Update ColladaLoader.cpp

- add header memory
- Fix format stuff
pull/2535/head
Kim Kulling 2019-07-09 20:35:57 +02:00 committed by GitHub
parent a01302dd4d
commit 39dc9801e0
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GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 98 additions and 135 deletions

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@ -65,6 +65,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "math.h"
#include <algorithm>
#include <numeric>
#include <memory>
using namespace Assimp;
using namespace Assimp::Formatter;
@ -126,7 +127,7 @@ bool ColladaLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler, boo
if (!pIOHandler) {
return true;
}
const char* tokens[] = {"<collada"};
static const char* tokens[] = {"<collada"};
return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
}
@ -134,8 +135,7 @@ bool ColladaLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler, boo
}
// ------------------------------------------------------------------------------------------------
void ColladaLoader::SetupProperties(const Importer* pImp)
{
void ColladaLoader::SetupProperties(const Importer* pImp) {
noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES,0) != 0;
ignoreUpDirection = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION,0) != 0;
useColladaName = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES,0) != 0;
@ -143,8 +143,7 @@ void ColladaLoader::SetupProperties(const Importer* pImp)
// ------------------------------------------------------------------------------------------------
// Get file extension list
const aiImporterDesc* ColladaLoader::GetInfo () const
{
const aiImporterDesc* ColladaLoader::GetInfo () const {
return &desc;
}
@ -246,8 +245,7 @@ void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, I
// ------------------------------------------------------------------------------------------------
// Recursively constructs a scene node for the given parser node and returns it.
aiNode* ColladaLoader::BuildHierarchy( const ColladaParser& pParser, const Collada::Node* pNode)
{
aiNode* ColladaLoader::BuildHierarchy( const ColladaParser& pParser, const Collada::Node* pNode) {
// create a node for it
aiNode* node = new aiNode();
@ -265,15 +263,13 @@ aiNode* ColladaLoader::BuildHierarchy( const ColladaParser& pParser, const Colla
node->mNumChildren = static_cast<unsigned int>(pNode->mChildren.size()+instances.size());
node->mChildren = new aiNode*[node->mNumChildren];
for( size_t a = 0; a < pNode->mChildren.size(); a++)
{
for( size_t a = 0; a < pNode->mChildren.size(); ++a) {
node->mChildren[a] = BuildHierarchy( pParser, pNode->mChildren[a]);
node->mChildren[a]->mParent = node;
}
// ... and finally the resolved node instances
for( size_t a = 0; a < instances.size(); a++)
{
for( size_t a = 0; a < instances.size(); ++a) {
node->mChildren[pNode->mChildren.size() + a] = BuildHierarchy( pParser, instances[a]);
node->mChildren[pNode->mChildren.size() + a]->mParent = node;
}
@ -286,20 +282,19 @@ aiNode* ColladaLoader::BuildHierarchy( const ColladaParser& pParser, const Colla
// construct lights
BuildLightsForNode(pParser, pNode, node);
return node;
}
// ------------------------------------------------------------------------------------------------
// Resolve node instances
void ColladaLoader::ResolveNodeInstances( const ColladaParser& pParser, const Collada::Node* pNode,
std::vector<const Collada::Node*>& resolved)
{
std::vector<const Collada::Node*>& resolved) {
// reserve enough storage
resolved.reserve(pNode->mNodeInstances.size());
// ... and iterate through all nodes to be instanced as children of pNode
for (const auto &nodeInst: pNode->mNodeInstances)
{
for (const auto &nodeInst: pNode->mNodeInstances) {
// find the corresponding node in the library
const ColladaParser::NodeLibrary::const_iterator itt = pParser.mNodeLibrary.find(nodeInst.mNode);
const Collada::Node* nd = itt == pParser.mNodeLibrary.end() ? NULL : (*itt).second;
@ -323,12 +318,12 @@ void ColladaLoader::ResolveNodeInstances( const ColladaParser& pParser, const Co
// ------------------------------------------------------------------------------------------------
// Resolve UV channels
void ColladaLoader::ApplyVertexToEffectSemanticMapping(Collada::Sampler& sampler,
