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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2012, assimp team
- 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.
- ----------------------------------------------------------------------
- */
- #include "AssimpPCH.h"
- #ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
- #include "OgreImporter.h"
- #include "TinyFormatter.h"
- using namespace std;
- namespace Assimp
- {
- namespace Ogre
- {
- void OgreImporter::ReadSkeleton(const std::string &pFile, Assimp::IOSystem *pIOHandler, const aiScene *pScene,
- const std::string &skeletonFile, vector<Bone> &Bones, vector<Animation> &Animations) const
- {
- string filename = skeletonFile;
- if (EndsWith(filename, ".skeleton"))
- {
- DefaultLogger::get()->warn("Mesh is referencing a Ogre binary skeleton. Parsing binary Ogre assets is not supported at the moment. Trying to find .skeleton.xml file instead.");
- filename += ".xml";
- }
- if (!pIOHandler->Exists(filename))
- {
- DefaultLogger::get()->error("Failed to find skeleton file '" + filename + "', skeleton will be missing.");
- return;
- }
- boost::scoped_ptr<IOStream> file(pIOHandler->Open(filename));
- if (!file.get())
- throw DeadlyImportError("Failed to open skeleton file " + filename);
- boost::scoped_ptr<CIrrXML_IOStreamReader> stream(new CIrrXML_IOStreamReader(file.get()));
- XmlReader* reader = irr::io::createIrrXMLReader(stream.get());
- if (!reader)
- throw DeadlyImportError("Failed to create XML reader for skeleton file " + filename);
- DefaultLogger::get()->debug("Reading skeleton '" + filename + "'");
- // Root
- NextNode(reader);
- if (!CurrentNodeNameEquals(reader, "skeleton"))
- throw DeadlyImportError("Root node is not <skeleton> but <" + string(reader->getNodeName()) + "> in " + filename);
- // Bones
- NextNode(reader);
- if (!CurrentNodeNameEquals(reader, "bones"))
- throw DeadlyImportError("No <bones> node in skeleton " + skeletonFile);
- NextNode(reader);
- while(CurrentNodeNameEquals(reader, "bone"))
- {
- //TODO: Maybe we can have bone ids for the errrors, but normaly, they should never appear, so what....
- /// @todo What does the above mean?
- Bone bone;
- bone.Id = GetAttribute<int>(reader, "id");
- bone.Name = GetAttribute<string>(reader, "name");
- NextNode(reader);
- if (!CurrentNodeNameEquals(reader, "position"))
- throw DeadlyImportError("Position is not first node in Bone!");
- bone.Position.x = GetAttribute<float>(reader, "x");
- bone.Position.y = GetAttribute<float>(reader, "y");
- bone.Position.z = GetAttribute<float>(reader, "z");
- NextNode(reader);
- if (!CurrentNodeNameEquals(reader, "rotation"))
- throw DeadlyImportError("Rotation is not the second node in Bone!");
-
- bone.RotationAngle = GetAttribute<float>(reader, "angle");
-
- NextNode(reader);
- if (!CurrentNodeNameEquals(reader, "axis"))
- throw DeadlyImportError("No axis specified for bone rotation!");
-
- bone.RotationAxis.x = GetAttribute<float>(reader, "x");
- bone.RotationAxis.y = GetAttribute<float>(reader, "y");
- bone.RotationAxis.z = GetAttribute<float>(reader, "z");
- Bones.push_back(bone);
- NextNode(reader);
- }
- // Order bones by Id
- std::sort(Bones.begin(), Bones.end());
- // Validate that bone indexes are not skipped.
- /** @note Left this from original authors code, but not sure if this is strictly necessary
- as per the Ogre skeleton spec. It might be more that other (later) code in this imported does not break. */
- for (size_t i=0, len=Bones.size(); i<len; ++i)
- if (static_cast<int>(Bones[i].Id) != static_cast<int>(i))
- throw DeadlyImportError("Bone Ids are not in sequence in " + skeletonFile);
- DefaultLogger::get()->debug(Formatter::format() << " - Bones " << Bones.size());
- // Bone hierarchy
- if (!CurrentNodeNameEquals(reader, "bonehierarchy"))
- throw DeadlyImportError("No <bonehierarchy> node found after <bones> in " + skeletonFile);
- NextNode(reader);
- while(CurrentNodeNameEquals(reader, "boneparent"))
- {
- string childName = GetAttribute<string>(reader, "bone");
- string parentName = GetAttribute<string>(reader, "parent");
- vector<Bone>::iterator iterChild = find(Bones.begin(), Bones.end(), childName);
- vector<Bone>::iterator iterParent = find(Bones.begin(), Bones.end(), parentName);
-
- if (iterChild != Bones.end() && iterParent != Bones.end())
- {
- iterChild->ParentId = iterParent->Id;
- iterParent->Children.push_back(iterChild->Id);
- }
- else
- DefaultLogger::get()->warn("Failed to find bones for parenting: Child " + childName + " Parent " + parentName);
- NextNode(reader);
- }
- // Calculate bone matrices for root bones. Recursively does their children.
