- corrected example code in the documentation. Thanks to Ingrater to point it out.
- Further work on the Collada loader. Halve way through the material import, I have to leave it here and continue at home. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@253 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
9fc698bb2f
commit
5639220859
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@ -66,6 +66,13 @@ struct Transform
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float f[16]; ///< Interpretation of data depends on the type of the transformation
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};
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/** A reference to a mesh inside a node, including materials assigned to the various subgroups */
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struct MeshInstance
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{
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std::string mMesh; ///< ID of the mesh
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std::map<std::string, std::string> mMaterials; ///< Map of materials by the subgroup ID they're applied to
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};
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/** A node in a scene hierarchy */
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struct Node
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{
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@ -77,7 +84,7 @@ struct Node
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/** Operations in order to calculate the resulting transformation to parent. */
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std::vector<Transform> mTransforms;
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std::vector<std::string> mMeshes; ///< Meshes at this node
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std::vector<MeshInstance> mMeshes; ///< Meshes at this node
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Node() { mParent = NULL; }
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~Node() { for( std::vector<Node*>::iterator it = mChildren.begin(); it != mChildren.end(); ++it) delete *it; }
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@ -166,6 +173,48 @@ enum PrimitiveType
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Prim_Polygon
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};
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/** A collada material. Pretty much the only member is a reference to an effect. */
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struct Material
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{
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std::string mEffect;
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};
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/** Shading type supported by the standard effect spec of Collada */
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enum ShadeType
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{
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Shade_Invalid,
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Shade_Constant,
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Shade_Lambert,
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Shade_Phong,
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Shade_Blinn
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};
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/** A collada effect. Can contain about anything according to the Collada spec, but we limit our version to a reasonable subset. */
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struct Effect
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{
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ShadeType mShadeType;
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aiColor4D mEmmisive, mAmbient, mDiffuse, mSpecular;
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aiColor4D mReflectivity, mRefractivity;
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std::string mTexEmmisive, mTexAmbient, mTexDiffuse, mTexSpecular;
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float mShininess, mRefractIndex;
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Effect() : mEmmisive( 0, 0, 0, 1), mAmbient( 0.1f, 0.1f, 0.1f, 1),
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mDiffuse( 0.6f, 0.6f, 0.6f, 1), mSpecular( 0.4f, 0.4f, 0.4f, 1),
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mReflectivity( 0, 0, 0, 0), mRefractivity( 0, 0, 0, 0)
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{
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mShadeType = Shade_Phong;
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mShininess = 10;
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mRefractIndex = 1;
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}
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};
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/** An image, meaning texture */
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struct Image
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{
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std::string mFileName;
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};
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} // end of namespace Collada
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} // end of namespace Assimp
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@ -159,18 +159,18 @@ void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Coll
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std::vector<size_t> newMeshRefs;
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// for the moment we simply ignore all material tags and transfer the meshes one by one
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BOOST_FOREACH( const std::string& mid, pNode->mMeshes)
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BOOST_FOREACH( const Collada::MeshInstance& mid, pNode->mMeshes)
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{
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// find the referred mesh
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ColladaParser::MeshLibrary::const_iterator srcMeshIt = pParser.mMeshLibrary.find( mid);
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ColladaParser::MeshLibrary::const_iterator srcMeshIt = pParser.mMeshLibrary.find( mid.mMesh);
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if( srcMeshIt == pParser.mMeshLibrary.end())
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{
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DefaultLogger::get()->warn( boost::str( boost::format( "Unable to find geometry for ID \"%s\". Skipping.") % mid));
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DefaultLogger::get()->warn( boost::str( boost::format( "Unable to find geometry for ID \"%s\". Skipping.") % mid.mMesh));
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continue;
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}
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// if we already have the mesh at the library, just add its index to the node's array
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std::map<std::string, size_t>::const_iterator dstMeshIt = mMeshIndexbyID.find( mid);
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std::map<std::string, size_t>::const_iterator dstMeshIt = mMeshIndexbyID.find( mid.mMesh);
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if( dstMeshIt != mMeshIndexbyID.end())
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{
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newMeshRefs.push_back( dstMeshIt->second);
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@ -174,6 +174,152 @@ void ColladaParser::ReadAssetInfo()
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Reads the image library contents
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void ColladaParser::ReadImageLibrary()
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{
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while( mReader->read())
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{
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if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
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{
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if( IsElement( "image"))
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{
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// read ID. Another entry which is "optional" by design but obligatory in reality
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int attrID = GetAttribute( "id");
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std::string id = mReader->getAttributeValue( attrID);
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// create an entry and store it in the library under its ID
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mImageLibrary[id] = Image();
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// read on from there
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ReadImage( mImageLibrary[id]);
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} else
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{
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// ignore the rest
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SkipElement();
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}
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}
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else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
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{
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if( strcmp( mReader->getNodeName(), "library_images") != 0)
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ThrowException( "Expected end of \"library_images\" element.");
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break;
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Reads an image entry into the given image
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void ColladaParser::ReadImage( Collada::Image& pImage)
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{
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while( mReader->read())
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{
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if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
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{
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if( IsElement( "init_from"))
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{
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// element content is filename - hopefully
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const char* content = GetTextContent();
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pImage.mFileName = content;
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TestClosing( "init_from");
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} else
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{
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// ignore the rest
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SkipElement();
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}
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}
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else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
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{
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if( strcmp( mReader->getNodeName(), "image") != 0)
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ThrowException( "Expected end of \"image\" element.");
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break;
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Reads the material library
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void ColladaParser::ReadMaterialLibrary()
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{
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while( mReader->read())
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{
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if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
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{
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if( IsElement( "material"))
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{
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// read ID. By now you propably know my opinion about this "specification"
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int attrID = GetAttribute( "id");
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std::string id = mReader->getAttributeValue( attrID);
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// create an entry and store it in the library under its ID
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mMaterialLibrary[id] = Material();
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// read on from there
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ReadMaterial( mMaterialLibrary[id]);
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} else
