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- /** Implementation of the Collada loader */
- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (ASSIMP)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2008, ASSIMP Development Team
- All rights reserved.
- Redistribution and use of this software in source and binary forms,
- with or without modification, are permitted provided that the following
- conditions are met:
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
- * Neither the name of the ASSIMP team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the ASSIMP Development Team.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- ---------------------------------------------------------------------------
- */
- #include "AssimpPCH.h"
- #include "../include/aiAnim.h"
- #include "ColladaLoader.h"
- #include "ColladaParser.h"
- using namespace Assimp;
- // ------------------------------------------------------------------------------------------------
- // Constructor to be privately used by Importer
- ColladaLoader::ColladaLoader()
- {
- }
- // ------------------------------------------------------------------------------------------------
- // Destructor, private as well
- ColladaLoader::~ColladaLoader()
- {
- }
- // ------------------------------------------------------------------------------------------------
- // Returns whether the class can handle the format of the given file.
- bool ColladaLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
- {
- // check file extension
- std::string::size_type pos = pFile.find_last_of('.');
- // no file extension - can't read
- if( pos == std::string::npos)
- return false;
- std::string extension = pFile.substr( pos);
- for( std::string::iterator it = extension.begin(); it != extension.end(); ++it)
- *it = tolower( *it);
- if( extension == ".dae")
- return true;
- return false;
- }
- // ------------------------------------------------------------------------------------------------
- // Imports the given file into the given scene structure.
- void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
- {
- mFileName = pFile;
- // parse the input file
- ColladaParser parser( pFile);
- // build the node hierarchy from it
- pScene->mRootNode = BuildHierarchy( parser, parser.mRootNode);
- // store all meshes
- StoreSceneMeshes( pScene);
- // create dummy material
- Assimp::MaterialHelper* mat = new Assimp::MaterialHelper;
- aiString name( std::string( "dummy"));
- mat->AddProperty( &name, AI_MATKEY_NAME);
- int shadeMode = aiShadingMode_Phong;
- mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
- aiColor4D colAmbient( 0.2f, 0.2f, 0.2f, 1.0f), colDiffuse( 0.8f, 0.8f, 0.8f, 1.0f), colSpecular( 0.5f, 0.5f, 0.5f, 0.5f);
- mat->AddProperty( &colAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
- mat->AddProperty( &colDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
- mat->AddProperty( &colSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
- float specExp = 5.0f;
- mat->AddProperty( &specExp, 1, AI_MATKEY_SHININESS);
- pScene->mNumMaterials = 1;
- pScene->mMaterials = new aiMaterial*[1];
- pScene->mMaterials[0] = mat;
- }
- // ------------------------------------------------------------------------------------------------
- // Recursively constructs a scene node for the given parser node and returns it.
- aiNode* ColladaLoader::BuildHierarchy( const ColladaParser& pParser, const ColladaParser::Node* pNode)
- {
- // create a node for it
- aiNode* node = new aiNode( pNode->mName);
-
- // calculate the transformation matrix for it
- node->mTransformation = pParser.CalculateResultTransform( pNode->mTransforms);
- // add children
- node->mNumChildren = pNode->mChildren.size();
- node->mChildren = new aiNode*[node->mNumChildren];
- for( unsigned int a = 0; a < pNode->mChildren.size(); a++)
- {
- node->mChildren[a] = BuildHierarchy( pParser, pNode->mChildren[a]);
- node->mChildren[a]->mParent = node;
- }
- // construct meshes
- BuildMeshesForNode( pParser, pNode, node);
