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@@ -48,16 +48,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <sstream>
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using namespace std;
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-//#include "boost/format.hpp"
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-//#include "boost/foreach.hpp"
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-//using namespace boost;
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-
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-#include "TinyFormatter.h"
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-
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#include "OgreImporter.hpp"
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+#include "TinyFormatter.h"
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#include "irrXMLWrapper.h"
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-
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namespace Assimp
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{
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namespace Ogre
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@@ -106,8 +100,21 @@ void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Ass
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throw DeadlyImportError("Root Node is not <mesh>! "+pFile+" "+MeshFile->getNodeName());
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}
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+ //eventually load shared geometry
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+ XmlRead(MeshFile);//shared geometry is optional, so we need a reed for the next two if's
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+ if(MeshFile->getNodeName()==string("sharedgeometry"))
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+ {
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+ unsigned int NumVertices=GetAttribute<int>(MeshFile, "vertexcount");;
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+
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+ XmlRead(MeshFile);
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+ while(MeshFile->getNodeName()==string("vertexbuffer"))
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+ {
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+ ReadVertexBuffer(m_SharedGeometry, MeshFile, NumVertices);
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+ }
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+ }
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+
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//Go to the submeshs:
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- if(!(XmlRead(MeshFile) && string(MeshFile->getNodeName())=="submeshes"))
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+ if(MeshFile->getNodeName()!=string("submeshes"))
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{
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throw DeadlyImportError("No <submeshes> node in <mesh> node! "+pFile);
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}
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@@ -209,793 +216,6 @@ void OgreImporter::SetupProperties(const Importer* pImp)
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}
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-void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
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-{
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- XmlRead(Reader);
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- //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
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- //of faces and geometry changed, and not if we have more than one of one
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- while(Reader->getNodeName()==string("faces") || string(Reader->getNodeName())=="geometry" || Reader->getNodeName()==string("boneassignments"))
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- {
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- if(string(Reader->getNodeName())=="faces")//Read the face list
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- {
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- //some info logging:
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- unsigned int NumFaces=GetAttribute<int>(Reader, "count");
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- ostringstream ss; ss <<"Submesh has " << NumFaces << " Faces.";
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- DefaultLogger::get()->debug(ss.str());
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-
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- while(XmlRead(Reader) && Reader->getNodeName()==string("face"))
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- {
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- Face NewFace;
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- NewFace.VertexIndices[0]=GetAttribute<int>(Reader, "v1");
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- NewFace.VertexIndices[1]=GetAttribute<int>(Reader, "v2");
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- NewFace.VertexIndices[2]=GetAttribute<int>(Reader, "v3");
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- if(Reader->getAttributeValue("v4"))//this should be supported in the future
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- {
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- throw DeadlyImportError("Submesh has quads, only traingles are supported!");
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- }
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- theSubMesh.FaceList.push_back(NewFace);
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- }
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-
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- }//end of faces
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- else if(string(Reader->getNodeName())=="geometry")//Read the vertexdata
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- {
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- //some info logging:
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- unsigned int NumVertices=GetAttribute<int>(Reader, "vertexcount");
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- ostringstream ss; ss<<"VertexCount: " << NumVertices;
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- DefaultLogger::get()->debug(ss.str());
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-
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- //General Informations about vertices
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- XmlRead(Reader);
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- while(Reader->getNodeName()==string("vertexbuffer"))
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- {
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- ReadVertexBuffer(theSubMesh, Reader, NumVertices);
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- }
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-
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- //some error checking on the loaded data
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- if(!theSubMesh.HasPositions)
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- throw DeadlyImportError("No positions could be loaded!");
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-
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- if(theSubMesh.HasNormals && theSubMesh.Normals.size() != NumVertices)
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- throw DeadlyImportError("Wrong Number of Normals loaded!");
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-
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- if(theSubMesh.HasTangents && theSubMesh.Tangents.size() != NumVertices)
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- throw DeadlyImportError("Wrong Number of Tangents loaded!");
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-
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- if(theSubMesh.NumUvs==1 && theSubMesh.Uvs.size() != NumVertices)
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- throw DeadlyImportError("Wrong Number of Uvs loaded!");
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-
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- }//end of "geometry
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-
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-
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- else if(string(Reader->getNodeName())=="boneassignments")
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- {
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- theSubMesh.Weights.resize(theSubMesh.Positions.size());
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- while(XmlRead(Reader) && Reader->getNodeName()==string("vertexboneassignment"))
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- {
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- Weight NewWeight;
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- unsigned int VertexId=GetAttribute<int>(Reader, "vertexindex");
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- NewWeight.BoneId=GetAttribute<int>(Reader, "boneindex");
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- NewWeight.Value=GetAttribute<float>(Reader, "weight");
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- theSubMesh.BonesUsed=max(theSubMesh.BonesUsed, NewWeight.BoneId+1);//calculate the number of bones used (this is the highest id +1 becuase bone ids start at 0)
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-
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- theSubMesh.Weights[VertexId].push_back(NewWeight);
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-
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- //XmlRead(Reader);//Once i had this line, and than i got only every second boneassignment, but my first test models had even boneassignment counts, so i thougt, everything would work. And yes, i HATE irrXML!!!
