OgreImporter: Implement binary skeleton serialization. Fix bone/animation matrix stuff to be simpler (aka read as Quats to internal structures). Cleanup code for pull request.

pull/280/head
Jonne Nauha 2014-05-21 04:00:11 +03:00
parent cf9b705829
commit 1129ae5a6e
7 changed files with 789 additions and 313 deletions

View File

@ -39,6 +39,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "OgreBinarySerializer.h"
#include "OgreXmlSerializer.h"
#include "OgreParsingUtils.h"
#include "TinyFormatter.h"
#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
@ -51,9 +54,15 @@ namespace Assimp
namespace Ogre
{
const std::string VERSION_1_8 = "[MeshSerializer_v1.8]";
const unsigned short HEADER_CHUNK_ID = 0x1000;
const long MSTREAM_OVERHEAD_SIZE = sizeof(uint16_t) + sizeof(uint32_t);
const std::string MESH_VERSION_1_8 = "[MeshSerializer_v1.8]";
const std::string SKELETON_VERSION_1_8 = "[Serializer_v1.80]";
const std::string SKELETON_VERSION_1_1 = "[Serializer_v1.10]";
const unsigned short HEADER_CHUNK_ID = 0x1000;
const long MSTREAM_OVERHEAD_SIZE = sizeof(uint16_t) + sizeof(uint32_t);
const long MSTREAM_BONE_SIZE_WITHOUT_SCALE = MSTREAM_OVERHEAD_SIZE + sizeof(unsigned short) + (sizeof(float) * 7);
const long MSTREAM_KEYFRAME_SIZE_WITHOUT_SCALE = MSTREAM_OVERHEAD_SIZE + (sizeof(float) * 8);
template<>
inline bool OgreBinarySerializer::Read<bool>()
@ -118,6 +127,16 @@ void OgreBinarySerializer::ReadVector(aiVector3D &vec)
m_reader->CopyAndAdvance(&vec.x, sizeof(float)*3);
}
void OgreBinarySerializer::ReadQuaternion(aiQuaternion &quat)
{
float temp[4];
m_reader->CopyAndAdvance(temp, sizeof(float)*4);
quat.x = temp[0];
quat.y = temp[1];
quat.z = temp[2];
quat.w = temp[3];
}
bool OgreBinarySerializer::AtEnd() const
{
return (m_reader->GetRemainingSize() == 0);
@ -152,7 +171,10 @@ uint16_t OgreBinarySerializer::ReadHeader(bool readLen)
#if (OGRE_BINARY_SERIALIZER_DEBUG == 1)
if (id != HEADER_CHUNK_ID)
DefaultLogger::get()->debug(Formatter::format() << MeshHeaderToString(static_cast<MeshChunkId>(id)));
{
DefaultLogger::get()->debug(Formatter::format() << (assetMode == AM_Mesh
? MeshHeaderToString(static_cast<MeshChunkId>(id)) : SkeletonHeaderToString(static_cast<SkeletonChunkId>(id))));
}
#endif
return id;
@ -172,9 +194,11 @@ void OgreBinarySerializer::SkipBytes(size_t numBytes)
m_reader->IncPtr(numBytes);
}
// Mesh
Mesh *OgreBinarySerializer::ImportMesh(MemoryStreamReader *stream)
{
OgreBinarySerializer serializer(stream);
OgreBinarySerializer serializer(stream, OgreBinarySerializer::AM_Mesh);
uint16_t id = serializer.ReadHeader(false);
if (id != HEADER_CHUNK_ID) {
@ -183,8 +207,11 @@ Mesh *OgreBinarySerializer::ImportMesh(MemoryStreamReader *stream)
/// @todo Check what we can actually support.
std::string version = serializer.ReadLine();
if (version != VERSION_1_8)
throw DeadlyExportError("Mesh version " + version + " not supported by this importer. Run OgreMeshUpgrader tool on the file and try again.");
if (version != MESH_VERSION_1_8)
{
throw DeadlyExportError(Formatter::format() << "Mesh version " << version << " not supported by this importer. Run OgreMeshUpgrader tool on the file and try again."
<< " Supported versions: " << MESH_VERSION_1_8);
}
Mesh *mesh = new Mesh();
while (!serializer.AtEnd())
@ -732,8 +759,7 @@ void OgreBinarySerializer::ReadAnimations(Mesh *mesh)
}
void OgreBinarySerializer::ReadAnimation(Animation *anim)
{
{
if (!AtEnd())
{
uint16_t id = ReadHeader();
@ -821,6 +847,263 @@ void OgreBinarySerializer::ReadAnimationKeyFrames(Animation *anim, VertexAnimati
}
}
// Skeleton
bool OgreBinarySerializer::ImportSkeleton(Assimp::IOSystem *pIOHandler, Mesh *mesh)
{
if (!mesh || mesh->skeletonRef.empty())
return false;
// Highly unusual to see in read world cases but support
// binary mesh referencing a XML skeleton file.
if (EndsWith(mesh->skeletonRef, ".skeleton.xml", false))
{
OgreXmlSerializer::ImportSkeleton(pIOHandler, mesh);
return false;
}
MemoryStreamReaderPtr reader = OpenReader(pIOHandler, mesh->skeletonRef);
Skeleton *skeleton = new Skeleton();
OgreBinarySerializer serializer(reader.get(), OgreBinarySerializer::AM_Skeleton);
serializer.ReadSkeleton(skeleton);
mesh->skeleton = skeleton;
return true;
}
bool OgreBinarySerializer::ImportSkeleton(Assimp::IOSystem *pIOHandler, MeshXml *mesh)
{
if (!mesh || mesh->skeletonRef.empty())
return false;
MemoryStreamReaderPtr reader = OpenReader(pIOHandler, mesh->skeletonRef);
if (!reader.get())
return false;
Skeleton *skeleton = new Skeleton();
OgreBinarySerializer serializer(reader.get(), OgreBinarySerializer::AM_Skeleton);
serializer.ReadSkeleton(skeleton);
mesh->skeleton = skeleton;
return true;
}
MemoryStreamReaderPtr OgreBinarySerializer::OpenReader(Assimp::IOSystem *pIOHandler, const std::string &filename)
{
if (!EndsWith(filename, ".skeleton", false))
{
DefaultLogger::get()->error("Imported Mesh is referencing to unsupported '" + filename + "' skeleton file.");
return MemoryStreamReaderPtr();
