Merge branch 'master' into collada_unit_test_cleanup
commit
df9c09d9e1
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@ -1,4 +1,4 @@
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/*
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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|
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@ -1,4 +1,4 @@
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/*
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||||
/*
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||||
---------------------------------------------------------------------------
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||||
Open Asset Import Library (assimp)
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||||
---------------------------------------------------------------------------
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||||
|
|
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@ -1,4 +1,4 @@
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/*
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||||
/*
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||||
---------------------------------------------------------------------------
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||||
Open Asset Import Library (assimp)
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||||
---------------------------------------------------------------------------
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||||
|
|
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@ -1,4 +1,4 @@
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/*
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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||||
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@ -44,8 +44,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef ASSIMP_BUILD_NO_COLLADA_EXPORTER
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#include "ColladaExporter.h"
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#include <assimp/Bitmap.h>
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#include <assimp/ColladaMetaData.h>
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#include <assimp/DefaultIOSystem.h>
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#include <assimp/Exceptional.h>
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#include <assimp/MathFunctions.h>
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#include <assimp/SceneCombiner.h>
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#include <assimp/StringUtils.h>
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@ -56,15 +59,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/Exporter.hpp>
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#include <assimp/IOSystem.hpp>
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#include <assimp/Exceptional.h>
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#include <ctime>
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#include <iostream>
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#include <memory>
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#include <set>
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#include <vector>
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using namespace Assimp;
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namespace Assimp {
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@ -91,8 +87,6 @@ void ExportSceneCollada(const char *pFile, IOSystem *pIOSystem, const aiScene *p
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outfile->Write(iDoTheExportThing.mOutput.str().c_str(), static_cast<size_t>(iDoTheExportThing.mOutput.tellp()), 1);
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}
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} // end of namespace Assimp
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// ------------------------------------------------------------------------------------------------
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// Encodes a string into a valid XML ID using the xsd:ID schema qualifications.
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static const std::string XMLIDEncode(const std::string &name) {
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@ -115,7 +109,7 @@ static const std::string XMLIDEncode(const std::string &name) {
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if (strchr(XML_ID_CHARS, *it) != nullptr) {
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idEncoded << *it;
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} else {
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// Select placeholder character based on invalid character to prevent name collisions
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// Select placeholder character based on invalid character to reduce ID collisions
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idEncoded << XML_ID_CHARS[(*it) % XML_ID_CHARS_COUNT];
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}
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}
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@ -126,7 +120,9 @@ static const std::string XMLIDEncode(const std::string &name) {
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// ------------------------------------------------------------------------------------------------
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// Constructor for a specific scene to export
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ColladaExporter::ColladaExporter(const aiScene *pScene, IOSystem *pIOSystem, const std::string &path, const std::string &file) :
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mIOSystem(pIOSystem), mPath(path), mFile(file) {
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mIOSystem(pIOSystem),
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mPath(path),
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mFile(file) {
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// make sure that all formatting happens using the standard, C locale and not the user's current locale
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mOutput.imbue(std::locale("C"));
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mOutput.precision(ASSIMP_AI_REAL_TEXT_PRECISION);
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@ -161,6 +157,9 @@ void ColladaExporter::WriteFile() {
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WriteTextures();
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WriteHeader();
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// Add node names to the unique id database first so they are most likely to use their names as unique ids
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CreateNodeIds(mScene->mRootNode);
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|
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WriteCamerasLibrary();
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WriteLightsLibrary();
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WriteMaterials();
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@ -175,7 +174,7 @@ void ColladaExporter::WriteFile() {
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// useless Collada fu at the end, just in case we haven't had enough indirections, yet.
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mOutput << startstr << "<scene>" << endstr;
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PushTag();
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mOutput << startstr << "<instance_visual_scene url=\"#" + XMLIDEncode(mScene->mRootNode->mName.C_Str()) + "\" />" << endstr;
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mOutput << startstr << "<instance_visual_scene url=\"#" + GetNodeUniqueId(mScene->mRootNode) + "\" />" << endstr;
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PopTag();
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mOutput << startstr << "</scene>" << endstr;
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||||
PopTag();
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||||
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@ -201,7 +200,7 @@ void ColladaExporter::WriteHeader() {
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|
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static const unsigned int date_nb_chars = 20;
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char date_str[date_nb_chars];
|
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std::time_t date = std::time(NULL);
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std::time_t date = std::time(nullptr);
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std::strftime(date_str, date_nb_chars, "%Y-%m-%dT%H:%M:%S", std::localtime(&date));
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|
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aiVector3D scaling;
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@ -352,7 +351,7 @@ void ColladaExporter::WriteTextures() {
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std::string name = mFile + "_texture_" + (i < 1000 ? "0" : "") + (i < 100 ? "0" : "") + (i < 10 ? "0" : "") + str + "." + ((const char *)texture->achFormatHint);
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|
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std::unique_ptr<IOStream> outfile(mIOSystem->Open(mPath + mIOSystem->getOsSeparator() + name, "wb"));
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if (outfile == NULL) {
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if (outfile == nullptr) {
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throw DeadlyExportError("could not open output texture file: " + mPath + name);
|
||||
}
|
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|
||||
|
@ -388,10 +387,10 @@ void ColladaExporter::WriteCamerasLibrary() {
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void ColladaExporter::WriteCamera(size_t pIndex) {
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||||
|
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const aiCamera *cam = mScene->mCameras[pIndex];
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const std::string cameraName = XMLEscape(cam->mName.C_Str());
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const std::string cameraId = XMLIDEncode(cam->mName.C_Str());
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const std::string cameraId = GetObjectUniqueId(AiObjectType::Camera, pIndex);
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const std::string cameraName = GetObjectName(AiObjectType::Camera, pIndex);
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mOutput << startstr << "<camera id=\"" << cameraId << "-camera\" name=\"" << cameraName << "\" >" << endstr;
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mOutput << startstr << "<camera id=\"" << cameraId << "\" name=\"" << cameraName << "\" >" << endstr;
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PushTag();
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mOutput << startstr << "<optics>" << endstr;
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PushTag();
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|
@ -441,10 +440,10 @@ void ColladaExporter::WriteLightsLibrary() {
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void ColladaExporter::WriteLight(size_t pIndex) {
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const aiLight *light = mScene->mLights[pIndex];
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const std::string lightName = XMLEscape(light->mName.C_Str());
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const std::string lightId = XMLIDEncode(light->mName.C_Str());
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const std::string lightId = GetObjectUniqueId(AiObjectType::Light, pIndex);
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const std::string lightName = GetObjectName(AiObjectType::Light, pIndex);
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mOutput << startstr << "<light id=\"" << lightId << "-light\" name=\""
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mOutput << startstr << "<light id=\"" << lightId << "\" name=\""
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<< lightName << "\" >" << endstr;
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PushTag();
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mOutput << startstr << "<technique_common>" << endstr;
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|
@ -561,12 +560,11 @@ void ColladaExporter::WriteAmbienttLight(const aiLight *const light) {
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// ------------------------------------------------------------------------------------------------
|
||||
// Reads a single surface entry from the given material keys
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void ColladaExporter::ReadMaterialSurface(Surface &poSurface, const aiMaterial *pSrcMat,
|
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aiTextureType pTexture, const char *pKey, size_t pType, size_t pIndex) {
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if (pSrcMat->GetTextureCount(pTexture) > 0) {
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bool ColladaExporter::ReadMaterialSurface(Surface &poSurface, const aiMaterial &pSrcMat, aiTextureType pTexture, const char *pKey, size_t pType, size_t pIndex) {
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if (pSrcMat.GetTextureCount(pTexture) > 0) {
|
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aiString texfile;
|
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unsigned int uvChannel = 0;
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pSrcMat->GetTexture(pTexture, 0, &texfile, NULL, &uvChannel);
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pSrcMat.GetTexture(pTexture, 0, &texfile, nullptr, &uvChannel);
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std::string index_str(texfile.C_Str());
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@ -596,8 +594,9 @@ void ColladaExporter::ReadMaterialSurface(Surface &poSurface, const aiMaterial *
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|||
poSurface.exist = true;
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||||
} else {
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if (pKey)
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poSurface.exist = pSrcMat->Get(pKey, static_cast<unsigned int>(pType), static_cast<unsigned int>(pIndex), poSurface.color) == aiReturn_SUCCESS;
|
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poSurface.exist = pSrcMat.Get(pKey, static_cast<unsigned int>(pType), static_cast<unsigned int>(pIndex), poSurface.color) == aiReturn_SUCCESS;
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}
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return poSurface.exist;
|
||||
}
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|
||||
// ------------------------------------------------------------------------------------------------
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||||
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@ -608,9 +607,9 @@ static bool isalnum_C(char c) {
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|
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// ------------------------------------------------------------------------------------------------
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// Writes an image entry for the given surface
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void ColladaExporter::WriteImageEntry(const Surface &pSurface, const std::string &pNameAdd) {
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void ColladaExporter::WriteImageEntry(const Surface &pSurface, const std::string &imageId) {
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if (!pSurface.texture.empty()) {
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mOutput << startstr << "<image id=\"" << XMLIDEncode(pNameAdd) << "\">" << endstr;
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mOutput << startstr << "<image id=\"" << imageId << "\">" << endstr;
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PushTag();
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mOutput << startstr << "<init_from>";
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@ -631,14 +630,14 @@ void ColladaExporter::WriteImageEntry(const Surface &pSurface, const std::string
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// ------------------------------------------------------------------------------------------------
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// Writes a color-or-texture entry into an effect definition
|
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void ColladaExporter::WriteTextureColorEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &pImageName) {
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void ColladaExporter::WriteTextureColorEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &imageId) {
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if (pSurface.exist) {
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mOutput << startstr << "<" << pTypeName << ">" << endstr;
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PushTag();
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if (pSurface.texture.empty()) {
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mOutput << startstr << "<color sid=\"" << pTypeName << "\">" << pSurface.color.r << " " << pSurface.color.g << " " << pSurface.color.b << " " << pSurface.color.a << "</color>" << endstr;
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} else {
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mOutput << startstr << "<texture texture=\"" << XMLIDEncode(pImageName) << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
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mOutput << startstr << "<texture texture=\"" << imageId << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
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}
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PopTag();
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mOutput << startstr << "</" << pTypeName << ">" << endstr;
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||||
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@ -647,24 +646,24 @@ void ColladaExporter::WriteTextureColorEntry(const Surface &pSurface, const std:
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// ------------------------------------------------------------------------------------------------
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// Writes the two parameters necessary for referencing a texture in an effect entry
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void ColladaExporter::WriteTextureParamEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &pMatName) {
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void ColladaExporter::WriteTextureParamEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &materialId) {
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// if surface is a texture, write out the sampler and the surface parameters necessary to reference the texture
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if (!pSurface.texture.empty()) {
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mOutput << startstr << "<newparam sid=\"" << XMLIDEncode(pMatName) << "-" << pTypeName << "-surface\">" << endstr;
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mOutput << startstr << "<newparam sid=\"" << materialId << "-" << pTypeName << "-surface\">" << endstr;
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PushTag();
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mOutput << startstr << "<surface type=\"2D\">" << endstr;
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||||
PushTag();
|
||||
mOutput << startstr << "<init_from>" << XMLIDEncode(pMatName) << "-" << pTypeName << "-image</init_from>" << endstr;
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mOutput << startstr << "<init_from>" << materialId << "-" << pTypeName << "-image</init_from>" << endstr;
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||||
PopTag();
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mOutput << startstr << "</surface>" << endstr;
|
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PopTag();
|
||||
mOutput << startstr << "</newparam>" << endstr;
|
||||
|
||||
mOutput << startstr << "<newparam sid=\"" << XMLIDEncode(pMatName) << "-" << pTypeName << "-sampler\">" << endstr;
|
||||
mOutput << startstr << "<newparam sid=\"" << materialId << "-" << pTypeName << "-sampler\">" << endstr;
|
||||
PushTag();
|
||||
mOutput << startstr << "<sampler2D>" << endstr;
|
||||
PushTag();
|
||||
mOutput << startstr << "<source>" << XMLIDEncode(pMatName) << "-" << pTypeName << "-surface</source>" << endstr;
|
||||
mOutput << startstr << "<source>" << materialId << "-" << pTypeName << "-surface</source>" << endstr;
|
||||
PopTag();
|
||||
mOutput << startstr << "</sampler2D>" << endstr;
|
||||
PopTag();
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||||
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@ -687,80 +686,63 @@ void ColladaExporter::WriteFloatEntry(const Property &pProperty, const std::stri
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|||
// ------------------------------------------------------------------------------------------------
|
||||
// Writes the material setup
|
||||
void ColladaExporter::WriteMaterials() {
|
||||
std::vector<Material> materials;
|
||||
materials.resize(mScene->mNumMaterials);
|
||||
|
||||
/// collect all materials from the scene
|
||||
size_t numTextures = 0;
|
||||
for (size_t a = 0; a < mScene->mNumMaterials; ++a) {
|
||||
const aiMaterial *mat = mScene->mMaterials[a];
|
||||
|
||||
aiString name;
|
||||
if (mat->Get(AI_MATKEY_NAME, name) != aiReturn_SUCCESS) {
|
||||
name = "mat";
|
||||
materials[a].name = std::string("m") + to_string(a) + name.C_Str();
|
||||
} else {
|
||||
// try to use the material's name if no other material has already taken it, else append #
|
||||
std::string testName = name.C_Str();
|
||||
size_t materialCountWithThisName = 0;
|
||||
for (size_t i = 0; i < a; i++) {
|
||||
if (materials[i].name == testName) {
|
||||
materialCountWithThisName++;
|
||||
}
|
||||
}
|
||||
if (materialCountWithThisName == 0) {
|
||||
materials[a].name = name.C_Str();
|
||||
} else {
|
||||
materials[a].name = std::string(name.C_Str()) + to_string(materialCountWithThisName);
|
||||
}
|
||||
}
|
||||
Material &material = materials[a];
|
||||
material.id = GetObjectUniqueId(AiObjectType::Material, a);
|
||||
material.name = GetObjectName(AiObjectType::Material, a);
|
||||
|
||||
const aiMaterial &mat = *(mScene->mMaterials[a]);
|
||||
aiShadingMode shading = aiShadingMode_Flat;
|
||||
materials[a].shading_model = "phong";
|
||||
if (mat->Get(AI_MATKEY_SHADING_MODEL, shading) == aiReturn_SUCCESS) {
|
||||
material.shading_model = "phong";
|
||||
if (mat.Get(AI_MATKEY_SHADING_MODEL, shading) == aiReturn_SUCCESS) {
|
||||
if (shading == aiShadingMode_Phong) {
|
||||
materials[a].shading_model = "phong";
|
||||
material.shading_model = "phong";
|
||||
} else if (shading == aiShadingMode_Blinn) {
|
||||
materials[a].shading_model = "blinn";
|
||||
material.shading_model = "blinn";
|
||||
} else if (shading == aiShadingMode_NoShading) {
|
||||
materials[a].shading_model = "constant";
|
||||
material.shading_model = "constant";
|
||||
} else if (shading == aiShadingMode_Gouraud) {
|
||||
materials[a].shading_model = "lambert";
|
||||
material.shading_model = "lambert";
|
||||
}
|
||||
}
|
||||
|
||||
ReadMaterialSurface(materials[a].ambient, mat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT);
|
||||
if (!materials[a].ambient.texture.empty()) numTextures++;
|
||||
ReadMaterialSurface(materials[a].diffuse, mat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE);
|
||||
if (!materials[a].diffuse.texture.empty()) numTextures++;
|
||||
ReadMaterialSurface(materials[a].specular, mat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR);
|
||||
if (!materials[a].specular.texture.empty()) numTextures++;
|
||||
ReadMaterialSurface(materials[a].emissive, mat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE);
|
||||
if (!materials[a].emissive.texture.empty()) numTextures++;
|
||||
ReadMaterialSurface(materials[a].reflective, mat, aiTextureType_REFLECTION, AI_MATKEY_COLOR_REFLECTIVE);
|
||||
if (!materials[a].reflective.texture.empty()) numTextures++;
|
||||
ReadMaterialSurface(materials[a].transparent, mat, aiTextureType_OPACITY, AI_MATKEY_COLOR_TRANSPARENT);
|
||||
if (!materials[a].transparent.texture.empty()) numTextures++;
|
||||
ReadMaterialSurface(materials[a].normal, mat, aiTextureType_NORMALS, NULL, 0, 0);
|
||||
if (!materials[a].normal.texture.empty()) numTextures++;
|
||||
if (ReadMaterialSurface(material.ambient, mat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT))
|
||||
++numTextures;
|
||||
if (ReadMaterialSurface(material.diffuse, mat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE))
|
||||
++numTextures;
|
||||
if (ReadMaterialSurface(material.specular, mat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR))
|
||||
++numTextures;
|
||||
if (ReadMaterialSurface(material.emissive, mat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE))
|
||||
++numTextures;
|
||||
if (ReadMaterialSurface(material.reflective, mat, aiTextureType_REFLECTION, AI_MATKEY_COLOR_REFLECTIVE))
|
||||
++numTextures;
|
||||
if (ReadMaterialSurface(material.transparent, mat, aiTextureType_OPACITY, AI_MATKEY_COLOR_TRANSPARENT))
|
||||
++numTextures;
|
||||
if (ReadMaterialSurface(material.normal, mat, aiTextureType_NORMALS, nullptr, 0, 0))
|
||||
++numTextures;
|
||||
|
||||
materials[a].shininess.exist = mat->Get(AI_MATKEY_SHININESS, materials[a].shininess.value) == aiReturn_SUCCESS;
|
||||
materials[a].transparency.exist = mat->Get(AI_MATKEY_OPACITY, materials[a].transparency.value) == aiReturn_SUCCESS;
|
||||
materials[a].index_refraction.exist = mat->Get(AI_MATKEY_REFRACTI, materials[a].index_refraction.value) == aiReturn_SUCCESS;
|
||||
material.shininess.exist = mat.Get(AI_MATKEY_SHININESS, material.shininess.value) == aiReturn_SUCCESS;
|
||||
material.transparency.exist = mat.Get(AI_MATKEY_OPACITY, material.transparency.value) == aiReturn_SUCCESS;
|
||||
material.index_refraction.exist = mat.Get(AI_MATKEY_REFRACTI, material.index_refraction.value) == aiReturn_SUCCESS;
|
||||
}
|
||||
|
||||
// output textures if present
|
||||
if (numTextures > 0) {
|
||||
mOutput << startstr << "<library_images>" << endstr;
|
||||
PushTag();
|
||||
for (std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it) {
|
||||
const Material &mat = *it;
|
||||
WriteImageEntry(mat.ambient, mat.name + "-ambient-image");
|
||||
WriteImageEntry(mat.diffuse, mat.name + "-diffuse-image");
|
||||
WriteImageEntry(mat.specular, mat.name + "-specular-image");
|
||||
WriteImageEntry(mat.emissive, mat.name + "-emission-image");
|
||||
WriteImageEntry(mat.reflective, mat.name + "-reflective-image");
|
||||
WriteImageEntry(mat.transparent, mat.name + "-transparent-image");
|
||||
WriteImageEntry(mat.normal, mat.name + "-normal-image");
|
||||
for (const Material &mat : materials) {
|
||||
WriteImageEntry(mat.ambient, mat.id + "-ambient-image");
|
||||
WriteImageEntry(mat.diffuse, mat.id + "-diffuse-image");
|
||||
WriteImageEntry(mat.specular, mat.id + "-specular-image");
|
||||
WriteImageEntry(mat.emissive, mat.id + "-emission-image");
|
||||
WriteImageEntry(mat.reflective, mat.id + "-reflective-image");
|
||||
WriteImageEntry(mat.transparent, mat.id + "-transparent-image");
|
||||
WriteImageEntry(mat.normal, mat.id + "-normal-image");
|
||||
}
|
||||
PopTag();
|
||||
mOutput << startstr << "</library_images>" << endstr;
|
||||
|
@ -770,40 +752,39 @@ void ColladaExporter::WriteMaterials() {
|
|||
if (!materials.empty()) {
|
||||
mOutput << startstr << "<library_effects>" << endstr;
|
||||
PushTag();
|
||||
for (std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it) {
|
||||
const Material &mat = *it;
|
||||
for (const Material &mat : materials) {
|
||||
// this is so ridiculous it must be right
|
||||
mOutput << startstr << "<effect id=\"" << XMLIDEncode(mat.name) << "-fx\" name=\"" << XMLEscape(mat.name) << "\">" << endstr;
|
||||
mOutput << startstr << "<effect id=\"" << mat.id << "-fx\" name=\"" << mat.name << "\">" << endstr;
|
||||
PushTag();
|
||||
mOutput << startstr << "<profile_COMMON>" << endstr;
|
||||
PushTag();
|
||||
|
||||
// write sampler- and surface params for the texture entries
|
||||
WriteTextureParamEntry(mat.emissive, "emission", mat.name);
|
||||
WriteTextureParamEntry(mat.ambient, "ambient", mat.name);
|
||||
WriteTextureParamEntry(mat.diffuse, "diffuse", mat.name);
|
||||
WriteTextureParamEntry(mat.specular, "specular", mat.name);
|
||||
WriteTextureParamEntry(mat.reflective, "reflective", mat.name);
|
||||
WriteTextureParamEntry(mat.transparent, "transparent", mat.name);
|
||||
WriteTextureParamEntry(mat.normal, "normal", mat.name);
|
||||
WriteTextureParamEntry(mat.emissive, "emission", mat.id);
|
||||
WriteTextureParamEntry(mat.ambient, "ambient", mat.id);
|
||||
WriteTextureParamEntry(mat.diffuse, "diffuse", mat.id);
|
||||
WriteTextureParamEntry(mat.specular, "specular", mat.id);
|
||||
WriteTextureParamEntry(mat.reflective, "reflective", mat.id);
|
||||
WriteTextureParamEntry(mat.transparent, "transparent", mat.id);
|
||||
WriteTextureParamEntry(mat.normal, "normal", mat.id);
|
||||
|
||||
mOutput << startstr << "<technique sid=\"standard\">" << endstr;
|
||||
PushTag();
|
||||
mOutput << startstr << "<" << mat.shading_model << ">" << endstr;
|
||||
PushTag();
|
||||
|
||||
WriteTextureColorEntry(mat.emissive, "emission", mat.name + "-emission-sampler");
|
||||
WriteTextureColorEntry(mat.ambient, "ambient", mat.name + "-ambient-sampler");
|
||||
WriteTextureColorEntry(mat.diffuse, "diffuse", mat.name + "-diffuse-sampler");
|
||||
WriteTextureColorEntry(mat.specular, "specular", mat.name + "-specular-sampler");
|
||||
WriteTextureColorEntry(mat.emissive, "emission", mat.id + "-emission-sampler");
|
||||
WriteTextureColorEntry(mat.ambient, "ambient", mat.id + "-ambient-sampler");
|
||||
WriteTextureColorEntry(mat.diffuse, "diffuse", mat.id + "-diffuse-sampler");
|
||||
WriteTextureColorEntry(mat.specular, "specular", mat.id + "-specular-sampler");
|
||||
WriteFloatEntry(mat.shininess, "shininess");
|
||||
WriteTextureColorEntry(mat.reflective, "reflective", mat.name + "-reflective-sampler");
|
||||
WriteTextureColorEntry(mat.transparent, "transparent", mat.name + "-transparent-sampler");
|
||||
WriteTextureColorEntry(mat.reflective, "reflective", mat.id + "-reflective-sampler");
|
||||
WriteTextureColorEntry(mat.transparent, "transparent", mat.id + "-transparent-sampler");
|
||||
WriteFloatEntry(mat.transparency, "transparency");
|
||||
WriteFloatEntry(mat.index_refraction, "index_of_refraction");
|
||||
|
||||
if (!mat.normal.texture.empty()) {
|
||||
WriteTextureColorEntry(mat.normal, "bump", mat.name + "-normal-sampler");
|
||||
WriteTextureColorEntry(mat.normal, "bump", mat.id + "-normal-sampler");
|
||||
}
|
||||
|
||||
PopTag();
|
||||
|
@ -823,9 +804,9 @@ void ColladaExporter::WriteMaterials() {
|
|||
PushTag();
|
||||
for (std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it) {
|
||||
const Material &mat = *it;
|
||||
mOutput << startstr << "<material id=\"" << XMLIDEncode(mat.name) << "\" name=\"" << XMLEscape(mat.name) << "\">" << endstr;
|
||||
mOutput << startstr << "<material id=\"" << mat.id << "\" name=\"" << mat.name << "\">" << endstr;
|
||||
PushTag();
|
||||
mOutput << startstr << "<instance_effect url=\"#" << XMLIDEncode(mat.name) << "-fx\"/>" << endstr;
|
||||
mOutput << startstr << "<instance_effect url=\"#" << mat.id << "-fx\"/>" << endstr;
|
||||
PopTag();
|
||||
mOutput << startstr << "</material>" << endstr;
|
||||
}
|
||||
|
@ -852,20 +833,18 @@ void ColladaExporter::WriteControllerLibrary() {
|
|||
// Writes a skin controller of the given mesh
|
||||
void ColladaExporter::WriteController(size_t pIndex) {
|
||||
const aiMesh *mesh = mScene->mMeshes[pIndex];
|
||||
const std::string idstr = mesh->mName.length == 0 ? GetMeshId(pIndex) : mesh->mName.C_Str();
|
||||
const std::string idstrEscaped = XMLIDEncode(idstr);
|
||||
|
||||
if (mesh->mNumFaces == 0 || mesh->mNumVertices == 0)
|
||||
// Is there a skin controller?