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- }
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-
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- }//end of boneassignments
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- }
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- DefaultLogger::get()->debug((Formatter::format(),
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- "Positionen: ",theSubMesh.Positions.size(),
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- " Normale: ",theSubMesh.Normals.size(),
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- " TexCoords: ",theSubMesh.Uvs.size(),
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- " Tantents: ",theSubMesh.Tangents.size()
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- ));
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- DefaultLogger::get()->warn(Reader->getNodeName());
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-
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-
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-
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- //---------------Make all Vertexes unique: (this is required by assimp)-----------------------
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- vector<Face> UniqueFaceList(theSubMesh.FaceList.size());
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- unsigned int UniqueVertexCount=theSubMesh.FaceList.size()*3;//*3 because each face consists of 3 vertexes, because we only support triangles^^
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- vector<aiVector3D> UniquePositions(UniqueVertexCount);
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- vector<aiVector3D> UniqueNormals(UniqueVertexCount);
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- vector<aiVector3D> UniqueTangents(UniqueVertexCount);
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- vector<aiVector3D> UniqueUvs(UniqueVertexCount);
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- vector< vector<Weight> > UniqueWeights((theSubMesh.Weights.size() ? UniqueVertexCount : 0));
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-
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- for(unsigned int i=0; i<theSubMesh.FaceList.size(); ++i)
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- {
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- //We precalculate the index vlaues her, because we need them in all vertex attributes
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- unsigned int Vertex1=theSubMesh.FaceList[i].VertexIndices[0];
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- unsigned int Vertex2=theSubMesh.FaceList[i].VertexIndices[1];
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- unsigned int Vertex3=theSubMesh.FaceList[i].VertexIndices[2];
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-
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- UniquePositions[3*i+0]=theSubMesh.Positions[Vertex1];
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- UniquePositions[3*i+1]=theSubMesh.Positions[Vertex2];
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- UniquePositions[3*i+2]=theSubMesh.Positions[Vertex3];
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-
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- if(theSubMesh.HasNormals)
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- {
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- UniqueNormals[3*i+0]=theSubMesh.Normals[Vertex1];
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- UniqueNormals[3*i+1]=theSubMesh.Normals[Vertex2];
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- UniqueNormals[3*i+2]=theSubMesh.Normals[Vertex3];
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- }
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-
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- if(theSubMesh.HasTangents)
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- {
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- UniqueTangents[3*i+0]=theSubMesh.Tangents[Vertex1];
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- UniqueTangents[3*i+1]=theSubMesh.Tangents[Vertex2];
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- UniqueTangents[3*i+2]=theSubMesh.Tangents[Vertex3];
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- }
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-
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- if(1==theSubMesh.NumUvs)
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- {
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- UniqueUvs[3*i+0]=theSubMesh.Uvs[Vertex1];
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- UniqueUvs[3*i+1]=theSubMesh.Uvs[Vertex2];
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- UniqueUvs[3*i+2]=theSubMesh.Uvs[Vertex3];
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- }
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-
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- if(theSubMesh.Weights.size())
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- {
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- UniqueWeights[3*i+0]=theSubMesh.Weights[Vertex1];
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- UniqueWeights[3*i+1]=theSubMesh.Weights[Vertex2];
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- UniqueWeights[3*i+2]=theSubMesh.Weights[Vertex3];
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- }
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-
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- //The indexvalues a just continuous numbers (0, 1, 2, 3, 4, 5, 6...)
