ColladaLoader.cpp 69 KB

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  1. /*
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  30. (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
  31. OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  32. ---------------------------------------------------------------------------
  33. */
  34. /** @file Implementation of the Collada loader */
  35. #ifndef ASSIMP_BUILD_NO_COLLADA_IMPORTER
  36. #include "../include/assimp/anim.h"
  37. #include "../include/assimp/scene.h"
  38. #include "ColladaLoader.h"
  39. #include "ColladaParser.h"
  40. #include "fast_atof.h"
  41. #include "ParsingUtils.h"
  42. #include "SkeletonMeshBuilder.h"
  43. #include "Defines.h"
  44. #include "time.h"
  45. #include <boost/foreach.hpp>
  46. #include "../include/assimp/DefaultLogger.hpp"
  47. #include "../include/assimp/Importer.hpp"
  48. #include <numeric>
  49. #include "Defines.h"
  50. using namespace Assimp;
  51. static const aiImporterDesc desc = {
  52. "Collada Importer",
  53. "",
  54. "",
  55. "http://collada.org",
  56. aiImporterFlags_SupportTextFlavour,
  57. 1,
  58. 3,
  59. 1,
  60. 5,
  61. "dae"
  62. };
  63. // ------------------------------------------------------------------------------------------------
  64. // Constructor to be privately used by Importer
  65. ColladaLoader::ColladaLoader()
  66. : noSkeletonMesh()
  67. , ignoreUpDirection(false)
  68. , mNodeNameCounter()
  69. {}
  70. // ------------------------------------------------------------------------------------------------
  71. // Destructor, private as well
  72. ColladaLoader::~ColladaLoader()
  73. {}
  74. // ------------------------------------------------------------------------------------------------
  75. // Returns whether the class can handle the format of the given file.
  76. bool ColladaLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
  77. {
  78. // check file extension
  79. std::string extension = GetExtension(pFile);
  80. if( extension == "dae")
  81. return true;
  82. // XML - too generic, we need to open the file and search for typical keywords
  83. if( extension == "xml" || !extension.length() || checkSig) {
  84. /* If CanRead() is called in order to check whether we
  85. * support a specific file extension in general pIOHandler
  86. * might be NULL and it's our duty to return true here.
  87. */
  88. if (!pIOHandler)return true;
  89. const char* tokens[] = {"collada"};
  90. return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
  91. }
  92. return false;
  93. }
  94. // ------------------------------------------------------------------------------------------------
  95. void ColladaLoader::SetupProperties(const Importer* pImp)
  96. {
  97. noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES,0) != 0;
  98. ignoreUpDirection = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION,0) != 0;
  99. }
  100. // ------------------------------------------------------------------------------------------------
  101. // Get file extension list
  102. const aiImporterDesc* ColladaLoader::GetInfo () const
  103. {
  104. return &desc;
  105. }
  106. // ------------------------------------------------------------------------------------------------
  107. // Imports the given file into the given scene structure.
  108. void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
  109. {
  110. mFileName = pFile;
  111. // clean all member arrays - just for safety, it should work even if we did not
  112. mMeshIndexByID.clear();
  113. mMaterialIndexByName.clear();
  114. mMeshes.clear();
  115. newMats.clear();
  116. mLights.clear();
  117. mCameras.clear();
  118. mTextures.clear();
  119. mAnims.clear();
  120. // parse the input file
  121. ColladaParser parser( pIOHandler, pFile);
  122. if( !parser.mRootNode)
  123. throw DeadlyImportError( "Collada: File came out empty. Something is wrong here.");
  124. // reserve some storage to avoid unnecessary reallocs
  125. newMats.reserve(parser.mMaterialLibrary.size()*2);
  126. mMeshes.reserve(parser.mMeshLibrary.size()*2);
  127. mCameras.reserve(parser.mCameraLibrary.size());
  128. mLights.reserve(parser.mLightLibrary.size());
  129. // create the materials first, for the meshes to find
  130. BuildMaterials( parser, pScene);
  131. // build the node hierarchy from it
  132. pScene->mRootNode = BuildHierarchy( parser, parser.mRootNode);
  133. // ... then fill the materials with the now adjusted settings
  134. FillMaterials(parser, pScene);
  135. // Apply unitsize scale calculation
  136. pScene->mRootNode->mTransformation *= aiMatrix4x4(parser.mUnitSize, 0, 0, 0,
  137. 0, parser.mUnitSize, 0, 0,
  138. 0, 0, parser.mUnitSize, 0,
  139. 0, 0, 0, 1);
  140. if( !ignoreUpDirection ) {
  141. // Convert to Y_UP, if different orientation
  142. if( parser.mUpDirection == ColladaParser::UP_X)
  143. pScene->mRootNode->mTransformation *= aiMatrix4x4(
  144. 0, -1, 0, 0,
  145. 1, 0, 0, 0,
  146. 0, 0, 1, 0,
  147. 0, 0, 0, 1);
  148. else if( parser.mUpDirection == ColladaParser::UP_Z)
  149. pScene->mRootNode->mTransformation *= aiMatrix4x4(
  150. 1, 0, 0, 0,
  151. 0, 0, 1, 0,
  152. 0, -1, 0, 0,
  153. 0, 0, 0, 1);
  154. }
  155. // store all meshes
  156. StoreSceneMeshes( pScene);
  157. // store all materials
  158. StoreSceneMaterials( pScene);
  159. // store all lights
  160. StoreSceneLights( pScene);
  161. // store all cameras
  162. StoreSceneCameras( pScene);
  163. // store all animations
  164. StoreAnimations( pScene, parser);
  165. // If no meshes have been loaded, it's probably just an animated skeleton.
  166. if (!pScene->mNumMeshes) {
  167. if (!noSkeletonMesh) {
  168. SkeletonMeshBuilder hero(pScene);
  169. }
  170. pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
  171. }
  172. }
  173. // ------------------------------------------------------------------------------------------------
  174. // Recursively constructs a scene node for the given parser node and returns it.
  175. aiNode* ColladaLoader::BuildHierarchy( const ColladaParser& pParser, const Collada::Node* pNode)
  176. {
  177. // create a node for it
  178. aiNode* node = new aiNode();
  179. // find a name for the new node. It's more complicated than you might think
  180. node->mName.Set( FindNameForNode( pNode));
  181. // calculate the transformation matrix for it
  182. node->mTransformation = pParser.CalculateResultTransform( pNode->mTransforms);
  183. // now resolve node instances
  184. std::vector<const Collada::Node*> instances;
  185. ResolveNodeInstances(pParser,pNode,instances);
  186. // add children. first the *real* ones
  187. node->mNumChildren = pNode->mChildren.size()+instances.size();
  188. node->mChildren = new aiNode*[node->mNumChildren];
  189. for( size_t a = 0; a < pNode->mChildren.size(); a++)
  190. {
  191. node->mChildren[a] = BuildHierarchy( pParser, pNode->mChildren[a]);
  192. node->mChildren[a]->mParent = node;
  193. }
  194. // ... and finally the resolved node instances
  195. for( size_t a = 0; a < instances.size(); a++)
  196. {
  197. node->mChildren[pNode->mChildren.size() + a] = BuildHierarchy( pParser, instances[a]);
  198. node->mChildren[pNode->mChildren.size() + a]->mParent = node;
  199. }
  200. // construct meshes
  201. BuildMeshesForNode( pParser, pNode, node);
  202. // construct cameras
  203. BuildCamerasForNode(pParser, pNode, node);
  204. // construct lights
  205. BuildLightsForNode(pParser, pNode, node);
  206. return node;
  207. }
  208. // ------------------------------------------------------------------------------------------------
  209. // Resolve node instances
  210. void ColladaLoader::ResolveNodeInstances( const ColladaParser& pParser, const Collada::Node* pNode,
  211. std::vector<const Collada::Node*>& resolved)
  212. {
  213. // reserve enough storage
  214. resolved.reserve(pNode->mNodeInstances.size());
  215. // ... and iterate through all nodes to be instanced as children of pNode
  216. for (std::vector<Collada::NodeInstance>::const_iterator it = pNode->mNodeInstances.begin(),
  217. end = pNode->mNodeInstances.end(); it != end; ++it)
  218. {
  219. // find the corresponding node in the library
  220. const ColladaParser::NodeLibrary::const_iterator itt = pParser.mNodeLibrary.find((*it).mNode);
  221. const Collada::Node* nd = itt == pParser.mNodeLibrary.end() ? NULL : (*itt).second;
  222. // FIX for http://sourceforge.net/tracker/?func=detail&aid=3054873&group_id=226462&atid=1067632
  223. // need to check for both name and ID to catch all. To avoid breaking valid files,
  224. // the workaround is only enabled when the first attempt to resolve the node has failed.
