Beispiel #1
0
void CTexelDiffuseMethod::PreGenerate()
{
	const tvector<CConversionMeshInstance*>& apHiRes = m_pGenerator->GetHiResMeshInstances();

	m_aTextures.resize(m_pGenerator->GetScene()->GetNumMaterials());
	for (size_t i = 0; i < m_aTextures.size(); i++)
		m_aTextures[i].m_pclrData = nullptr;

	for (size_t i = 0; i < apHiRes.size(); i++)
	{
		CConversionMeshInstance* pMeshInstance = apHiRes[i];

		for (tmap<size_t, CConversionMaterialMap>::iterator j = pMeshInstance->m_aiMaterialsMap.begin(); j != pMeshInstance->m_aiMaterialsMap.end(); j++)
		{
			size_t iMaterial = pMeshInstance->GetMappedMaterial(j->first)->m_iMaterial;

			if (m_aTextures[iMaterial].m_pclrData)
				continue;

			CConversionMaterial* pMaterial = m_pGenerator->GetScene()->GetMaterial(iMaterial);

			m_aTextures[iMaterial].m_pclrData = CRenderer::LoadTextureData(pMaterial->GetDiffuseTexture(), m_aTextures[iMaterial].m_iWidth, m_aTextures[iMaterial].m_iHeight);
		}
	}
}
Beispiel #2
0
void CAOGenerator::GenerateNodeByTexel(CConversionSceneNode* pNode, raytrace::CRaytracer* pTracer, size_t& iRendered)
{
    for (size_t c = 0; c < pNode->GetNumChildren(); c++)
        GenerateNodeByTexel(pNode->GetChild(c), pTracer, iRendered);

    for (size_t m = 0; m < pNode->GetNumMeshInstances(); m++)
    {
        CConversionMeshInstance* pMeshInstance = pNode->GetMeshInstance(m);
        CConversionMesh* pMesh = pMeshInstance->GetMesh();

        if (!pMesh->GetNumUVs())
            continue;

        for (size_t f = 0; f < pMesh->GetNumFaces(); f++)
        {
            CConversionFace* pFace = pMesh->GetFace(f);

            if (pFace->m != ~0)
            {
                if (!pMeshInstance->GetMappedMaterial(pFace->m)->IsVisible())
                    continue;

                CConversionMaterial* pMaterial = m_pScene->GetMaterial(pMeshInstance->GetMappedMaterial(pFace->m)->m_iMaterial);
                if (pMaterial && !pMaterial->IsVisible())
                    continue;
            }

            tvector<Vector> avecPoints;
            tvector<size_t> aiPoints;
            for (size_t t = 0; t < pFace->GetNumVertices(); t++)
            {
                avecPoints.push_back(pMeshInstance->GetVertex(pFace->GetVertex(t)->v));
                aiPoints.push_back(t);
            }

            while (avecPoints.size() > 3)
            {
                size_t iEar = FindEar(avecPoints);
                size_t iLast = iEar==0?avecPoints.size()-1:iEar-1;
                size_t iNext = iEar==avecPoints.size()-1?0:iEar+1;
                GenerateTriangleByTexel(pMeshInstance, pFace, aiPoints[iLast], aiPoints[iEar], aiPoints[iNext], pTracer, iRendered);
                avecPoints.erase(avecPoints.begin()+iEar);
                aiPoints.erase(aiPoints.begin()+iEar);
                if (m_bStopGenerating)
                    break;
            }
            GenerateTriangleByTexel(pMeshInstance, pFace, aiPoints[0], aiPoints[1], aiPoints[2], pTracer, iRendered);
            if (m_bStopGenerating)
                break;
        }
        if (m_bStopGenerating)
            break;
    }
}
Beispiel #3
0
void CAOGenerator::ShadowMapSetupSceneNode(CConversionSceneNode* pNode, tvector<float>& aflVerts, bool bDepth)
{
    if (!pNode)
        return;

    for (size_t c = 0; c < pNode->GetNumChildren(); c++)
        ShadowMapSetupSceneNode(pNode->GetChild(c), aflVerts, bDepth);

    for (size_t m = 0; m < pNode->GetNumMeshInstances(); m++)
    {
        CConversionMeshInstance* pMeshInstance = pNode->GetMeshInstance(m);
        CConversionMesh* pMesh = pMeshInstance->GetMesh();
        for (size_t f = 0; f < pMesh->GetNumFaces(); f++)
        {
            CConversionFace* pFace = pMesh->GetFace(f);

            if (!bDepth)
            {
                // Allow this in the depth model so that it still projects a shadow, but we don't produce a map for it.
                if (pFace->m != ~0 && pMeshInstance->GetMappedMaterial(pFace->m))
                {
                    if (!pMeshInstance->GetMappedMaterial(pFace->m)->IsVisible())
                        continue;

                    CConversionMaterial* pMaterial = m_pScene->GetMaterial(pMeshInstance->GetMappedMaterial(pFace->m)->m_iMaterial);
                    if (pMaterial && !pMaterial->IsVisible())
                        continue;
                }
            }

            CConversionVertex* pVertex0 = pFace->GetVertex(0);

            for (size_t k = 2; k < pFace->GetNumVertices(); k++)
            {
                CConversionVertex* pVertex1 = pFace->GetVertex(k-1);
                CConversionVertex* pVertex2 = pFace->GetVertex(k);

                AddShadowMapVertex(aflVerts, pMeshInstance->GetVertex(pVertex0->v), pMeshInstance->GetNormal(pVertex0->vn), pMesh->GetUV(pVertex0->vu));
                AddShadowMapVertex(aflVerts, pMeshInstance->GetVertex(pVertex1->v), pMeshInstance->GetNormal(pVertex1->vn), pMesh->GetUV(pVertex1->vu));
                AddShadowMapVertex(aflVerts, pMeshInstance->GetVertex(pVertex2->v), pMeshInstance->GetNormal(pVertex2->vn), pMesh->GetUV(pVertex2->vu));
            }
        }
    }
}
Beispiel #4
0
void CModelConverter::SaveSIA(const tstring& sFilename)
{
	tstring sSIAFileName = tstring(GetDirectory(sFilename).c_str()) + _T("/") + GetFilename(sFilename).c_str() + _T(".sia");

	std::wofstream sFile(convertstring<tchar, char>(sSIAFileName).c_str());
	if (!sFile.is_open())
		return;

	sFile.precision(8);
	sFile.setf(std::ios::fixed, std::ios::floatfield);

	if (m_pWorkListener)
	{
		m_pWorkListener->BeginProgress();
		m_pWorkListener->SetAction(_T("Writing materials..."), 0);
	}

	sFile << _T("-Version 1.0") << std::endl;

	for (size_t i = 0; i < m_pScene->GetNumMaterials(); i++)
	{
		sFile << _T("-Mat") << std::endl;

