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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-16 21:23:46 +00:00
Just the functional assimp lib rather than the entire assimp repository unnecessarily.
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0f7641a282
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1747 changed files with 9012 additions and 925008 deletions
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@ -4,8 +4,7 @@
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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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Copyright (c) 2006-2017, assimp team
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All rights reserved.
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@ -46,15 +45,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef ASSIMP_BUILD_NO_BVH_IMPORTER
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#include "BVHLoader.h"
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#include <assimp/fast_atof.h>
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#include <assimp/SkeletonMeshBuilder.h>
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#include "fast_atof.h"
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#include "SkeletonMeshBuilder.h"
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#include <assimp/Importer.hpp>
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#include <memory>
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#include <assimp/TinyFormatter.h>
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#include "TinyFormatter.h"
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#include <assimp/IOSystem.hpp>
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#include <assimp/scene.h>
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#include <assimp/importerdesc.h>
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#include <map>
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using namespace Assimp;
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using namespace Assimp::Formatter;
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@ -200,7 +198,6 @@ aiNode* BVHLoader::ReadNode()
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Node& internNode = mNodes.back();
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// now read the node's contents
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std::string siteToken;
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while( 1)
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{
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std::string token = GetNextToken();
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@ -220,8 +217,7 @@ aiNode* BVHLoader::ReadNode()
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else if( token == "End")
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{
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// The real symbol is "End Site". Second part comes in a separate token
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siteToken.clear();
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siteToken = GetNextToken();
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std::string siteToken = GetNextToken();
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if( siteToken != "Site")
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ThrowException( format() << "Expected \"End Site\" keyword, but found \"" << token << " " << siteToken << "\"." );
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@ -265,18 +261,21 @@ aiNode* BVHLoader::ReadEndSite( const std::string& pParentName)
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aiNode* node = new aiNode( "EndSite_" + pParentName);
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// now read the node's contents. Only possible entry is "OFFSET"
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std::string token;
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while( 1) {
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token.clear();
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token = GetNextToken();
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while( 1)
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{
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std::string token = GetNextToken();
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// end node's offset
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if( token == "OFFSET") {
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if( token == "OFFSET")
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{
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ReadNodeOffset( node);
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} else if( token == "}") {
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}
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else if( token == "}")
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{
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// we're done with the end node
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break;
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} else {
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} else
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{
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// everything else is a parse error
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ThrowException( format() << "Unknown keyword \"" << token << "\"." );
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}
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@ -296,10 +295,8 @@ void BVHLoader::ReadNodeOffset( aiNode* pNode)
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offset.z = GetNextTokenAsFloat();
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// build a transformation matrix from it
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pNode->mTransformation = aiMatrix4x4( 1.0f, 0.0f, 0.0f, offset.x,
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0.0f, 1.0f, 0.0f, offset.y,
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0.0f, 0.0f, 1.0f, offset.z,
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0.0f, 0.0f, 0.0f, 1.0f);
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pNode->mTransformation = aiMatrix4x4( 1.0f, 0.0f, 0.0f, offset.x, 0.0f, 1.0f, 0.0f, offset.y,
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0.0f, 0.0f, 1.0f, offset.z, 0.0f, 0.0f, 0.0f, 1.0f);
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}
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// ------------------------------------------------------------------------------------------------
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@ -462,13 +459,6 @@ void BVHLoader::CreateAnimation( aiScene* pScene)
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aiNodeAnim* nodeAnim = new aiNodeAnim;
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anim->mChannels[a] = nodeAnim;
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nodeAnim->mNodeName.Set( nodeName);
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std::map<BVHLoader::ChannelType, int> channelMap;
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//Build map of channels
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for (unsigned int channel = 0; channel < node.mChannels.size(); ++channel)
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{
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channelMap[node.mChannels[channel]] = channel;
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}
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// translational part, if given
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if( node.mChannels.size() == 6)
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@ -480,32 +470,16 @@ void BVHLoader::CreateAnimation( aiScene* pScene)
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{
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poskey->mTime = double( fr);
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// Now compute all translations
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for(BVHLoader::ChannelType channel = Channel_PositionX; channel <= Channel_PositionZ; channel = (BVHLoader::ChannelType)(channel +1))
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// Now compute all translations in the right order
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for( unsigned int channel = 0; channel < 3; ++channel)
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{
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//Find channel in node
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std::map<BVHLoader::ChannelType, int>::iterator mapIter = channelMap.find(channel);
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if (mapIter == channelMap.end())
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throw DeadlyImportError("Missing position channel in node " + nodeName);
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else {
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int channelIdx = mapIter->second;
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switch (channel) {
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case Channel_PositionX:
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poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + channelIdx];
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break;
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case Channel_PositionY:
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poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + channelIdx];
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break;
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case Channel_PositionZ:
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poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + channelIdx];
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break;
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default:
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break;
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}
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}
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switch( node.mChannels[channel])
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{
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case Channel_PositionX: poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
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case Channel_PositionY: poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
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case Channel_PositionZ: poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
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default: throw DeadlyImportError( "Unexpected animation channel setup at node " + nodeName );
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}
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}
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++poskey;
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}
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@ -521,6 +495,12 @@ void BVHLoader::CreateAnimation( aiScene* pScene)
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// rotation part. Always present. First find value offsets
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{
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unsigned int rotOffset = 0;
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if( node.mChannels.size() == 6)
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{
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// Offset all further calculations
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rotOffset = 3;
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}
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// Then create the number of rotation keys
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nodeAnim->mNumRotationKeys = mAnimNumFrames;
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@ -530,33 +510,20 @@ void BVHLoader::CreateAnimation( aiScene* pScene)
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{
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aiMatrix4x4 temp;
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aiMatrix3x3 rotMatrix;
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for (BVHLoader::ChannelType channel = Channel_RotationX; channel <= Channel_RotationZ; channel = (BVHLoader::ChannelType)(channel + 1))
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{
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//Find channel in node
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std::map<BVHLoader::ChannelType, int>::iterator mapIter = channelMap.find(channel);
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if (mapIter == channelMap.end())
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throw DeadlyImportError("Missing rotation channel in node " + nodeName);
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else {
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int channelIdx = mapIter->second;
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// translate ZXY euler angels into a quaternion
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const float angle = node.mChannelValues[fr * node.mChannels.size() + channelIdx] * float(AI_MATH_PI) / 180.0f;
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for( unsigned int channel = 0; channel < 3; ++channel)
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{
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// translate ZXY euler angels into a quaternion
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const float angle = node.mChannelValues[fr * node.mChannels.size() + rotOffset + channel] * float( AI_MATH_PI) / 180.0f;
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// Compute rotation transformations in the right order
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switch (channel)
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{
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case Channel_RotationX:
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aiMatrix4x4::RotationX(angle, temp); rotMatrix *= aiMatrix3x3(temp);
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break;
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case Channel_RotationY:
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aiMatrix4x4::RotationY(angle, temp); rotMatrix *= aiMatrix3x3(temp);
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break;
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case Channel_RotationZ: aiMatrix4x4::RotationZ(angle, temp); rotMatrix *= aiMatrix3x3(temp);
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break;
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default:
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break;
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}
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}
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// Compute rotation transformations in the right order
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switch (node.mChannels[rotOffset+channel])
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{
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case Channel_RotationX: aiMatrix4x4::RotationX( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
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case Channel_RotationY: aiMatrix4x4::RotationY( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
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case Channel_RotationZ: aiMatrix4x4::RotationZ( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
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default: throw DeadlyImportError( "Unexpected animation channel setup at node " + nodeName );
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}
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}
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rotkey->mTime = double( fr);
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