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/Defines.h>
  41. #include <assimp/ParsingUtils.h>
  42. #include <assimp/SkeletonMeshBuilder.h>
  43. #include <assimp/ZipArchiveIOSystem.h>
  44. #include <assimp/anim.h>
  45. #include <assimp/fast_atof.h>
  46. #include <assimp/importerdesc.h>
  47. #include <assimp/scene.h>
  48. #include <assimp/DefaultLogger.hpp>
  49. #include <assimp/Importer.hpp>
  50. #include <numeric>
  51. namespace Assimp {
  52. using namespace Assimp::Formatter;
  53. using namespace Assimp::Collada;
  54. static const aiImporterDesc desc = {
  55. "Collada Importer",
  56. "",
  57. "",
  58. "http://collada.org",
  59. aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportCompressedFlavour,
  60. 1,
  61. 3,
  62. 1,
  63. 5,
  64. "dae xml zae"
  65. };
  66. static const float kMillisecondsFromSeconds = 1000.f;
  67. // Add an item of metadata to a node
  68. // Assumes the key is not already in the list
  69. template <typename T>
  70. inline void AddNodeMetaData(aiNode *node, const std::string &key, const T &value) {
  71. if (nullptr == node->mMetaData) {
  72. node->mMetaData = new aiMetadata();
  73. }
  74. node->mMetaData->Add(key, value);
  75. }
  76. // ------------------------------------------------------------------------------------------------
  77. // Constructor to be privately used by Importer
  78. ColladaLoader::ColladaLoader() :
  79. mFileName(),
  80. mMeshIndexByID(),
  81. mMaterialIndexByName(),
  82. mMeshes(),
  83. newMats(),
  84. mCameras(),
  85. mLights(),
  86. mTextures(),
  87. mAnims(),
  88. noSkeletonMesh(false),
  89. ignoreUpDirection(false),
  90. useColladaName(false),
  91. mNodeNameCounter(0) {
  92. // empty
  93. }
  94. // ------------------------------------------------------------------------------------------------
  95. // Destructor, private as well
  96. ColladaLoader::~ColladaLoader() {
  97. // empty
  98. }
  99. // ------------------------------------------------------------------------------------------------
  100. // Returns whether the class can handle the format of the given file.
  101. bool ColladaLoader::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
  102. // Look for a DAE file inside, but don't extract it
  103. ZipArchiveIOSystem zip_archive(pIOHandler, pFile);
  104. if (zip_archive.isOpen()) {
  105. return !ColladaParser::ReadZaeManifest(zip_archive).empty();
  106. }
  107. static const char *tokens[] = { "<collada" };
  108. return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
  109. }
  110. // ------------------------------------------------------------------------------------------------
  111. void ColladaLoader::SetupProperties(const Importer *pImp) {
  112. noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES, 0) != 0;
  113. ignoreUpDirection = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION, 0) != 0;
  114. useColladaName = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES, 0) != 0;
  115. }
  116. // ------------------------------------------------------------------------------------------------
  117. // Get file extension list
  118. const aiImporterDesc *ColladaLoader::GetInfo() const {
  119. return &desc;
  120. }
  121. // ------------------------------------------------------------------------------------------------
  122. // Imports the given file into the given scene structure.
  123. void ColladaLoader::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
  124. mFileName = pFile;
  125. // clean all member arrays - just for safety, it should work even if we did not
  126. mMeshIndexByID.clear();
  127. mMaterialIndexByName.clear();
  128. mMeshes.clear();
  129. mTargetMeshes.clear();
  130. newMats.clear();
  131. mLights.clear();
  132. mCameras.clear();
  133. mTextures.clear();
  134. mAnims.clear();
  135. // parse the input file
  136. ColladaParser parser(pIOHandler, pFile);
  137. if (!parser.mRootNode) {
  138. throw DeadlyImportError("Collada: File came out empty. Something is wrong here.");
  139. }
  140. // reserve some storage to avoid unnecessary reallocs
  141. newMats.reserve(parser.mMaterialLibrary.size() * 2u);
  142. mMeshes.reserve(parser.mMeshLibrary.size() * 2u);
  143. mCameras.reserve(parser.mCameraLibrary.size());
  144. mLights.reserve(parser.mLightLibrary.size());
  145. // create the materials first, for the meshes to find
  146. BuildMaterials(parser, pScene);
  147. // build the node hierarchy from it
  148. pScene->mRootNode = BuildHierarchy(parser, parser.mRootNode);
  149. // ... then fill the materials with the now adjusted settings
  150. FillMaterials(parser, pScene);
  151. // Apply unit-size scale calculation
  152. pScene->mRootNode->mTransformation *= aiMatrix4x4(parser.mUnitSize, 0, 0, 0,
  153. 0, parser.mUnitSize, 0, 0,
  154. 0, 0, parser.mUnitSize, 0,
  155. 0, 0, 0, 1);
  156. if (!ignoreUpDirection) {
  157. // Convert to Y_UP, if different orientation
  158. if (parser.mUpDirection == ColladaParser::UP_X) {
  159. pScene->mRootNode->mTransformation *= aiMatrix4x4(
  160. 0, -1, 0, 0,
  161. 1, 0, 0, 0,
  162. 0, 0, 1, 0,
  163. 0, 0, 0, 1);
  164. } else if (parser.mUpDirection == ColladaParser::UP_Z) {
  165. pScene->mRootNode->mTransformation *= aiMatrix4x4(
  166. 1, 0, 0, 0,
  167. 0, 0, 1, 0,
  168. 0, -1, 0, 0,
  169. 0, 0, 0, 1);
  170. }
  171. }
  172. // Store scene metadata
  173. if (!parser.mAssetMetaData.empty()) {
  174. const size_t numMeta(parser.mAssetMetaData.size());
  175. pScene->mMetaData = aiMetadata::Alloc(static_cast<unsigned int>(numMeta));
  176. size_t i = 0;
  177. for (auto it = parser.mAssetMetaData.cbegin(); it != parser.mAssetMetaData.cend(); ++it, ++i) {
  178. pScene->mMetaData->Set(static_cast<unsigned int>(i), (*it).first, (*it).second);
  179. }
  180. }
  181. StoreSceneMeshes(pScene);
  182. StoreSceneMaterials(pScene);
  183. StoreSceneTextures(pScene);
  184. StoreSceneLights(pScene);
  185. StoreSceneCameras(pScene);
  186. StoreAnimations(pScene, parser);
  187. // If no meshes have been loaded, it's probably just an animated skeleton.
  188. if (0u == pScene->mNumMeshes) {
  189. if (!noSkeletonMesh) {
  190. SkeletonMeshBuilder hero(pScene);
  191. }
  192. pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
  193. }
  194. }
  195. // ------------------------------------------------------------------------------------------------
  196. // Recursively constructs a scene node for the given parser node and returns it.
  197. aiNode *ColladaLoader::BuildHierarchy(const ColladaParser &pParser, const Collada::Node *pNode) {
  198. // create a node for it
  199. aiNode *node = new aiNode();
  200. // find a name for the new node. It's more complicated than you might think
  201. node->mName.Set(FindNameForNode(pNode));
  202. // if we're not using the unique IDs, hold onto them for reference and export
  203. if (useColladaName) {
  204. if (!pNode->mID.empty()) {
  205. AddNodeMetaData(node, AI_METADATA_COLLADA_ID, aiString(pNode->mID));
  206. }
  207. if (!pNode->mSID.empty()) {
  208. AddNodeMetaData(node, AI_METADATA_COLLADA_SID, aiString(pNode->mSID));
  209. }
  210. }
  211. // calculate the transformation matrix for it
  212. node->mTransformation = pParser.CalculateResultTransform(pNode->mTransforms);
  213. // now resolve node instances
  214. std::vector<const Node*> instances;
  215. ResolveNodeInstances(pParser, pNode, instances);
  216. // add children. first the *real* ones
  217. node->mNumChildren = static_cast<unsigned int>(pNode->mChildren.size() + instances.size());
  218. node->mChildren = new aiNode *[node->mNumChildren];
  219. for (size_t a = 0; a < pNode->mChildren.size(); ++a) {
  220. node->mChildren[a] = BuildHierarchy(pParser, pNode->mChildren[a]);
  221. node->mChildren[a]->mParent = node;
  222. }
  223. // ... and finally the resolved node instances
  224. for (size_t a = 0; a < instances.size(); ++a) {
  225. node->mChildren[pNode->mChildren.size() + a] = BuildHierarchy(pParser, instances[a]);
  226. node->mChildren[pNode->mChildren.size() + a]->mParent = node;
  227. }
  228. BuildMeshesForNode(pParser, pNode, node);
  229. BuildCamerasForNode(pParser, pNode, node);
  230. BuildLightsForNode(pParser, pNode, node);
  231. return node;
  232. }
  233. // ------------------------------------------------------------------------------------------------
  234. // Resolve node instances
  235. void ColladaLoader::ResolveNodeInstances(const ColladaParser &pParser, const Node *pNode,
  236. std::vector<const Node*> &resolved) {
  237. // reserve enough storage
  238. resolved.reserve(pNode->mNodeInstances.size());
  239. // ... and iterate through all nodes to be instanced as children of pNode
  240. for (const auto &nodeInst : pNode->mNodeInstances) {
  241. // find the corresponding node in the library
  242. const ColladaParser::NodeLibrary::const_iterator itt = pParser.mNodeLibrary.find(nodeInst.mNode);
  243. const Node *nd = itt == pParser.mNodeLibrary.end() ? nullptr : (*itt).second;
  244. // FIX for http://sourceforge.net/tracker/?func=detail&aid=3054873&group_id=226462&atid=1067632
  245. // need to check for both name and ID to catch all. To avoid breaking valid files,
  246. // the workaround is only enabled when the first attempt to resolve the node has failed.
