/** Implementation of the Collada loader */ /* --------------------------------------------------------------------------- Open Asset Import Library (ASSIMP) --------------------------------------------------------------------------- Copyright (c) 2006-2008, ASSIMP Development 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 Development 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. --------------------------------------------------------------------------- */ #include "AssimpPCH.h" #include "../include/aiAnim.h" #include "ColladaLoader.h" #include "ColladaParser.h" using namespace Assimp; // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer ColladaLoader::ColladaLoader() { } // ------------------------------------------------------------------------------------------------ // Destructor, private as well ColladaLoader::~ColladaLoader() { } // ------------------------------------------------------------------------------------------------ // Returns whether the class can handle the format of the given file. bool ColladaLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler) const { // check file extension std::string::size_type pos = pFile.find_last_of('.'); // no file extension - can't read if( pos == std::string::npos) return false; std::string extension = pFile.substr( pos); for( std::string::iterator it = extension.begin(); it != extension.end(); ++it) *it = tolower( *it); if( extension == ".dae") return true; return false; } // ------------------------------------------------------------------------------------------------ // Imports the given file into the given scene structure. void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) { mFileName = pFile; // parse the input file ColladaParser parser( pFile); if( !parser.mRootNode) throw new ImportErrorException( "File came out empty. Somethings wrong here."); // create the materials first, for the meshes to find BuildMaterials( parser, pScene); // build the node hierarchy from it pScene->mRootNode = BuildHierarchy( parser, parser.mRootNode); // Convert to Z_UP, if different orientation if( parser.mUpDirection == ColladaParser::UP_X) pScene->mRootNode->mTransformation *= aiMatrix4x4( 0, -1, 0, 0, 0, 0, -1, 0, 1, 0, 0, 0, 0, 0, 0, 1); else if( parser.mUpDirection == ColladaParser::UP_Y) pScene->mRootNode->mTransformation *= aiMatrix4x4( 1, 0, 0, 0, 0, 0, -1, 0, 0, 1, 0, 0, 0, 0, 0, 1); // store all meshes StoreSceneMeshes( pScene); } // ------------------------------------------------------------------------------------------------ // Recursively constructs a scene node for the given parser node and returns it. aiNode* ColladaLoader::BuildHierarchy( const ColladaParser& pParser, const Collada::Node* pNode) { // create a node for it aiNode* node = new aiNode( pNode->mName); // calculate the transformation matrix for it node->mTransformation = pParser.CalculateResultTransform( pNode->mTransforms); // add children node->mNumChildren = pNode->mChildren.size(); node->mChildren = new aiNode*[node->mNumChildren]; for( unsigned int a = 0; a < pNode->mChildren.size(); a++) { node->mChildren[a] = BuildHierarchy( pParser, pNode->mChildren[a]); node->mChildren[a]->mParent = node; } // construct meshes BuildMeshesForNode( pParser, pNode, node); return node; } // ------------------------------------------------------------------------------------------------ // Builds meshes for the given node and references them void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget) { // accumulated mesh references by this node std::vector newMeshRefs; // for the moment we simply ignore all material tags and transfer the meshes one by one BOOST_FOREACH( const Collada::MeshInstance& mid, pNode->mMeshes) { // find the referred mesh ColladaParser::MeshLibrary::const_iterator srcMeshIt = pParser.mMeshLibrary.find( mid.mMesh); if( srcMeshIt == pParser.mMeshLibrary.end()) { DefaultLogger::get()->warn( boost::str( boost::format( "Unable to find geometry for ID \"%s\". Skipping.") % mid.mMesh)); continue; } const Collada::Mesh* srcMesh = srcMeshIt->second; // build a mesh for each of its subgroups size_t vertexStart = 0, faceStart = 0; for( size_t sm = 0; sm < srcMesh->mSubMeshes.size(); ++sm) { const Collada::SubMesh& submesh = srcMesh->mSubMeshes[sm]; // find material assigned to this submesh std::map::const_iterator meshMatIt = mid.mMaterials.find( submesh.mMaterial); std::string meshMaterial; if( meshMatIt != mid.mMaterials.end()) meshMaterial = meshMatIt->second; else DefaultLogger::get()->warn( boost::str( boost::format( "No material specified for subgroup \"%s\" in geometry \"%s\".") % submesh.mMaterial % mid.mMesh)); // built lookup index of the Mesh-Submesh-Material combination ColladaMeshIndex index( mid.mMesh, sm, meshMaterial); // if we already have the mesh at the library, just add its index to the node's array std::map::const_iterator dstMeshIt = mMeshIndexByID.find( index); if( dstMeshIt != mMeshIndexByID.end()) { newMeshRefs.push_back( dstMeshIt->second); } else { // else we have to add the mesh to the collection and store its newly assigned index at the node aiMesh* dstMesh = new aiMesh; // count the vertices addressed by its faces size_t numVertices = std::accumulate( srcMesh->mFaceSize.begin() + faceStart, srcMesh->mFaceSize.begin() + faceStart + submesh.mNumFaces, 0); // copy positions dstMesh->mNumVertices = numVertices; dstMesh->mVertices = new aiVector3D[numVertices]; std::copy( srcMesh->mPositions.begin() + vertexStart, srcMesh->mPositions.begin() + vertexStart + numVertices, dstMesh->mVertices); // normals, if given. HACK: (thom) Due to the fucking 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( srcMesh->mNormals.size() == srcMesh->mPositions.size()) { dstMesh->mNormals = new aiVector3D[numVertices]; std::copy( srcMesh->mNormals.begin() + vertexStart, srcMesh->mNormals.begin() + vertexStart + numVertices, dstMesh->mNormals); } // same for texturecoords, as many as we have for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) { if( srcMesh->mTexCoords[a].size() == srcMesh->mPositions.size()) { dstMesh->mTextureCoords[a] = new aiVector3D[numVertices]; for( size_t b = vertexStart; b < vertexStart + numVertices; ++b) dstMesh->mTextureCoords[a][b].Set( srcMesh->mTexCoords[a][b].x, srcMesh->mTexCoords[a][b].y, 0.0f); dstMesh->mNumUVComponents[a] = 2; } } // same for vertex colors, as many as we have for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) { if( srcMesh->mColors[a].size() == srcMesh->mPositions.size()) { dstMesh->mColors[a] = new aiColor4D[numVertices]; std::copy( srcMesh->mColors[a].begin() + vertexStart, srcMesh->mColors[a].begin() + vertexStart + numVertices, dstMesh->mColors[a]); } } // create faces. Due to the fact that each face uses unique vertices, we can simply count up on each vertex size_t vertex = 0; dstMesh->mNumFaces = submesh.mNumFaces; dstMesh->mFaces = new aiFace[dstMesh->mNumFaces]; for( size_t a = 0; a < dstMesh->mNumFaces; ++a) { size_t s = srcMesh->mFaceSize[ faceStart + a]; aiFace& face = dstMesh->mFaces[a]; face.mNumIndices = s; face.mIndices = new unsigned int[s]; for( size_t b = 0; b < s; ++b) face.mIndices[b] = vertex++; } // store the mesh, and store its new index in the node newMeshRefs.push_back( mMeshes.size()); mMeshIndexByID[index] = mMeshes.size(); mMeshes.push_back( dstMesh); vertexStart += numVertices; faceStart += submesh.mNumFaces; // assign the material index std::map::const_iterator matIt = mMaterialIndexByName.find( meshMaterial); if( matIt != mMaterialIndexByName.end()) dstMesh->mMaterialIndex = matIt->second; else dstMesh->mMaterialIndex = 0; } } } // now place all mesh references we gathered in the target node pTarget->mNumMeshes = newMeshRefs.size(); if( newMeshRefs.size()) { pTarget->mMeshes = new unsigned int[pTarget->mNumMeshes]; std::copy( newMeshRefs.begin(), newMeshRefs.end(), pTarget->mMeshes); } } // ------------------------------------------------------------------------------------------------ // Stores all meshes in the given scene void ColladaLoader::StoreSceneMeshes( aiScene* pScene) { pScene->mNumMeshes = mMeshes.size(); if( mMeshes.size() > 0) { pScene->mMeshes = new aiMesh*[mMeshes.size()]; std::copy( mMeshes.begin(), mMeshes.end(), pScene->mMeshes); } } // ------------------------------------------------------------------------------------------------ // Constructs