Add preliminary animation support to MS3D. Very much WIP. Animations involving translation keys only are fine, rotations are messed up.
Fix problem related to floating-point inaccuracy in ValidateDS. aiMatrix4x4::FromEulerAngleXYZ returns itself now, so chaining is possible. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@613 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
eff7bc9f73
commit
28d4287934
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@ -93,9 +93,6 @@ void MS3DImporter::GetExtensionList(std::set<std::string>& extensions)
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void ReadColor(StreamReaderLE& stream, aiColor4D& ambient)
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void ReadColor(StreamReaderLE& stream, aiColor4D& ambient)
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{
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{
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// aiColor4D is packed on gcc, implicit binding to float& fails therefore.
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// aiColor4D is packed on gcc, implicit binding to float& fails therefore.
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// But I guess casting is fine (it could cause alignment faults on some
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// architectures in general, but we're not touched because aiColor4D
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// should be properly aligned & packed due to its uniform structure)
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stream >> (float&)ambient.r >> (float&)ambient.g >> (float&)ambient.b >> (float&)ambient.a;
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stream >> (float&)ambient.r >> (float&)ambient.g >> (float&)ambient.b >> (float&)ambient.a;
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}
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}
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@ -106,6 +103,84 @@ void ReadVector(StreamReaderLE& stream, aiVector3D& pos)
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stream >> (float&)pos.x >> (float&)pos.y >> (float&)pos.z;
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stream >> (float&)pos.x >> (float&)pos.y >> (float&)pos.z;
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}
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}
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// ------------------------------------------------------------------------------------------------
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template<typename T>
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void MS3DImporter :: ReadComments(StreamReaderLE& stream, std::vector<T>& outp)
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{
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uint16_t cnt;
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stream >> cnt;
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for(unsigned int i = 0; i < cnt; ++i) {
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uint32_t index, clength;
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stream >> index >> clength;
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if(index >= outp.size()) {
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DefaultLogger::get()->warn("MS3D: Invalid index in comment section");
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}
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else {
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outp[index].comment = std::string(reinterpret_cast<char*>(stream.GetPtr()),clength);
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}
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stream.IncPtr(clength);
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}
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}
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// ------------------------------------------------------------------------------------------------
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template <typename T, typename T2, typename T3> bool inrange(const T& in, const T2& lower, const T3& higher)
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{
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return in > lower && in <= higher;
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}
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// ------------------------------------------------------------------------------------------------
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void MS3DImporter :: CollectChildJoints(const std::vector<TempJoint>& joints,
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std::vector<bool>& hadit,
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aiNode* nd,
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const aiMatrix4x4& absTrafo)
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{
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unsigned int cnt = 0;
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for(size_t i = 0; i < joints.size(); ++i) {
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if (!hadit[i] && !strcmp(joints[i].parentName,nd->mName.data)) {
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++cnt;
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}
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}
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nd->mChildren = new aiNode*[nd->mNumChildren = cnt];
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cnt = 0;
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for(size_t i = 0; i < joints.size(); ++i) {
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if (!hadit[i] && !strcmp(joints[i].parentName,nd->mName.data)) {
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aiNode* ch = nd->mChildren[cnt++] = new aiNode(joints[i].name);
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ch->mParent = nd;
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const aiVector3D& qin = joints[i].rotation;
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ch->mTransformation = aiMatrix4x4().FromEulerAnglesXYZ(qin.x,qin.y,qin.z)*
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aiMatrix4x4::Translation(joints[i].position,ch->mTransformation);
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const aiMatrix4x4 abs = absTrafo*ch->mTransformation;
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for(unsigned int a = 0; a < mScene->mNumMeshes; ++a) {
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aiMesh* const msh = mScene->mMeshes[a];
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for(unsigned int n = 0; n < msh->mNumBones; ++n) {
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aiBone* const bone = msh->mBones[n];
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if(bone->mName == ch->mName) {
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bone->mOffsetMatrix = aiMatrix4x4(abs).Inverse();
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}
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}
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}
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hadit[i] = true;
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CollectChildJoints(joints,hadit,ch,abs);
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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void MS3DImporter :: CollectChildJoints(const std::vector<TempJoint>& joints, aiNode* nd)
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{
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std::vector<bool> hadit(joints.size(),false);
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aiMatrix4x4 trafo;
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CollectChildJoints(joints,hadit,nd,trafo);
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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// Imports the given file into the given scene structure.
