ColladaLoader: format.
parent
ce1302cd71
commit
51b790c482
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@ -73,7 +73,7 @@ static const aiImporterDesc desc = {
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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ColladaLoader::ColladaLoader()
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: noSkeletonMesh(), ignoreUpDirection(false), mNodeNameCounter()
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: noSkeletonMesh(), ignoreUpDirection(false), mNodeNameCounter()
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{}
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// ------------------------------------------------------------------------------------------------
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@ -87,16 +87,16 @@ bool ColladaLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler, boo
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{
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// check file extension
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std::string extension = GetExtension(pFile);
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if( extension == "dae")
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return true;
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// XML - too generic, we need to open the file and search for typical keywords
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if( extension == "xml" || !extension.length() || checkSig) {
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/* If CanRead() is called in order to check whether we
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* support a specific file extension in general pIOHandler
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* might be NULL and it's our duty to return true here.
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*/
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* support a specific file extension in general pIOHandler
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* might be NULL and it's our duty to return true here.
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*/
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if (!pIOHandler)return true;
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const char* tokens[] = {"collada"};
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return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
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@ -157,26 +157,26 @@ void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, I
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// ... then fill the materials with the now adjusted settings
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FillMaterials(parser, pScene);
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// Apply unitsize scale calculation
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pScene->mRootNode->mTransformation *= aiMatrix4x4(parser.mUnitSize, 0, 0, 0,
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0, parser.mUnitSize, 0, 0,
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0, 0, parser.mUnitSize, 0,
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0, 0, 0, 1);
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if( !ignoreUpDirection ) {
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// Convert to Y_UP, if different orientation
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// Apply unitsize scale calculation
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pScene->mRootNode->mTransformation *= aiMatrix4x4(parser.mUnitSize, 0, 0, 0,
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0, parser.mUnitSize, 0, 0,
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0, 0, parser.mUnitSize, 0,
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0, 0, 0, 1);
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if( !ignoreUpDirection ) {
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// Convert to Y_UP, if different orientation
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if( parser.mUpDirection == ColladaParser::UP_X)
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pScene->mRootNode->mTransformation *= aiMatrix4x4(
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0, -1, 0, 0,
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1, 0, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1);
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0, -1, 0, 0,
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1, 0, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1);
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else if( parser.mUpDirection == ColladaParser::UP_Z)
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pScene->mRootNode->mTransformation *= aiMatrix4x4(
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1, 0, 0, 0,
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0, 0, 1, 0,
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0, -1, 0, 0,
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0, 0, 0, 1);
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}
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1, 0, 0, 0,
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0, 0, 1, 0,
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0, -1, 0, 0,
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0, 0, 0, 1);
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}
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// store all meshes
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StoreSceneMeshes( pScene);
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@ -195,7 +195,7 @@ void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, I
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// If no meshes have been loaded, it's probably just an animated skeleton.