- return node;
- }
- // ------------------------------------------------------------------------------------------------
- // Builds meshes for the given node and references them
- void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const ColladaParser::Node* pNode, aiNode* pTarget)
- {
- // accumulated mesh references by this node
- std::vector<size_t> newMeshRefs;
- // for the moment we simply ignore all material tags and transfer the meshes one by one
- BOOST_FOREACH( const std::string& mid, pNode->mMeshes)
- {
- // find the referred mesh
- ColladaParser::MeshLibrary::const_iterator srcMeshIt = pParser.mMeshLibrary.find( mid);
- if( srcMeshIt == pParser.mMeshLibrary.end())
- {
- DefaultLogger::get()->warn( boost::str( boost::format( "Unable to find geometry for ID \"%s\". Skipping.") % mid));
- continue;
- }
- // if we already have the mesh at the library, just add its index to the node's array
- std::map<std::string, size_t>::const_iterator dstMeshIt = mMeshIndexbyID.find( mid);
- if( dstMeshIt != mMeshIndexbyID.end())
- {
- newMeshRefs.push_back( dstMeshIt->second);
- } else
- {
- // else we have to add the mesh to the collection and store its newly assigned index at the node
- aiMesh* dstMesh = new aiMesh;
- const ColladaParser::Mesh* srcMesh = srcMeshIt->second;
- // copy positions
- dstMesh->mNumVertices = srcMesh->mPositions.size();
- dstMesh->mVertices = new aiVector3D[dstMesh->mNumVertices];
- std::copy( srcMesh->mPositions.begin(), srcMesh->mPositions.end(), dstMesh->mVertices);
- // normals, if given. HACK: (thom) Due to the fucking Collada spec we never know if we have the same
- // number of normals as there are positions. So we also ignore any vertex attribute if it has a different count
- if( srcMesh->mNormals.size() == dstMesh->mNumVertices)
- {
- dstMesh->mNormals = new aiVector3D[dstMesh->mNumVertices];
- std::copy( srcMesh->mNormals.begin(), srcMesh->mNormals.end(), dstMesh->mNormals);
- }
- // same for texturecoords, as many as we have
- for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
- {
- if( srcMesh->mTexCoords[a].size() == dstMesh->mNumVertices)
- {
- dstMesh->mTextureCoords[a] = new aiVector3D[dstMesh->mNumVertices];
- for( size_t b = 0; b < dstMesh->mNumVertices; ++b)
- dstMesh->mTextureCoords[a][b].Set( srcMesh->mTexCoords[a][b].x, srcMesh->mTexCoords[a][b].y, 0.0f);
- dstMesh->mNumUVComponents[a] = 2;
- }
- }
- // same for vertex colors, as many as we have
- for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
- {
- if( srcMesh->mColors[a].size() == dstMesh->mNumVertices)
- {
- dstMesh->mColors[a] = new aiColor4D[dstMesh->mNumVertices];
- std::copy( srcMesh->mColors[a].begin(), srcMesh->mColors[a].end(), dstMesh->mColors[a]);
- }
- }
- // create faces. Due to the fact that each face uses unique vertices, we can simply count up on each vertex
- size_t vertex = 0;
- dstMesh->mNumFaces = srcMesh->mFaceSize.size();
- dstMesh->mFaces = new aiFace[dstMesh->mNumFaces];
- for( size_t a = 0; a < dstMesh->mNumFaces; ++a)
- {
- size_t s = srcMesh->mFaceSize[a];
- aiFace& face = dstMesh->mFaces[a];
- face.mNumIndices = s;
- face.mIndices = new unsigned int[s];
- for( size_t b = 0; b < s; ++b)
- face.mIndices[b] = vertex++;
- }
- // store the mesh, and store its new index in the node
- newMeshRefs.push_back( mMeshes.size());
- mMeshes.push_back( dstMesh);
- }
- }
- // now place all mesh references we gathered in the target node
- pTarget->mNumMeshes = newMeshRefs.size();
- if( newMeshRefs.size())
- {
- pTarget->mMeshes = new size_t[pTarget->mNumMeshes];
- std::copy( newMeshRefs.begin(), newMeshRefs.end(), pTarget->mMeshes);
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Stores all meshes in the given scene
- void ColladaLoader::StoreSceneMeshes( aiScene* pScene)
- {
- pScene->mNumMeshes = mMeshes.size();
- if( mMeshes.size() > 0)
- {
- pScene->mMeshes = new aiMesh*[mMeshes.size()];
- std::copy( mMeshes.begin(), mMeshes.end(), pScene->mMeshes);
- }
- }
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