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/CreateAnimMesh.h>
  40. #include <assimp/Defines.h>
  41. #include <assimp/ParsingUtils.h>
  42. #include <assimp/SkeletonMeshBuilder.h>
  43. #include <assimp/ZipArchiveIOSystem.h>
  44. #include <assimp/anim.h>
  45. #include <assimp/fast_atof.h>
  46. #include <assimp/importerdesc.h>
  47. #include <assimp/scene.h>
  48. #include <assimp/DefaultLogger.hpp>
  49. #include <assimp/Importer.hpp>
  50. #include <numeric>
  51. namespace Assimp {
  52. using namespace Assimp::Formatter;
  53. 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 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. ignoreUpDirection(false),
  89. useColladaName(false),
  90. mNodeNameCounter(0) {
  91. // empty
  92. }
  93. // ------------------------------------------------------------------------------------------------
  94. // Destructor, private as well
  95. ColladaLoader::~ColladaLoader() {
  96. // empty
  97. }
  98. // ------------------------------------------------------------------------------------------------
  99. // Returns whether the class can handle the format of the given file.
  100. bool ColladaLoader::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const {
  101. // check file extension
  102. const std::string extension = GetExtension(pFile);
  103. const bool readSig = checkSig && (pIOHandler != nullptr);
  104. if (!readSig) {
  105. if (extension == "dae" || extension == "zae") {
  106. return true;
  107. }
  108. } else {
  109. // Look for a DAE file inside, but don't extract it
  110. ZipArchiveIOSystem zip_archive(pIOHandler, pFile);
  111. if (zip_archive.isOpen()) {
  112. return !ColladaParser::ReadZaeManifest(zip_archive).empty();
  113. }
  114. }
  115. // XML - too generic, we need to open the file and search for typical keywords
  116. if (extension == "xml" || !extension.length() || checkSig) {
  117. /* If CanRead() is called in order to check whether we
  118. * support a specific file extension in general pIOHandler
  119. * might be nullptr and it's our duty to return true here.
  120. */
  121. if (!pIOHandler) {
  122. return true;
  123. }
  124. static const char *tokens[] = { "<collada" };
  125. return SearchFileHeaderForToken(pIOHandler, pFile, tokens, 1);
  126. }
  127. return false;
  128. }
  129. // ------------------------------------------------------------------------------------------------
  130. void ColladaLoader::SetupProperties(const Importer *pImp) {
  131. noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES, 0) != 0;
  132. ignoreUpDirection = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION, 0) != 0;
  133. useColladaName = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES, 0) != 0;
  134. }
  135. // ------------------------------------------------------------------------------------------------
  136. // Get file extension list
  137. const aiImporterDesc *ColladaLoader::GetInfo() const {
  138. return &desc;
  139. }
  140. // ------------------------------------------------------------------------------------------------
  141. // Imports the given file into the given scene structure.
  142. void ColladaLoader::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
  143. mFileName = pFile;
  144. // clean all member arrays - just for safety, it should work even if we did not
  145. mMeshIndexByID.clear();
  146. mMaterialIndexByName.clear();
  147. mMeshes.clear();
  148. mTargetMeshes.clear();
  149. newMats.clear();
  150. mLights.clear();
  151. mCameras.clear();
  152. mTextures.clear();
  153. mAnims.clear();
  154. // parse the input file
  155. ColladaParser parser(pIOHandler, pFile);
  156. if (!parser.mRootNode) {
  157. throw DeadlyImportError("Collada: File came out empty. Something is wrong here.");
  158. }
  159. // reserve some storage to avoid unnecessary reallocs
  160. newMats.reserve(parser.mMaterialLibrary.size() * 2u);
  161. mMeshes.reserve(parser.mMeshLibrary.size() * 2u);
  162. mCameras.reserve(parser.mCameraLibrary.size());
  163. mLights.reserve(parser.mLightLibrary.size());
  164. // create the materials first, for the meshes to find
  165. BuildMaterials(parser, pScene);
  166. // build the node hierarchy from it
  167. pScene->mRootNode = BuildHierarchy(parser, parser.mRootNode);
  168. // ... then fill the materials with the now adjusted settings
  169. FillMaterials(parser, pScene);
  170. // Apply unit-size scale calculation
  171. pScene->mRootNode->mTransformation *= aiMatrix4x4(parser.mUnitSize, 0, 0, 0,
  172. 0, parser.mUnitSize, 0, 0,
  173. 0, 0, parser.mUnitSize, 0,
  174. 0, 0, 0, 1);
  175. if (!ignoreUpDirection) {
  176. // Convert to Y_UP, if different orientation
  177. if (parser.mUpDirection == ColladaParser::UP_X) {
  178. pScene->mRootNode->mTransformation *= aiMatrix4x4(
  179. 0, -1, 0, 0,
  180. 1, 0, 0, 0,
  181. 0, 0, 1, 0,
  182. 0, 0, 0, 1);
  183. } else if (parser.mUpDirection == ColladaParser::UP_Z) {
  184. pScene->mRootNode->mTransformation *= aiMatrix4x4(
  185. 1, 0, 0, 0,
  186. 0, 0, 1, 0,
  187. 0, -1, 0, 0,
  188. 0, 0, 0, 1);
  189. }
  190. }
  191. // Store scene metadata
  192. if (!parser.mAssetMetaData.empty()) {
  193. const size_t numMeta(parser.mAssetMetaData.size());
  194. pScene->mMetaData = aiMetadata::Alloc(static_cast<unsigned int>(numMeta));
  195. size_t i = 0;
  196. for (auto it = parser.mAssetMetaData.cbegin(); it != parser.mAssetMetaData.cend(); ++it, ++i) {
  197. pScene->mMetaData->Set(static_cast<unsigned int>(i), (*it).first, (*it).second);
  198. }
  199. }
  200. StoreSceneMeshes(pScene);
  201. StoreSceneMaterials(pScene);
  202. StoreSceneTextures(pScene);
  203. StoreSceneLights(pScene);
  204. StoreSceneCameras(pScene);
  205. StoreAnimations(pScene, parser);
  206. // If no meshes have been loaded, it's probably just an animated skeleton.
  207. if (0u == pScene->mNumMeshes) {
  208. if (!noSkeletonMesh) {
  209. SkeletonMeshBuilder hero(pScene);
  210. }
  211. pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
  212. }
  213. }
  214. // ------------------------------------------------------------------------------------------------
  215. // Recursively constructs a scene node for the given parser node and returns it.
  216. aiNode *ColladaLoader::BuildHierarchy(const ColladaParser &pParser, const Collada::Node *pNode) {
  217. // create a node for it
  218. aiNode *node = new aiNode();
  219. // find a name for the new node. It's more complicated than you might think
  220. node->mName.Set(FindNameForNode(pNode));
  221. // if we're not using the unique IDs, hold onto them for reference and export
  222. if (useColladaName) {
  223. if (!pNode->mID.empty()) {
  224. AddNodeMetaData(node, AI_METADATA_COLLADA_ID, aiString(pNode->mID));
  225. }
  226. if (!pNode->mSID.empty()) {
  227. AddNodeMetaData(node, AI_METADATA_COLLADA_SID, aiString(pNode->mSID));
  228. }
  229. }
  230. // calculate the transformation matrix for it
  231. node->mTransformation = pParser.CalculateResultTransform(pNode->mTransforms);
  232. // now resolve node instances
  233. std::vector<const Collada::Node *> instances;
  234. ResolveNodeInstances(pParser, pNode, instances);
  235. // add children. first the *real* ones
  236. node->mNumChildren = static_cast<unsigned int>(pNode->mChildren.size() + instances.size());
  237. node->mChildren = new aiNode *[node->mNumChildren];
  238. for (size_t a = 0; a < pNode->mChildren.size(); ++a) {
  239. node->mChildren[a] = BuildHierarchy(pParser, pNode->mChildren[a]);
  240. node->mChildren[a]->mParent = node;
  241. }
  242. // ... and finally the resolved node instances
  243. for (size_t a = 0; a < instances.size(); ++a) {
  244. node->mChildren[pNode->mChildren.size() + a] = BuildHierarchy(pParser, instances[a]);
  245. node->mChildren[pNode->mChildren.size() + a]->mParent = node;
  246. }
  247. BuildMeshesForNode(pParser, pNode, node);
  248. BuildCamerasForNode(pParser, pNode, node);
  249. BuildLightsForNode(pParser, pNode, node);
  250. return node;
  251. }
  252. // ------------------------------------------------------------------------------------------------
  253. // Resolve node instances
  254. void ColladaLoader::ResolveNodeInstances(const ColladaParser &pParser, const Collada::Node *pNode,
  255. std::vector<const Collada::Node *> &resolved) {
  256. // reserve enough storage
  257. resolved.reserve(pNode->mNodeInstances.size());
  258. // ... and iterate through all nodes to be instanced as children of pNode
  259. for (const auto &nodeInst : pNode->mNodeInstances) {
  260. // find the corresponding node in the library
  261. const ColladaParser::NodeLibrary::const_iterator itt = pParser.mNodeLibrary.find(nodeInst.mNode);
  262. const Collada::Node *nd = itt == pParser.mNodeLibrary.end() ? nullptr : (*itt).second;
  263. // FIX for http://sourceforge.net/tracker/?func=detail&aid=3054873&group_id=226462&atid=1067632
  264. // need to check for both name and ID to catch all. To avoid breaking valid files,
  265. // the workaround is only enabled when the first attempt to resolve the node has failed.
