Fix incorrect xml-parsing in collada importer.
parent
754b2ba434
commit
fa2354ebc3
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@ -206,7 +206,8 @@ struct SemanticMappingTable {
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std::string mMatName;
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/// List of semantic map commands, grouped by effect semantic name
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std::map<std::string, InputSemanticMapEntry> mMap;
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using InputSemanticMap = std::map<std::string, InputSemanticMapEntry>;
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InputSemanticMap mMap;
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/// For std::find
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bool operator==(const std::string &s) const {
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@ -327,7 +327,7 @@ void ColladaLoader::ResolveNodeInstances(const ColladaParser &pParser, const Col
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// ------------------------------------------------------------------------------------------------
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// Resolve UV channels
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void ColladaLoader::ApplyVertexToEffectSemanticMapping(Collada::Sampler &sampler, const Collada::SemanticMappingTable &table) {
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std::map<std::string, Collada::InputSemanticMapEntry>::const_iterator it = table.mMap.find(sampler.mUVChannel);
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Collada::SemanticMappingTable::InputSemanticMap::const_iterator it = table.mMap.find(sampler.mUVChannel);
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if (it == table.mMap.end()) {
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return;
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}
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@ -692,6 +692,9 @@ aiMesh *ColladaLoader::CreateMesh(const ColladaParser &pParser, const Collada::M
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for (std::map<std::string, Collada::Controller>::const_iterator it = pParser.mControllerLibrary.begin();
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it != pParser.mControllerLibrary.end(); ++it) {
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const Collada::Controller &c = it->second;
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/*if (c.mMeshId.empty()) {
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continue;
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}*/
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const Collada::Mesh *baseMesh = pParser.ResolveLibraryReference(pParser.mMeshLibrary, c.mMeshId);
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if (c.mType == Collada::Morph && baseMesh->mName == pSrcMesh->mName) {
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@ -45,8 +45,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef AI_COLLADALOADER_H_INC
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#define AI_COLLADALOADER_H_INC
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#include <assimp/BaseImporter.h>
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#include "ColladaParser.h"
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#include <assimp/BaseImporter.h>
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struct aiNode;
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struct aiCamera;
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@ -54,28 +54,24 @@ struct aiLight;
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struct aiTexture;
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struct aiAnimation;
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namespace Assimp
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{
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namespace Assimp {
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struct ColladaMeshIndex
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{
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struct ColladaMeshIndex {
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std::string mMeshID;
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size_t mSubMesh;
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std::string mMaterial;
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ColladaMeshIndex( const std::string& pMeshID, size_t pSubMesh, const std::string& pMaterial)
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: mMeshID( pMeshID), mSubMesh( pSubMesh), mMaterial( pMaterial)
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{ }
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ColladaMeshIndex(const std::string &pMeshID, size_t pSubMesh, const std::string &pMaterial) :
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mMeshID(pMeshID), mSubMesh(pSubMesh), mMaterial(pMaterial) {
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ai_assert(!pMeshID.empty());
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}
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bool operator < (const ColladaMeshIndex& p) const
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{
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if( mMeshID == p.mMeshID)
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{
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if( mSubMesh == p.mSubMesh)
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bool operator<(const ColladaMeshIndex &p) const {
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if (mMeshID == p.mMeshID) {
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if (mSubMesh == p.mSubMesh)
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return mMaterial < p.mMaterial;
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else
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return mSubMesh < p.mSubMesh;
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} else
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{
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} else {
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return mMeshID < p.mMeshID;
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}
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}
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@ -84,105 +80,103 @@ struct ColladaMeshIndex
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/** Loader class to read Collada scenes. Collada is over-engineered to death, with every new iteration bringing
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* more useless stuff, so I limited the data to what I think is useful for games.
