830 lines
30 KiB
C++
830 lines
30 KiB
C++
#include "AssimpPCH.h"
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#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
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#include <vector>
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#include <sstream>
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using namespace std;
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//#include "boost/format.hpp"
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//#include "boost/foreach.hpp"
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using namespace boost;
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#include "OgreImporter.h"
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#include "irrXMLWrapper.h"
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namespace Assimp
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{
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namespace Ogre
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{
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bool OgreImporter::CanRead(const std::string &pFile, Assimp::IOSystem *pIOHandler, bool checkSig) const
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{
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if(!checkSig)//Check File Extension
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{
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std::string extension("mesh.xml");
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int l=extension.length();
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return pFile.substr(pFile.length()-l, l)==extension;
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}
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else//Check file Header
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{
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const char* tokens[] = {"<mesh>"};
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return BaseImporter::SearchFileHeaderForToken(pIOHandler, pFile, tokens, 1);
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}
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}
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void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Assimp::IOSystem *pIOHandler)
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{
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m_CurrentFilename=pFile;
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m_CurrentIOHandler=pIOHandler;
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m_CurrentScene=pScene;
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//Open the File:
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boost::scoped_ptr<IOStream> file(pIOHandler->Open(pFile));
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if( file.get() == NULL)
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throw DeadlyImportError("Failed to open file "+pFile+".");
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//Read the Mesh File:
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boost::scoped_ptr<CIrrXML_IOStreamReader> mIOWrapper( new CIrrXML_IOStreamReader( file.get()));
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XmlReader* MeshFile = irr::io::createIrrXMLReader(mIOWrapper.get());
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if(!MeshFile)//parse the xml file
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throw DeadlyImportError("Failed to create XML Reader for "+pFile);
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DefaultLogger::get()->debug("Mesh File opened");
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//Read root Node:
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if(!(XmlRead(MeshFile) && string(MeshFile->getNodeName())=="mesh"))
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{
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throw DeadlyImportError("Root Node is not <mesh>! "+pFile+" "+MeshFile->getNodeName());
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}
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//Go to the submeshs:
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if(!(XmlRead(MeshFile) && string(MeshFile->getNodeName())=="submeshes"))
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{
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throw DeadlyImportError("No <submeshes> node in <mesh> node! "+pFile);
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}
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//-------------------Read the submeshs and materials:-----------------------
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std::list<shared_ptr<SubMesh> > SubMeshes;
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vector<aiMaterial*> Materials;
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XmlRead(MeshFile);
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while(MeshFile->getNodeName()==string("submesh"))
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{
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SubMesh* theSubMesh=new SubMesh();
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theSubMesh->MaterialName=GetAttribute<string>(MeshFile, "material");
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DefaultLogger::get()->debug("Loading Submehs with Material: "+theSubMesh->MaterialName);
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ReadSubMesh(*theSubMesh, MeshFile);
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//just a index in a array, we add a mesh in each loop cycle, so we get indicies like 0, 1, 2 ... n;
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//so it is important to do this before pushing the mesh in the vector!
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theSubMesh->MaterialIndex=SubMeshes.size();
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SubMeshes.push_back(shared_ptr<SubMesh>(theSubMesh));
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//Load the Material:
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aiMaterial* MeshMat=LoadMaterial(theSubMesh->MaterialName);
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//Set the Material:
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Materials.push_back(MeshMat);
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}
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if(SubMeshes.empty())
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throw DeadlyImportError("no submesh loaded!");
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if(SubMeshes.size()!=Materials.size())
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throw DeadlyImportError("materialcount doesn't match mesh count!");
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//____________________________________________________________
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//----------------Load the skeleton: -------------------------------
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vector<Bone> Bones;
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vector<Animation> Animations;
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if(MeshFile->getNodeName()==string("skeletonlink"))
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{
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string SkeletonFile=GetAttribute<string>(MeshFile, "name");
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LoadSkeleton(SkeletonFile, Bones, Animations);
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}
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else
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{
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DefaultLogger::get()->warn("No skeleton file will be loaded");
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DefaultLogger::get()->warn(MeshFile->getNodeName());
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}
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//__________________________________________________________________
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//----------------- Now fill the Assimp scene ---------------------------
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//put the aiMaterials in the scene:
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m_CurrentScene->mMaterials=new aiMaterial*[Materials.size()];
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m_CurrentScene->mNumMaterials=Materials.size();
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for(unsigned int i=0; i<Materials.size(); ++i)
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m_CurrentScene->mMaterials[i]=Materials[i];
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//create the aiMehs...
