1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513
|
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2012, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the Collada loader */
#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_DAE_IMPORTER
#include "../include/assimp/anim.h"
#include "ColladaLoader.h"
#include "ColladaParser.h"
#include "fast_atof.h"
#include "ParsingUtils.h"
#include "SkeletonMeshBuilder.h"
#include "time.h"
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
ColladaLoader::ColladaLoader()
{}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
ColladaLoader::~ColladaLoader()
{}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool ColladaLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
// check file extension
std::string extension = GetExtension(pFile);
if( extension == "dae")
return true;
// XML - too generic, we need to open the file and search for typical keywords
if( extension == "xml" || !extension.length() || checkSig) {
/* If CanRead() is called in order to check whether we
* support a specific file extension in general pIOHandler
* might be NULL and it's our duty to return true here.
*/
if (!pIOHandler)return true;
const char* tokens[] = {"collada"};
return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
}
return false;
}
// ------------------------------------------------------------------------------------------------
// Get file extension list
void ColladaLoader::GetExtensionList( std::set<std::string>& extensions )
{
extensions.insert("dae");
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
{
mFileName = pFile;
// clean all member arrays - just for safety, it should work even if we did not
mMeshIndexByID.clear();
mMaterialIndexByName.clear();
mMeshes.clear();
newMats.clear();
mLights.clear();
mCameras.clear();
mTextures.clear();
// parse the input file
ColladaParser parser( pIOHandler, pFile);
if( !parser.mRootNode)
throw DeadlyImportError( "Collada: File came out empty. Something is wrong here.");
// reserve some storage to avoid unnecessary reallocs
newMats.reserve(parser.mMaterialLibrary.size()*2);
mMeshes.reserve(parser.mMeshLibrary.size()*2);
mCameras.reserve(parser.mCameraLibrary.size());
mLights.reserve(parser.mLightLibrary.size());
// create the materials first, for the meshes to find
BuildMaterials( parser, pScene);
// build the node hierarchy from it
pScene->mRootNode = BuildHierarchy( parser, parser.mRootNode);
// ... then fill the materials with the now adjusted settings
FillMaterials(parser, pScene);
// Convert to Y_UP, if different orientation
if( parser.mUpDirection == ColladaParser::UP_X)
pScene->mRootNode->mTransformation *= aiMatrix4x4(
0, -1, 0, 0,
1, 0, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
else if( parser.mUpDirection == ColladaParser::UP_Z)
pScene->mRootNode->mTransformation *= aiMatrix4x4(
1, 0, 0, 0,
0, 0, 1, 0,
0, -1, 0, 0,
0, 0, 0, 1);
// store all meshes
StoreSceneMeshes( pScene);
// store all materials
StoreSceneMaterials( pScene);
// store all lights
StoreSceneLights( pScene);
// store all cameras
StoreSceneCameras( pScene);
// store all animations
StoreAnimations( pScene, parser);
// If no meshes have been loaded, it's probably just an animated skeleton.
if (!pScene->mNumMeshes) {
SkeletonMeshBuilder hero(pScene);
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
}
}
// ------------------------------------------------------------------------------------------------
// Recursively constructs a scene node for the given parser node and returns it.
aiNode* ColladaLoader::BuildHierarchy( const ColladaParser& pParser, const Collada::Node* pNode)
{
// create a node for it
aiNode* node = new aiNode();
// find a name for the new node. It's more complicated than you might think
node->mName.Set( FindNameForNode( pNode));
// calculate the transformation matrix for it
node->mTransformation = pParser.CalculateResultTransform( pNode->mTransforms);
// now resolve node instances
std::vector<const Collada::Node*> instances;
ResolveNodeInstances(pParser,pNode,instances);
// add children. first the *real* ones
node->mNumChildren = pNode->mChildren.size()+instances.size();
node->mChildren = new aiNode*[node->mNumChildren];
for( size_t a = 0; a < pNode->mChildren.size(); a++)
{
node->mChildren[a] = BuildHierarchy( pParser, pNode->mChildren[a]);
node->mChildren[a]->mParent = node;
}
// ... and finally the resolved node instances
for( size_t a = 0; a < instances.size(); a++)
{
node->mChildren[pNode->mChildren.size() + a] = BuildHierarchy( pParser, instances[a]);
node->mChildren[pNode->mChildren.size() + a]->mParent = node;
}
// construct meshes
BuildMeshesForNode( pParser, pNode, node);
// construct cameras
BuildCamerasForNode(pParser, pNode, node);
// construct lights
BuildLightsForNode(pParser, pNode, node);
return node;
}
// ------------------------------------------------------------------------------------------------
// Resolve node instances
void ColladaLoader::ResolveNodeInstances( const ColladaParser& pParser, const Collada::Node* pNode,
std::vector<const Collada::Node*>& resolved)
{
// reserve enough storage
resolved.reserve(pNode->mNodeInstances.size());
// ... and iterate through all nodes to be instanced as children of pNode
for (std::vector<Collada::NodeInstance>::const_iterator it = pNode->mNodeInstances.begin(),
end = pNode->mNodeInstances.end(); it != end; ++it)
{
// find the corresponding node in the library
const ColladaParser::NodeLibrary::const_iterator itt = pParser.mNodeLibrary.find((*it).mNode);
const Collada::Node* nd = itt == pParser.mNodeLibrary.end() ? NULL : (*itt).second;
// FIX for http://sourceforge.net/tracker/?func=detail&aid=3054873&group_id=226462&atid=1067632
// need to check for both name and ID to catch all. To avoid breaking valid files,
// the workaround is only enabled when the first attempt to resolve the node has failed.
