mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-15 00:24:40 +00:00
update assimp to 5.2.3 Bugfix-Release
This commit is contained in:
parent
3f796d2a06
commit
f297476092
1150 changed files with 165834 additions and 112019 deletions
1748
Engine/lib/assimp/code/AssetLib/Collada/ColladaExporter.cpp
Normal file
1748
Engine/lib/assimp/code/AssetLib/Collada/ColladaExporter.cpp
Normal file
File diff suppressed because it is too large
Load diff
257
Engine/lib/assimp/code/AssetLib/Collada/ColladaExporter.h
Normal file
257
Engine/lib/assimp/code/AssetLib/Collada/ColladaExporter.h
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@ -0,0 +1,257 @@
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2022, assimp team
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All rights reserved.
|
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|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the
|
||||
following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the assimp team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the assimp team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file ColladaExporter.h
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* Declares the exporter class to write a scene to a Collada file
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*/
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#ifndef AI_COLLADAEXPORTER_H_INC
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#define AI_COLLADAEXPORTER_H_INC
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#include <assimp/ai_assert.h>
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#include <assimp/material.h>
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#include <array>
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#include <map>
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#include <sstream>
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#include <unordered_set>
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#include <vector>
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struct aiScene;
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struct aiNode;
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struct aiLight;
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struct aiBone;
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namespace Assimp {
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class IOSystem;
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/// Helper class to export a given scene to a Collada file. Just for my personal
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/// comfort when implementing it.
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class ColladaExporter {
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public:
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/// Constructor for a specific scene to export
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ColladaExporter(const aiScene *pScene, IOSystem *pIOSystem, const std::string &path, const std::string &file);
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/// Destructor
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virtual ~ColladaExporter();
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protected:
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/// Starts writing the contents
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void WriteFile();
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/// Writes the asset header
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void WriteHeader();
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/// Writes the embedded textures
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void WriteTextures();
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/// Writes the material setup
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void WriteMaterials();
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/// Writes the cameras library
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void WriteCamerasLibrary();
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// Write a camera entry
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void WriteCamera(size_t pIndex);
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/// Writes the cameras library
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void WriteLightsLibrary();
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// Write a camera entry
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void WriteLight(size_t pIndex);
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void WritePointLight(const aiLight *const light);
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void WriteDirectionalLight(const aiLight *const light);
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void WriteSpotLight(const aiLight *const light);
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void WriteAmbienttLight(const aiLight *const light);
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/// Writes the controller library
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void WriteControllerLibrary();
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/// Writes a skin controller of the given mesh
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void WriteController(size_t pIndex);
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/// Writes the geometry library
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void WriteGeometryLibrary();
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/// Writes the given mesh
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void WriteGeometry(size_t pIndex);
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//enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color, FloatType_Mat4x4, FloatType_Weight };
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// customized to add animation related type
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enum FloatDataType { FloatType_Vector,
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FloatType_TexCoord2,
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FloatType_TexCoord3,
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FloatType_Color,
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FloatType_Mat4x4,
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FloatType_Weight,
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FloatType_Time };
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/// Writes a float array of the given type
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void WriteFloatArray(const std::string &pIdString, FloatDataType pType, const ai_real *pData, size_t pElementCount);
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/// Writes the scene library
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void WriteSceneLibrary();
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// customized, Writes the animation library
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void WriteAnimationsLibrary();
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void WriteAnimationLibrary(size_t pIndex);
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std::string mFoundSkeletonRootNodeID = "skeleton_root"; // will be replaced by found node id in the WriteNode call.
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/// Recursively writes the given node
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void WriteNode(const aiNode *pNode);
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/// Enters a new xml element, which increases the indentation
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void PushTag() { startstr.append(" "); }
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/// Leaves an element, decreasing the indentation
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void PopTag() {
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ai_assert(startstr.length() > 1);
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startstr.erase(startstr.length() - 2);
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}
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void CreateNodeIds(const aiNode *node);
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/// Get or Create a unique Node ID string for the given Node
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std::string GetNodeUniqueId(const aiNode *node);
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std::string GetNodeName(const aiNode *node);
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std::string GetBoneUniqueId(const aiBone *bone);
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enum class AiObjectType {
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Mesh,
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Material,
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Animation,
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Light,
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Camera,
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Count,
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};
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/// Get or Create a unique ID string for the given scene object index
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std::string GetObjectUniqueId(AiObjectType type, size_t pIndex);
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/// Get or Create a name string for the given scene object index
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std::string GetObjectName(AiObjectType type, size_t pIndex);
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typedef std::map<size_t, std::string> IndexIdMap;
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typedef std::pair<std::string, std::string> NameIdPair;
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NameIdPair AddObjectIndexToMaps(AiObjectType type, size_t pIndex);
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// Helpers
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inline IndexIdMap &GetObjectIdMap(AiObjectType type) { return mObjectIdMap[static_cast<size_t>(type)]; }
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inline IndexIdMap &GetObjectNameMap(AiObjectType type) { return mObjectNameMap[static_cast<size_t>(type)]; }
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private:
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std::unordered_set<std::string> mUniqueIds; // Cache of used unique ids
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std::map<const void *, std::string> mNodeIdMap; // Cache of encoded node and bone ids
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std::array<IndexIdMap, static_cast<size_t>(AiObjectType::Count)> mObjectIdMap; // Cache of encoded unique IDs
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std::array<IndexIdMap, static_cast<size_t>(AiObjectType::Count)> mObjectNameMap; // Cache of encoded names
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public:
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/// Stringstream to write all output into
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std::stringstream mOutput;
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/// The IOSystem for output
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IOSystem *mIOSystem;
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/// Path of the directory where the scene will be exported
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const std::string mPath;
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/// Name of the file (without extension) where the scene will be exported
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const std::string mFile;
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/// The scene to be written
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const aiScene *const mScene;
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std::string mSceneId;
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bool mAdd_root_node = false;
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/// current line start string, contains the current indentation for simple stream insertion
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std::string startstr;
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/// current line end string for simple stream insertion
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const std::string endstr;
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// pair of color and texture - texture precedences color
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struct Surface {
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bool exist;
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aiColor4D color;
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std::string texture;
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size_t channel;
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Surface() {
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exist = false;
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channel = 0;
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}
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};
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struct Property {
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bool exist;
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ai_real value;
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Property() :
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exist(false),
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value(0.0) {}
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};
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// summarize a material in an convenient way.
