commit
b7de061749
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@ -83,6 +83,18 @@ static const aiImporterDesc desc = {
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"dae zae"
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};
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static const float kMillisecondsFromSeconds = 1000.f;
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// Add an item of metadata to a node
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// Assumes the key is not already in the list
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template <typename T>
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inline void AddNodeMetaData(aiNode *node, const std::string &key, const T &value) {
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if (nullptr == node->mMetaData) {
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node->mMetaData = new aiMetadata();
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}
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node->mMetaData->Add(key, value);
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}
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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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@ -230,27 +242,15 @@ void ColladaLoader::InternReadFile(const std::string &pFile, aiScene *pScene, IO
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}
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}
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// store all meshes
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StoreSceneMeshes(pScene);
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// store all materials
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StoreSceneMaterials(pScene);
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// store all textures
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StoreSceneTextures(pScene);
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// store all lights
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StoreSceneLights(pScene);
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// store all cameras
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StoreSceneCameras(pScene);
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// store all animations
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StoreAnimations(pScene, parser);
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// If no meshes have been loaded, it's probably just an animated skeleton.
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if (0u == pScene->mNumMeshes) {
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if (!noSkeletonMesh) {
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SkeletonMeshBuilder hero(pScene);
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}
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@ -258,15 +258,6 @@ void ColladaLoader::InternReadFile(const std::string &pFile, aiScene *pScene, IO
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}
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}
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// Add an item of metadata to a node
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// Assumes the key is not already in the list
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template <typename T>
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inline void AddNodeMetaData(aiNode *node, const std::string &key, const T &value) {
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if (nullptr == node->mMetaData)
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node->mMetaData = new aiMetadata();
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node->mMetaData->Add(key, value);
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}
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// ------------------------------------------------------------------------------------------------
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// Recursively constructs a scene node for the given parser node and returns it.
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aiNode *ColladaLoader::BuildHierarchy(const ColladaParser &pParser, const Collada::Node *pNode) {
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@ -277,10 +268,12 @@ aiNode *ColladaLoader::BuildHierarchy(const ColladaParser &pParser, const Collad
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node->mName.Set(FindNameForNode(pNode));
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// if we're not using the unique IDs, hold onto them for reference and export
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if (useColladaName) {
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if (!pNode->mID.empty())
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if (!pNode->mID.empty()) {
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AddNodeMetaData(node, AI_METADATA_COLLADA_ID, aiString(pNode->mID));
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if (!pNode->mSID.empty())
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}
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if (!pNode->mSID.empty()) {
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AddNodeMetaData(node, AI_METADATA_COLLADA_SID, aiString(pNode->mSID));
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}
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}
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// calculate the transformation matrix for it
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@ -305,13 +298,8 @@ aiNode *ColladaLoader::BuildHierarchy(const ColladaParser &pParser, const Collad
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node->mChildren[pNode->mChildren.size() + a]->mParent = node;
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}
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// construct meshes
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BuildMeshesForNode(pParser, pNode, node);
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// construct cameras
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BuildCamerasForNode(pParser, pNode, node);
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// construct lights
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BuildLightsForNode(pParser, pNode, node);
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return node;
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@ -347,9 +335,7 @@ void ColladaLoader::ResolveNodeInstances(const ColladaParser &pParser, const Col
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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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void ColladaLoader::ApplyVertexToEffectSemanticMapping(Collada::Sampler &sampler, const Collada::SemanticMappingTable &table) {
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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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if (it->second.mType != Collada::IT_Texcoord) {
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@ -599,6 +585,10 @@ void ColladaLoader::BuildMeshesForNode(const ColladaParser &pParser, const Colla
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// ------------------------------------------------------------------------------------------------
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// Find mesh from either meshes or morph target meshes
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aiMesh *ColladaLoader::findMesh(const std::string &meshid) {