|
||||
if (mesh->mNumBones == 0 || mesh->mNumFaces == 0 || mesh->mNumVertices == 0)
|
||||
return;
|
||||
|
||||
if (mesh->mNumBones == 0)
|
||||
return;
|
||||
const std::string idstr = GetObjectUniqueId(AiObjectType::Mesh, pIndex);
|
||||
const std::string namestr = GetObjectName(AiObjectType::Mesh, pIndex);
|
||||
|
||||
mOutput << startstr << "<controller id=\"" << idstrEscaped << "-skin\" ";
|
||||
mOutput << startstr << "<controller id=\"" << idstr << "-skin\" ";
|
||||
mOutput << "name=\"skinCluster" << pIndex << "\">" << endstr;
|
||||
PushTag();
|
||||
|
||||
mOutput << startstr << "<skin source=\"#" << idstrEscaped << "\">" << endstr;
|
||||
mOutput << startstr << "<skin source=\"#" << idstr << "\">" << endstr;
|
||||
PushTag();
|
||||
|
||||
// bind pose matrix
|
||||
|
@ -882,20 +861,20 @@ void ColladaExporter::WriteController(size_t pIndex) {
|
|||
PopTag();
|
||||
mOutput << startstr << "</bind_shape_matrix>" << endstr;
|
||||
|
||||
mOutput << startstr << "<source id=\"" << idstrEscaped << "-skin-joints\" name=\"" << idstrEscaped << "-skin-joints\">" << endstr;
|
||||
mOutput << startstr << "<source id=\"" << idstr << "-skin-joints\" name=\"" << namestr << "-skin-joints\">" << endstr;
|
||||
PushTag();
|
||||
|
||||
mOutput << startstr << "<Name_array id=\"" << idstrEscaped << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\">";
|
||||
mOutput << startstr << "<Name_array id=\"" << idstr << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\">";
|
||||
|
||||
for (size_t i = 0; i < mesh->mNumBones; ++i)
|
||||
mOutput << XMLIDEncode(mesh->mBones[i]->mName.C_Str()) << " ";
|
||||
mOutput << GetBoneUniqueId(mesh->mBones[i]) << ' ';
|
||||
|
||||
mOutput << "</Name_array>" << endstr;
|
||||
|
||||
mOutput << startstr << "<technique_common>" << endstr;
|
||||
PushTag();
|
||||
|
||||
mOutput << startstr << "<accessor source=\"#" << idstrEscaped << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\" stride=\"" << 1 << "\">" << endstr;
|
||||
mOutput << startstr << "<accessor source=\"#" << idstr << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\" stride=\"" << 1 << "\">" << endstr;
|
||||
PushTag();
|
||||
|
||||
mOutput << startstr << "<param name=\"JOINT\" type=\"Name\"></param>" << endstr;
|
||||
|
@ -932,8 +911,8 @@ void ColladaExporter::WriteController(size_t pIndex) {
|
|||
mOutput << startstr << "<joints>" << endstr;
|
||||
PushTag();
|
||||
|
||||
mOutput << startstr << "<input semantic=\"JOINT\" source=\"#" << idstrEscaped << "-skin-joints\"></input>" << endstr;
|
||||
mOutput << startstr << "<input semantic=\"INV_BIND_MATRIX\" source=\"#" << idstrEscaped << "-skin-bind_poses\"></input>" << endstr;
|
||||
mOutput << startstr << "<input semantic=\"JOINT\" source=\"#" << idstr << "-skin-joints\"></input>" << endstr;
|
||||
mOutput << startstr << "<input semantic=\"INV_BIND_MATRIX\" source=\"#" << idstr << "-skin-bind_poses\"></input>" << endstr;
|
||||
|
||||
PopTag();
|
||||
mOutput << startstr << "</joints>" << endstr;
|
||||
|
@ -941,8 +920,8 @@ void ColladaExporter::WriteController(size_t pIndex) {
|
|||
mOutput << startstr << "<vertex_weights count=\"" << mesh->mNumVertices << "\">" << endstr;
|
||||
PushTag();
|
||||
|
||||
mOutput << startstr << "<input semantic=\"JOINT\" source=\"#" << idstrEscaped << "-skin-joints\" offset=\"0\"></input>" << endstr;
|
||||
mOutput << startstr << "<input semantic=\"WEIGHT\" source=\"#" << idstrEscaped << "-skin-weights\" offset=\"1\"></input>" << endstr;
|
||||
mOutput << startstr << "<input semantic=\"JOINT\" source=\"#" << idstr << "-skin-joints\" offset=\"0\"></input>" << endstr;
|
||||
mOutput << startstr << "<input semantic=\"WEIGHT\" source=\"#" << idstr << "-skin-weights\" offset=\"1\"></input>" << endstr;
|
||||
|
||||
mOutput << startstr << "<vcount>";
|
||||
|
||||
|
@ -1017,9 +996,8 @@ void ColladaExporter::WriteGeometryLibrary() {
|
|||
// Writes the given mesh
|
||||
void ColladaExporter::WriteGeometry(size_t pIndex) {
|
||||
const aiMesh *mesh = mScene->mMeshes[pIndex];
|
||||
const std::string idstr = mesh->mName.length == 0 ? GetMeshId(pIndex) : mesh->mName.C_Str();
|
||||
const std::string geometryName = XMLEscape(idstr);
|
||||
const std::string geometryId = XMLIDEncode(idstr);
|
||||
const std::string geometryId = GetObjectUniqueId(AiObjectType::Mesh, pIndex);
|
||||
const std::string geometryName = GetObjectName(AiObjectType::Mesh, pIndex);
|
||||
|
||||
if (mesh->mNumFaces == 0 || mesh->mNumVertices == 0)
|
||||
return;
|
||||
|
@ -1032,15 +1010,15 @@ void ColladaExporter::WriteGeometry(size_t pIndex) {
|
|||
PushTag();
|
||||
|
||||
// Positions
|
||||
WriteFloatArray(idstr + "-positions", FloatType_Vector, (ai_real *)mesh->mVertices, mesh->mNumVertices);
|
||||
WriteFloatArray(geometryId + "-positions", FloatType_Vector, (ai_real *)mesh->mVertices, mesh->mNumVertices);
|
||||
// Normals, if any
|
||||
if (mesh->HasNormals())
|
||||
WriteFloatArray(idstr + "-normals", FloatType_Vector, (ai_real *)mesh->mNormals, mesh->mNumVertices);
|
||||
WriteFloatArray(geometryId + "-normals", FloatType_Vector, (ai_real *)mesh->mNormals, mesh->mNumVertices);
|
||||
|
||||
// texture coords
|
||||
for (size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
|
||||
if (mesh->HasTextureCoords(static_cast<unsigned int>(a))) {
|
||||
WriteFloatArray(idstr + "-tex" + to_string(a), mesh->mNumUVComponents[a] == 3 ? FloatType_TexCoord3 : FloatType_TexCoord2,
|
||||
WriteFloatArray(geometryId + "-tex" + to_string(a), mesh->mNumUVComponents[a] == 3 ? FloatType_TexCoord3 : FloatType_TexCoord2,
|
||||
(ai_real *)mesh->mTextureCoords[a], mesh->mNumVertices);
|
||||
}
|
||||
}
|
||||
|
@ -1048,7 +1026,7 @@ void ColladaExporter::WriteGeometry(size_t pIndex) {
|
|||
// vertex colors
|
||||
for (size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
|
||||
if (mesh->HasVertexColors(static_cast<unsigned int>(a)))
|
||||
WriteFloatArray(idstr + "-color" + to_string(a), FloatType_Color, (ai_real *)mesh->mColors[a], mesh->mNumVertices);
|
||||
WriteFloatArray(geometryId + "-color" + to_string(a), FloatType_Color, (ai_real *)mesh->mColors[a], mesh->mNumVertices);
|
||||
}
|
||||
|
||||
// assemble vertex structure
|
||||
|
@ -1248,8 +1226,8 @@ void ColladaExporter::WriteFloatArray(const std::string &pIdString, FloatDataTyp
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
// Writes the scene library
|
||||
void ColladaExporter::WriteSceneLibrary() {
|
||||
const std::string sceneName = XMLEscape(mScene->mRootNode->mName.C_Str());
|
||||
const std::string sceneId = XMLIDEncode(mScene->mRootNode->mName.C_Str());
|
||||
const std::string sceneId = GetNodeUniqueId(mScene->mRootNode);
|
||||
const std::string sceneName = GetNodeName(mScene->mRootNode);
|
||||
|
||||
mOutput << startstr << "<library_visual_scenes>" << endstr;
|
||||
PushTag();
|
||||
|
@ -1258,7 +1236,7 @@ void ColladaExporter::WriteSceneLibrary() {
|
|||
|
||||
// start recursive write at the root node
|
||||
for (size_t a = 0; a < mScene->mRootNode->mNumChildren; ++a)
|
||||
WriteNode(mScene, mScene->mRootNode->mChildren[a]);
|
||||
WriteNode(mScene->mRootNode->mChildren[a]);
|
||||
|
||||
PopTag();
|
||||
mOutput << startstr << "</visual_scene>" << endstr;
|
||||
|
@ -1272,20 +1250,10 @@ void ColladaExporter::WriteAnimationLibrary(size_t pIndex) {
|
|||
if (anim->mNumChannels == 0 && anim->mNumMeshChannels == 0 && anim->mNumMorphMeshChannels == 0)
|
||||
return;
|
||||
|
||||
const std::string animation_name_escaped = XMLEscape(anim->mName.C_Str());
|
||||
std::string idstr = anim->mName.C_Str();
|
||||
std::string ending = std::string("AnimId") + to_string(pIndex);
|
||||
if (idstr.length() >= ending.length()) {
|
||||
if (0 != idstr.compare(idstr.length() - ending.length(), ending.length(), ending)) {
|
||||
idstr = idstr + ending;
|
||||
}
|
||||
} else {
|
||||
idstr = idstr + ending;
|
||||
}
|
||||
const std::string animationNameEscaped = GetObjectName(AiObjectType::Animation, pIndex);
|
||||
const std::string idstrEscaped = GetObjectUniqueId(AiObjectType::Animation, pIndex);
|
||||
|
||||
const std::string idstrEscaped = XMLIDEncode(idstr);
|
||||
|
||||
mOutput << startstr << "<animation id=\"" + idstrEscaped + "\" name=\"" + animation_name_escaped + "\">" << endstr;
|
||||
mOutput << startstr << "<animation id=\"" + idstrEscaped + "\" name=\"" + animationNameEscaped + "\">" << endstr;
|
||||
PushTag();
|
||||
|
||||
std::string cur_node_idstr;
|
||||
|
@ -1435,20 +1403,21 @@ void ColladaExporter::WriteAnimationsLibrary() {
|
|||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Helper to find a bone by name in the scene
|
||||
aiBone *findBone(const aiScene *scene, const char *name) {
|
||||
aiBone *findBone(const aiScene *scene, const aiString &name) {
|
||||
for (size_t m = 0; m < scene->mNumMeshes; m++) {
|
||||
aiMesh *mesh = scene->mMeshes[m];
|
||||
for (size_t b = 0; b < mesh->mNumBones; b++) {
|
||||
aiBone *bone = mesh->mBones[b];
|
||||
if (0 == strcmp(name, bone->mName.C_Str())) {
|
||||
if (name == bone->mName) {
|
||||
return bone;
|
||||
}
|
||||
}
|
||||
}
|
||||
return NULL;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Helper to find the node associated with a bone in the scene
|
||||
const aiNode *findBoneNode(const aiNode *aNode, const aiBone *bone) {
|
||||
if (aNode && bone && aNode->mName == bone->mName) {
|
||||
return aNode;
|
||||
|
@ -1457,15 +1426,17 @@ const aiNode *findBoneNode(const aiNode *aNode, const aiBone *bone) {
|
|||
if (aNode && bone) {
|
||||
for (unsigned int i = 0; i < aNode->mNumChildren; ++i) {
|
||||
aiNode *aChild = aNode->mChildren[i];
|
||||
const aiNode *foundFromChild = 0;
|
||||
const aiNode *foundFromChild = nullptr;
|
||||
if (aChild) {
|
||||
foundFromChild = findBoneNode(aChild, bone);
|
||||
if (foundFromChild) return foundFromChild;
|
||||
if (foundFromChild) {
|
||||
return foundFromChild;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return NULL;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
const aiNode *findSkeletonRootNode(const aiScene *scene, const aiMesh *mesh) {
|
||||
|
@ -1476,7 +1447,7 @@ const aiNode *findSkeletonRootNode(const aiScene *scene, const aiMesh *mesh) {
|
|||
|
||||
const aiNode *node = findBoneNode(scene->mRootNode, bone);
|
||||
if (node) {
|
||||
while (node->mParent && findBone(scene, node->mParent->mName.C_Str()) != 0) {
|
||||
while (node->mParent && findBone(scene, node->mParent->mName) != nullptr) {
|
||||
node = node->mParent;
|
||||
}
|
||||
topParentBoneNodes.insert(node);
|
||||
|
@ -1496,36 +1467,30 @@ const aiNode *findSkeletonRootNode(const aiScene *scene, const aiMesh *mesh) {
|
|||
}
|
||||
}
|
||||
|
||||
return NULL;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Recursively writes the given node
|
||||
void ColladaExporter::WriteNode(const aiScene *pScene, aiNode *pNode) {
|
||||
// the node must have a name
|
||||
if (pNode->mName.length == 0) {
|
||||
std::stringstream ss;
|
||||
ss << "Node_" << pNode;
|
||||
pNode->mName.Set(ss.str());
|
||||
}
|
||||
|
||||
void ColladaExporter::WriteNode(const aiNode *pNode) {
|
||||
// If the node is associated with a bone, it is a joint node (JOINT)
|
||||
// otherwise it is a normal node (NODE)
|
||||
// Assimp-specific: nodes with no name cannot be associated with bones
|
||||
const char *node_type;
|
||||
bool is_joint, is_skeleton_root = false;
|
||||
if (nullptr == findBone(pScene, pNode->mName.C_Str())) {
|
||||
if (pNode->mName.length == 0 || nullptr == findBone(mScene, pNode->mName)) {
|
||||
node_type = "NODE";
|
||||
is_joint = false;
|
||||
} else {
|
||||
node_type = "JOINT";
|
||||
is_joint = true;
|
||||
if (!pNode->mParent || nullptr == findBone(pScene, pNode->mParent->mName.C_Str())) {
|
||||
if (!pNode->mParent || nullptr == findBone(mScene, pNode->mParent->mName)) {
|
||||
is_skeleton_root = true;
|
||||
}
|
||||
}
|
||||
|
||||
const std::string node_id = XMLIDEncode(pNode->mName.data);
|
||||
const std::string node_name = XMLEscape(pNode->mName.data);
|
||||
const std::string node_id = GetNodeUniqueId(pNode);
|
||||
const std::string node_name = GetNodeName(pNode);
|
||||
mOutput << startstr << "<node ";
|
||||
if (is_skeleton_root) {
|
||||
mOutput << "id=\"" << node_id << "\" " << (is_joint ? "sid=\"" + node_id + "\" " : ""); // For now, only support one skeleton in a scene.
|
||||
|
@ -1573,14 +1538,14 @@ void ColladaExporter::WriteNode(const aiScene *pScene, aiNode *pNode) {
|
|||
//check if it is a camera node
|
||||
for (size_t i = 0; i < mScene->mNumCameras; i++) {
|
||||
if (mScene->mCameras[i]->mName == pNode->mName) {
|
||||
mOutput << startstr << "<instance_camera url=\"#" << node_id << "-camera\"/>" << endstr;
|
||||
mOutput << startstr << "<instance_camera url=\"#" << GetObjectUniqueId(AiObjectType::Camera, i) << "\"/>" << endstr;
|
||||
break;
|
||||
}
|
||||
}
|
||||
//check if it is a light node
|
||||
for (size_t i = 0; i < mScene->mNumLights; i++) {
|
||||
if (mScene->mLights[i]->mName == pNode->mName) {
|
||||
mOutput << startstr << "<instance_light url=\"#" << node_id << "-light\"/>" << endstr;
|
||||
mOutput << startstr << "<instance_light url=\"#" << GetObjectUniqueId(AiObjectType::Light, i) << "\"/>" << endstr;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -1593,22 +1558,22 @@ void ColladaExporter::WriteNode(const aiScene *pScene, aiNode *pNode) {
|
|||
if (mesh->mNumFaces == 0 || mesh->mNumVertices == 0)
|
||||
continue;
|
||||
|
||||
const std::string meshName = mesh->mName.length == 0 ? GetMeshId(pNode->mMeshes[a]) : mesh->mName.C_Str();
|
||||
const std::string meshId = GetObjectUniqueId(AiObjectType::Mesh, pNode->mMeshes[a]);
|
||||
|
||||
if (mesh->mNumBones == 0) {
|
||||
mOutput << startstr << "<instance_geometry url=\"#" << XMLIDEncode(meshName) << "\">" << endstr;
|
||||
mOutput << startstr << "<instance_geometry url=\"#" << meshId << "\">" << endstr;
|
||||
PushTag();
|
||||
} else {
|
||||
mOutput << startstr
|
||||
<< "<instance_controller url=\"#" << XMLIDEncode(meshName) << "-skin\">"
|
||||
<< "<instance_controller url=\"#" << meshId << "-skin\">"
|
||||
<< endstr;
|
||||
PushTag();
|
||||
|
||||
// note! this mFoundSkeletonRootNodeID some how affects animation, it makes the mesh attaches to armature skeleton root node.
|
||||
// use the first bone to find skeleton root
|
||||
const aiNode *skeletonRootBoneNode = findSkeletonRootNode(pScene, mesh);
|
||||
const aiNode *skeletonRootBoneNode = findSkeletonRootNode(mScene, mesh);
|
||||
if (skeletonRootBoneNode) {
|
||||
mFoundSkeletonRootNodeID = XMLIDEncode(skeletonRootBoneNode->mName.C_Str());
|
||||
mFoundSkeletonRootNodeID = GetNodeUniqueId(skeletonRootBoneNode);
|
||||
}
|
||||
mOutput << startstr << "<skeleton>#" << mFoundSkeletonRootNodeID << "</skeleton>" << endstr;
|
||||
}
|
||||
|
@ -1616,7 +1581,7 @@ void ColladaExporter::WriteNode(const aiScene *pScene, aiNode *pNode) {
|
|||
PushTag();
|
||||
mOutput << startstr << "<technique_common>" << endstr;
|
||||
PushTag();
|
||||
mOutput << startstr << "<instance_material symbol=\"defaultMaterial\" target=\"#" << XMLIDEncode(materials[mesh->mMaterialIndex].name) << "\">" << endstr;
|
||||
mOutput << startstr << "<instance_material symbol=\"defaultMaterial\" target=\"#" << GetObjectUniqueId(AiObjectType::Material, mesh->mMaterialIndex) << "\">" << endstr;
|
||||
PushTag();
|
||||
for (size_t aa = 0; aa < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++aa) {
|
||||
if (mesh->HasTextureCoords(static_cast<unsigned int>(aa)))
|
||||
|
@ -1641,11 +1606,152 @@ void ColladaExporter::WriteNode(const aiScene *pScene, aiNode *pNode) {
|
|||
|
||||
// recurse into subnodes
|
||||
for (size_t a = 0; a < pNode->mNumChildren; ++a)
|
||||
WriteNode(pScene, pNode->mChildren[a]);
|
||||
WriteNode(pNode->mChildren[a]);
|
||||
|
||||
PopTag();
|
||||
mOutput << startstr << "</node>" << endstr;
|
||||
}
|
||||
|
||||
inline bool IsUniqueId(const std::unordered_set<std::string> &idSet, const std::string &idStr) {
|
||||
return (idSet.find(idStr) == idSet.end());
|
||||
}
|
||||
|
||||
inline std::string MakeUniqueId(const std::unordered_set<std::string> &idSet, const std::string &idPrefix, const std::string &postfix) {
|
||||
std::string result(idPrefix + postfix);
|
||||
if (!IsUniqueId(idSet, result)) {
|
||||
// Select a number to append
|
||||
size_t idnum = 1;
|
||||
do {
|
||||
result = idPrefix + '_' + to_string(idnum) + postfix;
|
||||
++idnum;
|
||||
} while (!IsUniqueId(idSet, result));
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
void ColladaExporter::CreateNodeIds(const aiNode *node) {
|
||||
GetNodeUniqueId(node);
|
||||
for (size_t a = 0; a < node->mNumChildren; ++a)
|
||||
CreateNodeIds(node->mChildren[a]);
|
||||
}
|
||||
|
||||
std::string ColladaExporter::GetNodeUniqueId(const aiNode *node) {
|
||||
// Use the pointer as the key. This is safe because the scene is immutable.
|
||||
auto idIt = mNodeIdMap.find(node);
|
||||
if (idIt != mNodeIdMap.cend())
|
||||
return idIt->second;
|
||||
|
||||
// Prefer the requested Collada Id if extant
|
||||
std::string idStr;
|
||||
aiString origId;
|
||||
if (node->mMetaData && node->mMetaData->Get(AI_METADATA_COLLADA_ID, origId)) {
|
||||
idStr = origId.C_Str();
|
||||
} else {
|
||||
idStr = node->mName.C_Str();
|
||||
}
|
||||
// Make sure the requested id is valid
|
||||
if (idStr.empty())
|
||||
idStr = "node";
|
||||
else
|
||||
idStr = XMLIDEncode(idStr);
|
||||
|
||||
// Ensure it's unique
|
||||
idStr = MakeUniqueId(mUniqueIds, idStr, std::string());
|
||||
mUniqueIds.insert(idStr);
|
||||
mNodeIdMap.insert(std::make_pair(node, idStr));
|
||||
return idStr;
|
||||
}
|
||||
|
||||
std::string ColladaExporter::GetNodeName(const aiNode *node) {
|
||||
|
||||
return XMLEscape(node->mName.C_Str());
|
||||
}
|
||||
|
||||
std::string ColladaExporter::GetBoneUniqueId(const aiBone *bone) {
|
||||
// Find the Node that is this Bone
|
||||
const aiNode *boneNode = findBoneNode(mScene->mRootNode, bone);
|
||||
if (boneNode == nullptr)
|
||||
return std::string();
|
||||
|
||||
return GetNodeUniqueId(boneNode);
|
||||
}
|
||||
|
||||
std::string ColladaExporter::GetObjectUniqueId(AiObjectType type, size_t pIndex) {
|
||||
auto idIt = GetObjectIdMap(type).find(pIndex);
|
||||
if (idIt != GetObjectIdMap(type).cend())
|
||||
return idIt->second;
|
||||
|
||||
// Not seen this object before, create and add
|
||||
NameIdPair result = AddObjectIndexToMaps(type, pIndex);
|
||||
return result.second;
|
||||
}
|
||||
|
||||
std::string ColladaExporter::GetObjectName(AiObjectType type, size_t pIndex) {
|
||||
auto objectName = GetObjectNameMap(type).find(pIndex);
|
||||
if (objectName != GetObjectNameMap(type).cend())
|
||||
return objectName->second;
|
||||
|
||||
// Not seen this object before, create and add
|
||||
NameIdPair result = AddObjectIndexToMaps(type, pIndex);
|
||||
return result.first;
|
||||
}
|
||||
|
||||
// Determine unique id and add the name and id to the maps
|
||||
// @param type object type
|
||||
// @param index object index
|
||||
// @param name in/out. Caller to set the original name if known.
|
||||
// @param idStr in/out. Caller to set the preferred id if known.
|
||||
ColladaExporter::NameIdPair ColladaExporter::AddObjectIndexToMaps(AiObjectType type, size_t index) {
|
||||
|
||||
std::string name;
|
||||
std::string idStr;
|
||||
std::string idPostfix;
|
||||
|
||||
// Get the name and id postfix
|
||||
switch (type) {
|
||||
case AiObjectType::Mesh: name = mScene->mMeshes[index]->mName.C_Str(); break;
|
||||
case AiObjectType::Material: name = mScene->mMaterials[index]->GetName().C_Str(); break;
|
||||
case AiObjectType::Animation: name = mScene->mAnimations[index]->mName.C_Str(); break;
|
||||
case AiObjectType::Light:
|
||||
name = mScene->mLights[index]->mName.C_Str();
|
||||
idPostfix = "-light";
|
||||
break;
|
||||
case AiObjectType::Camera:
|
||||
name = mScene->mCameras[index]->mName.C_Str();
|
||||
idPostfix = "-camera";
|
||||
break;
|
||||
case AiObjectType::Count: throw std::logic_error("ColladaExporter::AiObjectType::Count is not an object type");
|
||||
}
|
||||
|
||||
if (name.empty()) {
|
||||
// Default ids if empty name
|
||||
switch (type) {
|
||||
case AiObjectType::Mesh: idStr = std::string("mesh_"); break;
|
||||
case AiObjectType::Material: idStr = std::string("material_"); break; // This one should never happen
|
||||
case AiObjectType::Animation: idStr = std::string("animation_"); break;
|
||||
case AiObjectType::Light: idStr = std::string("light_"); break;
|
||||
case AiObjectType::Camera: idStr = std::string("camera_"); break;
|
||||
case AiObjectType::Count: throw std::logic_error("ColladaExporter::AiObjectType::Count is not an object type");
|
||||
}
|
||||
idStr.append(to_string(index));
|
||||
} else {
|
||||
idStr = XMLIDEncode(name);
|
||||
}
|
||||
|
||||
if (!name.empty())
|
||||
name = XMLEscape(name);
|
||||
|
||||
idStr = MakeUniqueId(mUniqueIds, idStr, idPostfix);
|
||||
|
||||
// Add to maps
|
||||
mUniqueIds.insert(idStr);
|
||||
GetObjectIdMap(type).insert(std::make_pair(index, idStr));
|
||||
GetObjectNameMap(type).insert(std::make_pair(index, name));
|
||||
|
||||
return std::make_pair(name, idStr);
|
||||
}
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
|
|
@ -48,25 +48,25 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
#include <assimp/ai_assert.h>
|
||||
#include <assimp/material.h>
|
||||
#include <assimp/mesh.h>
|
||||
#include <assimp/light.h>
|
||||
#include <assimp/Exporter.hpp>
|
||||
#include <sstream>
|
||||
#include <vector>
|
||||
#include <map>
|
||||
|
||||
#include <assimp/StringUtils.h>
|
||||
#include <array>
|
||||
#include <map>
|
||||
#include <sstream>
|
||||
#include <unordered_set>
|
||||
#include <vector>
|
||||
|
||||
struct aiScene;
|
||||
struct aiNode;
|
||||
struct aiLight;
|
||||
struct aiBone;
|
||||
|
||||
namespace Assimp
|
||||
{
|
||||
namespace Assimp {
|
||||
|
||||
class IOSystem;
|
||||
|
||||
/// Helper class to export a given scene to a Collada file. Just for my personal
|
||||
/// comfort when implementing it.
|
||||
class ColladaExporter
|
||||
{
|
||||
class ColladaExporter {
|
||||
public:
|
||||
/// Constructor for a specific scene to export
|
||||
ColladaExporter(const aiScene *pScene, IOSystem *pIOSystem, const std::string &path, const std::string &file);
|
||||
|
@ -117,7 +117,13 @@ protected:
|
|||
|
||||
//enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color, FloatType_Mat4x4, FloatType_Weight };
|
||||
// customized to add animation related type
|
||||
enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color, FloatType_Mat4x4, FloatType_Weight, FloatType_Time };
|
||||
enum FloatDataType { FloatType_Vector,
|
||||
FloatType_TexCoord2,
|
||||
FloatType_TexCoord3,
|
||||
FloatType_Color,
|
||||
FloatType_Mat4x4,
|
||||
FloatType_Weight,
|
||||
FloatType_Time };
|
||||
|
||||
/// Writes a float array of the given type
|
||||
void WriteFloatArray(const std::string &pIdString, FloatDataType pType, const ai_real *pData, size_t pElementCount);
|
||||
|
@ -131,7 +137,7 @@ protected:
|
|||
std::string mFoundSkeletonRootNodeID = "skeleton_root"; // will be replaced by found node id in the WriteNode call.
|
||||
|
||||
/// Recursively writes the given node
|
||||
void WriteNode( const aiScene* scene, aiNode* pNode);
|
||||
void WriteNode(const aiNode *pNode);
|
||||
|
||||
/// Enters a new xml element, which increases the indentation
|
||||
void PushTag() { startstr.append(" "); }
|
||||
|
@ -141,10 +147,40 @@ protected:
|
|||
startstr.erase(startstr.length() - 2);
|
||||
}
|
||||
|
||||
/// Creates a mesh ID for the given mesh
|
||||
std::string GetMeshId( size_t pIndex) const {
|
||||
return std::string( "meshId" ) + to_string(pIndex);
|
||||
}
|
||||
void CreateNodeIds(const aiNode *node);
|
||||
|
||||
/// Get or Create a unique Node ID string for the given Node
|
||||
std::string GetNodeUniqueId(const aiNode *node);
|
||||
std::string GetNodeName(const aiNode *node);
|
||||
|
||||
std::string GetBoneUniqueId(const aiBone *bone);
|
||||
|
||||
enum class AiObjectType {
|
||||
Mesh,
|
||||
Material,
|
||||
Animation,
|
||||
Light,
|
||||
Camera,
|
||||
Count,
|
||||
};
|
||||
/// Get or Create a unique ID string for the given scene object index
|
||||
std::string GetObjectUniqueId(AiObjectType type, size_t pIndex);
|
||||
/// Get or Create a name string for the given scene object index
|
||||
std::string GetObjectName(AiObjectType type, size_t pIndex);
|
||||
|
||||
typedef std::map<size_t, std::string> IndexIdMap;
|
||||
typedef std::pair<std::string, std::string> NameIdPair;
|
||||
NameIdPair AddObjectIndexToMaps(AiObjectType type, size_t pIndex);
|
||||
|
||||
// Helpers
|
||||
inline IndexIdMap &GetObjectIdMap(AiObjectType type) { return mObjectIdMap[static_cast<size_t>(type)]; }
|
||||
inline IndexIdMap &GetObjectNameMap(AiObjectType type) { return mObjectNameMap[static_cast<size_t>(type)]; }
|
||||
|
||||
private:
|
||||
std::unordered_set<std::string> mUniqueIds; // Cache of used unique ids
|
||||
std::map<const void *, std::string> mNodeIdMap; // Cache of encoded node and bone ids
|
||||
std::array<IndexIdMap, static_cast<size_t>(AiObjectType::Count)> mObjectIdMap; // Cache of encoded unique IDs
|
||||
std::array<IndexIdMap, static_cast<size_t>(AiObjectType::Count)> mObjectNameMap; // Cache of encoded names
|
||||
|
||||
public:
|
||||
/// Stringstream to write all output into
|
||||
|
@ -169,28 +205,28 @@ public:
|
|||
std::string endstr;
|
||||
|
||||
// pair of color and texture - texture precedences color
|
||||
struct Surface
|
||||
{
|
||||
struct Surface {
|
||||
bool exist;
|
||||
aiColor4D color;
|
||||
std::string texture;
|
||||
size_t channel;
|
||||
Surface() { exist = false; channel = 0; }
|
||||
Surface() {
|
||||
exist = false;
|
||||
channel = 0;
|
||||
}
|
||||
};
|
||||
|
||||
struct Property
|
||||
{
|
||||
struct Property {
|
||||
bool exist;
|
||||
ai_real value;
|
||||
Property()
|
||||
: exist(false)
|
||||
, value(0.0)
|
||||
{}
|
||||
Property() :
|
||||
exist(false),
|
||||
value(0.0) {}
|
||||
};
|
||||
|
||||
// summarize a material in an convenient way.
|
||||
struct Material
|
||||
{
|
||||
struct Material {
|
||||
std::string id;
|
||||
std::string name;
|
||||
std::string shading_model;
|
||||
Surface ambient, diffuse, specular, emissive, reflective, transparent, normal;
|
||||
|
@ -199,24 +235,22 @@ public:
|
|||
Material() {}
|
||||
};
|
||||
|
||||
std::vector<Material> materials;
|
||||
|
||||
std::map<unsigned int, std::string> textures;
|
||||
|
||||
public:
|
||||
/// Dammit C++ - y u no compile two-pass? No I have to add all methods below the struct definitions
|
||||
/// Reads a single surface entry from the given material keys
|
||||
void ReadMaterialSurface( Surface& poSurface, const aiMaterial* pSrcMat, aiTextureType pTexture, const char* pKey, size_t pType, size_t pIndex);
|
||||
bool ReadMaterialSurface(Surface &poSurface, const aiMaterial &pSrcMat, aiTextureType pTexture, const char *pKey, size_t pType, size_t pIndex);
|
||||
/// Writes an image entry for the given surface
|
||||
void WriteImageEntry( const Surface& pSurface, const std::string& pNameAdd);
|
||||
void WriteImageEntry(const Surface &pSurface, const std::string &imageId);
|
||||
/// Writes the two parameters necessary for referencing a texture in an effect entry
|
||||
void WriteTextureParamEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pMatName);
|
||||
void WriteTextureParamEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &materialId);
|
||||
/// Writes a color-or-texture entry into an effect definition
|
||||
void WriteTextureColorEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pImageName);
|
||||
void WriteTextureColorEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &imageId);
|
||||
/// Writes a scalar property
|
||||
void WriteFloatEntry(const Property &pProperty, const std::string &pTypeName);
|
||||
};
|
||||
|
||||
}
|
||||
} // namespace Assimp
|
||||
|
||||
#endif // !! AI_COLLADAEXPORTER_H_INC
|
||||
|
|
|
@ -43,8 +43,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
#include "ColladaHelper.h"
|
||||
|
||||
#include <assimp/commonMetaData.h>
|
||||
#include <assimp/ParsingUtils.h>
|
||||
#include <assimp/commonMetaData.h>
|
||||
|
||||
namespace Assimp {
|
||||
namespace Collada {
|
||||
|
@ -63,39 +63,32 @@ const MetaKeyPairVector &GetColladaAssimpMetaKeys() {
|
|||
|
||||
const MetaKeyPairVector MakeColladaAssimpMetaKeysCamelCase() {
|
||||
MetaKeyPairVector result = MakeColladaAssimpMetaKeys();
|
||||
for (auto &val : result)
|
||||
{
|
||||
for (auto &val : result) {
|
||||
ToCamelCase(val.first);
|
||||
}
|
||||
return result;
|
||||
};
|
||||
|
||||
const MetaKeyPairVector &GetColladaAssimpMetaKeysCamelCase()
|
||||
{
|
||||
const MetaKeyPairVector &GetColladaAssimpMetaKeysCamelCase() {
|
||||
static const MetaKeyPairVector result = MakeColladaAssimpMetaKeysCamelCase();
|
||||
return result;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Convert underscore_separated to CamelCase: "authoring_tool" becomes "AuthoringTool"
|
||||
void ToCamelCase(std::string &text)
|
||||
{
|
||||
void ToCamelCase(std::string &text) {
|
||||
if (text.empty())
|
||||
return;
|
||||
// Capitalise first character
|
||||
auto it = text.begin();
|
||||
(*it) = ToUpper(*it);
|
||||
++it;
|
||||
for (/*started above*/ ; it != text.end(); /*iterated below*/)
|
||||
{
|
||||
if ((*it) == '_')
|
||||
{
|
||||
for (/*started above*/; it != text.end(); /*iterated below*/) {
|
||||
if ((*it) == '_') {
|
||||
it = text.erase(it);
|
||||
if (it != text.end())
|
||||
(*it) = ToUpper(*it);
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
// Make lower case
|
||||
(*it) = ToLower(*it);
|
||||
++it;
|
||||
|
|
|
@ -45,13 +45,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#ifndef AI_COLLADAHELPER_H_INC
|
||||
#define AI_COLLADAHELPER_H_INC
|
||||
|
||||
#include <map>
|
||||
#include <vector>
|
||||
#include <set>
|
||||
#include <stdint.h>
|
||||
#include <assimp/light.h>
|
||||
#include <assimp/mesh.h>
|
||||
#include <assimp/material.h>
|
||||
#include <assimp/mesh.h>
|
||||
#include <stdint.h>
|
||||
#include <map>
|
||||
#include <set>
|
||||
#include <vector>
|
||||
|
||||
struct aiMaterial;
|
||||
|
||||
|
@ -59,17 +59,14 @@ namespace Assimp {
|
|||
namespace Collada {
|
||||
|
||||
/** Collada file versions which evolved during the years ... */
|
||||
enum FormatVersion
|
||||
{
|
||||
enum FormatVersion {
|
||||
FV_1_5_n,
|
||||
FV_1_4_n,
|
||||
FV_1_3_n
|
||||
};
|
||||
|
||||
|
||||
/** Transformation types that can be applied to a node */
|
||||
enum TransformType
|
||||
{
|
||||
enum TransformType {
|
||||
TF_LOOKAT,
|
||||
TF_ROTATE,
|
||||
TF_TRANSLATE,
|
||||
|
@ -79,8 +76,7 @@ enum TransformType
|
|||
};
|
||||
|
||||
/** Different types of input data to a vertex or face */
|
||||
enum InputType
|
||||
{
|
||||
enum InputType {
|
||||
IT_Invalid,
|
||||
IT_Vertex, // special type for per-index data referring to the <vertices> element carrying the per-vertex data.
