ColladaHelper.h 20 KB

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  1. /*
  2. Open Asset Import Library (assimp)
  3. ----------------------------------------------------------------------
  4. Copyright (c) 2006-2025, assimp team
  5. All rights reserved.
  6. Redistribution and use of this software in source and binary forms,
  7. with or without modification, are permitted provided that the
  8. following conditions are met:
  9. * Redistributions of source code must retain the above
  10. copyright notice, this list of conditions and the
  11. following disclaimer.
  12. * Redistributions in binary form must reproduce the above
  13. copyright notice, this list of conditions and the
  14. following disclaimer in the documentation and/or other
  15. materials provided with the distribution.
  16. * Neither the name of the assimp team, nor the names of its
  17. contributors may be used to endorse or promote products
  18. derived from this software without specific prior
  19. written permission of the assimp team.
  20. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
  21. "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
  22. LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
  23. A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
  24. OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
  25. SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
  26. LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
  27. DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
  28. THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  29. (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
  30. OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  31. ----------------------------------------------------------------------
  32. */
  33. /** Helper structures for the Collada loader */
  34. #ifndef AI_COLLADAHELPER_H_INC
  35. #define AI_COLLADAHELPER_H_INC
  36. #include <assimp/light.h>
  37. #include <assimp/material.h>
  38. #include <assimp/mesh.h>
  39. #include <cstdint>
  40. #include <map>
  41. #include <set>
  42. #include <vector>
  43. struct aiMaterial;
  44. namespace Assimp {
  45. namespace Collada {
  46. /// Collada file versions which evolved during the years ...
  47. enum FormatVersion {
  48. FV_1_5_n,
  49. FV_1_4_n,
  50. FV_1_3_n
  51. };
  52. /// Transformation types that can be applied to a node
  53. enum TransformType {
  54. TF_LOOKAT,
  55. TF_ROTATE,
  56. TF_TRANSLATE,
  57. TF_SCALE,
  58. TF_SKEW,
  59. TF_MATRIX
  60. };
  61. /// Different types of input data to a vertex or face
  62. enum InputType {
  63. IT_Invalid,
  64. IT_Vertex, // special type for per-index data referring to the <vertices> element carrying the per-vertex data.
  65. IT_Position,
  66. IT_Normal,
  67. IT_Texcoord,
  68. IT_Color,
  69. IT_Tangent,
  70. IT_Bitangent
  71. };
  72. /// Supported controller types
  73. enum ControllerType {
  74. Skin,
  75. Morph
  76. };
  77. /// Supported morph methods
  78. enum MorphMethod {
  79. Normalized,
  80. Relative
  81. };
  82. /// Common metadata keys as <Collada, Assimp>
  83. using MetaKeyPair = std::pair<std::string, std::string>;
  84. using MetaKeyPairVector = std::vector<MetaKeyPair>;
  85. /// Collada as lower_case (native)
  86. const MetaKeyPairVector &GetColladaAssimpMetaKeys();
  87. // Collada as CamelCase (used by Assimp for consistency)
  88. const MetaKeyPairVector &GetColladaAssimpMetaKeysCamelCase();
  89. /// Convert underscore_separated to CamelCase "authoring_tool" becomes "AuthoringTool"
  90. void ToCamelCase(std::string &text);
  91. /// Contains all data for one of the different transformation types
  92. struct Transform {
  93. std::string mID; ///< SID of the transform step, by which anim channels address their target node
  94. TransformType mType;
  95. ai_real f[16]; ///< Interpretation of data depends on the type of the transformation
  96. };
  97. /// A collada camera.