const Collada::SemanticMappingTable& table)
{
const Collada::SemanticMappingTable& table) {
std::map<std::string, Collada::InputSemanticMapEntry>::const_iterator it = table.mMap.find(sampler.mUVChannel);
if (it != table.mMap.end()) {
if (it->second.mType != Collada::IT_Texcoord)
if (it->second.mType != Collada::IT_Texcoord) {
ASSIMP_LOG_ERROR("Collada: Unexpected effect input mapping");
}
sampler.mUVId = it->second.mSet;
}
@ -336,14 +331,11 @@ void ColladaLoader::ApplyVertexToEffectSemanticMapping(Collada::Sampler& sampler
// ------------------------------------------------------------------------------------------------
// Builds lights for the given node and references them
void ColladaLoader::BuildLightsForNode( const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget)
{
for( const Collada::LightInstance& lid : pNode->mLights)
{
void ColladaLoader::BuildLightsForNode( const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget) {
for( const Collada::LightInstance& lid : pNode->mLights) {
// find the referred light
ColladaParser::LightLibrary::const_iterator srcLightIt = pParser.mLightLibrary.find( lid.mLight);
if( srcLightIt == pParser.mLightLibrary.end())
{
if( srcLightIt == pParser.mLightLibrary.end()) {
ASSIMP_LOG_WARN_F("Collada: Unable to find light for ID \"" , lid.mLight , "\". Skipping.");
continue;
}
@ -365,8 +357,7 @@ void ColladaLoader::BuildLightsForNode( const ColladaParser& pParser, const Coll
if (out->mType == aiLightSource_AMBIENT) {
out->mColorDiffuse = out->mColorSpecular = aiColor3D(0, 0, 0);
out->mColorAmbient = srcLight->mColor*srcLight->mIntensity;
}
else {
} else {
// collada doesn't differentiate between these color types
out->mColorDiffuse = out->mColorSpecular = srcLight->mColor*srcLight->mIntensity;
out->mColorAmbient = aiColor3D(0, 0, 0);
@ -374,27 +365,24 @@ void ColladaLoader::BuildLightsForNode( const ColladaParser& pParser, const Coll
// convert falloff angle and falloff exponent in our representation, if given
if (out->mType == aiLightSource_SPOT) {
out->mAngleInnerCone = AI_DEG_TO_RAD( srcLight->mFalloffAngle );
// ... some extension magic.
if (srcLight->mOuterAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET*(1-1e-6f))
{
if (srcLight->mOuterAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET*(1-1e-6f)) {
// ... some deprecation magic.
if (srcLight->mPenumbraAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET*(1-1e-6f))
{
if (srcLight->mPenumbraAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET*(1-1e-6f)) {
// Need to rely on falloff_exponent. I don't know how to interpret it, so I need to guess ....
// epsilon chosen to be 0.1
out->mAngleOuterCone = std::acos(std::pow(0.1f,1.f/srcLight->mFalloffExponent))+
out->mAngleInnerCone;
}
else {
} else {
out->mAngleOuterCone = out->mAngleInnerCone + AI_DEG_TO_RAD( srcLight->mPenumbraAngle );
if (out->mAngleOuterCone < out->mAngleInnerCone)
std::swap(out->mAngleInnerCone,out->mAngleOuterCone);
}
} else {
out->mAngleOuterCone = AI_DEG_TO_RAD( srcLight->mOuterAngle );
}
else out->mAngleOuterCone = AI_DEG_TO_RAD( srcLight->mOuterAngle );
}
// add to light list
@ -404,14 +392,11 @@ void ColladaLoader::BuildLightsForNode( const ColladaParser& pParser, const Coll
// ------------------------------------------------------------------------------------------------
// Builds cameras for the given node and references them
void ColladaLoader::BuildCamerasForNode( const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget)
{
for( const Collada::CameraInstance& cid : pNode->mCameras)
{
void ColladaLoader::BuildCamerasForNode( const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget) {
for( const Collada::CameraInstance& cid : pNode->mCameras) {
// find the referred light
ColladaParser::CameraLibrary::const_iterator srcCameraIt = pParser.mCameraLibrary.find( cid.mCamera);
if( srcCameraIt == pParser.mCameraLibrary.end())
{
if( srcCameraIt == pParser.mCameraLibrary.end()) {
ASSIMP_LOG_WARN_F("Collada: Unable to find camera for ID \"" , cid.mCamera , "\". Skipping.");
continue;
}
@ -435,8 +420,9 @@ void ColladaLoader::BuildCamerasForNode( const ColladaParser& pParser, const Col
// ... but for the rest some values are optional
// and we need to compute the others in any combination.
