ColladaLoader.cpp 81 KB

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  1. /*
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  31. OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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  33. */
  34. /** @file Implementation of the Collada loader */
  35. #ifndef ASSIMP_BUILD_NO_COLLADA_IMPORTER
  36. #include "ColladaLoader.h"
  37. #include "ColladaParser.h"
  38. #include <assimp/ColladaMetaData.h>
  39. #include <assimp/CreateAnimMesh.h>
  40. #include <assimp/ParsingUtils.h>
  41. #include <assimp/SkeletonMeshBuilder.h>
  42. #include <assimp/ZipArchiveIOSystem.h>
  43. #include <assimp/anim.h>
  44. #include <assimp/fast_atof.h>
  45. #include <assimp/importerdesc.h>
  46. #include <assimp/scene.h>
  47. #include <assimp/DefaultLogger.hpp>
  48. #include <assimp/Importer.hpp>
  49. #include <numeric>
  50. namespace Assimp {
  51. using namespace Assimp::Formatter;
  52. using namespace Assimp::Collada;
  53. static const aiImporterDesc desc = {
  54. "Collada Importer",
  55. "",
  56. "",
  57. "http://collada.org",
  58. aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportCompressedFlavour,
  59. 1,
  60. 3,
  61. 1,
  62. 5,
  63. "dae xml zae"
  64. };
  65. static const float kMillisecondsFromSeconds = 1000.f;
  66. // Add an item of metadata to a node
  67. // Assumes the key is not already in the list
  68. template <typename T>
  69. inline void AddNodeMetaData(aiNode *node, const std::string &key, const T &value) {
  70. if (nullptr == node->mMetaData) {
  71. node->mMetaData = new aiMetadata();
  72. }
  73. node->mMetaData->Add(key, value);
  74. }
  75. // ------------------------------------------------------------------------------------------------
  76. // Constructor to be privately used by Importer
  77. ColladaLoader::ColladaLoader() :
  78. noSkeletonMesh(false),
  79. removeEmptyBones(false),
  80. ignoreUpDirection(false),
  81. useColladaName(false),
  82. mNodeNameCounter(0) {
  83. // empty
  84. }
  85. // ------------------------------------------------------------------------------------------------
  86. // Destructor, private as well
  87. ColladaLoader::~ColladaLoader() = default;
  88. // ------------------------------------------------------------------------------------------------
  89. // Returns whether the class can handle the format of the given file.
  90. bool ColladaLoader::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
  91. // Look for a DAE file inside, but don't extract it
  92. ZipArchiveIOSystem zip_archive(pIOHandler, pFile);
  93. if (zip_archive.isOpen()) {
  94. return !ColladaParser::ReadZaeManifest(zip_archive).empty();
  95. }
  96. static const char *tokens[] = { "<collada" };
  97. return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
  98. }
  99. // ------------------------------------------------------------------------------------------------
  100. void ColladaLoader::SetupProperties(const Importer *pImp) {
  101. noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES, 0) != 0;
  102. removeEmptyBones = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, true) != 0;
  103. ignoreUpDirection = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION, 0) != 0;
  104. useColladaName = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES, 0) != 0;
  105. }
  106. // ------------------------------------------------------------------------------------------------
  107. // Get file extension list
  108. const aiImporterDesc *ColladaLoader::GetInfo() const {
  109. return &desc;
  110. }
  111. // ------------------------------------------------------------------------------------------------
  112. // Imports the given file into the given scene structure.
  113. void ColladaLoader::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
  114. mFileName = pFile;
  115. // clean all member arrays - just for safety, it should work even if we did not
  116. mMeshIndexByID.clear();
  117. mMaterialIndexByName.clear();
  118. mMeshes.clear();
  119. mTargetMeshes.clear();
  120. newMats.clear();
  121. mLights.clear();
  122. mCameras.clear();
  123. mTextures.clear();
  124. mAnims.clear();
  125. // parse the input file
  126. ColladaParser parser(pIOHandler, pFile);
  127. if (!parser.mRootNode) {
  128. throw DeadlyImportError("Collada: File came out empty. Something is wrong here.");
  129. }
  130. // reserve some storage to avoid unnecessary reallocs
  131. newMats.reserve(parser.mMaterialLibrary.size() * 2u);
  132. mMeshes.reserve(parser.mMeshLibrary.size() * 2u);
  133. mCameras.reserve(parser.mCameraLibrary.size());
  134. mLights.reserve(parser.mLightLibrary.size());
  135. // create the materials first, for the meshes to find
  136. BuildMaterials(parser, pScene);
  137. // build the node hierarchy from it
  138. pScene->mRootNode = BuildHierarchy(parser, parser.mRootNode);
  139. // ... then fill the materials with the now adjusted settings
  140. FillMaterials(parser, pScene);
  141. // Apply unit-size scale calculation
  142. pScene->mRootNode->mTransformation *= aiMatrix4x4(parser.mUnitSize, 0, 0, 0,
  143. 0, parser.mUnitSize, 0, 0,
  144. 0, 0, parser.mUnitSize, 0,
  145. 0, 0, 0, 1);
  146. if (!ignoreUpDirection) {
  147. // Convert to Y_UP, if different orientation
  148. if (parser.mUpDirection == ColladaParser::UP_X) {
  149. pScene->mRootNode->mTransformation *= aiMatrix4x4(
  150. 0, -1, 0, 0,
  151. 1, 0, 0, 0,
  152. 0, 0, 1, 0,
  153. 0, 0, 0, 1);
  154. } else if (parser.mUpDirection == ColladaParser::UP_Z) {
  155. pScene->mRootNode->mTransformation *= aiMatrix4x4(
  156. 1, 0, 0, 0,
  157. 0, 0, 1, 0,
  158. 0, -1, 0, 0,
  159. 0, 0, 0, 1);
  160. }
  161. }
  162. // Store scene metadata
  163. if (!parser.mAssetMetaData.empty()) {
  164. const size_t numMeta(parser.mAssetMetaData.size());
  165. pScene->mMetaData = aiMetadata::Alloc(static_cast<unsigned int>(numMeta));
  166. size_t i = 0;
  167. for (auto it = parser.mAssetMetaData.cbegin(); it != parser.mAssetMetaData.cend(); ++it, ++i) {
  168. pScene->mMetaData->Set(static_cast<unsigned int>(i), (*it).first, (*it).second);
  169. }
  170. }
  171. StoreSceneMeshes(pScene);
  172. StoreSceneMaterials(pScene);
  173. StoreSceneTextures(pScene);
  174. StoreSceneLights(pScene);
  175. StoreSceneCameras(pScene);
  176. StoreAnimations(pScene, parser);
  177. // If no meshes have been loaded, it's probably just an animated skeleton.
  178. if (0u == pScene->mNumMeshes) {
  179. if (!noSkeletonMesh) {
  180. SkeletonMeshBuilder hero(pScene);
  181. }
  182. pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
  183. }
  184. }
  185. // ------------------------------------------------------------------------------------------------
  186. // Recursively constructs a scene node for the given parser node and returns it.
  187. aiNode *ColladaLoader::BuildHierarchy(const ColladaParser &pParser, const Collada::Node *pNode) {
  188. // create a node for it
  189. aiNode *node = new aiNode();
  190. // find a name for the new node. It's more complicated than you might think
  191. node->mName.Set(FindNameForNode(pNode));
  192. // if we're not using the unique IDs, hold onto them for reference and export
  193. if (useColladaName) {
  194. if (!pNode->mID.empty()) {
  195. AddNodeMetaData(node, AI_METADATA_COLLADA_ID, aiString(pNode->mID));
  196. }
  197. if (!pNode->mSID.empty()) {
  198. AddNodeMetaData(node, AI_METADATA_COLLADA_SID, aiString(pNode->mSID));
  199. }
  200. }
  201. // calculate the transformation matrix for it
  202. node->mTransformation = pParser.CalculateResultTransform(pNode->mTransforms);
  203. // now resolve node instances
  204. std::vector<const Node*> instances;
  205. ResolveNodeInstances(pParser, pNode, instances);
  206. // add children. first the *real* ones
  207. node->mNumChildren = static_cast<unsigned int>(pNode->mChildren.size() + instances.size());
  208. node->mChildren = new aiNode *[node->mNumChildren];
  209. for (size_t a = 0; a < pNode->mChildren.size(); ++a) {
  210. node->mChildren[a] = BuildHierarchy(pParser, pNode->mChildren[a]);
  211. node->mChildren[a]->mParent = node;
  212. }
  213. // ... and finally the resolved node instances
  214. for (size_t a = 0; a < instances.size(); ++a) {
  215. node->mChildren[pNode->mChildren.size() + a] = BuildHierarchy(pParser, instances[a]);
  216. node->mChildren[pNode->mChildren.size() + a]->mParent = node;
  217. }
  218. BuildMeshesForNode(pParser, pNode, node);
  219. BuildCamerasForNode(pParser, pNode, node);
  220. BuildLightsForNode(pParser, pNode, node);
  221. return node;
  222. }
  223. // ------------------------------------------------------------------------------------------------
  224. // Resolve node instances
  225. void ColladaLoader::ResolveNodeInstances(const ColladaParser &pParser, const Node *pNode,
  226. std::vector<const Node*> &resolved) {
  227. // reserve enough storage
  228. resolved.reserve(pNode->mNodeInstances.size());
  229. // ... and iterate through all nodes to be instanced as children of pNode
  230. for (const auto &nodeInst : pNode->mNodeInstances) {
  231. // find the corresponding node in the library
  232. const ColladaParser::NodeLibrary::const_iterator itt = pParser.mNodeLibrary.find(nodeInst.mNode);
  233. const Node *nd = itt == pParser.mNodeLibrary.end() ? nullptr : (*itt).second;
  234. // FIX for http://sourceforge.net/tracker/?func=detail&aid=3054873&group_id=226462&atid=1067632
  235. // need to check for both name and ID to catch all. To avoid breaking valid files,
  236. // the workaround is only enabled when the first attempt to resolve the node has failed.
