Fix incorrect xml-parsing in collada importer.

pull/3635/head
Kim Kulling 2021-02-02 22:06:33 +01:00
parent 754b2ba434
commit fa2354ebc3
4 changed files with 123 additions and 129 deletions

View File

@ -206,7 +206,8 @@ struct SemanticMappingTable {
std::string mMatName;
/// List of semantic map commands, grouped by effect semantic name
std::map<std::string, InputSemanticMapEntry> mMap;
using InputSemanticMap = std::map<std::string, InputSemanticMapEntry>;
InputSemanticMap mMap;
/// For std::find
bool operator==(const std::string &s) const {

View File

@ -327,7 +327,7 @@ void ColladaLoader::ResolveNodeInstances(const ColladaParser &pParser, const Col
// ------------------------------------------------------------------------------------------------
// Resolve UV channels
void ColladaLoader::ApplyVertexToEffectSemanticMapping(Collada::Sampler &sampler, const Collada::SemanticMappingTable &table) {
std::map<std::string, Collada::InputSemanticMapEntry>::const_iterator it = table.mMap.find(sampler.mUVChannel);
Collada::SemanticMappingTable::InputSemanticMap::const_iterator it = table.mMap.find(sampler.mUVChannel);
if (it == table.mMap.end()) {
return;
}
@ -692,6 +692,9 @@ aiMesh *ColladaLoader::CreateMesh(const ColladaParser &pParser, const Collada::M
for (std::map<std::string, Collada::Controller>::const_iterator it = pParser.mControllerLibrary.begin();
it != pParser.mControllerLibrary.end(); ++it) {
const Collada::Controller &c = it->second;
/*if (c.mMeshId.empty()) {
continue;
}*/
const Collada::Mesh *baseMesh = pParser.ResolveLibraryReference(pParser.mMeshLibrary, c.mMeshId);
if (c.mType == Collada::Morph && baseMesh->mName == pSrcMesh->mName) {

View File

@ -45,8 +45,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_COLLADALOADER_H_INC
#define AI_COLLADALOADER_H_INC
#include <assimp/BaseImporter.h>
#include "ColladaParser.h"
#include <assimp/BaseImporter.h>
struct aiNode;
struct aiCamera;
@ -54,28 +54,24 @@ struct aiLight;
struct aiTexture;
struct aiAnimation;
namespace Assimp
{
namespace Assimp {
struct ColladaMeshIndex
{
struct ColladaMeshIndex {
std::string mMeshID;
size_t mSubMesh;
std::string mMaterial;
ColladaMeshIndex( const std::string& pMeshID, size_t pSubMesh, const std::string& pMaterial)
: mMeshID( pMeshID), mSubMesh( pSubMesh), mMaterial( pMaterial)
{ }
ColladaMeshIndex(const std::string &pMeshID, size_t pSubMesh, const std::string &pMaterial) :
mMeshID(pMeshID), mSubMesh(pSubMesh), mMaterial(pMaterial) {
ai_assert(!pMeshID.empty());
}
bool operator < (const ColladaMeshIndex& p) const
{
if( mMeshID == p.mMeshID)
{
if( mSubMesh == p.mSubMesh)
bool operator<(const ColladaMeshIndex &p) const {
if (mMeshID == p.mMeshID) {
if (mSubMesh == p.mSubMesh)
return mMaterial < p.mMaterial;
else
return mSubMesh < p.mSubMesh;
} else
{
} else {
return mMeshID < p.mMeshID;
}
}
@ -84,105 +80,103 @@ struct ColladaMeshIndex
/** Loader class to read Collada scenes. Collada is over-engineered to death, with every new iteration bringing
* more useless stuff, so I limited the data to what I think is useful for games.
*/
class ColladaLoader : public BaseImporter
{
class ColladaLoader : public BaseImporter {
public:
ColladaLoader();
~ColladaLoader();
~ColladaLoader() override;
public:
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details. */
bool CanRead(const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const override;
bool CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const override;
protected:
/** Return importer meta information.
