Ogre Importer now loads the skeleton, animation loading will be available soon
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@478 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
3cb336ff7d
commit
d4d8c290db
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@ -7,6 +7,7 @@
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using namespace std;
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#include "boost/format.hpp"
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#include "boost/foreach.hpp"
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using namespace boost;
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#include "OgreImporter.h"
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@ -79,19 +80,28 @@ void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Ass
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DefaultLogger::get()->debug("Loading Submehs with Material: "+NewSubMesh.MaterialName);
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ReadSubMesh(NewSubMesh, MeshFile);
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}
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//_______________________________________________________________-
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//____________________________________________________________
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//-----------------Read the skeleton:----------------------
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//Create the root node
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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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//____________________________________________________________
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//----------------Load the skeleton: -------------------------------
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if(MeshFile->getNodeName()==string("skeletonlink"))
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{
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string SkeletonFile=GetAttribute<string>(MeshFile, "name");
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LoadSkeleton(SkeletonFile);
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}
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//__________________________________________________________________
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}
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@ -113,11 +123,12 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
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vector<aiVector3D> Positions; bool HasPositions=false;
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vector<aiVector3D> Normals; bool HasNormals=false;
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vector<aiVector3D> Uvs; unsigned int NumUvs=0;//nearly always 2d, but assimp has always 3d texcoords
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vector< vector<Weight> > Weights;
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XmlRead(Reader);
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//TODO: maybe we have alsways just 1 faces and 1 geometry and always in this order. this loop will only work korrekt, wenn the order
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//TODO: maybe we have alsways just 1 faces and 1 geometry and always in this order. this loop will only work correct, wenn the order
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//of faces and geometry changed, and not if we habe more than one of one
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while(Reader->getNodeName()==string("faces") || string(Reader->getNodeName())=="geometry")
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while(Reader->getNodeName()==string("faces") || string(Reader->getNodeName())=="geometry" || Reader->getNodeName()==string("boneassignments"))
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{
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if(string(Reader->getNodeName())=="faces")//Read the face list
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{
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@ -139,7 +150,7 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
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FaceList.push_back(NewFace);
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}
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}
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}//end of faces
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else if(string(Reader->getNodeName())=="geometry")//Read the vertexdata
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{
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//some info logging:
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@ -199,16 +210,36 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
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XmlRead(Reader);
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}
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}
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}//end of "geometry
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else if(string(Reader->getNodeName())=="boneassignments")
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{
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Weights.resize(Positions.size());
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XmlRead(Reader);
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while(XmlRead(Reader) && Reader->getNodeName()==string("vertexboneassignment"))
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{
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Weight NewWeight;
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unsigned int VertexId=GetAttribute<int>(Reader, "vertexindex");
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NewWeight.BoneId=GetAttribute<int>(Reader, "boneindex");
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NewWeight.Value=GetAttribute<float>(Reader, "weight");
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Weights[VertexId].push_back(NewWeight);
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XmlRead(Reader);
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}
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}//end of boneassignments
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}
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DefaultLogger::get()->debug(str(format("Positionen: %1% Normale: %2% TexCoords: %3%") % Positions.size() % Normals.size() % Uvs.size()));
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DefaultLogger::get()->debug(Reader->getNodeName());
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//Make all Vertexes unique: (this is required by assimp)
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//---------------Make all Vertexes unique: (this is required by assimp)-----------------------
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vector<Face> UniqueFaceList(FaceList.size());
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vector<aiVector3D> UniquePositions(FaceList.size()*3);//*3 because each face consits of 3 vertexes, because we only support triangles^^
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vector<aiVector3D> UniqueNormals(FaceList.size()*3);
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vector<aiVector3D> UniqueUvs(FaceList.size()*3);
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vector< vector<Weight> > UniqueWeights(FaceList.size()*3);
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for(unsigned int i=0; i<FaceList.size(); ++i)
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{
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@ -224,15 +255,21 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
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UniqueUvs[3*i+1]=Uvs[FaceList[i].VertexIndices[1]];
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UniqueUvs[3*i+2]=Uvs[FaceList[i].VertexIndices[2]];
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UniqueWeights[3*i+0]=UniqueWeights[FaceList[i].VertexIndices[0]];
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UniqueWeights[3*i+1]=UniqueWeights[FaceList[i].VertexIndices[1]];
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UniqueWeights[3*i+2]=UniqueWeights[FaceList[i].VertexIndices[2]];
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UniqueFaceList[i].VertexIndices[0]=3*i+0;
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UniqueFaceList[i].VertexIndices[1]=3*i+1;
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UniqueFaceList[i].VertexIndices[2]=3*i+2;
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}
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//_________________________________________________________________________________________
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//----------------Load the Material:-------------------------------
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aiMaterial* MeshMat=LoadMaterial(theSubMesh.MaterialName);
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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 new ImportErrorException("Currently only one mesh per File is allowed!!");
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@ -255,6 +292,11 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
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NewAiMesh->mTextureCoords[0]= new aiVector3D[UniqueUvs.size()];
