예제 #1
0
void SE_Camera::rotateLocal(float angle, SE_AXIS_TYPE axis)
{
    SE_Quat q;
    switch(axis)
    {
    case SE_AXIS_X:
        q.set(angle, SE_Vector3f(1, 0, 0));
        break;
    case SE_AXIS_Y:
        q.set(angle, SE_Vector3f(0, 1, 0));
        break;
    case SE_AXIS_Z:
        q.set(angle, SE_Vector3f(0, 0, 1));
        break;
    }
    return rotateLocal(q);
}
예제 #2
0
void SE_BipedController::createBoneToWorldMatrix(int frameindex)
{

    //per frame refresh;
    mAfterTransformMatrixToWorld.clear();    

    for(int i = 0; i < oneBipAnimation.size(); ++i)
    {
        SE_Biped * bip = oneBipAnimation[i];

        SE_Matrix4f transform;        

        if(bip->animationInfo.size() == 0)
        {
            transform.identity();            
        }
        else
        {
            SE_Quat worldR = bip->animationInfo[frameindex]->rotateQ;
            SE_Vector3f worldT = bip->animationInfo[frameindex]->translate;
            SE_Vector3f worldS = bip->animationInfo[frameindex]->scale;
            
            //not use scale
            transform.set(worldR.toMatrix3f(),SE_Vector3f(1,1,1),worldT);//myTransform relate parent
        
        }

        SE_Matrix4f parentBoneToWorld;
        parentBoneToWorld.identity();


        if(bip->parent)
        {
            parentBoneToWorld = *(bip->parent->boneToWorldPerFrame[frameindex]);
        }
        else
        {
            //this bip is ROOT,the transform is world relative;
        }

        SE_Matrix4f tranToWorld = parentBoneToWorld.mul(transform);
        mAfterTransformMatrixToWorld.push_back(tranToWorld);
    }    
}
예제 #3
0
void SE_Camera::rotateLocal(const SE_Quat& rotate)
{
    SE_Vector3f localxAxis(1, 0, 0);
    SE_Vector3f localyAxis(0, 1, 0);
    SE_Vector3f localzAxis(0, 0, 1);
    localxAxis = rotate.map(localxAxis);
    localyAxis = rotate.map(localyAxis);
    //localzAxis = rotate.map(zAxis);
    SE_Matrix4f vtom = getViewToWorldMatrix();
    SE_Vector4f worldxAxis = vtom.map(SE_Vector4f(localxAxis, 0));
    SE_Vector4f worldyAxis = vtom.map(SE_Vector4f(localyAxis, 0));
    //SE_Vector4f worldzAxis = vtom.map(SE_Vector4f(localzAxis, 0));
	SE_Vector4f worldzAxis(worldxAxis.xyz().cross(worldyAxis.xyz()), 0);
    mAxisX = worldxAxis.normalize().xyz();
    mAxisY = worldyAxis.normalize().xyz();
    mAxisZ = worldzAxis.normalize().xyz();
    mChanged = true;
}
예제 #4
0
void SE_GeometryData::transform(SE_GeometryData* src, const SE_Vector3f& scale, const SE_Quat& rotate, const SE_Vector3f& translate, SE_GeometryData* dst)
{
    SE_Vector3f* vertex = NULL;
    SE_Vector3i* faces = NULL;
    SE_Vector3f*facenormal = NULL;
    SE_Vector3f* facevertexnormal = NULL;

    int vertexNum = 0;
    int faceNum = 0;
    int normalNum = 0;
    int facevertexnormalNum = 0;

