Merge pull request #266 from jonnenauha/ogre-enhancements

Ogre importer cleanup, improvements and bug fixes
pull/267/head
Kim Kulling 2014-05-03 09:21:24 +02:00
commit 7b38eed767
11 changed files with 1831 additions and 1520 deletions

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@ -320,8 +320,8 @@ SET( Obj_SRCS
SOURCE_GROUP( Obj FILES ${Obj_SRCS})
SET( Ogre_SRCS
OgreImporter.hpp
OgreXmlHelper.hpp
OgreImporter.h
OgreParsingUtils.h
OgreImporter.cpp
OgreMaterial.cpp
OgreMesh.cpp

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@ -140,7 +140,7 @@ corresponding preprocessor flag to selectively disable formats.
# include "LWSLoader.h"
#endif
#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
# include "OgreImporter.hpp"
# include "OgreImporter.h"
#endif
#ifndef ASSIMP_BUILD_NO_MS3D_IMPORTER
# include "MS3DLoader.h"

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@ -38,17 +38,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file OgreImporter.cpp
* @brief Implementation of the Ogre XML (.mesh.xml) loader.
*/
#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
#include <vector>
#include <sstream>
using namespace std;
#include "OgreImporter.hpp"
#include "OgreImporter.h"
#include "TinyFormatter.h"
#include "irrXMLWrapper.h"
@ -65,199 +62,198 @@ static const aiImporterDesc desc = {
"mesh.xml"
};
using namespace std;
namespace Assimp
{
namespace Ogre
{
bool OgreImporter::CanRead(const std::string &pFile, Assimp::IOSystem *pIOHandler, bool checkSig) const
{
if(!checkSig)//Check File Extension
{
std::string extension("mesh.xml");
int l=extension.length();
return pFile.substr(pFile.length()-l, l)==extension;
}
else//Check file Header
{
const char* tokens[] = {"<mesh>"};
return BaseImporter::SearchFileHeaderForToken(pIOHandler, pFile, tokens, 1);
}
}
void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Assimp::IOSystem *pIOHandler)
{
m_CurrentFilename=pFile;
m_CurrentIOHandler=pIOHandler;
m_CurrentScene=pScene;
//Open the File:
boost::scoped_ptr<IOStream> file(pIOHandler->Open(pFile));
if( file.get() == NULL)
throw DeadlyImportError("Failed to open file "+pFile+".");
//Read the Mesh File:
boost::scoped_ptr<CIrrXML_IOStreamReader> mIOWrapper( new CIrrXML_IOStreamReader( file.get()));
boost::scoped_ptr<XmlReader> MeshFile(irr::io::createIrrXMLReader(mIOWrapper.get()));
if(!MeshFile)//parse the xml file
throw DeadlyImportError("Failed to create XML Reader for "+pFile);
DefaultLogger::get()->debug("Mesh File opened");
//Read root Node:
if(!(XmlRead(MeshFile.get()) && string(MeshFile->getNodeName())=="mesh"))
{
throw DeadlyImportError("Root Node is not <mesh>! "+pFile+" "+MeshFile->getNodeName());
}
//eventually load shared geometry
XmlRead(MeshFile.get());//shared geometry is optional, so we need a reed for the next two if's
if(MeshFile->getNodeName()==string("sharedgeometry"))
{
unsigned int NumVertices=GetAttribute<int>(MeshFile.get(), "vertexcount");;
XmlRead(MeshFile.get());
while(MeshFile->getNodeName()==string("vertexbuffer"))
{
ReadVertexBuffer(m_SharedGeometry, MeshFile.get(), NumVertices);
}
}
//Go to the submeshs:
if(MeshFile->getNodeName()!=string("submeshes"))
{
throw DeadlyImportError("No <submeshes> node in <mesh> node! "+pFile);
}
//-------------------Read the submeshs and materials:-----------------------
std::list<boost::shared_ptr<SubMesh> > SubMeshes;
vector<aiMaterial*> Materials;
XmlRead(MeshFile.get());
while(MeshFile->getNodeName()==string("submesh"))
{
SubMesh* theSubMesh=new SubMesh();
theSubMesh->MaterialName=GetAttribute<string>(MeshFile.get(), "material");
DefaultLogger::get()->debug("Loading Submehs with Material: "+theSubMesh->MaterialName);
ReadSubMesh(*theSubMesh, MeshFile.get());
//just a index in a array, we add a mesh in each loop cycle, so we get indicies like 0, 1, 2 ... n;
//so it is important to do this before pushing the mesh in the vector!
theSubMesh->MaterialIndex=SubMeshes.size();
SubMeshes.push_back(boost::shared_ptr<SubMesh>(theSubMesh));
//Load the Material:
aiMaterial* MeshMat=LoadMaterial(theSubMesh->MaterialName);
//Set the Material:
Materials.push_back(MeshMat);
}
if(SubMeshes.empty())
throw DeadlyImportError("no submesh loaded!");
if(SubMeshes.size()!=Materials.size())
throw DeadlyImportError("materialcount doesn't match mesh count!");
//____________________________________________________________
//skip submeshnames (stupid irrxml)
if(MeshFile->getNodeName()==string("submeshnames"))
{
XmlRead(MeshFile.get());
while(MeshFile->getNodeName()==string("submesh"))
XmlRead(MeshFile.get());
}
//----------------Load the skeleton: -------------------------------
vector<Bone> Bones;
vector<Animation> Animations;
if(MeshFile->getNodeName()==string("skeletonlink"))
{
string SkeletonFile=GetAttribute<string>(MeshFile.get(), "name");
LoadSkeleton(SkeletonFile, Bones, Animations);
XmlRead(MeshFile.get());
}
else
{
DefaultLogger::get()->debug("No skeleton file will be loaded");
DefaultLogger::get()->debug(MeshFile->getNodeName());
}
//__________________________________________________________________
//now there might be boneassignments for the shared geometry:
if(MeshFile->getNodeName()==string("boneassignments"))
{
ReadBoneWeights(m_SharedGeometry, MeshFile.get());
}
//----------------- Process Meshs -----------------------
BOOST_FOREACH(boost::shared_ptr<SubMesh> theSubMesh, SubMeshes)
{
ProcessSubMesh(*theSubMesh, m_SharedGeometry);
}
//_______________________________________________________
//----------------- Now fill the Assimp scene ---------------------------
//put the aiMaterials in the scene:
m_CurrentScene->mMaterials=new aiMaterial*[Materials.size()];
m_CurrentScene->mNumMaterials=Materials.size();
for(unsigned int i=0; i<Materials.size(); ++i)
m_CurrentScene->mMaterials[i]=Materials[i];
//create the aiMehs...
vector<aiMesh*> aiMeshes;
BOOST_FOREACH(boost::shared_ptr<SubMesh> theSubMesh, SubMeshes)
{
aiMeshes.push_back(CreateAssimpSubMesh(*theSubMesh, Bones));
}
//... and put them in the scene:
m_CurrentScene->mNumMeshes=aiMeshes.size();
m_CurrentScene->mMeshes=new aiMesh*[aiMeshes.size()];
memcpy(m_CurrentScene->mMeshes, &(aiMeshes[0]), sizeof(aiMeshes[0])*aiMeshes.size());
//Create the root node
m_CurrentScene->mRootNode=new aiNode("root");
//link the meshs with the root node:
m_CurrentScene->mRootNode->mMeshes=new unsigned int[SubMeshes.size()];
m_CurrentScene->mRootNode->mNumMeshes=SubMeshes.size();
for(unsigned int i=0; i<SubMeshes.size(); ++i)
m_CurrentScene->mRootNode->mMeshes[i]=i;
CreateAssimpSkeleton(Bones, Animations);
PutAnimationsInScene(Bones, Animations);
//___________________________________________________________
}
const aiImporterDesc* OgreImporter::GetInfo () const
const aiImporterDesc* OgreImporter::GetInfo() const
{
return &desc;
}
void OgreImporter::SetupProperties(const Importer* pImp)
{
m_MaterialLibFilename=pImp->GetPropertyString(AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE, "Scene.material");
m_TextureTypeFromFilename=pImp->GetPropertyBool(AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME, false);
m_userDefinedMaterialLibFile = pImp->GetPropertyString(AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE, "Scene.material");
m_detectTextureTypeFromFilename = pImp->GetPropertyBool(AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME, false);
}
bool OgreImporter::CanRead(const std::string &pFile, Assimp::IOSystem *pIOHandler, bool checkSig) const
{
if (!checkSig) {
return EndsWith(pFile, ".mesh.xml", false);
}
}//namespace Ogre
}//namespace Assimp
const char* tokens[] = { "<mesh>" };
return SearchFileHeaderForToken(pIOHandler, pFile, tokens, 1);
}
#endif // !! ASSIMP_BUILD_NO_OGRE_IMPORTER
void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Assimp::IOSystem *pIOHandler)
{
// -------------------- Initial file and XML operations --------------------
// Open
boost::scoped_ptr<IOStream> file(pIOHandler->Open(pFile));
if (!file.get()) {
throw DeadlyImportError("Failed to open file " + pFile);
}
// Read
boost::scoped_ptr<CIrrXML_IOStreamReader> xmlStream(new CIrrXML_IOStreamReader(file.get()));
boost::scoped_ptr<XmlReader> reader(irr::io::createIrrXMLReader(xmlStream.get()));
if (!reader) {
throw DeadlyImportError("Failed to create XML Reader for " + pFile);
}
DefaultLogger::get()->debug("Opened a XML reader for " + pFile);
// Read root node
NextNode(reader.get());
if (!CurrentNodeNameEquals(reader, "mesh")) {
throw DeadlyImportError("Root node is not <mesh> but <" + string(reader->getNodeName()) + "> in " + pFile);
}
// Node names
const string nnSharedGeometry = "sharedgeometry";
const string nnVertexBuffer = "vertexbuffer";
const string nnSubMeshes = "submeshes";
const string nnSubMesh = "submesh";
const string nnSubMeshNames = "submeshnames";
const string nnSkeletonLink = "skeletonlink";
// -------------------- Shared Geometry --------------------
// This can be used to share geometry between submeshes
NextNode(reader.get());
if (CurrentNodeNameEquals(reader, nnSharedGeometry))
{
DefaultLogger::get()->debug("Reading shared geometry");
unsigned int NumVertices = GetAttribute<unsigned int>(reader.get(), "vertexcount");
NextNode(reader.get());
while(CurrentNodeNameEquals(reader, nnVertexBuffer)) {
ReadVertexBuffer(m_SharedGeometry, reader.get(), NumVertices);
}
}
// -------------------- Sub Meshes --------------------
if (!CurrentNodeNameEquals(reader, nnSubMeshes)) {
throw DeadlyImportError("Could not find <submeshes> node inside root <mesh> node");
}
vector<boost::shared_ptr<SubMesh> > subMeshes;
vector<aiMaterial*> materials;
NextNode(reader.get());
while(CurrentNodeNameEquals(reader, nnSubMesh))
{
SubMesh* submesh = new SubMesh();
ReadSubMesh(subMeshes.size(), *submesh, reader.get());
// Just a index in a array, we add a mesh in each loop cycle, so we get indicies like 0, 1, 2 ... n;
// so it is important to do this before pushing the mesh in the vector!
/// @todo Not sure if this really is needed, refactor out if possible.
submesh->MaterialIndex = subMeshes.size();
subMeshes.push_back(boost::shared_ptr<SubMesh>(submesh));
/** @todo What is the correct way of handling empty ref here.
Does Assimp require there to be a valid material index for each mesh,
even if its a dummy material. */
aiMaterial* material = ReadMaterial(pFile, pIOHandler, submesh->MaterialName);
materials.push_back(material);
}
if (subMeshes.empty()) {
throw DeadlyImportError("Could not find <submeshes> node inside root <mesh> node");
}
// This is really a internal error if we failed to create dummy materials.
if (subMeshes.size() != materials.size()) {
throw DeadlyImportError("Internal Error: Material count does not match the submesh count");
}
// Skip submesh names.
/// @todo Should these be read to scene etc. metadata?
if (CurrentNodeNameEquals(reader, nnSubMeshNames))
{
NextNode(reader.get());
while(CurrentNodeNameEquals(reader, nnSubMesh)) {
NextNode(reader.get());
}
}
// -------------------- Skeleton --------------------
vector<Bone> Bones;
vector<Animation> Animations;
if (CurrentNodeNameEquals(reader, nnSkeletonLink))
{
string skeletonFile = GetAttribute<string>(reader.get(), "name");
if (!skeletonFile.empty())
{
ReadSkeleton(pFile, pIOHandler, pScene, skeletonFile, Bones, Animations);
}
else
{
DefaultLogger::get()->debug("Found a unusual <" + nnSkeletonLink + "> with a empty file reference");
}
NextNode(reader.get());
}
else
{
DefaultLogger::get()->debug("Mesh has no assigned skeleton with <" + nnSkeletonLink + ">");
}
// Now there might be <boneassignments> for the shared geometry
if (CurrentNodeNameEquals(reader, "boneassignments")) {
ReadBoneWeights(m_SharedGeometry, reader.get());
}
// -------------------- Process Results --------------------
BOOST_FOREACH(boost::shared_ptr<SubMesh> submesh, subMeshes)
{
ProcessSubMesh(*submesh.get(), m_SharedGeometry);
}
// -------------------- Apply to aiScene --------------------
// Materials
pScene->mMaterials = new aiMaterial*[materials.size()];
pScene->mNumMaterials = materials.size();
for(size_t i=0, len=materials.size(); i<len; ++i) {
pScene->mMaterials[i] = materials[i];
}
// Meshes
pScene->mMeshes = new aiMesh*[subMeshes.size()];
pScene->mNumMeshes = subMeshes.size();
for(size_t i=0, len=subMeshes.size(); i<len; ++i)
{
boost::shared_ptr<SubMesh> submesh = subMeshes[i];
pScene->mMeshes[i] = CreateAssimpSubMesh(pScene, *(submesh.get()), Bones);
}
// Create the root node
pScene->mRootNode = new aiNode();
pScene->mRootNode->mMeshes = new unsigned int[subMeshes.size()];
pScene->mRootNode->mNumMeshes = subMeshes.size();
for(size_t i=0, len=subMeshes.size(); i<len; ++i) {
pScene->mRootNode->mMeshes[i] = static_cast<unsigned int>(i);
}
// Skeleton and animations
CreateAssimpSkeleton(pScene, Bones, Animations);
}
} // Ogre
} // Assimp
#endif // ASSIMP_BUILD_NO_OGRE_IMPORTER

