- added Conjugate() and Rotate() to aiQuaternion
 - SkeletonMeshBuilder can now start hierarchy construction at a given node
 
MD5
 - MD5MESH and MD5 anim now working.
 - MD5ANIM files can be loaded without corresponding MD5MESHES
 - Config option to prevent automatic loading of MD5ANIMs 
 - WIP version of MD5CAMERA support.
 - added test files. No anim test file yet.

BHV
 - fixing formatting 

LimitBoneWeights
 - prints now statistics to the logging system 

Viewer
 - does now specify the LBW post-processing step.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@359 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
aramis_acg
2009-03-08 15:29:34 +00:00
parent 04d0a859a5
commit 7080ba231c
14 changed files with 663 additions and 438 deletions

View File

@@ -52,12 +52,17 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "MD5Loader.h"
#include "StringComparison.h"
#include "fast_atof.h"
#include "SkeletonMeshBuilder.h"
using namespace Assimp;
// Minimum weight value. Weights inside [-n ... n] are ignored
#define AI_MD5_WEIGHT_EPSILON 1e-5f
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
MD5Importer::MD5Importer()
: configNoAutoLoad (false)
{}
// ------------------------------------------------------------------------------------------------
@@ -71,7 +76,7 @@ bool MD5Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool
{
const std::string extension = GetExtension(pFile);
if (extension == "md5anim" || extension == "md5mesh")
if (extension == "md5anim" || extension == "md5mesh" || extension == "md5camera")
return true;
else if (!extension.length() || checkSig) {
if (!pIOHandler)
@@ -86,72 +91,106 @@ bool MD5Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool
// Get list of all supported extensions
void MD5Importer::GetExtensionList(std::string& append)
{
append.append("*.md5mesh;*.md5anim");
append.append("*.md5mesh;*.md5anim;*.md5camera");
}
// ------------------------------------------------------------------------------------------------
// Setup import properties
void MD5Importer::SetupProperties(const Importer* pImp)
{
// AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD
configNoAutoLoad = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD,0));
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void MD5Importer::InternReadFile(
const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
void MD5Importer::InternReadFile( const std::string& pFile,
aiScene* _pScene, IOSystem* _pIOHandler)
{
pIOHandler = _pIOHandler;
pScene = _pScene;
bHadMD5Mesh = bHadMD5Anim = bHadMD5Camera = false;
// remove the file extension
std::string::size_type pos = pFile.find_last_of('.');
mFile = pFile.substr(0,pos+1);
this->pIOHandler = pIOHandler;
this->pScene = pScene;
mFile = (std::string::npos == pos ? pFile : pFile.substr(0,pos+1));
bHadMD5Mesh = bHadMD5Anim = false;
const std::string extension = GetExtension(pFile);
try {
if (extension == "md5camera") {
LoadMD5CameraFile();
}
else if (configNoAutoLoad || extension == "md5anim") {
// determine file extension and process just *one* file
if (extension.length() == 0) {
/* fixme */
}
if (extension == "md5anim") {
LoadMD5AnimFile();
}
else if (extension == "md5mesh") {
LoadMD5MeshFile();
}
}
else {
LoadMD5MeshFile();
LoadMD5AnimFile();
}
}
catch ( ImportErrorException* ex) {
UnloadFileFromMemory();
throw ex;
}
// load the animation keyframes
LoadMD5AnimFile();
// load the mesh vertices and bones
LoadMD5MeshFile();
// make sure we return no incomplete data
// make sure we have at least one file
if (!bHadMD5Mesh && !bHadMD5Anim)
throw new ImportErrorException("Failed to read valid data from this MD5");
