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@@ -178,23 +178,9 @@ aiNode* ColladaLoader::BuildHierarchy( const ColladaParser& pParser, const Colla
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// create a node for it
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aiNode* node = new aiNode();
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- // now setup the name of the node. We take the name if not empty, otherwise the collada ID
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- // FIX: Workaround for XSI calling the instanced visual scene 'untitled' by default.
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- if (!pNode->mName.empty() && pNode->mName != "untitled")
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- node->mName.Set(pNode->mName);
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- else if (!pNode->mID.empty())
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- node->mName.Set(pNode->mID);
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- else
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- {
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- // No need to worry. Unnamed nodes are no problem at all, except
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- // if cameras or lights need to be assigned to them.
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- if (!pNode->mLights.empty() || !pNode->mCameras.empty()) {
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-
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- ::strcpy(node->mName.data,"$ColladaAutoName$_");
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- node->mName.length = 17 + ASSIMP_itoa10(node->mName.data+18,MAXLEN-18,(uint32_t)clock());
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- }
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- }
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-
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+ // find a name for the new node. It's more complicated than you might think
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+ node->mName.Set( FindNameForNode( pNode));
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+
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// calculate the transformation matrix for it
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node->mTransformation = pParser.CalculateResultTransform( pNode->mTransforms);
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@@ -690,7 +676,21 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
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bone->mWeights = new aiVertexWeight[bone->mNumWeights];
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std::copy( dstBones[a].begin(), dstBones[a].end(), bone->mWeights);
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- // and insert bone
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+ // HACK: (thom) Some exporters address the bone nodes by SID, others address them by ID or even name.
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+ // Therefore I added a little name replacement here: I search for the bone's node by either name, ID or SID,
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+ // and replace the bone's name by the node's name so that the user can use the standard
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+ // find-by-name method to associate nodes with bones.
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+ const Collada::Node* bnode = FindNode( pParser.mRootNode, bone->mName.data);
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+ if( !bnode)
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+ bnode = FindNodeBySID( pParser.mRootNode, bone->mName.data);
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+
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+ // assign the name that we would have assigned for the source node
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+ if( bnode)
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+ bone->mName.Set( FindNameForNode( bnode));
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+ else
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+ DefaultLogger::get()->warn( boost::str( boost::format( "ColladaLoader::CreateMesh(): could not find corresponding node for joint \"%s\".") % bone->mName.data));
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+
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+ // and insert bone
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dstMesh->mBones[boneCount++] = bone;
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}
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}
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@@ -1351,7 +1351,7 @@ void ColladaLoader::CollectNodes( const aiNode* pNode, std::vector<const aiNode*
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// ------------------------------------------------------------------------------------------------
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// Finds a node in the collada scene by the given name
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-const Collada::Node* ColladaLoader::FindNode( const Collada::Node* pNode, const std::string& pName)
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+const Collada::Node* ColladaLoader::FindNode( const Collada::Node* pNode, const std::string& pName) const
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{
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if( pNode->mName == pName || pNode->mID == pName)
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return pNode;
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@@ -1366,4 +1366,41 @@ const Collada::Node* ColladaLoader::FindNode( const Collada::Node* pNode, const
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return NULL;
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}
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+// ------------------------------------------------------------------------------------------------
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+// Finds a node in the collada scene by the given SID
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+const Collada::Node* ColladaLoader::FindNodeBySID( const Collada::Node* pNode, const std::string& pSID) const
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+{
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+ if( pNode->mSID == pSID)
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+ return pNode;
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+
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+ for( size_t a = 0; a < pNode->mChildren.size(); ++a)
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+ {
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+ const Collada::Node* node = FindNodeBySID( pNode->mChildren[a], pSID);
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+ if( node)
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+ return node;
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+ }
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+
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+ return NULL;
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+}
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+
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+// ------------------------------------------------------------------------------------------------
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+// Finds a proper name for a node derived from the collada-node's properties
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+std::string ColladaLoader::FindNameForNode( const Collada::Node* pNode) const
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+{
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+ // now setup the name of the node. We take the name if not empty, otherwise the collada ID
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+ // FIX: Workaround for XSI calling the instanced visual scene 'untitled' by default.
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+ if (!pNode->mName.empty() && pNode->mName != "untitled")
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+ return pNode->mName;
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+ else if (!pNode->mID.empty())
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+ return pNode->mID;
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+ else if (!pNode->mSID.empty())
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+ return pNode->mSID;
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+ else
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+ {
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+ // No need to worry. Unnamed nodes are no problem at all, except
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+ // if cameras or lights need to be assigned to them.
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+ return boost::str( boost::format( "$ColladaAutoName$_%d") % clock());
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+ }
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+}
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+
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#endif // !! ASSIMP_BUILD_NO_DAE_IMPORTER
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