فهرست منبع

OgreImporter: Cleanup skeleton related code and code that populates the assimp scene. Tested skeleton/animation imports and it seems to work correctly now.

Jonne Nauha 11 سال پیش
والد
کامیت
283394d695
5فایلهای تغییر یافته به همراه218 افزوده شده و 224 حذف شده
  1. 33 36
      code/OgreImporter.cpp
  2. 10 9
      code/OgreImporter.h
  3. 71 78
      code/OgreMesh.cpp
  4. 103 100
      code/OgreSkeleton.cpp
  5. 1 1
      include/assimp/config.h

+ 33 - 36
code/OgreImporter.cpp

@@ -69,6 +69,18 @@ namespace Assimp
 namespace Ogre
 namespace Ogre
 {
 {
 
 
+const aiImporterDesc* OgreImporter::GetInfo() const
+{
+	return &desc;
+}
+
+
+void OgreImporter::SetupProperties(const Importer* pImp)
+{
+	m_userDefinedMaterialLibFile = pImp->GetPropertyString(AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE, "Scene.material");
+	m_detectTextureTypeFromFilename = pImp->GetPropertyBool(AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME, false);
+}
+
 bool OgreImporter::CanRead(const std::string &pFile, Assimp::IOSystem *pIOHandler, bool checkSig) const
 bool OgreImporter::CanRead(const std::string &pFile, Assimp::IOSystem *pIOHandler, bool checkSig) const
 {
 {
 	if (!checkSig)
 	if (!checkSig)
@@ -127,7 +139,7 @@ void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Ass
 	if (!CurrentNodeNameEquals(reader, nnSubMeshes))
 	if (!CurrentNodeNameEquals(reader, nnSubMeshes))
 		throw DeadlyImportError("Could not find <submeshes> node inside root <mesh> node");
 		throw DeadlyImportError("Could not find <submeshes> node inside root <mesh> node");
 
 
-	list<boost::shared_ptr<SubMesh> > subMeshes;
+	vector<boost::shared_ptr<SubMesh> > subMeshes;
 	vector<aiMaterial*> materials;
 	vector<aiMaterial*> materials;
 
 
 	NextNode(reader.get());
 	NextNode(reader.get());
@@ -195,48 +207,33 @@ void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Ass
 
 
 	// -------------------- Apply to aiScene --------------------
 	// -------------------- Apply to aiScene --------------------
 
 
-	//put the aiMaterials in the scene:
-	pScene->mMaterials=new aiMaterial*[materials.size()];
-	pScene->mNumMaterials=materials.size();
-	for(unsigned int i=0; i<materials.size(); ++i)
-		pScene->mMaterials[i]=materials[i];
+	// Materials
+	pScene->mMaterials = new aiMaterial*[materials.size()];
+	pScene->mNumMaterials = materials.size();
 
 
-	//create the aiMehs... 
-	vector<aiMesh*> aiMeshes;
-	BOOST_FOREACH(boost::shared_ptr<SubMesh> theSubMesh, subMeshes)
+	for(size_t i=0, len=materials.size(); i<len; ++i)
+		pScene->mMaterials[i] = materials[i];
+
+	// Meshes
+	pScene->mMeshes = new aiMesh*[subMeshes.size()];
+	pScene->mNumMeshes = subMeshes.size();
+
+	for(size_t i=0, len=subMeshes.size(); i<len; ++i)
 	{
 	{
-		aiMeshes.push_back(CreateAssimpSubMesh(pScene, *theSubMesh, Bones));
+		boost::shared_ptr<SubMesh> submesh = subMeshes[i];
+		pScene->mMeshes[i] = CreateAssimpSubMesh(pScene, *(submesh.get()), Bones);
 	}
 	}
-	//... and put them in the scene:
-	pScene->mNumMeshes=aiMeshes.size();
-	pScene->mMeshes=new aiMesh*[aiMeshes.size()];
-	memcpy(pScene->mMeshes, &(aiMeshes[0]), sizeof(aiMeshes[0])*aiMeshes.size());
 
