1323 lines
33 KiB
C++
1323 lines
33 KiB
C++
#include <stdlib.h>
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#include <stdio.h>
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#include <math.h>
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#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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#include "DNA_camera_types.h"
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#include "DNA_lamp_types.h"
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#include "DNA_anim_types.h"
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#include "DNA_action_types.h"
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#include "DNA_curve_types.h"
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extern "C"
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{
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#include "BKE_DerivedMesh.h"
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#include "BLI_util.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 "BLI_arithb.h"
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#include "BLI_string.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 "COLLADASWLibraryAnimations.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 "COLLADASWLibraryCameras.h"
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#include "COLLADASWLibraryLights.h"
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#include "COLLADASWInstanceCamera.h"
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#include "COLLADASWInstanceLight.h"
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#include "COLLADASWCameraOptic.h"
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#include <vector>
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#include <algorithm> // std::find
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// TODO: this can handy in BLI_arith.b
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// This function assumes that quat is normalized.
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// The following document was used as reference:
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// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
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void QuatToAxisAngle(float *q, float *axis, float *angle)
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{
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// quat to axis angle
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*angle = 2 * acos(q[0]);
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float divisor = sqrt(1 - q[0] * q[0]);
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// test to avoid divide by zero, divisor is always positive
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if (divisor < 0.001f ) {
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axis[0] = 1.0f;
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axis[1] = 0.0f;
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axis[2] = 0.0f;
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}
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else {
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axis[0] = q[1] / divisor;
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axis[1] = q[2] / divisor;
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axis[2] = q[3] / divisor;
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}
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}
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char *CustomData_get_layer_name(const struct CustomData *data, int type, int n)
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{
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int layer_index = CustomData_get_layer_index(data, type);
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if(layer_index < 0) return NULL;
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return data->layers[layer_index+n].name;
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}
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char *CustomData_get_active_layer_name(const CustomData *data, int type)
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{
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/* get the layer index of the active layer of type */
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int layer_index = CustomData_get_active_layer_index(data, type);
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if(layer_index < 0) return NULL;
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return data->layers[layer_index].name;
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}
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std::string id_name(void *id)
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{
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return ((ID*)id)->name + 2;
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}
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/*
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Utilities to avoid code duplication.
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Definition can take some time to understand, but they should be useful.
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*/
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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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template<class Functor>
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void forEachObjectInScene(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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f(ob);
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base= base->next;
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}
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}
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template<class Functor>
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void forEachCameraObjectInScene(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_CAMERA && 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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template<class Functor>
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void forEachLampObjectInScene(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_LAMP && 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 (!ma) continue;
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if (find(mMat.begin(), mMat.end(), id_name(ma)) == mMat.end()) {
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(*this->f)(ma, ob);
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mMat.push_back(id_name(ma));
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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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// OB_MESH is assumed
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std::string getActiveUVLayerName(Object *ob)
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{
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Mesh *me = (Mesh*)ob->data;
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int num_layers = CustomData_number_of_layers(&me->fdata, CD_MTFACE);
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if (num_layers)
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return std::string(CustomData_get_active_layer_name(&me->fdata, CD_MTFACE));
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return "";
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}
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// TODO: optimize UV sets by making indexed list with duplicates removed
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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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Mesh *me = (Mesh*)ob->data;
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std::string geom_name(id_name(ob));
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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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int has_uvs = CustomData_has_layer(&me->fdata, CD_MTFACE);
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// writes <source> for uv coords if mesh has uv coords
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if (has_uvs) {
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createTexcoordsSource(geom_name, dm, (Mesh*)ob->data);
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}
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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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// XXX slow
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if (ob->totcol) {
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for(int a = 0; a < ob->totcol; a++) {
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// account for NULL materials, this should not normally happen?
