743 lines
26 KiB
C++
743 lines
26 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2019, assimp team
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Copyright (c) 2019 bzt
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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
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following 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 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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#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER
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#define M3D_IMPLEMENTATION
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#define M3D_ASCII
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#define M3D_NONORMALS /* leave the post-processing to Assimp */
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#define M3D_NOWEIGHTS
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#define M3D_NOANIMATION
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#include <assimp/DefaultIOSystem.h>
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#include <assimp/IOStreamBuffer.h>
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#include <assimp/ai_assert.h>
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#include <assimp/importerdesc.h>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/Importer.hpp>
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#include <memory>
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#include "M3DImporter.h"
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#include "M3DMaterials.h"
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#include "M3DWrapper.h"
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// RESOURCES:
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// https://gitlab.com/bztsrc/model3d/blob/master/docs/m3d_format.md
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// https://gitlab.com/bztsrc/model3d/blob/master/docs/a3d_format.md
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/*
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Unfortunately aiNode has bone structures and meshes too, yet we can't assign
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the mesh to a bone aiNode as a skin may refer to several aiNodes. Therefore
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I've decided to import into this structure:
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aiScene->mRootNode
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| |->mMeshes (all the meshes)
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| \->children (empty if there's no skeleton imported, no meshes)
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| \->skeleton root aiNode*
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| |->bone aiNode
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| | \->subbone aiNode
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| |->bone aiNode
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| | ...
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| \->bone aiNode
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\->mMeshes[]
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\->aiBone, referencing mesh-less aiNodes from above
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* - normally one, but if a model has several skeleton roots, then all of them
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are listed in aiScene->mRootNode->children, but all without meshes
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*/
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static const aiImporterDesc desc = {
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"Model 3D Importer",
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"",
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"",
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"",
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aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour,
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0,
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0,
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0,
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0,
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"m3d a3d"
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};
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namespace Assimp {
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using namespace std;
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// ------------------------------------------------------------------------------------------------
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// Default constructor
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M3DImporter::M3DImporter() :
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mScene(nullptr) {}
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// ------------------------------------------------------------------------------------------------
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// Returns true, if file is a binary or ASCII Model 3D file.
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bool M3DImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const {
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const std::string extension = GetExtension(pFile);
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if (extension == "m3d" || extension == "a3d")
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return true;
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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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/*
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* don't use CheckMagicToken because that checks with swapped bytes too, leading to false
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* positives. This magic is not uint32_t, but char[4], so memcmp is the best way
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const char* tokens[] = {"3DMO", "3dmo"};
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return CheckMagicToken(pIOHandler,pFile,tokens,2,0,4);
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*/
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std::unique_ptr<IOStream> pStream(pIOHandler->Open(pFile, "rb"));
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unsigned char data[4];
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if (4 != pStream->Read(data, 1, 4)) {
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return false;
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}
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return !memcmp(data, "3DMO", 4) /* bin */ || !memcmp(data, "3dmo", 4) /* ASCII */;
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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const aiImporterDesc *M3DImporter::GetInfo() const {
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Model 3D import implementation
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void M3DImporter::InternReadFile(const std::string &file, aiScene *pScene, IOSystem *pIOHandler) {
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// Read file into memory
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std::unique_ptr<IOStream> pStream(pIOHandler->Open(file, "rb"));
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if (!pStream.get()) {
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throw DeadlyImportError("Failed to open file " + file + ".");
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}
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// Get the file-size and validate it, throwing an exception when fails
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size_t fileSize = pStream->FileSize();
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if (fileSize < 8) {
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throw DeadlyImportError("M3D-file " + file + " is too small.");
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}
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std::vector<unsigned char> buffer(fileSize);
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if (fileSize != pStream->Read(buffer.data(), 1, fileSize)) {
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throw DeadlyImportError("Failed to read the file " + file + ".");
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}