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if ( meshid.empty()) {
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return nullptr;
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}
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for (unsigned int i = 0; i < mMeshes.size(); ++i) {
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if (std::string(mMeshes[i]->mName.data) == meshid) {
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return mMeshes[i];
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@ -1386,9 +1376,9 @@ void ColladaLoader::CreateAnimation(aiScene *pScene, const ColladaParser &pParse
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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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dstAnim->mPositionKeys[a].mTime = time * kMillisecondsFromSeconds ;
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dstAnim->mRotationKeys[a].mTime = time * kMillisecondsFromSeconds ;
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dstAnim->mScalingKeys[a].mTime = time * kMillisecondsFromSeconds ;
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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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@ -1409,7 +1399,7 @@ void ColladaLoader::CreateAnimation(aiScene *pScene, const ColladaParser &pParse
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if (e.mTargetId.find("morph-weights") != std::string::npos)
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morphChannels.push_back(e);
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}
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if (morphChannels.size() > 0) {
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if (!morphChannels.empty() ) {
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// either 1) morph weight animation count should contain morph target count channels
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// or 2) one channel with morph target count arrays
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// assume first
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@ -1418,7 +1408,6 @@ void ColladaLoader::CreateAnimation(aiScene *pScene, const ColladaParser &pParse
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morphAnim->mName.Set(nodeName);
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std::vector<MorphTimeValues> morphTimeValues;
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int morphAnimChannelIndex = 0;
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for (std::vector<Collada::ChannelEntry>::iterator it = morphChannels.begin(); it != morphChannels.end(); ++it) {
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Collada::ChannelEntry &e = *it;
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@ -1430,8 +1419,9 @@ void ColladaLoader::CreateAnimation(aiScene *pScene, const ColladaParser &pParse
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// weight target can be in format Weight_M_N, Weight_N, WeightN, or some other way
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// we ignore the name and just assume the channels are in the right order
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for (unsigned int i = 0; i < e.mTimeData->mValues.size(); i++)
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insertMorphTimeValue(morphTimeValues, e.mTimeData->mValues.at(i), e.mValueData->mValues.at(i), morphAnimChannelIndex);
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for (unsigned int i = 0; i < e.mTimeData->mValues.size(); i++) {
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insertMorphTimeValue(morphTimeValues, e.mTimeData->mValues[i], e.mValueData->mValues[i], morphAnimChannelIndex);
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}
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++morphAnimChannelIndex;
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}
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@ -1443,8 +1433,8 @@ void ColladaLoader::CreateAnimation(aiScene *pScene, const ColladaParser &pParse
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morphAnim->mKeys[key].mValues = new unsigned int[morphChannels.size()];
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morphAnim->mKeys[key].mWeights = new double[morphChannels.size()];
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morphAnim->mKeys[key].mTime = morphTimeValues[key].mTime;
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for (unsigned int valueIndex = 0; valueIndex < morphChannels.size(); valueIndex++) {
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morphAnim->mKeys[key].mTime = morphTimeValues[key].mTime * kMillisecondsFromSeconds ;
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for (unsigned int valueIndex = 0; valueIndex < morphChannels.size(); ++valueIndex ) {
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morphAnim->mKeys[key].mValues[valueIndex] = valueIndex;
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morphAnim->mKeys[key].mWeights[valueIndex] = getWeightAtKey(morphTimeValues, key, valueIndex);
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}
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@ -1494,18 +1484,22 @@ void ColladaLoader::AddTexture(aiMaterial &mat, const ColladaParser &pParser,
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// mapping mode
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int map = aiTextureMapMode_Clamp;
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if (sampler.mWrapU)
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if (sampler.mWrapU) {
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map = aiTextureMapMode_Wrap;
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if (sampler.mWrapU && sampler.mMirrorU)
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}
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if (sampler.mWrapU && sampler.mMirrorU) {
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map = aiTextureMapMode_Mirror;
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}
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mat.AddProperty(&map, 1, _AI_MATKEY_MAPPINGMODE_U_BASE, type, idx);
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map = aiTextureMapMode_Clamp;
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if (sampler.mWrapV)
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if (sampler.mWrapV) {
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map = aiTextureMapMode_Wrap;
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if (sampler.mWrapV && sampler.mMirrorV)
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}
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if (sampler.mWrapV && sampler.mMirrorV) {
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map = aiTextureMapMode_Mirror;
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}
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mat.AddProperty(&map, 1, _AI_MATKEY_MAPPINGMODE_V_BASE, type, idx);
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@ -1526,9 +1520,9 @@ void ColladaLoader::AddTexture(aiMaterial &mat, const ColladaParser &pParser,
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// number in the channel name. We assume it is the zero-based index into the
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// UV channel array of all corresponding meshes. It could also be one-based
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// for some exporters, but we won't care of it unless someone complains about.