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Material *ma = give_current_material(ob, a + 1);
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createPolylist(ma != NULL, a, has_uvs, ob, dm, geom_name);
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}
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}
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else {
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createPolylist(false, 0, has_uvs, ob, dm, geom_name);
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}
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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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// powerful because it handles both cases when there is material and when there's not
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void createPolylist(bool has_material,
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int material_index,
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bool has_uvs,
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Object *ob,
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DerivedMesh *dm,
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std::string& geom_name)
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{
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MFace *mfaces = dm->getFaceArray(dm);
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int totfaces = dm->getNumFaces(dm);
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Mesh *me = (Mesh*)ob->data;
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// <vcount>
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int i;
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int faces_in_polylist = 0;
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std::vector<unsigned long> vcount_list;
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// count faces with this material
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for (i = 0; i < totfaces; i++) {
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MFace *f = &mfaces[i];
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if ((has_material && f->mat_nr == material_index) || !has_material) {
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faces_in_polylist++;
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if (f->v4 == 0) {
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vcount_list.push_back(3);
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}
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else {
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vcount_list.push_back(4);
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}
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}
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}
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// no faces using this material
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if (faces_in_polylist == 0) {
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return;
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}
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Material *ma = has_material ? give_current_material(ob, material_index + 1) : NULL;
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COLLADASW::Polylist polylist(mSW);
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// sets count attribute in <polylist>
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polylist.setCount(faces_in_polylist);
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// sets material name
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if (has_material)
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polylist.setMaterial(id_name(ma));
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COLLADASW::InputList &til = polylist.getInputList();
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// creates <input> in <polylist> for vertices
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COLLADASW::Input input1(COLLADASW::VERTEX, getUrlBySemantics
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(geom_name, COLLADASW::VERTEX), 0);
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// creates <input> in <polylist> for normals
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COLLADASW::Input input2(COLLADASW::NORMAL, getUrlBySemantics
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(geom_name, COLLADASW::NORMAL), 0);
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til.push_back(input1);
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til.push_back(input2);
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// if mesh has uv coords writes <input> for TEXCOORD
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int num_layers = CustomData_number_of_layers(&me->fdata, CD_MTFACE);
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for (i = 0; i < num_layers; i++) {
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char *name = CustomData_get_layer_name(&me->fdata, CD_MTFACE, i);
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COLLADASW::Input input3(COLLADASW::TEXCOORD,
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makeUrl(makeTexcoordSourceId(geom_name, i)),
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1, // offset always 1, this is only until we have optimized UV sets
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i // set number equals UV layer index
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);
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til.push_back(input3);
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}
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// sets <vcount>
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polylist.setVCountList(vcount_list);
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// performs the actual writing
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polylist.prepareToAppendValues();
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// <p>
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int texindex = 0;
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for (i = 0; i < totfaces; i++) {
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MFace *f = &mfaces[i];
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if ((has_material && f->mat_nr == material_index) || !has_material) {
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unsigned int *v = &f->v1;
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for (int j = 0; j < (f->v4 == 0 ? 3 : 4); j++) {
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polylist.appendValues(v[j]);
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if (has_uvs)
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polylist.appendValues(texindex + j);
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}
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}
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texindex += 3;
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if (f->v4 != 0)
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texindex++;
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}
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polylist.finish();
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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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source.finish();
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}
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std::string makeTexcoordSourceId(std::string& geom_name, int layer_index)
