Collada
- added support for lights and cameras - added support for tangents and bitangents - added support for more than 2 UV components. - fixed node naming - beta support for instance_node elements. Works in most cases. - added support for more complex materials - UV index is now set correctly. hopefully. Material system - fixed potential problems regarding aiUVTransform - added utility macros for the base keys git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@338 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
@@ -48,6 +48,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "ColladaLoader.h"
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#include "ColladaParser.h"
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#include "fast_atof.h"
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#include "ParsingUtils.h"
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#include "time.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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@@ -95,11 +100,19 @@ void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, I
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{
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mFileName = pFile;
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// clean all member arrays - just for safety, it should work even if we did not
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mMeshIndexByID.clear();
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mMaterialIndexByName.clear();
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mMeshes.clear();
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newMats.clear();
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mLights.clear();
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mCameras.clear();
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// parse the input file
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ColladaParser parser( pFile);
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if( !parser.mRootNode)
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throw new ImportErrorException( "File came out empty. Something is wrong here.");
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throw new ImportErrorException( "Collada: File came out empty. Something is wrong here.");
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// create the materials first, for the meshes to find
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BuildMaterials( parser, pScene);
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@@ -107,6 +120,9 @@ void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, I
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// build the node hierarchy from it
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pScene->mRootNode = BuildHierarchy( parser, parser.mRootNode);
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// ... then fill the materials with the now adjusted settings
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FillMaterials(parser, pScene);
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// Convert to Z_UP, if different orientation
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if( parser.mUpDirection == ColladaParser::UP_X)
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pScene->mRootNode->mTransformation *= aiMatrix4x4(
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@@ -123,6 +139,25 @@ void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, I
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// store all meshes
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StoreSceneMeshes( pScene);
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// store all materials
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StoreSceneMaterials( pScene);
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// store all lights
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StoreSceneLights( pScene);
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// if we know which camera is the primary camera, copy it to index 0
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if (0 == parser.mRootNode->mPrimaryCamera.length()) {
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for (unsigned int i = 1; i < mCameras.size(); ++i) {
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if (mCameras[i]->mName == parser.mRootNode->mPrimaryCamera) {
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std::swap(mCameras[i],mCameras[0]);
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break;
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}
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}
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}
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// store all cameras
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StoreSceneCameras( pScene);
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}
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// ------------------------------------------------------------------------------------------------
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@@ -130,26 +165,229 @@ void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, I
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aiNode* ColladaLoader::BuildHierarchy( const ColladaParser& pParser, const Collada::Node* pNode)
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{
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// create a node for it
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aiNode* node = new aiNode( pNode->mName);
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aiNode* node = new aiNode();
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// now setup the name of the node. We take the name if not empty, otherwise the collada ID
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if (!pNode->mName.empty())
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node->mName.Set(pNode->mName);
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else if (!pNode->mID.empty())
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node->mName.Set(pNode->mID);
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else
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{
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// No need to worry. Unnamed nodes are no problem at all, except
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// if cameras or lights need to be assigned to them.
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if (!pNode->mLights.empty() || !pNode->mCameras.empty()) {
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::strcpy(node->mName.data,"$ColladaAutoName$_");
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node->mName.length = 18 + ASSIMP_itoa10(node->mName.data+18,MAXLEN-18,(uint32_t)clock());
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}
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}
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// calculate the transformation matrix for it
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node->mTransformation = pParser.CalculateResultTransform( pNode->mTransforms);
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// add children
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node->mNumChildren = pNode->mChildren.size();
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// now resolve node instances
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std::vector<Collada::Node*> instances;
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ResolveNodeInstances(pParser,pNode,instances);
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// add children. first the *real* ones
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node->mNumChildren = pNode->mChildren.size()+instances.size();
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node->mChildren = new aiNode*[node->mNumChildren];
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for( unsigned int a = 0; a < pNode->mChildren.size(); a++)
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unsigned int a = 0;
