- added Conjugate() and Rotate() to aiQuaternion
 - SkeletonMeshBuilder can now start hierarchy construction at a given node
 
MD5
 - MD5MESH and MD5 anim now working.
 - MD5ANIM files can be loaded without corresponding MD5MESHES
 - Config option to prevent automatic loading of MD5ANIMs 
 - WIP version of MD5CAMERA support.
 - added test files. No anim test file yet.

BHV
 - fixing formatting 

LimitBoneWeights
 - prints now statistics to the logging system 

Viewer
 - does now specify the LBW post-processing step.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@359 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
aramis_acg 2009-03-08 15:29:34 +00:00
parent 04d0a859a5
commit 7080ba231c
14 changed files with 663 additions and 438 deletions

View File

@ -431,16 +431,16 @@ void BVHLoader::CreateAnimation( aiScene* pScene)
poskey->mTime = double( fr);
// Now compute all translations in the right order
for( unsigned int channel = 0; channel < 3; ++channel)
{
switch( node.mChannels[channel])
{
case Channel_PositionX: poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
case Channel_PositionY: poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
case Channel_PositionZ: poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
default: throw new ImportErrorException( "Unexpected animation channel setup at node " + nodeName );
}
}
for( unsigned int channel = 0; channel < 3; ++channel)
{
switch( node.mChannels[channel])
{
case Channel_PositionX: poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
case Channel_PositionY: poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
case Channel_PositionZ: poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
default: throw new ImportErrorException( "Unexpected animation channel setup at node " + nodeName );
}
}
++poskey;
}
} else
@ -468,23 +468,23 @@ void BVHLoader::CreateAnimation( aiScene* pScene)
aiQuatKey* rotkey = nodeAnim->mRotationKeys;
for( unsigned int fr = 0; fr < mAnimNumFrames; ++fr)
{
aiMatrix4x4 temp;
aiMatrix3x3 rotMatrix;
aiMatrix4x4 temp;
aiMatrix3x3 rotMatrix;
for( unsigned int channel = 0; channel < 3; ++channel)
{
// translate ZXY euler angels into a quaternion
const float angle = node.mChannelValues[fr * node.mChannels.size() + rotOffset + channel] * float( AI_MATH_PI) / 180.0f;
for( unsigned int channel = 0; channel < 3; ++channel)
{
// translate ZXY euler angels into a quaternion
const float angle = node.mChannelValues[fr * node.mChannels.size() + rotOffset + channel] * float( AI_MATH_PI) / 180.0f;
// Compute rotation transformations in the right order
switch (node.mChannels[rotOffset+channel])
{
case Channel_RotationX: aiMatrix4x4::RotationX( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
case Channel_RotationY: aiMatrix4x4::RotationY( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
case Channel_RotationZ: aiMatrix4x4::RotationZ( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
default: throw new ImportErrorException( "Unexpected animation channel setup at node " + nodeName );
}
}
// Compute rotation transformations in the right order
switch (node.mChannels[rotOffset+channel])
{
case Channel_RotationX: aiMatrix4x4::RotationX( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
case Channel_RotationY: aiMatrix4x4::RotationY( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
case Channel_RotationZ: aiMatrix4x4::RotationZ( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
default: throw new ImportErrorException( "Unexpected animation channel setup at node " + nodeName );
}
}
rotkey->mTime = double( fr);
rotkey->mValue = aiQuaternion( rotMatrix);

View File

@ -72,8 +72,11 @@ bool LimitBoneWeightsProcess::IsActive( unsigned int pFlags) const
// Executes the post processing step on the given imported data.
void LimitBoneWeightsProcess::Execute( aiScene* pScene)
{
DefaultLogger::get()->debug("LimitBoneWeightsProcess begin");
for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
ProcessMesh( pScene->mMeshes[a]);
DefaultLogger::get()->debug("LimitBoneWeightsProcess end");
}
// ------------------------------------------------------------------------------------------------
@ -106,6 +109,8 @@ void LimitBoneWeightsProcess::ProcessMesh( aiMesh* pMesh)
}
}
unsigned int removed = 0, old_bones = pMesh->mNumBones;
// now cut the weight count if it exceeds the maximum
bool bChanged = false;
for( WeightsPerVertex::iterator vit = vertexWeights.begin(); vit != vertexWeights.end(); ++vit)
@ -120,7 +125,9 @@ void LimitBoneWeightsProcess::ProcessMesh( aiMesh* pMesh)
std::sort( vit->begin(), vit->end());
// now kill everything beyond the maximum count
unsigned int m = vit->size();
vit->erase( vit->begin() + mMaxWeights, vit->end());
removed += m-vit->size();
// and renormalize the weights
float sum = 0.0f;
@ -130,9 +137,7 @@ void LimitBoneWeightsProcess::ProcessMesh( aiMesh* pMesh)
it->mWeight /= sum;
}
if (bChanged)
{
if (bChanged) {
// rebuild the vertex weight array for all bones
typedef std::vector< std::vector< aiVertexWeight > > WeightsPerBone;
WeightsPerBone boneWeights( pMesh->mNumBones);
@ -183,12 +188,8 @@ void LimitBoneWeightsProcess::ProcessMesh( aiMesh* pMesh)
aiBone** ppcCur = pMesh->mBones;
aiBone** ppcSrc = ppcCur;
for (std::vector<bool>::const_iterator
iter = abNoNeed.begin();
iter != abNoNeed.end() ;++iter)
{
if (*iter)
{
for (std::vector<bool>::const_iterator iter = abNoNeed.begin();iter != abNoNeed.end() ;++iter) {
if (*iter) {
delete *ppcSrc;
--pMesh->mNumBones;
}
@ -196,5 +197,11 @@ void LimitBoneWeightsProcess::ProcessMesh( aiMesh* pMesh)
++ppcSrc;
}
}
if (!DefaultLogger::isNullLogger()) {
char buffer[1024];
::sprintf(buffer,"Removed %i weights. Input bones: %i. Output bones: %i",removed,old_bones,pMesh->mNumBones);
DefaultLogger::get()->info(buffer);
}
}
}