  247. if (nullptr == nd) {
  248. nd = FindNode(pParser.mRootNode, nodeInst.mNode);
  249. }
  250. if (nullptr == nd) {
  251. ASSIMP_LOG_ERROR_F("Collada: Unable to resolve reference to instanced node ", nodeInst.mNode);
  252. } else {
  253. // attach this node to the list of children
  254. resolved.push_back(nd);
  255. }
  256. }
  257. }
  258. // ------------------------------------------------------------------------------------------------
  259. // Resolve UV channels
  260. void ColladaLoader::ApplyVertexToEffectSemanticMapping(Sampler &sampler, const SemanticMappingTable &table) {
  261. SemanticMappingTable::InputSemanticMap::const_iterator it = table.mMap.find(sampler.mUVChannel);
  262. if (it == table.mMap.end()) {
  263. return;
  264. }
  265. if (it->second.mType != IT_Texcoord) {
  266. ASSIMP_LOG_ERROR("Collada: Unexpected effect input mapping");
  267. }
  268. sampler.mUVId = it->second.mSet;
  269. }
  270. // ------------------------------------------------------------------------------------------------
  271. // Builds lights for the given node and references them
  272. void ColladaLoader::BuildLightsForNode(const ColladaParser &pParser, const Node *pNode, aiNode *pTarget) {
  273. for (const LightInstance &lid : pNode->mLights) {
  274. // find the referred light
  275. ColladaParser::LightLibrary::const_iterator srcLightIt = pParser.mLightLibrary.find(lid.mLight);
  276. if (srcLightIt == pParser.mLightLibrary.end()) {
  277. ASSIMP_LOG_WARN_F("Collada: Unable to find light for ID \"", lid.mLight, "\". Skipping.");
  278. continue;
  279. }
  280. const Collada::Light *srcLight = &srcLightIt->second;
  281. // now fill our ai data structure
  282. aiLight *out = new aiLight();
  283. out->mName = pTarget->mName;
  284. out->mType = (aiLightSourceType)srcLight->mType;
  285. // collada lights point in -Z by default, rest is specified in node transform
  286. out->mDirection = aiVector3D(0.f, 0.f, -1.f);
  287. out->mAttenuationConstant = srcLight->mAttConstant;
  288. out->mAttenuationLinear = srcLight->mAttLinear;
  289. out->mAttenuationQuadratic = srcLight->mAttQuadratic;
  290. out->mColorDiffuse = out->mColorSpecular = out->mColorAmbient = srcLight->mColor * srcLight->mIntensity;
  291. if (out->mType == aiLightSource_AMBIENT) {
  292. out->mColorDiffuse = out->mColorSpecular = aiColor3D(0, 0, 0);
  293. out->mColorAmbient = srcLight->mColor * srcLight->mIntensity;
  294. } else {
  295. // collada doesn't differentiate between these color types
  296. out->mColorDiffuse = out->mColorSpecular = srcLight->mColor * srcLight->mIntensity;
  297. out->mColorAmbient = aiColor3D(0, 0, 0);
  298. }
  299. // convert falloff angle and falloff exponent in our representation, if given
  300. if (out->mType == aiLightSource_SPOT) {
  301. out->mAngleInnerCone = AI_DEG_TO_RAD(srcLight->mFalloffAngle);
  302. // ... some extension magic.
  303. if (srcLight->mOuterAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET * (1 - 1e-6f)) {
  304. // ... some deprecation magic.
  305. if (srcLight->mPenumbraAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET * (1 - 1e-6f)) {
  306. // Need to rely on falloff_exponent. I don't know how to interpret it, so I need to guess ....
  307. // epsilon chosen to be 0.1
  308. float f = 1.0f;
  309. if ( 0.0f != srcLight->mFalloffExponent ) {
  310. f = 1.f / srcLight->mFalloffExponent;
  311. }
  312. out->mAngleOuterCone = std::acos(std::pow(0.1f, f)) +
  313. out->mAngleInnerCone;
  314. } else {
  315. out->mAngleOuterCone = out->mAngleInnerCone + AI_DEG_TO_RAD(srcLight->mPenumbraAngle);
  316. if (out->mAngleOuterCone < out->mAngleInnerCone)
  317. std::swap(out->mAngleInnerCone, out->mAngleOuterCone);
  318. }
  319. } else {
  320. out->mAngleOuterCone = AI_DEG_TO_RAD(srcLight->mOuterAngle);
  321. }
  322. }
  323. // add to light list
  324. mLights.push_back(out);
  325. }
  326. }
  327. // ------------------------------------------------------------------------------------------------
  328. // Builds cameras for the given node and references them
  329. void ColladaLoader::BuildCamerasForNode(const ColladaParser &pParser, const Node *pNode, aiNode *pTarget) {
  330. for (const CameraInstance &cid : pNode->mCameras) {
  331. // find the referred light
  332. ColladaParser::CameraLibrary::const_iterator srcCameraIt = pParser.mCameraLibrary.find(cid.mCamera);
  333. if (srcCameraIt == pParser.mCameraLibrary.end()) {
  334. ASSIMP_LOG_WARN_F("Collada: Unable to find camera for ID \"", cid.mCamera, "\". Skipping.");
  335. continue;
  336. }
  337. const Collada::Camera *srcCamera = &srcCameraIt->second;
  338. // orthographic cameras not yet supported in Assimp
  339. if (srcCamera->mOrtho) {
  340. ASSIMP_LOG_WARN("Collada: Orthographic cameras are not supported.");
  341. }
  342. // now fill our ai data structure
  343. aiCamera *out = new aiCamera();
  344. out->mName = pTarget->mName;
  345. // collada cameras point in -Z by default, rest is specified in node transform
  346. out->mLookAt = aiVector3D(0.f, 0.f, -1.f);
  347. // near/far z is already ok
  348. out->mClipPlaneFar = srcCamera->mZFar;
  349. out->mClipPlaneNear = srcCamera->mZNear;
  350. // ... but for the rest some values are optional
  351. // and we need to compute the others in any combination.
  352. if (srcCamera->mAspect != 10e10f) {
  353. out->mAspect = srcCamera->mAspect;
  354. }
  355. if (srcCamera->mHorFov != 10e10f) {
  356. out->mHorizontalFOV = srcCamera->mHorFov;
  357. if (srcCamera->mVerFov != 10e10f && srcCamera->mAspect == 10e10f) {
  358. out->mAspect = std::tan(AI_DEG_TO_RAD(srcCamera->mHorFov)) /
  359. std::tan(AI_DEG_TO_RAD(srcCamera->mVerFov));
  360. }
  361. } else if (srcCamera->mAspect != 10e10f && srcCamera->mVerFov != 10e10f) {
  362. out->mHorizontalFOV = 2.0f * AI_RAD_TO_DEG(std::atan(srcCamera->mAspect *
  363. std::tan(AI_DEG_TO_RAD(srcCamera->mVerFov) * 0.5f)));
  364. }
  365. // Collada uses degrees, we use radians
  366. out->mHorizontalFOV = AI_DEG_TO_RAD(out->mHorizontalFOV);
  367. // add to camera list
  368. mCameras.push_back(out);
  369. }
  370. }
  371. // ------------------------------------------------------------------------------------------------
  372. // Builds meshes for the given node and references them
  373. void ColladaLoader::BuildMeshesForNode(const ColladaParser &pParser, const Node *pNode, aiNode *pTarget) {
  374. // accumulated mesh references by this node
  375. std::vector<size_t> newMeshRefs;
  376. newMeshRefs.reserve(pNode->mMeshes.size());
  377. // add a mesh for each subgroup in each collada mesh
  378. for (const MeshInstance &mid : pNode->mMeshes) {
  379. const Mesh *srcMesh = nullptr;
  380. const Controller *srcController = nullptr;
  381. // find the referred mesh
  382. ColladaParser::MeshLibrary::const_iterator srcMeshIt = pParser.mMeshLibrary.find(mid.mMeshOrController);
  383. if (srcMeshIt == pParser.mMeshLibrary.end()) {
  384. // if not found in the mesh-library, it might also be a controller referring to a mesh
  385. ColladaParser::ControllerLibrary::const_iterator srcContrIt = pParser.mControllerLibrary.find(mid.mMeshOrController);
  386. if (srcContrIt != pParser.mControllerLibrary.end()) {
  387. srcController = &srcContrIt->second;
  388. srcMeshIt = pParser.mMeshLibrary.find(srcController->mMeshId);
  389. if (srcMeshIt != pParser.mMeshLibrary.end()) {
  390. srcMesh = srcMeshIt->second;
  391. }
  392. }
  393. if (nullptr == srcMesh) {
  394. ASSIMP_LOG_WARN_F("Collada: Unable to find geometry for ID \"", mid.mMeshOrController, "\". Skipping.");
  395. continue;
  396. }
  397. } else {
  398. // ID found in the mesh library -> direct reference to an unskinned mesh
  399. srcMesh = srcMeshIt->second;
  400. }
  401. // build a mesh for each of its subgroups
  402. size_t vertexStart = 0, faceStart = 0;
  403. for (size_t sm = 0; sm < srcMesh->mSubMeshes.size(); ++sm) {
  404. const Collada::SubMesh &submesh = srcMesh->mSubMeshes[sm];
  405. if (submesh.mNumFaces == 0) {
  406. continue;
  407. }
  408. // find material assigned to this submesh
  409. std::string meshMaterial;
  410. std::map<std::string, SemanticMappingTable>::const_iterator meshMatIt = mid.mMaterials.find(submesh.mMaterial);
  411. const Collada::SemanticMappingTable *table = nullptr;
  412. if (meshMatIt != mid.mMaterials.end()) {
  413. table = &meshMatIt->second;
  414. meshMaterial = table->mMatName;
  415. } else {
  416. ASSIMP_LOG_WARN_F("Collada: No material specified for subgroup <", submesh.mMaterial, "> in geometry <",
  417. mid.mMeshOrController, ">.");
  418. if (!mid.mMaterials.empty()) {
  419. meshMaterial = mid.mMaterials.begin()->second.mMatName;
  420. }
  421. }
  422. // OK ... here the *real* fun starts ... we have the vertex-input-to-effect-semantic-table
  423. // given. The only mapping stuff which we do actually support is the UV channel.
  424. std::map<std::string, size_t>::const_iterator matIt = mMaterialIndexByName.find(meshMaterial);
  425. unsigned int matIdx = 0;
  426. if (matIt != mMaterialIndexByName.end()) {
  427. matIdx = static_cast<unsigned int>(matIt->second);
  428. }
  429. if (table && !table->mMap.empty()) {
  430. std::pair<Collada::Effect *, aiMaterial *> &mat = newMats[matIdx];
  431. // Iterate through all texture channels assigned to the effect and
  432. // check whether we have mapping information for it.
