OgreImporter: Started cleanup and refactoring. Aim is to get this into a shape that its easy to read and understand before I start making any new features.

pull/266/head
Jonne Nauha 2014-04-30 05:43:13 +03:00
parent 825a61fbc0
commit 09517b342b
5 changed files with 596 additions and 518 deletions

View File

@ -46,7 +46,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <vector>
#include <sstream>
using namespace std;
#include "OgreImporter.hpp"
#include "TinyFormatter.h"
@ -65,27 +64,24 @@ static const aiImporterDesc desc = {
"mesh.xml"
};
using namespace std;
namespace Assimp
{
namespace Ogre
{
bool OgreImporter::CanRead(const std::string &pFile, Assimp::IOSystem *pIOHandler, bool checkSig) const
{
if(!checkSig)//Check File Extension
if (!checkSig)
{
std::string extension("mesh.xml");
int l=extension.length();
return pFile.substr(pFile.length()-l, l)==extension;
string ext = "mesh.xml";
int len = ext.length();
return (ASSIMP_stricmp(pFile.substr(pFile.length()-len, len), ext) == 0);
}
else//Check file Header
{
const char* tokens[] = {"<mesh>"};
return BaseImporter::SearchFileHeaderForToken(pIOHandler, pFile, tokens, 1);
}
}
void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Assimp::IOSystem *pIOHandler)
{
@ -93,132 +89,128 @@ void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Ass
m_CurrentIOHandler = pIOHandler;
m_CurrentScene = pScene;
//Open the File:
// -------------------- Initial file and XML operations --------------------
// Open
boost::scoped_ptr<IOStream> file(pIOHandler->Open(pFile));
if (file.get() == NULL)
throw DeadlyImportError("Failed to open file "+pFile+".");
throw DeadlyImportError("Failed to open file " + pFile);
//Read the Mesh File:
boost::scoped_ptr<CIrrXML_IOStreamReader> mIOWrapper( new CIrrXML_IOStreamReader( file.get()));
boost::scoped_ptr<XmlReader> MeshFile(irr::io::createIrrXMLReader(mIOWrapper.get()));
if(!MeshFile)//parse the xml file
// Read
boost::scoped_ptr<CIrrXML_IOStreamReader> xmlStream(new CIrrXML_IOStreamReader(file.get()));
boost::scoped_ptr<XmlReader> reader(irr::io::createIrrXMLReader(xmlStream.get()));
if (!reader)
throw DeadlyImportError("Failed to create XML Reader for " + pFile);
DefaultLogger::get()->debug("Opened a XML reader for " + pFile);
DefaultLogger::get()->debug("Mesh File opened");
// Read root node
NextNode(reader.get());
if (!CurrentNodeNameEquals(reader, "mesh"))
throw DeadlyImportError("Root node is not <mesh> but <" + string(reader->getNodeName()) + ">");
//Read root Node:
if(!(XmlRead(MeshFile.get()) && string(MeshFile->getNodeName())=="mesh"))
// Node names
string nnSharedGeometry = "sharedgeometry";
string nnVertexBuffer = "vertexbuffer";
string nnSubMeshes = "submeshes";
string nnSubMesh = "submesh";
string nnSubMeshNames = "submeshnames";
string nnSkeletonLink = "skeletonlink";
// -------------------- Shared Geometry --------------------
// This can be used to share geometry between submeshes
NextNode(reader.get());
if (CurrentNodeNameEquals(reader, nnSharedGeometry))
{
throw DeadlyImportError("Root Node is not <mesh>! "+pFile+" "+MeshFile->getNodeName());
DefaultLogger::get()->debug("Reading shader geometry");
unsigned int NumVertices = GetAttribute<unsigned int>(reader.get(), "vertexcount");
NextNode(reader.get());
while(CurrentNodeNameEquals(reader, nnVertexBuffer))
ReadVertexBuffer(m_SharedGeometry, reader.get(), NumVertices);
}
//eventually load shared geometry
XmlRead(MeshFile.get());//shared geometry is optional, so we need a reed for the next two if's
if(MeshFile->getNodeName()==string("sharedgeometry"))
// -------------------- Sub Meshes --------------------
if (!CurrentNodeNameEquals(reader, nnSubMeshes))
throw DeadlyImportError("Could not find <submeshes> node inside root <mesh> node");
list<boost::shared_ptr<SubMesh> > subMeshes;
vector<aiMaterial*> materials;
NextNode(reader.get());
while(CurrentNodeNameEquals(reader, nnSubMesh))
{
unsigned int NumVertices=GetAttribute<int>(MeshFile.get(), "vertexcount");;
SubMesh* submesh = new SubMesh();
ReadSubMesh(subMeshes.size(), *submesh, reader.get());
XmlRead(MeshFile.get());
while(MeshFile->getNodeName()==string("vertexbuffer"))
{
ReadVertexBuffer(m_SharedGeometry, MeshFile.get(), NumVertices);
}
}
//Go to the submeshs:
if(MeshFile->getNodeName()!=string("submeshes"))
{
throw DeadlyImportError("No <submeshes> node in <mesh> node! "+pFile);
}
//-------------------Read the submeshs and materials:-----------------------
std::list<boost::shared_ptr<SubMesh> > SubMeshes;
vector<aiMaterial*> Materials;
XmlRead(MeshFile.get());
while(MeshFile->getNodeName()==string("submesh"))
{
SubMesh* theSubMesh=new SubMesh();
theSubMesh->MaterialName=GetAttribute<string>(MeshFile.get(), "material");
DefaultLogger::get()->debug("Loading Submehs with Material: "+theSubMesh->MaterialName);
ReadSubMesh(*theSubMesh, MeshFile.get());
//just a index in a array, we add a mesh in each loop cycle, so we get indicies like 0, 1, 2 ... n;
// Just a index in a array, we add a mesh in each loop cycle, so we get indicies like 0, 1, 2 ... n;
// so it is important to do this before pushing the mesh in the vector!
theSubMesh->MaterialIndex=SubMeshes.size();
submesh->MaterialIndex = subMeshes.size();
SubMeshes.push_back(boost::shared_ptr<SubMesh>(theSubMesh));
subMeshes.push_back(boost::shared_ptr<SubMesh>(submesh));
// Load the Material:
aiMaterial* MeshMat=LoadMaterial(theSubMesh->MaterialName);
aiMaterial* MeshMat = LoadMaterial(submesh->MaterialName);
// Set the Material:
Materials.push_back(MeshMat);
materials.push_back(MeshMat);
}
if(SubMeshes.empty())
throw DeadlyImportError("no submesh loaded!");
if(SubMeshes.size()!=Materials.size())
throw DeadlyImportError("materialcount doesn't match mesh count!");
if (subMeshes.empty())
throw DeadlyImportError("Could not find <submeshes> node inside root <mesh> node");
//____________________________________________________________
// This is really a internal error if we failed to create dummy materials.
if (subMeshes.size() != materials.size())
throw DeadlyImportError("Internal Error: Material count does not match the submesh count");
//skip submeshnames (stupid irrxml)
if(MeshFile->getNodeName()==string("submeshnames"))
// Skip submesh names.