View File

@ -52,12 +52,17 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "MD5Loader.h"
#include "StringComparison.h"
#include "fast_atof.h"
#include "SkeletonMeshBuilder.h"
using namespace Assimp;
// Minimum weight value. Weights inside [-n ... n] are ignored
#define AI_MD5_WEIGHT_EPSILON 1e-5f
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
MD5Importer::MD5Importer()
: configNoAutoLoad (false)
{}
// ------------------------------------------------------------------------------------------------
@ -71,7 +76,7 @@ bool MD5Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool
{
const std::string extension = GetExtension(pFile);
if (extension == "md5anim" || extension == "md5mesh")
if (extension == "md5anim" || extension == "md5mesh" || extension == "md5camera")
return true;
else if (!extension.length() || checkSig) {
if (!pIOHandler)
@ -86,72 +91,106 @@ bool MD5Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool
// Get list of all supported extensions
void MD5Importer::GetExtensionList(std::string& append)
{
append.append("*.md5mesh;*.md5anim");
append.append("*.md5mesh;*.md5anim;*.md5camera");
}
// ------------------------------------------------------------------------------------------------
// Setup import properties
void MD5Importer::SetupProperties(const Importer* pImp)
{
// AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD
configNoAutoLoad = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD,0));
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void MD5Importer::InternReadFile(
const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
void MD5Importer::InternReadFile( const std::string& pFile,
aiScene* _pScene, IOSystem* _pIOHandler)
{
pIOHandler = _pIOHandler;
pScene = _pScene;
bHadMD5Mesh = bHadMD5Anim = bHadMD5Camera = false;
// remove the file extension
std::string::size_type pos = pFile.find_last_of('.');
mFile = pFile.substr(0,pos+1);
this->pIOHandler = pIOHandler;
this->pScene = pScene;
mFile = (std::string::npos == pos ? pFile : pFile.substr(0,pos+1));
bHadMD5Mesh = bHadMD5Anim = false;
const std::string extension = GetExtension(pFile);
try {
if (extension == "md5camera") {
LoadMD5CameraFile();
}
else if (configNoAutoLoad || extension == "md5anim") {
// determine file extension and process just *one* file
if (extension.length() == 0) {
/* fixme */
}
if (extension == "md5anim") {
LoadMD5AnimFile();
}
else if (extension == "md5mesh") {
LoadMD5MeshFile();
}
}
else {
LoadMD5MeshFile();
LoadMD5AnimFile();
}
}
catch ( ImportErrorException* ex) {
UnloadFileFromMemory();
throw ex;
}
// load the animation keyframes
LoadMD5AnimFile();
// load the mesh vertices and bones
LoadMD5MeshFile();
// make sure we return no incomplete data
// make sure we have at least one file
if (!bHadMD5Mesh && !bHadMD5Anim)
throw new ImportErrorException("Failed to read valid data from this MD5");
if (!bHadMD5Mesh)pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
throw new ImportErrorException("Failed to read valid contents from this MD5 data set");
// the output scene wouldn't pass the validation without this flag
if (!bHadMD5Mesh)
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
}
// ------------------------------------------------------------------------------------------------
// Load a file into a memory buffer
void MD5Importer::LoadFileIntoMemory (IOStream* file)
{
ai_assert(NULL != file);
this->fileSize = (unsigned int)file->FileSize();
fileSize = (unsigned int)file->FileSize();
// allocate storage and copy the contents of the file to a memory buffer
this->pScene = pScene;
this->mBuffer = new char[this->fileSize+1];
file->Read( (void*)mBuffer, 1, this->fileSize);
this->iLineNumber = 1;
pScene = pScene;
mBuffer = new char[fileSize+1];
file->Read( (void*)mBuffer, 1, fileSize);
iLineNumber = 1;
// append a terminal 0
this->mBuffer[this->fileSize] = '\0';
mBuffer[fileSize] = '\0';
// now remove all line comments from the file
CommentRemover::RemoveLineComments("//",this->mBuffer,' ');
CommentRemover::RemoveLineComments("//",mBuffer,' ');
}
// ------------------------------------------------------------------------------------------------
// Unload the current memory buffer
void MD5Importer::UnloadFileFromMemory ()
{
// delete the file buffer
delete[] this->mBuffer;
this->mBuffer = NULL;
this->fileSize = 0;
delete[] mBuffer;
mBuffer = NULL;
fileSize = 0;
}
// ------------------------------------------------------------------------------------------------
void MakeDataUnique (MD5::MeshDesc& meshSrc)
// Build unique vertices
void MD5Importer::MakeDataUnique (MD5::MeshDesc& meshSrc)
{
std::vector<bool> abHad(meshSrc.mVertices.size(),false);
// allocate enough storage to keep the output structures
const unsigned int iNewNum = (unsigned int)meshSrc.mFaces.size()*3;
unsigned int iNewIndex = (unsigned int)meshSrc.mVertices.size();
const unsigned int iNewNum = meshSrc.mFaces.size()*3;
unsigned int iNewIndex = meshSrc.mVertices.size();
meshSrc.mVertices.resize(iNewNum);
// try to guess how much storage we'll need for new weights
@ -165,26 +204,10 @@ void MakeDataUnique (MD5::MeshDesc& meshSrc)
const aiFace& face = *iter;
for (unsigned int i = 0; i < 3;++i)
{
if (abHad[face.mIndices[i]])
{
if (abHad[face.mIndices[i]]) {
// generate a new vertex
meshSrc.mVertices[iNewIndex] = meshSrc.mVertices[face.mIndices[i]];
face.mIndices[i] = iNewIndex++;
// FIX: removed this ...
#if 0
// the algorithm in MD5Importer::LoadMD5MeshFile() doesn't work if
// a weight is referenced by more than one vertex. This shouldn't
// occur in MD5 files, but we must take care that we generate new
// weights now, too.
vertNew.mFirstWeight = (unsigned int)meshSrc.mWeights.size();
meshSrc.mWeights.resize(vertNew.mFirstWeight+vertNew.mNumWeights);
for (unsigned int q = 0; q < vertNew.mNumWeights;++q)
{
meshSrc.mWeights[vertNew.mFirstWeight+q] = meshSrc.mWeights[vertOld.mFirstWeight+q];
}
#endif
}
else abHad[face.mIndices[i]] = true;
}
@ -192,77 +215,109 @@ void MakeDataUnique (MD5::MeshDesc& meshSrc)
}
// ------------------------------------------------------------------------------------------------
void AttachChilds(int iParentID,aiNode* piParent,BoneList& bones)
// Recursive node graph construction from a MD5MESH
void MD5Importer::AttachChilds_Mesh(int iParentID,aiNode* piParent, BoneList& bones)
{
ai_assert(NULL != piParent && !piParent->mNumChildren);
for (int i = 0; i < (int)bones.size();++i)
{
// (avoid infinite recursion)
if (iParentID != i && bones[i].mParentIndex == iParentID)
{
// have it ...
// First find out how many children we'll have
for (int i = 0; i < (int)bones.size();++i) {
if (iParentID != i && bones[i].mParentIndex == iParentID) {
++piParent->mNumChildren;
}
}
if (piParent->mNumChildren)
{
if (piParent->mNumChildren) {
piParent->mChildren = new aiNode*[piParent->mNumChildren];
for (int i = 0; i < (int)bones.size();++i)
{
for (int i = 0; i < (int)bones.size();++i) {
// (avoid infinite recursion)
if (iParentID != i && bones[i].mParentIndex == iParentID)
{
if (iParentID != i && bones[i].mParentIndex == iParentID) {
aiNode* pc;
// setup a new node
*piParent->mChildren++ = pc = new aiNode();
pc->mName = aiString(bones[i].mName);
pc->mName = aiString(bones[i].mName);
pc->mParent = piParent;
// get the transformation matrix from rotation and translational components
aiQuaternion quat = aiQuaternion ( bones[i].mRotationQuat );
//quat.w *= -1.0f; // DX to OGL
pc->mTransformation = aiMatrix4x4 ( quat.GetMatrix());
aiMatrix4x4 mTranslate;
mTranslate.a4 = bones[i].mPositionXYZ.x;
mTranslate.b4 = bones[i].mPositionXYZ.y;
mTranslate.c4 = bones[i].mPositionXYZ.z;
pc->mTransformation = pc->mTransformation*mTranslate;
aiQuaternion quat;
MD5::ConvertQuaternion ( bones[i].mRotationQuat, quat );
bones[i].mTransform = aiMatrix4x4 ( quat.GetMatrix());
bones[i].mTransform.a4 = bones[i].mPositionXYZ.x;
bones[i].mTransform.b4 = bones[i].mPositionXYZ.y;
bones[i].mTransform.c4 = bones[i].mPositionXYZ.z;
// store it for later use
