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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (ASSIMP)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2008, ASSIMP Development 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 Development 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 Implementation of the Collada loader */
- #include "AssimpPCH.h"
- #ifndef ASSIMP_BUILD_NO_DAE_IMPORTER
- #include "../include/aiAnim.h"
- #include "ColladaLoader.h"
- #include "ColladaParser.h"
- #include "fast_atof.h"
- #include "ParsingUtils.h"
- #include "SkeletonMeshBuilder.h"
- #include "time.h"
- using namespace Assimp;
- // ------------------------------------------------------------------------------------------------
- // Constructor to be privately used by Importer
- ColladaLoader::ColladaLoader()
- {}
- // ------------------------------------------------------------------------------------------------
- // Destructor, private as well
- ColladaLoader::~ColladaLoader()
- {}
- // ------------------------------------------------------------------------------------------------
- // Returns whether the class can handle the format of the given file.
- bool ColladaLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
- {
- // check file extension
- std::string extension = GetExtension(pFile);
-
- if( extension == "dae")
- return true;
- // XML - too generic, we need to open the file and search for typical keywords
- if( extension == "xml" || !extension.length() || checkSig) {
- /* If CanRead() is called in order to check whether we
- * support a specific file extension in general pIOHandler
- * might be NULL and it's our duty to return true here.
- */
- if (!pIOHandler)return true;
- const char* tokens[] = {"collada"};
- return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
- }
- return false;
- }
- // ------------------------------------------------------------------------------------------------
- // Get file extension list
- void ColladaLoader::GetExtensionList( std::string& append)
- {
- append.append("*.dae");
- }
- // ------------------------------------------------------------------------------------------------
- // Imports the given file into the given scene structure.
- void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
- {
- mFileName = pFile;
- // clean all member arrays - just for safety, it should work even if we did not
- mMeshIndexByID.clear();
- mMaterialIndexByName.clear();
- mMeshes.clear();
- newMats.clear();
- mLights.clear();
- mCameras.clear();
- mTextures.clear();
- // parse the input file
- ColladaParser parser( pIOHandler, pFile);
- if( !parser.mRootNode)
- throw new ImportErrorException( "Collada: File came out empty. Something is wrong here.");
- // reserve some storage to avoid unnecessary reallocs
- newMats.reserve(parser.mMaterialLibrary.size()*2);
- mMeshes.reserve(parser.mMeshLibrary.size()*2);
- mCameras.reserve(parser.mCameraLibrary.size());
- mLights.reserve(parser.mLightLibrary.size());
- // create the materials first, for the meshes to find
- BuildMaterials( parser, pScene);
- // build the node hierarchy from it
- pScene->mRootNode = BuildHierarchy( parser, parser.mRootNode);
- // ... then fill the materials with the now adjusted settings
- FillMaterials(parser, pScene);
- // Convert to Y_UP, if different orientation
- if( parser.mUpDirection == ColladaParser::UP_X)
- pScene->mRootNode->mTransformation *= aiMatrix4x4(
- 0, -1, 0, 0,
- 1, 0, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1);
- else if( parser.mUpDirection == ColladaParser::UP_Z)
- pScene->mRootNode->mTransformation *= aiMatrix4x4(
- 1, 0, 0, 0,
- 0, 0, 1, 0,
- 0, -1, 0, 0,
- 0, 0, 0, 1);
- // store all meshes
- StoreSceneMeshes( pScene);
- // store all materials
- StoreSceneMaterials( pScene);
- // store all lights
- StoreSceneLights( pScene);
- // store all cameras
- StoreSceneCameras( pScene);
- // store all animations
- StoreAnimations( pScene, parser);
- // If no meshes have been loaded, it's probably just an animated skeleton.
- if (!pScene->mNumMeshes) {
-
- SkeletonMeshBuilder hero(pScene);
- pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Recursively constructs a scene node for the given parser node and returns it.
- aiNode* ColladaLoader::BuildHierarchy( const ColladaParser& pParser, const Collada::Node* pNode)
- {
- // create a node for it
- aiNode* node = new aiNode();
- // now setup the name of the node. We take the name if not empty, otherwise the collada ID
- // FIX: Workaround for XSI calling the instanced visual scene 'untitled' by default.
- if (!pNode->mName.empty() && pNode->mName != "untitled")
- node->mName.Set(pNode->mName);
- else if (!pNode->mID.empty())
- node->mName.Set(pNode->mID);
- else
- {
- // No need to worry. Unnamed nodes are no problem at all, except
- // if cameras or lights need to be assigned to them.
- if (!pNode->mLights.empty() || !pNode->mCameras.empty()) {
-
- ::strcpy(node->mName.data,"$ColladaAutoName$_");
- node->mName.length = 17 + ASSIMP_itoa10(node->mName.data+18,MAXLEN-18,(uint32_t)clock());
- }
- }
-
- // calculate the transformation matrix for it
- node->mTransformation = pParser.CalculateResultTransform( pNode->mTransforms);
- // now resolve node instances
- std::vector<Collada::Node*> instances;
- ResolveNodeInstances(pParser,pNode,instances);
- // add children. first the *real* ones
- node->mNumChildren = pNode->mChildren.size()+instances.size();
- node->mChildren = new aiNode*[node->mNumChildren];
- unsigned int a = 0;
- for(; a < pNode->mChildren.size(); a++)
- {
- node->mChildren[a] = BuildHierarchy( pParser, pNode->mChildren[a]);
- node->mChildren[a]->mParent = node;
- }
- // ... and finally the resolved node instances
- for(; a < node->mNumChildren; a++)
- {
- node->mChildren[a] = BuildHierarchy( pParser, instances[a-pNode->mChildren.size()]);
- node->mChildren[a]->mParent = node;
- }
- // construct meshes
- BuildMeshesForNode( pParser, pNode, node);
- // construct cameras
- BuildCamerasForNode(pParser, pNode, node);
- // construct lights
- BuildLightsForNode(pParser, pNode, node);
- return node;
- }
- // ------------------------------------------------------------------------------------------------
- // Resolve node instances
- void ColladaLoader::ResolveNodeInstances( const ColladaParser& pParser, const Collada::Node* pNode,
- std::vector<Collada::Node*>& resolved)
- {
- // reserve enough storage
- resolved.reserve(pNode->mNodeInstances.size());
- // ... and iterate through all nodes to be instanced as children of pNode
- for (std::vector<Collada::NodeInstance>::const_iterator it = pNode->mNodeInstances.begin(),
- end = pNode->mNodeInstances.end(); it != end; ++it)
- {
- // find the corresponding node in the library
- ColladaParser::NodeLibrary::const_iterator fnd = pParser.mNodeLibrary.find((*it).mNode);
- if (fnd == pParser.mNodeLibrary.end())
- DefaultLogger::get()->error("Collada: Unable to resolve reference to instanced node " + (*it).mNode);
-
- else {
- // attach this node to the list of children
- resolved.push_back((*fnd).second);
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Resolve UV channels