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{
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char suffix[20];
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sprintf(suffix, "-%d", layer_index);
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return getIdBySemantics(geom_name, COLLADASW::TEXCOORD) + suffix;
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}
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//creates <source> for texcoords
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void 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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MFace *mfaces = dm->getFaceArray(dm);
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int totuv = 0;
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int i;
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// count totuv
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for (i = 0; i < totfaces; i++) {
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MFace *f = &mfaces[i];
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if (f->v4 == 0) {
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totuv+=3;
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}
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else {
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totuv+=4;
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}
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}
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int num_layers = CustomData_number_of_layers(&me->fdata, CD_MTFACE);
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// write <source> for each layer
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// each <source> will get id like meshName + "map-channel-1"
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for (int a = 0; a < num_layers; a++) {
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MTFace *tface = (MTFace*)CustomData_get_layer_n(&me->fdata, CD_MTFACE, a);
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char *name = CustomData_get_layer_name(&me->fdata, CD_MTFACE, a);
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COLLADASW::FloatSourceF source(mSW);
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std::string layer_id = makeTexcoordSourceId(geom_name, a);
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source.setId(layer_id);
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source.setArrayId(layer_id + ARRAY_ID_SUFFIX);
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source.setAccessorCount(totuv);
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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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for (i = 0; i < totfaces; i++) {
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MFace *f = &mfaces[i];
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for (int j = 0; j < (f->v4 == 0 ? 3 : 4); j++) {
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source.appendValues(tface[i].uv[j][0],
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tface[i].uv[j][1]);
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}
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}
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source.finish();
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}
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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, std::string other_suffix = "") {
|
|
return geom_name + getSuffixBySemantic(type) + other_suffix;
|
|
}
|
|
|
|
|
|
COLLADASW::URI getUrlBySemantics(std::string geom_name, COLLADASW::Semantics type, std::string other_suffix = "") {
|
|
|
|
std::string id(getIdBySemantics(geom_name, type, other_suffix));
|
|
return COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, id);
|
|
|
|
}
|
|
|
|
COLLADASW::URI makeUrl(std::string id)
|
|
{
|
|
return COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, id);
|
|
}
|
|
|
|
|
|
/* int getTriCount(MFace *faces, int totface) {
|
|
int i;
|
|
int tris = 0;
|
|
for (i = 0; i < totface; i++) {
|
|
// if quad
|
|
if (faces[i].v4 != 0)
|
|
tris += 2;
|
|
else
|
|
tris++;
|
|
}
|
|
|
|
return tris;
|
|
}*/
|
|
};
|
|
|
|
class SceneExporter: COLLADASW::LibraryVisualScenes
|
|
{
|
|
public:
|
|
SceneExporter(COLLADASW::StreamWriter *sw) : COLLADASW::LibraryVisualScenes(sw) {}
|
|
|
|
void exportScene(Scene *sce) {
|
|
// <library_visual_scenes> <visual_scene>
|
|
openVisualScene(id_name(sce), "");
|
|
|
|
// write <node>s
|
|
//forEachMeshObjectInScene(sce, *this);
|
|
//forEachCameraObjectInScene(sce, *this);
|
|
//forEachLampObjectInScene(sce, *this);
|
|
exportHierarchy(sce);
|
|
|
|
// </visual_scene> </library_visual_scenes>
|
|
closeVisualScene();
|
|
|
|
closeLibrary();
|
|
}
|
|
|
|
// called for each object
|
|
//void operator()(Object *ob) {
|
|
void writeNodes(Object *ob, Scene *sce) {
|
|
|
|
COLLADASW::Node node(mSW);
|
|
node.setNodeId(ob->id.name);
|
|
node.setType(COLLADASW::Node::NODE);
|
|
|
|
std::string ob_name(id_name(ob));
|
|
|
|
node.start();
|
|
node.addTranslate("location", ob->loc[0], ob->loc[1], ob->loc[2]);
|
|
|
|
// this code used to create a single <rotate> representing object rotation
|
|
// float quat[4];
|
|
// float axis[3];
|
|
// float angle;
|
|
// double angle_deg;
|
|
// EulToQuat(ob->rot, quat);
|
|
// NormalQuat(quat);
|
|
// QuatToAxisAngle(quat, axis, &angle);
|
|
// angle_deg = angle * 180.0f / M_PI;
|
|
// node.addRotate(axis[0], axis[1], axis[2], angle_deg);
|
|
|
|
float *rot = ob->rot;
|
|
node.addRotateX("rotationX", COLLADABU::Math::Utils::radToDegF(rot[0]));
|
|
node.addRotateY("rotationY", COLLADABU::Math::Utils::radToDegF(rot[1]));
|
|
node.addRotateZ("rotationZ", COLLADABU::Math::Utils::radToDegF(rot[2]));
|
|
|
|
node.addScale("scale", ob->size[0], ob->size[1], ob->size[2]);
|
|
|
|
// <instance_geometry>
|
|
if (ob->type == OB_MESH) {
|
|
COLLADASW::InstanceGeometry instGeom(mSW);
|
|
instGeom.setUrl(COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, ob_name));
|
|
|
|
for(int a = 0; a < ob->totcol; a++) {
|
|
Material *ma = give_current_material(ob, a+1);
|
|
|
|
COLLADASW::BindMaterial& bm = instGeom.getBindMaterial();
|
|
COLLADASW::InstanceMaterialList& iml = bm.getInstanceMaterialList();
|
|
|
|
if (ma) {
|
|
std::string matid(id_name(ma));
|
|
COLLADASW::InstanceMaterial im(matid, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, matid));
|
|
|
|
// create <bind_vertex_input> for each uv layer
|
|
Mesh *me = (Mesh*)ob->data;
|
|
int totlayer = CustomData_number_of_layers(&me->fdata, CD_MTFACE);
|
|
|
|
for (int b = 0; b < totlayer; b++) {
|
|
char *name = CustomData_get_layer_name(&me->fdata, CD_MTFACE, b);
|
|
im.push_back(COLLADASW::BindVertexInput(name, "TEXCOORD", b));
|
|
}
|
|
|
|
iml.push_back(im);
|
|
}
|
|
}
|
|
|
|
instGeom.add();
|
|
}
|
|
|
|
// <instance_camera>
|
|
else if (ob->type == OB_CAMERA) {
|
|
COLLADASW::InstanceCamera instCam(mSW, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, ob_name));
|
|
instCam.add();
|
|
}
|
|
|
|
// <instance_light>
|
|
else if (ob->type == OB_LAMP) {
|
|
COLLADASW::InstanceLight instLa(mSW, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, ob_name));
|
|
instLa.add();
|
|
}
|
|
// empty object
|
|
else if (ob->type == OB_EMPTY) {
|
|
}
|
|
|
|
// write node for child object
|
|
Base *b = (Base*) sce->base.first;
|
|
while(b) {
|
|
|
|
Object *cob = b->object;
|
|
|
|
if ((cob->type == OB_MESH || cob->type == OB_CAMERA || cob->type == OB_LAMP || cob->type == OB_EMPTY) && cob->parent == ob) {
|
|
// write node...