/// @todo Should these be read to scene etc. metadata?
if (CurrentNodeNameEquals(reader, nnSubMeshNames))
{
XmlRead(MeshFile.get());
while(MeshFile->getNodeName()==string("submesh"))
XmlRead(MeshFile.get());
NextNode(reader.get());
while(CurrentNodeNameEquals(reader, nnSubMesh))
NextNode(reader.get());
}
// -------------------- Skeleton --------------------
//----------------Load the skeleton: -------------------------------
vector<Bone> Bones;
vector<Animation> Animations;
if(MeshFile->getNodeName()==string("skeletonlink"))
if (CurrentNodeNameEquals(reader, nnSkeletonLink))
{
string SkeletonFile=GetAttribute<string>(MeshFile.get(), "name");
string SkeletonFile = GetAttribute<string>(reader.get(), "name");
if (!SkeletonFile.empty())
LoadSkeleton(SkeletonFile, Bones, Animations);
XmlRead(MeshFile.get());
else
DefaultLogger::get()->debug("Found a unusual <" + nnSkeletonLink + "> with a empty reference");
NextNode(reader.get());
}
else
{
DefaultLogger::get()->debug("No skeleton file will be loaded");
DefaultLogger::get()->debug(MeshFile->getNodeName());
}
//__________________________________________________________________
DefaultLogger::get()->debug("Mesh has no assigned skeleton with <" + nnSkeletonLink + ">");
// Now there might be <boneassignments> for the shared geometry
if (CurrentNodeNameEquals(reader, "boneassignments"))
ReadBoneWeights(m_SharedGeometry, reader.get());
//now there might be boneassignments for the shared geometry:
if(MeshFile->getNodeName()==string("boneassignments"))
{
ReadBoneWeights(m_SharedGeometry, MeshFile.get());
}
//----------------- Process Meshs -----------------------
BOOST_FOREACH(boost::shared_ptr<SubMesh> theSubMesh, SubMeshes)
// -------------------- Process Results --------------------
BOOST_FOREACH(boost::shared_ptr<SubMesh> theSubMesh, subMeshes)
{
ProcessSubMesh(*theSubMesh, m_SharedGeometry);
}
//_______________________________________________________
//----------------- Now fill the Assimp scene ---------------------------
// -------------------- Apply to aiScene --------------------
//put the aiMaterials in the scene:
m_CurrentScene->mMaterials=new aiMaterial*[Materials.size()];
m_CurrentScene->mNumMaterials=Materials.size();
for(unsigned int i=0; i<Materials.size(); ++i)
m_CurrentScene->mMaterials[i]=Materials[i];
m_CurrentScene->mMaterials=new aiMaterial*[materials.size()];
m_CurrentScene->mNumMaterials=materials.size();
for(unsigned int i=0; i<materials.size(); ++i)
m_CurrentScene->mMaterials[i]=materials[i];
//create the aiMehs...
vector<aiMesh*> aiMeshes;
BOOST_FOREACH(boost::shared_ptr<SubMesh> theSubMesh, SubMeshes)
BOOST_FOREACH(boost::shared_ptr<SubMesh> theSubMesh, subMeshes)
{
aiMeshes.push_back(CreateAssimpSubMesh(*theSubMesh, Bones));
}
@ -231,16 +223,14 @@ void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Ass
m_CurrentScene->mRootNode=new aiNode("root");
//link the meshs with the root node:
m_CurrentScene->mRootNode->mMeshes=new unsigned int[SubMeshes.size()];
m_CurrentScene->mRootNode->mNumMeshes=SubMeshes.size();
for(unsigned int i=0; i<SubMeshes.size(); ++i)
m_CurrentScene->mRootNode->mMeshes=new unsigned int[subMeshes.size()];
m_CurrentScene->mRootNode->mNumMeshes=subMeshes.size();
for(unsigned int i=0; i<subMeshes.size(); ++i)
m_CurrentScene->mRootNode->mMeshes[i]=i;
CreateAssimpSkeleton(Bones, Animations);
PutAnimationsInScene(Bones, Animations);
//___________________________________________________________
}

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@ -1,104 +1,126 @@
#include "BaseImporter.h"
#include <vector>
#include "OgreXmlHelper.hpp"
#include "irrXMLWrapper.h"
/// Ogre Importer TODO
/* - Read Vertex Colors
- Read multiple TexCoords
#include <vector>
/** @todo Read Vertex Colors
@todo Read multiple TexCoords
*/
namespace Assimp
{
namespace Ogre
{
//Forward declarations:
struct Face;
struct Weight;
struct BoneWeight;
struct Bone;
struct Animation;
struct Track;
struct Keyframe;
///A submesh from Ogre
/// Ogre SubMesh
struct SubMesh
{
bool SharedData;
bool UseSharedGeometry;
bool Use32bitIndexes;
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> Tangents; bool HasTangents;
std::vector<std::vector<aiVector3D> > Uvs;//arbitrary number of texcoords, they are nearly always 2d, but assimp has always 3d texcoords, n vectors(outer) with texcoords for each vertex(inner)
bool HasGeometry;
bool HasPositions;
bool HasNormals;
bool HasTangents;
std::vector< std::vector<Weight> > Weights;//a list(inner) of bones for each vertex(outer)
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)
std::vector<Face> Faces;
std::vector<aiVector3D> Positions;
std::vector<aiVector3D> Normals;
std::vector<aiVector3D> Tangents;
SubMesh(): SharedData(false), HasPositions(false), HasNormals(false), HasTangents(false),
MaterialIndex(-1), BonesUsed(0) {}//initialize everything
/// 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)
{
}
};
///The Main Ogre Importer Class
// ------------------------------------------------------------------------------------------------
/// \class OgreImporter
/// \brief Importer for Ogre mesh, skeleton and material formats.
// ------------------------------------------------------------------------------------------------
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(SubMesh& theSubMesh, XmlReader* Reader);//the submesh reference is the result value
/// Reads a single Vertexbuffer and writes its data in the Submesh
static void ReadVertexBuffer(SubMesh &theSubMesh, XmlReader *Reader, unsigned int NumVertices);
/// Helper Functions to read parts of the XML File.
void ReadSubMesh(const unsigned int submeshIndex, SubMesh &submesh, XmlReader *reader);
/// Reads bone weights are stores them into the given submesh
static void ReadBoneWeights(SubMesh &theSubMesh, XmlReader *Reader);
/// Reads a single Vertexbuffer and writes its data in the Submesh.
static void ReadVertexBuffer(SubMesh &submesh, XmlReader *reader, const unsigned int numVertices);
/// After Loading a SubMehs some work needs to be done (make all Vertexes unique, normalize weights)
static void ProcessSubMesh(SubMesh &theSubMesh, SubMesh &theSharedGeometry);
/// Reads bone weights are stores them into the given submesh.
static void ReadBoneWeights(SubMesh &submesh, XmlReader *reader);
/// 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;
/// 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(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 LoadSkeleton(std::string FileName, std::vector<Bone> &Bones, std::vector<Animation> &Animations) const;
/// Converts the animations in aiAnimations and puts them into the scene
/// Converts the animations in aiAnimations and puts them into the scene.
void PutAnimationsInScene(const std::vector<Bone> &Bones, const std::vector<Animation> &Animations);
/// Creates the aiskeleton in current scene
/// Creates the aiSkeleton in current scene.
void CreateAssimpSkeleton(const std::vector<Bone> &Bones, const std::vector<Animation> &Animations);
/// Recursivly creates a filled aiNode from a given root bone
/// Recursivly creates a filled aiNode from a given root bone.
static aiNode* CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &Bones, aiNode* ParentNode);
//-------------------------------- OgreMaterial.cpp -------------------------------
aiMaterial* LoadMaterial(const std::string MaterialName) const;
void ReadTechnique(std::stringstream &ss, aiMaterial* NewMaterial) const;
// Now we don't have to give theses parameters to all functions
/// @todo Remove this m_Current* bookkeeping.
std::string m_CurrentFilename;
std::string m_MaterialLibFilename;
bool m_TextureTypeFromFilename;
@ -107,73 +129,71 @@ private:
SubMesh m_SharedGeometry;///< we will just use the vertexbuffers of the submesh
};
///For the moment just triangles, no other polygon types!
