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assimp/code/AssetLib/Collada/ColladaParser.h
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assimp/code/AssetLib/Collada/ColladaParser.h
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2026, 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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* 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
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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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
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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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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/** @file ColladaParser.h
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* @brief Defines the parser helper class for the collada loader
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*/
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#pragma once
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#ifndef AI_COLLADAPARSER_H_INC
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#define AI_COLLADAPARSER_H_INC
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#include "ColladaHelper.h"
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#include <assimp/ai_assert.h>
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#include <assimp/XmlParser.h>
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#include <map>
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namespace Assimp {
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class ZipArchiveIOSystem;
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// ------------------------------------------------------------------------------------------
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/** Parser helper class for the Collada loader.
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*
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* Does all the XML reading and builds internal data structures from it,
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* but leaves the resolving of all the references to the loader.
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*/
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class ColladaParser {
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friend class ColladaLoader;
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public:
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/// Map for generic metadata as aiString.
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using StringMetaData = std::map<std::string, aiString>;
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/// Constructor from XML file.
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ColladaParser(IOSystem *pIOHandler, const std::string &pFile);
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/// Destructor
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~ColladaParser();
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/// Attempts to read the ZAE manifest and returns the DAE to open
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static std::string ReadZaeManifest(ZipArchiveIOSystem &zip_archive);
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/// Reads the contents of the file
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void ReadContents(XmlNode &node);
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/// Reads the structure of the file
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void ReadStructure(XmlNode &node);
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/// Reads asset information such as coordinate system information and legal blah
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void ReadAssetInfo(XmlNode &node);
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/// Reads contributor information such as author and legal blah
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void ReadContributorInfo(XmlNode &node);
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/// Reads the animation library
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void ReadAnimationLibrary(XmlNode &node);
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/// Reads the animation clip library
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void ReadAnimationClipLibrary(XmlNode &node);
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/// Unwrap controllers dependency hierarchy
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void PostProcessControllers();
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/// Re-build animations from animation clip library, if present, otherwise combine single-channel animations
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void PostProcessRootAnimations();
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/// Reads an animation into the given parent structure
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void ReadAnimation(XmlNode &node, Collada::Animation *pParent);
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/// Reads the skeleton controller library
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void ReadControllerLibrary(XmlNode &node);
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/// Reads a controller into the given mesh structure
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void ReadController(XmlNode &node, Collada::Controller &pController);
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/// Reads the image library contents
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void ReadImageLibrary(const XmlNode &node);
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/// Reads an image entry into the given image
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void ReadImage(const XmlNode &node, Collada::Image &pImage) const;
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/// Reads the material library
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void ReadMaterialLibrary(XmlNode &node);
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/// Reads the camera library
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void ReadCameraLibrary(XmlNode &node);
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/// Reads the light library
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void ReadLightLibrary(XmlNode &node);
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/// Reads the effect library
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void ReadEffectLibrary(XmlNode &node);
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/// Reads an effect entry into the given effect
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void ReadEffect(XmlNode &node, Collada::Effect &pEffect);
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/// Reads an COMMON effect profile
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void ReadEffectProfileCommon(XmlNode &node, Collada::Effect &pEffect);
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/// Read sampler properties
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void ReadSamplerProperties(XmlNode &node, Collada::Sampler &pSampler);
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/// Reads an effect entry containing a color or a texture defining that color
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void ReadEffectColor(XmlNode &node, aiColor4D &pColor, Collada::Sampler &pSampler);
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/// Reads an effect entry containing a float
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void ReadEffectFloat(XmlNode &node, ai_real &pFloat);
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/// Reads an effect parameter specification of any kind
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void ReadEffectParam(XmlNode &node, Collada::EffectParam &pParam);
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/// Reads the geometry library contents
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void ReadGeometryLibrary(XmlNode &node);
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/// Reads a geometry from the geometry library.
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void ReadGeometry(XmlNode &node, Collada::Mesh &pMesh);
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/// Reads a mesh from the geometry library
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void ReadMesh(XmlNode &node, Collada::Mesh &pMesh);
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/// Reads a source element - a combination of raw data and an accessor defining
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///things that should not be definable. Yes, that's another rant.
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void ReadSource(XmlNode &node);
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/// Reads a data array holding a number of elements, and stores it in the global library.
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/// Currently supported are array of floats and arrays of strings.
