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authorsanine <sanine.not@pm.me>2022-03-04 10:47:15 -0600
committersanine <sanine.not@pm.me>2022-03-04 10:47:15 -0600
commit058f98a63658dc1a2579826ba167fd61bed1e21f (patch)
treebcba07a1615a14d943f3af3f815a42f3be86b2f3 /src/mesh/assimp-master/code/AssetLib/Collada/ColladaLoader.cpp
parent2f8028ac9e0812cb6f3cbb08f0f419e4e717bd22 (diff)
add assimp submodule
Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/Collada/ColladaLoader.cpp')
-rw-r--r--src/mesh/assimp-master/code/AssetLib/Collada/ColladaLoader.cpp1828
1 files changed, 1828 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/Collada/ColladaLoader.cpp b/src/mesh/assimp-master/code/AssetLib/Collada/ColladaLoader.cpp
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+++ b/src/mesh/assimp-master/code/AssetLib/Collada/ColladaLoader.cpp
@@ -0,0 +1,1828 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2022, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+copyright notice, this list of conditions and the
+following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+copyright notice, this list of conditions and the
+following disclaimer in the documentation and/or other
+materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+contributors may be used to endorse or promote products
+derived from this software without specific prior
+written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file Implementation of the Collada loader */
+
+#ifndef ASSIMP_BUILD_NO_COLLADA_IMPORTER
+
+#include "ColladaLoader.h"
+#include "ColladaParser.h"
+#include <assimp/ColladaMetaData.h>
+#include <assimp/CreateAnimMesh.h>
+#include <assimp/ParsingUtils.h>
+#include <assimp/SkeletonMeshBuilder.h>
+#include <assimp/ZipArchiveIOSystem.h>
+#include <assimp/anim.h>
+#include <assimp/fast_atof.h>
+#include <assimp/importerdesc.h>
+#include <assimp/scene.h>
+#include <assimp/DefaultLogger.hpp>
+#include <assimp/Importer.hpp>
+
+#include <numeric>
+
+namespace Assimp {
+
+using namespace Assimp::Formatter;
+using namespace Assimp::Collada;
+
+static const aiImporterDesc desc = {
+ "Collada Importer",
+ "",
+ "",
+ "http://collada.org",
+ aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportCompressedFlavour,
+ 1,
+ 3,
+ 1,
+ 5,
+ "dae xml zae"
+};
+
+static const float kMillisecondsFromSeconds = 1000.f;
+
+// Add an item of metadata to a node
+// Assumes the key is not already in the list
+template <typename T>
+inline void AddNodeMetaData(aiNode *node, const std::string &key, const T &value) {
+ if (nullptr == node->mMetaData) {
+ node->mMetaData = new aiMetadata();
+ }
+ node->mMetaData->Add(key, value);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Constructor to be privately used by Importer
+ColladaLoader::ColladaLoader() :
+ mFileName(),
+ mMeshIndexByID(),
+ mMaterialIndexByName(),
+ mMeshes(),
+ newMats(),
+ mCameras(),
+ mLights(),
+ mTextures(),
+ mAnims(),
+ noSkeletonMesh(false),
+ ignoreUpDirection(false),
+ useColladaName(false),
+ mNodeNameCounter(0) {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor, private as well
+ColladaLoader::~ColladaLoader() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+// Returns whether the class can handle the format of the given file.
+bool ColladaLoader::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
+ // Look for a DAE file inside, but don't extract it
+ ZipArchiveIOSystem zip_archive(pIOHandler, pFile);
+ if (zip_archive.isOpen()) {
+ return !ColladaParser::ReadZaeManifest(zip_archive).empty();
+ }
+
+ static const char *tokens[] = { "<collada" };
+ return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
+}
+
+// ------------------------------------------------------------------------------------------------
+void ColladaLoader::SetupProperties(const Importer *pImp) {
+ noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES, 0) != 0;
+ ignoreUpDirection = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION, 0) != 0;
+ useColladaName = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES, 0) != 0;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Get file extension list
+const aiImporterDesc *ColladaLoader::GetInfo() const {
+ return &desc;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Imports the given file into the given scene structure.
+void ColladaLoader::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
+ mFileName = pFile;
+
+ // clean all member arrays - just for safety, it should work even if we did not
+ mMeshIndexByID.clear();
+ mMaterialIndexByName.clear();
+ mMeshes.clear();
+ mTargetMeshes.clear();
+ newMats.clear();
+ mLights.clear();
+ mCameras.clear();
+ mTextures.clear();
+ mAnims.clear();
+
+ // parse the input file
+ ColladaParser parser(pIOHandler, pFile);
+
+ if (!parser.mRootNode) {
+ throw DeadlyImportError("Collada: File came out empty. Something is wrong here.");
+ }
+
+ // reserve some storage to avoid unnecessary reallocs
+ newMats.reserve(parser.mMaterialLibrary.size() * 2u);
+ mMeshes.reserve(parser.mMeshLibrary.size() * 2u);
+
+ mCameras.reserve(parser.mCameraLibrary.size());
+ mLights.reserve(parser.mLightLibrary.size());
+
+ // create the materials first, for the meshes to find
+ BuildMaterials(parser, pScene);
+
+ // build the node hierarchy from it
+ pScene->mRootNode = BuildHierarchy(parser, parser.mRootNode);
+
+ // ... then fill the materials with the now adjusted settings
+ FillMaterials(parser, pScene);
+
+ // Apply unit-size scale calculation
+
+ pScene->mRootNode->mTransformation *= aiMatrix4x4(parser.mUnitSize, 0, 0, 0,
+ 0, parser.mUnitSize, 0, 0,
+ 0, 0, parser.mUnitSize, 0,
+ 0, 0, 0, 1);
+ if (!ignoreUpDirection) {
+ // Convert to Y_UP, if different orientation
+ if (parser.mUpDirection == ColladaParser::UP_X) {
+ pScene->mRootNode->mTransformation *= aiMatrix4x4(
+ 0, -1, 0, 0,
+ 1, 0, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1);
+ } else if (parser.mUpDirection == ColladaParser::UP_Z) {
+ pScene->mRootNode->mTransformation *= aiMatrix4x4(
+ 1, 0, 0, 0,
+ 0, 0, 1, 0,
+ 0, -1, 0, 0,
+ 0, 0, 0, 1);
+ }
+ }
+
+ // Store scene metadata
+ if (!parser.mAssetMetaData.empty()) {
+ const size_t numMeta(parser.mAssetMetaData.size());
+ pScene->mMetaData = aiMetadata::Alloc(static_cast<unsigned int>(numMeta));
+ size_t i = 0;
+ for (auto it = parser.mAssetMetaData.cbegin(); it != parser.mAssetMetaData.cend(); ++it, ++i) {
+ pScene->mMetaData->Set(static_cast<unsigned int>(i), (*it).first, (*it).second);
+ }
+ }
+
+ StoreSceneMeshes(pScene);
+ StoreSceneMaterials(pScene);
+ StoreSceneTextures(pScene);
+ StoreSceneLights(pScene);
+ StoreSceneCameras(pScene);
+ StoreAnimations(pScene, parser);
+
+ // If no meshes have been loaded, it's probably just an animated skeleton.
+ if (0u == pScene->mNumMeshes) {
+ if (!noSkeletonMesh) {
+ SkeletonMeshBuilder hero(pScene);
+ }
+ pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Recursively constructs a scene node for the given parser node and returns it.
+aiNode *ColladaLoader::BuildHierarchy(const ColladaParser &pParser, const Collada::Node *pNode) {
+ // create a node for it
+ aiNode *node = new aiNode();
+
+ // find a name for the new node. It's more complicated than you might think
+ node->mName.Set(FindNameForNode(pNode));
+ // if we're not using the unique IDs, hold onto them for reference and export
+ if (useColladaName) {
+ if (!pNode->mID.empty()) {
+ AddNodeMetaData(node, AI_METADATA_COLLADA_ID, aiString(pNode->mID));
+ }
+ if (!pNode->mSID.empty()) {
+ AddNodeMetaData(node, AI_METADATA_COLLADA_SID, aiString(pNode->mSID));
+ }
+ }
+
+ // calculate the transformation matrix for it
+ node->mTransformation = pParser.CalculateResultTransform(pNode->mTransforms);
+
+ // now resolve node instances
+ std::vector<const Node*> instances;
+ ResolveNodeInstances(pParser, pNode, instances);
+
+ // add children. first the *real* ones
+ node->mNumChildren = static_cast<unsigned int>(pNode->mChildren.size() + instances.size());
+ node->mChildren = new aiNode *[node->mNumChildren];
+
+ for (size_t a = 0; a < pNode->mChildren.size(); ++a) {
+ node->mChildren[a] = BuildHierarchy(pParser, pNode->mChildren[a]);
+ node->mChildren[a]->mParent = node;
+ }
+
+ // ... and finally the resolved node instances
+ for (size_t a = 0; a < instances.size(); ++a) {
+ node->mChildren[pNode->mChildren.size() + a] = BuildHierarchy(pParser, instances[a]);
+ node->mChildren[pNode->mChildren.size() + a]->mParent = node;
+ }
+
+ BuildMeshesForNode(pParser, pNode, node);
+ BuildCamerasForNode(pParser, pNode, node);
+ BuildLightsForNode(pParser, pNode, node);
+
+ return node;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Resolve node instances
+void ColladaLoader::ResolveNodeInstances(const ColladaParser &pParser, const Node *pNode,
+ std::vector<const Node*> &resolved) {
+ // reserve enough storage
+ resolved.reserve(pNode->mNodeInstances.size());
+
+ // ... and iterate through all nodes to be instanced as children of pNode
+ for (const auto &nodeInst : pNode->mNodeInstances) {
+ // find the corresponding node in the library
+ const ColladaParser::NodeLibrary::const_iterator itt = pParser.mNodeLibrary.find(nodeInst.mNode);
+ const Node *nd = itt == pParser.mNodeLibrary.end() ? nullptr : (*itt).second;
+
+ // FIX for http://sourceforge.net/tracker/?func=detail&aid=3054873&group_id=226462&atid=1067632
+ // need to check for both name and ID to catch all. To avoid breaking valid files,
+ // the workaround is only enabled when the first attempt to resolve the node has failed.