/// 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
{
unsigned int BoneId;//this is, what we get from ogre
std::string BoneName;//this is, what we need for assimp
/// Bone ID from Ogre.
unsigned int BoneId;
// Bone name for Assimp.
std::string BoneName;
};
///for a vertex->bone structur
struct Weight
/// Ogre Bone weight
struct BoneWeight
{
unsigned int BoneId;
/// Bone ID
unsigned int Id;
/// BoneWeight
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!*/
/** 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!
@todo Cleanup if possible. Seems like this is overly complex for what we are reading. */
struct Bone
{
std::string Name;
int Id;
int ParentId;
std::string Name;
aiVector3D Position;
float RotationAngle;
aiVector3D RotationAxis;
std::vector<int> Children;
float RotationAngle;
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); }
std::vector<int> Children;
// implemented in OgreSkeleton.cpp
Bone() :
Id(-1),
ParentId(-1),
RotationAngle(0.0f)
{
}
/// This operator is needed to sort the bones after Id's
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);
};
///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
/// Ogre animation key frame
/** Transformations for a frame. */
struct KeyFrame
{
float Time;
aiVector3D Position;
@ -181,5 +201,24 @@ struct Keyframe
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;
};
}//namespace Ogre
}//namespace Assimp

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@ -52,236 +52,281 @@ namespace Assimp
namespace Ogre
{
void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
void OgreImporter::ReadSubMesh(const unsigned int submeshIndex, SubMesh &submesh, XmlReader *reader)
{
if(Reader->getAttributeValue("usesharedvertices"))
theSubMesh.SharedData=GetAttribute<bool>(Reader, "usesharedvertices");
if (reader->getAttributeValue("material"))
submesh.MaterialName = GetAttribute<string>(reader, "material");
if (reader->getAttributeValue("use32bitindexes"))
submesh.Use32bitIndexes = GetAttribute<bool>(reader, "use32bitindexes");
if (reader->getAttributeValue("usesharedvertices"))
submesh.UseSharedGeometry = GetAttribute<bool>(reader, "usesharedvertices");
DefaultLogger::get()->debug(Formatter::format() << "Reading submesh " << submeshIndex);
DefaultLogger::get()->debug(Formatter::format() << " - Material '" << submesh.MaterialName << "'");
DefaultLogger::get()->debug(Formatter::format() << " - Shader geometry = " << (submesh.UseSharedGeometry ? "true" : "false") <<
", 32bit indexes = " << (submesh.Use32bitIndexes ? "true" : "false"));
XmlRead(Reader);
//TODO: maybe we have alsways just 1 faces and 1 geometry and always in this order. this loop will only work correct, when the order
//of faces and geometry changed, and not if we have more than one of one
while( Reader->getNodeName()==string("faces")
|| Reader->getNodeName()==string("geometry")
|| Reader->getNodeName()==string("boneassignments"))
{
if(string(Reader->getNodeName())=="faces")//Read the face list
{
//some info logging:
unsigned int NumFaces=GetAttribute<int>(Reader, "count");
ostringstream ss; ss <<"Submesh has " << NumFaces << " Faces.";
DefaultLogger::get()->debug(ss.str());
/// @todo Fix above comment with better read logic below
while(XmlRead(Reader) && Reader->getNodeName()==string("face"))
NextNode(reader);
string currentNodeName = reader->getNodeName();
string nnFaces = "faces";
string nnFace = "face";
string nnGeometry = "geometry";
string nnBoneAssignments = "boneassignments";
string nnVertexBuffer = "vertexbuffer";
bool quadWarned = false;
while(currentNodeName == nnFaces ||
currentNodeName == nnGeometry ||
currentNodeName == nnBoneAssignments)
{
if (currentNodeName == nnFaces)
{
unsigned int numFaces = GetAttribute<unsigned int>(reader, "count");
NextNode(reader);
currentNodeName = reader->getNodeName();
while(currentNodeName == nnFace)
{
Face NewFace;
NewFace.VertexIndices[0]=GetAttribute<int>(Reader, "v1");
NewFace.VertexIndices[1]=GetAttribute<int>(Reader, "v2");
NewFace.VertexIndices[2]=GetAttribute<int>(Reader, "v3");
if(Reader->getAttributeValue("v4"))//this should be supported in the future
{
DefaultLogger::get()->warn("Submesh has quads, only traingles are supported!");
//throw DeadlyImportError("Submesh has quads, only traingles are supported!");
}
theSubMesh.FaceList.push_back(NewFace);
NewFace.VertexIndices[0] = GetAttribute<int>(reader, "v1");
NewFace.VertexIndices[1] = GetAttribute<int>(reader, "v2");
NewFace.VertexIndices[2] = GetAttribute<int>(reader, "v3");
/// @todo Support quads
if (!quadWarned && reader->getAttributeValue("v4"))
DefaultLogger::get()->warn("Submesh has quads, only triangles are supported at the moment!");
submesh.Faces.push_back(NewFace);
// Advance
NextNode(reader);
currentNodeName = reader->getNodeName();
}
}//end of faces
else if(string(Reader->getNodeName())=="geometry")//Read the vertexdata
{
//some info logging:
unsigned int NumVertices=GetAttribute<int>(Reader, "vertexcount");
ostringstream ss; ss<<"VertexCount: " << NumVertices;
DefaultLogger::get()->debug(ss.str());
//General Informations about vertices
XmlRead(Reader);
while(Reader->getNodeName()==string("vertexbuffer"))
{
ReadVertexBuffer(theSubMesh, Reader, NumVertices);
if (submesh.Faces.size() == numFaces)
DefaultLogger::get()->debug(Formatter::format() << " - Faces " << numFaces);
else
throw DeadlyImportError(Formatter::format() << "Read only " << submesh.Faces.size() << " faces when should have read " << numFaces);
}
//some error checking on the loaded data
if(!theSubMesh.HasPositions)
throw DeadlyImportError("No positions could be loaded!");
if(theSubMesh.HasNormals && theSubMesh.Normals.size() != NumVertices)
throw DeadlyImportError("Wrong Number of Normals loaded!");
if(theSubMesh.HasTangents && theSubMesh.Tangents.size() != NumVertices)
throw DeadlyImportError("Wrong Number of Tangents loaded!");
for(unsigned int i=0; i<theSubMesh.Uvs.size(); ++i)
else if (currentNodeName == nnGeometry)
{
if(theSubMesh.Uvs[i].size() != NumVertices)
throw DeadlyImportError("Wrong Number of Uvs loaded!");
unsigned int numVertices = GetAttribute<int>(reader, "vertexcount");
NextNode(reader);
while(string(reader->getNodeName()) == nnVertexBuffer)
ReadVertexBuffer(submesh, reader, numVertices);
}
else if (reader->getNodeName() == nnBoneAssignments)
ReadBoneWeights(submesh, reader);
}//end of "geometry
else if(Reader->getNodeName()==string("boneassignments"))
{
ReadBoneWeights(theSubMesh, Reader);
currentNodeName = reader->getNodeName();
}
}
DefaultLogger::get()->debug((Formatter::format(),
"Positionen: ",theSubMesh.Positions.size(),
" Normale: ",theSubMesh.Normals.size(),
" TexCoords: ",theSubMesh.Uvs.size(),
" Tantents: ",theSubMesh.Tangents.size()
));
void OgreImporter::ReadVertexBuffer(SubMesh &submesh, XmlReader *reader, const unsigned int numVertices)
{
DefaultLogger::get()->debug(Formatter::format() << "Reading vertex buffer with " << numVertices << " vertices");
submesh.HasGeometry = true;
if (reader->getAttributeValue("positions") && GetAttribute<bool>(reader, "positions"))
{
submesh.HasPositions = true;
submesh.Positions.reserve(numVertices);
DefaultLogger::get()->debug(" - Has positions");
}
if (reader->getAttributeValue("normals") && GetAttribute<bool>(reader, "normals"))
{
submesh.HasNormals = true;
submesh.Normals.reserve(numVertices);
DefaultLogger::get()->debug(" - Has normals");
}
if (reader->getAttributeValue("tangents") && GetAttribute<bool>(reader, "tangents"))
{
submesh.HasTangents = true;
submesh.Tangents.reserve(numVertices);
DefaultLogger::get()->debug(" - Has tangents");
}
if (reader->getAttributeValue("texture_coords"))
{
submesh.Uvs.resize(GetAttribute<unsigned int>(reader, "texture_coords"));
for(size_t i=0, len=submesh.Uvs.size(); i<len; ++i)
submesh.Uvs[i].reserve(numVertices);
DefaultLogger::get()->debug(Formatter::format() << " - Has " << submesh.Uvs.size() << " texture coords");
}
if (!submesh.HasPositions)
throw DeadlyImportError("Vertex buffer does not contain positions!");
void OgreImporter::ReadVertexBuffer(SubMesh &theSubMesh, XmlReader *Reader, unsigned int NumVertices)
{
DefaultLogger::get()->debug("new Vertex Buffer");
string nnVertex = "vertex";
string nnPosition = "position";
string nnNormal = "normal";
string nnTangent = "tangent";
string nnBinormal = "binormal";
string nnTexCoord = "texcoord";
string nnColorDiffuse = "colour_diffuse";
string nnColorSpecular = "colour_specular";
bool ReadPositions=false;
bool ReadNormals=false;
bool ReadTangents=false;
unsigned int NumUvs=0;
bool warnBinormal = true;
bool warnColorDiffuse = true;
bool warnColorSpecular = true;
//-------------------- check, what we need to read: --------------------------------
if(Reader->getAttributeValue("positions") && GetAttribute<bool>(Reader, "positions"))
NextNode(reader);
string currentNodeName = reader->getNodeName();
/// @todo Make this loop nicer.
while(currentNodeName == nnVertex ||
currentNodeName == nnPosition ||
currentNodeName == nnNormal ||
currentNodeName == nnTangent ||
currentNodeName == nnBinormal ||
currentNodeName == nnTexCoord ||
currentNodeName == nnColorDiffuse ||
currentNodeName == nnColorSpecular)
{
ReadPositions=theSubMesh.HasPositions=true;
theSubMesh.Positions.reserve(NumVertices);
DefaultLogger::get()->debug("reading positions");
}
if(Reader->getAttributeValue("normals") && GetAttribute<bool>(Reader, "normals"))
if (currentNodeName == nnVertex)
{
ReadNormals=theSubMesh.HasNormals=true;
theSubMesh.Normals.reserve(NumVertices);
DefaultLogger::get()->debug("reading normals");
}
if(Reader->getAttributeValue("tangents") && GetAttribute<bool>(Reader, "tangents"))
{
ReadTangents=theSubMesh.HasTangents=true;
theSubMesh.Tangents.reserve(NumVertices);
DefaultLogger::get()->debug("reading tangents");
NextNode(reader);
currentNodeName = reader->getNodeName();
}
if(Reader->getAttributeValue("texture_coords"))
{
NumUvs=GetAttribute<unsigned int>(Reader, "texture_coords");
theSubMesh.Uvs.resize(NumUvs);
for(unsigned int i=0; i<theSubMesh.Uvs.size(); ++i) theSubMesh.Uvs[i].reserve(NumVertices);
DefaultLogger::get()->debug("reading texture coords");
}
//___________________________________________________________________
/// @todo Implement nnBinormal, nnColorDiffuse and nnColorSpecular
//check if we will load anything
if(!( ReadPositions || ReadNormals || ReadTangents || (NumUvs>0) ))
DefaultLogger::get()->warn("vertexbuffer seams to be empty!");
//read all the vertices:
XmlRead(Reader);
/*it might happen, that we have more than one attribute per vertex (they are not splitted to different buffers)
so the break condition is a bit tricky */
while(Reader->getNodeName()==string("vertex")
||Reader->getNodeName()==string("position")
||Reader->getNodeName()==string("normal")
||Reader->getNodeName()==string("tangent")
||Reader->getNodeName()==string("texcoord")
||Reader->getNodeName()==string("colour_diffuse"))
{
if(Reader->getNodeName()==string("vertex"))
XmlRead(Reader);//Read an attribute tag
//Position
if(ReadPositions && Reader->getNodeName()==string("position"))
if (submesh.HasPositions && currentNodeName == nnPosition)
{
aiVector3D NewPos;
NewPos.x=GetAttribute<float>(Reader, "x");
NewPos.y=GetAttribute<float>(Reader, "y");
NewPos.z=GetAttribute<float>(Reader, "z");
theSubMesh.Positions.push_back(NewPos);
NewPos.x = GetAttribute<float>(reader, "x");
NewPos.y = GetAttribute<float>(reader, "y");
NewPos.z = GetAttribute<float>(reader, "z");
submesh.Positions.push_back(NewPos);
}
//Normal
else if(ReadNormals && Reader->getNodeName()==string("normal"))
else if (submesh.HasNormals && currentNodeName == nnNormal)
{
aiVector3D NewNormal;
NewNormal.x=GetAttribute<float>(Reader, "x");
NewNormal.y=GetAttribute<float>(Reader, "y");
NewNormal.z=GetAttribute<float>(Reader, "z");
theSubMesh.Normals.push_back(NewNormal);
NewNormal.x = GetAttribute<float>(reader, "x");
NewNormal.y = GetAttribute<float>(reader, "y");
NewNormal.z = GetAttribute<float>(reader, "z");
submesh.Normals.push_back(NewNormal);
}
//Tangent
else if(ReadTangents && Reader->getNodeName()==string("tangent"))
else if (submesh.HasTangents && currentNodeName == nnTangent)
{
aiVector3D NewTangent;
NewTangent.x=GetAttribute<float>(Reader, "x");
NewTangent.y=GetAttribute<float>(Reader, "y");
NewTangent.z=GetAttribute<float>(Reader, "z");
theSubMesh.Tangents.push_back(NewTangent);
NewTangent.x = GetAttribute<float>(reader, "x");
NewTangent.y = GetAttribute<float>(reader, "y");
NewTangent.z = GetAttribute<float>(reader, "z");
submesh.Tangents.push_back(NewTangent);
}
else if (submesh.Uvs.size() > 0 && currentNodeName == nnTexCoord)
{
for(size_t i=0, len=submesh.Uvs.size(); i<len; ++i)
{
if (currentNodeName != nnTexCoord)
throw DeadlyImportError("Vertex buffer declared more UVs than can be found in a vertex");
//Uv:
else if(NumUvs>0 && Reader->getNodeName()==string("texcoord"))
{
for(unsigned int i=0; i<NumUvs; ++i)
{
if(Reader->getNodeName()!=string("texcoord"))
{
DefaultLogger::get()->warn(string("Not enough UVs in Vertex: ")+Reader->getNodeName());
}
aiVector3D NewUv;
NewUv.x=GetAttribute<float>(Reader, "u");
NewUv.y=GetAttribute<float>(Reader, "v")*(-1)+1;//flip the uv vertikal, blender exports them so!
theSubMesh.Uvs[i].push_back(NewUv);
XmlRead(Reader);
}
continue;//because we already read the next node...
}
NewUv.x = GetAttribute<float>(reader, "u");
NewUv.y = GetAttribute<float>(reader, "v") * (-1)+1; //flip the uv vertikal, blender exports them so! (ahem... @todo ????)
submesh.Uvs[i].push_back(NewUv);
//Color:
//TODO: actually save this data!
else if(Reader->getNodeName()==string("colour_diffuse"))
{
//do nothing, because we not yet support them
NextNode(reader);
currentNodeName = reader->getNodeName();
}
// Continue main loop as above already read next node
continue;
}
//Attribute could not be read
else
{
DefaultLogger::get()->warn(string("Attribute was not read: ")+Reader->getNodeName());
}
XmlRead(Reader);//Read the Vertex tag
}
}
void OgreImporter::ReadBoneWeights(SubMesh &theSubMesh, XmlReader *Reader)
/// @todo Remove this stuff once implemented. We only want to log warnings once per element.
bool warn = true;
if (currentNodeName == nnBinormal)
{
theSubMesh.Weights.resize(theSubMesh.Positions.size());
while(XmlRead(Reader) && Reader->getNodeName()==string("vertexboneassignment"))
if (warnBinormal)
warnBinormal = false;
else
warn = false;
}
else if (currentNodeName == nnColorDiffuse)
{
Weight NewWeight;
unsigned int VertexId=GetAttribute<int>(Reader, "vertexindex");
NewWeight.BoneId=GetAttribute<int>(Reader, "boneindex");
NewWeight.Value=GetAttribute<float>(Reader, "weight");
if (warnColorDiffuse)
warnColorDiffuse = false;
else
warn = false;
}
else if (currentNodeName == nnColorSpecular)
{
if (warnColorSpecular)
warnColorSpecular = false;
else
warn = false;
}
if (warn)
DefaultLogger::get()->warn(string("Vertex buffer attribute read not implemented for element: ") + currentNodeName);
}
// Advance
NextNode(reader);
currentNodeName = reader->getNodeName();
}
DefaultLogger::get()->debug(Formatter::format() <<
" - Positions " << submesh.Positions.size() <<
" Normals " << submesh.Normals.size() <<
" TexCoords " << submesh.Uvs.size() <<
" Tangents " << submesh.Tangents.size());
// Sanity checks
if (submesh.HasNormals && submesh.Normals.size() != numVertices)
throw DeadlyImportError(Formatter::format() << "Read only " << submesh.Normals.size() << " normals when should have read " << numVertices);
if (submesh.HasTangents && submesh.Tangents.size() != numVertices)
throw DeadlyImportError(Formatter::format() << "Read only " << submesh.Tangents.size() << " tangents when should have read " << numVertices);
for(unsigned int i=0; i<submesh.Uvs.size(); ++i)
{
if (submesh.Uvs[i].size() != numVertices)
throw DeadlyImportError(Formatter::format() << "Read only " << submesh.Uvs[i].size()
<< " uvs for uv index " << i << " when should have read " << numVertices);
}
}
void OgreImporter::ReadBoneWeights(SubMesh &submesh, XmlReader *reader)
{
submesh.Weights.resize(submesh.Positions.size());
unsigned int numRead = 0;
string nnVertexBoneAssignment = "vertexboneassignment";
NextNode(reader);
while(CurrentNodeNameEquals(reader, nnVertexBoneAssignment))
{
numRead++;
BoneWeight weight;
weight.Id = GetAttribute<int>(reader, "boneindex");
weight.Value = GetAttribute<float>(reader, "weight");
//calculate the number of bones used (this is the highest id +1 becuase bone ids start at 0)
theSubMesh.BonesUsed=max(theSubMesh.BonesUsed, NewWeight.BoneId+1);
/// @todo This can probably be refactored to something else.
submesh.BonesUsed = max(submesh.BonesUsed, weight.Id+1);
theSubMesh.Weights[VertexId].push_back(NewWeight);
const unsigned int vertexId = GetAttribute<int>(reader, "vertexindex");
submesh.Weights[vertexId].push_back(weight);
NextNode(reader);
}
DefaultLogger::get()->debug(Formatter::format() << " - Bone weights " << numRead);
}
void OgreImporter::ProcessSubMesh(SubMesh &theSubMesh, SubMesh &theSharedGeometry)
void OgreImporter::ProcessSubMesh(SubMesh &submesh, SubMesh &sharedGeometry)
{
//---------------Make all Vertexes unique: (this is required by assimp)-----------------------
vector<Face> UniqueFaceList(theSubMesh.FaceList.size());
unsigned int UniqueVertexCount=theSubMesh.FaceList.size()*3;//*3 because each face consists of 3 vertexes, because we only support triangles^^
vector<Face> UniqueFaceList(submesh.Faces.size());
unsigned int UniqueVertexCount=submesh.Faces.size()*3;//*3 because each face consists of 3 vertexes, because we only support triangles^^
vector<aiVector3D> UniquePositions(UniqueVertexCount);
@ -289,9 +334,9 @@ void OgreImporter::ProcessSubMesh(SubMesh &theSubMesh, SubMesh &theSharedGeometr
vector<aiVector3D> UniqueTangents(UniqueVertexCount);
vector< vector<Weight> > UniqueWeights(UniqueVertexCount);
vector< vector<BoneWeight> > UniqueWeights(UniqueVertexCount);
vector< vector<aiVector3D> > UniqueUvs(theSubMesh.Uvs.size());
vector< vector<aiVector3D> > UniqueUvs(submesh.Uvs.size());
for(unsigned int i=0; i<UniqueUvs.size(); ++i) UniqueUvs[i].resize(UniqueVertexCount);
@ -300,25 +345,25 @@ void OgreImporter::ProcessSubMesh(SubMesh &theSubMesh, SubMesh &theSharedGeometr
/*We can use this loop to copy vertex informations from the shared data pool. In order to do so
we just use a reference to a submodel instead of our submodel itself*/
SubMesh& VertexSource= theSubMesh.SharedData ? theSharedGeometry : theSubMesh;
if(theSubMesh.SharedData)//copy vertexinformations to our mesh:
SubMesh& VertexSource= submesh.UseSharedGeometry ? sharedGeometry : submesh;
if(submesh.UseSharedGeometry)//copy vertexinformations to our mesh:
{
theSubMesh.HasPositions=theSharedGeometry.HasPositions;
theSubMesh.HasNormals=theSharedGeometry.HasNormals;
theSubMesh.HasTangents=theSharedGeometry.HasTangents;
submesh.HasPositions=sharedGeometry.HasPositions;
submesh.HasNormals=sharedGeometry.HasNormals;
submesh.HasTangents=sharedGeometry.HasTangents;
theSubMesh.BonesUsed=theSharedGeometry.BonesUsed;
submesh.BonesUsed=sharedGeometry.BonesUsed;
UniqueUvs.resize(theSharedGeometry.Uvs.size());
UniqueUvs.resize(sharedGeometry.Uvs.size());
for(unsigned int i=0; i<UniqueUvs.size(); ++i) UniqueUvs[i].resize(UniqueVertexCount);
