ColladaLoader.cpp 81 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 "ColladaLoader.h"
  37. #include "ColladaParser.h"
  38. #include <assimp/ColladaMetaData.h>
  39. #include <assimp/CreateAnimMesh.h>
  40. #include <assimp/ParsingUtils.h>
  41. #include <assimp/SkeletonMeshBuilder.h>
  42. #include <assimp/ZipArchiveIOSystem.h>
  43. #include <assimp/anim.h>
  44. #include <assimp/fast_atof.h>
  45. #include <assimp/importerdesc.h>
  46. #include <assimp/scene.h>
  47. #include <assimp/DefaultLogger.hpp>
  48. #include <assimp/Importer.hpp>
  49. #include <numeric>
  50. namespace Assimp {
  51. using namespace Assimp::Formatter;
  52. using namespace Assimp::Collada;
  53. static const aiImporterDesc desc = {
  54. "Collada Importer",
  55. "",
  56. "",
  57. "http://collada.org",
  58. aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportCompressedFlavour,
  59. 1,
  60. 3,
  61. 1,
  62. 5,
  63. "dae xml zae"
  64. };
  65. static const float kMillisecondsFromSeconds = 1000.f;
  66. // Add an item of metadata to a node
  67. // Assumes the key is not already in the list
  68. template <typename T>
  69. inline void AddNodeMetaData(aiNode *node, const std::string &key, const T &value) {
  70. if (nullptr == node->mMetaData) {
  71. node->mMetaData = new aiMetadata();
  72. }
  73. node->mMetaData->Add(key, value);
  74. }
  75. // ------------------------------------------------------------------------------------------------
  76. // Constructor to be privately used by Importer
  77. ColladaLoader::ColladaLoader() :
  78. mFileName(),
  79. mMeshIndexByID(),
  80. mMaterialIndexByName(),
  81. mMeshes(),
  82. newMats(),
  83. mCameras(),
  84. mLights(),
  85. mTextures(),
  86. mAnims(),
  87. noSkeletonMesh(false),
  88. removeEmptyBones(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. removeEmptyBones = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, true) != 0;
  114. ignoreUpDirection = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION, 0) != 0;
  115. useColladaName = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES, 0) != 0;
  116. }
  117. // ------------------------------------------------------------------------------------------------
  118. // Get file extension list
  119. const aiImporterDesc *ColladaLoader::GetInfo() const {
  120. return &desc;
  121. }
  122. // ------------------------------------------------------------------------------------------------
  123. // Imports the given file into the given scene structure.
  124. void ColladaLoader::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
  125. mFileName = pFile;
  126. // clean all member arrays - just for safety, it should work even if we did not
  127. mMeshIndexByID.clear();
  128. mMaterialIndexByName.clear();
  129. mMeshes.clear();
  130. mTargetMeshes.clear();
  131. newMats.clear();
  132. mLights.clear();
  133. mCameras.clear();
  134. mTextures.clear();
  135. mAnims.clear();
  136. // parse the input file
  137. ColladaParser parser(pIOHandler, pFile);
  138. if (!parser.mRootNode) {
  139. throw DeadlyImportError("Collada: File came out empty. Something is wrong here.");
  140. }
  141. // reserve some storage to avoid unnecessary reallocs
  142. newMats.reserve(parser.mMaterialLibrary.size() * 2u);
  143. mMeshes.reserve(parser.mMeshLibrary.size() * 2u);
  144. mCameras.reserve(parser.mCameraLibrary.size());
  145. mLights.reserve(parser.mLightLibrary.size());
  146. // create the materials first, for the meshes to find
  147. BuildMaterials(parser, pScene);
  148. // build the node hierarchy from it
  149. pScene->mRootNode = BuildHierarchy(parser, parser.mRootNode);
  150. // ... then fill the materials with the now adjusted settings
  151. FillMaterials(parser, pScene);
  152. // Apply unit-size scale calculation
  153. pScene->mRootNode->mTransformation *= aiMatrix4x4(parser.mUnitSize, 0, 0, 0,
  154. 0, parser.mUnitSize, 0, 0,
  155. 0, 0, parser.mUnitSize, 0,
  156. 0, 0, 0, 1);
  157. if (!ignoreUpDirection) {
  158. // Convert to Y_UP, if different orientation
  159. if (parser.mUpDirection == ColladaParser::UP_X) {
  160. pScene->mRootNode->mTransformation *= aiMatrix4x4(
  161. 0, -1, 0, 0,
  162. 1, 0, 0, 0,
  163. 0, 0, 1, 0,
  164. 0, 0, 0, 1);
  165. } else if (parser.mUpDirection == ColladaParser::UP_Z) {
  166. pScene->mRootNode->mTransformation *= aiMatrix4x4(
  167. 1, 0, 0, 0,
  168. 0, 0, 1, 0,
  169. 0, -1, 0, 0,
  170. 0, 0, 0, 1);
  171. }
  172. }
  173. // Store scene metadata
  174. if (!parser.mAssetMetaData.empty()) {
  175. const size_t numMeta(parser.mAssetMetaData.size());
  176. pScene->mMetaData = aiMetadata::Alloc(static_cast<unsigned int>(numMeta));
  177. size_t i = 0;
  178. for (auto it = parser.mAssetMetaData.cbegin(); it != parser.mAssetMetaData.cend(); ++it, ++i) {
  179. pScene->mMetaData->Set(static_cast<unsigned int>(i), (*it).first, (*it).second);
  180. }
  181. }
  182. StoreSceneMeshes(pScene);
  183. StoreSceneMaterials(pScene);
  184. StoreSceneTextures(pScene);
  185. StoreSceneLights(pScene);
  186. StoreSceneCameras(pScene);
  187. StoreAnimations(pScene, parser);
  188. // If no meshes have been loaded, it's probably just an animated skeleton.
  189. if (0u == pScene->mNumMeshes) {
  190. if (!noSkeletonMesh) {
  191. SkeletonMeshBuilder hero(pScene);
  192. }
  193. pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
  194. }
  195. }
  196. // ------------------------------------------------------------------------------------------------
  197. // Recursively constructs a scene node for the given parser node and returns it.
  198. aiNode *ColladaLoader::BuildHierarchy(const ColladaParser &pParser, const Collada::Node *pNode) {
  199. // create a node for it
  200. aiNode *node = new aiNode();
  201. // find a name for the new node. It's more complicated than you might think
  202. node->mName.Set(FindNameForNode(pNode));
  203. // if we're not using the unique IDs, hold onto them for reference and export
  204. if (useColladaName) {
  205. if (!pNode->mID.empty()) {
  206. AddNodeMetaData(node, AI_METADATA_COLLADA_ID, aiString(pNode->mID));
  207. }
  208. if (!pNode->mSID.empty()) {
  209. AddNodeMetaData(node, AI_METADATA_COLLADA_SID, aiString(pNode->mSID));
  210. }
  211. }
  212. // calculate the transformation matrix for it
  213. node->mTransformation = pParser.CalculateResultTransform(pNode->mTransforms);
  214. // now resolve node instances
  215. std::vector<const Node*> instances;
  216. ResolveNodeInstances(pParser, pNode, instances);
  217. // add children. first the *real* ones
  218. node->mNumChildren = static_cast<unsigned int>(pNode->mChildren.size() + instances.size());
  219. node->mChildren = new aiNode *[node->mNumChildren];
  220. for (size_t a = 0; a < pNode->mChildren.size(); ++a) {
  221. node->mChildren[a] = BuildHierarchy(pParser, pNode->mChildren[a]);
  222. node->mChildren[a]->mParent = node;
  223. }
  224. // ... and finally the resolved node instances
  225. for (size_t a = 0; a < instances.size(); ++a) {
  226. node->mChildren[pNode->mChildren.size() + a] = BuildHierarchy(pParser, instances[a]);
  227. node->mChildren[pNode->mChildren.size() + a]->mParent = node;
  228. }
  229. BuildMeshesForNode(pParser, pNode, node);
  230. BuildCamerasForNode(pParser, pNode, node);
  231. BuildLightsForNode(pParser, pNode, node);
  232. return node;
  233. }
  234. // ------------------------------------------------------------------------------------------------
  235. // Resolve node instances
  236. void ColladaLoader::ResolveNodeInstances(const ColladaParser &pParser, const Node *pNode,
  237. std::vector<const Node*> &resolved) {
  238. // reserve enough storage
  239. resolved.reserve(pNode->mNodeInstances.size());
  240. // ... and iterate through all nodes to be instanced as children of pNode
  241. for (const auto &nodeInst : pNode->mNodeInstances) {
  242. // find the corresponding node in the library
  243. const ColladaParser::NodeLibrary::const_iterator itt = pParser.mNodeLibrary.find(nodeInst.mNode);
  244. const Node *nd = itt == pParser.mNodeLibrary.end() ? nullptr : (*itt).second;
  245. // FIX for http://sourceforge.net/tracker/?func=detail&aid=3054873&group_id=226462&atid=1067632
  246. // need to check for both name and ID to catch all. To avoid breaking valid files,
  247. // the workaround is only enabled when the first attempt to resolve the node has failed.