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struct Material {
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std::string id;
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std::string name;
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std::string shading_model;
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Surface ambient, diffuse, specular, emissive, reflective, transparent, normal;
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Property shininess, transparency, index_refraction;
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Material() {}
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};
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std::map<unsigned int, std::string> textures;
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public:
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/// Dammit C++ - y u no compile two-pass? No I have to add all methods below the struct definitions
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/// Reads a single surface entry from the given material keys
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bool ReadMaterialSurface(Surface &poSurface, const aiMaterial &pSrcMat, aiTextureType pTexture, const char *pKey, size_t pType, size_t pIndex);
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/// Writes an image entry for the given surface
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void WriteImageEntry(const Surface &pSurface, const std::string &imageId);
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/// Writes the two parameters necessary for referencing a texture in an effect entry
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void WriteTextureParamEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &materialId);
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/// Writes a color-or-texture entry into an effect definition
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void WriteTextureColorEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &imageId);
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/// Writes a scalar property
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void WriteFloatEntry(const Property &pProperty, const std::string &pTypeName);
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};
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} // namespace Assimp
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#endif // !! AI_COLLADAEXPORTER_H_INC
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99
Engine/lib/assimp/code/AssetLib/Collada/ColladaHelper.cpp
Normal file
99
Engine/lib/assimp/code/AssetLib/Collada/ColladaHelper.cpp
Normal file
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@ -0,0 +1,99 @@
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/*
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Open Asset Import Library (assimp)
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||||
----------------------------------------------------------------------
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||||
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||||
Copyright (c) 2006-2022, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the
|
||||
following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the assimp team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the assimp team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
----------------------------------------------------------------------
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||||
*/
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/** Helper structures for the Collada loader */
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#include "ColladaHelper.h"
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#include <assimp/ParsingUtils.h>
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#include <assimp/commonMetaData.h>
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namespace Assimp {
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namespace Collada {
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const MetaKeyPairVector MakeColladaAssimpMetaKeys() {
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MetaKeyPairVector result;
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result.emplace_back("authoring_tool", AI_METADATA_SOURCE_GENERATOR);
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result.emplace_back("copyright", AI_METADATA_SOURCE_COPYRIGHT);
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return result;
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}
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const MetaKeyPairVector &GetColladaAssimpMetaKeys() {
|
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static const MetaKeyPairVector result = MakeColladaAssimpMetaKeys();
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return result;
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||||
}
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||||
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const MetaKeyPairVector MakeColladaAssimpMetaKeysCamelCase() {
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MetaKeyPairVector result = MakeColladaAssimpMetaKeys();
|
||||
for (auto &val : result) {
|
||||
ToCamelCase(val.first);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
const MetaKeyPairVector &GetColladaAssimpMetaKeysCamelCase() {
|
||||
static const MetaKeyPairVector result = MakeColladaAssimpMetaKeysCamelCase();
|
||||
return result;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Convert underscore_separated to CamelCase: "authoring_tool" becomes "AuthoringTool"
|
||||
void ToCamelCase(std::string &text) {
|
||||
if (text.empty())
|
||||
return;
|
||||
// Capitalise first character
|
||||
auto it = text.begin();
|
||||
(*it) = ai_toupper(*it);
|
||||
++it;
|
||||
for (/*started above*/; it != text.end(); /*iterated below*/) {
|
||||
if ((*it) == '_') {
|
||||
it = text.erase(it);
|
||||
if (it != text.end())
|
||||
(*it) = ai_toupper(*it);
|
||||
} else {
|
||||
// Make lower case
|
||||
(*it) = ai_tolower(*it);
|
||||
++it;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace Collada
|
||||
} // namespace Assimp
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||||
679
Engine/lib/assimp/code/AssetLib/Collada/ColladaHelper.h
Normal file
679
Engine/lib/assimp/code/AssetLib/Collada/ColladaHelper.h
Normal file
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|
@ -0,0 +1,679 @@
|
|||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2022, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the
|
||||
following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the assimp team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the assimp team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
----------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** Helper structures for the Collada loader */
|
||||
|
||||
#ifndef AI_COLLADAHELPER_H_INC
|
||||
#define AI_COLLADAHELPER_H_INC
|
||||
|
||||
#include <assimp/light.h>
|
||||
#include <assimp/material.h>
|
||||
#include <assimp/mesh.h>
|
||||
|
||||
#include <cstdint>
|
||||
#include <map>
|
||||
#include <set>
|
||||
#include <vector>
|
||||
|
||||
struct aiMaterial;
|
||||
|
||||
namespace Assimp {
|
||||
namespace Collada {
|
||||
|
||||
/// Collada file versions which evolved during the years ...
|
||||
enum FormatVersion {
|
||||
FV_1_5_n,
|
||||
FV_1_4_n,
|
||||
FV_1_3_n
|
||||
};
|
||||
|
||||
/// Transformation types that can be applied to a node
|
||||
enum TransformType {
|
||||
TF_LOOKAT,
|
||||
TF_ROTATE,
|
||||
TF_TRANSLATE,
|
||||
TF_SCALE,
|
||||
TF_SKEW,
|
||||
TF_MATRIX
|
||||
};
|
||||
|
||||
/// Different types of input data to a vertex or face
|
||||
enum InputType {
|
||||
IT_Invalid,
|
||||
IT_Vertex, // special type for per-index data referring to the <vertices> element carrying the per-vertex data.
|
||||
IT_Position,
|
||||
IT_Normal,
|
||||
IT_Texcoord,
|
||||
IT_Color,
|
||||
IT_Tangent,
|
||||
IT_Bitangent
|
||||
};
|
||||
|
||||
/// Supported controller types
|
||||
enum ControllerType {
|
||||
Skin,
|
||||
Morph
|
||||
};
|
||||
|
||||
/// Supported morph methods
|
||||
enum MorphMethod {
|
||||
Normalized,
|
||||
Relative
|
||||
};
|
||||
|
||||
/// Common metadata keys as <Collada, Assimp>
|
||||
using MetaKeyPair = std::pair<std::string, std::string>;
|
||||
using MetaKeyPairVector = std::vector<MetaKeyPair>;
|
||||
|
||||
/// Collada as lower_case (native)
|
||||
const MetaKeyPairVector &GetColladaAssimpMetaKeys();
|
||||
|
||||
// Collada as CamelCase (used by Assimp for consistency)
|
||||
const MetaKeyPairVector &GetColladaAssimpMetaKeysCamelCase();
|
||||
|
||||
/// Convert underscore_separated to CamelCase "authoring_tool" becomes "AuthoringTool"
|
||||
void ToCamelCase(std::string &text);
|
||||
|
||||
/// Contains all data for one of the different transformation types
|
||||
struct Transform {
|
||||
std::string mID; ///< SID of the transform step, by which anim channels address their target node
|
||||
TransformType mType;
|
||||
ai_real f[16]; ///< Interpretation of data depends on the type of the transformation
|
||||
};
|
||||
|
||||
/// A collada camera.
|
||||
struct Camera {
|
||||
Camera() :
|
||||
mOrtho(false),
|
||||
mHorFov(10e10f),
|
||||
mVerFov(10e10f),
|
||||
mAspect(10e10f),
|
||||
mZNear(0.1f),
|
||||
mZFar(1000.f) {}
|
||||
|
||||
/// Name of camera
|
||||
std::string mName;
|
||||
|
||||
/// True if it is an orthographic camera
|
||||
bool mOrtho;
|
||||
|
||||
/// Horizontal field of view in degrees
|
||||
ai_real mHorFov;
|
||||
|
||||
/// Vertical field of view in degrees
|
||||
ai_real mVerFov;
|
||||
|
||||
/// Screen aspect
|
||||
ai_real mAspect;
|
||||
|
||||
/// Near& far z
|
||||
ai_real mZNear, mZFar;
|
||||
};
|
||||
|
||||
#define ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET 1e9f
|
||||
|
||||
/** A collada light source. */
|
||||
struct Light {
|
||||
Light() :
|
||||
mType(aiLightSource_UNDEFINED),
|
||||
mAttConstant(1.f),
|
||||
mAttLinear(0.f),
|
||||
mAttQuadratic(0.f),
|
||||
mFalloffAngle(180.f),
|
||||
mFalloffExponent(0.f),
|
||||
mPenumbraAngle(ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET),
|
||||
mOuterAngle(ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET),
|
||||
mIntensity(1.f) {}
|
||||
|
||||
/// Type of the light source aiLightSourceType + ambient
|
||||
unsigned int mType;
|
||||
|
||||
/// Color of the light
|
||||
aiColor3D mColor;
|
||||
|
||||
/// Light attenuation
|
||||
ai_real mAttConstant, mAttLinear, mAttQuadratic;
|
||||
|
||||
/// Spot light falloff
|
||||
ai_real mFalloffAngle;
|
||||
ai_real mFalloffExponent;
|
||||
|
||||
// -----------------------------------------------------
|
||||
// FCOLLADA extension from here
|
||||
|
||||
/// ... related stuff from maja and max extensions
|
||||
ai_real mPenumbraAngle;
|
||||
ai_real mOuterAngle;
|
||||
|
||||
/// Common light intensity
|
||||
ai_real mIntensity;
|
||||
};
|
||||
|
||||
/** Short vertex index description */
|
||||
struct InputSemanticMapEntry {
|
||||
InputSemanticMapEntry() :
|
||||
mSet(0),
|
||||
mType(IT_Invalid) {}
|
||||
|
||||
/// Index of set, optional
|
||||
unsigned int mSet;
|
||||
|
||||
/// Type of referenced vertex input
|
||||
InputType mType;
|
||||
};
|
||||
|
||||
/// Table to map from effect to vertex input semantics
|
||||
struct SemanticMappingTable {
|
||||
/// Name of material
|
||||
std::string mMatName;
|
||||
|
||||
/// List of semantic map commands, grouped by effect semantic name
|
||||
using InputSemanticMap = std::map<std::string, InputSemanticMapEntry>;
|
||||
InputSemanticMap mMap;
|
||||
|
||||
/// For std::find
|
||||
bool operator==(const std::string &s) const {
|
||||
return s == mMatName;
|
||||
}
|
||||
};
|
||||
|
||||
/// A reference to a mesh inside a node, including materials assigned to the various subgroups.
