- Multiple Submeshes are loaded now
- In standard materials the colors are now loaded - not excessively tested, but it should work git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@704 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
0695775bc4
commit
a85b851442
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@ -70,40 +70,35 @@ void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Ass
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}
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//-------------------Read the submesh:-----------------------
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SubMesh theSubMesh;
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//-------------------Read the submeshs and materials:-----------------------
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std::list<shared_ptr<SubMesh> > SubMeshes;
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vector<aiMaterial*> Materials;
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XmlRead(MeshFile);
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if(MeshFile->getNodeName()==string("submesh"))
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while(MeshFile->getNodeName()==string("submesh"))
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{
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theSubMesh.MaterialName=GetAttribute<string>(MeshFile, "material");
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DefaultLogger::get()->debug("Loading Submehs with Material: "+theSubMesh.MaterialName);
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ReadSubMesh(theSubMesh, MeshFile);
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SubMesh* theSubMesh=new SubMesh();
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theSubMesh->MaterialName=GetAttribute<string>(MeshFile, "material");
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DefaultLogger::get()->debug("Loading Submehs with Material: "+theSubMesh->MaterialName);
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ReadSubMesh(*theSubMesh, MeshFile);
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//just a index in a array, we add a mesh in each loop cycle, so we get indicies like 0, 1, 2 ... n;
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//so it is important to do this before pushing the mesh in the vector!
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theSubMesh->MaterialIndex=SubMeshes.size();
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SubMeshes.push_back(shared_ptr<SubMesh>(theSubMesh));
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//Load the Material:
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aiMaterial* MeshMat=LoadMaterial(theSubMesh.MaterialName);
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aiMaterial* MeshMat=LoadMaterial(theSubMesh->MaterialName);
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//Set the Material:
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if(m_CurrentScene->mMaterials)
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throw DeadlyImportError("only 1 material supported at this time!");
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m_CurrentScene->mMaterials=new aiMaterial*[1];
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m_CurrentScene->mNumMaterials=1;
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m_CurrentScene->mMaterials[0]=MeshMat;
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theSubMesh.MaterialIndex=0;
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Materials.push_back(MeshMat);
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}
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//check for second root node:
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if(MeshFile->getNodeName()==string("submesh"))
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throw DeadlyImportError("more than one submesh in the file, abording!");
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//____________________________________________________________
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if(SubMeshes.empty())
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throw DeadlyImportError("no submesh loaded!");
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if(SubMeshes.size()!=Materials.size())
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throw DeadlyImportError("materialcount doesn't match mesh count!");
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//-----------------Create the root node-----------------------
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pScene->mRootNode=new aiNode("root");
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//link the mesh with the root node:
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pScene->mRootNode->mMeshes=new unsigned int[1];
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pScene->mRootNode->mMeshes[0]=0;
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pScene->mRootNode->mNumMeshes=1;
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//____________________________________________________________
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@ -122,8 +117,39 @@ void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Ass
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}
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//__________________________________________________________________
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CreateAssimpSubMesh(theSubMesh, Bones);
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//----------------- Now fill the Assimp scene ---------------------------
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//put the aiMaterials in the scene:
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m_CurrentScene->mMaterials=new aiMaterial*[Materials.size()];
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m_CurrentScene->mNumMaterials=Materials.size();
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for(unsigned int i=0; i<Materials.size(); ++i)
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m_CurrentScene->mMaterials[i]=Materials[i];
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//create the aiMehs...
