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Merge pull request #3188 from RichardTea/bug-3177-dae-geo-id

Collada: Ensure export uses unique Mesh Ids
Kim Kulling 5 年之前
父节点
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c32f587a89

+ 284 - 178
code/AssetLib/Collada/ColladaExporter.cpp

@@ -44,8 +44,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #ifndef ASSIMP_BUILD_NO_COLLADA_EXPORTER
 
 #include "ColladaExporter.h"
+
 #include <assimp/Bitmap.h>
+#include <assimp/ColladaMetaData.h>
 #include <assimp/DefaultIOSystem.h>
+#include <assimp/Exceptional.h>
 #include <assimp/MathFunctions.h>
 #include <assimp/SceneCombiner.h>
 #include <assimp/StringUtils.h>
@@ -56,15 +59,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include <assimp/Exporter.hpp>
 #include <assimp/IOSystem.hpp>
 
-#include <assimp/Exceptional.h>
-
 #include <ctime>
-#include <iostream>
 #include <memory>
-#include <set>
-#include <vector>
-
-using namespace Assimp;
 
 namespace Assimp {
 
@@ -91,8 +87,6 @@ void ExportSceneCollada(const char *pFile, IOSystem *pIOSystem, const aiScene *p
     outfile->Write(iDoTheExportThing.mOutput.str().c_str(), static_cast<size_t>(iDoTheExportThing.mOutput.tellp()), 1);
 }
 
-} // end of namespace Assimp
-
 // ------------------------------------------------------------------------------------------------
 // Encodes a string into a valid XML ID using the xsd:ID schema qualifications.
 static const std::string XMLIDEncode(const std::string &name) {
@@ -115,7 +109,7 @@ static const std::string XMLIDEncode(const std::string &name) {
         if (strchr(XML_ID_CHARS, *it) != nullptr) {
             idEncoded << *it;
         } else {
-            // Select placeholder character based on invalid character to prevent name collisions
+            // Select placeholder character based on invalid character to reduce ID collisions
             idEncoded << XML_ID_CHARS[(*it) % XML_ID_CHARS_COUNT];
         }
     }
@@ -126,7 +120,9 @@ static const std::string XMLIDEncode(const std::string &name) {
 // ------------------------------------------------------------------------------------------------
 // Constructor for a specific scene to export
 ColladaExporter::ColladaExporter(const aiScene *pScene, IOSystem *pIOSystem, const std::string &path, const std::string &file) :
-        mIOSystem(pIOSystem), mPath(path), mFile(file) {
+        mIOSystem(pIOSystem),
+        mPath(path),
+        mFile(file) {
     // make sure that all formatting happens using the standard, C locale and not the user's current locale
     mOutput.imbue(std::locale("C"));
     mOutput.precision(ASSIMP_AI_REAL_TEXT_PRECISION);
@@ -161,6 +157,9 @@ void ColladaExporter::WriteFile() {
     WriteTextures();
     WriteHeader();
 
+    // Add node names to the unique id database first so they are most likely to use their names as unique ids
+    CreateNodeIds(mScene->mRootNode);
+
     WriteCamerasLibrary();
     WriteLightsLibrary();
     WriteMaterials();
@@ -175,7 +174,7 @@ void ColladaExporter::WriteFile() {
     // useless Collada fu at the end, just in case we haven't had enough indirections, yet.
     mOutput << startstr << "<scene>" << endstr;
     PushTag();
-    mOutput << startstr << "<instance_visual_scene url=\"#" + XMLIDEncode(mScene->mRootNode->mName.C_Str()) + "\" />" << endstr;
+    mOutput << startstr << "<instance_visual_scene url=\"#" + GetNodeUniqueId(mScene->mRootNode) + "\" />" << endstr;
     PopTag();
     mOutput << startstr << "</scene>" << endstr;
     PopTag();
@@ -201,7 +200,7 @@ void ColladaExporter::WriteHeader() {
 
     static const unsigned int date_nb_chars = 20;
     char date_str[date_nb_chars];
-    std::time_t date = std::time(NULL);
+    std::time_t date = std::time(nullptr);
     std::strftime(date_str, date_nb_chars, "%Y-%m-%dT%H:%M:%S", std::localtime(&date));
 
     aiVector3D scaling;
@@ -352,7 +351,7 @@ void ColladaExporter::WriteTextures() {
             std::string name = mFile + "_texture_" + (i < 1000 ? "0" : "") + (i < 100 ? "0" : "") + (i < 10 ? "0" : "") + str + "." + ((const char *)texture->achFormatHint);
 
             std::unique_ptr<IOStream> outfile(mIOSystem->Open(mPath + mIOSystem->getOsSeparator() + name, "wb"));
-            if (outfile == NULL) {
+            if (outfile == nullptr) {
                 throw DeadlyExportError("could not open output texture file: " + mPath + name);
             }
 
@@ -388,10 +387,10 @@ void ColladaExporter::WriteCamerasLibrary() {
 void ColladaExporter::WriteCamera(size_t pIndex) {
 
     const aiCamera *cam = mScene->mCameras[pIndex];
-    const std::string cameraName = XMLEscape(cam->mName.C_Str());
-    const std::string cameraId = XMLIDEncode(cam->mName.C_Str());
+    const std::string cameraId = GetObjectUniqueId(AiObjectType::Camera, pIndex);
+    const std::string cameraName = GetObjectName(AiObjectType::Camera, pIndex);
 
-    mOutput << startstr << "<camera id=\"" << cameraId << "-camera\" name=\"" << cameraName << "\" >" << endstr;
+    mOutput << startstr << "<camera id=\"" << cameraId << "\" name=\"" << cameraName << "\" >" << endstr;
     PushTag();
     mOutput << startstr << "<optics>" << endstr;
     PushTag();
@@ -441,10 +440,10 @@ void ColladaExporter::WriteLightsLibrary() {
 void ColladaExporter::WriteLight(size_t pIndex) {
 
     const aiLight *light = mScene->mLights[pIndex];
-    const std::string lightName = XMLEscape(light->mName.C_Str());
-    const std::string lightId = XMLIDEncode(light->mName.C_Str());
+    const std::string lightId = GetObjectUniqueId(AiObjectType::Light, pIndex);
+    const std::string lightName = GetObjectName(AiObjectType::Light, pIndex);
 
-    mOutput << startstr << "<light id=\"" << lightId << "-light\" name=\""
+    mOutput << startstr << "<light id=\"" << lightId << "\" name=\""
             << lightName << "\" >" << endstr;
     PushTag();
     mOutput << startstr << "<technique_common>" << endstr;
@@ -561,12 +560,11 @@ void ColladaExporter::WriteAmbienttLight(const aiLight *const light) {
 
 // ------------------------------------------------------------------------------------------------
 // Reads a single surface entry from the given material keys
-void ColladaExporter::ReadMaterialSurface(Surface &poSurface, const aiMaterial *pSrcMat,
-        aiTextureType pTexture, const char *pKey, size_t pType, size_t pIndex) {
-    if (pSrcMat->GetTextureCount(pTexture) > 0) {
+bool ColladaExporter::ReadMaterialSurface(Surface &poSurface, const aiMaterial &pSrcMat, aiTextureType pTexture, const char *pKey, size_t pType, size_t pIndex) {
+    if (pSrcMat.GetTextureCount(pTexture) > 0) {
         aiString texfile;
         unsigned int uvChannel = 0;
-        pSrcMat->GetTexture(pTexture, 0, &texfile, NULL, &uvChannel);
+        pSrcMat.GetTexture(pTexture, 0, &texfile, nullptr, &uvChannel);
 
         std::string index_str(texfile.C_Str());
 
@@ -596,8 +594,9 @@ void ColladaExporter::ReadMaterialSurface(Surface &poSurface, const aiMaterial *
         poSurface.exist = true;
     } else {
         if (pKey)
-            poSurface.exist = pSrcMat->Get(pKey, static_cast<unsigned int>(pType), static_cast<unsigned int>(pIndex), poSurface.color) == aiReturn_SUCCESS;
+            poSurface.exist = pSrcMat.Get(pKey, static_cast<unsigned int>(pType), static_cast<unsigned int>(pIndex), poSurface.color) == aiReturn_SUCCESS;
     }
+    return poSurface.exist;
 }
 
 // ------------------------------------------------------------------------------------------------
@@ -608,9 +607,9 @@ static bool isalnum_C(char c) {
 
 // ------------------------------------------------------------------------------------------------
 // Writes an image entry for the given surface
-void ColladaExporter::WriteImageEntry(const Surface &pSurface, const std::string &pNameAdd) {
+void ColladaExporter::WriteImageEntry(const Surface &pSurface, const std::string &imageId) {
     if (!pSurface.texture.empty()) {
-        mOutput << startstr << "<image id=\"" << XMLIDEncode(pNameAdd) << "\">" << endstr;
+        mOutput << startstr << "<image id=\"" << imageId << "\">" << endstr;
         PushTag();
         mOutput << startstr << "<init_from>";
 
@@ -631,14 +630,14 @@ void ColladaExporter::WriteImageEntry(const Surface &pSurface, const std::string
 
 // ------------------------------------------------------------------------------------------------
 // Writes a color-or-texture entry into an effect definition
-void ColladaExporter::WriteTextureColorEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &pImageName) {
+void ColladaExporter::WriteTextureColorEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &imageId) {
     if (pSurface.exist) {
         mOutput << startstr << "<" << pTypeName << ">" << endstr;
         PushTag();
         if (pSurface.texture.empty()) {
             mOutput << startstr << "<color sid=\"" << pTypeName << "\">" << pSurface.color.r << "   " << pSurface.color.g << "   " << pSurface.color.b << "   " << pSurface.color.a << "</color>" << endstr;
         } else {
-            mOutput << startstr << "<texture texture=\"" << XMLIDEncode(pImageName) << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
+            mOutput << startstr << "<texture texture=\"" << imageId << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
         }
         PopTag();
         mOutput << startstr << "</" << pTypeName << ">" << endstr;
@@ -647,24 +646,24 @@ void ColladaExporter::WriteTextureColorEntry(const Surface &pSurface, const std:
 
 // ------------------------------------------------------------------------------------------------
 // Writes the two parameters necessary for referencing a texture in an effect entry
-void ColladaExporter::WriteTextureParamEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &pMatName) {
+void ColladaExporter::WriteTextureParamEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &materialId) {
     // if surface is a texture, write out the sampler and the surface parameters necessary to reference the texture
     if (!pSurface.texture.empty()) {
-        mOutput << startstr << "<newparam sid=\"" << XMLIDEncode(pMatName) << "-" << pTypeName << "-surface\">" << endstr;
+        mOutput << startstr << "<newparam sid=\"" << materialId << "-" << pTypeName << "-surface\">" << endstr;
         PushTag();
         mOutput << startstr << "<surface type=\"2D\">" << endstr;
         PushTag();
-        mOutput << startstr << "<init_from>" << XMLIDEncode(pMatName) << "-" << pTypeName << "-image</init_from>" << endstr;
+        mOutput << startstr << "<init_from>" << materialId << "-" << pTypeName << "-image</init_from>" << endstr;
         PopTag();
         mOutput << startstr << "</surface>" << endstr;
         PopTag();
         mOutput << startstr << "</newparam>" << endstr;
 
-        mOutput << startstr << "<newparam sid=\"" << XMLIDEncode(pMatName) << "-" << pTypeName << "-sampler\">" << endstr;
+        mOutput << startstr << "<newparam sid=\"" << materialId << "-" << pTypeName << "-sampler\">" << endstr;
         PushTag();
         mOutput << startstr << "<sampler2D>" << endstr;
         PushTag();
-        mOutput << startstr << "<source>" << XMLIDEncode(pMatName) << "-" << pTypeName << "-surface</source>" << endstr;
+        mOutput << startstr << "<source>" << materialId << "-" << pTypeName << "-surface</source>" << endstr;
         PopTag();
         mOutput << startstr << "</sampler2D>" << endstr;
         PopTag();
@@ -687,80 +686,63 @@ void ColladaExporter::WriteFloatEntry(const Property &pProperty, const std::stri
 // ------------------------------------------------------------------------------------------------
 // Writes the material setup
 void ColladaExporter::WriteMaterials() {
+    std::vector<Material> materials;
     materials.resize(mScene->mNumMaterials);
 
     /// collect all materials from the scene
     size_t numTextures = 0;
     for (size_t a = 0; a < mScene->mNumMaterials; ++a) {
-        const aiMaterial *mat = mScene->mMaterials[a];
-
-        aiString name;
-        if (mat->Get(AI_MATKEY_NAME, name) != aiReturn_SUCCESS) {
-            name = "mat";
-            materials[a].name = std::string("m") + to_string(a) + name.C_Str();
-        } else {
-            // try to use the material's name if no other material has already taken it, else append #
-            std::string testName = name.C_Str();
-            size_t materialCountWithThisName = 0;
-            for (size_t i = 0; i < a; i++) {
-                if (materials[i].name == testName) {
-                    materialCountWithThisName++;
-                }
-            }
-            if (materialCountWithThisName == 0) {
-                materials[a].name = name.C_Str();
-            } else {
-                materials[a].name = std::string(name.C_Str()) + to_string(materialCountWithThisName);
-            }
-        }
+        Material &material = materials[a];
+        material.id = GetObjectUniqueId(AiObjectType::Material, a);
+        material.name = GetObjectName(AiObjectType::Material, a);
 
+        const aiMaterial &mat = *(mScene->mMaterials[a]);
         aiShadingMode shading = aiShadingMode_Flat;
-        materials[a].shading_model = "phong";
-        if (mat->Get(AI_MATKEY_SHADING_MODEL, shading) == aiReturn_SUCCESS) {
+        material.shading_model = "phong";
+        if (mat.Get(AI_MATKEY_SHADING_MODEL, shading) == aiReturn_SUCCESS) {
             if (shading == aiShadingMode_Phong) {
-                materials[a].shading_model = "phong";
+                material.shading_model = "phong";
             } else if (shading == aiShadingMode_Blinn) {
-                materials[a].shading_model = "blinn";
+                material.shading_model = "blinn";
             } else if (shading == aiShadingMode_NoShading) {
-                materials[a].shading_model = "constant";
+                material.shading_model = "constant";
             } else if (shading == aiShadingMode_Gouraud) {
-                materials[a].shading_model = "lambert";
+                material.shading_model = "lambert";
             }
         }
 
