| /* |
| --------------------------------------------------------------------------- |
| Open Asset Import Library (assimp) |
| --------------------------------------------------------------------------- |
| |
| Copyright (c) 2006-2017, assimp team |
| |
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| copyright notice, this list of conditions and the |
| following disclaimer. |
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| * Redistributions in binary form must reproduce the above |
| copyright notice, this list of conditions and the |
| following disclaimer in the documentation and/or other |
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| THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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| */ |
| |
| /** @file MS3DLoader.cpp |
| * @brief Implementation of the Ms3D importer class. |
| * Written against http://chumbalum.swissquake.ch/ms3d/ms3dspec.txt |
| */ |
| |
| |
| #ifndef ASSIMP_BUILD_NO_MS3D_IMPORTER |
| |
| // internal headers |
| #include "MS3DLoader.h" |
| #include "StreamReader.h" |
| #include <assimp/DefaultLogger.hpp> |
| #include <assimp/scene.h> |
| #include <assimp/IOSystem.hpp> |
| #include <assimp/importerdesc.h> |
| #include <map> |
| |
| using namespace Assimp; |
| |
| static const aiImporterDesc desc = { |
| "Milkshape 3D Importer", |
| "", |
| "", |
| "http://chumbalum.swissquake.ch/", |
| aiImporterFlags_SupportBinaryFlavour, |
| 0, |
| 0, |
| 0, |
| 0, |
| "ms3d" |
| }; |
| |
| // ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH |
| // (enable old code path, which generates extra nodes per mesh while |
| // the newer code uses aiMesh::mName to express the name of the |
| // meshes (a.k.a. groups in MS3D)) |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Constructor to be privately used by Importer |
| MS3DImporter::MS3DImporter() |
| : mScene() |
| {} |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Destructor, private as well |
| MS3DImporter::~MS3DImporter() |
| {} |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Returns whether the class can handle the format of the given file. |
| bool MS3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const |
| { |
| // first call - simple extension check |
| const std::string extension = GetExtension(pFile); |
| if (extension == "ms3d") { |
| return true; |
| } |
| |
| // second call - check for magic identifiers |
| else if (!extension.length() || checkSig) { |
| if (!pIOHandler) { |
| return true; |
| } |
| const char* tokens[] = {"MS3D000000"}; |
| return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1); |
| } |
| return false; |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| const aiImporterDesc* MS3DImporter::GetInfo () const |
| { |
| return &desc; |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| void ReadColor(StreamReaderLE& stream, aiColor4D& ambient) |
| { |
| // aiColor4D is packed on gcc, implicit binding to float& fails therefore. |
| stream >> (float&)ambient.r >> (float&)ambient.g >> (float&)ambient.b >> (float&)ambient.a; |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| void ReadVector(StreamReaderLE& stream, aiVector3D& pos) |
| { |
| // See note in ReadColor() |
| stream >> (float&)pos.x >> (float&)pos.y >> (float&)pos.z; |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| template<typename T> |
| void MS3DImporter :: ReadComments(StreamReaderLE& stream, std::vector<T>& outp) |
