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| author | Marijn Tamis <[email protected]> | 2018-05-03 18:22:48 +0200 |
|---|---|---|
| committer | Marijn Tamis <[email protected]> | 2018-05-03 18:22:48 +0200 |
| commit | ca32c59a58d37c1822e185a2d5f3d0d3e8943593 (patch) | |
| tree | b06b9eec03f34344ef8fc31aa147b2714d3962ee /NvCloth/samples/external/assimp-4.1.0/code/ColladaLoader.cpp | |
| parent | Forced rename of platform folders in cmake dir. Git didn't pick this up before. (diff) | |
| download | nvcloth-ca32c59a58d37c1822e185a2d5f3d0d3e8943593.tar.xz nvcloth-ca32c59a58d37c1822e185a2d5f3d0d3e8943593.zip | |
NvCloth 1.1.4 Release. (24070740)
Diffstat (limited to 'NvCloth/samples/external/assimp-4.1.0/code/ColladaLoader.cpp')
| -rw-r--r-- | NvCloth/samples/external/assimp-4.1.0/code/ColladaLoader.cpp | 1924 |
1 files changed, 1924 insertions, 0 deletions
diff --git a/NvCloth/samples/external/assimp-4.1.0/code/ColladaLoader.cpp b/NvCloth/samples/external/assimp-4.1.0/code/ColladaLoader.cpp new file mode 100644 index 0000000..d2141c3 --- /dev/null +++ b/NvCloth/samples/external/assimp-4.1.0/code/ColladaLoader.cpp @@ -0,0 +1,1924 @@ +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2017, 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 */ + + +#ifndef ASSIMP_BUILD_NO_COLLADA_IMPORTER + +#include "ColladaLoader.h" +#include <assimp/anim.h> +#include <assimp/scene.h> +#include <assimp/DefaultLogger.hpp> +#include <assimp/Importer.hpp> +#include <assimp/importerdesc.h> + +#include "ColladaParser.h" +#include "fast_atof.h" +#include "ParsingUtils.h" +#include "SkeletonMeshBuilder.h" +#include "CreateAnimMesh.h" + +#include "time.h" +#include "math.h" +#include <algorithm> +#include <numeric> +#include <assimp/Defines.h> + +using namespace Assimp; +using namespace Assimp::Formatter; + +static const aiImporterDesc desc = { + "Collada Importer", + "", + "", + "http://collada.org", + aiImporterFlags_SupportTextFlavour, + 1, + 3, + 1, + 5, + "dae" +}; + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +ColladaLoader::ColladaLoader() + : mFileName() + , mMeshIndexByID() + , mMaterialIndexByName() + , mMeshes() + , newMats() + , mCameras() + , mLights() + , mTextures() + , mAnims() + , noSkeletonMesh( false ) + , ignoreUpDirection(false) + , mNodeNameCounter( 0 ) +{} + +// ------------------------------------------------------------------------------------------------ +// 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; +} + +// ------------------------------------------------------------------------------------------------ +void ColladaLoader::SetupProperties(const Importer* pImp) +{ + noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES,0) != 0; + ignoreUpDirection = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION,0) != 0; +} + +// ------------------------------------------------------------------------------------------------ +// Get file extension list +const aiImporterDesc* ColladaLoader::GetInfo () const +{ + return &desc; +} + +// ------------------------------------------------------------------------------------------------ +// 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(); + mTargetMeshes.clear(); + newMats.clear(); + mLights.clear(); + mCameras.clear(); + mTextures.clear(); + mAnims.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); + + // Apply unitsize scale calculation + pScene->mRootNode->mTransformation *= aiMatrix4x4(parser.mUnitSize, 0, 0, 0, + 0, parser.mUnitSize, 0, 0, + 0, 0, parser.mUnitSize, 0, + 0, 0, 0, 1); + if( !ignoreUpDirection ) { + // 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) { + + if (!noSkeletonMesh) { + 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 = static_cast<unsigned int>(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 (const auto &nodeInst: pNode->mNodeInstances) + { + // find the corresponding node in the library + const ColladaParser::NodeLibrary::const_iterator itt = pParser.mNodeLibrary.find(nodeInst.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, nodeInst.mNode); + } + if (!nd) + DefaultLogger::get()->error("Collada: Unable to resolve reference to instanced node " + nodeInst.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) +{ + for( 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; + + // 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; + + out->mColorDiffuse = out->mColorSpecular = out->mColorAmbient = srcLight->mColor*srcLight->mIntensity; + if (out->mType == aiLightSource_AMBIENT) { + out->mColorDiffuse = out->mColorSpecular = aiColor3D(0, 0, 0); + out->mColorAmbient = srcLight->mColor*srcLight->mIntensity; + } + else { + // collada doesn't differentiate between these color types + out->mColorDiffuse = out->mColorSpecular = srcLight->mColor*srcLight->mIntensity; + out->mColorAmbient = aiColor3D(0, 0, 0); + } + + // 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. + if (srcLight->mOuterAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET*(1-1e-6f)) + { + // ... some deprecation magic. + if (srcLight->mPenumbraAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET*(1-1e-6f)) + { + // 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 = std::acos(std::pow(0.1f,1.f/srcLight->mFalloffExponent))+ + out->mAngleInnerCone; + } + 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) +{ + for( 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. + 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 = std::tan(AI_DEG_TO_RAD(srcCamera->mHorFov)) / + std::tan(AI_DEG_TO_RAD(srcCamera->mVerFov)); + } + } + else if (srcCamera->mAspect != 10e10f && srcCamera->mVerFov != 10e10f) { + out->mHorizontalFOV = 2.0f * AI_RAD_TO_DEG(std::atan(srcCamera->mAspect * + std::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 + for( 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( format() << "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 = NULL; + if( meshMatIt != mid.mMaterials.end()) + { + table = &meshMatIt->second; + meshMaterial = table->mMatName; + } + else + { + DefaultLogger::get()->warn( format() << "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; + if( matIt != mMaterialIndexByName.end()) + matIdx = static_cast<unsigned int>(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; + 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(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 NULL; +} + +// ------------------------------------------------------------------------------------------------ +// 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; + + 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++) + { + aiAnimMesh *animMesh = aiCreateAnimMesh(targetMeshes.at(i)); + animMesh->mWeight = targetWeights[i]; + 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) + { + // 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 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) + { + size_t jointIndex = iit->first; + size_t vertexIndex = iit->second; + + ai_real 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].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 = 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 + DefaultLogger::get()->warn( format() << "ColladaLoader::CreateMesh(): could not find corresponding node for joint \"" << 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 = static_cast<unsigned int>(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 = static_cast<unsigned int>(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 = static_cast<unsigned int>(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 = static_cast<unsigned int>(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 = static_cast<unsigned int>(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 = 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 + 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; + 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( format() << "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); + std::string 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 + { + DefaultLogger::get()->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) { + 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 (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: + 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.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 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( 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 +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()) + { + //missing texture should not stop the conversion + //throw DeadlyImportError( format() << + // "Collada: Unable to resolve effect texture entry \"" << pName << "\", ended up at ID \"" << name << "\"." ); + + DefaultLogger::get()->warn("Collada: Unable to resolve effect texture entry \"" + pName + "\", ended up at ID \"" + name + "\"."); + + //set default texture file name + result.Set(name + ".jpg"); + ConvertPath(result); + return 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 = static_cast<unsigned int>(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,static_cast<unsigned int>(MAXLEN-1),static_cast<int32_t>(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 %xy special chars + char* out = ss.data; + for( const char* it = ss.data; it != ss.data + ss.length; /**/ ) + { + if( *it == '%' && (it + 3) < ss.data + ss.length ) + { + // separate the number to avoid dragging in chars from behind into the parsing + char mychar[3] = { it[1], it[2], 0 }; + size_t nbr = strtoul16( mychar); + it += 3; + *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. +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( 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 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) +{ + // 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++; + } +} + +#endif // !! ASSIMP_BUILD_NO_DAE_IMPORTER |