1672 lines
71 KiB
C++
1672 lines
71 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) 2006-2016, 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 <assimp/anim.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 "ColladaParser.h"
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#include "fast_atof.h"
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#include "ParsingUtils.h"
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#include "SkeletonMeshBuilder.h"
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#include "Defines.h"
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#include "time.h"
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#include "math.h"
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#include <numeric>
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#include "Defines.h"
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using namespace Assimp;
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using namespace Assimp::Formatter;
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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,
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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"
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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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, ignoreUpDirection(false)
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, mNodeNameCounter( 0 )
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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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{}
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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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{
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// check file extension
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std::string extension = GetExtension(pFile);
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if( extension == "dae")
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return true;
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// XML - too generic, we need to open the file and search for typical keywords
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if( extension == "xml" || !extension.length() || checkSig) {
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/* If CanRead() is called in order to check whether we
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* support a specific file extension in general pIOHandler
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* might be NULL and it's our duty to return true here.
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*/
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if (!pIOHandler)return true;
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const char* tokens[] = {"collada"};
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return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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void ColladaLoader::SetupProperties(const Importer* pImp)
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{
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noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES,0) != 0;
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ignoreUpDirection = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION,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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{
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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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{
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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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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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// reserve some storage to avoid unnecessary reallocs
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newMats.reserve(parser.mMaterialLibrary.size()*2);
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mMeshes.reserve(parser.mMeshLibrary.size()*2);
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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 unitsize 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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// store all meshes
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StoreSceneMeshes( pScene);
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// store all materials
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StoreSceneMaterials( pScene);
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// store all lights
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StoreSceneLights( pScene);
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// store all cameras
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StoreSceneCameras( pScene);
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// store all animations
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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 (!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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{
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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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// 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 Collada::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 = 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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{
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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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{
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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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// construct meshes
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BuildMeshesForNode( pParser, pNode, node);
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// construct cameras
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BuildCamerasForNode(pParser, pNode, node);
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// construct lights
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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 Collada::Node* pNode,
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std::vector<const Collada::Node*>& resolved)
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{
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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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{
