mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-12 15:14:35 +00:00
update assimp to 6.0.5
This commit is contained in:
parent
2d2eb57e2e
commit
f5cf21cfeb
941 changed files with 22718 additions and 12240 deletions
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@ -2,8 +2,7 @@
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2024, assimp team
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Copyright (c) 2006-2026, assimp team
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All rights reserved.
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@ -36,7 +35,6 @@ DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(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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@ -64,6 +62,37 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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namespace Assimp {
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static const aiNode *findSkeletonRootNode(const aiScene *scene, const aiMesh *mesh) {
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std::set<const aiNode *> topParentBoneNodes;
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if (mesh && mesh->mNumBones > 0) {
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for (unsigned int i = 0; i < mesh->mNumBones; ++i) {
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aiBone *bone = mesh->mBones[i];
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const aiNode *node = scene->mRootNode->findBoneNode(bone);
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if (node) {
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while (node->mParent && scene->findBone(node->mParent->mName) != nullptr) {
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node = node->mParent;
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}
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topParentBoneNodes.insert(node);
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}
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}
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}
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if (!topParentBoneNodes.empty()) {
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const aiNode *parentBoneNode = *topParentBoneNodes.begin();
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if (topParentBoneNodes.size() == 1) {
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return parentBoneNode;
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} else {
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for (auto it : topParentBoneNodes) {
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if (it->mParent) return it->mParent;
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}
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return parentBoneNode;
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}
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}
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return nullptr;
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}
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// ------------------------------------------------------------------------------------------------
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// Worker function for exporting a scene to Collada. Prototyped and registered in Exporter.cpp
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void ExportSceneCollada(const char *pFile, IOSystem *pIOSystem, const aiScene *pScene, const ExportProperties * /*pProperties*/) {
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@ -152,10 +181,6 @@ ColladaExporter::ColladaExporter(const aiScene *pScene, IOSystem *pIOSystem, con
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WriteFile();
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor
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ColladaExporter::~ColladaExporter() = default;
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// ------------------------------------------------------------------------------------------------
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// Starts writing the contents
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void ColladaExporter::WriteFile() {
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@ -331,60 +356,68 @@ void ColladaExporter::WriteHeader() {
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// ------------------------------------------------------------------------------------------------
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// Write the embedded textures
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void ColladaExporter::WriteTextures() {
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static const unsigned int buffer_size = 1024;
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char str[buffer_size];
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static constexpr unsigned int buffer_size = 1024;
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char str[buffer_size] = {'\0'};
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if (mScene->HasTextures()) {
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for (unsigned int i = 0; i < mScene->mNumTextures; i++) {
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// It would be great to be able to create a directory in portable standard C++, but it's not the case,
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// so we just write the textures in the current directory.
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if (!mScene->HasTextures()) {
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return;
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}
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aiTexture *texture = mScene->mTextures[i];
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if (nullptr == texture) {
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continue;
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}
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for (unsigned int i = 0; i < mScene->mNumTextures; i++) {
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// It would be great to be able to create a directory in portable standard C++, but it's not the case,
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// so we just write the textures in the current directory.
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ASSIMP_itoa10(str, buffer_size, i + 1);
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std::string name = mFile + "_texture_" + (i < 1000 ? "0" : "") + (i < 100 ? "0" : "") + (i < 10 ? "0" : "") + str + "." + ((const char *)texture->achFormatHint);
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std::unique_ptr<IOStream> outfile(mIOSystem->Open(mPath + mIOSystem->getOsSeparator() + name, "wb"));
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if (outfile == nullptr) {
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throw DeadlyExportError("could not open output texture file: " + mPath + name);
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}
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if (texture->mHeight == 0) {
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outfile->Write((void *)texture->pcData, texture->mWidth, 1);
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} else {
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Bitmap::Save(texture, outfile.get());
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}
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outfile->Flush();
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textures.insert(std::make_pair(i, name));
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aiTexture *texture = mScene->mTextures[i];
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if (nullptr == texture) {
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continue;
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}
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ASSIMP_itoa10(str, buffer_size, i + 1);
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std::string name = mFile + "_texture_" + (i < 1000 ? "0" : "") + (i < 100 ? "0" : "") + (i < 10 ? "0" : "") + str + "." + ((const char *)texture->achFormatHint);
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std::unique_ptr<IOStream> outfile(mIOSystem->Open(mPath + mIOSystem->getOsSeparator() + name, "wb"));
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if (outfile == nullptr) {
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throw DeadlyExportError("could not open output texture file: " + mPath + name);
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}
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if (texture->mHeight == 0) {
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outfile->Write((void *)texture->pcData, texture->mWidth, 1);
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} else {
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Bitmap::Save(texture, outfile.get());
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}
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outfile->Flush();
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textures.insert(std::make_pair(i, name));
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Write the embedded textures
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void ColladaExporter::WriteCamerasLibrary() {
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if (mScene->HasCameras()) {
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mOutput << startstr << "<library_cameras>" << endstr;
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PushTag();
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for (size_t a = 0; a < mScene->mNumCameras; ++a)
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WriteCamera(a);
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PopTag();
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mOutput << startstr << "</library_cameras>" << endstr;
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if (!mScene->HasCameras()) {
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return;
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}
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mOutput << startstr << "<library_cameras>" << endstr;
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PushTag();
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for (size_t a = 0; a < mScene->mNumCameras; ++a) {
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WriteCamera(a);
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}
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PopTag();
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mOutput << startstr << "</library_cameras>" << endstr;
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}
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void ColladaExporter::WriteCamera(size_t pIndex) {
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const aiCamera *cam = mScene->mCameras[pIndex];
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if (cam == nullptr) {
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return;
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}
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const std::string cameraId = GetObjectUniqueId(AiObjectType::Camera, pIndex);
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const std::string cameraName = GetObjectName(AiObjectType::Camera, pIndex);
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@ -422,22 +455,27 @@ void ColladaExporter::WriteCamera(size_t pIndex) {
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// ------------------------------------------------------------------------------------------------
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// Write the embedded textures
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void ColladaExporter::WriteLightsLibrary() {
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if (mScene->HasLights()) {
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mOutput << startstr << "<library_lights>" << endstr;
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PushTag();
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for (size_t a = 0; a < mScene->mNumLights; ++a)
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WriteLight(a);
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PopTag();
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mOutput << startstr << "</library_lights>" << endstr;
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if (!mScene->HasLights()) {
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return;
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}
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mOutput << startstr << "<library_lights>" << endstr;
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PushTag();
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for (size_t a = 0; a < mScene->mNumLights; ++a) {
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WriteLight(a);
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}
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PopTag();
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mOutput << startstr << "</library_lights>" << endstr;
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}
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void ColladaExporter::WriteLight(size_t pIndex) {
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const aiLight *light = mScene->mLights[pIndex];
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if (light == nullptr) {
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return;
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}
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const std::string lightId = GetObjectUniqueId(AiObjectType::Light, pIndex);
