[248] | 1 | // Copyright (C) 2014 ChaosForge Ltd
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| 2 | // http://chaosforge.org/
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| 3 | //
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| 4 | // This file is part of NV Libraries.
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| 5 | // For conditions of distribution and use, see copyright notice in nv.hh
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| 6 |
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| 7 | #include "nv/formats/assimp_loader.hh"
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| 8 | #include <unordered_map>
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| 9 | #include <glm/gtx/transform.hpp>
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| 10 | #include "nv/io/std_stream.hh"
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| 11 | #include "nv/lib/assimp.hh"
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| 12 |
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| 13 | using namespace nv;
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| 14 |
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[277] | 15 | const int MAX_BONES = 64;
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[250] | 16 |
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| 17 | nv::assimp_loader::assimp_loader( const string& a_ext, const mat4& a_rotate_transform, float a_scale, uint32 a_assimp_flags /*= 0 */ ) : m_ext( a_ext ), m_rotate_transform( a_rotate_transform ), m_scale( a_scale ), m_assimp_flags( a_assimp_flags ), m_mesh_count(0), m_scene( nullptr )
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| 18 | {
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| 19 | if ( m_assimp_flags == 0 )
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| 20 | {
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| 21 | m_assimp_flags = (
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| 22 | aiProcess_CalcTangentSpace |
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| 23 | aiProcess_GenSmoothNormals |
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| 24 | aiProcess_JoinIdenticalVertices |
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| 25 | aiProcess_ImproveCacheLocality |
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| 26 | aiProcess_LimitBoneWeights |
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| 27 | aiProcess_RemoveRedundantMaterials |
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| 28 | aiProcess_SplitLargeMeshes |
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| 29 | aiProcess_Triangulate |
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| 30 | aiProcess_GenUVCoords |
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| 31 | aiProcess_SortByPType |
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| 32 | aiProcess_FindDegenerates |
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| 33 | aiProcess_FindInvalidData |
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| 34 | 0 );
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| 35 | }
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| 36 | }
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| 37 |
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[277] | 38 | nv::assimp_loader::assimp_loader( const string& a_ext, uint32 a_assimp_flags /*= 0 */ ) : m_ext( a_ext ), m_rotate_transform(), m_scale( 1.0f ), m_assimp_flags( a_assimp_flags ), m_mesh_count(0), m_scene( nullptr )
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| 39 | {
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| 40 | if ( m_assimp_flags == 0 )
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| 41 | {
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| 42 | m_assimp_flags = (
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| 43 | aiProcess_CalcTangentSpace |
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| 44 | aiProcess_GenSmoothNormals |
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| 45 | aiProcess_JoinIdenticalVertices |
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| 46 | aiProcess_ImproveCacheLocality |
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| 47 | aiProcess_LimitBoneWeights |
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| 48 | aiProcess_RemoveRedundantMaterials |
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| 49 | aiProcess_SplitLargeMeshes |
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| 50 | aiProcess_Triangulate |
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| 51 | aiProcess_GenUVCoords |
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| 52 | aiProcess_SortByPType |
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| 53 | aiProcess_FindDegenerates |
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| 54 | aiProcess_FindInvalidData |
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| 55 | 0 );
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| 56 | }
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| 57 | }
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[248] | 58 | bool nv::assimp_loader::load( stream& source )
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| 59 | {
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| 60 | if ( m_scene != nullptr ) aiReleaseImport( (const aiScene*)m_scene );
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| 61 | m_scene = nullptr;
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| 62 | m_mesh_count = 0;
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| 63 | load_assimp_library();
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| 64 | NV_LOG( nv::LOG_NOTICE, "AssImp loading file..." );
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| 65 | int size = (int)source.size();
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| 66 | char* data = new char[ size ];
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| 67 | source.read( data, size, 1 );
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| 68 | const aiScene* scene = aiImportFileFromMemory( data, size, m_assimp_flags, m_ext.c_str() );
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| 69 |
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| 70 | if( !scene)
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| 71 | {
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| 72 | NV_LOG( nv::LOG_ERROR, aiGetErrorString() );
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| 73 | return false;
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| 74 | }
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| 75 | m_scene = scene;
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| 76 | m_mesh_count = scene->mNumMeshes;
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| 77 | NV_LOG( nv::LOG_NOTICE, "Loading successfull" );
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| 78 | return true;
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| 79 | }
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| 80 |
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| 81 | mesh_data* nv::assimp_loader::release_mesh_data( size_t index /*= 0 */ )
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| 82 | {