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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 Collada::Node* nd = itt == pParser.mNodeLibrary.end() ? NULL : (*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 (!nd) {
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nd = FindNode(pParser.mRootNode, nodeInst.mNode);
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}
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if (!nd)
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DefaultLogger::get()->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(Collada::Sampler& sampler,
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const Collada::SemanticMappingTable& table)
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{
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std::map<std::string, Collada::InputSemanticMapEntry>::const_iterator it = table.mMap.find(sampler.mUVChannel);
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if (it != table.mMap.end()) {
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if (it->second.mType != Collada::IT_Texcoord)
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DefaultLogger::get()->error("Collada: Unexpected effect input mapping");
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sampler.mUVId = it->second.mSet;
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}
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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 Collada::Node* pNode, aiNode* pTarget)
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{
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for( const Collada::LightInstance& lid : pNode->mLights)
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{
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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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{
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DefaultLogger::get()->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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}
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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*(1-1e-6f))
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{
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// ... some deprecation magic.
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if (srcLight->mPenumbraAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET*(1-1e-6f))
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{
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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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out->mAngleOuterCone = std::acos(std::pow(0.1f,1.f/srcLight->mFalloffExponent))+
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out->mAngleInnerCone;
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}
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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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}
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else out->mAngleOuterCone = AI_DEG_TO_RAD( srcLight->mOuterAngle );
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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 Collada::Node* pNode, aiNode* pTarget)
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{
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for( const Collada::CameraInstance& cid : pNode->mCameras)
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{
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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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{
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DefaultLogger::get()->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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DefaultLogger::get()->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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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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}
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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 Collada::Node* pNode, aiNode* pTarget)
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{
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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 Collada::MeshInstance& mid : pNode->mMeshes)
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{
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const Collada::Mesh* srcMesh = NULL;
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const Collada::Controller* srcController = NULL;
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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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{
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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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{
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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())
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srcMesh = srcMeshIt->second;
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}
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if( !srcMesh)
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{
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DefaultLogger::get()->warn( format() << "Collada: Unable to find geometry for ID \"" << mid.mMeshOrController << "\". Skipping." );
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continue;
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}
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} else
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{
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// ID found in the mesh library -> direct reference to an unskinned mesh
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srcMesh = srcMeshIt->second;
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}
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// build a mesh for each of its subgroups
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size_t vertexStart = 0, faceStart = 0;
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for( size_t sm = 0; sm < srcMesh->mSubMeshes.size(); ++sm)
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{
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const Collada::SubMesh& submesh = srcMesh->mSubMeshes[sm];
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if( submesh.mNumFaces == 0)
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continue;
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// find material assigned to this submesh
