OgreImporter: Remove unnecessary m_currentX state. Improve and clean OgreMaterial: split tech/pass/texture_unit to their own functions. Document missing features and potential bugs. Improve the original authors 'detection from texture filename' logic (enabled with AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME). Add generic detection from texture unit name, which is commonly used in Ogre materials.
parent
6c51fa2072
commit
f98584cdea
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@ -38,9 +38,6 @@ 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 OgreImporter.cpp
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* @brief Implementation of the Ogre XML (.mesh.xml) loader.
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*/
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#include "AssimpPCH.h"
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#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
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@ -85,10 +82,6 @@ bool OgreImporter::CanRead(const std::string &pFile, Assimp::IOSystem *pIOHandle
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void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Assimp::IOSystem *pIOHandler)
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{
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m_CurrentFilename = pFile;
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m_CurrentIOHandler = pIOHandler;
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m_CurrentScene = pScene;
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// -------------------- Initial file and XML operations --------------------
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// Open
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@ -155,7 +148,7 @@ void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Ass
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/** @todo What is the correct way of handling empty ref here.
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Does Assimp require there to be a valid material index for each mesh,
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even if its a dummy material. */
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aiMaterial* material = LoadMaterial(submesh->MaterialName);
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aiMaterial* material = ReadMaterial(pFile, pIOHandler, submesh->MaterialName);
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materials.push_back(material);
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}
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@ -179,13 +172,14 @@ void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Ass
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vector<Bone> Bones;
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vector<Animation> Animations;
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if (CurrentNodeNameEquals(reader, nnSkeletonLink))
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{
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string SkeletonFile = GetAttribute<string>(reader.get(), "name");
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if (!SkeletonFile.empty())
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LoadSkeleton(SkeletonFile, Bones, Animations);
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string skeletonFile = GetAttribute<string>(reader.get(), "name");
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if (!skeletonFile.empty())
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ReadSkeleton(pFile, pIOHandler, pScene, skeletonFile, Bones, Animations);
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else
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DefaultLogger::get()->debug("Found a unusual <" + nnSkeletonLink + "> with a empty reference");
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DefaultLogger::get()->debug("Found a unusual <" + nnSkeletonLink + "> with a empty file reference");
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NextNode(reader.get());
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}
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else
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@ -204,34 +198,34 @@ void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Ass
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// -------------------- Apply to aiScene --------------------
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//put the aiMaterials in the scene:
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m_CurrentScene->mMaterials=new aiMaterial*[materials.size()];
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m_CurrentScene->mNumMaterials=materials.size();
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pScene->mMaterials=new aiMaterial*[materials.size()];
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pScene->mNumMaterials=materials.size();
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for(unsigned int i=0; i<materials.size(); ++i)
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m_CurrentScene->mMaterials[i]=materials[i];
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pScene->mMaterials[i]=materials[i];
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//create the aiMehs...
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vector<aiMesh*> aiMeshes;
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BOOST_FOREACH(boost::shared_ptr<SubMesh> theSubMesh, subMeshes)
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{
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aiMeshes.push_back(CreateAssimpSubMesh(*theSubMesh, Bones));
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aiMeshes.push_back(CreateAssimpSubMesh(pScene, *theSubMesh, Bones));
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}
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//... and put them in the scene:
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m_CurrentScene->mNumMeshes=aiMeshes.size();
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m_CurrentScene->mMeshes=new aiMesh*[aiMeshes.size()];
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memcpy(m_CurrentScene->mMeshes, &(aiMeshes[0]), sizeof(aiMeshes[0])*aiMeshes.size());
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pScene->mNumMeshes=aiMeshes.size();
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pScene->mMeshes=new aiMesh*[aiMeshes.size()];
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memcpy(pScene->mMeshes, &(aiMeshes[0]), sizeof(aiMeshes[0])*aiMeshes.size());
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//Create the root node
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m_CurrentScene->mRootNode=new aiNode("root");
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pScene->mRootNode=new aiNode("root");
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//link the meshs with the root node:
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m_CurrentScene->mRootNode->mMeshes=new unsigned int[subMeshes.size()];
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m_CurrentScene->mRootNode->mNumMeshes=subMeshes.size();
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pScene->mRootNode->mMeshes=new unsigned int[subMeshes.size()];
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pScene->mRootNode->mNumMeshes=subMeshes.size();
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for(unsigned int i=0; i<subMeshes.size(); ++i)
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m_CurrentScene->mRootNode->mMeshes[i]=i;
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pScene->mRootNode->mMeshes[i]=i;
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CreateAssimpSkeleton(Bones, Animations);
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PutAnimationsInScene(Bones, Animations);
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CreateAssimpSkeleton(pScene, Bones, Animations);
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PutAnimationsInScene(pScene, Bones, Animations);
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}
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@ -243,8 +237,8 @@ const aiImporterDesc* OgreImporter::GetInfo () const
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void OgreImporter::SetupProperties(const Importer* pImp)
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{
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m_MaterialLibFilename=pImp->GetPropertyString(AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE, "Scene.material");
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m_TextureTypeFromFilename=pImp->GetPropertyBool(AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME, false);
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m_userDefinedMaterialLibFile = pImp->GetPropertyString(AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE, "Scene.material");
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m_detectTextureTypeFromFilename = pImp->GetPropertyBool(AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME, false);
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}
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@ -93,35 +93,42 @@ private:
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static void ProcessSubMesh(SubMesh &submesh, SubMesh &sharedGeometry);
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/// Uses the bone data to convert a SubMesh into a aiMesh which will be created and returned.
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aiMesh* CreateAssimpSubMesh(const SubMesh &submesh, const std::vector<Bone>& bones) const;
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aiMesh* CreateAssimpSubMesh(aiScene *pScene, const SubMesh &submesh, const std::vector<Bone>& bones) const;
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//-------------------------------- OgreSkeleton.cpp -------------------------------
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/// Writes the results in Bones and Animations, Filename is not const, because its call-by-value and the function will change it!