230
code/OgreImporter.h 100644
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@ -0,0 +1,230 @@
#ifndef AI_OGREIMPORTER_H_INC
#define AI_OGREIMPORTER_H_INC
#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
#include "BaseImporter.h"
#include "OgreParsingUtils.h"
namespace Assimp
{
namespace Ogre
{
struct Face;
struct BoneWeight;
struct Bone;
struct Animation;
/// Ogre SubMesh
struct SubMesh
{
bool UseSharedGeometry;
bool Use32bitIndexes;
std::string Name;
std::string MaterialName;
bool HasGeometry;
bool HasPositions;
bool HasNormals;
bool HasTangents;
std::vector<Face> Faces;
std::vector<aiVector3D> Positions;
std::vector<aiVector3D> Normals;
std::vector<aiVector3D> Tangents;
/// Arbitrary number of texcoords, they are nearly always 2d, but Assimp has always 3d texcoords, n vectors(outer) with texcoords for each vertex(inner).
std::vector<std::vector<aiVector3D> > Uvs;
/// A list(inner) of bones for each vertex(outer).
std::vector<std::vector<BoneWeight> > Weights;
/// The Index in the Assimp material array from the material witch is attached to this submesh.
int MaterialIndex;
// The highest index of a bone from a bone weight, this is needed to create the Assimp bone struct. Converting from vertex-bones to bone-vertices.
unsigned int BonesUsed;
SubMesh() :
UseSharedGeometry(false),
Use32bitIndexes(false),
HasGeometry(false),
HasPositions(false),
HasNormals(false),
HasTangents(false),
MaterialIndex(-1),
BonesUsed(0)
{
}
};
/** Importer for Ogre mesh, skeleton and material formats.
@todo Support vertex colors
@todo Support multiple TexCoords (this is already done??) */
class OgreImporter : public BaseImporter
{
public:
/// BaseImporter override.
virtual bool CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const;
/// BaseImporter override.
virtual void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler);
/// BaseImporter override.
virtual const aiImporterDesc *GetInfo() const;
/// BaseImporter override.
virtual void SetupProperties(const Importer *pImp);
private:
//-------------------------------- OgreMesh.cpp -------------------------------
/// Helper Functions to read parts of the XML File.
void ReadSubMesh(const unsigned int submeshIndex, SubMesh &submesh, XmlReader *reader);
/// Reads a single Vertexbuffer and writes its data in the Submesh.
static void ReadVertexBuffer(SubMesh &submesh, XmlReader *reader, const unsigned int numVertices);
/// Reads bone weights are stores them into the given submesh.
static void ReadBoneWeights(SubMesh &submesh, XmlReader *reader);
/// After Loading a SubMehs some work needs to be done (make all Vertexes unique, normalize weights).
static void ProcessSubMesh(SubMesh &submesh, SubMesh &sharedGeometry);
/// Uses the bone data to convert a SubMesh into a aiMesh which will be created and returned.
aiMesh *CreateAssimpSubMesh(aiScene *pScene, const SubMesh &submesh, const std::vector<Bone> &bones) const;
//-------------------------------- OgreSkeleton.cpp -------------------------------
/// Writes the results in Bones and Animations, Filename is not const, because its call-by-value and the function will change it!
void ReadSkeleton(const std::string &pFile, Assimp::IOSystem *pIOHandler, const aiScene *pScene,
const std::string &skeletonFile, std::vector<Bone> &Bones, std::vector<Animation> &Animations) const;
/// Converts the animations in aiAnimations and puts them into the scene.
void PutAnimationsInScene(aiScene *pScene, const std::vector<Bone> &Bones, const std::vector<Animation> &Animations);
/// Creates the aiSkeleton in current scene.
void CreateAssimpSkeleton(aiScene *pScene, const std::vector<Bone> &bones, const std::vector<Animation> &animations);
/// Recursively creates a filled aiNode from a given root bone.
static aiNode* CreateNodeFromBone(int boneId, const std::vector<Bone> &bones, aiNode *parent);
//-------------------------------- OgreMaterial.cpp -------------------------------
/// Reads material
aiMaterial* ReadMaterial(const std::string &pFile, Assimp::IOSystem *pIOHandler, const std::string MaterialName);
// These functions parse blocks from a material file from @c ss. Starting parsing from "{" and ending it to "}".
bool ReadTechnique(const std::string &techniqueName, std::stringstream &ss, aiMaterial *material);
bool ReadPass(const std::string &passName, std::stringstream &ss, aiMaterial *material);
bool ReadTextureUnit(const std::string &textureUnitName, std::stringstream &ss, aiMaterial *material);
std::string m_userDefinedMaterialLibFile;
bool m_detectTextureTypeFromFilename;
/// VertexBuffer for the sub meshes that use shader geometry.
SubMesh m_SharedGeometry;
std::map<aiTextureType, unsigned int> m_textures;
};
/// Simplified face.
/** @todo Support other polygon types than just just triangles. Move to using aiFace. */
struct Face
{
unsigned int VertexIndices[3];
};
/// Ogre Bone assignment
struct BoneAssignment
{
/// Bone ID from Ogre.
unsigned int BoneId;
// Bone name for Assimp.
std::string BoneName;
};
/// Ogre Bone weight
struct BoneWeight
{
/// Bone Id
unsigned int Id;
/// BoneWeight
float Value;
};
/// Ogre Bone
struct Bone
{
std::string Name;
int Id;
int ParentId;
aiVector3D Position;
aiVector3D RotationAxis;
float RotationAngle;
aiMatrix4x4 BoneToWorldSpace;
std::vector<int> Children;
Bone() :
Id(-1),
ParentId(-1),
RotationAngle(0.0f)
{
}
/// Returns if this bone is parented.
bool IsParented() const { return (ParentId != -1); }
/// This operator is needed to sort the bones by Id in a vector<Bone>.
bool operator<(const Bone &other) const { return (Id < other.Id); }
/// This operator is needed to find a bone by its name in a vector<Bone>
bool operator==(const std::string& other) const { return Name == other; }
bool operator==(const aiString& other) const { return Name == std::string(other.data); }
/// @note Implemented in OgreSkeleton.cpp
void CalculateBoneToWorldSpaceMatrix(std::vector<Bone>& Bones);
};
/// Ogre animation key frame
/** Transformations for a frame. */
struct KeyFrame
{
float Time;
aiVector3D Position;
aiQuaternion Rotation;
aiVector3D Scaling;
};
/// Ogre animation track
/** Keyframes for one bone. */
struct Track
{
std::string BoneName;
std::vector<KeyFrame> Keyframes;
};
/// Ogre animation
struct Animation
{
/// Name
std::string Name;
/// Length
float Length;
/// Tracks
std::vector<Track> Tracks;
};
} // Ogre
} // Assimp
#endif // ASSIMP_BUILD_NO_OGRE_IMPORTER
#endif // AI_OGREIMPORTER_H_INC

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@ -1,185 +0,0 @@
#include "BaseImporter.h"
#include <vector>
#include "OgreXmlHelper.hpp"
#include "irrXMLWrapper.h"
/// Ogre Importer TODO
/* - Read Vertex Colors
- Read multiple TexCoords
*/
namespace Assimp
{
namespace Ogre
{
//Forward declarations:
struct Face;
struct Weight;
struct Bone;
struct Animation;
struct Track;
struct Keyframe;
///A submesh from Ogre
struct SubMesh
{
bool SharedData;
std::string Name;
std::string MaterialName;
std::vector<Face> FaceList;
std::vector<aiVector3D> Positions; bool HasPositions;
std::vector<aiVector3D> Normals; bool HasNormals;
std::vector<aiVector3D> Tangents; bool HasTangents;
std::vector<std::vector<aiVector3D> > Uvs;//arbitrary number of texcoords, they are nearly always 2d, but assimp has always 3d texcoords, n vectors(outer) with texcoords for each vertex(inner)
std::vector< std::vector<Weight> > Weights;//a list(inner) of bones for each vertex(outer)
int MaterialIndex;///< The Index in the Assimp Materialarray from the material witch is attached to this submesh
unsigned int BonesUsed;//the highest index of a bone from a bone weight, this is needed to create the assimp bone structur (converting from Vertex-Bones to Bone-Vertices)
SubMesh(): SharedData(false), HasPositions(false), HasNormals(false), HasTangents(false),
MaterialIndex(-1), BonesUsed(0) {}//initialize everything
};
///The Main Ogre Importer Class
class OgreImporter : public BaseImporter
{
public:
virtual bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const;
virtual void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
virtual const aiImporterDesc* GetInfo () const;
virtual void SetupProperties(const Importer* pImp);
private:
//-------------------------------- OgreMesh.cpp -------------------------------
/// Helper Functions to read parts of the XML File
void ReadSubMesh(SubMesh& theSubMesh, XmlReader* Reader);//the submesh reference is the result value
/// Reads a single Vertexbuffer and writes its data in the Submesh
static void ReadVertexBuffer(SubMesh &theSubMesh, XmlReader *Reader, unsigned int NumVertices);
/// Reads bone weights are stores them into the given submesh
static void ReadBoneWeights(SubMesh &theSubMesh, XmlReader *Reader);
/// After Loading a SubMehs some work needs to be done (make all Vertexes unique, normalize weights)
static void ProcessSubMesh(SubMesh &theSubMesh, SubMesh &theSharedGeometry);
/// Uses the bone data to convert a SubMesh into a aiMesh which will be created and returned
aiMesh* CreateAssimpSubMesh(const SubMesh &theSubMesh, const std::vector<Bone>& Bones) const;
//-------------------------------- OgreSkeleton.cpp -------------------------------
/// Writes the results in Bones and Animations, Filename is not const, because its call-by-value and the function will change it!
void LoadSkeleton(std::string FileName, std::vector<Bone> &Bones, std::vector<Animation> &Animations) const;
/// Converts the animations in aiAnimations and puts them into the scene
void PutAnimationsInScene(const std::vector<Bone> &Bones, const std::vector<Animation> &Animations);
/// Creates the aiskeleton in current scene
void CreateAssimpSkeleton(const std::vector<Bone> &Bones, const std::vector<Animation> &Animations);
/// Recursivly creates a filled aiNode from a given root bone
static aiNode* CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &Bones, aiNode* ParentNode);
//-------------------------------- OgreMaterial.cpp -------------------------------
aiMaterial* LoadMaterial(const std::string MaterialName) const;
void ReadTechnique(std::stringstream &ss, aiMaterial* NewMaterial) const;
//Now we don't have to give theses parameters to all functions
std::string m_CurrentFilename;
std::string m_MaterialLibFilename;
bool m_TextureTypeFromFilename;
IOSystem* m_CurrentIOHandler;
aiScene *m_CurrentScene;
SubMesh m_SharedGeometry;///< we will just use the vertexbuffers of the submesh
};
///For the moment just triangles, no other polygon types!
struct Face
{
unsigned int VertexIndices[3];
};
struct BoneAssignment
{
unsigned int BoneId;//this is, what we get from ogre
std::string BoneName;//this is, what we need for assimp
};
///for a vertex->bone structur
struct Weight
{
unsigned int BoneId;
float Value;
};
/// Helper Class to describe an ogre-bone for the skeleton:
/** All Id's are signed ints, because than we have -1 as a simple INVALID_ID Value (we start from 0 so 0 is a valid bone ID!*/
struct Bone
{
int Id;
int ParentId;
std::string Name;
aiVector3D Position;
float RotationAngle;
aiVector3D RotationAxis;
std::vector<int> Children;
aiMatrix4x4 BoneToWorldSpace;
///ctor
Bone(): Id(-1), ParentId(-1), RotationAngle(0.0f) {}
///this operator is needed to sort the bones after Id's
bool operator<(const Bone& rval) const
{return Id<rval.Id; }
///this operator is needed to find a bone by its name in a vector<Bone>
bool operator==(const std::string& rval) const
{return Name==rval; }
bool operator==(const aiString& rval) const
{return Name==std::string(rval.data); }
// implemented in OgreSkeleton.cpp
void CalculateBoneToWorldSpaceMatrix(std::vector<Bone>& Bones);
};
///Describes an Ogre Animation
struct Animation
{
std::string Name;
float Length;
std::vector<Track> Tracks;
};
///a track (keyframes for one bone) from an animation
struct Track
{
std::string BoneName;
std::vector<Keyframe> Keyframes;
};
/// keyframe (bone transformation) from a track from a animation
struct Keyframe
{
float Time;
aiVector3D Position;
aiQuaternion Rotation;
aiVector3D Scaling;
};
}//namespace Ogre
}//namespace Assimp

