184 lines
7.7 KiB
C++
184 lines
7.7 KiB
C++
// Copyright (C) 2002-2011 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __IRR_C_COLLADA_MESH_WRITER_H_INCLUDED__
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#define __IRR_C_COLLADA_MESH_WRITER_H_INCLUDED__
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#include "IColladaMeshWriter.h"
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#include "S3DVertex.h"
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#include "irrMap.h"
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#include "IVideoDriver.h"
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namespace irr
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{
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namespace io
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{
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class IXMLWriter;
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class IFileSystem;
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}
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namespace scene
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{
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//! Callback interface for properties which can be used to influence collada writing
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// (Implementer note: keep namespace labels here to make it easier for users copying this one)
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class CColladaMeshWriterProperties : public virtual IColladaMeshWriterProperties
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{
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public:
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//! Which lighting model should be used in the technique (FX) section when exporting effects (materials)
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virtual irr::scene::E_COLLADA_TECHNIQUE_FX getTechniqueFx(const irr::video::SMaterial& material) const;
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//! Which texture index should be used when writing the texture of the given sampler color.
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virtual irr::s32 getTextureIdx(const irr::video::SMaterial & material, irr::scene::E_COLLADA_COLOR_SAMPLER cs) const;
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//! Return which color from Irrlicht should be used for the color requested by collada
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virtual irr::scene::E_COLLADA_IRR_COLOR getColorMapping(const irr::video::SMaterial & material, irr::scene::E_COLLADA_COLOR_SAMPLER cs) const;
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//! Return custom colors for certain color types requested by collada.
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virtual irr::video::SColor getCustomColor(const irr::video::SMaterial & material, irr::scene::E_COLLADA_COLOR_SAMPLER cs) const;
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//! Return the settings for transparence
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virtual irr::scene::E_COLLADA_TRANSPARENT_FX getTransparentFx(const irr::video::SMaterial& material) const;
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//! Transparency value for that material.
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virtual irr::f32 getTransparency(const irr::video::SMaterial& material) const;
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//! Reflectivity value for that material
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virtual irr::f32 getReflectivity(const irr::video::SMaterial& material) const;
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//! Return index of refraction for that material
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virtual irr::f32 getIndexOfRefraction(const irr::video::SMaterial& material) const;
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//! Should node be used in scene export? By default all visible nodes are exported.
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virtual bool isExportable(const irr::scene::ISceneNode * node) const;
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//! Return the mesh for the given nod. If it has no mesh or shouldn't export it's mesh return 0.
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virtual irr::scene::IMesh* getMesh(irr::scene::ISceneNode * node);
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};
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//! class to write meshes, implementing a COLLADA (.dae, .xml) writer
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/** This writer implementation has been originally developed for irrEdit and then
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merged out to the Irrlicht Engine */
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class CColladaMeshWriter : public IColladaMeshWriter
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{
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public:
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CColladaMeshWriter(ISceneManager * smgr, video::IVideoDriver* driver, io::IFileSystem* fs);
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virtual ~CColladaMeshWriter();
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//! Returns the type of the mesh writer
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virtual EMESH_WRITER_TYPE getType() const;
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//! writes a scene starting with the given node
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virtual bool writeScene(io::IWriteFile* file, scene::ISceneNode* root);
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//! writes a mesh
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virtual bool writeMesh(io::IWriteFile* file, scene::IMesh* mesh, s32 flags=EMWF_NONE);
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protected:
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bool hasSecondTextureCoordinates(video::E_VERTEX_TYPE type) const;
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inline irr::core::stringw toString(const irr::core::vector3df& vec) const;
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inline irr::core::stringw uvToString(const irr::core::vector2df& vec) const;
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inline irr::core::stringw toString(const irr::core::vector2df& vec) const;
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inline irr::core::stringw toString(const irr::video::SColorf& colorf, bool writeAlpha=true) const;
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inline irr::core::stringw toString(const irr::video::ECOLOR_FORMAT format) const;
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inline irr::core::stringw toString(const irr::video::E_TEXTURE_CLAMP clamp) const;
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inline irr::core::stringw toString(const irr::scene::E_COLLADA_TRANSPARENT_FX opaque) const;
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inline irr::core::stringw toRef(const irr::core::stringw& source) const;
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irr::core::stringw uniqueNameForMesh(const scene::IMesh* mesh) const;
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irr::core::stringw uniqueNameForLight(const scene::ISceneNode* lightNode) const;
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irr::core::stringw uniqueNameForNode(const scene::ISceneNode* node) const;