  248. if (nullptr == nd) {
  249. nd = FindNode(pParser.mRootNode, nodeInst.mNode);
  250. }
  251. if (nullptr == nd) {
  252. ASSIMP_LOG_ERROR("Collada: Unable to resolve reference to instanced node ", nodeInst.mNode);
  253. } else {
  254. // attach this node to the list of children
  255. resolved.push_back(nd);
  256. }
  257. }
  258. }
  259. // ------------------------------------------------------------------------------------------------
  260. // Resolve UV channels
  261. void ColladaLoader::ApplyVertexToEffectSemanticMapping(Sampler &sampler, const SemanticMappingTable &table) {
  262. SemanticMappingTable::InputSemanticMap::const_iterator it = table.mMap.find(sampler.mUVChannel);
  263. if (it == table.mMap.end()) {
  264. return;
  265. }
  266. if (it->second.mType != IT_Texcoord) {
  267. ASSIMP_LOG_ERROR("Collada: Unexpected effect input mapping");
  268. }
  269. sampler.mUVId = it->second.mSet;
  270. }
  271. // ------------------------------------------------------------------------------------------------
  272. // Builds lights for the given node and references them
  273. void ColladaLoader::BuildLightsForNode(const ColladaParser &pParser, const Node *pNode, aiNode *pTarget) {
  274. for (const LightInstance &lid : pNode->mLights) {
  275. // find the referred light
  276. ColladaParser::LightLibrary::const_iterator srcLightIt = pParser.mLightLibrary.find(lid.mLight);
  277. if (srcLightIt == pParser.mLightLibrary.end()) {
  278. ASSIMP_LOG_WARN("Collada: Unable to find light for ID \"", lid.mLight, "\". Skipping.");
  279. continue;
  280. }
  281. const Collada::Light *srcLight = &srcLightIt->second;
  282. // now fill our ai data structure
  283. aiLight *out = new aiLight();
  284. out->mName = pTarget->mName;
  285. out->mType = (aiLightSourceType)srcLight->mType;
  286. // collada lights point in -Z by default, rest is specified in node transform
  287. out->mDirection = aiVector3D(0.f, 0.f, -1.f);
  288. out->mAttenuationConstant = srcLight->mAttConstant;
  289. out->mAttenuationLinear = srcLight->mAttLinear;
  290. out->mAttenuationQuadratic = srcLight->mAttQuadratic;
  291. out->mColorDiffuse = out->mColorSpecular = out->mColorAmbient = srcLight->mColor * srcLight->mIntensity;
  292. if (out->mType == aiLightSource_AMBIENT) {
  293. out->mColorDiffuse = out->mColorSpecular = aiColor3D(0, 0, 0);
  294. out->mColorAmbient = srcLight->mColor * srcLight->mIntensity;
  295. } else {
  296. // collada doesn't differentiate between these color types
  297. out->mColorDiffuse = out->mColorSpecular = srcLight->mColor * srcLight->mIntensity;
  298. out->mColorAmbient = aiColor3D(0, 0, 0);
  299. }
  300. // convert falloff angle and falloff exponent in our representation, if given
  301. if (out->mType == aiLightSource_SPOT) {
  302. out->mAngleInnerCone = AI_DEG_TO_RAD(srcLight->mFalloffAngle);
  303. // ... some extension magic.
  304. if (srcLight->mOuterAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET * (1 - ai_epsilon)) {
  305. // ... some deprecation magic.
  306. if (srcLight->mPenumbraAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET * (1 - ai_epsilon)) {
  307. // Need to rely on falloff_exponent. I don't know how to interpret it, so I need to guess ....
  308. // epsilon chosen to be 0.1
  309. float f = 1.0f;
  310. if ( 0.0f != srcLight->mFalloffExponent ) {
  311. f = 1.f / srcLight->mFalloffExponent;
  312. }
  313. out->mAngleOuterCone = std::acos(std::pow(0.1f, f)) +
  314. out->mAngleInnerCone;
  315. } else {
  316. out->mAngleOuterCone = out->mAngleInnerCone + AI_DEG_TO_RAD(srcLight->mPenumbraAngle);
  317. if (out->mAngleOuterCone < out->mAngleInnerCone)
  318. std::swap(out->mAngleInnerCone, out->mAngleOuterCone);
  319. }
  320. } else {
  321. out->mAngleOuterCone = AI_DEG_TO_RAD(srcLight->mOuterAngle);
  322. }
  323. }
  324. // add to light list
  325. mLights.push_back(out);
  326. }
  327. }
  328. // ------------------------------------------------------------------------------------------------
  329. // Builds cameras for the given node and references them
  330. void ColladaLoader::BuildCamerasForNode(const ColladaParser &pParser, const Node *pNode, aiNode *pTarget) {
  331. for (const CameraInstance &cid : pNode->mCameras) {
  332. // find the referred light
  333. ColladaParser::CameraLibrary::const_iterator srcCameraIt = pParser.mCameraLibrary.find(cid.mCamera);
  334. if (srcCameraIt == pParser.mCameraLibrary.end()) {
  335. ASSIMP_LOG_WARN("Collada: Unable to find camera for ID \"", cid.mCamera, "\". Skipping.");
  336. continue;
  337. }
  338. const Collada::Camera *srcCamera = &srcCameraIt->second;
  339. // orthographic cameras not yet supported in Assimp
  340. if (srcCamera->mOrtho) {
  341. ASSIMP_LOG_WARN("Collada: Orthographic cameras are not supported.");
  342. }
  343. // now fill our ai data structure
  344. aiCamera *out = new aiCamera();
  345. out->mName = pTarget->mName;
  346. // collada cameras point in -Z by default, rest is specified in node transform
  347. out->mLookAt = aiVector3D(0.f, 0.f, -1.f);
  348. // near/far z is already ok
  349. out->mClipPlaneFar = srcCamera->mZFar;
  350. out->mClipPlaneNear = srcCamera->mZNear;
  351. // ... but for the rest some values are optional
  352. // and we need to compute the others in any combination.
  353. if (srcCamera->mAspect != 10e10f) {
  354. out->mAspect = srcCamera->mAspect;
  355. }
  356. if (srcCamera->mHorFov != 10e10f) {
  357. out->mHorizontalFOV = srcCamera->mHorFov;
  358. if (srcCamera->mVerFov != 10e10f && srcCamera->mAspect == 10e10f) {
  359. out->mAspect = std::tan(AI_DEG_TO_RAD(srcCamera->mHorFov)) /
  360. std::tan(AI_DEG_TO_RAD(srcCamera->mVerFov));
  361. }
  362. } else if (srcCamera->mAspect != 10e10f && srcCamera->mVerFov != 10e10f) {
  363. out->mHorizontalFOV = 2.0f * AI_RAD_TO_DEG(std::atan(srcCamera->mAspect *
  364. std::tan(AI_DEG_TO_RAD(srcCamera->mVerFov) * 0.5f)));
  365. }
  366. // Collada uses degrees, we use radians
  367. out->mHorizontalFOV = AI_DEG_TO_RAD(out->mHorizontalFOV);
  368. // add to camera list
  369. mCameras.push_back(out);
  370. }
  371. }
  372. // ------------------------------------------------------------------------------------------------
  373. // Builds meshes for the given node and references them
  374. void ColladaLoader::BuildMeshesForNode(const ColladaParser &pParser, const Node *pNode, aiNode *pTarget) {
  375. // accumulated mesh references by this node
  376. std::vector<size_t> newMeshRefs;
  377. newMeshRefs.reserve(pNode->mMeshes.size());
  378. // add a mesh for each subgroup in each collada mesh
  379. for (const MeshInstance &mid : pNode->mMeshes) {
  380. const Mesh *srcMesh = nullptr;
  381. const Controller *srcController = nullptr;
  382. // find the referred mesh
  383. ColladaParser::MeshLibrary::const_iterator srcMeshIt = pParser.mMeshLibrary.find(mid.mMeshOrController);
  384. if (srcMeshIt == pParser.mMeshLibrary.end()) {
  385. // if not found in the mesh-library, it might also be a controller referring to a mesh
  386. ColladaParser::ControllerLibrary::const_iterator srcContrIt = pParser.mControllerLibrary.find(mid.mMeshOrController);
  387. if (srcContrIt != pParser.mControllerLibrary.end()) {
  388. srcController = &srcContrIt->second;
  389. srcMeshIt = pParser.mMeshLibrary.find(srcController->mMeshId);
  390. if (srcMeshIt != pParser.mMeshLibrary.end()) {
  391. srcMesh = srcMeshIt->second;
  392. }
  393. }
  394. if (nullptr == srcMesh) {
  395. ASSIMP_LOG_WARN("Collada: Unable to find geometry for ID \"", mid.mMeshOrController, "\". Skipping.");
  396. continue;
  397. }
  398. } else {
  399. // ID found in the mesh library -> direct reference to an unskinned mesh
  400. srcMesh = srcMeshIt->second;
  401. }
  402. // build a mesh for each of its subgroups
  403. size_t vertexStart = 0, faceStart = 0;
  404. for (size_t sm = 0; sm < srcMesh->mSubMeshes.size(); ++sm) {
  405. const Collada::SubMesh &submesh = srcMesh->mSubMeshes[sm];
  406. if (submesh.mNumFaces == 0) {
  407. continue;
  408. }
  409. // find material assigned to this submesh
  410. std::string meshMaterial;
  411. std::map<std::string, SemanticMappingTable>::const_iterator meshMatIt = mid.mMaterials.find(submesh.mMaterial);
  412. const Collada::SemanticMappingTable *table = nullptr;
  413. if (meshMatIt != mid.mMaterials.end()) {
  414. table = &meshMatIt->second;
  415. meshMaterial = table->mMatName;
  416. } else {
  417. ASSIMP_LOG_WARN("Collada: No material specified for subgroup <", submesh.mMaterial, "> in geometry <",
  418. mid.mMeshOrController, ">.");
  419. if (!mid.mMaterials.empty()) {
  420. meshMaterial = mid.mMaterials.begin()->second.mMatName;
  421. }
  422. }
  423. // OK ... here the *real* fun starts ... we have the vertex-input-to-effect-semantic-table
  424. // given. The only mapping stuff which we do actually support is the UV channel.
  425. std::map<std::string, size_t>::const_iterator matIt = mMaterialIndexByName.find(meshMaterial);
  426. unsigned int matIdx = 0;
  427. if (matIt != mMaterialIndexByName.end()) {
  428. matIdx = static_cast<unsigned int>(matIt->second);
  429. }
  430. if (table && !table->mMap.empty()) {
  431. std::pair<Collada::Effect *, aiMaterial *> &mat = newMats[matIdx];
  432. // Iterate through all texture channels assigned to the effect and
  433. // check whether we have mapping information for it.
