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-rw-r--r--src/3rdparty/assimp/code/ColladaLoader.cpp1598
1 files changed, 820 insertions, 778 deletions
diff --git a/src/3rdparty/assimp/code/ColladaLoader.cpp b/src/3rdparty/assimp/code/ColladaLoader.cpp
index c8b9c10f2..50d5116a6 100644
--- a/src/3rdparty/assimp/code/ColladaLoader.cpp
+++ b/src/3rdparty/assimp/code/ColladaLoader.cpp
@@ -3,12 +3,12 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2012, assimp team
+Copyright (c) 2006-2016, 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
+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
@@ -25,27 +25,30 @@ 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
+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
+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
+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
+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 <assimp/anim.h>
+#include <assimp/scene.h>
+#include <assimp/DefaultLogger.hpp>
+#include <assimp/Importer.hpp>
#include "ColladaParser.h"
#include "fast_atof.h"
@@ -54,27 +57,42 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "CreateAnimMesh.h"
#include "time.h"
+#include "math.h"
+#include <numeric>
+#include "Defines.h"
+
using namespace Assimp;
+using namespace Assimp::Formatter;
static const aiImporterDesc desc = {
- "Collada Importer",
- "",
- "",
- "http://collada.org",
- aiImporterFlags_SupportTextFlavour,
- 1,
- 3,
- 1,
- 5,
- "dae"
+ "Collada Importer",
+ "",
+ "",
+ "http://collada.org",
+ aiImporterFlags_SupportTextFlavour,
+ 1,
+ 3,
+ 1,
+ 5,
+ "dae"
};
-
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
ColladaLoader::ColladaLoader()
-: noSkeletonMesh(), ignoreUpDirection(false)
+ : mFileName()
+ , mMeshIndexByID()
+ , mMaterialIndexByName()
+ , mMeshes()
+ , newMats()
+ , mCameras()
+ , mLights()
+ , mTextures()
+ , mAnims()
+ , noSkeletonMesh( false )
+ , ignoreUpDirection(false)
+ , mNodeNameCounter( 0 )
{}
// ------------------------------------------------------------------------------------------------
@@ -83,33 +101,33 @@ ColladaLoader::~ColladaLoader()
{}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
+// 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;
+ // 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;
+ noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES,0) != 0;
+ ignoreUpDirection = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION,0) != 0;
}
@@ -117,14 +135,14 @@ void ColladaLoader::SetupProperties(const Importer* pImp)
// Get file extension list
const aiImporterDesc* ColladaLoader::GetInfo () const
{
- return &desc;
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
+// Imports the given file into the given scene structure.
void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
{
- mFileName = pFile;
+ mFileName = pFile;
// clean all member arrays - just for safety, it should work even if we did not
mMeshIndexByID.clear();
@@ -137,408 +155,411 @@ void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, I
mTextures.clear();
mAnims.clear();
- // parse the input file
- ColladaParser parser( pIOHandler, pFile);
+ // parse the input file
+ ColladaParser parser( pIOHandler, pFile);
- if( !parser.mRootNode)
- throw DeadlyImportError( "Collada: File came out empty. Something is wrong here.");
+ 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);
+ // 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());
+ mCameras.reserve(parser.mCameraLibrary.size());
+ mLights.reserve(parser.mLightLibrary.size());
- // create the materials first, for the meshes to find
- BuildMaterials( parser, pScene);
+ // create the materials first, for the meshes to find
+ BuildMaterials( parser, pScene);
- // build the node hierarchy from it
- pScene->mRootNode = BuildHierarchy( parser, parser.mRootNode);
+ // build the node hierarchy from it
+ pScene->mRootNode = BuildHierarchy( parser, parser.mRootNode);
- // ... then fill the materials with the now adjusted settings
- FillMaterials(parser, pScene);
+ // ... 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,
+ 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);
+ 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 meshes
+ StoreSceneMeshes( pScene);
- // store all materials
- StoreSceneMaterials( pScene);
+ // store all materials
+ StoreSceneMaterials( pScene);
- // store all lights
- StoreSceneLights( pScene);
+ // store all lights
+ StoreSceneLights( pScene);
- // store all cameras
- StoreSceneCameras( pScene);
+ // store all cameras
+ StoreSceneCameras( pScene);
- // store all animations
- StoreAnimations( pScene, parser);
+ // 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;
- }
+ // 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();
+ // 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));