- void ColladaLoader::ApplyVertexToEffectSemanticMapping(Collada::Sampler& sampler,
- const Collada::SemanticMappingTable& table)
- {
- std::map<std::string, Collada::InputSemanticMapEntry>::const_iterator it = table.mMap.find(sampler.mUVChannel);
- if (it != table.mMap.end()) {
- if (it->second.mType != Collada::IT_Texcoord)
- DefaultLogger::get()->error("Collada: Unexpected effect input mapping");
- sampler.mUVId = it->second.mSet;
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Builds lights for the given node and references them
- void ColladaLoader::BuildLightsForNode( const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget)
- {
- BOOST_FOREACH( const Collada::LightInstance& lid, pNode->mLights)
- {
- // find the referred light
- ColladaParser::LightLibrary::const_iterator srcLightIt = pParser.mLightLibrary.find( lid.mLight);
- if( srcLightIt == pParser.mLightLibrary.end())
- {
- DefaultLogger::get()->warn("Collada: Unable to find light for ID \"" + lid.mLight + "\". Skipping.");
- continue;
- }
- const Collada::Light* srcLight = &srcLightIt->second;
- if (srcLight->mType == aiLightSource_AMBIENT) {
- DefaultLogger::get()->error("Collada: Skipping ambient light for the moment");
- continue;
- }
-
- // now fill our ai data structure
- aiLight* out = new aiLight();
- out->mName = pTarget->mName;
- out->mType = (aiLightSourceType)srcLight->mType;
- // collada lights point in -Z by default, rest is specified in node transform
- out->mDirection = aiVector3D(0.f,0.f,-1.f);
- out->mAttenuationConstant = srcLight->mAttConstant;
- out->mAttenuationLinear = srcLight->mAttLinear;
- out->mAttenuationQuadratic = srcLight->mAttQuadratic;
- // collada doesn't differenciate between these color types
- out->mColorDiffuse = out->mColorSpecular = out->mColorAmbient = srcLight->mColor*srcLight->mIntensity;
- // convert falloff angle and falloff exponent in our representation, if given
- if (out->mType == aiLightSource_SPOT) {
-
- out->mAngleInnerCone = AI_DEG_TO_RAD( srcLight->mFalloffAngle );
- // ... some extension magic. FUCKING COLLADA.
- if (srcLight->mOuterAngle == 10e10f)
- {
- // ... some deprecation magic. FUCKING FCOLLADA.
- if (srcLight->mPenumbraAngle == 10e10f)
- {
- // Need to rely on falloff_exponent. I don't know how to interpret it, so I need to guess ....
- // epsilon chosen to be 0.1
- out->mAngleOuterCone = AI_DEG_TO_RAD (acos(pow(0.1f,1.f/srcLight->mFalloffExponent))+
- srcLight->mFalloffAngle);
- }
- else {
- out->mAngleOuterCone = out->mAngleInnerCone + AI_DEG_TO_RAD( srcLight->mPenumbraAngle );
- if (out->mAngleOuterCone < out->mAngleInnerCone)
- std::swap(out->mAngleInnerCone,out->mAngleOuterCone);
- }
- }
- else out->mAngleOuterCone = AI_DEG_TO_RAD( srcLight->mOuterAngle );
- }
- // add to light list
- mLights.push_back(out);
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Builds cameras for the given node and references them
- void ColladaLoader::BuildCamerasForNode( const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget)
- {
- BOOST_FOREACH( const Collada::CameraInstance& cid, pNode->mCameras)
- {
- // find the referred light
- ColladaParser::CameraLibrary::const_iterator srcCameraIt = pParser.mCameraLibrary.find( cid.mCamera);
- if( srcCameraIt == pParser.mCameraLibrary.end())
- {
- DefaultLogger::get()->warn("Collada: Unable to find camera for ID \"" + cid.mCamera + "\". Skipping.");
- continue;
- }
- const Collada::Camera* srcCamera = &srcCameraIt->second;
- // orthographic cameras not yet supported in Assimp
- if (srcCamera->mOrtho) {
- DefaultLogger::get()->warn("Collada: Orthographic cameras are not supported.");
- }
- // now fill our ai data structure
- aiCamera* out = new aiCamera();
- out->mName = pTarget->mName;
- // collada cameras point in -Z by default, rest is specified in node transform
- out->mLookAt = aiVector3D(0.f,0.f,-1.f);
- // near/far z is already ok
- out->mClipPlaneFar = srcCamera->mZFar;
- out->mClipPlaneNear = srcCamera->mZNear;
- // ... but for the rest some values are optional
- // and we need to compute the others in any combination. FUCKING COLLADA.
- if (srcCamera->mAspect != 10e10f)
- out->mAspect = srcCamera->mAspect;
- if (srcCamera->mHorFov != 10e10f) {
- out->mHorizontalFOV = srcCamera->mHorFov;
- if (srcCamera->mVerFov != 10e10f && srcCamera->mAspect != 10e10f) {
- out->mAspect = srcCamera->mHorFov/srcCamera->mVerFov;
- }
- }
- else if (srcCamera->mAspect != 10e10f && srcCamera->mVerFov != 10e10f) {
- out->mHorizontalFOV = srcCamera->mAspect*srcCamera->mVerFov;
- }
- // Collada uses degrees, we use radians
- out->mHorizontalFOV = AI_DEG_TO_RAD(out->mHorizontalFOV);
- // add to camera list
- mCameras.push_back(out);
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Builds meshes for the given node and references them
- void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget)
- {
- // accumulated mesh references by this node
- std::vector<size_t> newMeshRefs;
- newMeshRefs.reserve(pNode->mMeshes.size());
- // add a mesh for each subgroup in each collada mesh
- BOOST_FOREACH( const Collada::MeshInstance& mid, pNode->mMeshes)
- {
- const Collada::Mesh* srcMesh = NULL;
- const Collada::Controller* srcController = NULL;
- // find the referred mesh
- ColladaParser::MeshLibrary::const_iterator srcMeshIt = pParser.mMeshLibrary.find( mid.mMeshOrController);
- if( srcMeshIt == pParser.mMeshLibrary.end())
- {
- // if not found in the mesh-library, it might also be a controller referring to a mesh
- ColladaParser::ControllerLibrary::const_iterator srcContrIt = pParser.mControllerLibrary.find( mid.mMeshOrController);
- if( srcContrIt != pParser.mControllerLibrary.end())
- {
- srcController = &srcContrIt->second;
- srcMeshIt = pParser.mMeshLibrary.find( srcController->mMeshId);
- if( srcMeshIt != pParser.mMeshLibrary.end())
- srcMesh = srcMeshIt->second;
- }
- if( !srcMesh)
- {
- DefaultLogger::get()->warn( boost::str( boost::format( "Collada: Unable to find geometry for ID \"%s\". Skipping.") % mid.mMeshOrController));
- continue;
- }
- } else
- {
- // ID found in the mesh library -> direct reference to an unskinned mesh
- srcMesh = srcMeshIt->second;
- }
- // build a mesh for each of its subgroups
- size_t vertexStart = 0, faceStart = 0;
- for( size_t sm = 0; sm < srcMesh->mSubMeshes.size(); ++sm)
- {
- const Collada::SubMesh& submesh = srcMesh->mSubMeshes[sm];
- if( submesh.mNumFaces == 0)
- continue;
- // find material assigned to this submesh
- std::map<std::string, Collada::SemanticMappingTable >::const_iterator meshMatIt = mid.mMaterials.find( submesh.mMaterial);
- const Collada::SemanticMappingTable* table;
- if( meshMatIt != mid.mMaterials.end())
- table = &meshMatIt->second;
- else {
- table = NULL;
- DefaultLogger::get()->warn( boost::str( boost::format( "Collada: No material specified for subgroup \"%s\" in geometry \"%s\".") % submesh.mMaterial % mid.mMeshOrController));
- }
- const std::string& meshMaterial = table ? table->mMatName : "";
- // OK ... here the *real* fun starts ... we have the vertex-input-to-effect-semantic-table
- // given. The only mapping stuff which we do actually support is the UV channel.
