247 lines
9.1 KiB
C++
247 lines
9.1 KiB
C++
/** Defines the collada loader class */
|
|
|
|
/*
|
|
Open Asset Import Library (assimp)
|
|
----------------------------------------------------------------------
|
|
|
|
Copyright (c) 2006-2012, assimp team
|
|
All rights reserved.
|
|
|
|
Redistribution and use of this software in source and binary forms,
|
|
with or without modification, are permitted provided that the
|
|
following conditions are met:
|
|
|
|
* Redistributions of source code must retain the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer.
|
|
|
|
* Redistributions in binary form must reproduce the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer in the documentation and/or other
|
|
materials provided with the distribution.
|
|
|
|
* Neither the name of the assimp team, nor the names of its
|
|
contributors may be used to endorse or promote products
|
|
derived from this software without specific prior
|
|
written permission of the assimp team.
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
|
|
----------------------------------------------------------------------
|
|
*/
|
|
|
|
#ifndef AI_COLLADALOADER_H_INC
|
|
#define AI_COLLADALOADER_H_INC
|
|
|
|
#include "BaseImporter.h"
|
|
#include "ColladaParser.h"
|
|
|
|
namespace Assimp
|
|
{
|
|
|
|
struct ColladaMeshIndex
|
|
{
|
|
std::string mMeshID;
|
|
size_t mSubMesh;
|
|
std::string mMaterial;
|
|
ColladaMeshIndex( const std::string& pMeshID, size_t pSubMesh, const std::string& pMaterial)
|
|
: mMeshID( pMeshID), mSubMesh( pSubMesh), mMaterial( pMaterial)
|
|
{ }
|
|
|
|
bool operator < (const ColladaMeshIndex& p) const
|
|
{
|
|
if( mMeshID == p.mMeshID)
|
|
{
|
|
if( mSubMesh == p.mSubMesh)
|
|
return mMaterial < p.mMaterial;
|
|
else
|
|
return mSubMesh < p.mSubMesh;
|
|
} else
|
|
{
|
|
return mMeshID < p.mMeshID;
|
|
}
|
|
}
|
|
};
|
|
|
|
/** Loader class to read Collada scenes. Collada is over-engineered to death, with every new iteration bringing
|
|
* more useless stuff, so I limited the data to what I think is useful for games.
|
|
*/
|
|
class ColladaLoader : public BaseImporter
|
|
{
|
|
public:
|
|
ColladaLoader();
|
|
~ColladaLoader();
|
|
|
|
|
|
public:
|
|
/** Returns whether the class can handle the format of the given file.
|
|
* See BaseImporter::CanRead() for details. */
|
|
bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const;
|
|
|
|
protected:
|
|
/** Return importer meta information.
|
|
* See #BaseImporter::GetInfo for the details
|
|
*/
|
|
const aiImporterDesc* GetInfo () const;
|
|
|
|
void SetupProperties(const Importer* pImp);
|
|
|
|
/** Imports the given file into the given scene structure.
|
|
* See BaseImporter::InternReadFile() for details
|
|
*/
|
|
void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
|
|
|
|
/** Recursively constructs a scene node for the given parser node and returns it. */
|
|
aiNode* BuildHierarchy( const ColladaParser& pParser, const Collada::Node* pNode);
|
|
|
|
/** Resolve node instances */
|
|
void ResolveNodeInstances( const ColladaParser& pParser, const Collada::Node* pNode,
|
|
std::vector<const Collada::Node*>& resolved);
|
|
|
|
/** Builds meshes for the given node and references them */
|
|
void BuildMeshesForNode( const ColladaParser& pParser, const Collada::Node* pNode,
|
|
aiNode* pTarget);
|
|
|
|
/** Creates a mesh for the given ColladaMesh face subset and returns the newly created mesh */
|
|
aiMesh* CreateMesh( const ColladaParser& pParser, const Collada::Mesh* pSrcMesh, const Collada::SubMesh& pSubMesh,
|
|
const Collada::Controller* pSrcController, size_t pStartVertex, size_t pStartFace);
|
|
|
|
/** Builds cameras for the given node and references them */
|
|
void BuildCamerasForNode( const ColladaParser& pParser, const Collada::Node* pNode,
|
|
aiNode* pTarget);
|
|
|
|
/** Builds lights for the given node and references them */
|
|
void BuildLightsForNode( const ColladaParser& pParser, const Collada::Node* pNode,
|
|
aiNode* pTarget);
|
|
|
|
/** Stores all meshes in the given scene */
|
|
void StoreSceneMeshes( aiScene* pScene);
|
|
|
|
/** Stores all materials in the given scene */
|
|
void StoreSceneMaterials( aiScene* pScene);
|
|
|
|
/** Stores all lights in the given scene */
|
|
void StoreSceneLights( aiScene* pScene);
|
|
|
|
/** Stores all cameras in the given scene */
|
|
void StoreSceneCameras( aiScene* pScene);
|
|
|
|
/** Stores all textures in the given scene */
|
|
void StoreSceneTextures( aiScene* pScene);
