this is basically a design document version - it sets the scenery for upcoming additions
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672
src/deps/assimp-3.3.1/code/ColladaHelper.h
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src/deps/assimp-3.3.1/code/ColladaHelper.h
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/** Helper structures for the Collada loader */
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2016, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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||||
following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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||||
following disclaimer in the documentation and/or other
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materials provided with the distribution.
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||||
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* Neither the name of the assimp team, nor the names of its
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||||
contributors may be used to endorse or promote products
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||||
derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"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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||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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#ifndef AI_COLLADAHELPER_H_INC
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#define AI_COLLADAHELPER_H_INC
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#include <string>
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#include <map>
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#include <vector>
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#include <stdint.h>
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#include <assimp/light.h>
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#include <assimp/mesh.h>
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#include <assimp/material.h>
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struct aiMaterial;
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namespace Assimp {
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namespace Collada {
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/** Collada file versions which evolved during the years ... */
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enum FormatVersion
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{
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FV_1_5_n,
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FV_1_4_n,
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FV_1_3_n
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};
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/** Transformation types that can be applied to a node */
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enum TransformType
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{
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TF_LOOKAT,
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TF_ROTATE,
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TF_TRANSLATE,
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TF_SCALE,
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TF_SKEW,
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TF_MATRIX
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};
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/** Different types of input data to a vertex or face */
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enum InputType
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{
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IT_Invalid,
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IT_Vertex, // special type for per-index data referring to the <vertices> element carrying the per-vertex data.
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IT_Position,
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IT_Normal,
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IT_Texcoord,
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IT_Color,
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IT_Tangent,
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IT_Bitangent
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};
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/** Contains all data for one of the different transformation types */
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struct Transform
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{
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std::string mID; ///< SID of the transform step, by which anim channels address their target node
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TransformType mType;
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float f[16]; ///< Interpretation of data depends on the type of the transformation
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};
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/** A collada camera. */
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struct Camera
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{
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Camera()
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: mOrtho (false)
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, mHorFov (10e10f)
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, mVerFov (10e10f)
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, mAspect (10e10f)
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, mZNear (0.1f)
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, mZFar (1000.f)
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{}
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// Name of camera
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std::string mName;
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// True if it is an orthografic camera
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bool mOrtho;
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//! Horizontal field of view in degrees
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float mHorFov;
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//! Vertical field of view in degrees
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float mVerFov;
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//! Screen aspect
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float mAspect;
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//! Near& far z
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float mZNear, mZFar;
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};
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#define ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET 1e9f
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/** A collada light source. */
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struct Light
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{
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Light()
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: mType (aiLightSource_UNDEFINED)
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, mAttConstant (1.f)
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, mAttLinear (0.f)
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, mAttQuadratic (0.f)
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, mFalloffAngle (180.f)
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, mFalloffExponent (0.f)
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, mPenumbraAngle (ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET)
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, mOuterAngle (ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET)
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, mIntensity (1.f)
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{}
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//! Type of the light source aiLightSourceType + ambient
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unsigned int mType;
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//! Color of the light
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aiColor3D mColor;
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//! Light attenuation
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float mAttConstant,mAttLinear,mAttQuadratic;
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//! Spot light falloff
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float mFalloffAngle;
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float mFalloffExponent;
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// -----------------------------------------------------
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// FCOLLADA extension from here
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//! ... related stuff from maja and max extensions
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float mPenumbraAngle;
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float mOuterAngle;
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//! Common light intensity
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float mIntensity;
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};
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/** Short vertex index description */
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struct InputSemanticMapEntry
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{
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InputSemanticMapEntry()
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: mSet(0)
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, mType(IT_Invalid)
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{}
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//! Index of set, optional
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unsigned int mSet;
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//! Type of referenced vertex input
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InputType mType;
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};
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/** Table to map from effect to vertex input semantics */
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struct SemanticMappingTable
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{
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//! Name of material
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std::string mMatName;
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//! List of semantic map commands, grouped by effect semantic name
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std::map<std::string, InputSemanticMapEntry> mMap;
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//! For std::find
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bool operator == (const std::string& s) const {
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return s == mMatName;
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}
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};
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/** A reference to a mesh inside a node, including materials assigned to the various subgroups.
