563 lines
20 KiB
C++
563 lines
20 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source 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 Development 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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/** @file Implementation of the MD5 importer class */
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#include "AssimpPCH.h"
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// internal headers
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#include "MaterialSystem.h"
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#include "RemoveComments.h"
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#include "MD5Loader.h"
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#include "StringComparison.h"
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#include "fast_atof.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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MD5Importer::MD5Importer()
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{
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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MD5Importer::~MD5Importer()
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{
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool MD5Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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{
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// simple check of file extension is enough for the moment
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std::string::size_type pos = pFile.find_last_of('.');
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// no file extension - can't read
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if( pos == std::string::npos)
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return false;
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std::string extension = pFile.substr( pos);
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if (extension.length() < 4)return false;
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if (extension[0] != '.')return false;
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if (extension[1] != 'm' && extension[1] != 'M')return false;
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if (extension[2] != 'd' && extension[2] != 'D')return false;
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if (extension[3] != '5')return false;
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return true;
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void MD5Importer::InternReadFile(
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const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
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{
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// remove the file extension
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std::string::size_type pos = pFile.find_last_of('.');
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this->mFile = pFile.substr(0,pos+1);
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this->pIOHandler = pIOHandler;
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this->pScene = pScene;
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bHadMD5Mesh = bHadMD5Anim = false;
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// load the animation keyframes
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this->LoadMD5AnimFile();
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// load the mesh vertices and bones
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this->LoadMD5MeshFile();
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// make sure we return no incomplete data
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if (!bHadMD5Mesh && !bHadMD5Anim)
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throw new ImportErrorException("Failed to read valid data from this MD5");
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if (!bHadMD5Mesh)pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
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}
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// ------------------------------------------------------------------------------------------------
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void MD5Importer::LoadFileIntoMemory (IOStream* file)
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{
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ai_assert(NULL != file);
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this->fileSize = (unsigned int)file->FileSize();
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// allocate storage and copy the contents of the file to a memory buffer
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this->pScene = pScene;
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this->mBuffer = new char[this->fileSize+1];
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file->Read( (void*)mBuffer, 1, this->fileSize);
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this->iLineNumber = 1;
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// append a terminal 0
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this->mBuffer[this->fileSize] = '\0';
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// now remove all line comments from the file
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CommentRemover::RemoveLineComments("//",this->mBuffer,' ');
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}
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// ------------------------------------------------------------------------------------------------
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void MD5Importer::UnloadFileFromMemory ()
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{
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// delete the file buffer
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delete[] this->mBuffer;
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this->mBuffer = NULL;
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this->fileSize = 0;
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}
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// ------------------------------------------------------------------------------------------------
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void MakeDataUnique (MD5::MeshDesc& meshSrc)
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{
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std::vector<bool> abHad(meshSrc.mVertices.size(),false);
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// allocate enough storage to keep the output structures
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const unsigned int iNewNum = (unsigned int)meshSrc.mFaces.size()*3;
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unsigned int iNewIndex = (unsigned int)meshSrc.mVertices.size();
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meshSrc.mVertices.resize(iNewNum);
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// try to guess how much storage we'll need for new weights
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const float fWeightsPerVert = meshSrc.mWeights.size() / (float)iNewIndex;
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const unsigned int guess = (unsigned int)(fWeightsPerVert*iNewNum);
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meshSrc.mWeights.reserve(guess + (guess >> 3)); // + 12.5% as buffer
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for (FaceList::const_iterator iter = meshSrc.mFaces.begin(),iterEnd = meshSrc.mFaces.end();
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iter != iterEnd;++iter)
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{
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const aiFace& face = *iter;
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for (unsigned int i = 0; i < 3;++i)
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{
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if (abHad[face.mIndices[i]])
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{
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// generate a new vertex
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meshSrc.mVertices[iNewIndex] = meshSrc.mVertices[face.mIndices[i]];
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face.mIndices[i] = iNewIndex++;
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// FIX: removed this ...
