mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
728 lines
19 KiB
C++
728 lines
19 KiB
C++
/** Helper structures for the Collada loader */
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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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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#ifndef AI_COLLADAHELPER_H_INC
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#define AI_COLLADAHELPER_H_INC
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#include <map>
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#include <vector>
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#include <set>
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#include <stdint.h>
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#include <assimp/light.h>
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#include <assimp/mesh.h>
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#include <assimp/material.h>
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struct aiMaterial;
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namespace Assimp {
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namespace Collada {
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/** Collada file versions which evolved during the years ... */
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enum FormatVersion
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{
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FV_1_5_n,
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FV_1_4_n,
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FV_1_3_n
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};
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/** Transformation types that can be applied to a node */
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enum TransformType
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{
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TF_LOOKAT,
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TF_ROTATE,
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TF_TRANSLATE,
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TF_SCALE,
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TF_SKEW,
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TF_MATRIX
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};
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/** Different types of input data to a vertex or face */
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enum InputType
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{
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IT_Invalid,
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IT_Vertex, // special type for per-index data referring to the <vertices> element carrying the per-vertex data.
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IT_Position,
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IT_Normal,
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IT_Texcoord,
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IT_Color,
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IT_Tangent,
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IT_Bitangent
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};
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/** Supported controller types */
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enum ControllerType
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{
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Skin,
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Morph
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};
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/** Supported morph methods */
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enum MorphMethod
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{
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Normalized,
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Relative
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};
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/** Common metadata keys as <Collada, Assimp> */
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typedef std::pair<std::string, std::string> MetaKeyPair;
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typedef std::vector<MetaKeyPair> MetaKeyPairVector;
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// Collada as lower_case (native)
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const MetaKeyPairVector &GetColladaAssimpMetaKeys();
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// Collada as CamelCase (used by Assimp for consistency)
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const MetaKeyPairVector &GetColladaAssimpMetaKeysCamelCase();
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/** Convert underscore_separated to CamelCase "authoring_tool" becomes "AuthoringTool" */
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void ToCamelCase(std::string &text);
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/** Contains all data for one of the different transformation types */
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struct Transform
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{
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std::string mID; ///< SID of the transform step, by which anim channels address their target node
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TransformType mType;
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ai_real f[16]; ///< Interpretation of data depends on the type of the transformation
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};
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/** A collada camera. */
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struct Camera
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{
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Camera()
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: mOrtho (false)
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, mHorFov (10e10f)
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, mVerFov (10e10f)
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, mAspect (10e10f)
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, mZNear (0.1f)
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, mZFar (1000.f)
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{}
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// Name of camera
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std::string mName;
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// True if it is an orthografic camera
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bool mOrtho;
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//! Horizontal field of view in degrees
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ai_real mHorFov;
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//! Vertical field of view in degrees
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ai_real mVerFov;
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//! Screen aspect
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ai_real mAspect;
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//! Near& far z
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ai_real mZNear, mZFar;
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};
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#define ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET 1e9f
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/** A collada light source. */
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struct Light
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{
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Light()
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: mType (aiLightSource_UNDEFINED)
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, mAttConstant (1.f)
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, mAttLinear (0.f)
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, mAttQuadratic (0.f)
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, mFalloffAngle (180.f)
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, mFalloffExponent (0.f)
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, mPenumbraAngle (ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET)
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, mOuterAngle (ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET)
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, mIntensity (1.f)
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{}
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//! Type of the light source aiLightSourceType + ambient
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unsigned int mType;
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//! Color of the light
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aiColor3D mColor;
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//! Light attenuation
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ai_real mAttConstant,mAttLinear,mAttQuadratic;
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//! Spot light falloff
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ai_real mFalloffAngle;
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ai_real mFalloffExponent;
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// -----------------------------------------------------
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// FCOLLADA extension from here
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//! ... related stuff from maja and max extensions
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ai_real mPenumbraAngle;
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ai_real mOuterAngle;
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//! Common light intensity
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ai_real mIntensity;
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};
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/** Short vertex index description */
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struct InputSemanticMapEntry
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{
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InputSemanticMapEntry()
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: mSet(0)
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, mType(IT_Invalid)
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{}
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//! Index of set, optional
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unsigned int mSet;
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//! Type of referenced vertex input
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InputType mType;
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};
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/** Table to map from effect to vertex input semantics */
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struct SemanticMappingTable
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{
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//! Name of material
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std::string mMatName;
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//! List of semantic map commands, grouped by effect semantic name
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std::map<std::string, InputSemanticMapEntry> mMap;
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//! For std::find
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bool operator == (const std::string& s) const {
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return s == mMatName;
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}
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};
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/** A reference to a mesh inside a node, including materials assigned to the various subgroups.
