Merge pull request #3205 from RichardTea/bug-3201-collada_root_meshes

Export Collada Meshes on root aiNode
pull/3229/head
Kim Kulling 2020-05-17 11:39:02 +02:00 committed by GitHub
commit 15125c5eb8
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4 changed files with 127 additions and 66 deletions

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@ -117,22 +117,37 @@ static const std::string XMLIDEncode(const std::string &name) {
return idEncoded.str();
}
// ------------------------------------------------------------------------------------------------
// Helper functions to create unique ids
inline bool IsUniqueId(const std::unordered_set<std::string> &idSet, const std::string &idStr) {
return (idSet.find(idStr) == idSet.end());
}
inline std::string MakeUniqueId(const std::unordered_set<std::string> &idSet, const std::string &idPrefix, const std::string &postfix) {
std::string result(idPrefix + postfix);
if (!IsUniqueId(idSet, result)) {
// Select a number to append
size_t idnum = 1;
do {
result = idPrefix + '_' + to_string(idnum) + postfix;
++idnum;
} while (!IsUniqueId(idSet, result));
}
return result;
}
// ------------------------------------------------------------------------------------------------
// Constructor for a specific scene to export
ColladaExporter::ColladaExporter(const aiScene *pScene, IOSystem *pIOSystem, const std::string &path, const std::string &file) :
mIOSystem(pIOSystem),
mPath(path),
mFile(file) {
mFile(file),
mScene(pScene),
endstr("\n") {
// make sure that all formatting happens using the standard, C locale and not the user's current locale
mOutput.imbue(std::locale("C"));
mOutput.precision(ASSIMP_AI_REAL_TEXT_PRECISION);
mScene = pScene;
mSceneOwned = false;
// set up strings
endstr = "\n";
// start writing the file
WriteFile();
}
@ -140,9 +155,6 @@ ColladaExporter::ColladaExporter(const aiScene *pScene, IOSystem *pIOSystem, con
// ------------------------------------------------------------------------------------------------
// Destructor
ColladaExporter::~ColladaExporter() {
if (mSceneOwned) {
delete mScene;
}
}
// ------------------------------------------------------------------------------------------------
@ -171,10 +183,11 @@ void ColladaExporter::WriteFile() {
// customized, Writes the animation library
WriteAnimationsLibrary();
// useless Collada fu at the end, just in case we haven't had enough indirections, yet.
// instantiate the scene(s)
// For Assimp there will only ever be one
mOutput << startstr << "<scene>" << endstr;
PushTag();
mOutput << startstr << "<instance_visual_scene url=\"#" + GetNodeUniqueId(mScene->mRootNode) + "\" />" << endstr;
mOutput << startstr << "<instance_visual_scene url=\"#" + mSceneId + "\" />" << endstr;
PopTag();
mOutput << startstr << "</scene>" << endstr;
PopTag();
@ -209,13 +222,13 @@ void ColladaExporter::WriteHeader() {
mScene->mRootNode->mTransformation.Decompose(scaling, rotation, position);
rotation.Normalize();
bool add_root_node = false;
mAdd_root_node = false;
ai_real scale = 1.0;
if (std::abs(scaling.x - scaling.y) <= epsilon && std::abs(scaling.x - scaling.z) <= epsilon && std::abs(scaling.y - scaling.z) <= epsilon) {
scale = (ai_real)((((double)scaling.x) + ((double)scaling.y) + ((double)scaling.z)) / 3.0);
} else {
add_root_node = true;
mAdd_root_node = true;
}
std::string up_axis = "Y_UP";
@ -226,33 +239,19 @@ void ColladaExporter::WriteHeader() {
} else if (rotation.Equal(z_rot, epsilon)) {
up_axis = "Z_UP";
} else {
add_root_node = true;
mAdd_root_node = true;
}
if (!position.Equal(aiVector3D(0, 0, 0))) {
