Adding very basic reading support for CSM (CharacterStudio Motion). No proper hierarchy reconstruction yet, just plain marker import.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@408 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
55a3d845c9
commit
d7b4dd6ae3
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@ -95,6 +95,11 @@ SOURCE_GROUP(DXF FILES
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DXFLoader.h
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)
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SOURCE_GROUP(CSM FILES
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CSMLoader.cpp
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CSMLoader.h
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)
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SOURCE_GROUP(HMP FILES
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HMPFileData.h
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HMPLoader.cpp
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@ -380,6 +385,8 @@ ADD_LIBRARY( assimp SHARED
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ConvertToLHProcess.h
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DXFLoader.cpp
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DXFLoader.h
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CSMLoader.cpp
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CSMLoader.h
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DefaultIOStream.cpp
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DefaultIOStream.h
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DefaultIOSystem.cpp
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@ -0,0 +1,283 @@
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2009, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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||||
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file CSMLoader.cpp
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* Implementation of the CSM importer class.
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*/
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#include "AssimpPCH.h"
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#ifndef AI_BUILD_NO_CSM_IMPORTER
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#include "CSMLoader.h"
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#include "SkeletonMeshBuilder.h"
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#include "ParsingUtils.h"
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#include "fast_atof.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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CSMImporter::CSMImporter()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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CSMImporter::~CSMImporter()
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{}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool CSMImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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{
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// check file extension
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const std::string extension = GetExtension(pFile);
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if( extension == "csm")
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return true;
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if ((checkSig || !extension.length()) && pIOHandler) {
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const char* tokens[] = {"$Filename"};
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return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Build a string of all file extensions supported
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void CSMImporter::GetExtensionList(std::string& append)
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{
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append.append("*.csm");
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}
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// ------------------------------------------------------------------------------------------------
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// Setup configuration properties for the loader
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void CSMImporter::SetupProperties(const Importer* pImp)
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{
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// nothing to be done for the moment
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void CSMImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
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// Check whether we can read from the file
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if( file.get() == NULL)
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throw new ImportErrorException( "Failed to open CSM file " + pFile + ".");
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size_t fileSize = file->FileSize();
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// allocate storage and copy the contents of the file to a memory buffer
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std::vector<char> mBuffer2(fileSize+1);
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file->Read(&mBuffer2[0], 1, fileSize);mBuffer2[fileSize] = '\0';
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const char* buffer = &mBuffer2[0];
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aiAnimation* anim = new aiAnimation();
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int first = 0, last = 0x00ffffff;
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// now process the file and look out for '$' sections
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while (1) {
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SkipSpaces(&buffer);
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if ('\0' == *buffer)
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break;
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if ('$' == *buffer) {
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++buffer;
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if (TokenMatchI(buffer,"firstframe",10)) {
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SkipSpaces(&buffer);
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first = strtol10s(buffer,&buffer);
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}
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else if (TokenMatchI(buffer,"lastframe",9)) {
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SkipSpaces(&buffer);
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last = strtol10s(buffer,&buffer);
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}
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else if (TokenMatchI(buffer,"rate",4)) {
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SkipSpaces(&buffer);
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float d;
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buffer = fast_atof_move(buffer,d);
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anim->mTicksPerSecond = d;
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}
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else if (TokenMatchI(buffer,"order",5)) {
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std::vector< aiNodeAnim* > anims_temp;
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anims_temp.reserve(30);
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while (1) {
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SkipSpaces(&buffer);
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if (IsLineEnd(*buffer) && SkipSpacesAndLineEnd(&buffer) && *buffer == '$')
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break; // next section
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// Construct a new node animation channel and setup its name
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anims_temp.push_back(new aiNodeAnim());
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aiNodeAnim* nda = anims_temp.back();
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char* ot = nda->mNodeName.data;
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while (!IsSpaceOrNewLine(*buffer))
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*ot++ = *buffer++;
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*ot = '\0';
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nda->mNodeName.length = (size_t)(ot-nda->mNodeName.data);
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}
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anim->mNumChannels = anims_temp.size();
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if (!anim->mNumChannels)
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throw new ImportErrorException("CSM: Empty $order section");
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// copy over to the output animation
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anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
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::memcpy(anim->mChannels,&anims_temp[0],sizeof(aiNodeAnim*)*anim->mNumChannels);
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}
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else if (TokenMatchI(buffer,"points",6)) {
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if (!anim->mNumChannels)
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throw new ImportErrorException("CSM: \'$order\' section is required to appear prior to \'$points\'");
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// If we know how many frames we'll read, we can preallocate some storage
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unsigned int alloc = 100;
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if (last != 0x00ffffff)
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{
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alloc = last-first;
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alloc += alloc>>2u; // + 25%
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for (unsigned int i = 0; i < anim->mNumChannels;++i)
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anim->mChannels[i]->mPositionKeys = new aiVectorKey[alloc];
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}
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unsigned int filled = 0;
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// Now read all point data.
