General
- 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-9d2fd5bffc1fpull/1/head
parent
04d0a859a5
commit
7080ba231c
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@ -431,16 +431,16 @@ void BVHLoader::CreateAnimation( aiScene* pScene)
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poskey->mTime = double( fr);
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// Now compute all translations in the right order
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for( unsigned int channel = 0; channel < 3; ++channel)
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{
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switch( node.mChannels[channel])
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{
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case Channel_PositionX: poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
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case Channel_PositionY: poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
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case Channel_PositionZ: poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
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default: throw new ImportErrorException( "Unexpected animation channel setup at node " + nodeName );
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}
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}
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for( unsigned int channel = 0; channel < 3; ++channel)
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{
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switch( node.mChannels[channel])
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{
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case Channel_PositionX: poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
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case Channel_PositionY: poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
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case Channel_PositionZ: poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
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default: throw new ImportErrorException( "Unexpected animation channel setup at node " + nodeName );
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}
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}
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++poskey;
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}
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} else
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@ -468,23 +468,23 @@ void BVHLoader::CreateAnimation( aiScene* pScene)
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aiQuatKey* rotkey = nodeAnim->mRotationKeys;
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for( unsigned int fr = 0; fr < mAnimNumFrames; ++fr)
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{
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aiMatrix4x4 temp;
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aiMatrix3x3 rotMatrix;
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aiMatrix4x4 temp;
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aiMatrix3x3 rotMatrix;
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for( unsigned int channel = 0; channel < 3; ++channel)
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{
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// translate ZXY euler angels into a quaternion
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const float angle = node.mChannelValues[fr * node.mChannels.size() + rotOffset + channel] * float( AI_MATH_PI) / 180.0f;
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for( unsigned int channel = 0; channel < 3; ++channel)
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{
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// translate ZXY euler angels into a quaternion
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const float angle = node.mChannelValues[fr * node.mChannels.size() + rotOffset + channel] * float( AI_MATH_PI) / 180.0f;
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// Compute rotation transformations in the right order
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switch (node.mChannels[rotOffset+channel])
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{
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case Channel_RotationX: aiMatrix4x4::RotationX( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
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case Channel_RotationY: aiMatrix4x4::RotationY( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
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case Channel_RotationZ: aiMatrix4x4::RotationZ( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
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default: throw new ImportErrorException( "Unexpected animation channel setup at node " + nodeName );
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}
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}
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// Compute rotation transformations in the right order
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switch (node.mChannels[rotOffset+channel])
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{
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case Channel_RotationX: aiMatrix4x4::RotationX( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
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case Channel_RotationY: aiMatrix4x4::RotationY( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
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case Channel_RotationZ: aiMatrix4x4::RotationZ( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
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default: throw new ImportErrorException( "Unexpected animation channel setup at node " + nodeName );
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}
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}
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rotkey->mTime = double( fr);
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rotkey->mValue = aiQuaternion( rotMatrix);
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@ -72,8 +72,11 @@ bool LimitBoneWeightsProcess::IsActive( unsigned int pFlags) const
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// Executes the post processing step on the given imported data.
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void LimitBoneWeightsProcess::Execute( aiScene* pScene)
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{
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DefaultLogger::get()->debug("LimitBoneWeightsProcess begin");
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
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ProcessMesh( pScene->mMeshes[a]);
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DefaultLogger::get()->debug("LimitBoneWeightsProcess end");
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}
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// ------------------------------------------------------------------------------------------------
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@ -106,6 +109,8 @@ void LimitBoneWeightsProcess::ProcessMesh( aiMesh* pMesh)
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}
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}
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unsigned int removed = 0, old_bones = pMesh->mNumBones;
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// now cut the weight count if it exceeds the maximum
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bool bChanged = false;
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for( WeightsPerVertex::iterator vit = vertexWeights.begin(); vit != vertexWeights.end(); ++vit)
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@ -120,7 +125,9 @@ void LimitBoneWeightsProcess::ProcessMesh( aiMesh* pMesh)
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std::sort( vit->begin(), vit->end());
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// now kill everything beyond the maximum count
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unsigned int m = vit->size();
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vit->erase( vit->begin() + mMaxWeights, vit->end());
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removed += m-vit->size();
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// and renormalize the weights
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float sum = 0.0f;
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@ -130,9 +137,7 @@ void LimitBoneWeightsProcess::ProcessMesh( aiMesh* pMesh)
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it->mWeight /= sum;
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}
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if (bChanged)
