mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-22 13:44:44 +00:00
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
763 lines
30 KiB
C++
763 lines
30 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2020, 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 following
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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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/** @file MD5Loader.cpp
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* @brief Implementation of the MD5 importer class
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*/
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#ifndef ASSIMP_BUILD_NO_MD5_IMPORTER
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// internal headers
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#include <assimp/RemoveComments.h>
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#include "MD5Loader.h"
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#include <assimp/StringComparison.h>
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#include <assimp/fast_atof.h>
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#include <assimp/MathFunctions.h>
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#include <assimp/SkeletonMeshBuilder.h>
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/IOSystem.hpp>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/importerdesc.h>
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#include <memory>
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using namespace Assimp;
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// Minimum weight value. Weights inside [-n ... n] are ignored
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#define AI_MD5_WEIGHT_EPSILON Math::getEpsilon<float>()
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static const aiImporterDesc desc = {
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"Doom 3 / MD5 Mesh Importer",
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"",
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"",
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"",
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aiImporterFlags_SupportBinaryFlavour,
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0,
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0,
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0,
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0,
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"md5mesh md5camera md5anim"
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};
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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MD5Importer::MD5Importer()
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: mIOHandler()
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, mBuffer()
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, fileSize()
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, iLineNumber()
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, pScene()
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, pIOHandler()
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, bHadMD5Mesh()
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, bHadMD5Anim()
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, bHadMD5Camera()
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, configNoAutoLoad (false)
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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MD5Importer::~MD5Importer()
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{}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool MD5Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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{
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const std::string extension = GetExtension(pFile);
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if (extension == "md5anim" || extension == "md5mesh" || extension == "md5camera")
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return true;
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else if (!extension.length() || checkSig) {
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if (!pIOHandler) {
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return true;
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}
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const char* tokens[] = {"MD5Version"};
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return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Get list of all supported extensions
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const aiImporterDesc* MD5Importer::GetInfo () const
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{
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Setup import properties
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void MD5Importer::SetupProperties(const Importer* pImp)
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{
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// AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD
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configNoAutoLoad = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD,0));
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void MD5Importer::InternReadFile( const std::string& pFile,
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aiScene* _pScene, IOSystem* _pIOHandler)
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{
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pIOHandler = _pIOHandler;
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pScene = _pScene;
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bHadMD5Mesh = bHadMD5Anim = bHadMD5Camera = false;
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// remove the file extension
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const std::string::size_type pos = pFile.find_last_of('.');
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mFile = (std::string::npos == pos ? pFile : pFile.substr(0,pos+1));
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const std::string extension = GetExtension(pFile);
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try {
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if (extension == "md5camera") {
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LoadMD5CameraFile();
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}
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else if (configNoAutoLoad || extension == "md5anim") {
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// determine file extension and process just *one* file
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if (extension.length() == 0) {
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throw DeadlyImportError("Failure, need file extension to determine MD5 part type");
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}
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if (extension == "md5anim") {
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LoadMD5AnimFile();
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}
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else if (extension == "md5mesh") {
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LoadMD5MeshFile();
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}
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}
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else {
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LoadMD5MeshFile();
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LoadMD5AnimFile();
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}
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}
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catch ( ... ) { // std::exception, Assimp::DeadlyImportError
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UnloadFileFromMemory();
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throw;
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}
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// make sure we have at least one file
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if (!bHadMD5Mesh && !bHadMD5Anim && !bHadMD5Camera) {
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throw DeadlyImportError("Failed to read valid contents out of this MD5* file");
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}
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// Now rotate the whole scene 90 degrees around the x axis to match our internal coordinate system
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pScene->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f,
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0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f);
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// the output scene wouldn't pass the validation without this flag
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if (!bHadMD5Mesh) {
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pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
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}
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// clean the instance -- the BaseImporter instance may be reused later.
