Implemented anims/bones
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@427 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
7ae85f56fa
commit
a241829149
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@ -54,6 +54,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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using namespace Assimp;
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using namespace std;
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//#define DEBUG_B3D
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// ------------------------------------------------------------------------------------------------
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bool B3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const{
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@ -71,9 +73,20 @@ void B3DImporter::GetExtensionList( std::string& append ){
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append.append("*.b3d");
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}
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#ifdef DEBUG_B3D
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extern "C"{ void _stdcall AllocConsole(); }
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#endif
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler){
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#ifdef DEBUG_B3D
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AllocConsole();
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freopen( "conin$","r",stdin );
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freopen( "conout$","w",stdout );
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freopen( "conout$","w",stderr );
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cout<<"Hello world from the B3DImporter!"<<endl;
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#endif
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
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// Check whether we can read from the file
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@ -89,57 +102,27 @@ void B3DImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOS
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_buf.resize( fileSize );
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file->Read( &_buf[0],1,fileSize );
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_stack.clear();
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_textures.clear();
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_materials.size();
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_vertices.clear();
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_meshes.clear();
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ReadBB3D();
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//materials
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if( _materials.size() ){
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aiMaterial **mats=new aiMaterial*[_materials.size()];
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for( unsigned i=0;i<_materials.size();++i ){
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mats[i]=_materials[i];
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}
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pScene->mNumMaterials=_materials.size();
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pScene->mMaterials=mats;
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}
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//meshes
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if( _meshes.size() ){
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aiMesh **meshes=new aiMesh*[_meshes.size()];
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for( unsigned i=0;i<_meshes.size();++i ){
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meshes[i]=_meshes[i];
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}
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pScene->mNumMeshes=_meshes.size();
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pScene->mMeshes=meshes;
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}else{
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throw new ImportErrorException( "B3D: No meshes loaded" );
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}
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ReadBB3D( pScene );
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}
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//create root node
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aiNode *node=new aiNode( "root" );
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node->mNumMeshes=_meshes.size();
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node->mMeshes=new unsigned[_meshes.size()];
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for( unsigned i=0;i<_meshes.size();++i ){
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node->mMeshes[i]=i;
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}
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pScene->mRootNode=node;
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::Oops(){
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throw new ImportErrorException( "B3D Importer - INTERNAL ERROR" );
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}
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// convert to RH
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MakeLeftHandedProcess monster_maker;
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monster_maker.Execute(pScene);
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FlipWindingOrderProcess flipper;
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flipper.Execute(pScene);
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::Fail( string str ){
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#ifdef DEBUG_B3D
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cout<<"Error in B3D file data: "<<str<<endl;
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#endif
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throw new ImportErrorException( "B3D Importer - error in B3D file data: "+str );
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}
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// ------------------------------------------------------------------------------------------------
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int B3DImporter::ReadByte(){
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if( _pos<_buf.size() ) return _buf[_pos++];
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throw new ImportErrorException( "B3D EOF Error" );
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Fail( "EOF" );
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}
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// ------------------------------------------------------------------------------------------------
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@ -149,7 +132,7 @@ int B3DImporter::ReadInt(){
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_pos+=4;
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return n;
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}
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throw new ImportErrorException( "B3D EOF Error" );
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Fail( "EOF" );
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}
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// ------------------------------------------------------------------------------------------------
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@ -159,34 +142,31 @@ float B3DImporter::ReadFloat(){
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_pos+=4;
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return n;
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}
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throw new ImportErrorException( "B3D EOF Error" );
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Fail( "EOF" );
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}
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// ------------------------------------------------------------------------------------------------
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B3DImporter::Vec2 B3DImporter::ReadVec2(){
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Vec2 t;
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t.x=ReadFloat();
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t.y=ReadFloat();
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return t;
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aiVector2D B3DImporter::ReadVec2(){
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float x=ReadFloat();
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float y=ReadFloat();
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return aiVector2D( x,y );
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}
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// ------------------------------------------------------------------------------------------------
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B3DImporter::Vec3 B3DImporter::ReadVec3(){
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Vec3 t;
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t.x=ReadFloat();
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t.y=ReadFloat();
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t.z=ReadFloat();
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return t;
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aiVector3D B3DImporter::ReadVec3(){
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float x=ReadFloat();
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float y=ReadFloat();
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float z=ReadFloat();
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return aiVector3D( x,y,z );
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}
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// ------------------------------------------------------------------------------------------------
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B3DImporter::Vec4 B3DImporter::ReadVec4(){
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Vec4 t;
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t.x=ReadFloat();
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t.y=ReadFloat();
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t.z=ReadFloat();
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t.w=ReadFloat();