+ if (nullptr == nd) {
+ nd = FindNode(pParser.mRootNode, nodeInst.mNode);
+ }
+ if (nullptr == nd) {
+ ASSIMP_LOG_ERROR("Collada: Unable to resolve reference to instanced node ", nodeInst.mNode);
+ } else {
+ // attach this node to the list of children
+ resolved.push_back(nd);
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Resolve UV channels
+void ColladaLoader::ApplyVertexToEffectSemanticMapping(Sampler &sampler, const SemanticMappingTable &table) {
+ SemanticMappingTable::InputSemanticMap::const_iterator it = table.mMap.find(sampler.mUVChannel);
+ if (it == table.mMap.end()) {
+ return;
+ }
+
+ if (it->second.mType != IT_Texcoord) {
+ ASSIMP_LOG_ERROR("Collada: Unexpected effect input mapping");
+ }
+
+ sampler.mUVId = it->second.mSet;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Builds lights for the given node and references them
+void ColladaLoader::BuildLightsForNode(const ColladaParser &pParser, const Node *pNode, aiNode *pTarget) {
+ for (const LightInstance &lid : pNode->mLights) {
+ // find the referred light
+ ColladaParser::LightLibrary::const_iterator srcLightIt = pParser.mLightLibrary.find(lid.mLight);
+ if (srcLightIt == pParser.mLightLibrary.end()) {
+ ASSIMP_LOG_WARN("Collada: Unable to find light for ID \"", lid.mLight, "\". Skipping.");
+ continue;
+ }
+ const Collada::Light *srcLight = &srcLightIt->second;
+
+ // now fill our ai data structure
+ aiLight *out = new aiLight();
+ out->mName = pTarget->mName;
+ out->mType = (aiLightSourceType)srcLight->mType;
+
+ // collada lights point in -Z by default, rest is specified in node transform
+ out->mDirection = aiVector3D(0.f, 0.f, -1.f);
+
+ out->mAttenuationConstant = srcLight->mAttConstant;
+ out->mAttenuationLinear = srcLight->mAttLinear;
+ out->mAttenuationQuadratic = srcLight->mAttQuadratic;
+
+ out->mColorDiffuse = out->mColorSpecular = out->mColorAmbient = srcLight->mColor * srcLight->mIntensity;
+ if (out->mType == aiLightSource_AMBIENT) {
+ out->mColorDiffuse = out->mColorSpecular = aiColor3D(0, 0, 0);
+ out->mColorAmbient = srcLight->mColor * srcLight->mIntensity;
+ } else {
+ // collada doesn't differentiate between these color types
+ out->mColorDiffuse = out->mColorSpecular = srcLight->mColor * srcLight->mIntensity;
+ out->mColorAmbient = aiColor3D(0, 0, 0);
+ }
+
+ // convert falloff angle and falloff exponent in our representation, if given
+ if (out->mType == aiLightSource_SPOT) {
+ out->mAngleInnerCone = AI_DEG_TO_RAD(srcLight->mFalloffAngle);
+
+ // ... some extension magic.
+ if (srcLight->mOuterAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET * (1 - ai_epsilon)) {
+ // ... some deprecation magic.
+ if (srcLight->mPenumbraAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET * (1 - ai_epsilon)) {
+ // Need to rely on falloff_exponent. I don't know how to interpret it, so I need to guess ....
+ // epsilon chosen to be 0.1
+ float f = 1.0f;
+ if ( 0.0f != srcLight->mFalloffExponent ) {
+ f = 1.f / srcLight->mFalloffExponent;
+ }
+ out->mAngleOuterCone = std::acos(std::pow(0.1f, f)) +
+ out->mAngleInnerCone;
+ } else {
+ out->mAngleOuterCone = out->mAngleInnerCone + AI_DEG_TO_RAD(srcLight->mPenumbraAngle);
+ if (out->mAngleOuterCone < out->mAngleInnerCone)
+ std::swap(out->mAngleInnerCone, out->mAngleOuterCone);
+ }
+ } else {
+ out->mAngleOuterCone = AI_DEG_TO_RAD(srcLight->mOuterAngle);
+ }
+ }
+
+ // add to light list
+ mLights.push_back(out);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Builds cameras for the given node and references them
+void ColladaLoader::BuildCamerasForNode(const ColladaParser &pParser, const Node *pNode, aiNode *pTarget) {
+ for (const CameraInstance &cid : pNode->mCameras) {
+ // find the referred light
+ ColladaParser::CameraLibrary::const_iterator srcCameraIt = pParser.mCameraLibrary.find(cid.mCamera);
+ if (srcCameraIt == pParser.mCameraLibrary.end()) {
+ ASSIMP_LOG_WARN("Collada: Unable to find camera for ID \"", cid.mCamera, "\". Skipping.");
+ continue;
+ }
+ const Collada::Camera *srcCamera = &srcCameraIt->second;
+
+ // orthographic cameras not yet supported in Assimp
+ if (srcCamera->mOrtho) {
+ ASSIMP_LOG_WARN("Collada: Orthographic cameras are not supported.");
+ }
+
+ // now fill our ai data structure
+ aiCamera *out = new aiCamera();
+ out->mName = pTarget->mName;
+
+ // collada cameras point in -Z by default, rest is specified in node transform
+ out->mLookAt = aiVector3D(0.f, 0.f, -1.f);
+
+ // near/far z is already ok
+ out->mClipPlaneFar = srcCamera->mZFar;
+ out->mClipPlaneNear = srcCamera->mZNear;
+
+ // ... but for the rest some values are optional
+ // and we need to compute the others in any combination.
+ if (srcCamera->mAspect != 10e10f) {
+ out->mAspect = srcCamera->mAspect;
+ }
+
+ if (srcCamera->mHorFov != 10e10f) {
+ out->mHorizontalFOV = srcCamera->mHorFov;
+
+ if (srcCamera->mVerFov != 10e10f && srcCamera->mAspect == 10e10f) {
+ out->mAspect = std::tan(AI_DEG_TO_RAD(srcCamera->mHorFov)) /
+ std::tan(AI_DEG_TO_RAD(srcCamera->mVerFov));
+ }
+
+ } else if (srcCamera->mAspect != 10e10f && srcCamera->mVerFov != 10e10f) {
+ out->mHorizontalFOV = 2.0f * AI_RAD_TO_DEG(std::atan(srcCamera->mAspect *
+ std::tan(AI_DEG_TO_RAD(srcCamera->mVerFov) * 0.5f)));
+ }
+
+ // Collada uses degrees, we use radians
+ out->mHorizontalFOV = AI_DEG_TO_RAD(out->mHorizontalFOV);
+
+ // add to camera list
+ mCameras.push_back(out);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Builds meshes for the given node and references them
+void ColladaLoader::BuildMeshesForNode(const ColladaParser &pParser, const Node *pNode, aiNode *pTarget) {
+ // accumulated mesh references by this node
+ std::vector<size_t> newMeshRefs;
+ newMeshRefs.reserve(pNode->mMeshes.size());
+
+ // add a mesh for each subgroup in each collada mesh
+ for (const MeshInstance &mid : pNode->mMeshes) {
+ const Mesh *srcMesh = nullptr;
+ const Controller *srcController = nullptr;
+
+ // find the referred mesh
+ ColladaParser::MeshLibrary::const_iterator srcMeshIt = pParser.mMeshLibrary.find(mid.mMeshOrController);
+ if (srcMeshIt == pParser.mMeshLibrary.end()) {
+ // if not found in the mesh-library, it might also be a controller referring to a mesh
+ ColladaParser::ControllerLibrary::const_iterator srcContrIt = pParser.mControllerLibrary.find(mid.mMeshOrController);
+ if (srcContrIt != pParser.mControllerLibrary.end()) {
+ srcController = &srcContrIt->second;
+ srcMeshIt = pParser.mMeshLibrary.find(srcController->mMeshId);
+ if (srcMeshIt != pParser.mMeshLibrary.end()) {
+ srcMesh = srcMeshIt->second;
+ }
+ }
+
+ if (nullptr == srcMesh) {
+ ASSIMP_LOG_WARN("Collada: Unable to find geometry for ID \"", mid.mMeshOrController, "\". Skipping.");
+ continue;
+ }
+ } else {
+ // ID found in the mesh library -> direct reference to an unskinned mesh
+ srcMesh = srcMeshIt->second;
+ }
+
+ // build a mesh for each of its subgroups
+ size_t vertexStart = 0, faceStart = 0;
+ for (size_t sm = 0; sm < srcMesh->mSubMeshes.size(); ++sm) {
+ const Collada::SubMesh &submesh = srcMesh->mSubMeshes[sm];
+ if (submesh.mNumFaces == 0) {
+ continue;
+ }
+
+ // find material assigned to this submesh
+ std::string meshMaterial;
+ std::map<std::string, SemanticMappingTable>::const_iterator meshMatIt = mid.mMaterials.find(submesh.mMaterial);
+
+ const Collada::SemanticMappingTable *table = nullptr;
+ if (meshMatIt != mid.mMaterials.end()) {
+ table = &meshMatIt->second;
+ meshMaterial = table->mMatName;
+ } else {
+ ASSIMP_LOG_WARN("Collada: No material specified for subgroup <", submesh.mMaterial, "> in geometry <",
+ mid.mMeshOrController, ">.");
+ if (!mid.mMaterials.empty()) {
+ meshMaterial = mid.mMaterials.begin()->second.mMatName;
+ }
+ }
+
+ // OK ... here the *real* fun starts ... we have the vertex-input-to-effect-semantic-table
+ // given. The only mapping stuff which we do actually support is the UV channel.
+ std::map<std::string, size_t>::const_iterator matIt = mMaterialIndexByName.find(meshMaterial);
+ unsigned int matIdx = 0;
+ if (matIt != mMaterialIndexByName.end()) {
+ matIdx = static_cast<unsigned int>(matIt->second);
+ }
+
+ if (table && !table->mMap.empty()) {
+ std::pair<Collada::Effect *, aiMaterial *> &mat = newMats[matIdx];
+
+ // Iterate through all texture channels assigned to the effect and
+ // check whether we have mapping information for it.