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for(; a < pNode->mChildren.size(); a++)
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{
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node->mChildren[a] = BuildHierarchy( pParser, pNode->mChildren[a]);
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node->mChildren[a]->mParent = node;
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}
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// ... and finally the resolved node instances
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for(; a < node->mNumChildren; a++)
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{
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node->mChildren[a] = BuildHierarchy( pParser, instances[a-pNode->mChildren.size()]);
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node->mChildren[a]->mParent = node;
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}
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// construct meshes
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BuildMeshesForNode( pParser, pNode, node);
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// construct cameras
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BuildCamerasForNode(pParser, pNode, node);
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// construct lights
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BuildLightsForNode(pParser, pNode, node);
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return node;
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}
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// ------------------------------------------------------------------------------------------------
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// Resolve node instances
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void ColladaLoader::ResolveNodeInstances( const ColladaParser& pParser, const Collada::Node* pNode,
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std::vector<Collada::Node*>& resolved)
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{
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// reserve enough storage
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resolved.reserve(pNode->mNodeInstances.size());
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// ... and iterate through all nodes to be instanced as children of pNode
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for (std::vector<Collada::NodeInstance>::const_iterator it = pNode->mNodeInstances.begin(),
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end = pNode->mNodeInstances.end(); it != end; ++it)
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{
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// find the corresponding node in the library
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ColladaParser::NodeLibrary::const_iterator fnd = pParser.mNodeLibrary.find((*it).mNode);
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if (fnd == pParser.mNodeLibrary.end())
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DefaultLogger::get()->error("Collada: Unable to resolve reference to instanced node " + (*it).mNode);
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else {
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// attach this node to the list of children
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resolved.push_back((*fnd).second);
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Resolve UV channels
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void ColladaLoader::ApplyVertexToEffectSemanticMapping(Collada::Sampler& sampler,
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const Collada::SemanticMappingTable& table)
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{
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std::map<std::string, Collada::InputSemanticMapEntry>::const_iterator it = table.mMap.find(sampler.mUVChannel);
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if (it != table.mMap.end()) {
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if (it->second.mType != Collada::IT_Texcoord)
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DefaultLogger::get()->error("Collada: Unexpected effect input mapping");
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sampler.mUVId = it->second.mSet;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Builds lights for the given node and references them
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void ColladaLoader::BuildLightsForNode( const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget)
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{
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BOOST_FOREACH( const Collada::LightInstance& lid, pNode->mLights)
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{
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// find the referred light
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ColladaParser::LightLibrary::const_iterator srcLightIt = pParser.mLightLibrary.find( lid.mLight);
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if( srcLightIt == pParser.mLightLibrary.end())
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{
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DefaultLogger::get()->warn("Collada: Unable to find light for ID \"" + lid.mLight + "\". Skipping.");
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continue;
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}
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const Collada::Light* srcLight = &srcLightIt->second;
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if (srcLight->mType == aiLightSource_AMBIENT) {
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DefaultLogger::get()->error("Collada: Skipping ambient light for the moment");
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continue;
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}
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// now fill our ai data structure
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aiLight* out = new aiLight();
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out->mName = pTarget->mName;
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out->mType = (aiLightSourceType)srcLight->mType;
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// collada lights point in -Z by default, rest is specified in node transform
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out->mDirection = aiVector3D(0.f,0.f,-1.f);
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out->mAttenuationConstant = srcLight->mAttConstant;
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out->mAttenuationLinear = srcLight->mAttLinear;
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out->mAttenuationQuadratic = srcLight->mAttQuadratic;
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// collada doesn't differenciate between these color types
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out->mColorDiffuse = out->mColorSpecular = out->mColorAmbient = srcLight->mColor*srcLight->mIntensity;
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// convert falloff angle and falloff exponent in our representation, if given
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if (out->mType == aiLightSource_SPOT) {
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out->mAngleInnerCone = AI_DEG_TO_RAD( srcLight->mFalloffAngle );
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// ... some extension magic. FUCKING COLLADA.
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if (srcLight->mOuterAngle == 10e10f)
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{
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// ... some deprecation magic. FUCKING FCOLLADA.
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if (srcLight->mPenumbraAngle == 10e10f)
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{
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// Need to rely on falloff_exponent. I don't know how to interpret it, so I need to guess ....