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*/
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class ColladaLoader : public BaseImporter
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{
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class ColladaLoader : public BaseImporter {
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public:
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ColladaLoader();
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~ColladaLoader();
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~ColladaLoader() override;
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public:
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/** Returns whether the class can handle the format of the given file.
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* See BaseImporter::CanRead() for details. */
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bool CanRead(const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const override;
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bool CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const override;
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protected:
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/** Return importer meta information.
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* See #BaseImporter::GetInfo for the details
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*/
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const aiImporterDesc* GetInfo () const override;
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const aiImporterDesc *GetInfo() const override;
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void SetupProperties(const Importer* pImp) override;
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void SetupProperties(const Importer *pImp) override;
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/** Imports the given file into the given scene structure.
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* See BaseImporter::InternReadFile() for details
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*/
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void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) override;
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void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) override;
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/** Recursively constructs a scene node for the given parser node and returns it. */
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aiNode* BuildHierarchy( const ColladaParser& pParser, const Collada::Node* pNode);
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aiNode *BuildHierarchy(const ColladaParser &pParser, const Collada::Node *pNode);
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/** Resolve node instances */
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void ResolveNodeInstances( const ColladaParser& pParser, const Collada::Node* pNode,
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std::vector<const Collada::Node*>& resolved);
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void ResolveNodeInstances(const ColladaParser &pParser, const Collada::Node *pNode,
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std::vector<const Collada::Node *> &resolved);
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/** Builds meshes for the given node and references them */
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void BuildMeshesForNode( const ColladaParser& pParser, const Collada::Node* pNode,
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aiNode* pTarget);
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void BuildMeshesForNode(const ColladaParser &pParser, const Collada::Node *pNode,
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aiNode *pTarget);
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aiMesh *findMesh(const std::string& meshid);
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aiMesh *findMesh(const std::string &meshid);
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/** Creates a mesh for the given ColladaMesh face subset and returns the newly created mesh */
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aiMesh* CreateMesh( const ColladaParser& pParser, const Collada::Mesh* pSrcMesh, const Collada::SubMesh& pSubMesh,
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const Collada::Controller* pSrcController, size_t pStartVertex, size_t pStartFace);
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aiMesh *CreateMesh(const ColladaParser &pParser, const Collada::Mesh *pSrcMesh, const Collada::SubMesh &pSubMesh,
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const Collada::Controller *pSrcController, size_t pStartVertex, size_t pStartFace);
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/** Builds cameras for the given node and references them */
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void BuildCamerasForNode( const ColladaParser& pParser, const Collada::Node* pNode,
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aiNode* pTarget);
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void BuildCamerasForNode(const ColladaParser &pParser, const Collada::Node *pNode,
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aiNode *pTarget);
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/** Builds lights for the given node and references them */
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void BuildLightsForNode( const ColladaParser& pParser, const Collada::Node* pNode,
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aiNode* pTarget);
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void BuildLightsForNode(const ColladaParser &pParser, const Collada::Node *pNode,
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aiNode *pTarget);
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/** Stores all meshes in the given scene */
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void StoreSceneMeshes( aiScene* pScene);
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void StoreSceneMeshes(aiScene *pScene);
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/** Stores all materials in the given scene */
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void StoreSceneMaterials( aiScene* pScene);
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void StoreSceneMaterials(aiScene *pScene);
