Further work on the IRR, AC, LWS loaders. Further work on the - still unfinished - OptimizeGraph step. SceneCombiner works now properly in all cases I tested yet.

Added missing 'typename' in Colladaparser.h
First implementation of spherical and cylindrical mapping, already in use for IRR and LWO models. For the latter the coordinate system is not yet correct.
Moved vec2d to a separate header and added operators similar to vec3.
Added plane and ray helper classes. Just the data is wrapped, no operators required for the moment.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@249 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
aramis_acg
2008-11-26 13:17:39 +00:00
parent 9ca66fb999
commit fd9e6edc19
45 changed files with 2657 additions and 869 deletions

View File

@@ -51,8 +51,19 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "SceneCombiner.h"
#include "StandardShapes.h"
// We need boost::common_factor to compute the lcm/gcd of a number
#ifdef ASSIMP_BUILD_BOOST_WORKAROUND
# include "../include/BoostWorkaround/boost/common_factor_rt.hpp"
#else
# include <boost/math/common_factor_rt.hpp>
#endif
using namespace Assimp;
// Transformation matrix to convert from Assimp to IRR space
static aiMatrix4x4 AI_TO_IRR_MATRIX = aiMatrix4x4 ( 1.0f, 0.0f, 0.0f,
0.f, 0.0f, 0.0f, -1.0f, 0.f, 0.0f, 1.0f, 0.0f, 0.f, 0.f, 0.f, 0.f, 1.f);
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
@@ -163,7 +174,7 @@ aiMesh* IRRImporter::BuildSingleQuadMesh(const SkyboxVertex& v1,
*vec = v4.normal;
// copy texture coordinates
out->mTextureCoords[0] = new aiVector3D[4];
vec = out->mTextureCoords[0] = new aiVector3D[4];
*vec++ = v1.uv;
*vec++ = v2.uv;
*vec++ = v3.uv;
@@ -240,12 +251,12 @@ void IRRImporter::BuildSkybox(std::vector<aiMesh*>& meshes, std::vector<aiMateri
SkyboxVertex( l,-l, l, 0, 1, 0, 0.f,0.f),
SkyboxVertex( l,-l,-l, 0, 1, 0, 1.f,0.f),
SkyboxVertex(-l,-l,-l, 0, 1, 0, 1.f,1.f),
SkyboxVertex(-l,-l,-l, 0, 1, 0, 0.f,1.f)) );
SkyboxVertex(-l,-l, l, 0, 1, 0, 0.f,1.f)) );
meshes.back()->mMaterialIndex = materials.size()-1u;
}
// ------------------------------------------------------------------------------------------------
void IRRImporter::CopyMaterial(std::vector<aiMaterial*> materials,
void IRRImporter::CopyMaterial(std::vector<aiMaterial*>& materials,
std::vector< std::pair<aiMaterial*, unsigned int> >& inmaterials,
unsigned int& defMatIdx,
aiMesh* mesh)
@@ -297,44 +308,71 @@ inline void FindSuitableMultiple(int& angle)
}
// ------------------------------------------------------------------------------------------------
void IRRImporter::ComputeAnimations(Node* root, std::vector<aiNodeAnim*>& anims,
const aiMatrix4x4& transform)
void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNodeAnim*>& anims)
{
ai_assert(NULL != root);
ai_assert(NULL != root && NULL != real);
if (root->animators.empty())return;
const aiMatrix4x4& transform = real->mTransformation;
typedef std::pair< TemporaryAnim, Animator* > AnimPair;
const unsigned int resolution = 1;
std::vector<AnimPair> temp;
temp.reserve(root->animators.size());
unsigned int total = 0;
for (std::list<Animator>::iterator it = root->animators.begin();
it != root->animators.end(); ++it)
{
if ((*it).type == Animator::UNKNOWN ||
(*it).type == Animator::OTHER)
if ((*it).type == Animator::UNKNOWN || (*it).type == Animator::OTHER)
{
DefaultLogger::get()->warn("IRR: Skipping unknown or unsupported animator");
continue;
}
temp.push_back(AnimPair(TemporaryAnim(),&(*it)));
++total;
}
if (!total)return;
else if (1 == total)
{
DefaultLogger::get()->warn("IRR: Generating dummy nodes to simulate multiple animators");
}
if (temp.empty())return;
// NOTE: 1 tick == i millisecond
// All animators are applied one after another. We generate a set of
// transformation matrices for each of it. Then we combine all
// transformation matrices, decompose them and build an output animation.