if (!bHadMD5Mesh)pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
throw new ImportErrorException("Failed to read valid contents from this MD5 data set");
// the output scene wouldn't pass the validation without this flag
if (!bHadMD5Mesh)
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
}
// ------------------------------------------------------------------------------------------------
// Load a file into a memory buffer
void MD5Importer::LoadFileIntoMemory (IOStream* file)
{
ai_assert(NULL != file);
this->fileSize = (unsigned int)file->FileSize();
fileSize = (unsigned int)file->FileSize();
// allocate storage and copy the contents of the file to a memory buffer
this->pScene = pScene;
this->mBuffer = new char[this->fileSize+1];
file->Read( (void*)mBuffer, 1, this->fileSize);
this->iLineNumber = 1;
pScene = pScene;
mBuffer = new char[fileSize+1];
file->Read( (void*)mBuffer, 1, fileSize);
iLineNumber = 1;
// append a terminal 0
this->mBuffer[this->fileSize] = '\0';
mBuffer[fileSize] = '\0';
// now remove all line comments from the file
CommentRemover::RemoveLineComments("//",this->mBuffer,' ');
CommentRemover::RemoveLineComments("//",mBuffer,' ');
}
// ------------------------------------------------------------------------------------------------
// Unload the current memory buffer
void MD5Importer::UnloadFileFromMemory ()
{
// delete the file buffer
delete[] this->mBuffer;
this->mBuffer = NULL;
this->fileSize = 0;
delete[] mBuffer;
mBuffer = NULL;
fileSize = 0;
}
// ------------------------------------------------------------------------------------------------
void MakeDataUnique (MD5::MeshDesc& meshSrc)
// Build unique vertices
void MD5Importer::MakeDataUnique (MD5::MeshDesc& meshSrc)
{
std::vector<bool> abHad(meshSrc.mVertices.size(),false);
// allocate enough storage to keep the output structures
const unsigned int iNewNum = (unsigned int)meshSrc.mFaces.size()*3;
unsigned int iNewIndex = (unsigned int)meshSrc.mVertices.size();
const unsigned int iNewNum = meshSrc.mFaces.size()*3;
unsigned int iNewIndex = meshSrc.mVertices.size();
meshSrc.mVertices.resize(iNewNum);
// try to guess how much storage we'll need for new weights
@@ -165,26 +204,10 @@ void MakeDataUnique (MD5::MeshDesc& meshSrc)
const aiFace& face = *iter;
for (unsigned int i = 0; i < 3;++i)
{
if (abHad[face.mIndices[i]])
{
if (abHad[face.mIndices[i]]) {
// generate a new vertex
meshSrc.mVertices[iNewIndex] = meshSrc.mVertices[face.mIndices[i]];
face.mIndices[i] = iNewIndex++;
// FIX: removed this ...
#if 0
// the algorithm in MD5Importer::LoadMD5MeshFile() doesn't work if
// a weight is referenced by more than one vertex. This shouldn't
// occur in MD5 files, but we must take care that we generate new
// weights now, too.
vertNew.mFirstWeight = (unsigned int)meshSrc.mWeights.size();
meshSrc.mWeights.resize(vertNew.mFirstWeight+vertNew.mNumWeights);
for (unsigned int q = 0; q < vertNew.mNumWeights;++q)
{
meshSrc.mWeights[vertNew.mFirstWeight+q] = meshSrc.mWeights[vertOld.mFirstWeight+q];
}
#endif
}
else abHad[face.mIndices[i]] = true;
}
@@ -192,77 +215,109 @@ void MakeDataUnique (MD5::MeshDesc& meshSrc)
}
// ------------------------------------------------------------------------------------------------
void AttachChilds(int iParentID,aiNode* piParent,BoneList& bones)
// Recursive node graph construction from a MD5MESH
void MD5Importer::AttachChilds_Mesh(int iParentID,aiNode* piParent, BoneList& bones)
{
ai_assert(NULL != piParent && !piParent->mNumChildren);
for (int i = 0; i < (int)bones.size();++i)
{
// (avoid infinite recursion)
if (iParentID != i && bones[i].mParentIndex == iParentID)
{
// have it ...