+ // 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);
+ // 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);
+ // 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];
+ // 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;
- }
+ 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;
- }
+ // ... 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 meshes
+ BuildMeshesForNode( pParser, pNode, node);
- // construct cameras
- BuildCamerasForNode(pParser, pNode, node);
+ // construct cameras
+ BuildCamerasForNode(pParser, pNode, node);
- // construct lights
- BuildLightsForNode(pParser, pNode, node);
- return 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)
+ std::vector<const Collada::Node*>& resolved)
{
- // reserve enough storage
- resolved.reserve(pNode->mNodeInstances.size());
+ // 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);
- }
- }
+ // ... 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 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, nodeInst.mNode);
+ }
+ if (!nd)
+ DefaultLogger::get()->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(Collada::Sampler& sampler,
- const Collada::SemanticMappingTable& table)
+ 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");
+ 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;
- }
+ 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;
+ for( 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;
- // collada lights point in -Z by default, rest is specified in node transform
- out->mDirection = aiVector3D(0.f,0.f,-1.f);
+ // now fill our ai data structure
+ aiLight* out = new aiLight();
+ out->mName = pTarget->mName;
+ out->mType = (aiLightSourceType)srcLight->mType;
- out->mAttenuationConstant = srcLight->mAttConstant;
- out->mAttenuationLinear = srcLight->mAttLinear;
- out->mAttenuationQuadratic = srcLight->mAttQuadratic;
+ // collada lights point in -Z by default, rest is specified in node transform
+ out->mDirection = aiVector3D(0.f,0.f,-1.f);
- // collada doesn't differenciate between these color types
- out->mColorDiffuse = out->mColorSpecular = out->mColorAmbient = srcLight->mColor*srcLight->mIntensity;
+ 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 );
+ // convert falloff angle and falloff exponent in our representation, if given
+ if (out->mType == aiLightSource_SPOT) {
- // ... 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 (std::acos(std::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 );
- }
+ out->mAngleInnerCone = AI_DEG_TO_RAD( srcLight->mFalloffAngle );
- // add to light list
- mLights.push_back(out);
- }
+ // ... 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 = std::acos(std::pow(0.1f,1.f/srcLight->mFalloffExponent))+
+ 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 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;
+ for( 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.");
- }
+ // 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;
+ // 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);
+ // 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;
+ // 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;
+ // ... 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->mHorFov != 10e10f) {
+ out->mHorizontalFOV = srcCamera->mHorFov;
- if (srcCamera->mVerFov != 10e10f && srcCamera->mAspect == 10e10f) {
- out->mAspect = tan(AI_DEG_TO_RAD(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 *
+ }
+ }
+ 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);
+ // Collada uses degrees, we use radians
+ out->mHorizontalFOV = AI_DEG_TO_RAD(out->mHorizontalFOV);
- // add to camera list
- mCameras.push_back(out);
- }
+ // 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());
+ // 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;
+ // add a mesh for each subgroup in each collada mesh
+ for( 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;
- }
+ // 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;
- }
+ if( !srcMesh)
+ {
+ DefaultLogger::get()->warn( format() << "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;
+ // 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);
+ // 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;
- }
+ const Collada::SemanticMappingTable* table = NULL;
+ if( meshMatIt != mid.mMaterials.end())
+ {
+ table = &meshMatIt->second;
+ meshMaterial = table->mMatName;
+ }
+ else
+ {
+ DefaultLogger::get()->warn( format() << "Collada: No material specified for subgroup <" << submesh.mMaterial << "> in geometry <" << mid.mMeshOrController << ">." );
+ if( !mid.mMaterials.empty() )
+ meshMaterial = mid.mMaterials.begin()->second.mMatName;
+ }
- // OK ... here the *real* fun starts ... we have the vertex-input-to-effect-semantic-table
- // given. The only mapping stuff which we do actually support is the UV channel.