for (std::vector<AnimPair>::iterator it = temp.begin();
it != temp.end(); ++it)
unsigned int cur = 0;
for (std::list<Animator>::iterator it = root->animators.begin();
it != root->animators.end(); ++it)
{
TemporaryAnim& out = (*it).first;
Animator* in = (*it).second;
if ((*it).type == Animator::UNKNOWN || (*it).type == Animator::OTHER)continue;
switch (in->type)
Animator& in = *it ;
aiNodeAnim* anim = new aiNodeAnim();
if (cur != total-1)
{
// Build a new name - a prefix instead of a suffix because it is
// easier to check against
anim->mNodeName.length = ::sprintf(anim->mNodeName.data,
"$INST_DUMMY_%i_%s",total-1,
(root->name.length() ? root->name.c_str() : ""));
// we'll also need to insert a dummy in the node hierarchy.
aiNode* dummy = new aiNode();
for (unsigned int i = 0; i < real->mParent->mNumChildren;++i)
if (real->mParent->mChildren[i] == real)
real->mParent->mChildren[i] = dummy;
dummy->mParent = real->mParent;
dummy->mName = anim->mNodeName;
dummy->mNumChildren = 1;
dummy->mChildren = new aiNode*[dummy->mNumChildren];
dummy->mChildren[0] = real;
// the transformation matrix of the dummy node is the identity
real->mParent = dummy;
}
else anim->mNodeName.Set(root->name);
++cur;
switch (in.type)
{
case Animator::ROTATION:
{
@@ -347,17 +385,20 @@ void IRRImporter::ComputeAnimations(Node* root, std::vector<aiNodeAnim*>& anims,
// here in order to get good results.
// -----------------------------------------------------
int angles[3];
angles[0] = (int)(in->direction.x*100);
angles[1] = (int)(in->direction.y*100);
angles[2] = (int)(in->direction.z*100);
angles[0] = (int)(in.direction.x*100);
angles[1] = (int)(in.direction.y*100);
angles[2] = (int)(in.direction.z*100);
angles[0] %= 360;
angles[1] %= 360;
angles[2] %= 360;
FindSuitableMultiple(angles[0]);
FindSuitableMultiple(angles[1]);
FindSuitableMultiple(angles[2]);
if ((angles[0]*angles[1]) && (angles[1]*angles[2]))
{
FindSuitableMultiple(angles[0]);
FindSuitableMultiple(angles[1]);
FindSuitableMultiple(angles[2]);
}
int lcm = 360;
@@ -390,87 +431,136 @@ void IRRImporter::ComputeAnimations(Node* root, std::vector<aiNodeAnim*>& anims,
max = std::max(max, (float)lcm / angles[2]);
// Allocate transformation matrices
out.SetupMatrices((unsigned int)(max*fps));
anim->mNumRotationKeys = (unsigned int)(max*fps);
anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys];
// begin with a zero angle
aiVector3D angle;
for (unsigned int i = 0; i < out.last;++i)
for (unsigned int i = 0; i < anim->mNumRotationKeys;++i)
{
// build the rotation matrix for the given euler angles
aiMatrix4x4& m = out.matrices[i];
// build the quaternion for the given euler angles
aiQuatKey& q = anim->mRotationKeys[i];
// we start with the node transformation
m = transform;
aiMatrix4x4 m2;
if (angle.x)
m *= aiMatrix4x4::RotationX(angle.x,m2);
if (angle.y)
m *= aiMatrix4x4::RotationX(angle.y,m2);
if (angle.z)
m *= aiMatrix4x4::RotationZ(angle.z,m2);
q.mValue = aiQuaternion(angle.x, angle.y, angle.z);
q.mTime = (double)i;
// increase the angle
angle += in->direction;
angle += in.direction;
}
// This animation is repeated and repeated ...
out.post = aiAnimBehaviour_REPEAT;
anim->mPostState = aiAnimBehaviour_REPEAT;
anim->mPreState = aiAnimBehaviour_CONSTANT;
}
break;
case Animator::FLY_CIRCLE:
{
anim->mPostState = aiAnimBehaviour_REPEAT;
anim->mPreState = aiAnimBehaviour_CONSTANT;
// -----------------------------------------------------
// Find out how much time we'll need to perform a
// full circle.
