1837 lines
81 KiB
C++
1837 lines
81 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2022, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the Collada loader */
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#ifndef ASSIMP_BUILD_NO_COLLADA_IMPORTER
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#include "ColladaLoader.h"
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#include "ColladaParser.h"
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#include <assimp/ColladaMetaData.h>
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#include <assimp/CreateAnimMesh.h>
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#include <assimp/ParsingUtils.h>
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#include <assimp/SkeletonMeshBuilder.h>
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#include <assimp/ZipArchiveIOSystem.h>
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#include <assimp/anim.h>
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#include <assimp/fast_atof.h>
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#include <assimp/importerdesc.h>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/Importer.hpp>
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#include <numeric>
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#include <iostream>
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namespace Assimp {
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using namespace Assimp::Formatter;
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using namespace Assimp::Collada;
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static const aiImporterDesc desc = {
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"Collada Importer",
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"",
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"",
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"http://collada.org",
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aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportCompressedFlavour,
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1,
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3,
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1,
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5,
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"dae xml zae"
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};
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static const float kMillisecondsFromSeconds = 1000.f;
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// Add an item of metadata to a node
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// Assumes the key is not already in the list
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template <typename T>
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inline void AddNodeMetaData(aiNode *node, const std::string &key, const T &value) {
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if (nullptr == node->mMetaData) {
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node->mMetaData = new aiMetadata();
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}
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node->mMetaData->Add(key, value);
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}
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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ColladaLoader::ColladaLoader() :
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mFileName(),
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mMeshIndexByID(),
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mMaterialIndexByName(),
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mMeshes(),
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newMats(),
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mCameras(),
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mLights(),
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mTextures(),
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mAnims(),
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noSkeletonMesh(false),
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removeEmptyBones(false),
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ignoreUpDirection(false),
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useColladaName(false),
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mNodeNameCounter(0) {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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ColladaLoader::~ColladaLoader() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool ColladaLoader::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
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// Look for a DAE file inside, but don't extract it
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ZipArchiveIOSystem zip_archive(pIOHandler, pFile);
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if (zip_archive.isOpen()) {
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return !ColladaParser::ReadZaeManifest(zip_archive).empty();
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}
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static const char *tokens[] = { "<collada" };
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return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
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}
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// ------------------------------------------------------------------------------------------------
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void ColladaLoader::SetupProperties(const Importer *pImp) {
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noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES, 0) != 0;
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removeEmptyBones = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, true) != 0;
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ignoreUpDirection = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION, 0) != 0;
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useColladaName = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES, 0) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Get file extension list
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const aiImporterDesc *ColladaLoader::GetInfo() const {
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void ColladaLoader::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
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mFileName = pFile;
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// clean all member arrays - just for safety, it should work even if we did not
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mMeshIndexByID.clear();
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mMaterialIndexByName.clear();
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mMeshes.clear();
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mTargetMeshes.clear();
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newMats.clear();
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mLights.clear();
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mCameras.clear();
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mTextures.clear();
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mAnims.clear();
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// parse the input file
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ColladaParser parser(pIOHandler, pFile);
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if (!parser.mRootNode) {
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throw DeadlyImportError("Collada: File came out empty. Something is wrong here.");
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}
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// reserve some storage to avoid unnecessary reallocs
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newMats.reserve(parser.mMaterialLibrary.size() * 2u);
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mMeshes.reserve(parser.mMeshLibrary.size() * 2u);
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mCameras.reserve(parser.mCameraLibrary.size());
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mLights.reserve(parser.mLightLibrary.size());
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// create the materials first, for the meshes to find
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BuildMaterials(parser, pScene);
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// build the node hierarchy from it
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pScene->mRootNode = BuildHierarchy(parser, parser.mRootNode);
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// ... then fill the materials with the now adjusted settings
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FillMaterials(parser, pScene);
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// Apply unit-size scale calculation
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pScene->mRootNode->mTransformation *= aiMatrix4x4(parser.mUnitSize, 0, 0, 0,
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0, parser.mUnitSize, 0, 0,
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0, 0, parser.mUnitSize, 0,
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0, 0, 0, 1);
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if (!ignoreUpDirection) {
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// Convert to Y_UP, if different orientation
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if (parser.mUpDirection == ColladaParser::UP_X) {
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pScene->mRootNode->mTransformation *= aiMatrix4x4(
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0, -1, 0, 0,
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1, 0, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1);
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} else if (parser.mUpDirection == ColladaParser::UP_Z) {
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pScene->mRootNode->mTransformation *= aiMatrix4x4(
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1, 0, 0, 0,
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0, 0, 1, 0,
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0, -1, 0, 0,
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0, 0, 0, 1);
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}
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}
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// Store scene metadata
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if (!parser.mAssetMetaData.empty()) {
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const size_t numMeta(parser.mAssetMetaData.size());
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pScene->mMetaData = aiMetadata::Alloc(static_cast<unsigned int>(numMeta));
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size_t i = 0;
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for (auto it = parser.mAssetMetaData.cbegin(); it != parser.mAssetMetaData.cend(); ++it, ++i) {
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pScene->mMetaData->Set(static_cast<unsigned int>(i), (*it).first, (*it).second);
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}
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}
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StoreSceneMeshes(pScene);
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StoreSceneMaterials(pScene);
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StoreSceneTextures(pScene);
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StoreSceneLights(pScene);
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StoreSceneCameras(pScene);
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StoreAnimations(pScene, parser);
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// If no meshes have been loaded, it's probably just an animated skeleton.
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if (0u == pScene->mNumMeshes) {
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if (!noSkeletonMesh) {
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SkeletonMeshBuilder hero(pScene);
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}
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pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Recursively constructs a scene node for the given parser node and returns it.
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aiNode *ColladaLoader::BuildHierarchy(const ColladaParser &pParser, const Collada::Node *pNode) {
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// create a node for it
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aiNode *node = new aiNode();
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// find a name for the new node. It's more complicated than you might think
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node->mName.Set(FindNameForNode(pNode));
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// if we're not using the unique IDs, hold onto them for reference and export
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if (useColladaName) {
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if (!pNode->mID.empty()) {
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AddNodeMetaData(node, AI_METADATA_COLLADA_ID, aiString(pNode->mID));
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}
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if (!pNode->mSID.empty()) {
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AddNodeMetaData(node, AI_METADATA_COLLADA_SID, aiString(pNode->mSID));
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}
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}
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// calculate the transformation matrix for it
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node->mTransformation = pParser.CalculateResultTransform(pNode->mTransforms);
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// now resolve node instances
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std::vector<const Node*> instances;
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ResolveNodeInstances(pParser, pNode, instances);
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// add children. first the *real* ones
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node->mNumChildren = static_cast<unsigned int>(pNode->mChildren.size() + instances.size());
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node->mChildren = new aiNode *[node->mNumChildren];
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for (size_t a = 0; a < pNode->mChildren.size(); ++a) {
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node->mChildren[a] = BuildHierarchy(pParser, pNode->mChildren[a]);
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node->mChildren[a]->mParent = node;
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}
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// ... and finally the resolved node instances
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for (size_t a = 0; a < instances.size(); ++a) {
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node->mChildren[pNode->mChildren.size() + a] = BuildHierarchy(pParser, instances[a]);
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node->mChildren[pNode->mChildren.size() + a]->mParent = node;
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}
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BuildMeshesForNode(pParser, pNode, node);
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BuildCamerasForNode(pParser, pNode, node);
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BuildLightsForNode(pParser, pNode, node);
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return node;
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}
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// ------------------------------------------------------------------------------------------------
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// Resolve node instances
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void ColladaLoader::ResolveNodeInstances(const ColladaParser &pParser, const Node *pNode,
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std::vector<const Node*> &resolved) {
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// reserve enough storage
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resolved.reserve(pNode->mNodeInstances.size());
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// ... and iterate through all nodes to be instanced as children of pNode
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for (const auto &nodeInst : pNode->mNodeInstances) {
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// find the corresponding node in the library
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const ColladaParser::NodeLibrary::const_iterator itt = pParser.mNodeLibrary.find(nodeInst.mNode);
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const Node *nd = itt == pParser.mNodeLibrary.end() ? nullptr : (*itt).second;
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// FIX for http://sourceforge.net/tracker/?func=detail&aid=3054873&group_id=226462&atid=1067632
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// need to check for both name and ID to catch all. To avoid breaking valid files,
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// the workaround is only enabled when the first attempt to resolve the node has failed.