bones[i].mTransform = bones[i].mInvTransform = pc->mTransformation;
pc->mTransformation = bones[i].mInvTransform = bones[i].mTransform;
bones[i].mInvTransform.Inverse();
// the transformations for each bone are absolute,
// so we need to multiply them with the inverse
// of the absolut matrix of the parent
if (-1 != iParentID)
{
pc->mTransformation = bones[iParentID].mInvTransform*pc->mTransformation;
// the transformations for each bone are absolute, so we need to multiply them
// with the inverse of the absolute matrix of the parent joint
if (-1 != iParentID) {
pc->mTransformation = bones[iParentID].mInvTransform * pc->mTransformation;
}
// add children to this node, too
AttachChilds( i, pc, bones);
AttachChilds_Mesh( i, pc, bones);
}
}
// undo our nice shift
// undo offset computations
piParent->mChildren -= piParent->mNumChildren;
}
}
// ------------------------------------------------------------------------------------------------
// Recursive node graph construction from a MD5ANIM
void MD5Importer::AttachChilds_Anim(int iParentID,aiNode* piParent, AnimBoneList& bones,const aiNodeAnim** node_anims)
{
ai_assert(NULL != piParent && !piParent->mNumChildren);
// First find out how many children we'll have
for (int i = 0; i < (int)bones.size();++i) {
if (iParentID != i && bones[i].mParentIndex == iParentID) {
++piParent->mNumChildren;
}
}
if (piParent->mNumChildren) {
piParent->mChildren = new aiNode*[piParent->mNumChildren];
for (int i = 0; i < (int)bones.size();++i) {
// (avoid infinite recursion)
if (iParentID != i && bones[i].mParentIndex == iParentID)
{
aiNode* pc;
// setup a new node
*piParent->mChildren++ = pc = new aiNode();
pc->mName = aiString(bones[i].mName);
pc->mParent = piParent;
// get the corresponding animation channel and its first frame
const aiNodeAnim** cur = node_anims;
while ((**cur).mNodeName != pc->mName)++cur;
aiMatrix4x4::Translation((**cur).mPositionKeys[0].mValue,pc->mTransformation);
pc->mTransformation = pc->mTransformation * aiMatrix4x4((**cur).mRotationKeys[0].mValue.GetMatrix()) ;
// add children to this node, too
AttachChilds_Anim( i, pc, bones,node_anims);
}
}
// undo offset computations
piParent->mChildren -= piParent->mNumChildren;
}
}
// ------------------------------------------------------------------------------------------------
// Load a MD5MESH file
void MD5Importer::LoadMD5MeshFile ()
{
std::string pFile = this->mFile + "MD5MESH";
std::string pFile = mFile + "md5mesh";
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
// Check whether we can read from the file
if( file.get() == NULL)
{
DefaultLogger::get()->warn("Failed to read MD5 mesh file: " + pFile);
if( file.get() == NULL) {
DefaultLogger::get()->warn("Failed to read MD5MESH file: " + pFile);
return;
}
bHadMD5Mesh = true;
// now load the file into memory
LoadFileIntoMemory(file.get());
// now construct a parser and parse the file
@ -271,29 +326,29 @@ void MD5Importer::LoadMD5MeshFile ()
// load the mesh information from it
MD5::MD5MeshParser meshParser(parser.mSections);
// create the bone hierarchy - first the root node
// and dummy nodes for all meshes
pScene->mRootNode = new aiNode();
// create the bone hierarchy - first the root node and dummy nodes for all meshes
pScene->mRootNode = new aiNode("<MD5_Root>");
pScene->mRootNode->mNumChildren = 2;
pScene->mRootNode->mChildren = new aiNode*[2];
// now create the hierarchy of animated bones
// build the hierarchy from the MD5MESH file
aiNode* pcNode = pScene->mRootNode->mChildren[1] = new aiNode();
pcNode->mName.Set("MD5Anim");
pcNode->mName.Set("<MD5_Hierarchy>");
pcNode->mParent = pScene->mRootNode;
AttachChilds(-1,pcNode,meshParser.mJoints);
AttachChilds_Mesh(-1,pcNode,meshParser.mJoints);
pcNode = pScene->mRootNode->mChildren[0] = new aiNode();
pcNode->mName.Set("MD5Mesh");
pcNode->mName.Set("<MD5_Mesh>");
pcNode->mParent = pScene->mRootNode;
#if 0
if (pScene->mRootNode->mChildren[1]->mNumChildren) /* start at the right hierarchy level */
SkeletonMeshBuilder skeleton_maker(pScene,pScene->mRootNode->mChildren[1]->mChildren[0]);
#else
std::vector<MD5::MeshDesc>::const_iterator end = meshParser.mMeshes.end();
// FIX: MD5 files exported from Blender can have empty meshes
for (std::vector<MD5::MeshDesc>::const_iterator
it = meshParser.mMeshes.begin(),
end = meshParser.mMeshes.end(); it != end;++it)
{
for (std::vector<MD5::MeshDesc>::const_iterator it = meshParser.mMeshes.begin(),end = meshParser.mMeshes.end(); it != end;++it) {
if (!(*it).mFaces.empty() && !(*it).mVertices.empty())
++pScene->mNumMaterials;
}
@ -310,10 +365,7 @@ void MD5Importer::LoadMD5MeshFile ()
pcNode->mMeshes[m] = m;
unsigned int n = 0;
for (std::vector<MD5::MeshDesc>::iterator
it = meshParser.mMeshes.begin(),
end = meshParser.mMeshes.end(); it != end;++it)
{
for (std::vector<MD5::MeshDesc>::iterator it = meshParser.mMeshes.begin(),end = meshParser.mMeshes.end(); it != end;++it) {
MD5::MeshDesc& meshSrc = *it;
if (meshSrc.mFaces.empty() || meshSrc.mVertices.empty())
continue;
@ -331,10 +383,7 @@ void MD5Importer::LoadMD5MeshFile ()
// copy texture coordinates
aiVector3D* pv = mesh->mTextureCoords[0];
for (MD5::VertexList::const_iterator
iter = meshSrc.mVertices.begin();
iter != meshSrc.mVertices.end();++iter,++pv)
{
for (MD5::VertexList::const_iterator iter = meshSrc.mVertices.begin();iter != meshSrc.mVertices.end();++iter,++pv) {
pv->x = (*iter).mUV.x;
pv->y = 1.0f-(*iter).mUV.y; // D3D to OpenGL
pv->z = 0.0f;
@ -348,7 +397,9 @@ void MD5Importer::LoadMD5MeshFile ()
for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w)
{
MD5::WeightDesc& desc = meshSrc.mWeights[w];
++piCount[desc.mBone];
/* FIX for some invalid exporters */
if (!(desc.mWeight < AI_MD5_WEIGHT_EPSILON && desc.mWeight >= -AI_MD5_WEIGHT_EPSILON ))
++piCount[desc.mBone];
}
}
@ -366,50 +417,55 @@ void MD5Importer::LoadMD5MeshFile ()
p->mNumWeights = piCount[q];
p->mWeights = new aiVertexWeight[p->mNumWeights];
p->mName = aiString(meshParser.mJoints[q].mName);
p->mOffsetMatrix = meshParser.mJoints[q].mInvTransform;
// store the index for later use
meshParser.mJoints[q].mMap = h++;
MD5::BoneDesc& boneSrc = meshParser.mJoints[q];
boneSrc.mMap = h++;
// compute w-component of quaternion
MD5::ConvertQuaternion( boneSrc.mRotationQuat, boneSrc.mRotationQuatConverted );
//boneSrc.mPositionXYZ.z *= -1.f;
//boneSrc.mRotationQuatConverted = boneSrc.mRotationQuatConverted * aiQuaternion(-0.5f, -0.5f, -0.5f, 0.5f) ;
}
//unsigned int g = 0;
pv = mesh->mVertices;
for (MD5::VertexList::const_iterator
iter = meshSrc.mVertices.begin();
iter != meshSrc.mVertices.end();++iter,++pv)
{
for (MD5::VertexList::const_iterator iter = meshSrc.mVertices.begin();iter != meshSrc.mVertices.end();++iter,++pv) {
// compute the final vertex position from all single weights
*pv = aiVector3D();
// there are models which have weights which don't sum to 1 ...
// granite.md5mesh for example
float fSum = 0.0f;
for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w)
fSum += meshSrc.mWeights[w].mWeight;
if (!fSum)throw new ImportErrorException("The sum of all vertex bone weights is 0");
if (!fSum) {
DefaultLogger::get()->error("MD5MESH: The sum of all vertex bone weights is 0");
continue;
}
// process bone weights
for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w)
{
MD5::WeightDesc& desc = meshSrc.mWeights[w];
float fNewWeight = desc.mWeight / fSum;
if ( desc.mWeight < AI_MD5_WEIGHT_EPSILON && desc.mWeight >= -AI_MD5_WEIGHT_EPSILON)
continue;
const float fNewWeight = desc.mWeight / fSum;
// transform the local position into worldspace
MD5::BoneDesc& boneSrc = meshParser.mJoints[desc.mBone];
aiVector3D v = desc.vOffsetPosition;
aiQuaternion quat = aiQuaternion( boneSrc.mRotationQuat );
//quat.w *= -1.0f;
v = quat.GetMatrix() * v;
v += boneSrc.mPositionXYZ;
const aiVector3D v = boneSrc.mRotationQuatConverted.Rotate (desc.vOffsetPosition);
// use the original weight to compute the vertex position
// (some MD5s seem to depend on the invalid weight values ...)
pv->operator +=(v * desc.mWeight);