  433. ApplyVertexToEffectSemanticMapping(mat.first->mTexDiffuse, *table);
  434. ApplyVertexToEffectSemanticMapping(mat.first->mTexAmbient, *table);
  435. ApplyVertexToEffectSemanticMapping(mat.first->mTexSpecular, *table);
  436. ApplyVertexToEffectSemanticMapping(mat.first->mTexEmissive, *table);
  437. ApplyVertexToEffectSemanticMapping(mat.first->mTexTransparent, *table);
  438. ApplyVertexToEffectSemanticMapping(mat.first->mTexBump, *table);
  439. }
  440. // built lookup index of the Mesh-Submesh-Material combination
  441. ColladaMeshIndex index(mid.mMeshOrController, sm, meshMaterial);
  442. // if we already have the mesh at the library, just add its index to the node's array
  443. std::map<ColladaMeshIndex, size_t>::const_iterator dstMeshIt = mMeshIndexByID.find(index);
  444. if (dstMeshIt != mMeshIndexByID.end()) {
  445. newMeshRefs.push_back(dstMeshIt->second);
  446. } else {
  447. // else we have to add the mesh to the collection and store its newly assigned index at the node
  448. aiMesh *dstMesh = CreateMesh(pParser, srcMesh, submesh, srcController, vertexStart, faceStart);
  449. // store the mesh, and store its new index in the node
  450. newMeshRefs.push_back(mMeshes.size());
  451. mMeshIndexByID[index] = mMeshes.size();
  452. mMeshes.push_back(dstMesh);
  453. vertexStart += dstMesh->mNumVertices;
  454. faceStart += submesh.mNumFaces;
  455. // assign the material index
  456. std::map<std::string, size_t>::const_iterator subMatIt = mMaterialIndexByName.find(submesh.mMaterial);
  457. if (subMatIt != mMaterialIndexByName.end()) {
  458. dstMesh->mMaterialIndex = static_cast<unsigned int>(subMatIt->second);
  459. } else {
  460. dstMesh->mMaterialIndex = matIdx;
  461. }
  462. if (dstMesh->mName.length == 0) {
  463. dstMesh->mName = mid.mMeshOrController;
  464. }
  465. }
  466. }
  467. }
  468. // now place all mesh references we gathered in the target node
  469. pTarget->mNumMeshes = static_cast<unsigned int>(newMeshRefs.size());
  470. if (newMeshRefs.size()) {
  471. struct UIntTypeConverter {
  472. unsigned int operator()(const size_t &v) const {
  473. return static_cast<unsigned int>(v);
  474. }
  475. };
  476. pTarget->mMeshes = new unsigned int[pTarget->mNumMeshes];
  477. std::transform(newMeshRefs.begin(), newMeshRefs.end(), pTarget->mMeshes, UIntTypeConverter());
  478. }
  479. }
  480. // ------------------------------------------------------------------------------------------------
  481. // Find mesh from either meshes or morph target meshes
  482. aiMesh *ColladaLoader::findMesh(const std::string &meshid) {
  483. if (meshid.empty()) {
  484. return nullptr;
  485. }
  486. for (auto & mMeshe : mMeshes) {
  487. if (std::string(mMeshe->mName.data) == meshid) {
  488. return mMeshe;
  489. }
  490. }
  491. for (auto & mTargetMeshe : mTargetMeshes) {
  492. if (std::string(mTargetMeshe->mName.data) == meshid) {
  493. return mTargetMeshe;
  494. }
  495. }
  496. return nullptr;
  497. }
  498. // ------------------------------------------------------------------------------------------------
  499. // Creates a mesh for the given ColladaMesh face subset and returns the newly created mesh
  500. aiMesh *ColladaLoader::CreateMesh(const ColladaParser &pParser, const Mesh *pSrcMesh, const SubMesh &pSubMesh,
  501. const Controller *pSrcController, size_t pStartVertex, size_t pStartFace) {
  502. std::unique_ptr<aiMesh> dstMesh(new aiMesh);
  503. if (useColladaName) {
  504. dstMesh->mName = pSrcMesh->mName;
  505. } else {
  506. dstMesh->mName = pSrcMesh->mId;
  507. }
  508. // count the vertices addressed by its faces
  509. const size_t numVertices = std::accumulate(pSrcMesh->mFaceSize.begin() + pStartFace,
  510. pSrcMesh->mFaceSize.begin() + pStartFace + pSubMesh.mNumFaces, size_t(0));
  511. // copy positions
  512. dstMesh->mNumVertices = static_cast<unsigned int>(numVertices);
  513. dstMesh->mVertices = new aiVector3D[numVertices];
  514. std::copy(pSrcMesh->mPositions.begin() + pStartVertex, pSrcMesh->mPositions.begin() + pStartVertex + numVertices, dstMesh->mVertices);
  515. // normals, if given. HACK: (thom) Due to the glorious Collada spec we never
  516. // know if we have the same number of normals as there are positions. So we
  517. // also ignore any vertex attribute if it has a different count
  518. if (pSrcMesh->mNormals.size() >= pStartVertex + numVertices) {
  519. dstMesh->mNormals = new aiVector3D[numVertices];
  520. std::copy(pSrcMesh->mNormals.begin() + pStartVertex, pSrcMesh->mNormals.begin() + pStartVertex + numVertices, dstMesh->mNormals);
  521. }
  522. // tangents, if given.
  523. if (pSrcMesh->mTangents.size() >= pStartVertex + numVertices) {
  524. dstMesh->mTangents = new aiVector3D[numVertices];
  525. std::copy(pSrcMesh->mTangents.begin() + pStartVertex, pSrcMesh->mTangents.begin() + pStartVertex + numVertices, dstMesh->mTangents);
  526. }
  527. // bitangents, if given.
  528. if (pSrcMesh->mBitangents.size() >= pStartVertex + numVertices) {
  529. dstMesh->mBitangents = new aiVector3D[numVertices];
  530. std::copy(pSrcMesh->mBitangents.begin() + pStartVertex, pSrcMesh->mBitangents.begin() + pStartVertex + numVertices, dstMesh->mBitangents);
  531. }
  532. // same for texture coords, as many as we have
  533. // empty slots are not allowed, need to pack and adjust UV indexes accordingly
  534. for (size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
  535. if (pSrcMesh->mTexCoords[a].size() >= pStartVertex + numVertices) {
  536. dstMesh->mTextureCoords[real] = new aiVector3D[numVertices];
  537. for (size_t b = 0; b < numVertices; ++b) {
  538. dstMesh->mTextureCoords[real][b] = pSrcMesh->mTexCoords[a][pStartVertex + b];
  539. }
  540. dstMesh->mNumUVComponents[real] = pSrcMesh->mNumUVComponents[a];
  541. ++real;
  542. }
  543. }
  544. // same for vertex colors, as many as we have. again the same packing to avoid empty slots
  545. for (size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) {
  546. if (pSrcMesh->mColors[a].size() >= pStartVertex + numVertices) {
  547. dstMesh->mColors[real] = new aiColor4D[numVertices];
  548. std::copy(pSrcMesh->mColors[a].begin() + pStartVertex, pSrcMesh->mColors[a].begin() + pStartVertex + numVertices, dstMesh->mColors[real]);
  549. ++real;
  550. }
  551. }
  552. // create faces. Due to the fact that each face uses unique vertices, we can simply count up on each vertex
  553. size_t vertex = 0;
  554. dstMesh->mNumFaces = static_cast<unsigned int>(pSubMesh.mNumFaces);
  555. dstMesh->mFaces = new aiFace[dstMesh->mNumFaces];
  556. for (size_t a = 0; a < dstMesh->mNumFaces; ++a) {
  557. size_t s = pSrcMesh->mFaceSize[pStartFace + a];
  558. aiFace &face = dstMesh->mFaces[a];
  559. face.mNumIndices = static_cast<unsigned int>(s);
  560. face.mIndices = new unsigned int[s];
  561. for (size_t b = 0; b < s; ++b) {
  562. face.mIndices[b] = static_cast<unsigned int>(vertex++);
  563. }
  564. }
  565. // create morph target meshes if any
  566. std::vector<aiMesh *> targetMeshes;
  567. std::vector<float> targetWeights;
  568. Collada::MorphMethod method = Normalized;
  569. for (std::map<std::string, Controller>::const_iterator it = pParser.mControllerLibrary.begin();
  570. it != pParser.mControllerLibrary.end(); ++it) {
  571. const Controller &c = it->second;
  572. const Collada::Mesh *baseMesh = pParser.ResolveLibraryReference(pParser.mMeshLibrary, c.mMeshId);
  573. if (c.mType == Collada::Morph && baseMesh->mName == pSrcMesh->mName) {
  574. const Collada::Accessor &targetAccessor = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, c.mMorphTarget);
  575. const Collada::Accessor &weightAccessor = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, c.mMorphWeight);
  576. const Collada::Data &targetData = pParser.ResolveLibraryReference(pParser.mDataLibrary, targetAccessor.mSource);
  577. const Collada::Data &weightData = pParser.ResolveLibraryReference(pParser.mDataLibrary, weightAccessor.mSource);
  578. // take method
  579. method = c.mMethod;
  580. if (!targetData.mIsStringArray) {
  581. throw DeadlyImportError("target data must contain id. ");
  582. }
  583. if (weightData.mIsStringArray) {
  584. throw DeadlyImportError("target weight data must not be textual ");
  585. }
  586. for (const auto & mString : targetData.mStrings) {
  587. const Mesh *targetMesh = pParser.ResolveLibraryReference(pParser.mMeshLibrary, mString);
  588. aiMesh *aimesh = findMesh(useColladaName ? targetMesh->mName : targetMesh->mId);
  589. if (!aimesh) {
  590. if (targetMesh->mSubMeshes.size() > 1) {
  591. throw DeadlyImportError("Morphing target mesh must be a single");
  592. }
  593. aimesh = CreateMesh(pParser, targetMesh, targetMesh->mSubMeshes.at(0), nullptr, 0, 0);
  594. mTargetMeshes.push_back(aimesh);
  595. }
  596. targetMeshes.push_back(aimesh);
  597. }
  598. for (float mValue : weightData.mValues) {
  599. targetWeights.push_back(mValue);
  600. }
  601. }
  602. }
  603. if (!targetMeshes.empty() && targetWeights.size() == targetMeshes.size()) {
  604. std::vector<aiAnimMesh *> animMeshes;
  605. for (unsigned int i = 0; i < targetMeshes.size(); ++i) {
  606. aiMesh *targetMesh = targetMeshes.at(i);
  607. aiAnimMesh *animMesh = aiCreateAnimMesh(targetMesh);
  608. float weight = targetWeights[i];
  609. animMesh->mWeight = weight == 0 ? 1.0f : weight;
  610. animMesh->mName = targetMesh->mName;
  611. animMeshes.push_back(animMesh);
  612. }
  613. dstMesh->mMethod = (method == Relative) ? aiMorphingMethod_MORPH_RELATIVE : aiMorphingMethod_MORPH_NORMALIZED;
  614. dstMesh->mAnimMeshes = new aiAnimMesh *[animMeshes.size()];
  615. dstMesh->mNumAnimMeshes = static_cast<unsigned int>(animMeshes.size());
  616. for (unsigned int i = 0; i < animMeshes.size(); ++i) {
  617. dstMesh->mAnimMeshes[i] = animMeshes.at(i);
  618. }
  619. }
  620. // create bones if given
  621. if (pSrcController && pSrcController->mType == Collada::Skin) {
  622. // resolve references - joint names
  623. const Collada::Accessor &jointNamesAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mJointNameSource);
  624. const Collada::Data &jointNames = pParser.ResolveLibraryReference(pParser.mDataLibrary, jointNamesAcc.mSource);
  625. // joint offset matrices
  626. const Collada::Accessor &jointMatrixAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mJointOffsetMatrixSource);