}
for(unsigned int i=0; i<theSubMesh.FaceList.size(); ++i)
for(unsigned int i=0; i<submesh.Faces.size(); ++i)
{
//We precalculate the index vlaues her, because we need them in all vertex attributes
unsigned int Vertex1=theSubMesh.FaceList[i].VertexIndices[0];
unsigned int Vertex2=theSubMesh.FaceList[i].VertexIndices[1];
unsigned int Vertex3=theSubMesh.FaceList[i].VertexIndices[2];
unsigned int Vertex1=submesh.Faces[i].VertexIndices[0];
unsigned int Vertex2=submesh.Faces[i].VertexIndices[1];
unsigned int Vertex3=submesh.Faces[i].VertexIndices[2];
UniquePositions[3*i+0]=VertexSource.Positions[Vertex1];
UniquePositions[3*i+1]=VertexSource.Positions[Vertex2];
@ -364,33 +409,33 @@ void OgreImporter::ProcessSubMesh(SubMesh &theSubMesh, SubMesh &theSharedGeometr
//now we have the unique datas, but want them in the SubMesh, so we swap all the containers:
//if we don't have one of them, we just swap empty containers, so everything is ok
theSubMesh.FaceList.swap(UniqueFaceList);
theSubMesh.Positions.swap(UniquePositions);
theSubMesh.Normals.swap(UniqueNormals);
theSubMesh.Tangents.swap(UniqueTangents);
theSubMesh.Uvs.swap(UniqueUvs);
theSubMesh.Weights.swap(UniqueWeights);
submesh.Faces.swap(UniqueFaceList);
submesh.Positions.swap(UniquePositions);
submesh.Normals.swap(UniqueNormals);
submesh.Tangents.swap(UniqueTangents);
submesh.Uvs.swap(UniqueUvs);
submesh.Weights.swap(UniqueWeights);
//------------- normalize weights -----------------------------
//The Blender exporter doesn't care about whether the sum of all boneweights for a single vertex equals 1 or not,
//so we have to make this sure:
for(unsigned int VertexId=0; VertexId<theSubMesh.Weights.size(); ++VertexId)//iterate over all vertices
for(unsigned int VertexId=0; VertexId<submesh.Weights.size(); ++VertexId)//iterate over all vertices
{
float WeightSum=0.0f;
for(unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
for(unsigned int BoneId=0; BoneId<submesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
{
WeightSum+=theSubMesh.Weights[VertexId][BoneId].Value;
WeightSum+=submesh.Weights[VertexId][BoneId].Value;
}
//check if the sum is too far away from 1
if(WeightSum<1.0f-0.05f || WeightSum>1.0f+0.05f)
{
//normalize all weights:
for(unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
for(unsigned int BoneId=0; BoneId<submesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
{
theSubMesh.Weights[VertexId][BoneId].Value/=WeightSum;
submesh.Weights[VertexId][BoneId].Value/=WeightSum;
}
}
}
@ -400,7 +445,7 @@ void OgreImporter::ProcessSubMesh(SubMesh &theSubMesh, SubMesh &theSharedGeometr
aiMesh* OgreImporter::CreateAssimpSubMesh(const SubMesh& theSubMesh, const vector<Bone>& Bones) const
aiMesh* OgreImporter::CreateAssimpSubMesh(const SubMesh& submesh, const vector<Bone>& bones) const
{
const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
(void)m_CurrentScene;
@ -408,63 +453,63 @@ aiMesh* OgreImporter::CreateAssimpSubMesh(const SubMesh& theSubMesh, const vecto
aiMesh* NewAiMesh=new aiMesh();
//Positions
NewAiMesh->mVertices=new aiVector3D[theSubMesh.Positions.size()];
memcpy(NewAiMesh->mVertices, &theSubMesh.Positions[0], theSubMesh.Positions.size()*sizeof(aiVector3D));
NewAiMesh->mNumVertices=theSubMesh.Positions.size();
NewAiMesh->mVertices=new aiVector3D[submesh.Positions.size()];
memcpy(NewAiMesh->mVertices, &submesh.Positions[0], submesh.Positions.size()*sizeof(aiVector3D));
NewAiMesh->mNumVertices=submesh.Positions.size();
//Normals
if(theSubMesh.HasNormals)
if(submesh.HasNormals)
{
NewAiMesh->mNormals=new aiVector3D[theSubMesh.Normals.size()];
memcpy(NewAiMesh->mNormals, &theSubMesh.Normals[0], theSubMesh.Normals.size()*sizeof(aiVector3D));
NewAiMesh->mNormals=new aiVector3D[submesh.Normals.size()];
memcpy(NewAiMesh->mNormals, &submesh.Normals[0], submesh.Normals.size()*sizeof(aiVector3D));
}
//until we have support for bitangents, no tangents will be written
/*
//Tangents
if(theSubMesh.HasTangents)
if(submesh.HasTangents)
{
NewAiMesh->mTangents=new aiVector3D[theSubMesh.Tangents.size()];
memcpy(NewAiMesh->mTangents, &theSubMesh.Tangents[0], theSubMesh.Tangents.size()*sizeof(aiVector3D));
NewAiMesh->mTangents=new aiVector3D[submesh.Tangents.size()];
memcpy(NewAiMesh->mTangents, &submesh.Tangents[0], submesh.Tangents.size()*sizeof(aiVector3D));
}
*/
//Uvs
if(theSubMesh.Uvs.size()>0)
if(submesh.Uvs.size()>0)
{
for(unsigned int i=0; i<theSubMesh.Uvs.size(); ++i)
for(unsigned int i=0; i<submesh.Uvs.size(); ++i)
{
NewAiMesh->mNumUVComponents[i]=2;
NewAiMesh->mTextureCoords[i]=new aiVector3D[theSubMesh.Uvs[i].size()];
memcpy(NewAiMesh->mTextureCoords[i], &(theSubMesh.Uvs[i][0]), theSubMesh.Uvs[i].size()*sizeof(aiVector3D));
NewAiMesh->mTextureCoords[i]=new aiVector3D[submesh.Uvs[i].size()];
memcpy(NewAiMesh->mTextureCoords[i], &(submesh.Uvs[i][0]), submesh.Uvs[i].size()*sizeof(aiVector3D));
}
}
//---------------------------------------- Bones --------------------------------------------
//---------------------------------------- bones --------------------------------------------
//Copy the weights in in Bone-Vertices Struktur
//(we have them in a Vertex-Bones Structur, this is much easier for making them unique, which is required by assimp
vector< vector<aiVertexWeight> > aiWeights(theSubMesh.BonesUsed);//now the outer list are the bones, and the inner vector the vertices
for(unsigned int VertexId=0; VertexId<theSubMesh.Weights.size(); ++VertexId)//iterate over all vertices
//(we have them in a Vertex-bones Structur, this is much easier for making them unique, which is required by assimp
vector< vector<aiVertexWeight> > aiWeights(submesh.BonesUsed);//now the outer list are the bones, and the inner vector the vertices
for(unsigned int VertexId=0; VertexId<submesh.Weights.size(); ++VertexId)//iterate over all vertices
{
for(unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
for(unsigned int BoneId=0; BoneId<submesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
