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/** Helper structures for the Collada loader */
/*
Open Asset Import Library (assimp)
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*/
#ifndef AI_COLLADAHELPER_H_INC
#define AI_COLLADAHELPER_H_INC
#include <map>
#include <vector>
#include <stdint.h>
#include <assimp/light.h>
#include <assimp/mesh.h>
#include <assimp/material.h>
struct aiMaterial;
namespace Assimp {
namespace Collada {
/** Collada file versions which evolved during the years ... */
enum FormatVersion
{
FV_1_5_n,
FV_1_4_n,
FV_1_3_n
};
/** Transformation types that can be applied to a node */
enum TransformType
{
TF_LOOKAT,
TF_ROTATE,
TF_TRANSLATE,
TF_SCALE,
TF_SKEW,
TF_MATRIX
};
/** Different types of input data to a vertex or face */
enum InputType
{
IT_Invalid,
IT_Vertex, // special type for per-index data referring to the <vertices> element carrying the per-vertex data.
IT_Position,
IT_Normal,
IT_Texcoord,
IT_Color,
IT_Tangent,
IT_Bitangent
};
/** Supported controller types */
enum ControllerType
{
Skin,
Morph
};
/** Supported morph methods */
enum MorphMethod
{
Normalized,
Relative
};
/** Contains all data for one of the different transformation types */
struct Transform
{
std::string mID; ///< SID of the transform step, by which anim channels address their target node
TransformType mType;
ai_real f[16]; ///< Interpretation of data depends on the type of the transformation
};
/** A collada camera. */
struct Camera
{
Camera()
: mOrtho (false)
, mHorFov (10e10f)
, mVerFov (10e10f)
, mAspect (10e10f)
, mZNear (0.1f)
, mZFar (1000.f)
{}
// Name of camera
std::string mName;
// True if it is an orthografic camera
bool mOrtho;
//! Horizontal field of view in degrees
ai_real mHorFov;
//! Vertical field of view in degrees
ai_real mVerFov;
//! Screen aspect
ai_real mAspect;
//! Near& far z
ai_real mZNear, mZFar;
};
#define ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET 1e9f
/** A collada light source. */
struct Light
{
Light()
: mType (aiLightSource_UNDEFINED)
, mAttConstant (1.f)
, mAttLinear (0.f)
, mAttQuadratic (0.f)
, mFalloffAngle (180.f)
, mFalloffExponent (0.f)
, mPenumbraAngle (ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET)
, mOuterAngle (ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET)
, mIntensity (1.f)
{}
//! Type of the light source aiLightSourceType + ambient
unsigned int mType;
//! Color of the light
aiColor3D mColor;
//! Light attenuation
ai_real mAttConstant,mAttLinear,mAttQuadratic;
//! Spot light falloff
ai_real mFalloffAngle;
ai_real mFalloffExponent;
// -----------------------------------------------------
// FCOLLADA extension from here
//! ... related stuff from maja and max extensions
ai_real mPenumbraAngle;
ai_real mOuterAngle;
//! Common light intensity
ai_real mIntensity;
};
/** Short vertex index description */
struct InputSemanticMapEntry
{
InputSemanticMapEntry()
: mSet(0)
, mType(IT_Invalid)
{}
//! Index of set, optional
unsigned int mSet;
//! Type of referenced vertex input
InputType mType;
};
/** Table to map from effect to vertex input semantics */
struct SemanticMappingTable
{
//! Name of material
std::string mMatName;
//! List of semantic map commands, grouped by effect semantic name
std::map<std::string, InputSemanticMapEntry> mMap;
//! For std::find
bool operator == (const std::string& s) const {
return s == mMatName;
}
};
/** A reference to a mesh inside a node, including materials assigned to the various subgroups.