  266. if (nullptr == nd) {
  267. nd = FindNode(pParser.mRootNode, nodeInst.mNode);
  268. }
  269. if (nullptr == nd) {
  270. ASSIMP_LOG_ERROR_F("Collada: Unable to resolve reference to instanced node ", nodeInst.mNode);
  271. } else {
  272. // attach this node to the list of children
  273. resolved.push_back(nd);
  274. }
  275. }
  276. }
  277. // ------------------------------------------------------------------------------------------------
  278. // Resolve UV channels
  279. void ColladaLoader::ApplyVertexToEffectSemanticMapping(Collada::Sampler &sampler, const Collada::SemanticMappingTable &table) {
  280. std::map<std::string, Collada::InputSemanticMapEntry>::const_iterator it = table.mMap.find(sampler.mUVChannel);
  281. if (it == table.mMap.end()) {
  282. return;
  283. }
  284. if (it->second.mType != Collada::IT_Texcoord) {
  285. ASSIMP_LOG_ERROR("Collada: Unexpected effect input mapping");
  286. }
  287. sampler.mUVId = it->second.mSet;
  288. }
  289. // ------------------------------------------------------------------------------------------------
  290. // Builds lights for the given node and references them
  291. void ColladaLoader::BuildLightsForNode(const ColladaParser &pParser, const Collada::Node *pNode, aiNode *pTarget) {
  292. for (const Collada::LightInstance &lid : pNode->mLights) {
  293. // find the referred light
  294. ColladaParser::LightLibrary::const_iterator srcLightIt = pParser.mLightLibrary.find(lid.mLight);
  295. if (srcLightIt == pParser.mLightLibrary.end()) {
  296. ASSIMP_LOG_WARN_F("Collada: Unable to find light for ID \"", lid.mLight, "\". Skipping.");
  297. continue;
  298. }
  299. const Collada::Light *srcLight = &srcLightIt->second;
  300. // now fill our ai data structure
  301. aiLight *out = new aiLight();
  302. out->mName = pTarget->mName;
  303. out->mType = (aiLightSourceType)srcLight->mType;
  304. // collada lights point in -Z by default, rest is specified in node transform
  305. out->mDirection = aiVector3D(0.f, 0.f, -1.f);
  306. out->mAttenuationConstant = srcLight->mAttConstant;
  307. out->mAttenuationLinear = srcLight->mAttLinear;
  308. out->mAttenuationQuadratic = srcLight->mAttQuadratic;
  309. out->mColorDiffuse = out->mColorSpecular = out->mColorAmbient = srcLight->mColor * srcLight->mIntensity;
  310. if (out->mType == aiLightSource_AMBIENT) {
  311. out->mColorDiffuse = out->mColorSpecular = aiColor3D(0, 0, 0);
  312. out->mColorAmbient = srcLight->mColor * srcLight->mIntensity;
  313. } else {
  314. // collada doesn't differentiate between these color types
  315. out->mColorDiffuse = out->mColorSpecular = srcLight->mColor * srcLight->mIntensity;
  316. out->mColorAmbient = aiColor3D(0, 0, 0);
  317. }
  318. // convert falloff angle and falloff exponent in our representation, if given
  319. if (out->mType == aiLightSource_SPOT) {
  320. out->mAngleInnerCone = AI_DEG_TO_RAD(srcLight->mFalloffAngle);
  321. // ... some extension magic.
  322. if (srcLight->mOuterAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET * (1 - 1e-6f)) {
  323. // ... some deprecation magic.
  324. if (srcLight->mPenumbraAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET * (1 - 1e-6f)) {
  325. // Need to rely on falloff_exponent. I don't know how to interpret it, so I need to guess ....
  326. // epsilon chosen to be 0.1
  327. float f = 1.0f;
  328. if ( 0.0f != srcLight->mFalloffExponent ) {
  329. f = 1.f / srcLight->mFalloffExponent;
  330. }
  331. out->mAngleOuterCone = std::acos(std::pow(0.1f, f)) +
  332. out->mAngleInnerCone;
  333. } else {
  334. out->mAngleOuterCone = out->mAngleInnerCone + AI_DEG_TO_RAD(srcLight->mPenumbraAngle);
  335. if (out->mAngleOuterCone < out->mAngleInnerCone)
  336. std::swap(out->mAngleInnerCone, out->mAngleOuterCone);
  337. }
  338. } else {
  339. out->mAngleOuterCone = AI_DEG_TO_RAD(srcLight->mOuterAngle);
  340. }
  341. }
  342. // add to light list
  343. mLights.push_back(out);
  344. }
  345. }
  346. // ------------------------------------------------------------------------------------------------
  347. // Builds cameras for the given node and references them
  348. void ColladaLoader::BuildCamerasForNode(const ColladaParser &pParser, const Collada::Node *pNode, aiNode *pTarget) {
  349. for (const Collada::CameraInstance &cid : pNode->mCameras) {
  350. // find the referred light
  351. ColladaParser::CameraLibrary::const_iterator srcCameraIt = pParser.mCameraLibrary.find(cid.mCamera);
  352. if (srcCameraIt == pParser.mCameraLibrary.end()) {
  353. ASSIMP_LOG_WARN_F("Collada: Unable to find camera for ID \"", cid.mCamera, "\". Skipping.");
  354. continue;
  355. }
  356. const Collada::Camera *srcCamera = &srcCameraIt->second;
  357. // orthographic cameras not yet supported in Assimp
  358. if (srcCamera->mOrtho) {
  359. ASSIMP_LOG_WARN("Collada: Orthographic cameras are not supported.");
  360. }
  361. // now fill our ai data structure
  362. aiCamera *out = new aiCamera();
  363. out->mName = pTarget->mName;
  364. // collada cameras point in -Z by default, rest is specified in node transform
  365. out->mLookAt = aiVector3D(0.f, 0.f, -1.f);
  366. // near/far z is already ok
  367. out->mClipPlaneFar = srcCamera->mZFar;
  368. out->mClipPlaneNear = srcCamera->mZNear;
  369. // ... but for the rest some values are optional
  370. // and we need to compute the others in any combination.
  371. if (srcCamera->mAspect != 10e10f) {
  372. out->mAspect = srcCamera->mAspect;
  373. }
  374. if (srcCamera->mHorFov != 10e10f) {
  375. out->mHorizontalFOV = srcCamera->mHorFov;
  376. if (srcCamera->mVerFov != 10e10f && srcCamera->mAspect == 10e10f) {
  377. out->mAspect = std::tan(AI_DEG_TO_RAD(srcCamera->mHorFov)) /
  378. std::tan(AI_DEG_TO_RAD(srcCamera->mVerFov));
  379. }
  380. } else if (srcCamera->mAspect != 10e10f && srcCamera->mVerFov != 10e10f) {
  381. out->mHorizontalFOV = 2.0f * AI_RAD_TO_DEG(std::atan(srcCamera->mAspect *
  382. std::tan(AI_DEG_TO_RAD(srcCamera->mVerFov) * 0.5f)));
  383. }
  384. // Collada uses degrees, we use radians
  385. out->mHorizontalFOV = AI_DEG_TO_RAD(out->mHorizontalFOV);
  386. // add to camera list
  387. mCameras.push_back(out);
  388. }
  389. }
  390. // ------------------------------------------------------------------------------------------------
  391. // Builds meshes for the given node and references them
  392. void ColladaLoader::BuildMeshesForNode(const ColladaParser &pParser, const Collada::Node *pNode, aiNode *pTarget) {
  393. // accumulated mesh references by this node
  394. std::vector<size_t> newMeshRefs;
  395. newMeshRefs.reserve(pNode->mMeshes.size());
  396. // add a mesh for each subgroup in each collada mesh
  397. for (const Collada::MeshInstance &mid : pNode->mMeshes) {
  398. const Collada::Mesh *srcMesh = nullptr;
  399. const Collada::Controller *srcController = nullptr;
  400. // find the referred mesh
  401. ColladaParser::MeshLibrary::const_iterator srcMeshIt = pParser.mMeshLibrary.find(mid.mMeshOrController);
  402. if (srcMeshIt == pParser.mMeshLibrary.end()) {
  403. // if not found in the mesh-library, it might also be a controller referring to a mesh
  404. ColladaParser::ControllerLibrary::const_iterator srcContrIt = pParser.mControllerLibrary.find(mid.mMeshOrController);
  405. if (srcContrIt != pParser.mControllerLibrary.end()) {
  406. srcController = &srcContrIt->second;
  407. srcMeshIt = pParser.mMeshLibrary.find(srcController->mMeshId);
  408. if (srcMeshIt != pParser.mMeshLibrary.end()) {
  409. srcMesh = srcMeshIt->second;
  410. }
  411. }
  412. if (nullptr == srcMesh) {
  413. ASSIMP_LOG_WARN_F("Collada: Unable to find geometry for ID \"", mid.mMeshOrController, "\". Skipping.");
  414. continue;
  415. }
  416. } else {
  417. // ID found in the mesh library -> direct reference to an unskinned mesh
  418. srcMesh = srcMeshIt->second;
  419. }
  420. // build a mesh for each of its subgroups
  421. size_t vertexStart = 0, faceStart = 0;
  422. for (size_t sm = 0; sm < srcMesh->mSubMeshes.size(); ++sm) {
  423. const Collada::SubMesh &submesh = srcMesh->mSubMeshes[sm];
  424. if (submesh.mNumFaces == 0) {
  425. continue;
  426. }
  427. // find material assigned to this submesh
  428. std::string meshMaterial;
  429. std::map<std::string, Collada::SemanticMappingTable>::const_iterator meshMatIt = mid.mMaterials.find(submesh.mMaterial);
  430. const Collada::SemanticMappingTable *table = nullptr;
  431. if (meshMatIt != mid.mMaterials.end()) {
  432. table = &meshMatIt->second;
  433. meshMaterial = table->mMatName;
  434. } else {
  435. ASSIMP_LOG_WARN_F("Collada: No material specified for subgroup <", submesh.mMaterial, "> in geometry <",
  436. mid.mMeshOrController, ">.");
  437. if (!mid.mMaterials.empty()) {
  438. meshMaterial = mid.mMaterials.begin()->second.mMatName;
  439. }
  440. }
  441. // OK ... here the *real* fun starts ... we have the vertex-input-to-effect-semantic-table
  442. // given. The only mapping stuff which we do actually support is the UV channel.