|
||||
/// The ID refers to either a mesh or a controller which specifies the mesh
|
||||
struct MeshInstance {
|
||||
///< ID of the mesh or controller to be instanced
|
||||
std::string mMeshOrController;
|
||||
|
||||
///< Map of materials by the subgroup ID they're applied to
|
||||
std::map<std::string, SemanticMappingTable> mMaterials;
|
||||
};
|
||||
|
||||
/// A reference to a camera inside a node
|
||||
struct CameraInstance {
|
||||
///< ID of the camera
|
||||
std::string mCamera;
|
||||
};
|
||||
|
||||
/// A reference to a light inside a node
|
||||
struct LightInstance {
|
||||
///< ID of the camera
|
||||
std::string mLight;
|
||||
};
|
||||
|
||||
/// A reference to a node inside a node
|
||||
struct NodeInstance {
|
||||
///< ID of the node
|
||||
std::string mNode;
|
||||
};
|
||||
|
||||
/// A node in a scene hierarchy
|
||||
struct Node {
|
||||
std::string mName;
|
||||
std::string mID;
|
||||
std::string mSID;
|
||||
Node *mParent;
|
||||
std::vector<Node *> mChildren;
|
||||
|
||||
/// Operations in order to calculate the resulting transformation to parent.
|
||||
std::vector<Transform> mTransforms;
|
||||
|
||||
/// Meshes at this node
|
||||
std::vector<MeshInstance> mMeshes;
|
||||
|
||||
/// Lights at this node
|
||||
std::vector<LightInstance> mLights;
|
||||
|
||||
/// Cameras at this node
|
||||
std::vector<CameraInstance> mCameras;
|
||||
|
||||
/// Node instances at this node
|
||||
std::vector<NodeInstance> mNodeInstances;
|
||||
|
||||
/// Root-nodes: Name of primary camera, if any
|
||||
std::string mPrimaryCamera;
|
||||
|
||||
/// Constructor. Begin with a zero parent
|
||||
Node() :
|
||||
mParent(nullptr) {
|
||||
// empty
|
||||
}
|
||||
|
||||
/// Destructor: delete all children subsequently
|
||||
~Node() {
|
||||
for (std::vector<Node *>::iterator it = mChildren.begin(); it != mChildren.end(); ++it) {
|
||||
delete *it;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
/// Data source array: either floats or strings
|
||||
struct Data {
|
||||
bool mIsStringArray;
|
||||
std::vector<ai_real> mValues;
|
||||
std::vector<std::string> mStrings;
|
||||
};
|
||||
|
||||
/// Accessor to a data array
|
||||
struct Accessor {
|
||||
size_t mCount; // in number of objects
|
||||
size_t mSize; // size of an object, in elements (floats or strings, mostly 1)
|
||||
size_t mOffset; // in number of values
|
||||
size_t mStride; // Stride in number of values
|
||||
std::vector<std::string> mParams; // names of the data streams in the accessors. Empty string tells to ignore.
|
||||
size_t mSubOffset[4]; // Sub-offset inside the object for the common 4 elements. For a vector, that's XYZ, for a color RGBA and so on.
|
||||
// For example, SubOffset[0] denotes which of the values inside the object is the vector X component.
|
||||
std::string mSource; // URL of the source array
|
||||
mutable const Data *mData; // Pointer to the source array, if resolved. nullptr else
|
||||
|
||||
Accessor() {
|
||||
mCount = 0;
|
||||
mSize = 0;
|
||||
mOffset = 0;
|
||||
mStride = 0;
|
||||
mData = nullptr;
|
||||
mSubOffset[0] = mSubOffset[1] = mSubOffset[2] = mSubOffset[3] = 0;
|
||||
}
|
||||
};
|
||||
|
||||
/// A single face in a mesh
|
||||
struct Face {
|
||||
std::vector<size_t> mIndices;
|
||||
};
|
||||
|
||||
/// An input channel for mesh data, referring to a single accessor
|
||||
struct InputChannel {
|
||||
InputType mType; // Type of the data
|
||||
size_t mIndex; // Optional index, if multiple sets of the same data type are given
|
||||
size_t mOffset; // Index offset in the indices array of per-face indices. Don't ask, can't explain that any better.
|
||||
std::string mAccessor; // ID of the accessor where to read the actual values from.
|
||||
mutable const Accessor *mResolved; // Pointer to the accessor, if resolved. nullptr else
|
||||
|
||||
InputChannel() {
|
||||
mType = IT_Invalid;
|
||||
mIndex = 0;
|
||||
mOffset = 0;
|
||||
mResolved = nullptr;
|
||||
}
|
||||
};
|
||||
|
||||
/// Subset of a mesh with a certain material
|
||||
struct SubMesh {
|
||||
std::string mMaterial; ///< subgroup identifier
|
||||
size_t mNumFaces; ///< number of faces in this sub-mesh
|
||||
};
|
||||
|
||||
/// Contains data for a single mesh
|
||||
struct Mesh {
|
||||
Mesh(const std::string &id) :
|
||||
mId(id) {
|
||||
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
|
||||
mNumUVComponents[i] = 2;
|
||||
}
|
||||
}
|
||||
|
||||
const std::string mId;
|
||||
std::string mName;
|
||||
|
||||
// just to check if there's some sophisticated addressing involved...
|
||||
// which we don't support, and therefore should warn about.
|
||||
std::string mVertexID;
|
||||
|
||||
// Vertex data addressed by vertex indices
|
||||
std::vector<InputChannel> mPerVertexData;
|
||||
|
||||
// actual mesh data, assembled on encounter of a <p> element. Verbose format, not indexed
|
||||
std::vector<aiVector3D> mPositions;
|
||||
std::vector<aiVector3D> mNormals;
|
||||
std::vector<aiVector3D> mTangents;
|
||||
std::vector<aiVector3D> mBitangents;
|
||||
std::vector<aiVector3D> mTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
|
||||
std::vector<aiColor4D> mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
|
||||
|
||||
unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
|
||||
|
||||
// Faces. Stored are only the number of vertices for each face.
