diff --git a/code/AssetLib/Collada/ColladaParser.cpp b/code/AssetLib/Collada/ColladaParser.cpp index d84f76340..f78b51047 100644 --- a/code/AssetLib/Collada/ColladaParser.cpp +++ b/code/AssetLib/Collada/ColladaParser.cpp @@ -334,7 +334,7 @@ void ColladaParser::ReadAssetInfo(XmlNode &node) { const std::string ¤tName = currentNode.name(); if (currentName == "unit") { mUnitSize = 1.f; - XmlParser::getFloatAttribute(node, "meter", mUnitSize); + XmlParser::getFloatAttribute(currentNode, "meter", mUnitSize); } else if (currentName == "up_axis") { std::string v; if (!XmlParser::getValueAsString(currentNode, v)) { @@ -459,7 +459,6 @@ void ColladaParser::PostProcessRootAnimations() { if (animation != mAnimationLibrary.end()) { Animation *pSourceAnimation = animation->second; - pSourceAnimation->CollectChannelsRecursively(clip->mChannels); } } @@ -1738,14 +1737,16 @@ size_t ColladaParser::ReadPrimitives(XmlNode &node, Mesh &pMesh, std::vector indices; - if (expectedPointCount > 0) + if (expectedPointCount > 0) { indices.reserve(expectedPointCount * numOffsets); + } - if (pNumPrimitives > 0) // It is possible to not contain any indices - { + // It is possible to not contain any indices + if (pNumPrimitives > 0) { std::string v; XmlParser::getValueAsString(node, v); const char *content = v.c_str(); + SkipSpacesAndLineEnd(&content); while (*content != 0) { // read a value. // Hack: (thom) Some exporters put negative indices sometimes. We just try to carry on anyways. @@ -1772,21 +1773,24 @@ size_t ColladaParser::ReadPrimitives(XmlNode &node, Mesh &pMesh, std::vector::iterator it = pMesh.mPerVertexData.begin(); it != pMesh.mPerVertexData.end(); ++it) { InputChannel &input = *it; - if (input.mResolved) + if (input.mResolved) { continue; + } // find accessor input.mResolved = &ResolveLibraryReference(mAccessorLibrary, input.mAccessor); // resolve accessor's data pointer as well, if necessary const Accessor *acc = input.mResolved; - if (!acc->mData) + if (!acc->mData) { acc->mData = &ResolveLibraryReference(mDataLibrary, acc->mSource); + } } // and the same for the per-index channels for (std::vector::iterator it = pPerIndexChannels.begin(); it != pPerIndexChannels.end(); ++it) { InputChannel &input = *it; - if (input.mResolved) + if (input.mResolved) { continue; + } // ignore vertex pointer, it doesn't refer to an accessor if (input.mType == IT_Vertex) { @@ -1801,8 +1805,9 @@ size_t ColladaParser::ReadPrimitives(XmlNode &node, Mesh &pMesh, std::vectormData) + if (!acc->mData) { acc->mData = &ResolveLibraryReference(mDataLibrary, acc->mSource); + } } // For continued primitives, the given count does not come all in one

, but only one primitive per

@@ -1884,11 +1889,13 @@ void ColladaParser::CopyVertex(size_t currentVertex, size_t numOffsets, size_t n ai_assert((baseOffset + numOffsets - 1) < indices.size()); // extract per-vertex channels using the global per-vertex offset - for (std::vector::iterator it = pMesh.mPerVertexData.begin(); it != pMesh.mPerVertexData.end(); ++it) + for (std::vector::iterator it = pMesh.mPerVertexData.begin(); it != pMesh.mPerVertexData.end(); ++it) { ExtractDataObjectFromChannel(*it, indices[baseOffset + perVertexOffset], pMesh); + } // and extract per-index channels using there specified offset - for (std::vector::iterator it = pPerIndexChannels.begin(); it != pPerIndexChannels.end(); ++it) + for (std::vector::iterator it = pPerIndexChannels.begin(); it != pPerIndexChannels.end(); ++it) { ExtractDataObjectFromChannel(*it, indices[baseOffset + it->mOffset], pMesh); + } // store the vertex-data index for later assignment of bone vertex weights pMesh.mFacePosIndices.push_back(indices[baseOffset + perVertexOffset]); @@ -1912,8 +1919,9 @@ void ColladaParser::ReadPrimTriStrips(size_t numOffsets, size_t perVertexOffset, // Extracts