* See #BaseImporter::GetInfo for the details
*/
const aiImporterDesc* GetInfo () const override;
const aiImporterDesc *GetInfo() const override;
void SetupProperties(const Importer* pImp) override;
void SetupProperties(const Importer *pImp) override;
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) override;
void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) override;
/** Recursively constructs a scene node for the given parser node and returns it. */
aiNode* BuildHierarchy( const ColladaParser& pParser, const Collada::Node* pNode);
aiNode *BuildHierarchy(const ColladaParser &pParser, const Collada::Node *pNode);
/** Resolve node instances */
void ResolveNodeInstances( const ColladaParser& pParser, const Collada::Node* pNode,
std::vector<const Collada::Node*>& resolved);
void ResolveNodeInstances(const ColladaParser &pParser, const Collada::Node *pNode,
std::vector<const Collada::Node *> &resolved);
/** Builds meshes for the given node and references them */
void BuildMeshesForNode( const ColladaParser& pParser, const Collada::Node* pNode,
aiNode* pTarget);
aiMesh *findMesh(const std::string& meshid);
void BuildMeshesForNode(const ColladaParser &pParser, const Collada::Node *pNode,
aiNode *pTarget);
aiMesh *findMesh(const std::string &meshid);
/** Creates a mesh for the given ColladaMesh face subset and returns the newly created mesh */
aiMesh* CreateMesh( const ColladaParser& pParser, const Collada::Mesh* pSrcMesh, const Collada::SubMesh& pSubMesh,
const Collada::Controller* pSrcController, size_t pStartVertex, size_t pStartFace);
aiMesh *CreateMesh(const ColladaParser &pParser, const Collada::Mesh *pSrcMesh, const Collada::SubMesh &pSubMesh,
const Collada::Controller *pSrcController, size_t pStartVertex, size_t pStartFace);
/** Builds cameras for the given node and references them */
void BuildCamerasForNode( const ColladaParser& pParser, const Collada::Node* pNode,
aiNode* pTarget);
void BuildCamerasForNode(const ColladaParser &pParser, const Collada::Node *pNode,
aiNode *pTarget);
/** Builds lights for the given node and references them */
void BuildLightsForNode( const ColladaParser& pParser, const Collada::Node* pNode,
aiNode* pTarget);
void BuildLightsForNode(const ColladaParser &pParser, const Collada::Node *pNode,
aiNode *pTarget);
/** Stores all meshes in the given scene */
void StoreSceneMeshes( aiScene* pScene);
void StoreSceneMeshes(aiScene *pScene);
/** Stores all materials in the given scene */
void StoreSceneMaterials( aiScene* pScene);
void StoreSceneMaterials(aiScene *pScene);
/** Stores all lights in the given scene */
void StoreSceneLights( aiScene* pScene);
void StoreSceneLights(aiScene *pScene);
/** Stores all cameras in the given scene */
void StoreSceneCameras( aiScene* pScene);
void StoreSceneCameras(aiScene *pScene);
/** Stores all textures in the given scene */
void StoreSceneTextures( aiScene* pScene);
void StoreSceneTextures(aiScene *pScene);
/** Stores all animations
* @param pScene target scene to store the anims
*/
void StoreAnimations( aiScene* pScene, const ColladaParser& pParser);
void StoreAnimations(aiScene *pScene, const ColladaParser &pParser);
/** Stores all animations for the given source anim and its nested child animations
* @param pScene target scene to store the anims
* @param pSrcAnim the source animation to process
* @param pPrefix Prefix to the name in case of nested animations
*/
void StoreAnimations( aiScene* pScene, const ColladaParser& pParser, const Collada::Animation* pSrcAnim, const std::string& pPrefix);
void StoreAnimations(aiScene *pScene, const ColladaParser &pParser, const Collada::Animation *pSrcAnim, const std::string &pPrefix);
/** Constructs the animation for the given source anim */
void CreateAnimation( aiScene* pScene, const ColladaParser& pParser, const Collada::Animation* pSrcAnim, const std::string& pName);
