270 lines
12 KiB
C++
270 lines
12 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2017, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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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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/** @file SkeletonMeshBuilder.cpp
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* @brief Implementation of a little class to construct a dummy mesh for a skeleton
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*/
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#include <assimp/scene.h>
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#include "SkeletonMeshBuilder.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// The constructor processes the given scene and adds a mesh there.
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SkeletonMeshBuilder::SkeletonMeshBuilder( aiScene* pScene, aiNode* root, bool bKnobsOnly)
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{
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// nothing to do if there's mesh data already present at the scene
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if( pScene->mNumMeshes > 0 || pScene->mRootNode == NULL)
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return;
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if (!root)
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root = pScene->mRootNode;
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mKnobsOnly = bKnobsOnly;
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// build some faces around each node
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CreateGeometry( root );
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// create a mesh to hold all the generated faces
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pScene->mNumMeshes = 1;
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pScene->mMeshes = new aiMesh*[1];
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pScene->mMeshes[0] = CreateMesh();
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// and install it at the root node
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root->mNumMeshes = 1;
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root->mMeshes = new unsigned int[1];
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root->mMeshes[0] = 0;
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// create a dummy material for the mesh
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if(pScene->mNumMaterials==0){
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pScene->mNumMaterials = 1;
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pScene->mMaterials = new aiMaterial*[1];
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pScene->mMaterials[0] = CreateMaterial();
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Recursively builds a simple mesh representation for the given node
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void SkeletonMeshBuilder::CreateGeometry( const aiNode* pNode)
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{
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// add a joint entry for the node.
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const unsigned int vertexStartIndex = static_cast<unsigned int>(mVertices.size());
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// now build the geometry.
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if( pNode->mNumChildren > 0 && !mKnobsOnly)
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{
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// If the node has children, we build little pointers to each of them
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for( unsigned int a = 0; a < pNode->mNumChildren; a++)
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{
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// find a suitable coordinate system
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const aiMatrix4x4& childTransform = pNode->mChildren[a]->mTransformation;
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aiVector3D childpos( childTransform.a4, childTransform.b4, childTransform.c4);
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ai_real distanceToChild = childpos.Length();
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if( distanceToChild < 0.0001)
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continue;
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aiVector3D up = aiVector3D( childpos).Normalize();
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aiVector3D orth( 1.0, 0.0, 0.0);
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if( std::fabs( orth * up) > 0.99)
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orth.Set( 0.0, 1.0, 0.0);
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aiVector3D front = (up ^ orth).Normalize();
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aiVector3D side = (front ^ up).Normalize();
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unsigned int localVertexStart = static_cast<unsigned int>(mVertices.size());
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mVertices.push_back( -front * distanceToChild * (ai_real)0.1);
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mVertices.push_back( childpos);
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mVertices.push_back( -side * distanceToChild * (ai_real)0.1);
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mVertices.push_back( -side * distanceToChild * (ai_real)0.1);
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mVertices.push_back( childpos);
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mVertices.push_back( front * distanceToChild * (ai_real)0.1);
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mVertices.push_back( front * distanceToChild * (ai_real)0.1);
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mVertices.push_back( childpos);
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mVertices.push_back( side * distanceToChild * (ai_real)0.1);
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mVertices.push_back( side * distanceToChild * (ai_real)0.1);
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mVertices.push_back( childpos);
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mVertices.push_back( -front * distanceToChild * (ai_real)0.1);
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mFaces.push_back( Face( localVertexStart + 0, localVertexStart + 1, localVertexStart + 2));
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mFaces.push_back( Face( localVertexStart + 3, localVertexStart + 4, localVertexStart + 5));