// First find out how many children we'll have
for (int i = 0; i < (int)bones.size();++i) {
if (iParentID != i && bones[i].mParentIndex == iParentID) {
++piParent->mNumChildren;
}
}
if (piParent->mNumChildren)
{
if (piParent->mNumChildren) {
piParent->mChildren = new aiNode*[piParent->mNumChildren];
for (int i = 0; i < (int)bones.size();++i)
{
for (int i = 0; i < (int)bones.size();++i) {
// (avoid infinite recursion)
if (iParentID != i && bones[i].mParentIndex == iParentID)
{
if (iParentID != i && bones[i].mParentIndex == iParentID) {
aiNode* pc;
// setup a new node
*piParent->mChildren++ = pc = new aiNode();
pc->mName = aiString(bones[i].mName);
pc->mName = aiString(bones[i].mName);
pc->mParent = piParent;
// get the transformation matrix from rotation and translational components
aiQuaternion quat = aiQuaternion ( bones[i].mRotationQuat );
//quat.w *= -1.0f; // DX to OGL
pc->mTransformation = aiMatrix4x4 ( quat.GetMatrix());
aiMatrix4x4 mTranslate;
mTranslate.a4 = bones[i].mPositionXYZ.x;
mTranslate.b4 = bones[i].mPositionXYZ.y;
mTranslate.c4 = bones[i].mPositionXYZ.z;
pc->mTransformation = pc->mTransformation*mTranslate;
aiQuaternion quat;
MD5::ConvertQuaternion ( bones[i].mRotationQuat, quat );
bones[i].mTransform = aiMatrix4x4 ( quat.GetMatrix());
bones[i].mTransform.a4 = bones[i].mPositionXYZ.x;
bones[i].mTransform.b4 = bones[i].mPositionXYZ.y;
bones[i].mTransform.c4 = bones[i].mPositionXYZ.z;
// store it for later use
bones[i].mTransform = bones[i].mInvTransform = pc->mTransformation;
pc->mTransformation = bones[i].mInvTransform = bones[i].mTransform;
bones[i].mInvTransform.Inverse();
// the transformations for each bone are absolute,
// so we need to multiply them with the inverse
// of the absolut matrix of the parent
if (-1 != iParentID)
{
pc->mTransformation = bones[iParentID].mInvTransform*pc->mTransformation;
// the transformations for each bone are absolute, so we need to multiply them
// with the inverse of the absolute matrix of the parent joint
if (-1 != iParentID) {
pc->mTransformation = bones[iParentID].mInvTransform * pc->mTransformation;
}
// add children to this node, too
AttachChilds( i, pc, bones);
AttachChilds_Mesh( i, pc, bones);
}
}
// undo our nice shift
// undo offset computations
piParent->mChildren -= piParent->mNumChildren;
}
}
// ------------------------------------------------------------------------------------------------
// Recursive node graph construction from a MD5ANIM
void MD5Importer::AttachChilds_Anim(int iParentID,aiNode* piParent, AnimBoneList& bones,const aiNodeAnim** node_anims)
{
ai_assert(NULL != piParent && !piParent->mNumChildren);
// First find out how many children we'll have
for (int i = 0; i < (int)bones.size();++i) {
if (iParentID != i && bones[i].mParentIndex == iParentID) {
++piParent->mNumChildren;
}
}
if (piParent->mNumChildren) {
piParent->mChildren = new aiNode*[piParent->mNumChildren];
for (int i = 0; i < (int)bones.size();++i) {
// (avoid infinite recursion)
if (iParentID != i && bones[i].mParentIndex == iParentID)
{
aiNode* pc;
// setup a new node
*piParent->mChildren++ = pc = new aiNode();
pc->mName = aiString(bones[i].mName);
pc->mParent = piParent;
// get the corresponding animation channel and its first frame
const aiNodeAnim** cur = node_anims;
while ((**cur).mNodeName != pc->mName)++cur;
aiMatrix4x4::Translation((**cur).mPositionKeys[0].mValue,pc->mTransformation);
pc->mTransformation = pc->mTransformation * aiMatrix4x4((**cur).mRotationKeys[0].mValue.GetMatrix()) ;
// add children to this node, too
AttachChilds_Anim( i, pc, bones,node_anims);
}
}
// undo offset computations
piParent->mChildren -= piParent->mNumChildren;
}
}
// ------------------------------------------------------------------------------------------------
// Load a MD5MESH file
void MD5Importer::LoadMD5MeshFile ()
{
std::string pFile = this->mFile + "MD5MESH";
std::string pFile = mFile + "md5mesh";
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
// Check whether we can read from the file
if( file.get() == NULL)
{
DefaultLogger::get()->warn("Failed to read MD5 mesh file: " + pFile);
if( file.get() == NULL) {
