185 lines
5.4 KiB
C++
185 lines
5.4 KiB
C++
#include "BaseImporter.h"
|
|
|
|
#include <vector>
|
|
|
|
#include "OgreXmlHelper.hpp"
|
|
#include "irrXMLWrapper.h"
|
|
|
|
/// Ogre Importer TODO
|
|
/* - Read Vertex Colors
|
|
- Read multiple TexCoords
|
|
*/
|
|
|
|
|
|
|
|
namespace Assimp
|
|
{
|
|
namespace Ogre
|
|
{
|
|
|
|
|
|
//Forward declarations:
|
|
struct Face;
|
|
struct Weight;
|
|
struct Bone;
|
|
struct Animation;
|
|
struct Track;
|
|
struct Keyframe;
|
|
|
|
///A submesh from Ogre
|
|
struct SubMesh
|
|
{
|
|
bool SharedData;
|
|
|
|
std::string Name;
|
|
std::string MaterialName;
|
|
std::vector<Face> FaceList;
|
|
|
|
std::vector<aiVector3D> Positions; bool HasPositions;
|
|
std::vector<aiVector3D> Normals; bool HasNormals;
|
|
std::vector<aiVector3D> Tangents; bool HasTangents;
|
|
std::vector<aiVector3D> Uvs; unsigned int NumUvs;//nearly always 2d, but assimp has always 3d texcoords
|
|
|
|
std::vector< std::vector<Weight> > 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(): SharedData(false), HasPositions(false), HasNormals(false), HasTangents(false),
|
|
NumUvs(0), MaterialIndex(-1), BonesUsed(0) {}//initialize everything
|
|
};
|
|
|
|
|
|
///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 const aiImporterDesc* GetInfo () const;
|
|
virtual void SetupProperties(const Importer* pImp);
|
|
private:
|
|
|
|
|
|
//-------------------------------- OgreMesh.cpp -------------------------------
|
|
/// 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);
|
|
|
|
/// Reads bone weights are stores them into the given submesh
|
|
static void ReadBoneWeights(SubMesh &theSubMesh, XmlReader *Reader);
|
|
|
|
/// After Loading a SubMehs some work needs to be done (make all Vertexes unique, normalize weights)
|
|
static void ProcessSubMesh(SubMesh &theSubMesh, SubMesh &theSharedGeometry);
|
|
|
|
/// 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<Bone>& Bones) const;
|
|
|
|
|
|
//-------------------------------- OgreSkeleton.cpp -------------------------------
|
|
/// 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<Bone> &Bones, std::vector<Animation> &Animations) const;
|
|
|
|
/// Converts the animations in aiAnimations and puts them into the scene
|
|
void PutAnimationsInScene(const std::vector<Bone> &Bones, const std::vector<Animation> &Animations);
|
|
|
|
/// Creates the aiskeleton in current scene
|
|
void CreateAssimpSkeleton(const std::vector<Bone> &Bones, const std::vector<Animation> &Animations);
|
|
|
|
/// Recursivly creates a filled aiNode from a given root bone
|
|
static aiNode* CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &Bones, aiNode* ParentNode);
|
|
|
|
|
|
//-------------------------------- OgreMaterial.cpp -------------------------------
|
|
aiMaterial* LoadMaterial(const std::string MaterialName) const;
|
|
static void ReadTechnique(std::stringstream &ss, aiMaterial* NewMaterial);
|
|
|
|
|
|
|
|
|
|
//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;
|
|
SubMesh m_SharedGeometry;///< we will just use the vertexbuffers of the submesh
|
|
};
|
|
|
|
///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<int> 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<rval.Id; }
|
|
///this operator is needed to find a bone by its name in a vector<Bone>
|
|
bool operator==(const std::string& rval) const
|
|
{return Name==rval; }
|
|
bool operator==(const aiString& rval) const
|
|
{return Name==std::string(rval.data); }
|
|
|
|
// implemented in OgreSkeleton.cpp
|
|
void CalculateBoneToWorldSpaceMatrix(std::vector<Bone>& Bones);
|
|
};
|
|
|
|
|
|
|
|
///Describes an Ogre Animation
|
|
struct Animation
|
|
{
|
|
std::string Name;
|
|
float Length;
|
|
std::vector<Track> Tracks;
|
|
};
|
|
|
|
///a track (keyframes for one bone) from an animation
|
|
struct Track
|
|
{
|
|
std::string BoneName;
|
|
std::vector<Keyframe> Keyframes;
|
|
};
|
|
|
|
/// keyframe (bone transformation) from a track from a animation
|
|
struct Keyframe
|
|
{
|
|
float Time;
|
|
aiVector3D Position;
|
|
aiQuaternion Rotation;
|
|
aiVector3D Scaling;
|
|
};
|
|
|
|
}//namespace Ogre
|
|
}//namespace Assimp
|