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@@ -397,7 +397,7 @@ void ColladaExporter::WriteCamera(size_t pIndex) {
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const std::string cameraId = GetObjectUniqueId(AiObjectType::Camera, pIndex);
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const std::string cameraName = GetObjectName(AiObjectType::Camera, pIndex);
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- mOutput << startstr << "<camera id=\"" << cameraId << "-camera\" name=\"" << cameraName << "\" >" << endstr;
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+ mOutput << startstr << "<camera id=\"" << cameraId << "\" name=\"" << cameraName << "\" >" << endstr;
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PushTag();
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mOutput << startstr << "<optics>" << endstr;
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PushTag();
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@@ -450,7 +450,7 @@ void ColladaExporter::WriteLight(size_t pIndex) {
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const std::string lightId = GetObjectUniqueId(AiObjectType::Light, pIndex);
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const std::string lightName = GetObjectName(AiObjectType::Light, pIndex);
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- mOutput << startstr << "<light id=\"" << lightId << "-light\" name=\""
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+ mOutput << startstr << "<light id=\"" << lightId << "\" name=\""
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<< lightName << "\" >" << endstr;
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PushTag();
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mOutput << startstr << "<technique_common>" << endstr;
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@@ -874,7 +874,7 @@ void ColladaExporter::WriteController(size_t pIndex) {
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mOutput << startstr << "<Name_array id=\"" << idstr << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\">";
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for (size_t i = 0; i < mesh->mNumBones; ++i)
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- mOutput << GetBoneUniqueId(mesh->mBones[i]) << " ";
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+ mOutput << GetBoneUniqueId(mesh->mBones[i]) << ' ';
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mOutput << "</Name_array>" << endstr;
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@@ -1410,12 +1410,12 @@ void ColladaExporter::WriteAnimationsLibrary() {
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}
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// ------------------------------------------------------------------------------------------------
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// Helper to find a bone by name in the scene
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-aiBone *findBone(const aiScene *scene, const char *name) {
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+aiBone *findBone(const aiScene *scene, const aiString &name) {
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for (size_t m = 0; m < scene->mNumMeshes; m++) {
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aiMesh *mesh = scene->mMeshes[m];
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for (size_t b = 0; b < mesh->mNumBones; b++) {
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aiBone *bone = mesh->mBones[b];
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- if (0 == strcmp(name, bone->mName.C_Str())) {
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+ if (name == bone->mName) {
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return bone;
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}
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}
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@@ -1424,6 +1424,7 @@ aiBone *findBone(const aiScene *scene, const char *name) {
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}
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// ------------------------------------------------------------------------------------------------
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+// Helper to find the node associated with a bone in the scene
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const aiNode *findBoneNode(const aiNode *aNode, const aiBone *bone) {
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if (aNode && bone && aNode->mName == bone->mName) {
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return aNode;
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@@ -1432,15 +1433,17 @@ const aiNode *findBoneNode(const aiNode *aNode, const aiBone *bone) {
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if (aNode && bone) {
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for (unsigned int i = 0; i < aNode->mNumChildren; ++i) {
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aiNode *aChild = aNode->mChildren[i];
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- const aiNode *foundFromChild = 0;
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+ const aiNode *foundFromChild = nullptr;
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if (aChild) {
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foundFromChild = findBoneNode(aChild, bone);
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- if (foundFromChild) return foundFromChild;
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+ if (foundFromChild) {
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+ return foundFromChild;
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+ }
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}
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}
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}
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- return NULL;
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+ return nullptr;
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}
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const aiNode *findSkeletonRootNode(const aiScene *scene, const aiMesh *mesh) {
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@@ -1451,7 +1454,7 @@ const aiNode *findSkeletonRootNode(const aiScene *scene, const aiMesh *mesh) {
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const aiNode *node = findBoneNode(scene->mRootNode, bone);
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if (node) {
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- while (node->mParent && findBone(scene, node->mParent->mName.C_Str()) != 0) {
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+ while (node->mParent && findBone(scene, node->mParent->mName) != nullptr) {
