|
@@ -52,236 +52,281 @@ namespace Assimp
|
|
|
namespace Ogre
|
|
|
{
|
|
|
|
|
|
-
|
|
|
-void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
|
|
|
+void OgreImporter::ReadSubMesh(const unsigned int submeshIndex, SubMesh &submesh, XmlReader *reader)
|
|
|
{
|
|
|
- if(Reader->getAttributeValue("usesharedvertices"))
|
|
|
- theSubMesh.SharedData=GetAttribute<bool>(Reader, "usesharedvertices");
|
|
|
+ if (reader->getAttributeValue("material"))
|
|
|
+ submesh.MaterialName = GetAttribute<string>(reader, "material");
|
|
|
+ if (reader->getAttributeValue("use32bitindexes"))
|
|
|
+ submesh.Use32bitIndexes = GetAttribute<bool>(reader, "use32bitindexes");
|
|
|
+ if (reader->getAttributeValue("usesharedvertices"))
|
|
|
+ submesh.UseSharedGeometry = GetAttribute<bool>(reader, "usesharedvertices");
|
|
|
+
|
|
|
+ DefaultLogger::get()->debug(Formatter::format() << "Reading submesh " << submeshIndex);
|
|
|
+ DefaultLogger::get()->debug(Formatter::format() << " - Material '" << submesh.MaterialName << "'");
|
|
|
+ DefaultLogger::get()->debug(Formatter::format() << " - Shader geometry = " << (submesh.UseSharedGeometry ? "true" : "false") <<
|
|
|
+ ", 32bit indexes = " << (submesh.Use32bitIndexes ? "true" : "false"));
|
|
|
|
|
|
- XmlRead(Reader);
|
|
|
//TODO: maybe we have alsways just 1 faces and 1 geometry and always in this order. this loop will only work correct, when the order
|
|
|
//of faces and geometry changed, and not if we have more than one of one
|
|
|
- while( Reader->getNodeName()==string("faces")
|
|
|
- || Reader->getNodeName()==string("geometry")
|
|
|
- || Reader->getNodeName()==string("boneassignments"))
|
|
|
+ /// @todo Fix above comment with better read logic below
|
|
|
+
|
|
|
+ NextNode(reader);
|
|
|
+ string currentNodeName = reader->getNodeName();
|
|
|
+
|
|
|
+ string nnFaces = "faces";
|
|
|
+ string nnFace = "face";
|
|
|
+ string nnGeometry = "geometry";
|
|
|
+ string nnBoneAssignments = "boneassignments";
|
|
|
+ string nnVertexBuffer = "vertexbuffer";
|
|
|
+
|
|
|
+ bool quadWarned = false;
|
|
|
+
|
|
|
+ while(currentNodeName == nnFaces ||
|
|
|
+ currentNodeName == nnGeometry ||
|
|
|
+ currentNodeName == nnBoneAssignments)
|
|
|
{
|
|
|
- if(string(Reader->getNodeName())=="faces")//Read the face list
|
|
|
+ if (currentNodeName == nnFaces)
|
|
|
{
|
|
|
- //some info logging:
|
|
|
- unsigned int NumFaces=GetAttribute<int>(Reader, "count");
|
|
|
- ostringstream ss; ss <<"Submesh has " << NumFaces << " Faces.";
|
|
|
- DefaultLogger::get()->debug(ss.str());
|
|
|
+ unsigned int numFaces = GetAttribute<unsigned int>(reader, "count");
|
|
|
|
|
|
- while(XmlRead(Reader) && Reader->getNodeName()==string("face"))
|
|
|
- {
|
|
|
- Face NewFace;
|
|
|
- NewFace.VertexIndices[0]=GetAttribute<int>(Reader, "v1");
|
|
|
- NewFace.VertexIndices[1]=GetAttribute<int>(Reader, "v2");
|
|
|
- NewFace.VertexIndices[2]=GetAttribute<int>(Reader, "v3");
|
|
|
- if(Reader->getAttributeValue("v4"))//this should be supported in the future
|
|
|
- {
|
|
|
- DefaultLogger::get()->warn("Submesh has quads, only traingles are supported!");
|
|
|
- //throw DeadlyImportError("Submesh has quads, only traingles are supported!");
|
|
|
- }
|
|
|
- theSubMesh.FaceList.push_back(NewFace);
|
|
|
- }
|
|
|
+ NextNode(reader);
|
|
|
+ currentNodeName = reader->getNodeName();
|
|
|
|
|
|
- }//end of faces
|
|
|
- else if(string(Reader->getNodeName())=="geometry")//Read the vertexdata
|
|
|
- {
|
|
|
- //some info logging:
|
|
|
- unsigned int NumVertices=GetAttribute<int>(Reader, "vertexcount");
|
|
|
- ostringstream ss; ss<<"VertexCount: " << NumVertices;
|
|
|
- DefaultLogger::get()->debug(ss.str());
|
|
|
-
|
|
|
- //General Informations about vertices
|
|
|
- XmlRead(Reader);
|
|
|
