123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761 |
- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2019, assimp team
- Copyright (c) 2019 bzt
- All rights reserved.
- Redistribution and use of this software in source and binary forms,
- with or without modification, are permitted provided that the
- following conditions are met:
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
- * Neither the name of the assimp team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the assimp team.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- ----------------------------------------------------------------------
- */
- #ifndef ASSIMP_BUILD_NO_M3D_IMPORTER
- #define M3D_IMPLEMENTATION
- #define M3D_ASCII
- #define M3D_NONORMALS /* leave the post-processing to Assimp */
- #define M3D_NOWEIGHTS
- #define M3D_NOANIMATION
- #include <assimp/IOStreamBuffer.h>
- #include <memory>
- #include <assimp/DefaultIOSystem.h>
- #include <assimp/Importer.hpp>
- #include <assimp/scene.h>
- #include <assimp/ai_assert.h>
- #include <assimp/DefaultLogger.hpp>
- #include <assimp/importerdesc.h>
- #include "M3DImporter.h"
- #include "M3DMaterials.h"
- // RESOURCES:
- // https://gitlab.com/bztsrc/model3d/blob/master/docs/m3d_format.md
- // https://gitlab.com/bztsrc/model3d/blob/master/docs/a3d_format.md
- /*
- Unfortunately aiNode has bone structures and meshes too, yet we can't assign
- the mesh to a bone aiNode as a skin may refer to several aiNodes. Therefore
- I've decided to import into this structure:
- aiScene->mRootNode
- | |->mMeshes (all the meshes)
- | \->children (empty if there's no skeleton imported, no meshes)
- | \->skeleton root aiNode*
- | |->bone aiNode
- | | \->subbone aiNode
- | |->bone aiNode
- | | ...
- | \->bone aiNode
- \->mMeshes[]
- \->aiBone, referencing mesh-less aiNodes from above
- * - normally one, but if a model has several skeleton roots, then all of them
- are listed in aiScene->mRootNode->children, but all without meshes
- */
- static const aiImporterDesc desc = {
- "Model 3D Importer",
- "",
- "",
- "",
- aiImporterFlags_SupportBinaryFlavour,
- 0,
- 0,
- 0,
- 0,
- "m3d a3d"
- };
- // workaround: the SDK expects a C callback, but we want to use Assimp::IOSystem to implement that
- extern "C" {
- void* m3dimporter_pIOHandler;
- unsigned char *m3dimporter_readfile(char *fn, unsigned int *size) {
- ai_assert( nullptr != fn );
- ai_assert( nullptr != size );
- std::string file(fn);
- std::unique_ptr<Assimp::IOStream> pStream(
- (reinterpret_cast<Assimp::IOSystem*>(m3dimporter_pIOHandler))->Open( file, "rb"));
- size_t fileSize = 0;
- unsigned char *data = NULL;
- // sometimes pStream is nullptr for some reason (should be an empty object returning nothing I guess)
- if(pStream) {
- fileSize = pStream->FileSize();
- // should be allocated with malloc(), because the library will call free() to deallocate
- data = (unsigned char*)malloc(fileSize);
- if( !data || !pStream.get() || !fileSize || fileSize != pStream->Read(data,1,fileSize)) {
- pStream.reset();
- *size = 0;
- // don't throw a deadly exception, it's not fatal if we can't read an external asset
- return nullptr;
- }
- pStream.reset();
- }
- *size = (int)fileSize;
- return data;
- }
- }
- namespace Assimp {
- using namespace std;
- // ------------------------------------------------------------------------------------------------
- // Default constructor
- M3DImporter::M3DImporter()
- : mScene(nullptr)
- , m3d(nullptr) { }
- // ------------------------------------------------------------------------------------------------
- // Destructor.
- M3DImporter::~M3DImporter() {}
- // ------------------------------------------------------------------------------------------------
- // Returns true, if file is a binary or ASCII Model 3D file.
