int exportToFile(const char *fileName, bool swapZY) { String fileNameMesh = String(fileName)+".mesh"; OSFILE *outFile = OSBasics::open(fileNameMesh.c_str(), "wb"); Polycode::Mesh *mesh = new Polycode::Mesh(Mesh::TRI_MESH); addToMesh(mesh, scene, scene->mRootNode, swapZY); mesh->saveToFile(outFile); OSBasics::close(outFile); if(hasWeights) { printf("Mesh has weights, exporting skeleton...\n"); String fileNameSkel = String(fileName)+".skeleton"; ISkeleton *skeleton = new ISkeleton(); for (int n = 0; n < scene->mRootNode->mNumChildren; ++n) { if(scene->mRootNode->mChildren[n]->mNumChildren > 0) { addToISkeleton(skeleton, NULL, scene, scene->mRootNode->mChildren[n]); } } if(scene->HasAnimations()) { printf("Importing animations...\n"); for(int i=0; i < scene->mNumAnimations;i++) { aiAnimation *a = scene->mAnimations[i]; printf("Importing '%s' (%d tracks)\n", a->mName.data, a->mNumChannels); IAnimation *anim = new IAnimation(); anim->tps = a->mTicksPerSecond; anim->name = a->mName.data; anim->numTracks = a->mNumChannels; anim->length = a->mDuration/a->mTicksPerSecond; for(int c=0; c < a->mNumChannels; c++) { aiNodeAnim *nodeAnim = a->mChannels[c]; ITrack *track = new ITrack(); track->nodeAnim = nodeAnim; anim->tracks.push_back(track); } skeleton->addAnimation(anim); } } else { printf("No animations in file...\n"); } skeleton->saveToFile(fileName, swapZY); } else { printf("No weight data, skipping skeleton export...\n"); } delete mesh; return 1; }
int exportToFile(String prefix, bool swapZY, bool addSubmeshes, bool listOnly, bool exportEntity) { Object sceneObject; sceneObject.root.name = "entity"; ObjectEntry *parentEntry = sceneObject.root.addChild("root"); parentEntry->addChild("id", ""); parentEntry->addChild("tags", ""); parentEntry->addChild("type", "Entity"); parentEntry->addChild("cR", "1"); parentEntry->addChild("cG", "1"); parentEntry->addChild("cB", "1"); parentEntry->addChild("cA", "1"); parentEntry->addChild("blendMode", "0"); parentEntry->addChild("sX", 1.0); parentEntry->addChild("sY", 1.0); parentEntry->addChild("sZ", 1.0); parentEntry->addChild("rX", 0.0); parentEntry->addChild("rY", 0.0); parentEntry->addChild("rZ", 0.0); parentEntry->addChild("rW", 1.0); parentEntry->addChild("pX", 0.0); parentEntry->addChild("pY", 0.0); parentEntry->addChild("pZ", 0.0); parentEntry->addChild("bbX", 0.0); parentEntry->addChild("bbY", 0.0); parentEntry->addChild("bbZ", 0.0); ObjectEntry *children = parentEntry->addChild("children"); Polycode::Mesh *mesh = new Polycode::Mesh(Mesh::TRI_MESH); mesh->indexedMesh = true; addToMesh(prefix, mesh, scene, scene->mRootNode, swapZY, addSubmeshes, listOnly, children); if(addSubmeshes) { String fileNameMesh; if(prefix != "") { fileNameMesh = prefix+".mesh"; } else { fileNameMesh = "out.mesh"; } if(listOnly) { printf("%s\n", fileNameMesh.c_str()); } else { OSFILE *outFile = OSBasics::open(fileNameMesh.c_str(), "wb"); mesh->saveToFile(outFile, writeNormals, writeTangents, writeColors, writeBoneWeights, writeUVs, writeSecondaryUVs); OSBasics::close(outFile); } } if(hasWeights) { if(listOnly) { printf("%s.skeleton\n", prefix.c_str()); } else { printf("Mesh has weights, exporting skeleton...\n"); } String fileNameSkel; if(prefix != "") { fileNameSkel = prefix+".skeleton"; } else { fileNameSkel = "out.skeleton"; } ISkeleton *skeleton = new ISkeleton(); for (int n = 0; n < scene->mRootNode->mNumChildren; ++n) { if(scene->mRootNode->mChildren[n]->mNumChildren > 0) { addToISkeleton(skeleton, NULL, scene, scene->mRootNode->mChildren[n]); } } if(scene->HasAnimations()) { printf("Importing animations...\n"); for(int i=0; i < scene->mNumAnimations;i++) { aiAnimation *a = scene->mAnimations[i]; if(listOnly) { printf("%s%s.anim\n", prefix.c_str(), a->mName.data); } else { printf("Importing '%s' (%d tracks)\n", a->mName.data, a->mNumChannels); } IAnimation *anim = new IAnimation(); anim->tps = a->mTicksPerSecond; anim->name = a->mName.data; anim->numTracks = a->mNumChannels; anim->length = a->mDuration/a->mTicksPerSecond; for(int c=0; c < a->mNumChannels; c++) { aiNodeAnim *nodeAnim = a->mChannels[c]; ITrack *track = new ITrack(); track->nodeAnim = nodeAnim; anim->tracks.push_back(track); } skeleton->addAnimation(anim); } } else { printf("No animations in file...\n"); } if(!listOnly) { skeleton->saveToFile(fileNameSkel.c_str(), swapZY); } } else { if(!listOnly) { printf("No weight data, skipping skeleton export...\n"); } } if(!listOnly && exportEntity) { String entityFileName; if(prefix != "") { entityFileName = prefix+".entity"; } else { entityFileName = "out.entity"; } sceneObject.saveToXML(entityFileName); } if(mesh) { delete mesh; } return 1; }