    if(src->vertexArray)
    {
        vertex = new SE_Vector3f[src->vertexNum];
        for(int i = 0 ; i < src->vertexNum ; i++)
        {
            SE_Vector3f v = scale.mul(src->vertexArray[i]);
            v = rotate.map(v);
            v = v + translate;
            vertex[i] = v;
        }
        vertexNum = src->vertexNum;
    }
    /*
    if(src->faceArray)
    {
        faces = new SE_Vector3i[src->faceNum];
        for(int i = 0 ; i < src->faceNum; i++)
        {
            faces[i] = src->faceArray[i];
        }
        faceNum = src->faceNum;
    }
    */
    if(src->faceNormalArray)
    {
        SE_Matrix3f t;
        t.setScale(scale.x, scale.y, scale.z);
        SE_Matrix3f m;
        m = rotate.toMatrix3f();
        m = m.mul(t);
        if(m.hasInverse())
        {
            SE_Matrix3f inverse = m.inverse();
            m = m.transpose();
            facenormal = new SE_Vector3f[src->faceNormalNum];
            for(int i = 0 ; i < src->faceNormalNum ; i++)
            {
                facenormal[i] = m.map(src->faceNormalArray[i]);
            }
            normalNum = src->faceNormalNum;
        }
    }

    if(src->faceVertexNormalArray)
    {
        SE_Matrix3f t;
        t.setScale(scale.x, scale.y, scale.z);
        SE_Matrix3f m;
        m = rotate.toMatrix3f();
        m = m.mul(t);
        if(m.hasInverse())
        {
            SE_Matrix3f inverse = m.inverse();
            m = m.transpose();
            facevertexnormal = new SE_Vector3f[src->faceVertexNormalNum];
            for(int i = 0 ; i < src->faceVertexNormalNum ; i++)
            {
                facevertexnormal[i] = m.map(src->faceVertexNormalArray[i]);
            }
            facevertexnormalNum = src->faceVertexNormalNum;
        }
    }

    dst->setVertexArray(vertex, vertexNum);
    dst->setFaceArray(src->faceArray, src->faceNum, false);
    dst->setFaceNormalArray(facenormal, normalNum);
    dst->setFaceVertexNormalArray(facevertexnormal,facevertexnormalNum);
}
예제 #5
0
void SE_BipedController::fillFrame()
{
    int maxFrame = findMaxFrameIndex();    

    std::vector<SE_BipedKeyFrame*> fullFrame;
    //fullFrame.resize(maxFrame,NULL);

    for(int i = 0; i < oneBipAnimation.size(); ++i)
    {
        //get bip one by one
        SE_Biped *bip = oneBipAnimation[i];
         
        if(bip->animationInfo.size() == 0)
        {
            continue;//this bip has no keyframe
        }

        //generate 0 frame, bind_pos relative parent
        SE_Matrix4f bindposT;
        if(bip->parent)
        {
            bindposT = (bip->parent->bind_pose.inverse()).mul(bip->bind_pose);            
        }
        else
        {
            //this bip is ROOT
            bindposT = bip->bind_pose;
        }

        SE_Quat rotate = bindposT.toMatrix3f().toQuat();//no rotate
        rotate = rotate.inverse();
        

        SE_Vector3f translate = bindposT.getTranslate();

        SE_Vector3f scale(1,1,1); //scale no use

        SE_BipedKeyFrame *zeroFrame = new SE_BipedKeyFrame();
        zeroFrame->frameIndex = 0;            

        zeroFrame->rotateQ = rotate;
        zeroFrame->scale = scale;
        zeroFrame->translate = translate;

        //push first (0) frame to target
        fullFrame.push_back(zeroFrame);

        
     
        std::vector<SE_BipedKeyFrame*>::iterator it_s = bip->animationInfo.begin();
        std::vector<SE_BipedKeyFrame*>::iterator it_t = fullFrame.end();
        -- it_t;

        SE_BipedKeyFrame* node_s = NULL;
        SE_BipedKeyFrame* node_t = NULL;
        
        while(it_s != bip->animationInfo.end())
        {            
            node_s = *it_s;
            node_t = *it_t;
            if(needInterpolation(node_t->frameIndex,node_s->frameIndex))
            {
                //interpolation
                interpolation(it_s,it_t,fullFrame);
            
            }
            else if(node_s->frameIndex == node_t->frameIndex)//current source frame index == target frame index
            {
                //goto next frame
                ++it_s;
            }
            else //source frame index - target frame index == 1
            {
                //push source frame to target frame vector
                SE_BipedKeyFrame *nextFrame = new SE_BipedKeyFrame();