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void ReadDataArray(XmlNode &node);
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/// Reads an accessor and stores it in the global library under the given ID -
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/// accessors use the ID of the parent <source> element
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void ReadAccessor(XmlNode &node, const std::string &pID);
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/// Reads input declarations of per-vertex mesh data into the given mesh
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void ReadVertexData(XmlNode &node, Collada::Mesh &pMesh);
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/// Reads input declarations of per-index mesh data into the given mesh
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void ReadIndexData(XmlNode &node, Collada::Mesh &pMesh);
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/// Reads a single input channel element and stores it in the given array, if valid
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void ReadInputChannel(XmlNode &node, std::vector<Collada::InputChannel> &poChannels);
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/// Reads a <p> primitive index list and assembles the mesh data into the given mesh
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size_t ReadPrimitives(XmlNode &node, Collada::Mesh &pMesh, std::vector<Collada::InputChannel> &pPerIndexChannels,
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size_t pNumPrimitives, const std::vector<size_t> &pVCount, Collada::PrimitiveType pPrimType);
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/// Copies the data for a single primitive into the mesh, based on the InputChannels
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void CopyVertex(size_t currentVertex, size_t numOffsets, size_t numPoints, size_t perVertexOffset,
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Collada::Mesh &pMesh, std::vector<Collada::InputChannel> &pPerIndexChannels,
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size_t currentPrimitive, const std::vector<size_t> &indices);
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/// Reads one triangle of a tristrip into the mesh
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void ReadPrimTriStrips(size_t numOffsets, size_t perVertexOffset, Collada::Mesh &pMesh,
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std::vector<Collada::InputChannel> &pPerIndexChannels, size_t currentPrimitive, const std::vector<size_t> &indices);
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/// Extracts a single object from an input channel and stores it in the appropriate mesh data array
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void ExtractDataObjectFromChannel(const Collada::InputChannel &pInput, size_t pLocalIndex, Collada::Mesh &pMesh);
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/// Reads the library of node hierarchies and scene parts
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void ReadSceneLibrary(XmlNode &node);
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/// Reads a scene node's contents including children and stores it in the given node
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void ReadSceneNode(XmlNode &node, Collada::Node *pNode);
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/// Reads a mesh reference in a node and adds it to the node's mesh list
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void ReadNodeGeometry(XmlNode &node, Collada::Node *pNode);
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/// Reads the collada scene
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void ReadScene(XmlNode &node);
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/// Processes bind_vertex_input and bind elements
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void ReadMaterialVertexInputBinding(XmlNode &node, Collada::SemanticMappingTable &tbl);
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/// Reads embedded textures from a ZAE archive
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void ReadEmbeddedTextures(ZipArchiveIOSystem &zip_archive);
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protected:
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/// Converts a path read from a collada file to the usual representation
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static void UriDecodePath(aiString &ss);
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/// Calculates the resulting transformation from all the given transform steps
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aiMatrix4x4 CalculateResultTransform(const std::vector<Collada::Transform> &pTransforms) const;
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/// Determines the input data type for the given semantic string
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Collada::InputType GetTypeForSemantic(const std::string &pSemantic);
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/// Finds the item in the given library by its reference, throws if not found
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template <typename Type>
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const Type &ResolveLibraryReference(const std::map<std::string, Type> &pLibrary, const std::string &pURL) const;
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private:
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/// Filename, for a verbose error message
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std::string mFileName;
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/// XML reader, member for everyday use
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XmlParser mXmlParser;
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/// All data arrays found in the file by ID. Might be referred to by actually
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/// everyone. Collada, you are a steaming pile of indirection.
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using DataLibrary = std::map<std::string, Collada::Data> ;
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DataLibrary mDataLibrary;
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/// Same for accessors which define how the data in a data array is accessed.
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using AccessorLibrary = std::map<std::string, Collada::Accessor> ;
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AccessorLibrary mAccessorLibrary;
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/// Mesh library: mesh by ID
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using MeshLibrary = std::map<std::string, Collada::Mesh *>;
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MeshLibrary mMeshLibrary;
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/// node library: root node of the hierarchy part by ID
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using NodeLibrary = std::map<std::string, Collada::Node *>;
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NodeLibrary mNodeLibrary;
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/// Image library: stores texture properties by ID
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using ImageLibrary = std::map<std::string, Collada::Image> ;
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ImageLibrary mImageLibrary;
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/// Effect library: surface attributes by ID
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using EffectLibrary = std::map<std::string, Collada::Effect> ;
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EffectLibrary mEffectLibrary;
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/// Material library: surface material by ID
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using MaterialLibrary = std::map<std::string, Collada::Material> ;
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MaterialLibrary mMaterialLibrary;
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/// Light library: surface light by ID
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using LightLibrary = std::map<std::string, Collada::Light> ;
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LightLibrary mLightLibrary;
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/// Camera library: surface material by ID
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using CameraLibrary = std::map<std::string, Collada::Camera> ;
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CameraLibrary mCameraLibrary;
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/// Controller library: joint controllers by ID
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using ControllerLibrary = std::map<std::string, Collada::Controller> ;
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ControllerLibrary mControllerLibrary;
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/// Animation library: animation references by ID
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using AnimationLibrary = std::map<std::string, Collada::Animation *> ;
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AnimationLibrary mAnimationLibrary;
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/// Animation clip library: clip animation references by ID
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using AnimationClipLibrary = std::vector<std::pair<std::string, std::vector<std::string>>> ;
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AnimationClipLibrary mAnimationClipLibrary;
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/// Pointer to the root node. Don't delete, it just points to one of the nodes in the node library.
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Collada::Node *mRootNode;
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/// Root animation container
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Collada::Animation mAnims;
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/// Size unit: how large compared to a meter
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ai_real mUnitSize;
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/// Which is the up vector
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enum { UP_X,
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UP_Y,
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UP_Z } mUpDirection;
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/// Asset metadata (global for scene)
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StringMetaData mAssetMetaData;
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/// Collada file format version
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Collada::FormatVersion mFormat;
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};
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// ------------------------------------------------------------------------------------------------
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// Finds the item in the given library by its reference, throws if not found
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template <typename Type>
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const Type &ColladaParser::ResolveLibraryReference(const std::map<std::string, Type> &pLibrary, const std::string &pURL) const {
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typename std::map<std::string, Type>::const_iterator it = pLibrary.find(pURL);
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if (it == pLibrary.end()) {
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throw DeadlyImportError("Unable to resolve library reference \"", pURL, "\".");
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}
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return it->second;
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}
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} // end of namespace Assimp
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#endif // AI_COLLADAPARSER_H_INC
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