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if (nullptr == nd) {
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nd = FindNode(pParser.mRootNode, nodeInst.mNode);
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}
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if (nullptr == nd) {
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ASSIMP_LOG_ERROR("Collada: Unable to resolve reference to instanced node ", nodeInst.mNode);
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} else {
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// attach this node to the list of children
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resolved.push_back(nd);
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Resolve UV channels
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void ColladaLoader::ApplyVertexToEffectSemanticMapping(Sampler &sampler, const SemanticMappingTable &table) {
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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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if (it->second.mType != IT_Texcoord) {
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ASSIMP_LOG_ERROR("Collada: Unexpected effect input mapping");
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}
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sampler.mUVId = it->second.mSet;
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}
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// ------------------------------------------------------------------------------------------------
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// Builds lights for the given node and references them
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void ColladaLoader::BuildLightsForNode(const ColladaParser &pParser, const Node *pNode, aiNode *pTarget) {
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for (const LightInstance &lid : pNode->mLights) {
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// find the referred light
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ColladaParser::LightLibrary::const_iterator srcLightIt = pParser.mLightLibrary.find(lid.mLight);
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if (srcLightIt == pParser.mLightLibrary.end()) {
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ASSIMP_LOG_WARN("Collada: Unable to find light for ID \"", lid.mLight, "\". Skipping.");
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continue;
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}
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const Collada::Light *srcLight = &srcLightIt->second;
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// now fill our ai data structure
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aiLight *out = new aiLight();
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out->mName = pTarget->mName;
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out->mType = (aiLightSourceType)srcLight->mType;
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// collada lights point in -Z by default, rest is specified in node transform
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out->mDirection = aiVector3D(0.f, 0.f, -1.f);
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out->mAttenuationConstant = srcLight->mAttConstant;
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out->mAttenuationLinear = srcLight->mAttLinear;
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out->mAttenuationQuadratic = srcLight->mAttQuadratic;
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out->mColorDiffuse = out->mColorSpecular = out->mColorAmbient = srcLight->mColor * srcLight->mIntensity;
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if (out->mType == aiLightSource_AMBIENT) {
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out->mColorDiffuse = out->mColorSpecular = aiColor3D(0, 0, 0);
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out->mColorAmbient = srcLight->mColor * srcLight->mIntensity;
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} else {
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// collada doesn't differentiate between these color types
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out->mColorDiffuse = out->mColorSpecular = srcLight->mColor * srcLight->mIntensity;
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out->mColorAmbient = aiColor3D(0, 0, 0);
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}
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// convert falloff angle and falloff exponent in our representation, if given
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if (out->mType == aiLightSource_SPOT) {
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out->mAngleInnerCone = AI_DEG_TO_RAD(srcLight->mFalloffAngle);
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// ... some extension magic.
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if (srcLight->mOuterAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET * (1 - ai_epsilon)) {
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// ... some deprecation magic.
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if (srcLight->mPenumbraAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET * (1 - ai_epsilon)) {
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// Need to rely on falloff_exponent. I don't know how to interpret it, so I need to guess ....
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// epsilon chosen to be 0.1
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float f = 1.0f;
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if ( 0.0f != srcLight->mFalloffExponent ) {
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f = 1.f / srcLight->mFalloffExponent;
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}
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out->mAngleOuterCone = std::acos(std::pow(0.1f, f)) +
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out->mAngleInnerCone;
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} else {
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out->mAngleOuterCone = out->mAngleInnerCone + AI_DEG_TO_RAD(srcLight->mPenumbraAngle);
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if (out->mAngleOuterCone < out->mAngleInnerCone)
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std::swap(out->mAngleInnerCone, out->mAngleOuterCone);
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}
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} else {
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out->mAngleOuterCone = AI_DEG_TO_RAD(srcLight->mOuterAngle);
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}
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}
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// add to light list
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mLights.push_back(out);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Builds cameras for the given node and references them
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void ColladaLoader::BuildCamerasForNode(const ColladaParser &pParser, const Node *pNode, aiNode *pTarget) {
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for (const CameraInstance &cid : pNode->mCameras) {
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// find the referred light
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ColladaParser::CameraLibrary::const_iterator srcCameraIt = pParser.mCameraLibrary.find(cid.mCamera);
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if (srcCameraIt == pParser.mCameraLibrary.end()) {
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ASSIMP_LOG_WARN("Collada: Unable to find camera for ID \"", cid.mCamera, "\". Skipping.");
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continue;
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}
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const Collada::Camera *srcCamera = &srcCameraIt->second;
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// orthographic cameras not yet supported in Assimp
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if (srcCamera->mOrtho) {
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ASSIMP_LOG_WARN("Collada: Orthographic cameras are not supported.");
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}
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// now fill our ai data structure
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aiCamera *out = new aiCamera();
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out->mName = pTarget->mName;
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// collada cameras point in -Z by default, rest is specified in node transform
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out->mLookAt = aiVector3D(0.f, 0.f, -1.f);
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// near/far z is already ok
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out->mClipPlaneFar = srcCamera->mZFar;
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out->mClipPlaneNear = srcCamera->mZNear;
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// ... but for the rest some values are optional
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// and we need to compute the others in any combination.
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if (srcCamera->mAspect != 10e10f) {
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out->mAspect = srcCamera->mAspect;
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}
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if (srcCamera->mHorFov != 10e10f) {
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out->mHorizontalFOV = srcCamera->mHorFov;
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if (srcCamera->mVerFov != 10e10f && srcCamera->mAspect == 10e10f) {
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out->mAspect = std::tan(AI_DEG_TO_RAD(srcCamera->mHorFov)) /
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std::tan(AI_DEG_TO_RAD(srcCamera->mVerFov));
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}
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} else if (srcCamera->mAspect != 10e10f && srcCamera->mVerFov != 10e10f) {
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out->mHorizontalFOV = 2.0f * AI_RAD_TO_DEG(std::atan(srcCamera->mAspect *
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std::tan(AI_DEG_TO_RAD(srcCamera->mVerFov) * 0.5f)));
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}
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// Collada uses degrees, we use radians
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out->mHorizontalFOV = AI_DEG_TO_RAD(out->mHorizontalFOV);
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// add to camera list
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mCameras.push_back(out);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Builds meshes for the given node and references them
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void ColladaLoader::BuildMeshesForNode(const ColladaParser &pParser, const Node *pNode, aiNode *pTarget) {
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// accumulated mesh references by this node
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std::vector<size_t> newMeshRefs;
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newMeshRefs.reserve(pNode->mMeshes.size());
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// add a mesh for each subgroup in each collada mesh
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for (const MeshInstance &mid : pNode->mMeshes) {
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const Mesh *srcMesh = nullptr;
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const Controller *srcController = nullptr;
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// find the referred mesh
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ColladaParser::MeshLibrary::const_iterator srcMeshIt = pParser.mMeshLibrary.find(mid.mMeshOrController);
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if (srcMeshIt == pParser.mMeshLibrary.end()) {
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// if not found in the mesh-library, it might also be a controller referring to a mesh
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ColladaParser::ControllerLibrary::const_iterator srcContrIt = pParser.mControllerLibrary.find(mid.mMeshOrController);
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if (srcContrIt != pParser.mControllerLibrary.end()) {
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srcController = &srcContrIt->second;
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srcMeshIt = pParser.mMeshLibrary.find(srcController->mMeshId);
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if (srcMeshIt != pParser.mMeshLibrary.end()) {
|
|
srcMesh = srcMeshIt->second;
|
|
}
|
|
}
|
|
|
|
if (nullptr == srcMesh) {
|
|
ASSIMP_LOG_WARN("Collada: Unable to find geometry for ID \"", mid.mMeshOrController, "\". Skipping.");
|
|
continue;
|
|
}
|
|
} else {
|
|
// ID found in the mesh library -> direct reference to an unskinned 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];
|
|
if (submesh.mNumFaces == 0) {
|
|
continue;
|
|
}
|
|
|
|
// find material assigned to this submesh
|
|
std::string meshMaterial;
|
|
std::map<std::string, SemanticMappingTable>::const_iterator meshMatIt = mid.mMaterials.find(submesh.mMaterial);
|
|
|
|
const Collada::SemanticMappingTable *table = nullptr;
|
|
if (meshMatIt != mid.mMaterials.end()) {
|
|
table = &meshMatIt->second;
|
|
meshMaterial = table->mMatName;
|
|
} else {
|
|
ASSIMP_LOG_WARN("Collada: No material specified for subgroup <", submesh.mMaterial, "> in geometry <",
|
|
mid.mMeshOrController, ">.");
|
|
if (!mid.mMaterials.empty()) {
|
|
meshMaterial = mid.mMaterials.begin()->second.mMatName;
|
|
}
|
|
}
|
|
|
|
// OK ... here the *real* fun starts ... we have the vertex-input-to-effect-semantic-table
|
|
// given. The only mapping stuff which we do actually support is the UV channel.