  225. if (!nd) {
  226. nd = FindNode(pParser.mRootNode,(*it).mNode);
  227. }
  228. if (!nd)
  229. DefaultLogger::get()->error("Collada: Unable to resolve reference to instanced node " + (*it).mNode);
  230. else {
  231. // attach this node to the list of children
  232. resolved.push_back(nd);
  233. }
  234. }
  235. }
  236. // ------------------------------------------------------------------------------------------------
  237. // Resolve UV channels
  238. void ColladaLoader::ApplyVertexToEffectSemanticMapping(Collada::Sampler& sampler,
  239. const Collada::SemanticMappingTable& table)
  240. {
  241. std::map<std::string, Collada::InputSemanticMapEntry>::const_iterator it = table.mMap.find(sampler.mUVChannel);
  242. if (it != table.mMap.end()) {
  243. if (it->second.mType != Collada::IT_Texcoord)
  244. DefaultLogger::get()->error("Collada: Unexpected effect input mapping");
  245. sampler.mUVId = it->second.mSet;
  246. }
  247. }
  248. // ------------------------------------------------------------------------------------------------
  249. // Builds lights for the given node and references them
  250. void ColladaLoader::BuildLightsForNode( const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget)
  251. {
  252. BOOST_FOREACH( const Collada::LightInstance& lid, pNode->mLights)
  253. {
  254. // find the referred light
  255. ColladaParser::LightLibrary::const_iterator srcLightIt = pParser.mLightLibrary.find( lid.mLight);
  256. if( srcLightIt == pParser.mLightLibrary.end())
  257. {
  258. DefaultLogger::get()->warn("Collada: Unable to find light for ID \"" + lid.mLight + "\". Skipping.");
  259. continue;
  260. }
  261. const Collada::Light* srcLight = &srcLightIt->second;
  262. // now fill our ai data structure
  263. aiLight* out = new aiLight();
  264. out->mName = pTarget->mName;
  265. out->mType = (aiLightSourceType)srcLight->mType;
  266. // collada lights point in -Z by default, rest is specified in node transform
  267. out->mDirection = aiVector3D(0.f,0.f,-1.f);
  268. out->mAttenuationConstant = srcLight->mAttConstant;
  269. out->mAttenuationLinear = srcLight->mAttLinear;
  270. out->mAttenuationQuadratic = srcLight->mAttQuadratic;
  271. out->mColorDiffuse = out->mColorSpecular = out->mColorAmbient = srcLight->mColor*srcLight->mIntensity;
  272. if (out->mType == aiLightSource_AMBIENT) {
  273. out->mColorDiffuse = out->mColorSpecular = aiColor3D(0, 0, 0);
  274. out->mColorAmbient = srcLight->mColor*srcLight->mIntensity;
  275. }
  276. else {
  277. // collada doesn't differentiate between these color types
  278. out->mColorDiffuse = out->mColorSpecular = srcLight->mColor*srcLight->mIntensity;
  279. out->mColorAmbient = aiColor3D(0, 0, 0);
  280. }
  281. // convert falloff angle and falloff exponent in our representation, if given
  282. if (out->mType == aiLightSource_SPOT) {
  283. out->mAngleInnerCone = AI_DEG_TO_RAD( srcLight->mFalloffAngle );
  284. // ... some extension magic.
  285. if (srcLight->mOuterAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET*(1-1e-6f))
  286. {
  287. // ... some deprecation magic.
  288. if (srcLight->mPenumbraAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET*(1-1e-6f))
  289. {
  290. // Need to rely on falloff_exponent. I don't know how to interpret it, so I need to guess ....
  291. // epsilon chosen to be 0.1
  292. out->mAngleOuterCone = std::acos(std::pow(0.1f,1.f/srcLight->mFalloffExponent))+
  293. out->mAngleInnerCone;
  294. }
  295. else {
  296. out->mAngleOuterCone = out->mAngleInnerCone + AI_DEG_TO_RAD( srcLight->mPenumbraAngle );
  297. if (out->mAngleOuterCone < out->mAngleInnerCone)
  298. std::swap(out->mAngleInnerCone,out->mAngleOuterCone);
  299. }
  300. }
  301. else out->mAngleOuterCone = AI_DEG_TO_RAD( srcLight->mOuterAngle );
  302. }
  303. // add to light list
  304. mLights.push_back(out);
  305. }
  306. }
  307. // ------------------------------------------------------------------------------------------------
  308. // Builds cameras for the given node and references them
  309. void ColladaLoader::BuildCamerasForNode( const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget)
  310. {
  311. BOOST_FOREACH( const Collada::CameraInstance& cid, pNode->mCameras)
  312. {
  313. // find the referred light
  314. ColladaParser::CameraLibrary::const_iterator srcCameraIt = pParser.mCameraLibrary.find( cid.mCamera);
  315. if( srcCameraIt == pParser.mCameraLibrary.end())
  316. {
  317. DefaultLogger::get()->warn("Collada: Unable to find camera for ID \"" + cid.mCamera + "\". Skipping.");
  318. continue;
  319. }
  320. const Collada::Camera* srcCamera = &srcCameraIt->second;
  321. // orthographic cameras not yet supported in Assimp
  322. if (srcCamera->mOrtho) {
  323. DefaultLogger::get()->warn("Collada: Orthographic cameras are not supported.");
  324. }
  325. // now fill our ai data structure
  326. aiCamera* out = new aiCamera();
  327. out->mName = pTarget->mName;
  328. // collada cameras point in -Z by default, rest is specified in node transform
  329. out->mLookAt = aiVector3D(0.f,0.f,-1.f);
  330. // near/far z is already ok
  331. out->mClipPlaneFar = srcCamera->mZFar;
  332. out->mClipPlaneNear = srcCamera->mZNear;
  333. // ... but for the rest some values are optional
  334. // and we need to compute the others in any combination.
  335. if (srcCamera->mAspect != 10e10f)
  336. out->mAspect = srcCamera->mAspect;
  337. if (srcCamera->mHorFov != 10e10f) {
  338. out->mHorizontalFOV = srcCamera->mHorFov;
  339. if (srcCamera->mVerFov != 10e10f && srcCamera->mAspect == 10e10f) {
  340. out->mAspect = tan(AI_DEG_TO_RAD(srcCamera->mHorFov)) /
  341. tan(AI_DEG_TO_RAD(srcCamera->mVerFov));
  342. }
  343. }
  344. else if (srcCamera->mAspect != 10e10f && srcCamera->mVerFov != 10e10f) {
  345. out->mHorizontalFOV = 2.0f * AI_RAD_TO_DEG(atan(srcCamera->mAspect *
  346. tan(AI_DEG_TO_RAD(srcCamera->mVerFov) * 0.5f)));
  347. }
  348. // Collada uses degrees, we use radians
  349. out->mHorizontalFOV = AI_DEG_TO_RAD(out->mHorizontalFOV);
  350. // add to camera list
  351. mCameras.push_back(out);
  352. }
  353. }
  354. // ------------------------------------------------------------------------------------------------
  355. // Builds meshes for the given node and references them
  356. void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget)
  357. {
  358. // accumulated mesh references by this node
  359. std::vector<size_t> newMeshRefs;
  360. newMeshRefs.reserve(pNode->mMeshes.size());
  361. // add a mesh for each subgroup in each collada mesh
  362. BOOST_FOREACH( const Collada::MeshInstance& mid, pNode->mMeshes)
  363. {
  364. const Collada::Mesh* srcMesh = NULL;
  365. const Collada::Controller* srcController = NULL;
  366. // find the referred mesh
  367. ColladaParser::MeshLibrary::const_iterator srcMeshIt = pParser.mMeshLibrary.find( mid.mMeshOrController);
  368. if( srcMeshIt == pParser.mMeshLibrary.end())
  369. {
  370. // if not found in the mesh-library, it might also be a controller referring to a mesh
  371. ColladaParser::ControllerLibrary::const_iterator srcContrIt = pParser.mControllerLibrary.find( mid.mMeshOrController);
  372. if( srcContrIt != pParser.mControllerLibrary.end())
  373. {
  374. srcController = &srcContrIt->second;
  375. srcMeshIt = pParser.mMeshLibrary.find( srcController->mMeshId);
  376. if( srcMeshIt != pParser.mMeshLibrary.end())
  377. srcMesh = srcMeshIt->second;
  378. }
  379. if( !srcMesh)
  380. {
  381. DefaultLogger::get()->warn( boost::str( boost::format( "Collada: Unable to find geometry for ID \"%s\". Skipping.") % mid.mMeshOrController));
  382. continue;
  383. }
  384. } else
  385. {
  386. // ID found in the mesh library -> direct reference to an unskinned mesh
  387. srcMesh = srcMeshIt->second;
  388. }
  389. // build a mesh for each of its subgroups
  390. size_t vertexStart = 0, faceStart = 0;
  391. for( size_t sm = 0; sm < srcMesh->mSubMeshes.size(); ++sm)
  392. {
  393. const Collada::SubMesh& submesh = srcMesh->mSubMeshes[sm];
  394. if( submesh.mNumFaces == 0)
  395. continue;
  396. // find material assigned to this submesh
  397. std::string meshMaterial;
  398. std::map<std::string, Collada::SemanticMappingTable >::const_iterator meshMatIt = mid.mMaterials.find( submesh.mMaterial);
  399. const Collada::SemanticMappingTable* table = NULL;
  400. if( meshMatIt != mid.mMaterials.end())
  401. {
  402. table = &meshMatIt->second;
  403. meshMaterial = table->mMatName;
  404. }
  405. else
  406. {
  407. DefaultLogger::get()->warn( boost::str( boost::format( "Collada: No material specified for subgroup <%s> in geometry <%s>.") % submesh.mMaterial % mid.mMeshOrController));
  408. if( !mid.mMaterials.empty() )
  409. meshMaterial = mid.mMaterials.begin()->second.mMatName;
  410. }
  411. // OK ... here the *real* fun starts ... we have the vertex-input-to-effect-semantic-table
  412. // given. The only mapping stuff which we do actually support is the UV channel.
