OgreImporter: Cleanup skeleton related code and code that populates the assimp scene. Tested skeleton/animation imports and it seems to work correctly now.

pull/266/head
Jonne Nauha 2014-05-02 00:19:57 +03:00
parent f5c7b283bc
commit 283394d695
5 changed files with 225 additions and 231 deletions

View File

@ -69,6 +69,18 @@ namespace Assimp
namespace Ogre
{
const aiImporterDesc* OgreImporter::GetInfo() const
{
return &desc;
}
void OgreImporter::SetupProperties(const Importer* pImp)
{
m_userDefinedMaterialLibFile = pImp->GetPropertyString(AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE, "Scene.material");
m_detectTextureTypeFromFilename = pImp->GetPropertyBool(AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME, false);
}
bool OgreImporter::CanRead(const std::string &pFile, Assimp::IOSystem *pIOHandler, bool checkSig) const
{
if (!checkSig)
@ -127,7 +139,7 @@ void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Ass
if (!CurrentNodeNameEquals(reader, nnSubMeshes))
throw DeadlyImportError("Could not find <submeshes> node inside root <mesh> node");
list<boost::shared_ptr<SubMesh> > subMeshes;
vector<boost::shared_ptr<SubMesh> > subMeshes;
vector<aiMaterial*> materials;
NextNode(reader.get());
@ -195,48 +207,33 @@ void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Ass
// -------------------- Apply to aiScene --------------------
//put the aiMaterials in the scene:
pScene->mMaterials=new aiMaterial*[materials.size()];
pScene->mNumMaterials=materials.size();
for(unsigned int i=0; i<materials.size(); ++i)
pScene->mMaterials[i]=materials[i];
// Materials
pScene->mMaterials = new aiMaterial*[materials.size()];
pScene->mNumMaterials = materials.size();
//create the aiMehs...
vector<aiMesh*> aiMeshes;
BOOST_FOREACH(boost::shared_ptr<SubMesh> theSubMesh, subMeshes)
for(size_t i=0, len=materials.size(); i<len; ++i)
pScene->mMaterials[i] = materials[i];
// Meshes
pScene->mMeshes = new aiMesh*[subMeshes.size()];
pScene->mNumMeshes = subMeshes.size();
for(size_t i=0, len=subMeshes.size(); i<len; ++i)
{
aiMeshes.push_back(CreateAssimpSubMesh(pScene, *theSubMesh, Bones));
boost::shared_ptr<SubMesh> submesh = subMeshes[i];
pScene->mMeshes[i] = CreateAssimpSubMesh(pScene, *(submesh.get()), Bones);
}
//... and put them in the scene:
pScene->mNumMeshes=aiMeshes.size();
pScene->mMeshes=new aiMesh*[aiMeshes.size()];
memcpy(pScene->mMeshes, &(aiMeshes[0]), sizeof(aiMeshes[0])*aiMeshes.size());
//Create the root node
pScene->mRootNode=new aiNode("root");
//link the meshs with the root node:
pScene->mRootNode->mMeshes=new unsigned int[subMeshes.size()];
pScene->mRootNode->mNumMeshes=subMeshes.size();
// Create the root node
pScene->mRootNode = new aiNode();
pScene->mRootNode->mMeshes = new unsigned int[subMeshes.size()];
pScene->mRootNode->mNumMeshes = subMeshes.size();
for(unsigned int i=0; i<subMeshes.size(); ++i)
pScene->mRootNode->mMeshes[i]=i;
for(size_t i=0, len=subMeshes.size(); i<len; ++i)
pScene->mRootNode->mMeshes[i] = static_cast<unsigned int>(i);
// Skeleton and animations
CreateAssimpSkeleton(pScene, Bones, Animations);
PutAnimationsInScene(pScene, Bones, Animations);
}
const aiImporterDesc* OgreImporter::GetInfo () const
{
return &desc;
}
void OgreImporter::SetupProperties(const Importer* pImp)
{
m_userDefinedMaterialLibFile = pImp->GetPropertyString(AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE, "Scene.material");
m_detectTextureTypeFromFilename = pImp->GetPropertyBool(AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME, false);
}
} // Ogre

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@ -71,16 +71,16 @@ class OgreImporter : public BaseImporter
{
public:
/// BaseImporter override.