if (!nd) {
nd = FindNode(pParser.mRootNode,(*it).mNode);
}
if (!nd)
DefaultLogger::get()->error("Collada: Unable to resolve reference to instanced node " + (*it).mNode);
else {
// attach this node to the list of children
resolved.push_back(nd);
}
}
}
// ------------------------------------------------------------------------------------------------
// Resolve UV channels
void ColladaLoader::ApplyVertexToEffectSemanticMapping(Collada::Sampler& sampler,
const Collada::SemanticMappingTable& table)
{
std::map<std::string, Collada::InputSemanticMapEntry>::const_iterator it = table.mMap.find(sampler.mUVChannel);
if (it != table.mMap.end()) {
if (it->second.mType != Collada::IT_Texcoord)
DefaultLogger::get()->error("Collada: Unexpected effect input mapping");
sampler.mUVId = it->second.mSet;
}
}
// ------------------------------------------------------------------------------------------------
// Builds lights for the given node and references them
void ColladaLoader::BuildLightsForNode( const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget)
{
BOOST_FOREACH( const Collada::LightInstance& lid, pNode->mLights)
{
// find the referred light
ColladaParser::LightLibrary::const_iterator srcLightIt = pParser.mLightLibrary.find( lid.mLight);
if( srcLightIt == pParser.mLightLibrary.end())
{
DefaultLogger::get()->warn("Collada: Unable to find light for ID \"" + lid.mLight + "\". Skipping.");
continue;
}
const Collada::Light* srcLight = &srcLightIt->second;
if (srcLight->mType == aiLightSource_AMBIENT) {
DefaultLogger::get()->error("Collada: Skipping ambient light for the moment");
continue;
}
// now fill our ai data structure
aiLight* out = new aiLight();
out->mName = pTarget->mName;
out->mType = (aiLightSourceType)srcLight->mType;
// collada lights point in -Z by default, rest is specified in node transform
out->mDirection = aiVector3D(0.f,0.f,-1.f);
out->mAttenuationConstant = srcLight->mAttConstant;
out->mAttenuationLinear = srcLight->mAttLinear;
out->mAttenuationQuadratic = srcLight->mAttQuadratic;
// collada doesn't differenciate between these color types
out->mColorDiffuse = out->mColorSpecular = out->mColorAmbient = srcLight->mColor*srcLight->mIntensity;
// convert falloff angle and falloff exponent in our representation, if given
if (out->mType == aiLightSource_SPOT) {
out->mAngleInnerCone = AI_DEG_TO_RAD( srcLight->mFalloffAngle );
// ... some extension magic. FUCKING COLLADA.
if (srcLight->mOuterAngle == 10e10f)
{
// ... some deprecation magic. FUCKING FCOLLADA.
if (srcLight->mPenumbraAngle == 10e10f)
{
// Need to rely on falloff_exponent. I don't know how to interpret it, so I need to guess ....