-        ReadMaterialSurface(materials[a].ambient, mat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT);
-        if (!materials[a].ambient.texture.empty()) numTextures++;
-        ReadMaterialSurface(materials[a].diffuse, mat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE);
-        if (!materials[a].diffuse.texture.empty()) numTextures++;
-        ReadMaterialSurface(materials[a].specular, mat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR);
-        if (!materials[a].specular.texture.empty()) numTextures++;
-        ReadMaterialSurface(materials[a].emissive, mat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE);
-        if (!materials[a].emissive.texture.empty()) numTextures++;
-        ReadMaterialSurface(materials[a].reflective, mat, aiTextureType_REFLECTION, AI_MATKEY_COLOR_REFLECTIVE);
-        if (!materials[a].reflective.texture.empty()) numTextures++;
-        ReadMaterialSurface(materials[a].transparent, mat, aiTextureType_OPACITY, AI_MATKEY_COLOR_TRANSPARENT);
-        if (!materials[a].transparent.texture.empty()) numTextures++;
-        ReadMaterialSurface(materials[a].normal, mat, aiTextureType_NORMALS, NULL, 0, 0);
-        if (!materials[a].normal.texture.empty()) numTextures++;
-
-        materials[a].shininess.exist = mat->Get(AI_MATKEY_SHININESS, materials[a].shininess.value) == aiReturn_SUCCESS;
-        materials[a].transparency.exist = mat->Get(AI_MATKEY_OPACITY, materials[a].transparency.value) == aiReturn_SUCCESS;
-        materials[a].index_refraction.exist = mat->Get(AI_MATKEY_REFRACTI, materials[a].index_refraction.value) == aiReturn_SUCCESS;
+        if (ReadMaterialSurface(material.ambient, mat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT))
+            ++numTextures;
+        if (ReadMaterialSurface(material.diffuse, mat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE))
+            ++numTextures;
+        if (ReadMaterialSurface(material.specular, mat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR))
+            ++numTextures;
+        if (ReadMaterialSurface(material.emissive, mat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE))
+            ++numTextures;
+        if (ReadMaterialSurface(material.reflective, mat, aiTextureType_REFLECTION, AI_MATKEY_COLOR_REFLECTIVE))
+            ++numTextures;
+        if (ReadMaterialSurface(material.transparent, mat, aiTextureType_OPACITY, AI_MATKEY_COLOR_TRANSPARENT))
+            ++numTextures;
+        if (ReadMaterialSurface(material.normal, mat, aiTextureType_NORMALS, nullptr, 0, 0))
+            ++numTextures;
+
+        material.shininess.exist = mat.Get(AI_MATKEY_SHININESS, material.shininess.value) == aiReturn_SUCCESS;
+        material.transparency.exist = mat.Get(AI_MATKEY_OPACITY, material.transparency.value) == aiReturn_SUCCESS;
+        material.index_refraction.exist = mat.Get(AI_MATKEY_REFRACTI, material.index_refraction.value) == aiReturn_SUCCESS;
     }
 
     // output textures if present
     if (numTextures > 0) {
         mOutput << startstr << "<library_images>" << endstr;
         PushTag();
-        for (std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it) {
-            const Material &mat = *it;
-            WriteImageEntry(mat.ambient, mat.name + "-ambient-image");
-            WriteImageEntry(mat.diffuse, mat.name + "-diffuse-image");
-            WriteImageEntry(mat.specular, mat.name + "-specular-image");
-            WriteImageEntry(mat.emissive, mat.name + "-emission-image");
-            WriteImageEntry(mat.reflective, mat.name + "-reflective-image");
-            WriteImageEntry(mat.transparent, mat.name + "-transparent-image");
-            WriteImageEntry(mat.normal, mat.name + "-normal-image");
+        for (const Material &mat : materials) {
+            WriteImageEntry(mat.ambient, mat.id + "-ambient-image");
+            WriteImageEntry(mat.diffuse, mat.id + "-diffuse-image");
+            WriteImageEntry(mat.specular, mat.id + "-specular-image");
+            WriteImageEntry(mat.emissive, mat.id + "-emission-image");
+            WriteImageEntry(mat.reflective, mat.id + "-reflective-image");
+            WriteImageEntry(mat.transparent, mat.id + "-transparent-image");
+            WriteImageEntry(mat.normal, mat.id + "-normal-image");
         }
         PopTag();
         mOutput << startstr << "</library_images>" << endstr;
@@ -770,40 +752,39 @@ void ColladaExporter::WriteMaterials() {
     if (!materials.empty()) {
         mOutput << startstr << "<library_effects>" << endstr;
         PushTag();
-        for (std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it) {
-            const Material &mat = *it;
+        for (const Material &mat : materials) {
             // this is so ridiculous it must be right
-            mOutput << startstr << "<effect id=\"" << XMLIDEncode(mat.name) << "-fx\" name=\"" << XMLEscape(mat.name) << "\">" << endstr;
+            mOutput << startstr << "<effect id=\"" << mat.id << "-fx\" name=\"" << mat.name << "\">" << endstr;
             PushTag();
             mOutput << startstr << "<profile_COMMON>" << endstr;
             PushTag();
 
             // write sampler- and surface params for the texture entries
-            WriteTextureParamEntry(mat.emissive, "emission", mat.name);
-            WriteTextureParamEntry(mat.ambient, "ambient", mat.name);
-            WriteTextureParamEntry(mat.diffuse, "diffuse", mat.name);
-            WriteTextureParamEntry(mat.specular, "specular", mat.name);
-            WriteTextureParamEntry(mat.reflective, "reflective", mat.name);
-            WriteTextureParamEntry(mat.transparent, "transparent", mat.name);
-            WriteTextureParamEntry(mat.normal, "normal", mat.name);
+            WriteTextureParamEntry(mat.emissive, "emission", mat.id);
+            WriteTextureParamEntry(mat.ambient, "ambient", mat.id);
+            WriteTextureParamEntry(mat.diffuse, "diffuse", mat.id);
+            WriteTextureParamEntry(mat.specular, "specular", mat.id);
+            WriteTextureParamEntry(mat.reflective, "reflective", mat.id);
+            WriteTextureParamEntry(mat.transparent, "transparent", mat.id);
+            WriteTextureParamEntry(mat.normal, "normal", mat.id);
 
             mOutput << startstr << "<technique sid=\"standard\">" << endstr;
             PushTag();
             mOutput << startstr << "<" << mat.shading_model << ">" << endstr;
             PushTag();
 
-            WriteTextureColorEntry(mat.emissive, "emission", mat.name + "-emission-sampler");
-            WriteTextureColorEntry(mat.ambient, "ambient", mat.name + "-ambient-sampler");
-            WriteTextureColorEntry(mat.diffuse, "diffuse", mat.name + "-diffuse-sampler");
-            WriteTextureColorEntry(mat.specular, "specular", mat.name + "-specular-sampler");
+            WriteTextureColorEntry(mat.emissive, "emission", mat.id + "-emission-sampler");
+            WriteTextureColorEntry(mat.ambient, "ambient", mat.id + "-ambient-sampler");
+            WriteTextureColorEntry(mat.diffuse, "diffuse", mat.id + "-diffuse-sampler");
+            WriteTextureColorEntry(mat.specular, "specular", mat.id + "-specular-sampler");
             WriteFloatEntry(mat.shininess, "shininess");
-            WriteTextureColorEntry(mat.reflective, "reflective", mat.name + "-reflective-sampler");
-            WriteTextureColorEntry(mat.transparent, "transparent", mat.name + "-transparent-sampler");
+            WriteTextureColorEntry(mat.reflective, "reflective", mat.id + "-reflective-sampler");
+            WriteTextureColorEntry(mat.transparent, "transparent", mat.id + "-transparent-sampler");
             WriteFloatEntry(mat.transparency, "transparency");
             WriteFloatEntry(mat.index_refraction, "index_of_refraction");
 
             if (!mat.normal.texture.empty()) {
-                WriteTextureColorEntry(mat.normal, "bump", mat.name + "-normal-sampler");
+                WriteTextureColorEntry(mat.normal, "bump", mat.id + "-normal-sampler");
             }
 
             PopTag();
@@ -823,9 +804,9 @@ void ColladaExporter::WriteMaterials() {
         PushTag();
         for (std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it) {
             const Material &mat = *it;
-            mOutput << startstr << "<material id=\"" << XMLIDEncode(mat.name) << "\" name=\"" << XMLEscape(mat.name) << "\">" << endstr;
+            mOutput << startstr << "<material id=\"" << mat.id << "\" name=\"" << mat.name << "\">" << endstr;
             PushTag();
-            mOutput << startstr << "<instance_effect url=\"#" << XMLIDEncode(mat.name) << "-fx\"/>" << endstr;
+            mOutput << startstr << "<instance_effect url=\"#" << mat.id << "-fx\"/>" << endstr;
             PopTag();
             mOutput << startstr << "</material>" << endstr;
         }
@@ -852,20 +833,18 @@ void ColladaExporter::WriteControllerLibrary() {
 // Writes a skin controller of the given mesh
 void ColladaExporter::WriteController(size_t pIndex) {
     const aiMesh *mesh = mScene->mMeshes[pIndex];
-    const std::string idstr = mesh->mName.length == 0 ? GetMeshId(pIndex) : mesh->mName.C_Str();
-    const std::string idstrEscaped = XMLIDEncode(idstr);
-
-    if (mesh->mNumFaces == 0 || mesh->mNumVertices == 0)
+    // Is there a skin controller?
+    if (mesh->mNumBones == 0 || mesh->mNumFaces == 0 || mesh->mNumVertices == 0)
         return;
 
-    if (mesh->mNumBones == 0)
-        return;
+    const std::string idstr = GetObjectUniqueId(AiObjectType::Mesh, pIndex);
+    const std::string namestr = GetObjectName(AiObjectType::Mesh, pIndex);
 
-    mOutput << startstr << "<controller id=\"" << idstrEscaped << "-skin\" ";
+    mOutput << startstr << "<controller id=\"" << idstr << "-skin\" ";
     mOutput << "name=\"skinCluster" << pIndex << "\">" << endstr;
     PushTag();
 
-    mOutput << startstr << "<skin source=\"#" << idstrEscaped << "\">" << endstr;
+    mOutput << startstr << "<skin source=\"#" << idstr << "\">" << endstr;
     PushTag();
 
     // bind pose matrix
@@ -882,20 +861,20 @@ void ColladaExporter::WriteController(size_t pIndex) {
     PopTag();
     mOutput << startstr << "</bind_shape_matrix>" << endstr;
 
-    mOutput << startstr << "<source id=\"" << idstrEscaped << "-skin-joints\" name=\"" << idstrEscaped << "-skin-joints\">" << endstr;
+    mOutput << startstr << "<source id=\"" << idstr << "-skin-joints\" name=\"" << namestr << "-skin-joints\">" << endstr;
     PushTag();
 
-    mOutput << startstr << "<Name_array id=\"" << idstrEscaped << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\">";
+    mOutput << startstr << "<Name_array id=\"" << idstr << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\">";
 
     for (size_t i = 0; i < mesh->mNumBones; ++i)
-        mOutput << XMLIDEncode(mesh->mBones[i]->mName.C_Str()) << " ";
+        mOutput << GetBoneUniqueId(mesh->mBones[i]) << ' ';
 
     mOutput << "</Name_array>" << endstr;
 
     mOutput << startstr << "<technique_common>" << endstr;
     PushTag();
 
-    mOutput << startstr << "<accessor source=\"#" << idstrEscaped << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\" stride=\"" << 1 << "\">" << endstr;
+    mOutput << startstr << "<accessor source=\"#" << idstr << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\" stride=\"" << 1 << "\">" << endstr;
     PushTag();
 
     mOutput << startstr << "<param name=\"JOINT\" type=\"Name\"></param>" << endstr;
@@ -932,8 +911,8 @@ void ColladaExporter::WriteController(size_t pIndex) {
     mOutput << startstr << "<joints>" << endstr;
     PushTag();
 
-    mOutput << startstr << "<input semantic=\"JOINT\" source=\"#" << idstrEscaped << "-skin-joints\"></input>" << endstr;
-    mOutput << startstr << "<input semantic=\"INV_BIND_MATRIX\" source=\"#" << idstrEscaped << "-skin-bind_poses\"></input>" << endstr;
+    mOutput << startstr << "<input semantic=\"JOINT\" source=\"#" << idstr << "-skin-joints\"></input>" << endstr;
+    mOutput << startstr << "<input semantic=\"INV_BIND_MATRIX\" source=\"#" << idstr << "-skin-bind_poses\"></input>" << endstr;
 
     PopTag();
     mOutput << startstr << "</joints>" << endstr;
@@ -941,8 +920,8 @@ void ColladaExporter::WriteController(size_t pIndex) {
     mOutput << startstr << "<vertex_weights count=\"" << mesh->mNumVertices << "\">" << endstr;
     PushTag();
 
-    mOutput << startstr << "<input semantic=\"JOINT\" source=\"#" << idstrEscaped << "-skin-joints\" offset=\"0\"></input>" << endstr;
-    mOutput << startstr << "<input semantic=\"WEIGHT\" source=\"#" << idstrEscaped << "-skin-weights\" offset=\"1\"></input>" << endstr;
+    mOutput << startstr << "<input semantic=\"JOINT\" source=\"#" << idstr << "-skin-joints\" offset=\"0\"></input>" << endstr;
+    mOutput << startstr << "<input semantic=\"WEIGHT\" source=\"#" << idstr << "-skin-weights\" offset=\"1\"></input>" << endstr;
 
     mOutput << startstr << "<vcount>";
 
@@ -1017,9 +996,8 @@ void ColladaExporter::WriteGeometryLibrary() {
 // Writes the given mesh
 void ColladaExporter::WriteGeometry(size_t pIndex) {
     const aiMesh *mesh = mScene->mMeshes[pIndex];
-    const std::string idstr = mesh->mName.length == 0 ? GetMeshId(pIndex) : mesh->mName.C_Str();
-    const std::string geometryName = XMLEscape(idstr);
-    const std::string geometryId = XMLIDEncode(idstr);
+    const std::string geometryId = GetObjectUniqueId(AiObjectType::Mesh, pIndex);
+    const std::string geometryName = GetObjectName(AiObjectType::Mesh, pIndex);
 
     if (mesh->mNumFaces == 0 || mesh->mNumVertices == 0)
         return;
@@ -1032,15 +1010,15 @@ void ColladaExporter::WriteGeometry(size_t pIndex) {
     PushTag();
 
     // Positions
-    WriteFloatArray(idstr + "-positions", FloatType_Vector, (ai_real *)mesh->mVertices, mesh->mNumVertices);
+    WriteFloatArray(geometryId + "-positions", FloatType_Vector, (ai_real *)mesh->mVertices, mesh->mNumVertices);
     // Normals, if any
     if (mesh->HasNormals())
-        WriteFloatArray(idstr + "-normals", FloatType_Vector, (ai_real *)mesh->mNormals, mesh->mNumVertices);
+        WriteFloatArray(geometryId + "-normals", FloatType_Vector, (ai_real *)mesh->mNormals, mesh->mNumVertices);
 
