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+//
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+// Copyright (c) 2008-2015 the Atomic project.
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+//
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+// Permission is hereby granted, free of charge, to any person obtaining a copy
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+// of this software and associated documentation files (the "Software"), to deal
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+// in the Software without restriction, including without limitation the rights
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+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+// copies of the Software, and to permit persons to whom the Software is
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+// furnished to do so, subject to the following conditions:
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+//
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+// The above copyright notice and this permission notice shall be included in
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+// all copies or substantial portions of the Software.
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+//
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+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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+// THE SOFTWARE.
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+//
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+
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+// Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
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+// Please see LICENSE.md in repository root for license information
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+// https://github.com/AtomicGameEngine/AtomicGameEngine
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+
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+#include <Atomic/Core/ProcessUtils.h>
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+#include <Atomic/IO/Log.h>
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+#include <Atomic/IO/File.h>
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+#include <Atomic/IO/FileSystem.h>
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+
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+#include <Atomic/Atomic3D/AnimatedModel.h>
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+#include <Atomic/Atomic3D/Animation.h>
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+
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+#include "OpenAssetImporter.h"
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+
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+namespace ToolCore
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+{
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+
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+OpenAssetImporter::OpenAssetImporter(Context* context) : Object(context) ,
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+ scene_(0),
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+ rootNode_(0),
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+ useSubdirs_(true),
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+ localIDs_(false),
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+ saveBinary_(false),
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+ createZone_(true),
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+ noAnimations_(false),
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+ noHierarchy_(false),
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+ noMaterials_(false),
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+ noTextures_(false),
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+ noMaterialDiffuseColor_(false),
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+ noEmptyNodes_(false),
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+ saveMaterialList_(false),
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+ includeNonSkinningBones_(false),
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+ verboseLog_(false),
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+ emissiveAO_(false),
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+ noOverwriteMaterial_(false),
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+ noOverwriteTexture_(false),
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+ noOverwriteNewerTexture_(false),
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+ checkUniqueModel_(true),
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+ defaultTicksPerSecond_(4800.0f)
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+{
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+
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+ aiFlagsDefault_ =
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+ aiProcess_ConvertToLeftHanded |
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+ aiProcess_JoinIdenticalVertices |
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+ aiProcess_Triangulate |
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+ aiProcess_GenSmoothNormals |
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+ aiProcess_LimitBoneWeights |
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+ aiProcess_ImproveCacheLocality |
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+ aiProcess_RemoveRedundantMaterials |
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+ aiProcess_FixInfacingNormals |
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+ aiProcess_FindInvalidData |
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+ aiProcess_GenUVCoords |
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+ aiProcess_FindInstances |
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+ aiProcess_OptimizeMeshes;
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+