add_root_node = true;
mAdd_root_node = true;
}
if (mScene->mRootNode->mNumChildren == 0) {
add_root_node = true;
// Assimp root nodes can have meshes, Collada Scenes cannot
if (mScene->mRootNode->mNumChildren == 0 || mScene->mRootNode->mMeshes != 0) {
mAdd_root_node = true;
}
if (add_root_node) {
aiScene *scene;
SceneCombiner::CopyScene(&scene, mScene);
aiNode *root = new aiNode("Scene");
root->mNumChildren = 1;
root->mChildren = new aiNode *[root->mNumChildren];
root->mChildren[0] = scene->mRootNode;
scene->mRootNode->mParent = root;
scene->mRootNode = root;
mScene = scene;
mSceneOwned = true;
if (mAdd_root_node) {
up_axis = "Y_UP";
scale = 1.0;
}
@ -1226,17 +1225,29 @@ void ColladaExporter::WriteFloatArray(const std::string &pIdString, FloatDataTyp
// ------------------------------------------------------------------------------------------------
// Writes the scene library
void ColladaExporter::WriteSceneLibrary() {
const std::string sceneId = GetNodeUniqueId(mScene->mRootNode);
const std::string sceneName = GetNodeName(mScene->mRootNode);
// Determine if we are using the aiScene root or our own
std::string sceneName("Scene");
if (mAdd_root_node) {
mSceneId = MakeUniqueId(mUniqueIds, sceneName, std::string());
mUniqueIds.insert(mSceneId);
} else {
mSceneId = GetNodeUniqueId(mScene->mRootNode);
sceneName = GetNodeName(mScene->mRootNode);
}
mOutput << startstr << "<library_visual_scenes>" << endstr;
PushTag();
mOutput << startstr << "<visual_scene id=\"" + sceneId + "\" name=\"" + sceneName + "\">" << endstr;
mOutput << startstr << "<visual_scene id=\"" + mSceneId + "\" name=\"" + sceneName + "\">" << endstr;
PushTag();
// start recursive write at the root node
for (size_t a = 0; a < mScene->mRootNode->mNumChildren; ++a)
WriteNode(mScene->mRootNode->mChildren[a]);
if (mAdd_root_node) {
// Export the root node
WriteNode(mScene->mRootNode);
} else {
// Have already exported the root node
for (size_t a = 0; a < mScene->mRootNode->mNumChildren; ++a)
WriteNode(mScene->mRootNode->mChildren[a]);
}
PopTag();
mOutput << startstr << "</visual_scene>" << endstr;
@ -1493,12 +1504,9 @@ void ColladaExporter::WriteNode(const aiNode *pNode) {
const std::string node_name = GetNodeName(pNode);
mOutput << startstr << "<node ";
if (is_skeleton_root) {
mOutput << "id=\"" << node_id << "\" " << (is_joint ? "sid=\"" + node_id + "\" " : ""); // For now, only support one skeleton in a scene.
mFoundSkeletonRootNodeID = node_id;
} else {
mOutput << "id=\"" << node_id << "\" " << (is_joint ? "sid=\"" + node_id + "\" " : "");
mFoundSkeletonRootNodeID = node_id; // For now, only support one skeleton in a scene.
}
mOutput << "id=\"" << node_id << "\" " << (is_joint ? "sid=\"" + node_id + "\" " : "");
mOutput << "name=\"" << node_name
<< "\" type=\"" << node_type
<< "\">" << endstr;
@ -1612,23 +1620,6 @@ void ColladaExporter::WriteNode(const aiNode *pNode) {
mOutput << startstr << "</node>" << endstr;
}
inline bool IsUniqueId(const std::unordered_set<std::string> &idSet, const std::string &idStr) {
return (idSet.find(idStr) == idSet.end());
}
inline std::string MakeUniqueId(const std::unordered_set<std::string> &idSet, const std::string &idPrefix, const std::string &postfix) {
std::string result(idPrefix + postfix);
if (!IsUniqueId(idSet, result)) {
// Select a number to append
size_t idnum = 1;
do {
result = idPrefix + '_' + to_string(idnum) + postfix;
++idnum;
} while (!IsUniqueId(idSet, result));
}
return result;
}
void ColladaExporter::CreateNodeIds(const aiNode *node) {
GetNodeUniqueId(node);
for (size_t a = 0; a < node->mNumChildren; ++a)