- while(Reader->getNodeName()==string("vertexbuffer"))
|
|
|
+ while(currentNodeName == nnFace)
|
|
|
{
|
|
|
- ReadVertexBuffer(theSubMesh, Reader, NumVertices);
|
|
|
- }
|
|
|
-
|
|
|
- //some error checking on the loaded data
|
|
|
- if(!theSubMesh.HasPositions)
|
|
|
- throw DeadlyImportError("No positions could be loaded!");
|
|
|
+ Face NewFace;
|
|
|
+ NewFace.VertexIndices[0] = GetAttribute<int>(reader, "v1");
|
|
|
+ NewFace.VertexIndices[1] = GetAttribute<int>(reader, "v2");
|
|
|
+ NewFace.VertexIndices[2] = GetAttribute<int>(reader, "v3");
|
|
|
|
|
|
- if(theSubMesh.HasNormals && theSubMesh.Normals.size() != NumVertices)
|
|
|
- throw DeadlyImportError("Wrong Number of Normals loaded!");
|
|
|
+ /// @todo Support quads
|
|
|
+ if (!quadWarned && reader->getAttributeValue("v4"))
|
|
|
+ DefaultLogger::get()->warn("Submesh has quads, only triangles are supported at the moment!");
|
|
|
|
|
|
- if(theSubMesh.HasTangents && theSubMesh.Tangents.size() != NumVertices)
|
|
|
- throw DeadlyImportError("Wrong Number of Tangents loaded!");
|
|
|
+ submesh.Faces.push_back(NewFace);
|
|
|
|
|
|
- for(unsigned int i=0; i<theSubMesh.Uvs.size(); ++i)
|
|
|
- {
|
|
|
- if(theSubMesh.Uvs[i].size() != NumVertices)
|
|
|
- throw DeadlyImportError("Wrong Number of Uvs loaded!");
|
|
|
+ // Advance
|
|
|
+ NextNode(reader);
|
|
|
+ currentNodeName = reader->getNodeName();
|
|
|
}
|
|
|
|
|
|
- }//end of "geometry
|
|
|
-
|
|
|
+ if (submesh.Faces.size() == numFaces)
|
|
|
+ DefaultLogger::get()->debug(Formatter::format() << " - Faces " << numFaces);
|
|
|
+ else
|
|
|
+ throw DeadlyImportError(Formatter::format() << "Read only " << submesh.Faces.size() << " faces when should have read " << numFaces);
|
|
|
+ }
|
|
|
+ else if (currentNodeName == nnGeometry)
|
|
|
+ {
|
|
|
+ unsigned int numVertices = GetAttribute<int>(reader, "vertexcount");
|
|
|
|
|
|
- else if(Reader->getNodeName()==string("boneassignments"))
|
|
|
- {
|
|
|
- ReadBoneWeights(theSubMesh, Reader);
|
|
|
+ NextNode(reader);
|
|
|
+ while(string(reader->getNodeName()) == nnVertexBuffer)
|
|
|
+ ReadVertexBuffer(submesh, reader, numVertices);
|
|
|
}
|
|
|
+ else if (reader->getNodeName() == nnBoneAssignments)
|
|
|
+ ReadBoneWeights(submesh, reader);
|
|
|
+
|
|
|
+ currentNodeName = reader->getNodeName();
|
|
|
}
|
|
|
- DefaultLogger::get()->debug((Formatter::format(),
|
|
|
- "Positionen: ",theSubMesh.Positions.size(),
|
|
|
- " Normale: ",theSubMesh.Normals.size(),
|
|
|
- " TexCoords: ",theSubMesh.Uvs.size(),
|
|
|
- " Tantents: ",theSubMesh.Tangents.size()
|
|
|
- ));
|
|
|
}
|
|
|
|
|
|
-
|
|
|
-void OgreImporter::ReadVertexBuffer(SubMesh &theSubMesh, XmlReader *Reader, unsigned int NumVertices)
|
|
|
+void OgreImporter::ReadVertexBuffer(SubMesh &submesh, XmlReader *reader, const unsigned int numVertices)
|
|
|
{
|
|
|
- DefaultLogger::get()->debug("new Vertex Buffer");
|
|
|
-
|
|
|
- bool ReadPositions=false;
|
|
|
- bool ReadNormals=false;
|
|
|
- bool ReadTangents=false;
|
|
|
- unsigned int NumUvs=0;
|
|
|
+ DefaultLogger::get()->debug(Formatter::format() << "Reading vertex buffer with " << numVertices << " vertices");
|
|
|
+
|
|
|
+ submesh.HasGeometry = true;
|
|
|
|
|
|
- //-------------------- check, what we need to read: --------------------------------
|
|
|
- if(Reader->getAttributeValue("positions") && GetAttribute<bool>(Reader, "positions"))
|
|
|
+ if (reader->getAttributeValue("positions") && GetAttribute<bool>(reader, "positions"))
|
|
|
{
|
|
|
- ReadPositions=theSubMesh.HasPositions=true;
|
|
|
- theSubMesh.Positions.reserve(NumVertices);
|
|
|
- DefaultLogger::get()->debug("reading positions");
|
|
|
+ submesh.HasPositions = true;
|
|
|
+ submesh.Positions.reserve(numVertices);
|
|
|
+ DefaultLogger::get()->debug(" - Has positions");
|
|
|
}
|
|
|
