/usr/src/castle-game-engine-5.2.0/x3d/x3dloadinternalcollada.pas is in castle-game-engine-src 5.2.0-2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2008-2014 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ Load Collada. }
unit X3DLoadInternalCollada;
{$I castleconf.inc}
interface
uses X3DNodes;
{ Load Collada file as X3D.
Written based on Collada 1.3.1 and 1.4.1 specifications.
Should handle any Collada 1.3.x or 1.4.x or 1.5.x version.
http://www.gamasutra.com/view/feature/1580/introduction_to_collada.php?page=6
suggests that "specification stayed quite stable between 1.1 and 1.3.1",
which means that older versions (< 1.3.1) may be handled too.
@param(AllowKambiExtensions If @true we may use some of our engine specific
extensions. For example, Material.mirror may be <> 0,
see [http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_material_mirror].) }
function LoadCollada(const URL: string;
const AllowKambiExtensions: boolean = false): TX3DRootNode;
implementation
uses SysUtils, CastleUtils, CastleStringUtils, CastleVectors, CastleColors,
DOM, XMLRead, CastleXMLUtils, CastleWarnings, Classes, CastleClassUtils,
FGL, Math, X3DLoadInternalUtils, CastleDownload, CastleURIUtils, URIParser;
{ Large missing stuff:
- GPU shaders. We fully support the equivalent X3D nodes (for GLSL),
so importing this from Collada (converting to X3D) is possible.
- Animations. As an argument for supporting it, Blender *can* export
some animations to Collada:
- Transformation animation: Blender exports it,
in a format that is close to Blender animation curves.
There's a separate info about location.x, location.y etc. animation.
Animation of rotation is animating angle of rotation around the X axis, etc.
Animations are connected to Collada nodes by
<channel source="#Cube_rotation_euler_Z-sampler" target="Cube/rotationZ.ANGLE"/>
"target" attribute uses Collada id path.
We'd have to group such animations of a vector components into a single
animation (in X3D, you cannot animate translation.x separately,
you only animate whole 3D translation vector).
This is doable for our importer.
- Shape keys animation from Blender is not exported to Collada, it seems.
- Armature animation: Blender exports armature bones animation.
Also, armature hierarchy is exported as Collada nodes.
Armature bone names and weights are exported too.
So armature is exported --- in a format reflecting armature setup in Blender,
not as a processed effect it has on a model skin.
Rendering it means performing bones+skin animation at runtime.
X3D equivalent of this is H-Anim with skin, which we support fully.
So importing such Collada is possible.
It depends on importing first normal transformation animation
(as the bones are animated just like normal transformations;
there's no point in importing skin stuff if you can't import bones animation).
These are all doable ideas, but also not trivial.
Since Blender can export animations to Collada (and not yet to X3D),
it would be quite useful.
Contributions are welcome!
}
{ TCollada* helper containers ------------------------------------------------ }
type
TColladaController = class
Name: string;
Source: string;
BoundShapeMatrix: TMatrix4Single;
BoundShapeMatrixIdentity: boolean;
end;
TColladaControllerList = class(specialize TFPGObjectList<TColladaController>)
public
{ Find a TColladaController with given Name, @nil if not found. }
function Find(const Name: string): TColladaController;
end;
function TColladaControllerList.Find(const Name: string): TColladaController;
var
I: Integer;
begin
for I := 0 to Count - 1 do
if Items[I].Name = Name then
Exit(Items[I]);
Result := nil;
end;
type
TColladaEffect = class
Appearance: TAppearanceNode;
{ If this effect contains a texture for diffuse, this is the name
of texture coordinates in Collada.
For now not used (we always take first input with TEXCOORD semantic
to control the main texture, that affects the look (after lighting
calculation, so not only diffuse). }
DiffuseTexCoordName: string;
destructor Destroy; override;
end;
destructor TColladaEffect.Destroy;
begin
FreeIfUnusedAndNil(Appearance);
inherited;
end;
type
TColladaEffectList = class(specialize TFPGObjectList<TColladaEffect>)
{ Find a TColladaEffect with given Name, @nil if not found. }
function Find(const Name: string): TColladaEffect;
end;
function TColladaEffectList.Find(const Name: string): TColladaEffect;
var
I: Integer;
begin
for I := 0 to Count - 1 do
if Items[I].Appearance.NodeName = Name then
Exit(Items[I]);
Result := nil;
end;
type
{ Collada primitive (item handled by ReadPrimitiveCommon,
from <poly*> or <tri*> or <lines*> elements within <mesh>),
which are X3D geometries with a material name. }
TColladaPrimitive = class
{ Collada material name (from "material" attribute of primitive element).
For Collada 1.3.x, this is just a name of material in material library.
For Collada 1.4.x, when instantiating geometry you specify which material
name (inside geometry) corresponds to which material name on Materials
list. }
Material: string;
X3DGeometry: TAbstractGeometryNode;
destructor Destroy; override;
end;
TColladaPrimitiveList = specialize TFPGObjectList<TColladaPrimitive>;
destructor TColladaPrimitive.Destroy;
begin
FreeIfUnusedAndNil(X3DGeometry);
inherited;
end;
type
TColladaGeometry = class
{ Collada geometry id. }
Name: string;
Primitives: TColladaPrimitiveList;
constructor Create;
destructor Destroy; override;
end;
constructor TColladaGeometry.Create;
begin
Primitives := TColladaPrimitiveList.Create;
end;
destructor TColladaGeometry.Destroy;
begin
FreeAndNil(Primitives);
inherited;
end;
type
TColladaGeometryList = class (specialize TFPGObjectList<TColladaGeometry>)
public
{ Find item with given Name, @nil if not found. }
function Find(const Name: string): TColladaGeometry;
end;
function TColladaGeometryList.Find(const Name: string): TColladaGeometry;
var
I: Integer;
begin
for I := 0 to Count - 1 do
if Items[I].Name = Name then
Exit(Items[I]);
Result := nil;
end;
type
TStringTextureNodeMap = class(specialize TFPGMap<string, TAbstractTextureNode>)
{ For given Key return it's data, or @nil if not found.
In our usage, we never insert @nil node as data, so this is
not ambiguous. }
function Find(const Key: string): TAbstractTextureNode;
end;
function TStringTextureNodeMap.Find(const Key: string): TAbstractTextureNode;
var
Index: Integer;
begin
{ do not use "inherited Find", it expects list is sorted }
Index := IndexOf(Key);
if Index <> -1 then
Result := Data[Index] else
Result := nil;
end;
type
{ Collada materials. Data contains TColladaEffect, which is a reference
to Effects list (it is not owned by this TColladaMaterialsMap). }
TColladaMaterialsMap = class(specialize TFPGMap<string, TColladaEffect>)
{ For given Key return it's data, or @nil if not found.
In our usage, we never insert @nil effect as data, so this is
not ambiguous. }
function Find(const Key: string): TColladaEffect;
end;
function TColladaMaterialsMap.Find(const Key: string): TColladaEffect;
var
Index: Integer;
begin
{ do not use "inherited Find", it expects list is sorted }
Index := IndexOf(Key);
if Index <> -1 then
Result := Data[Index] else
Result := nil;
end;
type
{ Collada <source>. This is a named container keeping a series of floats
in Collada. It may contain only data for some specific purpose (like positions
or normals or tex coords) or be interleaved with other data. }
TColladaSource = class
Name: string;
Floats: TFloatList;
Params: TCastleStringList;
{ Collada <accessor> description of vectors inside Floats.
Note that Count here refers to count of whole vectors (so it's usually
< than Floats.Count). }
Count, Stride, Offset: Integer;
constructor Create;
destructor Destroy; override;
{ Check components and counts before AssignToVectorXYZ.
It @false, a warning is done, and some parameters are adjusted.
You can then abort using this vector
(if it can be reasonably ignored, e.g. for normals),
or try AssignToVectorXYZ anyway
(if it's necessary, e.g. when this is for vertex positions). }
function CheckXYZ(out XIndex, YIndex, ZIndex: Integer): boolean;
function CheckST(out SIndex, TIndex: Integer): boolean;
{ Extract from source an array of TVector3Single.
Params will be checked to contain at least three vector components
'X', 'Y', 'Z'. (These should be specified in <param name="..." type="float"/>).
Order of X, Y, Z params (and thus order of components in our Floats)
may be different, we will reorder them to XYZ anyway.
This way Collada data may have XYZ or ST in a different order,
and this method will reorder this suitable for X3D.
Returns if components were fully correct (no warnings). }
function AssignToVectorXYZ(const Value: TVector3SingleList): boolean;
{ Extract from source an array of TVector2Single, for texture coordinates.