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const std::string lightName = GetObjectName(AiObjectType::Light, pIndex);
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@ -462,6 +500,7 @@ void ColladaExporter::WriteLight(size_t pIndex) {
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case aiLightSource_AREA:
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case aiLightSource_UNDEFINED:
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case _aiLightSource_Force32Bit:
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default:
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break;
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}
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PopTag();
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@ -521,10 +560,6 @@ void ColladaExporter::WriteSpotLight(const aiLight *const light) {
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mOutput << startstr << "<quadratic_attenuation>"
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<< light->mAttenuationQuadratic
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<< "</quadratic_attenuation>" << endstr;
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/*
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out->mAngleOuterCone = AI_DEG_TO_RAD (std::acos(std::pow(0.1f,1.f/srcLight->mFalloffExponent))+
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srcLight->mFalloffAngle);
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*/
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const ai_real fallOffAngle = AI_RAD_TO_DEG(light->mAngleInnerCone);
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mOutput << startstr << "<falloff_angle sid=\"fall_off_angle\">"
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@ -559,41 +594,43 @@ void ColladaExporter::WriteAmbientLight(const aiLight *const light) {
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// ------------------------------------------------------------------------------------------------
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// Reads a single surface entry from the given material keys
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bool ColladaExporter::ReadMaterialSurface(Surface &poSurface, const aiMaterial &pSrcMat, aiTextureType pTexture, const char *pKey, size_t pType, size_t pIndex) {
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if (pSrcMat.GetTextureCount(pTexture) > 0) {
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aiString texfile;
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unsigned int uvChannel = 0;
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pSrcMat.GetTexture(pTexture, 0, &texfile, nullptr, &uvChannel);
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std::string index_str(texfile.C_Str());
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if (index_str.size() != 0 && index_str[0] == '*') {
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unsigned int index;
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index_str = index_str.substr(1, std::string::npos);
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try {
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index = (unsigned int)strtoul10_64<DeadlyExportError>(index_str.c_str());
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} catch (std::exception &error) {
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throw DeadlyExportError(error.what());
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}
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std::map<unsigned int, std::string>::const_iterator name = textures.find(index);
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if (name != textures.end()) {
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poSurface.texture = name->second;
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} else {
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throw DeadlyExportError("could not find embedded texture at index " + index_str);
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}
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} else {
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poSurface.texture = texfile.C_Str();
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}
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poSurface.channel = uvChannel;
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poSurface.exist = true;
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} else {
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if (pSrcMat.GetTextureCount(pTexture) == 0) {
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if (pKey)
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poSurface.exist = pSrcMat.Get(pKey, static_cast<unsigned int>(pType), static_cast<unsigned int>(pIndex), poSurface.color) == aiReturn_SUCCESS;
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return poSurface.exist;
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}
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aiString texfile;
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unsigned int uvChannel = 0;
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pSrcMat.GetTexture(pTexture, 0, &texfile, nullptr, &uvChannel);
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std::string index_str(texfile.C_Str());
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if (index_str.size() != 0 && index_str[0] == '*') {
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unsigned int index;
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index_str = index_str.substr(1, std::string::npos);
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try {
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index = (unsigned int)strtoul10_64<DeadlyExportError>(index_str.c_str());
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} catch (std::exception &error) {
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throw DeadlyExportError(error.what());
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}
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std::map<unsigned int, std::string>::const_iterator name = textures.find(index);
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if (name != textures.end()) {
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poSurface.texture = name->second;
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} else {
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throw DeadlyExportError("could not find embedded texture at index " + index_str);
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}
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} else {
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poSurface.texture = texfile.C_Str();
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}
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poSurface.channel = uvChannel;
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poSurface.exist = true;
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return poSurface.exist;
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}
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@ -606,79 +643,87 @@ static bool isalnum_C(char c) {
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// ------------------------------------------------------------------------------------------------
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// Writes an image entry for the given surface
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void ColladaExporter::WriteImageEntry(const Surface &pSurface, const std::string &imageId) {
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if (!pSurface.texture.empty()) {
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mOutput << startstr << "<image id=\"" << imageId << "\">" << endstr;
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PushTag();
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mOutput << startstr << "<init_from>";
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// URL encode image file name first, then XML encode on top
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std::stringstream imageUrlEncoded;
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for (std::string::const_iterator it = pSurface.texture.begin(); it != pSurface.texture.end(); ++it) {
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if (isalnum_C((unsigned char)*it) || *it == ':' || *it == '_' || *it == '-' || *it == '.' || *it == '/' || *it == '\\')
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imageUrlEncoded << *it;
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else
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imageUrlEncoded << '%' << std::hex << size_t((unsigned char)*it) << std::dec;
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}
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mOutput << XMLEscape(imageUrlEncoded.str());
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mOutput << "</init_from>" << endstr;
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PopTag();
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mOutput << startstr << "</image>" << endstr;
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if (pSurface.texture.empty()) {
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return;
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}
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mOutput << startstr << "<image id=\"" << imageId << "\">" << endstr;
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PushTag();
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mOutput << startstr << "<init_from>";
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// URL encode image file name first, then XML encode on top
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std::stringstream imageUrlEncoded;
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for (std::string::const_iterator it = pSurface.texture.begin(); it != pSurface.texture.end(); ++it) {
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if (isalnum_C((unsigned char)*it) || *it == ':' || *it == '_' || *it == '-' || *it == '.' || *it == '/' || *it == '\\')
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imageUrlEncoded << *it;
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else
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imageUrlEncoded << '%' << std::hex << size_t((unsigned char)*it) << std::dec;
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}
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mOutput << XMLEscape(imageUrlEncoded.str());
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mOutput << "</init_from>" << endstr;
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PopTag();
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mOutput << startstr << "</image>" << endstr;
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}
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// ------------------------------------------------------------------------------------------------
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// Writes a color-or-texture entry into an effect definition
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void ColladaExporter::WriteTextureColorEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &imageId) {
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if (pSurface.exist) {
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mOutput << startstr << "<" << pTypeName << ">" << endstr;
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PushTag();
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if (pSurface.texture.empty()) {
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mOutput << startstr << "<color sid=\"" << pTypeName << "\">" << pSurface.color.r << " " << pSurface.color.g << " " << pSurface.color.b << " " << pSurface.color.a << "</color>" << endstr;
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} else {
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mOutput << startstr << "<texture texture=\"" << imageId << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
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}
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PopTag();
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mOutput << startstr << "</" << pTypeName << ">" << endstr;
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if (!pSurface.exist) {
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return;
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}
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mOutput << startstr << "<" << pTypeName << ">" << endstr;
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PushTag();
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if (pSurface.texture.empty()) {
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mOutput << startstr << "<color sid=\"" << pTypeName << "\">" << pSurface.color.r << " " << pSurface.color.g << " " << pSurface.color.b << " " << pSurface.color.a << "</color>" << endstr;
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} else {
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mOutput << startstr << "<texture texture=\"" << imageId << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
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}
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PopTag();
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mOutput << startstr << "</" << pTypeName << ">" << endstr;
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}
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// ------------------------------------------------------------------------------------------------
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// Writes the two parameters necessary for referencing a texture in an effect entry
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void ColladaExporter::WriteTextureParamEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &materialId) {