| { |
| uint16_t cnt; |
| stream >> cnt; |
| |
| for(unsigned int i = 0; i < cnt; ++i) { |
| uint32_t index, clength; |
| stream >> index >> clength; |
| |
| if(index >= outp.size()) { |
| DefaultLogger::get()->warn("MS3D: Invalid index in comment section"); |
| } |
| else if (clength > stream.GetRemainingSize()) { |
| throw DeadlyImportError("MS3D: Failure reading comment, length field is out of range"); |
| } |
| else { |
| outp[index].comment = std::string(reinterpret_cast<char*>(stream.GetPtr()),clength); |
| } |
| stream.IncPtr(clength); |
| } |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| template <typename T, typename T2, typename T3> bool inrange(const T& in, const T2& lower, const T3& higher) |
| { |
| return in > lower && in <= higher; |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| void MS3DImporter :: CollectChildJoints(const std::vector<TempJoint>& joints, |
| std::vector<bool>& hadit, |
| aiNode* nd, |
| const aiMatrix4x4& absTrafo) |
| { |
| unsigned int cnt = 0; |
| for(size_t i = 0; i < joints.size(); ++i) { |
| if (!hadit[i] && !strcmp(joints[i].parentName,nd->mName.data)) { |
| ++cnt; |
| } |
| } |
| |
| nd->mChildren = new aiNode*[nd->mNumChildren = cnt]; |
| cnt = 0; |
| for(size_t i = 0; i < joints.size(); ++i) { |
| if (!hadit[i] && !strcmp(joints[i].parentName,nd->mName.data)) { |
| aiNode* ch = nd->mChildren[cnt++] = new aiNode(joints[i].name); |
| ch->mParent = nd; |
| |
| ch->mTransformation = aiMatrix4x4::Translation(joints[i].position,aiMatrix4x4()=aiMatrix4x4())* |
| // XXX actually, I don't *know* why we need the inverse here. Probably column vs. row order? |
| aiMatrix4x4().FromEulerAnglesXYZ(joints[i].rotation).Transpose(); |
| |
| const aiMatrix4x4 abs = absTrafo*ch->mTransformation; |
| for(unsigned int a = 0; a < mScene->mNumMeshes; ++a) { |
| aiMesh* const msh = mScene->mMeshes[a]; |
| for(unsigned int n = 0; n < msh->mNumBones; ++n) { |
| aiBone* const bone = msh->mBones[n]; |
| |
| if(bone->mName == ch->mName) { |
| bone->mOffsetMatrix = aiMatrix4x4(abs).Inverse(); |
| } |
| } |
| } |
| |
| hadit[i] = true; |
| CollectChildJoints(joints,hadit,ch,abs); |
| } |
| } |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| void MS3DImporter :: CollectChildJoints(const std::vector<TempJoint>& joints, aiNode* nd) |
| { |
| std::vector<bool> hadit(joints.size(),false); |
| aiMatrix4x4 trafo; |
| |
| CollectChildJoints(joints,hadit,nd,trafo); |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Imports the given file into the given scene structure. |
| void MS3DImporter::InternReadFile( const std::string& pFile, |
| aiScene* pScene, IOSystem* pIOHandler) |
| { |
| StreamReaderLE stream(pIOHandler->Open(pFile,"rb")); |
| |
| // CanRead() should have done this already |
| char head[10]; |
| int32_t version; |
| |
| mScene = pScene; |
| |
| |
| // 1 ------------ read into temporary data structures mirroring the original file |
| |
| stream.CopyAndAdvance(head,10); |
| stream >> version; |
| if (strncmp(head,"MS3D000000",10)) { |
| throw DeadlyImportError("Not a MS3D file, magic string MS3D000000 not found: "+pFile); |
| } |
| |
| if (version != 4) { |
| throw DeadlyImportError("MS3D: Unsupported file format version, 4 was expected"); |
| } |
| |
| uint16_t verts; |
| stream >> verts; |
| |
| std::vector<TempVertex> vertices(verts); |
| for (unsigned int i = 0; i < verts; ++i) { |
