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WIP of assimp integration.
This commit is contained in:
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2135 changed files with 1260856 additions and 7 deletions
423
Engine/lib/assimp/code/OgreBinarySerializer.h
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423
Engine/lib/assimp/code/OgreBinarySerializer.h
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2018, 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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#ifndef AI_OGREBINARYSERIALIZER_H_INC
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#define AI_OGREBINARYSERIALIZER_H_INC
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#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
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#include "OgreStructs.h"
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#include <assimp/StreamReader.h>
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namespace Assimp
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{
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namespace Ogre
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{
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typedef Assimp::StreamReaderLE MemoryStreamReader;
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typedef std::shared_ptr<MemoryStreamReader> MemoryStreamReaderPtr;
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class OgreBinarySerializer
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{
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public:
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/// Imports mesh and returns the result.
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/** @note Fatal unrecoverable errors will throw a DeadlyImportError. */
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static Mesh *ImportMesh(MemoryStreamReader *reader);
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/// Imports skeleton to @c mesh into Mesh::skeleton.
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/** If mesh does not have a skeleton reference or the skeleton file
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cannot be found it is not a fatal DeadlyImportError.
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@return If skeleton import was successful. */
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static bool ImportSkeleton(Assimp::IOSystem *pIOHandler, Mesh *mesh);
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static bool ImportSkeleton(Assimp::IOSystem *pIOHandler, MeshXml *mesh);
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private:
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enum AssetMode
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{
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AM_Mesh,
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AM_Skeleton
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};
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OgreBinarySerializer(MemoryStreamReader *reader, AssetMode mode) :
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m_currentLen(0),
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m_reader(reader),
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assetMode(mode)
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{
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}
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static MemoryStreamReaderPtr OpenReader(Assimp::IOSystem *pIOHandler, const std::string &filename);
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// Header
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uint16_t ReadHeader(bool readLen = true);
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void RollbackHeader();
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// Mesh
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void ReadMesh(Mesh *mesh);
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void ReadMeshLodInfo(Mesh *mesh);
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void ReadMeshSkeletonLink(Mesh *mesh);
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void ReadMeshBounds(Mesh *mesh);
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void ReadMeshExtremes(Mesh *mesh);
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void ReadSubMesh(Mesh *mesh);
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void ReadSubMeshNames(Mesh *mesh);
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void ReadSubMeshOperation(SubMesh *submesh);
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void ReadSubMeshTextureAlias(SubMesh *submesh);
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void ReadBoneAssignment(VertexData *dest);
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void ReadGeometry(VertexData *dest);
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void ReadGeometryVertexDeclaration(VertexData *dest);
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void ReadGeometryVertexElement(VertexData *dest);
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void ReadGeometryVertexBuffer(VertexData *dest);
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void ReadEdgeList(Mesh *mesh);
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void ReadPoses(Mesh *mesh);
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void ReadPoseVertices(Pose *pose);
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void ReadAnimations(Mesh *mesh);
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void ReadAnimation(Animation *anim);
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void ReadAnimationKeyFrames(Animation *anim, VertexAnimationTrack *track);
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void NormalizeBoneWeights(VertexData *vertexData) const;
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// Skeleton
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void ReadSkeleton(Skeleton *skeleton);
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void ReadBone(Skeleton *skeleton);
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void ReadBoneParent(Skeleton *skeleton);
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void ReadSkeletonAnimation(Skeleton *skeleton);
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void ReadSkeletonAnimationTrack(Skeleton *skeleton, Animation *dest);
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void ReadSkeletonAnimationKeyFrame(VertexAnimationTrack *dest);
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void ReadSkeletonAnimationLink(Skeleton *skeleton);
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// Reader utils
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bool AtEnd() const;
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template<typename T>
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inline T Read();
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void ReadBytes(char *dest, size_t numBytes);
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void ReadBytes(uint8_t *dest, size_t numBytes);
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void ReadBytes(void *dest, size_t numBytes);
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uint8_t *ReadBytes(size_t numBytes);
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void ReadVector(aiVector3D &vec);
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void ReadQuaternion(aiQuaternion &quat);
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std::string ReadString(size_t len);
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std::string ReadLine();