  413. std::map<std::string, size_t>::const_iterator matIt = mMaterialIndexByName.find( meshMaterial);
  414. unsigned int matIdx;
  415. if( matIt != mMaterialIndexByName.end())
  416. matIdx = matIt->second;
  417. else
  418. matIdx = 0;
  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. }
  437. else
  438. {
  439. // else we have to add the mesh to the collection and store its newly assigned index at the node
  440. aiMesh* dstMesh = CreateMesh( pParser, srcMesh, submesh, srcController, vertexStart, faceStart);
  441. // store the mesh, and store its new index in the node
  442. newMeshRefs.push_back( mMeshes.size());
  443. mMeshIndexByID[index] = mMeshes.size();
  444. mMeshes.push_back( dstMesh);
  445. vertexStart += dstMesh->mNumVertices; faceStart += submesh.mNumFaces;
  446. // assign the material index
  447. dstMesh->mMaterialIndex = matIdx;
  448. if(dstMesh->mName.length == 0)
  449. {
  450. dstMesh->mName = mid.mMeshOrController;
  451. }
  452. }
  453. }
  454. }
  455. // now place all mesh references we gathered in the target node
  456. pTarget->mNumMeshes = newMeshRefs.size();
  457. if( newMeshRefs.size())
  458. {
  459. pTarget->mMeshes = new unsigned int[pTarget->mNumMeshes];
  460. std::copy( newMeshRefs.begin(), newMeshRefs.end(), pTarget->mMeshes);
  461. }
  462. }
  463. // ------------------------------------------------------------------------------------------------
  464. // Creates a mesh for the given ColladaMesh face subset and returns the newly created mesh
  465. aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::Mesh* pSrcMesh, const Collada::SubMesh& pSubMesh,
  466. const Collada::Controller* pSrcController, size_t pStartVertex, size_t pStartFace)
  467. {
  468. aiMesh* dstMesh = new aiMesh;
  469. dstMesh->mName = pSrcMesh->mName;
  470. // count the vertices addressed by its faces
  471. const size_t numVertices = std::accumulate( pSrcMesh->mFaceSize.begin() + pStartFace,
  472. pSrcMesh->mFaceSize.begin() + pStartFace + pSubMesh.mNumFaces, 0);
  473. // copy positions
  474. dstMesh->mNumVertices = numVertices;
  475. dstMesh->mVertices = new aiVector3D[numVertices];
  476. std::copy( pSrcMesh->mPositions.begin() + pStartVertex, pSrcMesh->mPositions.begin() +
  477. pStartVertex + numVertices, dstMesh->mVertices);
  478. // normals, if given. HACK: (thom) Due to the glorious Collada spec we never
  479. // know if we have the same number of normals as there are positions. So we
  480. // also ignore any vertex attribute if it has a different count
  481. if( pSrcMesh->mNormals.size() >= pStartVertex + numVertices)
  482. {
  483. dstMesh->mNormals = new aiVector3D[numVertices];
  484. std::copy( pSrcMesh->mNormals.begin() + pStartVertex, pSrcMesh->mNormals.begin() +
  485. pStartVertex + numVertices, dstMesh->mNormals);
  486. }
  487. // tangents, if given.
  488. if( pSrcMesh->mTangents.size() >= pStartVertex + numVertices)
  489. {
  490. dstMesh->mTangents = new aiVector3D[numVertices];
  491. std::copy( pSrcMesh->mTangents.begin() + pStartVertex, pSrcMesh->mTangents.begin() +
  492. pStartVertex + numVertices, dstMesh->mTangents);
  493. }
  494. // bitangents, if given.
  495. if( pSrcMesh->mBitangents.size() >= pStartVertex + numVertices)
  496. {
  497. dstMesh->mBitangents = new aiVector3D[numVertices];
  498. std::copy( pSrcMesh->mBitangents.begin() + pStartVertex, pSrcMesh->mBitangents.begin() +
  499. pStartVertex + numVertices, dstMesh->mBitangents);
  500. }
  501. // same for texturecoords, as many as we have
  502. // empty slots are not allowed, need to pack and adjust UV indexes accordingly
  503. for( size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
  504. {
  505. if( pSrcMesh->mTexCoords[a].size() >= pStartVertex + numVertices)
  506. {
  507. dstMesh->mTextureCoords[real] = new aiVector3D[numVertices];
  508. for( size_t b = 0; b < numVertices; ++b)
  509. dstMesh->mTextureCoords[real][b] = pSrcMesh->mTexCoords[a][pStartVertex+b];
  510. dstMesh->mNumUVComponents[real] = pSrcMesh->mNumUVComponents[a];
  511. ++real;
  512. }
  513. }
  514. // same for vertex colors, as many as we have. again the same packing to avoid empty slots
  515. for( size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
  516. {
  517. if( pSrcMesh->mColors[a].size() >= pStartVertex + numVertices)
  518. {
  519. dstMesh->mColors[real] = new aiColor4D[numVertices];
  520. std::copy( pSrcMesh->mColors[a].begin() + pStartVertex, pSrcMesh->mColors[a].begin() + pStartVertex + numVertices,dstMesh->mColors[real]);
  521. ++real;
  522. }
  523. }
  524. // create faces. Due to the fact that each face uses unique vertices, we can simply count up on each vertex
  525. size_t vertex = 0;
  526. dstMesh->mNumFaces = pSubMesh.mNumFaces;
  527. dstMesh->mFaces = new aiFace[dstMesh->mNumFaces];
  528. for( size_t a = 0; a < dstMesh->mNumFaces; ++a)
  529. {
  530. size_t s = pSrcMesh->mFaceSize[ pStartFace + a];
  531. aiFace& face = dstMesh->mFaces[a];
  532. face.mNumIndices = s;
  533. face.mIndices = new unsigned int[s];
  534. for( size_t b = 0; b < s; ++b)
  535. face.mIndices[b] = vertex++;
  536. }
  537. // create bones if given
  538. if( pSrcController)
  539. {
  540. // refuse if the vertex count does not match
  541. // if( pSrcController->mWeightCounts.size() != dstMesh->mNumVertices)
  542. // throw DeadlyImportError( "Joint Controller vertex count does not match mesh vertex count");
  543. // resolve references - joint names
  544. const Collada::Accessor& jointNamesAcc = pParser.ResolveLibraryReference( pParser.mAccessorLibrary, pSrcController->mJointNameSource);
  545. const Collada::Data& jointNames = pParser.ResolveLibraryReference( pParser.mDataLibrary, jointNamesAcc.mSource);
  546. // joint offset matrices
  547. const Collada::Accessor& jointMatrixAcc = pParser.ResolveLibraryReference( pParser.mAccessorLibrary, pSrcController->mJointOffsetMatrixSource);
  548. const Collada::Data& jointMatrices = pParser.ResolveLibraryReference( pParser.mDataLibrary, jointMatrixAcc.mSource);
  549. // joint vertex_weight name list - should refer to the same list as the joint names above. If not, report and reconsider
  550. const Collada::Accessor& weightNamesAcc = pParser.ResolveLibraryReference( pParser.mAccessorLibrary, pSrcController->mWeightInputJoints.mAccessor);
  551. if( &weightNamesAcc != &jointNamesAcc)
  552. throw DeadlyImportError( "Temporary implementational lazyness. If you read this, please report to the author.");
  553. // vertex weights
  554. const Collada::Accessor& weightsAcc = pParser.ResolveLibraryReference( pParser.mAccessorLibrary, pSrcController->mWeightInputWeights.mAccessor);
  555. const Collada::Data& weights = pParser.ResolveLibraryReference( pParser.mDataLibrary, weightsAcc.mSource);
  556. if( !jointNames.mIsStringArray || jointMatrices.mIsStringArray || weights.mIsStringArray)
  557. throw DeadlyImportError( "Data type mismatch while resolving mesh joints");
  558. // sanity check: we rely on the vertex weights always coming as pairs of BoneIndex-WeightIndex
  559. if( pSrcController->mWeightInputJoints.mOffset != 0 || pSrcController->mWeightInputWeights.mOffset != 1)
  560. throw DeadlyImportError( "Unsupported vertex_weight addressing scheme. ");
  561. // create containers to collect the weights for each bone
  562. size_t numBones = jointNames.mStrings.size();
  563. std::vector<std::vector<aiVertexWeight> > dstBones( numBones);
  564. // build a temporary array of pointers to the start of each vertex's weights
  565. typedef std::vector< std::pair<size_t, size_t> > IndexPairVector;
  566. std::vector<IndexPairVector::const_iterator> weightStartPerVertex;
  567. weightStartPerVertex.resize(pSrcController->mWeightCounts.size(),pSrcController->mWeights.end());
  568. IndexPairVector::const_iterator pit = pSrcController->mWeights.begin();
  569. for( size_t a = 0; a < pSrcController->mWeightCounts.size(); ++a)
  570. {
  571. weightStartPerVertex[a] = pit;
  572. pit += pSrcController->mWeightCounts[a];
  573. }
