/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- Copyright (c) 2006-2012, assimp team All rights reserved. Redistribution and use of this software in source and binary forms, 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 following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the assimp team, nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission of the assimp team. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------- */ /** @file OgreImporter.cpp * @brief Implementation of the Ogre XML (.mesh.xml) loader. */ #include "AssimpPCH.h" #ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER #include #include using namespace std; //#include "boost/format.hpp" //#include "boost/foreach.hpp" //using namespace boost; #include "TinyFormatter.h" #include "OgreImporter.hpp" #include "irrXMLWrapper.h" namespace Assimp { namespace Ogre { bool OgreImporter::CanRead(const std::string &pFile, Assimp::IOSystem *pIOHandler, bool checkSig) const { if(!checkSig)//Check File Extension { std::string extension("mesh.xml"); int l=extension.length(); return pFile.substr(pFile.length()-l, l)==extension; } else//Check file Header { const char* tokens[] = {""}; return BaseImporter::SearchFileHeaderForToken(pIOHandler, pFile, tokens, 1); } } void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Assimp::IOSystem *pIOHandler) { m_CurrentFilename=pFile; m_CurrentIOHandler=pIOHandler; m_CurrentScene=pScene; //Open the File: boost::scoped_ptr file(pIOHandler->Open(pFile)); if( file.get() == NULL) throw DeadlyImportError("Failed to open file "+pFile+"."); //Read the Mesh File: boost::scoped_ptr mIOWrapper( new CIrrXML_IOStreamReader( file.get())); XmlReader* MeshFile = irr::io::createIrrXMLReader(mIOWrapper.get()); if(!MeshFile)//parse the xml file throw DeadlyImportError("Failed to create XML Reader for "+pFile); DefaultLogger::get()->debug("Mesh File opened"); //Read root Node: if(!(XmlRead(MeshFile) && string(MeshFile->getNodeName())=="mesh")) { throw DeadlyImportError("Root Node is not ! "+pFile+" "+MeshFile->getNodeName()); } //Go to the submeshs: if(!(XmlRead(MeshFile) && string(MeshFile->getNodeName())=="submeshes")) { throw DeadlyImportError("No node in node! "+pFile); } //-------------------Read the submeshs and materials:----------------------- std::list > SubMeshes; vector Materials; XmlRead(MeshFile); while(MeshFile->getNodeName()==string("submesh")) { SubMesh* theSubMesh=new SubMesh(); theSubMesh->MaterialName=GetAttribute(MeshFile, "material"); DefaultLogger::get()->debug("Loading Submehs with Material: "+theSubMesh->MaterialName); ReadSubMesh(*theSubMesh, MeshFile); //just a index in a array, we add a mesh in each loop cycle, so we get indicies like 0, 1, 2 ... n; //so it is important to do this before pushing the mesh in the vector! theSubMesh->MaterialIndex=SubMeshes.size(); SubMeshes.push_back(boost::shared_ptr(theSubMesh)); //Load the Material: aiMaterial* MeshMat=LoadMaterial(theSubMesh->MaterialName); //Set the Material: Materials.push_back(MeshMat); } if(SubMeshes.empty()) throw DeadlyImportError("no submesh loaded!"); if(SubMeshes.size()!=Materials.size()) throw DeadlyImportError("materialcount doesn't match mesh count!"); //____________________________________________________________ //----------------Load the skeleton: ------------------------------- vector Bones; vector Animations; if(MeshFile->getNodeName()==string("skeletonlink")) { string SkeletonFile=GetAttribute(MeshFile, "name"); LoadSkeleton(SkeletonFile, Bones, Animations); } else { DefaultLogger::get()->warn("No skeleton file will be loaded"); DefaultLogger::get()->warn(MeshFile->getNodeName()); } //__________________________________________________________________ //----------------- Now fill the Assimp scene --------------------------- //put the aiMaterials in the scene: m_CurrentScene->mMaterials=new aiMaterial*[Materials.size()]; m_CurrentScene->mNumMaterials=Materials.size(); for(unsigned int i=0; imMaterials[i]=Materials[i]; //create the aiMehs... vector aiMeshes; BOOST_FOREACH(boost::shared_ptr theSubMesh, SubMeshes) { aiMeshes.push_back(CreateAssimpSubMesh(*theSubMesh, Bones)); } //... and put them in the scene: m_CurrentScene->mNumMeshes=aiMeshes.size(); m_CurrentScene->mMeshes=new aiMesh*[aiMeshes.size()]; memcpy(m_CurrentScene->mMeshes, &(aiMeshes[0]), sizeof(aiMeshes[0])*aiMeshes.size()); //Create the root node m_CurrentScene->mRootNode=new aiNode("root"); //link the meshs with the root node: m_CurrentScene->mRootNode->mMeshes=new unsigned int[SubMeshes.size()]; m_CurrentScene->mRootNode->mNumMeshes=SubMeshes.size(); for(unsigned int i=0; imRootNode->mMeshes[i]=i; CreateAssimpSkeleton(Bones, Animations); PutAnimationsInScene(Bones, Animations); //___________________________________________________________ } void OgreImporter::GetExtensionList(std::set& extensions) { extensions.insert("mesh.xml"); } void OgreImporter::SetupProperties(const Importer* pImp) { m_MaterialLibFilename=pImp->GetPropertyString(AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE, "Scene.material"); } void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader) { XmlRead(Reader); //TODO: maybe we have alsways just 1 faces and 1 geometry and always in this order. this loop will only work correct, when the order //of faces and geometry changed, and not if we have more than one of one while(Reader->getNodeName()==string("faces") || string(Reader->getNodeName())=="geometry" || Reader->getNodeName()==string("boneassignments")) { if(string(Reader->getNodeName())=="faces")//Read the face list { //some info logging: unsigned int NumFaces=GetAttribute(Reader, "count"); ostringstream ss; ss <<"Submesh has " << NumFaces << " Faces."; DefaultLogger::get()->debug(ss.str()); while(XmlRead(Reader) && Reader->getNodeName()==string("face")) { Face NewFace; NewFace.VertexIndices[0]=GetAttribute(Reader, "v1"); NewFace.VertexIndices[1]=GetAttribute(Reader, "v2"); NewFace.VertexIndices[2]=GetAttribute(Reader, "v3"); if(Reader->getAttributeValue("v4"))//this should be supported in the future { throw DeadlyImportError("Submesh has quads, only traingles are supported!"); } theSubMesh.FaceList.push_back(NewFace); } }//end of faces else if(string(Reader->getNodeName())=="geometry")//Read the vertexdata { //some info logging: unsigned int NumVertices=GetAttribute(Reader, "vertexcount"); ostringstream ss; ss<<"VertexCount: " << NumVertices; DefaultLogger::get()->debug(ss.str()); //General Informations about vertices XmlRead(Reader); while(Reader->getNodeName()==string("vertexbuffer")) { ReadVertexBuffer(theSubMesh, Reader, NumVertices); } //some error checking on the loaded data if(!theSubMesh.HasPositions) throw DeadlyImportError("No positions could be loaded!"); if(theSubMesh.HasNormals && theSubMesh.Normals.size() != NumVertices) throw DeadlyImportError("Wrong Number of Normals loaded!"); if(theSubMesh.HasTangents && theSubMesh.Tangents.size() != NumVertices) throw DeadlyImportError("Wrong Number of Tangents loaded!"); if(theSubMesh.NumUvs==1 && theSubMesh.Uvs.size() != NumVertices) throw DeadlyImportError("Wrong Number of Uvs loaded!"); }//end of "geometry else if(string(Reader->getNodeName())=="boneassignments") { theSubMesh.Weights.resize(theSubMesh.Positions.size()); while(XmlRead(Reader) && Reader->getNodeName()==string("vertexboneassignment")) { Weight NewWeight; unsigned int