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// if surface is a texture, write out the sampler and the surface parameters necessary to reference the texture
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if (!pSurface.texture.empty()) {
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mOutput << startstr << "<newparam sid=\"" << materialId << "-" << pTypeName << "-surface\">" << endstr;
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PushTag();
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mOutput << startstr << "<surface type=\"2D\">" << endstr;
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PushTag();
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mOutput << startstr << "<init_from>" << materialId << "-" << pTypeName << "-image</init_from>" << endstr;
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PopTag();
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mOutput << startstr << "</surface>" << endstr;
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PopTag();
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mOutput << startstr << "</newparam>" << endstr;
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mOutput << startstr << "<newparam sid=\"" << materialId << "-" << pTypeName << "-sampler\">" << endstr;
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PushTag();
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mOutput << startstr << "<sampler2D>" << endstr;
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PushTag();
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mOutput << startstr << "<source>" << materialId << "-" << pTypeName << "-surface</source>" << endstr;
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PopTag();
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mOutput << startstr << "</sampler2D>" << endstr;
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PopTag();
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mOutput << startstr << "</newparam>" << endstr;
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if (pSurface.texture.empty()) {
|
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return;
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}
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mOutput << startstr << "<newparam sid=\"" << materialId << "-" << pTypeName << "-surface\">" << endstr;
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PushTag();
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mOutput << startstr << "<surface type=\"2D\">" << endstr;
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PushTag();
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mOutput << startstr << "<init_from>" << materialId << "-" << pTypeName << "-image</init_from>" << endstr;
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PopTag();
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mOutput << startstr << "</surface>" << endstr;
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PopTag();
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mOutput << startstr << "</newparam>" << endstr;
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mOutput << startstr << "<newparam sid=\"" << materialId << "-" << pTypeName << "-sampler\">" << endstr;
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PushTag();
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mOutput << startstr << "<sampler2D>" << endstr;
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PushTag();
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mOutput << startstr << "<source>" << materialId << "-" << pTypeName << "-surface</source>" << endstr;
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PopTag();
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mOutput << startstr << "</sampler2D>" << endstr;
|
||||
PopTag();
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mOutput << startstr << "</newparam>" << endstr;
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||||
}
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||||
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||||
// ------------------------------------------------------------------------------------------------
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||||
// Writes a scalar property
|
||||
void ColladaExporter::WriteFloatEntry(const Property &pProperty, const std::string &pTypeName) {
|
||||
if (pProperty.exist) {
|
||||
mOutput << startstr << "<" << pTypeName << ">" << endstr;
|
||||
PushTag();
|
||||
mOutput << startstr << "<float sid=\"" << pTypeName << "\">" << pProperty.value << "</float>" << endstr;
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||||
PopTag();
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mOutput << startstr << "</" << pTypeName << ">" << endstr;
|
||||
if (!pProperty.exist) {
|
||||
return;
|
||||
}
|
||||
|
||||
mOutput << startstr << "<" << pTypeName << ">" << endstr;
|
||||
PushTag();
|
||||
mOutput << startstr << "<float sid=\"" << pTypeName << "\">" << pProperty.value << "</float>" << endstr;
|
||||
PopTag();
|
||||
mOutput << startstr << "</" << pTypeName << ">" << endstr;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
|
@ -832,8 +877,9 @@ void ColladaExporter::WriteControllerLibrary() {
|
|||
void ColladaExporter::WriteController(size_t pIndex) {
|
||||
const aiMesh *mesh = mScene->mMeshes[pIndex];
|
||||
// Is there a skin controller?
|
||||
if (mesh->mNumBones == 0 || mesh->mNumFaces == 0 || mesh->mNumVertices == 0)
|
||||
if (mesh->mNumBones == 0 || mesh->mNumFaces == 0 || mesh->mNumVertices == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
const std::string idstr = GetObjectUniqueId(AiObjectType::Mesh, pIndex);
|
||||
const std::string namestr = GetObjectName(AiObjectType::Mesh, pIndex);
|
||||
|
|
@ -864,8 +910,9 @@ void ColladaExporter::WriteController(size_t pIndex) {
|
|||
|
||||
mOutput << startstr << "<Name_array id=\"" << idstr << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\">";
|
||||
|
||||
for (size_t i = 0; i < mesh->mNumBones; ++i)
|
||||
for (size_t i = 0; i < mesh->mNumBones; ++i) {
|
||||
mOutput << GetBoneUniqueId(mesh->mBones[i]) << ' ';
|
||||
}
|
||||
|
||||
mOutput << "</Name_array>" << endstr;
|
||||
|
||||
|
|
@ -888,9 +935,11 @@ void ColladaExporter::WriteController(size_t pIndex) {
|
|||
|
||||
std::vector<ai_real> bind_poses;
|
||||
bind_poses.reserve(mesh->mNumBones * 16);
|
||||
for (unsigned int i = 0; i < mesh->mNumBones; ++i)
|
||||
for (unsigned int j = 0; j < 4; ++j)
|
||||
for (unsigned int i = 0; i < mesh->mNumBones; ++i) {
|
||||
for (unsigned int j = 0; j < 4; ++j) {
|
||||
bind_poses.insert(bind_poses.end(), mesh->mBones[i]->mOffsetMatrix[j], mesh->mBones[i]->mOffsetMatrix[j] + 4);
|
||||
}
|
||||
}
|
||||
|
||||
WriteFloatArray(idstr + "-skin-bind_poses", FloatType_Mat4x4, (const ai_real *)bind_poses.data(), bind_poses.size() / 16);
|
||||
|
||||
|
|
@ -898,9 +947,11 @@ void ColladaExporter::WriteController(size_t pIndex) {
|
|||
|
||||
std::vector<ai_real> skin_weights;
|
||||
skin_weights.reserve(mesh->mNumVertices * mesh->mNumBones);
|
||||
for (size_t i = 0; i < mesh->mNumBones; ++i)
|
||||
for (size_t j = 0; j < mesh->mBones[i]->mNumWeights; ++j)
|
||||
for (size_t i = 0; i < mesh->mNumBones; ++i) {
|
||||
for (size_t j = 0; j < mesh->mBones[i]->mNumWeights; ++j) {
|
||||
skin_weights.push_back(mesh->mBones[i]->mWeights[j].mWeight);
|
||||
}
|
||||
}
|
||||
|
||||
WriteFloatArray(idstr + "-skin-weights", FloatType_Weight, (const ai_real *)skin_weights.data(), skin_weights.size());
|
||||
|
||||
|
|
@ -924,12 +975,15 @@ void ColladaExporter::WriteController(size_t pIndex) {
|
|||
mOutput << startstr << "<vcount>";
|
||||
|
||||
std::vector<ai_uint> num_influences(mesh->mNumVertices, (ai_uint)0);
|
||||
for (size_t i = 0; i < mesh->mNumBones; ++i)
|
||||
for (size_t j = 0; j < mesh->mBones[i]->mNumWeights; ++j)
|
||||
for (size_t i = 0; i < mesh->mNumBones; ++i) {
|
||||
for (size_t j = 0; j < mesh->mBones[i]->mNumWeights; ++j) {
|
||||
++num_influences[mesh->mBones[i]->mWeights[j].mVertexId];
|
||||
}
|
||||
}
|
||||
|
||||
for (size_t i = 0; i < mesh->mNumVertices; ++i)
|
||||
for (size_t i = 0; i < mesh->mNumVertices; ++i) {
|
||||
mOutput << num_influences[i] << " ";
|
||||
}
|
||||
|
||||
mOutput << "</vcount>" << endstr;
|
||||
|
||||
|
|
@ -945,7 +999,7 @@ void ColladaExporter::WriteController(size_t pIndex) {
|
|||
|
||||
ai_uint weight_index = 0;
|
||||
std::vector<ai_int> joint_weight_indices(2 * joint_weight_indices_length, (ai_int)-1);
|
||||
for (unsigned int i = 0; i < mesh->mNumBones; ++i)
|
||||
for (unsigned int i = 0; i < mesh->mNumBones; ++i) {
|
||||
for (unsigned j = 0; j < mesh->mBones[i]->mNumWeights; ++j) {
|
||||
unsigned int vId = mesh->mBones[i]->mWeights[j].mVertexId;
|
||||
for (ai_uint k = 0; k < num_influences[vId]; ++k) {
|
||||
|
|
@ -957,9 +1011,11 @@ void ColladaExporter::WriteController(size_t pIndex) {
|
|||
}
|
||||
++weight_index;
|
||||
}
|
||||
}
|
||||
|
||||
for (size_t i = 0; i < joint_weight_indices.size(); ++i)
|
||||
for (size_t i = 0; i < joint_weight_indices.size(); ++i) {
|
||||
mOutput << joint_weight_indices[i] << " ";
|
||||
}
|
||||
|
||||
num_influences.clear();
|
||||
accum_influences.clear();
|
||||
|
|
@ -983,8 +1039,9 @@ void ColladaExporter::WriteGeometryLibrary() {
|
|||
mOutput << startstr << "<library_geometries>" << endstr;
|
||||
PushTag();
|
||||
|
||||
for (size_t a = 0; a < mScene->mNumMeshes; ++a)
|
||||
for (size_t a = 0; a < mScene->mNumMeshes; ++a) {
|
||||
WriteGeometry(a);
|
||||
}
|
||||
|
||||
PopTag();
|
||||
mOutput << startstr << "</library_geometries>" << endstr;
|
||||
|
|
@ -997,8 +1054,9 @@ void ColladaExporter::WriteGeometry(size_t pIndex) {
|
|||
const std::string geometryId = GetObjectUniqueId(AiObjectType::Mesh, pIndex);
|
||||
const std::string geometryName = GetObjectName(AiObjectType::Mesh, pIndex);
|
||||
|
||||
if (mesh->mNumFaces == 0 || mesh->mNumVertices == 0)
|
||||
if (mesh->mNumFaces == 0 || mesh->mNumVertices == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
// opening tag
|
||||
mOutput << startstr << "<geometry id=\"" << geometryId << "\" name=\"" << geometryName << "\" >" << endstr;
|
||||
|
|
@ -1010,8 +1068,9 @@ void ColladaExporter::WriteGeometry(size_t pIndex) {
|
|||
// Positions
|
||||
WriteFloatArray(geometryId + "-positions", FloatType_Vector, (ai_real *)mesh->mVertices, mesh->mNumVertices);
|
||||
// Normals, if any
|
||||
if (mesh->HasNormals())
|
||||
if (mesh->HasNormals()) {
|
||||
WriteFloatArray(geometryId + "-normals", FloatType_Vector, (ai_real *)mesh->mNormals, mesh->mNumVertices);
|
||||
}
|
||||
|
||||
// texture coords
|
||||
for (size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
|
||||
|
|
@ -1040,10 +1099,11 @@ void ColladaExporter::WriteGeometry(size_t pIndex) {
|
|||
int countLines = 0;
|
||||
int countPoly = 0;
|
||||
for (size_t a = 0; a < mesh->mNumFaces; ++a) {
|
||||
if (mesh->mFaces[a].mNumIndices == 2)
|
||||
if (mesh->mFaces[a].mNumIndices == 2) {
|
||||
countLines++;
|
||||
else if (mesh->mFaces[a].mNumIndices >= 3)
|
||||
} else if (mesh->mFaces[a].mNumIndices >= 3) {
|
||||
countPoly++;
|
||||
}
|
||||
}
|
||||
|
||||
// lines
|
||||
|
|
@ -1051,13 +1111,18 @@ void ColladaExporter::WriteGeometry(size_t pIndex) {
|
|||
mOutput << startstr << "<lines count=\"" << countLines << "\" material=\"defaultMaterial\">" << endstr;
|
||||
PushTag();
|
||||
mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << geometryId << "-vertices\" />" << endstr;
|
||||
if (mesh->HasNormals())
|
||||
if (mesh->HasNormals()) {
|
||||
mOutput << startstr << "<input semantic=\"NORMAL\" source=\"#" << geometryId << "-normals\" />" << endstr;
|
||||
}
|
||||
for (size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
|
||||
if (mesh->HasTextureCoords(static_cast<unsigned int>(a)))
|
||||
mOutput << startstr << "<input semantic=\"TEXCOORD\" source=\"#" << geometryId << "-tex" << a << "\" "
|
||||
if (mesh->HasTextureCoords(static_cast<unsigned int>(a))) {
|
||||
mOutput << startstr
|
||||
<< "<input semantic=\"TEXCOORD\" source=\"#"
|
||||
<< geometryId
|
||||
<< "-tex" << a << "\" "
|
||||
<< "set=\"" << a << "\""
|
||||
<< " />" << endstr;
|
||||
}
|
||||
}
|
||||
for (size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) {
|
||||
if (mesh->HasVertexColors(static_cast<unsigned int>(a)))
|
||||
|
|
@ -1070,8 +1135,9 @@ void ColladaExporter::WriteGeometry(size_t pIndex) {
|
|||
for (size_t a = 0; a < mesh->mNumFaces; ++a) {
|
||||
const aiFace &face = mesh->mFaces[a];
|
||||
if (face.mNumIndices != 2) continue;
|
||||
for (size_t b = 0; b < face.mNumIndices; ++b)
|
||||
for (size_t b = 0; b < face.mNumIndices; ++b) {
|
||||
mOutput << face.mIndices[b] << " ";
|
||||
}
|
||||
}
|
||||
mOutput << "</p>" << endstr;
|
||||
PopTag();
|
||||
|
|
@ -1085,8 +1151,9 @@ void ColladaExporter::WriteGeometry(size_t pIndex) {
|
|||
mOutput << startstr << "<polylist count=\"" << countPoly << "\" material=\"defaultMaterial\">" << endstr;
|
||||
PushTag();
|
||||
mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << geometryId << "-vertices\" />" << endstr;
|
||||
if (mesh->HasNormals())
|
||||
if (mesh->HasNormals()) {
|
||||
mOutput << startstr << "<input offset=\"0\" semantic=\"NORMAL\" source=\"#" << geometryId << "-normals\" />" << endstr;
|
||||
}
|
||||
for (size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
|
||||
if (mesh->HasTextureCoords(static_cast<unsigned int>(a)))
|
||||
mOutput << startstr << "<input offset=\"0\" semantic=\"TEXCOORD\" source=\"#" << geometryId << "-tex" << a << "\" "
|
||||
|
|
@ -1111,8 +1178,9 @@ void ColladaExporter::WriteGeometry(size_t pIndex) {
|
|||
for (size_t a = 0; a < mesh->mNumFaces; ++a) {
|
||||
const aiFace &face = mesh->mFaces[a];
|
||||
if (face.mNumIndices < 3) continue;
|
||||
for (size_t b = 0; b < face.mNumIndices; ++b)
|
||||
for (size_t b = 0; b < face.mNumIndices; ++b) {