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vector<aiMesh*> aiMeshes;
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BOOST_FOREACH(shared_ptr<SubMesh> theSubMesh, SubMeshes)
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{
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aiMeshes.push_back(CreateAssimpSubMesh(*theSubMesh, Bones));
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}
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//... and put them in the scene:
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m_CurrentScene->mNumMeshes=aiMeshes.size();
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m_CurrentScene->mMeshes=new aiMesh*[aiMeshes.size()];
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memcpy(m_CurrentScene->mMeshes, &(aiMeshes[0]), sizeof(aiMeshes[0])*aiMeshes.size());
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//Create the root node
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m_CurrentScene->mRootNode=new aiNode("root");
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//link the meshs with the root node:
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m_CurrentScene->mRootNode->mMeshes=new unsigned int[SubMeshes.size()];
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m_CurrentScene->mRootNode->mNumMeshes=SubMeshes.size();
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for(unsigned int i=0; i<SubMeshes.size(); ++i)
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m_CurrentScene->mRootNode->mMeshes[i]=i;
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CreateAssimpSkeleton(Bones, Animations);
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//___________________________________________________________
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}
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void OgreImporter::GetExtensionList(std::set<std::string>& extensions)
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{
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extensions.insert("mesh.xml");
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}
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void OgreImporter::SetupProperties(const Importer* pImp)
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{
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m_MaterialLibFilename=pImp->GetPropertyString(AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE, "Scene.material");
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}
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void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
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{
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XmlRead(Reader);
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//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
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//of faces and geometry changed, and not if we habe more than one of one
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while(Reader->getNodeName()==string("faces") || string(Reader->getNodeName())=="geometry" || Reader->getNodeName()==string("boneassignments"))
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{
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if(string(Reader->getNodeName())=="faces")//Read the face list
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{
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//some info logging:
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unsigned int NumFaces=GetAttribute<int>(Reader, "count");
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stringstream ss; ss <<"Submesh has " << NumFaces << " Faces.";
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DefaultLogger::get()->debug(ss.str());
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while(XmlRead(Reader) && Reader->getNodeName()==string("face"))
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{
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Face NewFace;
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NewFace.VertexIndices[0]=GetAttribute<int>(Reader, "v1");
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NewFace.VertexIndices[1]=GetAttribute<int>(Reader, "v2");
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NewFace.VertexIndices[2]=GetAttribute<int>(Reader, "v3");
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if(Reader->getAttributeValue("v4"))//this should be supported in the future
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{
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throw DeadlyImportError("Submesh has quads, only traingles are supported!");
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}
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theSubMesh.FaceList.push_back(NewFace);
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}
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}//end of faces
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else if(string(Reader->getNodeName())=="geometry")//Read the vertexdata
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{
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//some info logging:
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unsigned int NumVertices=GetAttribute<int>(Reader, "vertexcount");
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stringstream ss; ss<<"VertexCount: "<<NumVertices;
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DefaultLogger::get()->debug(ss.str());
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//General Informations about vertices
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XmlRead(Reader);
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if(!(Reader->getNodeName()==string("vertexbuffer")))
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{
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throw DeadlyImportError("vertexbuffer node is not first in geometry node!");
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}
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theSubMesh.HasPositions=GetAttribute<bool>(Reader, "positions");
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theSubMesh.HasNormals=GetAttribute<bool>(Reader, "normals");
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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
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theSubMesh.NumUvs=0;
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else
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theSubMesh.NumUvs=GetAttribute<int>(Reader, "texture_coords");
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if(theSubMesh.NumUvs>1)
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throw DeadlyImportError("too many texcoords (just 1 supported!)");
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//read all the vertices:
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XmlRead(Reader);
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while(Reader->getNodeName()==string("vertex"))
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{
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//read all vertex attributes:
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//Position
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if(theSubMesh.HasPositions)
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{
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XmlRead(Reader);
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aiVector3D NewPos;
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NewPos.x=GetAttribute<float>(Reader, "x");
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NewPos.y=GetAttribute<float>(Reader, "y");
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NewPos.z=GetAttribute<float>(Reader, "z");
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theSubMesh.Positions.push_back(NewPos);
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}
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//Normal
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if(theSubMesh.HasNormals)
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{
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XmlRead(Reader);
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aiVector3D NewNormal;
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NewNormal.x=GetAttribute<float>(Reader, "x");
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NewNormal.y=GetAttribute<float>(Reader, "y");
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NewNormal.z=GetAttribute<float>(Reader, "z");
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theSubMesh.Normals.push_back(NewNormal);
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}
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//Uv:
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if(1==theSubMesh.NumUvs)
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{
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XmlRead(Reader);
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aiVector3D NewUv;
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NewUv.x=GetAttribute<float>(Reader, "u");
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NewUv.y=GetAttribute<float>(Reader, "v")*(-1)+1;//flip the uv vertikal, blender exports them so!
