418 lines
15 KiB
C++
418 lines
15 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2012, assimp team
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All rights reserved.
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Redistribution and use of this software in aSource and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of aSource code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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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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#include "OgreImporter.h"
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#include "TinyFormatter.h"
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using namespace std;
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namespace Assimp
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{
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namespace Ogre
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{
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void OgreImporter::ReadSkeleton(const std::string &pFile, Assimp::IOSystem *pIOHandler, const aiScene *pScene,
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const std::string &skeletonFile, vector<Bone> &Bones, vector<Animation> &Animations) const
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{
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string filename = skeletonFile;
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if (EndsWith(filename, ".skeleton"))
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{
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DefaultLogger::get()->warn("Mesh is referencing a Ogre binary skeleton. Parsing binary Ogre assets is not supported at the moment. Trying to find .skeleton.xml file instead.");
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filename += ".xml";
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}
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if (!pIOHandler->Exists(filename))
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{
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DefaultLogger::get()->error("Failed to find skeleton file '" + filename + "', skeleton will be missing.");
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return;
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}
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boost::scoped_ptr<IOStream> file(pIOHandler->Open(filename));
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if (!file.get())
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throw DeadlyImportError("Failed to open skeleton file " + filename);
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boost::scoped_ptr<CIrrXML_IOStreamReader> stream(new CIrrXML_IOStreamReader(file.get()));
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XmlReader* reader = irr::io::createIrrXMLReader(stream.get());
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if (!reader)
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throw DeadlyImportError("Failed to create XML reader for skeleton file " + filename);
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DefaultLogger::get()->debug("Reading skeleton '" + filename + "'");
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// Root
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NextNode(reader);
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if (!CurrentNodeNameEquals(reader, "skeleton"))
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throw DeadlyImportError("Root node is not <skeleton> but <" + string(reader->getNodeName()) + "> in " + filename);
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// Bones
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NextNode(reader);
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if (!CurrentNodeNameEquals(reader, "bones"))
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throw DeadlyImportError("No <bones> node in skeleton " + skeletonFile);
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NextNode(reader);
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while(CurrentNodeNameEquals(reader, "bone"))
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{
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//TODO: Maybe we can have bone ids for the errrors, but normaly, they should never appear, so what....
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/// @todo What does the above mean?
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Bone bone;
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bone.Id = GetAttribute<int>(reader, "id");
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bone.Name = GetAttribute<string>(reader, "name");
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NextNode(reader);
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if (!CurrentNodeNameEquals(reader, "position"))
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throw DeadlyImportError("Position is not first node in Bone!");
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bone.Position.x = GetAttribute<float>(reader, "x");
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bone.Position.y = GetAttribute<float>(reader, "y");
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bone.Position.z = GetAttribute<float>(reader, "z");
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NextNode(reader);
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if (!CurrentNodeNameEquals(reader, "rotation"))
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throw DeadlyImportError("Rotation is not the second node in Bone!");
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bone.RotationAngle = GetAttribute<float>(reader, "angle");
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NextNode(reader);
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if (!CurrentNodeNameEquals(reader, "axis"))
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throw DeadlyImportError("No axis specified for bone rotation!");
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bone.RotationAxis.x = GetAttribute<float>(reader, "x");
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bone.RotationAxis.y = GetAttribute<float>(reader, "y");
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bone.RotationAxis.z = GetAttribute<float>(reader, "z");
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Bones.push_back(bone);
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NextNode(reader);
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}
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// Order bones by Id
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std::sort(Bones.begin(), Bones.end());
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// Validate that bone indexes are not skipped.
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/** @note Left this from original authors code, but not sure if this is strictly necessary
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as per the Ogre skeleton spec. It might be more that other (later) code in this imported does not break. */
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for (size_t i=0, len=Bones.size(); i<len; ++i)
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if (static_cast<int>(Bones[i].Id) != static_cast<int>(i))
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throw DeadlyImportError("Bone Ids are not in sequence in " + skeletonFile);
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DefaultLogger::get()->debug(Formatter::format() << " - Bones " << Bones.size());
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// Bone hierarchy
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if (!CurrentNodeNameEquals(reader, "bonehierarchy"))
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throw DeadlyImportError("No <bonehierarchy> node found after <bones> in " + skeletonFile);
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NextNode(reader);
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while(CurrentNodeNameEquals(reader, "boneparent"))
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{
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string childName = GetAttribute<string>(reader, "bone");
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string parentName = GetAttribute<string>(reader, "parent");
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vector<Bone>::iterator iterChild = find(Bones.begin(), Bones.end(), childName);
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vector<Bone>::iterator iterParent = find(Bones.begin(), Bones.end(), parentName);
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if (iterChild != Bones.end() && iterParent != Bones.end())
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{
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iterChild->ParentId = iterParent->Id;
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iterParent->Children.push_back(iterChild->Id);
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}
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else
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DefaultLogger::get()->warn("Failed to find bones for parenting: Child " + childName + " Parent " + parentName);
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NextNode(reader);
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}
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// Calculate bone matrices for root bones. Recursively does their children.