- std::map<std::string, size_t>::const_iterator matIt = mMaterialIndexByName.find( meshMaterial);
- unsigned int matIdx;
- if( matIt != mMaterialIndexByName.end())
- matIdx = matIt->second;
- else
- matIdx = 0;
-
- if (table && !table->mMap.empty() ) {
- std::pair<Collada::Effect*, aiMaterial*>& mat = newMats[matIdx];
-
- // Iterate through all texture channels assigned to the effect and
- // check whether we have mapping information for it.
- ApplyVertexToEffectSemanticMapping(mat.first->mTexDiffuse, *table);
- ApplyVertexToEffectSemanticMapping(mat.first->mTexAmbient, *table);
- ApplyVertexToEffectSemanticMapping(mat.first->mTexSpecular, *table);
- ApplyVertexToEffectSemanticMapping(mat.first->mTexEmissive, *table);
- ApplyVertexToEffectSemanticMapping(mat.first->mTexTransparent,*table);
- ApplyVertexToEffectSemanticMapping(mat.first->mTexBump, *table);
- }
+ // 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);
+ // 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);
+ // 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;
+ // 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;
+ // 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);
- }
+ // 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);
+ }
}
// ------------------------------------------------------------------------------------------------
@@ -558,47 +579,47 @@ aiMesh *ColladaLoader::findMesh(std::string meshid)
// ------------------------------------------------------------------------------------------------
// 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* 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;
-
+ 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);
+ 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);
+ 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
+ // 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);
+ pStartVertex + numVertices, dstMesh->mNormals);
}
- // tangents, if given.
+ // 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);
+ std::copy( pSrcMesh->mTangents.begin() + pStartVertex, pSrcMesh->mTangents.begin() +
+ pStartVertex + numVertices, dstMesh->mTangents);
}
- // bitangents, if given.
+ // 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);
+ std::copy( pSrcMesh->mBitangents.begin() + pStartVertex, pSrcMesh->mBitangents.begin() +
+ pStartVertex + numVertices, dstMesh->mBitangents);
}
// same for texturecoords, as many as we have
@@ -610,7 +631,7 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
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;
}
@@ -703,10 +724,10 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
dstMesh->mAnimMeshes[i] = animMeshes.at(i);
}
- // create bones if given
+ // create bones if given
if( pSrcController && pSrcController->mType == Collada::Skin)
- {
- // refuse if the vertex count does not match
+ {
+ // 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");
@@ -719,7 +740,7 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
// 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.");
+ 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);
@@ -841,166 +862,166 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
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));
+ DefaultLogger::get()->warn( format() << "ColladaLoader::CreateMesh(): could not find corresponding node for joint \"" << bone->mName.data << "\"." );
// and insert bone
dstMesh->mBones[boneCount++] = bone;
}
- }
+ }
- return dstMesh;
+ 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();
- }
+ 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();
- }
+ 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();
- }
+ 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();
- }