  574. // now for each vertex put the corresponding vertex weights into each bone's weight collection
  575. for( size_t a = pStartVertex; a < pStartVertex + numVertices; ++a)
  576. {
  577. // which position index was responsible for this vertex? that's also the index by which
  578. // the controller assigns the vertex weights
  579. size_t orgIndex = pSrcMesh->mFacePosIndices[a];
  580. // find the vertex weights for this vertex
  581. IndexPairVector::const_iterator iit = weightStartPerVertex[orgIndex];
  582. size_t pairCount = pSrcController->mWeightCounts[orgIndex];
  583. for( size_t b = 0; b < pairCount; ++b, ++iit)
  584. {
  585. size_t jointIndex = iit->first;
  586. size_t vertexIndex = iit->second;
  587. float weight = ReadFloat( weightsAcc, weights, vertexIndex, 0);
  588. // one day I gonna kill that XSI Collada exporter
  589. if( weight > 0.0f)
  590. {
  591. aiVertexWeight w;
  592. w.mVertexId = a - pStartVertex;
  593. w.mWeight = weight;
  594. dstBones[jointIndex].push_back( w);
  595. }
  596. }
  597. }
  598. // count the number of bones which influence vertices of the current submesh
  599. size_t numRemainingBones = 0;
  600. for( std::vector<std::vector<aiVertexWeight> >::const_iterator it = dstBones.begin(); it != dstBones.end(); ++it)
  601. if( it->size() > 0)
  602. numRemainingBones++;
  603. // create bone array and copy bone weights one by one
  604. dstMesh->mNumBones = numRemainingBones;
  605. dstMesh->mBones = new aiBone*[numRemainingBones];
  606. size_t boneCount = 0;
  607. for( size_t a = 0; a < numBones; ++a)
  608. {
  609. // omit bones without weights
  610. if( dstBones[a].size() == 0)
  611. continue;
  612. // create bone with its weights
  613. aiBone* bone = new aiBone;
  614. bone->mName = ReadString( jointNamesAcc, jointNames, a);
  615. bone->mOffsetMatrix.a1 = ReadFloat( jointMatrixAcc, jointMatrices, a, 0);
  616. bone->mOffsetMatrix.a2 = ReadFloat( jointMatrixAcc, jointMatrices, a, 1);
  617. bone->mOffsetMatrix.a3 = ReadFloat( jointMatrixAcc, jointMatrices, a, 2);
  618. bone->mOffsetMatrix.a4 = ReadFloat( jointMatrixAcc, jointMatrices, a, 3);
  619. bone->mOffsetMatrix.b1 = ReadFloat( jointMatrixAcc, jointMatrices, a, 4);
  620. bone->mOffsetMatrix.b2 = ReadFloat( jointMatrixAcc, jointMatrices, a, 5);
  621. bone->mOffsetMatrix.b3 = ReadFloat( jointMatrixAcc, jointMatrices, a, 6);
  622. bone->mOffsetMatrix.b4 = ReadFloat( jointMatrixAcc, jointMatrices, a, 7);
  623. bone->mOffsetMatrix.c1 = ReadFloat( jointMatrixAcc, jointMatrices, a, 8);
  624. bone->mOffsetMatrix.c2 = ReadFloat( jointMatrixAcc, jointMatrices, a, 9);
  625. bone->mOffsetMatrix.c3 = ReadFloat( jointMatrixAcc, jointMatrices, a, 10);
  626. bone->mOffsetMatrix.c4 = ReadFloat( jointMatrixAcc, jointMatrices, a, 11);
  627. bone->mNumWeights = dstBones[a].size();
  628. bone->mWeights = new aiVertexWeight[bone->mNumWeights];
  629. std::copy( dstBones[a].begin(), dstBones[a].end(), bone->mWeights);
  630. // apply bind shape matrix to offset matrix
  631. aiMatrix4x4 bindShapeMatrix;
  632. bindShapeMatrix.a1 = pSrcController->mBindShapeMatrix[0];
  633. bindShapeMatrix.a2 = pSrcController->mBindShapeMatrix[1];
  634. bindShapeMatrix.a3 = pSrcController->mBindShapeMatrix[2];
  635. bindShapeMatrix.a4 = pSrcController->mBindShapeMatrix[3];
  636. bindShapeMatrix.b1 = pSrcController->mBindShapeMatrix[4];
  637. bindShapeMatrix.b2 = pSrcController->mBindShapeMatrix[5];
  638. bindShapeMatrix.b3 = pSrcController->mBindShapeMatrix[6];
  639. bindShapeMatrix.b4 = pSrcController->mBindShapeMatrix[7];
  640. bindShapeMatrix.c1 = pSrcController->mBindShapeMatrix[8];
  641. bindShapeMatrix.c2 = pSrcController->mBindShapeMatrix[9];
  642. bindShapeMatrix.c3 = pSrcController->mBindShapeMatrix[10];
  643. bindShapeMatrix.c4 = pSrcController->mBindShapeMatrix[11];
  644. bindShapeMatrix.d1 = pSrcController->mBindShapeMatrix[12];
  645. bindShapeMatrix.d2 = pSrcController->mBindShapeMatrix[13];
  646. bindShapeMatrix.d3 = pSrcController->mBindShapeMatrix[14];
  647. bindShapeMatrix.d4 = pSrcController->mBindShapeMatrix[15];
  648. bone->mOffsetMatrix *= bindShapeMatrix;
  649. // HACK: (thom) Some exporters address the bone nodes by SID, others address them by ID or even name.
  650. // Therefore I added a little name replacement here: I search for the bone's node by either name, ID or SID,
  651. // and replace the bone's name by the node's name so that the user can use the standard
  652. // find-by-name method to associate nodes with bones.
  653. const Collada::Node* bnode = FindNode( pParser.mRootNode, bone->mName.data);
  654. if( !bnode)
  655. bnode = FindNodeBySID( pParser.mRootNode, bone->mName.data);
  656. // assign the name that we would have assigned for the source node
  657. if( bnode)
  658. bone->mName.Set( FindNameForNode( bnode));
  659. else
  660. DefaultLogger::get()->warn( boost::str( boost::format( "ColladaLoader::CreateMesh(): could not find corresponding node for joint \"%s\".") % bone->mName.data));
  661. // and insert bone
  662. dstMesh->mBones[boneCount++] = bone;
  663. }
  664. }
  665. return dstMesh;
  666. }
  667. // ------------------------------------------------------------------------------------------------
  668. // Stores all meshes in the given scene
  669. void ColladaLoader::StoreSceneMeshes( aiScene* pScene)
  670. {
  671. pScene->mNumMeshes = mMeshes.size();
  672. if( mMeshes.size() > 0)
  673. {
  674. pScene->mMeshes = new aiMesh*[mMeshes.size()];
  675. std::copy( mMeshes.begin(), mMeshes.end(), pScene->mMeshes);
  676. mMeshes.clear();
  677. }
  678. }
  679. // ------------------------------------------------------------------------------------------------
  680. // Stores all cameras in the given scene
  681. void ColladaLoader::StoreSceneCameras( aiScene* pScene)
  682. {
  683. pScene->mNumCameras = mCameras.size();
  684. if( mCameras.size() > 0)
  685. {
  686. pScene->mCameras = new aiCamera*[mCameras.size()];
  687. std::copy( mCameras.begin(), mCameras.end(), pScene->mCameras);
  688. mCameras.clear();
  689. }
  690. }
  691. // ------------------------------------------------------------------------------------------------
  692. // Stores all lights in the given scene
  693. void ColladaLoader::StoreSceneLights( aiScene* pScene)
  694. {
  695. pScene->mNumLights = mLights.size();
  696. if( mLights.size() > 0)
  697. {
  698. pScene->mLights = new aiLight*[mLights.size()];
  699. std::copy( mLights.begin(), mLights.end(), pScene->mLights);
  700. mLights.clear();
  701. }
  702. }
  703. // ------------------------------------------------------------------------------------------------
  704. // Stores all textures in the given scene
  705. void ColladaLoader::StoreSceneTextures( aiScene* pScene)
  706. {
  707. pScene->mNumTextures = mTextures.size();
  708. if( mTextures.size() > 0)
  709. {
  710. pScene->mTextures = new aiTexture*[mTextures.size()];
  711. std::copy( mTextures.begin(), mTextures.end(), pScene->mTextures);
  712. mTextures.clear();
  713. }
  714. }
  715. // ------------------------------------------------------------------------------------------------
  716. // Stores all materials in the given scene
  717. void ColladaLoader::StoreSceneMaterials( aiScene* pScene)
  718. {
  719. pScene->mNumMaterials = newMats.size();
  720. if (newMats.size() > 0) {
  721. pScene->mMaterials = new aiMaterial*[newMats.size()];
  722. for (unsigned int i = 0; i < newMats.size();++i)
  723. pScene->mMaterials[i] = newMats[i].second;
  724. newMats.clear();
  725. }
  726. }
  727. // ------------------------------------------------------------------------------------------------
  728. // Stores all animations
  729. void ColladaLoader::StoreAnimations( aiScene* pScene, const ColladaParser& pParser)
  730. {
  731. // recursivly collect all animations from the collada scene
  732. StoreAnimations( pScene, pParser, &pParser.mAnims, "");
  733. // catch special case: many animations with the same length, each affecting only a single node.