|
|
|
|
/** Stores all animations
|
|
* @param pScene target scene to store the anims
|
|
*/
|
|
void StoreAnimations( aiScene* pScene, const ColladaParser& pParser);
|
|
|
|
/** Stores all animations for the given source anim and its nested child animations
|
|
* @param pScene target scene to store the anims
|
|
* @param pSrcAnim the source animation to process
|
|
* @param pPrefix Prefix to the name in case of nested animations
|
|
*/
|
|
void StoreAnimations( aiScene* pScene, const ColladaParser& pParser, const Collada::Animation* pSrcAnim, const std::string pPrefix);
|
|
|
|
/** Constructs the animation for the given source anim */
|
|
void CreateAnimation( aiScene* pScene, const ColladaParser& pParser, const Collada::Animation* pSrcAnim, const std::string& pName);
|
|
|
|
/** Constructs materials from the collada material definitions */
|
|
void BuildMaterials( ColladaParser& pParser, aiScene* pScene);
|
|
|
|
/** Fill materials from the collada material definitions */
|
|
void FillMaterials( const ColladaParser& pParser, aiScene* pScene);
|
|
|
|
/** Resolve UV channel mappings*/
|
|
void ApplyVertexToEffectSemanticMapping(Collada::Sampler& sampler,
|
|
const Collada::SemanticMappingTable& table);
|
|
|
|
/** Add a texture and all of its sampling properties to a material*/
|
|
void AddTexture ( aiMaterial& mat, const ColladaParser& pParser,
|
|
const Collada::Effect& effect,
|
|
const Collada::Sampler& sampler,
|
|
aiTextureType type, unsigned int idx = 0);
|
|
|
|
/** Resolves the texture name for the given effect texture entry */
|
|
aiString FindFilenameForEffectTexture( const ColladaParser& pParser,
|
|
const Collada::Effect& pEffect, const std::string& pName);
|
|
|
|
/** Converts a path read from a collada file to the usual representation */
|
|
void ConvertPath( aiString& ss);
|
|
|
|
/** Reads a float value from an accessor and its data array.
|
|
* @param pAccessor The accessor to use for reading
|
|
* @param pData The data array to read from
|
|
* @param pIndex The index of the element to retrieve
|
|
* @param pOffset Offset into the element, for multipart elements such as vectors or matrices
|
|
* @return the specified value
|
|
*/
|
|
float ReadFloat( const Collada::Accessor& pAccessor, const Collada::Data& pData, size_t pIndex, size_t pOffset) const;
|
|
|
|
/** Reads a string value from an accessor and its data array.
|
|
* @param pAccessor The accessor to use for reading
|
|
* @param pData The data array to read from
|
|
* @param pIndex The index of the element to retrieve
|
|
* @return the specified value
|
|
*/
|
|
const std::string& ReadString( const Collada::Accessor& pAccessor, const Collada::Data& pData, size_t pIndex) const;
|
|
|
|
/** Recursively collects all nodes into the given array */
|
|
void CollectNodes( const aiNode* pNode, std::vector<const aiNode*>& poNodes) const;
|
|
|
|
/** Finds a node in the collada scene by the given name */
|
|
const Collada::Node* FindNode( const Collada::Node* pNode, const std::string& pName) const;
|
|
/** Finds a node in the collada scene by the given SID */
|
|
const Collada::Node* FindNodeBySID( const Collada::Node* pNode, const std::string& pSID) const;
|
|
|
|
/** Finds a proper name for a node derived from the collada-node's properties */
|
|
std::string FindNameForNode( const Collada::Node* pNode);
|
|
|
|
protected:
|
|
/** Filename, for a verbose error message */
|
|
std::string mFileName;
|
|
|
|
/** Which mesh-material compound was stored under which mesh ID */
|
|
std::map<ColladaMeshIndex, size_t> mMeshIndexByID;
|
|
|
|
/** Which material was stored under which index in the scene */
|
|
std::map<std::string, size_t> mMaterialIndexByName;
|
|
|
|
/** Accumulated meshes for the target scene */
|
|
std::vector<aiMesh*> mMeshes;
|
|
|
|
/** Temporary material list */
|
|
std::vector<std::pair<Collada::Effect*, aiMaterial*> > newMats;
|
|
|
|
/** Temporary camera list */
|
|
std::vector<aiCamera*> mCameras;
|
|
|
|
/** Temporary light list */
|
|
std::vector<aiLight*> mLights;
|
|
|
|
/** Temporary texture list */
|
|
std::vector<aiTexture*> mTextures;
|
|
|
|
/** Accumulated animations for the target scene */
|
|
std::vector<aiAnimation*> mAnims;
|
|
|
|
bool noSkeletonMesh;
|
|
bool ignoreUpDirection;
|
|
bool invertTransparency;
|
|
|
|
/** Used by FindNameForNode() to generate unique node names */
|
|
unsigned int mNodeNameCounter;
|
|
};
|
|
|
|
} // end of namespace Assimp
|
|
|
|
#endif // AI_COLLADALOADER_H_INC
|