- BOOST_FOREACH(Bone &theBone, Bones)
- {
- if (!theBone.IsParented())
- theBone.CalculateBoneToWorldSpaceMatrix(Bones);
- }
-
- aiVector3D zeroVec(0.f, 0.f, 0.f);
- // Animations
- if (CurrentNodeNameEquals(reader, "animations"))
- {
- DefaultLogger::get()->debug(" - Animations");
- NextNode(reader);
- while(CurrentNodeNameEquals(reader, "animation"))
- {
- Animation animation;
- animation.Name = GetAttribute<string>(reader, "name");
- animation.Length = GetAttribute<float>(reader, "length");
-
- // Tracks
- NextNode(reader);
- if (!CurrentNodeNameEquals(reader, "tracks"))
- throw DeadlyImportError("No <tracks> node found in animation '" + animation.Name + "' in " + skeletonFile);
- NextNode(reader);
- while(CurrentNodeNameEquals(reader, "track"))
- {
- Track track;
- track.BoneName = GetAttribute<string>(reader, "bone");
- // Keyframes
- NextNode(reader);
- if (!CurrentNodeNameEquals(reader, "keyframes"))
- throw DeadlyImportError("No <keyframes> node found in a track in animation '" + animation.Name + "' in " + skeletonFile);
- NextNode(reader);
- while(CurrentNodeNameEquals(reader, "keyframe"))
- {
- KeyFrame keyFrame;
- keyFrame.Time = GetAttribute<float>(reader, "time");
-
- NextNode(reader);
- while(CurrentNodeNameEquals(reader, "translate") || CurrentNodeNameEquals(reader, "rotate") || CurrentNodeNameEquals(reader, "scale"))
- {
- if (CurrentNodeNameEquals(reader, "translate"))
- {
- keyFrame.Position.x = GetAttribute<float>(reader, "x");
- keyFrame.Position.y = GetAttribute<float>(reader, "y");
- keyFrame.Position.z = GetAttribute<float>(reader, "z");
- }
- else if (CurrentNodeNameEquals(reader, "rotate"))
- {
- float angle = GetAttribute<float>(reader, "angle");
- NextNode(reader);
- if(string("axis")!=reader->getNodeName())
- throw DeadlyImportError("No axis for keyframe rotation!");
-
- aiVector3D axis;
- axis.x = GetAttribute<float>(reader, "x");
- axis.y = GetAttribute<float>(reader, "y");
- axis.z = GetAttribute<float>(reader, "z");
- if (axis.Equal(zeroVec))
- {
- axis.x = 1.0f;
- if (angle != 0)
- DefaultLogger::get()->warn("Found invalid a key frame with a zero rotation axis in animation '" + animation.Name + "'");
- }
- keyFrame.Rotation = aiQuaternion(axis, angle);
- }
- else if (CurrentNodeNameEquals(reader, "scale"))
- {
- keyFrame.Scaling.x = GetAttribute<float>(reader, "x");
- keyFrame.Scaling.y = GetAttribute<float>(reader, "y");
- keyFrame.Scaling.z = GetAttribute<float>(reader, "z");
- }
- NextNode(reader);
- }
- track.Keyframes.push_back(keyFrame);
- }
- animation.Tracks.push_back(track);
- }
- Animations.push_back(animation);
-
- DefaultLogger::get()->debug(Formatter::format() << " " << animation.Name << " (" << animation.Length << " sec, " << animation.Tracks.size() << " tracks)");
- }
- }
- }
- void OgreImporter::CreateAssimpSkeleton(aiScene *pScene, const std::vector<Bone> &Bones, const std::vector<Animation> &/*Animations*/)
- {
- if(!pScene->mRootNode)
- throw DeadlyImportError("No root node exists!!");
- if(0!=pScene->mRootNode->mNumChildren)
- throw DeadlyImportError("Root Node already has childnodes!");
- //Createt the assimp bone hierarchy
- vector<aiNode*> RootBoneNodes;
- BOOST_FOREACH(const Bone &theBone, Bones)
- {
- if(-1==theBone.ParentId) //the bone is a root bone
- {
- //which will recursily add all other nodes
- RootBoneNodes.push_back(CreateAiNodeFromBone(theBone.Id, Bones, pScene->mRootNode));
- }
- }
-
- if(RootBoneNodes.size() > 0)
- {
- pScene->mRootNode->mNumChildren=RootBoneNodes.size();
- pScene->mRootNode->mChildren=new aiNode*[RootBoneNodes.size()];
- memcpy(pScene->mRootNode->mChildren, &RootBoneNodes[0], sizeof(aiNode*)*RootBoneNodes.size());
- }
- }
- void OgreImporter::PutAnimationsInScene(aiScene *pScene, const std::vector<Bone> &Bones, const std::vector<Animation> &Animations)
- {
- // TODO: Auf nicht vorhandene Animationskeys achten!
