ColladaLoader.cpp 83 KB

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  1. /*
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  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/Defines.h>
  40. #include <assimp/anim.h>
  41. #include <assimp/importerdesc.h>
  42. #include <assimp/scene.h>
  43. #include <assimp/DefaultLogger.hpp>
  44. #include <assimp/Importer.hpp>
  45. #include <assimp/CreateAnimMesh.h>
  46. #include <assimp/ParsingUtils.h>
  47. #include <assimp/SkeletonMeshBuilder.h>
  48. #include <assimp/ZipArchiveIOSystem.h>
  49. #include <assimp/fast_atof.h>
  50. #include "math.h"
  51. #include "time.h"
  52. #include <algorithm>
  53. #include <memory>
  54. #include <numeric>
  55. namespace Assimp {
  56. using namespace Assimp::Formatter;
  57. static const aiImporterDesc desc = {
  58. "Collada Importer",
  59. "",
  60. "",
  61. "http://collada.org",
  62. aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportCompressedFlavour,
  63. 1,
  64. 3,
  65. 1,
  66. 5,
  67. "dae zae"
  68. };
  69. static const float kMillisecondsFromSeconds = 1000.f;
  70. // Add an item of metadata to a node
  71. // Assumes the key is not already in the list
  72. template <typename T>
  73. inline void AddNodeMetaData(aiNode *node, const std::string &key, const T &value) {
  74. if (nullptr == node->mMetaData) {
  75. node->mMetaData = new aiMetadata();
  76. }
  77. node->mMetaData->Add(key, value);
  78. }
  79. // ------------------------------------------------------------------------------------------------
  80. // Constructor to be privately used by Importer
  81. ColladaLoader::ColladaLoader() :
  82. mFileName(),
  83. mMeshIndexByID(),
  84. mMaterialIndexByName(),
  85. mMeshes(),
  86. newMats(),
  87. mCameras(),
  88. mLights(),
  89. mTextures(),
  90. mAnims(),
  91. noSkeletonMesh(false),
  92. ignoreUpDirection(false),
  93. useColladaName(false),
  94. mNodeNameCounter(0) {
  95. // empty
  96. }
  97. // ------------------------------------------------------------------------------------------------
  98. // Destructor, private as well
  99. ColladaLoader::~ColladaLoader() {
  100. // empty
  101. }
  102. // ------------------------------------------------------------------------------------------------
  103. // Returns whether the class can handle the format of the given file.
  104. bool ColladaLoader::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const {
  105. // check file extension
  106. const std::string extension = GetExtension(pFile);
  107. bool readSig = checkSig && (pIOHandler != nullptr);
  108. if (!readSig) {
  109. if (extension == "dae" || extension == "zae") {
  110. return true;
  111. }
  112. }
  113. if (readSig) {
  114. // Look for a DAE file inside, but don't extract it
  115. ZipArchiveIOSystem zip_archive(pIOHandler, pFile);
  116. if (zip_archive.isOpen())
  117. return !ColladaParser::ReadZaeManifest(zip_archive).empty();
  118. }
  119. // XML - too generic, we need to open the file and search for typical keywords
  120. if (extension == "xml" || !extension.length() || checkSig) {
  121. /* If CanRead() is called in order to check whether we
  122. * support a specific file extension in general pIOHandler
  123. * might be nullptr and it's our duty to return true here.
  124. */
  125. if (!pIOHandler) {
  126. return true;
  127. }
  128. static const char *tokens[] = { "<collada" };
  129. return SearchFileHeaderForToken(pIOHandler, pFile, tokens, 1);
  130. }
  131. return false;
  132. }
  133. // ------------------------------------------------------------------------------------------------
  134. void ColladaLoader::SetupProperties(const Importer *pImp) {
  135. noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES, 0) != 0;
  136. ignoreUpDirection = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION, 0) != 0;
  137. useColladaName = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES, 0) != 0;
  138. }
  139. // ------------------------------------------------------------------------------------------------
  140. // Get file extension list
  141. const aiImporterDesc *ColladaLoader::GetInfo() const {
  142. return &desc;
  143. }
  144. // ------------------------------------------------------------------------------------------------
  145. // Imports the given file into the given scene structure.
  146. void ColladaLoader::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
  147. mFileName = pFile;
  148. // clean all member arrays - just for safety, it should work even if we did not
  149. mMeshIndexByID.clear();
  150. mMaterialIndexByName.clear();
  151. mMeshes.clear();
  152. mTargetMeshes.clear();
  153. newMats.clear();
  154. mLights.clear();
  155. mCameras.clear();
  156. mTextures.clear();
  157. mAnims.clear();
  158. // parse the input file
  159. ColladaParser parser(pIOHandler, pFile);
  160. if (!parser.mRootNode) {
  161. throw DeadlyImportError("Collada: File came out empty. Something is wrong here.");
  162. }
  163. // reserve some storage to avoid unnecessary reallocs
  164. newMats.reserve(parser.mMaterialLibrary.size() * 2u);
  165. mMeshes.reserve(parser.mMeshLibrary.size() * 2u);
  166. mCameras.reserve(parser.mCameraLibrary.size());
  167. mLights.reserve(parser.mLightLibrary.size());
  168. // create the materials first, for the meshes to find
  169. BuildMaterials(parser, pScene);
  170. // build the node hierarchy from it
  171. pScene->mRootNode = BuildHierarchy(parser, parser.mRootNode);
  172. // ... then fill the materials with the now adjusted settings
  173. FillMaterials(parser, pScene);
  174. // Apply unit-size scale calculation
  175. pScene->mRootNode->mTransformation *= aiMatrix4x4(parser.mUnitSize, 0, 0, 0,
  176. 0, parser.mUnitSize, 0, 0,
  177. 0, 0, parser.mUnitSize, 0,
  178. 0, 0, 0, 1);
  179. if (!ignoreUpDirection) {
  180. // Convert to Y_UP, if different orientation
  181. if (parser.mUpDirection == ColladaParser::UP_X) {
  182. pScene->mRootNode->mTransformation *= aiMatrix4x4(
  183. 0, -1, 0, 0,
  184. 1, 0, 0, 0,
  185. 0, 0, 1, 0,
  186. 0, 0, 0, 1);
  187. } else if (parser.mUpDirection == ColladaParser::UP_Z) {
  188. pScene->mRootNode->mTransformation *= aiMatrix4x4(
  189. 1, 0, 0, 0,
  190. 0, 0, 1, 0,
  191. 0, -1, 0, 0,
  192. 0, 0, 0, 1);
  193. }
  194. }
  195. // Store scene metadata
  196. if (!parser.mAssetMetaData.empty()) {
  197. const size_t numMeta(parser.mAssetMetaData.size());
  198. pScene->mMetaData = aiMetadata::Alloc(static_cast<unsigned int>(numMeta));
  199. size_t i = 0;
  200. for (auto it = parser.mAssetMetaData.cbegin(); it != parser.mAssetMetaData.cend(); ++it, ++i) {
  201. pScene->mMetaData->Set(static_cast<unsigned int>(i), (*it).first, (*it).second);
  202. }
  203. }
  204. StoreSceneMeshes(pScene);
  205. StoreSceneMaterials(pScene);
  206. StoreSceneTextures(pScene);
  207. StoreSceneLights(pScene);
  208. StoreSceneCameras(pScene);
  209. StoreAnimations(pScene, parser);
  210. // If no meshes have been loaded, it's probably just an animated skeleton.
  211. if (0u == pScene->mNumMeshes) {
  212. if (!noSkeletonMesh) {
  213. SkeletonMeshBuilder hero(pScene);
  214. }
  215. pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
  216. }
  217. }
  218. // ------------------------------------------------------------------------------------------------
  219. // Recursively constructs a scene node for the given parser node and returns it.
  220. aiNode *ColladaLoader::BuildHierarchy(const ColladaParser &pParser, const Collada::Node *pNode) {
  221. // create a node for it
  222. aiNode *node = new aiNode();
  223. // find a name for the new node. It's more complicated than you might think
  224. node->mName.Set(FindNameForNode(pNode));
  225. // if we're not using the unique IDs, hold onto them for reference and export
  226. if (useColladaName) {
  227. if (!pNode->mID.empty()) {
  228. AddNodeMetaData(node, AI_METADATA_COLLADA_ID, aiString(pNode->mID));
  229. }
  230. if (!pNode->mSID.empty()) {
  231. AddNodeMetaData(node, AI_METADATA_COLLADA_SID, aiString(pNode->mSID));
  232. }
  233. }
  234. // calculate the transformation matrix for it
  235. node->mTransformation = pParser.CalculateResultTransform(pNode->mTransforms);
  236. // now resolve node instances
  237. std::vector<const Collada::Node *> instances;
  238. ResolveNodeInstances(pParser, pNode, instances);
  239. // add children. first the *real* ones
  240. node->mNumChildren = static_cast<unsigned int>(pNode->mChildren.size() + instances.size());
  241. node->mChildren = new aiNode *[node->mNumChildren];
  242. for (size_t a = 0; a < pNode->mChildren.size(); ++a) {
  243. node->mChildren[a] = BuildHierarchy(pParser, pNode->mChildren[a]);
  244. node->mChildren[a]->mParent = node;
  245. }
  246. // ... and finally the resolved node instances
  247. for (size_t a = 0; a < instances.size(); ++a) {
  248. node->mChildren[pNode->mChildren.size() + a] = BuildHierarchy(pParser, instances[a]);
  249. node->mChildren[pNode->mChildren.size() + a]->mParent = node;
  250. }
  251. BuildMeshesForNode(pParser, pNode, node);
  252. BuildCamerasForNode(pParser, pNode, node);
  253. BuildLightsForNode(pParser, pNode, node);
  254. return node;
  255. }
  256. // ------------------------------------------------------------------------------------------------
  257. // Resolve node instances
  258. void ColladaLoader::ResolveNodeInstances(const ColladaParser &pParser, const Collada::Node *pNode,
  259. std::vector<const Collada::Node *> &resolved) {
  260. // reserve enough storage
  261. resolved.reserve(pNode->mNodeInstances.size());
  262. // ... and iterate through all nodes to be instanced as children of pNode
  263. for (const auto &nodeInst : pNode->mNodeInstances) {
  264. // find the corresponding node in the library
  265. const ColladaParser::NodeLibrary::const_iterator itt = pParser.mNodeLibrary.find(nodeInst.mNode);
  266. const Collada::Node *nd = itt == pParser.mNodeLibrary.end() ? nullptr : (*itt).second;
  267. // FIX for http://sourceforge.net/tracker/?func=detail&aid=3054873&group_id=226462&atid=1067632
  268. // need to check for both name and ID to catch all. To avoid breaking valid files,
  269. // the workaround is only enabled when the first attempt to resolve the node has failed.