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std::string meshMaterial;
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std::map<std::string, Collada::SemanticMappingTable >::const_iterator meshMatIt = mid.mMaterials.find( submesh.mMaterial);
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const Collada::SemanticMappingTable* table = NULL;
|
|
if( meshMatIt != mid.mMaterials.end())
|
|
{
|
|
table = &meshMatIt->second;
|
|
meshMaterial = table->mMatName;
|
|
}
|
|
else
|
|
{
|
|
DefaultLogger::get()->warn( format() << "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;
|
|
if( matIt != mMaterialIndexByName.end())
|
|
matIdx = matIt->second;
|
|
else
|
|
matIdx = 0;
|
|
|
|
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
|
|
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 = newMeshRefs.size();
|
|
if( newMeshRefs.size())
|
|
{
|
|
pTarget->mMeshes = new unsigned int[pTarget->mNumMeshes];
|
|
std::copy( newMeshRefs.begin(), newMeshRefs.end(), pTarget->mMeshes);
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Creates a mesh for the given ColladaMesh face subset and returns the newly created mesh
|
|
aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::Mesh* pSrcMesh, const Collada::SubMesh& pSubMesh,
|
|
const Collada::Controller* pSrcController, size_t pStartVertex, size_t pStartFace)
|
|
{
|
|
aiMesh* dstMesh = new aiMesh;
|
|
|
|
dstMesh->mName = pSrcMesh->mName;
|
|
|
|
// count the vertices addressed by its faces
|
|
const size_t numVertices = std::accumulate( pSrcMesh->mFaceSize.begin() + pStartFace,
|
|
pSrcMesh->mFaceSize.begin() + pStartFace + pSubMesh.mNumFaces, 0);
|
|
|
|
// copy positions
|
|
dstMesh->mNumVertices = 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 texturecoords, 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 = 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 = s;
|
|
face.mIndices = new unsigned int[s];
|
|
for( size_t b = 0; b < s; ++b)
|
|
face.mIndices[b] = vertex++;
|
|
}
|
|
|
|
// create bones if given
|
|
if( pSrcController)
|
|
{
|
|
// refuse if the vertex count does not match
|
|
// if( pSrcController->mWeightCounts.size() != dstMesh->mNumVertices)
|
|
// throw DeadlyImportError( "Joint Controller vertex count does not match mesh vertex count");
|
|
|
|
// 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
|
|
typedef std::vector< std::pair<size_t, size_t> > IndexPairVector;
|
|
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)
|
|
{
|
|
size_t jointIndex = iit->first;
|
|
size_t vertexIndex = iit->second;
|
|
|
|
ai_real weight = ReadFloat( weightsAcc, weights, vertexIndex, 0);
|
|
|
|
// one day I gonna kill that XSI Collada exporter
|
|
if( weight > 0.0f)
|
|
{
|
|
aiVertexWeight w;
|
|
w.mVertexId = 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( std::vector<std::vector<aiVertexWeight> >::const_iterator it = dstBones.begin(); it != dstBones.end(); ++it)
|
|
if( it->size() > 0)
|
|
numRemainingBones++;
|
|
|
|
// create bone array and copy bone weights one by one
|
|
dstMesh->mNumBones = 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].size() == 0)
|
|
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 = 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( !bnode)
|
|
bnode = FindNodeBySID( pParser.mRootNode, bone->mName.data);
|
|
|
|
// assign the name that we would have assigned for the source node
|
|
if( bnode)
|
|
bone->mName.Set( FindNameForNode( bnode));
|
|
else
|
|
DefaultLogger::get()->warn( format() << "ColladaLoader::CreateMesh(): could not find corresponding node for joint \"" << bone->mName.data << "\"." );
|
|
|
|
// and insert bone
|
|
dstMesh->mBones[boneCount++] = bone;
|
|
}
|
|
}
|
|
|
|
return dstMesh;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Stores all meshes in the given scene
|
|
void ColladaLoader::StoreSceneMeshes( aiScene* pScene)
|
|
{
|
|
pScene->mNumMeshes = mMeshes.size();
|
|
if( mMeshes.size() > 0)
|
|
{
|
|
pScene->mMeshes = new aiMesh*[mMeshes.size()];
|
|
std::copy( mMeshes.begin(), mMeshes.end(), pScene->mMeshes);
|
|
mMeshes.clear();
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Stores all cameras in the given scene
|
|
void ColladaLoader::StoreSceneCameras( aiScene* pScene)
|
|
{
|
|
pScene->mNumCameras = mCameras.size();
|
|
if( mCameras.size() > 0)
|
|
{
|
|
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 = mLights.size();
|
|
if( mLights.size() > 0)
|
|
{
|
|
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 = mTextures.size();
|
|
if( mTextures.size() > 0)
|
|
{
|
|
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 = newMats.size();
|
|
|
|
if (newMats.size() > 0) {
|
|
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)
|
|
{
|
|
// recursivly 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);
|
|
}
|
|
|
|
// 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 = 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] = NULL;
|
|
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] = NULL;
|
|
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 = 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 Collada::Animation* pSrcAnim, const std::string &pPrefix)
|
|
{
|
|
std::string animName = pPrefix.empty() ? pSrcAnim->mName : pPrefix + "_" + pSrcAnim->mName;
|
|
|
|
// create nested animations, if given
|
|
for( std::vector<Collada::Animation*>::const_iterator it = pSrcAnim->mSubAnims.begin(); it != pSrcAnim->mSubAnims.end(); ++it)
|
|
StoreAnimations( pScene, pParser, *it, animName);
|
|
|
|
// create animation channels, if any
|
|
if( !pSrcAnim->mChannels.empty())
|
|
CreateAnimation( pScene, pParser, pSrcAnim, animName);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Constructs the animation for the given source anim
|
|
void ColladaLoader::CreateAnimation( aiScene* pScene, const ColladaParser& pParser, const Collada::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;
|
|
for( std::vector<const aiNode*>::const_iterator nit = nodes.begin(); nit != nodes.end(); ++nit)
|
|
{
|
|
// find all the collada anim channels which refer to the current node
|
|
std::vector<Collada::ChannelEntry> entries;
|
|
std::string nodeName = (*nit)->mName.data;
|
|
|
|
// find the collada node corresponding to the aiNode
|
|
const Collada::Node* srcNode = FindNode( pParser.mRootNode, nodeName);
|
|
// ai_assert( srcNode != NULL);
|
|
if( !srcNode)
|
|
continue;
|
|
|
|
// now check all channels if they affect the current node
|
|
for( std::vector<Collada::AnimationChannel>::const_iterator cit = pSrcAnim->mChannels.begin();
|
|
cit != pSrcAnim->mChannels.end(); ++cit)
|
|
{
|
|
const Collada::AnimationChannel& srcChannel = *cit;
|
|
Collada::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)
|
|
continue;
|
|
if( srcChannel.mTarget.find( '/', slashPos+1) != std::string::npos)
