diff --git a/code/AssetLib/MDL/HalfLife/HL1MDLLoader.cpp b/code/AssetLib/MDL/HalfLife/HL1MDLLoader.cpp index 93d37536c..a8141fcc1 100644 --- a/code/AssetLib/MDL/HalfLife/HL1MDLLoader.cpp +++ b/code/AssetLib/MDL/HalfLife/HL1MDLLoader.cpp @@ -470,14 +470,16 @@ void HL1MDLLoader::read_bones() { temp_bones_.resize(header_->numbones); + // Create the main 'bones' node that will contain all MDL root bones. aiNode *bones_node = new aiNode(AI_MDL_HL1_NODE_BONES); rootnode_children_.push_back(bones_node); - bones_node->mNumChildren = static_cast(header_->numbones); - bones_node->mChildren = new aiNode *[bones_node->mNumChildren]; + + // Store roots bones IDs temporarily. + std::vector roots; // Create bone matrices in local space. for (int i = 0; i < header_->numbones; ++i) { - aiNode *bone_node = temp_bones_[i].node = bones_node->mChildren[i] = new aiNode(unique_bones_names[i]); + aiNode *bone_node = temp_bones_[i].node = new aiNode(unique_bones_names[i]); aiVector3D angles(pbone[i].value[3], pbone[i].value[4], pbone[i].value[5]); temp_bones_[i].absolute_transform = bone_node->mTransformation = @@ -485,9 +487,11 @@ void HL1MDLLoader::read_bones() { aiVector3D(pbone[i].value[0], pbone[i].value[1], pbone[i].value[2])); if (pbone[i].parent == -1) { - bone_node->mParent = scene_->mRootNode; + bone_node->mParent = bones_node; + roots.push_back(i); // This bone has no parent. Add it to the roots list. } else { - bone_node->mParent = bones_node->mChildren[pbone[i].parent]; + bone_node->mParent = temp_bones_[pbone[i].parent].node; + temp_bones_[pbone[i].parent].children.push_back(i); // Add this bone to the parent bone's children list. temp_bones_[i].absolute_transform = temp_bones_[pbone[i].parent].absolute_transform * bone_node->mTransformation; @@ -496,6 +500,36 @@ void HL1MDLLoader::read_bones() { temp_bones_[i].offset_matrix = temp_bones_[i].absolute_transform; temp_bones_[i].offset_matrix.Inverse(); } + + // Allocate memory for each MDL root bone. + bones_node->mNumChildren = static_cast(roots.size()); + bones_node->mChildren = new aiNode *[bones_node->mNumChildren]; + + // Build all bones children hierarchy starting from each MDL root bone. + for (size_t i = 0; i < roots.size(); ++i) + { + const TempBone &root_bone = temp_bones_[roots[i]]; + bones_node->mChildren[i] = root_bone.node; + build_bone_children_hierarchy(root_bone); + } +} + +void HL1MDLLoader::build_bone_children_hierarchy(const TempBone &bone) +{ + if (bone.children.empty()) + return; + + aiNode* bone_node = bone.node; + bone_node->mNumChildren = static_cast(bone.children.size()); + bone_node->mChildren = new aiNode *[bone_node->mNumChildren]; + + // Build each child bone's hierarchy recursively. + for (size_t i = 0; i < bone.children.size(); ++i) + { + const TempBone &child_bone = temp_bones_[bone.children[i]]; + bone_node->mChildren[i] = child_bone.node; + build_bone_children_hierarchy(child_bone); + } } // ------------------------------------------------------------------------------------------------ diff --git a/code/AssetLib/MDL/HalfLife/HL1MDLLoader.h b/code/AssetLib/MDL/HalfLife/HL1MDLLoader.h index 0dba5099d..286b6e64c 100644 --- a/code/AssetLib/MDL/HalfLife/HL1MDLLoader.h +++ b/code/AssetLib/MDL/HalfLife/HL1MDLLoader.h @@ -143,6 +143,14 @@ private: */ static bool get_num_blend_controllers(const int num_blend_animations, int &num_blend_controllers); + /** + * \brief Build a bone's node children hierarchy. + * + * \param[in] bone The bone for which we must build all children hierarchy. + */ + struct TempBone; + void build_bone_children_hierarchy(const TempBone& bone); + /** Output scene to be filled */ aiScene *scene_; @@ -198,11 +206,13 @@ private: TempBone() : node(nullptr), absolute_transform(), - offset_matrix() {} + offset_matrix(), + children() {} aiNode *node; aiMatrix4x4 absolute_transform; aiMatrix4x4 offset_matrix; + std::vector children; // Bone children }; std::vector temp_bones_; diff --git a/test/models/MDL/MDL (HL1)/multiple_roots.mdl b/test/models/MDL/MDL (HL1)/multiple_roots.mdl new file mode 100644 index 000000000..f8fc1eed7 Binary files /dev/null and b/test/models/MDL/MDL (HL1)/multiple_roots.mdl differ diff --git a/test/unit/ImportExport/MDL/utMDLImporter_HL1_Nodes.cpp b/test/unit/ImportExport/MDL/utMDLImporter_HL1_Nodes.cpp index 4420727e9..712f4da11 100644 --- a/test/unit/ImportExport/MDL/utMDLImporter_HL1_Nodes.cpp +++ b/test/unit/ImportExport/MDL/utMDLImporter_HL1_Nodes.cpp @@ -55,6 +55,17 @@ using namespace Assimp; class utMDLImporter_HL1_Nodes : public ::testing::Test { + /** + * @note Represents a flattened node hierarchy where each item is a pair + * containing the node level and it's name. + */ + using Hierarchy = std::vector>; + + /** + * @note A vector of strings. Used for symplifying syntax. + */ + using StringVector = std::vector; + public: /** * @note The following tests require a basic understanding @@ -63,6 +74,51 @@ public: * (Valve Developer Community). */ + // Given a model, verify that the bones nodes hierarchy is correctly formed. + void checkBoneHierarchy() { + Assimp::Importer importer; + const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "multiple_roots.mdl", aiProcess_ValidateDataStructure); + ASSERT_NE(nullptr, scene); + ASSERT_NE(nullptr, scene->mRootNode); + + // First, check that "" and "" are linked. + const aiNode* node_MDL_root = scene->mRootNode->FindNode(AI_MDL_HL1_NODE_ROOT); + ASSERT_NE(nullptr, node_MDL_root); + + const aiNode *node_MDL_bones = scene->mRootNode->FindNode(AI_MDL_HL1_NODE_BONES); + ASSERT_NE(nullptr, node_MDL_bones); + ASSERT_NE(nullptr, node_MDL_bones->mParent); + ASSERT_EQ(node_MDL_root, node_MDL_bones->mParent); + + // Second, verify "" hierarchy. + const Hierarchy expected_hierarchy = { + { 0, AI_MDL_HL1_NODE_BONES }, + { 1, "root1_bone1" }, + { 2, "root1_bone2" }, + { 3, "root1_bone4" }, + { 3, "root1_bone5" }, + { 2, "root1_bone3" }, + { 3, "root1_bone6" }, + { 1, "root2_bone1" }, + { 2, "root2_bone2" }, + { 2, "root2_bone3" }, + { 3, "root2_bone5" }, + { 2, "root2_bone4" }, + { 3, "root2_bone6" }, + { 1, "root3_bone1" }, + { 2, "root3_bone2" }, + { 2, "root3_bone3" }, + { 2, "root3_bone4" }, + { 3, "root3_bone5" }, + { 4, "root3_bone6" }, + { 4, "root3_bone7" }, + }; + + Hierarchy actual_hierarchy; + flatten_hierarchy(node_MDL_bones, actual_hierarchy); + ASSERT_EQ(expected_hierarchy, actual_hierarchy); + } + /* Given a model with bones that have empty names, verify that all the bones of the imported model have unique and no empty names. @@ -82,7 +138,7 @@ public: const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "unnamed_bones.mdl", aiProcess_ValidateDataStructure); EXPECT_NE(nullptr, scene); - const std::vector expected_bones_names = { + const StringVector expected_bones_names = { "Bone", "Bone_0", "Bone_1", @@ -94,7 +150,9 @@ public: "Bone_7" }; - expect_named_children(scene, AI_MDL_HL1_NODE_BONES, expected_bones_names); + StringVector actual_bones_names; + get_node_children_names(scene->mRootNode->FindNode(AI_MDL_HL1_NODE_BONES), actual_bones_names); + ASSERT_EQ(expected_bones_names, actual_bones_names); } /* Given a model with bodyparts that have empty names, @@ -116,7 +174,7 @@ public: const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "unnamed_bodyparts.mdl", aiProcess_ValidateDataStructure); EXPECT_NE(nullptr, scene); - const std::vector expected_bodyparts_names = { + const StringVector expected_bodyparts_names = { "Bodypart", "Bodypart_1", "Bodypart_5", @@ -128,7 +186,10 @@ public: "Bodypart_7" }; - expect_named_children(scene, AI_MDL_HL1_NODE_BODYPARTS, expected_bodyparts_names); + StringVector actual_bodyparts_names; + // Get the bodyparts names "without" the submodels. + get_node_children_names(scene->mRootNode->FindNode(AI_MDL_HL1_NODE_BODYPARTS), actual_bodyparts_names, 0); + ASSERT_EQ(expected_bodyparts_names, actual_bodyparts_names); } /* Given a model with bodyparts that have duplicate names, @@ -150,7 +211,7 @@ public: const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "duplicate_bodyparts.mdl", aiProcess_ValidateDataStructure); EXPECT_NE(nullptr, scene); - const std::vector expected_bodyparts_names = { + const StringVector expected_bodyparts_names = { "Bodypart", "Bodypart_1", "Bodypart_2", @@ -162,7 +223,10 @@ public: "Bodypart_4" }; - expect_named_children(scene, AI_MDL_HL1_NODE_BODYPARTS, expected_bodyparts_names); + StringVector actual_bodyparts_names; + // Get the bodyparts names "without" the submodels. + get_node_children_names(scene->mRootNode->FindNode(AI_MDL_HL1_NODE_BODYPARTS), actual_bodyparts_names, 0); + ASSERT_EQ(expected_bodyparts_names, actual_bodyparts_names); } /* Given a model with several bodyparts that contains multiple @@ -192,7 +256,7 @@ public: const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "duplicate_submodels.mdl", aiProcess_ValidateDataStructure); EXPECT_NE(nullptr, scene); - const std::vector> expected_bodypart_sub_models_names = { + const std::vector expected_bodypart_sub_models_names = { { "triangle", "triangle_0", @@ -210,9 +274,13 @@ public: const aiNode *bodyparts_node = scene->mRootNode->FindNode(AI_MDL_HL1_NODE_BODYPARTS); EXPECT_NE(nullptr, bodyparts_node); EXPECT_EQ(3u, bodyparts_node->mNumChildren); - for (unsigned int i = 0; i < bodyparts_node->mNumChildren; ++i) { - expect_named_children(bodyparts_node->mChildren[i], - expected_bodypart_sub_models_names[i]); + + StringVector actual_submodels_names; + for (unsigned int i = 0; i < bodyparts_node->mNumChildren; ++i) + { + actual_submodels_names.clear(); + get_node_children_names(bodyparts_node->mChildren[i], actual_submodels_names); + ASSERT_EQ(expected_bodypart_sub_models_names[i], actual_submodels_names); } } @@ -235,7 +303,7 @@ public: const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "duplicate_sequences.mdl", aiProcess_ValidateDataStructure); EXPECT_NE(nullptr, scene); - const std::vector expected_sequence_names = { + const StringVector expected_sequence_names = { "idle_1", "idle", "idle_2", @@ -247,7 +315,9 @@ public: "idle_7" }; - expect_named_children(scene, AI_MDL_HL1_NODE_SEQUENCE_INFOS, expected_sequence_names); + StringVector actual_sequence_names; + get_node_children_names(scene->mRootNode->FindNode(AI_MDL_HL1_NODE_SEQUENCE_INFOS), actual_sequence_names); + ASSERT_EQ(expected_sequence_names, actual_sequence_names); } /* Given a model with sequences that have empty names, verify @@ -269,7 +339,7 @@ public: const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "unnamed_sequences.mdl", aiProcess_ValidateDataStructure); EXPECT_NE(nullptr, scene); - const std::vector expected_sequence_names = { + const StringVector expected_sequence_names = { "Sequence", "Sequence_1", "Sequence_0", @@ -281,7 +351,9 @@ public: "Sequence_6" }; - expect_named_children(scene, AI_MDL_HL1_NODE_SEQUENCE_INFOS, expected_sequence_names); + StringVector actual_sequence_names; + get_node_children_names(scene->mRootNode->FindNode(AI_MDL_HL1_NODE_SEQUENCE_INFOS), actual_sequence_names); + ASSERT_EQ(expected_sequence_names, actual_sequence_names); } /* Given a model with sequence groups that have duplicate names, @@ -304,7 +376,7 @@ public: const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "duplicate_sequence_groups/duplicate_sequence_groups.mdl", aiProcess_ValidateDataStructure); EXPECT_NE(nullptr, scene); - const std::vector expected_sequence_names = { + const StringVector expected_sequence_names = { "default", "SequenceGroup", "SequenceGroup_1", @@ -317,7 +389,9 @@ public: "SequenceGroup_2" }; - expect_named_children(scene, AI_MDL_HL1_NODE_SEQUENCE_GROUPS, expected_sequence_names); + StringVector actual_sequence_names; + get_node_children_names(scene->mRootNode->FindNode(AI_MDL_HL1_NODE_SEQUENCE_GROUPS), actual_sequence_names); + ASSERT_EQ(expected_sequence_names, actual_sequence_names); } /* Given a model with sequence groups that have empty names, @@ -340,7 +414,7 @@ public: const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "unnamed_sequence_groups/unnamed_sequence_groups.mdl", aiProcess_ValidateDataStructure); EXPECT_NE(nullptr, scene); - const std::vector expected_sequence_names = { + const StringVector expected_sequence_names = { "default", "SequenceGroup", "SequenceGroup_2", @@ -353,7 +427,9 @@ public: "SequenceGroup_4" }; - expect_named_children(scene, AI_MDL_HL1_NODE_SEQUENCE_GROUPS, expected_sequence_names); + StringVector actual_sequence_names; + get_node_children_names(scene->mRootNode->FindNode(AI_MDL_HL1_NODE_SEQUENCE_GROUPS), actual_sequence_names); + ASSERT_EQ(expected_sequence_names, actual_sequence_names); } /* Verify that mOffsetMatrix applies the correct @@ -398,26 +474,58 @@ public: } private: - void expect_named_children(const aiNode *parent_node, const std::vector &expected_names) { - EXPECT_NE(nullptr, parent_node); - EXPECT_EQ(expected_names.size(), parent_node->mNumChildren); - - for (unsigned int i = 0; i < parent_node->mNumChildren; ++i) - EXPECT_EQ(expected_names[i], parent_node->mChildren[i]->mName.C_Str()); - } - - void expect_named_children(const aiScene *scene, const char *node_name, const std::vector &expected_names) { - expect_named_children(scene->mRootNode->FindNode(node_name), expected_names); - } - void expect_equal_matrices(const aiMatrix4x4 &expected, const aiMatrix4x4 &actual, float abs_error) { for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) EXPECT_NEAR(expected[i][j], actual[i][j], abs_error); } } + + /** Get a flattened representation of a node's hierarchy. + * \param[in] node The node. + * \param[out] hierarchy The flattened node's hierarchy. + */ + void flatten_hierarchy(const aiNode *node, Hierarchy &hierarchy) + { + flatten_hierarchy_impl(node, hierarchy, 0); + } + + void flatten_hierarchy_impl(const aiNode *node, Hierarchy &hierarchy, unsigned int level) + { + hierarchy.push_back({ level, node->mName.C_Str() }); + for (size_t i = 0; i < node->mNumChildren; ++i) + { + flatten_hierarchy_impl(node->mChildren[i], hierarchy, level + 1); + } + } + + /** Get all node's children names beneath max_level. + * \param[in] node The parent node from which to get all children names. + * \param[out] names The list of children names. + * \param[in] max_level If set to -1, all children names will be collected. + */ + void get_node_children_names(const aiNode *node, StringVector &names, const int max_level = -1) + { + get_node_children_names_impl(node, names, 0, max_level); + } + + void get_node_children_names_impl(const aiNode *node, StringVector &names, int level, const int max_level = -1) + { + for (size_t i = 0; i < node->mNumChildren; ++i) + { + names.push_back(node->mChildren[i]->mName.C_Str()); + if (max_level == -1 || level < max_level) + { + get_node_children_names_impl(node->mChildren[i], names, level + 1, max_level); + } + } + } }; +TEST_F(utMDLImporter_HL1_Nodes, checkBoneHierarchy) { + checkBoneHierarchy(); +} + TEST_F(utMDLImporter_HL1_Nodes, emptyBonesNames) { emptyBonesNames(); }