void CreateAnimation(aiScene *pScene, const ColladaParser &pParser, const Collada::Animation *pSrcAnim, const std::string &pName);
/** Constructs materials from the collada material definitions */
void BuildMaterials( ColladaParser& pParser, aiScene* pScene);
void BuildMaterials(ColladaParser &pParser, aiScene *pScene);
/** Fill materials from the collada material definitions */
void FillMaterials( const ColladaParser& pParser, aiScene* pScene);
void FillMaterials(const ColladaParser &pParser, aiScene *pScene);
/** Resolve UV channel mappings*/
void ApplyVertexToEffectSemanticMapping(Collada::Sampler& sampler,
const Collada::SemanticMappingTable& table);
void ApplyVertexToEffectSemanticMapping(Collada::Sampler &sampler,
const Collada::SemanticMappingTable &table);
/** Add a texture and all of its sampling properties to a material*/
void AddTexture ( aiMaterial& mat, const ColladaParser& pParser,
const Collada::Effect& effect,
const Collada::Sampler& sampler,
aiTextureType type, unsigned int idx = 0);
void AddTexture(aiMaterial &mat, const ColladaParser &pParser,
const Collada::Effect &effect,
const Collada::Sampler &sampler,
aiTextureType type, unsigned int idx = 0);
/** Resolves the texture name for the given effect texture entry */
aiString FindFilenameForEffectTexture( const ColladaParser& pParser,
const Collada::Effect& pEffect, const std::string& pName);
aiString FindFilenameForEffectTexture(const ColladaParser &pParser,
const Collada::Effect &pEffect, const std::string &pName);
/** Reads a float value from an accessor and its data array.
* @param pAccessor The accessor to use for reading
@ -191,7 +185,7 @@ protected:
* @param pOffset Offset into the element, for multipart elements such as vectors or matrices
* @return the specified value
*/
ai_real ReadFloat( const Collada::Accessor& pAccessor, const Collada::Data& pData, size_t pIndex, size_t pOffset) const;
ai_real ReadFloat(const Collada::Accessor &pAccessor, const Collada::Data &pData, size_t pIndex, size_t pOffset) const;
/** Reads a string value from an accessor and its data array.
* @param pAccessor The accessor to use for reading
@ -199,18 +193,18 @@ protected:
* @param pIndex The index of the element to retrieve
* @return the specified value
*/
const std::string& ReadString( const Collada::Accessor& pAccessor, const Collada::Data& pData, size_t pIndex) const;
const std::string &ReadString(const Collada::Accessor &pAccessor, const Collada::Data &pData, size_t pIndex) const;
/** Recursively collects all nodes into the given array */
void CollectNodes( const aiNode* pNode, std::vector<const aiNode*>& poNodes) const;
void CollectNodes(const aiNode *pNode, std::vector<const aiNode *> &poNodes) const;
/** Finds a node in the collada scene by the given name */
const Collada::Node* FindNode( const Collada::Node* pNode, const std::string& pName) const;
const Collada::Node *FindNode(const Collada::Node *pNode, const std::string &pName) const;
/** Finds a node in the collada scene by the given SID */
const Collada::Node* FindNodeBySID( const Collada::Node* pNode, const std::string& pSID) const;
const Collada::Node *FindNodeBySID(const Collada::Node *pNode, const std::string &pSID) const;
/** Finds a proper name for a node derived from the collada-node's properties */
std::string FindNameForNode( const Collada::Node* pNode);
std::string FindNameForNode(const Collada::Node *pNode);
protected:
/** Filename, for a verbose error message */
@ -223,25 +217,25 @@ protected:
std::map<std::string, size_t> mMaterialIndexByName;
/** Accumulated meshes for the target scene */
std::vector<aiMesh*> mMeshes;
std::vector<aiMesh *> mMeshes;
/** Accumulated morph target meshes */
std::vector<aiMesh*> mTargetMeshes;
std::vector<aiMesh *> mTargetMeshes;
/** Temporary material list */