materials from the collada material definitions void ColladaLoader::BuildMaterials( const ColladaParser& pParser, aiScene* pScene) { std::vector newMats; for( ColladaParser::MaterialLibrary::const_iterator matIt = pParser.mMaterialLibrary.begin(); matIt != pParser.mMaterialLibrary.end(); ++matIt) { const Collada::Material& material = matIt->second; // a material is only a reference to an effect ColladaParser::EffectLibrary::const_iterator effIt = pParser.mEffectLibrary.find( material.mEffect); if( effIt == pParser.mEffectLibrary.end()) continue; const Collada::Effect& effect = effIt->second; // create material Assimp::MaterialHelper* mat = new Assimp::MaterialHelper; aiString name( matIt->first); mat->AddProperty( &name, AI_MATKEY_NAME); int shadeMode; switch( effect.mShadeType) { case Collada::Shade_Constant: shadeMode = aiShadingMode_NoShading; break; case Collada::Shade_Lambert: shadeMode = aiShadingMode_Gouraud; break; case Collada::Shade_Blinn: shadeMode = aiShadingMode_Blinn; break; default: shadeMode = aiShadingMode_Phong; break; } mat->AddProperty( &shadeMode, 1, AI_MATKEY_SHADING_MODEL); mat->AddProperty( &effect.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT); mat->AddProperty( &effect.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE); mat->AddProperty( &effect.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR); mat->AddProperty( &effect.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE); mat->AddProperty( &effect.mShininess, 1, AI_MATKEY_SHININESS); mat->AddProperty( &effect.mRefractIndex, 1, AI_MATKEY_REFRACTI); // add textures, if given if( !effect.mTexAmbient.empty()) mat->AddProperty( &FindFilenameForEffectTexture( pParser, effect, effect.mTexAmbient), AI_MATKEY_TEXTURE_AMBIENT( 0)); if( !effect.mTexDiffuse.empty()) mat->AddProperty( &FindFilenameForEffectTexture( pParser, effect, effect.mTexDiffuse), AI_MATKEY_TEXTURE_DIFFUSE( 0)); if( !effect.mTexEmissive.empty()) mat->AddProperty( &FindFilenameForEffectTexture( pParser, effect, effect.mTexEmissive), AI_MATKEY_TEXTURE_EMISSIVE( 0)); if( !effect.mTexSpecular.empty()) mat->AddProperty( &FindFilenameForEffectTexture( pParser, effect, effect.mTexSpecular), AI_MATKEY_TEXTURE_SPECULAR( 0)); // store the material mMaterialIndexByName[matIt->first] = newMats.size(); newMats.push_back( mat); } // store a dummy material if none were given if( newMats.size() == 0) { Assimp::MaterialHelper* mat = new Assimp::MaterialHelper; aiString name( std::string( "dummy")); mat->AddProperty( &name, AI_MATKEY_NAME); int shadeMode = aiShadingMode_Phong; mat->AddProperty( &shadeMode, 1, AI_MATKEY_SHADING_MODEL); aiColor4D colAmbient( 0.2f, 0.2f, 0.2f, 1.0f), colDiffuse( 0.8f, 0.8f, 0.8f, 1.0f), colSpecular( 0.5f, 0.5f, 0.5f, 0.5f); mat->AddProperty( &colAmbient, 1, AI_MATKEY_COLOR_AMBIENT); mat->AddProperty( &colDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE); mat->AddProperty( &colSpecular, 1, AI_MATKEY_COLOR_SPECULAR); float specExp = 5.0f; mat->AddProperty( &specExp, 1, AI_MATKEY_SHININESS); } // store the materials in the scene pScene->mNumMaterials = newMats.size(); pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials]; std::copy( newMats.begin(), newMats.end(), pScene->mMaterials); } // ------------------------------------------------------------------------------------------------ // Resolves the texture name for the given effect texture entry const aiString& ColladaLoader::FindFilenameForEffectTexture( const ColladaParser& pParser, const Collada::Effect& pEffect, const std::string& pName) { // recurse through the param references until we end up at an image std::string name = pName; 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 if( it == pEffect.mParams.end()) break; // else recurse on name = it->second.mReference; } // 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()) throw new ImportErrorException( boost::str( boost::format( "Unable to resolve effect texture entry \"%s\", ended up at ID \"%s\".") % pName % name)); static aiString result; result.Set( imIt->second.mFileName); return result; }