- if(Reader->getAttributeValue("normals") && GetAttribute<bool>(Reader, "normals"))
|
|
|
+ if (reader->getAttributeValue("normals") && GetAttribute<bool>(reader, "normals"))
|
|
|
{
|
|
|
- ReadNormals=theSubMesh.HasNormals=true;
|
|
|
- theSubMesh.Normals.reserve(NumVertices);
|
|
|
- DefaultLogger::get()->debug("reading normals");
|
|
|
+ submesh.HasNormals = true;
|
|
|
+ submesh.Normals.reserve(numVertices);
|
|
|
+ DefaultLogger::get()->debug(" - Has normals");
|
|
|
}
|
|
|
- if(Reader->getAttributeValue("tangents") && GetAttribute<bool>(Reader, "tangents"))
|
|
|
+ if (reader->getAttributeValue("tangents") && GetAttribute<bool>(reader, "tangents"))
|
|
|
{
|
|
|
- ReadTangents=theSubMesh.HasTangents=true;
|
|
|
- theSubMesh.Tangents.reserve(NumVertices);
|
|
|
- DefaultLogger::get()->debug("reading tangents");
|
|
|
+ submesh.HasTangents = true;
|
|
|
+ submesh.Tangents.reserve(numVertices);
|
|
|
+ DefaultLogger::get()->debug(" - Has tangents");
|
|
|
}
|
|
|
-
|
|
|
- if(Reader->getAttributeValue("texture_coords"))
|
|
|
+ if (reader->getAttributeValue("texture_coords"))
|
|
|
{
|
|
|
- NumUvs=GetAttribute<unsigned int>(Reader, "texture_coords");
|
|
|
- theSubMesh.Uvs.resize(NumUvs);
|
|
|
- for(unsigned int i=0; i<theSubMesh.Uvs.size(); ++i) theSubMesh.Uvs[i].reserve(NumVertices);
|
|
|
- DefaultLogger::get()->debug("reading texture coords");
|
|
|
+ submesh.Uvs.resize(GetAttribute<unsigned int>(reader, "texture_coords"));
|
|
|
+ for(size_t i=0, len=submesh.Uvs.size(); i<len; ++i)
|
|
|
+ submesh.Uvs[i].reserve(numVertices);
|
|
|
+ DefaultLogger::get()->debug(Formatter::format() << " - Has " << submesh.Uvs.size() << " texture coords");
|
|
|
}
|
|
|
- //___________________________________________________________________
|
|
|
|
|
|
-
|
|
|
- //check if we will load anything
|
|
|
- if(!( ReadPositions || ReadNormals || ReadTangents || (NumUvs>0) ))
|
|
|
- DefaultLogger::get()->warn("vertexbuffer seams to be empty!");
|
|
|
+ if (!submesh.HasPositions)
|
|
|
+ throw DeadlyImportError("Vertex buffer does not contain positions!");
|
|
|
+
|
|
|
+ string nnVertex = "vertex";
|
|
|
+ string nnPosition = "position";
|
|
|
+ string nnNormal = "normal";
|
|
|
+ string nnTangent = "tangent";
|
|
|
+ string nnBinormal = "binormal";
|
|
|
+ string nnTexCoord = "texcoord";
|
|
|
+ string nnColorDiffuse = "colour_diffuse";
|
|
|
+ string nnColorSpecular = "colour_specular";
|
|
|
|
|
|
-
|
|
|
- //read all the vertices:
|
|
|
- XmlRead(Reader);
|
|
|
-
|
|
|
- /*it might happen, that we have more than one attribute per vertex (they are not splitted to different buffers)
|
|
|
- so the break condition is a bit tricky */
|
|
|
- while(Reader->getNodeName()==string("vertex")
|
|
|
- ||Reader->getNodeName()==string("position")
|
|
|
- ||Reader->getNodeName()==string("normal")
|
|
|
- ||Reader->getNodeName()==string("tangent")
|
|
|
- ||Reader->getNodeName()==string("texcoord")
|
|
|
- ||Reader->getNodeName()==string("colour_diffuse"))
|
|
|
+ bool warnBinormal = true;
|
|
|
+ bool warnColorDiffuse = true;
|
|
|
+ bool warnColorSpecular = true;
|
|
|
+
|
|
|
+ NextNode(reader);
|
|
|
+ string currentNodeName = reader->getNodeName();
|
|
|
+
|
|
|
+ /// @todo Make this loop nicer.
|
|
|
+ while(currentNodeName == nnVertex ||
|
|
|
+ currentNodeName == nnPosition ||
|
|
|
+ currentNodeName == nnNormal ||
|
|
|
+ currentNodeName == nnTangent ||
|
|
|
+ currentNodeName == nnBinormal ||
|
|
|
+ currentNodeName == nnTexCoord ||
|
|
|
+ currentNodeName == nnColorDiffuse ||
|
|
|
+ currentNodeName == nnColorSpecular)
|
|
|
{
|
|
|
- if(Reader->getNodeName()==string("vertex"))
|
|
|
- XmlRead(Reader);//Read an attribute tag
|
|
|
+ if (currentNodeName == nnVertex)
|
|
|
+ {
|
|
|
+ NextNode(reader);
|
|
|
+ currentNodeName = reader->getNodeName();