*pv += ((boneSrc.mPositionXYZ+v)* desc.mWeight);
aiBone* bone = mesh->mBones[boneSrc.mMap];
*bone->mWeights++ = aiVertexWeight((unsigned int)(pv-mesh->mVertices),fNewWeight);
}
// convert from DOOM coordinate system to OGL
std::swap((float&)pv->z,(float&)pv->y);
//pv->z *= -1.f;
}
// undo our nice offset tricks ...
@ -433,47 +489,69 @@ void MD5Importer::LoadMD5MeshFile ()
// generate a material for the mesh
MaterialHelper* mat = new MaterialHelper();
pScene->mMaterials[n] = mat;
mat->AddProperty(&meshSrc.mShader,AI_MATKEY_TEXTURE_DIFFUSE(0));
// insert the typical doom3 textures:
// nnn_local.tga - normal map
// nnn_h.tga - height map
// nnn_s.tga - specular map
// nnn_d.tga - diffuse map
if (meshSrc.mShader.length && !strchr(meshSrc.mShader.data,'.')) {
aiString temp(meshSrc.mShader);
temp.Append("_local.tga");
mat->AddProperty(&temp,AI_MATKEY_TEXTURE_NORMALS(0));
temp = aiString(meshSrc.mShader);
temp.Append("_s.tga");
mat->AddProperty(&temp,AI_MATKEY_TEXTURE_SPECULAR(0));
temp = aiString(meshSrc.mShader);
temp.Append("_d.tga");
mat->AddProperty(&temp,AI_MATKEY_TEXTURE_DIFFUSE(0));
temp = aiString(meshSrc.mShader);
temp.Append("_h.tga");
mat->AddProperty(&temp,AI_MATKEY_TEXTURE_HEIGHT(0));
// set this also as material name
mat->AddProperty(&meshSrc.mShader,AI_MATKEY_NAME);
}
else mat->AddProperty(&meshSrc.mShader,AI_MATKEY_TEXTURE_DIFFUSE(0));
mesh->mMaterialIndex = n++;
}
#endif
// delete the file again
UnloadFileFromMemory();
}
// ------------------------------------------------------------------------------------------------
// Load an MD5ANIM file
void MD5Importer::LoadMD5AnimFile ()
{
std::string pFile = mFile + "MD5ANIM";
std::string pFile = mFile + "md5anim";
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
// Check whether we can read from the file
if( file.get() == NULL)
{
DefaultLogger::get()->warn("Failed to read MD5 anim file: " + pFile);
if( file.get() == NULL) {
DefaultLogger::get()->warn("Failed to read MD5ANIM file: " + pFile);
return;
}
bHadMD5Anim = true;
// now load the file into memory
LoadFileIntoMemory(file.get());
// now construct a parser and parse the file
// parse the basic file structure
MD5::MD5Parser parser(mBuffer,fileSize);
// load the animation information from it
// load the animation information from the parse tree
MD5::MD5AnimParser animParser(parser.mSections);
// generate and fill the output animation
if (!animParser.mAnimatedBones.empty())
{
pScene->mNumAnimations = 1;
pScene->mAnimations = new aiAnimation*[1];
if (!animParser.mAnimatedBones.empty()) {
pScene->mAnimations = new aiAnimation*[pScene->mNumAnimations = 1];
aiAnimation* anim = pScene->mAnimations[0] = new aiAnimation();
anim->mNumChannels = (unsigned int)animParser.mAnimatedBones.size();
anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
for (unsigned int i = 0; i < anim->mNumChannels;++i)
{
for (unsigned int i = 0; i < anim->mNumChannels;++i) {
aiNodeAnim* node = anim->mChannels[i] = new aiNodeAnim();
node->mNodeName = aiString( animParser.mAnimatedBones[i].mName );
@ -486,70 +564,49 @@ void MD5Importer::LoadMD5AnimFile ()
// 1 tick == 1 frame
anim->mTicksPerSecond = animParser.fFrameRate;
for (FrameList::const_iterator iter = animParser.mFrames.begin(),
iterEnd = animParser.mFrames.end();iter != iterEnd;++iter)
{
for (FrameList::const_iterator iter = animParser.mFrames.begin(), iterEnd = animParser.mFrames.end();iter != iterEnd;++iter){
double dTime = (double)(*iter).iIndex;
if (!(*iter).mValues.empty())
{
// now process all values in there ... read all joints
aiNodeAnim** pcAnimNode = anim->mChannels;
MD5::BaseFrameDesc* pcBaseFrame = &animParser.mBaseFrames[0];
for (AnimBoneList::const_iterator
iter2 = animParser.mAnimatedBones.begin(),
iterEnd2 = animParser.mAnimatedBones.end();
iter2 != iterEnd2;++iter2,++pcAnimNode,++pcBaseFrame)
for (AnimBoneList::const_iterator iter2 = animParser.mAnimatedBones.begin(); iter2 != animParser.mAnimatedBones.end();++iter2,
++pcAnimNode,++pcBaseFrame)
{
if((*iter2).iFirstKeyIndex >= (*iter).mValues.size())
{
// TODO: add proper array checks for all cases here ...
DefaultLogger::get()->error("Keyframe index is out of range. ");
if((*iter2).iFirstKeyIndex >= (*iter).mValues.size()) {
DefaultLogger::get()->error("MD5: Keyframe index is out of range");
continue;
}
const float* fpCur = &(*iter).mValues[(*iter2).iFirstKeyIndex];
aiNodeAnim* pcCurAnimBone = *pcAnimNode;
aiVectorKey* vKey = pcCurAnimBone->mPositionKeys++;
// translation on the x axis
if ((*iter2).iFlags & AI_MD5_ANIMATION_FLAG_TRANSLATE_X)
vKey->mValue.x = *fpCur++;
else vKey->mValue.x = pcBaseFrame->vPositionXYZ.x;
// translation on the y axis
if ((*iter2).iFlags & AI_MD5_ANIMATION_FLAG_TRANSLATE_Y)
vKey->mValue.y = *fpCur++;
else vKey->mValue.y = pcBaseFrame->vPositionXYZ.y;
// translation on the z axis
if ((*iter2).iFlags & AI_MD5_ANIMATION_FLAG_TRANSLATE_Z)
vKey->mValue.z = *fpCur++;
else vKey->mValue.z = pcBaseFrame->vPositionXYZ.z;
// rotation quaternion, x component
aiQuatKey* qKey = pcCurAnimBone->mRotationKeys++;
aiVector3D vTemp;
if ((*iter2).iFlags & AI_MD5_ANIMATION_FLAG_ROTQUAT_X)
vTemp.x = *fpCur++;
else vTemp.x = pcBaseFrame->vRotationQuat.x;
// rotation quaternion, y component
if ((*iter2).iFlags & AI_MD5_ANIMATION_FLAG_ROTQUAT_Y)
vTemp.y = *fpCur++;
else vTemp.y = pcBaseFrame->vRotationQuat.y;
// translational component
for (unsigned int i = 0; i < 3; ++i) {
if ((*iter2).iFlags & (1u << i))
vKey->mValue[i] = *fpCur++;
else vKey->mValue[i] = pcBaseFrame->vPositionXYZ[i];
}
// orientation component
for (unsigned int i = 0; i < 3; ++i) {
if ((*iter2).iFlags & (8u << i))
vTemp[i] = *fpCur++;
else vTemp[i] = pcBaseFrame->vRotationQuat[i];
}
// rotation quaternion, z component
if ((*iter2).iFlags & AI_MD5_ANIMATION_FLAG_ROTQUAT_Z)
vTemp.z = *fpCur++;
else vTemp.z = pcBaseFrame->vRotationQuat.z;
MD5::ConvertQuaternion(vTemp, qKey->mValue);
// compute the w component of the quaternion - invert it (DX to OGL)
qKey->mValue = aiQuaternion(vTemp);
//qKey->mValue.w *= -1.0f;
aiMatrix4x4 m;
aiMatrix4x4::Translation(vKey->mValue,m);
m = m*aiMatrix4x4( qKey->mValue.GetMatrix() );
m.DecomposeNoScaling(qKey->mValue,vKey->mValue);
qKey->mTime = dTime;
vKey->mTime = dTime;
qKey->mTime = vKey->mTime = dTime;
}
}
// compute the duration of the animation
@ -557,16 +614,53 @@ void MD5Importer::LoadMD5AnimFile ()
}
// undo our offset computations
for (unsigned int i = 0; i < anim->mNumChannels;++i)
{
for (unsigned int i = 0; i < anim->mNumChannels;++i) {
aiNodeAnim* node = anim->mChannels[i];
node->mPositionKeys -= node->mNumPositionKeys;
node->mRotationKeys -= node->mNumPositionKeys;
}
// If we didn't build the hierarchy yet (== we didn't load a MD5MESH),
// construct it now from the data given in the MD5ANIM.
if (!pScene->mRootNode) {
pScene->mRootNode = new aiNode();
pScene->mRootNode->mName.Set("<MD5_Hierarchy>");
AttachChilds_Anim(-1,pScene->mRootNode,animParser.mAnimatedBones,(const aiNodeAnim**)anim->mChannels);
// Call SkeletonMeshBuilder to construct a mesh to represent the shape
if (pScene->mRootNode->mNumChildren) {
SkeletonMeshBuilder skeleton_maker(pScene,pScene->mRootNode->mChildren[0]);
}
}
}
// delete the file again
UnloadFileFromMemory();
}
// ------------------------------------------------------------------------------------------------
// Load an MD5CAMERA file
void MD5Importer::LoadMD5CameraFile ()
{
#if 0
std::string pFile = mFile + "md5camera";
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
// Check whether we can read from the file
if( file.get() == NULL) {
DefaultLogger::get()->warn("Failed to read MD5CAMERA file: " + pFile);
return;
}
bHadMD5Camera = true;
LoadFileIntoMemory(file.get());
// parse the basic file structure
MD5::MD5Parser parser(mBuffer,fileSize);
// load the camera animation data from the parse tree
MD5::MD5CameraParser cameraParser(parser.mSections);
#endif
throw new ImportErrorException("MD5Camera is not yet supported");
}
#endif // !! ASSIMP_BUILD_NO_MD5_IMPORTER

