2012-04-22 22:26:26 +00:00
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2012, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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#include "AssimpPCH.h"
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#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
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#include "OgreImporter.hpp"
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#include "TinyFormatter.h"
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using namespace std;
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namespace Assimp
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{
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namespace Ogre
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{
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void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vector<Animation> &Animations) const
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{
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const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
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(void)m_CurrentScene;
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//most likely the skeleton file will only end with .skeleton
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//But this is a xml reader, so we need: .skeleton.xml
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FileName+=".xml";
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DefaultLogger::get()->debug(string("Loading Skeleton: ")+FileName);
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//Open the File:
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boost::scoped_ptr<IOStream> File(m_CurrentIOHandler->Open(FileName));
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if(NULL==File.get())
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throw DeadlyImportError("Failed to open skeleton file "+FileName+".");
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//Read the Mesh File:
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boost::scoped_ptr<CIrrXML_IOStreamReader> mIOWrapper(new CIrrXML_IOStreamReader(File.get()));
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XmlReader* SkeletonFile = irr::io::createIrrXMLReader(mIOWrapper.get());
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if(!SkeletonFile)
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throw DeadlyImportError(string("Failed to create XML Reader for ")+FileName);
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//Quick note: Whoever read this should know this one thing: irrXml fucking sucks!!!
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XmlRead(SkeletonFile);
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if(string("skeleton")!=SkeletonFile->getNodeName())
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throw DeadlyImportError("No <skeleton> node in SkeletonFile: "+FileName);
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//------------------------------------load bones-----------------------------------------
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XmlRead(SkeletonFile);
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if(string("bones")!=SkeletonFile->getNodeName())
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throw DeadlyImportError("No bones node in skeleton "+FileName);
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XmlRead(SkeletonFile);
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while(string("bone")==SkeletonFile->getNodeName())
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{
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//TODO: Maybe we can have bone ids for the errrors, but normaly, they should never appear, so what....
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//read a new bone:
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Bone NewBone;
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NewBone.Id=GetAttribute<int>(SkeletonFile, "id");
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NewBone.Name=GetAttribute<string>(SkeletonFile, "name");
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//load the position:
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XmlRead(SkeletonFile);
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if(string("position")!=SkeletonFile->getNodeName())
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throw DeadlyImportError("Position is not first node in Bone!");
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NewBone.Position.x=GetAttribute<float>(SkeletonFile, "x");
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NewBone.Position.y=GetAttribute<float>(SkeletonFile, "y");
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NewBone.Position.z=GetAttribute<float>(SkeletonFile, "z");
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//Rotation:
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XmlRead(SkeletonFile);
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if(string("rotation")!=SkeletonFile->getNodeName())
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throw DeadlyImportError("Rotation is not the second node in Bone!");
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NewBone.RotationAngle=GetAttribute<float>(SkeletonFile, "angle");
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XmlRead(SkeletonFile);
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if(string("axis")!=SkeletonFile->getNodeName())
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throw DeadlyImportError("No axis specified for bone rotation!");
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NewBone.RotationAxis.x=GetAttribute<float>(SkeletonFile, "x");
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NewBone.RotationAxis.y=GetAttribute<float>(SkeletonFile, "y");
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NewBone.RotationAxis.z=GetAttribute<float>(SkeletonFile, "z");
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//append the newly loaded bone to the bone list
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Bones.push_back(NewBone);
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//Proceed to the next bone:
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XmlRead(SkeletonFile);
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}
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//The bones in the file a not neccesarly ordered by there id's so we do it now:
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std::sort(Bones.begin(), Bones.end());
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//now the id of each bone should be equal to its position in the vector:
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//so we do a simple check:
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{
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bool IdsOk=true;
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for(int i=0; i<static_cast<signed int>(Bones.size()); ++i)//i is signed, because all Id's are also signed!