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void SkipBytes(size_t numBytes);
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uint32_t m_currentLen;
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MemoryStreamReader *m_reader;
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AssetMode assetMode;
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};
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enum MeshChunkId
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{
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M_HEADER = 0x1000,
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// char* version : Version number check
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M_MESH = 0x3000,
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// bool skeletallyAnimated // important flag which affects h/w buffer policies
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// Optional M_GEOMETRY chunk
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M_SUBMESH = 0x4000,
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// char* materialName
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// bool useSharedVertices
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// unsigned int indexCount
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// bool indexes32Bit
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// unsigned int* faceVertexIndices (indexCount)
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// OR
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// unsigned short* faceVertexIndices (indexCount)
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// M_GEOMETRY chunk (Optional: present only if useSharedVertices = false)
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M_SUBMESH_OPERATION = 0x4010, // optional, trilist assumed if missing
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// unsigned short operationType
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M_SUBMESH_BONE_ASSIGNMENT = 0x4100,
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// Optional bone weights (repeating section)
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// unsigned int vertexIndex;
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// unsigned short boneIndex;
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// float weight;
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// Optional chunk that matches a texture name to an alias
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// a texture alias is sent to the submesh material to use this texture name
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// instead of the one in the texture unit with a matching alias name
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M_SUBMESH_TEXTURE_ALIAS = 0x4200, // Repeating section
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// char* aliasName;
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// char* textureName;
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M_GEOMETRY = 0x5000, // NB this chunk is embedded within M_MESH and M_SUBMESH
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// unsigned int vertexCount
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M_GEOMETRY_VERTEX_DECLARATION = 0x5100,
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M_GEOMETRY_VERTEX_ELEMENT = 0x5110, // Repeating section
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// unsigned short source; // buffer bind source
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// unsigned short type; // VertexElementType
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// unsigned short semantic; // VertexElementSemantic
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// unsigned short offset; // start offset in buffer in bytes
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// unsigned short index; // index of the semantic (for colours and texture coords)
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M_GEOMETRY_VERTEX_BUFFER = 0x5200, // Repeating section
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// unsigned short bindIndex; // Index to bind this buffer to
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// unsigned short vertexSize; // Per-vertex size, must agree with declaration at this index
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M_GEOMETRY_VERTEX_BUFFER_DATA = 0x5210,
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// raw buffer data
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M_MESH_SKELETON_LINK = 0x6000,
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// Optional link to skeleton
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// char* skeletonName : name of .skeleton to use
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M_MESH_BONE_ASSIGNMENT = 0x7000,
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// Optional bone weights (repeating section)
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// unsigned int vertexIndex;
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// unsigned short boneIndex;
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// float weight;
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M_MESH_LOD = 0x8000,
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// Optional LOD information
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// string strategyName;
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// unsigned short numLevels;
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// bool manual; (true for manual alternate meshes, false for generated)
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M_MESH_LOD_USAGE = 0x8100,
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// Repeating section, ordered in increasing depth
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// NB LOD 0 (full detail from 0 depth) is omitted
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// LOD value - this is a distance, a pixel count etc, based on strategy
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// float lodValue;
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M_MESH_LOD_MANUAL = 0x8110,
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// Required if M_MESH_LOD section manual = true
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// String manualMeshName;
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M_MESH_LOD_GENERATED = 0x8120,
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// Required if M_MESH_LOD section manual = false
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// Repeating section (1 per submesh)
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// unsigned int indexCount;
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// bool indexes32Bit
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// unsigned short* faceIndexes; (indexCount)
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// OR
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// unsigned int* faceIndexes; (indexCount)
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M_MESH_BOUNDS = 0x9000,
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// float minx, miny, minz
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// float maxx, maxy, maxz
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// float radius
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// Added By DrEvil
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// optional chunk that contains a table of submesh indexes and the names of
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// the sub-meshes.
