625 lines
20 KiB
C++
625 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 MS3DLoader.cpp
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* @brief Implementation of the Ms3D importer class.
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* Written against http://chumbalum.swissquake.ch/ms3d/ms3dspec.txt
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*/
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#include "AssimpPCH.h"
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#ifndef ASSIMP_BUILD_NO_MS3D_IMPORTER
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// internal headers
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#include "MS3DLoader.h"
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#include "StreamReader.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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MS3DImporter::MS3DImporter()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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MS3DImporter::~MS3DImporter()
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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 MS3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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{
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// first call - simple extension check
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const std::string extension = GetExtension(pFile);
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if (extension == "ms3d") {
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return true;
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}
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// second call - check for magic identifiers
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else if (!extension.length() || checkSig) {
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if (!pIOHandler) {
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return true;
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}
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const char* tokens[] = {"MS3D000000"};
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return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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void MS3DImporter::GetExtensionList(std::set<std::string>& extensions)
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{
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extensions.insert("ms3d");
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}
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// ------------------------------------------------------------------------------------------------
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void ReadColor(StreamReaderLE& stream, aiColor4D& ambient)
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{
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// aiColor4D is packed on gcc, implicit binding to float& fails therefore.
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stream >> (float&)ambient.r >> (float&)ambient.g >> (float&)ambient.b >> (float&)ambient.a;
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}
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// ------------------------------------------------------------------------------------------------
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void ReadVector(StreamReaderLE& stream, aiVector3D& pos)
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{
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// See note in ReadColor()
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stream >> (float&)pos.x >> (float&)pos.y >> (float&)pos.z;
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}
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// ------------------------------------------------------------------------------------------------
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template<typename T>
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void MS3DImporter :: ReadComments(StreamReaderLE& stream, std::vector<T>& outp)
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{
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uint16_t cnt;
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stream >> cnt;
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for(unsigned int i = 0; i < cnt; ++i) {
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uint32_t index, clength;
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stream >> index >> clength;
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if(index >= outp.size()) {
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DefaultLogger::get()->warn("MS3D: Invalid index in comment section");
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}
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else if (clength > stream.GetRemainingSize()) {
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throw new ImportErrorException("MS3D: Failure reading comment, length field is out of range");
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}
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else {
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outp[index].comment = std::string(reinterpret_cast<char*>(stream.GetPtr()),clength);
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}
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stream.IncPtr(clength);
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}
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}
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// ------------------------------------------------------------------------------------------------
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template <typename T, typename T2, typename T3> bool inrange(const T& in, const T2& lower, const T3& higher)
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{
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return in > lower && in <= higher;
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}
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// ------------------------------------------------------------------------------------------------
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void MS3DImporter :: CollectChildJoints(const std::vector<TempJoint>& joints,
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std::vector<bool>& hadit,
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aiNode* nd,
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const aiMatrix4x4& absTrafo)
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{
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unsigned int cnt = 0;
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for(size_t i = 0; i < joints.size(); ++i) {
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if (!hadit[i] && !strcmp(joints[i].parentName,nd->mName.data)) {
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++cnt;
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}
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}
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nd->mChildren = new aiNode*[nd->mNumChildren = cnt];
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cnt = 0;
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for(size_t i = 0; i < joints.size(); ++i) {
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if (!hadit[i] && !strcmp(joints[i].parentName,nd->mName.data)) {
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aiNode* ch = nd->mChildren[cnt++] = new aiNode(joints[i].name);
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ch->mParent = nd;
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ch->mTransformation = aiMatrix4x4::Translation(joints[i].position,aiMatrix4x4()=aiMatrix4x4())*
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// XXX actually, I don't *know* why we need the inverse here. Probably column vs. row order?