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// Get the path for external assets
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std::string folderName("./");
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std::string::size_type pos = file.find_last_of("\\/");
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if (pos != std::string::npos) {
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folderName = file.substr(0, pos);
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if (!folderName.empty()) {
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pIOHandler->PushDirectory(folderName);
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}
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}
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//DefaultLogger::create("/dev/stderr", Logger::VERBOSE);
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ASSIMP_LOG_DEBUG_F("M3D: loading ", file);
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// let the C SDK do the hard work for us
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M3DWrapper m3d(pIOHandler, buffer);
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if (!m3d) {
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throw DeadlyImportError("Unable to parse " + file + " as M3D.");
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}
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// create the root node
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pScene->mRootNode = new aiNode;
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pScene->mRootNode->mName = aiString(m3d.Name());
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pScene->mRootNode->mTransformation = aiMatrix4x4();
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pScene->mRootNode->mNumChildren = 0;
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mScene = pScene;
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ASSIMP_LOG_DEBUG("M3D: root node " + m3d.Name());
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// now we just have to fill up the Assimp structures in pScene
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importMaterials(m3d);
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importTextures(m3d);
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importBones(m3d, -1U, pScene->mRootNode);
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importMeshes(m3d);
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importAnimations(m3d);
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// Pop directory stack
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if (pIOHandler->StackSize() > 0) {
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pIOHandler->PopDirectory();
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}
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}
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// ------------------------------------------------------------------------------------------------
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// convert materials. properties are converted using a static table in M3DMaterials.h
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void M3DImporter::importMaterials(const M3DWrapper &m3d_wrap) {
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unsigned int i, j, k, l, n;
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m3dm_t *m;
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aiString name = aiString(AI_DEFAULT_MATERIAL_NAME);
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aiColor4D c;
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ai_real f;
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ai_assert(mScene != nullptr);
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ai_assert(m3d_wrap);
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mScene->mNumMaterials = m3d_wrap->nummaterial + 1;
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mScene->mMaterials = new aiMaterial *[mScene->mNumMaterials];
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ASSIMP_LOG_DEBUG_F("M3D: importMaterials ", mScene->mNumMaterials);
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// add a default material as first
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aiMaterial *mat = new aiMaterial;
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mat->AddProperty(&name, AI_MATKEY_NAME);
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c.a = 1.0f;
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c.b = c.g = c.r = 0.6f;
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mat->AddProperty(&c, 1, AI_MATKEY_COLOR_DIFFUSE);
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mScene->mMaterials[0] = mat;
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for (i = 0; i < m3d_wrap->nummaterial; i++) {
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m = &m3d_wrap->material[i];
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aiMaterial *mat = new aiMaterial;
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name.Set(std::string(m->name));
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mat->AddProperty(&name, AI_MATKEY_NAME);
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for (j = 0; j < m->numprop; j++) {
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// look up property type
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// 0 - 127 scalar values,
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// 128 - 255 the same properties but for texture maps
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k = 256;
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for (l = 0; l < sizeof(m3d_propertytypes) / sizeof(m3d_propertytypes[0]); l++)
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if (m->prop[j].type == m3d_propertytypes[l].id ||
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m->prop[j].type == m3d_propertytypes[l].id + 128) {
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k = l;
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break;
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}
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// should never happen, but be safe than sorry
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if (k == 256) continue;
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// scalar properties
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if (m->prop[j].type < 128 && aiProps[k].pKey) {
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switch (m3d_propertytypes[k].format) {
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case m3dpf_color:
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c = mkColor(m->prop[j].value.color);
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mat->AddProperty(&c, 1, aiProps[k].pKey, aiProps[k].type, aiProps[k].index);
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break;
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case m3dpf_float:
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f = m->prop[j].value.fnum;
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mat->AddProperty(&f, 1, aiProps[k].pKey, aiProps[k].type, aiProps[k].index);
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break;
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default:
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n = m->prop[j].value.num;
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if (m->prop[j].type == m3dp_il) {
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switch (n) {
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case 0: n = aiShadingMode_NoShading; break;
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case 2: n = aiShadingMode_Phong; break;
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default: n = aiShadingMode_Gouraud; break;
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}
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}
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mat->AddProperty(&n, 1, aiProps[k].pKey, aiProps[k].type, aiProps[k].index);
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break;
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}
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}
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// texture map properties
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if (m->prop[j].type >= 128 && aiTxProps[k].pKey &&
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// extra check, should never happen, do we have the refered texture?