|
|
std::map<std::string, size_t>::const_iterator matIt = mMaterialIndexByName.find(meshMaterial);
|
|
unsigned int matIdx = 0;
|
|
if (matIt != mMaterialIndexByName.end()) {
|
|
matIdx = static_cast<unsigned int>(matIt->second);
|
|
}
|
|
|
|
if (table && !table->mMap.empty()) {
|
|
std::pair<Collada::Effect *, aiMaterial *> &mat = newMats[matIdx];
|
|
|
|
// Iterate through all texture channels assigned to the effect and
|
|
// check whether we have mapping information for it.
|
|
ApplyVertexToEffectSemanticMapping(mat.first->mTexDiffuse, *table);
|
|
ApplyVertexToEffectSemanticMapping(mat.first->mTexAmbient, *table);
|
|
ApplyVertexToEffectSemanticMapping(mat.first->mTexSpecular, *table);
|
|
ApplyVertexToEffectSemanticMapping(mat.first->mTexEmissive, *table);
|
|
ApplyVertexToEffectSemanticMapping(mat.first->mTexTransparent, *table);
|
|
ApplyVertexToEffectSemanticMapping(mat.first->mTexBump, *table);
|
|
}
|
|
|
|
// built lookup index of the Mesh-Submesh-Material combination
|
|
ColladaMeshIndex index(mid.mMeshOrController, sm, meshMaterial);
|
|
|
|
// if we already have the mesh at the library, just add its index to the node's array
|
|
std::map<ColladaMeshIndex, size_t>::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 = CreateMesh(pParser, srcMesh, submesh, srcController, vertexStart, faceStart);
|
|
|
|
// 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 += dstMesh->mNumVertices;
|
|
faceStart += submesh.mNumFaces;
|
|
|
|
// assign the material index
|
|
std::map<std::string, size_t>::const_iterator subMatIt = mMaterialIndexByName.find(submesh.mMaterial);
|
|
if (subMatIt != mMaterialIndexByName.end()) {
|
|
dstMesh->mMaterialIndex = static_cast<unsigned int>(subMatIt->second);
|
|
} else {
|
|
dstMesh->mMaterialIndex = matIdx;
|
|
}
|
|
if (dstMesh->mName.length == 0) {
|
|
dstMesh->mName = mid.mMeshOrController;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// now place all mesh references we gathered in the target node
|
|
pTarget->mNumMeshes = static_cast<unsigned int>(newMeshRefs.size());
|
|
if (!newMeshRefs.empty()) {
|
|
struct UIntTypeConverter {
|
|
unsigned int operator()(const size_t &v) const {
|
|
return static_cast<unsigned int>(v);
|
|
}
|
|
};
|
|
|
|
pTarget->mMeshes = new unsigned int[pTarget->mNumMeshes];
|
|
std::transform(newMeshRefs.begin(), newMeshRefs.end(), pTarget->mMeshes, UIntTypeConverter());
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Find mesh from either meshes or morph target meshes
|
|
aiMesh *ColladaLoader::findMesh(const std::string &meshid) {
|
|
if (meshid.empty()) {
|
|
return nullptr;
|
|
}
|
|
|
|
for (auto & mMeshe : mMeshes) {
|
|
if (std::string(mMeshe->mName.data) == meshid) {
|
|
return mMeshe;
|
|
}
|
|
}
|
|
|
|
for (auto & mTargetMeshe : mTargetMeshes) {
|
|
if (std::string(mTargetMeshe->mName.data) == meshid) {
|
|
return mTargetMeshe;
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Creates a mesh for the given ColladaMesh face subset and returns the newly created mesh
|
|
aiMesh *ColladaLoader::CreateMesh(const ColladaParser &pParser, const Mesh *pSrcMesh, const SubMesh &pSubMesh,
|
|
const 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;
|
|
}
|
|
|
|
if (pSrcMesh->mPositions.empty()) {
|
|
return dstMesh.release();
|
|
}
|
|
|
|
// count the vertices addressed by its faces
|
|
const size_t numVertices = std::accumulate(pSrcMesh->mFaceSize.begin() + pStartFace,
|
|
pSrcMesh->mFaceSize.begin() + pStartFace + pSubMesh.mNumFaces, size_t(0));
|
|
|
|
// 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);
|
|
|
|
// 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);
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
|
|
// same for texture coords, as many as we have
|
|
// empty slots are not allowed, need to pack and adjust UV indexes accordingly
|
|
for (size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
|
|
if (pSrcMesh->mTexCoords[a].size() >= pStartVertex + numVertices) {
|
|
dstMesh->mTextureCoords[real] = new aiVector3D[numVertices];
|
|
for (size_t b = 0; b < numVertices; ++b) {
|
|
dstMesh->mTextureCoords[real][b] = pSrcMesh->mTexCoords[a][pStartVertex + b];
|
|
}
|
|
|
|
dstMesh->mNumUVComponents[real] = pSrcMesh->mNumUVComponents[a];
|
|
++real;
|
|
}
|
|
}
|
|
|
|
// same for vertex colors, as many as we have. again the same packing to avoid empty slots
|
|
for (size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) {
|
|
if (pSrcMesh->mColors[a].size() >= pStartVertex + numVertices) {
|
|
dstMesh->mColors[real] = new aiColor4D[numVertices];
|
|
std::copy(pSrcMesh->mColors[a].begin() + pStartVertex, pSrcMesh->mColors[a].begin() + pStartVertex + numVertices, dstMesh->mColors[real]);
|
|
++real;
|
|
}
|
|
}
|
|
|
|
// 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 = static_cast<unsigned int>(pSubMesh.mNumFaces);
|
|
dstMesh->mFaces = new aiFace[dstMesh->mNumFaces];
|
|
for (size_t a = 0; a < dstMesh->mNumFaces; ++a) {
|
|
size_t s = pSrcMesh->mFaceSize[pStartFace + a];
|
|
aiFace &face = dstMesh->mFaces[a];
|
|
face.mNumIndices = static_cast<unsigned int>(s);
|
|
face.mIndices = new unsigned int[s];
|
|
for (size_t b = 0; b < s; ++b) {
|
|
face.mIndices[b] = static_cast<unsigned int>(vertex++);
|
|
}
|
|
}
|
|
|
|
// create morph target meshes if any
|
|
std::vector<aiMesh *> targetMeshes;
|
|
std::vector<float> targetWeights;
|
|
Collada::MorphMethod method = Normalized;
|
|
|
|
for (std::map<std::string, Controller>::const_iterator it = pParser.mControllerLibrary.begin();
|
|
it != pParser.mControllerLibrary.end(); ++it) {
|
|
const Controller &c = it->second;
|
|
const Collada::Mesh *baseMesh = pParser.ResolveLibraryReference(pParser.mMeshLibrary, c.mMeshId);
|
|
|
|
if (c.mType == Collada::Morph && baseMesh->mName == pSrcMesh->mName) {
|
|
const Collada::Accessor &targetAccessor = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, c.mMorphTarget);
|
|
const Collada::Accessor &weightAccessor = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, c.mMorphWeight);
|
|
const Collada::Data &targetData = pParser.ResolveLibraryReference(pParser.mDataLibrary, targetAccessor.mSource);
|
|
const Collada::Data &weightData = pParser.ResolveLibraryReference(pParser.mDataLibrary, weightAccessor.mSource);
|
|
|
|
// take method
|
|
method = c.mMethod;
|
|
|
|
if (!targetData.mIsStringArray) {
|
|
throw DeadlyImportError("target data must contain id. ");
|
|
}
|
|
if (weightData.mIsStringArray) {
|
|
throw DeadlyImportError("target weight data must not be textual ");
|
|
}
|
|
|
|
for (const auto & mString : targetData.mStrings) {
|
|
const Mesh *targetMesh = pParser.ResolveLibraryReference(pParser.mMeshLibrary, mString);
|
|
|
|
aiMesh *aimesh = findMesh(useColladaName ? targetMesh->mName : targetMesh->mId);
|
|
if (!aimesh) {
|
|
if (targetMesh->mSubMeshes.size() > 1) {
|
|
throw DeadlyImportError("Morphing target mesh must be a single");
|
|
}
|
|
aimesh = CreateMesh(pParser, targetMesh, targetMesh->mSubMeshes.at(0), nullptr, 0, 0);
|
|
mTargetMeshes.push_back(aimesh);
|
|
}
|
|
targetMeshes.push_back(aimesh);
|
|
}
|
|
for (float mValue : weightData.mValues) {
|
|
targetWeights.push_back(mValue);