View File

@ -38,56 +38,36 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/**
This file contains material related code. This is
spilitted up from the main file OgreImporter.cpp
to make it shorter easier to maintain.
*/
#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
#include <vector>
#include <sstream>
using namespace std;
#include "OgreImporter.hpp"
#include "irrXMLWrapper.h"
#include "OgreImporter.h"
#include "TinyFormatter.h"
using namespace std;
namespace Assimp
{
namespace Ogre
{
static const string partComment = "//";
static const string partBlockStart = "{";
static const string partBlockEnd = "}";
aiMaterial* OgreImporter::LoadMaterial(const std::string MaterialName) const
aiMaterial* OgreImporter::ReadMaterial(const std::string &pFile, Assimp::IOSystem *pIOHandler, const std::string materialName)
{
/*For better understanding of the material parser, here is a material example file:
material Sarg
{
receive_shadows on
technique
{
pass
{
ambient 0.500000 0.500000 0.500000 1.000000
diffuse 0.640000 0.640000 0.640000 1.000000
specular 0.500000 0.500000 0.500000 1.000000 12.500000
emissive 0.000000 0.000000 0.000000 1.000000
texture_unit
{
texture SargTextur.tga
tex_address_mode wrap
filtering linear linear none
}
}
}
/// @todo Should we return null ptr here or a empty material?
if (materialName.empty()) {
return new aiMaterial();
}
*/
// Full reference and examples of Ogre Material Script
// can be found from http://www.ogre3d.org/docs/manual/manual_14.html
/*and here is another one:
@ -112,342 +92,450 @@ aiMaterial* OgreImporter::LoadMaterial(const std::string MaterialName) const
}
*/
//Read the file into memory and put it in a stringstream
stringstream ss;
{// after this block, the temporarly loaded data will be released
/*
We have 3 guesses for the Material filename:
- the Material Name
- the Name of the mesh file
- the DefaultMaterialLib (which you can set before importing)
*/
// Scope for scopre_ptr auto release
{
/* There are three .material options in priority order:
1) File with the material name (materialName)
2) File with the mesh files base name (pFile)
3) Optional user defined material library file (m_userDefinedMaterialLibFile) */
std::vector<string> potentialFiles;
potentialFiles.push_back(materialName + ".material");
potentialFiles.push_back(pFile.substr(0, pFile.rfind(".mesh")) + ".material");
if (!m_userDefinedMaterialLibFile.empty())
potentialFiles.push_back(m_userDefinedMaterialLibFile);
IOStream* MatFilePtr=m_CurrentIOHandler->Open(MaterialName+".material");
if(NULL==MatFilePtr)
IOStream *materialFile = 0;
for(size_t i=0; i<potentialFiles.size(); ++i)
{
//the filename typically ends with .mesh or .mesh.xml
const string MaterialFileName=m_CurrentFilename.substr(0, m_CurrentFilename.rfind(".mesh"))+".material";
MatFilePtr=m_CurrentIOHandler->Open(MaterialFileName);
if(NULL==MatFilePtr)
{
//try the default mat Library
if(NULL==MatFilePtr)
{
MatFilePtr=m_CurrentIOHandler->Open(m_MaterialLibFilename);
if(NULL==MatFilePtr)
{
DefaultLogger::get()->error(m_MaterialLibFilename+" and "+MaterialFileName + " could not be opened, Material will not be loaded!");
return new aiMaterial();
}
}
materialFile = pIOHandler->Open(potentialFiles[i]);
if (materialFile) {
break;
}
DefaultLogger::get()->debug(Formatter::format() << "Source file for material '" << materialName << "' " << potentialFiles[i] << " does not exist");
}
//Fill the stream
boost::scoped_ptr<IOStream> MaterialFile(MatFilePtr);
if(MaterialFile->FileSize()>0)
if (!materialFile)
{
vector<char> FileData(MaterialFile->FileSize());
MaterialFile->Read(&FileData[0], MaterialFile->FileSize(), 1);
BaseImporter::ConvertToUTF8(FileData);
/// @todo Should we return null ptr here or a empty material?
DefaultLogger::get()->error(Formatter::format() << "Failed to find source file for material '" << materialName << "'");
return new aiMaterial();
}
FileData.push_back('\0');//terminate the string with zero, so that the ss can parse it correctly
ss << &FileData[0];
}
else
boost::scoped_ptr<IOStream> stream(materialFile);
if (stream->FileSize() == 0)
{
DefaultLogger::get()->warn("Material " + MaterialName + " seams to be empty");
return NULL;
/// @todo Should we return null ptr here or a empty material?
DefaultLogger::get()->warn(Formatter::format() << "Source file for material '" << materialName << "' is empty (size is 0 bytes)");
return new aiMaterial();
}
// Read bytes
vector<char> data(stream->FileSize());
stream->Read(&data[0], stream->FileSize(), 1);
// Convert to UTF-8 and terminate the string for ss
BaseImporter::ConvertToUTF8(data);
data.push_back('\0');
ss << &data[0];
}
//create the material
aiMaterial *NewMaterial=new aiMaterial();
DefaultLogger::get()->debug("Reading material '" + materialName + "'");
aiString ts(MaterialName.c_str());
NewMaterial->AddProperty(&ts, AI_MATKEY_NAME);
aiMaterial *material = new aiMaterial();
m_textures.clear();
aiString ts(materialName);
material->AddProperty(&ts, AI_MATKEY_NAME);
// The stringstream will push words from a line until newline.
// It will also trim whitespace from line start and between words.
string linePart;
ss >> linePart;
const string partMaterial = "material";
const string partTechnique = "technique";
string Line;
ss >> Line;
// unsigned int Level=0;//Hierarchielevels in the material file, like { } blocks into another
while(!ss.eof())
{
if(Line=="material")
// Skip commented lines
if (linePart == partComment)
{
ss >> Line;
if(Line==MaterialName)//Load the next material
{
string RestOfLine;
getline(ss, RestOfLine);//ignore the rest of the line
ss >> Line;
if(Line!="{")
{
DefaultLogger::get()->warn("empyt material!");
return NULL;
}
while(Line!="}")//read until the end of the material
{
//Proceed to the first technique
ss >> Line;
if(Line=="technique")
{
ReadTechnique(ss, NewMaterial);
}
DefaultLogger::get()->info(Line);
//read informations from a custom material:
if(Line=="set")
{
ss >> Line;
if(Line=="$specular")//todo load this values:
{
}
if(Line=="$diffuse")
{
}
if(Line=="$ambient")
{
}
if(Line=="$colormap")
{
ss >> Line;
aiString ts(Line.c_str());
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
}
if(Line=="$normalmap")
{
ss >> Line;
aiString ts(Line.c_str());
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0));
}
if(Line=="$shininess_strength")
{
ss >> Line;
float Shininess=fast_atof(Line.c_str());
NewMaterial->AddProperty(&Shininess, 1, AI_MATKEY_SHININESS_STRENGTH);
}
if(Line=="$shininess_exponent")
{
ss >> Line;
float Shininess=fast_atof(Line.c_str());
NewMaterial->AddProperty(&Shininess, 1, AI_MATKEY_SHININESS);
}
//Properties from Venetica:
if(Line=="$diffuse_map")
{
ss >> Line;
if(Line[0]=='"')// "file" -> file
Line=Line.substr(1, Line.size()-2);
aiString ts(Line.c_str());
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
}
if(Line=="$specular_map")
{
ss >> Line;
if(Line[0]=='"')// "file" -> file
Line=Line.substr(1, Line.size()-2);
aiString ts(Line.c_str());
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_SHININESS, 0));
}
if(Line=="$normal_map")
{
ss >> Line;
if(Line[0]=='"')// "file" -> file
Line=Line.substr(1, Line.size()-2);
aiString ts(Line.c_str());
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0));
}
if(Line=="$light_map")
{
ss >> Line;
if(Line[0]=='"')// "file" -> file
Line=Line.substr(1, Line.size()-2);
aiString ts(Line.c_str());
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_LIGHTMAP, 0));
}
}
}//end of material
}
else {} //this is the wrong material, proceed the file until we reach the next material
string postComment = NextAfterNewLine(ss, linePart);
DefaultLogger::get()->debug("//" + postComment + " (comment line ignored)");
continue;
}
ss >> Line;
if (linePart != partMaterial)
{
ss >> linePart;
continue;
}
ss >> linePart;
if (linePart != materialName)
{
//DefaultLogger::get()->debug(Formatter::format() << "Found material '" << linePart << "' that does not match at index " << ss.tellg());
ss >> linePart;
continue;
}
NextAfterNewLine(ss, linePart);
if (linePart != partBlockStart)
{
DefaultLogger::get()->error(Formatter::format() << "Invalid material: block start missing near index " << ss.tellg());
return material;
}
DefaultLogger::get()->debug("material '" + materialName + "'");
while(linePart != partBlockEnd)
{
// Proceed to the first technique
ss >> linePart;
if (linePart == partTechnique)
{
string techniqueName = SkipLine(ss);
ReadTechnique(Trim(techniqueName), ss, material);
}
// Read informations from a custom material
/** @todo This "set $x y" does not seem to be a official Ogre material system feature.
Materials can inherit other materials and override texture units by using the (unique)
parent texture unit name in your cloned material.
This is not yet supported and below code is probably some hack from the original
author of this Ogre importer. Should be removed? */
if (linePart=="set")
{
ss >> linePart;
if (linePart=="$specular")//todo load this values:
{
}
else if (linePart=="$diffuse")
{
}
else if (linePart=="$ambient")
{
}
else if (linePart=="$colormap")
{
ss >> linePart;
aiString ts(linePart);
material->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
}
else if (linePart=="$normalmap")
{
ss >> linePart;
aiString ts(linePart);
material->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0));
}
else if (linePart=="$shininess_strength")
{
ss >> linePart;
float Shininess = fast_atof(linePart.c_str());
material->AddProperty(&Shininess, 1, AI_MATKEY_SHININESS_STRENGTH);
}
else if (linePart=="$shininess_exponent")
{
ss >> linePart;
float Shininess = fast_atof(linePart.c_str());
material->AddProperty(&Shininess, 1, AI_MATKEY_SHININESS);
}
//Properties from Venetica:
else if (linePart=="$diffuse_map")
{
ss >> linePart;
if (linePart[0] == '"')// "file" -> file
linePart = linePart.substr(1, linePart.size()-2);
aiString ts(linePart);
material->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
}
else if (linePart=="$specular_map")
{
ss >> linePart;
if (linePart[0] == '"')// "file" -> file
linePart = linePart.substr(1, linePart.size()-2);
aiString ts(linePart);
material->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_SHININESS, 0));
}
else if (linePart=="$normal_map")
{
ss >> linePart;
if (linePart[0]=='"')// "file" -> file
linePart = linePart.substr(1, linePart.size()-2);
aiString ts(linePart);
material->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0));
}
else if (linePart=="$light_map")
{
ss >> linePart;
if (linePart[0]=='"') {
linePart = linePart.substr(1, linePart.size() - 2);
}
aiString ts(linePart);
material->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_LIGHTMAP, 0));
}
}
}
ss >> linePart;
}
return NewMaterial;
return material;
}
void OgreImporter::ReadTechnique(stringstream &ss, aiMaterial* NewMaterial) const
bool OgreImporter::ReadTechnique(const std::string &techniqueName, stringstream &ss, aiMaterial *material)
{
unsigned int CurrentDiffuseTextureId=0;
unsigned int CurrentSpecularTextureId=0;
unsigned int CurrentNormalTextureId=0;
unsigned int CurrentLightTextureId=0;
string linePart;
ss >> linePart;
string RestOfLine;
getline(ss, RestOfLine);//ignore the rest of the line
string Line;
ss >> Line;
if(Line!="{")
if (linePart != partBlockStart)
{
DefaultLogger::get()->warn("empty technique!");
return;
DefaultLogger::get()->error(Formatter::format() << "Invalid material: Technique block start missing near index " << ss.tellg());
return false;
}
while(Line!="}")//read until the end of the technique
DefaultLogger::get()->debug(" technique '" + techniqueName + "'");
const string partPass = "pass";
while(linePart != partBlockEnd)
{
ss >> Line;
if(Line=="pass")
ss >> linePart;
// Skip commented lines
if (linePart == partComment)
{
getline(ss, RestOfLine);//ignore the rest of the line
ss >> Line;
if(Line!="{")
{
DefaultLogger::get()->warn("empty pass!");
return;
}
while(Line!="}")//read until the end of the pass
{
ss >> Line;
if(Line=="ambient")
{
float r,g,b;
ss >> r >> g >> b;
const aiColor3D Color(r,g,b);
NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_AMBIENT);
}
else if(Line=="diffuse")
{
float r,g,b;
ss >> r >> g >> b;
const aiColor3D Color(r,g,b);
NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_DIFFUSE);
}
else if(Line=="specular")
{
float r,g,b;
ss >> r >> g >> b;
const aiColor3D Color(r,g,b);
NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_SPECULAR);
}
else if(Line=="emmisive")
{
float r,g,b;
ss >> r >> g >> b;
const aiColor3D Color(r,g,b);
NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_EMISSIVE);
}
else if(Line=="texture_unit")
{
getline(ss, RestOfLine);//ignore the rest of the line
std::string TextureName;
int TextureType=-1;
int UvSet=0;
ss >> Line;
if(Line!="{")
throw DeadlyImportError("empty texture unit!");
while(Line!="}")//read until the end of the texture_unit
{
ss >> Line;
if(Line=="texture")
{
ss >> Line;
TextureName=Line;
if(m_TextureTypeFromFilename)
{
if(Line.find("_n.")!=string::npos)// Normalmap
{
TextureType=aiTextureType_NORMALS;
}
else if(Line.find("_s.")!=string::npos)// Specularmap
{
TextureType=aiTextureType_SPECULAR;
}
else if(Line.find("_l.")!=string::npos)// Lightmap
{
TextureType=aiTextureType_LIGHTMAP;
}
else// colormap
{
TextureType=aiTextureType_DIFFUSE;
}
}
else
{
TextureType=aiTextureType_DIFFUSE;
}
}
else if(Line=="tex_coord_set")
{
ss >> UvSet;
}
else if(Line=="colour_op")//TODO implement this
{
/*
ss >> Line;
if("replace"==Line)//I don't think, assimp has something for this...
{
}
else if("modulate"==Line)
{
//TODO: set value
//NewMaterial->AddProperty(aiTextureOp_Multiply)
}
*/
}
}//end of texture unit
Line="";//clear the } that would end the outer loop
//give the texture to assimp:
aiString ts(TextureName.c_str());
switch(TextureType)
{
case aiTextureType_DIFFUSE:
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, CurrentDiffuseTextureId));
NewMaterial->AddProperty(&UvSet, 1, AI_MATKEY_UVWSRC(0, CurrentDiffuseTextureId));
CurrentDiffuseTextureId++;
break;
case aiTextureType_NORMALS:
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_NORMALS, CurrentNormalTextureId));
NewMaterial->AddProperty(&UvSet, 1, AI_MATKEY_UVWSRC(0, CurrentNormalTextureId));
CurrentNormalTextureId++;
break;
case aiTextureType_SPECULAR:
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_SPECULAR, CurrentSpecularTextureId));
NewMaterial->AddProperty(&UvSet, 1, AI_MATKEY_UVWSRC(0, CurrentSpecularTextureId));
CurrentSpecularTextureId++;
break;
case aiTextureType_LIGHTMAP:
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_LIGHTMAP, CurrentLightTextureId));
NewMaterial->AddProperty(&UvSet, 1, AI_MATKEY_UVWSRC(0, CurrentLightTextureId));
CurrentLightTextureId++;
break;
default:
DefaultLogger::get()->warn("Invalid Texture Type!");
break;
}
}
}
Line="";//clear the } that would end the outer loop
string postComment = SkipLine(ss);
DefaultLogger::get()->debug(" //" + postComment + " (comment line ignored)");
continue;
}
}//end of technique
/// @todo Techniques have other attributes than just passes.
if (linePart == partPass)
{
string passName = SkipLine(ss);
ReadPass(Trim(passName), ss, material);
}
}
return true;
}
bool OgreImporter::ReadPass(const std::string &passName, stringstream &ss, aiMaterial *material)
{
string linePart;
ss >> linePart;
}//namespace Ogre
}//namespace Assimp
if (linePart != partBlockStart)
{
DefaultLogger::get()->error(Formatter::format() << "Invalid material: Pass block start missing near index " << ss.tellg());
return false;
}
#endif // !! ASSIMP_BUILD_NO_OGRE_IMPORTER
DefaultLogger::get()->debug(" pass '" + passName + "'");
const string partAmbient = "ambient";
const string partDiffuse = "diffuse";
const string partSpecular = "specular";
const string partEmissive = "emissive";
const string partTextureUnit = "texture_unit";
while(linePart != partBlockEnd)
{
ss >> linePart;
// Skip commented lines
if (linePart == partComment)
{
string postComment = SkipLine(ss);
DefaultLogger::get()->debug(" //" + postComment + " (comment line ignored)");
continue;
}
// Colors
/// @todo Support alpha via aiColor4D.
if (linePart == partAmbient || linePart == partDiffuse || linePart == partSpecular || linePart == partEmissive)
{
float r, g, b;
ss >> r >> g >> b;
const aiColor3D color(r, g, b);
DefaultLogger::get()->debug(Formatter::format() << " " << linePart << " " << r << " " << g << " " << b);
if (linePart == partAmbient)
{
material->AddProperty(&color, 1, AI_MATKEY_COLOR_AMBIENT);
}
else if (linePart == partDiffuse)
{
material->AddProperty(&color, 1, AI_MATKEY_COLOR_DIFFUSE);
}
else if (linePart == partSpecular)
{
material->AddProperty(&color, 1, AI_MATKEY_COLOR_SPECULAR);
}
else if (linePart == partEmissive)
{
material->AddProperty(&color, 1, AI_MATKEY_COLOR_EMISSIVE);
}
}
else if (linePart == partTextureUnit)
{
string textureUnitName = SkipLine(ss);
ReadTextureUnit(Trim(textureUnitName), ss, material);
}
}
return true;
}
bool OgreImporter::ReadTextureUnit(const std::string &textureUnitName, stringstream &ss, aiMaterial *material)
{
string linePart;
ss >> linePart;
if (linePart != partBlockStart)
{
DefaultLogger::get()->error(Formatter::format() << "Invalid material: Texture unit block start missing near index " << ss.tellg());
return false;
}
DefaultLogger::get()->debug(" texture_unit '" + textureUnitName + "'");
const string partTexture = "texture";
const string partTextCoordSet = "tex_coord_set";
const string partColorOp = "colour_op";
aiTextureType textureType = aiTextureType_NONE;
std::string textureRef;
int uvCoord = 0;
while(linePart != partBlockEnd)
{
ss >> linePart;
// Skip commented lines
if (linePart == partComment)
{
string postComment = SkipLine(ss);
DefaultLogger::get()->debug(" //" + postComment + " (comment line ignored)");
continue;
}
if (linePart == partTexture)
{
ss >> linePart;
textureRef = linePart;
// User defined Assimp config property to detect texture type from filename.
if (m_detectTextureTypeFromFilename)
{
size_t posSuffix = textureRef.find_last_of(".");
size_t posUnderscore = textureRef.find_last_of("_");
if (posSuffix != string::npos && posUnderscore != string::npos && posSuffix > posUnderscore)
{
string identifier = Ogre::ToLower(textureRef.substr(posUnderscore, posSuffix - posUnderscore));
DefaultLogger::get()->debug(Formatter::format() << "Detecting texture type from filename postfix '" << identifier << "'");
if (identifier == "_n" || identifier == "_nrm" || identifier == "_nrml" || identifier == "_normal" || identifier == "_normals" || identifier == "_normalmap")
{
textureType = aiTextureType_NORMALS;
}
else if (identifier == "_s" || identifier == "_spec" || identifier == "_specular" || identifier == "_specularmap")
{
textureType = aiTextureType_SPECULAR;
}
else if (identifier == "_l" || identifier == "_light" || identifier == "_lightmap" || identifier == "_occ" || identifier == "_occlusion")
{
textureType = aiTextureType_LIGHTMAP;
}
else if (identifier == "_disp" || identifier == "_displacement")
{
textureType = aiTextureType_DISPLACEMENT;
}
else
{
textureType = aiTextureType_DIFFUSE;
}
}
else
{
textureType = aiTextureType_DIFFUSE;
}
}
// Detect from texture unit name. This cannot be too broad as
// authors might give names like "LightSaber" or "NormalNinja".
else
{
string unitNameLower = Ogre::ToLower(textureUnitName);
if (unitNameLower.find("normalmap") != string::npos)
{
textureType = aiTextureType_NORMALS;
}
else if (unitNameLower.find("specularmap") != string::npos)
{
textureType = aiTextureType_SPECULAR;
}
else if (unitNameLower.find("lightmap") != string::npos)
{
textureType = aiTextureType_LIGHTMAP;
}
else if (unitNameLower.find("displacementmap") != string::npos)
{
textureType = aiTextureType_DISPLACEMENT;
}
else
{
textureType = aiTextureType_DIFFUSE;
}
}
}
else if (linePart == partTextCoordSet)
{
ss >> uvCoord;
}
/// @todo Implement
else if(linePart == partColorOp)
{
/*
ss >> linePart;
if("replace"==linePart)//I don't think, assimp has something for this...
{
}
else if("modulate"==linePart)
{
//TODO: set value
//material->AddProperty(aiTextureOp_Multiply)
}
*/
}
}
if (textureRef.empty())
{
DefaultLogger::get()->warn("Texture reference is empty, ignoring texture_unit.");
return false;
}
if (textureType == aiTextureType_NONE)
{
DefaultLogger::get()->warn("Failed to detect texture type for '" + textureRef + "', ignoring texture_unit.");
return false;
}
unsigned int textureTypeIndex = m_textures[textureType];
m_textures[textureType]++;
DefaultLogger::get()->debug(Formatter::format() << " texture '" << textureRef << "' type " << textureType
<< " index " << textureTypeIndex << " UV " << uvCoord);
aiString assimpTextureRef(textureRef);
material->AddProperty(&assimpTextureRef, AI_MATKEY_TEXTURE(textureType, textureTypeIndex));
material->AddProperty(&uvCoord, 1, AI_MATKEY_UVWSRC(textureType, textureTypeIndex));
return true;
}
} // Ogre
} // Assimp
#endif // ASSIMP_BUILD_NO_OGRE_IMPORTER