  627. const Collada::Data &jointMatrices = pParser.ResolveLibraryReference(pParser.mDataLibrary, jointMatrixAcc.mSource);
  628. // joint vertex_weight name list - should refer to the same list as the joint names above. If not, report and reconsider
  629. const Collada::Accessor &weightNamesAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mWeightInputJoints.mAccessor);
  630. if (&weightNamesAcc != &jointNamesAcc)
  631. throw DeadlyImportError("Temporary implementational laziness. If you read this, please report to the author.");
  632. // vertex weights
  633. const Collada::Accessor &weightsAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mWeightInputWeights.mAccessor);
  634. const Collada::Data &weights = pParser.ResolveLibraryReference(pParser.mDataLibrary, weightsAcc.mSource);
  635. if (!jointNames.mIsStringArray || jointMatrices.mIsStringArray || weights.mIsStringArray) {
  636. throw DeadlyImportError("Data type mismatch while resolving mesh joints");
  637. }
  638. // sanity check: we rely on the vertex weights always coming as pairs of BoneIndex-WeightIndex
  639. if (pSrcController->mWeightInputJoints.mOffset != 0 || pSrcController->mWeightInputWeights.mOffset != 1) {
  640. throw DeadlyImportError("Unsupported vertex_weight addressing scheme. ");
  641. }
  642. // create containers to collect the weights for each bone
  643. size_t numBones = jointNames.mStrings.size();
  644. std::vector<std::vector<aiVertexWeight>> dstBones(numBones);
  645. // build a temporary array of pointers to the start of each vertex's weights
  646. using IndexPairVector = std::vector<std::pair<size_t, size_t>>;
  647. std::vector<IndexPairVector::const_iterator> weightStartPerVertex;
  648. weightStartPerVertex.resize(pSrcController->mWeightCounts.size(), pSrcController->mWeights.end());
  649. IndexPairVector::const_iterator pit = pSrcController->mWeights.begin();
  650. for (size_t a = 0; a < pSrcController->mWeightCounts.size(); ++a) {
  651. weightStartPerVertex[a] = pit;
  652. pit += pSrcController->mWeightCounts[a];
  653. }
  654. // now for each vertex put the corresponding vertex weights into each bone's weight collection
  655. for (size_t a = pStartVertex; a < pStartVertex + numVertices; ++a) {
  656. // which position index was responsible for this vertex? that's also the index by which
  657. // the controller assigns the vertex weights
  658. size_t orgIndex = pSrcMesh->mFacePosIndices[a];
  659. // find the vertex weights for this vertex
  660. IndexPairVector::const_iterator iit = weightStartPerVertex[orgIndex];
  661. size_t pairCount = pSrcController->mWeightCounts[orgIndex];
  662. for (size_t b = 0; b < pairCount; ++b, ++iit) {
  663. const size_t jointIndex = iit->first;
  664. const size_t vertexIndex = iit->second;
  665. ai_real weight = 1.0f;
  666. if (!weights.mValues.empty()) {
  667. weight = ReadFloat(weightsAcc, weights, vertexIndex, 0);
  668. }
  669. // one day I gonna kill that XSI Collada exporter
  670. if (weight > 0.0f) {
  671. aiVertexWeight w;
  672. w.mVertexId = static_cast<unsigned int>(a - pStartVertex);
  673. w.mWeight = weight;
  674. dstBones[jointIndex].push_back(w);
  675. }
  676. }
  677. }
  678. // count the number of bones which influence vertices of the current submesh
  679. size_t numRemainingBones = 0;
  680. for (const auto & dstBone : dstBones) {
  681. if (!dstBone.empty()) {
  682. ++numRemainingBones;
  683. }
  684. }
  685. // create bone array and copy bone weights one by one
  686. dstMesh->mNumBones = static_cast<unsigned int>(numRemainingBones);
  687. dstMesh->mBones = new aiBone *[numRemainingBones];
  688. size_t boneCount = 0;
  689. for (size_t a = 0; a < numBones; ++a) {
  690. // omit bones without weights
  691. if (dstBones[a].empty()) {
  692. continue;
  693. }
  694. // create bone with its weights
  695. aiBone *bone = new aiBone;
  696. bone->mName = ReadString(jointNamesAcc, jointNames, a);
  697. bone->mOffsetMatrix.a1 = ReadFloat(jointMatrixAcc, jointMatrices, a, 0);
  698. bone->mOffsetMatrix.a2 = ReadFloat(jointMatrixAcc, jointMatrices, a, 1);
  699. bone->mOffsetMatrix.a3 = ReadFloat(jointMatrixAcc, jointMatrices, a, 2);
  700. bone->mOffsetMatrix.a4 = ReadFloat(jointMatrixAcc, jointMatrices, a, 3);
  701. bone->mOffsetMatrix.b1 = ReadFloat(jointMatrixAcc, jointMatrices, a, 4);
  702. bone->mOffsetMatrix.b2 = ReadFloat(jointMatrixAcc, jointMatrices, a, 5);
  703. bone->mOffsetMatrix.b3 = ReadFloat(jointMatrixAcc, jointMatrices, a, 6);
  704. bone->mOffsetMatrix.b4 = ReadFloat(jointMatrixAcc, jointMatrices, a, 7);
  705. bone->mOffsetMatrix.c1 = ReadFloat(jointMatrixAcc, jointMatrices, a, 8);
  706. bone->mOffsetMatrix.c2 = ReadFloat(jointMatrixAcc, jointMatrices, a, 9);
  707. bone->mOffsetMatrix.c3 = ReadFloat(jointMatrixAcc, jointMatrices, a, 10);
  708. bone->mOffsetMatrix.c4 = ReadFloat(jointMatrixAcc, jointMatrices, a, 11);
  709. bone->mNumWeights = static_cast<unsigned int>(dstBones[a].size());
  710. bone->mWeights = new aiVertexWeight[bone->mNumWeights];
  711. std::copy(dstBones[a].begin(), dstBones[a].end(), bone->mWeights);
  712. // apply bind shape matrix to offset matrix
  713. aiMatrix4x4 bindShapeMatrix;
  714. bindShapeMatrix.a1 = pSrcController->mBindShapeMatrix[0];
  715. bindShapeMatrix.a2 = pSrcController->mBindShapeMatrix[1];
  716. bindShapeMatrix.a3 = pSrcController->mBindShapeMatrix[2];
  717. bindShapeMatrix.a4 = pSrcController->mBindShapeMatrix[3];
  718. bindShapeMatrix.b1 = pSrcController->mBindShapeMatrix[4];
  719. bindShapeMatrix.b2 = pSrcController->mBindShapeMatrix[5];
  720. bindShapeMatrix.b3 = pSrcController->mBindShapeMatrix[6];
  721. bindShapeMatrix.b4 = pSrcController->mBindShapeMatrix[7];
  722. bindShapeMatrix.c1 = pSrcController->mBindShapeMatrix[8];
  723. bindShapeMatrix.c2 = pSrcController->mBindShapeMatrix[9];
  724. bindShapeMatrix.c3 = pSrcController->mBindShapeMatrix[10];
  725. bindShapeMatrix.c4 = pSrcController->mBindShapeMatrix[11];
  726. bindShapeMatrix.d1 = pSrcController->mBindShapeMatrix[12];
  727. bindShapeMatrix.d2 = pSrcController->mBindShapeMatrix[13];
  728. bindShapeMatrix.d3 = pSrcController->mBindShapeMatrix[14];
  729. bindShapeMatrix.d4 = pSrcController->mBindShapeMatrix[15];
  730. bone->mOffsetMatrix *= bindShapeMatrix;
  731. // HACK: (thom) Some exporters address the bone nodes by SID, others address them by ID or even name.
  732. // Therefore I added a little name replacement here: I search for the bone's node by either name, ID or SID,
  733. // and replace the bone's name by the node's name so that the user can use the standard
  734. // find-by-name method to associate nodes with bones.
  735. const Collada::Node *bnode = FindNode(pParser.mRootNode, bone->mName.data);
  736. if (nullptr == bnode) {
  737. bnode = FindNodeBySID(pParser.mRootNode, bone->mName.data);
  738. }
  739. // assign the name that we would have assigned for the source node
  740. if (nullptr != bnode) {
  741. bone->mName.Set(FindNameForNode(bnode));
  742. } else {
  743. ASSIMP_LOG_WARN_F("ColladaLoader::CreateMesh(): could not find corresponding node for joint \"", bone->mName.data, "\".");
  744. }
  745. // and insert bone
  746. dstMesh->mBones[boneCount++] = bone;
  747. }
  748. }
  749. return dstMesh.release();
  750. }
  751. // ------------------------------------------------------------------------------------------------
  752. // Stores all meshes in the given scene
  753. void ColladaLoader::StoreSceneMeshes(aiScene *pScene) {
  754. pScene->mNumMeshes = static_cast<unsigned int>(mMeshes.size());
  755. if (mMeshes.empty()) {
  756. return;
  757. }
  758. pScene->mMeshes = new aiMesh *[mMeshes.size()];
  759. std::copy(mMeshes.begin(), mMeshes.end(), pScene->mMeshes);
  760. mMeshes.clear();
  761. }
  762. // ------------------------------------------------------------------------------------------------
  763. // Stores all cameras in the given scene
  764. void ColladaLoader::StoreSceneCameras(aiScene *pScene) {
  765. pScene->mNumCameras = static_cast<unsigned int>(mCameras.size());
  766. if (mCameras.empty()) {
  767. return;
  768. }
  769. pScene->mCameras = new aiCamera *[mCameras.size()];
  770. std::copy(mCameras.begin(), mCameras.end(), pScene->mCameras);
  771. mCameras.clear();
  772. }
  773. // ------------------------------------------------------------------------------------------------
  774. // Stores all lights in the given scene
  775. void ColladaLoader::StoreSceneLights(aiScene *pScene) {
  776. pScene->mNumLights = static_cast<unsigned int>(mLights.size());
  777. if (mLights.empty()) {
  778. return;
  779. }
  780. pScene->mLights = new aiLight *[mLights.size()];
  781. std::copy(mLights.begin(), mLights.end(), pScene->mLights);
  782. mLights.clear();
  783. }
  784. // ------------------------------------------------------------------------------------------------
  785. // Stores all textures in the given scene
  786. void ColladaLoader::StoreSceneTextures(aiScene *pScene) {
  787. pScene->mNumTextures = static_cast<unsigned int>(mTextures.size());
  788. if (mTextures.empty()) {
  789. return;
  790. }
  791. pScene->mTextures = new aiTexture *[mTextures.size()];
  792. std::copy(mTextures.begin(), mTextures.end(), pScene->mTextures);
  793. mTextures.clear();
  794. }
  795. // ------------------------------------------------------------------------------------------------
  796. // Stores all materials in the given scene
  797. void ColladaLoader::StoreSceneMaterials(aiScene *pScene) {
  798. pScene->mNumMaterials = static_cast<unsigned int>(newMats.size());
  799. if (newMats.empty()) {
  800. return;
  801. }
  802. pScene->mMaterials = new aiMaterial *[newMats.size()];
  803. for (unsigned int i = 0; i < newMats.size(); ++i) {
  804. pScene->mMaterials[i] = newMats[i].second;
  805. }
  806. newMats.clear();
  807. }
  808. // ------------------------------------------------------------------------------------------------
  809. // Stores all animations
  810. void ColladaLoader::StoreAnimations(aiScene *pScene, const ColladaParser &pParser) {
  811. // recursively collect all animations from the collada scene
  812. StoreAnimations(pScene, pParser, &pParser.mAnims, "");
  813. // catch special case: many animations with the same length, each affecting only a single node.
