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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
1932 lines
83 KiB
C++
1932 lines
83 KiB
C++
/*
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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 following
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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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/** @file Implementation of the Collada loader */
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#ifndef ASSIMP_BUILD_NO_COLLADA_IMPORTER
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#include "ColladaLoader.h"
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#include "ColladaParser.h"
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#include <assimp/anim.h>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/Importer.hpp>
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#include <assimp/importerdesc.h>
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#include <assimp/Defines.h>
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#include <assimp/fast_atof.h>
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#include <assimp/ParsingUtils.h>
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#include <assimp/SkeletonMeshBuilder.h>
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#include <assimp/CreateAnimMesh.h>
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#include <assimp/ZipArchiveIOSystem.h>
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#include "time.h"
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#include "math.h"
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#include <algorithm>
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#include <numeric>
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#include <memory>
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namespace Assimp {
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using namespace Assimp::Formatter;
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static const aiImporterDesc desc = {
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"Collada Importer",
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"",
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"",
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"http://collada.org",
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aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportCompressedFlavour,
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1,
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3,
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1,
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5,
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"dae zae"
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};
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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ColladaLoader::ColladaLoader()
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: mFileName()
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, mMeshIndexByID()
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, mMaterialIndexByName()
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, mMeshes()
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, newMats()
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, mCameras()
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, mLights()
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, mTextures()
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, mAnims()
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, noSkeletonMesh(false)
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, ignoreUpDirection(false)
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, useColladaName(false)
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, mNodeNameCounter(0) {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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ColladaLoader::~ColladaLoader() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool ColladaLoader::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const {
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// check file extension
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const std::string extension = GetExtension(pFile);
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bool readSig = checkSig && (pIOHandler != nullptr);
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if (!readSig) {
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if (extension == "dae" || extension == "zae") {
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return true;
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}
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}
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if (readSig) {
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// Look for a DAE file inside, but don't extract it
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ZipArchiveIOSystem zip_archive(pIOHandler, pFile);
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if (zip_archive.isOpen())
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return !ColladaParser::ReadZaeManifest(zip_archive).empty();
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}
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// XML - too generic, we need to open the file and search for typical keywords
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if (extension == "xml" || !extension.length() || checkSig) {
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/* If CanRead() is called in order to check whether we
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* support a specific file extension in general pIOHandler
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* might be NULL and it's our duty to return true here.
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*/
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if (!pIOHandler) {
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return true;
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}
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static const char* tokens[] = { "<collada" };
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return SearchFileHeaderForToken(pIOHandler, pFile, tokens, 1);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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void ColladaLoader::SetupProperties(const Importer* pImp) {
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noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES, 0) != 0;
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ignoreUpDirection = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION, 0) != 0;
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useColladaName = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES, 0) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Get file extension list
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const aiImporterDesc* ColladaLoader::GetInfo() const {
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void ColladaLoader::InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) {
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mFileName = pFile;
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// clean all member arrays - just for safety, it should work even if we did not
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mMeshIndexByID.clear();
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mMaterialIndexByName.clear();
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mMeshes.clear();
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mTargetMeshes.clear();
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newMats.clear();
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mLights.clear();
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mCameras.clear();
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mTextures.clear();
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mAnims.clear();
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// parse the input file
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ColladaParser parser(pIOHandler, pFile);
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if( !parser.mRootNode) {
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throw DeadlyImportError( "Collada: File came out empty. Something is wrong here.");
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}
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// reserve some storage to avoid unnecessary reallocs
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newMats.reserve(parser.mMaterialLibrary.size()*2u);
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mMeshes.reserve(parser.mMeshLibrary.size()*2u);
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mCameras.reserve(parser.mCameraLibrary.size());
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mLights.reserve(parser.mLightLibrary.size());
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// create the materials first, for the meshes to find
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BuildMaterials(parser, pScene);
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// build the node hierarchy from it
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pScene->mRootNode = BuildHierarchy(parser, parser.mRootNode);
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// ... then fill the materials with the now adjusted settings
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FillMaterials(parser, pScene);
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// Apply unit-size scale calculation
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pScene->mRootNode->mTransformation *= aiMatrix4x4(parser.mUnitSize, 0, 0, 0,
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0, parser.mUnitSize, 0, 0,
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0, 0, parser.mUnitSize, 0,
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0, 0, 0, 1);
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if( !ignoreUpDirection ) {
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// Convert to Y_UP, if different orientation
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if( parser.mUpDirection == ColladaParser::UP_X) {
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pScene->mRootNode->mTransformation *= aiMatrix4x4(
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0, -1, 0, 0,
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1, 0, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1);
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} else if( parser.mUpDirection == ColladaParser::UP_Z) {
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pScene->mRootNode->mTransformation *= aiMatrix4x4(
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1, 0, 0, 0,
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0, 0, 1, 0,
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0, -1, 0, 0,
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0, 0, 0, 1);
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}
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}
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// Store scene metadata
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if (!parser.mAssetMetaData.empty()) {
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const size_t numMeta(parser.mAssetMetaData.size());
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pScene->mMetaData = aiMetadata::Alloc(static_cast<unsigned int>(numMeta));
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size_t i = 0;
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for (auto it = parser.mAssetMetaData.cbegin(); it != parser.mAssetMetaData.cend(); ++it, ++i) {
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pScene->mMetaData->Set(static_cast<unsigned int>(i), (*it).first, (*it).second);
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}
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}
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// store all meshes
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StoreSceneMeshes(pScene);
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// store all materials
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StoreSceneMaterials(pScene);
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// store all textures
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StoreSceneTextures(pScene);
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// store all lights
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StoreSceneLights(pScene);
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// store all cameras
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StoreSceneCameras(pScene);
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// store all animations
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StoreAnimations(pScene, parser);
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// If no meshes have been loaded, it's probably just an animated skeleton.
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if ( 0u == pScene->mNumMeshes) {
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if (!noSkeletonMesh) {
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SkeletonMeshBuilder hero(pScene);
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}
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pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Recursively constructs a scene node for the given parser node and returns it.
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aiNode* ColladaLoader::BuildHierarchy(const ColladaParser& pParser, const Collada::Node* pNode) {
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// create a node for it
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aiNode* node = new aiNode();
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// find a name for the new node. It's more complicated than you might think
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node->mName.Set(FindNameForNode(pNode));
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// calculate the transformation matrix for it
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node->mTransformation = pParser.CalculateResultTransform(pNode->mTransforms);
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// now resolve node instances
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std::vector<const Collada::Node*> instances;
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ResolveNodeInstances(pParser, pNode, instances);
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// add children. first the *real* ones
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node->mNumChildren = static_cast<unsigned int>(pNode->mChildren.size() + instances.size());
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node->mChildren = new aiNode*[node->mNumChildren];
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for (size_t a = 0; a < pNode->mChildren.size(); ++a) {
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node->mChildren[a] = BuildHierarchy(pParser, pNode->mChildren[a]);
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node->mChildren[a]->mParent = node;
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}
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// ... and finally the resolved node instances
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for (size_t a = 0; a < instances.size(); ++a) {
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node->mChildren[pNode->mChildren.size() + a] = BuildHierarchy(pParser, instances[a]);
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node->mChildren[pNode->mChildren.size() + a]->mParent = node;
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}
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// construct meshes
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BuildMeshesForNode(pParser, pNode, node);
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// construct cameras
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BuildCamerasForNode(pParser, pNode, node);
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// construct lights
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BuildLightsForNode(pParser, pNode, node);
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return node;
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}
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// ------------------------------------------------------------------------------------------------
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// Resolve node instances
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void ColladaLoader::ResolveNodeInstances(const ColladaParser& pParser, const Collada::Node* pNode,
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std::vector<const Collada::Node*>& resolved) {
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// reserve enough storage
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resolved.reserve(pNode->mNodeInstances.size());
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// ... and iterate through all nodes to be instanced as children of pNode
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for (const auto &nodeInst : pNode->mNodeInstances) {
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// find the corresponding node in the library
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const ColladaParser::NodeLibrary::const_iterator itt = pParser.mNodeLibrary.find(nodeInst.mNode);
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const Collada::Node* nd = itt == pParser.mNodeLibrary.end() ? NULL : (*itt).second;
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// FIX for http://sourceforge.net/tracker/?func=detail&aid=3054873&group_id=226462&atid=1067632
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// need to check for both name and ID to catch all. To avoid breaking valid files,
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// the workaround is only enabled when the first attempt to resolve the node has failed.
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if (nullptr == nd) {
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nd = FindNode(pParser.mRootNode, nodeInst.mNode);
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}
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if (nullptr == nd) {
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ASSIMP_LOG_ERROR_F("Collada: Unable to resolve reference to instanced node ", nodeInst.mNode);
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} else {
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// attach this node to the list of children
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resolved.push_back(nd);
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Resolve UV channels
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void ColladaLoader::ApplyVertexToEffectSemanticMapping(Collada::Sampler& sampler,
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const Collada::SemanticMappingTable& table) {
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std::map<std::string, Collada::InputSemanticMapEntry>::const_iterator it = table.mMap.find(sampler.mUVChannel);
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if (it != table.mMap.end()) {
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if (it->second.mType != Collada::IT_Texcoord) {
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ASSIMP_LOG_ERROR("Collada: Unexpected effect input mapping");
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}
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sampler.mUVId = it->second.mSet;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Builds lights for the given node and references them
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void ColladaLoader::BuildLightsForNode(const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget) {
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for (const Collada::LightInstance& lid : pNode->mLights) {
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// find the referred light
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ColladaParser::LightLibrary::const_iterator srcLightIt = pParser.mLightLibrary.find(lid.mLight);
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if (srcLightIt == pParser.mLightLibrary.end()) {
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ASSIMP_LOG_WARN_F("Collada: Unable to find light for ID \"", lid.mLight, "\". Skipping.");
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continue;
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}
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const Collada::Light* srcLight = &srcLightIt->second;
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// now fill our ai data structure
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aiLight* out = new aiLight();
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out->mName = pTarget->mName;
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out->mType = (aiLightSourceType)srcLight->mType;
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// collada lights point in -Z by default, rest is specified in node transform
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out->mDirection = aiVector3D(0.f, 0.f, -1.f);
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out->mAttenuationConstant = srcLight->mAttConstant;
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out->mAttenuationLinear = srcLight->mAttLinear;
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out->mAttenuationQuadratic = srcLight->mAttQuadratic;
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out->mColorDiffuse = out->mColorSpecular = out->mColorAmbient = srcLight->mColor*srcLight->mIntensity;
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if (out->mType == aiLightSource_AMBIENT) {
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out->mColorDiffuse = out->mColorSpecular = aiColor3D(0, 0, 0);
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out->mColorAmbient = srcLight->mColor*srcLight->mIntensity;
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}
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else {
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// collada doesn't differentiate between these color types
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out->mColorDiffuse = out->mColorSpecular = srcLight->mColor*srcLight->mIntensity;
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out->mColorAmbient = aiColor3D(0, 0, 0);
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}
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// convert falloff angle and falloff exponent in our representation, if given
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if (out->mType == aiLightSource_SPOT) {
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out->mAngleInnerCone = AI_DEG_TO_RAD(srcLight->mFalloffAngle);
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// ... some extension magic.
