- rough support for multi-part player models.

SceneCombiner
 - added support for cross-attachments of nodes in the whole graph

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@345 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
aramis_acg 2009-02-12 22:14:35 +00:00
parent e6758ce923
commit d70c092b71
6 changed files with 232 additions and 74 deletions

View File

@ -153,8 +153,10 @@ struct LoadRequest
, refCnt (1)
, scene (NULL)
, loaded (false)
, map (*_map)
{}
{
if (_map)
map = *_map;
}
const std::string file;
unsigned int flags;
@ -163,8 +165,9 @@ struct LoadRequest
bool loaded;
BatchLoader::PropertyMap map;
bool operator== (const std::string& f)
{return file == f;}
bool operator== (const std::string& f) {
return file == f;
}
};
// ------------------------------------------------------------------------------------------------

View File

@ -48,13 +48,16 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "MaterialSystem.h"
#include "StringComparison.h"
#include "ByteSwap.h"
#include "SceneCombiner.h"
#include "GenericProperty.h"
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
MD3Importer::MD3Importer()
: configFrameID (0)
, configHandleMP (true)
{}
// ------------------------------------------------------------------------------------------------
@ -107,7 +110,7 @@ void MD3Importer::ValidateHeaderOffsets()
void MD3Importer::ValidateSurfaceHeaderOffsets(const MD3::Surface* pcSurf)
{
// calculate the relative offset of the surface
int32_t ofs = int32_t((const unsigned char*)pcSurf-this->mBuffer);
const int32_t ofs = int32_t((const unsigned char*)pcSurf-this->mBuffer);
if (pcSurf->OFS_TRIANGLES + ofs + pcSurf->NUM_TRIANGLES * sizeof(MD3::Triangle) > fileSize ||
pcSurf->OFS_SHADERS + ofs + pcSurf->NUM_SHADER * sizeof(MD3::Shader) > fileSize ||
@ -125,6 +128,13 @@ void MD3Importer::ValidateSurfaceHeaderOffsets(const MD3::Surface* pcSurf)
if (pcSurf->NUM_FRAMES > AI_MD3_MAX_FRAMES)
DefaultLogger::get()->warn("The model contains more frames than Quake 3 supports");
}
// ------------------------------------------------------------------------------------------------
void MD3Importer::GetExtensionList(std::string& append)
{
append.append("*.md3");
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties
void MD3Importer::SetupProperties(const Importer* pImp)
@ -136,13 +146,107 @@ void MD3Importer::SetupProperties(const Importer* pImp)
if(0xffffffff == configFrameID) {
configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
}
// AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART
configHandleMP = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART,1));
}
// ------------------------------------------------------------------------------------------------
// Read a multi-part Q3 player model
bool MD3Importer::ReadMultipartFile()
{
std::string::size_type s = mFile.find_last_of('/');
if (s == std::string::npos) {
s = mFile.find_last_of('\\');
}
if (s == std::string::npos) {
s = 0;
}
else ++s;
std::string filename = mFile.substr(s), path = mFile.substr(0,s);
for( std::string::iterator it = filename .begin(); it != filename.end(); ++it)
*it = tolower( *it);
if (filename == "lower.md3" || filename == "upper.md3" || filename == "head.md3"){
std::string lower = path + "lower.md3";
std::string upper = path + "upper.md3";
std::string head = path + "head.md3";
// ensure we won't try to load ourselves recursively
BatchLoader::PropertyMap props;
SetGenericProperty( props.ints, AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART, 0, NULL);
// now read these three files
BatchLoader batch(mIOHandler);
batch.AddLoadRequest(lower,0,&props);