View File

@ -42,7 +42,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
#include "OgreImporter.hpp"
#include "OgreImporter.h"
#include "TinyFormatter.h"
using namespace std;
@ -52,465 +52,518 @@ namespace Assimp
namespace Ogre
{
void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
void OgreImporter::ReadSubMesh(const unsigned int submeshIndex, SubMesh &submesh, XmlReader *reader)
{
if(Reader->getAttributeValue("usesharedvertices"))
theSubMesh.SharedData=GetAttribute<bool>(Reader, "usesharedvertices");
if (reader->getAttributeValue("material")) {
submesh.MaterialName = GetAttribute<string>(reader, "material");
}
if (reader->getAttributeValue("use32bitindexes")) {
submesh.Use32bitIndexes = GetAttribute<bool>(reader, "use32bitindexes");
}
if (reader->getAttributeValue("usesharedvertices")) {
submesh.UseSharedGeometry = GetAttribute<bool>(reader, "usesharedvertices");
}
DefaultLogger::get()->debug(Formatter::format() << "Reading submesh " << submeshIndex);
DefaultLogger::get()->debug(Formatter::format() << " - Material '" << submesh.MaterialName << "'");
DefaultLogger::get()->debug(Formatter::format() << " - Shader geometry = " << (submesh.UseSharedGeometry ? "true" : "false") <<
", 32bit indexes = " << (submesh.Use32bitIndexes ? "true" : "false"));
XmlRead(Reader);
//TODO: maybe we have alsways just 1 faces and 1 geometry and always in this order. this loop will only work correct, when the order
//of faces and geometry changed, and not if we have more than one of one
while( Reader->getNodeName()==string("faces")
|| Reader->getNodeName()==string("geometry")
|| Reader->getNodeName()==string("boneassignments"))
{
if(string(Reader->getNodeName())=="faces")//Read the face list
{
//some info logging:
unsigned int NumFaces=GetAttribute<int>(Reader, "count");
ostringstream ss; ss <<"Submesh has " << NumFaces << " Faces.";
DefaultLogger::get()->debug(ss.str());
/// @todo Fix above comment with better read logic below
while(XmlRead(Reader) && Reader->getNodeName()==string("face"))
NextNode(reader);
string currentNodeName = reader->getNodeName();
const string nnFaces = "faces";
const string nnFace = "face";
const string nnGeometry = "geometry";
const string nnBoneAssignments = "boneassignments";
const string nnVertexBuffer = "vertexbuffer";
bool quadWarned = false;
while(currentNodeName == nnFaces ||
currentNodeName == nnGeometry ||
currentNodeName == nnBoneAssignments)
{
if (currentNodeName == nnFaces)
{
unsigned int numFaces = GetAttribute<unsigned int>(reader, "count");
NextNode(reader);
currentNodeName = reader->getNodeName();
while(currentNodeName == nnFace)
{
Face NewFace;
NewFace.VertexIndices[0]=GetAttribute<int>(Reader, "v1");
NewFace.VertexIndices[1]=GetAttribute<int>(Reader, "v2");
NewFace.VertexIndices[2]=GetAttribute<int>(Reader, "v3");
if(Reader->getAttributeValue("v4"))//this should be supported in the future
{
DefaultLogger::get()->warn("Submesh has quads, only traingles are supported!");
//throw DeadlyImportError("Submesh has quads, only traingles are supported!");
NewFace.VertexIndices[0] = GetAttribute<int>(reader, "v1");
NewFace.VertexIndices[1] = GetAttribute<int>(reader, "v2");
NewFace.VertexIndices[2] = GetAttribute<int>(reader, "v3");
/// @todo Support quads
if (!quadWarned && reader->getAttributeValue("v4")) {
DefaultLogger::get()->warn("Submesh has quads, only triangles are supported at the moment!");
}
theSubMesh.FaceList.push_back(NewFace);
submesh.Faces.push_back(NewFace);
// Advance
NextNode(reader);
currentNodeName = reader->getNodeName();
}
}//end of faces
else if(string(Reader->getNodeName())=="geometry")//Read the vertexdata
{
//some info logging:
unsigned int NumVertices=GetAttribute<int>(Reader, "vertexcount");
ostringstream ss; ss<<"VertexCount: " << NumVertices;
DefaultLogger::get()->debug(ss.str());
//General Informations about vertices
XmlRead(Reader);
while(Reader->getNodeName()==string("vertexbuffer"))
if (submesh.Faces.size() == numFaces)
{
ReadVertexBuffer(theSubMesh, Reader, NumVertices);
DefaultLogger::get()->debug(Formatter::format() << " - Faces " << numFaces);
}
//some error checking on the loaded data
if(!theSubMesh.HasPositions)
throw DeadlyImportError("No positions could be loaded!");
if(theSubMesh.HasNormals && theSubMesh.Normals.size() != NumVertices)
throw DeadlyImportError("Wrong Number of Normals loaded!");
if(theSubMesh.HasTangents && theSubMesh.Tangents.size() != NumVertices)
throw DeadlyImportError("Wrong Number of Tangents loaded!");
for(unsigned int i=0; i<theSubMesh.Uvs.size(); ++i)
else
{
if(theSubMesh.Uvs[i].size() != NumVertices)
throw DeadlyImportError("Wrong Number of Uvs loaded!");
throw DeadlyImportError(Formatter::format() << "Read only " << submesh.Faces.size() << " faces when should have read " << numFaces);
}
}//end of "geometry
else if(Reader->getNodeName()==string("boneassignments"))
{
ReadBoneWeights(theSubMesh, Reader);
}
else if (currentNodeName == nnGeometry)
{
unsigned int numVertices = GetAttribute<int>(reader, "vertexcount");
NextNode(reader);
while(string(reader->getNodeName()) == nnVertexBuffer) {
ReadVertexBuffer(submesh, reader, numVertices);
}
}
else if (reader->getNodeName() == nnBoneAssignments)
{
ReadBoneWeights(submesh, reader);
}
currentNodeName = reader->getNodeName();
}
DefaultLogger::get()->debug((Formatter::format(),
"Positionen: ",theSubMesh.Positions.size(),
" Normale: ",theSubMesh.Normals.size(),
" TexCoords: ",theSubMesh.Uvs.size(),
" Tantents: ",theSubMesh.Tangents.size()
));
}
void OgreImporter::ReadVertexBuffer(SubMesh &theSubMesh, XmlReader *Reader, unsigned int NumVertices)
void OgreImporter::ReadVertexBuffer(SubMesh &submesh, XmlReader *reader, const unsigned int numVertices)
{
DefaultLogger::get()->debug("new Vertex Buffer");
DefaultLogger::get()->debug(Formatter::format() << "Reading vertex buffer with " << numVertices << " vertices");
bool ReadPositions=false;
bool ReadNormals=false;
bool ReadTangents=false;
unsigned int NumUvs=0;
submesh.HasGeometry = true;
//-------------------- check, what we need to read: --------------------------------
if(Reader->getAttributeValue("positions") && GetAttribute<bool>(Reader, "positions"))
if (reader->getAttributeValue("positions") && GetAttribute<bool>(reader, "positions"))
{
ReadPositions=theSubMesh.HasPositions=true;
theSubMesh.Positions.reserve(NumVertices);
DefaultLogger::get()->debug("reading positions");
submesh.HasPositions = true;
submesh.Positions.reserve(numVertices);
DefaultLogger::get()->debug(" - Has positions");
}
if(Reader->getAttributeValue("normals") && GetAttribute<bool>(Reader, "normals"))
if (reader->getAttributeValue("normals") && GetAttribute<bool>(reader, "normals"))
{
ReadNormals=theSubMesh.HasNormals=true;
theSubMesh.Normals.reserve(NumVertices);
DefaultLogger::get()->debug("reading normals");
submesh.HasNormals = true;
submesh.Normals.reserve(numVertices);
DefaultLogger::get()->debug(" - Has normals");
}
if(Reader->getAttributeValue("tangents") && GetAttribute<bool>(Reader, "tangents"))
if (reader->getAttributeValue("tangents") && GetAttribute<bool>(reader, "tangents"))
{
ReadTangents=theSubMesh.HasTangents=true;
theSubMesh.Tangents.reserve(NumVertices);
DefaultLogger::get()->debug("reading tangents");
submesh.HasTangents = true;
submesh.Tangents.reserve(numVertices);
DefaultLogger::get()->debug(" - Has tangents");
}
if (reader->getAttributeValue("texture_coords"))
{
submesh.Uvs.resize(GetAttribute<unsigned int>(reader, "texture_coords"));
for(size_t i=0, len=submesh.Uvs.size(); i<len; ++i) {
submesh.Uvs[i].reserve(numVertices);
}
DefaultLogger::get()->debug(Formatter::format() << " - Has " << submesh.Uvs.size() << " texture coords");
}
if(Reader->getAttributeValue("texture_coords"))
{
NumUvs=GetAttribute<unsigned int>(Reader, "texture_coords");
theSubMesh.Uvs.resize(NumUvs);
for(unsigned int i=0; i<theSubMesh.Uvs.size(); ++i) theSubMesh.Uvs[i].reserve(NumVertices);
DefaultLogger::get()->debug("reading texture coords");
if (!submesh.HasPositions) {
throw DeadlyImportError("Vertex buffer does not contain positions!");
}
//___________________________________________________________________
const string nnVertex = "vertex";
const string nnPosition = "position";
const string nnNormal = "normal";
const string nnTangent = "tangent";
const string nnBinormal = "binormal";
const string nnTexCoord = "texcoord";
const string nnColorDiffuse = "colour_diffuse";
const string nnColorSpecular = "colour_specular";
//check if we will load anything
if(!( ReadPositions || ReadNormals || ReadTangents || (NumUvs>0) ))
DefaultLogger::get()->warn("vertexbuffer seams to be empty!");
bool warnBinormal = true;
bool warnColorDiffuse = true;
bool warnColorSpecular = true;
NextNode(reader);
string currentNodeName = reader->getNodeName();
//read all the vertices:
XmlRead(Reader);
/*it might happen, that we have more than one attribute per vertex (they are not splitted to different buffers)
so the break condition is a bit tricky */
while(Reader->getNodeName()==string("vertex")
||Reader->getNodeName()==string("position")
||Reader->getNodeName()==string("normal")
||Reader->getNodeName()==string("tangent")
||Reader->getNodeName()==string("texcoord")
||Reader->getNodeName()==string("colour_diffuse"))
/// @todo Make this loop nicer.
while(currentNodeName == nnVertex ||
currentNodeName == nnPosition ||
currentNodeName == nnNormal ||
currentNodeName == nnTangent ||
currentNodeName == nnBinormal ||
currentNodeName == nnTexCoord ||
currentNodeName == nnColorDiffuse ||
currentNodeName == nnColorSpecular)
{
if(Reader->getNodeName()==string("vertex"))
XmlRead(Reader);//Read an attribute tag
if (currentNodeName == nnVertex)
{
NextNode(reader);
currentNodeName = reader->getNodeName();
}
//Position
if(ReadPositions && Reader->getNodeName()==string("position"))
/// @todo Implement nnBinormal, nnColorDiffuse and nnColorSpecular
if (submesh.HasPositions && currentNodeName == nnPosition)
{
aiVector3D NewPos;
NewPos.x=GetAttribute<float>(Reader, "x");
NewPos.y=GetAttribute<float>(Reader, "y");
NewPos.z=GetAttribute<float>(Reader, "z");
theSubMesh.Positions.push_back(NewPos);
NewPos.x = GetAttribute<float>(reader, "x");
NewPos.y = GetAttribute<float>(reader, "y");
NewPos.z = GetAttribute<float>(reader, "z");
submesh.Positions.push_back(NewPos);
}
//Normal
else if(ReadNormals && Reader->getNodeName()==string("normal"))
else if (submesh.HasNormals && currentNodeName == nnNormal)
{
aiVector3D NewNormal;
NewNormal.x=GetAttribute<float>(Reader, "x");
NewNormal.y=GetAttribute<float>(Reader, "y");
NewNormal.z=GetAttribute<float>(Reader, "z");
theSubMesh.Normals.push_back(NewNormal);
NewNormal.x = GetAttribute<float>(reader, "x");
NewNormal.y = GetAttribute<float>(reader, "y");
NewNormal.z = GetAttribute<float>(reader, "z");
submesh.Normals.push_back(NewNormal);
}
//Tangent
else if(ReadTangents && Reader->getNodeName()==string("tangent"))
else if (submesh.HasTangents && currentNodeName == nnTangent)
{
aiVector3D NewTangent;
NewTangent.x=GetAttribute<float>(Reader, "x");
NewTangent.y=GetAttribute<float>(Reader, "y");
NewTangent.z=GetAttribute<float>(Reader, "z");
theSubMesh.Tangents.push_back(NewTangent);
NewTangent.x = GetAttribute<float>(reader, "x");
NewTangent.y = GetAttribute<float>(reader, "y");
NewTangent.z = GetAttribute<float>(reader, "z");
submesh.Tangents.push_back(NewTangent);
}
//Uv:
else if(NumUvs>0 && Reader->getNodeName()==string("texcoord"))
else if (submesh.Uvs.size() > 0 && currentNodeName == nnTexCoord)
{
for(unsigned int i=0; i<NumUvs; ++i)
for(size_t i=0, len=submesh.Uvs.size(); i<len; ++i)
{
if(Reader->getNodeName()!=string("texcoord"))
{
DefaultLogger::get()->warn(string("Not enough UVs in Vertex: ")+Reader->getNodeName());
if (currentNodeName != nnTexCoord) {
throw DeadlyImportError("Vertex buffer declared more UVs than can be found in a vertex");
}
aiVector3D NewUv;
NewUv.x=GetAttribute<float>(Reader, "u");
NewUv.y=GetAttribute<float>(Reader, "v")*(-1)+1;//flip the uv vertikal, blender exports them so!
theSubMesh.Uvs[i].push_back(NewUv);
XmlRead(Reader);
NewUv.x = GetAttribute<float>(reader, "u");
NewUv.y = GetAttribute<float>(reader, "v") * (-1)+1; //flip the uv vertikal, blender exports them so! (ahem... @todo ????)
submesh.Uvs[i].push_back(NewUv);
NextNode(reader);
currentNodeName = reader->getNodeName();
}
continue;//because we already read the next node...
// Continue main loop as above already read next node
continue;
}
//Color:
//TODO: actually save this data!
else if(Reader->getNodeName()==string("colour_diffuse"))
{
//do nothing, because we not yet support them
}
//Attribute could not be read
else
{
DefaultLogger::get()->warn(string("Attribute was not read: ")+Reader->getNodeName());
}
XmlRead(Reader);//Read the Vertex tag
}
}
void OgreImporter::ReadBoneWeights(SubMesh &theSubMesh, XmlReader *Reader)
{
theSubMesh.Weights.resize(theSubMesh.Positions.size());
while(XmlRead(Reader) && Reader->getNodeName()==string("vertexboneassignment"))
{
Weight NewWeight;
unsigned int VertexId=GetAttribute<int>(Reader, "vertexindex");
NewWeight.BoneId=GetAttribute<int>(Reader, "boneindex");
NewWeight.Value=GetAttribute<float>(Reader, "weight");
//calculate the number of bones used (this is the highest id +1 becuase bone ids start at 0)
theSubMesh.BonesUsed=max(theSubMesh.BonesUsed, NewWeight.BoneId+1);
theSubMesh.Weights[VertexId].push_back(NewWeight);
}
}
void OgreImporter::ProcessSubMesh(SubMesh &theSubMesh, SubMesh &theSharedGeometry)
{
//---------------Make all Vertexes unique: (this is required by assimp)-----------------------
vector<Face> UniqueFaceList(theSubMesh.FaceList.size());
unsigned int UniqueVertexCount=theSubMesh.FaceList.size()*3;//*3 because each face consists of 3 vertexes, because we only support triangles^^
vector<aiVector3D> UniquePositions(UniqueVertexCount);
vector<aiVector3D> UniqueNormals(UniqueVertexCount);
vector<aiVector3D> UniqueTangents(UniqueVertexCount);
vector< vector<Weight> > UniqueWeights(UniqueVertexCount);
vector< vector<aiVector3D> > UniqueUvs(theSubMesh.Uvs.size());
for(unsigned int i=0; i<UniqueUvs.size(); ++i) UniqueUvs[i].resize(UniqueVertexCount);
//Support for shared data:
/*We can use this loop to copy vertex informations from the shared data pool. In order to do so
we just use a reference to a submodel instead of our submodel itself*/
SubMesh& VertexSource= theSubMesh.SharedData ? theSharedGeometry : theSubMesh;
if(theSubMesh.SharedData)//copy vertexinformations to our mesh:
{
theSubMesh.HasPositions=theSharedGeometry.HasPositions;
theSubMesh.HasNormals=theSharedGeometry.HasNormals;
theSubMesh.HasTangents=theSharedGeometry.HasTangents;
theSubMesh.BonesUsed=theSharedGeometry.BonesUsed;
UniqueUvs.resize(theSharedGeometry.Uvs.size());
for(unsigned int i=0; i<UniqueUvs.size(); ++i) UniqueUvs[i].resize(UniqueVertexCount);
}
for(unsigned int i=0; i<theSubMesh.FaceList.size(); ++i)
{
//We precalculate the index vlaues her, because we need them in all vertex attributes
unsigned int Vertex1=theSubMesh.FaceList[i].VertexIndices[0];
unsigned int Vertex2=theSubMesh.FaceList[i].VertexIndices[1];
unsigned int Vertex3=theSubMesh.FaceList[i].VertexIndices[2];
UniquePositions[3*i+0]=VertexSource.Positions[Vertex1];
UniquePositions[3*i+1]=VertexSource.Positions[Vertex2];
UniquePositions[3*i+2]=VertexSource.Positions[Vertex3];
if(VertexSource.HasNormals)
