685 lines
20 KiB
C++
685 lines
20 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2024, 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
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following 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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/** Helper structures for the Collada loader */
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#ifndef AI_COLLADAHELPER_H_INC
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#define AI_COLLADAHELPER_H_INC
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#include <assimp/light.h>
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#include <assimp/material.h>
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#include <assimp/mesh.h>
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#include <cstdint>
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#include <map>
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#include <set>
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#include <vector>
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struct aiMaterial;
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namespace Assimp {
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namespace Collada {
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/// Collada file versions which evolved during the years ...
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enum FormatVersion {
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FV_1_5_n,
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FV_1_4_n,
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FV_1_3_n
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};
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/// Transformation types that can be applied to a node
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enum TransformType {
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TF_LOOKAT,
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TF_ROTATE,
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TF_TRANSLATE,
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TF_SCALE,
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TF_SKEW,
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TF_MATRIX
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};
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/// Different types of input data to a vertex or face
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enum InputType {
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IT_Invalid,
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IT_Vertex, // special type for per-index data referring to the <vertices> element carrying the per-vertex data.
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IT_Position,
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IT_Normal,
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IT_Texcoord,
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IT_Color,
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IT_Tangent,
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IT_Bitangent
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};
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/// Supported controller types
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enum ControllerType {
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Skin,
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Morph
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};
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/// Supported morph methods
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enum MorphMethod {
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Normalized,
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Relative
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};
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/// Common metadata keys as <Collada, Assimp>
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using MetaKeyPair = std::pair<std::string, std::string>;
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using MetaKeyPairVector = std::vector<MetaKeyPair>;
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/// Collada as lower_case (native)
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const MetaKeyPairVector &GetColladaAssimpMetaKeys();
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// Collada as CamelCase (used by Assimp for consistency)
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const MetaKeyPairVector &GetColladaAssimpMetaKeysCamelCase();
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/// Convert underscore_separated to CamelCase "authoring_tool" becomes "AuthoringTool"
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void ToCamelCase(std::string &text);
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/// Contains all data for one of the different transformation types
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struct Transform {
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std::string mID; ///< SID of the transform step, by which anim channels address their target node
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TransformType mType;
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ai_real f[16]; ///< Interpretation of data depends on the type of the transformation
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};
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/// A collada camera.
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struct Camera {
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Camera() :
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mOrtho(false),
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mHorFov(10e10f),
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mVerFov(10e10f),
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mAspect(10e10f),
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mZNear(0.1f),
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mZFar(1000.f) {}
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/// Name of camera
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std::string mName;
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/// True if it is an orthographic camera
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bool mOrtho;
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/// Horizontal field of view in degrees
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ai_real mHorFov;
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/// Vertical field of view in degrees
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ai_real mVerFov;
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/// Screen aspect
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ai_real mAspect;
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/// Near& far z
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ai_real mZNear, mZFar;
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};
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#define ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET 1e9f
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/** A collada light source. */
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struct Light {
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Light() :
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mType(aiLightSource_UNDEFINED),
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mAttConstant(1.f),
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mAttLinear(0.f),
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mAttQuadratic(0.f),
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mFalloffAngle(180.f),
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mFalloffExponent(0.f),
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mPenumbraAngle(ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET),
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mOuterAngle(ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET),
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mIntensity(1.f) {}
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/// Type of the light source aiLightSourceType + ambient
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unsigned int mType;
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/// Color of the light
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aiColor3D mColor;
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/// Light attenuation
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ai_real mAttConstant, mAttLinear, mAttQuadratic;
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/// Spot light falloff
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ai_real mFalloffAngle;
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ai_real mFalloffExponent;
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// -----------------------------------------------------
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// FCOLLADA extension from here
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/// ... related stuff from maja and max extensions
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ai_real mPenumbraAngle;
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ai_real mOuterAngle;
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/// Common light intensity
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ai_real mIntensity;
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};
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/** Short vertex index description */
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struct InputSemanticMapEntry {
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InputSemanticMapEntry() :
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mSet(0),
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mType(IT_Invalid) {}
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/// Index of set, optional
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unsigned int mSet;
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/// Type of referenced vertex input
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InputType mType;
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};
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/// Table to map from effect to vertex input semantics
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struct SemanticMappingTable {
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/// Name of material
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std::string mMatName;
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/// List of semantic map commands, grouped by effect semantic name
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using InputSemanticMap = std::map<std::string, InputSemanticMapEntry>;
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InputSemanticMap mMap;
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/// For std::find
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bool operator==(const std::string &s) const {
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return s == mMatName;
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}
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};
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/// A reference to a mesh inside a node, including materials assigned to the various subgroups.