|
||||
IT_Position,
|
||||
|
@ -92,15 +88,13 @@ enum InputType
|
|||
};
|
||||
|
||||
/** Supported controller types */
|
||||
enum ControllerType
|
||||
{
|
||||
enum ControllerType {
|
||||
Skin,
|
||||
Morph
|
||||
};
|
||||
|
||||
/** Supported morph methods */
|
||||
enum MorphMethod
|
||||
{
|
||||
enum MorphMethod {
|
||||
Normalized,
|
||||
Relative
|
||||
};
|
||||
|
@ -118,24 +112,21 @@ const MetaKeyPairVector &GetColladaAssimpMetaKeysCamelCase();
|
|||
void ToCamelCase(std::string &text);
|
||||
|
||||
/** Contains all data for one of the different transformation types */
|
||||
struct Transform
|
||||
{
|
||||
struct Transform {
|
||||
std::string mID; ///< SID of the transform step, by which anim channels address their target node
|
||||
TransformType mType;
|
||||
ai_real f[16]; ///< Interpretation of data depends on the type of the transformation
|
||||
};
|
||||
|
||||
/** A collada camera. */
|
||||
struct Camera
|
||||
{
|
||||
Camera()
|
||||
: mOrtho (false)
|
||||
, mHorFov (10e10f)
|
||||
, mVerFov (10e10f)
|
||||
, mAspect (10e10f)
|
||||
, mZNear (0.1f)
|
||||
, mZFar (1000.f)
|
||||
{}
|
||||
struct Camera {
|
||||
Camera() :
|
||||
mOrtho(false),
|
||||
mHorFov(10e10f),
|
||||
mVerFov(10e10f),
|
||||
mAspect(10e10f),
|
||||
mZNear(0.1f),
|
||||
mZFar(1000.f) {}
|
||||
|
||||
// Name of camera
|
||||
std::string mName;
|
||||
|
@ -159,19 +150,17 @@ struct Camera
|
|||
#define ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET 1e9f
|
||||
|
||||
/** A collada light source. */
|
||||
struct Light
|
||||
{
|
||||
Light()
|
||||
: mType (aiLightSource_UNDEFINED)
|
||||
, mAttConstant (1.f)
|
||||
, mAttLinear (0.f)
|
||||
, mAttQuadratic (0.f)
|
||||
, mFalloffAngle (180.f)
|
||||
, mFalloffExponent (0.f)
|
||||
, mPenumbraAngle (ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET)
|
||||
, mOuterAngle (ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET)
|
||||
, mIntensity (1.f)
|
||||
{}
|
||||
struct Light {
|
||||
Light() :
|
||||
mType(aiLightSource_UNDEFINED),
|
||||
mAttConstant(1.f),
|
||||
mAttLinear(0.f),
|
||||
mAttQuadratic(0.f),
|
||||
mFalloffAngle(180.f),
|
||||
mFalloffExponent(0.f),
|
||||
mPenumbraAngle(ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET),
|
||||
mOuterAngle(ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET),
|
||||
mIntensity(1.f) {}
|
||||
|
||||
//! Type of the light source aiLightSourceType + ambient
|
||||
unsigned int mType;
|
||||
|
@ -198,12 +187,10 @@ struct Light
|
|||
};
|
||||
|
||||
/** Short vertex index description */
|
||||
struct InputSemanticMapEntry
|
||||
{
|
||||
InputSemanticMapEntry()
|
||||
: mSet(0)
|
||||
, mType(IT_Invalid)
|
||||
{}
|
||||
struct InputSemanticMapEntry {
|
||||
InputSemanticMapEntry() :
|
||||
mSet(0),
|
||||
mType(IT_Invalid) {}
|
||||
|
||||
//! Index of set, optional
|
||||
unsigned int mSet;
|
||||
|
@ -213,8 +200,7 @@ struct InputSemanticMapEntry
|
|||
};
|
||||
|
||||
/** Table to map from effect to vertex input semantics */
|
||||
struct SemanticMappingTable
|
||||
{
|
||||
struct SemanticMappingTable {
|
||||
//! Name of material
|
||||
std::string mMatName;
|
||||
|
||||
|
@ -230,8 +216,7 @@ struct SemanticMappingTable
|
|||
/** A reference to a mesh inside a node, including materials assigned to the various subgroups.
|
||||
* The ID refers to either a mesh or a controller which specifies the mesh
|
||||
*/
|
||||
struct MeshInstance
|
||||
{
|
||||
struct MeshInstance {
|
||||
///< ID of the mesh or controller to be instanced
|
||||
std::string mMeshOrController;
|
||||
|
||||
|
@ -240,29 +225,25 @@ struct MeshInstance
|
|||
};
|
||||
|
||||
/** A reference to a camera inside a node*/
|
||||
struct CameraInstance
|
||||
{
|
||||
struct CameraInstance {
|
||||
///< ID of the camera
|
||||
std::string mCamera;
|
||||
};
|
||||
|
||||
/** A reference to a light inside a node*/
|
||||
struct LightInstance
|
||||
{
|
||||
struct LightInstance {
|
||||
///< ID of the camera
|
||||
std::string mLight;
|
||||
};
|
||||
|
||||
/** A reference to a node inside a node*/
|
||||
struct NodeInstance
|
||||
{
|
||||
struct NodeInstance {
|
||||
///< ID of the node
|
||||
std::string mNode;
|
||||
};
|
||||
|
||||
/** A node in a scene hierarchy */
|
||||
struct Node
|
||||
{
|
||||
struct Node {
|
||||
std::string mName;
|
||||
std::string mID;
|
||||
std::string mSID;
|
||||
|
@ -288,8 +269,8 @@ struct Node
|
|||
std::string mPrimaryCamera;
|
||||
|
||||
//! Constructor. Begin with a zero parent
|
||||
Node()
|
||||
: mParent( nullptr ){
|
||||
Node() :
|
||||
mParent(nullptr) {
|
||||
// empty
|
||||
}
|
||||
|
||||
|
@ -301,16 +282,14 @@ struct Node
|
|||
};
|
||||
|
||||
/** Data source array: either floats or strings */
|
||||
struct Data
|
||||
{
|
||||
struct Data {
|
||||
bool mIsStringArray;
|
||||
std::vector<ai_real> mValues;
|
||||
std::vector<std::string> mStrings;
|
||||
};
|
||||
|
||||
/** Accessor to a data array */
|
||||
struct Accessor
|
||||
{
|
||||
struct Accessor {
|
||||
size_t mCount; // in number of objects
|
||||
size_t mSize; // size of an object, in elements (floats or strings, mostly 1)
|
||||
size_t mOffset; // in number of values
|
||||
|
@ -321,47 +300,52 @@ struct Accessor
|
|||
std::string mSource; // URL of the source array
|
||||
mutable const Data *mData; // Pointer to the source array, if resolved. NULL else
|
||||
|
||||
Accessor()
|
||||
{
|
||||
mCount = 0; mSize = 0; mOffset = 0; mStride = 0; mData = NULL;
|
||||
Accessor() {
|
||||
mCount = 0;
|
||||
mSize = 0;
|
||||
mOffset = 0;
|
||||
mStride = 0;
|
||||
mData = NULL;
|
||||
mSubOffset[0] = mSubOffset[1] = mSubOffset[2] = mSubOffset[3] = 0;
|
||||
}
|
||||
};
|
||||
|
||||
/** A single face in a mesh */
|
||||
struct Face
|
||||
{
|
||||
struct Face {
|
||||
std::vector<size_t> mIndices;
|
||||
};
|
||||
|
||||
/** An input channel for mesh data, referring to a single accessor */
|
||||
struct InputChannel
|
||||
{
|
||||
struct InputChannel {
|
||||
InputType mType; // Type of the data
|
||||
size_t mIndex; // Optional index, if multiple sets of the same data type are given
|
||||
size_t mOffset; // Index offset in the indices array of per-face indices. Don't ask, can't explain that any better.
|
||||
std::string mAccessor; // ID of the accessor where to read the actual values from.
|
||||
mutable const Accessor *mResolved; // Pointer to the accessor, if resolved. NULL else
|
||||
|
||||
InputChannel() { mType = IT_Invalid; mIndex = 0; mOffset = 0; mResolved = NULL; }
|
||||
InputChannel() {
|
||||
mType = IT_Invalid;
|
||||
mIndex = 0;
|
||||
mOffset = 0;
|
||||
mResolved = NULL;
|
||||
}
|
||||
};
|
||||
|
||||
/** Subset of a mesh with a certain material */
|
||||
struct SubMesh
|
||||
{
|
||||
struct SubMesh {
|
||||
std::string mMaterial; ///< subgroup identifier
|
||||
size_t mNumFaces; ///< number of faces in this submesh
|
||||
};
|
||||
|
||||
/** Contains data for a single mesh */
|
||||
struct Mesh
|
||||
{
|
||||
Mesh()
|
||||
{
|
||||
struct Mesh {
|
||||
Mesh(const std::string &id) :
|
||||
mId(id) {
|
||||
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i)
|
||||
mNumUVComponents[i] = 2;
|
||||
}
|
||||
|
||||
const std::string mId;
|
||||
std::string mName;
|
||||
|
||||
// just to check if there's some sophisticated addressing involved...
|
||||
|
@ -394,8 +378,7 @@ struct Mesh
|
|||
};
|
||||
|
||||
/** Which type of primitives the ReadPrimitives() function is going to read */
|
||||
enum PrimitiveType
|
||||
{
|
||||
enum PrimitiveType {
|
||||
Prim_Invalid,
|
||||
Prim_Lines,
|
||||
Prim_LineStrip,
|
||||
|
@ -407,8 +390,7 @@ enum PrimitiveType
|
|||
};
|
||||
|
||||
/** A skeleton controller to deform a mesh with the use of joints */
|
||||
struct Controller
|
||||
{
|
||||
struct Controller {
|
||||
// controller type
|
||||
ControllerType mType;
|
||||
|
||||
|
@ -443,29 +425,25 @@ struct Controller
|
|||
};
|
||||
|
||||
/** A collada material. Pretty much the only member is a reference to an effect. */
|
||||
struct Material
|
||||
{
|
||||
struct Material {
|
||||
std::string mName;
|
||||
std::string mEffect;
|
||||
};
|
||||
|
||||
/** Type of the effect param */
|
||||
enum ParamType
|
||||
{
|
||||
enum ParamType {
|
||||
Param_Sampler,
|
||||
Param_Surface
|
||||
};
|
||||
|
||||
/** A param for an effect. Might be of several types, but they all just refer to each other, so I summarize them */
|
||||
struct EffectParam
|
||||
{
|
||||
struct EffectParam {
|
||||
ParamType mType;
|
||||
std::string mReference; // to which other thing the param is referring to.
|
||||
};
|
||||
|
||||
/** Shading type supported by the standard effect spec of Collada */
|
||||
enum ShadeType
|
||||
{
|
||||
enum ShadeType {
|
||||
Shade_Invalid,
|
||||
Shade_Constant,
|
||||
Shade_Lambert,
|
||||
|
@ -474,18 +452,16 @@ enum ShadeType
|
|||
};
|
||||
|
||||
/** Represents a texture sampler in collada */
|
||||
struct Sampler
|
||||
{
|
||||
Sampler()
|
||||
: mWrapU (true)
|
||||
, mWrapV (true)
|
||||
, mMirrorU ()
|
||||
, mMirrorV ()
|
||||
, mOp (aiTextureOp_Multiply)
|
||||
, mUVId (UINT_MAX)
|
||||
, mWeighting (1.f)
|
||||
, mMixWithPrevious (1.f)
|
||||
{}
|
||||
struct Sampler {
|
||||
Sampler() :
|
||||
mWrapU(true),
|
||||
mWrapV(true),
|
||||
mMirrorU(),
|
||||
mMirrorV(),
|
||||
mOp(aiTextureOp_Multiply),
|
||||
mUVId(UINT_MAX),
|
||||
mWeighting(1.f),
|
||||
mMixWithPrevious(1.f) {}
|
||||
|
||||
/** Name of image reference
|
||||
*/
|
||||
|
@ -537,8 +513,7 @@ struct Sampler
|
|||
|
||||
/** A collada effect. Can contain about anything according to the Collada spec,
|
||||
but we limit our version to a reasonable subset. */
|
||||
struct Effect
|
||||
{
|
||||
struct Effect {
|
||||
// Shading mode
|
||||
ShadeType mShadeType;
|
||||
|
||||
|
@ -566,30 +541,28 @@ struct Effect
|
|||
// Double-sided?
|
||||
bool mDoubleSided, mWireframe, mFaceted;
|
||||
|
||||
Effect()
|
||||
: mShadeType (Shade_Phong)
|
||||
, mEmissive ( 0, 0, 0, 1)
|
||||
, mAmbient ( 0.1f, 0.1f, 0.1f, 1)
|
||||
, mDiffuse ( 0.6f, 0.6f, 0.6f, 1)
|
||||
, mSpecular ( 0.4f, 0.4f, 0.4f, 1)
|
||||
, mTransparent ( 0, 0, 0, 1)
|
||||
, mShininess (10.0f)
|
||||
, mRefractIndex (1.f)
|
||||
, mReflectivity (0.f)
|
||||
, mTransparency (1.f)
|
||||
, mHasTransparency (false)
|
||||
, mRGBTransparency(false)
|
||||
, mInvertTransparency(false)
|
||||
, mDoubleSided (false)
|
||||
, mWireframe (false)
|
||||
, mFaceted (false)
|
||||
{
|
||||
Effect() :
|
||||
mShadeType(Shade_Phong),
|
||||
mEmissive(0, 0, 0, 1),
|
||||
mAmbient(0.1f, 0.1f, 0.1f, 1),
|
||||
mDiffuse(0.6f, 0.6f, 0.6f, 1),
|
||||
mSpecular(0.4f, 0.4f, 0.4f, 1),
|
||||
mTransparent(0, 0, 0, 1),
|
||||
mShininess(10.0f),
|
||||
mRefractIndex(1.f),
|
||||
mReflectivity(0.f),
|
||||
mTransparency(1.f),
|
||||
mHasTransparency(false),
|
||||
mRGBTransparency(false),
|
||||
mInvertTransparency(false),
|
||||
mDoubleSided(false),
|
||||
mWireframe(false),
|
||||
mFaceted(false) {
|
||||
}
|
||||
};
|
||||
|
||||
/** An image, meaning texture */
|
||||
struct Image
|
||||
{
|
||||
struct Image {
|
||||
std::string mFileName;
|
||||
|
||||
/** Embedded image data */
|
||||
|
@ -600,8 +573,7 @@ struct Image
|
|||
};
|
||||
|
||||
/** An animation channel. */
|
||||
struct AnimationChannel
|
||||
{
|
||||
struct AnimationChannel {
|
||||
/** URL of the data to animate. Could be about anything, but we support only the
|
||||
* "NodeID/TransformID.SubElement" notation
|
||||
*/
|
||||
|
@ -620,8 +592,7 @@ struct AnimationChannel
|
|||
};
|
||||
|
||||
/** An animation. Container for 0-x animation channels or 0-x animations */
|
||||
struct Animation
|
||||
{
|
||||
struct Animation {
|
||||
/** Anim name */
|
||||
std::string mName;
|
||||
|
||||
|
@ -632,19 +603,16 @@ struct Animation
|
|||
std::vector<Animation *> mSubAnims;
|
||||
|
||||
/** Destructor */
|
||||
~Animation()
|
||||
{
|
||||
~Animation() {
|
||||
for (std::vector<Animation *>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it)
|
||||
delete *it;
|
||||
}
|
||||
|
||||
/** Collect all channels in the animation hierarchy into a single channel list. */
|
||||
void CollectChannelsRecursively(std::vector<AnimationChannel> &channels)
|
||||
{
|
||||
void CollectChannelsRecursively(std::vector<AnimationChannel> &channels) {
|
||||
channels.insert(channels.end(), mChannels.begin(), mChannels.end());
|
||||
|
||||
for (std::vector<Animation*>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it)
|
||||
{
|
||||
for (std::vector<Animation *>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it) {
|
||||
Animation *pAnim = (*it);
|
||||
|
||||
pAnim->CollectChannelsRecursively(channels);
|
||||
|
@ -652,18 +620,15 @@ struct Animation
|
|||
}
|
||||
|
||||
/** Combine all single-channel animations' channel into the same (parent) animation channel list. */
|
||||
void CombineSingleChannelAnimations()
|
||||
{
|
||||
void CombineSingleChannelAnimations() {
|
||||
CombineSingleChannelAnimationsRecursively(this);
|
||||
}
|
||||
|
||||
void CombineSingleChannelAnimationsRecursively(Animation *pParent)
|
||||
{
|
||||
void CombineSingleChannelAnimationsRecursively(Animation *pParent) {
|
||||
std::set<std::string> childrenTargets;
|
||||
bool childrenAnimationsHaveDifferentChannels = true;
|
||||
|
||||
for (std::vector<Animation*>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();)
|
||||
{
|
||||
for (std::vector<Animation *>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();) {
|
||||
Animation *anim = *it;
|
||||
CombineSingleChannelAnimationsRecursively(anim);
|
||||
|
||||
|
@ -678,10 +643,8 @@ struct Animation
|
|||
}
|
||||
|
||||
// We only want to combine animations if they have different channels
|
||||
if (childrenAnimationsHaveDifferentChannels)
|
||||
{
|
||||
for (std::vector<Animation*>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();)
|
||||
{
|
||||
if (childrenAnimationsHaveDifferentChannels) {
|
||||
for (std::vector<Animation *>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();) {
|
||||
Animation *anim = *it;
|
||||
|
||||
pParent->mChannels.push_back(anim->mChannels[0]);
|
||||
|
@ -696,8 +659,7 @@ struct Animation
|
|||
};
|
||||
|
||||
/** Description of a collada animation channel which has been determined to affect the current node */
|
||||
struct ChannelEntry
|
||||
{
|
||||
struct ChannelEntry {
|
||||
const Collada::AnimationChannel *mChannel; ///> the source channel
|
||||
std::string mTargetId;
|
||||
std::string mTransformId; // the ID of the transformation step of the node which is influenced
|
||||
|
@ -710,15 +672,14 @@ struct ChannelEntry
|
|||
const Collada::Accessor *mValueAccessor; ///> Collada accessor to the key value values
|
||||
const Collada::Data *mValueData; ///> Source datat array for the key value values
|
||||
|
||||
ChannelEntry()
|
||||
: mChannel()
|
||||
, mTransformIndex()
|
||||
, mSubElement()
|
||||
, mTimeAccessor()
|
||||
, mTimeData()
|
||||
, mValueAccessor()
|
||||
, mValueData()
|
||||
{}
|
||||
ChannelEntry() :
|
||||
mChannel(),
|
||||
mTransformIndex(),
|
||||
mSubElement(),
|
||||
mTimeAccessor(),
|
||||
mTimeData(),
|
||||
mValueAccessor(),
|
||||
mValueData() {}
|
||||
};
|
||||
|
||||
} // end of namespace Collada
|
||||
|
|
|
@ -46,24 +46,25 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#include "ColladaLoader.h"
|
||||
#include "ColladaParser.h"
|
||||
|
||||
#include <assimp/ColladaMetaData.h>
|
||||
#include <assimp/Defines.h>
|
||||
#include <assimp/anim.h>
|
||||
#include <assimp/importerdesc.h>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/DefaultLogger.hpp>
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/importerdesc.h>
|
||||
#include <assimp/Defines.h>
|
||||
|
||||
#include <assimp/fast_atof.h>
|
||||
#include <assimp/CreateAnimMesh.h>
|
||||
#include <assimp/ParsingUtils.h>
|
||||
#include <assimp/SkeletonMeshBuilder.h>
|
||||
#include <assimp/CreateAnimMesh.h>
|
||||
#include <assimp/ZipArchiveIOSystem.h>
|
||||
#include <assimp/fast_atof.h>
|
||||
|
||||
#include "time.h"
|
||||
#include "math.h"
|
||||
#include "time.h"
|
||||
#include <algorithm>
|
||||
#include <numeric>
|
||||
#include <memory>
|
||||
#include <numeric>
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
|
@ -82,22 +83,34 @@ static const aiImporterDesc desc = {
|
|||
"dae zae"
|
||||
};
|
||||
|
||||
static const float kMillisecondsFromSeconds = 1000.f;
|
||||
|
||||
// Add an item of metadata to a node
|
||||
// Assumes the key is not already in the list
|
||||
template <typename T>
|
||||
inline void AddNodeMetaData(aiNode *node, const std::string &key, const T &value) {
|
||||
if (nullptr == node->mMetaData) {
|
||||
node->mMetaData = new aiMetadata();
|
||||
}
|
||||
node->mMetaData->Add(key, value);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
ColladaLoader::ColladaLoader()
|
||||
: mFileName()
|
||||
, mMeshIndexByID()
|
||||
, mMaterialIndexByName()
|
||||
, mMeshes()
|
||||
, newMats()
|
||||
, mCameras()
|
||||
, mLights()
|
||||
, mTextures()
|
||||
, mAnims()
|
||||
, noSkeletonMesh(false)
|
||||
, ignoreUpDirection(false)
|
||||
, useColladaName(false)
|
||||
, mNodeNameCounter(0) {
|
||||
ColladaLoader::ColladaLoader() :
|
||||
mFileName(),
|
||||
mMeshIndexByID(),
|
||||
mMaterialIndexByName(),
|
||||
mMeshes(),
|
||||
newMats(),
|
||||
mCameras(),
|
||||
mLights(),
|
||||
mTextures(),
|
||||
mAnims(),
|
||||
noSkeletonMesh(false),
|
||||
ignoreUpDirection(false),
|
||||
useColladaName(false),
|
||||
mNodeNameCounter(0) {
|
||||
// empty
|
||||
}
|
||||
|
||||
|
@ -176,7 +189,6 @@ void ColladaLoader::InternReadFile(const std::string& pFile, aiScene* pScene, IO
|
|||
// parse the input file
|
||||
ColladaParser parser(pIOHandler, pFile);
|
||||
|
||||
|
||||
if (!parser.mRootNode) {
|
||||
throw DeadlyImportError("Collada: File came out empty. Something is wrong here.");
|
||||
}
|
||||
|
@ -230,27 +242,15 @@ void ColladaLoader::InternReadFile(const std::string& pFile, aiScene* pScene, IO
|
|||
}
|
||||
}
|
||||
|
||||
// store all meshes
|
||||
StoreSceneMeshes(pScene);
|
||||
|
||||
// store all materials
|
||||
StoreSceneMaterials(pScene);
|
||||
|
||||
// store all textures
|
||||
StoreSceneTextures(pScene);
|
||||
|
||||
// store all lights
|
||||
StoreSceneLights(pScene);
|
||||
|
||||
// store all cameras
|
||||
StoreSceneCameras(pScene);
|
||||
|
||||
// store all animations
|
||||
StoreAnimations(pScene, parser);
|
||||
|
||||
// If no meshes have been loaded, it's probably just an animated skeleton.
|
||||
if (0u == pScene->mNumMeshes) {
|
||||
|
||||
if (!noSkeletonMesh) {
|
||||
SkeletonMeshBuilder hero(pScene);
|
||||
}
|
||||
|
@ -266,6 +266,15 @@ aiNode* ColladaLoader::BuildHierarchy(const ColladaParser& pParser, const Collad
|
|||
|
||||
// find a name for the new node. It's more complicated than you might think
|
||||
node->mName.Set(FindNameForNode(pNode));
|
||||
// if we're not using the unique IDs, hold onto them for reference and export
|
||||
if (useColladaName) {
|
||||
if (!pNode->mID.empty()) {
|
||||
AddNodeMetaData(node, AI_METADATA_COLLADA_ID, aiString(pNode->mID));
|
||||
}
|
||||
if (!pNode->mSID.empty()) {
|
||||
AddNodeMetaData(node, AI_METADATA_COLLADA_SID, aiString(pNode->mSID));
|
||||
}
|
||||
}
|
||||
|
||||
// calculate the transformation matrix for it
|
||||
node->mTransformation = pParser.CalculateResultTransform(pNode->mTransforms);
|
||||
|
@ -289,13 +298,8 @@ aiNode* ColladaLoader::BuildHierarchy(const ColladaParser& pParser, const Collad
|
|||
node->mChildren[pNode->mChildren.size() + a]->mParent = node;
|
||||
}
|
||||
|
||||
// construct meshes
|
||||
BuildMeshesForNode(pParser, pNode, node);
|
||||
|
||||
// construct cameras
|
||||
BuildCamerasForNode(pParser, pNode, node);
|
||||
|
||||
// construct lights
|
||||
BuildLightsForNode(pParser, pNode, node);
|
||||
|
||||
return node;
|
||||
|
@ -331,9 +335,7 @@ void ColladaLoader::ResolveNodeInstances(const ColladaParser& pParser, const Col
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Resolve UV channels
|
||||
void ColladaLoader::ApplyVertexToEffectSemanticMapping(Collada::Sampler& sampler,
|
||||
|
||||
const Collada::SemanticMappingTable& table) {
|
||||
void ColladaLoader::ApplyVertexToEffectSemanticMapping(Collada::Sampler &sampler, const Collada::SemanticMappingTable &table) {
|
||||
std::map<std::string, Collada::InputSemanticMapEntry>::const_iterator it = table.mMap.find(sampler.mUVChannel);
|
||||
if (it != table.mMap.end()) {
|
||||
if (it->second.mType != Collada::IT_Texcoord) {
|
||||
|
@ -372,8 +374,7 @@ void ColladaLoader::BuildLightsForNode(const ColladaParser& pParser, const Colla
|
|||
if (out->mType == aiLightSource_AMBIENT) {
|
||||
out->mColorDiffuse = out->mColorSpecular = aiColor3D(0, 0, 0);
|
||||
out->mColorAmbient = srcLight->mColor * srcLight->mIntensity;
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
// collada doesn't differentiate between these color types
|
||||
out->mColorDiffuse = out->mColorSpecular = srcLight->mColor * srcLight->mIntensity;
|
||||
out->mColorAmbient = aiColor3D(0, 0, 0);
|
||||
|
@ -391,14 +392,12 @@ void ColladaLoader::BuildLightsForNode(const ColladaParser& pParser, const Colla
|
|||
// epsilon chosen to be 0.1
|
||||
out->mAngleOuterCone = std::acos(std::pow(0.1f, 1.f / srcLight->mFalloffExponent)) +
|
||||
out->mAngleInnerCone;
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
out->mAngleOuterCone = out->mAngleInnerCone + AI_DEG_TO_RAD(srcLight->mPenumbraAngle);
|
||||
if (out->mAngleOuterCone < out->mAngleInnerCone)
|
||||
std::swap(out->mAngleInnerCone, out->mAngleOuterCone);
|
||||
}
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
out->mAngleOuterCone = AI_DEG_TO_RAD(srcLight->mOuterAngle);
|
||||
}
|
||||
}
|
||||
|
@ -488,13 +487,11 @@ void ColladaLoader::BuildMeshesForNode(const ColladaParser& pParser, const Colla
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
if (nullptr == srcMesh) {
|
||||
ASSIMP_LOG_WARN_F("Collada: Unable to find geometry for ID \"", mid.mMeshOrController, "\". Skipping.");
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
// ID found in the mesh library -> direct reference to an unskinned mesh
|
||||
srcMesh = srcMeshIt->second;
|
||||
}
|
||||
|
@ -515,8 +512,7 @@ void ColladaLoader::BuildMeshesForNode(const ColladaParser& pParser, const Colla
|
|||
if (meshMatIt != mid.mMaterials.end()) {
|
||||
table = &meshMatIt->second;
|
||||
meshMaterial = table->mMatName;
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
ASSIMP_LOG_WARN_F("Collada: No material specified for subgroup <", submesh.mMaterial, "> in geometry <",
|
||||
mid.mMeshOrController, ">.");
|
||||
if (!mid.mMaterials.empty()) {
|
||||
|
@ -552,8 +548,7 @@ void ColladaLoader::BuildMeshesForNode(const ColladaParser& pParser, const Colla
|
|||
std::map<ColladaMeshIndex, size_t>::const_iterator dstMeshIt = mMeshIndexByID.find(index);
|
||||
if (dstMeshIt != mMeshIndexByID.end()) {
|
||||
newMeshRefs.push_back(dstMeshIt->second);
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
// else we have to add the mesh to the collection and store its newly assigned index at the node
|
||||
aiMesh *dstMesh = CreateMesh(pParser, srcMesh, submesh, srcController, vertexStart, faceStart);
|
||||
|
||||
|
@ -561,7 +556,8 @@ void ColladaLoader::BuildMeshesForNode(const ColladaParser& pParser, const Colla
|
|||
newMeshRefs.push_back(mMeshes.size());
|
||||
mMeshIndexByID[index] = mMeshes.size();
|
||||
mMeshes.push_back(dstMesh);
|
||||
vertexStart += dstMesh->mNumVertices; faceStart += submesh.mNumFaces;
|
||||
vertexStart += dstMesh->mNumVertices;
|
||||
faceStart += submesh.mNumFaces;
|
||||
|
||||
// assign the material index
|
||||
dstMesh->mMaterialIndex = matIdx;
|
||||
|
@ -589,6 +585,10 @@ void ColladaLoader::BuildMeshesForNode(const ColladaParser& pParser, const Colla
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
// Find mesh from either meshes or morph target meshes
|
||||
aiMesh *ColladaLoader::findMesh(const std::string &meshid) {
|
||||
if ( meshid.empty()) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < mMeshes.size(); ++i) {
|
||||
if (std::string(mMeshes[i]->mName.data) == meshid) {
|
||||
return mMeshes[i];
|
||||
|
@ -610,7 +610,11 @@ aiMesh* ColladaLoader::CreateMesh(const ColladaParser& pParser, const Collada::M
|
|||
const Collada::Controller *pSrcController, size_t pStartVertex, size_t pStartFace) {
|
||||
std::unique_ptr<aiMesh> dstMesh(new aiMesh);
|
||||
|
||||
if (useColladaName) {
|
||||
dstMesh->mName = pSrcMesh->mName;
|
||||
} else {
|
||||
dstMesh->mName = pSrcMesh->mId;
|
||||
}
|
||||
|
||||
// count the vertices addressed by its faces
|
||||
const size_t numVertices = std::accumulate(pSrcMesh->mFaceSize.begin() + pStartFace,
|
||||
|
@ -619,30 +623,26 @@ aiMesh* ColladaLoader::CreateMesh(const ColladaParser& pParser, const Collada::M
|
|||
// copy positions
|
||||
dstMesh->mNumVertices = static_cast<unsigned int>(numVertices);
|
||||
dstMesh->mVertices = new aiVector3D[numVertices];
|
||||
std::copy(pSrcMesh->mPositions.begin() + pStartVertex, pSrcMesh->mPositions.begin() +
|
||||
pStartVertex + numVertices, dstMesh->mVertices);
|
||||
std::copy(pSrcMesh->mPositions.begin() + pStartVertex, pSrcMesh->mPositions.begin() + pStartVertex + numVertices, dstMesh->mVertices);
|
||||
|
||||
// normals, if given. HACK: (thom) Due to the glorious Collada spec we never
|
||||
// know if we have the same number of normals as there are positions. So we
|
||||
// also ignore any vertex attribute if it has a different count
|
||||
if (pSrcMesh->mNormals.size() >= pStartVertex + numVertices) {
|
||||
dstMesh->mNormals = new aiVector3D[numVertices];
|
||||
std::copy(pSrcMesh->mNormals.begin() + pStartVertex, pSrcMesh->mNormals.begin() +
|
||||
pStartVertex + numVertices, dstMesh->mNormals);
|
||||
std::copy(pSrcMesh->mNormals.begin() + pStartVertex, pSrcMesh->mNormals.begin() + pStartVertex + numVertices, dstMesh->mNormals);
|
||||
}
|
||||
|
||||
// tangents, if given.