		CConversionMaterial* pMaterial = m_pScene->GetMaterial(i);

		sFile << "-amb " << pMaterial->m_vecAmbient.x << _T(" ") << pMaterial->m_vecAmbient.y << _T(" ") << pMaterial->m_vecAmbient.z << _T(" 0") << std::endl;
		sFile << "-dif " << pMaterial->m_vecDiffuse.x << _T(" ") << pMaterial->m_vecDiffuse.y << _T(" ") << pMaterial->m_vecDiffuse.z << _T(" 0") << std::endl;
		sFile << "-spec " << pMaterial->m_vecSpecular.x << _T(" ") << pMaterial->m_vecSpecular.y << _T(" ") << pMaterial->m_vecSpecular.z << _T(" 0") << std::endl;
		sFile << "-emis " << pMaterial->m_vecEmissive.x << _T(" ") << pMaterial->m_vecEmissive.y << _T(" ") << pMaterial->m_vecEmissive.z << _T(" 0") << std::endl;
		sFile << "-shin " << pMaterial->m_flShininess << std::endl;
		sFile << "-name \"" << pMaterial->GetName().c_str() << _T("\"") << std::endl;
		if (pMaterial->GetDiffuseTexture().length() > 0)
			sFile << "-tex \"" << pMaterial->GetDiffuseTexture().c_str() << _T("\"") << std::endl;
		sFile << _T("-endMat") << std::endl;
	}

	for (size_t i = 0; i < m_pScene->GetNumMeshes(); i++)
	{
		CConversionMesh* pMesh = m_pScene->GetMesh(i);

		size_t iAddV = pMesh->GetNumVertices();
		size_t iAddE = pMesh->GetNumEdges();
		size_t iAddUV = pMesh->GetNumUVs();
		size_t iAddN = pMesh->GetNumNormals();

		// Find the default scene for this mesh.
		CConversionSceneNode* pScene = NULL;
		for (size_t j = 0; j < m_pScene->GetNumScenes(); j++)
		{
			if (m_pScene->GetScene(j)->GetName() == pMesh->GetName() + _T(".sia"))
			{
				pScene = m_pScene->GetScene(j);
				break;
			}
		}

		tstring sNodeName = pMesh->GetName();

		sFile << _T("-Shape") << std::endl;
		sFile << _T("-snam \"") << sNodeName.c_str() << _T("\"") << std::endl;
		sFile << _T("-shad 0") << std::endl;
		sFile << _T("-shadw 1") << std::endl;

		if (m_pWorkListener)
			m_pWorkListener->SetAction((tstring(_T("Writing ")) + sNodeName + _T(" vertices...")).c_str(), pMesh->GetNumVertices());

		for (size_t iVertices = 0; iVertices < pMesh->GetNumVertices(); iVertices++)
		{
			if (m_pWorkListener)
				m_pWorkListener->WorkProgress(iVertices);

			Vector vecVertex = pMesh->GetVertex(iVertices);
			sFile << _T("-vert ") << vecVertex.x << _T(" ") << vecVertex.y << _T(" ") << vecVertex.z << std::endl;
		}

		if (m_pWorkListener)
			m_pWorkListener->SetAction((tstring(_T("Writing ")) + sNodeName + _T(" edges...")).c_str(), pMesh->GetNumEdges());

		tstring sCreases;

		for (size_t iEdges = 0; iEdges < pMesh->GetNumEdges(); iEdges++)
		{
			if (m_pWorkListener)
				m_pWorkListener->WorkProgress(iEdges);

			CConversionEdge* pEdge = pMesh->GetEdge(iEdges);
			sFile << _T("-edge ") << pEdge->v1 << _T(" ") << pEdge->v2 << std::endl;

			if (pEdge->m_bCreased)
				sCreases += sprintf(tstring(" %d"), iEdges);
		}

		if (sCreases.length())
			sFile << _T("-creas") << sCreases.c_str() << std::endl;

		if (m_pWorkListener)
			m_pWorkListener->SetAction((tstring(_T("Writing ")) + sNodeName + _T(" faces...")).c_str(), pMesh->GetNumFaces());

		size_t iMaterial = 0;

		for (size_t iFaces = 0; iFaces < pMesh->GetNumFaces(); iFaces++)
		{
			if (m_pWorkListener)
				m_pWorkListener->WorkProgress(iFaces);

			CConversionFace* pFace = pMesh->GetFace(iFaces);

			if (iFaces == 0 || iMaterial != pFace->m)
			{
				iMaterial = pFace->m;

				if (iMaterial == ~0)
					sFile << _T("-setmat -1") << std::endl;
				else
				{
					CConversionSceneNode* pNode = m_pScene->GetDefaultSceneMeshInstance(pScene, pMesh, false);

					if (!pNode || pNode->GetNumMeshInstances() != 1)
						sFile << _T("-setmat -1") << std::endl;
					else
					{
						CConversionMaterialMap* pMap = pNode->GetMeshInstance(0)->GetMappedMaterial(iMaterial);
						if (pMap)
							sFile << _T("-setmat -1") << std::endl;
						else
							sFile << _T("-setmat ") << pMap->m_iMaterial << std::endl;
					}
				}
			}

			sFile << _T("-face ") << pFace->GetNumVertices();

			TAssert(pFace->GetNumEdges() == pFace->GetNumVertices());

			for (size_t iVertsInFace = 0; iVertsInFace < pFace->GetNumVertices(); iVertsInFace++)
			{
				CConversionVertex* pVertex = pFace->GetVertex(iVertsInFace);
				CConversionVertex* pNextVertex = pFace->GetVertex((iVertsInFace+1)%pFace->GetNumVertices());

				// Find the edge that heads in a counter-clockwise direction.
				size_t iEdge = ~0;
				for (size_t i = 0; i < pFace->GetNumEdges(); i++)
				{
					size_t iEdgeCandidate = pFace->GetEdge(i);
					CConversionEdge* pEdge = pMesh->GetEdge(iEdgeCandidate);
					if ((pEdge->v1 == pVertex->v && pEdge->v2 == pNextVertex->v) || (pEdge->v2 == pVertex->v && pEdge->v1 == pNextVertex->v))
					{
						iEdge = iEdgeCandidate;
						break;
					}
				}
				TAssert(iEdge != ~0);

