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@@ -31,12 +31,24 @@
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#include "pointLight.h"
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#include "look_at.h"
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#include "texturePool.h"
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+#include "character.h"
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+#include "pvector.h"
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#include "pandaIOSystem.h"
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#include "pandaLogger.h"
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#include "assimp/postprocess.h"
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+struct BoneWeight {
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+ CPT(JointVertexTransform) joint_vertex_xform;
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+ float weight;
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+
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+ BoneWeight(CPT(JointVertexTransform) joint_vertex_xform, float weight)
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+ : joint_vertex_xform(joint_vertex_xform), weight(weight)
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+ {}
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+};
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+typedef pvector<BoneWeight> BoneWeightList;
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+
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////////////////////////////////////////////////////////////////////
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// Function: AssimpLoader::Constructor
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// Access: Public
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@@ -156,6 +168,29 @@ build_graph() {
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delete[] _geom_matindices;
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}
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+////////////////////////////////////////////////////////////////////
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+// Function: AssimpLoader::find_ndoe
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+// Access: Private
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+// Description: Finds a node by name.
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+////////////////////////////////////////////////////////////////////
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+const aiNode *AssimpLoader::
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+find_node(const aiNode &root, const aiString &name) {
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+ const aiNode *node;
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+
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+ if (root.mName == name) {
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+ return &root;
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+ } else {
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+ for (size_t i = 0; i < root.mNumChildren; ++i) {
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+ node = find_node(*root.mChildren[i], name);
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+ if (node) {
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+ return node;
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+ }
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+ }
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+ }
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+
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+ return NULL;
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+}
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+
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////////////////////////////////////////////////////////////////////
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// Function: AssimpLoader::load_texture
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// Access: Private
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@@ -377,6 +412,28 @@ load_material(size_t index) {
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_mat_states[index] = state;
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}
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+////////////////////////////////////////////////////////////////////
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+// Function: AssimpLoader::create_joint
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+// Access: Private
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+// Description: Creates a CharacterJoint from an aiNode
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+////////////////////////////////////////////////////////////////////
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+void AssimpLoader::
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+create_joint(Character *character, CharacterJointBundle *bundle, PartGroup *parent, const aiNode &node)
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+{
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+ const aiMatrix4x4 &t = node.mTransformation;
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+ LMatrix4 mat(t.a1, t.b1, t.c1, t.d1,
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+ t.a2, t.b2, t.c2, t.d2,
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+ t.a3, t.b3, t.c3, t.d3,
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+ t.a4, t.b4, t.c4, t.d4);
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+ PT(CharacterJoint) joint = new CharacterJoint(character, bundle, parent, node.mName.C_Str(), mat);
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+
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+ for (size_t i = 0; i < node.mNumChildren; ++i) {
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+ if (_bonemap.find(node.mChildren[i]->mName.C_Str()) != _bonemap.end()) {
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+ create_joint(character, bundle, joint, *node.mChildren[i]);
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+ }
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+ }
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+}
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+
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////////////////////////////////////////////////////////////////////
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// Function: AssimpLoader::load_mesh
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// Access: Private
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@@ -386,6 +443,48 @@ void AssimpLoader::
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load_mesh(size_t index) {
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const aiMesh &mesh = *_scene->mMeshes[index];
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+ // Check if we need to make a Character
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+ PT(Character) character = NULL;
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+ if (mesh.HasBones()) {
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+ assimp_cat.debug()
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+ << "Creating character for " << mesh.mName.C_Str() << "\n";
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+
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+ // Find and add all bone nodes to the bone map
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+ for (size_t i = 0; i < mesh.mNumBones; ++i) {
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+ const aiBone &bone = *mesh.mBones[i];
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+ const aiNode *node = find_node(*_scene->mRootNode, bone.mName);
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+ _bonemap[bone.mName.C_Str()] = node;
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+ }
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+
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+ // Find the root bone node
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+ const aiNode *root = _bonemap[mesh.mBones[0]->mName.C_Str()];
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+ while (root->mParent && _bonemap.find(root->mParent->mName.C_Str()) != _bonemap.end()) {
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+ root = root->mParent;
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+ }
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+
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+ // Now create a character from the bones
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+ character = new Character(mesh.mName.C_Str());
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+ PT(CharacterJointBundle) bundle = character->get_bundle(0);
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+ PT(PartGroup) skeleton = new PartGroup(bundle, "<skeleton>");
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+ create_joint(character, bundle, skeleton, *root);
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+ }
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+
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+ // Create transform blend table
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+ PT(TransformBlendTable) tbtable = new TransformBlendTable;
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+ pvector<BoneWeightList> bone_weights(mesh.mNumVertices);
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+ if (character) {
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+ for (size_t i = 0; i < mesh.mNumBones; ++i) {
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+ const aiBone &bone = *mesh.mBones[i];
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+ CPT(JointVertexTransform) jvt = new JointVertexTransform(character->find_joint(bone.mName.C_Str()));
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+
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+ for (size_t j = 0; j < bone.mNumWeights; ++j) {
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+ const aiVertexWeight &weight = bone.mWeights[j];
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+
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+ bone_weights[weight.mVertexId].push_back(BoneWeight(jvt, weight.mWeight));
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+ }
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+ }
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+ }
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+
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// Create the vertex format.