std::vector<std::pair<Collada::Effect*, aiMaterial*> > newMats;
std::vector<std::pair<Collada::Effect *, aiMaterial *>> newMats;
/** Temporary camera list */
std::vector<aiCamera*> mCameras;
std::vector<aiCamera *> mCameras;
/** Temporary light list */
std::vector<aiLight*> mLights;
std::vector<aiLight *> mLights;
/** Temporary texture list */
std::vector<aiTexture*> mTextures;
std::vector<aiTexture *> mTextures;
/** Accumulated animations for the target scene */
std::vector<aiAnimation*> mAnims;
std::vector<aiAnimation *> mAnims;
bool noSkeletonMesh;
bool ignoreUpDirection;

View File

@ -54,6 +54,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/light.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/IOSystem.hpp>
#include <memory>
using namespace Assimp;
using namespace Assimp::Collada;
@ -126,7 +127,7 @@ ColladaParser::ColladaParser(IOSystem *pIOHandler, const std::string &pFile) :
// Determine type
std::string extension = BaseImporter::GetExtension(pFile);
if (extension != "dae") {
zip_archive.reset(new ZipArchiveIOSystem(pIOHandler, pFile));
zip_archive = std::make_unique<ZipArchiveIOSystem>(pIOHandler, pFile);
}
if (zip_archive && zip_archive->isOpen()) {
@ -158,9 +159,9 @@ ColladaParser::ColladaParser(IOSystem *pIOHandler, const std::string &pFile) :
if (colladaNode.empty()) {
return;
}
ReadContents(colladaNode);
// read embedded textures
// Read content and embedded textures
ReadContents(colladaNode);
if (zip_archive && zip_archive->isOpen()) {
ReadEmbeddedTextures(*zip_archive);
}
@ -169,11 +170,11 @@ ColladaParser::ColladaParser(IOSystem *pIOHandler, const std::string &pFile) :
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
ColladaParser::~ColladaParser() {
for (NodeLibrary::iterator it = mNodeLibrary.begin(); it != mNodeLibrary.end(); ++it) {
delete it->second;
for (auto & it : mNodeLibrary) {
delete it.second;
}
for (MeshLibrary::iterator it = mMeshLibrary.begin(); it != mMeshLibrary.end(); ++it) {
delete it->second;
for (auto & it : mMeshLibrary) {
delete it.second;
}
}
@ -289,7 +290,7 @@ void ColladaParser::ReadContents(XmlNode &node) {
// Reads the structure of the file
void ColladaParser::ReadStructure(XmlNode &node) {
for (XmlNode &currentNode : node.children()) {
const std::string &currentName = std::string(currentNode.name());
const std::string &currentName = currentNode.name();
if (currentName == "asset") {
ReadAssetInfo(currentNode);
} else if (currentName == "library_animations") {
@ -407,7 +408,7 @@ void ColladaParser::ReadAnimationClipLibrary(XmlNode &node) {
const std::string &currentName = currentNode.name();
if (currentName == "instance_animation") {
std::string url;
readUrlAttribute(node, url);
readUrlAttribute(currentNode, url);
clip.second.push_back(url);
}
@ -419,8 +420,8 @@ void ColladaParser::ReadAnimationClipLibrary(XmlNode &node) {
void ColladaParser::PostProcessControllers() {
std::string meshId;
for (ControllerLibrary::iterator it = mControllerLibrary.begin(); it != mControllerLibrary.end(); ++it) {
meshId = it->second.mMeshId;
for (auto & it : mControllerLibrary) {
meshId = it.second.mMeshId;
if (meshId.empty()) {
continue;
}
@ -431,7 +432,7 @@ void ColladaParser::PostProcessControllers() {
findItr = mControllerLibrary.find(meshId);
}
it->second.mMeshId = meshId;
it.second.mMeshId = meshId;
}
}
@ -444,17 +445,15 @@ void ColladaParser::PostProcessRootAnimations() {
}
Animation temp;
for (AnimationClipLibrary::iterator it = mAnimationClipLibrary.begin(); it != mAnimationClipLibrary.end(); ++it) {
std::string clipName = it->first;
for (auto & it : mAnimationClipLibrary) {
std::string clipName = it.first;
Animation *clip = new Animation();
clip->mName = clipName;
temp.mSubAnims.push_back(clip);
for (std::vector<std::string>::iterator a = it->second.begin(); a != it->second.end(); ++a) {
