- better support for OgreXmlConverter generated files

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1177 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
jonathanklein
2012-02-20 10:27:27 +00:00
parent 37fb338c1f
commit 521088e134
7 changed files with 566 additions and 372 deletions

View File

@@ -54,7 +54,7 @@ using namespace std;
#include "TinyFormatter.h"
#include "OgreImporter.h"
#include "OgreImporter.hpp"
#include "irrXMLWrapper.h"
@@ -80,7 +80,6 @@ bool OgreImporter::CanRead(const std::string &pFile, Assimp::IOSystem *pIOHandle
}
void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Assimp::IOSystem *pIOHandler)
{
m_CurrentFilename=pFile;
@@ -198,7 +197,6 @@ void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Ass
}
void OgreImporter::GetExtensionList(std::set<std::string>& extensions)
{
extensions.insert("mesh.xml");
@@ -210,6 +208,7 @@ void OgreImporter::SetupProperties(const Importer* pImp)
m_MaterialLibFilename=pImp->GetPropertyString(AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE, "Scene.material");
}
void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
{
XmlRead(Reader);
@@ -242,63 +241,28 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
{
//some info logging:
unsigned int NumVertices=GetAttribute<int>(Reader, "vertexcount");
ostringstream ss; ss<<"VertexCount: "<<NumVertices;
ostringstream ss; ss<<"VertexCount: " << NumVertices;
DefaultLogger::get()->debug(ss.str());
//General Informations about vertices
XmlRead(Reader);
if(!(Reader->getNodeName()==string("vertexbuffer")))
while(Reader->getNodeName()==string("vertexbuffer"))
{
throw DeadlyImportError("vertexbuffer node is not first in geometry node!");
ReadVertexBuffer(theSubMesh, Reader, NumVertices);
}
theSubMesh.HasPositions=GetAttribute<bool>(Reader, "positions");
theSubMesh.HasNormals=GetAttribute<bool>(Reader, "normals");
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
theSubMesh.NumUvs=0;
else
theSubMesh.NumUvs=GetAttribute<int>(Reader, "texture_coords");
if(theSubMesh.NumUvs>1)
throw DeadlyImportError("too many texcoords (just 1 supported!)");
//read all the vertices:
XmlRead(Reader);
while(Reader->getNodeName()==string("vertex"))
{
//read all vertex attributes:
//some error checking on the loaded data
if(!theSubMesh.HasPositions)
throw DeadlyImportError("No positions could be loaded!");
//Position
if(theSubMesh.HasPositions)
{
XmlRead(Reader);
aiVector3D NewPos;
NewPos.x=GetAttribute<float>(Reader, "x");
NewPos.y=GetAttribute<float>(Reader, "y");
NewPos.z=GetAttribute<float>(Reader, "z");
theSubMesh.Positions.push_back(NewPos);
}
//Normal
if(theSubMesh.HasNormals)
{
XmlRead(Reader);
aiVector3D NewNormal;
NewNormal.x=GetAttribute<float>(Reader, "x");
NewNormal.y=GetAttribute<float>(Reader, "y");
NewNormal.z=GetAttribute<float>(Reader, "z");
theSubMesh.Normals.push_back(NewNormal);
}
if(theSubMesh.HasNormals && theSubMesh.Normals.size() != NumVertices)
throw DeadlyImportError("Wrong Number of Normals loaded!");
//Uv:
if(1==theSubMesh.NumUvs)
{
XmlRead(Reader);
aiVector3D NewUv;
NewUv.x=GetAttribute<float>(Reader, "u");
NewUv.y=GetAttribute<float>(Reader, "v")*(-1)+1;//flip the uv vertikal, blender exports them so!
theSubMesh.Uvs.push_back(NewUv);
}
XmlRead(Reader);
}
if(theSubMesh.HasTangents && theSubMesh.Tangents.size() != NumVertices)
throw DeadlyImportError("Wrong Number of Tangents loaded!");
if(theSubMesh.NumUvs==1 && theSubMesh.Uvs.size() != NumVertices)
throw DeadlyImportError("Wrong Number of Uvs loaded!");
}//end of "geometry
@@ -324,7 +288,8 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
DefaultLogger::get()->debug((Formatter::format(),
"Positionen: ",theSubMesh.Positions.size(),
" Normale: ",theSubMesh.Normals.size(),
" TexCoords: ",theSubMesh.Uvs.size()
" TexCoords: ",theSubMesh.Uvs.size(),
" Tantents: ",theSubMesh.Tangents.size()
));
DefaultLogger::get()->warn(Reader->getNodeName());
@@ -335,6 +300,7 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
unsigned int UniqueVertexCount=theSubMesh.FaceList.size()*3;//*3 because each face consists of 3 vertexes, because we only support triangles^^
vector<aiVector3D> UniquePositions(UniqueVertexCount);
vector<aiVector3D> UniqueNormals(UniqueVertexCount);
vector<aiVector3D> UniqueTangents(UniqueVertexCount);
vector<aiVector3D> UniqueUvs(UniqueVertexCount);
vector< vector<Weight> > UniqueWeights((theSubMesh.Weights.size() ? UniqueVertexCount : 0));
@@ -349,9 +315,19 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
UniquePositions[3*i+1]=theSubMesh.Positions[Vertex2];
UniquePositions[3*i+2]=theSubMesh.Positions[Vertex3];
UniqueNormals[3*i+0]=theSubMesh.Normals[Vertex1];
UniqueNormals[3*i+1]=theSubMesh.Normals[Vertex2];
UniqueNormals[3*i+2]=theSubMesh.Normals[Vertex3];
if(theSubMesh.HasNormals)
{
UniqueNormals[3*i+0]=theSubMesh.Normals[Vertex1];
UniqueNormals[3*i+1]=theSubMesh.Normals[Vertex2];
UniqueNormals[3*i+2]=theSubMesh.Normals[Vertex3];
}
if(theSubMesh.HasTangents)
{
UniqueTangents[3*i+0]=theSubMesh.Tangents[Vertex1];
UniqueTangents[3*i+1]=theSubMesh.Tangents[Vertex2];
UniqueTangents[3*i+2]=theSubMesh.Tangents[Vertex3];
}
if(1==theSubMesh.NumUvs)
{
@@ -360,7 +336,8 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
UniqueUvs[3*i+2]=theSubMesh.Uvs[Vertex3];
}
if (theSubMesh.Weights.size()) {
if(theSubMesh.Weights.size())
{
UniqueWeights[3*i+0]=theSubMesh.Weights[Vertex1];
UniqueWeights[3*i+1]=theSubMesh.Weights[Vertex2];
UniqueWeights[3*i+2]=theSubMesh.Weights[Vertex3];
@@ -374,9 +351,11 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
//_________________________________________________________________________________________
//now we have the unique datas, but want them in the SubMesh, so we swap all the containers:
//if we don't have one of them, we just swap empty containers, so everything is ok
theSubMesh.FaceList.swap(UniqueFaceList);
theSubMesh.Positions.swap(UniquePositions);
theSubMesh.Normals.swap(UniqueNormals);
theSubMesh.Tangents.swap(UniqueTangents);
theSubMesh.Uvs.swap(UniqueUvs);
theSubMesh.Weights.swap(UniqueWeights);
@@ -405,6 +384,119 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
}
void OgreImporter::ReadVertexBuffer(SubMesh &theSubMesh, XmlReader *Reader, unsigned int NumVertices)
{
DefaultLogger::get()->debug("new Vertex Buffer");
bool ReadPositions=false;
bool ReadNormals=false;
bool ReadTangents=false;
bool ReadUvs=false;
//-------------------- check, what we need to read: --------------------------------
if(Reader->getAttributeValue("positions") && GetAttribute<bool>(Reader, "positions"))
{
ReadPositions=theSubMesh.HasPositions=true;
theSubMesh.Positions.reserve(NumVertices);
DefaultLogger::get()->debug("reading positions");
}
if(Reader->getAttributeValue("normals") && GetAttribute<bool>(Reader, "normals"))
{
ReadNormals=theSubMesh.HasNormals=true;
theSubMesh.Normals.reserve(NumVertices);
DefaultLogger::get()->debug("reading positions");
}
if(Reader->getAttributeValue("tangents") && GetAttribute<bool>(Reader, "tangents"))
{
ReadTangents=theSubMesh.HasTangents=true;
theSubMesh.Tangents.reserve(NumVertices);
DefaultLogger::get()->debug("reading positions");
}
