* removed code duplication for object and material traversing * removed geometry, material, image duplication in produced DAE TODO: * UVs export still needs fixing/improvments * Material/texcoord binding is not done
654 lines
16 KiB
C++
654 lines
16 KiB
C++
#include "DNA_scene_types.h"
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#include "DNA_object_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_image_types.h"
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#include "DNA_material_types.h"
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#include "DNA_texture_types.h"
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extern "C"
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{
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#include "BKE_DerivedMesh.h"
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}
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#include "BKE_scene.h"
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#include "BKE_global.h"
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#include "BKE_main.h"
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#include "BKE_material.h"
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#include "DocumentExporter.h"
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#include <COLLADASWAsset.h>
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#include <COLLADASWLibraryVisualScenes.h>
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#include <COLLADASWNode.h>
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#include <COLLADASWLibraryGeometries.h>
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#include <COLLADASWSource.h>
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#include <COLLADASWInstanceGeometry.h>
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#include <COLLADASWInputList.h>
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#include <COLLADASWPrimitves.h>
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#include <COLLADASWVertices.h>
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#include <COLLADASWLibraryImages.h>
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#include <COLLADASWLibraryEffects.h>
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#include <COLLADASWImage.h>
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#include <COLLADASWEffectProfile.h>
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#include <COLLADASWColorOrTexture.h>
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#include <COLLADASWParamTemplate.h>
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#include <COLLADASWParamBase.h>
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#include <COLLADASWSurfaceInitOption.h>
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#include <COLLADASWSampler.h>
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#include <COLLADASWScene.h>
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#include <COLLADASWSurface.h>
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#include <COLLADASWTechnique.h>
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#include <COLLADASWTexture.h>
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#include <COLLADASWLibraryMaterials.h>
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#include <COLLADASWBindMaterial.h>
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#include <vector>
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#include <algorithm> // std::find
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// utilities to avoid code duplication
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// definition of these is difficult to read, but they should be useful
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// f should have
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// void operator()(Object* ob)
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template<class Functor>
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void forEachMeshObjectInScene(Scene *sce, Functor &f)
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{
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Base *base= (Base*) sce->base.first;
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while(base) {
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Object *ob = base->object;
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if (ob->type == OB_MESH && ob->data) {
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f(ob);
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}
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base= base->next;
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}
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}
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// used in forEachMaterialInScene
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template <class MaterialFunctor>
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class ForEachMaterialFunctor
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{
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std::vector<std::string> mMat; // contains list of material names, to avoid duplicate calling of f
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MaterialFunctor *f;
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public:
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ForEachMaterialFunctor(MaterialFunctor *f) : f(f) { }
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void operator ()(Object *ob)
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{
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int a;
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for(a = 0; a < ob->totcol; a++) {
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Material *ma = give_current_material(ob, a+1);
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if (find(mMat.begin(), mMat.end(), std::string(ma->id.name)) == mMat.end()) {
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(*this->f)(ma);
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mMat.push_back(ma->id.name);
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}
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}
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}
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};
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// calls f for each unique material linked to each object in sce
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// f should have
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// void operator()(Material* ma)
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template<class Functor>
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void forEachMaterialInScene(Scene *sce, Functor &f)
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{
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ForEachMaterialFunctor<Functor> matfunc(&f);
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forEachMeshObjectInScene(sce, matfunc);
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}
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class GeometryExporter : COLLADASW::LibraryGeometries
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{
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Scene *mScene;
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public:
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GeometryExporter(COLLADASW::StreamWriter *sw) : COLLADASW::LibraryGeometries(sw) {}
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void exportGeom(Scene *sce)
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{
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openLibrary();
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mScene = sce;
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forEachMeshObjectInScene(sce, *this);
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closeLibrary();
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}
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void operator()(Object *ob)
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{
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// XXX don't use DerivedMesh, Mesh instead?
