664 lines
21 KiB
C++
664 lines
21 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 new ImportErrorException("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 new ImportErrorException("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 new ImportErrorException("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 new ImportErrorException("No <submeshes> node in <mesh> node! "+pFile);
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}
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//-------------------Read all submeshs:-----------------------
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XmlRead(MeshFile);
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while(string(MeshFile->getNodeName())=="submesh")//read the index values (the faces):
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{
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SubMesh NewSubMesh;
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NewSubMesh.MaterialName=GetAttribute<string>(MeshFile, "material");
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DefaultLogger::get()->debug("Loading Submehs with Material: "+NewSubMesh.MaterialName);
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ReadSubMesh(NewSubMesh, MeshFile);
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}
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//____________________________________________________________
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//-----------------Create the root node-----------------------
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pScene->mRootNode=new aiNode("root");
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//link the mesh with the root node:
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pScene->mRootNode->mMeshes=new unsigned int[1];
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pScene->mRootNode->mMeshes[0]=0;
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pScene->mRootNode->mNumMeshes=1;
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//____________________________________________________________
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//----------------Load the skeleton: -------------------------------
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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);
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}
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//__________________________________________________________________
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}
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void OgreImporter::GetExtensionList(std::string &append)
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{
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append+="*.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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vector<Face> FaceList;
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vector<aiVector3D> Positions; bool HasPositions=false;
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vector<aiVector3D> Normals; bool HasNormals=false;
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vector<aiVector3D> Uvs; unsigned int NumUvs=0;//nearly always 2d, but assimp has always 3d texcoords
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vector< vector<Weight> > Weights;
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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 new ImportErrorException("Submesh has quads, only traingles are supported!");
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}
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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 new ImportErrorException("vertexbuffer node is not first in geometry node!");
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}
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HasPositions=GetAttribute<bool>(Reader, "positions");
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HasNormals=GetAttribute<bool>(Reader, "normals");
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NumUvs=GetAttribute<int>(Reader, "texture_coords");
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if(NumUvs>1)
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throw new ImportErrorException("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(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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Positions.push_back(NewPos);
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}
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//Normal
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if(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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Normals.push_back(NewNormal);
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}
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//Uv:
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if(1==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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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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Weights.resize(Positions.size());
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XmlRead(Reader);
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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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Weights[VertexId].push_back(NewWeight);
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XmlRead(Reader);
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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%") % Positions.size() % Normals.size() % Uvs.size()));
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DefaultLogger::get()->debug(Reader->getNodeName());
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//---------------Make all Vertexes unique: (this is required by assimp)-----------------------
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vector<Face> UniqueFaceList(FaceList.size());
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vector<aiVector3D> UniquePositions(FaceList.size()*3);//*3 because each face consits of 3 vertexes, because we only support triangles^^
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vector<aiVector3D> UniqueNormals(FaceList.size()*3);
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vector<aiVector3D> UniqueUvs(FaceList.size()*3);
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vector< vector<Weight> > UniqueWeights(FaceList.size()*3);
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for(unsigned int i=0; i<FaceList.size(); ++i)
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{
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UniquePositions[3*i+0]=Positions[FaceList[i].VertexIndices[0]];
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UniquePositions[3*i+1]=Positions[FaceList[i].VertexIndices[1]];
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UniquePositions[3*i+2]=Positions[FaceList[i].VertexIndices[2]];
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UniqueNormals[3*i+0]=Normals[FaceList[i].VertexIndices[0]];
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UniqueNormals[3*i+1]=Normals[FaceList[i].VertexIndices[1]];
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UniqueNormals[3*i+2]=Normals[FaceList[i].VertexIndices[2]];
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UniqueUvs[3*i+0]=Uvs[FaceList[i].VertexIndices[0]];
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UniqueUvs[3*i+1]=Uvs[FaceList[i].VertexIndices[1]];
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UniqueUvs[3*i+2]=Uvs[FaceList[i].VertexIndices[2]];
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UniqueWeights[3*i+0]=UniqueWeights[FaceList[i].VertexIndices[0]];
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UniqueWeights[3*i+1]=UniqueWeights[FaceList[i].VertexIndices[1]];
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UniqueWeights[3*i+2]=UniqueWeights[FaceList[i].VertexIndices[2]];
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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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//----------------Load the Material:-------------------------------
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aiMaterial* MeshMat=LoadMaterial(theSubMesh.MaterialName);
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//_________________________________________________________________
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//Mesh is fully loaded, copy it into the aiScene:
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if(m_CurrentScene->mNumMeshes!=0)
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throw new ImportErrorException("Currently only one mesh per File is allowed!!");
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//---------------------Create the aiMesh:-----------------------
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aiMesh* NewAiMesh=new aiMesh();
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//Positions
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NewAiMesh->mVertices=new aiVector3D[UniquePositions.size()];
