Merge pull request #3205 from RichardTea/bug-3201-collada_root_meshes
Export Collada Meshes on root aiNodepull/3229/head
commit
15125c5eb8
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@ -117,22 +117,37 @@ static const std::string XMLIDEncode(const std::string &name) {
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return idEncoded.str();
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}
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// ------------------------------------------------------------------------------------------------
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// Helper functions to create unique ids
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inline bool IsUniqueId(const std::unordered_set<std::string> &idSet, const std::string &idStr) {
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return (idSet.find(idStr) == idSet.end());
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}
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inline std::string MakeUniqueId(const std::unordered_set<std::string> &idSet, const std::string &idPrefix, const std::string &postfix) {
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std::string result(idPrefix + postfix);
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if (!IsUniqueId(idSet, result)) {
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// Select a number to append
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size_t idnum = 1;
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do {
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result = idPrefix + '_' + to_string(idnum) + postfix;
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++idnum;
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} while (!IsUniqueId(idSet, result));
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}
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return result;
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}
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// ------------------------------------------------------------------------------------------------
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// Constructor for a specific scene to export
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ColladaExporter::ColladaExporter(const aiScene *pScene, IOSystem *pIOSystem, const std::string &path, const std::string &file) :
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mIOSystem(pIOSystem),
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mPath(path),
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mFile(file) {
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mFile(file),
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mScene(pScene),
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endstr("\n") {
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// make sure that all formatting happens using the standard, C locale and not the user's current locale
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mOutput.imbue(std::locale("C"));
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mOutput.precision(ASSIMP_AI_REAL_TEXT_PRECISION);
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mScene = pScene;
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mSceneOwned = false;
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// set up strings
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endstr = "\n";
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// start writing the file
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WriteFile();
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}
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@ -140,9 +155,6 @@ ColladaExporter::ColladaExporter(const aiScene *pScene, IOSystem *pIOSystem, con
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// ------------------------------------------------------------------------------------------------
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// Destructor
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ColladaExporter::~ColladaExporter() {
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if (mSceneOwned) {
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delete mScene;
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}
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}
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// ------------------------------------------------------------------------------------------------
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@ -171,10 +183,11 @@ void ColladaExporter::WriteFile() {
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// customized, Writes the animation library
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WriteAnimationsLibrary();
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// useless Collada fu at the end, just in case we haven't had enough indirections, yet.
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// instantiate the scene(s)
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// For Assimp there will only ever be one
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mOutput << startstr << "<scene>" << endstr;
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PushTag();
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mOutput << startstr << "<instance_visual_scene url=\"#" + GetNodeUniqueId(mScene->mRootNode) + "\" />" << endstr;
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mOutput << startstr << "<instance_visual_scene url=\"#" + mSceneId + "\" />" << endstr;
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PopTag();
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mOutput << startstr << "</scene>" << endstr;
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PopTag();
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@ -209,13 +222,13 @@ void ColladaExporter::WriteHeader() {
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mScene->mRootNode->mTransformation.Decompose(scaling, rotation, position);
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rotation.Normalize();
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bool add_root_node = false;
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mAdd_root_node = false;
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ai_real scale = 1.0;
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if (std::abs(scaling.x - scaling.y) <= epsilon && std::abs(scaling.x - scaling.z) <= epsilon && std::abs(scaling.y - scaling.z) <= epsilon) {
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scale = (ai_real)((((double)scaling.x) + ((double)scaling.y) + ((double)scaling.z)) / 3.0);
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} else {
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add_root_node = true;
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mAdd_root_node = true;
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}
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std::string up_axis = "Y_UP";
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@ -226,33 +239,19 @@ void ColladaExporter::WriteHeader() {
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} else if (rotation.Equal(z_rot, epsilon)) {
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up_axis = "Z_UP";
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} else {
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add_root_node = true;
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mAdd_root_node = true;
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}
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if (!position.Equal(aiVector3D(0, 0, 0))) {
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add_root_node = true;
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mAdd_root_node = true;
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}
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if (mScene->mRootNode->mNumChildren == 0) {
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add_root_node = true;
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// Assimp root nodes can have meshes, Collada Scenes cannot
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if (mScene->mRootNode->mNumChildren == 0 || mScene->mRootNode->mMeshes != 0) {
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mAdd_root_node = true;
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}
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if (add_root_node) {
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aiScene *scene;
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SceneCombiner::CopyScene(&scene, mScene);
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aiNode *root = new aiNode("Scene");