| TempVertex& v = vertices[i]; |
| |
| stream.IncPtr(1); |
| ReadVector(stream,v.pos); |
| v.bone_id[0] = stream.GetI1(); |
| v.ref_cnt = stream.GetI1(); |
| |
| v.bone_id[1] = v.bone_id[2] = v.bone_id[3] = UINT_MAX; |
| v.weights[1] = v.weights[2] = v.weights[3] = 0.f; |
| v.weights[0] = 1.f; |
| } |
| |
| uint16_t tris; |
| stream >> tris; |
| |
| std::vector<TempTriangle> triangles(tris); |
| for (unsigned int i = 0;i < tris; ++i) { |
| TempTriangle& t = triangles[i]; |
| |
| stream.IncPtr(2); |
| for (unsigned int i = 0; i < 3; ++i) { |
| t.indices[i] = stream.GetI2(); |
| } |
| |
| for (unsigned int i = 0; i < 3; ++i) { |
| ReadVector(stream,t.normals[i]); |
| } |
| |
| for (unsigned int i = 0; i < 3; ++i) { |
| stream >> (float&)(t.uv[i].x); // see note in ReadColor() |
| } |
| for (unsigned int i = 0; i < 3; ++i) { |
| stream >> (float&)(t.uv[i].y); |
| } |
| |
| t.sg = stream.GetI1(); |
| t.group = stream.GetI1(); |
| } |
| |
| uint16_t grp; |
| stream >> grp; |
| |
| bool need_default = false; |
| std::vector<TempGroup> groups(grp); |
| for (unsigned int i = 0;i < grp; ++i) { |
| TempGroup& t = groups[i]; |
| |
| stream.IncPtr(1); |
| stream.CopyAndAdvance(t.name,32); |
| |
| t.name[32] = '\0'; |
| uint16_t num; |
| stream >> num; |
| |
| t.triangles.resize(num); |
| for (unsigned int i = 0; i < num; ++i) { |
| t.triangles[i] = stream.GetI2(); |
| } |
| t.mat = stream.GetI1(); |
| if (t.mat == UINT_MAX) { |
| need_default = true; |
| } |
| } |
| |
| uint16_t mat; |
| stream >> mat; |
| |
| std::vector<TempMaterial> materials(mat); |
| for (unsigned int i = 0;i < mat; ++i) { |
| TempMaterial& t = materials[i]; |
| |
| stream.CopyAndAdvance(t.name,32); |
| t.name[32] = '\0'; |
| |
| ReadColor(stream,t.ambient); |
| ReadColor(stream,t.diffuse); |
| ReadColor(stream,t.specular); |
| ReadColor(stream,t.emissive); |
| stream >> t.shininess >> t.transparency; |
| |
| stream.IncPtr(1); |
| |
| stream.CopyAndAdvance(t.texture,128); |
| t.texture[128] = '\0'; |
| |
| stream.CopyAndAdvance(t.alphamap,128); |
| t.alphamap[128] = '\0'; |
| } |
| |
| float animfps, currenttime; |
| uint32_t totalframes; |
| stream >> animfps >> currenttime >> totalframes; |
| |
| uint16_t joint; |
| stream >> joint; |
| |
| std::vector<TempJoint> joints(joint); |
| for(unsigned int i = 0; i < joint; ++i) { |
| TempJoint& j = joints[i]; |
| |
| stream.IncPtr(1); |
| stream.CopyAndAdvance(j.name,32); |
| j.name[32] = '\0'; |
| |
| stream.CopyAndAdvance(j.parentName,32); |
| j.parentName[32] = '\0'; |
| |
| // DefaultLogger::get()->debug(j.name); |
| // DefaultLogger::get()->debug(j.parentName); |
| |
| ReadVector(stream,j.rotation); |
| ReadVector(stream,j.position); |
| |
| j.rotFrames.resize(stream.GetI2()); |
| j.posFrames.resize(stream.GetI2()); |
| |
| for(unsigned int a = 0; a < j.rotFrames.size(); ++a) { |
| TempKeyFrame& kf = j.rotFrames[a]; |
| stream >> kf.time; |
| ReadVector(stream,kf.value); |
| } |
| for(unsigned int a = 0; a < j.posFrames.size(); ++a) { |
| TempKeyFrame& kf = j.posFrames[a]; |
| stream >> kf.time; |
| ReadVector(stream,kf.value); |
| } |
| } |
| |
| if(stream.GetRemainingSize() > 4) { |
| uint32_t subversion; |
| stream >> subversion; |
| if (subversion == 1) { |
| ReadComments<TempGroup>(stream,groups); |
| ReadComments<TempMaterial>(stream,materials); |
| ReadComments<TempJoint>(stream,joints); |
| |
| // model comment - print it for we have such a nice log. |