+ 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();
+ 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;
+ 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();
- }
+ newMats.clear();
+ }
}
// ------------------------------------------------------------------------------------------------
-// Stores all animations
+// Stores all animations
void ColladaLoader::StoreAnimations( aiScene* pScene, const ColladaParser& pParser)
{
- // recursivly collect all animations from the collada scene
- StoreAnimations( pScene, pParser, &pParser.mAnims, "");
+ // 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);
- }
+ // 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();
- }
- }
- }
- }
+ // 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;
+ }
- // 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);
- }
+ // 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();
+ 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)
+// 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;
+ 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 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);
+ // create animation channels, if any
+ if( !pSrcAnim->mChannels.empty())
+ CreateAnimation( pScene, pParser, pSrcAnim, animName);
}
struct MorphTimeValues
@@ -1090,7 +1111,7 @@ void ColladaLoader::CreateAnimation( aiScene* pScene, const ColladaParser& pPars
// 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)
+ cit != pSrcAnim->mChannels.end(); ++cit)
{
const Collada::AnimationChannel& srcChannel = *cit;
Collada::ChannelEntry entry;
@@ -1098,10 +1119,10 @@ void ColladaLoader::CreateAnimation( aiScene* pScene, const ColladaParser& pPars
// 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;
+ 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);
@@ -1112,11 +1133,11 @@ void ColladaLoader::CreateAnimation( aiScene* pScene, const ColladaParser& pPars
entries.push_back(entry);
continue;
}
- if( srcChannel.mTarget.find( '/', slashPos+1) != std::string::npos)
- continue;
- std::string targetID = srcChannel.mTarget.substr( 0, slashPos);
- if( targetID != srcNode->mID)
- 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( '.');
@@ -1136,8 +1157,8 @@ void ColladaLoader::CreateAnimation( aiScene* pScene, const ColladaParser& pPars
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
+ DefaultLogger::get()->warn( format() << "Unknown anim subelement <" << subElement << ">. Ignoring" );
} else
{
// no subelement following, transformId is remaining string
@@ -1180,7 +1201,7 @@ void ColladaLoader::CreateAnimation( aiScene* pScene, const ColladaParser& pPars
// 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));
+ throw DeadlyImportError( format() << "Time count / value count mismatch in animation channel \"" << e.mChannel->mTarget << "\"." );
if( e.mTimeAccessor->mCount > 0 )
{
@@ -1249,7 +1270,7 @@ void ColladaLoader::CreateAnimation( aiScene* pScene, const ColladaParser& pPars
// Calculate resulting transformation
aiMatrix4x4 mat = pParser.CalculateResultTransform( transforms);
- // out of lazyness: we store the time in matrix.d4
+ // out of laziness: we store the time in matrix.d4
mat.d4 = time;
resultTrafos.push_back( mat);
@@ -1282,10 +1303,10 @@ void ColladaLoader::CreateAnimation( aiScene* pScene, const ColladaParser& pPars
}
}
- // there should be some keyframes, but we aren't that fixated on valid input data
-// ai_assert( resultTrafos.size() > 0);
+ // 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
+ // build an animation channel for the given node out of these trafo keys
if( !resultTrafos.empty() )
{
aiNodeAnim* dstAnim = new aiNodeAnim;
@@ -1377,24 +1398,24 @@ void ColladaLoader::CreateAnimation( aiScene* pScene, const ColladaParser& pPars
morphAnims.push_back(morphAnim);