|
||||
if (pSrcMesh->mTangents.size() >= pStartVertex + numVertices) {
|
||||
dstMesh->mTangents = new aiVector3D[numVertices];
|
||||
std::copy(pSrcMesh->mTangents.begin() + pStartVertex, pSrcMesh->mTangents.begin() +
|
||||
pStartVertex + numVertices, dstMesh->mTangents);
|
||||
std::copy(pSrcMesh->mTangents.begin() + pStartVertex, pSrcMesh->mTangents.begin() + pStartVertex + numVertices, dstMesh->mTangents);
|
||||
}
|
||||
|
||||
// bitangents, if given.
|
||||
if (pSrcMesh->mBitangents.size() >= pStartVertex + numVertices) {
|
||||
dstMesh->mBitangents = new aiVector3D[numVertices];
|
||||
std::copy(pSrcMesh->mBitangents.begin() + pStartVertex, pSrcMesh->mBitangents.begin() +
|
||||
pStartVertex + numVertices, dstMesh->mBitangents);
|
||||
std::copy(pSrcMesh->mBitangents.begin() + pStartVertex, pSrcMesh->mBitangents.begin() + pStartVertex + numVertices, dstMesh->mBitangents);
|
||||
}
|
||||
|
||||
// same for texturecoords, as many as we have
|
||||
|
@ -711,10 +711,10 @@ aiMesh* ColladaLoader::CreateMesh(const ColladaParser& pParser, const Collada::M
|
|||
for (unsigned int i = 0; i < targetData.mStrings.size(); ++i) {
|
||||
const Collada::Mesh *targetMesh = pParser.ResolveLibraryReference(pParser.mMeshLibrary, targetData.mStrings.at(i));
|
||||
|
||||
aiMesh *aimesh = findMesh(targetMesh->mName);
|
||||
aiMesh *aimesh = findMesh(useColladaName ? targetMesh->mName : targetMesh->mId);
|
||||
if (!aimesh) {
|
||||
if (targetMesh->mSubMeshes.size() > 1) {
|
||||
throw DeadlyImportError("Morhing target mesh must be a single");
|
||||
throw DeadlyImportError("Morphing target mesh must be a single");
|
||||
}
|
||||
aimesh = CreateMesh(pParser, targetMesh, targetMesh->mSubMeshes.at(0), NULL, 0, 0);
|
||||
mTargetMeshes.push_back(aimesh);
|
||||
|
@ -736,9 +736,7 @@ aiMesh* ColladaLoader::CreateMesh(const ColladaParser& pParser, const Collada::M
|
|||
animMesh->mName = targetMesh->mName;
|
||||
animMeshes.push_back(animMesh);
|
||||
}
|
||||
dstMesh->mMethod = (method == Collada::Relative)
|
||||
? aiMorphingMethod_MORPH_RELATIVE
|
||||
: aiMorphingMethod_MORPH_NORMALIZED;
|
||||
dstMesh->mMethod = (method == Collada::Relative) ? aiMorphingMethod_MORPH_RELATIVE : aiMorphingMethod_MORPH_NORMALIZED;
|
||||
dstMesh->mAnimMeshes = new aiAnimMesh *[animMeshes.size()];
|
||||
dstMesh->mNumAnimMeshes = static_cast<unsigned int>(animMeshes.size());
|
||||
for (unsigned int i = 0; i < animMeshes.size(); ++i) {
|
||||
|
@ -792,7 +790,6 @@ aiMesh* ColladaLoader::CreateMesh(const ColladaParser& pParser, const Collada::M
|
|||
IndexPairVector::const_iterator iit = weightStartPerVertex[orgIndex];
|
||||
size_t pairCount = pSrcController->mWeightCounts[orgIndex];
|
||||
|
||||
|
||||
for (size_t b = 0; b < pairCount; ++b, ++iit) {
|
||||
const size_t jointIndex = iit->first;
|
||||
const size_t vertexIndex = iit->second;
|
||||
|
@ -802,8 +799,7 @@ aiMesh* ColladaLoader::CreateMesh(const ColladaParser& pParser, const Collada::M
|
|||
}
|
||||
|
||||
// one day I gonna kill that XSI Collada exporter
|
||||
if (weight > 0.0f)
|
||||
{
|
||||
if (weight > 0.0f) {
|
||||
aiVertexWeight w;
|
||||
w.mVertexId = static_cast<unsigned int>(a - pStartVertex);
|
||||
w.mWeight = weight;
|
||||
|
@ -980,8 +976,7 @@ void ColladaLoader::StoreAnimations( aiScene* pScene, const ColladaParser& pPars
|
|||
std::set<std::string> animTargets;
|
||||
animTargets.insert(templateAnim->mChannels[0]->mNodeName.C_Str());
|
||||
bool collectedAnimationsHaveDifferentChannels = true;
|
||||
for (size_t b = 0; b < collectedAnimIndices.size(); ++b)
|
||||
{
|
||||
for (size_t b = 0; b < collectedAnimIndices.size(); ++b) {
|
||||
aiAnimation *srcAnimation = mAnims[collectedAnimIndices[b]];
|
||||
std::string channelName = std::string(srcAnimation->mChannels[0]->mNodeName.C_Str());
|
||||
if (animTargets.find(channelName) == animTargets.end()) {
|
||||
|
@ -996,8 +991,7 @@ void ColladaLoader::StoreAnimations( aiScene* pScene, const ColladaParser& pPars
|
|||
continue;
|
||||
|
||||
// if there are other animations which fit the template anim, combine all channels into a single anim
|
||||
if (!collectedAnimIndices.empty())
|
||||
{
|
||||
if (!collectedAnimIndices.empty()) {
|
||||
aiAnimation *combinedAnim = new aiAnimation();
|
||||
combinedAnim->mName = aiString(std::string("combinedAnim_") + char('0' + a));
|
||||
combinedAnim->mDuration = templateAnim->mDuration;
|
||||
|
@ -1012,8 +1006,7 @@ void ColladaLoader::StoreAnimations( aiScene* pScene, const ColladaParser& pPars
|
|||
mAnims[a] = combinedAnim;
|
||||
|
||||
// move the memory of all other anims to the combined anim and erase them from the source anims
|
||||
for (size_t b = 0; b < collectedAnimIndices.size(); ++b)
|
||||
{
|
||||
for (size_t b = 0; b < collectedAnimIndices.size(); ++b) {
|
||||
aiAnimation *srcAnimation = mAnims[collectedAnimIndices[b]];
|
||||
combinedAnim->mChannels[1 + b] = srcAnimation->mChannels[0];
|
||||
srcAnimation->mChannels[0] = NULL;
|
||||
|
@ -1022,8 +1015,7 @@ void ColladaLoader::StoreAnimations( aiScene* pScene, const ColladaParser& pPars
|
|||
|
||||
// in a second go, delete all the single-channel-anims that we've stripped from their channels
|
||||
// back to front to preserve indices - you know, removing an element from a vector moves all elements behind the removed one
|
||||
while (!collectedAnimIndices.empty())
|
||||
{
|
||||
while (!collectedAnimIndices.empty()) {
|
||||
mAnims.erase(mAnims.begin() + collectedAnimIndices.back());
|
||||
collectedAnimIndices.pop_back();
|
||||
}
|
||||
|
@ -1032,8 +1024,7 @@ void ColladaLoader::StoreAnimations( aiScene* pScene, const ColladaParser& pPars
|
|||
}
|
||||
|
||||
// now store all anims in the scene
|
||||
if (!mAnims.empty())
|
||||
{
|
||||
if (!mAnims.empty()) {
|
||||
pScene->mNumAnimations = static_cast<unsigned int>(mAnims.size());
|
||||
pScene->mAnimations = new aiAnimation *[mAnims.size()];
|
||||
std::copy(mAnims.begin(), mAnims.end(), pScene->mAnimations);
|
||||
|
@ -1044,8 +1035,7 @@ void ColladaLoader::StoreAnimations( aiScene* pScene, const ColladaParser& pPars
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructs the animations for the given source anim
|
||||
void ColladaLoader::StoreAnimations(aiScene* pScene, const ColladaParser& pParser, const Collada::Animation* pSrcAnim, const std::string &pPrefix)
|
||||
{
|
||||
void ColladaLoader::StoreAnimations(aiScene *pScene, const ColladaParser &pParser, const Collada::Animation *pSrcAnim, const std::string &pPrefix) {
|
||||
std::string animName = pPrefix.empty() ? pSrcAnim->mName : pPrefix + "_" + pSrcAnim->mName;
|
||||
|
||||
// create nested animations, if given
|
||||
|
@ -1057,47 +1047,38 @@ void ColladaLoader::StoreAnimations(aiScene* pScene, const ColladaParser& pParse
|
|||
CreateAnimation(pScene, pParser, pSrcAnim, animName);
|
||||
}
|
||||
|
||||
struct MorphTimeValues
|
||||
{
|
||||
struct MorphTimeValues {
|
||||
float mTime;
|
||||
struct key
|
||||
{
|
||||
struct key {
|
||||
float mWeight;
|
||||
unsigned int mValue;
|
||||
};
|
||||
std::vector<key> mKeys;
|
||||
};
|
||||
|
||||
void insertMorphTimeValue(std::vector<MorphTimeValues> &values, float time, float weight, unsigned int value)
|
||||
{
|
||||
void insertMorphTimeValue(std::vector<MorphTimeValues> &values, float time, float weight, unsigned int value) {
|
||||
MorphTimeValues::key k;
|
||||
k.mValue = value;
|
||||
k.mWeight = weight;
|
||||
if (values.size() == 0 || time < values[0].mTime)
|
||||
{
|
||||
if (values.size() == 0 || time < values[0].mTime) {
|
||||
MorphTimeValues val;
|
||||
val.mTime = time;
|
||||
val.mKeys.push_back(k);
|
||||
values.insert(values.begin(), val);
|
||||
return;
|
||||
}
|
||||
if (time > values.back().mTime)
|
||||
{
|
||||
if (time > values.back().mTime) {
|
||||
MorphTimeValues val;
|
||||
val.mTime = time;
|
||||
val.mKeys.push_back(k);
|
||||
values.insert(values.end(), val);
|
||||
return;
|
||||
}
|
||||
for (unsigned int i = 0; i < values.size(); i++)
|
||||
{
|
||||
if (std::abs(time - values[i].mTime) < 1e-6f)
|
||||
{
|
||||
for (unsigned int i = 0; i < values.size(); i++) {
|
||||
if (std::abs(time - values[i].mTime) < 1e-6f) {
|
||||
values[i].mKeys.push_back(k);
|
||||
return;
|
||||
}
|
||||
else if (time > values[i].mTime && time < values[i + 1].mTime)
|
||||
{
|
||||
} else if (time > values[i].mTime && time < values[i + 1].mTime) {
|
||||
MorphTimeValues val;
|
||||
val.mTime = time;
|
||||
val.mKeys.push_back(k);
|
||||
|
@ -1108,10 +1089,8 @@ void insertMorphTimeValue(std::vector<MorphTimeValues> &values, float time, floa
|
|||
// should not get here
|
||||
}
|
||||
|
||||
float getWeightAtKey(const std::vector<MorphTimeValues> &values, int key, unsigned int value)
|
||||
{
|
||||
for (unsigned int i = 0; i < values[key].mKeys.size(); i++)
|
||||
{
|
||||
float getWeightAtKey(const std::vector<MorphTimeValues> &values, int key, unsigned int value) {
|
||||
for (unsigned int i = 0; i < values[key].mKeys.size(); i++) {
|
||||
if (values[key].mKeys[i].mValue == value)
|
||||
return values[key].mKeys[i].mWeight;
|
||||
}
|
||||
|
@ -1122,8 +1101,7 @@ float getWeightAtKey(const std::vector<MorphTimeValues> &values, int key, unsign
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructs the animation for the given source anim
|
||||
void ColladaLoader::CreateAnimation(aiScene* pScene, const ColladaParser& pParser, const Collada::Animation* pSrcAnim, const std::string& pName)
|
||||
{
|
||||
void ColladaLoader::CreateAnimation(aiScene *pScene, const ColladaParser &pParser, const Collada::Animation *pSrcAnim, const std::string &pName) {
|
||||
// collect a list of animatable nodes
|
||||
std::vector<const aiNode *> nodes;
|
||||
CollectNodes(pScene->mRootNode, nodes);
|
||||
|
@ -1131,8 +1109,7 @@ void ColladaLoader::CreateAnimation(aiScene* pScene, const ColladaParser& pParse
|
|||
std::vector<aiNodeAnim *> anims;
|
||||
std::vector<aiMeshMorphAnim *> morphAnims;
|
||||
|
||||
for (std::vector<const aiNode*>::const_iterator nit = nodes.begin(); nit != nodes.end(); ++nit)
|
||||
{
|
||||
for (std::vector<const aiNode *>::const_iterator nit = nodes.begin(); nit != nodes.end(); ++nit) {
|
||||
// find all the collada anim channels which refer to the current node
|
||||
std::vector<Collada::ChannelEntry> entries;
|
||||
std::string nodeName = (*nit)->mName.data;
|
||||
|
@ -1146,16 +1123,14 @@ void ColladaLoader::CreateAnimation(aiScene* pScene, const ColladaParser& pParse
|
|||
// now check all channels if they affect the current node
|
||||
std::string targetID, subElement;
|
||||
for (std::vector<Collada::AnimationChannel>::const_iterator cit = pSrcAnim->mChannels.begin();
|
||||
cit != pSrcAnim->mChannels.end(); ++cit)
|
||||
{
|
||||
cit != pSrcAnim->mChannels.end(); ++cit) {
|
||||
const Collada::AnimationChannel &srcChannel = *cit;
|
||||
Collada::ChannelEntry entry;
|
||||
|
||||
// we expect the animation target to be of type "nodeName/transformID.subElement". Ignore all others
|
||||
// find the slash that separates the node name - there should be only one
|
||||
std::string::size_type slashPos = srcChannel.mTarget.find('/');
|
||||
if (slashPos == std::string::npos)
|
||||
{
|
||||
if (slashPos == std::string::npos) {
|
||||
std::string::size_type targetPos = srcChannel.mTarget.find(srcNode->mID);
|
||||
if (targetPos == std::string::npos)
|
||||
continue;
|
||||
|
@ -1179,8 +1154,7 @@ void ColladaLoader::CreateAnimation(aiScene* pScene, const ColladaParser& pParse
|
|||
|
||||
// find the dot that separates the transformID - there should be only one or zero
|
||||
std::string::size_type dotPos = srcChannel.mTarget.find('.');
|
||||
if (dotPos != std::string::npos)
|
||||
{
|
||||
if (dotPos != std::string::npos) {
|
||||
if (srcChannel.mTarget.find('.', dotPos + 1) != std::string::npos)
|
||||
continue;
|
||||
|
||||
|
@ -1198,15 +1172,13 @@ void ColladaLoader::CreateAnimation(aiScene* pScene, const ColladaParser& pParse
|
|||
entry.mSubElement = 2;
|
||||
else
|
||||
ASSIMP_LOG_WARN_F("Unknown anim subelement <", subElement, ">. Ignoring");
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
// no subelement following, transformId is remaining string
|
||||
entry.mTransformId = srcChannel.mTarget.substr(slashPos + 1);
|
||||
}
|
||||
|
||||
std::string::size_type bracketPos = srcChannel.mTarget.find('(');
|
||||
if (bracketPos != std::string::npos)
|
||||
{
|
||||
if (bracketPos != std::string::npos) {
|
||||
entry.mTransformId = srcChannel.mTarget.substr(slashPos + 1, bracketPos - slashPos - 1);
|
||||
subElement.clear();
|
||||
subElement = srcChannel.mTarget.substr(bracketPos);
|
||||
|
@ -1251,14 +1223,11 @@ void ColladaLoader::CreateAnimation(aiScene* pScene, const ColladaParser& pParse
|
|||
if (srcNode->mTransforms[a].mID == entry.mTransformId)
|
||||
entry.mTransformIndex = a;
|
||||
|
||||
if (entry.mTransformIndex == SIZE_MAX)
|
||||
{
|
||||
if (entry.mTransformId.find("morph-weights") != std::string::npos)
|
||||
{
|
||||
if (entry.mTransformIndex == SIZE_MAX) {
|
||||
if (entry.mTransformId.find("morph-weights") != std::string::npos) {
|
||||
entry.mTargetId = entry.mTransformId;
|
||||
entry.mTransformId = "";
|
||||
}
|
||||
else
|
||||
} else
|
||||
continue;
|
||||
}
|
||||
|
||||
|
@ -1272,8 +1241,7 @@ void ColladaLoader::CreateAnimation(aiScene* pScene, const ColladaParser& pParse
|
|||
|
||||
// resolve the data pointers for all anim channels. Find the minimum time while we're at it
|
||||
ai_real startTime = ai_real(1e20), endTime = ai_real(-1e20);
|
||||
for (std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it)
|
||||
{
|
||||
for (std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it) {
|
||||
Collada::ChannelEntry &e = *it;
|
||||
e.mTimeAccessor = &pParser.ResolveLibraryReference(pParser.mAccessorLibrary, e.mChannel->mSourceTimes);
|
||||
e.mTimeData = &pParser.ResolveLibraryReference(pParser.mDataLibrary, e.mTimeAccessor->mSource);
|
||||
|
@ -1284,8 +1252,7 @@ void ColladaLoader::CreateAnimation(aiScene* pScene, const ColladaParser& pParse
|
|||
if (e.mTimeAccessor->mCount != e.mValueAccessor->mCount)
|
||||
throw DeadlyImportError(format() << "Time count / value count mismatch in animation channel \"" << e.mChannel->mTarget << "\".");
|
||||
|
||||
if (e.mTimeAccessor->mCount > 0)
|
||||
{
|
||||
if (e.mTimeAccessor->mCount > 0) {
|
||||
// find bounding times
|
||||
startTime = std::min(startTime, ReadFloat(*e.mTimeAccessor, *e.mTimeData, 0, 0));
|
||||
endTime = std::max(endTime, ReadFloat(*e.mTimeAccessor, *e.mTimeData, e.mTimeAccessor->mCount - 1, 0));
|
||||
|
@ -1293,25 +1260,21 @@ void ColladaLoader::CreateAnimation(aiScene* pScene, const ColladaParser& pParse
|
|||
}
|
||||
|
||||
std::vector<aiMatrix4x4> resultTrafos;
|
||||
if (!entries.empty() && entries.front().mTimeAccessor->mCount > 0)
|
||||
{
|
||||
if (!entries.empty() && entries.front().mTimeAccessor->mCount > 0) {
|
||||
// create a local transformation chain of the node's transforms
|
||||
std::vector<Collada::Transform> transforms = srcNode->mTransforms;
|
||||
|
||||
// now for every unique point in time, find or interpolate the key values for that time
|
||||
// and apply them to the transform chain. Then the node's present transformation can be calculated.
|
||||
ai_real time = startTime;
|
||||
while (1)
|
||||
{
|
||||
for (std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it)
|
||||
{
|
||||
while (1) {
|
||||
for (std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it) {
|
||||
Collada::ChannelEntry &e = *it;
|
||||
|
||||
// find the keyframe behind the current point in time
|
||||
size_t pos = 0;
|
||||
ai_real postTime = 0.0;
|
||||
while (1)
|
||||
{
|
||||
while (1) {
|
||||
if (pos >= e.mTimeAccessor->mCount)
|
||||
break;
|
||||
postTime = ReadFloat(*e.mTimeAccessor, *e.mTimeData, pos, 0);
|
||||
|
@ -1328,13 +1291,11 @@ void ColladaLoader::CreateAnimation(aiScene* pScene, const ColladaParser& pParse
|
|||
temp[c] = ReadFloat(*e.mValueAccessor, *e.mValueData, pos, c);
|
||||
|
||||
// if not exactly at the key time, interpolate with previous value set
|
||||
if (postTime > time && pos > 0)
|
||||
{
|
||||
if (postTime > time && pos > 0) {
|
||||
ai_real preTime = ReadFloat(*e.mTimeAccessor, *e.mTimeData, pos - 1, 0);
|
||||
ai_real factor = (time - postTime) / (preTime - postTime);
|
||||
|
||||
for (size_t c = 0; c < e.mValueAccessor->mSize; ++c)
|
||||
{
|
||||
for (size_t c = 0; c < e.mValueAccessor->mSize; ++c) {
|
||||
ai_real v = ReadFloat(*e.mValueAccessor, *e.mValueData, pos - 1, c);
|
||||
temp[c] += (v - temp[c]) * factor;
|
||||
}
|
||||
|
@ -1353,17 +1314,14 @@ void ColladaLoader::CreateAnimation(aiScene* pScene, const ColladaParser& pParse
|
|||
|
||||
// find next point in time to evaluate. That's the closest frame larger than the current in any channel
|
||||
ai_real nextTime = ai_real(1e20);
|
||||
for (std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it)
|
||||
{
|
||||
for (std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it) {
|
||||
Collada::ChannelEntry &channelElement = *it;
|
||||
|
||||
// find the next time value larger than the current
|
||||
size_t pos = 0;
|
||||
while (pos < channelElement.mTimeAccessor->mCount)
|
||||
{
|
||||
while (pos < channelElement.mTimeAccessor->mCount) {
|
||||
const ai_real t = ReadFloat(*channelElement.mTimeAccessor, *channelElement.mTimeData, pos, 0);
|
||||
if (t > time)
|
||||
{
|
||||
if (t > time) {
|
||||
nextTime = std::min(nextTime, t);
|
||||
break;
|
||||
}
|
||||
|
@ -1403,8 +1361,7 @@ void ColladaLoader::CreateAnimation(aiScene* pScene, const ColladaParser& pParse
|
|||
// ai_assert( resultTrafos.size() > 0);
|
||||
|
||||
// build an animation channel for the given node out of these trafo keys
|
||||
if (!resultTrafos.empty())
|
||||
{
|
||||
if (!resultTrafos.empty()) {
|
||||
aiNodeAnim *dstAnim = new aiNodeAnim;
|
||||
dstAnim->mNodeName = nodeName;
|
||||
dstAnim->mNumPositionKeys = static_cast<unsigned int>(resultTrafos.size());
|
||||
|
@ -1414,30 +1371,25 @@ void ColladaLoader::CreateAnimation(aiScene* pScene, const ColladaParser& pParse
|
|||
dstAnim->mRotationKeys = new aiQuatKey[resultTrafos.size()];
|
||||
dstAnim->mScalingKeys = new aiVectorKey[resultTrafos.size()];
|
||||
|
||||
for (size_t a = 0; a < resultTrafos.size(); ++a)
|
||||
{
|
||||
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;
|
||||
dstAnim->mPositionKeys[a].mTime = time * kMillisecondsFromSeconds ;
|
||||
dstAnim->mRotationKeys[a].mTime = time * kMillisecondsFromSeconds ;
|
||||
dstAnim->mScalingKeys[a].mTime = time * kMillisecondsFromSeconds ;
|
||||
mat.Decompose(dstAnim->mScalingKeys[a].mValue, dstAnim->mRotationKeys[a].mValue, dstAnim->mPositionKeys[a].mValue);
|
||||
}
|
||||
|
||||
anims.push_back(dstAnim);
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
ASSIMP_LOG_WARN("Collada loader: found empty animation channel, ignored. Please check your exporter.");
|
||||
}
|
||||
|
||||
if (!entries.empty() && entries.front().mTimeAccessor->mCount > 0)
|
||||
{
|
||||
if (!entries.empty() && entries.front().mTimeAccessor->mCount > 0) {
|
||||
std::vector<Collada::ChannelEntry> morphChannels;
|
||||
for (std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it)
|
||||
{
|
||||
for (std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it) {
|
||||
Collada::ChannelEntry &e = *it;
|
||||
|
||||
// skip non-transform types
|
||||
|
@ -1447,8 +1399,7 @@ void ColladaLoader::CreateAnimation(aiScene* pScene, const ColladaParser& pParse
|
|||
if (e.mTargetId.find("morph-weights") != std::string::npos)
|
||||
morphChannels.push_back(e);
|
||||
}
|
||||
if (morphChannels.size() > 0)
|
||||
{
|
||||
if (!morphChannels.empty() ) {
|
||||
// either 1) morph weight animation count should contain morph target count channels
|
||||
// or 2) one channel with morph target count arrays
|
||||
// assume first
|
||||
|
@ -1457,10 +1408,8 @@ void ColladaLoader::CreateAnimation(aiScene* pScene, const ColladaParser& pParse
|
|||
morphAnim->mName.Set(nodeName);
|
||||
|
||||
std::vector<MorphTimeValues> morphTimeValues;
|
||||
|
||||
int morphAnimChannelIndex = 0;
|
||||
for (std::vector<Collada::ChannelEntry>::iterator it = morphChannels.begin(); it != morphChannels.end(); ++it)
|
||||
{
|
||||
for (std::vector<Collada::ChannelEntry>::iterator it = morphChannels.begin(); it != morphChannels.end(); ++it) {
|
||||
Collada::ChannelEntry &e = *it;
|
||||
std::string::size_type apos = e.mTargetId.find('(');
|
||||
std::string::size_type bpos = e.mTargetId.find(')');
|
||||
|
@ -1470,23 +1419,22 @@ void ColladaLoader::CreateAnimation(aiScene* pScene, const ColladaParser& pParse
|
|||
|
||||
// weight target can be in format Weight_M_N, Weight_N, WeightN, or some other way
|
||||
// we ignore the name and just assume the channels are in the right order
|
||||
for (unsigned int i = 0; i < e.mTimeData->mValues.size(); i++)
|
||||
insertMorphTimeValue(morphTimeValues, e.mTimeData->mValues.at(i), e.mValueData->mValues.at(i), morphAnimChannelIndex);
|
||||
for (unsigned int i = 0; i < e.mTimeData->mValues.size(); i++) {
|
||||
insertMorphTimeValue(morphTimeValues, e.mTimeData->mValues[i], e.mValueData->mValues[i], morphAnimChannelIndex);
|
||||
}
|
||||
|
||||
++morphAnimChannelIndex;
|
||||
}
|
||||
|
||||
morphAnim->mNumKeys = static_cast<unsigned int>(morphTimeValues.size());
|
||||
morphAnim->mKeys = new aiMeshMorphKey[morphAnim->mNumKeys];
|
||||
for (unsigned int key = 0; key < morphAnim->mNumKeys; key++)
|
||||
{
|
||||
for (unsigned int key = 0; key < morphAnim->mNumKeys; key++) {
|
||||
morphAnim->mKeys[key].mNumValuesAndWeights = static_cast<unsigned int>(morphChannels.size());
|
||||
morphAnim->mKeys[key].mValues = new unsigned int[morphChannels.size()];
|
||||
morphAnim->mKeys[key].mWeights = new double[morphChannels.size()];
|
||||
|
||||
morphAnim->mKeys[key].mTime = morphTimeValues[key].mTime;
|
||||
for (unsigned int valueIndex = 0; valueIndex < morphChannels.size(); valueIndex++)
|
||||
{
|
||||
morphAnim->mKeys[key].mTime = morphTimeValues[key].mTime * kMillisecondsFromSeconds ;
|
||||
for (unsigned int valueIndex = 0; valueIndex < morphChannels.size(); ++valueIndex ) {
|
||||
morphAnim->mKeys[key].mValues[valueIndex] = valueIndex;
|
||||
morphAnim->mKeys[key].mWeights[valueIndex] = getWeightAtKey(morphTimeValues, key, valueIndex);
|
||||
}
|
||||
|
@ -1497,31 +1445,26 @@ void ColladaLoader::CreateAnimation(aiScene* pScene, const ColladaParser& pParse
|
|||
}
|
||||
}
|
||||
|
||||
if (!anims.empty() || !morphAnims.empty())
|
||||
{
|
||||
if (!anims.empty() || !morphAnims.empty()) {
|
||||
aiAnimation *anim = new aiAnimation;
|
||||
anim->mName.Set(pName);
|
||||
anim->mNumChannels = static_cast<unsigned int>(anims.size());
|
||||
if (anim->mNumChannels > 0)
|
||||
{
|
||||
if (anim->mNumChannels > 0) {
|
||||
anim->mChannels = new aiNodeAnim *[anims.size()];
|
||||
std::copy(anims.begin(), anims.end(), anim->mChannels);
|
||||
}
|
||||
anim->mNumMorphMeshChannels = static_cast<unsigned int>(morphAnims.size());
|
||||
if (anim->mNumMorphMeshChannels > 0)
|
||||
{
|
||||
if (anim->mNumMorphMeshChannels > 0) {
|
||||
anim->mMorphMeshChannels = new aiMeshMorphAnim *[anim->mNumMorphMeshChannels];
|
||||
std::copy(morphAnims.begin(), morphAnims.end(), anim->mMorphMeshChannels);
|
||||
}
|
||||
anim->mDuration = 0.0f;
|
||||
for (size_t a = 0; a < anims.size(); ++a)
|
||||
{
|
||||
for (size_t a = 0; a < anims.size(); ++a) {
|
||||
anim->mDuration = std::max(anim->mDuration, anims[a]->mPositionKeys[anims[a]->mNumPositionKeys - 1].mTime);
|
||||
anim->mDuration = std::max(anim->mDuration, anims[a]->mRotationKeys[anims[a]->mNumRotationKeys - 1].mTime);
|
||||
anim->mDuration = std::max(anim->mDuration, anims[a]->mScalingKeys[anims[a]->mNumScalingKeys - 1].mTime);
|
||||
}
|
||||
for (size_t a = 0; a < morphAnims.size(); ++a)
|
||||
{
|
||||
for (size_t a = 0; a < morphAnims.size(); ++a) {
|
||||
anim->mDuration = std::max(anim->mDuration, morphAnims[a]->mKeys[morphAnims[a]->mNumKeys - 1].mTime);
|
||||
}
|
||||
anim->mTicksPerSecond = 1;
|
||||
|
@ -1534,26 +1477,29 @@ void ColladaLoader::CreateAnimation(aiScene* pScene, const ColladaParser& pParse
|
|||
void ColladaLoader::AddTexture(aiMaterial &mat, const ColladaParser &pParser,
|
||||
const Collada::Effect &effect,
|
||||
const Collada::Sampler &sampler,
|
||||
aiTextureType type, unsigned int idx)
|
||||
{
|
||||
aiTextureType type, unsigned int idx) {
|
||||
// first of all, basic file name
|
||||
const aiString name = FindFilenameForEffectTexture(pParser, effect, sampler.mName);
|
||||
mat.AddProperty(&name, _AI_MATKEY_TEXTURE_BASE, type, idx);
|
||||
|
||||
// mapping mode
|
||||
int map = aiTextureMapMode_Clamp;
|
||||
if (sampler.mWrapU)
|
||||
if (sampler.mWrapU) {
|
||||
map = aiTextureMapMode_Wrap;
|
||||
if (sampler.mWrapU && sampler.mMirrorU)
|
||||
}
|
||||
if (sampler.mWrapU && sampler.mMirrorU) {
|
||||
map = aiTextureMapMode_Mirror;
|
||||
}
|
||||
|
||||
mat.AddProperty(&map, 1, _AI_MATKEY_MAPPINGMODE_U_BASE, type, idx);
|
||||
|
||||
map = aiTextureMapMode_Clamp;
|
||||
if (sampler.mWrapV)
|
||||
if (sampler.mWrapV) {
|
||||
map = aiTextureMapMode_Wrap;
|
||||
if (sampler.mWrapV && sampler.mMirrorV)
|
||||
}
|
||||
if (sampler.mWrapV && sampler.mMirrorV) {
|
||||
map = aiTextureMapMode_Mirror;
|
||||
}
|
||||
|
||||
mat.AddProperty(&map, 1, _AI_MATKEY_MAPPINGMODE_V_BASE, type, idx);
|
||||
|
||||
|
@ -1574,9 +1520,9 @@ void ColladaLoader::AddTexture(aiMaterial& mat, const ColladaParser& pParser,
|
|||
// number in the channel name. We assume it is the zero-based index into the
|
||||
// UV channel array of all corresponding meshes. It could also be one-based
|
||||
// for some exporters, but we won't care of it unless someone complains about.