|
||||
// 1 == point, 2 == line, 3 == triangle, 4+ == poly
|
||||
std::vector<size_t> mFaceSize;
|
||||
|
||||
// Position indices for all faces in the sequence given in mFaceSize -
|
||||
// necessary for bone weight assignment
|
||||
std::vector<size_t> mFacePosIndices;
|
||||
|
||||
// Sub-meshes in this mesh, each with a given material
|
||||
std::vector<SubMesh> mSubMeshes;
|
||||
};
|
||||
|
||||
/// Which type of primitives the ReadPrimitives() function is going to read
|
||||
enum PrimitiveType {
|
||||
Prim_Invalid,
|
||||
Prim_Lines,
|
||||
Prim_LineStrip,
|
||||
Prim_Triangles,
|
||||
Prim_TriStrips,
|
||||
Prim_TriFans,
|
||||
Prim_Polylist,
|
||||
Prim_Polygon
|
||||
};
|
||||
|
||||
/// A skeleton controller to deform a mesh with the use of joints
|
||||
struct Controller {
|
||||
// controller type
|
||||
ControllerType mType;
|
||||
|
||||
// Morphing method if type is Morph
|
||||
MorphMethod mMethod;
|
||||
|
||||
// the URL of the mesh deformed by the controller.
|
||||
std::string mMeshId;
|
||||
|
||||
// accessor URL of the joint names
|
||||
std::string mJointNameSource;
|
||||
|
||||
///< The bind shape matrix, as array of floats. I'm not sure what this matrix actually describes, but it can't be ignored in all cases
|
||||
ai_real mBindShapeMatrix[16];
|
||||
|
||||
// accessor URL of the joint inverse bind matrices
|
||||
std::string mJointOffsetMatrixSource;
|
||||
|
||||
// input channel: joint names.
|
||||
InputChannel mWeightInputJoints;
|
||||
// input channel: joint weights
|
||||
InputChannel mWeightInputWeights;
|
||||
|
||||
// Number of weights per vertex.
|
||||
std::vector<size_t> mWeightCounts;
|
||||
|
||||
// JointIndex-WeightIndex pairs for all vertices
|
||||
std::vector<std::pair<size_t, size_t>> mWeights;
|
||||
|
||||
std::string mMorphTarget;
|
||||
std::string mMorphWeight;
|
||||
};
|
||||
|
||||
/// A collada material. Pretty much the only member is a reference to an effect.
|
||||
struct Material {
|
||||
std::string mName;
|
||||
std::string mEffect;
|
||||
};
|
||||
|
||||
/// Type of the effect param
|
||||
enum ParamType {
|
||||
Param_Sampler,
|
||||
Param_Surface
|
||||
};
|
||||
|
||||
/// A param for an effect. Might be of several types, but they all just refer to each other, so I summarize them
|
||||
struct EffectParam {
|
||||
ParamType mType;
|
||||
std::string mReference; // to which other thing the param is referring to.
|
||||
};
|
||||
|
||||
/// Shading type supported by the standard effect spec of Collada
|
||||
enum ShadeType {
|
||||
Shade_Invalid,
|
||||
Shade_Constant,
|
||||
Shade_Lambert,
|
||||
Shade_Phong,
|
||||
Shade_Blinn
|
||||
};
|
||||
|
||||
/// Represents a texture sampler in collada
|
||||
struct Sampler {
|
||||
Sampler() :
|
||||
mWrapU(true),
|
||||
mWrapV(true),
|
||||
mMirrorU(),
|
||||
mMirrorV(),
|
||||
mOp(aiTextureOp_Multiply),
|
||||
mUVId(UINT_MAX),
|
||||
mWeighting(1.f),
|
||||
mMixWithPrevious(1.f) {}
|
||||
|
||||
/// Name of image reference
|
||||
std::string mName;
|
||||
|
||||
/// Wrap U?
|
||||
bool mWrapU;
|
||||
|
||||
/// Wrap V?
|
||||
bool mWrapV;
|
||||
|
||||
/// Mirror U?
|
||||
bool mMirrorU;
|
||||
|
||||
/// Mirror V?
|
||||
bool mMirrorV;
|
||||
|
||||
/// Blend mode
|
||||
aiTextureOp mOp;
|
||||
|
||||
/// UV transformation
|
||||
aiUVTransform mTransform;
|
||||
|
||||
/// Name of source UV channel
|
||||
std::string mUVChannel;
|
||||
|
||||
/// Resolved UV channel index or UINT_MAX if not known
|
||||
unsigned int mUVId;
|
||||
|
||||
// OKINO/MAX3D extensions from here
|
||||
// -------------------------------------------------------
|
||||
|
||||
/// Weighting factor
|
||||
ai_real mWeighting;
|
||||
|
||||
/// Mixing factor from OKINO
|
||||
ai_real mMixWithPrevious;
|
||||
};
|
||||
|
||||
/// A collada effect. Can contain about anything according to the Collada spec,
|
||||
/// but we limit our version to a reasonable subset.
|
||||
struct Effect {
|
||||
/// Shading mode
|
||||
ShadeType mShadeType;
|
||||
|
||||
/// Colors
|
||||
aiColor4D mEmissive, mAmbient, mDiffuse, mSpecular,
|
||||
mTransparent, mReflective;
|
||||
|
||||
/// Textures
|
||||
Sampler mTexEmissive, mTexAmbient, mTexDiffuse, mTexSpecular,
|
||||
mTexTransparent, mTexBump, mTexReflective;
|
||||
|
||||
/// Scalar factory
|
||||
ai_real mShininess, mRefractIndex, mReflectivity;
|
||||
ai_real mTransparency;
|
||||
bool mHasTransparency;
|
||||
bool mRGBTransparency;
|
||||
bool mInvertTransparency;
|
||||
|
||||
/// local params referring to each other by their SID
|
||||
using ParamLibrary = std::map<std::string, Collada::EffectParam>;
|
||||
ParamLibrary mParams;
|
||||
|
||||
// MAX3D extensions
|
||||
// ---------------------------------------------------------
|
||||
// Double-sided?
|
||||
bool mDoubleSided, mWireframe, mFaceted;
|
||||
|
||||
Effect() :
|
||||
mShadeType(Shade_Phong),
|
||||
mEmissive(0, 0, 0, 1),
|
||||
mAmbient(0.1f, 0.1f, 0.1f, 1),
|
||||
mDiffuse(0.6f, 0.6f, 0.6f, 1),
|
||||
mSpecular(0.4f, 0.4f, 0.4f, 1),
|
||||
mTransparent(0, 0, 0, 1),
|
||||
mShininess(10.0f),
|
||||
mRefractIndex(1.f),
|
||||
mReflectivity(0.f),
|
||||
mTransparency(1.f),
|
||||
mHasTransparency(false),
|
||||
mRGBTransparency(false),
|
||||
mInvertTransparency(false),
|
||||
mDoubleSided(false),
|
||||
mWireframe(false),
|
||||
mFaceted(false) {
|
||||
}
|
||||
};
|
||||
|
||||
/// An image, meaning texture
|
||||
struct Image {
|
||||
std::string mFileName;
|
||||
|
||||
/// Embedded image data
|
||||
std::vector<uint8_t> mImageData;
|
||||
|
||||
/// File format hint of embedded image data
|
||||
std::string mEmbeddedFormat;
|
||||
};
|
||||
|
||||
/// An animation channel.
|
||||
struct AnimationChannel {
|
||||
/// URL of the data to animate. Could be about anything, but we support only the
|
||||
/// "NodeID/TransformID.SubElement" notation
|
||||
std::string mTarget;
|
||||
|
||||
/// Source URL of the time values. Collada calls them "input". Meh.