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M_SUBMESH_NAME_TABLE = 0xA000,
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// Subchunks of the name table. Each chunk contains an index & string
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M_SUBMESH_NAME_TABLE_ELEMENT = 0xA100,
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// short index
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// char* name
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// Optional chunk which stores precomputed edge data
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M_EDGE_LISTS = 0xB000,
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// Each LOD has a separate edge list
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M_EDGE_LIST_LOD = 0xB100,
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// unsigned short lodIndex
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// bool isManual // If manual, no edge data here, loaded from manual mesh
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// bool isClosed
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// unsigned long numTriangles
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// unsigned long numEdgeGroups
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// Triangle* triangleList
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// unsigned long indexSet
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// unsigned long vertexSet
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// unsigned long vertIndex[3]
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// unsigned long sharedVertIndex[3]
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// float normal[4]
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M_EDGE_GROUP = 0xB110,
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// unsigned long vertexSet
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// unsigned long triStart
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// unsigned long triCount
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// unsigned long numEdges
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// Edge* edgeList
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// unsigned long triIndex[2]
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// unsigned long vertIndex[2]
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// unsigned long sharedVertIndex[2]
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// bool degenerate
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// Optional poses section, referred to by pose keyframes
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M_POSES = 0xC000,
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M_POSE = 0xC100,
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// char* name (may be blank)
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// unsigned short target // 0 for shared geometry,
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// 1+ for submesh index + 1
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// bool includesNormals [1.8+]
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M_POSE_VERTEX = 0xC111,
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// unsigned long vertexIndex
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// float xoffset, yoffset, zoffset
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// float xnormal, ynormal, znormal (optional, 1.8+)
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// Optional vertex animation chunk
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M_ANIMATIONS = 0xD000,
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M_ANIMATION = 0xD100,
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// char* name
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// float length
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M_ANIMATION_BASEINFO = 0xD105,
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// [Optional] base keyframe information (pose animation only)
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// char* baseAnimationName (blank for self)
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// float baseKeyFrameTime
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M_ANIMATION_TRACK = 0xD110,
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// unsigned short type // 1 == morph, 2 == pose
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// unsigned short target // 0 for shared geometry,
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// 1+ for submesh index + 1
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M_ANIMATION_MORPH_KEYFRAME = 0xD111,
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// float time
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// bool includesNormals [1.8+]
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// float x,y,z // repeat by number of vertices in original geometry
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M_ANIMATION_POSE_KEYFRAME = 0xD112,
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// float time
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M_ANIMATION_POSE_REF = 0xD113, // repeat for number of referenced poses
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// unsigned short poseIndex
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// float influence
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// Optional submesh extreme vertex list chink
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M_TABLE_EXTREMES = 0xE000
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// unsigned short submesh_index;
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// float extremes [n_extremes][3];
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};
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/*
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static std::string MeshHeaderToString(MeshChunkId id)
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{
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switch(id)
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{
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case M_HEADER: return "HEADER";
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case M_MESH: return "MESH";
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case M_SUBMESH: return "SUBMESH";
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case M_SUBMESH_OPERATION: return "SUBMESH_OPERATION";
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case M_SUBMESH_BONE_ASSIGNMENT: return "SUBMESH_BONE_ASSIGNMENT";
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case M_SUBMESH_TEXTURE_ALIAS: return "SUBMESH_TEXTURE_ALIAS";
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case M_GEOMETRY: return "GEOMETRY";
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case M_GEOMETRY_VERTEX_DECLARATION: return "GEOMETRY_VERTEX_DECLARATION";
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case M_GEOMETRY_VERTEX_ELEMENT: return "GEOMETRY_VERTEX_ELEMENT";
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case M_GEOMETRY_VERTEX_BUFFER: return "GEOMETRY_VERTEX_BUFFER";
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case M_GEOMETRY_VERTEX_BUFFER_DATA: return "GEOMETRY_VERTEX_BUFFER_DATA";
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case M_MESH_SKELETON_LINK: return "MESH_SKELETON_LINK";
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case M_MESH_BONE_ASSIGNMENT: return "MESH_BONE_ASSIGNMENT";
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case M_MESH_LOD: return "MESH_LOD";
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case M_MESH_LOD_USAGE: return "MESH_LOD_USAGE";
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case M_MESH_LOD_MANUAL: return "MESH_LOD_MANUAL";
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case M_MESH_LOD_GENERATED: return "MESH_LOD_GENERATED";
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case M_MESH_BOUNDS: return "MESH_BOUNDS";