 
-	//Create the root node
-	pScene->mRootNode=new aiNode("root");
-
-	//link the meshs with the root node:
-	pScene->mRootNode->mMeshes=new unsigned int[subMeshes.size()];
-	pScene->mRootNode->mNumMeshes=subMeshes.size();
+	// Create the root node
+	pScene->mRootNode = new aiNode();
+	pScene->mRootNode->mMeshes = new unsigned int[subMeshes.size()];
+	pScene->mRootNode->mNumMeshes = subMeshes.size();
 	
 	
-	for(unsigned int i=0; i<subMeshes.size(); ++i)
-		pScene->mRootNode->mMeshes[i]=i;
+	for(size_t i=0, len=subMeshes.size(); i<len; ++i)
+		pScene->mRootNode->mMeshes[i] = static_cast<unsigned int>(i);
 
 
+	// Skeleton and animations
 	CreateAssimpSkeleton(pScene, Bones, Animations);
 	CreateAssimpSkeleton(pScene, Bones, Animations);
-	PutAnimationsInScene(pScene, Bones, Animations);
-}
-
-
-const aiImporterDesc* OgreImporter::GetInfo () const
-{
-	return &desc;
-}
-
-
-void OgreImporter::SetupProperties(const Importer* pImp)
-{
-	m_userDefinedMaterialLibFile = pImp->GetPropertyString(AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE, "Scene.material");
-	m_detectTextureTypeFromFilename = pImp->GetPropertyBool(AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME, false);
 }
 }
 
 
 } // Ogre
 } // Ogre

+ 10 - 9
code/OgreImporter.h

@@ -71,16 +71,16 @@ class OgreImporter : public BaseImporter
 {
 {
 public:
 public:
 	/// BaseImporter override.
 	/// BaseImporter override.
-	virtual bool CanRead(const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const;
+	virtual bool CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const;
 	
 	
 	/// BaseImporter override.
 	/// BaseImporter override.
-	virtual void InternReadFile(const std::string &pFile, aiScene* pScene, IOSystem* pIOHandler);
+	virtual void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler);
 	
 	
 	/// BaseImporter override.
 	/// BaseImporter override.
-	virtual const aiImporterDesc* GetInfo () const;
+	virtual const aiImporterDesc *GetInfo() const;
 	
 	
 	/// BaseImporter override.
 	/// BaseImporter override.
-	virtual void SetupProperties(const Importer* pImp);
+	virtual void SetupProperties(const Importer *pImp);
 
 
 private:
 private:
 	//-------------------------------- OgreMesh.cpp -------------------------------
 	//-------------------------------- OgreMesh.cpp -------------------------------
@@ -98,7 +98,7 @@ private:
 	static void ProcessSubMesh(SubMesh &submesh, SubMesh &sharedGeometry);
 	static void ProcessSubMesh(SubMesh &submesh, SubMesh &sharedGeometry);
 
 
 	/// Uses the bone data to convert a SubMesh into a aiMesh which will be created and returned.
 	/// Uses the bone data to convert a SubMesh into a aiMesh which will be created and returned.
-	aiMesh* CreateAssimpSubMesh(aiScene *pScene, const SubMesh &submesh, const std::vector<Bone>& bones) const;
+	aiMesh *CreateAssimpSubMesh(aiScene *pScene, const SubMesh &submesh, const std::vector<Bone> &bones) const;
 
 
 	//-------------------------------- OgreSkeleton.cpp -------------------------------
 	//-------------------------------- OgreSkeleton.cpp -------------------------------
 
 
@@ -110,10 +110,10 @@ private:
 	void PutAnimationsInScene(aiScene *pScene, const std::vector<Bone> &Bones, const std::vector<Animation> &Animations);
 	void PutAnimationsInScene(aiScene *pScene, const std::vector<Bone> &Bones, const std::vector<Animation> &Animations);
 
 
 	/// Creates the aiSkeleton in current scene.
 	/// Creates the aiSkeleton in current scene.
-	void CreateAssimpSkeleton(aiScene *pScene, const std::vector<Bone> &Bones, const std::vector<Animation> &Animations);
+	void CreateAssimpSkeleton(aiScene *pScene, const std::vector<Bone> &bones, const std::vector<Animation> &animations);
 