batch.AddLoadRequest(upper,0,&props);
batch.AddLoadRequest(head,0,&props);
batch.LoadAll();
// now construct a dummy scene to place these three parts in
aiScene* master = new aiScene();
aiNode* nd = master->mRootNode = new aiNode();
nd->mName.Set("<M3D_Player>");
// ... and get them. We need all of them.
aiScene* scene_lower = batch.GetImport(lower);
if (!scene_lower)
throw new ImportErrorException("M3D: Failed to read multipart model, lower.md3 fails to load");
aiScene* scene_upper = batch.GetImport(upper);
if (!scene_upper)
throw new ImportErrorException("M3D: Failed to read multipart model, upper.md3 fails to load");
aiScene* scene_head = batch.GetImport(head);
if (!scene_head)
throw new ImportErrorException("M3D: Failed to read multipart model, head.md3 fails to load");
// build attachment infos. search for typical Q3 tags
std::vector<AttachmentInfo> attach;
// original root
attach.push_back(AttachmentInfo(scene_lower, nd));
// tag_torso
aiNode* tag_torso = scene_lower->mRootNode->FindNode("tag_torso");
if (!tag_torso) {
throw new ImportErrorException("M3D: Unable to find attachment tag: tag_torso expected");
}
attach.push_back(AttachmentInfo(scene_upper,tag_torso));
// tag_head
aiNode* tag_head = scene_upper->mRootNode->FindNode("tag_head");
if (!tag_head) {
throw new ImportErrorException("M3D: Unable to find attachment tag: tag_head expected");
}
attach.push_back(AttachmentInfo(scene_head,tag_head));
// and merge the scenes
SceneCombiner::MergeScenes(&mScene,master, attach,
AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES |
AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES |
AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS);
return true;
}
return false;
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void MD3Importer::InternReadFile(
const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
void MD3Importer::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler)
{
mFile = pFile;
mScene = pScene;
mIOHandler = pIOHandler;
// Load multi-part model file, if necessary
if (configHandleMP) {
if (ReadMultipartFile())
return;
}
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
// Check whether we can read from the file
@ -301,8 +405,6 @@ void MD3Importer::InternReadFile(
LatLngNormalToVec3(pcVertices[pcTriangles->INDEXES[c]].NORMAL,
(float*)&pcMesh->mNormals[iCurrent]);
//pcMesh->mNormals[iCurrent].y *= -1.0f;
// read texture coordinates
pcMesh->mTextureCoords[0][iCurrent].x = pcUVs[ pcTriangles->INDEXES[c]].U;
pcMesh->mTextureCoords[0][iCurrent].y = 1.0f-pcUVs[ pcTriangles->INDEXES[c]].V;
@ -355,18 +457,18 @@ void MD3Importer::InternReadFile(
MaterialHelper* pcHelper = new MaterialHelper();
if (szEndDir2) {
if (szEndDir2[0]) {
aiString szString;
if (szEndDir2[0]) {
const size_t iLen = ::strlen(szEndDir2);
::memcpy(szString.data,szEndDir2,iLen);
szString.data[iLen] = '\0';
szString.length = iLen;
pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
}
else {
DefaultLogger::get()->warn("Texture file name has zero length. Skipping");
DefaultLogger::get()->warn("Texture file name has zero length. Using default name");
szString.Set("dummy_texture.bmp");
}
pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
}
int iMode = (int)aiShadingMode_Gouraud;
@ -449,8 +551,8 @@ void MD3Importer::InternReadFile(
// copy rest of transformation
for (unsigned int a = 0; a < 3;++a) {
for (unsigned int m = 0; m < 3;++m) {
nd->mTransformation[a][m] = pcTags->orientation[a][m];
AI_SWAP4(nd->mTransformation[a][m]);
nd->mTransformation[m][a] = pcTags->orientation[a][m];
AI_SWAP4(nd->mTransformation[m][a]);
}
}
}