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case M_SUBMESH_NAME_TABLE: return "SUBMESH_NAME_TABLE";
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case M_SUBMESH_NAME_TABLE_ELEMENT: return "SUBMESH_NAME_TABLE_ELEMENT";
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case M_EDGE_LISTS: return "EDGE_LISTS";
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case M_EDGE_LIST_LOD: return "EDGE_LIST_LOD";
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case M_EDGE_GROUP: return "EDGE_GROUP";
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case M_POSES: return "POSES";
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case M_POSE: return "POSE";
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case M_POSE_VERTEX: return "POSE_VERTEX";
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case M_ANIMATIONS: return "ANIMATIONS";
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case M_ANIMATION: return "ANIMATION";
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case M_ANIMATION_BASEINFO: return "ANIMATION_BASEINFO";
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case M_ANIMATION_TRACK: return "ANIMATION_TRACK";
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case M_ANIMATION_MORPH_KEYFRAME: return "ANIMATION_MORPH_KEYFRAME";
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case M_ANIMATION_POSE_KEYFRAME: return "ANIMATION_POSE_KEYFRAME";
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case M_ANIMATION_POSE_REF: return "ANIMATION_POSE_REF";
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case M_TABLE_EXTREMES: return "TABLE_EXTREMES";
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}
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return "Unknown_MeshChunkId";
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}
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*/
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enum SkeletonChunkId
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{
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SKELETON_HEADER = 0x1000,
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// char* version : Version number check
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SKELETON_BLENDMODE = 0x1010, // optional
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// unsigned short blendmode : SkeletonAnimationBlendMode
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SKELETON_BONE = 0x2000,
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// Repeating section defining each bone in the system.
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// Bones are assigned indexes automatically based on their order of declaration
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// starting with 0.
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// char* name : name of the bone
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// unsigned short handle : handle of the bone, should be contiguous & start at 0
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// Vector3 position : position of this bone relative to parent
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// Quaternion orientation : orientation of this bone relative to parent
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// Vector3 scale : scale of this bone relative to parent
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SKELETON_BONE_PARENT = 0x3000,
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// Record of the parent of a single bone, used to build the node tree
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// Repeating section, listed in Bone Index order, one per Bone
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// unsigned short handle : child bone
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// unsigned short parentHandle : parent bone
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SKELETON_ANIMATION = 0x4000,
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// A single animation for this skeleton
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// char* name : Name of the animation
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// float length : Length of the animation in seconds
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SKELETON_ANIMATION_BASEINFO = 0x4010,
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// [Optional] base keyframe information
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// char* baseAnimationName (blank for self)
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// float baseKeyFrameTime
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SKELETON_ANIMATION_TRACK = 0x4100,
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// A single animation track (relates to a single bone)
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// Repeating section (within SKELETON_ANIMATION)
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// unsigned short boneIndex : Index of bone to apply to
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SKELETON_ANIMATION_TRACK_KEYFRAME = 0x4110,
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// A single keyframe within the track
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// Repeating section
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// float time : The time position (seconds)
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// Quaternion rotate : Rotation to apply at this keyframe
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// Vector3 translate : Translation to apply at this keyframe
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// Vector3 scale : Scale to apply at this keyframe
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SKELETON_ANIMATION_LINK = 0x5000
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// Link to another skeleton, to re-use its animations
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// char* skeletonName : name of skeleton to get animations from
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// float scale : scale to apply to trans/scale keys
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};
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/*
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static std::string SkeletonHeaderToString(SkeletonChunkId id)
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{
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switch(id)
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{
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case SKELETON_HEADER: return "HEADER";
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case SKELETON_BLENDMODE: return "BLENDMODE";
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case SKELETON_BONE: return "BONE";
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case SKELETON_BONE_PARENT: return "BONE_PARENT";
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case SKELETON_ANIMATION: return "ANIMATION";
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case SKELETON_ANIMATION_BASEINFO: return "ANIMATION_BASEINFO";
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case SKELETON_ANIMATION_TRACK: return "ANIMATION_TRACK";
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case SKELETON_ANIMATION_TRACK_KEYFRAME: return "ANIMATION_TRACK_KEYFRAME";
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case SKELETON_ANIMATION_LINK: return "ANIMATION_LINK";
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}
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return "Unknown_SkeletonChunkId";
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}
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*/
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} // Ogre
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} // Assimp
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#endif // ASSIMP_BUILD_NO_OGRE_IMPORTER
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#endif // AI_OGREBINARYSERIALIZER_H_INC
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Loading…
Add table
Add a link
Reference in a new issue