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m->prop[j].value.textureid < m3d_wrap->numtexture &&
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m3d_wrap->texture[m->prop[j].value.textureid].name) {
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name.Set(std::string(std::string(m3d_wrap->texture[m->prop[j].value.textureid].name) + ".png"));
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mat->AddProperty(&name, aiTxProps[k].pKey, aiTxProps[k].type, aiTxProps[k].index);
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n = 0;
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mat->AddProperty(&n, 1, _AI_MATKEY_UVWSRC_BASE, aiProps[k].type, aiProps[k].index);
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}
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}
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mScene->mMaterials[i + 1] = mat;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// import textures, this is the simplest of all
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void M3DImporter::importTextures(const M3DWrapper &m3d) {
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unsigned int i;
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const char *formatHint[] = { "rgba0800", "rgba0808", "rgba8880", "rgba8888" };
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m3dtx_t *t;
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ai_assert(mScene != nullptr);
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ai_assert(m3d);
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mScene->mNumTextures = m3d->numtexture;
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ASSIMP_LOG_DEBUG_F("M3D: importTextures ", mScene->mNumTextures);
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if (!m3d->numtexture)
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return;
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mScene->mTextures = new aiTexture *[m3d->numtexture];
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for (i = 0; i < m3d->numtexture; i++) {
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unsigned int j, k;
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t = &m3d->texture[i];
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if (!t->w || !t->h || !t->f || !t->d) continue;
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aiTexture *tx = new aiTexture;
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strcpy(tx->achFormatHint, formatHint[t->f - 1]);
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tx->mFilename = aiString(std::string(t->name) + ".png");
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tx->mWidth = t->w;
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tx->mHeight = t->h;
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tx->pcData = new aiTexel[tx->mWidth * tx->mHeight];
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for (j = k = 0; j < tx->mWidth * tx->mHeight; j++) {
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switch (t->f) {
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case 1: tx->pcData[j].g = t->d[k++]; break;
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case 2:
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tx->pcData[j].g = t->d[k++];
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tx->pcData[j].a = t->d[k++];
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break;
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case 3:
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tx->pcData[j].r = t->d[k++];
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tx->pcData[j].g = t->d[k++];
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tx->pcData[j].b = t->d[k++];
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tx->pcData[j].a = 255;
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break;
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case 4:
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tx->pcData[j].r = t->d[k++];
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tx->pcData[j].g = t->d[k++];
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tx->pcData[j].b = t->d[k++];
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tx->pcData[j].a = t->d[k++];
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break;
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}
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}
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mScene->mTextures[i] = tx;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// this is tricky. M3D has a global vertex and UV list, and faces are indexing them
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// individually. In assimp there're per mesh vertex and UV lists, and they must be
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// indexed simultaneously.