{
UniqueNormals[3*i+0]=VertexSource.Normals[Vertex1];
UniqueNormals[3*i+1]=VertexSource.Normals[Vertex2];
UniqueNormals[3*i+2]=VertexSource.Normals[Vertex3];
}
if(VertexSource.HasTangents)
{
UniqueTangents[3*i+0]=VertexSource.Tangents[Vertex1];
UniqueTangents[3*i+1]=VertexSource.Tangents[Vertex2];
UniqueTangents[3*i+2]=VertexSource.Tangents[Vertex3];
}
if(UniqueUvs.size()>0)
{
for(unsigned int j=0; j<UniqueUvs.size(); ++j)
/// @todo Remove this stuff once implemented. We only want to log warnings once per element.
bool warn = true;
if (currentNodeName == nnBinormal)
{
UniqueUvs[j][3*i+0]=VertexSource.Uvs[j][Vertex1];
UniqueUvs[j][3*i+1]=VertexSource.Uvs[j][Vertex2];
UniqueUvs[j][3*i+2]=VertexSource.Uvs[j][Vertex3];
if (warnBinormal)
{
warnBinormal = false;
}
else
{
warn = false;
}
}
else if (currentNodeName == nnColorDiffuse)
{
if (warnColorDiffuse)
{
warnColorDiffuse = false;
}
else
{
warn = false;
}
}
else if (currentNodeName == nnColorSpecular)
{
if (warnColorSpecular)
{
warnColorSpecular = false;
}
else
{
warn = false;
}
}
if (warn) {
DefaultLogger::get()->warn(string("Vertex buffer attribute read not implemented for element: ") + currentNodeName);
}
}
if(VertexSource.Weights.size() > 0)
// Advance
NextNode(reader);
currentNodeName = reader->getNodeName();
}
DefaultLogger::get()->debug(Formatter::format() <<
" - Positions " << submesh.Positions.size() <<
" Normals " << submesh.Normals.size() <<
" TexCoords " << submesh.Uvs.size() <<
" Tangents " << submesh.Tangents.size());
// Sanity checks
if (submesh.HasNormals && submesh.Normals.size() != numVertices) {
throw DeadlyImportError(Formatter::format() << "Read only " << submesh.Normals.size() << " normals when should have read " << numVertices);
}
if (submesh.HasTangents && submesh.Tangents.size() != numVertices) {
throw DeadlyImportError(Formatter::format() << "Read only " << submesh.Tangents.size() << " tangents when should have read " << numVertices);
}
for(unsigned int i=0; i<submesh.Uvs.size(); ++i)
{
if (submesh.Uvs[i].size() != numVertices) {
throw DeadlyImportError(Formatter::format() << "Read only " << submesh.Uvs[i].size()
<< " uvs for uv index " << i << " when should have read " << numVertices);
}
}
}
void OgreImporter::ReadBoneWeights(SubMesh &submesh, XmlReader *reader)
{
submesh.Weights.resize(submesh.Positions.size());
unsigned int numRead = 0;
const string nnVertexBoneAssignment = "vertexboneassignment";
NextNode(reader);
while(CurrentNodeNameEquals(reader, nnVertexBoneAssignment))
{
numRead++;
BoneWeight weight;
weight.Id = GetAttribute<int>(reader, "boneindex");
weight.Value = GetAttribute<float>(reader, "weight");
//calculate the number of bones used (this is the highest id +1 becuase bone ids start at 0)
/// @todo This can probably be refactored to something else.
submesh.BonesUsed = max(submesh.BonesUsed, weight.Id+1);
const unsigned int vertexId = GetAttribute<int>(reader, "vertexindex");
submesh.Weights[vertexId].push_back(weight);
NextNode(reader);
}
DefaultLogger::get()->debug(Formatter::format() << " - Bone weights " << numRead);
}
void OgreImporter::ProcessSubMesh(SubMesh &submesh, SubMesh &sharedGeometry)
{
// Make all vertexes unique. Required by Assimp.
vector<Face> uniqueFaceList(submesh.Faces.size());
unsigned int uniqueVertexCount = submesh.Faces.size() * 3;
vector<aiVector3D> uniquePositions(uniqueVertexCount);
vector<aiVector3D> uniqueNormals(uniqueVertexCount);
vector<aiVector3D> uniqueTangents(uniqueVertexCount);
vector<vector<BoneWeight> > uniqueWeights(uniqueVertexCount);
vector<vector<aiVector3D> > uniqueUvs(submesh.UseSharedGeometry ? sharedGeometry.Uvs.size() : submesh.Uvs.size());
for(size_t uvi=0; uvi<uniqueUvs.size(); ++uvi) {
uniqueUvs[uvi].resize(uniqueVertexCount);
}
/* Support for shared geometry.
We can use this loop to copy vertex informations from the shared data pool. In order to do so
we just use a reference to a submodel instead of our submodel itself */
SubMesh &vertexSource = (submesh.UseSharedGeometry ? sharedGeometry : submesh);
if (submesh.UseSharedGeometry)
{
submesh.HasPositions = sharedGeometry.HasPositions;
submesh.HasNormals = sharedGeometry.HasNormals;
submesh.HasTangents = sharedGeometry.HasTangents;
submesh.BonesUsed = sharedGeometry.BonesUsed;
}
for (size_t i=0, flen=submesh.Faces.size(); i<flen; ++i)
{
const Face &face = submesh.Faces[i];
// We pre calculate the index values here,
// because we need them in all vertex attributes.
unsigned int v1 = face.VertexIndices[0];
unsigned int v2 = face.VertexIndices[1];
unsigned int v3 = face.VertexIndices[2];
size_t pos = i*3;
uniqueFaceList[i].VertexIndices[0] = pos;
uniqueFaceList[i].VertexIndices[1] = pos + 1;
uniqueFaceList[i].VertexIndices[2] = pos + 2;
uniquePositions[pos] = vertexSource.Positions[v1];
uniquePositions[pos+1] = vertexSource.Positions[v2];
uniquePositions[pos+2] = vertexSource.Positions[v3];
if (vertexSource.HasNormals)
{
UniqueWeights[3*i+0]=VertexSource.Weights[Vertex1];
UniqueWeights[3*i+1]=VertexSource.Weights[Vertex2];
UniqueWeights[3*i+2]=VertexSource.Weights[Vertex3];
uniqueNormals[pos ] = vertexSource.Normals[v1];
uniqueNormals[pos+1] = vertexSource.Normals[v2];
uniqueNormals[pos+2] = vertexSource.Normals[v3];
}
//The indexvalues a just continuous numbers (0, 1, 2, 3, 4, 5, 6...)
UniqueFaceList[i].VertexIndices[0]=3*i+0;
UniqueFaceList[i].VertexIndices[1]=3*i+1;
UniqueFaceList[i].VertexIndices[2]=3*i+2;
}
//_________________________________________________________________________________________
//now we have the unique datas, but want them in the SubMesh, so we swap all the containers:
//if we don't have one of them, we just swap empty containers, so everything is ok
theSubMesh.FaceList.swap(UniqueFaceList);
theSubMesh.Positions.swap(UniquePositions);
theSubMesh.Normals.swap(UniqueNormals);
theSubMesh.Tangents.swap(UniqueTangents);
theSubMesh.Uvs.swap(UniqueUvs);
theSubMesh.Weights.swap(UniqueWeights);
//------------- normalize weights -----------------------------
//The Blender exporter doesn't care about whether the sum of all boneweights for a single vertex equals 1 or not,
//so we have to make this sure:
for(unsigned int VertexId=0; VertexId<theSubMesh.Weights.size(); ++VertexId)//iterate over all vertices
{
float WeightSum=0.0f;
for(unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
if (vertexSource.HasTangents)
{
WeightSum+=theSubMesh.Weights[VertexId][BoneId].Value;
uniqueTangents[pos] = vertexSource.Tangents[v1];
uniqueTangents[pos+1] = vertexSource.Tangents[v2];
uniqueTangents[pos+2] = vertexSource.Tangents[v3];
}
for(size_t uvi=0; uvi<uniqueUvs.size(); ++uvi)
{
const std::vector<aiVector3D> &uv = vertexSource.Uvs[uvi];
uniqueUvs[uvi][pos] = uv[v1];
uniqueUvs[uvi][pos+1] = uv[v2];
uniqueUvs[uvi][pos+2] = uv[v3];
}
if (!vertexSource.Weights.empty())
{
uniqueWeights[pos] = vertexSource.Weights[v1];
uniqueWeights[pos+1] = vertexSource.Weights[v2];
uniqueWeights[pos+2] = vertexSource.Weights[v3];
}
}
// Now we have the unique data, but want them in the SubMesh, so we swap all the containers.
// If we don't have one of them, we just swap empty containers, so everything is ok.
submesh.Faces.swap(uniqueFaceList);
submesh.Positions.swap(uniquePositions);
submesh.Normals.swap(uniqueNormals);
submesh.Tangents.swap(uniqueTangents);
submesh.Uvs.swap(uniqueUvs);
submesh.Weights.swap(uniqueWeights);
// Normalize bone weights
// For example the Blender exporter doesn't care about whether the sum of all bone
// weights for a single vertex equals 1 or not, so validate here.
for(size_t vertexId=0, wlen=submesh.Weights.size(); vertexId<wlen; ++vertexId)
{
std::vector<BoneWeight> &weights = submesh.Weights[vertexId];
float sum = 0.0f;
for(size_t boneId=0, blen=weights.size(); boneId<blen; ++boneId) {
sum += weights[boneId].Value;
}
//check if the sum is too far away from 1
if(WeightSum<1.0f-0.05f || WeightSum>1.0f+0.05f)
if ((sum < (1.0f - 0.05f)) || (sum > (1.0f + 0.05f)))
{
//normalize all weights:
for(unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
{
theSubMesh.Weights[VertexId][BoneId].Value/=WeightSum;
for(size_t boneId=0, blen=weights.size(); boneId<blen; ++boneId) {
weights[boneId].Value /= sum;
}
}
}
//_________________________________________________________
}
aiMesh* OgreImporter::CreateAssimpSubMesh(const SubMesh& theSubMesh, const vector<Bone>& Bones) const
aiMesh *OgreImporter::CreateAssimpSubMesh(aiScene *pScene, const SubMesh& submesh, const vector<Bone>& bones) const
{
const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
(void)m_CurrentScene;
const size_t sizeVector3D = sizeof(aiVector3D);
aiMesh* NewAiMesh=new aiMesh();
aiMesh *dest = new aiMesh();
//Positions
NewAiMesh->mVertices=new aiVector3D[theSubMesh.Positions.size()];
memcpy(NewAiMesh->mVertices, &theSubMesh.Positions[0], theSubMesh.Positions.size()*sizeof(aiVector3D));
NewAiMesh->mNumVertices=theSubMesh.Positions.size();
// Material
dest->mMaterialIndex = submesh.MaterialIndex;
//Normals
if(theSubMesh.HasNormals)
// Positions
dest->mVertices = new aiVector3D[submesh.Positions.size()];
dest->mNumVertices = submesh.Positions.size();
memcpy(dest->mVertices, &submesh.Positions[0], submesh.Positions.size() * sizeVector3D);
// Normals
if (submesh.HasNormals)
{
NewAiMesh->mNormals=new aiVector3D[theSubMesh.Normals.size()];
memcpy(NewAiMesh->mNormals, &theSubMesh.Normals[0], theSubMesh.Normals.size()*sizeof(aiVector3D));
dest->mNormals = new aiVector3D[submesh.Normals.size()];
memcpy(dest->mNormals, &submesh.Normals[0], submesh.Normals.size() * sizeVector3D);
}
//until we have support for bitangents, no tangents will be written
/*
//Tangents
if(theSubMesh.HasTangents)
// Tangents
// Until we have support for bitangents, no tangents will be written
/// @todo Investigate why the above?
if (submesh.HasTangents)
{
NewAiMesh->mTangents=new aiVector3D[theSubMesh.Tangents.size()];
memcpy(NewAiMesh->mTangents, &theSubMesh.Tangents[0], theSubMesh.Tangents.size()*sizeof(aiVector3D));
DefaultLogger::get()->warn("Tangents found from Ogre mesh but writing to Assimp mesh not yet supported!");
//dest->mTangents = new aiVector3D[submesh.Tangents.size()];
//memcpy(dest->mTangents, &submesh.Tangents[0], submesh.Tangents.size() * sizeVector3D);
}
*/
//Uvs
if(theSubMesh.Uvs.size()>0)
// UVs
for (size_t i=0, len=submesh.Uvs.size(); i<len; ++i)
{
for(unsigned int i=0; i<theSubMesh.Uvs.size(); ++i)
dest->mNumUVComponents[i] = 2;
dest->mTextureCoords[i] = new aiVector3D[submesh.Uvs[i].size()];
memcpy(dest->mTextureCoords[i], &(submesh.Uvs[i][0]), submesh.Uvs[i].size() * sizeVector3D);
}
// Bone weights. Convert internal vertex-to-bone mapping to bone-to-vertex.
vector<vector<aiVertexWeight> > assimpWeights(submesh.BonesUsed);
for(size_t vertexId=0, len=submesh.Weights.size(); vertexId<len; ++vertexId)
{
const vector<BoneWeight> &vertexWeights = submesh.Weights[vertexId];
for (size_t boneId=0, len=vertexWeights.size(); boneId<len; ++boneId)
{
NewAiMesh->mNumUVComponents[i]=2;
NewAiMesh->mTextureCoords[i]=new aiVector3D[theSubMesh.Uvs[i].size()];
memcpy(NewAiMesh->mTextureCoords[i], &(theSubMesh.Uvs[i][0]), theSubMesh.Uvs[i].size()*sizeof(aiVector3D));
const BoneWeight &ogreWeight = vertexWeights[boneId];
assimpWeights[ogreWeight.Id].push_back(aiVertexWeight(vertexId, ogreWeight.Value));
}
}
// Bones.
vector<aiBone*> assimpBones;
assimpBones.reserve(submesh.BonesUsed);
//---------------------------------------- Bones --------------------------------------------
//Copy the weights in in Bone-Vertices Struktur
//(we have them in a Vertex-Bones Structur, this is much easier for making them unique, which is required by assimp
vector< vector<aiVertexWeight> > aiWeights(theSubMesh.BonesUsed);//now the outer list are the bones, and the inner vector the vertices
for(unsigned int VertexId=0; VertexId<theSubMesh.Weights.size(); ++VertexId)//iterate over all vertices
for(size_t boneId=0, len=submesh.BonesUsed; boneId<len; ++boneId)
{
for(unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
{
aiVertexWeight NewWeight;
NewWeight.mVertexId=VertexId;//the current Vertex, we can't use the Id form the submehs weights, because they are bone id's
NewWeight.mWeight=theSubMesh.Weights[VertexId][BoneId].Value;
aiWeights[theSubMesh.Weights[VertexId][BoneId].BoneId].push_back(NewWeight);
const vector<aiVertexWeight> &boneWeights = assimpWeights[boneId];
if (boneWeights.size() == 0) {
continue;
}
// @note The bones list is sorted by id's, this was done in LoadSkeleton.
aiBone *assimpBone = new aiBone();
assimpBone->mName = bones[boneId].Name;
assimpBone->mOffsetMatrix = bones[boneId].BoneToWorldSpace;
assimpBone->mNumWeights = boneWeights.size();
assimpBone->mWeights = new aiVertexWeight[boneWeights.size()];
memcpy(assimpBone->mWeights, &boneWeights[0], boneWeights.size() * sizeof(aiVertexWeight));
assimpBones.push_back(assimpBone);
}
if (!assimpBones.empty())
{
dest->mBones = new aiBone*[assimpBones.size()];
dest->mNumBones = assimpBones.size();
for(size_t i=0, len=assimpBones.size(); i<len; ++i) {
dest->mBones[i] = assimpBones[i];
}
}
// Faces
dest->mFaces = new aiFace[submesh.Faces.size()];
dest->mNumFaces = submesh.Faces.size();
vector<aiBone*> aiBones;
aiBones.reserve(theSubMesh.BonesUsed);//the vector might be smaller, because there might be empty bones (bones that are not attached to any vertex)
//create all the bones and fill them with informations
for(unsigned int i=0; i<theSubMesh.BonesUsed; ++i)
for(size_t i=0, len=submesh.Faces.size(); i<len; ++i)
{
if(aiWeights[i].size()>0)
{
aiBone* NewBone=new aiBone();
NewBone->mNumWeights=aiWeights[i].size();
NewBone->mWeights=new aiVertexWeight[aiWeights[i].size()];
memcpy(NewBone->mWeights, &(aiWeights[i][0]), sizeof(aiVertexWeight)*aiWeights[i].size());
NewBone->mName=Bones[i].Name;//The bone list should be sorted after its id's, this was done in LoadSkeleton
NewBone->mOffsetMatrix=Bones[i].BoneToWorldSpace;
dest->mFaces[i].mNumIndices = 3;
dest->mFaces[i].mIndices = new unsigned int[3];
aiBones.push_back(NewBone);
}
}
NewAiMesh->mNumBones=aiBones.size();
// mBones must be NULL if mNumBones is non 0 or the validation fails.
if (aiBones.size()) {
NewAiMesh->mBones=new aiBone* [aiBones.size()];
memcpy(NewAiMesh->mBones, &(aiBones[0]), aiBones.size()*sizeof(aiBone*));
const Face &f = submesh.Faces[i];
dest->mFaces[i].mIndices[0] = f.VertexIndices[0];
dest->mFaces[i].mIndices[1] = f.VertexIndices[1];
dest->mFaces[i].mIndices[2] = f.VertexIndices[2];
}
//______________________________________________________________________________________________________
//Faces
NewAiMesh->mFaces=new aiFace[theSubMesh.FaceList.size()];
for(unsigned int i=0; i<theSubMesh.FaceList.size(); ++i)
{
NewAiMesh->mFaces[i].mNumIndices=3;
NewAiMesh->mFaces[i].mIndices=new unsigned int[3];
NewAiMesh->mFaces[i].mIndices[0]=theSubMesh.FaceList[i].VertexIndices[0];
NewAiMesh->mFaces[i].mIndices[1]=theSubMesh.FaceList[i].VertexIndices[1];
NewAiMesh->mFaces[i].mIndices[2]=theSubMesh.FaceList[i].VertexIndices[2];
}
NewAiMesh->mNumFaces=theSubMesh.FaceList.size();
//Link the material:
NewAiMesh->mMaterialIndex=theSubMesh.MaterialIndex;//the index is set by the function who called ReadSubMesh
return NewAiMesh;
return dest;
}
} // Ogre
} // Assimp
}//namespace Ogre
}//namespace Assimp
#endif // !! ASSIMP_BUILD_NO_OGRE_IMPORTER
#endif // ASSIMP_BUILD_NO_OGRE_IMPORTER