|
|
}
|
|
}
|
|
}
|
|
if (!targetMeshes.empty() && targetWeights.size() == targetMeshes.size()) {
|
|
std::vector<aiAnimMesh *> animMeshes;
|
|
for (unsigned int i = 0; i < targetMeshes.size(); ++i) {
|
|
aiMesh *targetMesh = targetMeshes.at(i);
|
|
aiAnimMesh *animMesh = aiCreateAnimMesh(targetMesh);
|
|
float weight = targetWeights[i];
|
|
animMesh->mWeight = weight == 0 ? 1.0f : weight;
|
|
animMesh->mName = targetMesh->mName;
|
|
animMeshes.push_back(animMesh);
|
|
}
|
|
dstMesh->mMethod = (method == 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) {
|
|
dstMesh->mAnimMeshes[i] = animMeshes.at(i);
|
|
}
|
|
}
|
|
|
|
// create bones if given
|
|
if (pSrcController && pSrcController->mType == Collada::Skin) {
|
|
// resolve references - joint names
|
|
const Collada::Accessor &jointNamesAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mJointNameSource);
|
|
const Collada::Data &jointNames = pParser.ResolveLibraryReference(pParser.mDataLibrary, jointNamesAcc.mSource);
|
|
// joint offset matrices
|
|
const Collada::Accessor &jointMatrixAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mJointOffsetMatrixSource);
|
|
const Collada::Data &jointMatrices = pParser.ResolveLibraryReference(pParser.mDataLibrary, jointMatrixAcc.mSource);
|
|
// joint vertex_weight name list - should refer to the same list as the joint names above. If not, report and reconsider
|
|
const Collada::Accessor &weightNamesAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mWeightInputJoints.mAccessor);
|
|
if (&weightNamesAcc != &jointNamesAcc)
|
|
throw DeadlyImportError("Temporary implementational laziness. If you read this, please report to the author.");
|
|
// vertex weights
|
|
const Collada::Accessor &weightsAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mWeightInputWeights.mAccessor);
|
|
const Collada::Data &weights = pParser.ResolveLibraryReference(pParser.mDataLibrary, weightsAcc.mSource);
|
|
|
|
if (!jointNames.mIsStringArray || jointMatrices.mIsStringArray || weights.mIsStringArray) {
|
|
throw DeadlyImportError("Data type mismatch while resolving mesh joints");
|
|
}
|
|
// sanity check: we rely on the vertex weights always coming as pairs of BoneIndex-WeightIndex
|
|
if (pSrcController->mWeightInputJoints.mOffset != 0 || pSrcController->mWeightInputWeights.mOffset != 1) {
|
|
throw DeadlyImportError("Unsupported vertex_weight addressing scheme. ");
|
|
}
|
|
|
|
// create containers to collect the weights for each bone
|
|
size_t numBones = jointNames.mStrings.size();
|
|
std::vector<std::vector<aiVertexWeight>> dstBones(numBones);
|
|
|
|
// build a temporary array of pointers to the start of each vertex's weights
|
|
using IndexPairVector = std::vector<std::pair<size_t, size_t>>;
|
|
std::vector<IndexPairVector::const_iterator> weightStartPerVertex;
|
|
weightStartPerVertex.resize(pSrcController->mWeightCounts.size(), pSrcController->mWeights.end());
|
|
|
|
IndexPairVector::const_iterator pit = pSrcController->mWeights.begin();
|
|
for (size_t a = 0; a < pSrcController->mWeightCounts.size(); ++a) {
|
|
weightStartPerVertex[a] = pit;
|
|
pit += pSrcController->mWeightCounts[a];
|
|
}
|
|
|
|
// now for each vertex put the corresponding vertex weights into each bone's weight collection
|
|
for (size_t a = pStartVertex; a < pStartVertex + numVertices; ++a) {
|
|
// which position index was responsible for this vertex? that's also the index by which
|
|
// the controller assigns the vertex weights
|
|
size_t orgIndex = pSrcMesh->mFacePosIndices[a];
|
|
// find the vertex weights for this vertex
|
|
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;
|
|
ai_real weight = 1.0f;
|
|
if (!weights.mValues.empty()) {
|
|
weight = ReadFloat(weightsAcc, weights, vertexIndex, 0);
|
|
}
|
|
|
|
// one day I gonna kill that XSI Collada exporter
|
|
if (weight > 0.0f) {
|
|
aiVertexWeight w;
|
|
w.mVertexId = static_cast<unsigned int>(a - pStartVertex);
|
|
w.mWeight = weight;
|
|
dstBones[jointIndex].push_back(w);
|
|
}
|
|
}
|
|
}
|
|
|
|
// count the number of bones which influence vertices of the current submesh
|
|
size_t numRemainingBones = 0;
|
|
for (const auto & dstBone : dstBones) {
|
|
if (dstBone.empty() && removeEmptyBones) {
|
|
continue;
|
|
}
|
|
++numRemainingBones;
|
|
|
|
}
|
|
|
|
// create bone array and copy bone weights one by one
|
|
dstMesh->mNumBones = static_cast<unsigned int>(numRemainingBones);
|
|
dstMesh->mBones = new aiBone *[numRemainingBones];
|
|
size_t boneCount = 0;
|
|
for (size_t a = 0; a < numBones; ++a) {
|
|
// omit bones without weights
|
|
if (dstBones[a].empty() && removeEmptyBones) {
|
|
continue;
|
|
}
|
|
|
|
// create bone with its weights
|
|
aiBone *bone = new aiBone;
|
|
bone->mName = ReadString(jointNamesAcc, jointNames, a);
|
|
bone->mOffsetMatrix.a1 = ReadFloat(jointMatrixAcc, jointMatrices, a, 0);
|
|
bone->mOffsetMatrix.a2 = ReadFloat(jointMatrixAcc, jointMatrices, a, 1);
|
|
bone->mOffsetMatrix.a3 = ReadFloat(jointMatrixAcc, jointMatrices, a, 2);
|
|
bone->mOffsetMatrix.a4 = ReadFloat(jointMatrixAcc, jointMatrices, a, 3);
|
|
bone->mOffsetMatrix.b1 = ReadFloat(jointMatrixAcc, jointMatrices, a, 4);
|
|
bone->mOffsetMatrix.b2 = ReadFloat(jointMatrixAcc, jointMatrices, a, 5);
|
|
bone->mOffsetMatrix.b3 = ReadFloat(jointMatrixAcc, jointMatrices, a, 6);
|
|
bone->mOffsetMatrix.b4 = ReadFloat(jointMatrixAcc, jointMatrices, a, 7);
|
|
bone->mOffsetMatrix.c1 = ReadFloat(jointMatrixAcc, jointMatrices, a, 8);
|
|
bone->mOffsetMatrix.c2 = ReadFloat(jointMatrixAcc, jointMatrices, a, 9);
|
|
bone->mOffsetMatrix.c3 = ReadFloat(jointMatrixAcc, jointMatrices, a, 10);
|
|
bone->mOffsetMatrix.c4 = ReadFloat(jointMatrixAcc, jointMatrices, a, 11);
|
|
|
|
bone->mNumWeights = static_cast<unsigned int>(dstBones[a].size());
|
|
bone->mWeights = new aiVertexWeight[bone->mNumWeights];
|
|
std::copy(dstBones[a].begin(), dstBones[a].end(), bone->mWeights);
|
|
|
|
// apply bind shape matrix to offset matrix
|
|
aiMatrix4x4 bindShapeMatrix;
|
|
bindShapeMatrix.a1 = pSrcController->mBindShapeMatrix[0];
|
|
bindShapeMatrix.a2 = pSrcController->mBindShapeMatrix[1];
|
|
bindShapeMatrix.a3 = pSrcController->mBindShapeMatrix[2];
|
|
bindShapeMatrix.a4 = pSrcController->mBindShapeMatrix[3];
|
|
bindShapeMatrix.b1 = pSrcController->mBindShapeMatrix[4];
|
|
bindShapeMatrix.b2 = pSrcController->mBindShapeMatrix[5];
|
|
bindShapeMatrix.b3 = pSrcController->mBindShapeMatrix[6];
|
|
bindShapeMatrix.b4 = pSrcController->mBindShapeMatrix[7];
|
|
bindShapeMatrix.c1 = pSrcController->mBindShapeMatrix[8];
|
|
bindShapeMatrix.c2 = pSrcController->mBindShapeMatrix[9];
|
|
bindShapeMatrix.c3 = pSrcController->mBindShapeMatrix[10];
|
|
bindShapeMatrix.c4 = pSrcController->mBindShapeMatrix[11];
|
|
bindShapeMatrix.d1 = pSrcController->mBindShapeMatrix[12];
|
|
bindShapeMatrix.d2 = pSrcController->mBindShapeMatrix[13];
|
|
bindShapeMatrix.d3 = pSrcController->mBindShapeMatrix[14];
|
|
bindShapeMatrix.d4 = pSrcController->mBindShapeMatrix[15];
|
|
bone->mOffsetMatrix *= bindShapeMatrix;
|
|
|
|
// HACK: (thom) Some exporters address the bone nodes by SID, others address them by ID or even name.
