assimp/code/OgreImporter.h

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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.
----------------------------------------------------------------------
*/
#ifndef AI_OGREIMPORTER_H_INC
#define AI_OGREIMPORTER_H_INC
#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
#include "BaseImporter.h"
#include "OgreStructs.h"
#include "OgreParsingUtils.h"
namespace Assimp
{
namespace Ogre
{
struct Face;
struct BoneWeight;
struct Bone;
struct Animation;
/// Ogre SubMesh
struct SubMesh
{
bool UseSharedGeometry;
bool Use32bitIndexes;
std::string Name;
std::string MaterialName;
bool HasGeometry;
bool HasPositions;
bool HasNormals;
bool HasTangents;
std::vector<Face> Faces;
std::vector<aiVector3D> Positions;
std::vector<aiVector3D> Normals;
std::vector<aiVector3D> Tangents;
/// Arbitrary number of texcoords, they are nearly always 2d, but Assimp has always 3d texcoords, n vectors(outer) with texcoords for each vertex(inner).
std::vector<std::vector<aiVector3D> > Uvs;
/// A list(inner) of bones for each vertex(outer).
std::vector<std::vector<BoneWeight> > Weights;
/// The Index in the Assimp material array from the material witch is attached to this submesh.
int MaterialIndex;
// The highest index of a bone from a bone weight, this is needed to create the Assimp bone struct. Converting from vertex-bones to bone-vertices.
unsigned int BonesUsed;
SubMesh() :
UseSharedGeometry(false),
Use32bitIndexes(false),
HasGeometry(false),
HasPositions(false),
HasNormals(false),
HasTangents(false),
MaterialIndex(-1),
BonesUsed(0)
{
}
};
2014-04-30 02:52:59 +00:00
/** Importer for Ogre mesh, skeleton and material formats.
@todo Support vertex colors
@todo Support multiple TexCoords (this is already done??) */
class OgreImporter : public BaseImporter
{
public:
/// BaseImporter override.
virtual bool CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const;
/// BaseImporter override.
virtual void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler);
/// BaseImporter override.
virtual const aiImporterDesc *GetInfo() const;
/// BaseImporter override.
virtual void SetupProperties(const Importer *pImp);
private:
//-------------------------------- OgreMesh.cpp -------------------------------
/// Helper Functions to read parts of the XML File.
void ReadSubMesh(const unsigned int submeshIndex, SubMesh &submesh, XmlReader *reader);
/// Reads a single Vertexbuffer and writes its data in the Submesh.
static void ReadVertexBuffer(SubMesh &submesh, XmlReader *reader, const unsigned int numVertices);
/// Reads bone weights are stores them into the given submesh.
static void ReadBoneWeights(SubMesh &submesh, XmlReader *reader);
/// After Loading a SubMehs some work needs to be done (make all Vertexes unique, normalize weights).
static void ProcessSubMesh(SubMesh &submesh, SubMesh &sharedGeometry);
/// Uses the bone data to convert a SubMesh into a aiMesh which will be created and returned.
aiMesh *CreateAssimpSubMesh(aiScene *pScene, const SubMesh &submesh, const std::vector<Bone> &bones) const;
//-------------------------------- OgreSkeleton.cpp -------------------------------
/// Writes the results in Bones and Animations, Filename is not const, because its call-by-value and the function will change it!
void ReadSkeleton(const std::string &pFile, Assimp::IOSystem *pIOHandler, const aiScene *pScene,
const std::string &skeletonFile, std::vector<Bone> &Bones, std::vector<Animation> &Animations) const;
/// Converts the animations in aiAnimations and puts them into the scene.
void PutAnimationsInScene(aiScene *pScene, const std::vector<Bone> &Bones, const std::vector<Animation> &Animations);
/// Creates the aiSkeleton in current scene.
void CreateAssimpSkeleton(aiScene *pScene, const std::vector<Bone> &bones, const std::vector<Animation> &animations);
/// Recursively creates a filled aiNode from a given root bone.
static aiNode* CreateNodeFromBone(int boneId, const std::vector<Bone> &bones, aiNode *parent);
//-------------------------------- OgreMaterial.cpp -------------------------------
/// Read materials referenced by the @c mesh to @c pScene.
void ReadMaterials(const std::string &pFile, Assimp::IOSystem *pIOHandler, aiScene *pScene, Mesh *mesh);
/// Reads material
aiMaterial* ReadMaterial(const std::string &pFile, Assimp::IOSystem *pIOHandler, const std::string MaterialName);
// These functions parse blocks from a material file from @c ss. Starting parsing from "{" and ending it to "}".
bool ReadTechnique(const std::string &techniqueName, std::stringstream &ss, aiMaterial *material);
bool ReadPass(const std::string &passName, std::stringstream &ss, aiMaterial *material);
bool ReadTextureUnit(const std::string &textureUnitName, std::stringstream &ss, aiMaterial *material);
std::string m_userDefinedMaterialLibFile;
bool m_detectTextureTypeFromFilename;
/// VertexBuffer for the sub meshes that use shader geometry.
SubMesh m_SharedGeometry;
std::map<aiTextureType, unsigned int> m_textures;
};
/// Simplified face.
/** @todo Support other polygon types than just just triangles. Move to using aiFace. */
struct Face
{
unsigned int VertexIndices[3];
};
/// Ogre Bone assignment
struct BoneAssignment
{
/// Bone ID from Ogre.
unsigned int BoneId;
// Bone name for Assimp.
std::string BoneName;
};
/// Ogre Bone weight
struct BoneWeight
{
/// Bone Id
unsigned int Id;
/// BoneWeight
float Value;
};
/// Ogre Bone
struct Bone
{
std::string Name;
int Id;
int ParentId;
aiVector3D Position;
aiVector3D RotationAxis;
float RotationAngle;
aiMatrix4x4 BoneToWorldSpace;
std::vector<int> Children;
Bone() :
Id(-1),
ParentId(-1),
RotationAngle(0.0f)
{
}
/// Returns if this bone is parented.
bool IsParented() const { return (ParentId != -1); }
/// This operator is needed to sort the bones by Id in a vector<Bone>.
bool operator<(const Bone &other) const { return (Id < other.Id); }
/// This operator is needed to find a bone by its name in a vector<Bone>
bool operator==(const std::string& other) const { return Name == other; }
bool operator==(const aiString& other) const { return Name == std::string(other.data); }
/// @note Implemented in OgreSkeleton.cpp
void CalculateBoneToWorldSpaceMatrix(std::vector<Bone>& Bones);
};
/// Ogre animation key frame
/** Transformations for a frame. */
struct KeyFrame
{
float Time;
aiVector3D Position;
aiQuaternion Rotation;
aiVector3D Scaling;
};
/// Ogre animation track
/** Keyframes for one bone. */
struct Track
{
std::string BoneName;
std::vector<KeyFrame> Keyframes;
};
/// Ogre animation
struct Animation
{
/// Name
std::string Name;
/// Length
float Length;
/// Tracks
std::vector<Track> Tracks;
};
} // Ogre
} // Assimp
#endif // ASSIMP_BUILD_NO_OGRE_IMPORTER
#endif // AI_OGREIMPORTER_H_INC