View File

@ -57,7 +57,7 @@ class IOStream;
using namespace Assimp::MD5;
// ---------------------------------------------------------------------------
/** Used to load MD5 files
/** Importer class for the MD5 file format
*/
class MD5Importer : public BaseImporter
{
@ -74,7 +74,8 @@ public:
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details. */
* See BaseImporter::CanRead() for details.
*/
bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
bool checkSig) const;
@ -85,11 +86,18 @@ protected:
* See BaseImporter::GetExtensionList() for details
*/
void GetExtensionList(std::string& append);
// -------------------------------------------------------------------
/** Called prior to ReadFile().
* The function is a request to the importer to update its configuration
* basing on the Importer's configuration property list.
*/
void SetupProperties(const Importer* pImp);
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler);
@ -97,22 +105,49 @@ protected:
// -------------------------------------------------------------------
/** Load the *.MD5MESH file.
* Must be called at first.
*/
/** Load a *.MD5MESH file.
*/
void LoadMD5MeshFile ();
// -------------------------------------------------------------------
/** Load the *.MD5ANIM file.
*/
/** Load a *.MD5ANIM file.
*/
void LoadMD5AnimFile ();
// -------------------------------------------------------------------
/** Load a *.MD5CAMERA file.
*/
void LoadMD5CameraFile ();
// -------------------------------------------------------------------
/** Construct node hierarchy from a given MD5ANIM
* @param iParentID Current parent ID
* @param piParent Parent node to attach to
* @param bones Input bones
* @param node_anims Generated node animations
*/
void AttachChilds_Anim(int iParentID,aiNode* piParent,
AnimBoneList& bones,const aiNodeAnim** node_anims);
// -------------------------------------------------------------------
/** Construct node hierarchy from a given MD5MESH
* @param iParentID Current parent ID
* @param piParent Parent node to attach to
* @param bones Input bones
*/
void AttachChilds_Mesh(int iParentID,aiNode* piParent,BoneList& bones);
// -------------------------------------------------------------------
/** Build unique vertex buffers from a given MD5ANIM
* @param meshSrc Input data
*/
void MakeDataUnique (MD5::MeshDesc& meshSrc);
// -------------------------------------------------------------------
/** Load the contents of a specific file into memory and
* alocates a buffer to keep it.
*
* mBuffer is changed to point to this buffer.
* Don't forget to delete it later ...
* mBuffer is modified to point to this buffer.
* @param pFile File stream to be read
*/
void LoadFileIntoMemory (IOStream* pFile);
@ -141,11 +176,17 @@ protected:
/** (Custom) I/O handler implementation */
IOSystem* pIOHandler;
/** true if the MD5MESH file has already been parsed */
/** true if a MD5MESH file has already been parsed */
bool bHadMD5Mesh;
/** true if the MD5ANIM file has already been parsed */
/** true if a MD5ANIM file has already been parsed */
bool bHadMD5Anim;
/** true if a MD5CAMERA file has already been parsed */
bool bHadMD5Camera;
/** configuration option: prevent anim autoload */
bool configNoAutoLoad;
};
} // end of namespace Assimp