  814. // we need to unite all those single-node-anims to a proper combined animation
  815. for (size_t a = 0; a < mAnims.size(); ++a) {
  816. aiAnimation *templateAnim = mAnims[a];
  817. if (templateAnim->mNumChannels == 1) {
  818. // search for other single-channel-anims with the same duration
  819. std::vector<size_t> collectedAnimIndices;
  820. for (size_t b = a + 1; b < mAnims.size(); ++b) {
  821. aiAnimation *other = mAnims[b];
  822. if (other->mNumChannels == 1 && other->mDuration == templateAnim->mDuration &&
  823. other->mTicksPerSecond == templateAnim->mTicksPerSecond)
  824. collectedAnimIndices.push_back(b);
  825. }
  826. // We only want to combine the animations if they have different channels
  827. std::set<std::string> animTargets;
  828. animTargets.insert(templateAnim->mChannels[0]->mNodeName.C_Str());
  829. bool collectedAnimationsHaveDifferentChannels = true;
  830. for (unsigned long long collectedAnimIndice : collectedAnimIndices) {
  831. aiAnimation *srcAnimation = mAnims[(int)collectedAnimIndice];
  832. std::string channelName = std::string(srcAnimation->mChannels[0]->mNodeName.C_Str());
  833. if (animTargets.find(channelName) == animTargets.end()) {
  834. animTargets.insert(channelName);
  835. } else {
  836. collectedAnimationsHaveDifferentChannels = false;
  837. break;
  838. }
  839. }
  840. if (!collectedAnimationsHaveDifferentChannels) {
  841. continue;
  842. }
  843. // if there are other animations which fit the template anim, combine all channels into a single anim
  844. if (!collectedAnimIndices.empty()) {
  845. aiAnimation *combinedAnim = new aiAnimation();
  846. combinedAnim->mName = aiString(std::string("combinedAnim_") + char('0' + a));
  847. combinedAnim->mDuration = templateAnim->mDuration;
  848. combinedAnim->mTicksPerSecond = templateAnim->mTicksPerSecond;
  849. combinedAnim->mNumChannels = static_cast<unsigned int>(collectedAnimIndices.size() + 1);
  850. combinedAnim->mChannels = new aiNodeAnim *[combinedAnim->mNumChannels];
  851. // add the template anim as first channel by moving its aiNodeAnim to the combined animation
  852. combinedAnim->mChannels[0] = templateAnim->mChannels[0];
  853. templateAnim->mChannels[0] = nullptr;
  854. delete templateAnim;
  855. // combined animation replaces template animation in the anim array
  856. mAnims[a] = combinedAnim;
  857. // move the memory of all other anims to the combined anim and erase them from the source anims
  858. for (size_t b = 0; b < collectedAnimIndices.size(); ++b) {
  859. aiAnimation *srcAnimation = mAnims[collectedAnimIndices[b]];
  860. combinedAnim->mChannels[1 + b] = srcAnimation->mChannels[0];
  861. srcAnimation->mChannels[0] = nullptr;
  862. delete srcAnimation;
  863. }
  864. // in a second go, delete all the single-channel-anims that we've stripped from their channels
  865. // back to front to preserve indices - you know, removing an element from a vector moves all elements behind the removed one
  866. while (!collectedAnimIndices.empty()) {
  867. mAnims.erase(mAnims.begin() + collectedAnimIndices.back());
  868. collectedAnimIndices.pop_back();
  869. }
  870. }
  871. }
  872. }
  873. // now store all anims in the scene
  874. if (!mAnims.empty()) {
  875. pScene->mNumAnimations = static_cast<unsigned int>(mAnims.size());
  876. pScene->mAnimations = new aiAnimation *[mAnims.size()];
  877. std::copy(mAnims.begin(), mAnims.end(), pScene->mAnimations);
  878. }
  879. mAnims.clear();
  880. }
  881. // ------------------------------------------------------------------------------------------------
  882. // Constructs the animations for the given source anim
  883. void ColladaLoader::StoreAnimations(aiScene *pScene, const ColladaParser &pParser, const Animation *pSrcAnim, const std::string &pPrefix) {
  884. std::string animName = pPrefix.empty() ? pSrcAnim->mName : pPrefix + "_" + pSrcAnim->mName;
  885. // create nested animations, if given
  886. for (auto mSubAnim : pSrcAnim->mSubAnims) {
  887. StoreAnimations(pScene, pParser, mSubAnim, animName);
  888. }
  889. // create animation channels, if any
  890. if (!pSrcAnim->mChannels.empty()) {
  891. CreateAnimation(pScene, pParser, pSrcAnim, animName);
  892. }
  893. }
  894. struct MorphTimeValues {
  895. float mTime;
  896. struct key {
  897. float mWeight;
  898. unsigned int mValue;
  899. };
  900. std::vector<key> mKeys;
  901. };
  902. void insertMorphTimeValue(std::vector<MorphTimeValues> &values, float time, float weight, unsigned int value) {
  903. MorphTimeValues::key k;
  904. k.mValue = value;
  905. k.mWeight = weight;
  906. if (values.empty() || time < values[0].mTime) {
  907. MorphTimeValues val;
  908. val.mTime = time;
  909. val.mKeys.push_back(k);
  910. values.insert(values.begin(), val);
  911. return;
  912. }
  913. if (time > values.back().mTime) {
  914. MorphTimeValues val;
  915. val.mTime = time;
  916. val.mKeys.push_back(k);
  917. values.insert(values.end(), val);
  918. return;
  919. }
  920. for (unsigned int i = 0; i < values.size(); i++) {
  921. if (std::abs(time - values[i].mTime) < 1e-6f) {
  922. values[i].mKeys.push_back(k);
  923. return;
  924. } else if (time > values[i].mTime && time < values[i + 1].mTime) {
  925. MorphTimeValues val;
  926. val.mTime = time;
  927. val.mKeys.push_back(k);
  928. values.insert(values.begin() + i, val);
  929. return;
  930. }
  931. }
  932. }
  933. static float getWeightAtKey(const std::vector<MorphTimeValues> &values, int key, unsigned int value) {
  934. for (auto mKey : values[key].mKeys) {
  935. if (mKey.mValue == value) {
  936. return mKey.mWeight;
  937. }
  938. }
  939. // no value at key found, try to interpolate if present at other keys. if not, return zero
  940. // TODO: interpolation
  941. return 0.0f;
  942. }
  943. // ------------------------------------------------------------------------------------------------
  944. // Constructs the animation for the given source anim
  945. void ColladaLoader::CreateAnimation(aiScene *pScene, const ColladaParser &pParser, const Animation *pSrcAnim, const std::string &pName) {
  946. // collect a list of animatable nodes
  947. std::vector<const aiNode *> nodes;
  948. CollectNodes(pScene->mRootNode, nodes);
  949. std::vector<aiNodeAnim *> anims;
  950. std::vector<aiMeshMorphAnim *> morphAnims;
  951. for (auto node : nodes) {
  952. // find all the collada anim channels which refer to the current node
  953. std::vector<ChannelEntry> entries;
  954. std::string nodeName = node->mName.data;
  955. // find the collada node corresponding to the aiNode
  956. const Node *srcNode = FindNode(pParser.mRootNode, nodeName);
  957. if (!srcNode) {
  958. continue;
  959. }
  960. // now check all channels if they affect the current node
  961. std::string targetID, subElement;
  962. for (std::vector<AnimationChannel>::const_iterator cit = pSrcAnim->mChannels.begin();
  963. cit != pSrcAnim->mChannels.end(); ++cit) {
  964. const AnimationChannel &srcChannel = *cit;
  965. ChannelEntry entry;
  966. // we expect the animation target to be of type "nodeName/transformID.subElement". Ignore all others
  967. // find the slash that separates the node name - there should be only one
  968. std::string::size_type slashPos = srcChannel.mTarget.find('/');
  969. if (slashPos == std::string::npos) {
  970. std::string::size_type targetPos = srcChannel.mTarget.find(srcNode->mID);
  971. if (targetPos == std::string::npos) {
  972. continue;
  973. }
  974. // not node transform, but something else. store as unknown animation channel for now
  975. entry.mChannel = &(*cit);
  976. entry.mTargetId = srcChannel.mTarget.substr(targetPos + pSrcAnim->mName.length(),