- bool M3DImporter::CanRead(const std::string& pFile, IOSystem* pIOHandler , bool checkSig) const {
- const std::string extension = GetExtension(pFile);
- if (extension == "m3d" || extension == "a3d")
- return true;
- else if (!extension.length() || checkSig) {
- if (!pIOHandler) {
- return true;
- }
- /*
- * don't use CheckMagicToken because that checks with swapped bytes too, leading to false
- * positives. This magic is not uint32_t, but char[4], so memcmp is the best way
- const char* tokens[] = {"3DMO", "3dmo"};
- return CheckMagicToken(pIOHandler,pFile,tokens,2,0,4);
- */
- std::unique_ptr<IOStream> pStream (pIOHandler->Open(pFile, "rb"));
- unsigned char data[4];
- if(4 != pStream->Read(data,1,4)) {
- return false;
- }
- return !memcmp(data, "3DMO", 4) /* bin */ || !memcmp(data, "3dmo", 4) /* ASCII */;
- }
- return false;
- }
- // ------------------------------------------------------------------------------------------------
- const aiImporterDesc* M3DImporter::GetInfo() const {
- return &desc;
- }
- // ------------------------------------------------------------------------------------------------
- // Model 3D import implementation
- void M3DImporter::InternReadFile( const std::string &file, aiScene* pScene, IOSystem* pIOHandler) {
- // Read file into memory
- std::unique_ptr<IOStream> pStream( pIOHandler->Open( file, "rb"));
- if( !pStream.get() ) {
- throw DeadlyImportError( "Failed to open file " + file + "." );
- }
- // Get the file-size and validate it, throwing an exception when fails
- size_t fileSize = pStream->FileSize();
- if( fileSize < 8 ) {
- throw DeadlyImportError( "M3D-file " + file + " is too small." );
- }
- std::unique_ptr<unsigned char[]> _buffer (new unsigned char[fileSize]);
- unsigned char *data( _buffer.get() );
- if(fileSize != pStream->Read(data,1,fileSize)) {
- throw DeadlyImportError( "Failed to read the file " + file + "." );
- }
- // Get the path for external assets
- std::string folderName( "./" );
- std::string::size_type pos = file.find_last_of( "\\/" );
- if ( pos != std::string::npos ) {
- folderName = file.substr( 0, pos );
- if ( !folderName.empty() ) {
- pIOHandler->PushDirectory( folderName );
- }
- }
- // pass this IOHandler to the C callback
- m3dimporter_pIOHandler = pIOHandler;
- //DefaultLogger::create("/dev/stderr", Logger::VERBOSE);
- ASSIMP_LOG_DEBUG_F("M3D: loading ", file);
- // let the C SDK do the hard work for us
- m3d = m3d_load(&data[0], m3dimporter_readfile, free, nullptr);
- m3dimporter_pIOHandler = nullptr;
- if( !m3d ) {
- throw DeadlyImportError( "Unable to parse " + file + " as M3D." );
- }
- // create the root node
- pScene->mRootNode = new aiNode;
- pScene->mRootNode->mName = aiString(std::string(std::string(m3d->name)));
- pScene->mRootNode->mTransformation = aiMatrix4x4();
- pScene->mRootNode->mNumChildren = 0;
- mScene = pScene;
- ASSIMP_LOG_DEBUG("M3D: root node " + std::string(m3d->name));
- // now we just have to fill up the Assimp structures in pScene
- importMaterials();
- importTextures();
- importBones(-1U, pScene->mRootNode);
- importMeshes();
- importAnimations();
- // we don't need the SDK's version any more
- m3d_free(m3d);