				Vector vecUV = pMesh->GetUV(pVertex->vu);
				sFile << _T(" ") << pVertex->v << _T(" ") << iEdge << _T(" ") << vecUV.x << _T(" ") << vecUV.y;
			}

			sFile << std::endl;
		}

		sFile << _T("-axis 0 0.5 0 1 0 0 0 1 0 0 0 1") << std::endl;
		sFile << _T("-mirp 0 0 0 1 0 0") << std::endl;
		sFile << _T("-endShape") << std::endl;
	}

	if (m_pWorkListener)
		m_pWorkListener->EndProgress();
}
Beispiel #5
0
const tchar* CModelConverter::ReadSIAShape(const tchar* pszLine, const tchar* pszEnd, CConversionSceneNode* pScene, bool bCare)
{
	size_t iCurrentMaterial = ~0;

	CConversionMesh* pMesh = NULL;
	CConversionSceneNode* pMeshNode = NULL;
	size_t iAddV = 0;
	size_t iAddE = 0;
	size_t iAddUV = 0;
	size_t iAddN = 0;

	tstring sLastTask;
	tstring sToken;

	const tchar* pszNextLine = NULL;
	while (pszLine < pszEnd)
	{
		if (pszNextLine)
			pszLine = pszNextLine;

		size_t iLineLength = tstrlen(pszLine);
		pszNextLine = pszLine + iLineLength + 1;

		// This code used to call StripWhitespace() but that's too slow for very large files w/ millions of lines.
		// Instead we'll just cut the whitespace off the front and deal with whitespace on the end when we come to it.
		while (*pszLine && IsWhitespace(*pszLine))
			pszLine++;

		if (tstrlen(pszLine) == 0)
			continue;

		const tchar* pszToken = pszLine;

		while (*pszToken && *pszToken != _T(' '))
			pszToken++;

		sToken.reserve(iLineLength);
		sToken.clear();
		sToken.append(pszLine, pszToken-pszLine);
		sToken[pszToken-pszLine] = _T('\0');
		pszToken = sToken.c_str();

		if (!bCare)
		{
			if (tstrncmp(pszToken, _T("-endShape"), 9) == 0)
				return pszNextLine;
			else
				continue;
		}

		if (tstrncmp(pszToken, _T("-snam"), 5) == 0)
		{
			// We name our mesh.
			tstring sName =pszLine+6;
			eastl::vector<tstring> aName;
			tstrtok(sName, aName, _T("\""));	// Strip out the quotation marks.

			if (bCare)
			{
				size_t iMesh = m_pScene->FindMesh(aName[0].c_str());
				if (iMesh == (size_t)~0)
				{
					iMesh = m_pScene->AddMesh(aName[0].c_str());
					pMesh = m_pScene->GetMesh(iMesh);
					pMesh->AddBone(aName[0].c_str());
				}
				else
				{
					pMesh = m_pScene->GetMesh(iMesh);
					iAddV = pMesh->GetNumVertices();
					iAddE = pMesh->GetNumEdges();
					iAddUV = pMesh->GetNumUVs();
					iAddN = pMesh->GetNumNormals();
				}
				// Make sure it exists.
				pMeshNode = m_pScene->GetDefaultSceneMeshInstance(pScene, pMesh);
			}
		}
		else if (tstrncmp(pszToken, _T("-vert"), 5) == 0)
		{
			if (m_pWorkListener)
			{
				if (sLastTask == pszToken)
					m_pWorkListener->WorkProgress(0);
				else
				{
					m_pWorkListener->SetAction(_T("Reading vertex data"), 0);
					sLastTask = tstring(pszToken);
				}
			}

			// A vertex.
			float v[3];
			// scanf is pretty slow even for such a short string due to lots of mallocs.
			const tchar* pszToken = pszLine+5;
			int iDimension = 0;
			while (*pszToken)
			{
				while (pszToken[0] == _T(' '))
					pszToken++;

				v[iDimension++] = (float)stof(pszToken);
				if (iDimension >= 3)
					break;

				while (pszToken[0] != _T(' '))
					pszToken++;
			}
			pMesh->AddVertex(v[0], v[1], v[2]);
		}
		else if (tstrncmp(pszToken, _T("-edge"), 5) == 0)
		{
			if (m_pWorkListener)
			{
				if (sLastTask == pszToken)
					m_pWorkListener->WorkProgress(0);
				else
				{
					m_pWorkListener->SetAction(_T("Reading edge data"), 0);
					sLastTask = tstring(pszToken);
				}
			}

			// An edge. We only need them so we can tell where the creases are, so we can calculate normals properly.
			int e[2];
			// scanf is pretty slow even for such a short string due to lots of mallocs.
			const tchar* pszToken = pszLine+5;
			int iDimension = 0;
			while (*pszToken)
			{
				while (pszToken[0] == _T(' '))
					pszToken++;

				e[iDimension++] = (int)stoi(pszToken);
				if (iDimension >= 2)
					break;

				while (pszToken[0] != _T(' '))
					pszToken++;
			}
			pMesh->AddEdge(e[0]+iAddV, e[1]+iAddV);
		}
		else if (tstrncmp(pszToken, _T("-creas"), 6) == 0)
		{
			// An edge. We only need them so we can tell where the creases are, so we can calculate normals properly.
			tstring sCreases = pszLine+7;
			eastl::vector<tstring> aCreases;
			tstrtok(sCreases, aCreases, _T(" "));

			size_t iCreases = aCreases.size();
			// The first one is the number of creases, skip it
			for (size_t i = 1; i < iCreases; i++)
			{
				int iEdge = stoi(aCreases[i].c_str());
				pMesh->GetEdge(iEdge+iAddE)->m_bCreased = true;
			}
		}
		else if (tstrncmp(pszToken, _T("-setmat"), 7) == 0)
		{
			const tchar* pszMaterial = pszLine+8;
			size_t iNewMaterial = stoi(pszMaterial);

			if (iNewMaterial == (size_t)(-1))
				iCurrentMaterial = ~0;
			else
			{
				CConversionMaterial* pMaterial = m_pScene->GetMaterial(iNewMaterial);
				if (pMaterial)
				{
					iCurrentMaterial = pMesh->FindMaterialStub(pMaterial->GetName());
					if (iCurrentMaterial == (size_t)~0)
					{
						size_t iMaterialStub = pMesh->AddMaterialStub(pMaterial->GetName());
						m_pScene->GetDefaultSceneMeshInstance(pScene, pMesh)->GetMeshInstance(0)->AddMappedMaterial(iMaterialStub, iNewMaterial);
						iCurrentMaterial = iMaterialStub;
					}
				}
				else
					iCurrentMaterial = m_pScene->AddDefaultSceneMaterial(pScene, pMesh, pMesh->GetName());
			}
		}
		else if (tstrncmp(pszToken, _T("-face"), 5) == 0)
		{
			if (m_pWorkListener)
			{
				if (sLastTask == pszToken)
					m_pWorkListener->WorkProgress(0);
				else
				{
					m_pWorkListener->SetAction(_T("Reading polygon data"), 0);
					sLastTask = tstring(pszToken);
				}
			}

