示例#1
0
void ColladaScene::ExportAnimations(ColladaAnimation * colladaAnimation, FCDSceneNode * currentNode, float32 anStart, float32 anEnd)
{
	ColladaSceneNode * node = rootNode->FindNode(currentNode->GetDaeId());
	if (node)
	{
		//printf("- founded equal node: %s", currentNode->GetDaeId().c_str());
		SceneNodeAnimation * anim = ColladaSceneNode::ExportNodeAnimation(currentNode, anStart, anEnd, 30.0f);
		if (anim)
			colladaAnimation->animations[node] = anim;
	}
	
	for (int i = 0; i < (int)currentNode->GetChildrenCount(); i++) 
	{
		FCDSceneNode * childNode = currentNode->GetChild(i);
		ExportAnimations(colladaAnimation, childNode, anStart, anEnd);
	}	
}
示例#2
0
static void ExportMeshLod(ExportContext& Context, const CBaseMeshLod& Lod, const CMeshVertex* Verts, FArchive& Ar, FArchive& Ar2)
{
	guard(ExportMeshLod);

	// Opening brace
	Ar.Printf("{\n");

	// Asset
	Ar.Printf(
		"  \"asset\" : {\n"
		"    \"generator\" : \"UE Viewer (umodel) build %s\",\n"
		"    \"version\" : \"2.0\"\n"
		"  },\n",
		STR(GIT_REVISION));

	// Scene
	Ar.Printf(
		"  \"scene\" : 0,\n"
		"  \"scenes\" : [\n"
		"    {\n"
		"      \"nodes\" : [ 0 ]\n"
		"    }\n"
		"  ],\n"
	);

	// Nodes
	if (!Context.IsSkeletal())
	{
		Ar.Printf(
			"  \"nodes\" : [\n"
			"    {\n"
			"      \"name\" : \"%s\",\n"
			"      \"mesh\" : 0\n"
			"    }\n"
			"  ],\n",
			Context.MeshName
		);
	}
	else
	{
		ExportSkinData(Context, static_cast<const CSkelMeshLod&>(Lod), Ar);
	}

	// Materials
	Ar.Printf("  \"materials\" : [\n");
	for (int i = 0; i < Lod.Sections.Num(); i++)
	{
		ExportMaterial(Lod.Sections[i].Material, Ar, i, i == Lod.Sections.Num() - 1);
	}
	Ar.Printf("  ],\n");

	// Meshes
	Ar.Printf(
		"  \"meshes\" : [\n"
		"    {\n"
		"      \"primitives\" : [\n"
	);
	for (int i = 0; i < Lod.Sections.Num(); i++)
	{
		ExportSection(Context, Lod, Verts, i, Ar);
	}
	Ar.Printf(
		"      ],\n"
		"      \"name\" : \"%s\"\n"
		"    }\n"
		"  ],\n",
		Context.MeshName
	);

	// Write animations
	if (Context.IsSkeletal() && Context.SkelMesh->Anim)
	{
		ExportAnimations(Context, Ar);
	}

	// Write buffers
	int bufferLength = 0;
	for (int i = 0; i < Context.Data.Num(); i++)
	{
		bufferLength += Context.Data[i].DataSize;
	}

	Ar.Printf(
		"  \"buffers\" : [\n"
		"    {\n"
		"      \"uri\" : \"%s.bin\",\n"
		"      \"byteLength\" : %d\n"
		"    }\n"
		"  ],\n",
		Context.MeshName, bufferLength
	);

	// Write bufferViews
	Ar.Printf(
		"  \"bufferViews\" : [\n"
	);
	int bufferOffset = 0;
	for (int i = 0; i < Context.Data.Num(); i++)
	{
		const BufferData& B = Context.Data[i];
		Ar.Printf(
			"    {\n"
			"      \"buffer\" : 0,\n"
			"      \"byteOffset\" : %d,\n"
			"      \"byteLength\" : %d\n"
			"    }%s\n",
			bufferOffset,
			B.DataSize,
			i == (Context.Data.Num()-1) ? "" : ","
		);
		bufferOffset += B.DataSize;
	}
	Ar.Printf(
		"  ],\n"
	);

	// Write accessors
	Ar.Printf(
		"  \"accessors\" : [\n"
	);
	for (int i = 0; i < Context.Data.Num(); i++)
	{
		const BufferData& B = Context.Data[i];
		Ar.Printf(
			"    {\n"
			"      \"bufferView\" : %d,\n",
			i
		);
		if (B.bNormalized)
		{
			Ar.Printf("      \"normalized\" : true,\n");
		}
		if (B.BoundsMin.Len())
		{
			Ar.Printf(
				"      \"min\" : %s,\n"
				"      \"max\" : %s,\n",
				*B.BoundsMin, *B.BoundsMax
			);
		}
		Ar.Printf(
			"      \"componentType\" : %d,\n"
			"      \"count\" : %d,\n"
			"      \"type\" : \"%s\"\n"
			"    }%s\n",
			B.ComponentType,
			B.Count,
			B.Type,
			i == (Context.Data.Num()-1) ? "" : ","
		);
	}
	Ar.Printf(
		"  ]\n"
	);

	// Write binary data
	guard(WriteBIN);
	for (int i = 0; i < Context.Data.Num(); i++)
	{
		const BufferData& B = Context.Data[i];
#if MAX_DEBUG
		assert(B.FillCount == B.Count);
#endif
		Ar2.Serialize(B.Data, B.DataSize);
	}
	unguard;

	// Closing brace
	Ar.Printf("}\n");

	unguard;
}
示例#3
0
文件: EET.CPP 项目: Comanche93/eech
void EET::ExportAnimations(void) const
{
 ExportAnimations(animations, "");
 ExportAnimations(displacement_animations, "_DISPLACEMENT");
}