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DerivedMesh *dm = mesh_get_derived_final(mScene, ob, CD_MASK_BAREMESH);
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MVert *mverts = dm->getVertArray(dm);
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MFace *mfaces = dm->getFaceArray(dm);
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int totfaces = dm->getNumFaces(dm);
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int totverts = dm->getNumVerts(dm);
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bool checkTexcoords = false;
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std::string geom_name(ob->id.name);
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//openMesh(geoId, geoName, meshId)
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openMesh(geom_name, "", "");
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//writes <source> for vertex coords
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createVertsSource(geom_name, dm);
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//writes <source> for normal coords
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createNormalsSource(geom_name, dm);
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//writes <source> for uv coords
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//if mesh has uv coords
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checkTexcoords = createTexcoordsSource(geom_name, dm, (Mesh*)ob->data);
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//<vertices>
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COLLADASW::Vertices verts(mSW);
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verts.setId(getIdBySemantics(geom_name, COLLADASW::VERTEX));
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COLLADASW::InputList &input_list = verts.getInputList();
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COLLADASW::Input input(COLLADASW::POSITION,
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getUrlBySemantics(geom_name, COLLADASW::POSITION));
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input_list.push_back(input);
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verts.add();
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//<triangles>
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COLLADASW::Triangles tris(mSW);
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//sets count attribute in <triangles>
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tris.setCount(getTriCount(mfaces, totfaces));
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COLLADASW::InputList &til = tris.getInputList();
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/*added semantic, source, offset attributes to <input> */
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//creates list of attributes in <triangles> <input> for vertices
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COLLADASW::Input input2(COLLADASW::VERTEX,
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getUrlBySemantics(geom_name, COLLADASW::VERTEX), 0);
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//creates list of attributes in <triangles> <input> for normals
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COLLADASW::Input input3(COLLADASW::NORMAL,
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getUrlBySemantics(geom_name, COLLADASW::NORMAL), 0);
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til.push_back(input2);
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til.push_back(input3);
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//if mesh has uv coords writes <input> attributes for TEXCOORD
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if (checkTexcoords == true)
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{
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COLLADASW::Input input4(COLLADASW::TEXCOORD,
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getUrlBySemantics(geom_name, COLLADASW::TEXCOORD), 1, 1);
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til.push_back(input4);
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//XXX
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tris.setMaterial("material-symbol");
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}
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//performs the actual writing
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tris.prepareToAppendValues();
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int i;
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int texindex = 0;
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//writes data to <p>
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for (i = 0; i < totfaces; i++) {
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MFace *f = &mfaces[i];
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//if mesh has uv coords writes uv and
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//vertex indexes
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if (checkTexcoords == true) {
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// if triangle
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if (f->v4 == 0) {
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tris.appendValues(f->v1);
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tris.appendValues(texindex++);
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tris.appendValues(f->v2);
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tris.appendValues(texindex++);
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tris.appendValues(f->v3);
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tris.appendValues(texindex++);
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}
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// quad
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else {
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tris.appendValues(f->v1);
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tris.appendValues(texindex++);
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tris.appendValues(f->v2);
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tris.appendValues(texindex++);
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tris.appendValues(f->v3);
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tris.appendValues(texindex++);
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tris.appendValues(f->v3);
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tris.appendValues(texindex++);
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tris.appendValues(f->v4);
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tris.appendValues(texindex++);
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tris.appendValues(f->v1);
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tris.appendValues(texindex++);
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}
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}
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//if mesh has no uv coords writes only
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//vertex indexes
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else {
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// if triangle
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if (f->v4 == 0) {
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tris.appendValues(f->v1, f->v2, f->v3);
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}