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while (1) {
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SkipSpaces(&buffer);
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if (IsLineEnd(*buffer) && (!SkipSpacesAndLineEnd(&buffer) || *buffer == '$')) {
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break; // next section
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}
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// read frame
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const int frame = ::strtol10(buffer,&buffer);
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last = std::max(frame,last);
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first = std::min(frame,last);
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for (unsigned int i = 0; i < anim->mNumChannels;++i) {
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aiNodeAnim* s = anim->mChannels[i];
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if (s->mNumPositionKeys == alloc) { /* need to reallocate? */
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aiVectorKey* old = s->mPositionKeys;
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s->mPositionKeys = new aiVectorKey[s->mNumPositionKeys = alloc*2];
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::memcpy(s->mPositionKeys,old,sizeof(aiVectorKey)*alloc);
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delete[] old;
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}
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// read x,y,z
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if(!SkipSpacesAndLineEnd(&buffer))
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throw new ImportErrorException("CSM: Unexpected EOF occured reading sample x coord");
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if (TokenMatchI(buffer, "DROPOUT", 7)) {
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// seems this is invalid marker data; at least the doc says it's possible
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DefaultLogger::get()->warn("CSM: Encountered invalid marker data (DROPOUT)");
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}
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else {
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aiVectorKey* sub = s->mPositionKeys + s->mNumPositionKeys;
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sub->mTime = (double)frame;
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buffer = fast_atof_move(buffer, (float&)sub->mValue.x);
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if(!SkipSpacesAndLineEnd(&buffer))
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throw new ImportErrorException("CSM: Unexpected EOF occured reading sample y coord");
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buffer = fast_atof_move(buffer, (float&)sub->mValue.y);
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if(!SkipSpacesAndLineEnd(&buffer))
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throw new ImportErrorException("CSM: Unexpected EOF occured reading sample z coord");
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buffer = fast_atof_move(buffer, (float&)sub->mValue.z);
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++s->mNumPositionKeys;
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}
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}
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// update allocation granularity
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if (filled == alloc)
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alloc *= 2;
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++filled;
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}
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// all channels must be complete in order to continue safely.
