- Meshs without UVs are now supported

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@479 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
jonathanklein
2009-09-17 19:05:46 +00:00
parent d4d8c290db
commit 29bb83ebb6
5 changed files with 806 additions and 67 deletions

View File

@@ -99,6 +99,8 @@ void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Ass
string SkeletonFile=GetAttribute<string>(MeshFile, "name");
LoadSkeleton(SkeletonFile);
}
else
DefaultLogger::get()->warn(MeshFile->getNodeName());
//__________________________________________________________________
@@ -166,7 +168,10 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
}
HasPositions=GetAttribute<bool>(Reader, "positions");
HasNormals=GetAttribute<bool>(Reader, "normals");
NumUvs=GetAttribute<int>(Reader, "texture_coords");
if(!Reader->getAttributeValue("texture_coords"))//we can have 1 or 0 uv channels, and if the mesh has no uvs, it also doesn't have the attribute
NumUvs=0;
else
NumUvs=GetAttribute<int>(Reader, "texture_coords");
if(NumUvs>1)
throw new ImportErrorException("too many texcoords (just 1 supported!)");
@@ -214,7 +219,6 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
else if(string(Reader->getNodeName())=="boneassignments")
{
Weights.resize(Positions.size());
XmlRead(Reader);
while(XmlRead(Reader) && Reader->getNodeName()==string("vertexboneassignment"))
{
Weight NewWeight;
@@ -224,13 +228,13 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
Weights[VertexId].push_back(NewWeight);
XmlRead(Reader);
//XmlRead(Reader);//Once i had this line, and than i got only every second boneassignment, but my first test models had even boneassignment counts, so i thougt, everything would work. And yes, i HATE irrXML!!!
}
}//end of boneassignments
}
DefaultLogger::get()->debug(str(format("Positionen: %1% Normale: %2% TexCoords: %3%") % Positions.size() % Normals.size() % Uvs.size()));
DefaultLogger::get()->debug(Reader->getNodeName());
DefaultLogger::get()->warn(Reader->getNodeName());
@@ -251,9 +255,12 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
UniqueNormals[3*i+1]=Normals[FaceList[i].VertexIndices[1]];
UniqueNormals[3*i+2]=Normals[FaceList[i].VertexIndices[2]];
UniqueUvs[3*i+0]=Uvs[FaceList[i].VertexIndices[0]];
UniqueUvs[3*i+1]=Uvs[FaceList[i].VertexIndices[1]];
UniqueUvs[3*i+2]=Uvs[FaceList[i].VertexIndices[2]];
if(1==NumUvs)
{
UniqueUvs[3*i+0]=Uvs[FaceList[i].VertexIndices[0]];
UniqueUvs[3*i+1]=Uvs[FaceList[i].VertexIndices[1]];
UniqueUvs[3*i+2]=Uvs[FaceList[i].VertexIndices[2]];
}
UniqueWeights[3*i+0]=UniqueWeights[FaceList[i].VertexIndices[0]];
UniqueWeights[3*i+1]=UniqueWeights[FaceList[i].VertexIndices[1]];
@@ -287,13 +294,17 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
memcpy(NewAiMesh->mNormals, &UniqueNormals[0], UniqueNormals.size()*sizeof(aiVector3D));
//Uvs
NewAiMesh->mNumUVComponents[0]=2;
//NewAiMesh->mTextureCoords=new aiVector3D*[1];
NewAiMesh->mTextureCoords[0]= new aiVector3D[UniqueUvs.size()];
memcpy(NewAiMesh->mTextureCoords[0], &UniqueUvs[0], UniqueUvs.size()*sizeof(aiVector3D));
if(0!=NumUvs)
{
NewAiMesh->mNumUVComponents[0]=2;
NewAiMesh->mTextureCoords[0]= new aiVector3D[UniqueUvs.size()];
memcpy(NewAiMesh->mTextureCoords[0], &UniqueUvs[0], UniqueUvs.size()*sizeof(aiVector3D));
}
//Bones
/*NewAiMesh->mNumBones=UniqueWeights.size();
NewAiMesh->mBones=new aiBone*[UniqueWeights.size()];
for(un*/
@@ -513,46 +524,49 @@ void OgreImporter::LoadSkeleton(std::string FileName)
if(string("skeleton")!=SkeletonFile->getNodeName())
throw new ImportErrorException("No <skeleton> node in SkeletonFile: "+FileName);
//load bones
//------------------------------------load bones-----------------------------------------
XmlRead(SkeletonFile);
if(string("bones")==SkeletonFile->getNodeName())
if(string("bones")!=SkeletonFile->getNodeName())
throw new ImportErrorException("No bones node in skeleton "+FileName);
XmlRead(SkeletonFile);
while(string("bone")==SkeletonFile->getNodeName())
{
//TODO: Maybe we can have bone ids for the errrors, but normaly, they should never appera, so what....
//read a new bone:
Bone NewBone;
NewBone.Id=GetAttribute<int>(SkeletonFile, "id");
NewBone.Name=GetAttribute<string>(SkeletonFile, "name");
//load the position:
XmlRead(SkeletonFile);
while(string("bone")==SkeletonFile->getNodeName())
{
//TODO: Maybe we can have bone ids for the errrors, but normaly, they should never appera, so what....
if(string("position")!=SkeletonFile->getNodeName())
throw new ImportErrorException("Position is not first node in Bone!");
NewBone.Position.x=GetAttribute<float>(SkeletonFile, "x");
NewBone.Position.y=GetAttribute<float>(SkeletonFile, "y");
NewBone.Position.z=GetAttribute<float>(SkeletonFile, "z");
//read a new bone:
Bone NewBone;
NewBone.Id=GetAttribute<int>(SkeletonFile, "id");
NewBone.Name=GetAttribute<string>(SkeletonFile, "name");
//Rotation:
XmlRead(SkeletonFile);
if(string("rotation")!=SkeletonFile->getNodeName())
throw new ImportErrorException("Rotation is not the second node in Bone!");
NewBone.RotationAngle=GetAttribute<float>(SkeletonFile, "angle");
XmlRead(SkeletonFile);
if(string("axis")!=SkeletonFile->getNodeName())
throw new ImportErrorException("No axis specified for bone rotation!");
NewBone.RotationAxis.x=GetAttribute<float>(SkeletonFile, "x");
NewBone.RotationAxis.y=GetAttribute<float>(SkeletonFile, "y");
NewBone.RotationAxis.z=GetAttribute<float>(SkeletonFile, "z");
//load the position:
XmlRead(SkeletonFile);
if(string("position")!=SkeletonFile->getNodeName())
throw new ImportErrorException("Position is not first node in Bone!");
NewBone.Position.x=GetAttribute<float>(SkeletonFile, "x");
NewBone.Position.y=GetAttribute<float>(SkeletonFile, "y");
NewBone.Position.z=GetAttribute<float>(SkeletonFile, "z");
//append the newly loaded bone to the bone list
Bones.push_back(NewBone);
//Rotation:
XmlRead(SkeletonFile);
if(string("rotation")!=SkeletonFile->getNodeName())
throw new ImportErrorException("Rotation is not the second node in Bone!");
NewBone.RotationAngle=GetAttribute<float>(SkeletonFile, "angle");
XmlRead(SkeletonFile);
if(string("axis")!=SkeletonFile->getNodeName())
throw new ImportErrorException("No axis specified for bone rotation!");
NewBone.RotationAxis.x=GetAttribute<float>(SkeletonFile, "x");
NewBone.RotationAxis.y=GetAttribute<float>(SkeletonFile, "y");
NewBone.RotationAxis.z=GetAttribute<float>(SkeletonFile, "z");
//append the newly loaded bone to the bone list
Bones.push_back(NewBone);
//Proceed to the next bone:
XmlRead(SkeletonFile);
}
//Proceed to the next bone:
XmlRead(SkeletonFile);
}
//The bones in the file a not neccesarly ordered by there id's so we do it now:
sort(Bones.begin(), Bones.end());
@@ -568,41 +582,115 @@ void OgreImporter::LoadSkeleton(std::string FileName)
if(!IdsOk)
throw new ImportErrorException("Bone Ids are not valid!"+FileName);
}
DefaultLogger::get()->debug(str(format("Number of bones: %1%") % Bones.size()));
//________________________________________________________________________________
//load bonehierarchy
if(string("bonehierarchy")==SkeletonFile->getNodeName())
//----------------------------load bonehierarchy--------------------------------
if(string("bonehierarchy")!=SkeletonFile->getNodeName())
throw new ImportErrorException("no bonehierarchy node in "+FileName);
DefaultLogger::get()->debug("loading bonehierarchy...");
XmlRead(SkeletonFile);
while(string("boneparent")==SkeletonFile->getNodeName())
{
DefaultLogger::get()->debug("loading bonehierarchy...");
XmlRead(SkeletonFile);
while(string("boneparent")==SkeletonFile->getNodeName())
{
string Child, Parent;
Child=GetAttribute<string>(SkeletonFile, "bone");
Parent=GetAttribute<string>(SkeletonFile, "parent");
string Child, Parent;
Child=GetAttribute<string>(SkeletonFile, "bone");
Parent=GetAttribute<string>(SkeletonFile, "parent");
unsigned int ChildId, ParentId;
ChildId=find(Bones.begin(), Bones.end(), Child)->Id;
ParentId=find(Bones.begin(), Bones.end(), Parent)->Id;
unsigned int ChildId, ParentId;
ChildId=find(Bones.begin(), Bones.end(), Child)->Id;
ParentId=find(Bones.begin(), Bones.end(), Parent)->Id;
Bones[ChildId].ParentId=ParentId;
Bones[ParentId].Children.push_back(ChildId);
Bones[ChildId].ParentId=ParentId;
Bones[ParentId].Children.push_back(ChildId);
XmlRead(SkeletonFile);//i once forget this line, which led to an endless loop, did i mentioned, that irrxml sucks??
}
XmlRead(SkeletonFile);//i once forget this line, which led to an endless loop, did i mentioned, that irrxml sucks??
}
//_____________________________________________________________________________
//---------------------------load animations-----------------------------
vector<Animation> Animations;
if(string("animations")==SkeletonFile->getNodeName())//animations are optional values
{
DefaultLogger::get()->debug("Loading Animations");
XmlRead(SkeletonFile);
while(string("animation")==SkeletonFile->getNodeName())
{
Animation NewAnimation;
NewAnimation.Name=GetAttribute<string>(SkeletonFile, "name");
NewAnimation.Length=GetAttribute<float>(SkeletonFile, "length");
//Load all Tracks
XmlRead(SkeletonFile);
if(string("tracks")!=SkeletonFile->getNodeName())
throw new ImportErrorException("no tracks node in animation");
XmlRead(SkeletonFile);
while(string("track")==SkeletonFile->getNodeName())
{
Track NewTrack;
NewTrack.BoneName=GetAttribute<string>(SkeletonFile, "bone");
//load animations
//Load all keyframes;
XmlRead(SkeletonFile);
if(string("keyframes")!=SkeletonFile->getNodeName())
throw new ImportErrorException("no keyframes node!");
XmlRead(SkeletonFile);
while(string("keyframe")==SkeletonFile->getNodeName())
{
Keyframe NewKeyframe;
NewKeyframe.Time=GetAttribute<float>(SkeletonFile, "time");
//Position:
XmlRead(SkeletonFile);
if(string("translate")!=SkeletonFile->getNodeName())
throw new ImportErrorException("translate node not first in keyframe");
NewKeyframe.Position.x=GetAttribute<float>(SkeletonFile, "x");
NewKeyframe.Position.y=GetAttribute<float>(SkeletonFile, "y");
NewKeyframe.Position.z=GetAttribute<float>(SkeletonFile, "z");
//Rotation:
XmlRead(SkeletonFile);
if(string("rotate")!=SkeletonFile->getNodeName())
throw new ImportErrorException("rotate is not second node in keyframe");
float RotationAngle=GetAttribute<float>(SkeletonFile, "angle");
aiVector3D RotationAxis;
XmlRead(SkeletonFile);
if(string("axis")!=SkeletonFile->getNodeName())
throw new ImportErrorException("No axis for keyframe rotation!");
RotationAxis.x=GetAttribute<float>(SkeletonFile, "x");
RotationAxis.y=GetAttribute<float>(SkeletonFile, "y");
RotationAxis.z=GetAttribute<float>(SkeletonFile, "z");
NewKeyframe.Rotation=aiQuaternion(RotationAxis, RotationAngle);
//Scaling:
XmlRead(SkeletonFile);
if(string("scale")!=SkeletonFile->getNodeName())
throw new ImportErrorException("no scalling key in keyframe!");
NewKeyframe.Scaling.x=GetAttribute<float>(SkeletonFile, "x");
NewKeyframe.Scaling.y=GetAttribute<float>(SkeletonFile, "y");
NewKeyframe.Scaling.z=GetAttribute<float>(SkeletonFile, "z");
NewTrack.Keyframes.push_back(NewKeyframe);
XmlRead(SkeletonFile);
}
NewAnimation.Tracks.push_back(NewTrack);
}
Animations.push_back(NewAnimation);
}
}
//_____________________________________________________________________________
@@ -615,7 +703,7 @@ void OgreImporter::LoadSkeleton(std::string FileName)
if(0!=m_CurrentScene->mRootNode->mNumChildren)
throw new ImportErrorException("Root Node already has childnodes!");
//create a node for all root bones:
//--------------Creatre the assimp bone hierarchy-----------------
DefaultLogger::get()->debug("Root Bones");
vector<aiNode*> RootBoneNodes;
BOOST_FOREACH(Bone theBone, Bones)
@@ -629,8 +717,63 @@ void OgreImporter::LoadSkeleton(std::string FileName)
m_CurrentScene->mRootNode->mNumChildren=RootBoneNodes.size();
m_CurrentScene->mRootNode->mChildren=new aiNode*[RootBoneNodes.size()];
memcpy(m_CurrentScene->mRootNode->mChildren, &RootBoneNodes[0], sizeof(aiNode*)*RootBoneNodes.size());
//_______________________________________________________________
//-----------------Create the Assimp Animations --------------------
if(Animations.size()>0)//Maybe the model had only a skeleton and no animations. (If it also has no skeleton, this function would'nt have benn called
{
m_CurrentScene->mNumAnimations=Animations.size();
m_CurrentScene->mAnimations=new aiAnimation*[Animations.size()];
for(unsigned int i=0; i<Animations.size(); ++i)//create all animations
{
aiAnimation* NewAnimation=new aiAnimation();
NewAnimation->mName=Animations[i].Name;
NewAnimation->mDuration=Animations[i].Length;
NewAnimation->mTicksPerSecond=0.05f;
//Create all tracks in this animation
NewAnimation->mNumChannels=Animations[i].Tracks.size();
NewAnimation->mChannels=new aiNodeAnim*[Animations[i].Tracks.size()];
for(unsigned int j=0; j<Animations[i].Tracks.size(); ++j)
{
aiNodeAnim* NewNodeAnim=new aiNodeAnim();
NewNodeAnim->mNodeName=Animations[i].Tracks[j].BoneName;
//Create the keyframe arrays...
unsigned int KeyframeCount=Animations[i].Tracks[j].Keyframes.size();
NewNodeAnim->mNumPositionKeys=KeyframeCount;
NewNodeAnim->mPositionKeys=new aiVectorKey[KeyframeCount];
NewNodeAnim->mNumRotationKeys=KeyframeCount;
NewNodeAnim->mRotationKeys=new aiQuatKey[KeyframeCount];
NewNodeAnim->mNumScalingKeys=KeyframeCount;
NewNodeAnim->mScalingKeys=new aiVectorKey[KeyframeCount];
//...and fill them
for(unsigned int k=0; k<KeyframeCount; ++k)
{
NewNodeAnim->mPositionKeys[k].mTime=Animations[i].Tracks[j].Keyframes[k].Time;
NewNodeAnim->mPositionKeys[k].mValue=Animations[i].Tracks[j].Keyframes[k].Position;
NewNodeAnim->mRotationKeys[k].mTime=Animations[i].Tracks[j].Keyframes[k].Time;
NewNodeAnim->mRotationKeys[k].mValue=Animations[i].Tracks[j].Keyframes[k].Rotation;
NewNodeAnim->mScalingKeys[k].mTime=Animations[i].Tracks[j].Keyframes[k].Time;
NewNodeAnim->mScalingKeys[k].mValue=Animations[i].Tracks[j].Keyframes[k].Scaling;
}
NewAnimation->mChannels[j]=NewNodeAnim;
}
m_CurrentScene->mAnimations[i]=NewAnimation;
}
}
//__________________________________________________________________
}
aiNode* CreateAiNodeFromBone(int BoneId, std::vector<Bone> Bones, aiNode* ParentNode)
{
//----Create the node for this bone and set its values-----