 
-	/// Recursivly creates a filled aiNode from a given root bone.
-	static aiNode* CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &Bones, aiNode* ParentNode);
+	/// Recursively creates a filled aiNode from a given root bone.
+	static aiNode* CreateNodeFromBone(int boneId, const std::vector<Bone> &bones, aiNode *parent);
 
 
 	//-------------------------------- OgreMaterial.cpp -------------------------------
 	//-------------------------------- OgreMaterial.cpp -------------------------------
 
 
@@ -131,7 +131,8 @@ private:
 	std::string m_userDefinedMaterialLibFile;
 	std::string m_userDefinedMaterialLibFile;
 	bool m_detectTextureTypeFromFilename;
 	bool m_detectTextureTypeFromFilename;
 	
 	
-	SubMesh m_SharedGeometry;///< we will just use the vertexbuffers of the submesh
+	/// VertexBuffer for the sub meshes that use shader geometry.
+	SubMesh m_SharedGeometry;
 	
 	
 	std::map<aiTextureType, unsigned int> m_textures;
 	std::map<aiTextureType, unsigned int> m_textures;
 };
 };

+ 71 - 78
code/OgreMesh.cpp

@@ -442,110 +442,103 @@ void OgreImporter::ProcessSubMesh(SubMesh &submesh, SubMesh &sharedGeometry)
 	//_________________________________________________________
 	//_________________________________________________________
 }
 }
 
 
-aiMesh* OgreImporter::CreateAssimpSubMesh(aiScene *pScene, const SubMesh& submesh, const vector<Bone>& bones) const
+aiMesh *OgreImporter::CreateAssimpSubMesh(aiScene *pScene, const SubMesh& submesh, const vector<Bone>& bones) const
 {
 {
-	aiMesh* NewAiMesh = new aiMesh();
-		
-	//Positions
-	NewAiMesh->mVertices=new aiVector3D[submesh.Positions.size()];
-	memcpy(NewAiMesh->mVertices, &submesh.Positions[0], submesh.Positions.size()*sizeof(aiVector3D));
-	NewAiMesh->mNumVertices=submesh.Positions.size();
+	const size_t sizeVector3D = sizeof(aiVector3D);
 
 
-	//Normals
-	if(submesh.HasNormals)
-	{
-		NewAiMesh->mNormals=new aiVector3D[submesh.Normals.size()];
-		memcpy(NewAiMesh->mNormals, &submesh.Normals[0], submesh.Normals.size()*sizeof(aiVector3D));
-	}
+	aiMesh *dest = new aiMesh();
 
 
+	// Material
+	dest->mMaterialIndex = submesh.MaterialIndex;
 
 
-	//until we have support for bitangents, no tangents will be written
-	/*
-	//Tangents
-	if(submesh.HasTangents)
+	// Positions
+	dest->mVertices = new aiVector3D[submesh.Positions.size()];
+	dest->mNumVertices = submesh.Positions.size();
+	memcpy(dest->mVertices, &submesh.Positions[0], submesh.Positions.size() * sizeVector3D);
+	
+	// Normals
+	if (submesh.HasNormals)
 	{
 	{
-		NewAiMesh->mTangents=new aiVector3D[submesh.Tangents.size()];
-		memcpy(NewAiMesh->mTangents, &submesh.Tangents[0], submesh.Tangents.size()*sizeof(aiVector3D));
+		dest->mNormals = new aiVector3D[submesh.Normals.size()];
+		memcpy(dest->mNormals, &submesh.Normals[0], submesh.Normals.size() * sizeVector3D);
 	}
 	}
-	*/
-
-	//Uvs
-	if(submesh.Uvs.size()>0)
+	
+	// Tangents
+	// Until we have support for bitangents, no tangents will be written
+	/// @todo Investigate why the above?
+	if (submesh.HasTangents)
 	{
 	{
-		for(unsigned int i=0; i<submesh.Uvs.size(); ++i)
-		{
-			NewAiMesh->mNumUVComponents[i]=2;
-			NewAiMesh->mTextureCoords[i]=new aiVector3D[submesh.Uvs[i].size()];
-			memcpy(NewAiMesh->mTextureCoords[i], &(submesh.Uvs[i][0]), submesh.Uvs[i].size()*sizeof(aiVector3D));
-		}
+		DefaultLogger::get()->warn("Tangents found from Ogre mesh but writing to Assimp mesh not yet supported!");
+		//dest->mTangents = new aiVector3D[submesh.Tangents.size()];
+		//memcpy(dest->mTangents, &submesh.Tangents[0], submesh.Tangents.size() * sizeVector3D);
 	}
 	}
 