// -----------------------------------------------------
const double seconds = (1. / in.speed) / 1000.;
const double tdelta = 1000. / fps;
anim->mNumPositionKeys = (unsigned int) (fps * seconds);
anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
// from Irrlicht, what else should we do than copying it?
aiVector3D vecU,vecV;
if (in.direction.y)
{
vecV = aiVector3D(50,0,0) ^ in.direction;
}
else vecV = aiVector3D(0,50,00) ^ in.direction;
vecV.Normalize();
vecU = (vecV ^ in.direction).Normalize();
// build the output keys
for (unsigned int i = 0; i < anim->mNumPositionKeys;++i)
{
aiVectorKey& key = anim->mPositionKeys[i];
key.mTime = i * tdelta;
const float t = (float) ( in.speed * key.mTime );
key.mValue = in.circleCenter + in.circleRadius * ((vecU*::cos(t)) + (vecV*::sin(t)));
}
}
break;
case Animator::FLY_STRAIGHT:
{
anim->mPostState = (in.loop ? aiAnimBehaviour_REPEAT : aiAnimBehaviour_CONSTANT);
anim->mPreState = aiAnimBehaviour_CONSTANT;
const double seconds = in.timeForWay / 1000.;
const double tdelta = 1000. / fps;
anim->mNumPositionKeys = (unsigned int) (fps * seconds);
anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
aiVector3D diff = in.direction - in.circleCenter;
const float lengthOfWay = diff.Length();
diff.Normalize();
const double timeFactor = lengthOfWay / in.timeForWay;
// build the output keys
for (unsigned int i = 0; i < anim->mNumPositionKeys;++i)
{
aiVectorKey& key = anim->mPositionKeys[i];
key.mTime = i * tdelta;
key.mValue = in.circleCenter + diff * float(timeFactor * key.mTime);
}
}
break;
case Animator::FOLLOW_SPLINE:
{
out.post = aiAnimBehaviour_REPEAT;
const int size = (int)in->splineKeys.size();
anim->mPostState = aiAnimBehaviour_REPEAT;
anim->mPreState = aiAnimBehaviour_CONSTANT;
const int size = (int)in.splineKeys.size();
if (!size)
{
// We have no point in the spline. That's bad. Really bad.
DefaultLogger::get()->warn("IRR: Spline animators with no points defined");
delete anim;anim = NULL;
break;
}
else if (size == 1)
{
// We have just one point in the spline
out.SetupMatrices(1);
out.matrices[0].a4 = in->splineKeys[0].mValue.x;
out.matrices[0].b4 = in->splineKeys[0].mValue.y;
out.matrices[0].c4 = in->splineKeys[0].mValue.z;
// We have just one point in the spline so we don't need the full calculation
anim->mNumPositionKeys = 1;
anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
anim->mPositionKeys[0].mValue = in.splineKeys[0].mValue;
anim->mPositionKeys[0].mTime = 0.f;
break;
}
unsigned int ticksPerFull = 15;
out.SetupMatrices(ticksPerFull*fps);
anim->mNumPositionKeys = (unsigned int) ( ticksPerFull * fps );
anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
for (unsigned int i = 0; i < out.last;++i)
for (unsigned int i = 0; i < anim->mNumPositionKeys;++i)
{
aiMatrix4x4& m = out.matrices[i];
aiVectorKey& key = anim->mPositionKeys[i];
const float dt = (i * in->speed * 0.001f );
const float dt = (i * in.speed * 0.001f );
const float u = dt - floor(dt);
const int idx = (int)floor(dt) % size;
// get the 4 current points to evaluate the spline
const aiVector3D& p0 = in->splineKeys[ ClampSpline( idx - 1, size ) ].mValue;
const aiVector3D& p1 = in->splineKeys[ ClampSpline( idx + 0, size ) ].mValue;
const aiVector3D& p2 = in->splineKeys[ ClampSpline( idx + 1, size ) ].mValue;
const aiVector3D& p3 = in->splineKeys[ ClampSpline( idx + 2, size ) ].mValue;
const aiVector3D& p0 = in.splineKeys[ ClampSpline( idx - 1, size ) ].mValue;
const aiVector3D& p1 = in.splineKeys[ ClampSpline( idx + 0, size ) ].mValue;
const aiVector3D& p2 = in.splineKeys[ ClampSpline( idx + 1, size ) ].mValue;
const aiVector3D& p3 = in.splineKeys[ ClampSpline( idx + 2, size ) ].mValue;
