672 lines
24 KiB
C++
672 lines
24 KiB
C++
/*
|
|
---------------------------------------------------------------------------
|
|
Open Asset Import Library (assimp)
|
|
---------------------------------------------------------------------------
|
|
|
|
Copyright (c) 2006-2017, assimp team
|
|
|
|
|
|
All rights reserved.
|
|
|
|
Redistribution and use of this software in source and binary forms,
|
|
with or without modification, are permitted provided that the following
|
|
conditions are met:
|
|
|
|
* Redistributions of source code must retain the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer.
|
|
|
|
* Redistributions in binary form must reproduce the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer in the documentation and/or other
|
|
materials provided with the distribution.
|
|
|
|
* Neither the name of the assimp team, nor the names of its
|
|
contributors may be used to endorse or promote products
|
|
derived from this software without specific prior
|
|
written permission of the assimp team.
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
---------------------------------------------------------------------------
|
|
*/
|
|
|
|
/** @file MS3DLoader.cpp
|
|
* @brief Implementation of the Ms3D importer class.
|
|
* Written against http://chumbalum.swissquake.ch/ms3d/ms3dspec.txt
|
|
*/
|
|
|
|
|
|
#ifndef ASSIMP_BUILD_NO_MS3D_IMPORTER
|
|
|
|
// internal headers
|
|
#include "MS3DLoader.h"
|
|
#include "StreamReader.h"
|
|
#include <assimp/DefaultLogger.hpp>
|
|
#include <assimp/scene.h>
|
|
#include <assimp/IOSystem.hpp>
|
|
#include <assimp/importerdesc.h>
|
|
#include <map>
|
|
|
|
using namespace Assimp;
|
|
|
|
static const aiImporterDesc desc = {
|
|
"Milkshape 3D Importer",
|
|
"",
|
|
"",
|
|
"http://chumbalum.swissquake.ch/",
|
|
aiImporterFlags_SupportBinaryFlavour,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
"ms3d"
|
|
};
|
|
|
|
// ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH
|
|
// (enable old code path, which generates extra nodes per mesh while
|
|
// the newer code uses aiMesh::mName to express the name of the
|
|
// meshes (a.k.a. groups in MS3D))
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Constructor to be privately used by Importer
|
|
MS3DImporter::MS3DImporter()
|
|
: mScene()
|
|
{}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Destructor, private as well
|
|
MS3DImporter::~MS3DImporter()
|
|
{}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Returns whether the class can handle the format of the given file.
|
|
bool MS3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
|
|
{
|
|
// first call - simple extension check
|
|
const std::string extension = GetExtension(pFile);
|
|
if (extension == "ms3d") {
|
|
return true;
|
|
}
|
|
|
|
// second call - check for magic identifiers
|
|
else if (!extension.length() || checkSig) {
|
|
if (!pIOHandler) {
|
|
return true;
|
|
}
|
|
const char* tokens[] = {"MS3D000000"};
|
|
return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
const aiImporterDesc* MS3DImporter::GetInfo () const
|
|
{
|
|
return &desc;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ReadColor(StreamReaderLE& stream, aiColor4D& ambient)
|
|
{
|
|
// aiColor4D is packed on gcc, implicit binding to float& fails therefore.