 
+	// UVs
+	for (size_t i=0, len=submesh.Uvs.size(); i<len; ++i)
+	{
+		dest->mNumUVComponents[i] = 2;
+		dest->mTextureCoords[i] = new aiVector3D[submesh.Uvs[i].size()];
+		memcpy(dest->mTextureCoords[i], &(submesh.Uvs[i][0]), submesh.Uvs[i].size() * sizeVector3D);
+	}
 
 
-	//---------------------------------------- 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(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
+	// Bone weights. Convert internal vertex-to-bone mapping to bone-to-vertex.
+	vector<vector<aiVertexWeight> > assimpWeights(submesh.BonesUsed);
+	for(size_t vertexId=0, len=submesh.Weights.size(); vertexId<len; ++vertexId)
 	{
 	{
-		for(unsigned int BoneId=0; BoneId<submesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
+		const vector<BoneWeight> &vertexWeights = submesh.Weights[vertexId];
+		for (size_t boneId=0, len=vertexWeights.size(); boneId<len; ++boneId)
 		{
 		{
-			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=submesh.Weights[VertexId][BoneId].Value;
-			aiWeights[submesh.Weights[VertexId][BoneId].Id].push_back(NewWeight);
+			const BoneWeight &ogreWeight = vertexWeights[boneId];
+			assimpWeights[ogreWeight.Id].push_back(aiVertexWeight(vertexId, ogreWeight.Value));
 		}
 		}
 	}
 	}
 
 
-	
+	// Bones.
+	vector<aiBone*> assimpBones;
+	assimpBones.reserve(submesh.BonesUsed);
 
 
-	vector<aiBone*> aiBones;
-	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<submesh.BonesUsed; ++i)
+	for(size_t boneId=0, len=submesh.BonesUsed; boneId<len; ++boneId)
 	{
 	{
-		if(aiWeights[i].size()>0)
-		{
-			aiBone* NewBone=new aiBone();
-			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;
-				
-			aiBones.push_back(NewBone);
-		}
-	}
-	NewAiMesh->mNumBones=aiBones.size();
-	
-	// mBones must be NULL if mNumBones is non 0 or the validation fails.
-	if (aiBones.size()) {
-		NewAiMesh->mBones=new aiBone* [aiBones.size()];
-		memcpy(NewAiMesh->mBones, &(aiBones[0]), aiBones.size()*sizeof(aiBone*));
+		const vector<aiVertexWeight> &boneWeights = assimpWeights[boneId];
+		if (boneWeights.size() == 0)
+			continue;
+
+		// @note The bones list is sorted by id's, this was done in LoadSkeleton.
+		aiBone *assimpBone = new aiBone();
+		assimpBone->mName = bones[boneId].Name;
+		assimpBone->mOffsetMatrix = bones[boneId].BoneToWorldSpace;
+		assimpBone->mNumWeights = boneWeights.size();
+		assimpBone->mWeights = new aiVertexWeight[boneWeights.size()];
+		memcpy(assimpBone->mWeights, &boneWeights[0], boneWeights.size() * sizeof(aiVertexWeight));
+
+		assimpBones.push_back(assimpBone);
 	}
 	}
 
 
-	//______________________________________________________________________________________________________
+	if (!assimpBones.empty())
+	{
+		dest->mBones = new aiBone*[assimpBones.size()];
+		dest->mNumBones = assimpBones.size();
 
 
+		for(size_t i=0, len=assimpBones.size(); i<len; ++i)
+			dest->mBones[i] = assimpBones[i];
+	}
 