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UnloadFileFromMemory();
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}
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// ------------------------------------------------------------------------------------------------
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// Load a file into a memory buffer
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void MD5Importer::LoadFileIntoMemory (IOStream* file)
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{
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// unload the previous buffer, if any
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UnloadFileFromMemory();
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ai_assert(NULL != file);
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fileSize = (unsigned int)file->FileSize();
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ai_assert(fileSize);
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// allocate storage and copy the contents of the file to a memory buffer
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mBuffer = new char[fileSize+1];
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file->Read( (void*)mBuffer, 1, fileSize);
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iLineNumber = 1;
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// append a terminal 0
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mBuffer[fileSize] = '\0';
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// now remove all line comments from the file
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CommentRemover::RemoveLineComments("//",mBuffer,' ');
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}
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// ------------------------------------------------------------------------------------------------
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// Unload the current memory buffer
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void MD5Importer::UnloadFileFromMemory ()
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{
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// delete the file buffer
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delete[] mBuffer;
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mBuffer = NULL;
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fileSize = 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Build unique vertices
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void MD5Importer::MakeDataUnique (MD5::MeshDesc& meshSrc)
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{
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std::vector<bool> abHad(meshSrc.mVertices.size(),false);
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// allocate enough storage to keep the output structures
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const unsigned int iNewNum = static_cast<unsigned int>(meshSrc.mFaces.size()*3);
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unsigned int iNewIndex = static_cast<unsigned int>(meshSrc.mVertices.size());
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meshSrc.mVertices.resize(iNewNum);
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// try to guess how much storage we'll need for new weights
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const float fWeightsPerVert = meshSrc.mWeights.size() / (float)iNewIndex;
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const unsigned int guess = (unsigned int)(fWeightsPerVert*iNewNum);
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meshSrc.mWeights.reserve(guess + (guess >> 3)); // + 12.5% as buffer
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for (FaceList::const_iterator iter = meshSrc.mFaces.begin(),iterEnd = meshSrc.mFaces.end();iter != iterEnd;++iter){
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const aiFace& face = *iter;
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for (unsigned int i = 0; i < 3;++i) {
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if (face.mIndices[0] >= meshSrc.mVertices.size()) {
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throw DeadlyImportError("MD5MESH: Invalid vertex index");
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}
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if (abHad[face.mIndices[i]]) {
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// generate a new vertex
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meshSrc.mVertices[iNewIndex] = meshSrc.mVertices[face.mIndices[i]];
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face.mIndices[i] = iNewIndex++;
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}
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else abHad[face.mIndices[i]] = true;
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}
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// swap face order
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std::swap(face.mIndices[0],face.mIndices[2]);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Recursive node graph construction from a MD5MESH
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void MD5Importer::AttachChilds_Mesh(int iParentID,aiNode* piParent, BoneList& bones)
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{
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ai_assert(NULL != piParent && !piParent->mNumChildren);
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// First find out how many children we'll have
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for (int i = 0; i < (int)bones.size();++i) {
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if (iParentID != i && bones[i].mParentIndex == iParentID) {
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++piParent->mNumChildren;
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}
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}
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if (piParent->mNumChildren) {
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piParent->mChildren = new aiNode*[piParent->mNumChildren];
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for (int i = 0; i < (int)bones.size();++i) {
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// (avoid infinite recursion)
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if (iParentID != i && bones[i].mParentIndex == iParentID) {
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aiNode* pc;
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// setup a new node
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*piParent->mChildren++ = pc = new aiNode();
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pc->mName = aiString(bones[i].mName);
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pc->mParent = piParent;
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// get the transformation matrix from rotation and translational components
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aiQuaternion quat;
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MD5::ConvertQuaternion ( bones[i].mRotationQuat, quat );