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BOOST_FOREACH(Bone &theBone, Bones)
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{
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if (!theBone.IsParented())
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theBone.CalculateBoneToWorldSpaceMatrix(Bones);
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}
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aiVector3D zeroVec(0.f, 0.f, 0.f);
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// Animations
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if (CurrentNodeNameEquals(reader, "animations"))
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{
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DefaultLogger::get()->debug(" - Animations");
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NextNode(reader);
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while(CurrentNodeNameEquals(reader, "animation"))
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{
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Animation animation;
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animation.Name = GetAttribute<string>(reader, "name");
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animation.Length = GetAttribute<float>(reader, "length");
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// Tracks
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NextNode(reader);
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if (!CurrentNodeNameEquals(reader, "tracks"))
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throw DeadlyImportError("No <tracks> node found in animation '" + animation.Name + "' in " + skeletonFile);
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NextNode(reader);
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while(CurrentNodeNameEquals(reader, "track"))
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{
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Track track;
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track.BoneName = GetAttribute<string>(reader, "bone");
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// Keyframes
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NextNode(reader);
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if (!CurrentNodeNameEquals(reader, "keyframes"))
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throw DeadlyImportError("No <keyframes> node found in a track in animation '" + animation.Name + "' in " + skeletonFile);
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NextNode(reader);
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while(CurrentNodeNameEquals(reader, "keyframe"))
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{
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KeyFrame keyFrame;
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keyFrame.Time = GetAttribute<float>(reader, "time");
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NextNode(reader);
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while(CurrentNodeNameEquals(reader, "translate") || CurrentNodeNameEquals(reader, "rotate") || CurrentNodeNameEquals(reader, "scale"))
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{
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if (CurrentNodeNameEquals(reader, "translate"))
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{
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keyFrame.Position.x = GetAttribute<float>(reader, "x");
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keyFrame.Position.y = GetAttribute<float>(reader, "y");
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keyFrame.Position.z = GetAttribute<float>(reader, "z");
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}
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else if (CurrentNodeNameEquals(reader, "rotate"))
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{
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float angle = GetAttribute<float>(reader, "angle");
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NextNode(reader);
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if(string("axis")!=reader->getNodeName())
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throw DeadlyImportError("No axis for keyframe rotation!");
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aiVector3D axis;
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axis.x = GetAttribute<float>(reader, "x");
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axis.y = GetAttribute<float>(reader, "y");
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axis.z = GetAttribute<float>(reader, "z");
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if (axis.Equal(zeroVec))
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{
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axis.x = 1.0f;
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if (angle != 0)
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DefaultLogger::get()->warn("Found invalid a key frame with a zero rotation axis in animation '" + animation.Name + "'");
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}
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keyFrame.Rotation = aiQuaternion(axis, angle);
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}
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else if (CurrentNodeNameEquals(reader, "scale"))
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{
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keyFrame.Scaling.x = GetAttribute<float>(reader, "x");
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keyFrame.Scaling.y = GetAttribute<float>(reader, "y");
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keyFrame.Scaling.z = GetAttribute<float>(reader, "z");
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}
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NextNode(reader);
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}
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track.Keyframes.push_back(keyFrame);
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}
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animation.Tracks.push_back(track);
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}
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Animations.push_back(animation);
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DefaultLogger::get()->debug(Formatter::format() << " " << animation.Name << " (" << animation.Length << " sec, " << animation.Tracks.size() << " tracks)");
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}
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}
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}
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void OgreImporter::CreateAssimpSkeleton(aiScene *pScene, const std::vector<Bone> &bones, const std::vector<Animation> &animations)
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{
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if (bones.empty())
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return;
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if (!pScene->mRootNode)
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throw DeadlyImportError("Creating Assimp skeleton: No root node created!");
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if (pScene->mRootNode->mNumChildren > 0)
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throw DeadlyImportError("Creating Assimp skeleton: Root node already has children!");
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// Bones
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vector<aiNode*> rootBones;
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BOOST_FOREACH(const Bone &bone, bones)
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{
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if (!bone.IsParented())
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rootBones.push_back(CreateNodeFromBone(bone.Id, bones, pScene->mRootNode));
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}
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if (!rootBones.empty())
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{
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pScene->mRootNode->mChildren = new aiNode*[rootBones.size()];
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pScene->mRootNode->mNumChildren = rootBones.size();
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for(size_t i=0, len=rootBones.size(); i<len; ++i)
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pScene->mRootNode->mChildren[i] = rootBones[i];
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}
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// TODO: Auf nicht vorhandene Animationskeys achten!
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// @todo Pay attention to non-existing animation Keys (google translated from above german comment)
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// Animations
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if (!animations.empty())
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{
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pScene->mAnimations = new aiAnimation*[animations.size()];
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pScene->mNumAnimations = animations.size();
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for(size_t ai=0, alen=animations.size(); ai<alen; ++ai)
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{
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const Animation &aSource = animations[ai];
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aiAnimation *animation = new aiAnimation();
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animation->mName = aSource.Name;
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animation->mDuration = aSource.Length;
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animation->mTicksPerSecond = 1.0f;
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// Tracks
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animation->mChannels = new aiNodeAnim*[aSource.Tracks.size()];
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animation->mNumChannels = aSource.Tracks.size();
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for(size_t ti=0, tlen=aSource.Tracks.size(); ti<tlen; ++ti)
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{
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const Track &tSource = aSource.Tracks[ti];
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aiNodeAnim *animationNode = new aiNodeAnim();
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animationNode->mNodeName = tSource.BoneName;
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// We need this, to access the bones default pose.