Like AssignToVectorXYZ, but for 2D vectors, with component names 'S' and 'T'
(or 'U' and 'V'). }
function AssignToVectorST(const Value: TVector2SingleList): boolean;
end;
constructor TColladaSource.Create;
begin
inherited;
Params := TCastleStringList.Create;
Floats := TFloatList.Create;
end;
destructor TColladaSource.Destroy;
begin
FreeAndNil(Params);
FreeAndNil(Floats);
inherited;
end;
function TColladaSource.CheckXYZ(out XIndex, YIndex, ZIndex: Integer): boolean;
var
MinCount: Integer;
begin
XIndex := Params.IndexOf('X');
if XIndex = -1 then
begin
OnWarning(wtMajor, 'Collada', 'Missing "X" parameter (for 3D vector) in this <source>');
Exit(false);
end;
YIndex := Params.IndexOf('Y');
if YIndex = -1 then
begin
OnWarning(wtMajor, 'Collada', 'Missing "Y" parameter (for 3D vector) in this <source>');
Exit(false);
end;
ZIndex := Params.IndexOf('Z');
if ZIndex = -1 then
begin
OnWarning(wtMajor, 'Collada', 'Missing "Z" parameter (for 3D vector) in this <source>');
Exit(false);
end;
MinCount := Offset + Stride * (Count - 1) + CastleUtils.Max(XIndex, YIndex, ZIndex) + 1;
Result := Floats.Count >= MinCount;
if not Result then
begin
OnWarning(wtMinor, 'Collada', Format('<accessor> count requires at least %d float values in <float_array>, but only %d are avilable',
[MinCount, Floats.Count]));
{ force Count smaller, also force other params to common values }
Stride := Max(Stride, 1);
XIndex := 0;
YIndex := 1;
ZIndex := 2;
Count := (Floats.Count - Offset) div Stride;
end;
end;
function TColladaSource.AssignToVectorXYZ(const Value: TVector3SingleList): boolean;
var
XIndex, YIndex, ZIndex, I: Integer;
begin
Result := CheckXYZ(XIndex, YIndex, ZIndex);
Value.Count := Count;
for I := 0 to Count - 1 do
begin
Value.L[I][0] := Floats.L[Offset + Stride * I + XIndex];
Value.L[I][1] := Floats.L[Offset + Stride * I + YIndex];
Value.L[I][2] := Floats.L[Offset + Stride * I + ZIndex];
end;
end;
function TColladaSource.CheckST(out SIndex, TIndex: Integer): boolean;
var
MinCount: Integer;
begin
SIndex := Params.IndexOf('S');
if SIndex = -1 then
begin
SIndex := Params.IndexOf('U');
if SIndex = -1 then
begin
OnWarning(wtMajor, 'Collada', 'Missing "S" or "U" parameter (1st component of 2D tex coord) in this <source>');
Exit(false);
end;
end;
TIndex := Params.IndexOf('T');
if TIndex = -1 then
begin
TIndex := Params.IndexOf('V');
if TIndex = -1 then
begin
OnWarning(wtMajor, 'Collada', 'Missing "T" or "V" parameter (2nd component of 2D tex coord) in this <source>');
Exit(false);
end;
end;
MinCount := Offset + Stride * (Count - 1) + Max(SIndex, TIndex) + 1;
Result := Floats.Count >= MinCount;
if not Result then
begin
OnWarning(wtMinor, 'Collada', Format('<accessor> count requires at least %d float values in <float_array>, but only %d are avilable',
[MinCount, Floats.Count]));
{ force Count smaller, also force other params to common values }
Stride := Max(Stride, 1);
SIndex := 0;
TIndex := 1;
Count := (Floats.Count - Offset) div Stride;
end;
end;
function TColladaSource.AssignToVectorST(const Value: TVector2SingleList): boolean;
var
SIndex, TIndex, I: Integer;
begin
Result := CheckST(SIndex, TIndex);
Value.Count := Count;
for I := 0 to Count - 1 do
begin
Value.L[I][0] := Floats.L[Offset + Stride * I + SIndex];
Value.L[I][1] := Floats.L[Offset + Stride * I + TIndex];
end;
end;
type
TColladaSourceList = class(specialize TFPGObjectList<TColladaSource>)
public
{ Find a TColladaSource with given Name, @nil if not found. }
function Find(const Name: string): TColladaSource;
end;
function TColladaSourceList.Find(const Name: string): TColladaSource;
var
I: Integer;
begin
for I := 0 to Count - 1 do
if Items[I].Name = Name then
Exit(Items[I]);
Result := nil;
end;
type
{ Parse a sequence of integeres inside a string inside an XML element. }
TIntegersParser = class
private
Content: string;
FCurrent: Int64;
SeekPos: Integer;
Ended: boolean;
public
constructor Create(const PElement: TDOMElement);
function GetNext: boolean;
property Current: Int64 read FCurrent;
end;
constructor TIntegersParser.Create(const PElement: TDOMElement);
begin
inherited Create;
Content := DOMGetTextData(PElement);
SeekPos := 1;
end;
function TIntegersParser.GetNext: boolean;
var
Token: string;
begin
if Ended then Exit(false);
Token := NextToken(Content, SeekPos);
if Token = '' then
begin
Ended := true;
Result := false;
end else
try
FCurrent := StrToInt(Token);
Result := true;
except
on E: EConvertError do
begin
OnWarning(wtMajor, 'Collada', 'Invalid integer: ' + E.Message);
Ended := true; { don't read further }
Result := false;
end;
end;
end;
type
{ Indexes of a single vertex. Used only together with TColladaIndexes,
that knows which ones are relevant (Coord is always relevant,
but TexCoord is relevant only if TexCoordIndexOffset <> -1,
and Normal is relevant only if NormalIndexOffset <> -1). }
TIndex = record Coord, TexCoord, Normal: Integer end;
{ Handling Collada <p> (indexes inside primitives) to fill X3D geometry indexes.
Accepted geometry types are TIndexedFaceSetNode and TIndexedLineSetNode,
as only such may be created for Collada primitives. }
TColladaIndexes = class
private
Ints: TIntegersParser;
FGeometry: TAbstractGeometryNode;
FInputsCount, FCoordIndexOffset, FTexCoordIndexOffset, FNormalIndexOffset: Integer;
public
constructor Create(const Geometry: TAbstractGeometryNode;
const InputsCount, CoordIndexOffset, TexCoordIndexOffset, NormalIndexOffset: Integer);
destructor Destroy; override;
procedure BeginElement(const PElement: TDOMElement);
function ReadVertex(out Index: TIndex): boolean;
function ReadAddVertex(out Index: TIndex): boolean;
function ReadAddVertex: boolean;
procedure AddVertex(const Index: TIndex);
procedure PolygonEnd;
end;
constructor TColladaIndexes.Create(
const Geometry: TAbstractGeometryNode;
const InputsCount, CoordIndexOffset, TexCoordIndexOffset, NormalIndexOffset: Integer);
begin
inherited Create;
FGeometry := Geometry;
FInputsCount := InputsCount;
FCoordIndexOffset := CoordIndexOffset;
FTexCoordIndexOffset := TexCoordIndexOffset;
FNormalIndexOffset := NormalIndexOffset;
end;
procedure TColladaIndexes.BeginElement(const PElement: TDOMElement);
begin
FreeAndNil(Ints);
Ints := TIntegersParser.Create(PElement);
end;
destructor TColladaIndexes.Destroy;
begin
FreeAndNil(Ints);
inherited;
end;
const
EmptyIndex: TIndex = (Coord: -1; TexCoord: -1; Normal: -1);
function TColladaIndexes.ReadVertex(out Index: TIndex): boolean;
var
I: Integer;
begin
Index := EmptyIndex;
for I := 0 to FInputsCount - 1 do
begin
if not Ints.GetNext then
begin
if I <> 0 then
OnWarning(wtMajor, 'Collada', 'Indexes in <p> suddenly end, in the middle of a vertex');
Exit(false);
end;
if I = FCoordIndexOffset then
Index.Coord := Ints.Current else
if I = FTexCoordIndexOffset then
Index.TexCoord := Ints.Current else
if I = FNormalIndexOffset then
Index.Normal := Ints.Current;
end;
Result := true;
end;
function TColladaIndexes.ReadAddVertex(out Index: TIndex): boolean;
begin
Result := ReadVertex(Index);
if Result then
AddVertex(Index);
end;
function TColladaIndexes.ReadAddVertex: boolean;
var
IgnoreIndex: TIndex;
begin
Result := ReadAddVertex(IgnoreIndex);
end;
procedure TColladaIndexes.AddVertex(const Index: TIndex);
begin
if FGeometry is TIndexedFaceSetNode then
begin
TIndexedFaceSetNode(FGeometry).FdCoordIndex.Items.Add(Index.Coord);
if FTexCoordIndexOffset <> -1 then
TIndexedFaceSetNode(FGeometry).FdTexCoordIndex.Items.Add(Index.TexCoord);
if FNormalIndexOffset <> -1 then
TIndexedFaceSetNode(FGeometry).FdNormalIndex.Items.Add(Index.Normal);
end else
begin
Assert(FGeometry is TIndexedLineSetNode);
TIndexedLineSetNode(FGeometry).FdCoordIndex.Items.Add(Index.Coord);
end;
end;
procedure TColladaIndexes.PolygonEnd;
begin
AddVertex(EmptyIndex);
end;
{ LoadCollada ---------------------------------------------------------------- }
function LoadCollada(const URL: string;
const AllowKambiExtensions: boolean): TX3DRootNode;
var
BaseUrl: string;
{ List of Collada effects. Each contains an X3D Appearance node,
with a name equal to Collada effect name. }
Effects: TColladaEffectList;
{ List of Collada materials. Collada material is just a reference
to Collada effect with a name.
This way we handle instance_effect in <material> node.
Many materials may refer to a single effect. }
Materials: TColladaMaterialsMap;
{ List of Collada geometries. }
Geometries: TColladaGeometryList;
{ List of Collada visual scenes, for <visual_scene> Collada elements.
Every visual scene is X3D TAbstractX3DGroupingNode instance.
This is for Collada >= 1.4.x (for Collada < 1.4.x,
the <scene> element is directly placed as a rendered scene). }
VisualScenes: TX3DNodeList;
{ List of Collada controllers. Read from library_controllers, used by
instance_controller. }
Controllers: TColladaControllerList;
{ List of Collada images (TAbstractTextureNode). NodeName of every instance
comes from Collada "id" of <image> element (these are referred to
by <init_from> contents from <surface>). }
Images: TX3DNodeList;
Cameras: TX3DNodeList;
Lights: TX3DNodeList;
ResultModel: TGroupNode absolute Result;
Version14: boolean; //< Collada version >= 1.4.x
{ Read elements of type "common_color_or_texture_type" in Collada >= 1.4.x.
If we have <color>, return this color (texture and coord names are then set to empty).
If we have <texture>, return white color (and the appropriate texture
and coord names; if texture name was empty, you want to treat it like not
existing anyway). }
function ReadColorOrTexture(Element: TDOMElement; out TextureName, TexCoordName: string): TCastleColorRGB;
var
Child: TDOMElement;
begin
TextureName := '';
TexCoordName := '';
Result := WhiteRGB;
Child := DOMGetChildElement(Element, 'color', false);
if Child <> nil then
begin
{ I simply drop 4th color component, I don't know what's the use of this
(alpha is exposed by effect/materials parameter transparency, so color
alpha is supposed to mean something else ?). }
Result := Vector3SingleCut(Vector4SingleFromStr(DOMGetTextData(Child)));
end else
begin
Child := DOMGetChildElement(Element, 'texture', false);
if Child <> nil then
begin
Child.AttributeString('texture', TextureName);
Child.AttributeString('texcoord', TexCoordName);
end;
end;
end;
{ Read elements of type "common_color_or_texture_type" in Collada >= 1.4.x,
but allow only color specification. }
function ReadColor(Element: TDOMElement): TVector3Single;
var
IgnoreTextureName, IgnoreTexCoordName: string;
begin
Result := ReadColorOrTexture(Element, IgnoreTextureName, IgnoreTexCoordName);
end;
{ Read elements of type "common_float_or_param_type" in Collada >= 1.4.x. }
function ReadFloatOrParam(Element: TDOMElement): Float;
var
FloatElement: TDOMElement;
begin
FloatElement := DOMGetChildElement(Element, 'float', false);
if FloatElement <> nil then
begin
Result := StrToFloat(DOMGetTextData(FloatElement));
end else
{ We don't support anything else than <float> here, just use
default 1 eventually. }
Result := 1.0;
end;
{ Read the contents of the text data inside single child ChildTagName.
Useful to handle things like <init_from> and <source> elements in Collada.
Returns empty string if ChildTagName not present (or present present more
than once) in Element. }
function ReadChildText(Element: TDOMElement; const ChildTagName: string): string;
var
Child: TDOMElement;
begin
Child := DOMGetChildElement(Element, ChildTagName, false);
if Child <> nil then
Result := DOMGetTextData(Child) else
Result := '';
end;
{ Read the contents of the text data inside single child ChildTagName,
interpret them as Float.
Returns false when such child not found (or occurs more than once),
or when text cannot be converted to float.
In this case, Value is guaranteed not to be modified. }
function ReadChildFloat(Element: TDOMElement; const ChildTagName: string;
var Value: Float): boolean;
var
Child: TDOMElement;
begin
Child := DOMGetChildElement(Element, ChildTagName, false);
Result := Child <> nil;
if Result then
try
Value := StrToFloat(DOMGetTextData(Child));
except on EConvertError do Result := false; end;
end;
function ReadChildFloat(Element: TDOMElement; const ChildTagName: string;
var Value: Single): boolean;
var
ValueFloat: Float;
begin
ValueFloat := 0; { avoid uninitialized warnings }
Result := ReadChildFloat(Element, ChildTagName, ValueFloat);
if Result then
Value := ValueFloat;
end;
{ Read the contents of the text data inside single child ChildTagName,
interpret them as TVector3Single.
