Fix camera, light and bone unique ids

Bones don't have a unit test yet
pull/3188/head
RichardTea 2020-05-01 11:13:38 +01:00
parent 083ebdbc2e
commit ee16d2c4c9
1 changed files with 52 additions and 54 deletions

View File

@ -397,7 +397,7 @@ void ColladaExporter::WriteCamera(size_t pIndex) {
const std::string cameraId = GetObjectUniqueId(AiObjectType::Camera, pIndex);
const std::string cameraName = GetObjectName(AiObjectType::Camera, pIndex);
mOutput << startstr << "<camera id=\"" << cameraId << "-camera\" name=\"" << cameraName << "\" >" << endstr;
mOutput << startstr << "<camera id=\"" << cameraId << "\" name=\"" << cameraName << "\" >" << endstr;
PushTag();
mOutput << startstr << "<optics>" << endstr;
PushTag();
@ -450,7 +450,7 @@ void ColladaExporter::WriteLight(size_t pIndex) {
const std::string lightId = GetObjectUniqueId(AiObjectType::Light, pIndex);
const std::string lightName = GetObjectName(AiObjectType::Light, pIndex);
mOutput << startstr << "<light id=\"" << lightId << "-light\" name=\""
mOutput << startstr << "<light id=\"" << lightId << "\" name=\""
<< lightName << "\" >" << endstr;
PushTag();
mOutput << startstr << "<technique_common>" << endstr;
@ -874,7 +874,7 @@ void ColladaExporter::WriteController(size_t pIndex) {
mOutput << startstr << "<Name_array id=\"" << idstr << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\">";
for (size_t i = 0; i < mesh->mNumBones; ++i)
mOutput << GetBoneUniqueId(mesh->mBones[i]) << " ";
mOutput << GetBoneUniqueId(mesh->mBones[i]) << ' ';
mOutput << "</Name_array>" << endstr;
@ -1410,12 +1410,12 @@ 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;
}
}
@ -1424,6 +1424,7 @@ aiBone *findBone(const aiScene *scene, const char *name) {
}
// ------------------------------------------------------------------------------------------------
// 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;
@ -1432,15 +1433,17 @@ 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) {
@ -1451,7 +1454,7 @@ 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);
@ -1482,13 +1485,13 @@ void ColladaExporter::WriteNode(const aiNode *pNode) {
// Assimp-specific: nodes with no name cannot be associated with bones
const char *node_type;
bool is_joint, is_skeleton_root = false;
if (pNode->mName.length == 0 && nullptr == findBone(mScene, 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(mScene, pNode->mParent->mName.C_Str())) {
if (!pNode->mParent || nullptr == findBone(mScene, pNode->mParent->mName)) {
is_skeleton_root = true;
}
}
@ -1542,14 +1545,14 @@ void ColladaExporter::WriteNode(const 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;
}
}
@ -1620,16 +1623,17 @@ inline bool IsUniqueId(const std::unordered_set<std::string> &idSet, const std::
return (idSet.find(idStr) == idSet.end());
}
inline void MakeUniqueId(const std::unordered_set<std::string> &idSet, std::string &idStr) {
if (!IsUniqueId(idSet, idStr)) {
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 postfix = 1;
idStr.append("_");
while (!IsUniqueId(idSet, idStr + to_string(postfix))) {
++postfix;
}
idStr.append(to_string(postfix));
size_t idnum = 1;
do {
result = idPrefix + '_' + to_string(idnum) + postfix;
++idnum;
} while (!IsUniqueId(idSet, result));
}
return result;
}
void Assimp::ColladaExporter::CreateNodeIds(const aiNode *node) {
@ -1659,7 +1663,7 @@ std::string Assimp::ColladaExporter::GetNodeUniqueId(const aiNode *node) {
idStr = XMLIDEncode(idStr);
// Ensure it's unique
MakeUniqueId(mUniqueIds, idStr);
idStr = MakeUniqueId(mUniqueIds, idStr, std::string());
mUniqueIds.insert(idStr);
mNodeIdMap.insert(std::make_pair(node, idStr));
return idStr;
@ -1671,25 +1675,12 @@ std::string Assimp::ColladaExporter::GetNodeName(const aiNode *node) {
}
std::string Assimp::ColladaExporter::GetBoneUniqueId(const aiBone *bone) {
// Use the pointer as the key. This is safe because the scene is immutable.
auto idIt = mNodeIdMap.find(bone);
if (idIt != mNodeIdMap.cend())
return idIt->second;
// Find the Node that is this Bone
const aiNode *boneNode = findBoneNode(mScene->mRootNode, bone);
if (boneNode == nullptr)
return std::string();
// New, create an id
std::string idStr(bone->mName.C_Str());
// Make sure the requested id is valid
if (idStr.empty())
idStr = "bone";
else
idStr = XMLIDEncode(idStr);
// Ensure it's unique
MakeUniqueId(mUniqueIds, idStr);
mUniqueIds.insert(idStr);
mNodeIdMap.insert(std::make_pair(bone, idStr));
return idStr;
return GetNodeUniqueId(boneNode);
}
std::string Assimp::ColladaExporter::GetObjectUniqueId(AiObjectType type, size_t pIndex) {
@ -1703,9 +1694,9 @@ std::string Assimp::ColladaExporter::GetObjectUniqueId(AiObjectType type, size_t
}
std::string Assimp::ColladaExporter::GetObjectName(AiObjectType type, size_t pIndex) {
auto meshName = GetObjectNameMap(type).find(pIndex);
if (meshName != GetObjectNameMap(type).cend())
return meshName->second;
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);
@ -1719,27 +1710,34 @@ std::string Assimp::ColladaExporter::GetObjectName(AiObjectType type, size_t pIn
// @param idStr in/out. Caller to set the preferred id if known.
Assimp::ColladaExporter::NameIdPair Assimp::ColladaExporter::AddObjectIndexToMaps(AiObjectType type, size_t index) {
std::string idStr;
std::string name;
std::string idStr;
std::string idPostfix;
// Get the name
// 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(); break;
case AiObjectType::Camera: name = mScene->mCameras[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("meshId_"); break;
case AiObjectType::Material: idStr = std::string("materialId_"); break; // This one should never happen
case AiObjectType::Animation: idStr = std::string("animationId_"); break;
case AiObjectType::Light: idStr = std::string("lightId_"); break;
case AiObjectType::Camera: idStr = std::string("cameraId_"); break;
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));
@ -1750,12 +1748,12 @@ Assimp::ColladaExporter::NameIdPair Assimp::ColladaExporter::AddObjectIndexToMap
if (!name.empty())
name = XMLEscape(name);
MakeUniqueId(mUniqueIds, idStr);
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, idStr));
GetObjectNameMap(type).insert(std::make_pair(index, name));
return std::make_pair(name, idStr);
}