|
|
writeNodes(cob, sce);
|
|
}
|
|
b = b->next;
|
|
}
|
|
|
|
node.end();
|
|
}
|
|
|
|
void exportHierarchy(Scene *sce)
|
|
{
|
|
Base *base= (Base*) sce->base.first;
|
|
while(base) {
|
|
Object *ob = base->object;
|
|
|
|
if ((ob->type == OB_MESH || ob->type == OB_CAMERA || ob->type == OB_LAMP || ob->type == OB_EMPTY) && !ob->parent) {
|
|
// write nodes....
|
|
writeNodes(ob, sce);
|
|
|
|
}
|
|
base= base->next;
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
class ImagesExporter: COLLADASW::LibraryImages
|
|
{
|
|
std::vector<std::string> mImages; // contains list of written images, to avoid duplicates
|
|
public:
|
|
ImagesExporter(COLLADASW::StreamWriter *sw) : COLLADASW::LibraryImages(sw)
|
|
{}
|
|
|
|
void exportImages(Scene *sce)
|
|
{
|
|
openLibrary();
|
|
|
|
forEachMaterialInScene(sce, *this);
|
|
|
|
closeLibrary();
|
|
}
|
|
|
|
void operator()(Material *ma, Object *ob)
|
|
{
|
|
int a;
|
|
for (a = 0; a < MAX_MTEX; a++) {
|
|
MTex *mtex = ma->mtex[a];
|
|
if (mtex && mtex->tex && mtex->tex->ima) {
|
|
|
|
Image *image = mtex->tex->ima;
|
|
std::string name(id_name(image));
|
|
char *ima_name;
|
|
BLI_split_dirfile_basic(image->name, NULL, ima_name);
|
|
|
|
if (find(mImages.begin(), mImages.end(), name) == mImages.end()) {
|
|
COLLADASW::Image img(COLLADABU::URI(COLLADABU::URI::nativePathToUri(ima_name)), name, "");
|
|
img.add(mSW);
|
|
|
|
mImages.push_back(name);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
class EffectsExporter: COLLADASW::LibraryEffects
|
|
{
|
|
public:
|
|
EffectsExporter(COLLADASW::StreamWriter *sw) : COLLADASW::LibraryEffects(sw){}
|
|
void exportEffects(Scene *sce)
|
|
{
|
|
openLibrary();
|
|
|
|
forEachMaterialInScene(sce, *this);
|
|
|
|
closeLibrary();
|
|
}
|
|
|
|
void operator()(Material *ma, Object *ob)
|
|
{
|
|
// create a list of indices to textures of type TEX_IMAGE
|
|
std::vector<int> tex_indices;
|
|
createTextureIndices(ma, tex_indices);
|
|
|
|
openEffect(id_name(ma) + "-effect");
|
|
|
|
COLLADASW::EffectProfile ep(mSW);
|
|
ep.setProfileType(COLLADASW::EffectProfile::COMMON);
|
|
ep.openProfile();
|
|
// set shader type - one of three blinn, phong or lambert
|
|
if (ma->spec_shader == MA_SPEC_BLINN) {
|
|
ep.setShaderType(COLLADASW::EffectProfile::BLINN);
|
|
}
|
|
else if (ma->spec_shader == MA_SPEC_PHONG) {
|
|
ep.setShaderType(COLLADASW::EffectProfile::PHONG);
|
|
}
|
|
else {
|
|
// XXX write warning "Current shader type is not supported"
|
|
ep.setShaderType(COLLADASW::EffectProfile::LAMBERT);
|
|
}
|
|
// index of refraction
|
|
if (ma->mode & MA_RAYTRANSP) {
|
|
ep.setIndexOfRefraction(ma->ang);
|
|
}
|
|
else {
|
|
ep.setIndexOfRefraction(1.0f);
|
|
}
|
|
// transparency
|
|
ep.setTransparency(ma->alpha);
|
|
// shininess
|
|
ep.setShininess(ma->spec);
|
|
// emission
|
|
COLLADASW::ColorOrTexture cot = getcol(0.0f, 0.0f, 0.0f, 1.0f);
|
|
ep.setEmission(cot);
|
|
// diffuse
|
|
cot = getcol(ma->r, ma->g, ma->b, 1.0f);
|
|
ep.setDiffuse(cot);
|
|
// ambient
|
|
cot = getcol(ma->ambr, ma->ambg, ma->ambb, 1.0f);
|
|
ep.setAmbient(cot);
|
|
// reflective, reflectivity
|
|
if (ma->mode & MA_RAYMIRROR) {
|
|
cot = getcol(ma->mirr, ma->mirg, ma->mirb, 1.0f);
|
|
ep.setReflective(cot);
|
|
ep.setReflectivity(ma->ray_mirror);
|
|
}
|
|
else {
|
|
cot = getcol(0.0f, 0.0f, 0.0f, 1.0f);
|
|
ep.setReflective(cot);
|
|
ep.setReflectivity(0.0f);
|
|