+ ApplyVertexToEffectSemanticMapping(mat.first->mTexDiffuse, *table);
+ ApplyVertexToEffectSemanticMapping(mat.first->mTexAmbient, *table);
+ ApplyVertexToEffectSemanticMapping(mat.first->mTexSpecular, *table);
+ ApplyVertexToEffectSemanticMapping(mat.first->mTexEmissive, *table);
+ ApplyVertexToEffectSemanticMapping(mat.first->mTexTransparent, *table);
+ ApplyVertexToEffectSemanticMapping(mat.first->mTexBump, *table);
+ }
+
+ // built lookup index of the Mesh-Submesh-Material combination
+ ColladaMeshIndex index(mid.mMeshOrController, sm, meshMaterial);
+
+ // if we already have the mesh at the library, just add its index to the node's array
+ std::map<ColladaMeshIndex, size_t>::const_iterator dstMeshIt = mMeshIndexByID.find(index);
+ if (dstMeshIt != mMeshIndexByID.end()) {
+ newMeshRefs.push_back(dstMeshIt->second);
+ } else {
+ // else we have to add the mesh to the collection and store its newly assigned index at the node
+ aiMesh *dstMesh = CreateMesh(pParser, srcMesh, submesh, srcController, vertexStart, faceStart);
+
+ // store the mesh, and store its new index in the node
+ newMeshRefs.push_back(mMeshes.size());
+ mMeshIndexByID[index] = mMeshes.size();
+ mMeshes.push_back(dstMesh);
+ vertexStart += dstMesh->mNumVertices;
+ faceStart += submesh.mNumFaces;
+
+ // assign the material index
+ std::map<std::string, size_t>::const_iterator subMatIt = mMaterialIndexByName.find(submesh.mMaterial);
+ if (subMatIt != mMaterialIndexByName.end()) {
+ dstMesh->mMaterialIndex = static_cast<unsigned int>(subMatIt->second);
+ } else {
+ dstMesh->mMaterialIndex = matIdx;
+ }
+ if (dstMesh->mName.length == 0) {
+ dstMesh->mName = mid.mMeshOrController;
+ }
+ }
+ }
+ }
+
+ // now place all mesh references we gathered in the target node
+ pTarget->mNumMeshes = static_cast<unsigned int>(newMeshRefs.size());
+ if (!newMeshRefs.empty()) {
+ struct UIntTypeConverter {
+ unsigned int operator()(const size_t &v) const {
+ return static_cast<unsigned int>(v);
+ }
+ };
+
+ pTarget->mMeshes = new unsigned int[pTarget->mNumMeshes];
+ std::transform(newMeshRefs.begin(), newMeshRefs.end(), pTarget->mMeshes, UIntTypeConverter());
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Find mesh from either meshes or morph target meshes
+aiMesh *ColladaLoader::findMesh(const std::string &meshid) {
+ if (meshid.empty()) {
+ return nullptr;
+ }
+
+ for (auto & mMeshe : mMeshes) {
+ if (std::string(mMeshe->mName.data) == meshid) {
+ return mMeshe;
+ }
+ }
+
+ for (auto & mTargetMeshe : mTargetMeshes) {
+ if (std::string(mTargetMeshe->mName.data) == meshid) {
+ return mTargetMeshe;
+ }
+ }
+
+ return nullptr;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Creates a mesh for the given ColladaMesh face subset and returns the newly created mesh
+aiMesh *ColladaLoader::CreateMesh(const ColladaParser &pParser, const Mesh *pSrcMesh, const SubMesh &pSubMesh,
+ const Controller *pSrcController, size_t pStartVertex, size_t pStartFace) {
+ std::unique_ptr<aiMesh> dstMesh(new aiMesh);
+
+ if (useColladaName) {
+ dstMesh->mName = pSrcMesh->mName;
+ } else {
+ dstMesh->mName = pSrcMesh->mId;
+ }
+
+ if (pSrcMesh->mPositions.empty()) {
+ return dstMesh.release();
+ }
+
+ // count the vertices addressed by its faces
+ const size_t numVertices = std::accumulate(pSrcMesh->mFaceSize.begin() + pStartFace,
+ pSrcMesh->mFaceSize.begin() + pStartFace + pSubMesh.mNumFaces, size_t(0));
+
+ // copy positions
+ dstMesh->mNumVertices = static_cast<unsigned int>(numVertices);
+ dstMesh->mVertices = new aiVector3D[numVertices];
+ std::copy(pSrcMesh->mPositions.begin() + pStartVertex, pSrcMesh->mPositions.begin() + pStartVertex + numVertices, dstMesh->mVertices);
+
+ // normals, if given. HACK: (thom) Due to the glorious Collada spec we never
+ // know if we have the same number of normals as there are positions. So we
+ // also ignore any vertex attribute if it has a different count
+ if (pSrcMesh->mNormals.size() >= pStartVertex + numVertices) {
+ dstMesh->mNormals = new aiVector3D[numVertices];
+ std::copy(pSrcMesh->mNormals.begin() + pStartVertex, pSrcMesh->mNormals.begin() + pStartVertex + numVertices, dstMesh->mNormals);
+ }
+
+ // tangents, if given.
+ if (pSrcMesh->mTangents.size() >= pStartVertex + numVertices) {
+ dstMesh->mTangents = new aiVector3D[numVertices];
+ std::copy(pSrcMesh->mTangents.begin() + pStartVertex, pSrcMesh->mTangents.begin() + pStartVertex + numVertices, dstMesh->mTangents);
+ }
+
+ // bitangents, if given.
+ if (pSrcMesh->mBitangents.size() >= pStartVertex + numVertices) {
+ dstMesh->mBitangents = new aiVector3D[numVertices];
+ std::copy(pSrcMesh->mBitangents.begin() + pStartVertex, pSrcMesh->mBitangents.begin() + pStartVertex + numVertices, dstMesh->mBitangents);
+ }
+
+ // same for texture coords, as many as we have
+ // empty slots are not allowed, need to pack and adjust UV indexes accordingly
+ for (size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
+ if (pSrcMesh->mTexCoords[a].size() >= pStartVertex + numVertices) {
+ dstMesh->mTextureCoords[real] = new aiVector3D[numVertices];
+ for (size_t b = 0; b < numVertices; ++b) {
+ dstMesh->mTextureCoords[real][b] = pSrcMesh->mTexCoords[a][pStartVertex + b];
+ }
+
+ dstMesh->mNumUVComponents[real] = pSrcMesh->mNumUVComponents[a];
+ ++real;
+ }
+ }
+
+ // same for vertex colors, as many as we have. again the same packing to avoid empty slots
+ for (size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) {
+ if (pSrcMesh->mColors[a].size() >= pStartVertex + numVertices) {
+ dstMesh->mColors[real] = new aiColor4D[numVertices];
+ std::copy(pSrcMesh->mColors[a].begin() + pStartVertex, pSrcMesh->mColors[a].begin() + pStartVertex + numVertices, dstMesh->mColors[real]);
+ ++real;
+ }
+ }
+
+ // create faces. Due to the fact that each face uses unique vertices, we can simply count up on each vertex
+ size_t vertex = 0;
+ dstMesh->mNumFaces = static_cast<unsigned int>(pSubMesh.mNumFaces);
+ dstMesh->mFaces = new aiFace[dstMesh->mNumFaces];
+ for (size_t a = 0; a < dstMesh->mNumFaces; ++a) {
+ size_t s = pSrcMesh->mFaceSize[pStartFace + a];
+ aiFace &face = dstMesh->mFaces[a];
+ face.mNumIndices = static_cast<unsigned int>(s);
+ face.mIndices = new unsigned int[s];
+ for (size_t b = 0; b < s; ++b) {
+ face.mIndices[b] = static_cast<unsigned int>(vertex++);
+ }
+ }
+
+ // create morph target meshes if any
+ std::vector<aiMesh *> targetMeshes;
+ std::vector<float> targetWeights;
+ Collada::MorphMethod method = Normalized;
+
+ for (std::map<std::string, Controller>::const_iterator it = pParser.mControllerLibrary.begin();
+ it != pParser.mControllerLibrary.end(); ++it) {
+ const Controller &c = it->second;
+ const Collada::Mesh *baseMesh = pParser.ResolveLibraryReference(pParser.mMeshLibrary, c.mMeshId);
+
+ if (c.mType == Collada::Morph && baseMesh->mName == pSrcMesh->mName) {
+ const Collada::Accessor &targetAccessor = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, c.mMorphTarget);
+ const Collada::Accessor &weightAccessor = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, c.mMorphWeight);
+ const Collada::Data &targetData = pParser.ResolveLibraryReference(pParser.mDataLibrary, targetAccessor.mSource);
+ const Collada::Data &weightData = pParser.ResolveLibraryReference(pParser.mDataLibrary, weightAccessor.mSource);
+
+ // take method
+ method = c.mMethod;
+
+ if (!targetData.mIsStringArray) {
+ throw DeadlyImportError("target data must contain id. ");
+ }
+ if (weightData.mIsStringArray) {
+ throw DeadlyImportError("target weight data must not be textual ");
+ }
+
+ for (const auto & mString : targetData.mStrings) {
+ const Mesh *targetMesh = pParser.ResolveLibraryReference(pParser.mMeshLibrary, mString);
+
+ aiMesh *aimesh = findMesh(useColladaName ? targetMesh->mName : targetMesh->mId);
+ if (!aimesh) {
+ if (targetMesh->mSubMeshes.size() > 1) {
