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