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- UniqueFaceList[i].VertexIndices[0]=3*i+0;
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- UniqueFaceList[i].VertexIndices[1]=3*i+1;
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- UniqueFaceList[i].VertexIndices[2]=3*i+2;
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- }
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- //_________________________________________________________________________________________
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-
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- //now we have the unique datas, but want them in the SubMesh, so we swap all the containers:
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- //if we don't have one of them, we just swap empty containers, so everything is ok
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- theSubMesh.FaceList.swap(UniqueFaceList);
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- theSubMesh.Positions.swap(UniquePositions);
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- theSubMesh.Normals.swap(UniqueNormals);
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- theSubMesh.Tangents.swap(UniqueTangents);
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- theSubMesh.Uvs.swap(UniqueUvs);
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- theSubMesh.Weights.swap(UniqueWeights);
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-
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- //------------- normalize weights -----------------------------
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- //The Blender exporter doesn't care about whether the sum of all boneweights for a single vertex equals 1 or not,
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- //so we have to make this sure:
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- for(unsigned int VertexId=0; VertexId<theSubMesh.Weights.size(); ++VertexId)//iterate over all vertices
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- {
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- float WeightSum=0.0f;
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- for(unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
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- {
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- WeightSum+=theSubMesh.Weights[VertexId][BoneId].Value;
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- }
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-
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- //check if the sum is too far away from 1
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- if(WeightSum<1.0f-0.05f || WeightSum>1.0f+0.05f)
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- {
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- //normalize all weights:
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- for(unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
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- {
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- theSubMesh.Weights[VertexId][BoneId].Value/=WeightSum;
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- }
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- }
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- }
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- //_________________________________________________________
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-}
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-
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-
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-void OgreImporter::ReadVertexBuffer(SubMesh &theSubMesh, XmlReader *Reader, unsigned int NumVertices)
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-{
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- DefaultLogger::get()->debug("new Vertex Buffer");
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-
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- bool ReadPositions=false;
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- bool ReadNormals=false;
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- bool ReadTangents=false;
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- bool ReadUvs=false;
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-
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- //-------------------- check, what we need to read: --------------------------------
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- if(Reader->getAttributeValue("positions") && GetAttribute<bool>(Reader, "positions"))
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- {
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- ReadPositions=theSubMesh.HasPositions=true;
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- theSubMesh.Positions.reserve(NumVertices);
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- DefaultLogger::get()->debug("reading positions");
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- }
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- if(Reader->getAttributeValue("normals") && GetAttribute<bool>(Reader, "normals"))
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- {
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- ReadNormals=theSubMesh.HasNormals=true;
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- theSubMesh.Normals.reserve(NumVertices);
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- DefaultLogger::get()->debug("reading positions");
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- }
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- if(Reader->getAttributeValue("tangents") && GetAttribute<bool>(Reader, "tangents"))
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- {
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- ReadTangents=theSubMesh.HasTangents=true;
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- theSubMesh.Tangents.reserve(NumVertices);
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- DefaultLogger::get()->debug("reading positions");
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- }
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-
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-
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- //we can have 1 or 0 uv channels, and if the mesh has no uvs, it also doesn't have the attribute
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- if(!Reader->getAttributeValue("texture_coords"))
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- theSubMesh.NumUvs=0;
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- else
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- {
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- ReadUvs=!!(theSubMesh.NumUvs=GetAttribute<int>(Reader, "texture_coords"));
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- theSubMesh.Uvs.reserve(NumVertices);
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- DefaultLogger::get()->debug("reading texture coords");
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- }
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- if(theSubMesh.NumUvs>1)
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- {
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- DefaultLogger::get()->warn("too many texcoords (just 1 supported!), just the first texcoords will be loaded!");
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- theSubMesh.NumUvs=1;
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- }
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- //___________________________________________________________________
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-
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-
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- //check if we will load anything
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- if(!(ReadPositions || ReadNormals || ReadTangents || ReadUvs))
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- DefaultLogger::get()->warn("vertexbuffer seams to be empty!");
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-
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-
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- //read all the vertices:
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- XmlRead(Reader);
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-
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- /*it might happen, that we have more than one attribute per vertex (they are not splitted to different buffers)
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- so the break condition is a bit tricky (well, IrrXML just sucks :( )*/
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- while(Reader->getNodeName()==string("vertex")
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- ||Reader->getNodeName()==string("position")
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- ||Reader->getNodeName()==string("normal")
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- ||Reader->getNodeName()==string("tangent")
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- ||Reader->getNodeName()==string("texcoord"))
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- {
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- if(Reader->getNodeName()==string("vertex"))
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- XmlRead(Reader);//Read an attribute tag
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-
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- //Position
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- if(ReadPositions && Reader->getNodeName()==string("position"))
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- {
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- aiVector3D NewPos;
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- NewPos.x=GetAttribute<float>(Reader, "x");
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- NewPos.y=GetAttribute<float>(Reader, "y");
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- NewPos.z=GetAttribute<float>(Reader, "z");
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- theSubMesh.Positions.push_back(NewPos);
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- }
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-
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- //Normal
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- else if(ReadNormals && Reader->getNodeName()==string("normal"))
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- {
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- aiVector3D NewNormal;
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- NewNormal.x=GetAttribute<float>(Reader, "x");
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- NewNormal.y=GetAttribute<float>(Reader, "y");
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- NewNormal.z=GetAttribute<float>(Reader, "z");
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- theSubMesh.Normals.push_back(NewNormal);
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- }
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-
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- //Tangent
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- else if(ReadTangents && Reader->getNodeName()==string("tangent"))
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- {
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- aiVector3D NewTangent;
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- NewTangent.x=GetAttribute<float>(Reader, "x");
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- NewTangent.y=GetAttribute<float>(Reader, "y");
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- NewTangent.z=GetAttribute<float>(Reader, "z");
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- theSubMesh.Tangents.push_back(NewTangent);
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- }
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-
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- //Uv:
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- else if(ReadUvs && Reader->getNodeName()==string("texcoord"))
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- {
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- aiVector3D NewUv;
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- NewUv.x=GetAttribute<float>(Reader, "u");
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- NewUv.y=GetAttribute<float>(Reader, "v")*(-1)+1;//flip the uv vertikal, blender exports them so!