View File

@ -0,0 +1,214 @@
#ifndef AI_OGREPARSINGUTILS_H_INC
#define AI_OGREPARSINGUTILS_H_INC
#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
#include "ParsingUtils.h"
#include "irrXMLWrapper.h"
#include "fast_atof.h"
namespace Assimp
{
namespace Ogre
{
typedef irr::io::IrrXMLReader XmlReader;
static void ThrowAttibuteError(const XmlReader* reader, const std::string &name, const std::string &error = "")
{
if (!error.empty())
{
throw DeadlyImportError(error + " in node '" + std::string(reader->getNodeName()) + "' and attribute '" + name + "'");
}
else
{
throw DeadlyImportError("Attribute '" + name + "' does not exist in node '" + std::string(reader->getNodeName()) + "'");
}
}
template<typename T>
inline T GetAttribute(const XmlReader* reader, const std::string &name);
template<>
inline int GetAttribute<int>(const XmlReader* reader, const std::string &name)
{
const char* value = reader->getAttributeValue(name.c_str());
if (value)
{
return atoi(value);
}
else
{
ThrowAttibuteError(reader, name);
return 0;
}
}
template<>
inline unsigned int GetAttribute<unsigned int>(const XmlReader* reader, const std::string &name)
{
const char* value = reader->getAttributeValue(name.c_str());
if (value)
{
return static_cast<unsigned int>(atoi(value)); ///< @todo Find a better way...
}
else
{
ThrowAttibuteError(reader, name);
return 0;
}
}
template<>
inline float GetAttribute<float>(const XmlReader* reader, const std::string &name)
{
const char* value = reader->getAttributeValue(name.c_str());
if (value)
{
return fast_atof(value);
}
else
{
ThrowAttibuteError(reader, name);
return 0.f;
}
}
template<>
inline std::string GetAttribute<std::string>(const XmlReader* reader, const std::string &name)
{
const char* value = reader->getAttributeValue(name.c_str());
if (value)
{
return std::string(value);
}
else
{
ThrowAttibuteError(reader, name);
return "";
}
}
template<>
inline bool GetAttribute<bool>(const XmlReader* reader, const std::string &name)
{
std::string value = GetAttribute<std::string>(reader, name);
if (ASSIMP_stricmp(value, "true") == 0)
{
return true;
}
else if (ASSIMP_stricmp(value, "false") == 0)
{
return false;
}
else
{
ThrowAttibuteError(reader, name, "Boolean value is expected to be 'true' or 'false', encountered '" + value + "'");
return false;
}
}
inline bool NextNode(XmlReader* reader)
{
do
{
if (!reader->read()) {
return false;
}
}
while(reader->getNodeType() != irr::io::EXN_ELEMENT);
return true;
}
inline bool CurrentNodeNameEquals(const XmlReader* reader, const std::string &name)
{
return (ASSIMP_stricmp(std::string(reader->getNodeName()), name) == 0);
}
/// Skips a line from current @ss position until a newline. Returns the skipped part.
static inline std::string SkipLine(std::stringstream &ss)
{
std::string skipped;
getline(ss, skipped);
return skipped;
}
/// Skips a line and reads next element from @c ss to @c nextElement.
/** @return Skipped line content until newline. */
static inline std::string NextAfterNewLine(std::stringstream &ss, std::string &nextElement)
{
std::string skipped = SkipLine(ss);
ss >> nextElement;
return skipped;
}
/// Returns a lower cased copy of @s.
static inline std::string ToLower(std::string s)
{
std::transform(s.begin(), s.end(), s.begin(), ::tolower);
return s;
}
/// Returns if @c s ends with @c suffix. If @c caseSensitive is false, both strings will be lower cased before matching.
static inline bool EndsWith(const std::string &s, const std::string &suffix, bool caseSensitive = true)
{
if (s.empty() || suffix.empty())
{
return false;
}
else if (s.length() < suffix.length())
{
return false;
}
if (!caseSensitive) {
return EndsWith(ToLower(s), ToLower(suffix), true);
}
size_t len = suffix.length();
std::string sSuffix = s.substr(s.length()-len, len);
return (ASSIMP_stricmp(sSuffix, suffix) == 0);
}
// Below trim functions adapted from http://stackoverflow.com/questions/216823/whats-the-best-way-to-trim-stdstring
/// Trim from start
static inline std::string &TrimLeft(std::string &s, bool newlines = true)
{
if (!newlines)
{
s.erase(s.begin(), std::find_if(s.begin(), s.end(), std::not1(std::ptr_fun(Assimp::IsSpace<char>))));
}
else
{
s.erase(s.begin(), std::find_if(s.begin(), s.end(), std::not1(std::ptr_fun(Assimp::IsSpaceOrNewLine<char>))));
}
return s;
}
/// Trim from end
static inline std::string &TrimRight(std::string &s, bool newlines = true)
{
if (!newlines)
{
s.erase(std::find_if(s.rbegin(), s.rend(), std::not1(std::ptr_fun(Assimp::IsSpace<char>))).base(),s.end());
}
else
{
s.erase(s.begin(), std::find_if(s.begin(), s.end(), std::not1(std::ptr_fun(Assimp::IsSpaceOrNewLine<char>))));
}
return s;
}
/// Trim from both ends
static inline std::string &Trim(std::string &s, bool newlines = true)
{
return TrimLeft(TrimRight(s, newlines), newlines);
}
} // Ogre
} // Assimp
#endif // ASSIMP_BUILD_NO_OGRE_IMPORTER
#endif // AI_OGREPARSINGUTILS_H_INC