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// quad
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else {
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tris.appendValues(f->v1, f->v2, f->v3);
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tris.appendValues(f->v3, f->v4, f->v1);
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}
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}
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}
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tris.closeElement();
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tris.finish();
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closeMesh();
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closeGeometry();
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dm->release(dm);
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}
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//creates <source> for positions
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void createVertsSource(std::string geom_name, DerivedMesh *dm)
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{
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int totverts = dm->getNumVerts(dm);
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MVert *verts = dm->getVertArray(dm);
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COLLADASW::FloatSourceF source(mSW);
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source.setId(getIdBySemantics(geom_name, COLLADASW::POSITION));
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source.setArrayId(getIdBySemantics(geom_name, COLLADASW::POSITION) +
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ARRAY_ID_SUFFIX);
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source.setAccessorCount(totverts);
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source.setAccessorStride(3);
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COLLADASW::SourceBase::ParameterNameList ¶m = source.getParameterNameList();
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param.push_back("X");
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param.push_back("Y");
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param.push_back("Z");
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/*main function, it creates <source id = "">, <float_array id = ""
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count = ""> */
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source.prepareToAppendValues();
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//appends data to <float_array>
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int i = 0;
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for (i = 0; i < totverts; i++) {
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source.appendValues(verts[i].co[0], verts[i].co[1], verts[i].co[2]);
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}
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/*closes <float_array>, adds
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<technique_common>
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<accessor source = "" count = "" stride = "" >,
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</source> */
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source.finish();
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}
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//creates <source> for texcoords
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// returns true if mesh has uv data
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bool createTexcoordsSource(std::string geom_name, DerivedMesh *dm, Mesh *me)
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{
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int totfaces = dm->getNumFaces(dm);
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MTFace *tface = me->mtface;
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MFace *mfaces = dm->getFaceArray(dm);
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if(tface != NULL) {
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COLLADASW::FloatSourceF source(mSW);
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source.setId(getIdBySemantics(geom_name, COLLADASW::TEXCOORD));
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source.setArrayId(getIdBySemantics(geom_name, COLLADASW::TEXCOORD) +
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ARRAY_ID_SUFFIX);
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source.setAccessorCount(getTriCount(mfaces, totfaces) * 3);
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source.setAccessorStride(2);
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COLLADASW::SourceBase::ParameterNameList ¶m = source.getParameterNameList();
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param.push_back("X");
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param.push_back("Y");
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source.prepareToAppendValues();
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int i;
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for (i = 0; i < totfaces; i++) {
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MFace *f = &mfaces[i];
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// if triangle
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if (f->v4 == 0) {
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// get uv1's X coordinate
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source.appendValues(tface[i].uv[0][0]);
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// get uv1's Y coordinate
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source.appendValues(tface[i].uv[0][1]);
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// get uv2's X coordinate
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source.appendValues(tface[i].uv[1][0]);
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// etc...
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source.appendValues(tface[i].uv[1][1]);
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//uv3
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source.appendValues(tface[i].uv[2][0]);
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source.appendValues(tface[i].uv[2][1]);
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}
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// quad
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else {
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// get uv1's X coordinate
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source.appendValues(tface[i].uv[0][0]);
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// get uv1's Y coordinate
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source.appendValues(tface[i].uv[0][1]);
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//uv2
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source.appendValues(tface[i].uv[1][0]);
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source.appendValues(tface[i].uv[1][1]);
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//uv3
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source.appendValues(tface[i].uv[2][0]);
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source.appendValues(tface[i].uv[2][1]);
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//uv3
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source.appendValues(tface[i].uv[2][0]);