|
|
|
+ }
|
|
|
+
|
|
|
+ /// @todo Implement nnBinormal, nnColorDiffuse and nnColorSpecular
|
|
|
|
|
|
- //Position
|
|
|
- if(ReadPositions && Reader->getNodeName()==string("position"))
|
|
|
+ if (submesh.HasPositions && currentNodeName == nnPosition)
|
|
|
{
|
|
|
aiVector3D NewPos;
|
|
|
- NewPos.x=GetAttribute<float>(Reader, "x");
|
|
|
- NewPos.y=GetAttribute<float>(Reader, "y");
|
|
|
- NewPos.z=GetAttribute<float>(Reader, "z");
|
|
|
- theSubMesh.Positions.push_back(NewPos);
|
|
|
+ NewPos.x = GetAttribute<float>(reader, "x");
|
|
|
+ NewPos.y = GetAttribute<float>(reader, "y");
|
|
|
+ NewPos.z = GetAttribute<float>(reader, "z");
|
|
|
+ submesh.Positions.push_back(NewPos);
|
|
|
}
|
|
|
-
|
|
|
- //Normal
|
|
|
- else if(ReadNormals && Reader->getNodeName()==string("normal"))
|
|
|
+ else if (submesh.HasNormals && currentNodeName == nnNormal)
|
|
|
{
|
|
|
aiVector3D NewNormal;
|
|
|
- NewNormal.x=GetAttribute<float>(Reader, "x");
|
|
|
- NewNormal.y=GetAttribute<float>(Reader, "y");
|
|
|
- NewNormal.z=GetAttribute<float>(Reader, "z");
|
|
|
- theSubMesh.Normals.push_back(NewNormal);
|
|
|
+ NewNormal.x = GetAttribute<float>(reader, "x");
|
|
|
+ NewNormal.y = GetAttribute<float>(reader, "y");
|
|
|
+ NewNormal.z = GetAttribute<float>(reader, "z");
|
|
|
+ submesh.Normals.push_back(NewNormal);
|
|
|
}
|
|
|
-
|
|
|
- //Tangent
|
|
|
- else if(ReadTangents && Reader->getNodeName()==string("tangent"))
|
|
|
+ else if (submesh.HasTangents && currentNodeName == nnTangent)
|
|
|
{
|
|
|
aiVector3D NewTangent;
|
|
|
- NewTangent.x=GetAttribute<float>(Reader, "x");
|
|
|
- NewTangent.y=GetAttribute<float>(Reader, "y");
|
|
|
- NewTangent.z=GetAttribute<float>(Reader, "z");
|
|
|
- theSubMesh.Tangents.push_back(NewTangent);
|
|
|
+ NewTangent.x = GetAttribute<float>(reader, "x");
|
|
|
+ NewTangent.y = GetAttribute<float>(reader, "y");
|
|
|
+ NewTangent.z = GetAttribute<float>(reader, "z");
|
|
|
+ submesh.Tangents.push_back(NewTangent);
|
|
|
}
|
|
|
-
|
|
|
- //Uv:
|
|
|
- else if(NumUvs>0 && Reader->getNodeName()==string("texcoord"))
|
|
|
+ else if (submesh.Uvs.size() > 0 && currentNodeName == nnTexCoord)
|
|
|
{
|
|
|
- for(unsigned int i=0; i<NumUvs; ++i)
|
|
|
+ for(size_t i=0, len=submesh.Uvs.size(); i<len; ++i)
|
|
|
{
|
|
|
- if(Reader->getNodeName()!=string("texcoord"))
|
|
|
- {
|
|
|
- DefaultLogger::get()->warn(string("Not enough UVs in Vertex: ")+Reader->getNodeName());
|
|
|
- }
|
|
|
+ if (currentNodeName != nnTexCoord)
|
|
|
+ throw DeadlyImportError("Vertex buffer declared more UVs than can be found in a vertex");
|
|
|
+
|
|
|
aiVector3D NewUv;
|
|
|
- NewUv.x=GetAttribute<float>(Reader, "u");
|
|
|
- NewUv.y=GetAttribute<float>(Reader, "v")*(-1)+1;//flip the uv vertikal, blender exports them so!
|
|
|
- theSubMesh.Uvs[i].push_back(NewUv);
|
|
|
- XmlRead(Reader);
|
|
|
+ NewUv.x = GetAttribute<float>(reader, "u");
|
|
|
+ NewUv.y = GetAttribute<float>(reader, "v") * (-1)+1; //flip the uv vertikal, blender exports them so! (ahem... @todo ????)
|
|
|
+ submesh.Uvs[i].push_back(NewUv);
|
|
|
+
|
|
|
+ NextNode(reader);
|
|
|
+ currentNodeName = reader->getNodeName();
|
|
|
}
|
|
|
- continue;//because we already read the next node...
|
|
|
- }
|
|
|
-
|
|
|
- //Color:
|
|
|
- //TODO: actually save this data!
|
|
|
- else if(Reader->getNodeName()==string("colour_diffuse"))
|
|
|
- {
|
|
|
- //do nothing, because we not yet support them
|
|
|
+ // Continue main loop as above already read next node
|
|
|
+ continue;
|
|
|
}
|
|
|
-
|
|
|
- //Attribute could not be read
|
|
|
else
|
|
|
{
|
|
|
- DefaultLogger::get()->warn(string("Attribute was not read: ")+Reader->getNodeName());
|
|
|
+ /// @todo Remove this stuff once implemented. We only want to log warnings once per element.