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irr::core::stringw minTexfilterToString(bool bilinear, bool trilinear) const;
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irr::core::stringw magTexfilterToString(bool bilinear, bool trilinear) const;
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irr::core::stringw pathToNCName(const irr::io::path& path) const;
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irr::core::stringw pathToURI(const irr::io::path& path) const;
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inline bool isXmlNameStartChar(wchar_t c) const;
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inline bool isXmlNameChar(wchar_t c) const;
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s32 getCheckedTextureIdx(const video::SMaterial & material, E_COLLADA_COLOR_SAMPLER cs);
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video::SColor getColorMapping(const video::SMaterial & material, E_COLLADA_COLOR_SAMPLER cs, E_COLLADA_IRR_COLOR colType);
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void writeAsset();
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void makeMeshNames(irr::scene::ISceneNode * node);
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void writeNodeMaterials(irr::scene::ISceneNode * node);
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void writeNodeEffects(irr::scene::ISceneNode * node);
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void writeNodeLights(irr::scene::ISceneNode * node);
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void writeNodeGeometries(irr::scene::ISceneNode * node);
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void writeSceneNode(irr::scene::ISceneNode * node);
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void writeMeshMaterials(const irr::core::stringw& meshname, scene::IMesh* mesh);
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void writeMeshEffects(const irr::core::stringw& meshname, scene::IMesh* mesh);
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void writeMaterialEffect(const irr::core::stringw& meshname, const irr::core::stringw& materialname, const video::SMaterial & material);
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void writeMeshGeometry(const irr::core::stringw& meshname, scene::IMesh* mesh);
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void writeMeshInstanceGeometry(const irr::core::stringw& meshname, scene::IMesh* mesh);
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void writeLightInstance(const irr::core::stringw& lightName);
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void writeLibraryImages();
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void writeColorFx(const irr::core::stringw& meshname, const video::SMaterial & material, const wchar_t * colorname, E_COLLADA_COLOR_SAMPLER cs, const wchar_t* attr1Name=0, const wchar_t* attr1Value=0);
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void writeAmbientLightElement(const video::SColorf & col);
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void writeColorElement(const video::SColor & col, bool writeAlpha=true);
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void writeColorElement(const video::SColorf & col, bool writeAlpha=true);
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void writeTextureSampler(const irr::core::stringw& meshname, s32 textureIdx);
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void writeFxElement(const irr::core::stringw& meshname, const video::SMaterial & material, E_COLLADA_TECHNIQUE_FX techFx);
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void writeFloatElement(irr::f32 value);
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void writeRotateElement(const irr::core::vector3df& axis, irr::f32 angle);
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void writeScaleElement(const irr::core::vector3df& scale);
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void writeTranslateElement(const irr::core::vector3df& translate);
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struct SComponentGlobalStartPos
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{
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SComponentGlobalStartPos() : PosStartIndex(-1), PosLastIndex(-1),
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NormalStartIndex(-1), NormalLastIndex(-1),
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TCoord0StartIndex(-1), TCoord0LastIndex(-1),
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TCoord1StartIndex(-1), TCoord1LastIndex(-1)
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{ }
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s32 PosStartIndex;
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s32 PosLastIndex;
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s32 NormalStartIndex;
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s32 NormalLastIndex;
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s32 TCoord0StartIndex;
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s32 TCoord0LastIndex;
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s32 TCoord1StartIndex;
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s32 TCoord1LastIndex;
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};
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io::IFileSystem* FileSystem;
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video::IVideoDriver* VideoDriver;
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io::IXMLWriter* Writer;
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core::array<video::ITexture*> LibraryImages;
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io::path Directory;
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struct ColladaMesh
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{
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ColladaMesh() : MaterialWritten(false), EffectWritten(false), GeometryWritten(false)
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{
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}
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irr::core::stringw Name;
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bool MaterialWritten;
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bool EffectWritten;
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bool GeometryWritten;
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};
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typedef core::map<IMesh*, ColladaMesh>::Node MeshNode;
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core::map<IMesh*, ColladaMesh> Meshes;
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struct ColladaLight
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{
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ColladaLight() {}
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irr::core::stringw Name;
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};
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typedef core::map<ISceneNode*, ColladaLight>::Node LightNode;
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core::map<ISceneNode*, ColladaLight> LightNodes;
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};
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} // end namespace
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} // end namespace
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#endif
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