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if (srcLight->mOuterAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET * (1 - 1e-6f)) {
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// ... some deprecation magic.
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if (srcLight->mPenumbraAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET * (1 - 1e-6f)) {
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// Need to rely on falloff_exponent. I don't know how to interpret it, so I need to guess ....
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// epsilon chosen to be 0.1
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out->mAngleOuterCone = std::acos(std::pow(0.1f, 1.f / srcLight->mFalloffExponent)) +
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out->mAngleInnerCone;
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}
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else {
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out->mAngleOuterCone = out->mAngleInnerCone + AI_DEG_TO_RAD(srcLight->mPenumbraAngle);
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if (out->mAngleOuterCone < out->mAngleInnerCone)
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std::swap(out->mAngleInnerCone, out->mAngleOuterCone);
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}
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}
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else {
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out->mAngleOuterCone = AI_DEG_TO_RAD(srcLight->mOuterAngle);
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}
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}
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// add to light list
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mLights.push_back(out);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Builds cameras for the given node and references them
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void ColladaLoader::BuildCamerasForNode(const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget) {
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for (const Collada::CameraInstance& cid : pNode->mCameras) {
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// find the referred light
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ColladaParser::CameraLibrary::const_iterator srcCameraIt = pParser.mCameraLibrary.find(cid.mCamera);
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if (srcCameraIt == pParser.mCameraLibrary.end()) {
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ASSIMP_LOG_WARN_F("Collada: Unable to find camera for ID \"", cid.mCamera, "\". Skipping.");
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continue;
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}
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const Collada::Camera* srcCamera = &srcCameraIt->second;
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// orthographic cameras not yet supported in Assimp
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if (srcCamera->mOrtho) {
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ASSIMP_LOG_WARN("Collada: Orthographic cameras are not supported.");
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}
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// now fill our ai data structure
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aiCamera* out = new aiCamera();
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out->mName = pTarget->mName;
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// collada cameras point in -Z by default, rest is specified in node transform
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out->mLookAt = aiVector3D(0.f, 0.f, -1.f);
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// near/far z is already ok
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out->mClipPlaneFar = srcCamera->mZFar;
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out->mClipPlaneNear = srcCamera->mZNear;
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// ... but for the rest some values are optional
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// and we need to compute the others in any combination.
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if (srcCamera->mAspect != 10e10f) {
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out->mAspect = srcCamera->mAspect;
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}
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if (srcCamera->mHorFov != 10e10f) {
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out->mHorizontalFOV = srcCamera->mHorFov;
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if (srcCamera->mVerFov != 10e10f && srcCamera->mAspect == 10e10f) {
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out->mAspect = std::tan(AI_DEG_TO_RAD(srcCamera->mHorFov)) /
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std::tan(AI_DEG_TO_RAD(srcCamera->mVerFov));
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}
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} else if (srcCamera->mAspect != 10e10f && srcCamera->mVerFov != 10e10f) {
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out->mHorizontalFOV = 2.0f * AI_RAD_TO_DEG(std::atan(srcCamera->mAspect *
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std::tan(AI_DEG_TO_RAD(srcCamera->mVerFov) * 0.5f)));
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}
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|
// Collada uses degrees, we use radians
|
|
out->mHorizontalFOV = AI_DEG_TO_RAD(out->mHorizontalFOV);
|
|
|
|
// add to camera list
|
|
mCameras.push_back(out);
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Builds meshes for the given node and references them
|
|
void ColladaLoader::BuildMeshesForNode(const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget) {
|
|
// accumulated mesh references by this node
|
|
std::vector<size_t> newMeshRefs;
|
|
newMeshRefs.reserve(pNode->mMeshes.size());
|
|
|
|
// add a mesh for each subgroup in each collada mesh
|
|
for (const Collada::MeshInstance& mid : pNode->mMeshes) {
|
|
const Collada::Mesh* srcMesh = nullptr;
|
|
const Collada::Controller* srcController = nullptr;
|
|
|
|
// find the referred mesh
|
|
ColladaParser::MeshLibrary::const_iterator 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);
|
|
if (srcContrIt != pParser.mControllerLibrary.end()) {
|
|
srcController = &srcContrIt->second;
|
|
srcMeshIt = pParser.mMeshLibrary.find(srcController->mMeshId);
|
|
if (srcMeshIt != pParser.mMeshLibrary.end()) {
|
|
srcMesh = srcMeshIt->second;
|
|
}
|
|
}
|
|
|
|
|
|
if( nullptr == srcMesh) {
|
|
ASSIMP_LOG_WARN_F( "Collada: Unable to find geometry for ID \"", mid.mMeshOrController, "\". Skipping." );
|
|
continue;
|
|
}
|
|
}
|
|
else {
|
|
// ID found in the mesh library -> direct reference to an unskinned mesh
|
|
srcMesh = srcMeshIt->second;
|
|
}
|
|
|
|
// build a mesh for each of its subgroups
|
|
size_t vertexStart = 0, faceStart = 0;
|
|
for (size_t sm = 0; sm < srcMesh->mSubMeshes.size(); ++sm) {
|
|
const Collada::SubMesh& submesh = srcMesh->mSubMeshes[sm];
|
|
if (submesh.mNumFaces == 0) {
|
|
continue;
|
|
}
|
|
|
|
// find material assigned to this submesh
|
|
std::string meshMaterial;
|
|
std::map<std::string, Collada::SemanticMappingTable >::const_iterator meshMatIt = mid.mMaterials.find(submesh.mMaterial);
|
|
|
|
const Collada::SemanticMappingTable* table = nullptr;
|
|
if (meshMatIt != mid.mMaterials.end()) {
|
|
table = &meshMatIt->second;
|
|
meshMaterial = table->mMatName;
|
|
}
|
|
else {
|
|
ASSIMP_LOG_WARN_F("Collada: No material specified for subgroup <", submesh.mMaterial, "> in geometry <",
|
|
mid.mMeshOrController, ">.");
|
|
if (!mid.mMaterials.empty()) {
|
|
meshMaterial = mid.mMaterials.begin()->second.mMatName;
|
|
}
|
|
}
|
|
|
|
// 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);
|
|
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];
|
|
|
|
// 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);
|
|
}
|
|
|
|
// 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);
|
|
if (dstMeshIt != mMeshIndexByID.end()) {
|
|
newMeshRefs.push_back(dstMeshIt->second);
|
|
}
|
|
else {
|
|
// else we have to add the mesh to the collection and store its newly assigned index at the node
|
|
aiMesh* dstMesh = CreateMesh(pParser, srcMesh, submesh, srcController, vertexStart, faceStart);
|
|
|
|
// store the mesh, and store its new index in the node
|
|
newMeshRefs.push_back(mMeshes.size());
|
|
mMeshIndexByID[index] = mMeshes.size();
|
|
mMeshes.push_back(dstMesh);
|
|
vertexStart += dstMesh->mNumVertices; faceStart += submesh.mNumFaces;
|
|
|
|
// assign the material index
|
|
dstMesh->mMaterialIndex = matIdx;
|
|
if (dstMesh->mName.length == 0) {
|
|
dstMesh->mName = mid.mMeshOrController;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// now place all mesh references we gathered in the target node
|
|
pTarget->mNumMeshes = static_cast<unsigned int>(newMeshRefs.size());
|
|
if (newMeshRefs.size()) {
|
|
struct UIntTypeConverter {
|
|
unsigned int operator()(const size_t& v) const {
|
|
return static_cast<unsigned int>(v);
|
|
}
|
|
};
|
|
|
|
pTarget->mMeshes = new unsigned int[pTarget->mNumMeshes];
|
|
std::transform(newMeshRefs.begin(), newMeshRefs.end(), pTarget->mMeshes, UIntTypeConverter());
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Find mesh from either meshes or morph target meshes
|
|
aiMesh *ColladaLoader::findMesh(const std::string& meshid) {
|
|
for (unsigned int i = 0; i < mMeshes.size(); ++i) {
|
|
if (std::string(mMeshes[i]->mName.data) == meshid) {
|
|
return mMeshes[i];
|
|
}
|
|
}
|
|
|
|
for (unsigned int i = 0; i < mTargetMeshes.size(); ++i) {
|
|
if (std::string(mTargetMeshes[i]->mName.data) == meshid) {
|
|
return mTargetMeshes[i];
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Creates a mesh for the given ColladaMesh face subset and returns the newly created mesh
|
|
aiMesh* ColladaLoader::CreateMesh(const ColladaParser& pParser, const Collada::Mesh* pSrcMesh, const Collada::SubMesh& pSubMesh,
|
|
const Collada::Controller* pSrcController, size_t pStartVertex, size_t pStartFace) {
|
|
std::unique_ptr<aiMesh> dstMesh(new aiMesh);
|
|
|
|
dstMesh->mName = pSrcMesh->mName;
|
|
|
|
// count the vertices addressed by its faces
|
|
const size_t numVertices = std::accumulate(pSrcMesh->mFaceSize.begin() + pStartFace,
|
|
pSrcMesh->mFaceSize.begin() + pStartFace + pSubMesh.mNumFaces, size_t(0));
|
|
|
|
// copy positions
|
|
dstMesh->mNumVertices = static_cast<unsigned int>(numVertices);
|
|
dstMesh->mVertices = new aiVector3D[numVertices];
|
|
std::copy(pSrcMesh->mPositions.begin() + pStartVertex, pSrcMesh->mPositions.begin() +
|
|
pStartVertex + numVertices, dstMesh->mVertices);
|
|
|
|
// normals, if given. HACK: (thom) Due to the glorious Collada spec we never
|
|
// know if we have the same number of normals as there are positions. So we
|
|
// also ignore any vertex attribute if it has a different count
|
|
if (pSrcMesh->mNormals.size() >= pStartVertex + numVertices) {
|
|
dstMesh->mNormals = new aiVector3D[numVertices];
|
|
std::copy(pSrcMesh->mNormals.begin() + pStartVertex, pSrcMesh->mNormals.begin() +
|
|
pStartVertex + numVertices, dstMesh->mNormals);
|
|
}
|
|
|
|
// tangents, if given.