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- theSubMesh.Uvs.push_back(NewUv);
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-
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- //skip all the following texcoords:
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- while(Reader->getNodeName()==string("texcoord"))
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- XmlRead(Reader);
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- continue;//don't read another line at the end of the loop
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- }
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-
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- //Attribute could not be read
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- else
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- {
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- DefaultLogger::get()->warn(string("Attribute was not read: ")+Reader->getNodeName());
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- }
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-
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- XmlRead(Reader);//Read the Vertex tag
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- }
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-}
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-
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-
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-aiMesh* OgreImporter::CreateAssimpSubMesh(const SubMesh& theSubMesh, const vector<Bone>& Bones) const
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-{
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- const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
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- (void)m_CurrentScene;
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-
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- aiMesh* NewAiMesh=new aiMesh();
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-
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- //Positions
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- NewAiMesh->mVertices=new aiVector3D[theSubMesh.Positions.size()];
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- memcpy(NewAiMesh->mVertices, &theSubMesh.Positions[0], theSubMesh.Positions.size()*sizeof(aiVector3D));
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- NewAiMesh->mNumVertices=theSubMesh.Positions.size();
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-
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- //Normals
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- if(theSubMesh.HasNormals)
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- {
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- NewAiMesh->mNormals=new aiVector3D[theSubMesh.Normals.size()];
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- memcpy(NewAiMesh->mNormals, &theSubMesh.Normals[0], theSubMesh.Normals.size()*sizeof(aiVector3D));
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- }
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-
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-
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- //until we have support for bitangents, no tangents will be written
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- /*
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- //Tangents
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- if(theSubMesh.HasTangents)
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- {
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- NewAiMesh->mTangents=new aiVector3D[theSubMesh.Tangents.size()];
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- memcpy(NewAiMesh->mTangents, &theSubMesh.Tangents[0], theSubMesh.Tangents.size()*sizeof(aiVector3D));
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|
- }
|
|
|
- */
|
|
|
-
|
|
|
- //Uvs
|
|
|
- if(0!=theSubMesh.NumUvs)
|
|
|
- {
|
|
|
- NewAiMesh->mNumUVComponents[0]=2;
|
|
|
- NewAiMesh->mTextureCoords[0]= new aiVector3D[theSubMesh.Uvs.size()];
|
|
|
- memcpy(NewAiMesh->mTextureCoords[0], &theSubMesh.Uvs[0], theSubMesh.Uvs.size()*sizeof(aiVector3D));
|
|
|
- }
|
|
|
-
|
|
|
-
|
|
|
- //---------------------------------------- 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
|
|
|
- {
|
|
|
- for(unsigned int BoneId=0; BoneId<theSubMesh.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);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
-
|
|
|
-
|
|
|
- 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)
|
|
|
-
|
|
|
- //create all the bones and fill them with informations
|
|
|
- for(unsigned int i=0; i<theSubMesh.BonesUsed; ++i)
|
|
|
- {
|
|
|
- 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*));
|
|
|
- }
|
|
|
-
|
|
|
- //______________________________________________________________________________________________________
|
|
|
-
|
|
|
-
|
|
|
-
|
|
|
- //Faces
|
|
|
- NewAiMesh->mFaces=new aiFace[theSubMesh.FaceList.size()];
|
|
|
- for(unsigned int i=0; i<theSubMesh.FaceList.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->mNumFaces=theSubMesh.FaceList.size();
|
|
|
-
|
|
|
- //Link the material:
|
|
|
- NewAiMesh->mMaterialIndex=theSubMesh.MaterialIndex;//the index is set by the function who called ReadSubMesh
|
|
|
-
|
|
|
- return NewAiMesh;
|
|
|
-}
|
|
|
-
|
|
|
-
|
|
|
-void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vector<Animation> &Animations) const
|
|
|
-{
|
|
|
- const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
|
|
|
- (void)m_CurrentScene;
|
|
|
-
|
|
|
-
|
|
|
- //most likely the skeleton file will only end with .skeleton
|
|
|
- //But this is a xml reader, so we need: .skeleton.xml
|
|
|
- FileName+=".xml";
|
|
|
-
|
|
|
- DefaultLogger::get()->debug(string("Loading Skeleton: ")+FileName);
|
|
|
-
|
|
|
- //Open the File:
|
|
|
- boost::scoped_ptr<IOStream> File(m_CurrentIOHandler->Open(FileName));
|
|
|
- if(NULL==File.get())
|
|
|
- throw DeadlyImportError("Failed to open skeleton file "+FileName+".");
|
|
|
-
|
|
|
- //Read the Mesh File:
|
|
|
- boost::scoped_ptr<CIrrXML_IOStreamReader> mIOWrapper(new CIrrXML_IOStreamReader(File.get()));
|
|
|
- XmlReader* SkeletonFile = irr::io::createIrrXMLReader(mIOWrapper.get());
|
|
|
- if(!SkeletonFile)
|
|
|
- throw DeadlyImportError(string("Failed to create XML Reader for ")+FileName);
|
|
|
-
|
|
|
- //Quick note: Whoever read this should know this one thing: irrXml fucking sucks!!!