  270. if (nullptr == nd) {
  271. nd = FindNode(pParser.mRootNode, nodeInst.mNode);
  272. }
  273. if (nullptr == nd) {
  274. ASSIMP_LOG_ERROR_F("Collada: Unable to resolve reference to instanced node ", nodeInst.mNode);
  275. } else {
  276. // attach this node to the list of children
  277. resolved.push_back(nd);
  278. }
  279. }
  280. }
  281. // ------------------------------------------------------------------------------------------------
  282. // Resolve UV channels
  283. void ColladaLoader::ApplyVertexToEffectSemanticMapping(Collada::Sampler &sampler, const Collada::SemanticMappingTable &table) {
  284. std::map<std::string, Collada::InputSemanticMapEntry>::const_iterator it = table.mMap.find(sampler.mUVChannel);
  285. if (it != table.mMap.end()) {
  286. if (it->second.mType != Collada::IT_Texcoord) {
  287. ASSIMP_LOG_ERROR("Collada: Unexpected effect input mapping");
  288. }
  289. sampler.mUVId = it->second.mSet;
  290. }
  291. }
  292. // ------------------------------------------------------------------------------------------------
  293. // Builds lights for the given node and references them
  294. void ColladaLoader::BuildLightsForNode(const ColladaParser &pParser, const Collada::Node *pNode, aiNode *pTarget) {
  295. for (const Collada::LightInstance &lid : pNode->mLights) {
  296. // find the referred light
  297. ColladaParser::LightLibrary::const_iterator srcLightIt = pParser.mLightLibrary.find(lid.mLight);
  298. if (srcLightIt == pParser.mLightLibrary.end()) {
  299. ASSIMP_LOG_WARN_F("Collada: Unable to find light for ID \"", lid.mLight, "\". Skipping.");
  300. continue;
  301. }
  302. const Collada::Light *srcLight = &srcLightIt->second;
  303. // now fill our ai data structure
  304. aiLight *out = new aiLight();
  305. out->mName = pTarget->mName;
  306. out->mType = (aiLightSourceType)srcLight->mType;
  307. // collada lights point in -Z by default, rest is specified in node transform
  308. out->mDirection = aiVector3D(0.f, 0.f, -1.f);
  309. out->mAttenuationConstant = srcLight->mAttConstant;
  310. out->mAttenuationLinear = srcLight->mAttLinear;
  311. out->mAttenuationQuadratic = srcLight->mAttQuadratic;
  312. out->mColorDiffuse = out->mColorSpecular = out->mColorAmbient = srcLight->mColor * srcLight->mIntensity;
  313. if (out->mType == aiLightSource_AMBIENT) {
  314. out->mColorDiffuse = out->mColorSpecular = aiColor3D(0, 0, 0);
  315. out->mColorAmbient = srcLight->mColor * srcLight->mIntensity;
  316. } else {
  317. // collada doesn't differentiate between these color types
  318. out->mColorDiffuse = out->mColorSpecular = srcLight->mColor * srcLight->mIntensity;
  319. out->mColorAmbient = aiColor3D(0, 0, 0);
  320. }
  321. // convert falloff angle and falloff exponent in our representation, if given
  322. if (out->mType == aiLightSource_SPOT) {
  323. out->mAngleInnerCone = AI_DEG_TO_RAD(srcLight->mFalloffAngle);
  324. // ... some extension magic.
  325. if (srcLight->mOuterAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET * (1 - 1e-6f)) {
  326. // ... some deprecation magic.
  327. if (srcLight->mPenumbraAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET * (1 - 1e-6f)) {
  328. // Need to rely on falloff_exponent. I don't know how to interpret it, so I need to guess ....
  329. // epsilon chosen to be 0.1
  330. out->mAngleOuterCone = std::acos(std::pow(0.1f, 1.f / srcLight->mFalloffExponent)) +
  331. out->mAngleInnerCone;
  332. } else {
  333. out->mAngleOuterCone = out->mAngleInnerCone + AI_DEG_TO_RAD(srcLight->mPenumbraAngle);
  334. if (out->mAngleOuterCone < out->mAngleInnerCone)
  335. std::swap(out->mAngleInnerCone, out->mAngleOuterCone);
  336. }
  337. } else {
  338. out->mAngleOuterCone = AI_DEG_TO_RAD(srcLight->mOuterAngle);
  339. }
  340. }
  341. // add to light list
  342. mLights.push_back(out);
  343. }
  344. }
  345. // ------------------------------------------------------------------------------------------------
  346. // Builds cameras for the given node and references them
  347. void ColladaLoader::BuildCamerasForNode(const ColladaParser &pParser, const Collada::Node *pNode, aiNode *pTarget) {
  348. for (const Collada::CameraInstance &cid : pNode->mCameras) {
  349. // find the referred light
  350. ColladaParser::CameraLibrary::const_iterator srcCameraIt = pParser.mCameraLibrary.find(cid.mCamera);
  351. if (srcCameraIt == pParser.mCameraLibrary.end()) {
  352. ASSIMP_LOG_WARN_F("Collada: Unable to find camera for ID \"", cid.mCamera, "\". Skipping.");
  353. continue;
  354. }
  355. const Collada::Camera *srcCamera = &srcCameraIt->second;
  356. // orthographic cameras not yet supported in Assimp
  357. if (srcCamera->mOrtho) {
  358. ASSIMP_LOG_WARN("Collada: Orthographic cameras are not supported.");
  359. }
  360. // now fill our ai data structure
  361. aiCamera *out = new aiCamera();
  362. out->mName = pTarget->mName;
  363. // collada cameras point in -Z by default, rest is specified in node transform
  364. out->mLookAt = aiVector3D(0.f, 0.f, -1.f);
  365. // near/far z is already ok
  366. out->mClipPlaneFar = srcCamera->mZFar;
  367. out->mClipPlaneNear = srcCamera->mZNear;
  368. // ... but for the rest some values are optional
  369. // and we need to compute the others in any combination.
  370. if (srcCamera->mAspect != 10e10f) {
  371. out->mAspect = srcCamera->mAspect;
  372. }
  373. if (srcCamera->mHorFov != 10e10f) {
  374. out->mHorizontalFOV = srcCamera->mHorFov;
  375. if (srcCamera->mVerFov != 10e10f && srcCamera->mAspect == 10e10f) {
  376. out->mAspect = std::tan(AI_DEG_TO_RAD(srcCamera->mHorFov)) /
  377. std::tan(AI_DEG_TO_RAD(srcCamera->mVerFov));
  378. }
  379. } else if (srcCamera->mAspect != 10e10f && srcCamera->mVerFov != 10e10f) {
  380. out->mHorizontalFOV = 2.0f * AI_RAD_TO_DEG(std::atan(srcCamera->mAspect *
  381. std::tan(AI_DEG_TO_RAD(srcCamera->mVerFov) * 0.5f)));
  382. }
  383. // Collada uses degrees, we use radians
  384. out->mHorizontalFOV = AI_DEG_TO_RAD(out->mHorizontalFOV);
  385. // add to camera list
  386. mCameras.push_back(out);
  387. }
  388. }
  389. // ------------------------------------------------------------------------------------------------
  390. // Builds meshes for the given node and references them
  391. void ColladaLoader::BuildMeshesForNode(const ColladaParser &pParser, const Collada::Node *pNode, aiNode *pTarget) {
  392. // accumulated mesh references by this node
  393. std::vector<size_t> newMeshRefs;
  394. newMeshRefs.reserve(pNode->mMeshes.size());
  395. // add a mesh for each subgroup in each collada mesh
  396. for (const Collada::MeshInstance &mid : pNode->mMeshes) {
  397. const Collada::Mesh *srcMesh = nullptr;
  398. const Collada::Controller *srcController = nullptr;
  399. // find the referred mesh
  400. ColladaParser::MeshLibrary::const_iterator srcMeshIt = pParser.mMeshLibrary.find(mid.mMeshOrController);
  401. if (srcMeshIt == pParser.mMeshLibrary.end()) {
  402. // if not found in the mesh-library, it might also be a controller referring to a mesh
  403. ColladaParser::ControllerLibrary::const_iterator srcContrIt = pParser.mControllerLibrary.find(mid.mMeshOrController);
  404. if (srcContrIt != pParser.mControllerLibrary.end()) {
  405. srcController = &srcContrIt->second;
  406. srcMeshIt = pParser.mMeshLibrary.find(srcController->mMeshId);
  407. if (srcMeshIt != pParser.mMeshLibrary.end()) {
  408. srcMesh = srcMeshIt->second;
  409. }
  410. }
  411. if (nullptr == srcMesh) {
  412. ASSIMP_LOG_WARN_F("Collada: Unable to find geometry for ID \"", mid.mMeshOrController, "\". Skipping.");
  413. continue;
  414. }
  415. } else {
  416. // ID found in the mesh library -> direct reference to an unskinned mesh
  417. srcMesh = srcMeshIt->second;
  418. }
  419. // build a mesh for each of its subgroups
  420. size_t vertexStart = 0, faceStart = 0;
  421. for (size_t sm = 0; sm < srcMesh->mSubMeshes.size(); ++sm) {
  422. const Collada::SubMesh &submesh = srcMesh->mSubMeshes[sm];
  423. if (submesh.mNumFaces == 0) {
  424. continue;
  425. }
  426. // find material assigned to this submesh
  427. std::string meshMaterial;
  428. std::map<std::string, Collada::SemanticMappingTable>::const_iterator meshMatIt = mid.mMaterials.find(submesh.mMaterial);
  429. const Collada::SemanticMappingTable *table = nullptr;
  430. if (meshMatIt != mid.mMaterials.end()) {
  431. table = &meshMatIt->second;
  432. meshMaterial = table->mMatName;
  433. } else {
  434. ASSIMP_LOG_WARN_F("Collada: No material specified for subgroup <", submesh.mMaterial, "> in geometry <",
  435. mid.mMeshOrController, ">.");
  436. if (!mid.mMaterials.empty()) {
  437. meshMaterial = mid.mMaterials.begin()->second.mMatName;
  438. }
  439. }
  440. // OK ... here the *real* fun starts ... we have the vertex-input-to-effect-semantic-table
  441. // given. The only mapping stuff which we do actually support is the UV channel.