|
|
if (pSrcMesh->mTangents.size() >= pStartVertex + numVertices) {
|
|
dstMesh->mTangents = new aiVector3D[numVertices];
|
|
std::copy(pSrcMesh->mTangents.begin() + pStartVertex, pSrcMesh->mTangents.begin() +
|
|
pStartVertex + numVertices, dstMesh->mTangents);
|
|
}
|
|
|
|
// bitangents, 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);
|
|
}
|
|
|
|
// same for texturecoords, as many as we have
|
|
// empty slots are not allowed, need to pack and adjust UV indexes accordingly
|
|
for (size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
|
|
if (pSrcMesh->mTexCoords[a].size() >= pStartVertex + numVertices) {
|
|
dstMesh->mTextureCoords[real] = new aiVector3D[numVertices];
|
|
for (size_t b = 0; b < numVertices; ++b) {
|
|
dstMesh->mTextureCoords[real][b] = pSrcMesh->mTexCoords[a][pStartVertex + b];
|
|
}
|
|
|
|
dstMesh->mNumUVComponents[real] = pSrcMesh->mNumUVComponents[a];
|
|
++real;
|
|
}
|
|
}
|
|
|
|
// same for vertex colors, as many as we have. again the same packing to avoid empty slots
|
|
for (size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) {
|
|
if (pSrcMesh->mColors[a].size() >= pStartVertex + numVertices) {
|
|
dstMesh->mColors[real] = new aiColor4D[numVertices];
|
|
std::copy(pSrcMesh->mColors[a].begin() + pStartVertex, pSrcMesh->mColors[a].begin() + pStartVertex + numVertices, dstMesh->mColors[real]);
|
|
++real;
|
|
}
|
|
}
|
|
|
|
// create faces. Due to the fact that each face uses unique vertices, we can simply count up on each vertex
|
|
size_t vertex = 0;
|
|
dstMesh->mNumFaces = static_cast<unsigned int>(pSubMesh.mNumFaces);
|
|
dstMesh->mFaces = new aiFace[dstMesh->mNumFaces];
|
|
for (size_t a = 0; a < dstMesh->mNumFaces; ++a) {
|
|
size_t s = pSrcMesh->mFaceSize[pStartFace + a];
|
|
aiFace& face = dstMesh->mFaces[a];
|
|
face.mNumIndices = static_cast<unsigned int>(s);
|
|
face.mIndices = new unsigned int[s];
|
|
for (size_t b = 0; b < s; ++b) {
|
|
face.mIndices[b] = static_cast<unsigned int>(vertex++);
|
|
}
|
|
}
|
|
|
|
// create morph target meshes if any
|
|
std::vector<aiMesh*> targetMeshes;
|
|
std::vector<float> targetWeights;
|
|
Collada::MorphMethod method = Collada::Normalized;
|
|
|
|
for (std::map<std::string, Collada::Controller>::const_iterator it = pParser.mControllerLibrary.begin();
|
|
it != pParser.mControllerLibrary.end(); ++it) {
|
|
const Collada::Controller &c = it->second;
|
|
const Collada::Mesh* baseMesh = pParser.ResolveLibraryReference(pParser.mMeshLibrary, c.mMeshId);
|
|
|
|
if (c.mType == Collada::Morph && baseMesh->mName == pSrcMesh->mName) {
|
|
const Collada::Accessor& targetAccessor = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, c.mMorphTarget);
|
|
const Collada::Accessor& weightAccessor = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, c.mMorphWeight);
|
|
const Collada::Data& targetData = pParser.ResolveLibraryReference(pParser.mDataLibrary, targetAccessor.mSource);
|
|
const Collada::Data& weightData = pParser.ResolveLibraryReference(pParser.mDataLibrary, weightAccessor.mSource);
|
|
|
|
// take method
|
|
method = c.mMethod;
|
|
|
|
if (!targetData.mIsStringArray) {
|
|
throw DeadlyImportError("target data must contain id. ");
|
|
}
|
|
if (weightData.mIsStringArray) {
|
|
throw DeadlyImportError("target weight data must not be textual ");
|
|
}
|
|
|
|
for (unsigned int i = 0; i < targetData.mStrings.size(); ++i) {
|
|
const Collada::Mesh* targetMesh = pParser.ResolveLibraryReference(pParser.mMeshLibrary, targetData.mStrings.at(i));
|
|
|
|
aiMesh *aimesh = findMesh(targetMesh->mName);
|
|
if (!aimesh) {
|
|
if (targetMesh->mSubMeshes.size() > 1) {
|
|
throw DeadlyImportError("Morhing target mesh must be a single");
|
|
}
|
|
aimesh = CreateMesh(pParser, targetMesh, targetMesh->mSubMeshes.at(0), NULL, 0, 0);
|
|
mTargetMeshes.push_back(aimesh);
|
|
}
|
|
targetMeshes.push_back(aimesh);
|
|
}
|
|
for (unsigned int i = 0; i < weightData.mValues.size(); ++i) {
|
|
targetWeights.push_back(weightData.mValues.at(i));
|
|
}
|
|
}
|
|
}
|
|
if (targetMeshes.size() > 0 && targetWeights.size() == targetMeshes.size()) {
|
|
std::vector<aiAnimMesh*> animMeshes;
|
|
for (unsigned int i = 0; i < targetMeshes.size(); ++i) {
|
|
aiMesh* targetMesh = targetMeshes.at(i);
|
|
aiAnimMesh *animMesh = aiCreateAnimMesh(targetMesh);
|
|
float weight = targetWeights[i];
|
|
animMesh->mWeight = weight == 0 ? 1.0f : weight;
|
|
animMesh->mName = targetMesh->mName;
|
|
animMeshes.push_back(animMesh);
|
|
}
|
|
dstMesh->mMethod = (method == Collada::Relative)
|
|
? aiMorphingMethod_MORPH_RELATIVE
|
|
: aiMorphingMethod_MORPH_NORMALIZED;
|
|
dstMesh->mAnimMeshes = new aiAnimMesh*[animMeshes.size()];
|
|
dstMesh->mNumAnimMeshes = static_cast<unsigned int>(animMeshes.size());
|
|
for (unsigned int i = 0; i < animMeshes.size(); ++i) {
|
|
dstMesh->mAnimMeshes[i] = animMeshes.at(i);
|
|
}
|
|
}
|
|
|
|
// create bones if given
|
|
if (pSrcController && pSrcController->mType == Collada::Skin) {
|
|
// resolve references - joint names
|
|
const Collada::Accessor& jointNamesAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mJointNameSource);
|
|
const Collada::Data& jointNames = pParser.ResolveLibraryReference(pParser.mDataLibrary, jointNamesAcc.mSource);
|
|
// joint offset matrices
|
|
const Collada::Accessor& jointMatrixAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mJointOffsetMatrixSource);
|
|
const Collada::Data& jointMatrices = pParser.ResolveLibraryReference(pParser.mDataLibrary, jointMatrixAcc.mSource);
|
|
// joint vertex_weight name list - should refer to the same list as the joint names above. If not, report and reconsider
|
|
const Collada::Accessor& weightNamesAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mWeightInputJoints.mAccessor);
|
|
if (&weightNamesAcc != &jointNamesAcc)
|
|
throw DeadlyImportError("Temporary implementational laziness. If you read this, please report to the author.");
|
|
// vertex weights
|
|
const Collada::Accessor& weightsAcc = pParser.ResolveLibraryReference(pParser.mAccessorLibrary, pSrcController->mWeightInputWeights.mAccessor);
|
|
const Collada::Data& weights = pParser.ResolveLibraryReference(pParser.mDataLibrary, weightsAcc.mSource);
|
|
|
|
if (!jointNames.mIsStringArray || jointMatrices.mIsStringArray || weights.mIsStringArray)
|
|
throw DeadlyImportError("Data type mismatch while resolving mesh joints");
|
|
// sanity check: we rely on the vertex weights always coming as pairs of BoneIndex-WeightIndex
|
|
if (pSrcController->mWeightInputJoints.mOffset != 0 || pSrcController->mWeightInputWeights.mOffset != 1)
|
|
throw DeadlyImportError("Unsupported vertex_weight addressing scheme. ");
|
|
|
|
// create containers to collect the weights for each bone
|
|
size_t numBones = jointNames.mStrings.size();
|
|
std::vector<std::vector<aiVertexWeight> > dstBones(numBones);
|
|
|
|
// build a temporary array of pointers to the start of each vertex's weights
|
|
typedef std::vector< std::pair<size_t, size_t> > IndexPairVector;
|
|
std::vector<IndexPairVector::const_iterator> weightStartPerVertex;
|
|
weightStartPerVertex.resize(pSrcController->mWeightCounts.size(), pSrcController->mWeights.end());
|
|
|
|
IndexPairVector::const_iterator pit = pSrcController->mWeights.begin();
|
|
for (size_t a = 0; a < pSrcController->mWeightCounts.size(); ++a) {