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PT(GeomVertexArrayFormat) aformat = new GeomVertexArrayFormat;
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aformat->add_column(InternalName::get_vertex(), 3, Geom::NT_stdfloat, Geom::C_point);
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@@ -405,14 +504,28 @@ load_mesh(size_t index) {
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aformat->add_column(InternalName::get_texcoord_name(out.str()), 3, Geom::NT_stdfloat, Geom::C_texcoord);
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}
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}
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+
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+ PT(GeomVertexArrayFormat) tb_aformat = new GeomVertexArrayFormat;
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+ tb_aformat->add_column(InternalName::make("transform_blend"), 1, Geom::NT_uint16, Geom::C_index);
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+
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//TODO: if there is only one UV set, hackily iterate over the texture stages and clear the texcoord name things
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PT(GeomVertexFormat) format = new GeomVertexFormat;
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format->add_array(aformat);
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+ if (character) {
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+ format->add_array(tb_aformat);
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+
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+ GeomVertexAnimationSpec aspec;
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+ aspec.set_panda();
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+ format->set_animation(aspec);
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+ }
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// Create the GeomVertexData.
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string name (mesh.mName.data, mesh.mName.length);
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PT(GeomVertexData) vdata = new GeomVertexData(name, GeomVertexFormat::register_format(format), Geom::UH_static);
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+ if (character) {
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+ vdata->set_transform_blend_table(tbtable);
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+ }
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vdata->unclean_set_num_rows(mesh.mNumVertices);
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// Read out the vertices.
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@@ -459,6 +572,22 @@ load_mesh(size_t index) {
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}
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}
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+ // Now the transform blend table
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+ if (character) {
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+ GeomVertexWriter transform_blend (vdata, InternalName::get_transform_blend());
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+
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+ for (size_t i = 0; i < mesh.mNumVertices; ++i) {
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+ TransformBlend tblend;
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+
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+ for (size_t j = 0; j < bone_weights[i].size(); ++j) {
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+ tblend.add_transform(bone_weights[i][j].joint_vertex_xform, bone_weights[i][j].weight);
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+ }
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+ transform_blend.add_data1i(tbtable->add_blend(tblend));
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+ }
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+
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+ tbtable->set_rows(SparseArray::lower_on(vdata->get_num_rows()));
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+ }
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+
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// Now read out the primitives.
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// Keep in mind that we called ReadFile with the aiProcess_Triangulate
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// flag earlier, so we don't have to worry about polygons.
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@@ -501,6 +630,10 @@ load_mesh(size_t index) {
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_geoms[index] = geom;
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_geom_matindices[index] = mesh.mMaterialIndex;
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+
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+ if (character) {
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+ _charmap[mesh.mName.C_Str()] = character;
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+ }
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}
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////////////////////////////////////////////////////////////////////
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@@ -511,6 +644,12 @@ load_mesh(size_t index) {
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void AssimpLoader::
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load_node(const aiNode &node, PandaNode *parent) {
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PT(PandaNode) pnode;
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+ PT(Character) character;
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+
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+ // Skip nodes we've converted to joints
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+ if (_bonemap.find(node.mName.C_Str()) != _bonemap.end()) {
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+ return;
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+ }
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// Create the node and give it a name.
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string name (node.mName.data, node.mName.length);
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@@ -519,7 +658,13 @@ load_node(const aiNode &node, PandaNode *parent) {
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} else {
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pnode = new PandaNode(name);
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}
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- parent->add_child(pnode);
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+
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+ if (_charmap.find(node.mName.C_Str()) != _charmap.end()) {
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+ character = _charmap[node.mName.C_Str()];
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+ parent->add_child(character);
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+ } else {
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+ parent->add_child(pnode);
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+ }
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// Load in the transformation matrix.
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const aiMatrix4x4 &t = node.mTransformation;
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@@ -545,7 +690,6 @@ load_node(const aiNode &node, PandaNode *parent) {
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meshIndex = node.mMeshes[0];
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gnode->add_geom(_geoms[meshIndex]);
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gnode->set_state(_mat_states[_geom_matindices[meshIndex]]);
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-
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} else {
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for (size_t i = 0; i < node.mNumMeshes; ++i) {
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meshIndex = node.mMeshes[i];
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@@ -553,6 +697,11 @@ load_node(const aiNode &node, PandaNode *parent) {
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_mat_states[_geom_matindices[meshIndex]]);
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}
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}
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+
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+ if (character) {
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+ assimp_cat.debug() << "Adding char to geom\n";
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+ character->add_child(gnode);
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+ }
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}
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}
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