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aiMatrix4x4().FromEulerAnglesXYZ(joints[i].rotation).Transpose();
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const aiMatrix4x4 abs = absTrafo*ch->mTransformation;
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for(unsigned int a = 0; a < mScene->mNumMeshes; ++a) {
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aiMesh* const msh = mScene->mMeshes[a];
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for(unsigned int n = 0; n < msh->mNumBones; ++n) {
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aiBone* const bone = msh->mBones[n];
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if(bone->mName == ch->mName) {
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bone->mOffsetMatrix = aiMatrix4x4(abs).Inverse();
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}
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}
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}
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hadit[i] = true;
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CollectChildJoints(joints,hadit,ch,abs);
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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void MS3DImporter :: CollectChildJoints(const std::vector<TempJoint>& joints, aiNode* nd)
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{
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std::vector<bool> hadit(joints.size(),false);
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aiMatrix4x4 trafo;
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CollectChildJoints(joints,hadit,nd,trafo);
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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 MS3DImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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StreamReaderLE stream(pIOHandler->Open(pFile,"rb"));
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// CanRead() should have done this already
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char head[10];
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int32_t version;
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mScene = pScene;
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// 1 ------------ read into temporary data structures mirroring the original file
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stream.CopyAndAdvance(head,10);
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stream >> version;
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if (strncmp(head,"MS3D000000",10)) {
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throw new ImportErrorException("Not a MS3D file, magic string MS3D000000 not found: "+pFile);
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}
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if (version != 4) {
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throw new ImportErrorException("MS3D: Unsupported file format version, 4 was expected");
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}
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uint16_t verts;
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stream >> verts;
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std::vector<TempVertex> vertices(verts);
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for (unsigned int i = 0; i < verts; ++i) {
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TempVertex& v = vertices[i];
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stream.IncPtr(1);
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ReadVector(stream,v.pos);
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v.bone_id[0] = stream.GetI1();
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v.ref_cnt = stream.GetI1();
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v.bone_id[1] = v.bone_id[2] = v.bone_id[3] = 0xffffffff;
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v.weights[1] = v.weights[2] = v.weights[3] = 0.f;
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v.weights[0] = 1.f;
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}
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uint16_t tris;
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stream >> tris;
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std::vector<TempTriangle> triangles(tris);
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for (unsigned int i = 0;i < tris; ++i) {
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TempTriangle& t = triangles[i];
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stream.IncPtr(2);
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for (unsigned int i = 0; i < 3; ++i) {
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t.indices[i] = stream.GetI2();
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}
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for (unsigned int i = 0; i < 3; ++i) {
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ReadVector(stream,t.normals[i]);
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}
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for (unsigned int i = 0; i < 3; ++i) {
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stream >> (float&)(t.uv[i].x); // see note in ReadColor()
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}
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for (unsigned int i = 0; i < 3; ++i) {
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stream >> (float&)(t.uv[i].y);
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}
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t.sg = stream.GetI1();
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t.group = stream.GetI1();
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}
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uint16_t grp;
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stream >> grp;
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bool need_default = false;
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std::vector<TempGroup> groups(grp);
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for (unsigned int i = 0;i < grp; ++i) {
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TempGroup& t = groups[i];
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stream.IncPtr(1);
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stream.CopyAndAdvance(t.name,32);
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t.name[32] = '\0';
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uint16_t num;
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stream >> num;
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t.triangles.resize(num);
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for (unsigned int i = 0; i < num; ++i) {
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t.triangles[i] = stream.GetI2();
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}
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t.mat = stream.GetI1();
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if (t.mat == 0xffffffff) {
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need_default = true;
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}
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}
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uint16_t mat;
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stream >> mat;
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std::vector<TempMaterial> materials(mat);
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for (unsigned int i = 0;i < mat; ++i) {
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TempMaterial& t = materials[i];
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stream.CopyAndAdvance(t.name,32);
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t.name[32] = '\0';
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ReadColor(stream,t.ambient);
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ReadColor(stream,t.diffuse);
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ReadColor(stream,t.specular);
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ReadColor(stream,t.emissive);
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stream >> t.shininess >> t.transparency;
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stream.IncPtr(1);
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stream.CopyAndAdvance(t.texture,128);
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t.texture[128] = '\0';
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stream.CopyAndAdvance(t.alphamap,128);
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t.alphamap[128] = '\0';
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}
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float animfps, currenttime;
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uint32_t totalframes;
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stream >> animfps >> currenttime >> totalframes;
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uint16_t joint;
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stream >> joint;
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std::vector<TempJoint> joints(joint);
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for(unsigned int i = 0; i < joint; ++i) {
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TempJoint& j = joints[i];
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stream.IncPtr(1);
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stream.CopyAndAdvance(j.name,32);
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j.name[32] = '\0';
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stream.CopyAndAdvance(j.parentName,32);
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j.parentName[32] = '\0';
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// DefaultLogger::get()->debug(j.name);
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// DefaultLogger::get()->debug(j.parentName);
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ReadVector(stream,j.rotation);
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ReadVector(stream,j.position);
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j.rotFrames.resize(stream.GetI2());
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j.posFrames.resize(stream.GetI2());
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for(unsigned int a = 0; a < j.rotFrames.size(); ++a) {
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TempKeyFrame& kf = j.rotFrames[a];
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stream >> kf.time;
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ReadVector(stream,kf.value);
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}
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for(unsigned int a = 0; a < j.posFrames.size(); ++a) {
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TempKeyFrame& kf = j.posFrames[a];
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stream >> kf.time;
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ReadVector(stream,kf.value);
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}
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}
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if(stream.GetRemainingSize() > 4) {
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uint32_t subversion;
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stream >> subversion;
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if (subversion == 1) {
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ReadComments<TempGroup>(stream,groups);
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ReadComments<TempMaterial>(stream,materials);
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ReadComments<TempJoint>(stream,joints);
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// model comment - print it for we have such a nice log.