|
|
|
+ bool warn = true;
|
|
|
+ if (currentNodeName == nnBinormal)
|
|
|
+ {
|
|
|
+ if (warnBinormal)
|
|
|
+ warnBinormal = false;
|
|
|
+ else
|
|
|
+ warn = false;
|
|
|
+ }
|
|
|
+ else if (currentNodeName == nnColorDiffuse)
|
|
|
+ {
|
|
|
+ if (warnColorDiffuse)
|
|
|
+ warnColorDiffuse = false;
|
|
|
+ else
|
|
|
+ warn = false;
|
|
|
+ }
|
|
|
+ else if (currentNodeName == nnColorSpecular)
|
|
|
+ {
|
|
|
+ if (warnColorSpecular)
|
|
|
+ warnColorSpecular = false;
|
|
|
+ else
|
|
|
+ warn = false;
|
|
|
+ }
|
|
|
+ if (warn)
|
|
|
+ DefaultLogger::get()->warn(string("Vertex buffer attribute read not implemented for element: ") + currentNodeName);
|
|
|
}
|
|
|
|
|
|
- XmlRead(Reader);//Read the Vertex tag
|
|
|
+ // Advance
|
|
|
+ NextNode(reader);
|
|
|
+ currentNodeName = reader->getNodeName();
|
|
|
}
|
|
|
-}
|
|
|
|
|
|
+ DefaultLogger::get()->debug(Formatter::format() <<
|
|
|
+ " - Positions " << submesh.Positions.size() <<
|
|
|
+ " Normals " << submesh.Normals.size() <<
|
|
|
+ " TexCoords " << submesh.Uvs.size() <<
|
|
|
+ " Tangents " << submesh.Tangents.size());
|
|
|
+
|
|
|
+ // Sanity checks
|
|
|
+ if (submesh.HasNormals && submesh.Normals.size() != numVertices)
|
|
|
+ throw DeadlyImportError(Formatter::format() << "Read only " << submesh.Normals.size() << " normals when should have read " << numVertices);
|
|
|
+ if (submesh.HasTangents && submesh.Tangents.size() != numVertices)
|
|
|
+ throw DeadlyImportError(Formatter::format() << "Read only " << submesh.Tangents.size() << " tangents when should have read " << numVertices);
|
|
|
+ for(unsigned int i=0; i<submesh.Uvs.size(); ++i)
|
|
|
+ {
|
|
|
+ if (submesh.Uvs[i].size() != numVertices)
|
|
|
+ throw DeadlyImportError(Formatter::format() << "Read only " << submesh.Uvs[i].size()
|
|
|
+ << " uvs for uv index " << i << " when should have read " << numVertices);
|
|
|
+ }
|
|
|
+}
|
|
|
|
|
|
-void OgreImporter::ReadBoneWeights(SubMesh &theSubMesh, XmlReader *Reader)
|
|
|
+void OgreImporter::ReadBoneWeights(SubMesh &submesh, XmlReader *reader)
|
|
|
{
|
|
|
- theSubMesh.Weights.resize(theSubMesh.Positions.size());
|
|
|
- while(XmlRead(Reader) && Reader->getNodeName()==string("vertexboneassignment"))
|
|
|
+ submesh.Weights.resize(submesh.Positions.size());
|
|
|
+
|
|
|
+ unsigned int numRead = 0;
|
|
|
+ string nnVertexBoneAssignment = "vertexboneassignment";
|
|
|
+
|
|
|
+ NextNode(reader);
|
|
|
+ while(CurrentNodeNameEquals(reader, nnVertexBoneAssignment))
|
|
|
{
|
|
|
- Weight NewWeight;
|
|
|
- unsigned int VertexId=GetAttribute<int>(Reader, "vertexindex");
|
|
|
- NewWeight.BoneId=GetAttribute<int>(Reader, "boneindex");
|
|
|
- NewWeight.Value=GetAttribute<float>(Reader, "weight");
|
|
|
+ numRead++;
|
|
|
+
|
|
|
+ BoneWeight weight;
|
|
|
+ weight.Id = GetAttribute<int>(reader, "boneindex");
|
|
|
+ weight.Value = GetAttribute<float>(reader, "weight");
|
|
|
+
|
|
|
//calculate the number of bones used (this is the highest id +1 becuase bone ids start at 0)
|
|
|
- theSubMesh.BonesUsed=max(theSubMesh.BonesUsed, NewWeight.BoneId+1);
|
|
|
+ /// @todo This can probably be refactored to something else.
|
|
|
+ submesh.BonesUsed = max(submesh.BonesUsed, weight.Id+1);
|
|
|
|
|
|
- theSubMesh.Weights[VertexId].push_back(NewWeight);
|
|
|
+ const unsigned int vertexId = GetAttribute<int>(reader, "vertexindex");
|
|
|
+ submesh.Weights[vertexId].push_back(weight);
|
|
|
+
|
|
|
+ NextNode(reader);
|
|
|
}
|
|
|
+ DefaultLogger::get()->debug(Formatter::format() << " - Bone weights " << numRead);
|
|
|
}
|
|
|
|
|
|
-
|
|
|
-
|
|
|
-void OgreImporter::ProcessSubMesh(SubMesh &theSubMesh, SubMesh &theSharedGeometry)
|
|
|
+void OgreImporter::ProcessSubMesh(SubMesh &submesh, SubMesh &sharedGeometry)
|
|
|
{
|
|
|
//---------------Make all Vertexes unique: (this is required by assimp)-----------------------
|
|
|
- vector<Face> UniqueFaceList(theSubMesh.FaceList.size());
|
|
|
- unsigned int UniqueVertexCount=theSubMesh.FaceList.size()*3;//*3 because each face consists of 3 vertexes, because we only support triangles^^