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{
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if(Bones[i].Id!=i)
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IdsOk=false;
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}
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if(!IdsOk)
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throw DeadlyImportError("Bone Ids are not valid!"+FileName);
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}
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DefaultLogger::get()->debug((Formatter::format(),"Number of bones: ",Bones.size()));
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//________________________________________________________________________________
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//----------------------------load bonehierarchy--------------------------------
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if(string("bonehierarchy")!=SkeletonFile->getNodeName())
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throw DeadlyImportError("no bonehierarchy node in "+FileName);
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DefaultLogger::get()->debug("loading bonehierarchy...");
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XmlRead(SkeletonFile);
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while(string("boneparent")==SkeletonFile->getNodeName())
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{
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string Child, Parent;
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Child=GetAttribute<string>(SkeletonFile, "bone");
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Parent=GetAttribute<string>(SkeletonFile, "parent");
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unsigned int ChildId, ParentId;
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ChildId=find(Bones.begin(), Bones.end(), Child)->Id;
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ParentId=find(Bones.begin(), Bones.end(), Parent)->Id;
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Bones[ChildId].ParentId=ParentId;
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Bones[ParentId].Children.push_back(ChildId);
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XmlRead(SkeletonFile);//i once forget this line, which led to an endless loop, did i mentioned, that irrxml sucks??
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}
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//_____________________________________________________________________________
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//--------- Calculate the WorldToBoneSpace Matrix recursivly for all bones: ------------------
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BOOST_FOREACH(Bone &theBone, Bones)
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{
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if(-1==theBone.ParentId) //the bone is a root bone
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{
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theBone.CalculateBoneToWorldSpaceMatrix(Bones);
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}
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}
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//_______________________________________________________________________
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//---------------------------load animations-----------------------------
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if(string("animations")==SkeletonFile->getNodeName())//animations are optional values
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{
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DefaultLogger::get()->debug("Loading Animations");
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XmlRead(SkeletonFile);
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while(string("animation")==SkeletonFile->getNodeName())
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{
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Animation NewAnimation;
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NewAnimation.Name=GetAttribute<string>(SkeletonFile, "name");
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NewAnimation.Length=GetAttribute<float>(SkeletonFile, "length");
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//Load all Tracks
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XmlRead(SkeletonFile);
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if(string("tracks")!=SkeletonFile->getNodeName())
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throw DeadlyImportError("no tracks node in animation");
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XmlRead(SkeletonFile);
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while(string("track")==SkeletonFile->getNodeName())
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{
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Track NewTrack;
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NewTrack.BoneName=GetAttribute<string>(SkeletonFile, "bone");
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//Load all keyframes;
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XmlRead(SkeletonFile);
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if(string("keyframes")!=SkeletonFile->getNodeName())
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throw DeadlyImportError("no keyframes node!");
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XmlRead(SkeletonFile);
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while(string("keyframe")==SkeletonFile->getNodeName())
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{
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Keyframe NewKeyframe;
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NewKeyframe.Time=GetAttribute<float>(SkeletonFile, "time");
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//loop over the attributes:
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while(true)
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{
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XmlRead(SkeletonFile);
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//If any property doesn't show up, it will keep its initialization value
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//Position:
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if(string("translate")==SkeletonFile->getNodeName())
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{
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NewKeyframe.Position.x=GetAttribute<float>(SkeletonFile, "x");
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NewKeyframe.Position.y=GetAttribute<float>(SkeletonFile, "y");
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NewKeyframe.Position.z=GetAttribute<float>(SkeletonFile, "z");
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}
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//Rotation:
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else if(string("rotate")==SkeletonFile->getNodeName())
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{
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float RotationAngle=GetAttribute<float>(SkeletonFile, "angle");
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aiVector3D RotationAxis;
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XmlRead(SkeletonFile);
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if(string("axis")!=SkeletonFile->getNodeName())
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throw DeadlyImportError("No axis for keyframe rotation!");