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void M3DImporter::importMeshes(const M3DWrapper &m3d) {
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unsigned int i, j, k, l, numpoly = 3, lastMat = -2U;
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std::vector<aiMesh *> *meshes = new std::vector<aiMesh *>();
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std::vector<aiFace> *faces = nullptr;
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std::vector<aiVector3D> *vertices = nullptr;
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std::vector<aiVector3D> *normals = nullptr;
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std::vector<aiVector3D> *texcoords = nullptr;
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std::vector<aiColor4D> *colors = nullptr;
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std::vector<unsigned int> *vertexids = nullptr;
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aiMesh *pMesh = nullptr;
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ai_assert(mScene != nullptr);
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ai_assert(m3d);
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ai_assert(mScene->mRootNode != nullptr);
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ASSIMP_LOG_DEBUG_F("M3D: importMeshes ", m3d->numface);
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for (i = 0; i < m3d->numface; i++) {
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// we must switch mesh if material changes
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if (lastMat != m3d->face[i].materialid) {
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lastMat = m3d->face[i].materialid;
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if (pMesh && vertices && vertices->size() && faces && faces->size()) {
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populateMesh(m3d, pMesh, faces, vertices, normals, texcoords, colors, vertexids);
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meshes->push_back(pMesh);
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delete faces;
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delete vertices;
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delete normals;
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delete texcoords;
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delete colors;
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delete vertexids; // this is not stored in pMesh, just to collect bone vertices
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}
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pMesh = new aiMesh;
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pMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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pMesh->mMaterialIndex = lastMat + 1;
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faces = new std::vector<aiFace>();
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vertices = new std::vector<aiVector3D>();
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normals = new std::vector<aiVector3D>();
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texcoords = new std::vector<aiVector3D>();
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colors = new std::vector<aiColor4D>();
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vertexids = new std::vector<unsigned int>();
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}
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// add a face to temporary vector
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aiFace *pFace = new aiFace;
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pFace->mNumIndices = numpoly;
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pFace->mIndices = new unsigned int[numpoly];
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for (j = 0; j < numpoly; j++) {
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aiVector3D pos, uv, norm;
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k = static_cast<unsigned int>(vertices->size());
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pFace->mIndices[j] = k;