|
|
|
+ vector<Face> UniqueFaceList(submesh.Faces.size());
|
|
|
+ unsigned int UniqueVertexCount=submesh.Faces.size()*3;//*3 because each face consists of 3 vertexes, because we only support triangles^^
|
|
|
|
|
|
vector<aiVector3D> UniquePositions(UniqueVertexCount);
|
|
|
|
|
@@ -289,9 +334,9 @@ void OgreImporter::ProcessSubMesh(SubMesh &theSubMesh, SubMesh &theSharedGeometr
|
|
|
|
|
|
vector<aiVector3D> UniqueTangents(UniqueVertexCount);
|
|
|
|
|
|
- vector< vector<Weight> > UniqueWeights(UniqueVertexCount);
|
|
|
+ vector< vector<BoneWeight> > UniqueWeights(UniqueVertexCount);
|
|
|
|
|
|
- vector< vector<aiVector3D> > UniqueUvs(theSubMesh.Uvs.size());
|
|
|
+ vector< vector<aiVector3D> > UniqueUvs(submesh.Uvs.size());
|
|
|
for(unsigned int i=0; i<UniqueUvs.size(); ++i) UniqueUvs[i].resize(UniqueVertexCount);
|
|
|
|
|
|
|
|
@@ -300,25 +345,25 @@ void OgreImporter::ProcessSubMesh(SubMesh &theSubMesh, SubMesh &theSharedGeometr
|
|
|
/*We can use this loop to copy vertex informations from the shared data pool. In order to do so
|
|
|
we just use a reference to a submodel instead of our submodel itself*/
|
|
|
|
|
|
- SubMesh& VertexSource= theSubMesh.SharedData ? theSharedGeometry : theSubMesh;
|
|
|
- if(theSubMesh.SharedData)//copy vertexinformations to our mesh:
|
|
|
+ SubMesh& VertexSource= submesh.UseSharedGeometry ? sharedGeometry : submesh;
|
|
|
+ if(submesh.UseSharedGeometry)//copy vertexinformations to our mesh:
|
|
|
{
|
|
|
- theSubMesh.HasPositions=theSharedGeometry.HasPositions;
|
|
|
- theSubMesh.HasNormals=theSharedGeometry.HasNormals;
|
|
|
- theSubMesh.HasTangents=theSharedGeometry.HasTangents;
|
|
|
+ submesh.HasPositions=sharedGeometry.HasPositions;
|
|
|
+ submesh.HasNormals=sharedGeometry.HasNormals;
|
|
|
+ submesh.HasTangents=sharedGeometry.HasTangents;
|
|
|
|
|
|
- theSubMesh.BonesUsed=theSharedGeometry.BonesUsed;
|
|
|
+ submesh.BonesUsed=sharedGeometry.BonesUsed;
|
|
|
|
|
|
- UniqueUvs.resize(theSharedGeometry.Uvs.size());
|
|
|
+ UniqueUvs.resize(sharedGeometry.Uvs.size());
|
|
|
for(unsigned int i=0; i<UniqueUvs.size(); ++i) UniqueUvs[i].resize(UniqueVertexCount);
|
|
|
}
|
|
|
|
|
|
- for(unsigned int i=0; i<theSubMesh.FaceList.size(); ++i)
|
|
|
+ for(unsigned int i=0; i<submesh.Faces.size(); ++i)
|
|
|
{
|
|
|
//We precalculate the index vlaues her, because we need them in all vertex attributes
|
|
|
- unsigned int Vertex1=theSubMesh.FaceList[i].VertexIndices[0];
|
|
|
- unsigned int Vertex2=theSubMesh.FaceList[i].VertexIndices[1];
|
|
|
- unsigned int Vertex3=theSubMesh.FaceList[i].VertexIndices[2];
|
|
|
+ unsigned int Vertex1=submesh.Faces[i].VertexIndices[0];
|
|
|
+ unsigned int Vertex2=submesh.Faces[i].VertexIndices[1];
|
|
|
+ unsigned int Vertex3=submesh.Faces[i].VertexIndices[2];
|
|
|
|
|
|
UniquePositions[3*i+0]=VertexSource.Positions[Vertex1];
|
|
|
UniquePositions[3*i+1]=VertexSource.Positions[Vertex2];
|
|
@@ -364,33 +409,33 @@ void OgreImporter::ProcessSubMesh(SubMesh &theSubMesh, SubMesh &theSharedGeometr
|
|
|
|
|
|
//now we have the unique datas, but want them in the SubMesh, so we swap all the containers:
|
|
|
//if we don't have one of them, we just swap empty containers, so everything is ok
|
|
|
- theSubMesh.FaceList.swap(UniqueFaceList);
|
|
|
- theSubMesh.Positions.swap(UniquePositions);
|
|
|
- theSubMesh.Normals.swap(UniqueNormals);
|
|
|
- theSubMesh.Tangents.swap(UniqueTangents);
|
|
|
- theSubMesh.Uvs.swap(UniqueUvs);
|
|
|
- theSubMesh.Weights.swap(UniqueWeights);
|
|
|
+ submesh.Faces.swap(UniqueFaceList);
|
|
|
+ submesh.Positions.swap(UniquePositions);
|
|
|
+ submesh.Normals.swap(UniqueNormals);
|
|
|
+ submesh.Tangents.swap(UniqueTangents);
|
|
|
+ submesh.Uvs.swap(UniqueUvs);
|
|
|
+ submesh.Weights.swap(UniqueWeights);
|
|
|
|
|
|
|
|
|
|
|
|
//------------- normalize weights -----------------------------
|
|
|
//The Blender exporter doesn't care about whether the sum of all boneweights for a single vertex equals 1 or not,
|
|
|
//so we have to make this sure:
|
|
|