  443. std::map<std::string, size_t>::const_iterator matIt = mMaterialIndexByName.find(meshMaterial);
  444. unsigned int matIdx = 0;
  445. if (matIt != mMaterialIndexByName.end()) {
  446. matIdx = static_cast<unsigned int>(matIt->second);
  447. }
  448. if (table && !table->mMap.empty()) {
  449. std::pair<Collada::Effect *, aiMaterial *> &mat = newMats[matIdx];
  450. // Iterate through all texture channels assigned to the effect and
  451. // check whether we have mapping information for it.
  452. ApplyVertexToEffectSemanticMapping(mat.first->mTexDiffuse, *table);
  453. ApplyVertexToEffectSemanticMapping(mat.first->mTexAmbient, *table);
  454. ApplyVertexToEffectSemanticMapping(mat.first->mTexSpecular, *table);
  455. ApplyVertexToEffectSemanticMapping(mat.first->mTexEmissive, *table);
  456. ApplyVertexToEffectSemanticMapping(mat.first->mTexTransparent, *table);
  457. ApplyVertexToEffectSemanticMapping(mat.first->mTexBump, *table);
  458. }
  459. // built lookup index of the Mesh-Submesh-Material combination
  460. ColladaMeshIndex index(mid.mMeshOrController, sm, meshMaterial);
  461. // if we already have the mesh at the library, just add its index to the node's array
  462. std::map<ColladaMeshIndex, size_t>::const_iterator dstMeshIt = mMeshIndexByID.find(index);
  463. if (dstMeshIt != mMeshIndexByID.end()) {
  464. newMeshRefs.push_back(dstMeshIt->second);
  465. } else {
  466. // else we have to add the mesh to the collection and store its newly assigned index at the node
  467. aiMesh *dstMesh = CreateMesh(pParser, srcMesh, submesh, srcController, vertexStart, faceStart);
  468. // store the mesh, and store its new index in the node
  469. newMeshRefs.push_back(mMeshes.size());
  470. mMeshIndexByID[index] = mMeshes.size();
  471. mMeshes.push_back(dstMesh);
  472. vertexStart += dstMesh->mNumVertices;
  473. faceStart += submesh.mNumFaces;
  474. // assign the material index
  475. dstMesh->mMaterialIndex = matIdx;
  476. if (dstMesh->mName.length == 0) {
  477. dstMesh->mName = mid.mMeshOrController;
  478. }
  479. }
  480. }
  481. }
  482. // now place all mesh references we gathered in the target node
  483. pTarget->mNumMeshes = static_cast<unsigned int>(newMeshRefs.size());
  484. if (newMeshRefs.size()) {
  485. struct UIntTypeConverter {
  486. unsigned int operator()(const size_t &v) const {
  487. return static_cast<unsigned int>(v);
  488. }
  489. };
  490. pTarget->mMeshes = new unsigned int[pTarget->mNumMeshes];
  491. std::transform(newMeshRefs.begin(), newMeshRefs.end(), pTarget->mMeshes, UIntTypeConverter());
  492. }
  493. }
  494. // ------------------------------------------------------------------------------------------------
  495. // Find mesh from either meshes or morph target meshes
  496. aiMesh *ColladaLoader::findMesh(const std::string &meshid) {
  497. if (meshid.empty()) {
  498. return nullptr;
  499. }
  500. for (unsigned int i = 0; i < mMeshes.size(); ++i) {
  501. if (std::string(mMeshes[i]->mName.data) == meshid) {
  502. return mMeshes[i];
  503. }
  504. }
  505. for (unsigned int i = 0; i < mTargetMeshes.size(); ++i) {
  506. if (std::string(mTargetMeshes[i]->mName.data) == meshid) {
  507. return mTargetMeshes[i];
  508. }
  509. }
  510. return nullptr;
  511. }
  512. // ------------------------------------------------------------------------------------------------
  513. // Creates a mesh for the given ColladaMesh face subset and returns the newly created mesh
  514. aiMesh *ColladaLoader::CreateMesh(const ColladaParser &pParser, const Collada::Mesh *pSrcMesh, const Collada::SubMesh &pSubMesh,
  515. const Collada::Controller *pSrcController, size_t pStartVertex, size_t pStartFace) {
  516. std::unique_ptr<aiMesh> dstMesh(new aiMesh);
  517. if (useColladaName) {
  518. dstMesh->mName = pSrcMesh->mName;
  519. } else {
  520. dstMesh->mName = pSrcMesh->mId;
  521. }
  522. // count the vertices addressed by its faces
  523. const size_t numVertices = std::accumulate(pSrcMesh->mFaceSize.begin() + pStartFace,
  524. pSrcMesh->mFaceSize.begin() + pStartFace + pSubMesh.mNumFaces, size_t(0));
  525. // copy positions
  526. dstMesh->mNumVertices = static_cast<unsigned int>(numVertices);
  527. dstMesh->mVertices = new aiVector3D[numVertices];
  528. std::copy(pSrcMesh->mPositions.begin() + pStartVertex, pSrcMesh->mPositions.begin() + pStartVertex + numVertices, dstMesh->mVertices);
  529. // normals, if given. HACK: (thom) Due to the glorious Collada spec we never
  530. // know if we have the same number of normals as there are positions. So we
  531. // also ignore any vertex attribute if it has a different count
  532. if (pSrcMesh->mNormals.size() >= pStartVertex + numVertices) {
  533. dstMesh->mNormals = new aiVector3D[numVertices];
  534. std::copy(pSrcMesh->mNormals.begin() + pStartVertex, pSrcMesh->mNormals.begin() + pStartVertex + numVertices, dstMesh->mNormals);
  535. }
  536. // tangents, if given.
  537. if (pSrcMesh->mTangents.size() >= pStartVertex + numVertices) {
  538. dstMesh->mTangents = new aiVector3D[numVertices];
  539. std::copy(pSrcMesh->mTangents.begin() + pStartVertex, pSrcMesh->mTangents.begin() + pStartVertex + numVertices, dstMesh->mTangents);
  540. }
  541. // bitangents, if given.
  542. if (pSrcMesh->mBitangents.size() >= pStartVertex + numVertices) {
  543. dstMesh->mBitangents = new aiVector3D[numVertices];
  544. std::copy(pSrcMesh->mBitangents.begin() + pStartVertex, pSrcMesh->mBitangents.begin() + pStartVertex + numVertices, dstMesh->mBitangents);
  545. }
  546. // same for texturecoords, as many as we have
  547. // empty slots are not allowed, need to pack and adjust UV indexes accordingly
  548. for (size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
  549. if (pSrcMesh->mTexCoords[a].size() >= pStartVertex + numVertices) {
  550. dstMesh->mTextureCoords[real] = new aiVector3D[numVertices];
  551. for (size_t b = 0; b < numVertices; ++b) {
  552. dstMesh->mTextureCoords[real][b] = pSrcMesh->mTexCoords[a][pStartVertex + b];
  553. }
  554. dstMesh->mNumUVComponents[real] = pSrcMesh->mNumUVComponents[a];
  555. ++real;
  556. }
  557. }
  558. // same for vertex colors, as many as we have. again the same packing to avoid empty slots
  559. for (size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) {
  560. if (pSrcMesh->mColors[a].size() >= pStartVertex + numVertices) {
  561. dstMesh->mColors[real] = new aiColor4D[numVertices];
  562. std::copy(pSrcMesh->mColors[a].begin() + pStartVertex, pSrcMesh->mColors[a].begin() + pStartVertex + numVertices, dstMesh->mColors[real]);
  563. ++real;
  564. }
  565. }
  566. // create faces. Due to the fact that each face uses unique vertices, we can simply count up on each vertex
  567. size_t vertex = 0;
  568. dstMesh->mNumFaces = static_cast<unsigned int>(pSubMesh.mNumFaces);
  569. dstMesh->mFaces = new aiFace[dstMesh->mNumFaces];
  570. for (size_t a = 0; a < dstMesh->mNumFaces; ++a) {
  571. size_t s = pSrcMesh->mFaceSize[pStartFace + a];
  572. aiFace &face = dstMesh->mFaces[a];
  573. face.mNumIndices = static_cast<unsigned int>(s);
  574. face.mIndices = new unsigned int[s];
  575. for (size_t b = 0; b < s; ++b) {
  576. face.mIndices[b] = static_cast<unsigned int>(vertex++);
  577. }
  578. }
  579. // create morph target meshes if any
  580. std::vector<aiMesh *> targetMeshes;
  581. std::vector<float> targetWeights;
  582. Collada::MorphMethod method = Collada::Normalized;
  583. for (std::map<std::string, Collada::Controller>::const_iterator it = pParser.mControllerLibrary.begin();
  584. it != pParser.mControllerLibrary.end(); ++it) {
  585. const Collada::Controller &c = it->second;
  586. const Collada::Mesh *baseMesh = pParser.ResolveLibraryReference(pParser.mMeshLibrary, c.mMeshId);
  587. if (c.mType == Collada::Morph && baseMesh->mName == pSrcMesh->mName) {
  588. const Collada::Accessor &targetAccessor = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, c.mMorphTarget);
  589. const Collada::Accessor &weightAccessor = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, c.mMorphWeight);
  590. const Collada::Data &targetData = pParser.ResolveLibraryReference(pParser.mDataLibrary, targetAccessor.mSource);
  591. const Collada::Data &weightData = pParser.ResolveLibraryReference(pParser.mDataLibrary, weightAccessor.mSource);
  592. // take method
  593. method = c.mMethod;
  594. if (!targetData.mIsStringArray) {
  595. throw DeadlyImportError("target data must contain id. ");
  596. }
  597. if (weightData.mIsStringArray) {
  598. throw DeadlyImportError("target weight data must not be textual ");
  599. }