Returns false when such child not found (or occurs more than once),
or when cannot be converted to float.
In this case, Value is guaranteed not to be modified. }
function ReadChildVector(Element: TDOMElement; const ChildTagName: string;
var Value: TVector3Single): boolean;
var
Child: TDOMElement;
begin
Child := DOMGetChildElement(Element, ChildTagName, false);
Result := Child <> nil;
if Result then
try
Value := Vector3SingleFromStr(DOMGetTextData(Child));
except on EConvertError do Result := false; end;
end;
{ Read <effect>. Only for Collada >= 1.4.x.
Adds effect to the Effects list. }
procedure ReadEffect(EffectElement: TDOMElement);
var
{ Effect instance and nodes, available to local procedures inside ReadEffect. }
Effect: TColladaEffect;
Appearance: TAppearanceNode;
Mat: TMaterialNode;
{ Map of <surface> names to images (references from Images list) }
Surfaces: TStringTextureNodeMap;
{ Map of <sampler2D> names to images (references from Images list) }
Samplers2D: TStringTextureNodeMap;
procedure ReadTechnique(TechniqueElement: TDOMElement);
var
Image: TAbstractTextureNode;
TechniqueChild: TDOMElement;
I: TXMLElementIterator;
DiffuseTextureName, DiffuseTexCoordName: string;
Transparency: Single;
HasTransparency: boolean;
begin
{ We actually treat <phong> and <blinn> and even <lambert> elements the same.
X3D lighting equations specify that always Blinn
(half-vector) technique is used. What's much more practically
important, OpenGL uses Blinn method. So actually I always do
blinn method (at least for real-time rendering). }
TechniqueChild := DOMGetChildElement(TechniqueElement, 'phong', false);
if TechniqueChild = nil then
TechniqueChild := DOMGetChildElement(TechniqueElement, 'blinn', false);
if TechniqueChild = nil then
TechniqueChild := DOMGetChildElement(TechniqueElement, 'lambert', false);
if TechniqueChild <> nil then
begin
{ <transparent> (color) and <transparency> (float) should
be multiplied with each other. So says the Collada spec
("Determining Transparency (Opacity)" in Chapter 7,
and forum https://collada.org/public_forum/viewtopic.php?t=386).
When only one is specified, the other is like 1.
However, when neither one is specified, we obviously want to leave
the model opaque (transparency = 0) so we need boolean HasTransparency. }
Transparency := 1;
HasTransparency := false;
I := TXMLElementIterator.Create(TechniqueChild);
try
while I.GetNext do
begin
if I.Current.TagName = 'emission' then
Mat.FdEmissiveColor.Value := ReadColor(I.Current) else
if I.Current.TagName = 'ambient' then
Mat.FdAmbientIntensity.Value := VectorAverage(ReadColor(I.Current)) else
if I.Current.TagName = 'diffuse' then
begin
Mat.FdDiffuseColor.Value := ReadColorOrTexture(I.Current,
DiffuseTextureName, DiffuseTexCoordName);
if DiffuseTextureName <> '' then
begin
Image := Samplers2D.Find(DiffuseTextureName);
if Image <> nil then
begin
Effect.DiffuseTexCoordName := DiffuseTexCoordName;
Appearance.FdTexture.Value := Image;
end else
begin
Image := Images.FindName(DiffuseTextureName) as TAbstractTextureNode;
if Image <> nil then
begin
Effect.DiffuseTexCoordName := DiffuseTexCoordName;
Appearance.FdTexture.Value := Image;
{ Happens e.g. on "Private Section/Faerie_Forrest_DAY/Faerie_Forrest_DAY.dae"
from collada.org/owl models. }
OnWarning(wtMajor, 'Collada', Format('<diffuse> texture refers to missing sampler2D name "%s". Found <image> with the same id, will use it',
[DiffuseTextureName]));
end else
OnWarning(wtMajor, 'Collada', Format('<diffuse> texture refers to missing sampler2D name "%s"',
[DiffuseTextureName]));
end;
end;
end else
if I.Current.TagName = 'specular' then
Mat.FdSpecularColor.Value := ReadColor(I.Current) else
if I.Current.TagName = 'shininess' then
Mat.FdShininess.Value := ReadFloatOrParam(I.Current) / 128.0 else
if I.Current.TagName = 'reflective' then
{Mat.FdMirrorColor.Value := } ReadColor(I.Current) else
if I.Current.TagName = 'reflectivity' then
begin
if AllowKambiExtensions then
Mat.FdMirror.Value := ReadFloatOrParam(I.Current) else
ReadFloatOrParam(I.Current);
end else
if I.Current.TagName = 'transparent' then
begin
Transparency *= VectorAverage(ReadColor(I.Current));
HasTransparency := true;
end else
if I.Current.TagName = 'transparency' then
begin
Transparency *= ReadFloatOrParam(I.Current);
HasTransparency := true;
end else
if I.Current.TagName = 'index_of_refraction' then
{Mat.FdIndexOfRefraction.Value := } ReadFloatOrParam(I.Current);
end;
finally FreeAndNil(I) end;
if HasTransparency then
Mat.FdTransparency.Value := Transparency;
end;
end;
{ Read <newparam>. }
procedure ReadNewParam(Element: TDOMElement);
var
Child: TDOMElement;
Name, RefersTo: string;
Image: TAbstractTextureNode;
begin
if Element.AttributeString('sid', Name) then
begin
Child := DOMGetChildElement(Element, 'surface', false);
if Child <> nil then
begin
{ Read <surface>. It has <init_from>, referring to name on Images. }
RefersTo := ReadChildText(Child, 'init_from');
Image := Images.FindName(RefersTo) as TAbstractTextureNode;
if Image <> nil then
Surfaces[Name] := Image else
OnWarning(wtMajor, 'Collada', Format('<surface> refers to missing image name "%s"',
[RefersTo]));
end else
begin
Child := DOMGetChildElement(Element, 'sampler2D', false);
if Child <> nil then
begin
{ Read <sampler2D>. It has <source>, referring to name on Surfaces. }
RefersTo := ReadChildText(Child, 'source');
Image := Surfaces.Find(RefersTo);
if Image <> nil then
Samplers2D[Name] := Image else
OnWarning(wtMajor, 'Collada', Format('<sampler2D> refers to missing surface name "%s"',
[RefersTo]));
end; { else not handled <newparam> }
end;
end;
end;
var
Id: string;
I: TXMLElementIterator;
ProfileElement: TDOMElement;
begin
if not EffectElement.AttributeString('id', Id) then
Id := '';
Effect := TColladaEffect.Create;
Effects.Add(Effect);
Appearance := TAppearanceNode.Create(Id, BaseUrl);
Effect.Appearance := Appearance;
Mat := TMaterialNode.Create('', BaseUrl);
Appearance.FdMaterial.Value := Mat;
ProfileElement := DOMGetChildElement(EffectElement, 'profile_COMMON', false);
if ProfileElement <> nil then
begin
Surfaces := TStringTextureNodeMap.Create;
Samplers2D := TStringTextureNodeMap.Create;
try
I := TXMLElementIterator.Create(ProfileElement);
try
while I.GetNext do
if I.Current.TagName = 'technique' then
{ Actually only one <technique> within <profile_COMMON> is allowed.
But, since we loop anyway, it's not a problem to handle many. }
ReadTechnique(I.Current) else
if I.Current.TagName = 'newparam' then
ReadNewParam(I.Current);
finally FreeAndNil(I) end;
finally
FreeAndNil(Surfaces);
FreeAndNil(Samplers2D);
end;
end;
end;
{ Read <library_effects>. Only for Collada >= 1.4.x.
All effects are added to the Effects list. }
procedure ReadLibraryEffects(LibraryElement: TDOMElement);
var
I: TXMLElementFilteringIterator;
begin
I := TXMLElementFilteringIterator.Create(LibraryElement, 'effect');
try
while I.GetNext do
ReadEffect(I.Current);
{ other I.Current.TagName not supported for now }
finally FreeAndNil(I) end;
end;
{ Read <material>. It is added to the Materials list. }
procedure ReadMaterial(MatElement: TDOMElement);
function ReadParamAsVector3(Element: TDOMElement): TVector3Single;
var
AType: string;
begin
if not Element.AttributeString('type', AType) then
begin
OnWarning(wtMinor, 'Collada', '<param> has no type attribute');
Result := ZeroVector3Single;
end else
if AType <> 'float3' then
begin
OnWarning(wtMinor, 'Collada', 'Expected <param> with type "float3"');
Result := ZeroVector3Single;
end else
Result := Vector3SingleFromStr(DOMGetTextData(Element));
end;
function ReadParamAsFloat(Element: TDOMElement): Float;
var
AType: string;
begin
if not Element.AttributeString('type', AType) then
begin
OnWarning(wtMinor, 'Collada', '<param> has no type attribute');
Result := 0;
end else
if AType <> 'float' then
begin
OnWarning(wtMinor, 'Collada', 'Expected <param> with type "float"');
Result := 0;
end else
Result := StrToFloat(DOMGetTextData(Element));
end;
var
MatId: string;
{ For Collada < 1.4.x }
procedure TryCollada13;
var
ShaderElement, TechniqueElement, PassElement, ProgramElement: TDOMElement;
ParamName: string;
I: TXMLElementFilteringIterator;
Effect: TColladaEffect;
Appearance: TAppearanceNode;
Mat: TMaterialNode;
begin
Effect := TColladaEffect.Create;
Effects.Add(Effect);
Appearance := TAppearanceNode.Create(MatId, BaseUrl);
Effect.Appearance := Appearance;
Mat := TMaterialNode.Create('', BaseUrl);
Appearance.FdMaterial.Value := Mat;
{ Collada 1.3 doesn't really have a concept of effects used by materials.
But to be consistent, we add one effect (to Effects list)
and one reference to it (to Materials list). }
Materials[MatId] := Effect;
ShaderElement := DOMGetChildElement(MatElement, 'shader', false);
if ShaderElement <> nil then
begin
TechniqueElement := DOMGetChildElement(ShaderElement, 'technique', false);
if TechniqueElement <> nil then
begin
PassElement := DOMGetChildElement(TechniqueElement, 'pass', false);
if PassElement <> nil then
begin
ProgramElement := DOMGetChildElement(PassElement, 'program', false);
if ProgramElement <> nil then
begin
I := TXMLElementFilteringIterator.Create(ProgramElement, 'param');
try
while I.GetNext do
if I.Current.AttributeString('name', ParamName) then
begin
if ParamName = 'EMISSION' then
Mat.FdEmissiveColor.Value := ReadParamAsVector3(I.Current) else
if ParamName = 'AMBIENT' then
Mat.FdAmbientIntensity.Value := VectorAverage(ReadParamAsVector3(I.Current)) else
if ParamName = 'DIFFUSE' then
Mat.FdDiffuseColor.Value := ReadParamAsVector3(I.Current) else
if ParamName = 'SPECULAR' then
Mat.FdSpecularColor.Value := ReadParamAsVector3(I.Current) else
if ParamName = 'SHININESS' then
Mat.FdShininess.Value := ReadParamAsFloat(I.Current) / 128.0 else
if ParamName = 'REFLECTIVE' then
{Mat.FdMirrorColor.Value := } ReadParamAsVector3(I.Current) else
if ParamName = 'REFLECTIVITY' then
begin
if AllowKambiExtensions then
Mat.FdMirror.Value := ReadParamAsFloat(I.Current) else
ReadParamAsFloat(I.Current);
end else
(*
Blender Collada 1.3.1 exporter bug: it sets
type of TRANSPARENT param as "float".