|
|
weightStartPerVertex[a] = pit;
|
|
pit += pSrcController->mWeightCounts[a];
|
|
}
|
|
|
|
// now for each vertex put the corresponding vertex weights into each bone's weight collection
|
|
for (size_t a = pStartVertex; a < pStartVertex + numVertices; ++a) {
|
|
// which position index was responsible for this vertex? that's also the index by which
|
|
// 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];
|
|
size_t pairCount = pSrcController->mWeightCounts[orgIndex];
|
|
|
|
|
|
for( size_t b = 0; b < pairCount; ++b, ++iit) {
|
|
const size_t jointIndex = iit->first;
|
|
const size_t vertexIndex = iit->second;
|
|
ai_real weight = 1.0f;
|
|
if (!weights.mValues.empty()) {
|
|
weight = ReadFloat(weightsAcc, weights, vertexIndex, 0);
|
|
}
|
|
|
|
// one day I gonna kill that XSI Collada exporter
|
|
if (weight > 0.0f)
|
|
{
|
|
aiVertexWeight w;
|
|
w.mVertexId = static_cast<unsigned int>(a - pStartVertex);
|
|
w.mWeight = weight;
|
|
dstBones[jointIndex].push_back(w);
|
|
}
|
|
}
|
|
}
|
|
|
|
// count the number of bones which influence vertices of the current submesh
|
|
size_t numRemainingBones = 0;
|
|
for( std::vector<std::vector<aiVertexWeight> >::const_iterator it = dstBones.begin(); it != dstBones.end(); ++it) {
|
|
if( it->size() > 0) {
|
|
++numRemainingBones;
|
|
}
|
|
}
|
|
|
|
// create bone array and copy bone weights one by one
|
|
dstMesh->mNumBones = static_cast<unsigned int>(numRemainingBones);
|
|
dstMesh->mBones = new aiBone*[numRemainingBones];
|
|
size_t boneCount = 0;
|
|
for( size_t a = 0; a < numBones; ++a) {
|
|
// omit bones without weights
|
|
if( dstBones[a].empty() ) {
|
|
continue;
|
|
}
|
|
|
|
// create bone with its weights
|
|
aiBone* 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);
|
|
bone->mOffsetMatrix.a3 = ReadFloat(jointMatrixAcc, jointMatrices, a, 2);
|
|
bone->mOffsetMatrix.a4 = ReadFloat(jointMatrixAcc, jointMatrices, a, 3);
|
|
bone->mOffsetMatrix.b1 = ReadFloat(jointMatrixAcc, jointMatrices, a, 4);
|
|
bone->mOffsetMatrix.b2 = ReadFloat(jointMatrixAcc, jointMatrices, a, 5);
|
|
bone->mOffsetMatrix.b3 = ReadFloat(jointMatrixAcc, jointMatrices, a, 6);
|
|
bone->mOffsetMatrix.b4 = ReadFloat(jointMatrixAcc, jointMatrices, a, 7);
|
|
bone->mOffsetMatrix.c1 = ReadFloat(jointMatrixAcc, jointMatrices, a, 8);
|
|
bone->mOffsetMatrix.c2 = ReadFloat(jointMatrixAcc, jointMatrices, a, 9);
|
|
bone->mOffsetMatrix.c3 = ReadFloat(jointMatrixAcc, jointMatrices, a, 10);
|
|
bone->mOffsetMatrix.c4 = ReadFloat(jointMatrixAcc, jointMatrices, a, 11);
|
|
bone->mNumWeights = static_cast<unsigned int>(dstBones[a].size());
|
|
bone->mWeights = new aiVertexWeight[bone->mNumWeights];
|
|
std::copy(dstBones[a].begin(), dstBones[a].end(), bone->mWeights);
|
|
|
|
// apply bind shape matrix to offset matrix
|
|
aiMatrix4x4 bindShapeMatrix;
|
|
bindShapeMatrix.a1 = pSrcController->mBindShapeMatrix[0];
|
|
bindShapeMatrix.a2 = pSrcController->mBindShapeMatrix[1];
|
|
bindShapeMatrix.a3 = pSrcController->mBindShapeMatrix[2];
|
|
bindShapeMatrix.a4 = pSrcController->mBindShapeMatrix[3];
|
|
bindShapeMatrix.b1 = pSrcController->mBindShapeMatrix[4];
|
|
bindShapeMatrix.b2 = pSrcController->mBindShapeMatrix[5];
|
|
bindShapeMatrix.b3 = pSrcController->mBindShapeMatrix[6];
|
|
bindShapeMatrix.b4 = pSrcController->mBindShapeMatrix[7];
|
|
bindShapeMatrix.c1 = pSrcController->mBindShapeMatrix[8];
|
|
bindShapeMatrix.c2 = pSrcController->mBindShapeMatrix[9];
|
|
bindShapeMatrix.c3 = pSrcController->mBindShapeMatrix[10];
|
|
bindShapeMatrix.c4 = pSrcController->mBindShapeMatrix[11];
|
|
bindShapeMatrix.d1 = pSrcController->mBindShapeMatrix[12];
|
|
bindShapeMatrix.d2 = pSrcController->mBindShapeMatrix[13];
|
|
bindShapeMatrix.d3 = pSrcController->mBindShapeMatrix[14];
|
|
bindShapeMatrix.d4 = pSrcController->mBindShapeMatrix[15];
|
|
bone->mOffsetMatrix *= bindShapeMatrix;
|
|
|
|
// HACK: (thom) Some exporters address the bone nodes by SID, others address them by ID or even name.
|
|
// Therefore I added a little name replacement here: I search for the bone's node by either name, ID or SID,
|
|
// and replace the bone's name by the node's name so that the user can use the standard
|
|
// find-by-name method to associate nodes with bones.
|
|
const Collada::Node* bnode = FindNode( pParser.mRootNode, bone->mName.data);
|
|
if( !bnode) {
|
|
bnode = FindNodeBySID( pParser.mRootNode, bone->mName.data);
|
|
}
|
|
|
|
// assign the name that we would have assigned for the source node
|
|
if( bnode) {
|
|
bone->mName.Set( FindNameForNode( bnode));
|
|
} else {
|
|
ASSIMP_LOG_WARN_F( "ColladaLoader::CreateMesh(): could not find corresponding node for joint \"", bone->mName.data, "\"." );
|
|
}
|
|
|
|
// and insert bone
|
|
dstMesh->mBones[boneCount++] = bone;
|
|
}
|
|
}
|
|
|
|
return dstMesh.release();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Stores all meshes in the given scene
|
|
void ColladaLoader::StoreSceneMeshes( aiScene* pScene) {
|
|
pScene->mNumMeshes = static_cast<unsigned int>(mMeshes.size());
|
|
if( mMeshes.empty() ) {
|
|
return;
|
|
}
|
|
pScene->mMeshes = new aiMesh*[mMeshes.size()];
|
|
std::copy( mMeshes.begin(), mMeshes.end(), pScene->mMeshes);
|
|
mMeshes.clear();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Stores all cameras in the given scene
|
|
void ColladaLoader::StoreSceneCameras( aiScene* pScene) {
|
|
pScene->mNumCameras = static_cast<unsigned int>(mCameras.size());
|
|
if( mCameras.empty() ) {
|
|
return;
|
|
}
|
|
pScene->mCameras = new aiCamera*[mCameras.size()];
|
|
std::copy( mCameras.begin(), mCameras.end(), pScene->mCameras);
|
|
mCameras.clear();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Stores all lights in the given scene
|
|
void ColladaLoader::StoreSceneLights( aiScene* pScene) {
|
|
pScene->mNumLights = static_cast<unsigned int>(mLights.size());
|
|
if( mLights.empty() ) {
|
|
return;
|
|
}
|
|
pScene->mLights = new aiLight*[mLights.size()];
|
|
std::copy( mLights.begin(), mLights.end(), pScene->mLights);
|
|
mLights.clear();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Stores all textures in the given scene
|
|
void ColladaLoader::StoreSceneTextures( aiScene* pScene) {
|
|
pScene->mNumTextures = static_cast<unsigned int>(mTextures.size());
|
|
if( mTextures.empty() ) {
|
|
return;
|
|
}
|
|
pScene->mTextures = new aiTexture*[mTextures.size()];
|
|
std::copy( mTextures.begin(), mTextures.end(), pScene->mTextures);
|
|
mTextures.clear();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Stores all materials in the given scene
|
|
void ColladaLoader::StoreSceneMaterials( aiScene* pScene) {
|
|
pScene->mNumMaterials = static_cast<unsigned int>(newMats.size());
|
|
if (newMats.empty() ) {
|
|
return;
|
|
}
|
|
pScene->mMaterials = new aiMaterial*[newMats.size()];
|
|
for (unsigned int i = 0; i < newMats.size();++i) {
|
|
pScene->mMaterials[i] = newMats[i].second;
|
|
}
|
|
newMats.clear();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Stores all animations
|
|
void ColladaLoader::StoreAnimations( aiScene* pScene, const ColladaParser& pParser) {
|
|
// recursively collect all animations from the collada scene
|
|
StoreAnimations(pScene, pParser, &pParser.mAnims, "");
|
|
|
|
// catch special case: many animations with the same length, each affecting only a single node.