//we can have 1 or 0 uv channels, and if the mesh has no uvs, it also doesn't have the attribute
if(!Reader->getAttributeValue("texture_coords"))
theSubMesh.NumUvs=0;
else
{
ReadUvs=theSubMesh.NumUvs=GetAttribute<int>(Reader, "texture_coords");
theSubMesh.Uvs.reserve(NumVertices);
DefaultLogger::get()->debug("reading texture coords");
}
if(theSubMesh.NumUvs>1)
DefaultLogger::get()->warn("too many texcoords (just 1 supported!), no texcoords will be loaded!");
//___________________________________________________________________
//check if we will load anything
if(!(ReadPositions || ReadNormals || ReadTangents || ReadUvs))
DefaultLogger::get()->warn("vertexbuffer seams to be empty!");
//read all the vertices:
XmlRead(Reader);
/*it might happen, that we have more than one attribute per vertex (they are not splitted to different buffers)
so the break condition is a bit tricky (well, IrrXML just sucks :( )*/
while(Reader->getNodeName()==string("vertex")
||Reader->getNodeName()==string("position")
||Reader->getNodeName()==string("normal")
||Reader->getNodeName()==string("tangent")
||Reader->getNodeName()==string("texcoord"))
{
if(Reader->getNodeName()==string("vertex"))
XmlRead(Reader);//Read an attribute tag
//Position
if(ReadPositions && Reader->getNodeName()==string("position"))
{
aiVector3D NewPos;
NewPos.x=GetAttribute<float>(Reader, "x");
NewPos.y=GetAttribute<float>(Reader, "y");
NewPos.z=GetAttribute<float>(Reader, "z");
theSubMesh.Positions.push_back(NewPos);
}
//Normal
else if(ReadNormals && Reader->getNodeName()==string("normal"))
{
aiVector3D NewNormal;
NewNormal.x=GetAttribute<float>(Reader, "x");
NewNormal.y=GetAttribute<float>(Reader, "y");
NewNormal.z=GetAttribute<float>(Reader, "z");
theSubMesh.Normals.push_back(NewNormal);
}
//Tangent
else if(ReadTangents && Reader->getNodeName()==string("tangent"))
{
aiVector3D NewTangent;
NewTangent.x=GetAttribute<float>(Reader, "x");
NewTangent.y=GetAttribute<float>(Reader, "y");
NewTangent.z=GetAttribute<float>(Reader, "z");
theSubMesh.Tangents.push_back(NewTangent);
}
//Uv:
else if(ReadUvs && Reader->getNodeName()==string("texcoord"))
{
aiVector3D NewUv;
NewUv.x=GetAttribute<float>(Reader, "u");
NewUv.y=GetAttribute<float>(Reader, "v")*(-1)+1;//flip the uv vertikal, blender exports them so!
theSubMesh.Uvs.push_back(NewUv);
}
//Attribute could not be read
else
{
DefaultLogger::get()->warn(string("Attribute was not read: ")+Reader->getNodeName());
}
XmlRead(Reader);//Read the Vertex tag
}
}
aiMesh* OgreImporter::CreateAssimpSubMesh(const SubMesh& theSubMesh, const vector<Bone>& Bones) const
{
const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
@@ -418,8 +510,18 @@ aiMesh* OgreImporter::CreateAssimpSubMesh(const SubMesh& theSubMesh, const vecto
NewAiMesh->mNumVertices=theSubMesh.Positions.size();
//Normals
NewAiMesh->mNormals=new aiVector3D[theSubMesh.Normals.size()];
memcpy(NewAiMesh->mNormals, &theSubMesh.Normals[0], theSubMesh.Normals.size()*sizeof(aiVector3D));
if(theSubMesh.HasNormals)
{
NewAiMesh->mNormals=new aiVector3D[theSubMesh.Normals.size()];
memcpy(NewAiMesh->mNormals, &theSubMesh.Normals[0], theSubMesh.Normals.size()*sizeof(aiVector3D));
}
//Tangents
if(theSubMesh.HasTangents)
{
NewAiMesh->mTangents=new aiVector3D[theSubMesh.Tangents.size()];
memcpy(NewAiMesh->mTangents, &theSubMesh.Tangents[0], theSubMesh.Tangents.size()*sizeof(aiVector3D));
}
//Uvs
if(0!=theSubMesh.NumUvs)
@@ -816,12 +918,8 @@ void OgreImporter::PutAnimationsInScene(const std::vector<Bone> &Bones, const st
}
aiNode* OgreImporter::CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &Bones, aiNode* ParentNode) const
aiNode* OgreImporter::CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &Bones, aiNode* ParentNode)
{
const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
(void)m_CurrentScene;
//----Create the node for this bone and set its values-----
aiNode* NewNode=new aiNode(Bones[BoneId].Name);
NewNode->mParent=ParentNode;