- std::map<std::string, size_t>::const_iterator matIt = mMaterialIndexByName.find( meshMaterial);
- unsigned int matIdx;
- if( matIt != mMaterialIndexByName.end())
- matIdx = matIt->second;
- else
- matIdx = 0;
- if (table && !table->mMap.empty() ) {
- std::pair<Collada::Effect*, aiMaterial*>& mat = newMats[matIdx];
- // Iterate through all texture channels assigned to the effect and
- // check whether we have mapping information for it.
- ApplyVertexToEffectSemanticMapping(mat.first->mTexDiffuse, *table);
- ApplyVertexToEffectSemanticMapping(mat.first->mTexAmbient, *table);
- ApplyVertexToEffectSemanticMapping(mat.first->mTexSpecular, *table);
- ApplyVertexToEffectSemanticMapping(mat.first->mTexEmissive, *table);
- ApplyVertexToEffectSemanticMapping(mat.first->mTexTransparent,*table);
- ApplyVertexToEffectSemanticMapping(mat.first->mTexBump, *table);
- }
- // built lookup index of the Mesh-Submesh-Material combination
- ColladaMeshIndex index( mid.mMeshOrController, sm, meshMaterial);
- // if we already have the mesh at the library, just add its index to the node's array
- std::map<ColladaMeshIndex, size_t>::const_iterator dstMeshIt = mMeshIndexByID.find( index);
- if( dstMeshIt != mMeshIndexByID.end()) {
- newMeshRefs.push_back( dstMeshIt->second);
- }
- else
- {
- // else we have to add the mesh to the collection and store its newly assigned index at the node
- aiMesh* dstMesh = CreateMesh( pParser, srcMesh, submesh, srcController, vertexStart, faceStart);
- // store the mesh, and store its new index in the node
- newMeshRefs.push_back( mMeshes.size());
- mMeshIndexByID[index] = mMeshes.size();
- mMeshes.push_back( dstMesh);
- vertexStart += dstMesh->mNumVertices; faceStart += submesh.mNumFaces;
- // assign the material index
- dstMesh->mMaterialIndex = matIdx;
- }
- }
- }
- // now place all mesh references we gathered in the target node
- pTarget->mNumMeshes = newMeshRefs.size();
- if( newMeshRefs.size())
- {
- pTarget->mMeshes = new unsigned int[pTarget->mNumMeshes];
- std::copy( newMeshRefs.begin(), newMeshRefs.end(), pTarget->mMeshes);
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Creates a mesh for the given ColladaMesh face subset and returns the newly created mesh
- aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::Mesh* pSrcMesh, const Collada::SubMesh& pSubMesh,
- const Collada::Controller* pSrcController, size_t pStartVertex, size_t pStartFace)
- {
- aiMesh* dstMesh = new aiMesh;
- // count the vertices addressed by its faces
- const size_t numVertices = std::accumulate( pSrcMesh->mFaceSize.begin() + pStartFace,
- pSrcMesh->mFaceSize.begin() + pStartFace + pSubMesh.mNumFaces, 0);
- // copy positions
- dstMesh->mNumVertices = numVertices;
- dstMesh->mVertices = new aiVector3D[numVertices];
- std::copy( pSrcMesh->mPositions.begin() + pStartVertex, pSrcMesh->mPositions.begin() +
- pStartVertex + numVertices, dstMesh->mVertices);
- // normals, if given. HACK: (thom) Due to the fucking Collada spec we never
- // know if we have the same number of normals as there are positions. So we
- // also ignore any vertex attribute if it has a different count
- if( pSrcMesh->mNormals.size() >= pStartVertex + numVertices)
- {
- dstMesh->mNormals = new aiVector3D[numVertices];
- std::copy( pSrcMesh->mNormals.begin() + pStartVertex, pSrcMesh->mNormals.begin() +
- pStartVertex + numVertices, dstMesh->mNormals);
- }
- // tangents, if given.
- if( pSrcMesh->mTangents.size() >= pStartVertex + numVertices)
- {
- dstMesh->mTangents = new aiVector3D[numVertices];
- std::copy( pSrcMesh->mTangents.begin() + pStartVertex, pSrcMesh->mTangents.begin() +
- pStartVertex + numVertices, dstMesh->mTangents);
- }
- // bitangents, if given.