// compute polynomials
const float u2 = u*u;
@@ -482,54 +572,90 @@ void IRRImporter::ComputeAnimations(Node* root, std::vector<aiNodeAnim*>& anims,
const float h4 = u3 - u2;
// compute the spline tangents
const aiVector3D t1 = ( p2 - p0 ) * in->tightness;
aiVector3D t2 = ( p3 - p1 ) * in->tightness;
const aiVector3D t1 = ( p2 - p0 ) * in.tightness;
aiVector3D t2 = ( p3 - p1 ) * in.tightness;
// and use them to get the interpolated point
t2 = (h1 * p1 + p2 * h2 + t1 * h3 + h4 * t2);
// build a simple translation matrix from it
m.a4 = t2.x;
m.b4 = t2.y;
m.c4 = t2.z;
key.mValue = t2.x;
key.mTime = (double) i;
}
}
break;
};
}
aiNodeAnim* out = new aiNodeAnim();
out->mNodeName.Set(root->name);
if (temp.size() == 1)
{
// If there's just one animator to be processed our
// task is quite easy
TemporaryAnim& one = temp[0].first;
out->mPostState = one.post;
out->mNumPositionKeys = one.last;
out->mNumScalingKeys = one.last;
out->mNumRotationKeys = one.last;
out->mPositionKeys = new aiVectorKey[one.last];
out->mScalingKeys = new aiVectorKey[one.last];
out->mRotationKeys = new aiQuatKey[one.last];
for (unsigned int i = 0; i < one.last;++i)
if (anim)
{
aiVectorKey& scaling = out->mScalingKeys[i];
aiVectorKey& position = out->mPositionKeys[i];
aiQuatKey& rotation = out->mRotationKeys[i];
scaling.mTime = position.mTime = rotation.mTime = (double)i;
one.matrices[i].Decompose(scaling.mValue, rotation.mValue, position.mValue);
anims.push_back(anim);
++total;
}
}
}
// NOTE: It is possible that some of the tracks we're returning
// are dummy tracks, but the ScenePreprocessor will fix that, hopefully
// ------------------------------------------------------------------------------------------------
// This function is maybe more generic than we'd need it here
void SetupMapping (MaterialHelper* mat, aiTextureMapping mode, aiAxis axis = aiAxis_Y)
{
// Check whether there are texture properties defined - setup
// the desired texture mapping mode for all of them and ignore
// all UV settings we might encounter. WE HAVE NO UVS!
std::vector<aiMaterialProperty*> p;
p.reserve(mat->mNumProperties+1);
for (unsigned int i = 0; i < mat->mNumProperties;++i)
{
aiMaterialProperty* prop = mat->mProperties[i];
if (!::strcmp( prop->mKey.data, "$tex.file"))
{
// Setup the mapping key
aiMaterialProperty* m = new aiMaterialProperty();
m->mKey.Set("$tex.mapping");
m->mIndex = prop->mIndex;
m->mSemantic = prop->mSemantic;
m->mType = aiPTI_Integer;
m->mDataLength = 4;
m->mData = new char[4];
*((int*)m->mData) = mode;
p.push_back(prop);
p.push_back(m);
// Setup the mapping axis
if (mode == aiTextureMapping_CYLINDER || mode == aiTextureMapping_PLANE ||
mode == aiTextureMapping_SPHERE)
{
m = new aiMaterialProperty();
m->mKey.Set("$tex.mapaxis");
m->mIndex = prop->mIndex;
m->mSemantic = prop->mSemantic;
m->mType = aiPTI_Integer;
m->mDataLength = 4;
m->mData = new char[4];
*((int*)m->mData) = axis;
p.push_back(m);
}
}
else if (! ::strcmp( prop->mKey.data, "$tex.uvwsrc"))
{
delete mat->mProperties[i];
}
else p.push_back(prop);
}
if (p.empty())return;
// rebuild the output array
if (p.size() > mat->mNumAllocated)
{
delete[] mat->mProperties;
mat->mProperties = new aiMaterialProperty*[p.size()];
}
mat->mNumProperties = (unsigned int)p.size();
::memcpy(mat->mProperties,&p[0],sizeof(void*)*mat->mNumProperties);
}
// ------------------------------------------------------------------------------------------------
@@ -538,10 +664,11 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
std::vector<aiMesh*>& meshes,
std::vector<aiNodeAnim*>& anims,
std::vector<AttachmentInfo>& attach,
std::vector<aiMaterial*> materials,
std::vector<aiMaterial*>& materials,