 
+	// Faces
+	dest->mFaces = new aiFace[submesh.Faces.size()];
+	dest->mNumFaces = submesh.Faces.size();
 
 
-	//Faces
-	NewAiMesh->mFaces=new aiFace[submesh.Faces.size()];
-	for(unsigned int i=0; i<submesh.Faces.size(); ++i)
+	for(size_t i=0, len=submesh.Faces.size(); i<len; ++i)
 	{
 	{
-		NewAiMesh->mFaces[i].mNumIndices=3;
-		NewAiMesh->mFaces[i].mIndices=new unsigned int[3];
+		dest->mFaces[i].mNumIndices = 3;
+		dest->mFaces[i].mIndices = new unsigned int[3];
 
 
-		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];
+		const Face &f = submesh.Faces[i];
+		dest->mFaces[i].mIndices[0] = f.VertexIndices[0];
+		dest->mFaces[i].mIndices[1] = f.VertexIndices[1];
+		dest->mFaces[i].mIndices[2] = f.VertexIndices[2];
 	}
 	}
-	NewAiMesh->mNumFaces=submesh.Faces.size();
-
-	//Link the material:
-	NewAiMesh->mMaterialIndex=submesh.MaterialIndex;//the index is set by the function who called ReadSubMesh
 
 
-	return NewAiMesh;
+	return dest;
 }
 }
 
 
 } // Ogre
 } // Ogre

+ 103 - 100
code/OgreSkeleton.cpp

@@ -5,11 +5,11 @@ Open Asset Import Library (assimp)
 Copyright (c) 2006-2012, assimp team
 Copyright (c) 2006-2012, assimp team
 All rights reserved.
 All rights reserved.
 
 
-Redistribution and use of this software in source and binary forms, 
+Redistribution and use of this software in aSource and binary forms, 
 with or without modification, are permitted provided that the 
 with or without modification, are permitted provided that the 
 following conditions are met:
 following conditions are met:
 
 
-* Redistributions of source code must retain the above
+* Redistributions of aSource code must retain the above
   copyright notice, this list of conditions and the
   copyright notice, this list of conditions and the
   following disclaimer.
   following disclaimer.
 
 
@@ -254,143 +254,146 @@ void OgreImporter::ReadSkeleton(const std::string &pFile, Assimp::IOSystem *pIOH
 	}
 	}
 }
 }
 
 
-void OgreImporter::CreateAssimpSkeleton(aiScene *pScene, const std::vector<Bone> &Bones, const std::vector<Animation> &/*Animations*/)
+void OgreImporter::CreateAssimpSkeleton(aiScene *pScene, const std::vector<Bone> &bones, const std::vector<Animation> &animations)
 {
 {
-	if(!pScene->mRootNode)
-		throw DeadlyImportError("No root node exists!!");
-	if(0!=pScene->mRootNode->mNumChildren)
-		throw DeadlyImportError("Root Node already has childnodes!");
+	if (bones.empty())
+		return;
 
 
+	if (!pScene->mRootNode)
+		throw DeadlyImportError("Creating Assimp skeleton: No root node created!");
+	if (pScene->mRootNode->mNumChildren > 0)
+		throw DeadlyImportError("Creating Assimp skeleton: Root node already has children!");
 
 
-	//Createt the assimp bone hierarchy
-	vector<aiNode*> RootBoneNodes;
-	BOOST_FOREACH(const Bone &theBone, Bones)
+	// Bones
+	vector<aiNode*> rootBones;
+	BOOST_FOREACH(const Bone &bone, bones)
 	{
 	{
-		if(-1==theBone.ParentId) //the bone is a root bone
-		{
-			//which will recursily add all other nodes
-			RootBoneNodes.push_back(CreateAiNodeFromBone(theBone.Id, Bones, pScene->mRootNode));
-		}
+		if (!bone.IsParented())
+			rootBones.push_back(CreateNodeFromBone(bone.Id, bones, pScene->mRootNode));
 	}
 	}
 	
