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https://github.com/panda3d/panda3d.git
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Merge pull request #52 from Moguri/assimp
Assimp: Add support for skinned meshes (no animations yet).
This commit is contained in:
commit
22036af871
@ -31,12 +31,24 @@
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#include "pointLight.h"
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#include "look_at.h"
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#include "texturePool.h"
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#include "character.h"
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#include "pvector.h"
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#include "pandaIOSystem.h"
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#include "pandaLogger.h"
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#include "assimp/postprocess.h"
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struct BoneWeight {
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CPT(JointVertexTransform) joint_vertex_xform;
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float weight;
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BoneWeight(CPT(JointVertexTransform) joint_vertex_xform, float weight)
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: joint_vertex_xform(joint_vertex_xform), weight(weight)
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{}
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};
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typedef pvector<BoneWeight> BoneWeightList;
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////////////////////////////////////////////////////////////////////
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// Function: AssimpLoader::Constructor
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// Access: Public
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@ -156,6 +168,29 @@ build_graph() {
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delete[] _geom_matindices;
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}
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////////////////////////////////////////////////////////////////////
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// Function: AssimpLoader::find_ndoe
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// Access: Private
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// Description: Finds a node by name.
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////////////////////////////////////////////////////////////////////
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const aiNode *AssimpLoader::
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find_node(const aiNode &root, const aiString &name) {
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const aiNode *node;
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if (root.mName == name) {
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return &root;
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} else {
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for (size_t i = 0; i < root.mNumChildren; ++i) {
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node = find_node(*root.mChildren[i], name);
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if (node) {
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return node;
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}
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}
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}
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return NULL;
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}
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////////////////////////////////////////////////////////////////////
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// Function: AssimpLoader::load_texture
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// Access: Private
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@ -377,6 +412,28 @@ load_material(size_t index) {
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_mat_states[index] = state;
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}
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////////////////////////////////////////////////////////////////////
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// Function: AssimpLoader::create_joint
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// Access: Private
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// Description: Creates a CharacterJoint from an aiNode
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////////////////////////////////////////////////////////////////////
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void AssimpLoader::
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create_joint(Character *character, CharacterJointBundle *bundle, PartGroup *parent, const aiNode &node)
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{
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const aiMatrix4x4 &t = node.mTransformation;
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LMatrix4 mat(t.a1, t.b1, t.c1, t.d1,
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t.a2, t.b2, t.c2, t.d2,
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t.a3, t.b3, t.c3, t.d3,
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t.a4, t.b4, t.c4, t.d4);
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PT(CharacterJoint) joint = new CharacterJoint(character, bundle, parent, node.mName.C_Str(), mat);
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for (size_t i = 0; i < node.mNumChildren; ++i) {
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if (_bonemap.find(node.mChildren[i]->mName.C_Str()) != _bonemap.end()) {
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create_joint(character, bundle, joint, *node.mChildren[i]);
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}
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: AssimpLoader::load_mesh
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// Access: Private
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@ -386,6 +443,48 @@ void AssimpLoader::
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load_mesh(size_t index) {
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const aiMesh &mesh = *_scene->mMeshes[index];
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// Check if we need to make a Character
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PT(Character) character = NULL;
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if (mesh.HasBones()) {
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assimp_cat.debug()
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<< "Creating character for " << mesh.mName.C_Str() << "\n";
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// Find and add all bone nodes to the bone map
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for (size_t i = 0; i < mesh.mNumBones; ++i) {
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const aiBone &bone = *mesh.mBones[i];
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const aiNode *node = find_node(*_scene->mRootNode, bone.mName);
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_bonemap[bone.mName.C_Str()] = node;
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}
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// Find the root bone node
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const aiNode *root = _bonemap[mesh.mBones[0]->mName.C_Str()];
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while (root->mParent && _bonemap.find(root->mParent->mName.C_Str()) != _bonemap.end()) {
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root = root->mParent;
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}
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// Now create a character from the bones
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character = new Character(mesh.mName.C_Str());
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PT(CharacterJointBundle) bundle = character->get_bundle(0);
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PT(PartGroup) skeleton = new PartGroup(bundle, "<skeleton>");
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create_joint(character, bundle, skeleton, *root);
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}
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// Create transform blend table
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PT(TransformBlendTable) tbtable = new TransformBlendTable;
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pvector<BoneWeightList> bone_weights(mesh.mNumVertices);
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if (character) {
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for (size_t i = 0; i < mesh.mNumBones; ++i) {
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const aiBone &bone = *mesh.mBones[i];
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CPT(JointVertexTransform) jvt = new JointVertexTransform(character->find_joint(bone.mName.C_Str()));
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for (size_t j = 0; j < bone.mNumWeights; ++j) {
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const aiVertexWeight &weight = bone.mWeights[j];
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bone_weights[weight.mVertexId].push_back(BoneWeight(jvt, weight.mWeight));
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}
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}
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}
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// Create the vertex format.