- if( pSrcMesh->mBitangents.size() >= pStartVertex + numVertices)
- {
- dstMesh->mBitangents = new aiVector3D[numVertices];
- std::copy( pSrcMesh->mBitangents.begin() + pStartVertex, pSrcMesh->mBitangents.begin() +
- pStartVertex + numVertices, dstMesh->mBitangents);
- }
- // same for texturecoords, as many as we have
- // empty slots are not allowed, need to pack and adjust UV indexes accordingly
- for( size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
- {
- if( pSrcMesh->mTexCoords[a].size() >= pStartVertex + numVertices)
- {
- dstMesh->mTextureCoords[real] = new aiVector3D[numVertices];
- for( size_t b = 0; b < numVertices; ++b)
- dstMesh->mTextureCoords[real][b] = pSrcMesh->mTexCoords[a][pStartVertex+b];
-
- dstMesh->mNumUVComponents[real] = pSrcMesh->mNumUVComponents[a];
- ++real;
- }
- }
- // same for vertex colors, as many as we have. again the same packing to avoid empty slots
- for( size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
- {
- if( pSrcMesh->mColors[a].size() >= pStartVertex + numVertices)
- {
- dstMesh->mColors[real] = new aiColor4D[numVertices];
- std::copy( pSrcMesh->mColors[a].begin() + pStartVertex, pSrcMesh->mColors[a].begin() + pStartVertex + numVertices,dstMesh->mColors[real]);
- ++real;
- }
- }
- // create faces. Due to the fact that each face uses unique vertices, we can simply count up on each vertex
- size_t vertex = 0;
- dstMesh->mNumFaces = pSubMesh.mNumFaces;
- dstMesh->mFaces = new aiFace[dstMesh->mNumFaces];
- for( size_t a = 0; a < dstMesh->mNumFaces; ++a)
- {
- size_t s = pSrcMesh->mFaceSize[ pStartFace + a];
- aiFace& face = dstMesh->mFaces[a];
- face.mNumIndices = s;
- face.mIndices = new unsigned int[s];
- for( size_t b = 0; b < s; ++b)
- face.mIndices[b] = vertex++;
- }
- // create bones if given
- if( pSrcController)
- {
- // refuse if the vertex count does not match
- // if( pSrcController->mWeightCounts.size() != dstMesh->mNumVertices)
- // throw new ImportErrorException( "Joint Controller vertex count does not match mesh vertex count");
- // resolve references - joint names
- const Collada::Accessor& jointNamesAcc = pParser.ResolveLibraryReference( pParser.mAccessorLibrary, pSrcController->mJointNameSource);
- const Collada::Data& jointNames = pParser.ResolveLibraryReference( pParser.mDataLibrary, jointNamesAcc.mSource);
- // joint offset matrices
- const Collada::Accessor& jointMatrixAcc = pParser.ResolveLibraryReference( pParser.mAccessorLibrary, pSrcController->mJointOffsetMatrixSource);
- const Collada::Data& jointMatrices = pParser.ResolveLibraryReference( pParser.mDataLibrary, jointMatrixAcc.mSource);
- // joint vertex_weight name list - should refer to the same list as the joint names above. If not, report and reconsider
- const Collada::Accessor& weightNamesAcc = pParser.ResolveLibraryReference( pParser.mAccessorLibrary, pSrcController->mWeightInputJoints.mAccessor);
- if( &weightNamesAcc != &jointNamesAcc)
- throw new ImportErrorException( "Temporary implementational lazyness. If you read this, please report to the author.");
- // vertex weights
- const Collada::Accessor& weightsAcc = pParser.ResolveLibraryReference( pParser.mAccessorLibrary, pSrcController->mWeightInputWeights.mAccessor);
- const Collada::Data& weights = pParser.ResolveLibraryReference( pParser.mDataLibrary, weightsAcc.mSource);
- if( !jointNames.mIsStringArray || jointMatrices.mIsStringArray || weights.mIsStringArray)
- throw new ImportErrorException( "Data type mismatch while resolving mesh joints");
- // sanity check: we rely on the vertex weights always coming as pairs of BoneIndex-WeightIndex
- if( pSrcController->mWeightInputJoints.mOffset != 0 || pSrcController->mWeightInputWeights.mOffset != 1)
- throw new ImportErrorException( "Unsupported vertex_weight adresssing scheme. Fucking collada spec.");
- // create containers to collect the weights for each bone
- size_t numBones = jointNames.mStrings.size();
- std::vector<std::vector<aiVertexWeight> > dstBones( numBones);
- // build a temporary array of pointers to the start of each vertex's weights
- typedef std::vector< std::pair<size_t, size_t> > IndexPairVector;
- std::vector<IndexPairVector::const_iterator> weightStartPerVertex( pSrcController->mWeightCounts.size());
- IndexPairVector::const_iterator pit = pSrcController->mWeights.begin();
- for( size_t a = 0; a < pSrcController->mWeightCounts.size(); ++a)
- {
- weightStartPerVertex[a] = pit;
- pit += pSrcController->mWeightCounts[a];
- }
- // now for each vertex put the corresponding vertex weights into each bone's weight collection
- for( size_t a = pStartVertex; a < pStartVertex + numVertices; ++a)
- {
- // which position index was responsible for this vertex? that's also the index by which
- // the controller assigns the vertex weights
- size_t orgIndex = pSrcMesh->mFacePosIndices[a];
- // find the vertex weights for this vertex
- IndexPairVector::const_iterator iit = weightStartPerVertex[orgIndex];
- size_t pairCount = pSrcController->mWeightCounts[orgIndex];
- for( size_t b = 0; b < pairCount; ++b, ++iit)
- {
- size_t jointIndex = iit->first;
- size_t vertexIndex = iit->second;
- float weight = ReadFloat( weightsAcc, weights, vertexIndex, 0);
- // one day I gonna kill that XSI Collada exporter
- if( weight > 0.0f)
- {
- aiVertexWeight w;
- w.mVertexId = a - pStartVertex;
- w.mWeight = weight;
- dstBones[jointIndex].push_back( w);
- }
- }
- }
- // count the number of bones which influence vertices of the current submesh
- size_t numRemainingBones = 0;
- for( std::vector<std::vector<aiVertexWeight> >::const_iterator it = dstBones.begin(); it != dstBones.end(); ++it)
- if( it->size() > 0)
- numRemainingBones++;
- // create bone array and copy bone weights one by one
- dstMesh->mNumBones = numRemainingBones;
- dstMesh->mBones = new aiBone*[numRemainingBones];
- size_t boneCount = 0;
- for( size_t a = 0; a < numBones; ++a)
- {
- // omit bones without weights
- if( dstBones[a].size() == 0)
- continue;
- // create bone with its weights
- aiBone* bone = new aiBone;
- bone->mName = ReadString( jointNamesAcc, jointNames, a);
- bone->mOffsetMatrix.a1 = ReadFloat( jointMatrixAcc, jointMatrices, a, 0);
- bone->mOffsetMatrix.a2 = ReadFloat( jointMatrixAcc, jointMatrices, a, 1);
- bone->mOffsetMatrix.a3 = ReadFloat( jointMatrixAcc, jointMatrices, a, 2);
- bone->mOffsetMatrix.a4 = ReadFloat( jointMatrixAcc, jointMatrices, a, 3);
- bone->mOffsetMatrix.b1 = ReadFloat( jointMatrixAcc, jointMatrices, a, 4);
- bone->mOffsetMatrix.b2 = ReadFloat( jointMatrixAcc, jointMatrices, a, 5);
- bone->mOffsetMatrix.b3 = ReadFloat( jointMatrixAcc, jointMatrices, a, 6);
- bone->mOffsetMatrix.b4 = ReadFloat( jointMatrixAcc, jointMatrices, a, 7);
- bone->mOffsetMatrix.c1 = ReadFloat( jointMatrixAcc, jointMatrices, a, 8);
- bone->mOffsetMatrix.c2 = ReadFloat( jointMatrixAcc, jointMatrices, a, 9);
- bone->mOffsetMatrix.c3 = ReadFloat( jointMatrixAcc, jointMatrices, a, 10);
- bone->mOffsetMatrix.c4 = ReadFloat( jointMatrixAcc, jointMatrices, a, 11);
- bone->mNumWeights = dstBones[a].size();
- bone->mWeights = new aiVertexWeight[bone->mNumWeights];
- std::copy( dstBones[a].begin(), dstBones[a].end(), bone->mWeights);
- // and insert bone
- dstMesh->mBones[boneCount++] = bone;
- }
- }
- return dstMesh;
- }
- // ------------------------------------------------------------------------------------------------
- // Stores all meshes in the given scene
- void ColladaLoader::StoreSceneMeshes( aiScene* pScene)
- {