|
|
// Therefore I added a little name replacement here: I search for the bone's node by either name, ID or SID,
|
|
// and replace the bone's name by the node's name so that the user can use the standard
|
|
// find-by-name method to associate nodes with bones.
|
|
const Collada::Node *bnode = FindNode(pParser.mRootNode, bone->mName.data);
|
|
if (nullptr == bnode) {
|
|
bnode = FindNodeBySID(pParser.mRootNode, bone->mName.data);
|
|
}
|
|
|
|
// assign the name that we would have assigned for the source node
|
|
if (nullptr != bnode) {
|
|
bone->mName.Set(FindNameForNode(bnode));
|
|
} else {
|
|
ASSIMP_LOG_WARN("ColladaLoader::CreateMesh(): could not find corresponding node for joint \"", bone->mName.data, "\".");
|
|
}
|
|
|
|
// and insert bone
|
|
dstMesh->mBones[boneCount++] = bone;
|
|
}
|
|
}
|
|
|
|
return dstMesh.release();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Stores all meshes in the given scene
|
|
void ColladaLoader::StoreSceneMeshes(aiScene *pScene) {
|
|
pScene->mNumMeshes = static_cast<unsigned int>(mMeshes.size());
|
|
if (mMeshes.empty()) {
|
|
return;
|
|
}
|
|
pScene->mMeshes = new aiMesh *[mMeshes.size()];
|
|
std::copy(mMeshes.begin(), mMeshes.end(), pScene->mMeshes);
|
|
mMeshes.clear();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Stores all cameras in the given scene
|
|
void ColladaLoader::StoreSceneCameras(aiScene *pScene) {
|
|
pScene->mNumCameras = static_cast<unsigned int>(mCameras.size());
|
|
if (mCameras.empty()) {
|
|
return;
|
|
}
|
|
pScene->mCameras = new aiCamera *[mCameras.size()];
|
|
std::copy(mCameras.begin(), mCameras.end(), pScene->mCameras);
|
|
mCameras.clear();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Stores all lights in the given scene
|
|
void ColladaLoader::StoreSceneLights(aiScene *pScene) {
|
|
pScene->mNumLights = static_cast<unsigned int>(mLights.size());
|
|
if (mLights.empty()) {
|
|
return;
|
|
}
|
|
pScene->mLights = new aiLight *[mLights.size()];
|
|
std::copy(mLights.begin(), mLights.end(), pScene->mLights);
|
|
mLights.clear();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Stores all textures in the given scene
|
|
void ColladaLoader::StoreSceneTextures(aiScene *pScene) {
|
|
pScene->mNumTextures = static_cast<unsigned int>(mTextures.size());
|
|
if (mTextures.empty()) {
|
|
return;
|
|
}
|
|
pScene->mTextures = new aiTexture *[mTextures.size()];
|
|
std::copy(mTextures.begin(), mTextures.end(), pScene->mTextures);
|
|
mTextures.clear();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Stores all materials in the given scene
|
|
void ColladaLoader::StoreSceneMaterials(aiScene *pScene) {
|
|
pScene->mNumMaterials = static_cast<unsigned int>(newMats.size());
|
|
if (newMats.empty()) {
|
|
return;
|
|
}
|
|
pScene->mMaterials = new aiMaterial *[newMats.size()];
|
|
for (unsigned int i = 0; i < newMats.size(); ++i) {
|
|
pScene->mMaterials[i] = newMats[i].second;
|
|
}
|
|
newMats.clear();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Stores all animations
|
|
void ColladaLoader::StoreAnimations(aiScene *pScene, const ColladaParser &pParser) {
|
|
// recursively collect all animations from the collada scene
|
|
StoreAnimations(pScene, pParser, &pParser.mAnims, "");
|
|
|
|
// catch special case: many animations with the same length, each affecting only a single node.
|
|
// we need to unite all those single-node-anims to a proper combined animation
|
|
for (size_t a = 0; a < mAnims.size(); ++a) {
|
|
aiAnimation *templateAnim = mAnims[a];
|
|
|
|
if (templateAnim->mNumChannels == 1) {
|
|
// search for other single-channel-anims with the same duration
|
|
std::vector<size_t> collectedAnimIndices;
|
|
for (size_t b = a + 1; b < mAnims.size(); ++b) {
|
|
aiAnimation *other = mAnims[b];
|
|
if (other->mNumChannels == 1 && other->mDuration == templateAnim->mDuration &&
|
|
other->mTicksPerSecond == templateAnim->mTicksPerSecond)
|
|
collectedAnimIndices.push_back(b);
|
|
}
|
|
|
|
// We only want to combine the animations if they have different channels
|
|
std::set<std::string> animTargets;
|
|
animTargets.insert(templateAnim->mChannels[0]->mNodeName.C_Str());
|
|
bool collectedAnimationsHaveDifferentChannels = true;
|
|
for (unsigned long long collectedAnimIndice : collectedAnimIndices) {
|
|
aiAnimation *srcAnimation = mAnims[(int)collectedAnimIndice];
|
|
std::string channelName = std::string(srcAnimation->mChannels[0]->mNodeName.C_Str());
|
|
if (animTargets.find(channelName) == animTargets.end()) {
|
|
animTargets.insert(channelName);
|
|
} else {
|
|
collectedAnimationsHaveDifferentChannels = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!collectedAnimationsHaveDifferentChannels) {
|
|
continue;
|
|
}
|
|
|
|
// if there are other animations which fit the template anim, combine all channels into a single anim
|
|
if (!collectedAnimIndices.empty()) {
|
|
aiAnimation *combinedAnim = new aiAnimation();
|
|
combinedAnim->mName = aiString(std::string("combinedAnim_") + char('0' + a));
|
|
combinedAnim->mDuration = templateAnim->mDuration;
|
|
combinedAnim->mTicksPerSecond = templateAnim->mTicksPerSecond;
|
|
combinedAnim->mNumChannels = static_cast<unsigned int>(collectedAnimIndices.size() + 1);
|
|
combinedAnim->mChannels = new aiNodeAnim *[combinedAnim->mNumChannels];
|
|
// add the template anim as first channel by moving its aiNodeAnim to the combined animation
|
|
combinedAnim->mChannels[0] = templateAnim->mChannels[0];
|
|
templateAnim->mChannels[0] = nullptr;
|
|
delete templateAnim;
|
|
// combined animation replaces template animation in the anim array
|
|
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) {
|
|
aiAnimation *srcAnimation = mAnims[collectedAnimIndices[b]];
|
|
combinedAnim->mChannels[1 + b] = srcAnimation->mChannels[0];
|
|
srcAnimation->mChannels[0] = nullptr;
|
|
delete srcAnimation;
|
|
}
|
|
|
|
// 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()) {
|
|
mAnims.erase(mAnims.begin() + collectedAnimIndices.back());
|
|
collectedAnimIndices.pop_back();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// now store all anims in the scene
|
|
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);
|
|
}
|
|
|
|
mAnims.clear();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Constructs the animations for the given source anim
|
|
void ColladaLoader::StoreAnimations(aiScene *pScene, const ColladaParser &pParser, const Animation *pSrcAnim, const std::string &pPrefix) {
|
|
std::string animName = pPrefix.empty() ? pSrcAnim->mName : pPrefix + "_" + pSrcAnim->mName;
|
|
|
|
// create nested animations, if given
|
|
for (auto mSubAnim : pSrcAnim->mSubAnims) {
|
|
StoreAnimations(pScene, pParser, mSubAnim, animName);
|
|
}
|
|
|
|
// create animation channels, if any
|
|
if (!pSrcAnim->mChannels.empty()) {
|
|
CreateAnimation(pScene, pParser, pSrcAnim, animName);
|
|
}
|
|
}
|
|
|
|
struct MorphTimeValues {
|
|
float mTime;
|
|
struct key {
|
|
float mWeight;
|
|
unsigned int mValue;
|
|
};
|
|
std::vector<key> mKeys;
|
|
};
|
|
|
|
void insertMorphTimeValue(std::vector<MorphTimeValues> &values, float time, float weight, unsigned int value) {
|
|
MorphTimeValues::key k;
|
|
k.mValue = value;
|
|
k.mWeight = weight;
|
|
if (values.empty() || 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) {
|
|
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) < ai_epsilon) {
|
|
values[i].mKeys.push_back(k);
|
|
return;
|
|
} else if (time > values[i].mTime && time < values[i + 1].mTime) {
|
|
MorphTimeValues val;
|
|
val.mTime = time;
|
|
val.mKeys.push_back(k);
|
|
values.insert(values.begin() + i, val);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