     // texture coords
     for (size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
         if (mesh->HasTextureCoords(static_cast<unsigned int>(a))) {
-            WriteFloatArray(idstr + "-tex" + to_string(a), mesh->mNumUVComponents[a] == 3 ? FloatType_TexCoord3 : FloatType_TexCoord2,
+            WriteFloatArray(geometryId + "-tex" + to_string(a), mesh->mNumUVComponents[a] == 3 ? FloatType_TexCoord3 : FloatType_TexCoord2,
                     (ai_real *)mesh->mTextureCoords[a], mesh->mNumVertices);
         }
     }
@@ -1048,7 +1026,7 @@ void ColladaExporter::WriteGeometry(size_t pIndex) {
     // vertex colors
     for (size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
         if (mesh->HasVertexColors(static_cast<unsigned int>(a)))
-            WriteFloatArray(idstr + "-color" + to_string(a), FloatType_Color, (ai_real *)mesh->mColors[a], mesh->mNumVertices);
+            WriteFloatArray(geometryId + "-color" + to_string(a), FloatType_Color, (ai_real *)mesh->mColors[a], mesh->mNumVertices);
     }
 
     // assemble vertex structure
@@ -1248,8 +1226,8 @@ void ColladaExporter::WriteFloatArray(const std::string &pIdString, FloatDataTyp
 // ------------------------------------------------------------------------------------------------
 // Writes the scene library
 void ColladaExporter::WriteSceneLibrary() {
-    const std::string sceneName = XMLEscape(mScene->mRootNode->mName.C_Str());
-    const std::string sceneId = XMLIDEncode(mScene->mRootNode->mName.C_Str());
+    const std::string sceneId = GetNodeUniqueId(mScene->mRootNode);
+    const std::string sceneName = GetNodeName(mScene->mRootNode);
 
     mOutput << startstr << "<library_visual_scenes>" << endstr;
     PushTag();
@@ -1258,7 +1236,7 @@ void ColladaExporter::WriteSceneLibrary() {
 
     // start recursive write at the root node
     for (size_t a = 0; a < mScene->mRootNode->mNumChildren; ++a)
-        WriteNode(mScene, mScene->mRootNode->mChildren[a]);
+        WriteNode(mScene->mRootNode->mChildren[a]);
 
     PopTag();
     mOutput << startstr << "</visual_scene>" << endstr;
@@ -1272,20 +1250,10 @@ void ColladaExporter::WriteAnimationLibrary(size_t pIndex) {
     if (anim->mNumChannels == 0 && anim->mNumMeshChannels == 0 && anim->mNumMorphMeshChannels == 0)
         return;
 
-    const std::string animation_name_escaped = XMLEscape(anim->mName.C_Str());
-    std::string idstr = anim->mName.C_Str();
-    std::string ending = std::string("AnimId") + to_string(pIndex);
-    if (idstr.length() >= ending.length()) {
-        if (0 != idstr.compare(idstr.length() - ending.length(), ending.length(), ending)) {
-            idstr = idstr + ending;
-        }
-    } else {
-        idstr = idstr + ending;
-    }
-
-    const std::string idstrEscaped = XMLIDEncode(idstr);
+    const std::string animationNameEscaped = GetObjectName(AiObjectType::Animation, pIndex);
+    const std::string idstrEscaped = GetObjectUniqueId(AiObjectType::Animation, pIndex);
 
-    mOutput << startstr << "<animation id=\"" + idstrEscaped + "\" name=\"" + animation_name_escaped + "\">" << endstr;
+    mOutput << startstr << "<animation id=\"" + idstrEscaped + "\" name=\"" + animationNameEscaped + "\">" << endstr;
     PushTag();
 
     std::string cur_node_idstr;
@@ -1435,20 +1403,21 @@ void ColladaExporter::WriteAnimationsLibrary() {
 }
 // ------------------------------------------------------------------------------------------------
 // Helper to find a bone by name in the scene
-aiBone *findBone(const aiScene *scene, const char *name) {
+aiBone *findBone(const aiScene *scene, const aiString &name) {
     for (size_t m = 0; m < scene->mNumMeshes; m++) {
         aiMesh *mesh = scene->mMeshes[m];
         for (size_t b = 0; b < mesh->mNumBones; b++) {
             aiBone *bone = mesh->mBones[b];
-            if (0 == strcmp(name, bone->mName.C_Str())) {
+            if (name == bone->mName) {
                 return bone;
             }
         }
     }
-    return NULL;
+    return nullptr;
 }
 
 // ------------------------------------------------------------------------------------------------
+// Helper to find the node associated with a bone in the scene
 const aiNode *findBoneNode(const aiNode *aNode, const aiBone *bone) {
     if (aNode && bone && aNode->mName == bone->mName) {
         return aNode;
@@ -1457,15 +1426,17 @@ const aiNode *findBoneNode(const aiNode *aNode, const aiBone *bone) {
     if (aNode && bone) {
         for (unsigned int i = 0; i < aNode->mNumChildren; ++i) {
             aiNode *aChild = aNode->mChildren[i];
-            const aiNode *foundFromChild = 0;
+            const aiNode *foundFromChild = nullptr;
             if (aChild) {
                 foundFromChild = findBoneNode(aChild, bone);
-                if (foundFromChild) return foundFromChild;
+                if (foundFromChild) {
+                    return foundFromChild;
+                }
             }
         }
     }
 
-    return NULL;
+    return nullptr;
 }
 
 const aiNode *findSkeletonRootNode(const aiScene *scene, const aiMesh *mesh) {
@@ -1476,7 +1447,7 @@ const aiNode *findSkeletonRootNode(const aiScene *scene, const aiMesh *mesh) {
 
             const aiNode *node = findBoneNode(scene->mRootNode, bone);
             if (node) {
-                while (node->mParent && findBone(scene, node->mParent->mName.C_Str()) != 0) {
+                while (node->mParent && findBone(scene, node->mParent->mName) != nullptr) {
                     node = node->mParent;
                 }
                 topParentBoneNodes.insert(node);
@@ -1496,45 +1467,39 @@ const aiNode *findSkeletonRootNode(const aiScene *scene, const aiMesh *mesh) {
         }
     }
 
-    return NULL;
+    return nullptr;
 }
 
 // ------------------------------------------------------------------------------------------------
 // Recursively writes the given node
-void ColladaExporter::WriteNode(const aiScene *pScene, aiNode *pNode) {
-    // the node must have a name
-    if (pNode->mName.length == 0) {
-        std::stringstream ss;
-        ss << "Node_" << pNode;
-        pNode->mName.Set(ss.str());
-    }
-
+void ColladaExporter::WriteNode(const aiNode *pNode) {
     // If the node is associated with a bone, it is a joint node (JOINT)
     // otherwise it is a normal node (NODE)
+    // Assimp-specific: nodes with no name cannot be associated with bones
     const char *node_type;
     bool is_joint, is_skeleton_root = false;
-    if (nullptr == findBone(pScene, pNode->mName.C_Str())) {
+    if (pNode->mName.length == 0 || nullptr == findBone(mScene, pNode->mName)) {
         node_type = "NODE";
         is_joint = false;
     } else {
         node_type = "JOINT";
         is_joint = true;
-        if (!pNode->mParent || nullptr == findBone(pScene, pNode->mParent->mName.C_Str())) {
+        if (!pNode->mParent || nullptr == findBone(mScene, pNode->mParent->mName)) {
             is_skeleton_root = true;
         }
     }
 
-    const std::string node_id = XMLIDEncode(pNode->mName.data);
-    const std::string node_name = XMLEscape(pNode->mName.data);
+    const std::string node_id = GetNodeUniqueId(pNode);
+    const std::string node_name = GetNodeName(pNode);
     mOutput << startstr << "<node ";
     if (is_skeleton_root) {
-        mOutput << "id=\"" << node_id << "\" " << (is_joint ? "sid=\"" + node_id + "\"" : ""); // For now, only support one skeleton in a scene.
+        mOutput << "id=\"" << node_id << "\" " << (is_joint ? "sid=\"" + node_id + "\" " : ""); // For now, only support one skeleton in a scene.
         mFoundSkeletonRootNodeID = node_id;
     } else {
-        mOutput << "id=\"" << node_id << "\" " << (is_joint ? "sid=\"" + node_id + "\"" : "");
+        mOutput << "id=\"" << node_id << "\" " << (is_joint ? "sid=\"" + node_id + "\" " : "");
     }
 
-    mOutput << " name=\"" << node_name
+    mOutput << "name=\"" << node_name
             << "\" type=\"" << node_type
             << "\">" << endstr;
     PushTag();
@@ -1573,14 +1538,14 @@ void ColladaExporter::WriteNode(const aiScene *pScene, aiNode *pNode) {
         //check if it is a camera node
         for (size_t i = 0; i < mScene->mNumCameras; i++) {
             if (mScene->mCameras[i]->mName == pNode->mName) {
-                mOutput << startstr << "<instance_camera url=\"#" << node_id << "-camera\"/>" << endstr;
+                mOutput << startstr << "<instance_camera url=\"#" << GetObjectUniqueId(AiObjectType::Camera, i) << "\"/>" << endstr;
                 break;
             }
         }
         //check if it is a light node
         for (size_t i = 0; i < mScene->mNumLights; i++) {
             if (mScene->mLights[i]->mName == pNode->mName) {
-                mOutput << startstr << "<instance_light url=\"#" << node_id << "-light\"/>" << endstr;
+                mOutput << startstr << "<instance_light url=\"#" << GetObjectUniqueId(AiObjectType::Light, i) << "\"/>" << endstr;
                 break;
             }
         }
@@ -1593,22 +1558,22 @@ void ColladaExporter::WriteNode(const aiScene *pScene, aiNode *pNode) {
             if (mesh->mNumFaces == 0 || mesh->mNumVertices == 0)
                 continue;
 
-            const std::string meshName = mesh->mName.length == 0 ? GetMeshId(pNode->mMeshes[a]) : mesh->mName.C_Str();
+            const std::string meshId = GetObjectUniqueId(AiObjectType::Mesh, pNode->mMeshes[a]);
 
             if (mesh->mNumBones == 0) {
-                mOutput << startstr << "<instance_geometry url=\"#" << XMLIDEncode(meshName) << "\">" << endstr;
+                mOutput << startstr << "<instance_geometry url=\"#" << meshId << "\">" << endstr;
                 PushTag();
             } else {
                 mOutput << startstr
-                        << "<instance_controller url=\"#" << XMLIDEncode(meshName) << "-skin\">"
+                        << "<instance_controller url=\"#" << meshId << "-skin\">"
                         << endstr;
                 PushTag();
 
                 // note! this mFoundSkeletonRootNodeID some how affects animation, it makes the mesh attaches to armature skeleton root node.
                 // use the first bone to find skeleton root
-                const aiNode *skeletonRootBoneNode = findSkeletonRootNode(pScene, mesh);
+                const aiNode *skeletonRootBoneNode = findSkeletonRootNode(mScene, mesh);
                 if (skeletonRootBoneNode) {
-                    mFoundSkeletonRootNodeID = XMLIDEncode(skeletonRootBoneNode->mName.C_Str());
+                    mFoundSkeletonRootNodeID = GetNodeUniqueId(skeletonRootBoneNode);
                 }
                 mOutput << startstr << "<skeleton>#" << mFoundSkeletonRootNodeID << "</skeleton>" << endstr;
             }
@@ -1616,7 +1581,7 @@ void ColladaExporter::WriteNode(const aiScene *pScene, aiNode *pNode) {
             PushTag();
             mOutput << startstr << "<technique_common>" << endstr;
             PushTag();
-            mOutput << startstr << "<instance_material symbol=\"defaultMaterial\" target=\"#" << XMLIDEncode(materials[mesh->mMaterialIndex].name) << "\">" << endstr;
+            mOutput << startstr << "<instance_material symbol=\"defaultMaterial\" target=\"#" << GetObjectUniqueId(AiObjectType::Material, mesh->mMaterialIndex) << "\">" << endstr;
             PushTag();
             for (size_t aa = 0; aa < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++aa) {
                 if (mesh->HasTextureCoords(static_cast<unsigned int>(aa)))
@@ -1641,11 +1606,152 @@ void ColladaExporter::WriteNode(const aiScene *pScene, aiNode *pNode) {
 
     // recurse into subnodes
     for (size_t a = 0; a < pNode->mNumChildren; ++a)
-        WriteNode(pScene, pNode->mChildren[a]);
+        WriteNode(pNode->mChildren[a]);
 