  442. std::map<std::string, size_t>::const_iterator matIt = mMaterialIndexByName.find(meshMaterial);
  443. unsigned int matIdx = 0;
  444. if (matIt != mMaterialIndexByName.end()) {
  445. matIdx = static_cast<unsigned int>(matIt->second);
  446. }
  447. if (table && !table->mMap.empty()) {
  448. std::pair<Collada::Effect *, aiMaterial *> &mat = newMats[matIdx];
  449. // Iterate through all texture channels assigned to the effect and
  450. // check whether we have mapping information for it.
  451. ApplyVertexToEffectSemanticMapping(mat.first->mTexDiffuse, *table);
  452. ApplyVertexToEffectSemanticMapping(mat.first->mTexAmbient, *table);
  453. ApplyVertexToEffectSemanticMapping(mat.first->mTexSpecular, *table);
  454. ApplyVertexToEffectSemanticMapping(mat.first->mTexEmissive, *table);
  455. ApplyVertexToEffectSemanticMapping(mat.first->mTexTransparent, *table);
  456. ApplyVertexToEffectSemanticMapping(mat.first->mTexBump, *table);
  457. }
  458. // built lookup index of the Mesh-Submesh-Material combination
  459. ColladaMeshIndex index(mid.mMeshOrController, sm, meshMaterial);
  460. // if we already have the mesh at the library, just add its index to the node's array
  461. std::map<ColladaMeshIndex, size_t>::const_iterator dstMeshIt = mMeshIndexByID.find(index);
  462. if (dstMeshIt != mMeshIndexByID.end()) {
  463. newMeshRefs.push_back(dstMeshIt->second);
  464. } else {
  465. // else we have to add the mesh to the collection and store its newly assigned index at the node
  466. aiMesh *dstMesh = CreateMesh(pParser, srcMesh, submesh, srcController, vertexStart, faceStart);
  467. // store the mesh, and store its new index in the node
  468. newMeshRefs.push_back(mMeshes.size());
  469. mMeshIndexByID[index] = mMeshes.size();
  470. mMeshes.push_back(dstMesh);
  471. vertexStart += dstMesh->mNumVertices;
  472. faceStart += submesh.mNumFaces;
  473. // assign the material index
  474. dstMesh->mMaterialIndex = matIdx;
  475. if (dstMesh->mName.length == 0) {
  476. dstMesh->mName = mid.mMeshOrController;
  477. }
  478. }
  479. }
  480. }
  481. // now place all mesh references we gathered in the target node
  482. pTarget->mNumMeshes = static_cast<unsigned int>(newMeshRefs.size());
  483. if (newMeshRefs.size()) {
  484. struct UIntTypeConverter {
  485. unsigned int operator()(const size_t &v) const {
  486. return static_cast<unsigned int>(v);
  487. }
  488. };
  489. pTarget->mMeshes = new unsigned int[pTarget->mNumMeshes];
  490. std::transform(newMeshRefs.begin(), newMeshRefs.end(), pTarget->mMeshes, UIntTypeConverter());
  491. }
  492. }
  493. // ------------------------------------------------------------------------------------------------
  494. // Find mesh from either meshes or morph target meshes
  495. aiMesh *ColladaLoader::findMesh(const std::string &meshid) {
  496. if ( meshid.empty()) {
  497. return nullptr;
  498. }
  499. for (unsigned int i = 0; i < mMeshes.size(); ++i) {
  500. if (std::string(mMeshes[i]->mName.data) == meshid) {
  501. return mMeshes[i];
  502. }
  503. }
  504. for (unsigned int i = 0; i < mTargetMeshes.size(); ++i) {
  505. if (std::string(mTargetMeshes[i]->mName.data) == meshid) {
  506. return mTargetMeshes[i];
  507. }
  508. }
  509. return nullptr;
  510. }
  511. // ------------------------------------------------------------------------------------------------
  512. // Creates a mesh for the given ColladaMesh face subset and returns the newly created mesh
  513. aiMesh *ColladaLoader::CreateMesh(const ColladaParser &pParser, const Collada::Mesh *pSrcMesh, const Collada::SubMesh &pSubMesh,
  514. const Collada::Controller *pSrcController, size_t pStartVertex, size_t pStartFace) {
  515. std::unique_ptr<aiMesh> dstMesh(new aiMesh);
  516. if (useColladaName) {
  517. dstMesh->mName = pSrcMesh->mName;
  518. } else {
  519. dstMesh->mName = pSrcMesh->mId;
  520. }
  521. // count the vertices addressed by its faces
  522. const size_t numVertices = std::accumulate(pSrcMesh->mFaceSize.begin() + pStartFace,
  523. pSrcMesh->mFaceSize.begin() + pStartFace + pSubMesh.mNumFaces, size_t(0));
  524. // copy positions
  525. dstMesh->mNumVertices = static_cast<unsigned int>(numVertices);
  526. dstMesh->mVertices = new aiVector3D[numVertices];
  527. std::copy(pSrcMesh->mPositions.begin() + pStartVertex, pSrcMesh->mPositions.begin() + pStartVertex + numVertices, dstMesh->mVertices);
  528. // normals, if given. HACK: (thom) Due to the glorious Collada spec we never
  529. // know if we have the same number of normals as there are positions. So we
  530. // also ignore any vertex attribute if it has a different count
  531. if (pSrcMesh->mNormals.size() >= pStartVertex + numVertices) {
  532. dstMesh->mNormals = new aiVector3D[numVertices];
  533. std::copy(pSrcMesh->mNormals.begin() + pStartVertex, pSrcMesh->mNormals.begin() + pStartVertex + numVertices, dstMesh->mNormals);
  534. }
  535. // tangents, if given.
  536. if (pSrcMesh->mTangents.size() >= pStartVertex + numVertices) {
  537. dstMesh->mTangents = new aiVector3D[numVertices];
  538. std::copy(pSrcMesh->mTangents.begin() + pStartVertex, pSrcMesh->mTangents.begin() + pStartVertex + numVertices, dstMesh->mTangents);
  539. }
  540. // bitangents, if given.