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l = m3d->face[i].vertex[j];
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pos.x = m3d->vertex[l].x;
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pos.y = m3d->vertex[l].y;
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pos.z = m3d->vertex[l].z;
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vertices->push_back(pos);
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colors->push_back(mkColor(m3d->vertex[l].color));
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// add a bone to temporary vector
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if (m3d->vertex[l].skinid != -1U && m3d->vertex[l].skinid != -2U && m3d->skin && m3d->bone) {
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// this is complicated, because M3D stores a list of bone id / weight pairs per
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// vertex but assimp uses lists of local vertex id/weight pairs per local bone list
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vertexids->push_back(l);
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}
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l = m3d->face[i].texcoord[j];
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if (l != -1U) {
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uv.x = m3d->tmap[l].u;
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uv.y = m3d->tmap[l].v;
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uv.z = 0.0;
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texcoords->push_back(uv);
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}
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l = m3d->face[i].normal[j];
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if (l != -1U) {
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norm.x = m3d->vertex[l].x;
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norm.y = m3d->vertex[l].y;
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norm.z = m3d->vertex[l].z;
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normals->push_back(norm);
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}
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}
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faces->push_back(*pFace);
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delete pFace;
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}
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// if there's data left in the temporary vectors, flush them
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if (pMesh && vertices->size() && faces->size()) {
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populateMesh(m3d, pMesh, faces, vertices, normals, texcoords, colors, vertexids);
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meshes->push_back(pMesh);
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}
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// create global mesh list in scene
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mScene->mNumMeshes = static_cast<unsigned int>(meshes->size());
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mScene->mMeshes = new aiMesh *[mScene->mNumMeshes];
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std::copy(meshes->begin(), meshes->end(), mScene->mMeshes);
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// create mesh indeces in root node
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mScene->mRootNode->mNumMeshes = static_cast<unsigned int>(meshes->size());
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mScene->mRootNode->mMeshes = new unsigned int[meshes->size()];
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for (i = 0; i < meshes->size(); i++) {
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mScene->mRootNode->mMeshes[i] = i;
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}
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delete meshes;
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if (faces) delete faces;
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if (vertices) delete vertices;