  977. srcChannel.mTarget.length() - targetPos - pSrcAnim->mName.length());
  978. if (entry.mTargetId.front() == '-') {
  979. entry.mTargetId = entry.mTargetId.substr(1);
  980. }
  981. entries.push_back(entry);
  982. continue;
  983. }
  984. if (srcChannel.mTarget.find('/', slashPos + 1) != std::string::npos) {
  985. continue;
  986. }
  987. targetID.clear();
  988. targetID = srcChannel.mTarget.substr(0, slashPos);
  989. if (targetID != srcNode->mID) {
  990. continue;
  991. }
  992. // find the dot that separates the transformID - there should be only one or zero
  993. std::string::size_type dotPos = srcChannel.mTarget.find('.');
  994. if (dotPos != std::string::npos) {
  995. if (srcChannel.mTarget.find('.', dotPos + 1) != std::string::npos) {
  996. continue;
  997. }
  998. entry.mTransformId = srcChannel.mTarget.substr(slashPos + 1, dotPos - slashPos - 1);
  999. subElement.clear();
  1000. subElement = srcChannel.mTarget.substr(dotPos + 1);
  1001. if (subElement == "ANGLE")
  1002. entry.mSubElement = 3; // last number in an Axis-Angle-Transform is the angle
  1003. else if (subElement == "X")
  1004. entry.mSubElement = 0;
  1005. else if (subElement == "Y")
  1006. entry.mSubElement = 1;
  1007. else if (subElement == "Z")
  1008. entry.mSubElement = 2;
  1009. else
  1010. ASSIMP_LOG_WARN_F("Unknown anim subelement <", subElement, ">. Ignoring");
  1011. } else {
  1012. // no sub-element following, transformId is remaining string
  1013. entry.mTransformId = srcChannel.mTarget.substr(slashPos + 1);
  1014. }
  1015. std::string::size_type bracketPos = srcChannel.mTarget.find('(');
  1016. if (bracketPos != std::string::npos) {
  1017. entry.mTransformId = srcChannel.mTarget.substr(slashPos + 1, bracketPos - slashPos - 1);
  1018. subElement.clear();
  1019. subElement = srcChannel.mTarget.substr(bracketPos);
  1020. if (subElement == "(0)(0)")
  1021. entry.mSubElement = 0;
  1022. else if (subElement == "(1)(0)")
  1023. entry.mSubElement = 1;
  1024. else if (subElement == "(2)(0)")
  1025. entry.mSubElement = 2;
  1026. else if (subElement == "(3)(0)")
  1027. entry.mSubElement = 3;
  1028. else if (subElement == "(0)(1)")
  1029. entry.mSubElement = 4;
  1030. else if (subElement == "(1)(1)")
  1031. entry.mSubElement = 5;
  1032. else if (subElement == "(2)(1)")
  1033. entry.mSubElement = 6;
  1034. else if (subElement == "(3)(1)")
  1035. entry.mSubElement = 7;
  1036. else if (subElement == "(0)(2)")
  1037. entry.mSubElement = 8;
  1038. else if (subElement == "(1)(2)")
  1039. entry.mSubElement = 9;
  1040. else if (subElement == "(2)(2)")
  1041. entry.mSubElement = 10;
  1042. else if (subElement == "(3)(2)")
  1043. entry.mSubElement = 11;
  1044. else if (subElement == "(0)(3)")
  1045. entry.mSubElement = 12;
  1046. else if (subElement == "(1)(3)")
  1047. entry.mSubElement = 13;
  1048. else if (subElement == "(2)(3)")
  1049. entry.mSubElement = 14;
  1050. else if (subElement == "(3)(3)")
  1051. entry.mSubElement = 15;
  1052. }
  1053. // determine which transform step is affected by this channel
  1054. entry.mTransformIndex = SIZE_MAX;
  1055. for (size_t a = 0; a < srcNode->mTransforms.size(); ++a)
  1056. if (srcNode->mTransforms[a].mID == entry.mTransformId)
  1057. entry.mTransformIndex = a;
  1058. if (entry.mTransformIndex == SIZE_MAX) {
  1059. if (entry.mTransformId.find("morph-weights") == std::string::npos) {
  1060. continue;
  1061. }
  1062. entry.mTargetId = entry.mTransformId;
  1063. entry.mTransformId = std::string();
  1064. }
  1065. entry.mChannel = &(*cit);
  1066. entries.push_back(entry);
  1067. }
  1068. // if there's no channel affecting the current node, we skip it
  1069. if (entries.empty()) {
  1070. continue;
  1071. }
  1072. // resolve the data pointers for all anim channels. Find the minimum time while we're at it
  1073. ai_real startTime = ai_real(1e20), endTime = ai_real(-1e20);
  1074. for (ChannelEntry & e : entries) {
  1075. e.mTimeAccessor = &pParser.ResolveLibraryReference(pParser.mAccessorLibrary, e.mChannel->mSourceTimes);
  1076. e.mTimeData = &pParser.ResolveLibraryReference(pParser.mDataLibrary, e.mTimeAccessor->mSource);
  1077. e.mValueAccessor = &pParser.ResolveLibraryReference(pParser.mAccessorLibrary, e.mChannel->mSourceValues);
  1078. e.mValueData = &pParser.ResolveLibraryReference(pParser.mDataLibrary, e.mValueAccessor->mSource);
  1079. // time count and value count must match
  1080. if (e.mTimeAccessor->mCount != e.mValueAccessor->mCount) {
  1081. throw DeadlyImportError("Time count / value count mismatch in animation channel \"", e.mChannel->mTarget, "\".");
  1082. }
  1083. if (e.mTimeAccessor->mCount > 0) {
  1084. // find bounding times
  1085. startTime = std::min(startTime, ReadFloat(*e.mTimeAccessor, *e.mTimeData, 0, 0));
  1086. endTime = std::max(endTime, ReadFloat(*e.mTimeAccessor, *e.mTimeData, e.mTimeAccessor->mCount - 1, 0));
  1087. }
  1088. }
  1089. std::vector<aiMatrix4x4> resultTrafos;
  1090. if (!entries.empty() && entries.front().mTimeAccessor->mCount > 0) {
  1091. // create a local transformation chain of the node's transforms
  1092. std::vector<Collada::Transform> transforms = srcNode->mTransforms;
  1093. // now for every unique point in time, find or interpolate the key values for that time
  1094. // and apply them to the transform chain. Then the node's present transformation can be calculated.
  1095. ai_real time = startTime;
  1096. while (1) {
  1097. for (ChannelEntry & e : entries) {
  1098. // find the keyframe behind the current point in time
  1099. size_t pos = 0;
  1100. ai_real postTime = 0.0;
  1101. while (1) {
  1102. if (pos >= e.mTimeAccessor->mCount) {
  1103. break;
  1104. }
  1105. postTime = ReadFloat(*e.mTimeAccessor, *e.mTimeData, pos, 0);
  1106. if (postTime >= time) {
  1107. break;
  1108. }
  1109. ++pos;
  1110. }
  1111. pos = std::min(pos, e.mTimeAccessor->mCount - 1);
  1112. // read values from there
  1113. ai_real temp[16];
  1114. for (size_t c = 0; c < e.mValueAccessor->mSize; ++c) {
  1115. temp[c] = ReadFloat(*e.mValueAccessor, *e.mValueData, pos, c);
  1116. }
  1117. // if not exactly at the key time, interpolate with previous value set
  1118. if (postTime > time && pos > 0) {
  1119. ai_real preTime = ReadFloat(*e.mTimeAccessor, *e.mTimeData, pos - 1, 0);
  1120. ai_real factor = (time - postTime) / (preTime - postTime);
  1121. for (size_t c = 0; c < e.mValueAccessor->mSize; ++c) {
  1122. ai_real v = ReadFloat(*e.mValueAccessor, *e.mValueData, pos - 1, c);
  1123. temp[c] += (v - temp[c]) * factor;
  1124. }
  1125. }
  1126. // Apply values to current transformation
  1127. std::copy(temp, temp + e.mValueAccessor->mSize, transforms[e.mTransformIndex].f + e.mSubElement);
  1128. }
  1129. // Calculate resulting transformation
  1130. aiMatrix4x4 mat = pParser.CalculateResultTransform(transforms);
  1131. // out of laziness: we store the time in matrix.d4
  1132. mat.d4 = time;
  1133. resultTrafos.push_back(mat);
  1134. // find next point in time to evaluate. That's the closest frame larger than the current in any channel
  1135. ai_real nextTime = ai_real(1e20);
  1136. for (ChannelEntry & channelElement : entries) {
  1137. // find the next time value larger than the current
  1138. size_t pos = 0;
  1139. while (pos < channelElement.mTimeAccessor->mCount) {
  1140. const ai_real t = ReadFloat(*channelElement.mTimeAccessor, *channelElement.mTimeData, pos, 0);
  1141. if (t > time) {
  1142. nextTime = std::min(nextTime, t);
  1143. break;
  1144. }
  1145. ++pos;
  1146. }
  1147. // https://github.com/assimp/assimp/issues/458
  1148. // Sub-sample axis-angle channels if the delta between two consecutive
  1149. // key-frame angles is >= 180 degrees.