  434. ApplyVertexToEffectSemanticMapping(mat.first->mTexDiffuse, *table);
  435. ApplyVertexToEffectSemanticMapping(mat.first->mTexAmbient, *table);
  436. ApplyVertexToEffectSemanticMapping(mat.first->mTexSpecular, *table);
  437. ApplyVertexToEffectSemanticMapping(mat.first->mTexEmissive, *table);
  438. ApplyVertexToEffectSemanticMapping(mat.first->mTexTransparent, *table);
  439. ApplyVertexToEffectSemanticMapping(mat.first->mTexBump, *table);
  440. }
  441. // built lookup index of the Mesh-Submesh-Material combination
  442. ColladaMeshIndex index(mid.mMeshOrController, sm, meshMaterial);
  443. // if we already have the mesh at the library, just add its index to the node's array
  444. std::map<ColladaMeshIndex, size_t>::const_iterator dstMeshIt = mMeshIndexByID.find(index);
  445. if (dstMeshIt != mMeshIndexByID.end()) {
  446. newMeshRefs.push_back(dstMeshIt->second);
  447. } else {
  448. // else we have to add the mesh to the collection and store its newly assigned index at the node
  449. aiMesh *dstMesh = CreateMesh(pParser, srcMesh, submesh, srcController, vertexStart, faceStart);
  450. // store the mesh, and store its new index in the node
  451. newMeshRefs.push_back(mMeshes.size());
  452. mMeshIndexByID[index] = mMeshes.size();
  453. mMeshes.push_back(dstMesh);
  454. vertexStart += dstMesh->mNumVertices;
  455. faceStart += submesh.mNumFaces;
  456. // assign the material index
  457. std::map<std::string, size_t>::const_iterator subMatIt = mMaterialIndexByName.find(submesh.mMaterial);
  458. if (subMatIt != mMaterialIndexByName.end()) {
  459. dstMesh->mMaterialIndex = static_cast<unsigned int>(subMatIt->second);
  460. } else {
  461. dstMesh->mMaterialIndex = matIdx;
  462. }
  463. if (dstMesh->mName.length == 0) {
  464. dstMesh->mName = mid.mMeshOrController;
  465. }
  466. }
  467. }
  468. }
  469. // now place all mesh references we gathered in the target node
  470. pTarget->mNumMeshes = static_cast<unsigned int>(newMeshRefs.size());
  471. if (!newMeshRefs.empty()) {
  472. struct UIntTypeConverter {
  473. unsigned int operator()(const size_t &v) const {
  474. return static_cast<unsigned int>(v);
  475. }
  476. };
  477. pTarget->mMeshes = new unsigned int[pTarget->mNumMeshes];
  478. std::transform(newMeshRefs.begin(), newMeshRefs.end(), pTarget->mMeshes, UIntTypeConverter());
  479. }
  480. }
  481. // ------------------------------------------------------------------------------------------------
  482. // Find mesh from either meshes or morph target meshes
  483. aiMesh *ColladaLoader::findMesh(const std::string &meshid) {
  484. if (meshid.empty()) {
  485. return nullptr;
  486. }
  487. for (auto & mMeshe : mMeshes) {
  488. if (std::string(mMeshe->mName.data) == meshid) {
  489. return mMeshe;
  490. }
  491. }
  492. for (auto & mTargetMeshe : mTargetMeshes) {
  493. if (std::string(mTargetMeshe->mName.data) == meshid) {
  494. return mTargetMeshe;
  495. }
  496. }
  497. return nullptr;
  498. }
  499. // ------------------------------------------------------------------------------------------------
  500. // Creates a mesh for the given ColladaMesh face subset and returns the newly created mesh
  501. aiMesh *ColladaLoader::CreateMesh(const ColladaParser &pParser, const Mesh *pSrcMesh, const SubMesh &pSubMesh,
  502. const Controller *pSrcController, size_t pStartVertex, size_t pStartFace) {
  503. std::unique_ptr<aiMesh> dstMesh(new aiMesh);
  504. if (useColladaName) {
  505. dstMesh->mName = pSrcMesh->mName;
  506. } else {
  507. dstMesh->mName = pSrcMesh->mId;
  508. }
  509. if (pSrcMesh->mPositions.empty()) {
  510. return dstMesh.release();
  511. }
  512. // count the vertices addressed by its faces
  513. const size_t numVertices = std::accumulate(pSrcMesh->mFaceSize.begin() + pStartFace,
  514. pSrcMesh->mFaceSize.begin() + pStartFace + pSubMesh.mNumFaces, size_t(0));
  515. // copy positions
  516. dstMesh->mNumVertices = static_cast<unsigned int>(numVertices);
  517. dstMesh->mVertices = new aiVector3D[numVertices];
  518. std::copy(pSrcMesh->mPositions.begin() + pStartVertex, pSrcMesh->mPositions.begin() + pStartVertex + numVertices, dstMesh->mVertices);
  519. // normals, if given. HACK: (thom) Due to the glorious Collada spec we never
  520. // know if we have the same number of normals as there are positions. So we
  521. // also ignore any vertex attribute if it has a different count
  522. if (pSrcMesh->mNormals.size() >= pStartVertex + numVertices) {
  523. dstMesh->mNormals = new aiVector3D[numVertices];
  524. std::copy(pSrcMesh->mNormals.begin() + pStartVertex, pSrcMesh->mNormals.begin() + pStartVertex + numVertices, dstMesh->mNormals);
  525. }
  526. // tangents, if given.
  527. if (pSrcMesh->mTangents.size() >= pStartVertex + numVertices) {
  528. dstMesh->mTangents = new aiVector3D[numVertices];
  529. std::copy(pSrcMesh->mTangents.begin() + pStartVertex, pSrcMesh->mTangents.begin() + pStartVertex + numVertices, dstMesh->mTangents);
  530. }
  531. // bitangents, if given.
  532. if (pSrcMesh->mBitangents.size() >= pStartVertex + numVertices) {
  533. dstMesh->mBitangents = new aiVector3D[numVertices];
  534. std::copy(pSrcMesh->mBitangents.begin() + pStartVertex, pSrcMesh->mBitangents.begin() + pStartVertex + numVertices, dstMesh->mBitangents);
  535. }
  536. // same for texture coords, as many as we have
  537. // empty slots are not allowed, need to pack and adjust UV indexes accordingly
  538. for (size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
  539. if (pSrcMesh->mTexCoords[a].size() >= pStartVertex + numVertices) {
  540. dstMesh->mTextureCoords[real] = new aiVector3D[numVertices];
  541. for (size_t b = 0; b < numVertices; ++b) {
  542. dstMesh->mTextureCoords[real][b] = pSrcMesh->mTexCoords[a][pStartVertex + b];
  543. }
  544. dstMesh->mNumUVComponents[real] = pSrcMesh->mNumUVComponents[a];
  545. ++real;
  546. }
  547. }
  548. // same for vertex colors, as many as we have. again the same packing to avoid empty slots
  549. for (size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) {
  550. if (pSrcMesh->mColors[a].size() >= pStartVertex + numVertices) {
  551. dstMesh->mColors[real] = new aiColor4D[numVertices];
  552. std::copy(pSrcMesh->mColors[a].begin() + pStartVertex, pSrcMesh->mColors[a].begin() + pStartVertex + numVertices, dstMesh->mColors[real]);
  553. ++real;
  554. }
  555. }
  556. // create faces. Due to the fact that each face uses unique vertices, we can simply count up on each vertex
  557. size_t vertex = 0;
  558. dstMesh->mNumFaces = static_cast<unsigned int>(pSubMesh.mNumFaces);
  559. dstMesh->mFaces = new aiFace[dstMesh->mNumFaces];
  560. for (size_t a = 0; a < dstMesh->mNumFaces; ++a) {
  561. size_t s = pSrcMesh->mFaceSize[pStartFace + a];
  562. aiFace &face = dstMesh->mFaces[a];
  563. face.mNumIndices = static_cast<unsigned int>(s);
  564. face.mIndices = new unsigned int[s];
  565. for (size_t b = 0; b < s; ++b) {
  566. face.mIndices[b] = static_cast<unsigned int>(vertex++);
  567. }
  568. }
  569. // create morph target meshes if any
  570. std::vector<aiMesh *> targetMeshes;
  571. std::vector<float> targetWeights;
  572. Collada::MorphMethod method = Normalized;
  573. for (std::map<std::string, Controller>::const_iterator it = pParser.mControllerLibrary.begin();
  574. it != pParser.mControllerLibrary.end(); ++it) {
  575. const Controller &c = it->second;
  576. const Collada::Mesh *baseMesh = pParser.ResolveLibraryReference(pParser.mMeshLibrary, c.mMeshId);
  577. if (c.mType == Collada::Morph && baseMesh->mName == pSrcMesh->mName) {
  578. const Collada::Accessor &targetAccessor = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, c.mMorphTarget);
  579. const Collada::Accessor &weightAccessor = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, c.mMorphWeight);
  580. const Collada::Data &targetData = pParser.ResolveLibraryReference(pParser.mDataLibrary, targetAccessor.mSource);
  581. const Collada::Data &weightData = pParser.ResolveLibraryReference(pParser.mDataLibrary, weightAccessor.mSource);
  582. // take method
  583. method = c.mMethod;
  584. if (!targetData.mIsStringArray) {
  585. throw DeadlyImportError("target data must contain id. ");
  586. }
  587. if (weightData.mIsStringArray) {
  588. throw DeadlyImportError("target weight data must not be textual ");
  589. }
  590. for (const auto & mString : targetData.mStrings) {
  591. const Mesh *targetMesh = pParser.ResolveLibraryReference(pParser.mMeshLibrary, mString);
  592. aiMesh *aimesh = findMesh(useColladaName ? targetMesh->mName : targetMesh->mId);
  593. if (!aimesh) {
  594. if (targetMesh->mSubMeshes.size() > 1) {
  595. throw DeadlyImportError("Morphing target mesh must be a single");
  596. }
  597. aimesh = CreateMesh(pParser, targetMesh, targetMesh->mSubMeshes.at(0), nullptr, 0, 0);
  598. mTargetMeshes.push_back(aimesh);
  599. }
  600. targetMeshes.push_back(aimesh);
  601. }
  602. for (float mValue : weightData.mValues) {
  603. targetWeights.push_back(mValue);
  604. }
  605. }
  606. }
  607. if (!targetMeshes.empty() && targetWeights.size() == targetMeshes.size()) {
  608. std::vector<aiAnimMesh *> animMeshes;
  609. for (unsigned int i = 0; i < targetMeshes.size(); ++i) {
  610. aiMesh *targetMesh = targetMeshes.at(i);
  611. aiAnimMesh *animMesh = aiCreateAnimMesh(targetMesh);
  612. float weight = targetWeights[i];
  613. animMesh->mWeight = weight == 0 ? 1.0f : weight;
  614. animMesh->mName = targetMesh->mName;
  615. animMeshes.push_back(animMesh);
  616. }
  617. dstMesh->mMethod = (method == Relative) ? aiMorphingMethod_MORPH_RELATIVE : aiMorphingMethod_MORPH_NORMALIZED;
  618. dstMesh->mAnimMeshes = new aiAnimMesh *[animMeshes.size()];
  619. dstMesh->mNumAnimMeshes = static_cast<unsigned int>(animMeshes.size());
  620. for (unsigned int i = 0; i < animMeshes.size(); ++i) {
  621. dstMesh->mAnimMeshes[i] = animMeshes.at(i);
  622. }
  623. }
  624. // create bones if given
  625. if (pSrcController && pSrcController->mType == Collada::Skin) {
  626. // resolve references - joint names
  627. const Collada::Accessor &jointNamesAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mJointNameSource);
  628. const Collada::Data &jointNames = pParser.ResolveLibraryReference(pParser.mDataLibrary, jointNamesAcc.mSource);
  629. // joint offset matrices
  630. const Collada::Accessor &jointMatrixAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mJointOffsetMatrixSource);
