStartIndex;
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u32 TCoord0StartIndex;
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u32 TCoord1StartIndex;
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};
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io::IFileSystem* FileSystem;
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video::IVideoDriver* VideoDriver;
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io::IXMLWriterUTF8* Writer;
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core::array<video::ITexture*> LibraryImages;
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io::path Directory;
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// Helper struct for creating geometry copies for the ECGI_PER_MESH_AND_MATERIAL settings.
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struct SGeometryMeshMaterials
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{
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bool equals(const core::array<irr::core::stringc>& names) const
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{
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if ( names.size() != MaterialNames.size() )
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return false;
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for ( irr::u32 i=0; i<MaterialNames.size(); ++i )
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if ( names[i] != MaterialNames[i] )
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return false;
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return true;
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}
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irr::core::stringc GeometryName; // replacing the usual ColladaMesh::Name
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core::array<irr::core::stringc> MaterialNames; // Material names exported for this instance
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core::array<const ISceneNode*> MaterialOwners; // Nodes using this specific mesh-material combination
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};
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// Check per mesh-ptr if stuff has been written for this mesh already
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struct SColladaMesh
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{
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SColladaMesh() : MaterialsWritten(false), EffectsWritten(false)
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{
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}
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SGeometryMeshMaterials * findGeometryMeshMaterials(const irr::core::array<irr::core::stringc> materialNames)
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{
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for ( irr::u32 i=0; i<GeometryMeshMaterials.size(); ++i )
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{
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if ( GeometryMeshMaterials[i].equals(materialNames) )
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return &(GeometryMeshMaterials[i]);
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}
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return NULL;
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}
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const irr::core::stringc& findGeometryNameForNode(const ISceneNode* node) const
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{
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if ( GeometryMeshMaterials.size() < 2 )
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return Name;
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for ( irr::u32 i=0; i<GeometryMeshMaterials.size(); ++i )
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{
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if ( GeometryMeshMaterials[i].MaterialOwners.linear_search(node) >= 0 )
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return GeometryMeshMaterials[i].GeometryName;
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}
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return Name; // (shouldn't get here usually)
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}
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irr::core::stringc Name;
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bool MaterialsWritten; // just an optimization doing that here in addition to the MaterialsWritten map
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bool EffectsWritten; // just an optimization doing that here in addition to the EffectsWritten map
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core::array<SGeometryMeshMaterials> GeometryMeshMaterials;
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};
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typedef core::map<IMesh*, SColladaMesh>::Node MeshNode;
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core::map<IMesh*, SColladaMesh> Meshes;
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// structure for the lights library
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struct SColladaLight
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{
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SColladaLight() {}
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irr::core::stringc Name;
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};
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typedef core::map<ISceneNode*, SColladaLight>::Node LightNode;
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core::map<ISceneNode*, SColladaLight> LightNodes;
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// structure for the camera library
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typedef core::map<ISceneNode*, irr::core::stringc>::Node CameraNode;
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core::map<ISceneNode*, irr::core::stringc> CameraNodes;
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// Check per name if stuff has been written already
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// TODO: second parameter not needed, we just don't have a core::set class yet in Irrlicht
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core::map<irr::core::stringc, bool> MaterialsWritten;
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core::map<irr::core::stringc, bool> EffectsWritten;
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// Cache material names
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struct MaterialName
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{
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MaterialName(const irr::video::SMaterial & material, const irr::core::stringc& name)
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: Material(material), Name(name)
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{}
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irr::video::SMaterial Material;
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irr::core::stringc Name;
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};
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irr::core::array< MaterialName > MaterialNameCache;
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irr::core::stringc WriteBuffer; // use for writing short strings to avoid regular memory allocations
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struct EscapeCharacterURL
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{
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EscapeCharacterURL(irr::c8 c, const irr::c8* e)
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: Character(c)
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{
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Escape = e;
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}
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irr::c8 Character; // unescaped (like ' ')
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irr::core::stringc Escape; // escaped (like '%20')
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};
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irr::core::array<EscapeCharacterURL> EscapeCharsAnyURI;
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};
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} // end namespace
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} // end namespace
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#endif
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