                //current source node is just next frame
                nextFrame->frameIndex = node_s->frameIndex;
                nextFrame->rotateQ = node_s->rotateQ;
                nextFrame->translate = node_s->translate;
                nextFrame->scale = node_s->scale;

                fullFrame.push_back(nextFrame);
                it_t = fullFrame.end();
                --it_t;

            }
            
        }

        //total frame little than maxFrame?
        //1.yes fill last frame to vector
        
        int lastframe = bip->animationInfo.size() - 1;
        int lastframeIndex = bip->animationInfo[lastframe]->frameIndex;
        if(lastframeIndex < maxFrame)
        {
            SE_BipedKeyFrame * lastframenode = bip->animationInfo[lastframe];

            for(int needfill = 0; needfill < maxFrame - lastframeIndex; ++needfill)
            {
                SE_BipedKeyFrame *fillFrame = new SE_BipedKeyFrame();

                //next (maxFrame - lastframeIndex) frames are same 
                fillFrame->frameIndex = lastframenode->frameIndex + needfill + 1;
                fillFrame->rotateQ = lastframenode->rotateQ;
                fillFrame->translate = lastframenode->translate;
                fillFrame->scale = lastframenode->scale;

                fullFrame.push_back(fillFrame);

            }
        }

        //2.no,finish this biped,copy target to source,clear target
        for(it_s = bip->animationInfo.begin(); it_s != bip->animationInfo.end(); ++it_s)
        {
            if(*it_s != NULL)
            {
                delete *it_s;
            }
        }
        bip->animationInfo.clear();

        bip->animationInfo.resize(fullFrame.size());
        
        //copy target to source
        std::copy(fullFrame.begin(),fullFrame.end(),bip->animationInfo.begin());

        //clear fullFrame vector
        fullFrame.clear();        

    }

}
예제 #6
0
SE_Vector3f SE_BipedController::convert(int vertexIndex,int frameindex,const char * objname, const SE_Vector3f& v)
{
    SE_Vector4f input;
    input.set(v,1);
    SE_Vector4f result(0,0,0,0);

    SE_SkeletonUnit *su = findSU(objname);

    //bipedIndex.size is number that how many bips effact this vertext.
    int bipNumPerVertex = su->objVertexBlendInfo[vertexIndex]->bipedIndex.size();  

    //how many bips will take effact to one vertex
    for(int i = 0; i < bipNumPerVertex; ++i)
    {
        int bipIndex = su->objVertexBlendInfo[vertexIndex]->bipedIndex[i];//bipIndex is start from 1, not 0.

        int bipindexfromcache = su->bipCache[bipIndex-1]->bipIndexOnBipAnimation;

        SE_Biped *bip = oneBipAnimation[bipindexfromcache];// find bip from all bips

        if(bip->animationInfo.size() == 0)
        {
            continue;
        }

#ifdef _FORDEBUG
        SE_Matrix4f bindpos = bip->bind_pose;
        SE_Matrix4f inversOfbp = bindpos.inverse();

        SE_Quat worldR = bip->animationInfo[frameindex]->rotateQ;
        SE_Vector3f worldT = bip->animationInfo[frameindex]->translate;
        SE_Vector3f worldS = bip->animationInfo[frameindex]->scale;

        SE_Matrix4f transform;
        transform.identity();
        //not use scale
        transform.set(worldR.toMatrix3f(),SE_Vector3f(1,1,1),worldT);//myTransform relate parent        

        SE_Matrix4f parentBoneToWorld;
        parentBoneToWorld.identity();

        if(bip->parent)
        {
            parentBoneToWorld = *(bip->parent->boneToWorldPerFrame[frameindex]);
        }
        else
        {
            //this bip is ROOT,the transform is world relative;
        }        

        SE_Matrix4f m = parentBoneToWorld.mul(transform).mul(inversOfbp);