Although content inicates "float3",
like Collada 1.3.1 spec requires (page 129),
and consistently with what is in Collada 1.4.1 spec.
I don't handle this anyway, so I just ignore it for now.
Should be reported to Blender.
if ParamName = 'TRANSPARENT' then
{Mat.FdTransparencyColor.Value := } ReadParamAsVector3(I.Current) else
*)
if ParamName = 'TRANSPARENCY' then
Mat.FdTransparency.Value := ReadParamAsFloat(I.Current);
{ other ParamName not handled }
end;
finally FreeAndNil(I) end;
end;
end;
end;
end;
end;
{ For Collada >= 1.4.x }
procedure TryCollada14;
var
InstanceEffect: TDOMElement;
EffectId: string;
Effect: TColladaEffect;
begin
if MatId = '' then Exit;
InstanceEffect := DOMGetChildElement(MatElement, 'instance_effect', false);
if InstanceEffect <> nil then
begin
if InstanceEffect.AttributeString('url', EffectId) and
SCharIs(EffectId, 1, '#') then
begin
Delete(EffectId, 1, 1); { delete initial '#' char }
Effect := Effects.Find(EffectId);
if Effect <> nil then
Materials[MatId] := Effect else
OnWarning(wtMinor, 'Collada', Format('Material "%s" references ' +
'non-existing effect "%s"', [MatId, EffectId]));
end;
end;
end;
begin
if not MatElement.AttributeString('id', MatId) then
MatId := '';
if Version14 then
TryCollada14 else
TryCollada13;
end;
{ Read <library_materials> (Collada >= 1.4.x) or
<library type="MATERIAL"> (Collada < 1.4.x). }
procedure ReadLibraryMaterials(LibraryElement: TDOMElement);
var
I: TXMLElementFilteringIterator;
begin
I := TXMLElementFilteringIterator.Create(LibraryElement, 'material');
try
while I.GetNext do
ReadMaterial(I.Current);
{ other I.Current.TagName not supported for now }
finally FreeAndNil(I) end;
end;
{ Read <geometry>. It is added to the Geometries list. }
procedure ReadGeometry(GeometryElement: TDOMElement);
var
{ Collada Geometry constructed, available to all Read* primitives local procedures. }
Geometry: TColladaGeometry;
Sources: TColladaSourceList;
{ Read "double sided" geometry property.
There is no standard for this it seems, only some special MAYA markers:
<extra><technique profile="MAYA"><double_sided>1</double_sided></technique></extra>
Blender Collada 1.4 exporter, as well as various models from collada.org/owl
use this, so it seems like a standard in practice. }
function ReadDoubleSided(GeometryE: TDOMElement): boolean;
var
Child: TDOMElement;
Profile: string;
begin
Result := false;
Child := DOMGetChildElement(GeometryE, 'extra', false);
if Child = nil then Exit;
Child := DOMGetChildElement(Child, 'technique', false);
if Child = nil then Exit;
if not (Child.AttributeString('profile', Profile) and
(Profile = 'MAYA')) then
Exit;
Child := DOMGetChildElement(Child, 'double_sided', false);
if Child = nil then Exit;
Result := StrToIntDef(DOMGetTextData(Child), 0) <> 0;
end;
{ Read <source> within <mesh>. }
procedure ReadSource(SourceElement: TDOMElement);
var
FloatArray, Technique, Accessor: TDOMElement;
SeekPos, FloatArrayCount, I: Integer;
FloatArrayContents, Token, AccessorSource, ParamName, ParamType, FloatArrayId: string;
Source: TColladaSource;
It: TXMLElementFilteringIterator;
begin
Source := TColladaSource.Create;
Sources.Add(Source);
if not SourceElement.AttributeString('id', Source.Name) then
Source.Name := '';
FloatArray := DOMGetChildElement(SourceElement, 'float_array', false);
if FloatArray <> nil then
begin
if not FloatArray.AttributeInteger('count', FloatArrayCount) then
begin
FloatArrayCount := 0;
OnWarning(wtMinor, 'Collada', '<float_array> without a count attribute');
end;
if not FloatArray.AttributeString('id', FloatArrayId) then
FloatArrayId := '';
Source.Floats.Count := FloatArrayCount;
FloatArrayContents := DOMGetTextData(FloatArray);
SeekPos := 1;
for I := 0 to FloatArrayCount - 1 do
begin
Token := NextToken(FloatArrayContents, SeekPos);
if Token = '' then
begin
OnWarning(wtMinor, 'Collada', 'Actual number of tokens in <float_array>' +
' less than declated in the count attribute');
Break;
end;
Source.Floats.L[I] := StrToFloat(Token);
end;
Technique := DOMGetChildElement(SourceElement, 'technique_common', false);
if Technique = nil then
begin
Technique := DOMGetChildElement(SourceElement, 'technique', false);
{ TODO: actually, I should search for technique with profile="COMMON"
in this case, right ? }
end;
if Technique <> nil then
begin
Accessor := DOMGetChildElement(Technique, 'accessor', false);
{ read <accessor> attributes }
if not Accessor.AttributeInteger('count', Source.Count) then
begin
OnWarning(wtMinor, 'Collada', '<accessor> has no count attribute');
Source.Count := 0;
end;
if not Accessor.AttributeInteger('stride', Source.Stride) then
{ default, according to Collada spec }
Source.Stride := 1;
if not Accessor.AttributeInteger('offset', Source.Offset) then
{ default, according to Collada spec }
Source.Offset := 0;
if not Accessor.AttributeString('source', AccessorSource) then
begin
OnWarning(wtMinor, 'Collada', '<accessor> has no source attribute');
AccessorSource := '';
end;
{ We read AccessorSource only to check here }
if AccessorSource <> '#' + FloatArrayId then
OnWarning(wtMajor, 'Collada', '<accessor> source does not refer to <float_array> in the same <source>, this is not supported');
It := TXMLElementFilteringIterator.Create(Accessor, 'param');
try
while It.GetNext do
begin
if not It.Current.AttributeString('name', ParamName) then
begin
OnWarning(wtMajor, 'Collada', 'Missing "name" of <param>');
{ TODO: this should not be required? }
Continue;
end;
if not It.Current.AttributeString('type', ParamType) then
begin
OnWarning(wtMajor, 'Collada', 'Missing "type" of <param>');
Continue;
end;
if ParamType <> 'float' then
begin
OnWarning(wtMajor, 'Collada', Format('<param> type "%s" is not supported',
[ParamType]));
Continue;
end;
Source.Params.Add(ParamName);
end;
finally FreeAndNil(It) end;
end;
end;
end;
var
{ We take care to share coordinates, tex coordinates and normal vectors,
so that they are stored efficiently in memory and can be saved using
X3D DEF/USE mechanism. Coordinates are always shared by all primitives
within the geometry. Each primitive may potentially have different tex coords
or normals arrays, or they may share the same. }
{ Collada coordinates.
Based on <source> indicated by last <vertices> element. }
Coord: TCoordinateNode;
{ Assigning to Coord using AssignToVectorXYZ went without trouble. }
CoordCorrect: boolean;
{ Collada texture coords used by last primitive.
Based on <source> indicated by <input semantic="TEXCOORD"> element within
primitive. NodeName corresponds to <source> id. }
LastTexCoord: TTextureCoordinateNode;
{ Collada normal used by last primitive.
Based on <source> indicated by <input semantic="NORMAL"> element within
primitive. NodeName corresponds to <source> id. }
LastNormal: TNormalNode;
{ DoubleSided, should be used by ReadPrimitiveCommon to set X3D solid field. }
DoubleSided: boolean;
{ Read <vertices> within <mesh> }
procedure ReadVertices(VerticesElement: TDOMElement);
var
I: TXMLElementFilteringIterator;
InputSemantic, InputSourceName, Id: string;
InputSource: TColladaSource;
begin
if Coord <> nil then
begin
OnWarning(wtMajor, 'Collada', '<vertices> specified multiple times within a geometry');
FreeIfUnusedAndNil(Coord);
end;
if not VerticesElement.AttributeString('id', Id) then
Id := '';
Coord := TCoordinateNode.Create(Id, BaseUrl);
CoordCorrect := true;
I := TXMLElementFilteringIterator.Create(VerticesElement, 'input');
try
while I.GetNext do
if I.Current.AttributeString('semantic', InputSemantic) and
(InputSemantic = 'POSITION') and
I.Current.AttributeString('source', InputSourceName) and
SCharIs(InputSourceName, 1, '#') then
begin
Delete(InputSourceName, 1, 1); { delete leading '#' char }
InputSource := Sources.Find(InputSourceName);
if InputSource <> nil then
begin
CoordCorrect := InputSource.AssignToVectorXYZ(Coord.FdPoint.Items);
Exit;
end else
begin
OnWarning(wtMinor, 'Collada', Format('Source attribute ' +
'(of <input> element within <vertices>) ' +
'references non-existing source "%s"', [InputSourceName]));
end;
end;
finally FreeAndNil(I) end;
OnWarning(wtMinor, 'Collada', '<vertices> element has no <input> child' +
' with semantic="POSITION" and some source attribute');
end;
{ Read common things of primitive (<poly*>, <tri*>, <lines*>) within <mesh>.
- Creates X3D geometry node, initializes it's coordinates
and other fiels (but leaves *Index fields empty).
- Adds it to Geometry.Primitives.
- Returns Indexes instance, to parse indexes of this primitive. }
function ReadPrimitiveCommon(PrimitiveE: TDOMElement): TColladaIndexes;
var
I: TXMLElementFilteringIterator;
InputSemantic, InputSourceId, X3DGeometryName: string;
Primitive: TColladaPrimitive;
InputSource: TColladaSource;
IndexedFaceSet: TIndexedFaceSetNode;
IndexedLineSet: TIndexedLineSetNode;
InputsCount, CoordIndexOffset, TexCoordIndexOffset, NormalIndexOffset: Integer;
begin
CoordIndexOffset := 0;
TexCoordIndexOffset := -1;
NormalIndexOffset := -1;
Primitive := TColladaPrimitive.Create;
Geometry.Primitives.Add(Primitive);
IndexedFaceSet := nil;
IndexedLineSet := nil;
X3DGeometryName := Format('%s_collada_primitive_%d',
{ There may be multiple primitives inside a single Collada <geometry> node,
so use Geometry.Primitives.Count to name them uniquely for X3D. }
[Geometry.Name, Geometry.Primitives.Count]);
if (PrimitiveE.TagName = 'lines') or
(PrimitiveE.TagName = 'linestrips') then
begin
IndexedLineSet := TIndexedLineSetNode.Create(X3DGeometryName, BaseUrl);
IndexedLineSet.FdCoord.Value := Coord;
Primitive.X3DGeometry := IndexedLineSet;
end else
begin
IndexedFaceSet := TIndexedFaceSetNode.Create(X3DGeometryName, BaseUrl);
IndexedFaceSet.FdSolid.Value := not DoubleSided;
{ For VRML >= 2.0, creaseAngle is 0 by default.