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theSubMesh.Uvs.push_back(NewUv);
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}
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XmlRead(Reader);
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}
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}//end of "geometry
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else if(string(Reader->getNodeName())=="boneassignments")
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{
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theSubMesh.Weights.resize(theSubMesh.Positions.size());
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while(XmlRead(Reader) && Reader->getNodeName()==string("vertexboneassignment"))
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{
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Weight NewWeight;
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unsigned int VertexId=GetAttribute<int>(Reader, "vertexindex");
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NewWeight.BoneId=GetAttribute<int>(Reader, "boneindex");
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NewWeight.Value=GetAttribute<float>(Reader, "weight");
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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)
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theSubMesh.Weights[VertexId].push_back(NewWeight);
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//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!!!
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}
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}//end of boneassignments
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}
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DefaultLogger::get()->debug(str(format("Positionen: %1% Normale: %2% TexCoords: %3%")
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% theSubMesh.Positions.size() % theSubMesh.Normals.size() % theSubMesh.Uvs.size()));
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DefaultLogger::get()->warn(Reader->getNodeName());
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//---------------Make all Vertexes unique: (this is required by assimp)-----------------------
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vector<Face> UniqueFaceList(theSubMesh.FaceList.size());
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unsigned int UniqueVertexCount=theSubMesh.FaceList.size()*3;//*3 because each face consists of 3 vertexes, because we only support triangles^^
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vector<aiVector3D> UniquePositions(UniqueVertexCount);
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vector<aiVector3D> UniqueNormals(UniqueVertexCount);
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vector<aiVector3D> UniqueUvs(UniqueVertexCount);
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vector< vector<Weight> > UniqueWeights((theSubMesh.Weights.size() ? UniqueVertexCount : 0));
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for(unsigned int i=0; i<theSubMesh.FaceList.size(); ++i)
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{
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//We precalculate the index vlaues her, because we need them in all vertex attributes
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unsigned int Vertex1=theSubMesh.FaceList[i].VertexIndices[0];
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unsigned int Vertex2=theSubMesh.FaceList[i].VertexIndices[1];
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unsigned int Vertex3=theSubMesh.FaceList[i].VertexIndices[2];
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UniquePositions[3*i+0]=theSubMesh.Positions[Vertex1];
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UniquePositions[3*i+1]=theSubMesh.Positions[Vertex2];
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UniquePositions[3*i+2]=theSubMesh.Positions[Vertex3];
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UniqueNormals[3*i+0]=theSubMesh.Normals[Vertex1];
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UniqueNormals[3*i+1]=theSubMesh.Normals[Vertex2];
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UniqueNormals[3*i+2]=theSubMesh.Normals[Vertex3];
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if(1==theSubMesh.NumUvs)
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{
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UniqueUvs[3*i+0]=theSubMesh.Uvs[Vertex1];
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UniqueUvs[3*i+1]=theSubMesh.Uvs[Vertex2];
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UniqueUvs[3*i+2]=theSubMesh.Uvs[Vertex3];
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}
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if (theSubMesh.Weights.size()) {
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UniqueWeights[3*i+0]=theSubMesh.Weights[Vertex1];
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UniqueWeights[3*i+1]=theSubMesh.Weights[Vertex2];
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UniqueWeights[3*i+2]=theSubMesh.Weights[Vertex3];
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}
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//The indexvalues a just continuous numbers (0, 1, 2, 3, 4, 5, 6...)