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{
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// ignore the rest
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SkipElement();
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}
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}
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else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
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{
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if( strcmp( mReader->getNodeName(), "library_materials") != 0)
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ThrowException( "Expected end of \"library_materials\" element.");
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break;
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Reads a material entry into the given material
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void ColladaParser::ReadMaterial( Collada::Material& pMaterial)
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{
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while( mReader->read())
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{
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if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
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{
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if( IsElement( "instance_effect"))
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{
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// referred effect by URL
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int attrUrl = GetAttribute( "url");
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const char* url = mReader->getAttributeValue( attrUrl);
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if( url[0] != '#')
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ThrowException( "Unknown reference format");
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pMaterial.mEffect = url;
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SkipElement();
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} else
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{
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// ignore the rest
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SkipElement();
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}
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}
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else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
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{
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if( strcmp( mReader->getNodeName(), "material") != 0)
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ThrowException( "Expected end of \"image\" element.");
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break;
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Reads the effect library
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void ColladaParser::ReadEffectLibrary()
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{
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}
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// ------------------------------------------------------------------------------------------------
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// Reads an effect entry into the given effect
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void ColladaParser::ReadEffect( Collada::Effect* pEffect)
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{
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}
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// ------------------------------------------------------------------------------------------------
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// Reads the geometry library contents
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void ColladaParser::ReadGeometryLibrary()
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// read on from there
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ReadMesh( mesh);
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// check for the closing tag of the outer <geometry" element, the inner closing of <mesh> has been consumed by ReadMesh()
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// check for the closing tag of the outer <geometry> element, the inner closing of <mesh> has been consumed by ReadMesh()
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TestClosing( "geometry");
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} else
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{
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@ -871,12 +1017,42 @@ void ColladaParser::ReadNodeGeometry( Node* pNode)
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if( url[0] != '#')
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ThrowException( "Unknown reference format");
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// store the mesh ID
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pNode->mMeshes.push_back( std::string( url+1));
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Collada::MeshInstance instance;
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instance.mMesh = url+1; // skipping the leading #
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// for the moment, skip the rest
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// read material associations. Ignore additional elements inbetween
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while( mReader->read())
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{
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if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
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{
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if( IsElement( "instance_material"))
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{
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// read ID of the geometry subgroup and the target material
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int attrGroup = GetAttribute( "symbol");
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std::string group = mReader->getAttributeValue( attrGroup);
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int attrMaterial = GetAttribute( "target");
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const char* urlMat = mReader->getAttributeValue( attrMaterial);
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if( urlMat[0] != '#')
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ThrowException( "Unknown reference format");
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std::string mat = mReader->getAttributeValue( attrMaterial+1);
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// store the association
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instance.mMaterials[group] = mat;
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} else
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{
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SkipElement();
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}
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}
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else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
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{
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if( strcmp( mReader->getNodeName(), "instance_geometry") == 0)
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break;
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}
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}
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// store it
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pNode->mMeshes.push_back( instance);
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}
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// ------------------------------------------------------------------------------------------------
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// Reads the collada scene
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@ -72,6 +72,24 @@ protected:
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/** Reads asset informations such as coordinate system informations and legal blah */
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void ReadAssetInfo();
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/** Reads the image library contents */
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void ReadImageLibrary();
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/** Reads an image entry into the given image */
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void ReadImage( Collada::Image& pImage);
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/** Reads the material library */
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void ReadMaterialLibrary();
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/** Reads a material entry into the given material */
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void ReadMaterial( Collada::Material& pMaterial);
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/** Reads the effect library */
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void ReadEffectLibrary();
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/** Reads an effect entry into the given effect*/
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void ReadEffect( Collada::Effect* pEffect);
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/** Reads the geometry library contents */
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void ReadGeometryLibrary();
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@ -174,6 +192,18 @@ protected:
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typedef std::map<std::string, Collada::Node*> NodeLibrary;
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NodeLibrary mNodeLibrary;
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/** Image library: stores texture properties by ID */
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typedef std::map<std::string, Collada::Image> ImageLibrary;
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ImageLibrary mImageLibrary;
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/** Effect library: surface attributes by ID */
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typedef std::map<std::string, Collada::Effect> EffectLibrary;
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EffectLibrary mEffectLibrary;
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/** Material library: surface material by ID */
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typedef std::map<std::string, Collada::Material> MaterialLibrary;
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MaterialLibrary mMaterialLibrary;
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/** Pointer to the root node. Don't delete, it just points to one of the nodes in the node library. */
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Collada::Node* mRootNode;
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@ -135,6 +135,7 @@ C++ example:
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@code
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#include <assimp.hpp> // C++ importer interface
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#include <aiScene.h> // root structure of the imported data
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#include <aiPostProcess.h> // Post processing flags
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#include <aiMesh.h> // example: mesh data structures. you'll propably need other includes, too
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bool DoTheImportThing( const std::string& pFile)
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@ -148,7 +149,7 @@ bool DoTheImportThing( const std::string& pFile)
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// if the import failed, report it
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if( !scene)
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{
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DoTheErrorLogging( importer.GetErrorText());
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DoTheErrorLogging( importer.GetErrorString());
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return false;
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}
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@ -177,6 +178,7 @@ C example:
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@code
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#include <assimp.h> // Plain C importer interface
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#include <aiScene.h> // Root structure of the imported data
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#include <aiPostProcess.h> // Post processing flags
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#include <aiMesh.h> // Example: mesh data structures. you'll propably need other includes, too
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bool DoTheImportThing( const char* pFile)
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Reference in New Issue