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* The ID refers to either a mesh or a controller which specifies the mesh
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*/
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struct MeshInstance
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{
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///< ID of the mesh or controller to be instanced
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std::string mMeshOrController;
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///< Map of materials by the subgroup ID they're applied to
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std::map<std::string, SemanticMappingTable> mMaterials;
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};
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/** A reference to a camera inside a node*/
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struct CameraInstance
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{
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///< ID of the camera
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std::string mCamera;
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};
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/** A reference to a light inside a node*/
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struct LightInstance
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{
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///< ID of the camera
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std::string mLight;
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};
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/** A reference to a node inside a node*/
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struct NodeInstance
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{
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///< ID of the node
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std::string mNode;
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};
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/** A node in a scene hierarchy */
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struct Node
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{
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std::string mName;
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std::string mID;
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std::string mSID;
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Node* mParent;
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std::vector<Node*> mChildren;
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/** Operations in order to calculate the resulting transformation to parent. */
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std::vector<Transform> mTransforms;
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/** Meshes at this node */
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std::vector<MeshInstance> mMeshes;
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/** Lights at this node */
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std::vector<LightInstance> mLights;
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/** Cameras at this node */
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std::vector<CameraInstance> mCameras;
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/** Node instances at this node */
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std::vector<NodeInstance> mNodeInstances;
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/** Root-nodes: Name of primary camera, if any */
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std::string mPrimaryCamera;
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//! Constructor. Begin with a zero parent
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Node()
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: mParent( nullptr ){
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// empty
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}
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//! Destructor: delete all children subsequently
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~Node() {
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for( std::vector<Node*>::iterator it = mChildren.begin(); it != mChildren.end(); ++it)
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delete *it;
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}
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};
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/** Data source array: either floats or strings */
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struct Data
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{
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bool mIsStringArray;
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std::vector<ai_real> mValues;
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std::vector<std::string> mStrings;
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};
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/** Accessor to a data array */
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struct Accessor
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{
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size_t mCount; // in number of objects
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size_t mSize; // size of an object, in elements (floats or strings, mostly 1)
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size_t mOffset; // in number of values
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size_t mStride; // Stride in number of values
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std::vector<std::string> mParams; // names of the data streams in the accessors. Empty string tells to ignore.
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size_t mSubOffset[4]; // Suboffset inside the object for the common 4 elements. For a vector, that's XYZ, for a color RGBA and so on.
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// For example, SubOffset[0] denotes which of the values inside the object is the vector X component.
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std::string mSource; // URL of the source array
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mutable const Data* mData; // Pointer to the source array, if resolved. NULL else
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Accessor()
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{
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mCount = 0; mSize = 0; mOffset = 0; mStride = 0; mData = NULL;
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mSubOffset[0] = mSubOffset[1] = mSubOffset[2] = mSubOffset[3] = 0;
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}
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};
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/** A single face in a mesh */
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struct Face
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{
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std::vector<size_t> mIndices;
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};
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/** An input channel for mesh data, referring to a single accessor */
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struct InputChannel
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{
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InputType mType; // Type of the data
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size_t mIndex; // Optional index, if multiple sets of the same data type are given
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size_t mOffset; // Index offset in the indices array of per-face indices. Don't ask, can't explain that any better.
