fix collada handling of xml nodes.

This commit is contained in:
kimkulling
2020-08-28 16:17:56 +02:00
parent b7e9595e54
commit 0730eebe6f
6 changed files with 61 additions and 69 deletions

View File

@@ -121,18 +121,20 @@ ColladaParser::ColladaParser(IOSystem *pIOHandler, const std::string &pFile) :
if (nullptr == rootPtr) {
ThrowException("Unable to read file, malformed XML");
}
bool res = rootPtr->empty();
if (!res) {
XmlNode node = *rootPtr;
for (XmlNode currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
// bool res = rootPtr->empty();
//if (!res) {
//XmlNode node = *rootPtr;
/*for (XmlNode currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
const std::string nm = currentNode.name();
}
}*/
//XmlNode node = root->first_child();
//std::string name = node.name();
}
//}
// start reading
ReadContents(*rootPtr);
XmlNode node = *rootPtr;
std::string name = rootPtr->name();
ReadContents(node);
// read embedded textures
if (zip_archive && zip_archive->isOpen()) {
@@ -234,9 +236,10 @@ void ColladaParser::UriDecodePath(aiString &ss) {
// ------------------------------------------------------------------------------------------------
// Reads the contents of the file
void ColladaParser::ReadContents(XmlNode &node) {
for (XmlNode currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
const std::string name = node.name();
if (name == "COLLADA") {
std::string version;
if (XmlParser::getStdStrAttribute(currentNode, "version", version)) {
if (XmlParser::getStdStrAttribute(node, "version", version)) {
aiString v;
v.Set(version.c_str());
mAssetMetaData.emplace(AI_METADATA_SOURCE_FORMAT_VERSION, v);
@@ -251,7 +254,7 @@ void ColladaParser::ReadContents(XmlNode &node) {
ASSIMP_LOG_DEBUG("Collada schema version is 1.3.n");
}
}
ReadStructure(currentNode);
ReadStructure(node);
}
}
@@ -496,8 +499,8 @@ void ColladaParser::ReadAnimation(XmlNode &node, Collada::Animation *pParent) {
animID = idAttr.as_string();
}
for (XmlNode &currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
const std::string currentName = curNode.name();
for (XmlNode currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
const std::string currentName = currentNode.name();
if (currentName == "animation") {
if (!anim) {
anim = new Animation;
@@ -506,20 +509,20 @@ void ColladaParser::ReadAnimation(XmlNode &node, Collada::Animation *pParent) {
}
// recurse into the sub-element
ReadAnimation(curNode, anim);
ReadAnimation(currentNode, anim);
} else if (currentName == "source") {
ReadSource(curNode);
ReadSource(currentNode);
} else if (currentName == "sampler") {
pugi::xml_attribute sampler_id = curNode.attribute("id");
pugi::xml_attribute sampler_id = currentNode.attribute("id");
if (sampler_id) {
std::string id = sampler_id.as_string();
ChannelMap::iterator newChannel = channels.insert(std::make_pair(id, AnimationChannel())).first;
// have it read into a channel
ReadAnimationSampler(curNode, newChannel->second);
ReadAnimationSampler(currentNode, newChannel->second);
} else if (currentName == "channel") {
pugi::xml_attribute target = curNode.attribute("target");
pugi::xml_attribute source = curNode.attribute("source");
pugi::xml_attribute target = currentNode.attribute("target");
pugi::xml_attribute source = currentNode.attribute("source");
std::string source_name = source.as_string();
if (source_name[0] == '#') {
source_name = source_name.substr(1, source_name.size() - 1);
@@ -567,13 +570,13 @@ void ColladaParser::ReadAnimation(XmlNode &node, Collada::Animation *pParent) {
// ------------------------------------------------------------------------------------------------
// Reads an animation sampler into the given anim channel
void ColladaParser::ReadAnimationSampler(XmlNode &node, Collada::AnimationChannel &pChannel) {
for (XmlNode &currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
const std::string currentName = curNode.name();
for (XmlNode currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
const std::string currentName = currentNode.name();
if (currentName == "input") {
pugi::xml_attribute semanticAttr = curNode.attribute("semantic");
pugi::xml_attribute semanticAttr = currentNode.attribute("semantic");
if (!semanticAttr.empty()) {
const char *semantic = semanticAttr.as_string();
pugi::xml_attribute sourceAttr = curNode.attribute("source");
pugi::xml_attribute sourceAttr = currentNode.attribute("source");
if (!sourceAttr.empty()) {
const char *source = sourceAttr.as_string();
if (source[0] != '#')
@@ -611,7 +614,7 @@ void ColladaParser::ReadControllerLibrary(XmlNode &node) {
int attrId = node.attribute("id").as_int();
std::string id = node.value();
mControllerLibrary[id] = Controller();
for (XmlNode &currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
for (XmlNode currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
const std::string currentName = currentNode.name();
if (currentName == "controller") {
attrId = currentNode.attribute("id").as_int();
@@ -627,7 +630,7 @@ void ColladaParser::ReadController(XmlNode &node, Collada::Controller &pControll
// initial values
pController.mType = Skin;
pController.mMethod = Normalized;
for (XmlNode &currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
for (XmlNode currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
const std::string &currentName = currentNode.name();
if (currentName == "morph") {
pController.mType = Morph;
@@ -656,7 +659,7 @@ void ColladaParser::ReadController(XmlNode &node, Collada::Controller &pControll
} else if (currentName == "vertex_weights") {
ReadControllerWeights(currentNode, pController);
} else if (currentName == "targets") {