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// ci - inner cone angle
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// co - outer cone angle
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// fe - falloff exponent
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// ld - spot direction - normalized
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// rd - ray direction - normalized
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//
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// Formula is:
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// 1. (cos(acos (ld dot rd) - ci))^fe == epsilon
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// 2. (ld dot rd) == cos(acos(epsilon^(1/fe)) + ci)
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// 3. co == acos (ld dot rd)
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// 4. co == acos(epsilon^(1/fe)) + ci)
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// epsilon chosen to be 0.1
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out->mAngleOuterCone = AI_DEG_TO_RAD (acos(pow(0.1f,1.f/srcLight->mFalloffExponent))+
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srcLight->mFalloffAngle);
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}
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else {
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out->mAngleOuterCone = out->mAngleInnerCone + AI_DEG_TO_RAD( srcLight->mPenumbraAngle );
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if (out->mAngleOuterCone < out->mAngleInnerCone)
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std::swap(out->mAngleInnerCone,out->mAngleOuterCone);
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}
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}
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else out->mAngleOuterCone = AI_DEG_TO_RAD( srcLight->mOuterAngle );
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}
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// add to light list
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mLights.push_back(out);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Builds cameras for the given node and references them
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void ColladaLoader::BuildCamerasForNode( const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget)
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{
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BOOST_FOREACH( const Collada::CameraInstance& cid, pNode->mCameras)
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{
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// find the referred light
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ColladaParser::CameraLibrary::const_iterator srcCameraIt = pParser.mCameraLibrary.find( cid.mCamera);
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if( srcCameraIt == pParser.mCameraLibrary.end())
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{
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DefaultLogger::get()->warn("Collada: Unable to find camera for ID \"" + cid.mCamera + "\". Skipping.");
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continue;
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}
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const Collada::Camera* srcCamera = &srcCameraIt->second;
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// orthographic cameras not yet supported in Assimp
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if (srcCamera->mOrtho) {
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DefaultLogger::get()->warn("Collada: Orthographic cameras are not supported.");
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}
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// now fill our ai data structure
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aiCamera* out = new aiCamera();
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out->mName = pTarget->mName;
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// collada cameras point in -Z by default, rest is specified in node transform
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out->mLookAt = aiVector3D(0.f,0.f,-1.f);
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// near/far z is already ok
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out->mClipPlaneFar = srcCamera->mZFar;
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out->mClipPlaneNear = srcCamera->mZNear;
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// ... but for the rest some values are optional
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// and we need to compute the others in any combination. FUCKING COLLADA.
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if (srcCamera->mAspect != 10e10f)
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out->mAspect = srcCamera->mAspect;
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if (srcCamera->mHorFov != 10e10f) {
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out->mHorizontalFOV = srcCamera->mHorFov;
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if (srcCamera->mVerFov != 10e10f && srcCamera->mAspect != 10e10f) {
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out->mAspect = srcCamera->mHorFov/srcCamera->mVerFov;
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}
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}
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else if (srcCamera->mAspect != 10e10f && srcCamera->mVerFov != 10e10f) {
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out->mHorizontalFOV = srcCamera->mAspect*srcCamera->mVerFov;
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}
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// Collada uses degrees, we use radians
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out->mHorizontalFOV = AI_DEG_TO_RAD(out->mHorizontalFOV);
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// add to camera list
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mCameras.push_back(out);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Builds meshes for the given node and references them
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void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget)
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@@ -164,7 +402,7 @@ void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Coll
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ColladaParser::MeshLibrary::const_iterator srcMeshIt = pParser.mMeshLibrary.find( mid.mMesh);
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if( srcMeshIt == pParser.mMeshLibrary.end())
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{
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DefaultLogger::get()->warn( boost::str( boost::format( "Unable to find geometry for ID \"%s\". Skipping.") % mid.mMesh));
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DefaultLogger::get()->warn( boost::str( boost::format( "Collada: Unable to find geometry for ID \"%s\". Skipping.") % mid.mMesh));
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continue;
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}
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const Collada::Mesh* srcMesh = srcMeshIt->second;
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@@ -174,16 +412,42 @@ void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Coll
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for( size_t sm = 0; sm < srcMesh->mSubMeshes.size(); ++sm)
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{
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const Collada::SubMesh& submesh = srcMesh->mSubMeshes[sm];
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if( submesh.mNumFaces == 0)
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continue;
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if( submesh.mNumFaces == 0)
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continue;
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// find material assigned to this submesh
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std::map<std::string, std::string>::const_iterator meshMatIt = mid.mMaterials.find( submesh.mMaterial);
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std::string meshMaterial;
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std::map<std::string, Collada::SemanticMappingTable >::const_iterator meshMatIt = mid.mMaterials.find( submesh.mMaterial);
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const Collada::SemanticMappingTable* table;
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if( meshMatIt != mid.mMaterials.end())
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meshMaterial = meshMatIt->second;
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table = &meshMatIt->second;
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else {
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table = NULL;
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DefaultLogger::get()->warn( boost::str( boost::format( "Collada: No material specified for subgroup \"%s\" in geometry \"%s\".") % submesh.mMaterial % mid.mMesh));
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}
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std::string& meshMaterial = table ? table->mMatName : "";
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// OK ... here the *real* fun starts ... we have the vertex-input-to-effect-semantic-table
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// given. The only mapping stuff which we do actually support is the UV channel.