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UniqueFaceList[i].VertexIndices[0]=3*i+0;
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UniqueFaceList[i].VertexIndices[1]=3*i+1;
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UniqueFaceList[i].VertexIndices[2]=3*i+2;
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}
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//_________________________________________________________________________________________
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//now we have the unique datas, but want them in the SubMesh, so we swap all the containers:
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theSubMesh.FaceList.swap(UniqueFaceList);
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theSubMesh.Positions.swap(UniquePositions);
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theSubMesh.Normals.swap(UniqueNormals);
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theSubMesh.Uvs.swap(UniqueUvs);
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theSubMesh.Weights.swap(UniqueWeights);
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//------------- normalize weights -----------------------------
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//The Blender exporter doesn't care about whether the sum of all boneweights for a single vertex equals 1 or not,
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//so we have to make this sure:
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for(unsigned int VertexId=0; VertexId<theSubMesh.Weights.size(); ++VertexId)//iterate over all vertices
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{
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float WeightSum=0.0f;
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for(unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
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{
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WeightSum+=theSubMesh.Weights[VertexId][BoneId].Value;
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}
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//check if the sum is too far away from 1
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if(WeightSum<1.0f-0.05f || WeightSum>1.0f+0.05f)
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{
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//normalize all weights:
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for(unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
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{
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theSubMesh.Weights[VertexId][BoneId].Value/=WeightSum;
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}
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}
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}
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//_________________________________________________________
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}
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aiMesh* OgreImporter::CreateAssimpSubMesh(const SubMesh& theSubMesh, const vector<Bone>& Bones) const
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{
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const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
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aiMesh* NewAiMesh=new aiMesh();
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//Positions
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NewAiMesh->mVertices=new aiVector3D[theSubMesh.Positions.size()];
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memcpy(NewAiMesh->mVertices, &theSubMesh.Positions[0], theSubMesh.Positions.size()*sizeof(aiVector3D));
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NewAiMesh->mNumVertices=theSubMesh.Positions.size();
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//Normals
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NewAiMesh->mNormals=new aiVector3D[theSubMesh.Normals.size()];
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memcpy(NewAiMesh->mNormals, &theSubMesh.Normals[0], theSubMesh.Normals.size()*sizeof(aiVector3D));
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//Uvs
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if(0!=theSubMesh.NumUvs)
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{
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NewAiMesh->mNumUVComponents[0]=2;
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NewAiMesh->mTextureCoords[0]= new aiVector3D[theSubMesh.Uvs.size()];
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memcpy(NewAiMesh->mTextureCoords[0], &theSubMesh.Uvs[0], theSubMesh.Uvs.size()*sizeof(aiVector3D));
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}
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//---------------------------------------- Bones --------------------------------------------
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//Copy the weights in in Bone-Vertices Struktur
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//(we have them in a Vertex-Bones Structur, this is much easier for making them unique, which is required by assimp
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vector< vector<aiVertexWeight> > aiWeights(theSubMesh.BonesUsed);//now the outer list are the bones, and the inner vector the vertices
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for(unsigned int VertexId=0; VertexId<theSubMesh.Weights.size(); ++VertexId)//iterate over all vertices
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{
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for(unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
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{
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aiVertexWeight NewWeight;
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NewWeight.mVertexId=VertexId;//the current Vertex, we can't use the Id form the submehs weights, because they are bone id's
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NewWeight.mWeight=theSubMesh.Weights[VertexId][BoneId].Value;
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aiWeights[theSubMesh.Weights[VertexId][BoneId].BoneId].push_back(NewWeight);
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}
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}
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vector<aiBone*> aiBones;
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aiBones.reserve(theSubMesh.BonesUsed);//the vector might be smaller, because there might be empty bones (bones that are not attached to any vertex)
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//create all the bones and fill them with informations
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for(unsigned int i=0; i<theSubMesh.BonesUsed; ++i)
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{
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if(aiWeights[i].size()>0)
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{
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aiBone* NewBone=new aiBone();
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NewBone->mNumWeights=aiWeights[i].size();
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NewBone->mWeights=new aiVertexWeight[aiWeights[i].size()];
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memcpy(NewBone->mWeights, &(aiWeights[i][0]), sizeof(aiVertexWeight)*aiWeights[i].size());
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NewBone->mName=Bones[i].Name;//The bone list should be sorted after its id's, this was done in LoadSkeleton
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NewBone->mOffsetMatrix=Bones[i].BoneToWorldSpace;
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aiBones.push_back(NewBone);
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}
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}
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NewAiMesh->mNumBones=aiBones.size();
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// mBones must be NULL if mNumBones is non 0 or the validation fails.