for (XmlNode &currentChildNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
for (XmlNode currentChildNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
const std::string &currentChildName = currentChildNode.name();
if (currentChildName == "input") {
const char *semantics = currentChildNode.attribute("semantic").as_string();
@@ -675,7 +678,7 @@ void ColladaParser::ReadController(XmlNode &node, Collada::Controller &pControll
// ------------------------------------------------------------------------------------------------
// Reads the joint definitions for the given controller
void ColladaParser::ReadControllerJoints(XmlNode &node, Collada::Controller &pController) {
for (XmlNode &currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
for (XmlNode currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
const std::string currentName = currentNode.name();
if (currentName == "input") {
const char *attrSemantic = currentNode.attribute("semantic").as_string();
@@ -703,7 +706,7 @@ void ColladaParser::ReadControllerWeights(XmlNode &node, Collada::Controller &pC
int vertexCount;
XmlParser::getIntAttribute(node, "count", vertexCount);
for (XmlNode &currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
for (XmlNode currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
std::string currentName = currentNode.name();
if (currentName == "input") {
InputChannel channel;
@@ -765,7 +768,7 @@ void ColladaParser::ReadImageLibrary(XmlNode &node) {
return;
}
for (XmlNode &currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
for (XmlNode currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
const std::string name = currentNode.name();
if (name == "image") {
std::string id = currentNode.attribute("id").as_string();
@@ -780,7 +783,7 @@ void ColladaParser::ReadImageLibrary(XmlNode &node) {
// ------------------------------------------------------------------------------------------------
// Reads an image entry into the given image
void ColladaParser::ReadImage(XmlNode &node, Collada::Image &pImage) {
for (XmlNode &currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
for (XmlNode currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
const std::string currentName = currentNode.name();
if (currentName == "image") {
// Ignore
@@ -864,7 +867,7 @@ void ColladaParser::ReadMaterialLibrary(XmlNode &node) {
}
std::map<std::string, int> names;
for (XmlNode &currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
for (XmlNode currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
const std::string currentName = currentNode.name();
std::string id = currentNode.attribute("id").as_string();
std::string name = currentNode.attribute("name").as_string();
@@ -894,7 +897,7 @@ void ColladaParser::ReadLightLibrary(XmlNode &node) {
return;
}
for (XmlNode &currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
for (XmlNode currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
const std::string &currentName = currentNode.name();
if (currentName == "light") {
std::string id = currentNode.attribute("id").as_string();
@@ -910,7 +913,7 @@ void ColladaParser::ReadCameraLibrary(XmlNode &node) {
return;
}
for (XmlNode &currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
for (XmlNode currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
const std::string &currentName = currentNode.name();
if (currentName == "camera") {
std::string id = currentNode.attribute("id").as_string();
@@ -929,7 +932,7 @@ void ColladaParser::ReadCameraLibrary(XmlNode &node) {
// ------------------------------------------------------------------------------------------------
// Reads a material entry into the given material
void ColladaParser::ReadMaterial(XmlNode &node, Collada::Material &pMaterial) {
for (XmlNode &currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
for (XmlNode currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
const std::string &currentName = currentNode.name();
if (currentName == "material") {
const char *url = currentNode.attribute("url").as_string();
@@ -944,7 +947,7 @@ void ColladaParser::ReadMaterial(XmlNode &node, Collada::Material &pMaterial) {
// ------------------------------------------------------------------------------------------------
// Reads a light entry into the given light
void ColladaParser::ReadLight(XmlNode &node, Collada::Light &pLight) {
for (XmlNode &currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
for (XmlNode currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
const std::string &currentName = currentNode.name();
if (currentName == "spot") {
pLight.mType = aiLightSource_SPOT;
@@ -1001,7 +1004,7 @@ void ColladaParser::ReadLight(XmlNode &node, Collada::Light &pLight) {
// ------------------------------------------------------------------------------------------------
// Reads a camera entry into the given light
void ColladaParser::ReadCamera(XmlNode &node, Collada::Camera &camera) {
for (XmlNode &currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
for (XmlNode currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
const std::string &currentName = currentNode.name();
if (currentName == "orthographic") {
camera.mOrtho = true;
@@ -1026,12 +1029,12 @@ void ColladaParser::ReadEffectLibrary(XmlNode &node) {
return;
}
for (XmlNode &currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
for (XmlNode currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
const std::string &currentName = currentNode.name();
if (currentName == "effect") {
// read ID. Do I have to repeat my ranting about "optional" attributes?