|
|
|
-
|
|
|
- XmlRead(SkeletonFile);
|
|
|
- if(string("skeleton")!=SkeletonFile->getNodeName())
|
|
|
- throw DeadlyImportError("No <skeleton> node in SkeletonFile: "+FileName);
|
|
|
-
|
|
|
-
|
|
|
-
|
|
|
- //------------------------------------load bones-----------------------------------------
|
|
|
- XmlRead(SkeletonFile);
|
|
|
- if(string("bones")!=SkeletonFile->getNodeName())
|
|
|
- throw DeadlyImportError("No bones node in skeleton "+FileName);
|
|
|
-
|
|
|
- XmlRead(SkeletonFile);
|
|
|
-
|
|
|
- while(string("bone")==SkeletonFile->getNodeName())
|
|
|
- {
|
|
|
- //TODO: Maybe we can have bone ids for the errrors, but normaly, they should never appear, so what....
|
|
|
-
|
|
|
- //read a new bone:
|
|
|
- Bone NewBone;
|
|
|
- NewBone.Id=GetAttribute<int>(SkeletonFile, "id");
|
|
|
- NewBone.Name=GetAttribute<string>(SkeletonFile, "name");
|
|
|
-
|
|
|
- //load the position:
|
|
|
- XmlRead(SkeletonFile);
|
|
|
- if(string("position")!=SkeletonFile->getNodeName())
|
|
|
- throw DeadlyImportError("Position is not first node in Bone!");
|
|
|
- NewBone.Position.x=GetAttribute<float>(SkeletonFile, "x");
|
|
|
- NewBone.Position.y=GetAttribute<float>(SkeletonFile, "y");
|
|
|
- NewBone.Position.z=GetAttribute<float>(SkeletonFile, "z");
|
|
|
-
|
|
|
- //Rotation:
|
|
|
- XmlRead(SkeletonFile);
|
|
|
- if(string("rotation")!=SkeletonFile->getNodeName())
|
|
|
- throw DeadlyImportError("Rotation is not the second node in Bone!");
|
|
|
- NewBone.RotationAngle=GetAttribute<float>(SkeletonFile, "angle");
|
|
|
- XmlRead(SkeletonFile);
|
|
|
- if(string("axis")!=SkeletonFile->getNodeName())
|
|
|
- throw DeadlyImportError("No axis specified for bone rotation!");
|
|
|
- NewBone.RotationAxis.x=GetAttribute<float>(SkeletonFile, "x");
|
|
|
- NewBone.RotationAxis.y=GetAttribute<float>(SkeletonFile, "y");
|
|
|
- NewBone.RotationAxis.z=GetAttribute<float>(SkeletonFile, "z");
|
|
|
-
|
|
|
- //append the newly loaded bone to the bone list
|
|
|
- Bones.push_back(NewBone);
|
|
|
-
|
|
|
- //Proceed to the next bone:
|
|
|
- XmlRead(SkeletonFile);
|
|
|
- }
|
|
|
- //The bones in the file a not neccesarly ordered by there id's so we do it now:
|
|
|
- std::sort(Bones.begin(), Bones.end());
|
|
|
-
|
|
|
- //now the id of each bone should be equal to its position in the vector:
|
|
|
- //so we do a simple check:
|
|
|
- {
|
|
|
- bool IdsOk=true;
|
|
|
- for(int i=0; i<static_cast<signed int>(Bones.size()); ++i)//i is signed, because all Id's are also signed!
|
|
|
- {
|
|
|
- if(Bones[i].Id!=i)
|
|
|
- IdsOk=false;
|
|
|
- }
|
|
|
- if(!IdsOk)
|
|
|
- throw DeadlyImportError("Bone Ids are not valid!"+FileName);
|
|
|
- }
|
|
|
- DefaultLogger::get()->debug((Formatter::format(),"Number of bones: ",Bones.size()));
|
|
|
- //________________________________________________________________________________
|
|
|
-
|
|
|
-
|
|
|
-
|
|
|
-
|
|
|
-
|
|
|
-
|
|
|
- //----------------------------load bonehierarchy--------------------------------
|
|
|
- if(string("bonehierarchy")!=SkeletonFile->getNodeName())
|
|
|
- throw DeadlyImportError("no bonehierarchy node in "+FileName);
|
|
|
-
|
|
|
- DefaultLogger::get()->debug("loading bonehierarchy...");
|
|
|
- XmlRead(SkeletonFile);
|
|
|
- while(string("boneparent")==SkeletonFile->getNodeName())
|
|
|
- {
|
|
|
- string Child, Parent;
|
|
|
- Child=GetAttribute<string>(SkeletonFile, "bone");
|
|
|
- Parent=GetAttribute<string>(SkeletonFile, "parent");
|
|
|
-
|
|
|
- unsigned int ChildId, ParentId;
|
|
|
- ChildId=find(Bones.begin(), Bones.end(), Child)->Id;
|
|
|
- ParentId=find(Bones.begin(), Bones.end(), Parent)->Id;
|
|
|
-
|
|
|
- Bones[ChildId].ParentId=ParentId;
|
|
|
- Bones[ParentId].Children.push_back(ChildId);
|
|
|
-
|
|
|
- XmlRead(SkeletonFile);//i once forget this line, which led to an endless loop, did i mentioned, that irrxml sucks??
