| /** Defines the collada loader class */ |
| |
| /* |
| Open Asset Import Library (assimp) |
| ---------------------------------------------------------------------- |
| |
| Copyright (c) 2006-2017, assimp team |
| |
| All rights reserved. |
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| Redistribution and use of this software in source and binary forms, |
| with or without modification, are permitted provided that the |
| following conditions are met: |
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| * Redistributions of source code must retain the above |
| copyright notice, this list of conditions and the |
| following disclaimer. |
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| * 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. |
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| * 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. |
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| 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 |
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| ---------------------------------------------------------------------- |
| */ |
| |
| #ifndef AI_COLLADALOADER_H_INC |
| #define AI_COLLADALOADER_H_INC |
| |
| #include "BaseImporter.h" |
| #include "ColladaParser.h" |
| |
| struct aiNode; |
| struct aiCamera; |
| struct aiLight; |
| struct aiTexture; |
| struct aiAnimation; |
| |
| namespace Assimp |
| { |
| |
| struct ColladaMeshIndex |
| { |
| std::string mMeshID; |
| size_t mSubMesh; |
| std::string mMaterial; |
| ColladaMeshIndex( const std::string& pMeshID, size_t pSubMesh, const std::string& pMaterial) |
| : mMeshID( pMeshID), mSubMesh( pSubMesh), mMaterial( pMaterial) |
| { } |
| |
| bool operator < (const ColladaMeshIndex& p) const |
| { |
| if( mMeshID == p.mMeshID) |
| { |
| if( mSubMesh == p.mSubMesh) |
| return mMaterial < p.mMaterial; |
| else |
| return mSubMesh < p.mSubMesh; |
| } else |
| { |
| return mMeshID < p.mMeshID; |
| } |
| } |
| }; |
| |
| /** Loader class to read Collada scenes. Collada is over-engineered to death, with every new iteration bringing |
| * more useless stuff, so I limited the data to what I think is useful for games. |
| */ |
| class ColladaLoader : public BaseImporter |
| { |
| public: |
| ColladaLoader(); |
| ~ColladaLoader(); |
| |
| |
| public: |
| /** Returns whether the class can handle the format of the given file. |
| * See BaseImporter::CanRead() for details. */ |
| bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const; |
| |
| protected: |
| /** Return importer meta information. |
| * See #BaseImporter::GetInfo for the details |
| */ |
| const aiImporterDesc* GetInfo () const; |
| |
| void SetupProperties(const Importer* pImp); |
| |
| /** Imports the given file into the given scene structure. |
| * See BaseImporter::InternReadFile() for details |
| */ |
| void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler); |
| |
| /** Recursively constructs a scene node for the given parser node and returns it. */ |
| aiNode* BuildHierarchy( const ColladaParser& pParser, const Collada::Node* pNode); |
| |
| /** Resolve node instances */ |
| void ResolveNodeInstances( const ColladaParser& pParser, const Collada::Node* pNode, |
| std::vector<const Collada::Node*>& resolved); |
| |
| /** Builds meshes for the given node and references them */ |
| void BuildMeshesForNode( const ColladaParser& pParser, const Collada::Node* pNode, |
| aiNode* pTarget); |
| |
| aiMesh *findMesh(std::string meshid); |
| |
| /** Creates a mesh for the given ColladaMesh face subset and returns the newly created mesh */ |
| aiMesh* CreateMesh( const ColladaParser& pParser, const Collada::Mesh* pSrcMesh, const Collada::SubMesh& pSubMesh, |
| const Collada::Controller* pSrcController, size_t pStartVertex, size_t pStartFace); |
| |
| /** Builds cameras for the given node and references them */ |
| void BuildCamerasForNode( const ColladaParser& pParser, const Collada::Node* pNode, |
| aiNode* pTarget); |
| |
| /** Builds lights for the given node and references them */ |
| void BuildLightsForNode( const ColladaParser& pParser, const Collada::Node* pNode, |
| aiNode* pTarget); |
| |
| /** Stores all meshes in the given scene */ |
| void StoreSceneMeshes( aiScene* pScene); |
| |
| /** Stores all materials in the given scene */ |
| void StoreSceneMaterials( aiScene* pScene); |
| |
| /** Stores all lights in the given scene */ |
| void StoreSceneLights( aiScene* pScene); |
| |
| /** Stores all cameras in the given scene */ |
| void StoreSceneCameras( aiScene* pScene); |
| |
| /** Stores all textures in the given scene */ |
