text: /*
  Open Asset Import Library (assimp)
  ----------------------------------------------------------------------
  
  Copyright (c) 2006-2018, assimp team
  
  
  All rights reserved.
  
  Redistribution and use of this software in source and binary forms,
  with or without modification, are permitted provided that the
  following conditions are met:
  
  * Redistributions of source code must retain the above
    copyright notice, this list of conditions and the
    following disclaimer.
  
  * Redistributions in binary form must reproduce the above
    copyright notice, this list of conditions and the
    following disclaimer in the documentation and/or other
    materials provided with the distribution.
  
  * Neither the name of the assimp team, nor the names of its
    contributors may be used to endorse or promote products
    derived from this software without specific prior
    written permission of the assimp team.
  
  THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
  "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
  LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
  A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
  OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
  SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
  LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
  DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
  THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
  OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  
  ----------------------------------------------------------------------
  */
  
  /** @file ColladaExporter.h
   * Declares the exporter class to write a scene to a Collada file
   */
  #ifndef AI_COLLADAEXPORTER_H_INC
  #define AI_COLLADAEXPORTER_H_INC
  
  #include <assimp/ai_assert.h>
  #include <assimp/material.h>
  #include <assimp/mesh.h>
  #include <assimp/light.h>
  #include <assimp/Exporter.hpp>
  #include <sstream>
  #include <vector>
  #include <map>
  
  #include <assimp/StringUtils.h>
  
  struct aiScene;
  struct aiNode;
  
  namespace Assimp
  {
  
  /// Helper class to export a given scene to a Collada file. Just for my personal
  /// comfort when implementing it.
  class ColladaExporter
  {
  public:
      /// Constructor for a specific scene to export
      ColladaExporter( const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file);
  
      /// Destructor
      virtual ~ColladaExporter();
  
  protected:
      /// Starts writing the contents
      void WriteFile();
  
      /// Writes the asset header
      void WriteHeader();
  
      /// Writes the embedded textures
      void WriteTextures();
  
      /// Writes the material setup
      void WriteMaterials();
  
      /// Writes the cameras library
      void WriteCamerasLibrary();
  
      // Write a camera entry
      void WriteCamera(size_t pIndex);
  
      /// Writes the cameras library
      void WriteLightsLibrary();
  
      // Write a camera entry
      void WriteLight(size_t pIndex);
      void WritePointLight(const aiLight *const light);
      void WriteDirectionalLight(const aiLight *const light);
      void WriteSpotLight(const aiLight *const light);
      void WriteAmbienttLight(const aiLight *const light);
  
      /// Writes the controller library
      void WriteControllerLibrary();
  
      /// Writes a skin controller of the given mesh
      void WriteController( size_t pIndex);
  
      /// Writes the geometry library
      void WriteGeometryLibrary();
  
      /// Writes the given mesh
      void WriteGeometry( size_t pIndex);
  
      //enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color, FloatType_Mat4x4, FloatType_Weight };
      // customized to add animation related type
  	enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color, FloatType_Mat4x4, FloatType_Weight, FloatType_Time };
  
      /// Writes a float array of the given type
      void WriteFloatArray( const std::string& pIdString, FloatDataType pType, const ai_real* pData, size_t pElementCount);
  
      /// Writes the scene library
      void WriteSceneLibrary();
  
  	// customized, Writes the animation library
  	void WriteAnimationsLibrary();
  	void WriteAnimationLibrary( size_t pIndex);
  	std::string mFoundSkeletonRootNodeID = "skeleton_root";	 	// will be replaced by found node id in the WriteNode call.
  	
      /// Recursively writes the given node
      void WriteNode( const aiScene* scene, aiNode* pNode);
  
      /// Enters a new xml element, which increases the indentation
      void PushTag() { startstr.append( "  "); }
      /// Leaves an element, decreasing the indentation
      void PopTag() { 
          ai_assert( startstr.length() > 1); 
          startstr.erase( startstr.length() - 2); 
      }
  
      /// Creates a mesh ID for the given mesh
      std::string GetMeshId( size_t pIndex) const {
          return std::string( "meshId" ) + to_string(pIndex);
      }
  
  public:
      /// Stringstream to write all output into
      std::stringstream mOutput;
  
  protected:
      /// The IOSystem for output
      IOSystem* mIOSystem;
  
      /// Path of the directory where the scene will be exported
      const std::string mPath;
  
      /// Name of the file (without extension) where the scene will be exported
      const std::string mFile;
  
      /// The scene to be written
      const aiScene* mScene;
      bool mSceneOwned;
  
      /// current line start string, contains the current indentation for simple stream insertion
      std::string startstr;
      /// current line end string for simple stream insertion
      std::string endstr;
  
    // pair of color and texture - texture precedences color
    struct Surface
    {
      bool exist;
      aiColor4D color;
      std::string texture;
      size_t channel;
      Surface() { exist = false; channel = 0; }
    };
  
    struct Property
    {
      bool exist;
       ai_real value;
       Property()
           : exist(false)
           , value(0.0)
       {}
    };
  
    // summarize a material in an convenient way.
    struct Material
    {
      std::string name;
      std::string shading_model;
      Surface ambient, diffuse, specular, emissive, reflective, transparent, normal;
      Property shininess, transparency, index_refraction;
  
      Material() {}
    };
  
    std::vector<Material> materials;
  
    std::map<unsigned int, std::string> textures;
  
  protected:
    /// Dammit C++ - y u no compile two-pass? No I have to add all methods below the struct definitions
    /// Reads a single surface entry from the given material keys
    void ReadMaterialSurface( Surface& poSurface, const aiMaterial* pSrcMat, aiTextureType pTexture, const char* pKey, size_t pType, size_t pIndex);
    /// Writes an image entry for the given surface
    void WriteImageEntry( const Surface& pSurface, const std::string& pNameAdd);
    /// Writes the two parameters necessary for referencing a texture in an effect entry
    void WriteTextureParamEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pMatName);
    /// Writes a color-or-texture entry into an effect definition
    void WriteTextureColorEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pImageName);
    /// Writes a scalar property
    void WriteFloatEntry( const Property& pProperty, const std::string& pTypeName);
  };
  
  }
  
  #endif // !! AI_COLLADAEXPORTER_H_INC
  