|
|
// we need to unite all those single-node-anims to a proper combined animation
|
|
for(size_t a = 0; a < mAnims.size(); ++a) {
|
|
aiAnimation* templateAnim = mAnims[a];
|
|
|
|
if (templateAnim->mNumChannels == 1) {
|
|
// search for other single-channel-anims with the same duration
|
|
std::vector<size_t> collectedAnimIndices;
|
|
for( size_t b = a+1; b < mAnims.size(); ++b) {
|
|
aiAnimation* other = mAnims[b];
|
|
if (other->mNumChannels == 1 && other->mDuration == templateAnim->mDuration &&
|
|
other->mTicksPerSecond == templateAnim->mTicksPerSecond)
|
|
collectedAnimIndices.push_back(b);
|
|
}
|
|
|
|
// We only want to combine the animations if they have different channels
|
|
std::set<std::string> animTargets;
|
|
animTargets.insert(templateAnim->mChannels[0]->mNodeName.C_Str());
|
|
bool collectedAnimationsHaveDifferentChannels = true;
|
|
for (size_t b = 0; b < collectedAnimIndices.size(); ++b)
|
|
{
|
|
aiAnimation* srcAnimation = mAnims[collectedAnimIndices[b]];
|
|
std::string channelName = std::string(srcAnimation->mChannels[0]->mNodeName.C_Str());
|
|
if (animTargets.find(channelName) == animTargets.end()) {
|
|
animTargets.insert(channelName);
|
|
} else {
|
|
collectedAnimationsHaveDifferentChannels = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!collectedAnimationsHaveDifferentChannels)
|
|
continue;
|
|
|
|
// if there are other animations which fit the template anim, combine all channels into a single anim
|
|
if (!collectedAnimIndices.empty())
|
|
{
|
|
aiAnimation* combinedAnim = new aiAnimation();
|
|
combinedAnim->mName = aiString(std::string("combinedAnim_") + char('0' + a));
|
|
combinedAnim->mDuration = templateAnim->mDuration;
|
|
combinedAnim->mTicksPerSecond = templateAnim->mTicksPerSecond;
|
|
combinedAnim->mNumChannels = static_cast<unsigned int>(collectedAnimIndices.size() + 1);
|
|
combinedAnim->mChannels = new aiNodeAnim*[combinedAnim->mNumChannels];
|
|
// add the template anim as first channel by moving its aiNodeAnim to the combined animation
|
|
combinedAnim->mChannels[0] = templateAnim->mChannels[0];
|
|
templateAnim->mChannels[0] = NULL;
|
|
delete templateAnim;
|
|
// combined animation replaces template animation in the anim array
|
|
mAnims[a] = combinedAnim;
|
|
|
|
// move the memory of all other anims to the combined anim and erase them from the source anims
|
|
for (size_t b = 0; b < collectedAnimIndices.size(); ++b)
|
|
{
|
|
aiAnimation* srcAnimation = mAnims[collectedAnimIndices[b]];
|
|
combinedAnim->mChannels[1 + b] = srcAnimation->mChannels[0];
|
|
srcAnimation->mChannels[0] = NULL;
|
|
delete srcAnimation;
|
|
}
|
|
|
|
// in a second go, delete all the single-channel-anims that we've stripped from their channels
|
|
// back to front to preserve indices - you know, removing an element from a vector moves all elements behind the removed one
|
|
while (!collectedAnimIndices.empty())
|
|
{
|
|
mAnims.erase(mAnims.begin() + collectedAnimIndices.back());
|
|
collectedAnimIndices.pop_back();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// now store all anims in the scene
|
|
if (!mAnims.empty())
|
|
{
|
|
pScene->mNumAnimations = static_cast<unsigned int>(mAnims.size());
|
|
pScene->mAnimations = new aiAnimation*[mAnims.size()];
|
|
std::copy(mAnims.begin(), mAnims.end(), pScene->mAnimations);
|
|
}
|
|
|
|
mAnims.clear();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Constructs the animations for the given source anim
|
|
void ColladaLoader::StoreAnimations(aiScene* pScene, const ColladaParser& pParser, const Collada::Animation* pSrcAnim, const std::string &pPrefix)
|
|
{
|
|
std::string animName = pPrefix.empty() ? pSrcAnim->mName : pPrefix + "_" + pSrcAnim->mName;
|
|
|
|
// create nested animations, if given
|
|
for (std::vector<Collada::Animation*>::const_iterator it = pSrcAnim->mSubAnims.begin(); it != pSrcAnim->mSubAnims.end(); ++it)
|
|
StoreAnimations(pScene, pParser, *it, animName);
|
|
|
|
// create animation channels, if any
|
|
if (!pSrcAnim->mChannels.empty())
|
|
CreateAnimation(pScene, pParser, pSrcAnim, animName);
|
|
}
|
|
|
|
struct MorphTimeValues
|
|
{
|
|
float mTime;
|
|
struct key
|
|
{
|
|
float mWeight;
|
|
unsigned int mValue;
|
|
};
|
|
std::vector<key> mKeys;
|
|
};
|
|
|
|
void insertMorphTimeValue(std::vector<MorphTimeValues> &values, float time, float weight, unsigned int value)
|
|
{
|
|
MorphTimeValues::key k;
|
|
k.mValue = value;
|
|
k.mWeight = weight;
|
|
if (values.size() == 0 || time < values[0].mTime)
|
|
{
|
|
MorphTimeValues val;
|
|
val.mTime = time;
|
|
val.mKeys.push_back(k);
|
|
values.insert(values.begin(), val);
|
|
return;
|
|
}
|
|
if (time > values.back().mTime)
|
|
{
|
|
MorphTimeValues val;
|
|
val.mTime = time;
|
|
val.mKeys.push_back(k);
|
|
values.insert(values.end(), val);
|
|
return;
|
|
}
|
|
for (unsigned int i = 0; i < values.size(); i++)
|
|
{
|
|
if (std::abs(time - values[i].mTime) < 1e-6f)
|
|
{
|
|
values[i].mKeys.push_back(k);
|
|
return;
|
|
}
|
|
else if (time > values[i].mTime && time < values[i + 1].mTime)
|
|
{
|
|
MorphTimeValues val;
|
|
val.mTime = time;
|
|
val.mKeys.push_back(k);
|
|
values.insert(values.begin() + i, val);
|
|
return;
|
|
}
|
|
}
|
|
// should not get here
|
|
}
|
|
|
|
float getWeightAtKey(const std::vector<MorphTimeValues> &values, int key, unsigned int value)
|
|
{
|
|
for (unsigned int i = 0; i < values[key].mKeys.size(); i++)
|
|
{
|
|
if (values[key].mKeys[i].mValue == value)
|
|
return values[key].mKeys[i].mWeight;
|
|
}
|
|
// no value at key found, try to interpolate if present at other keys. if not, return zero
|
|
// TODO: interpolation
|
|
return 0.0f;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Constructs the animation for the given source anim
|
|
void ColladaLoader::CreateAnimation(aiScene* pScene, const ColladaParser& pParser, const Collada::Animation* pSrcAnim, const std::string& pName)
|
|
{
|
|
// collect a list of animatable nodes
|
|
std::vector<const aiNode*> nodes;
|
|
CollectNodes(pScene->mRootNode, nodes);
|
|
|
|
std::vector<aiNodeAnim*> anims;
|
|
std::vector<aiMeshMorphAnim*> morphAnims;
|
|
|
|
for (std::vector<const aiNode*>::const_iterator nit = nodes.begin(); nit != nodes.end(); ++nit)
|
|
{
|
|
// find all the collada anim channels which refer to the current node
|
|
std::vector<Collada::ChannelEntry> entries;
|
|
std::string nodeName = (*nit)->mName.data;
|
|
|
|
// find the collada node corresponding to the aiNode
|
|
const Collada::Node* srcNode = FindNode(pParser.mRootNode, nodeName);
|
|
// ai_assert( srcNode != NULL);
|
|
if (!srcNode)
|
|
continue;
|
|
|
|
// now check all channels if they affect the current node
|
|
std::string targetID, subElement;
|
|
for (std::vector<Collada::AnimationChannel>::const_iterator cit = pSrcAnim->mChannels.begin();
|
|
cit != pSrcAnim->mChannels.end(); ++cit)
|
|
{
|
|
const Collada::AnimationChannel& srcChannel = *cit;
|
|
Collada::ChannelEntry entry;
|
|
|
|
// we expect the animation target to be of type "nodeName/transformID.subElement". Ignore all others
|
|
// find the slash that separates the node name - there should be only one
|
|
std::string::size_type slashPos = srcChannel.mTarget.find('/');
|
|
if (slashPos == std::string::npos)
|
|
{
|
|
std::string::size_type targetPos = srcChannel.mTarget.find(srcNode->mID);
|
|
if (targetPos == std::string::npos)
|
|
continue;
|
|
|
|
// not node transform, but something else. store as unknown animation channel for now
|
|
entry.mChannel = &(*cit);
|
|
entry.mTargetId = srcChannel.mTarget.substr(targetPos + pSrcAnim->mName.length(),
|
|
srcChannel.mTarget.length() - targetPos - pSrcAnim->mName.length());
|
|
if (entry.mTargetId.front() == '-')
|
|
entry.mTargetId = entry.mTargetId.substr(1);
|
|
entries.push_back(entry);
|
|
continue;
|
|
}
|
|
if (srcChannel.mTarget.find('/', slashPos + 1) != std::string::npos)
|
|
continue;
|
|
|
|
targetID.clear();
|
|
targetID = srcChannel.mTarget.substr(0, slashPos);
|
|
if (targetID != srcNode->mID)
|
|
continue;
|
|
|
|
// find the dot that separates the transformID - there should be only one or zero
|
|
std::string::size_type dotPos = srcChannel.mTarget.find('.');
|
|
if (dotPos != std::string::npos)
|
|
{
|
|
if (srcChannel.mTarget.find('.', dotPos + 1) != std::string::npos)
|
|
continue;
|
|
|
|
entry.mTransformId = srcChannel.mTarget.substr(slashPos + 1, dotPos - slashPos - 1);
|
|
|
|
subElement.clear();
|
|
subElement = srcChannel.mTarget.substr(dotPos + 1);
|
|
if (subElement == "ANGLE")
|
|
entry.mSubElement = 3; // last number in an Axis-Angle-Transform is the angle
|
|
else if (subElement == "X")
|
|
entry.mSubElement = 0;
|
|
else if (subElement == "Y")
|
|
entry.mSubElement = 1;
|
|
else if (subElement == "Z")
|
|
entry.mSubElement = 2;
|
|
else
|
|
ASSIMP_LOG_WARN_F("Unknown anim subelement <", subElement, ">. Ignoring");
|
|
}
|
|
else {
|
|
// no subelement following, transformId is remaining string
|
|
entry.mTransformId = srcChannel.mTarget.substr(slashPos + 1);
|
|
}
|
|
|
|
std::string::size_type bracketPos = srcChannel.mTarget.find('(');
|
|
if (bracketPos != std::string::npos)
|
|
{
|
|
entry.mTransformId = srcChannel.mTarget.substr(slashPos + 1, bracketPos - slashPos - 1);
|
|
subElement.clear();
|
|
subElement = srcChannel.mTarget.substr(bracketPos);
|
|
|
|
if (subElement == "(0)(0)")
|
|
entry.mSubElement = 0;
|
|
else if (subElement == "(1)(0)")
|
|
entry.mSubElement = 1;
|
|
else if (subElement == "(2)(0)")
|
|
entry.mSubElement = 2;
|
|
else if (subElement == "(3)(0)")
|
|
entry.mSubElement = 3;
|
|
else if (subElement == "(0)(1)")
|
|
entry.mSubElement = 4;
|
|
else if (subElement == "(1)(1)")
|
|
entry.mSubElement = 5;
|
|
else if (subElement == "(2)(1)")
|
|
entry.mSubElement = 6;
|
|
else if (subElement == "(3)(1)")
|
|
entry.mSubElement = 7;
|
|
else if (subElement == "(0)(2)")
|
|
entry.mSubElement = 8;
|
|
else if (subElement == "(1)(2)")
|
|
entry.mSubElement = 9;
|
|
else if (subElement == "(2)(2)")
|
|
entry.mSubElement = 10;
|
|
else if (subElement == "(3)(2)")
|
|
entry.mSubElement = 11;
|
|
else if (subElement == "(0)(3)")
|
|
entry.mSubElement = 12;
|
|
else if (subElement == "(1)(3)")
|
|
entry.mSubElement = 13;
|
|
else if (subElement == "(2)(3)")
|
|
entry.mSubElement = 14;
|
|
else if (subElement == "(3)(3)")
|
|
entry.mSubElement = 15;
|
|
}
|
|
|
|
// determine which transform step is affected by this channel
|
|
entry.mTransformIndex = SIZE_MAX;
|
|
for (size_t a = 0; a < srcNode->mTransforms.size(); ++a)
|
|
if (srcNode->mTransforms[a].mID == entry.mTransformId)
|
|
entry.mTransformIndex = a;
|
|
|
|
if (entry.mTransformIndex == SIZE_MAX)
|
|
{
|
|
if (entry.mTransformId.find("morph-weights") != std::string::npos)
|
|
{
|
|
entry.mTargetId = entry.mTransformId;
|
|
entry.mTransformId = "";
|
|
}
|
|
else
|
|
continue;
|
|
}
|
|
|
|
entry.mChannel = &(*cit);
|
|
entries.push_back(entry);
|
|
}
|
|
|
|
// if there's no channel affecting the current node, we skip it
|
|
if (entries.empty())
|
|
continue;
|
|
|
|
// resolve the data pointers for all anim channels. Find the minimum time while we're at it
|
|
ai_real startTime = ai_real(1e20), endTime = ai_real(-1e20);
|
|
for (std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it)
|
|
{
|
|
Collada::ChannelEntry& e = *it;
|
|
e.mTimeAccessor = &pParser.ResolveLibraryReference(pParser.mAccessorLibrary, e.mChannel->mSourceTimes);
|
|
e.mTimeData = &pParser.ResolveLibraryReference(pParser.mDataLibrary, e.mTimeAccessor->mSource);
|
|
e.mValueAccessor = &pParser.ResolveLibraryReference(pParser.mAccessorLibrary, e.mChannel->mSourceValues);
|
|
e.mValueData = &pParser.ResolveLibraryReference(pParser.mDataLibrary, e.mValueAccessor->mSource);
|
|
|
|
// time count and value count must match
|
|
if (e.mTimeAccessor->mCount != e.mValueAccessor->mCount)
|
|
throw DeadlyImportError(format() << "Time count / value count mismatch in animation channel \"" << e.mChannel->mTarget << "\".");
|
|
|
|
if (e.mTimeAccessor->mCount > 0)
|
|
{
|
|
// find bounding times
|
|
startTime = std::min(startTime, ReadFloat(*e.mTimeAccessor, *e.mTimeData, 0, 0));
|
|
endTime = std::max(endTime, ReadFloat(*e.mTimeAccessor, *e.mTimeData, e.mTimeAccessor->mCount - 1, 0));
|
|
}
|
|
}
|
|
|
|
std::vector<aiMatrix4x4> resultTrafos;
|
|
if (!entries.empty() && entries.front().mTimeAccessor->mCount > 0)
|
|
{
|
|
// create a local transformation chain of the node's transforms
|
|
std::vector<Collada::Transform> transforms = srcNode->mTransforms;
|
|
|
|
// now for every unique point in time, find or interpolate the key values for that time
|
|
// and apply them to the transform chain. Then the node's present transformation can be calculated.