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PT(GeomVertexArrayFormat) aformat = new GeomVertexArrayFormat;
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aformat->add_column(InternalName::get_vertex(), 3, Geom::NT_stdfloat, Geom::C_point);
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@ -405,14 +504,28 @@ load_mesh(size_t index) {
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aformat->add_column(InternalName::get_texcoord_name(out.str()), 3, Geom::NT_stdfloat, Geom::C_texcoord);
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}
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}
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PT(GeomVertexArrayFormat) tb_aformat = new GeomVertexArrayFormat;
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tb_aformat->add_column(InternalName::make("transform_blend"), 1, Geom::NT_uint16, Geom::C_index);
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//TODO: if there is only one UV set, hackily iterate over the texture stages and clear the texcoord name things
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PT(GeomVertexFormat) format = new GeomVertexFormat;
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format->add_array(aformat);
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if (character) {
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format->add_array(tb_aformat);
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GeomVertexAnimationSpec aspec;
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aspec.set_panda();
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format->set_animation(aspec);
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}
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// Create the GeomVertexData.
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string name (mesh.mName.data, mesh.mName.length);
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PT(GeomVertexData) vdata = new GeomVertexData(name, GeomVertexFormat::register_format(format), Geom::UH_static);
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if (character) {
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vdata->set_transform_blend_table(tbtable);
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}
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vdata->unclean_set_num_rows(mesh.mNumVertices);
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// Read out the vertices.
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@ -459,6 +572,22 @@ load_mesh(size_t index) {
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}
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}
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// Now the transform blend table
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if (character) {
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GeomVertexWriter transform_blend (vdata, InternalName::get_transform_blend());
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for (size_t i = 0; i < mesh.mNumVertices; ++i) {
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TransformBlend tblend;
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for (size_t j = 0; j < bone_weights[i].size(); ++j) {
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tblend.add_transform(bone_weights[i][j].joint_vertex_xform, bone_weights[i][j].weight);
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}
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transform_blend.add_data1i(tbtable->add_blend(tblend));
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}
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tbtable->set_rows(SparseArray::lower_on(vdata->get_num_rows()));
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}
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// Now read out the primitives.
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// Keep in mind that we called ReadFile with the aiProcess_Triangulate
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// flag earlier, so we don't have to worry about polygons.
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@ -501,6 +630,10 @@ load_mesh(size_t index) {
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_geoms[index] = geom;
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_geom_matindices[index] = mesh.mMaterialIndex;
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if (character) {
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_charmap[mesh.mName.C_Str()] = character;
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}
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}
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////////////////////////////////////////////////////////////////////
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@ -511,6 +644,12 @@ load_mesh(size_t index) {
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void AssimpLoader::
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load_node(const aiNode &node, PandaNode *parent) {
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PT(PandaNode) pnode;
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PT(Character) character;
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// Skip nodes we've converted to joints
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if (_bonemap.find(node.mName.C_Str()) != _bonemap.end()) {
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return;
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}
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// Create the node and give it a name.
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string name (node.mName.data, node.mName.length);
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@ -519,7 +658,13 @@ load_node(const aiNode &node, PandaNode *parent) {
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} else {
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pnode = new PandaNode(name);
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}
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parent->add_child(pnode);
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if (_charmap.find(node.mName.C_Str()) != _charmap.end()) {
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character = _charmap[node.mName.C_Str()];
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parent->add_child(character);
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} else {
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parent->add_child(pnode);
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}
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// Load in the transformation matrix.
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const aiMatrix4x4 &t = node.mTransformation;
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@ -545,7 +690,6 @@ load_node(const aiNode &node, PandaNode *parent) {
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meshIndex = node.mMeshes[0];
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gnode->add_geom(_geoms[meshIndex]);
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gnode->set_state(_mat_states[_geom_matindices[meshIndex]]);
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} else {
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for (size_t i = 0; i < node.mNumMeshes; ++i) {
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meshIndex = node.mMeshes[i];
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@ -553,6 +697,11 @@ load_node(const aiNode &node, PandaNode *parent) {
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_mat_states[_geom_matindices[meshIndex]]);
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}
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}
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if (character) {
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assimp_cat.debug() << "Adding char to geom\n";
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character->add_child(gnode);
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}
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}
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}
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@ -19,10 +19,23 @@
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#include "filename.h"
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#include "modelRoot.h"
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#include "texture.h"
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#include "pmap.h"
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#include "assimp/scene.h"
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#include "assimp/Importer.hpp"
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class Character;
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class CharacterJointBundle;
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class PartGroup;
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struct char_cmp {
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bool operator () (const char *a, const char *b) const {
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return strcmp(a,b) < 0;
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}
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};
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typedef pmap<const char *, const aiNode *, char_cmp> BoneMap;
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typedef pmap<const char *, PT(Character), char_cmp> CharacterMap;
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////////////////////////////////////////////////////////////////////
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// Class : AssimpLoader
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// Description : Class that interfaces with Assimp and builds Panda
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@ -54,10 +67,15 @@ private:
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CPT(RenderState) *_mat_states;
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PT(Geom) *_geoms;
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unsigned int *_geom_matindices;
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BoneMap _bonemap;
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CharacterMap _charmap;
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const aiNode *find_node(const aiNode &root, const aiString &name);
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void load_texture(size_t index);
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void load_texture_stage(const aiMaterial &mat, const aiTextureType &ttype, CPT(TextureAttrib) &tattr);
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void load_material(size_t index);
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void create_joint(Character *character, CharacterJointBundle *bundle, PartGroup *parent, const aiNode &node);
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void load_mesh(size_t index);
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void load_node(const aiNode &node, PandaNode *parent);
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void load_light(const aiLight &light);
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