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{
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if (bChanged) {
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// rebuild the vertex weight array for all bones
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typedef std::vector< std::vector< aiVertexWeight > > WeightsPerBone;
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WeightsPerBone boneWeights( pMesh->mNumBones);
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@ -183,12 +188,8 @@ void LimitBoneWeightsProcess::ProcessMesh( aiMesh* pMesh)
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aiBone** ppcCur = pMesh->mBones;
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aiBone** ppcSrc = ppcCur;
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for (std::vector<bool>::const_iterator
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iter = abNoNeed.begin();
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iter != abNoNeed.end() ;++iter)
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{
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if (*iter)
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{
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for (std::vector<bool>::const_iterator iter = abNoNeed.begin();iter != abNoNeed.end() ;++iter) {
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if (*iter) {
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delete *ppcSrc;
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--pMesh->mNumBones;
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}
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@ -196,5 +197,11 @@ void LimitBoneWeightsProcess::ProcessMesh( aiMesh* pMesh)
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++ppcSrc;
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}
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}
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if (!DefaultLogger::isNullLogger()) {
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char buffer[1024];
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::sprintf(buffer,"Removed %i weights. Input bones: %i. Output bones: %i",removed,old_bones,pMesh->mNumBones);
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DefaultLogger::get()->info(buffer);
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}
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}
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}
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@ -52,12 +52,17 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "MD5Loader.h"
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#include "StringComparison.h"
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#include "fast_atof.h"
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#include "SkeletonMeshBuilder.h"
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using namespace Assimp;
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// Minimum weight value. Weights inside [-n ... n] are ignored
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#define AI_MD5_WEIGHT_EPSILON 1e-5f
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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MD5Importer::MD5Importer()
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: configNoAutoLoad (false)
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{}
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// ------------------------------------------------------------------------------------------------
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@ -71,7 +76,7 @@ bool MD5Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool
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{
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const std::string extension = GetExtension(pFile);
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if (extension == "md5anim" || extension == "md5mesh")
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if (extension == "md5anim" || extension == "md5mesh" || extension == "md5camera")
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return true;
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else if (!extension.length() || checkSig) {
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if (!pIOHandler)
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@ -86,72 +91,106 @@ bool MD5Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool
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// Get list of all supported extensions
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void MD5Importer::GetExtensionList(std::string& append)
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{
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append.append("*.md5mesh;*.md5anim");
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append.append("*.md5mesh;*.md5anim;*.md5camera");
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}
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// ------------------------------------------------------------------------------------------------
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// Setup import properties
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void MD5Importer::SetupProperties(const Importer* pImp)
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{
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// AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD
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configNoAutoLoad = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD,0));
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void MD5Importer::InternReadFile(
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const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
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void MD5Importer::InternReadFile( const std::string& pFile,
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aiScene* _pScene, IOSystem* _pIOHandler)
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{
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pIOHandler = _pIOHandler;
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pScene = _pScene;
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bHadMD5Mesh = bHadMD5Anim = bHadMD5Camera = false;
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// remove the file extension
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std::string::size_type pos = pFile.find_last_of('.');
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mFile = pFile.substr(0,pos+1);
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this->pIOHandler = pIOHandler;
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this->pScene = pScene;
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mFile = (std::string::npos == pos ? pFile : pFile.substr(0,pos+1));
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bHadMD5Mesh = bHadMD5Anim = false;
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const std::string extension = GetExtension(pFile);
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try {
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if (extension == "md5camera") {
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LoadMD5CameraFile();
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}
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else if (configNoAutoLoad || extension == "md5anim") {
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// determine file extension and process just *one* file
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if (extension.length() == 0) {
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/* fixme */
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}
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if (extension == "md5anim") {
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LoadMD5AnimFile();
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}
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else if (extension == "md5mesh") {
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LoadMD5MeshFile();
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}
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}
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else {
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LoadMD5MeshFile();
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LoadMD5AnimFile();
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}
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}
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catch ( ImportErrorException* ex) {
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UnloadFileFromMemory();
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throw ex;
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}
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// load the animation keyframes
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LoadMD5AnimFile();
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// load the mesh vertices and bones