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if (stream.GetI4()) {
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const size_t len = static_cast<size_t>(stream.GetI4());
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if (len > stream.GetRemainingSize()) {
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throw new ImportErrorException("MS3D: Model comment is too long");
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}
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const std::string& s = std::string(reinterpret_cast<char*>(stream.GetPtr()),len);
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}
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if(stream.GetRemainingSize() > 4 && inrange((stream >> subversion,subversion),1u,3u)) {
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for(unsigned int i = 0; i < verts; ++i) {
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TempVertex& v = vertices[i];
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v.weights[3]=1.f;
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for(unsigned int n = 0; n < 3; v.weights[3]-=v.weights[n++]) {
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v.bone_id[n+1] = stream.GetI1();
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v.weights[n] = static_cast<float>(static_cast<unsigned int>(stream.GetI1()))/255.f;
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}
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stream.IncPtr((subversion-1)<<2u);
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}
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// even further extra data is not of interest for us, at least now now.
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}
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}
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}
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// 2 ------------ convert to proper aiXX data structures -----------------------------------
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if (need_default && materials.size()) {
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DefaultLogger::get()->warn("MS3D: Found group with no material assigned, spawning default material");
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// if one of the groups has no material assigned, but there are other
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// groups with materials, a default material needs to be added (
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// scenepreprocessor adds a default material only if nummat==0).
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materials.push_back(TempMaterial());
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TempMaterial& m = materials.back();
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strcpy(m.name,"<MS3D_DefaultMat>");
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m.diffuse = aiColor4D(0.6f,0.6f,0.6f,1.0);
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m.transparency = 1.f;
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m.shininess = 0.f;
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// this is because these TempXXX struct's have no c'tors.
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m.texture[0] = m.alphamap[0] = '\0';
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for (unsigned int i = 0; i < groups.size(); ++i) {
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TempGroup& g = groups[i];
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if (g.mat == 0xffffffff) {
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g.mat = materials.size()-1;
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}
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}
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}
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// convert materials to our generic key-value dict-alike
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if (materials.size()) {
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pScene->mMaterials = new aiMaterial*[materials.size()];
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for (size_t i = 0; i < materials.size(); ++i) {
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MaterialHelper* mo = new MaterialHelper();
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pScene->mMaterials[pScene->mNumMaterials++] = mo;
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const TempMaterial& mi = materials[i];
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aiString tmp;
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if (0[mi.alphamap]) {
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tmp = aiString(mi.alphamap);
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mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_OPACITY(0));
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}
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if (0[mi.texture]) {
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tmp = aiString(mi.texture);
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mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_DIFFUSE(0));
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}
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if (0[mi.name]) {
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tmp = aiString(mi.name);
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mo->AddProperty(&tmp,AI_MATKEY_NAME);
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}
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mo->AddProperty(&mi.ambient,1,AI_MATKEY_COLOR_AMBIENT);
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mo->AddProperty(&mi.diffuse,1,AI_MATKEY_COLOR_DIFFUSE);
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mo->AddProperty(&mi.specular,1,AI_MATKEY_COLOR_SPECULAR);
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mo->AddProperty(&mi.emissive,1,AI_MATKEY_COLOR_EMISSIVE);
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mo->AddProperty(&mi.shininess,1,AI_MATKEY_SHININESS);