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+ aiCurrentFlags_ = aiFlagsDefault_;
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+
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+}
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+
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+bool OpenAssetImporter::Load(const String &assetPath)
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+{
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+ if (verboseLog_)
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+ Assimp::DefaultLogger::create("", Assimp::Logger::VERBOSE, aiDefaultLogStream_STDOUT);
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+
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+ PrintLine("Reading file " + assetPath);
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+
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+ scene_ = aiImportFile(GetNativePath(assetPath).CString(), aiCurrentFlags_);
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+
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+ if (!scene_)
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+ ErrorExit("Could not open or parse input file " + assetPath + ": " + String(aiGetErrorString()));
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+
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+ if (verboseLog_)
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+ Assimp::DefaultLogger::kill();
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+
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+ return true;
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+
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+}
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+
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+String OpenAssetImporter::GetMeshMaterialName(aiMesh* mesh)
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+{
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+ aiMaterial* material = scene_->mMaterials[mesh->mMaterialIndex];
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+ aiString matNameStr;
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+ material->Get(AI_MATKEY_NAME, matNameStr);
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+ String matName = SanitateAssetName(FromAIString(matNameStr));
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+ if (matName.Trimmed().Empty())
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+ matName = GenerateMaterialName(material);
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+
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+ return (useSubdirs_ ? "Materials/" : "") + matName + ".xml";
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+}
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+
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+String OpenAssetImporter::GenerateMaterialName(aiMaterial* material)
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+{
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+ for (unsigned i = 0; i < scene_->mNumMaterials; ++i)
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+ {
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+ if (scene_->mMaterials[i] == material)
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+ return inputName_ + "_Material" + String(i);
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+ }
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+
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+ // Should not go here
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+ return String::EMPTY;
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+}
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+
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+String OpenAssetImporter::GetMaterialTextureName(const String& nameIn)
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+{
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+ // Detect assimp embedded texture
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+ if (nameIn.Length() && nameIn[0] == '*')
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+ return GenerateTextureName(ToInt(nameIn.Substring(1)));
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+ else
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+ return (useSubdirs_ ? "Textures/" : "") + nameIn;
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+}
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+
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+String OpenAssetImporter::GenerateTextureName(unsigned texIndex)
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+{
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+ if (texIndex < scene_->mNumTextures)
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+ {
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+ // If embedded texture contains encoded data, use the format hint for file extension. Else save RGBA8 data as PNG
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+ aiTexture* tex = scene_->mTextures[texIndex];
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+ if (!tex->mHeight)
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+ return (useSubdirs_ ? "Textures/" : "") + inputName_ + "_Texture" + String(texIndex) + "." + tex->achFormatHint;
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+ else
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+ return (useSubdirs_ ? "Textures/" : "") + inputName_ + "_Texture" + String(texIndex) + ".png";
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+ }
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+
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+ // Should not go here
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+ return String::EMPTY;
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+}
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+