  631. const Collada::Data &jointMatrices = pParser.ResolveLibraryReference(pParser.mDataLibrary, jointMatrixAcc.mSource);
  632. // joint vertex_weight name list - should refer to the same list as the joint names above. If not, report and reconsider
  633. const Collada::Accessor &weightNamesAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mWeightInputJoints.mAccessor);
  634. if (&weightNamesAcc != &jointNamesAcc)
  635. throw DeadlyImportError("Temporary implementational laziness. If you read this, please report to the author.");
  636. // vertex weights
  637. const Collada::Accessor &weightsAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mWeightInputWeights.mAccessor);
  638. const Collada::Data &weights = pParser.ResolveLibraryReference(pParser.mDataLibrary, weightsAcc.mSource);
  639. if (!jointNames.mIsStringArray || jointMatrices.mIsStringArray || weights.mIsStringArray) {
  640. throw DeadlyImportError("Data type mismatch while resolving mesh joints");
  641. }
  642. // sanity check: we rely on the vertex weights always coming as pairs of BoneIndex-WeightIndex
  643. if (pSrcController->mWeightInputJoints.mOffset != 0 || pSrcController->mWeightInputWeights.mOffset != 1) {
  644. throw DeadlyImportError("Unsupported vertex_weight addressing scheme. ");
  645. }
  646. // create containers to collect the weights for each bone
  647. size_t numBones = jointNames.mStrings.size();
  648. std::vector<std::vector<aiVertexWeight>> dstBones(numBones);
  649. // build a temporary array of pointers to the start of each vertex's weights
  650. using IndexPairVector = std::vector<std::pair<size_t, size_t>>;
  651. std::vector<IndexPairVector::const_iterator> weightStartPerVertex;
  652. weightStartPerVertex.resize(pSrcController->mWeightCounts.size(), pSrcController->mWeights.end());
  653. IndexPairVector::const_iterator pit = pSrcController->mWeights.begin();
  654. for (size_t a = 0; a < pSrcController->mWeightCounts.size(); ++a) {
  655. weightStartPerVertex[a] = pit;
  656. pit += pSrcController->mWeightCounts[a];
  657. }
  658. // now for each vertex put the corresponding vertex weights into each bone's weight collection
  659. for (size_t a = pStartVertex; a < pStartVertex + numVertices; ++a) {
  660. // which position index was responsible for this vertex? that's also the index by which
  661. // the controller assigns the vertex weights
  662. size_t orgIndex = pSrcMesh->mFacePosIndices[a];
  663. // find the vertex weights for this vertex
  664. IndexPairVector::const_iterator iit = weightStartPerVertex[orgIndex];
  665. size_t pairCount = pSrcController->mWeightCounts[orgIndex];
  666. for (size_t b = 0; b < pairCount; ++b, ++iit) {
  667. const size_t jointIndex = iit->first;
  668. const size_t vertexIndex = iit->second;
  669. ai_real weight = 1.0f;
  670. if (!weights.mValues.empty()) {
  671. weight = ReadFloat(weightsAcc, weights, vertexIndex, 0);
  672. }
  673. // one day I gonna kill that XSI Collada exporter
  674. if (weight > 0.0f) {
  675. aiVertexWeight w;
  676. w.mVertexId = static_cast<unsigned int>(a - pStartVertex);
  677. w.mWeight = weight;
  678. dstBones[jointIndex].push_back(w);
  679. }
  680. }
  681. }
  682. // count the number of bones which influence vertices of the current submesh
  683. size_t numRemainingBones = 0;
  684. for (const auto & dstBone : dstBones) {
  685. if (dstBone.empty() && removeEmptyBones) {
  686. continue;
  687. }
  688. ++numRemainingBones;
  689. }
  690. // create bone array and copy bone weights one by one
  691. dstMesh->mNumBones = static_cast<unsigned int>(numRemainingBones);
  692. dstMesh->mBones = new aiBone *[numRemainingBones];
  693. size_t boneCount = 0;
  694. for (size_t a = 0; a < numBones; ++a) {
  695. // omit bones without weights
  696. if (dstBones[a].empty() && removeEmptyBones) {
  697. continue;
  698. }
  699. // create bone with its weights
  700. aiBone *bone = new aiBone;
  701. bone->mName = ReadString(jointNamesAcc, jointNames, a);
  702. bone->mOffsetMatrix.a1 = ReadFloat(jointMatrixAcc, jointMatrices, a, 0);
  703. bone->mOffsetMatrix.a2 = ReadFloat(jointMatrixAcc, jointMatrices, a, 1);
  704. bone->mOffsetMatrix.a3 = ReadFloat(jointMatrixAcc, jointMatrices, a, 2);
  705. bone->mOffsetMatrix.a4 = ReadFloat(jointMatrixAcc, jointMatrices, a, 3);
  706. bone->mOffsetMatrix.b1 = ReadFloat(jointMatrixAcc, jointMatrices, a, 4);
  707. bone->mOffsetMatrix.b2 = ReadFloat(jointMatrixAcc, jointMatrices, a, 5);
  708. bone->mOffsetMatrix.b3 = ReadFloat(jointMatrixAcc, jointMatrices, a, 6);
  709. bone->mOffsetMatrix.b4 = ReadFloat(jointMatrixAcc, jointMatrices, a, 7);
  710. bone->mOffsetMatrix.c1 = ReadFloat(jointMatrixAcc, jointMatrices, a, 8);
  711. bone->mOffsetMatrix.c2 = ReadFloat(jointMatrixAcc, jointMatrices, a, 9);
  712. bone->mOffsetMatrix.c3 = ReadFloat(jointMatrixAcc, jointMatrices, a, 10);
  713. bone->mOffsetMatrix.c4 = ReadFloat(jointMatrixAcc, jointMatrices, a, 11);
  714. bone->mNumWeights = static_cast<unsigned int>(dstBones[a].size());
  715. bone->mWeights = new aiVertexWeight[bone->mNumWeights];
  716. std::copy(dstBones[a].begin(), dstBones[a].end(), bone->mWeights);
  717. // apply bind shape matrix to offset matrix
  718. aiMatrix4x4 bindShapeMatrix;
  719. bindShapeMatrix.a1 = pSrcController->mBindShapeMatrix[0];
  720. bindShapeMatrix.a2 = pSrcController->mBindShapeMatrix[1];
  721. bindShapeMatrix.a3 = pSrcController->mBindShapeMatrix[2];
  722. bindShapeMatrix.a4 = pSrcController->mBindShapeMatrix[3];
  723. bindShapeMatrix.b1 = pSrcController->mBindShapeMatrix[4];
  724. bindShapeMatrix.b2 = pSrcController->mBindShapeMatrix[5];
  725. bindShapeMatrix.b3 = pSrcController->mBindShapeMatrix[6];
  726. bindShapeMatrix.b4 = pSrcController->mBindShapeMatrix[7];
  727. bindShapeMatrix.c1 = pSrcController->mBindShapeMatrix[8];
  728. bindShapeMatrix.c2 = pSrcController->mBindShapeMatrix[9];
  729. bindShapeMatrix.c3 = pSrcController->mBindShapeMatrix[10];
  730. bindShapeMatrix.c4 = pSrcController->mBindShapeMatrix[11];
  731. bindShapeMatrix.d1 = pSrcController->mBindShapeMatrix[12];
  732. bindShapeMatrix.d2 = pSrcController->mBindShapeMatrix[13];
  733. bindShapeMatrix.d3 = pSrcController->mBindShapeMatrix[14];
  734. bindShapeMatrix.d4 = pSrcController->mBindShapeMatrix[15];
  735. bone->mOffsetMatrix *= bindShapeMatrix;
  736. // HACK: (thom) Some exporters address the bone nodes by SID, others address them by ID or even name.
  737. // Therefore I added a little name replacement here: I search for the bone's node by either name, ID or SID,
  738. // and replace the bone's name by the node's name so that the user can use the standard
  739. // find-by-name method to associate nodes with bones.
  740. const Collada::Node *bnode = FindNode(pParser.mRootNode, bone->mName.data);
  741. if (nullptr == bnode) {
  742. bnode = FindNodeBySID(pParser.mRootNode, bone->mName.data);
  743. }
  744. // assign the name that we would have assigned for the source node
  745. if (nullptr != bnode) {
  746. bone->mName.Set(FindNameForNode(bnode));
  747. } else {
  748. ASSIMP_LOG_WARN("ColladaLoader::CreateMesh(): could not find corresponding node for joint \"", bone->mName.data, "\".");
  749. }
  750. // and insert bone
  751. dstMesh->mBones[boneCount++] = bone;
  752. }
  753. }
  754. return dstMesh.release();
  755. }
  756. // ------------------------------------------------------------------------------------------------
  757. // Stores all meshes in the given scene
  758. void ColladaLoader::StoreSceneMeshes(aiScene *pScene) {
  759. pScene->mNumMeshes = static_cast<unsigned int>(mMeshes.size());
  760. if (mMeshes.empty()) {
  761. return;
  762. }
  763. pScene->mMeshes = new aiMesh *[mMeshes.size()];
  764. std::copy(mMeshes.begin(), mMeshes.end(), pScene->mMeshes);
  765. mMeshes.clear();
  766. }
  767. // ------------------------------------------------------------------------------------------------
  768. // Stores all cameras in the given scene
  769. void ColladaLoader::StoreSceneCameras(aiScene *pScene) {
  770. pScene->mNumCameras = static_cast<unsigned int>(mCameras.size());
  771. if (mCameras.empty()) {
  772. return;
  773. }
  774. pScene->mCameras = new aiCamera *[mCameras.size()];
  775. std::copy(mCameras.begin(), mCameras.end(), pScene->mCameras);
  776. mCameras.clear();
  777. }
  778. // ------------------------------------------------------------------------------------------------
  779. // Stores all lights in the given scene
  780. void ColladaLoader::StoreSceneLights(aiScene *pScene) {
  781. pScene->mNumLights = static_cast<unsigned int>(mLights.size());
  782. if (mLights.empty()) {
  783. return;
  784. }
  785. pScene->mLights = new aiLight *[mLights.size()];
  786. std::copy(mLights.begin(), mLights.end(), pScene->mLights);
  787. mLights.clear();
  788. }
  789. // ------------------------------------------------------------------------------------------------
  790. // Stores all textures in the given scene
  791. void ColladaLoader::StoreSceneTextures(aiScene *pScene) {
  792. pScene->mNumTextures = static_cast<unsigned int>(mTextures.size());
  793. if (mTextures.empty()) {
  794. return;
  795. }
  796. pScene->mTextures = new aiTexture *[mTextures.size()];
  797. std::copy(mTextures.begin(), mTextures.end(), pScene->mTextures);
  798. mTextures.clear();
  799. }
  800. // ------------------------------------------------------------------------------------------------
  801. // Stores all materials in the given scene
  802. void ColladaLoader::StoreSceneMaterials(aiScene *pScene) {
  803. pScene->mNumMaterials = static_cast<unsigned int>(newMats.size());
  804. if (newMats.empty()) {
  805. return;
  806. }
  807. pScene->mMaterials = new aiMaterial *[newMats.size()];
  808. for (unsigned int i = 0; i < newMats.size(); ++i) {
  809. pScene->mMaterials[i] = newMats[i].second;
  810. }
  811. newMats.clear();
  812. }
  813. // ------------------------------------------------------------------------------------------------
  814. // Stores all animations
  815. void ColladaLoader::StoreAnimations(aiScene *pScene, const ColladaParser &pParser) {
  816. // recursively collect all animations from the collada scene
  817. StoreAnimations(pScene, pParser, &pParser.mAnims, "");
  818. // catch special case: many animations with the same length, each affecting only a single node.