- // Pop directory stack
- if ( pIOHandler->StackSize() > 0 ) {
- pIOHandler->PopDirectory();
- }
- }
- // ------------------------------------------------------------------------------------------------
- // convert materials. properties are converted using a static table in M3DMaterials.h
- void M3DImporter::importMaterials()
- {
- unsigned int i, j, k, l, n;
- m3dm_t *m;
- aiString name = aiString(AI_DEFAULT_MATERIAL_NAME);
- aiColor4D c;
- ai_real f;
- ai_assert(mScene != nullptr);
- ai_assert(m3d != nullptr);
- mScene->mNumMaterials = m3d->nummaterial + 1;
- mScene->mMaterials = new aiMaterial*[ m3d->nummaterial + 1 ];
- ASSIMP_LOG_DEBUG_F("M3D: importMaterials ", mScene->mNumMaterials);
- // add a default material as first
- aiMaterial* mat = new aiMaterial;
- mat->AddProperty( &name, AI_MATKEY_NAME );
- c.a = 1.0; c.b = c.g = c.r = 0.6;
- mat->AddProperty( &c, 1, AI_MATKEY_COLOR_DIFFUSE);
- mScene->mMaterials[0] = mat;
- for(i = 0; i < m3d->nummaterial; i++) {
- m = &m3d->material[i];
- aiMaterial* mat = new aiMaterial;
- name.Set(std::string(m->name));
- mat->AddProperty( &name, AI_MATKEY_NAME );
- for(j = 0; j < m->numprop; j++) {
- // look up property type
- // 0 - 127 scalar values,
- // 128 - 255 the same properties but for texture maps
- k = 256;
- for(l = 0; l < sizeof(m3d_propertytypes)/sizeof(m3d_propertytypes[0]); l++)
- if(m->prop[j].type == m3d_propertytypes[l].id ||
- m->prop[j].type == m3d_propertytypes[l].id + 128) {
- k = l;
- break;
- }
- // should never happen, but be safe than sorry
- if(k == 256) continue;
- // scalar properties
- if(m->prop[j].type < 128 && aiProps[k].pKey) {
- switch(m3d_propertytypes[k].format) {
- case m3dpf_color:
- c = mkColor(m->prop[j].value.color);
- mat->AddProperty(&c, 1, aiProps[k].pKey, aiProps[k].type, aiProps[k].index);
- break;
- case m3dpf_float:
- f = m->prop[j].value.fnum;
- mat->AddProperty(&f, 1, aiProps[k].pKey, aiProps[k].type, aiProps[k].index);
- break;
- default:
- n = m->prop[j].value.num;
- if(m->prop[j].type == m3dp_il) {
- switch(n) {
- case 0: n = aiShadingMode_NoShading; break;
- case 2: n = aiShadingMode_Phong; break;
- default: n = aiShadingMode_Gouraud; break;
- }
- }
- mat->AddProperty(&n, 1, aiProps[k].pKey, aiProps[k].type, aiProps[k].index);
- break;
- }
- }
- // texture map properties
- if(m->prop[j].type >= 128 && aiTxProps[k].pKey &&
- // extra check, should never happen, do we have the refered texture?
- m->prop[j].value.textureid < m3d->numtexture &&
- m3d->texture[m->prop[j].value.textureid].name) {
- name.Set(std::string(std::string(m3d->texture[m->prop[j].value.textureid].name) + ".png"));
- mat->AddProperty(&name, aiTxProps[k].pKey, aiTxProps[k].type, aiTxProps[k].index);
- n = 0;
- mat->AddProperty(&n, 1, _AI_MATKEY_UVWSRC_BASE, aiProps[k].type, aiProps[k].index);
- }
- }
- mScene->mMaterials[i + 1] = mat;
- }
- }
- // ------------------------------------------------------------------------------------------------
- // import textures, this is the simplest of all
- void M3DImporter::importTextures()
- {
- unsigned int i;
- const char *formatHint[] = { "rgba0800", "rgba0808", "rgba8880", "rgba8888" };
- m3dtx_t *t;
- ai_assert(mScene != nullptr);