DefaultLogger::get()->warn("Failed to read MD5MESH file: " + pFile);
return;
}
bHadMD5Mesh = true;
// now load the file into memory
LoadFileIntoMemory(file.get());
// now construct a parser and parse the file
@@ -271,29 +326,29 @@ void MD5Importer::LoadMD5MeshFile ()
// load the mesh information from it
MD5::MD5MeshParser meshParser(parser.mSections);
// create the bone hierarchy - first the root node
// and dummy nodes for all meshes
pScene->mRootNode = new aiNode();
// create the bone hierarchy - first the root node and dummy nodes for all meshes
pScene->mRootNode = new aiNode("<MD5_Root>");
pScene->mRootNode->mNumChildren = 2;
pScene->mRootNode->mChildren = new aiNode*[2];
// now create the hierarchy of animated bones
// build the hierarchy from the MD5MESH file
aiNode* pcNode = pScene->mRootNode->mChildren[1] = new aiNode();
pcNode->mName.Set("MD5Anim");
pcNode->mName.Set("<MD5_Hierarchy>");
pcNode->mParent = pScene->mRootNode;
AttachChilds(-1,pcNode,meshParser.mJoints);
AttachChilds_Mesh(-1,pcNode,meshParser.mJoints);
pcNode = pScene->mRootNode->mChildren[0] = new aiNode();
pcNode->mName.Set("MD5Mesh");
pcNode->mName.Set("<MD5_Mesh>");
pcNode->mParent = pScene->mRootNode;
#if 0
if (pScene->mRootNode->mChildren[1]->mNumChildren) /* start at the right hierarchy level */
SkeletonMeshBuilder skeleton_maker(pScene,pScene->mRootNode->mChildren[1]->mChildren[0]);
#else
std::vector<MD5::MeshDesc>::const_iterator end = meshParser.mMeshes.end();
// FIX: MD5 files exported from Blender can have empty meshes
for (std::vector<MD5::MeshDesc>::const_iterator
it = meshParser.mMeshes.begin(),
end = meshParser.mMeshes.end(); it != end;++it)
{
for (std::vector<MD5::MeshDesc>::const_iterator it = meshParser.mMeshes.begin(),end = meshParser.mMeshes.end(); it != end;++it) {
if (!(*it).mFaces.empty() && !(*it).mVertices.empty())
++pScene->mNumMaterials;
}
@@ -310,10 +365,7 @@ void MD5Importer::LoadMD5MeshFile ()
pcNode->mMeshes[m] = m;
unsigned int n = 0;
for (std::vector<MD5::MeshDesc>::iterator
it = meshParser.mMeshes.begin(),
end = meshParser.mMeshes.end(); it != end;++it)
{
for (std::vector<MD5::MeshDesc>::iterator it = meshParser.mMeshes.begin(),end = meshParser.mMeshes.end(); it != end;++it) {
MD5::MeshDesc& meshSrc = *it;
if (meshSrc.mFaces.empty() || meshSrc.mVertices.empty())
continue;
@@ -331,10 +383,7 @@ void MD5Importer::LoadMD5MeshFile ()
// copy texture coordinates
aiVector3D* pv = mesh->mTextureCoords[0];
for (MD5::VertexList::const_iterator
iter = meshSrc.mVertices.begin();
iter != meshSrc.mVertices.end();++iter,++pv)
{
for (MD5::VertexList::const_iterator iter = meshSrc.mVertices.begin();iter != meshSrc.mVertices.end();++iter,++pv) {
pv->x = (*iter).mUV.x;
pv->y = 1.0f-(*iter).mUV.y; // D3D to OpenGL
pv->z = 0.0f;
@@ -348,7 +397,9 @@ void MD5Importer::LoadMD5MeshFile ()
for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w)
{
MD5::WeightDesc& desc = meshSrc.mWeights[w];
++piCount[desc.mBone];
/* FIX for some invalid exporters */
if (!(desc.mWeight < AI_MD5_WEIGHT_EPSILON && desc.mWeight >= -AI_MD5_WEIGHT_EPSILON ))
++piCount[desc.mBone];
}
}
@@ -366,50 +417,55 @@ void MD5Importer::LoadMD5MeshFile ()
p->mNumWeights = piCount[q];
p->mWeights = new aiVertexWeight[p->mNumWeights];
p->mName = aiString(meshParser.mJoints[q].mName);
p->mOffsetMatrix = meshParser.mJoints[q].mInvTransform;
// store the index for later use
meshParser.mJoints[q].mMap = h++;
MD5::BoneDesc& boneSrc = meshParser.mJoints[q];
boneSrc.mMap = h++;
// compute w-component of quaternion
MD5::ConvertQuaternion( boneSrc.mRotationQuat, boneSrc.mRotationQuatConverted );
//boneSrc.mPositionXYZ.z *= -1.f;
//boneSrc.mRotationQuatConverted = boneSrc.mRotationQuatConverted * aiQuaternion(-0.5f, -0.5f, -0.5f, 0.5f) ;
}
//unsigned int g = 0;
pv = mesh->mVertices;
for (MD5::VertexList::const_iterator
iter = meshSrc.mVertices.begin();
iter != meshSrc.mVertices.end();++iter,++pv)
{
for (MD5::VertexList::const_iterator iter = meshSrc.mVertices.begin();iter != meshSrc.mVertices.end();++iter,++pv) {
// compute the final vertex position from all single weights
*pv = aiVector3D();
// there are models which have weights which don't sum to 1 ...