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std::map<std::string, size_t>::const_iterator matIt = mMaterialIndexByName.find( meshMaterial);
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unsigned int matIdx;
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if( matIt != mMaterialIndexByName.end())
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matIdx = matIt->second;
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else
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DefaultLogger::get()->warn( boost::str( boost::format( "No material specified for subgroup \"%s\" in geometry \"%s\".") % submesh.mMaterial % mid.mMesh));
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matIdx = 0;
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if (table && !table->mMap.empty() ) {
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std::pair<Collada::Effect*, aiMaterial*>& mat = newMats[matIdx];
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// Iterate through all texture channels assigned to the effect and
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// check whether we have mapping information for it.
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ApplyVertexToEffectSemanticMapping(mat.first->mTexDiffuse, *table);
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ApplyVertexToEffectSemanticMapping(mat.first->mTexAmbient, *table);
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ApplyVertexToEffectSemanticMapping(mat.first->mTexSpecular, *table);
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ApplyVertexToEffectSemanticMapping(mat.first->mTexEmissive, *table);
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ApplyVertexToEffectSemanticMapping(mat.first->mTexTransparent,*table);
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ApplyVertexToEffectSemanticMapping(mat.first->mTexBump, *table);
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}
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// built lookup index of the Mesh-Submesh-Material combination
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ColladaMeshIndex index( mid.mMesh, sm, meshMaterial);
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@@ -199,20 +463,39 @@ void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Coll
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aiMesh* dstMesh = new aiMesh;
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// count the vertices addressed by its faces
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size_t numVertices =
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std::accumulate( srcMesh->mFaceSize.begin() + faceStart, srcMesh->mFaceSize.begin() + faceStart + submesh.mNumFaces, 0);
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const size_t numVertices = std::accumulate( srcMesh->mFaceSize.begin() + faceStart,
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srcMesh->mFaceSize.begin() + faceStart + submesh.mNumFaces, 0);
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// copy positions
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dstMesh->mNumVertices = numVertices;
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dstMesh->mVertices = new aiVector3D[numVertices];
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std::copy( srcMesh->mPositions.begin() + vertexStart, srcMesh->mPositions.begin() + vertexStart + numVertices, dstMesh->mVertices);
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std::copy( srcMesh->mPositions.begin() + vertexStart, srcMesh->mPositions.begin() +
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vertexStart + numVertices, dstMesh->mVertices);
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// normals, if given. HACK: (thom) Due to the fucking Collada spec we never know if we have the same
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// number of normals as there are positions. So we also ignore any vertex attribute if it has a different count
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// normals, if given. HACK: (thom) Due to the fucking Collada spec we never
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// know if we have the same number of normals as there are positions. So we
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// also ignore any vertex attribute if it has a different count
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if( srcMesh->mNormals.size() == srcMesh->mPositions.size())
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{
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dstMesh->mNormals = new aiVector3D[numVertices];
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std::copy( srcMesh->mNormals.begin() + vertexStart, srcMesh->mNormals.begin() + vertexStart + numVertices, dstMesh->mNormals);
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std::copy( srcMesh->mNormals.begin() + vertexStart, srcMesh->mNormals.begin() +
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vertexStart + numVertices, dstMesh->mNormals);
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}
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// tangents, if given.
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if( srcMesh->mTangents.size() == srcMesh->mPositions.size())
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{
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dstMesh->mTangents = new aiVector3D[numVertices];
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std::copy( srcMesh->mTangents.begin() + vertexStart, srcMesh->mTangents.begin() +
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vertexStart + numVertices, dstMesh->mTangents);
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}
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// bitangents, if given.