			// A face.
			size_t iFace = pMesh->AddFace(iCurrentMaterial);

			if (iFace == 10000)
				pMeshNode->GetMeshInstance(0)->SetVisible(false);

			// scanf is pretty slow even for such a short string due to lots of mallocs.
			const tchar* pszToken = pszLine+6;

			size_t iVerts = stoi(pszToken);

			while (pszToken[0] != _T(' '))
				pszToken++;

			size_t iProcessed = 0;
			while (iProcessed++ < iVerts)
			{
				size_t iVertex = stoi(++pszToken)+iAddV;

				while (pszToken[0] != _T(' '))
					pszToken++;

				size_t iEdge = stoi(++pszToken)+iAddE;

				while (pszToken[0] != _T(' '))
					pszToken++;

				float flU = (float)stof(++pszToken);

				while (pszToken[0] != _T(' '))
					pszToken++;

				float flV = (float)stof(++pszToken);

				size_t iUV = pMesh->AddUV(flU, flV);

				size_t iNormal = pMesh->AddNormal(0, 0, 1);	// For now!

				pMesh->AddVertexToFace(iFace, iVertex, iUV, iNormal);
				pMesh->AddEdgeToFace(iFace, iEdge);

				while (pszToken[0] != _T('\0') && pszToken[0] != _T(' '))
					pszToken++;
			}
		}
		else if (tstrncmp(pszToken, _T("-axis"), 5) == 0)
		{
			// This is the manipulator position and angles. The code below is untested and probably has the elements in the wrong
			// order. We don't support writing yet so no need to load it so I'm not bothering with it now.
		/*	Matrix4x4& m = pMeshNode->m_mManipulator;
			swscanf(sLine.c_str(), _T("-axis %f %f %f %f %f %f %f %f %f"),
				&m.m[0][3], &m.m[1][3], &m.m[2][3],
				&m.m[0][0], &m.m[0][1], &m.m[0][2],	// ?
				&m.m[1][0], &m.m[1][1], &m.m[1][2], // ?
				&m.m[2][0], &m.m[2][1], &m.m[2][2]  // ?
				);*/
		}
		else if (tstrncmp(pszToken, _T("-endShape"), 9) == 0)
		{
			break;
		}
	}

	return pszNextLine;
}
Beispiel #6
0
void CModelConverter::SaveOBJ(const tstring& sFilename)
{
	tstring sMaterialFileName = tstring(GetDirectory(sFilename).c_str()) + _T("/") + GetFilename(sFilename).c_str() + _T(".mtl");

	std::wofstream sMaterialFile(convertstring<tchar, char>(sMaterialFileName).c_str());
	if (!sMaterialFile.is_open())
		return;

	if (m_pWorkListener)
	{
		m_pWorkListener->BeginProgress();
		m_pWorkListener->SetAction(_T("Writing materials file"), 0);
	}

	for (size_t i = 0; i < m_pScene->GetNumMaterials(); i++)
	{
		CConversionMaterial* pMaterial = m_pScene->GetMaterial(i);
		sMaterialFile << "newmtl " << pMaterial->GetName().c_str() << std::endl;
		sMaterialFile << "Ka " << pMaterial->m_vecAmbient.x << _T(" ") << pMaterial->m_vecAmbient.y << _T(" ") << pMaterial->m_vecAmbient.z << std::endl;
		sMaterialFile << "Kd " << pMaterial->m_vecDiffuse.x << _T(" ") << pMaterial->m_vecDiffuse.y << _T(" ") << pMaterial->m_vecDiffuse.z << std::endl;
		sMaterialFile << "Ks " << pMaterial->m_vecSpecular.x << _T(" ") << pMaterial->m_vecSpecular.y << _T(" ") << pMaterial->m_vecSpecular.z << std::endl;
		sMaterialFile << "d " << pMaterial->m_flTransparency << std::endl;
		sMaterialFile << "Ns " << pMaterial->m_flShininess << std::endl;
		sMaterialFile << "illum " << pMaterial->m_eIllumType << std::endl;
		if (pMaterial->GetDiffuseTexture().length() > 0)
			sMaterialFile << "map_Kd " << pMaterial->GetDiffuseTexture().c_str() << std::endl;
		sMaterialFile << std::endl;
	}

	sMaterialFile.close();

	for (size_t i = 0; i < m_pScene->GetNumMeshes(); i++)
	{
		CConversionMesh* pMesh = m_pScene->GetMesh(i);

		// Find the default scene for this mesh.
		CConversionSceneNode* pScene = NULL;
		for (size_t j = 0; j < m_pScene->GetNumScenes(); j++)
		{
			if (m_pScene->GetScene(j)->GetName() == pMesh->GetName() + _T(".obj"))
			{
				pScene = m_pScene->GetScene(j);
				break;
			}
		}

		tstring sNodeName = pMesh->GetName();

		tstring sOBJFilename = tstring(GetDirectory(sFilename).c_str()) + _T("/") + GetFilename(sNodeName).c_str() + _T(".obj");
		tstring sMTLFilename = tstring(GetFilename(sFilename).c_str()) + _T(".mtl");

		if (m_pScene->GetNumMeshes() == 1)
			sOBJFilename = sFilename;

		std::wofstream sOBJFile(convertstring<tchar, char>(sOBJFilename).c_str());
		sOBJFile.precision(8);
		sOBJFile.setf(std::ios::fixed, std::ios::floatfield);

		sOBJFile << _T("mtllib ") << sMTLFilename.c_str() << std::endl;
		sOBJFile << std::endl;

		sOBJFile << _T("o ") << sNodeName.c_str() << std::endl;

		if (m_pWorkListener)
			m_pWorkListener->SetAction((tstring(_T("Writing ")) + sNodeName + _T(" vertices...")).c_str(), pMesh->GetNumVertices());

		for (size_t iVertices = 0; iVertices < pMesh->GetNumVertices(); iVertices++)
		{
			if (m_pWorkListener)
				m_pWorkListener->WorkProgress(iVertices);