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mo->AddProperty(&mi.transparency,1,AI_MATKEY_OPACITY);
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const int sm = mi.shininess>0.f?aiShadingMode_Phong:aiShadingMode_Gouraud;
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mo->AddProperty(&sm,1,AI_MATKEY_SHADING_MODEL);
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}
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}
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// convert groups to meshes
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if (groups.empty()) {
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throw new ImportErrorException("MS3D: Didn't get any group records, file is malformed");
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}
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes=static_cast<unsigned int>(groups.size())]();
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for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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aiMesh* m = pScene->mMeshes[i] = new aiMesh();
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const TempGroup& g = groups[i];
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if (pScene->mNumMaterials && g.mat > pScene->mNumMaterials) {
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throw new ImportErrorException("MS3D: Encountered invalid material index, file is malformed");
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} // no error if no materials at all - scenepreprocessor adds one then
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m->mMaterialIndex = g.mat;
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m->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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m->mFaces = new aiFace[m->mNumFaces = g.triangles.size()];
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m->mNumVertices = m->mNumFaces*3;
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// storage for vertices - verbose format, as requested by the postprocessing pipeline
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m->mVertices = new aiVector3D[m->mNumVertices];
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m->mNormals = new aiVector3D[m->mNumVertices];
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m->mTextureCoords[0] = new aiVector3D[m->mNumVertices];
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m->mNumUVComponents[0] = 2;
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typedef std::map<unsigned int,unsigned int> BoneSet;
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BoneSet mybones;
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for (unsigned int i = 0,n = 0; i < m->mNumFaces; ++i) {
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aiFace& f = m->mFaces[i];
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if (g.triangles[i]>triangles.size()) {
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throw new ImportErrorException("MS3D: Encountered invalid triangle index, file is malformed");
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}
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TempTriangle& t = triangles[g.triangles[i]];
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f.mIndices = new unsigned int[f.mNumIndices=3];
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for (unsigned int i = 0; i < 3; ++i,++n) {
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if (t.indices[i]>vertices.size()) {
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throw new ImportErrorException("MS3D: Encountered invalid vertex index, file is malformed");
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}
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const TempVertex& v = vertices[t.indices[i]];
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for(unsigned int a = 0; a < 4; ++a) {
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if (v.bone_id[a] != 0xffffffff) {
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if (v.bone_id[a] >= joints.size()) {
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throw new ImportErrorException("MS3D: Encountered invalid bone index, file is malformed");
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}
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if (mybones.find(v.bone_id[a]) == mybones.end()) {
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mybones[v.bone_id[a]] = 1;
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}
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else ++mybones[v.bone_id[a]];
|
|
}
|
|
}
|
|
|
|
// collect vertex components
|
|
m->mVertices[n] = v.pos;
|
|
|
|
m->mNormals[n] = t.normals[i];
|
|
m->mTextureCoords[0][n] = aiVector3D(t.uv[i].x,1.f-t.uv[i].y,0.0);
|
|
f.mIndices[i] = n;
|
|
}
|
|
}
|
|
|
|
// allocate storage for bones
|
|
if(mybones.size()) {
|
|
std::vector<unsigned int> bmap(joints.size());
|
|
m->mBones = new aiBone*[mybones.size()]();
|
|
for(BoneSet::const_iterator it = mybones.begin(); it != mybones.end(); ++it) {
|
|
aiBone* const bn = m->mBones[m->mNumBones] = new aiBone();
|
|
const TempJoint& jnt = joints[(*it).first];
|
|
|
|
bn->mName.Set(jnt.name);
|
|
bn->mWeights = new aiVertexWeight[(*it).second];
|
|
|
|
bmap[(*it).first] = m->mNumBones++;
|
|
}
|
|
|
|
// .. and collect bone weights
|
|
for (unsigned int i = 0,n = 0; i < m->mNumFaces; ++i) {
|
|
TempTriangle& t = triangles[g.triangles[i]];
|
|
|
|
for (unsigned int i = 0; i < 3; ++i,++n) {
|
|
const TempVertex& v = vertices[t.indices[i]];
|
|
for(unsigned int a = 0; a < 4; ++a) {
|
|
const unsigned int bone = v.bone_id[a];
|
|
if(bone==0xffffffff){
|
|
continue;
|
|
}
|
|
|
|
aiBone* const outbone = m->mBones[bmap[bone]];
|
|
aiVertexWeight& outwght = outbone->mWeights[outbone->mNumWeights++];
|
|
|
|
outwght.mVertexId = n;
|
|
outwght.mWeight = v.weights[a];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// ... add dummy nodes under a single root, each holding a reference to one
|
|
// mesh. If we didn't do this, we'd loose the group name.