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vector<aiMesh*> aiMeshes;
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BOOST_FOREACH(shared_ptr<SubMesh> theSubMesh, SubMeshes)
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{
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aiMeshes.push_back(CreateAssimpSubMesh(*theSubMesh, Bones));
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}
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//... and put them in the scene:
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m_CurrentScene->mNumMeshes=aiMeshes.size();
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m_CurrentScene->mMeshes=new aiMesh*[aiMeshes.size()];
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memcpy(m_CurrentScene->mMeshes, &(aiMeshes[0]), sizeof(aiMeshes[0])*aiMeshes.size());
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//Create the root node
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m_CurrentScene->mRootNode=new aiNode("root");
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//link the meshs with the root node:
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m_CurrentScene->mRootNode->mMeshes=new unsigned int[SubMeshes.size()];
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m_CurrentScene->mRootNode->mNumMeshes=SubMeshes.size();
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for(unsigned int i=0; i<SubMeshes.size(); ++i)
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m_CurrentScene->mRootNode->mMeshes[i]=i;
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CreateAssimpSkeleton(Bones, Animations);
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//___________________________________________________________
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}
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@ -331,20 +357,12 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
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}
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void OgreImporter::CreateAssimpSubMesh(const SubMesh& theSubMesh, const vector<Bone>& Bones)
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aiMesh* OgreImporter::CreateAssimpSubMesh(const SubMesh& theSubMesh, const vector<Bone>& Bones) const
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{
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//Mesh is fully loaded, copy it into the aiScene:
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if(m_CurrentScene->mNumMeshes!=0)
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throw DeadlyImportError("Currently only one mesh per File is allowed!!");
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const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
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aiMesh* NewAiMesh=new aiMesh();
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//Attach the mesh to the scene:
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m_CurrentScene->mNumMeshes=1;
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m_CurrentScene->mMeshes=new aiMesh*;
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m_CurrentScene->mMeshes[0]=NewAiMesh;
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//Positions
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NewAiMesh->mVertices=new aiVector3D[theSubMesh.Positions.size()];
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memcpy(NewAiMesh->mVertices, &theSubMesh.Positions[0], theSubMesh.Positions.size()*sizeof(aiVector3D));
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@ -426,11 +444,16 @@ void OgreImporter::CreateAssimpSubMesh(const SubMesh& theSubMesh, const vector<B
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//Link the material:
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NewAiMesh->mMaterialIndex=theSubMesh.MaterialIndex;//the index is set by the function who called ReadSubMesh
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return NewAiMesh;
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}
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void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vector<Animation> &Animations)
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void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vector<Animation> &Animations) const
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{
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const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
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//most likely the skeleton file will only end with .skeleton
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//But this is a xml reader, so we need: .skeleton.xml
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FileName+=".xml";
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@ -500,6 +523,7 @@ void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vecto
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}
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//The bones in the file a not neccesarly ordered by there id's so we do it now:
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std::sort(Bones.begin(), Bones.end());
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//now the id of each bone should be equal to its position in the vector:
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//so we do a simple check:
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{
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@ -633,8 +657,10 @@ void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vecto
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}
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void OgreImporter::CreateAssimpSkeleton(const std::vector<Bone> &Bones, const std::vector<Animation> &Animations)
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void OgreImporter::CreateAssimpSkeleton(const std::vector<Bone> &Bones, const std::vector<Animation> &Animations) const
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{
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const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
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//-----------------skeleton is completly loaded, now put it in the assimp scene:-------------------------------
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if(!m_CurrentScene->mRootNode)
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@ -657,8 +683,11 @@ void OgreImporter::CreateAssimpSkeleton(const std::vector<Bone> &Bones, const st
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m_CurrentScene->mRootNode->mChildren=new aiNode*[RootBoneNodes.size()];
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memcpy(m_CurrentScene->mRootNode->mChildren, &RootBoneNodes[0], sizeof(aiNode*)*RootBoneNodes.size());
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//_______________________________________________________________
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}
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void OgreImporter::PutAnimationsInScene(const std::vector<Bone> &Bones, const std::vector<Animation> &Animations)
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{
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//-----------------Create the Assimp Animations --------------------
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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 benn called
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{
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@ -739,8 +768,10 @@ void OgreImporter::CreateAssimpSkeleton(const std::vector<Bone> &Bones, const st
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aiNode* OgreImporter::CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &Bones, aiNode* ParentNode)
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aiNode* OgreImporter::CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &Bones, aiNode* ParentNode) const
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{
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const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
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//----Create the node for this bone and set its values-----
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aiNode* NewNode=new aiNode(Bones[BoneId].Name);
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NewNode->mParent=ParentNode;
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@ -30,16 +30,25 @@ public:
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virtual void SetupProperties(const Importer* pImp);
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private:
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///Helper Functions to read parts of the XML File
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/// Helper Functions to read parts of the XML File
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void ReadSubMesh(SubMesh& theSubMesh, XmlReader* Reader);//the submesh reference is the result value
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void LoadSkeleton(std::string FileName, std::vector<Bone> &Bones, std::vector<Animation> &Animations);///< writes the results in Bones and Animations, Filename is not const, because its call-by-value and the function will change it!