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bones[i].mTransform = aiMatrix4x4 ( quat.GetMatrix());
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bones[i].mTransform.a4 = bones[i].mPositionXYZ.x;
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bones[i].mTransform.b4 = bones[i].mPositionXYZ.y;
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bones[i].mTransform.c4 = bones[i].mPositionXYZ.z;
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// store it for later use
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pc->mTransformation = bones[i].mInvTransform = bones[i].mTransform;
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bones[i].mInvTransform.Inverse();
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// the transformations for each bone are absolute, so we need to multiply them
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// with the inverse of the absolute matrix of the parent joint
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if (-1 != iParentID) {
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pc->mTransformation = bones[iParentID].mInvTransform * pc->mTransformation;
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}
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// add children to this node, too
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AttachChilds_Mesh( i, pc, bones);
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}
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}
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// undo offset computations
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piParent->mChildren -= piParent->mNumChildren;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Recursive node graph construction from a MD5ANIM
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void MD5Importer::AttachChilds_Anim(int iParentID,aiNode* piParent, AnimBoneList& bones,const aiNodeAnim** node_anims)
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{
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ai_assert(NULL != piParent && !piParent->mNumChildren);
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// First find out how many children we'll have
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for (int i = 0; i < (int)bones.size();++i) {
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if (iParentID != i && bones[i].mParentIndex == iParentID) {
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++piParent->mNumChildren;
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}
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}
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if (piParent->mNumChildren) {
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piParent->mChildren = new aiNode*[piParent->mNumChildren];
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for (int i = 0; i < (int)bones.size();++i) {
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// (avoid infinite recursion)
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if (iParentID != i && bones[i].mParentIndex == iParentID)
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{
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aiNode* pc;
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// setup a new node
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*piParent->mChildren++ = pc = new aiNode();
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pc->mName = aiString(bones[i].mName);
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pc->mParent = piParent;
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// get the corresponding animation channel and its first frame
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const aiNodeAnim** cur = node_anims;
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while ((**cur).mNodeName != pc->mName)++cur;
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aiMatrix4x4::Translation((**cur).mPositionKeys[0].mValue,pc->mTransformation);
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pc->mTransformation = pc->mTransformation * aiMatrix4x4((**cur).mRotationKeys[0].mValue.GetMatrix()) ;
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// add children to this node, too
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AttachChilds_Anim( i, pc, bones,node_anims);
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}
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}
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// undo offset computations
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piParent->mChildren -= piParent->mNumChildren;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Load a MD5MESH file
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void MD5Importer::LoadMD5MeshFile ()
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{
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std::string pFile = mFile + "md5mesh";
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std::unique_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
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// Check whether we can read from the file
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if( file.get() == NULL || !file->FileSize()) {
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ASSIMP_LOG_WARN("Failed to access MD5MESH file: " + pFile);
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return;
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}
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bHadMD5Mesh = true;
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LoadFileIntoMemory(file.get());
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// now construct a parser and parse the file
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MD5::MD5Parser parser(mBuffer,fileSize);
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// load the mesh information from it
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MD5::MD5MeshParser meshParser(parser.mSections);
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// create the bone hierarchy - first the root node and dummy nodes for all meshes
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pScene->mRootNode = new aiNode("<MD5_Root>");
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pScene->mRootNode->mNumChildren = 2;
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pScene->mRootNode->mChildren = new aiNode*[2];
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// build the hierarchy from the MD5MESH file
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aiNode* pcNode = pScene->mRootNode->mChildren[1] = new aiNode();
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pcNode->mName.Set("<MD5_Hierarchy>");
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pcNode->mParent = pScene->mRootNode;
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AttachChilds_Mesh(-1,pcNode,meshParser.mJoints);
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pcNode = pScene->mRootNode->mChildren[0] = new aiNode();
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pcNode->mName.Set("<MD5_Mesh>");
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pcNode->mParent = pScene->mRootNode;