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if (normals) delete normals;
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if (texcoords) delete texcoords;
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if (colors) delete colors;
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if (vertexids) delete vertexids;
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}
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// ------------------------------------------------------------------------------------------------
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// a reentrant node parser. Otherwise this is simple
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void M3DImporter::importBones(const M3DWrapper &m3d, unsigned int parentid, aiNode *pParent) {
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unsigned int i, n;
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ai_assert(pParent != nullptr);
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ai_assert(mScene != nullptr);
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ai_assert(m3d);
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ASSIMP_LOG_DEBUG_F("M3D: importBones ", m3d->numbone, " parentid ", (int)parentid);
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for (n = 0, i = parentid + 1; i < m3d->numbone; i++)
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if (m3d->bone[i].parent == parentid) n++;
|
|
pParent->mChildren = new aiNode *[n];
|
|
|
|
for (i = parentid + 1; i < m3d->numbone; i++) {
|
|
if (m3d->bone[i].parent == parentid) {
|
|
aiNode *pChild = new aiNode;
|
|
pChild->mParent = pParent;
|
|
pChild->mName = aiString(std::string(m3d->bone[i].name));
|
|
convertPose(m3d, &pChild->mTransformation, m3d->bone[i].pos, m3d->bone[i].ori);
|
|
pChild->mNumChildren = 0;
|
|
pParent->mChildren[pParent->mNumChildren] = pChild;
|
|
pParent->mNumChildren++;
|
|
importBones(m3d, i, pChild);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// this is another headache. M3D stores list of changed bone id/position/orientation triplets and
|
|
// a timestamp per frame, but assimp needs timestamp and lists of position, orientation lists per
|
|
// bone, so we have to convert between the two conceptually different representation forms
|
|
void M3DImporter::importAnimations(const M3DWrapper &m3d) {
|
|
unsigned int i, j, k, l, pos, ori;
|
|
double t;
|
|
m3da_t *a;
|
|
|
|
ai_assert(mScene != nullptr);
|
|
ai_assert(m3d);
|
|
|
|
mScene->mNumAnimations = m3d->numaction;
|
|
|
|
ASSIMP_LOG_DEBUG_F("M3D: importAnimations ", mScene->mNumAnimations);
|
|
|
|
if (!m3d->numaction || !m3d->numbone)
|
|
return;
|
|
|
|
mScene->mAnimations = new aiAnimation *[m3d->numaction];
|
|
for (i = 0; i < m3d->numaction; i++) {
|
|
a = &m3d->action[i];
|
|
aiAnimation *pAnim = new aiAnimation;
|
|
pAnim->mName = aiString(std::string(a->name));
|
|
pAnim->mDuration = ((double)a->durationmsec) / 10;
|
|
pAnim->mTicksPerSecond = 100;
|
|
// now we know how many bones are referenced in this animation
|
|
pAnim->mNumChannels = m3d->numbone;
|
|
pAnim->mChannels = new aiNodeAnim *[pAnim->mNumChannels];
|
|
for (l = 0; l < m3d->numbone; l++) {
|
|
unsigned int n;
|
|
pAnim->mChannels[l] = new aiNodeAnim;
|
|
pAnim->mChannels[l]->mNodeName = aiString(std::string(m3d->bone[l].name));
|
|
// now n is the size of positions / orientations arrays
|
|
pAnim->mChannels[l]->mNumPositionKeys = pAnim->mChannels[l]->mNumRotationKeys = a->numframe;
|
|
pAnim->mChannels[l]->mPositionKeys = new aiVectorKey[a->numframe];
|
|
pAnim->mChannels[l]->mRotationKeys = new aiQuatKey[a->numframe];
|
|
pos = m3d->bone[l].pos;
|
|
ori = m3d->bone[l].ori;
|
|
for (j = n = 0; j < a->numframe; j++) {
|
|
t = ((double)a->frame[j].msec) / 10;
|
|
for (k = 0; k < a->frame[j].numtransform; k++) {
|
|
if (a->frame[j].transform[k].boneid == l) {
|
|
pos = a->frame[j].transform[k].pos;
|
|
ori = a->frame[j].transform[k].ori;
|
|
}
|
|
}
|
|
m3dv_t *v = &m3d->vertex[pos];
|
|
m3dv_t *q = &m3d->vertex[ori];
|
|
pAnim->mChannels[l]->mPositionKeys[j].mTime = t;
|
|