}
|
|
// specular
|
|
if (ep.getShaderType() != COLLADASW::EffectProfile::LAMBERT) {
|
|
cot = getcol(ma->specr, ma->specg, ma->specb, 1.0f);
|
|
ep.setSpecular(cot);
|
|
}
|
|
|
|
// XXX make this more readable if possible
|
|
|
|
// create <sampler> and <surface> for each image
|
|
COLLADASW::Sampler samplers[MAX_MTEX];
|
|
COLLADASW::Surface surfaces[MAX_MTEX];
|
|
void *samp_surf[MAX_MTEX][2];
|
|
|
|
// image to index to samp_surf map
|
|
// samp_surf[index] stores 2 pointers, sampler and surface
|
|
std::map<std::string, int> im_samp_map;
|
|
|
|
unsigned int a, b;
|
|
for (a = 0, b = 0; a < tex_indices.size(); a++) {
|
|
MTex *t = ma->mtex[tex_indices[a]];
|
|
Image *ima = t->tex->ima;
|
|
|
|
std::string key(id_name(ima));
|
|
|
|
// create only one <sampler>/<surface> pair for each unique image
|
|
if (im_samp_map.find(key) == im_samp_map.end()) {
|
|
//<newparam> <surface> <init_from>
|
|
COLLADASW::Surface surface(COLLADASW::Surface::SURFACE_TYPE_2D,
|
|
key + COLLADASW::Surface::SURFACE_SID_SUFFIX);
|
|
COLLADASW::SurfaceInitOption sio(COLLADASW::SurfaceInitOption::INIT_FROM);
|
|
sio.setImageReference(key);
|
|
surface.setInitOption(sio);
|
|
|
|
//<newparam> <sampler> <source>
|
|
COLLADASW::Sampler sampler(COLLADASW::Sampler::SAMPLER_TYPE_2D,
|
|
key + COLLADASW::Surface::SURFACE_SID_SUFFIX);
|
|
|
|
// copy values to arrays since they will live longer
|
|
samplers[a] = sampler;
|
|
surfaces[a] = surface;
|
|
|
|
// store pointers so they can be used later when we create <texture>s
|
|
samp_surf[b][0] = &samplers[a];
|
|
samp_surf[b][1] = &surfaces[a];
|
|
|
|
im_samp_map[key] = b;
|
|
b++;
|
|
}
|
|
}
|
|
|
|
// used as fallback when MTex->uvname is "" (this is pretty common)
|
|
// it is indeed the correct value to use in that case
|
|
std::string active_uv(getActiveUVLayerName(ob));
|
|
|
|
// write textures
|
|
// XXX very slow
|
|
for (a = 0; a < tex_indices.size(); a++) {
|
|
MTex *t = ma->mtex[tex_indices[a]];
|
|
Image *ima = t->tex->ima;
|
|
|
|
// we assume map input is always TEXTCO_UV
|
|
|
|
std::string key(id_name(ima));
|
|
int i = im_samp_map[key];
|
|
COLLADASW::Sampler *sampler = (COLLADASW::Sampler*)samp_surf[i][0];
|
|
COLLADASW::Surface *surface = (COLLADASW::Surface*)samp_surf[i][1];
|
|
|
|
std::string uvname = strlen(t->uvname) ? t->uvname : active_uv;
|
|
|
|
// color
|
|
if (t->mapto & MAP_COL) {
|
|
ep.setDiffuse(createTexture(ima, uvname, sampler, surface));
|
|
}
|
|
// ambient
|
|
if (t->mapto & MAP_AMB) {
|
|
ep.setAmbient(createTexture(ima, uvname, sampler, surface));
|
|
}
|
|
// specular
|
|
if (t->mapto & MAP_SPEC) {
|
|
ep.setSpecular(createTexture(ima, uvname, sampler, surface));
|
|
}
|
|
// emission
|
|
if (t->mapto & MAP_EMIT) {
|
|
ep.setEmission(createTexture(ima, uvname, sampler, surface));
|
|
}
|
|
// reflective
|
|
if (t->mapto & MAP_REF) {
|
|
ep.setReflective(createTexture(ima, uvname, sampler, surface));
|
|
}
|
|
}
|
|
// performs the actual writing
|
|
ep.addProfileElements();
|
|
ep.closeProfile();
|
|
closeEffect();
|
|
}
|
|
|
|
COLLADASW::ColorOrTexture createTexture(Image *ima,
|
|
std::string& uv_layer_name,
|
|
COLLADASW::Sampler *sampler,
|
|
COLLADASW::Surface *surface)
|
|
{
|
|
|
|
COLLADASW::Texture texture(id_name(ima));
|
|
texture.setTexcoord(uv_layer_name);
|
|
texture.setSurface(*surface);
|
|
texture.setSampler(*sampler);
|
|
|
|