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source.appendValues(tface[i].uv[2][1]);
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//uv4
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source.appendValues(tface[i].uv[3][0]);
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source.appendValues(tface[i].uv[3][1]);
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//uv1
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source.appendValues(tface[i].uv[0][0]);
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source.appendValues(tface[i].uv[0][1]);
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}
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}
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source.finish();
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return true;
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}
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return false;
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}
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//creates <source> for normals
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void createNormalsSource(std::string geom_name, DerivedMesh *dm)
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{
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int totverts = dm->getNumVerts(dm);
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MVert *verts = dm->getVertArray(dm);
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COLLADASW::FloatSourceF source(mSW);
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source.setId(getIdBySemantics(geom_name, COLLADASW::NORMAL));
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source.setArrayId(getIdBySemantics(geom_name, COLLADASW::NORMAL) +
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ARRAY_ID_SUFFIX);
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source.setAccessorCount(totverts);
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source.setAccessorStride(3);
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COLLADASW::SourceBase::ParameterNameList ¶m = source.getParameterNameList();
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param.push_back("X");
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param.push_back("Y");
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param.push_back("Z");
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source.prepareToAppendValues();
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int i = 0;
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for( i = 0; i < totverts; ++i ){
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source.appendValues(float(verts[i].no[0]/32767.0),
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float(verts[i].no[1]/32767.0),
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float(verts[i].no[2]/32767.0));
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}
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source.finish();
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}
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std::string getIdBySemantics(std::string geom_name, COLLADASW::Semantics type) {
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return geom_name +
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getSuffixBySemantic(type);
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}
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COLLADASW::URI getUrlBySemantics(std::string geom_name, COLLADASW::Semantics type) {
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std::string id(getIdBySemantics(geom_name, type));
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return COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, id);
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}
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int getTriCount(MFace *faces, int totface) {
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int i;
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int tris = 0;
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for (i = 0; i < totface; i++) {
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// if quad
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if (faces[i].v4 != 0)
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tris += 2;
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else
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tris++;
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}
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return tris;
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}
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};
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class SceneExporter: COLLADASW::LibraryVisualScenes
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{
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public:
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SceneExporter(COLLADASW::StreamWriter *sw) : COLLADASW::LibraryVisualScenes(sw) {}
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void exportScene(Scene *sce) {
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// <library_visual_scenes> <visual_scene>
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openVisualScene(sce->id.name, "");
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// write <node>s
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forEachMeshObjectInScene(sce, *this);
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// </visual_scene> </library_visual_scenes>
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closeVisualScene();
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closeLibrary();
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}
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// called for each object
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void operator()(Object *ob) {
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COLLADASW::Node node(mSW);
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node.start();
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node.addTranslate(ob->loc[0], ob->loc[1], ob->loc[2]);
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// XXX for rotation we need to convert ob->rot (euler, I guess) to axis/angle
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// see http://www.euclideanspace.com/maths/geometry/rotations/conversions/eulerToAngle/index.htm
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// add it to BLI_arithb.h
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// node.addRotate();
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node.addScale(ob->size[0], ob->size[1], ob->size[2]);
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COLLADASW::InstanceGeometry instGeom(mSW);
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std::string ob_name(ob->id.name);
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instGeom.setUrl(COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, ob_name));
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for(int a = 0; a < ob->totcol; a++) {
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Material *ma = give_current_material(ob, a+1);
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COLLADASW::BindMaterial& bm = instGeom.getBindMaterial();
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COLLADASW::InstanceMaterialList& iml = bm.getInstanceMaterialList();
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std::string matid = std::string(ma->id.name);