  734. // we need to unite all those single-node-anims to a proper combined animation
  735. for( size_t a = 0; a < mAnims.size(); ++a)
  736. {
  737. aiAnimation* templateAnim = mAnims[a];
  738. if( templateAnim->mNumChannels == 1)
  739. {
  740. // search for other single-channel-anims with the same duration
  741. std::vector<size_t> collectedAnimIndices;
  742. for( size_t b = a+1; b < mAnims.size(); ++b)
  743. {
  744. aiAnimation* other = mAnims[b];
  745. if( other->mNumChannels == 1 && other->mDuration == templateAnim->mDuration && other->mTicksPerSecond == templateAnim->mTicksPerSecond )
  746. collectedAnimIndices.push_back( b);
  747. }
  748. // if there are other animations which fit the template anim, combine all channels into a single anim
  749. if( !collectedAnimIndices.empty() )
  750. {
  751. aiAnimation* combinedAnim = new aiAnimation();
  752. combinedAnim->mName = aiString( std::string( "combinedAnim_") + char( '0' + a));
  753. combinedAnim->mDuration = templateAnim->mDuration;
  754. combinedAnim->mTicksPerSecond = templateAnim->mTicksPerSecond;
  755. combinedAnim->mNumChannels = collectedAnimIndices.size() + 1;
  756. combinedAnim->mChannels = new aiNodeAnim*[combinedAnim->mNumChannels];
  757. // add the template anim as first channel by moving its aiNodeAnim to the combined animation
  758. combinedAnim->mChannels[0] = templateAnim->mChannels[0];
  759. templateAnim->mChannels[0] = NULL;
  760. delete templateAnim;
  761. // combined animation replaces template animation in the anim array
  762. mAnims[a] = combinedAnim;
  763. // move the memory of all other anims to the combined anim and erase them from the source anims
  764. for( size_t b = 0; b < collectedAnimIndices.size(); ++b)
  765. {
  766. aiAnimation* srcAnimation = mAnims[collectedAnimIndices[b]];
  767. combinedAnim->mChannels[1 + b] = srcAnimation->mChannels[0];
  768. srcAnimation->mChannels[0] = NULL;
  769. delete srcAnimation;
  770. }
  771. // in a second go, delete all the single-channel-anims that we've stripped from their channels
  772. // back to front to preserve indices - you know, removing an element from a vector moves all elements behind the removed one
  773. while( !collectedAnimIndices.empty() )
  774. {
  775. mAnims.erase( mAnims.begin() + collectedAnimIndices.back());
  776. collectedAnimIndices.pop_back();
  777. }
  778. }
  779. }
  780. }
  781. // now store all anims in the scene
  782. if( !mAnims.empty())
  783. {
  784. pScene->mNumAnimations = mAnims.size();
  785. pScene->mAnimations = new aiAnimation*[mAnims.size()];
  786. std::copy( mAnims.begin(), mAnims.end(), pScene->mAnimations);
  787. }
  788. mAnims.clear();
  789. }
  790. // ------------------------------------------------------------------------------------------------
  791. // Constructs the animations for the given source anim
  792. void ColladaLoader::StoreAnimations( aiScene* pScene, const ColladaParser& pParser, const Collada::Animation* pSrcAnim, const std::string &pPrefix)
  793. {
  794. std::string animName = pPrefix.empty() ? pSrcAnim->mName : pPrefix + "_" + pSrcAnim->mName;
  795. // create nested animations, if given
  796. for( std::vector<Collada::Animation*>::const_iterator it = pSrcAnim->mSubAnims.begin(); it != pSrcAnim->mSubAnims.end(); ++it)
  797. StoreAnimations( pScene, pParser, *it, animName);
  798. // create animation channels, if any
  799. if( !pSrcAnim->mChannels.empty())
  800. CreateAnimation( pScene, pParser, pSrcAnim, animName);
  801. }
  802. // ------------------------------------------------------------------------------------------------
  803. // Constructs the animation for the given source anim
  804. void ColladaLoader::CreateAnimation( aiScene* pScene, const ColladaParser& pParser, const Collada::Animation* pSrcAnim, const std::string& pName)
  805. {
  806. // collect a list of animatable nodes
  807. std::vector<const aiNode*> nodes;
  808. CollectNodes( pScene->mRootNode, nodes);
  809. std::vector<aiNodeAnim*> anims;
  810. for( std::vector<const aiNode*>::const_iterator nit = nodes.begin(); nit != nodes.end(); ++nit)
  811. {
  812. // find all the collada anim channels which refer to the current node
  813. std::vector<Collada::ChannelEntry> entries;
  814. std::string nodeName = (*nit)->mName.data;
  815. // find the collada node corresponding to the aiNode
  816. const Collada::Node* srcNode = FindNode( pParser.mRootNode, nodeName);
  817. // ai_assert( srcNode != NULL);
  818. if( !srcNode)
  819. continue;
  820. // now check all channels if they affect the current node
  821. for( std::vector<Collada::AnimationChannel>::const_iterator cit = pSrcAnim->mChannels.begin();
  822. cit != pSrcAnim->mChannels.end(); ++cit)
  823. {
  824. const Collada::AnimationChannel& srcChannel = *cit;
  825. Collada::ChannelEntry entry;
  826. // we expect the animation target to be of type "nodeName/transformID.subElement". Ignore all others
  827. // find the slash that separates the node name - there should be only one
  828. std::string::size_type slashPos = srcChannel.mTarget.find( '/');
  829. if( slashPos == std::string::npos)
  830. continue;
  831. if( srcChannel.mTarget.find( '/', slashPos+1) != std::string::npos)
  832. continue;
  833. std::string targetID = srcChannel.mTarget.substr( 0, slashPos);
  834. if( targetID != srcNode->mID)
  835. continue;
  836. // find the dot that separates the transformID - there should be only one or zero
  837. std::string::size_type dotPos = srcChannel.mTarget.find( '.');
  838. if( dotPos != std::string::npos)
  839. {
  840. if( srcChannel.mTarget.find( '.', dotPos+1) != std::string::npos)
  841. continue;
  842. entry.mTransformId = srcChannel.mTarget.substr( slashPos+1, dotPos - slashPos - 1);
  843. std::string subElement = srcChannel.mTarget.substr( dotPos+1);
  844. if( subElement == "ANGLE")
  845. entry.mSubElement = 3; // last number in an Axis-Angle-Transform is the angle
  846. else if( subElement == "X")
  847. entry.mSubElement = 0;
  848. else if( subElement == "Y")
  849. entry.mSubElement = 1;
  850. else if( subElement == "Z")
  851. entry.mSubElement = 2;
  852. else
  853. DefaultLogger::get()->warn( boost::str( boost::format( "Unknown anim subelement <%s>. Ignoring") % subElement));
  854. } else
  855. {
  856. // no subelement following, transformId is remaining string
  857. entry.mTransformId = srcChannel.mTarget.substr( slashPos+1);
  858. }
  859. std::string::size_type bracketPos = srcChannel.mTarget.find('(');
  860. if (bracketPos != std::string::npos)
  861. {
  862. entry.mTransformId = srcChannel.mTarget.substr(slashPos + 1, bracketPos - slashPos - 1);
  863. std::string subElement = srcChannel.mTarget.substr(bracketPos);
  864. if (subElement == "(0)(0)")
  865. entry.mSubElement = 0;
  866. else if (subElement == "(1)(0)")
  867. entry.mSubElement = 1;
  868. else if (subElement == "(2)(0)")
  869. entry.mSubElement = 2;
  870. else if (subElement == "(3)(0)")
  871. entry.mSubElement = 3;
  872. else if (subElement == "(0)(1)")
  873. entry.mSubElement = 4;
  874. else if (subElement == "(1)(1)")
  875. entry.mSubElement = 5;
  876. else if (subElement == "(2)(1)")
  877. entry.mSubElement = 6;
  878. else if (subElement == "(3)(1)")
  879. entry.mSubElement = 7;
  880. else if (subElement == "(0)(2)")
  881. entry.mSubElement = 8;
  882. else if (subElement == "(1)(2)")
  883. entry.mSubElement = 9;
  884. else if (subElement == "(2)(2)")
  885. entry.mSubElement = 10;
  886. else if (subElement == "(3)(2)")
  887. entry.mSubElement = 11;
  888. else if (subElement == "(0)(3)")
  889. entry.mSubElement = 12;
  890. else if (subElement == "(1)(3)")
  891. entry.mSubElement = 13;
  892. else if (subElement == "(2)(3)")
  893. entry.mSubElement = 14;
  894. else if (subElement == "(3)(3)")
  895. entry.mSubElement = 15;
  896. }
  897. // determine which transform step is affected by this channel
  898. entry.mTransformIndex = SIZE_MAX;
  899. for( size_t a = 0; a < srcNode->mTransforms.size(); ++a)
  900. if( srcNode->mTransforms[a].mID == entry.mTransformId)
  901. entry.mTransformIndex = a;
  902. if( entry.mTransformIndex == SIZE_MAX) {
  903. continue;
  904. }
  905. entry.mChannel = &(*cit);
  906. entries.push_back( entry);
  907. }
  908. // if there's no channel affecting the current node, we skip it
  909. if( entries.empty())
  910. continue;
  911. // resolve the data pointers for all anim channels. Find the minimum time while we're at it
  912. float startTime = 1e20f, endTime = -1e20f;
  913. for( std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it)
  914. {
  915. Collada::ChannelEntry& e = *it;
  916. e.mTimeAccessor = &pParser.ResolveLibraryReference( pParser.mAccessorLibrary, e.mChannel->mSourceTimes);
  917. e.mTimeData = &pParser.ResolveLibraryReference( pParser.mDataLibrary, e.mTimeAccessor->mSource);
  918. e.mValueAccessor = &pParser.ResolveLibraryReference( pParser.mAccessorLibrary, e.mChannel->mSourceValues);
  919. e.mValueData = &pParser.ResolveLibraryReference( pParser.mDataLibrary, e.mValueAccessor->mSource);
  920. // time count and value count must match
  921. if( e.mTimeAccessor->mCount != e.mValueAccessor->mCount)
  922. throw DeadlyImportError( boost::str( boost::format( "Time count / value count mismatch in animation channel \"%s\".") % e.mChannel->mTarget));
  923. if( e.mTimeAccessor->mCount > 0 )
  924. {
  925. // find bounding times
  926. startTime = std::min( startTime, ReadFloat( *e.mTimeAccessor, *e.mTimeData, 0, 0));
  927. endTime = std::max( endTime, ReadFloat( *e.mTimeAccessor, *e.mTimeData, e.mTimeAccessor->mCount-1, 0));
  928. }
  929. }
  930. std::vector<aiMatrix4x4> resultTrafos;
  931. if( !entries.empty() && entries.front().mTimeAccessor->mCount > 0 )
  932. {
  933. // create a local transformation chain of the node's transforms
  934. std::vector<Collada::Transform> transforms = srcNode->mTransforms;
  935. // now for every unique point in time, find or interpolate the key values for that time
  936. // and apply them to the transform chain. Then the node's present transformation can be calculated.