- // @todo Pay attention to non-existing animation Keys (google translated from above german comment)
- if(Animations.size()>0)//Maybe the model had only a skeleton and no animations. (If it also has no skeleton, this function would'nt have been called
- {
- pScene->mNumAnimations=Animations.size();
- pScene->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 to the default bone pose
- vector<Bone>::const_iterator CurBone=find(Bones.begin(), Bones.end(), NewNodeAnim->mNodeName);
- aiMatrix4x4 t0, t1;
- aiMatrix4x4 DefBonePose=aiMatrix4x4::Translation(CurBone->Position, t1)
- * aiMatrix4x4::Rotation(CurBone->RotationAngle, CurBone->RotationAxis, t0);
-
- //Create the keyframe arrays...
- unsigned int KeyframeCount=Animations[i].Tracks[j].Keyframes.size();
- NewNodeAnim->mNumPositionKeys=KeyframeCount;
- NewNodeAnim->mNumRotationKeys=KeyframeCount;
- NewNodeAnim->mNumScalingKeys =KeyframeCount;
- NewNodeAnim->mPositionKeys=new aiVectorKey[KeyframeCount];
- NewNodeAnim->mRotationKeys=new aiQuatKey[KeyframeCount];
- NewNodeAnim->mScalingKeys =new aiVectorKey[KeyframeCount];
-
- //...and fill them
- for(unsigned int k=0; k<KeyframeCount; ++k)
- {
- aiMatrix4x4 t2, t3;
- //Create a matrix to transfrom a vector from the bones default pose to the bone bones in this animation key
- aiMatrix4x4 PoseToKey=
- aiMatrix4x4::Translation(Animations[i].Tracks[j].Keyframes[k].Position, t3) //pos
- * aiMatrix4x4(Animations[i].Tracks[j].Keyframes[k].Rotation.GetMatrix()) //rot
- * aiMatrix4x4::Scaling(Animations[i].Tracks[j].Keyframes[k].Scaling, t2); //scale
-
- //calculate the complete transformation from world space to bone space
- aiMatrix4x4 CompleteTransform=DefBonePose * PoseToKey;
-
- aiVector3D Pos;
- aiQuaternion Rot;
- aiVector3D Scale;
- CompleteTransform.Decompose(Scale, Rot, Pos);
- double Time=Animations[i].Tracks[j].Keyframes[k].Time;
- NewNodeAnim->mPositionKeys[k].mTime=Time;
- NewNodeAnim->mPositionKeys[k].mValue=Pos;
-
- NewNodeAnim->mRotationKeys[k].mTime=Time;
- NewNodeAnim->mRotationKeys[k].mValue=Rot;
- NewNodeAnim->mScalingKeys[k].mTime=Time;
- NewNodeAnim->mScalingKeys[k].mValue=Scale;
- }
-
- NewAnimation->mChannels[j]=NewNodeAnim;
- }
- pScene->mAnimations[i]=NewAnimation;
- }
- }
- }
- aiNode* OgreImporter::CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &Bones, aiNode* ParentNode)
- {
- //----Create the node for this bone and set its values-----
- aiNode* NewNode=new aiNode(Bones[BoneId].Name);
- NewNode->mParent=ParentNode;
- aiMatrix4x4 t0,t1;
- NewNode->mTransformation=
- aiMatrix4x4::Translation(Bones[BoneId].Position, t0)
- *aiMatrix4x4::Rotation(Bones[BoneId].RotationAngle, Bones[BoneId].RotationAxis, t1)
- ;
- //__________________________________________________________
- //---------- recursivly create all children Nodes: ----------
- NewNode->mNumChildren=Bones[BoneId].Children.size();
- NewNode->mChildren=new aiNode*[Bones[BoneId].Children.size()];
- for(unsigned int i=0; i<Bones[BoneId].Children.size(); ++i)
- {
- NewNode->mChildren[i]=CreateAiNodeFromBone(Bones[BoneId].Children[i], Bones, NewNode);
- }
- //____________________________________________________
- return NewNode;
- }
- void Bone::CalculateBoneToWorldSpaceMatrix(vector<Bone> &Bones)
- {
- aiMatrix4x4 t0, t1;
- aiMatrix4x4 transform = aiMatrix4x4::Rotation(-RotationAngle, RotationAxis, t1) * aiMatrix4x4::Translation(-Position, t0);
- if (!IsParented())
- BoneToWorldSpace = transform;
- else
- BoneToWorldSpace = transform * Bones[ParentId].BoneToWorldSpace;
- // Recursively for all children now that the parent matrix has been calculated.
- BOOST_FOREACH(int childId, Children)
- {
- Bones[childId].CalculateBoneToWorldSpaceMatrix(Bones);
- }
- }
- } // Ogre
- } // Assimp
- #endif // ASSIMP_BUILD_NO_OGRE_IMPORTER
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