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if (!pScene->mNumMeshes) {
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if (!noSkeletonMesh) {
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SkeletonMeshBuilder hero(pScene);
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}
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@ -251,14 +251,14 @@ aiNode* ColladaLoader::BuildHierarchy( const ColladaParser& pParser, const Colla
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// ------------------------------------------------------------------------------------------------
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// Resolve node instances
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void ColladaLoader::ResolveNodeInstances( const ColladaParser& pParser, const Collada::Node* pNode,
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std::vector<const Collada::Node*>& resolved)
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std::vector<const Collada::Node*>& resolved)
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{
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// reserve enough storage
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resolved.reserve(pNode->mNodeInstances.size());
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// ... and iterate through all nodes to be instanced as children of pNode
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for (std::vector<Collada::NodeInstance>::const_iterator it = pNode->mNodeInstances.begin(),
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end = pNode->mNodeInstances.end(); it != end; ++it)
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end = pNode->mNodeInstances.end(); it != end; ++it)
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{
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// find the corresponding node in the library
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const ColladaParser::NodeLibrary::const_iterator itt = pParser.mNodeLibrary.find((*it).mNode);
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@ -272,7 +272,7 @@ void ColladaLoader::ResolveNodeInstances( const ColladaParser& pParser, const Co
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}
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if (!nd)
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DefaultLogger::get()->error("Collada: Unable to resolve reference to instanced node " + (*it).mNode);
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else {
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// attach this node to the list of children
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resolved.push_back(nd);
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@ -283,7 +283,7 @@ void ColladaLoader::ResolveNodeInstances( const ColladaParser& pParser, const Co
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// ------------------------------------------------------------------------------------------------
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// Resolve UV channels
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void ColladaLoader::ApplyVertexToEffectSemanticMapping(Collada::Sampler& sampler,
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const Collada::SemanticMappingTable& table)
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const Collada::SemanticMappingTable& table)
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{
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std::map<std::string, Collada::InputSemanticMapEntry>::const_iterator it = table.mMap.find(sampler.mUVChannel);
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if (it != table.mMap.end()) {
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@ -308,7 +308,7 @@ void ColladaLoader::BuildLightsForNode( const ColladaParser& pParser, const Coll
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continue;
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}
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const Collada::Light* srcLight = &srcLightIt->second;
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// now fill our ai data structure
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aiLight* out = new aiLight();
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out->mName = pTarget->mName;
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@ -326,7 +326,7 @@ void ColladaLoader::BuildLightsForNode( const ColladaParser& pParser, const Coll
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// convert falloff angle and falloff exponent in our representation, if given
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if (out->mType == aiLightSource_SPOT) {
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out->mAngleInnerCone = AI_DEG_TO_RAD( srcLight->mFalloffAngle );
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// ... some extension magic.
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@ -387,7 +387,7 @@ void ColladaLoader::BuildCamerasForNode( const ColladaParser& pParser, const Col
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// ... but for the rest some values are optional
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// and we need to compute the others in any combination.
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if (srcCamera->mAspect != 10e10f)
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if (srcCamera->mAspect != 10e10f)
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out->mAspect = srcCamera->mAspect;
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if (srcCamera->mHorFov != 10e10f) {
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@ -395,12 +395,12 @@ void ColladaLoader::BuildCamerasForNode( const ColladaParser& pParser, const Col
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if (srcCamera->mVerFov != 10e10f && srcCamera->mAspect == 10e10f) {
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out->mAspect = tan(AI_DEG_TO_RAD(srcCamera->mHorFov)) /
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tan(AI_DEG_TO_RAD(srcCamera->mVerFov));
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tan(AI_DEG_TO_RAD(srcCamera->mVerFov));
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}
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}
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else if (srcCamera->mAspect != 10e10f && srcCamera->mVerFov != 10e10f) {
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out->mHorizontalFOV = 2.0f * AI_RAD_TO_DEG(atan(srcCamera->mAspect *
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tan(AI_DEG_TO_RAD(srcCamera->mVerFov) * 0.5f)));
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tan(AI_DEG_TO_RAD(srcCamera->mVerFov) * 0.5f)));
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}
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// Collada uses degrees, we use radians
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@ -518,11 +518,11 @@ void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Coll
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// assign the material index
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dstMesh->mMaterialIndex = matIdx;
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if(dstMesh->mName.length == 0)
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{
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dstMesh->mName = mid.mMeshOrController;
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}
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}
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if(dstMesh->mName.length == 0)
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{
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dstMesh->mName = mid.mMeshOrController;