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/** Stores all lights in the given scene */
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void StoreSceneLights( aiScene* pScene);
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void StoreSceneLights(aiScene *pScene);
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/** Stores all cameras in the given scene */
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void StoreSceneCameras( aiScene* pScene);
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void StoreSceneCameras(aiScene *pScene);
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/** Stores all textures in the given scene */
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void StoreSceneTextures( aiScene* pScene);
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void StoreSceneTextures(aiScene *pScene);
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/** Stores all animations
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* @param pScene target scene to store the anims
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*/
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void StoreAnimations( aiScene* pScene, const ColladaParser& pParser);
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void StoreAnimations(aiScene *pScene, const ColladaParser &pParser);
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/** Stores all animations for the given source anim and its nested child animations
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* @param pScene target scene to store the anims
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* @param pSrcAnim the source animation to process
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* @param pPrefix Prefix to the name in case of nested animations
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*/
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void StoreAnimations( aiScene* pScene, const ColladaParser& pParser, const Collada::Animation* pSrcAnim, const std::string& pPrefix);
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void StoreAnimations(aiScene *pScene, const ColladaParser &pParser, const Collada::Animation *pSrcAnim, const std::string &pPrefix);
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/** Constructs the animation for the given source anim */
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void CreateAnimation( aiScene* pScene, const ColladaParser& pParser, const Collada::Animation* pSrcAnim, const std::string& pName);
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void CreateAnimation(aiScene *pScene, const ColladaParser &pParser, const Collada::Animation *pSrcAnim, const std::string &pName);
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/** Constructs materials from the collada material definitions */
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void BuildMaterials( ColladaParser& pParser, aiScene* pScene);
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void BuildMaterials(ColladaParser &pParser, aiScene *pScene);
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/** Fill materials from the collada material definitions */
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void FillMaterials( const ColladaParser& pParser, aiScene* pScene);
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void FillMaterials(const ColladaParser &pParser, aiScene *pScene);
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/** Resolve UV channel mappings*/
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void ApplyVertexToEffectSemanticMapping(Collada::Sampler& sampler,
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const Collada::SemanticMappingTable& table);
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void ApplyVertexToEffectSemanticMapping(Collada::Sampler &sampler,
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const Collada::SemanticMappingTable &table);
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/** Add a texture and all of its sampling properties to a material*/
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void AddTexture ( aiMaterial& mat, const ColladaParser& pParser,
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const Collada::Effect& effect,
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const Collada::Sampler& sampler,
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aiTextureType type, unsigned int idx = 0);
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void AddTexture(aiMaterial &mat, const ColladaParser &pParser,
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const Collada::Effect &effect,
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const Collada::Sampler &sampler,
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aiTextureType type, unsigned int idx = 0);
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/** Resolves the texture name for the given effect texture entry */
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aiString FindFilenameForEffectTexture( const ColladaParser& pParser,
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const Collada::Effect& pEffect, const std::string& pName);
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aiString FindFilenameForEffectTexture(const ColladaParser &pParser,
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const Collada::Effect &pEffect, const std::string &pName);
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/** Reads a float value from an accessor and its data array.
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* @param pAccessor The accessor to use for reading
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@ -191,7 +185,7 @@ protected:
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* @param pOffset Offset into the element, for multipart elements such as vectors or matrices
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* @return the specified value
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*/
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ai_real ReadFloat( const Collada::Accessor& pAccessor, const Collada::Data& pData, size_t pIndex, size_t pOffset) const;
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ai_real ReadFloat(const Collada::Accessor &pAccessor, const Collada::Data &pData, size_t pIndex, size_t pOffset) const;
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/** Reads a string value from an accessor and its data array.