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@ -196,13 +196,14 @@ public:
const std::string mFile;
/// The scene to be written
const aiScene *mScene;
bool mSceneOwned;
const aiScene *const mScene;
std::string mSceneId;
bool mAdd_root_node = false;
/// 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;
const std::string endstr;
// pair of color and texture - texture precedences color
struct Surface {

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@ -2479,7 +2479,7 @@ void ColladaParser::ReadSceneLibrary() {
// read name if given.
int indexName = TestAttribute("name");
const char *attrName = "unnamed";
const char *attrName = "Scene";
if (indexName > -1)
attrName = mReader->getAttributeValue(indexName);

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@ -42,6 +42,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "UnitTestPCH.h"
#include <assimp/ColladaMetaData.h>
#include <assimp/SceneCombiner.h>
#include <assimp/commonMetaData.h>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
@ -52,6 +53,20 @@ using namespace Assimp;
class utColladaImportExport : public AbstractImportExportBase {
public:
// Clones the scene in an exception-safe way
struct SceneCloner {
SceneCloner(const aiScene *scene) {
sceneCopy = nullptr;
SceneCombiner::CopyScene(&sceneCopy, scene);
}
~SceneCloner() {
delete sceneCopy;
sceneCopy = nullptr;
}
aiScene *sceneCopy;
};
virtual bool importerTest() final {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/duck.dae", aiProcess_ValidateDataStructure);
@ -211,6 +226,60 @@ TEST_F(utColladaImportExport, importDaeFromFileTest) {
EXPECT_TRUE(importerTest());
}
unsigned int GetMeshUseCount(const aiNode *rootNode) {
unsigned int result = rootNode->mNumMeshes;
for (unsigned int i = 0; i < rootNode->mNumChildren; ++i) {
result += GetMeshUseCount(rootNode->mChildren[i]);
}
return result;
}
TEST_F(utColladaImportExport, exportRootNodeMeshTest) {
Assimp::Importer importer;
Assimp::Exporter exporter;
const char *outFile = "exportRootNodeMeshTest_out.dae";
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/duck.dae", aiProcess_ValidateDataStructure);
ASSERT_TRUE(scene != nullptr) << "Fatal: could not import duck.dae!";
ASSERT_EQ(0u, scene->mRootNode->mNumMeshes) << "Collada import should not give the root node a mesh";
{
SceneCloner clone(scene);
ASSERT_TRUE(clone.sceneCopy != nullptr) << "Fatal: could not copy scene!";
// Do this by moving the meshes from the first child that has some
aiNode *rootNode = clone.sceneCopy->mRootNode;
ASSERT_TRUE(rootNode->mNumChildren > 0) << "Fatal: root has no children";
aiNode *meshNode = rootNode->mChildren[0];
ASSERT_EQ(1u, meshNode->mNumMeshes) << "Fatal: First child node has no duck mesh";
// Move the meshes to the parent
rootNode->mNumMeshes = meshNode->mNumMeshes;
rootNode->mMeshes = new unsigned int[rootNode->mNumMeshes];
for (unsigned int i = 0; i < rootNode->mNumMeshes; ++i) {
rootNode->mMeshes[i] = meshNode->mMeshes[i];
}
// Remove the meshes from the original node
meshNode->mNumMeshes = 0;
delete[] meshNode->mMeshes;
meshNode->mMeshes = nullptr;
ASSERT_EQ(AI_SUCCESS, exporter.Export(clone.sceneCopy, "collada", outFile)) << "Fatal: Could not export file";
}
// Reimport and look for meshes
scene = importer.ReadFile(outFile, aiProcess_ValidateDataStructure);
ASSERT_TRUE(scene != nullptr) << "Fatal: could not reimport!";
// A Collada root node is not allowed to have a mesh
ASSERT_EQ(0u, scene->mRootNode->mNumMeshes) << "Collada reimport should not give the root node a mesh";
// Walk nodes and counts used meshes
// Should be exactly one
EXPECT_EQ(1u, GetMeshUseCount(scene->mRootNode)) << "Nodes had unexpected number of meshes in use";
}
TEST_F(utColladaImportExport, exporterUniqueIdsTest) {
Assimp::Importer importer;
Assimp::Exporter exporter;