std::string animationID = *a;
for (std::string animationID : it.second) {
AnimationLibrary::iterator animation = mAnimationLibrary.find(animationID);
if (animation != mAnimationLibrary.end()) {
@ -494,7 +493,7 @@ void ColladaParser::ReadAnimation(XmlNode &node, Collada::Animation *pParent) {
// an <animation> element may be a container for grouping sub-elements or an animation channel
// this is the channel collection by ID, in case it has channels
using ChannelMap = std::map<std::string, AnimationChannel> ;
using ChannelMap = std::map<std::string, AnimationChannel>;
ChannelMap channels;
// this is the anim container in case we're a container
Animation *anim = nullptr;
@ -553,8 +552,8 @@ void ColladaParser::ReadAnimation(XmlNode &node, Collada::Animation *pParent) {
pParent->mSubAnims.push_back(anim);
}
for (ChannelMap::const_iterator it = channels.begin(); it != channels.end(); ++it) {
anim->mChannels.push_back(it->second);
for (const auto & channel : channels) {
anim->mChannels.push_back(channel.second);
}
if (idAttr) {
@ -609,50 +608,61 @@ void ColladaParser::ReadControllerLibrary(XmlNode &node) {
if (currentName != "controller") {
continue;
}
std::string id = node.attribute("id").as_string();
mControllerLibrary[id] = Controller();
ReadController(node, mControllerLibrary[id]);
std::string id;
if (XmlParser::getStdStrAttribute(currentNode, "id", id)) {
mControllerLibrary[id] = Controller();
ReadController(currentNode, mControllerLibrary[id]);
}
}
}
// ------------------------------------------------------------------------------------------------
// Reads a controller into the given mesh structure
void ColladaParser::ReadController(XmlNode &node, Collada::Controller &pController) {
void ColladaParser::ReadController(XmlNode &node, Collada::Controller &controller) {
// initial values
pController.mType = Skin;
pController.mMethod = Normalized;
for (XmlNode &currentNode : node.children()) {
controller.mType = Skin;
controller.mMethod = Normalized;
XmlNodeIterator xmlIt(node);
xmlIt.collectChildrenPreOrder(node);
XmlNode currentNode;
while (xmlIt.getNext(currentNode)) {
//for (XmlNode &currentNode : node.children()) {
const std::string &currentName = currentNode.name();
if (currentName == "morph") {
pController.mType = Morph;
pController.mMeshId = currentNode.attribute("source").as_string();
controller.mType = Morph;
controller.mMeshId = currentNode.attribute("source").as_string();
int methodIndex = currentNode.attribute("method").as_int();
if (methodIndex > 0) {
std::string method;
XmlParser::getValueAsString(currentNode, method);
if (method == "RELATIVE") {
pController.mMethod = Relative;
controller.mMethod = Relative;
}
}
} else if (currentName == "skin") {
pController.mMeshId = currentNode.attribute("source").as_string();
std::string id;
if (XmlParser::getStdStrAttribute(currentNode, "source", id)) {
controller.mMeshId = id.substr(1, id.size()-1);
}
} else if (currentName == "bind_shape_matrix") {
std::string v;
XmlParser::getValueAsString(currentNode, v);
const char *content = v.c_str();
for (unsigned int a = 0; a < 16; a++) {
// read a number
content = fast_atoreal_move<ai_real>(content, pController.mBindShapeMatrix[a]);
content = fast_atoreal_move<ai_real>(content, controller.mBindShapeMatrix[a]);
// skip whitespace after it
SkipSpacesAndLineEnd(&content);
}
} else if (currentName == "source") {
ReadSource(currentNode);
} else if (currentName == "joints") {
ReadControllerJoints(currentNode, pController);
ReadControllerJoints(currentNode, controller);
} else if (currentName == "vertex_weights") {
ReadControllerWeights(currentNode, pController);
ReadControllerWeights(currentNode, controller);
} else if (currentName == "targets") {
for (XmlNode currentChildNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
const std::string &currentChildName = currentChildNode.name();