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#if 0
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// the algorithm in MD5Importer::LoadMD5MeshFile() doesn't work if
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// a weight is referenced by more than one vertex. This shouldn't
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// occur in MD5 files, but we must take care that we generate new
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// weights now, too.
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vertNew.mFirstWeight = (unsigned int)meshSrc.mWeights.size();
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meshSrc.mWeights.resize(vertNew.mFirstWeight+vertNew.mNumWeights);
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for (unsigned int q = 0; q < vertNew.mNumWeights;++q)
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{
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meshSrc.mWeights[vertNew.mFirstWeight+q] = meshSrc.mWeights[vertOld.mFirstWeight+q];
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}
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#endif
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}
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else abHad[face.mIndices[i]] = true;
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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void AttachChilds(int iParentID,aiNode* piParent,BoneList& bones)
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{
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ai_assert(NULL != piParent && !piParent->mNumChildren);
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for (int i = 0; i < (int)bones.size();++i)
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{
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// (avoid infinite recursion)
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if (iParentID != i && bones[i].mParentIndex == iParentID)
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{
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// have it ...
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++piParent->mNumChildren;
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}
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}
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if (piParent->mNumChildren)
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{
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piParent->mChildren = new aiNode*[piParent->mNumChildren];
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for (int i = 0; i < (int)bones.size();++i)
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{
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// (avoid infinite recursion)
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if (iParentID != i && bones[i].mParentIndex == iParentID)
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{
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aiNode* pc;
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*piParent->mChildren++ = pc = new aiNode();
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pc->mName = aiString(bones[i].mName);
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pc->mParent = piParent;
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// get the transformation matrix from rotation and translational components
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aiQuaternion quat = aiQuaternion ( bones[i].mRotationQuat );
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//quat.w *= -1.0f; // DX to OGL
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pc->mTransformation = aiMatrix4x4 ( quat.GetMatrix());
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aiMatrix4x4 mTranslate;
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mTranslate.a4 = bones[i].mPositionXYZ.x;
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mTranslate.b4 = bones[i].mPositionXYZ.y;
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mTranslate.c4 = bones[i].mPositionXYZ.z;
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pc->mTransformation = pc->mTransformation*mTranslate;
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// store it for later use
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bones[i].mTransform = bones[i].mInvTransform = pc->mTransformation;
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bones[i].mInvTransform.Inverse();
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// the transformations for each bone are absolute,
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// so we need to multiply them with the inverse
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// of the absolut matrix of the parent
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if (-1 != iParentID)
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{
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pc->mTransformation = bones[iParentID].mInvTransform*pc->mTransformation;
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}
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// add children to this node, too
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AttachChilds( i, pc, bones);
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}
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}
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// undo our nice shift
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piParent->mChildren -= piParent->mNumChildren;
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}
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}
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// ------------------------------------------------------------------------------------------------
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void MD5Importer::LoadMD5MeshFile ()
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{
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std::string pFile = this->mFile + "MD5MESH";
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
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// Check whether we can read from the file
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if( file.get() == NULL)
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{
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DefaultLogger::get()->warn("Failed to read MD5 mesh file: " + pFile);
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return;
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}
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bHadMD5Mesh = true;
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// now load the file into memory
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this->LoadFileIntoMemory(file.get());
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// now construct a parser and parse the file
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MD5::MD5Parser parser(mBuffer,fileSize);
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// load the mesh information from it
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MD5::MD5MeshParser meshParser(parser.mSections);
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// create the bone hierarchy - first the root node
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// and dummy nodes for all meshes
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mNumChildren = 2;
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pScene->mRootNode->mChildren = new aiNode*[2];
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// now create the hierarchy of animated bones
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aiNode* pcNode = pScene->mRootNode->mChildren[1] = new aiNode();
