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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2020, 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_NONORMALS /* leave the post-processing to Assimp */
- #define M3D_NOWEIGHTS
- #define M3D_NOANIMATION
- #include <assimp/DefaultIOSystem.h>
- #include <assimp/IOStreamBuffer.h>
- #include <assimp/ai_assert.h>
- #include <assimp/importerdesc.h>
- #include <assimp/scene.h>
- #include <assimp/DefaultLogger.hpp>
- #include <assimp/Importer.hpp>
- #include <memory>
- #include "M3DImporter.h"
- #include "M3DMaterials.h"
- #include "M3DWrapper.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_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour,
- 0,
- 0,
- 0,
- 0,
- #ifdef M3D_ASCII
- "m3d a3d"
- #else
- "m3d"
- #endif
- };
- namespace Assimp {
- using namespace std;
- // ------------------------------------------------------------------------------------------------
- // Default constructor
- M3DImporter::M3DImporter() :
- mScene(nullptr) {
- // empty
- }
- // ------------------------------------------------------------------------------------------------
- // 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"
- #ifdef M3D_ASCII
- || extension == "a3d"
- #endif
- )
- 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 */
- #ifdef M3D_ASCII
- || !memcmp(data, "3dmo", 4) /* ASCII */
- #endif
- ;
- }
- 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::vector<unsigned char> buffer(fileSize);
- if (fileSize != pStream->Read(buffer.data(), 1, fileSize)) {
- throw DeadlyImportError("Failed to read the file " + file + ".");
- }
- // extra check for binary format's first 8 bytes. Not done for the ASCII variant
- if (!memcmp(buffer.data(), "3DMO", 4) && memcmp(buffer.data() + 4, &fileSize, 4)) {
- throw DeadlyImportError("Bad binary header in file " + file + ".");
- }
- #ifdef M3D_ASCII
- // make sure there's a terminator zero character, as input must be ASCIIZ
- if (!memcmp(buffer.data(), "3dmo", 4)) {
- buffer.push_back(0);
- }
- #endif
- // 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);
- }
- }
- //DefaultLogger::create("/dev/stderr", Logger::VERBOSE);
- ASSIMP_LOG_DEBUG_F("M3D: loading ", file);
- // let the C SDK do the hard work for us
- M3DWrapper m3d(pIOHandler, buffer);
- if (!m3d) {
- throw DeadlyImportError("Unable to parse " + file + " as M3D.");
- }
- // create the root node
- pScene->mRootNode = new aiNode;
- pScene->mRootNode->mName = aiString(m3d.Name());
- pScene->mRootNode->mTransformation = aiMatrix4x4();
- pScene->mRootNode->mNumChildren = 0;
- mScene = pScene;
- ASSIMP_LOG_DEBUG("M3D: root node " + m3d.Name());
- // now we just have to fill up the Assimp structures in pScene
- importMaterials(m3d);
- importTextures(m3d);
- importBones(m3d, M3D_NOTDEFINED, pScene->mRootNode);
- importMeshes(m3d);
- importAnimations(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(const M3DWrapper &m3d) {
- 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);
- mScene->mNumMaterials = m3d->nummaterial + 1;
- mScene->mMaterials = new aiMaterial *[mScene->mNumMaterials];
- 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 = 1.0f;
- c.b = c.g = c.r = 0.6f;
- mat->AddProperty(&c, 1, AI_MATKEY_COLOR_DIFFUSE);
- mScene->mMaterials[0] = mat;
- if (!m3d->nummaterial || !m3d->material) {
- return;
- }
- for (i = 0; i < m3d->nummaterial; i++) {
- m = &m3d->material[i];
- aiMaterial *newMat = new aiMaterial;
- name.Set(std::string(m->name));
- newMat->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);
- newMat->AddProperty(&c, 1, aiProps[k].pKey, aiProps[k].type, aiProps[k].index);
- break;
- case m3dpf_float:
- f = m->prop[j].value.fnum;
- newMat->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;
- }
- }
- newMat->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(const M3DWrapper &m3d) {
- unsigned int i;
- const char *formatHint[] = {
- "rgba0800",
- "rgba0808",
- "rgba8880",
- "rgba8888"
- };
- m3dtx_t *t;
- ai_assert(mScene != nullptr);
- ai_assert(m3d);
- mScene->mNumTextures = m3d->numtexture;
- ASSIMP_LOG_DEBUG_F("M3D: importTextures ", mScene->mNumTextures);
- if (!m3d->numtexture || !m3d->texture) {
- return;
- }
- mScene->mTextures = new aiTexture *[m3d->numtexture];
- for (i = 0; i < m3d->numtexture; i++) {
- unsigned int j, k;
- t = &m3d->texture[i];
- aiTexture *tx = new aiTexture;
- tx->mFilename = aiString(std::string(t->name) + ".png");
- if (!t->w || !t->h || !t->f || !t->d) {
- /* without ASSIMP_USE_M3D_READFILECB, we only have the filename, but no texture data ever */
- tx->mWidth = 0;
- tx->mHeight = 0;
- memcpy(tx->achFormatHint, "png\000", 4);
- tx->pcData = nullptr;
- } else {