static float getWeightAtKey(const std::vector<MorphTimeValues> &values, int key, unsigned int value) {
|
|
for (auto mKey : values[key].mKeys) {
|
|
if (mKey.mValue == value) {
|
|
return mKey.mWeight;
|
|
}
|
|
}
|
|
// no value at key found, try to interpolate if present at other keys. if not, return zero
|
|
// TODO: interpolation
|
|
return 0.0f;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Constructs the animation for the given source anim
|
|
void ColladaLoader::CreateAnimation(aiScene *pScene, const ColladaParser &pParser, const Animation *pSrcAnim, const std::string &pName) {
|
|
// collect a list of animatable nodes
|
|
std::vector<const aiNode *> nodes;
|
|
CollectNodes(pScene->mRootNode, nodes);
|
|
|
|
std::vector<aiNodeAnim *> anims;
|
|
std::vector<aiMeshMorphAnim *> morphAnims;
|
|
|
|
for (auto node : nodes) {
|
|
// find all the collada anim channels which refer to the current node
|
|
std::vector<ChannelEntry> entries;
|
|
std::string nodeName = node->mName.data;
|
|
|
|
// find the collada node corresponding to the aiNode
|
|
const Node *srcNode = FindNode(pParser.mRootNode, nodeName);
|
|
if (!srcNode) {
|
|
continue;
|
|
}
|
|
|
|
// now check all channels if they affect the current node
|
|
std::string targetID, subElement;
|
|
for (std::vector<AnimationChannel>::const_iterator cit = pSrcAnim->mChannels.begin();
|
|
cit != pSrcAnim->mChannels.end(); ++cit) {
|
|
const AnimationChannel &srcChannel = *cit;
|
|
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) {
|
|
std::string::size_type targetPos = srcChannel.mTarget.find(srcNode->mID);
|
|
if (targetPos == std::string::npos) {
|
|
continue;
|
|
}
|
|
|
|
// not node transform, but something else. store as unknown animation channel for now
|
|
entry.mChannel = &(*cit);
|
|
entry.mTargetId = srcChannel.mTarget.substr(targetPos + pSrcAnim->mName.length(),
|
|
srcChannel.mTarget.length() - targetPos - pSrcAnim->mName.length());
|
|
if (entry.mTargetId.front() == '-') {
|
|
entry.mTargetId = entry.mTargetId.substr(1);
|
|
}
|
|
entries.push_back(entry);
|
|
continue;
|
|
}
|
|
if (srcChannel.mTarget.find('/', slashPos + 1) != std::string::npos) {
|
|
continue;
|
|
}
|
|
|
|
targetID.clear();
|
|
targetID = srcChannel.mTarget.substr(0, slashPos);
|
|
if (targetID != srcNode->mID) {
|
|
continue;
|
|
}
|
|
|
|
// 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 (srcChannel.mTarget.find('.', dotPos + 1) != std::string::npos) {
|
|
continue;
|
|
}
|
|
|
|
entry.mTransformId = srcChannel.mTarget.substr(slashPos + 1, dotPos - slashPos - 1);
|
|
|
|
subElement.clear();
|
|
subElement = srcChannel.mTarget.substr(dotPos + 1);
|
|
if (subElement == "ANGLE")
|
|
entry.mSubElement = 3; // last number in an Axis-Angle-Transform is the angle
|
|
else if (subElement == "X")
|
|
entry.mSubElement = 0;
|
|
else if (subElement == "Y")
|
|
entry.mSubElement = 1;
|
|
else if (subElement == "Z")
|
|
entry.mSubElement = 2;
|
|
else
|
|
ASSIMP_LOG_WARN("Unknown anim subelement <", subElement, ">. Ignoring");
|
|
} else {
|
|
// no sub-element 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) {
|
|
entry.mTransformId = srcChannel.mTarget.substr(slashPos + 1, bracketPos - slashPos - 1);
|
|
subElement.clear();
|
|
subElement = srcChannel.mTarget.substr(bracketPos);
|
|
|
|
if (subElement == "(0)(0)")
|
|
entry.mSubElement = 0;
|
|
else if (subElement == "(1)(0)")
|
|
entry.mSubElement = 1;
|
|
else if (subElement == "(2)(0)")
|
|
entry.mSubElement = 2;
|
|
else if (subElement == "(3)(0)")
|
|
entry.mSubElement = 3;
|
|
else if (subElement == "(0)(1)")
|
|
entry.mSubElement = 4;
|
|
else if (subElement == "(1)(1)")
|
|
entry.mSubElement = 5;
|
|
else if (subElement == "(2)(1)")
|
|
entry.mSubElement = 6;
|
|
else if (subElement == "(3)(1)")
|
|
entry.mSubElement = 7;
|
|
else if (subElement == "(0)(2)")
|
|
entry.mSubElement = 8;
|
|
else if (subElement == "(1)(2)")
|
|
entry.mSubElement = 9;
|
|
else if (subElement == "(2)(2)")
|
|
entry.mSubElement = 10;
|
|
else if (subElement == "(3)(2)")
|
|
entry.mSubElement = 11;
|
|
else if (subElement == "(0)(3)")
|
|
entry.mSubElement = 12;
|
|
else if (subElement == "(1)(3)")
|
|
entry.mSubElement = 13;
|
|
else if (subElement == "(2)(3)")
|
|
entry.mSubElement = 14;
|
|
else if (subElement == "(3)(3)")
|
|
entry.mSubElement = 15;
|
|
}
|
|
|
|
// determine which transform step is affected by this channel
|
|
entry.mTransformIndex = SIZE_MAX;
|
|
for (size_t a = 0; a < srcNode->mTransforms.size(); ++a)
|
|
if (srcNode->mTransforms[a].mID == entry.mTransformId)
|
|
entry.mTransformIndex = a;
|
|
|
|
if (entry.mTransformIndex == SIZE_MAX) {
|
|
if (entry.mTransformId.find("morph-weights") == std::string::npos) {
|
|
continue;
|
|
}
|
|
entry.mTargetId = entry.mTransformId;
|
|
entry.mTransformId = std::string();
|
|
}
|
|
|
|
entry.mChannel = &(*cit);
|
|
entries.push_back(entry);
|
|
}
|
|
|
|
// if there's no channel affecting the current node, we skip it
|
|
if (entries.empty()) {
|
|
continue;
|
|
}
|
|
|
|
// 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 (ChannelEntry & e : entries) {
|
|
e.mTimeAccessor = &pParser.ResolveLibraryReference(pParser.mAccessorLibrary, e.mChannel->mSourceTimes);
|
|
e.mTimeData = &pParser.ResolveLibraryReference(pParser.mDataLibrary, e.mTimeAccessor->mSource);
|
|
e.mValueAccessor = &pParser.ResolveLibraryReference(pParser.mAccessorLibrary, e.mChannel->mSourceValues);
|
|
e.mValueData = &pParser.ResolveLibraryReference(pParser.mDataLibrary, e.mValueAccessor->mSource);
|
|
|
|
// time count and value count must match
|
|
if (e.mTimeAccessor->mCount != e.mValueAccessor->mCount) {
|
|
throw DeadlyImportError("Time count / value count mismatch in animation channel \"", e.mChannel->mTarget, "\".");
|
|
}
|
|
|
|
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));
|
|
}
|
|
}
|
|
|
|
std::vector<aiMatrix4x4> resultTrafos;
|
|
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 (ChannelEntry & e : entries) {
|
|
// find the keyframe behind the current point in time
|
|
size_t pos = 0;
|
|
ai_real postTime = 0.0;
|
|
while (1) {
|
|
if (pos >= e.mTimeAccessor->mCount) {
|
|
break;
|
|
}
|
|
postTime = ReadFloat(*e.mTimeAccessor, *e.mTimeData, pos, 0);
|
|
if (postTime >= time) {
|
|
break;
|
|
}
|
|
++pos;
|
|
}
|
|
|
|
pos = std::min(pos, e.mTimeAccessor->mCount - 1);
|
|
|
|
// read values from there
|
|
ai_real temp[16];
|
|
for (size_t c = 0; c < e.mValueAccessor->mSize; ++c) {
|
|
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) {
|
|
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) {
|
|
ai_real v = ReadFloat(*e.mValueAccessor, *e.mValueData, pos - 1, c);
|
|
temp[c] += (v - temp[c]) * factor;
|
|
}
|
|
}
|
|
|
|
// Apply values to current transformation
|
|
std::copy(temp, temp + e.mValueAccessor->mSize, transforms[e.mTransformIndex].f + e.mSubElement);
|
|
}
|
|
|
|
// Calculate resulting transformation
|
|
aiMatrix4x4 mat = pParser.CalculateResultTransform(transforms);
|
|
|
|
// out of laziness: we store the time in matrix.d4
|
|
mat.d4 = time;
|
|
resultTrafos.push_back(mat);
|
|
|
|
// 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 (ChannelEntry & channelElement : entries) {
|
|
// find the next time value larger than the current
|
|
size_t pos = 0;
|
|
while (pos < channelElement.mTimeAccessor->mCount) {
|
|
const ai_real t = ReadFloat(*channelElement.mTimeAccessor, *channelElement.mTimeData, pos, 0);
|
|
if (t > time) {
|
|
nextTime = std::min(nextTime, t);
|
|
break;
|
|
}
|
|
++pos;
|
|
}
|
|
|
|
// https://github.com/assimp/assimp/issues/458
|
|
// Sub-sample axis-angle channels if the delta between two consecutive
|
|
// key-frame angles is >= 180 degrees.
