assimp/code/OgreImporter.cpp

761 lines
28 KiB
C++

#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
#include <vector>
#include <sstream>
using namespace std;
//#include "boost/format.hpp"
//#include "boost/foreach.hpp"
using namespace boost;
#include "OgreImporter.h"
#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[] = {"<mesh>"};
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<IOStream> file(pIOHandler->Open(pFile));
if( file.get() == NULL)
throw DeadlyImportError("Failed to open file "+pFile+".");
//Read the Mesh File:
boost::scoped_ptr<CIrrXML_IOStreamReader> 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 <mesh>! "+pFile+" "+MeshFile->getNodeName());
}
//Go to the submeshs:
if(!(XmlRead(MeshFile) && string(MeshFile->getNodeName())=="submeshes"))
{
throw DeadlyImportError("No <submeshes> node in <mesh> node! "+pFile);
}
//-------------------Read the submesh:-----------------------
SubMesh theSubMesh;
XmlRead(MeshFile);
if(MeshFile->getNodeName()==string("submesh"))
{
theSubMesh.MaterialName=GetAttribute<string>(MeshFile, "material");
DefaultLogger::get()->debug("Loading Submehs with Material: "+theSubMesh.MaterialName);
ReadSubMesh(theSubMesh, MeshFile);
//Load the Material:
aiMaterial* MeshMat=LoadMaterial(theSubMesh.MaterialName);
//Set the Material:
if(m_CurrentScene->mMaterials)
throw DeadlyImportError("only 1 material supported at this time!");
m_CurrentScene->mMaterials=new aiMaterial*[1];
m_CurrentScene->mNumMaterials=1;
m_CurrentScene->mMaterials[0]=MeshMat;
theSubMesh.MaterialIndex=0;
}
//check for second root node:
if(MeshFile->getNodeName()==string("submesh"))
throw DeadlyImportError("more than one submesh in the file, abording!");
//____________________________________________________________
//-----------------Create the root node-----------------------
pScene->mRootNode=new aiNode("root");
//link the mesh with the root node:
pScene->mRootNode->mMeshes=new unsigned int[1];
pScene->mRootNode->mMeshes[0]=0;
pScene->mRootNode->mNumMeshes=1;
//____________________________________________________________
//----------------Load the skeleton: -------------------------------
vector<Bone> Bones;
vector<Animation> Animations;
if(MeshFile->getNodeName()==string("skeletonlink"))
{
string SkeletonFile=GetAttribute<string>(MeshFile, "name");
LoadSkeleton(SkeletonFile, Bones, Animations);
}
else
{
DefaultLogger::get()->warn("No skeleton file will be loaded");
DefaultLogger::get()->warn(MeshFile->getNodeName());
}
//__________________________________________________________________
CreateAssimpSubMesh(theSubMesh, Bones);
CreateAssimpSkeleton(Bones, Animations);
}
void OgreImporter::GetExtensionList(std::set<std::string>& 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, wenn the order
//of faces and geometry changed, and not if we habe 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<int>(Reader, "count");
stringstream ss; ss <<"Submesh has " << NumFaces << " Faces.";
DefaultLogger::get()->debug(ss.str());
while(XmlRead(Reader) && Reader->getNodeName()==string("face"))
{
Face NewFace;
NewFace.VertexIndices[0]=GetAttribute<int>(Reader, "v1");
NewFace.VertexIndices[1]=GetAttribute<int>(Reader, "v2");
NewFace.VertexIndices[2]=GetAttribute<int>(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<int>(Reader, "vertexcount");
stringstream ss; ss<<"VertexCount: "<<NumVertices;