|
||||
mOutput << face.mIndices[b] << " ";
|
||||
}
|
||||
}
|
||||
mOutput << "</p>" << endstr;
|
||||
PopTag();
|
||||
|
|
@ -1131,13 +1199,27 @@ void ColladaExporter::WriteGeometry(size_t pIndex) {
|
|||
void ColladaExporter::WriteFloatArray(const std::string &pIdString, FloatDataType pType, const ai_real *pData, size_t pElementCount) {
|
||||
size_t floatsPerElement = 0;
|
||||
switch (pType) {
|
||||
case FloatType_Vector: floatsPerElement = 3; break;
|
||||
case FloatType_TexCoord2: floatsPerElement = 2; break;
|
||||
case FloatType_TexCoord3: floatsPerElement = 3; break;
|
||||
case FloatType_Color: floatsPerElement = 3; break;
|
||||
case FloatType_Mat4x4: floatsPerElement = 16; break;
|
||||
case FloatType_Weight: floatsPerElement = 1; break;
|
||||
case FloatType_Time: floatsPerElement = 1; break;
|
||||
case FloatType_Vector:
|
||||
floatsPerElement = 3;
|
||||
break;
|
||||
case FloatType_TexCoord2:
|
||||
floatsPerElement = 2;
|
||||
break;
|
||||
case FloatType_TexCoord3:
|
||||
floatsPerElement = 3;
|
||||
break;
|
||||
case FloatType_Color:
|
||||
floatsPerElement = 3;
|
||||
break;
|
||||
case FloatType_Mat4x4:
|
||||
floatsPerElement = 16;
|
||||
break;
|
||||
case FloatType_Weight:
|
||||
floatsPerElement = 1;
|
||||
break;
|
||||
case FloatType_Time:
|
||||
floatsPerElement = 1;
|
||||
break;
|
||||
default:
|
||||
return;
|
||||
}
|
||||
|
|
@ -1163,8 +1245,9 @@ void ColladaExporter::WriteFloatArray(const std::string &pIdString, FloatDataTyp
|
|||
mOutput << pData[a * 4 + 2] << " ";
|
||||
}
|
||||
} else {
|
||||
for (size_t a = 0; a < pElementCount * floatsPerElement; ++a)
|
||||
for (size_t a = 0; a < pElementCount * floatsPerElement; ++a) {
|
||||
mOutput << pData[a] << " ";
|
||||
}
|
||||
}
|
||||
mOutput << "</float_array>" << endstr;
|
||||
PopTag();
|
||||
|
|
@ -1256,9 +1339,13 @@ void ColladaExporter::WriteSceneLibrary() {
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
void ColladaExporter::WriteAnimationLibrary(size_t pIndex) {
|
||||
const aiAnimation *anim = mScene->mAnimations[pIndex];
|
||||
|
||||
if (anim->mNumChannels == 0 && anim->mNumMeshChannels == 0 && anim->mNumMorphMeshChannels == 0)
|
||||
if (anim == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (anim->mNumChannels == 0 && anim->mNumMeshChannels == 0 && anim->mNumMorphMeshChannels == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
const std::string animationNameEscaped = GetObjectName(AiObjectType::Animation, pIndex);
|
||||
const std::string idstrEscaped = GetObjectUniqueId(AiObjectType::Animation, pIndex);
|
||||
|
|
@ -1269,8 +1356,11 @@ void ColladaExporter::WriteAnimationLibrary(size_t pIndex) {
|
|||
std::string cur_node_idstr;
|
||||
for (size_t a = 0; a < anim->mNumChannels; ++a) {
|
||||
const aiNodeAnim *nodeAnim = anim->mChannels[a];
|
||||
if (nodeAnim == nullptr) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// sanity check
|
||||
// sanity checks
|
||||
if (nodeAnim->mNumPositionKeys != nodeAnim->mNumScalingKeys || nodeAnim->mNumPositionKeys != nodeAnim->mNumRotationKeys) {
|
||||
continue;
|
||||
}
|
||||
|
|
@ -1369,6 +1459,9 @@ void ColladaExporter::WriteAnimationLibrary(size_t pIndex) {
|
|||
|
||||
for (size_t a = 0; a < anim->mNumChannels; ++a) {
|
||||
const aiNodeAnim *nodeAnim = anim->mChannels[a];
|
||||
if (nodeAnim == nullptr) {
|
||||
continue;
|
||||
}
|
||||
|
||||
{
|
||||
// samplers
|
||||
|
|
@ -1387,97 +1480,42 @@ void ColladaExporter::WriteAnimationLibrary(size_t pIndex) {
|
|||
|
||||
for (size_t a = 0; a < anim->mNumChannels; ++a) {
|
||||
const aiNodeAnim *nodeAnim = anim->mChannels[a];
|
||||
if (nodeAnim == nullptr) {
|
||||
continue;
|
||||
}
|
||||
|
||||
{
|
||||
// channels
|
||||
mOutput << startstr << "<channel source=\"#" << XMLIDEncode(nodeAnim->mNodeName.data + std::string("_matrix-sampler")) << "\" target=\"" << XMLIDEncode(nodeAnim->mNodeName.data) << "/matrix\"/>" << endstr;
|
||||
mOutput << startstr
|
||||
<< "<channel source=\"#"
|
||||
<< XMLIDEncode(nodeAnim->mNodeName.data + std::string("_matrix-sampler"))
|
||||
<< "\" target=\""
|
||||
<< XMLIDEncode(nodeAnim->mNodeName.data)
|
||||
<< "/matrix\"/>"
|
||||
<< endstr;
|
||||
}
|
||||
}
|
||||
|
||||
PopTag();
|
||||
mOutput << startstr << "</animation>" << endstr;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ColladaExporter::WriteAnimationsLibrary() {
|
||||
if (mScene->mNumAnimations > 0) {
|
||||
mOutput << startstr << "<library_animations>" << endstr;
|
||||
PushTag();
|
||||
|
||||
// start recursive write at the root node
|
||||
for (size_t a = 0; a < mScene->mNumAnimations; ++a)
|
||||
WriteAnimationLibrary(a);
|
||||
|
||||
PopTag();
|
||||
mOutput << startstr << "</library_animations>" << endstr;
|
||||
}
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Helper to find a bone by name in the scene
|
||||
aiBone *findBone(const aiScene *scene, const aiString &name) {
|
||||
for (size_t m = 0; m < scene->mNumMeshes; m++) {
|
||||
aiMesh *mesh = scene->mMeshes[m];
|
||||
for (size_t b = 0; b < mesh->mNumBones; b++) {
|
||||
aiBone *bone = mesh->mBones[b];
|
||||
if (name == bone->mName) {
|
||||
return bone;
|
||||
}
|
||||
}
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Helper to find the node associated with a bone in the scene
|
||||
const aiNode *findBoneNode(const aiNode *aNode, const aiBone *bone) {
|
||||
if (aNode && bone && aNode->mName == bone->mName) {
|
||||
return aNode;
|
||||
if (mScene->mNumAnimations == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (aNode && bone) {
|
||||
for (unsigned int i = 0; i < aNode->mNumChildren; ++i) {
|
||||
aiNode *aChild = aNode->mChildren[i];
|
||||
const aiNode *foundFromChild = nullptr;
|
||||
if (aChild) {
|
||||
foundFromChild = findBoneNode(aChild, bone);
|
||||
if (foundFromChild) {
|
||||
return foundFromChild;
|
||||
}
|
||||
}
|
||||
}
|
||||
mOutput << startstr << "<library_animations>" << endstr;
|
||||
PushTag();
|
||||
|
||||
// start recursive write at the root node
|
||||
for (size_t a = 0; a < mScene->mNumAnimations; ++a) {
|
||||
WriteAnimationLibrary(a);
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
const aiNode *findSkeletonRootNode(const aiScene *scene, const aiMesh *mesh) {
|
||||
std::set<const aiNode *> topParentBoneNodes;
|
||||
if (mesh && mesh->mNumBones > 0) {
|
||||
for (unsigned int i = 0; i < mesh->mNumBones; ++i) {
|
||||
aiBone *bone = mesh->mBones[i];
|
||||
|
||||
const aiNode *node = findBoneNode(scene->mRootNode, bone);
|
||||
if (node) {
|
||||
while (node->mParent && findBone(scene, node->mParent->mName) != nullptr) {
|
||||
node = node->mParent;
|
||||
}
|
||||
topParentBoneNodes.insert(node);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!topParentBoneNodes.empty()) {
|
||||
const aiNode *parentBoneNode = *topParentBoneNodes.begin();
|
||||
if (topParentBoneNodes.size() == 1) {
|
||||
return parentBoneNode;
|
||||
} else {
|
||||
for (auto it : topParentBoneNodes) {
|
||||
if (it->mParent) return it->mParent;
|
||||
}
|
||||
return parentBoneNode;
|
||||
}
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
PopTag();
|
||||
mOutput << startstr << "</library_animations>" << endstr;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
|
@ -1488,13 +1526,13 @@ void ColladaExporter::WriteNode(const aiNode *pNode) {
|
|||
// Assimp-specific: nodes with no name cannot be associated with bones
|
||||
const char *node_type;
|
||||
bool is_joint, is_skeleton_root = false;
|
||||
if (pNode->mName.length == 0 || nullptr == findBone(mScene, pNode->mName)) {
|
||||
if (pNode->mName.length == 0 || nullptr == mScene->findBone(pNode->mName)) {
|
||||
node_type = "NODE";
|
||||
is_joint = false;
|
||||
} else {
|
||||
node_type = "JOINT";
|
||||
is_joint = true;
|
||||
if (!pNode->mParent || nullptr == findBone(mScene, pNode->mParent->mName)) {
|
||||
if (!pNode->mParent || nullptr == mScene->findBone(pNode->mParent->mName)) {
|
||||
is_skeleton_root = true;
|
||||
}
|
||||
}
|
||||
|
|
@ -1532,7 +1570,6 @@ void ColladaExporter::WriteNode(const aiNode *pNode) {
|
|||
}
|
||||
|
||||
// customized, sid should be 'matrix' to match with loader code.
|
||||
//mOutput << startstr << "<matrix sid=\"transform\">";
|
||||
mOutput << startstr << "<matrix sid=\"matrix\">";
|
||||
|
||||
mOutput << mat.a1 << " " << mat.a2 << " " << mat.a3 << " " << mat.a4 << " ";
|
||||
|
|
@ -1556,7 +1593,6 @@ void ColladaExporter::WriteNode(const aiNode *pNode) {
|
|||
break;
|
||||
}
|
||||
}
|
||||
|
||||
} else
|
||||
// instance every geometry
|
||||
for (size_t a = 0; a < pNode->mNumMeshes; ++a) {
|
||||
|
|
@ -1612,8 +1648,9 @@ void ColladaExporter::WriteNode(const aiNode *pNode) {
|
|||
}
|
||||
|
||||
// recurse into subnodes
|
||||
for (size_t a = 0; a < pNode->mNumChildren; ++a)
|
||||
for (size_t a = 0; a < pNode->mNumChildren; ++a) {
|
||||
WriteNode(pNode->mChildren[a]);
|
||||
}
|
||||
|
||||
PopTag();
|
||||
mOutput << startstr << "</node>" << endstr;
|
||||
|
|
@ -1628,8 +1665,9 @@ void ColladaExporter::CreateNodeIds(const aiNode *node) {
|
|||
std::string ColladaExporter::GetNodeUniqueId(const aiNode *node) {
|
||||
// Use the pointer as the key. This is safe because the scene is immutable.
|
||||
auto idIt = mNodeIdMap.find(node);
|
||||
if (idIt != mNodeIdMap.cend())
|
||||
if (idIt != mNodeIdMap.cend()) {
|
||||
return idIt->second;
|
||||
}
|
||||
|
||||
// Prefer the requested Collada Id if extant
|
||||
std::string idStr;
|
||||
|
|
@ -1640,36 +1678,42 @@ std::string ColladaExporter::GetNodeUniqueId(const aiNode *node) {
|
|||
idStr = node->mName.C_Str();
|
||||
}
|
||||
// Make sure the requested id is valid
|
||||
if (idStr.empty())
|
||||
if (idStr.empty()) {
|
||||
idStr = "node";
|
||||
else
|
||||
} else {
|
||||
idStr = XMLIDEncode(idStr);
|
||||
}
|
||||
|
||||
// Ensure it's unique
|
||||
idStr = MakeUniqueId(mUniqueIds, idStr, std::string());
|
||||
mUniqueIds.insert(idStr);
|
||||
mNodeIdMap.insert(std::make_pair(node, idStr));
|
||||
|
||||
return idStr;
|
||||
}
|
||||
|
||||
std::string ColladaExporter::GetNodeName(const aiNode *node) {
|
||||
|
||||
if (node == nullptr) {
|
||||
return std::string();
|
||||
}
|
||||
return XMLEscape(node->mName.C_Str());
|
||||
}
|
||||
|
||||
std::string ColladaExporter::GetBoneUniqueId(const aiBone *bone) {
|
||||
// Find the Node that is this Bone
|
||||
const aiNode *boneNode = findBoneNode(mScene->mRootNode, bone);
|
||||
if (boneNode == nullptr)
|
||||
const aiNode *boneNode = mScene->mRootNode->findBoneNode(bone);
|
||||
if (boneNode == nullptr) {
|
||||
return std::string();
|
||||
}
|
||||
|
||||
return GetNodeUniqueId(boneNode);
|
||||
}
|
||||
|
||||
std::string ColladaExporter::GetObjectUniqueId(AiObjectType type, size_t pIndex) {
|
||||
auto idIt = GetObjectIdMap(type).find(pIndex);
|
||||
if (idIt != GetObjectIdMap(type).cend())
|
||||
if (idIt != GetObjectIdMap(type).cend()) {
|
||||
return idIt->second;
|
||||
}
|
||||
|
||||
// Not seen this object before, create and add
|
||||
NameIdPair result = AddObjectIndexToMaps(type, pIndex);
|
||||
|
|
@ -1678,8 +1722,9 @@ std::string ColladaExporter::GetObjectUniqueId(AiObjectType type, size_t pIndex)
|
|||
|
||||
std::string ColladaExporter::GetObjectName(AiObjectType type, size_t pIndex) {
|
||||
auto objectName = GetObjectNameMap(type).find(pIndex);
|
||||
if (objectName != GetObjectNameMap(type).cend())
|
||||
if (objectName != GetObjectNameMap(type).cend()) {
|
||||
return objectName->second;
|
||||
}
|
||||
|
||||
// Not seen this object before, create and add
|
||||
NameIdPair result = AddObjectIndexToMaps(type, pIndex);
|
||||
|
|
@ -1699,9 +1744,15 @@ ColladaExporter::NameIdPair ColladaExporter::AddObjectIndexToMaps(AiObjectType t
|
|||
|
||||
// Get the name and id postfix
|
||||
switch (type) {
|
||||
case AiObjectType::Mesh: name = mScene->mMeshes[index]->mName.C_Str(); break;
|
||||
case AiObjectType::Material: name = mScene->mMaterials[index]->GetName().C_Str(); break;
|
||||
case AiObjectType::Animation: name = mScene->mAnimations[index]->mName.C_Str(); break;
|
||||
case AiObjectType::Mesh:
|
||||
name = mScene->mMeshes[index]->mName.C_Str();
|
||||
break;
|
||||
case AiObjectType::Material:
|
||||
name = mScene->mMaterials[index]->GetName().C_Str();
|
||||
break;
|
||||
case AiObjectType::Animation:
|
||||
name = mScene->mAnimations[index]->mName.C_Str();
|
||||
break;
|
||||
case AiObjectType::Light:
|
||||
name = mScene->mLights[index]->mName.C_Str();
|
||||
idPostfix = "-light";
|
||||
|
|
@ -1710,7 +1761,8 @@ ColladaExporter::NameIdPair ColladaExporter::AddObjectIndexToMaps(AiObjectType t
|
|||
name = mScene->mCameras[index]->mName.C_Str();
|
||||
idPostfix = "-camera";
|
||||
break;
|
||||
case AiObjectType::Count: throw std::logic_error("ColladaExporter::AiObjectType::Count is not an object type");
|
||||
case AiObjectType::Count:
|
||||
throw std::logic_error("ColladaExporter::AiObjectType::Count is not an object type");
|
||||
}
|
||||
|
||||
if (name.empty()) {
|
||||
|
|
@ -1728,8 +1780,9 @@ ColladaExporter::NameIdPair ColladaExporter::AddObjectIndexToMaps(AiObjectType t
|
|||
idStr = XMLIDEncode(name);
|
||||
}
|
||||
|
||||
if (!name.empty())
|
||||
if (!name.empty()) {
|
||||
name = XMLEscape(name);
|
||||
}
|
||||
|
||||
idStr = MakeUniqueId(mUniqueIds, idStr, idPostfix);
|
||||
|
||||
|
|
@ -1743,5 +1796,5 @@ ColladaExporter::NameIdPair ColladaExporter::AddObjectIndexToMaps(AiObjectType t
|
|||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif
|
||||
#endif
|
||||
#endif // ASSIMP_BUILD_NO_COLLADA_EXPORTER
|
||||
#endif // ASSIMP_BUILD_NO_EXPORT
|
||||
|
|
|
|||
|
|
@ -2,8 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2024, assimp team
|
||||
|
||||
Copyright (c) 2006-2026, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
|
|
@ -66,13 +65,13 @@ class IOSystem;
|
|||
|
||||
/// Helper class to export a given scene to a Collada file. Just for my personal
|
||||
/// comfort when implementing it.