|
|
stream >> (float&)ambient.r >> (float&)ambient.g >> (float&)ambient.b >> (float&)ambient.a;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ReadVector(StreamReaderLE& stream, aiVector3D& pos)
|
|
{
|
|
// See note in ReadColor()
|
|
stream >> (float&)pos.x >> (float&)pos.y >> (float&)pos.z;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
template<typename T>
|
|
void MS3DImporter :: ReadComments(StreamReaderLE& stream, std::vector<T>& outp)
|
|
{
|
|
uint16_t cnt;
|
|
stream >> cnt;
|
|
|
|
for(unsigned int i = 0; i < cnt; ++i) {
|
|
uint32_t index, clength;
|
|
stream >> index >> clength;
|
|
|
|
if(index >= outp.size()) {
|
|
DefaultLogger::get()->warn("MS3D: Invalid index in comment section");
|
|
}
|
|
else if (clength > stream.GetRemainingSize()) {
|
|
throw DeadlyImportError("MS3D: Failure reading comment, length field is out of range");
|
|
}
|
|
else {
|
|
outp[index].comment = std::string(reinterpret_cast<char*>(stream.GetPtr()),clength);
|
|
}
|
|
stream.IncPtr(clength);
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
template <typename T, typename T2, typename T3> bool inrange(const T& in, const T2& lower, const T3& higher)
|
|
{
|
|
return in > lower && in <= higher;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void MS3DImporter :: CollectChildJoints(const std::vector<TempJoint>& joints,
|
|
std::vector<bool>& hadit,
|
|
aiNode* nd,
|
|
const aiMatrix4x4& absTrafo)
|
|
{
|
|
unsigned int cnt = 0;
|
|
for(size_t i = 0; i < joints.size(); ++i) {
|
|
if (!hadit[i] && !strcmp(joints[i].parentName,nd->mName.data)) {
|
|
++cnt;
|
|
}
|
|
}
|
|
|
|
nd->mChildren = new aiNode*[nd->mNumChildren = cnt];
|
|
cnt = 0;
|
|
for(size_t i = 0; i < joints.size(); ++i) {
|
|
if (!hadit[i] && !strcmp(joints[i].parentName,nd->mName.data)) {
|
|
aiNode* ch = nd->mChildren[cnt++] = new aiNode(joints[i].name);
|
|
ch->mParent = nd;
|
|
|
|
ch->mTransformation = aiMatrix4x4::Translation(joints[i].position,aiMatrix4x4()=aiMatrix4x4())*
|
|
// XXX actually, I don't *know* why we need the inverse here. Probably column vs. row order?
|
|
aiMatrix4x4().FromEulerAnglesXYZ(joints[i].rotation).Transpose();
|
|
|
|
const aiMatrix4x4 abs = absTrafo*ch->mTransformation;
|
|
for(unsigned int a = 0; a < mScene->mNumMeshes; ++a) {
|
|
aiMesh* const msh = mScene->mMeshes[a];
|
|
for(unsigned int n = 0; n < msh->mNumBones; ++n) {
|
|
aiBone* const bone = msh->mBones[n];
|
|
|
|
if(bone->mName == ch->mName) {
|
|
bone->mOffsetMatrix = aiMatrix4x4(abs).Inverse();
|
|
}
|
|
}
|
|
}
|
|
|
|
hadit[i] = true;
|
|
CollectChildJoints(joints,hadit,ch,abs);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void MS3DImporter :: CollectChildJoints(const std::vector<TempJoint>& joints, aiNode* nd)
|
|
{
|
|
std::vector<bool> hadit(joints.size(),false);
|
|
aiMatrix4x4 trafo;
|
|
|
|
CollectChildJoints(joints,hadit,nd,trafo);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Imports the given file into the given scene structure.