  98. struct Camera {
  99. Camera() :
  100. mOrtho(false),
  101. mHorFov(10e10f),
  102. mVerFov(10e10f),
  103. mAspect(10e10f),
  104. mZNear(0.1f),
  105. mZFar(1000.f) {}
  106. /// Name of camera
  107. std::string mName;
  108. /// True if it is an orthographic camera
  109. bool mOrtho;
  110. /// Horizontal field of view in degrees
  111. ai_real mHorFov;
  112. /// Vertical field of view in degrees
  113. ai_real mVerFov;
  114. /// Screen aspect
  115. ai_real mAspect;
  116. /// Near& far z
  117. ai_real mZNear, mZFar;
  118. };
  119. #define ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET 1e9f
  120. /** A collada light source. */
  121. struct Light {
  122. Light() :
  123. mType(aiLightSource_UNDEFINED),
  124. mAttConstant(1.f),
  125. mAttLinear(0.f),
  126. mAttQuadratic(0.f),
  127. mFalloffAngle(180.f),
  128. mFalloffExponent(0.f),
  129. mPenumbraAngle(ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET),
  130. mOuterAngle(ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET),
  131. mIntensity(1.f) {}
  132. /// Type of the light source aiLightSourceType + ambient
  133. unsigned int mType;
  134. /// Color of the light
  135. aiColor3D mColor;
  136. /// Light attenuation
  137. ai_real mAttConstant, mAttLinear, mAttQuadratic;
  138. /// Spot light falloff
  139. ai_real mFalloffAngle;
  140. ai_real mFalloffExponent;
  141. // -----------------------------------------------------
  142. // FCOLLADA extension from here
  143. /// ... related stuff from maja and max extensions
  144. ai_real mPenumbraAngle;
  145. ai_real mOuterAngle;
  146. /// Common light intensity
  147. ai_real mIntensity;
  148. };
  149. /** Short vertex index description */
  150. struct InputSemanticMapEntry {
  151. InputSemanticMapEntry() :
  152. mSet(0),
  153. mType(IT_Invalid) {}
  154. /// Index of set, optional
  155. unsigned int mSet;
  156. /// Type of referenced vertex input
  157. InputType mType;
  158. };
  159. /// Table to map from effect to vertex input semantics
  160. struct SemanticMappingTable {
  161. /// Name of material
  162. std::string mMatName;
  163. /// List of semantic map commands, grouped by effect semantic name
  164. using InputSemanticMap = std::map<std::string, InputSemanticMapEntry>;
  165. InputSemanticMap mMap;
  166. /// For std::find
  167. bool operator==(const std::string &s) const {
  168. return s == mMatName;
  169. }
  170. };
  171. /// A reference to a mesh inside a node, including materials assigned to the various subgroups.
  172. /// The ID refers to either a mesh or a controller which specifies the mesh
  173. struct MeshInstance {
  174. ///< ID of the mesh or controller to be instanced
  175. std::string mMeshOrController;
  176. ///< Map of materials by the subgroup ID they're applied to
  177. std::map<std::string, SemanticMappingTable> mMaterials;
  178. };
  179. /// A reference to a camera inside a node
  180. struct CameraInstance {
  181. ///< ID of the camera
  182. std::string mCamera;
  183. };
  184. /// A reference to a light inside a node
  185. struct LightInstance {
  186. ///< ID of the camera
  187. std::string mLight;
  188. };
  189. /// A reference to a node inside a node
  190. struct NodeInstance {
  191. ///< ID of the node
  192. std::string mNode;
  193. };
  194. /// A node in a scene hierarchy
  195. struct Node {
  196. std::string mName;
  197. std::string mID;
  198. std::string mSID;
  199. Node *mParent;
  200. std::vector<Node *> mChildren;
  201. /// Operations in order to calculate the resulting transformation to parent.
  202. std::vector<Transform> mTransforms;
  203. /// Meshes at this node
  204. std::vector<MeshInstance> mMeshes;
  205. /// Lights at this node
  206. std::vector<LightInstance> mLights;
  207. /// Cameras at this node
  208. std::vector<CameraInstance> mCameras;
  209. /// Node instances at this node
  210. std::vector<NodeInstance> mNodeInstances;
  211. /// Root-nodes: Name of primary camera, if any
  212. std::string mPrimaryCamera;
  213. /// Constructor. Begin with a zero parent
  214. Node() :
  215. mParent(nullptr) {
  216. // empty
  217. }
  218. /// Destructor: delete all children subsequently
  219. ~Node() {
  220. for (std::vector<Node *>::iterator it = mChildren.begin(); it != mChildren.end(); ++it) {
  221. delete *it;
  222. }
  223. }
  224. };
  225. /// Data source array: either floats or strings
  226. struct Data {
  227. bool mIsStringArray;
  228. std::vector<ai_real> mValues;
  229. std::vector<std::string> mStrings;
  230. };
  231. /// Accessor to a data array
  232. struct Accessor {
  233. size_t mCount; // in number of objects
  234. size_t mSize; // size of an object, in elements (floats or strings, mostly 1)
  235. size_t mOffset; // in number of values
  236. size_t mStride; // Stride in number of values
  237. std::vector<std::string> mParams; // names of the data streams in the accessors. Empty string tells to ignore.