  541. if (pSrcMesh->mBitangents.size() >= pStartVertex + numVertices) {
  542. dstMesh->mBitangents = new aiVector3D[numVertices];
  543. std::copy(pSrcMesh->mBitangents.begin() + pStartVertex, pSrcMesh->mBitangents.begin() + pStartVertex + numVertices, dstMesh->mBitangents);
  544. }
  545. // same for texturecoords, as many as we have
  546. // empty slots are not allowed, need to pack and adjust UV indexes accordingly
  547. for (size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
  548. if (pSrcMesh->mTexCoords[a].size() >= pStartVertex + numVertices) {
  549. dstMesh->mTextureCoords[real] = new aiVector3D[numVertices];
  550. for (size_t b = 0; b < numVertices; ++b) {
  551. dstMesh->mTextureCoords[real][b] = pSrcMesh->mTexCoords[a][pStartVertex + b];
  552. }
  553. dstMesh->mNumUVComponents[real] = pSrcMesh->mNumUVComponents[a];
  554. ++real;
  555. }
  556. }
  557. // same for vertex colors, as many as we have. again the same packing to avoid empty slots
  558. for (size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) {
  559. if (pSrcMesh->mColors[a].size() >= pStartVertex + numVertices) {
  560. dstMesh->mColors[real] = new aiColor4D[numVertices];
  561. std::copy(pSrcMesh->mColors[a].begin() + pStartVertex, pSrcMesh->mColors[a].begin() + pStartVertex + numVertices, dstMesh->mColors[real]);
  562. ++real;
  563. }
  564. }
  565. // create faces. Due to the fact that each face uses unique vertices, we can simply count up on each vertex
  566. size_t vertex = 0;
  567. dstMesh->mNumFaces = static_cast<unsigned int>(pSubMesh.mNumFaces);
  568. dstMesh->mFaces = new aiFace[dstMesh->mNumFaces];
  569. for (size_t a = 0; a < dstMesh->mNumFaces; ++a) {
  570. size_t s = pSrcMesh->mFaceSize[pStartFace + a];
  571. aiFace &face = dstMesh->mFaces[a];
  572. face.mNumIndices = static_cast<unsigned int>(s);
  573. face.mIndices = new unsigned int[s];
  574. for (size_t b = 0; b < s; ++b) {
  575. face.mIndices[b] = static_cast<unsigned int>(vertex++);
  576. }
  577. }
  578. // create morph target meshes if any
  579. std::vector<aiMesh *> targetMeshes;
  580. std::vector<float> targetWeights;
  581. Collada::MorphMethod method = Collada::Normalized;
  582. for (std::map<std::string, Collada::Controller>::const_iterator it = pParser.mControllerLibrary.begin();
  583. it != pParser.mControllerLibrary.end(); ++it) {
  584. const Collada::Controller &c = it->second;
  585. const Collada::Mesh *baseMesh = pParser.ResolveLibraryReference(pParser.mMeshLibrary, c.mMeshId);
  586. if (c.mType == Collada::Morph && baseMesh->mName == pSrcMesh->mName) {
  587. const Collada::Accessor &targetAccessor = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, c.mMorphTarget);
  588. const Collada::Accessor &weightAccessor = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, c.mMorphWeight);
  589. const Collada::Data &targetData = pParser.ResolveLibraryReference(pParser.mDataLibrary, targetAccessor.mSource);
  590. const Collada::Data &weightData = pParser.ResolveLibraryReference(pParser.mDataLibrary, weightAccessor.mSource);
  591. // take method
  592. method = c.mMethod;
  593. if (!targetData.mIsStringArray) {
  594. throw DeadlyImportError("target data must contain id. ");
  595. }
  596. if (weightData.mIsStringArray) {
  597. throw DeadlyImportError("target weight data must not be textual ");
  598. }
  599. for (unsigned int i = 0; i < targetData.mStrings.size(); ++i) {
  600. const Collada::Mesh *targetMesh = pParser.ResolveLibraryReference(pParser.mMeshLibrary, targetData.mStrings.at(i));
  601. aiMesh *aimesh = findMesh(useColladaName ? targetMesh->mName : targetMesh->mId);
  602. if (!aimesh) {
  603. if (targetMesh->mSubMeshes.size() > 1) {
  604. throw DeadlyImportError("Morphing target mesh must be a single");
  605. }
  606. aimesh = CreateMesh(pParser, targetMesh, targetMesh->mSubMeshes.at(0), nullptr, 0, 0);
  607. mTargetMeshes.push_back(aimesh);
  608. }
  609. targetMeshes.push_back(aimesh);
  610. }
  611. for (unsigned int i = 0; i < weightData.mValues.size(); ++i) {
  612. targetWeights.push_back(weightData.mValues.at(i));
  613. }
  614. }
  615. }
  616. if (targetMeshes.size() > 0 && targetWeights.size() == targetMeshes.size()) {
  617. std::vector<aiAnimMesh *> animMeshes;
  618. for (unsigned int i = 0; i < targetMeshes.size(); ++i) {
  619. aiMesh *targetMesh = targetMeshes.at(i);
  620. aiAnimMesh *animMesh = aiCreateAnimMesh(targetMesh);
  621. float weight = targetWeights[i];
  622. animMesh->mWeight = weight == 0 ? 1.0f : weight;
  623. animMesh->mName = targetMesh->mName;
  624. animMeshes.push_back(animMesh);
  625. }
  626. dstMesh->mMethod = (method == Collada::Relative) ? aiMorphingMethod_MORPH_RELATIVE : aiMorphingMethod_MORPH_NORMALIZED;
  627. dstMesh->mAnimMeshes = new aiAnimMesh *[animMeshes.size()];
  628. dstMesh->mNumAnimMeshes = static_cast<unsigned int>(animMeshes.size());
  629. for (unsigned int i = 0; i < animMeshes.size(); ++i) {
  630. dstMesh->mAnimMeshes[i] = animMeshes.at(i);
  631. }
  632. }
  633. // create bones if given
  634. if (pSrcController && pSrcController->mType == Collada::Skin) {
  635. // resolve references - joint names
  636. const Collada::Accessor &jointNamesAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mJointNameSource);
  637. const Collada::Data &jointNames = pParser.ResolveLibraryReference(pParser.mDataLibrary, jointNamesAcc.mSource);
  638. // joint offset matrices
  639. const Collada::Accessor &jointMatrixAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mJointOffsetMatrixSource);
  640. const Collada::Data &jointMatrices = pParser.ResolveLibraryReference(pParser.mDataLibrary, jointMatrixAcc.mSource);
  641. // joint vertex_weight name list - should refer to the same list as the joint names above. If not, report and reconsider
  642. const Collada::Accessor &weightNamesAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mWeightInputJoints.mAccessor);
  643. if (&weightNamesAcc != &jointNamesAcc)
  644. throw DeadlyImportError("Temporary implementational laziness. If you read this, please report to the author.");
  645. // vertex weights
  646. const Collada::Accessor &weightsAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mWeightInputWeights.mAccessor);
  647. const Collada::Data &weights = pParser.ResolveLibraryReference(pParser.mDataLibrary, weightsAcc.mSource);
  648. if (!jointNames.mIsStringArray || jointMatrices.mIsStringArray || weights.mIsStringArray)
  649. throw DeadlyImportError("Data type mismatch while resolving mesh joints");
  650. // sanity check: we rely on the vertex weights always coming as pairs of BoneIndex-WeightIndex
  651. if (pSrcController->mWeightInputJoints.mOffset != 0 || pSrcController->mWeightInputWeights.mOffset != 1)
  652. throw DeadlyImportError("Unsupported vertex_weight addressing scheme. ");
  653. // create containers to collect the weights for each bone
  654. size_t numBones = jointNames.mStrings.size();
  655. std::vector<std::vector<aiVertexWeight>> dstBones(numBones);
  656. // build a temporary array of pointers to the start of each vertex's weights
  657. typedef std::vector<std::pair<size_t, size_t>> IndexPairVector;
  658. std::vector<IndexPairVector::const_iterator> weightStartPerVertex;
  659. weightStartPerVertex.resize(pSrcController->mWeightCounts.size(), pSrcController->mWeights.end());
  660. IndexPairVector::const_iterator pit = pSrcController->mWeights.begin();
  661. for (size_t a = 0; a < pSrcController->mWeightCounts.size(); ++a) {
  662. weightStartPerVertex[a] = pit;
  663. pit += pSrcController->mWeightCounts[a];
  664. }
  665. // now for each vertex put the corresponding vertex weights into each bone's weight collection
  666. for (size_t a = pStartVertex; a < pStartVertex + numVertices; ++a) {
  667. // which position index was responsible for this vertex? that's also the index by which
  668. // the controller assigns the vertex weights
  669. size_t orgIndex = pSrcMesh->mFacePosIndices[a];
  670. // find the vertex weights for this vertex
  671. IndexPairVector::const_iterator iit = weightStartPerVertex[orgIndex];
  672. size_t pairCount = pSrcController->mWeightCounts[orgIndex];
  673. for (size_t b = 0; b < pairCount; ++b, ++iit) {
  674. const size_t jointIndex = iit->first;
  675. const size_t vertexIndex = iit->second;
  676. ai_real weight = 1.0f;
  677. if (!weights.mValues.empty()) {
  678. weight = ReadFloat(weightsAcc, weights, vertexIndex, 0);
  679. }
  680. // one day I gonna kill that XSI Collada exporter
  681. if (weight > 0.0f) {
  682. aiVertexWeight w;
  683. w.mVertexId = static_cast<unsigned int>(a - pStartVertex);
  684. w.mWeight = weight;
  685. dstBones[jointIndex].push_back(w);
  686. }
  687. }
  688. }
  689. // count the number of bones which influence vertices of the current submesh
  690. size_t numRemainingBones = 0;
  691. for (std::vector<std::vector<aiVertexWeight>>::const_iterator it = dstBones.begin(); it != dstBones.end(); ++it) {
  692. if (it->size() > 0) {
  693. ++numRemainingBones;
  694. }
  695. }
  696. // create bone array and copy bone weights one by one
  697. dstMesh->mNumBones = static_cast<unsigned int>(numRemainingBones);
  698. dstMesh->mBones = new aiBone *[numRemainingBones];
  699. size_t boneCount = 0;
  700. for (size_t a = 0; a < numBones; ++a) {
  701. // omit bones without weights
  702. if (dstBones[a].empty()) {
  703. continue;
  704. }
  705. // create bone with its weights
  706. aiBone *bone = new aiBone;
  707. bone->mName = ReadString(jointNamesAcc, jointNames, a);
  708. bone->mOffsetMatrix.a1 = ReadFloat(jointMatrixAcc, jointMatrices, a, 0);
  709. bone->mOffsetMatrix.a2 = ReadFloat(jointMatrixAcc, jointMatrices, a, 1);
  710. bone->mOffsetMatrix.a3 = ReadFloat(jointMatrixAcc, jointMatrices, a, 2);
  711. bone->mOffsetMatrix.a4 = ReadFloat(jointMatrixAcc, jointMatrices, a, 3);
  712. bone->mOffsetMatrix.b1 = ReadFloat(jointMatrixAcc, jointMatrices, a, 4);
  713. bone->mOffsetMatrix.b2 = ReadFloat(jointMatrixAcc, jointMatrices, a, 5);
  714. bone->mOffsetMatrix.b3 = ReadFloat(jointMatrixAcc, jointMatrices, a, 6);
  715. bone->mOffsetMatrix.b4 = ReadFloat(jointMatrixAcc, jointMatrices, a, 7);
  716. bone->mOffsetMatrix.c1 = ReadFloat(jointMatrixAcc, jointMatrices, a, 8);
  717. bone->mOffsetMatrix.c2 = ReadFloat(jointMatrixAcc, jointMatrices, a, 9);
  718. bone->mOffsetMatrix.c3 = ReadFloat(jointMatrixAcc, jointMatrices, a, 10);
  719. bone->mOffsetMatrix.c4 = ReadFloat(jointMatrixAcc, jointMatrices, a, 11);
  720. bone->mNumWeights = static_cast<unsigned int>(dstBones[a].size());
  721. bone->mWeights = new aiVertexWeight[bone->mNumWeights];
  722. std::copy(dstBones[a].begin(), dstBones[a].end(), bone->mWeights);
  723. // apply bind shape matrix to offset matrix
  724. aiMatrix4x4 bindShapeMatrix;
  725. bindShapeMatrix.a1 = pSrcController->mBindShapeMatrix[0];
  726. bindShapeMatrix.a2 = pSrcController->mBindShapeMatrix[1];
  727. bindShapeMatrix.a3 = pSrcController->mBindShapeMatrix[2];
  728. bindShapeMatrix.a4 = pSrcController->mBindShapeMatrix[3];
  729. bindShapeMatrix.b1 = pSrcController->mBindShapeMatrix[4];
  730. bindShapeMatrix.b2 = pSrcController->mBindShapeMatrix[5];
  731. bindShapeMatrix.b3 = pSrcController->mBindShapeMatrix[6];
  732. bindShapeMatrix.b4 = pSrcController->mBindShapeMatrix[7];
  733. bindShapeMatrix.c1 = pSrcController->mBindShapeMatrix[8];
  734. bindShapeMatrix.c2 = pSrcController->mBindShapeMatrix[9];
  735. bindShapeMatrix.c3 = pSrcController->mBindShapeMatrix[10];
  736. bindShapeMatrix.c4 = pSrcController->mBindShapeMatrix[11];
  737. bindShapeMatrix.d1 = pSrcController->mBindShapeMatrix[12];
  738. bindShapeMatrix.d2 = pSrcController->mBindShapeMatrix[13];
  739. bindShapeMatrix.d3 = pSrcController->mBindShapeMatrix[14];
  740. bindShapeMatrix.d4 = pSrcController->mBindShapeMatrix[15];
  741. bone->mOffsetMatrix *= bindShapeMatrix;
  742. // HACK: (thom) Some exporters address the bone nodes by SID, others address them by ID or even name.