a single object from an input channel and stores it in the appropriate mesh data array void ColladaParser::ExtractDataObjectFromChannel(const InputChannel &pInput, size_t pLocalIndex, Mesh &pMesh) { // ignore vertex referrer - we handle them that separate - if (pInput.mType == IT_Vertex) + if (pInput.mType == IT_Vertex) { return; + } const Accessor &acc = *pInput.mResolved; if (pLocalIndex >= acc.mCount) { @@ -1926,86 +1934,93 @@ void ColladaParser::ExtractDataObjectFromChannel(const InputChannel &pInput, siz // assemble according to the accessors component sub-offset list. We don't care, yet, // what kind of object exactly we're extracting here ai_real obj[4]; - for (size_t c = 0; c < 4; ++c) + for (size_t c = 0; c < 4; ++c) { obj[c] = dataObject[acc.mSubOffset[c]]; + } // now we reinterpret it according to the type we're reading here switch (pInput.mType) { - case IT_Position: // ignore all position streams except 0 - there can be only one position - if (pInput.mIndex == 0) - pMesh.mPositions.push_back(aiVector3D(obj[0], obj[1], obj[2])); - else - ASSIMP_LOG_ERROR("Collada: just one vertex position stream supported"); - break; - case IT_Normal: - // pad to current vertex count if necessary - if (pMesh.mNormals.size() < pMesh.mPositions.size() - 1) - pMesh.mNormals.insert(pMesh.mNormals.end(), pMesh.mPositions.size() - pMesh.mNormals.size() - 1, aiVector3D(0, 1, 0)); - - // ignore all normal streams except 0 - there can be only one normal - if (pInput.mIndex == 0) - pMesh.mNormals.push_back(aiVector3D(obj[0], obj[1], obj[2])); - else - ASSIMP_LOG_ERROR("Collada: just one vertex normal stream supported"); - break; - case IT_Tangent: - // pad to current vertex count if necessary - if (pMesh.mTangents.size() < pMesh.mPositions.size() - 1) - pMesh.mTangents.insert(pMesh.mTangents.end(), pMesh.mPositions.size() - pMesh.mTangents.size() - 1, aiVector3D(1, 0, 0)); - - // ignore all tangent streams except 0 - there can be only one tangent - if (pInput.mIndex == 0) - pMesh.mTangents.push_back(aiVector3D(obj[0], obj[1], obj[2])); - else - ASSIMP_LOG_ERROR("Collada: just one vertex tangent stream supported"); - break; - case IT_Bitangent: - // pad to current vertex count if necessary - if (pMesh.mBitangents.size() < pMesh.mPositions.size() - 1) - pMesh.mBitangents.insert(pMesh.mBitangents.end(), pMesh.mPositions.size() - pMesh.mBitangents.size() - 1, aiVector3D(0, 0, 1)); - - // ignore all bitangent streams except 0 - there can be only one bitangent - if (pInput.mIndex == 0) - pMesh.mBitangents.push_back(aiVector3D(obj[0], obj[1], obj[2])); - else - ASSIMP_LOG_ERROR("Collada: just one vertex bitangent stream supported"); - break; - case IT_Texcoord: - // up to 4 texture coord sets are fine, ignore the others - if (pInput.mIndex < AI_MAX_NUMBER_OF_TEXTURECOORDS) { - // pad to current vertex count if necessary - if (pMesh.mTexCoords[pInput.mIndex].size() < pMesh.mPositions.size() - 1) - pMesh.mTexCoords[pInput.mIndex].insert(pMesh.mTexCoords[pInput.mIndex].end(), - pMesh.mPositions.size() - pMesh.mTexCoords[pInput.mIndex].size() - 1, aiVector3D(0, 0, 0)); - - pMesh.mTexCoords[pInput.mIndex].push_back(aiVector3D(obj[0], obj[1], obj[2])); - if (0 != acc.mSubOffset[2] || 0 != acc.mSubOffset[3]) /* hack ... consider cleaner solution */ - pMesh.mNumUVComponents[pInput.mIndex] = 3; - } else { - ASSIMP_LOG_ERROR("Collada: too many texture coordinate sets. Skipping."); - } - break; - case IT_Color: - // up to 4 color sets are fine, ignore the others - if (pInput.mIndex < AI_MAX_NUMBER_OF_COLOR_SETS) { - // pad to current vertex count if necessary - if (pMesh.mColors[pInput.mIndex].size() < pMesh.mPositions.size() - 1) - pMesh.mColors[pInput.mIndex].insert(pMesh.mColors[pInput.mIndex].end(), - pMesh.mPositions.size() - pMesh.mColors[pInput.mIndex].size() - 