|
|
ai_real time = startTime;
|
|
while (1)
|
|
{
|
|
for (std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it)
|
|
{
|
|
Collada::ChannelEntry& e = *it;
|
|
|
|
// find the keyframe behind the current point in time
|
|
size_t pos = 0;
|
|
ai_real postTime = 0.0;
|
|
while (1)
|
|
{
|
|
if (pos >= e.mTimeAccessor->mCount)
|
|
break;
|
|
postTime = ReadFloat(*e.mTimeAccessor, *e.mTimeData, pos, 0);
|
|
if (postTime >= time)
|
|
break;
|
|
++pos;
|
|
}
|
|
|
|
pos = std::min(pos, e.mTimeAccessor->mCount - 1);
|
|
|
|
// read values from there
|
|
ai_real temp[16];
|
|
for (size_t c = 0; c < e.mValueAccessor->mSize; ++c)
|
|
temp[c] = ReadFloat(*e.mValueAccessor, *e.mValueData, pos, c);
|
|
|
|
// if not exactly at the key time, interpolate with previous value set
|
|
if (postTime > time && pos > 0)
|
|
{
|
|
ai_real preTime = ReadFloat(*e.mTimeAccessor, *e.mTimeData, pos - 1, 0);
|
|
ai_real factor = (time - postTime) / (preTime - postTime);
|
|
|
|
for (size_t c = 0; c < e.mValueAccessor->mSize; ++c)
|
|
{
|
|
ai_real v = ReadFloat(*e.mValueAccessor, *e.mValueData, pos - 1, c);
|
|
temp[c] += (v - temp[c]) * factor;
|
|
}
|
|
}
|
|
|
|
// Apply values to current transformation
|
|
std::copy(temp, temp + e.mValueAccessor->mSize, transforms[e.mTransformIndex].f + e.mSubElement);
|
|
}
|
|
|
|
// Calculate resulting transformation
|
|
aiMatrix4x4 mat = pParser.CalculateResultTransform(transforms);
|
|
|
|
// out of laziness: we store the time in matrix.d4
|
|
mat.d4 = time;
|
|
resultTrafos.push_back(mat);
|
|
|
|
// find next point in time to evaluate. That's the closest frame larger than the current in any channel
|
|
ai_real nextTime = ai_real(1e20);
|
|
for (std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it)
|
|
{
|
|
Collada::ChannelEntry& channelElement = *it;
|
|
|
|
// find the next time value larger than the current
|
|
size_t pos = 0;
|
|
while (pos < channelElement.mTimeAccessor->mCount)
|
|
{
|
|
const ai_real t = ReadFloat(*channelElement.mTimeAccessor, *channelElement.mTimeData, pos, 0);
|
|
if (t > time)
|
|
{
|
|
nextTime = std::min(nextTime, t);
|
|
break;
|
|
}
|
|
++pos;
|
|
}
|
|
|
|
// https://github.com/assimp/assimp/issues/458
|
|
// Sub-sample axis-angle channels if the delta between two consecutive
|
|
// key-frame angles is >= 180 degrees.
|
|
if (transforms[channelElement.mTransformIndex].mType == Collada::TF_ROTATE && channelElement.mSubElement == 3 && pos > 0 && pos < channelElement.mTimeAccessor->mCount) {
|
|
const ai_real cur_key_angle = ReadFloat(*channelElement.mValueAccessor, *channelElement.mValueData, pos, 0);
|
|
const ai_real last_key_angle = ReadFloat(*channelElement.mValueAccessor, *channelElement.mValueData, pos - 1, 0);
|
|
const ai_real cur_key_time = ReadFloat(*channelElement.mTimeAccessor, *channelElement.mTimeData, pos, 0);
|
|
const ai_real last_key_time = ReadFloat(*channelElement.mTimeAccessor, *channelElement.mTimeData, pos - 1, 0);
|
|
const ai_real last_eval_angle = last_key_angle + (cur_key_angle - last_key_angle) * (time - last_key_time) / (cur_key_time - last_key_time);
|
|
const ai_real delta = std::abs(cur_key_angle - last_eval_angle);
|
|
if (delta >= 180.0) {
|
|
const int subSampleCount = static_cast<int>(std::floor(delta / 90.0));
|
|
if (cur_key_time != time) {
|
|
const ai_real nextSampleTime = time + (cur_key_time - time) / subSampleCount;
|
|
nextTime = std::min(nextTime, nextSampleTime);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// no more keys on any channel after the current time -> we're done
|
|
if (nextTime > 1e19)
|
|
break;
|
|
|
|
// else construct next keyframe at this following time point
|
|
time = nextTime;
|
|
}
|
|
}
|
|
|
|
// there should be some keyframes, but we aren't that fixated on valid input data
|
|
// ai_assert( resultTrafos.size() > 0);
|
|
|
|
// build an animation channel for the given node out of these trafo keys
|
|
if (!resultTrafos.empty())
|
|
{
|
|
aiNodeAnim* dstAnim = new aiNodeAnim;
|
|
dstAnim->mNodeName = nodeName;
|
|
dstAnim->mNumPositionKeys = static_cast<unsigned int>(resultTrafos.size());
|
|
dstAnim->mNumRotationKeys = static_cast<unsigned int>(resultTrafos.size());
|
|
dstAnim->mNumScalingKeys = static_cast<unsigned int>(resultTrafos.size());
|
|
dstAnim->mPositionKeys = new aiVectorKey[resultTrafos.size()];
|
|
dstAnim->mRotationKeys = new aiQuatKey[resultTrafos.size()];
|
|
dstAnim->mScalingKeys = new aiVectorKey[resultTrafos.size()];
|
|
|
|
for (size_t a = 0; a < resultTrafos.size(); ++a)
|
|
{
|
|
aiMatrix4x4 mat = resultTrafos[a];
|
|
double time = double(mat.d4); // remember? time is stored in mat.d4
|
|
mat.d4 = 1.0f;
|
|
|
|
dstAnim->mPositionKeys[a].mTime = time;
|
|
dstAnim->mRotationKeys[a].mTime = time;
|
|
dstAnim->mScalingKeys[a].mTime = time;
|
|
mat.Decompose(dstAnim->mScalingKeys[a].mValue, dstAnim->mRotationKeys[a].mValue, dstAnim->mPositionKeys[a].mValue);
|
|
}
|
|
|
|
anims.push_back(dstAnim);
|
|
}
|
|
else
|
|
{
|
|
ASSIMP_LOG_WARN("Collada loader: found empty animation channel, ignored. Please check your exporter.");
|
|
}
|
|
|
|
if (!entries.empty() && entries.front().mTimeAccessor->mCount > 0)
|
|
{
|
|
std::vector<Collada::ChannelEntry> morphChannels;
|
|
for (std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it)
|
|
{
|
|
Collada::ChannelEntry& e = *it;
|
|
|
|
// skip non-transform types
|
|
if (e.mTargetId.empty())
|
|
continue;
|
|
|
|
if (e.mTargetId.find("morph-weights") != std::string::npos)
|
|
morphChannels.push_back(e);
|
|
}
|
|
if (morphChannels.size() > 0)
|
|
{
|
|
// either 1) morph weight animation count should contain morph target count channels
|
|
// or 2) one channel with morph target count arrays
|
|
// assume first
|
|
|
|
aiMeshMorphAnim *morphAnim = new aiMeshMorphAnim;
|
|
morphAnim->mName.Set(nodeName);
|
|
|
|
std::vector<MorphTimeValues> morphTimeValues;
|
|
|
|
int morphAnimChannelIndex = 0;
|
|
for (std::vector<Collada::ChannelEntry>::iterator it = morphChannels.begin(); it != morphChannels.end(); ++it)
|
|
{
|
|
Collada::ChannelEntry& e = *it;
|
|
std::string::size_type apos = e.mTargetId.find('(');
|
|
std::string::size_type bpos = e.mTargetId.find(')');
|
|
if (apos == std::string::npos || bpos == std::string::npos)
|
|
// unknown way to specify weight -> ignore this animation
|
|
continue;
|
|
|
|
// weight target can be in format Weight_M_N, Weight_N, WeightN, or some other way
|
|
// we ignore the name and just assume the channels are in the right order
|
|
for (unsigned int i = 0; i < e.mTimeData->mValues.size(); i++)
|
|
insertMorphTimeValue(morphTimeValues, e.mTimeData->mValues.at(i), e.mValueData->mValues.at(i), morphAnimChannelIndex);
|
|
|
|
++morphAnimChannelIndex;
|
|
}
|
|
|
|
morphAnim->mNumKeys = static_cast<unsigned int>(morphTimeValues.size());
|
|
morphAnim->mKeys = new aiMeshMorphKey[morphAnim->mNumKeys];
|
|
for (unsigned int key = 0; key < morphAnim->mNumKeys; key++)
|
|
{
|
|
morphAnim->mKeys[key].mNumValuesAndWeights = static_cast<unsigned int>(morphChannels.size());
|
|
morphAnim->mKeys[key].mValues = new unsigned int[morphChannels.size()];