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memcpy(NewAiMesh->mVertices, &UniquePositions[0], UniquePositions.size()*sizeof(aiVector3D));
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NewAiMesh->mNumVertices=UniquePositions.size();
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//Normals
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NewAiMesh->mNormals=new aiVector3D[UniqueNormals.size()];
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memcpy(NewAiMesh->mNormals, &UniqueNormals[0], UniqueNormals.size()*sizeof(aiVector3D));
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//Uvs
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NewAiMesh->mNumUVComponents[0]=2;
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//NewAiMesh->mTextureCoords=new aiVector3D*[1];
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NewAiMesh->mTextureCoords[0]= new aiVector3D[UniqueUvs.size()];
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memcpy(NewAiMesh->mTextureCoords[0], &UniqueUvs[0], UniqueUvs.size()*sizeof(aiVector3D));
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//Bones
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//Faces
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NewAiMesh->mFaces=new aiFace[UniqueFaceList.size()];
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for(unsigned int i=0; i<UniqueFaceList.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]=UniqueFaceList[i].VertexIndices[0];
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NewAiMesh->mFaces[i].mIndices[1]=UniqueFaceList[i].VertexIndices[1];
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NewAiMesh->mFaces[i].mIndices[2]=UniqueFaceList[i].VertexIndices[2];
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}
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NewAiMesh->mNumFaces=UniqueFaceList.size();
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//Set the Material:
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NewAiMesh->mMaterialIndex=0;
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if(m_CurrentScene->mMaterials)
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throw new ImportErrorException("only 1 material supported at this time!");
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m_CurrentScene->mMaterials=new aiMaterial*[1];
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m_CurrentScene->mNumMaterials=1;
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m_CurrentScene->mMaterials[0]=MeshMat;
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//_____________________________________________________________________________
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//Attach the mesh to the scene:
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m_CurrentScene->mNumMeshes=1;
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m_CurrentScene->mMeshes=new aiMesh*;
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m_CurrentScene->mMeshes[0]=NewAiMesh;
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}
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aiMaterial* OgreImporter::LoadMaterial(std::string MaterialName)
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{
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MaterialHelper *NewMaterial=new MaterialHelper();
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NewMaterial->AddProperty(&aiString(MaterialName.c_str()), AI_MATKEY_NAME);
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/*For bettetr understanding of the material parser, here is a material example file:
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material Sarg
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{
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receive_shadows on
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technique
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{
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pass
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{
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ambient 0.500000 0.500000 0.500000 1.000000
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diffuse 0.640000 0.640000 0.640000 1.000000
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specular 0.500000 0.500000 0.500000 1.000000 12.500000
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emissive 0.000000 0.000000 0.000000 1.000000
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texture_unit
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{
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texture SargTextur.tga
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tex_address_mode wrap
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filtering linear linear none
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}
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}
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}
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}
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*/
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string MaterialFileName=m_CurrentFilename.substr(0, m_CurrentFilename.find('.'))+".material";
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DefaultLogger::get()->info(str(format("Trying to load %1%") % MaterialFileName));
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//Read the file into memory and put it in a stringstream
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stringstream ss;
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{// after this block, the temporarly loaded data will be released
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IOStream* MatFilePtr=m_CurrentIOHandler->Open(MaterialFileName);
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if(NULL==MatFilePtr)
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{
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MatFilePtr=m_CurrentIOHandler->Open(m_MaterialLibFilename);
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if(NULL==MatFilePtr)
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{
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DefaultLogger::get()->error(m_MaterialLibFilename+" and "+MaterialFileName + " could not be opned, Material will not be loaded!");
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return NewMaterial;
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}
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}
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scoped_ptr<IOStream> MaterialFile(MatFilePtr);
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vector<char> FileData(MaterialFile->FileSize());
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MaterialFile->Read(&FileData[0], MaterialFile->FileSize(), 1);
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BaseImporter::ConvertToUTF8(FileData);
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ss << &FileData[0];
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}
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string Line;
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ss >> Line;
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unsigned int Level=0;//Hierarchielevels in the material file, like { } blocks into another
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while(!ss.eof())
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{
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if(Line=="material")
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{
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ss >> Line;
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if(Line==MaterialName)//Load the next material
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{
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ss >> Line;
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if(Line!="{")
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throw new ImportErrorException("empty material!");
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while(Line!="}")//read until the end of the material
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{
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//Proceed to the first technique
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ss >> Line;
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if(Line=="technique")
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{
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ss >> Line;
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if(Line!="{")
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throw new ImportErrorException("empty technique!");
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while(Line!="}")//read until the end of the technique
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{
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ss >> Line;
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if(Line=="pass")
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{
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ss >> Line;
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if(Line!="{")
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throw new ImportErrorException("empty pass!");