  238. size_t mSubOffset[4]; // Sub-offset inside the object for the common 4 elements. For a vector, that's XYZ, for a color RGBA and so on.
  239. // For example, SubOffset[0] denotes which of the values inside the object is the vector X component.
  240. std::string mSource; // URL of the source array
  241. mutable const Data *mData; // Pointer to the source array, if resolved. nullptr else
  242. Accessor() {
  243. mCount = 0;
  244. mSize = 0;
  245. mOffset = 0;
  246. mStride = 0;
  247. mData = nullptr;
  248. mSubOffset[0] = mSubOffset[1] = mSubOffset[2] = mSubOffset[3] = 0;
  249. }
  250. };
  251. /// A single face in a mesh
  252. struct Face {
  253. std::vector<size_t> mIndices;
  254. };
  255. /// An input channel for mesh data, referring to a single accessor
  256. struct InputChannel {
  257. InputType mType; // Type of the data
  258. size_t mIndex; // Optional index, if multiple sets of the same data type are given
  259. size_t mOffset; // Index offset in the indices array of per-face indices. Don't ask, can't explain that any better.
  260. std::string mAccessor; // ID of the accessor where to read the actual values from.
  261. mutable const Accessor *mResolved; // Pointer to the accessor, if resolved. nullptr else
  262. InputChannel() {
  263. mType = IT_Invalid;
  264. mIndex = 0;
  265. mOffset = 0;
  266. mResolved = nullptr;
  267. }
  268. };
  269. /// Subset of a mesh with a certain material
  270. struct SubMesh {
  271. std::string mMaterial; ///< subgroup identifier
  272. size_t mNumFaces; ///< number of faces in this sub-mesh
  273. };
  274. /// Contains data for a single mesh
  275. struct Mesh {
  276. Mesh(const std::string &id) :
  277. mId(id) {
  278. for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
  279. mNumUVComponents[i] = 2;
  280. }
  281. }
  282. const std::string mId;
  283. std::string mName;
  284. // just to check if there's some sophisticated addressing involved...
  285. // which we don't support, and therefore should warn about.
  286. std::string mVertexID;
  287. // Vertex data addressed by vertex indices
  288. std::vector<InputChannel> mPerVertexData;
  289. // actual mesh data, assembled on encounter of a <p> element. Verbose format, not indexed
  290. std::vector<aiVector3D> mPositions;
  291. std::vector<aiVector3D> mNormals;
  292. std::vector<aiVector3D> mTangents;
  293. std::vector<aiVector3D> mBitangents;
  294. std::vector<aiVector3D> mTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
  295. std::vector<aiColor4D> mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
  296. unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
  297. // Faces. Stored are only the number of vertices for each face.
  298. // 1 == point, 2 == line, 3 == triangle, 4+ == poly
  299. std::vector<size_t> mFaceSize;
  300. // Position indices for all faces in the sequence given in mFaceSize -
  301. // necessary for bone weight assignment
  302. std::vector<size_t> mFacePosIndices;
  303. // Sub-meshes in this mesh, each with a given material
  304. std::vector<SubMesh> mSubMeshes;
  305. };
  306. /// Which type of primitives the ReadPrimitives() function is going to read
  307. enum PrimitiveType {
  308. Prim_Invalid,
  309. Prim_Lines,
  310. Prim_LineStrip,
  311. Prim_Triangles,
  312. Prim_TriStrips,
  313. Prim_TriFans,
  314. Prim_Polylist,
  315. Prim_Polygon
  316. };
  317. /// A skeleton controller to deform a mesh with the use of joints
  318. struct Controller {
  319. // controller type
  320. ControllerType mType;
  321. // Morphing method if type is Morph
  322. MorphMethod mMethod;
  323. // the URL of the mesh deformed by the controller.
  324. std::string mMeshId;
  325. // accessor URL of the joint names
  326. std::string mJointNameSource;
  327. ///< The bind shape matrix, as array of floats. I'm not sure what this matrix actually describes, but it can't be ignored in all cases
  328. ai_real mBindShapeMatrix[16];
  329. // accessor URL of the joint inverse bind matrices
  330. std::string mJointOffsetMatrixSource;
  331. // input channel: joint names.
  332. InputChannel mWeightInputJoints;
  333. // input channel: joint weights
  334. InputChannel mWeightInputWeights;
  335. // Number of weights per vertex.