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}
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}
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}
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}
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@ -538,11 +538,11 @@ void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Coll
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// ------------------------------------------------------------------------------------------------
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// Creates a mesh for the given ColladaMesh face subset and returns the newly created mesh
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aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::Mesh* pSrcMesh, const Collada::SubMesh& pSubMesh,
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const Collada::Controller* pSrcController, size_t pStartVertex, size_t pStartFace)
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const Collada::Controller* pSrcController, size_t pStartVertex, size_t pStartFace)
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{
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aiMesh* dstMesh = new aiMesh;
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dstMesh->mName = pSrcMesh->mName;
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dstMesh->mName = pSrcMesh->mName;
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// count the vertices addressed by its faces
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const size_t numVertices = std::accumulate( pSrcMesh->mFaceSize.begin() + pStartFace,
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@ -589,7 +589,7 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
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dstMesh->mTextureCoords[real] = new aiVector3D[numVertices];
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for( size_t b = 0; b < numVertices; ++b)
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dstMesh->mTextureCoords[real][b] = pSrcMesh->mTexCoords[a][pStartVertex+b];
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dstMesh->mNumUVComponents[real] = pSrcMesh->mNumUVComponents[a];
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++real;
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}
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@ -624,8 +624,8 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
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if( pSrcController)
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{
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// refuse if the vertex count does not match
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// if( pSrcController->mWeightCounts.size() != dstMesh->mNumVertices)
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// throw DeadlyImportError( "Joint Controller vertex count does not match mesh vertex count");
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// if( pSrcController->mWeightCounts.size() != dstMesh->mNumVertices)
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// throw DeadlyImportError( "Joint Controller vertex count does not match mesh vertex count");
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// resolve references - joint names
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const Collada::Accessor& jointNamesAcc = pParser.ResolveLibraryReference( pParser.mAccessorLibrary, pSrcController->mJointNameSource);
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@ -937,7 +937,7 @@ void ColladaLoader::CreateAnimation( aiScene* pScene, const ColladaParser& pPars
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// find the collada node corresponding to the aiNode
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const Collada::Node* srcNode = FindNode( pParser.mRootNode, nodeName);
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// ai_assert( srcNode != NULL);
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// ai_assert( srcNode != NULL);
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if( !srcNode)
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continue;
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@ -990,7 +990,7 @@ void ColladaLoader::CreateAnimation( aiScene* pScene, const ColladaParser& pPars
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{
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entry.mTransformId = srcChannel.mTarget.substr(slashPos + 1, bracketPos - slashPos - 1);
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std::string subElement = srcChannel.mTarget.substr(bracketPos);
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if (subElement == "(0)(0)")
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entry.mSubElement = 0;
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else if (subElement == "(1)(0)")
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@ -1058,134 +1058,134 @@ void ColladaLoader::CreateAnimation( aiScene* pScene, const ColladaParser& pPars
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if( e.mTimeAccessor->mCount != e.mValueAccessor->mCount)
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throw DeadlyImportError( boost::str( boost::format( "Time count / value count mismatch in animation channel \"%s\".") % e.mChannel->mTarget));
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if( e.mTimeAccessor->mCount > 0 )
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{
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// find bounding times
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startTime = std::min( startTime, ReadFloat( *e.mTimeAccessor, *e.mTimeData, 0, 0));
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endTime = std::max( endTime, ReadFloat( *e.mTimeAccessor, *e.mTimeData, e.mTimeAccessor->mCount-1, 0));
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}
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if( e.mTimeAccessor->mCount > 0 )
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{
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// find bounding times
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startTime = std::min( startTime, ReadFloat( *e.mTimeAccessor, *e.mTimeData, 0, 0));
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endTime = std::max( endTime, ReadFloat( *e.mTimeAccessor, *e.mTimeData, e.mTimeAccessor->mCount-1, 0));
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}
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}
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std::vector<aiMatrix4x4> resultTrafos;
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if( !entries.empty() && entries.front().mTimeAccessor->mCount > 0 )
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{
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// create a local transformation chain of the node's transforms
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std::vector<Collada::Transform> transforms = srcNode->mTransforms;
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std::vector<aiMatrix4x4> resultTrafos;
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if( !entries.empty() && entries.front().mTimeAccessor->mCount > 0 )
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{
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// create a local transformation chain of the node's transforms
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std::vector<Collada::Transform> transforms = srcNode->mTransforms;
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// now for every unique point in time, find or interpolate the key values for that time
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// and apply them to the transform chain. Then the node's present transformation can be calculated.