+ throw DeadlyImportError("Morphing target mesh must be a single");
+ }
+ aimesh = CreateMesh(pParser, targetMesh, targetMesh->mSubMeshes.at(0), nullptr, 0, 0);
+ mTargetMeshes.push_back(aimesh);
+ }
+ targetMeshes.push_back(aimesh);
+ }
+ for (float mValue : weightData.mValues) {
+ targetWeights.push_back(mValue);
+ }
+ }
+ }
+ if (!targetMeshes.empty() && targetWeights.size() == targetMeshes.size()) {
+ std::vector<aiAnimMesh *> animMeshes;
+ for (unsigned int i = 0; i < targetMeshes.size(); ++i) {
+ aiMesh *targetMesh = targetMeshes.at(i);
+ aiAnimMesh *animMesh = aiCreateAnimMesh(targetMesh);
+ float weight = targetWeights[i];
+ animMesh->mWeight = weight == 0 ? 1.0f : weight;
+ animMesh->mName = targetMesh->mName;
+ animMeshes.push_back(animMesh);
+ }
+ dstMesh->mMethod = (method == Relative) ? aiMorphingMethod_MORPH_RELATIVE : aiMorphingMethod_MORPH_NORMALIZED;
+ dstMesh->mAnimMeshes = new aiAnimMesh *[animMeshes.size()];
+ dstMesh->mNumAnimMeshes = static_cast<unsigned int>(animMeshes.size());
+ for (unsigned int i = 0; i < animMeshes.size(); ++i) {
+ dstMesh->mAnimMeshes[i] = animMeshes.at(i);
+ }
+ }
+
+ // create bones if given
+ if (pSrcController && pSrcController->mType == Collada::Skin) {
+ // resolve references - joint names
+ const Collada::Accessor &jointNamesAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mJointNameSource);
+ const Collada::Data &jointNames = pParser.ResolveLibraryReference(pParser.mDataLibrary, jointNamesAcc.mSource);
+ // joint offset matrices
+ const Collada::Accessor &jointMatrixAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mJointOffsetMatrixSource);
+ const Collada::Data &jointMatrices = pParser.ResolveLibraryReference(pParser.mDataLibrary, jointMatrixAcc.mSource);
+ // joint vertex_weight name list - should refer to the same list as the joint names above. If not, report and reconsider
+ const Collada::Accessor &weightNamesAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mWeightInputJoints.mAccessor);
+ if (&weightNamesAcc != &jointNamesAcc)
+ throw DeadlyImportError("Temporary implementational laziness. If you read this, please report to the author.");
+ // vertex weights
+ const Collada::Accessor &weightsAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mWeightInputWeights.mAccessor);
+ const Collada::Data &weights = pParser.ResolveLibraryReference(pParser.mDataLibrary, weightsAcc.mSource);
+
+ if (!jointNames.mIsStringArray || jointMatrices.mIsStringArray || weights.mIsStringArray) {
+ throw DeadlyImportError("Data type mismatch while resolving mesh joints");
+ }
+ // sanity check: we rely on the vertex weights always coming as pairs of BoneIndex-WeightIndex
+ if (pSrcController->mWeightInputJoints.mOffset != 0 || pSrcController->mWeightInputWeights.mOffset != 1) {
+ throw DeadlyImportError("Unsupported vertex_weight addressing scheme. ");
+ }
+
+ // create containers to collect the weights for each bone
+ size_t numBones = jointNames.mStrings.size();
+ std::vector<std::vector<aiVertexWeight>> dstBones(numBones);
+
+ // build a temporary array of pointers to the start of each vertex's weights
+ using IndexPairVector = std::vector<std::pair<size_t, size_t>>;
+ std::vector<IndexPairVector::const_iterator> weightStartPerVertex;
+ weightStartPerVertex.resize(pSrcController->mWeightCounts.size(), pSrcController->mWeights.end());
+
+ IndexPairVector::const_iterator pit = pSrcController->mWeights.begin();
+ for (size_t a = 0; a < pSrcController->mWeightCounts.size(); ++a) {
+ weightStartPerVertex[a] = pit;
+ pit += pSrcController->mWeightCounts[a];
+ }
+
+ // now for each vertex put the corresponding vertex weights into each bone's weight collection
+ for (size_t a = pStartVertex; a < pStartVertex + numVertices; ++a) {
+ // which position index was responsible for this vertex? that's also the index by which
+ // the controller assigns the vertex weights
+ size_t orgIndex = pSrcMesh->mFacePosIndices[a];
+ // find the vertex weights for this vertex
+ IndexPairVector::const_iterator iit = weightStartPerVertex[orgIndex];
+ size_t pairCount = pSrcController->mWeightCounts[orgIndex];
+
+ for (size_t b = 0; b < pairCount; ++b, ++iit) {
+ const size_t jointIndex = iit->first;
+ const size_t vertexIndex = iit->second;
+ ai_real weight = 1.0f;
+ if (!weights.mValues.empty()) {
+ weight = ReadFloat(weightsAcc, weights, vertexIndex, 0);
+ }
+
+ // one day I gonna kill that XSI Collada exporter
+ if (weight > 0.0f) {
+ aiVertexWeight w;
+ w.mVertexId = static_cast<unsigned int>(a - pStartVertex);
+ w.mWeight = weight;
+ dstBones[jointIndex].push_back(w);
+ }
+ }
+ }
+
+ // count the number of bones which influence vertices of the current submesh
+ size_t numRemainingBones = 0;
+ for (const auto & dstBone : dstBones) {
+ if (!dstBone.empty()) {
+ ++numRemainingBones;
+ }
+ }
+
+ // create bone array and copy bone weights one by one
+ dstMesh->mNumBones = static_cast<unsigned int>(numRemainingBones);
+ dstMesh->mBones = new aiBone *[numRemainingBones];
+ size_t boneCount = 0;
+ for (size_t a = 0; a < numBones; ++a) {
+ // omit bones without weights
+ if (dstBones[a].empty()) {
+ continue;
+ }
+
+ // create bone with its weights
+ aiBone *bone = new aiBone;
+ bone->mName = ReadString(jointNamesAcc, jointNames, a);
+ bone->mOffsetMatrix.a1 = ReadFloat(jointMatrixAcc, jointMatrices, a, 0);
+ bone->mOffsetMatrix.a2 = ReadFloat(jointMatrixAcc, jointMatrices, a, 1);
+ bone->mOffsetMatrix.a3 = ReadFloat(jointMatrixAcc, jointMatrices, a, 2);
+ bone->mOffsetMatrix.a4 = ReadFloat(jointMatrixAcc, jointMatrices, a, 3);
+ bone->mOffsetMatrix.b1 = ReadFloat(jointMatrixAcc, jointMatrices, a, 4);
+ bone->mOffsetMatrix.b2 = ReadFloat(jointMatrixAcc, jointMatrices, a, 5);
+ bone->mOffsetMatrix.b3 = ReadFloat(jointMatrixAcc, jointMatrices, a, 6);
+ bone->mOffsetMatrix.b4 = ReadFloat(jointMatrixAcc, jointMatrices, a, 7);
+ bone->mOffsetMatrix.c1 = ReadFloat(jointMatrixAcc, jointMatrices, a, 8);
+ bone->mOffsetMatrix.c2 = ReadFloat(jointMatrixAcc, jointMatrices, a, 9);
+ bone->mOffsetMatrix.c3 = ReadFloat(jointMatrixAcc, jointMatrices, a, 10);
+ bone->mOffsetMatrix.c4 = ReadFloat(jointMatrixAcc, jointMatrices, a, 11);
+ bone->mNumWeights = static_cast<unsigned int>(dstBones[a].size());
+ bone->mWeights = new aiVertexWeight[bone->mNumWeights];
+ std::copy(dstBones[a].begin(), dstBones[a].end(), bone->mWeights);
+
+ // apply bind shape matrix to offset matrix
+ aiMatrix4x4 bindShapeMatrix;
+ bindShapeMatrix.a1 = pSrcController->mBindShapeMatrix[0];
+ bindShapeMatrix.a2 = pSrcController->mBindShapeMatrix[1];
+ bindShapeMatrix.a3 = pSrcController->mBindShapeMatrix[2];
+ bindShapeMatrix.a4 = pSrcController->mBindShapeMatrix[3];
+ bindShapeMatrix.b1 = pSrcController->mBindShapeMatrix[4];
+ bindShapeMatrix.b2 = pSrcController->mBindShapeMatrix[5];
+ bindShapeMatrix.b3 = pSrcController->mBindShapeMatrix[6];
+ bindShapeMatrix.b4 = pSrcController->mBindShapeMatrix[7];
+ bindShapeMatrix.c1 = pSrcController->mBindShapeMatrix[8];
+ bindShapeMatrix.c2 = pSrcController->mBindShapeMatrix[9];
+ bindShapeMatrix.c3 = pSrcController->mBindShapeMatrix[10];
+ bindShapeMatrix.c4 = pSrcController->mBindShapeMatrix[11];
+ bindShapeMatrix.d1 = pSrcController->mBindShapeMatrix[12];
+ bindShapeMatrix.d2 = pSrcController->mBindShapeMatrix[13];
+ bindShapeMatrix.d3 = pSrcController->mBindShapeMatrix[14];
+ bindShapeMatrix.d4 = pSrcController->mBindShapeMatrix[15];
+ bone->mOffsetMatrix *= bindShapeMatrix;
+
+ // HACK: (thom) Some exporters address the bone nodes by SID, others address them by ID or even name.
+ // Therefore I added a little name replacement here: I search for the bone's node by either name, ID or SID,
+ // and replace the bone's name by the node's name so that the user can use the standard
+ // find-by-name method to associate nodes with bones.