|
||||
if (sampler.mUVId != UINT_MAX)
|
||||
if (sampler.mUVId != UINT_MAX) {
|
||||
map = sampler.mUVId;
|
||||
else {
|
||||
} else {
|
||||
map = -1;
|
||||
for (std::string::const_iterator it = sampler.mUVChannel.begin(); it != sampler.mUVChannel.end(); ++it) {
|
||||
if (IsNumeric(*it)) {
|
||||
|
@ -1594,20 +1540,17 @@ void ColladaLoader::AddTexture(aiMaterial& mat, const ColladaParser& pParser,
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Fills materials from the collada material definitions
|
||||
void ColladaLoader::FillMaterials(const ColladaParser& pParser, aiScene* /*pScene*/)
|
||||
{
|
||||
for (auto &elem : newMats)
|
||||
{
|
||||
void ColladaLoader::FillMaterials(const ColladaParser &pParser, aiScene * /*pScene*/) {
|
||||
for (auto &elem : newMats) {
|
||||
aiMaterial &mat = (aiMaterial &)*elem.second;
|
||||
Collada::Effect &effect = *elem.first;
|
||||
|
||||
// resolve shading mode
|
||||
int shadeMode;
|
||||
if (effect.mFaceted) /* fixme */
|
||||
if (effect.mFaceted) {
|
||||
shadeMode = aiShadingMode_Flat;
|
||||
else {
|
||||
switch (effect.mShadeType)
|
||||
{
|
||||
} else {
|
||||
switch (effect.mShadeType) {
|
||||
case Collada::Shade_Constant:
|
||||
shadeMode = aiShadingMode_NoShading;
|
||||
break;
|
||||
|
@ -1657,17 +1600,14 @@ void ColladaLoader::FillMaterials(const ColladaParser& pParser, aiScene* /*pScen
|
|||
// handle RGB transparency completely, cf Collada specs 1.5.0 pages 249 and 304
|
||||
if (effect.mRGBTransparency) {
|
||||
// use luminance as defined by ISO/CIE color standards (see ITU-R Recommendation BT.709-4)
|
||||
effect.mTransparency *= (
|
||||
0.212671f * effect.mTransparent.r +
|
||||
effect.mTransparency *= (0.212671f * effect.mTransparent.r +
|
||||
0.715160f * effect.mTransparent.g +
|
||||
0.072169f * effect.mTransparent.b
|
||||
);
|
||||
0.072169f * effect.mTransparent.b);
|
||||
|
||||
effect.mTransparent.a = 1.f;
|
||||
|
||||
mat.AddProperty(&effect.mTransparent, 1, AI_MATKEY_COLOR_TRANSPARENT);
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
effect.mTransparency *= effect.mTransparent.a;
|
||||
}
|
||||
|
||||
|
@ -1709,8 +1649,7 @@ void ColladaLoader::FillMaterials(const ColladaParser& pParser, aiScene* /*pScen
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructs materials from the collada material definitions
|
||||
void ColladaLoader::BuildMaterials(ColladaParser& pParser, aiScene* /*pScene*/)
|
||||
{
|
||||
void ColladaLoader::BuildMaterials(ColladaParser &pParser, aiScene * /*pScene*/) {
|
||||
newMats.reserve(pParser.mMaterialLibrary.size());
|
||||
|
||||
for (ColladaParser::MaterialLibrary::const_iterator matIt = pParser.mMaterialLibrary.begin();
|
||||
|
@ -1734,37 +1673,18 @@ void ColladaLoader::BuildMaterials(ColladaParser& pParser, aiScene* /*pScene*/)
|
|||
// ScenePreprocessor generates a default material automatically if none is there.
|
||||
// All further code here in this loader works well without a valid material so
|
||||
// we can safely let it to ScenePreprocessor.
|
||||
#if 0
|
||||
if (newMats.size() == 0)
|
||||
{
|
||||
aiMaterial* mat = new aiMaterial;
|
||||
aiString name(AI_DEFAULT_MATERIAL_NAME);
|
||||
mat->AddProperty(&name, AI_MATKEY_NAME);
|
||||
|
||||
const int shadeMode = aiShadingMode_Phong;
|
||||
mat->AddProperty<int>(&shadeMode, 1, AI_MATKEY_SHADING_MODEL);
|
||||
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);
|
||||
mat->AddProperty(&colAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
|
||||
mat->AddProperty(&colDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
|
||||
mat->AddProperty(&colSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
|
||||
const ai_real specExp = 5.0;
|
||||
mat->AddProperty(&specExp, 1, AI_MATKEY_SHININESS);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Resolves the texture name for the given effect texture entry
|
||||
// and loads the texture data
|
||||
aiString ColladaLoader::FindFilenameForEffectTexture(const ColladaParser &pParser,
|
||||
const Collada::Effect& pEffect, const std::string& pName)
|
||||
{
|
||||
const Collada::Effect &pEffect, const std::string &pName) {
|
||||
aiString result;
|
||||
|
||||
// recurse through the param references until we end up at an image
|
||||
std::string name = pName;
|
||||
while (1)
|
||||
{
|
||||
while (1) {
|
||||
// the given string is a param entry. Find it
|
||||
Collada::Effect::ParamLibrary::const_iterator it = pEffect.mParams.find(name);
|
||||
// if not found, we're at the end of the recursion. The resulting string should be the image ID
|
||||
|
@ -1777,8 +1697,7 @@ aiString ColladaLoader::FindFilenameForEffectTexture(const ColladaParser& pParse
|
|||
|
||||
// find the image referred by this name in the image library of the scene
|
||||
ColladaParser::ImageLibrary::const_iterator imIt = pParser.mImageLibrary.find(name);
|
||||
if (imIt == pParser.mImageLibrary.end())
|
||||
{
|
||||
if (imIt == pParser.mImageLibrary.end()) {
|
||||
ASSIMP_LOG_WARN_F("Collada: Unable to resolve effect texture entry \"", pName, "\", ended up at ID \"", name, "\".");
|
||||
|
||||
//set default texture file name
|
||||
|
@ -1788,8 +1707,7 @@ aiString ColladaLoader::FindFilenameForEffectTexture(const ColladaParser& pParse
|
|||
}
|
||||
|
||||
// if this is an embedded texture image setup an aiTexture for it
|
||||
if (!imIt->second.mImageData.empty())
|
||||
{
|
||||
if (!imIt->second.mImageData.empty()) {
|
||||
aiTexture *tex = new aiTexture();
|
||||
|
||||
// Store embedded texture name reference
|
||||
|
@ -1800,7 +1718,6 @@ aiString ColladaLoader::FindFilenameForEffectTexture(const ColladaParser& pParse
|
|||
// result.data[0] = '*';
|
||||
// result.length = 1 + ASSIMP_itoa10(result.data + 1, static_cast<unsigned int>(MAXLEN - 1), static_cast<int32_t>(mTextures.size()));
|
||||
|
||||
|
||||
// setup format hint
|
||||
if (imIt->second.mEmbeddedFormat.length() >= HINTMAXTEXTURELEN) {
|
||||
ASSIMP_LOG_WARN("Collada: texture format hint is too long, truncating to 3 characters");
|
||||
|
@ -1815,23 +1732,21 @@ aiString ColladaLoader::FindFilenameForEffectTexture(const ColladaParser& pParse
|
|||
|
||||
// and add this texture to the list
|
||||
mTextures.push_back(tex);
|
||||
return result;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
if (imIt->second.mFileName.empty()) {
|
||||
throw DeadlyImportError("Collada: Invalid texture, no data or file reference given");
|
||||
}
|
||||
|
||||
result.Set(imIt->second.mFileName);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Reads a float value from an accessor and its data array.
|
||||
ai_real ColladaLoader::ReadFloat(const Collada::Accessor& pAccessor, const Collada::Data& pData, size_t pIndex, size_t pOffset) const
|
||||
{
|
||||
// FIXME: (thom) Test for data type here in every access? For the moment, I leave this to the caller
|
||||
ai_real ColladaLoader::ReadFloat(const Collada::Accessor &pAccessor, const Collada::Data &pData, size_t pIndex, size_t pOffset) const {
|
||||
size_t pos = pAccessor.mStride * pIndex + pAccessor.mOffset + pOffset;
|
||||
ai_assert(pos < pData.mValues.size());
|
||||
return pData.mValues[pos];
|
||||
|
@ -1839,8 +1754,7 @@ ai_real ColladaLoader::ReadFloat(const Collada::Accessor& pAccessor, const Colla
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Reads a string value from an accessor and its data array.
|
||||
const std::string& ColladaLoader::ReadString(const Collada::Accessor& pAccessor, const Collada::Data& pData, size_t pIndex) const
|
||||
{
|
||||
const std::string &ColladaLoader::ReadString(const Collada::Accessor &pAccessor, const Collada::Data &pData, size_t pIndex) const {
|
||||
size_t pos = pAccessor.mStride * pIndex + pAccessor.mOffset;
|
||||
ai_assert(pos < pData.mStrings.size());
|
||||
return pData.mStrings[pos];
|
||||
|
@ -1848,8 +1762,7 @@ const std::string& ColladaLoader::ReadString(const Collada::Accessor& pAccessor,
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Collects all nodes into the given array
|
||||
void ColladaLoader::CollectNodes(const aiNode* pNode, std::vector<const aiNode*>& poNodes) const
|
||||
{
|
||||
void ColladaLoader::CollectNodes(const aiNode *pNode, std::vector<const aiNode *> &poNodes) const {
|
||||
poNodes.push_back(pNode);
|
||||
for (size_t a = 0; a < pNode->mNumChildren; ++a) {
|
||||
CollectNodes(pNode->mChildren[a], poNodes);
|
||||
|
@ -1858,13 +1771,11 @@ void ColladaLoader::CollectNodes(const aiNode* pNode, std::vector<const aiNode*>
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Finds a node in the collada scene by the given name
|
||||
const Collada::Node* ColladaLoader::FindNode(const Collada::Node* pNode, const std::string& pName) const
|
||||
{
|
||||
const Collada::Node *ColladaLoader::FindNode(const Collada::Node *pNode, const std::string &pName) const {
|
||||
if (pNode->mName == pName || pNode->mID == pName)
|
||||
return pNode;
|
||||
|
||||
for (size_t a = 0; a < pNode->mChildren.size(); ++a)
|
||||
{
|
||||
for (size_t a = 0; a < pNode->mChildren.size(); ++a) {
|
||||
const Collada::Node *node = FindNode(pNode->mChildren[a], pName);
|
||||
if (node)
|
||||
return node;
|
||||
|
@ -1897,28 +1808,22 @@ const Collada::Node* ColladaLoader::FindNodeBySID( const Collada::Node* pNode, c
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
// Finds a proper unique name for a node derived from the collada-node's properties.
|
||||
// The name must be unique for proper node-bone association.
|
||||
std::string ColladaLoader::FindNameForNode(const Collada::Node* pNode)
|
||||
{
|
||||
std::string ColladaLoader::FindNameForNode(const Collada::Node *pNode) {
|
||||
// If explicitly requested, just use the collada name.
|
||||
if (useColladaName)
|
||||
{
|
||||
if (useColladaName) {
|
||||
if (!pNode->mName.empty()) {
|
||||
return pNode->mName;
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
return format() << "$ColladaAutoName$_" << mNodeNameCounter++;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
// Now setup the name of the assimp node. The collada name might not be
|
||||
// unique, so we use the collada ID.
|
||||
if (!pNode->mID.empty())
|
||||
return pNode->mID;
|
||||
else if (!pNode->mSID.empty())
|
||||
return pNode->mSID;
|
||||
else
|
||||
{
|
||||
else {
|
||||
// No need to worry. Unnamed nodes are no problem at all, except
|
||||
// if cameras or lights need to be assigned to them.
|
||||
return format() << "$ColladaAutoName$_" << mNodeNameCounter++;
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -47,13 +47,12 @@
|
|||
#ifndef AI_COLLADAPARSER_H_INC
|
||||
#define AI_COLLADAPARSER_H_INC
|
||||
|
||||
#include <assimp/irrXMLWrapper.h>
|
||||
#include "ColladaHelper.h"
|
||||
#include <assimp/ai_assert.h>
|
||||
#include <assimp/TinyFormatter.h>
|
||||
#include <assimp/ai_assert.h>
|
||||
#include <assimp/irrXMLWrapper.h>
|
||||
|
||||
namespace Assimp
|
||||
{
|
||||
namespace Assimp {
|
||||
class ZipArchiveIOSystem;
|
||||
|
||||
// ------------------------------------------------------------------------------------------
|
||||
|
@ -62,8 +61,7 @@ namespace Assimp
|
|||
* Does all the XML reading and builds internal data structures from it,
|
||||
* but leaves the resolving of all the references to the loader.
|
||||
*/
|
||||
class ColladaParser
|
||||
{
|
||||
class ColladaParser {
|
||||
friend class ColladaLoader;
|
||||
|
||||
/** Converts a path read from a collada file to the usual representation */
|
||||
|
@ -176,10 +174,10 @@ namespace Assimp
|
|||
void ReadGeometryLibrary();
|
||||
|
||||
/** Reads a geometry from the geometry library. */
|
||||
void ReadGeometry( Collada::Mesh* pMesh);
|
||||
void ReadGeometry(Collada::Mesh &pMesh);
|
||||
|
||||
/** Reads a mesh from the geometry library */
|
||||
void ReadMesh( Collada::Mesh* pMesh);
|
||||
void ReadMesh(Collada::Mesh &pMesh);
|
||||
|
||||
/** Reads a source element - a combination of raw data and an accessor defining
|
||||
* things that should not be redefinable. Yes, that's another rant.
|
||||
|
@ -197,29 +195,29 @@ namespace Assimp
|
|||
void ReadAccessor(const std::string &pID);
|
||||
|
||||
/** Reads input declarations of per-vertex mesh data into the given mesh */
|
||||
void ReadVertexData( Collada::Mesh* pMesh);
|
||||
void ReadVertexData(Collada::Mesh &pMesh);
|
||||
|
||||
/** Reads input declarations of per-index mesh data into the given mesh */
|
||||
void ReadIndexData( Collada::Mesh* pMesh);
|
||||
void ReadIndexData(Collada::Mesh &pMesh);
|
||||
|
||||
/** Reads a single input channel element and stores it in the given array, if valid */
|
||||
void ReadInputChannel(std::vector<Collada::InputChannel> &poChannels);
|
||||
|
||||
/** Reads a <p> primitive index list and assembles the mesh data into the given mesh */
|
||||
size_t ReadPrimitives( Collada::Mesh* pMesh, std::vector<Collada::InputChannel>& pPerIndexChannels,
|
||||
size_t ReadPrimitives(Collada::Mesh &pMesh, std::vector<Collada::InputChannel> &pPerIndexChannels,
|
||||
size_t pNumPrimitives, const std::vector<size_t> &pVCount, Collada::PrimitiveType pPrimType);
|
||||
|
||||
/** Copies the data for a single primitive into the mesh, based on the InputChannels */
|
||||
void CopyVertex(size_t currentVertex, size_t numOffsets, size_t numPoints, size_t perVertexOffset,
|
||||
Collada::Mesh* pMesh, std::vector<Collada::InputChannel>& pPerIndexChannels,
|
||||
Collada::Mesh &pMesh, std::vector<Collada::InputChannel> &pPerIndexChannels,
|
||||
size_t currentPrimitive, const std::vector<size_t> &indices);
|
||||
|
||||
/** Reads one triangle of a tristrip into the mesh */
|
||||
void ReadPrimTriStrips(size_t numOffsets, size_t perVertexOffset, Collada::Mesh* pMesh,
|
||||
void ReadPrimTriStrips(size_t numOffsets, size_t perVertexOffset, Collada::Mesh &pMesh,
|
||||
std::vector<Collada::InputChannel> &pPerIndexChannels, size_t currentPrimitive, const std::vector<size_t> &indices);
|
||||
|
||||
/** Extracts a single object from an input channel and stores it in the appropriate mesh data array */
|
||||
void ExtractDataObjectFromChannel( const Collada::InputChannel& pInput, size_t pLocalIndex, Collada::Mesh* pMesh);
|
||||
void ExtractDataObjectFromChannel(const Collada::InputChannel &pInput, size_t pLocalIndex, Collada::Mesh &pMesh);
|
||||
|
||||
/** Reads the library of node hierarchies and scene parts */
|
||||
void ReadSceneLibrary();
|
||||
|
@ -291,7 +289,8 @@ namespace Assimp
|
|||
Collada::InputType GetTypeForSemantic(const std::string &pSemantic);
|
||||
|
||||
/** Finds the item in the given library by its reference, throws if not found */
|
||||
template <typename Type> const Type& ResolveLibraryReference( const std::map<std::string, Type>& pLibrary, const std::string& pURL) const;
|
||||
template <typename Type>
|
||||
const Type &ResolveLibraryReference(const std::map<std::string, Type> &pLibrary, const std::string &pURL) const;
|
||||
|
||||
protected:
|
||||
/** Filename, for a verbose error message */
|
||||
|
@ -360,7 +359,9 @@ namespace Assimp
|
|||
ai_real mUnitSize;
|
||||
|
||||
/** Which is the up vector */
|
||||
enum { UP_X, UP_Y, UP_Z } mUpDirection;
|
||||
enum { UP_X,
|
||||
UP_Y,
|
||||
UP_Z } mUpDirection;
|
||||
|
||||
/** Asset metadata (global for scene) */
|
||||
StringMetaData mAssetMetaData;
|
||||
|
@ -371,8 +372,7 @@ namespace Assimp
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Check for element match
|
||||
inline bool ColladaParser::IsElement( const char* pName) const
|
||||
{
|
||||
inline bool ColladaParser::IsElement(const char *pName) const {
|
||||
ai_assert(mReader->getNodeType() == irr::io::EXN_ELEMENT);
|
||||
return ::strcmp(mReader->getNodeName(), pName) == 0;
|
||||
}
|
||||
|
@ -380,8 +380,7 @@ namespace Assimp
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
// Finds the item in the given library by its reference, throws if not found
|
||||
template <typename Type>
|
||||
const Type& ColladaParser::ResolveLibraryReference( const std::map<std::string, Type>& pLibrary, const std::string& pURL) const
|
||||
{
|
||||
const Type &ColladaParser::ResolveLibraryReference(const std::map<std::string, Type> &pLibrary, const std::string &pURL) const {
|
||||
typename std::map<std::string, Type>::const_iterator it = pLibrary.find(pURL);
|
||||
if (it == pLibrary.end())
|
||||
ThrowException(Formatter::format() << "Unable to resolve library reference \"" << pURL << "\".");
|
||||
|
|
|
@ -3315,6 +3315,7 @@ void FBXConverter::InterpolateKeys(aiQuatKey *valOut, const KeyTimeList &keys, c
|
|||
// http://www.3dkingdoms.com/weekly/weekly.php?a=36
|
||||
if (quat.x * lastq.x + quat.y * lastq.y + quat.z * lastq.z + quat.w * lastq.w < 0) {
|
||||
quat.Conjugate();
|
||||
quat.w = -quat.w;
|
||||
}
|
||||
lastq = quat;
|
||||
|
||||
|
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
|
@ -1,114 +0,0 @@
|
|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the assimp team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the assimp team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
#ifndef ASSIMP_BUILD_NO_STEP_IMPORTER
|
||||
|
||||
#include "StepFileImporter.h"
|
||||
#include "../../Importer/STEPParser/STEPFileReader.h"
|
||||
#include <assimp/importerdesc.h>
|
||||
#include <assimp/DefaultIOSystem.h>
|
||||
|
||||
namespace Assimp {
|
||||
namespace StepFile {
|
||||
|
||||
using namespace STEP;
|
||||
|
||||
static const aiImporterDesc desc = { "StepFile Importer",
|
||||
"",
|
||||
"",
|
||||
"",
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
"stp" };
|
||||
|
||||
StepFileImporter::StepFileImporter()
|
||||
: BaseImporter() {
|
||||
|
||||
}
|
||||
|
||||
StepFileImporter::~StepFileImporter() {
|
||||
|
||||
}
|
||||
|
||||
bool StepFileImporter::CanRead(const std::string& file, IOSystem* pIOHandler, bool checkSig) const {
|
||||
const std::string &extension = GetExtension(file);
|
||||
if ( extension == "stp" || extension == "step" ) {
|
||||
return true;
|
||||
} else if ((!extension.length() || checkSig) && pIOHandler) {
|
||||
const char* tokens[] = { "ISO-10303-21" };
|
||||
const bool found(SearchFileHeaderForToken(pIOHandler, file, tokens, 1));
|
||||
return found;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
const aiImporterDesc *StepFileImporter::GetInfo() const {
|
||||
return &desc;
|
||||
}
|
||||
|
||||
static const std::string mode = "rb";
|
||||
static const std::string StepFileSchema = "CONFIG_CONTROL_DESIGN";
|
||||
|
||||
void StepFileImporter::InternReadFile(const std::string &file, aiScene*, IOSystem* pIOHandler) {
|
||||
// Read file into memory
|
||||
std::shared_ptr<IOStream> fileStream(pIOHandler->Open(file, mode));
|
||||
if (!fileStream.get()) {
|
||||
throw DeadlyImportError("Failed to open file " + file + ".");
|
||||
}
|
||||
|
||||
std::unique_ptr<STEP::DB> db(STEP::ReadFileHeader(fileStream));
|
||||
const STEP::HeaderInfo& head = static_cast<const STEP::DB&>(*db).GetHeader();
|
||||
if (!head.fileSchema.size() || head.fileSchema != StepFileSchema) {
|
||||
DeadlyImportError("Unrecognized file schema: " + head.fileSchema);
|
||||
}
|
||||
}
|
||||
|
||||
} // Namespace StepFile
|
||||
} // Namespace Assimp
|
||||
|
||||
#endif // ASSIMP_BUILD_NO_STEP_IMPORTER
|
||||
|
File diff suppressed because it is too large
Load Diff
|
@ -1,4 +1,4 @@
|
|||
/*
|
||||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/*
|
||||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/*
|
||||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
|
|
|
@ -363,20 +363,44 @@ struct Object {
|
|||
// Classes for each glTF top-level object type
|
||||
//
|
||||
|
||||
//! Base class for types that access binary data from a BufferView, such as accessors
|
||||
//! or sparse accessors' indices.
|
||||
//! N.B. not a virtual class. All owned pointers to BufferViewClient instances should
|
||||
//! be to their most derived types (which may of course be just BufferViewClient).
|
||||
struct BufferViewClient : public Object {
|
||||
Ref<BufferView> bufferView; //!< The ID of the bufferView. (required)
|
||||
size_t byteOffset; //!< The offset relative to the start of the bufferView in bytes. (required)
|
||||
|
||||
inline uint8_t *GetPointer();
|
||||
|
||||
void Read(Value &obj, Asset &r);
|
||||
};
|
||||
|
||||
//! BufferViewClient with component type information.
|
||||
//! N.B. not a virtual class. All owned pointers to ComponentTypedBufferViewClient
|
||||
//! instances should be to their most derived types (which may of course be just
|
||||
//! ComponentTypedBufferViewClient).
|
||||
struct ComponentTypedBufferViewClient : public BufferViewClient {
|
||||
ComponentType componentType; //!< The datatype of components in the attribute. (required)
|
||||
|
||||
unsigned int GetBytesPerComponent();
|
||||
|
||||
void Read(Value &obj, Asset &r);
|
||||
};
|
||||
|
||||
//! A typed view into a BufferView. A BufferView contains raw binary data.
|
||||
//! An accessor provides a typed view into a BufferView or a subset of a BufferView
|
||||
//! similar to how WebGL's vertexAttribPointer() defines an attribute in a buffer.
|
||||
struct Accessor : public Object {
|
||||
Ref<BufferView> bufferView; //!< The ID of the bufferView. (required)
|
||||
size_t byteOffset; //!< The offset relative to the start of the bufferView in bytes. (required)
|
||||
ComponentType componentType; //!< The datatype of components in the attribute. (required)
|
||||
struct Accessor : public ComponentTypedBufferViewClient {
|
||||
struct Sparse;
|
||||
|
||||
size_t count; //!< The number of attributes referenced by this accessor. (required)
|
||||
AttribType::Value type; //!< Specifies if the attribute is a scalar, vector, or matrix. (required)
|
||||
std::vector<double> max; //!< Maximum value of each component in this attribute.
|
||||
std::vector<double> min; //!< Minimum value of each component in this attribute.