View File

@ -90,10 +90,7 @@ protected:
/** Called by Importer::GetExtensionList() for each loaded importer.
* See BaseImporter::GetExtensionList() for details
*/
void GetExtensionList(std::string& append)
{
append.append("*.md3");
}
void GetExtensionList(std::string& append);
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
@ -102,18 +99,26 @@ protected:
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler);
// -------------------------------------------------------------------
/** Validate offsets in the header
*/
void ValidateHeaderOffsets();
void ValidateSurfaceHeaderOffsets(const MD3::Surface* pcSurfHeader);
// -------------------------------------------------------------------
/** Read a Q3 multipart file
* @return true if multi part has been processed
*/
bool ReadMultipartFile();
protected:
/** Configuration option: frame to be loaded */
unsigned int configFrameID;
/** Configuration option: process multi-part files */
bool configHandleMP;
/** Header of the MD3 file */
BE_NCONST MD3::Header* pcHeader;
@ -122,6 +127,15 @@ protected:
/** Size of the file, in bytes */
unsigned int fileSize;
/** Current file name */
std::string mFile;
/** Output scene to be filled */
aiScene* mScene;
/** IO system to be used to access the data*/
IOSystem* mIOHandler;
};
} // end of namespace Assimp

View File

@ -129,7 +129,6 @@ inline void PrefixString(aiString& string,const char* prefix, unsigned int len)
void SceneCombiner::AddNodePrefixes(aiNode* node, const char* prefix, unsigned int len)
{
ai_assert(NULL != prefix);
PrefixString(node->mName,prefix,len);
// Process all children recursively
@ -177,8 +176,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest,std::vector<aiScene*>& src,
master->mRootNode->mName.Set("<MergeRoot>");
std::vector<AttachmentInfo> srcList (src.size());
for (unsigned int i = 0; i < srcList.size();++i)
{
for (unsigned int i = 0; i < srcList.size();++i) {
srcList[i] = AttachmentInfo(src[i],master->mRootNode);
}
@ -190,7 +188,6 @@ void SceneCombiner::MergeScenes(aiScene** _dest,std::vector<aiScene*>& src,
void SceneCombiner::AttachToGraph (aiNode* attach, std::vector<NodeAttachmentInfo>& srcList)
{
unsigned int cnt;
for (cnt = 0; cnt < attach->mNumChildren;++cnt)
AttachToGraph(attach->mChildren[cnt],srcList);
@ -198,15 +195,13 @@ void SceneCombiner::AttachToGraph (aiNode* attach, std::vector<NodeAttachmentInf
for (std::vector<NodeAttachmentInfo>::iterator it = srcList.begin();
it != srcList.end(); ++it)
{
if ((*it).attachToNode == attach)
if ((*it).attachToNode == attach && !(*it).resolved)
++cnt;
}
if (cnt)
{
if (cnt) {
aiNode** n = new aiNode*[cnt+attach->mNumChildren];
if (attach->mNumChildren)
{
if (attach->mNumChildren) {
::memcpy(n,attach->mChildren,sizeof(void*)*attach->mNumChildren);
delete[] attach->mChildren;
}
@ -215,14 +210,15 @@ void SceneCombiner::AttachToGraph (aiNode* attach, std::vector<NodeAttachmentInf
n += attach->mNumChildren;
attach->mNumChildren += cnt;
for (unsigned int i = 0; i < srcList.size();++i)
{
for (unsigned int i = 0; i < srcList.size();++i) {
NodeAttachmentInfo& att = srcList[i];
if (att.attachToNode == attach)
{
if (att.attachToNode == attach && !att.resolved) {
*n = att.node;
(**n).mParent = attach;
++n;
// mark this attachment as resolved
att.resolved = true;
}
}
}
@ -261,8 +257,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
std::vector<SceneHelper> src (srcList.size()+1);
src[0].scene = master;
for (unsigned int i = 0; i < srcList.size();++i)
{
for (unsigned int i = 0; i < srcList.size();++i) {
src[i+1] = SceneHelper( srcList[i].scene );
}
@ -272,7 +267,6 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
// this helper array is used as lookup table several times
std::vector<unsigned int> offset(src.size());
// Find duplicate scenes
for (unsigned int i = 0; i < src.size();++i)
{
@ -316,8 +310,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
{
SceneHelper* cur = &src[n];
if (n == duplicates[n] || flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
{
if (n == duplicates[n] || flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) {
dest->mNumTextures += (*cur)->mNumTextures;
dest->mNumMaterials += (*cur)->mNumMaterials;
dest->mNumMeshes += (*cur)->mNumMeshes;
@ -378,11 +371,8 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
if ((*cur)->mNumTextures != dest->mNumTextures)
{
// We need to update all texture indices of the mesh.
// So we need to search for a material property like
// that follows the following pattern: "$tex.file.<s>.<n>"
// where s is the texture type (i.e. diffuse) and n is