  937. float time = startTime;
  938. while( 1)
  939. {
  940. for( std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it)
  941. {
  942. Collada::ChannelEntry& e = *it;
  943. // find the keyframe behind the current point in time
  944. size_t pos = 0;
  945. float postTime = 0.f;
  946. while( 1)
  947. {
  948. if( pos >= e.mTimeAccessor->mCount)
  949. break;
  950. postTime = ReadFloat( *e.mTimeAccessor, *e.mTimeData, pos, 0);
  951. if( postTime >= time)
  952. break;
  953. ++pos;
  954. }
  955. pos = std::min( pos, e.mTimeAccessor->mCount-1);
  956. // read values from there
  957. float temp[16];
  958. for( size_t c = 0; c < e.mValueAccessor->mSize; ++c)
  959. temp[c] = ReadFloat( *e.mValueAccessor, *e.mValueData, pos, c);
  960. // if not exactly at the key time, interpolate with previous value set
  961. if( postTime > time && pos > 0)
  962. {
  963. float preTime = ReadFloat( *e.mTimeAccessor, *e.mTimeData, pos-1, 0);
  964. float factor = (time - postTime) / (preTime - postTime);
  965. for( size_t c = 0; c < e.mValueAccessor->mSize; ++c)
  966. {
  967. float v = ReadFloat( *e.mValueAccessor, *e.mValueData, pos-1, c);
  968. temp[c] += (v - temp[c]) * factor;
  969. }
  970. }
  971. // Apply values to current transformation
  972. std::copy( temp, temp + e.mValueAccessor->mSize, transforms[e.mTransformIndex].f + e.mSubElement);
  973. }
  974. // Calculate resulting transformation
  975. aiMatrix4x4 mat = pParser.CalculateResultTransform( transforms);
  976. // out of lazyness: we store the time in matrix.d4
  977. mat.d4 = time;
  978. resultTrafos.push_back( mat);
  979. // find next point in time to evaluate. That's the closest frame larger than the current in any channel
  980. float nextTime = 1e20f;
  981. for( std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it)
  982. {
  983. Collada::ChannelEntry& e = *it;
  984. // find the next time value larger than the current
  985. size_t pos = 0;
  986. while( pos < e.mTimeAccessor->mCount)
  987. {
  988. float t = ReadFloat( *e.mTimeAccessor, *e.mTimeData, pos, 0);
  989. if( t > time)
  990. {
  991. nextTime = std::min( nextTime, t);
  992. break;
  993. }
  994. ++pos;
  995. }
  996. }
  997. // no more keys on any channel after the current time -> we're done
  998. if( nextTime > 1e19)
  999. break;
  1000. // else construct next keyframe at this following time point
  1001. time = nextTime;
  1002. }
  1003. }
  1004. // there should be some keyframes, but we aren't that fixated on valid input data
  1005. // ai_assert( resultTrafos.size() > 0);
  1006. // build an animation channel for the given node out of these trafo keys
  1007. if( !resultTrafos.empty() )
  1008. {
  1009. aiNodeAnim* dstAnim = new aiNodeAnim;
  1010. dstAnim->mNodeName = nodeName;
  1011. dstAnim->mNumPositionKeys = resultTrafos.size();
  1012. dstAnim->mNumRotationKeys= resultTrafos.size();
  1013. dstAnim->mNumScalingKeys = resultTrafos.size();
  1014. dstAnim->mPositionKeys = new aiVectorKey[resultTrafos.size()];
  1015. dstAnim->mRotationKeys = new aiQuatKey[resultTrafos.size()];
  1016. dstAnim->mScalingKeys = new aiVectorKey[resultTrafos.size()];
  1017. for( size_t a = 0; a < resultTrafos.size(); ++a)
  1018. {
  1019. aiMatrix4x4 mat = resultTrafos[a];
  1020. double time = double( mat.d4); // remember? time is stored in mat.d4
  1021. mat.d4 = 1.0f;
  1022. dstAnim->mPositionKeys[a].mTime = time;
  1023. dstAnim->mRotationKeys[a].mTime = time;
  1024. dstAnim->mScalingKeys[a].mTime = time;
  1025. mat.Decompose( dstAnim->mScalingKeys[a].mValue, dstAnim->mRotationKeys[a].mValue, dstAnim->mPositionKeys[a].mValue);
  1026. }
  1027. anims.push_back( dstAnim);
  1028. } else
  1029. {
  1030. DefaultLogger::get()->warn( "Collada loader: found empty animation channel, ignored. Please check your exporter.");
  1031. }
  1032. }
  1033. if( !anims.empty())
  1034. {
  1035. aiAnimation* anim = new aiAnimation;
  1036. anim->mName.Set( pName);
  1037. anim->mNumChannels = anims.size();
  1038. anim->mChannels = new aiNodeAnim*[anims.size()];
  1039. std::copy( anims.begin(), anims.end(), anim->mChannels);
  1040. anim->mDuration = 0.0f;
  1041. for( size_t a = 0; a < anims.size(); ++a)
  1042. {
  1043. anim->mDuration = std::max( anim->mDuration, anims[a]->mPositionKeys[anims[a]->mNumPositionKeys-1].mTime);
  1044. anim->mDuration = std::max( anim->mDuration, anims[a]->mRotationKeys[anims[a]->mNumRotationKeys-1].mTime);
  1045. anim->mDuration = std::max( anim->mDuration, anims[a]->mScalingKeys[anims[a]->mNumScalingKeys-1].mTime);
  1046. }
  1047. anim->mTicksPerSecond = 1;
  1048. mAnims.push_back( anim);
  1049. }
  1050. }
  1051. // ------------------------------------------------------------------------------------------------
  1052. // Add a texture to a material structure
  1053. void ColladaLoader::AddTexture ( aiMaterial& mat, const ColladaParser& pParser,
  1054. const Collada::Effect& effect,
  1055. const Collada::Sampler& sampler,
  1056. aiTextureType type, unsigned int idx)
  1057. {
  1058. // first of all, basic file name
  1059. const aiString name = FindFilenameForEffectTexture( pParser, effect, sampler.mName );
  1060. mat.AddProperty( &name, _AI_MATKEY_TEXTURE_BASE, type, idx );
  1061. // mapping mode
  1062. int map = aiTextureMapMode_Clamp;
  1063. if (sampler.mWrapU)
  1064. map = aiTextureMapMode_Wrap;
  1065. if (sampler.mWrapU && sampler.mMirrorU)
  1066. map = aiTextureMapMode_Mirror;
  1067. mat.AddProperty( &map, 1, _AI_MATKEY_MAPPINGMODE_U_BASE, type, idx);
  1068. map = aiTextureMapMode_Clamp;
  1069. if (sampler.mWrapV)
  1070. map = aiTextureMapMode_Wrap;
  1071. if (sampler.mWrapV && sampler.mMirrorV)
  1072. map = aiTextureMapMode_Mirror;
  1073. mat.AddProperty( &map, 1, _AI_MATKEY_MAPPINGMODE_V_BASE, type, idx);
  1074. // UV transformation
  1075. mat.AddProperty(&sampler.mTransform, 1,
  1076. _AI_MATKEY_UVTRANSFORM_BASE, type, idx);
  1077. // Blend mode
  1078. mat.AddProperty((int*)&sampler.mOp , 1,
  1079. _AI_MATKEY_TEXBLEND_BASE, type, idx);
  1080. // Blend factor
  1081. mat.AddProperty((float*)&sampler.mWeighting , 1,
  1082. _AI_MATKEY_TEXBLEND_BASE, type, idx);
  1083. // UV source index ... if we didn't resolve the mapping, it is actually just
  1084. // a guess but it works in most cases. We search for the frst occurence of a
  1085. // number in the channel name. We assume it is the zero-based index into the
  1086. // UV channel array of all corresponding meshes. It could also be one-based
  1087. // for some exporters, but we won't care of it unless someone complains about.