COLLADASW::ColorOrTexture cot(texture);
|
|
return cot;
|
|
}
|
|
|
|
COLLADASW::ColorOrTexture getcol(float r, float g, float b, float a)
|
|
{
|
|
COLLADASW::Color color(r,g,b,a);
|
|
COLLADASW::ColorOrTexture cot(color);
|
|
return cot;
|
|
}
|
|
|
|
//returns the array of mtex indices which have image
|
|
//need this for exporting textures
|
|
void createTextureIndices(Material *ma, std::vector<int> &indices)
|
|
{
|
|
indices.clear();
|
|
|
|
for (int a = 0; a < MAX_MTEX; a++) {
|
|
if (ma->mtex[a] && ma->mtex[a]->tex->type == TEX_IMAGE){
|
|
indices.push_back(a);
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
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, Object *ob)
|
|
{
|
|
std::string name(id_name(ma));
|
|
|
|
openMaterial(name);
|
|
|
|
std::string efid = name + "-effect";
|
|
addInstanceEffect(COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, efid));
|
|
|
|
closeMaterial();
|
|
}
|
|
};
|
|
|
|
class CamerasExporter: COLLADASW::LibraryCameras
|
|
{
|
|
public:
|
|
CamerasExporter(COLLADASW::StreamWriter *sw): COLLADASW::LibraryCameras(sw){}
|
|
void exportCameras(Scene *sce)
|
|
{
|
|
openLibrary();
|
|
|
|
forEachCameraObjectInScene(sce, *this);
|
|
|
|
closeLibrary();
|
|
}
|
|
void operator()(Object *ob)
|
|
{
|
|
// XXX add other params later
|
|
Camera *cam = (Camera*)ob->data;
|
|
std::string cam_name(id_name(ob));
|
|
if (cam->type == CAM_PERSP) {
|
|
COLLADASW::PerspectiveOptic persp(mSW);
|
|
persp.setXFov(1.0);
|
|
//persp.setYFov(1.0);
|
|
persp.setAspectRatio(1.0);
|
|
persp.setZFar(cam->clipend);
|
|
persp.setZNear(cam->clipsta);
|
|
COLLADASW::Camera ccam(mSW, &persp, cam_name);
|
|
addCamera(ccam);
|
|
}
|
|
else {
|
|
COLLADASW::OrthographicOptic ortho(mSW);
|
|
ortho.setXMag(1.0);
|
|
//ortho.setYMag(1.0, true);
|
|
ortho.setAspectRatio(1.0);
|
|
ortho.setZFar(cam->clipend);
|
|
ortho.setZNear(cam->clipsta);
|
|
COLLADASW::Camera ccam(mSW, &ortho, cam_name);
|
|
addCamera(ccam);
|
|
}
|
|
}
|
|
};
|
|
|
|
class LightsExporter: COLLADASW::LibraryLights
|
|
{
|
|
public:
|
|
LightsExporter(COLLADASW::StreamWriter *sw): COLLADASW::LibraryLights(sw){}
|
|
void exportLights(Scene *sce)
|
|
{
|
|
openLibrary();
|
|
|
|
forEachLampObjectInScene(sce, *this);
|
|
|
|
closeLibrary();
|
|
}
|
|
void operator()(Object *ob)
|
|
{
|
|
Lamp *la = (Lamp*)ob->data;
|
|
std::string la_name(id_name(ob));
|
|
COLLADASW::Color col(la->r, la->g, la->b);
|
|
|
|
// sun
|
|
if (la->type == LA_SUN) {
|
|
COLLADASW::DirectionalLight cla(mSW, la_name, la->energy);
|
|
cla.setColor(col);
|
|
addLight(cla);
|
|
}
|
|
// hemi
|
|
else if (la->type == LA_HEMI) {
|
|
COLLADASW::AmbientLight cla(mSW, la_name, la->energy);
|
|
cla.setColor(col);
|
|
addLight(cla);
|
|
}
|
|
// spot
|
|
// XXX add other params later
|
|
else if (la->type == LA_SPOT) {
|
|
COLLADASW::SpotLight cla(mSW, la_name, la->energy);
|
|
cla.setColor(col);
|
|
addLight(cla);
|
|
}
|
|
// lamp
|
|
else if (la->type != LA_AREA) {
|
|
COLLADASW::PointLight cla(mSW, la_name, la->energy);
|
|
cla.setColor(col);
|
|
addLight(cla);
|
|
}
|
|
else {
|
|
// XXX write error
|
|
return;
|
|
}
|
|
}
|
|
};
|
|
|
|
// TODO: it would be better to instantiate animations rather than create a new one per object
|
|
// COLLADA allows this through multiple <channel>s in <animation>.
|
|
// For this to work, we need to know objects that use a certain action.