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memcpy(NewAiMesh->mTextureCoords[0], &UniqueUvs[0], UniqueUvs.size()*sizeof(aiVector3D));
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//Bones
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//Faces
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NewAiMesh->mFaces=new aiFace[UniqueFaceList.size()];
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for(unsigned int i=0; i<UniqueFaceList.size(); ++i)
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@ -275,17 +317,13 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
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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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//________________________________________________________________
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//_____________________________________________________________________________
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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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//stringstream ss; ss <<"Last Node: <" << Reader->getNodeName() << ">";
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//throw new ImportErrorException(ss.str());
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}
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aiMaterial* OgreImporter::LoadMaterial(std::string MaterialName)
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@ -447,6 +485,179 @@ aiMaterial* OgreImporter::LoadMaterial(std::string MaterialName)
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return NewMaterial;
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}
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void OgreImporter::LoadSkeleton(std::string FileName)
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{
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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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DefaultLogger::get()->debug(string("Loading Skeleton: ")+FileName);
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//Open the File:
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boost::scoped_ptr<IOStream> File(m_CurrentIOHandler->Open(FileName));
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if(NULL==File.get())
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throw new ImportErrorException("Failed to open skeleton file "+FileName+".");
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//Read the Mesh File:
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boost::scoped_ptr<CIrrXML_IOStreamReader> mIOWrapper(new CIrrXML_IOStreamReader(File.get()));
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XmlReader* SkeletonFile = irr::io::createIrrXMLReader(mIOWrapper.get());
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if(!SkeletonFile)
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throw new ImportErrorException(string("Failed to create XML Reader for ")+FileName);
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//Variables to store the data from the skeleton file:
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vector<Bone> Bones;
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//Quick note: Whoever read this should know this one thing: irrXml fucking sucks!!!
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XmlRead(SkeletonFile);
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if(string("skeleton")!=SkeletonFile->getNodeName())
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throw new ImportErrorException("No <skeleton> node in SkeletonFile: "+FileName);
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//load bones
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XmlRead(SkeletonFile);
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if(string("bones")==SkeletonFile->getNodeName())
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{
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XmlRead(SkeletonFile);
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while(string("bone")==SkeletonFile->getNodeName())
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{
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//TODO: Maybe we can have bone ids for the errrors, but normaly, they should never appera, so what....
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//read a new bone:
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Bone NewBone;
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NewBone.Id=GetAttribute<int>(SkeletonFile, "id");
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NewBone.Name=GetAttribute<string>(SkeletonFile, "name");
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//load the position:
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XmlRead(SkeletonFile);
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if(string("position")!=SkeletonFile->getNodeName())
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throw new ImportErrorException("Position is not first node in Bone!");
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NewBone.Position.x=GetAttribute<float>(SkeletonFile, "x");
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NewBone.Position.y=GetAttribute<float>(SkeletonFile, "y");
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NewBone.Position.z=GetAttribute<float>(SkeletonFile, "z");
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//Rotation:
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XmlRead(SkeletonFile);
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if(string("rotation")!=SkeletonFile->getNodeName())
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throw new ImportErrorException("Rotation is not the second node in Bone!");
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NewBone.RotationAngle=GetAttribute<float>(SkeletonFile, "angle");
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XmlRead(SkeletonFile);
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if(string("axis")!=SkeletonFile->getNodeName())
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throw new ImportErrorException("No axis specified for bone rotation!");
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NewBone.RotationAxis.x=GetAttribute<float>(SkeletonFile, "x");
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NewBone.RotationAxis.y=GetAttribute<float>(SkeletonFile, "y");
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NewBone.RotationAxis.z=GetAttribute<float>(SkeletonFile, "z");
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//append the newly loaded bone to the bone list
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Bones.push_back(NewBone);
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//Proceed to the next bone:
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XmlRead(SkeletonFile);
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}
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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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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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bool IdsOk=true;
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for(int i=0; i<static_cast<signed int>(Bones.size()); ++i)//i is signed, because all Id's are also signed!
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{
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if(Bones[i].Id!=i)
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IdsOk=false;
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}
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if(!IdsOk)
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throw new ImportErrorException("Bone Ids are not valid!"+FileName);
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}
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DefaultLogger::get()->debug(str(format("Number of bones: %1%") % Bones.size()));
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//load bonehierarchy
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if(string("bonehierarchy")==SkeletonFile->getNodeName())
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{
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DefaultLogger::get()->debug("loading bonehierarchy...");
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XmlRead(SkeletonFile);
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while(string("boneparent")==SkeletonFile->getNodeName())
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{
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string Child, Parent;
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Child=GetAttribute<string>(SkeletonFile, "bone");
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Parent=GetAttribute<string>(SkeletonFile, "parent");
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unsigned int ChildId, ParentId;
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ChildId=find(Bones.begin(), Bones.end(), Child)->Id;
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ParentId=find(Bones.begin(), Bones.end(), Parent)->Id;
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Bones[ChildId].ParentId=ParentId;
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Bones[ParentId].Children.push_back(ChildId);
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XmlRead(SkeletonFile);//i once forget this line, which led to an endless loop, did i mentioned, that irrxml sucks??
