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1 #include <stdio.h>
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2 #include "assload.h"
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3 #include "logger.h"
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4 #include "datapath.h"
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5
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6 #ifdef USE_ASSIMP
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7
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8 #include <vector>
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9 #include <map>
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10 #include "assimp/cimport.h"
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11 #include "assimp/scene.h"
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12 #include "assimp/postprocess.h"
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13 #include "texman.h"
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14 #include "material.h"
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15 #include "scene.h"
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16
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17 using namespace std;
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18 using namespace goatgfx;
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19
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20 static bool load_material(Material *mat, const aiMaterial *aimat);
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21 static Object *load_node(const aiScene *aiscn, const aiNode *ainode);
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22 static Mesh *load_mesh(const aiScene *aiscn, const aiMesh *aimesh);
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23 static Curve *load_curve(const aiScene *aiscn, const aiMesh *aimesh);
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24 static bool load_bones(Mesh *mesh, const aiMesh *aimesh);
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25
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26 static Vector3 assimp_vector(const aiVector3D &v);
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27 static Quaternion assimp_quat(const aiQuaternion &q);
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28 static Matrix4x4 assimp_matrix(const aiMatrix4x4 &aim);
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29 static long assimp_time(const aiAnimation *anim, double aitime);
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30 static void print_hierarchy(const aiNode *node);
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31
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32 static map<string, Object*> obj_by_name;
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33 static map<aiMesh*, Mesh*> mesh_by_aimesh;
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34
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35 bool load_ass(Scene *scn, const char *fname)
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36 {
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37 static bool init_done;
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38
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39 if(!init_done) {
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40 static aiLogStream log_stream = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT, 0);
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41 aiAttachLogStream(&log_stream);
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42 //aiEnableVerboseLogging(1);
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43 init_done = true;
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44 }
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45
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46 unsigned int proc_flags = aiProcess_JoinIdenticalVertices |
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47 aiProcess_CalcTangentSpace |
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48 aiProcess_Triangulate |
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49 aiProcess_SortByPType |
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50 aiProcess_FlipUVs;
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51
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52 const aiScene *aiscn = aiImportFile(datafile_path(fname).c_str(), proc_flags);
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53 if(!aiscn) {
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54 error_log("failed to load file: %s\n", fname);
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55 return false;
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56 }
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57
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58 info_log("NODE HIERARCHY:\n");
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59 print_hierarchy(aiscn->mRootNode);
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60 info_log("-------------------\n");
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61
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62 Vector3 root_pos, root_scaling(1.0, 1.0, 1.0);
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63 Quaternion root_rot;
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64
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65 if(aiscn->mRootNode) {
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66 Matrix4x4 root_matrix = assimp_matrix(aiscn->mRootNode->mTransformation);
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67 root_pos = root_matrix.get_translation();
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68 root_rot = root_matrix.get_rotation_quat();
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69 root_scaling = root_matrix.get_scaling();
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70 }
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71
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72 // load all meshes
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73 for(unsigned int i=0; i<aiscn->mNumMeshes; i++) {
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74 aiMesh *aimesh = aiscn->mMeshes[i];
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75 Mesh *mesh;
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76 Curve *curve;
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77