| if (stream.GetI4()) { |
| const size_t len = static_cast<size_t>(stream.GetI4()); |
| if (len > stream.GetRemainingSize()) { |
| throw DeadlyImportError("MS3D: Model comment is too long"); |
| } |
| |
| const std::string& s = std::string(reinterpret_cast<char*>(stream.GetPtr()),len); |
| DefaultLogger::get()->debug("MS3D: Model comment: " + s); |
| } |
| |
| if(stream.GetRemainingSize() > 4 && inrange((stream >> subversion,subversion),1u,3u)) { |
| for(unsigned int i = 0; i < verts; ++i) { |
| TempVertex& v = vertices[i]; |
| v.weights[3]=1.f; |
| for(unsigned int n = 0; n < 3; v.weights[3]-=v.weights[n++]) { |
| v.bone_id[n+1] = stream.GetI1(); |
| v.weights[n] = static_cast<float>(static_cast<unsigned int>(stream.GetI1()))/255.f; |
| } |
| stream.IncPtr((subversion-1)<<2u); |
| } |
| |
| // even further extra data is not of interest for us, at least now now. |
| } |
| } |
| } |
| |
| // 2 ------------ convert to proper aiXX data structures ----------------------------------- |
| |
| if (need_default && materials.size()) { |
| DefaultLogger::get()->warn("MS3D: Found group with no material assigned, spawning default material"); |
| // if one of the groups has no material assigned, but there are other |
| // groups with materials, a default material needs to be added ( |
| // scenepreprocessor adds a default material only if nummat==0). |
| materials.push_back(TempMaterial()); |
| TempMaterial& m = materials.back(); |
| |
| strcpy(m.name,"<MS3D_DefaultMat>"); |
| m.diffuse = aiColor4D(0.6f,0.6f,0.6f,1.0); |
| m.transparency = 1.f; |
| m.shininess = 0.f; |
| |
| // this is because these TempXXX struct's have no c'tors. |
| m.texture[0] = m.alphamap[0] = '\0'; |
| |
| for (unsigned int i = 0; i < groups.size(); ++i) { |
| TempGroup& g = groups[i]; |
| if (g.mat == UINT_MAX) { |
| g.mat = static_cast<unsigned int>(materials.size()-1); |
| } |
| } |
| } |
| |
| // convert materials to our generic key-value dict-alike |
| if (materials.size()) { |
| pScene->mMaterials = new aiMaterial*[materials.size()]; |
| for (size_t i = 0; i < materials.size(); ++i) { |
| |
| aiMaterial* mo = new aiMaterial(); |
| pScene->mMaterials[pScene->mNumMaterials++] = mo; |
| |
| const TempMaterial& mi = materials[i]; |
| |
| aiString tmp; |
| if (0[mi.alphamap]) { |
| tmp = aiString(mi.alphamap); |
| mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_OPACITY(0)); |
| } |
| if (0[mi.texture]) { |
| tmp = aiString(mi.texture); |
| mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_DIFFUSE(0)); |
| } |
| if (0[mi.name]) { |
| tmp = aiString(mi.name); |
| mo->AddProperty(&tmp,AI_MATKEY_NAME); |
| } |
| |
| mo->AddProperty(&mi.ambient,1,AI_MATKEY_COLOR_AMBIENT); |
| mo->AddProperty(&mi.diffuse,1,AI_MATKEY_COLOR_DIFFUSE); |
| mo->AddProperty(&mi.specular,1,AI_MATKEY_COLOR_SPECULAR); |
| mo->AddProperty(&mi.emissive,1,AI_MATKEY_COLOR_EMISSIVE); |
| |
| mo->AddProperty(&mi.shininess,1,AI_MATKEY_SHININESS); |
| mo->AddProperty(&mi.transparency,1,AI_MATKEY_OPACITY); |
| |
| const int sm = mi.shininess>0.f?aiShadingMode_Phong:aiShadingMode_Gouraud; |
| mo->AddProperty(&sm,1,AI_MATKEY_SHADING_MODEL); |
| } |
| } |
| |
| // convert groups to meshes |
| if (groups.empty()) { |
| throw DeadlyImportError("MS3D: Didn't get any group records, file is malformed"); |
| } |
| |
| pScene->mMeshes = new aiMesh*[pScene->mNumMeshes=static_cast<unsigned int>(groups.size())](); |