- pScene->mNumMeshes = mMeshes.size();
- if( mMeshes.size() > 0)
- {
- pScene->mMeshes = new aiMesh*[mMeshes.size()];
- std::copy( mMeshes.begin(), mMeshes.end(), pScene->mMeshes);
- mMeshes.clear();
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Stores all cameras in the given scene
- void ColladaLoader::StoreSceneCameras( aiScene* pScene)
- {
- pScene->mNumCameras = mCameras.size();
- if( mCameras.size() > 0)
- {
- pScene->mCameras = new aiCamera*[mCameras.size()];
- std::copy( mCameras.begin(), mCameras.end(), pScene->mCameras);
- mCameras.clear();
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Stores all lights in the given scene
- void ColladaLoader::StoreSceneLights( aiScene* pScene)
- {
- pScene->mNumLights = mLights.size();
- if( mLights.size() > 0)
- {
- pScene->mLights = new aiLight*[mLights.size()];
- std::copy( mLights.begin(), mLights.end(), pScene->mLights);
- mLights.clear();
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Stores all textures in the given scene
- void ColladaLoader::StoreSceneTextures( aiScene* pScene)
- {
- pScene->mNumTextures = mTextures.size();
- if( mTextures.size() > 0)
- {
- pScene->mTextures = new aiTexture*[mTextures.size()];
- std::copy( mTextures.begin(), mTextures.end(), pScene->mTextures);
- mTextures.clear();
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Stores all materials in the given scene
- void ColladaLoader::StoreSceneMaterials( aiScene* pScene)
- {
- pScene->mNumMaterials = newMats.size();
- if (newMats.size() > 0) {
- pScene->mMaterials = new aiMaterial*[newMats.size()];
- for (unsigned int i = 0; i < newMats.size();++i)
- pScene->mMaterials[i] = newMats[i].second;
- newMats.clear();
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Stores all animations
- void ColladaLoader::StoreAnimations( aiScene* pScene, const ColladaParser& pParser)
- {
- // recursivly collect all animations from the collada scene
- StoreAnimations( pScene, pParser, &pParser.mAnims, "");
- // now store all anims in the scene
- if( !mAnims.empty())
- {
- pScene->mNumAnimations = mAnims.size();
- pScene->mAnimations = new aiAnimation*[mAnims.size()];
- std::copy( mAnims.begin(), mAnims.end(), pScene->mAnimations);
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Constructs the animations for the given source anim
- void ColladaLoader::StoreAnimations( aiScene* pScene, const ColladaParser& pParser, const Collada::Animation* pSrcAnim, const std::string pPrefix)
- {
- std::string animName = pPrefix.empty() ? pSrcAnim->mName : pPrefix + "_" + pSrcAnim->mName;
- // create nested animations, if given
- for( std::vector<Collada::Animation*>::const_iterator it = pSrcAnim->mSubAnims.begin(); it != pSrcAnim->mSubAnims.end(); ++it)
- StoreAnimations( pScene, pParser, *it, animName);
- // create animation channels, if any
- if( !pSrcAnim->mChannels.empty())
- CreateAnimation( pScene, pParser, pSrcAnim, animName);
- }
- // ------------------------------------------------------------------------------------------------
- // Constructs the animation for the given source anim
- void ColladaLoader::CreateAnimation( aiScene* pScene, const ColladaParser& pParser, const Collada::Animation* pSrcAnim, const std::string& pName)
- {
- // collect a list of animatable nodes
- std::vector<const aiNode*> nodes;
- CollectNodes( pScene->mRootNode, nodes);
- std::vector<aiNodeAnim*> anims;
- for( std::vector<const aiNode*>::const_iterator nit = nodes.begin(); nit != nodes.end(); ++nit)
- {
- // find all the collada anim channels which refer to the current node
- std::vector<Collada::ChannelEntry> entries;
- std::string nodeName = (*nit)->mName.data;
- // find the collada node corresponding to the aiNode
- const Collada::Node* srcNode = FindNode( pParser.mRootNode, nodeName);
- // ai_assert( srcNode != NULL);
- if( !srcNode)
- continue;
- // now check all channels if they affect the current node
- for( std::vector<Collada::AnimationChannel>::const_iterator cit = pSrcAnim->mChannels.begin();
- cit != pSrcAnim->mChannels.end(); ++cit)
- {
- const Collada::AnimationChannel& srcChannel = *cit;
- Collada::ChannelEntry entry;
- // we except the animation target to be of type "nodeName/transformID.subElement". Ignore all others
- // find the slash that separates the node name - there should be only one
- std::string::size_type slashPos = srcChannel.mTarget.find( '/');
- if( slashPos == std::string::npos)
- continue;
- if( srcChannel.mTarget.find( '/', slashPos+1) != std::string::npos)
- continue;
- std::string targetID = srcChannel.mTarget.substr( 0, slashPos);
- if( targetID != srcNode->mID)
- continue;
- // find the dot that separates the transformID - there should be only one or zero
- std::string::size_type dotPos = srcChannel.mTarget.find( '.');
- if( dotPos != std::string::npos)
- {
- if( srcChannel.mTarget.find( '.', dotPos+1) != std::string::npos)
- continue;
- entry.mTransformId = srcChannel.mTarget.substr( slashPos+1, dotPos - slashPos - 1);
- std::string subElement = srcChannel.mTarget.substr( dotPos+1);
- if( subElement == "ANGLE")
- entry.mSubElement = 3; // last number in an Axis-Angle-Transform is the angle
- else if( subElement == "X")
- entry.mSubElement = 0;
- else if( subElement == "Y")
- entry.mSubElement = 1;
- else if( subElement == "Z")
- entry.mSubElement = 2;
- else
- DefaultLogger::get()->warn( boost::str( boost::format( "Unknown anim subelement \"%s\". Ignoring") % subElement));
- } else
- {
- // no subelement following, transformId is remaining string
- entry.mTransformId = srcChannel.mTarget.substr( slashPos+1);
- }
- // determine which transform step is affected by this channel
- entry.mTransformIndex = 0xffffffff;
- for( size_t a = 0; a < srcNode->mTransforms.size(); ++a)
- if( srcNode->mTransforms[a].mID == entry.mTransformId)
- entry.mTransformIndex = a;
- if( entry.mTransformIndex == 0xffffffff)
- continue;
- entry.mChannel = &(*cit);
- entries.push_back( entry);
- }
- // if there's no channel affecting the current node, we skip it
- if( entries.empty())
- continue;
- // resolve the data pointers for all anim channels. Find the minimum time while we're at it
- float startTime = 1e20f, endTime = -1e20f;
- for( std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it)
- {
- Collada::ChannelEntry& e = *it;
- e.mTimeAccessor = &pParser.ResolveLibraryReference( pParser.mAccessorLibrary, e.mChannel->mSourceTimes);
- e.mTimeData = &pParser.ResolveLibraryReference( pParser.mDataLibrary, e.mTimeAccessor->mSource);
- e.mValueAccessor = &pParser.ResolveLibraryReference( pParser.mAccessorLibrary, e.mChannel->mSourceValues);
- e.mValueData = &pParser.ResolveLibraryReference( pParser.mDataLibrary, e.mValueAccessor->mSource);
- // time count and value count must match
- if( e.mTimeAccessor->mCount != e.mValueAccessor->mCount)
- throw new ImportErrorException( boost::str( boost::format( "Time count / value count mismatch in animation channel \"%s\".") % e.mChannel->mTarget));
- // find bounding times
- startTime = std::min( startTime, ReadFloat( *e.mTimeAccessor, *e.mTimeData, 0, 0));
- endTime = std::max( endTime, ReadFloat( *e.mTimeAccessor, *e.mTimeData, e.mTimeAccessor->mCount-1, 0));
- }
- // create a local transformation chain of the node's transforms
- std::vector<Collada::Transform> transforms = srcNode->mTransforms;
- // now for every unique point in time, find or interpolate the key values for that time
- // and apply them to the transform chain. Then the node's present transformation can be calculated.