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/// The ID refers to either a mesh or a controller which specifies the mesh
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struct MeshInstance {
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///< ID of the mesh or controller to be instanced
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std::string mMeshOrController;
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///< Map of materials by the subgroup ID they're applied to
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std::map<std::string, SemanticMappingTable> mMaterials;
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};
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/// A reference to a camera inside a node
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struct CameraInstance {
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///< ID of the camera
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std::string mCamera;
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};
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/// A reference to a light inside a node
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struct LightInstance {
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///< ID of the camera
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std::string mLight;
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};
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/// A reference to a node inside a node
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struct NodeInstance {
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///< ID of the node
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std::string mNode;
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};
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/// A node in a scene hierarchy
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struct Node {
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std::string mName;
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std::string mID;
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std::string mSID;
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Node *mParent;
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std::vector<Node *> mChildren;
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/// Operations in order to calculate the resulting transformation to parent.
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std::vector<Transform> mTransforms;
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/// Meshes at this node
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std::vector<MeshInstance> mMeshes;
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/// Lights at this node
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std::vector<LightInstance> mLights;
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/// Cameras at this node
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std::vector<CameraInstance> mCameras;
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/// Node instances at this node
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std::vector<NodeInstance> mNodeInstances;
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/// Root-nodes: Name of primary camera, if any
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std::string mPrimaryCamera;
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/// Constructor. Begin with a zero parent
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Node() :
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mParent(nullptr) {
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// empty
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}
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/// Destructor: delete all children subsequently
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~Node() {
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for (std::vector<Node *>::iterator it = mChildren.begin(); it != mChildren.end(); ++it) {
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delete *it;
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}
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}
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};
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/// Data source array: either floats or strings
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struct Data {
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bool mIsStringArray;
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std::vector<ai_real> mValues;
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std::vector<std::string> mStrings;
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};
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/// Accessor to a data array
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struct Accessor {
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size_t mCount; // in number of objects
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size_t mSize; // size of an object, in elements (floats or strings, mostly 1)
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size_t mOffset; // in number of values
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size_t mStride; // Stride in number of values
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std::vector<std::string> mParams; // names of the data streams in the accessors. Empty string tells to ignore.
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size_t mSubOffset[4]; // Sub-offset inside the object for the common 4 elements. For a vector, that's XYZ, for a color RGBA and so on.
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// For example, SubOffset[0] denotes which of the values inside the object is the vector X component.
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std::string mSource; // URL of the source array
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mutable const Data *mData; // Pointer to the source array, if resolved. nullptr else
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Accessor() {
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mCount = 0;
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mSize = 0;
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mOffset = 0;
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mStride = 0;
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mData = nullptr;
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mSubOffset[0] = mSubOffset[1] = mSubOffset[2] = mSubOffset[3] = 0;
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}
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};
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/// A single face in a mesh
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struct Face {
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std::vector<size_t> mIndices;
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};
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/// An input channel for mesh data, referring to a single accessor
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struct InputChannel {
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InputType mType; // Type of the data
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size_t mIndex; // Optional index, if multiple sets of the same data type are given
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size_t mOffset; // Index offset in the indices array of per-face indices. Don't ask, can't explain that any better.
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std::string mAccessor; // ID of the accessor where to read the actual values from.
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mutable const Accessor *mResolved; // Pointer to the accessor, if resolved. nullptr else
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InputChannel() {
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mType = IT_Invalid;
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mIndex = 0;
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mOffset = 0;
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mResolved = nullptr;
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}
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};
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/// Subset of a mesh with a certain material
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struct SubMesh {
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std::string mMaterial; ///< subgroup identifier
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size_t mNumFaces; ///< number of faces in this sub-mesh
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};
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/// Contains data for a single mesh
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struct Mesh {
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Mesh(const std::string &id) :
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mId(id) {
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
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mNumUVComponents[i] = 2;
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}
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}
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const std::string mId;
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std::string mName;
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// just to check if there's some sophisticated addressing involved...
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// which we don't support, and therefore should warn about.
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std::string mVertexID;
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// Vertex data addressed by vertex indices
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std::vector<InputChannel> mPerVertexData;
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// actual mesh data, assembled on encounter of a <p> element. Verbose format, not indexed
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std::vector<aiVector3D> mPositions;
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std::vector<aiVector3D> mNormals;
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std::vector<aiVector3D> mTangents;
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std::vector<aiVector3D> mBitangents;
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std::vector<aiVector3D> mTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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std::vector<aiColor4D> mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
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unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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// Faces. Stored are only the number of vertices for each face.