- for(unsigned int VertexId=0; VertexId<theSubMesh.Weights.size(); ++VertexId)//iterate over all vertices
|
|
|
+ for(unsigned int VertexId=0; VertexId<submesh.Weights.size(); ++VertexId)//iterate over all vertices
|
|
|
{
|
|
|
float WeightSum=0.0f;
|
|
|
- for(unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
|
|
|
+ for(unsigned int BoneId=0; BoneId<submesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
|
|
|
{
|
|
|
- WeightSum+=theSubMesh.Weights[VertexId][BoneId].Value;
|
|
|
+ WeightSum+=submesh.Weights[VertexId][BoneId].Value;
|
|
|
}
|
|
|
|
|
|
//check if the sum is too far away from 1
|
|
|
if(WeightSum<1.0f-0.05f || WeightSum>1.0f+0.05f)
|
|
|
{
|
|
|
//normalize all weights:
|
|
|
- for(unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
|
|
|
+ for(unsigned int BoneId=0; BoneId<submesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
|
|
|
{
|
|
|
- theSubMesh.Weights[VertexId][BoneId].Value/=WeightSum;
|
|
|
+ submesh.Weights[VertexId][BoneId].Value/=WeightSum;
|
|
|
}
|
|
|
}
|
|
|
}
|
|
@@ -400,7 +445,7 @@ void OgreImporter::ProcessSubMesh(SubMesh &theSubMesh, SubMesh &theSharedGeometr
|
|
|
|
|
|
|
|
|
|
|
|
-aiMesh* OgreImporter::CreateAssimpSubMesh(const SubMesh& theSubMesh, const vector<Bone>& Bones) const
|
|
|
+aiMesh* OgreImporter::CreateAssimpSubMesh(const SubMesh& submesh, const vector<Bone>& bones) const
|
|
|
{
|
|
|
const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
|
|
|
(void)m_CurrentScene;
|
|
@@ -408,63 +453,63 @@ aiMesh* OgreImporter::CreateAssimpSubMesh(const SubMesh& theSubMesh, const vecto
|
|
|
aiMesh* NewAiMesh=new aiMesh();
|
|
|
|
|
|
//Positions
|
|
|
- NewAiMesh->mVertices=new aiVector3D[theSubMesh.Positions.size()];
|
|
|
- memcpy(NewAiMesh->mVertices, &theSubMesh.Positions[0], theSubMesh.Positions.size()*sizeof(aiVector3D));
|
|
|
- NewAiMesh->mNumVertices=theSubMesh.Positions.size();
|
|
|
+ NewAiMesh->mVertices=new aiVector3D[submesh.Positions.size()];
|
|
|
+ memcpy(NewAiMesh->mVertices, &submesh.Positions[0], submesh.Positions.size()*sizeof(aiVector3D));
|
|
|
+ NewAiMesh->mNumVertices=submesh.Positions.size();
|
|
|
|
|
|
//Normals
|
|
|
- if(theSubMesh.HasNormals)
|
|
|
+ if(submesh.HasNormals)
|
|
|
{
|
|
|
- NewAiMesh->mNormals=new aiVector3D[theSubMesh.Normals.size()];
|
|
|
- memcpy(NewAiMesh->mNormals, &theSubMesh.Normals[0], theSubMesh.Normals.size()*sizeof(aiVector3D));
|
|
|
+ NewAiMesh->mNormals=new aiVector3D[submesh.Normals.size()];
|
|
|
+ memcpy(NewAiMesh->mNormals, &submesh.Normals[0], submesh.Normals.size()*sizeof(aiVector3D));
|
|
|
}
|
|
|
|
|
|
|
|
|
//until we have support for bitangents, no tangents will be written
|
|
|
/*
|
|
|
//Tangents
|
|
|
- if(theSubMesh.HasTangents)
|
|
|
+ if(submesh.HasTangents)
|
|
|
{
|
|
|
- NewAiMesh->mTangents=new aiVector3D[theSubMesh.Tangents.size()];
|
|
|
- memcpy(NewAiMesh->mTangents, &theSubMesh.Tangents[0], theSubMesh.Tangents.size()*sizeof(aiVector3D));
|
|
|
+ NewAiMesh->mTangents=new aiVector3D[submesh.Tangents.size()];
|
|
|
+ memcpy(NewAiMesh->mTangents, &submesh.Tangents[0], submesh.Tangents.size()*sizeof(aiVector3D));
|
|
|
}
|
|
|
*/
|
|
|
|
|
|
//Uvs
|
|
|
- if(theSubMesh.Uvs.size()>0)
|
|
|
+ if(submesh.Uvs.size()>0)
|
|
|
{
|
|
|
- for(unsigned int i=0; i<theSubMesh.Uvs.size(); ++i)
|
|
|
+ for(unsigned int i=0; i<submesh.Uvs.size(); ++i)
|
|
|
{
|
|
|
NewAiMesh->mNumUVComponents[i]=2;
|
|
|
- NewAiMesh->mTextureCoords[i]=new aiVector3D[theSubMesh.Uvs[i].size()];
|
|
|
- memcpy(NewAiMesh->mTextureCoords[i], &(theSubMesh.Uvs[i][0]), theSubMesh.Uvs[i].size()*sizeof(aiVector3D));
|
|
|
+ NewAiMesh->mTextureCoords[i]=new aiVector3D[submesh.Uvs[i].size()];
|
|
|
+ memcpy(NewAiMesh->mTextureCoords[i], &(submesh.Uvs[i][0]), submesh.Uvs[i].size()*sizeof(aiVector3D));
|
|
|
}
|
|
|
}
|
|
|
|
|
|
|
|
|
- //---------------------------------------- Bones --------------------------------------------
|
|
|
+ //---------------------------------------- bones --------------------------------------------
|
|
|
|
|
|
//Copy the weights in in Bone-Vertices Struktur
|
|
|