}
if (!pIOHandler->Exists(filename))
{
DefaultLogger::get()->error("Failed to find skeleton file '" + filename + "' that is referenced by imported Mesh.");
return MemoryStreamReaderPtr();
}
IOStream *f = pIOHandler->Open(filename, "rb");
if (!f) {
throw DeadlyImportError("Failed to open skeleton file " + filename);
}
return MemoryStreamReaderPtr(new MemoryStreamReader(f));
}
void OgreBinarySerializer::ReadSkeleton(Skeleton *skeleton)
{
uint16_t id = ReadHeader(false);
if (id != HEADER_CHUNK_ID) {
throw DeadlyExportError("Invalid Ogre Skeleton file header.");
}
// This deserialization supports both versions of the skeleton spec
std::string version = ReadLine();
if (version != SKELETON_VERSION_1_8 && version != SKELETON_VERSION_1_1)
{
throw DeadlyExportError(Formatter::format() << "Skeleton version " << version << " not supported by this importer."
<< " Supported versions: " << SKELETON_VERSION_1_8 << " and " << SKELETON_VERSION_1_1);
}
DefaultLogger::get()->debug("Reading Skeleton");
bool firstBone = true;
bool firstAnim = true;
while (!AtEnd())
{
id = ReadHeader();
switch(id)
{
case SKELETON_BLENDMODE:
{
skeleton->blendMode = static_cast<Skeleton::BlendMode>(Read<uint16_t>());
break;
}
case SKELETON_BONE:
{
if (firstBone)
{
DefaultLogger::get()->debug(" - Bones");
firstBone = false;
}
ReadBone(skeleton);
break;
}
case SKELETON_BONE_PARENT:
{
ReadBoneParent(skeleton);
break;
}
case SKELETON_ANIMATION:
{
if (firstAnim)
{
DefaultLogger::get()->debug(" - Animations");
firstAnim = false;
}
ReadSkeletonAnimation(skeleton);
break;
}
case SKELETON_ANIMATION_LINK:
{
ReadSkeletonAnimationLink(skeleton);
break;
}
}
}
// Calculate bone matrices for root bones. Recursively calculates their children.
for (size_t i=0, len=skeleton->bones.size(); i<len; ++i)
{
Bone *bone = skeleton->bones[i];
if (!bone->IsParented())
bone->CalculateWorldMatrixAndDefaultPose(skeleton);
}
}
void OgreBinarySerializer::ReadBone(Skeleton *skeleton)
{
Bone *bone = new Bone();
bone->name = ReadLine();
bone->id = Read<uint16_t>();
// Pos and rot
ReadVector(bone->position);
ReadQuaternion(bone->rotation);
// Scale (optional)
if (m_currentLen > MSTREAM_BONE_SIZE_WITHOUT_SCALE)
ReadVector(bone->scale);
// Bone indexes need to start from 0 and be contiguous
if (bone->id != skeleton->bones.size()) {
throw DeadlyImportError(Formatter::format() << "Ogre Skeleton bone indexes not contiguous. Error at bone index " << bone->id);
}
DefaultLogger::get()->debug(Formatter::format() << " " << bone->id << " " << bone->name);
skeleton->bones.push_back(bone);
}
void OgreBinarySerializer::ReadBoneParent(Skeleton *skeleton)
{
uint16_t childId = Read<uint16_t>();
uint16_t parentId = Read<uint16_t>();
Bone *child = skeleton->BoneById(childId);
Bone *parent = skeleton->BoneById(parentId);
if (child && parent)
parent->AddChild(child);
else
throw DeadlyImportError(Formatter::format() << "Failed to find bones for parenting: Child id " << childId << " for parent id " << parentId);
}
void OgreBinarySerializer::ReadSkeletonAnimation(Skeleton *skeleton)
{
Animation *anim = new Animation(skeleton);
anim->name = ReadLine();
anim->length = Read<float>();
if (!AtEnd())
{
uint16_t id = ReadHeader();
if (id == SKELETON_ANIMATION_BASEINFO)
{
anim->baseName = ReadLine();
anim->baseTime = Read<float>();
// Advance to first track
id = ReadHeader();
}
while (!AtEnd() && id == SKELETON_ANIMATION_TRACK)
{
ReadSkeletonAnimationTrack(skeleton, anim);
if (!AtEnd())
id = ReadHeader();
}
if (!AtEnd())
RollbackHeader();
}
skeleton->animations.push_back(anim);
DefaultLogger::get()->debug(Formatter::format() << " " << anim->name << " (" << anim->length << " sec, " << anim->tracks.size() << " tracks)");
}
void OgreBinarySerializer::ReadSkeletonAnimationTrack(Skeleton *skeleton, Animation *dest)
{
uint16_t boneId = Read<uint16_t>();
Bone *bone = dest->parentSkeleton->BoneById(boneId);
if (!bone) {
throw DeadlyImportError(Formatter::format() << "Cannot read animation track, target bone " << boneId << " not in target Skeleton");
}
VertexAnimationTrack track;
track.type = VertexAnimationTrack::VAT_TRANSFORM;
track.boneName = bone->name;
uint16_t id = ReadHeader();
while (!AtEnd() && id == SKELETON_ANIMATION_TRACK_KEYFRAME)
{
ReadSkeletonAnimationKeyFrame(&track);
if (!AtEnd())
id = ReadHeader();
}
if (!AtEnd())
RollbackHeader();
dest->tracks.push_back(track);
}
void OgreBinarySerializer::ReadSkeletonAnimationKeyFrame(VertexAnimationTrack *dest)
{
TransformKeyFrame keyframe;
keyframe.timePos = Read<float>();
// Rot and pos
ReadQuaternion(keyframe.rotation);
ReadVector(keyframe.position);
// Scale (optional)
if (m_currentLen > MSTREAM_KEYFRAME_SIZE_WITHOUT_SCALE)
ReadVector(keyframe.scale);
dest->transformKeyFrames.push_back(keyframe);
}
void OgreBinarySerializer::ReadSkeletonAnimationLink(Skeleton *skeleton)
{
// Skip bounds, not compatible with Assimp.
ReadLine(); // skeleton name
SkipBytes(sizeof(float) * 3); // scale
}
} // Ogre
} // Assimp