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if( srcMesh->mBitangents.size() == srcMesh->mPositions.size())
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{
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dstMesh->mBitangents = new aiVector3D[numVertices];
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std::copy( srcMesh->mBitangents.begin() + vertexStart, srcMesh->mBitangents.begin() +
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vertexStart + numVertices, dstMesh->mBitangents);
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}
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// same for texturecoords, as many as we have
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@@ -222,8 +505,9 @@ void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Coll
|
||||
{
|
||||
dstMesh->mTextureCoords[a] = new aiVector3D[numVertices];
|
||||
for( size_t b = 0; b < numVertices; ++b)
|
||||
dstMesh->mTextureCoords[a][b].Set( srcMesh->mTexCoords[a][vertexStart+b].x, srcMesh->mTexCoords[a][vertexStart+b].y, 0.0f);
|
||||
dstMesh->mNumUVComponents[a] = 2;
|
||||
dstMesh->mTextureCoords[a][b] = srcMesh->mTexCoords[a][vertexStart+b];
|
||||
|
||||
dstMesh->mNumUVComponents[a] = srcMesh->mNumUVComponents[a];
|
||||
}
|
||||
}
|
||||
|
||||
@@ -258,11 +542,7 @@ void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Coll
|
||||
vertexStart += numVertices; faceStart += submesh.mNumFaces;
|
||||
|
||||
// assign the material index
|
||||
std::map<std::string, size_t>::const_iterator matIt = mMaterialIndexByName.find( meshMaterial);
|
||||
if( matIt != mMaterialIndexByName.end())
|
||||
dstMesh->mMaterialIndex = matIt->second;
|
||||
else
|
||||
dstMesh->mMaterialIndex = 0;
|
||||
dstMesh->mMaterialIndex = matIdx;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -288,11 +568,185 @@ void ColladaLoader::StoreSceneMeshes( aiScene* pScene)
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Stores all materials in the given scene
|
||||
void ColladaLoader::StoreSceneMaterials( aiScene* pScene)
|
||||
{
|
||||
pScene->mNumMaterials = newMats.size();
|
||||
|
||||
pScene->mMaterials = new aiMaterial*[newMats.size()];
|
||||
for (unsigned int i = 0; i < newMats.size();++i)
|
||||
pScene->mMaterials[i] = newMats[i].second;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Add a texture to a material structure
|
||||
void ColladaLoader::AddTexture ( Assimp::MaterialHelper& mat, const ColladaParser& pParser,
|
||||
const Collada::Effect& effect,
|
||||
const Collada::Sampler& sampler,
|
||||
aiTextureType type, unsigned int idx)
|
||||
{
|
||||
// first of all, basic file name
|
||||
mat.AddProperty( &FindFilenameForEffectTexture( pParser, effect, sampler.mName),
|
||||
_AI_MATKEY_TEXTURE_BASE,type,idx);
|
||||
|
||||
// mapping mode
|
||||
int map = 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.
|
||||
if (sampler.mUVId != 0xffffffff)
|
||||
map = sampler.mUVId;
|
||||
else {
|
||||
map = 0xffffffff;
|
||||
for (std::string::const_iterator it = sampler.mUVChannel.begin();
|
||||
it != sampler.mUVChannel.end(); ++it)
|
||||
{
|
||||
if (IsNumeric(*it)) {
|
||||
map = strtol10(&(*it));
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (0xffffffff == 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)
|
||||
{
|
||||
MaterialHelper& mat = (MaterialHelper&)*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.mShininess, 1, AI_MATKEY_SHININESS);
|
||||
mat.AddProperty( &effect.mRefractIndex, 1, AI_MATKEY_REFRACTI);
|
||||
|
||||
// add textures, if given
|
||||
if( !effect.mTexAmbient.mName.empty())
|
||||
AddTexture( mat, pParser, effect, effect.mTexAmbient,aiTextureType_AMBIENT);
|
||||
|
||||
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_HEIGHT);
|
||||
|
||||
if( !effect.mTexTransparent.mName.empty())
|
||||
AddTexture( mat, pParser, effect, effect.mTexBump,aiTextureType_OPACITY);
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructs materials from the collada material definitions
|
||||
void ColladaLoader::BuildMaterials( const ColladaParser& pParser, aiScene* pScene)
|
||||
{
|
||||
std::vector<aiMaterial*> newMats;
|
||||
newMats.reserve(pParser.mMaterialLibrary.size());
|
||||
|
||||
for( ColladaParser::MaterialLibrary::const_iterator matIt = pParser.mMaterialLibrary.begin(); matIt != pParser.mMaterialLibrary.end(); ++matIt)
|
||||
{
|
||||
@@ -306,61 +760,39 @@ void ColladaLoader::BuildMaterials( const ColladaParser& pParser, aiScene* pScen
|
||||
// create material
|
||||
Assimp::MaterialHelper* mat = new Assimp::MaterialHelper;
|
||||
aiString name( matIt->first);
|
||||
mat->AddProperty( &name, AI_MATKEY_NAME);
|
||||
mat->AddProperty(&name,AI_MATKEY_NAME);
|
||||
|
||||
int shadeMode;
|
||||
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;
|
||||
default: shadeMode = aiShadingMode_Phong; break;
|
||||
}
|
||||
mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
|
||||
// MEGA SUPER MONSTER HACK by Alex ... It's all my fault, yes.