+ const Collada::Node *bnode = FindNode(pParser.mRootNode, bone->mName.data);
+ if (nullptr == bnode) {
+ bnode = FindNodeBySID(pParser.mRootNode, bone->mName.data);
+ }
+
+ // assign the name that we would have assigned for the source node
+ if (nullptr != bnode) {
+ bone->mName.Set(FindNameForNode(bnode));
+ } else {
+ ASSIMP_LOG_WARN("ColladaLoader::CreateMesh(): could not find corresponding node for joint \"", bone->mName.data, "\".");
+ }
+
+ // and insert bone
+ dstMesh->mBones[boneCount++] = bone;
+ }
+ }
+
+ return dstMesh.release();
+}
+
+// ------------------------------------------------------------------------------------------------
+// Stores all meshes in the given scene
+void ColladaLoader::StoreSceneMeshes(aiScene *pScene) {
+ pScene->mNumMeshes = static_cast<unsigned int>(mMeshes.size());
+ if (mMeshes.empty()) {
+ return;
+ }
+ pScene->mMeshes = new aiMesh *[mMeshes.size()];
+ std::copy(mMeshes.begin(), mMeshes.end(), pScene->mMeshes);
+ mMeshes.clear();
+}
+
+// ------------------------------------------------------------------------------------------------
+// Stores all cameras in the given scene
+void ColladaLoader::StoreSceneCameras(aiScene *pScene) {
+ pScene->mNumCameras = static_cast<unsigned int>(mCameras.size());
+ if (mCameras.empty()) {
+ return;
+ }
+ pScene->mCameras = new aiCamera *[mCameras.size()];
+ std::copy(mCameras.begin(), mCameras.end(), pScene->mCameras);
+ mCameras.clear();
+}
+
+// ------------------------------------------------------------------------------------------------
+// Stores all lights in the given scene
+void ColladaLoader::StoreSceneLights(aiScene *pScene) {
+ pScene->mNumLights = static_cast<unsigned int>(mLights.size());
+ if (mLights.empty()) {
+ return;
+ }
+ pScene->mLights = new aiLight *[mLights.size()];
+ std::copy(mLights.begin(), mLights.end(), pScene->mLights);
+ mLights.clear();
+}
+
+// ------------------------------------------------------------------------------------------------
+// Stores all textures in the given scene
+void ColladaLoader::StoreSceneTextures(aiScene *pScene) {
+ pScene->mNumTextures = static_cast<unsigned int>(mTextures.size());
+ if (mTextures.empty()) {
+ return;
+ }
+ pScene->mTextures = new aiTexture *[mTextures.size()];
+ std::copy(mTextures.begin(), mTextures.end(), pScene->mTextures);
+ mTextures.clear();
+}
+
+// ------------------------------------------------------------------------------------------------
+// Stores all materials in the given scene
+void ColladaLoader::StoreSceneMaterials(aiScene *pScene) {
+ pScene->mNumMaterials = static_cast<unsigned int>(newMats.size());
+ if (newMats.empty()) {
+ return;
+ }
+ pScene->mMaterials = new aiMaterial *[newMats.size()];
+ for (unsigned int i = 0; i < newMats.size(); ++i) {
+ pScene->mMaterials[i] = newMats[i].second;
+ }
+ newMats.clear();
+}
+
+// ------------------------------------------------------------------------------------------------
+// Stores all animations
+void ColladaLoader::StoreAnimations(aiScene *pScene, const ColladaParser &pParser) {
+ // recursively collect all animations from the collada scene
+ StoreAnimations(pScene, pParser, &pParser.mAnims, "");
+
+ // catch special case: many animations with the same length, each affecting only a single node.
+ // we need to unite all those single-node-anims to a proper combined animation
+ for (size_t a = 0; a < mAnims.size(); ++a) {
+ aiAnimation *templateAnim = mAnims[a];
+
+ if (templateAnim->mNumChannels == 1) {
+ // search for other single-channel-anims with the same duration
+ std::vector<size_t> collectedAnimIndices;
+ for (size_t b = a + 1; b < mAnims.size(); ++b) {
+ aiAnimation *other = mAnims[b];
+ if (other->mNumChannels == 1 && other->mDuration == templateAnim->mDuration &&
+ other->mTicksPerSecond == templateAnim->mTicksPerSecond)
+ collectedAnimIndices.push_back(b);
+ }
+
+ // We only want to combine the animations if they have different channels
+ std::set<std::string> animTargets;
+ animTargets.insert(templateAnim->mChannels[0]->mNodeName.C_Str());
+ bool collectedAnimationsHaveDifferentChannels = true;
+ for (unsigned long long collectedAnimIndice : collectedAnimIndices) {
+ aiAnimation *srcAnimation = mAnims[(int)collectedAnimIndice];
+ std::string channelName = std::string(srcAnimation->mChannels[0]->mNodeName.C_Str());
+ if (animTargets.find(channelName) == animTargets.end()) {
+ animTargets.insert(channelName);
+ } else {
+ collectedAnimationsHaveDifferentChannels = false;
+ break;
+ }
+ }
+
+ if (!collectedAnimationsHaveDifferentChannels) {
+ continue;
+ }
+
+ // if there are other animations which fit the template anim, combine all channels into a single anim
+ if (!collectedAnimIndices.empty()) {
+ aiAnimation *combinedAnim = new aiAnimation();
+ combinedAnim->mName = aiString(std::string("combinedAnim_") + char('0' + a));
+ combinedAnim->mDuration = templateAnim->mDuration;
+ combinedAnim->mTicksPerSecond = templateAnim->mTicksPerSecond;
+ combinedAnim->mNumChannels = static_cast<unsigned int>(collectedAnimIndices.size() + 1);
+ combinedAnim->mChannels = new aiNodeAnim *[combinedAnim->mNumChannels];
+ // add the template anim as first channel by moving its aiNodeAnim to the combined animation
+ combinedAnim->mChannels[0] = templateAnim->mChannels[0];
+ templateAnim->mChannels[0] = nullptr;
+ delete templateAnim;
+ // combined animation replaces template animation in the anim array
+ mAnims[a] = combinedAnim;
+
+ // move the memory of all other anims to the combined anim and erase them from the source anims
+ for (size_t b = 0; b < collectedAnimIndices.size(); ++b) {
+ aiAnimation *srcAnimation = mAnims[collectedAnimIndices[b]];
+ combinedAnim->mChannels[1 + b] = srcAnimation->mChannels[0];
+ srcAnimation->mChannels[0] = nullptr;
+ delete srcAnimation;
+ }
+
+ // in a second go, delete all the single-channel-anims that we've stripped from their channels
+ // back to front to preserve indices - you know, removing an element from a vector moves all elements behind the removed one
+ while (!collectedAnimIndices.empty()) {
+ mAnims.erase(mAnims.begin() + collectedAnimIndices.back());
+ collectedAnimIndices.pop_back();
+ }
+ }
+ }
+ }
+
+ // now store all anims in the scene
+ if (!mAnims.empty()) {
+ pScene->mNumAnimations = static_cast<unsigned int>(mAnims.size());
+ pScene->mAnimations = new aiAnimation *[mAnims.size()];
+ std::copy(mAnims.begin(), mAnims.end(), pScene->mAnimations);
+ }
+
+ mAnims.clear();
+}
+
+// ------------------------------------------------------------------------------------------------
+// Constructs the animations for the given source anim
+void ColladaLoader::StoreAnimations(aiScene *pScene, const ColladaParser &pParser, const Animation *pSrcAnim, const std::string &pPrefix) {
+ std::string animName = pPrefix.empty() ? pSrcAnim->mName : pPrefix + "_" + pSrcAnim->mName;
+
+ // create nested animations, if given
+ for (auto mSubAnim : pSrcAnim->mSubAnims) {
+ StoreAnimations(pScene, pParser, mSubAnim, animName);
+ }
+
+ // create animation channels, if any
+ if (!pSrcAnim->mChannels.empty()) {
+ CreateAnimation(pScene, pParser, pSrcAnim, animName);
+ }
+}
+
+struct MorphTimeValues {
+ float mTime;
+ struct key {
+ float mWeight;
+ unsigned int mValue;
+ };
+ std::vector<key> mKeys;
+};
+
+void insertMorphTimeValue(std::vector<MorphTimeValues> &values, float time, float weight, unsigned int value) {
+ MorphTimeValues::key k;
+ k.mValue = value;
+ k.mWeight = weight;
+ if (values.empty() || time < values[0].mTime) {
+ MorphTimeValues val;
+ val.mTime = time;
+ val.mKeys.push_back(k);
+ values.insert(values.begin(), val);
+ return;
+ }
+ if (time > values.back().mTime) {
+ MorphTimeValues val;
+ val.mTime = time;
+ val.mKeys.push_back(k);
+ values.insert(values.end(), val);
+ return;
+ }
+ for (unsigned int i = 0; i < values.size(); i++) {
+ if (std::abs(time - values[i].mTime) < ai_epsilon) {
+ values[i].mKeys.push_back(k);
+ return;
+ } else if (time > values[i].mTime && time < values[i + 1].mTime) {
+ MorphTimeValues val;
+ val.mTime = time;
+ val.mKeys.push_back(k);
+ values.insert(values.begin() + i, val);
+ return;
+ }
+ }
+}
+
+static float getWeightAtKey(const std::vector<MorphTimeValues> &values, int key, unsigned int value) {
+ for (auto mKey : values[key].mKeys) {
+ if (mKey.mValue == value) {
+ return mKey.mWeight;
+ }
+ }
+ // no value at key found, try to interpolate if present at other keys. if not, return zero
+ // TODO: interpolation