View File

@ -49,263 +49,365 @@ namespace Assimp
{
namespace Ogre
{
class OgreBinarySerializer
typedef Assimp::StreamReaderLE MemoryStreamReader;
typedef boost::shared_ptr<MemoryStreamReader> MemoryStreamReaderPtr;
class OgreBinarySerializer
{
public:
/// Imports mesh and returns the result.
/** @note Fatal unrecoverable errors will throw a DeadlyImportError. */
static Mesh *ImportMesh(MemoryStreamReader *reader);
/// Imports skeleton to @c mesh into Mesh::skeleton.
/** If mesh does not have a skeleton reference or the skeleton file
cannot be found it is not a fatal DeadlyImportError. */
static bool ImportSkeleton(Assimp::IOSystem *pIOHandler, Mesh *mesh);
static bool ImportSkeleton(Assimp::IOSystem *pIOHandler, MeshXml *mesh);
private:
enum AssetMode
{
public:
static Mesh *ImportMesh(MemoryStreamReader *reader);
private:
OgreBinarySerializer(MemoryStreamReader *reader) :
m_reader(reader),
m_currentLen(0)
{
}
bool AtEnd() const;
void ReadMesh(Mesh *mesh);
void ReadMeshLodInfo(Mesh *mesh);
void ReadMeshSkeletonLink(Mesh *mesh);
void ReadMeshBounds(Mesh *mesh);
void ReadMeshExtremes(Mesh *mesh);
void ReadSubMesh(Mesh *mesh);
void ReadSubMeshNames(Mesh *mesh);
void ReadSubMeshOperation(SubMesh *submesh);
void ReadSubMeshTextureAlias(SubMesh *submesh);
void ReadBoneAssignment(VertexData *dest);
void ReadGeometry(VertexData *dest);
void ReadGeometryVertexDeclaration(VertexData *dest);
void ReadGeometryVertexElement(VertexData *dest);
void ReadGeometryVertexBuffer(VertexData *dest);
void ReadEdgeList(Mesh *mesh);
void ReadPoses(Mesh *mesh);
void ReadPoseVertices(Pose *pose);
void ReadAnimations(Mesh *mesh);
void ReadAnimation(Animation *anim);
void ReadAnimationKeyFrames(Animation *anim, VertexAnimationTrack *track);
void NormalizeBoneWeights(VertexData *vertexData) const;
uint16_t ReadHeader(bool readLen = true);
void RollbackHeader();
template<typename T>
inline T Read();
void ReadBytes(char *dest, size_t numBytes);
void ReadBytes(uint8_t *dest, size_t numBytes);
void ReadBytes(void *dest, size_t numBytes);
uint8_t *ReadBytes(size_t numBytes);
void ReadVector(aiVector3D &vec);
std::string ReadString(size_t len);
std::string ReadLine();
void SkipBytes(size_t numBytes);
uint32_t m_currentLen;
MemoryStreamReader *m_reader;
AM_Mesh,
AM_Skeleton
};
enum MeshChunkId
OgreBinarySerializer(MemoryStreamReader *reader, AssetMode mode) :
m_reader(reader),
m_currentLen(0),
assetMode(mode)
{
M_HEADER = 0x1000,
// char* version : Version number check
M_MESH = 0x3000,
// bool skeletallyAnimated // important flag which affects h/w buffer policies
// Optional M_GEOMETRY chunk
M_SUBMESH = 0x4000,
// char* materialName
// bool useSharedVertices
// unsigned int indexCount
// bool indexes32Bit
// unsigned int* faceVertexIndices (indexCount)
// OR
// unsigned short* faceVertexIndices (indexCount)
// M_GEOMETRY chunk (Optional: present only if useSharedVertices = false)
M_SUBMESH_OPERATION = 0x4010, // optional, trilist assumed if missing
// unsigned short operationType
M_SUBMESH_BONE_ASSIGNMENT = 0x4100,
// Optional bone weights (repeating section)
// unsigned int vertexIndex;
// unsigned short boneIndex;
// float weight;
// Optional chunk that matches a texture name to an alias
// a texture alias is sent to the submesh material to use this texture name
// instead of the one in the texture unit with a matching alias name
M_SUBMESH_TEXTURE_ALIAS = 0x4200, // Repeating section
// char* aliasName;
// char* textureName;
}
static MemoryStreamReaderPtr OpenReader(Assimp::IOSystem *pIOHandler, const std::string &filename);
M_GEOMETRY = 0x5000, // NB this chunk is embedded within M_MESH and M_SUBMESH
// unsigned int vertexCount
M_GEOMETRY_VERTEX_DECLARATION = 0x5100,
M_GEOMETRY_VERTEX_ELEMENT = 0x5110, // Repeating section
// unsigned short source; // buffer bind source
// unsigned short type; // VertexElementType
// unsigned short semantic; // VertexElementSemantic
// unsigned short offset; // start offset in buffer in bytes
// unsigned short index; // index of the semantic (for colours and texture coords)
M_GEOMETRY_VERTEX_BUFFER = 0x5200, // Repeating section
// unsigned short bindIndex; // Index to bind this buffer to
// unsigned short vertexSize; // Per-vertex size, must agree with declaration at this index
M_GEOMETRY_VERTEX_BUFFER_DATA = 0x5210,
// raw buffer data
M_MESH_SKELETON_LINK = 0x6000,
// Optional link to skeleton
// char* skeletonName : name of .skeleton to use
M_MESH_BONE_ASSIGNMENT = 0x7000,
// Header
uint16_t ReadHeader(bool readLen = true);
void RollbackHeader();
// Mesh
void ReadMesh(Mesh *mesh);
void ReadMeshLodInfo(Mesh *mesh);
void ReadMeshSkeletonLink(Mesh *mesh);
void ReadMeshBounds(Mesh *mesh);
void ReadMeshExtremes(Mesh *mesh);
void ReadSubMesh(Mesh *mesh);
void ReadSubMeshNames(Mesh *mesh);
void ReadSubMeshOperation(SubMesh *submesh);
void ReadSubMeshTextureAlias(SubMesh *submesh);
void ReadBoneAssignment(VertexData *dest);
void ReadGeometry(VertexData *dest);
void ReadGeometryVertexDeclaration(VertexData *dest);
void ReadGeometryVertexElement(VertexData *dest);
void ReadGeometryVertexBuffer(VertexData *dest);
void ReadEdgeList(Mesh *mesh);
void ReadPoses(Mesh *mesh);
void ReadPoseVertices(Pose *pose);
