- finalized Collada mesh part - can read static models now, using dummy materials
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@246 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -90,7 +90,25 @@ 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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pScene->mFlags = AI_SCENE_FLAGS_INCOMPLETE;
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// store all meshes
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StoreSceneMeshes( pScene);
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// create dummy material
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Assimp::MaterialHelper* mat = new Assimp::MaterialHelper;
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aiString name( std::string( "dummy"));
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mat->AddProperty( &name, AI_MATKEY_NAME);
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int shadeMode = aiShadingMode_Phong;
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mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
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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);
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mat->AddProperty( &colAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
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mat->AddProperty( &colDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
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mat->AddProperty( &colSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
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float specExp = 5.0f;
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mat->AddProperty( &specExp, 1, AI_MATKEY_SHININESS);
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pScene->mNumMaterials = 1;
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pScene->mMaterials = new aiMaterial*[1];
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pScene->mMaterials[0] = mat;
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}
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// ------------------------------------------------------------------------------------------------
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@@ -112,5 +130,113 @@ aiNode* ColladaLoader::BuildHierarchy( const ColladaParser& pParser, const Colla
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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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return node;
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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 ColladaParser::Node* pNode, aiNode* pTarget)
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{
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// accumulated mesh references by this node
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std::vector<size_t> newMeshRefs;
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// for the moment we simply ignore all material tags and transfer the meshes one by one
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BOOST_FOREACH( const std::string& mid, pNode->mMeshes)
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{
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// find the referred mesh
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ColladaParser::MeshLibrary::const_iterator srcMeshIt = pParser.mMeshLibrary.find( mid);
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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));
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continue;
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}
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// if we already have the mesh at the library, just add its index to the node's array
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std::map<std::string, size_t>::const_iterator dstMeshIt = mMeshIndexbyID.find( mid);
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if( dstMeshIt != mMeshIndexbyID.end())
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{
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newMeshRefs.push_back( dstMeshIt->second);
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} else
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{
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// else we have to add the mesh to the collection and store its newly assigned index at the node
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aiMesh* dstMesh = new aiMesh;
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const ColladaParser::Mesh* srcMesh = srcMeshIt->second;
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// copy positions
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dstMesh->mNumVertices = srcMesh->mPositions.size();
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dstMesh->mVertices = new aiVector3D[dstMesh->mNumVertices];
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std::copy( srcMesh->mPositions.begin(), srcMesh->mPositions.end(), 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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if( srcMesh->mNormals.size() == dstMesh->mNumVertices)
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{
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dstMesh->mNormals = new aiVector3D[dstMesh->mNumVertices];
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std::copy( srcMesh->mNormals.begin(), srcMesh->mNormals.end(), dstMesh->mNormals);
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}
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// same for texturecoords, as many as we have
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for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
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{
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if( srcMesh->mTexCoords[a].size() == dstMesh->mNumVertices)
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{
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dstMesh->mTextureCoords[a] = new aiVector3D[dstMesh->mNumVertices];
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for( size_t b = 0; b < dstMesh->mNumVertices; ++b)
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dstMesh->mTextureCoords[a][b].Set( srcMesh->mTexCoords[a][b].x, srcMesh->mTexCoords[a][b].y, 0.0f);
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dstMesh->mNumUVComponents[a] = 2;
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}
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}
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// same for vertex colors, as many as we have
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for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
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{
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if( srcMesh->mColors[a].size() == dstMesh->mNumVertices)
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{
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dstMesh->mColors[a] = new aiColor4D[dstMesh->mNumVertices];
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std::copy( srcMesh->mColors[a].begin(), srcMesh->mColors[a].end(), dstMesh->mColors[a]);
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}
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}
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// create faces. Due to the fact that each face uses unique vertices, we can simply count up on each vertex
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size_t vertex = 0;
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dstMesh->mNumFaces = srcMesh->mFaceSize.size();
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dstMesh->mFaces = new aiFace[dstMesh->mNumFaces];
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for( size_t a = 0; a < dstMesh->mNumFaces; ++a)
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{
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size_t s = srcMesh->mFaceSize[a];
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aiFace& face = dstMesh->mFaces[a];
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face.mNumIndices = s;
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face.mIndices = new unsigned int[s];
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for( size_t b = 0; b < s; ++b)
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face.mIndices[b] = vertex++;
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}
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// store the mesh, and store its new index in the node
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newMeshRefs.push_back( mMeshes.size());
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mMeshes.push_back( dstMesh);
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}
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}
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// now place all mesh references we gathered in the target node
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pTarget->mNumMeshes = newMeshRefs.size();
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if( newMeshRefs.size())
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{
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pTarget->mMeshes = new size_t[pTarget->mNumMeshes];
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std::copy( newMeshRefs.begin(), newMeshRefs.end(), pTarget->mMeshes);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Stores all meshes in the given scene
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void ColladaLoader::StoreSceneMeshes( aiScene* pScene)
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{
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pScene->mNumMeshes = mMeshes.size();
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if( mMeshes.size() > 0)
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{
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pScene->mMeshes = new aiMesh*[mMeshes.size()];
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std::copy( mMeshes.begin(), mMeshes.end(), pScene->mMeshes);
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}
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}
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