     PopTag();
     mOutput << startstr << "</node>" << endstr;
 }
 
+inline bool IsUniqueId(const std::unordered_set<std::string> &idSet, const std::string &idStr) {
+    return (idSet.find(idStr) == idSet.end());
+}
+
+inline std::string MakeUniqueId(const std::unordered_set<std::string> &idSet, const std::string &idPrefix, const std::string &postfix) {
+    std::string result(idPrefix + postfix);
+    if (!IsUniqueId(idSet, result)) {
+        // Select a number to append
+        size_t idnum = 1;
+        do {
+            result = idPrefix + '_' + to_string(idnum) + postfix;
+            ++idnum;
+        } while (!IsUniqueId(idSet, result));
+    }
+    return result;
+}
+
+void ColladaExporter::CreateNodeIds(const aiNode *node) {
+    GetNodeUniqueId(node);
+    for (size_t a = 0; a < node->mNumChildren; ++a)
+        CreateNodeIds(node->mChildren[a]);
+}
+
+std::string ColladaExporter::GetNodeUniqueId(const aiNode *node) {
+    // Use the pointer as the key. This is safe because the scene is immutable.
+    auto idIt = mNodeIdMap.find(node);
+    if (idIt != mNodeIdMap.cend())
+        return idIt->second;
+
+    // Prefer the requested Collada Id if extant
+    std::string idStr;
+    aiString origId;
+    if (node->mMetaData && node->mMetaData->Get(AI_METADATA_COLLADA_ID, origId)) {
+        idStr = origId.C_Str();
+    } else {
+        idStr = node->mName.C_Str();
+    }
+    // Make sure the requested id is valid
+    if (idStr.empty())
+        idStr = "node";
+    else
+        idStr = XMLIDEncode(idStr);
+
+    // Ensure it's unique
+    idStr = MakeUniqueId(mUniqueIds, idStr, std::string());
+    mUniqueIds.insert(idStr);
+    mNodeIdMap.insert(std::make_pair(node, idStr));
+    return idStr;
+}
+
+std::string ColladaExporter::GetNodeName(const aiNode *node) {
+
+    return XMLEscape(node->mName.C_Str());
+}
+
+std::string ColladaExporter::GetBoneUniqueId(const aiBone *bone) {
+    // Find the Node that is this Bone
+    const aiNode *boneNode = findBoneNode(mScene->mRootNode, bone);
+    if (boneNode == nullptr)
+        return std::string();
+
+    return GetNodeUniqueId(boneNode);
+}
+
+std::string ColladaExporter::GetObjectUniqueId(AiObjectType type, size_t pIndex) {
+    auto idIt = GetObjectIdMap(type).find(pIndex);
+    if (idIt != GetObjectIdMap(type).cend())
+        return idIt->second;
+
+    // Not seen this object before, create and add
+    NameIdPair result = AddObjectIndexToMaps(type, pIndex);
+    return result.second;
+}
+
+std::string ColladaExporter::GetObjectName(AiObjectType type, size_t pIndex) {
+    auto objectName = GetObjectNameMap(type).find(pIndex);
+    if (objectName != GetObjectNameMap(type).cend())
+        return objectName->second;
+
+    // Not seen this object before, create and add
+    NameIdPair result = AddObjectIndexToMaps(type, pIndex);
+    return result.first;
+}
+
+// Determine unique id and add the name and id to the maps
+// @param type object type
+// @param index object index
+// @param name in/out. Caller to set the original name if known.
+// @param idStr in/out. Caller to set the preferred id if known.
+ColladaExporter::NameIdPair ColladaExporter::AddObjectIndexToMaps(AiObjectType type, size_t index) {
+
+    std::string name;
+    std::string idStr;
+    std::string idPostfix;
+
+    // Get the name and id postfix
+    switch (type) {
+    case AiObjectType::Mesh: name = mScene->mMeshes[index]->mName.C_Str(); break;
+    case AiObjectType::Material: name = mScene->mMaterials[index]->GetName().C_Str(); break;
+    case AiObjectType::Animation: name = mScene->mAnimations[index]->mName.C_Str(); break;
+    case AiObjectType::Light:
+        name = mScene->mLights[index]->mName.C_Str();
+        idPostfix = "-light";
+        break;
+    case AiObjectType::Camera:
+        name = mScene->mCameras[index]->mName.C_Str();
+        idPostfix = "-camera";
+        break;
+    case AiObjectType::Count: throw std::logic_error("ColladaExporter::AiObjectType::Count is not an object type");
+    }
+
+    if (name.empty()) {
+        // Default ids if empty name
+        switch (type) {
+        case AiObjectType::Mesh: idStr = std::string("mesh_"); break;
+        case AiObjectType::Material: idStr = std::string("material_"); break; // This one should never happen
+        case AiObjectType::Animation: idStr = std::string("animation_"); break;
+        case AiObjectType::Light: idStr = std::string("light_"); break;
+        case AiObjectType::Camera: idStr = std::string("camera_"); break;
+        case AiObjectType::Count: throw std::logic_error("ColladaExporter::AiObjectType::Count is not an object type");
+        }
+        idStr.append(to_string(index));
+    } else {
+        idStr = XMLIDEncode(name);
+    }
+
+    if (!name.empty())
+        name = XMLEscape(name);
+
+    idStr = MakeUniqueId(mUniqueIds, idStr, idPostfix);
+
+    // Add to maps
+    mUniqueIds.insert(idStr);
+    GetObjectIdMap(type).insert(std::make_pair(index, idStr));
+    GetObjectNameMap(type).insert(std::make_pair(index, name));
+
+    return std::make_pair(name, idStr);
+}
+
+} // end of namespace Assimp
+
 #endif
 #endif

+ 111 - 77
code/AssetLib/Collada/ColladaExporter.h

@@ -48,28 +48,28 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 #include <assimp/ai_assert.h>
 #include <assimp/material.h>
-#include <assimp/mesh.h>
-#include <assimp/light.h>
-#include <assimp/Exporter.hpp>
+
+#include <array>
+#include <map>
 #include <sstream>
+#include <unordered_set>
 #include <vector>
-#include <map>
-
-#include <assimp/StringUtils.h>
 
 struct aiScene;
 struct aiNode;
+struct aiLight;
+struct aiBone;
 
-namespace Assimp
-{
+namespace Assimp {
+
+class IOSystem;
 
 /// Helper class to export a given scene to a Collada file. Just for my personal
 /// comfort when implementing it.
-class ColladaExporter
-{
+class ColladaExporter {
 public:
     /// Constructor for a specific scene to export
-    ColladaExporter( const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file);
+    ColladaExporter(const aiScene *pScene, IOSystem *pIOSystem, const std::string &path, const std::string &file);
 
     /// Destructor
     virtual ~ColladaExporter();
@@ -107,51 +107,87 @@ protected:
     void WriteControllerLibrary();
 
     /// Writes a skin controller of the given mesh
-    void WriteController( size_t pIndex);
+    void WriteController(size_t pIndex);
 
     /// Writes the geometry library
     void WriteGeometryLibrary();
 
     /// Writes the given mesh
-    void WriteGeometry( size_t pIndex);
+    void WriteGeometry(size_t pIndex);
 
     //enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color, FloatType_Mat4x4, FloatType_Weight };
     // customized to add animation related type
-	enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color, FloatType_Mat4x4, FloatType_Weight, FloatType_Time };
+    enum FloatDataType { FloatType_Vector,
+        FloatType_TexCoord2,
+        FloatType_TexCoord3,
+        FloatType_Color,
+        FloatType_Mat4x4,
+        FloatType_Weight,
+        FloatType_Time };
 
     /// Writes a float array of the given type
-    void WriteFloatArray( const std::string& pIdString, FloatDataType pType, const ai_real* pData, size_t pElementCount);
+    void WriteFloatArray(const std::string &pIdString, FloatDataType pType, const ai_real *pData, size_t pElementCount);
 
     /// Writes the scene library
     void WriteSceneLibrary();
 
-	// customized, Writes the animation library
-	void WriteAnimationsLibrary();
-	void WriteAnimationLibrary( size_t pIndex);
-	std::string mFoundSkeletonRootNodeID = "skeleton_root";	 	// will be replaced by found node id in the WriteNode call.
-	
+    // customized, Writes the animation library
+    void WriteAnimationsLibrary();
+    void WriteAnimationLibrary(size_t pIndex);
+    std::string mFoundSkeletonRootNodeID = "skeleton_root"; // will be replaced by found node id in the WriteNode call.
+
     /// Recursively writes the given node
-    void WriteNode( const aiScene* scene, aiNode* pNode);
+    void WriteNode(const aiNode *pNode);
 
     /// Enters a new xml element, which increases the indentation
-    void PushTag() { startstr.append( "  "); }
+    void PushTag() { startstr.append("  "); }
     /// Leaves an element, decreasing the indentation
-    void PopTag() { 
-        ai_assert( startstr.length() > 1); 
-        startstr.erase( startstr.length() - 2); 
+    void PopTag() {
+        ai_assert(startstr.length() > 1);
+        startstr.erase(startstr.length() - 2);
     }
 
-    /// Creates a mesh ID for the given mesh
-    std::string GetMeshId( size_t pIndex) const {
-        return std::string( "meshId" ) + to_string(pIndex);
-    }
+    void CreateNodeIds(const aiNode *node);
+
+    /// Get or Create a unique Node ID string for the given Node
+    std::string GetNodeUniqueId(const aiNode *node);
+    std::string GetNodeName(const aiNode *node);
+
+    std::string GetBoneUniqueId(const aiBone *bone);
+
+    enum class AiObjectType {
+        Mesh,
+        Material,
+        Animation,
+        Light,
+        Camera,
+        Count,
+    };
+    /// Get or Create a unique ID string for the given scene object index
+    std::string GetObjectUniqueId(AiObjectType type, size_t pIndex);
+    /// Get or Create a name string for the given scene object index
+    std::string GetObjectName(AiObjectType type, size_t pIndex);
+
+    typedef std::map<size_t, std::string> IndexIdMap;
+    typedef std::pair<std::string, std::string> NameIdPair;
+    NameIdPair AddObjectIndexToMaps(AiObjectType type, size_t pIndex);
+
+    // Helpers
+    inline IndexIdMap &GetObjectIdMap(AiObjectType type) { return mObjectIdMap[static_cast<size_t>(type)]; }
+    inline IndexIdMap &GetObjectNameMap(AiObjectType type) { return mObjectNameMap[static_cast<size_t>(type)]; }
+
+private:
+    std::unordered_set<std::string> mUniqueIds; // Cache of used unique ids
+    std::map<const void *, std::string> mNodeIdMap; // Cache of encoded node and bone ids
+    std::array<IndexIdMap, static_cast<size_t>(AiObjectType::Count)> mObjectIdMap; // Cache of encoded unique IDs
+    std::array<IndexIdMap, static_cast<size_t>(AiObjectType::Count)> mObjectNameMap; // Cache of encoded names
 
 public:
     /// Stringstream to write all output into
     std::stringstream mOutput;
 
     /// The IOSystem for output
-    IOSystem* mIOSystem;
+    IOSystem *mIOSystem;
 
     /// Path of the directory where the scene will be exported
     const std::string mPath;
@@ -160,7 +196,7 @@ public:
     const std::string mFile;
 
     /// The scene to be written
-    const aiScene* mScene;
+    const aiScene *mScene;
     bool mSceneOwned;
 
     /// current line start string, contains the current indentation for simple stream insertion
@@ -168,55 +204,53 @@ public:
     /// current line end string for simple stream insertion
     std::string endstr;
 
-  // pair of color and texture - texture precedences color
-  struct Surface
-  {
-    bool exist;
-    aiColor4D color;
-    std::string texture;
-    size_t channel;
-    Surface() { exist = false; channel = 0; }
-  };
-
-  struct Property
-  {
-    bool exist;
-     ai_real value;
-     Property()
-         : exist(false)
-         , value(0.0)
-     {}
-  };
-
-  // summarize a material in an convenient way.
-  struct Material
-  {
-    std::string name;
-    std::string shading_model;
-    Surface ambient, diffuse, specular, emissive, reflective, transparent, normal;
-    Property shininess, transparency, index_refraction;
-
-    Material() {}
-  };
-
-  std::vector<Material> materials;
-
-  std::map<unsigned int, std::string> textures;
+    // pair of color and texture - texture precedences color
+    struct Surface {
+        bool exist;
+        aiColor4D color;
+        std::string texture;
+        size_t channel;
+        Surface() {
+            exist = false;
+            channel = 0;
+        }
+    };
+
+    struct Property {
+        bool exist;
+        ai_real value;
+        Property() :
+                exist(false),
+                value(0.0) {}
+    };
+
+    // summarize a material in an convenient way.
+    struct Material {
+        std::string id;
+        std::string name;
+        std::string shading_model;
+        Surface ambient, diffuse, specular, emissive, reflective, transparent, normal;
+        Property shininess, transparency, index_refraction;
+
+        Material() {}
+    };
+
+    std::map<unsigned int, std::string> textures;
 
 public:
-  /// Dammit C++ - y u no compile two-pass? No I have to add all methods below the struct definitions
-  /// Reads a single surface entry from the given material keys
-  void ReadMaterialSurface( Surface& poSurface, const aiMaterial* pSrcMat, aiTextureType pTexture, const char* pKey, size_t pType, size_t pIndex);
-  /// Writes an image entry for the given surface
-  void WriteImageEntry( const Surface& pSurface, const std::string& pNameAdd);
-  /// Writes the two parameters necessary for referencing a texture in an effect entry
-  void WriteTextureParamEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pMatName);
-  /// Writes a color-or-texture entry into an effect definition
-  void WriteTextureColorEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pImageName);
-  /// Writes a scalar property
-  void WriteFloatEntry( const Property& pProperty, const std::string& pTypeName);
+    /// Dammit C++ - y u no compile two-pass? No I have to add all methods below the struct definitions
+    /// Reads a single surface entry from the given material keys
+    bool ReadMaterialSurface(Surface &poSurface, const aiMaterial &pSrcMat, aiTextureType pTexture, const char *pKey, size_t pType, size_t pIndex);
+    /// Writes an image entry for the given surface
+    void WriteImageEntry(const Surface &pSurface, const std::string &imageId);
+    /// Writes the two parameters necessary for referencing a texture in an effect entry
+    void WriteTextureParamEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &materialId);
+    /// Writes a color-or-texture entry into an effect definition
+    void WriteTextureColorEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &imageId);
+    /// Writes a scalar property
+    void WriteFloatEntry(const Property &pProperty, const std::string &pTypeName);
 };
 
-}
+} // namespace Assimp
 
 #endif // !! AI_COLLADAEXPORTER_H_INC

+ 8 - 15
code/AssetLib/Collada/ColladaHelper.cpp

@@ -43,8 +43,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 #include "ColladaHelper.h"
 
-#include <assimp/commonMetaData.h>
 #include <assimp/ParsingUtils.h>
+#include <assimp/commonMetaData.h>
 
 namespace Assimp {
 namespace Collada {
@@ -63,42 +63,35 @@ const MetaKeyPairVector &GetColladaAssimpMetaKeys() {
 
 const MetaKeyPairVector MakeColladaAssimpMetaKeysCamelCase() {
     MetaKeyPairVector result = MakeColladaAssimpMetaKeys();
-    for (auto &val : result)
-    {
+    for (auto &val : result) {
         ToCamelCase(val.first);
     }
     return result;
 };
 
-const MetaKeyPairVector &GetColladaAssimpMetaKeysCamelCase()
-{
+const MetaKeyPairVector &GetColladaAssimpMetaKeysCamelCase() {
     static const MetaKeyPairVector result = MakeColladaAssimpMetaKeysCamelCase();
     return result;
 }
 
 // ------------------------------------------------------------------------------------------------
 // Convert underscore_separated to CamelCase: "authoring_tool" becomes "AuthoringTool"
-void ToCamelCase(std::string &text)
-{
+void ToCamelCase(std::string &text) {
     if (text.empty())
         return;
     // Capitalise first character
     auto it = text.begin();
     (*it) = ToUpper(*it);
     ++it;
-    for (/*started above*/ ; it != text.end(); /*iterated below*/)
-    {
-        if ((*it) == '_')
-        {
+    for (/*started above*/; it != text.end(); /*iterated below*/) {
+        if ((*it) == '_') {
             it = text.erase(it);
             if (it != text.end())
                 (*it) = ToUpper(*it);
-        }
-        else
-        {
+        } else {
             // Make lower case
             (*it) = ToLower(*it);
-            ++it;               
+            ++it;
         }
     }
 }

+ 185 - 224
code/AssetLib/Collada/ColladaHelper.h

@@ -45,31 +45,28 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #ifndef AI_COLLADAHELPER_H_INC
 #define AI_COLLADAHELPER_H_INC
 
-#include <map>
-#include <vector>
-#include <set>
-#include <stdint.h>
 #include <assimp/light.h>
-#include <assimp/mesh.h>
 #include <assimp/material.h>
+#include <assimp/mesh.h>
+#include <stdint.h>
+#include <map>
+#include <set>
+#include <vector>
 
 struct aiMaterial;
 
-namespace Assimp    {
-namespace Collada       {
+namespace Assimp {
+namespace Collada {
 
 /** Collada file versions which evolved during the years ... */
-enum FormatVersion
-{
+enum FormatVersion {
     FV_1_5_n,
     FV_1_4_n,
     FV_1_3_n
 };
 
-
 /** Transformation types that can be applied to a node */
-enum TransformType
-{
+enum TransformType {
     TF_LOOKAT,
     TF_ROTATE,
     TF_TRANSLATE,
@@ -79,10 +76,9 @@ enum TransformType
 };
 