void ReadAnimations(Mesh *mesh);
void ReadAnimation(Animation *anim);
void ReadAnimationKeyFrames(Animation *anim, VertexAnimationTrack *track);
void NormalizeBoneWeights(VertexData *vertexData) const;
// Skeleton
void ReadSkeleton(Skeleton *skeleton);
void ReadBone(Skeleton *skeleton);
void ReadBoneParent(Skeleton *skeleton);
void ReadSkeletonAnimation(Skeleton *skeleton);
void ReadSkeletonAnimationTrack(Skeleton *skeleton, Animation *dest);
void ReadSkeletonAnimationKeyFrame(VertexAnimationTrack *dest);
void ReadSkeletonAnimationLink(Skeleton *skeleton);
// Reader utils
bool AtEnd() const;
template<typename T>
inline T Read();
void ReadBytes(char *dest, size_t numBytes);
void ReadBytes(uint8_t *dest, size_t numBytes);
void ReadBytes(void *dest, size_t numBytes);
uint8_t *ReadBytes(size_t numBytes);
void ReadVector(aiVector3D &vec);
void ReadQuaternion(aiQuaternion &quat);
std::string ReadString(size_t len);
std::string ReadLine();
void SkipBytes(size_t numBytes);
uint32_t m_currentLen;
MemoryStreamReader *m_reader;
AssetMode assetMode;
};
enum MeshChunkId
{
M_HEADER = 0x1000,
// char* version : Version number check
M_MESH = 0x3000,
// bool skeletallyAnimated // important flag which affects h/w buffer policies
// Optional M_GEOMETRY chunk
M_SUBMESH = 0x4000,
// char* materialName
// bool useSharedVertices
// unsigned int indexCount
// bool indexes32Bit
// unsigned int* faceVertexIndices (indexCount)
// OR
// unsigned short* faceVertexIndices (indexCount)
// M_GEOMETRY chunk (Optional: present only if useSharedVertices = false)
M_SUBMESH_OPERATION = 0x4010, // optional, trilist assumed if missing
// unsigned short operationType
M_SUBMESH_BONE_ASSIGNMENT = 0x4100,
// Optional bone weights (repeating section)
// unsigned int vertexIndex;
// unsigned short boneIndex;
// float weight;
M_MESH_LOD = 0x8000,
// Optional LOD information
// string strategyName;
// unsigned short numLevels;
// bool manual; (true for manual alternate meshes, false for generated)
M_MESH_LOD_USAGE = 0x8100,
// Repeating section, ordered in increasing depth
// NB LOD 0 (full detail from 0 depth) is omitted
// LOD value - this is a distance, a pixel count etc, based on strategy
// float lodValue;
M_MESH_LOD_MANUAL = 0x8110,
// Required if M_MESH_LOD section manual = true
// String manualMeshName;
M_MESH_LOD_GENERATED = 0x8120,
// Required if M_MESH_LOD section manual = false
// Repeating section (1 per submesh)
// unsigned int indexCount;
// bool indexes32Bit
// unsigned short* faceIndexes; (indexCount)
// OR
// unsigned int* faceIndexes; (indexCount)
M_MESH_BOUNDS = 0x9000,
// float minx, miny, minz
// float maxx, maxy, maxz
// float radius
// Added By DrEvil
// optional chunk that contains a table of submesh indexes and the names of
// the sub-meshes.
M_SUBMESH_NAME_TABLE = 0xA000,
// Subchunks of the name table. Each chunk contains an index & string
M_SUBMESH_NAME_TABLE_ELEMENT = 0xA100,
// short index
// char* name
// Optional chunk which stores precomputed edge data
M_EDGE_LISTS = 0xB000,
// Each LOD has a separate edge list
M_EDGE_LIST_LOD = 0xB100,
// unsigned short lodIndex
// bool isManual // If manual, no edge data here, loaded from manual mesh
// bool isClosed
// unsigned long numTriangles
// unsigned long numEdgeGroups
// Triangle* triangleList
// unsigned long indexSet
// unsigned long vertexSet
// unsigned long vertIndex[3]
// unsigned long sharedVertIndex[3]
// float normal[4]
// Optional chunk that matches a texture name to an alias
// a texture alias is sent to the submesh material to use this texture name
// instead of the one in the texture unit with a matching alias name
M_SUBMESH_TEXTURE_ALIAS = 0x4200, // Repeating section
// char* aliasName;
// char* textureName;
M_EDGE_GROUP = 0xB110,
// unsigned long vertexSet
// unsigned long triStart
// unsigned long triCount
// unsigned long numEdges
// Edge* edgeList
// unsigned long triIndex[2]
// unsigned long vertIndex[2]
// unsigned long sharedVertIndex[2]
// bool degenerate
// Optional poses section, referred to by pose keyframes
M_POSES = 0xC000,
M_POSE = 0xC100,
// char* name (may be blank)
// unsigned short target // 0 for shared geometry,
// 1+ for submesh index + 1
// bool includesNormals [1.8+]
M_POSE_VERTEX = 0xC111,
// unsigned long vertexIndex
// float xoffset, yoffset, zoffset
// float xnormal, ynormal, znormal (optional, 1.8+)
// Optional vertex animation chunk
M_ANIMATIONS = 0xD000,
M_ANIMATION = 0xD100,
M_GEOMETRY = 0x5000, // NB this chunk is embedded within M_MESH and M_SUBMESH
// unsigned int vertexCount
M_GEOMETRY_VERTEX_DECLARATION = 0x5100,
M_GEOMETRY_VERTEX_ELEMENT = 0x5110, // Repeating section
// unsigned short source; // buffer bind source
// unsigned short type; // VertexElementType
// unsigned short semantic; // VertexElementSemantic
// unsigned short offset; // start offset in buffer in bytes
// unsigned short index; // index of the semantic (for colours and texture coords)
M_GEOMETRY_VERTEX_BUFFER = 0x5200, // Repeating section
// unsigned short bindIndex; // Index to bind this buffer to
// unsigned short vertexSize; // Per-vertex size, must agree with declaration at this index
M_GEOMETRY_VERTEX_BUFFER_DATA = 0x5210,
// raw buffer data