pAnim->mChannels[l]->mPositionKeys[j].mValue.x = v->x;
|
|
pAnim->mChannels[l]->mPositionKeys[j].mValue.y = v->y;
|
|
pAnim->mChannels[l]->mPositionKeys[j].mValue.z = v->z;
|
|
pAnim->mChannels[l]->mRotationKeys[j].mTime = t;
|
|
pAnim->mChannels[l]->mRotationKeys[j].mValue.w = q->w;
|
|
pAnim->mChannels[l]->mRotationKeys[j].mValue.x = q->x;
|
|
pAnim->mChannels[l]->mRotationKeys[j].mValue.y = q->y;
|
|
pAnim->mChannels[l]->mRotationKeys[j].mValue.z = q->z;
|
|
} // foreach frame
|
|
} // foreach bones
|
|
mScene->mAnimations[i] = pAnim;
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// convert uint32_t into aiColor4D
|
|
aiColor4D M3DImporter::mkColor(uint32_t c) {
|
|
aiColor4D color;
|
|
color.a = ((float)((c >> 24) & 0xff)) / 255;
|
|
color.b = ((float)((c >> 16) & 0xff)) / 255;
|
|
color.g = ((float)((c >> 8) & 0xff)) / 255;
|
|
color.r = ((float)((c >> 0) & 0xff)) / 255;
|
|
return color;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// convert a position id and orientation id into a 4 x 4 transformation matrix
|
|
void M3DImporter::convertPose(const M3DWrapper &m3d, aiMatrix4x4 *m, unsigned int posid, unsigned int orientid) {
|
|
ai_assert(m != nullptr);
|
|
ai_assert(m3d);
|
|
ai_assert(posid != -1U && posid < m3d->numvertex);
|
|
ai_assert(orientid != -1U && orientid < m3d->numvertex);
|
|
m3dv_t *p = &m3d->vertex[posid];
|
|
m3dv_t *q = &m3d->vertex[orientid];
|
|
|
|
/* quaternion to matrix. Do NOT use aiQuaternion to aiMatrix3x3, gives bad results */
|
|
if (q->x == 0.0 && q->y == 0.0 && q->z >= 0.7071065 && q->z <= 0.7071075 && q->w == 0.0) {
|
|
m->a2 = m->a3 = m->b1 = m->b3 = m->c1 = m->c2 = 0.0;
|
|
m->a1 = m->b2 = m->c3 = -1.0;
|
|
} else {
|
|
m->a1 = 1 - 2 * (q->y * q->y + q->z * q->z);
|
|
if (m->a1 > -M3D_EPSILON && m->a1 < M3D_EPSILON) m->a1 = 0.0;
|
|
m->a2 = 2 * (q->x * q->y - q->z * q->w);
|
|
if (m->a2 > -M3D_EPSILON && m->a2 < M3D_EPSILON) m->a2 = 0.0;
|
|
m->a3 = 2 * (q->x * q->z + q->y * q->w);
|
|
if (m->a3 > -M3D_EPSILON && m->a3 < M3D_EPSILON) m->a3 = 0.0;
|
|
m->b1 = 2 * (q->x * q->y + q->z * q->w);
|
|
if (m->b1 > -M3D_EPSILON && m->b1 < M3D_EPSILON) m->b1 = 0.0;
|
|
m->b2 = 1 - 2 * (q->x * q->x + q->z * q->z);
|
|
if (m->b2 > -M3D_EPSILON && m->b2 < M3D_EPSILON) m->b2 = 0.0;
|
|
m->b3 = 2 * (q->y * q->z - q->x * q->w);
|
|
if (m->b3 > -M3D_EPSILON && m->b3 < M3D_EPSILON) m->b3 = 0.0;
|
|
m->c1 = 2 * (q->x * q->z - q->y * q->w);
|
|
if (m->c1 > -M3D_EPSILON && m->c1 < M3D_EPSILON) m->c1 = 0.0;
|
|
m->c2 = 2 * (q->y * q->z + q->x * q->w);
|
|
if (m->c2 > -M3D_EPSILON && m->c2 < M3D_EPSILON) m->c2 = 0.0;
|
|
m->c3 = 1 - 2 * (q->x * q->x + q->y * q->y);
|
|
if (m->c3 > -M3D_EPSILON && m->c3 < M3D_EPSILON) m->c3 = 0.0;
|
|
}
|
|
|
|
/* set translation */
|
|
m->a4 = p->x;
|
|
m->b4 = p->y;
|
|
m->c4 = p->z;
|
|
|
|
m->d1 = 0;
|
|
m->d2 = 0;
|
|
m->d3 = 0;
|
|
m->d4 = 1;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// find a node by name
|
|
aiNode *M3DImporter::findNode(aiNode *pNode, aiString name) {
|
|
unsigned int i;
|
|
|
|
ai_assert(pNode != nullptr);
|
|
ai_assert(mScene != nullptr);
|
|
|
|
if (pNode->mName == name)
|
|
return pNode;
|
|
for (i = 0; i < pNode->mNumChildren; i++) {
|
|
aiNode *pChild = findNode(pNode->mChildren[i], name);
|
|
if (pChild) return pChild;
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// fills up offsetmatrix in mBones
|
|
void M3DImporter::calculateOffsetMatrix(aiNode *pNode, aiMatrix4x4 *m) {
|
|
ai_assert(pNode != nullptr);
|
|
ai_assert(mScene != nullptr);
|
|
|
|
if (pNode->mParent) {
|
|
calculateOffsetMatrix(pNode->mParent, m);
|
|
*m *= pNode->mTransformation;
|
|
} else {
|
|
*m = pNode->mTransformation;
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// because M3D has a global mesh, global vertex ids and stores materialid on the face, we need
|
|
// temporary lists to collect data for an aiMesh, which requires local arrays and local indeces
|
|
// this function fills up an aiMesh with those temporary lists
|
|
void M3DImporter::populateMesh(const M3DWrapper &m3d, aiMesh *pMesh, std::vector<aiFace> *faces, std::vector<aiVector3D> *vertices,
|
|
