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-9d2fd5bffc1f
pull/1/head
jonathanklein 2009-09-13 18:26:54 +00:00
parent 3cb336ff7d
commit d4d8c290db
3 changed files with 285 additions and 17 deletions

View File

@ -7,6 +7,7 @@
using namespace std; using namespace std;
#include "boost/format.hpp" #include "boost/format.hpp"
#include "boost/foreach.hpp"
using namespace boost; using namespace boost;
#include "OgreImporter.h" #include "OgreImporter.h"
@ -79,19 +80,28 @@ void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Ass
DefaultLogger::get()->debug("Loading Submehs with Material: "+NewSubMesh.MaterialName); DefaultLogger::get()->debug("Loading Submehs with Material: "+NewSubMesh.MaterialName);
ReadSubMesh(NewSubMesh, MeshFile); ReadSubMesh(NewSubMesh, MeshFile);
} }
//_______________________________________________________________- //____________________________________________________________
//-----------------Create the root node-----------------------
//-----------------Read the skeleton:----------------------
//Create the root node
pScene->mRootNode=new aiNode("root"); pScene->mRootNode=new aiNode("root");
//link the mesh with the root node: //link the mesh with the root node:
pScene->mRootNode->mMeshes=new unsigned int[1]; pScene->mRootNode->mMeshes=new unsigned int[1];
pScene->mRootNode->mMeshes[0]=0; pScene->mRootNode->mMeshes[0]=0;
pScene->mRootNode->mNumMeshes=1; pScene->mRootNode->mNumMeshes=1;
//_________________________________________________________ //____________________________________________________________
//----------------Load the skeleton: -------------------------------
if(MeshFile->getNodeName()==string("skeletonlink"))
{
string SkeletonFile=GetAttribute<string>(MeshFile, "name");
LoadSkeleton(SkeletonFile);
}
//__________________________________________________________________
} }
@ -113,11 +123,12 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
vector<aiVector3D> Positions; bool HasPositions=false; vector<aiVector3D> Positions; bool HasPositions=false;
vector<aiVector3D> Normals; bool HasNormals=false; vector<aiVector3D> Normals; bool HasNormals=false;
vector<aiVector3D> Uvs; unsigned int NumUvs=0;//nearly always 2d, but assimp has always 3d texcoords vector<aiVector3D> Uvs; unsigned int NumUvs=0;//nearly always 2d, but assimp has always 3d texcoords
vector< vector<Weight> > Weights;
XmlRead(Reader); XmlRead(Reader);
//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 //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
//of faces and geometry changed, and not if we habe more than one of one //of faces and geometry changed, and not if we habe more than one of one
while(Reader->getNodeName()==string("faces") || string(Reader->getNodeName())=="geometry") while(Reader->getNodeName()==string("faces") || string(Reader->getNodeName())=="geometry" || Reader->getNodeName()==string("boneassignments"))
{ {
if(string(Reader->getNodeName())=="faces")//Read the face list if(string(Reader->getNodeName())=="faces")//Read the face list
{ {
@ -139,7 +150,7 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
FaceList.push_back(NewFace); FaceList.push_back(NewFace);
} }
} }//end of faces
else if(string(Reader->getNodeName())=="geometry")//Read the vertexdata else if(string(Reader->getNodeName())=="geometry")//Read the vertexdata
{ {
//some info logging: //some info logging:
@ -199,16 +210,36 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
XmlRead(Reader); XmlRead(Reader);
} }
}//end of "geometry
else if(string(Reader->getNodeName())=="boneassignments")
{
Weights.resize(Positions.size());
XmlRead(Reader);
while(XmlRead(Reader) && Reader->getNodeName()==string("vertexboneassignment"))
{
Weight NewWeight;
unsigned int VertexId=GetAttribute<int>(Reader, "vertexindex");