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pcNode->mName.Set("MD5Anim");
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pcNode->mParent = pScene->mRootNode;
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AttachChilds(-1,pcNode,meshParser.mJoints);
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pcNode = pScene->mRootNode->mChildren[0] = new aiNode();
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pcNode->mName.Set("MD5Mesh");
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pcNode->mParent = pScene->mRootNode;
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std::vector<MD5::MeshDesc>::const_iterator end = meshParser.mMeshes.end();
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// FIX: MD5 files exported from Blender can have empty meshes
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for (std::vector<MD5::MeshDesc>::const_iterator
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it = meshParser.mMeshes.begin(),
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end = meshParser.mMeshes.end(); it != end;++it)
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{
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if (!(*it).mFaces.empty() && !(*it).mVertices.empty())
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++pScene->mNumMaterials;
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}
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// generate all meshes
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pScene->mNumMeshes = pScene->mNumMaterials;
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
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pScene->mMaterials = new aiMaterial*[pScene->mNumMeshes];
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// storage for node mesh indices
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pcNode->mNumMeshes = pScene->mNumMeshes;
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pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes];
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for (unsigned int m = 0; m < pcNode->mNumMeshes;++m)
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pcNode->mMeshes[m] = m;
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unsigned int n = 0;
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for (std::vector<MD5::MeshDesc>::iterator
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it = meshParser.mMeshes.begin(),
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end = meshParser.mMeshes.end(); it != end;++it)
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{
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MD5::MeshDesc& meshSrc = *it;
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if (meshSrc.mFaces.empty() || meshSrc.mVertices.empty())
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continue;
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aiMesh* mesh = pScene->mMeshes[n] = new aiMesh();
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mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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// generate unique vertices in our internal verbose format
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MakeDataUnique(meshSrc);
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mesh->mNumVertices = (unsigned int) meshSrc.mVertices.size();
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mesh->mVertices = new aiVector3D[mesh->mNumVertices];
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mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
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mesh->mNumUVComponents[0] = 2;
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// copy texture coordinates
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aiVector3D* pv = mesh->mTextureCoords[0];
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for (MD5::VertexList::const_iterator
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iter = meshSrc.mVertices.begin();
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iter != meshSrc.mVertices.end();++iter,++pv)
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{
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pv->x = (*iter).mUV.x;
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pv->y = 1.0f-(*iter).mUV.y; // D3D to OpenGL
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pv->z = 0.0f;
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}
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// sort all bone weights - per bone
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unsigned int* piCount = new unsigned int[meshParser.mJoints.size()];
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::memset(piCount,0,sizeof(unsigned int)*meshParser.mJoints.size());
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for (MD5::VertexList::const_iterator
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iter = meshSrc.mVertices.begin();
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iter != meshSrc.mVertices.end();++iter,++pv)
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{
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for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w)
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{
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MD5::WeightDesc& desc = meshSrc.mWeights[w];
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++piCount[desc.mBone];
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}
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}
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// check how many we will need
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for (unsigned int p = 0; p < meshParser.mJoints.size();++p)
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if (piCount[p])mesh->mNumBones++;
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if (mesh->mNumBones) // just for safety
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{
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mesh->mBones = new aiBone*[mesh->mNumBones];
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for (unsigned int q = 0,h = 0; q < meshParser.mJoints.size();++q)
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{
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if (!piCount[q])continue;
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aiBone* p = mesh->mBones[h] = new aiBone();
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p->mNumWeights = piCount[q];
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p->mWeights = new aiVertexWeight[p->mNumWeights];
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p->mName = aiString(meshParser.mJoints[q].mName);
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// store the index for later use
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meshParser.mJoints[q].mMap = h++;
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}
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//unsigned int g = 0;
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pv = mesh->mVertices;
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for (MD5::VertexList::const_iterator
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iter = meshSrc.mVertices.begin();
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iter != meshSrc.mVertices.end();++iter,++pv)
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{
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// compute the final vertex position from all single weights
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*pv = aiVector3D();
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// there are models which have weights which don't sum to 1 ...