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+void OpenAssetImporter::CollectSceneModels(OutScene& scene, aiNode* node)
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+{
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+ Vector<Pair<aiNode*, aiMesh*> > meshes;
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+ GetMeshesUnderNode(scene_, meshes, node);
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+
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+ if (meshes.Size())
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+ {
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+ OutModel model;
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+ model.rootNode_ = node;
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+ model.outName_ = resourcePath_ + (useSubdirs_ ? "Models/" : "") + SanitateAssetName(FromAIString(node->mName)) + ".mdl";
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+ for (unsigned i = 0; i < meshes.Size(); ++i)
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+ {
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+ aiMesh* mesh = meshes[i].second_;
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+ unsigned meshIndex = GetMeshIndex(scene_, mesh);
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+ model.meshIndices_.Insert(meshIndex);
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+ model.meshes_.Push(mesh);
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+ model.meshNodes_.Push(meshes[i].first_);
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+ model.totalVertices_ += mesh->mNumVertices;
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+ model.totalIndices_ += GetNumValidFaces(mesh) * 3;
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+ }
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+
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+ // Check if a model with identical mesh indices already exists. If yes, do not export twice
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+ bool unique = true;
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+ if (checkUniqueModel_)
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+ {
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+ for (unsigned i = 0; i < scene.models_.Size(); ++i)
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+ {
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+ if (scene.models_[i].meshIndices_ == model.meshIndices_)
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+ {
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+ PrintLine("Added node " + FromAIString(node->mName));
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+ scene.nodes_.Push(node);
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+ scene.nodeModelIndices_.Push(i);
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+ unique = false;
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+ break;
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+ }
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+ }
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+ }
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+ if (unique)
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+ {
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+ PrintLine("Added model " + model.outName_);
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+ PrintLine("Added node " + FromAIString(node->mName));
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+ CollectBones(model);
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+ BuildBoneCollisionInfo(model);
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+ if (!noAnimations_)
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+ {
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+ CollectAnimations(&model);
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+ BuildAndSaveAnimations(&model);
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+ }
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+
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+ scene.models_.Push(model);
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+ scene.nodes_.Push(node);
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+ scene.nodeModelIndices_.Push(scene.models_.Size() - 1);
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+ }
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+ }
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+
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+ for (unsigned i = 0; i < node->mNumChildren; ++i)
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+ CollectSceneModels(scene, node->mChildren[i]);
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+}
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+
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+void OpenAssetImporter::CollectBones(OutModel& model, bool animationOnly)
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+{
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+ HashSet<aiNode*> necessary;
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+ HashSet<aiNode*> rootNodes;
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+
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+ for (unsigned i = 0; i < model.meshes_.Size(); ++i)
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+ {
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+ aiMesh* mesh = model.meshes_[i];
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+ aiNode* meshNode = model.meshNodes_[i];
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+ aiNode* meshParentNode = meshNode->mParent;
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+ aiNode* rootNode = 0;
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+
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+ for (unsigned j = 0; j < mesh->mNumBones; ++j)
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+ {
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+ aiBone* bone = mesh->mBones[j];