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node = node->mParent;
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}
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topParentBoneNodes.insert(node);
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@@ -1482,13 +1485,13 @@ void ColladaExporter::WriteNode(const aiNode *pNode) {
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// Assimp-specific: nodes with no name cannot be associated with bones
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const char *node_type;
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bool is_joint, is_skeleton_root = false;
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- if (pNode->mName.length == 0 && nullptr == findBone(mScene, pNode->mName.C_Str())) {
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+ if (pNode->mName.length == 0 || nullptr == findBone(mScene, pNode->mName)) {
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node_type = "NODE";
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is_joint = false;
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} else {
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node_type = "JOINT";
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is_joint = true;
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- if (!pNode->mParent || nullptr == findBone(mScene, pNode->mParent->mName.C_Str())) {
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+ if (!pNode->mParent || nullptr == findBone(mScene, pNode->mParent->mName)) {
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is_skeleton_root = true;
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}
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}
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@@ -1542,14 +1545,14 @@ void ColladaExporter::WriteNode(const aiNode *pNode) {
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//check if it is a camera node
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for (size_t i = 0; i < mScene->mNumCameras; i++) {
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if (mScene->mCameras[i]->mName == pNode->mName) {
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- mOutput << startstr << "<instance_camera url=\"#" << node_id << "-camera\"/>" << endstr;
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+ mOutput << startstr << "<instance_camera url=\"#" << GetObjectUniqueId(AiObjectType::Camera, i) << "\"/>" << endstr;
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break;
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}
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}
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//check if it is a light node
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for (size_t i = 0; i < mScene->mNumLights; i++) {
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if (mScene->mLights[i]->mName == pNode->mName) {
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- mOutput << startstr << "<instance_light url=\"#" << node_id << "-light\"/>" << endstr;
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+ mOutput << startstr << "<instance_light url=\"#" << GetObjectUniqueId(AiObjectType::Light, i) << "\"/>" << endstr;
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break;
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}
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}
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@@ -1620,16 +1623,17 @@ inline bool IsUniqueId(const std::unordered_set<std::string> &idSet, const std::
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return (idSet.find(idStr) == idSet.end());
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}
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-inline void MakeUniqueId(const std::unordered_set<std::string> &idSet, std::string &idStr) {
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- if (!IsUniqueId(idSet, idStr)) {
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+inline std::string MakeUniqueId(const std::unordered_set<std::string> &idSet, const std::string &idPrefix, const std::string &postfix) {
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+ std::string result(idPrefix + postfix);
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+ if (!IsUniqueId(idSet, result)) {
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// Select a number to append
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- size_t postfix = 1;
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- idStr.append("_");
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- while (!IsUniqueId(idSet, idStr + to_string(postfix))) {
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- ++postfix;
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- }
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- idStr.append(to_string(postfix));
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+ size_t idnum = 1;
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+ do {
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+ result = idPrefix + '_' + to_string(idnum) + postfix;
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+ ++idnum;
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+ } while (!IsUniqueId(idSet, result));
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}
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+ return result;
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}
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void Assimp::ColladaExporter::CreateNodeIds(const aiNode *node) {
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@@ -1659,7 +1663,7 @@ std::string Assimp::ColladaExporter::GetNodeUniqueId(const aiNode *node) {
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idStr = XMLIDEncode(idStr);
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// Ensure it's unique
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- MakeUniqueId(mUniqueIds, idStr);
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+ idStr = MakeUniqueId(mUniqueIds, idStr, std::string());
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mUniqueIds.insert(idStr);
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mNodeIdMap.insert(std::make_pair(node, idStr));
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return idStr;
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@@ -1671,25 +1675,12 @@ std::string Assimp::ColladaExporter::GetNodeName(const aiNode *node) {
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}
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std::string Assimp::ColladaExporter::GetBoneUniqueId(const aiBone *bone) {
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- // Use the pointer as the key. This is safe because the scene is immutable.