+ return 0.0f;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Constructs the animation for the given source anim
+void ColladaLoader::CreateAnimation(aiScene *pScene, const ColladaParser &pParser, const Animation *pSrcAnim, const std::string &pName) {
+ // collect a list of animatable nodes
+ std::vector<const aiNode *> nodes;
+ CollectNodes(pScene->mRootNode, nodes);
+
+ std::vector<aiNodeAnim *> anims;
+ std::vector<aiMeshMorphAnim *> morphAnims;
+
+ for (auto node : nodes) {
+ // find all the collada anim channels which refer to the current node
+ std::vector<ChannelEntry> entries;
+ std::string nodeName = node->mName.data;
+
+ // find the collada node corresponding to the aiNode
+ const Node *srcNode = FindNode(pParser.mRootNode, nodeName);
+ if (!srcNode) {
+ continue;
+ }
+
+ // now check all channels if they affect the current node
+ std::string targetID, subElement;
+ for (std::vector<AnimationChannel>::const_iterator cit = pSrcAnim->mChannels.begin();
+ cit != pSrcAnim->mChannels.end(); ++cit) {
+ const AnimationChannel &srcChannel = *cit;
+ ChannelEntry entry;
+
+ // we expect the animation target to be of type "nodeName/transformID.subElement". Ignore all others
+ // find the slash that separates the node name - there should be only one
+ std::string::size_type slashPos = srcChannel.mTarget.find('/');
+ if (slashPos == std::string::npos) {
+ std::string::size_type targetPos = srcChannel.mTarget.find(srcNode->mID);
+ if (targetPos == std::string::npos) {
+ continue;
+ }
+
+ // not node transform, but something else. store as unknown animation channel for now
+ entry.mChannel = &(*cit);
+ entry.mTargetId = srcChannel.mTarget.substr(targetPos + pSrcAnim->mName.length(),
+ srcChannel.mTarget.length() - targetPos - pSrcAnim->mName.length());
+ if (entry.mTargetId.front() == '-') {
+ entry.mTargetId = entry.mTargetId.substr(1);
+ }
+ entries.push_back(entry);
+ continue;
+ }
+ if (srcChannel.mTarget.find('/', slashPos + 1) != std::string::npos) {
+ continue;
+ }
+
+ targetID.clear();
+ targetID = srcChannel.mTarget.substr(0, slashPos);
+ if (targetID != srcNode->mID) {
+ continue;
+ }
+
+ // find the dot that separates the transformID - there should be only one or zero
+ std::string::size_type dotPos = srcChannel.mTarget.find('.');
+ if (dotPos != std::string::npos) {
+ if (srcChannel.mTarget.find('.', dotPos + 1) != std::string::npos) {
+ continue;
+ }
+
+ entry.mTransformId = srcChannel.mTarget.substr(slashPos + 1, dotPos - slashPos - 1);
+
+ subElement.clear();
+ subElement = srcChannel.mTarget.substr(dotPos + 1);
+ if (subElement == "ANGLE")
+ entry.mSubElement = 3; // last number in an Axis-Angle-Transform is the angle
+ else if (subElement == "X")
+ entry.mSubElement = 0;
+ else if (subElement == "Y")
+ entry.mSubElement = 1;
+ else if (subElement == "Z")
+ entry.mSubElement = 2;
+ else
+ ASSIMP_LOG_WARN("Unknown anim subelement <", subElement, ">. Ignoring");
+ } else {
+ // no sub-element following, transformId is remaining string
+ entry.mTransformId = srcChannel.mTarget.substr(slashPos + 1);
+ }
+
+ std::string::size_type bracketPos = srcChannel.mTarget.find('(');
+ if (bracketPos != std::string::npos) {
+ entry.mTransformId = srcChannel.mTarget.substr(slashPos + 1, bracketPos - slashPos - 1);
+ subElement.clear();
+ subElement = srcChannel.mTarget.substr(bracketPos);
+
+ if (subElement == "(0)(0)")
+ entry.mSubElement = 0;
+ else if (subElement == "(1)(0)")
+ entry.mSubElement = 1;
+ else if (subElement == "(2)(0)")
+ entry.mSubElement = 2;
+ else if (subElement == "(3)(0)")
+ entry.mSubElement = 3;
+ else if (subElement == "(0)(1)")
+ entry.mSubElement = 4;
+ else if (subElement == "(1)(1)")
+ entry.mSubElement = 5;
+ else if (subElement == "(2)(1)")
+ entry.mSubElement = 6;
+ else if (subElement == "(3)(1)")
+ entry.mSubElement = 7;
+ else if (subElement == "(0)(2)")
+ entry.mSubElement = 8;
+ else if (subElement == "(1)(2)")
+ entry.mSubElement = 9;
+ else if (subElement == "(2)(2)")
+ entry.mSubElement = 10;
+ else if (subElement == "(3)(2)")
+ entry.mSubElement = 11;
+ else if (subElement == "(0)(3)")
+ entry.mSubElement = 12;
+ else if (subElement == "(1)(3)")
+ entry.mSubElement = 13;
+ else if (subElement == "(2)(3)")
+ entry.mSubElement = 14;
+ else if (subElement == "(3)(3)")
+ entry.mSubElement = 15;
+ }
+
+ // determine which transform step is affected by this channel
+ entry.mTransformIndex = SIZE_MAX;
+ for (size_t a = 0; a < srcNode->mTransforms.size(); ++a)
+ if (srcNode->mTransforms[a].mID == entry.mTransformId)
+ entry.mTransformIndex = a;
+
+ if (entry.mTransformIndex == SIZE_MAX) {
+ if (entry.mTransformId.find("morph-weights") == std::string::npos) {
+ continue;
+ }
+ entry.mTargetId = entry.mTransformId;
+ entry.mTransformId = std::string();
+ }
+
+ entry.mChannel = &(*cit);
+ entries.push_back(entry);
+ }
+
+ // if there's no channel affecting the current node, we skip it
+ if (entries.empty()) {
+ continue;
+ }
+
+ // resolve the data pointers for all anim channels. Find the minimum time while we're at it
+ ai_real startTime = ai_real(1e20), endTime = ai_real(-1e20);
+ for (ChannelEntry & e : entries) {
+ e.mTimeAccessor = &pParser.ResolveLibraryReference(pParser.mAccessorLibrary, e.mChannel->mSourceTimes);
+ e.mTimeData = &pParser.ResolveLibraryReference(pParser.mDataLibrary, e.mTimeAccessor->mSource);
+ e.mValueAccessor = &pParser.ResolveLibraryReference(pParser.mAccessorLibrary, e.mChannel->mSourceValues);
+ e.mValueData = &pParser.ResolveLibraryReference(pParser.mDataLibrary, e.mValueAccessor->mSource);
+
+ // time count and value count must match
+ if (e.mTimeAccessor->mCount != e.mValueAccessor->mCount) {
+ throw DeadlyImportError("Time count / value count mismatch in animation channel \"", e.mChannel->mTarget, "\".");
+ }
+
+ if (e.mTimeAccessor->mCount > 0) {
+ // find bounding times
+ startTime = std::min(startTime, ReadFloat(*e.mTimeAccessor, *e.mTimeData, 0, 0));
+ endTime = std::max(endTime, ReadFloat(*e.mTimeAccessor, *e.mTimeData, e.mTimeAccessor->mCount - 1, 0));
+ }
+ }
+
+ std::vector<aiMatrix4x4> resultTrafos;
+ if (!entries.empty() && entries.front().mTimeAccessor->mCount > 0) {
+ // create a local transformation chain of the node's transforms
+ std::vector<Collada::Transform> transforms = srcNode->mTransforms;
+
+ // now for every unique point in time, find or interpolate the key values for that time
+ // and apply them to the transform chain. Then the node's present transformation can be calculated.
+ ai_real time = startTime;
+ while (1) {
+ for (ChannelEntry & e : entries) {
+ // find the keyframe behind the current point in time
+ size_t pos = 0;
+ ai_real postTime = 0.0;
+ while (1) {
+ if (pos >= e.mTimeAccessor->mCount) {
+ break;
+ }
+ postTime = ReadFloat(*e.mTimeAccessor, *e.mTimeData, pos, 0);
+ if (postTime >= time) {
+ break;
+ }
+ ++pos;
+ }
+
+ pos = std::min(pos, e.mTimeAccessor->mCount - 1);
+
+ // read values from there
+ ai_real temp[16];
+ for (size_t c = 0; c < e.mValueAccessor->mSize; ++c) {
+ temp[c] = ReadFloat(*e.mValueAccessor, *e.mValueData, pos, c);
+ }
+
+ // if not exactly at the key time, interpolate with previous value set
+ if (postTime > time && pos > 0) {
+ ai_real preTime = ReadFloat(*e.mTimeAccessor, *e.mTimeData, pos - 1, 0);
+ ai_real factor = (time - postTime) / (preTime - postTime);
+
+ for (size_t c = 0; c < e.mValueAccessor->mSize; ++c) {
+ ai_real v = ReadFloat(*e.mValueAccessor, *e.mValueData, pos - 1, c);
+ temp[c] += (v - temp[c]) * factor;
+ }
+ }
+
+ // Apply values to current transformation
+ std::copy(temp, temp + e.mValueAccessor->mSize, transforms[e.mTransformIndex].f + e.mSubElement);
+ }
+
+ // Calculate resulting transformation
+ aiMatrix4x4 mat = pParser.CalculateResultTransform(transforms);
+
+ // out of laziness: we store the time in matrix.d4
+ mat.d4 = time;
+ resultTrafos.push_back(mat);
+
+ // find next point in time to evaluate. That's the closest frame larger than the current in any channel
+ ai_real nextTime = ai_real(1e20);
+ for (ChannelEntry & channelElement : entries) {
+ // find the next time value larger than the current
+ size_t pos = 0;
+ while (pos < channelElement.mTimeAccessor->mCount) {
+ const ai_real t = ReadFloat(*channelElement.mTimeAccessor, *channelElement.mTimeData, pos, 0);
+ if (t > time) {
+ nextTime = std::min(nextTime, t);
+ break;
+ }
+ ++pos;
+ }
+
+ // https://github.com/assimp/assimp/issues/458
+ // Sub-sample axis-angle channels if the delta between two consecutive
+ // key-frame angles is >= 180 degrees.