TODO: what is the default normal generation for Collada? }
IndexedFaceSet.FdCreaseAngle.Value := NiceCreaseAngle;
IndexedFaceSet.FdCoord.Value := Coord;
Primitive.X3DGeometry := IndexedFaceSet;
end;
if PrimitiveE.AttributeString('material', Primitive.Material) then
begin
{ Collada 1.4.1 spec says that this is just material name.
Collada 1.3.1 spec says that this is URL. }
if (not Version14) and SCharIs(Primitive.Material, 1, '#') then
Delete(Primitive.Material, 1, 1);
end; { else leave Primitive.Material as '' }
InputsCount := 0;
I := TXMLElementFilteringIterator.Create(PrimitiveE, 'input');
try
while I.GetNext do
begin
{ we must count all inputs, since parsing <p> elements depends
on InputsCount }
Inc(InputsCount);
if I.Current.AttributeString('semantic', InputSemantic) then
begin
if InputSemantic = 'VERTEX' then
begin
if not (I.Current.AttributeString('source', InputSourceId) and
(Coord <> nil) and
(InputSourceId = '#' + Coord.NodeName)) then
OnWarning(wtMinor, 'Collada', '<input> with semantic="VERTEX" (of primitive element within <mesh>) does not reference <vertices> element within the same <mesh>');
{ Collada requires offset in this case.
For us, if there's no offset, just leave CoordIndexOffset default. }
I.Current.AttributeInteger('offset', CoordIndexOffset);
end else
if InputSemantic = 'TEXCOORD' then
begin
I.Current.AttributeInteger('offset', TexCoordIndexOffset);
{ Only for IndexedFaceSet.
In case of trouble with coordinates, don't use texCoord,
they may be invalid (this is for invalid Blender 1.3 exporter) }
if (IndexedFaceSet = nil) or (not CoordCorrect) then Continue;
if I.Current.AttributeString('source', InputSourceId) then
begin
if SCharIs(InputSourceId, 1, '#') then
Delete(InputSourceId, 1, 1);
if ((LastTexCoord <> nil) and
(LastTexCoord.NodeName = InputSourceId)) then
{ we can reuse last X3D tex coord node }
IndexedFaceSet.FdTexCoord.Value := LastTexCoord else
begin
InputSource := Sources.Find(InputSourceId);
if InputSource <> nil then
begin
{ create and use new X3D tex coord node }
FreeIfUnusedAndNil(LastTexCoord);
LastTexCoord := TTextureCoordinateNode.Create(InputSourceId, BaseUrl);
InputSource.AssignToVectorST(LastTexCoord.FdPoint.Items);
IndexedFaceSet.FdTexCoord.Value := LastTexCoord;
end else
OnWarning(wtMinor, 'Collada', Format('<source> with id "%s" for texture coordinates not found',
[InputSourceId]));
end;
end else
OnWarning(wtMinor, 'Collada', 'Missing source for <input> with semantic="TEXCOORD". We have texture coord indexes, but they will be ignored, since we have no actual texture coords');
end else
if InputSemantic = 'NORMAL' then
begin
I.Current.AttributeInteger('offset', NormalIndexOffset);
{ Only for IndexedFaceSet.
In case of trouble with coordinates, don't use normals,
they may be invalid (this is for invalid Blender 1.3 exporter) }
if (IndexedFaceSet = nil) or (not CoordCorrect) then Continue;
if I.Current.AttributeString('source', InputSourceId) then
begin
if SCharIs(InputSourceId, 1, '#') then
Delete(InputSourceId, 1, 1);
if ((LastNormal <> nil) and
(LastNormal.NodeName = InputSourceId)) then
{ we can reuse last X3D normal node }
IndexedFaceSet.FdNormal.Value := LastNormal else
begin
InputSource := Sources.Find(InputSourceId);
if InputSource <> nil then
begin
{ create and use new X3D normal node }
FreeIfUnusedAndNil(LastNormal);
LastNormal := TNormalNode.Create(InputSourceId, BaseUrl);
InputSource.AssignToVectorXYZ(LastNormal.FdVector.Items);
IndexedFaceSet.FdNormal.Value := LastNormal;
end else
OnWarning(wtMinor, 'Collada', Format('<source> with id "%s" for normals not found',
[InputSourceId]));
end;
end else
OnWarning(wtMinor, 'Collada', 'Missing source for <input> with semantic="NORMAL". We have normal indexes, but they will be ignored, since we have no actual normals');
end;
end;
end;
finally FreeAndNil(I) end;
Result := TColladaIndexes.Create(Primitive.X3DGeometry,
InputsCount, CoordIndexOffset, TexCoordIndexOffset, NormalIndexOffset);
end;
{ Read <polygons> within <mesh> }
procedure ReadPolygons(PrimitiveE: TDOMElement);
var
I: TXMLElementFilteringIterator;
Indexes: TColladaIndexes;
begin
Indexes := ReadPrimitiveCommon(PrimitiveE);
try
I := TXMLElementFilteringIterator.Create(PrimitiveE, 'p');
try
while I.GetNext do
begin
Indexes.BeginElement(I.Current);
while Indexes.ReadAddVertex do ;
Indexes.PolygonEnd;
end;
finally FreeAndNil(I) end;
finally FreeAndNil(Indexes) end;
end;
{ Read <polylist> within <mesh> }
procedure ReadPolylist(PrimitiveE: TDOMElement);
var
VCountE, P: TDOMElement;
I: Integer;
Indexes: TColladaIndexes;
VCount: TIntegersParser;
begin
Indexes := ReadPrimitiveCommon(PrimitiveE);
try
VCountE := DOMGetChildElement(PrimitiveE, 'vcount', false);
P := DOMGetChildElement(PrimitiveE, 'p', false);
if (VCountE <> nil) and (P <> nil) then
begin
Indexes.BeginElement(P);
VCount := TIntegersParser.Create(VCountE);
try
{ we will parse both VCount and Indexes now, at the same time }
while VCount.GetNext do
begin
for I := 0 to VCount.Current - 1 do
if not Indexes.ReadAddVertex then
begin
OnWarning(wtMinor, 'Collada', 'Unexpected end of <p> data in <polylist>');
Exit;
end;
Indexes.PolygonEnd;
end;
finally FreeAndNil(VCount) end;
end;
finally FreeAndNil(Indexes) end;
end;
{ Read <triangles> within <mesh> }
procedure ReadTriangles(PrimitiveE: TDOMElement);
var
P: TDOMElement;
Indexes: TColladaIndexes;
begin
Indexes := ReadPrimitiveCommon(PrimitiveE);
try
P := DOMGetChildElement(PrimitiveE, 'p', false);
if P <> nil then
begin
Indexes.BeginElement(P);
repeat
if not Indexes.ReadAddVertex then Break;
if not Indexes.ReadAddVertex then Break;
if not Indexes.ReadAddVertex then Break;
Indexes.PolygonEnd;
until false;
end;
finally FreeAndNil(Indexes) end;
end;
{ Read <trifans> within <mesh> }
procedure ReadTriFans(PrimitiveE: TDOMElement);
var
I: TXMLElementFilteringIterator;
Indexes: TColladaIndexes;
Vertex1, Vertex2, VertexPrevious, VertexNext: TIndex;
begin
Indexes := ReadPrimitiveCommon(PrimitiveE);
try
I := TXMLElementFilteringIterator.Create(PrimitiveE, 'p');
try
while I.GetNext do
begin
Indexes.BeginElement(I.Current);
if Indexes.ReadVertex(Vertex1) and
Indexes.ReadVertex(Vertex2) and
Indexes.ReadVertex(VertexPrevious) then
begin
Indexes.AddVertex(Vertex1);
Indexes.AddVertex(Vertex2);
Indexes.AddVertex(VertexPrevious);
Indexes.PolygonEnd;
while Indexes.ReadVertex(VertexNext) do
begin
Indexes.AddVertex(Vertex1);
Indexes.AddVertex(VertexPrevious);
Indexes.AddVertex(VertexNext);
Indexes.PolygonEnd;
VertexPrevious := VertexNext;
end;
end;
end;
finally FreeAndNil(I) end;
finally FreeAndNil(Indexes) end;
end;
{ Read <tristrips> within <mesh> }
procedure ReadTriStrips(PrimitiveE: TDOMElement);
var
I: TXMLElementFilteringIterator;
Indexes: TColladaIndexes;
Vertex1, Vertex2, Vertex3, VertexNext: TIndex;
Turn: boolean;
begin
Indexes := ReadPrimitiveCommon(PrimitiveE);
try
I := TXMLElementFilteringIterator.Create(PrimitiveE, 'p');
try
while I.GetNext do
begin
Turn := true;
Indexes.BeginElement(I.Current);
if Indexes.ReadVertex(Vertex1) and
Indexes.ReadVertex(Vertex2) and
Indexes.ReadVertex(Vertex3) then
begin
Indexes.AddVertex(Vertex1);
Indexes.AddVertex(Vertex2);
Indexes.AddVertex(Vertex3);
Indexes.PolygonEnd;
while Indexes.ReadVertex(VertexNext) do
begin
Indexes.AddVertex(Vertex3);
Indexes.AddVertex(Vertex2);
Indexes.AddVertex(VertexNext);
Indexes.PolygonEnd;
if Turn then
Vertex2 := VertexNext else
Vertex3 := VertexNext;
Turn := not Turn;
end;
end;
end;
finally FreeAndNil(I) end;
finally FreeAndNil(Indexes) end;
end;
{ Read <lines> within <mesh> }
procedure ReadLines(PrimitiveE: TDOMElement);
var
P: TDOMElement;
Indexes: TColladaIndexes;
begin
Indexes := ReadPrimitiveCommon(PrimitiveE);
try
P := DOMGetChildElement(PrimitiveE, 'p', false);
if P <> nil then
begin
Indexes.BeginElement(P);
repeat
if not Indexes.ReadAddVertex then Break;
if not Indexes.ReadAddVertex then Break;
Indexes.PolygonEnd;
until false;
end;
finally FreeAndNil(Indexes) end;
end;
{ TODO: <linestrips> should work fine, but untested }
{ Read <linestrips> within <mesh> }
procedure ReadLineStrips(PrimitiveE: TDOMElement);
var
I: TXMLElementFilteringIterator;
Indexes: TColladaIndexes;
begin
Indexes := ReadPrimitiveCommon(PrimitiveE);
try
I := TXMLElementFilteringIterator.Create(PrimitiveE, 'p');
try
while I.GetNext do
begin
Indexes.BeginElement(I.Current);
while Indexes.ReadAddVertex do ;
Indexes.PolygonEnd;
end;
finally FreeAndNil(I) end;
finally FreeAndNil(Indexes) end;
end;
var
Mesh: TDOMElement;
I: TXMLElementIterator;
GeometryId: string;
begin
if not GeometryElement.AttributeString('id', GeometryId) then
GeometryId := '';
DoubleSided := ReadDoubleSided(GeometryElement);
Geometry := TColladaGeometry.Create;
Geometry.Name := GeometryId;
Geometries.Add(Geometry);
Mesh := DOMGetChildElement(GeometryElement, 'mesh', false);
if Mesh <> nil then
begin
Coord := nil;
LastTexCoord := nil;
LastNormal := nil;
Sources := TColladaSourceList.Create;
try
I := TXMLElementIterator.Create(Mesh);
try
while I.GetNext do
if I.Current.TagName = 'source' then
ReadSource(I.Current) else
if I.Current.TagName = 'vertices' then
ReadVertices(I.Current) else
if I.Current.TagName = 'polygons' then
ReadPolygons(I.Current) else
if I.Current.TagName = 'polylist' then
ReadPolylist(I.Current) else
if I.Current.TagName = 'triangles' then
ReadTriangles(I.Current) else
if I.Current.TagName = 'trifans' then
ReadTriFans(I.Current) else
if I.Current.TagName = 'tristrips' then
ReadTriStrips(I.Current) else
if I.Current.TagName = 'lines' then
ReadLines(I.Current) else
if I.Current.TagName = 'linestrips' then
ReadLineStrips(I.Current) else
OnWarning(wtMajor, 'Collada', Format('Element "%s" within <mesh> not supported',
[I.Current.TagName]));
finally FreeAndNil(I) end;
finally
FreeAndNil(Sources);
FreeIfUnusedAndNil(Coord);
{ actually LastTexCoord is for sure used by something,
we don't really have to finalize it here }
FreeIfUnusedAndNil(LastTexCoord);
end;
end;
end;
{ Read <library_geometries> (Collada >= 1.4.x) or
<library type="GEOMETRY"> (Collada < 1.4.x). }
procedure ReadLibraryGeometries(LibraryElement: TDOMElement);
var
I: TXMLElementFilteringIterator;
begin
I := TXMLElementFilteringIterator.Create(LibraryElement, 'geometry');
try
while I.GetNext do
ReadGeometry(I.Current);
{ other I.Current.TagName not supported for now }
finally FreeAndNil(I) end;
end;
{ Read <library> element.