{
aiVertexWeight NewWeight;
NewWeight.mVertexId=VertexId;//the current Vertex, we can't use the Id form the submehs weights, because they are bone id's
NewWeight.mWeight=theSubMesh.Weights[VertexId][BoneId].Value;
aiWeights[theSubMesh.Weights[VertexId][BoneId].BoneId].push_back(NewWeight);
NewWeight.mWeight=submesh.Weights[VertexId][BoneId].Value;
aiWeights[submesh.Weights[VertexId][BoneId].Id].push_back(NewWeight);
}
}
vector<aiBone*> aiBones;
aiBones.reserve(theSubMesh.BonesUsed);//the vector might be smaller, because there might be empty bones (bones that are not attached to any vertex)
aiBones.reserve(submesh.BonesUsed);//the vector might be smaller, because there might be empty bones (bones that are not attached to any vertex)
//create all the bones and fill them with informations
for(unsigned int i=0; i<theSubMesh.BonesUsed; ++i)
for(unsigned int i=0; i<submesh.BonesUsed; ++i)
{
if(aiWeights[i].size()>0)
{
@ -472,8 +517,8 @@ aiMesh* OgreImporter::CreateAssimpSubMesh(const SubMesh& theSubMesh, const vecto
NewBone->mNumWeights=aiWeights[i].size();
NewBone->mWeights=new aiVertexWeight[aiWeights[i].size()];
memcpy(NewBone->mWeights, &(aiWeights[i][0]), sizeof(aiVertexWeight)*aiWeights[i].size());
NewBone->mName=Bones[i].Name;//The bone list should be sorted after its id's, this was done in LoadSkeleton
NewBone->mOffsetMatrix=Bones[i].BoneToWorldSpace;
NewBone->mName=bones[i].Name;//The bone list should be sorted after its id's, this was done in LoadSkeleton
NewBone->mOffsetMatrix=bones[i].BoneToWorldSpace;
aiBones.push_back(NewBone);
}
@ -491,20 +536,20 @@ aiMesh* OgreImporter::CreateAssimpSubMesh(const SubMesh& theSubMesh, const vecto
//Faces
NewAiMesh->mFaces=new aiFace[theSubMesh.FaceList.size()];
for(unsigned int i=0; i<theSubMesh.FaceList.size(); ++i)
NewAiMesh->mFaces=new aiFace[submesh.Faces.size()];
for(unsigned int i=0; i<submesh.Faces.size(); ++i)
{
NewAiMesh->mFaces[i].mNumIndices=3;
NewAiMesh->mFaces[i].mIndices=new unsigned int[3];
NewAiMesh->mFaces[i].mIndices[0]=theSubMesh.FaceList[i].VertexIndices[0];
NewAiMesh->mFaces[i].mIndices[1]=theSubMesh.FaceList[i].VertexIndices[1];
NewAiMesh->mFaces[i].mIndices[2]=theSubMesh.FaceList[i].VertexIndices[2];
NewAiMesh->mFaces[i].mIndices[0]=submesh.Faces[i].VertexIndices[0];
NewAiMesh->mFaces[i].mIndices[1]=submesh.Faces[i].VertexIndices[1];
NewAiMesh->mFaces[i].mIndices[2]=submesh.Faces[i].VertexIndices[2];
}
NewAiMesh->mNumFaces=theSubMesh.FaceList.size();
NewAiMesh->mNumFaces=submesh.Faces.size();
//Link the material:
NewAiMesh->mMaterialIndex=theSubMesh.MaterialIndex;//the index is set by the function who called ReadSubMesh
NewAiMesh->mMaterialIndex=submesh.MaterialIndex;//the index is set by the function who called ReadSubMesh
return NewAiMesh;
}

View File

@ -77,18 +77,18 @@ void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vecto
if(!SkeletonFile)
throw DeadlyImportError(string("Failed to create XML Reader for ")+FileName);
XmlRead(SkeletonFile);
NextNode(SkeletonFile);
if(string("skeleton")!=SkeletonFile->getNodeName())
throw DeadlyImportError("No <skeleton> node in SkeletonFile: "+FileName);
//------------------------------------load bones-----------------------------------------
XmlRead(SkeletonFile);
NextNode(SkeletonFile);
if(string("bones")!=SkeletonFile->getNodeName())
throw DeadlyImportError("No bones node in skeleton "+FileName);
XmlRead(SkeletonFile);
NextNode(SkeletonFile);
while(string("bone")==SkeletonFile->getNodeName())
{
@ -100,7 +100,7 @@ void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vecto
NewBone.Name=GetAttribute<string>(SkeletonFile, "name");
//load the position:
XmlRead(SkeletonFile);
NextNode(SkeletonFile);
if(string("position")!=SkeletonFile->getNodeName())
throw DeadlyImportError("Position is not first node in Bone!");
NewBone.Position.x=GetAttribute<float>(SkeletonFile, "x");
@ -108,11 +108,11 @@ void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vecto
NewBone.Position.z=GetAttribute<float>(SkeletonFile, "z");
//Rotation:
XmlRead(SkeletonFile);
NextNode(SkeletonFile);
if(string("rotation")!=SkeletonFile->getNodeName())
throw DeadlyImportError("Rotation is not the second node in Bone!");
NewBone.RotationAngle=GetAttribute<float>(SkeletonFile, "angle");
XmlRead(SkeletonFile);
NextNode(SkeletonFile);
if(string("axis")!=SkeletonFile->getNodeName())
throw DeadlyImportError("No axis specified for bone rotation!");
NewBone.RotationAxis.x=GetAttribute<float>(SkeletonFile, "x");
@ -123,7 +123,7 @@ void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vecto
Bones.push_back(NewBone);
//Proceed to the next bone:
XmlRead(SkeletonFile);
NextNode(SkeletonFile);
}
//The bones in the file a not neccesarly ordered by there id's so we do it now:
std::sort(Bones.begin(), Bones.end());
@ -153,7 +153,7 @@ void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vecto
throw DeadlyImportError("no bonehierarchy node in "+FileName);
DefaultLogger::get()->debug("loading bonehierarchy...");
XmlRead(SkeletonFile);
NextNode(SkeletonFile);
while(string("boneparent")==SkeletonFile->getNodeName())
{
string Child, Parent;
@ -167,7 +167,7 @@ void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vecto
Bones[ChildId].ParentId=ParentId;
Bones[ParentId].Children.push_back(ChildId);
XmlRead(SkeletonFile);
NextNode(SkeletonFile);
}
//_____________________________________________________________________________
@ -187,7 +187,7 @@ void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vecto
if(string("animations")==SkeletonFile->getNodeName())//animations are optional values
{
DefaultLogger::get()->debug("Loading Animations");
XmlRead(SkeletonFile);
NextNode(SkeletonFile);
while(string("animation")==SkeletonFile->getNodeName())
{
Animation NewAnimation;
@ -195,30 +195,30 @@ void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vecto
NewAnimation.Length=GetAttribute<float>(SkeletonFile, "length");
//Load all Tracks
XmlRead(SkeletonFile);
NextNode(SkeletonFile);