|
|
void MS3DImporter::InternReadFile( const std::string& pFile,
|
|
aiScene* pScene, IOSystem* pIOHandler)
|
|
{
|
|
StreamReaderLE stream(pIOHandler->Open(pFile,"rb"));
|
|
|
|
// CanRead() should have done this already
|
|
char head[10];
|
|
int32_t version;
|
|
|
|
mScene = pScene;
|
|
|
|
|
|
// 1 ------------ read into temporary data structures mirroring the original file
|
|
|
|
stream.CopyAndAdvance(head,10);
|
|
stream >> version;
|
|
if (strncmp(head,"MS3D000000",10)) {
|
|
throw DeadlyImportError("Not a MS3D file, magic string MS3D000000 not found: "+pFile);
|
|
}
|
|
|
|
if (version != 4) {
|
|
throw DeadlyImportError("MS3D: Unsupported file format version, 4 was expected");
|
|
}
|
|
|
|
uint16_t verts;
|
|
stream >> verts;
|
|
|
|
std::vector<TempVertex> vertices(verts);
|
|
for (unsigned int i = 0; i < verts; ++i) {
|
|
TempVertex& v = vertices[i];
|
|
|
|
stream.IncPtr(1);
|
|
ReadVector(stream,v.pos);
|
|
v.bone_id[0] = stream.GetI1();
|
|
v.ref_cnt = stream.GetI1();
|
|
|
|
v.bone_id[1] = v.bone_id[2] = v.bone_id[3] = UINT_MAX;
|
|
v.weights[1] = v.weights[2] = v.weights[3] = 0.f;
|
|
v.weights[0] = 1.f;
|
|
}
|
|
|
|
uint16_t tris;
|
|
stream >> tris;
|
|
|
|
std::vector<TempTriangle> triangles(tris);
|
|
for (unsigned int i = 0;i < tris; ++i) {
|
|
TempTriangle& t = triangles[i];
|
|
|
|
stream.IncPtr(2);
|
|
for (unsigned int i = 0; i < 3; ++i) {
|
|
t.indices[i] = stream.GetI2();
|
|
}
|
|
|
|
for (unsigned int i = 0; i < 3; ++i) {
|
|
ReadVector(stream,t.normals[i]);
|
|
}
|
|
|
|
for (unsigned int i = 0; i < 3; ++i) {
|
|
stream >> (float&)(t.uv[i].x); // see note in ReadColor()
|
|
}
|
|
for (unsigned int i = 0; i < 3; ++i) {
|
|
stream >> (float&)(t.uv[i].y);
|
|
}
|
|
|
|
t.sg = stream.GetI1();
|
|
t.group = stream.GetI1();
|
|
}
|
|
|
|
uint16_t grp;
|
|
stream >> grp;
|
|
|
|
bool need_default = false;
|
|
std::vector<TempGroup> groups(grp);
|
|
for (unsigned int i = 0;i < grp; ++i) {
|
|
TempGroup& t = groups[i];
|
|
|
|
stream.IncPtr(1);
|
|
stream.CopyAndAdvance(t.name,32);
|
|
|
|
t.name[32] = '\0';
|
|
uint16_t num;
|
|
stream >> num;
|
|
|
|
t.triangles.resize(num);
|
|
for (unsigned int i = 0; i < num; ++i) {
|
|
t.triangles[i] = stream.GetI2();
|
|
}
|
|
t.mat = stream.GetI1();
|
|
if (t.mat == UINT_MAX) {
|
|
need_default = true;
|
|
}
|
|
}
|
|
|
|
uint16_t mat;
|
|
stream >> mat;
|
|
|
|
std::vector<TempMaterial> materials(mat);
|
|
for (unsigned int i = 0;i < mat; ++i) {
|
|
TempMaterial& t = materials[i];
|
|
|
|
stream.CopyAndAdvance(t.name,32);
|
|
t.name[32] = '\0';
|
|
|
|
ReadColor(stream,t.ambient);
|
|
ReadColor(stream,t.diffuse);
|
|
ReadColor(stream,t.specular);
|
|
ReadColor(stream,t.emissive);
|
|
stream >> t.shininess >> t.transparency;
|
|
|
|
stream.IncPtr(1);
|
|
|
|
stream.CopyAndAdvance(t.texture,128);
|
|
t.texture[128] = '\0';
|
|
|
|
stream.CopyAndAdvance(t.alphamap,128);
|
|
t.alphamap[128] = '\0';
|
|
}
|
|
|
|
float animfps, currenttime;
|
|