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RotationAxis.x=GetAttribute<float>(SkeletonFile, "x");
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RotationAxis.y=GetAttribute<float>(SkeletonFile, "y");
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RotationAxis.z=GetAttribute<float>(SkeletonFile, "z");
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if(0==RotationAxis.x && 0==RotationAxis.y && 0==RotationAxis.z)//we have an invalid rotation axis
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{
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RotationAxis.x=1.0f;
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if(0!=RotationAngle)//if we don't rotate at all, the axis does not matter
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{
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DefaultLogger::get()->warn("Invalid Rotation Axis in Keyframe!");
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}
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}
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NewKeyframe.Rotation=aiQuaternion(RotationAxis, RotationAngle);
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}
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//Scaling:
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else if(string("scale")==SkeletonFile->getNodeName())
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{
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NewKeyframe.Scaling.x=GetAttribute<float>(SkeletonFile, "x");
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NewKeyframe.Scaling.y=GetAttribute<float>(SkeletonFile, "y");
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NewKeyframe.Scaling.z=GetAttribute<float>(SkeletonFile, "z");
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}
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//we suppose, that we read all attributes and this is a new keyframe or the end of the animation
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else
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break;
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}
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NewTrack.Keyframes.push_back(NewKeyframe);
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//XmlRead(SkeletonFile);
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}
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NewAnimation.Tracks.push_back(NewTrack);
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}
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Animations.push_back(NewAnimation);
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}
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}
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//_____________________________________________________________________________
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}
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void OgreImporter::CreateAssimpSkeleton(const std::vector<Bone> &Bones, const std::vector<Animation> &/*Animations*/)
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{
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if(!m_CurrentScene->mRootNode)
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throw DeadlyImportError("No root node exists!!");
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if(0!=m_CurrentScene->mRootNode->mNumChildren)
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throw DeadlyImportError("Root Node already has childnodes!");
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//Createt the assimp bone hierarchy
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vector<aiNode*> RootBoneNodes;
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BOOST_FOREACH(Bone theBone, Bones)
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{
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if(-1==theBone.ParentId) //the bone is a root bone
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{
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//which will recursily add all other nodes
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RootBoneNodes.push_back(CreateAiNodeFromBone(theBone.Id, Bones, m_CurrentScene->mRootNode));
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}
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}
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if (RootBoneNodes.size()) {
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m_CurrentScene->mRootNode->mNumChildren=RootBoneNodes.size();
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m_CurrentScene->mRootNode->mChildren=new aiNode*[RootBoneNodes.size()];
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memcpy(m_CurrentScene->mRootNode->mChildren, &RootBoneNodes[0], sizeof(aiNode*)*RootBoneNodes.size());
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}
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}
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void OgreImporter::PutAnimationsInScene(const std::vector<Bone> &Bones, const std::vector<Animation> &Animations)
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{
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//-----------------Create the Assimp Animations --------------------
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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
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{
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m_CurrentScene->mNumAnimations=Animations.size();
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m_CurrentScene->mAnimations=new aiAnimation*[Animations.size()];
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for(unsigned int i=0; i<Animations.size(); ++i)//create all animations
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{
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aiAnimation* NewAnimation=new aiAnimation();
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NewAnimation->mName=Animations[i].Name;
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NewAnimation->mDuration=Animations[i].Length;
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NewAnimation->mTicksPerSecond=1.0f;
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//Create all tracks in this animation
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NewAnimation->mNumChannels=Animations[i].Tracks.size();
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NewAnimation->mChannels=new aiNodeAnim*[Animations[i].Tracks.size()];
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for(unsigned int j=0; j<Animations[i].Tracks.size(); ++j)
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{
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aiNodeAnim* NewNodeAnim=new aiNodeAnim();
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NewNodeAnim->mNodeName=Animations[i].Tracks[j].BoneName;
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//we need this, to acces the bones default pose, which we need to make keys absolute to the default bone pose
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vector<Bone>::const_iterator CurBone=find(Bones.begin(), Bones.end(), NewNodeAnim->mNodeName);
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aiMatrix4x4 t0, t1;
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aiMatrix4x4 DefBonePose=aiMatrix4x4::Translation(CurBone->Position, t1)
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* aiMatrix4x4::Rotation(CurBone->RotationAngle, CurBone->RotationAxis, t0);
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//Create the keyframe arrays...