if(string("tracks")!=SkeletonFile->getNodeName())
throw DeadlyImportError("no tracks node in animation");
XmlRead(SkeletonFile);
NextNode(SkeletonFile);
while(string("track")==SkeletonFile->getNodeName())
{
Track NewTrack;
NewTrack.BoneName=GetAttribute<string>(SkeletonFile, "bone");
//Load all keyframes;
XmlRead(SkeletonFile);
NextNode(SkeletonFile);
if(string("keyframes")!=SkeletonFile->getNodeName())
throw DeadlyImportError("no keyframes node!");
XmlRead(SkeletonFile);
NextNode(SkeletonFile);
while(string("keyframe")==SkeletonFile->getNodeName())
{
Keyframe NewKeyframe;
KeyFrame NewKeyframe;
NewKeyframe.Time=GetAttribute<float>(SkeletonFile, "time");
//loop over the attributes:
while(true) //will quit, if a Node is not a animationkey
{
XmlRead(SkeletonFile);
NextNode(SkeletonFile);
//If any property doesn't show up, it will keep its initialization value
@ -235,7 +235,7 @@ void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vecto
{
float RotationAngle=GetAttribute<float>(SkeletonFile, "angle");
aiVector3D RotationAxis;
XmlRead(SkeletonFile);
NextNode(SkeletonFile);
if(string("axis")!=SkeletonFile->getNodeName())
throw DeadlyImportError("No axis for keyframe rotation!");
RotationAxis.x=GetAttribute<float>(SkeletonFile, "x");
@ -247,7 +247,7 @@ void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vecto
RotationAxis.x=1.0f;
if(0!=RotationAngle)//if we don't rotate at all, the axis does not matter
{
DefaultLogger::get()->warn("Invalid Rotation Axis in Keyframe!");
DefaultLogger::get()->warn("Invalid Rotation Axis in KeyFrame!");
}
}
NewKeyframe.Rotation=aiQuaternion(RotationAxis, RotationAngle);

View File

@ -9,80 +9,84 @@ namespace Ogre
typedef irr::io::IrrXMLReader XmlReader;
//------------Helper Funktion to Get a Attribute Save---------------
template<typename t> inline t GetAttribute(XmlReader* Reader, std::string Name);
/*
static void ThrowAttibuteError(const XmlReader* reader, const std::string &name, const std::string &error = "")
{
BOOST_STATIC_ASSERT(false);
return t();
}
*/
template<> inline int GetAttribute<int>(XmlReader* Reader, std::string Name)
{
const char* Value=Reader->getAttributeValue(Name.c_str());
if(Value)
return atoi(Value);
if (!error.empty())
throw DeadlyImportError(error + " in node '" + std::string(reader->getNodeName()) + "' and attribute '" + name + "'");
else
throw DeadlyImportError(std::string("Attribute "+Name+" does not exist in "+Reader->getNodeName()).c_str());
throw DeadlyImportError("Attribute '" + name + "' does not exist in node '" + std::string(reader->getNodeName()) + "'");
}
template<> inline unsigned int GetAttribute<unsigned int>(XmlReader* Reader, std::string Name)
template<typename T>
inline T GetAttribute(const XmlReader* reader, const std::string &name);
template<>
inline int GetAttribute<int>(const XmlReader* reader, const std::string &name)
{
const char* Value=Reader->getAttributeValue(Name.c_str());
if(Value)
return static_cast<unsigned int>(atoi(Value));//yes, ugly, but pfff
const char* value = reader->getAttributeValue(name.c_str());
if (value)
return atoi(value);
else
throw DeadlyImportError(std::string("Attribute "+Name+" does not exist in "+Reader->getNodeName()).c_str());
ThrowAttibuteError(reader, name);
}
template<> inline float GetAttribute<float>(XmlReader* Reader, std::string Name)
template<>
inline unsigned int GetAttribute<unsigned int>(const XmlReader* reader, const std::string &name)
{
const char* Value=Reader->getAttributeValue(Name.c_str());
if(Value)
return fast_atof(Value);
const char* value = reader->getAttributeValue(name.c_str());
if (value)
return static_cast<unsigned int>(atoi(value)); ///< @todo Find a better way...
else
throw DeadlyImportError(std::string("Attribute "+Name+" does not exist in "+Reader->getNodeName()).c_str());
ThrowAttibuteError(reader, name);
}
template<> inline std::string GetAttribute<std::string>(XmlReader* Reader, std::string Name)
template<>
inline float GetAttribute<float>(const XmlReader* reader, const std::string &name)
{
const char* Value=Reader->getAttributeValue(Name.c_str());
if(Value)
return std::string(Value);
const char* value = reader->getAttributeValue(name.c_str());
if (value)
return fast_atof(value);
else
throw DeadlyImportError(std::string("Attribute "+Name+" does not exist in "+Reader->getNodeName()).c_str());
ThrowAttibuteError(reader, name);
}
template<> inline bool GetAttribute<bool>(XmlReader* Reader, std::string Name)
template<>
inline std::string GetAttribute<std::string>(const XmlReader* reader, const std::string &name)
{
const char* Value=Reader->getAttributeValue(Name.c_str());
if(Value)
const char* value = reader->getAttributeValue(name.c_str());
if (value)
return std::string(value);
else
ThrowAttibuteError(reader, name);
}
template<>
inline bool GetAttribute<bool>(const XmlReader* reader, const std::string &name)
{
if(Value==std::string("true"))
std::string value = GetAttribute<std::string>(reader, name);
if (ASSIMP_stricmp(value, "true") == 0)
return true;
else if(Value==std::string("false"))
else if (ASSIMP_stricmp(value, "false") == 0)
return false;
else
throw DeadlyImportError(std::string("Bool value has invalid value: "+Name+" / "+Value+" / "+Reader->getNodeName()));
ThrowAttibuteError(reader, name, "Boolean value is expected to be 'true' or 'false', encountered '" + value + "'");
}
else
throw DeadlyImportError(std::string("Attribute "+Name+" does not exist in "+Reader->getNodeName()).c_str());
}
//__________________________________________________________________
inline bool XmlRead(XmlReader* Reader)
inline bool NextNode(XmlReader* reader)
{
do
{
if(!Reader->read())
if (!reader->read())
return false;
}
while(Reader->getNodeType()!=irr::io::EXN_ELEMENT);
while(reader->getNodeType() != irr::io::EXN_ELEMENT);
return true;
}
}//namespace Ogre
}//namespace Assimp
inline bool CurrentNodeNameEquals(const XmlReader* reader, const std::string &name)
{
return (ASSIMP_stricmp(std::string(reader->getNodeName()), name) == 0);
}
} // Ogre
} // Assimp