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return t;
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aiQuaternion B3DImporter::ReadQuat(){
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float w=ReadFloat();
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float x=ReadFloat();
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float y=ReadFloat();
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float z=ReadFloat();
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return aiQuaternion( w,x,y,z );
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}
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// ------------------------------------------------------------------------------------------------
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@ -197,7 +177,7 @@ string B3DImporter::ReadString(){
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if( !c ) return str;
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str+=c;
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}
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throw new ImportErrorException( "B3D EOF Error" );
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Fail( "EOF" );
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}
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// ------------------------------------------------------------------------------------------------
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@ -206,7 +186,9 @@ string B3DImporter::ReadChunk(){
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for( int i=0;i<4;++i ){
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tag+=char( ReadByte() );
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}
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#ifdef DEBUG_B3D
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// cout<<"ReadChunk:"<<tag<<endl;
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#endif
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unsigned sz=(unsigned)ReadInt();
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_stack.push_back( _pos+sz );
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return tag;
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@ -222,6 +204,17 @@ void B3DImporter::ExitChunk(){
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unsigned B3DImporter::ChunkSize(){
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return _stack.back()-_pos;
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}
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// ------------------------------------------------------------------------------------------------
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template<class T>
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T *B3DImporter::to_array( const vector<T> &v ){
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if( !v.size() ) return 0;
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T *p=new T[v.size()];
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for( int i=0;i<v.size();++i ){
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p[i]=v[i];
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}
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return p;
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadTEXS(){
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@ -229,22 +222,24 @@ void B3DImporter::ReadTEXS(){
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string name=ReadString();
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int flags=ReadInt();
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int blend=ReadInt();
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Vec2 pos=ReadVec2();
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Vec2 scale=ReadVec2();
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aiVector2D pos=ReadVec2();
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aiVector2D scale=ReadVec2();
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float rot=ReadFloat();
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Texture tex;
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tex.name=name;
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_textures.push_back( tex );
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_textures.push_back( name );
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}
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadBRUS(){
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int n_texs=ReadInt();
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if( n_texs<0 || n_texs>8 ){
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Fail( "Bad texture count" );
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}
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while( ChunkSize() ){
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string name=ReadString();
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Vec4 color=ReadVec4();
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aiVector3D color=ReadVec3();
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float alpha=ReadFloat();
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float shiny=ReadFloat();
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int blend=ReadInt();
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int fx=ReadInt();
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@ -257,11 +252,10 @@ void B3DImporter::ReadBRUS(){
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mat->AddProperty( &ainame,AI_MATKEY_NAME );
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// Diffuse color
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aiColor3D diffcolor( color.x,color.y,color.z );
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mat->AddProperty( &diffcolor,1,AI_MATKEY_COLOR_DIFFUSE );
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mat->AddProperty( &color,1,AI_MATKEY_COLOR_DIFFUSE );
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// Opacity
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mat->AddProperty( &color.w,1,AI_MATKEY_OPACITY );
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mat->AddProperty( &alpha,1,AI_MATKEY_OPACITY );
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// Specular color
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aiColor3D speccolor( shiny,shiny,shiny );
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@ -280,10 +274,11 @@ void B3DImporter::ReadBRUS(){
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//Textures
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for( int i=0;i<n_texs;++i ){
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int texid=ReadInt();
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if( !i && texid>=0 && texid<(int)_textures.size() ){
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//just use tex 0 for now
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const Texture &tex=_textures[texid];
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aiString texname( tex.name );
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if( texid<-1 || (texid>=0 && texid>=_textures.size()) ){
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Fail( "Bad texture id" );
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}
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if( i==0 && texid>=0 ){
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aiString texname( _textures[texid] );
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mat->AddProperty( &texname,AI_MATKEY_TEXTURE_DIFFUSE(0) );
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}
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}
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@ -292,75 +287,80 @@ void B3DImporter::ReadBRUS(){
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadVRTS(){
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_vertFlags=ReadInt();
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_tcSets=ReadInt();
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_tcSize=ReadInt();
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_vflags=ReadInt();
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_tcsets=ReadInt();
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_tcsize=ReadInt();
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if( _tcsets<0 || _tcsets>4 || _tcsize<0 || _tcsize>4 ){
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Fail( "Bad texcoord data" );
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}
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if( _tcSets<0 || _tcSets>4 || _tcSize<0 || _tcSize>4 ) throw new ImportErrorException( "B3D Param Error" );
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int sz=12+(_vflags&1?12:0)+(_vflags&2?16:0)+(_tcsets*_tcsize*4);
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int n_verts=ChunkSize()/sz;
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while( ChunkSize() ){
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Vertex vert;
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_vertices.clear();
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_vertices.resize( n_verts );
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vert.position=ReadVec3();
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for( int i=0;i<n_verts;++i ){
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Vertex &v=_vertices[i];
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if( _vertFlags & 1 ){
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vert.normal=ReadVec3();
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}
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memset( v.bones,0,sizeof(v.bones) );
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memset( v.weights,0,sizeof(v.weights) );
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if( _vertFlags & 2 ){
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Vec4 color=ReadVec4();
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}
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v.vertex=ReadVec3();
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for( int i=0;i<_tcSets;++i ){
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float texcoords[4]={0,0,0,0};
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for( int j=0;j<_tcSize;++j ){
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texcoords[j]=ReadFloat();
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if( _vflags & 1 ) v.normal=ReadVec3();
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if( _vflags & 2 ) ReadQuat(); //skip v 4bytes...