if (srcCamera->mAspect != 10e10f)
if (srcCamera->mAspect != 10e10f) {
out->mAspect = srcCamera->mAspect;
}
if (srcCamera->mHorFov != 10e10f) {
out->mHorizontalFOV = srcCamera->mHorFov;
@ -461,77 +447,69 @@ void ColladaLoader::BuildCamerasForNode( const ColladaParser& pParser, const Col
// ------------------------------------------------------------------------------------------------
// Builds meshes for the given node and references them
void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget)
{
void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget) {
// accumulated mesh references by this node
std::vector<size_t> newMeshRefs;
newMeshRefs.reserve(pNode->mMeshes.size());
// add a mesh for each subgroup in each collada mesh
for( const Collada::MeshInstance& mid : pNode->mMeshes)
{
const Collada::Mesh* srcMesh = NULL;
const Collada::Controller* srcController = NULL;
for( const Collada::MeshInstance& mid : pNode->mMeshes) {
const Collada::Mesh* srcMesh = nullptr;
const Collada::Controller* srcController = nullptr;
// find the referred mesh
ColladaParser::MeshLibrary::const_iterator srcMeshIt = pParser.mMeshLibrary.find( mid.mMeshOrController);
if( srcMeshIt == pParser.mMeshLibrary.end())
{
if( srcMeshIt == pParser.mMeshLibrary.end()) {
// if not found in the mesh-library, it might also be a controller referring to a mesh
ColladaParser::ControllerLibrary::const_iterator srcContrIt = pParser.mControllerLibrary.find( mid.mMeshOrController);
if( srcContrIt != pParser.mControllerLibrary.end())
{
if( srcContrIt != pParser.mControllerLibrary.end()) {
srcController = &srcContrIt->second;
srcMeshIt = pParser.mMeshLibrary.find( srcController->mMeshId);
if( srcMeshIt != pParser.mMeshLibrary.end())
if( srcMeshIt != pParser.mMeshLibrary.end()) {
srcMesh = srcMeshIt->second;
}
}
if( !srcMesh)
{
if( !srcMesh) {
ASSIMP_LOG_WARN_F( "Collada: Unable to find geometry for ID \"", mid.mMeshOrController, "\". Skipping." );
continue;
}
} else
{
} else {
// ID found in the mesh library -> direct reference to an unskinned mesh
srcMesh = srcMeshIt->second;
}
// build a mesh for each of its subgroups
size_t vertexStart = 0, faceStart = 0;
for( size_t sm = 0; sm < srcMesh->mSubMeshes.size(); ++sm)
{
for( size_t sm = 0; sm < srcMesh->mSubMeshes.size(); ++sm) {
const Collada::SubMesh& submesh = srcMesh->mSubMeshes[sm];
if( submesh.mNumFaces == 0)
if( submesh.mNumFaces == 0) {
continue;
}
// find material assigned to this submesh
std::string meshMaterial;
std::map<std::string, Collada::SemanticMappingTable >::const_iterator meshMatIt = mid.mMaterials.find( submesh.mMaterial);
const Collada::SemanticMappingTable* table = NULL;
if( meshMatIt != mid.mMaterials.end())
{
const Collada::SemanticMappingTable* table = nullptr;
if( meshMatIt != mid.mMaterials.end()) {
table = &meshMatIt->second;
meshMaterial = table->mMatName;
}
else
{
} else {
ASSIMP_LOG_WARN_F( "Collada: No material specified for subgroup <", submesh.mMaterial, "> in geometry <",
mid.mMeshOrController, ">." );
if( !mid.mMaterials.empty() )
if( !mid.mMaterials.empty() ) {
meshMaterial = mid.mMaterials.begin()->second.mMatName;
}
}
// OK ... here the *real* fun starts ... we have the vertex-input-to-effect-semantic-table
// given. The only mapping stuff which we do actually support is the UV channel.