|
||||
// We store the reference to the effect in the material and
|
||||
// return ... we'll add the actual material properties later
|
||||
// after we processed all meshes. During mesh processing,
|
||||
// we evaluate vertex input mappings. Afterwards we should be
|
||||
// able to correctly setup source UV channels for textures.
|
||||
|
||||
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.mShininess, 1, AI_MATKEY_SHININESS);
|
||||
mat->AddProperty( &effect.mRefractIndex, 1, AI_MATKEY_REFRACTI);
|
||||
|
||||
// add textures, if given
|
||||
if( !effect.mTexAmbient.empty())
|
||||
mat->AddProperty( &FindFilenameForEffectTexture( pParser, effect, effect.mTexAmbient), AI_MATKEY_TEXTURE_AMBIENT( 0));
|
||||
if( !effect.mTexDiffuse.empty())
|
||||
mat->AddProperty( &FindFilenameForEffectTexture( pParser, effect, effect.mTexDiffuse), AI_MATKEY_TEXTURE_DIFFUSE( 0));
|
||||
if( !effect.mTexEmissive.empty())
|
||||
mat->AddProperty( &FindFilenameForEffectTexture( pParser, effect, effect.mTexEmissive), AI_MATKEY_TEXTURE_EMISSIVE( 0));
|
||||
if( !effect.mTexSpecular.empty())
|
||||
mat->AddProperty( &FindFilenameForEffectTexture( pParser, effect, effect.mTexSpecular), AI_MATKEY_TEXTURE_SPECULAR( 0));
|
||||
// ... moved to ColladaLoader::FillMaterials()
|
||||
// *duck*
|
||||
|
||||
// store the material
|
||||
mMaterialIndexByName[matIt->first] = newMats.size();
|
||||
newMats.push_back( mat);
|
||||
newMats.push_back( std::pair<Collada::Effect*, aiMaterial*>(const_cast<Collada::Effect*>(&effect),mat) );
|
||||
}
|
||||
|
||||
// store a dummy material if none were given
|
||||
if( newMats.size() == 0)
|
||||
{
|
||||
Assimp::MaterialHelper* mat = new Assimp::MaterialHelper;
|
||||
aiString name( std::string( "dummy"));
|
||||
aiString name( AI_DEFAULT_MATERIAL_NAME );
|
||||
mat->AddProperty( &name, AI_MATKEY_NAME);
|
||||
|
||||
int shadeMode = aiShadingMode_Phong;
|
||||
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);
|
||||
float specExp = 5.0f;
|
||||
const float specExp = 5.0f;
|
||||
mat->AddProperty( &specExp, 1, AI_MATKEY_SHININESS);
|
||||
}
|
||||
|
||||
// store the materials in the scene
|
||||
pScene->mNumMaterials = newMats.size();
|
||||
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
|
||||
std::copy( newMats.begin(), newMats.end(), pScene->mMaterials);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
@@ -384,7 +816,7 @@ const aiString& ColladaLoader::FindFilenameForEffectTexture( const ColladaParser
|
||||
// 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 new ImportErrorException( boost::str( boost::format( "Unable to resolve effect texture entry \"%s\", ended up at ID \"%s\".") % pName % name));
|
||||
throw new ImportErrorException( boost::str( boost::format( "Collada: Unable to resolve effect texture entry \"%s\", ended up at ID \"%s\".") % pName % name));
|
||||
|
||||
static aiString result;
|
||||
result.Set( imIt->second.mFileName );
|
||||
|
||||
Reference in New Issue
Block a user