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root->mNumChildren = 1;
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root->mChildren = new aiNode *[root->mNumChildren];
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root->mChildren[0] = scene->mRootNode;
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scene->mRootNode->mParent = root;
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scene->mRootNode = root;
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mScene = scene;
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mSceneOwned = true;
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if (mAdd_root_node) {
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up_axis = "Y_UP";
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scale = 1.0;
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}
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@ -1226,17 +1225,29 @@ void ColladaExporter::WriteFloatArray(const std::string &pIdString, FloatDataTyp
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// ------------------------------------------------------------------------------------------------
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// Writes the scene library
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void ColladaExporter::WriteSceneLibrary() {
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const std::string sceneId = GetNodeUniqueId(mScene->mRootNode);
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const std::string sceneName = GetNodeName(mScene->mRootNode);
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// Determine if we are using the aiScene root or our own
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std::string sceneName("Scene");
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if (mAdd_root_node) {
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mSceneId = MakeUniqueId(mUniqueIds, sceneName, std::string());
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mUniqueIds.insert(mSceneId);
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} else {
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mSceneId = GetNodeUniqueId(mScene->mRootNode);
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sceneName = GetNodeName(mScene->mRootNode);
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}
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mOutput << startstr << "<library_visual_scenes>" << endstr;
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PushTag();
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mOutput << startstr << "<visual_scene id=\"" + sceneId + "\" name=\"" + sceneName + "\">" << endstr;
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mOutput << startstr << "<visual_scene id=\"" + mSceneId + "\" name=\"" + sceneName + "\">" << endstr;
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PushTag();
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// start recursive write at the root node
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for (size_t a = 0; a < mScene->mRootNode->mNumChildren; ++a)
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WriteNode(mScene->mRootNode->mChildren[a]);
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if (mAdd_root_node) {
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// Export the root node
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WriteNode(mScene->mRootNode);
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} else {
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// Have already exported the root node
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for (size_t a = 0; a < mScene->mRootNode->mNumChildren; ++a)
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WriteNode(mScene->mRootNode->mChildren[a]);
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}
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PopTag();
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mOutput << startstr << "</visual_scene>" << endstr;
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@ -1493,12 +1504,9 @@ void ColladaExporter::WriteNode(const aiNode *pNode) {
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const std::string node_name = GetNodeName(pNode);
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mOutput << startstr << "<node ";
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if (is_skeleton_root) {
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mOutput << "id=\"" << node_id << "\" " << (is_joint ? "sid=\"" + node_id + "\" " : ""); // For now, only support one skeleton in a scene.
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mFoundSkeletonRootNodeID = node_id;
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} else {
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mOutput << "id=\"" << node_id << "\" " << (is_joint ? "sid=\"" + node_id + "\" " : "");
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mFoundSkeletonRootNodeID = node_id; // For now, only support one skeleton in a scene.
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}
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mOutput << "id=\"" << node_id << "\" " << (is_joint ? "sid=\"" + node_id + "\" " : "");
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mOutput << "name=\"" << node_name
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<< "\" type=\"" << node_type
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<< "\">" << endstr;
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@ -1612,23 +1620,6 @@ void ColladaExporter::WriteNode(const aiNode *pNode) {
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mOutput << startstr << "</node>" << endstr;
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}
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inline bool IsUniqueId(const std::unordered_set<std::string> &idSet, const std::string &idStr) {
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return (idSet.find(idStr) == idSet.end());
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}
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inline std::string MakeUniqueId(const std::unordered_set<std::string> &idSet, const std::string &idPrefix, const std::string &postfix) {
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std::string result(idPrefix + postfix);
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if (!IsUniqueId(idSet, result)) {
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// Select a number to append
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size_t idnum = 1;
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do {
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result = idPrefix + '_' + to_string(idnum) + postfix;
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++idnum;
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} while (!IsUniqueId(idSet, result));
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}
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return result;
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}
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void ColladaExporter::CreateNodeIds(const aiNode *node) {
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GetNodeUniqueId(node);
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for (size_t a = 0; a < node->mNumChildren; ++a)
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@ -196,13 +196,14 @@ public:
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const std::string mFile;
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/// The scene to be written
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const aiScene *mScene;
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bool mSceneOwned;
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const aiScene *const mScene;
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std::string mSceneId;
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bool mAdd_root_node = false;
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/// current line start string, contains the current indentation for simple stream insertion
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std::string startstr;
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/// current line end string for simple stream insertion
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std::string endstr;
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const std::string endstr;
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// pair of color and texture - texture precedences color
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struct Surface {
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@ -2479,7 +2479,7 @@ void ColladaParser::ReadSceneLibrary() {
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// read name if given.