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while(Line!="}")//read until the end of the pass
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{
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ss >> Line;
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if(Line=="ambient")
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{
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//read the ambient light values:
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}
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else if(Line=="diffuse")
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{
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}
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else if(Line=="specular")
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{
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}
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else if(Line=="emmisive")
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{
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}
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else if(Line=="texture_unit")
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{
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ss >> Line;
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if(Line!="{")
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throw new ImportErrorException("empty texture unit!");
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while(Line!="}")//read until the end of the texture_unit
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{
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ss >> Line;
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if(Line=="texture")
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{
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ss >> Line;
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NewMaterial->AddProperty(&aiString(Line.c_str()), AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
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}
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}//end of texture unit
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}
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}
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}
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}//end of technique
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}
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DefaultLogger::get()->info(Line);
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//read informations from a custom material:
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if(Line=="set")
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{
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ss >> Line;
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if(Line=="$specular")//todo load this values:
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{
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}
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if(Line=="$diffuse")
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{
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}
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if(Line=="$ambient")
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{
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}
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if(Line=="$colormap")
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{
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ss >> Line;
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NewMaterial->AddProperty(&aiString(Line.c_str()), AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
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}
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if(Line=="$normalmap")
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{
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ss >> Line;
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NewMaterial->AddProperty(&aiString(Line.c_str()), AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0));
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}
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}
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}//end of material
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}
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else {} //this is the wrong material, proceed the file until we reach the next material
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}
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ss >> Line;
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}
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return NewMaterial;
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}
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void OgreImporter::LoadSkeleton(std::string FileName)
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{
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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 new ImportErrorException("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 new ImportErrorException(string("Failed to create XML Reader for ")+FileName);
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//Variables to store the data from the skeleton file:
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vector<Bone> Bones;
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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 new ImportErrorException("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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{
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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 appera, 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 new ImportErrorException("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 new ImportErrorException("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 new ImportErrorException("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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}
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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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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 new ImportErrorException("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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//load bonehierarchy
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if(string("bonehierarchy")==SkeletonFile->getNodeName())
|
|
{
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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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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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|
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//load animations
|
|
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//-----------------skeleton is completly loaded, now but it in the assimp scene:-------------------------------
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|
|
|
if(!m_CurrentScene->mRootNode)
|
|
throw new ImportErrorException("No root node exists!!");
|
|
if(0!=m_CurrentScene->mRootNode->mNumChildren)
|
|
throw new ImportErrorException("Root Node already has childnodes!");
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|
|
|
//create a node for all root bones:
|
|
DefaultLogger::get()->debug("Root Bones");
|
|
vector<aiNode*> RootBoneNodes;
|
|
BOOST_FOREACH(Bone theBone, Bones)
|
|
{
|
|
if(-1==theBone.ParentId) //the bone is a root bone
|
|
{
|
|
DefaultLogger::get()->debug(theBone.Name);
|
|
RootBoneNodes.push_back(CreateAiNodeFromBone(theBone.Id, Bones, m_CurrentScene->mRootNode));
|
|
}
|
|
}
|
|
m_CurrentScene->mRootNode->mNumChildren=RootBoneNodes.size();
|
|
m_CurrentScene->mRootNode->mChildren=new aiNode*[RootBoneNodes.size()];
|
|
memcpy(m_CurrentScene->mRootNode->mChildren, &RootBoneNodes[0], sizeof(aiNode*)*RootBoneNodes.size());
|
|
}
|
|
|
|
aiNode* CreateAiNodeFromBone(int BoneId, std::vector<Bone> Bones, aiNode* ParentNode)
|
|
{
|
|
//----Create the node for this bone and set its values-----
|
|
aiNode* NewNode=new aiNode(Bones[BoneId].Name);
|
|
NewNode->mParent=ParentNode;
|
|
//create a matrix from the transformation values of the ogre bone
|
|
NewNode->mTransformation=aiMatrix4x4::Translation(Bones[BoneId].Position, aiMatrix4x4())
|
|
*
|
|
aiMatrix4x4::Rotation(Bones[BoneId].RotationAngle, Bones[BoneId].RotationAxis, aiMatrix4x4())
|
|
;
|
|
//__________________________________________________________
|
|
|
|
|
|
//----recursivly create all children Nodes:------
|
|
NewNode->mNumChildren=Bones[BoneId].Children.size();
|
|
NewNode->mChildren=new aiNode*[Bones[BoneId].Children.size()];
|
|
for(unsigned int i=0; i<Bones[BoneId].Children.size(); ++i)
|
|
{
|
|
NewNode->mChildren[i]=CreateAiNodeFromBone(Bones[BoneId].Children[i], Bones, NewNode);
|
|
}
|
|
//____________________________________________________
|
|
|
|
|
|
return NewNode;
|
|
}
|
|
|
|
|
|
}//namespace Ogre
|
|
}//namespace Assimp
|
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#endif // !! ASSIMP_BUILD_NO_OGRE_IMPORTER
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