  819. // we need to unite all those single-node-anims to a proper combined animation
  820. for (size_t a = 0; a < mAnims.size(); ++a) {
  821. aiAnimation *templateAnim = mAnims[a];
  822. if (templateAnim->mNumChannels == 1) {
  823. // search for other single-channel-anims with the same duration
  824. std::vector<size_t> collectedAnimIndices;
  825. for (size_t b = a + 1; b < mAnims.size(); ++b) {
  826. aiAnimation *other = mAnims[b];
  827. if (other->mNumChannels == 1 && other->mDuration == templateAnim->mDuration &&
  828. other->mTicksPerSecond == templateAnim->mTicksPerSecond)
  829. collectedAnimIndices.push_back(b);
  830. }
  831. // We only want to combine the animations if they have different channels
  832. std::set<std::string> animTargets;
  833. animTargets.insert(templateAnim->mChannels[0]->mNodeName.C_Str());
  834. bool collectedAnimationsHaveDifferentChannels = true;
  835. for (unsigned long long collectedAnimIndice : collectedAnimIndices) {
  836. aiAnimation *srcAnimation = mAnims[(int)collectedAnimIndice];
  837. std::string channelName = std::string(srcAnimation->mChannels[0]->mNodeName.C_Str());
  838. if (animTargets.find(channelName) == animTargets.end()) {
  839. animTargets.insert(channelName);
  840. } else {
  841. collectedAnimationsHaveDifferentChannels = false;
  842. break;
  843. }
  844. }
  845. if (!collectedAnimationsHaveDifferentChannels) {
  846. continue;
  847. }
  848. // if there are other animations which fit the template anim, combine all channels into a single anim
  849. if (!collectedAnimIndices.empty()) {
  850. aiAnimation *combinedAnim = new aiAnimation();
  851. combinedAnim->mName = aiString(std::string("combinedAnim_") + char('0' + a));
  852. combinedAnim->mDuration = templateAnim->mDuration;
  853. combinedAnim->mTicksPerSecond = templateAnim->mTicksPerSecond;
  854. combinedAnim->mNumChannels = static_cast<unsigned int>(collectedAnimIndices.size() + 1);
  855. combinedAnim->mChannels = new aiNodeAnim *[combinedAnim->mNumChannels];
  856. // add the template anim as first channel by moving its aiNodeAnim to the combined animation
  857. combinedAnim->mChannels[0] = templateAnim->mChannels[0];
  858. templateAnim->mChannels[0] = nullptr;
  859. delete templateAnim;
  860. // combined animation replaces template animation in the anim array
  861. mAnims[a] = combinedAnim;
  862. // move the memory of all other anims to the combined anim and erase them from the source anims
  863. for (size_t b = 0; b < collectedAnimIndices.size(); ++b) {
  864. aiAnimation *srcAnimation = mAnims[collectedAnimIndices[b]];
  865. combinedAnim->mChannels[1 + b] = srcAnimation->mChannels[0];
  866. srcAnimation->mChannels[0] = nullptr;
  867. delete srcAnimation;
  868. }
  869. // in a second go, delete all the single-channel-anims that we've stripped from their channels
  870. // back to front to preserve indices - you know, removing an element from a vector moves all elements behind the removed one
  871. while (!collectedAnimIndices.empty()) {
  872. mAnims.erase(mAnims.begin() + collectedAnimIndices.back());
  873. collectedAnimIndices.pop_back();
  874. }
  875. }
  876. }
  877. }
  878. // now store all anims in the scene
  879. if (!mAnims.empty()) {
  880. pScene->mNumAnimations = static_cast<unsigned int>(mAnims.size());
  881. pScene->mAnimations = new aiAnimation *[mAnims.size()];
  882. std::copy(mAnims.begin(), mAnims.end(), pScene->mAnimations);
  883. }
  884. mAnims.clear();
  885. }
  886. // ------------------------------------------------------------------------------------------------
  887. // Constructs the animations for the given source anim
  888. void ColladaLoader::StoreAnimations(aiScene *pScene, const ColladaParser &pParser, const Animation *pSrcAnim, const std::string &pPrefix) {
  889. std::string animName = pPrefix.empty() ? pSrcAnim->mName : pPrefix + "_" + pSrcAnim->mName;
  890. // create nested animations, if given
  891. for (auto mSubAnim : pSrcAnim->mSubAnims) {
  892. StoreAnimations(pScene, pParser, mSubAnim, animName);
  893. }
  894. // create animation channels, if any
  895. if (!pSrcAnim->mChannels.empty()) {
  896. CreateAnimation(pScene, pParser, pSrcAnim, animName);
  897. }
  898. }
  899. struct MorphTimeValues {
  900. float mTime;
  901. struct key {
  902. float mWeight;
  903. unsigned int mValue;
  904. };
  905. std::vector<key> mKeys;
  906. };
  907. void insertMorphTimeValue(std::vector<MorphTimeValues> &values, float time, float weight, unsigned int value) {
  908. MorphTimeValues::key k;
  909. k.mValue = value;
  910. k.mWeight = weight;
  911. if (values.empty() || time < values[0].mTime) {
  912. MorphTimeValues val;
  913. val.mTime = time;
  914. val.mKeys.push_back(k);
  915. values.insert(values.begin(), val);
  916. return;
  917. }
  918. if (time > values.back().mTime) {
  919. MorphTimeValues val;
  920. val.mTime = time;
  921. val.mKeys.push_back(k);
  922. values.insert(values.end(), val);
  923. return;
  924. }
  925. for (unsigned int i = 0; i < values.size(); i++) {
  926. if (std::abs(time - values[i].mTime) < ai_epsilon) {
  927. values[i].mKeys.push_back(k);
  928. return;
  929. } else if (time > values[i].mTime && time < values[i + 1].mTime) {
  930. MorphTimeValues val;
  931. val.mTime = time;
  932. val.mKeys.push_back(k);
  933. values.insert(values.begin() + i, val);
  934. return;
  935. }
  936. }
  937. }
  938. static float getWeightAtKey(const std::vector<MorphTimeValues> &values, int key, unsigned int value) {
  939. for (auto mKey : values[key].mKeys) {
  940. if (mKey.mValue == value) {
  941. return mKey.mWeight;
  942. }
  943. }
  944. // no value at key found, try to interpolate if present at other keys. if not, return zero
  945. // TODO: interpolation
  946. return 0.0f;
  947. }
  948. // ------------------------------------------------------------------------------------------------
  949. // Constructs the animation for the given source anim
  950. void ColladaLoader::CreateAnimation(aiScene *pScene, const ColladaParser &pParser, const Animation *pSrcAnim, const std::string &pName) {
  951. // collect a list of animatable nodes
  952. std::vector<const aiNode *> nodes;
  953. CollectNodes(pScene->mRootNode, nodes);
  954. std::vector<aiNodeAnim *> anims;
  955. std::vector<aiMeshMorphAnim *> morphAnims;
  956. for (auto node : nodes) {
  957. // find all the collada anim channels which refer to the current node
  958. std::vector<ChannelEntry> entries;
  959. std::string nodeName = node->mName.data;
  960. // find the collada node corresponding to the aiNode
  961. const Node *srcNode = FindNode(pParser.mRootNode, nodeName);
  962. if (!srcNode) {
  963. continue;
  964. }
  965. // now check all channels if they affect the current node
  966. std::string targetID, subElement;
  967. for (std::vector<AnimationChannel>::const_iterator cit = pSrcAnim->mChannels.begin();
  968. cit != pSrcAnim->mChannels.end(); ++cit) {
  969. const AnimationChannel &srcChannel = *cit;
  970. ChannelEntry entry;
  971. // we expect the animation target to be of type "nodeName/transformID.subElement". Ignore all others
  972. // find the slash that separates the node name - there should be only one
  973. std::string::size_type slashPos = srcChannel.mTarget.find('/');
  974. if (slashPos == std::string::npos) {
  975. std::string::size_type targetPos = srcChannel.mTarget.find(srcNode->mID);
  976. if (targetPos == std::string::npos) {
  977. continue;
  978. }
  979. // not node transform, but something else. store as unknown animation channel for now
  980. entry.mChannel = &(*cit);
  981. entry.mTargetId = srcChannel.mTarget.substr(targetPos + pSrcAnim->mName.length(),