// granite.md5mesh for example
float fSum = 0.0f;
for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w)
fSum += meshSrc.mWeights[w].mWeight;
if (!fSum)throw new ImportErrorException("The sum of all vertex bone weights is 0");
if (!fSum) {
DefaultLogger::get()->error("MD5MESH: The sum of all vertex bone weights is 0");
continue;
}
// process bone weights
for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w)
{
MD5::WeightDesc& desc = meshSrc.mWeights[w];
float fNewWeight = desc.mWeight / fSum;
if ( desc.mWeight < AI_MD5_WEIGHT_EPSILON && desc.mWeight >= -AI_MD5_WEIGHT_EPSILON)
continue;
const float fNewWeight = desc.mWeight / fSum;
// transform the local position into worldspace
MD5::BoneDesc& boneSrc = meshParser.mJoints[desc.mBone];
aiVector3D v = desc.vOffsetPosition;
aiQuaternion quat = aiQuaternion( boneSrc.mRotationQuat );
//quat.w *= -1.0f;
v = quat.GetMatrix() * v;
v += boneSrc.mPositionXYZ;
const aiVector3D v = boneSrc.mRotationQuatConverted.Rotate (desc.vOffsetPosition);
// use the original weight to compute the vertex position
// (some MD5s seem to depend on the invalid weight values ...)
pv->operator +=(v * desc.mWeight);
*pv += ((boneSrc.mPositionXYZ+v)* desc.mWeight);
aiBone* bone = mesh->mBones[boneSrc.mMap];
*bone->mWeights++ = aiVertexWeight((unsigned int)(pv-mesh->mVertices),fNewWeight);
}
// convert from DOOM coordinate system to OGL
std::swap((float&)pv->z,(float&)pv->y);
//pv->z *= -1.f;
}
// undo our nice offset tricks ...
@@ -433,47 +489,69 @@ void MD5Importer::LoadMD5MeshFile ()
// generate a material for the mesh
MaterialHelper* mat = new MaterialHelper();
pScene->mMaterials[n] = mat;
mat->AddProperty(&meshSrc.mShader,AI_MATKEY_TEXTURE_DIFFUSE(0));
// insert the typical doom3 textures:
// nnn_local.tga - normal map
// nnn_h.tga - height map
// nnn_s.tga - specular map
// nnn_d.tga - diffuse map
if (meshSrc.mShader.length && !strchr(meshSrc.mShader.data,'.')) {
aiString temp(meshSrc.mShader);
temp.Append("_local.tga");
mat->AddProperty(&temp,AI_MATKEY_TEXTURE_NORMALS(0));
temp = aiString(meshSrc.mShader);
temp.Append("_s.tga");
mat->AddProperty(&temp,AI_MATKEY_TEXTURE_SPECULAR(0));
temp = aiString(meshSrc.mShader);
temp.Append("_d.tga");
mat->AddProperty(&temp,AI_MATKEY_TEXTURE_DIFFUSE(0));
temp = aiString(meshSrc.mShader);
temp.Append("_h.tga");
mat->AddProperty(&temp,AI_MATKEY_TEXTURE_HEIGHT(0));
// set this also as material name
mat->AddProperty(&meshSrc.mShader,AI_MATKEY_NAME);
}
else mat->AddProperty(&meshSrc.mShader,AI_MATKEY_TEXTURE_DIFFUSE(0));
mesh->mMaterialIndex = n++;
}
#endif
// delete the file again
UnloadFileFromMemory();
}