uint32_t totalframes;
|
|
stream >> animfps >> currenttime >> totalframes;
|
|
|
|
uint16_t joint;
|
|
stream >> joint;
|
|
|
|
std::vector<TempJoint> joints(joint);
|
|
for(unsigned int i = 0; i < joint; ++i) {
|
|
TempJoint& j = joints[i];
|
|
|
|
stream.IncPtr(1);
|
|
stream.CopyAndAdvance(j.name,32);
|
|
j.name[32] = '\0';
|
|
|
|
stream.CopyAndAdvance(j.parentName,32);
|
|
j.parentName[32] = '\0';
|
|
|
|
// DefaultLogger::get()->debug(j.name);
|
|
// DefaultLogger::get()->debug(j.parentName);
|
|
|
|
ReadVector(stream,j.rotation);
|
|
ReadVector(stream,j.position);
|
|
|
|
j.rotFrames.resize(stream.GetI2());
|
|
j.posFrames.resize(stream.GetI2());
|
|
|
|
for(unsigned int a = 0; a < j.rotFrames.size(); ++a) {
|
|
TempKeyFrame& kf = j.rotFrames[a];
|
|
stream >> kf.time;
|
|
ReadVector(stream,kf.value);
|
|
}
|
|
for(unsigned int a = 0; a < j.posFrames.size(); ++a) {
|
|
TempKeyFrame& kf = j.posFrames[a];
|
|
stream >> kf.time;
|
|
ReadVector(stream,kf.value);
|
|
}
|
|
}
|
|
|
|
if(stream.GetRemainingSize() > 4) {
|
|
uint32_t subversion;
|
|
stream >> subversion;
|
|
if (subversion == 1) {
|
|
ReadComments<TempGroup>(stream,groups);
|
|
ReadComments<TempMaterial>(stream,materials);
|
|
ReadComments<TempJoint>(stream,joints);
|
|
|
|
// model comment - print it for we have such a nice log.
|
|
if (stream.GetI4()) {
|
|
const size_t len = static_cast<size_t>(stream.GetI4());
|
|
if (len > stream.GetRemainingSize()) {
|
|
throw DeadlyImportError("MS3D: Model comment is too long");
|
|
}
|
|
|
|
const std::string& s = std::string(reinterpret_cast<char*>(stream.GetPtr()),len);
|
|
DefaultLogger::get()->debug("MS3D: Model comment: " + s);
|
|
}
|
|
|
|
if(stream.GetRemainingSize() > 4 && inrange((stream >> subversion,subversion),1u,3u)) {
|
|
for(unsigned int i = 0; i < verts; ++i) {
|
|
TempVertex& v = vertices[i];
|
|
v.weights[3]=1.f;
|
|
for(unsigned int n = 0; n < 3; v.weights[3]-=v.weights[n++]) {
|
|
v.bone_id[n+1] = stream.GetI1();
|
|
v.weights[n] = static_cast<float>(static_cast<unsigned int>(stream.GetI1()))/255.f;
|
|
}
|
|
stream.IncPtr((subversion-1)<<2u);
|
|
}
|
|
|
|
// even further extra data is not of interest for us, at least now now.
|
|
}
|
|
}
|
|
}
|
|
|
|
// 2 ------------ convert to proper aiXX data structures -----------------------------------
|
|
|
|
if (need_default && materials.size()) {
|
|
DefaultLogger::get()->warn("MS3D: Found group with no material assigned, spawning default material");
|
|
// if one of the groups has no material assigned, but there are other
|
|
// groups with materials, a default material needs to be added (
|
|
// scenepreprocessor adds a default material only if nummat==0).
|
|
materials.push_back(TempMaterial());
|
|
TempMaterial& m = materials.back();
|
|
|
|
strcpy(m.name,"<MS3D_DefaultMat>");
|
|
m.diffuse = aiColor4D(0.6f,0.6f,0.6f,1.0);
|
|
m.transparency = 1.f;
|
|
m.shininess = 0.f;
|
|
|
|
// this is because these TempXXX struct's have no c'tors.