VertexId=GetAttribute(Reader, "vertexindex"); NewWeight.BoneId=GetAttribute(Reader, "boneindex"); NewWeight.Value=GetAttribute(Reader, "weight"); theSubMesh.BonesUsed=max(theSubMesh.BonesUsed, NewWeight.BoneId+1);//calculate the number of bones used (this is the highest id +1 becuase bone ids start at 0) theSubMesh.Weights[VertexId].push_back(NewWeight); //XmlRead(Reader);//Once i had this line, and than i got only every second boneassignment, but my first test models had even boneassignment counts, so i thougt, everything would work. And yes, i HATE irrXML!!! } }//end of boneassignments } DefaultLogger::get()->debug((Formatter::format(), "Positionen: ",theSubMesh.Positions.size(), " Normale: ",theSubMesh.Normals.size(), " TexCoords: ",theSubMesh.Uvs.size(), " Tantents: ",theSubMesh.Tangents.size() )); DefaultLogger::get()->warn(Reader->getNodeName()); //---------------Make all Vertexes unique: (this is required by assimp)----------------------- vector UniqueFaceList(theSubMesh.FaceList.size()); unsigned int UniqueVertexCount=theSubMesh.FaceList.size()*3;//*3 because each face consists of 3 vertexes, because we only support triangles^^ vector UniquePositions(UniqueVertexCount); vector UniqueNormals(UniqueVertexCount); vector UniqueTangents(UniqueVertexCount); vector UniqueUvs(UniqueVertexCount); vector< vector > UniqueWeights((theSubMesh.Weights.size() ? UniqueVertexCount : 0)); for(unsigned int i=0; i1.0f+0.05f) { //normalize all weights: for(unsigned int BoneId=0; BoneIddebug("new Vertex Buffer"); bool ReadPositions=false; bool ReadNormals=false; bool ReadTangents=false; bool ReadUvs=false; //-------------------- check, what we need to read: -------------------------------- if(Reader->getAttributeValue("positions") && GetAttribute(Reader, "positions")) { ReadPositions=theSubMesh.HasPositions=true; theSubMesh.Positions.reserve(NumVertices); DefaultLogger::get()->debug("reading positions"); } if(Reader->getAttributeValue("normals") && GetAttribute(Reader, "normals")) { ReadNormals=theSubMesh.HasNormals=true; theSubMesh.Normals.reserve(NumVertices); DefaultLogger::get()->debug("reading positions"); } if(Reader->getAttributeValue("tangents") && GetAttribute(Reader, "tangents")) { ReadTangents=theSubMesh.HasTangents=true; theSubMesh.Tangents.reserve(NumVertices); DefaultLogger::get()->debug("reading positions"); } //we can have 1 or 0 uv channels, and if the mesh has no uvs, it also doesn't have the attribute if(!Reader->getAttributeValue("texture_coords")) theSubMesh.NumUvs=0; else { ReadUvs=!!(theSubMesh.NumUvs=GetAttribute(Reader, "texture_coords")); theSubMesh.Uvs.reserve(NumVertices); DefaultLogger::get()->debug("reading texture coords"); } if(theSubMesh.NumUvs>1) { DefaultLogger::get()->warn("too many texcoords (just 1 supported!), just the first texcoords will be loaded!"); theSubMesh.NumUvs=1; } //___________________________________________________________________ //check if we will load anything if(!(ReadPositions || ReadNormals || ReadTangents || ReadUvs)) DefaultLogger::get()->warn("vertexbuffer seams to be empty!"); //read all the vertices: XmlRead(Reader); /*it might happen, that we have more than one attribute per vertex (they are not splitted to different buffers) so the break condition is a bit tricky (well, IrrXML just sucks :( )*/ while(Reader->getNodeName()==string("vertex") ||Reader->getNodeName()==string("position") ||Reader->getNodeName()==string("normal") ||Reader->getNodeName()==string("tangent") ||Reader->getNodeName()==string("texcoord")) { if(Reader->getNodeName()==string("vertex")) XmlRead(Reader);//Read an attribute tag //Position if(ReadPositions && Reader->getNodeName()==string("position")) { aiVector3D NewPos; NewPos.x=GetAttribute(Reader, "x"); NewPos.y=GetAttribute(Reader, "y"); NewPos.z=GetAttribute(Reader, "z"); theSubMesh.Positions.push_back(NewPos); } //Normal else if(ReadNormals && Reader->getNodeName()==string("normal")) { aiVector3D NewNormal; NewNormal.x=GetAttribute(Reader, "x"); NewNormal.y=GetAttribute(Reader, "y"); NewNormal.z=GetAttribute(Reader, "z"); theSubMesh.Normals.push_back(NewNormal); } //Tangent else if(ReadTangents && Reader->getNodeName()==string("tangent")) { aiVector3D NewTangent; NewTangent.x=GetAttribute(Reader, "x"); NewTangent.y=GetAttribute(Reader, "y"); NewTangent.z=GetAttribute(Reader, "z"); theSubMesh.Tangents.push_back(NewTangent); } //Uv: else if(ReadUvs && Reader->getNodeName()==string("texcoord")) { aiVector3D NewUv; NewUv.x=GetAttribute(Reader, "u"); NewUv.y=GetAttribute(Reader, "v")*(-1)+1;//flip the uv vertikal, blender exports them so! theSubMesh.Uvs.push_back(NewUv); //skip all the following texcoords: while(Reader->getNodeName()==string("texcoord")) XmlRead(Reader); continue;//don't read another line at the end of the loop } //Attribute could not be read else { DefaultLogger::get()->warn(string("Attribute was not read: ")+Reader->getNodeName()); } XmlRead(Reader);//Read the Vertex tag } } aiMesh* OgreImporter::CreateAssimpSubMesh(const SubMesh& theSubMesh, const vector& 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(); //Positions NewAiMesh->mVertices=new aiVector3D[theSubMesh.Positions.size()]; memcpy(NewAiMesh->mVertices, &theSubMesh.Positions[0], theSubMesh.Positions.size()*sizeof(aiVector3D)); NewAiMesh->mNumVertices=theSubMesh.Positions.size(); //Normals if(theSubMesh.HasNormals) { NewAiMesh->mNormals=new aiVector3D[theSubMesh.Normals.size()]; memcpy(NewAiMesh->mNormals, &theSubMesh.Normals[0], theSubMesh.Normals.size()*sizeof(aiVector3D)); } //until we have support for bitangents, no tangents will be written /* //Tangents if(theSubMesh.HasTangents) { NewAiMesh->mTangents=new aiVector3D[theSubMesh.Tangents.size()]; memcpy(NewAiMesh->mTangents, &theSubMesh.Tangents[0], theSubMesh.Tangents.size()*sizeof(aiVector3D)); } */ //Uvs if(0!=theSubMesh.NumUvs) { NewAiMesh->mNumUVComponents[0]=2; NewAiMesh->mTextureCoords[0]= new aiVector3D[theSubMesh.Uvs.size()]; memcpy(NewAiMesh->mTextureCoords[0], &theSubMesh.Uvs[0], theSubMesh.Uvs.size()*sizeof(aiVector3D)); } //---------------------------------------- Bones -------------------------------------------- //Copy the weights in in Bone-Vertices Struktur //(we have them in a Vertex-Bones Structur, this is much easier for making them unique, which is required by assimp vector< vector > aiWeights(theSubMesh.BonesUsed);//now the outer list are the bones, and the inner vector the vertices for(unsigned int VertexId=0; VertexId aiBones; aiBones.reserve(theSubMesh.BonesUsed);//the vector might be smaller, because there might be empty bones (bones that are not attached to any vertex) //create all the bones and fill them with informations for(unsigned int i=0; i0) { aiBone* NewBone=new aiBone(); NewBone->mNumWeights=aiWeights[i].size(); NewBone->mWeights=new aiVertexWeight[aiWeights[i].size()]; memcpy(NewBone->mWeights, &(aiWeights[i][0]), sizeof(aiVertexWeight)*aiWeights[i].size()); NewBone->mName=Bones[i].Name;//The bone list should be sorted after its id's, this was done in LoadSkeleton NewBone->mOffsetMatrix=Bones[i].BoneToWorldSpace; aiBones.push_back(NewBone); } } NewAiMesh->mNumBones=aiBones.size(); // mBones must be NULL if mNumBones is non 0 or the validation fails. if (aiBones.size()) { NewAiMesh->mBones=new aiBone* [aiBones.size()]; memcpy(NewAiMesh->mBones, &(aiBones[0]), aiBones.size()*sizeof(aiBone*)); } //______________________________________________________________________________________________________ //Faces NewAiMesh->mFaces=new aiFace[theSubMesh.FaceList.size()]; for(unsigned int i=0; imFaces[i].mNumIndices=3; NewAiMesh->mFaces[i].mIndices=new unsigned int[3]; NewAiMesh->mFaces[i].mIndices[0]=theSubMesh.FaceList[i].VertexIndices[0]; NewAiMesh->mFaces[i].mIndices[1]=theSubMesh.FaceList[i].VertexIndices[1]; NewAiMesh->mFaces[i].mIndices[2]=theSubMesh.FaceList[i].VertexIndices[2]; } NewAiMesh->mNumFaces=theSubMesh.FaceList.size(); //Link the material: NewAiMesh->mMaterialIndex=theSubMesh.MaterialIndex;//the index is set by the function who called ReadSubMesh return NewAiMesh; } void OgreImporter::LoadSkeleton(std::string FileName, vector &Bones, vector &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"; DefaultLogger::get()->debug(string("Loading Skeleton: ")+FileName); //Open the File: boost::scoped_ptr File(m_CurrentIOHandler->Open(FileName)); if(NULL==File.get()) throw DeadlyImportError("Failed to open skeleton file "+FileName+"."); //Read the Mesh File: boost::scoped_ptr 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); //Quick note: Whoever read this should know this one thing: irrXml fucking sucks!!! XmlRead(SkeletonFile); if(string("skeleton")!=SkeletonFile->getNodeName()) throw DeadlyImportError("No node in SkeletonFile: "+FileName); //------------------------------------load bones----------------------------------------- XmlRead(SkeletonFile); if(string("bones")!=SkeletonFile->getNodeName()) throw DeadlyImportError("No bones node in skeleton "+FileName); XmlRead(SkeletonFile); while(string("bone")==SkeletonFile->getNodeName()) { //TODO: Maybe we can have bone ids for the errrors, but normaly, they should never appear, so what.... //read a new bone: Bone NewBone; NewBone.Id=GetAttribute(SkeletonFile, "id"); NewBone.Name=GetAttribute(SkeletonFile, "name"); //load the position: XmlRead(SkeletonFile); if(string("position")!=SkeletonFile->getNodeName()) throw DeadlyImportError("Position is not first node in Bone!"); NewBone.Position.x=GetAttribute(SkeletonFile, "x"); NewBone.Position.y=GetAttribute(SkeletonFile, "y"); NewBone.Position.z=GetAttribute(SkeletonFile, "z"); //Rotation: XmlRead(SkeletonFile); if(string("rotation")!=SkeletonFile->getNodeName()) throw DeadlyImportError("Rotation is not the second node in Bone!"); NewBone.RotationAngle=GetAttribute(SkeletonFile, "angle"); XmlRead(SkeletonFile); if(string("axis")!=SkeletonFile->getNodeName()) throw DeadlyImportError("No axis specified for bone rotation!"); NewBone.RotationAxis.x=GetAttribute(SkeletonFile, "x"); NewBone.RotationAxis.y=GetAttribute(SkeletonFile, "y"); NewBone.RotationAxis.z=GetAttribute(SkeletonFile, "z"); //append the newly loaded bone to the bone list Bones.push_back(NewBone); //Proceed to the next bone: XmlRead(SkeletonFile); } //The bones in the file a not neccesarly ordered by there id's so we do it now: 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: { bool IdsOk=true; for(int i=0; i(Bones.size()); ++i)//i is signed, because all Id's are also signed! { if(Bones[i].Id!=i) IdsOk=false; } if(!IdsOk) throw DeadlyImportError("Bone Ids are not valid!"+FileName); } DefaultLogger::get()->debug((Formatter::format(),"Number of bones: ",Bones.size())); //________________________________________________________________________________ //----------------------------load bonehierarchy-------------------------------- if(string("bonehierarchy")!=SkeletonFile->getNodeName()) throw DeadlyImportError("no bonehierarchy node in "+FileName); DefaultLogger::get()->debug("loading bonehierarchy..."); XmlRead(SkeletonFile); while(string("boneparent")==SkeletonFile->getNodeName()) { string Child, Parent; Child=GetAttribute(SkeletonFile, "bone"); Parent=GetAttribute(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); XmlRead(SkeletonFile);//i once forget this line, which led to an endless loop, did i mentioned, that irrxml sucks?? } //_____________________________________________________________________________ //--------- Calculate the WorldToBoneSpace Matrix recursivly for all bones: ------------------ BOOST_FOREACH(Bone theBone, Bones) { if(-1==theBone.ParentId) //the bone is a root bone { theBone.CalculateBoneToWorldSpaceMatrix(Bones); } } //_______________________________________________________________________ //---------------------------load animations----------------------------- if(string("animations")==SkeletonFile->getNodeName())//animations are optional values { DefaultLogger::get()->debug("Loading Animations"); XmlRead(SkeletonFile); while(string("animation")==SkeletonFile->getNodeName()) { Animation NewAnimation; NewAnimation.Name=GetAttribute(SkeletonFile, "name"); NewAnimation.Length=GetAttribute(SkeletonFile, "length"); //Load all Tracks XmlRead(SkeletonFile); if(string("tracks")!=SkeletonFile->getNodeName()) throw DeadlyImportError("no tracks node in animation"); XmlRead(SkeletonFile); while(string("track")==SkeletonFile->getNodeName()) { Track NewTrack; NewTrack.BoneName=GetAttribute(SkeletonFile, "bone"); //Load all keyframes; XmlRead(SkeletonFile); if(string("keyframes")!=SkeletonFile->getNodeName()) throw DeadlyImportError("no keyframes node!"); XmlRead(SkeletonFile); while(string("keyframe")==SkeletonFile->getNodeName()) { Keyframe NewKeyframe; NewKeyframe.Time=GetAttribute(SkeletonFile, "time"); //loop over the attributes: while(true) { XmlRead(SkeletonFile); //If any property doesn't show up, it will keep its initialization value //Position: if(string("translate")==SkeletonFile->getNodeName()) { NewKeyframe.Position.x=GetAttribute(SkeletonFile, "x"); NewKeyframe.Position.y=GetAttribute(SkeletonFile, "y"); NewKeyframe.Position.z=GetAttribute(SkeletonFile, "z"); } //Rotation: else if(string("rotate")!=SkeletonFile->getNodeName()) { float RotationAngle=GetAttribute(SkeletonFile, "angle"); aiVector3D RotationAxis; XmlRead(SkeletonFile); if(string("axis")!=SkeletonFile->getNodeName()) throw DeadlyImportError("No axis for keyframe rotation!"); RotationAxis.x=GetAttribute(SkeletonFile, "x"); RotationAxis.y=GetAttribute(SkeletonFile, "y"); RotationAxis.z=GetAttribute(SkeletonFile, "z"); NewKeyframe.Rotation=aiQuaternion(RotationAxis, RotationAngle); } //Scaling: else if(string("scale")==SkeletonFile->getNodeName()) { NewKeyframe.Scaling.x=GetAttribute(SkeletonFile, "x"); NewKeyframe.Scaling.y=GetAttribute(SkeletonFile, "y"); NewKeyframe.Scaling.z=GetAttribute(SkeletonFile, "z"); } //we suppose, that we read all attributes and this is a new keyframe or the end of the animation else break; } NewTrack.Keyframes.push_back(NewKeyframe); XmlRead(SkeletonFile); } NewAnimation.Tracks.push_back(NewTrack); } Animations.push_back(NewAnimation); } } //_____________________________________________________________________________ } void OgreImporter::CreateAssimpSkeleton(const std::vector &Bones, const std::vector &/*Animations*/) { if(!m_CurrentScene->mRootNode) throw DeadlyImportError("No root node exists!!"); if(0!=m_CurrentScene->mRootNode->mNumChildren) throw DeadlyImportError("Root Node already has childnodes!"); //Createt the assimp bone hierarchy DefaultLogger::get()->debug("Root Bones"); vector RootBoneNodes; BOOST_FOREACH(Bone theBone, Bones) { if(-1==theBone.ParentId) //the bone is a root bone { DefaultLogger::get()->debug(theBone.Name); RootBoneNodes.push_back(CreateAiNodeFromBone(theBone.Id, Bones, m_CurrentScene->mRootNode));//which will recursily add all other nodes } } if (RootBoneNodes.size()) { 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()); } } void OgreImporter::PutAnimationsInScene(const std::vector &Bones, const std::vector &Animations) { //-----------------Create the Assimp Animations -------------------- 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()]; for(unsigned int i=0; imName=Animations[i].Name; NewAnimation->mDuration=Animations[i].Length; NewAnimation->mTicksPerSecond=1.0f; //Create all tracks in this animation NewAnimation->mNumChannels=Animations[i].Tracks.size(); NewAnimation->mChannels=new aiNodeAnim*[Animations[i].Tracks.size()]; for(unsigned int j=0; jmNodeName=Animations[i].Tracks[j].BoneName; //we need this, to acces the bones default pose, which we need to make keys absolute vector::const_iterator CurBone=find(Bones.begin(), Bones.end(), NewNodeAnim->mNodeName); aiMatrix4x4 t0, t1; aiMatrix4x4 DefBonePose=//The default bone pose doesnt have a scaling value aiMatrix4x4::Rotation(CurBone->RotationAngle, CurBone->RotationAxis, t0) * aiMatrix4x4::Translation(CurBone->Position, t1); //Create the keyframe arrays... unsigned int KeyframeCount=Animations[i].Tracks[j].Keyframes.size(); NewNodeAnim->mNumPositionKeys=KeyframeCount; NewNodeAnim->mPositionKeys=new aiVectorKey[KeyframeCount]; NewNodeAnim->mNumRotationKeys=KeyframeCount; NewNodeAnim->mRotationKeys=new aiQuatKey[KeyframeCount]; NewNodeAnim->mNumScalingKeys=KeyframeCount; NewNodeAnim->mScalingKeys=new aiVectorKey[KeyframeCount]; //...and fill them for(unsigned int k=0; kmPositionKeys[k].mTime=Animations[i].Tracks[j].Keyframes[k].Time; NewNodeAnim->mPositionKeys[k].mValue=Pos; NewNodeAnim->mRotationKeys[k].mTime=Animations[i].Tracks[j].Keyframes[k].Time; NewNodeAnim->mRotationKeys[k].mValue=Rot; NewNodeAnim->mScalingKeys[k].mTime=Animations[i].Tracks[j].Keyframes[k].Time; NewNodeAnim->mScalingKeys[k].mValue=Scale; } NewAnimation->mChannels[j]=NewNodeAnim; } m_CurrentScene->mAnimations[i]=NewAnimation; } } //TODO: Auf nicht vorhandene Animationskeys achten! //#pragma warning (s.o.) //__________________________________________________________________ } aiNode* OgreImporter::CreateAiNodeFromBone(int BoneId, const std::vector &Bones, aiNode* ParentNode) { //----Create the node for this bone and set its values----- aiNode* NewNode=new aiNode(Bones[BoneId].Name); NewNode->mParent=ParentNode; aiMatrix4x4 t0,t1; //create a matrix from the transformation values of the ogre bone NewNode->mTransformation=aiMatrix4x4::Rotation(Bones[BoneId].RotationAngle, Bones[BoneId].RotationAxis, t1) * aiMatrix4x4::Translation(Bones[BoneId].Position, t0) ; //__________________________________________________________ //---------- recursivly create all children Nodes: ---------- NewNode->mNumChildren=Bones[BoneId].Children.size(); NewNode->mChildren=new aiNode*[Bones[BoneId].Children.size()]; for(unsigned int i=0; imChildren[i]=CreateAiNodeFromBone(Bones[BoneId].Children[i], Bones, NewNode); } //____________________________________________________ return NewNode; } void Bone::CalculateBoneToWorldSpaceMatrix(vector &Bones) { //Calculate the matrix for this bone: aiMatrix4x4 t0,t1; aiMatrix4x4 Transf=aiMatrix4x4::Translation(-Position, t0) * aiMatrix4x4::Rotation(-RotationAngle, RotationAxis, t1) ; if(-1==ParentId) { BoneToWorldSpace=Transf; } else { BoneToWorldSpace=Transf*Bones[ParentId].BoneToWorldSpace; } //and recursivly for all children: BOOST_FOREACH(int theChildren, Children) { Bones[theChildren].CalculateBoneToWorldSpaceMatrix(Bones); } } }//namespace Ogre }//namespace Assimp #endif // !! ASSIMP_BUILD_NO_OGRE_IMPORTER