 /** Different types of input data to a vertex or face */
-enum InputType
-{
+enum InputType {
     IT_Invalid,
-    IT_Vertex,  // special type for per-index data referring to the <vertices> element carrying the per-vertex data.
+    IT_Vertex, // special type for per-index data referring to the <vertices> element carrying the per-vertex data.
     IT_Position,
     IT_Normal,
     IT_Texcoord,
@@ -92,15 +88,13 @@ enum InputType
 };
 
 /** Supported controller types */
-enum ControllerType
-{
+enum ControllerType {
     Skin,
     Morph
 };
 
 /** Supported morph methods */
-enum MorphMethod
-{
+enum MorphMethod {
     Normalized,
     Relative
 };
@@ -118,24 +112,21 @@ const MetaKeyPairVector &GetColladaAssimpMetaKeysCamelCase();
 void ToCamelCase(std::string &text);
 
 /** Contains all data for one of the different transformation types */
-struct Transform
-{
-    std::string mID;  ///< SID of the transform step, by which anim channels address their target node
+struct Transform {
+    std::string mID; ///< SID of the transform step, by which anim channels address their target node
     TransformType mType;
     ai_real f[16]; ///< Interpretation of data depends on the type of the transformation
 };
 
 /** A collada camera. */
-struct Camera
-{
-    Camera()
-        :   mOrtho  (false)
-        ,   mHorFov (10e10f)
-        ,   mVerFov (10e10f)
-        ,   mAspect (10e10f)
-        ,   mZNear  (0.1f)
-        ,   mZFar   (1000.f)
-    {}
+struct Camera {
+    Camera() :
+            mOrtho(false),
+            mHorFov(10e10f),
+            mVerFov(10e10f),
+            mAspect(10e10f),
+            mZNear(0.1f),
+            mZFar(1000.f) {}
 
     // Name of camera
     std::string mName;
@@ -159,19 +150,17 @@ struct Camera
 #define ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET 1e9f
 
 /** A collada light source. */
-struct Light
-{
-    Light()
-        :   mType            (aiLightSource_UNDEFINED)
-        ,   mAttConstant     (1.f)
-        ,   mAttLinear       (0.f)
-        ,   mAttQuadratic    (0.f)
-        ,   mFalloffAngle    (180.f)
-        ,   mFalloffExponent (0.f)
-        ,   mPenumbraAngle   (ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET)
-        ,   mOuterAngle      (ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET)
-        ,   mIntensity       (1.f)
-    {}
+struct Light {
+    Light() :
+            mType(aiLightSource_UNDEFINED),
+            mAttConstant(1.f),
+            mAttLinear(0.f),
+            mAttQuadratic(0.f),
+            mFalloffAngle(180.f),
+            mFalloffExponent(0.f),
+            mPenumbraAngle(ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET),
+            mOuterAngle(ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET),
+            mIntensity(1.f) {}
 
     //! Type of the light source aiLightSourceType + ambient
     unsigned int mType;
@@ -180,7 +169,7 @@ struct Light
     aiColor3D mColor;
 
     //! Light attenuation
-    ai_real mAttConstant,mAttLinear,mAttQuadratic;
+    ai_real mAttConstant, mAttLinear, mAttQuadratic;
 
     //! Spot light falloff
     ai_real mFalloffAngle;
@@ -198,12 +187,10 @@ struct Light
 };
 
 /** Short vertex index description */
-struct InputSemanticMapEntry
-{
-    InputSemanticMapEntry()
-        :   mSet(0)
-        ,   mType(IT_Invalid)
-    {}
+struct InputSemanticMapEntry {
+    InputSemanticMapEntry() :
+            mSet(0),
+            mType(IT_Invalid) {}
 
     //! Index of set, optional
     unsigned int mSet;
@@ -213,8 +200,7 @@ struct InputSemanticMapEntry
 };
 
 /** Table to map from effect to vertex input semantics */
-struct SemanticMappingTable
-{
+struct SemanticMappingTable {
     //! Name of material
     std::string mMatName;
 
@@ -222,7 +208,7 @@ struct SemanticMappingTable
     std::map<std::string, InputSemanticMapEntry> mMap;
 
     //! For std::find
-    bool operator == (const std::string& s) const {
+    bool operator==(const std::string &s) const {
         return s == mMatName;
     }
 };
@@ -230,8 +216,7 @@ struct SemanticMappingTable
 /** A reference to a mesh inside a node, including materials assigned to the various subgroups.
  * The ID refers to either a mesh or a controller which specifies the mesh
  */
-struct MeshInstance
-{
+struct MeshInstance {
     ///< ID of the mesh or controller to be instanced
     std::string mMeshOrController;
 
@@ -240,34 +225,30 @@ struct MeshInstance
 };
 
 /** A reference to a camera inside a node*/
-struct CameraInstance
-{
-     ///< ID of the camera
+struct CameraInstance {
+    ///< ID of the camera
     std::string mCamera;
 };
 
 /** A reference to a light inside a node*/
-struct LightInstance
-{
-     ///< ID of the camera
+struct LightInstance {
+    ///< ID of the camera
     std::string mLight;
 };
 
 /** A reference to a node inside a node*/
-struct NodeInstance
-{
-     ///< ID of the node
+struct NodeInstance {
+    ///< ID of the node
     std::string mNode;
 };
 
 /** A node in a scene hierarchy */
-struct Node
-{
+struct Node {
     std::string mName;
     std::string mID;
     std::string mSID;
-    Node* mParent;
-    std::vector<Node*> mChildren;
+    Node *mParent;
+    std::vector<Node *> mChildren;
 
     /** Operations in order to calculate the resulting transformation to parent. */
     std::vector<Transform> mTransforms;
@@ -288,80 +269,83 @@ struct Node
     std::string mPrimaryCamera;
 
     //! Constructor. Begin with a zero parent
-    Node()
-    : mParent( nullptr ){
+    Node() :
+            mParent(nullptr) {
         // empty
     }
 
     //! Destructor: delete all children subsequently
     ~Node() {
-        for( std::vector<Node*>::iterator it = mChildren.begin(); it != mChildren.end(); ++it)
+        for (std::vector<Node *>::iterator it = mChildren.begin(); it != mChildren.end(); ++it)
             delete *it;
     }
 };
 
 /** Data source array: either floats or strings */
-struct Data
-{
+struct Data {
     bool mIsStringArray;
     std::vector<ai_real> mValues;
     std::vector<std::string> mStrings;
 };
 
 /** Accessor to a data array */
-struct Accessor
-{
-    size_t mCount;   // in number of objects
-    size_t mSize;    // size of an object, in elements (floats or strings, mostly 1)
-    size_t mOffset;  // in number of values
-    size_t mStride;  // Stride in number of values
+struct Accessor {
+    size_t mCount; // in number of objects
+    size_t mSize; // size of an object, in elements (floats or strings, mostly 1)
+    size_t mOffset; // in number of values
+    size_t mStride; // Stride in number of values
     std::vector<std::string> mParams; // names of the data streams in the accessors. Empty string tells to ignore.
     size_t mSubOffset[4]; // Suboffset inside the object for the common 4 elements. For a vector, that's XYZ, for a color RGBA and so on.
-                          // For example, SubOffset[0] denotes which of the values inside the object is the vector X component.
-    std::string mSource;   // URL of the source array
-    mutable const Data* mData; // Pointer to the source array, if resolved. NULL else
-
-    Accessor()
-    {
-        mCount = 0; mSize = 0; mOffset = 0; mStride = 0; mData = NULL;
+            // For example, SubOffset[0] denotes which of the values inside the object is the vector X component.
+    std::string mSource; // URL of the source array
+    mutable const Data *mData; // Pointer to the source array, if resolved. NULL else
+
+    Accessor() {
+        mCount = 0;
+        mSize = 0;
+        mOffset = 0;
+        mStride = 0;
+        mData = NULL;
         mSubOffset[0] = mSubOffset[1] = mSubOffset[2] = mSubOffset[3] = 0;
     }
 };
 
 /** A single face in a mesh */
-struct Face
-{
+struct Face {
     std::vector<size_t> mIndices;
 };
 
 /** An input channel for mesh data, referring to a single accessor */
-struct InputChannel
-{
-    InputType mType;      // Type of the data
-    size_t mIndex;        // Optional index, if multiple sets of the same data type are given
-    size_t mOffset;       // Index offset in the indices array of per-face indices. Don't ask, can't explain that any better.
+struct InputChannel {
+    InputType mType; // Type of the data
+    size_t mIndex; // Optional index, if multiple sets of the same data type are given
+    size_t mOffset; // Index offset in the indices array of per-face indices. Don't ask, can't explain that any better.
     std::string mAccessor; // ID of the accessor where to read the actual values from.
-    mutable const Accessor* mResolved; // Pointer to the accessor, if resolved. NULL else
+    mutable const Accessor *mResolved; // Pointer to the accessor, if resolved. NULL else
 
-    InputChannel() { mType = IT_Invalid; mIndex = 0; mOffset = 0; mResolved = NULL; }
+    InputChannel() {
+        mType = IT_Invalid;
+        mIndex = 0;
+        mOffset = 0;
+        mResolved = NULL;
+    }
 };
 
 /** Subset of a mesh with a certain material */
-struct SubMesh
-{
+struct SubMesh {
     std::string mMaterial; ///< subgroup identifier
     size_t mNumFaces; ///< number of faces in this submesh
 };
 
 /** Contains data for a single mesh */
-struct Mesh
-{
-    Mesh()
-    {
-        for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
+struct Mesh {
+    Mesh(const std::string &id) :
+            mId(id) {
+        for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i)
             mNumUVComponents[i] = 2;
     }
 
+    const std::string mId;
     std::string mName;
 
     // just to check if there's some sophisticated addressing involved...
@@ -377,7 +361,7 @@ struct Mesh
     std::vector<aiVector3D> mTangents;
     std::vector<aiVector3D> mBitangents;
     std::vector<aiVector3D> mTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
-    std::vector<aiColor4D>  mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
+    std::vector<aiColor4D> mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
 
     unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
 
@@ -394,8 +378,7 @@ struct Mesh
 };
 
 /** Which type of primitives the ReadPrimitives() function is going to read */
-enum PrimitiveType
-{
+enum PrimitiveType {
     Prim_Invalid,
     Prim_Lines,
     Prim_LineStrip,
@@ -407,8 +390,7 @@ enum PrimitiveType
 };
 
 /** A skeleton controller to deform a mesh with the use of joints */
-struct Controller
-{
+struct Controller {
     // controller type
     ControllerType mType;
 
@@ -436,36 +418,32 @@ struct Controller
     std::vector<size_t> mWeightCounts;
 
     // JointIndex-WeightIndex pairs for all vertices
-    std::vector< std::pair<size_t, size_t> > mWeights;
+    std::vector<std::pair<size_t, size_t>> mWeights;
 
     std::string mMorphTarget;
     std::string mMorphWeight;
 };
 
 /** A collada material. Pretty much the only member is a reference to an effect. */
-struct Material
-{
+struct Material {
     std::string mName;
     std::string mEffect;
 };
 
 /** Type of the effect param */
-enum ParamType
-{
+enum ParamType {
     Param_Sampler,
     Param_Surface
 };
 
 /** A param for an effect. Might be of several types, but they all just refer to each other, so I summarize them */
-struct EffectParam
-{
+struct EffectParam {
     ParamType mType;
     std::string mReference; // to which other thing the param is referring to.
 };
 
 /** Shading type supported by the standard effect spec of Collada */
-enum ShadeType
-{
+enum ShadeType {
     Shade_Invalid,
     Shade_Constant,
     Shade_Lambert,
@@ -474,18 +452,16 @@ enum ShadeType
 };
 
 /** Represents a texture sampler in collada */
-struct Sampler
-{
-    Sampler()
-        :   mWrapU      (true)
-        ,   mWrapV      (true)
-        ,   mMirrorU    ()
-        ,   mMirrorV    ()
-        ,   mOp         (aiTextureOp_Multiply)
-        ,   mUVId       (UINT_MAX)
-        ,   mWeighting  (1.f)
-        ,   mMixWithPrevious (1.f)
-    {}
+struct Sampler {
+    Sampler() :
+            mWrapU(true),
+            mWrapV(true),
+            mMirrorU(),
+            mMirrorV(),
+            mOp(aiTextureOp_Multiply),
+            mUVId(UINT_MAX),
+            mWeighting(1.f),
+            mMixWithPrevious(1.f) {}
 
     /** Name of image reference
      */
@@ -537,18 +513,17 @@ struct Sampler
 
 /** A collada effect. Can contain about anything according to the Collada spec,
     but we limit our version to a reasonable subset. */
-struct Effect
-{
+struct Effect {
     // Shading mode
     ShadeType mShadeType;
 
     // Colors
     aiColor4D mEmissive, mAmbient, mDiffuse, mSpecular,
-        mTransparent, mReflective;
+            mTransparent, mReflective;
 
     // Textures
     Sampler mTexEmissive, mTexAmbient, mTexDiffuse, mTexSpecular,
-        mTexTransparent, mTexBump, mTexReflective;
+            mTexTransparent, mTexBump, mTexReflective;
 
     // Scalar factory
     ai_real mShininess, mRefractIndex, mReflectivity;
@@ -566,30 +541,28 @@ struct Effect
     // Double-sided?
     bool mDoubleSided, mWireframe, mFaceted;
 
-    Effect()
-        : mShadeType    (Shade_Phong)
-        , mEmissive     ( 0, 0, 0, 1)
-        , mAmbient      ( 0.1f, 0.1f, 0.1f, 1)
-        , mDiffuse      ( 0.6f, 0.6f, 0.6f, 1)
-        , mSpecular     ( 0.4f, 0.4f, 0.4f, 1)
-        , mTransparent  ( 0, 0, 0, 1)
-        , mShininess    (10.0f)
-        , mRefractIndex (1.f)
-        , mReflectivity (0.f)
-        , mTransparency (1.f)
-        , mHasTransparency (false)
-        , mRGBTransparency(false)
-        , mInvertTransparency(false)
-        , mDoubleSided  (false)
-        , mWireframe    (false)
-        , mFaceted      (false)
-    {
+    Effect() :
+            mShadeType(Shade_Phong),
+            mEmissive(0, 0, 0, 1),
+            mAmbient(0.1f, 0.1f, 0.1f, 1),
+            mDiffuse(0.6f, 0.6f, 0.6f, 1),
+            mSpecular(0.4f, 0.4f, 0.4f, 1),
+            mTransparent(0, 0, 0, 1),
+            mShininess(10.0f),
+            mRefractIndex(1.f),
+            mReflectivity(0.f),
+            mTransparency(1.f),
+            mHasTransparency(false),
+            mRGBTransparency(false),
+            mInvertTransparency(false),
+            mDoubleSided(false),
+            mWireframe(false),
+            mFaceted(false) {
     }
 };
 