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// granite.md5mesh for example
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float fSum = 0.0f;
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for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w)
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fSum += meshSrc.mWeights[w].mWeight;
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if (!fSum)throw new ImportErrorException("The sum of all vertex bone weights is 0");
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// process bone weights
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for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w)
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{
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MD5::WeightDesc& desc = meshSrc.mWeights[w];
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float fNewWeight = desc.mWeight / fSum;
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// transform the local position into worldspace
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MD5::BoneDesc& boneSrc = meshParser.mJoints[desc.mBone];
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aiVector3D v = desc.vOffsetPosition;
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aiQuaternion quat = aiQuaternion( boneSrc.mRotationQuat );
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//quat.w *= -1.0f;
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v = quat.GetMatrix() * v;
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v += boneSrc.mPositionXYZ;
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// use the original weight to compute the vertex position
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// (some MD5s seem to depend on the invalid weight values ...)
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pv->operator +=(v * desc.mWeight);
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aiBone* bone = mesh->mBones[boneSrc.mMap];
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*bone->mWeights++ = aiVertexWeight((unsigned int)(pv-mesh->mVertices),fNewWeight);
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}
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// convert from DOOM coordinate system to OGL
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std::swap((float&)pv->z,(float&)pv->y);
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}
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// undo our nice offset tricks ...
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for (unsigned int p = 0; p < mesh->mNumBones;++p)
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mesh->mBones[p]->mWeights -= mesh->mBones[p]->mNumWeights;
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}
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delete[] piCount;
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// now setup all faces - we can directly copy the list
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// (however, take care that the aiFace destructor doesn't delete the mIndices array)
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mesh->mNumFaces = (unsigned int)meshSrc.mFaces.size();
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mesh->mFaces = new aiFace[mesh->mNumFaces];
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for (unsigned int c = 0; c < mesh->mNumFaces;++c)
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{
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mesh->mFaces[c].mNumIndices = 3;
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mesh->mFaces[c].mIndices = meshSrc.mFaces[c].mIndices;
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meshSrc.mFaces[c].mIndices = NULL;
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}
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// generate a material for the mesh
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MaterialHelper* mat = new MaterialHelper();
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pScene->mMaterials[n] = mat;
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mat->AddProperty(&meshSrc.mShader,AI_MATKEY_TEXTURE_DIFFUSE(0));
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mesh->mMaterialIndex = n++;
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}
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// delete the file again
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this->UnloadFileFromMemory();
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}
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// ------------------------------------------------------------------------------------------------
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void MD5Importer::LoadMD5AnimFile ()
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{
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std::string pFile = this->mFile + "MD5ANIM";
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
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// Check whether we can read from the file
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if( file.get() == NULL)
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{
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DefaultLogger::get()->warn("Failed to read MD5 anim file: " + pFile);
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return;
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}
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bHadMD5Anim = true;
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// now load the file into memory
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this->LoadFileIntoMemory(file.get());
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// now construct a parser and parse the file
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MD5::MD5Parser parser(mBuffer,fileSize);
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// load the animation information from it
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MD5::MD5AnimParser animParser(parser.mSections);
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// generate and fill the output animation
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if (!animParser.mAnimatedBones.empty())
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{
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pScene->mNumAnimations = 1;
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pScene->mAnimations = new aiAnimation*[1];
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aiAnimation* anim = pScene->mAnimations[0] = new aiAnimation();
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anim->mNumChannels = (unsigned int)animParser.mAnimatedBones.size();
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anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
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for (unsigned int i = 0; i < anim->mNumChannels;++i)
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{
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aiNodeAnim* node = anim->mChannels[i] = new aiNodeAnim();
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node->mNodeName = aiString( animParser.mAnimatedBones[i].mName );
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// allocate storage for the keyframes
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node->mNumPositionKeys = node->mNumRotationKeys = (unsigned int)animParser.mFrames.size();
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node->mPositionKeys = new aiVectorKey[node->mNumPositionKeys];
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node->mRotationKeys = new aiQuatKey[node->mNumPositionKeys];
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}
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// 1 tick == 1 frame
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anim->mTicksPerSecond = animParser.fFrameRate;
|
|
|
|
for (FrameList::const_iterator iter = animParser.mFrames.begin(),
|
|
iterEnd = animParser.mFrames.end();iter != iterEnd;++iter)
|
|
{
|
|
double dTime = (double)(*iter).iIndex;
|
|
if (!(*iter).mValues.empty())
|
|
{
|
|
// now process all values in there ... read all joints
|
|
aiNodeAnim** pcAnimNode = anim->mChannels;
|
|
MD5::BaseFrameDesc* pcBaseFrame = &animParser.mBaseFrames[0];
|
|
for (AnimBoneList::const_iterator
|
|
iter2 = animParser.mAnimatedBones.begin(),
|
|
iterEnd2 = animParser.mAnimatedBones.end();
|
|
iter2 != iterEnd2;++iter2,++pcAnimNode,++pcBaseFrame)
|
|
{
|
|
if((*iter2).iFirstKeyIndex >= (*iter).mValues.size())
|
|
{
|
|
// TODO: add proper array checks for all cases here ...