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if (aiBones.size()) {
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NewAiMesh->mBones=new aiBone* [aiBones.size()];
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memcpy(NewAiMesh->mBones, &(aiBones[0]), aiBones.size()*sizeof(aiBone*));
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}
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//______________________________________________________________________________________________________
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//Faces
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NewAiMesh->mFaces=new aiFace[theSubMesh.FaceList.size()];
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for(unsigned int i=0; i<theSubMesh.FaceList.size(); ++i)
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{
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NewAiMesh->mFaces[i].mNumIndices=3;
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NewAiMesh->mFaces[i].mIndices=new unsigned int[3];
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NewAiMesh->mFaces[i].mIndices[0]=theSubMesh.FaceList[i].VertexIndices[0];
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NewAiMesh->mFaces[i].mIndices[1]=theSubMesh.FaceList[i].VertexIndices[1];
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NewAiMesh->mFaces[i].mIndices[2]=theSubMesh.FaceList[i].VertexIndices[2];
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}
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NewAiMesh->mNumFaces=theSubMesh.FaceList.size();
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//Link the material:
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NewAiMesh->mMaterialIndex=theSubMesh.MaterialIndex;//the index is set by the function who called ReadSubMesh
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return NewAiMesh;
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}
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void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vector<Animation> &Animations) const
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{
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const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
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//most likely the skeleton file will only end with .skeleton
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//But this is a xml reader, so we need: .skeleton.xml
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FileName+=".xml";
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DefaultLogger::get()->debug(string("Loading Skeleton: ")+FileName);
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//Open the File:
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boost::scoped_ptr<IOStream> File(m_CurrentIOHandler->Open(FileName));
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if(NULL==File.get())
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throw DeadlyImportError("Failed to open skeleton file "+FileName+".");
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//Read the Mesh File:
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boost::scoped_ptr<CIrrXML_IOStreamReader> mIOWrapper(new CIrrXML_IOStreamReader(File.get()));
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XmlReader* SkeletonFile = irr::io::createIrrXMLReader(mIOWrapper.get());
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if(!SkeletonFile)
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throw DeadlyImportError(string("Failed to create XML Reader for ")+FileName);
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//Quick note: Whoever read this should know this one thing: irrXml fucking sucks!!!
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XmlRead(SkeletonFile);
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if(string("skeleton")!=SkeletonFile->getNodeName())
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throw DeadlyImportError("No <skeleton> node in SkeletonFile: "+FileName);
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//------------------------------------load bones-----------------------------------------
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XmlRead(SkeletonFile);
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if(string("bones")!=SkeletonFile->getNodeName())
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throw DeadlyImportError("No bones node in skeleton "+FileName);
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XmlRead(SkeletonFile);
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while(string("bone")==SkeletonFile->getNodeName())
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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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//read a new bone:
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Bone NewBone;
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NewBone.Id=GetAttribute<int>(SkeletonFile, "id");
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NewBone.Name=GetAttribute<string>(SkeletonFile, "name");
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//load the position:
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XmlRead(SkeletonFile);
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if(string("position")!=SkeletonFile->getNodeName())
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throw DeadlyImportError("Position is not first node in Bone!");
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NewBone.Position.x=GetAttribute<float>(SkeletonFile, "x");
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NewBone.Position.y=GetAttribute<float>(SkeletonFile, "y");
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NewBone.Position.z=GetAttribute<float>(SkeletonFile, "z");
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//Rotation:
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XmlRead(SkeletonFile);
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if(string("rotation")!=SkeletonFile->getNodeName())
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throw DeadlyImportError("Rotation is not the second node in Bone!");
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NewBone.RotationAngle=GetAttribute<float>(SkeletonFile, "angle");
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XmlRead(SkeletonFile);
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if(string("axis")!=SkeletonFile->getNodeName())
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throw DeadlyImportError("No axis specified for bone rotation!");
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NewBone.RotationAxis.x=GetAttribute<float>(SkeletonFile, "x");
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NewBone.RotationAxis.y=GetAttribute<float>(SkeletonFile, "y");
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NewBone.RotationAxis.z=GetAttribute<float>(SkeletonFile, "z");
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//append the newly loaded bone to the bone list
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Bones.push_back(NewBone);
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//Proceed to the next bone:
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XmlRead(SkeletonFile);
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}
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//The bones in the file a not neccesarly ordered by there id's so we do it now:
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std::sort(Bones.begin(), Bones.end());
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//now the id of each bone should be equal to its position in the vector:
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//so we do a simple check:
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{
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bool IdsOk=true;
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for(int i=0; i<static_cast<signed int>(Bones.size()); ++i)//i is signed, because all Id's are also signed!