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void MS3DImporter::InternReadFile( const std::string& pFile,
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void MS3DImporter::InternReadFile( const std::string& pFile,
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@ -117,6 +192,8 @@ void MS3DImporter::InternReadFile( const std::string& pFile,
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char head[10];
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char head[10];
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int32_t version;
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int32_t version;
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mScene = pScene;
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// 1 ------------ read into temporary data structures mirroring the original file
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// 1 ------------ read into temporary data structures mirroring the original file
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@ -139,8 +216,12 @@ void MS3DImporter::InternReadFile( const std::string& pFile,
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stream.IncPtr(1);
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stream.IncPtr(1);
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ReadVector(stream,v.pos);
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ReadVector(stream,v.pos);
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v.bone_id = static_cast<unsigned int>(stream.GetI1()); // signed in original spec !! intentional bit hack.
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v.bone_id[0] = stream.GetI1();
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v.ref_cnt = static_cast<unsigned int>(stream.GetI1());
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v.ref_cnt = stream.GetI1();
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v.bone_id[1] = v.bone_id[2] = v.bone_id[3] = 0xffffffff;
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v.weights[1] = v.weights[2] = v.weights[3] = 0.f;
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v.weights[0] = 1.f;
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}
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}
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uint16_t tris;
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uint16_t tris;
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@ -152,7 +233,7 @@ void MS3DImporter::InternReadFile( const std::string& pFile,
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stream.IncPtr(2);
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stream.IncPtr(2);
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for (unsigned int i = 0; i < 3; ++i) {
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for (unsigned int i = 0; i < 3; ++i) {
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t.indices[i] = static_cast<unsigned int>(stream.GetI2());
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t.indices[i] = stream.GetI2();
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}
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}
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for (unsigned int i = 0; i < 3; ++i) {
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for (unsigned int i = 0; i < 3; ++i) {
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@ -166,8 +247,8 @@ void MS3DImporter::InternReadFile( const std::string& pFile,
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stream >> (float&)(t.uv[i].y);
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stream >> (float&)(t.uv[i].y);
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}
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}
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t.sg = static_cast<unsigned int>(stream.GetI1());
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t.sg = stream.GetI1();
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t.group = static_cast<unsigned int>(stream.GetI1());
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t.group = stream.GetI1();
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}
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}
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uint16_t grp;
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uint16_t grp;
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@ -187,9 +268,9 @@ void MS3DImporter::InternReadFile( const std::string& pFile,
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t.triangles.resize(num);
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t.triangles.resize(num);
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for (unsigned int i = 0; i < num; ++i) {
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for (unsigned int i = 0; i < num; ++i) {
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t.triangles[i] = static_cast<unsigned int>(stream.GetI2());
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t.triangles[i] = stream.GetI2();
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}
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}
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t.mat = static_cast<unsigned int>(stream.GetI1());
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t.mat = stream.GetI1();
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if (t.mat == 0xff) {
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if (t.mat == 0xff) {
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need_default = true;
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need_default = true;
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}
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}
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@ -220,8 +301,71 @@ void MS3DImporter::InternReadFile( const std::string& pFile,
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t.alphamap[128] = '\0';
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t.alphamap[128] = '\0';
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}
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}
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float animfps, currenttime;
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uint32_t totalframes;
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stream >> animfps >> currenttime >> totalframes;
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// 2 ------------ convert to proper aiXX data structures
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uint16_t joint;
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stream >> joint;
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std::vector<TempJoint> joints(joint);
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for(unsigned int i = 0; i < joint; ++i) {
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TempJoint& j = joints[i];
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stream.IncPtr(1);
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stream.CopyAndAdvance(j.name,32);
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j.name[32] = '\0';
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stream.CopyAndAdvance(j.parentName,32);
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j.parentName[32] = '\0';
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// DefaultLogger::get()->debug(j.name);
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// DefaultLogger::get()->debug(j.parentName);
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ReadVector(stream,j.rotation);
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ReadVector(stream,j.position);
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j.rotFrames.resize(stream.GetI2());
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j.posFrames.resize(stream.GetI2());
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for(unsigned int a = 0; a < j.rotFrames.size(); ++a) {
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TempKeyFrame& kf = j.rotFrames[a];
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stream >> kf.time;
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ReadVector(stream,kf.value);
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}
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for(unsigned int a = 0; a < j.posFrames.size(); ++a) {
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TempKeyFrame& kf = j.posFrames[a];
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stream >> kf.time;
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ReadVector(stream,kf.value);
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}
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}
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if(stream.GetRemainingSize() > 4) {
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uint32_t subversion;
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stream >> subversion;
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if (subversion == 1) {
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ReadComments<TempGroup>(stream,groups);
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ReadComments<TempMaterial>(stream,materials);
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ReadComments<TempJoint>(stream,joints);
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ReadComments<TempModel>(stream,std::vector<TempModel>() = std::vector<TempModel>());
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if(stream.GetRemainingSize() > 4 && inrange((stream >> subversion,subversion),1u,3u)) {
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for(unsigned int i = 0; i < verts; ++i) {
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TempVertex& v = vertices[i];
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v.weights[3]=1.f;
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for(unsigned int n = 0; n < 3; v.weights[3]-=v.weights[n++]) {
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v.bone_id[n+1] = stream.GetI1();
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v.weights[n] = static_cast<float>(static_cast<unsigned int>(stream.GetI1()))/255.f;
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}
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stream.IncPtr((subversion-1)<<2u);
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}
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// even further extra data is not of interest for us, at least now now.
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}
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}
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}
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// 2 ------------ convert to proper aiXX data structures -----------------------------------
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if (need_default && materials.size()) {
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if (need_default && materials.size()) {
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DefaultLogger::get()->warn("MS3D: Found group with no material assigned, spawning default material");
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DefaultLogger::get()->warn("MS3D: Found group with no material assigned, spawning default material");
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@ -308,6 +452,9 @@ void MS3DImporter::InternReadFile( const std::string& pFile,
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m->mTextureCoords[0] = new aiVector3D[m->mNumVertices];
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m->mTextureCoords[0] = new aiVector3D[m->mNumVertices];
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m->mNumUVComponents[0] = 2;
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m->mNumUVComponents[0] = 2;
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typedef std::map<unsigned int,unsigned int> BoneSet;
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BoneSet mybones;
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for (unsigned int i = 0,n = 0; i < m->mNumFaces; ++i) {
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for (unsigned int i = 0,n = 0; i < m->mNumFaces; ++i) {
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aiFace& f = m->mFaces[i];
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aiFace& f = m->mFaces[i];
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if (g.triangles[i]>triangles.size()) {
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if (g.triangles[i]>triangles.size()) {
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@ -322,22 +469,71 @@ void MS3DImporter::InternReadFile( const std::string& pFile,
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throw new ImportErrorException("MS3D: Encountered invalid vertex index, file is malformed");
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throw new ImportErrorException("MS3D: Encountered invalid vertex index, file is malformed");
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}
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}
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const TempVertex& v = vertices[t.indices[i]];
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for(unsigned int a = 0; a < 4; ++a) {
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if (v.bone_id[a] != 0xffffffff) {
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if (v.bone_id[a] >= joints.size()) {
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throw new ImportErrorException("MS3D: Encountered invalid bone index, file is malformed");
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}
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if (mybones.find(v.bone_id[a]) == mybones.end()) {
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mybones[v.bone_id[a]] = 1;
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}
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else ++mybones[v.bone_id[a]];
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}
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}
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// collect vertex components
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// collect vertex components
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m->mVertices[n] = vertices[t.indices[i]].pos;
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m->mVertices[n] = v.pos;
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m->mNormals[n] = t.normals[i];
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m->mNormals[n] = t.normals[i];
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m->mTextureCoords[0][n] = aiVector3D(t.uv[i].x,t.uv[i].y,0.0);
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m->mTextureCoords[0][n] = aiVector3D(t.uv[i].x,1.f-t.uv[i].y,0.0);
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f.mIndices[i] = n;
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f.mIndices[i] = n;
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}
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}
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}
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}
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// allocate storage for bones
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if(mybones.size()) {
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std::vector<unsigned int> bmap(joints.size());
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m->mBones = new aiBone*[mybones.size()];
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for(BoneSet::const_iterator it = mybones.begin(); it != mybones.end(); ++it) {
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aiBone* const bn = m->mBones[m->mNumBones] = new aiBone();
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const TempJoint& jnt = joints[(*it).first];
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bn->mName.Set(jnt.name);
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bn->mWeights = new aiVertexWeight[(*it).second];
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bmap[(*it).first] = m->mNumBones++;
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}
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// .. and collect bone weights
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for (unsigned int i = 0,n = 0; i < m->mNumFaces; ++i) {
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TempTriangle& t = triangles[g.triangles[i]];
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for (unsigned int i = 0; i < 3; ++i,++n) {
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const TempVertex& v = vertices[t.indices[i]];
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for(unsigned int a = 0; a < 4; ++a) {
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const unsigned int bone = v.bone_id[a];
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if(bone==0xffffffff){
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continue;
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}
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aiBone* const outbone = m->mBones[bmap[bone]];
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aiVertexWeight& outwght = outbone->mWeights[outbone->mNumWeights++];
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outwght.mVertexId = n;
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outwght.mWeight = v.weights[a];
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}
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}
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}
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}
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}
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}
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// ... add dummy nodes under a single root, each holding a reference to one
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// ... add dummy nodes under a single root, each holding a reference to one
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// mesh. If we didn't do this, we'd loose the group name.
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// mesh. If we didn't do this, we'd loose the group name.
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aiNode* rt = pScene->mRootNode = new aiNode("<MS3DRoot>");
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aiNode* rt = pScene->mRootNode = new aiNode("<MS3DRoot>");
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rt->mChildren = new aiNode*[rt->mNumChildren=pScene->mNumMeshes];
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rt->mChildren = new aiNode*[rt->mNumChildren=pScene->mNumMeshes+(joints.size()?1:0)];
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for (unsigned int i = 0; i < rt->mNumChildren; ++i) {
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for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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aiNode* nd = rt->mChildren[i] = new aiNode();
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aiNode* nd = rt->mChildren[i] = new aiNode();
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const TempGroup& g = groups[i];
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const TempGroup& g = groups[i];
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nd->mMeshes = new unsigned int[nd->mNumMeshes = 1];
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nd->mMeshes = new unsigned int[nd->mNumMeshes = 1];
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nd->mMeshes[0] = i;
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nd->mMeshes[0] = i;
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}
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}
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// convert animations as well
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if(joints.size()) {
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aiNode* jt = rt->mChildren[pScene->mNumMeshes] = new aiNode();
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jt->mParent = rt;
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CollectChildJoints(joints,jt);
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jt->mName.Set("<MS3DJointRoot>");
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pScene->mAnimations = new aiAnimation*[ pScene->mNumAnimations = 1 ];
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||||||
|
aiAnimation* const anim = pScene->mAnimations[0] = new aiAnimation();
|
||||||
|
|
||||||
|
anim->mName.Set("<MS3DMasterAnim>");
|
||||||
|
|
||||||
|
// carry the fps info to the user by scaling all times with it
|
||||||
|
anim->mTicksPerSecond = animfps;
|
||||||
|
|
||||||
|
// leave duration at its default, so ScenePreprocessor will fill an appropriate
|
||||||
|
// value (the values taken from some MS3D files seem to be too unreliable
|
||||||
|
// to pass the validation)
|
||||||
|
// anim->mDuration = totalframes/animfps;
|
||||||
|
|
||||||
|
anim->mChannels = new aiNodeAnim*[joints.size()]();
|
||||||
|
for(std::vector<TempJoint>::const_iterator it = joints.begin(); it != joints.end(); ++it) {
|
||||||
|
if ((*it).rotFrames.empty() && (*it).posFrames.empty()) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
aiNodeAnim* nd = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim();
|
||||||
|
nd->mNodeName.Set((*it).name);
|
||||||
|
|
||||||
|
if ((*it).rotFrames.size()) {
|
||||||
|
nd->mRotationKeys = new aiQuatKey[(*it).rotFrames.size()];
|
||||||
|
for(std::vector<TempKeyFrame>::const_iterator rot = (*it).rotFrames.begin(); rot != (*it).rotFrames.end(); ++rot) {
|
||||||
|
aiQuatKey& q = nd->mRotationKeys[nd->mNumRotationKeys++];
|
||||||
|
|
||||||
|
q.mTime = (*rot).time*animfps;
|
||||||
|
q.mValue = aiQuaternion((*rot).value.x,(*rot).value.y,(*rot).value.z)*
|
||||||
|
aiQuaternion((*it).rotation.x,(*it).rotation.y,(*it).rotation.z);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if ((*it).posFrames.size()) {
|
||||||
|
nd->mPositionKeys = new aiVectorKey[(*it).posFrames.size()];
|
||||||
|
for(std::vector<TempKeyFrame>::const_iterator pos = (*it).posFrames.begin(); pos != (*it).posFrames.end(); ++pos) {
|
||||||
|
aiVectorKey& v = nd->mPositionKeys[nd->mNumPositionKeys++];
|
||||||
|
|
||||||
|
v.mTime = (*pos).time*animfps;
|
||||||
|
v.mValue = (*pos).value + (*it).position;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// fixup to pass the validation if not a single animation channel is non-trivial
|
||||||
|
if (!anim->mNumChannels) {
|
||||||
|
anim->mChannels = NULL;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
|
@ -75,6 +75,7 @@ protected:
|
||||||
* See BaseImporter::GetExtensionList() for details */
|
* See BaseImporter::GetExtensionList() for details */
|
||||||
void GetExtensionList(std::set<std::string>& extensions);
|
void GetExtensionList(std::set<std::string>& extensions);
|
||||||
|
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
/** Imports the given file into the given scene structure.
|
/** Imports the given file into the given scene structure.
|
||||||
* See BaseImporter::InternReadFile() for details */
|
* See BaseImporter::InternReadFile() for details */
|
||||||
|
@ -82,12 +83,25 @@ protected:
|
||||||
IOSystem* pIOHandler);
|
IOSystem* pIOHandler);
|
||||||
|
|
||||||
|
|
||||||
|
private:
|
||||||
|
|
||||||
|
struct TempJoint;
|
||||||
|
void CollectChildJoints(const std::vector<TempJoint>& joints, std::vector<bool>& hadit, aiNode* nd,const aiMatrix4x4& absTrafo);
|
||||||
|
void CollectChildJoints(const std::vector<TempJoint>& joints, aiNode* nd);
|
||||||
|
|
||||||
|
template<typename T> void ReadComments(StreamReaderLE& stream, std::vector<T>& outp);
|
||||||
|
|
||||||
|
private:
|
||||||
|
|
||||||
|
aiScene* mScene;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
|
||||||
struct TempVertex
|
struct TempVertex
|
||||||
{
|
{
|
||||||
aiVector3D pos;
|
aiVector3D pos;
|
||||||
unsigned int bone_id, ref_cnt;
|
unsigned int bone_id[4], ref_cnt;
|
||||||
|
float weights[4];
|
||||||
};
|
};
|
||||||
|
|
||||||
struct TempTriangle
|
struct TempTriangle
|
||||||
|
@ -104,6 +118,7 @@ private:
|
||||||
char name[33]; // +0
|
char name[33]; // +0
|
||||||
std::vector<unsigned int> triangles;
|
std::vector<unsigned int> triangles;
|
||||||
unsigned int mat; // 0xff is no material
|
unsigned int mat; // 0xff is no material
|
||||||
|
std::string comment;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct TempMaterial
|
struct TempMaterial
|
||||||
|
@ -115,6 +130,28 @@ private:
|
||||||
|
|
||||||
aiColor4D diffuse,specular,ambient,emissive;
|
aiColor4D diffuse,specular,ambient,emissive;
|
||||||
float shininess,transparency;
|
float shininess,transparency;
|
||||||
|
std::string comment;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct TempKeyFrame
|
||||||
|
{
|
||||||
|
float time;
|
||||||
|
aiVector3D value;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct TempJoint
|
||||||
|
{
|
||||||
|
char name[33];
|
||||||
|
char parentName[33];
|
||||||
|
aiVector3D rotation, position;
|
||||||
|
|
||||||
|
std::vector<TempKeyFrame> rotFrames;
|
||||||
|
std::vector<TempKeyFrame> posFrames;
|
||||||
|
std::string comment;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct TempModel {
|
||||||
|
std::string comment;
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -791,8 +791,10 @@ void ValidateDSProcess::Validate( const aiAnimation* pAnimation,
|
||||||
double dLast = -10e10;
|
double dLast = -10e10;
|
||||||
for (unsigned int i = 0; i < pNodeAnim->mNumPositionKeys;++i)
|
for (unsigned int i = 0; i < pNodeAnim->mNumPositionKeys;++i)
|
||||||
{
|
{
|
||||||
// ScenePreprocessor will compute the duration if still teh default value
|
// ScenePreprocessor will compute the duration if still the default value
|
||||||
if (pAnimation->mDuration > 0. && pNodeAnim->mPositionKeys[i].mTime > pAnimation->mDuration)
|
// (Aramis) Add small epsilon, comparison tended to fail if max_time == duration,
|
||||||
|
// seems to be due the compilers register usage/width.
|
||||||
|
if (pAnimation->mDuration > 0. && pNodeAnim->mPositionKeys[i].mTime > pAnimation->mDuration+0.001)
|
||||||
{
|
{
|
||||||
ReportError("aiNodeAnim::mPositionKeys[%i].mTime (%.5f) is larger "
|
ReportError("aiNodeAnim::mPositionKeys[%i].mTime (%.5f) is larger "
|
||||||
"than aiAnimation::mDuration (which is %.5f)",i,
|
"than aiAnimation::mDuration (which is %.5f)",i,
|
||||||
|
@ -820,7 +822,7 @@ void ValidateDSProcess::Validate( const aiAnimation* pAnimation,
|
||||||
double dLast = -10e10;
|
double dLast = -10e10;
|
||||||
for (unsigned int i = 0; i < pNodeAnim->mNumRotationKeys;++i)
|
for (unsigned int i = 0; i < pNodeAnim->mNumRotationKeys;++i)
|
||||||
{
|
{
|
||||||
if (pAnimation->mDuration > 0. && pNodeAnim->mRotationKeys[i].mTime > pAnimation->mDuration)
|
if (pAnimation->mDuration > 0. && pNodeAnim->mRotationKeys[i].mTime > pAnimation->mDuration+0.001)
|
||||||
{
|
{
|
||||||
ReportError("aiNodeAnim::mRotationKeys[%i].mTime (%.5f) is larger "
|
ReportError("aiNodeAnim::mRotationKeys[%i].mTime (%.5f) is larger "
|
||||||
"than aiAnimation::mDuration (which is %.5f)",i,
|
"than aiAnimation::mDuration (which is %.5f)",i,
|
||||||
|
@ -847,7 +849,7 @@ void ValidateDSProcess::Validate( const aiAnimation* pAnimation,
|
||||||
double dLast = -10e10;
|
double dLast = -10e10;
|
||||||
for (unsigned int i = 0; i < pNodeAnim->mNumScalingKeys;++i)
|
for (unsigned int i = 0; i < pNodeAnim->mNumScalingKeys;++i)
|
||||||
{
|
{
|
||||||
if (pAnimation->mDuration > 0. && pNodeAnim->mScalingKeys[i].mTime > pAnimation->mDuration)
|
if (pAnimation->mDuration > 0. && pNodeAnim->mScalingKeys[i].mTime > pAnimation->mDuration+0.001)
|
||||||
{
|
{
|
||||||
ReportError("aiNodeAnim::mScalingKeys[%i].mTime (%.5f) is larger "
|
ReportError("aiNodeAnim::mScalingKeys[%i].mTime (%.5f) is larger "
|
||||||
"than aiAnimation::mDuration (which is %.5f)",i,
|
"than aiAnimation::mDuration (which is %.5f)",i,
|
||||||
|
|
|
@ -154,8 +154,8 @@ public:
|
||||||
* @param y Rotation angle for the y-axis, in radians
|
* @param y Rotation angle for the y-axis, in radians
|
||||||
* @param z Rotation angle for the z-axis, in radians
|
* @param z Rotation angle for the z-axis, in radians
|
||||||
*/
|
*/
|
||||||
void FromEulerAnglesXYZ(float x, float y, float z);
|
aiMatrix4x4& FromEulerAnglesXYZ(float x, float y, float z);
|
||||||
void FromEulerAnglesXYZ(const aiVector3D& blubb);
|
aiMatrix4x4& FromEulerAnglesXYZ(const aiVector3D& blubb);
|
||||||
|
|
||||||
public:
|
public:
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
|
|
|
@ -256,13 +256,13 @@ inline void aiMatrix4x4::DecomposeNoScaling (aiQuaternion& rotation,
|
||||||
}
|
}
|
||||||
|
|
||||||
// ----------------------------------------------------------------------------------------
|
// ----------------------------------------------------------------------------------------
|
||||||
inline void aiMatrix4x4::FromEulerAnglesXYZ(const aiVector3D& blubb)
|
inline aiMatrix4x4& aiMatrix4x4::FromEulerAnglesXYZ(const aiVector3D& blubb)
|
||||||
{
|
{
|
||||||
FromEulerAnglesXYZ(blubb.x,blubb.y,blubb.z);
|
return FromEulerAnglesXYZ(blubb.x,blubb.y,blubb.z);
|
||||||
}
|
}
|
||||||
|
|
||||||
// ----------------------------------------------------------------------------------------
|
// ----------------------------------------------------------------------------------------
|
||||||
inline void aiMatrix4x4::FromEulerAnglesXYZ(float x, float y, float z)
|
inline aiMatrix4x4& aiMatrix4x4::FromEulerAnglesXYZ(float x, float y, float z)
|
||||||
{
|
{
|
||||||
aiMatrix4x4& _this = *this;
|
aiMatrix4x4& _this = *this;
|
||||||
|
|
||||||
|
@ -288,6 +288,7 @@ inline void aiMatrix4x4::FromEulerAnglesXYZ(float x, float y, float z)
|
||||||
_this.c2 = crsp*sy-sr*cy ;
|
_this.c2 = crsp*sy-sr*cy ;
|
||||||
_this.c3 = cr*cp ;
|
_this.c3 = cr*cp ;
|
||||||
|
|
||||||
|
return *this;
|
||||||
}
|
}
|
||||||
|
|
||||||
// ----------------------------------------------------------------------------------------
|
// ----------------------------------------------------------------------------------------
|
||||||
|
|
Loading…
Reference in New Issue