  982. srcChannel.mTarget.length() - targetPos - pSrcAnim->mName.length());
  983. if (entry.mTargetId.front() == '-') {
  984. entry.mTargetId = entry.mTargetId.substr(1);
  985. }
  986. entries.push_back(entry);
  987. continue;
  988. }
  989. if (srcChannel.mTarget.find('/', slashPos + 1) != std::string::npos) {
  990. continue;
  991. }
  992. targetID.clear();
  993. targetID = srcChannel.mTarget.substr(0, slashPos);
  994. if (targetID != srcNode->mID) {
  995. continue;
  996. }
  997. // find the dot that separates the transformID - there should be only one or zero
  998. std::string::size_type dotPos = srcChannel.mTarget.find('.');
  999. if (dotPos != std::string::npos) {
  1000. if (srcChannel.mTarget.find('.', dotPos + 1) != std::string::npos) {
  1001. continue;
  1002. }
  1003. entry.mTransformId = srcChannel.mTarget.substr(slashPos + 1, dotPos - slashPos - 1);
  1004. subElement.clear();
  1005. subElement = srcChannel.mTarget.substr(dotPos + 1);
  1006. if (subElement == "ANGLE")
  1007. entry.mSubElement = 3; // last number in an Axis-Angle-Transform is the angle
  1008. else if (subElement == "X")
  1009. entry.mSubElement = 0;
  1010. else if (subElement == "Y")
  1011. entry.mSubElement = 1;
  1012. else if (subElement == "Z")
  1013. entry.mSubElement = 2;
  1014. else
  1015. ASSIMP_LOG_WARN("Unknown anim subelement <", subElement, ">. Ignoring");
  1016. } else {
  1017. // no sub-element following, transformId is remaining string
  1018. entry.mTransformId = srcChannel.mTarget.substr(slashPos + 1);
  1019. }
  1020. std::string::size_type bracketPos = srcChannel.mTarget.find('(');
  1021. if (bracketPos != std::string::npos) {
  1022. entry.mTransformId = srcChannel.mTarget.substr(slashPos + 1, bracketPos - slashPos - 1);
  1023. subElement.clear();
  1024. subElement = srcChannel.mTarget.substr(bracketPos);
  1025. if (subElement == "(0)(0)")
  1026. entry.mSubElement = 0;
  1027. else if (subElement == "(1)(0)")
  1028. entry.mSubElement = 1;
  1029. else if (subElement == "(2)(0)")
  1030. entry.mSubElement = 2;
  1031. else if (subElement == "(3)(0)")
  1032. entry.mSubElement = 3;
  1033. else if (subElement == "(0)(1)")
  1034. entry.mSubElement = 4;
  1035. else if (subElement == "(1)(1)")
  1036. entry.mSubElement = 5;
  1037. else if (subElement == "(2)(1)")
  1038. entry.mSubElement = 6;
  1039. else if (subElement == "(3)(1)")
  1040. entry.mSubElement = 7;
  1041. else if (subElement == "(0)(2)")
  1042. entry.mSubElement = 8;
  1043. else if (subElement == "(1)(2)")
  1044. entry.mSubElement = 9;
  1045. else if (subElement == "(2)(2)")
  1046. entry.mSubElement = 10;
  1047. else if (subElement == "(3)(2)")
  1048. entry.mSubElement = 11;
  1049. else if (subElement == "(0)(3)")
  1050. entry.mSubElement = 12;
  1051. else if (subElement == "(1)(3)")
  1052. entry.mSubElement = 13;
  1053. else if (subElement == "(2)(3)")
  1054. entry.mSubElement = 14;
  1055. else if (subElement == "(3)(3)")
  1056. entry.mSubElement = 15;
  1057. }
  1058. // determine which transform step is affected by this channel
  1059. entry.mTransformIndex = SIZE_MAX;
  1060. for (size_t a = 0; a < srcNode->mTransforms.size(); ++a)
  1061. if (srcNode->mTransforms[a].mID == entry.mTransformId)
  1062. entry.mTransformIndex = a;
  1063. if (entry.mTransformIndex == SIZE_MAX) {
  1064. if (entry.mTransformId.find("morph-weights") == std::string::npos) {
  1065. continue;
  1066. }
  1067. entry.mTargetId = entry.mTransformId;
  1068. entry.mTransformId = std::string();
  1069. }
  1070. entry.mChannel = &(*cit);
  1071. entries.push_back(entry);
  1072. }
  1073. // if there's no channel affecting the current node, we skip it
  1074. if (entries.empty()) {
  1075. continue;
  1076. }
  1077. // resolve the data pointers for all anim channels. Find the minimum time while we're at it
  1078. ai_real startTime = ai_real(1e20), endTime = ai_real(-1e20);
  1079. for (ChannelEntry & e : entries) {
  1080. e.mTimeAccessor = &pParser.ResolveLibraryReference(pParser.mAccessorLibrary, e.mChannel->mSourceTimes);
  1081. e.mTimeData = &pParser.ResolveLibraryReference(pParser.mDataLibrary, e.mTimeAccessor->mSource);
  1082. e.mValueAccessor = &pParser.ResolveLibraryReference(pParser.mAccessorLibrary, e.mChannel->mSourceValues);
  1083. e.mValueData = &pParser.ResolveLibraryReference(pParser.mDataLibrary, e.mValueAccessor->mSource);
  1084. // time count and value count must match
  1085. if (e.mTimeAccessor->mCount != e.mValueAccessor->mCount) {
  1086. throw DeadlyImportError("Time count / value count mismatch in animation channel \"", e.mChannel->mTarget, "\".");
  1087. }
  1088. if (e.mTimeAccessor->mCount > 0) {
  1089. // find bounding times
  1090. startTime = std::min(startTime, ReadFloat(*e.mTimeAccessor, *e.mTimeData, 0, 0));
  1091. endTime = std::max(endTime, ReadFloat(*e.mTimeAccessor, *e.mTimeData, e.mTimeAccessor->mCount - 1, 0));
  1092. }
  1093. }
  1094. std::vector<aiMatrix4x4> resultTrafos;
  1095. if (!entries.empty() && entries.front().mTimeAccessor->mCount > 0) {
  1096. // create a local transformation chain of the node's transforms
  1097. std::vector<Collada::Transform> transforms = srcNode->mTransforms;
  1098. // now for every unique point in time, find or interpolate the key values for that time
  1099. // and apply them to the transform chain. Then the node's present transformation can be calculated.
  1100. ai_real time = startTime;
  1101. while (1) {
  1102. for (ChannelEntry & e : entries) {
  1103. // find the keyframe behind the current point in time
  1104. size_t pos = 0;
  1105. ai_real postTime = 0.0;
  1106. while (1) {
  1107. if (pos >= e.mTimeAccessor->mCount) {
  1108. break;
  1109. }
  1110. postTime = ReadFloat(*e.mTimeAccessor, *e.mTimeData, pos, 0);
  1111. if (postTime >= time) {
  1112. break;
  1113. }
  1114. ++pos;
  1115. }
  1116. pos = std::min(pos, e.mTimeAccessor->mCount - 1);
  1117. // read values from there
  1118. ai_real temp[16];
  1119. for (size_t c = 0; c < e.mValueAccessor->mSize; ++c) {
  1120. temp[c] = ReadFloat(*e.mValueAccessor, *e.mValueData, pos, c);
  1121. }
  1122. // if not exactly at the key time, interpolate with previous value set
  1123. if (postTime > time && pos > 0) {
  1124. ai_real preTime = ReadFloat(*e.mTimeAccessor, *e.mTimeData, pos - 1, 0);
  1125. ai_real factor = (time - postTime) / (preTime - postTime);
  1126. for (size_t c = 0; c < e.mValueAccessor->mSize; ++c) {
  1127. ai_real v = ReadFloat(*e.mValueAccessor, *e.mValueData, pos - 1, c);
  1128. temp[c] += (v - temp[c]) * factor;
  1129. }
  1130. }
  1131. // Apply values to current transformation
  1132. std::copy(temp, temp + e.mValueAccessor->mSize, transforms[e.mTransformIndex].f + e.mSubElement);
  1133. }
  1134. // Calculate resulting transformation
  1135. aiMatrix4x4 mat = pParser.CalculateResultTransform(transforms);
  1136. // out of laziness: we store the time in matrix.d4
  1137. mat.d4 = time;
  1138. resultTrafos.push_back(mat);
  1139. // find next point in time to evaluate. That's the closest frame larger than the current in any channel
  1140. ai_real nextTime = ai_real(1e20);
  1141. for (ChannelEntry & channelElement : entries) {
  1142. // find the next time value larger than the current
  1143. size_t pos = 0;
  1144. while (pos < channelElement.mTimeAccessor->mCount) {
  1145. const ai_real t = ReadFloat(*channelElement.mTimeAccessor, *channelElement.mTimeData, pos, 0);
  1146. if (t > time) {
  1147. nextTime = std::min(nextTime, t);
  1148. break;
  1149. }
  1150. ++pos;
  1151. }
  1152. // https://github.com/assimp/assimp/issues/458
  1153. // Sub-sample axis-angle channels if the delta between two consecutive
  1154. // key-frame angles is >= 180 degrees.