|
|
continue;
|
|
std::string 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);
|
|
|
|
std::string 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
|
|
DefaultLogger::get()->warn( format() << "Unknown anim subelement <" << subElement << ">. Ignoring" );
|
|
} else
|
|
{
|
|
// no subelement 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);
|
|
std::string 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) {
|
|
continue;
|
|
}
|
|
|
|
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 = 1e20, endTime = -1e20;
|
|
for( std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it)
|
|
{
|
|
Collada::ChannelEntry& e = *it;
|
|
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( format() << "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( std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it)
|
|
{
|
|
Collada::ChannelEntry& e = *it;
|
|
|
|
// 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 = 1e20;
|
|
for( std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it)
|
|
{
|
|
Collada::ChannelEntry& channelElement = *it;
|
|
|
|
// 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 == Collada::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 keyframe at this following time point
|
|
time = nextTime;
|
|
}
|
|
}
|
|
|
|
// there should be some keyframes, but we aren't that fixated on valid input data
|
|
// ai_assert( resultTrafos.size() > 0);
|
|
|
|
// 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 = resultTrafos.size();
|
|
dstAnim->mNumRotationKeys= resultTrafos.size();
|
|
dstAnim->mNumScalingKeys = 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;
|
|
dstAnim->mRotationKeys[a].mTime = time;
|
|
dstAnim->mScalingKeys[a].mTime = time;
|
|
mat.Decompose( dstAnim->mScalingKeys[a].mValue, dstAnim->mRotationKeys[a].mValue, dstAnim->mPositionKeys[a].mValue);
|
|
}
|
|
|
|
anims.push_back( dstAnim);
|
|
} else
|
|
{
|
|
DefaultLogger::get()->warn( "Collada loader: found empty animation channel, ignored. Please check your exporter.");
|
|
}
|
|
}
|
|
|
|
if( !anims.empty())
|
|
{
|
|
aiAnimation* anim = new aiAnimation;
|
|
anim->mName.Set( pName);
|
|
anim->mNumChannels = anims.size();
|
|
anim->mChannels = new aiNodeAnim*[anims.size()];
|
|
std::copy( anims.begin(), anims.end(), anim->mChannels);
|
|
anim->mDuration = 0.0f;
|
|
for( size_t a = 0; a < anims.size(); ++a)
|
|
{
|
|
anim->mDuration = std::max( anim->mDuration, anims[a]->mPositionKeys[anims[a]->mNumPositionKeys-1].mTime);
|
|
anim->mDuration = std::max( anim->mDuration, anims[a]->mRotationKeys[anims[a]->mNumRotationKeys-1].mTime);
|
|
anim->mDuration = std::max( anim->mDuration, anims[a]->mScalingKeys[anims[a]->mNumScalingKeys-1].mTime);
|
|
}
|
|
anim->mTicksPerSecond = 1;
|
|
mAnims.push_back( anim);
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Add a texture to a material structure
|
|
void ColladaLoader::AddTexture ( aiMaterial& mat, const ColladaParser& pParser,
|
|
const Collada::Effect& effect,
|
|
const Collada::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) {
|
|
DefaultLogger::get()->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) /* fixme */
|
|
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:
|
|
DefaultLogger::get()->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);
|
|
|
|
// wireframe?
|
|
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 => completly 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 lightmap */
|
|
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 Collada::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;
|
|
Collada::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.push_back( std::pair<Collada::Effect*, aiMaterial*>( &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.
|
|
#if 0
|
|
if( newMats.size() == 0)
|
|
{
|
|
aiMaterial* mat = new aiMaterial;
|
|
aiString name( AI_DEFAULT_MATERIAL_NAME );
|
|
mat->AddProperty( &name, AI_MATKEY_NAME);
|
|
|
|
const int shadeMode = aiShadingMode_Phong;
|
|
mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
|
|
aiColor4D colAmbient( 0.2, 0.2, 0.2, 1.0), colDiffuse( 0.8, 0.8, 0.8, 1.0), colSpecular( 0.5, 0.5, 0.5, 0.5);
|
|
mat->AddProperty( &colAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
|
|
mat->AddProperty( &colDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
|
|
mat->AddProperty( &colSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
|
|
const ai_real specExp = 5.0;
|
|
mat->AddProperty( &specExp, 1, AI_MATKEY_SHININESS);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Resolves the texture name for the given effect texture entry
|
|
aiString ColladaLoader::FindFilenameForEffectTexture( const ColladaParser& pParser,
|
|
const Collada::Effect& pEffect, const std::string& pName)
|
|
{
|
|
// recurse through the param references until we end up at an image
|
|
std::string name = pName;
|
|
while( 1)
|
|
{
|
|
// the given string is a param entry. Find it
|
|
Collada::Effect::ParamLibrary::const_iterator it = pEffect.mParams.find( name);
|
|
// if not found, we're at the end of the recursion. The resulting string should be the image ID
|
|
if( it == pEffect.mParams.end())
|
|
break;
|
|
|
|
// else recurse on
|
|
name = it->second.mReference;
|
|
}
|
|
|
|
// find the image referred by this name in the image library of the scene
|
|
ColladaParser::ImageLibrary::const_iterator imIt = pParser.mImageLibrary.find( name);
|
|
if( imIt == pParser.mImageLibrary.end())
|
|
{
|
|
throw DeadlyImportError( format() <<
|
|
"Collada: Unable to resolve effect texture entry \"" << pName << "\", ended up at ID \"" << name << "\"." );
|
|
}
|
|
|
|
aiString result;
|
|
|
|
// if this is an embedded texture image setup an aiTexture for it
|
|
if (imIt->second.mFileName.empty())
|
|
{
|
|
if (imIt->second.mImageData.empty()) {
|
|
throw DeadlyImportError("Collada: Invalid texture, no data or file reference given");
|
|
}
|
|
|
|
aiTexture* tex = new aiTexture();
|
|
|
|
// setup format hint
|
|
if (imIt->second.mEmbeddedFormat.length() > 3) {
|
|
DefaultLogger::get()->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 = imIt->second.mImageData.size();
|
|
tex->pcData = (aiTexel*)new char[tex->mWidth];
|
|
memcpy(tex->pcData,&imIt->second.mImageData[0],tex->mWidth);
|
|
|
|
// setup texture reference string
|
|
result.data[0] = '*';
|
|
result.length = 1 + ASSIMP_itoa10(result.data+1,MAXLEN-1,mTextures.size());
|
|
|
|
// and add this texture to the list
|
|
mTextures.push_back(tex);
|
|
}
|
|
else
|
|
{
|
|
result.Set( imIt->second.mFileName );
|
|
ConvertPath(result);
|
|
}
|
|
return result;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Convert a path read from a collada file to the usual representation
|
|
void ColladaLoader::ConvertPath (aiString& ss)
|
|
{
|
|
// TODO: collada spec, p 22. Handle URI correctly.