|
|
m.texture[0] = m.alphamap[0] = '\0';
|
|
|
|
for (unsigned int i = 0; i < groups.size(); ++i) {
|
|
TempGroup& g = groups[i];
|
|
if (g.mat == UINT_MAX) {
|
|
g.mat = static_cast<unsigned int>(materials.size()-1);
|
|
}
|
|
}
|
|
}
|
|
|
|
// convert materials to our generic key-value dict-alike
|
|
if (materials.size()) {
|
|
pScene->mMaterials = new aiMaterial*[materials.size()];
|
|
for (size_t i = 0; i < materials.size(); ++i) {
|
|
|
|
aiMaterial* mo = new aiMaterial();
|
|
pScene->mMaterials[pScene->mNumMaterials++] = mo;
|
|
|
|
const TempMaterial& mi = materials[i];
|
|
|
|
aiString tmp;
|
|
if (0[mi.alphamap]) {
|
|
tmp = aiString(mi.alphamap);
|
|
mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_OPACITY(0));
|
|
}
|
|
if (0[mi.texture]) {
|
|
tmp = aiString(mi.texture);
|
|
mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_DIFFUSE(0));
|
|
}
|
|
if (0[mi.name]) {
|
|
tmp = aiString(mi.name);
|
|
mo->AddProperty(&tmp,AI_MATKEY_NAME);
|
|
}
|
|
|
|
mo->AddProperty(&mi.ambient,1,AI_MATKEY_COLOR_AMBIENT);
|
|
mo->AddProperty(&mi.diffuse,1,AI_MATKEY_COLOR_DIFFUSE);
|
|
mo->AddProperty(&mi.specular,1,AI_MATKEY_COLOR_SPECULAR);
|
|
mo->AddProperty(&mi.emissive,1,AI_MATKEY_COLOR_EMISSIVE);
|
|
|
|
mo->AddProperty(&mi.shininess,1,AI_MATKEY_SHININESS);
|
|
mo->AddProperty(&mi.transparency,1,AI_MATKEY_OPACITY);
|
|
|
|
const int sm = mi.shininess>0.f?aiShadingMode_Phong:aiShadingMode_Gouraud;
|
|
mo->AddProperty(&sm,1,AI_MATKEY_SHADING_MODEL);
|
|
}
|
|
}
|
|
|
|
// convert groups to meshes
|
|
if (groups.empty()) {
|
|
throw DeadlyImportError("MS3D: Didn't get any group records, file is malformed");
|
|
}
|
|
|
|
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes=static_cast<unsigned int>(groups.size())]();
|
|
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
|
|
|
aiMesh* m = pScene->mMeshes[i] = new aiMesh();
|
|
const TempGroup& g = groups[i];
|
|
|
|
if (pScene->mNumMaterials && g.mat > pScene->mNumMaterials) {
|
|
throw DeadlyImportError("MS3D: Encountered invalid material index, file is malformed");
|
|
} // no error if no materials at all - scenepreprocessor adds one then
|
|
|
|
m->mMaterialIndex = g.mat;
|
|
m->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
|
|
|
|
m->mFaces = new aiFace[m->mNumFaces = static_cast<unsigned int>(g.triangles.size())];
|
|
m->mNumVertices = m->mNumFaces*3;
|
|
|
|
// storage for vertices - verbose format, as requested by the postprocessing pipeline
|
|
m->mVertices = new aiVector3D[m->mNumVertices];
|
|
m->mNormals = new aiVector3D[m->mNumVertices];
|
|
m->mTextureCoords[0] = new aiVector3D[m->mNumVertices];
|
|
m->mNumUVComponents[0] = 2;
|
|
|
|
typedef std::map<unsigned int,unsigned int> BoneSet;
|
|
BoneSet mybones;
|
|
|
|
for (unsigned int i = 0,n = 0; i < m->mNumFaces; ++i) {
|
|
aiFace& f = m->mFaces[i];
|
|
if (g.triangles[i]>triangles.size()) {
|
|
throw DeadlyImportError("MS3D: Encountered invalid triangle index, file is malformed");
|
|
}
|
|
|
|
TempTriangle& t = triangles[g.triangles[i]];
|
|
f.mIndices = new unsigned int[f.mNumIndices=3];
|
|
|
|
for (unsigned int i = 0; i < 3; ++i,++n) {
|
|
if (t.indices[i]>vertices.size()) {
|
|
throw DeadlyImportError("MS3D: Encountered invalid vertex index, file is malformed");
|
|
}
|
|
|
|
const TempVertex& v = vertices[t.indices[i]];
|
|
for(unsigned int a = 0; a < 4; ++a) {
|
|
if (v.bone_id[a] != UINT_MAX) {
|
|
if (v.bone_id[a] >= joints.size()) {
|
|
throw DeadlyImportError("MS3D: Encountered invalid bone index, file is malformed");
|
|
}
|
|
if (mybones.find(v.bone_id[a]) == mybones.end()) {
|
|
mybones[v.bone_id[a]] = 1;
|
|
}
|
|
else ++mybones[v.bone_id[a]];
|
|
}
|
|
}
|
|
|
|
// collect vertex components
|
|
m->mVertices[n] = v.pos;
|
|
|
|
m->mNormals[n] = t.normals[i];
|
|
m->mTextureCoords[0][n] = aiVector3D(t.uv[i].x,1.f-t.uv[i].y,0.0);
|
|
f.mIndices[i] = n;
|
|
}
|
|
}
|
|
|
|
// allocate storage for bones
|
|
if(!mybones.empty()) {
|
|
std::vector<unsigned int> bmap(joints.size());
|
|
m->mBones = new aiBone*[mybones.size()]();
|
|
for(BoneSet::const_iterator it = mybones.begin(); it != mybones.end(); ++it) {
|
|
aiBone* const bn = m->mBones[m->mNumBones] = new aiBone();
|
|
const TempJoint& jnt = joints[(*it).first];
|
|
|
|
bn->mName.Set(jnt.name);
|
|
bn->mWeights = new aiVertexWeight[(*it).second];
|
|
|
|
bmap[(*it).first] = m->mNumBones++;
|
|
}
|
|
|
|
// .. and collect bone weights
|
|
for (unsigned int i = 0,n = 0; i < m->mNumFaces; ++i) {
|
|
TempTriangle& t = triangles[g.triangles[i]];
|
|
|
|
for (unsigned int i = 0; i < 3; ++i,++n) {
|
|
const TempVertex& v = vertices[t.indices[i]];
|
|
for(unsigned int a = 0; a < 4; ++a) {
|
|
const unsigned int bone = v.bone_id[a];
|
|
if(bone==UINT_MAX){
|
|
continue;
|
|
}
|
|
|
|
aiBone* const outbone = m->mBones[bmap[bone]];
|
|
aiVertexWeight& outwght = outbone->mWeights[outbone->mNumWeights++];
|
|
|
|
outwght.mVertexId = n;
|
|
outwght.mWeight = v.weights[a];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// ... add dummy nodes under a single root, each holding a reference to one
|
|
// mesh. If we didn't do this, we'd lose the group name.
|
|
aiNode* rt = pScene->mRootNode = new aiNode("<MS3DRoot>");
|
|
|
|
#ifdef ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH
|
|
rt->mChildren = new aiNode*[rt->mNumChildren=pScene->mNumMeshes+(joints.size()?1:0)]();
|
|
|
|
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
|
aiNode* nd = rt->mChildren[i] = new aiNode();
|
|
|
|
const TempGroup& g = groups[i];
|
|
|
|
// we need to generate an unique name for all mesh nodes.
|
|
// since we want to keep the group name, a prefix is
|
|
// prepended.
|
|
nd->mName = aiString("<MS3DMesh>_");
|
|
nd->mName.Append(g.name);
|
|
nd->mParent = rt;
|
|
|
|
nd->mMeshes = new unsigned int[nd->mNumMeshes = 1];
|
|
nd->mMeshes[0] = i;
|
|
}
|
|
#else
|
|
rt->mMeshes = new unsigned int[pScene->mNumMeshes];
|
|
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
|
rt->mMeshes[rt->mNumMeshes++] = i;
|
|
}
|
|
#endif
|
|
|
|
// convert animations as well
|
|
if(joints.size()) {
|
|
#ifndef ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH
|
|
rt->mChildren = new aiNode*[1]();
|
|
rt->mNumChildren = 1;
|
|
|
|
aiNode* jt = rt->mChildren[0] = new aiNode();
|
|
#else
|
|
aiNode* jt = rt->mChildren[pScene->mNumMeshes] = new aiNode();
|
|
#endif
|
|
jt->mParent = rt;
|
|
CollectChildJoints(joints,jt);
|
|
jt->mName.Set("<MS3DJointRoot>");
|
|
|
|
pScene->mAnimations = new aiAnimation*[ pScene->mNumAnimations = 1 ];
|
|
aiAnimation* const anim = pScene->mAnimations[0] = new aiAnimation();
|
|
|
|
anim->mName.Set("<MS3DMasterAnim>");
|
|
|
|
// carry the fps info to the user by scaling all times with it
|
|
anim->mTicksPerSecond = animfps;
|
|
|
|
// leave duration at its default, so ScenePreprocessor will fill an appropriate
|
|
// value (the values taken from some MS3D files seem to be too unreliable
|
|
// to pass the validation)
|
|
// anim->mDuration = totalframes/animfps;
|
|
|
|
anim->mChannels = new aiNodeAnim*[joints.size()]();
|
|
for(std::vector<TempJoint>::const_iterator it = joints.begin(); it != joints.end(); ++it) {
|
|
if ((*it).rotFrames.empty() && (*it).posFrames.empty()) {
|
|
continue;
|
|
}
|
|
|
|
aiNodeAnim* nd = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim();
|
|
nd->mNodeName.Set((*it).name);
|
|
|
|
if ((*it).rotFrames.size()) {
|
|
nd->mRotationKeys = new aiQuatKey[(*it).rotFrames.size()];
|
|
for(std::vector<TempKeyFrame>::const_iterator rot = (*it).rotFrames.begin(); rot != (*it).rotFrames.end(); ++rot) {
|
|
aiQuatKey& q = nd->mRotationKeys[nd->mNumRotationKeys++];
|
|
|
|
q.mTime = (*rot).time*animfps;
|
|
|
|
// XXX it seems our matrix&quaternion code has faults in its conversion routines --
|
|
// aiQuaternion(x,y,z) seems to besomething different as quat(matrix.fromeuler(x,y,z)).
|
|
q.mValue = aiQuaternion(aiMatrix3x3(aiMatrix4x4().FromEulerAnglesXYZ((*rot).value)*
|
|
aiMatrix4x4().FromEulerAnglesXYZ((*it).rotation)).Transpose());
|
|
}
|
|
}
|
|
|
|
if ((*it).posFrames.size()) {
|
|
nd->mPositionKeys = new aiVectorKey[(*it).posFrames.size()];
|
|
|
|
aiQuatKey* qu = nd->mRotationKeys;
|
|
for(std::vector<TempKeyFrame>::const_iterator pos = (*it).posFrames.begin(); pos != (*it).posFrames.end(); ++pos,++qu) {
|
|
aiVectorKey& v = nd->mPositionKeys[nd->mNumPositionKeys++];
|
|
|
|
v.mTime = (*pos).time*animfps;
|
|
v.mValue = (*it).position + (*pos).value;
|
|
}
|
|
}
|
|
}
|
|
// fixup to pass the validation if not a single animation channel is non-trivial
|
|
if (!anim->mNumChannels) {
|
|
anim->mChannels = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif
|