  743. // Therefore I added a little name replacement here: I search for the bone's node by either name, ID or SID,
  744. // and replace the bone's name by the node's name so that the user can use the standard
  745. // find-by-name method to associate nodes with bones.
  746. const Collada::Node *bnode = FindNode(pParser.mRootNode, bone->mName.data);
  747. if (!bnode) {
  748. bnode = FindNodeBySID(pParser.mRootNode, bone->mName.data);
  749. }
  750. // assign the name that we would have assigned for the source node
  751. if (bnode) {
  752. bone->mName.Set(FindNameForNode(bnode));
  753. } else {
  754. ASSIMP_LOG_WARN_F("ColladaLoader::CreateMesh(): could not find corresponding node for joint \"", bone->mName.data, "\".");
  755. }
  756. // and insert bone
  757. dstMesh->mBones[boneCount++] = bone;
  758. }
  759. }
  760. return dstMesh.release();
  761. }
  762. // ------------------------------------------------------------------------------------------------
  763. // Stores all meshes in the given scene
  764. void ColladaLoader::StoreSceneMeshes(aiScene *pScene) {
  765. pScene->mNumMeshes = static_cast<unsigned int>(mMeshes.size());
  766. if (mMeshes.empty()) {
  767. return;
  768. }
  769. pScene->mMeshes = new aiMesh *[mMeshes.size()];
  770. std::copy(mMeshes.begin(), mMeshes.end(), pScene->mMeshes);
  771. mMeshes.clear();
  772. }
  773. // ------------------------------------------------------------------------------------------------
  774. // Stores all cameras in the given scene
  775. void ColladaLoader::StoreSceneCameras(aiScene *pScene) {
  776. pScene->mNumCameras = static_cast<unsigned int>(mCameras.size());
  777. if (mCameras.empty()) {
  778. return;
  779. }
  780. pScene->mCameras = new aiCamera *[mCameras.size()];
  781. std::copy(mCameras.begin(), mCameras.end(), pScene->mCameras);
  782. mCameras.clear();
  783. }
  784. // ------------------------------------------------------------------------------------------------
  785. // Stores all lights in the given scene
  786. void ColladaLoader::StoreSceneLights(aiScene *pScene) {
  787. pScene->mNumLights = static_cast<unsigned int>(mLights.size());
  788. if (mLights.empty()) {
  789. return;
  790. }
  791. pScene->mLights = new aiLight *[mLights.size()];
  792. std::copy(mLights.begin(), mLights.end(), pScene->mLights);
  793. mLights.clear();
  794. }
  795. // ------------------------------------------------------------------------------------------------
  796. // Stores all textures in the given scene
  797. void ColladaLoader::StoreSceneTextures(aiScene *pScene) {
  798. pScene->mNumTextures = static_cast<unsigned int>(mTextures.size());
  799. if (mTextures.empty()) {
  800. return;
  801. }
  802. pScene->mTextures = new aiTexture *[mTextures.size()];
  803. std::copy(mTextures.begin(), mTextures.end(), pScene->mTextures);
  804. mTextures.clear();
  805. }
  806. // ------------------------------------------------------------------------------------------------
  807. // Stores all materials in the given scene
  808. void ColladaLoader::StoreSceneMaterials(aiScene *pScene) {
  809. pScene->mNumMaterials = static_cast<unsigned int>(newMats.size());
  810. if (newMats.empty()) {
  811. return;
  812. }
  813. pScene->mMaterials = new aiMaterial *[newMats.size()];
  814. for (unsigned int i = 0; i < newMats.size(); ++i) {
  815. pScene->mMaterials[i] = newMats[i].second;
  816. }
  817. newMats.clear();
  818. }
  819. // ------------------------------------------------------------------------------------------------
  820. // Stores all animations
  821. void ColladaLoader::StoreAnimations(aiScene *pScene, const ColladaParser &pParser) {
  822. // recursively collect all animations from the collada scene
  823. StoreAnimations(pScene, pParser, &pParser.mAnims, "");
  824. // catch special case: many animations with the same length, each affecting only a single node.
  825. // we need to unite all those single-node-anims to a proper combined animation
  826. for (size_t a = 0; a < mAnims.size(); ++a) {
  827. aiAnimation *templateAnim = mAnims[a];
  828. if (templateAnim->mNumChannels == 1) {
  829. // search for other single-channel-anims with the same duration
  830. std::vector<size_t> collectedAnimIndices;
  831. for (size_t b = a + 1; b < mAnims.size(); ++b) {
  832. aiAnimation *other = mAnims[b];
  833. if (other->mNumChannels == 1 && other->mDuration == templateAnim->mDuration &&
  834. other->mTicksPerSecond == templateAnim->mTicksPerSecond)
  835. collectedAnimIndices.push_back(b);
  836. }
  837. // We only want to combine the animations if they have different channels
  838. std::set<std::string> animTargets;
  839. animTargets.insert(templateAnim->mChannels[0]->mNodeName.C_Str());
  840. bool collectedAnimationsHaveDifferentChannels = true;
  841. for (size_t b = 0; b < collectedAnimIndices.size(); ++b) {
  842. aiAnimation *srcAnimation = mAnims[collectedAnimIndices[b]];
  843. std::string channelName = std::string(srcAnimation->mChannels[0]->mNodeName.C_Str());
  844. if (animTargets.find(channelName) == animTargets.end()) {
  845. animTargets.insert(channelName);
  846. } else {
  847. collectedAnimationsHaveDifferentChannels = false;
  848. break;
  849. }
  850. }
  851. if (!collectedAnimationsHaveDifferentChannels)
  852. continue;
  853. // if there are other animations which fit the template anim, combine all channels into a single anim
  854. if (!collectedAnimIndices.empty()) {
  855. aiAnimation *combinedAnim = new aiAnimation();
  856. combinedAnim->mName = aiString(std::string("combinedAnim_") + char('0' + a));
  857. combinedAnim->mDuration = templateAnim->mDuration;
  858. combinedAnim->mTicksPerSecond = templateAnim->mTicksPerSecond;
  859. combinedAnim->mNumChannels = static_cast<unsigned int>(collectedAnimIndices.size() + 1);
  860. combinedAnim->mChannels = new aiNodeAnim *[combinedAnim->mNumChannels];
  861. // add the template anim as first channel by moving its aiNodeAnim to the combined animation
  862. combinedAnim->mChannels[0] = templateAnim->mChannels[0];
  863. templateAnim->mChannels[0] = nullptr;
  864. delete templateAnim;
  865. // combined animation replaces template animation in the anim array
  866. mAnims[a] = combinedAnim;
  867. // move the memory of all other anims to the combined anim and erase them from the source anims
  868. for (size_t b = 0; b < collectedAnimIndices.size(); ++b) {
  869. aiAnimation *srcAnimation = mAnims[collectedAnimIndices[b]];
  870. combinedAnim->mChannels[1 + b] = srcAnimation->mChannels[0];
  871. srcAnimation->mChannels[0] = nullptr;
  872. delete srcAnimation;
  873. }
  874. // in a second go, delete all the single-channel-anims that we've stripped from their channels
  875. // back to front to preserve indices - you know, removing an element from a vector moves all elements behind the removed one
  876. while (!collectedAnimIndices.empty()) {
  877. mAnims.erase(mAnims.begin() + collectedAnimIndices.back());
  878. collectedAnimIndices.pop_back();
  879. }
  880. }
  881. }
  882. }
  883. // now store all anims in the scene
  884. if (!mAnims.empty()) {
  885. pScene->mNumAnimations = static_cast<unsigned int>(mAnims.size());
  886. pScene->mAnimations = new aiAnimation *[mAnims.size()];
  887. std::copy(mAnims.begin(), mAnims.end(), pScene->mAnimations);
  888. }
  889. mAnims.clear();
  890. }
  891. // ------------------------------------------------------------------------------------------------
  892. // Constructs the animations for the given source anim
  893. void ColladaLoader::StoreAnimations(aiScene *pScene, const ColladaParser &pParser, const Collada::Animation *pSrcAnim, const std::string &pPrefix) {
  894. std::string animName = pPrefix.empty() ? pSrcAnim->mName : pPrefix + "_" + pSrcAnim->mName;
  895. // create nested animations, if given
  896. for (std::vector<Collada::Animation *>::const_iterator it = pSrcAnim->mSubAnims.begin(); it != pSrcAnim->mSubAnims.end(); ++it)
  897. StoreAnimations(pScene, pParser, *it, animName);
  898. // create animation channels, if any
  899. if (!pSrcAnim->mChannels.empty())
  900. CreateAnimation(pScene, pParser, pSrcAnim, animName);
  901. }
  902. struct MorphTimeValues {
  903. float mTime;
  904. struct key {
  905. float mWeight;
  906. unsigned int mValue;
  907. };
  908. std::vector<key> mKeys;
  909. };
  910. void insertMorphTimeValue(std::vector<MorphTimeValues> &values, float time, float weight, unsigned int value) {
  911. MorphTimeValues::key k;