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+ String boneName(FromAIString(bone->mName));
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+ aiNode* boneNode = GetNode(boneName, scene_->mRootNode, true);
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+ if (!boneNode)
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+ ErrorExit("Could not find scene node for bone " + boneName);
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+ necessary.Insert(boneNode);
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+ rootNode = boneNode;
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+
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+ for (;;)
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+ {
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+ boneNode = boneNode->mParent;
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+ if (!boneNode || ((boneNode == meshNode || boneNode == meshParentNode) && !animationOnly))
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+ break;
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+ rootNode = boneNode;
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+ necessary.Insert(boneNode);
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+ }
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+
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+ if (rootNodes.Find(rootNode) == rootNodes.End())
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+ rootNodes.Insert(rootNode);
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+ }
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+ }
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+
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+ // If we find multiple root nodes, try to remedy by using their parent instead
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+ if (rootNodes.Size() > 1)
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+ {
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+ aiNode* commonParent = (*rootNodes.Begin())->mParent;
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+ for (HashSet<aiNode*>::Iterator i = rootNodes.Begin(); i != rootNodes.End(); ++i)
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+ {
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+ if (*i != commonParent)
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+ {
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+ if (!commonParent || (*i)->mParent != commonParent)
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+ ErrorExit("Skeleton with multiple root nodes found, not supported");
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+ }
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+ }
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+ rootNodes.Clear();
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+ rootNodes.Insert(commonParent);
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+ necessary.Insert(commonParent);
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+ }
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+
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+ if (rootNodes.Empty())
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+ return;
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+
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+ model.rootBone_ = *rootNodes.Begin();
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+ CollectBonesFinal(model.bones_, necessary, model.rootBone_);
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+ // Initialize the bone collision info
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+ model.boneRadii_.Resize(model.bones_.Size());
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+ model.boneHitboxes_.Resize(model.bones_.Size());
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+ for (unsigned i = 0; i < model.bones_.Size(); ++i)
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+ {
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+ model.boneRadii_[i] = 0.0f;
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+ model.boneHitboxes_[i] = BoundingBox(0.0f, 0.0f);
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+ }
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+}
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+
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+void OpenAssetImporter::CollectBonesFinal(PODVector<aiNode*>& dest, const HashSet<aiNode*>& necessary, aiNode* node)
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+{
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+ bool includeBone = necessary.Find(node) != necessary.End();
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+ String boneName = FromAIString(node->mName);
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+
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+ // Check include/exclude filters for non-skinned bones
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+ if (!includeBone && includeNonSkinningBones_)
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+ {
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+ // If no includes specified, include by default but check for excludes
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+ if (nonSkinningBoneIncludes_.Empty())
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+ includeBone = true;
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+
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+ // Check against includes/excludes
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+ for (unsigned i = 0; i < nonSkinningBoneIncludes_.Size(); ++i)
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+ {
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+ if (boneName.Contains(nonSkinningBoneIncludes_[i], false))
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+ {
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+ includeBone = true;