// epsilon chosen to be 0.1
out->mAngleOuterCone = AI_DEG_TO_RAD (math::acos(math::pow(0.1f,1.f/srcLight->mFalloffExponent))+
srcLight->mFalloffAngle);
}
else {
out->mAngleOuterCone = out->mAngleInnerCone + AI_DEG_TO_RAD( srcLight->mPenumbraAngle );
if (out->mAngleOuterCone < out->mAngleInnerCone)
std::swap(out->mAngleInnerCone,out->mAngleOuterCone);
}
}
else out->mAngleOuterCone = AI_DEG_TO_RAD( srcLight->mOuterAngle );
}
// add to light list
mLights.push_back(out);
}
}
// ------------------------------------------------------------------------------------------------
// Builds cameras for the given node and references them
void ColladaLoader::BuildCamerasForNode( const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget)
{
BOOST_FOREACH( const Collada::CameraInstance& cid, pNode->mCameras)
{
// find the referred light
ColladaParser::CameraLibrary::const_iterator srcCameraIt = pParser.mCameraLibrary.find( cid.mCamera);
if( srcCameraIt == pParser.mCameraLibrary.end())
{
DefaultLogger::get()->warn("Collada: Unable to find camera for ID \"" + cid.mCamera + "\". Skipping.");
continue;
}
const Collada::Camera* srcCamera = &srcCameraIt->second;
// orthographic cameras not yet supported in Assimp
if (srcCamera->mOrtho) {
DefaultLogger::get()->warn("Collada: Orthographic cameras are not supported.");
}
// now fill our ai data structure
aiCamera* out = new aiCamera();
out->mName = pTarget->mName;
// collada cameras point in -Z by default, rest is specified in node transform
out->mLookAt = aiVector3D(0.f,0.f,-1.f);
// near/far z is already ok
out->mClipPlaneFar = srcCamera->mZFar;
out->mClipPlaneNear = srcCamera->mZNear;
// ... but for the rest some values are optional
// and we need to compute the others in any combination. FUCKING COLLADA.
if (srcCamera->mAspect != 10e10f)
out->mAspect = srcCamera->mAspect;
if (srcCamera->mHorFov != 10e10f) {
out->mHorizontalFOV = srcCamera->mHorFov;
if (srcCamera->mVerFov != 10e10f && srcCamera->mAspect == 10e10f) {
out->mAspect = math::tan(AI_DEG_TO_RAD(srcCamera->mHorFov)) /
math::tan(AI_DEG_TO_RAD(srcCamera->mVerFov));
}
}
else if (srcCamera->mAspect != 10e10f && srcCamera->mVerFov != 10e10f) {
out->mHorizontalFOV = 2.0f * AI_RAD_TO_DEG(math::atan(srcCamera->mAspect *
math::tan(AI_DEG_TO_RAD(srcCamera->mVerFov) * 0.5f)));
}
// 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
BOOST_FOREACH( const Collada::MeshInstance& mid, pNode->mMeshes)
{
const Collada::Mesh* srcMesh = NULL;
const Collada::Controller* srcController = NULL;
// 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( !srcMesh)
{
DefaultLogger::get()->warn( boost::str( boost::format( "Collada: Unable to find geometry for ID \"%s\". Skipping.") % mid.mMeshOrController));
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 = NULL;
if( meshMatIt != mid.mMaterials.end())
{
table = &meshMatIt->second;
meshMaterial = table->mMatName;
}
else
{
DefaultLogger::get()->warn( boost::str( boost::format( "Collada: No material specified for subgroup \"%s\" in geometry \"%s\".") % submesh.mMaterial % 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;
if( matIt != mMaterialIndexByName.end())
matIdx = matIt->second;
else
matIdx = 0;
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;
}
}
}
// now place all mesh references we gathered in the target node
pTarget->mNumMeshes = newMeshRefs.size();
if( newMeshRefs.size())
{
pTarget->mMeshes = new unsigned int[pTarget->mNumMeshes];
std::copy( newMeshRefs.begin(), newMeshRefs.end(), pTarget->mMeshes);
}
}
// ------------------------------------------------------------------------------------------------
// 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)
{
aiMesh* dstMesh = new aiMesh;
// count the vertices addressed by its faces
const size_t numVertices = std::accumulate( pSrcMesh->mFaceSize.begin() + pStartFace,
pSrcMesh->mFaceSize.begin() + pStartFace + pSubMesh.mNumFaces, 0);
// copy positions
dstMesh->mNumVertices = 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 fucking 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 = 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 = s;
face.mIndices = new unsigned int[s];
for( size_t b = 0; b < s; ++b)
face.mIndices[b] = vertex++;
}
// create bones if given
if( pSrcController)
{
// refuse if the vertex count does not match
// if( pSrcController->mWeightCounts.size() != dstMesh->mNumVertices)
// throw DeadlyImportError( "Joint Controller vertex count does not match mesh vertex count");
// 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 lazyness. 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 adresssing scheme. Fucking collada spec.");
// 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)
{
size_t jointIndex = iit->first;
size_t vertexIndex = iit->second;
float weight = ReadFloat( weightsAcc, weights, vertexIndex, 0);
// one day I gonna kill that XSI Collada exporter
if( weight > 0.0f)
{
aiVertexWeight w;
w.mVertexId = 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 = 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].size() == 0)