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* @param pAccessor The accessor to use for reading
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@ -199,18 +193,18 @@ protected:
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* @param pIndex The index of the element to retrieve
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* @return the specified value
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*/
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const std::string& ReadString( const Collada::Accessor& pAccessor, const Collada::Data& pData, size_t pIndex) const;
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const std::string &ReadString(const Collada::Accessor &pAccessor, const Collada::Data &pData, size_t pIndex) const;
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/** Recursively collects all nodes into the given array */
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void CollectNodes( const aiNode* pNode, std::vector<const aiNode*>& poNodes) const;
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void CollectNodes(const aiNode *pNode, std::vector<const aiNode *> &poNodes) const;
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/** Finds a node in the collada scene by the given name */
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const Collada::Node* FindNode( const Collada::Node* pNode, const std::string& pName) const;
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const Collada::Node *FindNode(const Collada::Node *pNode, const std::string &pName) const;
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/** Finds a node in the collada scene by the given SID */
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const Collada::Node* FindNodeBySID( const Collada::Node* pNode, const std::string& pSID) const;
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const Collada::Node *FindNodeBySID(const Collada::Node *pNode, const std::string &pSID) const;
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/** Finds a proper name for a node derived from the collada-node's properties */
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std::string FindNameForNode( const Collada::Node* pNode);
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std::string FindNameForNode(const Collada::Node *pNode);
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protected:
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/** Filename, for a verbose error message */
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@ -223,25 +217,25 @@ protected:
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std::map<std::string, size_t> mMaterialIndexByName;
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/** Accumulated meshes for the target scene */
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std::vector<aiMesh*> mMeshes;
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std::vector<aiMesh *> mMeshes;
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/** Accumulated morph target meshes */
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std::vector<aiMesh*> mTargetMeshes;
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std::vector<aiMesh *> mTargetMeshes;
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/** Temporary material list */
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std::vector<std::pair<Collada::Effect*, aiMaterial*> > newMats;
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std::vector<std::pair<Collada::Effect *, aiMaterial *>> newMats;
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/** Temporary camera list */
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std::vector<aiCamera*> mCameras;
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std::vector<aiCamera *> mCameras;
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/** Temporary light list */
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std::vector<aiLight*> mLights;
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std::vector<aiLight *> mLights;
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/** Temporary texture list */
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std::vector<aiTexture*> mTextures;
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std::vector<aiTexture *> mTextures;
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/** Accumulated animations for the target scene */
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std::vector<aiAnimation*> mAnims;
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std::vector<aiAnimation *> mAnims;
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bool noSkeletonMesh;
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bool ignoreUpDirection;
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@ -54,6 +54,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/light.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/IOSystem.hpp>
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#include <memory>
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using namespace Assimp;
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using namespace Assimp::Collada;
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@ -126,7 +127,7 @@ ColladaParser::ColladaParser(IOSystem *pIOHandler, const std::string &pFile) :
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// Determine type
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std::string extension = BaseImporter::GetExtension(pFile);
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if (extension != "dae") {
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zip_archive.reset(new ZipArchiveIOSystem(pIOHandler, pFile));
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zip_archive = std::make_unique<ZipArchiveIOSystem>(pIOHandler, pFile);
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}
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if (zip_archive && zip_archive->isOpen()) {
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@ -158,9 +159,9 @@ ColladaParser::ColladaParser(IOSystem *pIOHandler, const std::string &pFile) :
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if (colladaNode.empty()) {
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return;
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}
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ReadContents(colladaNode);
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// read embedded textures
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// Read content and embedded textures
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ReadContents(colladaNode);
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if (zip_archive && zip_archive->isOpen()) {
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ReadEmbeddedTextures(*zip_archive);
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}
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@ -169,11 +170,11 @@ ColladaParser::ColladaParser(IOSystem *pIOHandler, const std::string &pFile) :
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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ColladaParser::~ColladaParser() {
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for (NodeLibrary::iterator it = mNodeLibrary.begin(); it != mNodeLibrary.end(); ++it) {
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delete it->second;
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for (auto & it : mNodeLibrary) {
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delete it.second;
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}
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for (MeshLibrary::iterator it = mMeshLibrary.begin(); it != mMeshLibrary.end(); ++it) {