- //(we have them in a Vertex-Bones Structur, this is much easier for making them unique, which is required by assimp
|
|
|
- vector< vector<aiVertexWeight> > aiWeights(theSubMesh.BonesUsed);//now the outer list are the bones, and the inner vector the vertices
|
|
|
- for(unsigned int VertexId=0; VertexId<theSubMesh.Weights.size(); ++VertexId)//iterate over all vertices
|
|
|
+ //(we have them in a Vertex-bones Structur, this is much easier for making them unique, which is required by assimp
|
|
|
+ vector< vector<aiVertexWeight> > aiWeights(submesh.BonesUsed);//now the outer list are the bones, and the inner vector the vertices
|
|
|
+ for(unsigned int VertexId=0; VertexId<submesh.Weights.size(); ++VertexId)//iterate over all vertices
|
|
|
{
|
|
|
- for(unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
|
|
|
+ for(unsigned int BoneId=0; BoneId<submesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
|
|
|
{
|
|
|
aiVertexWeight NewWeight;
|
|
|
NewWeight.mVertexId=VertexId;//the current Vertex, we can't use the Id form the submehs weights, because they are bone id's
|
|
|
- NewWeight.mWeight=theSubMesh.Weights[VertexId][BoneId].Value;
|
|
|
- aiWeights[theSubMesh.Weights[VertexId][BoneId].BoneId].push_back(NewWeight);
|
|
|
+ NewWeight.mWeight=submesh.Weights[VertexId][BoneId].Value;
|
|
|
+ aiWeights[submesh.Weights[VertexId][BoneId].Id].push_back(NewWeight);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
vector<aiBone*> aiBones;
|
|
|
- aiBones.reserve(theSubMesh.BonesUsed);//the vector might be smaller, because there might be empty bones (bones that are not attached to any vertex)
|
|
|
+ aiBones.reserve(submesh.BonesUsed);//the vector might be smaller, because there might be empty bones (bones that are not attached to any vertex)
|
|
|
|
|
|
//create all the bones and fill them with informations
|
|
|
- for(unsigned int i=0; i<theSubMesh.BonesUsed; ++i)
|
|
|
+ for(unsigned int i=0; i<submesh.BonesUsed; ++i)
|
|
|
{
|
|
|
if(aiWeights[i].size()>0)
|
|
|
{
|
|
@@ -472,8 +517,8 @@ aiMesh* OgreImporter::CreateAssimpSubMesh(const SubMesh& theSubMesh, const vecto
|
|
|
NewBone->mNumWeights=aiWeights[i].size();
|
|
|
NewBone->mWeights=new aiVertexWeight[aiWeights[i].size()];
|
|
|
memcpy(NewBone->mWeights, &(aiWeights[i][0]), sizeof(aiVertexWeight)*aiWeights[i].size());
|
|
|
- NewBone->mName=Bones[i].Name;//The bone list should be sorted after its id's, this was done in LoadSkeleton
|
|
|
- NewBone->mOffsetMatrix=Bones[i].BoneToWorldSpace;
|
|
|
+ NewBone->mName=bones[i].Name;//The bone list should be sorted after its id's, this was done in LoadSkeleton
|
|
|
+ NewBone->mOffsetMatrix=bones[i].BoneToWorldSpace;
|
|
|
|
|
|
aiBones.push_back(NewBone);
|
|
|
}
|
|
@@ -491,20 +536,20 @@ aiMesh* OgreImporter::CreateAssimpSubMesh(const SubMesh& theSubMesh, const vecto
|
|
|
|
|
|
|
|
|
//Faces
|
|
|
- NewAiMesh->mFaces=new aiFace[theSubMesh.FaceList.size()];
|
|
|
- for(unsigned int i=0; i<theSubMesh.FaceList.size(); ++i)
|
|
|
+ NewAiMesh->mFaces=new aiFace[submesh.Faces.size()];
|
|
|
+ for(unsigned int i=0; i<submesh.Faces.size(); ++i)
|
|
|
{
|
|
|
NewAiMesh->mFaces[i].mNumIndices=3;
|
|
|
NewAiMesh->mFaces[i].mIndices=new unsigned int[3];
|
|
|
|
|
|
- NewAiMesh->mFaces[i].mIndices[0]=theSubMesh.FaceList[i].VertexIndices[0];
|
|
|
- NewAiMesh->mFaces[i].mIndices[1]=theSubMesh.FaceList[i].VertexIndices[1];
|
|
|
- NewAiMesh->mFaces[i].mIndices[2]=theSubMesh.FaceList[i].VertexIndices[2];
|
|
|
+ NewAiMesh->mFaces[i].mIndices[0]=submesh.Faces[i].VertexIndices[0];
|
|
|
+ NewAiMesh->mFaces[i].mIndices[1]=submesh.Faces[i].VertexIndices[1];
|
|
|
+ NewAiMesh->mFaces[i].mIndices[2]=submesh.Faces[i].VertexIndices[2];
|
|
|
}
|
|
|
- NewAiMesh->mNumFaces=theSubMesh.FaceList.size();
|
|
|
+ NewAiMesh->mNumFaces=submesh.Faces.size();
|
|
|
|
|
|
//Link the material:
|
|
|
- NewAiMesh->mMaterialIndex=theSubMesh.MaterialIndex;//the index is set by the function who called ReadSubMesh
|
|
|
+ NewAiMesh->mMaterialIndex=submesh.MaterialIndex;//the index is set by the function who called ReadSubMesh
|
|
|
|
|
|
return NewAiMesh;
|
|
|
}
|