|
|
|
- }
|
|
|
- //_____________________________________________________________________________
|
|
|
-
|
|
|
-
|
|
|
- //--------- Calculate the WorldToBoneSpace Matrix recursivly for all bones: ------------------
|
|
|
- BOOST_FOREACH(Bone theBone, Bones)
|
|
|
- {
|
|
|
- if(-1==theBone.ParentId) //the bone is a root bone
|
|
|
- {
|
|
|
- theBone.CalculateBoneToWorldSpaceMatrix(Bones);
|
|
|
- }
|
|
|
- }
|
|
|
- //_______________________________________________________________________
|
|
|
-
|
|
|
-
|
|
|
- //---------------------------load animations-----------------------------
|
|
|
- if(string("animations")==SkeletonFile->getNodeName())//animations are optional values
|
|
|
- {
|
|
|
- DefaultLogger::get()->debug("Loading Animations");
|
|
|
- XmlRead(SkeletonFile);
|
|
|
- while(string("animation")==SkeletonFile->getNodeName())
|
|
|
- {
|
|
|
- Animation NewAnimation;
|
|
|
- NewAnimation.Name=GetAttribute<string>(SkeletonFile, "name");
|
|
|
- NewAnimation.Length=GetAttribute<float>(SkeletonFile, "length");
|
|
|
-
|
|
|
- //Load all Tracks
|
|
|
- XmlRead(SkeletonFile);
|
|
|
- if(string("tracks")!=SkeletonFile->getNodeName())
|
|
|
- throw DeadlyImportError("no tracks node in animation");
|
|
|
- XmlRead(SkeletonFile);
|
|
|
- while(string("track")==SkeletonFile->getNodeName())
|
|
|
- {
|
|
|
- Track NewTrack;
|
|
|
- NewTrack.BoneName=GetAttribute<string>(SkeletonFile, "bone");
|
|
|
-
|
|
|
- //Load all keyframes;
|
|
|
- XmlRead(SkeletonFile);
|
|
|
- if(string("keyframes")!=SkeletonFile->getNodeName())
|
|
|
- throw DeadlyImportError("no keyframes node!");
|
|
|
- XmlRead(SkeletonFile);
|
|
|
- while(string("keyframe")==SkeletonFile->getNodeName())
|
|
|
- {
|
|
|
- Keyframe NewKeyframe;
|
|
|
- NewKeyframe.Time=GetAttribute<float>(SkeletonFile, "time");
|
|
|
-
|
|
|
- //loop over the attributes:
|
|
|
-
|
|
|
- while(true)
|
|
|
- {
|
|
|
- XmlRead(SkeletonFile);
|
|
|
-
|
|
|
- //If any property doesn't show up, it will keep its initialization value
|
|
|
-
|
|
|
- //Position:
|
|
|
- if(string("translate")==SkeletonFile->getNodeName())
|
|
|
- {
|
|
|
- NewKeyframe.Position.x=GetAttribute<float>(SkeletonFile, "x");
|
|
|
- NewKeyframe.Position.y=GetAttribute<float>(SkeletonFile, "y");
|
|
|
- NewKeyframe.Position.z=GetAttribute<float>(SkeletonFile, "z");
|
|
|
- }
|
|
|
-
|
|
|
- //Rotation:
|
|
|
- else if(string("rotate")!=SkeletonFile->getNodeName())
|
|
|
- {
|
|
|
- float RotationAngle=GetAttribute<float>(SkeletonFile, "angle");
|
|
|
- aiVector3D RotationAxis;
|
|
|
- XmlRead(SkeletonFile);
|
|
|
- if(string("axis")!=SkeletonFile->getNodeName())
|
|
|
- throw DeadlyImportError("No axis for keyframe rotation!");
|
|
|
- RotationAxis.x=GetAttribute<float>(SkeletonFile, "x");
|
|
|
- RotationAxis.y=GetAttribute<float>(SkeletonFile, "y");
|
|
|
- RotationAxis.z=GetAttribute<float>(SkeletonFile, "z");
|
|
|
- NewKeyframe.Rotation=aiQuaternion(RotationAxis, RotationAngle);
|
|
|
- }
|
|
|
-
|
|
|
- //Scaling:
|
|
|
- else if(string("scale")==SkeletonFile->getNodeName())
|
|
|
- {
|
|
|
- NewKeyframe.Scaling.x=GetAttribute<float>(SkeletonFile, "x");