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delete it->second;
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for (auto & it : mMeshLibrary) {
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delete it.second;
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}
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}
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@ -289,7 +290,7 @@ void ColladaParser::ReadContents(XmlNode &node) {
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// Reads the structure of the file
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void ColladaParser::ReadStructure(XmlNode &node) {
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for (XmlNode ¤tNode : node.children()) {
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const std::string ¤tName = std::string(currentNode.name());
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const std::string ¤tName = currentNode.name();
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if (currentName == "asset") {
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ReadAssetInfo(currentNode);
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} else if (currentName == "library_animations") {
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@ -407,7 +408,7 @@ void ColladaParser::ReadAnimationClipLibrary(XmlNode &node) {
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const std::string ¤tName = currentNode.name();
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if (currentName == "instance_animation") {
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std::string url;
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readUrlAttribute(node, url);
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readUrlAttribute(currentNode, url);
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clip.second.push_back(url);
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}
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@ -419,8 +420,8 @@ void ColladaParser::ReadAnimationClipLibrary(XmlNode &node) {
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void ColladaParser::PostProcessControllers() {
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std::string meshId;
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for (ControllerLibrary::iterator it = mControllerLibrary.begin(); it != mControllerLibrary.end(); ++it) {
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meshId = it->second.mMeshId;
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for (auto & it : mControllerLibrary) {
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meshId = it.second.mMeshId;
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if (meshId.empty()) {
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continue;
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}
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@ -431,7 +432,7 @@ void ColladaParser::PostProcessControllers() {
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findItr = mControllerLibrary.find(meshId);
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}
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it->second.mMeshId = meshId;
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it.second.mMeshId = meshId;
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}
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}
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@ -444,17 +445,15 @@ void ColladaParser::PostProcessRootAnimations() {
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}
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Animation temp;
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for (AnimationClipLibrary::iterator it = mAnimationClipLibrary.begin(); it != mAnimationClipLibrary.end(); ++it) {
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std::string clipName = it->first;
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for (auto & it : mAnimationClipLibrary) {
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std::string clipName = it.first;
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Animation *clip = new Animation();
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clip->mName = clipName;
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temp.mSubAnims.push_back(clip);
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for (std::vector<std::string>::iterator a = it->second.begin(); a != it->second.end(); ++a) {
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std::string animationID = *a;
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for (std::string animationID : it.second) {
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AnimationLibrary::iterator animation = mAnimationLibrary.find(animationID);
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if (animation != mAnimationLibrary.end()) {
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@ -494,7 +493,7 @@ void ColladaParser::ReadAnimation(XmlNode &node, Collada::Animation *pParent) {
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// an <animation> element may be a container for grouping sub-elements or an animation channel
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// this is the channel collection by ID, in case it has channels
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using ChannelMap = std::map<std::string, AnimationChannel> ;
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using ChannelMap = std::map<std::string, AnimationChannel>;
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ChannelMap channels;
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// this is the anim container in case we're a container
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Animation *anim = nullptr;
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@ -553,8 +552,8 @@ void ColladaParser::ReadAnimation(XmlNode &node, Collada::Animation *pParent) {
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pParent->mSubAnims.push_back(anim);
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}
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for (ChannelMap::const_iterator it = channels.begin(); it != channels.end(); ++it) {
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anim->mChannels.push_back(it->second);
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for (const auto & channel : channels) {
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anim->mChannels.push_back(channel.second);
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}
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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 ¤tNode : node.children()) {
|
||||
controller.mType = Skin;
|
||||
controller.mMethod = Normalized;
|
||||
|
||||
XmlNodeIterator xmlIt(node);
|
||||
xmlIt.collectChildrenPreOrder(node);
|
||||
XmlNode currentNode;
|
||||
while (xmlIt.getNext(currentNode)) {
|
||||
|
||||
//for (XmlNode ¤tNode : node.children()) {
|
||||
const std::string ¤tName = 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 ¤tChildName = 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 ¤tNode : node.children()) {
|
||||
const std::string ¤tName = 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 ¤tNode : node.children()) {
|
||||
const std::string ¤tName = 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 ¤tNode : 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 ¤tNode : node.children()) {
|
||||
const std::string ¤tName = 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 ¤tNode : node.children()) {
|
||||
const std::string ¤tName = currentNode.name();
|
||||
if (currentName == "camera") {
|
||||
|
|
Loading…
Reference in New Issue