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+/*
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+---------------------------------------------------------------------------
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+Open Asset Import Library (ASSIMP)
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+---------------------------------------------------------------------------
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+
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+Copyright (c) 2006-2008, ASSIMP Development Team
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+
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+All rights reserved.
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+
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+Redistribution and use of this software in source and binary forms,
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+with or without modification, are permitted provided that the following
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+conditions are met:
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+
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+* Redistributions of source code must retain the above
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+ copyright notice, this list of conditions and the
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+ following disclaimer.
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+
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+* Redistributions in binary form must reproduce the above
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+ copyright notice, this list of conditions and the
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+ following disclaimer in the documentation and/or other
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+ materials provided with the distribution.
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+
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+* Neither the name of the ASSIMP team, nor the names of its
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+ contributors may be used to endorse or promote products
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+ derived from this software without specific prior
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+ written permission of the ASSIMP Development Team.
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+
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+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+---------------------------------------------------------------------------
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+*/
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+
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+/** @file Implementation of the MD5 importer class */
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+
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+// internal headers
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+#include "MaterialSystem.h"
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+#include "RemoveComments.h"
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+#include "MD5Loader.h"
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+#include "StringComparison.h"
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+#include "fast_atof.h"
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+
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+// public headers
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+#include "../include/DefaultLogger.h"
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+#include "../include/IOStream.h"
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+#include "../include/IOSystem.h"
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+#include "../include/aiMesh.h"
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+#include "../include/aiScene.h"
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+#include "../include/aiAssert.h"
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+
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+// boost headers
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+#include <boost/scoped_ptr.hpp>
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+
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+using namespace Assimp;
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+
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+// we're just doing this with static buffers whose size is known at
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+// compile time, so the compiler should automatically expand to
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+// sprintf<array_length>(...)
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+
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+#if _MSC_VER >= 1400
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+# define sprintf sprintf_s
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+#endif
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+
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+// ------------------------------------------------------------------------------------------------
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+// Constructor to be privately used by Importer
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+MD5Importer::MD5Importer()
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+{
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+ // nothing to do here
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+}
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+
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+// ------------------------------------------------------------------------------------------------
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+// Destructor, private as well
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+MD5Importer::~MD5Importer()
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+{
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+ // nothing to do here
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+}
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+// ------------------------------------------------------------------------------------------------
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+// Returns whether the class can handle the format of the given file.
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+bool MD5Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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+{
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+ // simple check of file extension is enough for the moment
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+ std::string::size_type pos = pFile.find_last_of('.');
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+ // no file extension - can't read
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+ if( pos == std::string::npos)
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+ return false;
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+ std::string extension = pFile.substr( pos);
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+
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+ if (extension.length() < 4)return false;
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+ if (extension[0] != '.')return false;
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+
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+ if (extension[1] != 'm' && extension[1] != 'M')return false;
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+ if (extension[2] != 'd' && extension[2] != 'D')return false;
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+ if (extension[3] != '5')return false;
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+ return true;
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+}
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+// ------------------------------------------------------------------------------------------------
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+// Imports the given file into the given scene structure.