@ -660,9 +670,9 @@ void ColladaParser::ReadController(XmlNode &node, Collada::Controller &pControll
const char *semantics = currentChildNode.attribute("semantic").as_string();
const char *source = currentChildNode.attribute("source").as_string();
if (strcmp(semantics, "MORPH_TARGET") == 0) {
pController.mMorphTarget = source + 1;
controller.mMorphTarget = source + 1;
} else if (strcmp(semantics, "MORPH_WEIGHT") == 0) {
pController.mMorphWeight = source + 1;
controller.mMorphWeight = source + 1;
}
}
}
@ -700,6 +710,7 @@ void ColladaParser::ReadControllerWeights(XmlNode &node, Collada::Controller &pC
// Read vertex count from attributes and resize the array accordingly
int vertexCount=0;
XmlParser::getIntAttribute(node, "count", vertexCount);
pController.mWeightCounts.resize(vertexCount);
for (XmlNode &currentNode : node.children()) {
const std::string &currentName = currentNode.name();
@ -725,7 +736,7 @@ void ColladaParser::ReadControllerWeights(XmlNode &node, Collada::Controller &pC
throw DeadlyImportError("Unknown semantic \"", attrSemantic, "\" in <vertex_weights> data <input> element");
}
} else if (currentName == "vcount" && vertexCount > 0) {
const char *text = currentNode.value();
const char *text = currentNode.text().as_string();
size_t numWeights = 0;
for (std::vector<size_t>::iterator it = pController.mWeightCounts.begin(); it != pController.mWeightCounts.end(); ++it) {
if (*text == 0) {
@ -762,18 +773,15 @@ void ColladaParser::ReadControllerWeights(XmlNode &node, Collada::Controller &pC
// ------------------------------------------------------------------------------------------------
// Reads the image library contents
void ColladaParser::ReadImageLibrary(XmlNode &node) {
if (node.empty()) {
return;
}
for (XmlNode &currentNode : node.children()) {
const std::string &currentName = currentNode.name();
if (currentName == "image") {
std::string id = currentNode.attribute("id").as_string();
mImageLibrary[id] = Image();
// read on from there
ReadImage(currentNode, mImageLibrary[id]);
std::string id;
if (XmlParser::getStdStrAttribute( currentNode, "id", id )) {
mImageLibrary[id] = Image();
// read on from there
ReadImage(currentNode, mImageLibrary[id]);
}
}
}
}
@ -792,7 +800,7 @@ void ColladaParser::ReadImage(XmlNode &node, Collada::Image &pImage) {
if (!currentNode.empty()) {
// element content is filename - hopefully
const char *sz = currentNode.text().as_string();
if (sz) {
if (nullptr != sz) {
aiString filepath(sz);
UriDecodePath(filepath);
pImage.mFileName = filepath.C_Str();
@ -842,10 +850,6 @@ void ColladaParser::ReadImage(XmlNode &node, Collada::Image &pImage) {
// ------------------------------------------------------------------------------------------------
// Reads the material library
void ColladaParser::ReadMaterialLibrary(XmlNode &node) {
if (node.empty()) {
return;
}
std::map<std::string, int> names;
for (XmlNode &currentNode : node.children()) {
std::string id = currentNode.attribute("id").as_string();
@ -872,10 +876,6 @@ void ColladaParser::ReadMaterialLibrary(XmlNode &node) {
// ------------------------------------------------------------------------------------------------
// Reads the light library
void ColladaParser::ReadLightLibrary(XmlNode &node) {
if (node.empty()) {
return;
}
for (XmlNode &currentNode : node.children()) {
const std::string &currentName = currentNode.name();
if (currentName == "light") {
@ -890,10 +890,6 @@ void ColladaParser::ReadLightLibrary(XmlNode &node) {
// ------------------------------------------------------------------------------------------------
// Reads the camera library
void ColladaParser::ReadCameraLibrary(XmlNode &node) {
if (node.empty()) {
return;
}
for (XmlNode &currentNode : node.children()) {
const std::string &currentName = currentNode.name();
if (currentName == "camera") {