Only for Collada < 1.4.x (Collada >= 1.4.x has <library_xxx> elements). }
procedure ReadLibrary(LibraryElement: TDOMElement);
var
LibraryType: string;
begin
if LibraryElement.AttributeString('type', LibraryType) then
begin
if LibraryType = 'MATERIAL' then
ReadLibraryMaterials(LibraryElement) else
if LibraryType = 'GEOMETRY' then
ReadLibraryGeometries(LibraryElement);
{ other LibraryType not supported for now }
end;
end;
{ Read <matrix> or <bind_shape_matrix> element to given Matrix. }
function ReadMatrix(MatrixElement: TDOMElement): TMatrix4Single; overload;
var
SeekPos: Integer;
Row, Col: Integer;
Token, Content: string;
begin
Content := DOMGetTextData(MatrixElement);
SeekPos := 1;
for Row := 0 to 3 do
for Col := 0 to 3 do
begin
Token := NextToken(Content, SeekPos);
if Token = '' then
begin
OnWarning(wtMinor, 'Collada', 'Matrix (<matrix> or <bind_shape_matrix> ' +
'element) has not enough items');
Break;
end;
Result[Col, Row] := StrToFloat(Token);
end;
end;
{ Read <lookat> element, return appropriate matrix. }
function ReadLookAt(MatrixElement: TDOMElement): TMatrix4Single;
var
SeekPos: Integer;
Content: string;
function ReadVector(out Vector: TVector3Single): boolean;
var
Token: string;
I: Integer;
begin
Result := true;
for I := 0 to 2 do
begin
Token := NextToken(Content, SeekPos);
if Token = '' then
begin
OnWarning(wtMinor, 'Collada', 'Unexpected end of data of <lookat>');
Exit(false);
end;
Vector[I] := StrToFloat(Token);
end;
end;
var
Eye, Center, Up: TVector3Single;
begin
Content := DOMGetTextData(MatrixElement);
SeekPos := 1;
if ReadVector(Eye) and
ReadVector(Center) and
ReadVector(Up) then
Result := LookAtMatrix(Eye, Center, Up);
end;
{ Read <node> element, add it to ParentGroup. }
procedure ReadNodeElement(ParentGroup: TAbstractX3DGroupingNode;
NodeElement: TDOMElement);
{ For Collada material id, return the X3D Appearance (or @nil if not found). }
function MaterialToX3D(MaterialId: string;
InstantiatingElement: TDOMElement): TAppearanceNode;
var
BindMaterial, Technique: TDOMElement;
InstanceMaterialSymbol, InstanceMaterialTarget: string;
I: TXMLElementFilteringIterator;
Effect: TColladaEffect;
begin
if MaterialId = '' then Exit(nil);
{ For InstantiatingElement = instance_geometry (Collada 1.4.x), this
must be present.
For InstantiatingElement = instance (Collada 1.3.x), this must not
be present.
(But we actually don't check these conditions, just handle any case.) }
BindMaterial := DOMGetChildElement(InstantiatingElement, 'bind_material', false);
if BindMaterial <> nil then
begin
Technique := DOMGetChildElement(BindMaterial, 'technique_common', false);
if Technique <> nil then
begin
{ read <instance_material list inside.
This may contain multiple materials, but actually we're only
interested in a single material, so we look for material with
symbol = MaterialId. }
I := TXMLElementFilteringIterator.Create(Technique, 'instance_material');
try
while I.GetNext do
if I.Current.AttributeString('symbol', InstanceMaterialSymbol) and
(InstanceMaterialSymbol = MaterialId) and
I.Current.AttributeString('target', InstanceMaterialTarget) then
begin
{ this should be true, target is URL }
if SCharIs(InstanceMaterialTarget, 1, '#') then
Delete(InstanceMaterialTarget, 1, 1);
{ replace MaterialId with what is indicated by
<instance_material target="..."> }
MaterialId := InstanceMaterialTarget;
end;
finally FreeAndNil(I) end;
end;
end;
Effect := Materials.Find(MaterialId);
if Effect = nil then
begin
OnWarning(wtMinor, 'Collada', Format('Referencing non-existing material name "%s"',
[MaterialId]));
Result := nil;
end else
begin
Result := Effect.Appearance;
end;
end;
{ Add Collada geometry instance (many X3D Shape nodes) to given X3D Group. }
procedure AddGeometryInstance(Group: TAbstractX3DGroupingNode;
Geometry: TColladaGeometry; InstantiatingElement: TDOMElement);
var
Shape: TShapeNode;
I: Integer;
Primitive: TColladaPrimitive;
begin
for I := 0 to Geometry.Primitives.Count - 1 do
begin
Primitive := Geometry.Primitives[I];
Shape := TShapeNode.Create('', BaseUrl);
Group.FdChildren.Add(Shape);
Shape.FdGeometry.Value := Primitive.X3DGeometry;
Shape.Appearance := MaterialToX3D(Primitive.Material, InstantiatingElement);
end;
end;
{ Read <instance_geometry>, adding resulting X3D nodes into
ParentGroup. Actually, this is also for reading <instance> in Collada 1.3.1. }
procedure ReadInstanceGeometry(ParentGroup: TAbstractX3DGroupingNode;
InstantiatingElement: TDOMElement);
var
GeometryId: string;
Geometry: TColladaGeometry;
begin
if InstantiatingElement.AttributeString('url', GeometryId) and
SCharIs(GeometryId, 1, '#') then
begin
Delete(GeometryId, 1, 1);
Geometry := Geometries.Find(GeometryId);
if Geometry = nil then
OnWarning(wtMinor, 'Collada', Format('<node> instantiates non-existing <geometry> element "%s"',
[GeometryId])) else
AddGeometryInstance(ParentGroup, Geometry, InstantiatingElement);
end else
OnWarning(wtMajor, 'Collada', Format('Element <%s> missing url attribute (that has to start with #)',
[InstantiatingElement.TagName]));
end;
{ Read <instance_*>, adding resulting X3D nodes into ParentGroup. }
procedure ReadInstance(ParentGroup: TAbstractX3DGroupingNode;
InstantiatingElement: TDOMElement; List: TX3DNodeList);
var
Id: string;
Node: TX3DNode;
begin
if InstantiatingElement.AttributeString('url', Id) and
SCharIs(Id, 1, '#') then
begin
Delete(Id, 1, 1);
Node := List.FindName(Id);
if Node = nil then
OnWarning(wtMinor, 'Collada', Format('<node> instantiates non-existing element "%s"',
[Id])) else
ParentGroup.FdChildren.Add(Node);
end else
OnWarning(wtMajor, 'Collada', Format('Element <%s> missing url attribute (that has to start with #)',
[InstantiatingElement.TagName]));
end;
{ Read <instance_controller>, adding resulting X3D node into
ParentGroup. }
procedure ReadInstanceController(ParentGroup: TAbstractX3DGroupingNode;
InstantiatingElement: TDOMElement);
var
ControllerId: string;
Controller: TColladaController;
Group: TAbstractX3DGroupingNode;
Geometry: TColladaGeometry;
begin
if InstantiatingElement.AttributeString('url', ControllerId) and
SCharIs(ControllerId, 1, '#') then
begin
Delete(ControllerId, 1, 1);
Controller := Controllers.Find(ControllerId);
if Controller = nil then
begin
OnWarning(wtMinor, 'Collada', Format('<node> instantiates non-existing ' +
'<controller> element "%s"', [ControllerId]));
end else
begin
Geometry := Geometries.Find(Controller.Source);
if Geometry = nil then
begin
OnWarning(wtMinor, 'Collada', Format('<controller> references non-existing ' +
'<geometry> element "%s"', [Controller.Source]));
end else
begin
if Controller.BoundShapeMatrixIdentity then
begin
Group := TGroupNode.Create('', BaseUrl);
end else
begin
Group := TMatrixTransformNode.Create('', BaseUrl);
TMatrixTransformNode(Group).FdMatrix.Value := Controller.BoundShapeMatrix;
end;
ParentGroup.FdChildren.Add(Group);
AddGeometryInstance(Group, Geometry, InstantiatingElement);
end;
end;
end else
OnWarning(wtMajor, 'Collada', Format('Element <%s> missing url attribute (that has to start with #)',
[InstantiatingElement.TagName]));
end;
var
{ This is either TTransformNode or TMatrixTransformNode. }
NodeTransform: TAbstractX3DGroupingNode;
{ Create new Transform node, place it as a child of current Transform node
and switch current Transform node to the new one.
The idea is that each
Collada transformation creates new nested VRML Transform node
(since Collada transformations may represent any transformation,
not necessarily representable by a single VRML Transform node).