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for (unsigned int i = 0; i < anim->mNumChannels;++i) {
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if (!anim->mChannels[i]->mNumPositionKeys)
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throw new ImportErrorException("CSM: Invalid marker track");
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}
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}
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}
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else {
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// advance to the next line
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SkipLine(&buffer);
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}
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}
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// Setup a proper animation duration
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anim->mDuration = last - std::min( first, 0 );
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// build a dummy root node with the tiny markers as children
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mName.Set("$CSM_DummyRoot");
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pScene->mRootNode->mNumChildren = anim->mNumChannels;
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pScene->mRootNode->mChildren = new aiNode* [anim->mNumChannels];
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for (unsigned int i = 0; i < anim->mNumChannels;++i) {
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aiNodeAnim* na = anim->mChannels[i];
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aiNode* nd = pScene->mRootNode->mChildren[i] = new aiNode();
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nd->mName = anim->mChannels[i]->mNodeName;
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nd->mParent = pScene->mRootNode;
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aiMatrix4x4::Translation(na->mPositionKeys[0].mValue, nd->mTransformation);
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}
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// Store the one and only animation in the scene
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pScene->mAnimations = new aiAnimation*[pScene->mNumAnimations=1];
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pScene->mAnimations[0] = anim;
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anim->mName.Set("$CSM_MasterAnim");
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// mark the scene as incomplete and run SkeletonMeshBuilder on it
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pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
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SkeletonMeshBuilder maker(pScene,pScene->mRootNode,true);
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}
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#endif // !! AI_BUILD_NO_CSM_IMPORTER
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@ -0,0 +1,96 @@
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/*
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Open Asset Import Library (ASSIMP)
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----------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
|
||||
following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
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following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
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* Neither the name of the ASSIMP team, nor the names of its
|
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contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file CSMLoader.h
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* Declaration of the CharacterStudio Motion importer class.
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*/
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#ifndef INCLUDED_AI_CSM_LOADER_H
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#define INCLUDED_AI_CSM_LOADER_H
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#include "BaseImporter.h"
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namespace Assimp {
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// ---------------------------------------------------------------------------
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/** @brief Importer class to load MOCAPs in CharacterStudio Motion format.
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*
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* A very rudimentary loader for the moment. No support for the hierarchy,
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* every marker is returned as child of root.
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*
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* Link to file format specification:
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* <max_8_dvd>\samples\Motion\Docs\CSM.rtf
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*/
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class CSMImporter : public BaseImporter
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{
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friend class Importer;
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protected:
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/** Constructor to be privately used by Importer */
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CSMImporter();
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/** Destructor, private as well */
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~CSMImporter();
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public:
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// -------------------------------------------------------------------
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bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
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bool checkSig) const;
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protected:
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// -------------------------------------------------------------------
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void GetExtensionList(std::string& append);
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// -------------------------------------------------------------------
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void SetupProperties(const Importer* pImp);
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// -------------------------------------------------------------------
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void InternReadFile( const std::string& pFile, aiScene* pScene,
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IOSystem* pIOHandler);
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private:
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}; // !class CSMImporter
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} // end of namespace Assimp
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#endif // AI_AC3DIMPORTER_H_INC
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@ -143,9 +143,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef AI_BUILD_NO_TERRAGEN_IMPORTER
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# include "TerragenLoader.h"
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#endif
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//#ifndef AI_BUILD_NO_CSM_IMPORTER
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//# include "CSMLoader.h"
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//#endif
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#ifndef AI_BUILD_NO_CSM_IMPORTER
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# include "CSMLoader.h"
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#endif
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#ifndef AI_BUILD_NO_3D_IMPORTER
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# include "UnrealLoader.h"
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#endif
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@ -351,9 +351,9 @@ Importer::Importer()
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#if (!defined AI_BUILD_NO_TERRAGEN_IMPORTER)
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pimpl->mImporter.push_back( new TerragenImporter());
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#endif
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//#if (!defined AI_BUILD_NO_CSM_IMPORTER)
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// mImporter.push_back( new CSMImporter());
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//#endif
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#if (!defined AI_BUILD_NO_CSM_IMPORTER)
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pimpl->mImporter.push_back( new CSMImporter());
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#endif
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#if (!defined AI_BUILD_NO_3D_IMPORTER)
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pimpl->mImporter.push_back( new UnrealImporter());
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#endif
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|
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@ -1,5 +1,3 @@
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/** Implementation of a little class to construct a dummy mesh for a skeleton */
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/*
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Open Asset Import Library (ASSIMP)
|
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----------------------------------------------------------------------
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|
@ -40,6 +38,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
----------------------------------------------------------------------
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*/
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/** @file SkeletonMeshBuilder.cpp
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* @brief Implementation of a little class to construct a dummy mesh for a skeleton
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*/
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#include "AssimpPCH.h"
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#include "../include/aiScene.h"
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#include "SkeletonMeshBuilder.h"
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@ -48,7 +50,7 @@ using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// The constructor processes the given scene and adds a mesh there.