  912. k.mValue = value;
  913. k.mWeight = weight;
  914. if (values.size() == 0 || time < values[0].mTime) {
  915. MorphTimeValues val;
  916. val.mTime = time;
  917. val.mKeys.push_back(k);
  918. values.insert(values.begin(), val);
  919. return;
  920. }
  921. if (time > values.back().mTime) {
  922. MorphTimeValues val;
  923. val.mTime = time;
  924. val.mKeys.push_back(k);
  925. values.insert(values.end(), val);
  926. return;
  927. }
  928. for (unsigned int i = 0; i < values.size(); i++) {
  929. if (std::abs(time - values[i].mTime) < 1e-6f) {
  930. values[i].mKeys.push_back(k);
  931. return;
  932. } else if (time > values[i].mTime && time < values[i + 1].mTime) {
  933. MorphTimeValues val;
  934. val.mTime = time;
  935. val.mKeys.push_back(k);
  936. values.insert(values.begin() + i, val);
  937. return;
  938. }
  939. }
  940. // should not get here
  941. }
  942. float getWeightAtKey(const std::vector<MorphTimeValues> &values, int key, unsigned int value) {
  943. for (unsigned int i = 0; i < values[key].mKeys.size(); i++) {
  944. if (values[key].mKeys[i].mValue == value)
  945. return values[key].mKeys[i].mWeight;
  946. }
  947. // no value at key found, try to interpolate if present at other keys. if not, return zero
  948. // TODO: interpolation
  949. return 0.0f;
  950. }
  951. // ------------------------------------------------------------------------------------------------
  952. // Constructs the animation for the given source anim
  953. void ColladaLoader::CreateAnimation(aiScene *pScene, const ColladaParser &pParser, const Collada::Animation *pSrcAnim, const std::string &pName) {
  954. // collect a list of animatable nodes
  955. std::vector<const aiNode *> nodes;
  956. CollectNodes(pScene->mRootNode, nodes);
  957. std::vector<aiNodeAnim *> anims;
  958. std::vector<aiMeshMorphAnim *> morphAnims;
  959. for (std::vector<const aiNode *>::const_iterator nit = nodes.begin(); nit != nodes.end(); ++nit) {
  960. // find all the collada anim channels which refer to the current node
  961. std::vector<Collada::ChannelEntry> entries;
  962. std::string nodeName = (*nit)->mName.data;
  963. // find the collada node corresponding to the aiNode
  964. const Collada::Node *srcNode = FindNode(pParser.mRootNode, nodeName);
  965. if (!srcNode) {
  966. continue;
  967. }
  968. // now check all channels if they affect the current node
  969. std::string targetID, subElement;
  970. for (std::vector<Collada::AnimationChannel>::const_iterator cit = pSrcAnim->mChannels.begin();
  971. cit != pSrcAnim->mChannels.end(); ++cit) {
  972. const Collada::AnimationChannel &srcChannel = *cit;
  973. Collada::ChannelEntry entry;
  974. // we expect the animation target to be of type "nodeName/transformID.subElement". Ignore all others
  975. // find the slash that separates the node name - there should be only one
  976. std::string::size_type slashPos = srcChannel.mTarget.find('/');
  977. if (slashPos == std::string::npos) {
  978. std::string::size_type targetPos = srcChannel.mTarget.find(srcNode->mID);
  979. if (targetPos == std::string::npos) {
  980. continue;
  981. }
  982. // not node transform, but something else. store as unknown animation channel for now
  983. entry.mChannel = &(*cit);
  984. entry.mTargetId = srcChannel.mTarget.substr(targetPos + pSrcAnim->mName.length(),
  985. srcChannel.mTarget.length() - targetPos - pSrcAnim->mName.length());
  986. if (entry.mTargetId.front() == '-')
  987. entry.mTargetId = entry.mTargetId.substr(1);
  988. entries.push_back(entry);
  989. continue;
  990. }
  991. if (srcChannel.mTarget.find('/', slashPos + 1) != std::string::npos)
  992. continue;
  993. targetID.clear();
  994. targetID = srcChannel.mTarget.substr(0, slashPos);
  995. if (targetID != srcNode->mID)
  996. continue;
  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. entry.mTransformId = srcChannel.mTarget.substr(slashPos + 1, dotPos - slashPos - 1);
  1003. subElement.clear();
  1004. subElement = srcChannel.mTarget.substr(dotPos + 1);
  1005. if (subElement == "ANGLE")
  1006. entry.mSubElement = 3; // last number in an Axis-Angle-Transform is the angle
  1007. else if (subElement == "X")
  1008. entry.mSubElement = 0;
  1009. else if (subElement == "Y")
  1010. entry.mSubElement = 1;
  1011. else if (subElement == "Z")
  1012. entry.mSubElement = 2;
  1013. else
  1014. ASSIMP_LOG_WARN_F("Unknown anim subelement <", subElement, ">. Ignoring");
  1015. } else {
  1016. // no subelement following, transformId is remaining string
  1017. entry.mTransformId = srcChannel.mTarget.substr(slashPos + 1);
  1018. }
  1019. std::string::size_type bracketPos = srcChannel.mTarget.find('(');
  1020. if (bracketPos != std::string::npos) {
  1021. entry.mTransformId = srcChannel.mTarget.substr(slashPos + 1, bracketPos - slashPos - 1);
  1022. subElement.clear();
  1023. subElement = srcChannel.mTarget.substr(bracketPos);
  1024. if (subElement == "(0)(0)")
  1025. entry.mSubElement = 0;
  1026. else if (subElement == "(1)(0)")
  1027. entry.mSubElement = 1;
  1028. else if (subElement == "(2)(0)")
  1029. entry.mSubElement = 2;
  1030. else if (subElement == "(3)(0)")
  1031. entry.mSubElement = 3;
  1032. else if (subElement == "(0)(1)")
  1033. entry.mSubElement = 4;
  1034. else if (subElement == "(1)(1)")
  1035. entry.mSubElement = 5;
  1036. else if (subElement == "(2)(1)")
  1037. entry.mSubElement = 6;
  1038. else if (subElement == "(3)(1)")
  1039. entry.mSubElement = 7;
  1040. else if (subElement == "(0)(2)")
  1041. entry.mSubElement = 8;
  1042. else if (subElement == "(1)(2)")
  1043. entry.mSubElement = 9;
  1044. else if (subElement == "(2)(2)")
  1045. entry.mSubElement = 10;
  1046. else if (subElement == "(3)(2)")
  1047. entry.mSubElement = 11;
  1048. else if (subElement == "(0)(3)")
  1049. entry.mSubElement = 12;
  1050. else if (subElement == "(1)(3)")
  1051. entry.mSubElement = 13;
  1052. else if (subElement == "(2)(3)")
  1053. entry.mSubElement = 14;
  1054. else if (subElement == "(3)(3)")
  1055. entry.mSubElement = 15;
  1056. }
  1057. // determine which transform step is affected by this channel
  1058. entry.mTransformIndex = SIZE_MAX;
  1059. for (size_t a = 0; a < srcNode->mTransforms.size(); ++a)
  1060. if (srcNode->mTransforms[a].mID == entry.mTransformId)
  1061. entry.mTransformIndex = a;
  1062. if (entry.mTransformIndex == SIZE_MAX) {
  1063. if (entry.mTransformId.find("morph-weights") != std::string::npos) {
  1064. entry.mTargetId = entry.mTransformId;
  1065. entry.mTransformId = "";
  1066. } else
  1067. continue;
  1068. }
  1069. entry.mChannel = &(*cit);
  1070. entries.push_back(entry);
  1071. }
  1072. // if there's no channel affecting the current node, we skip it
  1073. if (entries.empty())
  1074. continue;
  1075. // resolve the data pointers for all anim channels. Find the minimum time while we're at it
  1076. ai_real startTime = ai_real(1e20), endTime = ai_real(-1e20);
  1077. for (std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it) {
  1078. Collada::ChannelEntry &e = *it;
  1079. e.mTimeAccessor = &pParser.ResolveLibraryReference(pParser.mAccessorLibrary, e.mChannel->mSourceTimes);
  1080. e.mTimeData = &pParser.ResolveLibraryReference(pParser.mDataLibrary, e.mTimeAccessor->mSource);
  1081. e.mValueAccessor = &pParser.ResolveLibraryReference(pParser.mAccessorLibrary, e.mChannel->mSourceValues);
  1082. e.mValueData = &pParser.ResolveLibraryReference(pParser.mDataLibrary, e.mValueAccessor->mSource);
  1083. // time count and value count must match
  1084. if (e.mTimeAccessor->mCount != e.mValueAccessor->mCount)
  1085. throw DeadlyImportError(format() << "Time count / value count mismatch in animation channel \"" << e.mChannel->mTarget << "\".");
  1086. if (e.mTimeAccessor->mCount > 0) {
  1087. // find bounding times
  1088. startTime = std::min(startTime, ReadFloat(*e.mTimeAccessor, *e.mTimeData, 0, 0));
  1089. endTime = std::max(endTime, ReadFloat(*e.mTimeAccessor, *e.mTimeData, e.mTimeAccessor->mCount - 1, 0));
  1090. }
  1091. }
  1092. std::vector<aiMatrix4x4> resultTrafos;
  1093. if (!entries.empty() && entries.front().mTimeAccessor->mCount > 0) {
  1094. // create a local transformation chain of the node's transforms
  1095. std::vector<Collada::Transform> transforms = srcNode->mTransforms;
  1096. // now for every unique point in time, find or interpolate the key values for that time
  1097. // and apply them to the transform chain. Then the node's present transformation can be calculated.