virtual bool CanRead(const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const;
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);
virtual void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler);
/// BaseImporter override.
virtual const aiImporterDesc* GetInfo () const;
virtual const aiImporterDesc *GetInfo() const;
/// BaseImporter override.
virtual void SetupProperties(const Importer* pImp);
virtual void SetupProperties(const Importer *pImp);
private:
//-------------------------------- OgreMesh.cpp -------------------------------
@ -98,7 +98,7 @@ private:
static void ProcessSubMesh(SubMesh &submesh, SubMesh &sharedGeometry);
/// Uses the bone data to convert a SubMesh into a aiMesh which will be created and returned.
aiMesh* CreateAssimpSubMesh(aiScene *pScene, const SubMesh &submesh, const std::vector<Bone>& bones) const;
aiMesh *CreateAssimpSubMesh(aiScene *pScene, const SubMesh &submesh, const std::vector<Bone> &bones) const;
//-------------------------------- OgreSkeleton.cpp -------------------------------
@ -110,10 +110,10 @@ private:
void PutAnimationsInScene(aiScene *pScene, const std::vector<Bone> &Bones, const std::vector<Animation> &Animations);
/// Creates the aiSkeleton in current scene.
void CreateAssimpSkeleton(aiScene *pScene, const std::vector<Bone> &Bones, const std::vector<Animation> &Animations);
void CreateAssimpSkeleton(aiScene *pScene, const std::vector<Bone> &bones, const std::vector<Animation> &animations);
/// Recursivly creates a filled aiNode from a given root bone.
static aiNode* CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &Bones, aiNode* ParentNode);
/// Recursively creates a filled aiNode from a given root bone.
static aiNode* CreateNodeFromBone(int boneId, const std::vector<Bone> &bones, aiNode *parent);
//-------------------------------- OgreMaterial.cpp -------------------------------
@ -131,7 +131,8 @@ private:
std::string m_userDefinedMaterialLibFile;
bool m_detectTextureTypeFromFilename;
SubMesh m_SharedGeometry;///< we will just use the vertexbuffers of the submesh
/// VertexBuffer for the sub meshes that use shader geometry.
SubMesh m_SharedGeometry;
std::map<aiTextureType, unsigned int> m_textures;
};

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@ -442,110 +442,103 @@ void OgreImporter::ProcessSubMesh(SubMesh &submesh, SubMesh &sharedGeometry)
//_________________________________________________________
}
aiMesh* OgreImporter::CreateAssimpSubMesh(aiScene *pScene, const SubMesh& submesh, const vector<Bone>& bones) const
aiMesh *OgreImporter::CreateAssimpSubMesh(aiScene *pScene, const SubMesh& submesh, const vector<Bone>& bones) const
{
aiMesh* NewAiMesh = new aiMesh();
//Positions
NewAiMesh->mVertices=new aiVector3D[submesh.Positions.size()];
memcpy(NewAiMesh->mVertices, &submesh.Positions[0], submesh.Positions.size()*sizeof(aiVector3D));
NewAiMesh->mNumVertices=submesh.Positions.size();
const size_t sizeVector3D = sizeof(aiVector3D);
//Normals
if(submesh.HasNormals)
aiMesh *dest = new aiMesh();
// Material
dest->mMaterialIndex = submesh.MaterialIndex;
// Positions
dest->mVertices = new aiVector3D[submesh.Positions.size()];
dest->mNumVertices = submesh.Positions.size();
memcpy(dest->mVertices, &submesh.Positions[0], submesh.Positions.size() * sizeVector3D);
// Normals
if (submesh.HasNormals)
{
NewAiMesh->mNormals=new aiVector3D[submesh.Normals.size()];
memcpy(NewAiMesh->mNormals, &submesh.Normals[0], submesh.Normals.size()*sizeof(aiVector3D));
dest->mNormals = new aiVector3D[submesh.Normals.size()];
memcpy(dest->mNormals, &submesh.Normals[0], submesh.Normals.size() * sizeVector3D);
}
// Tangents
// Until we have support for bitangents, no tangents will be written
/// @todo Investigate why the above?
if (submesh.HasTangents)
{
DefaultLogger::get()->warn("Tangents found from Ogre mesh but writing to Assimp mesh not yet supported!");
//dest->mTangents = new aiVector3D[submesh.Tangents.size()];
//memcpy(dest->mTangents, &submesh.Tangents[0], submesh.Tangents.size() * sizeVector3D);
}
//until we have support for bitangents, no tangents will be written
/*
//Tangents
if(submesh.HasTangents)
// UVs
for (size_t i=0, len=submesh.Uvs.size(); i<len; ++i)
{
NewAiMesh->mTangents=new aiVector3D[submesh.Tangents.size()];
memcpy(NewAiMesh->mTangents, &submesh.Tangents[0], submesh.Tangents.size()*sizeof(aiVector3D));
dest->mNumUVComponents[i] = 2;
dest->mTextureCoords[i] = new aiVector3D[submesh.Uvs[i].size()];
memcpy(dest->mTextureCoords[i], &(submesh.Uvs[i][0]), submesh.Uvs[i].size() * sizeVector3D);
}
*/
//Uvs
if(submesh.Uvs.size()>0)
// Bone weights. Convert internal vertex-to-bone mapping to bone-to-vertex.
vector<vector<aiVertexWeight> > assimpWeights(submesh.BonesUsed);
for(size_t vertexId=0, len=submesh.Weights.size(); vertexId<len; ++vertexId)
{
for(unsigned int i=0; i<submesh.Uvs.size(); ++i)
const vector<BoneWeight> &vertexWeights = submesh.Weights[vertexId];
for (size_t boneId=0, len=vertexWeights.size(); boneId<len; ++boneId)
{
NewAiMesh->mNumUVComponents[i]=2;
NewAiMesh->mTextureCoords[i]=new aiVector3D[submesh.Uvs[i].size()];
memcpy(NewAiMesh->mTextureCoords[i], &(submesh.Uvs[i][0]), submesh.Uvs[i].size()*sizeof(aiVector3D));
const BoneWeight &ogreWeight = vertexWeights[boneId];
assimpWeights[ogreWeight.Id].push_back(aiVertexWeight(vertexId, ogreWeight.Value));
}
}
// Bones.
vector<aiBone*> assimpBones;
assimpBones.reserve(submesh.BonesUsed);
//---------------------------------------- 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(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(size_t boneId=0, len=submesh.BonesUsed; boneId<len; ++boneId)
{
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=submesh.Weights[VertexId][BoneId].Value;
aiWeights[submesh.Weights[VertexId][BoneId].Id].push_back(NewWeight);
}
const vector<aiVertexWeight> &boneWeights = assimpWeights[boneId];
if (boneWeights.size() == 0)
continue;
// @note The bones list is sorted by id's, this was done in LoadSkeleton.
aiBone *assimpBone = new aiBone();
assimpBone->mName = bones[boneId].Name;
assimpBone->mOffsetMatrix = bones[boneId].BoneToWorldSpace;
assimpBone->mNumWeights = boneWeights.size();
assimpBone->mWeights = new aiVertexWeight[boneWeights.size()];
memcpy(assimpBone->mWeights, &boneWeights[0], boneWeights.size() * sizeof(aiVertexWeight));
assimpBones.push_back(assimpBone);
}
vector<aiBone*> aiBones;
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<submesh.BonesUsed; ++i)
if (!assimpBones.empty())
{
if(aiWeights[i].size()>0)
{
aiBone* NewBone=new aiBone();
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;
aiBones.push_back(NewBone);
}
}
NewAiMesh->mNumBones=aiBones.size();
// mBones must be NULL if mNumBones is non 0 or the validation fails.
if (aiBones.size()) {
NewAiMesh->mBones=new aiBone* [aiBones.size()];
memcpy(NewAiMesh->mBones, &(aiBones[0]), aiBones.size()*sizeof(aiBone*));
dest->mBones = new aiBone*[assimpBones.size()];
dest->mNumBones = assimpBones.size();
for(size_t i=0, len=assimpBones.size(); i<len; ++i)
dest->mBones[i] = assimpBones[i];
}
//______________________________________________________________________________________________________
// Faces
dest->mFaces = new aiFace[submesh.Faces.size()];
dest->mNumFaces = submesh.Faces.size();
//Faces
NewAiMesh->mFaces=new aiFace[submesh.Faces.size()];
for(unsigned int i=0; i<submesh.Faces.size(); ++i)
for(size_t i=0, len=submesh.Faces.size(); i<len; ++i)
{
NewAiMesh->mFaces[i].mNumIndices=3;
NewAiMesh->mFaces[i].mIndices=new unsigned int[3];
dest->mFaces[i].mNumIndices = 3;
dest->mFaces[i].mIndices = new unsigned int[3];
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];
const Face &f = submesh.Faces[i];
dest->mFaces[i].mIndices[0] = f.VertexIndices[0];
dest->mFaces[i].mIndices[1] = f.VertexIndices[1];
dest->mFaces[i].mIndices[2] = f.VertexIndices[2];
}
NewAiMesh->mNumFaces=submesh.Faces.size();
//Link the material:
NewAiMesh->mMaterialIndex=submesh.MaterialIndex;//the index is set by the function who called ReadSubMesh
return NewAiMesh;
return dest;
}
} // Ogre

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@ -5,11 +5,11 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2012, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
Redistribution and use of this software in aSource and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
* Redistributions of aSource code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
@ -254,143 +254,146 @@ void OgreImporter::ReadSkeleton(const std::string &pFile, Assimp::IOSystem *pIOH
}
}
void OgreImporter::CreateAssimpSkeleton(aiScene *pScene, const std::vector<Bone> &Bones, const std::vector<Animation> &/*Animations*/)
void OgreImporter::CreateAssimpSkeleton(aiScene *pScene, const std::vector<Bone> &bones, const std::vector<Animation> &animations)
{
if(!pScene->mRootNode)
throw DeadlyImportError("No root node exists!!");
if(0!=pScene->mRootNode->mNumChildren)
throw DeadlyImportError("Root Node already has childnodes!");
if (bones.empty())
return;
if (!pScene->mRootNode)
throw DeadlyImportError("Creating Assimp skeleton: No root node created!");
if (pScene->mRootNode->mNumChildren > 0)
throw DeadlyImportError("Creating Assimp skeleton: Root node already has children!");
//Createt the assimp bone hierarchy
vector<aiNode*> RootBoneNodes;
BOOST_FOREACH(const Bone &theBone, Bones)
// Bones
vector<aiNode*> rootBones;
BOOST_FOREACH(const Bone &bone, bones)
{
if(-1==theBone.ParentId) //the bone is a root bone
{
//which will recursily add all other nodes
RootBoneNodes.push_back(CreateAiNodeFromBone(theBone.Id, Bones, pScene->mRootNode));
}
if (!bone.IsParented())
rootBones.push_back(CreateNodeFromBone(bone.Id, bones, pScene->mRootNode));
}
if(RootBoneNodes.size() > 0)
if (!rootBones.empty())
{
pScene->mRootNode->mNumChildren=RootBoneNodes.size();
pScene->mRootNode->mChildren=new aiNode*[RootBoneNodes.size()];
memcpy(pScene->mRootNode->mChildren, &RootBoneNodes[0], sizeof(aiNode*)*RootBoneNodes.size());
}
}
pScene->mRootNode->mChildren = new aiNode*[rootBones.size()];
pScene->mRootNode->mNumChildren = rootBones.size();
for(size_t i=0, len=rootBones.size(); i<len; ++i)
pScene->mRootNode->mChildren[i] = rootBones[i];
}
void OgreImporter::PutAnimationsInScene(aiScene *pScene, const std::vector<Bone> &Bones, const std::vector<Animation> &Animations)
{
// TODO: Auf nicht vorhandene Animationskeys achten!
// @todo Pay attention to non-existing animation Keys (google translated from above german comment)
if(Animations.size()>0)//Maybe the model had only a skeleton and no animations. (If it also has no skeleton, this function would'nt have been called
// Animations
if (!animations.empty())
{
pScene->mNumAnimations=Animations.size();
pScene->mAnimations=new aiAnimation*[Animations.size()];
for(unsigned int i=0; i<Animations.size(); ++i)//create all animations
pScene->mAnimations = new aiAnimation*[animations.size()];
pScene->mNumAnimations = animations.size();
for(size_t ai=0, alen=animations.size(); ai<alen; ++ai)
{
aiAnimation* NewAnimation=new aiAnimation();
NewAnimation->mName=Animations[i].Name;
NewAnimation->mDuration=Animations[i].Length;
NewAnimation->mTicksPerSecond=1.0f;
const Animation &aSource = animations[ai];
//Create all tracks in this animation
NewAnimation->mNumChannels=Animations[i].Tracks.size();
NewAnimation->mChannels=new aiNodeAnim*[Animations[i].Tracks.size()];
for(unsigned int j=0; j<Animations[i].Tracks.size(); ++j)
aiAnimation *animation = new aiAnimation();
animation->mName = aSource.Name;
animation->mDuration = aSource.Length;
animation->mTicksPerSecond = 1.0f;
// Tracks
animation->mChannels = new aiNodeAnim*[aSource.Tracks.size()];
animation->mNumChannels = aSource.Tracks.size();
for(size_t ti=0, tlen=aSource.Tracks.size(); ti<tlen; ++ti)
{
aiNodeAnim* NewNodeAnim=new aiNodeAnim();
NewNodeAnim->mNodeName=Animations[i].Tracks[j].BoneName;
const Track &tSource = aSource.Tracks[ti];
//we need this, to acces the bones default pose, which we need to make keys absolute to the default bone pose
vector<Bone>::const_iterator CurBone=find(Bones.begin(), Bones.end(), NewNodeAnim->mNodeName);
aiMatrix4x4 t0, t1;
aiMatrix4x4 DefBonePose=aiMatrix4x4::Translation(CurBone->Position, t1)
* aiMatrix4x4::Rotation(CurBone->RotationAngle, CurBone->RotationAxis, t0);
aiNodeAnim *animationNode = new aiNodeAnim();
animationNode->mNodeName = tSource.BoneName;
//Create the keyframe arrays...
unsigned int KeyframeCount=Animations[i].Tracks[j].Keyframes.size();
NewNodeAnim->mNumPositionKeys=KeyframeCount;
NewNodeAnim->mNumRotationKeys=KeyframeCount;
NewNodeAnim->mNumScalingKeys =KeyframeCount;
NewNodeAnim->mPositionKeys=new aiVectorKey[KeyframeCount];
NewNodeAnim->mRotationKeys=new aiQuatKey[KeyframeCount];
NewNodeAnim->mScalingKeys =new aiVectorKey[KeyframeCount];
//...and fill them
for(unsigned int k=0; k<KeyframeCount; ++k)
// We need this, to access the bones default pose.
// Which we need to make keys absolute to the default bone pose.
vector<Bone>::const_iterator boneIter = find(bones.begin(), bones.end(), tSource.BoneName);
if (boneIter == bones.end())
{
aiMatrix4x4 t2, t3;
//Create a matrix to transfrom a vector from the bones default pose to the bone bones in this animation key
aiMatrix4x4 PoseToKey=
aiMatrix4x4::Translation(Animations[i].Tracks[j].Keyframes[k].Position, t3) //pos
* aiMatrix4x4(Animations[i].Tracks[j].Keyframes[k].Rotation.GetMatrix()) //rot
* aiMatrix4x4::Scaling(Animations[i].Tracks[j].Keyframes[k].Scaling, t2); //scale
//calculate the complete transformation from world space to bone space
aiMatrix4x4 CompleteTransform=DefBonePose * PoseToKey;
for(unsigned int a=0; a<ai; a++)
delete pScene->mAnimations[a];
delete [] pScene->mAnimations;
pScene->mAnimations = NULL;
pScene->mNumAnimations = 0;
aiVector3D Pos;
aiQuaternion Rot;
aiVector3D Scale;
CompleteTransform.Decompose(Scale, Rot, Pos);
double Time=Animations[i].Tracks[j].Keyframes[k].Time;
NewNodeAnim->mPositionKeys[k].mTime=Time;
NewNodeAnim->mPositionKeys[k].mValue=Pos;
NewNodeAnim->mRotationKeys[k].mTime=Time;
NewNodeAnim->mRotationKeys[k].mValue=Rot;
NewNodeAnim->mScalingKeys[k].mTime=Time;
NewNodeAnim->mScalingKeys[k].mValue=Scale;
DefaultLogger::get()->error("Failed to find bone for name " + tSource.BoneName + " when creating animation " + aSource.Name +
". This is a serious error, animations wont be imported.");
return;
}
NewAnimation->mChannels[j]=NewNodeAnim;
}
pScene->mAnimations[i]=NewAnimation;
aiMatrix4x4 t0, t1;
aiMatrix4x4 defaultBonePose = aiMatrix4x4::Translation(boneIter->Position, t1) * aiMatrix4x4::Rotation(boneIter->RotationAngle, boneIter->RotationAxis, t0);
// Keyframes
unsigned int numKeyframes = tSource.Keyframes.size();
animationNode->mPositionKeys = new aiVectorKey[numKeyframes];
animationNode->mRotationKeys = new aiQuatKey[numKeyframes];
animationNode->mScalingKeys = new aiVectorKey[numKeyframes];
animationNode->mNumPositionKeys = numKeyframes;
animationNode->mNumRotationKeys = numKeyframes;
animationNode->mNumScalingKeys = numKeyframes;
//...and fill them
for(size_t kfi=0; kfi<numKeyframes; ++kfi)
{
const KeyFrame &kfSource = tSource.Keyframes[kfi];
// Create a matrix to transform a vector from the bones
// default pose to the bone bones in this animation key
aiMatrix4x4 t2, t3;
aiMatrix4x4 keyBonePose =
aiMatrix4x4::Translation(kfSource.Position, t3) *
aiMatrix4x4(kfSource.Rotation.GetMatrix()) *
aiMatrix4x4::Scaling(kfSource.Scaling, t2);
// Calculate the complete transformation from world space to bone space
aiMatrix4x4 CompleteTransform = defaultBonePose * keyBonePose;
aiVector3D kfPos; aiQuaternion kfRot; aiVector3D kfScale;
CompleteTransform.Decompose(kfScale, kfRot, kfPos);
animationNode->mPositionKeys[kfi].mTime = static_cast<double>(kfSource.Time);
animationNode->mRotationKeys[kfi].mTime = static_cast<double>(kfSource.Time);
animationNode->mScalingKeys[kfi].mTime = static_cast<double>(kfSource.Time);
animationNode->mPositionKeys[kfi].mValue = kfPos;
animationNode->mRotationKeys[kfi].mValue = kfRot;
animationNode->mScalingKeys[kfi].mValue = kfScale;
}
animation->mChannels[ti] = animationNode;
}
pScene->mAnimations[ai] = animation;
}
}
}
aiNode* OgreImporter::CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &Bones, aiNode* ParentNode)
aiNode* OgreImporter::CreateNodeFromBone(int boneId, const std::vector<Bone> &bones, aiNode* parent)
{
//----Create the node for this bone and set its values-----
aiNode* NewNode=new aiNode(Bones[BoneId].Name);
NewNode->mParent=ParentNode;
aiMatrix4x4 t0,t1;
NewNode->mTransformation=
aiMatrix4x4::Translation(Bones[BoneId].Position, t0)
*aiMatrix4x4::Rotation(Bones[BoneId].RotationAngle, Bones[BoneId].RotationAxis, t1)
;
//__________________________________________________________
const Bone &source = bones[boneId];
aiNode* boneNode = new aiNode(source.Name);
boneNode->mParent = parent;
boneNode->mTransformation = aiMatrix4x4::Translation(source.Position, t0) * aiMatrix4x4::Rotation(source.RotationAngle, source.RotationAxis, t1);
//---------- recursivly create all children Nodes: ----------
NewNode->mNumChildren=Bones[BoneId].Children.size();
NewNode->mChildren=new aiNode*[Bones[BoneId].Children.size()];
for(unsigned int i=0; i<Bones[BoneId].Children.size(); ++i)
if (!source.Children.empty())
{
NewNode->mChildren[i]=CreateAiNodeFromBone(Bones[BoneId].Children[i], Bones, NewNode);
boneNode->mChildren = new aiNode*[source.Children.size()];
boneNode->mNumChildren = source.Children.size();
for(size_t i=0, len=source.Children.size(); i<len; ++i)
boneNode->mChildren[i] = CreateNodeFromBone(source.Children[i], bones, boneNode);
}
//____________________________________________________
return NewNode;
return boneNode;
}
void Bone::CalculateBoneToWorldSpaceMatrix(vector<Bone> &Bones)
{
aiMatrix4x4 t0, t1;

View File

@ -809,7 +809,7 @@ enum aiComponent
* order: <material-name>.material, <mesh-filename-base>.material and
* lastly the material name defined by this config property.
* <br>
* Property type: String. Default value: n/a.
* Property type: String. Default value: Scene.material.
*/
#define AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE \
"IMPORT_OGRE_MATERIAL_FILE"