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std::string mAccessor; // ID of the accessor where to read the actual values from.
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mutable const Accessor* mResolved; // Pointer to the accessor, if resolved. NULL else
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InputChannel() { mType = IT_Invalid; mIndex = 0; mOffset = 0; mResolved = NULL; }
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};
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/** Subset of a mesh with a certain material */
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struct SubMesh
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{
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std::string mMaterial; ///< subgroup identifier
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size_t mNumFaces; ///< number of faces in this submesh
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};
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/** Contains data for a single mesh */
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struct Mesh
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{
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Mesh()
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{
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
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mNumUVComponents[i] = 2;
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}
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std::string mName;
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// just to check if there's some sophisticated addressing involved...
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// which we don't support, and therefore should warn about.
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std::string mVertexID;
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// Vertex data addressed by vertex indices
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std::vector<InputChannel> mPerVertexData;
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// actual mesh data, assembled on encounter of a <p> element. Verbose format, not indexed
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std::vector<aiVector3D> mPositions;
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std::vector<aiVector3D> mNormals;
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std::vector<aiVector3D> mTangents;
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std::vector<aiVector3D> mBitangents;
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std::vector<aiVector3D> mTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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std::vector<aiColor4D> mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
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unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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// Faces. Stored are only the number of vertices for each face.
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// 1 == point, 2 == line, 3 == triangle, 4+ == poly
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std::vector<size_t> mFaceSize;
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// Position indices for all faces in the sequence given in mFaceSize -
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// necessary for bone weight assignment
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std::vector<size_t> mFacePosIndices;
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// Submeshes in this mesh, each with a given material
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std::vector<SubMesh> mSubMeshes;
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};
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/** Which type of primitives the ReadPrimitives() function is going to read */
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enum PrimitiveType
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{
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Prim_Invalid,
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Prim_Lines,
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Prim_LineStrip,
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Prim_Triangles,
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Prim_TriStrips,
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Prim_TriFans,
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Prim_Polylist,
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Prim_Polygon
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};
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/** A skeleton controller to deform a mesh with the use of joints */
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struct Controller
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{
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// controller type
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ControllerType mType;
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// Morphing method if type is Morph
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MorphMethod mMethod;
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// the URL of the mesh deformed by the controller.
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std::string mMeshId;
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// accessor URL of the joint names
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std::string mJointNameSource;
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///< The bind shape matrix, as array of floats. I'm not sure what this matrix actually describes, but it can't be ignored in all cases
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ai_real mBindShapeMatrix[16];
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// accessor URL of the joint inverse bind matrices
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std::string mJointOffsetMatrixSource;
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// input channel: joint names.
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InputChannel mWeightInputJoints;
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// input channel: joint weights
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InputChannel mWeightInputWeights;
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// Number of weights per vertex.
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std::vector<size_t> mWeightCounts;
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// JointIndex-WeightIndex pairs for all vertices
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std::vector< std::pair<size_t, size_t> > mWeights;
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std::string mMorphTarget;
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std::string mMorphWeight;
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};
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/** A collada material. Pretty much the only member is a reference to an effect. */
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struct Material
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{
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std::string mName;
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std::string mEffect;
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};
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/** Type of the effect param */
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enum ParamType
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{
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Param_Sampler,
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Param_Surface
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};
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/** A param for an effect. Might be of several types, but they all just refer to each other, so I summarize them */
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struct EffectParam
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{
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ParamType mType;
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std::string mReference; // to which other thing the param is referring to.
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};
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/** Shading type supported by the standard effect spec of Collada */
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enum ShadeType
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{
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Shade_Invalid,
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Shade_Constant,
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Shade_Lambert,
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Shade_Phong,
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Shade_Blinn
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};
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/** Represents a texture sampler in collada */
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struct Sampler
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{
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Sampler()
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: mWrapU (true)
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, mWrapV (true)
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, mMirrorU ()
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, mMirrorV ()
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, mOp (aiTextureOp_Multiply)
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, mUVId (UINT_MAX)
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, mWeighting (1.f)
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, mMixWithPrevious (1.f)
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{}
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/** Name of image reference
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*/
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std::string mName;
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/** Wrap U?