* The ID refers to either a mesh or a controller which specifies the mesh
*/
struct MeshInstance
{
///< ID of the mesh or controller to be instanced
std::string mMeshOrController;
///< Map of materials by the subgroup ID they're applied to
std::map<std::string, SemanticMappingTable> mMaterials;
};
/** A reference to a camera inside a node*/
struct CameraInstance
{
///< ID of the camera
std::string mCamera;
};
/** A reference to a light inside a node*/
struct LightInstance
{
///< ID of the camera
std::string mLight;
};
/** A reference to a node inside a node*/
struct NodeInstance
{
///< ID of the node
std::string mNode;
};
/** A node in a scene hierarchy */
struct Node
{
std::string mName;
std::string mID;
std::string mSID;
Node* mParent;
std::vector<Node*> mChildren;
/** Operations in order to calculate the resulting transformation to parent. */
std::vector<Transform> mTransforms;
/** Meshes at this node */
std::vector<MeshInstance> mMeshes;
/** Lights at this node */
std::vector<LightInstance> mLights;
/** Cameras at this node */
std::vector<CameraInstance> mCameras;
/** Node instances at this node */
std::vector<NodeInstance> mNodeInstances;
/** Rootnodes: Name of primary camera, if any */
std::string mPrimaryCamera;
//! Constructor. Begin with a zero parent
Node() {
mParent = NULL;
}
//! Destructor: delete all children subsequently
~Node() {
for( std::vector<Node*>::iterator it = mChildren.begin(); it != mChildren.end(); ++it)
delete *it;
}
};
/** Data source array: either floats or strings */
struct Data
{
bool mIsStringArray;
std::vector<ai_real> mValues;
std::vector<std::string> mStrings;
};
/** Accessor to a data array */
struct Accessor
{
size_t mCount; // in number of objects
size_t mSize; // size of an object, in elements (floats or strings, mostly 1)
size_t mOffset; // in number of values
size_t mStride; // Stride in number of values
std::vector<std::string> mParams; // names of the data streams in the accessors. Empty string tells to ignore.
size_t mSubOffset[4]; // Suboffset inside the object for the common 4 elements. For a vector, that's XYZ, for a color RGBA and so on.
// For example, SubOffset[0] denotes which of the values inside the object is the vector X component.
std::string mSource; // URL of the source array
mutable const Data* mData; // Pointer to the source array, if resolved. NULL else
Accessor()
{
mCount = 0; mSize = 0; mOffset = 0; mStride = 0; mData = NULL;
mSubOffset[0] = mSubOffset[1] = mSubOffset[2] = mSubOffset[3] = 0;
}
};
/** A single face in a mesh */
struct Face
{
std::vector<size_t> mIndices;
};
/** An input channel for mesh data, referring to a single accessor */
struct InputChannel
{
InputType mType; // Type of the data
size_t mIndex; // Optional index, if multiple sets of the same data type are given
size_t mOffset; // Index offset in the indices array of per-face indices. Don't ask, can't explain that any better.
std::string mAccessor; // ID of the accessor where to read the actual values from.
mutable const Accessor* mResolved; // Pointer to the accessor, if resolved. NULL else
InputChannel() { mType = IT_Invalid; mIndex = 0; mOffset = 0; mResolved = NULL; }
};
/** Subset of a mesh with a certain material */
struct SubMesh
{
std::string mMaterial; ///< subgroup identifier
size_t mNumFaces; ///< number of faces in this submesh
};
/** Contains data for a single mesh */
struct Mesh
{
Mesh()
{
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
mNumUVComponents[i] = 2;
}
std::string mName;
// just to check if there's some sophisticated addressing involved...
// which we don't support, and therefore should warn about.
std::string mVertexID;
// Vertex data addressed by vertex indices
std::vector<InputChannel> mPerVertexData;
// actual mesh data, assembled on encounter of a <p> element. Verbose format, not indexed
std::vector<aiVector3D> mPositions;
std::vector<aiVector3D> mNormals;
std::vector<aiVector3D> mTangents;
std::vector<aiVector3D> mBitangents;
std::vector<aiVector3D> mTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
std::vector<aiColor4D> mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
// Faces. Stored are only the number of vertices for each face.