  1088. if (sampler.mUVId != UINT_MAX)
  1089. map = sampler.mUVId;
  1090. else {
  1091. map = -1;
  1092. for (std::string::const_iterator it = sampler.mUVChannel.begin();it != sampler.mUVChannel.end(); ++it){
  1093. if (IsNumeric(*it)) {
  1094. map = strtoul10(&(*it));
  1095. break;
  1096. }
  1097. }
  1098. if (-1 == map) {
  1099. DefaultLogger::get()->warn("Collada: unable to determine UV channel for texture");
  1100. map = 0;
  1101. }
  1102. }
  1103. mat.AddProperty(&map,1,_AI_MATKEY_UVWSRC_BASE,type,idx);
  1104. }
  1105. // ------------------------------------------------------------------------------------------------
  1106. // Fills materials from the collada material definitions
  1107. void ColladaLoader::FillMaterials( const ColladaParser& pParser, aiScene* /*pScene*/)
  1108. {
  1109. for (std::vector<std::pair<Collada::Effect*, aiMaterial*> >::iterator it = newMats.begin(),
  1110. end = newMats.end(); it != end; ++it)
  1111. {
  1112. aiMaterial& mat = (aiMaterial&)*it->second;
  1113. Collada::Effect& effect = *it->first;
  1114. // resolve shading mode
  1115. int shadeMode;
  1116. if (effect.mFaceted) /* fixme */
  1117. shadeMode = aiShadingMode_Flat;
  1118. else {
  1119. switch( effect.mShadeType)
  1120. {
  1121. case Collada::Shade_Constant:
  1122. shadeMode = aiShadingMode_NoShading;
  1123. break;
  1124. case Collada::Shade_Lambert:
  1125. shadeMode = aiShadingMode_Gouraud;
  1126. break;
  1127. case Collada::Shade_Blinn:
  1128. shadeMode = aiShadingMode_Blinn;
  1129. break;
  1130. case Collada::Shade_Phong:
  1131. shadeMode = aiShadingMode_Phong;
  1132. break;
  1133. default:
  1134. DefaultLogger::get()->warn("Collada: Unrecognized shading mode, using gouraud shading");
  1135. shadeMode = aiShadingMode_Gouraud;
  1136. break;
  1137. }
  1138. }
  1139. mat.AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
  1140. // double-sided?
  1141. shadeMode = effect.mDoubleSided;
  1142. mat.AddProperty<int>( &shadeMode, 1, AI_MATKEY_TWOSIDED);
  1143. // wireframe?
  1144. shadeMode = effect.mWireframe;
  1145. mat.AddProperty<int>( &shadeMode, 1, AI_MATKEY_ENABLE_WIREFRAME);
  1146. // add material colors
  1147. mat.AddProperty( &effect.mAmbient, 1,AI_MATKEY_COLOR_AMBIENT);
  1148. mat.AddProperty( &effect.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
  1149. mat.AddProperty( &effect.mSpecular, 1,AI_MATKEY_COLOR_SPECULAR);
  1150. mat.AddProperty( &effect.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
  1151. mat.AddProperty( &effect.mReflective, 1, AI_MATKEY_COLOR_REFLECTIVE);
  1152. // scalar properties
  1153. mat.AddProperty( &effect.mShininess, 1, AI_MATKEY_SHININESS);
  1154. mat.AddProperty( &effect.mReflectivity, 1, AI_MATKEY_REFLECTIVITY);
  1155. mat.AddProperty( &effect.mRefractIndex, 1, AI_MATKEY_REFRACTI);
  1156. // transparency, a very hard one. seemingly not all files are following the
  1157. // specification here (1.0 transparency => completly opaque)...
  1158. // therefore, we let the opportunity for the user to manually invert
  1159. // the transparency if necessary and we add preliminary support for RGB_ZERO mode
  1160. if(effect.mTransparency >= 0.f && effect.mTransparency <= 1.f) {
  1161. // handle RGB transparency completely, cf Collada specs 1.5.0 pages 249 and 304
  1162. if(effect.mRGBTransparency) {
  1163. // use luminance as defined by ISO/CIE color standards (see ITU-R Recommendation BT.709-4)
  1164. effect.mTransparency *= (
  1165. 0.212671f * effect.mTransparent.r +
  1166. 0.715160f * effect.mTransparent.g +
  1167. 0.072169 * effect.mTransparent.b
  1168. );
  1169. effect.mTransparent.a = 1.f;
  1170. mat.AddProperty( &effect.mTransparent, 1, AI_MATKEY_COLOR_TRANSPARENT );
  1171. } else {
  1172. effect.mTransparency *= effect.mTransparent.a;
  1173. }
  1174. if(effect.mInvertTransparency) {
  1175. effect.mTransparency = 1.f - effect.mTransparency;
  1176. }
  1177. // Is the material finally transparent ?
  1178. if (effect.mHasTransparency || effect.mTransparency < 1.f) {
  1179. mat.AddProperty( &effect.mTransparency, 1, AI_MATKEY_OPACITY );
  1180. }
  1181. }
  1182. // add textures, if given
  1183. if( !effect.mTexAmbient.mName.empty())
  1184. /* It is merely a lightmap */
  1185. AddTexture( mat, pParser, effect, effect.mTexAmbient, aiTextureType_LIGHTMAP);
  1186. if( !effect.mTexEmissive.mName.empty())
  1187. AddTexture( mat, pParser, effect, effect.mTexEmissive, aiTextureType_EMISSIVE);
  1188. if( !effect.mTexSpecular.mName.empty())
  1189. AddTexture( mat, pParser, effect, effect.mTexSpecular, aiTextureType_SPECULAR);
  1190. if( !effect.mTexDiffuse.mName.empty())
  1191. AddTexture( mat, pParser, effect, effect.mTexDiffuse, aiTextureType_DIFFUSE);
  1192. if( !effect.mTexBump.mName.empty())
  1193. AddTexture( mat, pParser, effect, effect.mTexBump, aiTextureType_NORMALS);
  1194. if( !effect.mTexTransparent.mName.empty())
  1195. AddTexture( mat, pParser, effect, effect.mTexTransparent, aiTextureType_OPACITY);
  1196. if( !effect.mTexReflective.mName.empty())
  1197. AddTexture( mat, pParser, effect, effect.mTexReflective, aiTextureType_REFLECTION);
  1198. }
  1199. }
  1200. // ------------------------------------------------------------------------------------------------
  1201. // Constructs materials from the collada material definitions
  1202. void ColladaLoader::BuildMaterials( ColladaParser& pParser, aiScene* /*pScene*/)
  1203. {
  1204. newMats.reserve(pParser.mMaterialLibrary.size());
  1205. for( ColladaParser::MaterialLibrary::const_iterator matIt = pParser.mMaterialLibrary.begin(); matIt != pParser.mMaterialLibrary.end(); ++matIt)
  1206. {
  1207. const Collada::Material& material = matIt->second;
  1208. // a material is only a reference to an effect
  1209. ColladaParser::EffectLibrary::iterator effIt = pParser.mEffectLibrary.find( material.mEffect);
  1210. if( effIt == pParser.mEffectLibrary.end())
  1211. continue;
  1212. Collada::Effect& effect = effIt->second;
  1213. // create material
  1214. aiMaterial* mat = new aiMaterial;
  1215. aiString name( material.mName.empty() ? matIt->first : material.mName );
  1216. mat->AddProperty(&name,AI_MATKEY_NAME);
  1217. // store the material
  1218. mMaterialIndexByName[matIt->first] = newMats.size();
  1219. newMats.push_back( std::pair<Collada::Effect*, aiMaterial*>( &effect,mat) );
  1220. }
  1221. // ScenePreprocessor generates a default material automatically if none is there.
  1222. // All further code here in this loader works well without a valid material so
  1223. // we can safely let it to ScenePreprocessor.