  336. std::vector<size_t> mWeightCounts;
  337. // JointIndex-WeightIndex pairs for all vertices
  338. std::vector<std::pair<size_t, size_t>> mWeights;
  339. std::string mMorphTarget;
  340. std::string mMorphWeight;
  341. };
  342. /// A collada material. Pretty much the only member is a reference to an effect.
  343. struct Material {
  344. std::string mName;
  345. std::string mEffect;
  346. };
  347. /// Type of the effect param
  348. enum ParamType {
  349. Param_Sampler,
  350. Param_Surface
  351. };
  352. /// A param for an effect. Might be of several types, but they all just refer to each other, so I summarize them
  353. struct EffectParam {
  354. ParamType mType;
  355. std::string mReference; // to which other thing the param is referring to.
  356. };
  357. /// Shading type supported by the standard effect spec of Collada
  358. enum ShadeType {
  359. Shade_Invalid,
  360. Shade_Constant,
  361. Shade_Lambert,
  362. Shade_Phong,
  363. Shade_Blinn
  364. };
  365. /// Represents a texture sampler in collada
  366. struct Sampler {
  367. Sampler() :
  368. mWrapU(true),
  369. mWrapV(true),
  370. mMirrorU(),
  371. mMirrorV(),
  372. mOp(aiTextureOp_Multiply),
  373. mUVId(UINT_MAX),
  374. mWeighting(1.f),
  375. mMixWithPrevious(1.f) {}
  376. /// Name of image reference
  377. std::string mName;
  378. /// Wrap U?
  379. bool mWrapU;
  380. /// Wrap V?
  381. bool mWrapV;
  382. /// Mirror U?
  383. bool mMirrorU;
  384. /// Mirror V?
  385. bool mMirrorV;
  386. /// Blend mode
  387. aiTextureOp mOp;
  388. /// UV transformation
  389. aiUVTransform mTransform;
  390. /// Name of source UV channel
  391. std::string mUVChannel;
  392. /// Resolved UV channel index or UINT_MAX if not known
  393. unsigned int mUVId;
  394. // OKINO/MAX3D extensions from here
  395. // -------------------------------------------------------
  396. /// Weighting factor
  397. ai_real mWeighting;
  398. /// Mixing factor from OKINO
  399. ai_real mMixWithPrevious;
  400. };
  401. /// A collada effect. Can contain about anything according to the Collada spec,
  402. /// but we limit our version to a reasonable subset.
  403. struct Effect {
  404. /// Shading mode
  405. ShadeType mShadeType;
  406. /// Colors
  407. aiColor4D mEmissive, mAmbient, mDiffuse, mSpecular,
  408. mTransparent, mReflective;
  409. /// Textures
  410. Sampler mTexEmissive, mTexAmbient, mTexDiffuse, mTexSpecular,
  411. mTexTransparent, mTexBump, mTexReflective;
  412. /// Scalar factory
  413. ai_real mShininess, mRefractIndex, mReflectivity;
  414. ai_real mTransparency;
  415. bool mHasTransparency;
  416. bool mRGBTransparency;
  417. bool mInvertTransparency;
  418. /// local params referring to each other by their SID
  419. using ParamLibrary = std::map<std::string, Collada::EffectParam>;
  420. ParamLibrary mParams;
  421. // MAX3D extensions
  422. // ---------------------------------------------------------
  423. // Double-sided?
  424. bool mDoubleSided, mWireframe, mFaceted;
  425. Effect() :
  426. mShadeType(Shade_Phong),
  427. mEmissive(0, 0, 0, 1),
  428. mAmbient(0.1f, 0.1f, 0.1f, 1),
  429. mDiffuse(0.6f, 0.6f, 0.6f, 1),
  430. mSpecular(0.4f, 0.4f, 0.4f, 1),
  431. mTransparent(0, 0, 0, 1),
  432. mShininess(10.0f),
  433. mRefractIndex(1.f),
  434. mReflectivity(0.f),
  435. mTransparency(1.f),
  436. mHasTransparency(false),
  437. mRGBTransparency(false),
  438. mInvertTransparency(false),
  439. mDoubleSided(false),
  440. mWireframe(false),
  441. mFaceted(false) {
  442. }
  443. };
  444. /// An image, meaning texture
  445. struct Image {
  446. std::string mFileName;
  447. /// Embedded image data
  448. std::vector<uint8_t> mImageData;
  449. /// File format hint of embedded image data
  450. std::string mEmbeddedFormat;
  451. };
  452. /// An animation channel.