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{
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if(Bones[i].Id!=i)
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IdsOk=false;
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}
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if(!IdsOk)
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throw DeadlyImportError("Bone Ids are not valid!"+FileName);
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}
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DefaultLogger::get()->debug(str(format("Number of bones: %1%") % Bones.size()));
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//________________________________________________________________________________
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//----------------------------load bonehierarchy--------------------------------
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if(string("bonehierarchy")!=SkeletonFile->getNodeName())
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throw DeadlyImportError("no bonehierarchy node in "+FileName);
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DefaultLogger::get()->debug("loading bonehierarchy...");
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XmlRead(SkeletonFile);
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while(string("boneparent")==SkeletonFile->getNodeName())
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{
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string Child, Parent;
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Child=GetAttribute<string>(SkeletonFile, "bone");
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Parent=GetAttribute<string>(SkeletonFile, "parent");
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unsigned int ChildId, ParentId;
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ChildId=find(Bones.begin(), Bones.end(), Child)->Id;
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ParentId=find(Bones.begin(), Bones.end(), Parent)->Id;
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Bones[ChildId].ParentId=ParentId;
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Bones[ParentId].Children.push_back(ChildId);
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XmlRead(SkeletonFile);//i once forget this line, which led to an endless loop, did i mentioned, that irrxml sucks??
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}
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//_____________________________________________________________________________
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//--------- Calculate the WorldToBoneSpace Matrix recursivly for all bones: ------------------
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BOOST_FOREACH(Bone theBone, Bones)
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{
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if(-1==theBone.ParentId) //the bone is a root bone
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{
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theBone.CalculateBoneToWorldSpaceMatrix(Bones);
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}
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}
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//_______________________________________________________________________
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//---------------------------load animations-----------------------------
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if(string("animations")==SkeletonFile->getNodeName())//animations are optional values
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{
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DefaultLogger::get()->debug("Loading Animations");
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XmlRead(SkeletonFile);
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while(string("animation")==SkeletonFile->getNodeName())
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{
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Animation NewAnimation;
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NewAnimation.Name=GetAttribute<string>(SkeletonFile, "name");
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NewAnimation.Length=GetAttribute<float>(SkeletonFile, "length");
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//Load all Tracks
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XmlRead(SkeletonFile);
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if(string("tracks")!=SkeletonFile->getNodeName())
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throw DeadlyImportError("no tracks node in animation");
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XmlRead(SkeletonFile);
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while(string("track")==SkeletonFile->getNodeName())
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{
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Track NewTrack;
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NewTrack.BoneName=GetAttribute<string>(SkeletonFile, "bone");
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//Load all keyframes;
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XmlRead(SkeletonFile);
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if(string("keyframes")!=SkeletonFile->getNodeName())
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throw DeadlyImportError("no keyframes node!");
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XmlRead(SkeletonFile);
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while(string("keyframe")==SkeletonFile->getNodeName())
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{
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Keyframe NewKeyframe;
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NewKeyframe.Time=GetAttribute<float>(SkeletonFile, "time");
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//Position:
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XmlRead(SkeletonFile);
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if(string("translate")!=SkeletonFile->getNodeName())
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throw DeadlyImportError("translate node not first in keyframe");
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NewKeyframe.Position.x=GetAttribute<float>(SkeletonFile, "x");
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NewKeyframe.Position.y=GetAttribute<float>(SkeletonFile, "y");
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NewKeyframe.Position.z=GetAttribute<float>(SkeletonFile, "z");
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//Rotation:
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XmlRead(SkeletonFile);
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if(string("rotate")!=SkeletonFile->getNodeName())
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throw DeadlyImportError("rotate is not second node in keyframe");
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float RotationAngle=GetAttribute<float>(SkeletonFile, "angle");
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aiVector3D RotationAxis;
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XmlRead(SkeletonFile);
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if(string("axis")!=SkeletonFile->getNodeName())