|
|
morphAnim->mKeys[key].mWeights = new double[morphChannels.size()];
|
|
|
|
morphAnim->mKeys[key].mTime = morphTimeValues[key].mTime;
|
|
for (unsigned int valueIndex = 0; valueIndex < morphChannels.size(); valueIndex++)
|
|
{
|
|
morphAnim->mKeys[key].mValues[valueIndex] = valueIndex;
|
|
morphAnim->mKeys[key].mWeights[valueIndex] = getWeightAtKey(morphTimeValues, key, valueIndex);
|
|
}
|
|
}
|
|
|
|
morphAnims.push_back(morphAnim);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!anims.empty() || !morphAnims.empty())
|
|
{
|
|
aiAnimation* anim = new aiAnimation;
|
|
anim->mName.Set(pName);
|
|
anim->mNumChannels = static_cast<unsigned int>(anims.size());
|
|
if (anim->mNumChannels > 0)
|
|
{
|
|
anim->mChannels = new aiNodeAnim*[anims.size()];
|
|
std::copy(anims.begin(), anims.end(), anim->mChannels);
|
|
}
|
|
anim->mNumMorphMeshChannels = static_cast<unsigned int>(morphAnims.size());
|
|
if (anim->mNumMorphMeshChannels > 0)
|
|
{
|
|
anim->mMorphMeshChannels = new aiMeshMorphAnim*[anim->mNumMorphMeshChannels];
|
|
std::copy(morphAnims.begin(), morphAnims.end(), anim->mMorphMeshChannels);
|
|
}
|
|
anim->mDuration = 0.0f;
|
|
for (size_t a = 0; a < anims.size(); ++a)
|
|
{
|
|
anim->mDuration = std::max(anim->mDuration, anims[a]->mPositionKeys[anims[a]->mNumPositionKeys - 1].mTime);
|
|
anim->mDuration = std::max(anim->mDuration, anims[a]->mRotationKeys[anims[a]->mNumRotationKeys - 1].mTime);
|
|
anim->mDuration = std::max(anim->mDuration, anims[a]->mScalingKeys[anims[a]->mNumScalingKeys - 1].mTime);
|
|
}
|
|
for (size_t a = 0; a < morphAnims.size(); ++a)
|
|
{
|
|
anim->mDuration = std::max(anim->mDuration, morphAnims[a]->mKeys[morphAnims[a]->mNumKeys - 1].mTime);
|
|
}
|
|
anim->mTicksPerSecond = 1;
|
|
mAnims.push_back(anim);
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Add a texture to a material structure
|
|
void ColladaLoader::AddTexture(aiMaterial& mat, const ColladaParser& pParser,
|
|
const Collada::Effect& effect,
|
|
const Collada::Sampler& sampler,
|
|
aiTextureType type, unsigned int idx)
|
|
{
|
|
// first of all, basic file name
|
|
const aiString name = FindFilenameForEffectTexture(pParser, effect, sampler.mName);
|
|
mat.AddProperty(&name, _AI_MATKEY_TEXTURE_BASE, type, idx);
|
|
|
|
// mapping mode
|
|
int map = aiTextureMapMode_Clamp;
|
|
if (sampler.mWrapU)
|
|
map = aiTextureMapMode_Wrap;
|
|
if (sampler.mWrapU && sampler.mMirrorU)
|
|
map = aiTextureMapMode_Mirror;
|
|
|
|
mat.AddProperty(&map, 1, _AI_MATKEY_MAPPINGMODE_U_BASE, type, idx);
|
|
|
|
map = aiTextureMapMode_Clamp;
|
|
if (sampler.mWrapV)
|
|
map = aiTextureMapMode_Wrap;
|
|
if (sampler.mWrapV && sampler.mMirrorV)
|
|
map = aiTextureMapMode_Mirror;
|
|
|
|
mat.AddProperty(&map, 1, _AI_MATKEY_MAPPINGMODE_V_BASE, type, idx);
|
|
|
|
// UV transformation
|
|
mat.AddProperty(&sampler.mTransform, 1,
|
|
_AI_MATKEY_UVTRANSFORM_BASE, type, idx);
|
|
|
|
// Blend mode
|
|
mat.AddProperty((int*)&sampler.mOp, 1,
|
|
_AI_MATKEY_TEXBLEND_BASE, type, idx);
|
|
|
|
// Blend factor
|
|
mat.AddProperty((ai_real*)&sampler.mWeighting, 1,
|
|
_AI_MATKEY_TEXBLEND_BASE, type, idx);
|
|
|
|
// UV source index ... if we didn't resolve the mapping, it is actually just
|
|
// a guess but it works in most cases. We search for the frst occurrence of a
|
|
// number in the channel name. We assume it is the zero-based index into the
|
|
// UV channel array of all corresponding meshes. It could also be one-based
|
|
// for some exporters, but we won't care of it unless someone complains about.
|
|
if (sampler.mUVId != UINT_MAX)
|
|
map = sampler.mUVId;
|
|
else {
|
|
map = -1;
|
|
for (std::string::const_iterator it = sampler.mUVChannel.begin(); it != sampler.mUVChannel.end(); ++it) {
|
|
if (IsNumeric(*it)) {
|
|
map = strtoul10(&(*it));
|
|
break;
|
|
}
|
|
}
|
|
if (-1 == map) {
|
|
ASSIMP_LOG_WARN("Collada: unable to determine UV channel for texture");
|
|
map = 0;
|
|
}
|
|
}
|
|
mat.AddProperty(&map, 1, _AI_MATKEY_UVWSRC_BASE, type, idx);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Fills materials from the collada material definitions
|
|
void ColladaLoader::FillMaterials(const ColladaParser& pParser, aiScene* /*pScene*/)
|
|
{
|
|
for (auto &elem : newMats)
|
|
{
|
|
aiMaterial& mat = (aiMaterial&)*elem.second;
|
|
Collada::Effect& effect = *elem.first;
|
|
|
|
// resolve shading mode
|
|
int shadeMode;
|
|
if (effect.mFaceted) /* fixme */
|
|
shadeMode = aiShadingMode_Flat;
|
|
else {
|
|
switch (effect.mShadeType)
|
|
{
|
|
case Collada::Shade_Constant:
|
|
shadeMode = aiShadingMode_NoShading;
|
|
break;
|
|
case Collada::Shade_Lambert:
|
|
shadeMode = aiShadingMode_Gouraud;
|
|
break;
|
|
case Collada::Shade_Blinn:
|
|
shadeMode = aiShadingMode_Blinn;
|
|
break;
|
|
case Collada::Shade_Phong:
|
|
shadeMode = aiShadingMode_Phong;
|
|
break;
|
|
|
|
default:
|
|
ASSIMP_LOG_WARN("Collada: Unrecognized shading mode, using gouraud shading");
|
|
shadeMode = aiShadingMode_Gouraud;
|
|
break;
|
|
}
|
|
}
|
|
mat.AddProperty<int>(&shadeMode, 1, AI_MATKEY_SHADING_MODEL);
|
|
|
|
// double-sided?
|
|
shadeMode = effect.mDoubleSided;
|
|
mat.AddProperty<int>(&shadeMode, 1, AI_MATKEY_TWOSIDED);
|
|
|
|
// wireframe?
|
|
shadeMode = effect.mWireframe;
|
|
mat.AddProperty<int>(&shadeMode, 1, AI_MATKEY_ENABLE_WIREFRAME);
|
|
|
|
// add material colors
|
|
mat.AddProperty(&effect.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
|
|
mat.AddProperty(&effect.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
|
|
mat.AddProperty(&effect.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
|
|
mat.AddProperty(&effect.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
|
|
mat.AddProperty(&effect.mReflective, 1, AI_MATKEY_COLOR_REFLECTIVE);
|
|
|
|
// scalar properties
|
|
mat.AddProperty(&effect.mShininess, 1, AI_MATKEY_SHININESS);
|
|
mat.AddProperty(&effect.mReflectivity, 1, AI_MATKEY_REFLECTIVITY);
|
|
mat.AddProperty(&effect.mRefractIndex, 1, AI_MATKEY_REFRACTI);
|
|
|
|
// transparency, a very hard one. seemingly not all files are following the
|
|
// specification here (1.0 transparency => completely opaque)...
|
|
// therefore, we let the opportunity for the user to manually invert
|
|
// the transparency if necessary and we add preliminary support for RGB_ZERO mode
|
|
if (effect.mTransparency >= 0.f && effect.mTransparency <= 1.f) {
|
|
// handle RGB transparency completely, cf Collada specs 1.5.0 pages 249 and 304
|
|
if (effect.mRGBTransparency) {
|
|
// use luminance as defined by ISO/CIE color standards (see ITU-R Recommendation BT.709-4)
|
|
effect.mTransparency *= (
|
|
0.212671f * effect.mTransparent.r +
|
|
0.715160f * effect.mTransparent.g +
|
|
0.072169f * effect.mTransparent.b
|
|
);
|
|
|
|
effect.mTransparent.a = 1.f;
|
|
|
|
mat.AddProperty(&effect.mTransparent, 1, AI_MATKEY_COLOR_TRANSPARENT);
|
|
}
|
|
else {
|
|
effect.mTransparency *= effect.mTransparent.a;
|
|
}
|
|
|
|
if (effect.mInvertTransparency) {
|
|
effect.mTransparency = 1.f - effect.mTransparency;
|
|
}
|
|
|
|
// Is the material finally transparent ?
|
|
if (effect.mHasTransparency || effect.mTransparency < 1.f) {
|
|
mat.AddProperty(&effect.mTransparency, 1, AI_MATKEY_OPACITY);
|
|
}
|
|
}
|
|
|
|
// add textures, if given
|
|
if (!effect.mTexAmbient.mName.empty()) {
|
|
// It is merely a light-map
|
|
AddTexture(mat, pParser, effect, effect.mTexAmbient, aiTextureType_LIGHTMAP);
|
|
}
|
|
|
|
if (!effect.mTexEmissive.mName.empty())
|
|
AddTexture(mat, pParser, effect, effect.mTexEmissive, aiTextureType_EMISSIVE);
|
|
|
|
if (!effect.mTexSpecular.mName.empty())
|
|
AddTexture(mat, pParser, effect, effect.mTexSpecular, aiTextureType_SPECULAR);
|
|
|
|
if (!effect.mTexDiffuse.mName.empty())
|
|
AddTexture(mat, pParser, effect, effect.mTexDiffuse, aiTextureType_DIFFUSE);
|
|
|
|
if (!effect.mTexBump.mName.empty())
|
|
AddTexture(mat, pParser, effect, effect.mTexBump, aiTextureType_NORMALS);
|
|
|
|
if (!effect.mTexTransparent.mName.empty())
|
|
AddTexture(mat, pParser, effect, effect.mTexTransparent, aiTextureType_OPACITY);
|
|
|
|
if (!effect.mTexReflective.mName.empty())
|
|
AddTexture(mat, pParser, effect, effect.mTexReflective, aiTextureType_REFLECTION);
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Constructs materials from the collada material definitions
|
|
void ColladaLoader::BuildMaterials(ColladaParser& pParser, aiScene* /*pScene*/)
|
|
{
|
|
newMats.reserve(pParser.mMaterialLibrary.size());
|
|
|
|
for (ColladaParser::MaterialLibrary::const_iterator matIt = pParser.mMaterialLibrary.begin();
|
|
matIt != pParser.mMaterialLibrary.end(); ++matIt) {
|
|
const Collada::Material& material = matIt->second;
|
|
// a material is only a reference to an effect
|
|
ColladaParser::EffectLibrary::iterator effIt = pParser.mEffectLibrary.find(material.mEffect);
|
|
if (effIt == pParser.mEffectLibrary.end())
|
|
continue;
|
|
Collada::Effect& effect = effIt->second;
|
|
|
|
// create material
|
|
aiMaterial* mat = new aiMaterial;
|
|
aiString name(material.mName.empty() ? matIt->first : material.mName);
|
|
mat->AddProperty(&name, AI_MATKEY_NAME);
|
|
|
|
// store the material
|
|
mMaterialIndexByName[matIt->first] = newMats.size();
|
|
newMats.push_back(std::pair<Collada::Effect*, aiMaterial*>(&effect, mat));
|
|
}
|
|
// ScenePreprocessor generates a default material automatically if none is there.
|
|
// All further code here in this loader works well without a valid material so
|
|
// we can safely let it to ScenePreprocessor.
|
|
#if 0
|
|
if (newMats.size() == 0)
|
|
{
|
|
aiMaterial* mat = new aiMaterial;
|
|
aiString name(AI_DEFAULT_MATERIAL_NAME);
|
|
mat->AddProperty(&name, AI_MATKEY_NAME);
|
|
|
|
const int shadeMode = aiShadingMode_Phong;
|
|
mat->AddProperty<int>(&shadeMode, 1, AI_MATKEY_SHADING_MODEL);
|
|
aiColor4D colAmbient(0.2, 0.2, 0.2, 1.0), colDiffuse(0.8, 0.8, 0.8, 1.0), colSpecular(0.5, 0.5, 0.5, 0.5);
|
|
mat->AddProperty(&colAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
|
|
mat->AddProperty(&colDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
|
|
mat->AddProperty(&colSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
|
|
const ai_real specExp = 5.0;
|
|
mat->AddProperty(&specExp, 1, AI_MATKEY_SHININESS);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Resolves the texture name for the given effect texture entry
|
|
// and loads the texture data
|
|
aiString ColladaLoader::FindFilenameForEffectTexture(const ColladaParser& pParser,
|
|
const Collada::Effect& pEffect, const std::string& pName)
|
|
{
|
|
aiString result;
|
|
|
|
// recurse through the param references until we end up at an image
|
|
std::string name = pName;
|
|
while (1)
|
|
{
|
|
// the given string is a param entry. Find it
|
|
Collada::Effect::ParamLibrary::const_iterator 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;
|
|
|
|
// else recurse on
|
|
name = it->second.mReference;
|
|
}
|
|
|
|
// find the image referred by this name in the image library of the scene
|
|
ColladaParser::ImageLibrary::const_iterator imIt = pParser.mImageLibrary.find(name);
|
|
if (imIt == pParser.mImageLibrary.end())
|
|
{
|
|
ASSIMP_LOG_WARN_F("Collada: Unable to resolve effect texture entry \"", pName, "\", ended up at ID \"", name, "\".");
|
|
|
|
//set default texture file name
|
|
result.Set(name + ".jpg");
|
|
ColladaParser::UriDecodePath(result);
|
|
return result;
|
|
}
|
|
|
|
// if this is an embedded texture image setup an aiTexture for it
|
|
if (!imIt->second.mImageData.empty())
|
|
{
|
|
aiTexture* tex = new aiTexture();
|
|
|
|
// Store embedded texture name reference
|
|
tex->mFilename.Set(imIt->second.mFileName.c_str());
|
|
result.Set(imIt->second.mFileName);
|
|
|
|
// TODO: check the possibility of using the flag "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
|
|
// result.data[0] = '*';
|
|
// result.length = 1 + ASSIMP_itoa10(result.data + 1, static_cast<unsigned int>(MAXLEN - 1), static_cast<int32_t>(mTextures.size()));
|
|
|
|
|
|
// setup format hint
|
|
if (imIt->second.mEmbeddedFormat.length() >= HINTMAXTEXTURELEN) {
|
|
ASSIMP_LOG_WARN("Collada: texture format hint is too long, truncating to 3 characters");
|
|
}
|
|
strncpy(tex->achFormatHint, imIt->second.mEmbeddedFormat.c_str(), 3);
|
|
|
|
// and copy texture data
|
|
tex->mHeight = 0;
|
|
tex->mWidth = static_cast<unsigned int>(imIt->second.mImageData.size());
|
|
tex->pcData = (aiTexel*)new char[tex->mWidth];
|
|
memcpy(tex->pcData, &imIt->second.mImageData[0], tex->mWidth);
|
|
|
|
// and add this texture to the list
|
|
mTextures.push_back(tex);
|
|
}
|
|
else
|
|
{
|
|
if (imIt->second.mFileName.empty()) {
|
|
throw DeadlyImportError("Collada: Invalid texture, no data or file reference given");
|
|
}
|
|
|
|
result.Set(imIt->second.mFileName);
|
|
}
|
|
return result;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Reads a float value from an accessor and its data array.
|
|
ai_real ColladaLoader::ReadFloat(const Collada::Accessor& pAccessor, const Collada::Data& pData, size_t pIndex, size_t pOffset) const
|
|
{
|
|
// FIXME: (thom) Test for data type here in every access? For the moment, I leave this to the caller
|
|
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 Collada::Accessor& pAccessor, const Collada::Data& pData, size_t pIndex) const
|
|
{
|
|
size_t pos = pAccessor.mStride * pIndex + pAccessor.mOffset;
|
|
ai_assert(pos < pData.mStrings.size());
|
|
return pData.mStrings[pos];
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Collects all nodes into the given array
|
|
void ColladaLoader::CollectNodes(const aiNode* pNode, std::vector<const aiNode*>& poNodes) const
|
|
{
|
|
poNodes.push_back(pNode);
|
|
for (size_t a = 0; a < pNode->mNumChildren; ++a) {
|
|
CollectNodes(pNode->mChildren[a], poNodes);
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Finds a node in the collada scene by the given name
|
|
const Collada::Node* ColladaLoader::FindNode(const Collada::Node* pNode, const std::string& pName) const
|
|
{
|
|
if (pNode->mName == pName || pNode->mID == pName)
|
|
return pNode;
|
|
|
|
for (size_t a = 0; a < pNode->mChildren.size(); ++a)
|
|
{
|
|
const Collada::Node* node = FindNode(pNode->mChildren[a], pName);
|
|
if (node)
|
|
return node;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Finds a node in the collada scene by the given SID
|
|
const Collada::Node* ColladaLoader::FindNodeBySID( const Collada::Node* pNode, const std::string& pSID) const {
|
|
if (nullptr == pNode) {
|
|
return nullptr;
|
|
}
|
|
|
|
if (pNode->mSID == pSID) {
|
|
return pNode;
|
|
}
|
|
|
|
for( size_t a = 0; a < pNode->mChildren.size(); ++a) {
|
|
const Collada::Node* node = FindNodeBySID( pNode->mChildren[a], pSID);
|
|
if (node) {
|
|
return node;
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Finds a proper unique name for a node derived from the collada-node's properties.
|
|
// The name must be unique for proper node-bone association.
|
|
std::string ColladaLoader::FindNameForNode(const Collada::Node* pNode)
|
|
{
|
|
// If explicitly requested, just use the collada name.
|
|
if (useColladaName)
|
|
{
|
|
if (!pNode->mName.empty()) {
|
|
return pNode->mName;
|
|
}
|
|
else {
|
|
return format() << "$ColladaAutoName$_" << mNodeNameCounter++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Now setup the name of the assimp node. The collada name might not be
|
|
// unique, so we use the collada ID.
|
|
if (!pNode->mID.empty())
|
|
return pNode->mID;
|
|
else if (!pNode->mSID.empty())
|
|
return pNode->mSID;
|
|
else
|
|
{
|
|
// No need to worry. Unnamed nodes are no problem at all, except
|
|
// if cameras or lights need to be assigned to them.
|
|
return format() << "$ColladaAutoName$_" << mNodeNameCounter++;
|
|
}
|
|
}
|
|
}
|
|
|
|
} // Namespace Assimp
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_DAE_IMPORTER
|