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 = 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
DefaultLogger::get()->warn( boost::str( boost::format( "ColladaLoader::CreateMesh(): could not find corresponding node for joint \"%s\".") % bone->mName.data));
// and insert bone
dstMesh->mBones[boneCount++] = bone;
}
}
return dstMesh;
}
// ------------------------------------------------------------------------------------------------
// Stores all meshes in the given scene
void ColladaLoader::StoreSceneMeshes( aiScene* pScene)
{
pScene->mNumMeshes = mMeshes.size();
if( mMeshes.size() > 0)
{
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 = mCameras.size();
if( mCameras.size() > 0)
{
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 = mLights.size();
if( mLights.size() > 0)
{
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 = mTextures.size();
if( mTextures.size() > 0)
{
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 = newMats.size();
if (newMats.size() > 0) {
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)
{
// recursivly 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);
}
// 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 = 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 = mAnims.size();
pScene->mAnimations = new aiAnimation*[mAnims.size()];
std::copy( mAnims.begin(), mAnims.end(), pScene->mAnimations);
}
}
// ------------------------------------------------------------------------------------------------
// 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);
}
// ------------------------------------------------------------------------------------------------
// 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;
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
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 except 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)
continue;
if( srcChannel.mTarget.find( '/', slashPos+1) != std::string::npos)
continue;
std::string 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);
std::string 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
DefaultLogger::get()->warn( boost::str( boost::format( "Unknown anim subelement \"%s\". Ignoring") % subElement));
} else
{
// no subelement following, transformId is remaining string
entry.mTransformId = srcChannel.mTarget.substr( slashPos+1);
}
// 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) {
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
float startTime = 1e20f, endTime = -1e20f;
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( boost::str( boost::format( "Time count / value count mismatch in animation channel \"%s\".") % e.mChannel->mTarget));
// 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));
}
// 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.
float time = startTime;
std::vector<aiMatrix4x4> resultTrafos;
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;
float postTime = 0.f;
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
float 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)
{
float preTime = ReadFloat( *e.mTimeAccessor, *e.mTimeData, pos-1, 0);
float factor = (time - postTime) / (preTime - postTime);
for( size_t c = 0; c < e.mValueAccessor->mSize; ++c)
{
float 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 lazyness: 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
float nextTime = 1e20f;
for( std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it)
{
Collada::ChannelEntry& e = *it;
// find the next time value larger than the current
size_t pos = 0;
while( pos < e.mTimeAccessor->mCount)
{
float t = ReadFloat( *e.mTimeAccessor, *e.mTimeData, pos, 0);
if( t > time)
{
nextTime = std::min( nextTime, t);
break;
}
++pos;
}
}
// 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
ai_assert( resultTrafos.size() > 0);
// build an animation channel for the given node out of these trafo keys
aiNodeAnim* dstAnim = new aiNodeAnim;
dstAnim->mNodeName = nodeName;
dstAnim->mNumPositionKeys = resultTrafos.size();
dstAnim->mNumRotationKeys= resultTrafos.size();
dstAnim->mNumScalingKeys = 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);
}
if( !anims.empty())
{
aiAnimation* anim = new aiAnimation;
anim->mName.Set( pName);
anim->mNumChannels = anims.size();
anim->mChannels = new aiNodeAnim*[anims.size()];
std::copy( anims.begin(), anims.end(), anim->mChannels);
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);
}
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((float*)&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 occurence 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) {
DefaultLogger::get()->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 (std::vector<std::pair<Collada::Effect*, aiMaterial*> >::iterator it = newMats.begin(),
end = newMats.end(); it != end; ++it)
{
aiMaterial& mat = (aiMaterial&)*it->second;
Collada::Effect& effect = *it->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:
DefaultLogger::get()->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.mTransparent, 1, AI_MATKEY_COLOR_TRANSPARENT);
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 .. but we can trick.