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for( int i=0;i<_tcsets;++i ){
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float t[4]={0,0,0,0};
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for( int j=0;j<_tcsize;++j ){
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t[j]=ReadFloat();
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}
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texcoords[1]=1-texcoords[1];
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if( !i ) memcpy( &vert.texcoords.x,texcoords,12 );
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t[1]=1-t[1];
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if( !i ) v.texcoords=aiVector3D( t[0],t[1],t[2] );
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}
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_vertices.push_back( vert );
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}
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadTRIS(){
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void B3DImporter::ReadTRIS( int v0 ){
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int matid=ReadInt();
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if( matid==-1 ){
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matid=0;
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}else if( matid<0 || matid>=_materials.size() ){
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#ifdef DEBUG_B3D
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cout<<"material id="<<matid<<endl;
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#endif
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Fail( "Bad material id" );
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}
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int n_tris=ChunkSize()/12;
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unsigned n_tris=ChunkSize()/12;
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unsigned n_verts=n_tris*3;
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aiMesh *mesh=new aiMesh;
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_meshes.push_back( mesh );
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mesh->mMaterialIndex=matid;
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mesh->mNumVertices=n_verts;
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mesh->mNumFaces=n_tris;
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mesh->mPrimitiveTypes=aiPrimitiveType_TRIANGLE;
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aiVector3D *mv,*mn=0,*mc=0;
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mv=mesh->mVertices=new aiVector3D[n_verts];
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if( _vertFlags & 1 ) mn=mesh->mNormals=new aiVector3D[n_verts];
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if( _tcSets ) mc=mesh->mTextureCoords[0]=new aiVector3D[n_verts];
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aiFace *face=mesh->mFaces=new aiFace[n_tris];
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for( unsigned i=0;i<n_verts;i+=3 ){
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face->mNumIndices=3;
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unsigned *ip=face->mIndices=new unsigned[3];
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int v[3];
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v[0]=ReadInt();
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v[1]=ReadInt();
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v[2]=ReadInt();
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for( unsigned j=0;j<3;++j ){
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int k=v[j];
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const Vertex &v=_vertices[k];
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memcpy( mv++,&v.position.x,12 );
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if( mn ) memcpy( mn++,&v.normal.x,12 );
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if( mc ) memcpy( mc++,&v.texcoords.x,12 );
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*ip++=i+j;
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for( int i=0;i<n_tris;++i ){
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int i0=ReadInt()+v0;
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int i1=ReadInt()+v0;
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int i2=ReadInt()+v0;
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if( i0<0 || i0>=_vertices.size() || i1<0 || i1>=_vertices.size() || i2<0 || i2>=_vertices.size() ){
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#ifdef DEBUG_B3D