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*/
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bool mWrapU;
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/** Wrap V?
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*/
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bool mWrapV;
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/** Mirror U?
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*/
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bool mMirrorU;
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/** Mirror V?
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*/
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bool mMirrorV;
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/** Blend mode
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*/
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aiTextureOp mOp;
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/** UV transformation
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*/
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aiUVTransform mTransform;
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/** Name of source UV channel
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*/
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std::string mUVChannel;
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/** Resolved UV channel index or UINT_MAX if not known
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*/
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unsigned int mUVId;
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// OKINO/MAX3D extensions from here
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// -------------------------------------------------------
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/** Weighting factor
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*/
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ai_real mWeighting;
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/** Mixing factor from OKINO
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*/
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ai_real mMixWithPrevious;
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};
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/** A collada effect. Can contain about anything according to the Collada spec,
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but we limit our version to a reasonable subset. */
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struct Effect
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{
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// Shading mode
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ShadeType mShadeType;
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// Colors
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aiColor4D mEmissive, mAmbient, mDiffuse, mSpecular,
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mTransparent, mReflective;
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// Textures
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Sampler mTexEmissive, mTexAmbient, mTexDiffuse, mTexSpecular,
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mTexTransparent, mTexBump, mTexReflective;
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// Scalar factory
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ai_real mShininess, mRefractIndex, mReflectivity;
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ai_real mTransparency;
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bool mHasTransparency;
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bool mRGBTransparency;
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bool mInvertTransparency;
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|
|
|
// local params referring to each other by their SID
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typedef std::map<std::string, Collada::EffectParam> ParamLibrary;
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|
ParamLibrary mParams;
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|
|
|
// MAX3D extensions
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|
// ---------------------------------------------------------
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|
// Double-sided?
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|
bool mDoubleSided, mWireframe, mFaceted;
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|
|
|
Effect()
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|
: mShadeType (Shade_Phong)
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, mEmissive ( 0, 0, 0, 1)
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, mAmbient ( 0.1f, 0.1f, 0.1f, 1)
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, mDiffuse ( 0.6f, 0.6f, 0.6f, 1)
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, mSpecular ( 0.4f, 0.4f, 0.4f, 1)
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|