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+ break;
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+ }
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+ }
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+ for (unsigned i = 0; i < nonSkinningBoneExcludes_.Size(); ++i)
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+ {
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+ if (boneName.Contains(nonSkinningBoneExcludes_[i], false))
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+ {
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+ includeBone = false;
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+ break;
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+ }
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+ }
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+
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+ if (includeBone)
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+ PrintLine("Including non-skinning bone " + boneName);
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+ }
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+
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+ if (includeBone)
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+ dest.Push(node);
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+
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+ for (unsigned i = 0; i < node->mNumChildren; ++i)
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+ CollectBonesFinal(dest, necessary, node->mChildren[i]);
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+}
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+
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+void OpenAssetImporter::CollectAnimations(OutModel* model)
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+{
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+ const aiScene* scene = scene_;
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+ for (unsigned i = 0; i < scene->mNumAnimations; ++i)
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+ {
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+ aiAnimation* anim = scene->mAnimations[i];
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+ if (allAnimations_.Contains(anim))
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+ continue;
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+
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+ if (model)
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+ {
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+ bool modelBoneFound = false;
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+ for (unsigned j = 0; j < anim->mNumChannels; ++j)
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+ {
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+ aiNodeAnim* channel = anim->mChannels[j];
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+ String channelName = FromAIString(channel->mNodeName);
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+ if (GetBoneIndex(*model, channelName) != M_MAX_UNSIGNED)
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+ {
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+ modelBoneFound = true;
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+ break;
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+ }
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+ }
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+ if (modelBoneFound)
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+ {
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+ model->animations_.Push(anim);
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+ allAnimations_.Insert(anim);
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+ }
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+ }
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+ else
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+ {
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+ sceneAnimations_.Push(anim);
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+ allAnimations_.Insert(anim);
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+ }
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+ }
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+
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+ /// \todo Vertex morphs are ignored for now
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+}
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+
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+void OpenAssetImporter::BuildBoneCollisionInfo(OutModel& model)
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+{
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+ for (unsigned i = 0; i < model.meshes_.Size(); ++i)
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+ {
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+ aiMesh* mesh = model.meshes_[i];
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+ for (unsigned j = 0; j < mesh->mNumBones; ++j)
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+ {
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+ aiBone* bone = mesh->mBones[j];
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+ String boneName = FromAIString(bone->mName);
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+ unsigned boneIndex = GetBoneIndex(model, boneName);
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+ if (boneIndex == M_MAX_UNSIGNED)
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+ continue;
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+ for (unsigned k = 0; k < bone->mNumWeights; ++k)
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+ {
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+ float weight = bone->mWeights[k].mWeight;
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+ // Require skinning weight to be sufficiently large before vertex contributes to bone hitbox
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+ if (weight > 0.33f)