|
|
if (transforms[channelElement.mTransformIndex].mType == TF_ROTATE && channelElement.mSubElement == 3 && pos > 0 && pos < channelElement.mTimeAccessor->mCount) {
|
|
const ai_real cur_key_angle = ReadFloat(*channelElement.mValueAccessor, *channelElement.mValueData, pos, 0);
|
|
const ai_real last_key_angle = ReadFloat(*channelElement.mValueAccessor, *channelElement.mValueData, pos - 1, 0);
|
|
const ai_real cur_key_time = ReadFloat(*channelElement.mTimeAccessor, *channelElement.mTimeData, pos, 0);
|
|
const ai_real last_key_time = ReadFloat(*channelElement.mTimeAccessor, *channelElement.mTimeData, pos - 1, 0);
|
|
const ai_real last_eval_angle = last_key_angle + (cur_key_angle - last_key_angle) * (time - last_key_time) / (cur_key_time - last_key_time);
|
|
const ai_real delta = std::abs(cur_key_angle - last_eval_angle);
|
|
if (delta >= 180.0) {
|
|
const int subSampleCount = static_cast<int>(std::floor(delta / 90.0));
|
|
if (cur_key_time != time) {
|
|
const ai_real nextSampleTime = time + (cur_key_time - time) / subSampleCount;
|
|
nextTime = std::min(nextTime, nextSampleTime);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// no more keys on any channel after the current time -> we're done
|
|
if (nextTime > 1e19) {
|
|
break;
|
|
}
|
|
|
|
// else construct next key-frame at this following time point
|
|
time = nextTime;
|
|
}
|
|
}
|
|
|
|
// build an animation channel for the given node out of these trafo keys
|
|
if (!resultTrafos.empty()) {
|
|
aiNodeAnim *dstAnim = new aiNodeAnim;
|
|
dstAnim->mNodeName = nodeName;
|
|
dstAnim->mNumPositionKeys = static_cast<unsigned int>(resultTrafos.size());
|
|
dstAnim->mNumRotationKeys = static_cast<unsigned int>(resultTrafos.size());
|
|
dstAnim->mNumScalingKeys = static_cast<unsigned int>(resultTrafos.size());
|
|
dstAnim->mPositionKeys = new aiVectorKey[resultTrafos.size()];
|
|
dstAnim->mRotationKeys = new aiQuatKey[resultTrafos.size()];
|
|
dstAnim->mScalingKeys = new aiVectorKey[resultTrafos.size()];
|
|
|
|
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 * 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 {
|
|
ASSIMP_LOG_WARN("Collada loader: found empty animation channel, ignored. Please check your exporter.");
|
|
}
|
|
|
|
if (!entries.empty() && entries.front().mTimeAccessor->mCount > 0) {
|
|
std::vector<ChannelEntry> morphChannels;
|
|
for (ChannelEntry & e : entries) {
|
|
// skip non-transform types
|
|
if (e.mTargetId.empty()) {
|
|
continue;
|
|
}
|
|
|
|
if (e.mTargetId.find("morph-weights") != std::string::npos) {
|
|
morphChannels.push_back(e);
|
|
}
|
|
}
|
|
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
|
|
|
|
aiMeshMorphAnim *morphAnim = new aiMeshMorphAnim;
|
|
morphAnim->mName.Set(nodeName);
|
|
|
|
std::vector<MorphTimeValues> morphTimeValues;
|
|
int morphAnimChannelIndex = 0;
|
|
for (ChannelEntry & e : morphChannels) {
|
|
std::string::size_type apos = e.mTargetId.find('(');
|
|
std::string::size_type bpos = e.mTargetId.find(')');
|
|
|
|
// If unknown way to specify weight -> ignore this animation
|
|
if (apos == std::string::npos || bpos == std::string::npos) {
|
|
continue;
|
|
}
|
|
|
|
// 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[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++) {
|
|
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 * 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);
|
|
}
|
|
}
|
|
|
|
morphAnims.push_back(morphAnim);
|
|
}
|
|
}
|
|
}
|
|
|
|
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) {
|
|
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) {
|
|
anim->mMorphMeshChannels = new aiMeshMorphAnim *[anim->mNumMorphMeshChannels];
|
|
std::copy(morphAnims.begin(), morphAnims.end(), anim->mMorphMeshChannels);
|
|
}
|
|
anim->mDuration = 0.0f;
|
|
for (auto & a : anims) {
|
|
anim->mDuration = std::max(anim->mDuration, a->mPositionKeys[a->mNumPositionKeys - 1].mTime);
|
|
anim->mDuration = std::max(anim->mDuration, a->mRotationKeys[a->mNumRotationKeys - 1].mTime);
|
|
anim->mDuration = std::max(anim->mDuration, a->mScalingKeys[a->mNumScalingKeys - 1].mTime);
|
|
}
|
|
for (auto & morphAnim : morphAnims) {
|
|
anim->mDuration = std::max(anim->mDuration, morphAnim->mKeys[morphAnim->mNumKeys - 1].mTime);
|
|
}
|
|
anim->mTicksPerSecond = 1000.0;
|
|
mAnims.push_back(anim);
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Add a texture to a material structure
|
|
void ColladaLoader::AddTexture(aiMaterial &mat,
|
|
const ColladaParser &pParser,
|
|
const Effect &effect,
|
|
const Sampler &sampler,
|
|
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) {
|
|
map = aiTextureMapMode_Wrap;
|
|
}
|
|
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) {
|
|
map = aiTextureMapMode_Wrap;
|
|
}
|
|
if (sampler.mWrapV && sampler.mMirrorV) {
|
|
map = aiTextureMapMode_Mirror;
|
|
}
|
|
|
|
mat.AddProperty(&map, 1, _AI_MATKEY_MAPPINGMODE_V_BASE, type, idx);
|
|
|
|
// UV transformation
|
|
mat.AddProperty(&sampler.mTransform, 1,
|
|
_AI_MATKEY_UVTRANSFORM_BASE, type, idx);
|
|
|
|
// Blend mode
|
|
mat.AddProperty((int *)&sampler.mOp, 1,
|
|
_AI_MATKEY_TEXBLEND_BASE, type, idx);
|
|
|
|
// Blend factor
|
|
mat.AddProperty((ai_real *)&sampler.mWeighting, 1,
|
|
_AI_MATKEY_TEXBLEND_BASE, type, idx);
|
|
|
|
// UV source index ... if we didn't resolve the mapping, it is actually just
|
|
// a guess but it works in most cases. We search for the frst occurrence of a
|
|
// 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) {
|
|
map = sampler.mUVId;
|
|
} else {
|
|
map = -1;
|
|
for (std::string::const_iterator it = sampler.mUVChannel.begin(); it != sampler.mUVChannel.end(); ++it) {
|
|
if (IsNumeric(*it)) {
|
|
map = strtoul10(&(*it));
|
|
break;
|
|
}
|
|
}
|
|
if (-1 == map) {
|
|
ASSIMP_LOG_WARN("Collada: unable to determine UV channel for texture");
|
|
map = 0;
|
|
}
|
|
}
|
|
mat.AddProperty(&map, 1, _AI_MATKEY_UVWSRC_BASE, type, idx);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Fills materials from the collada material definitions
|
|
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) {
|
|
shadeMode = aiShadingMode_Flat;
|
|
} else {
|
|
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;
|
|
case Collada::Shade_Phong:
|
|
shadeMode = aiShadingMode_Phong;
|
|
break;
|
|
|
|
default:
|
|
ASSIMP_LOG_WARN("Collada: Unrecognized shading mode, using gouraud shading");
|
|
shadeMode = aiShadingMode_Gouraud;
|
|
break;
|
|
}
|
|
}
|
|
mat.AddProperty<int>(&shadeMode, 1, AI_MATKEY_SHADING_MODEL);
|
|
|
|
// double-sided?