// ------------------------------------------------------------------------------------------------
// Load an MD5ANIM file
void MD5Importer::LoadMD5AnimFile ()
{
std::string pFile = mFile + "MD5ANIM";
std::string pFile = mFile + "md5anim";
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
// Check whether we can read from the file
if( file.get() == NULL)
{
DefaultLogger::get()->warn("Failed to read MD5 anim file: " + pFile);
if( file.get() == NULL) {
DefaultLogger::get()->warn("Failed to read MD5ANIM file: " + pFile);
return;
}
bHadMD5Anim = true;
// now load the file into memory
LoadFileIntoMemory(file.get());
// now construct a parser and parse the file
// parse the basic file structure
MD5::MD5Parser parser(mBuffer,fileSize);
// load the animation information from it
// load the animation information from the parse tree
MD5::MD5AnimParser animParser(parser.mSections);
// generate and fill the output animation
if (!animParser.mAnimatedBones.empty())
{
pScene->mNumAnimations = 1;
pScene->mAnimations = new aiAnimation*[1];
if (!animParser.mAnimatedBones.empty()) {
pScene->mAnimations = new aiAnimation*[pScene->mNumAnimations = 1];
aiAnimation* anim = pScene->mAnimations[0] = new aiAnimation();
anim->mNumChannels = (unsigned int)animParser.mAnimatedBones.size();
anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
for (unsigned int i = 0; i < anim->mNumChannels;++i)
{
for (unsigned int i = 0; i < anim->mNumChannels;++i) {
aiNodeAnim* node = anim->mChannels[i] = new aiNodeAnim();
node->mNodeName = aiString( animParser.mAnimatedBones[i].mName );
@@ -486,70 +564,49 @@ void MD5Importer::LoadMD5AnimFile ()
// 1 tick == 1 frame
anim->mTicksPerSecond = animParser.fFrameRate;
for (FrameList::const_iterator iter = animParser.mFrames.begin(),
iterEnd = animParser.mFrames.end();iter != iterEnd;++iter)
{
for (FrameList::const_iterator iter = animParser.mFrames.begin(), iterEnd = animParser.mFrames.end();iter != iterEnd;++iter){
double dTime = (double)(*iter).iIndex;
if (!(*iter).mValues.empty())
{
// now process all values in there ... read all joints
aiNodeAnim** pcAnimNode = anim->mChannels;
MD5::BaseFrameDesc* pcBaseFrame = &animParser.mBaseFrames[0];
for (AnimBoneList::const_iterator
iter2 = animParser.mAnimatedBones.begin(),
iterEnd2 = animParser.mAnimatedBones.end();
iter2 != iterEnd2;++iter2,++pcAnimNode,++pcBaseFrame)
for (AnimBoneList::const_iterator iter2 = animParser.mAnimatedBones.begin(); iter2 != animParser.mAnimatedBones.end();++iter2,
++pcAnimNode,++pcBaseFrame)
{
if((*iter2).iFirstKeyIndex >= (*iter).mValues.size())
{
// TODO: add proper array checks for all cases here ...