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#if 0
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if (pScene->mRootNode->mChildren[1]->mNumChildren) /* start at the right hierarchy level */
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SkeletonMeshBuilder skeleton_maker(pScene,pScene->mRootNode->mChildren[1]->mChildren[0]);
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#else
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// FIX: MD5 files exported from Blender can have empty meshes
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for (std::vector<MD5::MeshDesc>::const_iterator it = meshParser.mMeshes.begin(),end = meshParser.mMeshes.end(); it != end;++it) {
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if (!(*it).mFaces.empty() && !(*it).mVertices.empty())
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++pScene->mNumMaterials;
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}
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// generate all meshes
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pScene->mNumMeshes = pScene->mNumMaterials;
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
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pScene->mMaterials = new aiMaterial*[pScene->mNumMeshes];
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// storage for node mesh indices
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pcNode->mNumMeshes = pScene->mNumMeshes;
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pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes];
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for (unsigned int m = 0; m < pcNode->mNumMeshes;++m)
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pcNode->mMeshes[m] = m;
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unsigned int n = 0;
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for (std::vector<MD5::MeshDesc>::iterator it = meshParser.mMeshes.begin(),end = meshParser.mMeshes.end(); it != end;++it) {
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MD5::MeshDesc& meshSrc = *it;
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if (meshSrc.mFaces.empty() || meshSrc.mVertices.empty())
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continue;
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aiMesh* mesh = pScene->mMeshes[n] = new aiMesh();
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mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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// generate unique vertices in our internal verbose format
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MakeDataUnique(meshSrc);
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std::string name( meshSrc.mShader.C_Str() );
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name += ".msh";
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mesh->mName = name;
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mesh->mNumVertices = (unsigned int) meshSrc.mVertices.size();
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mesh->mVertices = new aiVector3D[mesh->mNumVertices];
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mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
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mesh->mNumUVComponents[0] = 2;
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// copy texture coordinates
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aiVector3D* pv = mesh->mTextureCoords[0];
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for (MD5::VertexList::const_iterator iter = meshSrc.mVertices.begin();iter != meshSrc.mVertices.end();++iter,++pv) {
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pv->x = (*iter).mUV.x;
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pv->y = 1.0f-(*iter).mUV.y; // D3D to OpenGL
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pv->z = 0.0f;
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}
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// sort all bone weights - per bone
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unsigned int* piCount = new unsigned int[meshParser.mJoints.size()];
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::memset(piCount,0,sizeof(unsigned int)*meshParser.mJoints.size());
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for (MD5::VertexList::const_iterator iter = meshSrc.mVertices.begin();iter != meshSrc.mVertices.end();++iter,++pv) {
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for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w)
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{
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MD5::WeightDesc& weightDesc = meshSrc.mWeights[w];
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/* FIX for some invalid exporters */
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if (!(weightDesc.mWeight < AI_MD5_WEIGHT_EPSILON && weightDesc.mWeight >= -AI_MD5_WEIGHT_EPSILON ))
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++piCount[weightDesc.mBone];
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}
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}
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// check how many we will need
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for (unsigned int p = 0; p < meshParser.mJoints.size();++p)
|
|
if (piCount[p])mesh->mNumBones++;
|
|
|
|
if (mesh->mNumBones) // just for safety
|
|
{
|
|
mesh->mBones = new aiBone*[mesh->mNumBones];
|
|
for (unsigned int q = 0,h = 0; q < meshParser.mJoints.size();++q)
|
|
{
|
|
if (!piCount[q])continue;
|
|
aiBone* p = mesh->mBones[h] = new aiBone();
|
|
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
|
|
MD5::BoneDesc& boneSrc = meshParser.mJoints[q];
|
|
boneSrc.mMap = h++;
|
|
|
|
// compute w-component of quaternion
|
|
MD5::ConvertQuaternion( boneSrc.mRotationQuat, boneSrc.mRotationQuatConverted );
|
|
}
|
|
|
|
pv = mesh->mVertices;
|
|
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 ...
|
|
ai_real fSum = 0.0;
|
|
for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w)
|
|
fSum += meshSrc.mWeights[w].mWeight;
|
|
if (!fSum) {
|
|
ASSIMP_LOG_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) {
|
|
if (w >= meshSrc.mWeights.size())
|
|
throw DeadlyImportError("MD5MESH: Invalid weight index");
|
|
|
|
MD5::WeightDesc& weightDesc = meshSrc.mWeights[w];
|
|
if ( weightDesc.mWeight < AI_MD5_WEIGHT_EPSILON && weightDesc.mWeight >= -AI_MD5_WEIGHT_EPSILON) {
|
|
continue;
|
|
}
|
|
|
|
const ai_real fNewWeight = weightDesc.mWeight / fSum;
|
|
|
|
// transform the local position into worldspace
|
|
MD5::BoneDesc& boneSrc = meshParser.mJoints[weightDesc.mBone];
|
|
const aiVector3D v = boneSrc.mRotationQuatConverted.Rotate (weightDesc.vOffsetPosition);
|
|
|
|
// use the original weight to compute the vertex position
|
|
// (some MD5s seem to depend on the invalid weight values ...)
|
|
*pv += ((boneSrc.mPositionXYZ+v)* (ai_real)weightDesc.mWeight);
|
|
|
|
aiBone* bone = mesh->mBones[boneSrc.mMap];
|
|
*bone->mWeights++ = aiVertexWeight((unsigned int)(pv-mesh->mVertices),fNewWeight);
|
|
}
|
|
}
|
|
|
|
// undo our nice offset tricks ...