|
||||
class ColladaExporter {
|
||||
class ColladaExporter final {
|
||||
public:
|
||||
/// Constructor for a specific scene to export
|
||||
ColladaExporter(const aiScene *pScene, IOSystem *pIOSystem, const std::string &path, const std::string &file);
|
||||
|
||||
/// Destructor
|
||||
virtual ~ColladaExporter();
|
||||
virtual ~ColladaExporter() = default;
|
||||
|
||||
protected:
|
||||
/// Starts writing the contents
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2024, assimp team
|
||||
Copyright (c) 2006-2026, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2024, assimp team
|
||||
Copyright (c) 2006-2026, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
|
|
@ -341,7 +341,7 @@ struct SubMesh {
|
|||
|
||||
/// Contains data for a single mesh
|
||||
struct Mesh {
|
||||
Mesh(const std::string &id) :
|
||||
explicit Mesh(const std::string &id) :
|
||||
mId(id) {
|
||||
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
|
||||
mNumUVComponents[i] = 2;
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2024, assimp team
|
||||
Copyright (c) 2006-2026, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
|
|
@ -77,18 +77,26 @@ static constexpr aiImporterDesc desc = {
|
|||
"dae xml zae"
|
||||
};
|
||||
|
||||
static const float kMillisecondsFromSeconds = 1000.f;
|
||||
static constexpr float kMillisecondsFromSeconds = 1000.f;
|
||||
|
||||
// Add an item of metadata to a node
|
||||
// Assumes the key is not already in the list
|
||||
template <typename T>
|
||||
inline void AddNodeMetaData(aiNode *node, const std::string &key, const T &value) {
|
||||
void AddNodeMetaData(aiNode *node, const std::string &key, const T &value) {
|
||||
if (nullptr == node->mMetaData) {
|
||||
node->mMetaData = new aiMetadata();
|
||||
}
|
||||
node->mMetaData->Add(key, value);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Reads a float value from an accessor and its data array.
|
||||
static ai_real ReadFloat(const Accessor &pAccessor, const Data &pData, size_t pIndex, size_t pOffset) {
|
||||
const size_t pos = pAccessor.mStride * pIndex + pAccessor.mOffset + pOffset;
|
||||
ai_assert(pos < pData.mValues.size());
|
||||
return pData.mValues[pos];
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
ColladaLoader::ColladaLoader() :
|
||||
|
|
@ -152,7 +160,7 @@ void ColladaLoader::InternReadFile(const std::string &pFile, aiScene *pScene, IO
|
|||
throw DeadlyImportError("Collada: File came out empty. Something is wrong here.");
|
||||
}
|
||||
|
||||
// reserve some storage to avoid unnecessary reallocs
|
||||
// reserve some storage to avoid unnecessary reallocates
|
||||
newMats.reserve(parser.mMaterialLibrary.size() * 2u);
|
||||
mMeshes.reserve(parser.mMeshLibrary.size() * 2u);
|
||||
|
||||
|
|
@ -176,7 +184,7 @@ void ColladaLoader::InternReadFile(const std::string &pFile, aiScene *pScene, IO
|
|||
0, 0, parser.mUnitSize, 0,
|
||||
0, 0, 0, 1);
|
||||
}
|
||||
|
||||
|
||||
if (!ignoreUpDirection) {
|
||||
// Convert to Y_UP, if different orientation
|
||||
if (parser.mUpDirection == ColladaParser::UP_X) {
|
||||
|
|
@ -224,7 +232,7 @@ void ColladaLoader::InternReadFile(const std::string &pFile, aiScene *pScene, IO
|
|||
// Recursively constructs a scene node for the given parser node and returns it.
|
||||
aiNode *ColladaLoader::BuildHierarchy(const ColladaParser &pParser, const Collada::Node *pNode) {
|
||||
// create a node for it
|
||||
aiNode *node = new aiNode();
|
||||
auto *node = new aiNode();
|
||||
|
||||
// find a name for the new node. It's more complicated than you might think
|
||||
node->mName.Set(FindNameForNode(pNode));
|
||||
|
|
@ -272,24 +280,24 @@ aiNode *ColladaLoader::BuildHierarchy(const ColladaParser &pParser, const Collad
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
// Resolve node instances
|
||||
void ColladaLoader::ResolveNodeInstances(const ColladaParser &pParser, const Node *pNode,
|
||||
std::vector<const Node*> &resolved) {
|
||||
std::vector<const Node*> &resolved) const {
|
||||
// reserve enough storage
|
||||
resolved.reserve(pNode->mNodeInstances.size());
|
||||
|
||||
// ... and iterate through all nodes to be instanced as children of pNode
|
||||
for (const auto &nodeInst : pNode->mNodeInstances) {
|
||||
for (const auto &[mNode] : pNode->mNodeInstances) {
|
||||
// find the corresponding node in the library
|
||||
const ColladaParser::NodeLibrary::const_iterator itt = pParser.mNodeLibrary.find(nodeInst.mNode);
|
||||
const auto itt = pParser.mNodeLibrary.find(mNode);
|
||||
const Node *nd = itt == pParser.mNodeLibrary.end() ? nullptr : (*itt).second;
|
||||
|
||||
// FIX for http://sourceforge.net/tracker/?func=detail&aid=3054873&group_id=226462&atid=1067632
|
||||
// need to check for both name and ID to catch all. To avoid breaking valid files,
|
||||
// the workaround is only enabled when the first attempt to resolve the node has failed.