// 1 == point, 2 == line, 3 == triangle, 4+ == poly
std::vector<size_t> mFaceSize;
// Position indices for all faces in the sequence given in mFaceSize -
// necessary for bone weight assignment
std::vector<size_t> mFacePosIndices;
// Submeshes in this mesh, each with a given material
std::vector<SubMesh> mSubMeshes;
};
/** Which type of primitives the ReadPrimitives() function is going to read */
enum PrimitiveType
{
Prim_Invalid,
Prim_Lines,
Prim_LineStrip,
Prim_Triangles,
Prim_TriStrips,
Prim_TriFans,
Prim_Polylist,
Prim_Polygon
};
/** A skeleton controller to deform a mesh with the use of joints */
struct Controller
{
// controller type
ControllerType mType;
// Morphing method if type is Morph
MorphMethod mMethod;
// the URL of the mesh deformed by the controller.
std::string mMeshId;
// accessor URL of the joint names
std::string mJointNameSource;
///< The bind shape matrix, as array of floats. I'm not sure what this matrix actually describes, but it can't be ignored in all cases
ai_real mBindShapeMatrix[16];
// accessor URL of the joint inverse bind matrices
std::string mJointOffsetMatrixSource;
// input channel: joint names.
InputChannel mWeightInputJoints;
// input channel: joint weights
InputChannel mWeightInputWeights;
// Number of weights per vertex.
std::vector<size_t> mWeightCounts;
// JointIndex-WeightIndex pairs for all vertices
std::vector< std::pair<size_t, size_t> > mWeights;
std::string mMorphTarget;
std::string mMorphWeight;
};
/** A collada material. Pretty much the only member is a reference to an effect. */
struct Material
{
std::string mName;
std::string mEffect;
};
/** Type of the effect param */
enum ParamType
{
Param_Sampler,
Param_Surface
};
/** A param for an effect. Might be of several types, but they all just refer to each other, so I summarize them */
struct EffectParam
{
ParamType mType;
std::string mReference; // to which other thing the param is referring to.
};
/** Shading type supported by the standard effect spec of Collada */
enum ShadeType
{
Shade_Invalid,
Shade_Constant,
Shade_Lambert,
Shade_Phong,
Shade_Blinn
};
/** Represents a texture sampler in collada */
struct Sampler
{
Sampler()
: mWrapU (true)
, mWrapV (true)
, mMirrorU ()
, mMirrorV ()
, mOp (aiTextureOp_Multiply)
, mUVId (UINT_MAX)
, mWeighting (1.f)
, mMixWithPrevious (1.f)
{}
/** Name of image reference
*/
std::string mName;
/** Wrap U?
*/
bool mWrapU;
/** Wrap V?
*/
bool mWrapV;
/** Mirror U?
*/
bool mMirrorU;
/** Mirror V?
*/
bool mMirrorV;
/** Blend mode
*/
aiTextureOp mOp;
/** UV transformation
*/
aiUVTransform mTransform;
/** Name of source UV channel
*/
std::string mUVChannel;
/** Resolved UV channel index or UINT_MAX if not known
*/
unsigned int mUVId;
// OKINO/MAX3D extensions from here
// -------------------------------------------------------
/** Weighting factor
*/
ai_real mWeighting;
/** Mixing factor from OKINO
*/
ai_real mMixWithPrevious;
};
/** A collada effect. Can contain about anything according to the Collada spec,
but we limit our version to a reasonable subset. */
struct Effect
{
// Shading mode
ShadeType mShadeType;
// Colors
aiColor4D mEmissive, mAmbient, mDiffuse, mSpecular,
mTransparent, mReflective;
// Textures
Sampler mTexEmissive, mTexAmbient, mTexDiffuse, mTexSpecular,
mTexTransparent, mTexBump, mTexReflective;
// Scalar factory
ai_real mShininess, mRefractIndex, mReflectivity;
ai_real mTransparency;
bool mHasTransparency;
bool mRGBTransparency;
bool mInvertTransparency;
// local params referring to each other by their SID
typedef std::map<std::string, Collada::EffectParam> ParamLibrary;
ParamLibrary mParams;
// MAX3D extensions
// ---------------------------------------------------------
// Double-sided?