- float time = startTime;
- std::vector<aiMatrix4x4> resultTrafos;
- while( 1)
- {
- for( std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it)
- {
- Collada::ChannelEntry& e = *it;
- // find the keyframe behind the current point in time
- size_t pos = 0;
- float postTime;
- while( 1)
- {
- if( pos >= e.mTimeAccessor->mCount)
- break;
- postTime = ReadFloat( *e.mTimeAccessor, *e.mTimeData, pos, 0);
- if( postTime >= time)
- break;
- ++pos;
- }
- pos = std::min( pos, e.mTimeAccessor->mCount-1);
- // read values from there
- float temp[16];
- for( size_t c = 0; c < e.mValueAccessor->mParams.size(); ++c)
- temp[c] = ReadFloat( *e.mValueAccessor, *e.mValueData, pos, c);
- // if not exactly at the key time, interpolate with previous value set
- if( postTime > time && pos > 0)
- {
- float preTime = ReadFloat( *e.mTimeAccessor, *e.mTimeData, pos-1, 0);
- float factor = (time - postTime) / (preTime - postTime);
- for( size_t c = 0; c < e.mValueAccessor->mParams.size(); ++c)
- {
- float v = ReadFloat( *e.mValueAccessor, *e.mValueData, pos-1, c);
- temp[c] += (v - temp[6]) * factor;
- }
- }
- // Apply values to current transformation
- std::copy( temp, temp + e.mValueAccessor->mParams.size(), transforms[e.mTransformIndex].f + e.mSubElement);
- }
- // Calculate resulting transformation
- aiMatrix4x4 mat = pParser.CalculateResultTransform( transforms);
- // out of lazyness: we store the time in matrix.d4
- mat.d4 = time;
- resultTrafos.push_back( mat);
- // find next point in time to evaluate. That's the closest frame larger than the current in any channel
- float nextTime = 1e20f;
- for( std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it)
- {
- Collada::ChannelEntry& e = *it;
- // find the next time value larger than the current
- size_t pos = 0;
- while( pos < e.mTimeAccessor->mCount)
- {
- float t = ReadFloat( *e.mTimeAccessor, *e.mTimeData, pos, 0);
- if( t > time)
- {
- nextTime = std::min( nextTime, t);
- break;
- }
- ++pos;
- }
- }
- // no more keys on any channel after the current time -> we're done
- if( nextTime > 1e19)
- break;
- // else construct next keyframe at this following time point
- time = nextTime;
- }
- // there should be some keyframes
- ai_assert( resultTrafos.size() > 0);
- // build an animation channel for the given node out of these trafo keys
- aiNodeAnim* dstAnim = new aiNodeAnim;
- dstAnim->mNodeName = nodeName;
- dstAnim->mNumPositionKeys = resultTrafos.size();
- dstAnim->mNumRotationKeys= resultTrafos.size();
- dstAnim->mNumScalingKeys = resultTrafos.size();
- dstAnim->mPositionKeys = new aiVectorKey[resultTrafos.size()];
- dstAnim->mRotationKeys = new aiQuatKey[resultTrafos.size()];
- dstAnim->mScalingKeys = new aiVectorKey[resultTrafos.size()];
- for( size_t a = 0; a < resultTrafos.size(); ++a)
- {
- const aiMatrix4x4& mat = resultTrafos[a];
- double time = double( mat.d4); // remember? time is stored in mat.d4
- dstAnim->mPositionKeys[a].mTime = time;
- dstAnim->mRotationKeys[a].mTime = time;
- dstAnim->mScalingKeys[a].mTime = time;
- mat.Decompose( dstAnim->mScalingKeys[a].mValue, dstAnim->mRotationKeys[a].mValue, dstAnim->mPositionKeys[a].mValue);
- }
- anims.push_back( dstAnim);
- }
- if( !anims.empty())
- {
- aiAnimation* anim = new aiAnimation;
- anim->mName.Set( pName);
- anim->mNumChannels = anims.size();
- anim->mChannels = new aiNodeAnim*[anims.size()];
- std::copy( anims.begin(), anims.end(), anim->mChannels);
- anim->mDuration = 0.0f;
- for( size_t a = 0; a < anims.size(); ++a)
- {
- anim->mDuration = std::max( anim->mDuration, anims[a]->mPositionKeys[anims[a]->mNumPositionKeys-1].mTime);
- anim->mDuration = std::max( anim->mDuration, anims[a]->mRotationKeys[anims[a]->mNumRotationKeys-1].mTime);
- anim->mDuration = std::max( anim->mDuration, anims[a]->mScalingKeys[anims[a]->mNumScalingKeys-1].mTime);
- }
- anim->mTicksPerSecond = 1;
- mAnims.push_back( anim);
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Add a texture to a material structure
- void ColladaLoader::AddTexture ( Assimp::MaterialHelper& mat, const ColladaParser& pParser,
- const Collada::Effect& effect,
- const Collada::Sampler& sampler,
- aiTextureType type, unsigned int idx)
- {
- // first of all, basic file name
- mat.AddProperty( &FindFilenameForEffectTexture( pParser, effect, sampler.mName),
- _AI_MATKEY_TEXTURE_BASE,type,idx);
- // mapping mode
- int map = aiTextureMapMode_Clamp;
- if (sampler.mWrapU)
- map = aiTextureMapMode_Wrap;
- if (sampler.mWrapU && sampler.mMirrorU)
- map = aiTextureMapMode_Mirror;
- mat.AddProperty( &map, 1, _AI_MATKEY_MAPPINGMODE_U_BASE, type, idx);
- map = aiTextureMapMode_Clamp;
- if (sampler.mWrapV)
- map = aiTextureMapMode_Wrap;
- if (sampler.mWrapV && sampler.mMirrorV)
- map = aiTextureMapMode_Mirror;
- mat.AddProperty( &map, 1, _AI_MATKEY_MAPPINGMODE_V_BASE, type, idx);
- // UV transformation
- mat.AddProperty(&sampler.mTransform, 1,
- _AI_MATKEY_UVTRANSFORM_BASE, type, idx);
- // Blend mode
- mat.AddProperty((int*)&sampler.mOp , 1,
- _AI_MATKEY_TEXBLEND_BASE, type, idx);
- // Blend factor
- mat.AddProperty((float*)&sampler.mWeighting , 1,
- _AI_MATKEY_TEXBLEND_BASE, type, idx);
- // UV source index ... if we didn't resolve the mapping it is actually just
- // a guess but it works in most cases. We search for the frst occurence of a
- // number in the channel name. We assume it is the zero-based index into the
- // UV channel array of all corresponding meshes. It could also be one-based
- // for some exporters, but we won't care of it unless someone complains about.