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| 83 | if ( index >= m_mesh_count ) return nullptr;
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| 84 | mesh_data* result = new mesh_data();
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| 85 | const aiScene* scene = (const aiScene*)m_scene;
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| 86 | const aiMesh* mesh = scene->mMeshes[ index ];
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| 87 |
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| 88 | mat3 scaled_rotatation = glm::mat3( glm::scale( m_scale, m_scale, m_scale ) * m_rotate_transform );
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[278] | 89 | //mat3 scaled_rotatation = glm::mat3( m_rotate_transform );
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[248] | 90 | vec3 vertex_offset = glm::vec3();
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[277] | 91 | mat3 vertex_transform = scaled_rotatation;
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| 92 | mat3 normal_transform = glm::mat3( m_rotate_transform );
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[248] | 93 |
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| 94 | bool skinned = mesh->mNumBones > 0;
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| 95 | mesh_raw_channel* channel = nullptr;
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| 96 | if ( skinned )
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| 97 | channel = mesh_raw_channel::create< assimp_skinned_vtx >( mesh->mNumVertices );
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| 98 | else
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| 99 | channel = mesh_raw_channel::create< assimp_plain_vtx >( mesh->mNumVertices );
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| 100 |
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| 101 | result->add_channel( channel );
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| 102 | for (unsigned int i=0; i<mesh->mNumVertices; i++)
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| 103 | {
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| 104 | vec3 v = vertex_transform * assimp_vec3_cast( mesh->mVertices[ i ] ) + vertex_offset;
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| 105 | vec3 n = glm::normalize( normal_transform * assimp_vec3_cast( mesh->mNormals[ i ] ) );
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| 106 | vec3 t = glm::normalize( normal_transform * assimp_vec3_cast( mesh->mTangents[ i ] ) );
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| 107 | vec3 b = glm::normalize( normal_transform * assimp_vec3_cast( mesh->mBitangents[ i ] ) );
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| 108 | vec2 s = assimp_st_cast( mesh->mTextureCoords[ 0 ][ i ] );
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| 109 |
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| 110 | glm::vec3 t_i = glm::normalize (t - n * glm::dot (n, t));
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| 111 | float det = (glm::dot (glm::cross (n, t), b));
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| 112 | det = (det < 0.0f ? -1.0f : 1.0f );
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| 113 | nv::vec4 vt ( t_i[0], t_i[1], t_i[2], det );
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| 114 | if ( skinned )
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| 115 | ((assimp_skinned_vtx*)channel->data)[i] = assimp_skinned_vtx( v, s, n, vt );
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| 116 | else
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| 117 | ((assimp_plain_vtx*)channel->data)[i] = assimp_plain_vtx( v, s, n, vt );
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| 118 | }
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| 119 |
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| 120 | if ( skinned )
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| 121 | {
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| 122 | assimp_skinned_vtx* vtx = (assimp_skinned_vtx*)channel->data;
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| 123 | for (unsigned int m=0; m<mesh->mNumBones; m++)
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| 124 | {
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| 125 | aiBone* bone = mesh->mBones[m];
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| 126 | for (unsigned int w=0; w<bone->mNumWeights; w++)
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| 127 | {
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| 128 | assimp_skinned_vtx& v = vtx[ bone->mWeights[w].mVertexId ];
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| 129 | bool found = false;
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| 130 | for (nv::uint32 i = 0 ; i < 4; ++i)
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| 131 | {
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| 132 | if ( v.boneweight[i] <= 0.0f )
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| 133 | {
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| 134 | v.boneindex[i] = m;
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| 135 | v.boneweight[i] = bone->mWeights[w].mWeight;
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| 136 | found = true;
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| 137 | break;
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| 138 | }
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| 139 | }
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| 140 | NV_ASSERT( found, "Too many weights!" );
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| 141 | }
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| 142 | }
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| 143 | }
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| 144 |
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| 145 | mesh_raw_index_channel* ichannel = mesh_raw_index_channel::create( USHORT, mesh->mNumFaces * 3 );
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| 146 | result->set_index_channel( ichannel );
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| 147 | uint16* indices = (uint16*)ichannel->data;
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| 148 | for (unsigned int i=0; i<mesh->mNumFaces; i++)
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| 149 | {
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| 150 | const aiFace* face = &mesh->mFaces[i];
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| 151 | for (unsigned int j=0; j<face->mNumIndices; j++)
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| 152 | {
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| 153 | indices[ i*3 + j ] = (uint16)face->mIndices[j];
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| 154 | }
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| 155 | }
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| 156 |
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| 157 | return result;
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| 158 | }
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| 159 |
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| 160 | nv::assimp_loader::~assimp_loader()