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unsigned int KeyframeCount=Animations[i].Tracks[j].Keyframes.size();
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NewNodeAnim->mNumPositionKeys=KeyframeCount;
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NewNodeAnim->mNumRotationKeys=KeyframeCount;
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NewNodeAnim->mNumScalingKeys =KeyframeCount;
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NewNodeAnim->mPositionKeys=new aiVectorKey[KeyframeCount];
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NewNodeAnim->mRotationKeys=new aiQuatKey[KeyframeCount];
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NewNodeAnim->mScalingKeys =new aiVectorKey[KeyframeCount];
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//...and fill them
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for(unsigned int k=0; k<KeyframeCount; ++k)
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{
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aiMatrix4x4 t2, t3;
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//Create a matrix to transfrom a vector from the bones default pose to the bone bones in this animation key
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aiMatrix4x4 PoseToKey=
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aiMatrix4x4::Translation(Animations[i].Tracks[j].Keyframes[k].Position, t3) //pos
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* aiMatrix4x4(Animations[i].Tracks[j].Keyframes[k].Rotation.GetMatrix()) //rot
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* aiMatrix4x4::Scaling(Animations[i].Tracks[j].Keyframes[k].Scaling, t2); //scale
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//calculate the complete transformation from world space to bone space
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aiMatrix4x4 CompleteTransform=DefBonePose * PoseToKey;
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aiVector3D Pos;
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aiQuaternion Rot;
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aiVector3D Scale;
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CompleteTransform.Decompose(Scale, Rot, Pos);
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double Time=Animations[i].Tracks[j].Keyframes[k].Time;
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NewNodeAnim->mPositionKeys[k].mTime=Time;
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NewNodeAnim->mPositionKeys[k].mValue=Pos;
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NewNodeAnim->mRotationKeys[k].mTime=Time;
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NewNodeAnim->mRotationKeys[k].mValue=Rot;
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NewNodeAnim->mScalingKeys[k].mTime=Time;
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NewNodeAnim->mScalingKeys[k].mValue=Scale;
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}
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NewAnimation->mChannels[j]=NewNodeAnim;
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}
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m_CurrentScene->mAnimations[i]=NewAnimation;
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}
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}
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//TODO: Auf nicht vorhandene Animationskeys achten!
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//#pragma warning (s.o.)
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//__________________________________________________________________
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}
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|
aiNode* OgreImporter::CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &Bones, aiNode* ParentNode)
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|
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{
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//----Create the node for this bone and set its values-----
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aiNode* NewNode=new aiNode(Bones[BoneId].Name);
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NewNode->mParent=ParentNode;
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aiMatrix4x4 t0,t1;
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NewNode->mTransformation=
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|
|
aiMatrix4x4::Translation(Bones[BoneId].Position, t0)
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*aiMatrix4x4::Rotation(Bones[BoneId].RotationAngle, Bones[BoneId].RotationAxis, t1)
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;
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|
|
//__________________________________________________________
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|
|
//---------- recursivly create all children Nodes: ----------
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|
|
NewNode->mNumChildren=Bones[BoneId].Children.size();
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|
|
NewNode->mChildren=new aiNode*[Bones[BoneId].Children.size()];
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|
|
for(unsigned int i=0; i<Bones[BoneId].Children.size(); ++i)
|
|
|
|
{
|
|
|
|
NewNode->mChildren[i]=CreateAiNodeFromBone(Bones[BoneId].Children[i], Bones, NewNode);
|
|
|
|
}
|
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|
|
//____________________________________________________
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|
|
return NewNode;
|
|
|
|
}
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|
|
|
|
|
void Bone::CalculateBoneToWorldSpaceMatrix(vector<Bone> &Bones)
|
|
|
|
{
|
|
|
|
//Calculate the matrix for this bone:
|
|
|
|
|
|
|
|
aiMatrix4x4 t0,t1;
|
|
|
|
aiMatrix4x4 Transf= aiMatrix4x4::Rotation(-RotationAngle, RotationAxis, t1)
|
|
|
|
* aiMatrix4x4::Translation(-Position, t0);
|
|
|
|
|
|
|
|
if(-1==ParentId)
|
|
|
|
{
|
|
|
|
BoneToWorldSpace=Transf;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
BoneToWorldSpace=Transf*Bones[ParentId].BoneToWorldSpace;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//and recursivly for all children:
|
|
|
|
BOOST_FOREACH(int theChildren, Children)
|
|
|
|
{
|
|
|
|
Bones[theChildren].CalculateBoneToWorldSpaceMatrix(Bones);
|
|
|
|
}
|
|
|
|
}
|
|
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|
|
}//namespace Ogre
|
|
|
|
}//namespace Assimp
|
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|
|
#endif // !! ASSIMP_BUILD_NO_OGRE_IMPORTER
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