|
|
class AnimationExporter: COLLADASW::LibraryAnimations
|
|
{
|
|
Scene *scene;
|
|
public:
|
|
AnimationExporter(COLLADASW::StreamWriter *sw): COLLADASW::LibraryAnimations(sw) {}
|
|
|
|
void exportAnimations(Scene *sce)
|
|
{
|
|
this->scene = sce;
|
|
|
|
openLibrary();
|
|
|
|
forEachObjectInScene(sce, *this);
|
|
|
|
closeLibrary();
|
|
}
|
|
|
|
// create <animation> for each transform axis
|
|
|
|
float convert_time(float frame) {
|
|
return FRA2TIME(frame);
|
|
}
|
|
|
|
float convert_angle(float angle) {
|
|
return COLLADABU::Math::Utils::radToDegF(angle);
|
|
}
|
|
|
|
std::string get_semantic_suffix(Sampler::Semantic semantic) {
|
|
switch(semantic) {
|
|
case Sampler::INPUT:
|
|
return INPUT_SOURCE_ID_SUFFIX;
|
|
case Sampler::OUTPUT:
|
|
return OUTPUT_SOURCE_ID_SUFFIX;
|
|
case Sampler::INTERPOLATION:
|
|
return INTERPOLATION_SOURCE_ID_SUFFIX;
|
|
case Sampler::IN_TANGENT:
|
|
return INTANGENT_SOURCE_ID_SUFFIX;
|
|
case Sampler::OUT_TANGENT:
|
|
return OUTTANGENT_SOURCE_ID_SUFFIX;
|
|
}
|
|
return "";
|
|
}
|
|
|
|
void add_source_parameters(COLLADASW::SourceBase::ParameterNameList& param,
|
|
Sampler::Semantic semantic, bool rotation, char *axis) {
|
|
switch(semantic) {
|
|
case Sampler::INPUT:
|
|
param.push_back("TIME");
|
|
break;
|
|
case Sampler::OUTPUT:
|
|
if (rotation) {
|
|
param.push_back("ANGLE");
|
|
}
|
|
else {
|
|
param.push_back(axis);
|
|
}
|
|
break;
|
|
case Sampler::IN_TANGENT:
|
|
case Sampler::OUT_TANGENT:
|
|
param.push_back("X");
|
|
param.push_back("Y");
|
|
break;
|
|
}
|
|
}
|
|
|
|
void get_source_values(BezTriple *bezt, Sampler::Semantic semantic, bool rotation, float *values, int *length)
|
|
{
|
|
switch (semantic) {
|
|
case Sampler::INPUT:
|
|
*length = 1;
|
|
values[0] = convert_time(bezt->vec[1][0]);
|
|
break;
|
|
case Sampler::OUTPUT:
|
|
*length = 1;
|
|
if (rotation) {
|
|
values[0] = convert_angle(bezt->vec[1][1]);
|
|
}
|
|
else {
|
|
values[0] = bezt->vec[1][1];
|
|
}
|
|
break;
|
|
case Sampler::IN_TANGENT:
|
|
case Sampler::OUT_TANGENT:
|
|
// XXX
|
|
*length = 2;
|
|
break;
|
|
}
|
|
}
|
|
|
|
std::string create_source(Sampler::Semantic semantic, FCurve *fcu, std::string& anim_id, char *axis_name)
|
|
{
|
|
std::string source_id = anim_id + get_semantic_suffix(semantic);
|
|
|
|
bool is_rotation = !strcmp(fcu->rna_path, "rotation");
|
|
|
|
COLLADASW::FloatSourceF source(mSW);
|
|
source.setId(source_id);
|
|
source.setArrayId(source_id + ARRAY_ID_SUFFIX);
|
|
source.setAccessorCount(fcu->totvert);
|
|
source.setAccessorStride(1);
|
|
|
|
COLLADASW::SourceBase::ParameterNameList ¶m = source.getParameterNameList();
|
|
add_source_parameters(param, semantic, is_rotation, axis_name);
|
|
|
|
source.prepareToAppendValues();
|
|
|
|
for (int i = 0; i < fcu->totvert; i++) {
|
|
float values[3]; // be careful!