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float time = startTime;
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while( 1)
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{
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for( std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it)
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{
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Collada::ChannelEntry& e = *it;
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// now for every unique point in time, find or interpolate the key values for that time
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// and apply them to the transform chain. Then the node's present transformation can be calculated.
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float time = startTime;
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while( 1)
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{
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for( std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it)
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{
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Collada::ChannelEntry& e = *it;
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// find the keyframe behind the current point in time
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size_t pos = 0;
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float postTime = 0.f;
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while( 1)
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{
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if( pos >= e.mTimeAccessor->mCount)
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break;
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postTime = ReadFloat( *e.mTimeAccessor, *e.mTimeData, pos, 0);
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if( postTime >= time)
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break;
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++pos;
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}
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// find the keyframe behind the current point in time
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size_t pos = 0;
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float postTime = 0.f;
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while( 1)
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{
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if( pos >= e.mTimeAccessor->mCount)
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break;
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postTime = ReadFloat( *e.mTimeAccessor, *e.mTimeData, pos, 0);
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if( postTime >= time)
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break;
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++pos;
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}
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pos = std::min( pos, e.mTimeAccessor->mCount-1);
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pos = std::min( pos, e.mTimeAccessor->mCount-1);
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// read values from there
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float temp[16];
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for( size_t c = 0; c < e.mValueAccessor->mSize; ++c)
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temp[c] = ReadFloat( *e.mValueAccessor, *e.mValueData, pos, c);
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// read values from there
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float temp[16];
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for( size_t c = 0; c < e.mValueAccessor->mSize; ++c)
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temp[c] = ReadFloat( *e.mValueAccessor, *e.mValueData, pos, c);
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// if not exactly at the key time, interpolate with previous value set
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if( postTime > time && pos > 0)
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{
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float preTime = ReadFloat( *e.mTimeAccessor, *e.mTimeData, pos-1, 0);
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float factor = (time - postTime) / (preTime - postTime);
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// if not exactly at the key time, interpolate with previous value set
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if( postTime > time && pos > 0)
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{
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float preTime = ReadFloat( *e.mTimeAccessor, *e.mTimeData, pos-1, 0);
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float factor = (time - postTime) / (preTime - postTime);
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for( size_t c = 0; c < e.mValueAccessor->mSize; ++c)
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{
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float v = ReadFloat( *e.mValueAccessor, *e.mValueData, pos-1, c);
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temp[c] += (v - temp[c]) * factor;
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}
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}
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for( size_t c = 0; c < e.mValueAccessor->mSize; ++c)
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{
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float v = ReadFloat( *e.mValueAccessor, *e.mValueData, pos-1, c);