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SkeletonMeshBuilder::SkeletonMeshBuilder( aiScene* pScene, aiNode* root)
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SkeletonMeshBuilder::SkeletonMeshBuilder( aiScene* pScene, aiNode* root, bool bKnobsOnly)
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{
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// nothing to do if there's mesh data already present at the scene
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if( pScene->mNumMeshes > 0 || pScene->mRootNode == NULL)
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@ -57,6 +59,8 @@ SkeletonMeshBuilder::SkeletonMeshBuilder( aiScene* pScene, aiNode* root)
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if (!root)
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root = pScene->mRootNode;
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mKnobsOnly = bKnobsOnly;
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// build some faces around each node
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CreateGeometry( root );
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@ -83,7 +87,7 @@ void SkeletonMeshBuilder::CreateGeometry( const aiNode* pNode)
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const unsigned int vertexStartIndex = mVertices.size();
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// now build the geometry.
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if( pNode->mNumChildren > 0)
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if( pNode->mNumChildren > 0 && !mKnobsOnly)
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{
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// If the node has children, we build little pointers to each of them
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for( unsigned int a = 0; a < pNode->mNumChildren; a++)
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@ -222,10 +226,8 @@ aiMesh* SkeletonMeshBuilder::CreateMesh()
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outface.mIndices[1] = inface.mIndices[1];
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outface.mIndices[2] = inface.mIndices[2];
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// Compute per-face normals ... we don't want the bones to be
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// smoothed ... they're built to visualize the skeleton,
|
||||
// so it's good if there's a visual difference to the rest
|
||||
// of the geometry
|
||||
// Compute per-face normals ... we don't want the bones to be smoothed ... they're built to visualize
|
||||
// the skeleton, so it's good if there's a visual difference to the rest of the geometry
|
||||
aiVector3D nor = ((mVertices[inface.mIndices[2]] - mVertices[inface.mIndices[0]]) ^
|
||||
(mVertices[inface.mIndices[1]] - mVertices[inface.mIndices[0]]));
|
||||
|
||||
|
|
|
@ -40,6 +40,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
----------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file SkeletonMeshBuilder.h
|
||||
* Declares SkeletonMeshBuilder, a tiny utility to build dummy meshes
|
||||
* for animation skeletons.
|
||||
*/
|
||||
|
||||
#ifndef AI_SKELETONMESHBUILDER_H_INC
|
||||
#define AI_SKELETONMESHBUILDER_H_INC
|
||||
|
||||
|
@ -49,9 +54,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
struct aiScene;
|
||||
struct aiNode;
|
||||
|
||||
namespace Assimp
|
||||
{
|
||||
namespace Assimp {
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/**
|
||||
* This little helper class constructs a dummy mesh for a given scene
|
||||
* the resembles the node hierarchy. This is useful for file formats
|
||||
|
@ -60,23 +65,35 @@ namespace Assimp
|
|||
class ASSIMP_API SkeletonMeshBuilder
|
||||
{
|
||||
public:
|
||||
/** The constructor processes the given scene and adds a mesh there. Does nothing
|
||||
* if the scene already has mesh data.
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** The constructor processes the given scene and adds a mesh there.
|
||||
*
|
||||
* Does nothing if the scene already has mesh data.
|
||||
* @param pScene The scene for which a skeleton mesh should be constructed.
|
||||
* @param root The node to start with. NULL is the scene root
|
||||
* @param bKnobsOnly Set this to true if you don't want the connectors
|
||||
* between the knobs representing the nodes.
|
||||
*/
|
||||
SkeletonMeshBuilder( aiScene* pScene, aiNode* root = NULL);
|
||||
SkeletonMeshBuilder( aiScene* pScene, aiNode* root = NULL,
|
||||
bool bKnobsOnly = false);
|
||||
|
||||
protected:
|
||||
/** Recursively builds a simple mesh representation for the given node and also creates
|
||||
* a joint for the node that affects this part of the mesh.