unsigned int& defMatIdx)
{
unsigned int oldMeshSize = (unsigned int)meshes.size();
unsigned int meshTrafoAssign = 0;
// Now determine the type of the node
switch (root->type)
@@ -549,7 +676,10 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
case Node::ANIMMESH:
case Node::MESH:
{
// get the loaded mesh from the scene and add it to
if (!root->meshPath.length())
break;
// Get the loaded mesh from the scene and add it to
// the list of all scenes to be attached to the
// graph we're currently building
aiScene* scene = batch.GetImport(root->meshPath);
@@ -560,9 +690,45 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
break;
}
attach.push_back(AttachmentInfo(scene,rootOut));
meshTrafoAssign = 1;
// now combine the material we've loaded for this mesh
// with the real meshes we got from the file. As we
// If the root node of the scene is animated - and *this* node
// is animated, too, we need to insert a dummy node into the
// hierarchy in order to avoid interferences with animations
for (unsigned int i = 0; i < scene->mNumAnimations;++i)
{
aiAnimation* anim = scene->mAnimations[i];
for (unsigned int a = 0; a < anim->mNumChannels;++a)
{
if (scene->mRootNode->mName == anim->mChannels[a]->mNodeName)
{
if (root->animators.empty())
{
meshTrafoAssign = 2;
}
else
{
meshTrafoAssign = 3;
aiNode* dummy = new aiNode();
dummy->mName.Set("$CSpaceSeam$");
dummy->mNumChildren = 1;
dummy->mChildren = new aiNode*[1];
dummy->mChildren[0] = scene->mRootNode;
scene->mRootNode->mParent = dummy;
scene->mRootNode = dummy;
scene->mRootNode->mTransformation = AI_TO_IRR_MATRIX;
}
break;
}
}
}
if (1 == meshTrafoAssign)
scene->mRootNode->mTransformation *= AI_TO_IRR_MATRIX;
// Now combine the material we've loaded for this mesh
// with the real materials we got from the file. As we
// don't execute any pp-steps on the file, the numbers
// should be equal. If they are not, we can impossibly
// do this ...
@@ -575,7 +741,7 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
}
for (unsigned int i = 0; i < scene->mNumMaterials;++i)
{
// delete the old material
// Delete the old material, we don't need it anymore
delete scene->mMaterials[i];
std::pair<aiMaterial*, unsigned int>& src = root->materials[i];
@@ -599,8 +765,7 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
mesh->mMaterialIndex];
MaterialHelper* mat = (MaterialHelper*)src.first;
if (mesh->HasVertexColors(0) &&
src.second & AI_IRRMESH_MAT_trans_vertex_alpha)
if (mesh->HasVertexColors(0) && src.second & AI_IRRMESH_MAT_trans_vertex_alpha)
{
bool bdo = true;
for (unsigned int a = 1; a < mesh->mNumVertices;++a)
@@ -624,14 +789,13 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
}
// If we have a second texture coordinate set and a second texture
// (either lightmap, normalmap, 2layered material we need to
// setup the correct UV index for it). The texture can either
// (either lightmap, normalmap, 2layered material) we need to
// setup the correct UV index for it. The texture can either
// be diffuse (lightmap & 2layer) or a normal map (normal & parallax)
if (mesh->HasTextureCoords(1))
{
int idx = 1;
if (src.second & (AI_IRRMESH_MAT_solid_2layer |
AI_IRRMESH_MAT_lightmap))
if (src.second & (AI_IRRMESH_MAT_solid_2layer | AI_IRRMESH_MAT_lightmap))
{
mat->AddProperty(&idx,1,AI_MATKEY_UVWSRC_DIFFUSE(0));
}
@@ -653,11 +817,11 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
case Node::SPHERE:
{
// generate the sphere model. Our input parameter to
// Generate the sphere model. Our input parameter to
// the sphere generation algorithm is the number of
// subdivisions of each triangle - but here we have
// the number of poylgons on a specific axis. Just
// use some limits ...