NewWeight.BoneId=GetAttribute<int>(Reader, "boneindex");
NewWeight.Value=GetAttribute<float>(Reader, "weight");
Weights[VertexId].push_back(NewWeight);
XmlRead(Reader);
} }
}//end of boneassignments
} }
DefaultLogger::get()->debug(str(format("Positionen: %1% Normale: %2% TexCoords: %3%") % Positions.size() % Normals.size() % Uvs.size())); DefaultLogger::get()->debug(str(format("Positionen: %1% Normale: %2% TexCoords: %3%") % Positions.size() % Normals.size() % Uvs.size()));
DefaultLogger::get()->debug(Reader->getNodeName());
//Make all Vertexes unique: (this is required by assimp)
//---------------Make all Vertexes unique: (this is required by assimp)-----------------------
vector<Face> UniqueFaceList(FaceList.size()); vector<Face> UniqueFaceList(FaceList.size());
vector<aiVector3D> UniquePositions(FaceList.size()*3);//*3 because each face consits of 3 vertexes, because we only support triangles^^ vector<aiVector3D> UniquePositions(FaceList.size()*3);//*3 because each face consits of 3 vertexes, because we only support triangles^^
vector<aiVector3D> UniqueNormals(FaceList.size()*3); vector<aiVector3D> UniqueNormals(FaceList.size()*3);
vector<aiVector3D> UniqueUvs(FaceList.size()*3); vector<aiVector3D> UniqueUvs(FaceList.size()*3);
vector< vector<Weight> > UniqueWeights(FaceList.size()*3);
for(unsigned int i=0; i<FaceList.size(); ++i) for(unsigned int i=0; i<FaceList.size(); ++i)
{ {
@ -224,15 +255,21 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
UniqueUvs[3*i+1]=Uvs[FaceList[i].VertexIndices[1]]; UniqueUvs[3*i+1]=Uvs[FaceList[i].VertexIndices[1]];
UniqueUvs[3*i+2]=Uvs[FaceList[i].VertexIndices[2]]; UniqueUvs[3*i+2]=Uvs[FaceList[i].VertexIndices[2]];
UniqueWeights[3*i+0]=UniqueWeights[FaceList[i].VertexIndices[0]];
UniqueWeights[3*i+1]=UniqueWeights[FaceList[i].VertexIndices[1]];
UniqueWeights[3*i+2]=UniqueWeights[FaceList[i].VertexIndices[2]];
UniqueFaceList[i].VertexIndices[0]=3*i+0; UniqueFaceList[i].VertexIndices[0]=3*i+0;
UniqueFaceList[i].VertexIndices[1]=3*i+1; UniqueFaceList[i].VertexIndices[1]=3*i+1;
UniqueFaceList[i].VertexIndices[2]=3*i+2; UniqueFaceList[i].VertexIndices[2]=3*i+2;
} }
//_________________________________________________________________________________________
//----------------Load the Material:------------------------------- //----------------Load the Material:-------------------------------
aiMaterial* MeshMat=LoadMaterial(theSubMesh.MaterialName); aiMaterial* MeshMat=LoadMaterial(theSubMesh.MaterialName);
//_________________________________________________________________ //_________________________________________________________________
//Mesh is fully loaded, copy it into the aiScene: //Mesh is fully loaded, copy it into the aiScene:
if(m_CurrentScene->mNumMeshes!=0) if(m_CurrentScene->mNumMeshes!=0)
throw new ImportErrorException("Currently only one mesh per File is allowed!!"); throw new ImportErrorException("Currently only one mesh per File is allowed!!");
@ -255,6 +292,11 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
NewAiMesh->mTextureCoords[0]= new aiVector3D[UniqueUvs.size()]; NewAiMesh->mTextureCoords[0]= new aiVector3D[UniqueUvs.size()];
memcpy(NewAiMesh->mTextureCoords[0], &UniqueUvs[0], UniqueUvs.size()*sizeof(aiVector3D)); memcpy(NewAiMesh->mTextureCoords[0], &UniqueUvs[0], UniqueUvs.size()*sizeof(aiVector3D));
//Bones
//Faces //Faces
NewAiMesh->mFaces=new aiFace[UniqueFaceList.size()]; NewAiMesh->mFaces=new aiFace[UniqueFaceList.size()];
for(unsigned int i=0; i<UniqueFaceList.size(); ++i) for(unsigned int i=0; i<UniqueFaceList.size(); ++i)
@ -275,17 +317,13 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
m_CurrentScene->mMaterials=new aiMaterial*[1]; m_CurrentScene->mMaterials=new aiMaterial*[1];