 	
-	if(RootBoneNodes.size() > 0)
+	if (!rootBones.empty())
 	{
 	{
-		pScene->mRootNode->mNumChildren=RootBoneNodes.size();	
-		pScene->mRootNode->mChildren=new aiNode*[RootBoneNodes.size()];
-		memcpy(pScene->mRootNode->mChildren, &RootBoneNodes[0], sizeof(aiNode*)*RootBoneNodes.size());
+		pScene->mRootNode->mChildren = new aiNode*[rootBones.size()];
+		pScene->mRootNode->mNumChildren = rootBones.size();
+
+		for(size_t i=0, len=rootBones.size(); i<len; ++i)
+			pScene->mRootNode->mChildren[i] = rootBones[i];
 	}
 	}
-}
 
 
-void OgreImporter::PutAnimationsInScene(aiScene *pScene, const std::vector<Bone> &Bones, const std::vector<Animation> &Animations)
-{
 	// TODO: Auf nicht vorhandene Animationskeys achten!
 	// TODO: Auf nicht vorhandene Animationskeys achten!
 	// @todo Pay attention to non-existing animation Keys (google translated from above german comment)
 	// @todo Pay attention to non-existing animation Keys (google translated from above german comment)
-
-	if(Animations.size()>0)//Maybe the model had only a skeleton and no animations. (If it also has no skeleton, this function would'nt have been called
+	
+	// Animations
+	if (!animations.empty())
 	{
 	{
-		pScene->mNumAnimations=Animations.size();
-		pScene->mAnimations=new aiAnimation*[Animations.size()];
-		for(unsigned int i=0; i<Animations.size(); ++i)//create all animations
+		pScene->mAnimations = new aiAnimation*[animations.size()];
+		pScene->mNumAnimations = animations.size();
+		
+		for(size_t ai=0, alen=animations.size(); ai<alen; ++ai)
 		{
 		{
-			aiAnimation* NewAnimation=new aiAnimation();
-			NewAnimation->mName=Animations[i].Name;
-			NewAnimation->mDuration=Animations[i].Length;
-			NewAnimation->mTicksPerSecond=1.0f;
-
-			//Create all tracks in this animation
-			NewAnimation->mNumChannels=Animations[i].Tracks.size();
-			NewAnimation->mChannels=new aiNodeAnim*[Animations[i].Tracks.size()];
-			for(unsigned int j=0; j<Animations[i].Tracks.size(); ++j)
+			const Animation &aSource = animations[ai];
+
+			aiAnimation *animation = new aiAnimation();
+			animation->mName = aSource.Name;
+			animation->mDuration = aSource.Length;
+			animation->mTicksPerSecond = 1.0f;
+
+			// Tracks
+			animation->mChannels = new aiNodeAnim*[aSource.Tracks.size()];
+			animation->mNumChannels = aSource.Tracks.size();
+			
+			for(size_t ti=0, tlen=aSource.Tracks.size(); ti<tlen; ++ti)
 			{
 			{
-				aiNodeAnim* NewNodeAnim=new aiNodeAnim();
-				NewNodeAnim->mNodeName=Animations[i].Tracks[j].BoneName;
+				const Track &tSource = aSource.Tracks[ti];
+
+				aiNodeAnim *animationNode = new aiNodeAnim();
+				animationNode->mNodeName = tSource.BoneName;
+
+				// We need this, to access the bones default pose. 
+				// Which we need to make keys absolute to the default bone pose.
+				vector<Bone>::const_iterator boneIter = find(bones.begin(), bones.end(), tSource.BoneName);
+				if (boneIter == bones.end())
+				{
+					for(unsigned int a=0; a<ai; a++)
+						delete pScene->mAnimations[a];
+					delete [] pScene->mAnimations;
+					pScene->mAnimations = NULL;
+					pScene->mNumAnimations = 0;
+					
+					DefaultLogger::get()->error("Failed to find bone for name " + tSource.BoneName + " when creating animation " + aSource.Name + 
+						". This is a serious error, animations wont be imported.");
+					return;
+				}
 