        SE_Matrix4f m = mAfterTransformMatrixToWorld[bipindexfromcache].mul(mBindposeMatrixInverse[bipindexfromcache]);
#else
        SE_Matrix4f m = AllFrameFinalTransformMatrix[frameindex][bipindexfromcache];
#endif

        result = result + m.map(input) * su->objVertexBlendInfo[vertexIndex]->weight[i];
    }
    return result.xyz();
}
예제 #7
0
void SE_BufferOutput::writeQuat(const SE_Quat& q)
{
    writeVector4f(q.toVector4f());
}
예제 #8
0
void ASE_Loader::Write(SE_BufferOutput& output, SE_BufferOutput& outScene, const char* shaderPath)
{
    int materialNum = mSceneObject->mMats.size();
	int numWhichHasSubmaterial = 0;
	int materialRealNum = materialNum;
    int i;
	for(i = 0 ; i < materialNum ; i++)
	{
		ASE_Material* srcm = &mSceneObject->mMats[i];
		materialRealNum += srcm->numsubmaterials;
		if(srcm->numsubmaterials > 0)
		{
			numWhichHasSubmaterial++;
		}
	}
    std::vector<_MaterialData> materialVector(materialRealNum);
    std::vector<int> indexWhichHasSubmaterial(numWhichHasSubmaterial);
	int l = 0;
	int mi = 0;
    for(i = 0 ; i < materialNum ; i++)
    {
        ASE_Material* srcm = &mSceneObject->mMats[i];
        _MaterialData md;
        md.subMaterialNum = srcm->numsubmaterials;
        md.md = srcm->materialData;
        materialVector[mi++] = md;
        if(srcm->numsubmaterials > 0)
        {
            indexWhichHasSubmaterial[l++] = i;
        }
    }
    std::vector<int>::iterator it;
    for(it = indexWhichHasSubmaterial.begin() ; it != indexWhichHasSubmaterial.end() ; it++)
    {
        int index = *it;
        ASE_Material* m = &mSceneObject->mMats[index];
        for(int j = 0 ; j < m->numsubmaterials ; j++)
        {
            _MaterialData md;
            md.subMaterialNum = 0;
            md.md = m->submaterials[j];
            materialVector[mi++] = md;