|
|
for (unsigned int p = 0; p < mesh->mNumBones;++p) {
|
|
mesh->mBones[p]->mWeights -= mesh->mBones[p]->mNumWeights;
|
|
}
|
|
}
|
|
|
|
delete[] piCount;
|
|
|
|
// now setup all faces - we can directly copy the list
|
|
// (however, take care that the aiFace destructor doesn't delete the mIndices array)
|
|
mesh->mNumFaces = (unsigned int)meshSrc.mFaces.size();
|
|
mesh->mFaces = new aiFace[mesh->mNumFaces];
|
|
for (unsigned int c = 0; c < mesh->mNumFaces;++c) {
|
|
mesh->mFaces[c].mNumIndices = 3;
|
|
mesh->mFaces[c].mIndices = meshSrc.mFaces[c].mIndices;
|
|
meshSrc.mFaces[c].mIndices = NULL;
|
|
}
|
|
|
|
// generate a material for the mesh
|
|
aiMaterial* mat = new aiMaterial();
|
|
pScene->mMaterials[n] = mat;
|
|
|
|
// 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
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Load an MD5ANIM file
|
|
void MD5Importer::LoadMD5AnimFile ()
|
|
{
|
|
std::string pFile = mFile + "md5anim";
|
|
std::unique_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
|
|
|
|
// Check whether we can read from the file
|
|
if( !file.get() || !file->FileSize()) {
|
|
ASSIMP_LOG_WARN("Failed to read MD5ANIM file: " + pFile);
|
|
return;
|
|
}
|
|
LoadFileIntoMemory(file.get());
|
|
|
|
// parse the basic file structure
|
|
MD5::MD5Parser parser(mBuffer,fileSize);
|
|
|
|
// load the animation information from the parse tree
|
|
MD5::MD5AnimParser animParser(parser.mSections);
|
|
|
|
// generate and fill the output animation
|
|
if (animParser.mAnimatedBones.empty() || animParser.mFrames.empty() ||
|
|
animParser.mBaseFrames.size() != animParser.mAnimatedBones.size()) {
|
|
ASSIMP_LOG_ERROR("MD5ANIM: No frames or animated bones loaded");
|
|
}
|
|
else {
|
|
bHadMD5Anim = true;
|
|
|
|
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) {
|
|
aiNodeAnim* node = anim->mChannels[i] = new aiNodeAnim();
|
|
node->mNodeName = aiString( animParser.mAnimatedBones[i].mName );
|
|
|
|
// allocate storage for the keyframes
|
|
node->mPositionKeys = new aiVectorKey[animParser.mFrames.size()];
|
|
node->mRotationKeys = new aiQuatKey[animParser.mFrames.size()];
|
|
}
|
|
|
|
// 1 tick == 1 frame
|
|
anim->mTicksPerSecond = animParser.fFrameRate;
|
|
|
|
for (FrameList::const_iterator iter = animParser.mFrames.begin(), iterEnd = animParser.mFrames.end();iter != iterEnd;++iter){
|
|
double dTime = (double)(*iter).iIndex;
|
|
aiNodeAnim** pcAnimNode = anim->mChannels;
|
|
if (!(*iter).mValues.empty() || iter == animParser.mFrames.begin()) /* be sure we have at least one frame */
|
|
{
|
|
// now process all values in there ... read all joints
|
|
MD5::BaseFrameDesc* pcBaseFrame = &animParser.mBaseFrames[0];
|
|
for (AnimBoneList::const_iterator iter2 = animParser.mAnimatedBones.begin(); iter2 != animParser.mAnimatedBones.end();++iter2,
|
|
++pcAnimNode,++pcBaseFrame)
|
|
{
|
|
if((*iter2).iFirstKeyIndex >= (*iter).mValues.size()) {
|
|
|
|
// Allow for empty frames
|
|
if ((*iter2).iFlags != 0) {
|
|
throw DeadlyImportError("MD5: Keyframe index is out of range");
|
|
|
|
}
|
|
continue;
|
|
}
|
|
const float* fpCur = &(*iter).mValues[(*iter2).iFirstKeyIndex];
|
|
aiNodeAnim* pcCurAnimBone = *pcAnimNode;
|
|
|
|
aiVectorKey* vKey = &pcCurAnimBone->mPositionKeys[pcCurAnimBone->mNumPositionKeys++];
|
|
aiQuatKey* qKey = &pcCurAnimBone->mRotationKeys [pcCurAnimBone->mNumRotationKeys++];