View File

@ -5,11 +5,11 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2012, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
Redistribution and use of this software in aSource and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
* Redistributions of aSource code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
@ -42,7 +42,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
#include "OgreImporter.hpp"
#include "OgreImporter.h"
#include "TinyFormatter.h"
using namespace std;
@ -52,400 +52,395 @@ namespace Assimp
namespace Ogre
{
void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vector<Animation> &Animations) const
void OgreImporter::ReadSkeleton(const std::string &pFile, Assimp::IOSystem *pIOHandler, const aiScene *pScene,
const std::string &skeletonFile, vector<Bone> &Bones, vector<Animation> &Animations) const
{
const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
(void)m_CurrentScene;
//most likely the skeleton file will only end with .skeleton
//But this is a xml reader, so we need: .skeleton.xml
FileName+=".xml";
DefaultLogger::get()->debug(string("Loading Skeleton: ")+FileName);
//Open the File:
boost::scoped_ptr<IOStream> File(m_CurrentIOHandler->Open(FileName));
if(NULL==File.get())
throw DeadlyImportError("Failed to open skeleton file "+FileName+".");
//Read the Mesh File:
boost::scoped_ptr<CIrrXML_IOStreamReader> mIOWrapper(new CIrrXML_IOStreamReader(File.get()));
XmlReader* SkeletonFile = irr::io::createIrrXMLReader(mIOWrapper.get());
if(!SkeletonFile)
throw DeadlyImportError(string("Failed to create XML Reader for ")+FileName);
XmlRead(SkeletonFile);
if(string("skeleton")!=SkeletonFile->getNodeName())
throw DeadlyImportError("No <skeleton> node in SkeletonFile: "+FileName);
//------------------------------------load bones-----------------------------------------
XmlRead(SkeletonFile);
if(string("bones")!=SkeletonFile->getNodeName())
throw DeadlyImportError("No bones node in skeleton "+FileName);
XmlRead(SkeletonFile);
while(string("bone")==SkeletonFile->getNodeName())
string filename = skeletonFile;
if (EndsWith(filename, ".skeleton"))
{
//TODO: Maybe we can have bone ids for the errrors, but normaly, they should never appear, so what....
//read a new bone:
Bone NewBone;
NewBone.Id=GetAttribute<int>(SkeletonFile, "id");
NewBone.Name=GetAttribute<string>(SkeletonFile, "name");
//load the position:
XmlRead(SkeletonFile);
if(string("position")!=SkeletonFile->getNodeName())
throw DeadlyImportError("Position is not first node in Bone!");
NewBone.Position.x=GetAttribute<float>(SkeletonFile, "x");
NewBone.Position.y=GetAttribute<float>(SkeletonFile, "y");
NewBone.Position.z=GetAttribute<float>(SkeletonFile, "z");
//Rotation:
XmlRead(SkeletonFile);
if(string("rotation")!=SkeletonFile->getNodeName())
throw DeadlyImportError("Rotation is not the second node in Bone!");
NewBone.RotationAngle=GetAttribute<float>(SkeletonFile, "angle");
XmlRead(SkeletonFile);
if(string("axis")!=SkeletonFile->getNodeName())
throw DeadlyImportError("No axis specified for bone rotation!");
NewBone.RotationAxis.x=GetAttribute<float>(SkeletonFile, "x");
NewBone.RotationAxis.y=GetAttribute<float>(SkeletonFile, "y");
NewBone.RotationAxis.z=GetAttribute<float>(SkeletonFile, "z");
//append the newly loaded bone to the bone list
Bones.push_back(NewBone);
//Proceed to the next bone:
XmlRead(SkeletonFile);
DefaultLogger::get()->warn("Mesh is referencing a Ogre binary skeleton. Parsing binary Ogre assets is not supported at the moment. Trying to find .skeleton.xml file instead.");
filename += ".xml";
}
//The bones in the file a not neccesarly ordered by there id's so we do it now:
if (!pIOHandler->Exists(filename))
{
DefaultLogger::get()->error("Failed to find skeleton file '" + filename + "', skeleton will be missing.");
return;
}
boost::scoped_ptr<IOStream> file(pIOHandler->Open(filename));
if (!file.get()) {
throw DeadlyImportError("Failed to open skeleton file " + filename);
}
boost::scoped_ptr<CIrrXML_IOStreamReader> stream(new CIrrXML_IOStreamReader(file.get()));
XmlReader* reader = irr::io::createIrrXMLReader(stream.get());
if (!reader) {
throw DeadlyImportError("Failed to create XML reader for skeleton file " + filename);
}
DefaultLogger::get()->debug("Reading skeleton '" + filename + "'");
// Root
NextNode(reader);
if (!CurrentNodeNameEquals(reader, "skeleton")) {
throw DeadlyImportError("Root node is not <skeleton> but <" + string(reader->getNodeName()) + "> in " + filename);
}
// Bones
NextNode(reader);
if (!CurrentNodeNameEquals(reader, "bones")) {
throw DeadlyImportError("No <bones> node in skeleton " + skeletonFile);
}
NextNode(reader);
while(CurrentNodeNameEquals(reader, "bone"))
{
/** @todo Fix this mandatory ordering. Some exporters might just write rotation first etc.
There is no technical reason this has to be so strict. */
Bone bone;
bone.Id = GetAttribute<int>(reader, "id");
bone.Name = GetAttribute<string>(reader, "name");
NextNode(reader);
if (!CurrentNodeNameEquals(reader, "position")) {
throw DeadlyImportError("Position is not first node in Bone!");
}
bone.Position.x = GetAttribute<float>(reader, "x");
bone.Position.y = GetAttribute<float>(reader, "y");
bone.Position.z = GetAttribute<float>(reader, "z");
NextNode(reader);
if (!CurrentNodeNameEquals(reader, "rotation")) {
throw DeadlyImportError("Rotation is not the second node in Bone!");
}
bone.RotationAngle = GetAttribute<float>(reader, "angle");
NextNode(reader);
if (!CurrentNodeNameEquals(reader, "axis")) {
throw DeadlyImportError("No axis specified for bone rotation!");
}
bone.RotationAxis.x = GetAttribute<float>(reader, "x");
bone.RotationAxis.y = GetAttribute<float>(reader, "y");
bone.RotationAxis.z = GetAttribute<float>(reader, "z");
Bones.push_back(bone);
NextNode(reader);
}
// Order bones by Id
std::sort(Bones.begin(), Bones.end());
//now the id of each bone should be equal to its position in the vector:
//so we do a simple check:
// Validate that bone indexes are not skipped.
/** @note Left this from original authors code, but not sure if this is strictly necessary
as per the Ogre skeleton spec. It might be more that other (later) code in this imported does not break. */
for (size_t i=0, len=Bones.size(); i<len; ++i)
{
bool IdsOk=true;
for(int i=0; i<static_cast<signed int>(Bones.size()); ++i)//i is signed, because all Id's are also signed!
{
if(Bones[i].Id!=i)
IdsOk=false;
if (static_cast<int>(Bones[i].Id) != static_cast<int>(i)) {
throw DeadlyImportError("Bone Ids are not in sequence in " + skeletonFile);
}
if(!IdsOk)
throw DeadlyImportError("Bone Ids are not valid!"+FileName);
}
DefaultLogger::get()->debug((Formatter::format(),"Number of bones: ",Bones.size()));
//________________________________________________________________________________
DefaultLogger::get()->debug(Formatter::format() << " - Bones " << Bones.size());
// Bone hierarchy
if (!CurrentNodeNameEquals(reader, "bonehierarchy")) {
throw DeadlyImportError("No <bonehierarchy> node found after <bones> in " + skeletonFile);
}
//----------------------------load bonehierarchy--------------------------------
if(string("bonehierarchy")!=SkeletonFile->getNodeName())
throw DeadlyImportError("no bonehierarchy node in "+FileName);
DefaultLogger::get()->debug("loading bonehierarchy...");
XmlRead(SkeletonFile);
while(string("boneparent")==SkeletonFile->getNodeName())
NextNode(reader);
while(CurrentNodeNameEquals(reader, "boneparent"))
{
string Child, Parent;
Child=GetAttribute<string>(SkeletonFile, "bone");
Parent=GetAttribute<string>(SkeletonFile, "parent");
string childName = GetAttribute<string>(reader, "bone");
string parentName = GetAttribute<string>(reader, "parent");
unsigned int ChildId, ParentId;
ChildId=find(Bones.begin(), Bones.end(), Child)->Id;
ParentId=find(Bones.begin(), Bones.end(), Parent)->Id;
vector<Bone>::iterator iterChild = find(Bones.begin(), Bones.end(), childName);
vector<Bone>::iterator iterParent = find(Bones.begin(), Bones.end(), parentName);
Bones[ChildId].ParentId=ParentId;
Bones[ParentId].Children.push_back(ChildId);
if (iterChild != Bones.end() && iterParent != Bones.end())
{
iterChild->ParentId = iterParent->Id;
iterParent->Children.push_back(iterChild->Id);
}
else
{
DefaultLogger::get()->warn("Failed to find bones for parenting: Child " + childName + " Parent " + parentName);
}
XmlRead(SkeletonFile);
NextNode(reader);
}
//_____________________________________________________________________________
//--------- Calculate the WorldToBoneSpace Matrix recursively for all bones: ------------------
// Calculate bone matrices for root bones. Recursively does their children.
BOOST_FOREACH(Bone &theBone, Bones)
{
if(-1==theBone.ParentId) //the bone is a root bone
{
if (!theBone.IsParented()) {
theBone.CalculateBoneToWorldSpaceMatrix(Bones);
}
}
//_______________________________________________________________________
aiVector3D zeroVec(0.f, 0.f, 0.f);
//---------------------------load animations-----------------------------
if(string("animations")==SkeletonFile->getNodeName())//animations are optional values
// Animations
if (CurrentNodeNameEquals(reader, "animations"))
{
DefaultLogger::get()->debug("Loading Animations");
XmlRead(SkeletonFile);
while(string("animation")==SkeletonFile->getNodeName())
DefaultLogger::get()->debug(" - Animations");
NextNode(reader);
while(CurrentNodeNameEquals(reader, "animation"))
{
Animation NewAnimation;
NewAnimation.Name=GetAttribute<string>(SkeletonFile, "name");
NewAnimation.Length=GetAttribute<float>(SkeletonFile, "length");
Animation animation;
animation.Name = GetAttribute<string>(reader, "name");
animation.Length = GetAttribute<float>(reader, "length");
//Load all Tracks
XmlRead(SkeletonFile);
if(string("tracks")!=SkeletonFile->getNodeName())
throw DeadlyImportError("no tracks node in animation");
XmlRead(SkeletonFile);
while(string("track")==SkeletonFile->getNodeName())
// Tracks
NextNode(reader);
if (!CurrentNodeNameEquals(reader, "tracks")) {
throw DeadlyImportError("No <tracks> node found in animation '" + animation.Name + "' in " + skeletonFile);
}
NextNode(reader);
while(CurrentNodeNameEquals(reader, "track"))
{
Track NewTrack;
NewTrack.BoneName=GetAttribute<string>(SkeletonFile, "bone");
Track track;
track.BoneName = GetAttribute<string>(reader, "bone");
//Load all keyframes;
XmlRead(SkeletonFile);
if(string("keyframes")!=SkeletonFile->getNodeName())
throw DeadlyImportError("no keyframes node!");
XmlRead(SkeletonFile);
while(string("keyframe")==SkeletonFile->getNodeName())
// Keyframes
NextNode(reader);
if (!CurrentNodeNameEquals(reader, "keyframes")) {
throw DeadlyImportError("No <keyframes> node found in a track in animation '" + animation.Name + "' in " + skeletonFile);
}
NextNode(reader);
while(CurrentNodeNameEquals(reader, "keyframe"))
{
Keyframe NewKeyframe;
NewKeyframe.Time=GetAttribute<float>(SkeletonFile, "time");
KeyFrame keyFrame;
keyFrame.Time = GetAttribute<float>(reader, "time");
//loop over the attributes:
while(true) //will quit, if a Node is not a animationkey
NextNode(reader);
while(CurrentNodeNameEquals(reader, "translate") || CurrentNodeNameEquals(reader, "rotate") || CurrentNodeNameEquals(reader, "scale"))
{
XmlRead(SkeletonFile);
//If any property doesn't show up, it will keep its initialization value
//Position:
if(string("translate")==SkeletonFile->getNodeName())
if (CurrentNodeNameEquals(reader, "translate"))
{
NewKeyframe.Position.x=GetAttribute<float>(SkeletonFile, "x");
NewKeyframe.Position.y=GetAttribute<float>(SkeletonFile, "y");
NewKeyframe.Position.z=GetAttribute<float>(SkeletonFile, "z");
keyFrame.Position.x = GetAttribute<float>(reader, "x");
keyFrame.Position.y = GetAttribute<float>(reader, "y");
keyFrame.Position.z = GetAttribute<float>(reader, "z");
}
//Rotation:
else if(string("rotate")==SkeletonFile->getNodeName())
else if (CurrentNodeNameEquals(reader, "rotate"))
{
float RotationAngle=GetAttribute<float>(SkeletonFile, "angle");
aiVector3D RotationAxis;
XmlRead(SkeletonFile);
if(string("axis")!=SkeletonFile->getNodeName())
throw DeadlyImportError("No axis for keyframe rotation!");
RotationAxis.x=GetAttribute<float>(SkeletonFile, "x");
RotationAxis.y=GetAttribute<float>(SkeletonFile, "y");
RotationAxis.z=GetAttribute<float>(SkeletonFile, "z");
float angle = GetAttribute<float>(reader, "angle");
if(0==RotationAxis.x && 0==RotationAxis.y && 0==RotationAxis.z)//we have an invalid rotation axis
NextNode(reader);
if (!CurrentNodeNameEquals(reader, "axis")) {
throw DeadlyImportError("No axis for keyframe rotation in animation '" + animation.Name + "'");
}
aiVector3D axis;
axis.x = GetAttribute<float>(reader, "x");
axis.y = GetAttribute<float>(reader, "y");
axis.z = GetAttribute<float>(reader, "z");
if (axis.Equal(zeroVec))
{
RotationAxis.x=1.0f;
if(0!=RotationAngle)//if we don't rotate at all, the axis does not matter
{
DefaultLogger::get()->warn("Invalid Rotation Axis in Keyframe!");
axis.x = 1.0f;
if (angle != 0) {
DefaultLogger::get()->warn("Found invalid a key frame with a zero rotation axis in animation '" + animation.Name + "'");
}
}
NewKeyframe.Rotation=aiQuaternion(RotationAxis, RotationAngle);
keyFrame.Rotation = aiQuaternion(axis, angle);
}
//Scaling:
else if(string("scale")==SkeletonFile->getNodeName())
else if (CurrentNodeNameEquals(reader, "scale"))
{
NewKeyframe.Scaling.x=GetAttribute<float>(SkeletonFile, "x");
NewKeyframe.Scaling.y=GetAttribute<float>(SkeletonFile, "y");
NewKeyframe.Scaling.z=GetAttribute<float>(SkeletonFile, "z");
keyFrame.Scaling.x = GetAttribute<float>(reader, "x");
keyFrame.Scaling.y = GetAttribute<float>(reader, "y");
keyFrame.Scaling.z = GetAttribute<float>(reader, "z");
}
//we suppose, that we read all attributes and this is a new keyframe or the end of the animation
else
break;
NextNode(reader);
}
track.Keyframes.push_back(keyFrame);
}
animation.Tracks.push_back(track);
}
Animations.push_back(animation);
NewTrack.Keyframes.push_back(NewKeyframe);
DefaultLogger::get()->debug(Formatter::format() << " " << animation.Name << " (" << animation.Length << " sec, " << animation.Tracks.size() << " tracks)");
}
}
}
void OgreImporter::CreateAssimpSkeleton(aiScene *pScene, const std::vector<Bone> &bones, const std::vector<Animation> &animations)
{
if (bones.empty()) {
return;
}
if (!pScene->mRootNode) {
throw DeadlyImportError("Creating Assimp skeleton: No root node created!");
}
if (pScene->mRootNode->mNumChildren > 0) {
throw DeadlyImportError("Creating Assimp skeleton: Root node already has children!");
}
// Bones
vector<aiNode*> rootBones;
BOOST_FOREACH(const Bone &bone, bones)
{
if (!bone.IsParented()) {
rootBones.push_back(CreateNodeFromBone(bone.Id, bones, pScene->mRootNode));
}
}
if (!rootBones.empty())
{
pScene->mRootNode->mChildren = new aiNode*[rootBones.size()];
pScene->mRootNode->mNumChildren = rootBones.size();
for(size_t i=0, len=rootBones.size(); i<len; ++i) {
pScene->mRootNode->mChildren[i] = rootBones[i];
}
}
// TODO: Auf nicht vorhandene Animationskeys achten!
// @todo Pay attention to non-existing animation Keys (google translated from above german comment)
// Animations
if (!animations.empty())
{
pScene->mAnimations = new aiAnimation*[animations.size()];
pScene->mNumAnimations = animations.size();
for(size_t ai=0, alen=animations.size(); ai<alen; ++ai)
{
const Animation &aSource = animations[ai];
aiAnimation *animation = new aiAnimation();
animation->mName = aSource.Name;
animation->mDuration = aSource.Length;
animation->mTicksPerSecond = 1.0f;
// Tracks
animation->mChannels = new aiNodeAnim*[aSource.Tracks.size()];
animation->mNumChannels = aSource.Tracks.size();
for(size_t ti=0, tlen=aSource.Tracks.size(); ti<tlen; ++ti)
{
const Track &tSource = aSource.Tracks[ti];
aiNodeAnim *animationNode = new aiNodeAnim();
animationNode->mNodeName = tSource.BoneName;
// We need this, to access the bones default pose.
// Which we need to make keys absolute to the default bone pose.
vector<Bone>::const_iterator boneIter = find(bones.begin(), bones.end(), tSource.BoneName);
if (boneIter == bones.end())
{
for(size_t createdAnimationIndex=0; createdAnimationIndex<ai; createdAnimationIndex++) {
delete pScene->mAnimations[createdAnimationIndex];
}
delete [] pScene->mAnimations;
pScene->mAnimations = NULL;
pScene->mNumAnimations = 0;
DefaultLogger::get()->error("Failed to find bone for name " + tSource.BoneName + " when creating animation " + aSource.Name +
". This is a serious error, animations wont be imported.");
return;
}
NewAnimation.Tracks.push_back(NewTrack);
}
Animations.push_back(NewAnimation);
}
}
//_____________________________________________________________________________
}
void OgreImporter::CreateAssimpSkeleton(const std::vector<Bone> &Bones, const std::vector<Animation> &/*Animations*/)
{
if(!m_CurrentScene->mRootNode)
throw DeadlyImportError("No root node exists!!");
if(0!=m_CurrentScene->mRootNode->mNumChildren)
throw DeadlyImportError("Root Node already has childnodes!");
//Createt the assimp bone hierarchy
vector<aiNode*> RootBoneNodes;
BOOST_FOREACH(const Bone &theBone, Bones)
{
if(-1==theBone.ParentId) //the bone is a root bone
{
//which will recursily add all other nodes
RootBoneNodes.push_back(CreateAiNodeFromBone(theBone.Id, Bones, m_CurrentScene->mRootNode));
}
}
if(RootBoneNodes.size() > 0)
{
m_CurrentScene->mRootNode->mNumChildren=RootBoneNodes.size();
m_CurrentScene->mRootNode->mChildren=new aiNode*[RootBoneNodes.size()];
memcpy(m_CurrentScene->mRootNode->mChildren, &RootBoneNodes[0], sizeof(aiNode*)*RootBoneNodes.size());
}
}
void OgreImporter::PutAnimationsInScene(const std::vector<Bone> &Bones, const std::vector<Animation> &Animations)
{
//-----------------Create the Assimp Animations --------------------
if(Animations.size()>0)//Maybe the model had only a skeleton and no animations. (If it also has no skeleton, this function would'nt have been called
{
m_CurrentScene->mNumAnimations=Animations.size();
m_CurrentScene->mAnimations=new aiAnimation*[Animations.size()];
for(unsigned int i=0; i<Animations.size(); ++i)//create all animations
{
aiAnimation* NewAnimation=new aiAnimation();
NewAnimation->mName=Animations[i].Name;
NewAnimation->mDuration=Animations[i].Length;
NewAnimation->mTicksPerSecond=1.0f;
//Create all tracks in this animation
NewAnimation->mNumChannels=Animations[i].Tracks.size();
NewAnimation->mChannels=new aiNodeAnim*[Animations[i].Tracks.size()];
for(unsigned int j=0; j<Animations[i].Tracks.size(); ++j)
{
aiNodeAnim* NewNodeAnim=new aiNodeAnim();
NewNodeAnim->mNodeName=Animations[i].Tracks[j].BoneName;
//we need this, to acces the bones default pose, which we need to make keys absolute to the default bone pose
vector<Bone>::const_iterator CurBone=find(Bones.begin(), Bones.end(), NewNodeAnim->mNodeName);
aiMatrix4x4 t0, t1;
aiMatrix4x4 DefBonePose=aiMatrix4x4::Translation(CurBone->Position, t1)
* aiMatrix4x4::Rotation(CurBone->RotationAngle, CurBone->RotationAxis, t0);
aiMatrix4x4 defaultBonePose = aiMatrix4x4::Translation(boneIter->Position, t1) * aiMatrix4x4::Rotation(boneIter->RotationAngle, boneIter->RotationAxis, t0);
// Keyframes
unsigned int numKeyframes = tSource.Keyframes.size();
//Create the keyframe arrays...
unsigned int KeyframeCount=Animations[i].Tracks[j].Keyframes.size();
NewNodeAnim->mNumPositionKeys=KeyframeCount;
NewNodeAnim->mNumRotationKeys=KeyframeCount;
NewNodeAnim->mNumScalingKeys =KeyframeCount;
NewNodeAnim->mPositionKeys=new aiVectorKey[KeyframeCount];
NewNodeAnim->mRotationKeys=new aiQuatKey[KeyframeCount];
NewNodeAnim->mScalingKeys =new aiVectorKey[KeyframeCount];
animationNode->mPositionKeys = new aiVectorKey[numKeyframes];
animationNode->mRotationKeys = new aiQuatKey[numKeyframes];
animationNode->mScalingKeys = new aiVectorKey[numKeyframes];
animationNode->mNumPositionKeys = numKeyframes;
animationNode->mNumRotationKeys = numKeyframes;
animationNode->mNumScalingKeys = numKeyframes;
//...and fill them
for(unsigned int k=0; k<KeyframeCount; ++k)
for(size_t kfi=0; kfi<numKeyframes; ++kfi)
{
const KeyFrame &kfSource = tSource.Keyframes[kfi];
// Create a matrix to transform a vector from the bones
// default pose to the bone bones in this animation key
aiMatrix4x4 t2, t3;
aiMatrix4x4 keyBonePose =
aiMatrix4x4::Translation(kfSource.Position, t3) *
aiMatrix4x4(kfSource.Rotation.GetMatrix()) *
aiMatrix4x4::Scaling(kfSource.Scaling, t2);
//Create a matrix to transfrom a vector from the bones default pose to the bone bones in this animation key
aiMatrix4x4 PoseToKey=
aiMatrix4x4::Translation(Animations[i].Tracks[j].Keyframes[k].Position, t3) //pos
* aiMatrix4x4(Animations[i].Tracks[j].Keyframes[k].Rotation.GetMatrix()) //rot
* aiMatrix4x4::Scaling(Animations[i].Tracks[j].Keyframes[k].Scaling, t2); //scale
// Calculate the complete transformation from world space to bone space
aiMatrix4x4 CompleteTransform = defaultBonePose * keyBonePose;
aiVector3D kfPos; aiQuaternion kfRot; aiVector3D kfScale;
CompleteTransform.Decompose(kfScale, kfRot, kfPos);
//calculate the complete transformation from world space to bone space
aiMatrix4x4 CompleteTransform=DefBonePose * PoseToKey;
animationNode->mPositionKeys[kfi].mTime = static_cast<double>(kfSource.Time);
animationNode->mRotationKeys[kfi].mTime = static_cast<double>(kfSource.Time);
animationNode->mScalingKeys[kfi].mTime = static_cast<double>(kfSource.Time);
aiVector3D Pos;
aiQuaternion Rot;
aiVector3D Scale;
CompleteTransform.Decompose(Scale, Rot, Pos);
double Time=Animations[i].Tracks[j].Keyframes[k].Time;
NewNodeAnim->mPositionKeys[k].mTime=Time;
NewNodeAnim->mPositionKeys[k].mValue=Pos;
NewNodeAnim->mRotationKeys[k].mTime=Time;
NewNodeAnim->mRotationKeys[k].mValue=Rot;
NewNodeAnim->mScalingKeys[k].mTime=Time;
NewNodeAnim->mScalingKeys[k].mValue=Scale;
animationNode->mPositionKeys[kfi].mValue = kfPos;
animationNode->mRotationKeys[kfi].mValue = kfRot;
animationNode->mScalingKeys[kfi].mValue = kfScale;
}
NewAnimation->mChannels[j]=NewNodeAnim;
animation->mChannels[ti] = animationNode;
}
m_CurrentScene->mAnimations[i]=NewAnimation;
pScene->mAnimations[ai] = animation;
}
}
//TODO: Auf nicht vorhandene Animationskeys achten!
//#pragma warning (s.o.)
//__________________________________________________________________
}
aiNode* OgreImporter::CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &Bones, aiNode* ParentNode)
aiNode* OgreImporter::CreateNodeFromBone(int boneId, const std::vector<Bone> &bones, aiNode* parent)
{
//----Create the node for this bone and set its values-----
aiNode* NewNode=new aiNode(Bones[BoneId].Name);
NewNode->mParent=ParentNode;
aiMatrix4x4 t0,t1;
NewNode->mTransformation=
aiMatrix4x4::Translation(Bones[BoneId].Position, t0)
*aiMatrix4x4::Rotation(Bones[BoneId].RotationAngle, Bones[BoneId].RotationAxis, t1)
;
//__________________________________________________________
const Bone &source = bones[boneId];
aiNode* boneNode = new aiNode(source.Name);
boneNode->mParent = parent;
boneNode->mTransformation = aiMatrix4x4::Translation(source.Position, t0) * aiMatrix4x4::Rotation(source.RotationAngle, source.RotationAxis, t1);
//---------- recursivly create all children Nodes: ----------
NewNode->mNumChildren=Bones[BoneId].Children.size();
NewNode->mChildren=new aiNode*[Bones[BoneId].Children.size()];
for(unsigned int i=0; i<Bones[BoneId].Children.size(); ++i)
if (!source.Children.empty())
{
NewNode->mChildren[i]=CreateAiNodeFromBone(Bones[BoneId].Children[i], Bones, NewNode);
boneNode->mChildren = new aiNode*[source.Children.size()];
boneNode->mNumChildren = source.Children.size();
for(size_t i=0, len=source.Children.size(); i<len; ++i) {
boneNode->mChildren[i] = CreateNodeFromBone(source.Children[i], bones, boneNode);
}
}
//____________________________________________________
return NewNode;
return boneNode;
}
void Bone::CalculateBoneToWorldSpaceMatrix(vector<Bone> &Bones)
{
//Calculate the matrix for this bone:
aiMatrix4x4 t0, t1;
aiMatrix4x4 transform = aiMatrix4x4::Rotation(-RotationAngle, RotationAxis, t1) * aiMatrix4x4::Translation(-Position, t0);
aiMatrix4x4 t0,t1;
aiMatrix4x4 Transf= aiMatrix4x4::Rotation(-RotationAngle, RotationAxis, t1)
* aiMatrix4x4::Translation(-Position, t0);
if(-1==ParentId)
if (!IsParented())
{
BoneToWorldSpace=Transf;
BoneToWorldSpace = transform;
}
else
{
BoneToWorldSpace=Transf*Bones[ParentId].BoneToWorldSpace;
BoneToWorldSpace = transform * Bones[ParentId].BoneToWorldSpace;
}
//and recursivly for all children:
BOOST_FOREACH(int theChildren, Children)
// Recursively for all children now that the parent matrix has been calculated.
BOOST_FOREACH(int childId, Children)
{
Bones[theChildren].CalculateBoneToWorldSpaceMatrix(Bones);
Bones[childId].CalculateBoneToWorldSpaceMatrix(Bones);
}
}
} // Ogre
} // Assimp
}//namespace Ogre
}//namespace Assimp
#endif // !! ASSIMP_BUILD_NO_OGRE_IMPORTER
#endif // ASSIMP_BUILD_NO_OGRE_IMPORTER