DefaultLogger::get()->debug(ss.str());
//General Informations about vertices
XmlRead(Reader);
if(!(Reader->getNodeName()==string("vertexbuffer")))
{
throw DeadlyImportError("vertexbuffer node is not first in geometry node!");
}
theSubMesh.HasPositions=GetAttribute<bool>(Reader, "positions");
theSubMesh.HasNormals=GetAttribute<bool>(Reader, "normals");
if(!Reader->getAttributeValue("texture_coords"))//we can have 1 or 0 uv channels, and if the mesh has no uvs, it also doesn't have the attribute
theSubMesh.NumUvs=0;
else
theSubMesh.NumUvs=GetAttribute<int>(Reader, "texture_coords");
if(theSubMesh.NumUvs>1)
throw DeadlyImportError("too many texcoords (just 1 supported!)");
//read all the vertices:
XmlRead(Reader);
while(Reader->getNodeName()==string("vertex"))
{
//read all vertex attributes:
//Position
if(theSubMesh.HasPositions)
{
XmlRead(Reader);
aiVector3D NewPos;
NewPos.x=GetAttribute<float>(Reader, "x");
NewPos.y=GetAttribute<float>(Reader, "y");
NewPos.z=GetAttribute<float>(Reader, "z");
theSubMesh.Positions.push_back(NewPos);
}
//Normal
if(theSubMesh.HasNormals)
{
XmlRead(Reader);
aiVector3D NewNormal;
NewNormal.x=GetAttribute<float>(Reader, "x");
NewNormal.y=GetAttribute<float>(Reader, "y");
NewNormal.z=GetAttribute<float>(Reader, "z");
theSubMesh.Normals.push_back(NewNormal);
}
//Uv:
if(1==theSubMesh.NumUvs)
{
XmlRead(Reader);
aiVector3D NewUv;
NewUv.x=GetAttribute<float>(Reader, "u");
NewUv.y=GetAttribute<float>(Reader, "v")*(-1)+1;//flip the uv vertikal, blender exports them so!
theSubMesh.Uvs.push_back(NewUv);
}
XmlRead(Reader);
}
}//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<int>(Reader, "vertexindex");
NewWeight.BoneId=GetAttribute<int>(Reader, "boneindex");
NewWeight.Value=GetAttribute<float>(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(str(format("Positionen: %1% Normale: %2% TexCoords: %3%")
% theSubMesh.Positions.size() % theSubMesh.Normals.size() % theSubMesh.Uvs.size()));
DefaultLogger::get()->warn(Reader->getNodeName());
//---------------Make all Vertexes unique: (this is required by assimp)-----------------------
vector<Face> 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<aiVector3D> UniquePositions(UniqueVertexCount);
vector<aiVector3D> UniqueNormals(UniqueVertexCount);
vector<aiVector3D> UniqueUvs(UniqueVertexCount);
vector< vector<Weight> > UniqueWeights(UniqueVertexCount);
for(unsigned int i=0; i<theSubMesh.FaceList.size(); ++i)
{
//We precalculate the index vlaues her, because we need them in all vertex attributes
unsigned int Vertex1=theSubMesh.FaceList[i].VertexIndices[0];
unsigned int Vertex2=theSubMesh.FaceList[i].VertexIndices[1];
unsigned int Vertex3=theSubMesh.FaceList[i].VertexIndices[2];
UniquePositions[3*i+0]=theSubMesh.Positions[Vertex1];
UniquePositions[3*i+1]=theSubMesh.Positions[Vertex2];
UniquePositions[3*i+2]=theSubMesh.Positions[Vertex3];
UniqueNormals[3*i+0]=theSubMesh.Normals[Vertex1];
UniqueNormals[3*i+1]=theSubMesh.Normals[Vertex2];
UniqueNormals[3*i+2]=theSubMesh.Normals[Vertex3];
if(1==theSubMesh.NumUvs)
{
UniqueUvs[3*i+0]=theSubMesh.Uvs[Vertex1];
UniqueUvs[3*i+1]=theSubMesh.Uvs[Vertex2];
UniqueUvs[3*i+2]=theSubMesh.Uvs[Vertex3];
}
UniqueWeights[3*i+0]=theSubMesh.Weights[Vertex1];
UniqueWeights[3*i+1]=theSubMesh.Weights[Vertex2];
UniqueWeights[3*i+2]=theSubMesh.Weights[Vertex3];
//The indexvalues a just continuous numbers (0, 1, 2, 3, 4, 5, 6...)
UniqueFaceList[i].VertexIndices[0]=3*i+0;
UniqueFaceList[i].VertexIndices[1]=3*i+1;
UniqueFaceList[i].VertexIndices[2]=3*i+2;
}
//_________________________________________________________________________________________
//now we have the unique datas, but want them in the SubMesh, so we swap all the containers:
theSubMesh.FaceList.swap(UniqueFaceList);
theSubMesh.Positions.swap(UniquePositions);
theSubMesh.Normals.swap(UniqueNormals);
theSubMesh.Uvs.swap(UniqueUvs);
theSubMesh.Weights.swap(UniqueWeights);
}
void OgreImporter::CreateAssimpSubMesh(const SubMesh& theSubMesh, const vector<Bone>& Bones)
{
//Mesh is fully loaded, copy it into the aiScene:
if(m_CurrentScene->mNumMeshes!=0)
throw DeadlyImportError("Currently only one mesh per File is allowed!!");
aiMesh* NewAiMesh=new aiMesh();
//Attach the mesh to the scene:
m_CurrentScene->mNumMeshes=1;
m_CurrentScene->mMeshes=new aiMesh*;
m_CurrentScene->mMeshes[0]=NewAiMesh;
//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
NewAiMesh->mNormals=new aiVector3D[theSubMesh.Normals.size()];
memcpy(NewAiMesh->mNormals, &theSubMesh.Normals[0], theSubMesh.Normals.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 Struktur, this is much easier for making them unique, which is required by assimp
vector< vector<aiVertexWeight> > aiWeights(theSubMesh.BonesUsed);//now the outer list are the bones, and the inner vector the vertices
for(unsigned int VertexId=0; VertexId<theSubMesh.Weights.size(); ++VertexId)//iterate over all vertices
{
for(unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
{
aiVertexWeight NewWeight;
NewWeight.mVertexId=VertexId;//the current Vertex, we can't use the Id form the submehs weights, because they are bone id's
NewWeight.mWeight=theSubMesh.Weights[VertexId][BoneId].Value;
aiWeights[theSubMesh.Weights[VertexId][BoneId].BoneId].push_back(NewWeight);
}
}
vector<aiBone*> 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; i<theSubMesh.BonesUsed; ++i)
{
if(aiWeights[i].size()>0)
{
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();
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; i<theSubMesh.FaceList.size(); ++i)
{
NewAiMesh->mFaces[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
}
void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vector<Animation> &Animations)
{
//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<IOStream> File(m_CurrentIOHandler->Open(FileName));
if(NULL==File.get())
throw DeadlyImportError("Failed to open skeleton file "+FileName+".");
//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);
//Quick note: Whoever read this should know this one thing: irrXml fucking sucks!!!
XmlRead(SkeletonFile);
if(string("skeleton")!=SkeletonFile->getNodeName())
throw DeadlyImportError("No <skeleton> 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<int>(SkeletonFile, "id");
NewBone.Name=GetAttribute<string>(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<float>(SkeletonFile, "x");
NewBone.Position.y=GetAttribute<float>(SkeletonFile, "y");
NewBone.Position.z=GetAttribute<float>(SkeletonFile, "z");
//Rotation:
XmlRead(SkeletonFile);
if(string("rotation")!=SkeletonFile->getNodeName())
throw DeadlyImportError("Rotation is not the second node in Bone!");
NewBone.RotationAngle=GetAttribute<float>(SkeletonFile, "angle");
XmlRead(SkeletonFile);
if(string("axis")!=SkeletonFile->getNodeName())
throw DeadlyImportError("No axis specified for bone rotation!");
NewBone.RotationAxis.x=GetAttribute<float>(SkeletonFile, "x");
NewBone.RotationAxis.y=GetAttribute<float>(SkeletonFile, "y");
NewBone.RotationAxis.z=GetAttribute<float>(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<static_cast<signed int>(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(str(format("Number of bones: %1%") % 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<string>(SkeletonFile, "bone");
Parent=GetAttribute<string>(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<string>(SkeletonFile, "name");
NewAnimation.Length=GetAttribute<float>(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<string>(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<float>(SkeletonFile, "time");
//Position:
XmlRead(SkeletonFile);
if(string("translate")!=SkeletonFile->getNodeName())
throw DeadlyImportError("translate node not first in keyframe");
NewKeyframe.Position.x=GetAttribute<float>(SkeletonFile, "x");
NewKeyframe.Position.y=GetAttribute<float>(SkeletonFile, "y");
NewKeyframe.Position.z=GetAttribute<float>(SkeletonFile, "z");
//Rotation:
XmlRead(SkeletonFile);
if(string("rotate")!=SkeletonFile->getNodeName())
throw DeadlyImportError("rotate is not second node in keyframe");
float RotationAngle=GetAttribute<float>(SkeletonFile, "angle");
aiVector3D RotationAxis;
XmlRead(SkeletonFile);
if(string("axis")!=SkeletonFile->getNodeName())
throw DeadlyImportError("No axis for keyframe rotation!");
RotationAxis.x=GetAttribute<float>(SkeletonFile, "x");
RotationAxis.y=GetAttribute<float>(SkeletonFile, "y");
RotationAxis.z=GetAttribute<float>(SkeletonFile, "z");
NewKeyframe.Rotation=aiQuaternion(RotationAxis, RotationAngle);
//Scaling:
XmlRead(SkeletonFile);
if(string("scale")!=SkeletonFile->getNodeName())
throw DeadlyImportError("no scalling key in keyframe!");
NewKeyframe.Scaling.x=GetAttribute<float>(SkeletonFile, "x");
NewKeyframe.Scaling.y=GetAttribute<float>(SkeletonFile, "y");
NewKeyframe.Scaling.z=GetAttribute<float>(SkeletonFile, "z");
NewTrack.Keyframes.push_back(NewKeyframe);
XmlRead(SkeletonFile);
}
NewAnimation.Tracks.push_back(NewTrack);
}
Animations.push_back(NewAnimation);
}
}
//_____________________________________________________________________________
}
void OgreImporter::CreateAssimpSkeleton(const std::vector<Bone> &Bones, const std::vector<Animation> &Animations)
{
//-----------------skeleton is completly loaded, now put it in the assimp scene:-------------------------------
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<aiNode*> 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
}
}
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());
//_______________________________________________________________
//-----------------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 benn called
{
m_CurrentScene->mNumAnimations=Animations.size();
m_CurrentScene->mAnimations=new aiAnimation*[Animations.size()];
for(unsigned int i=0; i<Animations.size(); ++i)//create all animations
{
aiAnimation* NewAnimation=new aiAnimation();
NewAnimation->mName=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; j<Animations[i].Tracks.size(); ++j)
{
aiNodeAnim* NewNodeAnim=new aiNodeAnim();
NewNodeAnim->mNodeName=Animations[i].Tracks[j].BoneName;
//we need this, to acces the bones default pose, which we need to make keys absolute
vector<Bone>::const_iterator CurBone=find(Bones.begin(), Bones.end(), NewNodeAnim->mNodeName);
//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; k<KeyframeCount; ++k)
{
aiMatrix4x4 t0, t1, t2, t3, t4;
//Create a matrix to transfrom a vector from the bones default pose to the bone bones in this animation key
aiMatrix4x4 PoseToKey=aiMatrix4x4::Scaling(Animations[i].Tracks[j].Keyframes[k].Scaling, t1) //scale
* aiMatrix4x4(Animations[i].Tracks[j].Keyframes[k].Rotation.GetMatrix()) //rot
* aiMatrix4x4::Translation(Animations[i].Tracks[j].Keyframes[k].Position, t0); //pos
aiMatrix4x4 DefBonePose=aiMatrix4x4::Rotation(CurBone->RotationAngle, CurBone->RotationAxis, t3)
* aiMatrix4x4::Translation(CurBone->Position, t2);
//The defautl bone pose doesnt have a scaling value
//calculate the complete transformation from world space to bone space
aiMatrix4x4 CompleteTransform=DefBonePose * PoseToKey;
aiVector3D Pos;
aiQuaternion Rot;
aiVector3D Scale;
CompleteTransform.Decompose(Scale, Rot, Pos);
NewNodeAnim->mPositionKeys[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;
}
}
//__________________________________________________________________
}
aiNode* OgreImporter::CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &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; i<Bones[BoneId].Children.size(); ++i)
{
NewNode->mChildren[i]=CreateAiNodeFromBone(Bones[BoneId].Children[i], Bones, NewNode);
}
//____________________________________________________
return NewNode;
}
void Bone::CalculateBoneToWorldSpaceMatrix(vector<Bone> &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