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// Which we need to make keys absolute to the default bone pose.
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vector<Bone>::const_iterator boneIter = find(bones.begin(), bones.end(), tSource.BoneName);
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if (boneIter == bones.end())
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{
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for(unsigned int a=0; a<ai; a++)
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delete pScene->mAnimations[a];
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delete [] pScene->mAnimations;
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pScene->mAnimations = NULL;
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pScene->mNumAnimations = 0;
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DefaultLogger::get()->error("Failed to find bone for name " + tSource.BoneName + " when creating animation " + aSource.Name +
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". This is a serious error, animations wont be imported.");
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return;
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}
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aiMatrix4x4 t0, t1;
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aiMatrix4x4 defaultBonePose = aiMatrix4x4::Translation(boneIter->Position, t1) * aiMatrix4x4::Rotation(boneIter->RotationAngle, boneIter->RotationAxis, t0);
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// Keyframes
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unsigned int numKeyframes = tSource.Keyframes.size();
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animationNode->mPositionKeys = new aiVectorKey[numKeyframes];
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animationNode->mRotationKeys = new aiQuatKey[numKeyframes];
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animationNode->mScalingKeys = new aiVectorKey[numKeyframes];
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animationNode->mNumPositionKeys = numKeyframes;
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animationNode->mNumRotationKeys = numKeyframes;
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animationNode->mNumScalingKeys = numKeyframes;
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//...and fill them
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for(size_t kfi=0; kfi<numKeyframes; ++kfi)
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{
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const KeyFrame &kfSource = tSource.Keyframes[kfi];
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// Create a matrix to transform a vector from the bones
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// default pose to the bone bones in this animation key
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aiMatrix4x4 t2, t3;
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aiMatrix4x4 keyBonePose =
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aiMatrix4x4::Translation(kfSource.Position, t3) *
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aiMatrix4x4(kfSource.Rotation.GetMatrix()) *
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aiMatrix4x4::Scaling(kfSource.Scaling, t2);
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// Calculate the complete transformation from world space to bone space
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aiMatrix4x4 CompleteTransform = defaultBonePose * keyBonePose;
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aiVector3D kfPos; aiQuaternion kfRot; aiVector3D kfScale;
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CompleteTransform.Decompose(kfScale, kfRot, kfPos);
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animationNode->mPositionKeys[kfi].mTime = static_cast<double>(kfSource.Time);
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animationNode->mRotationKeys[kfi].mTime = static_cast<double>(kfSource.Time);
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animationNode->mScalingKeys[kfi].mTime = static_cast<double>(kfSource.Time);
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animationNode->mPositionKeys[kfi].mValue = kfPos;
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animationNode->mRotationKeys[kfi].mValue = kfRot;
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animationNode->mScalingKeys[kfi].mValue = kfScale;
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}
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animation->mChannels[ti] = animationNode;
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}
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pScene->mAnimations[ai] = animation;
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}
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}
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}
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aiNode* OgreImporter::CreateNodeFromBone(int boneId, const std::vector<Bone> &bones, aiNode* parent)
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{
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aiMatrix4x4 t0,t1;
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const Bone &source = bones[boneId];
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aiNode* boneNode = new aiNode(source.Name);
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boneNode->mParent = parent;
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boneNode->mTransformation = aiMatrix4x4::Translation(source.Position, t0) * aiMatrix4x4::Rotation(source.RotationAngle, source.RotationAxis, t1);
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if (!source.Children.empty())
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{
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boneNode->mChildren = new aiNode*[source.Children.size()];
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boneNode->mNumChildren = source.Children.size();
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for(size_t i=0, len=source.Children.size(); i<len; ++i)
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boneNode->mChildren[i] = CreateNodeFromBone(source.Children[i], bones, boneNode);
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}
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return boneNode;
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}
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void Bone::CalculateBoneToWorldSpaceMatrix(vector<Bone> &Bones)
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{
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aiMatrix4x4 t0, t1;
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aiMatrix4x4 transform = aiMatrix4x4::Rotation(-RotationAngle, RotationAxis, t1) * aiMatrix4x4::Translation(-Position, t0);
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if (!IsParented())
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BoneToWorldSpace = transform;
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else
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BoneToWorldSpace = transform * Bones[ParentId].BoneToWorldSpace;
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// Recursively for all children now that the parent matrix has been calculated.
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BOOST_FOREACH(int childId, Children)
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{
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Bones[childId].CalculateBoneToWorldSpaceMatrix(Bones);
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}
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}
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} // Ogre
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} // Assimp
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#endif // ASSIMP_BUILD_NO_OGRE_IMPORTER
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