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// COLLADASW::InstanceMaterial im("material-symbol", COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, matid));
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// COLLADASW::BindVertexInput bvi("myUVs", "TEXCOORD", 1);
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// im.push_back(bvi);
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// iml.push_back(im);
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}
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instGeom.add();
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node.end();
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}
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};
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class ImagesExporter: COLLADASW::LibraryImages
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{
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std::vector<std::string> mImages; // contains list of written images, to avoid duplicates
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public:
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ImagesExporter(COLLADASW::StreamWriter *sw) : COLLADASW::LibraryImages(sw)
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{}
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void exportImages(Scene *sce)
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{
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openLibrary();
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forEachMaterialInScene(sce, *this);
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closeLibrary();
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}
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void operator()(Material *ma)
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{
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int a;
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for (a = 0; a < MAX_MTEX; a++) {
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MTex *mtex = ma->mtex[a];
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if (mtex && mtex->tex && mtex->tex->ima) {
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Image *image = mtex->tex->ima;
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std::string name(image->id.name);
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if (find(mImages.begin(), mImages.end(), name) == mImages.end()) {
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COLLADASW::Image img(COLLADABU::URI(image->name), image->id.name, "");
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img.add(mSW);
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}
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}
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}
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}
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};
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class EffectsExporter: COLLADASW::LibraryEffects
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{
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public:
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EffectsExporter(COLLADASW::StreamWriter *sw) : COLLADASW::LibraryEffects(sw){}
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void exportEffects(Scene *sce)
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{
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openLibrary();
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forEachMaterialInScene(sce, *this);
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closeLibrary();
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}
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void operator()(Material *ma)
|
|
{
|
|
openEffect(std::string(ma->id.name) + "-effect");
|
|
|
|
COLLADASW::EffectProfile ep(mSW);
|
|
|
|
ep.setProfileType(COLLADASW::EffectProfile::COMMON);
|
|
|
|
//open <profile_common>
|
|
ep.openProfile();
|
|
|
|
std::vector<int> mtexindices = countmtex(ma);
|
|
|
|
for (int a = 0; a < mtexindices.size(); a++){
|
|
//<newparam> <surface> <init_from>
|
|
Image *ima = ma->mtex[mtexindices[a]]->tex->ima;
|
|
COLLADASW::Surface surface(COLLADASW::Surface::SURFACE_TYPE_2D,
|
|
ima->id.name + COLLADASW::Surface::SURFACE_SID_SUFFIX);
|
|
COLLADASW::SurfaceInitOption sio(COLLADASW::SurfaceInitOption::INIT_FROM);
|
|
sio.setImageReference(ima->id.name);
|
|
surface.setInitOption(sio);
|
|
|
|
//<newparam> <sampler> <source>
|
|
COLLADASW::Sampler sampler(COLLADASW::Sampler::SAMPLER_TYPE_2D,
|
|
ima->id.name + COLLADASW::Surface::SURFACE_SID_SUFFIX);
|
|
|
|
//<lambert> <diffuse> <texture>
|
|
COLLADASW::Texture texture(ima->id.name);
|
|
texture.setTexcoord("myUVs");
|
|
texture.setSurface(surface);
|
|
texture.setSampler(sampler);
|
|
|
|
//<texture>
|
|
COLLADASW::ColorOrTexture cot(texture);
|
|
ep.setDiffuse(cot, true, "");
|
|
ep.setShaderType(COLLADASW::EffectProfile::LAMBERT);
|
|
|
|
//todo add or find generator of technique sids
|
|
//performs the actual writing
|
|
ep.addProfileElements();
|
|
ep.closeTechnique();
|
|
//COLLADASW::Technique technique(mSW);
|
|
//technique.closeTechnique();
|
|
|
|
}
|
|
|
|
ep.closeProfile();
|
|
}
|
|
|
|
//returns the array of mtex indices which have image
|
|
//I need this for exporting textures
|
|
std::vector<int> countmtex(Material *ma)
|
|
{
|
|
std::vector<int> mtexindices;
|
|
for (int a = 0; a < 18; a++){
|
|
if (!ma->mtex[a]){
|
|
continue;
|
|
}
|
|
Tex *tex = ma->mtex[a]->tex;
|
|
if(!tex){
|
|
continue;
|
|
}
|
|
Image *ima = tex->ima;
|
|
if(!ima){
|
|
continue;
|
|
}
|
|
mtexindices.push_back(a);
|
|
}
|
|
return mtexindices;
|
|
}
|
|
};
|
|
|
|
class MaterialsExporter: COLLADASW::LibraryMaterials
|
|
{
|
|
public:
|
|
MaterialsExporter(COLLADASW::StreamWriter *sw): COLLADASW::LibraryMaterials(sw){}
|
|
void exportMaterials(Scene *sce)
|
|
{
|
|
openLibrary();
|
|
|
|
forEachMaterialInScene(sce, *this);
|
|
|
|
closeLibrary();
|
|
}
|
|
|
|
void operator()(Material *ma)
|
|
{
|
|
std::string name(ma->id.name);
|
|
|
|
openMaterial(name);
|
|
|
|
std::string efid = name + "-effect";
|
|
addInstanceEffect(COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, efid));
|
|
|
|
closeMaterial();
|
|
}
|
|
};
|
|
|
|
|
|
void DocumentExporter::exportCurrentScene(Scene *sce, const char* filename)
|
|
{
|
|
COLLADABU::NativeString native_filename =
|
|
COLLADABU::NativeString(std::string(filename));
|
|
COLLADASW::StreamWriter sw(native_filename);
|
|
|
|
//open <Collada>
|
|
sw.startDocument();
|
|
|
|
//<asset>
|
|
COLLADASW::Asset asset(&sw);
|
|
asset.setUpAxisType(COLLADASW::Asset::Z_UP);
|
|
asset.add();
|
|
|
|
//<library_images>
|
|
ImagesExporter ie(&sw);
|
|
ie.exportImages(sce);
|
|
|
|
//<library_effects>
|
|
EffectsExporter ee(&sw);
|
|
ee.exportEffects(sce);
|
|
|
|
//<library_materials>
|
|
MaterialsExporter me(&sw);
|
|
me.exportMaterials(sce);
|
|
|
|
//<library_geometries>
|
|
GeometryExporter ge(&sw);
|
|
ge.exportGeom(sce);
|
|
|
|
//<library_visual_scenes>
|
|
SceneExporter se(&sw);
|
|
se.exportScene(sce);
|
|
|
|
//<scene>
|
|
std::string scene_name(sce->id.name);
|
|
COLLADASW::Scene scene(&sw, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING,
|
|
scene_name));
|
|
scene.add();
|
|
|
|
//close <Collada>
|
|
sw.endDocument();
|
|
|
|
}
|
|
|
|
void DocumentExporter::exportScenes(const char* filename)
|
|
{
|
|
}
|