  1150. if (transforms[channelElement.mTransformIndex].mType == TF_ROTATE && channelElement.mSubElement == 3 && pos > 0 && pos < channelElement.mTimeAccessor->mCount) {
  1151. const ai_real cur_key_angle = ReadFloat(*channelElement.mValueAccessor, *channelElement.mValueData, pos, 0);
  1152. const ai_real last_key_angle = ReadFloat(*channelElement.mValueAccessor, *channelElement.mValueData, pos - 1, 0);
  1153. const ai_real cur_key_time = ReadFloat(*channelElement.mTimeAccessor, *channelElement.mTimeData, pos, 0);
  1154. const ai_real last_key_time = ReadFloat(*channelElement.mTimeAccessor, *channelElement.mTimeData, pos - 1, 0);
  1155. 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);
  1156. const ai_real delta = std::abs(cur_key_angle - last_eval_angle);
  1157. if (delta >= 180.0) {
  1158. const int subSampleCount = static_cast<int>(std::floor(delta / 90.0));
  1159. if (cur_key_time != time) {
  1160. const ai_real nextSampleTime = time + (cur_key_time - time) / subSampleCount;
  1161. nextTime = std::min(nextTime, nextSampleTime);
  1162. }
  1163. }
  1164. }
  1165. }
  1166. // no more keys on any channel after the current time -> we're done
  1167. if (nextTime > 1e19) {
  1168. break;
  1169. }
  1170. // else construct next key-frame at this following time point
  1171. time = nextTime;
  1172. }
  1173. }
  1174. // build an animation channel for the given node out of these trafo keys
  1175. if (!resultTrafos.empty()) {
  1176. aiNodeAnim *dstAnim = new aiNodeAnim;
  1177. dstAnim->mNodeName = nodeName;
  1178. dstAnim->mNumPositionKeys = static_cast<unsigned int>(resultTrafos.size());
  1179. dstAnim->mNumRotationKeys = static_cast<unsigned int>(resultTrafos.size());
  1180. dstAnim->mNumScalingKeys = static_cast<unsigned int>(resultTrafos.size());
  1181. dstAnim->mPositionKeys = new aiVectorKey[resultTrafos.size()];
  1182. dstAnim->mRotationKeys = new aiQuatKey[resultTrafos.size()];
  1183. dstAnim->mScalingKeys = new aiVectorKey[resultTrafos.size()];
  1184. for (size_t a = 0; a < resultTrafos.size(); ++a) {
  1185. aiMatrix4x4 mat = resultTrafos[a];
  1186. double time = double(mat.d4); // remember? time is stored in mat.d4
  1187. mat.d4 = 1.0f;
  1188. dstAnim->mPositionKeys[a].mTime = time * kMillisecondsFromSeconds;
  1189. dstAnim->mRotationKeys[a].mTime = time * kMillisecondsFromSeconds;
  1190. dstAnim->mScalingKeys[a].mTime = time * kMillisecondsFromSeconds;
  1191. mat.Decompose(dstAnim->mScalingKeys[a].mValue, dstAnim->mRotationKeys[a].mValue, dstAnim->mPositionKeys[a].mValue);
  1192. }
  1193. anims.push_back(dstAnim);
  1194. } else {
  1195. ASSIMP_LOG_WARN("Collada loader: found empty animation channel, ignored. Please check your exporter.");
  1196. }
  1197. if (!entries.empty() && entries.front().mTimeAccessor->mCount > 0) {
  1198. std::vector<ChannelEntry> morphChannels;
  1199. for (ChannelEntry & e : entries) {
  1200. // skip non-transform types
  1201. if (e.mTargetId.empty()) {
  1202. continue;
  1203. }
  1204. if (e.mTargetId.find("morph-weights") != std::string::npos) {
  1205. morphChannels.push_back(e);
  1206. }
  1207. }
  1208. if (!morphChannels.empty()) {
  1209. // either 1) morph weight animation count should contain morph target count channels
  1210. // or 2) one channel with morph target count arrays
  1211. // assume first
  1212. aiMeshMorphAnim *morphAnim = new aiMeshMorphAnim;
  1213. morphAnim->mName.Set(nodeName);
  1214. std::vector<MorphTimeValues> morphTimeValues;
  1215. int morphAnimChannelIndex = 0;
  1216. for (ChannelEntry & e : morphChannels) {
  1217. std::string::size_type apos = e.mTargetId.find('(');
  1218. std::string::size_type bpos = e.mTargetId.find(')');
  1219. // If unknown way to specify weight -> ignore this animation
  1220. if (apos == std::string::npos || bpos == std::string::npos) {
  1221. continue;
  1222. }
  1223. // weight target can be in format Weight_M_N, Weight_N, WeightN, or some other way
  1224. // we ignore the name and just assume the channels are in the right order
  1225. for (unsigned int i = 0; i < e.mTimeData->mValues.size(); i++) {
  1226. insertMorphTimeValue(morphTimeValues, e.mTimeData->mValues[i], e.mValueData->mValues[i], morphAnimChannelIndex);
  1227. }
  1228. ++morphAnimChannelIndex;
  1229. }
  1230. morphAnim->mNumKeys = static_cast<unsigned int>(morphTimeValues.size());
  1231. morphAnim->mKeys = new aiMeshMorphKey[morphAnim->mNumKeys];
  1232. for (unsigned int key = 0; key < morphAnim->mNumKeys; key++) {
  1233. morphAnim->mKeys[key].mNumValuesAndWeights = static_cast<unsigned int>(morphChannels.size());
  1234. morphAnim->mKeys[key].mValues = new unsigned int[morphChannels.size()];
  1235. morphAnim->mKeys[key].mWeights = new double[morphChannels.size()];
  1236. morphAnim->mKeys[key].mTime = morphTimeValues[key].mTime * kMillisecondsFromSeconds;
  1237. for (unsigned int valueIndex = 0; valueIndex < morphChannels.size(); ++valueIndex) {
  1238. morphAnim->mKeys[key].mValues[valueIndex] = valueIndex;
  1239. morphAnim->mKeys[key].mWeights[valueIndex] = getWeightAtKey(morphTimeValues, key, valueIndex);
  1240. }
  1241. }
  1242. morphAnims.push_back(morphAnim);
  1243. }
  1244. }
  1245. }
  1246. if (!anims.empty() || !morphAnims.empty()) {
  1247. aiAnimation *anim = new aiAnimation;
  1248. anim->mName.Set(pName);
  1249. anim->mNumChannels = static_cast<unsigned int>(anims.size());
  1250. if (anim->mNumChannels > 0) {
  1251. anim->mChannels = new aiNodeAnim *[anims.size()];
  1252. std::copy(anims.begin(), anims.end(), anim->mChannels);
  1253. }
  1254. anim->mNumMorphMeshChannels = static_cast<unsigned int>(morphAnims.size());
  1255. if (anim->mNumMorphMeshChannels > 0) {
  1256. anim->mMorphMeshChannels = new aiMeshMorphAnim *[anim->mNumMorphMeshChannels];
  1257. std::copy(morphAnims.begin(), morphAnims.end(), anim->mMorphMeshChannels);
  1258. }
  1259. anim->mDuration = 0.0f;
  1260. for (auto & a : anims) {
  1261. anim->mDuration = std::max(anim->mDuration, a->mPositionKeys[a->mNumPositionKeys - 1].mTime);
  1262. anim->mDuration = std::max(anim->mDuration, a->mRotationKeys[a->mNumRotationKeys - 1].mTime);
  1263. anim->mDuration = std::max(anim->mDuration, a->mScalingKeys[a->mNumScalingKeys - 1].mTime);
  1264. }
  1265. for (auto & morphAnim : morphAnims) {
  1266. anim->mDuration = std::max(anim->mDuration, morphAnim->mKeys[morphAnim->mNumKeys - 1].mTime);
  1267. }
  1268. anim->mTicksPerSecond = 1000.0;
  1269. mAnims.push_back(anim);
  1270. }
  1271. }
  1272. // ------------------------------------------------------------------------------------------------
  1273. // Add a texture to a material structure
  1274. void ColladaLoader::AddTexture(aiMaterial &mat,
  1275. const ColladaParser &pParser,
  1276. const Effect &effect,
  1277. const Sampler &sampler,
  1278. aiTextureType type,
  1279. unsigned int idx) {
  1280. // first of all, basic file name
  1281. const aiString name = FindFilenameForEffectTexture(pParser, effect, sampler.mName);
  1282. mat.AddProperty(&name, _AI_MATKEY_TEXTURE_BASE, type, idx);
  1283. // mapping mode
  1284. int map = aiTextureMapMode_Clamp;
  1285. if (sampler.mWrapU) {
  1286. map = aiTextureMapMode_Wrap;
  1287. }
  1288. if (sampler.mWrapU && sampler.mMirrorU) {
  1289. map = aiTextureMapMode_Mirror;
  1290. }
  1291. mat.AddProperty(&map, 1, _AI_MATKEY_MAPPINGMODE_U_BASE, type, idx);
  1292. map = aiTextureMapMode_Clamp;
  1293. if (sampler.mWrapV) {
  1294. map = aiTextureMapMode_Wrap;
  1295. }
  1296. if (sampler.mWrapV && sampler.mMirrorV) {
  1297. map = aiTextureMapMode_Mirror;
  1298. }
  1299. mat.AddProperty(&map, 1, _AI_MATKEY_MAPPINGMODE_V_BASE, type, idx);
  1300. // UV transformation
  1301. mat.AddProperty(&sampler.mTransform, 1,
  1302. _AI_MATKEY_UVTRANSFORM_BASE, type, idx);
  1303. // Blend mode
  1304. mat.AddProperty((int *)&sampler.mOp, 1,
  1305. _AI_MATKEY_TEXBLEND_BASE, type, idx);
  1306. // Blend factor
  1307. mat.AddProperty((ai_real *)&sampler.mWeighting, 1,
  1308. _AI_MATKEY_TEXBLEND_BASE, type, idx);
  1309. // UV source index ... if we didn't resolve the mapping, it is actually just
  1310. // a guess but it works in most cases. We search for the frst occurrence of a
  1311. // number in the channel name. We assume it is the zero-based index into the
  1312. // UV channel array of all corresponding meshes. It could also be one-based
  1313. // for some exporters, but we won't care of it unless someone complains about.
  1314. if (sampler.mUVId != UINT_MAX) {
  1315. map = sampler.mUVId;
  1316. } else {
  1317. map = -1;
  1318. for (std::string::const_iterator it = sampler.mUVChannel.begin(); it != sampler.mUVChannel.end(); ++it) {
  1319. if (IsNumeric(*it)) {
  1320. map = strtoul10(&(*it));
  1321. break;
  1322. }
  1323. }
  1324. if (-1 == map) {
  1325. ASSIMP_LOG_WARN("Collada: unable to determine UV channel for texture");
  1326. map = 0;
  1327. }
  1328. }
  1329. mat.AddProperty(&map, 1, _AI_MATKEY_UVWSRC_BASE, type, idx);
  1330. }
  1331. // ------------------------------------------------------------------------------------------------
  1332. // Fills materials from the collada material definitions
  1333. void ColladaLoader::FillMaterials(const ColladaParser &pParser, aiScene * /*pScene*/) {
  1334. for (auto &elem : newMats) {
  1335. aiMaterial &mat = (aiMaterial &)*elem.second;
  1336. Collada::Effect &effect = *elem.first;
  1337. // resolve shading mode
  1338. int shadeMode;
  1339. if (effect.mFaceted) {
  1340. shadeMode = aiShadingMode_Flat;
  1341. } else {
  1342. switch (effect.mShadeType) {
  1343. case Collada::Shade_Constant:
  1344. shadeMode = aiShadingMode_NoShading;
  1345. break;
  1346. case Collada::Shade_Lambert:
  1347. shadeMode = aiShadingMode_Gouraud;
  1348. break;
  1349. case Collada::Shade_Blinn:
  1350. shadeMode = aiShadingMode_Blinn;
  1351. break;
  1352. case Collada::Shade_Phong:
  1353. shadeMode = aiShadingMode_Phong;
  1354. break;
  1355. default:
  1356. ASSIMP_LOG_WARN("Collada: Unrecognized shading mode, using gouraud shading");
  1357. shadeMode = aiShadingMode_Gouraud;
  1358. break;
  1359. }
  1360. }
  1361. mat.AddProperty<int>(&shadeMode, 1, AI_MATKEY_SHADING_MODEL);
  1362. // double-sided?
  1363. shadeMode = effect.mDoubleSided;
  1364. mat.AddProperty<int>(&shadeMode, 1, AI_MATKEY_TWOSIDED);
  1365. // wire-frame?
  1366. shadeMode = effect.mWireframe;
  1367. mat.AddProperty<int>(&shadeMode, 1, AI_MATKEY_ENABLE_WIREFRAME);
  1368. // add material colors
  1369. mat.AddProperty(&effect.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
  1370. mat.AddProperty(&effect.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
  1371. mat.AddProperty(&effect.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
  1372. mat.AddProperty(&effect.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
  1373. mat.AddProperty(&effect.mReflective, 1, AI_MATKEY_COLOR_REFLECTIVE);
  1374. // scalar properties
  1375. mat.AddProperty(&effect.mShininess, 1, AI_MATKEY_SHININESS);
  1376. mat.AddProperty(&effect.mReflectivity, 1, AI_MATKEY_REFLECTIVITY);
  1377. mat.AddProperty(&effect.mRefractIndex, 1, AI_MATKEY_REFRACTI);
  1378. // transparency, a very hard one. seemingly not all files are following the
  1379. // specification here (1.0 transparency => completely opaque)...