			Vector vecVertex = pMesh->GetVertex(iVertices);
			sOBJFile << _T("v ") << vecVertex.x << _T(" ") << vecVertex.y << _T(" ") << vecVertex.z << std::endl;
		}

		if (m_pWorkListener)
			m_pWorkListener->SetAction((tstring(_T("Writing ")) + sNodeName + _T(" normals...")).c_str(), pMesh->GetNumNormals());

		for (size_t iNormals = 0; iNormals < pMesh->GetNumNormals(); iNormals++)
		{
			if (m_pWorkListener)
				m_pWorkListener->WorkProgress(iNormals);

			Vector vecNormal = pMesh->GetNormal(iNormals);
			sOBJFile << _T("vn ") << vecNormal.x << _T(" ") << vecNormal.y << _T(" ") << vecNormal.z << std::endl;
		}

		if (m_pWorkListener)
			m_pWorkListener->SetAction((tstring(_T("Writing ")) + sNodeName + _T(" UVs...")).c_str(), pMesh->GetNumUVs());

		for (size_t iUVs = 0; iUVs < pMesh->GetNumUVs(); iUVs++)
		{
			if (m_pWorkListener)
				m_pWorkListener->WorkProgress(iUVs);

			Vector vecUV = pMesh->GetUV(iUVs);
			sOBJFile << _T("vt ") << vecUV.x << _T(" ") << vecUV.y << std::endl;
		}

		if (m_pWorkListener)
			m_pWorkListener->SetAction((tstring(_T("Writing ")) + sNodeName + _T(" faces...")).c_str(), pMesh->GetNumFaces());

		size_t iLastMaterial = ~0;

		for (size_t iFaces = 0; iFaces < pMesh->GetNumFaces(); iFaces++)
		{
			if (m_pWorkListener)
				m_pWorkListener->WorkProgress(iFaces);

			CConversionFace* pFace = pMesh->GetFace(iFaces);

			if (pFace->m != iLastMaterial)
			{
				iLastMaterial = pFace->m;

				CConversionSceneNode* pNode = m_pScene->GetDefaultSceneMeshInstance(pScene, pMesh, false);
				if (!pNode || pNode->GetNumMeshInstances() != 1)
					sOBJFile << "usemtl " << iLastMaterial << std::endl;
				else
				{
					CConversionMaterialMap* pMap = pNode->GetMeshInstance(0)->GetMappedMaterial(iLastMaterial);
					if (!pMap)
						sOBJFile << "usemtl " << iLastMaterial << std::endl;
					else
						sOBJFile << "usemtl " << m_pScene->GetMaterial(pMap->m_iMaterial)->GetName().c_str() << std::endl;
				}
			}

			sOBJFile << _T("f");
			for (size_t iVertsInFace = 0; iVertsInFace < pFace->GetNumVertices(); iVertsInFace++)
			{
				CConversionVertex* pVertex = pFace->GetVertex(iVertsInFace);
				sOBJFile << _T(" ") << pVertex->v+1 << _T("/") << pVertex->vu+1 << _T("/") << pVertex->vn+1;
			}
			sOBJFile << std::endl;
		}

		sOBJFile << std::endl;

		sOBJFile.close();
	}

	if (m_pWorkListener)
		m_pWorkListener->EndProgress();
}
Beispiel #7
0
void CTexelGenerator::Generate()
{
	for (size_t i = 0; i < m_apMethods.size(); i++)
		m_apMethods[i]->PreGenerate();

	if (m_pWorkListener)
	{
		m_pWorkListener->BeginProgress();
		m_pWorkListener->SetAction("Building tree", 0);
	}

	if (SMAKWindow())
		SMAKWindow()->ClearDebugLines();

	memset(&m_abTexelMask[0], 0, m_iWidth*m_iHeight*sizeof(bool));

	m_bIsGenerating = true;
	m_bStopGenerating = false;
	m_bDoneGenerating = false;

	raytrace::CRaytracer* pTracer = NULL;

	pTracer = new raytrace::CRaytracer(m_pScene);

	for (size_t	m = 0; m < m_apHiRes.size(); m++)
		pTracer->AddMeshInstance(m_apHiRes[m]);

	pTracer->BuildTree();

	m_pWorkParallelizer = new CParallelizer((JobCallback)::ComputeAtTexel);
	m_pWorkParallelizer->Start();

	float flTotalArea = 0;

	for (size_t m = 0; m < m_pScene->GetNumMeshes(); m++)
	{
		CConversionMesh* pMesh = m_pScene->GetMesh(m);
		for (size_t f = 0; f < pMesh->GetNumFaces(); f++)
		{
			CConversionFace* pFace = pMesh->GetFace(f);
			flTotalArea += pFace->GetUVArea();
		}
	}

	if (m_pWorkListener)
		m_pWorkListener->SetAction("Dispatching jobs", (size_t)(flTotalArea*m_iWidth*m_iHeight));

	size_t iRendered = 0;

	tvector<Vector> avecPoints;
	tvector<size_t> aiPoints;

	for (size_t i = 0; i < m_apLoRes.size(); i++)
	{
		CConversionMeshInstance* pMeshInstance = m_apLoRes[i];

		if (!pMeshInstance->GetMesh()->GetNumUVs())
			continue;

		for (size_t f = 0; f < pMeshInstance->GetMesh()->GetNumFaces(); f++)
		{
			CConversionFace* pFace = pMeshInstance->GetMesh()->GetFace(f);

			if (pFace->m != ~0)
			{
				if (!pMeshInstance->GetMappedMaterial(pFace->m)->IsVisible())
					continue;

