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Diffstat (limited to 'libs/assimp/code/AssetLib/Collada/ColladaLoader.cpp')
-rw-r--r-- | libs/assimp/code/AssetLib/Collada/ColladaLoader.cpp | 1828 |
1 files changed, 1828 insertions, 0 deletions
diff --git a/libs/assimp/code/AssetLib/Collada/ColladaLoader.cpp b/libs/assimp/code/AssetLib/Collada/ColladaLoader.cpp new file mode 100644 index 0000000..775ba44 --- /dev/null +++ b/libs/assimp/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 |