// use some hardcoded limits to approximate this ...
unsigned int mul = root->spherePolyCountX*root->spherePolyCountY;
if (mul < 100)mul = 2;
else if (mul < 300)mul = 3;
@@ -667,10 +831,14 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
&StandardShapes::MakeSphere));
// Adjust scaling
root->scaling *= root->sphereRadius;
root->scaling *= root->sphereRadius/2;
// Copy one output material
CopyMaterial(materials, root->materials, defMatIdx, meshes.back());
// Now adjust this output material - if there is a first texture
// set, setup spherical UV mapping around the Y axis.
SetupMapping ( (MaterialHelper*) materials.back(), aiTextureMapping_SPHERE, aiAxis_Y );
}
break;
@@ -685,6 +853,10 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
// Copy one output material
CopyMaterial(materials, root->materials, defMatIdx, meshes.back());
// Now adjust this output material - if there is a first texture
// set, setup cubic UV mapping
SetupMapping ( (MaterialHelper*) materials.back(), aiTextureMapping_BOX );
}
break;
@@ -745,10 +917,7 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
// Now compute the final local transformation matrix of the
// node from the given translation, rotation and scaling values.
// (the rotation is given in Euler angles, XYZ order)
aiMatrix4x4 m;
rootOut->mTransformation = aiMatrix4x4::RotationX(AI_DEG_TO_RAD(root->rotation.x),m)
* aiMatrix4x4::RotationY(AI_DEG_TO_RAD(root->rotation.y),m)
* aiMatrix4x4::RotationZ(AI_DEG_TO_RAD(root->rotation.z),m);
rootOut->mTransformation.FromEulerAngles(AI_DEG_TO_RAD(root->rotation) );
// apply scaling
aiMatrix4x4& mat = rootOut->mTransformation;
@@ -763,12 +932,15 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
mat.c3 *= root->scaling.z;
// apply translation
mat.a4 = root->position.x;
mat.b4 = root->position.y;
mat.c4 = root->position.z;
mat.a4 += root->position.x;
mat.b4 += root->position.y;
mat.c4 += root->position.z;
if (meshTrafoAssign == 2)
mat *= AI_TO_IRR_MATRIX;
// now compute animations for the node
ComputeAnimations(root,anims,mat);
ComputeAnimations(root,rootOut, anims);
// Add all children recursively. First allocate enough storage
// for them, then call us again
@@ -804,6 +976,7 @@ void IRRImporter::InternReadFile( const std::string& pFile,
// The root node of the scene
Node* root = new Node(Node::DUMMY);
root->parent = NULL;
root->name = "<IRRSceneRoot>";
// Current node parent
Node* curParent = root;
@@ -819,6 +992,7 @@ void IRRImporter::InternReadFile( const std::string& pFile,
// Batch loader used to load external models
BatchLoader batch(pIOHandler);
batch.SetBasePath(pFile);
cameras.reserve(5);
lights.reserve(5);
@@ -848,6 +1022,8 @@ void IRRImporter::InternReadFile( const std::string& pFile,
* and join its animation channels with ours.
* "empty" - A dummy node
* "camera" - A camera
* "terrain" - a terrain node (data comes from a heightmap)
* "billboard", ""
*
* Each of these nodes can be animated and all can have multiple
* materials assigned (except lights, cameras and dummies, of course).
@@ -855,8 +1031,9 @@ void IRRImporter::InternReadFile( const std::string& pFile,
// ***********************************************************************
const char* sz = reader->getAttributeValueSafe("type");
Node* nd;
if (!ASSIMP_stricmp(sz,"mesh"))
if (!ASSIMP_stricmp(sz,"mesh") || !ASSIMP_stricmp(sz,"octTree"))
{
// OctTree's and meshes are treated equally
nd = new Node(Node::MESH);
}
else if (!ASSIMP_stricmp(sz,"cube"))
@@ -868,7 +1045,7 @@ void IRRImporter::InternReadFile( const std::string& pFile,
else if (!ASSIMP_stricmp(sz,"skybox"))
{
nd = new Node(Node::SKYBOX);
++guessedMeshCnt;
guessedMeshCnt += 6;
}
else if (!ASSIMP_stricmp(sz,"camera"))
{
@@ -901,6 +1078,16 @@ void IRRImporter::InternReadFile( const std::string& pFile,
{
nd = new Node(Node::DUMMY);
}
else if (!ASSIMP_stricmp(sz,"terrain"))
{
nd = new Node(Node::TERRAIN);
}
else if (!ASSIMP_stricmp(sz,"billBoard"))
{
// We don't support billboards, so ignore them
DefaultLogger::get()->error("IRR: Billboards are not supported by Assimp");
nd = new Node(Node::DUMMY);
}
else
{
DefaultLogger::get()->warn("IRR: Found unknown node: " + std::string(sz));
@@ -929,19 +1116,21 @@ void IRRImporter::InternReadFile( const std::string& pFile,
else if (!ASSIMP_stricmp(reader->getNodeName(),"attributes"))
{
/* We should have a valid node here
* FIX: no ... the scene root node is also contained in an attributes block
*/
if (!curNode)
{
#if 0
DefaultLogger::get()->error("IRR: Encountered <attributes> element, but "
"there is no node active");
#endif
continue;
}
Animator* curAnim = NULL;
// FIX: Materials can occur for nearly any type of node
if (inMaterials /* && curNode->type == Node::ANIMMESH ||
curNode->type == Node::MESH */)
// Materials can occur for nearly any type of node
if (inMaterials && curNode->type != Node::DUMMY)
{
/* This is a material description - parse it!