  1224. #if 0
  1225. if( newMats.size() == 0)
  1226. {
  1227. aiMaterial* mat = new aiMaterial;
  1228. aiString name( AI_DEFAULT_MATERIAL_NAME );
  1229. mat->AddProperty( &name, AI_MATKEY_NAME);
  1230. const int shadeMode = aiShadingMode_Phong;
  1231. mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
  1232. 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);
  1233. mat->AddProperty( &colAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
  1234. mat->AddProperty( &colDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
  1235. mat->AddProperty( &colSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
  1236. const float specExp = 5.0f;
  1237. mat->AddProperty( &specExp, 1, AI_MATKEY_SHININESS);
  1238. }
  1239. #endif
  1240. }
  1241. // ------------------------------------------------------------------------------------------------
  1242. // Resolves the texture name for the given effect texture entry
  1243. aiString ColladaLoader::FindFilenameForEffectTexture( const ColladaParser& pParser,
  1244. const Collada::Effect& pEffect, const std::string& pName)
  1245. {
  1246. // recurse through the param references until we end up at an image
  1247. std::string name = pName;
  1248. while( 1)
  1249. {
  1250. // the given string is a param entry. Find it
  1251. Collada::Effect::ParamLibrary::const_iterator it = pEffect.mParams.find( name);
  1252. // if not found, we're at the end of the recursion. The resulting string should be the image ID
  1253. if( it == pEffect.mParams.end())
  1254. break;
  1255. // else recurse on
  1256. name = it->second.mReference;
  1257. }
  1258. // find the image referred by this name in the image library of the scene
  1259. ColladaParser::ImageLibrary::const_iterator imIt = pParser.mImageLibrary.find( name);
  1260. if( imIt == pParser.mImageLibrary.end())
  1261. {
  1262. throw DeadlyImportError( boost::str( boost::format(
  1263. "Collada: Unable to resolve effect texture entry \"%s\", ended up at ID \"%s\".") % pName % name));
  1264. }
  1265. aiString result;
  1266. // if this is an embedded texture image setup an aiTexture for it
  1267. if (imIt->second.mFileName.empty())
  1268. {
  1269. if (imIt->second.mImageData.empty()) {
  1270. throw DeadlyImportError("Collada: Invalid texture, no data or file reference given");
  1271. }
  1272. aiTexture* tex = new aiTexture();
  1273. // setup format hint
  1274. if (imIt->second.mEmbeddedFormat.length() > 3) {
  1275. DefaultLogger::get()->warn("Collada: texture format hint is too long, truncating to 3 characters");
  1276. }
  1277. strncpy(tex->achFormatHint,imIt->second.mEmbeddedFormat.c_str(),3);
  1278. // and copy texture data
  1279. tex->mHeight = 0;
  1280. tex->mWidth = imIt->second.mImageData.size();
  1281. tex->pcData = (aiTexel*)new char[tex->mWidth];
  1282. memcpy(tex->pcData,&imIt->second.mImageData[0],tex->mWidth);
  1283. // setup texture reference string
  1284. result.data[0] = '*';
  1285. result.length = 1 + ASSIMP_itoa10(result.data+1,MAXLEN-1,mTextures.size());
  1286. // and add this texture to the list
  1287. mTextures.push_back(tex);
  1288. }
  1289. else
  1290. {
  1291. result.Set( imIt->second.mFileName );
  1292. ConvertPath(result);
  1293. }
  1294. return result;
  1295. }
  1296. // ------------------------------------------------------------------------------------------------
  1297. // Convert a path read from a collada file to the usual representation
  1298. void ColladaLoader::ConvertPath (aiString& ss)
  1299. {
  1300. // TODO: collada spec, p 22. Handle URI correctly.
  1301. // For the moment we're just stripping the file:// away to make it work.
  1302. // Windoes doesn't seem to be able to find stuff like
  1303. // 'file://..\LWO\LWO2\MappingModes\earthSpherical.jpg'
  1304. if (0 == strncmp(ss.data,"file://",7))
  1305. {
  1306. ss.length -= 7;
  1307. memmove(ss.data,ss.data+7,ss.length);
  1308. ss.data[ss.length] = '\0';
  1309. }
  1310. // Maxon Cinema Collada Export writes "file:///C:\andsoon" with three slashes...
  1311. // I need to filter it without destroying linux paths starting with "/somewhere"
  1312. if( ss.data[0] == '/' && isalpha( ss.data[1]) && ss.data[2] == ':' )
  1313. {
  1314. ss.length--;
  1315. memmove( ss.data, ss.data+1, ss.length);
  1316. ss.data[ss.length] = 0;
  1317. }
  1318. // find and convert all %xy special chars
  1319. char* out = ss.data;
  1320. for( const char* it = ss.data; it != ss.data + ss.length; /**/ )
  1321. {
  1322. if( *it == '%' && (it + 3) < ss.data + ss.length )
  1323. {
  1324. // separate the number to avoid dragging in chars from behind into the parsing
  1325. char mychar[3] = { it[1], it[2], 0 };
  1326. size_t nbr = strtoul16( mychar);
  1327. it += 3;
  1328. *out++ = (char)(nbr & 0xFF);
  1329. } else
  1330. {
  1331. *out++ = *it++;
  1332. }
  1333. }
  1334. // adjust length and terminator of the shortened string
  1335. *out = 0;
  1336. ss.length = (ptrdiff_t) (out - ss.data);
  1337. }
  1338. // ------------------------------------------------------------------------------------------------
  1339. // Reads a float value from an accessor and its data array.
  1340. float ColladaLoader::ReadFloat( const Collada::Accessor& pAccessor, const Collada::Data& pData, size_t pIndex, size_t pOffset) const
  1341. {
  1342. // FIXME: (thom) Test for data type here in every access? For the moment, I leave this to the caller
  1343. size_t pos = pAccessor.mStride * pIndex + pAccessor.mOffset + pOffset;
  1344. ai_assert( pos < pData.mValues.size());
  1345. return pData.mValues[pos];
  1346. }
  1347. // ------------------------------------------------------------------------------------------------
  1348. // Reads a string value from an accessor and its data array.
  1349. const std::string& ColladaLoader::ReadString( const Collada::Accessor& pAccessor, const Collada::Data& pData, size_t pIndex) const
  1350. {
  1351. size_t pos = pAccessor.mStride * pIndex + pAccessor.mOffset;
  1352. ai_assert( pos < pData.mStrings.size());
  1353. return pData.mStrings[pos];
  1354. }
  1355. // ------------------------------------------------------------------------------------------------
  1356. // Collects all nodes into the given array
  1357. void ColladaLoader::CollectNodes( const aiNode* pNode, std::vector<const aiNode*>& poNodes) const
  1358. {
  1359. poNodes.push_back( pNode);
  1360. for( size_t a = 0; a < pNode->mNumChildren; ++a)
  1361. CollectNodes( pNode->mChildren[a], poNodes);
  1362. }
  1363. // ------------------------------------------------------------------------------------------------
  1364. // Finds a node in the collada scene by the given name
  1365. const Collada::Node* ColladaLoader::FindNode( const Collada::Node* pNode, const std::string& pName) const
  1366. {
  1367. if( pNode->mName == pName || pNode->mID == pName)
  1368. return pNode;
  1369. for( size_t a = 0; a < pNode->mChildren.size(); ++a)
  1370. {
  1371. const Collada::Node* node = FindNode( pNode->mChildren[a], pName);
  1372. if( node)
  1373. return node;
  1374. }
  1375. return NULL;
  1376. }
  1377. // ------------------------------------------------------------------------------------------------
  1378. // Finds a node in the collada scene by the given SID
  1379. const Collada::Node* ColladaLoader::FindNodeBySID( const Collada::Node* pNode, const std::string& pSID) const
  1380. {
  1381. if( pNode->mSID == pSID)
  1382. return pNode;
  1383. for( size_t a = 0; a < pNode->mChildren.size(); ++a)
  1384. {
  1385. const Collada::Node* node = FindNodeBySID( pNode->mChildren[a], pSID);
  1386. if( node)
  1387. return node;
  1388. }
  1389. return NULL;
  1390. }
  1391. // ------------------------------------------------------------------------------------------------
  1392. // Finds a proper name for a node derived from the collada-node's properties
  1393. std::string ColladaLoader::FindNameForNode( const Collada::Node* pNode)
  1394. {
  1395. // now setup the name of the node. We take the name if not empty, otherwise the collada ID
  1396. // FIX: Workaround for XSI calling the instanced visual scene 'untitled' by default.
  1397. if (!pNode->mName.empty() && pNode->mName != "untitled")
  1398. return pNode->mName;
  1399. else if (!pNode->mID.empty())
  1400. return pNode->mID;
  1401. else if (!pNode->mSID.empty())
  1402. return pNode->mSID;
  1403. else
  1404. {
  1405. // No need to worry. Unnamed nodes are no problem at all, except
  1406. // if cameras or lights need to be assigned to them.
  1407. return boost::str( boost::format( "$ColladaAutoName$_%d") % mNodeNameCounter++);
  1408. }
  1409. }
  1410. #endif // !! ASSIMP_BUILD_NO_DAE_IMPORTER