- if (sampler.mUVId != 0xffffffff)
- map = sampler.mUVId;
- else {
- map = -1;
- for (std::string::const_iterator it = sampler.mUVChannel.begin();it != sampler.mUVChannel.end(); ++it){
- if (IsNumeric(*it)) {
- map = strtol10(&(*it));
- break;
- }
- }
- if (-1 == map) {
- DefaultLogger::get()->warn("Collada: unable to determine UV channel for texture");
- map = 0;
- }
- }
- mat.AddProperty(&map,1,_AI_MATKEY_UVWSRC_BASE,type,idx);
- }
- // ------------------------------------------------------------------------------------------------
- // Fills materials from the collada material definitions
- void ColladaLoader::FillMaterials( const ColladaParser& pParser, aiScene* pScene)
- {
- for (std::vector<std::pair<Collada::Effect*, aiMaterial*> >::iterator it = newMats.begin(),
- end = newMats.end(); it != end; ++it)
- {
- MaterialHelper& mat = (MaterialHelper&)*it->second;
- Collada::Effect& effect = *it->first;
- // resolve shading mode
- int shadeMode;
- if (effect.mFaceted) /* fixme */
- shadeMode = aiShadingMode_Flat;
- else {
- switch( effect.mShadeType)
- {
- case Collada::Shade_Constant:
- shadeMode = aiShadingMode_NoShading;
- break;
- case Collada::Shade_Lambert:
- shadeMode = aiShadingMode_Gouraud;
- break;
- case Collada::Shade_Blinn:
- shadeMode = aiShadingMode_Blinn;
- break;
- case Collada::Shade_Phong:
- shadeMode = aiShadingMode_Phong;
- break;
- default:
- DefaultLogger::get()->warn("Collada: Unrecognized shading mode, using gouraud shading");
- shadeMode = aiShadingMode_Gouraud;
- break;
- }
- }
- mat.AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
- // double-sided?
- shadeMode = effect.mDoubleSided;
- mat.AddProperty<int>( &shadeMode, 1, AI_MATKEY_TWOSIDED);
- // wireframe?
- shadeMode = effect.mWireframe;
- mat.AddProperty<int>( &shadeMode, 1, AI_MATKEY_ENABLE_WIREFRAME);
- // add material colors
- mat.AddProperty( &effect.mAmbient, 1,AI_MATKEY_COLOR_AMBIENT);
- mat.AddProperty( &effect.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
- mat.AddProperty( &effect.mSpecular, 1,AI_MATKEY_COLOR_SPECULAR);
- mat.AddProperty( &effect.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
- mat.AddProperty( &effect.mTransparent, 1, AI_MATKEY_COLOR_TRANSPARENT);
- mat.AddProperty( &effect.mReflective, 1, AI_MATKEY_COLOR_REFLECTIVE);
- // scalar properties
- mat.AddProperty( &effect.mShininess, 1, AI_MATKEY_SHININESS);
- mat.AddProperty( &effect.mReflectivity, 1, AI_MATKEY_REFLECTIVITY);
- mat.AddProperty( &effect.mRefractIndex, 1, AI_MATKEY_REFRACTI);
- // transparency, a very hard one. seemingly not all files are following the
- // specification here .. but we can trick.
- if (effect.mTransparency > 0.f && effect.mTransparency < 1.f) {
- effect.mTransparency = 1.f- effect.mTransparency;
- mat.AddProperty( &effect.mTransparency, 1, AI_MATKEY_OPACITY );
- mat.AddProperty( &effect.mTransparent, 1, AI_MATKEY_COLOR_TRANSPARENT );
- }
- // add textures, if given
- if( !effect.mTexAmbient.mName.empty())
- /* It is merely a lightmap */
- AddTexture( mat, pParser, effect, effect.mTexAmbient, aiTextureType_LIGHTMAP);
- if( !effect.mTexEmissive.mName.empty())
- AddTexture( mat, pParser, effect, effect.mTexEmissive, aiTextureType_EMISSIVE);
- if( !effect.mTexSpecular.mName.empty())
- AddTexture( mat, pParser, effect, effect.mTexSpecular, aiTextureType_SPECULAR);
- if( !effect.mTexDiffuse.mName.empty())
- AddTexture( mat, pParser, effect, effect.mTexDiffuse, aiTextureType_DIFFUSE);
- if( !effect.mTexBump.mName.empty())
- AddTexture( mat, pParser, effect, effect.mTexBump, aiTextureType_HEIGHT);
- if( !effect.mTexTransparent.mName.empty())
- AddTexture( mat, pParser, effect, effect.mTexTransparent, aiTextureType_OPACITY);
- if( !effect.mTexReflective.mName.empty())
- AddTexture( mat, pParser, effect, effect.mTexReflective, aiTextureType_REFLECTION);
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Constructs materials from the collada material definitions
- void ColladaLoader::BuildMaterials( const ColladaParser& pParser, aiScene* pScene)
- {
- newMats.reserve(pParser.mMaterialLibrary.size());
- for( ColladaParser::MaterialLibrary::const_iterator matIt = pParser.mMaterialLibrary.begin(); matIt != pParser.mMaterialLibrary.end(); ++matIt)
- {
- const Collada::Material& material = matIt->second;
- // a material is only a reference to an effect
- ColladaParser::EffectLibrary::const_iterator effIt = pParser.mEffectLibrary.find( material.mEffect);
- if( effIt == pParser.mEffectLibrary.end())
- continue;
- const Collada::Effect& effect = effIt->second;
- // create material
- Assimp::MaterialHelper* mat = new Assimp::MaterialHelper;
- aiString name( matIt->first);
- mat->AddProperty(&name,AI_MATKEY_NAME);
- // MEGA SUPER MONSTER HACK by Alex ... It's all my fault, yes.