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temp[c] += (v - temp[c]) * factor;
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}
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}
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// Apply values to current transformation
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std::copy( temp, temp + e.mValueAccessor->mSize, transforms[e.mTransformIndex].f + e.mSubElement);
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}
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// Apply values to current transformation
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std::copy( temp, temp + e.mValueAccessor->mSize, transforms[e.mTransformIndex].f + e.mSubElement);
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}
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// Calculate resulting transformation
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aiMatrix4x4 mat = pParser.CalculateResultTransform( transforms);
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// Calculate resulting transformation
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aiMatrix4x4 mat = pParser.CalculateResultTransform( transforms);
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// out of lazyness: we store the time in matrix.d4
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mat.d4 = time;
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resultTrafos.push_back( mat);
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// out of lazyness: we store the time in matrix.d4
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mat.d4 = time;
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resultTrafos.push_back( mat);
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// find next point in time to evaluate. That's the closest frame larger than the current in any channel
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float nextTime = 1e20f;
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for( std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it)
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{
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Collada::ChannelEntry& e = *it;
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// find next point in time to evaluate. That's the closest frame larger than the current in any channel
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float nextTime = 1e20f;
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for( std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it)
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{
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Collada::ChannelEntry& e = *it;
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// find the next time value larger than the current
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size_t pos = 0;
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while( pos < e.mTimeAccessor->mCount)
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{
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float t = ReadFloat( *e.mTimeAccessor, *e.mTimeData, pos, 0);
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if( t > time)
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{
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nextTime = std::min( nextTime, t);
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break;
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}
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++pos;
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}
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}
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// find the next time value larger than the current
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size_t pos = 0;
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while( pos < e.mTimeAccessor->mCount)
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{
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float t = ReadFloat( *e.mTimeAccessor, *e.mTimeData, pos, 0);
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if( t > time)
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{
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nextTime = std::min( nextTime, t);
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break;
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}
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++pos;
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}
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}
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// no more keys on any channel after the current time -> we're done
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if( nextTime > 1e19)
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break;
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// no more keys on any channel after the current time -> we're done
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if( nextTime > 1e19)
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break;
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// else construct next keyframe at this following time point
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time = nextTime;
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}
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}
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// else construct next keyframe at this following time point
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time = nextTime;