- ai_assert(m3d != nullptr);
- mScene->mNumTextures = m3d->numtexture;
- ASSIMP_LOG_DEBUG_F("M3D: importTextures ", mScene->mNumTextures);
- if(!m3d->numtexture)
- return;
- mScene->mTextures = new aiTexture*[m3d->numtexture];
- for(i = 0; i < m3d->numtexture; i++) {
- unsigned int j, k;
- t = &m3d->texture[i];
- if(!t->w || !t->h || !t->f || !t->d) continue;
- aiTexture *tx = new aiTexture;
- strcpy(tx->achFormatHint, formatHint[t->f - 1]);
- tx->mFilename = aiString(std::string(t->name) + ".png");
- tx->mWidth = t->w;
- tx->mHeight = t->h;
- tx->pcData = new aiTexel[ tx->mWidth*tx->mHeight ];
- for(j = k = 0; j < tx->mWidth*tx->mHeight; j++) {
- switch(t->f) {
- case 1: tx->pcData[j].g = t->d[k++]; break;
- case 2: tx->pcData[j].g = t->d[k++]; tx->pcData[j].a = t->d[k++]; break;
- case 3:
- tx->pcData[j].r = t->d[k++]; tx->pcData[j].g = t->d[k++];
- tx->pcData[j].b = t->d[k++]; tx->pcData[j].a = 255;
- break;
- case 4:
- tx->pcData[j].r = t->d[k++]; tx->pcData[j].g = t->d[k++];
- tx->pcData[j].b = t->d[k++]; tx->pcData[j].a = t->d[k++];
- break;
- }
- }
- mScene->mTextures[i] = tx;
- }
- }
- // ------------------------------------------------------------------------------------------------
- // this is tricky. M3D has a global vertex and UV list, and faces are indexing them
- // individually. In assimp there're per mesh vertex and UV lists, and they must be
- // indexed simultaneously.
- void M3DImporter::importMeshes()
- {
- unsigned int i, j, k, l, numpoly = 3, lastMat = -2U;
- std::vector<aiMesh*> *meshes = new std::vector<aiMesh*>();
- std::vector<aiFace> *faces = nullptr;
- std::vector<aiVector3D> *vertices = nullptr;
- std::vector<aiVector3D> *normals = nullptr;
- std::vector<aiVector3D> *texcoords = nullptr;
- std::vector<aiColor4D> *colors = nullptr;
- std::vector<unsigned int> *vertexids = nullptr;
- aiMesh *pMesh = nullptr;
- ai_assert(mScene != nullptr);
- ai_assert(m3d != nullptr);
- ai_assert(mScene->mRootNode != nullptr);
- ASSIMP_LOG_DEBUG_F("M3D: importMeshes ", m3d->numface);
- for(i = 0; i < m3d->numface; i++) {
- // we must switch mesh if material changes
- if(lastMat != m3d->face[i].materialid) {
- lastMat = m3d->face[i].materialid;
- if(pMesh && vertices->size() && faces->size()) {
- populateMesh(pMesh, faces, vertices, normals, texcoords, colors, vertexids);
- meshes->push_back(pMesh);
- delete vertexids; // this is not stored in pMesh, just to collect bone vertices
- }
- pMesh = new aiMesh;
- pMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
- pMesh->mMaterialIndex = lastMat + 1;
- faces = new std::vector<aiFace>();
- vertices = new std::vector<aiVector3D>();
- normals = new std::vector<aiVector3D>();
- texcoords = new std::vector<aiVector3D>();
- colors = new std::vector<aiColor4D>();
- vertexids = new std::vector<unsigned int>();
- }
- // add a face to temporary vector
- aiFace *pFace = new aiFace;
- pFace->mNumIndices = numpoly;
- pFace->mIndices = new unsigned int[numpoly];
- for(j = 0; j < numpoly; j++) {
- aiVector3D pos, uv, norm;
- k = vertices->size();
- pFace->mIndices[j] = k;
- l = m3d->face[i].vertex[j];
- pos.x = m3d->vertex[l].x;
- pos.y = m3d->vertex[l].y;