|
||||
std::unique_ptr<Sparse> sparse; //!< Sparse accessor information
|
||||
|
||||
unsigned int GetNumComponents();
|
||||
unsigned int GetBytesPerComponent();
|
||||
unsigned int GetElementSize();
|
||||
|
||||
inline uint8_t *GetPointer();
|
||||
|
@ -417,11 +441,61 @@ struct Accessor : public Object {
|
|||
}
|
||||
};
|
||||
|
||||
//! Sparse accessor information
|
||||
struct Sparse {
|
||||
size_t count;
|
||||
ComponentTypedBufferViewClient indices;
|
||||
BufferViewClient values;
|
||||
|
||||
std::vector<uint8_t> data; //!< Actual data, which may be defaulted to an array of zeros or the original data, with the sparse buffer view applied on top of it.
|
||||
|
||||
inline void PopulateData(size_t numBytes, uint8_t *bytes) {
|
||||
if (bytes) {
|
||||
data.assign(bytes, bytes + numBytes);
|
||||
} else {
|
||||
data.resize(numBytes, 0x00);
|
||||
}
|
||||
}
|
||||
|
||||
inline void PatchData(unsigned int elementSize)
|
||||
{
|
||||
uint8_t *pIndices = indices.GetPointer();
|
||||
const unsigned int indexSize = indices.GetBytesPerComponent();
|
||||
uint8_t *indicesEnd = pIndices + count * indexSize;
|
||||
|
||||
uint8_t *pValues = values.GetPointer();
|
||||
while (pIndices != indicesEnd) {
|
||||
size_t offset;
|
||||
switch (indices.componentType) {
|
||||
case ComponentType_UNSIGNED_BYTE:
|
||||
offset = *pIndices;
|
||||
break;
|
||||
case ComponentType_UNSIGNED_SHORT:
|
||||
offset = *reinterpret_cast<uint16_t *>(pIndices);
|
||||
break;
|
||||
case ComponentType_UNSIGNED_INT:
|
||||
offset = *reinterpret_cast<uint32_t *>(pIndices);
|
||||
break;
|
||||
default:
|
||||
// have fun with float and negative values from signed types as indices.
|
||||
throw DeadlyImportError("Unsupported component type in index.");
|
||||
}
|
||||
|
||||
offset *= elementSize;
|
||||
std::memcpy(data.data() + offset, pValues, elementSize);
|
||||
|
||||
pValues += elementSize;
|
||||
pIndices += indexSize;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
inline Indexer GetIndexer() {
|
||||
return Indexer(*this);
|
||||
}
|
||||
|
||||
Accessor() {}
|
||||
|
||||
void Read(Value &obj, Asset &r);
|
||||
};
|
||||
|
||||
|
|
|
@ -551,36 +551,10 @@ inline void BufferView::Read(Value &obj, Asset &r) {
|
|||
}
|
||||
|
||||
//
|
||||
// struct Accessor
|
||||
// struct BufferViewClient
|
||||
//
|
||||
|
||||
inline void Accessor::Read(Value &obj, Asset &r) {
|
||||
|
||||
if (Value *bufferViewVal = FindUInt(obj, "bufferView")) {
|
||||
bufferView = r.bufferViews.Retrieve(bufferViewVal->GetUint());
|
||||
}
|
||||
|
||||
byteOffset = MemberOrDefault(obj, "byteOffset", size_t(0));
|
||||
componentType = MemberOrDefault(obj, "componentType", ComponentType_BYTE);
|
||||
count = MemberOrDefault(obj, "count", size_t(0));
|
||||
|
||||
const char *typestr;
|
||||
type = ReadMember(obj, "type", typestr) ? AttribType::FromString(typestr) : AttribType::SCALAR;
|
||||
}
|
||||
|
||||
inline unsigned int Accessor::GetNumComponents() {
|
||||
return AttribType::GetNumComponents(type);
|
||||
}
|
||||
|
||||
inline unsigned int Accessor::GetBytesPerComponent() {
|
||||
return int(ComponentTypeSize(componentType));
|
||||
}
|
||||
|
||||
inline unsigned int Accessor::GetElementSize() {
|
||||
return GetNumComponents() * GetBytesPerComponent();
|
||||
}
|
||||
|
||||
inline uint8_t *Accessor::GetPointer() {
|
||||
inline uint8_t *BufferViewClient::GetPointer() {
|
||||
if (!bufferView || !bufferView->buffer) return 0;
|
||||
uint8_t *basePtr = bufferView->buffer->GetPointer();
|
||||
if (!basePtr) return 0;
|
||||
|
@ -599,6 +573,76 @@ inline uint8_t *Accessor::GetPointer() {
|
|||
return basePtr + offset;
|
||||
}
|
||||
|
||||
inline void BufferViewClient::Read(Value &obj, Asset &r) {
|
||||
|
||||
if (Value *bufferViewVal = FindUInt(obj, "bufferView")) {
|
||||
bufferView = r.bufferViews.Retrieve(bufferViewVal->GetUint());
|
||||
}
|
||||
|
||||
byteOffset = MemberOrDefault(obj, "byteOffset", size_t(0));
|
||||
}
|
||||
|
||||
//
|
||||
// struct ComponentTypedBufferViewClient
|
||||
//
|
||||
|
||||
inline unsigned int ComponentTypedBufferViewClient::GetBytesPerComponent() {
|
||||
return int(ComponentTypeSize(componentType));
|
||||
}
|
||||
|
||||
inline void ComponentTypedBufferViewClient::Read(Value &obj, Asset &r) {
|
||||
|
||||
BufferViewClient::Read(obj, r);
|
||||
|
||||
componentType = MemberOrDefault(obj, "componentType", ComponentType_BYTE);
|
||||
}
|
||||
|
||||
//
|
||||
// struct Accessor
|
||||
//
|
||||
|
||||
inline uint8_t *Accessor::GetPointer() {
|
||||
if (!sparse) return BufferViewClient::GetPointer();
|
||||
|
||||
return sparse->data.data();
|
||||
}
|
||||
|
||||
inline void Accessor::Read(Value &obj, Asset &r) {
|
||||
|
||||
ComponentTypedBufferViewClient::Read(obj, r);
|
||||
|
||||
count = MemberOrDefault(obj, "count", size_t(0));
|
||||
|
||||
const char *typestr;
|
||||
type = ReadMember(obj, "type", typestr) ? AttribType::FromString(typestr) : AttribType::SCALAR;
|
||||
|
||||
if (Value *sparseValue = FindObject(obj, "sparse")) {
|
||||
sparse.reset(new Sparse);
|
||||
ReadMember(*sparseValue, "count", sparse->count);
|
||||
|
||||
if (Value *indicesValue = FindObject(*sparseValue, "indices")) {
|
||||
sparse->indices.Read(*indicesValue, r);
|
||||
}
|
||||
|
||||
if (Value *valuesValue = FindObject(*sparseValue, "values")) {
|
||||
sparse->values.Read(*valuesValue, r);
|
||||
}
|
||||
|
||||
const unsigned int elementSize = GetElementSize();
|
||||
const size_t dataSize = count * elementSize;
|
||||
sparse->PopulateData(dataSize, BufferViewClient::GetPointer());
|
||||
sparse->PatchData(elementSize);
|
||||
}
|
||||
}
|
||||
|
||||
inline unsigned int Accessor::GetNumComponents() {
|
||||
return AttribType::GetNumComponents(type);
|
||||
}
|
||||
|
||||
inline unsigned int Accessor::GetElementSize() {
|
||||
return GetNumComponents() * GetBytesPerComponent();
|
||||
}
|
||||
|
||||
namespace {
|
||||
inline void CopyData(size_t count,
|
||||
const uint8_t *src, size_t src_stride,
|
||||
|
@ -635,7 +679,7 @@ void Accessor::ExtractData(T *&outData)
|
|||
const size_t targetElemSize = sizeof(T);
|
||||
ai_assert(elemSize <= targetElemSize);
|
||||
|
||||
ai_assert(count * stride <= bufferView->byteLength);
|
||||
ai_assert(count * stride <= (bufferView ? bufferView->byteLength : sparse->data.size()));
|
||||
|
||||
outData = new T[count];
|
||||
if (stride == elemSize && targetElemSize == elemSize) {
|
||||
|
@ -1002,7 +1046,7 @@ inline void Mesh::Read(Value &pJSON_Object, Asset &pAsset_Root) {
|
|||
// Valid attribute semantics include POSITION, NORMAL, TANGENT
|
||||
int undPos = 0;
|
||||
Mesh::AccessorList *vec = 0;
|
||||
if (GetAttribTargetVector(prim, i, attr, vec, undPos)) {
|
||||
if (GetAttribTargetVector(prim, j, attr, vec, undPos)) {
|
||||
size_t idx = (attr[undPos] == '_') ? atoi(attr + undPos + 1) : 0;
|
||||
if ((*vec).size() <= idx) {
|
||||
(*vec).resize(idx + 1);
|
||||
|
@ -1067,10 +1111,10 @@ inline void Camera::Read(Value &obj, Asset & /*r*/) {
|
|||
cameraProperties.perspective.zfar = MemberOrDefault(*it, "zfar", 100.f);
|
||||
cameraProperties.perspective.znear = MemberOrDefault(*it, "znear", 0.01f);
|
||||
} else {
|
||||
cameraProperties.ortographic.xmag = MemberOrDefault(obj, "xmag", 1.f);
|
||||
cameraProperties.ortographic.ymag = MemberOrDefault(obj, "ymag", 1.f);
|
||||
cameraProperties.ortographic.zfar = MemberOrDefault(obj, "zfar", 100.f);
|
||||
cameraProperties.ortographic.znear = MemberOrDefault(obj, "znear", 0.01f);
|
||||
cameraProperties.ortographic.xmag = MemberOrDefault(*it, "xmag", 1.f);
|
||||
cameraProperties.ortographic.ymag = MemberOrDefault(*it, "ymag", 1.f);
|
||||
cameraProperties.ortographic.zfar = MemberOrDefault(*it, "zfar", 100.f);
|
||||
cameraProperties.ortographic.znear = MemberOrDefault(*it, "znear", 0.01f);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/*
|
||||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
|
|
|
@ -47,8 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
namespace Assimp {
|
||||
|
||||
CIOStreamWrapper::~CIOStreamWrapper(void)
|
||||
{
|
||||
CIOStreamWrapper::~CIOStreamWrapper(void) {
|
||||
/* Various places depend on this destructor to close the file */
|
||||
if (mFile) {
|
||||
mIO->mFileSystem->CloseProc(mIO->mFileSystem, mFile);
|
||||
|
@ -59,8 +58,7 @@ CIOStreamWrapper::~CIOStreamWrapper(void)
|
|||
// ...................................................................
|
||||
size_t CIOStreamWrapper::Read(void *pvBuffer,
|
||||
size_t pSize,
|
||||
size_t pCount
|
||||
){
|
||||
size_t pCount) {
|
||||
// need to typecast here as C has no void*
|
||||
return mFile->ReadProc(mFile, (char *)pvBuffer, pSize, pCount);
|
||||
}
|
||||
|
@ -68,16 +66,14 @@ size_t CIOStreamWrapper::Read(void* pvBuffer,
|
|||
// ...................................................................
|
||||
size_t CIOStreamWrapper::Write(const void *pvBuffer,
|
||||
size_t pSize,
|
||||
size_t pCount
|
||||
){
|
||||
size_t pCount) {
|
||||
// need to typecast here as C has no void*
|
||||
return mFile->WriteProc(mFile, (const char *)pvBuffer, pSize, pCount);
|
||||
}
|
||||
|
||||
// ...................................................................
|
||||
aiReturn CIOStreamWrapper::Seek(size_t pOffset,
|
||||
aiOrigin pOrigin
|
||||
){
|
||||
aiOrigin pOrigin) {
|
||||
return mFile->SeekProc(mFile, pOffset, pOrigin);
|
||||
}
|
||||
|
||||
|
@ -133,4 +129,4 @@ void CIOSystemWrapper::Close( IOStream* pFile) {
|
|||
delete pFile;
|
||||
}
|
||||
|
||||
}
|
||||
} // namespace Assimp
|
||||
|
|
|
@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
|
|||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
@ -56,13 +54,11 @@ class CIOSystemWrapper;
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Custom IOStream implementation for the C-API
|
||||
class CIOStreamWrapper : public IOStream
|
||||
{
|
||||
class CIOStreamWrapper : public IOStream {
|
||||
public:
|
||||
explicit CIOStreamWrapper(aiFile* pFile, CIOSystemWrapper* io)
|
||||
: mFile(pFile),
|
||||
mIO(io)
|
||||
{}
|
||||
explicit CIOStreamWrapper(aiFile *pFile, CIOSystemWrapper *io) :
|
||||
mFile(pFile),
|
||||
mIO(io) {}
|
||||
~CIOStreamWrapper(void);
|
||||
|
||||
size_t Read(void *pvBuffer, size_t pSize, size_t pCount);
|
||||
|
@ -77,23 +73,22 @@ private:
|
|||
CIOSystemWrapper *mIO;
|
||||
};
|
||||
|
||||
class CIOSystemWrapper : public IOSystem
|
||||
{
|
||||
class CIOSystemWrapper : public IOSystem {
|
||||
friend class CIOStreamWrapper;
|
||||
|
||||
public:
|
||||
explicit CIOSystemWrapper(aiFileIO* pFile)
|
||||
: mFileSystem(pFile)
|
||||
{}
|
||||
explicit CIOSystemWrapper(aiFileIO *pFile) :
|
||||
mFileSystem(pFile) {}
|
||||
|
||||
bool Exists(const char *pFile) const;
|
||||
char getOsSeparator() const;
|
||||
IOStream *Open(const char *pFile, const char *pMode = "rb");
|
||||
void Close(IOStream *pFile);
|
||||
|
||||
private:
|
||||
aiFileIO *mFileSystem;
|
||||
};
|
||||
|
||||
}
|
||||
} // namespace Assimp
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -66,6 +66,7 @@ SET( PUBLIC_HEADERS
|
|||
${HEADER_PATH}/color4.h
|
||||
${HEADER_PATH}/color4.inl
|
||||
${CMAKE_CURRENT_BINARY_DIR}/../include/assimp/config.h
|
||||
${HEADER_PATH}/ColladaMetaData.h
|
||||
${HEADER_PATH}/commonMetaData.h
|
||||
${HEADER_PATH}/defs.h
|
||||
${HEADER_PATH}/Defines.h
|
||||
|
@ -1232,7 +1233,7 @@ if (APPLE)
|
|||
# add ./Compiler/*.h to assimp.framework via copy command
|
||||
ADD_CUSTOM_COMMAND(TARGET assimp POST_BUILD
|
||||
COMMAND "${CMAKE_COMMAND}" -E copy_directory
|
||||
"../${HEADER_PATH}/Compiler"
|
||||
"${HEADER_PATH}/Compiler"
|
||||
assimp.framework/Headers/Compiler
|
||||
COMMENT "Copying public ./Compiler/ header files to framework bundle's Headers/Compiler/")
|
||||
ENDIF()
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -1,4 +1,4 @@
|
|||
/*
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
|
|
@ -52,6 +52,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#include <limits>
|
||||
#include <assimp/TinyFormatter.h>
|
||||
#include <assimp/Exceptional.h>
|
||||
#include <set>
|
||||
|
||||
using namespace Assimp;
|
||||
using namespace Assimp::Formatter;
|
||||
|
@ -172,7 +173,15 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
|
|||
const aiBone* bone = pMesh->mBones[a];
|
||||
for( unsigned int b = 0; b < bone->mNumWeights; ++b)
|
||||
{
|
||||
vertexBones[ bone->mWeights[b].mVertexId ].push_back( BoneWeight( a, bone->mWeights[b].mWeight));
|
||||
if (bone->mWeights[b].mWeight > 0.0f)
|
||||
{
|
||||
int vertexId = bone->mWeights[b].mVertexId;
|
||||
vertexBones[vertexId].push_back( BoneWeight( a, bone->mWeights[b].mWeight));
|
||||
if (vertexBones[vertexId].size() > mMaxBoneCount)
|
||||
{
|
||||
throw DeadlyImportError("SplitByBoneCountProcess: Single face requires more bones than specified max bone count!");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -188,9 +197,6 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
|
|||
subMeshFaces.reserve( pMesh->mNumFaces);
|
||||
// accumulated vertex count of all the faces in this submesh
|
||||
unsigned int numSubMeshVertices = 0;
|
||||
// a small local array of new bones for the current face. State of all used bones for that face
|
||||
// can only be updated AFTER the face is completely analysed. Thanks to imre for the fix.
|
||||
std::vector<unsigned int> newBonesAtCurrentFace;
|
||||
|
||||
// add faces to the new submesh as long as all bones affecting the faces' vertices fit in the limit
|
||||
for( unsigned int a = 0; a < pMesh->mNumFaces; ++a)
|
||||
|
@ -200,6 +206,9 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
|
|||
{
|
||||
continue;
|
||||
}
|
||||
// a small local set of new bones for the current face. State of all used bones for that face
|
||||
// can only be updated AFTER the face is completely analysed. Thanks to imre for the fix.
|
||||
std::set<unsigned int> newBonesAtCurrentFace;
|
||||
|
||||
const aiFace& face = pMesh->mFaces[a];
|
||||
// check every vertex if its bones would still fit into the current submesh
|
||||
|
@ -209,24 +218,13 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
|
|||
for( unsigned int c = 0; c < vb.size(); ++c)
|
||||
{
|
||||
unsigned int boneIndex = vb[c].first;
|
||||
// if the bone is already used in this submesh, it's ok
|
||||
if( isBoneUsed[boneIndex] )
|
||||
if( !isBoneUsed[boneIndex] )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// if it's not used, yet, we would need to add it. Store its bone index
|
||||
if( std::find( newBonesAtCurrentFace.begin(), newBonesAtCurrentFace.end(), boneIndex) == newBonesAtCurrentFace.end() )
|
||||
{
|
||||
newBonesAtCurrentFace.push_back( boneIndex);
|
||||
newBonesAtCurrentFace.insert(boneIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (newBonesAtCurrentFace.size() > mMaxBoneCount)
|
||||
{
|
||||
throw DeadlyImportError("SplitByBoneCountProcess: Single face requires more bones than specified max bone count!");
|
||||
}
|
||||
// leave out the face if the new bones required for this face don't fit the bone count limit anymore
|
||||
if( numBones + newBonesAtCurrentFace.size() > mMaxBoneCount )
|
||||
{
|
||||
|
@ -234,18 +232,14 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
|
|||
}
|
||||
|
||||
// mark all new bones as necessary
|
||||
while( !newBonesAtCurrentFace.empty() )
|
||||
for (std::set<unsigned int>::iterator it = newBonesAtCurrentFace.begin(); it != newBonesAtCurrentFace.end(); ++it)
|
||||
{
|
||||
unsigned int newIndex = newBonesAtCurrentFace.back();
|
||||
newBonesAtCurrentFace.pop_back(); // this also avoids the deallocation which comes with a clear()
|
||||
if( isBoneUsed[newIndex] )
|
||||
if (!isBoneUsed[*it])
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
isBoneUsed[newIndex] = true;
|
||||
isBoneUsed[*it] = true;
|
||||
numBones++;
|
||||
}
|
||||
}
|
||||
|
||||
// store the face index and the vertex count
|
||||
subMeshFaces.push_back( a);
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/*
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/*
|
||||
/*
|
||||
Copyright (c) 2013 Khaled Mammou - Advanced Micro Devices, Inc.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
==================
|
||||
==================
|
||||
INSTALLATION GUIDE
|
||||
==================
|
||||
|
||||
|
|
|
@ -196,10 +196,7 @@ if(MINGW)
|
|||
set(ZLIB_DLL_SRCS ${CMAKE_CURRENT_BINARY_DIR}/zlib1rc.obj)
|
||||
endif(MINGW)
|
||||
|
||||
add_library(zlib SHARED ${ZLIB_SRCS} ${ZLIB_ASMS} ${ZLIB_DLL_SRCS} ${ZLIB_PUBLIC_HDRS} ${ZLIB_PRIVATE_HDRS})
|
||||
add_library(zlibstatic STATIC ${ZLIB_SRCS} ${ZLIB_ASMS} ${ZLIB_PUBLIC_HDRS} ${ZLIB_PRIVATE_HDRS})
|
||||
set_target_properties(zlib PROPERTIES DEFINE_SYMBOL ZLIB_DLL)
|
||||
set_target_properties(zlib PROPERTIES SOVERSION 1)
|
||||
|
||||
INSTALL( TARGETS zlibstatic
|
||||
LIBRARY DESTINATION ${ASSIMP_LIB_INSTALL_DIR}
|
||||
|
|
|
@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
|
|||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
@ -40,30 +38,19 @@ THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
#include <assimp/cimport.h>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/postprocess.h>
|
||||
|
||||
#pragma once
|
||||
extern "C" int LLVMFuzzerTestOneInput(const uint8_t *data, size_t dataSize) {
|
||||
aiLogStream stream = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT,NULL);
|
||||
aiAttachLogStream(&stream);
|
||||
|
||||
#ifndef ASSIMP_BUILD_NO_STEP_IMPORTER
|
||||
Importer importer;
|
||||
const aiScene *sc = importer.ReadFileFromMemory(data, dataSize,
|
||||
aiProcessPreset_TargetRealtime_Quality, nullptr );
|
||||
|
||||
#include <assimp/BaseImporter.h>
|
||||
aiDetachLogStream(&stream);
|
||||
|
||||
namespace Assimp {
|
||||
namespace StepFile {
|
||||
|
||||
class StepFileImporter : public BaseImporter {
|
||||
public:
|
||||
StepFileImporter();
|
||||
~StepFileImporter();
|
||||
bool CanRead(const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const override;
|
||||
const aiImporterDesc* GetInfo() const override;
|
||||
|
||||
protected:
|
||||
void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler ) override;
|
||||
|
||||
private:
|
||||
};
|
||||
|
||||
} // Namespace StepFile
|
||||
} // Namespace Assimp
|
||||
|
||||
#endif // ASSIMP_BUILD_NO_STEP_IMPORTER
|
||||
return 0;
|
||||
}
|
|
@ -0,0 +1,53 @@
|
|||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the
|
||||
following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the assimp team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the assimp team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
----------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file ColladaMetaData.h
|
||||
* Declares common metadata constants used by Collada files
|
||||
*/
|
||||
#pragma once
|
||||
#ifndef AI_COLLADAMETADATA_H_INC
|
||||
#define AI_COLLADAMETADATA_H_INC
|
||||
|
||||
#define AI_METADATA_COLLADA_ID "Collada_id"
|
||||
#define AI_METADATA_COLLADA_SID "Collada_sid"
|
||||
|
||||
#endif
|
|
@ -1030,10 +1030,10 @@ enum aiComponent
|
|||
#define AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION "IMPORT_COLLADA_IGNORE_UP_DIRECTION"
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @brief Specifies whether the Collada loader should use Collada names as node names.
|
||||
/** @brief Specifies whether the Collada loader should use Collada names.
|
||||
*
|
||||
* If this property is set to true, the Collada names will be used as the
|
||||
* node name. The default is to use the id tag (resp. sid tag, if no id tag is present)
|
||||
* If this property is set to true, the Collada names will be used as the node and
|
||||
* mesh names. The default is to use the id tag (resp. sid tag, if no id tag is present)
|
||||
* instead.
|
||||
* Property type: Bool. Default value: false.
|
||||
*/
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/*
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
|
|
@ -4,5 +4,3 @@ http://assimp.sourceforge.net
|
|||
|
||||
Sourceforge.net project page:
|
||||
http://www.sourceforge.net/projects/assimp
|
||||
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
// ---------------------------------------------------------------------------
|
||||
// ---------------------------------------------------------------------------
|
||||
// Simple Assimp Directx11 Sample
|
||||
// This is a very basic sample and only reads diffuse texture
|
||||
// but this can load both embedded textures in fbx and non-embedded textures
|
||||
|
|
|
@ -41,16 +41,18 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#include "AbstractImportExportBase.h"
|
||||
#include "UnitTestPCH.h"
|
||||
|
||||
#include <assimp/ColladaMetaData.h>
|
||||
#include <assimp/commonMetaData.h>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/Exporter.hpp>
|
||||
#include <assimp/Importer.hpp>
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
class utColladaImportExport : public AbstractImportExportBase {
|
||||
public:
|
||||
virtual bool importerTest() {
|
||||
virtual bool importerTest() final {
|
||||
Assimp::Importer importer;
|
||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/duck.dae", aiProcess_ValidateDataStructure);
|
||||
if (scene == nullptr)
|
||||
|
@ -80,15 +82,201 @@ public:
|
|||
|
||||
return true;
|
||||
}
|
||||
|
||||
typedef std::pair<std::string, std::string> IdNameString;
|
||||
typedef std::map<std::string, std::string> IdNameMap;
|
||||
|
||||
template <typename T>
|
||||
static inline IdNameString GetColladaIdName(const T *item, size_t index) {
|
||||
std::ostringstream stream;
|
||||
stream << typeid(T).name() << "@" << index;
|
||||
if (item->mMetaData) {
|
||||
aiString aiStr;
|
||||
if (item->mMetaData->Get(AI_METADATA_COLLADA_ID, aiStr))
|
||||
return std::make_pair(std::string(aiStr.C_Str()), stream.str());
|
||||
}
|
||||
return std::make_pair(std::string(), stream.str());
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
static inline IdNameString GetItemIdName(const T *item, size_t index) {
|
||||
std::ostringstream stream;
|
||||
stream << typeid(T).name() << "@" << index;
|
||||
return std::make_pair(std::string(item->mName.C_Str()), stream.str());
|
||||
}
|
||||
|
||||
// Specialisations
|
||||
static inline IdNameString GetItemIdName(aiMaterial *item, size_t index) {
|
||||
std::ostringstream stream;
|
||||
stream << typeid(aiMaterial).name() << "@" << index;
|
||||
return std::make_pair(std::string(item->GetName().C_Str()), stream.str());
|
||||
}
|
||||
|
||||
static inline IdNameString GetItemIdName(aiTexture *item, size_t index) {
|
||||
std::ostringstream stream;
|
||||
stream << typeid(aiTexture).name() << "@" << index;
|
||||
return std::make_pair(std::string(item->mFilename.C_Str()), stream.str());
|
||||
}
|
||||
|
||||
static inline void ReportDuplicate(IdNameMap &itemIdMap, const IdNameString &namePair, const char *typeNameStr) {
|
||||
const auto result = itemIdMap.insert(namePair);
|
||||
EXPECT_TRUE(result.second) << "Duplicate '" << typeNameStr << "' name: '" << namePair.first << "'. " << namePair.second << " == " << result.first->second;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
static inline void CheckUniqueIds(IdNameMap &itemIdMap, unsigned int itemCount, T **itemArray) {
|
||||
for (size_t idx = 0; idx < itemCount; ++idx) {
|
||||
IdNameString namePair = GetItemIdName(itemArray[idx], idx);
|
||||
ReportDuplicate(itemIdMap, namePair, typeid(T).name());
|
||||
}
|
||||
}
|
||||
|
||||
static inline void CheckUniqueIds(IdNameMap &itemIdMap, const aiNode *parent, size_t index) {
|
||||
IdNameString namePair = GetItemIdName(parent, index);
|
||||
ReportDuplicate(itemIdMap, namePair, typeid(aiNode).name());
|
||||
|
||||
for (size_t idx = 0; idx < parent->mNumChildren; ++idx) {
|
||||
CheckUniqueIds(itemIdMap, parent->mChildren[idx], idx);
|
||||
}
|
||||
}
|
||||
|
||||
static inline void CheckNodeIdNames(IdNameMap &nodeIdMap, IdNameMap &nodeNameMap, const aiNode *parent, size_t index) {
|
||||
IdNameString namePair = GetItemIdName(parent, index);
|
||||
const auto result = nodeNameMap.insert(namePair);
|
||||
IdNameString idPair = GetColladaIdName(parent, index);
|
||||
ReportDuplicate(nodeIdMap, idPair, typeid(aiNode).name());
|
||||
|
||||
for (size_t idx = 0; idx < parent->mNumChildren; ++idx) {
|
||||
CheckNodeIdNames(nodeIdMap, nodeNameMap, parent->mChildren[idx], idx);
|
||||
}
|
||||
}
|
||||
|
||||
static inline void SetAllNodeNames(const aiString &newName, aiNode *node) {
|
||||
node->mName = newName;
|
||||
for (size_t idx = 0; idx < node->mNumChildren; ++idx) {
|
||||
SetAllNodeNames(newName, node->mChildren[idx]);
|
||||
}
|
||||
}
|
||||
|
||||
void ImportAndCheckIds(const char *file, const aiScene *origScene) {
|
||||
// Import the Collada using the 'default' where aiNode and aiMesh names are the Collada ids
|
||||
Assimp::Importer importer;
|
||||
const aiScene *scene = importer.ReadFile(file, aiProcess_ValidateDataStructure);
|
||||
ASSERT_TRUE(scene != nullptr) << "Fatal: could not re-import " << file;
|
||||
EXPECT_EQ(origScene->mNumMeshes, scene->mNumMeshes) << "in " << file;
|
||||
|
||||
// Check the ids are unique
|
||||
IdNameMap itemIdMap;
|
||||
// Recurse the Nodes
|
||||
CheckUniqueIds(itemIdMap, scene->mRootNode, 0);
|
||||
// Check the lists
|
||||
CheckUniqueIds(itemIdMap, scene->mNumMeshes, scene->mMeshes);
|
||||
// The remaining will come in using the name, which may not be unique
|
||||
// Check we have the right number
|
||||
EXPECT_EQ(origScene->mNumAnimations, scene->mNumAnimations);
|
||||
EXPECT_EQ(origScene->mNumMaterials, scene->mNumMaterials);
|
||||
EXPECT_EQ(origScene->mNumTextures, scene->mNumTextures);
|
||||
EXPECT_EQ(origScene->mNumLights, scene->mNumLights);
|
||||
EXPECT_EQ(origScene->mNumCameras, scene->mNumCameras);
|
||||
}
|
||||
|
||||
void ImportAsNames(const char *file, const aiScene *origScene) {
|
||||
// Import the Collada but using the user-visible names for aiNode and aiMesh
|
||||
// Note that this mode may not support bones or animations
|
||||
Assimp::Importer importer;
|
||||
importer.SetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES, 1);
|
||||
|
||||
const aiScene *scene = importer.ReadFile(file, aiProcess_ValidateDataStructure);
|
||||
ASSERT_TRUE(scene != nullptr) << "Fatal: could not re-import " << file;
|
||||
EXPECT_EQ(origScene->mNumMeshes, scene->mNumMeshes) << "in " << file;
|
||||
|
||||
// Check the node ids are unique but the node names are not
|
||||
IdNameMap nodeIdMap;
|
||||
IdNameMap nodeNameMap;
|
||||
// Recurse the Nodes
|
||||
CheckNodeIdNames(nodeIdMap, nodeNameMap, scene->mRootNode, 0);
|
||||
|
||||
// nodeNameMap should have fewer than nodeIdMap
|
||||
EXPECT_LT(nodeNameMap.size(), nodeIdMap.size()) << "Some nodes should have the same names";
|
||||
// Check the counts haven't changed
|
||||
EXPECT_EQ(origScene->mNumAnimations, scene->mNumAnimations);
|
||||
EXPECT_EQ(origScene->mNumMaterials, scene->mNumMaterials);
|
||||
EXPECT_EQ(origScene->mNumTextures, scene->mNumTextures);
|
||||
EXPECT_EQ(origScene->mNumLights, scene->mNumLights);
|
||||
EXPECT_EQ(origScene->mNumCameras, scene->mNumCameras);
|
||||
}
|
||||
};
|
||||
|
||||
TEST_F(utColladaImportExport, importBlenFromFileTest) {
|
||||
TEST_F(utColladaImportExport, importDaeFromFileTest) {
|
||||
EXPECT_TRUE(importerTest());
|
||||
}
|
||||
|
||||
TEST_F(utColladaImportExport, exporterUniqueIdsTest) {
|
||||
Assimp::Importer importer;
|
||||
Assimp::Exporter exporter;
|
||||
const char *outFileEmpty = "exportMeshIdTest_empty_out.dae";
|
||||
const char *outFileNamed = "exportMeshIdTest_named_out.dae";
|
||||
|
||||
// Load a sample file containing multiple meshes
|
||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/teapots.DAE", aiProcess_ValidateDataStructure);
|
||||
|
||||
ASSERT_TRUE(scene != nullptr) << "Fatal: could not import teapots.DAE!";
|
||||
ASSERT_EQ(3u, scene->mNumMeshes) << "Fatal: teapots.DAE initial load failed";
|
||||
|
||||
// Clear all the names
|
||||
for (size_t idx = 0; idx < scene->mNumMeshes; ++idx) {
|
||||
scene->mMeshes[idx]->mName.Clear();
|
||||
}
|
||||
for (size_t idx = 0; idx < scene->mNumMaterials; ++idx) {
|
||||
scene->mMaterials[idx]->RemoveProperty(AI_MATKEY_NAME);
|
||||
}
|
||||
for (size_t idx = 0; idx < scene->mNumAnimations; ++idx) {
|
||||
scene->mAnimations[idx]->mName.Clear();
|
||||
}
|
||||
// Can't clear texture names
|
||||
for (size_t idx = 0; idx < scene->mNumLights; ++idx) {
|
||||
scene->mLights[idx]->mName.Clear();
|
||||
}
|
||||
for (size_t idx = 0; idx < scene->mNumCameras; ++idx) {
|
||||
scene->mCameras[idx]->mName.Clear();
|
||||
}
|
||||
|
||||
SetAllNodeNames(aiString(), scene->mRootNode);
|
||||
|
||||
ASSERT_EQ(AI_SUCCESS, exporter.Export(scene, "collada", outFileEmpty)) << "Fatal: Could not export un-named meshes file";
|
||||
|
||||
ImportAndCheckIds(outFileEmpty, scene);
|
||||
|
||||
// Force everything to have the same non-empty name
|
||||
aiString testName("test_name");
|
||||
for (size_t idx = 0; idx < scene->mNumMeshes; ++idx) {
|
||||
scene->mMeshes[idx]->mName = testName;
|
||||
}
|
||||
for (size_t idx = 0; idx < scene->mNumMaterials; ++idx) {
|
||||
scene->mMaterials[idx]->AddProperty(&testName, AI_MATKEY_NAME);
|
||||
}
|
||||
for (size_t idx = 0; idx < scene->mNumAnimations; ++idx) {
|
||||
scene->mAnimations[idx]->mName = testName;
|
||||
}
|
||||
// Can't clear texture names
|
||||
for (size_t idx = 0; idx < scene->mNumLights; ++idx) {
|
||||
scene->mLights[idx]->mName = testName;
|
||||
}
|
||||
for (size_t idx = 0; idx < scene->mNumCameras; ++idx) {
|
||||
scene->mCameras[idx]->mName = testName;
|
||||
}
|
||||
|
||||
SetAllNodeNames(testName, scene->mRootNode);
|
||||
|
||||
ASSERT_EQ(AI_SUCCESS, exporter.Export(scene, "collada", outFileNamed)) << "Fatal: Could not export named meshes file";
|
||||
|
||||
ImportAndCheckIds(outFileNamed, scene);
|
||||
ImportAsNames(outFileNamed, scene);
|
||||
}
|
||||
|
||||
class utColladaZaeImportExport : public AbstractImportExportBase {
|
||||
public:
|
||||
virtual bool importerTest() {
|
||||
virtual bool importerTest() final {
|
||||
{
|
||||
Assimp::Importer importer;
|
||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/duck.zae", aiProcess_ValidateDataStructure);
|
||||
|
|
|
@ -65,8 +65,7 @@ void TriangulateProcessTest::SetUp() {
|
|||
pcMesh->mFaces = new aiFace[1000];
|
||||
pcMesh->mVertices = new aiVector3D[10000];
|
||||
|
||||
pcMesh->mPrimitiveTypes = aiPrimitiveType_POINT | aiPrimitiveType_LINE |
|
||||
aiPrimitiveType_LINE | aiPrimitiveType_POLYGON;
|
||||
pcMesh->mPrimitiveTypes = aiPrimitiveType_POINT | aiPrimitiveType_LINE | aiPrimitiveType_POLYGON;
|
||||
|
||||
for (unsigned int m = 0, t = 0, q = 4; m < 1000; ++m) {
|
||||
++t;
|
||||
|
|
|
@ -47,9 +47,10 @@ using namespace AssimpView;
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor on a given animation.