View File

@ -1,88 +0,0 @@
#include "irrXMLWrapper.h"
#include "fast_atof.h"
namespace Assimp
{
namespace Ogre
{
typedef irr::io::IrrXMLReader XmlReader;
//------------Helper Funktion to Get a Attribute Save---------------
template<typename t> inline t GetAttribute(XmlReader* Reader, std::string Name);
/*
{
BOOST_STATIC_ASSERT(false);
return t();
}
*/
template<> inline int GetAttribute<int>(XmlReader* Reader, std::string Name)
{
const char* Value=Reader->getAttributeValue(Name.c_str());
if(Value)
return atoi(Value);
else
throw DeadlyImportError(std::string("Attribute "+Name+" does not exist in "+Reader->getNodeName()).c_str());
}
template<> inline unsigned int GetAttribute<unsigned int>(XmlReader* Reader, std::string Name)
{
const char* Value=Reader->getAttributeValue(Name.c_str());
if(Value)
return static_cast<unsigned int>(atoi(Value));//yes, ugly, but pfff
else
throw DeadlyImportError(std::string("Attribute "+Name+" does not exist in "+Reader->getNodeName()).c_str());
}
template<> inline float GetAttribute<float>(XmlReader* Reader, std::string Name)
{
const char* Value=Reader->getAttributeValue(Name.c_str());
if(Value)
return fast_atof(Value);
else
throw DeadlyImportError(std::string("Attribute "+Name+" does not exist in "+Reader->getNodeName()).c_str());
}
template<> inline std::string GetAttribute<std::string>(XmlReader* Reader, std::string Name)
{
const char* Value=Reader->getAttributeValue(Name.c_str());
if(Value)
return std::string(Value);
else
throw DeadlyImportError(std::string("Attribute "+Name+" does not exist in "+Reader->getNodeName()).c_str());
}
template<> inline bool GetAttribute<bool>(XmlReader* Reader, std::string Name)
{
const char* Value=Reader->getAttributeValue(Name.c_str());
if(Value)
{
if(Value==std::string("true"))
return true;
else if(Value==std::string("false"))
return false;
else
throw DeadlyImportError(std::string("Bool value has invalid value: "+Name+" / "+Value+" / "+Reader->getNodeName()));
}
else
throw DeadlyImportError(std::string("Attribute "+Name+" does not exist in "+Reader->getNodeName()).c_str());
}
//__________________________________________________________________
inline bool XmlRead(XmlReader* Reader)
{
do
{
if(!Reader->read())
return false;
}
while(Reader->getNodeType()!=irr::io::EXN_ELEMENT);
return true;
}
}//namespace Ogre
}//namespace Assimp

View File

@ -801,29 +801,37 @@ enum aiComponent
#define AI_CONFIG_IMPORT_IRR_ANIM_FPS \
"IMPORT_IRR_ANIM_FPS"
// ---------------------------------------------------------------------------
/** @brief Ogre Importer will try to load this Materialfile.
/** @brief Ogre Importer will try to find referenced materials from this file.
*
* Ogre Meshes contain only the MaterialName, not the MaterialFile. If there
* is no material file with the same name as the material, Ogre Importer will
* try to load this file and search the material in it.
* Ogre meshes reference with material names, this does not tell Assimp the file
* where it is located in. Assimp will try to find the source file in the following
* order: <material-name>.material, <mesh-filename-base>.material and
* lastly the material name defined by this config property.
* <br>
* Property type: String. Default value: guessed.
* Property type: String. Default value: Scene.material.
*/
#define AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE "IMPORT_OGRE_MATERIAL_FILE"
#define AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE \
"IMPORT_OGRE_MATERIAL_FILE"
// ---------------------------------------------------------------------------
/** @brief Ogre Importer detect the texture usage from its filename
/** @brief Ogre Importer detect the texture usage from its filename.
*
* Normally, a texture is loaded as a colormap, if no target is specified in the
* materialfile. Is this switch is enabled, texture names ending with _n, _l, _s
* are used as normalmaps, lightmaps or specularmaps.
* Ogre material texture units do not define texture type, the textures usage
* depends on the used shader or Ogres fixed pipeline. If this config property
* is true Assimp will try to detect the type from the textures filename postfix:
* _n, _nrm, _nrml, _normal, _normals and _normalmap for normal map, _s, _spec,
* _specular and _specularmap for specular map, _l, _light, _lightmap, _occ
* and _occlusion for light map, _disp and _displacement for displacement map.
* The matching is case insensitive. Post fix is taken between last "_" and last ".".
* Default behavior is to detect type from lower cased texture unit name by
* matching against: normalmap, specularmap, lightmap and displacementmap.
* For both cases if no match is found aiTextureType_DIFFUSE is used.
* <br>
* Property type: Bool. Default value: false.
*/
#define AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME "IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME"
#define AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME \
"IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME"
/** @brief Specifies whether the IFC loader skips over IfcSpace elements.
*