- pos.z = m3d->vertex[l].z;
- vertices->push_back(pos);
- colors->push_back(mkColor(m3d->vertex[l].color));
- // add a bone to temporary vector
- if(m3d->vertex[l].skinid != -1U &&m3d->vertex[l].skinid != -2U && m3d->skin && m3d->bone) {
- // this is complicated, because M3D stores a list of bone id / weight pairs per
- // vertex but assimp uses lists of local vertex id/weight pairs per local bone list
- vertexids->push_back(l);
- }
- l = m3d->face[i].texcoord[j];
- if(l != -1U) {
- uv.x = m3d->tmap[l].u;
- uv.y = m3d->tmap[l].v;
- uv.z = 0.0;
- texcoords->push_back(uv);
- }
- l = m3d->face[i].normal[j];
- if(l != -1U) {
- norm.x = m3d->vertex[l].x;
- norm.y = m3d->vertex[l].y;
- norm.z = m3d->vertex[l].z;
- normals->push_back(norm);
- }
- }
- faces->push_back(*pFace);
- delete pFace;
- }
- // if there's data left in the temporary vectors, flush them
- if(pMesh && vertices->size() && faces->size()) {
- populateMesh(pMesh, faces, vertices, normals, texcoords, colors, vertexids);
- meshes->push_back(pMesh);
- }
- // create global mesh list in scene
- mScene->mNumMeshes = meshes->size();
- mScene->mMeshes = new aiMesh*[mScene->mNumMeshes];
- std::copy(meshes->begin(), meshes->end(), mScene->mMeshes);
- // create mesh indeces in root node
- mScene->mRootNode->mNumMeshes = meshes->size();
- mScene->mRootNode->mMeshes = new unsigned int[meshes->size()];
- for(i = 0; i < meshes->size(); i++) {
- mScene->mRootNode->mMeshes[i] = i;
- }
- delete meshes;
- if(faces) delete faces;
- if(vertices) delete vertices;
- if(normals) delete normals;
- if(texcoords) delete texcoords;
- if(colors) delete colors;
- if(vertexids) delete vertexids;
- }
- // ------------------------------------------------------------------------------------------------
- // a reentrant node parser. Otherwise this is simple
- void M3DImporter::importBones(unsigned int parentid, aiNode *pParent)
- {
- unsigned int i, n;
- ai_assert(pParent != nullptr);
- ai_assert(mScene != nullptr);
- ai_assert(m3d != nullptr);
- ASSIMP_LOG_DEBUG_F("M3D: importBones ", m3d->numbone, " parentid ", (int)parentid);
- for(n = 0, i = parentid + 1; i < m3d->numbone; i++)
- if(m3d->bone[i].parent == parentid) n++;
- pParent->mChildren = new aiNode*[n];
- for(i = parentid + 1; i < m3d->numbone; i++) {
- if(m3d->bone[i].parent == parentid) {
- aiNode *pChild = new aiNode;
- pChild->mParent = pParent;
- pChild->mName = aiString(std::string(m3d->bone[i].name));
- convertPose(&pChild->mTransformation, m3d->bone[i].pos, m3d->bone[i].ori);
- pChild->mNumChildren = 0;
- pParent->mChildren[pParent->mNumChildren] = pChild;
- pParent->mNumChildren++;
- importBones(i, pChild);
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- // this is another headache. M3D stores list of changed bone id/position/orientation triplets and
- // a timestamp per frame, but assimp needs timestamp and lists of position, orientation lists per
- // bone, so we have to convert between the two conceptually different representation forms
- void M3DImporter::importAnimations()
- {
- unsigned int i, j, k, l, pos, ori;
- double t;
- m3da_t *a;
- ai_assert(mScene != nullptr);
- ai_assert(m3d != nullptr);
- mScene->mNumAnimations = m3d->numaction;