|
||||
AnimEvaluator::AnimEvaluator( const aiAnimation *pAnim )
|
||||
: mAnim(pAnim)
|
||||
, mLastTime(0.0) {
|
||||
AnimEvaluator::AnimEvaluator(const aiAnimation *pAnim) :
|
||||
mAnim(pAnim),
|
||||
mLastTime(0.0) {
|
||||
ai_assert(nullptr != pAnim);
|
||||
mLastPositions.resize(pAnim->mNumChannels, std::make_tuple(0, 0, 0));
|
||||
}
|
||||
|
||||
|
@ -160,10 +161,18 @@ void AnimEvaluator::Evaluate( double pTime ) {
|
|||
// build a transformation matrix from it
|
||||
aiMatrix4x4 &mat = mTransforms[a];
|
||||
mat = aiMatrix4x4(presentRotation.GetMatrix());
|
||||
mat.a1 *= presentScaling.x; mat.b1 *= presentScaling.x; mat.c1 *= presentScaling.x;
|
||||
mat.a2 *= presentScaling.y; mat.b2 *= presentScaling.y; mat.c2 *= presentScaling.y;
|
||||
mat.a3 *= presentScaling.z; mat.b3 *= presentScaling.z; mat.c3 *= presentScaling.z;
|
||||
mat.a4 = presentPosition.x; mat.b4 = presentPosition.y; mat.c4 = presentPosition.z;
|
||||
mat.a1 *= presentScaling.x;
|
||||
mat.b1 *= presentScaling.x;
|
||||
mat.c1 *= presentScaling.x;
|
||||
mat.a2 *= presentScaling.y;
|
||||
mat.b2 *= presentScaling.y;
|
||||
mat.c2 *= presentScaling.y;
|
||||
mat.a3 *= presentScaling.z;
|
||||
mat.b3 *= presentScaling.z;
|
||||
mat.c3 *= presentScaling.z;
|
||||
mat.a4 = presentPosition.x;
|
||||
mat.b4 = presentPosition.y;
|
||||
mat.c4 = presentPosition.z;
|
||||
}
|
||||
|
||||
mLastTime = time;
|
||||
|
|
|
@ -39,7 +39,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
|
||||
#if (!defined AV_ASSET_HELPER_H_INCLUDED)
|
||||
#define AV_ASSET_HELPER_H_INCLUDED
|
||||
|
||||
|
@ -57,11 +56,9 @@ namespace AssimpView {
|
|||
/** \brief Class to wrap ASSIMP's asset output structures
|
||||
*/
|
||||
//-------------------------------------------------------------------------------
|
||||
class AssetHelper
|
||||
{
|
||||
class AssetHelper {
|
||||
public:
|
||||
enum
|
||||
{
|
||||
enum {
|
||||
// the original normal set will be used
|
||||
ORIGINAL = 0x0u,
|
||||
|
||||
|
@ -73,9 +70,8 @@ namespace AssimpView {
|
|||
};
|
||||
|
||||
// default constructor
|
||||
AssetHelper()
|
||||
: iNormalSet( ORIGINAL )
|
||||
{
|
||||
AssetHelper() :
|
||||
iNormalSet(ORIGINAL) {
|
||||
mAnimator = NULL;
|
||||
apcMeshes = NULL;
|
||||
pcScene = NULL;
|
||||
|
@ -86,8 +82,7 @@ namespace AssimpView {
|
|||
// (even if tangents, bitangents or normals aren't
|
||||
// required by the shader they will be committed to the GPU)
|
||||
//---------------------------------------------------------------
|
||||
struct Vertex
|
||||
{
|
||||
struct Vertex {
|
||||
aiVector3D vPosition;
|
||||
aiVector3D vNormal;
|
||||
|
||||
|
@ -100,10 +95,8 @@ namespace AssimpView {
|
|||
unsigned char mBoneWeights[4]; // last Weight not used, calculated inside the vertex shader
|
||||
|
||||
/** Returns the vertex declaration elements to create a declaration from. */
|
||||
static D3DVERTEXELEMENT9* GetDeclarationElements()
|
||||
{
|
||||
static D3DVERTEXELEMENT9 decl[] =
|
||||
{
|
||||
static D3DVERTEXELEMENT9 *GetDeclarationElements() {
|
||||
static D3DVERTEXELEMENT9 decl[] = {
|
||||
{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
|
||||
{ 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
|
||||
{ 0, 24, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
|
||||
|
@ -123,14 +116,12 @@ namespace AssimpView {
|
|||
//---------------------------------------------------------------
|
||||
// FVF vertex structure used for normals
|
||||
//---------------------------------------------------------------
|
||||
struct LineVertex
|
||||
{
|
||||
struct LineVertex {
|
||||
aiVector3D vPosition;
|
||||
DWORD dColorDiffuse;
|
||||
|
||||
// retrieves the FVF code of the vertex type
|
||||
static DWORD GetFVF()
|
||||
{
|
||||
static DWORD GetFVF() {
|
||||
return D3DFVF_DIFFUSE | D3DFVF_XYZ;
|
||||
}
|
||||
};
|
||||
|
@ -139,12 +130,9 @@ namespace AssimpView {
|
|||
// Helper class to store GPU related resources created for
|
||||
// a given aiMesh
|
||||
//---------------------------------------------------------------
|
||||
class MeshHelper
|
||||
{
|
||||
class MeshHelper {
|
||||
public:
|
||||
|
||||
MeshHelper()
|
||||
:
|
||||
MeshHelper() :
|
||||
eShadingMode(),
|
||||
piVB(NULL),
|
||||
piIB(NULL),
|
||||
|
@ -163,11 +151,9 @@ namespace AssimpView {
|
|||
fShininess(),
|
||||
fSpecularStrength(),
|
||||
twosided(false),
|
||||
pvOriginalNormals( NULL )
|
||||
{}
|
||||
pvOriginalNormals(NULL) {}
|
||||
|
||||
~MeshHelper()
|
||||
{
|
||||
~MeshHelper() {
|
||||
// NOTE: This is done in DeleteAssetData()
|
||||
// TODO: Make this a proper d'tor
|
||||
}
|
||||
|
@ -245,6 +231,6 @@ namespace AssimpView {
|
|||
void FlipNormals();
|
||||
void FlipNormalsInt();
|
||||
};
|
||||
}
|
||||
} // namespace AssimpView
|
||||
|
||||
#endif // !! IG
|
||||
|
|
|
@ -118,8 +118,9 @@ CBackgroundPainter CBackgroundPainter::s_cInstance;
|
|||
|
||||
//-------------------------------------------------------------------------------
|
||||
void CBackgroundPainter::SetColor(D3DCOLOR p_clrNew) {
|
||||
if (TEXTURE_CUBE == eMode)
|
||||
if (TEXTURE_CUBE == eMode) {
|
||||
RemoveSBDeps();
|
||||
}
|
||||
|
||||
clrColor = p_clrNew;
|
||||
eMode = SIMPLE_COLOR;
|
||||
|
|
|
@ -45,22 +45,19 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
#include "AssetHelper.h"
|
||||
|
||||
namespace AssimpView
|
||||
{
|
||||
namespace AssimpView {
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
/* Helper class to create, access and destroy materials
|
||||
*/
|
||||
//-------------------------------------------------------------------------------
|
||||
class CMaterialManager
|
||||
{
|
||||
class CMaterialManager {
|
||||
private:
|
||||
|
||||
friend class CDisplay;
|
||||
|
||||
// default constructor
|
||||
CMaterialManager()
|
||||
: m_iShaderCount( 0 ), sDefaultTexture() {}
|
||||
CMaterialManager() :
|
||||
m_iShaderCount(0), sDefaultTexture() {}
|
||||
|
||||
~CMaterialManager() {
|
||||
if (sDefaultTexture) {
|
||||
|
@ -70,12 +67,10 @@ namespace AssimpView
|
|||
}
|
||||
|
||||
public:
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Singleton accessors
|
||||
static CMaterialManager s_cInstance;
|
||||
inline static CMaterialManager& Instance()
|
||||
{
|
||||
inline static CMaterialManager &Instance() {
|
||||
return s_cInstance;
|
||||
}
|
||||
|
||||
|
@ -137,20 +132,17 @@ namespace AssimpView
|
|||
// The function tries to find a valid path for a texture
|
||||
int LoadTexture(IDirect3DTexture9 **p_ppiOut, aiString *szPath);
|
||||
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Getter for m_iShaderCount
|
||||
//
|
||||
inline unsigned int GetShaderCount()
|
||||
{
|
||||
inline unsigned int GetShaderCount() {
|
||||
return this->m_iShaderCount;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Reset the state of the class
|
||||
// Called whenever a new asset is loaded
|
||||
inline void Reset()
|
||||
{
|
||||
inline void Reset() {
|
||||
this->m_iShaderCount = 0;
|
||||
for (TextureCache::iterator it = sCachedTextures.begin(); it != sCachedTextures.end(); ++it) {
|
||||
(*it).second->Release();
|
||||
|
@ -159,7 +151,6 @@ namespace AssimpView
|
|||
}
|
||||
|
||||
private:
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// find a valid path to a texture file
|
||||
//
|
||||
|
@ -192,7 +183,6 @@ namespace AssimpView
|
|||
bool HasAlphaPixels(IDirect3DTexture9 *piTexture);
|
||||
|
||||
private:
|
||||
|
||||
//
|
||||
// Specifies the number of different shaders generated for
|
||||
// the current asset. This number is incremented by CreateMaterial()
|
||||
|
@ -205,4 +195,4 @@ namespace AssimpView
|
|||
TextureCache sCachedTextures;
|
||||
};
|
||||
|
||||
}
|
||||
} // namespace AssimpView
|
||||
|
|
|
@ -71,24 +71,14 @@ struct SceneAnimNode {
|
|||
int mChannelIndex;
|
||||
|
||||
//! Default construction
|
||||
SceneAnimNode()
|
||||
: mName()
|
||||
, mParent(nullptr)
|
||||
, mChildren()
|
||||
, mLocalTransform()
|
||||
, mGlobalTransform()
|
||||
, mChannelIndex(-1) {
|
||||
SceneAnimNode() :
|
||||
mName(), mParent(nullptr), mChildren(), mLocalTransform(), mGlobalTransform(), mChannelIndex(-1) {
|
||||
// empty
|
||||
}
|
||||
|
||||
//! Construction from a given name
|
||||
SceneAnimNode( const std::string& pName)
|
||||
: mName( pName)
|
||||
, mParent(nullptr)
|
||||
, mChildren()
|
||||
, mLocalTransform()
|
||||
, mGlobalTransform()
|
||||
, mChannelIndex(-1) {
|
||||
SceneAnimNode(const std::string &pName) :
|
||||
mName(pName), mParent(nullptr), mChildren(), mLocalTransform(), mGlobalTransform(), mChannelIndex(-1) {
|
||||
// empty
|
||||
}
|
||||
|
||||
|
@ -112,7 +102,6 @@ struct SceneAnimNode {
|
|||
*/
|
||||
class SceneAnimator {
|
||||
public:
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
/** Constructor for a given scene.
|
||||
*
|
||||
|
@ -205,7 +194,6 @@ public:
|
|||
}
|
||||
|
||||
protected:
|
||||
|
||||
/** Recursively creates an internal node structure matching the
|
||||
* current scene and animation.
|
||||
*/
|
||||
|
|
|
@ -1394,4 +1394,4 @@ std::string g_szCheckerBackgroundShader = std::string(
|
|||
"VertexShader = compile vs_3_0 DefaultVShader();\n"
|
||||
"}\n"
|
||||
"};\n");
|
||||
}; // namespace AssimpView
|
||||
} // namespace AssimpView
|
||||
|
|
|
@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
|
|||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
@ -41,7 +39,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
|
||||
#include "assimp_view.h"
|
||||
#include <assimp/StringUtils.h>
|
||||
#include <map>
|
||||
|
@ -113,11 +110,9 @@ aiMatrix4x4 g_mWorldRotate;
|
|||
aiVector3D g_vRotateSpeed = aiVector3D(0.5f, 0.5f, 0.5f);
|
||||
|
||||
// NOTE: The second light direction is now computed from the first
|
||||
aiVector3D g_avLightDirs[1] =
|
||||
{ aiVector3D(-0.5f,0.6f,0.2f) };
|
||||
aiVector3D g_avLightDirs[1] = { aiVector3D(-0.5f, 0.6f, 0.2f) };
|
||||
|
||||
D3DCOLOR g_avLightColors[3] =
|
||||
{
|
||||
D3DCOLOR g_avLightColors[3] = {
|
||||
D3DCOLOR_ARGB(0xFF, 0xFF, 0xFF, 0xFF),
|
||||
D3DCOLOR_ARGB(0xFF, 0xFF, 0x00, 0x00),
|
||||
D3DCOLOR_ARGB(0xFF, 0x05, 0x05, 0x05),
|
||||
|
@ -145,14 +140,12 @@ unsigned char* g_szImageMask = nullptr;
|
|||
|
||||
float g_fLoadTime = 0.0f;
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
// Entry point for the loader thread
|
||||
// The loader thread loads the asset while the progress dialog displays the
|
||||
// smart progress bar
|
||||
//-------------------------------------------------------------------------------
|
||||
DWORD WINAPI LoadThreadProc(LPVOID lpParameter)
|
||||
{
|
||||
DWORD WINAPI LoadThreadProc(LPVOID lpParameter) {
|
||||
UNREFERENCED_PARAMETER(lpParameter);
|
||||
|
||||
// get current time
|
||||
|
@ -186,8 +179,7 @@ DWORD WINAPI LoadThreadProc(LPVOID lpParameter)
|
|||
g_bLoadingFinished = true;
|
||||
|
||||
// check whether the loading process has failed ...
|
||||
if (nullptr == g_pcAsset->pcScene)
|
||||
{
|
||||
if (nullptr == g_pcAsset->pcScene) {
|
||||
CLogDisplay::Instance().AddEntry("[ERROR] Unable to load this asset:",
|
||||
D3DCOLOR_ARGB(0xFF, 0xFF, 0, 0));
|
||||
|
||||
|
@ -204,8 +196,7 @@ DWORD WINAPI LoadThreadProc(LPVOID lpParameter)
|
|||
// load the current asset
|
||||
// THe path to the asset is specified in the global path variable
|
||||
//-------------------------------------------------------------------------------
|
||||
int LoadAsset()
|
||||
{
|
||||
int LoadAsset() {
|
||||
// set the world and world rotation matrices to the identity
|
||||
g_mWorldRotate = aiMatrix4x4();
|
||||
g_mWorld = aiMatrix4x4();
|
||||
|
@ -225,8 +216,7 @@ int LoadAsset()
|
|||
g_pcAsset = new AssetHelper();
|
||||
g_hThreadHandle = CreateThread(nullptr, 0, &LoadThreadProc, nullptr, 0, &dwID);
|
||||
|
||||
if (!g_hThreadHandle)
|
||||
{
|
||||
if (!g_hThreadHandle) {
|
||||
CLogDisplay::Instance().AddEntry(
|
||||
"[ERROR] Unable to create helper thread for loading",
|
||||
D3DCOLOR_ARGB(0xFF, 0xFF, 0, 0));
|
||||
|
@ -243,10 +233,8 @@ int LoadAsset()
|
|||
|
||||
// now we should have loaded the asset. Check this ...
|
||||
g_bLoadingFinished = false;
|
||||
if (!g_pcAsset || !g_pcAsset->pcScene)
|
||||
{
|
||||
if (g_pcAsset)
|
||||
{
|
||||
if (!g_pcAsset || !g_pcAsset->pcScene) {
|
||||
if (g_pcAsset) {
|
||||
delete g_pcAsset;
|
||||
g_pcAsset = nullptr;
|
||||
}
|
||||
|
@ -259,7 +247,6 @@ int LoadAsset()
|
|||
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes; ++i)
|
||||
g_pcAsset->apcMeshes[i] = new AssetHelper::MeshHelper();
|
||||
|
||||
|
||||
// create animator
|
||||
g_pcAsset->mAnimator = new SceneAnimator(g_pcAsset->pcScene);
|
||||
|
||||
|
@ -285,8 +272,7 @@ int LoadAsset()
|
|||
if (!g_pcAsset->pcScene->HasAnimations()) {
|
||||
EnableWindow(GetDlgItem(g_hDlg, IDC_PLAY), FALSE);
|
||||
EnableWindow(GetDlgItem(g_hDlg, IDC_SLIDERANIM), FALSE);
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
EnableWindow(GetDlgItem(g_hDlg, IDC_PLAY), TRUE);
|
||||
EnableWindow(GetDlgItem(g_hDlg, IDC_SLIDERANIM), TRUE);
|
||||
}
|
||||
|
@ -305,7 +291,6 @@ int LoadAsset()
|
|||
return 1;
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
// Delete the loaded asset
|
||||
// The function does nothing is no asset is loaded
|
||||
|
@ -320,8 +305,7 @@ int DeleteAsset(void) {
|
|||
|
||||
// delete everything
|
||||
DeleteAssetData();
|
||||
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
|
||||
{
|
||||
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes; ++i) {
|
||||
delete g_pcAsset->apcMeshes[i];
|
||||
}
|
||||
aiReleaseImport(g_pcAsset->pcScene);
|
||||
|
@ -342,7 +326,6 @@ int DeleteAsset(void) {
|
|||
return 1;
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
// Calculate the boundaries of a given node and all of its children
|
||||
// The boundaries are in Worldspace (AABB)
|
||||
|
@ -358,11 +341,8 @@ int CalculateBounds(aiNode* piNode, aiVector3D* p_avOut, const aiMatrix4x4& piMa
|
|||
mTemp.Transpose();
|
||||
aiMatrix4x4 aiMe = mTemp * piMatrix;
|
||||
|
||||
for (unsigned int i = 0; i < piNode->mNumMeshes;++i)
|
||||
{
|
||||
for( unsigned int a = 0; a < g_pcAsset->pcScene->mMeshes[
|
||||
piNode->mMeshes[i]]->mNumVertices;++a)
|
||||
{
|
||||
for (unsigned int i = 0; i < piNode->mNumMeshes; ++i) {
|
||||
for (unsigned int a = 0; a < g_pcAsset->pcScene->mMeshes[piNode->mMeshes[i]]->mNumVertices; ++a) {
|
||||
aiVector3D pc = g_pcAsset->pcScene->mMeshes[piNode->mMeshes[i]]->mVertices[a];
|
||||
|
||||
aiVector3D pc1;
|
||||
|
@ -377,8 +357,7 @@ int CalculateBounds(aiNode* piNode, aiVector3D* p_avOut, const aiMatrix4x4& piMa
|
|||
p_avOut[1].z = max(p_avOut[1].z, pc1.z);
|
||||
}
|
||||
}
|
||||
for (unsigned int i = 0; i < piNode->mNumChildren;++i)
|
||||
{
|
||||
for (unsigned int i = 0; i < piNode->mNumChildren; ++i) {
|
||||
CalculateBounds(piNode->mChildren[i], p_avOut, aiMe);
|
||||
}
|
||||
return 1;
|
||||
|
@ -388,13 +367,11 @@ int CalculateBounds(aiNode* piNode, aiVector3D* p_avOut, const aiMatrix4x4& piMa
|
|||
// The function calculates the boundaries of the mesh and modifies the
|
||||
// global world transformation matrix according to the aset AABB
|
||||
//-------------------------------------------------------------------------------
|
||||
int ScaleAsset(void)
|
||||
{
|
||||
int ScaleAsset(void) {
|
||||
aiVector3D aiVecs[2] = { aiVector3D(1e10f, 1e10f, 1e10f),
|
||||
aiVector3D(-1e10f, -1e10f, -1e10f) };
|
||||
|
||||
if (g_pcAsset->pcScene->mRootNode)
|
||||
{
|
||||
if (g_pcAsset->pcScene->mRootNode) {
|
||||
aiMatrix4x4 m;
|
||||
CalculateBounds(g_pcAsset->pcScene->mRootNode, aiVecs, m);
|
||||
}
|
||||
|
@ -422,8 +399,7 @@ int ScaleAsset(void)
|
|||
// pcMesh Input mesh
|
||||
// pcSource Source mesh from ASSIMP
|
||||
//-------------------------------------------------------------------------------
|
||||
int GenerateNormalsAsLineList(AssetHelper::MeshHelper* pcMesh,const aiMesh* pcSource)
|
||||
{
|
||||
int GenerateNormalsAsLineList(AssetHelper::MeshHelper *pcMesh, const aiMesh *pcSource) {
|
||||
ai_assert(nullptr != pcMesh);
|
||||
ai_assert(nullptr != pcSource);
|
||||
|
||||
|
@ -434,8 +410,7 @@ int GenerateNormalsAsLineList(AssetHelper::MeshHelper* pcMesh,const aiMesh* pcSo
|
|||
pcSource->mNumVertices * 2,
|
||||
D3DUSAGE_WRITEONLY,
|
||||
AssetHelper::LineVertex::GetFVF(),
|
||||
D3DPOOL_DEFAULT, &pcMesh->piVBNormals,nullptr)))
|
||||
{
|
||||
D3DPOOL_DEFAULT, &pcMesh->piVBNormals, nullptr))) {
|
||||
CLogDisplay::Instance().AddEntry("Failed to create vertex buffer for the normal list",
|
||||
D3DCOLOR_ARGB(0xFF, 0xFF, 0, 0));
|
||||
return 2;
|
||||
|
@ -444,8 +419,7 @@ int GenerateNormalsAsLineList(AssetHelper::MeshHelper* pcMesh,const aiMesh* pcSo
|
|||
// now fill the vertex buffer with data
|
||||
AssetHelper::LineVertex *pbData2;
|
||||
pcMesh->piVBNormals->Lock(0, 0, (void **)&pbData2, 0);
|
||||
for (unsigned int x = 0; x < pcSource->mNumVertices;++x)
|
||||
{
|
||||
for (unsigned int x = 0; x < pcSource->mNumVertices; ++x) {
|
||||
pbData2->vPosition = pcSource->mVertices[x];
|
||||
|
||||
++pbData2;
|
||||
|
@ -472,16 +446,14 @@ int GenerateNormalsAsLineList(AssetHelper::MeshHelper* pcMesh,const aiMesh* pcSo
|
|||
// Create the native D3D representation of the asset: vertex buffers,
|
||||
// index buffers, materials ...