, mTransparent ( 0, 0, 0, 1)
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|
, mShininess (10.0f)
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|
, mRefractIndex (1.f)
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|
, mReflectivity (0.f)
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|
, mTransparency (1.f)
|
|
, mHasTransparency (false)
|
|
, mRGBTransparency(false)
|
|
, mInvertTransparency(false)
|
|
, mDoubleSided (false)
|
|
, mWireframe (false)
|
|
, mFaceted (false)
|
|
{
|
|
}
|
|
};
|
|
|
|
/** An image, meaning texture */
|
|
struct Image
|
|
{
|
|
std::string mFileName;
|
|
|
|
/** Embedded image data */
|
|
std::vector<uint8_t> mImageData;
|
|
|
|
/** File format hint of embedded image data */
|
|
std::string mEmbeddedFormat;
|
|
};
|
|
|
|
/** An animation channel. */
|
|
struct AnimationChannel
|
|
{
|
|
/** URL of the data to animate. Could be about anything, but we support only the
|
|
* "NodeID/TransformID.SubElement" notation
|
|
*/
|
|
std::string mTarget;
|
|
|
|
/** Source URL of the time values. Collada calls them "input". Meh. */
|
|
std::string mSourceTimes;
|
|
/** Source URL of the value values. Collada calls them "output". */
|
|
std::string mSourceValues;
|
|
/** Source URL of the IN_TANGENT semantic values. */
|
|
std::string mInTanValues;
|
|
/** Source URL of the OUT_TANGENT semantic values. */
|
|
std::string mOutTanValues;
|
|
/** Source URL of the INTERPOLATION semantic values. */
|
|
std::string mInterpolationValues;
|
|
};
|
|
|
|
/** An animation. Container for 0-x animation channels or 0-x animations */
|
|
struct Animation
|
|
{
|
|
/** Anim name */
|
|
std::string mName;
|
|
|
|
/** the animation channels, if any */
|
|
std::vector<AnimationChannel> mChannels;
|
|
|
|
/** the sub-animations, if any */
|
|
std::vector<Animation*> mSubAnims;
|
|
|
|
/** Destructor */
|
|
~Animation()
|
|
{
|
|
for( std::vector<Animation*>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it)
|
|
delete *it;
|
|
}
|
|
|
|
/** Collect all channels in the animation hierarchy into a single channel list. */
|
|
void CollectChannelsRecursively(std::vector<AnimationChannel> &channels)
|
|
{
|
|
channels.insert(channels.end(), mChannels.begin(), mChannels.end());
|
|
|
|
for (std::vector<Animation*>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it)
|
|
{
|
|
Animation *pAnim = (*it);
|
|
|
|
pAnim->CollectChannelsRecursively(channels);
|
|
}
|
|
}
|
|
|
|
/** Combine all single-channel animations' channel into the same (parent) animation channel list. */
|
|
void CombineSingleChannelAnimations()
|
|
{
|
|
CombineSingleChannelAnimationsRecursively(this);
|
|
}
|
|
|
|
void CombineSingleChannelAnimationsRecursively(Animation *pParent)
|
|
{
|
|
std::set<std::string> childrenTargets;
|
|
bool childrenAnimationsHaveDifferentChannels = true;
|
|
|
|
for (std::vector<Animation*>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();)
|
|
{
|
|
Animation *anim = *it;
|
|
CombineSingleChannelAnimationsRecursively(anim);
|
|
|
|
if (childrenAnimationsHaveDifferentChannels && anim->mChannels.size() == 1 &&
|
|
childrenTargets.find(anim->mChannels[0].mTarget) == childrenTargets.end()) {
|
|
childrenTargets.insert(anim->mChannels[0].mTarget);
|
|
} else {
|
|
childrenAnimationsHaveDifferentChannels = false;
|
|
}
|
|
|
|
++it;
|
|
}
|
|
|
|
// We only want to combine animations if they have different channels
|
|
if (childrenAnimationsHaveDifferentChannels)
|
|
{
|
|
for (std::vector<Animation*>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();)
|
|
{
|
|
Animation *anim = *it;
|
|
|
|
pParent->mChannels.push_back(anim->mChannels[0]);
|
|
|
|
it = pParent->mSubAnims.erase(it);
|
|
|
|
delete anim;
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
/** Description of a collada animation channel which has been determined to affect the current node */
|
|
struct ChannelEntry
|
|
{
|
|
const Collada::AnimationChannel* mChannel; ///> the source channel
|
|
std::string mTargetId;
|
|
std::string mTransformId; // the ID of the transformation step of the node which is influenced
|
|
size_t mTransformIndex; // Index into the node's transform chain to apply the channel to
|
|
size_t mSubElement; // starting index inside the transform data
|
|
|
|
// resolved data references
|
|
const Collada::Accessor* mTimeAccessor; ///> Collada accessor to the time values
|
|
const Collada::Data* mTimeData; ///> Source data array for the time values
|
|
const Collada::Accessor* mValueAccessor; ///> Collada accessor to the key value values
|
|
const Collada::Data* mValueData; ///> Source datat array for the key value values
|
|
|
|
ChannelEntry()
|
|
: mChannel()
|
|
, mTransformIndex()
|
|
, mSubElement()
|
|
, mTimeAccessor()
|
|
, mTimeData()
|
|
, mValueAccessor()
|
|
, mValueData()
|
|
{}
|
|
};
|
|
|
|
} // end of namespace Collada
|
|
} // end of namespace Assimp
|
|
|
|
#endif // AI_COLLADAHELPER_H_INC
|