  600. for (unsigned int i = 0; i < targetData.mStrings.size(); ++i) {
  601. const Collada::Mesh *targetMesh = pParser.ResolveLibraryReference(pParser.mMeshLibrary, targetData.mStrings.at(i));
  602. aiMesh *aimesh = findMesh(useColladaName ? targetMesh->mName : targetMesh->mId);
  603. if (!aimesh) {
  604. if (targetMesh->mSubMeshes.size() > 1) {
  605. throw DeadlyImportError("Morphing target mesh must be a single");
  606. }
  607. aimesh = CreateMesh(pParser, targetMesh, targetMesh->mSubMeshes.at(0), nullptr, 0, 0);
  608. mTargetMeshes.push_back(aimesh);
  609. }
  610. targetMeshes.push_back(aimesh);
  611. }
  612. for (unsigned int i = 0; i < weightData.mValues.size(); ++i) {
  613. targetWeights.push_back(weightData.mValues.at(i));
  614. }
  615. }
  616. }
  617. if (targetMeshes.size() > 0 && targetWeights.size() == targetMeshes.size()) {
  618. std::vector<aiAnimMesh *> animMeshes;
  619. for (unsigned int i = 0; i < targetMeshes.size(); ++i) {
  620. aiMesh *targetMesh = targetMeshes.at(i);
  621. aiAnimMesh *animMesh = aiCreateAnimMesh(targetMesh);
  622. float weight = targetWeights[i];
  623. animMesh->mWeight = weight == 0 ? 1.0f : weight;
  624. animMesh->mName = targetMesh->mName;
  625. animMeshes.push_back(animMesh);
  626. }
  627. dstMesh->mMethod = (method == Collada::Relative) ? aiMorphingMethod_MORPH_RELATIVE : aiMorphingMethod_MORPH_NORMALIZED;
  628. dstMesh->mAnimMeshes = new aiAnimMesh *[animMeshes.size()];
  629. dstMesh->mNumAnimMeshes = static_cast<unsigned int>(animMeshes.size());
  630. for (unsigned int i = 0; i < animMeshes.size(); ++i) {
  631. dstMesh->mAnimMeshes[i] = animMeshes.at(i);
  632. }
  633. }
  634. // create bones if given
  635. if (pSrcController && pSrcController->mType == Collada::Skin) {
  636. // resolve references - joint names
  637. const Collada::Accessor &jointNamesAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mJointNameSource);
  638. const Collada::Data &jointNames = pParser.ResolveLibraryReference(pParser.mDataLibrary, jointNamesAcc.mSource);
  639. // joint offset matrices
  640. const Collada::Accessor &jointMatrixAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mJointOffsetMatrixSource);
  641. const Collada::Data &jointMatrices = pParser.ResolveLibraryReference(pParser.mDataLibrary, jointMatrixAcc.mSource);
  642. // joint vertex_weight name list - should refer to the same list as the joint names above. If not, report and reconsider
  643. const Collada::Accessor &weightNamesAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mWeightInputJoints.mAccessor);
  644. if (&weightNamesAcc != &jointNamesAcc)
  645. throw DeadlyImportError("Temporary implementational laziness. If you read this, please report to the author.");
  646. // vertex weights
  647. const Collada::Accessor &weightsAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mWeightInputWeights.mAccessor);
  648. const Collada::Data &weights = pParser.ResolveLibraryReference(pParser.mDataLibrary, weightsAcc.mSource);
  649. if (!jointNames.mIsStringArray || jointMatrices.mIsStringArray || weights.mIsStringArray)
  650. throw DeadlyImportError("Data type mismatch while resolving mesh joints");
  651. // sanity check: we rely on the vertex weights always coming as pairs of BoneIndex-WeightIndex
  652. if (pSrcController->mWeightInputJoints.mOffset != 0 || pSrcController->mWeightInputWeights.mOffset != 1)
  653. throw DeadlyImportError("Unsupported vertex_weight addressing scheme. ");
  654. // create containers to collect the weights for each bone
  655. size_t numBones = jointNames.mStrings.size();
  656. std::vector<std::vector<aiVertexWeight>> dstBones(numBones);
  657. // build a temporary array of pointers to the start of each vertex's weights
  658. typedef std::vector<std::pair<size_t, size_t>> IndexPairVector;
  659. std::vector<IndexPairVector::const_iterator> weightStartPerVertex;
  660. weightStartPerVertex.resize(pSrcController->mWeightCounts.size(), pSrcController->mWeights.end());
  661. IndexPairVector::const_iterator pit = pSrcController->mWeights.begin();
  662. for (size_t a = 0; a < pSrcController->mWeightCounts.size(); ++a) {
  663. weightStartPerVertex[a] = pit;
  664. pit += pSrcController->mWeightCounts[a];
  665. }
  666. // now for each vertex put the corresponding vertex weights into each bone's weight collection
  667. for (size_t a = pStartVertex; a < pStartVertex + numVertices; ++a) {
  668. // which position index was responsible for this vertex? that's also the index by which
  669. // the controller assigns the vertex weights
  670. size_t orgIndex = pSrcMesh->mFacePosIndices[a];
  671. // find the vertex weights for this vertex
  672. IndexPairVector::const_iterator iit = weightStartPerVertex[orgIndex];
  673. size_t pairCount = pSrcController->mWeightCounts[orgIndex];
  674. for (size_t b = 0; b < pairCount; ++b, ++iit) {
  675. const size_t jointIndex = iit->first;
  676. const size_t vertexIndex = iit->second;
  677. ai_real weight = 1.0f;
  678. if (!weights.mValues.empty()) {
  679. weight = ReadFloat(weightsAcc, weights, vertexIndex, 0);
  680. }
  681. // one day I gonna kill that XSI Collada exporter
  682. if (weight > 0.0f) {
  683. aiVertexWeight w;
  684. w.mVertexId = static_cast<unsigned int>(a - pStartVertex);
  685. w.mWeight = weight;
  686. dstBones[jointIndex].push_back(w);
  687. }
  688. }
  689. }
  690. // count the number of bones which influence vertices of the current submesh
  691. size_t numRemainingBones = 0;
  692. for (std::vector<std::vector<aiVertexWeight>>::const_iterator it = dstBones.begin(); it != dstBones.end(); ++it) {
  693. if (it->size() > 0) {
  694. ++numRemainingBones;
  695. }
  696. }
  697. // create bone array and copy bone weights one by one
  698. dstMesh->mNumBones = static_cast<unsigned int>(numRemainingBones);
  699. dstMesh->mBones = new aiBone *[numRemainingBones];
  700. size_t boneCount = 0;
  701. for (size_t a = 0; a < numBones; ++a) {
  702. // omit bones without weights
  703. if (dstBones[a].empty()) {
  704. continue;
  705. }
  706. // create bone with its weights
  707. aiBone *bone = new aiBone;
  708. bone->mName = ReadString(jointNamesAcc, jointNames, a);
  709. bone->mOffsetMatrix.a1 = ReadFloat(jointMatrixAcc, jointMatrices, a, 0);
  710. bone->mOffsetMatrix.a2 = ReadFloat(jointMatrixAcc, jointMatrices, a, 1);
  711. bone->mOffsetMatrix.a3 = ReadFloat(jointMatrixAcc, jointMatrices, a, 2);
  712. bone->mOffsetMatrix.a4 = ReadFloat(jointMatrixAcc, jointMatrices, a, 3);
  713. bone->mOffsetMatrix.b1 = ReadFloat(jointMatrixAcc, jointMatrices, a, 4);
  714. bone->mOffsetMatrix.b2 = ReadFloat(jointMatrixAcc, jointMatrices, a, 5);
  715. bone->mOffsetMatrix.b3 = ReadFloat(jointMatrixAcc, jointMatrices, a, 6);
  716. bone->mOffsetMatrix.b4 = ReadFloat(jointMatrixAcc, jointMatrices, a, 7);
  717. bone->mOffsetMatrix.c1 = ReadFloat(jointMatrixAcc, jointMatrices, a, 8);
  718. bone->mOffsetMatrix.c2 = ReadFloat(jointMatrixAcc, jointMatrices, a, 9);
  719. bone->mOffsetMatrix.c3 = ReadFloat(jointMatrixAcc, jointMatrices, a, 10);
  720. bone->mOffsetMatrix.c4 = ReadFloat(jointMatrixAcc, jointMatrices, a, 11);
  721. bone->mNumWeights = static_cast<unsigned int>(dstBones[a].size());
  722. bone->mWeights = new aiVertexWeight[bone->mNumWeights];
  723. std::copy(dstBones[a].begin(), dstBones[a].end(), bone->mWeights);
  724. // apply bind shape matrix to offset matrix
  725. aiMatrix4x4 bindShapeMatrix;
  726. bindShapeMatrix.a1 = pSrcController->mBindShapeMatrix[0];
  727. bindShapeMatrix.a2 = pSrcController->mBindShapeMatrix[1];
  728. bindShapeMatrix.a3 = pSrcController->mBindShapeMatrix[2];
  729. bindShapeMatrix.a4 = pSrcController->mBindShapeMatrix[3];
  730. bindShapeMatrix.b1 = pSrcController->mBindShapeMatrix[4];
  731. bindShapeMatrix.b2 = pSrcController->mBindShapeMatrix[5];
  732. bindShapeMatrix.b3 = pSrcController->mBindShapeMatrix[6];
  733. bindShapeMatrix.b4 = pSrcController->mBindShapeMatrix[7];
  734. bindShapeMatrix.c1 = pSrcController->mBindShapeMatrix[8];
  735. bindShapeMatrix.c2 = pSrcController->mBindShapeMatrix[9];
  736. bindShapeMatrix.c3 = pSrcController->mBindShapeMatrix[10];
  737. bindShapeMatrix.c4 = pSrcController->mBindShapeMatrix[11];
  738. bindShapeMatrix.d1 = pSrcController->mBindShapeMatrix[12];
  739. bindShapeMatrix.d2 = pSrcController->mBindShapeMatrix[13];
  740. bindShapeMatrix.d3 = pSrcController->mBindShapeMatrix[14];
  741. bindShapeMatrix.d4 = pSrcController->mBindShapeMatrix[15];
  742. bone->mOffsetMatrix *= bindShapeMatrix;
  743. // HACK: (thom) Some exporters address the bone nodes by SID, others address them by ID or even name.
  744. // Therefore I added a little name replacement here: I search for the bone's node by either name, ID or SID,
  745. // and replace the bone's name by the node's name so that the user can use the standard
  746. // find-by-name method to associate nodes with bones.
  747. const Collada::Node *bnode = FindNode(pParser.mRootNode, bone->mName.data);
  748. if (!bnode) {
  749. bnode = FindNodeBySID(pParser.mRootNode, bone->mName.data);
  750. }
  751. // assign the name that we would have assigned for the source node
  752. if (bnode) {
  753. bone->mName.Set(FindNameForNode(bnode));
  754. } else {
  755. ASSIMP_LOG_WARN_F("ColladaLoader::CreateMesh(): could not find corresponding node for joint \"", bone->mName.data, "\".");
  756. }
  757. // and insert bone
  758. dstMesh->mBones[boneCount++] = bone;
  759. }
  760. }
  761. return dstMesh.release();
  762. }
  763. // ------------------------------------------------------------------------------------------------
  764. // Stores all meshes in the given scene
  765. void ColladaLoader::StoreSceneMeshes(aiScene *pScene) {
  766. pScene->mNumMeshes = static_cast<unsigned int>(mMeshes.size());
  767. if (mMeshes.empty()) {
  768. return;
  769. }
  770. pScene->mMeshes = new aiMesh *[mMeshes.size()];
  771. std::copy(mMeshes.begin(), mMeshes.end(), pScene->mMeshes);
  772. mMeshes.clear();
  773. }
  774. // ------------------------------------------------------------------------------------------------
  775. // Stores all cameras in the given scene
  776. void ColladaLoader::StoreSceneCameras(aiScene *pScene) {
  777. pScene->mNumCameras = static_cast<unsigned int>(mCameras.size());
  778. if (mCameras.empty()) {
  779. return;
  780. }
  781. pScene->mCameras = new aiCamera *[mCameras.size()];
  782. std::copy(mCameras.begin(), mCameras.end(), pScene->mCameras);
  783. mCameras.clear();
  784. }
  785. // ------------------------------------------------------------------------------------------------
  786. // Stores all lights in the given scene
  787. void ColladaLoader::StoreSceneLights(aiScene *pScene) {
  788. pScene->mNumLights = static_cast<unsigned int>(mLights.size());
  789. if (mLights.empty()) {
  790. return;
  791. }
  792. pScene->mLights = new aiLight *[mLights.size()];
  793. std::copy(mLights.begin(), mLights.end(), pScene->mLights);
  794. mLights.clear();
  795. }
  796. // ------------------------------------------------------------------------------------------------
  797. // Stores all textures in the given scene
  798. void ColladaLoader::StoreSceneTextures(aiScene *pScene) {
  799. pScene->mNumTextures = static_cast<unsigned int>(mTextures.size());
  800. if (mTextures.empty()) {
  801. return;
  802. }
  803. pScene->mTextures = new aiTexture *[mTextures.size()];
  804. std::copy(mTextures.begin(), mTextures.end(), pScene->mTextures);
  805. mTextures.clear();
  806. }
  807. // ------------------------------------------------------------------------------------------------
  808. // Stores all materials in the given scene
  809. void ColladaLoader::StoreSceneMaterials(aiScene *pScene) {
  810. pScene->mNumMaterials = static_cast<unsigned int>(newMats.size());
  811. if (newMats.empty()) {
  812. return;
  813. }
  814. pScene->mMaterials = new aiMaterial *[newMats.size()];
  815. for (unsigned int i = 0; i < newMats.size(); ++i) {
  816. pScene->mMaterials[i] = newMats[i].second;
  817. }
  818. newMats.clear();
  819. }
  820. // ------------------------------------------------------------------------------------------------
  821. // Stores all animations
  822. void ColladaLoader::StoreAnimations(aiScene *pScene, const ColladaParser &pParser) {
  823. // recursively collect all animations from the collada scene
  824. StoreAnimations(pScene, pParser, &pParser.mAnims, "");
  825. // catch special case: many animations with the same length, each affecting only a single node.
  826. // we need to unite all those single-node-anims to a proper combined animation
  827. for (size_t a = 0; a < mAnims.size(); ++a) {
  828. aiAnimation *templateAnim = mAnims[a];
  829. if (templateAnim->mNumChannels == 1) {
  830. // search for other single-channel-anims with the same duration
  831. std::vector<size_t> collectedAnimIndices;
  832. for (size_t b = a + 1; b < mAnims.size(); ++b) {
  833. aiAnimation *other = mAnims[b];
  834. if (other->mNumChannels == 1 && other->mDuration == templateAnim->mDuration &&
  835. other->mTicksPerSecond == templateAnim->mTicksPerSecond)
  836. collectedAnimIndices.push_back(b);
  837. }
  838. // We only want to combine the animations if they have different channels
  839. std::set<std::string> animTargets;
  840. animTargets.insert(templateAnim->mChannels[0]->mNodeName.C_Str());
  841. bool collectedAnimationsHaveDifferentChannels = true;
  842. for (size_t b = 0; b < collectedAnimIndices.size(); ++b) {
  843. aiAnimation *srcAnimation = mAnims[collectedAnimIndices[b]];
  844. std::string channelName = std::string(srcAnimation->mChannels[0]->mNodeName.C_Str());
  845. if (animTargets.find(channelName) == animTargets.end()) {
  846. animTargets.insert(channelName);
  847. } else {
  848. collectedAnimationsHaveDifferentChannels = false;
  849. break;
  850. }
  851. }
  852. if (!collectedAnimationsHaveDifferentChannels)
  853. continue;
  854. // if there are other animations which fit the template anim, combine all channels into a single anim
  855. if (!collectedAnimIndices.empty()) {
  856. aiAnimation *combinedAnim = new aiAnimation();
  857. combinedAnim->mName = aiString(std::string("combinedAnim_") + char('0' + a));
  858. combinedAnim->mDuration = templateAnim->mDuration;
  859. combinedAnim->mTicksPerSecond = templateAnim->mTicksPerSecond;
  860. combinedAnim->mNumChannels = static_cast<unsigned int>(collectedAnimIndices.size() + 1);
  861. combinedAnim->mChannels = new aiNodeAnim *[combinedAnim->mNumChannels];
  862. // add the template anim as first channel by moving its aiNodeAnim to the combined animation
  863. combinedAnim->mChannels[0] = templateAnim->mChannels[0];
  864. templateAnim->mChannels[0] = nullptr;
  865. delete templateAnim;
  866. // combined animation replaces template animation in the anim array
  867. mAnims[a] = combinedAnim;
  868. // move the memory of all other anims to the combined anim and erase them from the source anims
  869. for (size_t b = 0; b < collectedAnimIndices.size(); ++b) {
  870. aiAnimation *srcAnimation = mAnims[collectedAnimIndices[b]];
  871. combinedAnim->mChannels[1 + b] = srcAnimation->mChannels[0];
  872. srcAnimation->mChannels[0] = nullptr;
  873. delete srcAnimation;
  874. }
  875. // in a second go, delete all the single-channel-anims that we've stripped from their channels
  876. // back to front to preserve indices - you know, removing an element from a vector moves all elements behind the removed one
  877. while (!collectedAnimIndices.empty()) {
  878. mAnims.erase(mAnims.begin() + collectedAnimIndices.back());
  879. collectedAnimIndices.pop_back();
  880. }
  881. }
  882. }
  883. }
  884. // now store all anims in the scene
  885. if (!mAnims.empty()) {
  886. pScene->mNumAnimations = static_cast<unsigned int>(mAnims.size());
  887. pScene->mAnimations = new aiAnimation *[mAnims.size()];
  888. std::copy(mAnims.begin(), mAnims.end(), pScene->mAnimations);
  889. }
  890. mAnims.clear();
  891. }
  892. // ------------------------------------------------------------------------------------------------
  893. // Constructs the animations for the given source anim
  894. void ColladaLoader::StoreAnimations(aiScene *pScene, const ColladaParser &pParser, const Collada::Animation *pSrcAnim, const std::string &pPrefix) {
  895. std::string animName = pPrefix.empty() ? pSrcAnim->mName : pPrefix + "_" + pSrcAnim->mName;
  896. // create nested animations, if given
  897. for (std::vector<Collada::Animation *>::const_iterator it = pSrcAnim->mSubAnims.begin(); it != pSrcAnim->mSubAnims.end(); ++it)
  898. StoreAnimations(pScene, pParser, *it, animName);
  899. // create animation channels, if any
  900. if (!pSrcAnim->mChannels.empty())
  901. CreateAnimation(pScene, pParser, pSrcAnim, animName);
  902. }
  903. struct MorphTimeValues {
  904. float mTime;
  905. struct key {
  906. float mWeight;
  907. unsigned int mValue;
  908. };
  909. std::vector<key> mKeys;
  910. };
  911. void insertMorphTimeValue(std::vector<MorphTimeValues> &values, float time, float weight, unsigned int value) {
  912. MorphTimeValues::key k;
  913. k.mValue = value;
  914. k.mWeight = weight;
  915. if (values.size() == 0 || time < values[0].mTime) {
  916. MorphTimeValues val;
  917. val.mTime = time;
  918. val.mKeys.push_back(k);
  919. values.insert(values.begin(), val);
  920. return;
  921. }
  922. if (time > values.back().mTime) {
  923. MorphTimeValues val;
  924. val.mTime = time;
  925. val.mKeys.push_back(k);
  926. values.insert(values.end(), val);
  927. return;
  928. }
  929. for (unsigned int i = 0; i < values.size(); i++) {
  930. if (std::abs(time - values[i].mTime) < 1e-6f) {
  931. values[i].mKeys.push_back(k);
  932. return;
  933. } else if (time > values[i].mTime && time < values[i + 1].mTime) {
  934. MorphTimeValues val;
  935. val.mTime = time;
  936. val.mKeys.push_back(k);
  937. values.insert(values.begin() + i, val);
  938. return;
  939. }
  940. }
  941. // should not get here
  942. }
  943. float getWeightAtKey(const std::vector<MorphTimeValues> &values, int key, unsigned int value) {
  944. for (unsigned int i = 0; i < values[key].mKeys.size(); i++) {
  945. if (values[key].mKeys[i].mValue == value)
  946. return values[key].mKeys[i].mWeight;
  947. }
  948. // no value at key found, try to interpolate if present at other keys. if not, return zero
  949. // TODO: interpolation
  950. return 0.0f;
  951. }
  952. // ------------------------------------------------------------------------------------------------
  953. // Constructs the animation for the given source anim
  954. void ColladaLoader::CreateAnimation(aiScene *pScene, const ColladaParser &pParser, const Collada::Animation *pSrcAnim, const std::string &pName) {
  955. // collect a list of animatable nodes
  956. std::vector<const aiNode *> nodes;
  957. CollectNodes(pScene->mRootNode, nodes);
  958. std::vector<aiNodeAnim *> anims;
  959. std::vector<aiMeshMorphAnim *> morphAnims;
  960. for (std::vector<const aiNode *>::const_iterator nit = nodes.begin(); nit != nodes.end(); ++nit) {
  961. // find all the collada anim channels which refer to the current node
  962. std::vector<Collada::ChannelEntry> entries;
  963. std::string nodeName = (*nit)->mName.data;
  964. // find the collada node corresponding to the aiNode
  965. const Collada::Node *srcNode = FindNode(pParser.mRootNode, nodeName);
  966. if (!srcNode) {
  967. continue;
  968. }
  969. // now check all channels if they affect the current node
  970. std::string targetID, subElement;
  971. for (std::vector<Collada::AnimationChannel>::const_iterator cit = pSrcAnim->mChannels.begin();
  972. cit != pSrcAnim->mChannels.end(); ++cit) {
  973. const Collada::AnimationChannel &srcChannel = *cit;
  974. Collada::ChannelEntry entry;
  975. // we expect the animation target to be of type "nodeName/transformID.subElement". Ignore all others
  976. // find the slash that separates the node name - there should be only one
  977. std::string::size_type slashPos = srcChannel.mTarget.find('/');
  978. if (slashPos == std::string::npos) {
  979. std::string::size_type targetPos = srcChannel.mTarget.find(srcNode->mID);
  980. if (targetPos == std::string::npos) {
  981. continue;
  982. }
  983. // not node transform, but something else. store as unknown animation channel for now
  984. entry.mChannel = &(*cit);
  985. entry.mTargetId = srcChannel.mTarget.substr(targetPos + pSrcAnim->mName.length(),
  986. srcChannel.mTarget.length() - targetPos - pSrcAnim->mName.length());
  987. if (entry.mTargetId.front() == '-')
  988. entry.mTargetId = entry.mTargetId.substr(1);
  989. entries.push_back(entry);
  990. continue;
  991. }
  992. if (srcChannel.mTarget.find('/', slashPos + 1) != std::string::npos)
  993. continue;
  994. targetID.clear();
  995. targetID = srcChannel.mTarget.substr(0, slashPos);
  996. if (targetID != srcNode->mID)
  997. continue;
  998. // find the dot that separates the transformID - there should be only one or zero
  999. std::string::size_type dotPos = srcChannel.mTarget.find('.');
  1000. if (dotPos != std::string::npos) {
  1001. if (srcChannel.mTarget.find('.', dotPos + 1) != std::string::npos)
  1002. continue;
  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_F("Unknown anim subelement <", subElement, ">. Ignoring");
  1016. } else {
  1017. // no subelement 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. entry.mTargetId = entry.mTransformId;
  1066. entry.mTransformId = "";
  1067. } else
  1068. continue;
  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. // resolve the data pointers for all anim channels. Find the minimum time while we're at it
  1077. ai_real startTime = ai_real(1e20), endTime = ai_real(-1e20);
  1078. for (std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it) {
  1079. Collada::ChannelEntry &e = *it;
  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. if (e.mTimeAccessor->mCount > 0) {
  1088. // find bounding times
  1089. startTime = std::min(startTime, ReadFloat(*e.mTimeAccessor, *e.mTimeData, 0, 0));
  1090. endTime = std::max(endTime, ReadFloat(*e.mTimeAccessor, *e.mTimeData, e.mTimeAccessor->mCount - 1, 0));
  1091. }
  1092. }
  1093. std::vector<aiMatrix4x4> resultTrafos;
  1094. if (!entries.empty() && entries.front().mTimeAccessor->mCount > 0) {
  1095. // create a local transformation chain of the node's transforms
  1096. std::vector<Collada::Transform> transforms = srcNode->mTransforms;
  1097. // now for every unique point in time, find or interpolate the key values for that time
  1098. // and apply them to the transform chain. Then the node's present transformation can be calculated.
  1099. ai_real time = startTime;
  1100. while (1) {
  1101. for (std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it) {
  1102. Collada::ChannelEntry &e = *it;
  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. postTime = ReadFloat(*e.mTimeAccessor, *e.mTimeData, pos, 0);
  1110. if (postTime >= time)
  1111. break;
  1112. ++pos;
  1113. }
  1114. pos = std::min(pos, e.mTimeAccessor->mCount - 1);
  1115. // read values from there
  1116. ai_real temp[16];
  1117. for (size_t c = 0; c < e.mValueAccessor->mSize; ++c)
  1118. temp[c] = ReadFloat(*e.mValueAccessor, *e.mValueData, pos, c);
  1119. // if not exactly at the key time, interpolate with previous value set
  1120. if (postTime > time && pos > 0) {
  1121. ai_real preTime = ReadFloat(*e.mTimeAccessor, *e.mTimeData, pos - 1, 0);
  1122. ai_real factor = (time - postTime) / (preTime - postTime);
  1123. for (size_t c = 0; c < e.mValueAccessor->mSize; ++c) {
  1124. ai_real v = ReadFloat(*e.mValueAccessor, *e.mValueData, pos - 1, c);
  1125. temp[c] += (v - temp[c]) * factor;
  1126. }
  1127. }
  1128. // Apply values to current transformation
  1129. std::copy(temp, temp + e.mValueAccessor->mSize, transforms[e.mTransformIndex].f + e.mSubElement);
  1130. }
  1131. // Calculate resulting transformation
  1132. aiMatrix4x4 mat = pParser.CalculateResultTransform(transforms);
  1133. // out of laziness: we store the time in matrix.d4
  1134. mat.d4 = time;
  1135. resultTrafos.push_back(mat);
  1136. // find next point in time to evaluate. That's the closest frame larger than the current in any channel
  1137. ai_real nextTime = ai_real(1e20);
  1138. for (std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it) {
  1139. Collada::ChannelEntry &channelElement = *it;
  1140. // find the next time value larger than the current
  1141. size_t pos = 0;
  1142. while (pos < channelElement.mTimeAccessor->mCount) {
  1143. const ai_real t = ReadFloat(*channelElement.mTimeAccessor, *channelElement.mTimeData, pos, 0);
  1144. if (t > time) {
  1145. nextTime = std::min(nextTime, t);
  1146. break;
  1147. }
  1148. ++pos;
  1149. }
  1150. // https://github.com/assimp/assimp/issues/458
  1151. // Sub-sample axis-angle channels if the delta between two consecutive
  1152. // key-frame angles is >= 180 degrees.
  1153. if (transforms[channelElement.mTransformIndex].mType == Collada::TF_ROTATE && channelElement.mSubElement == 3 && pos > 0 && pos < channelElement.mTimeAccessor->mCount) {
  1154. const ai_real cur_key_angle = ReadFloat(*channelElement.mValueAccessor, *channelElement.mValueData, pos, 0);
  1155. const ai_real last_key_angle = ReadFloat(*channelElement.mValueAccessor, *channelElement.mValueData, pos - 1, 0);
  1156. const ai_real cur_key_time = ReadFloat(*channelElement.mTimeAccessor, *channelElement.mTimeData, pos, 0);
  1157. const ai_real last_key_time = ReadFloat(*channelElement.mTimeAccessor, *channelElement.mTimeData, pos - 1, 0);
  1158. 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);
  1159. const ai_real delta = std::abs(cur_key_angle - last_eval_angle);
  1160. if (delta >= 180.0) {
  1161. const int subSampleCount = static_cast<int>(std::floor(delta / 90.0));
  1162. if (cur_key_time != time) {
  1163. const ai_real nextSampleTime = time + (cur_key_time - time) / subSampleCount;
  1164. nextTime = std::min(nextTime, nextSampleTime);
  1165. }
  1166. }
  1167. }
  1168. }
  1169. // no more keys on any channel after the current time -> we're done
  1170. if (nextTime > 1e19)
  1171. break;
  1172. // else construct next keyframe at this following time point
  1173. time = nextTime;
  1174. }
  1175. }
  1176. // there should be some keyframes, but we aren't that fixated on valid input data
  1177. // ai_assert( resultTrafos.size() > 0);
  1178. // build an animation channel for the given node out of these trafo keys
  1179. if (!resultTrafos.empty()) {
  1180. aiNodeAnim *dstAnim = new aiNodeAnim;
  1181. dstAnim->mNodeName = nodeName;
  1182. dstAnim->mNumPositionKeys = static_cast<unsigned int>(resultTrafos.size());
  1183. dstAnim->mNumRotationKeys = static_cast<unsigned int>(resultTrafos.size());
  1184. dstAnim->mNumScalingKeys = static_cast<unsigned int>(resultTrafos.size());
  1185. dstAnim->mPositionKeys = new aiVectorKey[resultTrafos.size()];
  1186. dstAnim->mRotationKeys = new aiQuatKey[resultTrafos.size()];
  1187. dstAnim->mScalingKeys = new aiVectorKey[resultTrafos.size()];
  1188. for (size_t a = 0; a < resultTrafos.size(); ++a) {
  1189. aiMatrix4x4 mat = resultTrafos[a];
  1190. double time = double(mat.d4); // remember? time is stored in mat.d4
  1191. mat.d4 = 1.0f;
  1192. dstAnim->mPositionKeys[a].mTime = time * kMillisecondsFromSeconds;
  1193. dstAnim->mRotationKeys[a].mTime = time * kMillisecondsFromSeconds;
  1194. dstAnim->mScalingKeys[a].mTime = time * kMillisecondsFromSeconds;
  1195. mat.Decompose(dstAnim->mScalingKeys[a].mValue, dstAnim->mRotationKeys[a].mValue, dstAnim->mPositionKeys[a].mValue);
  1196. }
  1197. anims.push_back(dstAnim);
  1198. } else {
  1199. ASSIMP_LOG_WARN("Collada loader: found empty animation channel, ignored. Please check your exporter.");
  1200. }
  1201. if (!entries.empty() && entries.front().mTimeAccessor->mCount > 0) {
  1202. std::vector<Collada::ChannelEntry> morphChannels;
  1203. for (std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it) {
  1204. Collada::ChannelEntry &e = *it;
  1205. // skip non-transform types
  1206. if (e.mTargetId.empty())
  1207. continue;
  1208. if (e.mTargetId.find("morph-weights") != std::string::npos)
  1209. morphChannels.push_back(e);
  1210. }
  1211. if (!morphChannels.empty()) {
  1212. // either 1) morph weight animation count should contain morph target count channels
  1213. // or 2) one channel with morph target count arrays
  1214. // assume first
  1215. aiMeshMorphAnim *morphAnim = new aiMeshMorphAnim;
  1216. morphAnim->mName.Set(nodeName);
  1217. std::vector<MorphTimeValues> morphTimeValues;
  1218. int morphAnimChannelIndex = 0;
  1219. for (std::vector<Collada::ChannelEntry>::iterator it = morphChannels.begin(); it != morphChannels.end(); ++it) {
  1220. Collada::ChannelEntry &e = *it;
  1221. std::string::size_type apos = e.mTargetId.find('(');
  1222. std::string::size_type bpos = e.mTargetId.find(')');
  1223. if (apos == std::string::npos || bpos == std::string::npos)
  1224. // unknown way to specify weight -> ignore this animation
  1225. continue;
  1226. // weight target can be in format Weight_M_N, Weight_N, WeightN, or some other way
  1227. // we ignore the name and just assume the channels are in the right order
  1228. for (unsigned int i = 0; i < e.mTimeData->mValues.size(); i++) {
  1229. insertMorphTimeValue(morphTimeValues, e.mTimeData->mValues[i], e.mValueData->mValues[i], morphAnimChannelIndex);
  1230. }
  1231. ++morphAnimChannelIndex;
  1232. }
  1233. morphAnim->mNumKeys = static_cast<unsigned int>(morphTimeValues.size());
  1234. morphAnim->mKeys = new aiMeshMorphKey[morphAnim->mNumKeys];
  1235. for (unsigned int key = 0; key < morphAnim->mNumKeys; key++) {
  1236. morphAnim->mKeys[key].mNumValuesAndWeights = static_cast<unsigned int>(morphChannels.size());
  1237. morphAnim->mKeys[key].mValues = new unsigned int[morphChannels.size()];
  1238. morphAnim->mKeys[key].mWeights = new double[morphChannels.size()];
  1239. morphAnim->mKeys[key].mTime = morphTimeValues[key].mTime * kMillisecondsFromSeconds;
  1240. for (unsigned int valueIndex = 0; valueIndex < morphChannels.size(); ++valueIndex) {
  1241. morphAnim->mKeys[key].mValues[valueIndex] = valueIndex;
  1242. morphAnim->mKeys[key].mWeights[valueIndex] = getWeightAtKey(morphTimeValues, key, valueIndex);
  1243. }
  1244. }
  1245. morphAnims.push_back(morphAnim);
  1246. }
  1247. }
  1248. }
  1249. if (!anims.empty() || !morphAnims.empty()) {
  1250. aiAnimation *anim = new aiAnimation;
  1251. anim->mName.Set(pName);
  1252. anim->mNumChannels = static_cast<unsigned int>(anims.size());
  1253. if (anim->mNumChannels > 0) {
  1254. anim->mChannels = new aiNodeAnim *[anims.size()];
  1255. std::copy(anims.begin(), anims.end(), anim->mChannels);
  1256. }
  1257. anim->mNumMorphMeshChannels = static_cast<unsigned int>(morphAnims.size());
  1258. if (anim->mNumMorphMeshChannels > 0) {
  1259. anim->mMorphMeshChannels = new aiMeshMorphAnim *[anim->mNumMorphMeshChannels];
  1260. std::copy(morphAnims.begin(), morphAnims.end(), anim->mMorphMeshChannels);
  1261. }
  1262. anim->mDuration = 0.0f;
  1263. for (size_t a = 0; a < anims.size(); ++a) {
  1264. anim->mDuration = std::max(anim->mDuration, anims[a]->mPositionKeys[anims[a]->mNumPositionKeys - 1].mTime);
  1265. anim->mDuration = std::max(anim->mDuration, anims[a]->mRotationKeys[anims[a]->mNumRotationKeys - 1].mTime);
  1266. anim->mDuration = std::max(anim->mDuration, anims[a]->mScalingKeys[anims[a]->mNumScalingKeys - 1].mTime);
  1267. }
  1268. for (size_t a = 0; a < morphAnims.size(); ++a) {
  1269. anim->mDuration = std::max(anim->mDuration, morphAnims[a]->mKeys[morphAnims[a]->mNumKeys - 1].mTime);
  1270. }
  1271. anim->mTicksPerSecond = 1000.0;
  1272. mAnims.push_back(anim);
  1273. }
  1274. }
  1275. // ------------------------------------------------------------------------------------------------
  1276. // Add a texture to a material structure
  1277. void ColladaLoader::AddTexture(aiMaterial &mat, const ColladaParser &pParser,
  1278. const Collada::Effect &effect,
  1279. const Collada::Sampler &sampler,
  1280. aiTextureType type, unsigned int idx) {
  1281. // first of all, basic file name
  1282. const aiString name = FindFilenameForEffectTexture(pParser, effect, sampler.mName);
  1283. mat.AddProperty(&name, _AI_MATKEY_TEXTURE_BASE, type, idx);
  1284. // mapping mode
  1285. int map = aiTextureMapMode_Clamp;
  1286. if (sampler.mWrapU) {
  1287. map = aiTextureMapMode_Wrap;
  1288. }
  1289. if (sampler.mWrapU && sampler.mMirrorU) {
  1290. map = aiTextureMapMode_Mirror;
  1291. }
  1292. mat.AddProperty(&map, 1, _AI_MATKEY_MAPPINGMODE_U_BASE, type, idx);
  1293. map = aiTextureMapMode_Clamp;
  1294. if (sampler.mWrapV) {
  1295. map = aiTextureMapMode_Wrap;
  1296. }
  1297. if (sampler.mWrapV && sampler.mMirrorV) {
  1298. map = aiTextureMapMode_Mirror;
  1299. }
  1300. mat.AddProperty(&map, 1, _AI_MATKEY_MAPPINGMODE_V_BASE, type, idx);
  1301. // UV transformation
  1302. mat.AddProperty(&sampler.mTransform, 1,
  1303. _AI_MATKEY_UVTRANSFORM_BASE, type, idx);
  1304. // Blend mode
  1305. mat.AddProperty((int *)&sampler.mOp, 1,
  1306. _AI_MATKEY_TEXBLEND_BASE, type, idx);
  1307. // Blend factor
  1308. mat.AddProperty((ai_real *)&sampler.mWeighting, 1,
  1309. _AI_MATKEY_TEXBLEND_BASE, type, idx);
  1310. // UV source index ... if we didn't resolve the mapping, it is actually just
  1311. // a guess but it works in most cases. We search for the frst occurrence of a
  1312. // number in the channel name. We assume it is the zero-based index into the
  1313. // UV channel array of all corresponding meshes. It could also be one-based
  1314. // for some exporters, but we won't care of it unless someone complains about.