|
|
aiNode* rt = pScene->mRootNode = new aiNode("<MS3DRoot>");
|
|
rt->mChildren = new aiNode*[rt->mNumChildren=pScene->mNumMeshes+(joints.size()?1:0)]();
|
|
|
|
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
|
aiNode* nd = rt->mChildren[i] = new aiNode();
|
|
|
|
const TempGroup& g = groups[i];
|
|
nd->mName = aiString(g.name);
|
|
nd->mParent = rt;
|
|
|
|
nd->mMeshes = new unsigned int[nd->mNumMeshes = 1];
|
|
nd->mMeshes[0] = i;
|
|
}
|
|
|
|
// convert animations as well
|
|
if(joints.size()) {
|
|
aiNode* jt = rt->mChildren[pScene->mNumMeshes] = new aiNode();
|
|
jt->mParent = rt;
|
|
CollectChildJoints(joints,jt);
|
|
jt->mName.Set("<MS3DJointRoot>");
|
|
|
|
pScene->mAnimations = new aiAnimation*[ pScene->mNumAnimations = 1 ];
|
|
aiAnimation* const anim = pScene->mAnimations[0] = new aiAnimation();
|
|
|
|
anim->mName.Set("<MS3DMasterAnim>");
|
|
|
|
// carry the fps info to the user by scaling all times with it
|
|
anim->mTicksPerSecond = animfps;
|
|
|
|
// leave duration at its default, so ScenePreprocessor will fill an appropriate
|
|
// value (the values taken from some MS3D files seem to be too unreliable
|
|
// to pass the validation)
|
|
// anim->mDuration = totalframes/animfps;
|
|
|
|
anim->mChannels = new aiNodeAnim*[joints.size()]();
|
|
for(std::vector<TempJoint>::const_iterator it = joints.begin(); it != joints.end(); ++it) {
|
|
if ((*it).rotFrames.empty() && (*it).posFrames.empty()) {
|
|
continue;
|
|
}
|
|
|
|
aiNodeAnim* nd = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim();
|
|
nd->mNodeName.Set((*it).name);
|
|
|
|
if ((*it).rotFrames.size()) {
|
|
nd->mRotationKeys = new aiQuatKey[(*it).rotFrames.size()];
|
|
for(std::vector<TempKeyFrame>::const_iterator rot = (*it).rotFrames.begin(); rot != (*it).rotFrames.end(); ++rot) {
|
|
aiQuatKey& q = nd->mRotationKeys[nd->mNumRotationKeys++];
|
|
|
|
q.mTime = (*rot).time*animfps;
|
|
|
|
// XXX it seems our matrix&quaternion code has faults in its conversion routines --
|
|
// aiQuaternion(x,y,z) seems to besomething different as quat(matrix.fromeuler(x,y,z)).
|
|
q.mValue = aiQuaternion(aiMatrix3x3(aiMatrix4x4().FromEulerAnglesXYZ((*rot).value)*
|
|
aiMatrix4x4().FromEulerAnglesXYZ((*it).rotation)).Transpose());
|
|
}
|
|
}
|
|
|
|
if ((*it).posFrames.size()) {
|
|
nd->mPositionKeys = new aiVectorKey[(*it).posFrames.size()];
|
|
|
|
aiQuatKey* qu = nd->mRotationKeys;
|
|
for(std::vector<TempKeyFrame>::const_iterator pos = (*it).posFrames.begin(); pos != (*it).posFrames.end(); ++pos,++qu) {
|
|
aiVectorKey& v = nd->mPositionKeys[nd->mNumPositionKeys++];
|
|
|
|
v.mTime = (*pos).time*animfps;
|
|
v.mValue = (*it).position + (*pos).value;
|
|
}
|
|
}
|
|
}
|
|
// fixup to pass the validation if not a single animation channel is non-trivial
|
|
if (!anim->mNumChannels) {
|
|
anim->mChannels = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif
|