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throw DeadlyImportError("No axis for keyframe rotation!");
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RotationAxis.x=GetAttribute<float>(SkeletonFile, "x");
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RotationAxis.y=GetAttribute<float>(SkeletonFile, "y");
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RotationAxis.z=GetAttribute<float>(SkeletonFile, "z");
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NewKeyframe.Rotation=aiQuaternion(RotationAxis, RotationAngle);
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//Scaling:
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XmlRead(SkeletonFile);
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if(string("scale")!=SkeletonFile->getNodeName())
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throw DeadlyImportError("no scalling key in keyframe!");
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NewKeyframe.Scaling.x=GetAttribute<float>(SkeletonFile, "x");
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NewKeyframe.Scaling.y=GetAttribute<float>(SkeletonFile, "y");
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NewKeyframe.Scaling.z=GetAttribute<float>(SkeletonFile, "z");
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NewTrack.Keyframes.push_back(NewKeyframe);
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XmlRead(SkeletonFile);
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}
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NewAnimation.Tracks.push_back(NewTrack);
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}
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Animations.push_back(NewAnimation);
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}
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}
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//_____________________________________________________________________________
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}
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void OgreImporter::CreateAssimpSkeleton(const std::vector<Bone> &Bones, const std::vector<Animation> &Animations) const
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{
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const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
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//-----------------skeleton is completly loaded, now put it in the assimp scene:-------------------------------
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if(!m_CurrentScene->mRootNode)
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throw DeadlyImportError("No root node exists!!");
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if(0!=m_CurrentScene->mRootNode->mNumChildren)
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throw DeadlyImportError("Root Node already has childnodes!");
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//--------------Createt the assimp bone hierarchy-----------------
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DefaultLogger::get()->debug("Root Bones");
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vector<aiNode*> RootBoneNodes;
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BOOST_FOREACH(Bone theBone, Bones)
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{
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if(-1==theBone.ParentId) //the bone is a root bone
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{
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DefaultLogger::get()->debug(theBone.Name);
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RootBoneNodes.push_back(CreateAiNodeFromBone(theBone.Id, Bones, m_CurrentScene->mRootNode));//which will recursily add all other nodes
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}
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}
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m_CurrentScene->mRootNode->mNumChildren=RootBoneNodes.size();
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m_CurrentScene->mRootNode->mChildren=new aiNode*[RootBoneNodes.size()];
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memcpy(m_CurrentScene->mRootNode->mChildren, &RootBoneNodes[0], sizeof(aiNode*)*RootBoneNodes.size());
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//_______________________________________________________________
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}
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void OgreImporter::PutAnimationsInScene(const std::vector<Bone> &Bones, const std::vector<Animation> &Animations)
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{
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//-----------------Create the Assimp Animations --------------------
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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
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{
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m_CurrentScene->mNumAnimations=Animations.size();
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m_CurrentScene->mAnimations=new aiAnimation*[Animations.size()];
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for(unsigned int i=0; i<Animations.size(); ++i)//create all animations
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{
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aiAnimation* NewAnimation=new aiAnimation();
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NewAnimation->mName=Animations[i].Name;
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NewAnimation->mDuration=Animations[i].Length;
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NewAnimation->mTicksPerSecond=1.0f;
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//Create all tracks in this animation
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NewAnimation->mNumChannels=Animations[i].Tracks.size();
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NewAnimation->mChannels=new aiNodeAnim*[Animations[i].Tracks.size()];
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for(unsigned int j=0; j<Animations[i].Tracks.size(); ++j)
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{
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aiNodeAnim* NewNodeAnim=new aiNodeAnim();
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NewNodeAnim->mNodeName=Animations[i].Tracks[j].BoneName;
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//we need this, to acces the bones default pose, which we need to make keys absolute
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vector<Bone>::const_iterator CurBone=find(Bones.begin(), Bones.end(), NewNodeAnim->mNodeName);
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aiMatrix4x4 t0, t1;
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aiMatrix4x4 DefBonePose=//The default bone pose doesnt have a scaling value
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aiMatrix4x4::Rotation(CurBone->RotationAngle, CurBone->RotationAxis, t0)
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* aiMatrix4x4::Translation(CurBone->Position, t1);
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//Create the keyframe arrays...
