Bugfix: collada loader now preserves empty data arrays to work around stupid exporters writing empty animation channels
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1246 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/5/head
parent
7cb9438522
commit
6d2857ed4a
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@ -926,7 +926,7 @@ void ColladaLoader::CreateAnimation( aiScene* pScene, const ColladaParser& pPars
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const Collada::AnimationChannel& srcChannel = *cit;
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Collada::ChannelEntry entry;
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// we except the animation target to be of type "nodeName/transformID.subElement". Ignore all others
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// we expect the animation target to be of type "nodeName/transformID.subElement". Ignore all others
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// find the slash that separates the node name - there should be only one
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std::string::size_type slashPos = srcChannel.mTarget.find( '/');
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if( slashPos == std::string::npos)
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@ -995,122 +995,134 @@ 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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// 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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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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// 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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std::vector<aiMatrix4x4> resultTrafos;
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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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// 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
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ai_assert( resultTrafos.size() > 0);
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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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// build an animation channel for the given node out of these trafo keys
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aiNodeAnim* dstAnim = new aiNodeAnim;
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dstAnim->mNodeName = nodeName;
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dstAnim->mNumPositionKeys = resultTrafos.size();
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dstAnim->mNumRotationKeys= resultTrafos.size();
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dstAnim->mNumScalingKeys = resultTrafos.size();
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dstAnim->mPositionKeys = new aiVectorKey[resultTrafos.size()];
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dstAnim->mRotationKeys = new aiQuatKey[resultTrafos.size()];
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dstAnim->mScalingKeys = new aiVectorKey[resultTrafos.size()];
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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();
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dstAnim->mNumRotationKeys= resultTrafos.size();
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dstAnim->mNumScalingKeys = resultTrafos.size();
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dstAnim->mPositionKeys = new aiVectorKey[resultTrafos.size()];
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dstAnim->mRotationKeys = new aiQuatKey[resultTrafos.size()];
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dstAnim->mScalingKeys = new aiVectorKey[resultTrafos.size()];
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for( size_t a = 0; a < resultTrafos.size(); ++a)
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{
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aiMatrix4x4 mat = resultTrafos[a];
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double time = double( mat.d4); // remember? time is stored in mat.d4
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mat.d4 = 1.0f;
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for( size_t a = 0; a < resultTrafos.size(); ++a)
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{
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aiMatrix4x4 mat = resultTrafos[a];
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double time = double( mat.d4); // remember? time is stored in mat.d4
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mat.d4 = 1.0f;
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dstAnim->mPositionKeys[a].mTime = time;
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dstAnim->mRotationKeys[a].mTime = time;
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dstAnim->mScalingKeys[a].mTime = time;
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mat.Decompose( dstAnim->mScalingKeys[a].mValue, dstAnim->mRotationKeys[a].mValue, dstAnim->mPositionKeys[a].mValue);
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}
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dstAnim->mPositionKeys[a].mTime = time;
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dstAnim->mRotationKeys[a].mTime = time;
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dstAnim->mScalingKeys[a].mTime = time;
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mat.Decompose( dstAnim->mScalingKeys[a].mValue, dstAnim->mRotationKeys[a].mValue, dstAnim->mPositionKeys[a].mValue);
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}
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anims.push_back( dstAnim);
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anims.push_back( dstAnim);
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} else
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{
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DefaultLogger::get()->warn( "Collada loader: found empty animation channel, ignored. Please check your exporter.");
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}
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}
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if( !anims.empty())
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@ -1647,6 +1647,7 @@ void ColladaParser::ReadDataArray()
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{
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std::string elmName = mReader->getNodeName();
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bool isStringArray = (elmName == "IDREF_array" || elmName == "Name_array");
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bool isEmptyElement = mReader->isEmptyElement();
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// read attributes
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int indexID = GetAttribute( "id");
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@ -1654,13 +1655,15 @@ void ColladaParser::ReadDataArray()
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int indexCount = GetAttribute( "count");
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unsigned int count = (unsigned int) mReader->getAttributeValueAsInt( indexCount);
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const char* content = TestTextContent();
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if (content) { // some exporters write empty data arrays, silently skip over them
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// read values and store inside an array in the data library
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mDataLibrary[id] = Data();
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Data& data = mDataLibrary[id];
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data.mIsStringArray = isStringArray;
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// read values and store inside an array in the data library
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mDataLibrary[id] = Data();
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Data& data = mDataLibrary[id];
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data.mIsStringArray = isStringArray;
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// some exporters write empty data arrays, but we need to conserve them anyways because others might reference them
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if (content)
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{
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if( isStringArray)
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{
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data.mStrings.reserve( count);
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@ -1695,10 +1698,11 @@ void ColladaParser::ReadDataArray()
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SkipSpacesAndLineEnd( &content);
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}
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}
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// test for closing tag
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TestClosing( elmName.c_str());
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}
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// test for closing tag
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if( !isEmptyElement )
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TestClosing( elmName.c_str());
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}
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// ------------------------------------------------------------------------------------------------
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