Added a workaround to the Collada parser to handle certain XML tags which irrxml doesn't handle well. Corrected formatting on the way.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@842 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -644,14 +644,14 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
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float weight = ReadFloat( weightsAcc, weights, vertexIndex, 0);
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// one day I gonna kill that XSI Collada exporter
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if( weight > 0.0f)
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{
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aiVertexWeight w;
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w.mVertexId = a - pStartVertex;
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w.mWeight = weight;
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dstBones[jointIndex].push_back( w);
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}
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// one day I gonna kill that XSI Collada exporter
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if( weight > 0.0f)
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{
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aiVertexWeight w;
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w.mVertexId = a - pStartVertex;
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w.mWeight = weight;
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dstBones[jointIndex].push_back( w);
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}
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}
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}
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@@ -690,41 +690,41 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
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bone->mWeights = new aiVertexWeight[bone->mNumWeights];
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std::copy( dstBones[a].begin(), dstBones[a].end(), bone->mWeights);
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// apply bind shape matrix to offset matrix
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aiMatrix4x4 bindShapeMatrix;
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bindShapeMatrix.a1 = pSrcController->mBindShapeMatrix[0];
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bindShapeMatrix.a2 = pSrcController->mBindShapeMatrix[1];
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bindShapeMatrix.a3 = pSrcController->mBindShapeMatrix[2];
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bindShapeMatrix.a4 = pSrcController->mBindShapeMatrix[3];
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bindShapeMatrix.b1 = pSrcController->mBindShapeMatrix[4];
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bindShapeMatrix.b2 = pSrcController->mBindShapeMatrix[5];
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bindShapeMatrix.b3 = pSrcController->mBindShapeMatrix[6];
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bindShapeMatrix.b4 = pSrcController->mBindShapeMatrix[7];
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bindShapeMatrix.c1 = pSrcController->mBindShapeMatrix[8];
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bindShapeMatrix.c2 = pSrcController->mBindShapeMatrix[9];
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bindShapeMatrix.c3 = pSrcController->mBindShapeMatrix[10];
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bindShapeMatrix.c4 = pSrcController->mBindShapeMatrix[11];
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bindShapeMatrix.d1 = pSrcController->mBindShapeMatrix[12];
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bindShapeMatrix.d2 = pSrcController->mBindShapeMatrix[13];
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bindShapeMatrix.d3 = pSrcController->mBindShapeMatrix[14];
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bindShapeMatrix.d4 = pSrcController->mBindShapeMatrix[15];
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bone->mOffsetMatrix *= bindShapeMatrix;
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// apply bind shape matrix to offset matrix
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aiMatrix4x4 bindShapeMatrix;
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bindShapeMatrix.a1 = pSrcController->mBindShapeMatrix[0];
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bindShapeMatrix.a2 = pSrcController->mBindShapeMatrix[1];
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bindShapeMatrix.a3 = pSrcController->mBindShapeMatrix[2];
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bindShapeMatrix.a4 = pSrcController->mBindShapeMatrix[3];
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bindShapeMatrix.b1 = pSrcController->mBindShapeMatrix[4];
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bindShapeMatrix.b2 = pSrcController->mBindShapeMatrix[5];
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bindShapeMatrix.b3 = pSrcController->mBindShapeMatrix[6];
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bindShapeMatrix.b4 = pSrcController->mBindShapeMatrix[7];
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bindShapeMatrix.c1 = pSrcController->mBindShapeMatrix[8];
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bindShapeMatrix.c2 = pSrcController->mBindShapeMatrix[9];
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bindShapeMatrix.c3 = pSrcController->mBindShapeMatrix[10];
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bindShapeMatrix.c4 = pSrcController->mBindShapeMatrix[11];
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bindShapeMatrix.d1 = pSrcController->mBindShapeMatrix[12];
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bindShapeMatrix.d2 = pSrcController->mBindShapeMatrix[13];
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bindShapeMatrix.d3 = pSrcController->mBindShapeMatrix[14];
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bindShapeMatrix.d4 = pSrcController->mBindShapeMatrix[15];
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bone->mOffsetMatrix *= bindShapeMatrix;
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// HACK: (thom) Some exporters address the bone nodes by SID, others address them by ID or even name.
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// Therefore I added a little name replacement here: I search for the bone's node by either name, ID or SID,
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// and replace the bone's name by the node's name so that the user can use the standard
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// find-by-name method to associate nodes with bones.
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const Collada::Node* bnode = FindNode( pParser.mRootNode, bone->mName.data);
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if( !bnode)
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bnode = FindNodeBySID( pParser.mRootNode, bone->mName.data);
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// HACK: (thom) Some exporters address the bone nodes by SID, others address them by ID or even name.
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// Therefore I added a little name replacement here: I search for the bone's node by either name, ID or SID,
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// and replace the bone's name by the node's name so that the user can use the standard
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// find-by-name method to associate nodes with bones.
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const Collada::Node* bnode = FindNode( pParser.mRootNode, bone->mName.data);
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if( !bnode)
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bnode = FindNodeBySID( pParser.mRootNode, bone->mName.data);
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// assign the name that we would have assigned for the source node
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if( bnode)
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bone->mName.Set( FindNameForNode( bnode));
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else
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DefaultLogger::get()->warn( boost::str( boost::format( "ColladaLoader::CreateMesh(): could not find corresponding node for joint \"%s\".") % bone->mName.data));
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// assign the name that we would have assigned for the source node
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if( bnode)
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bone->mName.Set( FindNameForNode( bnode));
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else
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DefaultLogger::get()->warn( boost::str( boost::format( "ColladaLoader::CreateMesh(): could not find corresponding node for joint \"%s\".") % bone->mName.data));
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// and insert bone
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// and insert bone
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dstMesh->mBones[boneCount++] = bone;
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}
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}
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