View File

@ -39,8 +39,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the MD5 parser class */
/** @file MD5Parser.cpp
* @brief Implementation of the MD5 parser class
*/
#include "AssimpPCH.h"
// internal headers
@ -50,90 +51,88 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "ParsingUtils.h"
#include "StringComparison.h"
using namespace Assimp;
using namespace Assimp::MD5;
#if _MSC_VER >= 1400
# define sprintf sprintf_s
#endif
// ------------------------------------------------------------------------------------------------
MD5Parser::MD5Parser(char* buffer, unsigned int fileSize)
// Parse the segment structure fo a MD5 file
MD5Parser::MD5Parser(char* _buffer, unsigned int _fileSize)
{
ai_assert(NULL != buffer && 0 != fileSize);
ai_assert(NULL != _buffer && 0 != _fileSize);
this->buffer = buffer;
this->fileSize = fileSize;
this->lineNumber = 0;
buffer = _buffer;
fileSize = fileSize;
lineNumber = 0;
DefaultLogger::get()->debug("MD5Parser begin");
// parse the file header
this->ParseHeader();
ParseHeader();
// and read all sections until we're finished
while (true)
{
this->mSections.push_back(Section());
Section& sec = this->mSections.back();
if(!this->ParseSection(sec))
{
while (1) {
mSections.push_back(Section());
Section& sec = mSections.back();
if(!ParseSection(sec)) {
break;
}
}
if ( !DefaultLogger::isNullLogger())
{
if ( !DefaultLogger::isNullLogger()) {
char szBuffer[128]; // should be sufficiently large
::sprintf(szBuffer,"MD5Parser end. Parsed %i sections",(int)this->mSections.size());
::sprintf(szBuffer,"MD5Parser end. Parsed %i sections",(int)mSections.size());
DefaultLogger::get()->debug(szBuffer);
}
}
// ------------------------------------------------------------------------------------------------
// Report error to the log stream
/*static*/ void MD5Parser::ReportError (const char* error, unsigned int line)
{
char szBuffer[1024]; // you, listen to me, you HAVE TO BE sufficiently large
::sprintf(szBuffer,"Line %i: %s",line,error);
char szBuffer[1024];
::sprintf(szBuffer,"[MD5] Line %i: %s",line,error);
throw new ImportErrorException(szBuffer);
}
// ------------------------------------------------------------------------------------------------
// Report warning to the log stream
/*static*/ void MD5Parser::ReportWarning (const char* warn, unsigned int line)
{
char szBuffer[1024]; // you, listen to me, you HAVE TO BE sufficiently large
::sprintf(szBuffer,"Line %i: %s",line,warn);
char szBuffer[1024];
::sprintf(szBuffer,"[MD5] Line %i: %s",line,warn);
DefaultLogger::get()->warn(szBuffer);
}
// ------------------------------------------------------------------------------------------------
// Parse and validate the MD5 header
void MD5Parser::ParseHeader()
{
// parse and validate the file version
SkipSpaces();
if (0 != ASSIMP_strincmp(buffer,"MD5Version",10) ||
!IsSpace(*(buffer+=10)))
{
if (!TokenMatch(buffer,"MD5Version",10)) {
ReportError("Invalid MD5 file: MD5Version tag has not been found");
}
SkipSpaces();
unsigned int iVer = ::strtol10(buffer,(const char**)&buffer);
if (10 != iVer)
{
if (10 != iVer) {
ReportWarning("MD5 version tag is unknown (10 is expected)");
}
SkipLine();
// print the command line options to the console
// fix: can break the log length limit ...
// FIX: can break the log length limit, so we need to be careful
char* sz = buffer;
while (!IsLineEnd( *buffer++));
DefaultLogger::get()->info(std::string(sz,std::min((uintptr_t)MAX_LOG_MESSAGE_LENGTH, (uintptr_t)(buffer-sz))));
SkipSpacesAndLineEnd();
}
// ------------------------------------------------------------------------------------------------
// Recursive MD5 parsing function
bool MD5Parser::ParseSection(Section& out)
{
// store the current line number for use in error messages
out.iLineNumber = this->lineNumber;
out.iLineNumber = lineNumber;
// first parse the name of the section
char* sz = buffer;
@ -141,20 +140,16 @@ bool MD5Parser::ParseSection(Section& out)
out.mName = std::string(sz,(uintptr_t)(buffer-sz));
SkipSpaces();
while (true)
{
if ('{' == *buffer)
{
while (1) {
if ('{' == *buffer) {
// it is a normal section so read all lines
buffer++;
while (true)
{
if (!SkipSpacesAndLineEnd())
{
if (!SkipSpacesAndLineEnd()) {
return false; // seems this was the last section
}
if ('}' == *buffer)
{
if ('}' == *buffer) {
buffer++;
break;
}
@ -167,19 +162,13 @@ bool MD5Parser::ParseSection(Section& out)
// terminate the line with zero - remove all spaces at the end
while (!IsLineEnd( *buffer))buffer++;
//const char* end = buffer;
do {buffer--;}
while (IsSpace(*buffer));
buffer++;
*buffer++ = '\0';
//if (*end) ++lineNumber;
do {buffer--;}while (IsSpace(*buffer));
buffer++;*buffer++ = '\0';
}
break;
}
else if (!IsSpaceOrNewLine(*buffer))
{
else if (!IsSpaceOrNewLine(*buffer)) {
// it is an element at global scope. Parse its value and go on
// FIX: for MD5ANIm files - frame 0 {...} is allowed
sz = buffer;
while (!IsSpaceOrNewLine( *buffer++));
out.mGlobalValue = std::string(sz,(uintptr_t)(buffer-sz));
@ -189,7 +178,9 @@ bool MD5Parser::ParseSection(Section& out)
}
return SkipSpacesAndLineEnd();
}
// ------------------------------------------------------------------------------------------------
// Some dirty macros just because they're so funny and easy to debug
// skip all spaces ... handle EOL correctly
#define AI_MD5_SKIP_SPACES() if(!SkipSpaces(&sz)) \
@ -230,47 +221,30 @@ bool MD5Parser::ParseSection(Section& out)
out.data[out.length] = '\0';
// ------------------------------------------------------------------------------------------------
// .MD5MESH parsing function
MD5MeshParser::MD5MeshParser(SectionList& mSections)
{
DefaultLogger::get()->debug("MD5MeshParser begin");
// now parse all sections
for (SectionList::const_iterator
iter = mSections.begin(), iterEnd = mSections.end();
iter != iterEnd;++iter)
{
for (SectionList::const_iterator iter = mSections.begin(), iterEnd = mSections.end();iter != iterEnd;++iter){
if ((*iter).mGlobalValue.length())
{
if ( !::strcmp("numMeshes",(*iter).mName.c_str()))
{
unsigned int iNumMeshes;
if((iNumMeshes = ::strtol10((*iter).mGlobalValue.c_str())))
{
mMeshes.reserve(iNumMeshes);
}
if ( (*iter).mName == "numMeshes") {
mMeshes.reserve(::strtol10((*iter).mGlobalValue.c_str()));
}
else if ( !::strcmp("numJoints",(*iter).mName.c_str()))
{
unsigned int iNumJoints;
if((iNumJoints = ::strtol10((*iter).mGlobalValue.c_str())))
{
mJoints.reserve(iNumJoints);
}
else if ( (*iter).mName == "numJoints") {
mJoints.reserve(::strtol10((*iter).mGlobalValue.c_str()));
}
}
else if (!::strcmp("joints",(*iter).mName.c_str()))
else if ((*iter).mName == "joints")
{
// now read all elements
// "origin" -1 ( -0.000000 0.016430 -0.006044 ) ( 0.707107 0.000000 0.707107 )
for (ElementList::const_iterator
eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end();
eit != eitEnd; ++eit)
{
for (ElementList::const_iterator eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end();eit != eitEnd; ++eit){
mJoints.push_back(BoneDesc());
BoneDesc& desc = mJoints.back();
const char* sz = (*eit).szStart;
AI_MD5_PARSE_STRING(desc.mName);
AI_MD5_SKIP_SPACES();
@ -285,63 +259,48 @@ MD5MeshParser::MD5MeshParser(SectionList& mSections)
AI_MD5_READ_TRIPLE(desc.mRotationQuat); // normalized quaternion, so w is not there
}
}
else if (!::strcmp("mesh",(*iter).mName.c_str()))
else if ((*iter).mName == "mesh")
{
mMeshes.push_back(MeshDesc());
MeshDesc& desc = mMeshes.back();
// now read all elements
for (ElementList::const_iterator
eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end();
eit != eitEnd; ++eit)
{
for (ElementList::const_iterator eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end();eit != eitEnd; ++eit){
const char* sz = (*eit).szStart;
// shader attribute
if (!ASSIMP_strincmp(sz,"shader",6) &&
IsSpaceOrNewLine(*(sz+=6)++))
if (TokenMatch(sz,"shader",6))
{
// don't expect quotation marks
AI_MD5_SKIP_SPACES();
AI_MD5_PARSE_STRING(desc.mShader);
}
// numverts attribute
else if (!ASSIMP_strincmp(sz,"numverts",8) &&
IsSpaceOrNewLine(*(sz+=8)++))
else if (TokenMatch(sz,"numverts",8))
{
// reserve enough storage
AI_MD5_SKIP_SPACES();
unsigned int iNumVertices;
if((iNumVertices = ::strtol10(sz)))
desc.mVertices.resize(iNumVertices);
desc.mVertices.resize(::strtol10(sz));
}
// numtris attribute
else if (!ASSIMP_strincmp(sz,"numtris",7) &&
IsSpaceOrNewLine(*(sz+=7)++))
else if (TokenMatch(sz,"numtris",7))
{
// reserve enough storage
AI_MD5_SKIP_SPACES();
unsigned int iNumTris;
if((iNumTris = ::strtol10(sz)))
desc.mFaces.resize(iNumTris);
desc.mFaces.resize(::strtol10(sz));
}
// numweights attribute
else if (!ASSIMP_strincmp(sz,"numweights",10) &&
IsSpaceOrNewLine(*(sz+=10)++))
else if (TokenMatch(sz,"numweights",10))
{
// reserve enough storage
AI_MD5_SKIP_SPACES();
unsigned int iNumWeights;
if((iNumWeights = ::strtol10(sz)))
desc.mWeights.resize(iNumWeights);
desc.mWeights.resize(::strtol10(sz));
}
// vert attribute
// "vert 0 ( 0.394531 0.513672 ) 0 1"
else if (!ASSIMP_strincmp(sz,"vert",4) &&
IsSpaceOrNewLine(*(sz+=4)++))
else if (TokenMatch(sz,"vert",4))
{
AI_MD5_SKIP_SPACES();
unsigned int idx = ::strtol10(sz,&sz);
const unsigned int idx = ::strtol10(sz,&sz);
AI_MD5_SKIP_SPACES();
if (idx >= desc.mVertices.size())
desc.mVertices.resize(idx+1);
@ -363,11 +322,9 @@ MD5MeshParser::MD5MeshParser(SectionList& mSections)
}
// tri attribute
// "tri 0 15 13 12"
else if (!ASSIMP_strincmp(sz,"tri",3) &&
IsSpaceOrNewLine(*(sz+=3)++))
{
else if (TokenMatch(sz,"tri",3)) {
AI_MD5_SKIP_SPACES();
unsigned int idx = ::strtol10(sz,&sz);
const unsigned int idx = ::strtol10(sz,&sz);
if (idx >= desc.mFaces.size())
desc.mFaces.resize(idx+1);
@ -381,11 +338,10 @@ MD5MeshParser::MD5MeshParser(SectionList& mSections)
}
// weight attribute
// "weight 362 5 0.500000 ( -3.553583 11.893474 9.719339 )"
else if (!ASSIMP_strincmp(sz,"weight",6) &&
IsSpaceOrNewLine(*(sz+=6)++))
else if (TokenMatch(sz,"weight",6))
{
AI_MD5_SKIP_SPACES();
unsigned int idx = ::strtol10(sz,&sz);
const unsigned int idx = ::strtol10(sz,&sz);
AI_MD5_SKIP_SPACES();
if (idx >= desc.mWeights.size())
desc.mWeights.resize(idx+1);
@ -403,6 +359,7 @@ MD5MeshParser::MD5MeshParser(SectionList& mSections)
}
// ------------------------------------------------------------------------------------------------
// .MD5ANIM parsing function
MD5AnimParser::MD5AnimParser(SectionList& mSections)
{
DefaultLogger::get()->debug("MD5AnimParser begin");
@ -411,18 +368,10 @@ MD5AnimParser::MD5AnimParser(SectionList& mSections)
mNumAnimatedComponents = 0xffffffff;
// now parse all sections
for (SectionList::const_iterator
iter = mSections.begin(), iterEnd = mSections.end();
iter != iterEnd;++iter)
{
if (!::strcmp("hierarchy",(*iter).mName.c_str()))
{
// now read all elements
for (SectionList::const_iterator iter = mSections.begin(), iterEnd = mSections.end();iter != iterEnd;++iter) {
if ((*iter).mName == "hierarchy") {
// "sheath" 0 63 6
for (ElementList::const_iterator
eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end();
eit != eitEnd; ++eit)
{
for (ElementList::const_iterator eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end();eit != eitEnd; ++eit) {
mAnimatedBones.push_back ( AnimBoneDesc () );
AnimBoneDesc& desc = mAnimatedBones.back();
@ -430,20 +379,13 @@ MD5AnimParser::MD5AnimParser(SectionList& mSections)
AI_MD5_PARSE_STRING(desc.mName);
AI_MD5_SKIP_SPACES();
// parent index
// negative values can occur here ...
bool bNeg = false;
if ('-' == *sz){sz++;bNeg = true;}
else if ('+' == *sz){sz++;}
desc.mParentIndex = (int)::strtol10(sz,&sz);
if (bNeg)desc.mParentIndex *= -1;
// parent index - negative values are allowed (at least -1)
desc.mParentIndex = ::strtol10s(sz,&sz);
// flags (highest is 2^6-1)
AI_MD5_SKIP_SPACES();
if(63 < (desc.iFlags = ::strtol10(sz,&sz)))
{
MD5Parser::ReportWarning("Invalid flag combination in hierarchy section",
(*eit).iLineNumber);
if(63 < (desc.iFlags = ::strtol10(sz,&sz))){
MD5Parser::ReportWarning("Invalid flag combination in hierarchy section",(*eit).iLineNumber);
}
AI_MD5_SKIP_SPACES();
@ -451,14 +393,9 @@ MD5AnimParser::MD5AnimParser(SectionList& mSections)
desc.iFirstKeyIndex = ::strtol10(sz,&sz);
}
}
else if(!::strcmp("baseframe",(*iter).mName.c_str()))
{
// now read all elements
else if((*iter).mName == "baseframe") {
// ( -0.000000 0.016430 -0.006044 ) ( 0.707107 0.000242 0.707107 )
for (ElementList::const_iterator
eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end();
eit != eitEnd; ++eit)
{
for (ElementList::const_iterator eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end(); eit != eitEnd; ++eit) {
const char* sz = (*eit).szStart;
mBaseFrames.push_back ( BaseFrameDesc () );
@ -468,12 +405,10 @@ MD5AnimParser::MD5AnimParser(SectionList& mSections)
AI_MD5_READ_TRIPLE(desc.vRotationQuat);
}
}
else if(!::strcmp("frame",(*iter).mName.c_str()))
{
else if((*iter).mName == "frame") {
if (!(*iter).mGlobalValue.length())
{
MD5Parser::ReportWarning("A frame section must have a frame index",
(*iter).iLineNumber);
MD5Parser::ReportWarning("A frame section must have a frame index",(*iter).iLineNumber);
continue;
}
@ -485,57 +420,43 @@ MD5AnimParser::MD5AnimParser(SectionList& mSections)
if (0xffffffff != mNumAnimatedComponents)
desc.mValues.reserve(mNumAnimatedComponents);
// now read all elements
// (continous list of float values)
for (ElementList::const_iterator
eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end();
eit != eitEnd; ++eit)
{
// now read all elements (continous list of floats)
for (ElementList::const_iterator eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end(); eit != eitEnd; ++eit){
const char* sz = (*eit).szStart;
while (SkipSpaces(sz,&sz))
{
float f;
sz = fast_atof_move(sz,f);
while (SkipSpacesAndLineEnd(&sz)) {
float f;sz = fast_atof_move(sz,f);
desc.mValues.push_back(f);
}
}
}
else if(!::strcmp("numFrames",(*iter).mName.c_str()))
{
unsigned int iNum;
if((iNum = ::strtol10((*iter).mGlobalValue.c_str())))
{
mFrames.reserve(iNum);
}
else if((*iter).mName == "numFrames") {
mFrames.reserve(::strtol10((*iter).mGlobalValue.c_str()));
}
else if(!::strcmp("numJoints",(*iter).mName.c_str()))
{
unsigned int iNum;
if((iNum = ::strtol10((*iter).mGlobalValue.c_str())))
{
mAnimatedBones.reserve(iNum);
else if((*iter).mName == "numJoints") {
const unsigned int num = ::strtol10((*iter).mGlobalValue.c_str());
mAnimatedBones.reserve(num);
// try to guess the number of animated components if that element is not given
if (0xffffffff == mNumAnimatedComponents)
mNumAnimatedComponents = iNum * 6;
}
// try to guess the number of animated components if that element is not given
if (0xffffffff == mNumAnimatedComponents)
mNumAnimatedComponents = num * 6;
}
else if(!::strcmp("numAnimatedComponents",(*iter).mName.c_str()))
{
unsigned int iNum;
if((iNum = ::strtol10((*iter).mGlobalValue.c_str())))
{
mAnimatedBones.reserve(iNum);
}
else if((*iter).mName == "numAnimatedComponents") {
mAnimatedBones.reserve( ::strtol10((*iter).mGlobalValue.c_str()));
}
else if(!::strcmp("frameRate",(*iter).mName.c_str()))
{
fast_atof_move((*iter).mGlobalValue.c_str(),this->fFrameRate);
else if((*iter).mName == "frameRate") {
fast_atof_move((*iter).mGlobalValue.c_str(),fFrameRate);
}
}
DefaultLogger::get()->debug("MD5AnimParser end");
}
#undef AI_MD5_SKIP_SPACES
#undef AI_MD5_READ_TRIPLE
#undef AI_MD5_PARSE_STRING
// ------------------------------------------------------------------------------------------------
// .MD5CAMERA parsing function
MD5CameraParser::MD5CameraParser(SectionList& mSections)
{
DefaultLogger::get()->debug("MD5CameraParser begin");
fFrameRate = 24.0f;
DefaultLogger::get()->debug("MD5CameraParser end");
}

View File

@ -98,21 +98,28 @@ struct Section
typedef std::vector< Section> SectionList;
// ---------------------------------------------------------------------------
/** Represents a bone (joint) descriptor in a MD5Mesh file
/** Basic information about a joint
*/
struct BoneDesc
struct BaseJointDescription
{
//! Name of the bone
aiString mName;
//! Parent index of the bone
int mParentIndex;
};
//! Relative position of the bone
// ---------------------------------------------------------------------------
/** Represents a bone (joint) descriptor in a MD5Mesh file
*/
struct BoneDesc : BaseJointDescription
{
//! Absolute position of the bone
aiVector3D mPositionXYZ;
//! Relative rotation of the bone
//! Absolute rotation of the bone
aiVector3D mRotationQuat;
aiQuaternion mRotationQuatConverted;
//! Absolute transformation of the bone
//! (temporary)
@ -131,14 +138,8 @@ typedef std::vector< BoneDesc > BoneList;
// ---------------------------------------------------------------------------
/** Represents a bone (joint) descriptor in a MD5Anim file
*/
struct AnimBoneDesc
struct AnimBoneDesc : BaseJointDescription
{
//! Name of the bone
aiString mName;
//! Parent index of the bone
int mParentIndex;
//! Flags (AI_MD5_ANIMATION_FLAG_xxx)
unsigned int iFlags;
@ -160,6 +161,15 @@ struct BaseFrameDesc
typedef std::vector< BaseFrameDesc > BaseFrameList;
// ---------------------------------------------------------------------------
/** Represents a camera animation frame in a MDCamera file
*/
struct CameraAnimFrameDesc : BaseFrameDesc
{
float fFOV;
};
typedef std::vector< CameraAnimFrameDesc > CameraFrameList;
// ---------------------------------------------------------------------------
/** Represents a frame descriptor in a MD5Anim file
@ -237,6 +247,21 @@ struct MeshDesc
typedef std::vector< MeshDesc > MeshList;
// ---------------------------------------------------------------------------
// Convert a quaternion to its usual representation
inline void ConvertQuaternion (const aiVector3D& in, aiQuaternion& out) {
out.x = in.x;
out.y = in.y;
out.z = in.z;
const float t = 1.0f - (in.x*in.x) - (in.y*in.y) - (in.z*in.z);
if (t < 0.0f)
out.w = 0.0f;
else out.w = sqrt (t);
}
// ---------------------------------------------------------------------------
/** Parses the data sections of a MD5 mesh file
*/
@ -259,14 +284,6 @@ public:
BoneList mJoints;
};
#define AI_MD5_ANIMATION_FLAG_TRANSLATE_X 0x1
#define AI_MD5_ANIMATION_FLAG_TRANSLATE_Y 0x2
#define AI_MD5_ANIMATION_FLAG_TRANSLATE_Z 0x4
#define AI_MD5_ANIMATION_FLAG_ROTQUAT_X 0x8
#define AI_MD5_ANIMATION_FLAG_ROTQUAT_Y 0x10
#define AI_MD5_ANIMATION_FLAG_ROTQUAT_Z 0x12
// remove this flag if you need to the bounding box data
#define AI_MD5_PARSE_NO_BOUNDS
@ -302,6 +319,32 @@ public:
unsigned int mNumAnimatedComponents;
};
// ---------------------------------------------------------------------------
/** Parses the data sections of a MD5 camera animation file
*/
class MD5CameraParser
{
public:
// -------------------------------------------------------------------
/** Constructs a new MD5CameraParser instance from an existing
* preparsed list of file sections.
*
* @param mSections List of file sections (output of MD5Parser)
*/
MD5CameraParser(SectionList& mSections);
//! Output frame rate
float fFrameRate;
//! List of cuts
std::vector<unsigned int> cuts;
//! Frames
CameraFrameList frames;
};
// ---------------------------------------------------------------------------
/** Parses the block structure of MD5MESH and MD5ANIM files (but does no
* further processing)