 
-				//we need this, to acces the bones default pose, which we need to make keys absolute to the default bone pose
-				vector<Bone>::const_iterator CurBone=find(Bones.begin(), Bones.end(), NewNodeAnim->mNodeName);
 				aiMatrix4x4 t0, t1;
 				aiMatrix4x4 t0, t1;
-				aiMatrix4x4 DefBonePose=aiMatrix4x4::Translation(CurBone->Position, t1)
-									 *	aiMatrix4x4::Rotation(CurBone->RotationAngle, CurBone->RotationAxis, t0);
-				
+				aiMatrix4x4 defaultBonePose = aiMatrix4x4::Translation(boneIter->Position, t1) * aiMatrix4x4::Rotation(boneIter->RotationAngle, boneIter->RotationAxis, t0);
+
+				// Keyframes
+				unsigned int numKeyframes = tSource.Keyframes.size();
+
+				animationNode->mPositionKeys = new aiVectorKey[numKeyframes];				
+				animationNode->mRotationKeys = new aiQuatKey[numKeyframes];
+				animationNode->mScalingKeys = new aiVectorKey[numKeyframes];
+				animationNode->mNumPositionKeys = numKeyframes;
+				animationNode->mNumRotationKeys = numKeyframes;
+				animationNode->mNumScalingKeys  = numKeyframes;
 
 
-				//Create the keyframe arrays...
-				unsigned int KeyframeCount=Animations[i].Tracks[j].Keyframes.size();
-				NewNodeAnim->mNumPositionKeys=KeyframeCount;
-				NewNodeAnim->mNumRotationKeys=KeyframeCount;
-				NewNodeAnim->mNumScalingKeys =KeyframeCount;
-				NewNodeAnim->mPositionKeys=new aiVectorKey[KeyframeCount];
-				NewNodeAnim->mRotationKeys=new aiQuatKey[KeyframeCount];
-				NewNodeAnim->mScalingKeys =new aiVectorKey[KeyframeCount];
-				
 				//...and fill them
 				//...and fill them
-				for(unsigned int k=0; k<KeyframeCount; ++k)
+				for(size_t kfi=0; kfi<numKeyframes; ++kfi)
 				{
 				{
-					aiMatrix4x4 t2, t3;
+					const KeyFrame &kfSource = tSource.Keyframes[kfi];
 
 
-					//Create a matrix to transfrom a vector from the bones default pose to the bone bones in this animation key
-					aiMatrix4x4 PoseToKey=
-									  aiMatrix4x4::Translation(Animations[i].Tracks[j].Keyframes[k].Position, t3)	//pos
-									* aiMatrix4x4(Animations[i].Tracks[j].Keyframes[k].Rotation.GetMatrix())		//rot
-									* aiMatrix4x4::Scaling(Animations[i].Tracks[j].Keyframes[k].Scaling, t2);		//scale
-									
-
-					//calculate the complete transformation from world space to bone space
-					aiMatrix4x4 CompleteTransform=DefBonePose * PoseToKey;
-					
-					aiVector3D Pos;
-					aiQuaternion Rot;
-					aiVector3D Scale;
+					// Create a matrix to transform a vector from the bones 
+					// default pose to the bone bones in this animation key
+					aiMatrix4x4 t2, t3;
+					aiMatrix4x4 keyBonePose =
+						aiMatrix4x4::Translation(kfSource.Position, t3) *
+						aiMatrix4x4(kfSource.Rotation.GetMatrix()) *
+						aiMatrix4x4::Scaling(kfSource.Scaling, t2);
 
 
-					CompleteTransform.Decompose(Scale, Rot, Pos);
+					// Calculate the complete transformation from world space to bone space
+					aiMatrix4x4 CompleteTransform = defaultBonePose * keyBonePose;
 
 
-					double Time=Animations[i].Tracks[j].Keyframes[k].Time;
+					aiVector3D kfPos; aiQuaternion kfRot; aiVector3D kfScale;
+					CompleteTransform.Decompose(kfScale, kfRot, kfPos);
 