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+void MD5Importer::InternReadFile(
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+ const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
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+{
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+ // remove the file extension
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+ std::string::size_type pos = pFile.find_last_of('.');
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+ this->mFile = pFile.substr(0,pos+1);
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+ this->pIOHandler = pIOHandler;
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+ this->pScene = pScene;
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+
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+ bHadMD5Mesh = bHadMD5Anim = false;
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+
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+ // load the animation keyframes
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+ this->LoadMD5AnimFile();
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+
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+ // load the mesh vertices and bones
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+ this->LoadMD5MeshFile();
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+
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+ // make sure we return no incomplete data
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+ if (!bHadMD5Mesh && !bHadMD5Anim)
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+ {
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+ throw new ImportErrorException("Failed to read valid data from this MD5");
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+ }
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+ if (!bHadMD5Mesh)pScene->mFlags |= AI_SCENE_FLAGS_ANIM_SKELETON_ONLY;
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+}
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+// ------------------------------------------------------------------------------------------------
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+void MD5Importer::LoadFileIntoMemory (IOStream* file)
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+{
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+ ai_assert(NULL != file);
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+
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+ this->fileSize = (unsigned int)file->FileSize();
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+
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+ // allocate storage and copy the contents of the file to a memory buffer
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+ this->pScene = pScene;
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+ this->mBuffer = new char[this->fileSize+1];
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+ file->Read( (void*)mBuffer, 1, this->fileSize);
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+ this->iLineNumber = 1;
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+
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+ // append a terminal 0
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+ this->mBuffer[this->fileSize] = '\0';
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+
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+ // now remove all line comments from the file
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+ CommentRemover::RemoveLineComments("//",this->mBuffer,' ');
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+}
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+// ------------------------------------------------------------------------------------------------
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+void MD5Importer::UnloadFileFromMemory ()
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+{
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+ // delete the file buffer
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+ delete[] this->mBuffer;
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+ this->mBuffer = NULL;
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+ this->fileSize = 0;
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+}
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+// ------------------------------------------------------------------------------------------------
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+void MakeDataUnique (MD5::MeshDesc& meshSrc)
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+{
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+ std::vector<bool> abHad(meshSrc.mVertices.size(),false);
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+
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+ // allocate enough storage to keep the output structures
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+ const unsigned int iNewNum = (unsigned int)meshSrc.mFaces.size()*3;
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+ unsigned int iNewIndex = (unsigned int)meshSrc.mVertices.size();
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+ meshSrc.mVertices.resize(iNewNum);
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+
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+ // try to guess how much storage we'll need for new weights
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+ const float fWeightsPerVert = meshSrc.mWeights.size() / (float)iNewIndex;
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+ const unsigned int guess = (unsigned int)(fWeightsPerVert*iNewNum);
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+ meshSrc.mWeights.reserve(guess + (guess >> 3)); // + 12.5% as buffer
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+
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+ for (FaceList::const_iterator iter = meshSrc.mFaces.begin(),iterEnd = meshSrc.mFaces.end();
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+ iter != iterEnd;++iter)
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+ {
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+ const aiFace& face = *iter;
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+ for (unsigned int i = 0; i < 3;++i)
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+ {
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+ if (abHad[face.mIndices[i]])
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+ {
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+ // generate a new vertex
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+ meshSrc.mVertices[iNewIndex] = meshSrc.mVertices[face.mIndices[i]];
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+ face.mIndices[i] = iNewIndex++;
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+
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+ // FIX: removed this ...
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+#if 0
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+ // the algorithm in MD5Importer::LoadMD5MeshFile() doesn't work if
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+ // a weight is referenced by more than one vertex. This shouldn't
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+ // occur in MD5 files, but we must take care that we generate new
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+ // weights now, too.
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+
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+ vertNew.mFirstWeight = (unsigned int)meshSrc.mWeights.size();
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+ meshSrc.mWeights.resize(vertNew.mFirstWeight+vertNew.mNumWeights);
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+ for (unsigned int q = 0; q < vertNew.mNumWeights;++q)
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+ {
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+ meshSrc.mWeights[vertNew.mFirstWeight+q] = meshSrc.mWeights[vertOld.mFirstWeight+q];
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+ }
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+#endif
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+ }
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+ else abHad[face.mIndices[i]] = true;
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+ }
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+ }
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+}
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+// ------------------------------------------------------------------------------------------------
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+void AttachChilds(int iParentID,aiNode* piParent,BoneList& bones)
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+{
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+ ai_assert(NULL != piParent && !piParent->mNumChildren);
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+ for (unsigned int i = 0; i < bones.size();++i)
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+ {
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+ // (avoid infinite recursion)
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+ if (iParentID != i && bones[i].mParentIndex == iParentID)
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+ {
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+ // have it ...