|
|
DefaultLogger::get()->error("Keyframe index is out of range. ");
|
|
continue;
|
|
}
|
|
const float* fpCur = &(*iter).mValues[(*iter2).iFirstKeyIndex];
|
|
|
|
aiNodeAnim* pcCurAnimBone = *pcAnimNode;
|
|
aiVectorKey* vKey = pcCurAnimBone->mPositionKeys++;
|
|
|
|
// translation on the x axis
|
|
if ((*iter2).iFlags & AI_MD5_ANIMATION_FLAG_TRANSLATE_X)
|
|
vKey->mValue.x = *fpCur++;
|
|
else vKey->mValue.x = pcBaseFrame->vPositionXYZ.x;
|
|
|
|
// translation on the y axis
|
|
if ((*iter2).iFlags & AI_MD5_ANIMATION_FLAG_TRANSLATE_Y)
|
|
vKey->mValue.y = *fpCur++;
|
|
else vKey->mValue.y = pcBaseFrame->vPositionXYZ.y;
|
|
|
|
// translation on the z axis
|
|
if ((*iter2).iFlags & AI_MD5_ANIMATION_FLAG_TRANSLATE_Z)
|
|
vKey->mValue.z = *fpCur++;
|
|
else vKey->mValue.z = pcBaseFrame->vPositionXYZ.z;
|
|
|
|
|
|
// rotation quaternion, x component
|
|
aiQuatKey* qKey = pcCurAnimBone->mRotationKeys++;
|
|
aiVector3D vTemp;
|
|
if ((*iter2).iFlags & AI_MD5_ANIMATION_FLAG_ROTQUAT_X)
|
|
vTemp.x = *fpCur++;
|
|
else vTemp.x = pcBaseFrame->vRotationQuat.x;
|
|
|
|
// rotation quaternion, y component
|
|
if ((*iter2).iFlags & AI_MD5_ANIMATION_FLAG_ROTQUAT_Y)
|
|
vTemp.y = *fpCur++;
|
|
else vTemp.y = pcBaseFrame->vRotationQuat.y;
|
|
|
|
// rotation quaternion, z component
|
|
if ((*iter2).iFlags & AI_MD5_ANIMATION_FLAG_ROTQUAT_Z)
|
|
vTemp.z = *fpCur++;
|
|
else vTemp.z = pcBaseFrame->vRotationQuat.z;
|
|
|
|
// compute the w component of the quaternion - invert it (DX to OGL)
|
|
qKey->mValue = aiQuaternion(vTemp);
|
|
//qKey->mValue.w *= -1.0f;
|
|
|
|
qKey->mTime = dTime;
|
|
vKey->mTime = dTime;
|
|
}
|
|
}
|
|
// compute the duration of the animation
|
|
anim->mDuration = std::max(dTime,anim->mDuration);
|
|
}
|
|
|
|
// undo our offset computations
|
|
for (unsigned int i = 0; i < anim->mNumChannels;++i)
|
|
{
|
|
aiNodeAnim* node = anim->mChannels[i];
|
|
node->mPositionKeys -= node->mNumPositionKeys;
|
|
node->mRotationKeys -= node->mNumPositionKeys;
|
|
}
|
|
}
|
|
|
|
// delete the file again
|
|
this->UnloadFileFromMemory();
|
|
}
|