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}
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}
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// there should be some keyframes, but we aren't that fixated on valid input data
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// ai_assert( resultTrafos.size() > 0);
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// ai_assert( resultTrafos.size() > 0);
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// build an animation channel for the given node out of these trafo keys
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if( !resultTrafos.empty() )
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{
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aiNodeAnim* dstAnim = new aiNodeAnim;
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dstAnim->mNodeName = nodeName;
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dstAnim->mNumPositionKeys = resultTrafos.size();
|
||||
dstAnim->mNumRotationKeys= resultTrafos.size();
|
||||
dstAnim->mNumScalingKeys = resultTrafos.size();
|
||||
dstAnim->mPositionKeys = new aiVectorKey[resultTrafos.size()];
|
||||
dstAnim->mRotationKeys = new aiQuatKey[resultTrafos.size()];
|
||||
dstAnim->mScalingKeys = new aiVectorKey[resultTrafos.size()];
|
||||
if( !resultTrafos.empty() )
|
||||
{
|
||||
aiNodeAnim* dstAnim = new aiNodeAnim;
|
||||
dstAnim->mNodeName = nodeName;
|
||||
dstAnim->mNumPositionKeys = resultTrafos.size();
|
||||
dstAnim->mNumRotationKeys= resultTrafos.size();
|
||||
dstAnim->mNumScalingKeys = resultTrafos.size();
|
||||
dstAnim->mPositionKeys = new aiVectorKey[resultTrafos.size()];
|
||||
dstAnim->mRotationKeys = new aiQuatKey[resultTrafos.size()];
|
||||
dstAnim->mScalingKeys = new aiVectorKey[resultTrafos.size()];
|
||||
|
||||
for( size_t a = 0; a < resultTrafos.size(); ++a)
|
||||
{
|
||||
aiMatrix4x4 mat = resultTrafos[a];
|
||||
double time = double( mat.d4); // remember? time is stored in mat.d4
|
||||
mat.d4 = 1.0f;
|
||||
for( size_t a = 0; a < resultTrafos.size(); ++a)
|
||||
{
|
||||
aiMatrix4x4 mat = resultTrafos[a];
|
||||
double time = double( mat.d4); // remember? time is stored in mat.d4
|
||||
mat.d4 = 1.0f;
|
||||
|
||||
dstAnim->mPositionKeys[a].mTime = time;
|
||||
dstAnim->mRotationKeys[a].mTime = time;
|
||||
dstAnim->mScalingKeys[a].mTime = time;
|
||||
mat.Decompose( dstAnim->mScalingKeys[a].mValue, dstAnim->mRotationKeys[a].mValue, dstAnim->mPositionKeys[a].mValue);
|
||||
}
|
||||
dstAnim->mPositionKeys[a].mTime = time;
|
||||
dstAnim->mRotationKeys[a].mTime = time;
|
||||
dstAnim->mScalingKeys[a].mTime = time;
|
||||
mat.Decompose( dstAnim->mScalingKeys[a].mValue, dstAnim->mRotationKeys[a].mValue, dstAnim->mPositionKeys[a].mValue);
|
||||
}
|
||||
|
||||
anims.push_back( dstAnim);
|
||||
} else
|
||||
{
|
||||
DefaultLogger::get()->warn( "Collada loader: found empty animation channel, ignored. Please check your exporter.");
|
||||
}
|
||||
anims.push_back( dstAnim);
|
||||
} else
|
||||
{
|
||||
DefaultLogger::get()->warn( "Collada loader: found empty animation channel, ignored. Please check your exporter.");
|
||||
}
|
||||
}
|
||||
|
||||
if( !anims.empty())
|
||||
|
@ -1210,9 +1210,9 @@ void ColladaLoader::CreateAnimation( aiScene* pScene, const ColladaParser& pPars
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
// Add a texture to a material structure
|
||||
void ColladaLoader::AddTexture ( aiMaterial& mat, const ColladaParser& pParser,
|
||||
const Collada::Effect& effect,
|
||||
const Collada::Sampler& sampler,
|
||||
aiTextureType type, unsigned int idx)
|
||||
const Collada::Effect& effect,
|
||||
const Collada::Sampler& sampler,
|
||||
aiTextureType type, unsigned int idx)
|
||||
{
|
||||
// first of all, basic file name
|
||||
const aiString name = FindFilenameForEffectTexture( pParser, effect, sampler.mName );
|
||||
|
@ -1339,8 +1339,8 @@ void ColladaLoader::FillMaterials( const ColladaParser& pParser, aiScene* /*pSce
|
|||
|
||||
// add textures, if given
|
||||
if( !effect.mTexAmbient.mName.empty())
|
||||
/* It is merely a lightmap */
|
||||
AddTexture( mat, pParser, effect, effect.mTexAmbient, aiTextureType_LIGHTMAP);
|
||||
/* It is merely a lightmap */
|
||||
AddTexture( mat, pParser, effect, effect.mTexAmbient, aiTextureType_LIGHTMAP);
|
||||
|
||||
if( !effect.mTexEmissive.mName.empty())
|
||||
AddTexture( mat, pParser, effect, effect.mTexEmissive, aiTextureType_EMISSIVE);
|
||||
|
@ -1411,7 +1411,7 @@ void ColladaLoader::BuildMaterials( ColladaParser& pParser, aiScene* /*pScene*/)
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
// Resolves the texture name for the given effect texture entry
|
||||
aiString ColladaLoader::FindFilenameForEffectTexture( const ColladaParser& pParser,
|
||||
const Collada::Effect& pEffect, const std::string& pName)
|
||||
const Collada::Effect& pEffect, const std::string& pName)
|
||||
{
|
||||
// recurse through the param references until we end up at an image
|
||||
std::string name = pName;
|
||||
|
@ -1488,35 +1488,35 @@ void ColladaLoader::ConvertPath (aiString& ss)
|
|||
ss.data[ss.length] = '\0';
|
||||
}
|
||||
|
||||
// Maxon Cinema Collada Export writes "file:///C:\andsoon" with three slashes...
|
||||
// I need to filter it without destroying linux paths starting with "/somewhere"
|
||||
if( ss.data[0] == '/' && isalpha( ss.data[1]) && ss.data[2] == ':' )
|
||||
{
|
||||
ss.length--;
|
||||
memmove( ss.data, ss.data+1, ss.length);
|
||||
ss.data[ss.length] = 0;
|
||||
}
|
||||
// Maxon Cinema Collada Export writes "file:///C:\andsoon" with three slashes...
