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Diffstat (limited to 'src/3rdparty/assimp/code/ColladaLoader.cpp')
-rw-r--r-- | src/3rdparty/assimp/code/ColladaLoader.cpp | 1568 |
1 files changed, 0 insertions, 1568 deletions
diff --git a/src/3rdparty/assimp/code/ColladaLoader.cpp b/src/3rdparty/assimp/code/ColladaLoader.cpp deleted file mode 100644 index 058baf9c9..000000000 --- a/src/3rdparty/assimp/code/ColladaLoader.cpp +++ /dev/null @@ -1,1568 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (assimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2012, 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 */ - -#include "AssimpPCH.h" -#ifndef ASSIMP_BUILD_NO_COLLADA_IMPORTER - -#include "../include/assimp/anim.h" -#include "ColladaLoader.h" -#include "ColladaParser.h" - -#include "fast_atof.h" -#include "ParsingUtils.h" -#include "SkeletonMeshBuilder.h" - -#include "time.h" - -using namespace Assimp; - -static const aiImporterDesc desc = { - "Collada Importer", - "", - "", - "http://collada.org", - aiImporterFlags_SupportTextFlavour, - 1, - 3, - 1, - 5, - "dae" -}; - - -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -ColladaLoader::ColladaLoader() -: noSkeletonMesh(), ignoreUpDirection(false) -{} - -// ------------------------------------------------------------------------------------------------ -// Destructor, private as well -ColladaLoader::~ColladaLoader() -{} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the class can handle the format of the given file. -bool ColladaLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const -{ - // check file extension - std::string extension = GetExtension(pFile); - - if( extension == "dae") - return true; - - // XML - too generic, we need to open the file and search for typical keywords - if( extension == "xml" || !extension.length() || checkSig) { - /* If CanRead() is called in order to check whether we - * support a specific file extension in general pIOHandler - * might be NULL and it's our duty to return true here. - */ - if (!pIOHandler)return true; - const char* tokens[] = {"collada"}; - return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1); - } - return false; -} - -// ------------------------------------------------------------------------------------------------ -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; -} - - -// ------------------------------------------------------------------------------------------------ -// 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(); - 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()*2); - mMeshes.reserve(parser.mMeshLibrary.size()*2); - - 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 unitsize 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 all meshes - StoreSceneMeshes( pScene); - - // store all materials - StoreSceneMaterials( pScene); - - // store all lights - StoreSceneLights( pScene); - - // store all cameras - StoreSceneCameras( pScene); - - // store all animations - StoreAnimations( pScene, parser); - - - // If no meshes have been loaded, it's probably just an animated skeleton. - if (!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)); - - // calculate the transformation matrix for it - node->mTransformation = pParser.CalculateResultTransform( pNode->mTransforms); - - // now resolve node instances - std::vector<const Collada::Node*> instances; - ResolveNodeInstances(pParser,pNode,instances); - - // add children. first the *real* ones - node->mNumChildren = 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; - } - - // construct meshes - BuildMeshesForNode( pParser, pNode, node); - - // construct cameras - BuildCamerasForNode(pParser, pNode, node); - - // construct lights - BuildLightsForNode(pParser, pNode, node); - return node; -} - -// ------------------------------------------------------------------------------------------------ -// Resolve node instances -void ColladaLoader::ResolveNodeInstances( const ColladaParser& pParser, const Collada::Node* pNode, - std::vector<const Collada::Node*>& resolved) -{ - // reserve enough storage - resolved.reserve(pNode->mNodeInstances.size()); - - // ... and iterate through all nodes to be instanced as children of pNode - for (std::vector<Collada::NodeInstance>::const_iterator it = pNode->mNodeInstances.begin(), - end = pNode->mNodeInstances.end(); it != end; ++it) - { - // find the corresponding node in the library - const ColladaParser::NodeLibrary::const_iterator itt = pParser.mNodeLibrary.find((*it).mNode); - const Collada::Node* nd = itt == pParser.mNodeLibrary.end() ? NULL : (*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 (!nd) { - nd = FindNode(pParser.mRootNode,(*it).mNode); - } - if (!nd) - DefaultLogger::get()->error("Collada: Unable to resolve reference to instanced node " + (*it).mNode); - - else { - // attach this node to the list of children - resolved.push_back(nd); - } - } -} - -// ------------------------------------------------------------------------------------------------ -// Resolve UV channels -void ColladaLoader::ApplyVertexToEffectSemanticMapping(Collada::Sampler& sampler, - const Collada::SemanticMappingTable& table) -{ - std::map<std::string, Collada::InputSemanticMapEntry>::const_iterator it = table.mMap.find(sampler.mUVChannel); - if (it != table.mMap.end()) { - if (it->second.mType != Collada::IT_Texcoord) - DefaultLogger::get()->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 Collada::Node* pNode, aiNode* pTarget) -{ - BOOST_FOREACH( const Collada::LightInstance& lid, pNode->mLights) - { - // find the referred light - ColladaParser::LightLibrary::const_iterator srcLightIt = pParser.mLightLibrary.find( lid.mLight); - if( srcLightIt == pParser.mLightLibrary.end()) - { - DefaultLogger::get()->warn("Collada: Unable to find light for ID \"" + lid.mLight + "\". Skipping."); - continue; - } - const Collada::Light* srcLight = &srcLightIt->second; - if (srcLight->mType == aiLightSource_AMBIENT) { - DefaultLogger::get()->error("Collada: Skipping ambient light for the moment"); - continue; - } - - // 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; - - // collada doesn't differenciate between these color types - out->mColorDiffuse = out->mColorSpecular = out->mColorAmbient = srcLight->mColor*srcLight->mIntensity; - - // 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*(1-1e-6f)) - { - // ... some deprecation magic. - if (srcLight->mPenumbraAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET*(1-1e-6f)) - { - // 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 - out->mAngleOuterCone = AI_DEG_TO_RAD (acos(pow(0.1f,1.f/srcLight->mFalloffExponent))+ - srcLight->mFalloffAngle); - } - 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 Collada::Node* pNode, aiNode* pTarget) -{ - BOOST_FOREACH( const Collada::CameraInstance& cid, pNode->mCameras) - { - // find the referred light - ColladaParser::CameraLibrary::const_iterator srcCameraIt = pParser.mCameraLibrary.find( cid.mCamera); - if( srcCameraIt == pParser.mCameraLibrary.end()) - { - DefaultLogger::get()->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) { - DefaultLogger::get()->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 = tan(AI_DEG_TO_RAD(srcCamera->mHorFov)) / - tan(AI_DEG_TO_RAD(srcCamera->mVerFov)); - } - } - else if (srcCamera->mAspect != 10e10f && srcCamera->mVerFov != 10e10f) { - out->mHorizontalFOV = 2.0f * AI_RAD_TO_DEG(atan(srcCamera->mAspect * - 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 Collada::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 - BOOST_FOREACH( const Collada::MeshInstance& mid, pNode->mMeshes) - { - const Collada::Mesh* srcMesh = NULL; - const Collada::Controller* srcController = NULL; - - // 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( !srcMesh) - { - DefaultLogger::get()->warn( boost::str( boost::format( "Collada: Unable to find geometry for ID \"%s\". Skipping.") % mid.mMeshOrController)); - 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, Collada::SemanticMappingTable >::const_iterator meshMatIt = mid.mMaterials.find( submesh.mMaterial); - - const Collada::SemanticMappingTable* table = NULL; - if( meshMatIt != mid.mMaterials.end()) - { - table = &meshMatIt->second; - meshMaterial = table->mMatName; - } - else - { - DefaultLogger::get()->warn( boost::str( boost::format( "Collada: No material specified for subgroup <%s> in geometry <%s>.") % submesh.mMaterial % mid.mMeshOrController)); - if( !mid.mMaterials.empty() ) - meshMaterial = mid.mMaterials.begin()->second.mMatName; - } - - // OK ... here the *real* fun starts ... we have the vertex-input-to-effect-semantic-table - // given. The only mapping stuff which we do actually support is the UV channel. - std::map<std::string, size_t>::const_iterator matIt = mMaterialIndexByName.find( meshMaterial); - unsigned int matIdx; - if( matIt != mMaterialIndexByName.end()) - matIdx = matIt->second; - else - matIdx = 0; - - if (table && !table->mMap.empty() ) { - std::pair<Collada::Effect*, aiMaterial*>& mat = newMats[matIdx]; - - // Iterate through all texture channels assigned to the effect and - // check whether we have mapping information for it. - ApplyVertexToEffectSemanticMapping(mat.first->mTexDiffuse, *table); - ApplyVertexToEffectSemanticMapping(mat.first->mTexAmbient, *table); - ApplyVertexToEffectSemanticMapping(mat.first->mTexSpecular, *table); - ApplyVertexToEffectSemanticMapping(mat.first->mTexEmissive, *table); - ApplyVertexToEffectSemanticMapping(mat.first->mTexTransparent,*table); - ApplyVertexToEffectSemanticMapping(mat.first->mTexBump, *table); - } - - // built lookup index of the Mesh-Submesh-Material combination - ColladaMeshIndex index( mid.mMeshOrController, sm, meshMaterial); - - // if we already have the mesh at the library, just add its index to the node's array - std::map<ColladaMeshIndex, size_t>::const_iterator dstMeshIt = mMeshIndexByID.find( index); - if( dstMeshIt != mMeshIndexByID.end()) { - newMeshRefs.push_back( dstMeshIt->second); - } - else - { - // else we have to add the mesh to the collection and store its newly assigned index at the node - aiMesh* dstMesh = CreateMesh( pParser, srcMesh, submesh, srcController, vertexStart, faceStart); - - // store the mesh, and store its new index in the node - newMeshRefs.push_back( mMeshes.size()); - mMeshIndexByID[index] = mMeshes.size(); - mMeshes.push_back( dstMesh); - vertexStart += dstMesh->mNumVertices; faceStart += submesh.mNumFaces; - - // assign the material index - dstMesh->mMaterialIndex = matIdx; - if(dstMesh->mName.length == 0) - { - dstMesh->mName = mid.mMeshOrController; - } - } - } - } - - // now place all mesh references we gathered in the target node - pTarget->mNumMeshes = newMeshRefs.size(); - if( newMeshRefs.size()) - { - pTarget->mMeshes = new unsigned int[pTarget->mNumMeshes]; - std::copy( newMeshRefs.begin(), newMeshRefs.end(), pTarget->mMeshes); - } -} - -// ------------------------------------------------------------------------------------------------ -// Creates a mesh for the given ColladaMesh face subset and returns the newly created mesh -aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::Mesh* pSrcMesh, const Collada::SubMesh& pSubMesh, - const Collada::Controller* pSrcController, size_t pStartVertex, size_t pStartFace) -{ - aiMesh* dstMesh = new aiMesh; - - dstMesh->mName = pSrcMesh->mName; - - // count the vertices addressed by its faces - const size_t numVertices = std::accumulate( pSrcMesh->mFaceSize.begin() + pStartFace, - pSrcMesh->mFaceSize.begin() + pStartFace + pSubMesh.mNumFaces, 0); - - // copy positions - dstMesh->mNumVertices = numVertices; - dstMesh->mVertices = new aiVector3D[numVertices]; - std::copy( pSrcMesh->mPositions.begin() + pStartVertex, pSrcMesh->mPositions.begin() + - pStartVertex + numVertices, dstMesh->mVertices); - - // normals, if given. HACK: (thom) Due to the glorious Collada spec we never - // know if we have the same number of normals as there are positions. So we - // also ignore any vertex attribute if it has a different count - if( pSrcMesh->mNormals.size() >= pStartVertex + numVertices) - { - dstMesh->mNormals = new aiVector3D[numVertices]; - std::copy( pSrcMesh->mNormals.begin() + pStartVertex, pSrcMesh->mNormals.begin() + - pStartVertex + numVertices, dstMesh->mNormals); - } - - // tangents, if given. - if( pSrcMesh->mTangents.size() >= pStartVertex + numVertices) - { - dstMesh->mTangents = new aiVector3D[numVertices]; - std::copy( pSrcMesh->mTangents.begin() + pStartVertex, pSrcMesh->mTangents.begin() + - pStartVertex + numVertices, dstMesh->mTangents); - } - - // bitangents, if given. - if( pSrcMesh->mBitangents.size() >= pStartVertex + numVertices) - { - dstMesh->mBitangents = new aiVector3D[numVertices]; - std::copy( pSrcMesh->mBitangents.begin() + pStartVertex, pSrcMesh->mBitangents.begin() + - pStartVertex + numVertices, dstMesh->mBitangents); - } - - // same for texturecoords, as many as we have - // empty slots are not allowed, need to pack and adjust UV indexes accordingly - for( size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) - { - if( pSrcMesh->mTexCoords[a].size() >= pStartVertex + numVertices) - { - dstMesh->mTextureCoords[real] = new aiVector3D[numVertices]; - for( size_t b = 0; b < numVertices; ++b) - dstMesh->mTextureCoords[real][b] = pSrcMesh->mTexCoords[a][pStartVertex+b]; - - dstMesh->mNumUVComponents[real] = pSrcMesh->mNumUVComponents[a]; - ++real; - } - } - - // same for vertex colors, as many as we have. again the same packing to avoid empty slots - for( size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) - { - if( pSrcMesh->mColors[a].size() >= pStartVertex + numVertices) - { - dstMesh->mColors[real] = new aiColor4D[numVertices]; - std::copy( pSrcMesh->mColors[a].begin() + pStartVertex, pSrcMesh->mColors[a].begin() + pStartVertex + numVertices,dstMesh->mColors[real]); - ++real; - } - } - - // create faces. Due to the fact that each face uses unique vertices, we can simply count up on each vertex - size_t vertex = 0; - dstMesh->mNumFaces = pSubMesh.mNumFaces; - dstMesh->mFaces = new aiFace[dstMesh->mNumFaces]; - for( size_t a = 0; a < dstMesh->mNumFaces; ++a) - { - size_t s = pSrcMesh->mFaceSize[ pStartFace + a]; - aiFace& face = dstMesh->mFaces[a]; - face.mNumIndices = s; - face.mIndices = new unsigned int[s]; - for( size_t b = 0; b < s; ++b) - face.mIndices[b] = vertex++; - } - - // create bones if given - if( pSrcController) - { - // refuse if the vertex count does not match -// if( pSrcController->mWeightCounts.size() != dstMesh->mNumVertices) -// throw DeadlyImportError( "Joint Controller vertex count does not match mesh vertex count"); - - // resolve references - joint names - const Collada::Accessor& jointNamesAcc = pParser.ResolveLibraryReference( pParser.mAccessorLibrary, pSrcController->mJointNameSource); - const Collada::Data& jointNames = pParser.ResolveLibraryReference( pParser.mDataLibrary, jointNamesAcc.mSource); - // joint offset matrices - const Collada::Accessor& jointMatrixAcc = pParser.ResolveLibraryReference( pParser.mAccessorLibrary, pSrcController->mJointOffsetMatrixSource); - const Collada::Data& jointMatrices = pParser.ResolveLibraryReference( pParser.mDataLibrary, jointMatrixAcc.mSource); - // joint vertex_weight name list - should refer to the same list as the joint names above. If not, report and reconsider - const Collada::Accessor& weightNamesAcc = pParser.ResolveLibraryReference( pParser.mAccessorLibrary, pSrcController->mWeightInputJoints.mAccessor); - if( &weightNamesAcc != &jointNamesAcc) - throw DeadlyImportError( "Temporary implementational lazyness. If you read this, please report to the author."); - // vertex weights - const Collada::Accessor& weightsAcc = pParser.ResolveLibraryReference( pParser.mAccessorLibrary, pSrcController->mWeightInputWeights.mAccessor); - const Collada::Data& weights = pParser.ResolveLibraryReference( pParser.mDataLibrary, weightsAcc.mSource); - - if( !jointNames.mIsStringArray || jointMatrices.mIsStringArray || weights.mIsStringArray) - throw DeadlyImportError( "Data type mismatch while resolving mesh joints"); - // sanity check: we rely on the vertex weights always coming as pairs of BoneIndex-WeightIndex - if( pSrcController->mWeightInputJoints.mOffset != 0 || pSrcController->mWeightInputWeights.mOffset != 1) - throw DeadlyImportError( "Unsupported vertex_weight addressing scheme. "); - - // create containers to collect the weights for each bone - size_t numBones = jointNames.mStrings.size(); - std::vector<std::vector<aiVertexWeight> > dstBones( numBones); - - // build a temporary array of pointers to the start of each vertex's weights - typedef std::vector< std::pair<size_t, size_t> > IndexPairVector; - std::vector<IndexPairVector::const_iterator> weightStartPerVertex; - weightStartPerVertex.resize(pSrcController->mWeightCounts.size(),pSrcController->mWeights.end()); - - IndexPairVector::const_iterator pit = pSrcController->mWeights.begin(); - for( size_t a = 0; a < pSrcController->mWeightCounts.size(); ++a) - { - weightStartPerVertex[a] = pit; - pit += pSrcController->mWeightCounts[a]; - } - - // now for each vertex put the corresponding vertex weights into each bone's weight collection - for( size_t a = pStartVertex; a < pStartVertex + numVertices; ++a) - { - // which position index was responsible for this vertex? that's also the index by which - // the controller assigns the vertex weights - size_t orgIndex = pSrcMesh->mFacePosIndices[a]; - // find the vertex weights for this vertex - IndexPairVector::const_iterator iit = weightStartPerVertex[orgIndex]; - size_t pairCount = pSrcController->mWeightCounts[orgIndex]; - - for( size_t b = 0; b < pairCount; ++b, ++iit) - { - size_t jointIndex = iit->first; - size_t vertexIndex = iit->second; - - float weight = ReadFloat( weightsAcc, weights, vertexIndex, 0); - - // one day I gonna kill that XSI Collada exporter - if( weight > 0.0f) - { - aiVertexWeight w; - w.mVertexId = a - pStartVertex; - w.mWeight = weight; - dstBones[jointIndex].push_back( w); - } - } - } - - // count the number of bones which influence vertices of the current submesh - size_t numRemainingBones = 0; - for( std::vector<std::vector<aiVertexWeight> >::const_iterator it = dstBones.begin(); it != dstBones.end(); ++it) - if( it->size() > 0) - numRemainingBones++; - - // create bone array and copy bone weights one by one - dstMesh->mNumBones = numRemainingBones; - dstMesh->mBones = new aiBone*[numRemainingBones]; - size_t boneCount = 0; - for( size_t a = 0; a < numBones; ++a) - { - // omit bones without weights - if( dstBones[a].size() == 0) - continue; - - // create bone with its weights - aiBone* bone = new aiBone; - bone->mName = ReadString( jointNamesAcc, jointNames, a); - bone->mOffsetMatrix.a1 = ReadFloat( jointMatrixAcc, jointMatrices, a, 0); - bone->mOffsetMatrix.a2 = ReadFloat( jointMatrixAcc, jointMatrices, a, 1); - bone->mOffsetMatrix.a3 = ReadFloat( jointMatrixAcc, jointMatrices, a, 2); - bone->mOffsetMatrix.a4 = ReadFloat( jointMatrixAcc, jointMatrices, a, 3); - bone->mOffsetMatrix.b1 = ReadFloat( jointMatrixAcc, jointMatrices, a, 4); - bone->mOffsetMatrix.b2 = ReadFloat( jointMatrixAcc, jointMatrices, a, 5); - bone->mOffsetMatrix.b3 = ReadFloat( jointMatrixAcc, jointMatrices, a, 6); - bone->mOffsetMatrix.b4 = ReadFloat( jointMatrixAcc, jointMatrices, a, 7); - bone->mOffsetMatrix.c1 = ReadFloat( jointMatrixAcc, jointMatrices, a, 8); - bone->mOffsetMatrix.c2 = ReadFloat( jointMatrixAcc, jointMatrices, a, 9); - bone->mOffsetMatrix.c3 = ReadFloat( jointMatrixAcc, jointMatrices, a, 10); - bone->mOffsetMatrix.c4 = ReadFloat( jointMatrixAcc, jointMatrices, a, 11); - bone->mNumWeights = dstBones[a].size(); - bone->mWeights = new aiVertexWeight[bone->mNumWeights]; - std::copy( dstBones[a].begin(), dstBones[a].end(), bone->mWeights); - - // apply bind shape matrix to offset matrix - aiMatrix4x4 bindShapeMatrix; - bindShapeMatrix.a1 = pSrcController->mBindShapeMatrix[0]; - bindShapeMatrix.a2 = pSrcController->mBindShapeMatrix[1]; - bindShapeMatrix.a3 = pSrcController->mBindShapeMatrix[2]; - bindShapeMatrix.a4 = pSrcController->mBindShapeMatrix[3]; - bindShapeMatrix.b1 = pSrcController->mBindShapeMatrix[4]; - bindShapeMatrix.b2 = pSrcController->mBindShapeMatrix[5]; - bindShapeMatrix.b3 = pSrcController->mBindShapeMatrix[6]; - bindShapeMatrix.b4 = pSrcController->mBindShapeMatrix[7]; - bindShapeMatrix.c1 = pSrcController->mBindShapeMatrix[8]; - bindShapeMatrix.c2 = pSrcController->mBindShapeMatrix[9]; - bindShapeMatrix.c3 = pSrcController->mBindShapeMatrix[10]; - bindShapeMatrix.c4 = pSrcController->mBindShapeMatrix[11]; - bindShapeMatrix.d1 = pSrcController->mBindShapeMatrix[12]; - bindShapeMatrix.d2 = pSrcController->mBindShapeMatrix[13]; - bindShapeMatrix.d3 = pSrcController->mBindShapeMatrix[14]; - bindShapeMatrix.d4 = pSrcController->mBindShapeMatrix[15]; - bone->mOffsetMatrix *= bindShapeMatrix; - - // HACK: (thom) Some exporters address the bone nodes by SID, others address them by ID or even name. - // Therefore I added a little name replacement here: I search for the bone's node by either name, ID or SID, - // and replace the bone's name by the node's name so that the user can use the standard - // find-by-name method to associate nodes with bones. - const Collada::Node* bnode = FindNode( pParser.mRootNode, bone->mName.data); - if( !bnode) - bnode = FindNodeBySID( pParser.mRootNode, bone->mName.data); - - // assign the name that we would have assigned for the source node - if( bnode) - bone->mName.Set( FindNameForNode( bnode)); - else - DefaultLogger::get()->warn( boost::str( boost::format( "ColladaLoader::CreateMesh(): could not find corresponding node for joint \"%s\".") % bone->mName.data)); - - // and insert bone - dstMesh->mBones[boneCount++] = bone; - } - } - - return dstMesh; -} - -// ------------------------------------------------------------------------------------------------ -// Stores all meshes in the given scene -void ColladaLoader::StoreSceneMeshes( aiScene* pScene) -{ - pScene->mNumMeshes = mMeshes.size(); - if( mMeshes.size() > 0) - { - pScene->mMeshes = new aiMesh*[mMeshes.size()]; - std::copy( mMeshes.begin(), mMeshes.end(), pScene->mMeshes); - mMeshes.clear(); - } -} - -// ------------------------------------------------------------------------------------------------ -// Stores all cameras in the given scene -void ColladaLoader::StoreSceneCameras( aiScene* pScene) -{ - pScene->mNumCameras = mCameras.size(); - if( mCameras.size() > 0) - { - pScene->mCameras = new aiCamera*[mCameras.size()]; - std::copy( mCameras.begin(), mCameras.end(), pScene->mCameras); - mCameras.clear(); - } -} - -// ------------------------------------------------------------------------------------------------ -// Stores all lights in the given scene -void ColladaLoader::StoreSceneLights( aiScene* pScene) -{ - pScene->mNumLights = mLights.size(); - if( mLights.size() > 0) - { - pScene->mLights = new aiLight*[mLights.size()]; - std::copy( mLights.begin(), mLights.end(), pScene->mLights); - mLights.clear(); - } -} - -// ------------------------------------------------------------------------------------------------ -// Stores all textures in the given scene -void ColladaLoader::StoreSceneTextures( aiScene* pScene) -{ - pScene->mNumTextures = mTextures.size(); - if( mTextures.size() > 0) - { - pScene->mTextures = new aiTexture*[mTextures.size()]; - std::copy( mTextures.begin(), mTextures.end(), pScene->mTextures); - mTextures.clear(); - } -} - -// ------------------------------------------------------------------------------------------------ -// Stores all materials in the given scene -void ColladaLoader::StoreSceneMaterials( aiScene* pScene) -{ - pScene->mNumMaterials = newMats.size(); - - if (newMats.size() > 0) { - pScene->mMaterials = new aiMaterial*[newMats.size()]; - for (unsigned int i = 0; i < newMats.size();++i) - pScene->mMaterials[i] = newMats[i].second; - - newMats.clear(); - } -} - -// ------------------------------------------------------------------------------------------------ -// Stores all animations -void ColladaLoader::StoreAnimations( aiScene* pScene, const ColladaParser& pParser) -{ - // recursivly collect all animations from the collada scene - StoreAnimations( pScene, pParser, &pParser.mAnims, ""); - - // catch special case: many animations with the same length, each affecting only a single node. - // we need to unite all those single-node-anims to a proper combined animation - for( size_t a = 0; a < mAnims.size(); ++a) - { - aiAnimation* templateAnim = mAnims[a]; - if( templateAnim->mNumChannels == 1) - { - // search for other single-channel-anims with the same duration - std::vector<size_t> collectedAnimIndices; - for( size_t b = a+1; b < mAnims.size(); ++b) - { - aiAnimation* other = mAnims[b]; - if( other->mNumChannels == 1 && other->mDuration == templateAnim->mDuration && other->mTicksPerSecond == templateAnim->mTicksPerSecond ) - collectedAnimIndices.push_back( b); - } - - // if there are other animations which fit the template anim, combine all channels into a single anim - if( !collectedAnimIndices.empty() ) - { - aiAnimation* combinedAnim = new aiAnimation(); - combinedAnim->mName = aiString( std::string( "combinedAnim_") + char( '0' + a)); - combinedAnim->mDuration = templateAnim->mDuration; - combinedAnim->mTicksPerSecond = templateAnim->mTicksPerSecond; - combinedAnim->mNumChannels = collectedAnimIndices.size() + 1; - combinedAnim->mChannels = new aiNodeAnim*[combinedAnim->mNumChannels]; - // add the template anim as first channel by moving its aiNodeAnim to the combined animation - combinedAnim->mChannels[0] = templateAnim->mChannels[0]; - templateAnim->mChannels[0] = NULL; - delete templateAnim; - // combined animation replaces template animation in the anim array - mAnims[a] = combinedAnim; - - // move the memory of all other anims to the combined anim and erase them from the source anims - for( size_t b = 0; b < collectedAnimIndices.size(); ++b) - { - aiAnimation* srcAnimation = mAnims[collectedAnimIndices[b]]; - combinedAnim->mChannels[1 + b] = srcAnimation->mChannels[0]; - srcAnimation->mChannels[0] = NULL; - delete srcAnimation; - } - - // in a second go, delete all the single-channel-anims that we've stripped from their channels - // back to front to preserve indices - you know, removing an element from a vector moves all elements behind the removed one - while( !collectedAnimIndices.empty() ) - { - mAnims.erase( mAnims.begin() + collectedAnimIndices.back()); - collectedAnimIndices.pop_back(); - } - } - } - } - - // now store all anims in the scene - if( !mAnims.empty()) - { - pScene->mNumAnimations = mAnims.size(); - pScene->mAnimations = new aiAnimation*[mAnims.size()]; - std::copy( mAnims.begin(), mAnims.end(), pScene->mAnimations); - } - - mAnims.clear(); -} - -// ------------------------------------------------------------------------------------------------ -// Constructs the animations for the given source anim -void ColladaLoader::StoreAnimations( aiScene* pScene, const ColladaParser& pParser, const Collada::Animation* pSrcAnim, const std::string pPrefix) -{ - std::string animName = pPrefix.empty() ? pSrcAnim->mName : pPrefix + "_" + pSrcAnim->mName; - - // create nested animations, if given - for( std::vector<Collada::Animation*>::const_iterator it = pSrcAnim->mSubAnims.begin(); it != pSrcAnim->mSubAnims.end(); ++it) - StoreAnimations( pScene, pParser, *it, animName); - - // create animation channels, if any - if( !pSrcAnim->mChannels.empty()) - CreateAnimation( pScene, pParser, pSrcAnim, animName); -} - -// ------------------------------------------------------------------------------------------------ -// Constructs the animation for the given source anim -void ColladaLoader::CreateAnimation( aiScene* pScene, const ColladaParser& pParser, const Collada::Animation* pSrcAnim, const std::string& pName) -{ - // collect a list of animatable nodes - std::vector<const aiNode*> nodes; - CollectNodes( pScene->mRootNode, nodes); - - std::vector<aiNodeAnim*> anims; - for( std::vector<const aiNode*>::const_iterator nit = nodes.begin(); nit != nodes.end(); ++nit) - { - // find all the collada anim channels which refer to the current node - std::vector<Collada::ChannelEntry> entries; - std::string nodeName = (*nit)->mName.data; - - // find the collada node corresponding to the aiNode - const Collada::Node* srcNode = FindNode( pParser.mRootNode, nodeName); -// ai_assert( srcNode != NULL); - if( !srcNode) - continue; - - // now check all channels if they affect the current node - for( std::vector<Collada::AnimationChannel>::const_iterator cit = pSrcAnim->mChannels.begin(); - cit != pSrcAnim->mChannels.end(); ++cit) - { - const Collada::AnimationChannel& srcChannel = *cit; - Collada::ChannelEntry entry; - - // we expect the animation target to be of type "nodeName/transformID.subElement". Ignore all others - // find the slash that separates the node name - there should be only one - std::string::size_type slashPos = srcChannel.mTarget.find( '/'); - if( slashPos == std::string::npos) - continue; - if( srcChannel.mTarget.find( '/', slashPos+1) != std::string::npos) - continue; - std::string targetID = srcChannel.mTarget.substr( 0, slashPos); - if( targetID != srcNode->mID) - continue; - - // find the dot that separates the transformID - there should be only one or zero - std::string::size_type dotPos = srcChannel.mTarget.find( '.'); - if( dotPos != std::string::npos) - { - if( srcChannel.mTarget.find( '.', dotPos+1) != std::string::npos) - continue; - - entry.mTransformId = srcChannel.mTarget.substr( slashPos+1, dotPos - slashPos - 1); - - std::string subElement = srcChannel.mTarget.substr( dotPos+1); - if( subElement == "ANGLE") - entry.mSubElement = 3; // last number in an Axis-Angle-Transform is the angle - else if( subElement == "X") - entry.mSubElement = 0; - else if( subElement == "Y") - entry.mSubElement = 1; - else if( subElement == "Z") - entry.mSubElement = 2; - else - DefaultLogger::get()->warn( boost::str( boost::format( "Unknown anim subelement <%s>. Ignoring") % subElement)); - } else - { - // no subelement following, transformId is remaining string - entry.mTransformId = srcChannel.mTarget.substr( slashPos+1); - } - - // determine which transform step is affected by this channel - entry.mTransformIndex = SIZE_MAX; - for( size_t a = 0; a < srcNode->mTransforms.size(); ++a) - if( srcNode->mTransforms[a].mID == entry.mTransformId) - entry.mTransformIndex = a; - - if( entry.mTransformIndex == SIZE_MAX) { - continue; - } - - entry.mChannel = &(*cit); - entries.push_back( entry); - } - - // if there's no channel affecting the current node, we skip it - if( entries.empty()) - continue; - - // resolve the data pointers for all anim channels. Find the minimum time while we're at it - float startTime = 1e20f, endTime = -1e20f; - for( std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it) - { - Collada::ChannelEntry& e = *it; - e.mTimeAccessor = &pParser.ResolveLibraryReference( pParser.mAccessorLibrary, e.mChannel->mSourceTimes); - e.mTimeData = &pParser.ResolveLibraryReference( pParser.mDataLibrary, e.mTimeAccessor->mSource); - e.mValueAccessor = &pParser.ResolveLibraryReference( pParser.mAccessorLibrary, e.mChannel->mSourceValues); - e.mValueData = &pParser.ResolveLibraryReference( pParser.mDataLibrary, e.mValueAccessor->mSource); - - // time count and value count must match - if( e.mTimeAccessor->mCount != e.mValueAccessor->mCount) - throw DeadlyImportError( boost::str( boost::format( "Time count / value count mismatch in animation channel \"%s\".") % 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. - float time = startTime; - while( 1) - { - for( std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it) - { - Collada::ChannelEntry& e = *it; - - // find the keyframe behind the current point in time - size_t pos = 0; - float postTime = 0.f; - 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 - float 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) - { - float preTime = ReadFloat( *e.mTimeAccessor, *e.mTimeData, pos-1, 0); - float factor = (time - postTime) / (preTime - postTime); - - for( size_t c = 0; c < e.mValueAccessor->mSize; ++c) - { - float 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 lazyness: 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 - float nextTime = 1e20f; - for( std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it) - { - Collada::ChannelEntry& e = *it; - - // find the next time value larger than the current - size_t pos = 0; - while( pos < e.mTimeAccessor->mCount) - { - float t = ReadFloat( *e.mTimeAccessor, *e.mTimeData, pos, 0); - if( t > time) - { - nextTime = std::min( nextTime, t); - break; - } - ++pos; - } - } - - // no more keys on any channel after the current time -> we're done - if( nextTime > 1e19) - break; - - // else construct next keyframe at this following time point - time = nextTime; - } - } - - // there should be some keyframes, but we aren't that fixated on valid input data -// ai_assert( resultTrafos.size() > 0); - - // build an animation channel for the given node out of these trafo keys - if( !resultTrafos.empty() ) - { - aiNodeAnim* dstAnim = new aiNodeAnim; - dstAnim->mNodeName = nodeName; - dstAnim->mNumPositionKeys = resultTrafos.size(); - dstAnim->mNumRotationKeys= resultTrafos.size(); - dstAnim->mNumScalingKeys = resultTrafos.size(); - dstAnim->mPositionKeys = new aiVectorKey[resultTrafos.size()]; - dstAnim->mRotationKeys = new aiQuatKey[resultTrafos.size()]; - dstAnim->mScalingKeys = new aiVectorKey[resultTrafos.size()]; - - for( size_t a = 0; a < resultTrafos.size(); ++a) - { - aiMatrix4x4 mat = resultTrafos[a]; - double time = double( mat.d4); // remember? time is stored in mat.d4 - mat.d4 = 1.0f; - - dstAnim->mPositionKeys[a].mTime = time; - dstAnim->mRotationKeys[a].mTime = time; - dstAnim->mScalingKeys[a].mTime = time; - mat.Decompose( dstAnim->mScalingKeys[a].mValue, dstAnim->mRotationKeys[a].mValue, dstAnim->mPositionKeys[a].mValue); - } - - anims.push_back( dstAnim); - } else - { - DefaultLogger::get()->warn( "Collada loader: found empty animation channel, ignored. Please check your exporter."); - } - } - - if( !anims.empty()) - { - aiAnimation* anim = new aiAnimation; - anim->mName.Set( pName); - anim->mNumChannels = anims.size(); - anim->mChannels = new aiNodeAnim*[anims.size()]; - std::copy( anims.begin(), anims.end(), anim->mChannels); - anim->mDuration = 0.0f; - for( size_t a = 0; a < anims.size(); ++a) - { - anim->mDuration = std::max( anim->mDuration, anims[a]->mPositionKeys[anims[a]->mNumPositionKeys-1].mTime); - anim->mDuration = std::max( anim->mDuration, anims[a]->mRotationKeys[anims[a]->mNumRotationKeys-1].mTime); - anim->mDuration = std::max( anim->mDuration, anims[a]->mScalingKeys[anims[a]->mNumScalingKeys-1].mTime); - } - anim->mTicksPerSecond = 1; - mAnims.push_back( anim); - } -} - -// ------------------------------------------------------------------------------------------------ -// Add a texture to a material structure -void ColladaLoader::AddTexture ( aiMaterial& mat, const ColladaParser& pParser, - const Collada::Effect& effect, - const Collada::Sampler& sampler, - aiTextureType type, unsigned int idx) -{ - // first of all, basic file name - const aiString name = FindFilenameForEffectTexture( pParser, effect, sampler.mName ); - mat.AddProperty( &name, _AI_MATKEY_TEXTURE_BASE, type, idx ); - - // mapping mode - int map = aiTextureMapMode_Clamp; - if (sampler.mWrapU) - map = aiTextureMapMode_Wrap; - if (sampler.mWrapU && sampler.mMirrorU) - map = aiTextureMapMode_Mirror; - - mat.AddProperty( &map, 1, _AI_MATKEY_MAPPINGMODE_U_BASE, type, idx); - - map = aiTextureMapMode_Clamp; - if (sampler.mWrapV) - map = aiTextureMapMode_Wrap; - if (sampler.mWrapV && sampler.mMirrorV) - map = aiTextureMapMode_Mirror; - - mat.AddProperty( &map, 1, _AI_MATKEY_MAPPINGMODE_V_BASE, type, idx); - - // UV transformation - mat.AddProperty(&sampler.mTransform, 1, - _AI_MATKEY_UVTRANSFORM_BASE, type, idx); - - // Blend mode - mat.AddProperty((int*)&sampler.mOp , 1, - _AI_MATKEY_TEXBLEND_BASE, type, idx); - - // Blend factor - mat.AddProperty((float*)&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 occurence of a - // number in the channel name. We assume it is the zero-based index into the - // UV channel array of all corresponding meshes. It could also be one-based - // for some exporters, but we won't care of it unless someone complains about. - if (sampler.mUVId != UINT_MAX) - map = sampler.mUVId; - else { - map = -1; - for (std::string::const_iterator it = sampler.mUVChannel.begin();it != sampler.mUVChannel.end(); ++it){ - if (IsNumeric(*it)) { - map = strtoul10(&(*it)); - break; - } - } - if (-1 == map) { - DefaultLogger::get()->warn("Collada: unable to determine UV channel for texture"); - map = 0; - } - } - mat.AddProperty(&map,1,_AI_MATKEY_UVWSRC_BASE,type,idx); -} - -// ------------------------------------------------------------------------------------------------ -// Fills materials from the collada material definitions -void ColladaLoader::FillMaterials( const ColladaParser& pParser, aiScene* /*pScene*/) -{ - for (std::vector<std::pair<Collada::Effect*, aiMaterial*> >::iterator it = newMats.begin(), - end = newMats.end(); it != end; ++it) - { - aiMaterial& mat = (aiMaterial&)*it->second; - Collada::Effect& effect = *it->first; - - // resolve shading mode - int shadeMode; - if (effect.mFaceted) /* fixme */ - shadeMode = aiShadingMode_Flat; - else { - switch( effect.mShadeType) - { - case Collada::Shade_Constant: - shadeMode = aiShadingMode_NoShading; - break; - case Collada::Shade_Lambert: - shadeMode = aiShadingMode_Gouraud; - break; - case Collada::Shade_Blinn: - shadeMode = aiShadingMode_Blinn; - break; - case Collada::Shade_Phong: - shadeMode = aiShadingMode_Phong; - break; - - default: - DefaultLogger::get()->warn("Collada: Unrecognized shading mode, using gouraud shading"); - shadeMode = aiShadingMode_Gouraud; - break; - } - } - mat.AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL); - - // double-sided? - shadeMode = effect.mDoubleSided; - mat.AddProperty<int>( &shadeMode, 1, AI_MATKEY_TWOSIDED); - - // wireframe? - shadeMode = effect.mWireframe; - mat.AddProperty<int>( &shadeMode, 1, AI_MATKEY_ENABLE_WIREFRAME); - - // add material colors - mat.AddProperty( &effect.mAmbient, 1,AI_MATKEY_COLOR_AMBIENT); - mat.AddProperty( &effect.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE); - mat.AddProperty( &effect.mSpecular, 1,AI_MATKEY_COLOR_SPECULAR); - mat.AddProperty( &effect.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE); - mat.AddProperty( &effect.mTransparent, 1, AI_MATKEY_COLOR_TRANSPARENT); - 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 .. but we can trick. - if (effect.mTransparency >= 0.f && effect.mTransparency < 1.f) { - effect.mTransparency = 1.f- effect.mTransparency; - mat.AddProperty( &effect.mTransparency, 1, AI_MATKEY_OPACITY ); - mat.AddProperty( &effect.mTransparent, 1, AI_MATKEY_COLOR_TRANSPARENT ); - } - - // add textures, if given - if( !effect.mTexAmbient.mName.empty()) - /* It is merely a lightmap */ - AddTexture( mat, pParser, effect, effect.mTexAmbient, aiTextureType_LIGHTMAP); - - if( !effect.mTexEmissive.mName.empty()) - AddTexture( mat, pParser, effect, effect.mTexEmissive, aiTextureType_EMISSIVE); - - if( !effect.mTexSpecular.mName.empty()) - AddTexture( mat, pParser, effect, effect.mTexSpecular, aiTextureType_SPECULAR); - - if( !effect.mTexDiffuse.mName.empty()) - AddTexture( mat, pParser, effect, effect.mTexDiffuse, aiTextureType_DIFFUSE); - - if( !effect.mTexBump.mName.empty()) - AddTexture( mat, pParser, effect, effect.mTexBump, aiTextureType_NORMALS); - - if( !effect.mTexTransparent.mName.empty()) - AddTexture( mat, pParser, effect, effect.mTexTransparent, aiTextureType_OPACITY); - - if( !effect.mTexReflective.mName.empty()) - AddTexture( mat, pParser, effect, effect.mTexReflective, aiTextureType_REFLECTION); - } -} - -// ------------------------------------------------------------------------------------------------ -// Constructs materials from the collada material definitions -void ColladaLoader::BuildMaterials( ColladaParser& pParser, aiScene* /*pScene*/) -{ - newMats.reserve(pParser.mMaterialLibrary.size()); - - for( ColladaParser::MaterialLibrary::const_iterator matIt = pParser.mMaterialLibrary.begin(); matIt != pParser.mMaterialLibrary.end(); ++matIt) - { - const Collada::Material& material = matIt->second; - // a material is only a reference to an effect - ColladaParser::EffectLibrary::iterator effIt = pParser.mEffectLibrary.find( material.mEffect); - if( effIt == pParser.mEffectLibrary.end()) - continue; - Collada::Effect& effect = effIt->second; - - // create material - aiMaterial* mat = new aiMaterial; - aiString name( matIt->first); - mat->AddProperty(&name,AI_MATKEY_NAME); - - // store the material - mMaterialIndexByName[matIt->first] = newMats.size(); - newMats.push_back( std::pair<Collada::Effect*, aiMaterial*>( &effect,mat) ); - } - // ScenePreprocessor generates a default material automatically if none is there. - // All further code here in this loader works well without a valid material so - // we can safely let it to ScenePreprocessor. -#if 0 - if( newMats.size() == 0) - { - aiMaterial* mat = new aiMaterial; - aiString name( AI_DEFAULT_MATERIAL_NAME ); - mat->AddProperty( &name, AI_MATKEY_NAME); - - const int shadeMode = aiShadingMode_Phong; - mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL); - aiColor4D colAmbient( 0.2f, 0.2f, 0.2f, 1.0f), colDiffuse( 0.8f, 0.8f, 0.8f, 1.0f), colSpecular( 0.5f, 0.5f, 0.5f, 0.5f); - mat->AddProperty( &colAmbient, 1, AI_MATKEY_COLOR_AMBIENT); - mat->AddProperty( &colDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE); - mat->AddProperty( &colSpecular, 1, AI_MATKEY_COLOR_SPECULAR); - const float specExp = 5.0f; - mat->AddProperty( &specExp, 1, AI_MATKEY_SHININESS); - } -#endif -} - -// ------------------------------------------------------------------------------------------------ -// Resolves the texture name for the given effect texture entry -aiString ColladaLoader::FindFilenameForEffectTexture( const ColladaParser& pParser, - const Collada::Effect& pEffect, const std::string& pName) -{ - // recurse through the param references until we end up at an image - std::string name = pName; - while( 1) - { - // the given string is a param entry. Find it - Collada::Effect::ParamLibrary::const_iterator it = pEffect.mParams.find( name); - // if not found, we're at the end of the recursion. The resulting string should be the image ID - if( it == pEffect.mParams.end()) - break; - - // else recurse on - name = it->second.mReference; - } - - // find the image referred by this name in the image library of the scene - ColladaParser::ImageLibrary::const_iterator imIt = pParser.mImageLibrary.find( name); - if( imIt == pParser.mImageLibrary.end()) - { - throw DeadlyImportError( boost::str( boost::format( - "Collada: Unable to resolve effect texture entry \"%s\", ended up at ID \"%s\".") % pName % name)); - } - - aiString result; - - // if this is an embedded texture image setup an aiTexture for it - if (imIt->second.mFileName.empty()) - { - if (imIt->second.mImageData.empty()) { - throw DeadlyImportError("Collada: Invalid texture, no data or file reference given"); - } - - aiTexture* tex = new aiTexture(); - - // setup format hint - if (imIt->second.mEmbeddedFormat.length() > 3) { - DefaultLogger::get()->warn("Collada: texture format hint is too long, truncating to 3 characters"); - } - strncpy(tex->achFormatHint,imIt->second.mEmbeddedFormat.c_str(),3); - - // and copy texture data - tex->mHeight = 0; - tex->mWidth = imIt->second.mImageData.size(); - tex->pcData = (aiTexel*)new char[tex->mWidth]; - memcpy(tex->pcData,&imIt->second.mImageData[0],tex->mWidth); - - // setup texture reference string - result.data[0] = '*'; - result.length = 1 + ASSIMP_itoa10(result.data+1,MAXLEN-1,mTextures.size()); - - // and add this texture to the list - mTextures.push_back(tex); - } - else - { - result.Set( imIt->second.mFileName ); - ConvertPath(result); - } - return result; -} - -// ------------------------------------------------------------------------------------------------ -// Convert a path read from a collada file to the usual representation -void ColladaLoader::ConvertPath (aiString& ss) -{ - // TODO: collada spec, p 22. Handle URI correctly. - // For the moment we're just stripping the file:// away to make it work. - // Windoes doesn't seem to be able to find stuff like - // 'file://..\LWO\LWO2\MappingModes\earthSpherical.jpg' - if (0 == strncmp(ss.data,"file://",7)) - { - ss.length -= 7; - memmove(ss.data,ss.data+7,ss.length); - ss.data[ss.length] = '\0'; - } - - // Maxon Cinema Collada Export writes "file:///C:\andsoon" with three slashes... - // I need to filter it without destroying linux paths starting with "/somewhere" - if( ss.data[0] == '/' && isalpha( ss.data[1]) && ss.data[2] == ':' ) - { - ss.length--; - memmove( ss.data, ss.data+1, ss.length); - ss.data[ss.length] = 0; - } - - // find and convert all %xy special chars - char* out = ss.data; - for( const char* it = ss.data; it != ss.data + ss.length; /**/ ) - { - if( *it == '%' && (it + 3) < ss.data + ss.length ) - { - // separate the number to avoid dragging in chars from behind into the parsing - char mychar[3] = { it[1], it[2], 0 }; - size_t nbr = strtoul16( mychar); - it += 3; - *out++ = (char)(nbr & 0xFF); - } else - { - *out++ = *it++; - } - } - - // adjust length and terminator of the shortened string - *out = 0; - ss.length = (ptrdiff_t) (out - ss.data); -} - -// ------------------------------------------------------------------------------------------------ -// Reads a float value from an accessor and its data array. -float ColladaLoader::ReadFloat( const Collada::Accessor& pAccessor, const Collada::Data& pData, size_t pIndex, size_t pOffset) const -{ - // FIXME: (thom) Test for data type here in every access? For the moment, I leave this to the caller - size_t pos = pAccessor.mStride * pIndex + pAccessor.mOffset + pOffset; - ai_assert( pos < pData.mValues.size()); - return pData.mValues[pos]; -} - -// ------------------------------------------------------------------------------------------------ -// Reads a string value from an accessor and its data array. -const std::string& ColladaLoader::ReadString( const Collada::Accessor& pAccessor, const Collada::Data& pData, size_t pIndex) const -{ - size_t pos = pAccessor.mStride * pIndex + pAccessor.mOffset; - ai_assert( pos < pData.mStrings.size()); - return pData.mStrings[pos]; -} - -// ------------------------------------------------------------------------------------------------ -// Collects all nodes into the given array -void ColladaLoader::CollectNodes( const aiNode* pNode, std::vector<const aiNode*>& poNodes) const -{ - poNodes.push_back( pNode); - - for( size_t a = 0; a < pNode->mNumChildren; ++a) - CollectNodes( pNode->mChildren[a], poNodes); -} - -// ------------------------------------------------------------------------------------------------ -// Finds a node in the collada scene by the given name -const Collada::Node* ColladaLoader::FindNode( const Collada::Node* pNode, const std::string& pName) const -{ - if( pNode->mName == pName || pNode->mID == pName) - return pNode; - - for( size_t a = 0; a < pNode->mChildren.size(); ++a) - { - const Collada::Node* node = FindNode( pNode->mChildren[a], pName); - if( node) - return node; - } - - return NULL; -} - -// ------------------------------------------------------------------------------------------------ -// Finds a node in the collada scene by the given SID -const Collada::Node* ColladaLoader::FindNodeBySID( const Collada::Node* pNode, const std::string& pSID) const -{ - if( pNode->mSID == pSID) - return pNode; - - for( size_t a = 0; a < pNode->mChildren.size(); ++a) - { - const Collada::Node* node = FindNodeBySID( pNode->mChildren[a], pSID); - if( node) - return node; - } - - return NULL; -} - -// ------------------------------------------------------------------------------------------------ -// Finds a proper name for a node derived from the collada-node's properties -std::string ColladaLoader::FindNameForNode( const Collada::Node* pNode) const -{ - // now setup the name of the node. We take the name if not empty, otherwise the collada ID - // FIX: Workaround for XSI calling the instanced visual scene 'untitled' by default. - if (!pNode->mName.empty() && pNode->mName != "untitled") - return pNode->mName; - else if (!pNode->mID.empty()) - return pNode->mID; - else if (!pNode->mSID.empty()) - return pNode->mSID; - else - { - // No need to worry. Unnamed nodes are no problem at all, except - // if cameras or lights need to be assigned to them. - return boost::str( boost::format( "$ColladaAutoName$_%d") % clock()); - } -} - -#endif // !! ASSIMP_BUILD_NO_DAE_IMPORTER |