  237. if (nullptr == nd) {
  238. nd = FindNode(pParser.mRootNode, nodeInst.mNode);
  239. }
  240. if (nullptr == nd) {
  241. ASSIMP_LOG_ERROR("Collada: Unable to resolve reference to instanced node ", nodeInst.mNode);
  242. } else {
  243. // attach this node to the list of children
  244. resolved.push_back(nd);
  245. }
  246. }
  247. }
  248. // ------------------------------------------------------------------------------------------------
  249. // Resolve UV channels
  250. void ColladaLoader::ApplyVertexToEffectSemanticMapping(Sampler &sampler, const SemanticMappingTable &table) {
  251. SemanticMappingTable::InputSemanticMap::const_iterator it = table.mMap.find(sampler.mUVChannel);
  252. if (it == table.mMap.end()) {
  253. return;
  254. }
  255. if (it->second.mType != IT_Texcoord) {
  256. ASSIMP_LOG_ERROR("Collada: Unexpected effect input mapping");
  257. }
  258. sampler.mUVId = it->second.mSet;
  259. }
  260. // ------------------------------------------------------------------------------------------------
  261. // Builds lights for the given node and references them
  262. void ColladaLoader::BuildLightsForNode(const ColladaParser &pParser, const Node *pNode, aiNode *pTarget) {
  263. for (const LightInstance &lid : pNode->mLights) {
  264. // find the referred light
  265. ColladaParser::LightLibrary::const_iterator srcLightIt = pParser.mLightLibrary.find(lid.mLight);
  266. if (srcLightIt == pParser.mLightLibrary.end()) {
  267. ASSIMP_LOG_WARN("Collada: Unable to find light for ID \"", lid.mLight, "\". Skipping.");
  268. continue;
  269. }
  270. const Collada::Light *srcLight = &srcLightIt->second;
  271. // now fill our ai data structure
  272. aiLight *out = new aiLight();
  273. out->mName = pTarget->mName;
  274. out->mType = (aiLightSourceType)srcLight->mType;
  275. // collada lights point in -Z by default, rest is specified in node transform
  276. out->mDirection = aiVector3D(0.f, 0.f, -1.f);
  277. out->mAttenuationConstant = srcLight->mAttConstant;
  278. out->mAttenuationLinear = srcLight->mAttLinear;
  279. out->mAttenuationQuadratic = srcLight->mAttQuadratic;
  280. out->mColorDiffuse = out->mColorSpecular = out->mColorAmbient = srcLight->mColor * srcLight->mIntensity;
  281. if (out->mType == aiLightSource_AMBIENT) {
  282. out->mColorDiffuse = out->mColorSpecular = aiColor3D(0, 0, 0);
  283. out->mColorAmbient = srcLight->mColor * srcLight->mIntensity;
  284. } else {
  285. // collada doesn't differentiate between these color types
  286. out->mColorDiffuse = out->mColorSpecular = srcLight->mColor * srcLight->mIntensity;
  287. out->mColorAmbient = aiColor3D(0, 0, 0);
  288. }
  289. // convert falloff angle and falloff exponent in our representation, if given
  290. if (out->mType == aiLightSource_SPOT) {
  291. out->mAngleInnerCone = AI_DEG_TO_RAD(srcLight->mFalloffAngle);
  292. // ... some extension magic.
  293. if (srcLight->mOuterAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET * (1 - ai_epsilon)) {
  294. // ... some deprecation magic.
  295. if (srcLight->mPenumbraAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET * (1 - ai_epsilon)) {
  296. // Need to rely on falloff_exponent. I don't know how to interpret it, so I need to guess ....
  297. // epsilon chosen to be 0.1
  298. float f = 1.0f;
  299. if ( 0.0f != srcLight->mFalloffExponent ) {
  300. f = 1.f / srcLight->mFalloffExponent;
  301. }
  302. out->mAngleOuterCone = std::acos(std::pow(0.1f, f)) +
  303. out->mAngleInnerCone;
  304. } else {
  305. out->mAngleOuterCone = out->mAngleInnerCone + AI_DEG_TO_RAD(srcLight->mPenumbraAngle);
  306. if (out->mAngleOuterCone < out->mAngleInnerCone)
  307. std::swap(out->mAngleInnerCone, out->mAngleOuterCone);
  308. }
  309. } else {
  310. out->mAngleOuterCone = AI_DEG_TO_RAD(srcLight->mOuterAngle);
  311. }
  312. }
  313. // add to light list
  314. mLights.push_back(out);
  315. }
  316. }
  317. // ------------------------------------------------------------------------------------------------
  318. // Builds cameras for the given node and references them
  319. void ColladaLoader::BuildCamerasForNode(const ColladaParser &pParser, const Node *pNode, aiNode *pTarget) {
  320. for (const CameraInstance &cid : pNode->mCameras) {
  321. // find the referred light
  322. ColladaParser::CameraLibrary::const_iterator srcCameraIt = pParser.mCameraLibrary.find(cid.mCamera);
  323. if (srcCameraIt == pParser.mCameraLibrary.end()) {
  324. ASSIMP_LOG_WARN("Collada: Unable to find camera for ID \"", cid.mCamera, "\". Skipping.");
  325. continue;
  326. }
  327. const Collada::Camera *srcCamera = &srcCameraIt->second;
  328. // orthographic cameras not yet supported in Assimp
  329. if (srcCamera->mOrtho) {
  330. ASSIMP_LOG_WARN("Collada: Orthographic cameras are not supported.");
  331. }
  332. // now fill our ai data structure
  333. aiCamera *out = new aiCamera();
  334. out->mName = pTarget->mName;
  335. // collada cameras point in -Z by default, rest is specified in node transform
  336. out->mLookAt = aiVector3D(0.f, 0.f, -1.f);
  337. // near/far z is already ok
  338. out->mClipPlaneFar = srcCamera->mZFar;
  339. out->mClipPlaneNear = srcCamera->mZNear;
  340. // ... but for the rest some values are optional
  341. // and we need to compute the others in any combination.
  342. if (srcCamera->mAspect != 10e10f) {
  343. out->mAspect = srcCamera->mAspect;
  344. }
  345. if (srcCamera->mHorFov != 10e10f) {
  346. out->mHorizontalFOV = srcCamera->mHorFov;
  347. if (srcCamera->mVerFov != 10e10f && srcCamera->mAspect == 10e10f) {
  348. out->mAspect = std::tan(AI_DEG_TO_RAD(srcCamera->mHorFov)) /
  349. std::tan(AI_DEG_TO_RAD(srcCamera->mVerFov));
  350. }
  351. } else if (srcCamera->mAspect != 10e10f && srcCamera->mVerFov != 10e10f) {
  352. out->mHorizontalFOV = 2.0f * AI_RAD_TO_DEG(std::atan(srcCamera->mAspect *
  353. std::tan(AI_DEG_TO_RAD(srcCamera->mVerFov) * 0.5f)));
  354. }
  355. // Collada uses degrees, we use radians
  356. out->mHorizontalFOV = AI_DEG_TO_RAD(out->mHorizontalFOV);
  357. // add to camera list
  358. mCameras.push_back(out);
  359. }
  360. }
  361. // ------------------------------------------------------------------------------------------------
  362. // Builds meshes for the given node and references them
  363. void ColladaLoader::BuildMeshesForNode(const ColladaParser &pParser, const Node *pNode, aiNode *pTarget) {
  364. // accumulated mesh references by this node
  365. std::vector<size_t> newMeshRefs;
  366. newMeshRefs.reserve(pNode->mMeshes.size());
  367. // add a mesh for each subgroup in each collada mesh
  368. for (const MeshInstance &mid : pNode->mMeshes) {
  369. const Mesh *srcMesh = nullptr;
  370. const Controller *srcController = nullptr;
  371. // find the referred mesh
  372. ColladaParser::MeshLibrary::const_iterator srcMeshIt = pParser.mMeshLibrary.find(mid.mMeshOrController);
  373. if (srcMeshIt == pParser.mMeshLibrary.end()) {
  374. // if not found in the mesh-library, it might also be a controller referring to a mesh
  375. ColladaParser::ControllerLibrary::const_iterator srcContrIt = pParser.mControllerLibrary.find(mid.mMeshOrController);
  376. if (srcContrIt != pParser.mControllerLibrary.end()) {
  377. srcController = &srcContrIt->second;
  378. srcMeshIt = pParser.mMeshLibrary.find(srcController->mMeshId);
  379. if (srcMeshIt != pParser.mMeshLibrary.end()) {
  380. srcMesh = srcMeshIt->second;
  381. }
  382. }
  383. if (nullptr == srcMesh) {
  384. ASSIMP_LOG_WARN("Collada: Unable to find geometry for ID \"", mid.mMeshOrController, "\". Skipping.");
  385. continue;
  386. }
  387. } else {
  388. // ID found in the mesh library -> direct reference to an unskinned mesh
  389. srcMesh = srcMeshIt->second;
  390. }
  391. // build a mesh for each of its subgroups
  392. size_t vertexStart = 0, faceStart = 0;
  393. for (size_t sm = 0; sm < srcMesh->mSubMeshes.size(); ++sm) {
  394. const Collada::SubMesh &submesh = srcMesh->mSubMeshes[sm];
  395. if (submesh.mNumFaces == 0) {
  396. continue;
  397. }
  398. // find material assigned to this submesh
  399. std::string meshMaterial;
  400. std::map<std::string, SemanticMappingTable>::const_iterator meshMatIt = mid.mMaterials.find(submesh.mMaterial);
  401. const Collada::SemanticMappingTable *table = nullptr;
  402. if (meshMatIt != mid.mMaterials.end()) {
  403. table = &meshMatIt->second;
  404. meshMaterial = table->mMatName;
  405. } else {
  406. ASSIMP_LOG_WARN("Collada: No material specified for subgroup <", submesh.mMaterial, "> in geometry <",
  407. mid.mMeshOrController, ">.");
  408. if (!mid.mMaterials.empty()) {
  409. meshMaterial = mid.mMaterials.begin()->second.mMatName;
  410. }
  411. }
  412. // OK ... here the *real* fun starts ... we have the vertex-input-to-effect-semantic-table
  413. // given. The only mapping stuff which we do actually support is the UV channel.
  414. std::map<std::string, size_t>::const_iterator matIt = mMaterialIndexByName.find(meshMaterial);
  415. unsigned int matIdx = 0;
  416. if (matIt != mMaterialIndexByName.end()) {
  417. matIdx = static_cast<unsigned int>(matIt->second);
  418. }
  419. if (table && !table->mMap.empty()) {
  420. std::pair<Collada::Effect *, aiMaterial *> &mat = newMats[matIdx];
  421. // Iterate through all texture channels assigned to the effect and
  422. // check whether we have mapping information for it.