m_CurrentScene->mNumMaterials=1; m_CurrentScene->mNumMaterials=1;
m_CurrentScene->mMaterials[0]=MeshMat; m_CurrentScene->mMaterials[0]=MeshMat;
//________________________________________________________________ //_____________________________________________________________________________
//Attach the mesh to the scene: //Attach the mesh to the scene:
m_CurrentScene->mNumMeshes=1; m_CurrentScene->mNumMeshes=1;
m_CurrentScene->mMeshes=new aiMesh*; m_CurrentScene->mMeshes=new aiMesh*;
m_CurrentScene->mMeshes[0]=NewAiMesh; m_CurrentScene->mMeshes[0]=NewAiMesh;
//stringstream ss; ss <<"Last Node: <" << Reader->getNodeName() << ">";
//throw new ImportErrorException(ss.str());
} }
aiMaterial* OgreImporter::LoadMaterial(std::string MaterialName) aiMaterial* OgreImporter::LoadMaterial(std::string MaterialName)
@ -447,6 +485,179 @@ aiMaterial* OgreImporter::LoadMaterial(std::string MaterialName)
return NewMaterial; return NewMaterial;
} }
void OgreImporter::LoadSkeleton(std::string FileName)
{
//most likely the skeleton file will only end with .skeleton
//But this is a xml reader, so we need: .skeleton.xml
FileName+=".xml";
DefaultLogger::get()->debug(string("Loading Skeleton: ")+FileName);
//Open the File:
boost::scoped_ptr<IOStream> File(m_CurrentIOHandler->Open(FileName));
if(NULL==File.get())
throw new ImportErrorException("Failed to open skeleton file "+FileName+".");
//Read the Mesh File:
boost::scoped_ptr<CIrrXML_IOStreamReader> mIOWrapper(new CIrrXML_IOStreamReader(File.get()));
XmlReader* SkeletonFile = irr::io::createIrrXMLReader(mIOWrapper.get());
if(!SkeletonFile)
throw new ImportErrorException(string("Failed to create XML Reader for ")+FileName);
//Variables to store the data from the skeleton file:
vector<Bone> Bones;
//Quick note: Whoever read this should know this one thing: irrXml fucking sucks!!!
XmlRead(SkeletonFile);
if(string("skeleton")!=SkeletonFile->getNodeName())
throw new ImportErrorException("No <skeleton> node in SkeletonFile: "+FileName);
//load bones
XmlRead(SkeletonFile);
if(string("bones")==SkeletonFile->getNodeName())
{
XmlRead(SkeletonFile);
while(string("bone")==SkeletonFile->getNodeName())
{
//TODO: Maybe we can have bone ids for the errrors, but normaly, they should never appera, so what....
//read a new bone:
Bone NewBone;
NewBone.Id=GetAttribute<int>(SkeletonFile, "id");
NewBone.Name=GetAttribute<string>(SkeletonFile, "name");
//load the position:
XmlRead(SkeletonFile);
if(string("position")!=SkeletonFile->getNodeName())
throw new ImportErrorException("Position is not first node in Bone!");
NewBone.Position.x=GetAttribute<float>(SkeletonFile, "x");
NewBone.Position.y=GetAttribute<float>(SkeletonFile, "y");
NewBone.Position.z=GetAttribute<float>(SkeletonFile, "z");
//Rotation:
XmlRead(SkeletonFile);
if(string("rotation")!=SkeletonFile->getNodeName())
throw new ImportErrorException("Rotation is not the second node in Bone!");
NewBone.RotationAngle=GetAttribute<float>(SkeletonFile, "angle");
XmlRead(SkeletonFile);
if(string("axis")!=SkeletonFile->getNodeName())
throw new ImportErrorException("No axis specified for bone rotation!");
NewBone.RotationAxis.x=GetAttribute<float>(SkeletonFile, "x");
NewBone.RotationAxis.y=GetAttribute<float>(SkeletonFile, "y");
NewBone.RotationAxis.z=GetAttribute<float>(SkeletonFile, "z");
//append the newly loaded bone to the bone list
Bones.push_back(NewBone);
//Proceed to the next bone:
XmlRead(SkeletonFile);
}
}
//The bones in the file a not neccesarly ordered by there id's so we do it now:
sort(Bones.begin(), Bones.end());
//now the id of each bone should be equal to its position in the vector:
//so we do a simple check:
{
bool IdsOk=true;
for(int i=0; i<static_cast<signed int>(Bones.size()); ++i)//i is signed, because all Id's are also signed!