|
|
aiVector3D vTemp;
|
|
|
|
// 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];
|
|
}
|
|
|
|
MD5::ConvertQuaternion(vTemp, qKey->mValue);
|
|
qKey->mTime = vKey->mTime = dTime;
|
|
}
|
|
}
|
|
|
|
// compute the duration of the animation
|
|
anim->mDuration = std::max(dTime,anim->mDuration);
|
|
}
|
|
|
|
// 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]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Load an MD5CAMERA file
|
|
void MD5Importer::LoadMD5CameraFile ()
|
|
{
|
|
std::string pFile = mFile + "md5camera";
|
|
std::unique_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
|
|
|
|
// Check whether we can read from the file
|
|
if( !file.get() || !file->FileSize()) {
|
|
throw DeadlyImportError("Failed to read MD5CAMERA file: " + pFile);
|
|
}
|
|
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);
|
|
|
|
if (cameraParser.frames.empty()) {
|
|
throw DeadlyImportError("MD5CAMERA: No frames parsed");
|
|
}
|
|
|
|
std::vector<unsigned int>& cuts = cameraParser.cuts;
|
|
std::vector<MD5::CameraAnimFrameDesc>& frames = cameraParser.frames;
|
|
|
|
// Construct output graph - a simple root with a dummy child.
|
|
// The root node performs the coordinate system conversion
|
|
aiNode* root = pScene->mRootNode = new aiNode("<MD5CameraRoot>");
|
|
root->mChildren = new aiNode*[root->mNumChildren = 1];
|
|
root->mChildren[0] = new aiNode("<MD5Camera>");
|
|
root->mChildren[0]->mParent = root;
|
|
|
|
// ... but with one camera assigned to it
|
|
pScene->mCameras = new aiCamera*[pScene->mNumCameras = 1];
|
|
aiCamera* cam = pScene->mCameras[0] = new aiCamera();
|
|
cam->mName = "<MD5Camera>";
|
|
|
|
// FIXME: Fov is currently set to the first frame's value
|
|
cam->mHorizontalFOV = AI_DEG_TO_RAD( frames.front().fFOV );
|
|
|
|
// every cut is written to a separate aiAnimation
|
|
if (!cuts.size()) {
|
|
cuts.push_back(0);
|
|
cuts.push_back(static_cast<unsigned int>(frames.size()-1));
|
|
}
|
|
else {
|
|
cuts.insert(cuts.begin(),0);
|
|
|
|
if (cuts.back() < frames.size()-1)
|
|
cuts.push_back(static_cast<unsigned int>(frames.size()-1));
|
|
}
|
|
|
|
pScene->mNumAnimations = static_cast<unsigned int>(cuts.size()-1);
|
|
aiAnimation** tmp = pScene->mAnimations = new aiAnimation*[pScene->mNumAnimations];
|
|
for (std::vector<unsigned int>::const_iterator it = cuts.begin(); it != cuts.end()-1; ++it) {
|
|
|
|
aiAnimation* anim = *tmp++ = new aiAnimation();
|
|
anim->mName.length = ::ai_snprintf(anim->mName.data, MAXLEN, "anim%u_from_%u_to_%u",(unsigned int)(it-cuts.begin()),(*it),*(it+1));
|
|
|
|
anim->mTicksPerSecond = cameraParser.fFrameRate;
|
|
anim->mChannels = new aiNodeAnim*[anim->mNumChannels = 1];
|
|
aiNodeAnim* nd = anim->mChannels[0] = new aiNodeAnim();
|
|
nd->mNodeName.Set("<MD5Camera>");
|
|
|
|
nd->mNumPositionKeys = nd->mNumRotationKeys = *(it+1) - (*it);
|
|
nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
|
|
nd->mRotationKeys = new aiQuatKey [nd->mNumRotationKeys];
|
|
for (unsigned int i = 0; i < nd->mNumPositionKeys; ++i) {
|
|
|
|
nd->mPositionKeys[i].mValue = frames[*it+i].vPositionXYZ;
|
|
MD5::ConvertQuaternion(frames[*it+i].vRotationQuat,nd->mRotationKeys[i].mValue);
|
|
nd->mRotationKeys[i].mTime = nd->mPositionKeys[i].mTime = *it+i;
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_MD5_IMPORTER
|