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- auto idIt = mNodeIdMap.find(bone);
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- if (idIt != mNodeIdMap.cend())
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- return idIt->second;
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-
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- // New, create an id
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- std::string idStr(bone->mName.C_Str());
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+ // Find the Node that is this Bone
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+ const aiNode *boneNode = findBoneNode(mScene->mRootNode, bone);
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+ if (boneNode == nullptr)
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+ return std::string();
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- // Make sure the requested id is valid
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- if (idStr.empty())
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- idStr = "bone";
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- else
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- idStr = XMLIDEncode(idStr);
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-
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- // Ensure it's unique
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- MakeUniqueId(mUniqueIds, idStr);
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- mUniqueIds.insert(idStr);
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- mNodeIdMap.insert(std::make_pair(bone, idStr));
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- return idStr;
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+ return GetNodeUniqueId(boneNode);
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}
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std::string Assimp::ColladaExporter::GetObjectUniqueId(AiObjectType type, size_t pIndex) {
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@@ -1703,9 +1694,9 @@ std::string Assimp::ColladaExporter::GetObjectUniqueId(AiObjectType type, size_t
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}
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std::string Assimp::ColladaExporter::GetObjectName(AiObjectType type, size_t pIndex) {
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- auto meshName = GetObjectNameMap(type).find(pIndex);
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- if (meshName != GetObjectNameMap(type).cend())
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- return meshName->second;
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+ auto objectName = GetObjectNameMap(type).find(pIndex);
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+ if (objectName != GetObjectNameMap(type).cend())
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+ return objectName->second;
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// Not seen this object before, create and add
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NameIdPair result = AddObjectIndexToMaps(type, pIndex);
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@@ -1719,27 +1710,34 @@ std::string Assimp::ColladaExporter::GetObjectName(AiObjectType type, size_t pIn
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// @param idStr in/out. Caller to set the preferred id if known.
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Assimp::ColladaExporter::NameIdPair Assimp::ColladaExporter::AddObjectIndexToMaps(AiObjectType type, size_t index) {
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- std::string idStr;
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std::string name;
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+ std::string idStr;
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+ std::string idPostfix;
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- // Get the name
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+ // Get the name and id postfix
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switch (type) {
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case AiObjectType::Mesh: name = mScene->mMeshes[index]->mName.C_Str(); break;
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case AiObjectType::Material: name = mScene->mMaterials[index]->GetName().C_Str(); break;
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case AiObjectType::Animation: name = mScene->mAnimations[index]->mName.C_Str(); break;
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- case AiObjectType::Light: name = mScene->mLights[index]->mName.C_Str(); break;
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- case AiObjectType::Camera: name = mScene->mCameras[index]->mName.C_Str(); break;
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+ case AiObjectType::Light:
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+ name = mScene->mLights[index]->mName.C_Str();
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+ idPostfix = "-light";
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+ break;
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+ case AiObjectType::Camera:
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+ name = mScene->mCameras[index]->mName.C_Str();
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+ idPostfix = "-camera";
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+ break;
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case AiObjectType::Count: throw std::logic_error("ColladaExporter::AiObjectType::Count is not an object type");
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}
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if (name.empty()) {
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// Default ids if empty name
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switch (type) {
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- case AiObjectType::Mesh: idStr = std::string("meshId_"); break;
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- case AiObjectType::Material: idStr = std::string("materialId_"); break; // This one should never happen
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- case AiObjectType::Animation: idStr = std::string("animationId_"); break;
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- case AiObjectType::Light: idStr = std::string("lightId_"); break;
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- case AiObjectType::Camera: idStr = std::string("cameraId_"); break;
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+ case AiObjectType::Mesh: idStr = std::string("mesh_"); break;
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+ case AiObjectType::Material: idStr = std::string("material_"); break; // This one should never happen
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+ case AiObjectType::Animation: idStr = std::string("animation_"); break;
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+ case AiObjectType::Light: idStr = std::string("light_"); break;
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+ case AiObjectType::Camera: idStr = std::string("camera_"); break;
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case AiObjectType::Count: throw std::logic_error("ColladaExporter::AiObjectType::Count is not an object type");
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}
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idStr.append(to_string(index));
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@@ -1750,12 +1748,12 @@ Assimp::ColladaExporter::NameIdPair Assimp::ColladaExporter::AddObjectIndexToMap
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if (!name.empty())
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name = XMLEscape(name);
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- MakeUniqueId(mUniqueIds, idStr);
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+ idStr = MakeUniqueId(mUniqueIds, idStr, idPostfix);
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// Add to maps
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mUniqueIds.insert(idStr);
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GetObjectIdMap(type).insert(std::make_pair(index, idStr));
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- GetObjectNameMap(type).insert(std::make_pair(index, idStr));
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+ GetObjectNameMap(type).insert(std::make_pair(index, name));
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return std::make_pair(name, idStr);
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}
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