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+ ++piParent->mNumChildren;
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+ }
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+ }
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+ if (piParent->mNumChildren)
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+ {
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+ piParent->mChildren = new aiNode*[piParent->mNumChildren];
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+ for (unsigned int i = 0; i < bones.size();++i)
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+ {
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+ // (avoid infinite recursion)
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+ if (iParentID != i && bones[i].mParentIndex == iParentID)
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+ {
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+ aiNode* pc;
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+ *piParent->mChildren++ = pc = new aiNode();
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+ pc->mName = aiString(bones[i].mName);
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+ pc->mParent = piParent;
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+
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+ // get the transformation matrix from rotation and translational components
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+ aiQuaternion quat = aiQuaternion ( bones[i].mRotationQuat );
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+ //quat.w *= -1.0f; // DX to OGL
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+ pc->mTransformation = aiMatrix4x4 ( quat.GetMatrix());
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+ aiMatrix4x4 mTranslate;
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+ mTranslate.a4 = bones[i].mPositionXYZ.x;
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+ mTranslate.b4 = bones[i].mPositionXYZ.y;
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+ mTranslate.c4 = bones[i].mPositionXYZ.z;
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+ pc->mTransformation = pc->mTransformation*mTranslate;
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+
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+ // store it for later use
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+ bones[i].mTransform = bones[i].mInvTransform = pc->mTransformation;
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+ bones[i].mInvTransform.Inverse();
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+
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+ // the transformations for each bone are absolute,
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+ // so we need to multiply them with the inverse
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+ // of the absolut matrix of the parent
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+ if (-1 != iParentID)
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+ {
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+ pc->mTransformation = bones[iParentID].mInvTransform*pc->mTransformation;
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+ }
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+
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+ // add children to this node, too
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+ AttachChilds( i, pc, bones);
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+ }
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+ }
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+ // undo our nice shift
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+ piParent->mChildren -= piParent->mNumChildren;
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+ }
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+}
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+// ------------------------------------------------------------------------------------------------
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+void MD5Importer::LoadMD5MeshFile ()
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+{
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+ std::string pFile = this->mFile + "MD5MESH";
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+ boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
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+
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+ // Check whether we can read from the file
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+ if( file.get() == NULL)
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+ {
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+ DefaultLogger::get()->warn("Failed to read MD5 mesh file: " + pFile);
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+ return;
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+ }
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+ bHadMD5Mesh = true;
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+
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+ // now load the file into memory
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+ this->LoadFileIntoMemory(file.get());
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+
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+ // now construct a parser and parse the file
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+ MD5::MD5Parser parser(mBuffer,fileSize);
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+
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+ // load the mesh information from it
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+ MD5::MD5MeshParser meshParser(parser.mSections);
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+
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+ // create the bone hierarchy - first the root node
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+ // and dummy nodes for all meshes
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+ pScene->mRootNode = new aiNode();
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+ pScene->mRootNode->mNumChildren = 2;
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+ pScene->mRootNode->mChildren = new aiNode*[2];
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+
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+ aiNode* pcNode = pScene->mRootNode->mChildren[0] = new aiNode();
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+ pcNode->mNumMeshes = (unsigned int)meshParser.mMeshes.size();
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+ pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes];
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+ pcNode->mName.Set("MD5Mesh");
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+ pcNode->mParent = pScene->mRootNode;
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+ for (unsigned int i = 0; i < pcNode->mNumMeshes;++i)
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+ {
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+ pcNode->mMeshes[i] = i;
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+ }
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+
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+ // now create the hierarchy of animated bones
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+ pcNode = pScene->mRootNode->mChildren[1] = new aiNode();
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+ pcNode->mName.Set("MD5Anim");
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+ pcNode->mParent = pScene->mRootNode;
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+ AttachChilds(-1,pcNode,meshParser.mJoints);
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+
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+ // generate all meshes
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+ pScene->mNumMeshes = pScene->mNumMaterials = (unsigned int)meshParser.mMeshes.size();