std::vector<aiVector3D> *normals, std::vector<aiVector3D> *texcoords, std::vector<aiColor4D> *colors,
|
|
std::vector<unsigned int> *vertexids) {
|
|
|
|
ai_assert(pMesh != nullptr);
|
|
ai_assert(faces != nullptr);
|
|
ai_assert(vertices != nullptr);
|
|
ai_assert(normals != nullptr);
|
|
ai_assert(texcoords != nullptr);
|
|
ai_assert(colors != nullptr);
|
|
ai_assert(vertexids != nullptr);
|
|
ai_assert(m3d);
|
|
|
|
ASSIMP_LOG_DEBUG_F("M3D: populateMesh numvertices ", vertices->size(), " numfaces ", faces->size(),
|
|
" numnormals ", normals->size(), " numtexcoord ", texcoords->size(), " numbones ", m3d->numbone);
|
|
|
|
if (vertices->size() && faces->size()) {
|
|
pMesh->mNumFaces = static_cast<unsigned int>(faces->size());
|
|
pMesh->mFaces = new aiFace[pMesh->mNumFaces];
|
|
std::copy(faces->begin(), faces->end(), pMesh->mFaces);
|
|
pMesh->mNumVertices = static_cast<unsigned int>(vertices->size());
|
|
pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
|
|
std::copy(vertices->begin(), vertices->end(), pMesh->mVertices);
|
|
if (normals->size() == vertices->size()) {
|
|
pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
|
|
std::copy(normals->begin(), normals->end(), pMesh->mNormals);
|
|
}
|
|
if (texcoords->size() == vertices->size()) {
|
|
pMesh->mTextureCoords[0] = new aiVector3D[pMesh->mNumVertices];
|
|
std::copy(texcoords->begin(), texcoords->end(), pMesh->mTextureCoords[0]);
|
|
pMesh->mNumUVComponents[0] = 2;
|
|
}
|
|
if (colors->size() == vertices->size()) {
|
|
pMesh->mColors[0] = new aiColor4D[pMesh->mNumVertices];
|
|
std::copy(colors->begin(), colors->end(), pMesh->mColors[0]);
|
|
}
|
|
// this is complicated, because M3D stores a list of bone id / weight pairs per
|
|
// vertex but assimp uses lists of local vertex id/weight pairs per local bone list
|
|
pMesh->mNumBones = m3d->numbone;
|
|
/* we need aiBone with mOffsetMatrix for bones without weights as well */
|
|
if (pMesh->mNumBones) {
|
|
pMesh->mBones = new aiBone *[pMesh->mNumBones];
|
|
for (unsigned int i = 0; i < m3d->numbone; i++) {
|
|
aiNode *pNode;
|
|
pMesh->mBones[i] = new aiBone;
|
|
pMesh->mBones[i]->mName = aiString(std::string(m3d->bone[i].name));
|
|
pMesh->mBones[i]->mNumWeights = 0;
|
|
pNode = findNode(mScene->mRootNode, pMesh->mBones[i]->mName);
|
|
if (pNode) {
|
|
calculateOffsetMatrix(pNode, &pMesh->mBones[i]->mOffsetMatrix);
|
|
pMesh->mBones[i]->mOffsetMatrix.Inverse();
|
|
} else
|
|
pMesh->mBones[i]->mOffsetMatrix = aiMatrix4x4();
|
|
}
|
|
if (vertexids->size()) {
|
|
unsigned int i, j;
|
|
// first count how many vertices we have per bone
|
|
for (i = 0; i < vertexids->size(); i++) {
|
|
unsigned int s = m3d->vertex[vertexids->at(i)].skinid;
|
|
if (s != -1U && s != -2U) {
|
|
for (unsigned int k = 0; k < M3D_NUMBONE && m3d->skin[s].weight[k] > 0.0; k++) {
|
|
aiString name = aiString(std::string(m3d->bone[m3d->skin[s].boneid[k]].name));
|
|
for (j = 0; j < pMesh->mNumBones; j++) {
|
|
if (pMesh->mBones[j]->mName == name) {
|
|
pMesh->mBones[j]->mNumWeights++;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// allocate mWeights
|
|
for (j = 0; j < pMesh->mNumBones; j++) {
|
|
aiBone *pBone = pMesh->mBones[j];
|
|
if (pBone->mNumWeights) {
|
|
pBone->mWeights = new aiVertexWeight[pBone->mNumWeights];
|
|
pBone->mNumWeights = 0;
|
|
}
|
|
}
|
|
// fill up with data
|
|
for (i = 0; i < vertexids->size(); i++) {
|
|
unsigned int s = m3d->vertex[vertexids->at(i)].skinid;
|
|
if (s != -1U && s != -2U) {
|
|
for (unsigned int k = 0; k < M3D_NUMBONE && m3d->skin[s].weight[k] > 0.0; k++) {
|
|
aiString name = aiString(std::string(m3d->bone[m3d->skin[s].boneid[k]].name));
|
|
for (j = 0; j < pMesh->mNumBones; j++) {
|
|
if (pMesh->mBones[j]->mName == name) {
|
|
aiBone *pBone = pMesh->mBones[j];
|
|
pBone->mWeights[pBone->mNumWeights].mVertexId = i;
|
|
pBone->mWeights[pBone->mNumWeights].mWeight = m3d->skin[s].weight[k];
|
|
pBone->mNumWeights++;
|
|
break;
|
|
}
|
|
}
|
|
} // foreach skin
|
|
}
|
|
} // foreach vertexids
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
} // Namespace Assimp
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_M3D_IMPORTER
|