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cout<<"i0="<<i0<<", i1="<<i1<<", i2="<<i2<<endl;
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#endif
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Fail( "Bad triangle index" );
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}
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face->mNumIndices=3;
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face->mIndices=new unsigned[3];
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face->mIndices[0]=i0;
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face->mIndices[1]=i1;
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face->mIndices[2]=i2;
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++face;
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}
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}
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@ -369,40 +369,168 @@ void B3DImporter::ReadTRIS(){
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void B3DImporter::ReadMESH(){
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int matid=ReadInt();
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_vertices.clear();
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int v0=_vertices.size();
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while( ChunkSize() ){
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string t=ReadChunk();
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if( t=="VRTS" ){
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ReadVRTS();
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}else if( t=="TRIS" ){
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ReadTRIS();
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ReadTRIS( v0 );
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}
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ExitChunk();
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}
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_vertices.clear();
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadNODE(){
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void B3DImporter::ReadBONE( int id ){
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while( ChunkSize() ){
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int vertex=ReadInt();
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float weight=ReadFloat();
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if( vertex<0 || vertex>=_vertices.size() ){
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Fail( "Bad vertex index" );
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}
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Vertex &v=_vertices[vertex];
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int i;
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for( i=0;i<4;++i ){
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if( !v.weights[i] ){
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v.bones[i]=id;
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v.weights[i]=weight;
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break;
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}
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}
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#ifdef DEBUG_B3D
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if( i==4 ){
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cout<<"Too many bone weights"<<endl;
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}
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#endif
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}
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadKEYS( aiNodeAnim *nodeAnim ){
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vector<aiVectorKey> trans,scale;
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vector<aiQuatKey> rot;
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int flags=ReadInt();
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while( ChunkSize() ){
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int frame=ReadInt();
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if( flags & 1 ){
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trans.push_back( aiVectorKey( frame,ReadVec3() ) );
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}
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if( flags & 2 ){
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scale.push_back( aiVectorKey( frame,ReadVec3() ) );
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}