|
||||
//-------------------------------------------------------------------------------
|
||||
int CreateAssetData()
|
||||
{
|
||||
int CreateAssetData() {
|
||||
if (!g_pcAsset) return 0;
|
||||
|
||||
// reset all subsystems
|
||||
CMaterialManager::Instance().Reset();
|
||||
CDisplay::Instance().Reset();
|
||||
|
||||
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
|
||||
{
|
||||
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes; ++i) {
|
||||
const aiMesh *mesh = g_pcAsset->pcScene->mMeshes[i];
|
||||
|
||||
// create the material for the mesh
|
||||
|
@ -534,8 +506,7 @@ int CreateAssetData()
|
|||
D3DFMT_INDEX32,
|
||||
D3DPOOL_DEFAULT,
|
||||
&g_pcAsset->apcMeshes[i]->piIB,
|
||||
nullptr)))
|
||||
{
|
||||
nullptr))) {
|
||||
MessageBox(g_hDlg, "Failed to create 32 Bit index buffer",
|
||||
"ASSIMP Viewer Utility", MB_OK);
|
||||
return 2;
|
||||
|
@ -544,15 +515,12 @@ int CreateAssetData()
|
|||
// now fill the index buffer
|
||||
unsigned int *pbData;
|
||||
g_pcAsset->apcMeshes[i]->piIB->Lock(0, 0, (void **)&pbData, 0);
|
||||
for (unsigned int x = 0; x < mesh->mNumFaces;++x)
|
||||
{
|
||||
for (unsigned int a = 0; a < nidx;++a)
|
||||
{
|
||||
for (unsigned int x = 0; x < mesh->mNumFaces; ++x) {
|
||||
for (unsigned int a = 0; a < nidx; ++a) {
|
||||
*pbData++ = mesh->mFaces[x].mIndices[a];
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
// create 16 bit index buffer
|
||||
if (FAILED(g_piDevice->CreateIndexBuffer(2 *
|
||||
numIndices,
|
||||
|
@ -560,8 +528,7 @@ int CreateAssetData()
|
|||
D3DFMT_INDEX16,
|
||||
D3DPOOL_DEFAULT,
|
||||
&g_pcAsset->apcMeshes[i]->piIB,
|
||||
nullptr)))
|
||||
{
|
||||
nullptr))) {
|
||||
MessageBox(g_hDlg, "Failed to create 16 Bit index buffer",
|
||||
"ASSIMP Viewer Utility", MB_OK);
|
||||
return 2;
|
||||
|
@ -570,10 +537,8 @@ int CreateAssetData()
|
|||
// now fill the index buffer
|
||||
uint16_t *pbData;
|
||||
g_pcAsset->apcMeshes[i]->piIB->Lock(0, 0, (void **)&pbData, 0);
|
||||
for (unsigned int x = 0; x < mesh->mNumFaces;++x)
|
||||
{
|
||||
for (unsigned int a = 0; a < nidx;++a)
|
||||
{
|
||||
for (unsigned int x = 0; x < mesh->mNumFaces; ++x) {
|
||||
for (unsigned int a = 0; a < nidx; ++a) {
|
||||
*pbData++ = (uint16_t)mesh->mFaces[x].mIndices[a];
|
||||
}
|
||||
}
|
||||
|
@ -591,19 +556,18 @@ int CreateAssetData()
|
|||
// now fill the vertex buffer
|
||||
AssetHelper::Vertex *pbData2;
|
||||
g_pcAsset->apcMeshes[i]->piVB->Lock(0, 0, (void **)&pbData2, 0);
|
||||
for (unsigned int x = 0; x < mesh->mNumVertices;++x)
|
||||
{
|
||||
for (unsigned int x = 0; x < mesh->mNumVertices; ++x) {
|
||||
pbData2->vPosition = mesh->mVertices[x];
|
||||
|
||||
if (nullptr == mesh->mNormals)
|
||||
pbData2->vNormal = aiVector3D(0.0f, 0.0f, 0.0f);
|
||||
else pbData2->vNormal = mesh->mNormals[x];
|
||||
else
|
||||
pbData2->vNormal = mesh->mNormals[x];
|
||||
|
||||
if (nullptr == mesh->mTangents) {
|
||||
pbData2->vTangent = aiVector3D(0.0f, 0.0f, 0.0f);
|
||||
pbData2->vBitangent = aiVector3D(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
pbData2->vTangent = mesh->mTangents[x];
|
||||
pbData2->vBitangent = mesh->mBitangents[x];
|
||||
}
|
||||
|
@ -614,39 +578,37 @@ int CreateAssetData()
|
|||
((unsigned char)max(min(mesh->mColors[0][x].r * 255.0f, 255.0f), 0.0f)),
|
||||
((unsigned char)max(min(mesh->mColors[0][x].g * 255.0f, 255.0f), 0.0f)),
|
||||
((unsigned char)max(min(mesh->mColors[0][x].b * 255.0f, 255.0f), 0.0f)));
|
||||
}
|
||||
else pbData2->dColorDiffuse = D3DCOLOR_ARGB(0xFF,0xff,0xff,0xff);
|
||||
} else
|
||||
pbData2->dColorDiffuse = D3DCOLOR_ARGB(0xFF, 0xff, 0xff, 0xff);
|
||||
|
||||
// ignore a third texture coordinate component
|
||||
if (mesh->HasTextureCoords(0)) {
|
||||
pbData2->vTextureUV = aiVector2D(
|
||||
mesh->mTextureCoords[0][x].x,
|
||||
mesh->mTextureCoords[0][x].y);
|
||||
}
|
||||
else pbData2->vTextureUV = aiVector2D(0.5f,0.5f);
|
||||
} else
|
||||
pbData2->vTextureUV = aiVector2D(0.5f, 0.5f);
|
||||
|
||||
if (mesh->HasTextureCoords(1)) {
|
||||
pbData2->vTextureUV2 = aiVector2D(
|
||||
mesh->mTextureCoords[1][x].x,
|
||||
mesh->mTextureCoords[1][x].y);
|
||||
}
|
||||
else pbData2->vTextureUV2 = aiVector2D(0.5f,0.5f);
|
||||
} else
|
||||
pbData2->vTextureUV2 = aiVector2D(0.5f, 0.5f);
|
||||
|
||||
// Bone indices and weights
|
||||
if (mesh->HasBones()) {
|
||||
unsigned char boneIndices[4] = { 0, 0, 0, 0 };
|
||||
unsigned char boneWeights[4] = { 0, 0, 0, 0 };
|
||||
ai_assert(weightsPerVertex[x].size() <= 4);
|
||||
for( unsigned int a = 0; a < weightsPerVertex[x].size(); a++)
|
||||
{
|
||||
for (unsigned int a = 0; a < weightsPerVertex[x].size(); a++) {
|
||||
boneIndices[a] = static_cast<unsigned char>(weightsPerVertex[x][a].mVertexId);
|
||||
boneWeights[a] = (unsigned char)(weightsPerVertex[x][a].mWeight * 255.0f);
|
||||
}
|
||||
|
||||
memcpy(pbData2->mBoneIndices, boneIndices, sizeof(boneIndices));
|
||||
memcpy(pbData2->mBoneWeights, boneWeights, sizeof(boneWeights));
|
||||
} else
|
||||
{
|
||||
} else {
|
||||
memset(pbData2->mBoneIndices, 0, sizeof(pbData2->mBoneIndices));
|
||||
memset(pbData2->mBoneWeights, 0, sizeof(pbData2->mBoneWeights));
|
||||
}
|
||||
|
@ -667,25 +629,20 @@ int CreateAssetData()
|
|||
// Delete all effects, textures, vertex buffers ... associated with
|
||||
// an asset
|
||||
//-------------------------------------------------------------------------------
|
||||
int DeleteAssetData(bool bNoMaterials)
|
||||
{
|
||||
int DeleteAssetData(bool bNoMaterials) {
|
||||
if (!g_pcAsset) return 0;
|
||||
|
||||
// TODO: Move this to a proper destructor
|
||||
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
|
||||
{
|
||||
if(g_pcAsset->apcMeshes[i]->piVB)
|
||||
{
|
||||
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes; ++i) {
|
||||
if (g_pcAsset->apcMeshes[i]->piVB) {
|
||||
g_pcAsset->apcMeshes[i]->piVB->Release();
|
||||
g_pcAsset->apcMeshes[i]->piVB = nullptr;
|
||||
}
|
||||
if(g_pcAsset->apcMeshes[i]->piVBNormals)
|
||||
{
|
||||
if (g_pcAsset->apcMeshes[i]->piVBNormals) {
|
||||
g_pcAsset->apcMeshes[i]->piVBNormals->Release();
|
||||
g_pcAsset->apcMeshes[i]->piVBNormals = nullptr;
|
||||
}
|
||||
if(g_pcAsset->apcMeshes[i]->piIB)
|
||||
{
|
||||
if (g_pcAsset->apcMeshes[i]->piIB) {
|
||||
g_pcAsset->apcMeshes[i]->piIB->Release();
|
||||
g_pcAsset->apcMeshes[i]->piIB = nullptr;
|
||||
}
|
||||
|
@ -698,45 +655,36 @@ int DeleteAssetData(bool bNoMaterials)
|
|||
// delete[] g_pcAsset->apcMeshes[i]->pvOriginalNormals;
|
||||
//}
|
||||
|
||||
if (!bNoMaterials)
|
||||
{
|
||||
if(g_pcAsset->apcMeshes[i]->piEffect)
|
||||
{
|
||||
if (!bNoMaterials) {
|
||||
if (g_pcAsset->apcMeshes[i]->piEffect) {
|
||||
g_pcAsset->apcMeshes[i]->piEffect->Release();
|
||||
g_pcAsset->apcMeshes[i]->piEffect = nullptr;
|
||||
}
|
||||
if(g_pcAsset->apcMeshes[i]->piDiffuseTexture)
|
||||
{
|
||||
if (g_pcAsset->apcMeshes[i]->piDiffuseTexture) {
|
||||
g_pcAsset->apcMeshes[i]->piDiffuseTexture->Release();
|
||||
g_pcAsset->apcMeshes[i]->piDiffuseTexture = nullptr;
|
||||
}
|
||||
if(g_pcAsset->apcMeshes[i]->piNormalTexture)
|
||||
{
|
||||
if (g_pcAsset->apcMeshes[i]->piNormalTexture) {
|
||||
g_pcAsset->apcMeshes[i]->piNormalTexture->Release();
|
||||
g_pcAsset->apcMeshes[i]->piNormalTexture = nullptr;
|
||||
}
|
||||
if(g_pcAsset->apcMeshes[i]->piSpecularTexture)
|
||||
{
|
||||
if (g_pcAsset->apcMeshes[i]->piSpecularTexture) {
|
||||
g_pcAsset->apcMeshes[i]->piSpecularTexture->Release();
|
||||
g_pcAsset->apcMeshes[i]->piSpecularTexture = nullptr;
|
||||
}
|
||||
if(g_pcAsset->apcMeshes[i]->piAmbientTexture)
|
||||
{
|
||||
if (g_pcAsset->apcMeshes[i]->piAmbientTexture) {
|
||||
g_pcAsset->apcMeshes[i]->piAmbientTexture->Release();
|
||||
g_pcAsset->apcMeshes[i]->piAmbientTexture = nullptr;
|
||||
}
|
||||
if(g_pcAsset->apcMeshes[i]->piEmissiveTexture)
|
||||
{
|
||||
if (g_pcAsset->apcMeshes[i]->piEmissiveTexture) {
|
||||
g_pcAsset->apcMeshes[i]->piEmissiveTexture->Release();
|
||||
g_pcAsset->apcMeshes[i]->piEmissiveTexture = nullptr;
|
||||
}
|
||||
if(g_pcAsset->apcMeshes[i]->piOpacityTexture)
|
||||
{
|
||||
if (g_pcAsset->apcMeshes[i]->piOpacityTexture) {
|
||||
g_pcAsset->apcMeshes[i]->piOpacityTexture->Release();
|
||||
g_pcAsset->apcMeshes[i]->piOpacityTexture = nullptr;
|
||||
}
|
||||
if(g_pcAsset->apcMeshes[i]->piShininessTexture)
|
||||
{
|
||||
if (g_pcAsset->apcMeshes[i]->piShininessTexture) {
|
||||
g_pcAsset->apcMeshes[i]->piShininessTexture->Release();
|
||||
g_pcAsset->apcMeshes[i]->piShininessTexture = nullptr;
|
||||
}
|
||||
|
@ -745,22 +693,17 @@ int DeleteAssetData(bool bNoMaterials)
|
|||
return 1;
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
// Switch between zoom/rotate view and the standard FPS view
|
||||
// g_bFPSView specifies the view mode to setup
|
||||
//-------------------------------------------------------------------------------
|
||||
int SetupFPSView()
|
||||
{
|
||||
if (!g_bFPSView)
|
||||
{
|
||||
int SetupFPSView() {
|
||||
if (!g_bFPSView) {
|
||||
g_sCamera.vPos = aiVector3D(0.0f, 0.0f, g_fWheelPos);
|
||||
g_sCamera.vLookAt = aiVector3D(0.0f, 0.0f, 1.0f);
|
||||
g_sCamera.vUp = aiVector3D(0.0f, 1.0f, 0.0f);
|
||||
g_sCamera.vRight = aiVector3D(0.0f, 1.0f, 0.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
g_fWheelPos = g_sCamera.vPos.z;
|
||||
g_sCamera.vPos = aiVector3D(0.0f, 0.0f, -10.0f);
|
||||
g_sCamera.vLookAt = aiVector3D(0.0f, 0.0f, 1.0f);
|
||||
|
@ -774,26 +717,21 @@ int SetupFPSView()
|
|||
// Initialize the IDIrect3D interface
|
||||
// Called by the WinMain
|
||||
//-------------------------------------------------------------------------------
|
||||
int InitD3D(void)
|
||||
{
|
||||
if (nullptr == g_piD3D)
|
||||
{
|
||||
int InitD3D(void) {
|
||||
if (nullptr == g_piD3D) {
|
||||
g_piD3D = Direct3DCreate9(D3D_SDK_VERSION);
|
||||
if (nullptr == g_piD3D) return 0;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
// Release the IDirect3D interface.
|
||||
// NOTE: Assumes that the device has already been deleted
|
||||
//-------------------------------------------------------------------------------
|
||||
int ShutdownD3D(void)
|
||||
{
|
||||
int ShutdownD3D(void) {
|
||||
ShutdownDevice();
|
||||
if (nullptr != g_piD3D)
|
||||
{
|
||||
if (nullptr != g_piD3D) {
|
||||
g_piD3D->Release();
|
||||
g_piD3D = nullptr;
|
||||
}
|
||||
|
@ -801,8 +739,7 @@ int ShutdownD3D(void)
|
|||
}
|
||||
|
||||
template <class TComPtr>
|
||||
inline
|
||||
void SafeRelease(TComPtr *&ptr) {
|
||||
inline void SafeRelease(TComPtr *&ptr) {
|
||||
if (nullptr != ptr) {
|
||||
ptr->Release();
|
||||
ptr = nullptr;
|
||||
|
@ -813,8 +750,7 @@ void SafeRelease(TComPtr *&ptr) {
|
|||
// Shutdown the D3D device object and all resources associated with it
|
||||
// NOTE: Assumes that the asset has already been deleted
|
||||
//-------------------------------------------------------------------------------
|
||||
int ShutdownDevice(void)
|
||||
{
|
||||
int ShutdownDevice(void) {
|
||||
// release other subsystems
|
||||
CBackgroundPainter::Instance().ReleaseNativeResource();
|
||||
CLogDisplay::Instance().ReleaseNativeResource();
|
||||
|
@ -837,11 +773,9 @@ int ShutdownDevice(void)
|
|||
return 1;
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
//-------------------------------------------------------------------------------
|
||||
int CreateHUDTexture()
|
||||
{
|
||||
int CreateHUDTexture() {
|
||||
// lock the memory resource ourselves
|
||||
HRSRC res = FindResource(nullptr, MAKEINTRESOURCE(IDR_HUD), RT_RCDATA);
|
||||
HGLOBAL hg = LoadResource(nullptr, res);
|
||||
|
@ -860,8 +794,7 @@ int CreateHUDTexture()
|
|||
0,
|
||||
nullptr,
|
||||
nullptr,
|
||||
&g_pcTexture)))
|
||||
{
|
||||
&g_pcTexture))) {
|
||||
CLogDisplay::Instance().AddEntry("[ERROR] Unable to load HUD texture",
|
||||
D3DCOLOR_ARGB(0xFF, 0xFF, 0, 0));
|
||||
|
||||
|
@ -877,7 +810,6 @@ int CreateHUDTexture()
|
|||
D3DSURFACE_DESC sDesc;
|
||||
g_pcTexture->GetLevelDesc(0, &sDesc);
|
||||
|
||||
|
||||
// lock the memory resource ourselves
|
||||
res = FindResource(nullptr, MAKEINTRESOURCE(IDR_HUDMASK), RT_RCDATA);
|
||||
hg = LoadResource(nullptr, res);
|
||||
|
@ -897,8 +829,7 @@ int CreateHUDTexture()
|
|||
0,
|
||||
nullptr,
|
||||
nullptr,
|
||||
&pcTex)))
|
||||
{
|
||||
&pcTex))) {
|
||||
CLogDisplay::Instance().AddEntry("[ERROR] Unable to load HUD mask texture",
|
||||
D3DCOLOR_ARGB(0xFF, 0xFF, 0, 0));
|
||||
g_szImageMask = nullptr;
|
||||
|
@ -917,8 +848,7 @@ int CreateHUDTexture()
|
|||
unsigned char *_szOut = szOut;
|
||||
|
||||
unsigned char *szCur = (unsigned char *)sRect.pBits;
|
||||
for (unsigned int y = 0; y < sDesc.Height;++y)
|
||||
{
|
||||
for (unsigned int y = 0; y < sDesc.Height; ++y) {
|
||||
memcpy(_szOut, szCur, sDesc.Width);
|
||||
|
||||
szCur += sRect.Pitch;
|
||||
|
@ -933,8 +863,7 @@ int CreateHUDTexture()
|
|||
|
||||
//-------------------------------------------------------------------------------
|
||||
//-------------------------------------------------------------------------------
|
||||
int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/)
|
||||
{
|
||||
int CreateDevice(bool p_bMultiSample, bool p_bSuperSample, bool bHW /*= true*/) {
|
||||
D3DDEVTYPE eType = bHW ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF;
|
||||
|
||||
// get the client rectangle of the window.
|
||||
|
@ -962,30 +891,25 @@ int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/)
|
|||
|
||||
// check whether we can use a D32 depth buffer format
|
||||
if (SUCCEEDED(g_piD3D->CheckDepthStencilMatch(0, eType,
|
||||
D3DFMT_X8R8G8B8,D3DFMT_X8R8G8B8,D3DFMT_D32)))
|
||||
{
|
||||
D3DFMT_X8R8G8B8, D3DFMT_X8R8G8B8, D3DFMT_D32))) {
|
||||
sParams.AutoDepthStencilFormat = D3DFMT_D32;
|
||||
}
|
||||
else sParams.AutoDepthStencilFormat = D3DFMT_D24X8;
|
||||
} else
|
||||
sParams.AutoDepthStencilFormat = D3DFMT_D24X8;
|
||||
|
||||
// find the highest multisample type available on this device
|
||||
D3DMULTISAMPLE_TYPE sMS = D3DMULTISAMPLE_2_SAMPLES;
|
||||
D3DMULTISAMPLE_TYPE sMSOut = D3DMULTISAMPLE_NONE;
|
||||
DWORD dwQuality = 0;
|
||||
if (p_bMultiSample)
|
||||
{
|
||||
if (p_bMultiSample) {
|
||||
while ((D3DMULTISAMPLE_TYPE)(D3DMULTISAMPLE_16_SAMPLES + 1) !=
|
||||
(sMS = (D3DMULTISAMPLE_TYPE)(sMS + 1)))
|
||||
{
|
||||
(sMS = (D3DMULTISAMPLE_TYPE)(sMS + 1))) {
|
||||
if (SUCCEEDED(g_piD3D->CheckDeviceMultiSampleType(0, eType,
|
||||
sMode.Format,TRUE,sMS,&dwQuality)))
|
||||
{
|
||||
sMode.Format, TRUE, sMS, &dwQuality))) {
|
||||
sMSOut = sMS;
|
||||
}
|
||||
}
|
||||
if (0 != dwQuality) dwQuality -= 1;
|
||||
|
||||
|
||||
sParams.MultiSampleQuality = dwQuality;
|
||||
sParams.MultiSampleType = sMSOut;
|
||||
}
|
||||
|
@ -999,8 +923,7 @@ int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/)
|
|||
creationFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
|
||||
|
||||
// create the D3D9 device object. with software-vertexprocessing if VS2.0 isn`t supported in hardware
|
||||
if(FAILED(g_piD3D->CreateDevice(0,eType, g_hDlg, creationFlags ,&sParams,&g_piDevice)))
|
||||
{
|
||||
if (FAILED(g_piD3D->CreateDevice(0, eType, g_hDlg, creationFlags, &sParams, &g_piDevice))) {
|
||||
// if hardware fails use software rendering instead
|
||||
if (bHW) return CreateDevice(p_bMultiSample, p_bSuperSample, false);
|
||||
return 0;
|
||||
|
@ -1008,8 +931,7 @@ int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/)
|
|||
|
||||
// create a vertex declaration to match the vertex
|
||||
D3DVERTEXELEMENT9 *vdecl = AssetHelper::Vertex::GetDeclarationElements();
|
||||
if( FAILED( g_piDevice->CreateVertexDeclaration( vdecl, &gDefaultVertexDecl)))
|
||||
{
|
||||
if (FAILED(g_piDevice->CreateVertexDeclaration(vdecl, &gDefaultVertexDecl))) {
|
||||
MessageBox(g_hDlg, "Failed to create vertex declaration", "Init", MB_OK);
|
||||
return 0;
|
||||
}
|
||||
|
@ -1017,8 +939,7 @@ int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/)
|
|||
|
||||
// get the capabilities of the device object
|
||||
g_piDevice->GetDeviceCaps(&g_sCaps);
|
||||
if(g_sCaps.PixelShaderVersion < D3DPS_VERSION(3,0))
|
||||
{
|
||||
if (g_sCaps.PixelShaderVersion < D3DPS_VERSION(3, 0)) {
|
||||
EnableWindow(GetDlgItem(g_hDlg, IDC_LOWQUALITY), FALSE);
|
||||
}
|
||||
|
||||
|
@ -1031,17 +952,14 @@ int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/)
|
|||
nullptr,
|
||||
AI_SHADER_COMPILE_FLAGS,
|
||||
nullptr,
|
||||
&g_piDefaultEffect,&piBuffer)))
|
||||
{
|
||||
if( piBuffer)
|
||||
{
|
||||
&g_piDefaultEffect, &piBuffer))) {
|
||||
if (piBuffer) {
|
||||
MessageBox(g_hDlg, (LPCSTR)piBuffer->GetBufferPointer(), "HLSL", MB_OK);
|
||||
piBuffer->Release();
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
if( piBuffer)
|
||||
{
|
||||
if (piBuffer) {
|
||||
piBuffer->Release();
|
||||
piBuffer = nullptr;
|
||||
}
|
||||
|
@ -1053,17 +971,14 @@ int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/)
|
|||
// create the shader used to draw the HUD
|
||||
if (FAILED(D3DXCreateEffect(g_piDevice,
|
||||
g_szPassThroughShader.c_str(), (UINT)g_szPassThroughShader.length(),
|
||||
nullptr,nullptr,AI_SHADER_COMPILE_FLAGS,nullptr,&g_piPassThroughEffect,&piBuffer)))
|
||||
{
|
||||
if( piBuffer)
|
||||
{
|
||||
nullptr, nullptr, AI_SHADER_COMPILE_FLAGS, nullptr, &g_piPassThroughEffect, &piBuffer))) {
|
||||
if (piBuffer) {
|
||||
MessageBox(g_hDlg, (LPCSTR)piBuffer->GetBufferPointer(), "HLSL", MB_OK);
|
||||
piBuffer->Release();
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
if( piBuffer)
|
||||
{
|
||||
if (piBuffer) {
|
||||
piBuffer->Release();
|
||||
piBuffer = nullptr;
|
||||
}
|
||||
|
@ -1075,17 +990,14 @@ int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/)
|
|||
// create the shader used to visualize normal vectors
|
||||
if (FAILED(D3DXCreateEffect(g_piDevice,
|
||||
g_szNormalsShader.c_str(), (UINT)g_szNormalsShader.length(),
|
||||
nullptr,nullptr,AI_SHADER_COMPILE_FLAGS,nullptr,&g_piNormalsEffect, &piBuffer)))
|
||||
{
|
||||
if( piBuffer)
|
||||
{
|
||||
nullptr, nullptr, AI_SHADER_COMPILE_FLAGS, nullptr, &g_piNormalsEffect, &piBuffer))) {
|
||||
if (piBuffer) {
|
||||
MessageBox(g_hDlg, (LPCSTR)piBuffer->GetBufferPointer(), "HLSL", MB_OK);
|
||||
piBuffer->Release();
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
if( piBuffer)
|
||||
{
|
||||
if (piBuffer) {
|
||||
piBuffer->Release();
|
||||
piBuffer = nullptr;
|
||||
}
|
||||
|
@ -1108,15 +1020,13 @@ int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/)
|
|||
}
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
int CreateDevice()
|
||||
{
|
||||
int CreateDevice() {
|
||||
return CreateDevice(g_sOptions.bMultiSample,
|
||||
g_sOptions.bSuperSample);
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
int GetProjectionMatrix (aiMatrix4x4& p_mOut)
|
||||
{
|
||||
int GetProjectionMatrix(aiMatrix4x4 &p_mOut) {
|
||||
const float fFarPlane = 100.0f;
|
||||
const float fNearPlane = 0.1f;
|
||||
const float fFOV = (float)(45.0 * 0.0174532925);
|
||||
|
@ -1139,8 +1049,7 @@ int GetProjectionMatrix (aiMatrix4x4& p_mOut)
|
|||
}
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
aiVector3D GetCameraMatrix (aiMatrix4x4& p_mOut)
|
||||
{
|
||||
aiVector3D GetCameraMatrix(aiMatrix4x4 &p_mOut) {
|
||||
D3DXMATRIX view;
|
||||
D3DXMatrixIdentity(&view);
|
||||
|
||||
|
@ -1175,4 +1084,4 @@ aiVector3D GetCameraMatrix (aiMatrix4x4& p_mOut)
|
|||
return g_sCamera.vPos;
|
||||
}
|
||||
|
||||
}
|
||||
} // namespace AssimpView
|
||||
|
|
|
@ -51,24 +51,24 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#include "resource.h"
|
||||
|
||||
#include <assert.h>
|
||||
#include <stdlib.h>
|
||||
#include <malloc.h>
|
||||
#include <memory.h>
|
||||
#include <tchar.h>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <tchar.h>
|
||||
#include <time.h>
|
||||
|
||||
// Include ASSIMP headers (XXX: do we really need all of them?)
|
||||
#include <assimp/cimport.h>
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/ai_assert.h>
|
||||
#include <assimp/cfileio.h>
|
||||
#include <assimp/cimport.h>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/IOSystem.hpp>
|
||||
#include <assimp/IOStream.hpp>
|
||||
#include <assimp/LogStream.hpp>
|
||||
#include <assimp/DefaultLogger.hpp>
|
||||
#include <assimp/IOStream.hpp>
|
||||
#include <assimp/IOSystem.hpp>
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/LogStream.hpp>
|
||||
|
||||
#include "Material/MaterialSystem.h" // aiMaterial class
|
||||
#include <assimp/StringComparison.h> // ASSIMP_stricmp and ASSIMP_strincmp
|
||||
|
@ -79,23 +79,21 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#define MOVE_SPEED 3.f
|
||||
|
||||
#include "AssetHelper.h"
|
||||
#include "Camera.h"
|
||||
#include "RenderOptions.h"
|
||||
#include "Shaders.h"
|
||||
#include "Background.h"
|
||||
#include "Camera.h"
|
||||
#include "Display.h"
|
||||
#include "LogDisplay.h"
|
||||
#include "LogWindow.h"
|
||||
#include "Display.h"
|
||||
#include "MeshRenderer.h"
|
||||
#include "MaterialManager.h"
|
||||
|
||||
#include "MeshRenderer.h"
|
||||
#include "RenderOptions.h"
|
||||
#include "Shaders.h"
|
||||
|
||||
// outside of namespace, to help Intellisense and solve boost::metatype_stuff_miracle
|
||||
#include "AnimEvaluator.h"
|
||||
#include "SceneAnimator.h"
|
||||
|
||||
namespace AssimpView
|
||||
{
|
||||
namespace AssimpView {
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
// Function prototypes
|
||||
|
@ -125,7 +123,6 @@ void HandleMouseInputSkyBox( void );
|
|||
void HandleKeyboardInputTextureView(void);
|
||||
void HandleMouseInputTextureView(void);
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
//
|
||||
// Dialog procedure for the progress bar window
|
||||
|
@ -161,7 +158,6 @@ INT_PTR CALLBACK AboutMessageProc(HWND hwndDlg,UINT uMsg,
|
|||
INT_PTR CALLBACK HelpDialogProc(HWND hwndDlg, UINT uMsg,
|
||||
WPARAM wParam, LPARAM lParam);
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
// Handle command line parameters
|
||||
//
|
||||
|
@ -170,22 +166,18 @@ INT_PTR CALLBACK HelpDialogProc(HWND hwndDlg,UINT uMsg,
|
|||
//-------------------------------------------------------------------------------
|
||||
void HandleCommandLine(char *p_szCommand);
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
template <class type, class intype>
|
||||
type clamp(intype in)
|
||||
{
|
||||
type clamp(intype in) {
|
||||
// for unsigned types only ...
|
||||
intype mask = (0x1u << (sizeof(type) * 8)) - 1;
|
||||
return (type)std::max((intype)0, std::min(in, mask));
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
// Position of the cursor relative to the 3ds max' like control circle
|
||||
//-------------------------------------------------------------------------------
|
||||
enum EClickPos
|
||||
{
|
||||
enum EClickPos {
|
||||
// The click was inside the inner circle (x,y axis)
|
||||
EClickPos_Circle,
|
||||
// The click was inside one of the vertical snap-ins
|
||||
|
@ -232,8 +224,8 @@ enum EClickPos
|
|||
|
||||
extern aiVector3D g_avLightDirs[1] /* =
|
||||
{ aiVector3D(-0.5f,0.6f,0.2f) ,
|
||||
aiVector3D(-0.5f,0.5f,0.5f)} */;
|
||||
|
||||
aiVector3D(-0.5f,0.5f,0.5f)} */
|
||||
;
|
||||
|
||||
extern POINT g_mousePos /*= {0,0};*/;
|
||||
extern POINT g_LastmousePos /*= {0,0}*/;
|
||||
|
@ -254,7 +246,6 @@ enum EClickPos
|
|||
extern Camera g_sCamera;
|
||||
extern AssetHelper *g_pcAsset /*= NULL*/;
|
||||
|
||||
|
||||
//
|
||||
// Contains the mask image for the HUD
|
||||
// (used to determine the position of a click)
|
||||
|
@ -264,7 +255,6 @@ enum EClickPos
|
|||
//
|
||||
extern unsigned char *g_szImageMask /*= NULL*/;
|
||||
|
||||
|
||||
extern float g_fACMR /*= 3.0f*/;
|
||||
extern IDirect3DQuery9 *g_piQuery;
|
||||
|
||||
|
@ -275,6 +265,6 @@ enum EClickPos
|
|||
|
||||
extern unsigned int ppsteps, ppstepsdefault;
|
||||
extern bool nopointslines;
|
||||
}
|
||||
} // namespace AssimpView
|
||||
|
||||
#endif // !! AV_MAIN_H_INCLUDED
|
Loading…
Reference in New Issue