{
if(Bones[i].Id!=i)
IdsOk=false;
}
if(!IdsOk)
throw new ImportErrorException("Bone Ids are not valid!"+FileName);
}
DefaultLogger::get()->debug(str(format("Number of bones: %1%") % Bones.size()));
//load bonehierarchy
if(string("bonehierarchy")==SkeletonFile->getNodeName())
{
DefaultLogger::get()->debug("loading bonehierarchy...");
XmlRead(SkeletonFile);
while(string("boneparent")==SkeletonFile->getNodeName())
{
string Child, Parent;
Child=GetAttribute<string>(SkeletonFile, "bone");
Parent=GetAttribute<string>(SkeletonFile, "parent");
unsigned int ChildId, ParentId;
ChildId=find(Bones.begin(), Bones.end(), Child)->Id;
ParentId=find(Bones.begin(), Bones.end(), Parent)->Id;
Bones[ChildId].ParentId=ParentId;
Bones[ParentId].Children.push_back(ChildId);
XmlRead(SkeletonFile);//i once forget this line, which led to an endless loop, did i mentioned, that irrxml sucks??
}
}
//load animations
//-----------------skeleton is completly loaded, now but it in the assimp scene:-------------------------------
if(!m_CurrentScene->mRootNode)
throw new ImportErrorException("No root node exists!!");
if(0!=m_CurrentScene->mRootNode->mNumChildren)
throw new ImportErrorException("Root Node already has childnodes!");
//create a node for all root bones:
DefaultLogger::get()->debug("Root Bones");
vector<aiNode*> RootBoneNodes;
BOOST_FOREACH(Bone theBone, Bones)
{
if(-1==theBone.ParentId) //the bone is a root bone
{
DefaultLogger::get()->debug(theBone.Name);
RootBoneNodes.push_back(CreateAiNodeFromBone(theBone.Id, Bones, m_CurrentScene->mRootNode));
}
}
m_CurrentScene->mRootNode->mNumChildren=RootBoneNodes.size();
m_CurrentScene->mRootNode->mChildren=new aiNode*[RootBoneNodes.size()];
memcpy(m_CurrentScene->mRootNode->mChildren, &RootBoneNodes[0], sizeof(aiNode*)*RootBoneNodes.size());
}
aiNode* CreateAiNodeFromBone(int BoneId, std::vector<Bone> Bones, aiNode* ParentNode)
{
//----Create the node for this bone and set its values-----
aiNode* NewNode=new aiNode(Bones[BoneId].Name);
NewNode->mParent=ParentNode;
//create a matrix from the transformation values of the ogre bone
NewNode->mTransformation=aiMatrix4x4::Translation(Bones[BoneId].Position, aiMatrix4x4())
*
aiMatrix4x4::Rotation(Bones[BoneId].RotationAngle, Bones[BoneId].RotationAxis, aiMatrix4x4())
;
//__________________________________________________________
//----recursivly create all children Nodes:------
NewNode->mNumChildren=Bones[BoneId].Children.size();
NewNode->mChildren=new aiNode*[Bones[BoneId].Children.size()];
for(unsigned int i=0; i<Bones[BoneId].Children.size(); ++i)
{
NewNode->mChildren[i]=CreateAiNodeFromBone(Bones[BoneId].Children[i], Bones, NewNode);
}
//____________________________________________________
return NewNode;
}
}//namespace Ogre }//namespace Ogre
}//namespace Assimp }//namespace Assimp

View File

@ -14,7 +14,12 @@ typedef irr::io::IrrXMLReader XmlReader;
//Forward declarations: //Forward declarations:
struct Face; struct Face;
struct Weight;
struct SubMesh; struct SubMesh;
struct Bone;
struct Animation;
struct Track;
struct Keyframe;
///The Main Ogre Importer Class ///The Main Ogre Importer Class
class OgreImporter : public BaseImporter class OgreImporter : public BaseImporter