- ASSIMP_LOG_DEBUG_F("M3D: importAnimations ", mScene->mNumAnimations);
- if(!m3d->numaction || !m3d->numbone)
- return;
- mScene->mAnimations = new aiAnimation*[m3d->numaction];
- for(i = 0; i < m3d->numaction; i++) {
- a = &m3d->action[i];
- aiAnimation *pAnim = new aiAnimation;
- pAnim->mName = aiString(std::string(a->name));
- pAnim->mDuration = ((double)a->durationmsec) / 10;
- pAnim->mTicksPerSecond = 100;
- // now we know how many bones are referenced in this animation
- pAnim->mNumChannels = m3d->numbone;
- pAnim->mChannels = new aiNodeAnim*[pAnim->mNumChannels];
- for(l = 0; l < m3d->numbone; l++) {
- unsigned int n;
- pAnim->mChannels[l] = new aiNodeAnim;
- pAnim->mChannels[l]->mNodeName = aiString(std::string(m3d->bone[l].name));
- // now n is the size of positions / orientations arrays
- pAnim->mChannels[l]->mNumPositionKeys = pAnim->mChannels[l]->mNumRotationKeys = a->numframe;
- pAnim->mChannels[l]->mPositionKeys = new aiVectorKey[a->numframe];
- pAnim->mChannels[l]->mRotationKeys = new aiQuatKey[a->numframe];
- pos = m3d->bone[l].pos;
- ori = m3d->bone[l].ori;
- for(j = n = 0; j < a->numframe; j++) {
- t = ((double)a->frame[j].msec) / 10;
- for(k = 0; k < a->frame[j].numtransform; k++) {
- if(a->frame[j].transform[k].boneid == l) {
- pos = a->frame[j].transform[k].pos;
- ori = a->frame[j].transform[k].ori;
- }
- }
- m3dv_t *v = &m3d->vertex[pos];
- m3dv_t *q = &m3d->vertex[ori];
- pAnim->mChannels[l]->mPositionKeys[j].mTime = t;
- pAnim->mChannels[l]->mPositionKeys[j].mValue.x = v->x;
- pAnim->mChannels[l]->mPositionKeys[j].mValue.y = v->y;
- pAnim->mChannels[l]->mPositionKeys[j].mValue.z = v->z;
- pAnim->mChannels[l]->mRotationKeys[j].mTime = t;
- pAnim->mChannels[l]->mRotationKeys[j].mValue.w = q->w;
- pAnim->mChannels[l]->mRotationKeys[j].mValue.x = q->x;
- pAnim->mChannels[l]->mRotationKeys[j].mValue.y = q->y;
- pAnim->mChannels[l]->mRotationKeys[j].mValue.z = q->z;
- }// foreach frame
- }// foreach bones
- mScene->mAnimations[i] = pAnim;
- }
- }
- // ------------------------------------------------------------------------------------------------
- // convert uint32_t into aiColor4D
- aiColor4D M3DImporter::mkColor(uint32_t c) {
- aiColor4D color;
- color.a = ((float)((c >> 24)&0xff)) / 255;
- color.b = ((float)((c >> 16)&0xff)) / 255;
- color.g = ((float)((c >> 8)&0xff)) / 255;
- color.r = ((float)((c >> 0)&0xff)) / 255;
- return color;
- }
- // ------------------------------------------------------------------------------------------------
- // convert a position id and orientation id into a 4 x 4 transformation matrix
- void M3DImporter::convertPose(aiMatrix4x4 *m, unsigned int posid, unsigned int orientid)
- {
- ai_assert(m != nullptr);
- ai_assert(m3d != nullptr);
- ai_assert(posid != -1U && posid < m3d->numvertex);
- ai_assert(orientid != -1U && orientid < m3d->numvertex);
- m3dv_t *p = &m3d->vertex[posid];
- m3dv_t *q = &m3d->vertex[orientid];
- /* quaternion to matrix. Do NOT use aiQuaternion to aiMatrix3x3, gives bad results */
- if(q->x == 0.0 && q->y == 0.0 && q->z >= 0.7071065 && q->z <= 0.7071075 && q->w == 0.0) {
- m->a2 = m->a3 = m->b1 = m->b3 = m->c1 = m->c2 = 0.0;