+ if (transforms[channelElement.mTransformIndex].mType == TF_ROTATE && channelElement.mSubElement == 3 && pos > 0 && pos < channelElement.mTimeAccessor->mCount) {
+ const ai_real cur_key_angle = ReadFloat(*channelElement.mValueAccessor, *channelElement.mValueData, pos, 0);
+ const ai_real last_key_angle = ReadFloat(*channelElement.mValueAccessor, *channelElement.mValueData, pos - 1, 0);
+ const ai_real cur_key_time = ReadFloat(*channelElement.mTimeAccessor, *channelElement.mTimeData, pos, 0);
+ const ai_real last_key_time = ReadFloat(*channelElement.mTimeAccessor, *channelElement.mTimeData, pos - 1, 0);
+ const ai_real last_eval_angle = last_key_angle + (cur_key_angle - last_key_angle) * (time - last_key_time) / (cur_key_time - last_key_time);
+ const ai_real delta = std::abs(cur_key_angle - last_eval_angle);
+ if (delta >= 180.0) {
+ const int subSampleCount = static_cast<int>(std::floor(delta / 90.0));
+ if (cur_key_time != time) {
+ const ai_real nextSampleTime = time + (cur_key_time - time) / subSampleCount;
+ nextTime = std::min(nextTime, nextSampleTime);
+ }
+ }
+ }
+ }
+
+ // no more keys on any channel after the current time -> we're done
+ if (nextTime > 1e19) {
+ break;
+ }
+
+ // else construct next key-frame at this following time point
+ time = nextTime;
+ }
+ }
+
+ // build an animation channel for the given node out of these trafo keys
+ if (!resultTrafos.empty()) {
+ aiNodeAnim *dstAnim = new aiNodeAnim;
+ dstAnim->mNodeName = nodeName;
+ dstAnim->mNumPositionKeys = static_cast<unsigned int>(resultTrafos.size());
+ dstAnim->mNumRotationKeys = static_cast<unsigned int>(resultTrafos.size());
+ dstAnim->mNumScalingKeys = static_cast<unsigned int>(resultTrafos.size());
+ dstAnim->mPositionKeys = new aiVectorKey[resultTrafos.size()];
+ dstAnim->mRotationKeys = new aiQuatKey[resultTrafos.size()];
+ dstAnim->mScalingKeys = new aiVectorKey[resultTrafos.size()];
+
+ for (size_t a = 0; a < resultTrafos.size(); ++a) {
+ aiMatrix4x4 mat = resultTrafos[a];
+ double time = double(mat.d4); // remember? time is stored in mat.d4
+ mat.d4 = 1.0f;
+
+ dstAnim->mPositionKeys[a].mTime = time * kMillisecondsFromSeconds;
+ dstAnim->mRotationKeys[a].mTime = time * kMillisecondsFromSeconds;
+ dstAnim->mScalingKeys[a].mTime = time * kMillisecondsFromSeconds;
+ mat.Decompose(dstAnim->mScalingKeys[a].mValue, dstAnim->mRotationKeys[a].mValue, dstAnim->mPositionKeys[a].mValue);
+ }
+
+ anims.push_back(dstAnim);
+ } else {
+ ASSIMP_LOG_WARN("Collada loader: found empty animation channel, ignored. Please check your exporter.");
+ }
+
+ if (!entries.empty() && entries.front().mTimeAccessor->mCount > 0) {
+ std::vector<ChannelEntry> morphChannels;
+ for (ChannelEntry & e : entries) {
+ // skip non-transform types
+ if (e.mTargetId.empty()) {
+ continue;
+ }
+
+ if (e.mTargetId.find("morph-weights") != std::string::npos) {
+ morphChannels.push_back(e);
+ }
+ }
+ if (!morphChannels.empty()) {
+ // either 1) morph weight animation count should contain morph target count channels
+ // or 2) one channel with morph target count arrays
+ // assume first
+
+ aiMeshMorphAnim *morphAnim = new aiMeshMorphAnim;
+ morphAnim->mName.Set(nodeName);
+
+ std::vector<MorphTimeValues> morphTimeValues;
+ int morphAnimChannelIndex = 0;
+ for (ChannelEntry & e : morphChannels) {
+ std::string::size_type apos = e.mTargetId.find('(');
+ std::string::size_type bpos = e.mTargetId.find(')');
+
+ // If unknown way to specify weight -> ignore this animation
+ if (apos == std::string::npos || bpos == std::string::npos) {
+ continue;
+ }
+
+ // weight target can be in format Weight_M_N, Weight_N, WeightN, or some other way
+ // we ignore the name and just assume the channels are in the right order
+ for (unsigned int i = 0; i < e.mTimeData->mValues.size(); i++) {
+ insertMorphTimeValue(morphTimeValues, e.mTimeData->mValues[i], e.mValueData->mValues[i], morphAnimChannelIndex);
+ }
+
+ ++morphAnimChannelIndex;
+ }
+
+ morphAnim->mNumKeys = static_cast<unsigned int>(morphTimeValues.size());
+ morphAnim->mKeys = new aiMeshMorphKey[morphAnim->mNumKeys];
+ for (unsigned int key = 0; key < morphAnim->mNumKeys; key++) {
+ morphAnim->mKeys[key].mNumValuesAndWeights = static_cast<unsigned int>(morphChannels.size());
+ morphAnim->mKeys[key].mValues = new unsigned int[morphChannels.size()];
+ morphAnim->mKeys[key].mWeights = new double[morphChannels.size()];
+
+ morphAnim->mKeys[key].mTime = morphTimeValues[key].mTime * kMillisecondsFromSeconds;
+ for (unsigned int valueIndex = 0; valueIndex < morphChannels.size(); ++valueIndex) {
+ morphAnim->mKeys[key].mValues[valueIndex] = valueIndex;
+ morphAnim->mKeys[key].mWeights[valueIndex] = getWeightAtKey(morphTimeValues, key, valueIndex);
+ }
+ }
+
+ morphAnims.push_back(morphAnim);
+ }
+ }
+ }
+
+ if (!anims.empty() || !morphAnims.empty()) {
+ aiAnimation *anim = new aiAnimation;
+ anim->mName.Set(pName);
+ anim->mNumChannels = static_cast<unsigned int>(anims.size());
+ if (anim->mNumChannels > 0) {
+ anim->mChannels = new aiNodeAnim *[anims.size()];
+ std::copy(anims.begin(), anims.end(), anim->mChannels);
+ }
+ anim->mNumMorphMeshChannels = static_cast<unsigned int>(morphAnims.size());
+ if (anim->mNumMorphMeshChannels > 0) {
+ anim->mMorphMeshChannels = new aiMeshMorphAnim *[anim->mNumMorphMeshChannels];
+ std::copy(morphAnims.begin(), morphAnims.end(), anim->mMorphMeshChannels);
+ }
+ anim->mDuration = 0.0f;
+ for (auto & a : anims) {
+ anim->mDuration = std::max(anim->mDuration, a->mPositionKeys[a->mNumPositionKeys - 1].mTime);
+ anim->mDuration = std::max(anim->mDuration, a->mRotationKeys[a->mNumRotationKeys - 1].mTime);
+ anim->mDuration = std::max(anim->mDuration, a->mScalingKeys[a->mNumScalingKeys - 1].mTime);
+ }
+ for (auto & morphAnim : morphAnims) {
+ anim->mDuration = std::max(anim->mDuration, morphAnim->mKeys[morphAnim->mNumKeys - 1].mTime);
+ }
+ anim->mTicksPerSecond = 1000.0;
+ mAnims.push_back(anim);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Add a texture to a material structure
+void ColladaLoader::AddTexture(aiMaterial &mat,
+ const ColladaParser &pParser,
+ const Effect &effect,
+ const Sampler &sampler,
+ aiTextureType type,
+ unsigned int idx) {
+ // first of all, basic file name
+ const aiString name = FindFilenameForEffectTexture(pParser, effect, sampler.mName);
+ mat.AddProperty(&name, _AI_MATKEY_TEXTURE_BASE, type, idx);
+
+ // mapping mode
+ int map = aiTextureMapMode_Clamp;
+ if (sampler.mWrapU) {
+ map = aiTextureMapMode_Wrap;
+ }
+ if (sampler.mWrapU && sampler.mMirrorU) {
+ map = aiTextureMapMode_Mirror;
+ }
+
+ mat.AddProperty(&map, 1, _AI_MATKEY_MAPPINGMODE_U_BASE, type, idx);
+
+ map = aiTextureMapMode_Clamp;
+ if (sampler.mWrapV) {
+ map = aiTextureMapMode_Wrap;
+ }
+ if (sampler.mWrapV && sampler.mMirrorV) {
+ map = aiTextureMapMode_Mirror;
+ }
+
+ mat.AddProperty(&map, 1, _AI_MATKEY_MAPPINGMODE_V_BASE, type, idx);
+
+ // UV transformation
+ mat.AddProperty(&sampler.mTransform, 1,
+ _AI_MATKEY_UVTRANSFORM_BASE, type, idx);
+
+ // Blend mode
+ mat.AddProperty((int *)&sampler.mOp, 1,
+ _AI_MATKEY_TEXBLEND_BASE, type, idx);
+
+ // Blend factor
+ mat.AddProperty((ai_real *)&sampler.mWeighting, 1,
+ _AI_MATKEY_TEXBLEND_BASE, type, idx);
+
+ // UV source index ... if we didn't resolve the mapping, it is actually just
+ // a guess but it works in most cases. We search for the frst occurrence of a
+ // number in the channel name. We assume it is the zero-based index into the
+ // UV channel array of all corresponding meshes. It could also be one-based
+ // for some exporters, but we won't care of it unless someone complains about.
+ if (sampler.mUVId != UINT_MAX) {
+ map = sampler.mUVId;
+ } else {
+ map = -1;
+ for (std::string::const_iterator it = sampler.mUVChannel.begin(); it != sampler.mUVChannel.end(); ++it) {
+ if (IsNumeric(*it)) {
+ map = strtoul10(&(*it));
+ break;
+ }
+ }
+ if (-1 == map) {
+ ASSIMP_LOG_WARN("Collada: unable to determine UV channel for texture");
+ map = 0;
+ }
+ }
+ mat.AddProperty(&map, 1, _AI_MATKEY_UVWSRC_BASE, type, idx);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Fills materials from the collada material definitions
+void ColladaLoader::FillMaterials(const ColladaParser &pParser, aiScene * /*pScene*/) {
+ for (auto &elem : newMats) {
+ aiMaterial &mat = (aiMaterial &)*elem.second;
+ Collada::Effect &effect = *elem.first;
+
+ // resolve shading mode
+ int shadeMode;
+ if (effect.mFaceted) {
+ shadeMode = aiShadingMode_Flat;
+ } else {
+ switch (effect.mShadeType) {
+ case Collada::Shade_Constant:
+ shadeMode = aiShadingMode_NoShading;
+ break;
+ case Collada::Shade_Lambert:
+ shadeMode = aiShadingMode_Gouraud;
+ break;
+ case Collada::Shade_Blinn:
+ shadeMode = aiShadingMode_Blinn;
+ break;
+ case Collada::Shade_Phong:
+ shadeMode = aiShadingMode_Phong;
+ break;
+
+ default:
+ ASSIMP_LOG_WARN("Collada: Unrecognized shading mode, using gouraud shading");
+ shadeMode = aiShadingMode_Gouraud;
+ break;
+ }
+ }
+ mat.AddProperty<int>(&shadeMode, 1, AI_MATKEY_SHADING_MODEL);
+
+ // double-sided?
+ shadeMode = effect.mDoubleSided;
+ mat.AddProperty<int>(&shadeMode, 1, AI_MATKEY_TWOSIDED);
+
+ // wire-frame?