|
||||
if (nullptr == nd) {
|
||||
nd = FindNode(pParser.mRootNode, nodeInst.mNode);
|
||||
nd = FindNode(pParser.mRootNode, mNode);
|
||||
}
|
||||
if (nullptr == nd) {
|
||||
ASSIMP_LOG_ERROR("Collada: Unable to resolve reference to instanced node ", nodeInst.mNode);
|
||||
ASSIMP_LOG_ERROR("Collada: Unable to resolve reference to instanced node ", mNode);
|
||||
} else {
|
||||
// attach this node to the list of children
|
||||
resolved.push_back(nd);
|
||||
|
|
@ -299,8 +307,8 @@ void ColladaLoader::ResolveNodeInstances(const ColladaParser &pParser, const Nod
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Resolve UV channels
|
||||
void ColladaLoader::ApplyVertexToEffectSemanticMapping(Sampler &sampler, const SemanticMappingTable &table) {
|
||||
SemanticMappingTable::InputSemanticMap::const_iterator it = table.mMap.find(sampler.mUVChannel);
|
||||
static void ApplyVertexToEffectSemanticMapping(Sampler &sampler, const SemanticMappingTable &table) {
|
||||
const auto it = table.mMap.find(sampler.mUVChannel);
|
||||
if (it == table.mMap.end()) {
|
||||
return;
|
||||
}
|
||||
|
|
@ -317,7 +325,7 @@ void ColladaLoader::ApplyVertexToEffectSemanticMapping(Sampler &sampler, const S
|
|||
void ColladaLoader::BuildLightsForNode(const ColladaParser &pParser, const Node *pNode, aiNode *pTarget) {
|
||||
for (const LightInstance &lid : pNode->mLights) {
|
||||
// find the referred light
|
||||
ColladaParser::LightLibrary::const_iterator srcLightIt = pParser.mLightLibrary.find(lid.mLight);
|
||||
auto srcLightIt = pParser.mLightLibrary.find(lid.mLight);
|
||||
if (srcLightIt == pParser.mLightLibrary.end()) {
|
||||
ASSIMP_LOG_WARN("Collada: Unable to find light for ID \"", lid.mLight, "\". Skipping.");
|
||||
continue;
|
||||
|
|
@ -325,7 +333,7 @@ void ColladaLoader::BuildLightsForNode(const ColladaParser &pParser, const Node
|
|||
const Collada::Light *srcLight = &srcLightIt->second;
|
||||
|
||||
// now fill our ai data structure
|
||||
aiLight *out = new aiLight();
|
||||
auto out = new aiLight();
|
||||
out->mName = pTarget->mName;
|
||||
out->mType = (aiLightSourceType)srcLight->mType;
|
||||
|
||||
|
|
@ -382,7 +390,7 @@ void ColladaLoader::BuildLightsForNode(const ColladaParser &pParser, const Node
|
|||
void ColladaLoader::BuildCamerasForNode(const ColladaParser &pParser, const Node *pNode, aiNode *pTarget) {
|
||||
for (const CameraInstance &cid : pNode->mCameras) {
|
||||
// find the referred light
|
||||
ColladaParser::CameraLibrary::const_iterator srcCameraIt = pParser.mCameraLibrary.find(cid.mCamera);
|
||||
auto srcCameraIt = pParser.mCameraLibrary.find(cid.mCamera);
|
||||
if (srcCameraIt == pParser.mCameraLibrary.end()) {
|
||||
ASSIMP_LOG_WARN("Collada: Unable to find camera for ID \"", cid.mCamera, "\". Skipping.");
|
||||
continue;
|
||||
|
|
@ -395,7 +403,7 @@ void ColladaLoader::BuildCamerasForNode(const ColladaParser &pParser, const Node
|
|||
}
|
||||
|
||||
// now fill our ai data structure
|
||||
aiCamera *out = new aiCamera();
|
||||
auto *out = new aiCamera();
|
||||
out->mName = pTarget->mName;
|
||||
|
||||
// collada cameras point in -Z by default, rest is specified in node transform
|
||||
|
|
@ -445,10 +453,10 @@ void ColladaLoader::BuildMeshesForNode(const ColladaParser &pParser, const Node
|
|||
const Controller *srcController = nullptr;
|
||||
|
||||
// find the referred mesh
|
||||
ColladaParser::MeshLibrary::const_iterator srcMeshIt = pParser.mMeshLibrary.find(mid.mMeshOrController);
|
||||
auto srcMeshIt = pParser.mMeshLibrary.find(mid.mMeshOrController);
|
||||
if (srcMeshIt == pParser.mMeshLibrary.end()) {
|
||||
// if not found in the mesh-library, it might also be a controller referring to a mesh
|
||||
ColladaParser::ControllerLibrary::const_iterator srcContrIt = pParser.mControllerLibrary.find(mid.mMeshOrController);
|
||||
auto srcContrIt = pParser.mControllerLibrary.find(mid.mMeshOrController);
|
||||
if (srcContrIt != pParser.mControllerLibrary.end()) {
|
||||
srcController = &srcContrIt->second;
|
||||
srcMeshIt = pParser.mMeshLibrary.find(srcController->mMeshId);
|
||||
|
|
@ -462,7 +470,7 @@ void ColladaLoader::BuildMeshesForNode(const ColladaParser &pParser, const Node
|
|||
continue;
|
||||
}
|
||||
} else {
|
||||
// ID found in the mesh library -> direct reference to an unskinned mesh
|
||||
// ID found in the mesh library -> direct reference to a not skinned mesh
|
||||
srcMesh = srcMeshIt->second;
|
||||
}
|
||||
|
||||
|
|
@ -476,7 +484,7 @@ void ColladaLoader::BuildMeshesForNode(const ColladaParser &pParser, const Node
|
|||
|
||||
// find material assigned to this submesh
|
||||
std::string meshMaterial;
|
||||
std::map<std::string, SemanticMappingTable>::const_iterator meshMatIt = mid.mMaterials.find(submesh.mMaterial);
|
||||
auto meshMatIt = mid.mMaterials.find(submesh.mMaterial);
|
||||
|
||||
const Collada::SemanticMappingTable *table = nullptr;
|
||||
if (meshMatIt != mid.mMaterials.end()) {
|
||||
|
|
@ -492,30 +500,34 @@ void ColladaLoader::BuildMeshesForNode(const ColladaParser &pParser, const Node
|
|||
|
||||
// OK ... here the *real* fun starts ... we have the vertex-input-to-effect-semantic-table
|
||||
// given. The only mapping stuff which we do actually support is the UV channel.
|
||||
std::map<std::string, size_t>::const_iterator matIt = mMaterialIndexByName.find(meshMaterial);
|
||||
auto matIt = mMaterialIndexByName.find(meshMaterial);
|
||||
unsigned int matIdx = 0;
|
||||
if (matIt != mMaterialIndexByName.end()) {
|
||||
matIdx = static_cast<unsigned int>(matIt->second);
|
||||
}
|
||||
|
||||
if (table && !table->mMap.empty()) {
|
||||
std::pair<Collada::Effect *, aiMaterial *> &mat = newMats[matIdx];
|
||||
if (matIdx < newMats.size()) {
|
||||
std::pair<Collada::Effect *, aiMaterial *> &mat = newMats[matIdx];
|
||||
|
||||
// Iterate through all texture channels assigned to the effect and
|
||||
// check whether we have mapping information for it.
|
||||
ApplyVertexToEffectSemanticMapping(mat.first->mTexDiffuse, *table);
|
||||
ApplyVertexToEffectSemanticMapping(mat.first->mTexAmbient, *table);
|
||||
ApplyVertexToEffectSemanticMapping(mat.first->mTexSpecular, *table);
|
||||
ApplyVertexToEffectSemanticMapping(mat.first->mTexEmissive, *table);
|
||||
ApplyVertexToEffectSemanticMapping(mat.first->mTexTransparent, *table);
|
||||
ApplyVertexToEffectSemanticMapping(mat.first->mTexBump, *table);
|
||||
// Iterate through all texture channels assigned to the effect and
|
||||
// check whether we have mapping information for it.
|
||||
ApplyVertexToEffectSemanticMapping(mat.first->mTexDiffuse, *table);
|
||||
ApplyVertexToEffectSemanticMapping(mat.first->mTexAmbient, *table);
|
||||
ApplyVertexToEffectSemanticMapping(mat.first->mTexSpecular, *table);
|
||||
ApplyVertexToEffectSemanticMapping(mat.first->mTexEmissive, *table);
|
||||
ApplyVertexToEffectSemanticMapping(mat.first->mTexTransparent, *table);
|
||||
ApplyVertexToEffectSemanticMapping(mat.first->mTexBump, *table);
|
||||
} else {
|
||||
ASSIMP_LOG_WARN("Collada: Ignoring material mapping for mesh \"", mid.mMeshOrController, "\". Material index ", matIdx, " is out of bounds (newMats.size()=", newMats.size(), ").");
|
||||
}
|
||||
}
|
||||
|
||||
// built lookup index of the Mesh-Submesh-Material combination
|
||||
ColladaMeshIndex index(mid.mMeshOrController, sm, meshMaterial);
|
||||
|
||||
// if we already have the mesh at the library, just add its index to the node's array
|
||||
std::map<ColladaMeshIndex, size_t>::const_iterator dstMeshIt = mMeshIndexByID.find(index);
|
||||
auto dstMeshIt = mMeshIndexByID.find(index);
|
||||
if (dstMeshIt != mMeshIndexByID.end()) {
|
||||
newMeshRefs.push_back(dstMeshIt->second);
|
||||
} else {
|
||||
|
|
@ -530,7 +542,7 @@ void ColladaLoader::BuildMeshesForNode(const ColladaParser &pParser, const Node
|
|||
faceStart += submesh.mNumFaces;
|
||||
|
||||
// assign the material index
|
||||
std::map<std::string, size_t>::const_iterator subMatIt = mMaterialIndexByName.find(submesh.mMaterial);
|
||||
auto subMatIt = mMaterialIndexByName.find(submesh.mMaterial);
|
||||
if (subMatIt != mMaterialIndexByName.end()) {
|
||||
dstMesh->mMaterialIndex = static_cast<unsigned int>(subMatIt->second);
|
||||
} else {
|
||||
|
|
@ -618,7 +630,7 @@ aiMesh *ColladaLoader::CreateMesh(const ColladaParser &pParser, const Mesh *pSrc
|
|||
std::copy(pSrcMesh->mTangents.begin() + pStartVertex, pSrcMesh->mTangents.begin() + pStartVertex + numVertices, dstMesh->mTangents);
|
||||
}
|
||||
|
||||
// bitangents, if given.
|
||||
// bi-tangents, if given.
