assimp/code/AssetLib/Collada/ColladaLoader.h

252 lines
9.6 KiB
C++

/** Defines the collada loader class */
/*
Open Asset Import Library (assimp)
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All rights reserved.
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* Redistributions in binary form must reproduce the above
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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*/
#ifndef AI_COLLADALOADER_H_INC
#define AI_COLLADALOADER_H_INC
#include "ColladaParser.h"
#include <assimp/BaseImporter.h>
struct aiNode;
struct aiCamera;
struct aiLight;
struct aiTexture;
struct aiAnimation;
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) {
ai_assert(!pMeshID.empty());
}
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:
/// The class constructor.
ColladaLoader();
/// The class destructor.
~ColladaLoader() override = default;
/// Returns whether the class can handle the format of the given file.
/// @see BaseImporter::CanRead() for more details.
bool CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const override;
protected:
/// See #BaseImporter::GetInfo for the details
const aiImporterDesc *GetInfo() const override;
/// See #BaseImporter::SetupProperties for the details
void SetupProperties(const Importer *pImp) override;
/// See #BaseImporter::InternReadFile for the details
void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) override;
/** 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);
aiMesh *findMesh(const std::string &meshid);
/** 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);
/** 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
*/
ai_real 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;
/** Accumulated morph target meshes */
std::vector<aiMesh *> mTargetMeshes;
/** 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 removeEmptyBones;
bool ignoreUpDirection;
bool ignoreUnitSize;
bool useColladaName;
/** Used by FindNameForNode() to generate unique node names */
unsigned int mNodeNameCounter;
};
} // end of namespace Assimp
#endif // AI_COLLADALOADER_H_INC