@ -30,6 +35,7 @@ private:
/** @param Filename We need this to check for a material File with the same name.*/ /** @param Filename We need this to check for a material File with the same name.*/
void ReadSubMesh(SubMesh& theSubMesh, XmlReader* Reader); void ReadSubMesh(SubMesh& theSubMesh, XmlReader* Reader);
aiMaterial* LoadMaterial(std::string MaterialName); aiMaterial* LoadMaterial(std::string MaterialName);
void LoadSkeleton(std::string FileName);
//Now we don't have to give theses parameters to all functions //Now we don't have to give theses parameters to all functions
std::string m_CurrentFilename; std::string m_CurrentFilename;
@ -110,6 +116,12 @@ struct Face
unsigned int VertexIndices[3]; unsigned int VertexIndices[3];
}; };
struct Weight
{
unsigned int BoneId;
float Value;
};
/// Helper Class to describe a complete SubMesh /// Helper Class to describe a complete SubMesh
struct SubMesh struct SubMesh
{ {
@ -118,5 +130,50 @@ struct SubMesh
std::vector<Face> Faces; std::vector<Face> Faces;
}; };
/// Helper Class to describe an ogre-bone
/** All Id's are signed ints, because than we have -1 as a simple INVALID_ID Value (we start from 0 so 0 is a valid bone ID!*/
struct Bone
{
int Id;
int ParentId;
std::string Name;
aiVector3D Position;
float RotationAngle;
aiVector3D RotationAxis;
std::vector<int> Children;
///ctor
Bone(): Id(-1), ParentId(-1), RotationAngle(0.0f) {}
///this operator is needed to sort the bones after Id's
bool operator<(const Bone& rval)
{return Id<rval.Id; }
///this operator is needed to find a bone by its name in a vector<Bone>
bool operator==(const std::string& rval)
{return Name==rval; }
};
///Recursivly creates a filled aiNode from a given root bone
aiNode* CreateAiNodeFromBone(int BoneId, std::vector<Bone> Bones, aiNode* ParentNode);
///Describes an Ogre Animation
struct Animation
{
std::string Name;
float Length;
};
///a track (keyframes for one bone) from an animation
struct Track
{
};
/// keyframe (bone transformation) from a track from a animation
struct Keyframe
{
};
}//namespace Ogre }//namespace Ogre
}//namespace Assimp }//namespace Assimp

View File

@ -1440,11 +1440,11 @@ If you want more propertiesin custom materials, you can easily expand the ogre m
What will be loaded? What will be loaded?
Mesh: Faces, Positions, Normals and one Uv pair. The Materialname will be used to load the material Mesh: Faces, Positions, Normals and one Uv pair. The Materialname will be used to load the material. No Bone-Assignments yet.
Material: The right material in the file will be searched, the importer should work with materials who Material: The right material in the file will be searched, the importer should work with materials who
have 1 technique and 1 pass in this technique. From there, the texturename (for 1 color- and 1 normalmap) will be loaded. Also, the have 1 technique and 1 pass in this technique. From there, the texturename (for 1 color- and 1 normalmap) will be loaded. Also, the
materialname will be set. materialname will be set.
Skeleton: Nothing, yet. Skeleton: Skeleton with Bone hierarchie, names and transformations, but no animations.
*/ */