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| 161 | {
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| 162 | if ( m_scene != nullptr ) aiReleaseImport( (const aiScene*)m_scene );
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| 163 | }
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| 164 |
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| 165 | bool nv::assimp_loader::load_bones( size_t index, std::vector< assimp_bone >& bones )
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| 166 | {
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| 167 | if ( m_scene == nullptr ) return false;
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| 168 | const aiScene* scene = (const aiScene*)m_scene;
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| 169 | const aiMesh* mesh = scene->mMeshes[ index ];
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| 170 | if ( mesh->mNumBones == 0 ) return false;
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| 171 |
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[278] | 172 | mat4 bone_transform = glm::scale( 1.f/m_scale, 1.f/m_scale, 1.f/m_scale ) * glm::inverse( glm::mat4(m_rotate_transform) );
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| 173 | mat4 bone_pre_transform = glm::scale( m_scale, m_scale, m_scale );
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[248] | 174 |
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| 175 | for (unsigned int m=0; m<mesh->mNumBones; m++)
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| 176 | {
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| 177 | aiBone* bone = mesh->mBones[m];
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[278] | 178 | mat4 offset = bone_pre_transform * assimp_mat4_cast( bone->mOffsetMatrix ) * bone_transform;
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[248] | 179 | bones.emplace_back( bone->mName.data, offset );
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| 180 | }
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| 181 | return true;
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| 182 | }
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| 183 |
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| 184 | void nv::assimp_loader::scene_report() const
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| 185 | {
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| 186 | const aiScene* scene = (const aiScene*)m_scene;
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| 187 | if ( scene == nullptr ) return;
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| 188 |
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| 189 | NV_LOG( nv::LOG_NOTICE, "------------------------" );
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| 190 | NV_LOG( nv::LOG_NOTICE, "Texture count - " << scene->mNumTextures );
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| 191 | NV_LOG( nv::LOG_NOTICE, "Animation count - " << scene->mNumAnimations );
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| 192 | NV_LOG( nv::LOG_NOTICE, "Material count - " << scene->mNumMaterials );
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| 193 | NV_LOG( nv::LOG_NOTICE, "Meshes count - " << scene->mNumMeshes );
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| 194 | NV_LOG( nv::LOG_NOTICE, "------------------------" );
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| 195 |
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| 196 | aiNode* root = scene->mRootNode;
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| 197 | if (root)
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| 198 | {
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| 199 | NV_LOG( nv::LOG_NOTICE, "Root node - " << root->mName.data );
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| 200 | NV_LOG( nv::LOG_NOTICE, " meshes - " << root->mNumMeshes );
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| 201 | NV_LOG( nv::LOG_NOTICE, " children - " << root->mNumChildren );
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| 202 | }
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| 203 | else
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| 204 | {
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| 205 | NV_LOG( nv::LOG_NOTICE, "No root node!" );
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| 206 | }
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| 207 | NV_LOG( nv::LOG_NOTICE, "------------------------" );
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| 208 |
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| 209 | if ( scene->mNumMeshes > 0 )
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| 210 | {
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| 211 | for ( nv::uint32 mc = 0; mc < scene->mNumMeshes; mc++ )
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| 212 | {
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| 213 | aiMesh* mesh = scene->mMeshes[mc];
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| 214 |
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[278] | 215 | NV_LOG( nv::LOG_NOTICE, "Mesh #"<<mc<<" - " << std::string( mesh->mName.data ) );
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[248] | 216 | NV_LOG( nv::LOG_NOTICE, " bones - " << mesh->mNumBones );
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| 217 | NV_LOG( nv::LOG_NOTICE, " uvs - " << mesh->mNumUVComponents[0] );
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| 218 | NV_LOG( nv::LOG_NOTICE, " verts - " << mesh->mNumVertices );
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| 219 | NV_LOG( nv::LOG_NOTICE, " faces - " << mesh->mNumFaces );
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| 220 |
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| 221 | // NV_LOG( nv::LOG_NOTICE, "Bones:" );
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| 222 | // for (unsigned int m=0; m<mesh->mNumBones; m++)
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| 223 | // {
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| 224 | // aiBone* bone = mesh->mBones[m];
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| 225 | // NV_LOG( nv::LOG_DEBUG, bone->mName.C_Str() );
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| 226 | // }
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| 227 | }
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| 228 | }
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| 229 | else
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| 230 | {
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| 231 | NV_LOG( nv::LOG_NOTICE, "No meshes!" );
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| 232 | }
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| 233 | NV_LOG( nv::LOG_NOTICE, "------------------------" );
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| 234 |
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| 235 |
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| 236 | // if ( scene->mNumMaterials > 0 )
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| 237 | // {
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| 238 | // for (unsigned int m=0; m < scene->mNumMaterials; m++)
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| 239 | // {
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| 240 | // int texIndex = 0;
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| 241 | // aiReturn texFound = aiReturn_SUCCESS;
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| 242 | // aiString path; // filename
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| 243 | // while (texFound == aiReturn_SUCCESS)
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| 244 | // {
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| 245 | // texFound = scene->mMaterials[m]->GetTexture(aiTextureType_DIFFUSE, texIndex, &path);
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| 246 | // NV_LOG( nv::LOG_NOTICE, " material - " << path.data );
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| 247 | // texIndex++;
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| 248 | // }
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| 249 | // }
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| 250 | // }
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| 251 | // else
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| 252 | // {
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| 253 | // NV_LOG( nv::LOG_NOTICE, "No materials" );
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| 254 | // }
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| 255 | // NV_LOG( nv::LOG_NOTICE, "------------------------" );
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| 256 |
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| 257 | }
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| 258 |
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| 259 | assimp_model* nv::assimp_loader::release_merged_model()
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| 260 | {
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| 261 | if ( m_scene == nullptr || m_mesh_count == 0 ) return nullptr;
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| 262 | assimp_model* model = new assimp_model;
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| 263 |
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| 264 | for ( size_t m = 0; m < m_mesh_count; ++m )
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| 265 | {
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| 266 | model->meshes.push_back( release_mesh_data(m) );
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| 267 | }
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| 268 |
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| 269 | std::unordered_map< std::string, uint16 > names;
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| 270 | for ( unsigned int m = 0; m < model->meshes.size(); ++m )
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| 271 | {
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[277] | 272 | sint16 translate[MAX_BONES];
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[248] | 273 | std::vector< assimp_bone > bones;
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| 274 | load_bones( m, bones );
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| 275 | for ( unsigned int b = 0; b < bones.size(); ++b )
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| 276 | {
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| 277 |
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[277] | 278 | assimp_bone& bone = bones[b];
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[248] | 279 | auto iname = names.find( bone.name );
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| 280 | if ( iname == names.end() )
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| 281 | {
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[277] | 282 | NV_ASSERT( model->bones.size() < MAX_BONES, "Too many bones to merge!" );
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| 283 | sint16 index = (sint16)model->bones.size();
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[248] | 284 | model->bones.push_back( bone );
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| 285 | names[ bone.name ] = index;
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| 286 | translate[b] = index;
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| 287 | }
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| 288 | else
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| 289 | {
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[277] | 290 | translate[b] = (sint16)iname->second;
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[248] | 291 | }
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| 292 | }
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| 293 | if ( m > 0 )
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| 294 | {
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| 295 | mesh_data* mesh = model->meshes[m];
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[277] | 296 | mesh_raw_channel* channel = mesh->get_channel_data()[0];
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| 297 | assimp_skinned_vtx* va = (assimp_skinned_vtx*)channel->data;
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[248] | 298 | for ( unsigned v = 0; v < channel->count; ++v )
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| 299 | {
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[277] | 300 | assimp_skinned_vtx& vertex = va[v];
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[248] | 301 |
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[277] | 302 | for (uint32 i = 0 ; i < 4; ++i)
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[248] | 303 | {
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| 304 | if ( vertex.boneweight[i] > 0.0f )
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| 305 | {
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| 306 | vertex.boneindex[i] = translate[vertex.boneindex[i]];
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| 307 | }
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| 308 | }
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| 309 | }
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| 310 | }
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| 311 | }
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| 312 | return model;
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| 313 | }
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| 314 |
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[249] | 315 | assimp_animation* nv::assimp_loader::release_animation( size_t, bool pre_transform, const std::vector< assimp_bone >* bone_data )
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| 316 | {
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| 317 | if ( m_scene == nullptr ) return nullptr;
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| 318 | const aiScene* scene = (const aiScene*)m_scene;
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| 319 | if ( scene->mRootNode == nullptr || scene->mAnimations[0] == nullptr ) return nullptr;
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| 320 | assimp_animation* result = new assimp_animation;
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| 321 |
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| 322 | // need resize not to copy!
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| 323 | result->nodes.resize( count_nodes( scene->mRootNode ) );
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| 324 |
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| 325 | const aiNode* root = scene->mRootNode;
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| 326 | const aiAnimation* anim = scene->mAnimations[0]; // if implemented, change in load_node also
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| 327 |
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| 328 | result->fps = (float)anim->mTicksPerSecond;
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| 329 | result->duration = (float)anim->mDuration;
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| 330 | result->pretransformed = pre_transform;
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| 331 |
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| 332 | load_node( result, root, 0, -1 );
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[278] | 333 | // TODO: this is not used when pretransformed, is it used otherwise?
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[249] | 334 |
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| 335 | if ( bone_data )
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| 336 | {
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| 337 | std::unordered_map< std::string, uint16 > names;
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| 338 | for ( uint16 bi = 0; bi < bone_data->size(); ++bi )
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| 339 | {
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| 340 | names[ (*bone_data)[bi].name ] = bi;
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| 341 | }
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| 342 |
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| 343 | for ( unsigned i = 0; i < result->nodes.size(); ++i )
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| 344 | {
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| 345 | assimp_animated_node_data& node = result->nodes[i];
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| 346 | node.bone_id = -1;
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| 347 | auto bi = names.find( node.name );
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| 348 | if ( bi != names.end() )
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| 349 | {
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| 350 | node.bone_id = bi->second;
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| 351 | }
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| 352 | if ( node.parent_id != -1 )
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| 353 | {
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| 354 | result->nodes[ node.parent_id ].children.push_back( &node );
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| 355 | }
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| 356 | }
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| 357 | }
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| 358 |
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| 359 | return result;
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| 360 | }
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| 361 |
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| 362 | nv::uint32 nv::assimp_loader::count_nodes( const void* node ) const
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| 363 | {
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| 364 | const aiNode* ainode = (const aiNode*)node;
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| 365 | nv::uint32 count = 1;
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| 366 | for ( unsigned i = 0; i < ainode->mNumChildren; ++i )
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| 367 | {
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| 368 | count += count_nodes( ainode->mChildren[i] );
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| 369 | }
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| 370 | return count;
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| 371 | }
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| 372 |
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| 373 | nv::uint32 nv::assimp_loader::load_node( assimp_animation* data, const void* vnode, sint32 this_id, sint32 parent_id )
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| 374 | {
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| 375 | const aiScene* scene = (const aiScene*)m_scene;
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| 376 | const aiNode* node = (const aiNode*)vnode;
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| 377 | string name( node->mName.data );
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| 378 | const aiAnimation* anim = scene->mAnimations[0];
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| 379 | const aiNodeAnim* anode = nullptr;
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| 380 |
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| 381 | for ( unsigned i = 0 ; i < anim->mNumChannels ; i++ )
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| 382 | {
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| 383 | anode = anim->mChannels[i];
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| 384 | if ( std::string( anode->mNodeName.data ) == name ) break;
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| 385 | anode = nullptr;
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| 386 | }
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| 387 |
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| 388 | assimp_animated_node_data& a_data = data->nodes[ this_id ];
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| 389 |
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| 390 | a_data.name = name;
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| 391 | a_data.parent_id = parent_id;
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| 392 | a_data.bone_id = -1;
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[279] | 393 | // This value is ignored by the create_transformed_keys, but needed by create_direct_keys!
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| 394 | // TODO: find a common solution!
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| 395 | // This is bad because create_transformed_keys never uses node-transformations for
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| 396 | // node's without keys
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[249] | 397 | a_data.transform = nv::assimp_mat4_cast( node->mTransformation );
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| 398 |
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| 399 | if (anode)
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| 400 | {
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| 401 | if ( data->pretransformed )
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| 402 | {
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| 403 | a_data.keys = create_transformed_keys( anode, parent_id >= 0 ? data->nodes[ parent_id ].keys : nullptr );
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| 404 | }
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| 405 | else
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| 406 | {
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| 407 | a_data.keys = create_direct_keys( anode );
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| 408 | }
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| 409 | }
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| 410 |
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| 411 | nv::uint32 next = this_id + 1;
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| 412 | for ( unsigned i = 0; i < node->mNumChildren; ++i )
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| 413 | {
|
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| 414 | next = load_node( data, node->mChildren[i], next, this_id );
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| 415 | }
|
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| 416 | return next;
|
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| 417 | }
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| 418 |
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| 419 | key_animation_data* nv::assimp_loader::create_transformed_keys( const void* vnode, const key_animation_data* parent_keys )
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| 420 | {
|
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| 421 | const aiNodeAnim* node = (const aiNodeAnim*)vnode;
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| 422 | size_t max_keys = glm::max( node->mNumPositionKeys, node->mNumRotationKeys );
|
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| 423 | nv::transform_vector* keys = new nv::transform_vector;
|
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| 424 | for ( unsigned n = 0; n < max_keys; ++n )
|
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| 425 | {
|
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| 426 | size_t pn = glm::min( node->mNumPositionKeys - 1, n );
|
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| 427 | size_t rn = glm::min( node->mNumRotationKeys - 1, n );
|
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| 428 | nv::vec3 pos = nv::assimp_vec3_cast(node->mPositionKeys[pn].mValue);
|
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| 429 | nv::quat rot = nv::assimp_quat_cast(node->mRotationKeys[rn].mValue);
|
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[278] | 430 | // TODO: only do the calculation when a rotate transform is present!
|
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| 431 | nv::transform ptr( vec3(), glm::quat_cast( m_rotate_transform ) );
|
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[249] | 432 | if ( parent_keys )
|
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| 433 | {
|
---|
| 434 | const nv::transform_vector* pv = (const nv::transform_vector*)parent_keys;
|
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| 435 | if ( pv && pv->size() > 0 ) ptr = pv->get( glm::min( n, pv->size()-1 ) );
|
---|
| 436 | }
|
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[278] | 437 | nv::transform key( ptr * nv::transform( pos * m_scale, rot ) );
|
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| 438 | keys->insert( key );
|
---|
[249] | 439 | }
|
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| 440 | return keys;
|
---|
| 441 | }
|
---|
| 442 |
|
---|
| 443 | key_animation_data* nv::assimp_loader::create_direct_keys( const void* vnode )
|
---|
| 444 | {
|
---|
[278] | 445 | // TODO : support for m_rotate_transform and m_scale! ( should be easy )
|
---|
[249] | 446 | const aiNodeAnim* node = (const aiNodeAnim*)vnode;
|
---|
| 447 | if ( node->mNumPositionKeys == 0 && node->mNumRotationKeys == 0 && node->mNumScalingKeys == 0 ) return nullptr;
|
---|
| 448 | key_vectors_prs* keys = new key_vectors_prs;
|
---|
| 449 |
|
---|
| 450 | for ( unsigned np = 0; np < node->mNumPositionKeys; ++np )
|
---|
| 451 | {
|
---|
[278] | 452 | keys->insert_position( (float)node->mPositionKeys[np].mTime, m_scale * assimp_vec3_cast(node->mPositionKeys[np].mValue) );
|
---|
[249] | 453 | }
|
---|
| 454 | for ( unsigned np = 0; np < node->mNumRotationKeys; ++np )
|
---|
| 455 | {
|
---|
| 456 | keys->insert_rotation( (float)node->mRotationKeys[np].mTime, assimp_quat_cast(node->mRotationKeys[np].mValue) );
|
---|
| 457 | }
|
---|
| 458 | if ( node->mNumScalingKeys > 0 )
|
---|
| 459 | {
|
---|
| 460 | nv::vec3 scale_vec0 = assimp_vec3_cast( node->mScalingKeys[0].mValue );
|
---|
| 461 | float scale_value = glm::length( glm::abs( scale_vec0 - nv::vec3(1,1,1) ) );
|
---|
| 462 | if ( node->mNumScalingKeys > 1 || scale_value > 0.001 )
|
---|
| 463 | {
|
---|
| 464 | NV_LOG( nv::LOG_WARNING, "scale key significant!" );
|
---|
| 465 | for ( unsigned np = 0; np < node->mNumRotationKeys; ++np )
|
---|
| 466 | {
|
---|
| 467 | keys->insert_scale( (float)node->mScalingKeys[np].mTime, assimp_vec3_cast(node->mScalingKeys[np].mValue) );
|
---|
| 468 | }
|
---|
| 469 | }
|
---|
| 470 | }
|
---|
| 471 | return keys;
|
---|
| 472 | }
|
---|
| 473 |
|
---|