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+ pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
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+ pScene->mMaterials = new aiMaterial*[pScene->mNumMeshes];
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+ for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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+ {
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+ aiMesh* mesh = pScene->mMeshes[i] = new aiMesh();
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+ MD5::MeshDesc& meshSrc = meshParser.mMeshes[i];
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+
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+ // generate unique vertices in our internal verbose format
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+ MakeDataUnique(meshSrc);
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+
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+ mesh->mNumVertices = (unsigned int) meshSrc.mVertices.size();
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+ mesh->mVertices = new aiVector3D[mesh->mNumVertices];
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+ mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
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+ mesh->mNumUVComponents[0] = 2;
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+
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+ // copy texture coordinates
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+ aiVector3D* pv = mesh->mTextureCoords[0];
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+ for (MD5::VertexList::const_iterator
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+ iter = meshSrc.mVertices.begin();
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+ iter != meshSrc.mVertices.end();++iter,++pv)
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+ {
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+ pv->x = (*iter).mUV.x;
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+ pv->y = 1.0f-(*iter).mUV.y; // D3D to OpenGL
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+ pv->z = 0.0f;
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+ }
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+
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+ // sort all bone weights - per bone
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+ unsigned int* piCount = new unsigned int[meshParser.mJoints.size()];
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+ ::memset(piCount,0,sizeof(unsigned int)*meshParser.mJoints.size());
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+
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+ for (MD5::VertexList::const_iterator
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+ iter = meshSrc.mVertices.begin();
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+ iter != meshSrc.mVertices.end();++iter,++pv)
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+ {
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+ for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w)
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+ {
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+ MD5::WeightDesc& desc = meshSrc.mWeights[w];
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+ ++piCount[desc.mBone];
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+ }
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+ }
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+
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+ // check how many we will need
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+ for (unsigned int p = 0; p < meshParser.mJoints.size();++p)
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+ if (piCount[p])mesh->mNumBones++;
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+
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+ if (mesh->mNumBones) // just for safety
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+ {
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+ mesh->mBones = new aiBone*[mesh->mNumBones];
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+ for (unsigned int q = 0,h = 0; q < meshParser.mJoints.size();++q)
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+ {
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+ if (!piCount[q])continue;
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+ aiBone* p = mesh->mBones[h] = new aiBone();
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+ p->mNumWeights = piCount[q];
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+ p->mWeights = new aiVertexWeight[p->mNumWeights];
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+ p->mName = aiString(meshParser.mJoints[q].mName);
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+
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+ // store the index for later use
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+ meshParser.mJoints[q].mMap = h++;
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+ }
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+
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+ unsigned int g = 0;
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+ pv = mesh->mVertices;
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+ for (MD5::VertexList::const_iterator
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+ iter = meshSrc.mVertices.begin();
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+ iter != meshSrc.mVertices.end();++iter,++pv)
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+ {
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+ // compute the final vertex position from all single weights
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+ *pv = aiVector3D();
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+
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+ // there are models which have weights which don't sum to 1 ...
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+ // granite.md5mesh for example
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+ float fSum = 0.0f;
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+ for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w)
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+ fSum += meshSrc.mWeights[w].mWeight;
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+ if (!fSum)throw new ImportErrorException("The sum of all vertex bone weights is 0");
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+
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+ // process bone weights
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+ for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w)
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+ {
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+ MD5::WeightDesc& desc = meshSrc.mWeights[w];
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+ float fNewWeight = desc.mWeight / fSum;
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+
|
|
|
+ // transform the local position into worldspace
|
|
|
+ MD5::BoneDesc& boneSrc = meshParser.mJoints[desc.mBone];
|
|
|
+ aiVector3D v = desc.vOffsetPosition;
|
|
|
+ aiQuaternion quat = aiQuaternion( boneSrc.mRotationQuat );
|
|
|
+ //quat.w *= -1.0f;
|
|
|
+ v = quat.GetMatrix() * v;
|
|
|
+ v += boneSrc.mPositionXYZ;
|
|
|
+
|
|
|
+ // use the original weight to compute the vertex position
|
|
|
+ // (some MD5s seem to depend on the invalid weight values ...)
|
|
|
+ pv->operator +=(v * desc.mWeight);
|
|
|
+
|
|
|
+ aiBone* bone = mesh->mBones[boneSrc.mMap];
|
|
|
+ *bone->mWeights++ = aiVertexWeight((unsigned int)(pv-mesh->mVertices),fNewWeight);
|
|
|
+ }
|
|
|
+ // convert from DOOM coordinate system to OGL
|
|
|
+ std::swap(pv->z,pv->y);
|
|
|
+ }
|
|
|
+
|
|
|
+ // undo our nice offset tricks ...