				CConversionMaterial* pMaterial = m_pScene->GetMaterial(pMeshInstance->GetMappedMaterial(pFace->m)->m_iMaterial);
				if (pMaterial && !pMaterial->IsVisible())
					continue;
			}

			avecPoints.clear();
			aiPoints.clear();
			for (size_t t = 0; t < pFace->GetNumVertices(); t++)
			{
				avecPoints.push_back(pMeshInstance->GetVertex(pFace->GetVertex(t)->v));
				aiPoints.push_back(t);
			}

			while (avecPoints.size() > 3)
			{
				size_t iEar = FindEar(avecPoints);
				size_t iLast = iEar==0?avecPoints.size()-1:iEar-1;
				size_t iNext = iEar==avecPoints.size()-1?0:iEar+1;
				GenerateTriangleByTexel(pMeshInstance, pFace, aiPoints[iLast], aiPoints[iEar], aiPoints[iNext], pTracer, iRendered);
				avecPoints.erase(avecPoints.begin()+iEar);
				aiPoints.erase(aiPoints.begin()+iEar);
				if (m_bStopGenerating)
					break;
			}
			GenerateTriangleByTexel(pMeshInstance, pFace, aiPoints[0], aiPoints[1], aiPoints[2], pTracer, iRendered);
			if (m_bStopGenerating)
				break;
		}
		if (m_bStopGenerating)
			break;
	}

	m_pWorkParallelizer->FinishJobs();

	if (m_pWorkListener)
		m_pWorkListener->SetAction("Rendering", m_pWorkParallelizer->GetJobsTotal());

	while (true)
	{
		if (m_pWorkParallelizer->AreAllJobsDone())
			break;

		if (m_pWorkListener)
			m_pWorkListener->WorkProgress(m_pWorkParallelizer->GetJobsDone());

		if (m_bStopGenerating)
			break;
	}

	delete m_pWorkParallelizer;

	delete pTracer;

	for (size_t i = 0; i < m_apMethods.size(); i++)
		m_apMethods[i]->PostGenerate();

	if (!m_bStopGenerating)
		m_bDoneGenerating = true;
	m_bIsGenerating = false;

	// One last call to let them know we're done.
	if (m_pWorkListener)
		m_pWorkListener->EndProgress();
}
Beispiel #8
0
const tchar* CModelConverter::ReadSIAShape(const tchar* pszLine, const tchar* pszEnd, CConversionSceneNode* pScene, bool bCare)
{
	size_t iCurrentMaterial = ~0;

	CConversionMesh* pMesh = NULL;
	CConversionSceneNode* pMeshNode = NULL;
	size_t iAddV = 0;
	size_t iAddE = 0;
	size_t iAddUV = 0;
	size_t iAddN = 0;

	tstring sLastTask;
	tstring sToken;

	const tchar* pszNextLine = NULL;
	while (pszLine < pszEnd)
	{
		if (pszNextLine)
			pszLine = pszNextLine;

		size_t iLineLength = tstrlen(pszLine);
		pszNextLine = pszLine + iLineLength + 1;

		// This code used to call StripWhitespace() but that's too slow for very large files w/ millions of lines.
		// Instead we'll just cut the whitespace off the front and deal with whitespace on the end when we come to it.
		while (*pszLine && IsWhitespace(*pszLine))
			pszLine++;

		if (tstrlen(pszLine) == 0)
			continue;

		const tchar* pszToken = pszLine;

		while (*pszToken && *pszToken != ' ')
			pszToken++;

		sToken.reserve(iLineLength);
		sToken.clear();
		sToken.append(pszLine, pszToken-pszLine);
		pszToken = sToken.c_str();

		if (!bCare)
		{
			if (tstrncmp(pszToken, "-endShape", 9) == 0)
				return pszNextLine;
			else
				continue;
		}

		if (tstrncmp(pszToken, "-snam", 5) == 0)
		{
			// We name our mesh.
			tstring sName =pszLine+6;
			tvector<tstring> aName;
			tstrtok(sName, aName, "\"");	// Strip out the quotation marks.

			if (bCare)
			{
				size_t iMesh = m_pScene->FindMesh(aName[0].c_str());
				if (iMesh == (size_t)~0)
				{
					iMesh = m_pScene->AddMesh(aName[0].c_str());
					pMesh = m_pScene->GetMesh(iMesh);
					pMesh->AddBone(aName[0].c_str());
				}
				else
				{
					pMesh = m_pScene->GetMesh(iMesh);
					iAddV = pMesh->GetNumVertices();
					iAddE = pMesh->GetNumEdges();
					iAddUV = pMesh->GetNumUVs();
					iAddN = pMesh->GetNumNormals();
				}
				// Make sure it exists.
				pMeshNode = m_pScene->GetDefaultSceneMeshInstance(pScene, pMesh);
			}
		}
		else if (tstrncmp(pszToken, "-vert", 5) == 0)
		{
			if (m_pWorkListener)
			{
				if (sLastTask == pszToken)
					m_pWorkListener->WorkProgress(0);
				else
				{
					m_pWorkListener->SetAction("Reading vertex data", 0);
					sLastTask = tstring(pszToken);
				}
			}

			// A vertex.
			float v[3];
			// scanf is pretty slow even for such a short string due to lots of mallocs.
			const tchar* pszToken = pszLine+5;
			int iDimension = 0;
			while (*pszToken)
			{
				while (pszToken[0] == ' ')
					pszToken++;

				v[iDimension++] = (float)stof(pszToken);
				if (iDimension >= 3)
					break;

				while (pszToken[0] != ' ')
					pszToken++;
			}
			pMesh->AddVertex(v[0], v[1], v[2]);
		}
		else if (tstrncmp(pszToken, "-edge", 5) == 0)
		{
			if (m_pWorkListener)
			{
				if (sLastTask == pszToken)
					m_pWorkListener->WorkProgress(0);
				else
				{
					m_pWorkListener->SetAction("Reading edge data", 0);
					sLastTask = tstring(pszToken);
				}
			}