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+ {
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+ aiVector3D vertexBoneSpace = bone->mOffsetMatrix * mesh->mVertices[bone->mWeights[k].mVertexId];
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+ Vector3 vertex = ToVector3(vertexBoneSpace);
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+ float radius = vertex.Length();
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+ if (radius > model.boneRadii_[boneIndex])
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+ model.boneRadii_[boneIndex] = radius;
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+ model.boneHitboxes_[boneIndex].Merge(vertex);
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+ }
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+ }
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+ }
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+ }
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+}
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+
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+void OpenAssetImporter::BuildAndSaveAnimations(OutModel* model)
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+{
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+ const PODVector<aiAnimation*>& animations = model ? model->animations_ : sceneAnimations_;
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+
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+ for (unsigned i = 0; i < animations.Size(); ++i)
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+ {
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+ aiAnimation* anim = animations[i];
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+
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+ float duration = (float)anim->mDuration;
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+ String animName = FromAIString(anim->mName);
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+ String animOutName;
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+
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+ if (animName.Empty())
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+ animName = "Anim" + String(i + 1);
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+ if (model)
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+ animOutName = GetPath(model->outName_) + GetFileName(model->outName_) + "_" + SanitateAssetName(animName) + ".ani";
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+ else
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+ animOutName = outPath_ + SanitateAssetName(animName) + ".ani";
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+
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+ float ticksPerSecond = (float)anim->mTicksPerSecond;
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+ // If ticks per second not specified, it's probably a .X file. In this case use the default tick rate
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+ if (ticksPerSecond < M_EPSILON)
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+ ticksPerSecond = defaultTicksPerSecond_;
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+ float tickConversion = 1.0f / ticksPerSecond;
|
|
|
+
|
|
|
+ // Find out the start time of animation from each channel's first keyframe for adjusting the keyframe times
|
|
|
+ // to start from zero
|
|
|
+ float startTime = duration;
|
|
|
+ for (unsigned j = 0; j < anim->mNumChannels; ++j)
|
|
|
+ {
|
|
|
+ aiNodeAnim* channel = anim->mChannels[j];
|
|
|
+ if (channel->mNumPositionKeys > 0)
|
|
|
+ startTime = Min(startTime, (float)channel->mPositionKeys[0].mTime);
|
|
|
+ if (channel->mNumRotationKeys > 0)
|
|
|
+ startTime = Min(startTime, (float)channel->mRotationKeys[0].mTime);
|
|
|
+ if (channel->mScalingKeys > 0)
|
|
|
+ startTime = Min(startTime, (float)channel->mScalingKeys[0].mTime);
|
|
|
+ }
|
|
|
+ duration -= startTime;
|
|
|
+
|
|
|
+ SharedPtr<Animation> outAnim(new Animation(context_));
|
|
|
+ outAnim->SetAnimationName(animName);
|
|
|
+ outAnim->SetLength(duration * tickConversion);
|
|
|
+
|
|
|
+ PrintLine("Writing animation " + animName + " length " + String(outAnim->GetLength()));
|
|
|
+ Vector<AnimationTrack> tracks;
|
|
|
+ for (unsigned j = 0; j < anim->mNumChannels; ++j)
|
|
|
+ {
|
|
|
+ aiNodeAnim* channel = anim->mChannels[j];
|
|
|
+ String channelName = FromAIString(channel->mNodeName);
|
|
|
+ aiNode* boneNode = 0;
|
|
|
+ bool isRootBone = false;
|
|
|
+
|
|
|
+ if (model)
|
|
|
+ {
|
|
|
+ unsigned boneIndex = GetBoneIndex(*model, channelName);
|
|
|
+ if (boneIndex == M_MAX_UNSIGNED)
|
|
|
+ {
|
|
|
+ PrintLine("Warning: skipping animation track " + channelName + " not found in model skeleton");
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+ boneNode = model->bones_[boneIndex];
|
|
|
+ isRootBone = boneIndex == 0;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ boneNode = GetNode(channelName, scene_->mRootNode);
|
|
|
+ if (!boneNode)
|
|
|
+ {
|
|
|
+ PrintLine("Warning: skipping animation track " + channelName + " whose scene node was not found");
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // To export single frame animation, check if first key frame is identical to bone transformation
|
|
|
+ aiVector3D bonePos, boneScale;
|
|
|
+ aiQuaternion boneRot;
|
|
|
+ boneNode->mTransformation.Decompose(boneScale, boneRot, bonePos);
|
|
|
+
|
|
|
+ bool posEqual = true;
|
|
|
+ bool scaleEqual = true;
|
|
|
+ bool rotEqual = true;
|
|
|
+
|
|
|
+ if (channel->mNumPositionKeys > 0 && !ToVector3(bonePos).Equals(ToVector3(channel->mPositionKeys[0].mValue)))
|
|
|
+ posEqual = false;
|
|
|
+ if (channel->mNumScalingKeys > 0 && !ToVector3(boneScale).Equals(ToVector3(channel->mScalingKeys[0].mValue)))
|
|
|
+ scaleEqual = false;
|
|
|
+ if (channel->mNumRotationKeys > 0 && !ToQuaternion(boneRot).Equals(ToQuaternion(channel->mRotationKeys[0].mValue)))
|
|