- m->a1 = m->b2 = m->c3 = -1.0;
- } else {
- m->a1 = 1 - 2 * (q->y * q->y + q->z * q->z); if(m->a1 > -M3D_EPSILON && m->a1 < M3D_EPSILON) m->a1 = 0.0;
- m->a2 = 2 * (q->x * q->y - q->z * q->w); if(m->a2 > -M3D_EPSILON && m->a2 < M3D_EPSILON) m->a2 = 0.0;
- m->a3 = 2 * (q->x * q->z + q->y * q->w); if(m->a3 > -M3D_EPSILON && m->a3 < M3D_EPSILON) m->a3 = 0.0;
- m->b1 = 2 * (q->x * q->y + q->z * q->w); if(m->b1 > -M3D_EPSILON && m->b1 < M3D_EPSILON) m->b1 = 0.0;
- m->b2 = 1 - 2 * (q->x * q->x + q->z * q->z); if(m->b2 > -M3D_EPSILON && m->b2 < M3D_EPSILON) m->b2 = 0.0;
- m->b3 = 2 * (q->y * q->z - q->x * q->w); if(m->b3 > -M3D_EPSILON && m->b3 < M3D_EPSILON) m->b3 = 0.0;
- m->c1 = 2 * (q->x * q->z - q->y * q->w); if(m->c1 > -M3D_EPSILON && m->c1 < M3D_EPSILON) m->c1 = 0.0;
- m->c2 = 2 * (q->y * q->z + q->x * q->w); if(m->c2 > -M3D_EPSILON && m->c2 < M3D_EPSILON) m->c2 = 0.0;
- m->c3 = 1 - 2 * (q->x * q->x + q->y * q->y); if(m->c3 > -M3D_EPSILON && m->c3 < M3D_EPSILON) m->c3 = 0.0;
- }
- /* set translation */
- m->a4 = p->x; m->b4 = p->y; m->c4 = p->z;
- m->d1 = 0; m->d2 = 0; m->d3 = 0; m->d4 = 1;
- }
- // ------------------------------------------------------------------------------------------------
- // find a node by name
- aiNode *M3DImporter::findNode(aiNode *pNode, aiString name)
- {
- unsigned int i;
- ai_assert(pNode != nullptr);
- ai_assert(mScene != nullptr);
- if(pNode->mName == name)
- return pNode;
- for(i = 0; i < pNode->mNumChildren; i++) {
- aiNode *pChild = findNode(pNode->mChildren[i], name);
- if(pChild) return pChild;
- }
- return nullptr;
- }
- // ------------------------------------------------------------------------------------------------
- // fills up offsetmatrix in mBones
- void M3DImporter::calculateOffsetMatrix(aiNode *pNode, aiMatrix4x4 *m)
- {
- ai_assert(pNode != nullptr);
- ai_assert(mScene != nullptr);
- if(pNode->mParent) {
- calculateOffsetMatrix(pNode->mParent, m);
- *m *= pNode->mTransformation;
- } else {
- *m = pNode->mTransformation;
- }
- }
- // ------------------------------------------------------------------------------------------------
- // because M3D has a global mesh, global vertex ids and stores materialid on the face, we need
- // temporary lists to collect data for an aiMesh, which requires local arrays and local indeces
- // this function fills up an aiMesh with those temporary lists
- void M3DImporter::populateMesh(aiMesh *pMesh, std::vector<aiFace> *faces, std::vector<aiVector3D> *vertices,
- std::vector<aiVector3D> *normals, std::vector<aiVector3D> *texcoords, std::vector<aiColor4D> *colors,
- std::vector<unsigned int> *vertexids) {
- ai_assert(pMesh != nullptr);
- ai_assert(faces != nullptr);
- ai_assert(vertices != nullptr);
- ai_assert(normals != nullptr);
- ai_assert(texcoords != nullptr);
- ai_assert(colors != nullptr);
- ai_assert(vertexids != nullptr);
- ai_assert(m3d != nullptr);
- ASSIMP_LOG_DEBUG_F("M3D: populateMesh numvertices ", vertices->size(), " numfaces ", faces->size(),
- " numnormals ", normals->size(), " numtexcoord ", texcoords->size(), " numbones ", m3d->numbone);
- if(vertices->size() && faces->size()) {
- pMesh->mNumFaces = faces->size();