|
|
|
- NewKeyframe.Scaling.y=GetAttribute<float>(SkeletonFile, "y");
|
|
|
- NewKeyframe.Scaling.z=GetAttribute<float>(SkeletonFile, "z");
|
|
|
- }
|
|
|
-
|
|
|
- //we suppose, that we read all attributes and this is a new keyframe or the end of the animation
|
|
|
- else
|
|
|
- break;
|
|
|
- }
|
|
|
-
|
|
|
-
|
|
|
- NewTrack.Keyframes.push_back(NewKeyframe);
|
|
|
- XmlRead(SkeletonFile);
|
|
|
- }
|
|
|
-
|
|
|
-
|
|
|
- NewAnimation.Tracks.push_back(NewTrack);
|
|
|
- }
|
|
|
-
|
|
|
- Animations.push_back(NewAnimation);
|
|
|
- }
|
|
|
- }
|
|
|
- //_____________________________________________________________________________
|
|
|
-
|
|
|
-}
|
|
|
-
|
|
|
-
|
|
|
-void OgreImporter::CreateAssimpSkeleton(const std::vector<Bone> &Bones, const std::vector<Animation> &/*Animations*/)
|
|
|
-{
|
|
|
- if(!m_CurrentScene->mRootNode)
|
|
|
- throw DeadlyImportError("No root node exists!!");
|
|
|
- if(0!=m_CurrentScene->mRootNode->mNumChildren)
|
|
|
- throw DeadlyImportError("Root Node already has childnodes!");
|
|
|
-
|
|
|
-
|
|
|
- //Createt the assimp bone hierarchy
|
|
|
- DefaultLogger::get()->debug("Root Bones");
|
|
|
- vector<aiNode*> RootBoneNodes;
|
|
|
- BOOST_FOREACH(Bone theBone, Bones)
|
|
|
- {
|
|
|
- if(-1==theBone.ParentId) //the bone is a root bone
|
|
|
- {
|
|
|
- DefaultLogger::get()->debug(theBone.Name);
|
|
|
- RootBoneNodes.push_back(CreateAiNodeFromBone(theBone.Id, Bones, m_CurrentScene->mRootNode));//which will recursily add all other nodes
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if (RootBoneNodes.size()) {
|
|
|
- m_CurrentScene->mRootNode->mNumChildren=RootBoneNodes.size();
|
|
|
- m_CurrentScene->mRootNode->mChildren=new aiNode*[RootBoneNodes.size()];
|
|
|
- memcpy(m_CurrentScene->mRootNode->mChildren, &RootBoneNodes[0], sizeof(aiNode*)*RootBoneNodes.size());
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-
|
|
|
-void OgreImporter::PutAnimationsInScene(const std::vector<Bone> &Bones, const std::vector<Animation> &Animations)
|
|
|
-{
|
|
|
- //-----------------Create the Assimp Animations --------------------
|
|
|
- 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
|
|
|
- {
|
|
|
- m_CurrentScene->mNumAnimations=Animations.size();
|
|
|
- m_CurrentScene->mAnimations=new aiAnimation*[Animations.size()];
|
|
|
- for(unsigned int i=0; i<Animations.size(); ++i)//create all animations
|
|
|
- {
|
|
|
- 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)
|
|
|
- {
|
|
|
- aiNodeAnim* NewNodeAnim=new aiNodeAnim();
|
|
|
- NewNodeAnim->mNodeName=Animations[i].Tracks[j].BoneName;
|
|
|
-
|
|
|
- //we need this, to acces the bones default pose, which we need to make keys absolute
|
|
|
- vector<Bone>::const_iterator CurBone=find(Bones.begin(), Bones.end(), NewNodeAnim->mNodeName);
|
|
|
- aiMatrix4x4 t0, t1;
|
|
|
- aiMatrix4x4 DefBonePose=//The default bone pose doesnt have a scaling value
|
|
|
- aiMatrix4x4::Rotation(CurBone->RotationAngle, CurBone->RotationAxis, t0)
|
|
|
- * aiMatrix4x4::Translation(CurBone->Position, t1);
|
|
|
-
|
|
|
- //Create the keyframe arrays...