        }
    }
    std::vector<_MaterialData>::iterator itMaterial;
    output.writeShort(SE_MATERIALDATA_ID);
	output.writeInt(materialVector.size());
	int mmm = materialVector.size();
    //for(itMaterial = materialVector.begin() ; itMaterial != materialVector.end() ; itMaterial++)
    for(i = 0 ; i < materialVector.size() ; i++)
    {
        SE_MaterialDataID mid = SE_Application::getInstance()->createCommonID();
        mid.print();
		SE_Util::sleep(SLEEP_COUNT);
        materialVector[i].mid = mid;
        mid.write(output);
        output.writeVector3f(materialVector[i].md.ambient);
        output.writeVector3f(materialVector[i].md.diffuse);
        output.writeVector3f(materialVector[i].md.specular);
        output.writeVector3f(SE_Vector3f(0, 0, 0));
    }
    /////////////////////////////write texture data ///////////////
    output.writeShort(SE_IMAGEDATA_ID);
    int imageDataNum = 0;
    for(itMaterial = materialVector.begin() ; itMaterial != materialVector.end() ; itMaterial++)
    {
        std::string texStr(itMaterial->md.texName);
        if(texStr != "")
        {
            imageDataNum++;
        }
    }
    output.writeInt(imageDataNum);
    for(itMaterial = materialVector.begin() ; itMaterial != materialVector.end() ; itMaterial++)
    {
        std::string texStr(itMaterial->md.texName);
        if(texStr != "")
        {
            size_t pos = texStr.find('.');
            std::string name = texStr.substr(0, pos);
            name = name + ".raw";
			SE_ImageDataID tid = texStr.c_str();
            itMaterial->tid = tid;
            tid.write(output);
            output.writeInt(0); // image data type
            output.writeString(name.c_str());
        }
    }
    /////////////////////////////write geom data /////////////////////////////////////////////
    output.writeShort(SE_GEOMETRYDATA_ID);
    int geomDataNum = mSceneObject->mGeomObjects.size();
    output.writeInt(geomDataNum);
    std::vector<_GeomTexCoordData> geomTexCoordData(geomDataNum);
    std::list<ASE_GeometryObject*>::iterator itGeomObj;
    int n = 0;
    SE_Matrix4f modelToWorldM, worldToModelM;
    SE_Matrix3f rotateM;
	SE_Quat rotateQ;
    SE_Vector3f rotateAxis, scale, translate;
    for(itGeomObj = mSceneObject->mGeomObjects.begin();
        itGeomObj != mSceneObject->mGeomObjects.end();
        itGeomObj++)
    {
        ASE_GeometryObject* go = *itGeomObj;
        ASE_Mesh* mesh = go->mesh;
        SE_GeometryDataID gid = SE_Application::getInstance()->createCommonID();
        SE_Util::sleep(SLEEP_COUNT);
        rotateAxis.x = go->rotateAxis[0];
        rotateAxis.y = go->rotateAxis[1];
        rotateAxis.z = go->rotateAxis[2];
        scale.x = go->scale[0];
        scale.y = go->scale[1];
        scale.z = go->scale[2];
        translate.x = go->translate[0];
        translate.y = go->translate[1];
        translate.z = go->translate[2];
		rotateQ.set(go->rotateAngle, rotateAxis);
		rotateM = rotateQ.toMatrix3f();//.setRotateFromAxis(go->rotateAngle, rotateAxis);
        modelToWorldM.set(rotateM, scale, translate);
        worldToModelM = modelToWorldM.inverse();
        geomTexCoordData[n++].geomID = gid;
        gid.write(output);
        output.writeInt(mesh->numVertexes);
        output.writeInt(mesh->numFaces);
        output.writeInt(0);
        int i;
        for(i = 0 ; i < mesh->numVertexes ; i++)
        {
            SE_Vector4f p(mesh->vertexes[i].x, mesh->vertexes[i].y, mesh->vertexes[i].z, 1.0f);
            p = worldToModelM.map(p);
            output.writeFloat(p.x);
            output.writeFloat(p.y);
            output.writeFloat(p.z);
        }
        for(i = 0 ; i < mesh->numFaces ; i++)
        {
            output.writeInt(mesh->faces[i].vi[0]);
            output.writeInt(mesh->faces[i].vi[1]);
            output.writeInt(mesh->faces[i].vi[2]);
        }
    }