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int indexName = TestAttribute("name");
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const char *attrName = "unnamed";
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const char *attrName = "Scene";
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if (indexName > -1)
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attrName = mReader->getAttributeValue(indexName);
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@ -42,6 +42,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "UnitTestPCH.h"
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#include <assimp/ColladaMetaData.h>
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#include <assimp/SceneCombiner.h>
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#include <assimp/commonMetaData.h>
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#include <assimp/postprocess.h>
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#include <assimp/scene.h>
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@ -52,6 +53,20 @@ using namespace Assimp;
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class utColladaImportExport : public AbstractImportExportBase {
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public:
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// Clones the scene in an exception-safe way
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struct SceneCloner {
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SceneCloner(const aiScene *scene) {
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sceneCopy = nullptr;
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SceneCombiner::CopyScene(&sceneCopy, scene);
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}
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~SceneCloner() {
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delete sceneCopy;
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sceneCopy = nullptr;
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}
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aiScene *sceneCopy;
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};
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virtual bool importerTest() final {
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/duck.dae", aiProcess_ValidateDataStructure);
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@ -211,6 +226,60 @@ TEST_F(utColladaImportExport, importDaeFromFileTest) {
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EXPECT_TRUE(importerTest());
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}
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unsigned int GetMeshUseCount(const aiNode *rootNode) {
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unsigned int result = rootNode->mNumMeshes;
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for (unsigned int i = 0; i < rootNode->mNumChildren; ++i) {
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result += GetMeshUseCount(rootNode->mChildren[i]);
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}
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return result;
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}
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TEST_F(utColladaImportExport, exportRootNodeMeshTest) {
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Assimp::Importer importer;
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Assimp::Exporter exporter;
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const char *outFile = "exportRootNodeMeshTest_out.dae";
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/duck.dae", aiProcess_ValidateDataStructure);
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ASSERT_TRUE(scene != nullptr) << "Fatal: could not import duck.dae!";
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ASSERT_EQ(0u, scene->mRootNode->mNumMeshes) << "Collada import should not give the root node a mesh";
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{
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SceneCloner clone(scene);
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ASSERT_TRUE(clone.sceneCopy != nullptr) << "Fatal: could not copy scene!";
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// Do this by moving the meshes from the first child that has some
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aiNode *rootNode = clone.sceneCopy->mRootNode;
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ASSERT_TRUE(rootNode->mNumChildren > 0) << "Fatal: root has no children";
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aiNode *meshNode = rootNode->mChildren[0];
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ASSERT_EQ(1u, meshNode->mNumMeshes) << "Fatal: First child node has no duck mesh";
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// Move the meshes to the parent
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rootNode->mNumMeshes = meshNode->mNumMeshes;
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rootNode->mMeshes = new unsigned int[rootNode->mNumMeshes];
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for (unsigned int i = 0; i < rootNode->mNumMeshes; ++i) {
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rootNode->mMeshes[i] = meshNode->mMeshes[i];
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}
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// Remove the meshes from the original node
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meshNode->mNumMeshes = 0;
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delete[] meshNode->mMeshes;
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meshNode->mMeshes = nullptr;
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ASSERT_EQ(AI_SUCCESS, exporter.Export(clone.sceneCopy, "collada", outFile)) << "Fatal: Could not export file";
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}
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// Reimport and look for meshes
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scene = importer.ReadFile(outFile, aiProcess_ValidateDataStructure);
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ASSERT_TRUE(scene != nullptr) << "Fatal: could not reimport!";
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// A Collada root node is not allowed to have a mesh
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ASSERT_EQ(0u, scene->mRootNode->mNumMeshes) << "Collada reimport should not give the root node a mesh";
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// Walk nodes and counts used meshes
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// Should be exactly one
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EXPECT_EQ(1u, GetMeshUseCount(scene->mRootNode)) << "Nodes had unexpected number of meshes in use";
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}
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TEST_F(utColladaImportExport, exporterUniqueIdsTest) {
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Assimp::Importer importer;
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Assimp::Exporter exporter;
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