// the index of the texture.
// We need to update all texture indices of the mesh. So we need to search for
// a material property called '$tex.file'
for (unsigned int a = 0; a < (*pip)->mNumProperties;++a)
{
@ -393,8 +383,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
// In this case the property looks like this: *<n>,
// where n is the index of the texture.
aiString& s = *((aiString*)prop->mData);
if ('*' == s.data[0])
{
if ('*' == s.data[0]) {
// Offset the index and write it back ..
const unsigned int idx = strtol10(&s.data[1]) + offset[n];
ASSIMP_itoa10(&s.data[1],sizeof(s.data)-1,idx);
@ -428,8 +417,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
SceneHelper* cur = &src[n];
for (unsigned int i = 0; i < (*cur)->mNumMeshes;++i)
{
if (n != duplicates[n])
{
if (n != duplicates[n]) {
if ( flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
Copy(pip, (*cur)->mMeshes[i]);
@ -439,7 +427,6 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
// update the material index of the mesh
(*pip)->mMaterialIndex += offset[n];
++pip;
}
@ -481,8 +468,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
{
Copy( &node, (*cur)->mRootNode );
if (flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
{
if (flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) {
// (note:) they are already 'offseted' by offset[duplicates[n]]
OffsetNodeMeshIndices(node,offset[n] - offset[duplicates[n]]);
}
@ -493,7 +479,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
OffsetNodeMeshIndices(node,offset[n]);
}
if (n) // src[0] is the master node
nodes.push_back(NodeAttachmentInfo( node,srcList[n-1].attachToNode ));
nodes.push_back(NodeAttachmentInfo( node,srcList[n-1].attachToNode,n ));
// --------------------------------------------------------------------
// Copy light sources
@ -508,8 +494,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
// --------------------------------------------------------------------
// Copy cameras
for (unsigned int i = 0; i < (*cur)->mNumCameras;++i,++ppCameras)
{
for (unsigned int i = 0; i < (*cur)->mNumCameras;++i,++ppCameras) {
if (n != duplicates[n]) // duplicate scene?
{
Copy(ppCameras, (*cur)->mCameras[i]);
@ -519,8 +504,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
// --------------------------------------------------------------------
// Copy animations
for (unsigned int i = 0; i < (*cur)->mNumAnimations;++i,++ppAnims)
{
for (unsigned int i = 0; i < (*cur)->mNumAnimations;++i,++ppAnims) {
if (n != duplicates[n]) // duplicate scene?
{
Copy(ppAnims, (*cur)->mAnimations[i]);
@ -529,8 +513,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
}
}
for ( unsigned int n = 1; n < src.size();++n )
{
for ( unsigned int n = 1; n < src.size();++n ) {
SceneHelper* cur = &src[n];
// --------------------------------------------------------------------
// Add prefixes
@ -542,8 +525,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
for (unsigned int i = 0; i < (*cur)->mNumCameras;++i)
PrefixString(dest->mCameras[i]->mName,(*cur).id,(*cur).idlen);
for (unsigned int i = 0; i < (*cur)->mNumAnimations;++i)
{
for (unsigned int i = 0; i < (*cur)->mNumAnimations;++i) {
aiAnimation* anim = dest->mAnimations[i];
PrefixString(anim->mName,(*cur).id,(*cur).idlen);
@ -551,7 +533,6 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
for (unsigned int a = 0; a < anim->mNumChannels;++a)
PrefixString(anim->mChannels[a]->mNodeName,(*cur).id,(*cur).idlen);
}
AddNodePrefixes(nodes[n-1].node,(*cur).id,(*cur).idlen);
}
}
@ -560,10 +541,31 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
AttachToGraph ( master, nodes);
dest->mRootNode = master->mRootNode;
// Check whether we succeeded at building the output graph
for (std::vector <NodeAttachmentInfo> ::iterator it = nodes.begin();
it != nodes.end(); ++it)
{
if (!(*it).resolved) {
if (flags & AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS) {
// search for this attachment point in all other imported scenes, too.
for ( unsigned int n = 0; n < src.size();++n ) {
if (n != (*it).src_idx) {
AttachToGraph(src[n].scene,nodes);
if ((*it).resolved)
break;
}
}
}
if (!(*it).resolved) {
DefaultLogger::get()->error(std::string("SceneCombiner: Failed to resolve attachment ")
+ (*it).node->mName.data + " " + (*it).attachToNode->mName.data);
}
}
}
// now delete all input scenes. Make sure duplicate scenes aren't
// deleted more than one time
for ( unsigned int n = 0; n < src.size();++n )
{
for ( unsigned int n = 0; n < src.size();++n ) {
if (n != duplicates[n]) // duplicate scene?
continue;