  1098. ai_real time = startTime;
  1099. while (1) {
  1100. for (std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it) {
  1101. Collada::ChannelEntry &e = *it;
  1102. // find the keyframe behind the current point in time
  1103. size_t pos = 0;
  1104. ai_real postTime = 0.0;
  1105. while (1) {
  1106. if (pos >= e.mTimeAccessor->mCount)
  1107. break;
  1108. postTime = ReadFloat(*e.mTimeAccessor, *e.mTimeData, pos, 0);
  1109. if (postTime >= time)
  1110. break;
  1111. ++pos;
  1112. }
  1113. pos = std::min(pos, e.mTimeAccessor->mCount - 1);
  1114. // read values from there
  1115. ai_real temp[16];
  1116. for (size_t c = 0; c < e.mValueAccessor->mSize; ++c)
  1117. temp[c] = ReadFloat(*e.mValueAccessor, *e.mValueData, pos, c);
  1118. // if not exactly at the key time, interpolate with previous value set
  1119. if (postTime > time && pos > 0) {
  1120. ai_real preTime = ReadFloat(*e.mTimeAccessor, *e.mTimeData, pos - 1, 0);
  1121. ai_real factor = (time - postTime) / (preTime - postTime);
  1122. for (size_t c = 0; c < e.mValueAccessor->mSize; ++c) {
  1123. ai_real v = ReadFloat(*e.mValueAccessor, *e.mValueData, pos - 1, c);
  1124. temp[c] += (v - temp[c]) * factor;
  1125. }
  1126. }
  1127. // Apply values to current transformation
  1128. std::copy(temp, temp + e.mValueAccessor->mSize, transforms[e.mTransformIndex].f + e.mSubElement);
  1129. }
  1130. // Calculate resulting transformation
  1131. aiMatrix4x4 mat = pParser.CalculateResultTransform(transforms);
  1132. // out of laziness: we store the time in matrix.d4
  1133. mat.d4 = time;
  1134. resultTrafos.push_back(mat);
  1135. // find next point in time to evaluate. That's the closest frame larger than the current in any channel
  1136. ai_real nextTime = ai_real(1e20);
  1137. for (std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it) {
  1138. Collada::ChannelEntry &channelElement = *it;
  1139. // find the next time value larger than the current
  1140. size_t pos = 0;
  1141. while (pos < channelElement.mTimeAccessor->mCount) {
  1142. const ai_real t = ReadFloat(*channelElement.mTimeAccessor, *channelElement.mTimeData, pos, 0);
  1143. if (t > time) {
  1144. nextTime = std::min(nextTime, t);
  1145. break;
  1146. }
  1147. ++pos;
  1148. }
  1149. // https://github.com/assimp/assimp/issues/458
  1150. // Sub-sample axis-angle channels if the delta between two consecutive
  1151. // key-frame angles is >= 180 degrees.
  1152. if (transforms[channelElement.mTransformIndex].mType == Collada::TF_ROTATE && channelElement.mSubElement == 3 && pos > 0 && pos < channelElement.mTimeAccessor->mCount) {
  1153. const ai_real cur_key_angle = ReadFloat(*channelElement.mValueAccessor, *channelElement.mValueData, pos, 0);
  1154. const ai_real last_key_angle = ReadFloat(*channelElement.mValueAccessor, *channelElement.mValueData, pos - 1, 0);
  1155. const ai_real cur_key_time = ReadFloat(*channelElement.mTimeAccessor, *channelElement.mTimeData, pos, 0);
  1156. const ai_real last_key_time = ReadFloat(*channelElement.mTimeAccessor, *channelElement.mTimeData, pos - 1, 0);
  1157. 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);
  1158. const ai_real delta = std::abs(cur_key_angle - last_eval_angle);
  1159. if (delta >= 180.0) {
  1160. const int subSampleCount = static_cast<int>(std::floor(delta / 90.0));
  1161. if (cur_key_time != time) {
  1162. const ai_real nextSampleTime = time + (cur_key_time - time) / subSampleCount;
  1163. nextTime = std::min(nextTime, nextSampleTime);
  1164. }
  1165. }
  1166. }
  1167. }
  1168. // no more keys on any channel after the current time -> we're done
  1169. if (nextTime > 1e19)
  1170. break;
  1171. // else construct next keyframe at this following time point
  1172. time = nextTime;
  1173. }
  1174. }
  1175. // there should be some keyframes, but we aren't that fixated on valid input data
  1176. // ai_assert( resultTrafos.size() > 0);
  1177. // build an animation channel for the given node out of these trafo keys
  1178. if (!resultTrafos.empty()) {
  1179. aiNodeAnim *dstAnim = new aiNodeAnim;
  1180. dstAnim->mNodeName = nodeName;
  1181. dstAnim->mNumPositionKeys = static_cast<unsigned int>(resultTrafos.size());
  1182. dstAnim->mNumRotationKeys = static_cast<unsigned int>(resultTrafos.size());
  1183. dstAnim->mNumScalingKeys = static_cast<unsigned int>(resultTrafos.size());
  1184. dstAnim->mPositionKeys = new aiVectorKey[resultTrafos.size()];
  1185. dstAnim->mRotationKeys = new aiQuatKey[resultTrafos.size()];
  1186. dstAnim->mScalingKeys = new aiVectorKey[resultTrafos.size()];
  1187. for (size_t a = 0; a < resultTrafos.size(); ++a) {
  1188. aiMatrix4x4 mat = resultTrafos[a];
  1189. double time = double(mat.d4); // remember? time is stored in mat.d4
  1190. mat.d4 = 1.0f;
  1191. dstAnim->mPositionKeys[a].mTime = time * kMillisecondsFromSeconds ;
  1192. dstAnim->mRotationKeys[a].mTime = time * kMillisecondsFromSeconds ;
  1193. dstAnim->mScalingKeys[a].mTime = time * kMillisecondsFromSeconds ;
  1194. mat.Decompose(dstAnim->mScalingKeys[a].mValue, dstAnim->mRotationKeys[a].mValue, dstAnim->mPositionKeys[a].mValue);
  1195. }
  1196. anims.push_back(dstAnim);
  1197. } else {
  1198. ASSIMP_LOG_WARN("Collada loader: found empty animation channel, ignored. Please check your exporter.");
  1199. }
  1200. if (!entries.empty() && entries.front().mTimeAccessor->mCount > 0) {
  1201. std::vector<Collada::ChannelEntry> morphChannels;
  1202. for (std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it) {
  1203. Collada::ChannelEntry &e = *it;
  1204. // skip non-transform types
  1205. if (e.mTargetId.empty())
  1206. continue;
  1207. if (e.mTargetId.find("morph-weights") != std::string::npos)
  1208. morphChannels.push_back(e);
  1209. }
  1210. if (!morphChannels.empty() ) {
  1211. // either 1) morph weight animation count should contain morph target count channels
  1212. // or 2) one channel with morph target count arrays
  1213. // assume first
  1214. aiMeshMorphAnim *morphAnim = new aiMeshMorphAnim;
  1215. morphAnim->mName.Set(nodeName);
  1216. std::vector<MorphTimeValues> morphTimeValues;
  1217. int morphAnimChannelIndex = 0;
  1218. for (std::vector<Collada::ChannelEntry>::iterator it = morphChannels.begin(); it != morphChannels.end(); ++it) {
  1219. Collada::ChannelEntry &e = *it;
  1220. std::string::size_type apos = e.mTargetId.find('(');
  1221. std::string::size_type bpos = e.mTargetId.find(')');
  1222. if (apos == std::string::npos || bpos == std::string::npos)
  1223. // unknown way to specify weight -> ignore this animation
  1224. continue;
  1225. // weight target can be in format Weight_M_N, Weight_N, WeightN, or some other way
  1226. // we ignore the name and just assume the channels are in the right order
  1227. for (unsigned int i = 0; i < e.mTimeData->mValues.size(); i++) {
  1228. insertMorphTimeValue(morphTimeValues, e.mTimeData->mValues[i], e.mValueData->mValues[i], morphAnimChannelIndex);
  1229. }
  1230. ++morphAnimChannelIndex;
  1231. }
  1232. morphAnim->mNumKeys = static_cast<unsigned int>(morphTimeValues.size());
  1233. morphAnim->mKeys = new aiMeshMorphKey[morphAnim->mNumKeys];
  1234. for (unsigned int key = 0; key < morphAnim->mNumKeys; key++) {
  1235. morphAnim->mKeys[key].mNumValuesAndWeights = static_cast<unsigned int>(morphChannels.size());
  1236. morphAnim->mKeys[key].mValues = new unsigned int[morphChannels.size()];
  1237. morphAnim->mKeys[key].mWeights = new double[morphChannels.size()];
  1238. morphAnim->mKeys[key].mTime = morphTimeValues[key].mTime * kMillisecondsFromSeconds ;
  1239. for (unsigned int valueIndex = 0; valueIndex < morphChannels.size(); ++valueIndex ) {
  1240. morphAnim->mKeys[key].mValues[valueIndex] = valueIndex;
  1241. morphAnim->mKeys[key].mWeights[valueIndex] = getWeightAtKey(morphTimeValues, key, valueIndex);
  1242. }
  1243. }
  1244. morphAnims.push_back(morphAnim);
  1245. }
  1246. }
  1247. }
  1248. if (!anims.empty() || !morphAnims.empty()) {
  1249. aiAnimation *anim = new aiAnimation;
  1250. anim->mName.Set(pName);
  1251. anim->mNumChannels = static_cast<unsigned int>(anims.size());
  1252. if (anim->mNumChannels > 0) {
  1253. anim->mChannels = new aiNodeAnim *[anims.size()];
  1254. std::copy(anims.begin(), anims.end(), anim->mChannels);
  1255. }
  1256. anim->mNumMorphMeshChannels = static_cast<unsigned int>(morphAnims.size());
  1257. if (anim->mNumMorphMeshChannels > 0) {
  1258. anim->mMorphMeshChannels = new aiMeshMorphAnim *[anim->mNumMorphMeshChannels];
  1259. std::copy(morphAnims.begin(), morphAnims.end(), anim->mMorphMeshChannels);
  1260. }
  1261. anim->mDuration = 0.0f;
  1262. for (size_t a = 0; a < anims.size(); ++a) {
  1263. anim->mDuration = std::max(anim->mDuration, anims[a]->mPositionKeys[anims[a]->mNumPositionKeys - 1].mTime);
  1264. anim->mDuration = std::max(anim->mDuration, anims[a]->mRotationKeys[anims[a]->mNumRotationKeys - 1].mTime);
  1265. anim->mDuration = std::max(anim->mDuration, anims[a]->mScalingKeys[anims[a]->mNumScalingKeys - 1].mTime);
  1266. }
  1267. for (size_t a = 0; a < morphAnims.size(); ++a) {
  1268. anim->mDuration = std::max(anim->mDuration, morphAnims[a]->mKeys[morphAnims[a]->mNumKeys - 1].mTime);
  1269. }
  1270. anim->mTicksPerSecond = 1;
  1271. mAnims.push_back(anim);
  1272. }
  1273. }
  1274. // ------------------------------------------------------------------------------------------------
  1275. // Add a texture to a material structure
  1276. void ColladaLoader::AddTexture(aiMaterial &mat, const ColladaParser &pParser,
  1277. const Collada::Effect &effect,
  1278. const Collada::Sampler &sampler,
  1279. aiTextureType type, 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. // wireframe?
