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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15 | const int MAX_BONES = 64;
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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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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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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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89 | //mat3 scaled_rotatation = glm::mat3( m_rotate_transform );
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90 | vec3 vertex_offset = glm::vec3();
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91 | mat3 vertex_transform = scaled_rotatation;
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92 | mat3 normal_transform = glm::mat3( m_rotate_transform );
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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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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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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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178 | mat4 offset = bone_pre_transform * assimp_mat4_cast( bone->mOffsetMatrix ) * bone_transform;
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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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215 | NV_LOG( nv::LOG_NOTICE, "Mesh #"<<mc<<" - " << std::string( mesh->mName.data ) );
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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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272 | sint16 translate[MAX_BONES];
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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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278 | assimp_bone& bone = bones[b];
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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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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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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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290 | translate[b] = (sint16)iname->second;
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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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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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298 | for ( unsigned v = 0; v < channel->count; ++v )
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299 | {
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300 | assimp_skinned_vtx& vertex = va[v];
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301 |
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302 | for (uint32 i = 0 ; i < 4; ++i)
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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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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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333 | // TODO: this is not used when pretransformed, is it used otherwise?
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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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393 | a_data.transform = nv::assimp_mat4_cast( node->mTransformation );
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394 |
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395 | if (anode)
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396 | {
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397 | if ( data->pretransformed )
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398 | {
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399 | a_data.keys = create_transformed_keys( anode, parent_id >= 0 ? data->nodes[ parent_id ].keys : nullptr );
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400 | }
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401 | else
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402 | {
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403 | a_data.keys = create_direct_keys( anode );
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404 | }
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405 | }
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406 |
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407 | nv::uint32 next = this_id + 1;
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408 | for ( unsigned i = 0; i < node->mNumChildren; ++i )
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409 | {
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410 | next = load_node( data, node->mChildren[i], next, this_id );
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411 | }
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412 | return next;
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413 | }
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414 |
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415 | key_animation_data* nv::assimp_loader::create_transformed_keys( const void* vnode, const key_animation_data* parent_keys )
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416 | {
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417 | const aiNodeAnim* node = (const aiNodeAnim*)vnode;
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418 | size_t max_keys = glm::max( node->mNumPositionKeys, node->mNumRotationKeys );
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419 | nv::transform_vector* keys = new nv::transform_vector;
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420 | for ( unsigned n = 0; n < max_keys; ++n )
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421 | {
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422 | size_t pn = glm::min( node->mNumPositionKeys - 1, n );
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423 | size_t rn = glm::min( node->mNumRotationKeys - 1, n );
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424 | nv::vec3 pos = nv::assimp_vec3_cast(node->mPositionKeys[pn].mValue);
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425 | nv::quat rot = nv::assimp_quat_cast(node->mRotationKeys[rn].mValue);
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426 | // TODO: only do the calculation when a rotate transform is present!
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427 | nv::transform ptr( vec3(), glm::quat_cast( m_rotate_transform ) );
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428 | if ( parent_keys )
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429 | {
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430 | const nv::transform_vector* pv = (const nv::transform_vector*)parent_keys;
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431 | if ( pv && pv->size() > 0 ) ptr = pv->get( glm::min( n, pv->size()-1 ) );
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432 | }
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433 | nv::transform key( ptr * nv::transform( pos * m_scale, rot ) );
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434 | keys->insert( key );
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435 | }
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436 | return keys;
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437 | }
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438 |
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439 | key_animation_data* nv::assimp_loader::create_direct_keys( const void* vnode )
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440 | {
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441 | // TODO : support for m_rotate_transform and m_scale! ( should be easy )
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442 | const aiNodeAnim* node = (const aiNodeAnim*)vnode;
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443 | if ( node->mNumPositionKeys == 0 && node->mNumRotationKeys == 0 && node->mNumScalingKeys == 0 ) return nullptr;
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444 | key_vectors_prs* keys = new key_vectors_prs;
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445 |
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446 | for ( unsigned np = 0; np < node->mNumPositionKeys; ++np )
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447 | {
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448 | keys->insert_position( (float)node->mPositionKeys[np].mTime, m_scale * assimp_vec3_cast(node->mPositionKeys[np].mValue) );
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449 | }
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450 | for ( unsigned np = 0; np < node->mNumRotationKeys; ++np )
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451 | {
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452 | keys->insert_rotation( (float)node->mRotationKeys[np].mTime, assimp_quat_cast(node->mRotationKeys[np].mValue) );
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453 | }
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454 | if ( node->mNumScalingKeys > 0 )
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455 | {
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456 | nv::vec3 scale_vec0 = assimp_vec3_cast( node->mScalingKeys[0].mValue );
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457 | float scale_value = glm::length( glm::abs( scale_vec0 - nv::vec3(1,1,1) ) );
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458 | if ( node->mNumScalingKeys > 1 || scale_value > 0.001 )
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459 | {
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460 | NV_LOG( nv::LOG_WARNING, "scale key significant!" );
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461 | for ( unsigned np = 0; np < node->mNumRotationKeys; ++np )
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462 | {
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463 | keys->insert_scale( (float)node->mScalingKeys[np].mTime, assimp_vec3_cast(node->mScalingKeys[np].mValue) );
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464 | }
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465 | }
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466 | }
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467 | return keys;
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468 | }
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469 |
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