+ shadeMode = effect.mWireframe;
+ mat.AddProperty<int>(&shadeMode, 1, AI_MATKEY_ENABLE_WIREFRAME);
+
+ // add material colors
+ mat.AddProperty(&effect.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
+ mat.AddProperty(&effect.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
+ mat.AddProperty(&effect.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
+ mat.AddProperty(&effect.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
+ mat.AddProperty(&effect.mReflective, 1, AI_MATKEY_COLOR_REFLECTIVE);
+
+ // scalar properties
+ mat.AddProperty(&effect.mShininess, 1, AI_MATKEY_SHININESS);
+ mat.AddProperty(&effect.mReflectivity, 1, AI_MATKEY_REFLECTIVITY);
+ mat.AddProperty(&effect.mRefractIndex, 1, AI_MATKEY_REFRACTI);
+
+ // transparency, a very hard one. seemingly not all files are following the
+ // specification here (1.0 transparency => completely opaque)...
+ // therefore, we let the opportunity for the user to manually invert
+ // the transparency if necessary and we add preliminary support for RGB_ZERO mode
+ if (effect.mTransparency >= 0.f && effect.mTransparency <= 1.f) {
+ // handle RGB transparency completely, cf Collada specs 1.5.0 pages 249 and 304
+ if (effect.mRGBTransparency) {
+ // use luminance as defined by ISO/CIE color standards (see ITU-R Recommendation BT.709-4)
+ effect.mTransparency *= (0.212671f * effect.mTransparent.r +
+ 0.715160f * effect.mTransparent.g +
+ 0.072169f * effect.mTransparent.b);
+
+ effect.mTransparent.a = 1.f;
+
+ mat.AddProperty(&effect.mTransparent, 1, AI_MATKEY_COLOR_TRANSPARENT);
+ } else {
+ effect.mTransparency *= effect.mTransparent.a;
+ }
+
+ if (effect.mInvertTransparency) {
+ effect.mTransparency = 1.f - effect.mTransparency;
+ }
+
+ // Is the material finally transparent ?
+ if (effect.mHasTransparency || effect.mTransparency < 1.f) {
+ mat.AddProperty(&effect.mTransparency, 1, AI_MATKEY_OPACITY);
+ }
+ }
+
+ // add textures, if given
+ if (!effect.mTexAmbient.mName.empty()) {
+ // It is merely a light-map
+ AddTexture(mat, pParser, effect, effect.mTexAmbient, aiTextureType_LIGHTMAP);
+ }
+
+ if (!effect.mTexEmissive.mName.empty())
+ AddTexture(mat, pParser, effect, effect.mTexEmissive, aiTextureType_EMISSIVE);
+
+ if (!effect.mTexSpecular.mName.empty())
+ AddTexture(mat, pParser, effect, effect.mTexSpecular, aiTextureType_SPECULAR);
+
+ if (!effect.mTexDiffuse.mName.empty())
+ AddTexture(mat, pParser, effect, effect.mTexDiffuse, aiTextureType_DIFFUSE);
+
+ if (!effect.mTexBump.mName.empty())
+ AddTexture(mat, pParser, effect, effect.mTexBump, aiTextureType_NORMALS);
+
+ if (!effect.mTexTransparent.mName.empty())
+ AddTexture(mat, pParser, effect, effect.mTexTransparent, aiTextureType_OPACITY);
+
+ if (!effect.mTexReflective.mName.empty())
+ AddTexture(mat, pParser, effect, effect.mTexReflective, aiTextureType_REFLECTION);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Constructs materials from the collada material definitions
+void ColladaLoader::BuildMaterials(ColladaParser &pParser, aiScene * /*pScene*/) {
+ newMats.reserve(pParser.mMaterialLibrary.size());
+
+ for (ColladaParser::MaterialLibrary::const_iterator matIt = pParser.mMaterialLibrary.begin();
+ matIt != pParser.mMaterialLibrary.end(); ++matIt) {
+ const Material &material = matIt->second;
+ // a material is only a reference to an effect
+ ColladaParser::EffectLibrary::iterator effIt = pParser.mEffectLibrary.find(material.mEffect);
+ if (effIt == pParser.mEffectLibrary.end())
+ continue;
+ Effect &effect = effIt->second;
+
+ // create material
+ aiMaterial *mat = new aiMaterial;
+ aiString name(material.mName.empty() ? matIt->first : material.mName);
+ mat->AddProperty(&name, AI_MATKEY_NAME);
+
+ // store the material
+ mMaterialIndexByName[matIt->first] = newMats.size();
+ newMats.emplace_back(&effect, mat);
+ }
+ // ScenePreprocessor generates a default material automatically if none is there.
+ // All further code here in this loader works well without a valid material so
+ // we can safely let it to ScenePreprocessor.
+}
+
+// ------------------------------------------------------------------------------------------------
+// Resolves the texture name for the given effect texture entry and loads the texture data
+aiString ColladaLoader::FindFilenameForEffectTexture(const ColladaParser &pParser,
+ const Effect &pEffect, const std::string &pName) {
+ aiString result;
+
+ // recurse through the param references until we end up at an image
+ std::string name = pName;
+ while (1) {
+ // the given string is a param entry. Find it
+ Effect::ParamLibrary::const_iterator it = pEffect.mParams.find(name);
+ // if not found, we're at the end of the recursion. The resulting string should be the image ID
+ if (it == pEffect.mParams.end())
+ break;
+
+ // else recurse on
+ name = it->second.mReference;
+ }
+
+ // find the image referred by this name in the image library of the scene
+ ColladaParser::ImageLibrary::const_iterator imIt = pParser.mImageLibrary.find(name);
+ if (imIt == pParser.mImageLibrary.end()) {
+ ASSIMP_LOG_WARN("Collada: Unable to resolve effect texture entry \"", pName, "\", ended up at ID \"", name, "\".");
+
+ //set default texture file name
+ result.Set(name + ".jpg");
+ ColladaParser::UriDecodePath(result);
+ return result;
+ }
+
+ // if this is an embedded texture image setup an aiTexture for it
+ if (!imIt->second.mImageData.empty()) {
+ aiTexture *tex = new aiTexture();
+
+ // Store embedded texture name reference
+ tex->mFilename.Set(imIt->second.mFileName.c_str());
+ result.Set(imIt->second.mFileName);
+
+ // setup format hint
+ if (imIt->second.mEmbeddedFormat.length() >= HINTMAXTEXTURELEN) {
+ ASSIMP_LOG_WARN("Collada: texture format hint is too long, truncating to 3 characters");
+ }
+ strncpy(tex->achFormatHint, imIt->second.mEmbeddedFormat.c_str(), 3);
+
+ // and copy texture data
+ tex->mHeight = 0;
+ tex->mWidth = static_cast<unsigned int>(imIt->second.mImageData.size());
+ tex->pcData = (aiTexel *)new char[tex->mWidth];
+ memcpy(tex->pcData, &imIt->second.mImageData[0], tex->mWidth);
+
+ // and add this texture to the list
+ mTextures.push_back(tex);
+ return result;
+ }
+
+ if (imIt->second.mFileName.empty()) {
+ throw DeadlyImportError("Collada: Invalid texture, no data or file reference given");
+ }
+
+ result.Set(imIt->second.mFileName);
+
+ return result;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Reads a float value from an accessor and its data array.
+ai_real ColladaLoader::ReadFloat(const Accessor &pAccessor, const Data &pData, size_t pIndex, size_t pOffset) const {
+ size_t pos = pAccessor.mStride * pIndex + pAccessor.mOffset + pOffset;
+ ai_assert(pos < pData.mValues.size());
+ return pData.mValues[pos];
+}
+
+// ------------------------------------------------------------------------------------------------
+// Reads a string value from an accessor and its data array.
+const std::string &ColladaLoader::ReadString(const Accessor &pAccessor, const Data &pData, size_t pIndex) const {
+ size_t pos = pAccessor.mStride * pIndex + pAccessor.mOffset;
+ ai_assert(pos < pData.mStrings.size());
+ return pData.mStrings[pos];
+}
+
+// ------------------------------------------------------------------------------------------------
+// Collects all nodes into the given array
+void ColladaLoader::CollectNodes(const aiNode *pNode, std::vector<const aiNode *> &poNodes) const {
+ poNodes.push_back(pNode);
+ for (size_t a = 0; a < pNode->mNumChildren; ++a) {
+ CollectNodes(pNode->mChildren[a], poNodes);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Finds a node in the collada scene by the given name
+const Node *ColladaLoader::FindNode(const Node *pNode, const std::string &pName) const {
+ if (pNode->mName == pName || pNode->mID == pName)
+ return pNode;
+
+ for (auto a : pNode->mChildren) {
+ const Collada::Node *node = FindNode(a, pName);
+ if (node) {
+ return node;
+ }
+ }
+
+ return nullptr;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Finds a node in the collada scene by the given SID
+const Node *ColladaLoader::FindNodeBySID(const Node *pNode, const std::string &pSID) const {
+ if (nullptr == pNode) {
+ return nullptr;
+ }
+
+ if (pNode->mSID == pSID) {
+ return pNode;
+ }
+
+ for (auto a : pNode->mChildren) {
+ const Collada::Node *node = FindNodeBySID(a, pSID);
+ if (node) {
+ return node;
+ }
+ }
+
+ return nullptr;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Finds a proper unique name for a node derived from the collada-node's properties.
+// The name must be unique for proper node-bone association.
+std::string ColladaLoader::FindNameForNode(const Node *pNode) {
+ // If explicitly requested, just use the collada name.
+ if (useColladaName) {
+ if (!pNode->mName.empty()) {
+ return pNode->mName;
+ } else {
+ return format() << "$ColladaAutoName$_" << mNodeNameCounter++;
+ }
+ } else {
+ // Now setup the name of the assimp node. The collada name might not be
+ // unique, so we use the collada ID.
+ if (!pNode->mID.empty())
+ return pNode->mID;
+ else if (!pNode->mSID.empty())
+ return pNode->mSID;
+ else {
+ // No need to worry. Unnamed nodes are no problem at all, except
+ // if cameras or lights need to be assigned to them.
+ return format() << "$ColladaAutoName$_" << mNodeNameCounter++;
+ }
+ }
+}
+
+} // Namespace Assimp
+
+#endif // !! ASSIMP_BUILD_NO_DAE_IMPORTER