|
|
|
@ -55,226 +55,205 @@ namespace Ogre
|
|
|
|
|
void OgreImporter::ReadSkeleton(const std::string &pFile, Assimp::IOSystem *pIOHandler, const aiScene *pScene,
|
|
|
|
|
const std::string &skeletonFile, vector<Bone> &Bones, vector<Animation> &Animations) const
|
|
|
|
|
{
|
|
|
|
|
//most likely the skeleton file will only end with .skeleton
|
|
|
|
|
//But this is a xml reader, so we need: .skeleton.xml
|
|
|
|
|
string skeletonPath = skeletonFile + ".xml";
|
|
|
|
|
string filename = skeletonFile;
|
|
|
|
|
if (EndsWith(filename, ".skeleton"))
|
|
|
|
|
{
|
|
|
|
|
DefaultLogger::get()->warn("Mesh is referencing a Ogre binary skeleton. Parsing binary Ogre assets is not supported at the moment. Trying to find .skeleton.xml file instead.");
|
|
|
|
|
filename += ".xml";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DefaultLogger::get()->debug(string("Loading Skeleton: ")+skeletonFile);
|
|
|
|
|
if (!pIOHandler->Exists(filename))
|
|
|
|
|
{
|
|
|
|
|
DefaultLogger::get()->error("Failed to find skeleton file '" + filename + "', skeleton will be missing.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//Open the File:
|
|
|
|
|
boost::scoped_ptr<IOStream> File(pIOHandler->Open(skeletonFile));
|
|
|
|
|
if(NULL==File.get())
|
|
|
|
|
throw DeadlyImportError("Failed to open skeleton file "+skeletonFile+".");
|
|
|
|
|
boost::scoped_ptr<IOStream> file(pIOHandler->Open(filename));
|
|
|
|
|
if (!file.get())
|
|
|
|
|
throw DeadlyImportError("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 DeadlyImportError(string("Failed to create XML Reader for ")+skeletonFile);
|
|
|
|
|
boost::scoped_ptr<CIrrXML_IOStreamReader> stream(new CIrrXML_IOStreamReader(file.get()));
|
|
|
|
|
XmlReader* reader = irr::io::createIrrXMLReader(stream.get());
|
|
|
|
|
if (!reader)
|
|
|
|
|
throw DeadlyImportError("Failed to create XML reader for skeleton file " + filename);
|
|
|
|
|
|
|
|
|
|
NextNode(SkeletonFile);
|
|
|
|
|
if(string("skeleton")!=SkeletonFile->getNodeName())
|
|
|
|
|
throw DeadlyImportError("No <skeleton> node in SkeletonFile: "+skeletonFile);
|
|
|
|
|
DefaultLogger::get()->debug("Reading skeleton '" + filename + "'");
|
|
|
|
|
|
|
|
|
|
// Root
|
|
|
|
|
NextNode(reader);
|
|
|
|
|
if (!CurrentNodeNameEquals(reader, "skeleton"))
|
|
|
|
|
throw DeadlyImportError("Root node is not <skeleton> but <" + string(reader->getNodeName()) + "> in " + filename);
|
|
|
|
|
|
|
|
|
|
// Bones
|
|
|
|
|
NextNode(reader);
|
|
|
|
|
if (!CurrentNodeNameEquals(reader, "bones"))
|
|
|
|
|
throw DeadlyImportError("No <bones> node in skeleton " + skeletonFile);
|
|
|
|
|
|
|
|
|
|
//------------------------------------load bones-----------------------------------------
|
|
|
|
|
NextNode(SkeletonFile);
|
|
|
|
|
if(string("bones")!=SkeletonFile->getNodeName())
|
|
|
|
|
throw DeadlyImportError("No bones node in skeleton "+skeletonFile);
|
|
|
|
|
|
|
|
|
|
NextNode(SkeletonFile);
|
|
|
|
|
|
|
|
|
|
while(string("bone")==SkeletonFile->getNodeName())
|
|
|
|
|
NextNode(reader);
|
|
|
|
|
while(CurrentNodeNameEquals(reader, "bone"))
|
|
|
|
|
{
|
|
|
|
|
//TODO: Maybe we can have bone ids for the errrors, but normaly, they should never appear, so what....
|
|
|
|
|
/// @todo What does the above mean?
|
|
|
|
|
|
|
|
|
|
//read a new bone:
|
|
|
|
|
Bone NewBone;
|
|
|
|
|
NewBone.Id=GetAttribute<int>(SkeletonFile, "id");
|
|
|
|
|
NewBone.Name=GetAttribute<string>(SkeletonFile, "name");
|
|
|
|
|
Bone bone;
|
|
|
|
|
bone.Id = GetAttribute<int>(reader, "id");
|
|
|
|
|
bone.Name = GetAttribute<string>(reader, "name");
|
|
|
|
|
|
|
|
|
|
//load the position:
|
|
|
|
|
NextNode(SkeletonFile);
|
|
|
|
|
if(string("position")!=SkeletonFile->getNodeName())
|
|
|
|
|
NextNode(reader);
|
|
|
|
|
if (!CurrentNodeNameEquals(reader, "position"))
|
|
|
|
|
throw DeadlyImportError("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:
|
|
|
|
|
NextNode(SkeletonFile);
|
|
|
|
|
if(string("rotation")!=SkeletonFile->getNodeName())
|
|
|
|
|
bone.Position.x = GetAttribute<float>(reader, "x");
|
|
|
|
|
bone.Position.y = GetAttribute<float>(reader, "y");
|
|
|
|
|
bone.Position.z = GetAttribute<float>(reader, "z");
|
|
|
|
|
|
|
|
|
|
NextNode(reader);
|
|
|
|
|
if (!CurrentNodeNameEquals(reader, "rotation"))
|
|
|
|
|
throw DeadlyImportError("Rotation is not the second node in Bone!");
|
|
|
|
|
NewBone.RotationAngle=GetAttribute<float>(SkeletonFile, "angle");
|
|
|
|
|
NextNode(SkeletonFile);
|
|
|
|
|
if(string("axis")!=SkeletonFile->getNodeName())
|
|
|
|
|
|
|
|
|
|
bone.RotationAngle = GetAttribute<float>(reader, "angle");
|
|
|
|
|
|
|
|
|
|
NextNode(reader);
|
|
|
|
|
if (!CurrentNodeNameEquals(reader, "axis"))
|
|
|
|
|
throw DeadlyImportError("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");
|
|
|
|
|
|
|
|
|
|
bone.RotationAxis.x = GetAttribute<float>(reader, "x");
|
|
|
|
|
bone.RotationAxis.y = GetAttribute<float>(reader, "y");
|
|
|
|
|
bone.RotationAxis.z = GetAttribute<float>(reader, "z");
|
|
|
|
|
|
|
|
|
|
//append the newly loaded bone to the bone list
|
|
|
|
|
Bones.push_back(NewBone);
|
|
|
|
|
Bones.push_back(bone);
|
|
|
|
|
|
|
|
|
|
//Proceed to the next bone:
|
|
|
|
|
NextNode(SkeletonFile);
|
|
|
|
|
NextNode(reader);
|
|
|
|
|
}
|
|
|
|
|
//The bones in the file a not neccesarly ordered by there id's so we do it now:
|
|
|
|
|
|
|
|
|
|
// Order bones by Id
|
|
|
|
|
std::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:
|
|
|
|
|
// Validate that bone indexes are not skipped.
|
|
|
|
|
/** @note Left this from original authors code, but not sure if this is strictly necessary
|
|
|
|
|
as per the Ogre skeleton spec. It might be more that other (later) code in this imported does not break. */
|
|
|
|
|
for (size_t i=0, len=Bones.size(); i<len; ++i)
|
|
|
|
|
if (static_cast<int>(Bones[i].Id) != static_cast<int>(i))
|
|
|
|
|
throw DeadlyImportError("Bone Ids are not in sequence in " + skeletonFile);
|
|
|
|
|
|
|
|
|
|
DefaultLogger::get()->debug(Formatter::format() << " - Bones " << Bones.size());
|
|
|
|
|
|
|
|
|
|
// Bone hierarchy
|
|
|
|
|
if (!CurrentNodeNameEquals(reader, "bonehierarchy"))
|
|
|
|
|
throw DeadlyImportError("No <bonehierarchy> node found after <bones> in " + skeletonFile);
|
|
|
|
|
|
|
|
|
|
NextNode(reader);
|
|
|
|
|
while(CurrentNodeNameEquals(reader, "boneparent"))
|
|
|
|
|
{
|
|
|
|
|
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!
|
|
|
|
|
string childName = GetAttribute<string>(reader, "bone");
|
|
|
|
|
string parentName = GetAttribute<string>(reader, "parent");
|
|
|
|
|
|
|
|
|
|
vector<Bone>::iterator iterChild = find(Bones.begin(), Bones.end(), childName);
|
|
|
|
|
vector<Bone>::iterator iterParent = find(Bones.begin(), Bones.end(), parentName);
|
|
|
|
|
|
|
|
|
|
if (iterChild != Bones.end() && iterParent != Bones.end())
|
|
|
|
|
{
|
|
|
|
|
if(Bones[i].Id!=i)
|
|
|
|
|
IdsOk=false;
|
|
|
|
|
iterChild->ParentId = iterParent->Id;
|
|
|
|
|
iterParent->Children.push_back(iterChild->Id);
|
|
|
|
|
}
|
|
|
|
|
if(!IdsOk)
|
|
|
|
|
throw DeadlyImportError("Bone Ids are not valid!"+skeletonFile);
|
|
|
|
|
else
|
|
|
|
|
DefaultLogger::get()->warn("Failed to find bones for parenting: Child " + childName + " Parent " + parentName);
|
|
|
|
|
|
|
|
|
|
NextNode(reader);
|
|
|
|
|
}
|
|
|
|
|
DefaultLogger::get()->debug((Formatter::format(),"Number of bones: ",Bones.size()));
|
|
|
|
|
//________________________________________________________________________________
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//----------------------------load bonehierarchy--------------------------------
|
|
|
|
|
if(string("bonehierarchy")!=SkeletonFile->getNodeName())
|
|
|
|
|
throw DeadlyImportError("no bonehierarchy node in "+skeletonFile);
|
|
|
|
|
|
|
|
|
|
DefaultLogger::get()->debug("loading bonehierarchy...");
|
|
|
|
|
NextNode(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);
|
|
|
|
|
|
|
|
|
|
NextNode(SkeletonFile);
|
|
|
|
|
}
|
|
|
|
|
//_____________________________________________________________________________
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//--------- Calculate the WorldToBoneSpace Matrix recursively for all bones: ------------------
|
|
|
|
|
// Calculate bone matrices for root bones. Recursively does their children.
|
|
|
|
|
BOOST_FOREACH(Bone &theBone, Bones)
|
|
|
|
|
{
|
|
|
|
|
if(-1==theBone.ParentId) //the bone is a root bone
|
|
|
|
|
{
|
|
|
|
|
if (!theBone.IsParented())
|
|
|
|
|
theBone.CalculateBoneToWorldSpaceMatrix(Bones);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
//_______________________________________________________________________
|
|
|
|
|
|
|
|
|
|
aiVector3D zeroVec(0.f, 0.f, 0.f);
|
|
|
|
|
|
|
|
|
|
//---------------------------load animations-----------------------------
|
|
|
|
|
if(string("animations")==SkeletonFile->getNodeName())//animations are optional values
|
|
|
|
|
// Animations
|
|
|
|
|
if (CurrentNodeNameEquals(reader, "animations"))
|
|
|
|
|
{
|
|
|
|
|
DefaultLogger::get()->debug("Loading Animations");
|
|
|
|
|
NextNode(SkeletonFile);
|
|
|
|
|
while(string("animation")==SkeletonFile->getNodeName())
|
|
|
|
|
DefaultLogger::get()->debug(" - Animations");
|
|
|
|
|
|
|
|
|
|
NextNode(reader);
|
|
|
|
|
while(CurrentNodeNameEquals(reader, "animation"))
|
|
|
|
|
{
|
|
|
|
|
Animation NewAnimation;
|
|
|
|
|
NewAnimation.Name=GetAttribute<string>(SkeletonFile, "name");
|
|
|
|
|
NewAnimation.Length=GetAttribute<float>(SkeletonFile, "length");
|
|
|
|
|
Animation animation;
|
|
|
|
|
animation.Name = GetAttribute<string>(reader, "name");
|
|
|
|
|
animation.Length = GetAttribute<float>(reader, "length");
|
|
|
|
|
|
|
|
|
|
//Load all Tracks
|
|
|
|
|
NextNode(SkeletonFile);
|
|
|
|
|
if(string("tracks")!=SkeletonFile->getNodeName())
|
|
|
|
|
throw DeadlyImportError("no tracks node in animation");
|
|
|
|
|
NextNode(SkeletonFile);
|
|
|
|
|
while(string("track")==SkeletonFile->getNodeName())
|
|
|
|
|
// Tracks
|
|
|
|
|
NextNode(reader);
|
|
|
|
|
if (!CurrentNodeNameEquals(reader, "tracks"))
|
|
|
|
|
throw DeadlyImportError("No <tracks> node found in animation '" + animation.Name + "' in " + skeletonFile);
|
|
|
|
|
|
|
|
|
|
NextNode(reader);
|
|
|
|
|
while(CurrentNodeNameEquals(reader, "track"))
|
|
|
|
|
{
|
|
|
|
|
Track NewTrack;
|
|
|
|
|
NewTrack.BoneName=GetAttribute<string>(SkeletonFile, "bone");
|
|
|
|
|
Track track;
|
|
|
|
|
track.BoneName = GetAttribute<string>(reader, "bone");
|
|
|
|
|
|
|
|
|
|
//Load all keyframes;
|
|
|
|
|
NextNode(SkeletonFile);
|
|
|
|
|
if(string("keyframes")!=SkeletonFile->getNodeName())
|
|
|
|
|
throw DeadlyImportError("no keyframes node!");
|
|
|
|
|
NextNode(SkeletonFile);
|
|
|
|
|
while(string("keyframe")==SkeletonFile->getNodeName())
|
|
|
|
|
// Keyframes
|
|
|
|
|
NextNode(reader);
|
|
|
|
|
if (!CurrentNodeNameEquals(reader, "keyframes"))
|
|
|
|
|
throw DeadlyImportError("No <keyframes> node found in a track in animation '" + animation.Name + "' in " + skeletonFile);
|
|
|
|
|
|
|
|
|
|
NextNode(reader);
|
|
|
|
|
while(CurrentNodeNameEquals(reader, "keyframe"))
|
|
|
|
|
{
|
|
|
|
|
KeyFrame NewKeyframe;
|
|
|
|
|
NewKeyframe.Time=GetAttribute<float>(SkeletonFile, "time");
|
|
|
|
|
|
|
|
|
|
//loop over the attributes:
|
|
|
|
|
|
|
|
|
|
while(true) //will quit, if a Node is not a animationkey
|
|
|
|
|
KeyFrame keyFrame;
|
|
|
|
|
keyFrame.Time = GetAttribute<float>(reader, "time");
|
|
|
|
|
|
|
|
|
|
NextNode(reader);
|
|
|
|
|
while(CurrentNodeNameEquals(reader, "translate") || CurrentNodeNameEquals(reader, "rotate") || CurrentNodeNameEquals(reader, "scale"))
|
|
|
|
|
{
|
|
|
|
|
NextNode(SkeletonFile);
|
|
|
|
|
|
|
|
|
|
//If any property doesn't show up, it will keep its initialization value
|
|
|
|
|
|
|
|
|
|
//Position:
|
|
|
|
|
if(string("translate")==SkeletonFile->getNodeName())
|
|
|
|
|
if (CurrentNodeNameEquals(reader, "translate"))
|
|
|
|
|
{
|
|
|
|
|
NewKeyframe.Position.x=GetAttribute<float>(SkeletonFile, "x");
|
|
|
|
|
NewKeyframe.Position.y=GetAttribute<float>(SkeletonFile, "y");
|
|
|
|
|
NewKeyframe.Position.z=GetAttribute<float>(SkeletonFile, "z");
|
|
|
|
|
keyFrame.Position.x = GetAttribute<float>(reader, "x");
|
|
|
|
|
keyFrame.Position.y = GetAttribute<float>(reader, "y");
|
|
|
|
|
keyFrame.Position.z = GetAttribute<float>(reader, "z");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//Rotation:
|
|
|
|
|
else if(string("rotate")==SkeletonFile->getNodeName())
|
|
|
|
|
else if (CurrentNodeNameEquals(reader, "rotate"))
|
|
|
|
|
{
|
|
|
|
|
float RotationAngle=GetAttribute<float>(SkeletonFile, "angle");
|
|
|
|
|
aiVector3D RotationAxis;
|
|
|
|
|
NextNode(SkeletonFile);
|
|
|
|
|
if(string("axis")!=SkeletonFile->getNodeName())
|
|
|
|
|
float angle = GetAttribute<float>(reader, "angle");
|
|
|
|
|
|
|
|
|
|
NextNode(reader);
|
|
|
|
|
if(string("axis")!=reader->getNodeName())
|
|
|
|
|
throw DeadlyImportError("No axis for keyframe rotation!");
|
|
|
|
|
RotationAxis.x=GetAttribute<float>(SkeletonFile, "x");
|
|
|
|
|
RotationAxis.y=GetAttribute<float>(SkeletonFile, "y");
|
|
|
|
|
RotationAxis.z=GetAttribute<float>(SkeletonFile, "z");
|
|
|
|
|
|
|
|
|
|
aiVector3D axis;
|
|
|
|
|
axis.x = GetAttribute<float>(reader, "x");
|
|
|
|
|
axis.y = GetAttribute<float>(reader, "y");
|
|
|
|
|
axis.z = GetAttribute<float>(reader, "z");
|
|
|
|
|
|
|
|
|
|
if(0==RotationAxis.x && 0==RotationAxis.y && 0==RotationAxis.z)//we have an invalid rotation axis
|
|
|
|
|
if (axis.Equal(zeroVec))
|
|
|
|
|
{
|
|
|
|
|
RotationAxis.x=1.0f;
|
|
|
|
|
if(0!=RotationAngle)//if we don't rotate at all, the axis does not matter
|
|
|
|
|
{
|
|
|
|
|
DefaultLogger::get()->warn("Invalid Rotation Axis in KeyFrame!");
|
|
|
|
|
}
|
|
|
|
|
axis.x = 1.0f;
|
|
|
|
|
if (angle != 0)
|
|
|
|
|
DefaultLogger::get()->warn("Found invalid a key frame with a zero rotation axis in animation '" + animation.Name + "'");
|
|
|
|
|
}
|
|
|
|
|
NewKeyframe.Rotation=aiQuaternion(RotationAxis, RotationAngle);
|
|
|
|
|
keyFrame.Rotation = aiQuaternion(axis, angle);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//Scaling:
|
|
|
|
|
else if(string("scale")==SkeletonFile->getNodeName())
|
|
|
|
|
else if (CurrentNodeNameEquals(reader, "scale"))
|
|
|
|
|
{
|
|
|
|
|
NewKeyframe.Scaling.x=GetAttribute<float>(SkeletonFile, "x");
|
|
|
|
|
NewKeyframe.Scaling.y=GetAttribute<float>(SkeletonFile, "y");
|
|
|
|
|
NewKeyframe.Scaling.z=GetAttribute<float>(SkeletonFile, "z");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//we suppose, that we read all attributes and this is a new keyframe or the end of the animation
|
|
|
|
|
else
|
|
|
|
|
break;
|
|
|
|
|
keyFrame.Scaling.x = GetAttribute<float>(reader, "x");
|
|
|
|
|
keyFrame.Scaling.y = GetAttribute<float>(reader, "y");
|
|
|
|
|
keyFrame.Scaling.z = GetAttribute<float>(reader, "z");
|
|
|
|
|
}
|
|
|
|
|
NextNode(reader);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
NewTrack.Keyframes.push_back(NewKeyframe);
|
|
|
|
|
track.Keyframes.push_back(keyFrame);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
NewAnimation.Tracks.push_back(NewTrack);
|
|
|
|
|
animation.Tracks.push_back(track);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Animations.push_back(NewAnimation);
|
|
|
|
|
Animations.push_back(animation);
|
|
|
|
|
|
|
|
|
|
DefaultLogger::get()->debug(Formatter::format() << " " << animation.Name << " (" << animation.Length << " sec, " << animation.Tracks.size() << " tracks)");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
//_____________________________________________________________________________
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void OgreImporter::CreateAssimpSkeleton(aiScene *pScene, const std::vector<Bone> &Bones, const std::vector<Animation> &/*Animations*/)
|
|
|
|
|
{
|
|
|
|
|
if(!pScene->mRootNode)
|
|
|
|
@ -414,31 +393,22 @@ aiNode* OgreImporter::CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &
|
|
|
|
|
|
|
|
|
|
void Bone::CalculateBoneToWorldSpaceMatrix(vector<Bone> &Bones)
|
|
|
|
|
{
|
|
|
|
|
//Calculate the matrix for this bone:
|
|
|
|
|
aiMatrix4x4 t0, t1;
|
|
|
|
|
aiMatrix4x4 transform = aiMatrix4x4::Rotation(-RotationAngle, RotationAxis, t1) * aiMatrix4x4::Translation(-Position, t0);
|
|
|
|
|
|
|
|
|
|
aiMatrix4x4 t0,t1;
|
|
|
|
|
aiMatrix4x4 Transf= aiMatrix4x4::Rotation(-RotationAngle, RotationAxis, t1)
|
|
|
|
|
* aiMatrix4x4::Translation(-Position, t0);
|
|
|
|
|
|
|
|
|
|
if(-1==ParentId)
|
|
|
|
|
{
|
|
|
|
|
BoneToWorldSpace=Transf;
|
|
|
|
|
}
|
|
|
|
|
if (!IsParented())
|
|
|
|
|
BoneToWorldSpace = transform;
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
BoneToWorldSpace=Transf*Bones[ParentId].BoneToWorldSpace;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
BoneToWorldSpace = transform * Bones[ParentId].BoneToWorldSpace;
|
|
|
|
|
|
|
|
|
|
//and recursivly for all children:
|
|
|
|
|
BOOST_FOREACH(int theChildren, Children)
|
|
|
|
|
// Recursively for all children now that the parent matrix has been calculated.
|
|
|
|
|
BOOST_FOREACH(int childId, Children)
|
|
|
|
|
{
|
|
|
|
|
Bones[theChildren].CalculateBoneToWorldSpaceMatrix(Bones);
|
|
|
|
|
Bones[childId].CalculateBoneToWorldSpaceMatrix(Bones);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // Ogre
|
|
|
|
|
} // Assimp
|
|
|
|
|
|
|
|
|
|
}//namespace Ogre
|
|
|
|
|
}//namespace Assimp
|
|
|
|
|
|
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_OGRE_IMPORTER
|
|
|
|
|
#endif // ASSIMP_BUILD_NO_OGRE_IMPORTER
|
|
|
|
|