}
}
- }
+ }
- if( !anims.empty() || !morphAnims.empty())
+ if( !anims.empty() || !morphAnims.empty())
{
aiAnimation* anim = new aiAnimation;
anim->mName.Set( pName);
anim->mNumChannels = anims.size();
- if (anim->mNumChannels > 0)
- {
- anim->mChannels = new aiNodeAnim*[anims.size()];
- std::copy( anims.begin(), anims.end(), anim->mChannels);
- }
- anim->mNumMorphMeshChannels = morphAnims.size();
- if (anim->mNumMorphMeshChannels > 0)
- {
- anim->mMorphMeshChannels = new aiMeshMorphAnim*[anim->mNumMorphMeshChannels];
- std::copy( morphAnims.begin(), morphAnims.end(), anim->mMorphMeshChannels);
- }
+ if (anim->mNumChannels > 0)
+ {
+ anim->mChannels = new aiNodeAnim*[anims.size()];
+ std::copy( anims.begin(), anims.end(), anim->mChannels);
+ }
+ anim->mNumMorphMeshChannels = 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( size_t a = 0; a < anims.size(); ++a)
{
@@ -1402,10 +1423,10 @@ void ColladaLoader::CreateAnimation( aiScene* pScene, const ColladaParser& pPars
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);
}
- for (size_t a = 0; a < morphAnims.size(); ++a)
- {
- anim->mDuration = std::max(anim->mDuration, morphAnims[a]->mKeys[morphAnims[a]->mNumKeys-1].mTime);
- }
+ for (size_t a = 0; a < morphAnims.size(); ++a)
+ {
+ anim->mDuration = std::max(anim->mDuration, morphAnims[a]->mKeys[morphAnims[a]->mNumKeys-1].mTime);
+ }
anim->mTicksPerSecond = 1;
mAnims.push_back( anim);
}
@@ -1414,285 +1435,306 @@ void ColladaLoader::CreateAnimation( aiScene* pScene, const ColladaParser& pPars
// ------------------------------------------------------------------------------------------------
// 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)
+ 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);
+ // 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 occurrence of a
+ // number in the channel name. We assume it is the zero-based index into the
+ // UV channel array of all corresponding meshes. It could also be one-based
+ // for some exporters, but we won't care of it unless someone complains about.
+ if (sampler.mUVId != UINT_MAX)
+ map = sampler.mUVId;
+ else {
+ map = -1;
+ for (std::string::const_iterator it = sampler.mUVChannel.begin();it != sampler.mUVChannel.end(); ++it){
+ if (IsNumeric(*it)) {
+ map = strtoul10(&(*it));
+ break;
+ }
+ }
+ if (-1 == map) {
+ DefaultLogger::get()->warn("Collada: unable to determine UV channel for texture");
+ map = 0;
+ }
+ }
+ mat.AddProperty(&map,1,_AI_MATKEY_UVWSRC_BASE,type,idx);
}
// ------------------------------------------------------------------------------------------------
// Fills materials from the collada material definitions
void ColladaLoader::FillMaterials( const ColladaParser& pParser, aiScene* /*pScene*/)
{
- for (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 );
- }
+ for (auto &elem : newMats)
+ {
+ aiMaterial& mat = (aiMaterial&)*elem.second;
+ Collada::Effect& effect = *elem.first;
+
+ // resolve shading mode
+ int shadeMode;
+ if (effect.mFaceted) /* fixme */
+ shadeMode = aiShadingMode_Flat;
+ else {
+ switch( effect.mShadeType)
+ {
+ case Collada::Shade_Constant:
+ shadeMode = aiShadingMode_NoShading;
+ break;
+ case Collada::Shade_Lambert:
+ shadeMode = aiShadingMode_Gouraud;
+ break;
+ case Collada::Shade_Blinn:
+ shadeMode = aiShadingMode_Blinn;
+ break;
+ case Collada::Shade_Phong:
+ shadeMode = aiShadingMode_Phong;
+ break;
+
+ default:
+ DefaultLogger::get()->warn("Collada: Unrecognized shading mode, using gouraud shading");
+ shadeMode = aiShadingMode_Gouraud;
+ break;
+ }
+ }
+ mat.AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
+
+ // double-sided?
+ shadeMode = effect.mDoubleSided;
+ mat.AddProperty<int>( &shadeMode, 1, AI_MATKEY_TWOSIDED);
+
+ // wireframe?