- // We store the reference to the effect in the material and
- // return ... we'll add the actual material properties later
- // after we processed all meshes. During mesh processing,
- // we evaluate vertex input mappings. Afterwards we should be
- // able to correctly setup source UV channels for textures.
- // ... moved to ColladaLoader::FillMaterials()
- // *duck*
- // store the material
- mMaterialIndexByName[matIt->first] = newMats.size();
- newMats.push_back( std::pair<Collada::Effect*, aiMaterial*>(const_cast<Collada::Effect*>(&effect),mat) );
- }
- // ScenePreprocessor generates a default material automatically if none is there.
- // All further code here in this loader works well without a valid material so
- // we can safely let it to ScenePreprocessor.
- #if 0
- if( newMats.size() == 0)
- {
- Assimp::MaterialHelper* mat = new Assimp::MaterialHelper;
- aiString name( AI_DEFAULT_MATERIAL_NAME );
- mat->AddProperty( &name, AI_MATKEY_NAME);
- const int shadeMode = aiShadingMode_Phong;
- mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
- aiColor4D colAmbient( 0.2f, 0.2f, 0.2f, 1.0f), colDiffuse( 0.8f, 0.8f, 0.8f, 1.0f), colSpecular( 0.5f, 0.5f, 0.5f, 0.5f);
- mat->AddProperty( &colAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
- mat->AddProperty( &colDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
- mat->AddProperty( &colSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
- const float specExp = 5.0f;
- mat->AddProperty( &specExp, 1, AI_MATKEY_SHININESS);
- }
- #endif
- }
- // ------------------------------------------------------------------------------------------------
- // Resolves the texture name for the given effect texture entry
- const aiString& ColladaLoader::FindFilenameForEffectTexture( const ColladaParser& pParser,
- const Collada::Effect& pEffect, const std::string& pName)
- {
- // recurse through the param references until we end up at an image
- std::string name = pName;
- while( 1)
- {
- // the given string is a param entry. Find it
- Collada::Effect::ParamLibrary::const_iterator it = pEffect.mParams.find( name);
- // if not found, we're at the end of the recursion. The resulting string should be the image ID
- if( it == pEffect.mParams.end())
- break;
- // else recurse on
- name = it->second.mReference;
- }
- // find the image referred by this name in the image library of the scene
- ColladaParser::ImageLibrary::const_iterator imIt = pParser.mImageLibrary.find( name);
- if( imIt == pParser.mImageLibrary.end())
- {
- throw new ImportErrorException( boost::str( boost::format(
- "Collada: Unable to resolve effect texture entry \"%s\", ended up at ID \"%s\".") % pName % name));
- }
- static aiString result;
- // if this is an embedded texture image setup an aiTexture for it
- if (imIt->second.mFileName.empty())
- {
- if (imIt->second.mImageData.empty()) {
- throw new ImportErrorException("Collada: Invalid texture, no data or file reference given");
- }
- aiTexture* tex = new aiTexture();
- // setup format hint
- if (imIt->second.mEmbeddedFormat.length() > 3) {
- DefaultLogger::get()->warn("Collada: texture format hint is too long, truncating to 3 characters");
- }
- strncpy(tex->achFormatHint,imIt->second.mEmbeddedFormat.c_str(),3);
- // and copy texture data
- tex->mHeight = 0;
- tex->mWidth = imIt->second.mImageData.size();
- tex->pcData = (aiTexel*)new char[tex->mWidth];
- memcpy(tex->pcData,&imIt->second.mImageData[0],tex->mWidth);
- // setup texture reference string
- result.data[0] = '*';
- result.length = 1 + ASSIMP_itoa10(result.data+1,MAXLEN-1,mTextures.size());
- // and add this texture to the list
- mTextures.push_back(tex);
- }
- else
- {
- result.Set( imIt->second.mFileName );
- ConvertPath(result);
- }
- return result;
- }
- // ------------------------------------------------------------------------------------------------
- // Convert a path read from a collada file to the usual representation
- void ColladaLoader::ConvertPath (aiString& ss)
- {
- // TODO: collada spec, p 22. Handle URI correctly.
- // For the moment we're just stripping the file:// away to make it work.
- // Windoes doesn't seem to be able to find stuff like
- // 'file://..\LWO\LWO2\MappingModes\earthSpherical.jpg'
- if (0 == strncmp(ss.data,"file://",7))
- {
- ss.length -= 7;
- memmove(ss.data,ss.data+7,ss.length);
- ss.data[ss.length] = '\0';
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Reads a float value from an accessor and its data array.
- float ColladaLoader::ReadFloat( const Collada::Accessor& pAccessor, const Collada::Data& pData, size_t pIndex, size_t pOffset) const
- {
- // FIXME: (thom) Test for data type here in every access? For the moment, I leave this to the caller
- size_t pos = pAccessor.mStride * pIndex + pAccessor.mOffset + pOffset;
- ai_assert( pos < pData.mValues.size());
- return pData.mValues[pos];
- }
- // ------------------------------------------------------------------------------------------------
- // Reads a string value from an accessor and its data array.
- const std::string& ColladaLoader::ReadString( const Collada::Accessor& pAccessor, const Collada::Data& pData, size_t pIndex) const
- {
- size_t pos = pAccessor.mStride * pIndex + pAccessor.mOffset;
- ai_assert( pos < pData.mStrings.size());
- return pData.mStrings[pos];
- }
- // ------------------------------------------------------------------------------------------------
- // Collects all nodes into the given array
- void ColladaLoader::CollectNodes( const aiNode* pNode, std::vector<const aiNode*>& poNodes) const
- {
- poNodes.push_back( pNode);
- for( size_t a = 0; a < pNode->mNumChildren; ++a)
- CollectNodes( pNode->mChildren[a], poNodes);
- }
- // ------------------------------------------------------------------------------------------------
- // Finds a node in the collada scene by the given name
- const Collada::Node* ColladaLoader::FindNode( const Collada::Node* pNode, const std::string& pName)
- {
- if( pNode->mName == pName || pNode->mID == pName)
- return pNode;
- for( size_t a = 0; a < pNode->mChildren.size(); ++a)
- {
- const Collada::Node* node = FindNode( pNode->mChildren[a], pName);
- if( node)
- return node;
- }
- return NULL;
- }
- #endif // !! ASSIMP_BUILD_NO_DAE_IMPORTER
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