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78 switch(aimesh->mPrimitiveTypes) {
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79 case aiPrimitiveType_TRIANGLE:
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80 if((mesh = load_mesh(aiscn, aimesh))) {
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81 mesh_by_aimesh[aimesh] = mesh;
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82 scn->meshes.push_back(mesh);
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83 }
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84 break;
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85
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86 case aiPrimitiveType_LINE:
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87 if((curve = load_curve(aiscn, aimesh))) {
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88 scn->curves.push_back(curve);
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89 }
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90 break;
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91
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92 default:
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93 error_log("unsupported primitive type: %u\n", aimesh->mPrimitiveTypes);
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94 break;
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95 }
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96 }
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97
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98 // load all the nodes recursively
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99 for(unsigned int i=0; i<aiscn->mRootNode->mNumChildren; i++) {
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100 Object *obj = load_node(aiscn, aiscn->mRootNode->mChildren[i]);
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101 if(obj) {
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102 Object *dummy = new Object;
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103 dummy->set_name((string("dummyroot_") + string(obj->get_name())).c_str());
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104 dummy->set_position(root_pos);
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105 dummy->set_rotation(root_rot);
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106 dummy->set_scaling(root_scaling);
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107 dummy->add_child(obj);
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108
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109 obj = dummy;
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110 scn->objects.push_back(obj);
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111 }
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112 }
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113
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114 // load and attach the bones to the meshes
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115 for(unsigned int i=0; i<aiscn->mNumMeshes; i++) {
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116 aiMesh *aimesh = aiscn->mMeshes[i];
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117
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118 Mesh *mesh = mesh_by_aimesh[aimesh];
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119 load_bones(mesh, aimesh);
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120 }
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121
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122 obj_by_name.clear();
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123 mesh_by_aimesh.clear();
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124
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125 aiReleaseImport(aiscn);
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126 return true;
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127 }
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128
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129 static bool load_material(Material *mat, const aiMaterial *aimat)
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130 {
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131 aiColor4D aicol;
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132 float shin, shin_str;
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133
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134 if(aiGetMaterialColor(aimat, AI_MATKEY_COLOR_DIFFUSE, &aicol) == 0) {
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135 mat->diffuse = Vector3(aicol[0], aicol[1], aicol[2]);
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136 }
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137 if(aiGetMaterialColor(aimat, AI_MATKEY_COLOR_SPECULAR, &aicol) == 0) {
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138 mat->specular = Vector3(aicol[0], aicol[1], aicol[2]);
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139 }
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140
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141 unsigned int count = 1;
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142 if(aiGetMaterialFloatArray(aimat, AI_MATKEY_SHININESS_STRENGTH, &shin_str, &count) != 0) {
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143 shin_str = 1.0;
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144 }
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145 if(aiGetMaterialFloatArray(aimat, AI_MATKEY_SHININESS, &shin, &count) == 0) {
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146 // XXX can't remember how I came up with this...
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147 mat->shininess = shin * shin_str * 0.0001 * 128.0;
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148 }
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149
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150 // load textures
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151 struct { int type; aiTextureType aitype; } textypes[] = {
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152 {TEX_DIFFUSE, aiTextureType_DIFFUSE},
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153 {TEX_NORMAL, aiTextureType_NORMALS},
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154 {TEX_SPECULAR, aiTextureType_SPECULAR}
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155 };
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156