std::map<std::string, size_t>::const_iterator matIt = mMaterialIndexByName.find( meshMaterial);
unsigned int matIdx;
if( matIt != mMaterialIndexByName.end())
unsigned int matIdx = 0;
if( matIt != mMaterialIndexByName.end()) {
matIdx = static_cast<unsigned int>(matIt->second);
else
matIdx = 0;
}
if (table && !table->mMap.empty() ) {
std::pair<Collada::Effect*, aiMaterial*>& mat = newMats[matIdx];
@ -553,9 +531,7 @@ void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Coll
std::map<ColladaMeshIndex, size_t>::const_iterator dstMeshIt = mMeshIndexByID.find( index);
if( dstMeshIt != mMeshIndexByID.end()) {
newMeshRefs.push_back( dstMeshIt->second);
}
else
{
} else {
// else we have to add the mesh to the collection and store its newly assigned index at the node
aiMesh* dstMesh = CreateMesh( pParser, srcMesh, submesh, srcController, vertexStart, faceStart);
@ -567,22 +543,18 @@ void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Coll
// assign the material index
dstMesh->mMaterialIndex = matIdx;
if(dstMesh->mName.length == 0)
{
if(dstMesh->mName.length == 0) {
dstMesh->mName = mid.mMeshOrController;
}
}
}
}
}
// now place all mesh references we gathered in the target node
pTarget->mNumMeshes = static_cast<unsigned int>(newMeshRefs.size());
if( newMeshRefs.size())
{
struct UIntTypeConverter
{
unsigned int operator()(const size_t& v) const
{
if( newMeshRefs.size()) {
struct UIntTypeConverter {
unsigned int operator()(const size_t& v) const {
return static_cast<unsigned int>(v);
}
};
@ -594,26 +566,27 @@ void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Coll
// ------------------------------------------------------------------------------------------------
// Find mesh from either meshes or morph target meshes
aiMesh *ColladaLoader::findMesh(std::string meshid)
{
for (unsigned int i = 0; i < mMeshes.size(); i++)
if (std::string(mMeshes[i]->mName.data) == meshid)
aiMesh *ColladaLoader::findMesh(std::string meshid) {
for (unsigned int i = 0; i < mMeshes.size(); ++i ) {
if (std::string(mMeshes[i]->mName.data) == meshid) {
return mMeshes[i];
}
}
for (unsigned int i = 0; i < mTargetMeshes.size(); i++)
if (std::string(mTargetMeshes[i]->mName.data) == meshid)
for (unsigned int i = 0; i < mTargetMeshes.size(); ++i ) {
if (std::string(mTargetMeshes[i]->mName.data) == meshid) {
return mTargetMeshes[i];
return NULL;
}
}
return nullptr;
}
// ------------------------------------------------------------------------------------------------
// Creates a mesh for the given ColladaMesh face subset and returns the newly created mesh
aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::Mesh* pSrcMesh, const Collada::SubMesh& pSubMesh,
const Collada::Controller* pSrcController, size_t pStartVertex, size_t pStartFace)
{
const Collada::Controller* pSrcController, size_t pStartVertex, size_t pStartFace) {
std::unique_ptr<aiMesh> dstMesh(new aiMesh);
//aiMesh* dstMesh = new aiMesh;
dstMesh->mName = pSrcMesh->mName;
@ -630,24 +603,21 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
// normals, if given. HACK: (thom) Due to the glorious Collada spec we never
// know if we have the same number of normals as there are positions. So we
// also ignore any vertex attribute if it has a different count
if( pSrcMesh->mNormals.size() >= pStartVertex + numVertices)
{
if( pSrcMesh->mNormals.size() >= pStartVertex + numVertices) {
dstMesh->mNormals = new aiVector3D[numVertices];
std::copy( pSrcMesh->mNormals.begin() + pStartVertex, pSrcMesh->mNormals.begin() +
pStartVertex + numVertices, dstMesh->mNormals);
}
// tangents, if given.