    ////////////////////////write texture coordinate///////////////////////////////////////////////
    output.writeShort(SE_TEXCOORDDATA_ID);
    output.writeInt(geomDataNum);
    n = 0;
    for(itGeomObj = mSceneObject->mGeomObjects.begin();
    itGeomObj != mSceneObject->mGeomObjects.end();
    itGeomObj++)
    {
        ASE_GeometryObject* go = *itGeomObj;
        ASE_Mesh* mesh = go->mesh;
        SE_TextureCoordDataID tcid = SE_Application::getInstance()->createCommonID();
        SE_Util::sleep(SLEEP_COUNT);
        tcid.write(output);
        geomTexCoordData[n++].texCoordID = tcid;
        output.writeInt(mesh->numTVertexes);
        output.writeInt(mesh->numFaces);
        int i;
        for(i = 0 ; i < mesh->numTVertexes ; i++)
        {
            output.writeFloat(mesh->tvertexes[i].s);
            output.writeFloat(mesh->tvertexes[i].t);
        }
        for(i = 0 ; i < mesh->numFaces ; i++)
        {
            output.writeInt(mesh->tfaces[i].vi[0]);
            output.writeInt(mesh->tfaces[i].vi[1]);
            output.writeInt(mesh->tfaces[i].vi[2]);
        }
    }
///////////////////// write shader program ////
    output.writeShort(SE_SHADERPROGRAMDATA_ID);
    int spNum = 1;
    output.writeInt(spNum);// shader program num;
    std::vector<SE_ProgramDataID> programDataVector(spNum);
    for(i = 0 ; i < spNum ; i++)
    {
        SE_ProgramDataID proID = "main_vertex_shader";
        programDataVector[i] = proID;
        SE_Util::sleep(SLEEP_COUNT);
        proID.write(output);
        std::string str(shaderPath);
        std::string vertexShaderPath = str + SE_SEP + "main_vertex_shader.glsl";
        std::string fragmentShaderPath = str + SE_SEP + "main_fragment_shader.glsl";
        char* vertexShader = NULL;
        int vertexShaderLen = 0;
        char* fragmentShader = NULL;
        int fragmentShaderLen = 0;
        SE_IO::readFileAll(vertexShaderPath.c_str(), vertexShader, vertexShaderLen);
        SE_IO::readFileAll(fragmentShaderPath.c_str(), fragmentShader, fragmentShaderLen);
        output.writeInt(vertexShaderLen);
        output.writeInt(fragmentShaderLen);
        output.writeBytes(vertexShader, vertexShaderLen);
        output.writeBytes(fragmentShader, fragmentShaderLen);
        delete[] vertexShader;
        delete[] fragmentShader;
    }
///////////////////// write mesh //////////////// 
    std::vector<SE_MeshID> meshIDVector(geomDataNum);
    output.writeShort(SE_MESHDATA_ID);
    output.writeInt(geomDataNum);
    n = 0;
    for(itGeomObj = mSceneObject->mGeomObjects.begin();
    itGeomObj != mSceneObject->mGeomObjects.end();
    itGeomObj++)
    {
        ASE_GeometryObject* go = *itGeomObj;
        ASE_Mesh* mesh = go->mesh;
        SE_MeshID meshID = SE_Application::getInstance()->createCommonID();
        SE_Util::sleep(SLEEP_COUNT);
        meshID.write(output);
        meshIDVector[n] = meshID;
        SE_GeometryDataID geomID = geomTexCoordData[n].geomID;
        SE_TextureCoordDataID texCoordID = geomTexCoordData[n].texCoordID;
        n++;
        geomID.write(output);
        output.writeFloat(go->wireframeColor[0]);
        output.writeFloat(go->wireframeColor[1]);
        output.writeFloat(go->wireframeColor[2]);
        int texNum = 0;
        int materialref = go->materialref;
        int startpos = 0;
        int subMaterialStartPos = 0;
        _MaterialData mdData;
        if(materialref == -1)
        {
            output.writeInt(texNum);
            goto WRIET_SURFACE;
        }
        mdData = materialVector[materialref];
        if(mdData.subMaterialNum > 0)
        {
            int j;
            for(j = 0 ; j < (materialref - 1) ; j++)
            {
                _MaterialData d = materialVector[j];
                startpos += d.subMaterialNum;
            }
            int k = startpos;
            for(int j = 0 ; j < mdData.subMaterialNum ; j++)
            {
                _MaterialData subMaterialData = materialVector[materialNum + k];
                k++;
                std::string texStr(subMaterialData.md.texName);
                if(texStr != "")
                {
                    texNum++;
                }
            }
        }
        else
        {
            std::string texStr(mdData.md.texName);
            if(texStr != "")
            {
                texNum = 1;
            }
        }
        output.writeInt(texNum);
        for(i = 0 ; i < texNum ; i++)
        {
            if(mdData.subMaterialNum > 0)
            {
                int j;
                for(j = 0 ; j < (materialref - 1) ; j++)
                {
                    _MaterialData d = materialVector[j];
                    subMaterialStartPos += d.subMaterialNum;
                }
                for(int j = 0 ; j < mdData.subMaterialNum ; j++)
                {
                    _MaterialData subMaterialData = materialVector[materialNum + subMaterialStartPos];
                    subMaterialStartPos++;
                    std::string texStr(subMaterialData.md.texName);
                    if(texStr != "")
                    {
                        output.writeInt(1);//current we just has one texture unit;
                        output.writeInt(0);//texture unit type is TEXTURE0
                        texCoordID.write(output);
                        output.writeInt(1);//image num use in the texture unit. current it is not mipmap. so the num is 1
                        subMaterialData.tid.write(output);

                    }
                }
            }
            else
            {
                std::string texStr(mdData.md.texName);
                if(texStr != "")
                {
                    output.writeInt(1);//current we just has one texture unit;
                    output.writeInt(0);//texture unit type is TEXTURE0
                    texCoordID.write(output);
                    output.writeInt(1);//image num use in the texture unit. current it is not mipmap. so the num is 1
                    mdData.tid.write(output);
                }
            }
            