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unsigned int KeyframeCount=Animations[i].Tracks[j].Keyframes.size();
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NewNodeAnim->mNumPositionKeys=KeyframeCount;
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NewNodeAnim->mPositionKeys=new aiVectorKey[KeyframeCount];
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NewNodeAnim->mNumRotationKeys=KeyframeCount;
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NewNodeAnim->mRotationKeys=new aiQuatKey[KeyframeCount];
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NewNodeAnim->mNumScalingKeys=KeyframeCount;
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NewNodeAnim->mScalingKeys=new aiVectorKey[KeyframeCount];
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//...and fill them
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for(unsigned int k=0; k<KeyframeCount; ++k)
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{
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aiMatrix4x4 t2, t3;
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//Create a matrix to transfrom a vector from the bones default pose to the bone bones in this animation key
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aiMatrix4x4 PoseToKey=aiMatrix4x4::Scaling(Animations[i].Tracks[j].Keyframes[k].Scaling, t2) //scale
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* aiMatrix4x4(Animations[i].Tracks[j].Keyframes[k].Rotation.GetMatrix()) //rot
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* aiMatrix4x4::Translation(Animations[i].Tracks[j].Keyframes[k].Position, t3); //pos
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//calculate the complete transformation from world space to bone space
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aiMatrix4x4 CompleteTransform=DefBonePose * PoseToKey;
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aiVector3D Pos;
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aiQuaternion Rot;
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aiVector3D Scale;
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CompleteTransform.Decompose(Scale, Rot, Pos);
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NewNodeAnim->mPositionKeys[k].mTime=Animations[i].Tracks[j].Keyframes[k].Time;
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NewNodeAnim->mPositionKeys[k].mValue=Pos;
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NewNodeAnim->mRotationKeys[k].mTime=Animations[i].Tracks[j].Keyframes[k].Time;
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NewNodeAnim->mRotationKeys[k].mValue=Rot;
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NewNodeAnim->mScalingKeys[k].mTime=Animations[i].Tracks[j].Keyframes[k].Time;
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NewNodeAnim->mScalingKeys[k].mValue=Scale;
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}
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NewAnimation->mChannels[j]=NewNodeAnim;
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}
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m_CurrentScene->mAnimations[i]=NewAnimation;
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}
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}
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//TODO: Auf nicht vorhandene Animationskeys achten!
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//#pragma warning (s.o.)
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//__________________________________________________________________
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}
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aiNode* OgreImporter::CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &Bones, aiNode* ParentNode) const
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{
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const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
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//----Create the node for this bone and set its values-----
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aiNode* NewNode=new aiNode(Bones[BoneId].Name);
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NewNode->mParent=ParentNode;
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aiMatrix4x4 t0,t1;
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//create a matrix from the transformation values of the ogre bone
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NewNode->mTransformation=aiMatrix4x4::Rotation(Bones[BoneId].RotationAngle, Bones[BoneId].RotationAxis, t1)
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* aiMatrix4x4::Translation(Bones[BoneId].Position, t0)
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;
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//__________________________________________________________
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//---------- recursivly create all children Nodes: ----------
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NewNode->mNumChildren=Bones[BoneId].Children.size();
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NewNode->mChildren=new aiNode*[Bones[BoneId].Children.size()];
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for(unsigned int i=0; i<Bones[BoneId].Children.size(); ++i)
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{
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NewNode->mChildren[i]=CreateAiNodeFromBone(Bones[BoneId].Children[i], Bones, NewNode);
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}
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//____________________________________________________
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return NewNode;
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}
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void Bone::CalculateBoneToWorldSpaceMatrix(vector<Bone> &Bones)
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{
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//Calculate the matrix for this bone:
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aiMatrix4x4 t0,t1;
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aiMatrix4x4 Transf=aiMatrix4x4::Translation(-Position, t0)
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* aiMatrix4x4::Rotation(-RotationAngle, RotationAxis, t1)
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;
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if(-1==ParentId)
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{
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BoneToWorldSpace=Transf;
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}
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else
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{
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BoneToWorldSpace=Transf*Bones[ParentId].BoneToWorldSpace;
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}
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//and recursivly for all children:
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BOOST_FOREACH(int theChildren, Children)
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{
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Bones[theChildren].CalculateBoneToWorldSpaceMatrix(Bones);
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}
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}
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}//namespace Ogre
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}//namespace Assimp
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#endif // !! ASSIMP_BUILD_NO_OGRE_IMPORTER
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