 /** An image, meaning texture */
-struct Image
-{
+struct Image {
     std::string mFileName;
 
     /** Embedded image data */
@@ -600,8 +573,7 @@ struct Image
 };
 
 /** An animation channel. */
-struct AnimationChannel
-{
+struct AnimationChannel {
     /** URL of the data to animate. Could be about anything, but we support only the
      * "NodeID/TransformID.SubElement" notation
      */
@@ -620,8 +592,7 @@ struct AnimationChannel
 };
 
 /** An animation. Container for 0-x animation channels or 0-x animations */
-struct Animation
-{
+struct Animation {
     /** Anim name */
     std::string mName;
 
@@ -629,96 +600,86 @@ struct Animation
     std::vector<AnimationChannel> mChannels;
 
     /** the sub-animations, if any */
-    std::vector<Animation*> mSubAnims;
+    std::vector<Animation *> mSubAnims;
 
     /** Destructor */
-    ~Animation()
-    {
-        for( std::vector<Animation*>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it)
+    ~Animation() {
+        for (std::vector<Animation *>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it)
             delete *it;
     }
 
-	/** Collect all channels in the animation hierarchy into a single channel list. */
-	void CollectChannelsRecursively(std::vector<AnimationChannel> &channels)
-	{
-		channels.insert(channels.end(), mChannels.begin(), mChannels.end());
+    /** Collect all channels in the animation hierarchy into a single channel list. */
+    void CollectChannelsRecursively(std::vector<AnimationChannel> &channels) {
+        channels.insert(channels.end(), mChannels.begin(), mChannels.end());
 
-		for (std::vector<Animation*>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it)
-		{
-			Animation *pAnim = (*it);
+        for (std::vector<Animation *>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it) {
+            Animation *pAnim = (*it);
 
-			pAnim->CollectChannelsRecursively(channels);
-		}
-	}
+            pAnim->CollectChannelsRecursively(channels);
+        }
+    }
 
-	/** Combine all single-channel animations' channel into the same (parent) animation channel list. */
-	void CombineSingleChannelAnimations()
-	{
-		CombineSingleChannelAnimationsRecursively(this);
-	}
+    /** Combine all single-channel animations' channel into the same (parent) animation channel list. */
+    void CombineSingleChannelAnimations() {
+        CombineSingleChannelAnimationsRecursively(this);
+    }
 
-	void CombineSingleChannelAnimationsRecursively(Animation *pParent)
-	{
-		std::set<std::string> childrenTargets;
-		bool childrenAnimationsHaveDifferentChannels = true;
+    void CombineSingleChannelAnimationsRecursively(Animation *pParent) {
+        std::set<std::string> childrenTargets;
+        bool childrenAnimationsHaveDifferentChannels = true;
 
-		for (std::vector<Animation*>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();)
-		{
-			Animation *anim = *it;
-			CombineSingleChannelAnimationsRecursively(anim);
+        for (std::vector<Animation *>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();) {
+            Animation *anim = *it;
+            CombineSingleChannelAnimationsRecursively(anim);
 
-			if (childrenAnimationsHaveDifferentChannels && anim->mChannels.size() == 1 &&
-				childrenTargets.find(anim->mChannels[0].mTarget) == childrenTargets.end()) {
-				childrenTargets.insert(anim->mChannels[0].mTarget);
-			} else {
-				childrenAnimationsHaveDifferentChannels = false;
-			}
+            if (childrenAnimationsHaveDifferentChannels && anim->mChannels.size() == 1 &&
+                    childrenTargets.find(anim->mChannels[0].mTarget) == childrenTargets.end()) {
+                childrenTargets.insert(anim->mChannels[0].mTarget);
+            } else {
+                childrenAnimationsHaveDifferentChannels = false;
+            }
 
-			++it;
-		}
+            ++it;
+        }
 
-		// We only want to combine animations if they have different channels
-		if (childrenAnimationsHaveDifferentChannels)
-		{
-			for (std::vector<Animation*>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();)
-			{
-				Animation *anim = *it;
+        // We only want to combine animations if they have different channels
+        if (childrenAnimationsHaveDifferentChannels) {
+            for (std::vector<Animation *>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();) {
+                Animation *anim = *it;
 
-				pParent->mChannels.push_back(anim->mChannels[0]);
+                pParent->mChannels.push_back(anim->mChannels[0]);
 
-				it = pParent->mSubAnims.erase(it);
+                it = pParent->mSubAnims.erase(it);
 
-				delete anim;
-				continue;
-			}
-		}
-	}
+                delete anim;
+                continue;
+            }
+        }
+    }
 };
 
 /** Description of a collada animation channel which has been determined to affect the current node */
-struct ChannelEntry
-{
-    const Collada::AnimationChannel* mChannel; ///> the source channel
+struct ChannelEntry {
+    const Collada::AnimationChannel *mChannel; ///> the source channel
     std::string mTargetId;
-    std::string mTransformId;   // the ID of the transformation step of the node which is influenced
+    std::string mTransformId; // the ID of the transformation step of the node which is influenced
     size_t mTransformIndex; // Index into the node's transform chain to apply the channel to
     size_t mSubElement; // starting index inside the transform data
 
     // resolved data references
-    const Collada::Accessor* mTimeAccessor; ///> Collada accessor to the time values
-    const Collada::Data* mTimeData; ///> Source data array for the time values
-    const Collada::Accessor* mValueAccessor; ///> Collada accessor to the key value values
-    const Collada::Data* mValueData; ///> Source datat array for the key value values
-
-    ChannelEntry()
-      : mChannel()
-      , mTransformIndex()
-      , mSubElement()
-      , mTimeAccessor()
-      , mTimeData()
-      , mValueAccessor()
-      , mValueData()
-   {}
+    const Collada::Accessor *mTimeAccessor; ///> Collada accessor to the time values
+    const Collada::Data *mTimeData; ///> Source data array for the time values
+    const Collada::Accessor *mValueAccessor; ///> Collada accessor to the key value values
+    const Collada::Data *mValueData; ///> Source datat array for the key value values
+
+    ChannelEntry() :
+            mChannel(),
+            mTransformIndex(),
+            mSubElement(),
+            mTimeAccessor(),
+            mTimeData(),
+            mValueAccessor(),
+            mValueData() {}
 };
 
 } // end of namespace Collada

文件差异内容过多而无法显示
+ 224 - 235
code/AssetLib/Collada/ColladaLoader.cpp


文件差异内容过多而无法显示
+ 176 - 327
code/AssetLib/Collada/ColladaParser.cpp


+ 235 - 236
code/AssetLib/Collada/ColladaParser.h

@@ -47,346 +47,345 @@
 #ifndef AI_COLLADAPARSER_H_INC
 #define AI_COLLADAPARSER_H_INC
 
-#include <assimp/irrXMLWrapper.h>
 #include "ColladaHelper.h"
-#include <assimp/ai_assert.h>
 #include <assimp/TinyFormatter.h>
+#include <assimp/ai_assert.h>
+#include <assimp/irrXMLWrapper.h>
 
-namespace Assimp
-{
-    class ZipArchiveIOSystem;
+namespace Assimp {
+class ZipArchiveIOSystem;
 
-    // ------------------------------------------------------------------------------------------
-    /** Parser helper class for the Collada loader.
+// ------------------------------------------------------------------------------------------
+/** Parser helper class for the Collada loader.
      *
      *  Does all the XML reading and builds internal data structures from it,
      *  but leaves the resolving of all the references to the loader.
      */
-    class ColladaParser
-    {
-        friend class ColladaLoader;
+class ColladaParser {
+    friend class ColladaLoader;
 
-        /** Converts a path read from a collada file to the usual representation */
-        static void UriDecodePath(aiString& ss);
+    /** Converts a path read from a collada file to the usual representation */
+    static void UriDecodePath(aiString &ss);
 
-    protected:
-        /** Map for generic metadata as aiString */
-        typedef std::map<std::string, aiString> StringMetaData;
+protected:
+    /** Map for generic metadata as aiString */
+    typedef std::map<std::string, aiString> StringMetaData;
 
-        /** Constructor from XML file */
-        ColladaParser(IOSystem* pIOHandler, const std::string& pFile);
+    /** Constructor from XML file */
+    ColladaParser(IOSystem *pIOHandler, const std::string &pFile);
 
-        /** Destructor */
-        ~ColladaParser();
+    /** Destructor */
+    ~ColladaParser();
 
-        /** Attempts to read the ZAE manifest and returns the DAE to open */
-        static std::string ReadZaeManifest(ZipArchiveIOSystem &zip_archive);
+    /** Attempts to read the ZAE manifest and returns the DAE to open */
+    static std::string ReadZaeManifest(ZipArchiveIOSystem &zip_archive);
 
-        /** Reads the contents of the file */
-        void ReadContents();
+    /** Reads the contents of the file */
+    void ReadContents();
 
-        /** Reads the structure of the file */
-        void ReadStructure();
+    /** Reads the structure of the file */
+    void ReadStructure();
 
-        /** Reads asset information such as coordinate system information and legal blah */
-        void ReadAssetInfo();
+    /** Reads asset information such as coordinate system information and legal blah */
+    void ReadAssetInfo();
 
-        /** Reads contributor information such as author and legal blah */
-        void ReadContributorInfo();
+    /** Reads contributor information such as author and legal blah */
+    void ReadContributorInfo();
 
-        /** Reads generic metadata into provided map and renames keys for Assimp */
-        void ReadMetaDataItem(StringMetaData &metadata);
+    /** Reads generic metadata into provided map and renames keys for Assimp */
+    void ReadMetaDataItem(StringMetaData &metadata);
 
-        /** Reads the animation library */
-        void ReadAnimationLibrary();
+    /** Reads the animation library */
+    void ReadAnimationLibrary();
 
-		/** Reads the animation clip library */
-		void ReadAnimationClipLibrary();
+    /** Reads the animation clip library */
+    void ReadAnimationClipLibrary();
 
-        /** Unwrap controllers dependency hierarchy */
-        void PostProcessControllers();
-    
-		/** Re-build animations from animation clip library, if present, otherwise combine single-channel animations */
-		void PostProcessRootAnimations();
+    /** Unwrap controllers dependency hierarchy */
+    void PostProcessControllers();
 
-        /** Reads an animation into the given parent structure */
-        void ReadAnimation( Collada::Animation* pParent);
+    /** Re-build animations from animation clip library, if present, otherwise combine single-channel animations */
+    void PostProcessRootAnimations();
 
-        /** Reads an animation sampler into the given anim channel */
-        void ReadAnimationSampler( Collada::AnimationChannel& pChannel);
+    /** Reads an animation into the given parent structure */
+    void ReadAnimation(Collada::Animation *pParent);
 
-        /** Reads the skeleton controller library */
-        void ReadControllerLibrary();
+    /** Reads an animation sampler into the given anim channel */
+    void ReadAnimationSampler(Collada::AnimationChannel &pChannel);
 
-        /** Reads a controller into the given mesh structure */
-        void ReadController( Collada::Controller& pController);
+    /** Reads the skeleton controller library */
+    void ReadControllerLibrary();
 
-        /** Reads the joint definitions for the given controller */
-        void ReadControllerJoints( Collada::Controller& pController);
+    /** Reads a controller into the given mesh structure */
+    void ReadController(Collada::Controller &pController);
 
-        /** Reads the joint weights for the given controller */
-        void ReadControllerWeights( Collada::Controller& pController);
+    /** Reads the joint definitions for the given controller */
+    void ReadControllerJoints(Collada::Controller &pController);
 
-        /** Reads the image library contents */
-        void ReadImageLibrary();
+    /** Reads the joint weights for the given controller */
+    void ReadControllerWeights(Collada::Controller &pController);
 
-        /** Reads an image entry into the given image */
-        void ReadImage( Collada::Image& pImage);
+    /** Reads the image library contents */
+    void ReadImageLibrary();
 
-        /** Reads the material library */
-        void ReadMaterialLibrary();
+    /** Reads an image entry into the given image */
+    void ReadImage(Collada::Image &pImage);
 
-        /** Reads a material entry into the given material */
-        void ReadMaterial( Collada::Material& pMaterial);
+    /** Reads the material library */
+    void ReadMaterialLibrary();
 
-        /** Reads the camera library */
-        void ReadCameraLibrary();
+    /** Reads a material entry into the given material */
+    void ReadMaterial(Collada::Material &pMaterial);
 
-        /** Reads a camera entry into the given camera */
-        void ReadCamera( Collada::Camera& pCamera);
+    /** Reads the camera library */
+    void ReadCameraLibrary();
 
-        /** Reads the light library */
-        void ReadLightLibrary();
+    /** Reads a camera entry into the given camera */
+    void ReadCamera(Collada::Camera &pCamera);
 
-        /** Reads a light entry into the given light */
-        void ReadLight( Collada::Light& pLight);
+    /** Reads the light library */
+    void ReadLightLibrary();
 
-        /** Reads the effect library */
-        void ReadEffectLibrary();
+    /** Reads a light entry into the given light */
+    void ReadLight(Collada::Light &pLight);
 
-        /** Reads an effect entry into the given effect*/
-        void ReadEffect( Collada::Effect& pEffect);
+    /** Reads the effect library */
+    void ReadEffectLibrary();
 
-        /** Reads an COMMON effect profile */
-        void ReadEffectProfileCommon( Collada::Effect& pEffect);
+    /** Reads an effect entry into the given effect*/
+    void ReadEffect(Collada::Effect &pEffect);
 
-        /** Read sampler properties */
-        void ReadSamplerProperties( Collada::Sampler& pSampler);
+    /** Reads an COMMON effect profile */
+    void ReadEffectProfileCommon(Collada::Effect &pEffect);
 
-        /** Reads an effect entry containing a color or a texture defining that color */
-        void ReadEffectColor( aiColor4D& pColor, Collada::Sampler& pSampler);
+    /** Read sampler properties */
+    void ReadSamplerProperties(Collada::Sampler &pSampler);
 
-        /** Reads an effect entry containing a float */
-        void ReadEffectFloat( ai_real& pFloat);
+    /** Reads an effect entry containing a color or a texture defining that color */
+    void ReadEffectColor(aiColor4D &pColor, Collada::Sampler &pSampler);
 
-        /** Reads an effect parameter specification of any kind */
-        void ReadEffectParam( Collada::EffectParam& pParam);
+    /** Reads an effect entry containing a float */
+    void ReadEffectFloat(ai_real &pFloat);
 
-        /** Reads the geometry library contents */
-        void ReadGeometryLibrary();
+    /** Reads an effect parameter specification of any kind */
+    void ReadEffectParam(Collada::EffectParam &pParam);
 
-        /** Reads a geometry from the geometry library. */
-        void ReadGeometry( Collada::Mesh* pMesh);
+    /** Reads the geometry library contents */
+    void ReadGeometryLibrary();
 
