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@ -71,15 +71,30 @@ void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Ass
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}
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//-------------------Read all submeshs:-----------------------
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//-------------------Read the submesh:-----------------------
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SubMesh theSubMesh;
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XmlRead(MeshFile);
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while(string(MeshFile->getNodeName())=="submesh")//read the index values (the faces):
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if(MeshFile->getNodeName()==string("submesh"))
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{
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SubMesh NewSubMesh;
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NewSubMesh.MaterialName=GetAttribute<string>(MeshFile, "material");
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DefaultLogger::get()->debug("Loading Submehs with Material: "+NewSubMesh.MaterialName);
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ReadSubMesh(NewSubMesh, MeshFile);
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theSubMesh.MaterialName=GetAttribute<string>(MeshFile, "material");
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DefaultLogger::get()->debug("Loading Submehs with Material: "+theSubMesh.MaterialName);
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ReadSubMesh(theSubMesh, MeshFile);
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//Load the Material:
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aiMaterial* MeshMat=LoadMaterial(theSubMesh.MaterialName);
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//Set the Material:
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if(m_CurrentScene->mMaterials)
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throw new ImportErrorException("only 1 material supported at this time!");
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m_CurrentScene->mMaterials=new aiMaterial*[1];
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m_CurrentScene->mNumMaterials=1;
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m_CurrentScene->mMaterials[0]=MeshMat;
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theSubMesh.MaterialIndex=0;
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}
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//check for second root node:
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if(MeshFile->getNodeName()==string("submesh"))
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throw new ImportErrorException("more than one submesh in the file, abording!");
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//____________________________________________________________
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@ -94,16 +109,22 @@ void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Ass
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//----------------Load the skeleton: -------------------------------
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vector<Bone> Bones;
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vector<Animation> Animations;
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if(MeshFile->getNodeName()==string("skeletonlink"))
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{
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string SkeletonFile=GetAttribute<string>(MeshFile, "name");
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LoadSkeleton(SkeletonFile);
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LoadSkeleton(SkeletonFile, Bones, Animations);
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}
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else
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{
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DefaultLogger::get()->warn("No skeleton file will be loaded");
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DefaultLogger::get()->warn(MeshFile->getNodeName());
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}
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//__________________________________________________________________
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CreateAssimpSubMesh(theSubMesh, Bones);
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CreateAssimpSkeleton(Bones, Animations);
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}
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@ -121,12 +142,6 @@ void OgreImporter::SetupProperties(const Importer* pImp)
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void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
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{
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vector<Face> FaceList;
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vector<aiVector3D> Positions; bool HasPositions=false;
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vector<aiVector3D> Normals; bool HasNormals=false;
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vector<aiVector3D> Uvs; unsigned int NumUvs=0;//nearly always 2d, but assimp has always 3d texcoords
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vector< vector<Weight> > Weights;
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XmlRead(Reader);
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//TODO: maybe we have alsways just 1 faces and 1 geometry and always in this order. this loop will only work correct, wenn the order
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//of faces and geometry changed, and not if we habe more than one of one
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@ -149,7 +164,7 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
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{
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throw new ImportErrorException("Submesh has quads, only traingles are supported!");
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}
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FaceList.push_back(NewFace);
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theSubMesh.FaceList.push_back(NewFace);
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}
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}//end of faces
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@ -166,13 +181,13 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
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{
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throw new ImportErrorException("vertexbuffer node is not first in geometry node!");
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}
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HasPositions=GetAttribute<bool>(Reader, "positions");
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HasNormals=GetAttribute<bool>(Reader, "normals");
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theSubMesh.HasPositions=GetAttribute<bool>(Reader, "positions");
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theSubMesh.HasNormals=GetAttribute<bool>(Reader, "normals");
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if(!Reader->getAttributeValue("texture_coords"))//we can have 1 or 0 uv channels, and if the mesh has no uvs, it also doesn't have the attribute
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NumUvs=0;
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theSubMesh.NumUvs=0;
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else
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NumUvs=GetAttribute<int>(Reader, "texture_coords");
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if(NumUvs>1)
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theSubMesh.NumUvs=GetAttribute<int>(Reader, "texture_coords");
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if(theSubMesh.NumUvs>1)
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throw new ImportErrorException("too many texcoords (just 1 supported!)");
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//read all the vertices:
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@ -182,35 +197,35 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
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//read all vertex attributes:
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//Position
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if(HasPositions)
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if(theSubMesh.HasPositions)
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{
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XmlRead(Reader);
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aiVector3D NewPos;
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NewPos.x=GetAttribute<float>(Reader, "x");
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NewPos.y=GetAttribute<float>(Reader, "y");
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NewPos.z=GetAttribute<float>(Reader, "z");
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Positions.push_back(NewPos);
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theSubMesh.Positions.push_back(NewPos);
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}
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//Normal
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if(HasNormals)
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if(theSubMesh.HasNormals)
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{
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XmlRead(Reader);
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aiVector3D NewNormal;
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NewNormal.x=GetAttribute<float>(Reader, "x");
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NewNormal.y=GetAttribute<float>(Reader, "y");
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NewNormal.z=GetAttribute<float>(Reader, "z");
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Normals.push_back(NewNormal);
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theSubMesh.Normals.push_back(NewNormal);
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}
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//Uv:
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if(1==NumUvs)
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if(1==theSubMesh.NumUvs)
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{
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XmlRead(Reader);
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aiVector3D NewUv;
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NewUv.x=GetAttribute<float>(Reader, "u");
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NewUv.y=GetAttribute<float>(Reader, "v")*(-1)+1;//flip the uv vertikal, blender exports them so!
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Uvs.push_back(NewUv);
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theSubMesh.Uvs.push_back(NewUv);
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}
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XmlRead(Reader);
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}
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@ -218,126 +233,168 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
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}//end of "geometry
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else if(string(Reader->getNodeName())=="boneassignments")
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{
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Weights.resize(Positions.size());
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theSubMesh.Weights.resize(theSubMesh.Positions.size());
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while(XmlRead(Reader) && Reader->getNodeName()==string("vertexboneassignment"))
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{
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Weight NewWeight;
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unsigned int VertexId=GetAttribute<int>(Reader, "vertexindex");
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NewWeight.BoneId=GetAttribute<int>(Reader, "boneindex");
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NewWeight.Value=GetAttribute<float>(Reader, "weight");
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theSubMesh.BonesUsed=max(theSubMesh.BonesUsed, NewWeight.BoneId+1);//calculate the number of bones used (this is the highest id +1 becuase bone ids start at 0)
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Weights[VertexId].push_back(NewWeight);
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theSubMesh.Weights[VertexId].push_back(NewWeight);
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//XmlRead(Reader);//Once i had this line, and than i got only every second boneassignment, but my first test models had even boneassignment counts, so i thougt, everything would work. And yes, i HATE irrXML!!!
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}
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}//end of boneassignments
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}
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DefaultLogger::get()->debug(str(format("Positionen: %1% Normale: %2% TexCoords: %3%") % Positions.size() % Normals.size() % Uvs.size()));
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DefaultLogger::get()->debug(str(format("Positionen: %1% Normale: %2% TexCoords: %3%") % theSubMesh.Positions.size() % theSubMesh.Normals.size() % theSubMesh.Uvs.size()));
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DefaultLogger::get()->warn(Reader->getNodeName());
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//---------------Make all Vertexes unique: (this is required by assimp)-----------------------
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vector<Face> UniqueFaceList(FaceList.size());
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vector<aiVector3D> UniquePositions(FaceList.size()*3);//*3 because each face consits of 3 vertexes, because we only support triangles^^
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vector<aiVector3D> UniqueNormals(FaceList.size()*3);
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vector<aiVector3D> UniqueUvs(FaceList.size()*3);
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vector< vector<Weight> > UniqueWeights(FaceList.size()*3);
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vector<Face> UniqueFaceList(theSubMesh.FaceList.size());
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unsigned int UniqueVertexCount=theSubMesh.FaceList.size()*3;//*3 because each face consists of 3 vertexes, because we only support triangles^^
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vector<aiVector3D> UniquePositions(UniqueVertexCount);
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vector<aiVector3D> UniqueNormals(UniqueVertexCount);
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vector<aiVector3D> UniqueUvs(UniqueVertexCount);
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vector< vector<Weight> > UniqueWeights(UniqueVertexCount);
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for(unsigned int i=0; i<FaceList.size(); ++i)
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for(unsigned int i=0; i<theSubMesh.FaceList.size(); ++i)
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{
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UniquePositions[3*i+0]=Positions[FaceList[i].VertexIndices[0]];
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UniquePositions[3*i+1]=Positions[FaceList[i].VertexIndices[1]];
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UniquePositions[3*i+2]=Positions[FaceList[i].VertexIndices[2]];
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//We precalculate the index vlaues her, because we need them in all vertex attributes
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unsigned int Vertex1=theSubMesh.FaceList[i].VertexIndices[0];
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unsigned int Vertex2=theSubMesh.FaceList[i].VertexIndices[1];
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unsigned int Vertex3=theSubMesh.FaceList[i].VertexIndices[2];
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UniqueNormals[3*i+0]=Normals[FaceList[i].VertexIndices[0]];
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UniqueNormals[3*i+1]=Normals[FaceList[i].VertexIndices[1]];
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UniqueNormals[3*i+2]=Normals[FaceList[i].VertexIndices[2]];
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UniquePositions[3*i+0]=theSubMesh.Positions[Vertex1];
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UniquePositions[3*i+1]=theSubMesh.Positions[Vertex2];
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UniquePositions[3*i+2]=theSubMesh.Positions[Vertex3];
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if(1==NumUvs)
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UniqueNormals[3*i+0]=theSubMesh.Normals[Vertex1];
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UniqueNormals[3*i+1]=theSubMesh.Normals[Vertex2];
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UniqueNormals[3*i+2]=theSubMesh.Normals[Vertex3];
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if(1==theSubMesh.NumUvs)
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{
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UniqueUvs[3*i+0]=Uvs[FaceList[i].VertexIndices[0]];
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UniqueUvs[3*i+1]=Uvs[FaceList[i].VertexIndices[1]];
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UniqueUvs[3*i+2]=Uvs[FaceList[i].VertexIndices[2]];
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UniqueUvs[3*i+0]=theSubMesh.Uvs[Vertex1];
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UniqueUvs[3*i+1]=theSubMesh.Uvs[Vertex2];
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UniqueUvs[3*i+2]=theSubMesh.Uvs[Vertex3];
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}
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UniqueWeights[3*i+0]=UniqueWeights[FaceList[i].VertexIndices[0]];
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UniqueWeights[3*i+1]=UniqueWeights[FaceList[i].VertexIndices[1]];
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UniqueWeights[3*i+2]=UniqueWeights[FaceList[i].VertexIndices[2]];
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UniqueWeights[3*i+0]=theSubMesh.Weights[Vertex1];
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UniqueWeights[3*i+1]=theSubMesh.Weights[Vertex2];
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UniqueWeights[3*i+2]=theSubMesh.Weights[Vertex3];
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//The indexvalues a just continuous numbers (0, 1, 2, 3, 4, 5, 6...)
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UniqueFaceList[i].VertexIndices[0]=3*i+0;
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UniqueFaceList[i].VertexIndices[1]=3*i+1;
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UniqueFaceList[i].VertexIndices[2]=3*i+2;
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}
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//_________________________________________________________________________________________
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//----------------Load the Material:-------------------------------
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aiMaterial* MeshMat=LoadMaterial(theSubMesh.MaterialName);
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//_________________________________________________________________
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//now we have the unique datas, but want them in the SubMesh, so we swap all the containers:
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theSubMesh.FaceList.swap(UniqueFaceList);
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theSubMesh.Positions.swap(UniquePositions);
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theSubMesh.Normals.swap(UniqueNormals);
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theSubMesh.Uvs.swap(UniqueUvs);
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theSubMesh.Weights.swap(UniqueWeights);
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}
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void OgreImporter::CreateAssimpSubMesh(const SubMesh& theSubMesh, const vector<Bone>& Bones)
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{
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//Mesh is fully loaded, copy it into the aiScene:
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if(m_CurrentScene->mNumMeshes!=0)
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throw new ImportErrorException("Currently only one mesh per File is allowed!!");
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//---------------------Create the aiMesh:-----------------------
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aiMesh* NewAiMesh=new aiMesh();
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//Positions
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NewAiMesh->mVertices=new aiVector3D[UniquePositions.size()];
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memcpy(NewAiMesh->mVertices, &UniquePositions[0], UniquePositions.size()*sizeof(aiVector3D));
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NewAiMesh->mNumVertices=UniquePositions.size();
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//Normals
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NewAiMesh->mNormals=new aiVector3D[UniqueNormals.size()];
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memcpy(NewAiMesh->mNormals, &UniqueNormals[0], UniqueNormals.size()*sizeof(aiVector3D));
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//Uvs
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if(0!=NumUvs)
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{
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NewAiMesh->mNumUVComponents[0]=2;
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NewAiMesh->mTextureCoords[0]= new aiVector3D[UniqueUvs.size()];
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memcpy(NewAiMesh->mTextureCoords[0], &UniqueUvs[0], UniqueUvs.size()*sizeof(aiVector3D));
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}
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//Bones
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/*NewAiMesh->mNumBones=UniqueWeights.size();
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NewAiMesh->mBones=new aiBone*[UniqueWeights.size()];
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for(un*/
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//Faces
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NewAiMesh->mFaces=new aiFace[UniqueFaceList.size()];
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for(unsigned int i=0; i<UniqueFaceList.size(); ++i)
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{
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NewAiMesh->mFaces[i].mNumIndices=3;
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NewAiMesh->mFaces[i].mIndices=new unsigned int[3];
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NewAiMesh->mFaces[i].mIndices[0]=UniqueFaceList[i].VertexIndices[0];
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|
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|
NewAiMesh->mFaces[i].mIndices[1]=UniqueFaceList[i].VertexIndices[1];
|
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|
|
NewAiMesh->mFaces[i].mIndices[2]=UniqueFaceList[i].VertexIndices[2];
|
|
|
|
|
}
|
|
|
|
|
NewAiMesh->mNumFaces=UniqueFaceList.size();
|
|
|
|
|
|
|
|
|
|
//Set the Material:
|
|
|
|
|
NewAiMesh->mMaterialIndex=0;
|
|
|
|
|
if(m_CurrentScene->mMaterials)
|
|
|
|
|
throw new ImportErrorException("only 1 material supported at this time!");
|
|
|
|
|
m_CurrentScene->mMaterials=new aiMaterial*[1];
|
|
|
|
|
m_CurrentScene->mNumMaterials=1;
|
|
|
|
|
m_CurrentScene->mMaterials[0]=MeshMat;
|
|
|
|
|
//_____________________________________________________________________________
|
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|
|
|
|
|
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|
|
//Attach the mesh to the scene:
|
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|
|
m_CurrentScene->mNumMeshes=1;
|
|
|
|
|
m_CurrentScene->mMeshes=new aiMesh*;
|
|
|
|
|
m_CurrentScene->mMeshes[0]=NewAiMesh;
|
|
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|
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|
|
|
|
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|
|
//Positions
|
|
|
|
|
NewAiMesh->mVertices=new aiVector3D[theSubMesh.Positions.size()];
|
|
|
|
|
memcpy(NewAiMesh->mVertices, &theSubMesh.Positions[0], theSubMesh.Positions.size()*sizeof(aiVector3D));
|
|
|
|
|
NewAiMesh->mNumVertices=theSubMesh.Positions.size();
|
|
|
|
|
|
|
|
|
|
//Normals
|
|
|
|
|
NewAiMesh->mNormals=new aiVector3D[theSubMesh.Normals.size()];
|
|
|
|
|
memcpy(NewAiMesh->mNormals, &theSubMesh.Normals[0], theSubMesh.Normals.size()*sizeof(aiVector3D));
|
|
|
|
|
|
|
|
|
|
//Uvs
|
|
|
|
|
if(0!=theSubMesh.NumUvs)
|
|
|
|
|
{
|
|
|
|
|
NewAiMesh->mNumUVComponents[0]=2;
|
|
|
|
|
NewAiMesh->mTextureCoords[0]= new aiVector3D[theSubMesh.Uvs.size()];
|
|
|
|
|
memcpy(NewAiMesh->mTextureCoords[0], &theSubMesh.Uvs[0], theSubMesh.Uvs.size()*sizeof(aiVector3D));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//---------------------------------------- Bones --------------------------------------------
|
|
|
|
|
//Copy the weights in in Bone-Vertices Struktur
|
|
|
|
|
//(we have them in a Vertex-Bones Struktur, this is much easier for making them unique, which is required by assimp
|
|
|
|
|
vector< vector<aiVertexWeight> > aiWeights(theSubMesh.BonesUsed);//now the outer list are the bones, and the inner vector the vertices
|
|
|
|
|
for(unsigned int VertexId=0; VertexId<theSubMesh.Weights.size(); ++VertexId)//iterate over all vertices
|
|
|
|
|
{
|
|
|
|
|
for(unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
|
|
|
|
|
{
|
|
|
|
|
aiVertexWeight NewWeight;
|
|
|
|
|
NewWeight.mVertexId=VertexId;//the current Vertex, we can't use the Id form the submehs weights, because they are bone id's
|
|
|
|
|
NewWeight.mWeight=theSubMesh.Weights[VertexId][BoneId].Value;
|
|
|
|
|
aiWeights[theSubMesh.Weights[VertexId][BoneId].BoneId].push_back(NewWeight);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
vector<aiBone*> aiBones;
|
|
|
|
|
aiBones.reserve(theSubMesh.BonesUsed);//the vector might be smaller, because there might be empty bones (bones that are not attached to any vertex)
|
|
|
|
|
|
|
|
|
|
//create all the bones and fill them with informations
|
|
|
|
|
for(unsigned int i=0; i<theSubMesh.BonesUsed; ++i)
|
|
|
|
|
{
|
|
|
|
|
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 ids, this was done in LoadSkeleton
|
|
|
|
|
NewBone->mOffsetMatrix=aiMatrix4x4(Bones[i].WorldToBoneSpace).Inverse();//we suggest, that the mesh space is the world space!
|
|
|
|
|
|
|
|
|
|
aiBones.push_back(NewBone);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
NewAiMesh->mNumBones=aiBones.size();
|
|
|
|
|
NewAiMesh->mBones=new aiBone* [aiBones.size()];
|
|
|
|
|
memcpy(NewAiMesh->mBones, &(aiBones[0]), aiBones.size()*sizeof(aiBone*));
|
|
|
|
|
|
|
|
|
|
//______________________________________________________________________________________________________
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//Faces
|
|
|
|
|
NewAiMesh->mFaces=new aiFace[theSubMesh.FaceList.size()];
|
|
|
|
|
for(unsigned int i=0; i<theSubMesh.FaceList.size(); ++i)
|
|
|
|
|
{
|
|
|
|
|
NewAiMesh->mFaces[i].mNumIndices=3;
|
|
|
|
|
NewAiMesh->mFaces[i].mIndices=new unsigned int[3];
|
|
|
|
|
|
|
|
|
|
NewAiMesh->mFaces[i].mIndices[0]=theSubMesh.FaceList[i].VertexIndices[0];
|
|
|
|
|
NewAiMesh->mFaces[i].mIndices[1]=theSubMesh.FaceList[i].VertexIndices[1];
|
|
|
|
|
NewAiMesh->mFaces[i].mIndices[2]=theSubMesh.FaceList[i].VertexIndices[2];
|
|
|
|
|
}
|
|
|
|
|
NewAiMesh->mNumFaces=theSubMesh.FaceList.size();
|
|
|
|
|
|
|
|
|
|
//Link the material:
|
|
|
|
|
NewAiMesh->mMaterialIndex=theSubMesh.MaterialIndex;//the index is set by the function who called ReadSubMesh
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
aiMaterial* OgreImporter::LoadMaterial(std::string MaterialName)
|
|
|
|
|
aiMaterial* OgreImporter::LoadMaterial(const std::string MaterialName)
|
|
|
|
|
{
|
|
|
|
|
MaterialHelper *NewMaterial=new MaterialHelper();
|
|
|
|
|
|
|
|
|
@ -501,7 +558,8 @@ aiMaterial* OgreImporter::LoadMaterial(std::string MaterialName)
|
|
|
|
|
return NewMaterial;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void OgreImporter::LoadSkeleton(std::string FileName)
|
|
|
|
|
|
|
|
|
|
void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vector<Animation> &Animations)
|
|
|
|
|
{
|
|
|
|
|
//most likely the skeleton file will only end with .skeleton
|
|
|
|
|
//But this is a xml reader, so we need: .skeleton.xml
|
|
|
|
@ -520,9 +578,6 @@ void OgreImporter::LoadSkeleton(std::string FileName)
|
|
|
|
|
if(!SkeletonFile)
|
|
|
|
|
throw new ImportErrorException(string("Failed to create XML Reader for ")+FileName);
|
|
|
|
|
|
|
|
|
|
//Variables to store the data from the skeleton file:
|
|
|
|
|
vector<Bone> Bones;
|
|
|
|
|
|
|
|
|
|
//Quick note: Whoever read this should know this one thing: irrXml fucking sucks!!!
|
|
|
|
|
|
|
|
|
|
XmlRead(SkeletonFile);
|
|
|
|
@ -619,10 +674,18 @@ void OgreImporter::LoadSkeleton(std::string FileName)
|
|
|
|
|
//_____________________________________________________________________________
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//--------- Calculate the WorldToBoneSpace Matrix recursivly for all bones: ------------------
|
|
|
|
|
BOOST_FOREACH(Bone theBone, Bones)
|
|
|
|
|
{
|
|
|
|
|
if(-1==theBone.ParentId) //the bone is a root bone
|
|
|
|
|
{
|
|
|
|
|
theBone.CalculateWorldToBoneSpaceMatrix(Bones);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
//_______________________________________________________________________
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//---------------------------load animations-----------------------------
|
|
|
|
|
vector<Animation> Animations;
|
|
|
|
|
if(string("animations")==SkeletonFile->getNodeName())//animations are optional values
|
|
|
|
|
{
|
|
|
|
|
DefaultLogger::get()->debug("Loading Animations");
|
|
|
|
@ -697,10 +760,11 @@ void OgreImporter::LoadSkeleton(std::string FileName)
|
|
|
|
|
}
|
|
|
|
|
//_____________________________________________________________________________
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void OgreImporter::CreateAssimpSkeleton(const std::vector<Bone> &Bones, const std::vector<Animation> &Animations)
|
|
|
|
|
{
|
|
|
|
|
//-----------------skeleton is completly loaded, now but it in the assimp scene:-------------------------------
|
|
|
|
|
|
|
|
|
|
if(!m_CurrentScene->mRootNode)
|
|
|
|
@ -708,7 +772,7 @@ void OgreImporter::LoadSkeleton(std::string FileName)
|
|
|
|
|
if(0!=m_CurrentScene->mRootNode->mNumChildren)
|
|
|
|
|
throw new ImportErrorException("Root Node already has childnodes!");
|
|
|
|
|
|
|
|
|
|
//--------------Creatre the assimp bone hierarchy-----------------
|
|
|
|
|
//--------------Createt the assimp bone hierarchy-----------------
|
|
|
|
|
DefaultLogger::get()->debug("Root Bones");
|
|
|
|
|
vector<aiNode*> RootBoneNodes;
|
|
|
|
|
BOOST_FOREACH(Bone theBone, Bones)
|
|
|
|
@ -735,7 +799,7 @@ void OgreImporter::LoadSkeleton(std::string FileName)
|
|
|
|
|
aiAnimation* NewAnimation=new aiAnimation();
|
|
|
|
|
NewAnimation->mName=Animations[i].Name;
|
|
|
|
|
NewAnimation->mDuration=Animations[i].Length;
|
|
|
|
|
NewAnimation->mTicksPerSecond=0.05f;
|
|
|
|
|
NewAnimation->mTicksPerSecond=1.0f;
|
|
|
|
|
|
|
|
|
|
//Create all tracks in this animation
|
|
|
|
|
NewAnimation->mNumChannels=Animations[i].Tracks.size();
|
|
|
|
@ -778,8 +842,7 @@ void OgreImporter::LoadSkeleton(std::string FileName)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
aiNode* CreateAiNodeFromBone(int BoneId, std::vector<Bone> Bones, aiNode* ParentNode)
|
|
|
|
|
aiNode* OgreImporter::CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &Bones, aiNode* ParentNode)
|
|
|
|
|
{
|
|
|
|
|
//----Create the node for this bone and set its values-----
|
|
|
|
|
aiNode* NewNode=new aiNode(Bones[BoneId].Name);
|
|
|
|
@ -794,7 +857,7 @@ aiNode* CreateAiNodeFromBone(int BoneId, std::vector<Bone> Bones, aiNode* Parent
|
|
|
|
|
//__________________________________________________________
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//----recursivly create all children Nodes:------
|
|
|
|
|
//---------- 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)
|
|
|
|
@ -808,6 +871,31 @@ aiNode* CreateAiNodeFromBone(int BoneId, std::vector<Bone> Bones, aiNode* Parent
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void Bone::CalculateWorldToBoneSpaceMatrix(vector<Bone> &Bones)
|
|
|
|
|
{
|
|
|
|
|
//Calculate the matrix for this bone:
|
|
|
|
|
if(-1==ParentId)
|
|
|
|
|
{
|
|
|
|
|
WorldToBoneSpace= aiMatrix4x4::Translation(Position, aiMatrix4x4())
|
|
|
|
|
* aiMatrix4x4::Rotation(RotationAngle, RotationAxis, aiMatrix4x4())
|
|
|
|
|
;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
WorldToBoneSpace= Bones[ParentId].WorldToBoneSpace
|
|
|
|
|
* aiMatrix4x4::Translation(Position, aiMatrix4x4())
|
|
|
|
|
* aiMatrix4x4::Rotation(RotationAngle, RotationAxis, aiMatrix4x4())
|
|
|
|
|
;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//and recursivly for all children:
|
|
|
|
|
BOOST_FOREACH(int theChildren, Children)
|
|
|
|
|
{
|
|
|
|
|
Bones[theChildren].CalculateWorldToBoneSpaceMatrix(Bones);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}//namespace Ogre
|
|
|
|
|
}//namespace Assimp
|
|
|
|
|
|
|
|
|
|