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* The ID refers to either a mesh or a controller which specifies the mesh
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*/
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struct MeshInstance
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{
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///< ID of the mesh or controller to be instanced
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std::string mMeshOrController;
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///< Map of materials by the subgroup ID they're applied to
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std::map<std::string, SemanticMappingTable> mMaterials;
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};
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/** A reference to a camera inside a node*/
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struct CameraInstance
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{
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///< ID of the camera
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std::string mCamera;
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};
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/** A reference to a light inside a node*/
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struct LightInstance
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{
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///< ID of the camera
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std::string mLight;
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};
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/** A reference to a node inside a node*/
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struct NodeInstance
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{
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///< ID of the node
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std::string mNode;
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};
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/** A node in a scene hierarchy */
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struct Node
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{
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std::string mName;
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std::string mID;
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std::string mSID;
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Node* mParent;
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std::vector<Node*> mChildren;
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/** Operations in order to calculate the resulting transformation to parent. */
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std::vector<Transform> mTransforms;
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/** Meshes at this node */
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std::vector<MeshInstance> mMeshes;
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/** Lights at this node */
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std::vector<LightInstance> mLights;
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/** Cameras at this node */
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std::vector<CameraInstance> mCameras;
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/** Node instances at this node */
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std::vector<NodeInstance> mNodeInstances;
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/** Rootnodes: Name of primary camera, if any */
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std::string mPrimaryCamera;
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//! Constructor. Begin with a zero parent
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Node() {
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mParent = NULL;
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}
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//! Destructor: delete all children subsequently
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~Node() {
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for( std::vector<Node*>::iterator it = mChildren.begin(); it != mChildren.end(); ++it)
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delete *it;
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}
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};
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/** Data source array: either floats or strings */
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struct Data
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{
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bool mIsStringArray;
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std::vector<float> mValues;
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std::vector<std::string> mStrings;
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};
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/** Accessor to a data array */
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struct Accessor
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{
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size_t mCount; // in number of objects
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size_t mSize; // size of an object, in elements (floats or strings, mostly 1)
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size_t mOffset; // in number of values
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size_t mStride; // Stride in number of values
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std::vector<std::string> mParams; // names of the data streams in the accessors. Empty string tells to ignore.
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size_t mSubOffset[4]; // Suboffset inside the object for the common 4 elements. For a vector, thats XYZ, for a color RGBA and so on.
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// For example, SubOffset[0] denotes which of the values inside the object is the vector X component.
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std::string mSource; // URL of the source array
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mutable const Data* mData; // Pointer to the source array, if resolved. NULL else
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Accessor()
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{
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mCount = 0; mSize = 0; mOffset = 0; mStride = 0; mData = NULL;
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mSubOffset[0] = mSubOffset[1] = mSubOffset[2] = mSubOffset[3] = 0;
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}
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};
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/** A single face in a mesh */
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struct Face
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{
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std::vector<size_t> mIndices;
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};
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/** An input channel for mesh data, referring to a single accessor */
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struct InputChannel
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{
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InputType mType; // Type of the data
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size_t mIndex; // Optional index, if multiple sets of the same data type are given
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size_t mOffset; // Index offset in the indices array of per-face indices. Don't ask, can't explain that any better.
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std::string mAccessor; // ID of the accessor where to read the actual values from.
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mutable const Accessor* mResolved; // Pointer to the accessor, if resolved. NULL else
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InputChannel() { mType = IT_Invalid; mIndex = 0; mOffset = 0; mResolved = NULL; }
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};
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/** Subset of a mesh with a certain material */
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struct SubMesh
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{
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std::string mMaterial; ///< subgroup identifier
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size_t mNumFaces; ///< number of faces in this submesh
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};
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/** Contains data for a single mesh */
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struct Mesh
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{
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Mesh()
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{
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
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mNumUVComponents[i] = 2;
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}
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std::string mName;
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// just to check if there's some sophisticated addressing involved...
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// which we don't support, and therefore should warn about.
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std::string mVertexID;
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// Vertex data addressed by vertex indices
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std::vector<InputChannel> mPerVertexData;
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// actual mesh data, assembled on encounter of a <p> element. Verbose format, not indexed
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std::vector<aiVector3D> mPositions;
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std::vector<aiVector3D> mNormals;
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std::vector<aiVector3D> mTangents;
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std::vector<aiVector3D> mBitangents;
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std::vector<aiVector3D> mTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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std::vector<aiColor4D> mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
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unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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// Faces. Stored are only the number of vertices for each face.
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// 1 == point, 2 == line, 3 == triangle, 4+ == poly
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std::vector<size_t> mFaceSize;
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// Position indices for all faces in the sequence given in mFaceSize -
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// necessary for bone weight assignment
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std::vector<size_t> mFacePosIndices;
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// Submeshes in this mesh, each with a given material
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std::vector<SubMesh> mSubMeshes;
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};
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/** Which type of primitives the ReadPrimitives() function is going to read */
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enum PrimitiveType
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{
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Prim_Invalid,
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Prim_Lines,
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Prim_LineStrip,
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Prim_Triangles,
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Prim_TriStrips,
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Prim_TriFans,
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Prim_Polylist,
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Prim_Polygon
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};
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/** A skeleton controller to deform a mesh with the use of joints */
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struct Controller
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{
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// the URL of the mesh deformed by the controller.
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std::string mMeshId;
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// accessor URL of the joint names
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std::string mJointNameSource;
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///< 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
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float mBindShapeMatrix[16];
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// accessor URL of the joint inverse bind matrices
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std::string mJointOffsetMatrixSource;
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// input channel: joint names.
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InputChannel mWeightInputJoints;
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// input channel: joint weights
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InputChannel mWeightInputWeights;
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// Number of weights per vertex.
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std::vector<size_t> mWeightCounts;
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// JointIndex-WeightIndex pairs for all vertices
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std::vector< std::pair<size_t, size_t> > mWeights;
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};
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/** A collada material. Pretty much the only member is a reference to an effect. */
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struct Material
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||||
{
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std::string mName;
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std::string mEffect;
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};
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/** Type of the effect param */
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||||
enum ParamType
|
||||
{
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||||
Param_Sampler,
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Param_Surface
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||||
};
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||||
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/** A param for an effect. Might be of several types, but they all just refer to each other, so I summarize them */
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||||
struct EffectParam
|
||||
{
|
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ParamType mType;
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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)
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||||
, mMixWithPrevious (1.f)
|
||||
{}
|
||||
|
||||
/** Name of image reference
|
||||
*/
|
||||
std::string mName;
|
||||
|
||||
/** Wrap U?
|
||||
*/
|
||||
bool mWrapU;
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||||
|
||||
/** Wrap V?
|
||||
*/
|
||||
bool mWrapV;
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||||
|
||||
/** 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
|
||||
*/
|
||||
float mWeighting;
|
||||
|
||||
/** Mixing factor from OKINO
|
||||
*/
|
||||
float mMixWithPrevious;
|
||||
};
|
||||
|
||||
/** A collada effect. Can contain about anything according to the Collada spec,
|
||||
but we limit our version to a reasonable subset. */
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struct Effect
|
||||
{
|
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// Shading mode
|
||||
ShadeType mShadeType;
|
||||
|
||||
// Colors
|
||||
aiColor4D mEmissive, mAmbient, mDiffuse, mSpecular,
|
||||
mTransparent, mReflective;
|
||||
|
||||
// Textures
|
||||
Sampler mTexEmissive, mTexAmbient, mTexDiffuse, mTexSpecular,
|
||||
mTexTransparent, mTexBump, mTexReflective;
|
||||
|
||||
// Scalar factory
|
||||
float mShininess, mRefractIndex, mReflectivity;
|
||||
float 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;
|
||||
};
|
||||
|
||||
/** 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 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
|
Loading…
Add table
Add a link
Reference in a new issue