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// 1 == point, 2 == line, 3 == triangle, 4+ == poly
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std::vector<size_t> mFaceSize;
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// Position indices for all faces in the sequence given in mFaceSize -
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// necessary for bone weight assignment
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std::vector<size_t> mFacePosIndices;
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// Sub-meshes in this mesh, each with a given material
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std::vector<SubMesh> mSubMeshes;
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};
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/// Which type of primitives the ReadPrimitives() function is going to read
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enum PrimitiveType {
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Prim_Invalid,
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Prim_Lines,
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Prim_LineStrip,
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Prim_Triangles,
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Prim_TriStrips,
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Prim_TriFans,
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Prim_Polylist,
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Prim_Polygon
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};
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/// A skeleton controller to deform a mesh with the use of joints
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struct Controller {
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// controller type
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ControllerType mType;
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// Morphing method if type is Morph
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MorphMethod mMethod;
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// the URL of the mesh deformed by the controller.
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std::string mMeshId;
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// accessor URL of the joint names
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std::string mJointNameSource;
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///< The bind shape matrix, as array of floats. I'm not sure what this matrix actually describes, but it can't be ignored in all cases
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ai_real mBindShapeMatrix[16];
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// accessor URL of the joint inverse bind matrices
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std::string mJointOffsetMatrixSource;
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// input channel: joint names.
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InputChannel mWeightInputJoints;
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// input channel: joint weights
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InputChannel mWeightInputWeights;
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// Number of weights per vertex.
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std::vector<size_t> mWeightCounts;
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// JointIndex-WeightIndex pairs for all vertices
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std::vector<std::pair<size_t, size_t>> mWeights;
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std::string mMorphTarget;
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std::string mMorphWeight;
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};
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/// A collada material. Pretty much the only member is a reference to an effect.
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struct Material {
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std::string mName;
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std::string mEffect;
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};
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/// Type of the effect param
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enum ParamType {
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Param_Sampler,
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Param_Surface
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};
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/// A param for an effect. Might be of several types, but they all just refer to each other, so I summarize them
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struct EffectParam {
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ParamType mType;
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std::string mReference; // to which other thing the param is referring to.
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};
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/// Shading type supported by the standard effect spec of Collada
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enum ShadeType {
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Shade_Invalid,
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Shade_Constant,
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Shade_Lambert,
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Shade_Phong,
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Shade_Blinn
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};
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/// Represents a texture sampler in collada
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struct Sampler {
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Sampler() :
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mWrapU(true),
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mWrapV(true),
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mMirrorU(),
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mMirrorV(),
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mOp(aiTextureOp_Multiply),
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mUVId(UINT_MAX),
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mWeighting(1.f),
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mMixWithPrevious(1.f) {}
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/// Name of image reference
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std::string mName;
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/// Wrap U?
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bool mWrapU;
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/// Wrap V?
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bool mWrapV;
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/// Mirror U?
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bool mMirrorU;
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/// Mirror V?
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bool mMirrorV;
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/// Blend mode
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aiTextureOp mOp;
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/// UV transformation
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aiUVTransform mTransform;
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/// Name of source UV channel
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std::string mUVChannel;
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/// Resolved UV channel index or UINT_MAX if not known
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unsigned int mUVId;
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// OKINO/MAX3D extensions from here
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// -------------------------------------------------------
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/// Weighting factor
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ai_real mWeighting;
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/// Mixing factor from OKINO
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ai_real mMixWithPrevious;
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};
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/// A collada effect. Can contain about anything according to the Collada spec,
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/// but we limit our version to a reasonable subset.
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struct Effect {
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/// Shading mode
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ShadeType mShadeType;
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/// Colors
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aiColor4D mEmissive, mAmbient, mDiffuse, mSpecular,
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mTransparent, mReflective;
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/// Textures
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Sampler mTexEmissive, mTexAmbient, mTexDiffuse, mTexSpecular,
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mTexTransparent, mTexBump, mTexReflective;
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/// Scalar factory
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ai_real mShininess, mRefractIndex, mReflectivity;
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ai_real mTransparency;
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bool mHasTransparency;
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bool mRGBTransparency;
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bool mInvertTransparency;
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/// local params referring to each other by their SID
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using ParamLibrary = std::map<std::string, Collada::EffectParam>;
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ParamLibrary mParams;
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// MAX3D extensions
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// ---------------------------------------------------------
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// Double-sided?
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bool mDoubleSided, mWireframe, mFaceted;
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Effect() :
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mShadeType(Shade_Phong),
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mEmissive(0, 0, 0, 1),
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mAmbient(0.1f, 0.1f, 0.1f, 1),
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mDiffuse(0.6f, 0.6f, 0.6f, 1),
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mSpecular(0.4f, 0.4f, 0.4f, 1),
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mTransparent(0, 0, 0, 1),
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mShininess(10.0f),
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mRefractIndex(1.f),
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mReflectivity(0.f),
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mTransparency(1.f),
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mHasTransparency(false),
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mRGBTransparency(false),
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mInvertTransparency(false),
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mDoubleSided(false),
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mWireframe(false),
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mFaceted(false) {
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}
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};
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/// An image, meaning texture
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struct Image {
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std::string mFileName;
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/// Embedded image data
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std::vector<uint8_t> mImageData;
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/// File format hint of embedded image data
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std::string mEmbeddedFormat;
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};
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/// An animation channel.