*/
@@ -976,10 +1165,6 @@ void IRRImporter::InternReadFile( const std::string& pFile,
VectorProperty prop;
ReadVectorProperty(prop);
// Convert to our coordinate system
std::swap( (float&)prop.value.z, (float&)prop.value.y );
prop.value.y *= -1.f;
if (inAnimator)
{
if (curAnim->type == Animator::ROTATION && prop.name == "Rotation")
@@ -999,7 +1184,7 @@ void IRRImporter::InternReadFile( const std::string& pFile,
// and parse its properties
key.mValue = prop.value;
key.mTime = strtol10(&prop.name.c_str()[5]);
key.mTime = strtol10(&prop.name[5]);
}
}
else if (curAnim->type == Animator::FLY_CIRCLE)
@@ -1127,7 +1312,7 @@ void IRRImporter::InternReadFile( const std::string& pFile,
else if (Node::LIGHT == curNode->type)
{
/* Additional light information
*/
*/
if (prop.name == "Attenuation")
{
lights.back()->mAttenuationLinear = prop.value;
@@ -1204,6 +1389,22 @@ void IRRImporter::InternReadFile( const std::string& pFile,
}
else if (Node::LIGHT == curNode->type && "LightType" == prop.name)
{
if (prop.value == "Spot")
lights.back()->mType = aiLightSource_SPOT;
else if (prop.value == "Point")
lights.back()->mType = aiLightSource_POINT;
else if (prop.value == "Directional")
lights.back()->mType = aiLightSource_DIRECTIONAL;
else
{
// We won't pass the validation with aiLightSourceType_UNDEFINED,
// so we remove the light and replace it with a silly dummy node
delete lights.back();
lights.pop_back();
curNode->type = Node::DUMMY;
DefaultLogger::get()->error("Ignoring light of unknown type: " + prop.value);
}
}
else if (prop.name == "Mesh" && Node::MESH == curNode->type ||
Node::ANIMMESH == curNode->type)
@@ -1224,8 +1425,35 @@ void IRRImporter::InternReadFile( const std::string& pFile,
aiComponent_ANIMATIONS | aiComponent_BONEWEIGHTS);
}
batch.AddLoadRequest(prop.value,pp,&map);
curNode->meshPath = prop.value;
/* TODO: maybe implement the protection against recursive
* loading calls directly in BatchLoader? The current
* implementation is not absolutely safe. A LWS and an IRR
* file referencing each other *could* cause the system to
* recurse forever.
