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jakesee

Unity (yet another) Collada DOM help request. @Enrico

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Hello all, Like many others, I cannot find an updated/relevant documentation on Collada DOM's wiki so I am trying my luck here. I saw this post: http://www.gamedev.net/community/forums/topic.asp?topic_id=507896 and Enrico's comment Qoute Enrico -- "I still don't see your problem(s) :-( The Collada DOM API maps 1:1 to the file format specification. Take the file format specification and think of it as the DOM API documentation. That's it... I know this is confusing at the beginning and I had my problems with it, too. However, after a few days it just "worked" :-)" So I opened up monkey.dae (the one from Blender) and did a one to one comparison and miraculously, I got up to this point:
domCOLLADA* root = dae.open(file);
domLibrary_geometries_Array geomLib = root->getLibrary_geometries_array();
domGeometry_Array geoms = geomLib[0]->getGeometry_array();
domGeometryRef geom = geoms[0];
domMeshRef mesh = geom->getMesh();
domVerticesRef vertices = mesh->getVertices();
domTriangles_Array triangles = mesh->getTriangles_array();
domTrianglesRef triangle = triangles[0];
triangle->?? // stuck here.
A snipped version of this part of the monkey.dae is at http://jakesee.com/gamedev/monkey.xml Now, how do I proceed? 1. I understand how to decipher "offset", "sematic" and "source" attributes of the <input>, but is there a quick way than brute force implementation? 2. furthermore, what is the function that returns value in <tag>value</tag> in Collada DOM?

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I did this sometime back and it took me some effort to figure out the indexing, but in a nutshell, what you need to do is extract vertex information based on <input> and

information. Using that information, you will have your pairs of 3 vertices in place and can make triangles from that.

Here is a snippet from my code:


domTriangles* triangles = domTr_Array[i];

//domTriangles* triangles = a_domMesh->getTriangles_array()[0];
domInputLocalOffset_Array inputArray = triangles->getInput_array();

int width = 0; //gives an idea of the number of attributes stored per vertex
for(unsigned int i = 0; i < inputArray.getCount(); i++)
{
domInputLocalOffset* inp = inputArray[i];
list_Input.push_back(new Input(inp) );

if (inp->getOffset() > width)
width = inp->getOffset();
}
width ++;

domP* p_elem = triangles->getP();
if( !p_elem )
std::cout << std::endl << "No <p> primitive elements found in <Triangles>" << std::endl;

domListOfUInts indArray = p_elem->getValue();

std::vector<int> pArray(indArray.getCount());
for(unsigned int i =0; i < indArray.getCount(); i++)
pArray[i] = indArray[i];

std::list<Input*>::iterator it_In;

for(unsigned int i = 0; i < pArray.size(); i+= width)
{
Vertex* v1 = new Vertex();
Vertex& v = *v1;
for(it_In = list_Input.begin(); it_In != list_Input.end(); it_In++)
{
Input* input = *it_In;
Source* src = m_SourceLookup[input->SourceString()]; // extracted from input source
v[input->Type()] = (*src)[ pArray[ i + input->Index_Offset() ] ];
}
ConsumeVTriangles(&v);
//v.ToString();
}
}



This should give you some idea. I'd also recommend looking up the documentation and their wiki as it explains this scenario very well.

I hope that helps

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