-        /** Reads a mesh from the geometry library */
-        void ReadMesh( Collada::Mesh* pMesh);
+    /** Reads a geometry from the geometry library. */
+    void ReadGeometry(Collada::Mesh &pMesh);
 
-        /** Reads a source element - a combination of raw data and an accessor defining
+    /** Reads a mesh from the geometry library */
+    void ReadMesh(Collada::Mesh &pMesh);
+
+    /** Reads a source element - a combination of raw data and an accessor defining
          * things that should not be redefinable. Yes, that's another rant.
          */
-        void ReadSource();
+    void ReadSource();
 
-        /** Reads a data array holding a number of elements, and stores it in the global library.
+    /** Reads a data array holding a number of elements, and stores it in the global library.
          * Currently supported are array of floats and arrays of strings.
          */
-        void ReadDataArray();
+    void ReadDataArray();
 
-        /** Reads an accessor and stores it in the global library under the given ID -
+    /** Reads an accessor and stores it in the global library under the given ID -
          * accessors use the ID of the parent <source> element
          */
-        void ReadAccessor( const std::string& pID);
+    void ReadAccessor(const std::string &pID);
 
-        /** Reads input declarations of per-vertex mesh data into the given mesh */
-        void ReadVertexData( Collada::Mesh* pMesh);
+    /** Reads input declarations of per-vertex mesh data into the given mesh */
+    void ReadVertexData(Collada::Mesh &pMesh);
 
-        /** Reads input declarations of per-index mesh data into the given mesh */
-        void ReadIndexData( Collada::Mesh* pMesh);
+    /** Reads input declarations of per-index mesh data into the given mesh */
+    void ReadIndexData(Collada::Mesh &pMesh);
 
-        /** Reads a single input channel element and stores it in the given array, if valid */
-        void ReadInputChannel( std::vector<Collada::InputChannel>& poChannels);
+    /** Reads a single input channel element and stores it in the given array, if valid */
+    void ReadInputChannel(std::vector<Collada::InputChannel> &poChannels);
 
-        /** Reads a <p> primitive index list and assembles the mesh data into the given mesh */
-        size_t ReadPrimitives( Collada::Mesh* pMesh, std::vector<Collada::InputChannel>& pPerIndexChannels,
-                              size_t pNumPrimitives, const std::vector<size_t>& pVCount, Collada::PrimitiveType pPrimType);
+    /** Reads a <p> primitive index list and assembles the mesh data into the given mesh */
+    size_t ReadPrimitives(Collada::Mesh &pMesh, std::vector<Collada::InputChannel> &pPerIndexChannels,
+            size_t pNumPrimitives, const std::vector<size_t> &pVCount, Collada::PrimitiveType pPrimType);
 
-        /** Copies the data for a single primitive into the mesh, based on the InputChannels */
-        void CopyVertex(size_t currentVertex, size_t numOffsets, size_t numPoints, size_t perVertexOffset,
-                        Collada::Mesh* pMesh, std::vector<Collada::InputChannel>& pPerIndexChannels,
-                        size_t currentPrimitive, const std::vector<size_t>& indices);
+    /** Copies the data for a single primitive into the mesh, based on the InputChannels */
+    void CopyVertex(size_t currentVertex, size_t numOffsets, size_t numPoints, size_t perVertexOffset,
+            Collada::Mesh &pMesh, std::vector<Collada::InputChannel> &pPerIndexChannels,
+            size_t currentPrimitive, const std::vector<size_t> &indices);
 
-        /** Reads one triangle of a tristrip into the mesh */
-        void ReadPrimTriStrips(size_t numOffsets, size_t perVertexOffset, Collada::Mesh* pMesh,
-                               std::vector<Collada::InputChannel>& pPerIndexChannels, size_t currentPrimitive, const std::vector<size_t>& indices);
+    /** Reads one triangle of a tristrip into the mesh */
+    void ReadPrimTriStrips(size_t numOffsets, size_t perVertexOffset, Collada::Mesh &pMesh,
+            std::vector<Collada::InputChannel> &pPerIndexChannels, size_t currentPrimitive, const std::vector<size_t> &indices);
 
-        /** Extracts a single object from an input channel and stores it in the appropriate mesh data array */
-        void ExtractDataObjectFromChannel( const Collada::InputChannel& pInput, size_t pLocalIndex, Collada::Mesh* pMesh);
+    /** Extracts a single object from an input channel and stores it in the appropriate mesh data array */
+    void ExtractDataObjectFromChannel(const Collada::InputChannel &pInput, size_t pLocalIndex, Collada::Mesh &pMesh);
 
-        /** Reads the library of node hierarchies and scene parts */
-        void ReadSceneLibrary();
+    /** Reads the library of node hierarchies and scene parts */
+    void ReadSceneLibrary();
 
-        /** Reads a scene node's contents including children and stores it in the given node */
-        void ReadSceneNode( Collada::Node* pNode);
+    /** Reads a scene node's contents including children and stores it in the given node */
+    void ReadSceneNode(Collada::Node *pNode);
 
-        /** Reads a node transformation entry of the given type and adds it to the given node's transformation list. */
-        void ReadNodeTransformation( Collada::Node* pNode, Collada::TransformType pType);
+    /** Reads a node transformation entry of the given type and adds it to the given node's transformation list. */
+    void ReadNodeTransformation(Collada::Node *pNode, Collada::TransformType pType);
 
-        /** Reads a mesh reference in a node and adds it to the node's mesh list */
-        void ReadNodeGeometry( Collada::Node* pNode);
+    /** Reads a mesh reference in a node and adds it to the node's mesh list */
+    void ReadNodeGeometry(Collada::Node *pNode);
 
-        /** Reads the collada scene */
-        void ReadScene();
+    /** Reads the collada scene */
+    void ReadScene();
 
-        // Processes bind_vertex_input and bind elements
-        void ReadMaterialVertexInputBinding( Collada::SemanticMappingTable& tbl);
+    // Processes bind_vertex_input and bind elements
+    void ReadMaterialVertexInputBinding(Collada::SemanticMappingTable &tbl);
 
-        /** Reads embedded textures from a ZAE archive*/
-        void ReadEmbeddedTextures(ZipArchiveIOSystem &zip_archive);
+    /** Reads embedded textures from a ZAE archive*/
+    void ReadEmbeddedTextures(ZipArchiveIOSystem &zip_archive);
 
-    protected:
-        /** Aborts the file reading with an exception */
-        AI_WONT_RETURN void ThrowException( const std::string& pError) const AI_WONT_RETURN_SUFFIX;
-        void ReportWarning(const char* msg,...);
+protected:
+    /** Aborts the file reading with an exception */
+    AI_WONT_RETURN void ThrowException(const std::string &pError) const AI_WONT_RETURN_SUFFIX;
+    void ReportWarning(const char *msg, ...);
 
-        /** Skips all data until the end node of the current element */
-        void SkipElement();
+    /** Skips all data until the end node of the current element */
+    void SkipElement();
 
-        /** Skips all data until the end node of the given element */
-        void SkipElement( const char* pElement);
+    /** Skips all data until the end node of the given element */
+    void SkipElement(const char *pElement);
 
-        /** Compares the current xml element name to the given string and returns true if equal */
-        bool IsElement( const char* pName) const;
+    /** Compares the current xml element name to the given string and returns true if equal */
+    bool IsElement(const char *pName) const;
 
-        /** Tests for the opening tag of the given element, throws an exception if not found */
-        void TestOpening( const char* pName);
+    /** Tests for the opening tag of the given element, throws an exception if not found */
+    void TestOpening(const char *pName);
 
-        /** Tests for the closing tag of the given element, throws an exception if not found */
-        void TestClosing( const char* pName);
+    /** Tests for the closing tag of the given element, throws an exception if not found */
+    void TestClosing(const char *pName);
 
-        /** Checks the present element for the presence of the attribute, returns its index
+    /** Checks the present element for the presence of the attribute, returns its index
          or throws an exception if not found */
-        int GetAttribute( const char* pAttr) const;
+    int GetAttribute(const char *pAttr) const;
 
-        /** Returns the index of the named attribute or -1 if not found. Does not throw,
+    /** Returns the index of the named attribute or -1 if not found. Does not throw,
          therefore useful for optional attributes */
-        int TestAttribute( const char* pAttr) const;
+    int TestAttribute(const char *pAttr) const;
 
-        /** Reads the text contents of an element, throws an exception if not given.
+    /** Reads the text contents of an element, throws an exception if not given.
          Skips leading whitespace. */
-        const char* GetTextContent();
+    const char *GetTextContent();
 
-        /** Reads the text contents of an element, returns NULL if not given.
+    /** Reads the text contents of an element, returns NULL if not given.
          Skips leading whitespace. */
-        const char* TestTextContent();
+    const char *TestTextContent();
 
-        /** Reads a single bool from current text content */
-        bool ReadBoolFromTextContent();
+    /** Reads a single bool from current text content */
+    bool ReadBoolFromTextContent();
 
-        /** Reads a single float from current text content */
-        ai_real ReadFloatFromTextContent();
+    /** Reads a single float from current text content */
+    ai_real ReadFloatFromTextContent();
 
-        /** Calculates the resulting transformation from all the given transform steps */
-        aiMatrix4x4 CalculateResultTransform( const std::vector<Collada::Transform>& pTransforms) const;
+    /** Calculates the resulting transformation from all the given transform steps */
+    aiMatrix4x4 CalculateResultTransform(const std::vector<Collada::Transform> &pTransforms) const;
 
-        /** Determines the input data type for the given semantic string */
-        Collada::InputType GetTypeForSemantic( const std::string& pSemantic);
+    /** Determines the input data type for the given semantic string */
+    Collada::InputType GetTypeForSemantic(const std::string &pSemantic);
 
-        /** Finds the item in the given library by its reference, throws if not found */
-        template <typename Type> const Type& ResolveLibraryReference( const std::map<std::string, Type>& pLibrary, const std::string& pURL) const;
+    /** Finds the item in the given library by its reference, throws if not found */
+    template <typename Type>
+    const Type &ResolveLibraryReference(const std::map<std::string, Type> &pLibrary, const std::string &pURL) const;
 
-    protected:
-        /** Filename, for a verbose error message */
-        std::string mFileName;
+protected:
+    /** Filename, for a verbose error message */
+    std::string mFileName;
 
-        /** XML reader, member for everyday use */
-        irr::io::IrrXMLReader* mReader;
+    /** XML reader, member for everyday use */
+    irr::io::IrrXMLReader *mReader;
 
-        /** All data arrays found in the file by ID. Might be referred to by actually
+    /** All data arrays found in the file by ID. Might be referred to by actually
          everyone. Collada, you are a steaming pile of indirection. */
-        typedef std::map<std::string, Collada::Data> DataLibrary;
-        DataLibrary mDataLibrary;
+    typedef std::map<std::string, Collada::Data> DataLibrary;
+    DataLibrary mDataLibrary;
 
-        /** Same for accessors which define how the data in a data array is accessed. */
-        typedef std::map<std::string, Collada::Accessor> AccessorLibrary;
-        AccessorLibrary mAccessorLibrary;
+    /** Same for accessors which define how the data in a data array is accessed. */
+    typedef std::map<std::string, Collada::Accessor> AccessorLibrary;
+    AccessorLibrary mAccessorLibrary;
 
-        /** Mesh library: mesh by ID */
-        typedef std::map<std::string, Collada::Mesh*> MeshLibrary;
-        MeshLibrary mMeshLibrary;
+    /** Mesh library: mesh by ID */
+    typedef std::map<std::string, Collada::Mesh *> MeshLibrary;
+    MeshLibrary mMeshLibrary;
 
-        /** node library: root node of the hierarchy part by ID */
-        typedef std::map<std::string, Collada::Node*> NodeLibrary;
-        NodeLibrary mNodeLibrary;
+    /** node library: root node of the hierarchy part by ID */
+    typedef std::map<std::string, Collada::Node *> NodeLibrary;
+    NodeLibrary mNodeLibrary;
 
-        /** Image library: stores texture properties by ID */
-        typedef std::map<std::string, Collada::Image> ImageLibrary;
-        ImageLibrary mImageLibrary;
+    /** Image library: stores texture properties by ID */
+    typedef std::map<std::string, Collada::Image> ImageLibrary;
+    ImageLibrary mImageLibrary;
 
-        /** Effect library: surface attributes by ID */
-        typedef std::map<std::string, Collada::Effect> EffectLibrary;
-        EffectLibrary mEffectLibrary;
+    /** Effect library: surface attributes by ID */
+    typedef std::map<std::string, Collada::Effect> EffectLibrary;
+    EffectLibrary mEffectLibrary;
 
-        /** Material library: surface material by ID */
-        typedef std::map<std::string, Collada::Material> MaterialLibrary;
-        MaterialLibrary mMaterialLibrary;
+    /** Material library: surface material by ID */
+    typedef std::map<std::string, Collada::Material> MaterialLibrary;
+    MaterialLibrary mMaterialLibrary;
 
-        /** Light library: surface light by ID */
-        typedef std::map<std::string, Collada::Light> LightLibrary;
-        LightLibrary mLightLibrary;
+    /** Light library: surface light by ID */
+    typedef std::map<std::string, Collada::Light> LightLibrary;
+    LightLibrary mLightLibrary;
 
-        /** Camera library: surface material by ID */
-        typedef std::map<std::string, Collada::Camera> CameraLibrary;
-        CameraLibrary mCameraLibrary;
+    /** Camera library: surface material by ID */
+    typedef std::map<std::string, Collada::Camera> CameraLibrary;
+    CameraLibrary mCameraLibrary;
 
-        /** Controller library: joint controllers by ID */
-        typedef std::map<std::string, Collada::Controller> ControllerLibrary;
-        ControllerLibrary mControllerLibrary;
+    /** Controller library: joint controllers by ID */
+    typedef std::map<std::string, Collada::Controller> ControllerLibrary;
+    ControllerLibrary mControllerLibrary;
 
-		/** Animation library: animation references by ID */
-		typedef std::map<std::string, Collada::Animation*> AnimationLibrary;
-		AnimationLibrary mAnimationLibrary;
+    /** Animation library: animation references by ID */
+    typedef std::map<std::string, Collada::Animation *> AnimationLibrary;
+    AnimationLibrary mAnimationLibrary;
 
-		/** Animation clip library: clip animation references by ID */
-		typedef std::vector<std::pair<std::string, std::vector<std::string> > > AnimationClipLibrary;
-		AnimationClipLibrary mAnimationClipLibrary;
+    /** Animation clip library: clip animation references by ID */
+    typedef std::vector<std::pair<std::string, std::vector<std::string>>> AnimationClipLibrary;
+    AnimationClipLibrary mAnimationClipLibrary;
 