+ shadeMode = effect.mWireframe;
+ mat.AddProperty<int>( &shadeMode, 1, AI_MATKEY_ENABLE_WIREFRAME);
+
+ // add material colors
+ mat.AddProperty( &effect.mAmbient, 1,AI_MATKEY_COLOR_AMBIENT);
+ mat.AddProperty( &effect.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
+ mat.AddProperty( &effect.mSpecular, 1,AI_MATKEY_COLOR_SPECULAR);
+ mat.AddProperty( &effect.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
+ mat.AddProperty( &effect.mReflective, 1, AI_MATKEY_COLOR_REFLECTIVE);
+
+ // scalar properties
+ mat.AddProperty( &effect.mShininess, 1, AI_MATKEY_SHININESS);
+ mat.AddProperty( &effect.mReflectivity, 1, AI_MATKEY_REFLECTIVITY);
+ mat.AddProperty( &effect.mRefractIndex, 1, AI_MATKEY_REFRACTI);
+
+ // transparency, a very hard one. seemingly not all files are following the
+ // specification here (1.0 transparency => completly opaque)...
+ // therefore, we let the opportunity for the user to manually invert
+ // the transparency if necessary and we add preliminary support for RGB_ZERO mode
+ if(effect.mTransparency >= 0.f && effect.mTransparency <= 1.f) {
+ // handle RGB transparency completely, cf Collada specs 1.5.0 pages 249 and 304
+ if(effect.mRGBTransparency) {
+ // use luminance as defined by ISO/CIE color standards (see ITU-R Recommendation BT.709-4)
+ effect.mTransparency *= (
+ 0.212671f * effect.mTransparent.r +
+ 0.715160f * effect.mTransparent.g +
+ 0.072169f * effect.mTransparent.b
+ );
+
+ effect.mTransparent.a = 1.f;
+
+ mat.AddProperty( &effect.mTransparent, 1, AI_MATKEY_COLOR_TRANSPARENT );
+ } else {
+ effect.mTransparency *= effect.mTransparent.a;
+ }
- // add textures, if given
- if( !effect.mTexAmbient.mName.empty())
- /* It is merely a lightmap */
- AddTexture( mat, pParser, effect, effect.mTexAmbient, aiTextureType_LIGHTMAP);
+ if(effect.mInvertTransparency) {
+ effect.mTransparency = 1.f - effect.mTransparency;
+ }
- if( !effect.mTexEmissive.mName.empty())
- AddTexture( mat, pParser, effect, effect.mTexEmissive, aiTextureType_EMISSIVE);
+ // Is the material finally transparent ?
+ if (effect.mHasTransparency || effect.mTransparency < 1.f) {
+ mat.AddProperty( &effect.mTransparency, 1, AI_MATKEY_OPACITY );
+ }
+ }
- if( !effect.mTexSpecular.mName.empty())
- AddTexture( mat, pParser, effect, effect.mTexSpecular, aiTextureType_SPECULAR);
+ // add textures, if given
+ if( !effect.mTexAmbient.mName.empty())
+ /* It is merely a lightmap */
+ AddTexture( mat, pParser, effect, effect.mTexAmbient, aiTextureType_LIGHTMAP);
- if( !effect.mTexDiffuse.mName.empty())
- AddTexture( mat, pParser, effect, effect.mTexDiffuse, aiTextureType_DIFFUSE);
+ if( !effect.mTexEmissive.mName.empty())
+ AddTexture( mat, pParser, effect, effect.mTexEmissive, aiTextureType_EMISSIVE);
- if( !effect.mTexBump.mName.empty())
- AddTexture( mat, pParser, effect, effect.mTexBump, aiTextureType_NORMALS);
+ if( !effect.mTexSpecular.mName.empty())
+ AddTexture( mat, pParser, effect, effect.mTexSpecular, aiTextureType_SPECULAR);
- if( !effect.mTexTransparent.mName.empty())
- AddTexture( mat, pParser, effect, effect.mTexTransparent, aiTextureType_OPACITY);
+ if( !effect.mTexDiffuse.mName.empty())
+ AddTexture( mat, pParser, effect, effect.mTexDiffuse, aiTextureType_DIFFUSE);
- if( !effect.mTexReflective.mName.empty())
- AddTexture( mat, pParser, effect, effect.mTexReflective, aiTextureType_REFLECTION);
- }
+ 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;
+ newMats.reserve(pParser.mMaterialLibrary.size());
- // 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.
+ for( ColladaParser::MaterialLibrary::const_iterator matIt = pParser.mMaterialLibrary.begin(); matIt != pParser.mMaterialLibrary.end(); ++matIt)
+ {
+ const Collada::Material& material = matIt->second;
+ // a material is only a reference to an effect
+ ColladaParser::EffectLibrary::iterator effIt = pParser.mEffectLibrary.find( material.mEffect);
+ if( effIt == pParser.mEffectLibrary.end())
+ continue;
+ Collada::Effect& effect = effIt->second;
+
+ // create material
+ aiMaterial* mat = new aiMaterial;
+ aiString name( material.mName.empty() ? matIt->first : material.mName );
+ mat->AddProperty(&name,AI_MATKEY_NAME);
+
+ // store the material
+ mMaterialIndexByName[matIt->first] = newMats.size();
+ newMats.push_back( std::pair<Collada::Effect*, aiMaterial*>( &effect,mat) );
+ }
+ // ScenePreprocessor generates a default material automatically if none is there.
+ // All further code here in this loader works well without a valid material so
+ // we can safely let it to ScenePreprocessor.
#if 0
- if( newMats.size() == 0)
- {
- aiMaterial* mat = new aiMaterial;
- aiString name( AI_DEFAULT_MATERIAL_NAME );
- mat->AddProperty( &name, AI_MATKEY_NAME);
-
- const int shadeMode = aiShadingMode_Phong;
- mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
- aiColor4D colAmbient( 0.2f, 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);
- }
+ 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)
+ 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;
- }
+ // 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));
- }
+ // find the image referred by this name in the image library of the scene
+ ColladaParser::ImageLibrary::const_iterator imIt = pParser.mImageLibrary.find( name);
+ if( imIt == pParser.mImageLibrary.end())
+ {
+ throw DeadlyImportError( format() <<
+ "Collada: Unable to resolve effect texture entry \"" << pName << "\", ended up at ID \"" << name << "\"." );
+ }
- aiString result;
+ 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");
- }
+ // 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();
+ 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);
+ // 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);
+ // 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());
+ // 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;
+ // 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';
- }
+ // 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...
+ // 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] == ':' )
{
@@ -1727,46 +1769,46 @@ void ColladaLoader::ConvertPath (aiString& ss)
// 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];
+ // 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];
+ 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);
+ poNodes.push_back( pNode);
- for( size_t a = 0; a < pNode->mNumChildren; ++a)
- CollectNodes( pNode->mChildren[a], poNodes);
+ 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;
+ 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;
- }
+ 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;
+ return NULL;
}
// ------------------------------------------------------------------------------------------------
@@ -1788,22 +1830,22 @@ const Collada::Node* ColladaLoader::FindNodeBySID( const Collada::Node* pNode, c
// ------------------------------------------------------------------------------------------------
// Finds a proper name for a node derived from the collada-node's properties
-std::string ColladaLoader::FindNameForNode( const Collada::Node* pNode) const
+std::string ColladaLoader::FindNameForNode( const Collada::Node* pNode)
{
- // now setup the name of the node. We take the name if not empty, otherwise the collada ID
- // FIX: Workaround for XSI calling the instanced visual scene 'untitled' by default.
- if (!pNode->mName.empty() && pNode->mName != "untitled")
- return pNode->mName;
- else if (!pNode->mID.empty())
- return pNode->mID;
- else if (!pNode->mSID.empty())
+ // 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());
- }
+ {
+ // No need to worry. Unnamed nodes are no problem at all, except
+ // if cameras or lights need to be assigned to them.
+ return format() << "$ColladaAutoName$_" << mNodeNameCounter++;
+ }
}
#endif // !! ASSIMP_BUILD_NO_DAE_IMPORTER