|
|
|
- unsigned int KeyframeCount=Animations[i].Tracks[j].Keyframes.size();
|
|
|
- NewNodeAnim->mNumPositionKeys=KeyframeCount;
|
|
|
- NewNodeAnim->mPositionKeys=new aiVectorKey[KeyframeCount];
|
|
|
- NewNodeAnim->mNumRotationKeys=KeyframeCount;
|
|
|
- NewNodeAnim->mRotationKeys=new aiQuatKey[KeyframeCount];
|
|
|
- NewNodeAnim->mNumScalingKeys=KeyframeCount;
|
|
|
- NewNodeAnim->mScalingKeys=new aiVectorKey[KeyframeCount];
|
|
|
-
|
|
|
- //...and fill them
|
|
|
- for(unsigned int k=0; k<KeyframeCount; ++k)
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- {
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- aiMatrix4x4 t2, t3;
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-
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- //Create a matrix to transfrom a vector from the bones default pose to the bone bones in this animation key
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- aiMatrix4x4 PoseToKey=aiMatrix4x4::Scaling(Animations[i].Tracks[j].Keyframes[k].Scaling, t2) //scale
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- * aiMatrix4x4(Animations[i].Tracks[j].Keyframes[k].Rotation.GetMatrix()) //rot
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- * aiMatrix4x4::Translation(Animations[i].Tracks[j].Keyframes[k].Position, t3); //pos
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-
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-
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- //calculate the complete transformation from world space to bone space
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- aiMatrix4x4 CompleteTransform=DefBonePose * PoseToKey;
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-
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- aiVector3D Pos;
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- aiQuaternion Rot;
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- aiVector3D Scale;
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-
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- CompleteTransform.Decompose(Scale, Rot, Pos);
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-
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-
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- NewNodeAnim->mPositionKeys[k].mTime=Animations[i].Tracks[j].Keyframes[k].Time;
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- NewNodeAnim->mPositionKeys[k].mValue=Pos;
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-
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- NewNodeAnim->mRotationKeys[k].mTime=Animations[i].Tracks[j].Keyframes[k].Time;
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- NewNodeAnim->mRotationKeys[k].mValue=Rot;
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-
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- NewNodeAnim->mScalingKeys[k].mTime=Animations[i].Tracks[j].Keyframes[k].Time;
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- NewNodeAnim->mScalingKeys[k].mValue=Scale;
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|
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- }
|
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-
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|
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- NewAnimation->mChannels[j]=NewNodeAnim;
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|
|
- }
|
|
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-
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|
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- m_CurrentScene->mAnimations[i]=NewAnimation;
|
|
|
- }
|
|
|
- }
|
|
|
-//TODO: Auf nicht vorhandene Animationskeys achten!
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|
|
-//#pragma warning (s.o.)
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|
|
- //__________________________________________________________________
|
|
|
-}
|
|
|
-
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|
|
-
|
|
|
-aiNode* OgreImporter::CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &Bones, aiNode* ParentNode)
|
|
|
-{
|
|
|
- //----Create the node for this bone and set its values-----
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|
|
- aiNode* NewNode=new aiNode(Bones[BoneId].Name);
|
|
|
- NewNode->mParent=ParentNode;
|
|
|
-
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|
|
- aiMatrix4x4 t0,t1;
|
|
|
- //create a matrix from the transformation values of the ogre bone
|
|
|
- NewNode->mTransformation=aiMatrix4x4::Rotation(Bones[BoneId].RotationAngle, Bones[BoneId].RotationAxis, t1)
|
|
|
- * aiMatrix4x4::Translation(Bones[BoneId].Position, t0)
|
|
|
-
|
|
|
- ;
|
|
|
- //__________________________________________________________
|
|
|
-
|
|
|
-
|
|
|
- //---------- 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)
|
|
|
- {
|
|
|
- NewNode->mChildren[i]=CreateAiNodeFromBone(Bones[BoneId].Children[i], Bones, NewNode);
|
|
|
- }
|
|
|
- //____________________________________________________
|
|
|
-
|
|
|
-
|
|
|
- return NewNode;
|
|
|
-}
|
|
|
-
|
|
|
-
|
|
|
-void Bone::CalculateBoneToWorldSpaceMatrix(vector<Bone> &Bones)
|
|
|
-{
|
|
|
- //Calculate the matrix for this bone:
|
|
|
-
|
|
|
- aiMatrix4x4 t0,t1;
|
|
|
- aiMatrix4x4 Transf=aiMatrix4x4::Translation(-Position, t0)
|
|
|
- * aiMatrix4x4::Rotation(-RotationAngle, RotationAxis, t1)
|
|
|
- ;
|
|
|
- if(-1==ParentId)
|
|
|
- {
|
|
|
- BoneToWorldSpace=Transf;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- BoneToWorldSpace=Transf*Bones[ParentId].BoneToWorldSpace;
|
|
|
- }
|
|
|
-
|
|
|
- //and recursivly for all children:
|
|
|
- BOOST_FOREACH(int theChildren, Children)
|
|
|
- {
|
|
|
- Bones[theChildren].CalculateBoneToWorldSpaceMatrix(Bones);
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
}//namespace Ogre
|
|
|
}//namespace Assimp
|
|
|
|