-        /** Pointer to the root node. Don't delete, it just points to one of
+    /** Pointer to the root node. Don't delete, it just points to one of
          the nodes in the node library. */
-        Collada::Node* mRootNode;
-
-        /** Root animation container */
-        Collada::Animation mAnims;
-
-        /** Size unit: how large compared to a meter */
-        ai_real mUnitSize;
-
-        /** Which is the up vector */
-        enum { UP_X, UP_Y, UP_Z } mUpDirection;
-
-        /** Asset metadata (global for scene) */
-        StringMetaData mAssetMetaData;
-
-        /** Collada file format version */
-        Collada::FormatVersion mFormat;
-    };
-
-    // ------------------------------------------------------------------------------------------------
-    // Check for element match
-    inline bool ColladaParser::IsElement( const char* pName) const
-    {
-        ai_assert( mReader->getNodeType() == irr::io::EXN_ELEMENT);
-        return ::strcmp( mReader->getNodeName(), pName) == 0;
-    }
-
-    // ------------------------------------------------------------------------------------------------
-    // Finds the item in the given library by its reference, throws if not found
-    template <typename Type>
-    const Type& ColladaParser::ResolveLibraryReference( const std::map<std::string, Type>& pLibrary, const std::string& pURL) const
-    {
-        typename std::map<std::string, Type>::const_iterator it = pLibrary.find( pURL);
-        if( it == pLibrary.end())
-            ThrowException( Formatter::format() << "Unable to resolve library reference \"" << pURL << "\"." );
-        return it->second;
-    }
+    Collada::Node *mRootNode;
+
+    /** Root animation container */
+    Collada::Animation mAnims;
+
+    /** Size unit: how large compared to a meter */
+    ai_real mUnitSize;
+
+    /** Which is the up vector */
+    enum { UP_X,
+        UP_Y,
+        UP_Z } mUpDirection;
+
+    /** Asset metadata (global for scene) */
+    StringMetaData mAssetMetaData;
+
+    /** Collada file format version */
+    Collada::FormatVersion mFormat;
+};
+
+// ------------------------------------------------------------------------------------------------
+// Check for element match
+inline bool ColladaParser::IsElement(const char *pName) const {
+    ai_assert(mReader->getNodeType() == irr::io::EXN_ELEMENT);
+    return ::strcmp(mReader->getNodeName(), pName) == 0;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Finds the item in the given library by its reference, throws if not found
+template <typename Type>
+const Type &ColladaParser::ResolveLibraryReference(const std::map<std::string, Type> &pLibrary, const std::string &pURL) const {
+    typename std::map<std::string, Type>::const_iterator it = pLibrary.find(pURL);
+    if (it == pLibrary.end())
+        ThrowException(Formatter::format() << "Unable to resolve library reference \"" << pURL << "\".");
+    return it->second;
+}
 
 } // end of namespace Assimp
 

+ 1 - 0
code/CMakeLists.txt

@@ -66,6 +66,7 @@ SET( PUBLIC_HEADERS
   ${HEADER_PATH}/color4.h
   ${HEADER_PATH}/color4.inl
   ${CMAKE_CURRENT_BINARY_DIR}/../include/assimp/config.h
+  ${HEADER_PATH}/ColladaMetaData.h
   ${HEADER_PATH}/commonMetaData.h
   ${HEADER_PATH}/defs.h
   ${HEADER_PATH}/Defines.h

+ 53 - 0
include/assimp/ColladaMetaData.h

@@ -0,0 +1,53 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2020, 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 ColladaMetaData.h
+ * Declares common metadata constants used by Collada files
+ */
+#pragma once
+#ifndef AI_COLLADAMETADATA_H_INC
+#define AI_COLLADAMETADATA_H_INC
+
+#define AI_METADATA_COLLADA_ID "Collada_id"
+#define AI_METADATA_COLLADA_SID "Collada_sid"
+
+#endif

+ 3 - 3
include/assimp/config.h.in

@@ -1030,10 +1030,10 @@ enum aiComponent
 #define AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION "IMPORT_COLLADA_IGNORE_UP_DIRECTION"
 
 // ---------------------------------------------------------------------------
-/** @brief Specifies whether the Collada loader should use Collada names as node names.
+/** @brief Specifies whether the Collada loader should use Collada names.
  *
- * If this property is set to true, the Collada names will be used as the
- * node name. The default is to use the id tag (resp. sid tag, if no id tag is present)
+ * If this property is set to true, the Collada names will be used as the node and
+ * mesh names. The default is to use the id tag (resp. sid tag, if no id tag is present)
  * instead.
  * Property type: Bool. Default value: false.
  */

+ 191 - 3
test/unit/utColladaImportExport.cpp

@@ -41,16 +41,18 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include "AbstractImportExportBase.h"
 #include "UnitTestPCH.h"
 
+#include <assimp/ColladaMetaData.h>
 #include <assimp/commonMetaData.h>
 #include <assimp/postprocess.h>
 #include <assimp/scene.h>
+#include <assimp/Exporter.hpp>
 #include <assimp/Importer.hpp>
 
 using namespace Assimp;
 
 class utColladaImportExport : public AbstractImportExportBase {
 public:
-    virtual bool importerTest() {
+    virtual bool importerTest() final {
         Assimp::Importer importer;
         const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/duck.dae", aiProcess_ValidateDataStructure);
         if (scene == nullptr)
@@ -80,15 +82,201 @@ public:
 
         return true;
     }
+
+    typedef std::pair<std::string, std::string> IdNameString;
+    typedef std::map<std::string, std::string> IdNameMap;
+
+    template <typename T>
+    static inline IdNameString GetColladaIdName(const T *item, size_t index) {
+        std::ostringstream stream;
+        stream << typeid(T).name() << "@" << index;
+        if (item->mMetaData) {
+            aiString aiStr;
+            if (item->mMetaData->Get(AI_METADATA_COLLADA_ID, aiStr))
+                return std::make_pair(std::string(aiStr.C_Str()), stream.str());
+        }
+        return std::make_pair(std::string(), stream.str());
+    }
+
+    template <typename T>
+    static inline IdNameString GetItemIdName(const T *item, size_t index) {
+        std::ostringstream stream;
+        stream << typeid(T).name() << "@" << index;
+        return std::make_pair(std::string(item->mName.C_Str()), stream.str());
+    }
+
+    // Specialisations
+    static inline IdNameString GetItemIdName(aiMaterial *item, size_t index) {
+        std::ostringstream stream;
+        stream << typeid(aiMaterial).name() << "@" << index;
+        return std::make_pair(std::string(item->GetName().C_Str()), stream.str());
+    }
+
+    static inline IdNameString GetItemIdName(aiTexture *item, size_t index) {
+        std::ostringstream stream;
+        stream << typeid(aiTexture).name() << "@" << index;
+        return std::make_pair(std::string(item->mFilename.C_Str()), stream.str());
+    }
+
+    static inline void ReportDuplicate(IdNameMap &itemIdMap, const IdNameString &namePair, const char *typeNameStr) {
+        const auto result = itemIdMap.insert(namePair);
+        EXPECT_TRUE(result.second) << "Duplicate '" << typeNameStr << "' name: '" << namePair.first << "'. " << namePair.second << " == " << result.first->second;
+    }
+
+    template <typename T>
+    static inline void CheckUniqueIds(IdNameMap &itemIdMap, unsigned int itemCount, T **itemArray) {
+        for (size_t idx = 0; idx < itemCount; ++idx) {
+            IdNameString namePair = GetItemIdName(itemArray[idx], idx);
+            ReportDuplicate(itemIdMap, namePair, typeid(T).name());
+        }
+    }
+
+    static inline void CheckUniqueIds(IdNameMap &itemIdMap, const aiNode *parent, size_t index) {
+        IdNameString namePair = GetItemIdName(parent, index);
+        ReportDuplicate(itemIdMap, namePair, typeid(aiNode).name());
+
+        for (size_t idx = 0; idx < parent->mNumChildren; ++idx) {
+            CheckUniqueIds(itemIdMap, parent->mChildren[idx], idx);
+        }
+    }
+
+    static inline void CheckNodeIdNames(IdNameMap &nodeIdMap, IdNameMap &nodeNameMap, const aiNode *parent, size_t index) {
+        IdNameString namePair = GetItemIdName(parent, index);
+        const auto result = nodeNameMap.insert(namePair);
+        IdNameString idPair = GetColladaIdName(parent, index);
+        ReportDuplicate(nodeIdMap, idPair, typeid(aiNode).name());
+
+        for (size_t idx = 0; idx < parent->mNumChildren; ++idx) {
+            CheckNodeIdNames(nodeIdMap, nodeNameMap, parent->mChildren[idx], idx);
+        }
+    }
+
+    static inline void SetAllNodeNames(const aiString &newName, aiNode *node) {
+        node->mName = newName;
+        for (size_t idx = 0; idx < node->mNumChildren; ++idx) {
+            SetAllNodeNames(newName, node->mChildren[idx]);
+        }
+    }
+
+    void ImportAndCheckIds(const char *file, const aiScene *origScene) {
+        // Import the Collada using the 'default' where aiNode and aiMesh names are the Collada ids
+        Assimp::Importer importer;
+        const aiScene *scene = importer.ReadFile(file, aiProcess_ValidateDataStructure);
+        ASSERT_TRUE(scene != nullptr) << "Fatal: could not re-import " << file;
+        EXPECT_EQ(origScene->mNumMeshes, scene->mNumMeshes) << "in " << file;
+
+        // Check the ids are unique
+        IdNameMap itemIdMap;
+        // Recurse the Nodes
+        CheckUniqueIds(itemIdMap, scene->mRootNode, 0);
+        // Check the lists
+        CheckUniqueIds(itemIdMap, scene->mNumMeshes, scene->mMeshes);
+        // The remaining will come in using the name, which may not be unique
+        // Check we have the right number
+        EXPECT_EQ(origScene->mNumAnimations, scene->mNumAnimations);
+        EXPECT_EQ(origScene->mNumMaterials, scene->mNumMaterials);
+        EXPECT_EQ(origScene->mNumTextures, scene->mNumTextures);
+        EXPECT_EQ(origScene->mNumLights, scene->mNumLights);
+        EXPECT_EQ(origScene->mNumCameras, scene->mNumCameras);
+    }
+
+    void ImportAsNames(const char *file, const aiScene *origScene) {
+        // Import the Collada but using the user-visible names for aiNode and aiMesh
+        // Note that this mode may not support bones or animations
+        Assimp::Importer importer;
+        importer.SetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES, 1);
+
+        const aiScene *scene = importer.ReadFile(file, aiProcess_ValidateDataStructure);
+        ASSERT_TRUE(scene != nullptr) << "Fatal: could not re-import " << file;
+        EXPECT_EQ(origScene->mNumMeshes, scene->mNumMeshes) << "in " << file;
+
+        // Check the node ids are unique but the node names are not
+        IdNameMap nodeIdMap;
+        IdNameMap nodeNameMap;
+        // Recurse the Nodes
+        CheckNodeIdNames(nodeIdMap, nodeNameMap, scene->mRootNode, 0);
+
+        // nodeNameMap should have fewer than nodeIdMap
+        EXPECT_LT(nodeNameMap.size(), nodeIdMap.size()) << "Some nodes should have the same names";
+        // Check the counts haven't changed
+        EXPECT_EQ(origScene->mNumAnimations, scene->mNumAnimations);
+        EXPECT_EQ(origScene->mNumMaterials, scene->mNumMaterials);
+        EXPECT_EQ(origScene->mNumTextures, scene->mNumTextures);
+        EXPECT_EQ(origScene->mNumLights, scene->mNumLights);
+        EXPECT_EQ(origScene->mNumCameras, scene->mNumCameras);
+    }
 };
 
-TEST_F(utColladaImportExport, importBlenFromFileTest) {
+TEST_F(utColladaImportExport, importDaeFromFileTest) {
     EXPECT_TRUE(importerTest());
 }
 
+TEST_F(utColladaImportExport, exporterUniqueIdsTest) {
+    Assimp::Importer importer;
+    Assimp::Exporter exporter;
+    const char *outFileEmpty = "exportMeshIdTest_empty_out.dae";
+    const char *outFileNamed = "exportMeshIdTest_named_out.dae";
+
+    // Load a sample file containing multiple meshes
+    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/teapots.DAE", aiProcess_ValidateDataStructure);
+
+    ASSERT_TRUE(scene != nullptr) << "Fatal: could not import teapots.DAE!";
+    ASSERT_EQ(3u, scene->mNumMeshes) << "Fatal: teapots.DAE initial load failed";
+
+    // Clear all the names
+    for (size_t idx = 0; idx < scene->mNumMeshes; ++idx) {
+        scene->mMeshes[idx]->mName.Clear();
+    }
+    for (size_t idx = 0; idx < scene->mNumMaterials; ++idx) {
+        scene->mMaterials[idx]->RemoveProperty(AI_MATKEY_NAME);
+    }
+    for (size_t idx = 0; idx < scene->mNumAnimations; ++idx) {
+        scene->mAnimations[idx]->mName.Clear();
+    }
+    // Can't clear texture names
+    for (size_t idx = 0; idx < scene->mNumLights; ++idx) {
+        scene->mLights[idx]->mName.Clear();
+    }
+    for (size_t idx = 0; idx < scene->mNumCameras; ++idx) {
+        scene->mCameras[idx]->mName.Clear();
+    }
+
+    SetAllNodeNames(aiString(), scene->mRootNode);
+
+    ASSERT_EQ(AI_SUCCESS, exporter.Export(scene, "collada", outFileEmpty)) << "Fatal: Could not export un-named meshes file";
+
+    ImportAndCheckIds(outFileEmpty, scene);
+
+    // Force everything to have the same non-empty name
+    aiString testName("test_name");
+    for (size_t idx = 0; idx < scene->mNumMeshes; ++idx) {
+        scene->mMeshes[idx]->mName = testName;
+    }
+    for (size_t idx = 0; idx < scene->mNumMaterials; ++idx) {
+        scene->mMaterials[idx]->AddProperty(&testName, AI_MATKEY_NAME);
+    }
+    for (size_t idx = 0; idx < scene->mNumAnimations; ++idx) {
+        scene->mAnimations[idx]->mName = testName;
+    }
+    // Can't clear texture names
+    for (size_t idx = 0; idx < scene->mNumLights; ++idx) {
+        scene->mLights[idx]->mName = testName;
+    }
+    for (size_t idx = 0; idx < scene->mNumCameras; ++idx) {
+        scene->mCameras[idx]->mName = testName;
+    }
+
+    SetAllNodeNames(testName, scene->mRootNode);
+
+    ASSERT_EQ(AI_SUCCESS, exporter.Export(scene, "collada", outFileNamed)) << "Fatal: Could not export named meshes file";
+
+    ImportAndCheckIds(outFileNamed, scene);
+    ImportAsNames(outFileNamed, scene);
+}
+
 class utColladaZaeImportExport : public AbstractImportExportBase {
 public:
-    virtual bool importerTest() {
+    virtual bool importerTest() final {
         {
             Assimp::Importer importer;
             const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/duck.zae", aiProcess_ValidateDataStructure);

部分文件因为文件数量过多而无法显示