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}
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}
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//load animations
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//-----------------skeleton is completly loaded, now but it in the assimp scene:-------------------------------
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if(!m_CurrentScene->mRootNode)
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throw new ImportErrorException("No root node exists!!");
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if(0!=m_CurrentScene->mRootNode->mNumChildren)
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throw new ImportErrorException("Root Node already has childnodes!");
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//create a node for all root bones:
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DefaultLogger::get()->debug("Root Bones");
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vector<aiNode*> RootBoneNodes;
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BOOST_FOREACH(Bone theBone, Bones)
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{
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if(-1==theBone.ParentId) //the bone is a root bone
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{
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DefaultLogger::get()->debug(theBone.Name);
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RootBoneNodes.push_back(CreateAiNodeFromBone(theBone.Id, Bones, m_CurrentScene->mRootNode));
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}
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}
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m_CurrentScene->mRootNode->mNumChildren=RootBoneNodes.size();
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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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aiNode* CreateAiNodeFromBone(int BoneId, std::vector<Bone> Bones, aiNode* ParentNode)
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{
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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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//create a matrix from the transformation values of the ogre bone
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NewNode->mTransformation=aiMatrix4x4::Translation(Bones[BoneId].Position, aiMatrix4x4())
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*
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aiMatrix4x4::Rotation(Bones[BoneId].RotationAngle, Bones[BoneId].RotationAxis, aiMatrix4x4())
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;
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//__________________________________________________________
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//----recursivly create all children Nodes:------
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NewNode->mNumChildren=Bones[BoneId].Children.size();
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NewNode->mChildren=new aiNode*[Bones[BoneId].Children.size()];
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for(unsigned int i=0; i<Bones[BoneId].Children.size(); ++i)
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{
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NewNode->mChildren[i]=CreateAiNodeFromBone(Bones[BoneId].Children[i], Bones, NewNode);
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}
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//____________________________________________________
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return NewNode;
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}
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}//namespace Ogre
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}//namespace Assimp
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@ -14,7 +14,12 @@ typedef irr::io::IrrXMLReader XmlReader;
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//Forward declarations:
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struct Face;
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struct Weight;
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struct SubMesh;
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struct Bone;
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struct Animation;
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struct Track;
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struct Keyframe;
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///The Main Ogre Importer Class
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class OgreImporter : public BaseImporter
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@ -30,6 +35,7 @@ private:
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/** @param Filename We need this to check for a material File with the same name.*/
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void ReadSubMesh(SubMesh& theSubMesh, XmlReader* Reader);
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aiMaterial* LoadMaterial(std::string MaterialName);
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void LoadSkeleton(std::string FileName);
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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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@ -110,6 +116,12 @@ struct Face
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unsigned int VertexIndices[3];
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};
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struct Weight
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{
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unsigned int BoneId;
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float Value;
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};
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/// Helper Class to describe a complete SubMesh
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struct SubMesh
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{
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@ -118,5 +130,50 @@ struct SubMesh
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std::vector<Face> Faces;
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};
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/// Helper Class to describe an ogre-bone
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/** 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!*/
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struct Bone
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{
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int Id;
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int ParentId;
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std::string Name;
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aiVector3D Position;
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float RotationAngle;
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aiVector3D RotationAxis;
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std::vector<int> Children;
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///ctor
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Bone(): Id(-1), ParentId(-1), RotationAngle(0.0f) {}
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///this operator is needed to sort the bones after Id's
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bool operator<(const Bone& rval)
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{return Id<rval.Id; }
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///this operator is needed to find a bone by its name in a vector<Bone>
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bool operator==(const std::string& rval)
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{return Name==rval; }
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};
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///Recursivly creates a filled aiNode from a given root bone
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aiNode* CreateAiNodeFromBone(int BoneId, std::vector<Bone> Bones, aiNode* ParentNode);
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///Describes an Ogre Animation
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struct Animation
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{
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std::string Name;
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float Length;
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};
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///a track (keyframes for one bone) from an animation
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struct Track
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{
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};
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/// keyframe (bone transformation) from a track from a animation
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struct Keyframe
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{
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};
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}//namespace Ogre
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}//namespace Assimp
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@ -1440,11 +1440,11 @@ If you want more propertiesin custom materials, you can easily expand the ogre m
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What will be loaded?
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Mesh: Faces, Positions, Normals and one Uv pair. The Materialname will be used to load the material
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Mesh: Faces, Positions, Normals and one Uv pair. The Materialname will be used to load the material. No Bone-Assignments yet.
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Material: The right material in the file will be searched, the importer should work with materials who
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have 1 technique and 1 pass in this technique. From there, the texturename (for 1 color- and 1 normalmap) will be loaded. Also, the
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materialname will be set.
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Skeleton: Nothing, yet.
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Skeleton: Skeleton with Bone hierarchie, names and transformations, but no animations.
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*/
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