|
|
|
+ for (unsigned int p = 0; p < mesh->mNumBones;++p)
|
|
|
+ mesh->mBones[p]->mWeights -= mesh->mBones[p]->mNumWeights;
|
|
|
+ }
|
|
|
+
|
|
|
+ delete[] piCount;
|
|
|
+
|
|
|
+ // now setup all faces - we can directly copy the list
|
|
|
+ // (however, take care that the aiFace destructor doesn't delete the mIndices array)
|
|
|
+ mesh->mNumFaces = (unsigned int)meshSrc.mFaces.size();
|
|
|
+ mesh->mFaces = new aiFace[mesh->mNumFaces];
|
|
|
+ for (unsigned int c = 0; c < mesh->mNumFaces;++c)
|
|
|
+ {
|
|
|
+ mesh->mFaces[c].mNumIndices = 3;
|
|
|
+ mesh->mFaces[c].mIndices = meshSrc.mFaces[c].mIndices;
|
|
|
+ meshSrc.mFaces[c].mIndices = NULL;
|
|
|
+ }
|
|
|
+
|
|
|
+ // generate a material for the mesh
|
|
|
+ MaterialHelper* mat = new MaterialHelper();
|
|
|
+ pScene->mMaterials[i] = mat;
|
|
|
+ mat->AddProperty(&meshSrc.mShader,AI_MATKEY_TEXTURE_DIFFUSE(0));
|
|
|
+ mesh->mMaterialIndex = i;
|
|
|
+ }
|
|
|
+
|
|
|
+ // delete the file again
|
|
|
+ this->UnloadFileFromMemory();
|
|
|
+}
|
|
|
+// ------------------------------------------------------------------------------------------------
|
|
|
+void MD5Importer::LoadMD5AnimFile ()
|
|
|
+{
|
|
|
+ std::string pFile = this->mFile + "MD5ANIM";
|
|
|
+ boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
|
|
|
+
|
|
|
+ // Check whether we can read from the file
|
|
|
+ if( file.get() == NULL)
|
|
|
+ {
|
|
|
+ DefaultLogger::get()->warn("Failed to read MD5 anim file: " + pFile);
|
|
|
+ return;
|
|
|
+ }
|
|
|
+ bHadMD5Anim = true;
|
|
|
+
|
|
|
+ // now load the file into memory
|
|
|
+ this->LoadFileIntoMemory(file.get());
|
|
|
+
|
|
|
+ // now construct a parser and parse the file
|
|
|
+ MD5::MD5Parser parser(mBuffer,fileSize);
|
|
|
+
|
|
|
+ // load the animation information from it
|
|
|
+ MD5::MD5AnimParser animParser(parser.mSections);
|
|
|
+
|
|
|
+ // generate and fill the output animation
|
|
|
+ if (!animParser.mAnimatedBones.empty())
|
|
|
+ {
|
|
|
+ pScene->mNumAnimations = 1;
|
|
|
+ pScene->mAnimations = new aiAnimation*[1];
|
|
|
+ aiAnimation* anim = pScene->mAnimations[0] = new aiAnimation();
|
|
|
+ anim->mNumBones = (unsigned int)animParser.mAnimatedBones.size();
|
|
|
+ anim->mBones = new aiBoneAnim*[anim->mNumBones];
|
|
|
+ for (unsigned int i = 0; i < anim->mNumBones;++i)
|
|
|
+ {
|
|
|
+ aiBoneAnim* bone = anim->mBones[i] = new aiBoneAnim();
|
|
|
+ bone->mBoneName = aiString( animParser.mAnimatedBones[i].mName );
|
|
|
+
|
|
|
+ // allocate storage for the keyframes
|
|
|
+ bone->mNumPositionKeys = bone->mNumRotationKeys = (unsigned int)animParser.mFrames.size();
|
|
|
+ bone->mPositionKeys = new aiVectorKey[bone->mNumPositionKeys];
|
|
|
+ bone->mRotationKeys = new aiQuatKey[bone->mNumPositionKeys];
|
|
|
+ }
|
|
|
+
|
|
|
+ // 1 tick == 1 frame
|
|
|
+ anim->mTicksPerSecond = animParser.fFrameRate;
|
|
|
+
|
|
|
+ for (FrameList::const_iterator iter = animParser.mFrames.begin(),
|
|
|
+ iterEnd = animParser.mFrames.end();iter != iterEnd;++iter)
|
|
|
+ {
|
|
|
+ double dTime = (double)(*iter).iIndex;
|
|
|
+ if (!(*iter).mValues.empty())
|
|
|
+ {
|
|
|
+ // now process all values in there ... read all joints
|
|
|
+ aiBoneAnim** pcAnimBone = anim->mBones;
|
|
|
+ MD5::BaseFrameDesc* pcBaseFrame = &animParser.mBaseFrames[0];
|
|
|
+ for (AnimBoneList::const_iterator
|
|
|
+ iter2 = animParser.mAnimatedBones.begin(),
|
|
|
+ iterEnd2 = animParser.mAnimatedBones.end();
|
|
|
+ iter2 != iterEnd2;++iter2,++pcAnimBone,++pcBaseFrame)
|
|
|
+ {
|
|
|
+ if((*iter2).iFirstKeyIndex >= (*iter).mValues.size())
|
|
|
+ {
|
|
|
+ // TODO: add proper array checks for all cases here ...
|
|
|
+ DefaultLogger::get()->error("Keyframe index is out of range. ");
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+ const float* fpCur = &(*iter).mValues[(*iter2).iFirstKeyIndex];
|
|
|
+
|
|
|
+ aiBoneAnim* pcCurAnimBone = *pcAnimBone;
|
|
|
+ aiVectorKey* vKey = pcCurAnimBone->mPositionKeys++;
|
|
|
+
|
|
|
+ // translation on the x axis
|
|
|
+ if ((*iter2).iFlags & AI_MD5_ANIMATION_FLAG_TRANSLATE_X)
|
|
|
+ vKey->mValue.x = *fpCur++;
|
|
|
+ else vKey->mValue.x = pcBaseFrame->vPositionXYZ.x;
|
|
|
+
|
|
|
+ // translation on the y axis
|
|
|
+ if ((*iter2).iFlags & AI_MD5_ANIMATION_FLAG_TRANSLATE_Y)
|
|
|
+ vKey->mValue.y = *fpCur++;
|
|
|
+ else vKey->mValue.y = pcBaseFrame->vPositionXYZ.y;
|
|
|
+
|
|
|
+ // translation on the z axis
|
|
|
+ if ((*iter2).iFlags & AI_MD5_ANIMATION_FLAG_TRANSLATE_Z)
|
|
|
+ vKey->mValue.z = *fpCur++;
|
|
|
+ else vKey->mValue.z = pcBaseFrame->vPositionXYZ.z;
|
|
|
+
|
|
|
+
|
|
|
+ // rotation quaternion, x component
|
|
|
+ aiQuatKey* qKey = pcCurAnimBone->mRotationKeys++;
|
|
|
+ aiVector3D vTemp;
|
|
|
+ if ((*iter2).iFlags & AI_MD5_ANIMATION_FLAG_ROTQUAT_X)
|
|
|
+ vTemp.x = *fpCur++;
|
|
|
+ else vTemp.x = pcBaseFrame->vRotationQuat.x;
|
|
|
+
|
|
|
+ // rotation quaternion, y component
|
|
|
+ if ((*iter2).iFlags & AI_MD5_ANIMATION_FLAG_ROTQUAT_Y)
|
|
|
+ vTemp.y = *fpCur++;
|
|
|
+ else vTemp.y = pcBaseFrame->vRotationQuat.y;
|
|
|
+
|
|
|
+ // rotation quaternion, z component
|
|
|
+ if ((*iter2).iFlags & AI_MD5_ANIMATION_FLAG_ROTQUAT_Z)
|
|
|
+ vTemp.z = *fpCur++;
|
|
|
+ else vTemp.z = pcBaseFrame->vRotationQuat.z;
|
|
|
+
|
|
|
+ // compute the w component of the quaternion - invert it (DX to OGL)
|
|
|
+ qKey->mValue = aiQuaternion(vTemp);
|
|
|
+ //qKey->mValue.w *= -1.0f;
|
|
|
+
|
|
|
+ qKey->mTime = dTime;
|
|
|
+ vKey->mTime = dTime;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ // compute the duration of the animation
|
|
|
+ anim->mDuration = std::max(dTime,anim->mDuration);
|
|
|
+ }
|
|
|
+
|
|
|
+ // undo our offset computations
|
|
|
+ for (unsigned int i = 0; i < anim->mNumBones;++i)
|
|
|
+ {
|
|
|
+ aiBoneAnim* bone = anim->mBones[i];
|
|
|
+ bone->mPositionKeys -= bone->mNumPositionKeys;
|
|
|
+ bone->mRotationKeys -= bone->mNumPositionKeys;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // delete the file again
|
|
|
+ this->UnloadFileFromMemory();
|
|
|
+}
|