  423. ApplyVertexToEffectSemanticMapping(mat.first->mTexDiffuse, *table);
  424. ApplyVertexToEffectSemanticMapping(mat.first->mTexAmbient, *table);
  425. ApplyVertexToEffectSemanticMapping(mat.first->mTexSpecular, *table);
  426. ApplyVertexToEffectSemanticMapping(mat.first->mTexEmissive, *table);
  427. ApplyVertexToEffectSemanticMapping(mat.first->mTexTransparent, *table);
  428. ApplyVertexToEffectSemanticMapping(mat.first->mTexBump, *table);
  429. }
  430. // built lookup index of the Mesh-Submesh-Material combination
  431. ColladaMeshIndex index(mid.mMeshOrController, sm, meshMaterial);
  432. // if we already have the mesh at the library, just add its index to the node's array
  433. std::map<ColladaMeshIndex, size_t>::const_iterator dstMeshIt = mMeshIndexByID.find(index);
  434. if (dstMeshIt != mMeshIndexByID.end()) {
  435. newMeshRefs.push_back(dstMeshIt->second);
  436. } else {
  437. // else we have to add the mesh to the collection and store its newly assigned index at the node
  438. aiMesh *dstMesh = CreateMesh(pParser, srcMesh, submesh, srcController, vertexStart, faceStart);
  439. // store the mesh, and store its new index in the node
  440. newMeshRefs.push_back(mMeshes.size());
  441. mMeshIndexByID[index] = mMeshes.size();
  442. mMeshes.push_back(dstMesh);
  443. vertexStart += dstMesh->mNumVertices;
  444. faceStart += submesh.mNumFaces;
  445. // assign the material index
  446. std::map<std::string, size_t>::const_iterator subMatIt = mMaterialIndexByName.find(submesh.mMaterial);
  447. if (subMatIt != mMaterialIndexByName.end()) {
  448. dstMesh->mMaterialIndex = static_cast<unsigned int>(subMatIt->second);
  449. } else {
  450. dstMesh->mMaterialIndex = matIdx;
  451. }
  452. if (dstMesh->mName.length == 0) {
  453. dstMesh->mName = mid.mMeshOrController;
  454. }
  455. }
  456. }
  457. }
  458. // now place all mesh references we gathered in the target node
  459. pTarget->mNumMeshes = static_cast<unsigned int>(newMeshRefs.size());
  460. if (!newMeshRefs.empty()) {
  461. struct UIntTypeConverter {
  462. unsigned int operator()(const size_t &v) const {
  463. return static_cast<unsigned int>(v);
  464. }
  465. };
  466. pTarget->mMeshes = new unsigned int[pTarget->mNumMeshes];
  467. std::transform(newMeshRefs.begin(), newMeshRefs.end(), pTarget->mMeshes, UIntTypeConverter());
  468. }
  469. }
  470. // ------------------------------------------------------------------------------------------------
  471. // Find mesh from either meshes or morph target meshes
  472. aiMesh *ColladaLoader::findMesh(const std::string &meshid) {
  473. if (meshid.empty()) {
  474. return nullptr;
  475. }
  476. for (auto & mMeshe : mMeshes) {
  477. if (std::string(mMeshe->mName.data) == meshid) {
  478. return mMeshe;
  479. }
  480. }
  481. for (auto & mTargetMeshe : mTargetMeshes) {
  482. if (std::string(mTargetMeshe->mName.data) == meshid) {
  483. return mTargetMeshe;
  484. }
  485. }
  486. return nullptr;
  487. }
  488. // ------------------------------------------------------------------------------------------------
  489. // Creates a mesh for the given ColladaMesh face subset and returns the newly created mesh
  490. aiMesh *ColladaLoader::CreateMesh(const ColladaParser &pParser, const Mesh *pSrcMesh, const SubMesh &pSubMesh,
  491. const Controller *pSrcController, size_t pStartVertex, size_t pStartFace) {
  492. std::unique_ptr<aiMesh> dstMesh(new aiMesh);
  493. if (useColladaName) {
  494. dstMesh->mName = pSrcMesh->mName;
  495. } else {
  496. dstMesh->mName = pSrcMesh->mId;
  497. }
  498. if (pSrcMesh->mPositions.empty()) {
  499. return dstMesh.release();
  500. }
  501. // count the vertices addressed by its faces
  502. const size_t numVertices = std::accumulate(pSrcMesh->mFaceSize.begin() + pStartFace,
  503. pSrcMesh->mFaceSize.begin() + pStartFace + pSubMesh.mNumFaces, size_t(0));
  504. // copy positions
  505. dstMesh->mNumVertices = static_cast<unsigned int>(numVertices);
  506. dstMesh->mVertices = new aiVector3D[numVertices];
  507. std::copy(pSrcMesh->mPositions.begin() + pStartVertex, pSrcMesh->mPositions.begin() + pStartVertex + numVertices, dstMesh->mVertices);
  508. // normals, if given. HACK: (thom) Due to the glorious Collada spec we never
  509. // know if we have the same number of normals as there are positions. So we
  510. // also ignore any vertex attribute if it has a different count
  511. if (pSrcMesh->mNormals.size() >= pStartVertex + numVertices) {
  512. dstMesh->mNormals = new aiVector3D[numVertices];
  513. std::copy(pSrcMesh->mNormals.begin() + pStartVertex, pSrcMesh->mNormals.begin() + pStartVertex + numVertices, dstMesh->mNormals);
  514. }
  515. // tangents, if given.
  516. if (pSrcMesh->mTangents.size() >= pStartVertex + numVertices) {
  517. dstMesh->mTangents = new aiVector3D[numVertices];
  518. std::copy(pSrcMesh->mTangents.begin() + pStartVertex, pSrcMesh->mTangents.begin() + pStartVertex + numVertices, dstMesh->mTangents);
  519. }
  520. // bitangents, if given.
  521. if (pSrcMesh->mBitangents.size() >= pStartVertex + numVertices) {
  522. dstMesh->mBitangents = new aiVector3D[numVertices];
  523. std::copy(pSrcMesh->mBitangents.begin() + pStartVertex, pSrcMesh->mBitangents.begin() + pStartVertex + numVertices, dstMesh->mBitangents);
  524. }
  525. // same for texture coords, as many as we have
  526. // empty slots are not allowed, need to pack and adjust UV indexes accordingly
  527. for (size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
  528. if (pSrcMesh->mTexCoords[a].size() >= pStartVertex + numVertices) {
  529. dstMesh->mTextureCoords[real] = new aiVector3D[numVertices];
  530. for (size_t b = 0; b < numVertices; ++b) {
  531. dstMesh->mTextureCoords[real][b] = pSrcMesh->mTexCoords[a][pStartVertex + b];
  532. }
  533. dstMesh->mNumUVComponents[real] = pSrcMesh->mNumUVComponents[a];
  534. ++real;
  535. }
  536. }
  537. // same for vertex colors, as many as we have. again the same packing to avoid empty slots
  538. for (size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) {
  539. if (pSrcMesh->mColors[a].size() >= pStartVertex + numVertices) {
  540. dstMesh->mColors[real] = new aiColor4D[numVertices];
  541. std::copy(pSrcMesh->mColors[a].begin() + pStartVertex, pSrcMesh->mColors[a].begin() + pStartVertex + numVertices, dstMesh->mColors[real]);
  542. ++real;
  543. }
  544. }
  545. // create faces. Due to the fact that each face uses unique vertices, we can simply count up on each vertex
  546. size_t vertex = 0;
  547. dstMesh->mNumFaces = static_cast<unsigned int>(pSubMesh.mNumFaces);
  548. dstMesh->mFaces = new aiFace[dstMesh->mNumFaces];
  549. for (size_t a = 0; a < dstMesh->mNumFaces; ++a) {
  550. size_t s = pSrcMesh->mFaceSize[pStartFace + a];
  551. aiFace &face = dstMesh->mFaces[a];
  552. face.mNumIndices = static_cast<unsigned int>(s);
  553. face.mIndices = new unsigned int[s];
  554. for (size_t b = 0; b < s; ++b) {
  555. face.mIndices[b] = static_cast<unsigned int>(vertex++);
  556. }
  557. }
  558. // create morph target meshes if any
  559. std::vector<aiMesh *> targetMeshes;
  560. std::vector<float> targetWeights;
  561. Collada::MorphMethod method = Normalized;
  562. for (std::map<std::string, Controller>::const_iterator it = pParser.mControllerLibrary.begin();
  563. it != pParser.mControllerLibrary.end(); ++it) {
  564. const Controller &c = it->second;
  565. const Collada::Mesh *baseMesh = pParser.ResolveLibraryReference(pParser.mMeshLibrary, c.mMeshId);
  566. if (c.mType == Collada::Morph && baseMesh->mName == pSrcMesh->mName) {
  567. const Collada::Accessor &targetAccessor = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, c.mMorphTarget);
  568. const Collada::Accessor &weightAccessor = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, c.mMorphWeight);
  569. const Collada::Data &targetData = pParser.ResolveLibraryReference(pParser.mDataLibrary, targetAccessor.mSource);
  570. const Collada::Data &weightData = pParser.ResolveLibraryReference(pParser.mDataLibrary, weightAccessor.mSource);
  571. // take method
  572. method = c.mMethod;
  573. if (!targetData.mIsStringArray) {
  574. throw DeadlyImportError("target data must contain id. ");
  575. }
  576. if (weightData.mIsStringArray) {
  577. throw DeadlyImportError("target weight data must not be textual ");
  578. }
  579. for (const auto & mString : targetData.mStrings) {
  580. const Mesh *targetMesh = pParser.ResolveLibraryReference(pParser.mMeshLibrary, mString);
  581. aiMesh *aimesh = findMesh(useColladaName ? targetMesh->mName : targetMesh->mId);
  582. if (!aimesh) {
  583. if (targetMesh->mSubMeshes.size() > 1) {
  584. throw DeadlyImportError("Morphing target mesh must be a single");
  585. }
  586. aimesh = CreateMesh(pParser, targetMesh, targetMesh->mSubMeshes.at(0), nullptr, 0, 0);
  587. mTargetMeshes.push_back(aimesh);
  588. }
  589. targetMeshes.push_back(aimesh);
  590. }
  591. for (float mValue : weightData.mValues) {
  592. targetWeights.push_back(mValue);
  593. }
  594. }
  595. }
  596. if (!targetMeshes.empty() && targetWeights.size() == targetMeshes.size()) {
  597. std::vector<aiAnimMesh *> animMeshes;
  598. for (unsigned int i = 0; i < targetMeshes.size(); ++i) {
  599. aiMesh *targetMesh = targetMeshes.at(i);
  600. aiAnimMesh *animMesh = aiCreateAnimMesh(targetMesh);
  601. float weight = targetWeights[i];
  602. animMesh->mWeight = weight == 0 ? 1.0f : weight;
  603. animMesh->mName = targetMesh->mName;
  604. animMeshes.push_back(animMesh);
  605. }
  606. dstMesh->mMethod = (method == Relative) ? aiMorphingMethod_MORPH_RELATIVE : aiMorphingMethod_MORPH_NORMALIZED;
  607. dstMesh->mAnimMeshes = new aiAnimMesh *[animMeshes.size()];
  608. dstMesh->mNumAnimMeshes = static_cast<unsigned int>(animMeshes.size());
  609. for (unsigned int i = 0; i < animMeshes.size(); ++i) {
  610. dstMesh->mAnimMeshes[i] = animMeshes.at(i);
  611. }
  612. }
  613. // create bones if given
  614. if (pSrcController && pSrcController->mType == Collada::Skin) {
  615. // resolve references - joint names
  616. const Collada::Accessor &jointNamesAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mJointNameSource);
  617. const Collada::Data &jointNames = pParser.ResolveLibraryReference(pParser.mDataLibrary, jointNamesAcc.mSource);
  618. // joint offset matrices
  619. const Collada::Accessor &jointMatrixAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mJointOffsetMatrixSource);