Returns NodeTransform, typecasted to TTransformNode, for your comfort. }
function NestedTransform: TTransformNode;
var
NewNodeTransform: TTransformNode;
begin
NewNodeTransform := TTransformNode.Create('', BaseUrl);
NodeTransform.FdChildren.Add(NewNodeTransform);
NodeTransform := NewNodeTransform;
Result := NewNodeTransform;
end;
function NestedMatrixTransform: TMatrixTransformNode;
var
NewNodeTransform: TMatrixTransformNode;
begin
NewNodeTransform := TMatrixTransformNode.Create('', BaseUrl);
NodeTransform.FdChildren.Add(NewNodeTransform);
NodeTransform := NewNodeTransform;
Result := NewNodeTransform;
end;
var
I: TXMLElementIterator;
NodeId: string;
V3: TVector3Single;
V4: TVector4Single;
begin
if not NodeElement.AttributeString('id', NodeId) then
NodeId := '';
NodeTransform := TTransformNode.Create(NodeId, BaseUrl);
ParentGroup.FdChildren.Add(NodeTransform);
{ First iterate to gather all transformations.
For Collada 1.4, this shouldn't be needed (spec says that
transforms must be before all instantiations).
But Collada 1.3.1 specification doesn't say anything about the order.
And e.g. Blender Collada 1.3 exporter in fact generates files
with <instantiate> first, then <matrix>, and yes: it expects matrix
should affect instantiated object. So the bottom line is that for
Collada 1.3, I must first gather all transforms, then do instantiations. }
I := TXMLElementIterator.Create(NodeElement);
try
while I.GetNext do
begin
if I.Current.TagName = 'matrix' then
begin
NestedMatrixTransform.FdMatrix.Value := ReadMatrix(I.Current);
end else
if I.Current.TagName = 'rotate' then
begin
V4 := Vector4SingleFromStr(DOMGetTextData(I.Current));
if V4[3] <> 0.0 then
begin
NestedTransform.FdRotation.ValueDeg := V4;
end;
end else
if I.Current.TagName = 'scale' then
begin
V3 := Vector3SingleFromStr(DOMGetTextData(I.Current));
if not VectorsPerfectlyEqual(V3, Vector3Single(1, 1, 1)) then
begin
NestedTransform.FdScale.Value := V3;
end;
end else
if I.Current.TagName = 'lookat' then
begin
NestedMatrixTransform.FdMatrix.Value := ReadLookAt(I.Current);
end else
if I.Current.TagName = 'skew' then
begin
{ TODO }
end else
if I.Current.TagName = 'translate' then
begin
V3 := Vector3SingleFromStr(DOMGetTextData(I.Current));
if not VectorsPerfectlyEqual(V3, ZeroVector3Single) then
begin
NestedTransform.FdTranslation.Value := V3;
end;
end;
end;
finally FreeAndNil(I); end;
{ Now iterate to read instantiations and recursive nodes. }
I := TXMLElementIterator.Create(NodeElement);
try
while I.GetNext do
begin
if (I.Current.TagName = 'instance') or
(I.Current.TagName = 'instance_geometry') then
ReadInstanceGeometry(NodeTransform, I.Current) else
if I.Current.TagName = 'instance_controller' then
ReadInstanceController(NodeTransform, I.Current) else
if I.Current.TagName = 'instance_camera' then
ReadInstance(NodeTransform, I.Current, Cameras) else
if I.Current.TagName = 'instance_light' then
ReadInstance(NodeTransform, I.Current, Lights) else
if I.Current.TagName = 'node' then
ReadNodeElement(NodeTransform, I.Current);
end;
finally FreeAndNil(I) end;
end;
{ Read <node> sequence within given SceneElement, adding nodes to Group.
This is used to handle <visual_scene> for Collada 1.4.x
and <scene> for Collada 1.3.x. }
procedure ReadNodesSequence(Group: TAbstractX3DGroupingNode;
SceneElement: TDOMElement);
var
I: TXMLElementFilteringIterator;
begin
I := TXMLElementFilteringIterator.Create(SceneElement, 'node');
try
while I.GetNext do
ReadNodeElement(Group, I.Current);
finally FreeAndNil(I) end;
end;
{ Read <scene> element. }
procedure ReadSceneElement(SceneElement: TDOMElement);
var
SceneId: string;
procedure Collada14;
var
InstanceVisualScene: TDOMElement;
VisualSceneId: string;
VisualScene: TX3DNode;
begin
InstanceVisualScene := DOMGetChildElement(SceneElement,
'instance_visual_scene', false);
if InstanceVisualScene <> nil then
begin
if InstanceVisualScene.AttributeString('url', VisualSceneId) and
SCharIs(VisualSceneId, 1, '#') then
begin
Delete(VisualSceneId, 1, 1);
VisualScene := VisualScenes.FindName(VisualSceneId);
if VisualScene = nil then
OnWarning(wtMinor, 'Collada', Format('<instance_visual_scene> instantiates non-existing ' +
'<visual_scene> element "%s"', [VisualSceneId])) else
ResultModel.FdChildren.Add(VisualScene);
end;
end;
end;
procedure Collada13;
var
Group: TGroupNode;
begin
Group := TGroupNode.Create(SceneId, BaseUrl);
ResultModel.FdChildren.Add(Group);
ReadNodesSequence(Group, SceneElement);
end;
begin
if not SceneElement.AttributeString('id', SceneId) then
SceneId := '';
{ <scene> element is different in two Collada versions, it's most clear
to just branch and do different procedure depending on Collada version. }
if Version14 then
Collada14 else
Collada13;
end;
{ Read <visual_scene>. Obtained scene X3D node is added both
to VisualScenes list and VisualScenesSwitch.choice. }
procedure ReadVisualScene(VisualScenesSwitch: TSwitchNode;
VisualSceneElement: TDOMElement);
var
VisualSceneId: string;
Group: TGroupNode;
begin
if not VisualSceneElement.AttributeString('id', VisualSceneId) then
VisualSceneId := '';
Group := TGroupNode.Create(VisualSceneId, BaseUrl);
VisualScenes.Add(Group);
VisualScenesSwitch.FdChildren.Add(Group);
ReadNodesSequence(Group, VisualSceneElement);
end;
{ Read <library_visual_scenes> from Collada 1.4.x }
procedure ReadLibraryVisualScenes(LibraryElement: TDOMElement);
var
I: TXMLElementFilteringIterator;
LibraryId: string;
VisualScenesSwitch: TSwitchNode;
begin
if not LibraryElement.AttributeString('id', LibraryId) then
LibraryId := '';
{ Library of visual scenes is simply a VRML Switch, with each
scene inside as one choice. This way we export to VRML all
scenes from Collada, even those not chosen as current scene.
That's good --- it's always nice to keep some data when
converting. }
VisualScenesSwitch := TSwitchNode.Create(LibraryId, BaseUrl);
ResultModel.FdChildren.Add(VisualScenesSwitch);
I := TXMLElementFilteringIterator.Create(LibraryElement, 'visual_scene');
try
while I.GetNext do
ReadVisualScene(VisualScenesSwitch, I.Current);
{ other I.Current.TagName not supported for now }
finally FreeAndNil(I) end;
end;
{ Read <controller> from Collada 1.4.x }
procedure ReadController(ControllerElement: TDOMElement);
var
Controller: TColladaController;
Skin, BindShapeMatrix: TDOMElement;
begin
Controller := TColladaController.Create;
Controllers.Add(Controller);
Controller.BoundShapeMatrixIdentity := true;
if not ControllerElement.AttributeString('id', Controller.Name) then
Controller.Name := '';
Skin := DOMGetChildElement(ControllerElement, 'skin', false);
if Skin <> nil then
begin
if Skin.AttributeString('source', Controller.Source) then
begin
{ this should be true, controller.source is URL }
if SCharIs(Controller.Source, 1, '#') then
Delete(Controller.Source, 1, 1);
end;
BindShapeMatrix := DOMGetChildElement(Skin, 'bind_shape_matrix', false);
if BindShapeMatrix <> nil then
begin
Controller.BoundShapeMatrixIdentity := false;
Controller.BoundShapeMatrix := ReadMatrix(BindShapeMatrix);
end;
end;
end;
{ Read <library_images> (Collada 1.4.x). Fills Images list. }
procedure ReadLibraryImages(LibraryElement: TDOMElement);
var
I: TXMLElementFilteringIterator;
Image: TImageTextureNode;
ImageId, ImageUrl: string;
begin
I := TXMLElementFilteringIterator.Create(LibraryElement, 'image');
try
while I.GetNext do
if I.Current.AttributeString('id', ImageId) then
begin
Image := TImageTextureNode.Create(ImageId, BaseUrl);
Images.Add(Image);
ImageUrl := ReadChildText(I.Current, 'init_from');
if ImageUrl <> '' then
Image.FdUrl.Items.Add(ImageUrl);
end;
finally FreeAndNil(I) end;
end;
{ Read <library_controllers> from Collada 1.4.x }
procedure ReadLibraryControllers(LibraryElement: TDOMElement);
var
I: TXMLElementFilteringIterator;
begin
I := TXMLElementFilteringIterator.Create(LibraryElement, 'controller');
try
while I.GetNext do
ReadController(I.Current);
{ other I.Current.TagName not supported for now }
finally FreeAndNil(I) end;
end;
{ Read <library_cameras> (Collada 1.4.x). Fills Cameras list. }
procedure ReadLibraryCameras(LibraryE: TDOMElement);
var
Id: string;
CameraGroup: TGroupNode;
procedure InitializeNavigationInfo(E: TDOMElement);
var
Navigation: TNavigationInfoNode;
ZNear, ZFar: Float;
begin
Navigation := TNavigationInfoNode.Create(Id + '_navigation_info', BaseUrl);
CameraGroup.FdChildren.Add(Navigation);
if ReadChildFloat(E, 'znear', ZNear) then
Navigation.FdAvatarSize.Items[0] := ZNear * 2;
if ReadChildFloat(E, 'zfar', ZFar) then
Navigation.FdVisibilityLimit.Value := ZFar;
end;
var
I: TXMLElementFilteringIterator;
Viewpoint: TViewpointNode;
OrthoViewpoint: TOrthoViewpointNode;
OpticsE, TechniqueE, PerspectiveE, OrthographicE: TDOMElement;
XFov, YFov, XMag, YMag, AspectRatio: Float;
begin
I := TXMLElementFilteringIterator.Create(LibraryE, 'camera');
try
while I.GetNext do
if I.Current.AttributeString('id', Id) then
begin
CameraGroup := TGroupNode.Create(Id, BaseUrl);
Cameras.Add(CameraGroup);
OpticsE := DOMGetChildElement(I.Current, 'optics', false);
if OpticsE <> nil then
begin
TechniqueE := DOMGetChildElement(OpticsE, 'technique_common', false);
if TechniqueE <> nil then
begin
PerspectiveE := DOMGetChildElement(TechniqueE, 'perspective', false);
if PerspectiveE <> nil then
begin
Viewpoint := TViewpointNode.Create(Id + '_viewpoint', BaseUrl);
Viewpoint.FdPosition.Value := ZeroVector3Single;
CameraGroup.FdChildren.Add(Viewpoint);
{ Try to get YFov, and use it as X3D fieldOfView.