if( pSrcMesh->mTangents.size() >= pStartVertex + numVertices)
{
if( pSrcMesh->mTangents.size() >= pStartVertex + numVertices) {
dstMesh->mTangents = new aiVector3D[numVertices];
std::copy( pSrcMesh->mTangents.begin() + pStartVertex, pSrcMesh->mTangents.begin() +
pStartVertex + numVertices, dstMesh->mTangents);
}
// bitangents, if given.
if( pSrcMesh->mBitangents.size() >= pStartVertex + numVertices)
{
if( pSrcMesh->mBitangents.size() >= pStartVertex + numVertices) {
dstMesh->mBitangents = new aiVector3D[numVertices];
std::copy( pSrcMesh->mBitangents.begin() + pStartVertex, pSrcMesh->mBitangents.begin() +
pStartVertex + numVertices, dstMesh->mBitangents);
@ -655,13 +625,12 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
// same for texturecoords, as many as we have
// empty slots are not allowed, need to pack and adjust UV indexes accordingly
for( size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
{
if( pSrcMesh->mTexCoords[a].size() >= pStartVertex + numVertices)
{
for( size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a ) {
if( pSrcMesh->mTexCoords[a].size() >= pStartVertex + numVertices) {
dstMesh->mTextureCoords[real] = new aiVector3D[numVertices];
for( size_t b = 0; b < numVertices; ++b)
for( size_t b = 0; b < numVertices; ++b) {
dstMesh->mTextureCoords[real][b] = pSrcMesh->mTexCoords[a][pStartVertex+b];
}
dstMesh->mNumUVComponents[real] = pSrcMesh->mNumUVComponents[a];
++real;
@ -669,10 +638,8 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
}
// same for vertex colors, as many as we have. again the same packing to avoid empty slots
for( size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
{
if( pSrcMesh->mColors[a].size() >= pStartVertex + numVertices)
{
for( size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a ) {
if( pSrcMesh->mColors[a].size() >= pStartVertex + numVertices) {
dstMesh->mColors[real] = new aiColor4D[numVertices];
std::copy( pSrcMesh->mColors[a].begin() + pStartVertex, pSrcMesh->mColors[a].begin() + pStartVertex + numVertices,dstMesh->mColors[real]);
++real;
@ -683,14 +650,14 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
size_t vertex = 0;
dstMesh->mNumFaces = static_cast<unsigned int>(pSubMesh.mNumFaces);
dstMesh->mFaces = new aiFace[dstMesh->mNumFaces];
for( size_t a = 0; a < dstMesh->mNumFaces; ++a)
{
for( size_t a = 0; a < dstMesh->mNumFaces; ++a) {
size_t s = pSrcMesh->mFaceSize[ pStartFace + a];
aiFace& face = dstMesh->mFaces[a];
face.mNumIndices = static_cast<unsigned int>(s);
face.mIndices = new unsigned int[s];
for( size_t b = 0; b < s; ++b)
for( size_t b = 0; b < s; ++b) {
face.mIndices[b] = static_cast<unsigned int>(vertex++);
}
}
// create morph target meshes if any
@ -698,14 +665,12 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
std::vector<float> targetWeights;
Collada::MorphMethod method = Collada::Normalized;
for(std::map<std::string, Collada::Controller>::const_iterator it = pParser.mControllerLibrary.begin();
it != pParser.mControllerLibrary.end(); it++)
{
for(std::map<std::string, Collada::Controller>::const_iterator it = pParser.mControllerLibrary.begin();
it != pParser.mControllerLibrary.end(); it++) {
const Collada::Controller &c = it->second;
const Collada::Mesh* baseMesh = pParser.ResolveLibraryReference( pParser.mMeshLibrary, c.mMeshId);
if (c.mType == Collada::Morph && baseMesh->mName == pSrcMesh->mName)
{
if (c.mType == Collada::Morph && baseMesh->mName == pSrcMesh->mName) {
const Collada::Accessor& targetAccessor = pParser.ResolveLibraryReference( pParser.mAccessorLibrary, c.mMorphTarget);