- pMesh->mFaces = new aiFace[pMesh->mNumFaces];
- std::copy(faces->begin(), faces->end(), pMesh->mFaces);
- pMesh->mNumVertices = vertices->size();
- pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
- std::copy(vertices->begin(), vertices->end(), pMesh->mVertices);
- if(normals->size() == vertices->size()) {
- pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
- std::copy(normals->begin(), normals->end(), pMesh->mNormals);
- }
- if(texcoords->size() == vertices->size()) {
- pMesh->mTextureCoords[0] = new aiVector3D[pMesh->mNumVertices];
- std::copy(texcoords->begin(), texcoords->end(), pMesh->mTextureCoords[0]);
- pMesh->mNumUVComponents[0] = 2;
- }
- if(colors->size() == vertices->size()) {
- pMesh->mColors[0] = new aiColor4D[pMesh->mNumVertices];
- std::copy(colors->begin(), colors->end(), pMesh->mColors[0]);
- }
- // this is complicated, because M3D stores a list of bone id / weight pairs per
- // vertex but assimp uses lists of local vertex id/weight pairs per local bone list
- pMesh->mNumBones = m3d->numbone;
- /* we need aiBone with mOffsetMatrix for bones without weights as well */
- if(pMesh->mNumBones) {
- pMesh->mBones = new aiBone*[pMesh->mNumBones];
- for(unsigned int i = 0; i < m3d->numbone; i++) {
- aiNode *pNode;
- pMesh->mBones[i] = new aiBone;
- pMesh->mBones[i]->mName = aiString(std::string(m3d->bone[i].name));
- pMesh->mBones[i]->mNumWeights = 0;
- pNode = findNode(mScene->mRootNode, pMesh->mBones[i]->mName);
- if(pNode) {
- calculateOffsetMatrix(pNode, &pMesh->mBones[i]->mOffsetMatrix);
- pMesh->mBones[i]->mOffsetMatrix.Inverse();
- } else
- pMesh->mBones[i]->mOffsetMatrix = aiMatrix4x4();
- }
- if(vertexids->size()) {
- unsigned int i, j;
- // first count how many vertices we have per bone
- for(i = 0; i < vertexids->size(); i++) {
- unsigned int s = m3d->vertex[vertexids->at(i)].skinid;
- if(s != -1U && s!= -2U) {
- for(unsigned int k = 0; k < M3D_NUMBONE && m3d->skin[s].weight[k] > 0.0; k++) {
- aiString name = aiString(std::string(m3d->bone[m3d->skin[s].boneid[k]].name));
- for(j = 0; j < pMesh->mNumBones; j++) {
- if(pMesh->mBones[j]->mName == name) {
- pMesh->mBones[j]->mNumWeights++;
- break;
- }
- }
- }
- }
- }
- // allocate mWeights
- for(j = 0; j < pMesh->mNumBones; j++) {
- aiBone *pBone = pMesh->mBones[j];
- if(pBone->mNumWeights) {
- pBone->mWeights = new aiVertexWeight[pBone->mNumWeights];
- pBone->mNumWeights = 0;
- }
- }
- // fill up with data
- for(i = 0; i < vertexids->size(); i++) {
- unsigned int s = m3d->vertex[vertexids->at(i)].skinid;
- if(s != -1U && s!= -2U) {
- for(unsigned int k = 0; k < M3D_NUMBONE && m3d->skin[s].weight[k] > 0.0; k++) {
- aiString name = aiString(std::string(m3d->bone[m3d->skin[s].boneid[k]].name));
- for(j = 0; j < pMesh->mNumBones; j++) {
- if(pMesh->mBones[j]->mName == name) {
- aiBone *pBone = pMesh->mBones[j];
- pBone->mWeights[pBone->mNumWeights].mVertexId = i;
- pBone->mWeights[pBone->mNumWeights].mWeight = m3d->skin[s].weight[k];
- pBone->mNumWeights++;
- break;
- }
- }
- } // foreach skin
- }
- } // foreach vertexids
- }
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- } // Namespace Assimp
- #endif // !! ASSIMP_BUILD_NO_M3D_IMPORTER
|