| void StoreSceneTextures( aiScene* pScene); |
| |
| /** Stores all animations |
| * @param pScene target scene to store the anims |
| */ |
| void StoreAnimations( aiScene* pScene, const ColladaParser& pParser); |
| |
| /** Stores all animations for the given source anim and its nested child animations |
| * @param pScene target scene to store the anims |
| * @param pSrcAnim the source animation to process |
| * @param pPrefix Prefix to the name in case of nested animations |
| */ |
| void StoreAnimations( aiScene* pScene, const ColladaParser& pParser, const Collada::Animation* pSrcAnim, const std::string& pPrefix); |
| |
| /** Constructs the animation for the given source anim */ |
| void CreateAnimation( aiScene* pScene, const ColladaParser& pParser, const Collada::Animation* pSrcAnim, const std::string& pName); |
| |
| /** Constructs materials from the collada material definitions */ |
| void BuildMaterials( ColladaParser& pParser, aiScene* pScene); |
| |
| /** Fill materials from the collada material definitions */ |
| void FillMaterials( const ColladaParser& pParser, aiScene* pScene); |
| |
| /** Resolve UV channel mappings*/ |
| void ApplyVertexToEffectSemanticMapping(Collada::Sampler& sampler, |
| const Collada::SemanticMappingTable& table); |
| |
| /** Add a texture and all of its sampling properties to a material*/ |
| void AddTexture ( aiMaterial& mat, const ColladaParser& pParser, |
| const Collada::Effect& effect, |
| const Collada::Sampler& sampler, |
| aiTextureType type, unsigned int idx = 0); |
| |
| /** Resolves the texture name for the given effect texture entry */ |
| aiString FindFilenameForEffectTexture( const ColladaParser& pParser, |
| const Collada::Effect& pEffect, const std::string& pName); |
| |
| /** Converts a path read from a collada file to the usual representation */ |
| void ConvertPath( aiString& ss); |
| |
| /** Reads a float value from an accessor and its data array. |
| * @param pAccessor The accessor to use for reading |
| * @param pData The data array to read from |
| * @param pIndex The index of the element to retrieve |
| * @param pOffset Offset into the element, for multipart elements such as vectors or matrices |
| * @return the specified value |
| */ |
| ai_real ReadFloat( const Collada::Accessor& pAccessor, const Collada::Data& pData, size_t pIndex, size_t pOffset) const; |
| |
| /** Reads a string value from an accessor and its data array. |
| * @param pAccessor The accessor to use for reading |
| * @param pData The data array to read from |
| * @param pIndex The index of the element to retrieve |
| * @return the specified value |
| */ |
| const std::string& ReadString( const Collada::Accessor& pAccessor, const Collada::Data& pData, size_t pIndex) const; |
| |
| /** Recursively collects all nodes into the given array */ |
| void CollectNodes( const aiNode* pNode, std::vector<const aiNode*>& poNodes) const; |
| |
| /** Finds a node in the collada scene by the given name */ |
| const Collada::Node* FindNode( const Collada::Node* pNode, const std::string& pName) const; |
| /** Finds a node in the collada scene by the given SID */ |
| const Collada::Node* FindNodeBySID( const Collada::Node* pNode, const std::string& pSID) const; |
| |
| /** Finds a proper name for a node derived from the collada-node's properties */ |
| std::string FindNameForNode( const Collada::Node* pNode); |
| |
| protected: |
| /** Filename, for a verbose error message */ |
| std::string mFileName; |
| |
| /** Which mesh-material compound was stored under which mesh ID */ |
| std::map<ColladaMeshIndex, size_t> mMeshIndexByID; |
| |
| /** Which material was stored under which index in the scene */ |
| std::map<std::string, size_t> mMaterialIndexByName; |
| |
| /** Accumulated meshes for the target scene */ |
| std::vector<aiMesh*> mMeshes; |
| |
| /** Accumulated morph target meshes */ |
| std::vector<aiMesh*> mTargetMeshes; |
| |
| /** Temporary material list */ |
| std::vector<std::pair<Collada::Effect*, aiMaterial*> > newMats; |
| |
| /** Temporary camera list */ |
| std::vector<aiCamera*> mCameras; |
| |
| /** Temporary light list */ |
| std::vector<aiLight*> mLights; |
| |
| /** Temporary texture list */ |
| std::vector<aiTexture*> mTextures; |
| |
| /** Accumulated animations for the target scene */ |
| std::vector<aiAnimation*> mAnims; |
| |
| bool noSkeletonMesh; |
| bool ignoreUpDirection; |
| |
| /** Used by FindNameForNode() to generate unique node names */ |
| unsigned int mNodeNameCounter; |
| }; |
| |
| } // end of namespace Assimp |
| |
| #endif // AI_COLLADALOADER_H_INC |