|
|
int length;
|
|
|
|
get_source_values(&fcu->bezt[i], semantic, is_rotation, values, &length);
|
|
for (int j = 0; j < length; j++)
|
|
source.appendValues(values[j]);
|
|
}
|
|
|
|
source.finish();
|
|
|
|
return source_id;
|
|
}
|
|
|
|
std::string create_interpolation_source(FCurve *fcu, std::string& anim_id, char *axis_name)
|
|
{
|
|
std::string source_id = anim_id + get_semantic_suffix(Sampler::INTERPOLATION);
|
|
|
|
bool is_rotation = !strcmp(fcu->rna_path, "rotation");
|
|
|
|
COLLADASW::NameSource source(mSW);
|
|
source.setId(source_id);
|
|
source.setArrayId(source_id + ARRAY_ID_SUFFIX);
|
|
source.setAccessorCount(fcu->totvert);
|
|
source.setAccessorStride(1);
|
|
|
|
COLLADASW::SourceBase::ParameterNameList ¶m = source.getParameterNameList();
|
|
param.push_back("INTERPOLATION");
|
|
|
|
source.prepareToAppendValues();
|
|
|
|
for (int i = 0; i < fcu->totvert; i++) {
|
|
// XXX
|
|
source.appendValues(LINEAR_NAME);
|
|
}
|
|
|
|
source.finish();
|
|
|
|
return source_id;
|
|
}
|
|
|
|
std::string get_transform_sid(char *rna_path, char *axis_name)
|
|
{
|
|
if (!strcmp(rna_path, "rotation"))
|
|
return std::string(rna_path) + axis_name;
|
|
|
|
return std::string(rna_path) + "." + axis_name;
|
|
}
|
|
|
|
void add_animation(FCurve *fcu, const char *ob_name)
|
|
{
|
|
static char *axis_names[] = {"X", "Y", "Z"};
|
|
char *axis_name = NULL;
|
|
char c_anim_id[100]; // careful!
|
|
|
|
if (fcu->array_index < 3)
|
|
axis_name = axis_names[fcu->array_index];
|
|
|
|
BLI_snprintf(c_anim_id, sizeof(c_anim_id), "%s.%s.%s", ob_name, fcu->rna_path, axis_names[fcu->array_index]);
|
|
std::string anim_id(c_anim_id);
|
|
|
|
// check rna_path is one of: rotation, scale, location
|
|
|
|
openAnimation(anim_id);
|
|
|
|
// create input source
|
|
std::string input_id = create_source(Sampler::INPUT, fcu, anim_id, axis_name);
|
|
|
|
// create output source
|
|
std::string output_id = create_source(Sampler::OUTPUT, fcu, anim_id, axis_name);
|
|
|
|
// create interpolations source
|
|
std::string interpolation_id = create_interpolation_source(fcu, anim_id, axis_name);
|
|
|
|
std::string sampler_id = anim_id + SAMPLER_ID_SUFFIX;
|
|
COLLADASW::LibraryAnimations::Sampler sampler(sampler_id);
|
|
std::string empty;
|
|
sampler.addInput(Sampler::INPUT, COLLADABU::URI(empty, input_id));
|
|
sampler.addInput(Sampler::OUTPUT, COLLADABU::URI(empty, output_id));
|
|
|
|
// this input is required
|
|
sampler.addInput(Sampler::INTERPOLATION, COLLADABU::URI(empty, interpolation_id));
|
|
|
|
addSampler(sampler);
|
|
|
|
std::string target = std::string(ob_name) + "/" + get_transform_sid(fcu->rna_path, axis_name);
|
|
addChannel(COLLADABU::URI(empty, sampler_id), target);
|
|
|
|
closeAnimation();
|
|
}
|
|
|
|
// called for each exported object
|
|
void operator() (Object *ob)
|
|
{
|
|
if (!ob->adt || !ob->adt->action) return;
|
|
|
|
// XXX this needs to be handled differently?
|
|
if (ob->type == OB_ARMATURE) return;
|
|
|
|
FCurve *fcu = (FCurve*)ob->adt->action->curves.first;
|
|
while (fcu) {
|
|
|
|
if (!strcmp(fcu->rna_path, "location") ||
|
|
!strcmp(fcu->rna_path, "scale") ||
|
|
!strcmp(fcu->rna_path, "rotation")) {
|
|
|
|
add_animation(fcu, ob->id.name);
|
|
}
|
|
|
|
fcu = fcu->next;
|
|
}
|
|
}
|
|
};
|
|
|
|
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);
|
|
// XXX ask blender devs about this?
|
|
asset.setUnit("meter", 1.0);
|
|
asset.setUpAxisType(COLLADASW::Asset::Z_UP);
|
|
asset.add();
|
|
|
|
// <library_cameras>
|
|
CamerasExporter ce(&sw);
|
|
ce.exportCameras(sce);
|
|
|
|
// <library_lights>
|
|
LightsExporter le(&sw);
|
|
le.exportLights(sce);
|
|
|
|
// <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_animations>
|
|
AnimationExporter ae(&sw);
|
|
ae.exportAnimations(sce);
|
|
|
|
// <library_visual_scenes>
|
|
SceneExporter se(&sw);
|
|
se.exportScene(sce);
|
|
|
|
// <scene>
|
|
std::string scene_name(id_name(sce));
|
|
COLLADASW::Scene scene(&sw, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING,
|
|
scene_name));
|
|
scene.add();
|
|
|
|
// close <Collada>
|
|
sw.endDocument();
|
|
|
|
}
|
|
|
|
void DocumentExporter::exportScenes(const char* filename)
|
|
{
|
|
}
|