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Recursively builds a simple mesh representation for the given node
|
||||
* and also creates a joint for the node that affects this part of
|
||||
* the mesh.
|
||||
* @param pNode The node to build geometry for.
|
||||
*/
|
||||
void CreateGeometry( const aiNode* pNode);
|
||||
|
||||
/** Creates the mesh from the internally accumulated stuff and returns it. */
|
||||
// -------------------------------------------------------------------
|
||||
/** Creates the mesh from the internally accumulated stuff and returns it.
|
||||
*/
|
||||
aiMesh* CreateMesh();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Creates a dummy material and returns it. */
|
||||
aiMaterial* CreateMaterial();
|
||||
|
||||
|
@ -96,6 +113,8 @@ protected:
|
|||
|
||||
/** bones */
|
||||
std::vector<aiBone*> mBones;
|
||||
|
||||
bool mKnobsOnly;
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
|
|
@ -520,20 +520,6 @@ enum aiComponent
|
|||
#define AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD \
|
||||
"IMPORT_MD5_NO_ANIM_AUTOLOAD"
|
||||
|
||||
#if 0
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @brief Specifies the shape of the scene returned by the CSM format loader.
|
||||
*
|
||||
* If this property is set to 1, the loader tries to build a hierarchy from
|
||||
* the capture points laoded from the file. A dummy mesh representing the
|
||||
* recorded human is build. Otherwise, no meshes are returned, there's just
|
||||
* a single root node with several children. These children represent the
|
||||
* capture points, their translation channel is absolute.
|
||||
* Property type: integer. Default value: 1
|
||||
*/
|
||||
#define AI_CONFIG_IMPORT_CSM_BUILD_HIERARCHY "imp.csm.mkhier"
|
||||
#endif
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @brief Defines the begin of the time range for which the LWS loader
|
||||
* evaluates animations and computes aiNodeAnim's.
|
||||
|
|
|
@ -157,7 +157,6 @@ public:
|
|||
void FromEulerAnglesXYZ(float x, float y, float z);
|
||||
void FromEulerAnglesXYZ(const aiVector3D& blubb);
|
||||
|
||||
|
||||
public:
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Returns a rotation matrix for a rotation around the x axis
|
||||
|
@ -209,7 +208,6 @@ public:
|
|||
*/
|
||||
static aiMatrix4x4& Scaling( const aiVector3D& v, aiMatrix4x4& out);
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief A function for creating a rotation matrix that rotates a
|
||||
* vector called "from" into another vector called "to".
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1 @@
|
|||
Recorded with vicon IQ, july 2008. Free for any purpose.
|
|
@ -1328,146 +1328,6 @@
|
|||
<Filter
|
||||
Name="sources"
|
||||
>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<Filter
|
||||
Name="extra"
|
||||
>
|
||||
|
@ -2087,6 +1947,18 @@
|
|||
>
|
||||
</File>
|
||||
</Filter>
|
||||
<Filter
|
||||
Name="csm"
|
||||
>
|
||||
<File
|
||||
RelativePath="..\..\code\CSMLoader.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\code\CSMLoader.h"
|
||||
>
|
||||
</File>
|
||||
</Filter>
|
||||
</Filter>
|
||||
<Filter
|
||||
Name="process"
|
||||
|
|
|
@ -1910,6 +1910,14 @@
|
|||
<Filter
|
||||
Name="csm"
|
||||
>
|
||||
<File
|
||||
RelativePath="..\..\code\CSMLoader.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\code\CSMLoader.h"
|
||||
>
|
||||
</File>
|
||||
</Filter>
|
||||
<Filter
|
||||
Name="unreal"
|
||||
|
|
Loading…
Reference in New Issue