M_MESH_SKELETON_LINK = 0x6000,
// Optional link to skeleton
// char* skeletonName : name of .skeleton to use
M_MESH_BONE_ASSIGNMENT = 0x7000,
// Optional bone weights (repeating section)
// unsigned int vertexIndex;
// unsigned short boneIndex;
// float weight;
M_MESH_LOD = 0x8000,
// Optional LOD information
// string strategyName;
// unsigned short numLevels;
// bool manual; (true for manual alternate meshes, false for generated)
M_MESH_LOD_USAGE = 0x8100,
// Repeating section, ordered in increasing depth
// NB LOD 0 (full detail from 0 depth) is omitted
// LOD value - this is a distance, a pixel count etc, based on strategy
// float lodValue;
M_MESH_LOD_MANUAL = 0x8110,
// Required if M_MESH_LOD section manual = true
// String manualMeshName;
M_MESH_LOD_GENERATED = 0x8120,
// Required if M_MESH_LOD section manual = false
// Repeating section (1 per submesh)
// unsigned int indexCount;
// bool indexes32Bit
// unsigned short* faceIndexes; (indexCount)
// OR
// unsigned int* faceIndexes; (indexCount)
M_MESH_BOUNDS = 0x9000,
// float minx, miny, minz
// float maxx, maxy, maxz
// float radius
// Added By DrEvil
// optional chunk that contains a table of submesh indexes and the names of
// the sub-meshes.
M_SUBMESH_NAME_TABLE = 0xA000,
// Subchunks of the name table. Each chunk contains an index & string
M_SUBMESH_NAME_TABLE_ELEMENT = 0xA100,
// short index
// char* name
// float length
M_ANIMATION_BASEINFO = 0xD105,
// [Optional] base keyframe information (pose animation only)
// char* baseAnimationName (blank for self)
// float baseKeyFrameTime
M_ANIMATION_TRACK = 0xD110,
// unsigned short type // 1 == morph, 2 == pose
// unsigned short target // 0 for shared geometry,
// 1+ for submesh index + 1
M_ANIMATION_MORPH_KEYFRAME = 0xD111,
// float time
// bool includesNormals [1.8+]
// float x,y,z // repeat by number of vertices in original geometry
M_ANIMATION_POSE_KEYFRAME = 0xD112,
// float time
M_ANIMATION_POSE_REF = 0xD113, // repeat for number of referenced poses
// unsigned short poseIndex
// float influence
// Optional submesh extreme vertex list chink
M_TABLE_EXTREMES = 0xE000,
// unsigned short submesh_index;
// float extremes [n_extremes][3];
};
static std::string MeshHeaderToString(MeshChunkId id)
{
switch(id)
{
case M_HEADER: return "HEADER";
case M_MESH: return "MESH";
case M_SUBMESH: return "SUBMESH";
case M_SUBMESH_OPERATION: return "SUBMESH_OPERATION";
case M_SUBMESH_BONE_ASSIGNMENT: return "SUBMESH_BONE_ASSIGNMENT";
case M_SUBMESH_TEXTURE_ALIAS: return "SUBMESH_TEXTURE_ALIAS";
case M_GEOMETRY: return "GEOMETRY";
case M_GEOMETRY_VERTEX_DECLARATION: return "GEOMETRY_VERTEX_DECLARATION";
case M_GEOMETRY_VERTEX_ELEMENT: return "GEOMETRY_VERTEX_ELEMENT";
case M_GEOMETRY_VERTEX_BUFFER: return "GEOMETRY_VERTEX_BUFFER";
case M_GEOMETRY_VERTEX_BUFFER_DATA: return "GEOMETRY_VERTEX_BUFFER_DATA";
case M_MESH_SKELETON_LINK: return "MESH_SKELETON_LINK";
case M_MESH_BONE_ASSIGNMENT: return "MESH_BONE_ASSIGNMENT";
case M_MESH_LOD: return "MESH_LOD";
case M_MESH_LOD_USAGE: return "MESH_LOD_USAGE";
case M_MESH_LOD_MANUAL: return "MESH_LOD_MANUAL";
case M_MESH_LOD_GENERATED: return "MESH_LOD_GENERATED";
case M_MESH_BOUNDS: return "MESH_BOUNDS";
case M_SUBMESH_NAME_TABLE: return "SUBMESH_NAME_TABLE";
case M_SUBMESH_NAME_TABLE_ELEMENT: return "SUBMESH_NAME_TABLE_ELEMENT";
case M_EDGE_LISTS: return "EDGE_LISTS";
case M_EDGE_LIST_LOD: return "EDGE_LIST_LOD";
case M_EDGE_GROUP: return "EDGE_GROUP";
case M_POSES: return "POSES";
case M_POSE: return "POSE";
case M_POSE_VERTEX: return "POSE_VERTEX";
case M_ANIMATIONS: return "ANIMATIONS";
case M_ANIMATION: return "ANIMATION";
case M_ANIMATION_BASEINFO: return "ANIMATION_BASEINFO";
case M_ANIMATION_TRACK: return "ANIMATION_TRACK";
case M_ANIMATION_MORPH_KEYFRAME: return "ANIMATION_MORPH_KEYFRAME";
case M_ANIMATION_POSE_KEYFRAME: return "ANIMATION_POSE_KEYFRAME";
case M_ANIMATION_POSE_REF: return "ANIMATION_POSE_REF";
case M_TABLE_EXTREMES: return "TABLE_EXTREMES";
}
return "Uknown_MeshChunkId";
}
// Optional chunk which stores precomputed edge data
M_EDGE_LISTS = 0xB000,
// Each LOD has a separate edge list
M_EDGE_LIST_LOD = 0xB100,
// unsigned short lodIndex
// bool isManual // If manual, no edge data here, loaded from manual mesh
// bool isClosed
// unsigned long numTriangles
// unsigned long numEdgeGroups
// Triangle* triangleList
// unsigned long indexSet
// unsigned long vertexSet
// unsigned long vertIndex[3]
// unsigned long sharedVertIndex[3]
// float normal[4]
M_EDGE_GROUP = 0xB110,
// unsigned long vertexSet
// unsigned long triStart
// unsigned long triCount
// unsigned long numEdges
// Edge* edgeList
// unsigned long triIndex[2]
// unsigned long vertIndex[2]
// unsigned long sharedVertIndex[2]
// bool degenerate
// Optional poses section, referred to by pose keyframes
M_POSES = 0xC000,
M_POSE = 0xC100,
// char* name (may be blank)
// unsigned short target // 0 for shared geometry,
// 1+ for submesh index + 1
// bool includesNormals [1.8+]
M_POSE_VERTEX = 0xC111,
// unsigned long vertexIndex
// float xoffset, yoffset, zoffset
// float xnormal, ynormal, znormal (optional, 1.8+)
// Optional vertex animation chunk
M_ANIMATIONS = 0xD000,
M_ANIMATION = 0xD100,
// char* name
// float length
M_ANIMATION_BASEINFO = 0xD105,
// [Optional] base keyframe information (pose animation only)
// char* baseAnimationName (blank for self)
// float baseKeyFrameTime
M_ANIMATION_TRACK = 0xD110,
// unsigned short type // 1 == morph, 2 == pose
// unsigned short target // 0 for shared geometry,
// 1+ for submesh index + 1
M_ANIMATION_MORPH_KEYFRAME = 0xD111,
// float time
// bool includesNormals [1.8+]
// float x,y,z // repeat by number of vertices in original geometry
M_ANIMATION_POSE_KEYFRAME = 0xD112,
// float time
M_ANIMATION_POSE_REF = 0xD113, // repeat for number of referenced poses
// unsigned short poseIndex
// float influence
// Optional submesh extreme vertex list chink
M_TABLE_EXTREMES = 0xE000,
// unsigned short submesh_index;
// float extremes [n_extremes][3];
};
static std::string MeshHeaderToString(MeshChunkId id)
{
switch(id)
{
case M_HEADER: return "HEADER";
case M_MESH: return "MESH";
case M_SUBMESH: return "SUBMESH";
case M_SUBMESH_OPERATION: return "SUBMESH_OPERATION";
case M_SUBMESH_BONE_ASSIGNMENT: return "SUBMESH_BONE_ASSIGNMENT";
case M_SUBMESH_TEXTURE_ALIAS: return "SUBMESH_TEXTURE_ALIAS";
case M_GEOMETRY: return "GEOMETRY";
case M_GEOMETRY_VERTEX_DECLARATION: return "GEOMETRY_VERTEX_DECLARATION";
case M_GEOMETRY_VERTEX_ELEMENT: return "GEOMETRY_VERTEX_ELEMENT";
case M_GEOMETRY_VERTEX_BUFFER: return "GEOMETRY_VERTEX_BUFFER";
case M_GEOMETRY_VERTEX_BUFFER_DATA: return "GEOMETRY_VERTEX_BUFFER_DATA";
case M_MESH_SKELETON_LINK: return "MESH_SKELETON_LINK";
case M_MESH_BONE_ASSIGNMENT: return "MESH_BONE_ASSIGNMENT";
case M_MESH_LOD: return "MESH_LOD";
case M_MESH_LOD_USAGE: return "MESH_LOD_USAGE";
case M_MESH_LOD_MANUAL: return "MESH_LOD_MANUAL";
case M_MESH_LOD_GENERATED: return "MESH_LOD_GENERATED";
case M_MESH_BOUNDS: return "MESH_BOUNDS";
case M_SUBMESH_NAME_TABLE: return "SUBMESH_NAME_TABLE";
case M_SUBMESH_NAME_TABLE_ELEMENT: return "SUBMESH_NAME_TABLE_ELEMENT";
case M_EDGE_LISTS: return "EDGE_LISTS";
case M_EDGE_LIST_LOD: return "EDGE_LIST_LOD";
case M_EDGE_GROUP: return "EDGE_GROUP";
case M_POSES: return "POSES";
case M_POSE: return "POSE";
case M_POSE_VERTEX: return "POSE_VERTEX";
case M_ANIMATIONS: return "ANIMATIONS";
case M_ANIMATION: return "ANIMATION";
case M_ANIMATION_BASEINFO: return "ANIMATION_BASEINFO";
case M_ANIMATION_TRACK: return "ANIMATION_TRACK";
case M_ANIMATION_MORPH_KEYFRAME: return "ANIMATION_MORPH_KEYFRAME";
case M_ANIMATION_POSE_KEYFRAME: return "ANIMATION_POSE_KEYFRAME";
case M_ANIMATION_POSE_REF: return "ANIMATION_POSE_REF";
case M_TABLE_EXTREMES: return "TABLE_EXTREMES";
}
return "Unknown_MeshChunkId";
}
enum SkeletonChunkId
{
SKELETON_HEADER = 0x1000,
// char* version : Version number check
SKELETON_BLENDMODE = 0x1010, // optional
// unsigned short blendmode : SkeletonAnimationBlendMode
SKELETON_BONE = 0x2000,
// Repeating section defining each bone in the system.
// Bones are assigned indexes automatically based on their order of declaration
// starting with 0.
// char* name : name of the bone
// unsigned short handle : handle of the bone, should be contiguous & start at 0
// Vector3 position : position of this bone relative to parent
// Quaternion orientation : orientation of this bone relative to parent
// Vector3 scale : scale of this bone relative to parent
SKELETON_BONE_PARENT = 0x3000,
// Record of the parent of a single bone, used to build the node tree
// Repeating section, listed in Bone Index order, one per Bone
// unsigned short handle : child bone
// unsigned short parentHandle : parent bone
SKELETON_ANIMATION = 0x4000,
// A single animation for this skeleton
// char* name : Name of the animation
// float length : Length of the animation in seconds
SKELETON_ANIMATION_BASEINFO = 0x4010,
// [Optional] base keyframe information
// char* baseAnimationName (blank for self)
// float baseKeyFrameTime
SKELETON_ANIMATION_TRACK = 0x4100,
// A single animation track (relates to a single bone)
// Repeating section (within SKELETON_ANIMATION)
// unsigned short boneIndex : Index of bone to apply to
SKELETON_ANIMATION_TRACK_KEYFRAME = 0x4110,
// A single keyframe within the track
// Repeating section
// float time : The time position (seconds)
// Quaternion rotate : Rotation to apply at this keyframe
// Vector3 translate : Translation to apply at this keyframe
// Vector3 scale : Scale to apply at this keyframe
SKELETON_ANIMATION_LINK = 0x5000
// Link to another skeleton, to re-use its animations
// char* skeletonName : name of skeleton to get animations from
// float scale : scale to apply to trans/scale keys
};
static std::string SkeletonHeaderToString(SkeletonChunkId id)
{
switch(id)
{
case SKELETON_HEADER: return "HEADER";
case SKELETON_BLENDMODE: return "BLENDMODE";
case SKELETON_BONE: return "BONE";
case SKELETON_BONE_PARENT: return "BONE_PARENT";
case SKELETON_ANIMATION: return "ANIMATION";
case SKELETON_ANIMATION_BASEINFO: return "ANIMATION_BASEINFO";
case SKELETON_ANIMATION_TRACK: return "ANIMATION_TRACK";
case SKELETON_ANIMATION_TRACK_KEYFRAME: return "ANIMATION_TRACK_KEYFRAME";
case SKELETON_ANIMATION_LINK: return "ANIMATION_LINK";
}
return "Unknown_SkeletonChunkId";
}
} // Ogre
} // Assimp

View File

@ -110,6 +110,9 @@ void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Ass
// Import mesh
boost::scoped_ptr<Mesh> mesh = OgreBinarySerializer::ImportMesh(&reader);
// Import skeleton
OgreBinarySerializer::ImportSkeleton(pIOHandler, mesh);
// Import mesh referenced materials
ReadMaterials(pFile, pIOHandler, pScene, mesh.get());

View File

@ -459,6 +459,35 @@ void Mesh::ConvertToAssimpScene(aiScene* dest)
dest->mMeshes[i] = subMeshes[i]->ConvertToAssimpMesh(this);
dest->mRootNode->mMeshes[i] = i;
}
// Export skeleton
if (skeleton)
{
// Bones
if (!skeleton->bones.empty())
{
BoneList rootBones = skeleton->RootBones();
dest->mRootNode->mNumChildren = rootBones.size();
dest->mRootNode->mChildren = new aiNode*[dest->mRootNode->mNumChildren];
for(size_t i=0, len=rootBones.size(); i<len; ++i)
{
dest->mRootNode->mChildren[i] = rootBones[i]->ConvertToAssimpNode(skeleton, dest->mRootNode);
}
}
// Animations
if (!skeleton->animations.empty())
{
dest->mNumAnimations = skeleton->animations.size();
dest->mAnimations = new aiAnimation*[dest->mNumAnimations];
for(size_t i=0, len=skeleton->animations.size(); i<len; ++i)
{
dest->mAnimations[i] = skeleton->animations[i]->ConvertToAssimpAnimation();
}
}
}
}
// ISubMesh
@ -652,7 +681,7 @@ aiMesh *SubMesh::ConvertToAssimpMesh(Mesh *parent)
}
}
}
// Bones and bone weights
if (parent->skeleton && boneAssignments)
{
@ -926,7 +955,8 @@ aiAnimation *Animation::ConvertToAssimpAnimation()
// Skeleton
Skeleton::Skeleton()
Skeleton::Skeleton() :
blendMode(ANIMBLEND_AVERAGE)
{
}
@ -995,7 +1025,6 @@ Bone::Bone() :
id(0),
parent(0),
parentId(-1),
rotationAngle(0.0f),
scale(1.0f, 1.0f, 1.0f)
{
}
@ -1024,16 +1053,12 @@ void Bone::AddChild(Bone *bone)
void Bone::CalculateWorldMatrixAndDefaultPose(Skeleton *skeleton)
{
aiMatrix4x4 t0, t1;
aiMatrix4x4 transform = aiMatrix4x4::Rotation(-rotationAngle, rotation, t1) * aiMatrix4x4::Translation(-position, t0);
if (!IsParented())
worldMatrix = transform;
worldMatrix = aiMatrix4x4(scale, rotation, position).Inverse();
else
worldMatrix = transform * parent->worldMatrix;
worldMatrix = aiMatrix4x4(scale, rotation, position).Inverse() * parent->worldMatrix;
aiMatrix4x4 t2, t3; /// @todo t0 and t1 could probably be reused here?
defaultPose = aiMatrix4x4::Translation(position, t2) * aiMatrix4x4::Rotation(rotationAngle, rotation, t3);
defaultPose = aiMatrix4x4(scale, rotation, position);
// Recursively for all children now that the parent matrix has been calculated.
for (size_t i=0, len=children.size(); i<len; ++i)
@ -1048,8 +1073,6 @@ void Bone::CalculateWorldMatrixAndDefaultPose(Skeleton *skeleton)
aiNode *Bone::ConvertToAssimpNode(Skeleton *skeleton, aiNode *parentNode)
{
aiMatrix4x4 t0,t1;
// Bone node
aiNode* node = new aiNode(name);
node->mParent = parentNode;
@ -1123,35 +1146,40 @@ aiNodeAnim *VertexAnimationTrack::ConvertToAssimpAnimationNode(Skeleton *skeleto
for(size_t kfi=0; kfi<numKeyframes; ++kfi)
{
const TransformKeyFrame &kfSource = transformKeyFrames[kfi];
// Create a matrix to transform a vector from the bones
// default pose to the bone bones in this animation key
aiMatrix4x4 t0, t1;
aiMatrix4x4 keyBonePose =
aiMatrix4x4::Translation(kfSource.position, t0) *
aiMatrix4x4(kfSource.rotation.GetMatrix()) *
aiMatrix4x4::Scaling(kfSource.scale, t1);
TransformKeyFrame &kfSource = transformKeyFrames[kfi];
// Calculate the complete transformation from world space to bone space
aiMatrix4x4 finalTransform = bone->defaultPose * keyBonePose;
aiVector3D pos; aiQuaternion rot; aiVector3D scale;
aiVector3D kfPos; aiQuaternion kfRot; aiVector3D kfScale;
finalTransform.Decompose(kfScale, kfRot, kfPos);
aiMatrix4x4 finalTransform = bone->defaultPose * kfSource.Transform();
finalTransform.Decompose(scale, rot, pos);
double t = static_cast<double>(kfSource.timePos);
nodeAnim->mPositionKeys[kfi].mTime = t;
nodeAnim->mRotationKeys[kfi].mTime = t;
nodeAnim->mScalingKeys[kfi].mTime = t;
nodeAnim->mPositionKeys[kfi].mValue = kfPos;
nodeAnim->mRotationKeys[kfi].mValue = kfRot;
nodeAnim->mScalingKeys[kfi].mValue = kfScale;
nodeAnim->mPositionKeys[kfi].mValue = pos;
nodeAnim->mRotationKeys[kfi].mValue = rot;
nodeAnim->mScalingKeys[kfi].mValue = scale;
}
return nodeAnim;
}
// TransformKeyFrame
TransformKeyFrame::TransformKeyFrame() :
timePos(0.0f),
scale(1.0f, 1.0f, 1.0f)
{
}
aiMatrix4x4 TransformKeyFrame::Transform()
{
return aiMatrix4x4(scale, rotation, position);
}
} // Ogre
} // Assimp

View File

@ -65,7 +65,6 @@ class Skeleton;
#define OGRE_SAFE_DELETE(p) delete p; p=0;
// Typedefs
typedef Assimp::StreamReaderLE MemoryStreamReader;
typedef Assimp::MemoryIOStream MemoryStream;
typedef boost::shared_ptr<MemoryStream> MemoryStreamPtr;
typedef std::map<uint16_t, MemoryStreamPtr> VertexBufferBindings;
@ -318,6 +317,10 @@ typedef std::vector<MorphKeyFrame> MorphKeyFrameList;
/// Ogre animation key frame
struct TransformKeyFrame
{
TransformKeyFrame();
aiMatrix4x4 Transform();
float timePos;
aiQuaternion rotation;
@ -435,9 +438,8 @@ public:
std::vector<uint16_t> children;
aiVector3D position;
aiVector3D rotation;
aiVector3D scale; ///< @todo Implement taking scale into account in matrix/pose calculations!
float rotationAngle;
aiQuaternion rotation;
aiVector3D scale;
aiMatrix4x4 worldMatrix;
aiMatrix4x4 defaultPose;
@ -448,6 +450,14 @@ typedef std::vector<Bone*> BoneList;
class Skeleton
{
public:
enum BlendMode
{
/// Animations are applied by calculating a weighted average of all animations
ANIMBLEND_AVERAGE = 0,
/// Animations are applied by calculating a weighted cumulative total
ANIMBLEND_CUMULATIVE = 1
};
Skeleton();
~Skeleton();
@ -468,6 +478,9 @@ public:
BoneList bones;
AnimationList animations;
/// @todo Take blend mode into account, but where?
BlendMode blendMode;
};
/// Ogre Sub Mesh interface, inherited by the binary and XML implementations.

View File

@ -39,8 +39,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "OgreXmlSerializer.h"
#include "OgreBinarySerializer.h"
#include "OgreParsingUtils.h"
#include "irrXMLWrapper.h"
#include "TinyFormatter.h"
#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
@ -638,9 +639,10 @@ void OgreXmlSerializer::ReadBoneAssignments(VertexDataXml *dest)
ba.vertexIndex = ReadAttribute<uint32_t>(anVertexIndex);
ba.boneIndex = ReadAttribute<uint16_t>(anBoneIndex);
ba.weight = ReadAttribute<float>(anWeight);
dest->boneAssignments.push_back(ba);
influencedVertices.insert(ba.vertexIndex);
NextNode();
}
@ -675,23 +677,61 @@ void OgreXmlSerializer::ReadBoneAssignments(VertexDataXml *dest)
void OgreXmlSerializer::ImportSkeleton(Assimp::IOSystem *pIOHandler, MeshXml *mesh)
{
if (mesh->skeletonRef.empty())
if (!mesh || mesh->skeletonRef.empty())
return;
/** @todo Also support referencing a binary skeleton from a XML mesh?
This will involves new interfacing to cross ref from MeshXml... */
std::string filename = mesh->skeletonRef;
if (EndsWith(filename, ".skeleton"))
// Highly unusual to see in read world cases but support
// XML mesh referencing a binary skeleton file.
if (EndsWith(mesh->skeletonRef, ".skeleton", false))
{
DefaultLogger::get()->warn("Mesh is referencing a Ogre binary skeleton. Parsing binary Ogre assets is not supported at the moment. Trying to find .skeleton.xml file instead.");
filename += ".xml";
if (OgreBinarySerializer::ImportSkeleton(pIOHandler, mesh))
return;
/** Last fallback if .skeleton failed to be read.
Try reading from .skeleton.xml even if the XML file
referenced a binary skeleton.
@note This logic was in the previous version and
I don't want to break old code that depends on it. */
mesh->skeletonRef = mesh->skeletonRef + ".xml";
}
XmlReaderPtr reader = OpenReader(pIOHandler, mesh->skeletonRef);
if (!reader.get())
return;
Skeleton *skeleton = new Skeleton();
OgreXmlSerializer serializer(reader.get());
serializer.ReadSkeleton(skeleton);
mesh->skeleton = skeleton;
}
void OgreXmlSerializer::ImportSkeleton(Assimp::IOSystem *pIOHandler, Mesh *mesh)
{
if (!mesh || mesh->skeletonRef.empty())
return;
XmlReaderPtr reader = OpenReader(pIOHandler, mesh->skeletonRef);
if (!reader.get())
return;
Skeleton *skeleton = new Skeleton();
OgreXmlSerializer serializer(reader.get());
serializer.ReadSkeleton(skeleton);
mesh->skeleton = skeleton;
}
XmlReaderPtr OgreXmlSerializer::OpenReader(Assimp::IOSystem *pIOHandler, const std::string &filename)
{
if (!EndsWith(filename, ".skeleton.xml", false))
{
DefaultLogger::get()->error("Imported Mesh is referencing to unsupported '" + filename + "' skeleton file.");
return XmlReaderPtr();
}
if (!pIOHandler->Exists(filename))
{
DefaultLogger::get()->error("Failed to find skeleton file '" + filename + "' that is referenced by imported Mesh.");
return;
return XmlReaderPtr();
}
boost::scoped_ptr<IOStream> file(pIOHandler->Open(filename));
@ -700,15 +740,11 @@ void OgreXmlSerializer::ImportSkeleton(Assimp::IOSystem *pIOHandler, MeshXml *me
}
boost::scoped_ptr<CIrrXML_IOStreamReader> stream(new CIrrXML_IOStreamReader(file.get()));
XmlReader* reader = irr::io::createIrrXMLReader(stream.get());
if (!reader) {
XmlReaderPtr reader = XmlReaderPtr(irr::io::createIrrXMLReader(stream.get()));
if (!reader.get()) {
throw DeadlyImportError("Failed to create XML reader for skeleton file " + filename);
}
Skeleton *skeleton = new Skeleton();
OgreXmlSerializer serializer(reader);
serializer.ReadSkeleton(skeleton);
mesh->skeleton = skeleton;
return reader;
}
void OgreXmlSerializer::ReadSkeleton(Skeleton *skeleton)
@ -718,6 +754,12 @@ void OgreXmlSerializer::ReadSkeleton(Skeleton *skeleton)
}
DefaultLogger::get()->debug("Reading Skeleton");
// Optional blend mode from root node
if (HasAttribute("blendmode")) {
skeleton->blendMode = (ToLower(ReadAttribute<std::string>("blendmode")) == "cumulative"
? Skeleton::ANIMBLEND_CUMULATIVE : Skeleton::ANIMBLEND_AVERAGE);
}
NextNode();
@ -854,10 +896,10 @@ void OgreXmlSerializer::ReadBoneHierarchy(Skeleton *skeleton)
if (bone && parent)
parent->AddChild(bone);
else
DefaultLogger::get()->warn("Failed to find bones for parenting: Child " + name + " for parent " + parentName);
throw DeadlyImportError("Failed to find bones for parenting: Child " + name + " for parent " + parentName);
}
// Calculate bone matrices for root bones. Recursively calcutes their children.
// Calculate bone matrices for root bones. Recursively calculates their children.
for (size_t i=0, len=skeleton->bones.size(); i<len; ++i)
{
Bone *bone = skeleton->bones[i];
@ -895,15 +937,18 @@ void OgreXmlSerializer::ReadBones(Skeleton *skeleton)
}
else if (m_currentNodeName == nnRotation)
{
bone->rotationAngle = ReadAttribute<float>("angle");
float angle = ReadAttribute<float>("angle");
if (NextNode() != nnAxis) {
throw DeadlyImportError(Formatter::format() << "No axis specified for bone rotation in bone " << bone->id);
}
bone->rotation.x = ReadAttribute<float>(anX);
bone->rotation.y = ReadAttribute<float>(anY);
bone->rotation.z = ReadAttribute<float>(anZ);
aiVector3D axis;
axis.x = ReadAttribute<float>(anX);
axis.y = ReadAttribute<float>(anY);
axis.z = ReadAttribute<float>(anZ);
bone->rotation = aiQuaternion(axis, angle);
}
else if (m_currentNodeName == nnScale)
{

View File

@ -44,8 +44,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
#include "OgreStructs.h"
#include "OgreParsingUtils.h"
#include "irrXMLWrapper.h"
namespace Assimp
@ -54,6 +52,7 @@ namespace Ogre
{
typedef irr::io::IrrXMLReader XmlReader;
typedef boost::shared_ptr<XmlReader> XmlReaderPtr;
class OgreXmlSerializer
{
@ -62,16 +61,19 @@ public:
/** @note Fatal unrecoverable errors will throw a DeadlyImportError. */
static MeshXml *ImportMesh(XmlReader *reader);
/// Imports skeleton to @c mesh into MeshXML::skeleton.
/// Imports skeleton to @c mesh.
/** If mesh does not have a skeleton reference or the skeleton file
cannot be found it is not a fatal DeadlyImportError. */
static void ImportSkeleton(Assimp::IOSystem *pIOHandler, MeshXml *mesh);
static void ImportSkeleton(Assimp::IOSystem *pIOHandler, Mesh *mesh);
private:
OgreXmlSerializer(XmlReader *reader) :
m_reader(reader)
{
}
static XmlReaderPtr OpenReader(Assimp::IOSystem *pIOHandler, const std::string &filename);
// Mesh
void ReadMesh(MeshXml *mesh);