std::string id;
XmlParser::getStdStrAttribute(currentNode, "id", id);
// read ID. Do I have to repeat my ranting about "optional" attributes?
// create an entry and store it in the library under its ID
mEffectLibrary[id] = Effect();
@@ -1153,7 +1156,7 @@ void ColladaParser::ReadSamplerProperties(XmlNode &node, Sampler &out) {
if (node.empty()) {
return;
}
for (XmlNode &currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
for (XmlNode currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
const std::string &currentName = currentNode.name();
// MAYA extensions
// -------------------------------------------------------
@@ -1212,7 +1215,7 @@ void ColladaParser::ReadEffectColor(XmlNode &node, aiColor4D &pColor, Sampler &p
return;
}
for (XmlNode &currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
for (XmlNode currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
const std::string &currentName = currentNode.name();
if (currentName == "color") {
// text content contains 4 floats
@@ -1332,7 +1335,7 @@ void ColladaParser::ReadGeometry(XmlNode &node, Collada::Mesh &pMesh) {
if (node.empty()) {
return;
}
for (XmlNode &currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
for (XmlNode currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
const std::string &currentName = currentNode.name();
if (currentName == "mesh") {
ReadMesh(currentNode, pMesh);
@@ -1531,7 +1534,7 @@ void ColladaParser::ReadAccessor(XmlNode &node, const std::string &pID) {
void ColladaParser::ReadVertexData(XmlNode &node, Mesh &pMesh) {
// extract the ID of the <vertices> element. Not that we care, but to catch strange referencing schemes we should warn about
XmlParser::getStdStrAttribute(node, "id", pMesh.mVertexID);
for (XmlNode &currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
for (XmlNode currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
const std::string &currentName = currentNode.name();
if (currentName == "input") {
ReadInputChannel(currentNode, pMesh.mPerVertexData);
@@ -1981,21 +1984,19 @@ void ColladaParser::ReadSceneLibrary(XmlNode &node) {
if (node.empty()) {
return;
}
/*if (mReader->isEmptyElement())
return;*/
for (XmlNode &currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
for (XmlNode currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
const std::string &currentName = currentNode.name();
if (currentName == "visual_scene") {
// read ID. Is optional according to the spec, but how on earth should a scene_instance refer to it then?
std::string id;
XmlParser::getStdStrAttribute(currentNode, "id", id);
// read name if given.
std::string attrName = "Scene";
if (XmlParser::hasAttribute(currentNode, "name")) {
XmlParser::getStdStrAttribute(currentNode, "name", attrName);
}
// read name if given.
// create a node and store it in the library under its ID
Node *sceneNode = new Node;
@@ -2016,7 +2017,7 @@ void ColladaParser::ReadSceneNode(XmlNode &node, Node *pNode) {
return;
}
for (XmlNode &currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
for (XmlNode currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
const std::string &currentName = currentNode.name();
if (currentName == "node") {
Node *child = new Node;
@@ -2208,7 +2209,7 @@ void ColladaParser::ReadNodeGeometry(XmlNode &node, Node *pNode) {
Collada::MeshInstance instance;
instance.mMeshOrController = url.c_str() + 1; // skipping the leading #
for (XmlNode &currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
for (XmlNode currentNode = node.first_child(); currentNode; currentNode = currentNode.next_sibling()) {
const std::string &currentName = currentNode.name();
if (currentName == "instance_material") {
// read ID of the geometry subgroup and the target material