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mFaces.push_back( Face( localVertexStart + 6, localVertexStart + 7, localVertexStart + 8));
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mFaces.push_back( Face( localVertexStart + 9, localVertexStart + 10, localVertexStart + 11));
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}
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}
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else
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{
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// if the node has no children, it's an end node. Put a little knob there instead
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aiVector3D ownpos( pNode->mTransformation.a4, pNode->mTransformation.b4, pNode->mTransformation.c4);
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ai_real sizeEstimate = ownpos.Length() * ai_real( 0.18 );
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mVertices.push_back( aiVector3D( -sizeEstimate, 0.0, 0.0));
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mVertices.push_back( aiVector3D( 0.0, sizeEstimate, 0.0));
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mVertices.push_back( aiVector3D( 0.0, 0.0, -sizeEstimate));
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mVertices.push_back( aiVector3D( 0.0, sizeEstimate, 0.0));
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mVertices.push_back( aiVector3D( sizeEstimate, 0.0, 0.0));
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mVertices.push_back( aiVector3D( 0.0, 0.0, -sizeEstimate));
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mVertices.push_back( aiVector3D( sizeEstimate, 0.0, 0.0));
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mVertices.push_back( aiVector3D( 0.0, -sizeEstimate, 0.0));
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mVertices.push_back( aiVector3D( 0.0, 0.0, -sizeEstimate));
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mVertices.push_back( aiVector3D( 0.0, -sizeEstimate, 0.0));
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mVertices.push_back( aiVector3D( -sizeEstimate, 0.0, 0.0));
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mVertices.push_back( aiVector3D( 0.0, 0.0, -sizeEstimate));
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mVertices.push_back( aiVector3D( -sizeEstimate, 0.0, 0.0));
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mVertices.push_back( aiVector3D( 0.0, 0.0, sizeEstimate));
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mVertices.push_back( aiVector3D( 0.0, sizeEstimate, 0.0));
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mVertices.push_back( aiVector3D( 0.0, sizeEstimate, 0.0));
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mVertices.push_back( aiVector3D( 0.0, 0.0, sizeEstimate));
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mVertices.push_back( aiVector3D( sizeEstimate, 0.0, 0.0));
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mVertices.push_back( aiVector3D( sizeEstimate, 0.0, 0.0));
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mVertices.push_back( aiVector3D( 0.0, 0.0, sizeEstimate));
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mVertices.push_back( aiVector3D( 0.0, -sizeEstimate, 0.0));
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mVertices.push_back( aiVector3D( 0.0, -sizeEstimate, 0.0));
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mVertices.push_back( aiVector3D( 0.0, 0.0, sizeEstimate));
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mVertices.push_back( aiVector3D( -sizeEstimate, 0.0, 0.0));
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mFaces.push_back( Face( vertexStartIndex + 0, vertexStartIndex + 1, vertexStartIndex + 2));
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mFaces.push_back( Face( vertexStartIndex + 3, vertexStartIndex + 4, vertexStartIndex + 5));
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mFaces.push_back( Face( vertexStartIndex + 6, vertexStartIndex + 7, vertexStartIndex + 8));
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mFaces.push_back( Face( vertexStartIndex + 9, vertexStartIndex + 10, vertexStartIndex + 11));
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mFaces.push_back( Face( vertexStartIndex + 12, vertexStartIndex + 13, vertexStartIndex + 14));
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mFaces.push_back( Face( vertexStartIndex + 15, vertexStartIndex + 16, vertexStartIndex + 17));
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mFaces.push_back( Face( vertexStartIndex + 18, vertexStartIndex + 19, vertexStartIndex + 20));
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mFaces.push_back( Face( vertexStartIndex + 21, vertexStartIndex + 22, vertexStartIndex + 23));
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}
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unsigned int numVertices = static_cast<unsigned int>(mVertices.size() - vertexStartIndex);
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if( numVertices > 0)
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{
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// create a bone affecting all the newly created vertices
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aiBone* bone = new aiBone;
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mBones.push_back( bone);
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bone->mName = pNode->mName;
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// calculate the bone offset matrix by concatenating the inverse transformations of all parents
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bone->mOffsetMatrix = aiMatrix4x4( pNode->mTransformation).Inverse();
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for( aiNode* parent = pNode->mParent; parent != NULL; parent = parent->mParent)
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bone->mOffsetMatrix = aiMatrix4x4( parent->mTransformation).Inverse() * bone->mOffsetMatrix;
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// add all the vertices to the bone's influences
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bone->mNumWeights = numVertices;
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bone->mWeights = new aiVertexWeight[numVertices];
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for( unsigned int a = 0; a < numVertices; a++)
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bone->mWeights[a] = aiVertexWeight( vertexStartIndex + a, 1.0);
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// HACK: (thom) transform all vertices to the bone's local space. Should be done before adding
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// them to the array, but I'm tired now and I'm annoyed.
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aiMatrix4x4 boneToMeshTransform = aiMatrix4x4( bone->mOffsetMatrix).Inverse();
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for( unsigned int a = vertexStartIndex; a < mVertices.size(); a++)
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mVertices[a] = boneToMeshTransform * mVertices[a];
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}
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// and finally recurse into the children list
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for( unsigned int a = 0; a < pNode->mNumChildren; a++)
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CreateGeometry( pNode->mChildren[a]);
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}
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// ------------------------------------------------------------------------------------------------
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// Creates the mesh from the internally accumulated stuff and returns it.
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aiMesh* SkeletonMeshBuilder::CreateMesh()
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{
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aiMesh* mesh = new aiMesh();
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// add points
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mesh->mNumVertices = static_cast<unsigned int>(mVertices.size());
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mesh->mVertices = new aiVector3D[mesh->mNumVertices];
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std::copy( mVertices.begin(), mVertices.end(), mesh->mVertices);
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mesh->mNormals = new aiVector3D[mesh->mNumVertices];
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// add faces
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mesh->mNumFaces = static_cast<unsigned int>(mFaces.size());
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mesh->mFaces = new aiFace[mesh->mNumFaces];
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for( unsigned int a = 0; a < mesh->mNumFaces; a++)
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{
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const Face& inface = mFaces[a];
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aiFace& outface = mesh->mFaces[a];
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outface.mNumIndices = 3;
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outface.mIndices = new unsigned int[3];
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outface.mIndices[0] = inface.mIndices[0];
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outface.mIndices[1] = inface.mIndices[1];
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outface.mIndices[2] = inface.mIndices[2];
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// Compute per-face normals ... we don't want the bones to be smoothed ... they're built to visualize
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// the skeleton, so it's good if there's a visual difference to the rest of the geometry
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aiVector3D nor = ((mVertices[inface.mIndices[2]] - mVertices[inface.mIndices[0]]) ^
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(mVertices[inface.mIndices[1]] - mVertices[inface.mIndices[0]]));
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if (nor.Length() < 1e-5) /* ensure that FindInvalidData won't remove us ...*/
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nor = aiVector3D(1.0,0.0,0.0);
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for (unsigned int n = 0; n < 3; ++n)
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mesh->mNormals[inface.mIndices[n]] = nor;
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}
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// add the bones
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mesh->mNumBones = static_cast<unsigned int>(mBones.size());
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mesh->mBones = new aiBone*[mesh->mNumBones];
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std::copy( mBones.begin(), mBones.end(), mesh->mBones);
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// default
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mesh->mMaterialIndex = 0;
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return mesh;
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}
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// ------------------------------------------------------------------------------------------------
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// Creates a dummy material and returns it.
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aiMaterial* SkeletonMeshBuilder::CreateMaterial()
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{
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aiMaterial* matHelper = new aiMaterial;
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// Name
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aiString matName( std::string( "SkeletonMaterial"));
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matHelper->AddProperty( &matName, AI_MATKEY_NAME);
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// Prevent backface culling
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const int no_cull = 1;
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matHelper->AddProperty(&no_cull,1,AI_MATKEY_TWOSIDED);
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return matHelper;
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}
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