It's not a perfect translation, the idea of fieldOfView
is just different (X3D doesn't force aspect ratio). }
if ReadChildFloat(PerspectiveE, 'yfov', YFov) then
Viewpoint.FdFieldOfView.Value := DegToRad(YFov) else
if ReadChildFloat(PerspectiveE, 'xfov', XFov) and
ReadChildFloat(PerspectiveE, 'aspect_ratio', AspectRatio) and
(AspectRatio > SingleEqualityEpsilon) then
{ aspect_ratio = xfov / yfov, so we can calculate yfov }
Viewpoint.FdFieldOfView.Value := DegToRad(XFov) / AspectRatio;
InitializeNavigationInfo(PerspectiveE);
end else
begin
OrthographicE := DOMGetChildElement(TechniqueE, 'orthographic', false);
if OrthographicE <> nil then
begin
OrthoViewpoint := TOrthoViewpointNode.Create(Id + '_viewpoint', BaseUrl);
OrthoViewpoint.FdPosition.Value := ZeroVector3Single;
CameraGroup.FdChildren.Add(OrthoViewpoint);
{ Translation to X3D cannot be perfect, as fieldOfView
just works differently, and X3D automatically preserves
aspect ratio. We concentrate on setting vertical angle
right (as this one is usually smaller, and so determines
horizontal angle). }
if ReadChildFloat(OrthographicE, 'ymag', YMag) then
begin
OrthoViewpoint.FdFieldOfView.Items[1] := -YMag;
OrthoViewpoint.FdFieldOfView.Items[3] := YMag;
end else
if ReadChildFloat(OrthographicE, 'xmag', XMag) then
begin
if ReadChildFloat(OrthographicE, 'aspect_ratio', AspectRatio) and
(AspectRatio > SingleEqualityEpsilon) then
begin
{ aspect_ratio = xmag / ymag, so we can calculate ymag }
YMag := XMag / AspectRatio;
OrthoViewpoint.FdFieldOfView.Items[1] := -YMag;
OrthoViewpoint.FdFieldOfView.Items[3] := YMag;
end else
begin
OrthoViewpoint.FdFieldOfView.Items[0] := -XMag;
OrthoViewpoint.FdFieldOfView.Items[2] := XMag;
end;
end;
InitializeNavigationInfo(OrthographicE);
end else
OnWarning(wtMinor, 'Collada', 'No supported camera inside <technique_common>');
end;
end else
OnWarning(wtMinor, 'Collada', 'No supported camera technique inside <optics>');
end else
OnWarning(wtMinor, 'Collada', 'No <optics> inside camera');
end;
finally FreeAndNil(I) end;
end;
{ Read <library_lights> (Collada 1.4.x). Fills Lights list. }
procedure ReadLibraryLights(LibraryE: TDOMElement);
function ReadAttenuation(E: TDOMElement): TVector3Single;
begin
Result := Vector3Single(1, 0, 0);
ReadChildFloat(E, 'constant_attenuation', Result[0]);
ReadChildFloat(E, 'linear_attenuation', Result[1]);
ReadChildFloat(E, 'quadratic_attenuation', Result[2]);
end;
var
I: TXMLElementFilteringIterator;
Light: TAbstractLightNode;
Point: TPointLightNode;
Directional: TDirectionalLightNode;
Spot: TSpotLightNode;
Id, Profile: string;
TechniqueE, LightE, ExtraE: TDOMElement;
FalloffAngle, Radius: Float;
LightColor: TVector3Single;
begin
I := TXMLElementFilteringIterator.Create(LibraryE, 'light');
try
while I.GetNext do
if I.Current.AttributeString('id', Id) then
begin
Light := nil;
TechniqueE := DOMGetChildElement(I.Current, 'technique_common', false);
if TechniqueE <> nil then
begin
LightE := DOMGetChildElement(TechniqueE, 'point', false);
if LightE <> nil then
begin
Point := TPointLightNode.Create(Id, BaseUrl);
Point.FdAttenuation.Value := ReadAttenuation(LightE);
Light := Point;
end else
begin
LightE := DOMGetChildElement(TechniqueE, 'directional', false);
if LightE <> nil then
begin
Directional := TDirectionalLightNode.Create(Id, BaseUrl);
{ default X3D light direction is -Z, matches Collada }
Light := Directional;
end else
begin
LightE := DOMGetChildElement(TechniqueE, 'spot', false);
if LightE <> nil then
begin
Spot := TSpotLightNode.Create(Id, BaseUrl);
Spot.FdAttenuation.Value := ReadAttenuation(LightE);
{ default X3D spot direction is -Z, matches Collada }
if not ReadChildFloat(LightE, 'falloff_angle', FalloffAngle) then
FalloffAngle := 180; { Collada default }
Spot.FdCutOffAngle.Value := DegToRad(FalloffAngle);
{ falloff_exponent cannot be nicely translated to X3D beamWidth,
see notes about SpotLight.beamWidth at VRML/X3D renderer. }
Light := Spot;
end else
begin
LightE := DOMGetChildElement(TechniqueE, 'ambient', false);
if LightE <> nil then
begin
Point := TPointLightNode.Create(Id, BaseUrl);
{ ambient light can be translated to normal PointLight with
intensity = 0 (this scales diffuse and specular to zero). }
Point.FdIntensity.Value := 0;
Point.FdAmbientIntensity.Value := 1;
Light := Point;
end else
OnWarning(wtMinor, 'Collada', 'No supported light inside <technique_common>');
end;
end;
end;
end else
OnWarning(wtMinor, 'Collada', 'No supported technique inside <light>');
if Light <> nil then
begin
Light.FdGlobal.Value := true;
if ReadChildVector(LightE, 'color', LightColor) then
Light.FdColor.Value := LightColor;
if Light is TAbstractPositionalLightNode then
begin
{ calculate light radius }
Radius := MaxSingle;
ExtraE := DOMGetChildElement(I.Current, 'extra', false);
if ExtraE <> nil then
begin
TechniqueE := DOMGetChildElement(ExtraE, 'technique', false);
if (TechniqueE <> nil) and
TechniqueE.AttributeString('profile', Profile) and
(Profile = 'blender') then
ReadChildFloat(TechniqueE, 'dist', Radius);
end;
TAbstractPositionalLightNode(Light).FdRadius.Value := Radius;
end;
Lights.Add(Light);
end;
end;
finally FreeAndNil(I) end;
end;
var
Doc: TXMLDocument;
Version: string;
I: TXMLElementIterator;
LibraryE: TDOMElement;
Stream: TStream;
begin
Effects := nil;
Materials := nil;
Geometries := nil;
VisualScenes := nil;
Controllers := nil;
Images := nil;
Cameras := nil;
Lights := nil;
Result := nil;
try
Stream := Download(URL);
try
ReadXMLFile(Doc, Stream);
finally FreeAndNil(Stream) end;
try
Check(Doc.DocumentElement.TagName = 'COLLADA',
'Root node of Collada file must be <COLLADA>');
if not Doc.DocumentElement.AttributeString('version', Version) then
begin
Version := '';
Version14 := false;
OnWarning(wtMinor, 'Collada', '<COLLADA> element misses "version" attribute');
end else
begin
{ TODO: uhm, terrible hack... I should move my lazy ass and tokenize
Version properly. }
Version14 := IsPrefix('1.4.', Version) or IsPrefix('1.5.', Version);
end;
{ honour COLLADA.base (exactly for the same purpose as our BaseUrl),
but only if it's absolute }
if not (Doc.DocumentElement.AttributeString('base', BaseUrl) and
IsAbsoluteURI(BaseUrl)) then
BaseUrl := AbsoluteURI(URL);
Effects := TColladaEffectList.Create;
Materials := TColladaMaterialsMap.Create;
Geometries := TColladaGeometryList.Create;
VisualScenes := TX3DNodeList.Create(false);
Controllers := TColladaControllerList.Create;
Images := TX3DNodeList.Create(false);
Cameras := TX3DNodeList.Create(false);
Lights := TX3DNodeList.Create(false);
Result := TX3DRootNode.Create('', BaseUrl);
Result.HasForceVersion := true;
Result.ForceVersion := X3DVersion;
{ Read library_images. These may be referred to inside effects. }
LibraryE := DOMGetChildElement(Doc.DocumentElement, 'library_images', false);
if LibraryE <> nil then
ReadLibraryImages(LibraryE);
{ Read library_effects.
Effects may be referenced by materials,
and there's no guarantee that library_effects will occur before
library_materials. Testcase: "COLLLADA 1.4.1 Basic Samples/Cube/cube.dae". }
LibraryE := DOMGetChildElement(Doc.DocumentElement, 'library_effects', false);
if LibraryE <> nil then
ReadLibraryEffects(LibraryE);
{ Read libraries of things that may be referenced within library_visual_scenes.
For some models, <library_visual_scenes> may be before them (test from
collada.org/owl/ : "New Uploads/COLLADA 1.5.0 Kinematics/COLLADA 1.5.0 Kinematics/COLLADA/KR150/kr150.dae") }
I := TXMLElementIterator.Create(Doc.DocumentElement);
try
while I.GetNext do
if I.Current.TagName = 'library' then { only Collada < 1.4.x }
ReadLibrary(I.Current) else
if I.Current.TagName = 'library_materials' then { only Collada >= 1.4.x }
ReadLibraryMaterials(I.Current) else
if I.Current.TagName = 'library_geometries' then { only Collada >= 1.4.x }
ReadLibraryGeometries(I.Current) else
if I.Current.TagName = 'library_cameras' then { only Collada >= 1.4.x }
ReadLibraryCameras(I.Current) else
if I.Current.TagName = 'library_lights' then { only Collada >= 1.4.x }
ReadLibraryLights(I.Current) else
if I.Current.TagName = 'library_controllers' then { only Collada >= 1.4.x }
ReadLibraryControllers(I.Current);
finally FreeAndNil(I); end;
I := TXMLElementIterator.Create(Doc.DocumentElement);
try
while I.GetNext do
if I.Current.TagName = 'library_visual_scenes' then { only Collada >= 1.4.x }
ReadLibraryVisualScenes(I.Current) else
if I.Current.TagName = 'scene' then
ReadSceneElement(I.Current);
finally FreeAndNil(I); end;
Result.Meta.PutPreserve('source', ExtractURIName(URL));
Result.Meta['source-collada-version'] := Version;
finally
FreeAndNil(Doc);
{ Free unused Images before freeing Effects.
That's because image may be used inside an effect,
and would be invalid reference after freeing effect. }
X3DNodeList_FreeUnusedAndNil(Images);
FreeAndNil(Materials);
{ Note: if some effect will be used by some geometry, but the
geometry will not be used, everything will be still Ok
(no memory leak). First freeing over Effects will not free this
effect (since it's used), but then freeing over Geometries will
free the geometry together with effect (since effect usage will
drop to zero).
This means that also other complicated case, when one effect is
used twice, once by unused geometry node, second time by used geometry
node, is also Ok. }
FreeAndNil(Effects);
FreeAndNil(Geometries);
X3DNodeList_FreeUnusedAndNil(Lights);
X3DNodeList_FreeUnusedAndNil(Cameras);
X3DNodeList_FreeUnusedAndNil(VisualScenes);
FreeAndNil(Controllers);
end;
{ eventually free Result *after* freeing other lists, to make sure references
on Images, Materials etc. are valid when their unused items are freed. }
except FreeAndNil(Result); raise; end;
end;
end.
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