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void CreateAssimpSubMesh(const SubMesh &theSubMesh, const std::vector<Bone>& Bones);
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void CreateAssimpSkeleton(const std::vector<Bone> &Bones, const std::vector<Animation> &Animations);
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aiMaterial* LoadMaterial(const std::string MaterialName);
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/// writes the results in Bones and Animations, Filename is not const, because its call-by-value and the function will change it!
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void LoadSkeleton(std::string FileName, std::vector<Bone> &Bones, std::vector<Animation> &Animations) const;
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/// converts the animations in aiAnimations and puts them into the scene
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void PutAnimationsInScene(const std::vector<Bone> &Bones, const std::vector<Animation> &Animations);
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/// uses the bone data to convert a SubMesh into a aiMesh which will be created and returned
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aiMesh* CreateAssimpSubMesh(const SubMesh &theSubMesh, const std::vector<Bone>& Bones) const;
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void CreateAssimpSkeleton(const std::vector<Bone> &Bones, const std::vector<Animation> &Animations) const;
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aiMaterial* LoadMaterial(const std::string MaterialName) const;
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///Recursivly creates a filled aiNode from a given root bone
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aiNode* CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &Bones, aiNode* ParentNode);
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aiNode* CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &Bones, aiNode* ParentNode) const;
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//Now we don't have to give theses parameters to all functions
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std::string m_CurrentFilename;
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@ -26,8 +26,10 @@ namespace Ogre
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aiMaterial* OgreImporter::LoadMaterial(const std::string MaterialName)
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aiMaterial* OgreImporter::LoadMaterial(const std::string MaterialName) const
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{
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const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
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MaterialHelper *NewMaterial=new MaterialHelper();
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aiString ts(MaterialName.c_str());
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@ -70,7 +72,7 @@ aiMaterial* OgreImporter::LoadMaterial(const std::string MaterialName)
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MatFilePtr=m_CurrentIOHandler->Open(m_MaterialLibFilename);
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if(NULL==MatFilePtr)
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{
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DefaultLogger::get()->error(m_MaterialLibFilename+" and "+MaterialFileName + " could not be opned, Material will not be loaded!");
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DefaultLogger::get()->error(m_MaterialLibFilename+" and "+MaterialFileName + " could not be opened, Material will not be loaded!");
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return NewMaterial;
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}
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}
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@ -118,16 +120,27 @@ aiMaterial* OgreImporter::LoadMaterial(const std::string MaterialName)
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ss >> Line;
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if(Line=="ambient")
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{
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//read the ambient light values:
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aiColor3D Color;
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ss >> Color.r >> Color.g >> Color.b;
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NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_AMBIENT);
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}
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else if(Line=="diffuse")
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{
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aiColor3D Color;
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ss >> Color.r >> Color.g >> Color.b;
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NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_DIFFUSE);
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}
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else if(Line=="specular")
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{
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aiColor3D Color;
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ss >> Color.r >> Color.g >> Color.b;
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NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_SPECULAR);
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}
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else if(Line=="emmisive")
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{
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aiColor3D Color;
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ss >> Color.r >> Color.g >> Color.b;
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NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_EMISSIVE);
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}
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else if(Line=="texture_unit")
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{
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Loading…
Reference in New Issue