|
||||
std::string mSourceTimes;
|
||||
/// Source URL of the value values. Collada calls them "output".
|
||||
std::string mSourceValues;
|
||||
/// Source URL of the IN_TANGENT semantic values.
|
||||
std::string mInTanValues;
|
||||
/// Source URL of the OUT_TANGENT semantic values.
|
||||
std::string mOutTanValues;
|
||||
/// Source URL of the INTERPOLATION semantic values.
|
||||
std::string mInterpolationValues;
|
||||
};
|
||||
|
||||
/// An animation. Container for 0-x animation channels or 0-x animations
|
||||
struct Animation {
|
||||
/// Anim name
|
||||
std::string mName;
|
||||
|
||||
/// the animation channels, if any
|
||||
std::vector<AnimationChannel> mChannels;
|
||||
|
||||
/// the sub-animations, if any
|
||||
std::vector<Animation *> mSubAnims;
|
||||
|
||||
/// Destructor
|
||||
~Animation() {
|
||||
for (std::vector<Animation *>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it) {
|
||||
delete *it;
|
||||
}
|
||||
}
|
||||
|
||||
/// Collect all channels in the animation hierarchy into a single channel list.
|
||||
void CollectChannelsRecursively(std::vector<AnimationChannel> &channels) {
|
||||
channels.insert(channels.end(), mChannels.begin(), mChannels.end());
|
||||
|
||||
for (std::vector<Animation *>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it) {
|
||||
Animation *pAnim = (*it);
|
||||
pAnim->CollectChannelsRecursively(channels);
|
||||
}
|
||||
}
|
||||
|
||||
/// Combine all single-channel animations' channel into the same (parent) animation channel list.
|
||||
void CombineSingleChannelAnimations() {
|
||||
CombineSingleChannelAnimationsRecursively(this);
|
||||
}
|
||||
|
||||
void CombineSingleChannelAnimationsRecursively(Animation *pParent) {
|
||||
std::set<std::string> childrenTargets;
|
||||
bool childrenAnimationsHaveDifferentChannels = true;
|
||||
|
||||
for (std::vector<Animation *>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();) {
|
||||
Animation *anim = *it;
|
||||
CombineSingleChannelAnimationsRecursively(anim);
|
||||
|
||||
if (childrenAnimationsHaveDifferentChannels && anim->mChannels.size() == 1 &&
|
||||
childrenTargets.find(anim->mChannels[0].mTarget) == childrenTargets.end()) {
|
||||
childrenTargets.insert(anim->mChannels[0].mTarget);
|
||||
} else {
|
||||
childrenAnimationsHaveDifferentChannels = false;
|
||||
}
|
||||
|
||||
++it;
|
||||
}
|
||||
|
||||
// We only want to combine animations if they have different channels
|
||||
if (childrenAnimationsHaveDifferentChannels) {
|
||||
for (std::vector<Animation *>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();) {
|
||||
Animation *anim = *it;
|
||||
|
||||
pParent->mChannels.push_back(anim->mChannels[0]);
|
||||
|
||||
it = pParent->mSubAnims.erase(it);
|
||||
|
||||
delete anim;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
/// Description of a collada animation channel which has been determined to affect the current node
|
||||
struct ChannelEntry {
|
||||
const Collada::AnimationChannel *mChannel; ///< the source channel
|
||||
std::string mTargetId;
|
||||
std::string mTransformId; // the ID of the transformation step of the node which is influenced
|
||||
size_t mTransformIndex; // Index into the node's transform chain to apply the channel to
|
||||
size_t mSubElement; // starting index inside the transform data
|
||||
|
||||
// resolved data references
|
||||
const Collada::Accessor *mTimeAccessor; ///> Collada accessor to the time values
|
||||
const Collada::Data *mTimeData; ///> Source data array for the time values
|
||||
const Collada::Accessor *mValueAccessor; ///> Collada accessor to the key value values
|
||||
const Collada::Data *mValueData; ///> Source datat array for the key value values
|
||||
|
||||
ChannelEntry() :
|
||||
mChannel(),
|
||||
mTransformIndex(),
|
||||
mSubElement(),
|
||||
mTimeAccessor(),
|
||||
mTimeData(),
|
||||
mValueAccessor(),
|
||||
mValueData() {}
|
||||
};
|
||||
|
||||
} // end of namespace Collada
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // AI_COLLADAHELPER_H_INC
|
||||
1828
Engine/lib/assimp/code/AssetLib/Collada/ColladaLoader.cpp
Normal file
1828
Engine/lib/assimp/code/AssetLib/Collada/ColladaLoader.cpp
Normal file
File diff suppressed because it is too large
Load diff
249
Engine/lib/assimp/code/AssetLib/Collada/ColladaLoader.h
Normal file
249
Engine/lib/assimp/code/AssetLib/Collada/ColladaLoader.h
Normal file
|
|
@ -0,0 +1,249 @@
|
|||
/** Defines the collada loader class */
|
||||
|
||||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2022, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the
|
||||
following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the assimp team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the assimp team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
----------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
#ifndef AI_COLLADALOADER_H_INC
|
||||
#define AI_COLLADALOADER_H_INC
|
||||
|
||||
#include "ColladaParser.h"
|
||||
#include <assimp/BaseImporter.h>
|
||||
|
||||
struct aiNode;
|
||||
struct aiCamera;
|
||||
struct aiLight;
|
||||
struct aiTexture;
|
||||
struct aiAnimation;
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
struct ColladaMeshIndex {
|
||||
std::string mMeshID;
|
||||
size_t mSubMesh;
|
||||
std::string mMaterial;
|
||||
ColladaMeshIndex(const std::string &pMeshID, size_t pSubMesh, const std::string &pMaterial) :
|
||||
mMeshID(pMeshID), mSubMesh(pSubMesh), mMaterial(pMaterial) {
|
||||
ai_assert(!pMeshID.empty());
|
||||
}
|
||||
|
||||
bool operator<(const ColladaMeshIndex &p) const {
|
||||
if (mMeshID == p.mMeshID) {
|
||||
if (mSubMesh == p.mSubMesh)
|
||||
return mMaterial < p.mMaterial;
|
||||
else
|
||||
return mSubMesh < p.mSubMesh;
|
||||
} else {
|
||||
return mMeshID < p.mMeshID;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
/** Loader class to read Collada scenes. Collada is over-engineered to death, with every new iteration bringing
|
||||
* more useless stuff, so I limited the data to what I think is useful for games.
|
||||
*/
|
||||
class ColladaLoader : public BaseImporter {
|
||||
public:
|
||||
/// The class constructor.
|
||||
ColladaLoader();
|
||||
|
||||
/// The class destructor.
|
||||
~ColladaLoader() override;
|
||||
|
||||
/// Returns whether the class can handle the format of the given file.
|
||||
/// @see BaseImporter::CanRead() for more details.
|
||||
bool CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const override;
|
||||
|
||||
protected:
|
||||
/// See #BaseImporter::GetInfo for the details
|
||||
const aiImporterDesc *GetInfo() const override;
|
||||
|
||||
/// See #BaseImporter::SetupProperties for the details
|
||||
void SetupProperties(const Importer *pImp) override;
|
||||
|
||||
/// See #BaseImporter::InternReadFile for the details
|
||||
void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) override;
|
||||
|
||||
/** Recursively constructs a scene node for the given parser node and returns it. */
|
||||
aiNode *BuildHierarchy(const ColladaParser &pParser, const Collada::Node *pNode);
|
||||
|
||||
/** Resolve node instances */
|
||||
void ResolveNodeInstances(const ColladaParser &pParser, const Collada::Node *pNode,
|
||||
std::vector<const Collada::Node *> &resolved);
|
||||
|
||||
/** Builds meshes for the given node and references them */
|
||||
void BuildMeshesForNode(const ColladaParser &pParser, const Collada::Node *pNode,
|
||||
aiNode *pTarget);
|
||||
|
||||
aiMesh *findMesh(const std::string &meshid);
|
||||
|
||||
/** Creates a mesh for the given ColladaMesh face subset and returns the newly created mesh */
|
||||
aiMesh *CreateMesh(const ColladaParser &pParser, const Collada::Mesh *pSrcMesh, const Collada::SubMesh &pSubMesh,
|
||||
const Collada::Controller *pSrcController, size_t pStartVertex, size_t pStartFace);
|
||||
|
||||
/** Builds cameras for the given node and references them */
|
||||
void BuildCamerasForNode(const ColladaParser &pParser, const Collada::Node *pNode,
|
||||
aiNode *pTarget);
|
||||
|
||||
/** Builds lights for the given node and references them */
|
||||
void BuildLightsForNode(const ColladaParser &pParser, const Collada::Node *pNode,
|
||||
aiNode *pTarget);
|
||||
|
||||
/** Stores all meshes in the given scene */
|
||||
void StoreSceneMeshes(aiScene *pScene);
|
||||
|
||||
/** Stores all materials in the given scene */
|
||||
void StoreSceneMaterials(aiScene *pScene);
|
||||
|
||||
/** Stores all lights in the given scene */
|
||||
void StoreSceneLights(aiScene *pScene);
|
||||
|
||||
/** Stores all cameras in the given scene */
|
||||
void StoreSceneCameras(aiScene *pScene);
|
||||
|
||||
/** Stores all textures in the given scene */
|
||||
void StoreSceneTextures(aiScene *pScene);
|
||||
|
||||
/** Stores all animations
|
||||
* @param pScene target scene to store the anims
|
||||
*/
|
||||
void StoreAnimations(aiScene *pScene, const ColladaParser &pParser);
|
||||
|
||||
/** Stores all animations for the given source anim and its nested child animations
|
||||
* @param pScene target scene to store the anims
|
||||
* @param pSrcAnim the source animation to process
|
||||
* @param pPrefix Prefix to the name in case of nested animations
|
||||
*/
|
||||
void StoreAnimations(aiScene *pScene, const ColladaParser &pParser, const Collada::Animation *pSrcAnim, const std::string &pPrefix);
|
||||
|
||||
/** Constructs the animation for the given source anim */
|
||||
void CreateAnimation(aiScene *pScene, const ColladaParser &pParser, const Collada::Animation *pSrcAnim, const std::string &pName);
|
||||
|
||||
/** Constructs materials from the collada material definitions */
|
||||
void BuildMaterials(ColladaParser &pParser, aiScene *pScene);
|
||||
|
||||
/** Fill materials from the collada material definitions */
|
||||
void FillMaterials(const ColladaParser &pParser, aiScene *pScene);
|
||||
|
||||
/** Resolve UV channel mappings*/
|
||||
void ApplyVertexToEffectSemanticMapping(Collada::Sampler &sampler,
|
||||
const Collada::SemanticMappingTable &table);
|
||||
|
||||
/** Add a texture and all of its sampling properties to a material*/
|
||||
void AddTexture(aiMaterial &mat, const ColladaParser &pParser,
|
||||
const Collada::Effect &effect,
|
||||
const Collada::Sampler &sampler,
|
||||
aiTextureType type, unsigned int idx = 0);
|
||||
|
||||
/** Resolves the texture name for the given effect texture entry */
|
||||
aiString FindFilenameForEffectTexture(const ColladaParser &pParser,
|
||||
const Collada::Effect &pEffect, const std::string &pName);
|
||||
|
||||
/** Reads a float value from an accessor and its data array.
|
||||
* @param pAccessor The accessor to use for reading
|
||||
* @param pData The data array to read from
|
||||
* @param pIndex The index of the element to retrieve
|
||||
* @param pOffset Offset into the element, for multipart elements such as vectors or matrices
|
||||
* @return the specified value
|
||||
*/
|
||||
ai_real ReadFloat(const Collada::Accessor &pAccessor, const Collada::Data &pData, size_t pIndex, size_t pOffset) const;
|
||||
|
||||
/** Reads a string value from an accessor and its data array.
|
||||
* @param pAccessor The accessor to use for reading
|
||||
* @param pData The data array to read from
|
||||
* @param pIndex The index of the element to retrieve
|
||||
* @return the specified value
|
||||
*/
|
||||
const std::string &ReadString(const Collada::Accessor &pAccessor, const Collada::Data &pData, size_t pIndex) const;
|
||||
|
||||
/** Recursively collects all nodes into the given array */
|
||||
void CollectNodes(const aiNode *pNode, std::vector<const aiNode *> &poNodes) const;
|
||||
|
||||
/** Finds a node in the collada scene by the given name */
|
||||
const Collada::Node *FindNode(const Collada::Node *pNode, const std::string &pName) const;
|
||||
/** Finds a node in the collada scene by the given SID */
|
||||
const Collada::Node *FindNodeBySID(const Collada::Node *pNode, const std::string &pSID) const;
|
||||
|
||||
/** Finds a proper name for a node derived from the collada-node's properties */
|
||||
std::string FindNameForNode(const Collada::Node *pNode);
|
||||
|
||||
protected:
|
||||
/** Filename, for a verbose error message */
|
||||
std::string mFileName;
|
||||
|
||||
/** Which mesh-material compound was stored under which mesh ID */
|
||||
std::map<ColladaMeshIndex, size_t> mMeshIndexByID;
|
||||
|
||||
/** Which material was stored under which index in the scene */
|
||||
std::map<std::string, size_t> mMaterialIndexByName;
|
||||
|
||||
/** Accumulated meshes for the target scene */
|
||||
std::vector<aiMesh *> mMeshes;
|
||||
|
||||
/** Accumulated morph target meshes */
|
||||
std::vector<aiMesh *> mTargetMeshes;
|
||||
|
||||
/** Temporary material list */
|
||||
std::vector<std::pair<Collada::Effect *, aiMaterial *>> newMats;
|
||||
|
||||
/** Temporary camera list */
|
||||
std::vector<aiCamera *> mCameras;
|
||||
|
||||
/** Temporary light list */
|
||||
std::vector<aiLight *> mLights;
|
||||
|
||||
/** Temporary texture list */
|
||||
std::vector<aiTexture *> mTextures;
|
||||
|
||||
/** Accumulated animations for the target scene */
|
||||
std::vector<aiAnimation *> mAnims;
|
||||
|
||||
bool noSkeletonMesh;
|
||||
bool ignoreUpDirection;
|
||||
bool useColladaName;
|
||||
|
||||
/** Used by FindNameForNode() to generate unique node names */
|
||||
unsigned int mNodeNameCounter;
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // AI_COLLADALOADER_H_INC
|
||||
2402
Engine/lib/assimp/code/AssetLib/Collada/ColladaParser.cpp
Normal file
2402
Engine/lib/assimp/code/AssetLib/Collada/ColladaParser.cpp
Normal file
File diff suppressed because it is too large
Load diff
348
Engine/lib/assimp/code/AssetLib/Collada/ColladaParser.h
Normal file
348
Engine/lib/assimp/code/AssetLib/Collada/ColladaParser.h
Normal file
|
|
@ -0,0 +1,348 @@
|
|||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2022, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the
|
||||
following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the assimp team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the assimp team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
----------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file ColladaParser.h
|
||||
* @brief Defines the parser helper class for the collada loader
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#ifndef AI_COLLADAPARSER_H_INC
|
||||
#define AI_COLLADAPARSER_H_INC
|
||||
|
||||
#include "ColladaHelper.h"
|
||||
#include <assimp/TinyFormatter.h>
|
||||
#include <assimp/ai_assert.h>
|
||||
#include <assimp/XmlParser.h>
|
||||
|
||||
#include <map>
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
class ZipArchiveIOSystem;
|
||||
|
||||
// ------------------------------------------------------------------------------------------
|
||||
/** Parser helper class for the Collada loader.
|
||||
*
|
||||
* Does all the XML reading and builds internal data structures from it,
|
||||
* but leaves the resolving of all the references to the loader.
|
||||
*/
|
||||
class ColladaParser {
|
||||
friend class ColladaLoader;
|
||||
|
||||
/** Converts a path read from a collada file to the usual representation */
|
||||
static void UriDecodePath(aiString &ss);
|
||||
|
||||
protected:
|
||||
/** Map for generic metadata as aiString */
|
||||
typedef std::map<std::string, aiString> StringMetaData;
|
||||
|
||||
/** Constructor from XML file */
|
||||
ColladaParser(IOSystem *pIOHandler, const std::string &pFile);
|
||||
|
||||
/** Destructor */
|
||||
~ColladaParser();
|
||||
|
||||
/** Attempts to read the ZAE manifest and returns the DAE to open */
|
||||
static std::string ReadZaeManifest(ZipArchiveIOSystem &zip_archive);
|
||||
|
||||
/** Reads the contents of the file */
|
||||
void ReadContents(XmlNode &node);
|
||||
|
||||
/** Reads the structure of the file */
|
||||
void ReadStructure(XmlNode &node);
|
||||
|
||||
/** Reads asset information such as coordinate system information and legal blah */
|
||||
void ReadAssetInfo(XmlNode &node);
|
||||
|
||||
/** Reads contributor information such as author and legal blah */
|
||||
void ReadContributorInfo(XmlNode &node);
|
||||
|
||||
/** Reads generic metadata into provided map and renames keys for Assimp */
|
||||
void ReadMetaDataItem(XmlNode &node, StringMetaData &metadata);
|
||||
|
||||
/** Reads the animation library */
|
||||
void ReadAnimationLibrary(XmlNode &node);
|
||||
|
||||
/** Reads the animation clip library */
|
||||
void ReadAnimationClipLibrary(XmlNode &node);
|
||||
|
||||
/** Unwrap controllers dependency hierarchy */
|
||||
void PostProcessControllers();
|
||||
|
||||
/** Re-build animations from animation clip library, if present, otherwise combine single-channel animations */
|
||||
void PostProcessRootAnimations();
|
||||
|
||||
/** Reads an animation into the given parent structure */
|
||||
void ReadAnimation(XmlNode &node, Collada::Animation *pParent);
|
||||
|
||||
/** Reads an animation sampler into the given anim channel */
|
||||
void ReadAnimationSampler(XmlNode &node, Collada::AnimationChannel &pChannel);
|
||||
|
||||
/** Reads the skeleton controller library */
|
||||
void ReadControllerLibrary(XmlNode &node);
|
||||
|
||||
/** Reads a controller into the given mesh structure */
|
||||
void ReadController(XmlNode &node, Collada::Controller &pController);
|
||||
|
||||
/** Reads the joint definitions for the given controller */
|
||||
void ReadControllerJoints(XmlNode &node, Collada::Controller &pController);
|
||||
|
||||
/** Reads the joint weights for the given controller */
|
||||
void ReadControllerWeights(XmlNode &node, Collada::Controller &pController);
|
||||
|
||||
/** Reads the image library contents */
|
||||
void ReadImageLibrary(XmlNode &node);
|
||||
|
||||
/** Reads an image entry into the given image */
|
||||
void ReadImage(XmlNode &node, Collada::Image &pImage);
|
||||
|
||||
/** Reads the material library */
|
||||
void ReadMaterialLibrary(XmlNode &node);
|
||||
|
||||
/** Reads a material entry into the given material */
|
||||
void ReadMaterial(XmlNode &node, Collada::Material &pMaterial);
|
||||
|
||||
/** Reads the camera library */
|
||||
void ReadCameraLibrary(XmlNode &node);
|
||||
|
||||
/** Reads a camera entry into the given camera */
|
||||
void ReadCamera(XmlNode &node, Collada::Camera &pCamera);
|
||||
|
||||
/** Reads the light library */
|
||||
void ReadLightLibrary(XmlNode &node);
|
||||
|
||||
/** Reads a light entry into the given light */
|
||||
void ReadLight(XmlNode &node, Collada::Light &pLight);
|
||||
|
||||
/** Reads the effect library */
|
||||
void ReadEffectLibrary(XmlNode &node);
|
||||
|
||||
/** Reads an effect entry into the given effect*/
|
||||
void ReadEffect(XmlNode &node, Collada::Effect &pEffect);
|
||||
|
||||
/** Reads an COMMON effect profile */
|
||||
void ReadEffectProfileCommon(XmlNode &node, Collada::Effect &pEffect);
|
||||
|
||||
/** Read sampler properties */
|
||||
void ReadSamplerProperties(XmlNode &node, Collada::Sampler &pSampler);
|
||||
|
||||
/** Reads an effect entry containing a color or a texture defining that color */
|
||||
void ReadEffectColor(XmlNode &node, aiColor4D &pColor, Collada::Sampler &pSampler);
|
||||
|
||||
/** Reads an effect entry containing a float */
|
||||
void ReadEffectFloat(XmlNode &node, ai_real &pFloat);
|
||||
|
||||
/** Reads an effect parameter specification of any kind */
|
||||
void ReadEffectParam(XmlNode &node, Collada::EffectParam &pParam);
|
||||
|
||||
/** Reads the geometry library contents */
|
||||
void ReadGeometryLibrary(XmlNode &node);
|
||||
|
||||
/** Reads a geometry from the geometry library. */
|
||||
void ReadGeometry(XmlNode &node, Collada::Mesh &pMesh);
|
||||
|
||||
/** Reads a mesh from the geometry library */
|
||||
void ReadMesh(XmlNode &node, Collada::Mesh &pMesh);
|
||||
|
||||
/** Reads a source element - a combination of raw data and an accessor defining
|
||||
* things that should not be redefinable. Yes, that's another rant.
|
||||
*/
|
||||
void ReadSource(XmlNode &node);
|
||||
|
||||
/** Reads a data array holding a number of elements, and stores it in the global library.
|
||||
* Currently supported are array of floats and arrays of strings.