|
||||
if (pSrcMesh->mBitangents.size() >= pStartVertex + numVertices) {
|
||||
dstMesh->mBitangents = new aiVector3D[numVertices];
|
||||
std::copy(pSrcMesh->mBitangents.begin() + pStartVertex, pSrcMesh->mBitangents.begin() + pStartVertex + numVertices, dstMesh->mBitangents);
|
||||
|
|
@ -664,7 +676,7 @@ aiMesh *ColladaLoader::CreateMesh(const ColladaParser &pParser, const Mesh *pSrc
|
|||
std::vector<float> targetWeights;
|
||||
Collada::MorphMethod method = Normalized;
|
||||
|
||||
for (std::map<std::string, Controller>::const_iterator it = pParser.mControllerLibrary.begin();
|
||||
for (auto it = pParser.mControllerLibrary.begin();
|
||||
it != pParser.mControllerLibrary.end(); ++it) {
|
||||
const Controller &c = it->second;
|
||||
const Collada::Mesh *baseMesh = pParser.ResolveLibraryReference(pParser.mMeshLibrary, c.mMeshId);
|
||||
|
|
@ -754,7 +766,7 @@ aiMesh *ColladaLoader::CreateMesh(const ColladaParser &pParser, const Mesh *pSrc
|
|||
std::vector<IndexPairVector::const_iterator> weightStartPerVertex;
|
||||
weightStartPerVertex.resize(pSrcController->mWeightCounts.size(), pSrcController->mWeights.end());
|
||||
|
||||
IndexPairVector::const_iterator pit = pSrcController->mWeights.begin();
|
||||
auto pit = pSrcController->mWeights.begin();
|
||||
for (size_t a = 0; a < pSrcController->mWeightCounts.size(); ++a) {
|
||||
weightStartPerVertex[a] = pit;
|
||||
pit += pSrcController->mWeightCounts[a];
|
||||
|
|
@ -766,7 +778,7 @@ aiMesh *ColladaLoader::CreateMesh(const ColladaParser &pParser, const Mesh *pSrc
|
|||
// the controller assigns the vertex weights
|
||||
size_t orgIndex = pSrcMesh->mFacePosIndices[a];
|
||||
// find the vertex weights for this vertex
|
||||
IndexPairVector::const_iterator iit = weightStartPerVertex[orgIndex];
|
||||
auto iit = weightStartPerVertex[orgIndex];
|
||||
size_t pairCount = pSrcController->mWeightCounts[orgIndex];
|
||||
|
||||
for (size_t b = 0; b < pairCount; ++b, ++iit) {
|
||||
|
|
@ -807,7 +819,7 @@ aiMesh *ColladaLoader::CreateMesh(const ColladaParser &pParser, const Mesh *pSrc
|
|||
}
|
||||
|
||||
// create bone with its weights
|
||||
aiBone *bone = new aiBone;
|
||||
auto bone = new aiBone;
|
||||
bone->mName = ReadString(jointNamesAcc, jointNames, a);
|
||||
bone->mOffsetMatrix.a1 = ReadFloat(jointMatrixAcc, jointMatrices, a, 0);
|
||||
bone->mOffsetMatrix.a2 = ReadFloat(jointMatrixAcc, jointMatrices, a, 1);
|
||||
|
|
@ -973,7 +985,7 @@ void ColladaLoader::StoreAnimations(aiScene *pScene, const ColladaParser &pParse
|
|||
|
||||
// if there are other animations which fit the template anim, combine all channels into a single anim
|
||||
if (!collectedAnimIndices.empty()) {
|
||||
aiAnimation *combinedAnim = new aiAnimation();
|
||||
auto *combinedAnim = new aiAnimation();
|
||||
combinedAnim->mName = aiString(std::string("combinedAnim_") + char('0' + a));
|
||||
combinedAnim->mDuration = templateAnim->mDuration;
|
||||
combinedAnim->mTicksPerSecond = templateAnim->mTicksPerSecond;
|
||||
|
|
@ -1040,7 +1052,7 @@ struct MorphTimeValues {
|
|||
};
|
||||
|
||||
void insertMorphTimeValue(std::vector<MorphTimeValues> &values, float time, float weight, unsigned int value) {
|
||||
MorphTimeValues::key k;
|
||||
MorphTimeValues::key k{};
|
||||
k.mValue = value;
|
||||
k.mWeight = weight;
|
||||
if (values.empty() || time < values[0].mTime) {
|
||||
|
|
@ -1077,6 +1089,7 @@ static float getWeightAtKey(const std::vector<MorphTimeValues> &values, int key,
|
|||
return mKey.mWeight;
|
||||
}
|
||||
}
|
||||
|
||||
// no value at key found, try to interpolate if present at other keys. if not, return zero
|
||||
// TODO: interpolation
|
||||
return 0.0f;
|
||||
|
|
@ -1105,7 +1118,7 @@ void ColladaLoader::CreateAnimation(aiScene *pScene, const ColladaParser &pParse
|
|||
|
||||
// now check all channels if they affect the current node
|
||||
std::string targetID, subElement;
|
||||
for (std::vector<AnimationChannel>::const_iterator cit = pSrcAnim->mChannels.begin();
|
||||
for (auto cit = pSrcAnim->mChannels.begin();
|
||||
cit != pSrcAnim->mChannels.end(); ++cit) {
|
||||
const AnimationChannel &srcChannel = *cit;
|
||||
ChannelEntry entry;
|
||||
|
|
@ -1348,7 +1361,7 @@ void ColladaLoader::CreateAnimation(aiScene *pScene, const ColladaParser &pParse
|
|||
|
||||
// build an animation channel for the given node out of these trafo keys
|
||||
if (!resultTrafos.empty()) {
|
||||
aiNodeAnim *dstAnim = new aiNodeAnim;
|
||||
auto *dstAnim = new aiNodeAnim;
|
||||
dstAnim->mNodeName = nodeName;
|
||||
dstAnim->mNumPositionKeys = static_cast<unsigned int>(resultTrafos.size());
|
||||
dstAnim->mNumRotationKeys = static_cast<unsigned int>(resultTrafos.size());
|
||||
|
|
@ -1390,7 +1403,7 @@ void ColladaLoader::CreateAnimation(aiScene *pScene, const ColladaParser &pParse
|
|||
// or 2) one channel with morph target count arrays
|
||||
// assume first
|
||||
|
||||
aiMeshMorphAnim *morphAnim = new aiMeshMorphAnim;
|
||||
auto *morphAnim = new aiMeshMorphAnim;
|
||||
morphAnim->mName.Set(nodeName);
|
||||
|
||||
std::vector<MorphTimeValues> morphTimeValues;
|
||||
|
|
@ -1433,7 +1446,7 @@ void ColladaLoader::CreateAnimation(aiScene *pScene, const ColladaParser &pParse
|
|||
}
|
||||
|
||||
if (!anims.empty() || !morphAnims.empty()) {
|
||||
aiAnimation *anim = new aiAnimation;
|
||||
auto anim = new aiAnimation;
|
||||
anim->mName.Set(pName);
|
||||
anim->mNumChannels = static_cast<unsigned int>(anims.size());
|
||||
if (anim->mNumChannels > 0) {
|
||||
|
|
@ -1513,7 +1526,7 @@ void ColladaLoader::AddTexture(aiMaterial &mat,
|
|||
map = sampler.mUVId;
|
||||
} else {
|
||||
map = -1;
|
||||
for (std::string::const_iterator it = sampler.mUVChannel.begin(); it != sampler.mUVChannel.end(); ++it) {
|
||||
for (auto it = sampler.mUVChannel.begin(); it != sampler.mUVChannel.end(); ++it) {
|
||||
if (IsNumeric(*it)) {
|
||||
map = strtoul10(&(*it));
|
||||
break;
|
||||
|
|
@ -1531,7 +1544,7 @@ void ColladaLoader::AddTexture(aiMaterial &mat,
|
|||
// Fills materials from the collada material definitions
|
||||
void ColladaLoader::FillMaterials(const ColladaParser &pParser, aiScene * /*pScene*/) {
|
||||
for (auto &elem : newMats) {
|
||||
aiMaterial &mat = (aiMaterial &)*elem.second;
|
||||
auto &mat = (aiMaterial &)*elem.second;
|
||||
Collada::Effect &effect = *elem.first;
|
||||
|
||||
// resolve shading mode
|
||||
|
|
@ -1641,17 +1654,17 @@ void ColladaLoader::FillMaterials(const ColladaParser &pParser, aiScene * /*pSce
|
|||
void ColladaLoader::BuildMaterials(ColladaParser &pParser, aiScene * /*pScene*/) {
|
||||
newMats.reserve(pParser.mMaterialLibrary.size());
|
||||
|
||||
for (ColladaParser::MaterialLibrary::const_iterator matIt = pParser.mMaterialLibrary.begin();
|
||||
for (auto matIt = pParser.mMaterialLibrary.begin();
|
||||
matIt != pParser.mMaterialLibrary.end(); ++matIt) {
|
||||
const Material &material = matIt->second;
|
||||
// a material is only a reference to an effect
|
||||
ColladaParser::EffectLibrary::iterator effIt = pParser.mEffectLibrary.find(material.mEffect);
|
||||
auto effIt = pParser.mEffectLibrary.find(material.mEffect);
|
||||
if (effIt == pParser.mEffectLibrary.end())
|
||||
continue;
|
||||
Effect &effect = effIt->second;
|
||||
|
||||
// create material
|
||||
aiMaterial *mat = new aiMaterial;
|
||||
auto *mat = new aiMaterial;
|
||||
aiString name(material.mName.empty() ? matIt->first : material.mName);
|
||||
mat->AddProperty(&name, AI_MATKEY_NAME);
|
||||
|
||||
|
|
@ -1674,7 +1687,7 @@ aiString ColladaLoader::FindFilenameForEffectTexture(const ColladaParser &pParse
|
|||
std::string name = pName;
|
||||
while (true) {
|
||||
// the given string is a param entry. Find it
|
||||
Effect::ParamLibrary::const_iterator it = pEffect.mParams.find(name);
|
||||
auto it = pEffect.mParams.find(name);
|
||||
// if not found, we're at the end of the recursion. The resulting string should be the image ID
|
||||
if (it == pEffect.mParams.end())
|
||||
break;
|
||||
|
|
@ -1684,7 +1697,7 @@ aiString ColladaLoader::FindFilenameForEffectTexture(const ColladaParser &pParse
|
|||
}
|
||||
|
||||
// find the image referred by this name in the image library of the scene
|
||||
ColladaParser::ImageLibrary::const_iterator imIt = pParser.mImageLibrary.find(name);
|
||||
auto imIt = pParser.mImageLibrary.find(name);
|
||||
if (imIt == pParser.mImageLibrary.end()) {
|
||||
ASSIMP_LOG_WARN("Collada: Unable to resolve effect texture entry \"", pName, "\", ended up at ID \"", name, "\".");
|
||||
|
||||
|
|
@ -1696,7 +1709,7 @@ aiString ColladaLoader::FindFilenameForEffectTexture(const ColladaParser &pParse
|
|||
|
||||
// if this is an embedded texture image setup an aiTexture for it
|
||||
if (!imIt->second.mImageData.empty()) {
|
||||
aiTexture *tex = new aiTexture();
|
||||
auto *tex = new aiTexture();
|
||||
|
||||
// Store embedded texture name reference
|
||||
tex->mFilename.Set(imIt->second.mFileName.c_str());
|
||||
|
|
@ -1728,14 +1741,6 @@ aiString ColladaLoader::FindFilenameForEffectTexture(const ColladaParser &pParse
|
|||
return result;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Reads a float value from an accessor and its data array.
|
||||
ai_real ColladaLoader::ReadFloat(const Accessor &pAccessor, const Data &pData, size_t pIndex, size_t pOffset) const {
|
||||
size_t pos = pAccessor.mStride * pIndex + pAccessor.mOffset + pOffset;
|
||||
ai_assert(pos < pData.mValues.size());
|
||||
return pData.mValues[pos];
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Reads a string value from an accessor and its data array.
|
||||
const std::string &ColladaLoader::ReadString(const Accessor &pAccessor, const Data &pData, size_t pIndex) const {
|
||||
|
|
@ -1818,4 +1823,4 @@ std::string ColladaLoader::FindNameForNode(const Node *pNode) {
|
|||
|
||||
} // Namespace Assimp
|
||||
|
||||
#endif // !! ASSIMP_BUILD_NO_DAE_IMPORTER
|
||||
#endif // !! ASSIMP_BUILD_NO_COLLADA_IMPORTER
|
||||
|
|
|
|||
|
|
@ -4,8 +4,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2024, assimp team
|
||||
|
||||
Copyright (c) 2006-2026, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
|
|
@ -77,10 +76,13 @@ struct ColladaMeshIndex {
|
|||
}
|
||||
};
|
||||
|
||||
/** 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.
|
||||
/**
|
||||
* @brief 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 {
|
||||
class ColladaLoader final : public BaseImporter {
|
||||
public:
|
||||
/// The class constructor.