  620. const Collada::Data &jointMatrices = pParser.ResolveLibraryReference(pParser.mDataLibrary, jointMatrixAcc.mSource);
  621. // joint vertex_weight name list - should refer to the same list as the joint names above. If not, report and reconsider
  622. const Collada::Accessor &weightNamesAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mWeightInputJoints.mAccessor);
  623. if (&weightNamesAcc != &jointNamesAcc)
  624. throw DeadlyImportError("Temporary implementational laziness. If you read this, please report to the author.");
  625. // vertex weights
  626. const Collada::Accessor &weightsAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mWeightInputWeights.mAccessor);
  627. const Collada::Data &weights = pParser.ResolveLibraryReference(pParser.mDataLibrary, weightsAcc.mSource);
  628. if (!jointNames.mIsStringArray || jointMatrices.mIsStringArray || weights.mIsStringArray) {
  629. throw DeadlyImportError("Data type mismatch while resolving mesh joints");
  630. }
  631. // sanity check: we rely on the vertex weights always coming as pairs of BoneIndex-WeightIndex
  632. if (pSrcController->mWeightInputJoints.mOffset != 0 || pSrcController->mWeightInputWeights.mOffset != 1) {
  633. throw DeadlyImportError("Unsupported vertex_weight addressing scheme. ");
  634. }
  635. // create containers to collect the weights for each bone
  636. size_t numBones = jointNames.mStrings.size();
  637. std::vector<std::vector<aiVertexWeight>> dstBones(numBones);
  638. // build a temporary array of pointers to the start of each vertex's weights
  639. using IndexPairVector = std::vector<std::pair<size_t, size_t>>;
  640. std::vector<IndexPairVector::const_iterator> weightStartPerVertex;
  641. weightStartPerVertex.resize(pSrcController->mWeightCounts.size(), pSrcController->mWeights.end());
  642. IndexPairVector::const_iterator pit = pSrcController->mWeights.begin();
  643. for (size_t a = 0; a < pSrcController->mWeightCounts.size(); ++a) {
  644. weightStartPerVertex[a] = pit;
  645. pit += pSrcController->mWeightCounts[a];
  646. }
  647. // now for each vertex put the corresponding vertex weights into each bone's weight collection
  648. for (size_t a = pStartVertex; a < pStartVertex + numVertices; ++a) {
  649. // which position index was responsible for this vertex? that's also the index by which
  650. // the controller assigns the vertex weights
  651. size_t orgIndex = pSrcMesh->mFacePosIndices[a];
  652. // find the vertex weights for this vertex
  653. IndexPairVector::const_iterator iit = weightStartPerVertex[orgIndex];
  654. size_t pairCount = pSrcController->mWeightCounts[orgIndex];
  655. for (size_t b = 0; b < pairCount; ++b, ++iit) {
  656. const size_t jointIndex = iit->first;
  657. const size_t vertexIndex = iit->second;
  658. ai_real weight = 1.0f;
  659. if (!weights.mValues.empty()) {
  660. weight = ReadFloat(weightsAcc, weights, vertexIndex, 0);
  661. }
  662. // one day I gonna kill that XSI Collada exporter
  663. if (weight > 0.0f) {
  664. aiVertexWeight w;
  665. w.mVertexId = static_cast<unsigned int>(a - pStartVertex);
  666. w.mWeight = weight;
  667. dstBones[jointIndex].push_back(w);
  668. }
  669. }
  670. }
  671. // count the number of bones which influence vertices of the current submesh
  672. size_t numRemainingBones = 0;
  673. for (const auto & dstBone : dstBones) {
  674. if (dstBone.empty() && removeEmptyBones) {
  675. continue;
  676. }
  677. ++numRemainingBones;
  678. }
  679. // create bone array and copy bone weights one by one
  680. dstMesh->mNumBones = static_cast<unsigned int>(numRemainingBones);
  681. dstMesh->mBones = new aiBone *[numRemainingBones];
  682. size_t boneCount = 0;
  683. for (size_t a = 0; a < numBones; ++a) {
  684. // omit bones without weights
  685. if (dstBones[a].empty() && removeEmptyBones) {
  686. continue;
  687. }
  688. // create bone with its weights
  689. aiBone *bone = new aiBone;
  690. bone->mName = ReadString(jointNamesAcc, jointNames, a);
  691. bone->mOffsetMatrix.a1 = ReadFloat(jointMatrixAcc, jointMatrices, a, 0);
  692. bone->mOffsetMatrix.a2 = ReadFloat(jointMatrixAcc, jointMatrices, a, 1);
  693. bone->mOffsetMatrix.a3 = ReadFloat(jointMatrixAcc, jointMatrices, a, 2);
  694. bone->mOffsetMatrix.a4 = ReadFloat(jointMatrixAcc, jointMatrices, a, 3);
  695. bone->mOffsetMatrix.b1 = ReadFloat(jointMatrixAcc, jointMatrices, a, 4);
  696. bone->mOffsetMatrix.b2 = ReadFloat(jointMatrixAcc, jointMatrices, a, 5);
  697. bone->mOffsetMatrix.b3 = ReadFloat(jointMatrixAcc, jointMatrices, a, 6);
  698. bone->mOffsetMatrix.b4 = ReadFloat(jointMatrixAcc, jointMatrices, a, 7);
  699. bone->mOffsetMatrix.c1 = ReadFloat(jointMatrixAcc, jointMatrices, a, 8);
  700. bone->mOffsetMatrix.c2 = ReadFloat(jointMatrixAcc, jointMatrices, a, 9);
  701. bone->mOffsetMatrix.c3 = ReadFloat(jointMatrixAcc, jointMatrices, a, 10);
  702. bone->mOffsetMatrix.c4 = ReadFloat(jointMatrixAcc, jointMatrices, a, 11);
  703. bone->mNumWeights = static_cast<unsigned int>(dstBones[a].size());
  704. bone->mWeights = new aiVertexWeight[bone->mNumWeights];
  705. std::copy(dstBones[a].begin(), dstBones[a].end(), bone->mWeights);
  706. // apply bind shape matrix to offset matrix
  707. aiMatrix4x4 bindShapeMatrix;
  708. bindShapeMatrix.a1 = pSrcController->mBindShapeMatrix[0];
  709. bindShapeMatrix.a2 = pSrcController->mBindShapeMatrix[1];
  710. bindShapeMatrix.a3 = pSrcController->mBindShapeMatrix[2];
  711. bindShapeMatrix.a4 = pSrcController->mBindShapeMatrix[3];
  712. bindShapeMatrix.b1 = pSrcController->mBindShapeMatrix[4];
  713. bindShapeMatrix.b2 = pSrcController->mBindShapeMatrix[5];
  714. bindShapeMatrix.b3 = pSrcController->mBindShapeMatrix[6];
  715. bindShapeMatrix.b4 = pSrcController->mBindShapeMatrix[7];
  716. bindShapeMatrix.c1 = pSrcController->mBindShapeMatrix[8];
  717. bindShapeMatrix.c2 = pSrcController->mBindShapeMatrix[9];
  718. bindShapeMatrix.c3 = pSrcController->mBindShapeMatrix[10];
  719. bindShapeMatrix.c4 = pSrcController->mBindShapeMatrix[11];
  720. bindShapeMatrix.d1 = pSrcController->mBindShapeMatrix[12];
  721. bindShapeMatrix.d2 = pSrcController->mBindShapeMatrix[13];
  722. bindShapeMatrix.d3 = pSrcController->mBindShapeMatrix[14];
  723. bindShapeMatrix.d4 = pSrcController->mBindShapeMatrix[15];
  724. bone->mOffsetMatrix *= bindShapeMatrix;
  725. // HACK: (thom) Some exporters address the bone nodes by SID, others address them by ID or even name.
  726. // Therefore I added a little name replacement here: I search for the bone's node by either name, ID or SID,
  727. // and replace the bone's name by the node's name so that the user can use the standard
  728. // find-by-name method to associate nodes with bones.
  729. const Collada::Node *bnode = FindNode(pParser.mRootNode, bone->mName.data);
  730. if (nullptr == bnode) {
  731. bnode = FindNodeBySID(pParser.mRootNode, bone->mName.data);
  732. }
  733. // assign the name that we would have assigned for the source node
  734. if (nullptr != bnode) {
  735. bone->mName.Set(FindNameForNode(bnode));
  736. } else {
  737. ASSIMP_LOG_WARN("ColladaLoader::CreateMesh(): could not find corresponding node for joint \"", bone->mName.data, "\".");
  738. }
  739. // and insert bone
  740. dstMesh->mBones[boneCount++] = bone;
  741. }
  742. }
  743. return dstMesh.release();
  744. }
  745. // ------------------------------------------------------------------------------------------------
  746. // Stores all meshes in the given scene
  747. void ColladaLoader::StoreSceneMeshes(aiScene *pScene) {
  748. pScene->mNumMeshes = static_cast<unsigned int>(mMeshes.size());
  749. if (mMeshes.empty()) {
  750. return;
  751. }
  752. pScene->mMeshes = new aiMesh *[mMeshes.size()];
  753. std::copy(mMeshes.begin(), mMeshes.end(), pScene->mMeshes);
  754. mMeshes.clear();
  755. }
  756. // ------------------------------------------------------------------------------------------------
  757. // Stores all cameras in the given scene
  758. void ColladaLoader::StoreSceneCameras(aiScene *pScene) {
  759. pScene->mNumCameras = static_cast<unsigned int>(mCameras.size());
  760. if (mCameras.empty()) {
  761. return;
  762. }
  763. pScene->mCameras = new aiCamera *[mCameras.size()];
  764. std::copy(mCameras.begin(), mCameras.end(), pScene->mCameras);
  765. mCameras.clear();
  766. }
  767. // ------------------------------------------------------------------------------------------------
  768. // Stores all lights in the given scene
  769. void ColladaLoader::StoreSceneLights(aiScene *pScene) {
  770. pScene->mNumLights = static_cast<unsigned int>(mLights.size());
  771. if (mLights.empty()) {
  772. return;
  773. }
  774. pScene->mLights = new aiLight *[mLights.size()];
  775. std::copy(mLights.begin(), mLights.end(), pScene->mLights);
  776. mLights.clear();
  777. }
  778. // ------------------------------------------------------------------------------------------------
  779. // Stores all textures in the given scene
  780. void ColladaLoader::StoreSceneTextures(aiScene *pScene) {
  781. pScene->mNumTextures = static_cast<unsigned int>(mTextures.size());
  782. if (mTextures.empty()) {
  783. return;
  784. }
  785. pScene->mTextures = new aiTexture *[mTextures.size()];
  786. std::copy(mTextures.begin(), mTextures.end(), pScene->mTextures);
  787. mTextures.clear();
  788. }
  789. // ------------------------------------------------------------------------------------------------
  790. // Stores all materials in the given scene
  791. void ColladaLoader::StoreSceneMaterials(aiScene *pScene) {
  792. pScene->mNumMaterials = static_cast<unsigned int>(newMats.size());
  793. if (newMats.empty()) {
  794. return;
  795. }
  796. pScene->mMaterials = new aiMaterial *[newMats.size()];
  797. for (unsigned int i = 0; i < newMats.size(); ++i) {
  798. pScene->mMaterials[i] = newMats[i].second;
  799. }
  800. newMats.clear();
  801. }
  802. // ------------------------------------------------------------------------------------------------
  803. // Stores all animations
  804. void ColladaLoader::StoreAnimations(aiScene *pScene, const ColladaParser &pParser) {
  805. // recursively collect all animations from the collada scene
  806. StoreAnimations(pScene, pParser, &pParser.mAnims, "");
  807. // catch special case: many animations with the same length, each affecting only a single node.
  808. // we need to unite all those single-node-anims to a proper combined animation
  809. for (size_t a = 0; a < mAnims.size(); ++a) {
  810. aiAnimation *templateAnim = mAnims[a];
  811. if (templateAnim->mNumChannels == 1) {
  812. // search for other single-channel-anims with the same duration
  813. std::vector<size_t> collectedAnimIndices;
  814. for (size_t b = a + 1; b < mAnims.size(); ++b) {
  815. aiAnimation *other = mAnims[b];
  816. if (other->mNumChannels == 1 && other->mDuration == templateAnim->mDuration &&
  817. other->mTicksPerSecond == templateAnim->mTicksPerSecond)
  818. collectedAnimIndices.push_back(b);
  819. }
  820. // We only want to combine the animations if they have different channels
  821. std::set<std::string> animTargets;
  822. animTargets.insert(templateAnim->mChannels[0]->mNodeName.C_Str());
  823. bool collectedAnimationsHaveDifferentChannels = true;
  824. for (unsigned long long collectedAnimIndice : collectedAnimIndices) {
  825. aiAnimation *srcAnimation = mAnims[(int)collectedAnimIndice];
  826. std::string channelName = std::string(srcAnimation->mChannels[0]->mNodeName.C_Str());
  827. if (animTargets.find(channelName) == animTargets.end()) {
  828. animTargets.insert(channelName);
  829. } else {
  830. collectedAnimationsHaveDifferentChannels = false;
  831. break;
  832. }
  833. }
  834. if (!collectedAnimationsHaveDifferentChannels) {
  835. continue;
  836. }
  837. // if there are other animations which fit the template anim, combine all channels into a single anim
  838. if (!collectedAnimIndices.empty()) {
  839. aiAnimation *combinedAnim = new aiAnimation();
  840. combinedAnim->mName = aiString(std::string("combinedAnim_") + char('0' + a));
  841. combinedAnim->mDuration = templateAnim->mDuration;
  842. combinedAnim->mTicksPerSecond = templateAnim->mTicksPerSecond;
  843. combinedAnim->mNumChannels = static_cast<unsigned int>(collectedAnimIndices.size() + 1);
  844. combinedAnim->mChannels = new aiNodeAnim *[combinedAnim->mNumChannels];
  845. // add the template anim as first channel by moving its aiNodeAnim to the combined animation
  846. combinedAnim->mChannels[0] = templateAnim->mChannels[0];
  847. templateAnim->mChannels[0] = nullptr;
  848. delete templateAnim;
  849. // combined animation replaces template animation in the anim array
  850. mAnims[a] = combinedAnim;
  851. // move the memory of all other anims to the combined anim and erase them from the source anims
  852. for (size_t b = 0; b < collectedAnimIndices.size(); ++b) {
  853. aiAnimation *srcAnimation = mAnims[collectedAnimIndices[b]];
  854. combinedAnim->mChannels[1 + b] = srcAnimation->mChannels[0];
  855. srcAnimation->mChannels[0] = nullptr;
  856. delete srcAnimation;
  857. }
  858. // in a second go, delete all the single-channel-anims that we've stripped from their channels
  859. // back to front to preserve indices - you know, removing an element from a vector moves all elements behind the removed one
  860. while (!collectedAnimIndices.empty()) {
  861. mAnims.erase(mAnims.begin() + collectedAnimIndices.back());
  862. collectedAnimIndices.pop_back();
  863. }
  864. }
  865. }
  866. }
  867. // now store all anims in the scene
  868. if (!mAnims.empty()) {
  869. pScene->mNumAnimations = static_cast<unsigned int>(mAnims.size());
  870. pScene->mAnimations = new aiAnimation *[mAnims.size()];
  871. std::copy(mAnims.begin(), mAnims.end(), pScene->mAnimations);
  872. }
  873. mAnims.clear();
  874. }
  875. // ------------------------------------------------------------------------------------------------
  876. // Constructs the animations for the given source anim
  877. void ColladaLoader::StoreAnimations(aiScene *pScene, const ColladaParser &pParser, const Animation *pSrcAnim, const std::string &pPrefix) {
  878. std::string animName = pPrefix.empty() ? pSrcAnim->mName : pPrefix + "_" + pSrcAnim->mName;
  879. // create nested animations, if given
  880. for (auto mSubAnim : pSrcAnim->mSubAnims) {
  881. StoreAnimations(pScene, pParser, mSubAnim, animName);
  882. }
  883. // create animation channels, if any
  884. if (!pSrcAnim->mChannels.empty()) {
  885. CreateAnimation(pScene, pParser, pSrcAnim, animName);
  886. }
  887. }
  888. struct MorphTimeValues {
  889. float mTime;
  890. struct key {
  891. float mWeight;
  892. unsigned int mValue;
  893. };
  894. std::vector<key> mKeys;
  895. };
  896. void insertMorphTimeValue(std::vector<MorphTimeValues> &values, float time, float weight, unsigned int value) {
  897. MorphTimeValues::key k;
  898. k.mValue = value;
  899. k.mWeight = weight;
  900. if (values.empty() || time < values[0].mTime) {
  901. MorphTimeValues val;
  902. val.mTime = time;
  903. val.mKeys.push_back(k);
  904. values.insert(values.begin(), val);
  905. return;
  906. }
  907. if (time > values.back().mTime) {
  908. MorphTimeValues val;
  909. val.mTime = time;
  910. val.mKeys.push_back(k);
  911. values.insert(values.end(), val);
  912. return;
  913. }
  914. for (unsigned int i = 0; i < values.size(); i++) {
  915. if (std::abs(time - values[i].mTime) < ai_epsilon) {
  916. values[i].mKeys.push_back(k);
  917. return;
  918. } else if (time > values[i].mTime && time < values[i + 1].mTime) {
  919. MorphTimeValues val;
  920. val.mTime = time;
  921. val.mKeys.push_back(k);
  922. values.insert(values.begin() + i, val);
  923. return;
  924. }
  925. }
  926. }
  927. static float getWeightAtKey(const std::vector<MorphTimeValues> &values, int key, unsigned int value) {
  928. for (auto mKey : values[key].mKeys) {
  929. if (mKey.mValue == value) {
  930. return mKey.mWeight;
  931. }
  932. }
  933. // no value at key found, try to interpolate if present at other keys. if not, return zero
  934. // TODO: interpolation
  935. return 0.0f;
  936. }
  937. // ------------------------------------------------------------------------------------------------
  938. // Constructs the animation for the given source anim
  939. void ColladaLoader::CreateAnimation(aiScene *pScene, const ColladaParser &pParser, const Animation *pSrcAnim, const std::string &pName) {
  940. // collect a list of animatable nodes
  941. std::vector<const aiNode *> nodes;
  942. CollectNodes(pScene->mRootNode, nodes);
  943. std::vector<aiNodeAnim *> anims;
  944. std::vector<aiMeshMorphAnim *> morphAnims;
  945. for (auto node : nodes) {
  946. // find all the collada anim channels which refer to the current node
  947. std::vector<ChannelEntry> entries;
  948. std::string nodeName = node->mName.data;
  949. // find the collada node corresponding to the aiNode
  950. const Node *srcNode = FindNode(pParser.mRootNode, nodeName);
  951. if (!srcNode) {
  952. continue;
  953. }
  954. // now check all channels if they affect the current node
  955. std::string targetID, subElement;
  956. for (std::vector<AnimationChannel>::const_iterator cit = pSrcAnim->mChannels.begin();
  957. cit != pSrcAnim->mChannels.end(); ++cit) {
  958. const AnimationChannel &srcChannel = *cit;
  959. ChannelEntry entry;
  960. // we expect the animation target to be of type "nodeName/transformID.subElement". Ignore all others
  961. // find the slash that separates the node name - there should be only one
  962. std::string::size_type slashPos = srcChannel.mTarget.find('/');
  963. if (slashPos == std::string::npos) {
  964. std::string::size_type targetPos = srcChannel.mTarget.find(srcNode->mID);
  965. if (targetPos == std::string::npos) {
  966. continue;
  967. }
  968. // not node transform, but something else. store as unknown animation channel for now
  969. entry.mChannel = &(*cit);
  970. entry.mTargetId = srcChannel.mTarget.substr(targetPos + pSrcAnim->mName.length(),
  971. srcChannel.mTarget.length() - targetPos - pSrcAnim->mName.length());
  972. if (entry.mTargetId.front() == '-') {
  973. entry.mTargetId = entry.mTargetId.substr(1);
  974. }
  975. entries.push_back(entry);
  976. continue;
  977. }
  978. if (srcChannel.mTarget.find('/', slashPos + 1) != std::string::npos) {
  979. continue;
  980. }
  981. targetID.clear();
  982. targetID = srcChannel.mTarget.substr(0, slashPos);
  983. if (targetID != srcNode->mID) {
  984. continue;
  985. }
  986. // find the dot that separates the transformID - there should be only one or zero
  987. std::string::size_type dotPos = srcChannel.mTarget.find('.');
  988. if (dotPos != std::string::npos) {
  989. if (srcChannel.mTarget.find('.', dotPos + 1) != std::string::npos) {
  990. continue;
  991. }
  992. entry.mTransformId = srcChannel.mTarget.substr(slashPos + 1, dotPos - slashPos - 1);
  993. subElement.clear();
  994. subElement = srcChannel.mTarget.substr(dotPos + 1);
  995. if (subElement == "ANGLE")
  996. entry.mSubElement = 3; // last number in an Axis-Angle-Transform is the angle
  997. else if (subElement == "X")
  998. entry.mSubElement = 0;
  999. else if (subElement == "Y")
  1000. entry.mSubElement = 1;
  1001. else if (subElement == "Z")
  1002. entry.mSubElement = 2;
  1003. else
  1004. ASSIMP_LOG_WARN("Unknown anim subelement <", subElement, ">. Ignoring");
  1005. } else {
  1006. // no sub-element following, transformId is remaining string
  1007. entry.mTransformId = srcChannel.mTarget.substr(slashPos + 1);
  1008. }
  1009. std::string::size_type bracketPos = srcChannel.mTarget.find('(');
  1010. if (bracketPos != std::string::npos) {
  1011. entry.mTransformId = srcChannel.mTarget.substr(slashPos + 1, bracketPos - slashPos - 1);
  1012. subElement.clear();
  1013. subElement = srcChannel.mTarget.substr(bracketPos);
  1014. if (subElement == "(0)(0)")
  1015. entry.mSubElement = 0;
  1016. else if (subElement == "(1)(0)")
  1017. entry.mSubElement = 1;
  1018. else if (subElement == "(2)(0)")
  1019. entry.mSubElement = 2;
  1020. else if (subElement == "(3)(0)")
  1021. entry.mSubElement = 3;
  1022. else if (subElement == "(0)(1)")
  1023. entry.mSubElement = 4;
  1024. else if (subElement == "(1)(1)")
  1025. entry.mSubElement = 5;
  1026. else if (subElement == "(2)(1)")
  1027. entry.mSubElement = 6;
  1028. else if (subElement == "(3)(1)")
  1029. entry.mSubElement = 7;
  1030. else if (subElement == "(0)(2)")
  1031. entry.mSubElement = 8;
  1032. else if (subElement == "(1)(2)")
  1033. entry.mSubElement = 9;
  1034. else if (subElement == "(2)(2)")
  1035. entry.mSubElement = 10;
  1036. else if (subElement == "(3)(2)")
  1037. entry.mSubElement = 11;
  1038. else if (subElement == "(0)(3)")
  1039. entry.mSubElement = 12;
  1040. else if (subElement == "(1)(3)")
  1041. entry.mSubElement = 13;
  1042. else if (subElement == "(2)(3)")
  1043. entry.mSubElement = 14;
  1044. else if (subElement == "(3)(3)")
  1045. entry.mSubElement = 15;
  1046. }
  1047. // determine which transform step is affected by this channel
  1048. entry.mTransformIndex = SIZE_MAX;
  1049. for (size_t a = 0; a < srcNode->mTransforms.size(); ++a)
  1050. if (srcNode->mTransforms[a].mID == entry.mTransformId)
  1051. entry.mTransformIndex = a;
  1052. if (entry.mTransformIndex == SIZE_MAX) {
  1053. if (entry.mTransformId.find("morph-weights") == std::string::npos) {
  1054. continue;
  1055. }
  1056. entry.mTargetId = entry.mTransformId;
  1057. entry.mTransformId = std::string();
  1058. }
  1059. entry.mChannel = &(*cit);
  1060. entries.push_back(entry);
  1061. }
  1062. // if there's no channel affecting the current node, we skip it
  1063. if (entries.empty()) {
  1064. continue;
  1065. }
  1066. // resolve the data pointers for all anim channels. Find the minimum time while we're at it
  1067. ai_real startTime = ai_real(1e20), endTime = ai_real(-1e20);
  1068. for (ChannelEntry & e : entries) {
  1069. e.mTimeAccessor = &pParser.ResolveLibraryReference(pParser.mAccessorLibrary, e.mChannel->mSourceTimes);
  1070. e.mTimeData = &pParser.ResolveLibraryReference(pParser.mDataLibrary, e.mTimeAccessor->mSource);
  1071. e.mValueAccessor = &pParser.ResolveLibraryReference(pParser.mAccessorLibrary, e.mChannel->mSourceValues);
  1072. e.mValueData = &pParser.ResolveLibraryReference(pParser.mDataLibrary, e.mValueAccessor->mSource);
  1073. // time count and value count must match
  1074. if (e.mTimeAccessor->mCount != e.mValueAccessor->mCount) {
  1075. throw DeadlyImportError("Time count / value count mismatch in animation channel \"", e.mChannel->mTarget, "\".");
  1076. }
  1077. if (e.mTimeAccessor->mCount > 0) {
  1078. // find bounding times
  1079. startTime = std::min(startTime, ReadFloat(*e.mTimeAccessor, *e.mTimeData, 0, 0));
  1080. endTime = std::max(endTime, ReadFloat(*e.mTimeAccessor, *e.mTimeData, e.mTimeAccessor->mCount - 1, 0));
  1081. }
  1082. }
  1083. std::vector<aiMatrix4x4> resultTrafos;
  1084. if (!entries.empty() && entries.front().mTimeAccessor->mCount > 0) {
  1085. // create a local transformation chain of the node's transforms
  1086. std::vector<Collada::Transform> transforms = srcNode->mTransforms;
  1087. // now for every unique point in time, find or interpolate the key values for that time
  1088. // and apply them to the transform chain. Then the node's present transformation can be calculated.
  1089. ai_real time = startTime;
  1090. while (true) {
  1091. for (ChannelEntry & e : entries) {
  1092. // find the keyframe behind the current point in time
  1093. size_t pos = 0;
  1094. ai_real postTime = 0.0;
  1095. while (true) {
  1096. if (pos >= e.mTimeAccessor->mCount) {
  1097. break;
  1098. }
  1099. postTime = ReadFloat(*e.mTimeAccessor, *e.mTimeData, pos, 0);
  1100. if (postTime >= time) {
  1101. break;
  1102. }
  1103. ++pos;
  1104. }
  1105. pos = std::min(pos, e.mTimeAccessor->mCount - 1);
  1106. // read values from there
  1107. ai_real temp[16];
  1108. for (size_t c = 0; c < e.mValueAccessor->mSize; ++c) {
  1109. temp[c] = ReadFloat(*e.mValueAccessor, *e.mValueData, pos, c);
  1110. }
  1111. // if not exactly at the key time, interpolate with previous value set
  1112. if (postTime > time && pos > 0) {
  1113. ai_real preTime = ReadFloat(*e.mTimeAccessor, *e.mTimeData, pos - 1, 0);
  1114. ai_real factor = (time - postTime) / (preTime - postTime);
  1115. for (size_t c = 0; c < e.mValueAccessor->mSize; ++c) {
  1116. ai_real v = ReadFloat(*e.mValueAccessor, *e.mValueData, pos - 1, c);
  1117. temp[c] += (v - temp[c]) * factor;
  1118. }
  1119. }
  1120. // Apply values to current transformation
  1121. std::copy(temp, temp + e.mValueAccessor->mSize, transforms[e.mTransformIndex].f + e.mSubElement);
  1122. }
  1123. // Calculate resulting transformation
  1124. aiMatrix4x4 mat = pParser.CalculateResultTransform(transforms);
  1125. // out of laziness: we store the time in matrix.d4
  1126. mat.d4 = time;
  1127. resultTrafos.push_back(mat);
  1128. // find next point in time to evaluate. That's the closest frame larger than the current in any channel
  1129. ai_real nextTime = ai_real(1e20);
  1130. for (ChannelEntry & channelElement : entries) {
  1131. // find the next time value larger than the current
  1132. size_t pos = 0;
  1133. while (pos < channelElement.mTimeAccessor->mCount) {
  1134. const ai_real t = ReadFloat(*channelElement.mTimeAccessor, *channelElement.mTimeData, pos, 0);
  1135. if (t > time) {
  1136. nextTime = std::min(nextTime, t);
  1137. break;
  1138. }
  1139. ++pos;
  1140. }
  1141. // https://github.com/assimp/assimp/issues/458
  1142. // Sub-sample axis-angle channels if the delta between two consecutive
  1143. // key-frame angles is >= 180 degrees.
  1144. if (transforms[channelElement.mTransformIndex].mType == TF_ROTATE && channelElement.mSubElement == 3 && pos > 0 && pos < channelElement.mTimeAccessor->mCount) {
  1145. const ai_real cur_key_angle = ReadFloat(*channelElement.mValueAccessor, *channelElement.mValueData, pos, 0);
  1146. const ai_real last_key_angle = ReadFloat(*channelElement.mValueAccessor, *channelElement.mValueData, pos - 1, 0);
  1147. const ai_real cur_key_time = ReadFloat(*channelElement.mTimeAccessor, *channelElement.mTimeData, pos, 0);
  1148. const ai_real last_key_time = ReadFloat(*channelElement.mTimeAccessor, *channelElement.mTimeData, pos - 1, 0);
  1149. const ai_real last_eval_angle = last_key_angle + (cur_key_angle - last_key_angle) * (time - last_key_time) / (cur_key_time - last_key_time);
  1150. const ai_real delta = std::abs(cur_key_angle - last_eval_angle);
  1151. if (delta >= 180.0) {
  1152. const int subSampleCount = static_cast<int>(std::floor(delta / 90.0));
  1153. if (cur_key_time != time) {
  1154. const ai_real nextSampleTime = time + (cur_key_time - time) / subSampleCount;
  1155. nextTime = std::min(nextTime, nextSampleTime);
  1156. }
  1157. }
  1158. }
  1159. }
  1160. // no more keys on any channel after the current time -> we're done
  1161. if (nextTime > 1e19) {
  1162. break;
  1163. }
  1164. // else construct next key-frame at this following time point
  1165. time = nextTime;
  1166. }
  1167. }
  1168. // build an animation channel for the given node out of these trafo keys
  1169. if (!resultTrafos.empty()) {
  1170. aiNodeAnim *dstAnim = new aiNodeAnim;
  1171. dstAnim->mNodeName = nodeName;
  1172. dstAnim->mNumPositionKeys = static_cast<unsigned int>(resultTrafos.size());
  1173. dstAnim->mNumRotationKeys = static_cast<unsigned int>(resultTrafos.size());
  1174. dstAnim->mNumScalingKeys = static_cast<unsigned int>(resultTrafos.size());
  1175. dstAnim->mPositionKeys = new aiVectorKey[resultTrafos.size()];
  1176. dstAnim->mRotationKeys = new aiQuatKey[resultTrafos.size()];
  1177. dstAnim->mScalingKeys = new aiVectorKey[resultTrafos.size()];
  1178. for (size_t a = 0; a < resultTrafos.size(); ++a) {
  1179. aiMatrix4x4 mat = resultTrafos[a];
  1180. double time = double(mat.d4); // remember? time is stored in mat.d4
  1181. mat.d4 = 1.0f;
  1182. dstAnim->mPositionKeys[a].mTime = time * kMillisecondsFromSeconds;
  1183. dstAnim->mRotationKeys[a].mTime = time * kMillisecondsFromSeconds;
  1184. dstAnim->mScalingKeys[a].mTime = time * kMillisecondsFromSeconds;
  1185. mat.Decompose(dstAnim->mScalingKeys[a].mValue, dstAnim->mRotationKeys[a].mValue, dstAnim->mPositionKeys[a].mValue);
  1186. }
  1187. anims.push_back(dstAnim);
  1188. } else {
  1189. ASSIMP_LOG_WARN("Collada loader: found empty animation channel, ignored. Please check your exporter.");
  1190. }
  1191. if (!entries.empty() && entries.front().mTimeAccessor->mCount > 0) {
  1192. std::vector<ChannelEntry> morphChannels;
  1193. for (ChannelEntry & e : entries) {
  1194. // skip non-transform types
  1195. if (e.mTargetId.empty()) {
  1196. continue;
  1197. }
  1198. if (e.mTargetId.find("morph-weights") != std::string::npos) {
  1199. morphChannels.push_back(e);
  1200. }
  1201. }
  1202. if (!morphChannels.empty()) {
  1203. // either 1) morph weight animation count should contain morph target count channels
  1204. // or 2) one channel with morph target count arrays
  1205. // assume first
  1206. aiMeshMorphAnim *morphAnim = new aiMeshMorphAnim;
  1207. morphAnim->mName.Set(nodeName);
  1208. std::vector<MorphTimeValues> morphTimeValues;
  1209. int morphAnimChannelIndex = 0;
  1210. for (ChannelEntry & e : morphChannels) {
  1211. std::string::size_type apos = e.mTargetId.find('(');
  1212. std::string::size_type bpos = e.mTargetId.find(')');
  1213. // If unknown way to specify weight -> ignore this animation
  1214. if (apos == std::string::npos || bpos == std::string::npos) {
  1215. continue;
  1216. }
  1217. // weight target can be in format Weight_M_N, Weight_N, WeightN, or some other way
  1218. // we ignore the name and just assume the channels are in the right order
  1219. for (unsigned int i = 0; i < e.mTimeData->mValues.size(); i++) {
  1220. insertMorphTimeValue(morphTimeValues, e.mTimeData->mValues[i], e.mValueData->mValues[i], morphAnimChannelIndex);
  1221. }
  1222. ++morphAnimChannelIndex;
  1223. }
  1224. morphAnim->mNumKeys = static_cast<unsigned int>(morphTimeValues.size());
  1225. morphAnim->mKeys = new aiMeshMorphKey[morphAnim->mNumKeys];
  1226. for (unsigned int key = 0; key < morphAnim->mNumKeys; key++) {
  1227. morphAnim->mKeys[key].mNumValuesAndWeights = static_cast<unsigned int>(morphChannels.size());
  1228. morphAnim->mKeys[key].mValues = new unsigned int[morphChannels.size()];
  1229. morphAnim->mKeys[key].mWeights = new double[morphChannels.size()];
  1230. morphAnim->mKeys[key].mTime = morphTimeValues[key].mTime * kMillisecondsFromSeconds;
  1231. for (unsigned int valueIndex = 0; valueIndex < morphChannels.size(); ++valueIndex) {
  1232. morphAnim->mKeys[key].mValues[valueIndex] = valueIndex;
  1233. morphAnim->mKeys[key].mWeights[valueIndex] = getWeightAtKey(morphTimeValues, key, valueIndex);
  1234. }
  1235. }
  1236. morphAnims.push_back(morphAnim);
  1237. }
  1238. }
  1239. }
  1240. if (!anims.empty() || !morphAnims.empty()) {
  1241. aiAnimation *anim = new aiAnimation;
  1242. anim->mName.Set(pName);
  1243. anim->mNumChannels = static_cast<unsigned int>(anims.size());
  1244. if (anim->mNumChannels > 0) {
  1245. anim->mChannels = new aiNodeAnim *[anims.size()];
  1246. std::copy(anims.begin(), anims.end(), anim->mChannels);
  1247. }
  1248. anim->mNumMorphMeshChannels = static_cast<unsigned int>(morphAnims.size());
  1249. if (anim->mNumMorphMeshChannels > 0) {
  1250. anim->mMorphMeshChannels = new aiMeshMorphAnim *[anim->mNumMorphMeshChannels];
  1251. std::copy(morphAnims.begin(), morphAnims.end(), anim->mMorphMeshChannels);
  1252. }
  1253. anim->mDuration = 0.0f;
  1254. for (auto & a : anims) {
  1255. anim->mDuration = std::max(anim->mDuration, a->mPositionKeys[a->mNumPositionKeys - 1].mTime);
  1256. anim->mDuration = std::max(anim->mDuration, a->mRotationKeys[a->mNumRotationKeys - 1].mTime);
  1257. anim->mDuration = std::max(anim->mDuration, a->mScalingKeys[a->mNumScalingKeys - 1].mTime);
  1258. }
  1259. for (auto & morphAnim : morphAnims) {
  1260. anim->mDuration = std::max(anim->mDuration, morphAnim->mKeys[morphAnim->mNumKeys - 1].mTime);
  1261. }
  1262. anim->mTicksPerSecond = 1000.0;
  1263. mAnims.push_back(anim);
  1264. }
  1265. }
  1266. // ------------------------------------------------------------------------------------------------
  1267. // Add a texture to a material structure
  1268. void ColladaLoader::AddTexture(aiMaterial &mat,
  1269. const ColladaParser &pParser,
  1270. const Effect &effect,
  1271. const Sampler &sampler,
  1272. aiTextureType type,
  1273. unsigned int idx) {
  1274. // first of all, basic file name
  1275. const aiString name = FindFilenameForEffectTexture(pParser, effect, sampler.mName);
  1276. mat.AddProperty(&name, _AI_MATKEY_TEXTURE_BASE, type, idx);
  1277. // mapping mode
  1278. int map = aiTextureMapMode_Clamp;
  1279. if (sampler.mWrapU) {
  1280. map = aiTextureMapMode_Wrap;
  1281. }
  1282. if (sampler.mWrapU && sampler.mMirrorU) {
  1283. map = aiTextureMapMode_Mirror;
  1284. }
  1285. mat.AddProperty(&map, 1, _AI_MATKEY_MAPPINGMODE_U_BASE, type, idx);
  1286. map = aiTextureMapMode_Clamp;
  1287. if (sampler.mWrapV) {
  1288. map = aiTextureMapMode_Wrap;
  1289. }
  1290. if (sampler.mWrapV && sampler.mMirrorV) {
  1291. map = aiTextureMapMode_Mirror;
  1292. }
  1293. mat.AddProperty(&map, 1, _AI_MATKEY_MAPPINGMODE_V_BASE, type, idx);
  1294. // UV transformation
  1295. mat.AddProperty(&sampler.mTransform, 1,
  1296. _AI_MATKEY_UVTRANSFORM_BASE, type, idx);
  1297. // Blend mode
  1298. mat.AddProperty((int *)&sampler.mOp, 1,
  1299. _AI_MATKEY_TEXBLEND_BASE, type, idx);
  1300. // Blend factor
  1301. mat.AddProperty((ai_real *)&sampler.mWeighting, 1,
  1302. _AI_MATKEY_TEXBLEND_BASE, type, idx);
  1303. // UV source index ... if we didn't resolve the mapping, it is actually just
  1304. // a guess but it works in most cases. We search for the frst occurrence of a
  1305. // number in the channel name. We assume it is the zero-based index into the
  1306. // UV channel array of all corresponding meshes. It could also be one-based
  1307. // for some exporters, but we won't care of it unless someone complains about.
  1308. if (sampler.mUVId != UINT_MAX) {
  1309. map = sampler.mUVId;
  1310. } else {
  1311. map = -1;
  1312. for (std::string::const_iterator it = sampler.mUVChannel.begin(); it != sampler.mUVChannel.end(); ++it) {
  1313. if (IsNumeric(*it)) {
  1314. map = strtoul10(&(*it));
  1315. break;
  1316. }
  1317. }
  1318. if (-1 == map) {
  1319. ASSIMP_LOG_WARN("Collada: unable to determine UV channel for texture");
  1320. map = 0;
  1321. }
  1322. }
  1323. mat.AddProperty(&map, 1, _AI_MATKEY_UVWSRC_BASE, type, idx);
  1324. }
  1325. // ------------------------------------------------------------------------------------------------
  1326. // Fills materials from the collada material definitions
  1327. void ColladaLoader::FillMaterials(const ColladaParser &pParser, aiScene * /*pScene*/) {
  1328. for (auto &elem : newMats) {
  1329. aiMaterial &mat = (aiMaterial &)*elem.second;
  1330. Collada::Effect &effect = *elem.first;
  1331. // resolve shading mode
  1332. int shadeMode;
  1333. if (effect.mFaceted) {
  1334. shadeMode = aiShadingMode_Flat;
  1335. } else {
  1336. switch (effect.mShadeType) {
  1337. case Collada::Shade_Constant:
  1338. shadeMode = aiShadingMode_NoShading;
  1339. break;
  1340. case Collada::Shade_Lambert:
  1341. shadeMode = aiShadingMode_Gouraud;
  1342. break;
  1343. case Collada::Shade_Blinn:
  1344. shadeMode = aiShadingMode_Blinn;
  1345. break;
  1346. case Collada::Shade_Phong:
  1347. shadeMode = aiShadingMode_Phong;
  1348. break;
  1349. default:
  1350. ASSIMP_LOG_WARN("Collada: Unrecognized shading mode, using gouraud shading");
  1351. shadeMode = aiShadingMode_Gouraud;
  1352. break;
  1353. }
  1354. }
  1355. mat.AddProperty<int>(&shadeMode, 1, AI_MATKEY_SHADING_MODEL);
  1356. // double-sided?
  1357. shadeMode = effect.mDoubleSided;
  1358. mat.AddProperty<int>(&shadeMode, 1, AI_MATKEY_TWOSIDED);
  1359. // wire-frame?
  1360. shadeMode = effect.mWireframe;
  1361. mat.AddProperty<int>(&shadeMode, 1, AI_MATKEY_ENABLE_WIREFRAME);
  1362. // add material colors
  1363. mat.AddProperty(&effect.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
  1364. mat.AddProperty(&effect.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
  1365. mat.AddProperty(&effect.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
  1366. mat.AddProperty(&effect.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
  1367. mat.AddProperty(&effect.mReflective, 1, AI_MATKEY_COLOR_REFLECTIVE);
  1368. // scalar properties
  1369. mat.AddProperty(&effect.mShininess, 1, AI_MATKEY_SHININESS);
  1370. mat.AddProperty(&effect.mReflectivity, 1, AI_MATKEY_REFLECTIVITY);
  1371. mat.AddProperty(&effect.mRefractIndex, 1, AI_MATKEY_REFRACTI);
  1372. // transparency, a very hard one. seemingly not all files are following the
  1373. // specification here (1.0 transparency => completely opaque)...
  1374. // therefore, we let the opportunity for the user to manually invert
  1375. // the transparency if necessary and we add preliminary support for RGB_ZERO mode
  1376. if (effect.mTransparency >= 0.f && effect.mTransparency <= 1.f) {
  1377. // handle RGB transparency completely, cf Collada specs 1.5.0 pages 249 and 304
  1378. if (effect.mRGBTransparency) {
  1379. // use luminance as defined by ISO/CIE color standards (see ITU-R Recommendation BT.709-4)
  1380. effect.mTransparency *= (0.212671f * effect.mTransparent.r +
  1381. 0.715160f * effect.mTransparent.g +
  1382. 0.072169f * effect.mTransparent.b);
  1383. effect.mTransparent.a = 1.f;
  1384. mat.AddProperty(&effect.mTransparent, 1, AI_MATKEY_COLOR_TRANSPARENT);
  1385. } else {
  1386. effect.mTransparency *= effect.mTransparent.a;
  1387. }
  1388. if (effect.mInvertTransparency) {
  1389. effect.mTransparency = 1.f - effect.mTransparency;
  1390. }
  1391. // Is the material finally transparent ?
  1392. if (effect.mHasTransparency || effect.mTransparency < 1.f) {
  1393. mat.AddProperty(&effect.mTransparency, 1, AI_MATKEY_OPACITY);
  1394. }
  1395. }
  1396. // add textures, if given
  1397. if (!effect.mTexAmbient.mName.empty()) {
  1398. // It is merely a light-map
  1399. AddTexture(mat, pParser, effect, effect.mTexAmbient, aiTextureType_LIGHTMAP);
  1400. }
  1401. if (!effect.mTexEmissive.mName.empty())
  1402. AddTexture(mat, pParser, effect, effect.mTexEmissive, aiTextureType_EMISSIVE);
  1403. if (!effect.mTexSpecular.mName.empty())
  1404. AddTexture(mat, pParser, effect, effect.mTexSpecular, aiTextureType_SPECULAR);
  1405. if (!effect.mTexDiffuse.mName.empty())
  1406. AddTexture(mat, pParser, effect, effect.mTexDiffuse, aiTextureType_DIFFUSE);
  1407. if (!effect.mTexBump.mName.empty())
  1408. AddTexture(mat, pParser, effect, effect.mTexBump, aiTextureType_NORMALS);
  1409. if (!effect.mTexTransparent.mName.empty())
  1410. AddTexture(mat, pParser, effect, effect.mTexTransparent, aiTextureType_OPACITY);
  1411. if (!effect.mTexReflective.mName.empty())
  1412. AddTexture(mat, pParser, effect, effect.mTexReflective, aiTextureType_REFLECTION);
  1413. }
  1414. }
  1415. // ------------------------------------------------------------------------------------------------
  1416. // Constructs materials from the collada material definitions
  1417. void ColladaLoader::BuildMaterials(ColladaParser &pParser, aiScene * /*pScene*/) {
  1418. newMats.reserve(pParser.mMaterialLibrary.size());
  1419. for (ColladaParser::MaterialLibrary::const_iterator matIt = pParser.mMaterialLibrary.begin();
  1420. matIt != pParser.mMaterialLibrary.end(); ++matIt) {
  1421. const Material &material = matIt->second;
  1422. // a material is only a reference to an effect
  1423. ColladaParser::EffectLibrary::iterator effIt = pParser.mEffectLibrary.find(material.mEffect);
  1424. if (effIt == pParser.mEffectLibrary.end())
  1425. continue;
  1426. Effect &effect = effIt->second;
  1427. // create material
  1428. aiMaterial *mat = new aiMaterial;
  1429. aiString name(material.mName.empty() ? matIt->first : material.mName);
  1430. mat->AddProperty(&name, AI_MATKEY_NAME);
  1431. // store the material
  1432. mMaterialIndexByName[matIt->first] = newMats.size();
  1433. newMats.emplace_back(&effect, mat);
  1434. }
  1435. // ScenePreprocessor generates a default material automatically if none is there.
  1436. // All further code here in this loader works well without a valid material so
  1437. // we can safely let it to ScenePreprocessor.
  1438. }
  1439. // ------------------------------------------------------------------------------------------------
  1440. // Resolves the texture name for the given effect texture entry and loads the texture data
  1441. aiString ColladaLoader::FindFilenameForEffectTexture(const ColladaParser &pParser,
  1442. const Effect &pEffect, const std::string &pName) {
  1443. aiString result;
  1444. // recurse through the param references until we end up at an image
  1445. std::string name = pName;
  1446. while (true) {
  1447. // the given string is a param entry. Find it
  1448. Effect::ParamLibrary::const_iterator it = pEffect.mParams.find(name);
  1449. // if not found, we're at the end of the recursion. The resulting string should be the image ID
  1450. if (it == pEffect.mParams.end())
  1451. break;
  1452. // else recurse on
  1453. name = it->second.mReference;
  1454. }
  1455. // find the image referred by this name in the image library of the scene
  1456. ColladaParser::ImageLibrary::const_iterator imIt = pParser.mImageLibrary.find(name);
  1457. if (imIt == pParser.mImageLibrary.end()) {
  1458. ASSIMP_LOG_WARN("Collada: Unable to resolve effect texture entry \"", pName, "\", ended up at ID \"", name, "\".");
  1459. //set default texture file name
  1460. result.Set(name + ".jpg");
  1461. ColladaParser::UriDecodePath(result);
  1462. return result;
  1463. }
  1464. // if this is an embedded texture image setup an aiTexture for it
  1465. if (!imIt->second.mImageData.empty()) {
  1466. aiTexture *tex = new aiTexture();
  1467. // Store embedded texture name reference
  1468. tex->mFilename.Set(imIt->second.mFileName.c_str());
  1469. result.Set(imIt->second.mFileName);
  1470. // setup format hint
  1471. if (imIt->second.mEmbeddedFormat.length() >= HINTMAXTEXTURELEN) {
  1472. ASSIMP_LOG_WARN("Collada: texture format hint is too long, truncating to 3 characters");
  1473. }
  1474. strncpy(tex->achFormatHint, imIt->second.mEmbeddedFormat.c_str(), 3);
  1475. // and copy texture data
  1476. tex->mHeight = 0;
  1477. tex->mWidth = static_cast<unsigned int>(imIt->second.mImageData.size());
  1478. tex->pcData = (aiTexel *)new char[tex->mWidth];
  1479. memcpy(tex->pcData, &imIt->second.mImageData[0], tex->mWidth);
  1480. // and add this texture to the list
  1481. mTextures.push_back(tex);
  1482. return result;
  1483. }
  1484. if (imIt->second.mFileName.empty()) {
  1485. throw DeadlyImportError("Collada: Invalid texture, no data or file reference given");
  1486. }
  1487. result.Set(imIt->second.mFileName);
  1488. return result;
  1489. }
  1490. // ------------------------------------------------------------------------------------------------
  1491. // Reads a float value from an accessor and its data array.
  1492. ai_real ColladaLoader::ReadFloat(const Accessor &pAccessor, const Data &pData, size_t pIndex, size_t pOffset) const {
  1493. size_t pos = pAccessor.mStride * pIndex + pAccessor.mOffset + pOffset;
  1494. ai_assert(pos < pData.mValues.size());
  1495. return pData.mValues[pos];
  1496. }
  1497. // ------------------------------------------------------------------------------------------------
  1498. // Reads a string value from an accessor and its data array.
  1499. const std::string &ColladaLoader::ReadString(const Accessor &pAccessor, const Data &pData, size_t pIndex) const {
  1500. size_t pos = pAccessor.mStride * pIndex + pAccessor.mOffset;
  1501. ai_assert(pos < pData.mStrings.size());
  1502. return pData.mStrings[pos];
  1503. }
  1504. // ------------------------------------------------------------------------------------------------
  1505. // Collects all nodes into the given array
  1506. void ColladaLoader::CollectNodes(const aiNode *pNode, std::vector<const aiNode *> &poNodes) const {
  1507. poNodes.push_back(pNode);
  1508. for (size_t a = 0; a < pNode->mNumChildren; ++a) {
  1509. CollectNodes(pNode->mChildren[a], poNodes);
  1510. }
  1511. }
  1512. // ------------------------------------------------------------------------------------------------
  1513. // Finds a node in the collada scene by the given name
  1514. const Node *ColladaLoader::FindNode(const Node *pNode, const std::string &pName) const {
  1515. if (pNode->mName == pName || pNode->mID == pName)
  1516. return pNode;
  1517. for (auto a : pNode->mChildren) {
  1518. const Collada::Node *node = FindNode(a, pName);
  1519. if (node) {
  1520. return node;
  1521. }
  1522. }
  1523. return nullptr;
  1524. }
  1525. // ------------------------------------------------------------------------------------------------
  1526. // Finds a node in the collada scene by the given SID
  1527. const Node *ColladaLoader::FindNodeBySID(const Node *pNode, const std::string &pSID) const {
  1528. if (nullptr == pNode) {
  1529. return nullptr;
  1530. }
  1531. if (pNode->mSID == pSID) {
  1532. return pNode;
  1533. }
  1534. for (auto a : pNode->mChildren) {
  1535. const Collada::Node *node = FindNodeBySID(a, pSID);
  1536. if (node) {
  1537. return node;
  1538. }
  1539. }
  1540. return nullptr;
  1541. }
  1542. // ------------------------------------------------------------------------------------------------
  1543. // Finds a proper unique name for a node derived from the collada-node's properties.
  1544. // The name must be unique for proper node-bone association.
  1545. std::string ColladaLoader::FindNameForNode(const Node *pNode) {
  1546. // If explicitly requested, just use the collada name.
  1547. if (useColladaName) {
  1548. if (!pNode->mName.empty()) {
  1549. return pNode->mName;
  1550. } else {
  1551. return format() << "$ColladaAutoName$_" << mNodeNameCounter++;
  1552. }
  1553. } else {
  1554. // Now setup the name of the assimp node. The collada name might not be
  1555. // unique, so we use the collada ID.
  1556. if (!pNode->mID.empty())
  1557. return pNode->mID;
  1558. else if (!pNode->mSID.empty())
  1559. return pNode->mSID;
  1560. else {
  1561. // No need to worry. Unnamed nodes are no problem at all, except
  1562. // if cameras or lights need to be assigned to them.
  1563. return format() << "$ColladaAutoName$_" << mNodeNameCounter++;
  1564. }
  1565. }
  1566. }
  1567. } // Namespace Assimp
  1568. #endif // !! ASSIMP_BUILD_NO_DAE_IMPORTER