 
-					NewNodeAnim->mPositionKeys[k].mTime=Time;
-					NewNodeAnim->mPositionKeys[k].mValue=Pos;
-					
-					NewNodeAnim->mRotationKeys[k].mTime=Time;
-					NewNodeAnim->mRotationKeys[k].mValue=Rot;
+					animationNode->mPositionKeys[kfi].mTime = static_cast<double>(kfSource.Time);
+					animationNode->mRotationKeys[kfi].mTime = static_cast<double>(kfSource.Time);
+					animationNode->mScalingKeys[kfi].mTime = static_cast<double>(kfSource.Time);
 
 
-					NewNodeAnim->mScalingKeys[k].mTime=Time;
-					NewNodeAnim->mScalingKeys[k].mValue=Scale;
+					animationNode->mPositionKeys[kfi].mValue = kfPos;					
+					animationNode->mRotationKeys[kfi].mValue = kfRot;
+					animationNode->mScalingKeys[kfi].mValue = kfScale;
 				}
 				}
-				
-				NewAnimation->mChannels[j]=NewNodeAnim;
+				animation->mChannels[ti] = animationNode;
 			}
 			}
-
-			pScene->mAnimations[i]=NewAnimation;
+			pScene->mAnimations[ai] = animation;
 		}
 		}
 	}
 	}
 }
 }
 
 
-
-aiNode* OgreImporter::CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &Bones, aiNode* ParentNode)
+aiNode* OgreImporter::CreateNodeFromBone(int boneId, const std::vector<Bone> &bones, aiNode* parent)
 {
 {
-	//----Create the node for this bone and set its values-----
-	aiNode* NewNode=new aiNode(Bones[BoneId].Name);
-	NewNode->mParent=ParentNode;
-
 	aiMatrix4x4 t0,t1;
 	aiMatrix4x4 t0,t1;
-	NewNode->mTransformation=
-		aiMatrix4x4::Translation(Bones[BoneId].Position, t0)
-		*aiMatrix4x4::Rotation(Bones[BoneId].RotationAngle, Bones[BoneId].RotationAxis, t1)
-	;
-	//__________________________________________________________
+	const Bone &source = bones[boneId];
 
 
+	aiNode* boneNode = new aiNode(source.Name);
+	boneNode->mParent = parent;
+	boneNode->mTransformation = aiMatrix4x4::Translation(source.Position, t0) * aiMatrix4x4::Rotation(source.RotationAngle, source.RotationAxis, t1);
 
 
-	//---------- recursivly create all children Nodes: ----------
-	NewNode->mNumChildren=Bones[BoneId].Children.size();
-	NewNode->mChildren=new aiNode*[Bones[BoneId].Children.size()];
-	for(unsigned int i=0; i<Bones[BoneId].Children.size(); ++i)
+	if (!source.Children.empty())
 	{
 	{
-		NewNode->mChildren[i]=CreateAiNodeFromBone(Bones[BoneId].Children[i], Bones, NewNode);
-	}
-	//____________________________________________________
+		boneNode->mChildren = new aiNode*[source.Children.size()];
+		boneNode->mNumChildren = source.Children.size();
 
 
+		for(size_t i=0, len=source.Children.size(); i<len; ++i)
+			boneNode->mChildren[i] = CreateNodeFromBone(source.Children[i], bones, boneNode);
+	}
 
 
-	return NewNode;
+	return boneNode;
 }
 }
 
 
-
 void Bone::CalculateBoneToWorldSpaceMatrix(vector<Bone> &Bones)
 void Bone::CalculateBoneToWorldSpaceMatrix(vector<Bone> &Bones)
 {
 {
 	aiMatrix4x4 t0, t1;
 	aiMatrix4x4 t0, t1;

+ 1 - 1
include/assimp/config.h

@@ -809,7 +809,7 @@ enum aiComponent
  * order: <material-name>.material, <mesh-filename-base>.material and
  * order: <material-name>.material, <mesh-filename-base>.material and
  * lastly the material name defined by this config property.
  * lastly the material name defined by this config property.
  * <br>
  * <br>
- * Property type: String. Default value: n/a.
+ * Property type: String. Default value: Scene.material.
  */
  */
 #define AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE	\
 #define AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE	\
 	"IMPORT_OGRE_MATERIAL_FILE"
 	"IMPORT_OGRE_MATERIAL_FILE"