- /* if we have the texture loaded, set format hint and pcData too */
- tx->mWidth = t->w;
- tx->mHeight = t->h;
- strcpy(tx->achFormatHint, formatHint[t->f - 1]);
- 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(const M3DWrapper &m3d) {
- ASSIMP_LOG_DEBUG_F("M3D: importMeshes ", m3d->numface);
- if (!m3d->numface || !m3d->face || !m3d->numvertex || !m3d->vertex) {
- return;
- }
- unsigned int i, j, k, l, numpoly = 3, lastMat = M3D_INDEXMAX;
- 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);
- ai_assert(mScene->mRootNode != nullptr);
- 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 && vertices->size() && faces && faces->size()) {
- populateMesh(m3d, pMesh, faces, vertices, normals, texcoords, colors, vertexids);
- meshes->push_back(pMesh);
- delete faces;
- delete vertices;
- delete normals;
- delete texcoords;
- delete colors;
- 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 = static_cast<unsigned int>(vertices->size());
- pFace->mIndices[j] = k;
- l = m3d->face[i].vertex[j];
- if (l >= m3d->numvertex) continue;
- 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 != M3D_UNDEF && m3d->vertex[l].skinid != M3D_INDEXMAX && 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 != M3D_UNDEF && l < m3d->numtmap) {
- 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 != M3D_UNDEF && l < m3d->numvertex) {
- 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(m3d, pMesh, faces, vertices, normals, texcoords, colors, vertexids);
- meshes->push_back(pMesh);
- }
- // create global mesh list in scene
- mScene->mNumMeshes = static_cast<unsigned int>(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 = static_cast<unsigned int>(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(const M3DWrapper &m3d, unsigned int parentid, aiNode *pParent) {
- unsigned int i, n;
- ai_assert(pParent != nullptr);
- ai_assert(mScene != nullptr);
- ai_assert(m3d);
- ASSIMP_LOG_DEBUG_F("M3D: importBones ", m3d->numbone, " parentid ", (int)parentid);
- if (!m3d->numbone || !m3d->bone) {
- return;
- }
- 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(m3d, &pChild->mTransformation, m3d->bone[i].pos, m3d->bone[i].ori);
- pChild->mNumChildren = 0;
- pParent->mChildren[pParent->mNumChildren] = pChild;
- pParent->mNumChildren++;
- importBones(m3d, 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(const M3DWrapper &m3d) {
- unsigned int i, j, k, l, pos, ori;
- double t;
- m3da_t *a;
- ai_assert(mScene != nullptr);
- ai_assert(m3d);
- mScene->mNumAnimations = m3d->numaction;
- ASSIMP_LOG_DEBUG_F("M3D: importAnimations ", mScene->mNumAnimations);
- if (!m3d->numaction || !m3d->action || !m3d->numbone || !m3d->bone || !m3d->vertex) {
- 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;
- }
- }
- if (pos >= m3d->numvertex || ori >= m3d->numvertex) continue;
- 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(const M3DWrapper &m3d, aiMatrix4x4 *m, unsigned int posid, unsigned int orientid) {
- ai_assert(m != nullptr);
- ai_assert(m3d);
- ai_assert(posid != M3D_UNDEF);
- ai_assert(posid < m3d->numvertex);
- ai_assert(orientid != M3D_UNDEF);
- ai_assert(orientid < m3d->numvertex);
- if (!m3d->numvertex || !m3d->vertex)
- return;
- 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) {
- ai_assert(pNode != nullptr);
- ai_assert(mScene != nullptr);
- if (pNode->mName == name) {
- return pNode;
- }
- for (unsigned int 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(const M3DWrapper &m3d, 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);
- 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 = static_cast<unsigned int>(faces->size());
- pMesh->mFaces = new aiFace[pMesh->mNumFaces];
- std::copy(faces->begin(), faces->end(), pMesh->mFaces);
- pMesh->mNumVertices = static_cast<unsigned int>(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 && m3d->numbone && m3d->bone) {
- 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() && m3d->numvertex && m3d->vertex && m3d->numskin && m3d->skin) {
- unsigned int i, j;
- // first count how many vertices we have per bone
- for (i = 0; i < vertexids->size(); i++) {
- if (vertexids->at(i) >= m3d->numvertex) {
- continue;
- }
- unsigned int s = m3d->vertex[vertexids->at(i)].skinid;
- if (s != M3D_UNDEF && s != M3D_INDEXMAX) {
- 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++) {
- if (vertexids->at(i) >= m3d->numvertex) continue;
- unsigned int s = m3d->vertex[vertexids->at(i)].skinid;
- if (s != M3D_UNDEF && s != M3D_INDEXMAX && s < m3d->numskin) {
- for (unsigned int k = 0; k < M3D_NUMBONE && m3d->skin[s].weight[k] > 0.0; k++) {
- if (m3d->skin[s].boneid[k] >= m3d->numbone) continue;
- 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
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