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157 for(int i=0; i<sizeof textypes / sizeof *textypes; i++) {
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158 aiString aipath;
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159
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160 if(aiGetMaterialTexture(aimat, textypes[i].aitype, 0, &aipath) == 0) {
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161 char *tmp, *fname = aipath.data;
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162
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163 if((tmp = strrchr(fname, '/'))) {
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164 fname = tmp + 1;
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165 }
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166 if((tmp = strrchr(fname, '\\'))) {
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167 fname = tmp + 1;
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168 }
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169
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170 if(*fname) {
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171 mat->tex[textypes[i].type] = texset.get(fname);
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172 }
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173 }
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174 }
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175
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176 return true;
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177 }
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178
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179 static Object *load_node(const aiScene *aiscn, const aiNode *ainode)
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180 {
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181 Object *obj = new Object;
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182 obj->set_name(ainode->mName.data);
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183
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184 if(ainode->mNumMeshes) {
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185 if(ainode->mNumMeshes > 1) {
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186 info_log("%s warning: node %s has more than one meshes (%u)\n", __FUNCTION__,
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187 ainode->mName.data, ainode->mNumMeshes);
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188 }
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189
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190 aiMesh *aimesh = aiscn->mMeshes[ainode->mMeshes[0]];
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191 obj->set_mesh(mesh_by_aimesh[aimesh]);
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192
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193 // also grab the material of this mesh
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194 load_material(&obj->material, aiscn->mMaterials[aimesh->mMaterialIndex]);
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195 }
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196
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197 // if there are animations, grab the first and try to use it
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198 if(aiscn->mNumAnimations) {
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199 aiAnimation *aianim = aiscn->mAnimations[0];
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200 aiNodeAnim *ainodeanim = 0;
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201 for(unsigned int i=0; i<aianim->mNumChannels; i++) {
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202 if(strcmp(aianim->mChannels[i]->mNodeName.data, ainode->mName.data) == 0) {
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203 ainodeanim = aianim->mChannels[i];
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204 break;
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205 }
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206 }
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207
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208 if(ainodeanim) {
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209 // load all position (translation) keyframes
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210 for(unsigned int i=0; i<ainodeanim->mNumPositionKeys; i++) {
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211 Vector3 pos = assimp_vector(ainodeanim->mPositionKeys[i].mValue);
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212 long msec = assimp_time(aianim, ainodeanim->mPositionKeys[i].mTime);
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213 obj->set_position(pos, msec);
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214 }
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215
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216 // load all rotation keyframes
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217 for(unsigned int i=0; i<ainodeanim->mNumRotationKeys; i++) {
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218 Quaternion rot = assimp_quat(ainodeanim->mRotationKeys[i].mValue);
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219 if(rot.length_sq() < SMALL_NUMBER) {
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220 continue;
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221 }
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222 rot.normalize();
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223 long msec = assimp_time(aianim, ainodeanim->mRotationKeys[i].mTime);
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224 obj->set_rotation(rot, msec);
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225 }
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226
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227 // load all scaling keyframes
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228 for(unsigned int i=0; i<ainodeanim->mNumScalingKeys; i++) {
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229 Vector3 scale = assimp_vector(ainodeanim->mScalingKeys[i].mValue);
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230 long msec = assimp_time(aianim, ainodeanim->mScalingKeys[i].mTime);
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231 obj->set_scaling(scale, msec);
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232 }
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233
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234 obj->set_extrapolator(EXTRAP_REPEAT); // loop animation
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235 } else {
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236 Matrix4x4 local_matrix = assimp_matrix(ainode->mTransformation);
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237 obj->set_local_matrix(local_matrix);
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238 }
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239 }
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240
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241 /* recurse to all children */
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242 for(unsigned int i=0; i<ainode->mNumChildren; i++) {
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243 Object *child = load_node(aiscn, ainode->mChildren[i]);
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244 if(child) {
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245 obj->add_child(child);
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246 }
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247 }
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248
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249 obj_by_name[obj->get_name()] = obj;
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250 return obj;
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251 }
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252
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253 static Mesh *load_mesh(const aiScene *aiscn, const aiMesh *aimesh)
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254 {
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255 Mesh *mesh = new Mesh;
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256
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257 int num_verts = aimesh->mNumVertices;
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258 int num_faces = aimesh->mNumFaces;
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259
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260 mesh->set_attrib_data(MESH_ATTR_VERTEX, 3, num_verts, (float*)aimesh->mVertices);
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261
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262 if(aimesh->mNormals) {
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263 mesh->set_attrib_data(MESH_ATTR_NORMAL, 3, num_verts, (float*)aimesh->mNormals);
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264 }
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265 if(aimesh->mTangents) {
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266 mesh->set_attrib_data(MESH_ATTR_TANGENT, 3, num_verts, (float*)aimesh->mTangents);
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267 }
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268 if(aimesh->mTextureCoords[0]) {
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269 mesh->set_attrib_data(MESH_ATTR_TEXCOORD, 3, num_verts, (float*)aimesh->mTextureCoords[0]);
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270 }
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271
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272 if(aimesh->mBones) {
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273 float *weights = mesh->set_attrib_data(MESH_ATTR_BONEWEIGHTS, 4, num_verts, 0);
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274 float *boneidx = mesh->set_attrib_data(MESH_ATTR_BONEIDX, 4, num_verts, 0);
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275
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276 memset(weights, 0, num_verts * 4 * sizeof *weights);
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277 memset(boneidx, 0, num_verts * 4 * sizeof *boneidx);
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278
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279 int *vertex_bone_count = new int[num_verts];
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280 memset(vertex_bone_count, 0, num_verts * sizeof *vertex_bone_count);
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281
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282 for(unsigned int i=0; i<aimesh->mNumBones; i++) {
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283 aiBone *aibone = aimesh->mBones[i];
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284
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285 // for every vertex affected by this bone:
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286 for(unsigned int j=0; j<aibone->mNumWeights; j++) {
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287 aiVertexWeight *aiweight = aibone->mWeights + j;
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288 int vidx = aiweight->mVertexId;
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289 int vert_boneidx = vertex_bone_count[vidx];
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290 if(vert_boneidx >= 4) {
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291 error_log("WARNING vertex with more than 4 bones found\n");
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292 continue;
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293 }
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294
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295 weights[vidx * 4 + vert_boneidx] = aiweight->mWeight;
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296 boneidx[vidx * 4 + vert_boneidx] = (float)i;
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297 vertex_bone_count[vidx]++;
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298 }
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299 }
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300
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301 delete [] vertex_bone_count;
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302
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303 // normalize weights
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304 for(int i=0; i<num_verts; i++) {
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305
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306 float wsum = 0.0f;
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307
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308 for(int j=0; j<4; j++) {
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309 wsum += weights[i * 4 + j];
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310 }