  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 Collada::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. Collada::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<Collada::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
  1447. // and loads the texture data
  1448. aiString ColladaLoader::FindFilenameForEffectTexture(const ColladaParser &pParser,
  1449. const Collada::Effect &pEffect, const std::string &pName) {
  1450. aiString result;
  1451. // recurse through the param references until we end up at an image
  1452. std::string name = pName;
  1453. while (1) {
  1454. // the given string is a param entry. Find it
  1455. Collada::Effect::ParamLibrary::const_iterator it = pEffect.mParams.find(name);
  1456. // if not found, we're at the end of the recursion. The resulting string should be the image ID
  1457. if (it == pEffect.mParams.end())
  1458. break;
  1459. // else recurse on
  1460. name = it->second.mReference;
  1461. }
  1462. // find the image referred by this name in the image library of the scene
  1463. ColladaParser::ImageLibrary::const_iterator imIt = pParser.mImageLibrary.find(name);
  1464. if (imIt == pParser.mImageLibrary.end()) {
  1465. ASSIMP_LOG_WARN_F("Collada: Unable to resolve effect texture entry \"", pName, "\", ended up at ID \"", name, "\".");
  1466. //set default texture file name
  1467. result.Set(name + ".jpg");
  1468. ColladaParser::UriDecodePath(result);
  1469. return result;
  1470. }
  1471. // if this is an embedded texture image setup an aiTexture for it
  1472. if (!imIt->second.mImageData.empty()) {
  1473. aiTexture *tex = new aiTexture();
  1474. // Store embedded texture name reference
  1475. tex->mFilename.Set(imIt->second.mFileName.c_str());
  1476. result.Set(imIt->second.mFileName);
  1477. // TODO: check the possibility of using the flag "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
  1478. // result.data[0] = '*';
  1479. // result.length = 1 + ASSIMP_itoa10(result.data + 1, static_cast<unsigned int>(MAXLEN - 1), static_cast<int32_t>(mTextures.size()));
  1480. // setup format hint
  1481. if (imIt->second.mEmbeddedFormat.length() >= HINTMAXTEXTURELEN) {
  1482. ASSIMP_LOG_WARN("Collada: texture format hint is too long, truncating to 3 characters");
  1483. }
  1484. strncpy(tex->achFormatHint, imIt->second.mEmbeddedFormat.c_str(), 3);
  1485. // and copy texture data
  1486. tex->mHeight = 0;
  1487. tex->mWidth = static_cast<unsigned int>(imIt->second.mImageData.size());
  1488. tex->pcData = (aiTexel *)new char[tex->mWidth];
  1489. memcpy(tex->pcData, &imIt->second.mImageData[0], tex->mWidth);
  1490. // and add this texture to the list
  1491. mTextures.push_back(tex);
  1492. return result;
  1493. }
  1494. if (imIt->second.mFileName.empty()) {
  1495. throw DeadlyImportError("Collada: Invalid texture, no data or file reference given");
  1496. }
  1497. result.Set(imIt->second.mFileName);
  1498. return result;
  1499. }
  1500. // ------------------------------------------------------------------------------------------------
  1501. // Reads a float value from an accessor and its data array.
  1502. ai_real ColladaLoader::ReadFloat(const Collada::Accessor &pAccessor, const Collada::Data &pData, size_t pIndex, size_t pOffset) const {
  1503. size_t pos = pAccessor.mStride * pIndex + pAccessor.mOffset + pOffset;
  1504. ai_assert(pos < pData.mValues.size());
  1505. return pData.mValues[pos];
  1506. }
  1507. // ------------------------------------------------------------------------------------------------
  1508. // Reads a string value from an accessor and its data array.
  1509. const std::string &ColladaLoader::ReadString(const Collada::Accessor &pAccessor, const Collada::Data &pData, size_t pIndex) const {
  1510. size_t pos = pAccessor.mStride * pIndex + pAccessor.mOffset;
  1511. ai_assert(pos < pData.mStrings.size());
  1512. return pData.mStrings[pos];
  1513. }
  1514. // ------------------------------------------------------------------------------------------------
  1515. // Collects all nodes into the given array
  1516. void ColladaLoader::CollectNodes(const aiNode *pNode, std::vector<const aiNode *> &poNodes) const {
  1517. poNodes.push_back(pNode);
  1518. for (size_t a = 0; a < pNode->mNumChildren; ++a) {
  1519. CollectNodes(pNode->mChildren[a], poNodes);
  1520. }
  1521. }
  1522. // ------------------------------------------------------------------------------------------------
  1523. // Finds a node in the collada scene by the given name
  1524. const Collada::Node *ColladaLoader::FindNode(const Collada::Node *pNode, const std::string &pName) const {
  1525. if (pNode->mName == pName || pNode->mID == pName)
  1526. return pNode;
  1527. for (size_t a = 0; a < pNode->mChildren.size(); ++a) {
  1528. const Collada::Node *node = FindNode(pNode->mChildren[a], pName);
  1529. if (node) {
  1530. return node;
  1531. }
  1532. }
  1533. return nullptr;
  1534. }
  1535. // ------------------------------------------------------------------------------------------------
  1536. // Finds a node in the collada scene by the given SID
  1537. const Collada::Node *ColladaLoader::FindNodeBySID(const Collada::Node *pNode, const std::string &pSID) const {
  1538. if (nullptr == pNode) {
  1539. return nullptr;
  1540. }
  1541. if (pNode->mSID == pSID) {
  1542. return pNode;
  1543. }
  1544. for (size_t a = 0; a < pNode->mChildren.size(); ++a) {
  1545. const Collada::Node *node = FindNodeBySID(pNode->mChildren[a], pSID);
  1546. if (node) {
  1547. return node;
  1548. }
  1549. }
  1550. return nullptr;
  1551. }
  1552. // ------------------------------------------------------------------------------------------------
  1553. // Finds a proper unique name for a node derived from the collada-node's properties.
  1554. // The name must be unique for proper node-bone association.
  1555. std::string ColladaLoader::FindNameForNode(const Collada::Node *pNode) {
  1556. // If explicitly requested, just use the collada name.
  1557. if (useColladaName) {
  1558. if (!pNode->mName.empty()) {
  1559. return pNode->mName;
  1560. } else {
  1561. return format() << "$ColladaAutoName$_" << mNodeNameCounter++;
  1562. }
  1563. } else {
  1564. // Now setup the name of the assimp node. The collada name might not be
  1565. // unique, so we use the collada ID.
  1566. if (!pNode->mID.empty())
  1567. return pNode->mID;
  1568. else if (!pNode->mSID.empty())
  1569. return pNode->mSID;
  1570. else {
  1571. // No need to worry. Unnamed nodes are no problem at all, except
  1572. // if cameras or lights need to be assigned to them.
  1573. return format() << "$ColladaAutoName$_" << mNodeNameCounter++;
  1574. }
  1575. }
  1576. }
  1577. } // Namespace Assimp
  1578. #endif // !! ASSIMP_BUILD_NO_DAE_IMPORTER