|
||||
*/
|
||||
void ReadDataArray(XmlNode &node);
|
||||
|
||||
/** Reads an accessor and stores it in the global library under the given ID -
|
||||
* accessors use the ID of the parent <source> element
|
||||
*/
|
||||
void ReadAccessor(XmlNode &node, const std::string &pID);
|
||||
|
||||
/** Reads input declarations of per-vertex mesh data into the given mesh */
|
||||
void ReadVertexData(XmlNode &node, Collada::Mesh &pMesh);
|
||||
|
||||
/** Reads input declarations of per-index mesh data into the given mesh */
|
||||
void ReadIndexData(XmlNode &node, Collada::Mesh &pMesh);
|
||||
|
||||
/** Reads a single input channel element and stores it in the given array, if valid */
|
||||
void ReadInputChannel(XmlNode &node, std::vector<Collada::InputChannel> &poChannels);
|
||||
|
||||
/** Reads a <p> primitive index list and assembles the mesh data into the given mesh */
|
||||
size_t ReadPrimitives(XmlNode &node, Collada::Mesh &pMesh, std::vector<Collada::InputChannel> &pPerIndexChannels,
|
||||
size_t pNumPrimitives, const std::vector<size_t> &pVCount, Collada::PrimitiveType pPrimType);
|
||||
|
||||
/** Copies the data for a single primitive into the mesh, based on the InputChannels */
|
||||
void CopyVertex(size_t currentVertex, size_t numOffsets, size_t numPoints, size_t perVertexOffset,
|
||||
Collada::Mesh &pMesh, std::vector<Collada::InputChannel> &pPerIndexChannels,
|
||||
size_t currentPrimitive, const std::vector<size_t> &indices);
|
||||
|
||||
/** Reads one triangle of a tristrip into the mesh */
|
||||
void ReadPrimTriStrips(size_t numOffsets, size_t perVertexOffset, Collada::Mesh &pMesh,
|
||||
std::vector<Collada::InputChannel> &pPerIndexChannels, size_t currentPrimitive, const std::vector<size_t> &indices);
|
||||
|
||||
/** Extracts a single object from an input channel and stores it in the appropriate mesh data array */
|
||||
void ExtractDataObjectFromChannel(const Collada::InputChannel &pInput, size_t pLocalIndex, Collada::Mesh &pMesh);
|
||||
|
||||
/** Reads the library of node hierarchies and scene parts */
|
||||
void ReadSceneLibrary(XmlNode &node);
|
||||
|
||||
/** Reads a scene node's contents including children and stores it in the given node */
|
||||
void ReadSceneNode(XmlNode &node, Collada::Node *pNode);
|
||||
|
||||
/** Reads a node transformation entry of the given type and adds it to the given node's transformation list. */
|
||||
void ReadNodeTransformation(XmlNode &node, Collada::Node *pNode, Collada::TransformType pType);
|
||||
|
||||
/** Reads a mesh reference in a node and adds it to the node's mesh list */
|
||||
void ReadNodeGeometry(XmlNode &node, Collada::Node *pNode);
|
||||
|
||||
/** Reads the collada scene */
|
||||
void ReadScene(XmlNode &node);
|
||||
|
||||
// Processes bind_vertex_input and bind elements
|
||||
void ReadMaterialVertexInputBinding(XmlNode &node, Collada::SemanticMappingTable &tbl);
|
||||
|
||||
/** Reads embedded textures from a ZAE archive*/
|
||||
void ReadEmbeddedTextures(ZipArchiveIOSystem &zip_archive);
|
||||
|
||||
protected:
|
||||
/** Calculates the resulting transformation from all the given transform steps */
|
||||
aiMatrix4x4 CalculateResultTransform(const std::vector<Collada::Transform> &pTransforms) const;
|
||||
|
||||
/** Determines the input data type for the given semantic string */
|
||||
Collada::InputType GetTypeForSemantic(const std::string &pSemantic);
|
||||
|
||||
/** Finds the item in the given library by its reference, throws if not found */
|
||||
template <typename Type>
|
||||
const Type &ResolveLibraryReference(const std::map<std::string, Type> &pLibrary, const std::string &pURL) const;
|
||||
|
||||
protected:
|
||||
// Filename, for a verbose error message
|
||||
std::string mFileName;
|
||||
|
||||
// XML reader, member for everyday use
|
||||
XmlParser mXmlParser;
|
||||
|
||||
/** All data arrays found in the file by ID. Might be referred to by actually
|
||||
everyone. Collada, you are a steaming pile of indirection. */
|
||||
using DataLibrary = std::map<std::string, Collada::Data> ;
|
||||
DataLibrary mDataLibrary;
|
||||
|
||||
/** Same for accessors which define how the data in a data array is accessed. */
|
||||
using AccessorLibrary = std::map<std::string, Collada::Accessor> ;
|
||||
AccessorLibrary mAccessorLibrary;
|
||||
|
||||
/** Mesh library: mesh by ID */
|
||||
using MeshLibrary = std::map<std::string, Collada::Mesh *>;
|
||||
MeshLibrary mMeshLibrary;
|
||||
|
||||
/** node library: root node of the hierarchy part by ID */
|
||||
using NodeLibrary = std::map<std::string, Collada::Node *>;
|
||||
NodeLibrary mNodeLibrary;
|
||||
|
||||
/** Image library: stores texture properties by ID */
|
||||
using ImageLibrary = std::map<std::string, Collada::Image> ;
|
||||
ImageLibrary mImageLibrary;
|
||||
|
||||
/** Effect library: surface attributes by ID */
|
||||
using EffectLibrary = std::map<std::string, Collada::Effect> ;
|
||||
EffectLibrary mEffectLibrary;
|
||||
|
||||
/** Material library: surface material by ID */
|
||||
using MaterialLibrary = std::map<std::string, Collada::Material> ;
|
||||
MaterialLibrary mMaterialLibrary;
|
||||
|
||||
/** Light library: surface light by ID */
|
||||
using LightLibrary = std::map<std::string, Collada::Light> ;
|
||||
LightLibrary mLightLibrary;
|
||||
|
||||
/** Camera library: surface material by ID */
|
||||
using CameraLibrary = std::map<std::string, Collada::Camera> ;
|
||||
CameraLibrary mCameraLibrary;
|
||||
|
||||
/** Controller library: joint controllers by ID */
|
||||
using ControllerLibrary = std::map<std::string, Collada::Controller> ;
|
||||
ControllerLibrary mControllerLibrary;
|
||||
|
||||
/** Animation library: animation references by ID */
|
||||
using AnimationLibrary = std::map<std::string, Collada::Animation *> ;
|
||||
AnimationLibrary mAnimationLibrary;
|
||||
|
||||
/** Animation clip library: clip animation references by ID */
|
||||
using AnimationClipLibrary = std::vector<std::pair<std::string, std::vector<std::string>>> ;
|
||||
AnimationClipLibrary mAnimationClipLibrary;
|
||||
|
||||
/** Pointer to the root node. Don't delete, it just points to one of
|
||||
the nodes in the node library. */
|
||||
Collada::Node *mRootNode;
|
||||
|
||||
/** Root animation container */
|
||||
Collada::Animation mAnims;
|
||||
|
||||
/** Size unit: how large compared to a meter */
|
||||
ai_real mUnitSize;
|
||||
|
||||
/** Which is the up vector */
|
||||
enum { UP_X,
|
||||
UP_Y,
|
||||
UP_Z } mUpDirection;
|
||||
|
||||
/** Asset metadata (global for scene) */
|
||||
StringMetaData mAssetMetaData;
|
||||
|
||||
/** Collada file format version */
|
||||
Collada::FormatVersion mFormat;
|
||||
};
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Finds the item in the given library by its reference, throws if not found
|
||||
template <typename Type>
|
||||
const Type &ColladaParser::ResolveLibraryReference(const std::map<std::string, Type> &pLibrary, const std::string &pURL) const {
|
||||
typename std::map<std::string, Type>::const_iterator it = pLibrary.find(pURL);
|
||||
if (it == pLibrary.end()) {
|
||||
throw DeadlyImportError("Unable to resolve library reference \"", pURL, "\".");
|
||||
}
|
||||
return it->second;
|
||||
}
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // AI_COLLADAPARSER_H_INC
|
||||
Loading…
Add table
Add a link
Reference in a new issue