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if (sampler.mUVId != UINT_MAX)
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if (sampler.mUVId != UINT_MAX) {
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map = sampler.mUVId;
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else {
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} else {
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map = -1;
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for (std::string::const_iterator it = sampler.mUVChannel.begin(); it != sampler.mUVChannel.end(); ++it) {
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if (IsNumeric(*it)) {
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@ -1553,27 +1547,27 @@ void ColladaLoader::FillMaterials(const ColladaParser &pParser, aiScene * /*pSce
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// resolve shading mode
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int shadeMode;
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if (effect.mFaceted) /* fixme */
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if (effect.mFaceted) {
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shadeMode = aiShadingMode_Flat;
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else {
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} else {
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switch (effect.mShadeType) {
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case Collada::Shade_Constant:
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shadeMode = aiShadingMode_NoShading;
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break;
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case Collada::Shade_Lambert:
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shadeMode = aiShadingMode_Gouraud;
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break;
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case Collada::Shade_Blinn:
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shadeMode = aiShadingMode_Blinn;
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break;
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case Collada::Shade_Phong:
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shadeMode = aiShadingMode_Phong;
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break;
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case Collada::Shade_Constant:
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shadeMode = aiShadingMode_NoShading;
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break;
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case Collada::Shade_Lambert:
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shadeMode = aiShadingMode_Gouraud;
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break;
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case Collada::Shade_Blinn:
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shadeMode = aiShadingMode_Blinn;
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break;
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case Collada::Shade_Phong:
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shadeMode = aiShadingMode_Phong;
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break;
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default:
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ASSIMP_LOG_WARN("Collada: Unrecognized shading mode, using gouraud shading");
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shadeMode = aiShadingMode_Gouraud;
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break;
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default:
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ASSIMP_LOG_WARN("Collada: Unrecognized shading mode, using gouraud shading");
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shadeMode = aiShadingMode_Gouraud;
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break;
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}
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}
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mat.AddProperty<int>(&shadeMode, 1, AI_MATKEY_SHADING_MODEL);
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@ -1679,23 +1673,6 @@ void ColladaLoader::BuildMaterials(ColladaParser &pParser, aiScene * /*pScene*/)
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// ScenePreprocessor generates a default material automatically if none is there.
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// All further code here in this loader works well without a valid material so
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// we can safely let it to ScenePreprocessor.
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#if 0
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if (newMats.size() == 0)
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{
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aiMaterial* mat = new aiMaterial;
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aiString name(AI_DEFAULT_MATERIAL_NAME);
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mat->AddProperty(&name, AI_MATKEY_NAME);
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const int shadeMode = aiShadingMode_Phong;
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mat->AddProperty<int>(&shadeMode, 1, AI_MATKEY_SHADING_MODEL);
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aiColor4D colAmbient(0.2, 0.2, 0.2, 1.0), colDiffuse(0.8, 0.8, 0.8, 1.0), colSpecular(0.5, 0.5, 0.5, 0.5);
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mat->AddProperty(&colAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
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mat->AddProperty(&colDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
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mat->AddProperty(&colSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
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const ai_real specExp = 5.0;
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mat->AddProperty(&specExp, 1, AI_MATKEY_SHININESS);
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}
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#endif
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}
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// ------------------------------------------------------------------------------------------------
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@ -1755,20 +1732,21 @@ aiString ColladaLoader::FindFilenameForEffectTexture(const ColladaParser &pParse
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// and add this texture to the list
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mTextures.push_back(tex);
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} else {
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if (imIt->second.mFileName.empty()) {
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throw DeadlyImportError("Collada: Invalid texture, no data or file reference given");
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}
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result.Set(imIt->second.mFileName);
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return result;
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}
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if (imIt->second.mFileName.empty()) {
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throw DeadlyImportError("Collada: Invalid texture, no data or file reference given");
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}
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result.Set(imIt->second.mFileName);
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return result;
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}
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// ------------------------------------------------------------------------------------------------
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// Reads a float value from an accessor and its data array.
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ai_real ColladaLoader::ReadFloat(const Collada::Accessor &pAccessor, const Collada::Data &pData, size_t pIndex, size_t pOffset) const {
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// FIXME: (thom) Test for data type here in every access? For the moment, I leave this to the caller
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size_t pos = pAccessor.mStride * pIndex + pAccessor.mOffset + pOffset;
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ai_assert(pos < pData.mValues.size());
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return pData.mValues[pos];
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