  453. struct AnimationChannel {
  454. /// URL of the data to animate. Could be about anything, but we support only the
  455. /// "NodeID/TransformID.SubElement" notation
  456. std::string mTarget;
  457. /// Source URL of the time values. Collada calls them "input". Meh.
  458. std::string mSourceTimes;
  459. /// Source URL of the value values. Collada calls them "output".
  460. std::string mSourceValues;
  461. /// Source URL of the IN_TANGENT semantic values.
  462. std::string mInTanValues;
  463. /// Source URL of the OUT_TANGENT semantic values.
  464. std::string mOutTanValues;
  465. /// Source URL of the INTERPOLATION semantic values.
  466. std::string mInterpolationValues;
  467. };
  468. /// An animation. Container for 0-x animation channels or 0-x animations
  469. struct Animation {
  470. /// Anim name
  471. std::string mName;
  472. /// the animation channels, if any
  473. std::vector<AnimationChannel> mChannels;
  474. /// the sub-animations, if any
  475. std::vector<Animation *> mSubAnims;
  476. /// Destructor
  477. ~Animation() {
  478. for (std::vector<Animation *>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it) {
  479. delete *it;
  480. }
  481. }
  482. /// Collect all channels in the animation hierarchy into a single channel list.
  483. void CollectChannelsRecursively(std::vector<AnimationChannel> &channels) {
  484. channels.insert(channels.end(), mChannels.begin(), mChannels.end());
  485. for (std::vector<Animation *>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it) {
  486. Animation *pAnim = (*it);
  487. pAnim->CollectChannelsRecursively(channels);
  488. }
  489. }
  490. /// Combine all single-channel animations' channel into the same (parent) animation channel list.
  491. void CombineSingleChannelAnimations() {
  492. CombineSingleChannelAnimationsRecursively(this);
  493. }
  494. void CombineSingleChannelAnimationsRecursively(Animation *pParent) {
  495. std::set<std::string> childrenTargets;
  496. bool childrenAnimationsHaveDifferentChannels = true;
  497. for (std::vector<Animation *>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();) {
  498. Animation *anim = *it;
  499. // Assign the first animation name to the parent if empty.
  500. // This prevents the animation name from being lost when animations are combined
  501. if (mName.empty()) {
  502. mName = anim->mName;
  503. }
  504. CombineSingleChannelAnimationsRecursively(anim);
  505. if (childrenAnimationsHaveDifferentChannels && anim->mChannels.size() == 1 &&
  506. childrenTargets.find(anim->mChannels[0].mTarget) == childrenTargets.end()) {
  507. childrenTargets.insert(anim->mChannels[0].mTarget);
  508. } else {
  509. childrenAnimationsHaveDifferentChannels = false;
  510. }
  511. ++it;
  512. }
  513. // We only want to combine animations if they have different channels
  514. if (childrenAnimationsHaveDifferentChannels) {
  515. for (std::vector<Animation *>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();) {
  516. Animation *anim = *it;
  517. pParent->mChannels.push_back(anim->mChannels[0]);
  518. it = pParent->mSubAnims.erase(it);
  519. delete anim;
  520. continue;
  521. }
  522. }
  523. }
  524. };
  525. /// Description of a collada animation channel which has been determined to affect the current node
  526. struct ChannelEntry {
  527. const Collada::AnimationChannel *mChannel; ///< the source channel
  528. std::string mTargetId;
  529. std::string mTransformId; // the ID of the transformation step of the node which is influenced
  530. size_t mTransformIndex; // Index into the node's transform chain to apply the channel to
  531. size_t mSubElement; // starting index inside the transform data
  532. // resolved data references
  533. const Collada::Accessor *mTimeAccessor; ///> Collada accessor to the time values
  534. const Collada::Data *mTimeData; ///> Source data array for the time values
  535. const Collada::Accessor *mValueAccessor; ///> Collada accessor to the key value values
  536. const Collada::Data *mValueData; ///> Source data array for the key value values
  537. ChannelEntry() :
  538. mChannel(),
  539. mTransformIndex(),
  540. mSubElement(),
  541. mTimeAccessor(),
  542. mTimeData(),
  543. mValueAccessor(),
  544. mValueData() {}
  545. };
  546. } // end of namespace Collada
  547. } // end of namespace Assimp
  548. #endif // AI_COLLADAHELPER_H_INC