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if( flags & 4 ){
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rot.push_back( aiQuatKey( frame,ReadQuat() ) );
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}
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}
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if( flags & 1 ){
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nodeAnim->mNumPositionKeys=trans.size();
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nodeAnim->mPositionKeys=to_array( trans );
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}
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if( flags & 2 ){
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nodeAnim->mNumScalingKeys=scale.size();
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nodeAnim->mScalingKeys=to_array( scale );
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}
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if( flags & 4 ){
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nodeAnim->mNumRotationKeys=rot.size();
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nodeAnim->mRotationKeys=to_array( rot );
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}
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadANIM(){
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int flags=ReadInt();
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int frames=ReadInt();
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float fps=ReadFloat();
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aiAnimation *anim=new aiAnimation;
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_animations.push_back( anim );
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anim->mDuration=frames;
|
||||
anim->mTicksPerSecond=fps;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
aiNode *B3DImporter::ReadNODE( aiNode *parent ){
|
||||
|
||||
string name=ReadString();
|
||||
Vec3 trans=ReadVec3();
|
||||
Vec3 scale=ReadVec3();
|
||||
Vec4 rot=ReadVec4();
|
||||
aiVector3D t=ReadVec3();
|
||||
aiVector3D s=ReadVec3();
|
||||
aiQuaternion r=ReadQuat();
|
||||
|
||||
aiMatrix4x4 trans,scale,rot;
|
||||
|
||||
aiMatrix4x4::Translation( t,trans );
|
||||
aiMatrix4x4::Scaling( s,scale );
|
||||
rot=aiMatrix4x4( r.GetMatrix() );
|
||||
|
||||
aiMatrix4x4 tform=trans * rot * scale;
|
||||
|
||||
int nodeid=_nodes.size();
|
||||
|
||||
aiNode *node=new aiNode( name );
|
||||
_nodes.push_back( node );
|
||||
|
||||
node->mParent=parent;
|
||||
node->mTransformation=tform;
|
||||
|
||||
aiNodeAnim *nodeAnim=0;
|
||||
vector<unsigned> meshes;
|
||||
vector<aiNode*> children;
|
||||
|
||||
while( ChunkSize() ){
|
||||
string t=ReadChunk();
|
||||
if( t=="MESH" ){
|
||||
int n=_meshes.size();
|
||||
ReadMESH();
|
||||
for( int i=n;i<_meshes.size();++i ){
|
||||
meshes.push_back( i );
|
||||
}
|
||||
}else if( t=="BONE" ){
|
||||
ReadBONE( nodeid );
|
||||
}else if( t=="ANIM" ){
|
||||
ReadANIM();
|
||||
}else if( t=="KEYS" ){
|
||||
if( !nodeAnim ){
|
||||
nodeAnim=new aiNodeAnim;
|
||||
_nodeAnims.push_back( nodeAnim );
|
||||
nodeAnim->mNodeName=node->mName;
|
||||
}
|
||||
ReadKEYS( nodeAnim );
|
||||
}else if( t=="NODE" ){
|
||||
aiNode *child=ReadNODE( node );
|
||||
children.push_back( child );
|
||||
}
|
||||
ExitChunk();
|
||||
}
|
||||
|
||||
node->mNumMeshes=meshes.size();
|
||||
node->mMeshes=to_array( meshes );
|
||||
|
||||
node->mNumChildren=children.size();
|
||||
node->mChildren=to_array( children );
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void B3DImporter::ReadBB3D(){
|
||||
void B3DImporter::ReadBB3D( aiScene *scene ){
|
||||
|
||||
_textures.clear();
|
||||
_materials.size();
|
||||
|
||||
_vertices.clear();
|
||||
_meshes.clear();
|
||||
|
||||
_nodes.clear();
|
||||
_nodeAnims.clear();
|
||||
_animations.clear();
|
||||
|
||||
string t=ReadChunk();
|
||||
if( t=="BB3D" ){
|
||||
int version=ReadInt();
|
||||
|
@ -413,12 +541,114 @@ void B3DImporter::ReadBB3D(){
|
|||
}else if( t=="BRUS" ){
|
||||
ReadBRUS();
|
||||
}else if( t=="NODE" ){
|
||||
ReadNODE();
|
||||
ReadNODE( 0 );
|
||||
}
|
||||
ExitChunk();
|
||||
}
|
||||
}
|
||||
ExitChunk();
|
||||
|
||||
if( !_nodes.size() ) Fail( "No nodes" );
|
||||
|
||||
if( !_meshes.size() ) Fail( "No meshes" );
|
||||
|
||||
//Fix nodes/meshes/bones
|
||||
for( int i=0;i<_nodes.size();++i ){
|
||||
aiNode *node=_nodes[i];
|
||||
|
||||
for( int j=0;j<node->mNumMeshes;++j ){
|
||||
aiMesh *mesh=_meshes[node->mMeshes[j]];
|
||||
|
||||
int n_tris=mesh->mNumFaces;
|
||||
int n_verts=mesh->mNumVertices=n_tris * 3;