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LoadMD5MeshFile();
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// make sure we return no incomplete data
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// make sure we have at least one file
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if (!bHadMD5Mesh && !bHadMD5Anim)
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throw new ImportErrorException("Failed to read valid data from this MD5");
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throw new ImportErrorException("Failed to read valid contents from this MD5 data set");
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if (!bHadMD5Mesh)pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
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// the output scene wouldn't pass the validation without this flag
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if (!bHadMD5Mesh)
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pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
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}
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// ------------------------------------------------------------------------------------------------
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// Load a file into a memory buffer
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void MD5Importer::LoadFileIntoMemory (IOStream* file)
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{
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ai_assert(NULL != file);
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this->fileSize = (unsigned int)file->FileSize();
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fileSize = (unsigned int)file->FileSize();
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// allocate storage and copy the contents of the file to a memory buffer
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this->pScene = pScene;
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this->mBuffer = new char[this->fileSize+1];
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file->Read( (void*)mBuffer, 1, this->fileSize);
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this->iLineNumber = 1;
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pScene = pScene;
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mBuffer = new char[fileSize+1];
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file->Read( (void*)mBuffer, 1, fileSize);
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iLineNumber = 1;
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// append a terminal 0
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this->mBuffer[this->fileSize] = '\0';
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mBuffer[fileSize] = '\0';
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// now remove all line comments from the file
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CommentRemover::RemoveLineComments("//",this->mBuffer,' ');
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CommentRemover::RemoveLineComments("//",mBuffer,' ');
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}
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// ------------------------------------------------------------------------------------------------
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// Unload the current memory buffer
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void MD5Importer::UnloadFileFromMemory ()
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{
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// delete the file buffer
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delete[] this->mBuffer;
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this->mBuffer = NULL;
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this->fileSize = 0;
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delete[] mBuffer;
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mBuffer = NULL;
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fileSize = 0;
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}
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// ------------------------------------------------------------------------------------------------
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void MakeDataUnique (MD5::MeshDesc& meshSrc)
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// Build unique vertices
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void MD5Importer::MakeDataUnique (MD5::MeshDesc& meshSrc)
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{
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std::vector<bool> abHad(meshSrc.mVertices.size(),false);
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// allocate enough storage to keep the output structures
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const unsigned int iNewNum = (unsigned int)meshSrc.mFaces.size()*3;
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unsigned int iNewIndex = (unsigned int)meshSrc.mVertices.size();
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const unsigned int iNewNum = meshSrc.mFaces.size()*3;
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unsigned int iNewIndex = meshSrc.mVertices.size();
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meshSrc.mVertices.resize(iNewNum);
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// try to guess how much storage we'll need for new weights
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@ -165,26 +204,10 @@ void MakeDataUnique (MD5::MeshDesc& meshSrc)
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const aiFace& face = *iter;
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for (unsigned int i = 0; i < 3;++i)
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{
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if (abHad[face.mIndices[i]])
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{
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if (abHad[face.mIndices[i]]) {
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// generate a new vertex
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meshSrc.mVertices[iNewIndex] = meshSrc.mVertices[face.mIndices[i]];
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face.mIndices[i] = iNewIndex++;
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// FIX: removed this ...
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#if 0
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// the algorithm in MD5Importer::LoadMD5MeshFile() doesn't work if
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// a weight is referenced by more than one vertex. This shouldn't
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// occur in MD5 files, but we must take care that we generate new
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// weights now, too.
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vertNew.mFirstWeight = (unsigned int)meshSrc.mWeights.size();
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meshSrc.mWeights.resize(vertNew.mFirstWeight+vertNew.mNumWeights);
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for (unsigned int q = 0; q < vertNew.mNumWeights;++q)
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{
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meshSrc.mWeights[vertNew.mFirstWeight+q] = meshSrc.mWeights[vertOld.mFirstWeight+q];
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}
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#endif
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}
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else abHad[face.mIndices[i]] = true;
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}
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}
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// ------------------------------------------------------------------------------------------------
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void AttachChilds(int iParentID,aiNode* piParent,BoneList& bones)
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// Recursive node graph construction from a MD5MESH
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void MD5Importer::AttachChilds_Mesh(int iParentID,aiNode* piParent, BoneList& bones)
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{
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ai_assert(NULL != piParent && !piParent->mNumChildren);
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for (int i = 0; i < (int)bones.size();++i)
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{
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// (avoid infinite recursion)
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if (iParentID != i && bones[i].mParentIndex == iParentID)
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{
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// have it ...