|
+ rotEqual = false;
|
|
|
+
|
|
|
+ AnimationTrack track;
|
|
|
+ track.name_ = channelName;
|
|
|
+ track.nameHash_ = channelName;
|
|
|
+
|
|
|
+ // Check which channels are used
|
|
|
+ track.channelMask_ = 0;
|
|
|
+ if (channel->mNumPositionKeys > 1 || !posEqual)
|
|
|
+ track.channelMask_ |= CHANNEL_POSITION;
|
|
|
+ if (channel->mNumRotationKeys > 1 || !rotEqual)
|
|
|
+ track.channelMask_ |= CHANNEL_ROTATION;
|
|
|
+ if (channel->mNumScalingKeys > 1 || !scaleEqual)
|
|
|
+ track.channelMask_ |= CHANNEL_SCALE;
|
|
|
+ // Check for redundant identity scale in all keyframes and remove in that case
|
|
|
+ if (track.channelMask_ & CHANNEL_SCALE)
|
|
|
+ {
|
|
|
+ bool redundantScale = true;
|
|
|
+ for (unsigned k = 0; k < channel->mNumScalingKeys; ++k)
|
|
|
+ {
|
|
|
+ float SCALE_EPSILON = 0.000001f;
|
|
|
+ Vector3 scaleVec = ToVector3(channel->mScalingKeys[k].mValue);
|
|
|
+ if (fabsf(scaleVec.x_ - 1.0f) >= SCALE_EPSILON || fabsf(scaleVec.y_ - 1.0f) >= SCALE_EPSILON ||
|
|
|
+ fabsf(scaleVec.z_ - 1.0f) >= SCALE_EPSILON)
|
|
|
+ {
|
|
|
+ redundantScale = false;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ if (redundantScale)
|
|
|
+ track.channelMask_ &= ~CHANNEL_SCALE;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (!track.channelMask_)
|
|
|
+ PrintLine("Warning: skipping animation track " + channelName + " with no keyframes");
|
|
|
+
|
|
|
+ // Currently only same amount of keyframes is supported
|
|
|
+ // Note: should also check the times of individual keyframes for match
|
|
|
+ if ((channel->mNumPositionKeys > 1 && channel->mNumRotationKeys > 1 && channel->mNumPositionKeys != channel->mNumRotationKeys) ||
|
|
|
+ (channel->mNumPositionKeys > 1 && channel->mNumScalingKeys > 1 && channel->mNumPositionKeys != channel->mNumScalingKeys) ||
|
|
|
+ (channel->mNumRotationKeys > 1 && channel->mNumScalingKeys > 1 && channel->mNumRotationKeys != channel->mNumScalingKeys))
|
|
|
+ {
|
|
|
+ PrintLine("Warning: differing amounts of channel keyframes, skipping animation track " + channelName);
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ unsigned keyFrames = channel->mNumPositionKeys;
|
|
|
+ if (channel->mNumRotationKeys > keyFrames)
|
|
|
+ keyFrames = channel->mNumRotationKeys;
|
|
|
+ if (channel->mNumScalingKeys > keyFrames)
|
|
|
+ keyFrames = channel->mNumScalingKeys;
|
|
|
+
|
|
|
+ for (unsigned k = 0; k < keyFrames; ++k)
|
|
|
+ {
|
|
|
+ AnimationKeyFrame kf;
|
|
|
+ kf.time_ = 0.0f;
|
|
|
+ kf.position_ = Vector3::ZERO;
|
|
|
+ kf.rotation_ = Quaternion::IDENTITY;
|
|
|
+ kf.scale_ = Vector3::ONE;
|
|
|
+
|
|
|
+ // Get time for the keyframe. Adjust with animation's start time
|
|
|
+ if (track.channelMask_ & CHANNEL_POSITION && k < channel->mNumPositionKeys)
|
|
|
+ kf.time_ = ((float)channel->mPositionKeys[k].mTime - startTime) * tickConversion;
|
|
|
+ else if (track.channelMask_ & CHANNEL_ROTATION && k < channel->mNumRotationKeys)
|
|
|
+ kf.time_ = ((float)channel->mRotationKeys[k].mTime - startTime) * tickConversion;
|
|
|
+ else if (track.channelMask_ & CHANNEL_SCALE && k < channel->mNumScalingKeys)
|
|
|
+ kf.time_ = ((float)channel->mScalingKeys[k].mTime - startTime) * tickConversion;
|
|
|
+
|
|
|
+ // Make sure time stays positive
|
|
|
+ kf.time_ = Max(kf.time_, 0.0f);
|
|
|
+
|
|
|
+ // Start with the bone's base transform
|
|
|
+ aiMatrix4x4 boneTransform = boneNode->mTransformation;
|
|
|
+ aiVector3D pos, scale;
|
|
|
+ aiQuaternion rot;
|
|
|
+ boneTransform.Decompose(scale, rot, pos);
|
|
|
+ // Then apply the active channels
|
|
|
+ if (track.channelMask_ & CHANNEL_POSITION && k < channel->mNumPositionKeys)
|
|
|
+ pos = channel->mPositionKeys[k].mValue;
|
|
|
+ if (track.channelMask_ & CHANNEL_ROTATION && k < channel->mNumRotationKeys)
|
|
|
+ rot = channel->mRotationKeys[k].mValue;
|
|
|
+ if (track.channelMask_ & CHANNEL_SCALE && k < channel->mNumScalingKeys)
|
|
|
+ scale = channel->mScalingKeys[k].mValue;
|
|
|
+
|
|
|
+ // If root bone, transform with the model root node transform
|
|
|
+ if (model && isRootBone)
|
|
|
+ {
|
|
|
+ aiMatrix4x4 transMat, scaleMat, rotMat;
|
|
|
+ aiMatrix4x4::Translation(pos, transMat);
|
|
|
+ aiMatrix4x4::Scaling(scale, scaleMat);
|
|
|
+ rotMat = aiMatrix4x4(rot.GetMatrix());
|
|
|
+ aiMatrix4x4 tform = transMat * rotMat * scaleMat;
|
|
|
+ tform = GetDerivedTransform(tform, boneNode, model->rootNode_);
|
|
|
+ tform.Decompose(scale, rot, pos);
|
|
|
+ }
|
|
|
+
|
|
|
+ if (track.channelMask_ & CHANNEL_POSITION)
|
|
|
+ kf.position_ = ToVector3(pos);
|
|
|
+ if (track.channelMask_ & CHANNEL_ROTATION)
|
|
|
+ kf.rotation_ = ToQuaternion(rot);
|
|
|
+ if (track.channelMask_ & CHANNEL_SCALE)
|
|
|
+ kf.scale_ = ToVector3(scale);
|
|
|
+
|
|
|
+ track.keyFrames_.Push(kf);
|
|
|
+ }
|
|
|
+
|
|
|
+ tracks.Push(track);
|
|
|
+ }
|
|
|
+
|
|
|
+ outAnim->SetTracks(tracks);
|
|
|
+
|
|
|
+ File outFile(context_);
|
|
|
+ if (!outFile.Open(animOutName, FILE_WRITE))
|
|
|
+ ErrorExit("Could not open output file " + animOutName);
|
|
|
+ outAnim->Save(outFile);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void OpenAssetImporter::DumpNodes(aiNode* rootNode, unsigned level)
|
|
|
+{
|
|
|
+ if (!rootNode)
|
|
|
+ return;
|
|
|
+
|
|
|
+ String indent(' ', level * 2);
|
|
|
+ Vector3 pos, scale;
|
|
|
+ Quaternion rot;
|
|
|
+ aiMatrix4x4 transform = GetDerivedTransform(rootNode, rootNode_);
|
|
|
+ GetPosRotScale(transform, pos, rot, scale);
|
|
|
+
|
|
|
+ PrintLine(indent + "Node " + FromAIString(rootNode->mName) + " pos " + String(pos));
|
|
|
+
|
|
|
+ if (rootNode->mNumMeshes == 1)
|
|
|
+ PrintLine(indent + " " + String(rootNode->mNumMeshes) + " geometry");
|
|
|
+ if (rootNode->mNumMeshes > 1)
|
|
|
+ PrintLine(indent + " " + String(rootNode->mNumMeshes) + " geometries");
|
|
|
+
|
|
|
+ for (unsigned i = 0; i < rootNode->mNumChildren; ++i)
|
|
|
+ DumpNodes(rootNode->mChildren[i], level + 1);
|
|
|
+}
|
|
|
+
|
|
|
+}
|
|
|
+
|