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void LoadSkeleton(std::string FileName, std::vector<Bone> &Bones, std::vector<Animation> &Animations) const;
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void ReadSkeleton(const std::string &pFile, Assimp::IOSystem *pIOHandler, const aiScene *pScene,
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const std::string &skeletonFile, std::vector<Bone> &Bones, std::vector<Animation> &Animations) const;
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/// Converts the animations in aiAnimations and puts them into the scene.
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void PutAnimationsInScene(const std::vector<Bone> &Bones, const std::vector<Animation> &Animations);
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void PutAnimationsInScene(aiScene *pScene, const std::vector<Bone> &Bones, const std::vector<Animation> &Animations);
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/// Creates the aiSkeleton in current scene.
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void CreateAssimpSkeleton(const std::vector<Bone> &Bones, const std::vector<Animation> &Animations);
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void CreateAssimpSkeleton(aiScene *pScene, const std::vector<Bone> &Bones, const std::vector<Animation> &Animations);
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/// Recursivly creates a filled aiNode from a given root bone.
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static aiNode* CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &Bones, aiNode* ParentNode);
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//-------------------------------- OgreMaterial.cpp -------------------------------
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aiMaterial* LoadMaterial(const std::string MaterialName) const;
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void ReadTechnique(std::stringstream &ss, aiMaterial* NewMaterial) const;
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/// Reads material
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aiMaterial* ReadMaterial(const std::string &pFile, Assimp::IOSystem *pIOHandler, const std::string MaterialName);
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// These functions parse blocks from a material file from @c ss. Starting parsing from "{" and ending it to "}".
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bool ReadTechnique(const std::string &techniqueName, std::stringstream &ss, aiMaterial *material);
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bool ReadPass(const std::string &passName, std::stringstream &ss, aiMaterial *material);
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bool ReadTextureUnit(const std::string &textureUnitName, std::stringstream &ss, aiMaterial *material);
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// Now we don't have to give theses parameters to all functions
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/// @todo Remove this m_Current* bookkeeping.
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std::string m_CurrentFilename;
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std::string m_MaterialLibFilename;
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bool m_TextureTypeFromFilename;
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IOSystem* m_CurrentIOHandler;
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aiScene *m_CurrentScene;
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std::string m_userDefinedMaterialLibFile;
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bool m_detectTextureTypeFromFilename;
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SubMesh m_SharedGeometry;///< we will just use the vertexbuffers of the submesh
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std::map<aiTextureType, unsigned int> m_textures;
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};
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/// Simplified face.
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@ -60,34 +60,35 @@ namespace Assimp
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namespace Ogre
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{
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static const string partComment = "//";
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static const string partBlockStart = "{";
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static const string partBlockEnd = "}";
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aiMaterial* OgreImporter::LoadMaterial(const std::string MaterialName) const
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/// Skips a line from current @ss position until a newline. Returns the skipped part.
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std::string SkipLine(stringstream &ss)
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{
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/*For better understanding of the material parser, here is a material example file:
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string skipped;
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getline(ss, skipped);
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return skipped;
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}
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material Sarg
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{
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receive_shadows on
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technique
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{
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pass
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{
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ambient 0.500000 0.500000 0.500000 1.000000
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diffuse 0.640000 0.640000 0.640000 1.000000
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specular 0.500000 0.500000 0.500000 1.000000 12.500000
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emissive 0.000000 0.000000 0.000000 1.000000
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texture_unit
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{
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texture SargTextur.tga
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tex_address_mode wrap
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filtering linear linear none
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}
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}
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}
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}
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/// Skips a line and reads next element from @c ss to @c nextElement.
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/** @return Skipped line content until newline. */
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std::string NextAfterNewLine(stringstream &ss, std::string &nextElement)
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{
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string skipped = SkipLine(ss);
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ss >> nextElement;
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return skipped;
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}
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*/
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aiMaterial* OgreImporter::ReadMaterial(const std::string &pFile, Assimp::IOSystem *pIOHandler, const std::string materialName)
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{
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/// @todo Should we return null ptr here or a empty material?
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if (materialName.empty())
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return new aiMaterial();
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// Full reference and examples of Ogre Material Script
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// can be found from http://www.ogre3d.org/docs/manual/manual_14.html
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/*and here is another one:
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@ -112,342 +113,421 @@ aiMaterial* OgreImporter::LoadMaterial(const std::string MaterialName) const
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}
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*/
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//Read the file into memory and put it in a stringstream
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stringstream ss;
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{// after this block, the temporarly loaded data will be released
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/*
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We have 3 guesses for the Material filename:
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- the Material Name
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- the Name of the mesh file
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- the DefaultMaterialLib (which you can set before importing)
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*/
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// Scope for scopre_ptr auto release
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{
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/* There are three .material options in priority order:
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1) File with the material name (materialName)
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2) File with the mesh files base name (pFile)
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3) Optional user defined material library file (m_userDefinedMaterialLibFile) */
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std::vector<string> potentialFiles;
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potentialFiles.push_back(materialName + ".material");
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potentialFiles.push_back(pFile.substr(0, pFile.rfind(".mesh")) + ".material");
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if (!m_userDefinedMaterialLibFile.empty())
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potentialFiles.push_back(m_userDefinedMaterialLibFile);
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IOStream* MatFilePtr=m_CurrentIOHandler->Open(MaterialName+".material");
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if(NULL==MatFilePtr)
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IOStream *materialFile = 0;
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for(size_t i=0; i<potentialFiles.size(); ++i)
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{
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//the filename typically ends with .mesh or .mesh.xml
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const string MaterialFileName=m_CurrentFilename.substr(0, m_CurrentFilename.rfind(".mesh"))+".material";
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MatFilePtr=m_CurrentIOHandler->Open(MaterialFileName);
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if(NULL==MatFilePtr)
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{
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//try the default mat Library
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if(NULL==MatFilePtr)
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{
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MatFilePtr=m_CurrentIOHandler->Open(m_MaterialLibFilename);
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if(NULL==MatFilePtr)
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{
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DefaultLogger::get()->error(m_MaterialLibFilename+" and "+MaterialFileName + " could not be opened, Material will not be loaded!");
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return new aiMaterial();
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}
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}
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}
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materialFile = pIOHandler->Open(potentialFiles[i]);
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if (materialFile)
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break;
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DefaultLogger::get()->debug(Formatter::format() << "Source file for material '" << materialName << "' " << potentialFiles[i] << " does not exist");
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}
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//Fill the stream
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boost::scoped_ptr<IOStream> MaterialFile(MatFilePtr);
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if(MaterialFile->FileSize()>0)
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if (!materialFile)
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{
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vector<char> FileData(MaterialFile->FileSize());
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MaterialFile->Read(&FileData[0], MaterialFile->FileSize(), 1);
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BaseImporter::ConvertToUTF8(FileData);
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/// @todo Should we return null ptr here or a empty material?
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DefaultLogger::get()->error(Formatter::format() << "Failed to find source file for material '" << materialName << "'");
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return new aiMaterial();
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}
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FileData.push_back('\0');//terminate the string with zero, so that the ss can parse it correctly
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ss << &FileData[0];
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}
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else
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boost::scoped_ptr<IOStream> stream(materialFile);
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if (stream->FileSize() == 0)
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{
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DefaultLogger::get()->warn("Material " + MaterialName + " seams to be empty");
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return NULL;
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/// @todo Should we return null ptr here or a empty material?
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DefaultLogger::get()->warn(Formatter::format() << "Source file for material '" << materialName << "' is empty (size is 0 bytes)");
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return new aiMaterial();
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}
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// Read bytes
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vector<char> data(stream->FileSize());
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stream->Read(&data[0], stream->FileSize(), 1);
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// Convert to UTF-8 and terminate the string for ss
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BaseImporter::ConvertToUTF8(data);
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data.push_back('\0');
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ss << &data[0];
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}
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//create the material
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aiMaterial *NewMaterial=new aiMaterial();
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DefaultLogger::get()->debug("Reading material '" + materialName + "'");
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aiString ts(MaterialName.c_str());
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NewMaterial->AddProperty(&ts, AI_MATKEY_NAME);
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aiMaterial *material = new aiMaterial();
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m_textures.clear();
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aiString ts(materialName);
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material->AddProperty(&ts, AI_MATKEY_NAME);
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// The stringstream will push words from a line until newline.
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// It will also trim whitespace from line start and between words.
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string linePart;
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ss >> linePart;
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const string partMaterial = "material";
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const string partTechnique = "technique";
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string Line;
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ss >> Line;
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// unsigned int Level=0;//Hierarchielevels in the material file, like { } blocks into another
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while(!ss.eof())
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{
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if(Line=="material")
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// Skip commented lines
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if (linePart == partComment)
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{
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ss >> Line;
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if(Line==MaterialName)//Load the next material
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{
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string RestOfLine;
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getline(ss, RestOfLine);//ignore the rest of the line
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ss >> Line;
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string postComment = NextAfterNewLine(ss, linePart);
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DefaultLogger::get()->debug("//" + postComment + " (comment line ignored)");
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continue;
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}
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if (linePart != partMaterial)
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{
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ss >> linePart;
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continue;
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}
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if(Line!="{")
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ss >> linePart;
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if (linePart != materialName)
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{
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//DefaultLogger::get()->debug(Formatter::format() << "Found material '" << linePart << "' that does not match at index " << ss.tellg());
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ss >> linePart;
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continue;
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}
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NextAfterNewLine(ss, linePart);
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if (linePart != partBlockStart)
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{
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DefaultLogger::get()->error(Formatter::format() << "Invalid material: block start missing near index " << ss.tellg());
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return material;
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}
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DefaultLogger::get()->debug("material '" + materialName + "'");
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while(linePart != partBlockEnd)
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{
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// Proceed to the first technique
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ss >> linePart;
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if (linePart == partTechnique)
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{
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string techniqueName = trim(SkipLine(ss));
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ReadTechnique(techniqueName, ss, material);
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}
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// Read informations from a custom material
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/** @todo This "set $x y" does not seem to be a official Ogre material system feature.
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Materials can inherit other materials and override texture units by using the (unique)
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parent texture unit name in your cloned material.
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This is not yet supported and below code is probably some hack from the original
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author of this Ogre importer. Should be removed? */
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if(linePart=="set")
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{
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ss >> linePart;
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if(linePart=="$specular")//todo load this values:
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{
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DefaultLogger::get()->warn("empyt material!");
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return NULL;
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}
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if(linePart=="$diffuse")
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{
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}
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if(linePart=="$ambient")
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{
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}
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if(linePart=="$colormap")
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{
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ss >> linePart;
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aiString ts(linePart.c_str());
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material->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
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}
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if(linePart=="$normalmap")
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{
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ss >> linePart;
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aiString ts(linePart.c_str());
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material->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0));
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}
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while(Line!="}")//read until the end of the material
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if(linePart=="$shininess_strength")
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{
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//Proceed to the first technique
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ss >> Line;
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if(Line=="technique")
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{
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ReadTechnique(ss, NewMaterial);
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}
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ss >> linePart;
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float Shininess=fast_atof(linePart.c_str());
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material->AddProperty(&Shininess, 1, AI_MATKEY_SHININESS_STRENGTH);
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}
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DefaultLogger::get()->info(Line);
|
||||
//read informations from a custom material:
|
||||
if(Line=="set")
|
||||
{
|
||||
ss >> Line;
|
||||
if(Line=="$specular")//todo load this values:
|
||||
{
|
||||
}
|
||||
if(Line=="$diffuse")
|
||||
{
|
||||
}
|
||||
if(Line=="$ambient")
|
||||
{
|
||||
}
|
||||
if(Line=="$colormap")
|
||||
{
|
||||
ss >> Line;
|
||||
aiString ts(Line.c_str());
|
||||
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
|
||||
}
|
||||
if(Line=="$normalmap")
|
||||
{
|
||||
ss >> Line;
|
||||
aiString ts(Line.c_str());
|
||||
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0));
|
||||
}
|
||||
if(linePart=="$shininess_exponent")
|
||||
{
|
||||
ss >> linePart;
|
||||
float Shininess=fast_atof(linePart.c_str());
|
||||
material->AddProperty(&Shininess, 1, AI_MATKEY_SHININESS);
|
||||
}
|
||||
|
||||
if(Line=="$shininess_strength")
|
||||
{
|
||||
ss >> Line;
|
||||
float Shininess=fast_atof(Line.c_str());
|
||||
NewMaterial->AddProperty(&Shininess, 1, AI_MATKEY_SHININESS_STRENGTH);
|
||||
}
|
||||
|
||||
if(Line=="$shininess_exponent")
|
||||
{
|
||||
ss >> Line;
|
||||
float Shininess=fast_atof(Line.c_str());
|
||||
NewMaterial->AddProperty(&Shininess, 1, AI_MATKEY_SHININESS);
|
||||
}
|
||||
|
||||
//Properties from Venetica:
|
||||
if(Line=="$diffuse_map")
|
||||
{
|
||||
ss >> Line;
|
||||
if(Line[0]=='"')// "file" -> file
|
||||
Line=Line.substr(1, Line.size()-2);
|
||||
aiString ts(Line.c_str());
|
||||
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
|
||||
}
|
||||
if(Line=="$specular_map")
|
||||
{
|
||||
ss >> Line;
|
||||
if(Line[0]=='"')// "file" -> file
|
||||
Line=Line.substr(1, Line.size()-2);
|
||||
aiString ts(Line.c_str());
|
||||
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_SHININESS, 0));
|
||||
}
|
||||
if(Line=="$normal_map")
|
||||
{
|
||||
ss >> Line;
|
||||
if(Line[0]=='"')// "file" -> file
|
||||
Line=Line.substr(1, Line.size()-2);
|
||||
aiString ts(Line.c_str());
|
||||
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0));
|
||||
}
|
||||
if(Line=="$light_map")
|
||||
{
|
||||
ss >> Line;
|
||||
if(Line[0]=='"')// "file" -> file
|
||||
Line=Line.substr(1, Line.size()-2);
|
||||
aiString ts(Line.c_str());
|
||||
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_LIGHTMAP, 0));
|
||||
}
|
||||
}
|
||||
}//end of material
|
||||
//Properties from Venetica:
|
||||
if(linePart=="$diffuse_map")
|
||||
{
|
||||
ss >> linePart;
|
||||
if(linePart[0]=='"')// "file" -> file
|
||||
linePart=linePart.substr(1, linePart.size()-2);
|
||||
aiString ts(linePart.c_str());
|
||||
material->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
|
||||
}
|
||||
if(linePart=="$specular_map")
|
||||
{
|
||||
ss >> linePart;
|
||||
if(linePart[0]=='"')// "file" -> file
|
||||
linePart=linePart.substr(1, linePart.size()-2);
|
||||
aiString ts(linePart.c_str());
|
||||
material->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_SHININESS, 0));
|
||||
}
|
||||
if(linePart=="$normal_map")
|
||||
{
|
||||
ss >> linePart;
|
||||
if(linePart[0]=='"')// "file" -> file
|
||||
linePart=linePart.substr(1, linePart.size()-2);
|
||||
aiString ts(linePart.c_str());
|
||||
material->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0));
|
||||
}
|
||||
if(linePart=="$light_map")
|
||||
{
|
||||
ss >> linePart;
|
||||
if(linePart[0]=='"')// "file" -> file
|
||||
linePart=linePart.substr(1, linePart.size()-2);
|
||||
aiString ts(linePart.c_str());
|
||||
material->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_LIGHTMAP, 0));
|
||||
}
|
||||
}
|
||||
else {} //this is the wrong material, proceed the file until we reach the next material
|
||||
}
|
||||
ss >> Line;
|
||||
ss >> linePart;
|
||||
}
|
||||
|
||||
return NewMaterial;
|
||||
return material;
|
||||
}
|
||||
|
||||
void OgreImporter::ReadTechnique(stringstream &ss, aiMaterial* NewMaterial) const
|
||||
bool OgreImporter::ReadTechnique(const std::string &techniqueName, stringstream &ss, aiMaterial *material)
|
||||
{
|
||||
unsigned int CurrentDiffuseTextureId=0;
|
||||
unsigned int CurrentSpecularTextureId=0;
|
||||
unsigned int CurrentNormalTextureId=0;
|
||||
unsigned int CurrentLightTextureId=0;
|
||||
string linePart;
|
||||
ss >> linePart;
|
||||
|
||||
|
||||
string RestOfLine;
|
||||
getline(ss, RestOfLine);//ignore the rest of the line
|
||||
|
||||
string Line;
|
||||
ss >> Line;
|
||||
if(Line!="{")
|
||||
if (linePart != partBlockStart)
|
||||
{
|
||||
DefaultLogger::get()->warn("empty technique!");
|
||||
return;
|
||||
DefaultLogger::get()->error(Formatter::format() << "Invalid material: Technique block start missing near index " << ss.tellg());
|
||||
return false;
|
||||
}
|
||||
while(Line!="}")//read until the end of the technique
|
||||
|
||||
DefaultLogger::get()->debug(" technique '" + techniqueName + "'");
|
||||
|
||||
const string partPass = "pass";
|
||||
|
||||
while(linePart != partBlockEnd)
|
||||
{
|
||||
ss >> Line;
|
||||
if(Line=="pass")
|
||||
ss >> linePart;
|
||||
|
||||
// Skip commented lines
|
||||
if (linePart == partComment)
|
||||
{
|
||||
getline(ss, RestOfLine);//ignore the rest of the line
|
||||
|
||||
ss >> Line;
|
||||
if(Line!="{")
|
||||
{
|
||||
DefaultLogger::get()->warn("empty pass!");
|
||||
return;
|
||||
}
|
||||
while(Line!="}")//read until the end of the pass
|
||||
{
|
||||
ss >> Line;
|
||||
if(Line=="ambient")
|
||||
{
|
||||
float r,g,b;
|
||||
ss >> r >> g >> b;
|
||||
const aiColor3D Color(r,g,b);
|
||||
NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_AMBIENT);
|
||||
}
|
||||
else if(Line=="diffuse")
|
||||
{
|
||||
float r,g,b;
|
||||
ss >> r >> g >> b;
|
||||
const aiColor3D Color(r,g,b);
|
||||
NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_DIFFUSE);
|
||||
}
|
||||
else if(Line=="specular")
|
||||
{
|
||||
float r,g,b;
|
||||
ss >> r >> g >> b;
|
||||
const aiColor3D Color(r,g,b);
|
||||
NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_SPECULAR);
|
||||
}
|
||||
else if(Line=="emmisive")
|
||||
{
|
||||
float r,g,b;
|
||||
ss >> r >> g >> b;
|
||||
const aiColor3D Color(r,g,b);
|
||||
NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_EMISSIVE);
|
||||
}
|
||||
else if(Line=="texture_unit")
|
||||
{
|
||||
getline(ss, RestOfLine);//ignore the rest of the line
|
||||
|
||||
std::string TextureName;
|
||||
int TextureType=-1;
|
||||
int UvSet=0;
|
||||
|
||||
ss >> Line;
|
||||
if(Line!="{")
|
||||
throw DeadlyImportError("empty texture unit!");
|
||||
while(Line!="}")//read until the end of the texture_unit
|
||||
{
|
||||
ss >> Line;
|
||||
if(Line=="texture")
|
||||
{
|
||||
ss >> Line;
|
||||
TextureName=Line;
|
||||
|
||||
if(m_TextureTypeFromFilename)
|
||||
{
|
||||
if(Line.find("_n.")!=string::npos)// Normalmap
|
||||
{
|
||||
TextureType=aiTextureType_NORMALS;
|
||||
}
|
||||
else if(Line.find("_s.")!=string::npos)// Specularmap
|
||||
{
|
||||
TextureType=aiTextureType_SPECULAR;
|
||||
}
|
||||
else if(Line.find("_l.")!=string::npos)// Lightmap
|
||||
{
|
||||
TextureType=aiTextureType_LIGHTMAP;
|
||||
}
|
||||
else// colormap
|
||||
{
|
||||
TextureType=aiTextureType_DIFFUSE;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
TextureType=aiTextureType_DIFFUSE;
|
||||
}
|
||||
}
|
||||
else if(Line=="tex_coord_set")
|
||||
{
|
||||
ss >> UvSet;
|
||||
}
|
||||
else if(Line=="colour_op")//TODO implement this
|
||||
{
|
||||
/*
|
||||
ss >> Line;
|
||||
if("replace"==Line)//I don't think, assimp has something for this...
|
||||
{
|
||||
}
|
||||
else if("modulate"==Line)
|
||||
{
|
||||
//TODO: set value
|
||||
//NewMaterial->AddProperty(aiTextureOp_Multiply)
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
}//end of texture unit
|
||||
Line="";//clear the } that would end the outer loop
|
||||
|
||||
//give the texture to assimp:
|
||||
|
||||
aiString ts(TextureName.c_str());
|
||||
switch(TextureType)
|
||||
{
|
||||
case aiTextureType_DIFFUSE:
|
||||
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, CurrentDiffuseTextureId));
|
||||
NewMaterial->AddProperty(&UvSet, 1, AI_MATKEY_UVWSRC(0, CurrentDiffuseTextureId));
|
||||
CurrentDiffuseTextureId++;
|
||||
break;
|
||||
case aiTextureType_NORMALS:
|
||||
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_NORMALS, CurrentNormalTextureId));
|
||||
NewMaterial->AddProperty(&UvSet, 1, AI_MATKEY_UVWSRC(0, CurrentNormalTextureId));
|
||||
CurrentNormalTextureId++;
|
||||
break;
|
||||
case aiTextureType_SPECULAR:
|
||||
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_SPECULAR, CurrentSpecularTextureId));
|
||||
NewMaterial->AddProperty(&UvSet, 1, AI_MATKEY_UVWSRC(0, CurrentSpecularTextureId));
|
||||
CurrentSpecularTextureId++;
|
||||
break;
|
||||
case aiTextureType_LIGHTMAP:
|
||||
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_LIGHTMAP, CurrentLightTextureId));
|
||||
NewMaterial->AddProperty(&UvSet, 1, AI_MATKEY_UVWSRC(0, CurrentLightTextureId));
|
||||
CurrentLightTextureId++;
|
||||
break;
|
||||
default:
|
||||
DefaultLogger::get()->warn("Invalid Texture Type!");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
Line="";//clear the } that would end the outer loop
|
||||
string postComment = SkipLine(ss);
|
||||
DefaultLogger::get()->debug(" //" + postComment + " (comment line ignored)");
|
||||
continue;
|
||||
}
|
||||
}//end of technique
|
||||
|
||||
/// @todo Techniques have other attributes than just passes.
|
||||
if (linePart == partPass)
|
||||
{
|
||||
string passName = trim(SkipLine(ss));
|
||||
ReadPass(passName, ss, material);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool OgreImporter::ReadPass(const std::string &passName, stringstream &ss, aiMaterial *material)
|
||||
{
|
||||
string linePart;
|
||||
ss >> linePart;
|
||||
|
||||
}//namespace Ogre
|
||||
}//namespace Assimp
|
||||
if (linePart != partBlockStart)
|
||||
{
|
||||
DefaultLogger::get()->error(Formatter::format() << "Invalid material: Pass block start missing near index " << ss.tellg());
|
||||
return false;
|
||||
}
|
||||
|
||||
#endif // !! ASSIMP_BUILD_NO_OGRE_IMPORTER
|
||||
DefaultLogger::get()->debug(" pass '" + passName + "'");
|
||||
|
||||
const string partAmbient = "ambient";
|
||||
const string partDiffuse = "diffuse";
|
||||
const string partSpecular = "specular";
|
||||
const string partEmissive = "emissive";
|
||||
const string partTextureUnit = "texture_unit";
|
||||
|
||||
while(linePart != partBlockEnd)
|
||||
{
|
||||
ss >> linePart;
|
||||
|
||||
// Skip commented lines
|
||||
if (linePart == partComment)
|
||||
{
|
||||
string postComment = SkipLine(ss);
|
||||
DefaultLogger::get()->debug(" //" + postComment + " (comment line ignored)");
|
||||
continue;
|
||||
}
|
||||
|
||||
// Colors
|
||||
/// @todo Support alpha via aiColor4D.
|
||||
if (linePart == partAmbient || linePart == partDiffuse || linePart == partSpecular || linePart == partEmissive)
|
||||
{
|
||||
float r, g, b;
|
||||
ss >> r >> g >> b;
|
||||
const aiColor3D color(r, g, b);
|
||||
|
||||
DefaultLogger::get()->debug(Formatter::format() << " " << linePart << " " << r << " " << g << " " << b);
|
||||
|
||||
if (linePart == partAmbient)
|
||||
material->AddProperty(&color, 1, AI_MATKEY_COLOR_AMBIENT);
|
||||
else if (linePart == partDiffuse)
|
||||
material->AddProperty(&color, 1, AI_MATKEY_COLOR_DIFFUSE);
|
||||
else if (linePart == partSpecular)
|
||||
material->AddProperty(&color, 1, AI_MATKEY_COLOR_SPECULAR);
|
||||
else if (linePart == partEmissive)
|
||||
material->AddProperty(&color, 1, AI_MATKEY_COLOR_EMISSIVE);
|
||||
}
|
||||
else if (linePart == partTextureUnit)
|
||||
{
|
||||
string textureUnitName = trim(SkipLine(ss));
|
||||
ReadTextureUnit(textureUnitName, ss, material);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool OgreImporter::ReadTextureUnit(const std::string &textureUnitName, stringstream &ss, aiMaterial *material)
|
||||
{
|
||||
string linePart;
|
||||
ss >> linePart;
|
||||
|
||||
if (linePart != partBlockStart)
|
||||
{
|
||||
DefaultLogger::get()->error(Formatter::format() << "Invalid material: Texture unit block start missing near index " << ss.tellg());
|
||||
return false;
|
||||
}
|
||||
|
||||
DefaultLogger::get()->debug(" texture_unit '" + textureUnitName + "'");
|
||||
|
||||
const string partTexture = "texture";
|
||||
const string partTextCoordSet = "tex_coord_set";
|
||||
const string partColorOp = "colour_op";
|
||||
|
||||
aiTextureType textureType = aiTextureType_NONE;
|
||||
std::string textureRef;
|
||||
int uvCoord = 0;
|
||||
|
||||
while(linePart != partBlockEnd)
|
||||
{
|
||||
ss >> linePart;
|
||||
|
||||
// Skip commented lines
|
||||
if (linePart == partComment)
|
||||
{
|
||||
string postComment = SkipLine(ss);
|
||||
DefaultLogger::get()->debug(" //" + postComment + " (comment line ignored)");
|
||||
continue;
|
||||
}
|
||||
|
||||
if (linePart == partTexture)
|
||||
{
|
||||
ss >> linePart;
|
||||
textureRef = linePart;
|
||||
|
||||
// User defined Assimp config property to detect texture type from filename.
|
||||
if (m_detectTextureTypeFromFilename)
|
||||
{
|
||||
size_t posSuffix = textureRef.find_last_of(".");
|
||||
size_t posUnderscore = textureRef.find_last_of("_");
|
||||
|
||||
if (posSuffix != string::npos && posUnderscore != string::npos && posSuffix > posUnderscore)
|
||||
{
|
||||
string identifier = Ogre::ToLower(textureRef.substr(posUnderscore, posSuffix - posUnderscore));
|
||||
DefaultLogger::get()->debug(Formatter::format() << "Detecting texture type from filename postfix '" << identifier << "'");
|
||||
|
||||
if (identifier == "_n" || identifier == "_nrm" || identifier == "_nrml" || identifier == "_normal" || identifier == "_normals" || identifier == "_normalmap")
|
||||
textureType = aiTextureType_NORMALS;
|
||||
else if (identifier == "_s" || identifier == "_spec" || identifier == "_specular" || identifier == "_specularmap")
|
||||
textureType = aiTextureType_SPECULAR;
|
||||
else if (identifier == "_l" || identifier == "_light" || identifier == "_lightmap" || identifier == "_occ" || identifier == "_occlusion")
|
||||
textureType = aiTextureType_LIGHTMAP;
|
||||
else if (identifier == "_disp" || identifier == "_displacement")
|
||||
textureType = aiTextureType_DISPLACEMENT;
|
||||
else
|
||||
textureType = aiTextureType_DIFFUSE;
|
||||
}
|
||||
else
|
||||
textureType = aiTextureType_DIFFUSE;
|
||||
}
|
||||
// Detect from texture unit name. This cannot be too broad as
|
||||
// authors might give names like "LightSaber" or "NormalNinja".
|
||||
else
|
||||
{
|
||||
string unitNameLower = Ogre::ToLower(textureUnitName);
|
||||
if (unitNameLower.find("normalmap") != string::npos)
|
||||
textureType = aiTextureType_NORMALS;
|
||||
else if (unitNameLower.find("specularmap") != string::npos)
|
||||
textureType = aiTextureType_SPECULAR;
|
||||
else if (unitNameLower.find("lightmap") != string::npos)
|
||||
textureType = aiTextureType_LIGHTMAP;
|
||||
else if (unitNameLower.find("displacementmap") != string::npos)
|
||||
textureType = aiTextureType_DISPLACEMENT;
|
||||
else
|
||||
textureType = aiTextureType_DIFFUSE;
|
||||
}
|
||||
}
|
||||
else if (linePart == partTextCoordSet)
|
||||
{
|
||||
ss >> uvCoord;
|
||||
}
|
||||
/// @todo Implement
|
||||
else if(linePart == partColorOp)
|
||||
{
|
||||
/*
|
||||
ss >> linePart;
|
||||
if("replace"==linePart)//I don't think, assimp has something for this...
|
||||
{
|
||||
}
|
||||
else if("modulate"==linePart)
|
||||
{
|
||||
//TODO: set value
|
||||
//material->AddProperty(aiTextureOp_Multiply)
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
||||
if (textureRef.empty())
|
||||
{
|
||||
DefaultLogger::get()->warn("Texture reference is empty, ignoring texture_unit.");
|
||||
return false;
|
||||
}
|
||||
if (textureType == aiTextureType_NONE)
|
||||
{
|
||||
DefaultLogger::get()->warn("Failed to detect texture type for '" + textureRef + "', ignoring texture_unit.");
|
||||
return false;
|
||||
}
|
||||
|
||||
unsigned int textureTypeIndex = m_textures[textureType];
|
||||
m_textures[textureType]++;
|
||||
|
||||
DefaultLogger::get()->debug(Formatter::format() << " texture '" << textureRef << "' type " << textureType
|
||||
<< " index " << textureTypeIndex << " UV " << uvCoord);
|
||||
|
||||
aiString assimpTextureRef(textureRef);
|
||||
material->AddProperty(&assimpTextureRef, AI_MATKEY_TEXTURE(textureType, textureTypeIndex));
|
||||
material->AddProperty(&uvCoord, 1, AI_MATKEY_UVWSRC(textureType, textureTypeIndex));
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
} // Ogre
|
||||
} // Assimp
|
||||
|
||||
#endif // ASSIMP_BUILD_NO_OGRE_IMPORTER
|
||||
|
|
|
@ -442,15 +442,9 @@ void OgreImporter::ProcessSubMesh(SubMesh &submesh, SubMesh &sharedGeometry)
|
|||
//_________________________________________________________
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
aiMesh* OgreImporter::CreateAssimpSubMesh(const SubMesh& submesh, const vector<Bone>& bones) const
|
||||
aiMesh* OgreImporter::CreateAssimpSubMesh(aiScene *pScene, const SubMesh& submesh, const vector<Bone>& bones) const
|
||||
{
|
||||
const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
|
||||
(void)m_CurrentScene;
|
||||
|
||||
aiMesh* NewAiMesh=new aiMesh();
|
||||
aiMesh* NewAiMesh = new aiMesh();
|
||||
|
||||
//Positions
|
||||
NewAiMesh->mVertices=new aiVector3D[submesh.Positions.size()];
|
||||
|
|
|
@ -52,41 +52,36 @@ namespace Assimp
|
|||
namespace Ogre
|
||||
{
|
||||
|
||||
|
||||
|
||||
void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vector<Animation> &Animations) const
|
||||
void OgreImporter::ReadSkeleton(const std::string &pFile, Assimp::IOSystem *pIOHandler, const aiScene *pScene,
|
||||
const std::string &skeletonFile, vector<Bone> &Bones, vector<Animation> &Animations) const
|
||||
{
|
||||
const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
|
||||
(void)m_CurrentScene;
|
||||
|
||||
|
||||
//most likely the skeleton file will only end with .skeleton
|
||||
//But this is a xml reader, so we need: .skeleton.xml
|
||||
FileName+=".xml";
|
||||
string skeletonPath = skeletonFile + ".xml";
|
||||
|
||||
DefaultLogger::get()->debug(string("Loading Skeleton: ")+FileName);
|
||||
DefaultLogger::get()->debug(string("Loading Skeleton: ")+skeletonFile);
|
||||
|
||||
//Open the File:
|
||||
boost::scoped_ptr<IOStream> File(m_CurrentIOHandler->Open(FileName));
|
||||
boost::scoped_ptr<IOStream> File(pIOHandler->Open(skeletonFile));
|
||||
if(NULL==File.get())
|
||||
throw DeadlyImportError("Failed to open skeleton file "+FileName+".");
|
||||
throw DeadlyImportError("Failed to open skeleton file "+skeletonFile+".");
|
||||
|
||||
//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 ")+FileName);
|
||||
throw DeadlyImportError(string("Failed to create XML Reader for ")+skeletonFile);
|
||||
|
||||
NextNode(SkeletonFile);
|
||||
if(string("skeleton")!=SkeletonFile->getNodeName())
|
||||
throw DeadlyImportError("No <skeleton> node in SkeletonFile: "+FileName);
|
||||
throw DeadlyImportError("No <skeleton> node in SkeletonFile: "+skeletonFile);
|
||||
|
||||
|
||||
|
||||
//------------------------------------load bones-----------------------------------------
|
||||
NextNode(SkeletonFile);
|
||||
if(string("bones")!=SkeletonFile->getNodeName())
|
||||
throw DeadlyImportError("No bones node in skeleton "+FileName);
|
||||
throw DeadlyImportError("No bones node in skeleton "+skeletonFile);
|
||||
|
||||
NextNode(SkeletonFile);
|
||||
|
||||
|
@ -138,7 +133,7 @@ void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vecto
|
|||
IdsOk=false;
|
||||
}
|
||||
if(!IdsOk)
|
||||
throw DeadlyImportError("Bone Ids are not valid!"+FileName);
|
||||
throw DeadlyImportError("Bone Ids are not valid!"+skeletonFile);
|
||||
}
|
||||
DefaultLogger::get()->debug((Formatter::format(),"Number of bones: ",Bones.size()));
|
||||
//________________________________________________________________________________
|
||||
|
@ -150,7 +145,7 @@ void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vecto
|
|||
|
||||
//----------------------------load bonehierarchy--------------------------------
|
||||
if(string("bonehierarchy")!=SkeletonFile->getNodeName())
|
||||
throw DeadlyImportError("no bonehierarchy node in "+FileName);
|
||||
throw DeadlyImportError("no bonehierarchy node in "+skeletonFile);
|
||||
|
||||
DefaultLogger::get()->debug("loading bonehierarchy...");
|
||||
NextNode(SkeletonFile);
|
||||
|
@ -280,11 +275,11 @@ void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vecto
|
|||
}
|
||||
|
||||
|
||||
void OgreImporter::CreateAssimpSkeleton(const std::vector<Bone> &Bones, const std::vector<Animation> &/*Animations*/)
|
||||
void OgreImporter::CreateAssimpSkeleton(aiScene *pScene, const std::vector<Bone> &Bones, const std::vector<Animation> &/*Animations*/)
|
||||
{
|
||||
if(!m_CurrentScene->mRootNode)
|
||||
if(!pScene->mRootNode)
|
||||
throw DeadlyImportError("No root node exists!!");
|
||||
if(0!=m_CurrentScene->mRootNode->mNumChildren)
|
||||
if(0!=pScene->mRootNode->mNumChildren)
|
||||
throw DeadlyImportError("Root Node already has childnodes!");
|
||||
|
||||
|
||||
|
@ -295,26 +290,27 @@ void OgreImporter::CreateAssimpSkeleton(const std::vector<Bone> &Bones, const st
|
|||
if(-1==theBone.ParentId) //the bone is a root bone
|
||||
{
|
||||
//which will recursily add all other nodes
|
||||
RootBoneNodes.push_back(CreateAiNodeFromBone(theBone.Id, Bones, m_CurrentScene->mRootNode));
|
||||
RootBoneNodes.push_back(CreateAiNodeFromBone(theBone.Id, Bones, pScene->mRootNode));
|
||||
}
|
||||
}
|
||||
|
||||
if(RootBoneNodes.size() > 0)
|
||||
{
|
||||
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());
|
||||
pScene->mRootNode->mNumChildren=RootBoneNodes.size();
|
||||
pScene->mRootNode->mChildren=new aiNode*[RootBoneNodes.size()];
|
||||
memcpy(pScene->mRootNode->mChildren, &RootBoneNodes[0], sizeof(aiNode*)*RootBoneNodes.size());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void OgreImporter::PutAnimationsInScene(const std::vector<Bone> &Bones, const std::vector<Animation> &Animations)
|
||||
void OgreImporter::PutAnimationsInScene(aiScene *pScene, const std::vector<Bone> &Bones, const std::vector<Animation> &Animations)
|
||||
{
|
||||
//-----------------Create the Assimp Animations --------------------
|
||||
// TODO: Auf nicht vorhandene Animationskeys achten!
|
||||
// @todo Pay attention to non-existing animation Keys (google translated from above german comment)
|
||||
|
||||
if(Animations.size()>0)//Maybe the model had only a skeleton and no animations. (If it also has no skeleton, this function would'nt have been called
|
||||
{
|
||||
m_CurrentScene->mNumAnimations=Animations.size();
|
||||
m_CurrentScene->mAnimations=new aiAnimation*[Animations.size()];
|
||||
pScene->mNumAnimations=Animations.size();
|
||||
pScene->mAnimations=new aiAnimation*[Animations.size()];
|
||||
for(unsigned int i=0; i<Animations.size(); ++i)//create all animations
|
||||
{
|
||||
aiAnimation* NewAnimation=new aiAnimation();
|
||||
|
@ -382,12 +378,9 @@ void OgreImporter::PutAnimationsInScene(const std::vector<Bone> &Bones, const st
|
|||
NewAnimation->mChannels[j]=NewNodeAnim;
|
||||
}
|
||||
|
||||
m_CurrentScene->mAnimations[i]=NewAnimation;
|
||||
pScene->mAnimations[i]=NewAnimation;
|
||||
}
|
||||
}
|
||||
//TODO: Auf nicht vorhandene Animationskeys achten!
|
||||
//#pragma warning (s.o.)
|
||||
//__________________________________________________________________
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
|
||||
#include "ParsingUtils.h"
|
||||
#include "irrXMLWrapper.h"
|
||||
#include "fast_atof.h"
|
||||
|
||||
|
@ -88,5 +89,40 @@ inline bool CurrentNodeNameEquals(const XmlReader* reader, const std::string &na
|
|||
return (ASSIMP_stricmp(std::string(reader->getNodeName()), name) == 0);
|
||||
}
|
||||
|
||||
/// Returns a lower cased copy of @s.
|
||||
static inline std::string ToLower(std::string s)
|
||||
{
|
||||
std::transform(s.begin(), s.end(), s.begin(), ::tolower);
|
||||
return s;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// From http://stackoverflow.com/questions/216823/whats-the-best-way-to-trim-stdstring
|
||||
|
||||
// trim from start
|
||||
static inline std::string <rim(std::string &s, bool newlines = true)
|
||||
{
|
||||
if (!newlines)
|
||||
s.erase(s.begin(), std::find_if(s.begin(), s.end(), std::not1(std::ptr_fun(Assimp::IsSpace<char>))));
|
||||
else
|
||||
s.erase(s.begin(), std::find_if(s.begin(), s.end(), std::not1(std::ptr_fun(Assimp::IsSpaceOrNewLine<char>))));
|
||||
return s;
|
||||
}
|
||||
|
||||
// trim from end
|
||||
static inline std::string &rtrim(std::string &s, bool newlines = true)
|
||||
{
|
||||
if (!newlines)
|
||||
s.erase(std::find_if(s.rbegin(), s.rend(), std::not1(std::ptr_fun(Assimp::IsSpace<char>))).base(),s.end());
|
||||
else
|
||||
s.erase(s.begin(), std::find_if(s.begin(), s.end(), std::not1(std::ptr_fun(Assimp::IsSpaceOrNewLine<char>))));
|
||||
return s;
|
||||
}
|
||||
// trim from both ends
|
||||
static inline std::string &trim(std::string &s, bool newlines = true)
|
||||
{
|
||||
return ltrim(rtrim(s, newlines), newlines);
|
||||
}
|
||||
|
||||
} // Ogre
|
||||
} // Assimp
|
||||
|
|
Loading…
Reference in New Issue