DefaultLogger::get()->error("Keyframe index is out of range. ");
if((*iter2).iFirstKeyIndex >= (*iter).mValues.size()) {
DefaultLogger::get()->error("MD5: Keyframe index is out of range");
continue;
}
const float* fpCur = &(*iter).mValues[(*iter2).iFirstKeyIndex];
aiNodeAnim* pcCurAnimBone = *pcAnimNode;
aiVectorKey* vKey = pcCurAnimBone->mPositionKeys++;
// translation on the x axis
if ((*iter2).iFlags & AI_MD5_ANIMATION_FLAG_TRANSLATE_X)
vKey->mValue.x = *fpCur++;
else vKey->mValue.x = pcBaseFrame->vPositionXYZ.x;
// translation on the y axis
if ((*iter2).iFlags & AI_MD5_ANIMATION_FLAG_TRANSLATE_Y)
vKey->mValue.y = *fpCur++;
else vKey->mValue.y = pcBaseFrame->vPositionXYZ.y;
// translation on the z axis
if ((*iter2).iFlags & AI_MD5_ANIMATION_FLAG_TRANSLATE_Z)
vKey->mValue.z = *fpCur++;
else vKey->mValue.z = pcBaseFrame->vPositionXYZ.z;
// rotation quaternion, x component
aiQuatKey* qKey = pcCurAnimBone->mRotationKeys++;
aiVector3D vTemp;
if ((*iter2).iFlags & AI_MD5_ANIMATION_FLAG_ROTQUAT_X)
vTemp.x = *fpCur++;
else vTemp.x = pcBaseFrame->vRotationQuat.x;
// rotation quaternion, y component
if ((*iter2).iFlags & AI_MD5_ANIMATION_FLAG_ROTQUAT_Y)
vTemp.y = *fpCur++;
else vTemp.y = pcBaseFrame->vRotationQuat.y;
// translational component
for (unsigned int i = 0; i < 3; ++i) {
if ((*iter2).iFlags & (1u << i))
vKey->mValue[i] = *fpCur++;
else vKey->mValue[i] = pcBaseFrame->vPositionXYZ[i];
}
// orientation component
for (unsigned int i = 0; i < 3; ++i) {
if ((*iter2).iFlags & (8u << i))
vTemp[i] = *fpCur++;
else vTemp[i] = pcBaseFrame->vRotationQuat[i];
}
// rotation quaternion, z component
if ((*iter2).iFlags & AI_MD5_ANIMATION_FLAG_ROTQUAT_Z)
vTemp.z = *fpCur++;
else vTemp.z = pcBaseFrame->vRotationQuat.z;
MD5::ConvertQuaternion(vTemp, qKey->mValue);
// compute the w component of the quaternion - invert it (DX to OGL)
qKey->mValue = aiQuaternion(vTemp);
//qKey->mValue.w *= -1.0f;
aiMatrix4x4 m;
aiMatrix4x4::Translation(vKey->mValue,m);
m = m*aiMatrix4x4( qKey->mValue.GetMatrix() );
m.DecomposeNoScaling(qKey->mValue,vKey->mValue);
qKey->mTime = dTime;
vKey->mTime = dTime;
qKey->mTime = vKey->mTime = dTime;
}
}
// compute the duration of the animation
@@ -557,16 +614,53 @@ void MD5Importer::LoadMD5AnimFile ()
}
// undo our offset computations
for (unsigned int i = 0; i < anim->mNumChannels;++i)
{
for (unsigned int i = 0; i < anim->mNumChannels;++i) {
aiNodeAnim* node = anim->mChannels[i];
node->mPositionKeys -= node->mNumPositionKeys;
node->mRotationKeys -= node->mNumPositionKeys;
}
// If we didn't build the hierarchy yet (== we didn't load a MD5MESH),
// construct it now from the data given in the MD5ANIM.
if (!pScene->mRootNode) {
pScene->mRootNode = new aiNode();
pScene->mRootNode->mName.Set("<MD5_Hierarchy>");
AttachChilds_Anim(-1,pScene->mRootNode,animParser.mAnimatedBones,(const aiNodeAnim**)anim->mChannels);
// Call SkeletonMeshBuilder to construct a mesh to represent the shape
if (pScene->mRootNode->mNumChildren) {
SkeletonMeshBuilder skeleton_maker(pScene,pScene->mRootNode->mChildren[0]);
}
}
}
// delete the file again
UnloadFileFromMemory();
}
// ------------------------------------------------------------------------------------------------
// Load an MD5CAMERA file
void MD5Importer::LoadMD5CameraFile ()
{
#if 0
std::string pFile = mFile + "md5camera";
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
// Check whether we can read from the file
if( file.get() == NULL) {
DefaultLogger::get()->warn("Failed to read MD5CAMERA file: " + pFile);
return;
}
bHadMD5Camera = true;
LoadFileIntoMemory(file.get());
// parse the basic file structure
MD5::MD5Parser parser(mBuffer,fileSize);
// load the camera animation data from the parse tree
MD5::MD5CameraParser cameraParser(parser.mSections);
#endif
throw new ImportErrorException("MD5Camera is not yet supported");
}
#endif // !! ASSIMP_BUILD_NO_MD5_IMPORTER