|
|
shadeMode = effect.mDoubleSided;
|
|
mat.AddProperty<int>(&shadeMode, 1, AI_MATKEY_TWOSIDED);
|
|
|
|
// wire-frame?
|
|
shadeMode = effect.mWireframe;
|
|
mat.AddProperty<int>(&shadeMode, 1, AI_MATKEY_ENABLE_WIREFRAME);
|
|
|
|
// add material colors
|
|
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.mReflective, 1, AI_MATKEY_COLOR_REFLECTIVE);
|
|
|
|
// scalar properties
|
|
mat.AddProperty(&effect.mShininess, 1, AI_MATKEY_SHININESS);
|
|
mat.AddProperty(&effect.mReflectivity, 1, AI_MATKEY_REFLECTIVITY);
|
|
mat.AddProperty(&effect.mRefractIndex, 1, AI_MATKEY_REFRACTI);
|
|
|
|
// transparency, a very hard one. seemingly not all files are following the
|
|
// specification here (1.0 transparency => completely opaque)...
|
|
// therefore, we let the opportunity for the user to manually invert
|
|
// the transparency if necessary and we add preliminary support for RGB_ZERO mode
|
|
if (effect.mTransparency >= 0.f && effect.mTransparency <= 1.f) {
|
|
// 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 +
|
|
0.715160f * effect.mTransparent.g +
|
|
0.072169f * effect.mTransparent.b);
|
|
|
|
effect.mTransparent.a = 1.f;
|
|
|
|
mat.AddProperty(&effect.mTransparent, 1, AI_MATKEY_COLOR_TRANSPARENT);
|
|
} else {
|
|
effect.mTransparency *= effect.mTransparent.a;
|
|
}
|
|
|
|
if (effect.mInvertTransparency) {
|
|
effect.mTransparency = 1.f - effect.mTransparency;
|
|
}
|
|
|
|
// Is the material finally transparent ?
|
|
if (effect.mHasTransparency || effect.mTransparency < 1.f) {
|
|
mat.AddProperty(&effect.mTransparency, 1, AI_MATKEY_OPACITY);
|
|
}
|
|
}
|
|
|
|
// add textures, if given
|
|
if (!effect.mTexAmbient.mName.empty()) {
|
|
// It is merely a light-map
|
|
AddTexture(mat, pParser, effect, effect.mTexAmbient, aiTextureType_LIGHTMAP);
|
|
}
|
|
|
|
if (!effect.mTexEmissive.mName.empty())
|
|
AddTexture(mat, pParser, effect, effect.mTexEmissive, aiTextureType_EMISSIVE);
|
|
|
|
if (!effect.mTexSpecular.mName.empty())
|
|
AddTexture(mat, pParser, effect, effect.mTexSpecular, aiTextureType_SPECULAR);
|
|
|
|
if (!effect.mTexDiffuse.mName.empty())
|
|
AddTexture(mat, pParser, effect, effect.mTexDiffuse, aiTextureType_DIFFUSE);
|
|
|
|
if (!effect.mTexBump.mName.empty())
|
|
AddTexture(mat, pParser, effect, effect.mTexBump, aiTextureType_NORMALS);
|
|
|
|
if (!effect.mTexTransparent.mName.empty())
|
|
AddTexture(mat, pParser, effect, effect.mTexTransparent, aiTextureType_OPACITY);
|
|
|
|
if (!effect.mTexReflective.mName.empty())
|
|
AddTexture(mat, pParser, effect, effect.mTexReflective, aiTextureType_REFLECTION);
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Constructs materials from the collada material definitions
|
|
void ColladaLoader::BuildMaterials(ColladaParser &pParser, aiScene * /*pScene*/) {
|
|
newMats.reserve(pParser.mMaterialLibrary.size());
|
|
|
|
for (ColladaParser::MaterialLibrary::const_iterator matIt = pParser.mMaterialLibrary.begin();
|
|
matIt != pParser.mMaterialLibrary.end(); ++matIt) {
|
|
const Material &material = matIt->second;
|
|
// a material is only a reference to an effect
|
|
ColladaParser::EffectLibrary::iterator effIt = pParser.mEffectLibrary.find(material.mEffect);
|
|
if (effIt == pParser.mEffectLibrary.end())
|
|
continue;
|
|
Effect &effect = effIt->second;
|
|
|
|
// create material
|
|
aiMaterial *mat = new aiMaterial;
|
|
aiString name(material.mName.empty() ? matIt->first : material.mName);
|
|
mat->AddProperty(&name, AI_MATKEY_NAME);
|
|
|
|
// store the material
|
|
mMaterialIndexByName[matIt->first] = newMats.size();
|
|
newMats.emplace_back(&effect, mat);
|
|
}
|
|
// 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.
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Resolves the texture name for the given effect texture entry and loads the texture data
|
|
aiString ColladaLoader::FindFilenameForEffectTexture(const ColladaParser &pParser,
|
|
const 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) {
|
|
// the given string is a param entry. Find it
|
|
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()) {
|
|
ASSIMP_LOG_WARN("Collada: Unable to resolve effect texture entry \"", pName, "\", ended up at ID \"", name, "\".");
|
|
|
|
//set default texture file name
|
|
result.Set(name + ".jpg");
|
|
ColladaParser::UriDecodePath(result);
|
|
return result;
|
|
}
|
|
|
|
// if this is an embedded texture image setup an aiTexture for it
|
|
if (!imIt->second.mImageData.empty()) {
|
|
aiTexture *tex = new aiTexture();
|
|
|
|
// Store embedded texture name reference
|
|
tex->mFilename.Set(imIt->second.mFileName.c_str());
|
|
result.Set(imIt->second.mFileName);
|
|
|
|
// setup format hint
|
|
if (imIt->second.mEmbeddedFormat.length() >= HINTMAXTEXTURELEN) {
|
|
ASSIMP_LOG_WARN("Collada: texture format hint is too long, truncating to 3 characters");
|
|
}
|
|
strncpy(tex->achFormatHint, imIt->second.mEmbeddedFormat.c_str(), 3);
|
|
|
|
// and copy texture data
|
|
tex->mHeight = 0;
|
|
tex->mWidth = static_cast<unsigned int>(imIt->second.mImageData.size());
|
|
tex->pcData = (aiTexel *)new char[tex->mWidth];
|
|
memcpy(tex->pcData, &imIt->second.mImageData[0], tex->mWidth);
|
|
|
|
// and add this texture to the list
|
|
mTextures.push_back(tex);
|
|
return result;
|
|
}
|
|
|
|
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 Accessor &pAccessor, const 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];
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Reads a string value from an accessor and its data array.
|
|
const std::string &ColladaLoader::ReadString(const Accessor &pAccessor, const Data &pData, size_t pIndex) const {
|
|
size_t pos = pAccessor.mStride * pIndex + pAccessor.mOffset;
|
|
ai_assert(pos < pData.mStrings.size());
|
|
return pData.mStrings[pos];
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Collects all nodes into the given array
|
|
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);
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Finds a node in the collada scene by the given name
|
|
const Node *ColladaLoader::FindNode(const Node *pNode, const std::string &pName) const {
|
|
if (pNode->mName == pName || pNode->mID == pName)
|
|
return pNode;
|
|
|
|
for (auto a : pNode->mChildren) {
|
|
const Collada::Node *node = FindNode(a, pName);
|
|
if (node) {
|
|
return node;
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Finds a node in the collada scene by the given SID
|
|
const Node *ColladaLoader::FindNodeBySID(const Node *pNode, const std::string &pSID) const {
|
|
if (nullptr == pNode) {
|
|
return nullptr;
|
|
}
|
|
|
|
if (pNode->mSID == pSID) {
|
|
return pNode;
|
|
}
|
|
|
|
for (auto a : pNode->mChildren) {
|
|
const Collada::Node *node = FindNodeBySID(a, pSID);
|
|
if (node) {
|
|
return node;
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// 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 Node *pNode) {
|
|
// If explicitly requested, just use the collada name.
|
|
if (useColladaName) {
|
|
if (!pNode->mName.empty()) {
|
|
return pNode->mName;
|
|
} else {
|
|
return format() << "$ColladaAutoName$_" << mNodeNameCounter++;
|
|
}
|
|
} 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 {
|
|
// 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++;
|
|
}
|
|
}
|
|
}
|
|
|
|
} // Namespace Assimp
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_DAE_IMPORTER
|
|
|