bool mDoubleSided, mWireframe, mFaceted;
Effect()
: mShadeType (Shade_Phong)
, mEmissive ( 0, 0, 0, 1)
, mAmbient ( 0.1f, 0.1f, 0.1f, 1)
, mDiffuse ( 0.6f, 0.6f, 0.6f, 1)
, mSpecular ( 0.4f, 0.4f, 0.4f, 1)
, mTransparent ( 0, 0, 0, 1)
, mShininess (10.0f)
, mRefractIndex (1.f)
, mReflectivity (0.f)
, mTransparency (1.f)
, mHasTransparency (false)
, mRGBTransparency(false)
, mInvertTransparency(false)
, mDoubleSided (false)
, mWireframe (false)
, mFaceted (false)
{
}
};
/** An image, meaning texture */
struct Image
{
std::string mFileName;
/** If image file name is zero, embedded image data
*/
std::vector<uint8_t> mImageData;
/** If image file name is zero, file format of
* embedded image data.
*/
std::string mEmbeddedFormat;
};
/** An animation channel. */
struct AnimationChannel
{
/** URL of the data to animate. Could be about anything, but we support only the
* "NodeID/TransformID.SubElement" notation
*/
std::string mTarget;
/** Source URL of the time values. Collada calls them "input". Meh. */
std::string mSourceTimes;
/** Source URL of the value values. Collada calls them "output". */
std::string mSourceValues;
/** Source URL of the IN_TANGENT semantic values. */
std::string mInTanValues;
/** Source URL of the OUT_TANGENT semantic values. */
std::string mOutTanValues;
/** Source URL of the INTERPOLATION semantic values. */
std::string mInterpolationValues;
};
/** An animation. Container for 0-x animation channels or 0-x animations */
struct Animation
{
/** Anim name */
std::string mName;
/** the animation channels, if any */
std::vector<AnimationChannel> mChannels;
/** the sub-animations, if any */
std::vector<Animation*> mSubAnims;
/** Destructor */
~Animation()
{
for( std::vector<Animation*>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it)
delete *it;
}
/** Collect all channels in the animation hierarchy into a single channel list. */
void CollectChannelsRecursively(std::vector<AnimationChannel> &channels)
{
channels.insert(channels.end(), mChannels.begin(), mChannels.end());
for (std::vector<Animation*>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it)
{
Animation *pAnim = (*it);
pAnim->CollectChannelsRecursively(channels);
}
}
/** Combine all single-channel animations' channel into the same (parent) animation channel list. */
void CombineSingleChannelAnimations()
{
CombineSingleChannelAnimationsRecursively(this);
}
void CombineSingleChannelAnimationsRecursively(Animation *pParent)
{
for (std::vector<Animation*>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();)
{
Animation *anim = *it;
CombineSingleChannelAnimationsRecursively(anim);
if (anim->mChannels.size() == 1)
{
pParent->mChannels.push_back(anim->mChannels[0]);
it = pParent->mSubAnims.erase(it);
delete anim;
}
else
{
++it;
}
}
}
};
/** Description of a collada animation channel which has been determined to affect the current node */
struct ChannelEntry
{
const Collada::AnimationChannel* mChannel; ///> the source channel
std::string mTargetId;
std::string mTransformId; // the ID of the transformation step of the node which is influenced
size_t mTransformIndex; // Index into the node's transform chain to apply the channel to
size_t mSubElement; // starting index inside the transform data
// resolved data references
const Collada::Accessor* mTimeAccessor; ///> Collada accessor to the time values
const Collada::Data* mTimeData; ///> Source data array for the time values
const Collada::Accessor* mValueAccessor; ///> Collada accessor to the key value values
const Collada::Data* mValueData; ///> Source datat array for the key value values
ChannelEntry()
: mChannel()
, mTransformIndex()
, mSubElement()
, mTimeAccessor()
, mTimeData()
, mValueAccessor()
, mValueData()
{}
};
} // end of namespace Collada
} // end of namespace Assimp
#endif // AI_COLLADAHELPER_H_INC