if (effect.mTransparency >= 0.f && effect.mTransparency < 1.f) {
effect.mTransparency = 1.f- effect.mTransparency;
mat.AddProperty( &effect.mTransparency, 1, AI_MATKEY_OPACITY );
mat.AddProperty( &effect.mTransparent, 1, AI_MATKEY_COLOR_TRANSPARENT );
}
// add textures, if given
if( !effect.mTexAmbient.mName.empty())
/* It is merely a lightmap */
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( matIt->first);
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( 0.2f, 0.2f, 0.2f, 1.0f), colDiffuse( 0.8f, 0.8f, 0.8f, 1.0f), colSpecular( 0.5f, 0.5f, 0.5f, 0.5f);
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 float specExp = 5.0f;
mat->AddProperty( &specExp, 1, AI_MATKEY_SHININESS);
}
#endif
}
// ------------------------------------------------------------------------------------------------
// Resolves the texture name for the given effect texture entry
aiString ColladaLoader::FindFilenameForEffectTexture( const ColladaParser& pParser,
const Collada::Effect& pEffect, const std::string& pName)
{
// 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())
{
throw DeadlyImportError( boost::str( boost::format(
"Collada: Unable to resolve effect texture entry \"%s\", ended up at ID \"%s\".") % pName % name));
}
aiString result;
// if this is an embedded texture image setup an aiTexture for it
if (imIt->second.mFileName.empty())
{
if (imIt->second.mImageData.empty()) {
throw DeadlyImportError("Collada: Invalid texture, no data or file reference given");
}
aiTexture* tex = new aiTexture();
// setup format hint
if (imIt->second.mEmbeddedFormat.length() > 3) {
DefaultLogger::get()->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 = imIt->second.mImageData.size();
tex->pcData = (aiTexel*)new char[tex->mWidth];
memcpy(tex->pcData,&imIt->second.mImageData[0],tex->mWidth);
// setup texture reference string
result.data[0] = '*';
result.length = 1 + ASSIMP_itoa10(result.data+1,MAXLEN-1,mTextures.size());
// and add this texture to the list
mTextures.push_back(tex);
}
else
{
result.Set( imIt->second.mFileName );
ConvertPath(result);
}
return result;
}
// ------------------------------------------------------------------------------------------------
// Convert a path read from a collada file to the usual representation
void ColladaLoader::ConvertPath (aiString& ss)
{
// TODO: collada spec, p 22. Handle URI correctly.
// For the moment we're just stripping the file:// away to make it work.
// Windoes doesn't seem to be able to find stuff like
// 'file://..\LWO\LWO2\MappingModes\earthSpherical.jpg'
if (0 == strncmp(ss.data,"file://",7))
{
ss.length -= 7;
memmove(ss.data,ss.data+7,ss.length);
ss.data[ss.length] = '\0';
}
// Maxon Cinema Collada Export writes "file:///C:\andsoon" with three slashes...
// I need to filter it without destroying linux paths starting with "/somewhere"
if( ss.data[0] == '/' && isalpha( ss.data[1]) && ss.data[2] == ':' )
{
ss.length--;
memmove( ss.data, ss.data+1, ss.length);
ss.data[ss.length] = 0;
}
// find and convert all %xyz special chars
char* out = ss.data;
for( const char* it = ss.data; it != ss.data + ss.length; /**/ )
{
if( *it == '%' )
{
size_t nbr = strtoul16( ++it, &it);
*out++ = (char)(nbr & 0xFF);
} else
{
*out++ = *it++;
}
}
// adjust length and terminator of the shortened string
*out = 0;
ss.length = (ptrdiff_t) (out - ss.data);
}
// ------------------------------------------------------------------------------------------------
// Reads a float value from an accessor and its data array.
float 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( 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 NULL;
}
// ------------------------------------------------------------------------------------------------
// Finds a proper name for a node derived from the collada-node's properties
std::string ColladaLoader::FindNameForNode( const Collada::Node* pNode) const
{
// now setup the name of the node. We take the name if not empty, otherwise the collada ID
// FIX: Workaround for XSI calling the instanced visual scene 'untitled' by default.
if (!pNode->mName.empty() && pNode->mName != "untitled")
return pNode->mName;
else 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 boost::str( boost::format( "$ColladaAutoName$_%d") % clock());
}
}
#endif // !! ASSIMP_BUILD_NO_DAE_IMPORTER
|