|
|
// For the moment we're just stripping the file:// away to make it work.
|
|
// Windoes doesn't seem to be able to find stuff like
|
|
// 'file://..\LWO\LWO2\MappingModes\earthSpherical.jpg'
|
|
if (0 == strncmp(ss.data,"file://",7))
|
|
{
|
|
ss.length -= 7;
|
|
memmove(ss.data,ss.data+7,ss.length);
|
|
ss.data[ss.length] = '\0';
|
|
}
|
|
|
|
// Maxon Cinema Collada Export writes "file:///C:\andsoon" with three slashes...
|
|
// I need to filter it without destroying linux paths starting with "/somewhere"
|
|
if( ss.data[0] == '/' && isalpha( ss.data[1]) && ss.data[2] == ':' )
|
|
{
|
|
ss.length--;
|
|
memmove( ss.data, ss.data+1, ss.length);
|
|
ss.data[ss.length] = 0;
|
|
}
|
|
|
|
// find and convert all %xy special chars
|
|
char* out = ss.data;
|
|
for( const char* it = ss.data; it != ss.data + ss.length; /**/ )
|
|
{
|
|
if( *it == '%' && (it + 3) < ss.data + ss.length )
|
|
{
|
|
// separate the number to avoid dragging in chars from behind into the parsing
|
|
char mychar[3] = { it[1], it[2], 0 };
|
|
size_t nbr = strtoul16( mychar);
|
|
it += 3;
|
|
*out++ = (char)(nbr & 0xFF);
|
|
} else
|
|
{
|
|
*out++ = *it++;
|
|
}
|
|
}
|
|
|
|
// adjust length and terminator of the shortened string
|
|
*out = 0;
|
|
ss.length = (ptrdiff_t) (out - ss.data);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Reads a float value from an accessor and its data array.
|
|
ai_real ColladaLoader::ReadFloat( const Collada::Accessor& pAccessor, const Collada::Data& pData, size_t pIndex, size_t pOffset) const
|
|
{
|
|
// FIXME: (thom) Test for data type here in every access? For the moment, I leave this to the caller
|
|
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 Collada::Accessor& pAccessor, const Collada::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 Collada::Node* ColladaLoader::FindNode( const Collada::Node* pNode, const std::string& pName) const
|
|
{
|
|
if( pNode->mName == pName || pNode->mID == pName)
|
|
return pNode;
|
|
|
|
for( size_t a = 0; a < pNode->mChildren.size(); ++a)
|
|
{
|
|
const Collada::Node* node = FindNode( pNode->mChildren[a], pName);
|
|
if( node)
|
|
return node;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Finds a node in the collada scene by the given SID
|
|
const Collada::Node* ColladaLoader::FindNodeBySID( const Collada::Node* pNode, const std::string& pSID) const
|
|
{
|
|
if( pNode->mSID == pSID)
|
|
return pNode;
|
|
|
|
for( size_t a = 0; a < pNode->mChildren.size(); ++a)
|
|
{
|
|
const Collada::Node* node = FindNodeBySID( pNode->mChildren[a], pSID);
|
|
if( node)
|
|
return node;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Finds a proper name for a node derived from the collada-node's properties
|
|
std::string ColladaLoader::FindNameForNode( const Collada::Node* pNode)
|
|
{
|
|
// now setup the name of the node. We take the name if not empty, otherwise the collada ID
|
|
// FIX: Workaround for XSI calling the instanced visual scene 'untitled' by default.
|
|
if (!pNode->mName.empty() && pNode->mName != "untitled")
|
|
return pNode->mName;
|
|
else 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++;
|
|
}
|
|
}
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_DAE_IMPORTER
|