			// An edge. We only need them so we can tell where the creases are, so we can calculate normals properly.
			int e[2];
			// scanf is pretty slow even for such a short string due to lots of mallocs.
			const tchar* pszToken = pszLine+5;
			int iDimension = 0;
			while (*pszToken)
			{
				while (pszToken[0] == ' ')
					pszToken++;

				e[iDimension++] = (int)stoi(pszToken);
				if (iDimension >= 2)
					break;

				while (pszToken[0] != ' ')
					pszToken++;
			}
			pMesh->AddEdge(e[0]+iAddV, e[1]+iAddV);
		}
		else if (tstrncmp(pszToken, "-creas", 6) == 0)
		{
			// An edge. We only need them so we can tell where the creases are, so we can calculate normals properly.
			tstring sCreases = pszLine+7;
			tvector<tstring> aCreases;
			tstrtok(sCreases, aCreases, " ");

			size_t iCreases = aCreases.size();
			// The first one is the number of creases, skip it
			for (size_t i = 1; i < iCreases; i++)
			{
				int iEdge = stoi(aCreases[i].c_str());
				pMesh->GetEdge(iEdge+iAddE)->m_bCreased = true;
			}
		}
		else if (tstrncmp(pszToken, "-setmat", 7) == 0)
		{
			const tchar* pszMaterial = pszLine+8;
			size_t iNewMaterial = stoi(pszMaterial);

			if (iNewMaterial == (size_t)(-1))
				iCurrentMaterial = ~0;
			else
			{
				CConversionMaterial* pMaterial = m_pScene->GetMaterial(iNewMaterial);
				if (pMaterial)
				{
					iCurrentMaterial = pMesh->FindMaterialStub(pMaterial->GetName());
					if (iCurrentMaterial == (size_t)~0)
					{
						size_t iMaterialStub = pMesh->AddMaterialStub(pMaterial->GetName());
						m_pScene->GetDefaultSceneMeshInstance(pScene, pMesh)->GetMeshInstance(0)->AddMappedMaterial(iMaterialStub, iNewMaterial);
						iCurrentMaterial = iMaterialStub;
					}
				}
				else
					iCurrentMaterial = m_pScene->AddDefaultSceneMaterial(pScene, pMesh, pMesh->GetName());
			}
		}
		else if (tstrncmp(pszToken, "-face", 5) == 0)
		{
			if (m_pWorkListener)
			{
				if (sLastTask == pszToken)
					m_pWorkListener->WorkProgress(0);
				else
				{
					m_pWorkListener->SetAction("Reading polygon data", 0);
					sLastTask = tstring(pszToken);
				}
			}

			// A face.
			size_t iFace = pMesh->AddFace(iCurrentMaterial);

			// scanf is pretty slow even for such a short string due to lots of mallocs.
			const tchar* pszToken = pszLine+6;

			size_t iVerts = stoi(pszToken);

			while (pszToken[0] != ' ')
				pszToken++;

			size_t iProcessed = 0;
			while (iProcessed++ < iVerts)
			{
				size_t iVertex = stoi(++pszToken)+iAddV;

				while (pszToken[0] != ' ')
					pszToken++;

				size_t iEdge = stoi(++pszToken)+iAddE;

				while (pszToken[0] != ' ')
					pszToken++;

				float flU = (float)stof(++pszToken);

				while (pszToken[0] != ' ')
					pszToken++;

				float flV = (float)stof(++pszToken);

				size_t iUV = pMesh->AddUV(flU, flV);

				size_t iNormal = pMesh->AddNormal(0, 0, 1);	// For now!

				pMesh->AddVertexToFace(iFace, iVertex, iUV, iNormal);
				pMesh->AddEdgeToFace(iFace, iEdge);

				while (pszToken[0] != '\0' && pszToken[0] != ' ')
					pszToken++;
			}
		}
		else if (tstrncmp(pszToken, "-axis", 5) == 0)
		{
			// Object's transformations. Format is translation x y z, forward base vector x y z, then up vector and right vector.
			// Y is up.
			Matrix4x4 m;
			sscanf(pszLine, "-axis %f %f %f %f %f %f %f %f %f %f %f %f",
				&m.m[3][0], &m.m[3][1], &m.m[3][2],
				&m.m[0][0], &m.m[0][1], &m.m[0][2],
				&m.m[1][0], &m.m[1][1], &m.m[1][2],
				&m.m[2][0], &m.m[2][1], &m.m[2][2]);

			Matrix4x4 mGlobalToLocal = m.InvertedRT();

			// Unfortunately Silo stores all vertex data in global coordinates so we need to move them to the local frame first.
			size_t iVerts = pMesh->GetNumVertices();
			for (size_t i = 0; i < iVerts; i++)
				pMesh->m_aVertices[i] = mGlobalToLocal * pMesh->m_aVertices[i];

			pMeshNode->m_mTransformations = m;
		}
		else if (tstrncmp(pszToken, "-endShape", 9) == 0)
		{
			break;
		}
	}

	return pszNextLine;
}
Beispiel #9
0
void CModelConverter::SaveDAE(const tstring& sFilename)
{
	if (m_pWorkListener)
		m_pWorkListener->BeginProgress();

	FCollada::Initialize();

	FCDocument* pDoc = FCollada::NewTopDocument();

	FCDocumentTools::StandardizeUpAxisAndLength(pDoc, FMVector3(0, 1, 0));

	FCDAsset* pAsset = pDoc->GetAsset();
	FCDAssetContributor* pContributor = pAsset->AddContributor();
	pContributor->SetAuthoringTool(fstring_literal("Created by SMAK using FCollada"));

	FCDMaterialLibrary* pMatLib = pDoc->GetMaterialLibrary();

	if (m_pWorkListener)
		m_pWorkListener->SetAction("Saving materials", m_pScene->GetNumMaterials());

	for (size_t iMaterial = 0; iMaterial < m_pScene->GetNumMaterials(); iMaterial++)
	{
		CConversionMaterial* pConversionMaterial = m_pScene->GetMaterial(iMaterial);

		FCDMaterial* pColladaMaterial = pMatLib->AddEntity();
		pColladaMaterial->SetName(convert_to_fstring(pConversionMaterial->GetName()));
		FCDEffect* pEffect = pMatLib->GetDocument()->GetEffectLibrary()->AddEntity();
		pColladaMaterial->SetEffect(pEffect);
		FCDEffectProfile* pEffectProfile = pEffect->AddProfile(FUDaeProfileType::COMMON);

		pEffect->SetName(convert_to_fstring(pConversionMaterial->GetName()));