  1380. // therefore, we let the opportunity for the user to manually invert
  1381. // the transparency if necessary and we add preliminary support for RGB_ZERO mode
  1382. if (effect.mTransparency >= 0.f && effect.mTransparency <= 1.f) {
  1383. // handle RGB transparency completely, cf Collada specs 1.5.0 pages 249 and 304
  1384. if (effect.mRGBTransparency) {
  1385. // use luminance as defined by ISO/CIE color standards (see ITU-R Recommendation BT.709-4)
  1386. effect.mTransparency *= (0.212671f * effect.mTransparent.r +
  1387. 0.715160f * effect.mTransparent.g +
  1388. 0.072169f * effect.mTransparent.b);
  1389. effect.mTransparent.a = 1.f;
  1390. mat.AddProperty(&effect.mTransparent, 1, AI_MATKEY_COLOR_TRANSPARENT);
  1391. } else {
  1392. effect.mTransparency *= effect.mTransparent.a;
  1393. }
  1394. if (effect.mInvertTransparency) {
  1395. effect.mTransparency = 1.f - effect.mTransparency;
  1396. }
  1397. // Is the material finally transparent ?
  1398. if (effect.mHasTransparency || effect.mTransparency < 1.f) {
  1399. mat.AddProperty(&effect.mTransparency, 1, AI_MATKEY_OPACITY);
  1400. }
  1401. }
  1402. // add textures, if given
  1403. if (!effect.mTexAmbient.mName.empty()) {
  1404. // It is merely a light-map
  1405. AddTexture(mat, pParser, effect, effect.mTexAmbient, aiTextureType_LIGHTMAP);
  1406. }
  1407. if (!effect.mTexEmissive.mName.empty())
  1408. AddTexture(mat, pParser, effect, effect.mTexEmissive, aiTextureType_EMISSIVE);
  1409. if (!effect.mTexSpecular.mName.empty())
  1410. AddTexture(mat, pParser, effect, effect.mTexSpecular, aiTextureType_SPECULAR);
  1411. if (!effect.mTexDiffuse.mName.empty())
  1412. AddTexture(mat, pParser, effect, effect.mTexDiffuse, aiTextureType_DIFFUSE);
  1413. if (!effect.mTexBump.mName.empty())
  1414. AddTexture(mat, pParser, effect, effect.mTexBump, aiTextureType_NORMALS);
  1415. if (!effect.mTexTransparent.mName.empty())
  1416. AddTexture(mat, pParser, effect, effect.mTexTransparent, aiTextureType_OPACITY);
  1417. if (!effect.mTexReflective.mName.empty())
  1418. AddTexture(mat, pParser, effect, effect.mTexReflective, aiTextureType_REFLECTION);
  1419. }
  1420. }
  1421. // ------------------------------------------------------------------------------------------------
  1422. // Constructs materials from the collada material definitions
  1423. void ColladaLoader::BuildMaterials(ColladaParser &pParser, aiScene * /*pScene*/) {
  1424. newMats.reserve(pParser.mMaterialLibrary.size());
  1425. for (ColladaParser::MaterialLibrary::const_iterator matIt = pParser.mMaterialLibrary.begin();
  1426. matIt != pParser.mMaterialLibrary.end(); ++matIt) {
  1427. const Material &material = matIt->second;
  1428. // a material is only a reference to an effect
  1429. ColladaParser::EffectLibrary::iterator effIt = pParser.mEffectLibrary.find(material.mEffect);
  1430. if (effIt == pParser.mEffectLibrary.end())
  1431. continue;
  1432. Effect &effect = effIt->second;
  1433. // create material
  1434. aiMaterial *mat = new aiMaterial;
  1435. aiString name(material.mName.empty() ? matIt->first : material.mName);
  1436. mat->AddProperty(&name, AI_MATKEY_NAME);
  1437. // store the material
  1438. mMaterialIndexByName[matIt->first] = newMats.size();
  1439. newMats.push_back(std::pair<Effect *, aiMaterial *>(&effect, mat));
  1440. }
  1441. // ScenePreprocessor generates a default material automatically if none is there.
  1442. // All further code here in this loader works well without a valid material so
  1443. // we can safely let it to ScenePreprocessor.
  1444. }
  1445. // ------------------------------------------------------------------------------------------------
  1446. // Resolves the texture name for the given effect texture entry and loads the texture data
  1447. aiString ColladaLoader::FindFilenameForEffectTexture(const ColladaParser &pParser,
  1448. const Effect &pEffect, const std::string &pName) {
  1449. aiString result;
  1450. // recurse through the param references until we end up at an image
  1451. std::string name = pName;
  1452. while (1) {
  1453. // the given string is a param entry. Find it
  1454. Effect::ParamLibrary::const_iterator it = pEffect.mParams.find(name);
  1455. // if not found, we're at the end of the recursion. The resulting string should be the image ID
  1456. if (it == pEffect.mParams.end())
  1457. break;
  1458. // else recurse on
  1459. name = it->second.mReference;
  1460. }
  1461. // find the image referred by this name in the image library of the scene
  1462. ColladaParser::ImageLibrary::const_iterator imIt = pParser.mImageLibrary.find(name);
  1463. if (imIt == pParser.mImageLibrary.end()) {
  1464. ASSIMP_LOG_WARN_F("Collada: Unable to resolve effect texture entry \"", pName, "\", ended up at ID \"", name, "\".");
  1465. //set default texture file name
  1466. result.Set(name + ".jpg");
  1467. ColladaParser::UriDecodePath(result);
  1468. return result;
  1469. }
  1470. // if this is an embedded texture image setup an aiTexture for it
  1471. if (!imIt->second.mImageData.empty()) {
  1472. aiTexture *tex = new aiTexture();
  1473. // Store embedded texture name reference
  1474. tex->mFilename.Set(imIt->second.mFileName.c_str());
  1475. result.Set(imIt->second.mFileName);
  1476. // setup format hint
  1477. if (imIt->second.mEmbeddedFormat.length() >= HINTMAXTEXTURELEN) {
  1478. ASSIMP_LOG_WARN("Collada: texture format hint is too long, truncating to 3 characters");
  1479. }
  1480. strncpy(tex->achFormatHint, imIt->second.mEmbeddedFormat.c_str(), 3);
  1481. // and copy texture data
  1482. tex->mHeight = 0;
  1483. tex->mWidth = static_cast<unsigned int>(imIt->second.mImageData.size());
  1484. tex->pcData = (aiTexel *)new char[tex->mWidth];
  1485. memcpy(tex->pcData, &imIt->second.mImageData[0], tex->mWidth);
  1486. // and add this texture to the list
  1487. mTextures.push_back(tex);
  1488. return result;
  1489. }
  1490. if (imIt->second.mFileName.empty()) {
  1491. throw DeadlyImportError("Collada: Invalid texture, no data or file reference given");
  1492. }
  1493. result.Set(imIt->second.mFileName);
  1494. return result;
  1495. }
  1496. // ------------------------------------------------------------------------------------------------
  1497. // Reads a float value from an accessor and its data array.
  1498. ai_real ColladaLoader::ReadFloat(const Accessor &pAccessor, const Data &pData, size_t pIndex, size_t pOffset) const {
  1499. size_t pos = pAccessor.mStride * pIndex + pAccessor.mOffset + pOffset;
  1500. ai_assert(pos < pData.mValues.size());
  1501. return pData.mValues[pos];
  1502. }
  1503. // ------------------------------------------------------------------------------------------------
  1504. // Reads a string value from an accessor and its data array.
  1505. const std::string &ColladaLoader::ReadString(const Accessor &pAccessor, const Data &pData, size_t pIndex) const {
  1506. size_t pos = pAccessor.mStride * pIndex + pAccessor.mOffset;
  1507. ai_assert(pos < pData.mStrings.size());
  1508. return pData.mStrings[pos];
  1509. }
  1510. // ------------------------------------------------------------------------------------------------
  1511. // Collects all nodes into the given array
  1512. void ColladaLoader::CollectNodes(const aiNode *pNode, std::vector<const aiNode *> &poNodes) const {
  1513. poNodes.push_back(pNode);
  1514. for (size_t a = 0; a < pNode->mNumChildren; ++a) {
  1515. CollectNodes(pNode->mChildren[a], poNodes);
  1516. }
  1517. }
  1518. // ------------------------------------------------------------------------------------------------
  1519. // Finds a node in the collada scene by the given name
  1520. const Node *ColladaLoader::FindNode(const Node *pNode, const std::string &pName) const {
  1521. if (pNode->mName == pName || pNode->mID == pName)
  1522. return pNode;
  1523. for (auto a : pNode->mChildren) {
  1524. const Collada::Node *node = FindNode(a, pName);
  1525. if (node) {
  1526. return node;
  1527. }
  1528. }
  1529. return nullptr;
  1530. }
  1531. // ------------------------------------------------------------------------------------------------
  1532. // Finds a node in the collada scene by the given SID
  1533. const Node *ColladaLoader::FindNodeBySID(const Node *pNode, const std::string &pSID) const {
  1534. if (nullptr == pNode) {
  1535. return nullptr;
  1536. }
  1537. if (pNode->mSID == pSID) {
  1538. return pNode;
  1539. }
  1540. for (auto a : pNode->mChildren) {
  1541. const Collada::Node *node = FindNodeBySID(a, pSID);
  1542. if (node) {
  1543. return node;
  1544. }
  1545. }
  1546. return nullptr;
  1547. }
  1548. // ------------------------------------------------------------------------------------------------
  1549. // Finds a proper unique name for a node derived from the collada-node's properties.
  1550. // The name must be unique for proper node-bone association.
  1551. std::string ColladaLoader::FindNameForNode(const Node *pNode) {
  1552. // If explicitly requested, just use the collada name.
  1553. if (useColladaName) {
  1554. if (!pNode->mName.empty()) {
  1555. return pNode->mName;
  1556. } else {
  1557. return format() << "$ColladaAutoName$_" << mNodeNameCounter++;
  1558. }
  1559. } else {
  1560. // Now setup the name of the assimp node. The collada name might not be
  1561. // unique, so we use the collada ID.
  1562. if (!pNode->mID.empty())
  1563. return pNode->mID;
  1564. else if (!pNode->mSID.empty())
  1565. return pNode->mSID;
  1566. else {
  1567. // No need to worry. Unnamed nodes are no problem at all, except
  1568. // if cameras or lights need to be assigned to them.
  1569. return format() << "$ColladaAutoName$_" << mNodeNameCounter++;
  1570. }
  1571. }
  1572. }
  1573. } // Namespace Assimp
  1574. #endif // !! ASSIMP_BUILD_NO_DAE_IMPORTER