  1155. if (transforms[channelElement.mTransformIndex].mType == TF_ROTATE && channelElement.mSubElement == 3 && pos > 0 && pos < channelElement.mTimeAccessor->mCount) {
  1156. const ai_real cur_key_angle = ReadFloat(*channelElement.mValueAccessor, *channelElement.mValueData, pos, 0);
  1157. const ai_real last_key_angle = ReadFloat(*channelElement.mValueAccessor, *channelElement.mValueData, pos - 1, 0);
  1158. const ai_real cur_key_time = ReadFloat(*channelElement.mTimeAccessor, *channelElement.mTimeData, pos, 0);
  1159. const ai_real last_key_time = ReadFloat(*channelElement.mTimeAccessor, *channelElement.mTimeData, pos - 1, 0);
  1160. 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);
  1161. const ai_real delta = std::abs(cur_key_angle - last_eval_angle);
  1162. if (delta >= 180.0) {
  1163. const int subSampleCount = static_cast<int>(std::floor(delta / 90.0));
  1164. if (cur_key_time != time) {
  1165. const ai_real nextSampleTime = time + (cur_key_time - time) / subSampleCount;
  1166. nextTime = std::min(nextTime, nextSampleTime);
  1167. }
  1168. }
  1169. }
  1170. }
  1171. // no more keys on any channel after the current time -> we're done
  1172. if (nextTime > 1e19) {
  1173. break;
  1174. }
  1175. // else construct next key-frame at this following time point
  1176. time = nextTime;
  1177. }
  1178. }
  1179. // build an animation channel for the given node out of these trafo keys
  1180. if (!resultTrafos.empty()) {
  1181. aiNodeAnim *dstAnim = new aiNodeAnim;
  1182. dstAnim->mNodeName = nodeName;
  1183. dstAnim->mNumPositionKeys = static_cast<unsigned int>(resultTrafos.size());
  1184. dstAnim->mNumRotationKeys = static_cast<unsigned int>(resultTrafos.size());
  1185. dstAnim->mNumScalingKeys = static_cast<unsigned int>(resultTrafos.size());
  1186. dstAnim->mPositionKeys = new aiVectorKey[resultTrafos.size()];
  1187. dstAnim->mRotationKeys = new aiQuatKey[resultTrafos.size()];
  1188. dstAnim->mScalingKeys = new aiVectorKey[resultTrafos.size()];
  1189. for (size_t a = 0; a < resultTrafos.size(); ++a) {
  1190. aiMatrix4x4 mat = resultTrafos[a];
  1191. double time = double(mat.d4); // remember? time is stored in mat.d4
  1192. mat.d4 = 1.0f;
  1193. dstAnim->mPositionKeys[a].mTime = time * kMillisecondsFromSeconds;
  1194. dstAnim->mRotationKeys[a].mTime = time * kMillisecondsFromSeconds;
  1195. dstAnim->mScalingKeys[a].mTime = time * kMillisecondsFromSeconds;
  1196. mat.Decompose(dstAnim->mScalingKeys[a].mValue, dstAnim->mRotationKeys[a].mValue, dstAnim->mPositionKeys[a].mValue);
  1197. }
  1198. anims.push_back(dstAnim);
  1199. } else {
  1200. ASSIMP_LOG_WARN("Collada loader: found empty animation channel, ignored. Please check your exporter.");
  1201. }
  1202. if (!entries.empty() && entries.front().mTimeAccessor->mCount > 0) {
  1203. std::vector<ChannelEntry> morphChannels;
  1204. for (ChannelEntry & e : entries) {
  1205. // skip non-transform types
  1206. if (e.mTargetId.empty()) {
  1207. continue;
  1208. }
  1209. if (e.mTargetId.find("morph-weights") != std::string::npos) {
  1210. morphChannels.push_back(e);
  1211. }
  1212. }
  1213. if (!morphChannels.empty()) {
  1214. // either 1) morph weight animation count should contain morph target count channels
  1215. // or 2) one channel with morph target count arrays
  1216. // assume first
  1217. aiMeshMorphAnim *morphAnim = new aiMeshMorphAnim;
  1218. morphAnim->mName.Set(nodeName);
  1219. std::vector<MorphTimeValues> morphTimeValues;
  1220. int morphAnimChannelIndex = 0;
  1221. for (ChannelEntry & e : morphChannels) {
  1222. std::string::size_type apos = e.mTargetId.find('(');
  1223. std::string::size_type bpos = e.mTargetId.find(')');
  1224. // If unknown way to specify weight -> ignore this animation
  1225. if (apos == std::string::npos || bpos == std::string::npos) {
  1226. continue;
  1227. }
  1228. // weight target can be in format Weight_M_N, Weight_N, WeightN, or some other way
  1229. // we ignore the name and just assume the channels are in the right order
  1230. for (unsigned int i = 0; i < e.mTimeData->mValues.size(); i++) {
  1231. insertMorphTimeValue(morphTimeValues, e.mTimeData->mValues[i], e.mValueData->mValues[i], morphAnimChannelIndex);
  1232. }
  1233. ++morphAnimChannelIndex;
  1234. }
  1235. morphAnim->mNumKeys = static_cast<unsigned int>(morphTimeValues.size());
  1236. morphAnim->mKeys = new aiMeshMorphKey[morphAnim->mNumKeys];
  1237. for (unsigned int key = 0; key < morphAnim->mNumKeys; key++) {
  1238. morphAnim->mKeys[key].mNumValuesAndWeights = static_cast<unsigned int>(morphChannels.size());
  1239. morphAnim->mKeys[key].mValues = new unsigned int[morphChannels.size()];
  1240. morphAnim->mKeys[key].mWeights = new double[morphChannels.size()];
  1241. morphAnim->mKeys[key].mTime = morphTimeValues[key].mTime * kMillisecondsFromSeconds;
  1242. for (unsigned int valueIndex = 0; valueIndex < morphChannels.size(); ++valueIndex) {
  1243. morphAnim->mKeys[key].mValues[valueIndex] = valueIndex;
  1244. morphAnim->mKeys[key].mWeights[valueIndex] = getWeightAtKey(morphTimeValues, key, valueIndex);
  1245. }
  1246. }
  1247. morphAnims.push_back(morphAnim);
  1248. }
  1249. }
  1250. }
  1251. if (!anims.empty() || !morphAnims.empty()) {
  1252. aiAnimation *anim = new aiAnimation;
  1253. anim->mName.Set(pName);
  1254. anim->mNumChannels = static_cast<unsigned int>(anims.size());
  1255. if (anim->mNumChannels > 0) {
  1256. anim->mChannels = new aiNodeAnim *[anims.size()];
  1257. std::copy(anims.begin(), anims.end(), anim->mChannels);
  1258. }
  1259. anim->mNumMorphMeshChannels = static_cast<unsigned int>(morphAnims.size());
  1260. if (anim->mNumMorphMeshChannels > 0) {
  1261. anim->mMorphMeshChannels = new aiMeshMorphAnim *[anim->mNumMorphMeshChannels];
  1262. std::copy(morphAnims.begin(), morphAnims.end(), anim->mMorphMeshChannels);
  1263. }
  1264. anim->mDuration = 0.0f;
  1265. for (auto & a : anims) {
  1266. anim->mDuration = std::max(anim->mDuration, a->mPositionKeys[a->mNumPositionKeys - 1].mTime);
  1267. anim->mDuration = std::max(anim->mDuration, a->mRotationKeys[a->mNumRotationKeys - 1].mTime);
  1268. anim->mDuration = std::max(anim->mDuration, a->mScalingKeys[a->mNumScalingKeys - 1].mTime);
  1269. }
  1270. for (auto & morphAnim : morphAnims) {
  1271. anim->mDuration = std::max(anim->mDuration, morphAnim->mKeys[morphAnim->mNumKeys - 1].mTime);
  1272. }
  1273. anim->mTicksPerSecond = 1000.0;
  1274. mAnims.push_back(anim);
  1275. }
  1276. }
  1277. // ------------------------------------------------------------------------------------------------
  1278. // Add a texture to a material structure
  1279. void ColladaLoader::AddTexture(aiMaterial &mat,
  1280. const ColladaParser &pParser,
  1281. const Effect &effect,
  1282. const Sampler &sampler,
  1283. aiTextureType type,
  1284. unsigned int idx) {
  1285. // first of all, basic file name
  1286. const aiString name = FindFilenameForEffectTexture(pParser, effect, sampler.mName);
  1287. mat.AddProperty(&name, _AI_MATKEY_TEXTURE_BASE, type, idx);
  1288. // mapping mode
  1289. int map = aiTextureMapMode_Clamp;
  1290. if (sampler.mWrapU) {
  1291. map = aiTextureMapMode_Wrap;
  1292. }
  1293. if (sampler.mWrapU && sampler.mMirrorU) {
  1294. map = aiTextureMapMode_Mirror;
  1295. }
  1296. mat.AddProperty(&map, 1, _AI_MATKEY_MAPPINGMODE_U_BASE, type, idx);
  1297. map = aiTextureMapMode_Clamp;
  1298. if (sampler.mWrapV) {
  1299. map = aiTextureMapMode_Wrap;
  1300. }
  1301. if (sampler.mWrapV && sampler.mMirrorV) {
  1302. map = aiTextureMapMode_Mirror;
  1303. }
  1304. mat.AddProperty(&map, 1, _AI_MATKEY_MAPPINGMODE_V_BASE, type, idx);
  1305. // UV transformation
  1306. mat.AddProperty(&sampler.mTransform, 1,
  1307. _AI_MATKEY_UVTRANSFORM_BASE, type, idx);
  1308. // Blend mode
  1309. mat.AddProperty((int *)&sampler.mOp, 1,
  1310. _AI_MATKEY_TEXBLEND_BASE, type, idx);
  1311. // Blend factor
  1312. mat.AddProperty((ai_real *)&sampler.mWeighting, 1,
  1313. _AI_MATKEY_TEXBLEND_BASE, type, idx);
  1314. // UV source index ... if we didn't resolve the mapping, it is actually just
  1315. // a guess but it works in most cases. We search for the frst occurrence of a
  1316. // number in the channel name. We assume it is the zero-based index into the
  1317. // UV channel array of all corresponding meshes. It could also be one-based
  1318. // for some exporters, but we won't care of it unless someone complains about.
  1319. if (sampler.mUVId != UINT_MAX) {
  1320. map = sampler.mUVId;
  1321. } else {
  1322. map = -1;
  1323. for (std::string::const_iterator it = sampler.mUVChannel.begin(); it != sampler.mUVChannel.end(); ++it) {
  1324. if (IsNumeric(*it)) {
  1325. map = strtoul10(&(*it));
  1326. break;
  1327. }
  1328. }
  1329. if (-1 == map) {
  1330. ASSIMP_LOG_WARN("Collada: unable to determine UV channel for texture");
  1331. map = 0;
  1332. }
  1333. }
  1334. mat.AddProperty(&map, 1, _AI_MATKEY_UVWSRC_BASE, type, idx);
  1335. }
  1336. // ------------------------------------------------------------------------------------------------
  1337. // Fills materials from the collada material definitions
  1338. void ColladaLoader::FillMaterials(const ColladaParser &pParser, aiScene * /*pScene*/) {
  1339. for (auto &elem : newMats) {
  1340. aiMaterial &mat = (aiMaterial &)*elem.second;
  1341. Collada::Effect &effect = *elem.first;
  1342. // resolve shading mode
  1343. int shadeMode;
  1344. if (effect.mFaceted) {
  1345. shadeMode = aiShadingMode_Flat;
  1346. } else {
  1347. switch (effect.mShadeType) {
  1348. case Collada::Shade_Constant:
  1349. shadeMode = aiShadingMode_NoShading;
  1350. break;
  1351. case Collada::Shade_Lambert:
  1352. shadeMode = aiShadingMode_Gouraud;
  1353. break;
  1354. case Collada::Shade_Blinn:
  1355. shadeMode = aiShadingMode_Blinn;
  1356. break;
  1357. case Collada::Shade_Phong:
  1358. shadeMode = aiShadingMode_Phong;
  1359. break;
  1360. default:
  1361. ASSIMP_LOG_WARN("Collada: Unrecognized shading mode, using gouraud shading");
  1362. shadeMode = aiShadingMode_Gouraud;
  1363. break;
  1364. }
  1365. }
  1366. mat.AddProperty<int>(&shadeMode, 1, AI_MATKEY_SHADING_MODEL);
  1367. // double-sided?
  1368. shadeMode = effect.mDoubleSided;
  1369. mat.AddProperty<int>(&shadeMode, 1, AI_MATKEY_TWOSIDED);
  1370. // wire-frame?
  1371. shadeMode = effect.mWireframe;
  1372. mat.AddProperty<int>(&shadeMode, 1, AI_MATKEY_ENABLE_WIREFRAME);
  1373. // add material colors
  1374. mat.AddProperty(&effect.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
  1375. mat.AddProperty(&effect.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
  1376. mat.AddProperty(&effect.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
  1377. mat.AddProperty(&effect.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
  1378. mat.AddProperty(&effect.mReflective, 1, AI_MATKEY_COLOR_REFLECTIVE);
  1379. // scalar properties
  1380. mat.AddProperty(&effect.mShininess, 1, AI_MATKEY_SHININESS);
  1381. mat.AddProperty(&effect.mReflectivity, 1, AI_MATKEY_REFLECTIVITY);
  1382. mat.AddProperty(&effect.mRefractIndex, 1, AI_MATKEY_REFRACTI);
  1383. // transparency, a very hard one. seemingly not all files are following the
  1384. // specification here (1.0 transparency => completely opaque)...
