assimp/code/OgreImporter.h

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#include "BaseImporter.h"
#include <vector>
#include "OgreXmlHelper.h"
#include "irrXMLWrapper.h"
namespace Assimp
{
namespace Ogre
{
//Forward declarations:
struct SubMesh;
struct Face;
struct Weight;
struct Bone;
struct Animation;
struct Track;
struct Keyframe;
///The Main Ogre Importer Class
class OgreImporter : public BaseImporter
{
public:
virtual bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const;
virtual void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
virtual void GetExtensionList(std::set<std::string>& extensions);
virtual void SetupProperties(const Importer* pImp);
private:
/// Helper Functions to read parts of the XML File
void ReadSubMesh(SubMesh& theSubMesh, XmlReader* Reader);//the submesh reference is the result value
/// writes the results in Bones and Animations, Filename is not const, because its call-by-value and the function will change it!
void LoadSkeleton(std::string FileName, std::vector<Bone> &Bones, std::vector<Animation> &Animations) const;
/// converts the animations in aiAnimations and puts them into the scene
void PutAnimationsInScene(const std::vector<Bone> &Bones, const std::vector<Animation> &Animations);
/// uses the bone data to convert a SubMesh into a aiMesh which will be created and returned
aiMesh* CreateAssimpSubMesh(const SubMesh &theSubMesh, const std::vector<Bone>& Bones) const;
//creates the aiskeleton in current scene
void CreateAssimpSkeleton(const std::vector<Bone> &Bones, const std::vector<Animation> &Animations);
aiMaterial* LoadMaterial(const std::string MaterialName) const;
///Recursivly creates a filled aiNode from a given root bone
aiNode* CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &Bones, aiNode* ParentNode) const;
//Now we don't have to give theses parameters to all functions
std::string m_CurrentFilename;
std::string m_MaterialLibFilename;
IOSystem* m_CurrentIOHandler;
aiScene *m_CurrentScene;
};
///A submesh from Ogre
struct SubMesh
{
std::string Name;
std::string MaterialName;
std::vector<Face> FaceList;
std::vector<aiVector3D> Positions; bool HasPositions;
std::vector<aiVector3D> Normals; bool HasNormals;
std::vector<aiVector3D> Uvs; unsigned int NumUvs;//nearly always 2d, but assimp has always 3d texcoords
std::vector< std::vector<Weight> > Weights;//a list of bones for each vertex
int MaterialIndex;///< The Index in the Assimp Materialarray from the material witch is attached to this submesh
unsigned int BonesUsed;//the highest index of a bone from a bone weight, this is needed to create the assimp bone structur (converting from Vertex-Bones to Bone-Vertices)
SubMesh(): HasPositions(false), HasNormals(false), NumUvs(0), MaterialIndex(-1), BonesUsed(0) {}//initialize everything
};
///For the moment just triangles, no other polygon types!
struct Face
{
unsigned int VertexIndices[3];
};
struct BoneAssignment
{
unsigned int BoneId;//this is, what we get from ogre
std::string BoneName;//this is, what we need for assimp
};
///for a vertex->bone structur
struct Weight
{
unsigned int BoneId;
float Value;
};
/// Helper Class to describe an ogre-bone for the skeleton:
/** All Id's are signed ints, because than we have -1 as a simple INVALID_ID Value (we start from 0 so 0 is a valid bone ID!*/
struct Bone
{
int Id;
int ParentId;
std::string Name;
aiVector3D Position;
float RotationAngle;
aiVector3D RotationAxis;
std::vector<int> Children;
aiMatrix4x4 BoneToWorldSpace;
///ctor
Bone(): Id(-1), ParentId(-1), RotationAngle(0.0f) {}
///this operator is needed to sort the bones after Id's
bool operator<(const Bone& rval) const
{return Id<rval.Id; }
///this operator is needed to find a bone by its name in a vector<Bone>
bool operator==(const std::string& rval) const
{return Name==rval; }
bool operator==(const aiString& rval) const
{return Name==std::string(rval.data); }
void CalculateBoneToWorldSpaceMatrix(std::vector<Bone>& Bones);
};
///Describes an Ogre Animation
struct Animation
{
std::string Name;
float Length;
std::vector<Track> Tracks;
};
///a track (keyframes for one bone) from an animation
struct Track
{
std::string BoneName;
std::vector<Keyframe> Keyframes;
};
/// keyframe (bone transformation) from a track from a animation
struct Keyframe
{
float Time;
aiVector3D Position;
aiQuaternion Rotation;
aiVector3D Scaling;
};
}//namespace Ogre
}//namespace Assimp