Fix nested animation name being lost in Collada
Signed-off-by: Luca Della Vedova <luca@openrobotics.org>pull/4597/head
parent
e1e8477732
commit
0924c4710b
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@ -621,6 +621,11 @@ struct Animation {
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for (std::vector<Animation *>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();) {
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Animation *anim = *it;
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// Assign the first animation name to the parent if empty.
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// This prevents the animation name from being lost when animations are combined
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if (mName.empty()) {
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mName = anim->mName;
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}
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CombineSingleChannelAnimationsRecursively(anim);
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if (childrenAnimationsHaveDifferentChannels && anim->mChannels.size() == 1 &&
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@ -0,0 +1,196 @@
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<?xml version="1.0" encoding="utf-8"?>
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<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
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<asset>
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<contributor>
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<author>Blender User</author>
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<authoring_tool>Blender 2.80.40 commit date:2019-01-07, commit time:23:37, hash:91a155833e59</authoring_tool>
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</contributor>
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<created>2019-01-08T17:44:11</created>
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<modified>2019-01-08T17:44:11</modified>
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<unit name="meter" meter="1"/>
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<up_axis>Z_UP</up_axis>
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</asset>
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<library_effects>
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<effect id="Material-effect">
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<profile_COMMON>
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<technique sid="common">
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<lambert>
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<diffuse>
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<color sid="diffuse">0.8 0.8 0.8 1</color>
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</diffuse>
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<specular>
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<color sid="specular">0 0.5 0 1</color>
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</specular>
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</lambert>
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</technique>
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</profile_COMMON>
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</effect>
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</library_effects>
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<library_images/>
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<library_materials>
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<material id="Material-material" name="Material">
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<instance_effect url="#Material-effect"/>
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</material>
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</library_materials>
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<library_geometries>
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<geometry id="Cube-mesh" name="Cube">
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<mesh>
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<source id="Cube-mesh-positions">
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<float_array id="Cube-mesh-positions-array" count="24">1 1 1 1 1 -1 1 -1 1 1 -1 -1 -1 1 1 -1 1 -1 -1 -1 1 -1 -1 -1</float_array>
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<technique_common>
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<accessor source="#Cube-mesh-positions-array" count="8" stride="3">
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<param name="X" type="float"/>
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<param name="Y" type="float"/>
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<param name="Z" type="float"/>
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</accessor>
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</technique_common>
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</source>
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<source id="Cube-mesh-normals">
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<float_array id="Cube-mesh-normals-array" count="18">0 0 1 0 -1 0 -1 0 0 0 0 -1 1 0 0 0 1 0</float_array>
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<technique_common>
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<accessor source="#Cube-mesh-normals-array" count="6" stride="3">
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<param name="X" type="float"/>
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<param name="Y" type="float"/>
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<param name="Z" type="float"/>
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</accessor>
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</technique_common>
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</source>
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<source id="Cube-mesh-map-0">
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<float_array id="Cube-mesh-map-0-array" count="72">0.625 0 0.375 0.25 0.375 0 0.625 0.25 0.375 0.5 0.375 0.25 0.625 0.5 0.375 0.75 0.375 0.5 0.625 0.75 0.375 1 0.375 0.75 0.375 0.5 0.125 0.75 0.125 0.5 0.875 0.5 0.625 0.75 0.625 0.5 0.625 0 0.625 0.25 0.375 0.25 0.625 0.25 0.625 0.5 0.375 0.5 0.625 0.5 0.625 0.75 0.375 0.75 0.625 0.75 0.625 1 0.375 1 0.375 0.5 0.375 0.75 0.125 0.75 0.875 0.5 0.875 0.75 0.625 0.75</float_array>
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<technique_common>
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<accessor source="#Cube-mesh-map-0-array" count="36" stride="2">
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<param name="S" type="float"/>
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<param name="T" type="float"/>
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</accessor>
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</technique_common>
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</source>
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<vertices id="Cube-mesh-vertices">
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<input semantic="POSITION" source="#Cube-mesh-positions"/>
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</vertices>
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<polylist material="Material-material" count="12">
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<input semantic="VERTEX" source="#Cube-mesh-vertices" offset="0"/>
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<input semantic="NORMAL" source="#Cube-mesh-normals" offset="1"/>
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<input semantic="TEXCOORD" source="#Cube-mesh-map-0" offset="2" set="1"/>
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<vcount>3 3 3 3 3 3 3 3 3 3 3 3 </vcount>
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<p>4 0 0 2 0 1 0 0 2 2 1 3 7 1 4 3 1 5 6 2 6 5 2 7 7 2 8 1 3 9 7 3 10 5 3 11 0 4 12 3 4 13 1 4 14 4 5 15 1 5 16 5 5 17 4 0 18 6 0 19 2 0 20 2 1 21 6 1 22 7 1 23 6 2 24 4 2 25 5 2 26 1 3 27 3 3 28 7 3 29 0 4 30 2 4 31 3 4 32 4 5 33 0 5 34 1 5 35</p>
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</polylist>
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</mesh>
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</geometry>
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</library_geometries>
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<library_controllers>
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<controller id="Armature_Cube-skin" name="Armature">
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<skin source="#Cube-mesh">
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<bind_shape_matrix>1 0 0 -1 0 1 0 1 0 0 1 1 0 0 0 1</bind_shape_matrix>
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<source id="Armature_Cube-skin-joints">
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<Name_array id="Armature_Cube-skin-joints-array" count="1">Bone</Name_array>
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<technique_common>
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<accessor source="#Armature_Cube-skin-joints-array" count="1" stride="1">
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<param name="JOINT" type="name"/>
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</accessor>
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</technique_common>
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</source>
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<source id="Armature_Cube-skin-bind_poses">
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<float_array id="Armature_Cube-skin-bind_poses-array" count="16">0.7886752 0.2113248 0.5773504 -0.5773504 -0.5773503 0.5773503 0.5773503 1.154701 -0.2113249 -0.7886752 0.5773503 -0.5773502 0 0 0 1</float_array>
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<technique_common>
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<accessor source="#Armature_Cube-skin-bind_poses-array" count="1" stride="16">
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<param name="TRANSFORM" type="float4x4"/>
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</accessor>
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</technique_common>
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</source>
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<source id="Armature_Cube-skin-weights">
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<float_array id="Armature_Cube-skin-weights-array" count="8">1 1 1 1 1 1 1 1</float_array>
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<technique_common>
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<accessor source="#Armature_Cube-skin-weights-array" count="8" stride="1">
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<param name="WEIGHT" type="float"/>
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</accessor>
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</technique_common>
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</source>
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<joints>
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<input semantic="JOINT" source="#Armature_Cube-skin-joints"/>
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<input semantic="INV_BIND_MATRIX" source="#Armature_Cube-skin-bind_poses"/>
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</joints>
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<vertex_weights count="8">
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<input semantic="JOINT" source="#Armature_Cube-skin-joints" offset="0"/>
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<input semantic="WEIGHT" source="#Armature_Cube-skin-weights" offset="1"/>
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<vcount>1 1 1 1 1 1 1 1 </vcount>
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<v>0 0 0 1 0 2 0 3 0 4 0 5 0 6 0 7</v>
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</vertex_weights>
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</skin>
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</controller>
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</library_controllers>
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<library_animations>
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<animation id="action_container-Armature" name="Armature">
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<animation id="Armature_ArmatureAction_transform" name="Armature">
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<source id="Armature_ArmatureAction_transform-input">
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<float_array id="Armature_ArmatureAction_transform-input-array" count="40">0.04166662 0.08333331 0.125 0.1666666 0.2083333 0.25 0.2916666 0.3333333 0.375 0.4166666 0.4583333 0.5 0.5416667 0.5833333 0.625 0.6666667 0.7083333 0.75 0.7916667 0.8333333 0.875 0.9166667 0.9583333 1 1.041667 1.083333 1.125 1.166667 1.208333 1.25 1.291667 1.333333 1.375 1.416667 1.458333 1.5 1.541667 1.583333 1.625 1.666667</float_array>
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<technique_common>
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<accessor source="#Armature_ArmatureAction_transform-input-array" count="40" stride="1">
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<param name="TIME" type="float"/>
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</accessor>
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</technique_common>
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</source>
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<source id="Armature_ArmatureAction_transform-output">
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<float_array id="Armature_ArmatureAction_transform-output-array" count="640">1 0 0 1 0 1 0 -1 0 0 1 0 0 0 0 1 0.9999878 3.10816e-5 0.004935208 1 0 0.9999802 -0.006297799 -1 -0.004935306 0.006297722 0.999968 0 0 0 0 1 0.999819 4.61727e-4 0.01901668 1 0 0.9997054 -0.02427293 -1 -0.01902229 0.02426853 0.9995245 0 0 0 0 1 0.9991519 0.002163141 0.04111904 1 0 0.9986191 -0.05253414 -1 -0.04117589 0.05248959 0.9977722 0 0 0 0 1 0.9975264 0.006301912 0.07000974 1 0 0.9959731 -0.08965231 -1 -0.0702928 0.08943056 0.9935095 0 0 0 0 1 0.9944467 0.01411698 0.1042901 1 0 0.9909625 -0.1341392 -1 -0.1052413 0.1333943 0.9854594 0 0 0 0 1 0.9894527 0.02671701 0.1423712 1 0 0.9828442 -0.184438 -1 -0.1448563 0.1824927 0.9724778 0 0 0 0 1 0.9821799 0.04490547 0.1825 1 0 0.9710366 -0.2389307 -1 -0.1879434 0.234673 0.9537326 0 0 0 0 1 0.9724072 0.06904543 0.2228386 1 0 0.9551992 -0.2959637 -1 -0.2332902 0.2877972 0.9288425 0 0 0 0 1 0.9600915 0.09897761 0.261587 1 0 0.9352878 -0.3538882 -1 -0.2796861 0.339765 0.8979618 0 0 0 0 1 0.9453882 0.1340003 0.2971281 1 0 0.9115852 -0.4111113 -1 -0.3259466 0.3886598 0.8618018 0 0 0 0 1 0.9286572 0.1729132 0.328172 1 0 0.8847058 -0.4661497 -1 -0.3709391 0.4328933 0.8215885 0 0 0 0 1 0.9104556 0.2141147 0.3538722 1 0 0.8555763 -0.5176768 -1 -0.4136069 0.4713217 0.7789642 0 0 0 0 1 0.8915175 0.2557371 0.3738919 1 0 0.8253933 -0.5645581 -1 -0.4529863 0.5033134 0.7358525 0 0 0 0 1 0.8727233 0.2957927 0.388408 1 0 0.7955672 -0.6058654 -1 -0.4882152 0.5287529 0.6943099 0 0 0 0 1 0.8550603 0.332307 0.3980502 1 0 0.7676533 -0.6408653 -1 -0.5185286 0.5479785 0.6563899 0 0 0 0 1 0.8395769 0.3634188 0.4037789 1 0 0.7432778 -0.6689829 -1 -0.5432408 0.5616626 0.6240388 0 0 0 0 1 0.8273312 0.3874339 0.4067161 1 0 0.7240622 -0.6897347 -1 -0.5617144 0.5706391 0.5990393 0 0 0 0 1 0.8193359 0.4028329 0.4079393 1 0 0.7115462 -0.7026393 -1 -0.5733138 0.5756976 0.5829953 0 0 0 0 1 0.8164964 0.4082482 0.4082486 1 7.75722e-8 0.707107 -0.7071065 -1 -0.5773504 0.57735 0.5773503 0 0 0 0 1 0.8190646 0.4033515 0.4079717 1 7.78161e-8 0.7111219 -0.7030687 -1 -0.5737014 0.5758587 0.5824547 0 0 0 0 1 0.8263245 0.3893851 0.4068995 1 7.85059e-8 0.7224849 -0.6913868 -1 -0.5631944 0.5713098 0.5970069 0 0 0 0 1 0.8375081 0.3675125 0.4043696 1 7.95684e-8 0.7400277 -0.6725764 -1 -0.5464249 0.5632883 0.6197791 0 0 0 0 1 0.8517552 0.3390183 0.3994742 1 8.0922e-8 0.7624427 -0.6470557 -1 -0.5239399 0.5511332 0.6494145 0 0 0 0 1 0.8681612 0.3053284 0.3912425 1 8.24806e-8 0.7883466 -0.6152314 -1 -0.4962822 0.5341201 0.6844119 0 0 0 0 1 0.8858209 0.2680094 0.3788038 1 8.41584e-8 0.8163394 -0.5775725 -1 -0.4640273 0.5116258 0.7231305 0 0 0 0 1 0.9038687 0.2287352 0.3615268 1 8.58731e-8 0.8450637 -0.5346656 -1 -0.42781 0.4832675 0.7638266 0 0 0 0 1 0.9215156 0.1892192 0.339124 1 8.75496e-8 0.8732626 -0.4872499 -1 -0.3883413 0.4490085 0.8047251 0 0 0 0 1 0.9380813 0.1511175 0.3117163 1 8.91235e-8 0.899834 -0.4362323 -1 -0.3464153 0.4092214 0.8441175 0 0 0 0 1 0.9530206 0.1159168 0.2798482 1 9.05428e-8 0.9238796 -0.3826832 -1 -0.3029055 0.3647051 0.8804763 0 0 0 0 1 0.965943 0.08482374 0.2444564 1 9.17705e-8 0.9447417 -0.3278156 -1 -0.2587547 0.3166512 0.9125667 0 0 0 0 1 0.9766233 0.05867312 0.2067956 1 9.27852e-8 0.9620277 -0.2729518 -1 -0.2149581 0.2665711 0.9395387 0 0 0 0 1 0.9850019 0.03787052 0.1683363 1 9.35812e-8 0.975616 -0.2194843 -1 -0.1725436 0.2161924 0.9609836 0 0 0 0 1 0.991176 0.02237916 0.1306496 1 9.41678e-8 0.9856446 -0.1688333 -1 -0.1325524 0.1673435 0.9769473 0 0 0 0 1 0.9953793 0.01175384 0.09529842 1 9.45671e-8 0.9924796 -0.1224106 -1 -0.09602053 0.121845 0.9878936 0 0 0 0 1 0.997952 0.005218936 0.06375288 1 9.48115e-8 0.996666 -0.08159051 -1 -0.06396614 0.08142342 0.9946249 0 0 0 0 1 0.9993011 0.001782816 0.03733916 1 9.49397e-8 0.998862 -0.04769476 -1 -0.0373817 0.04766143 0.9981638 0 0 0 0 1 0.9998515 3.78837e-4 0.01722835 1 9.4992e-8 0.9997582 -0.02198936 -1 -0.01723252 0.0219861 0.9996098 0 0 0 0 1 0.99999 2.53135e-5 0.004462156 1 9.50052e-8 0.9999838 -0.00569412 -1 -0.004462227 0.005694063 0.9999738 0 0 0 0 1 1 0 0 2 0 1 0 -1 0 0 1 0 0 0 0 1</float_array>
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<technique_common>
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<accessor source="#Armature_ArmatureAction_transform-output-array" count="40" stride="16">
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<param name="TRANSFORM" type="float4x4"/>
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</accessor>
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</technique_common>
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</source>
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<source id="Armature_ArmatureAction_transform-interpolation">
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<Name_array id="Armature_ArmatureAction_transform-interpolation-array" count="40">LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
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<technique_common>
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<accessor source="#Armature_ArmatureAction_transform-interpolation-array" count="40" stride="1">
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<param name="INTERPOLATION" type="name"/>
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</accessor>
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</technique_common>
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</source>
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<sampler id="Armature_ArmatureAction_transform-sampler">
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<input semantic="INPUT" source="#Armature_ArmatureAction_transform-input"/>
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<input semantic="OUTPUT" source="#Armature_ArmatureAction_transform-output"/>
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<input semantic="INTERPOLATION" source="#Armature_ArmatureAction_transform-interpolation"/>
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</sampler>
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<channel source="#Armature_ArmatureAction_transform-sampler" target="Armature_Bone/transform"/>
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</animation>
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</animation>
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</library_animations>
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<library_visual_scenes>
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<visual_scene id="Scene" name="Scene">
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<node id="Armature" name="Armature" type="NODE">
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<matrix sid="transform">1 0 0 1 0 1 0 -1 0 0 1 0 0 0 0 1</matrix>
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<node id="Armature_Bone" name="Bone" sid="Bone" type="JOINT">
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<matrix sid="transform">0.7886751 -0.5773503 -0.211325 0 0.2113248 0.5773503 -0.7886751 0 0.5773503 0.5773503 0.5773502 0 0 0 0 1</matrix>
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<extra>
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<technique profile="blender">
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<layer sid="layer" type="string">0</layer>
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<roll sid="roll" type="float">-0.5235989</roll>
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<tip_x sid="tip_x" type="float">-2</tip_x>
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<tip_y sid="tip_y" type="float">2</tip_y>
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<tip_z sid="tip_z" type="float">2</tip_z>
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</technique>
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</extra>
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</node>
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<node id="Cube" name="Cube" type="NODE">
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<translate sid="location">0 0 0</translate>
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<rotate sid="rotationZ">0 0 1 0</rotate>
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<rotate sid="rotationY">0 1 0 0</rotate>
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<rotate sid="rotationX">1 0 0 0</rotate>
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<scale sid="scale">1 1 1</scale>
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<instance_controller url="#Armature_Cube-skin">
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<skeleton>#Armature_Bone</skeleton>
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<bind_material>
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<technique_common>
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<instance_material symbol="Material-material" target="#Material-material">
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<bind_vertex_input semantic="UVMap" input_semantic="TEXCOORD" input_set="0"/>
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</instance_material>
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</technique_common>
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</bind_material>
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</instance_controller>
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</node>
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</node>
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</visual_scene>
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</library_visual_scenes>
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<scene>
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<instance_visual_scene url="#Scene"/>
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</scene>
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</COLLADA>
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@ -69,6 +69,7 @@ public:
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virtual bool importerTest() final {
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Assimp::Importer importer;
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{
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/duck.dae", aiProcess_ValidateDataStructure);
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if (scene == nullptr)
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return false;
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@ -94,6 +95,18 @@ public:
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EXPECT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_COPYRIGHT, value)) << "No copyright metadata";
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EXPECT_EQ(strncmp(value.C_Str(), "Copyright 2006", 14), 0) << "AI_METADATA_SOURCE_COPYRIGHT was: " << value.C_Str();
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}
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{
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/box_nested_animation.dae", aiProcess_ValidateDataStructure);
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if (scene == nullptr)
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return false;
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// Expect only one animation with the correct name
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EXPECT_EQ(scene->mNumAnimations, 1u);
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EXPECT_EQ(std::string(scene->mAnimations[0]->mName.C_Str()), std::string("Armature"));
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}
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return true;
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}
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