1, aiColor4D(0, 0, 0, 1)); - - aiColor4D result(0, 0, 0, 1); - for (size_t i = 0; i < pInput.mResolved->mSize; ++i) { - result[static_cast(i)] = obj[pInput.mResolved->mSubOffset[i]]; + case IT_Position: // ignore all position streams except 0 - there can be only one position + if (pInput.mIndex == 0) { + pMesh.mPositions.push_back(aiVector3D(obj[0], obj[1], obj[2])); + } else { + ASSIMP_LOG_ERROR("Collada: just one vertex position stream supported"); } - pMesh.mColors[pInput.mIndex].push_back(result); - } else { - ASSIMP_LOG_ERROR("Collada: too many vertex color sets. Skipping."); - } + break; + case IT_Normal: + // pad to current vertex count if necessary + if (pMesh.mNormals.size() < pMesh.mPositions.size() - 1) + pMesh.mNormals.insert(pMesh.mNormals.end(), pMesh.mPositions.size() - pMesh.mNormals.size() - 1, aiVector3D(0, 1, 0)); - break; - default: - // IT_Invalid and IT_Vertex - ai_assert(false && "shouldn't ever get here"); + // ignore all normal streams except 0 - there can be only one normal + if (pInput.mIndex == 0) { + pMesh.mNormals.push_back(aiVector3D(obj[0], obj[1], obj[2])); + } else { + ASSIMP_LOG_ERROR("Collada: just one vertex normal stream supported"); + } + break; + case IT_Tangent: + // pad to current vertex count if necessary + if (pMesh.mTangents.size() < pMesh.mPositions.size() - 1) + pMesh.mTangents.insert(pMesh.mTangents.end(), pMesh.mPositions.size() - pMesh.mTangents.size() - 1, aiVector3D(1, 0, 0)); + + // ignore all tangent streams except 0 - there can be only one tangent + if (pInput.mIndex == 0) { + pMesh.mTangents.push_back(aiVector3D(obj[0], obj[1], obj[2])); + } else { + ASSIMP_LOG_ERROR("Collada: just one vertex tangent stream supported"); + } + break; + case IT_Bitangent: + // pad to current vertex count if necessary + if (pMesh.mBitangents.size() < pMesh.mPositions.size() - 1) { + pMesh.mBitangents.insert(pMesh.mBitangents.end(), pMesh.mPositions.size() - pMesh.mBitangents.size() - 1, aiVector3D(0, 0, 1)); + } + + // ignore all bitangent streams except 0 - there can be only one bitangent + if (pInput.mIndex == 0) { + pMesh.mBitangents.push_back(aiVector3D(obj[0], obj[1], obj[2])); + } else { + ASSIMP_LOG_ERROR("Collada: just one vertex bitangent stream supported"); + } + break; + case IT_Texcoord: + // up to 4 texture coord sets are fine, ignore the others + if (pInput.mIndex < AI_MAX_NUMBER_OF_TEXTURECOORDS) { + // pad to current vertex count if necessary + if (pMesh.mTexCoords[pInput.mIndex].size() < pMesh.mPositions.size() - 1) + pMesh.mTexCoords[pInput.mIndex].insert(pMesh.mTexCoords[pInput.mIndex].end(), + pMesh.mPositions.size() - pMesh.mTexCoords[pInput.mIndex].size() - 1, aiVector3D(0, 0, 0)); + + pMesh.mTexCoords[pInput.mIndex].push_back(aiVector3D(obj[0], obj[1], obj[2])); + if (0 != acc.mSubOffset[2] || 0 != acc.mSubOffset[3]) { + pMesh.mNumUVComponents[pInput.mIndex] = 3; + } + } else { + ASSIMP_LOG_ERROR("Collada: too many texture coordinate sets. Skipping."); + } + break; + case IT_Color: + // up to 4 color sets are fine, ignore the others + if (pInput.mIndex < AI_MAX_NUMBER_OF_COLOR_SETS) { + // pad to current vertex count if necessary + if (pMesh.mColors[pInput.mIndex].size() < pMesh.mPositions.size() - 1) + pMesh.mColors[pInput.mIndex].insert(pMesh.mColors[pInput.mIndex].end(), + pMesh.mPositions.size() - pMesh.mColors[pInput.mIndex].size() - 1, aiColor4D(0, 0, 0, 1)); + + aiColor4D result(0, 0, 0, 1); + for (size_t i = 0; i < pInput.mResolved->mSize; ++i) { + result[static_cast(i)] = obj[pInput.mResolved->mSubOffset[i]]; + } + pMesh.mColors[pInput.mIndex].push_back(result); + } else { + ASSIMP_LOG_ERROR("Collada: too many vertex color sets. Skipping."); + } + + break; + default: + // IT_Invalid and IT_Vertex + ai_assert(false && "shouldn't ever get here"); } }