  1385. // therefore, we let the opportunity for the user to manually invert
  1386. // the transparency if necessary and we add preliminary support for RGB_ZERO mode
  1387. if (effect.mTransparency >= 0.f && effect.mTransparency <= 1.f) {
  1388. // handle RGB transparency completely, cf Collada specs 1.5.0 pages 249 and 304
  1389. if (effect.mRGBTransparency) {
  1390. // use luminance as defined by ISO/CIE color standards (see ITU-R Recommendation BT.709-4)
  1391. effect.mTransparency *= (0.212671f * effect.mTransparent.r +
  1392. 0.715160f * effect.mTransparent.g +
  1393. 0.072169f * effect.mTransparent.b);
  1394. effect.mTransparent.a = 1.f;
  1395. mat.AddProperty(&effect.mTransparent, 1, AI_MATKEY_COLOR_TRANSPARENT);
  1396. } else {
  1397. effect.mTransparency *= effect.mTransparent.a;
  1398. }
  1399. if (effect.mInvertTransparency) {
  1400. effect.mTransparency = 1.f - effect.mTransparency;
  1401. }
  1402. // Is the material finally transparent ?
  1403. if (effect.mHasTransparency || effect.mTransparency < 1.f) {
  1404. mat.AddProperty(&effect.mTransparency, 1, AI_MATKEY_OPACITY);
  1405. }
  1406. }
  1407. // add textures, if given
  1408. if (!effect.mTexAmbient.mName.empty()) {
  1409. // It is merely a light-map
  1410. AddTexture(mat, pParser, effect, effect.mTexAmbient, aiTextureType_LIGHTMAP);
  1411. }
  1412. if (!effect.mTexEmissive.mName.empty())
  1413. AddTexture(mat, pParser, effect, effect.mTexEmissive, aiTextureType_EMISSIVE);
  1414. if (!effect.mTexSpecular.mName.empty())
  1415. AddTexture(mat, pParser, effect, effect.mTexSpecular, aiTextureType_SPECULAR);
  1416. if (!effect.mTexDiffuse.mName.empty())
  1417. AddTexture(mat, pParser, effect, effect.mTexDiffuse, aiTextureType_DIFFUSE);
  1418. if (!effect.mTexBump.mName.empty())
  1419. AddTexture(mat, pParser, effect, effect.mTexBump, aiTextureType_NORMALS);
  1420. if (!effect.mTexTransparent.mName.empty())
  1421. AddTexture(mat, pParser, effect, effect.mTexTransparent, aiTextureType_OPACITY);
  1422. if (!effect.mTexReflective.mName.empty())
  1423. AddTexture(mat, pParser, effect, effect.mTexReflective, aiTextureType_REFLECTION);
  1424. }
  1425. }
  1426. // ------------------------------------------------------------------------------------------------
  1427. // Constructs materials from the collada material definitions
  1428. void ColladaLoader::BuildMaterials(ColladaParser &pParser, aiScene * /*pScene*/) {
  1429. newMats.reserve(pParser.mMaterialLibrary.size());
  1430. for (ColladaParser::MaterialLibrary::const_iterator matIt = pParser.mMaterialLibrary.begin();
  1431. matIt != pParser.mMaterialLibrary.end(); ++matIt) {
  1432. const Material &material = matIt->second;
  1433. // a material is only a reference to an effect
  1434. ColladaParser::EffectLibrary::iterator effIt = pParser.mEffectLibrary.find(material.mEffect);
  1435. if (effIt == pParser.mEffectLibrary.end())
  1436. continue;
  1437. Effect &effect = effIt->second;
  1438. // create material
  1439. aiMaterial *mat = new aiMaterial;
  1440. aiString name(material.mName.empty() ? matIt->first : material.mName);
  1441. mat->AddProperty(&name, AI_MATKEY_NAME);
  1442. // store the material
  1443. mMaterialIndexByName[matIt->first] = newMats.size();
  1444. newMats.emplace_back(&effect, mat);
  1445. }
  1446. // ScenePreprocessor generates a default material automatically if none is there.
  1447. // All further code here in this loader works well without a valid material so
  1448. // we can safely let it to ScenePreprocessor.
  1449. }
  1450. // ------------------------------------------------------------------------------------------------
  1451. // Resolves the texture name for the given effect texture entry and loads the texture data
  1452. aiString ColladaLoader::FindFilenameForEffectTexture(const ColladaParser &pParser,
  1453. const Effect &pEffect, const std::string &pName) {
  1454. aiString result;
  1455. // recurse through the param references until we end up at an image
  1456. std::string name = pName;
  1457. while (1) {
  1458. // the given string is a param entry. Find it
  1459. Effect::ParamLibrary::const_iterator it = pEffect.mParams.find(name);
  1460. // if not found, we're at the end of the recursion. The resulting string should be the image ID
  1461. if (it == pEffect.mParams.end())
  1462. break;
  1463. // else recurse on
  1464. name = it->second.mReference;
  1465. }
  1466. // find the image referred by this name in the image library of the scene
  1467. ColladaParser::ImageLibrary::const_iterator imIt = pParser.mImageLibrary.find(name);
  1468. if (imIt == pParser.mImageLibrary.end()) {
  1469. ASSIMP_LOG_WARN("Collada: Unable to resolve effect texture entry \"", pName, "\", ended up at ID \"", name, "\".");
  1470. //set default texture file name
  1471. result.Set(name + ".jpg");
  1472. ColladaParser::UriDecodePath(result);
  1473. return result;
  1474. }
  1475. // if this is an embedded texture image setup an aiTexture for it
  1476. if (!imIt->second.mImageData.empty()) {
  1477. aiTexture *tex = new aiTexture();
  1478. // Store embedded texture name reference
  1479. tex->mFilename.Set(imIt->second.mFileName.c_str());
  1480. result.Set(imIt->second.mFileName);
  1481. // setup format hint
  1482. if (imIt->second.mEmbeddedFormat.length() >= HINTMAXTEXTURELEN) {
  1483. ASSIMP_LOG_WARN("Collada: texture format hint is too long, truncating to 3 characters");
  1484. }
  1485. strncpy(tex->achFormatHint, imIt->second.mEmbeddedFormat.c_str(), 3);
  1486. // and copy texture data
  1487. tex->mHeight = 0;
  1488. tex->mWidth = static_cast<unsigned int>(imIt->second.mImageData.size());
  1489. tex->pcData = (aiTexel *)new char[tex->mWidth];
  1490. memcpy(tex->pcData, &imIt->second.mImageData[0], tex->mWidth);
  1491. // and add this texture to the list
  1492. mTextures.push_back(tex);
  1493. return result;
  1494. }
  1495. if (imIt->second.mFileName.empty()) {
  1496. throw DeadlyImportError("Collada: Invalid texture, no data or file reference given");
  1497. }
  1498. result.Set(imIt->second.mFileName);
  1499. return result;
  1500. }
  1501. // ------------------------------------------------------------------------------------------------
  1502. // Reads a float value from an accessor and its data array.
  1503. ai_real ColladaLoader::ReadFloat(const Accessor &pAccessor, const Data &pData, size_t pIndex, size_t pOffset) const {
  1504. size_t pos = pAccessor.mStride * pIndex + pAccessor.mOffset + pOffset;
  1505. ai_assert(pos < pData.mValues.size());
  1506. return pData.mValues[pos];
  1507. }
  1508. // ------------------------------------------------------------------------------------------------
  1509. // Reads a string value from an accessor and its data array.
  1510. const std::string &ColladaLoader::ReadString(const Accessor &pAccessor, const Data &pData, size_t pIndex) const {
  1511. size_t pos = pAccessor.mStride * pIndex + pAccessor.mOffset;
  1512. ai_assert(pos < pData.mStrings.size());
  1513. return pData.mStrings[pos];
  1514. }
  1515. // ------------------------------------------------------------------------------------------------
  1516. // Collects all nodes into the given array
  1517. void ColladaLoader::CollectNodes(const aiNode *pNode, std::vector<const aiNode *> &poNodes) const {
  1518. poNodes.push_back(pNode);
  1519. for (size_t a = 0; a < pNode->mNumChildren; ++a) {
  1520. CollectNodes(pNode->mChildren[a], poNodes);
  1521. }
  1522. }
  1523. // ------------------------------------------------------------------------------------------------
  1524. // Finds a node in the collada scene by the given name
  1525. const Node *ColladaLoader::FindNode(const Node *pNode, const std::string &pName) const {
  1526. if (pNode->mName == pName || pNode->mID == pName)
  1527. return pNode;
  1528. for (auto a : pNode->mChildren) {
  1529. const Collada::Node *node = FindNode(a, pName);
  1530. if (node) {
  1531. return node;
  1532. }
  1533. }
  1534. return nullptr;
  1535. }
  1536. // ------------------------------------------------------------------------------------------------
  1537. // Finds a node in the collada scene by the given SID
  1538. const Node *ColladaLoader::FindNodeBySID(const Node *pNode, const std::string &pSID) const {
  1539. if (nullptr == pNode) {
  1540. return nullptr;
  1541. }
  1542. if (pNode->mSID == pSID) {
  1543. return pNode;
  1544. }
  1545. for (auto a : pNode->mChildren) {
  1546. const Collada::Node *node = FindNodeBySID(a, pSID);
  1547. if (node) {
  1548. return node;
  1549. }
  1550. }
  1551. return nullptr;
  1552. }
  1553. // ------------------------------------------------------------------------------------------------
  1554. // Finds a proper unique name for a node derived from the collada-node's properties.
  1555. // The name must be unique for proper node-bone association.
  1556. std::string ColladaLoader::FindNameForNode(const Node *pNode) {
  1557. // If explicitly requested, just use the collada name.
  1558. if (useColladaName) {
  1559. if (!pNode->mName.empty()) {
  1560. return pNode->mName;
  1561. } else {
  1562. return format() << "$ColladaAutoName$_" << mNodeNameCounter++;
  1563. }
  1564. } else {
  1565. // Now setup the name of the assimp node. The collada name might not be
  1566. // unique, so we use the collada ID.
  1567. if (!pNode->mID.empty())
  1568. return pNode->mID;
  1569. else if (!pNode->mSID.empty())
  1570. return pNode->mSID;
  1571. else {
  1572. // No need to worry. Unnamed nodes are no problem at all, except
  1573. // if cameras or lights need to be assigned to them.
  1574. return format() << "$ColladaAutoName$_" << mNodeNameCounter++;
  1575. }
  1576. }
  1577. }
  1578. } // Namespace Assimp
  1579. #endif // !! ASSIMP_BUILD_NO_DAE_IMPORTER