*/
std::string::size_type pos = prop.value.find_last_of('.');
// no file extension - can't read, so we don't need to try it
if( pos == std::string::npos)
{
DefaultLogger::get()->error("IRR: Can't load files without a file extension");
}
else
{
std::string extension = prop.value.substr( pos);
for (std::string::iterator i = extension.begin(); i != extension.end();++i)
*i = ::tolower(*i);
if (".irr" == prop.value)
{
DefaultLogger::get()->error("IRR: Can't load another IRR file recursively");
}
else
{
batch.AddLoadRequest(prop.value,pp,&map);
curNode->meshPath = prop.value;
}
}
}
else if (inAnimator && prop.name == "Type")
{
@@ -1275,12 +1503,12 @@ void IRRImporter::InternReadFile( const std::string& pFile,
{
// currently is no node set. We need to go
// back in the node hierarchy
curParent = curParent->parent;
if (!curParent)
{
curParent = root;
DefaultLogger::get()->error("IRR: Too many closing <node> elements");
}
else curParent = curParent->parent;
}
else curNode = NULL;
}
@@ -1314,6 +1542,8 @@ void IRRImporter::InternReadFile( const std::string& pFile,
else DefaultLogger::get()->warn("IRR: Camera aspect is not given, can't compute horizontal FOV");
}
batch.LoadAll();
/* Allocate a tempoary scene data structure
*/
aiScene* tempScene = new aiScene();
@@ -1322,15 +1552,21 @@ void IRRImporter::InternReadFile( const std::string& pFile,
/* Copy the cameras to the output array
*/
tempScene->mNumCameras = (unsigned int)cameras.size();
tempScene->mCameras = new aiCamera*[tempScene->mNumCameras];
::memcpy(tempScene->mCameras,&cameras[0],sizeof(void*)*tempScene->mNumCameras);
if (!cameras.empty())
{
tempScene->mNumCameras = (unsigned int)cameras.size();
tempScene->mCameras = new aiCamera*[tempScene->mNumCameras];
::memcpy(tempScene->mCameras,&cameras[0],sizeof(void*)*tempScene->mNumCameras);
}
/* Copy the light sources to the output array
*/
tempScene->mNumLights = (unsigned int)lights.size();
tempScene->mLights = new aiLight*[tempScene->mNumLights];
::memcpy(tempScene->mLights,&lights[0],sizeof(void*)*tempScene->mNumLights);
if (!lights.empty())
{
tempScene->mNumLights = (unsigned int)lights.size();
tempScene->mLights = new aiLight*[tempScene->mNumLights];
::memcpy(tempScene->mLights,&lights[0],sizeof(void*)*tempScene->mNumLights);
}
// temporary data
std::vector< aiNodeAnim*> anims;
@@ -1370,27 +1606,51 @@ void IRRImporter::InternReadFile( const std::string& pFile,
an->mChannels = new aiNodeAnim*[an->mNumChannels];
::memcpy(an->mChannels, & anims [0], sizeof(void*)*an->mNumChannels);
}
if (meshes.empty())
{
// There are no meshes in the scene - the scene is incomplete
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
DefaultLogger::get()->info("IRR: No Meshes loaded, setting AI_SCENE_FLAGS_INCOMPLETE flag");
}
else
if (!meshes.empty())
{
// copy all meshes to the temporary scene
tempScene->mNumMeshes = (unsigned int)meshes.size();
tempScene->mMeshes = new aiMesh*[tempScene->mNumMeshes];
::memcpy(tempScene->mMeshes,&meshes[0],tempScene->mNumMeshes);
::memcpy(tempScene->mMeshes,&meshes[0],tempScene->mNumMeshes*
sizeof(void*));
}
/* Copy all materials to the output array
*/
if (!materials.empty())
{
tempScene->mNumMaterials = (unsigned int)materials.size();
tempScene->mMaterials = new aiMaterial*[tempScene->mNumMaterials];
::memcpy(tempScene->mMaterials,&materials[0],sizeof(void*)*
tempScene->mNumMaterials);
}
/* Now merge all sub scenes and attach them to the correct
* attachment points in the scenegraph.
*/
SceneCombiner::MergeScenes(pScene,tempScene,attach);
SceneCombiner::MergeScenes(&pScene,tempScene,attach,
AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES |
AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES);
/* If we have no meshes | no materials now set the INCOMPLETE
* scene flag. This is necessary if we failed to load all
* models from external files
*/
if (!pScene->mNumMeshes || !pScene->mNumMaterials)
{
DefaultLogger::get()->warn("IRR: No meshes loaded, setting AI_SCENE_FLAGS_INCOMPLETE");
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
}
// transformation matrix to convert from IRRMESH to ASSIMP coordinates
pScene->mRootNode->mTransformation *= aiMatrix4x4(1.0f, 0.0f, 0.0f, 0.f, 0.0f, 0.0f, -1.0f,
0.f, 0.0f, 1.0f, 0.0f, 0.f, 0.f, 0.f, 0.f, 1.f);
/* Finished ... everything destructs automatically and all
* temporary scenes have already been deleted by MergeScenes()
*/
return;
}