const Collada::Accessor& weightAccessor = pParser.ResolveLibraryReference( pParser.mAccessorLibrary, c.mMorphWeight);
const Collada::Data& targetData = pParser.ResolveLibraryReference( pParser.mDataLibrary, targetAccessor.mSource);
@ -714,34 +679,34 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
// take method
method = c.mMethod;
if (!targetData.mIsStringArray)
if (!targetData.mIsStringArray) {
throw DeadlyImportError( "target data must contain id. ");
if (weightData.mIsStringArray)
}
if (weightData.mIsStringArray) {
throw DeadlyImportError( "target weight data must not be textual ");
}
for (unsigned int i = 0; i < targetData.mStrings.size(); ++i)
{
for (unsigned int i = 0; i < targetData.mStrings.size(); ++i) {
const Collada::Mesh* targetMesh = pParser.ResolveLibraryReference(pParser.mMeshLibrary, targetData.mStrings.at(i));
aiMesh *aimesh = findMesh(targetMesh->mName);
if (!aimesh)
{
if (targetMesh->mSubMeshes.size() > 1)
if (!aimesh) {
if (targetMesh->mSubMeshes.size() > 1) {
throw DeadlyImportError( "Morhing target mesh must be a single");
}
aimesh = CreateMesh(pParser, targetMesh, targetMesh->mSubMeshes.at(0), NULL, 0, 0);
mTargetMeshes.push_back(aimesh);
}
targetMeshes.push_back(aimesh);
}
for (unsigned int i = 0; i < weightData.mValues.size(); ++i)
for (unsigned int i = 0; i < weightData.mValues.size(); ++i) {
targetWeights.push_back(weightData.mValues.at(i));
}
}
}
if (targetMeshes.size() > 0 && targetWeights.size() == targetMeshes.size())
{
if (targetMeshes.size() > 0 && targetWeights.size() == targetMeshes.size()) {
std::vector<aiAnimMesh*> animMeshes;
for (unsigned int i = 0; i < targetMeshes.size(); i++)
{
for (unsigned int i = 0; i < targetMeshes.size(); ++i ) {
aiMesh* targetMesh = targetMeshes.at(i);
aiAnimMesh *animMesh = aiCreateAnimMesh(targetMesh);
float weight = targetWeights[i];
@ -754,13 +719,13 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
: aiMorphingMethod_MORPH_NORMALIZED;
dstMesh->mAnimMeshes = new aiAnimMesh*[animMeshes.size()];
dstMesh->mNumAnimMeshes = static_cast<unsigned int>(animMeshes.size());
for (unsigned int i = 0; i < animMeshes.size(); i++)
for (unsigned int i = 0; i < animMeshes.size(); ++i ) {
dstMesh->mAnimMeshes[i] = animMeshes.at(i);
}
}
// create bones if given
if( pSrcController && pSrcController->mType == Collada::Skin)
{
if( pSrcController && pSrcController->mType == Collada::Skin) {
// resolve references - joint names
const Collada::Accessor& jointNamesAcc = pParser.ResolveLibraryReference( pParser.mAccessorLibrary, pSrcController->mJointNameSource);
const Collada::Data& jointNames = pParser.ResolveLibraryReference( pParser.mDataLibrary, jointNamesAcc.mSource);
@ -791,15 +756,13 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
weightStartPerVertex.resize(pSrcController->mWeightCounts.size(),pSrcController->mWeights.end());
IndexPairVector::const_iterator pit = pSrcController->mWeights.begin();
for( size_t a = 0; a < pSrcController->mWeightCounts.size(); ++a)
{
for( size_t a = 0; a < pSrcController->mWeightCounts.size(); ++a) {
weightStartPerVertex[a] = pit;
pit += pSrcController->mWeightCounts[a];
}
// now for each vertex put the corresponding vertex weights into each bone's weight collection
for( size_t a = pStartVertex; a < pStartVertex + numVertices; ++a)
{
for( size_t a = pStartVertex; a < pStartVertex + numVertices; ++a) {
// which position index was responsible for this vertex? that's also the index by which
// the controller assigns the vertex weights
size_t orgIndex = pSrcMesh->mFacePosIndices[a];