        }
        ///write surface
WRIET_SURFACE:
        if(mesh->numFaceGroup > 0)
        {
            SE_ASSERT(mesh->numFaceGroup == mesh->faceGroup.size());
            output.writeInt(mesh->numFaceGroup);
            std::vector<std::list<int> >::iterator itFaceGroup;
            int indexM = startpos;
            int texIndex = 0;
            for(itFaceGroup = mesh->faceGroup.begin() ; itFaceGroup != mesh->faceGroup.end(); itFaceGroup++)
            {
                _MaterialData md = materialVector[materialNum + indexM];
                std::string texStr(md.md.texName);
                md.mid.write(output);
                output.writeInt(itFaceGroup->size());
                std::list<int>::iterator itFace;
                for(itFace = itFaceGroup->begin() ; itFace != itFaceGroup->end() ; 
					itFace++)
                {
                    output.writeInt(*itFace);
                }
                programDataVector[0].write(output);
                if(texStr != "")
                {
                    output.writeInt(texIndex);
                }
                else
                {
                    output.writeInt(-1);
                }
                indexM++;
                texIndex++;
            }
        } 
        else
        {
            output.writeInt(1); //just has one surface
            std::string texStr(mdData.md.texName);
            mdData.mid.write(output);
            output.writeInt(mesh->numFaces); // facets num;
            for(int f = 0 ; f < mesh->numFaces ; f++)
                output.writeInt(f);
            programDataVector[0].write(output);
            if(texStr != "")
            {
                output.writeInt(0); // the texture index is 0;
            }
            else
            {
                output.writeInt(-1);
            }
        }
    }
    /////// create scene //////////
    SE_SpatialID spatialID = SE_Application::getInstance()->createCommonID();
    SE_Util::sleep(SLEEP_COUNT);
    SE_CommonNode* rootNode = new SE_CommonNode(spatialID, NULL);
    rootNode->setBVType(SE_BoundingVolume::AABB);
    n = 0;
    for(itGeomObj = mSceneObject->mGeomObjects.begin();
    itGeomObj != mSceneObject->mGeomObjects.end();
    itGeomObj++)
    {
        ASE_GeometryObject* go = *itGeomObj;
        ASE_Mesh* mesh = go->mesh;
        SE_MeshID meshID = meshIDVector[n++];
        SE_SpatialID childID = SE_Application::getInstance()->createCommonID();
        SE_Util::sleep(SLEEP_COUNT);
        SE_Geometry* child = new SE_Geometry(childID, rootNode);
        rootNode->addChild(child);
        SE_Vector3f translate, scale, rotateAxis;
        translate.x = go->translate[0];
        translate.y = go->translate[1];
        translate.z = go->translate[2];
        scale.x = go->scale[0];
        scale.y = go->scale[1];
        scale.z = go->scale[2];
        rotateAxis.x = go->rotateAxis[0];
        rotateAxis.y = go->rotateAxis[1];
        rotateAxis.z = go->rotateAxis[2];
        child->setLocalTranslate(translate);
		//child->setLocalTranslate(SE_Vector3f(0, 0, 0));
        child->setLocalScale(scale);
        //child->setLocalScale(SE_Vector3f(1.0, 1.0, 1.0));
        SE_Quat q;
        q.set(go->rotateAngle, rotateAxis);
        child->setLocalRotate(q);
		//q.set(0, SE_Vector3f(0, 0, 0));
        child->setBVType(SE_BoundingVolume::AABB);
        SE_MeshSimObject* meshObj = new SE_MeshSimObject(meshID);
		meshObj->setName(go->name);
        child->attachSimObject(meshObj);
    }
    SE_SceneID sceneID = SE_Application::getInstance()->createCommonID();
    SE_Util::sleep(SLEEP_COUNT);
    sceneID.write(outScene);
	_WriteSceneTravel wst(outScene);
	rootNode->travel(&wst, true);
    LOGI("write end\n");
}