		FCDEffectStandard* pStandardProfile = dynamic_cast<FCDEffectStandard*>(pEffectProfile);
		if (pStandardProfile)
		{
			pStandardProfile->SetLightingType(FCDEffectStandard::PHONG);
			pStandardProfile->SetAmbientColor(FMVector4(FMVector3((float*)pConversionMaterial->m_vecAmbient), 1));
			pStandardProfile->SetDiffuseColor(FMVector4(FMVector3((float*)pConversionMaterial->m_vecDiffuse), 1));
			pStandardProfile->SetSpecularColor(FMVector4(FMVector3((float*)pConversionMaterial->m_vecSpecular), 1));
			pStandardProfile->SetEmissionColor(FMVector4(FMVector3((float*)pConversionMaterial->m_vecEmissive), 1));
			pStandardProfile->SetShininess(pConversionMaterial->m_flShininess);
		}

		if (pConversionMaterial->GetDiffuseTexture().length())
		{
			FCDEffectParameter* pEffectParameterSampler = pEffectProfile->AddEffectParameter(FCDEffectParameter::SAMPLER);
			FCDEffectParameter* pEffectParameterSurface = pEffectProfile->AddEffectParameter(FCDEffectParameter::SURFACE);
			FCDEffectParameterSampler* pSampler = dynamic_cast<FCDEffectParameterSampler*>(pEffectParameterSampler);
			FCDEffectParameterSurface* pSurface = dynamic_cast<FCDEffectParameterSurface*>(pEffectParameterSurface);
			FCDImage* pSurfaceImage = pMatLib->GetDocument()->GetImageLibrary()->AddEntity();

			pSurfaceImage->SetFilename(convert_to_fstring(pConversionMaterial->GetDiffuseTexture()));

			pSurface->SetInitMethod(new FCDEffectParameterSurfaceInitFrom());
			pSurface->AddImage(pSurfaceImage);
			pSurface->SetReference((pConversionMaterial->GetName() + "-surface").c_str());

			pSampler->SetSurface(pSurface);
		}

		if (m_pWorkListener)
			m_pWorkListener->WorkProgress(iMaterial);
	}

	if (m_pWorkListener)
		m_pWorkListener->SetAction("Saving geometry", m_pScene->GetNumMeshes());

	FCDGeometryLibrary* pGeoLib = pDoc->GetGeometryLibrary();

	for (size_t i = 0; i < m_pScene->GetNumMeshes(); ++i)
	{
		CConversionMesh* pConversionMesh = m_pScene->GetMesh(i);

		FCDGeometry* pGeometry = pGeoLib->AddEntity();
		pGeometry->SetName(convert_to_fstring(pConversionMesh->GetName()));
		pGeometry->CreateMesh();
		FCDGeometryMesh* pMesh = pGeometry->GetMesh();

		FCDGeometrySource* pPositionSource = pMesh->AddSource(FUDaeGeometryInput::POSITION);
		pPositionSource->SetName(convert_to_fstring(pConversionMesh->GetName() + "-position"));
		pPositionSource->SetStride(3);
		pPositionSource->SetValueCount(pConversionMesh->GetNumVertices());
		for (size_t j = 0; j < pConversionMesh->GetNumVertices(); j++)
			pPositionSource->SetValue(j, pConversionMesh->GetVertex(j));

		pMesh->AddVertexSource(pPositionSource);

		FCDGeometrySource* pNormalSource = pMesh->AddSource(FUDaeGeometryInput::NORMAL);
		pNormalSource->SetName(convert_to_fstring(pConversionMesh->GetName() + "-normal"));
		pNormalSource->SetStride(3);
		pNormalSource->SetValueCount(pConversionMesh->GetNumNormals());
		for (size_t j = 0; j < pConversionMesh->GetNumNormals(); j++)
			pNormalSource->SetValue(j, pConversionMesh->GetNormal(j));

		FCDGeometrySource* pUVSource = NULL;
		if (pConversionMesh->GetNumUVs())
		{
			pUVSource = pMesh->AddSource(FUDaeGeometryInput::TEXCOORD);
			pUVSource->SetName(convert_to_fstring(pConversionMesh->GetName() + "-texcoord"));
			pUVSource->SetStride(2);
			pUVSource->SetValueCount(pConversionMesh->GetNumUVs());
			for (size_t j = 0; j < pConversionMesh->GetNumUVs(); j++)
				pUVSource->SetValue(j, pConversionMesh->GetUV(j));
		}

		for (size_t iMaterials = 0; iMaterials < pConversionMesh->GetNumMaterialStubs(); iMaterials++)
		{
			CConversionMaterialStub* pStub = pConversionMesh->GetMaterialStub(iMaterials);

			FCDGeometryPolygons* pPolygons = pMesh->AddPolygons();
			pPolygons->SetMaterialSemantic(convert_to_fstring(pStub->GetName()));
			pPolygons->AddInput(pPositionSource, 0);
			pPolygons->AddInput(pNormalSource, 1);
			if (pConversionMesh->GetNumUVs())
				pPolygons->AddInput(pUVSource, 2);

			FCDGeometryPolygonsInput* pPositionInput = pPolygons->FindInput(pPositionSource);
			FCDGeometryPolygonsInput* pNormalInput = pPolygons->FindInput(pNormalSource);
			FCDGeometryPolygonsInput* pUVInput = pPolygons->FindInput(pUVSource);

			for (size_t iFace = 0; iFace < pConversionMesh->GetNumFaces(); iFace++)
			{
				CConversionFace* pFace = pConversionMesh->GetFace(iFace);

				if (pFace->m != iMaterials)
					continue;

				pPolygons->AddFaceVertexCount(pFace->GetNumVertices());
				for (size_t iVertex = 0; iVertex < pFace->GetNumVertices(); iVertex++)
				{
					pPositionInput->AddIndex(pFace->GetVertex(iVertex)->v);
					pNormalInput->AddIndex(pFace->GetVertex(iVertex)->vn);
					if (pConversionMesh->GetNumUVs())
						pUVInput->AddIndex(pFace->GetVertex(iVertex)->vu);
				}
			}
		}

		if (m_pWorkListener)
			m_pWorkListener->WorkProgress(i);
	}

	if (m_pWorkListener)
		m_pWorkListener->SetAction("Saving scenes", m_pScene->GetNumScenes());

	FCDVisualSceneNodeLibrary* pVisualScenes = pDoc->GetVisualSceneLibrary();
	for (size_t i = 0; i < m_pScene->GetNumScenes(); ++i)
	{
		FCDSceneNode* pNode = pVisualScenes->AddEntity();

		SaveDAEScene(pNode, m_pScene->GetScene(i));

		if (m_pWorkListener)
			m_pWorkListener->WorkProgress(i);
	}

	if (m_pWorkListener)
		m_pWorkListener->SetAction("Writing to disk...", 0);

	FCollada::SaveDocument(pDoc, convert_to_fstring(sFilename));

	pDoc->Release();

	FCollada::Release();

	if (m_pWorkListener)
		m_pWorkListener->EndProgress();
}