#include "BaseImporter.h" #include #include "OgreXmlHelper.hpp" #include "irrXMLWrapper.h" namespace Assimp { namespace Ogre { //Forward declarations: struct SubMesh; struct Face; struct Weight; struct Bone; struct Animation; struct Track; struct Keyframe; ///The Main Ogre Importer Class class OgreImporter : public BaseImporter { public: virtual bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const; virtual void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler); virtual void GetExtensionList(std::set& extensions); virtual void SetupProperties(const Importer* pImp); private: /// Helper Functions to read parts of the XML File void ReadSubMesh(SubMesh& theSubMesh, XmlReader* Reader);//the submesh reference is the result value /// Reads a single Vertexbuffer and writes its data in the Submesh static void ReadVertexBuffer(SubMesh &theSubMesh, XmlReader *Reader, unsigned int NumVertices); /// writes the results in Bones and Animations, Filename is not const, because its call-by-value and the function will change it! void LoadSkeleton(std::string FileName, std::vector &Bones, std::vector &Animations) const; /// converts the animations in aiAnimations and puts them into the scene void PutAnimationsInScene(const std::vector &Bones, const std::vector &Animations); /// uses the bone data to convert a SubMesh into a aiMesh which will be created and returned aiMesh* CreateAssimpSubMesh(const SubMesh &theSubMesh, const std::vector& Bones) const; //creates the aiskeleton in current scene void CreateAssimpSkeleton(const std::vector &Bones, const std::vector &Animations); aiMaterial* LoadMaterial(const std::string MaterialName) const; static void ReadTechnique(std::stringstream &ss, aiMaterial* NewMaterial); ///Recursivly creates a filled aiNode from a given root bone static aiNode* CreateAiNodeFromBone(int BoneId, const std::vector &Bones, aiNode* ParentNode); //Now we don't have to give theses parameters to all functions std::string m_CurrentFilename; std::string m_MaterialLibFilename; IOSystem* m_CurrentIOHandler; aiScene *m_CurrentScene; }; ///A submesh from Ogre struct SubMesh { std::string Name; std::string MaterialName; std::vector FaceList; std::vector Positions; bool HasPositions; std::vector Normals; bool HasNormals; std::vector Tangents; bool HasTangents; std::vector Uvs; unsigned int NumUvs;//nearly always 2d, but assimp has always 3d texcoords std::vector< std::vector > Weights;//a list of bones for each vertex int MaterialIndex;///< The Index in the Assimp Materialarray from the material witch is attached to this submesh unsigned int BonesUsed;//the highest index of a bone from a bone weight, this is needed to create the assimp bone structur (converting from Vertex-Bones to Bone-Vertices) SubMesh(): HasPositions(false), HasNormals(false), HasTangents(false), NumUvs(0), MaterialIndex(-1), BonesUsed(0) {}//initialize everything }; ///For the moment just triangles, no other polygon types! struct Face { unsigned int VertexIndices[3]; }; struct BoneAssignment { unsigned int BoneId;//this is, what we get from ogre std::string BoneName;//this is, what we need for assimp }; ///for a vertex->bone structur struct Weight { unsigned int BoneId; float Value; }; /// Helper Class to describe an ogre-bone for the skeleton: /** All Id's are signed ints, because than we have -1 as a simple INVALID_ID Value (we start from 0 so 0 is a valid bone ID!*/ struct Bone { int Id; int ParentId; std::string Name; aiVector3D Position; float RotationAngle; aiVector3D RotationAxis; std::vector Children; aiMatrix4x4 BoneToWorldSpace; ///ctor Bone(): Id(-1), ParentId(-1), RotationAngle(0.0f) {} ///this operator is needed to sort the bones after Id's bool operator<(const Bone& rval) const {return Id bool operator==(const std::string& rval) const {return Name==rval; } bool operator==(const aiString& rval) const {return Name==std::string(rval.data); } void CalculateBoneToWorldSpaceMatrix(std::vector& Bones); }; ///Describes an Ogre Animation struct Animation { std::string Name; float Length; std::vector Tracks; }; ///a track (keyframes for one bone) from an animation struct Track { std::string BoneName; std::vector Keyframes; }; /// keyframe (bone transformation) from a track from a animation struct Keyframe { float Time; aiVector3D Position; aiQuaternion Rotation; aiVector3D Scaling; }; }//namespace Ogre }//namespace Assimp