|
||||
|
||||
aiVector3D *mv=mesh->mVertices=new aiVector3D[ n_verts ],*mn=0,*mc=0;
|
||||
if( _vflags & 1 ) mn=mesh->mNormals=new aiVector3D[ n_verts ];
|
||||
if( _tcsets ) mc=mesh->mTextureCoords[0]=new aiVector3D[ n_verts ];
|
||||
|
||||
aiFace *face=mesh->mFaces;
|
||||
|
||||
vector< vector<aiVertexWeight> > vweights( _nodes.size() );
|
||||
|
||||
for( int i=0;i<n_verts;i+=3 ){
|
||||
for( int j=0;j<3;++j ){
|
||||
Vertex &v=_vertices[face->mIndices[j]];
|
||||
|
||||
*mv++=v.vertex;
|
||||
if( mn ) *mn++=v.normal;
|
||||
if( mc ) *mc++=v.texcoords;
|
||||
|
||||
face->mIndices[j]=i+j;
|
||||
|
||||
for( int k=0;k<4;++k ){
|
||||
if( !v.weights[k] ) break;
|
||||
|
||||
int bone=v.bones[k];
|
||||
float weight=v.weights[k];
|
||||
|
||||
vweights[bone].push_back( aiVertexWeight(i+j,weight) );
|
||||
}
|
||||
}
|
||||
++face;
|
||||
}
|
||||
|
||||
vector<aiBone*> bones;
|
||||
for( int i=0;i<vweights.size();++i ){
|
||||
vector<aiVertexWeight> &weights=vweights[i];
|
||||
if( !weights.size() ) continue;
|
||||
|
||||
aiBone *bone=new aiBone;
|
||||
bones.push_back( bone );
|
||||
|
||||
aiNode *bnode=_nodes[i];
|
||||
|
||||
bone->mName=bnode->mName;
|
||||
bone->mNumWeights=weights.size();
|
||||
bone->mWeights=to_array( weights );
|
||||
|
||||
aiMatrix4x4 mat=bnode->mTransformation;
|
||||
while( bnode->mParent ){
|
||||
bnode=bnode->mParent;
|
||||
mat=bnode->mTransformation * mat;
|
||||
}
|
||||
bone->mOffsetMatrix=mat.Inverse();
|
||||
}
|
||||
mesh->mNumBones=bones.size();
|
||||
mesh->mBones=to_array( bones );
|
||||
}
|
||||
}
|
||||
|
||||
//nodes
|
||||
scene->mRootNode=_nodes[0];
|
||||
|
||||
//materials
|
||||
if( !_materials.size() ){
|
||||
_materials.push_back( new MaterialHelper );
|
||||
}
|
||||
scene->mNumMaterials=_materials.size();
|
||||
scene->mMaterials=to_array( _materials );
|
||||
|
||||
//meshes
|
||||
scene->mNumMeshes=_meshes.size();
|
||||
scene->mMeshes=to_array( _meshes );
|
||||
|
||||
//animations
|
||||
if( _animations.size()==1 && _nodeAnims.size() ){
|
||||
|
||||
aiAnimation *anim=_animations.back();
|
||||
anim->mNumChannels=_nodeAnims.size();
|
||||
anim->mChannels=to_array( _nodeAnims );
|
||||
|
||||
scene->mNumAnimations=_animations.size();
|
||||
scene->mAnimations=to_array( _animations );
|
||||
}
|
||||
|
||||
// convert to RH
|
||||
MakeLeftHandedProcess makeleft;
|
||||
makeleft.Execute( scene );
|
||||
|
||||
FlipWindingOrderProcess flip;
|
||||
flip.Execute( scene );
|
||||
}
|
||||
|
||||
#endif // !! ASSIMP_BUILD_NO_B3D_IMPORTER
|
||||
|
|
|
@ -65,41 +65,60 @@ protected:
|
|||
|
||||
private:
|
||||
|
||||
struct Vec2{ float x,y; };
|
||||
struct Vec3{ float x,y,z; };
|
||||
struct Vec4{ float x,y,z,w; };
|
||||
struct Texture{ std::string name; };
|
||||
struct Vertex{ Vec3 position,normal,texcoords; };
|
||||
|
||||
int ReadByte();
|
||||
int ReadInt();
|
||||
float ReadFloat();
|
||||
Vec2 ReadVec2();
|
||||
Vec3 ReadVec3();
|
||||
Vec4 ReadVec4();
|
||||
aiVector2D ReadVec2();
|
||||
aiVector3D ReadVec3();
|
||||
aiQuaternion ReadQuat();
|
||||
std::string ReadString();
|
||||
std::string ReadChunk();
|
||||
void ExitChunk();
|
||||
unsigned ChunkSize();
|
||||
|
||||
template<class T>
|
||||
T *to_array( const std::vector<T> &v );
|
||||
|
||||
struct Vertex{
|
||||
aiVector3D vertex;
|
||||
aiVector3D normal;
|
||||
aiVector3D texcoords;
|
||||
unsigned char bones[4];
|
||||
float weights[4];
|
||||
};
|
||||
|
||||
void Oops();
|
||||
void Fail( std::string str );
|
||||
|
||||
void ReadTEXS();
|
||||
void ReadBRUS();
|
||||
|
||||
void ReadVRTS();
|
||||
void ReadTRIS();
|
||||
void ReadTRIS( int v0 );
|
||||
void ReadMESH();
|
||||
void ReadNODE();
|
||||
void ReadBB3D();
|
||||
void ReadBONE( int id );
|
||||
void ReadKEYS( aiNodeAnim *nodeAnim );
|
||||
void ReadANIM();
|
||||
|
||||
aiNode *ReadNODE( aiNode *parent );
|
||||
|
||||
void ReadBB3D( aiScene *scene );
|
||||
|
||||
unsigned _pos;
|
||||
unsigned _size;
|
||||
std::vector<unsigned char> _buf;
|
||||
std::vector<unsigned> _stack;
|
||||
|
||||
int _vertFlags,_tcSets,_tcSize;
|
||||
std::vector<Texture> _textures;
|
||||
std::vector<MaterialHelper*> _materials;
|
||||
std::vector<std::string> _textures;
|
||||
std::vector<aiMaterial*> _materials;
|
||||
|
||||
int _vflags,_tcsets,_tcsize;
|
||||
std::vector<Vertex> _vertices;
|
||||
|
||||
std::vector<aiNode*> _nodes;
|
||||
std::vector<aiMesh*> _meshes;
|
||||
std::vector<aiNodeAnim*> _nodeAnims;
|
||||
std::vector<aiAnimation*> _animations;
|
||||
};
|
||||
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue