File: OgreMesh.cpp

package info (click to toggle)
spring 98.0%2Bdfsg-1
  • links: PTS, VCS
  • area: main
  • in suites: jessie, jessie-kfreebsd
  • size: 41,928 kB
  • ctags: 60,665
  • sloc: cpp: 356,167; ansic: 39,434; python: 12,228; java: 12,203; awk: 5,856; sh: 1,719; xml: 997; perl: 405; php: 253; objc: 194; makefile: 72; sed: 2
file content (507 lines) | stat: -rw-r--r-- 17,957 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------

Copyright (c) 2006-2012, assimp team
All rights reserved.

Redistribution and use of this software in source and binary forms, 
with or without modification, are permitted provided that the 
following conditions are met:

* Redistributions of source code must retain the above
  copyright notice, this list of conditions and the
  following disclaimer.

* Redistributions in binary form must reproduce the above
  copyright notice, this list of conditions and the
  following disclaimer in the documentation and/or other
  materials provided with the distribution.

* Neither the name of the assimp team, nor the names of its
  contributors may be used to endorse or promote products
  derived from this software without specific prior
  written permission of the assimp team.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

----------------------------------------------------------------------
*/

#include "AssimpPCH.h"

#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER

#include "OgreImporter.hpp"
#include "TinyFormatter.h"

using namespace std;

namespace Assimp
{
namespace Ogre
{


void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
{
	if(Reader->getAttributeValue("usesharedvertices"))
		theSubMesh.SharedData=GetAttribute<bool>(Reader, "usesharedvertices");

	XmlRead(Reader);
	//TODO: maybe we have alsways just 1 faces and 1 geometry and always in this order. this loop will only work correct, when the order
	//of faces and geometry changed, and not if we have more than one of one
	while(	Reader->getNodeName()==string("faces")
		||	Reader->getNodeName()==string("geometry")
		||	Reader->getNodeName()==string("boneassignments"))
	{
		if(string(Reader->getNodeName())=="faces")//Read the face list
		{
			//some info logging:
			unsigned int NumFaces=GetAttribute<int>(Reader, "count");
			ostringstream ss; ss <<"Submesh has " << NumFaces << " Faces.";
			DefaultLogger::get()->debug(ss.str());

			while(XmlRead(Reader) && Reader->getNodeName()==string("face"))
			{
				Face NewFace;
				NewFace.VertexIndices[0]=GetAttribute<int>(Reader, "v1");
				NewFace.VertexIndices[1]=GetAttribute<int>(Reader, "v2");
				NewFace.VertexIndices[2]=GetAttribute<int>(Reader, "v3");
				if(Reader->getAttributeValue("v4"))//this should be supported in the future
				{
					DefaultLogger::get()->warn("Submesh has quads, only traingles are supported!");
					//throw DeadlyImportError("Submesh has quads, only traingles are supported!");
				}
				theSubMesh.FaceList.push_back(NewFace);
			}

		}//end of faces
		else if(string(Reader->getNodeName())=="geometry")//Read the vertexdata
		{	
			//some info logging:
			unsigned int NumVertices=GetAttribute<int>(Reader, "vertexcount");
			ostringstream ss; ss<<"VertexCount: " << NumVertices;
			DefaultLogger::get()->debug(ss.str());
			
			//General Informations about vertices
			XmlRead(Reader);
			while(Reader->getNodeName()==string("vertexbuffer"))
			{
				ReadVertexBuffer(theSubMesh, Reader, NumVertices);
			}

			//some error checking on the loaded data
			if(!theSubMesh.HasPositions)
				throw DeadlyImportError("No positions could be loaded!");

			if(theSubMesh.HasNormals && theSubMesh.Normals.size() != NumVertices)
				throw DeadlyImportError("Wrong Number of Normals loaded!");

			if(theSubMesh.HasTangents && theSubMesh.Tangents.size() != NumVertices)
				throw DeadlyImportError("Wrong Number of Tangents loaded!");

			if(theSubMesh.NumUvs==1 && theSubMesh.Uvs.size() != NumVertices)
				throw DeadlyImportError("Wrong Number of Uvs loaded!");

		}//end of "geometry


		else if(Reader->getNodeName()==string("boneassignments"))
		{
			ReadBoneWeights(theSubMesh, Reader);
		}
	}
	DefaultLogger::get()->debug((Formatter::format(),
		"Positionen: ",theSubMesh.Positions.size(),
		" Normale: ",theSubMesh.Normals.size(),
		" TexCoords: ",theSubMesh.Uvs.size(),
		" Tantents: ",theSubMesh.Tangents.size()
	));							
	DefaultLogger::get()->warn(Reader->getNodeName());
}


void OgreImporter::ReadVertexBuffer(SubMesh &theSubMesh, XmlReader *Reader, unsigned int NumVertices)
{
	DefaultLogger::get()->debug("new Vertex Buffer");

	bool ReadPositions=false;
	bool ReadNormals=false;
	bool ReadTangents=false;
	bool ReadUvs=false;

	//-------------------- check, what we need to read: --------------------------------
	if(Reader->getAttributeValue("positions") && GetAttribute<bool>(Reader, "positions"))
	{
		ReadPositions=theSubMesh.HasPositions=true;
		theSubMesh.Positions.reserve(NumVertices);
		DefaultLogger::get()->debug("reading positions");
	}
	if(Reader->getAttributeValue("normals") && GetAttribute<bool>(Reader, "normals"))
	{
		ReadNormals=theSubMesh.HasNormals=true;
		theSubMesh.Normals.reserve(NumVertices);
		DefaultLogger::get()->debug("reading normals");
	}
	if(Reader->getAttributeValue("tangents") && GetAttribute<bool>(Reader, "tangents"))
	{
		ReadTangents=theSubMesh.HasTangents=true;
		theSubMesh.Tangents.reserve(NumVertices);
		DefaultLogger::get()->debug("reading tangents");
	}


	//we can have 1 or 0 uv channels, and if the mesh has no uvs, it also doesn't have the attribute
	if(!Reader->getAttributeValue("texture_coords"))
		theSubMesh.NumUvs=0;
	else
	{
		ReadUvs=!!(theSubMesh.NumUvs=GetAttribute<int>(Reader, "texture_coords"));
		theSubMesh.Uvs.reserve(NumVertices);
		DefaultLogger::get()->debug("reading texture coords");
	}
	if(theSubMesh.NumUvs>1)
	{
		DefaultLogger::get()->warn("too many texcoords (just 1 supported!), just the first texcoords will be loaded!");
		theSubMesh.NumUvs=1;
	}
	//___________________________________________________________________


	//check if we will load anything
	if(!(ReadPositions || ReadNormals || ReadTangents || ReadUvs))
		DefaultLogger::get()->warn("vertexbuffer seams to be empty!");
	

	//read all the vertices:
	XmlRead(Reader);

	/*it might happen, that we have more than one attribute per vertex (they are not splitted to different buffers)
	so the break condition is a bit tricky (well, IrrXML just sucks :( )*/
	while(Reader->getNodeName()==string("vertex")
		||Reader->getNodeName()==string("position")
		||Reader->getNodeName()==string("normal")
		||Reader->getNodeName()==string("tangent")
		||Reader->getNodeName()==string("texcoord")
		||Reader->getNodeName()==string("colour_diffuse"))
	{
		if(Reader->getNodeName()==string("vertex"))
			XmlRead(Reader);//Read an attribute tag

		//Position
		if(ReadPositions && Reader->getNodeName()==string("position"))
		{
			aiVector3D NewPos;
			NewPos.x=GetAttribute<float>(Reader, "x");
			NewPos.y=GetAttribute<float>(Reader, "y");
			NewPos.z=GetAttribute<float>(Reader, "z");
			theSubMesh.Positions.push_back(NewPos);
		}
				
		//Normal
		else if(ReadNormals && Reader->getNodeName()==string("normal"))
		{
			aiVector3D NewNormal;
			NewNormal.x=GetAttribute<float>(Reader, "x");
			NewNormal.y=GetAttribute<float>(Reader, "y");
			NewNormal.z=GetAttribute<float>(Reader, "z");
			theSubMesh.Normals.push_back(NewNormal);
		}
				
		//Tangent
		else if(ReadTangents && Reader->getNodeName()==string("tangent"))
		{
			aiVector3D NewTangent;
			NewTangent.x=GetAttribute<float>(Reader, "x");
			NewTangent.y=GetAttribute<float>(Reader, "y");
			NewTangent.z=GetAttribute<float>(Reader, "z");
			theSubMesh.Tangents.push_back(NewTangent);
		}

		//Uv:
		else if(ReadUvs && Reader->getNodeName()==string("texcoord"))
		{
			aiVector3D NewUv;
			NewUv.x=GetAttribute<float>(Reader, "u");
			NewUv.y=GetAttribute<float>(Reader, "v")*(-1)+1;//flip the uv vertikal, blender exports them so!
			theSubMesh.Uvs.push_back(NewUv);

			//skip all the following texcoords:
			while(Reader->getNodeName()==string("texcoord"))
				XmlRead(Reader);
			continue;//don't read another line at the end of the loop
		}

		//Color:
		//TODO: actually save this data!
		else if(Reader->getNodeName()==string("colour_diffuse"))
		{
			//do nothing, because we not yet support them
		}

		//Attribute could not be read
		else
		{
			DefaultLogger::get()->warn(string("Attribute was not read: ")+Reader->getNodeName());
		}

		XmlRead(Reader);//Read the Vertex tag
	}
}


void OgreImporter::ReadBoneWeights(SubMesh &theSubMesh, XmlReader *Reader)
{
	theSubMesh.Weights.resize(theSubMesh.Positions.size());
	while(XmlRead(Reader) && Reader->getNodeName()==string("vertexboneassignment"))
	{
		Weight NewWeight;
		unsigned int VertexId=GetAttribute<int>(Reader, "vertexindex");
		NewWeight.BoneId=GetAttribute<int>(Reader, "boneindex");
		NewWeight.Value=GetAttribute<float>(Reader, "weight");
		//calculate the number of bones used (this is the highest id +1 becuase bone ids start at 0)
		theSubMesh.BonesUsed=max(theSubMesh.BonesUsed, NewWeight.BoneId+1);

		theSubMesh.Weights[VertexId].push_back(NewWeight);
	}
}



void OgreImporter::ProcessSubMesh(SubMesh &theSubMesh, SubMesh &theSharedGeometry)
{
	//---------------Make all Vertexes unique: (this is required by assimp)-----------------------
	vector<Face> UniqueFaceList(theSubMesh.FaceList.size());
	unsigned int UniqueVertexCount=theSubMesh.FaceList.size()*3;//*3 because each face consists of 3 vertexes, because we only support triangles^^
	vector<aiVector3D> UniquePositions(UniqueVertexCount);
	vector<aiVector3D> UniqueNormals(UniqueVertexCount);
	vector<aiVector3D> UniqueTangents(UniqueVertexCount);
	vector<aiVector3D> UniqueUvs(UniqueVertexCount);
	vector< vector<Weight> > UniqueWeights(UniqueVertexCount);

	//Support for shared data:
	/*We can use this loop to copy vertex informations from the shared data pool. In order to do so
	  we just use a reference to a submodel instead of our submodel itself*/

	SubMesh& VertexSource= theSubMesh.SharedData ? theSharedGeometry : theSubMesh;
	if(theSubMesh.SharedData)//copy vertexinformations to our mesh:
	{
		theSubMesh.HasPositions=theSharedGeometry.HasPositions;
		theSubMesh.HasNormals=theSharedGeometry.HasNormals;
		theSubMesh.HasTangents=theSharedGeometry.HasTangents;
		theSubMesh.NumUvs=theSharedGeometry.NumUvs;
		theSubMesh.BonesUsed=theSharedGeometry.BonesUsed;
	}


	if(VertexSource.NumUvs > 0)
	{
		DefaultLogger::get()->error("Not all Uvs will be made unique!");
	}

	for(unsigned int i=0; i<theSubMesh.FaceList.size(); ++i)
	{
		//We precalculate the index vlaues her, because we need them in all vertex attributes
		unsigned int Vertex1=theSubMesh.FaceList[i].VertexIndices[0];
		unsigned int Vertex2=theSubMesh.FaceList[i].VertexIndices[1];
		unsigned int Vertex3=theSubMesh.FaceList[i].VertexIndices[2];

		UniquePositions[3*i+0]=VertexSource.Positions[Vertex1];
		UniquePositions[3*i+1]=VertexSource.Positions[Vertex2];
		UniquePositions[3*i+2]=VertexSource.Positions[Vertex3];

		if(VertexSource.HasNormals)
		{
			UniqueNormals[3*i+0]=VertexSource.Normals[Vertex1];
			UniqueNormals[3*i+1]=VertexSource.Normals[Vertex2];
			UniqueNormals[3*i+2]=VertexSource.Normals[Vertex3];
		}

		if(VertexSource.HasTangents)
		{
			UniqueTangents[3*i+0]=VertexSource.Tangents[Vertex1];
			UniqueTangents[3*i+1]=VertexSource.Tangents[Vertex2];
			UniqueTangents[3*i+2]=VertexSource.Tangents[Vertex3];
		}

		if(VertexSource.NumUvs > 0)
		{
			UniqueUvs[3*i+0]=VertexSource.Uvs[Vertex1];
			UniqueUvs[3*i+1]=VertexSource.Uvs[Vertex2];
			UniqueUvs[3*i+2]=VertexSource.Uvs[Vertex3];
		}

		if(VertexSource.Weights.size() > 0)
		{
			UniqueWeights[3*i+0]=VertexSource.Weights[Vertex1];
			UniqueWeights[3*i+1]=VertexSource.Weights[Vertex2];
			UniqueWeights[3*i+2]=VertexSource.Weights[Vertex3];
		}

		//The indexvalues a just continuous numbers (0, 1, 2, 3, 4, 5, 6...)
		UniqueFaceList[i].VertexIndices[0]=3*i+0;
		UniqueFaceList[i].VertexIndices[1]=3*i+1;
		UniqueFaceList[i].VertexIndices[2]=3*i+2;
	}
	//_________________________________________________________________________________________

	//now we have the unique datas, but want them in the SubMesh, so we swap all the containers:
	//if we don't have one of them, we just swap empty containers, so everything is ok
	theSubMesh.FaceList.swap(UniqueFaceList);
	theSubMesh.Positions.swap(UniquePositions);
	theSubMesh.Normals.swap(UniqueNormals);
	theSubMesh.Tangents.swap(UniqueTangents);
	theSubMesh.Uvs.swap(UniqueUvs);
	theSubMesh.Weights.swap(UniqueWeights);



	//------------- normalize weights -----------------------------
	//The Blender exporter doesn't care about whether the sum of all boneweights for a single vertex equals 1 or not,
	//so we have to make this sure:
	for(unsigned int VertexId=0; VertexId<theSubMesh.Weights.size(); ++VertexId)//iterate over all vertices
	{
		float WeightSum=0.0f;
		for(unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
		{
			WeightSum+=theSubMesh.Weights[VertexId][BoneId].Value;
		}
		
		//check if the sum is too far away from 1
		if(WeightSum<1.0f-0.05f || WeightSum>1.0f+0.05f)
		{
			//normalize all weights:
			for(unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
			{
				theSubMesh.Weights[VertexId][BoneId].Value/=WeightSum;
			}
		}
	}
	//_________________________________________________________
}




aiMesh* OgreImporter::CreateAssimpSubMesh(const SubMesh& theSubMesh, const vector<Bone>& Bones) const
{
	const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
	(void)m_CurrentScene;

	aiMesh* NewAiMesh=new aiMesh();
		
	//Positions
	NewAiMesh->mVertices=new aiVector3D[theSubMesh.Positions.size()];
	memcpy(NewAiMesh->mVertices, &theSubMesh.Positions[0], theSubMesh.Positions.size()*sizeof(aiVector3D));
	NewAiMesh->mNumVertices=theSubMesh.Positions.size();

	//Normals
	if(theSubMesh.HasNormals)
	{
		NewAiMesh->mNormals=new aiVector3D[theSubMesh.Normals.size()];
		memcpy(NewAiMesh->mNormals, &theSubMesh.Normals[0], theSubMesh.Normals.size()*sizeof(aiVector3D));
	}


	//until we have support for bitangents, no tangents will be written
	/*
	//Tangents
	if(theSubMesh.HasTangents)
	{
		NewAiMesh->mTangents=new aiVector3D[theSubMesh.Tangents.size()];
		memcpy(NewAiMesh->mTangents, &theSubMesh.Tangents[0], theSubMesh.Tangents.size()*sizeof(aiVector3D));
	}
	*/

	//Uvs
	if(0!=theSubMesh.NumUvs)
	{
		NewAiMesh->mNumUVComponents[0]=2;
		NewAiMesh->mTextureCoords[0]= new aiVector3D[theSubMesh.Uvs.size()];
		memcpy(NewAiMesh->mTextureCoords[0], &theSubMesh.Uvs[0], theSubMesh.Uvs.size()*sizeof(aiVector3D));
	}


	//---------------------------------------- Bones --------------------------------------------

	//Copy the weights in in Bone-Vertices Struktur
	//(we have them in a Vertex-Bones Structur, this is much easier for making them unique, which is required by assimp
	vector< vector<aiVertexWeight> > aiWeights(theSubMesh.BonesUsed);//now the outer list are the bones, and the inner vector the vertices
	for(unsigned int VertexId=0; VertexId<theSubMesh.Weights.size(); ++VertexId)//iterate over all vertices
	{
		for(unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
		{
			aiVertexWeight NewWeight;
			NewWeight.mVertexId=VertexId;//the current Vertex, we can't use the Id form the submehs weights, because they are bone id's
			NewWeight.mWeight=theSubMesh.Weights[VertexId][BoneId].Value;
			aiWeights[theSubMesh.Weights[VertexId][BoneId].BoneId].push_back(NewWeight);
		}
	}

	

	vector<aiBone*> aiBones;
	aiBones.reserve(theSubMesh.BonesUsed);//the vector might be smaller, because there might be empty bones (bones that are not attached to any vertex)
	
	//create all the bones and fill them with informations
	for(unsigned int i=0; i<theSubMesh.BonesUsed; ++i)
	{
		if(aiWeights[i].size()>0)
		{
			aiBone* NewBone=new aiBone();
			NewBone->mNumWeights=aiWeights[i].size();
			NewBone->mWeights=new aiVertexWeight[aiWeights[i].size()];
			memcpy(NewBone->mWeights, &(aiWeights[i][0]), sizeof(aiVertexWeight)*aiWeights[i].size());
			NewBone->mName=Bones[i].Name;//The bone list should be sorted after its id's, this was done in LoadSkeleton
			NewBone->mOffsetMatrix=Bones[i].BoneToWorldSpace;
				
			aiBones.push_back(NewBone);
		}
	}
	NewAiMesh->mNumBones=aiBones.size();
	
	// mBones must be NULL if mNumBones is non 0 or the validation fails.
	if (aiBones.size()) {
		NewAiMesh->mBones=new aiBone* [aiBones.size()];
		memcpy(NewAiMesh->mBones, &(aiBones[0]), aiBones.size()*sizeof(aiBone*));
	}

	//______________________________________________________________________________________________________



	//Faces
	NewAiMesh->mFaces=new aiFace[theSubMesh.FaceList.size()];
	for(unsigned int i=0; i<theSubMesh.FaceList.size(); ++i)
	{
		NewAiMesh->mFaces[i].mNumIndices=3;
		NewAiMesh->mFaces[i].mIndices=new unsigned int[3];

		NewAiMesh->mFaces[i].mIndices[0]=theSubMesh.FaceList[i].VertexIndices[0];
		NewAiMesh->mFaces[i].mIndices[1]=theSubMesh.FaceList[i].VertexIndices[1];
		NewAiMesh->mFaces[i].mIndices[2]=theSubMesh.FaceList[i].VertexIndices[2];
	}
	NewAiMesh->mNumFaces=theSubMesh.FaceList.size();

	//Link the material:
	NewAiMesh->mMaterialIndex=theSubMesh.MaterialIndex;//the index is set by the function who called ReadSubMesh

	return NewAiMesh;
}


}//namespace Ogre
}//namespace Assimp

#endif  // !! ASSIMP_BUILD_NO_OGRE_IMPORTER