|
||||
// I need to filter it without destroying linux paths starting with "/somewhere"
|
||||
if( ss.data[0] == '/' && isalpha( ss.data[1]) && ss.data[2] == ':' )
|
||||
{
|
||||
ss.length--;
|
||||
memmove( ss.data, ss.data+1, ss.length);
|
||||
ss.data[ss.length] = 0;
|
||||
}
|
||||
|
||||
// find and convert all %xy special chars
|
||||
char* out = ss.data;
|
||||
for( const char* it = ss.data; it != ss.data + ss.length; /**/ )
|
||||
{
|
||||
if( *it == '%' && (it + 3) < ss.data + ss.length )
|
||||
{
|
||||
// separate the number to avoid dragging in chars from behind into the parsing
|
||||
char mychar[3] = { it[1], it[2], 0 };
|
||||
size_t nbr = strtoul16( mychar);
|
||||
it += 3;
|
||||
*out++ = (char)(nbr & 0xFF);
|
||||
} else
|
||||
{
|
||||
*out++ = *it++;
|
||||
}
|
||||
}
|
||||
// find and convert all %xy special chars
|
||||
char* out = ss.data;
|
||||
for( const char* it = ss.data; it != ss.data + ss.length; /**/ )
|
||||
{
|
||||
if( *it == '%' && (it + 3) < ss.data + ss.length )
|
||||
{
|
||||
// separate the number to avoid dragging in chars from behind into the parsing
|
||||
char mychar[3] = { it[1], it[2], 0 };
|
||||
size_t nbr = strtoul16( mychar);
|
||||
it += 3;
|
||||
*out++ = (char)(nbr & 0xFF);
|
||||
} else
|
||||
{
|
||||
*out++ = *it++;
|
||||
}
|
||||
}
|
||||
|
||||
// adjust length and terminator of the shortened string
|
||||
*out = 0;
|
||||
ss.length = (ptrdiff_t) (out - ss.data);
|
||||
// adjust length and terminator of the shortened string
|
||||
*out = 0;
|
||||
ss.length = (ptrdiff_t) (out - ss.data);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
@ -1569,17 +1569,17 @@ const Collada::Node* ColladaLoader::FindNode( const Collada::Node* pNode, const
|
|||
// Finds a node in the collada scene by the given SID
|
||||
const Collada::Node* ColladaLoader::FindNodeBySID( const Collada::Node* pNode, const std::string& pSID) const
|
||||
{
|
||||
if( pNode->mSID == pSID)
|
||||
return pNode;
|
||||
if( pNode->mSID == pSID)
|
||||
return pNode;
|
||||
|
||||
for( size_t a = 0; a < pNode->mChildren.size(); ++a)
|
||||
{
|
||||
const Collada::Node* node = FindNodeBySID( pNode->mChildren[a], pSID);
|
||||
if( node)
|
||||
return node;
|
||||
}
|
||||
for( size_t a = 0; a < pNode->mChildren.size(); ++a)
|
||||
{
|
||||
const Collada::Node* node = FindNodeBySID( pNode->mChildren[a], pSID);
|
||||
if( node)
|
||||
return node;
|
||||
}
|
||||
|
||||
return NULL;
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
@ -1593,12 +1593,12 @@ std::string ColladaLoader::FindNameForNode( const Collada::Node* pNode)
|
|||
else if (!pNode->mID.empty())
|
||||
return pNode->mID;
|
||||
else if (!pNode->mSID.empty())
|
||||
return pNode->mSID;
|
||||
else
|
||||
return pNode->mSID;
|
||||
else
|
||||
{
|
||||
// No need to worry. Unnamed nodes are no problem at all, except
|
||||
// if cameras or lights need to be assigned to them.
|
||||
return boost::str( boost::format( "$ColladaAutoName$_%d") % mNodeNameCounter++);
|
||||
return boost::str( boost::format( "$ColladaAutoName$_%d") % mNodeNameCounter++);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue