MS3D animations working now, fix default material assignment, cleanup comment parsing.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@614 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
aramis_acg 2010-03-17 18:04:08 +00:00
parent 28d4287934
commit 52db9697f4
2 changed files with 40 additions and 21 deletions

View File

@ -117,6 +117,9 @@ void MS3DImporter :: ReadComments(StreamReaderLE& stream, std::vector<T>& outp)
if(index >= outp.size()) {
DefaultLogger::get()->warn("MS3D: Invalid index in comment section");
}
else if (clength > stream.GetRemainingSize()) {
throw new ImportErrorException("MS3D: Failure reading comment, length field is out of range");
}
else {
outp[index].comment = std::string(reinterpret_cast<char*>(stream.GetPtr()),clength);
}
@ -150,9 +153,9 @@ void MS3DImporter :: CollectChildJoints(const std::vector<TempJoint>& joints,
aiNode* ch = nd->mChildren[cnt++] = new aiNode(joints[i].name);
ch->mParent = nd;
const aiVector3D& qin = joints[i].rotation;
ch->mTransformation = aiMatrix4x4().FromEulerAnglesXYZ(qin.x,qin.y,qin.z)*
aiMatrix4x4::Translation(joints[i].position,ch->mTransformation);
ch->mTransformation = aiMatrix4x4::Translation(joints[i].position,aiMatrix4x4()=aiMatrix4x4())*
// XXX actually, I don't *know* why we need the inverse here. Probably column vs. row order?
aiMatrix4x4().FromEulerAnglesXYZ(joints[i].rotation).Transpose();
const aiMatrix4x4 abs = absTrafo*ch->mTransformation;
for(unsigned int a = 0; a < mScene->mNumMeshes; ++a) {
@ -271,7 +274,7 @@ void MS3DImporter::InternReadFile( const std::string& pFile,
t.triangles[i] = stream.GetI2();
}
t.mat = stream.GetI1();
if (t.mat == 0xff) {
if (t.mat == 0xffffffff) {
need_default = true;
}
}
@ -347,7 +350,16 @@ void MS3DImporter::InternReadFile( const std::string& pFile,
ReadComments<TempGroup>(stream,groups);
ReadComments<TempMaterial>(stream,materials);
ReadComments<TempJoint>(stream,joints);
ReadComments<TempModel>(stream,std::vector<TempModel>() = std::vector<TempModel>());
// model comment - print it for we have such a nice log.
if (stream.GetI4()) {
const size_t len = static_cast<size_t>(stream.GetI4());
if (len > stream.GetRemainingSize()) {
throw new ImportErrorException("MS3D: Model comment is too long");
}
const std::string& s = std::string(reinterpret_cast<char*>(stream.GetPtr()),len);
}
if(stream.GetRemainingSize() > 4 && inrange((stream >> subversion,subversion),1u,3u)) {
for(unsigned int i = 0; i < verts; ++i) {
@ -380,9 +392,12 @@ void MS3DImporter::InternReadFile( const std::string& pFile,
m.transparency = 1.f;
m.shininess = 0.f;
// this is because these TempXXX struct's have no c'tors.
m.texture[0] = m.alphamap[0] = '\0';
for (unsigned int i = 0; i < groups.size(); ++i) {
TempGroup& g = groups[i];
if (g.mat == 0xff) {
if (g.mat == 0xffffffff) {
g.mat = materials.size()-1;
}
}
@ -390,11 +405,11 @@ void MS3DImporter::InternReadFile( const std::string& pFile,
// convert materials to our generic key-value dict-alike
if (materials.size()) {
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials=static_cast<unsigned int>(materials.size())];
for (unsigned int i = 0; i < pScene->mNumMaterials; ++i) {
pScene->mMaterials = new aiMaterial*[materials.size()];
for (size_t i = 0; i < materials.size(); ++i) {
MaterialHelper* mo = new MaterialHelper();
pScene->mMaterials[i] = mo;
pScene->mMaterials[pScene->mNumMaterials++] = mo;
const TempMaterial& mi = materials[i];
@ -430,7 +445,7 @@ void MS3DImporter::InternReadFile( const std::string& pFile,
throw new ImportErrorException("MS3D: Didn't get any group records, file is malformed");
}
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes=static_cast<unsigned int>(groups.size())];
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes=static_cast<unsigned int>(groups.size())]();
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
aiMesh* m = pScene->mMeshes[i] = new aiMesh();
@ -494,7 +509,7 @@ void MS3DImporter::InternReadFile( const std::string& pFile,
// allocate storage for bones
if(mybones.size()) {
std::vector<unsigned int> bmap(joints.size());
m->mBones = new aiBone*[mybones.size()];
m->mBones = new aiBone*[mybones.size()]();
for(BoneSet::const_iterator it = mybones.begin(); it != mybones.end(); ++it) {
aiBone* const bn = m->mBones[m->mNumBones] = new aiBone();
const TempJoint& jnt = joints[(*it).first];
@ -531,7 +546,7 @@ void MS3DImporter::InternReadFile( const std::string& pFile,
// ... add dummy nodes under a single root, each holding a reference to one
// mesh. If we didn't do this, we'd loose the group name.
aiNode* rt = pScene->mRootNode = new aiNode("<MS3DRoot>");
rt->mChildren = new aiNode*[rt->mNumChildren=pScene->mNumMeshes+(joints.size()?1:0)];
rt->mChildren = new aiNode*[rt->mNumChildren=pScene->mNumMeshes+(joints.size()?1:0)]();
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
aiNode* nd = rt->mChildren[i] = new aiNode();
@ -579,18 +594,23 @@ void MS3DImporter::InternReadFile( const std::string& pFile,
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);
// XXX it seems our matrix&quaternion code has faults in its conversion routines --
// aiQuaternion(x,y,z) seems to besomething different as quat(matrix.fromeuler(x,y,z)).
q.mValue = aiQuaternion(aiMatrix3x3(aiMatrix4x4().FromEulerAnglesXYZ((*rot).value)*
aiMatrix4x4().FromEulerAnglesXYZ((*it).rotation)).Transpose());
}
}
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) {
aiQuatKey* qu = nd->mRotationKeys;
for(std::vector<TempKeyFrame>::const_iterator pos = (*it).posFrames.begin(); pos != (*it).posFrames.end(); ++pos,++qu) {
aiVectorKey& v = nd->mPositionKeys[nd->mNumPositionKeys++];
v.mTime = (*pos).time*animfps;
v.mValue = (*pos).value + (*it).position;
v.mValue = (*it).position + (*pos).value;
}
}
}

View File

@ -90,7 +90,6 @@ private:
void CollectChildJoints(const std::vector<TempJoint>& joints, aiNode* nd);
template<typename T> void ReadComments(StreamReaderLE& stream, std::vector<T>& outp);
private:
aiScene* mScene;
@ -150,9 +149,9 @@ private:
std::string comment;
};
struct TempModel {
std::string comment;
};
//struct TempModel {
// std::string comment;
//};
};
}