View File

@ -75,33 +75,60 @@ struct NodeAttachmentInfo
NodeAttachmentInfo()
: node (NULL)
, attachToNode (NULL)
, resolved (false)
, src_idx (0xffffffff)
{}
NodeAttachmentInfo(aiNode* _scene, aiNode* _attachToNode)
NodeAttachmentInfo(aiNode* _scene, aiNode* _attachToNode,size_t idx)
: node (_scene)
, attachToNode (_attachToNode)
, resolved (false)
, src_idx (idx)
{}
aiNode* node;
aiNode* attachToNode;
bool resolved;
size_t src_idx;
};
// generate unique names for all named scene items
// ---------------------------------------------------------------------------
/** @def AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES
* Generate unique names for all named scene items
*/
#define AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES 0x1
// generate unique names for materials, too
/** @def AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES
* Generate unique names for materials, too.
* This is not absolutely required to pass the validation.
*/
#define AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES 0x2
// use deep copies of duplicate scenes
/** @def AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY
* Use deep copies of duplicate scenes
*/
#define AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY 0x4
/** @def AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS
* If attachment nodes are not found in the given master scene,
* search the other imported scenes for them in an any order.
*/
#define AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS 0x8
/** @def AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY
* Can be combined with AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES.
* Unique names are generated, but only if this is absolutely
* required (if there would be conflicts otherwuse.)
*/
#define AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY 0x10
typedef std::pair<aiBone*,unsigned int> BoneSrcIndex;
// ---------------------------------------------------------------------------
/** \brief Helper data structure for SceneCombiner::MergeBones.
*
/** @brief Helper data structure for SceneCombiner::MergeBones.
*/
struct BoneWithHash : public std::pair<uint32_t,aiString*>
{
struct BoneWithHash : public std::pair<uint32_t,aiString*> {
std::vector<BoneSrcIndex> pSrcBones;
};

View File

@ -136,6 +136,16 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS "imp.ase.reconn"
// ---------------------------------------------------------------------------
/** @brief Configures the M3D loader to process multi-part player models.
*
* These models usually consist of 3 files, lower.md3, upper.md3 and
* head.md3. If this property is set to true, Assimp will try to load and
* combine all three files if one of them is loaded.
* Property type: integer (0: false; !0: true). Default value: true.
*/
#define AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART "IMPORT_MD3_HANDLE_MULTIPART"
// ---------------------------------------------------------------------------
/** @brief Configures the LWO loader to load just one layer from the model.