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// First find out how many children we'll have
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for (int i = 0; i < (int)bones.size();++i) {
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if (iParentID != i && bones[i].mParentIndex == iParentID) {
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++piParent->mNumChildren;
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}
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}
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if (piParent->mNumChildren)
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{
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if (piParent->mNumChildren) {
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piParent->mChildren = new aiNode*[piParent->mNumChildren];
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for (int i = 0; i < (int)bones.size();++i)
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{
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for (int i = 0; i < (int)bones.size();++i) {
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// (avoid infinite recursion)
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if (iParentID != i && bones[i].mParentIndex == iParentID)
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{
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if (iParentID != i && bones[i].mParentIndex == iParentID) {
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aiNode* pc;
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// setup a new node
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*piParent->mChildren++ = pc = new aiNode();
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pc->mName = aiString(bones[i].mName);
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pc->mParent = piParent;
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// get the transformation matrix from rotation and translational components
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aiQuaternion quat = aiQuaternion ( bones[i].mRotationQuat );
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//quat.w *= -1.0f; // DX to OGL
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pc->mTransformation = aiMatrix4x4 ( quat.GetMatrix());
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aiMatrix4x4 mTranslate;
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mTranslate.a4 = bones[i].mPositionXYZ.x;
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mTranslate.b4 = bones[i].mPositionXYZ.y;
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mTranslate.c4 = bones[i].mPositionXYZ.z;
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pc->mTransformation = pc->mTransformation*mTranslate;
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aiQuaternion quat;
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MD5::ConvertQuaternion ( bones[i].mRotationQuat, quat );
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bones[i].mTransform = aiMatrix4x4 ( quat.GetMatrix());
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bones[i].mTransform.a4 = bones[i].mPositionXYZ.x;
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bones[i].mTransform.b4 = bones[i].mPositionXYZ.y;
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bones[i].mTransform.c4 = bones[i].mPositionXYZ.z;
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// store it for later use
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bones[i].mTransform = bones[i].mInvTransform = pc->mTransformation;
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pc->mTransformation = bones[i].mInvTransform = bones[i].mTransform;
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bones[i].mInvTransform.Inverse();
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// the transformations for each bone are absolute,
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// so we need to multiply them with the inverse
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// of the absolut matrix of the parent
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if (-1 != iParentID)
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{
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pc->mTransformation = bones[iParentID].mInvTransform*pc->mTransformation;
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// the transformations for each bone are absolute, so we need to multiply them
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// with the inverse of the absolute matrix of the parent joint
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if (-1 != iParentID) {
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pc->mTransformation = bones[iParentID].mInvTransform * pc->mTransformation;
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}
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// add children to this node, too
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AttachChilds( i, pc, bones);
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AttachChilds_Mesh( i, pc, bones);
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}
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}
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// undo our nice shift
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// undo offset computations
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piParent->mChildren -= piParent->mNumChildren;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Recursive node graph construction from a MD5ANIM
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void MD5Importer::AttachChilds_Anim(int iParentID,aiNode* piParent, AnimBoneList& bones,const aiNodeAnim** node_anims)
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{
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ai_assert(NULL != piParent && !piParent->mNumChildren);
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// First find out how many children we'll have
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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];
|
||||
}
|
||||
|
||||
// rotation quaternion, z component
|
||||
if ((*iter2).iFlags & AI_MD5_ANIMATION_FLAG_ROTQUAT_Z)
|
||||
vTemp.z = *fpCur++;
|
||||
else vTemp.z = pcBaseFrame->vRotationQuat.z;
|
||||
// orientation component
|
||||
for (unsigned int i = 0; i < 3; ++i) {
|
||||
if ((*iter2).iFlags & (8u << i))
|
||||
vTemp[i] = *fpCur++;
|
||||
else vTemp[i] = pcBaseFrame->vRotationQuat[i];
|
||||
}
|
||||
|
||||
// compute the w component of the quaternion - invert it (DX to OGL)
|
||||
qKey->mValue = aiQuaternion(vTemp);
|
||||
//qKey->mValue.w *= -1.0f;
|
||||
MD5::ConvertQuaternion(vTemp, qKey->mValue);
|
||||
|
||||
qKey->mTime = dTime;
|
||||
vKey->mTime = dTime;
|
||||
aiMatrix4x4 m;
|
||||
aiMatrix4x4::Translation(vKey->mValue,m);
|
||||
m = m*aiMatrix4x4( qKey->mValue.GetMatrix() );
|
||||
m.DecomposeNoScaling(qKey->mValue,vKey->mValue);
|
||||
|
||||
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
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
@ -86,10 +87,17 @@ protected:
|
|||
*/
|
||||
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
|
||||
|
|
|
@ -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");
|
||||
}
|
||||
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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.
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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 )
|
||||
}
|
|
@ -0,0 +1 @@
|
|||
From http://www.doom3world.org/phpbb2/viewtopic.php?f=3&t=16842 (thanks, Rayne, whoever you are)
|
|
@ -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);
|
||||
|
||||
|
|
Loading…
Reference in New Issue