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311
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312 if(1.0 - wsum > 1e-4) {
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313 error_log("WARNING vertex with weights < 1 (%f), normalizing...\n", wsum);
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314
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315 if(wsum < 1e-6) {
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316 // this is clearly broken, let's use the first bone in full
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317 weights[i * 4] = 1.0;
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318 } else {
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319 weights[i * 4] /= wsum;
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320 weights[i * 4 + 1] /= wsum;
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321 weights[i * 4 + 2] /= wsum;
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322 weights[i * 4 + 3] /= wsum;
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323 }
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324 }
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325 }
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326 }
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327
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328 unsigned int *iptr = mesh->set_index_data(num_faces * 3);
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329 for(int i=0; i<num_faces; i++) {
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330 for(int j=0; j<3; j++) {
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331 *iptr++ = aimesh->mFaces[i].mIndices[j];
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332 }
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333 }
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334
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335 return mesh;
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336 }
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337
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338 static Curve *load_curve(const aiScene *aiscn, const aiMesh *aimesh)
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339 {
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340 Curve *curve = new Curve;
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341
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342 for(unsigned int i=0; i<aimesh->mNumVertices; i++) {
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343 Vector3 pt = assimp_vector(aimesh->mVertices[i]);
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344 curve->add_point(pt);
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345 }
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346 info_log("loaded curve with %d points\n", aimesh->mNumVertices);
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347
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348 return curve;
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nuclear@0
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349 }
|
nuclear@0
|
350
|
nuclear@0
|
351 static bool load_bones(Mesh *mesh, const aiMesh *aimesh)
|
nuclear@0
|
352 {
|
nuclear@0
|
353 if(!aimesh->mNumBones) {
|
nuclear@0
|
354 return false;
|
nuclear@0
|
355 }
|
nuclear@0
|
356
|
nuclear@0
|
357 for(unsigned int i=0; i<aimesh->mNumBones; i++) {
|
nuclear@0
|
358 aiBone *aibone = aimesh->mBones[i];
|
nuclear@0
|
359 Object *obj = obj_by_name[aibone->mName.data];
|
nuclear@0
|
360 if(!obj) {
|
nuclear@0
|
361 error_log("bone %s not found\n", aibone->mName.data);
|
nuclear@0
|
362 continue;
|
nuclear@0
|
363 }
|
nuclear@0
|
364
|
nuclear@0
|
365 obj->set_bone_matrix(assimp_matrix(aibone->mOffsetMatrix));
|
nuclear@0
|
366 mesh->add_bone(obj);
|
nuclear@0
|
367
|
nuclear@0
|
368 info_log("adding bone: %s\n", obj->get_name());
|
nuclear@0
|
369 }
|
nuclear@0
|
370
|
nuclear@0
|
371 return true;
|
nuclear@0
|
372 }
|
nuclear@0
|
373
|
nuclear@0
|
374 static Vector3 assimp_vector(const aiVector3D &v)
|
nuclear@0
|
375 {
|
nuclear@0
|
376 return Vector3(v[0], v[1], v[2]);
|
nuclear@0
|
377 }
|
nuclear@0
|
378
|
nuclear@0
|
379 static Quaternion assimp_quat(const aiQuaternion &q)
|
nuclear@0
|
380 {
|
nuclear@0
|
381 return Quaternion(q.w, Vector3(q.x, q.y, q.z));
|
nuclear@0
|
382 }
|
nuclear@0
|
383
|
nuclear@0
|
384 static Matrix4x4 assimp_matrix(const aiMatrix4x4 &aim)
|
nuclear@0
|
385 {
|
nuclear@0
|
386 Matrix4x4 m;
|
nuclear@0
|
387 memcpy(m[0], &aim, 16 * sizeof(float));
|
nuclear@0
|
388 return m;
|
nuclear@0
|
389 }
|
nuclear@0
|
390
|
nuclear@0
|
391 /* convert an assimp keyframe time (ticks) into milliseconds */
|
nuclear@0
|
392 static long assimp_time(const aiAnimation *anim, double aitime)
|
nuclear@0
|
393 {
|
nuclear@0
|
394 double sec;
|
nuclear@0
|
395 if(anim->mTicksPerSecond < 1e-6) {
|
nuclear@0
|
396 // assume time is in frames?
|
nuclear@0
|
397 sec = aitime / 30.0;
|
nuclear@0
|
398 } else {
|
nuclear@0
|
399 sec = aitime / anim->mTicksPerSecond;
|
nuclear@0
|
400 }
|
nuclear@0
|
401 return (long)(sec * 1000.0);
|
nuclear@0
|
402 }
|
nuclear@0
|
403
|
nuclear@0
|
404 static void print_hierarchy(const aiNode *node)
|
nuclear@0
|
405 {
|
nuclear@0
|
406 static int lvl;
|
nuclear@0
|
407 static int lvlopen[256];
|
nuclear@0
|
408
|
nuclear@0
|
409 for(int i=0; i<lvl; i++) {
|
nuclear@0
|
410 putchar(' ');
|
nuclear@0
|
411 if(lvlopen[i]) {
|
nuclear@0
|
412 putchar(i >= lvl - 1 ? '+' : '|');
|
nuclear@0
|
413 } else {
|
nuclear@0
|
414 putchar(i >= lvl - 1 ? '+' : ' ');
|
nuclear@0
|
415 }
|
nuclear@0
|
416 }
|
nuclear@0
|
417 info_log("- \"%s\"\n", node->mName.data);
|
nuclear@0
|
418
|
nuclear@0
|
419 lvlopen[lvl] = 1;
|
nuclear@0
|
420
|
nuclear@0
|
421 lvl++;
|
nuclear@0
|
422 for(unsigned int i=0; i<node->mNumChildren; i++) {
|
nuclear@0
|
423 if(i == node->mNumChildren - 1) {
|
nuclear@0
|
424 lvlopen[lvl - 1] = 0;
|
nuclear@0
|
425 }
|
nuclear@0
|
426 print_hierarchy(node->mChildren[i]);
|
nuclear@0
|
427 }
|
nuclear@0
|
428 lvl--;
|
nuclear@0
|
429 }
|
nuclear@0
|
430
|
nuclear@0
|
431 #else // !defined USE_ASSIMP
|
nuclear@0
|
432
|
nuclear@15
|
433 using namespace goatgfx;
|
nuclear@15
|
434
|
nuclear@0
|
435 bool load_ass(Scene *scn, const char *fname)
|
nuclear@0
|
436 {
|
nuclear@0
|
437 error_log("load_ass: assimp support not compiled in\n");
|
nuclear@0
|
438 return false;
|
nuclear@0
|
439 }
|
nuclear@0
|
440
|
nuclear@0
|
441 #endif
|