| for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { |
| |
| aiMesh* m = pScene->mMeshes[i] = new aiMesh(); |
| const TempGroup& g = groups[i]; |
| |
| if (pScene->mNumMaterials && g.mat > pScene->mNumMaterials) { |
| throw DeadlyImportError("MS3D: Encountered invalid material index, file is malformed"); |
| } // no error if no materials at all - scenepreprocessor adds one then |
| |
| m->mMaterialIndex = g.mat; |
| m->mPrimitiveTypes = aiPrimitiveType_TRIANGLE; |
| |
| m->mFaces = new aiFace[m->mNumFaces = static_cast<unsigned int>(g.triangles.size())]; |
| m->mNumVertices = m->mNumFaces*3; |
| |
| // storage for vertices - verbose format, as requested by the postprocessing pipeline |
| m->mVertices = new aiVector3D[m->mNumVertices]; |
| m->mNormals = new aiVector3D[m->mNumVertices]; |
| m->mTextureCoords[0] = new aiVector3D[m->mNumVertices]; |
| m->mNumUVComponents[0] = 2; |
| |
| typedef std::map<unsigned int,unsigned int> BoneSet; |
| BoneSet mybones; |
| |
| for (unsigned int i = 0,n = 0; i < m->mNumFaces; ++i) { |
| aiFace& f = m->mFaces[i]; |
| if (g.triangles[i]>triangles.size()) { |
| throw DeadlyImportError("MS3D: Encountered invalid triangle index, file is malformed"); |
| } |
| |
| TempTriangle& t = triangles[g.triangles[i]]; |
| f.mIndices = new unsigned int[f.mNumIndices=3]; |
| |
| for (unsigned int i = 0; i < 3; ++i,++n) { |
| if (t.indices[i]>vertices.size()) { |
| throw DeadlyImportError("MS3D: Encountered invalid vertex index, file is malformed"); |
| } |
| |
| const TempVertex& v = vertices[t.indices[i]]; |
| for(unsigned int a = 0; a < 4; ++a) { |
| if (v.bone_id[a] != UINT_MAX) { |
| if (v.bone_id[a] >= joints.size()) { |
| throw DeadlyImportError("MS3D: Encountered invalid bone index, file is malformed"); |
| } |
| if (mybones.find(v.bone_id[a]) == mybones.end()) { |
| mybones[v.bone_id[a]] = 1; |
| } |
| else ++mybones[v.bone_id[a]]; |
| } |
| } |
| |
| // collect vertex components |
| m->mVertices[n] = v.pos; |
| |
| m->mNormals[n] = t.normals[i]; |
| m->mTextureCoords[0][n] = aiVector3D(t.uv[i].x,1.f-t.uv[i].y,0.0); |
| f.mIndices[i] = n; |
| } |
| } |
| |
| // allocate storage for bones |
| if(!mybones.empty()) { |
| std::vector<unsigned int> bmap(joints.size()); |
| m->mBones = new aiBone*[mybones.size()](); |
| for(BoneSet::const_iterator it = mybones.begin(); it != mybones.end(); ++it) { |
| aiBone* const bn = m->mBones[m->mNumBones] = new aiBone(); |
| const TempJoint& jnt = joints[(*it).first]; |
| |
| bn->mName.Set(jnt.name); |
| bn->mWeights = new aiVertexWeight[(*it).second]; |
| |
| bmap[(*it).first] = m->mNumBones++; |
| } |
| |
| // .. and collect bone weights |
| for (unsigned int i = 0,n = 0; i < m->mNumFaces; ++i) { |
| TempTriangle& t = triangles[g.triangles[i]]; |
| |
| for (unsigned int i = 0; i < 3; ++i,++n) { |
| const TempVertex& v = vertices[t.indices[i]]; |
| for(unsigned int a = 0; a < 4; ++a) { |
| const unsigned int bone = v.bone_id[a]; |
| if(bone==UINT_MAX){ |
| continue; |
| } |
| |
| aiBone* const outbone = m->mBones[bmap[bone]]; |
| aiVertexWeight& outwght = outbone->mWeights[outbone->mNumWeights++]; |
| |
| outwght.mVertexId = n; |
| outwght.mWeight = v.weights[a]; |
| } |
| } |
| } |
| } |
| } |
| |
| // ... add dummy nodes under a single root, each holding a reference to one |
| // mesh. If we didn't do this, we'd lose the group name. |
| aiNode* rt = pScene->mRootNode = new aiNode("<MS3DRoot>"); |
| |
| #ifdef ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH |
| rt->mChildren = new aiNode*[rt->mNumChildren=pScene->mNumMeshes+(joints.size()?1:0)](); |
| |
| for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { |
| aiNode* nd = rt->mChildren[i] = new aiNode(); |
| |
| const TempGroup& g = groups[i]; |
| |
| // we need to generate an unique name for all mesh nodes. |
| // since we want to keep the group name, a prefix is |
| // prepended. |
| nd->mName = aiString("<MS3DMesh>_"); |
| nd->mName.Append(g.name); |
| nd->mParent = rt; |
| |
| nd->mMeshes = new unsigned int[nd->mNumMeshes = 1]; |
| nd->mMeshes[0] = i; |
| } |
| #else |
| rt->mMeshes = new unsigned int[pScene->mNumMeshes]; |
| for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { |
| rt->mMeshes[rt->mNumMeshes++] = i; |
| } |
| #endif |
| |
| // convert animations as well |
| if(joints.size()) { |
| #ifndef ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH |
| rt->mChildren = new aiNode*[1](); |
| rt->mNumChildren = 1; |
| |
| aiNode* jt = rt->mChildren[0] = new aiNode(); |
| #else |
| aiNode* jt = rt->mChildren[pScene->mNumMeshes] = new aiNode(); |
| #endif |
| jt->mParent = rt; |
| CollectChildJoints(joints,jt); |
| jt->mName.Set("<MS3DJointRoot>"); |
| |
| pScene->mAnimations = new aiAnimation*[ pScene->mNumAnimations = 1 ]; |
| aiAnimation* const anim = pScene->mAnimations[0] = new aiAnimation(); |
| |
| anim->mName.Set("<MS3DMasterAnim>"); |
| |
| // carry the fps info to the user by scaling all times with it |
| anim->mTicksPerSecond = animfps; |
| |
| // leave duration at its default, so ScenePreprocessor will fill an appropriate |
| // value (the values taken from some MS3D files seem to be too unreliable |
| // to pass the validation) |
| // anim->mDuration = totalframes/animfps; |
| |
| anim->mChannels = new aiNodeAnim*[joints.size()](); |
| for(std::vector<TempJoint>::const_iterator it = joints.begin(); it != joints.end(); ++it) { |
| if ((*it).rotFrames.empty() && (*it).posFrames.empty()) { |
| continue; |
| } |
| |
| aiNodeAnim* nd = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim(); |
| nd->mNodeName.Set((*it).name); |
| |
| if ((*it).rotFrames.size()) { |
| nd->mRotationKeys = new aiQuatKey[(*it).rotFrames.size()]; |
| for(std::vector<TempKeyFrame>::const_iterator rot = (*it).rotFrames.begin(); rot != (*it).rotFrames.end(); ++rot) { |
| aiQuatKey& q = nd->mRotationKeys[nd->mNumRotationKeys++]; |
| |
| q.mTime = (*rot).time*animfps; |
| |
| // XXX it seems our matrix&quaternion code has faults in its conversion routines -- |
| // aiQuaternion(x,y,z) seems to besomething different as quat(matrix.fromeuler(x,y,z)). |
| q.mValue = aiQuaternion(aiMatrix3x3(aiMatrix4x4().FromEulerAnglesXYZ((*rot).value)* |
| aiMatrix4x4().FromEulerAnglesXYZ((*it).rotation)).Transpose()); |
| } |
| } |
| |
| if ((*it).posFrames.size()) { |
| nd->mPositionKeys = new aiVectorKey[(*it).posFrames.size()]; |
| |
| aiQuatKey* qu = nd->mRotationKeys; |
| for(std::vector<TempKeyFrame>::const_iterator pos = (*it).posFrames.begin(); pos != (*it).posFrames.end(); ++pos,++qu) { |
| aiVectorKey& v = nd->mPositionKeys[nd->mNumPositionKeys++]; |
| |
| v.mTime = (*pos).time*animfps; |
| v.mValue = (*it).position + (*pos).value; |
| } |
| } |
| } |
| // fixup to pass the validation if not a single animation channel is non-trivial |
| if (!anim->mNumChannels) { |
| anim->mChannels = NULL; |
| } |
| } |
| } |
| |
| #endif |