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struct AnimationChannel {
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/// URL of the data to animate. Could be about anything, but we support only the
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/// "NodeID/TransformID.SubElement" notation
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std::string mTarget;
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/// Source URL of the time values. Collada calls them "input". Meh.
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std::string mSourceTimes;
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/// Source URL of the value values. Collada calls them "output".
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std::string mSourceValues;
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/// Source URL of the IN_TANGENT semantic values.
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std::string mInTanValues;
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/// Source URL of the OUT_TANGENT semantic values.
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std::string mOutTanValues;
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/// Source URL of the INTERPOLATION semantic values.
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std::string mInterpolationValues;
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};
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/// An animation. Container for 0-x animation channels or 0-x animations
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struct Animation {
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/// Anim name
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std::string mName;
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|
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/// the animation channels, if any
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std::vector<AnimationChannel> mChannels;
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|
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/// the sub-animations, if any
|
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std::vector<Animation *> mSubAnims;
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|
|
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/// Destructor
|
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~Animation() {
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|
for (std::vector<Animation *>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it) {
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|
delete *it;
|
|
}
|
|
}
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|
|
|
/// Collect all channels in the animation hierarchy into a single channel list.
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void CollectChannelsRecursively(std::vector<AnimationChannel> &channels) {
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channels.insert(channels.end(), mChannels.begin(), mChannels.end());
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|
|
|
for (std::vector<Animation *>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it) {
|
|
Animation *pAnim = (*it);
|
|
pAnim->CollectChannelsRecursively(channels);
|
|
}
|
|
}
|
|
|
|
/// Combine all single-channel animations' channel into the same (parent) animation channel list.
|
|
void CombineSingleChannelAnimations() {
|
|
CombineSingleChannelAnimationsRecursively(this);
|
|
}
|
|
|
|
void CombineSingleChannelAnimationsRecursively(Animation *pParent) {
|
|
std::set<std::string> childrenTargets;
|
|
bool childrenAnimationsHaveDifferentChannels = true;
|
|
|
|
for (std::vector<Animation *>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();) {
|
|
Animation *anim = *it;
|
|
// Assign the first animation name to the parent if empty.
|
|
// This prevents the animation name from being lost when animations are combined
|
|
if (mName.empty()) {
|
|
mName = anim->mName;
|
|
}
|
|
CombineSingleChannelAnimationsRecursively(anim);
|
|
|
|
if (childrenAnimationsHaveDifferentChannels && anim->mChannels.size() == 1 &&
|
|
childrenTargets.find(anim->mChannels[0].mTarget) == childrenTargets.end()) {
|
|
childrenTargets.insert(anim->mChannels[0].mTarget);
|
|
} else {
|
|
childrenAnimationsHaveDifferentChannels = false;
|
|
}
|
|
|
|
++it;
|
|
}
|
|
|
|
// We only want to combine animations if they have different channels
|
|
if (childrenAnimationsHaveDifferentChannels) {
|
|
for (std::vector<Animation *>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();) {
|
|
Animation *anim = *it;
|
|
|
|
pParent->mChannels.push_back(anim->mChannels[0]);
|
|
|
|
it = pParent->mSubAnims.erase(it);
|
|
|
|
delete anim;
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
/// Description of a collada animation channel which has been determined to affect the current node
|
|
struct ChannelEntry {
|
|
const Collada::AnimationChannel *mChannel; ///< the source channel
|
|
std::string mTargetId;
|
|
std::string mTransformId; // the ID of the transformation step of the node which is influenced
|
|
size_t mTransformIndex; // Index into the node's transform chain to apply the channel to
|
|
size_t mSubElement; // starting index inside the transform data
|
|
|
|
// resolved data references
|
|
const Collada::Accessor *mTimeAccessor; ///> Collada accessor to the time values
|
|
const Collada::Data *mTimeData; ///> Source data array for the time values
|
|
const Collada::Accessor *mValueAccessor; ///> Collada accessor to the key value values
|
|
const Collada::Data *mValueData; ///> Source data array for the key value values
|
|
|
|
ChannelEntry() :
|
|
mChannel(),
|
|
mTransformIndex(),
|
|
mSubElement(),
|
|
mTimeAccessor(),
|
|
mTimeData(),
|
|
mValueAccessor(),
|
|
mValueData() {}
|
|
};
|
|
|
|
} // end of namespace Collada
|
|
} // end of namespace Assimp
|
|
|
|
#endif // AI_COLLADAHELPER_H_INC
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