View File

@ -48,14 +48,17 @@ using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// The constructor processes the given scene and adds a mesh there.
SkeletonMeshBuilder::SkeletonMeshBuilder( aiScene* pScene)
SkeletonMeshBuilder::SkeletonMeshBuilder( aiScene* pScene, aiNode* root)
{
// nothing to do if there's mesh data already present at the scene
if( pScene->mNumMeshes > 0 || pScene->mRootNode == NULL)
return;
if (!root)
root = pScene->mRootNode;
// build some faces around each node
CreateGeometry( pScene->mRootNode);
CreateGeometry( root );
// create a mesh to hold all the generated faces
pScene->mNumMeshes = 1;

View File

@ -63,8 +63,9 @@ public:
/** The constructor processes the given scene and adds a mesh there. Does nothing
* if the scene already has mesh data.
* @param pScene The scene for which a skeleton mesh should be constructed.
* @param root The node to start with. NULL is the scene root
*/
SkeletonMeshBuilder( aiScene* pScene);
SkeletonMeshBuilder( aiScene* pScene, aiNode* root = NULL);
protected:
/** Recursively builds a simple mesh representation for the given node and also creates

View File

@ -367,6 +367,21 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_CONFIG_PP_FD_REMOVE \
"PP_FD_REMOVE"
// ---------------------------------------------------------------------------
/** @brief Configures the MD5 loader to not load the MD5ANIM file for
* a MD5MESH file automatically.
*
* The default strategy is to look for a file with the same name but the
* MD5ANIM extension in the same directory. If it is found, it is loaded
* and combined with the MD5MESH file. This configuration option can be
* used to disable this behaviour.
*
* Property type: integer (0: false; !0: true). Default value: false.
*/
#define AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD \
"IMPORT_MD5_NO_ANIM_AUTOLOAD"
#if 0
// ---------------------------------------------------------------------------
/** @brief Specifies the shape of the scene returned by the CSM format loader.

View File

@ -84,6 +84,12 @@ struct aiQuaternion
/** Normalize the quaternion */
aiQuaternion& Normalize();
/** Compute quaternion conjugate */
aiQuaternion& Conjugate ();
/** Rotate a point by this quaternion */
aiVector3D Rotate (const aiVector3D& in);
/** Multiply two quaternions */
aiQuaternion operator* (const aiQuaternion& two) const;
@ -204,13 +210,11 @@ inline aiQuaternion::aiQuaternion( aiVector3D normalized)
y = normalized.y;
z = normalized.z;
float t = 1.0f - (normalized.x * normalized.x) -
(normalized.y * normalized.y) - (normalized.z * normalized.z);
const float t = 1.0f - (x*x) - (y*y) - (z*z);
if (t < 0.0f)
w = 0.0f;
else w = sqrt (t);
}
// ---------------------------------------------------------------------------
@ -280,6 +284,26 @@ inline aiQuaternion aiQuaternion::operator* (const aiQuaternion& t) const
w*t.z + z*t.w + x*t.y - y*t.x);
}
// ---------------------------------------------------------------------------
inline aiQuaternion& aiQuaternion::Conjugate ()
{
x = -x;
y = -y;
z = -z;
return *this;
}
// ---------------------------------------------------------------------------
inline aiVector3D aiQuaternion::Rotate (const aiVector3D& v)
{
aiQuaternion q2(0.f,v.x,v.y,v.z), q = *this, qinv = q;
q.Conjugate();
q = q*q2*qinv;
return aiVector3D(q.x,q.y,q.z);
}
} // end extern "C"
#endif // __cplusplus

View File

@ -0,0 +1,74 @@
MD5Version 10
commandline "mesh models/code/code.ma -dest models/code/code.md5mesh -game blackrose -game sw"
numJoints 3
numMeshes 1
joints {
"origin" -1 ( 0 0 0 ) ( 0 0 0 ) //
"root" 0 ( 0 0 0 ) ( -0.5001951456 0.4998047054 -0.4998047054 ) // origin
"joint1" 1 ( 0.0249728262 0.0000019062 31.9803333282 ) ( -0.7071067691 0.0000000527 0.0000000105 ) // root
}
mesh {
// meshes: Mesh
shader ""
numverts 24
vert 0 ( 0.1875 -0.25 ) 0 2
vert 1 ( -0.3125 -0.25 ) 2 2
vert 2 ( -0.3125 0.25 ) 4 2
vert 3 ( 0.1875 0.25 ) 6 2
vert 4 ( 0.1875 -0.25 ) 8 2
vert 5 ( -0.3125 -0.25 ) 10 2
vert 6 ( -0.3125 0.25 ) 12 2
vert 7 ( 0.1875 0.25 ) 14 2
vert 8 ( -0.25 -0.5 ) 10 2
vert 9 ( -0.25 0 ) 4 2
vert 10 ( 0.25 0 ) 2 2
vert 11 ( 0.25 -0.5 ) 12 2
vert 12 ( -0.3125 -0.5 ) 12 2
vert 13 ( -0.3125 0 ) 2 2
vert 14 ( 0.1875 0 ) 0 2
vert 15 ( 0.1875 -0.5 ) 14 2
vert 16 ( -0.25 -0.5 ) 14 2
vert 17 ( -0.25 0 ) 0 2
vert 18 ( 0.25 0 ) 6 2
vert 19 ( 0.25 -0.5 ) 8 2
vert 20 ( -0.1875 -0.5 ) 8 2
vert 21 ( -0.1875 0 ) 6 2
vert 22 ( 0.3125 0 ) 4 2
vert 23 ( 0.3125 -0.5 ) 10 2
numtris 12
tri 0 2 1 0
tri 1 2 0 3
tri 2 6 5 4
tri 3 6 4 7
tri 4 10 9 8
tri 5 10 8 11
tri 6 14 13 12
tri 7 14 12 15
tri 8 18 17 16
tri 9 18 16 19
tri 10 22 21 20
tri 11 22 20 23
numweights 16
weight 0 1 0.7386021614 ( -31.9750022888 -32.0249786377 -32 )
weight 1 2 0.2613978386 ( 31.9750270844 -63.9803352356 -32 )
weight 2 1 0.7386021614 ( -31.9750022888 -32.0249786377 32 )
weight 3 2 0.2613978386 ( 31.9750270844 -63.9803352356 32 )
weight 4 1 0.7387529016 ( -32.0249786377 31.9750022888 32 )
weight 5 2 0.2612471282 ( -32.0249710083 -63.9803352356 32 )
weight 6 1 0.7387529016 ( -32.0249786377 31.9750022888 -32 )
weight 7 2 0.2612471282 ( -32.0249710083 -63.9803352356 -32 )
weight 8 1 0.5 ( 31.9750022888 32.0249786377 -32 )
weight 9 2 0.5 ( -32.0249710083 0.0196647644 -32 )
weight 10 1 0.5 ( 31.9750022888 32.0249786377 32 )
weight 11 2 0.5 ( -32.0249710083 0.0196647644 32 )
weight 12 1 0.5 ( 32.0249786377 -31.9750022888 32 )
weight 13 2 0.5 ( 31.9750270844 0.0196647644 32 )
weight 14 1 0.5 ( 32.0249786377 -31.9750022888 -32 )
weight 15 2 0.5 ( 31.9750270844 0.0196647644 -32 )
}

View File

@ -0,0 +1 @@
From http://www.doom3world.org/phpbb2/viewtopic.php?f=3&t=16842 (thanks, Rayne, whoever you are)

View File

@ -148,6 +148,7 @@ DWORD WINAPI LoadThreadProc(LPVOID lpParameter)
aiProcess_GenUVCoords | // convert spherical, cylindrical, box and planar mapping to proper UVs
aiProcess_TransformUVCoords | // preprocess UV transformations (scaling, translation ...)
aiProcess_FindInstances | // search for instanced meshes and remove them by references to one master
aiProcess_LimitBoneWeights | // limit bone weights to 4 per vertex
// aiProcess_PreTransformVertices |
0);