  1315. if (sampler.mUVId != UINT_MAX) {
  1316. map = sampler.mUVId;
  1317. } else {
  1318. map = -1;
  1319. for (std::string::const_iterator it = sampler.mUVChannel.begin(); it != sampler.mUVChannel.end(); ++it) {
  1320. if (IsNumeric(*it)) {
  1321. map = strtoul10(&(*it));
  1322. break;
  1323. }
  1324. }
  1325. if (-1 == map) {
  1326. ASSIMP_LOG_WARN("Collada: unable to determine UV channel for texture");
  1327. map = 0;
  1328. }
  1329. }
  1330. mat.AddProperty(&map, 1, _AI_MATKEY_UVWSRC_BASE, type, idx);
  1331. }
  1332. // ------------------------------------------------------------------------------------------------
  1333. // Fills materials from the collada material definitions
  1334. void ColladaLoader::FillMaterials(const ColladaParser &pParser, aiScene * /*pScene*/) {
  1335. for (auto &elem : newMats) {
  1336. aiMaterial &mat = (aiMaterial &)*elem.second;
  1337. Collada::Effect &effect = *elem.first;
  1338. // resolve shading mode
  1339. int shadeMode;
  1340. if (effect.mFaceted) {
  1341. shadeMode = aiShadingMode_Flat;
  1342. } else {
  1343. switch (effect.mShadeType) {
  1344. case Collada::Shade_Constant:
  1345. shadeMode = aiShadingMode_NoShading;
  1346. break;
  1347. case Collada::Shade_Lambert:
  1348. shadeMode = aiShadingMode_Gouraud;
  1349. break;
  1350. case Collada::Shade_Blinn:
  1351. shadeMode = aiShadingMode_Blinn;
  1352. break;
  1353. case Collada::Shade_Phong:
  1354. shadeMode = aiShadingMode_Phong;
  1355. break;
  1356. default:
  1357. ASSIMP_LOG_WARN("Collada: Unrecognized shading mode, using gouraud shading");
  1358. shadeMode = aiShadingMode_Gouraud;
  1359. break;
  1360. }
  1361. }
  1362. mat.AddProperty<int>(&shadeMode, 1, AI_MATKEY_SHADING_MODEL);
  1363. // double-sided?
  1364. shadeMode = effect.mDoubleSided;
  1365. mat.AddProperty<int>(&shadeMode, 1, AI_MATKEY_TWOSIDED);
  1366. // wireframe?
  1367. shadeMode = effect.mWireframe;
  1368. mat.AddProperty<int>(&shadeMode, 1, AI_MATKEY_ENABLE_WIREFRAME);
  1369. // add material colors
  1370. mat.AddProperty(&effect.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
  1371. mat.AddProperty(&effect.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
  1372. mat.AddProperty(&effect.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
  1373. mat.AddProperty(&effect.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
  1374. mat.AddProperty(&effect.mReflective, 1, AI_MATKEY_COLOR_REFLECTIVE);
  1375. // scalar properties
  1376. mat.AddProperty(&effect.mShininess, 1, AI_MATKEY_SHININESS);
  1377. mat.AddProperty(&effect.mReflectivity, 1, AI_MATKEY_REFLECTIVITY);
  1378. mat.AddProperty(&effect.mRefractIndex, 1, AI_MATKEY_REFRACTI);
  1379. // transparency, a very hard one. seemingly not all files are following the
  1380. // specification here (1.0 transparency => completely opaque)...
  1381. // therefore, we let the opportunity for the user to manually invert
  1382. // the transparency if necessary and we add preliminary support for RGB_ZERO mode
  1383. if (effect.mTransparency >= 0.f && effect.mTransparency <= 1.f) {
  1384. // handle RGB transparency completely, cf Collada specs 1.5.0 pages 249 and 304
  1385. if (effect.mRGBTransparency) {
  1386. // use luminance as defined by ISO/CIE color standards (see ITU-R Recommendation BT.709-4)
  1387. effect.mTransparency *= (0.212671f * effect.mTransparent.r +
  1388. 0.715160f * effect.mTransparent.g +
  1389. 0.072169f * effect.mTransparent.b);
  1390. effect.mTransparent.a = 1.f;
  1391. mat.AddProperty(&effect.mTransparent, 1, AI_MATKEY_COLOR_TRANSPARENT);
  1392. } else {
  1393. effect.mTransparency *= effect.mTransparent.a;
  1394. }
  1395. if (effect.mInvertTransparency) {
  1396. effect.mTransparency = 1.f - effect.mTransparency;
  1397. }
  1398. // Is the material finally transparent ?
  1399. if (effect.mHasTransparency || effect.mTransparency < 1.f) {
  1400. mat.AddProperty(&effect.mTransparency, 1, AI_MATKEY_OPACITY);
  1401. }
  1402. }
  1403. // add textures, if given
  1404. if (!effect.mTexAmbient.mName.empty()) {
  1405. // It is merely a light-map
  1406. AddTexture(mat, pParser, effect, effect.mTexAmbient, aiTextureType_LIGHTMAP);
  1407. }
  1408. if (!effect.mTexEmissive.mName.empty())
  1409. AddTexture(mat, pParser, effect, effect.mTexEmissive, aiTextureType_EMISSIVE);
  1410. if (!effect.mTexSpecular.mName.empty())
  1411. AddTexture(mat, pParser, effect, effect.mTexSpecular, aiTextureType_SPECULAR);
  1412. if (!effect.mTexDiffuse.mName.empty())
  1413. AddTexture(mat, pParser, effect, effect.mTexDiffuse, aiTextureType_DIFFUSE);
  1414. if (!effect.mTexBump.mName.empty())
  1415. AddTexture(mat, pParser, effect, effect.mTexBump, aiTextureType_NORMALS);
  1416. if (!effect.mTexTransparent.mName.empty())
  1417. AddTexture(mat, pParser, effect, effect.mTexTransparent, aiTextureType_OPACITY);
  1418. if (!effect.mTexReflective.mName.empty())
  1419. AddTexture(mat, pParser, effect, effect.mTexReflective, aiTextureType_REFLECTION);
  1420. }
  1421. }
  1422. // ------------------------------------------------------------------------------------------------
  1423. // Constructs materials from the collada material definitions
  1424. void ColladaLoader::BuildMaterials(ColladaParser &pParser, aiScene * /*pScene*/) {
  1425. newMats.reserve(pParser.mMaterialLibrary.size());
  1426. for (ColladaParser::MaterialLibrary::const_iterator matIt = pParser.mMaterialLibrary.begin();
  1427. matIt != pParser.mMaterialLibrary.end(); ++matIt) {
  1428. const Collada::Material &material = matIt->second;
  1429. // a material is only a reference to an effect
  1430. ColladaParser::EffectLibrary::iterator effIt = pParser.mEffectLibrary.find(material.mEffect);
  1431. if (effIt == pParser.mEffectLibrary.end())
  1432. continue;
  1433. Collada::Effect &effect = effIt->second;
  1434. // create material
  1435. aiMaterial *mat = new aiMaterial;
  1436. aiString name(material.mName.empty() ? matIt->first : material.mName);
  1437. mat->AddProperty(&name, AI_MATKEY_NAME);
  1438. // store the material
  1439. mMaterialIndexByName[matIt->first] = newMats.size();
  1440. newMats.push_back(std::pair<Collada::Effect *, aiMaterial *>(&effect, mat));
  1441. }
  1442. // ScenePreprocessor generates a default material automatically if none is there.
  1443. // All further code here in this loader works well without a valid material so
  1444. // we can safely let it to ScenePreprocessor.
  1445. }
  1446. // ------------------------------------------------------------------------------------------------
  1447. // Resolves the texture name for the given effect texture entry
  1448. // and loads the texture data
  1449. aiString ColladaLoader::FindFilenameForEffectTexture(const ColladaParser &pParser,
  1450. const Collada::Effect &pEffect, const std::string &pName) {
  1451. aiString result;
  1452. // recurse through the param references until we end up at an image
  1453. std::string name = pName;
  1454. while (1) {
  1455. // the given string is a param entry. Find it
  1456. Collada::Effect::ParamLibrary::const_iterator it = pEffect.mParams.find(name);
  1457. // if not found, we're at the end of the recursion. The resulting string should be the image ID
  1458. if (it == pEffect.mParams.end())
  1459. break;
  1460. // else recurse on
  1461. name = it->second.mReference;
  1462. }
  1463. // find the image referred by this name in the image library of the scene
  1464. ColladaParser::ImageLibrary::const_iterator imIt = pParser.mImageLibrary.find(name);
  1465. if (imIt == pParser.mImageLibrary.end()) {
  1466. ASSIMP_LOG_WARN_F("Collada: Unable to resolve effect texture entry \"", pName, "\", ended up at ID \"", name, "\".");
  1467. //set default texture file name
  1468. result.Set(name + ".jpg");
  1469. ColladaParser::UriDecodePath(result);
  1470. return result;
  1471. }
  1472. // if this is an embedded texture image setup an aiTexture for it
  1473. if (!imIt->second.mImageData.empty()) {
  1474. aiTexture *tex = new aiTexture();
  1475. // Store embedded texture name reference
  1476. tex->mFilename.Set(imIt->second.mFileName.c_str());
  1477. result.Set(imIt->second.mFileName);
  1478. // TODO: check the possibility of using the flag "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
  1479. // result.data[0] = '*';
  1480. // result.length = 1 + ASSIMP_itoa10(result.data + 1, static_cast<unsigned int>(MAXLEN - 1), static_cast<int32_t>(mTextures.size()));
  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 Collada::Accessor &pAccessor, const Collada::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 Collada::Accessor &pAccessor, const Collada::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 Collada::Node *ColladaLoader::FindNode(const Collada::Node *pNode, const std::string &pName) const {
  1526. if (pNode->mName == pName || pNode->mID == pName)
  1527. return pNode;
  1528. for (size_t a = 0; a < pNode->mChildren.size(); ++a) {
  1529. const Collada::Node *node = FindNode(pNode->mChildren[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 Collada::Node *ColladaLoader::FindNodeBySID(const Collada::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 (size_t a = 0; a < pNode->mChildren.size(); ++a) {
  1546. const Collada::Node *node = FindNodeBySID(pNode->mChildren[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 Collada::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