|
||||
ColladaLoader();
|
||||
|
|
@ -102,50 +104,51 @@ protected:
|
|||
/// 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. */
|
||||
/// 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 */
|
||||
/// Resolve node instances
|
||||
void ResolveNodeInstances(const ColladaParser &pParser, const Collada::Node *pNode,
|
||||
std::vector<const Collada::Node *> &resolved);
|
||||
std::vector<const Collada::Node *> &resolved) const;
|
||||
|
||||
/** Builds meshes for the given node and references them */
|
||||
/// Builds meshes for the given node and references them
|
||||
void BuildMeshesForNode(const ColladaParser &pParser, const Collada::Node *pNode,
|
||||
aiNode *pTarget);
|
||||
|
||||
/// Lookup for meshes by their name
|
||||
aiMesh *findMesh(const std::string &meshid);
|
||||
|
||||
/** Creates a mesh for the given ColladaMesh face subset and returns the newly created mesh */
|
||||
/// 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 */
|
||||
/// 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 */
|
||||
/// 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 */
|
||||
/// Stores all meshes in the given scene
|
||||
void StoreSceneMeshes(aiScene *pScene);
|
||||
|
||||
/** Stores all materials in the given scene */
|
||||
/// Stores all materials in the given scene
|
||||
void StoreSceneMaterials(aiScene *pScene);
|
||||
|
||||
/** Stores all lights in the given scene */
|
||||
/// Stores all lights in the given scene
|
||||
void StoreSceneLights(aiScene *pScene);
|
||||
|
||||
/** Stores all cameras in the given scene */
|
||||
/// Stores all cameras in the given scene
|
||||
void StoreSceneCameras(aiScene *pScene);
|
||||
|
||||
/** Stores all textures in the given scene */
|
||||
/// 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
|
||||
/// @param pScene Target scene to store the anims
|
||||
/// @param parser The collada parser
|
||||
void StoreAnimations(aiScene *pScene, const ColladaParser &parser);
|
||||
|
||||
/** Stores all animations for the given source anim and its nested child animations
|
||||
* @param pScene target scene to store the anims
|
||||
|
|
@ -163,10 +166,6 @@ protected:
|
|||
/** 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,
|
||||
|
|
@ -177,22 +176,13 @@ protected:
|
|||
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;
|
||||
[[nodiscard]] 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;
|
||||
|
|
@ -205,7 +195,7 @@ protected:
|
|||
/** Finds a proper name for a node derived from the collada-node's properties */
|
||||
std::string FindNameForNode(const Collada::Node *pNode);
|
||||
|
||||
protected:
|
||||
private:
|
||||
/** Filename, for a verbose error message */
|
||||
std::string mFileName;
|
||||
|
||||
|
|
|
|||
File diff suppressed because it is too large
Load diff
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2024, assimp team
|
||||
Copyright (c) 2006-2026, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
|
|
@ -48,7 +48,6 @@
|
|||
#define AI_COLLADAPARSER_H_INC
|
||||
|
||||
#include "ColladaHelper.h"
|
||||
#include <assimp/TinyFormatter.h>
|
||||
#include <assimp/ai_assert.h>
|
||||
#include <assimp/XmlParser.h>
|
||||
|
||||
|
|
@ -67,268 +66,240 @@ class ZipArchiveIOSystem;
|
|||
class ColladaParser {
|
||||
friend class ColladaLoader;
|
||||
|
||||
/** Converts a path read from a collada file to the usual representation */
|
||||
static void UriDecodePath(aiString &ss);
|
||||
public:
|
||||
/// Map for generic metadata as aiString.
|
||||
using StringMetaData = std::map<std::string, aiString>;
|
||||
|
||||
protected:
|
||||
/** Map for generic metadata as aiString */
|
||||
typedef std::map<std::string, aiString> StringMetaData;
|
||||
|
||||
/** Constructor from XML file */
|
||||
/// Constructor from XML file.
|
||||
ColladaParser(IOSystem *pIOHandler, const std::string &pFile);
|
||||
|
||||
/** Destructor */
|
||||
/// Destructor
|
||||
~ColladaParser();
|
||||
|
||||
/** Attempts to read the ZAE manifest and returns the DAE to open */
|
||||
/// 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 */
|
||||
/// Reads the contents of the file
|
||||
void ReadContents(XmlNode &node);
|
||||
|
||||
/** Reads the structure of the file */
|
||||
/// Reads the structure of the file
|
||||
void ReadStructure(XmlNode &node);
|
||||
|
||||
/** Reads asset information such as coordinate system information and legal blah */
|
||||
/// Reads asset information such as coordinate system information and legal blah
|
||||
void ReadAssetInfo(XmlNode &node);
|
||||
|
||||
/** Reads contributor information such as author and legal blah */
|
||||
/// 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 */
|
||||
/// Reads the animation library
|
||||
void ReadAnimationLibrary(XmlNode &node);
|
||||
|
||||
/** Reads the animation clip library */
|
||||
/// Reads the animation clip library
|
||||
void ReadAnimationClipLibrary(XmlNode &node);
|
||||
|
||||
/** Unwrap controllers dependency hierarchy */
|
||||
/// Unwrap controllers dependency hierarchy
|
||||
void PostProcessControllers();
|
||||
|
||||
/** Re-build animations from animation clip library, if present, otherwise combine single-channel animations */
|
||||
/// Re-build animations from animation clip library, if present, otherwise combine single-channel animations
|
||||
void PostProcessRootAnimations();
|
||||
|
||||
/** Reads an animation into the given parent structure */
|
||||
/// 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 */
|
||||
/// Reads the skeleton controller library
|
||||
void ReadControllerLibrary(XmlNode &node);
|
||||
|
||||
/** Reads a controller into the given mesh structure */
|
||||
/// 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 image library contents
|
||||
void ReadImageLibrary(const XmlNode &node);
|
||||
|
||||
/** Reads the joint weights for the given controller */
|
||||
void ReadControllerWeights(XmlNode &node, Collada::Controller &pController);
|
||||
/// Reads an image entry into the given image
|
||||
void ReadImage(const XmlNode &node, Collada::Image &pImage) const;
|
||||
|
||||
/** 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 */
|
||||
/// 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 */
|
||||
/// 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 */
|
||||
/// 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 */
|
||||
/// Reads the effect library
|
||||
void ReadEffectLibrary(XmlNode &node);
|
||||
|
||||
/** Reads an effect entry into the given effect*/
|
||||
/// Reads an effect entry into the given effect
|
||||
void ReadEffect(XmlNode &node, Collada::Effect &pEffect);
|
||||
|
||||
/** Reads an COMMON effect profile */
|
||||
/// Reads an COMMON effect profile
|
||||
void ReadEffectProfileCommon(XmlNode &node, Collada::Effect &pEffect);
|
||||
|
||||
/** Read sampler properties */
|
||||
/// Read sampler properties
|
||||
void ReadSamplerProperties(XmlNode &node, Collada::Sampler &pSampler);
|
||||
|
||||
/** Reads an effect entry containing a color or a texture defining that color */
|
||||
/// 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 */
|
||||
/// Reads an effect entry containing a float
|
||||
void ReadEffectFloat(XmlNode &node, ai_real &pFloat);
|
||||
|
||||
/** Reads an effect parameter specification of any kind */
|
||||
/// Reads an effect parameter specification of any kind
|
||||
void ReadEffectParam(XmlNode &node, Collada::EffectParam &pParam);
|
||||
|
||||
/** Reads the geometry library contents */
|
||||
/// Reads the geometry library contents
|
||||
void ReadGeometryLibrary(XmlNode &node);
|
||||
|
||||
/** Reads a geometry from the geometry library. */
|
||||
/// Reads a geometry from the geometry library.
|
||||
void ReadGeometry(XmlNode &node, Collada::Mesh &pMesh);
|
||||
|
||||
/** Reads a mesh from the geometry library */
|
||||
/// 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.
|
||||
*/
|
||||
/// Reads a source element - a combination of raw data and an accessor defining
|
||||
///things that should not be definable. 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.
|
||||
*/
|
||||
/// 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
|
||||
*/
|
||||
/// 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 */
|
||||
/// 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 */
|
||||
/// 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 */
|
||||
/// 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 */
|
||||
/// 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 */
|
||||
/// 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 */
|
||||
/// 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 */
|
||||
/// 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 */
|
||||
/// 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 */
|
||||
/// 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 */
|
||||
|
||||
/// 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 */
|
||||
/// Reads the collada scene
|
||||
void ReadScene(XmlNode &node);
|
||||
|
||||
// Processes bind_vertex_input and bind elements
|
||||
/// Processes bind_vertex_input and bind elements
|
||||
void ReadMaterialVertexInputBinding(XmlNode &node, Collada::SemanticMappingTable &tbl);
|
||||
|
||||
/** Reads embedded textures from a ZAE archive*/
|
||||
/// Reads embedded textures from a ZAE archive
|
||||
void ReadEmbeddedTextures(ZipArchiveIOSystem &zip_archive);
|
||||
|
||||
protected:
|
||||
/** Calculates the resulting transformation from all the given transform steps */
|
||||
/// Converts a path read from a collada file to the usual representation
|
||||
static void UriDecodePath(aiString &ss);
|
||||
|
||||
/// 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 */
|
||||
/// 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 */
|
||||
/// 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
|
||||
private:
|
||||
/// Filename, for a verbose error message
|
||||
std::string mFileName;
|
||||
|
||||
// XML reader, member for everyday use
|
||||
/// 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. */
|
||||
/// 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. */
|
||||
/// 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 */
|
||||
/// 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 */
|
||||
/// 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 */
|
||||
/// Image library: stores texture properties by ID
|
||||
using ImageLibrary = std::map<std::string, Collada::Image> ;
|
||||
ImageLibrary mImageLibrary;
|
||||
|
||||
/** Effect library: surface attributes by ID */
|
||||
/// Effect library: surface attributes by ID
|
||||
using EffectLibrary = std::map<std::string, Collada::Effect> ;
|
||||
EffectLibrary mEffectLibrary;
|
||||
|
||||
/** Material library: surface material by ID */
|
||||
/// Material library: surface material by ID
|
||||
using MaterialLibrary = std::map<std::string, Collada::Material> ;
|
||||
MaterialLibrary mMaterialLibrary;
|
||||
|
||||
/** Light library: surface light by ID */
|
||||
/// Light library: surface light by ID
|
||||
using LightLibrary = std::map<std::string, Collada::Light> ;
|
||||
LightLibrary mLightLibrary;
|
||||
|
||||
/** Camera library: surface material by ID */
|
||||
/// Camera library: surface material by ID
|
||||
using CameraLibrary = std::map<std::string, Collada::Camera> ;
|
||||
CameraLibrary mCameraLibrary;
|
||||
|
||||
/** Controller library: joint controllers by ID */
|
||||
/// Controller library: joint controllers by ID
|
||||
using ControllerLibrary = std::map<std::string, Collada::Controller> ;
|
||||
ControllerLibrary mControllerLibrary;
|
||||
|
||||
/** Animation library: animation references by ID */
|
||||
/// Animation library: animation references by ID
|
||||
using AnimationLibrary = std::map<std::string, Collada::Animation *> ;
|
||||
AnimationLibrary mAnimationLibrary;
|
||||
|
||||
/** Animation clip library: clip animation references by ID */
|
||||
/// 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. */
|
||||
/// 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 */
|
||||
/// Root animation container
|
||||
Collada::Animation mAnims;
|
||||
|
||||
/** Size unit: how large compared to a meter */
|
||||
/// Size unit: how large compared to a meter
|
||||
ai_real mUnitSize;
|
||||
|
||||
/** Which is the up vector */
|
||||
/// Which is the up vector
|
||||
enum { UP_X,
|
||||
UP_Y,
|
||||
UP_Z } mUpDirection;
|
||||
|
||||
/** Asset metadata (global for scene) */
|
||||
/// Asset metadata (global for scene)
|
||||
StringMetaData mAssetMetaData;
|
||||
|
||||
/** Collada file format version */
|
||||
/// Collada file format version
|
||||
Collada::FormatVersion mFormat;
|
||||
};
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue