model reader deletion

This commit is contained in:
devZoGok
2022-03-31 19:30:02 +03:00
parent f210e6b665
commit 3c53349b54
5 changed files with 0 additions and 991 deletions
-1
View File
@@ -85,7 +85,6 @@ if(BUILD_TESTS)
set(RENDER_TEST nodeTest.cpp cameraTest.cpp shaderTest.cpp particleEmitterTest.cpp)
set(ARMATURE_TEST boneTest.cpp ikSolverTest.cpp)
set(MODEL_TEST vbModelReaderTest.cpp)
set(ANIMATION_TEST animationChannelTest.cpp)
set(TEST_SRC main.cpp ${LIB_SRC} ${RENDER_TEST} ${ARMATURE_TEST} ${ANIMATION_TEST})
-631
View File
@@ -1,631 +0,0 @@
#include "vbModelReader.h"
#include "util.h"
#include "vector.h"
#include "light.h"
#include "mesh.h"
#include "skeleton.h"
#include "bone.h"
#include "model.h"
#include "animation.h"
#include "animationController.h"
#include <vector>
#include <algorithm>
#include <fstream>
using namespace std;
namespace vb01{
VbModelReader::VbModelReader(Model *model, string path) : ModelReader(model, path){
this->path = path;
this->model = model;
map<int, int> meshBracketIds, skeletonBracketIds, lightBracketIds;
getObjectBounds(meshBracketIds, skeletonBracketIds, lightBracketIds);
map<int, int>::iterator it;
vector<string> data;
for(it = skeletonBracketIds.begin(); it != skeletonBracketIds.end(); ++it){
int key = it->first;
readFile(path, data, key + 1, skeletonBracketIds[key]);
skeletons.push_back(readSkeleton(data));
data.clear();
}
for(it = meshBracketIds.begin(); it != meshBracketIds.end(); ++it){
int key = it->first;
readFile(path, data, key + 1, meshBracketIds[key]);
buildMesh(data);
data.clear();
}
for(it = lightBracketIds.begin(); it != lightBracketIds.end(); ++it){
int key = it->first;
readFile(path, data, key + 1, lightBracketIds[key]);
readLights(data);
data.clear();
}
connectNodes();
setupDrivers();
}
VbModelReader::~VbModelReader(){
}
void VbModelReader::getObjectBounds(map<int, int> &meshBracketIds, map<int, int> &skeletonBracketIds, map<int, int> &lightBracketIds){
const string meshType = "MESH", skeletonType = "ARMATURE", lightType = "LIGHT";
int lineIndex = 0, leftBracket = -1, rightBracket = -1;
string line, type;
ifstream file(path);
while(getline(file, line)){
if(line[0] == '{'){
leftBracket = lineIndex;
getline(file, line);
lineIndex++;
int colonId = getCharId(line, ':');
type = line.substr(0, colonId);
}
else if(line[0] == '}')
rightBracket = lineIndex;
if(leftBracket != -1 && rightBracket != -1){
if(type == meshType)
meshBracketIds.emplace(leftBracket, rightBracket);
else if(type == skeletonType)
skeletonBracketIds.emplace(leftBracket, rightBracket);
else if(type == lightType)
lightBracketIds.emplace(leftBracket, rightBracket);
leftBracket = -1, rightBracket = -1;
}
lineIndex++;
}
file.close();
}
void VbModelReader::connectNodes(){
for(map<string, string>::iterator it = relationships.begin(); it != relationships.end(); it++){
Node *child = nullptr, *parent = nullptr;
string childName = it->first, parentName = relationships[childName];
for(Node *node : nodes){
if(node->getName() == childName)
child = node;
else if(node->getName() == parentName)
parent = node;
}
if(parent)
parent->attachChild(child);
}
for(Node *node : nodes)
if(!node->getParent())
model->attachChild(node);
}
void VbModelReader::setupDrivers(){
int i = 0;
for(string *data : driverSetups){
Skeleton *drivingSkeleton = nullptr, *drivenSkeleton = nullptr;
Mesh *drivenMesh = nullptr;
for(Skeleton *sk : skeletons){
if(data[0] == sk->getName())
drivingSkeleton = sk;
if(data[2] == sk->getName())
drivenSkeleton = sk;
}
for(Mesh *m : meshes)
if(data[2] == m->getName())
drivenMesh = m;
Animatable *animatable = nullptr;
if(drivenSkeleton){
for(Bone *bone : drivenSkeleton->getBones())
if(bone->getName() == data[3])
animatable = bone;
}
else if(drivenMesh){
int numShapeKeys = drivenMesh->getNumShapeKeys();
for(int i = 0; i < numShapeKeys; i++){
Mesh::ShapeKey &shapeKey = drivenMesh->getShapeKey(i);
if(shapeKey.name == data[3])
animatable = &shapeKey;
}
}
else{
for(Node *node : nodes)
if(node->getName() == data[2])
animatable = node;
}
if(drivingSkeleton){
for(Bone *bone : drivingSkeleton->getBones())
if(bone->getName() == data[1])
bone->addDriver(drivers[i]);
}
else{
for(Node *node : nodes)
if(node->getName() == data[0])
node->addDriver(drivers[i]);
}
KeyframeChannel &keyframeChannel = drivers[i]->getKeyframeChannel();
keyframeChannel.animatable = animatable;
i++;
}
for(string *data : driverSetups)
delete[] data;
}
void VbModelReader::createBones(Skeleton *skeleton, vector<string> &skeletonData){
map<string, string> ikRelationships;
for(string line : skeletonData){
int colonId = getCharId(line, ':');
string preColon = line.substr(0, colonId);
string postColon = line.substr(colonId + 2);
const int numData = 13;
string data[numData];
getLineData(postColon, data, numData);
float length = atof(data[1].c_str());
Vector3 head = Vector3(atof(data[2].c_str()), atof(data[3].c_str()), atof(data[4].c_str()));
Vector3 xAxis = Vector3(atof(data[5].c_str()), atof(data[6].c_str()), atof(data[7].c_str())).norm();
Vector3 yAxis = Vector3(atof(data[8].c_str()), atof(data[9].c_str()), atof(data[10].c_str())).norm();
float eps = pow(10, -2);
if(fabs(xAxis.x) < eps)
xAxis.x = 0;
if(fabs(xAxis.y) < eps)
xAxis.y = 0;
if(fabs(xAxis.z) < eps)
xAxis.z = 0;
if(fabs(yAxis.x) < eps)
yAxis.x = 0;
if(fabs(yAxis.y) < eps)
yAxis.y = 0;
if(fabs(yAxis.z) < eps)
yAxis.z = 0;
string ikTarget = data[11].c_str();
int ikChainLength = atoi(data[12].c_str());
Vector3 zAxis = xAxis.cross(yAxis).norm();
Vector3 pos = head;
string parName = string(data[0].c_str());
Node *parent = skeleton->getBone(parName);
if(!parent){
parent = model;
swap(pos.y, pos.z);
pos.z = -pos.z;
swap(yAxis.y, yAxis.z);
yAxis.z = -yAxis.z;
swap(zAxis.y, zAxis.z);
zAxis.z = -zAxis.z;
}
else
pos = pos + Vector3(0, ((Bone*)parent)->getLength(), 0);
Bone *bone = new Bone(preColon, length, pos);
bone->setIkChainLength(ikChainLength);
skeleton->addBone(bone, (Bone*)parent);
bone->lookAt(zAxis, yAxis);
if(ikTarget != "-")
ikRelationships.emplace(preColon, ikTarget);
}
map<string, string>::iterator it;
for(it = ikRelationships.begin(); it != ikRelationships.end(); it++){
string targetBoneName = it->first;
string ikTargetBoneName = ikRelationships[targetBoneName];
skeleton->getBone(targetBoneName)->setIkTarget(ikTargetBoneName);
}
}
KeyframeChannel VbModelReader::readKeyframeChannel(Animatable *animatable, vector<string> &animationData, int &keyframeChannelStartLine){
string channelData[3];
getLineData(animationData[keyframeChannelStartLine], channelData, 3);
string animatableName = channelData[0], typeStr = channelData[1];
int numKeyframes = atoi(channelData[2].c_str());
int keyframeStartLine = keyframeChannelStartLine + 1;
KeyframeChannel keyframeChannel;
if(currentSkeleton)
keyframeChannel.animatable = currentSkeleton->getBone(animatableName);
else if(currentLight)
keyframeChannel.animatable = ((Node*)animatable)->getLight(0);
else
keyframeChannel.animatable = animatable;
keyframeChannel.type = KeyframeChannel::getKeyframeChannelType(typeStr);
for(int k = 0; k < numKeyframes; k++){
string keyframeLine = animationData[keyframeStartLine + k];
string keyframeData[7];
getLineData(keyframeLine, keyframeData, 7);
Keyframe keyframe;
keyframe.value = atof(keyframeData[0].c_str());
keyframe.frame = atof(keyframeData[1].c_str());
keyframe.interpolation = (KeyframeInterpolation)atoi(keyframeData[2].c_str());
keyframe.leftHandleValue = atof(keyframeData[3].c_str());
keyframe.leftHandleFrame = atof(keyframeData[4].c_str());
keyframe.rightHandleValue = atof(keyframeData[5].c_str());
keyframe.rightHandleFrame = atof(keyframeData[6].c_str());
keyframeChannel.keyframes.push_back(keyframe);
}
keyframeChannelStartLine += numKeyframes + 1;
return keyframeChannel;
}
void VbModelReader::readAnimations(Animatable *animatable, vector<string> &animationData){
int numAnimations = atoi(animationData[0].substr(animationData[0].find_first_of(':') + 2).c_str());
int animStartLine = 1;
for(int i = 0; i < numAnimations; i++){
string animLine = animationData[animStartLine];
string data[2];
getLineData(animLine.substr(animLine.find_first_of(':') + 2), data, 2);
currentAnim = data[0];
Animation *animation = new Animation(currentAnim);
AnimationController::getSingleton()->addAnimation(animation);
int numKeyframeChannels = atoi(data[1].c_str());
int keyframeChannelStartLine = animStartLine + 1;
for(int j = 0; j < numKeyframeChannels; j++)
animation->addKeyframeChannel(readKeyframeChannel(animatable, animationData, keyframeChannelStartLine));
animStartLine = keyframeChannelStartLine;
}
}
void VbModelReader::readDrivers(vector<string> &meshData, string objectName){
int numDrivers = atoi(meshData[0].substr(meshData[0].find_first_of(':') + 1).c_str());
int driverStartLine = 1;
const int numData = 3;
for(int i = 0; i < numDrivers; i++){
string data[numData];
getLineData(meshData[driverStartLine], data, numData);
bool driverIsBone = (data[numData - 1] != "");
Driver::VariableType type = Driver::getDriverVariableType(driverIsBone ? data[numData - 1] : data[numData - 2]);
int keyframeChannelStartLine = driverStartLine + 1;
string drivingNode = data[0];
string drivingBone = (driverIsBone ? data[1] : "");
string drivenAnimatable = objectName;
string channelData[1];
getLineData(meshData[keyframeChannelStartLine], channelData, 1);
string drivenSubAnimatable = channelData[0];
string *driverSetup = new string[4]{drivingNode, drivingBone, drivenAnimatable, drivenSubAnimatable};
driverSetups.push_back(driverSetup);
KeyframeChannel keyframeChannel = readKeyframeChannel(nullptr, meshData, keyframeChannelStartLine);
drivers.push_back(new Driver(keyframeChannel, type));
driverStartLine += 2 + keyframeChannel.keyframes.size();
}
}
Skeleton* VbModelReader::readSkeleton(vector<string> &skeletonData){
string name = skeletonData[0].substr(getCharId(skeletonData[0], ':') + 2);
string line = skeletonData[5];
string data[3];
getLineData(line, data, 3);
int boneStartLine = 6;
int numBones = atoi(data[1].c_str());
int animationStartLine = boneStartLine + numBones;
int driverStartLine = findDriverStartLine(skeletonData, animationStartLine);
Skeleton *skeleton = new Skeleton(name);
currentSkeleton = skeleton;
vector<string> skeletonSubData = vector<string>(skeletonData.begin() + boneStartLine, skeletonData.begin() + boneStartLine + numBones);
createBones(skeleton, skeletonSubData);
skeletonSubData.clear();
skeletonSubData = vector<string>(skeletonData.begin() + animationStartLine, skeletonData.begin() + driverStartLine);
readAnimations(nullptr, skeletonSubData);
skeletonSubData.clear();
skeletonSubData = vector<string>(skeletonData.begin() + driverStartLine, skeletonData.end());
readDrivers(skeletonSubData, name);
skeletonSubData.clear();
currentSkeleton = nullptr;
return skeleton;
}
void VbModelReader::readVertices(
vector<Vector3> &vertPos,
vector<Vector3> &vertNorm,
vector<float> &vertWeights,
vector<string> &meshData,
int numBones
){
for(string line : meshData){
int numData = 6 + numBones;
string *data = new string[numData];
getLineData(line, data, numData);
Vector3 vPos = Vector3(atof(data[0].c_str()), atof(data[2].c_str()), -atof(data[1].c_str()));
Vector3 vNorm = Vector3(atof(data[3].c_str()), atof(data[5].c_str()), -atof(data[4].c_str()));
vertPos.push_back(vPos);
vertNorm.push_back(vNorm);
float *weightCoefs = new float[numBones];
for(int i = 0; i < numBones; i++)
weightCoefs[i] = atof(data[6 + i].c_str());
delete[] data;
int numPosWeights = 0;
float sumWeightCoefs = 0;
for(int i = 0; i < numBones; i++)
if(weightCoefs[i] > 0){
sumWeightCoefs += weightCoefs[i];
}
float root = 1. / sumWeightCoefs;
for(int i = 0; i < numBones; i++)
vertWeights.push_back(root * weightCoefs[i]);
delete[] weightCoefs;
}
}
void VbModelReader::readFaces(
vector<Vector3> &vertPos,
vector<Vector3> &vertNorm,
vector<u32> &vertIds,
vector<float> &vertWeights,
vector<string> &meshData,
int numBones,
Mesh::Vertex *vertices,
u32 *indices
){
for(int i = 0; i < meshData.size(); i++){
const int numData = 9;
string data[numData];
getLineData(meshData[i], data, numData);
int index = atoi(data[0].c_str());
Vector2 uv = Vector2(atof(data[1].c_str()), atof(data[2].c_str()));
Vector3 tan = Vector3(atof(data[3].c_str()), atof(data[5].c_str()), -atof(data[4].c_str()));
Vector3 biTan = Vector3(atof(data[6].c_str()), atof(data[8].c_str()), -atof(data[7].c_str()));
Mesh::Vertex vert;
vert.pos = vertPos[index];
vert.tan = tan;
vert.biTan = biTan;
vert.norm = tan.cross(biTan);
vert.uv = uv;
for(int j = 0, boneIndex = 0; j < numBones; j++){
if(vertWeights[index * numBones + j] > 0){
vert.boneIndices[boneIndex] = j;
vert.weights[boneIndex] = vertWeights[index * numBones + j];
boneIndex++;
}
}
vertIds.push_back(index);
vertices[i] = vert;
indices[i] = i;
}
}
void VbModelReader::readVertexGroups(string *groups, vector<string> &meshData, int numBones){
for(int i = 0; i < numBones; i++){
groups[i] = meshData[i];
}
}
void VbModelReader::readShapeKeys(Mesh::Vertex *vertices, vector<u32> &vertIds, vector<string> &meshData, Mesh::ShapeKey *shapeKeys, int numShapes, int numVertPos){
int shapeKeyStartLine = 0;
for(int i = 0; i < numShapes; i++){
string line = meshData[shapeKeyStartLine];
int colonId = line.find_first_of(':');
Mesh::ShapeKey shapeKey;
shapeKey.name = line.substr(0, colonId);
string data[2];
getLineData(line.substr(colonId + 2), data, 2);
shapeKey.minValue = atof(data[0].c_str());
shapeKey.value = shapeKey.minValue;
shapeKey.maxValue = atof(data[1].c_str());
shapeKeys[i] = shapeKey;
Vector3 *shapeKeyVertPos = new Vector3[numVertPos];
for(int j = 0; j < numVertPos; j++){
string line = meshData[shapeKeyStartLine + 1 + j];
string dataLine[3];
getLineData(line, dataLine, 3);
shapeKeyVertPos[j] = Vector3(atof(dataLine[0].c_str()), atof(dataLine[2].c_str()), -atof(dataLine[1].c_str()));
}
for(int j = 0; j < vertIds.size(); j++){
Vector3 offset = shapeKeyVertPos[vertIds[j]] - vertices[j].pos;
vertices[j].shapeKeyOffsets[i] = (offset);
}
delete[] shapeKeyVertPos;
shapeKeyStartLine = shapeKeyStartLine + numVertPos + 1;
}
}
Mesh* VbModelReader::readMeshes(vector<string> &meshData){
string nameLine = meshData[0];
int nameLineColonId = getCharId(nameLine, ':');
string preColonNameLine = nameLine.substr(0, nameLineColonId);
string postColonNameLine = nameLine.substr(nameLineColonId + 2, string::npos);
string numElementsLine = meshData[6];
int numElementsColonId = getCharId(numElementsLine, ':');
string numElementsPreColon = numElementsLine.substr(0, numElementsColonId);
string numElementsPostColon = numElementsLine.substr(numElementsColonId + 2, string::npos);
string data[4];
getLineData(numElementsPostColon, data, 4);
string name = postColonNameLine;
string parentLine = meshData[4];
int parentLineColonId = getCharId(parentLine, ':');
string parent = parentLine.substr(parentLineColonId + 2, string::npos);
relationships.emplace(name, parent);
const int numVertsPerFace = 3;
int numVertices = atoi(data[0].c_str());
int numFaces = atoi(data[1].c_str());
int numBones = atoi(data[2].c_str());
int numShapes = atoi(data[3].c_str());
int vertexGroupStartLine = 8;
int vertexStartLine = vertexGroupStartLine + numBones + 1;
int faceStartLine = vertexStartLine + numVertices + 1;
int shapeKeyStartLine = faceStartLine + numFaces * numVertsPerFace + 1;
int animationStartLine = shapeKeyStartLine + numShapes * (1 + numVertices);
int driverStartLine = findDriverStartLine(meshData, animationStartLine);
vector<Vector3> vertPos, vertNorm;
vector<float> vertWeights;
vector<u32> vertIds;
Mesh::Vertex *vertices = new Mesh::Vertex[numFaces * numVertsPerFace];
u32 *indices = new u32[numFaces * numVertsPerFace];
string *groups = new string[numBones];
Mesh::ShapeKey *shapeKeys = new Mesh::ShapeKey[numShapes];
vector<string> meshSubData = vector<string>(meshData.begin() + vertexStartLine, meshData.begin() + vertexStartLine + numVertices);
readVertices(vertPos, vertNorm, vertWeights, meshSubData, numBones);
meshSubData.clear();
meshSubData = vector<string>(meshData.begin() + faceStartLine, meshData.begin() + faceStartLine + numFaces * numVertsPerFace);
readFaces(vertPos, vertNorm, vertIds, vertWeights, meshSubData, numBones, vertices, indices);
meshSubData.clear();
vertPos.clear();
vertNorm.clear();
vertWeights.clear();
meshSubData = vector<string>(meshData.begin() + vertexGroupStartLine, meshData.begin() + vertexGroupStartLine + numBones);
readVertexGroups(groups, meshSubData, numBones);
meshSubData.clear();
meshSubData = vector<string>(meshData.begin() + shapeKeyStartLine, meshData.begin() + (shapeKeyStartLine + numShapes * (1 + numVertices)));
readShapeKeys(vertices, vertIds, meshSubData, shapeKeys, numShapes, numVertices);
meshSubData.clear();
getLineData(meshData[1].substr(meshData[1].find_first_of(':') + 2), data, 3);
Vector3 pos = Vector3(atof(data[0].c_str()), atof(data[2].c_str()), -atof(data[1].c_str()));
getLineData(meshData[2].substr(meshData[2].find_first_of(':') + 2), data, 4);
Quaternion rot = Quaternion(atof(data[0].c_str()), atof(data[1].c_str()), atof(data[3].c_str()), -atof(data[2].c_str()));
getLineData(meshData[3].substr(meshData[3].find_first_of(':') + 2), data, 3);
Vector3 scale = Vector3(atof(data[0].c_str()), atof(data[1].c_str()), atof(data[2].c_str()));
Node *node = new Node(pos, rot, scale, name);
nodes.push_back(node);
meshSubData = vector<string>(meshData.begin() + animationStartLine, meshData.begin() + driverStartLine);
readAnimations(node, meshSubData);
meshSubData.clear();
meshSubData = vector<string>(meshData.begin() + driverStartLine, meshData.end());
readDrivers(meshSubData, name);
meshSubData.clear();
string skeletonLine = meshData[5];
int skeletonLineColonId = getCharId(skeletonLine, ':');
string skeletonName = skeletonLine.substr(skeletonLineColonId + 2, string::npos);
Skeleton *skeleton = nullptr;
for(Skeleton *sk : skeletons)
if(sk->getName() == skeletonName)
skeleton = sk;
Mesh *mesh = new Mesh(vertices, indices, numFaces, groups, numBones, shapeKeys, numShapes, name);
meshes.push_back(mesh);
mesh->setSkeleton(skeleton);
node->attachMesh(mesh);
return mesh;
}
void VbModelReader::buildMesh(vector<string> &meshData){
Mesh *mesh = readMeshes(meshData);
mesh->construct();
}
void VbModelReader::readLights(vector<string> &lightData){
string name = lightData[0].substr(lightData[0].find_first_of(':') + 2);
string data[4];
getLineData(lightData[1].substr(lightData[1].find_first_of(':') + 2), data, 3);
Vector3 pos = Vector3(atof(data[0].c_str()), atof(data[1].c_str()), atof(data[2].c_str()));
getLineData(lightData[2].substr(lightData[2].find_first_of(':') + 2), data, 4);
Quaternion rot = Quaternion(atof(data[0].c_str()), atof(data[1].c_str()), atof(data[2].c_str()), atof(data[3].c_str()));
getLineData(lightData[3].substr(lightData[3].find_first_of(':') + 2), data, 3);
Vector3 scale = Vector3(atof(data[0].c_str()), atof(data[1].c_str()) + 2, atof(data[2].c_str()));
string parent = lightData[4].substr(lightData[4].find_first_of(':') + 2);
relationships.emplace(name, parent);
string typeStr = lightData[5].substr(lightData[5].find_first_of(':') + 2);
Light::Type type;
if(typeStr == "POINT")
type = Light::POINT;
else if(typeStr == "SUN")
type = Light::DIRECTIONAL;
else if(typeStr == "SPOT")
type = Light::SPOT;
else if(typeStr == "AREA")
type = Light::AMBIENT;
getLineData(lightData[6].substr(lightData[6].find_first_of(':') + 2), data, 3);
Vector3 color = Vector3(atof(data[0].c_str()), atof(data[1].c_str()), atof(data[2].c_str()));
float outerAngle = atof(lightData[7].substr(lightData[7].find_first_of(':') + 2).c_str());
float innerAngle = atof(lightData[8].substr(lightData[8].find_first_of(':') + 2).c_str());
Light *light = new Light(type, name);
light->setColor(color);
light->setOuterAngle(outerAngle);
light->setInnerAngle(innerAngle);
currentLight = light;
Node *node = new Node(pos, rot, scale, name);
node->addLight(light);
nodes.push_back(node);
int animationStartLine = 9;
int driverStartLine = findDriverStartLine(lightData, animationStartLine);
vector<string> lightSubData = vector<string>(lightData.begin() + animationStartLine, lightData.begin() + driverStartLine);
readAnimations(node, lightSubData);
lightSubData.clear();
lightSubData = vector<string>(lightData.begin() + driverStartLine, lightData.end());
readDrivers(lightSubData, name);
lightSubData.clear();
currentLight = nullptr;
}
int VbModelReader::findDriverStartLine(vector<string> &data, int animationStartLine){
int driverStartLine = animationStartLine;
for(int i = animationStartLine; i < data.size(); i++)
if(data[i].find_first_of(':') != -1 && data[i].substr(0, data[i].length() - 1) == "drivers: "){
driverStartLine = i;
break;
}
return driverStartLine;
}
}
-56
View File
@@ -1,56 +0,0 @@
#ifndef VB_MODEL_READER
#define VB_MODEL_READER
#include "modelReader.h"
#include "util.h"
#include "mesh.h"
#include <vector>
#include <iterator>
#include <map>
namespace vb01{
class Model;
class Node;
class Skeleton;
class Driver;
class VbModelReader : public ModelReader{
public:
VbModelReader(){}
VbModelReader(Model*, std::string);
~VbModelReader();
private:
void getObjectBounds(std::map<int, int>&, std::map<int, int>&, std::map<int, int>&);
void connectNodes();
void setupDrivers();
int findDriverStartLine(std::vector<std::string>&, int);
void createBones(Skeleton*, std::vector<std::string>&);
KeyframeChannel readKeyframeChannel(Animatable*, std::vector<std::string>&, int&);
void readAnimations(Animatable*, std::vector<std::string>&);
Skeleton* readSkeleton(std::vector<std::string>&);
void readVertices(std::vector<Vector3>&, std::vector<Vector3>&, std::vector<float>&, std::vector<std::string>&, int);
void readFaces(std::vector<Vector3>&, std::vector<Vector3>&, std::vector<u32>&, std::vector<float>&, std::vector<std::string>&, int, Mesh::Vertex*, u32*);
void readVertexGroups(std::string*, std::vector<std::string>&, int);
void readShapeKeys(Mesh::Vertex*, std::vector<u32>&, std::vector<std::string>&, Mesh::ShapeKey*, int, int);
void readDrivers(std::vector<std::string>&, std::string);
void buildMesh(std::vector<std::string>&);
Mesh* readMeshes(std::vector<std::string>&);
void readLights(std::vector<std::string>&);
std::vector<Driver*> drivers;
std::map<std::string, std::string> relationships;
std::vector<std::string*> driverSetups;
Skeleton *currentSkeleton = nullptr;
Light *currentLight = nullptr;
std::vector<Skeleton*> skeletons;
std::vector<Mesh*> meshes;
std::vector<Node*> nodes;
std::string currentAnim = "";
friend class VbModelReaderTest;
};
}
#endif
-236
View File
@@ -1,236 +0,0 @@
#include "vbModelReaderTest.h"
#include "vbModelReader.h"
#include "skeleton.h"
#include "animationController.h"
using namespace std;
namespace vb01{
VbModelReaderTest::VbModelReaderTest(){}
VbModelReaderTest::~VbModelReaderTest(){}
void VbModelReaderTest::setUp(){
rootNode = Root::getSingleton()->getRootNode();
modelReader = new VbModelReader();
setupSkeleton();
setupMesh();
}
void VbModelReaderTest::tearDown(){
delete modelReader;
}
void VbModelReaderTest::setupSkeleton(){
model = new Model();
rootNode->attachChild(model);
modelReader->model = model;
bones = vector<vbReader::Bone>({
Bone("bipod", "-", Vector3(0, 0, 0), Vector3(1, 0, 0), Vector3(0, 1, 0), "", 0),
Bone("bipod.L", "bipod", Vector3(1, 0, 2), Vector3(1, 0, 0), Vector3(0, 0, -1), "", 0),
Bone("bipod.R", "bipod", Vector3(-1, 0, 2), Vector3(-1, 0, 0), Vector3(0, 0, -1), "", 0),
Bone("opening", "-", Vector3(0, 0, 2), Vector3(-1, 0, 0), Vector3(0, 0, -1), "", 0)
});
skeletonParent = "-";
int numBones = bones.size();
skeletonData.push_back("ARMATURE: MG42");
skeletonData.push_back("pos: 0.0 0.0 0.0");
skeletonData.push_back("rot: 1.0 0.0 0.0 -0.0");
skeletonData.push_back("scale: 1.0 1.0 1.0");
skeletonData.push_back("parent: " + skeletonParent);
skeletonData.push_back("bones: " + to_string(numBones) + " ");
for(vbReader::Bone b : bones){
string headStr = to_string(b.head.x) + " " + to_string(b.head.y) + " " + to_string(b.head.z) + " ";
string xAxisStr = to_string(b.xAxis.x) + " " + to_string(b.xAxis.y) + " " + to_string(b.xAxis.z) + " ";
string yAxisStr = to_string(b.yAxis.x) + " " + to_string(b.yAxis.y) + " " + to_string(b.yAxis.z) + " ";
skeletonData.push_back(b.name + ": " + b.parent + " " + headStr + xAxisStr + yAxisStr + b.ikTarget + " " + to_string(b.ikChainLength) + " ");
}
skeletonData.push_back("animations: 2");
skeletonData.push_back("animation: Action 13 ");
skeletonData.push_back("bipod.L pos_x 2 ");
skeletonData.push_back("0 1 2 1 1 1 1 ");
skeletonData.push_back("0 10 2 1 1 1 1 ");
skeletonData.push_back("bipod.L pos_y 2 ");
skeletonData.push_back("0 1 2 1 1 1 1 ");
skeletonData.push_back("0 10 2 1 1 1 1 ");
skeletonData.push_back("bipod.L pos_z 2 ");
skeletonData.push_back("0 1 2 1 1 1 1 ");
skeletonData.push_back("0 10 2 1 1 1 1 ");
skeletonData.push_back("bipod.L rot_w 2 ");
skeletonData.push_back("0 1 2 1 1 1 1 ");
skeletonData.push_back("0 10 2 1 1 1 1 ");
skeletonData.push_back("bipod.L rot_x 2 ");
skeletonData.push_back("0 1 2 1 1 1 1 ");
skeletonData.push_back("0 10 2 1 1 1 1 ");
skeletonData.push_back("bipod.L rot_y 2 ");
skeletonData.push_back("0 1 2 1 1 1 1 ");
skeletonData.push_back("0 10 2 1 1 1 1 ");
skeletonData.push_back("bipod.L rot_z 2 ");
skeletonData.push_back("0 1 2 1 1 1 1 ");
skeletonData.push_back("0 10 2 1 1 1 1 ");
skeletonData.push_back("bipod.R pos_x 2 ");
skeletonData.push_back("0 1 2 1 1 1 1 ");
skeletonData.push_back("10 10 2 1 1 1 1 ");
skeletonData.push_back("bipod.R pos_y 2 ");
skeletonData.push_back("0 1 2 1 1 1 1 ");
skeletonData.push_back("10 10 2 1 1 1 1 ");
skeletonData.push_back("bipod.R pos_z 2 ");
skeletonData.push_back("0 1 2 1 1 1 1 ");
skeletonData.push_back("10 10 2 1 1 1 1 ");
skeletonData.push_back("bipod.R rot_w 2 ");
skeletonData.push_back("0 1 2 1 1 1 1 ");
skeletonData.push_back("10 10 2 1 1 1 1 ");
skeletonData.push_back("bipod.R rot_x 2 ");
skeletonData.push_back("0 1 2 1 1 1 1 ");
skeletonData.push_back("10 10 2 1 1 1 1 ");
skeletonData.push_back("bipod.R rot_y 2 ");
skeletonData.push_back("0 1 2 1 1 1 1 ");
skeletonData.push_back("10 10 2 1 1 1 1 ");
skeletonData.push_back("animation: open 2 ");
skeletonData.push_back("opening rot_w 2 ");
skeletonData.push_back("1 1 2 1 1 1 1 ");
skeletonData.push_back("0 10 2 1 1 1 1 ");
skeletonData.push_back("opening rot_x 1 ");
skeletonData.push_back("0 1 2 1 1 1 1 ");
skeletonData.push_back("drivers: 0");
}
void VbModelReaderTest::setupMesh(){
meshName = "mg42";
meshParent = "-";
skeletonName = "MG42";
vertPos = vector<Vector3>({Vector3(0, 1, 2), Vector3(1, 1, 2), Vector3(2, 1, 2)});
vertNorm = vector<Vector3>({Vector3(3, 4, 5), Vector3(3, 4, 5), Vector3(3, 4, 5)});
vertUv = vector<Vector2>({Vector2(1, 1), Vector2(1, 0), Vector2(0, 0)});
vertexGroups = vector<string>({"clip", "trigger"});
vertTan = vector<Vector3>({Vector3(1, 2, 3), Vector3(1, 2, 3), Vector3(1, 2, 3)});
vertBiTan = vector<Vector3>({Vector3(3, 2, 1), Vector3(3, 2, 1), Vector3(3, 2, 1)});
vertWeights = vector<vector<float>>({
vector<float>({1, 0.5}),
vector<float>({1, 0.5}),
vector<float>({1, 0.5})
});
int numVerts = vertPos.size();
int numFaces = numVerts / 3;
int numVertexGroups = vertexGroups.size();
int numShapeKeys = 1;
meshData.push_back("MESH: " + meshName);
meshData.push_back("pos: 0.0 0.0 0.0");
meshData.push_back("rot: 1.0 0.0 0.0 -0.0");
meshData.push_back("scale: 1.0 1.0 1.0");
meshData.push_back("parent: " + meshParent);
meshData.push_back("skeleton: " + skeletonName);
meshData.push_back("numElements: " + to_string(numVerts) + " " + to_string(numFaces) + " " + to_string(numVertexGroups) + " " + to_string(numShapeKeys) + " ");
meshData.push_back("groups:");
for(string group : vertexGroups)
meshData.push_back(group);
meshData.push_back("vertices:");
for(int i = 0; i < vertPos.size(); i++){
Vector3 pos = vertPos[i];
Vector3 norm = vertNorm[i];
string posString = to_string(pos.x) + " " + to_string(pos.y) + " " + to_string(pos.z) + " ";
string normString = to_string(norm.x) + " " + to_string(norm.y) + " " + to_string(norm.z) + " ";
string weightsString = "";
for(int j = 0; j < numVertexGroups; j++)
weightsString += to_string(vertWeights[i][j]) + " ";
meshData.push_back(posString + normString + weightsString);
}
meshData.push_back("faces:");
for(int i = 0; i < vertPos.size(); i++){
Vector2 uv = vertUv[i];
Vector3 tan = vertTan[i];
Vector3 biTan = vertBiTan[i];
string uvString = to_string(uv.x) + " " + to_string(uv.y) + " ";
string tanString = to_string(tan.x) + " " + to_string(tan.y) + " " + to_string(tan.z) + " ";
string biTanString = to_string(biTan.x) + " " + to_string(biTan.y) + " " + to_string(biTan.z) + " ";
meshData.push_back(to_string(i) + " " + uvString + tanString + biTanString);
}
meshData.push_back("shapeKeys: 0");
meshData.push_back("Key 1: 0 1 ");
for(int i = 0; i < vertPos.size(); i++){
Vector3 pos = vertPos[i];
string posString = to_string(pos.x) + " " + to_string(pos.y) + " " + to_string(pos.z) + " ";
meshData.push_back(posString);
}
meshData.push_back("animations: 0");
meshData.push_back("drivers: 0");
}
void VbModelReaderTest::testReadSkeletons(){
Skeleton *skeleton = modelReader->readSkeleton(skeletonData);
int numBones = skeleton->getNumBones();
for(int i = 0; i < numBones; i++){
CPPUNIT_ASSERT(skeleton->getBone(i)->getName() == bones[i].name);
vb01::Bone *parent = (vb01::Bone*)skeleton->getBone(i)->getParent();
if(parent->getName() != "")
CPPUNIT_ASSERT(parent->getName() == bones[i].parent);
else
CPPUNIT_ASSERT(bones[i].parent == "-");
}
AnimationController *controller = AnimationController::getSingleton();
string animNames[]{"Action", "open"};
CPPUNIT_ASSERT(controller->getAnimation(animNames[0]));
CPPUNIT_ASSERT(controller->getAnimation(animNames[1]));
Animation *animation = controller->getAnimation(animNames[0]);
const vector<KeyframeChannel> &keyframeChannels = animation->getKeyframeChannels();
vector<KeyframeChannel> leftBipodChannels, rightBipodChannels;
for(KeyframeChannel ch : keyframeChannels){
vb01::Bone *bone = (vb01::Bone*)ch.animatable;
if(bone->getName() == "bipod.L")
leftBipodChannels.push_back(ch);
else if(bone->getName() == "bipod.R")
rightBipodChannels.push_back(ch);
}
CPPUNIT_ASSERT(!leftBipodChannels.empty());
CPPUNIT_ASSERT(!rightBipodChannels.empty());
for(KeyframeChannel keyframeChannel : leftBipodChannels)
CPPUNIT_ASSERT(keyframeChannel.keyframes.size() == 2);
for(KeyframeChannel keyframeChannel : rightBipodChannels)
CPPUNIT_ASSERT(keyframeChannel.keyframes.size() == 2);
Keyframe lastRightBipodKeyframe = animation->getKeyframeChannel(skeleton->getBone("bipod.R"), KeyframeChannelType::ROT_Y)->keyframes[1];
CPPUNIT_ASSERT(lastRightBipodKeyframe.value == 10);
CPPUNIT_ASSERT(lastRightBipodKeyframe.frame == 10);
CPPUNIT_ASSERT(lastRightBipodKeyframe.interpolation == KeyframeInterpolation::BEZIER);
}
void VbModelReaderTest::testReadMeshes(){
Mesh *mesh = modelReader->readMeshes(meshData);
Mesh::Vertex *vertices = mesh->getVerts();
u32 *indices = mesh->getIndices();
Skeleton *skeleton = mesh->getSkeleton();
CPPUNIT_ASSERT(mesh->getName() == meshName);
if(skeleton)
CPPUNIT_ASSERT(mesh->getSkeleton()->getName() == skeletonName);
else
CPPUNIT_ASSERT(!mesh->getSkeleton());
for(int i = 0; i < mesh->getNumVerts(); i++){
Mesh::Vertex vert = vertices[i];
Vector3 pos = vertPos[i], norm = vertNorm[i], tan = vertTan[i], biTan = vertBiTan[i];
Vector2 uv = vertUv[i];
CPPUNIT_ASSERT(vert.pos == Vector3(pos.x, pos.z, -pos.y));
CPPUNIT_ASSERT(vert.norm == Vector3(norm.x, norm.z, -norm.y));
CPPUNIT_ASSERT(vert.tan == Vector3(tan.x, tan.z, -tan.y));
CPPUNIT_ASSERT(vert.biTan == Vector3(biTan.x, biTan.z, -biTan.y));
CPPUNIT_ASSERT(vert.uv == uv);
CPPUNIT_ASSERT(indices[i] == i);
}
for(int i = 0; i < mesh->getNumVertexGroups(); i++){
CPPUNIT_ASSERT(mesh->getVertexGroups()[i] == vertexGroups[i]);
}
}
}
-67
View File
@@ -1,67 +0,0 @@
#ifndef VB_MODEL_READER_TEST
#define VB_MODEL_READER_TEST
#include <cppunit/TestFixture.h>
#include <cppunit/extensions/HelperMacros.h>
#include <vector>
#include <string>
#include "vector.h"
#include "animation.h"
#include "model.h"
namespace vb01{
class VbModelReader;
class VbModelReaderTest;
typedef VbModelReaderTest vbReader;
class VbModelReaderTest : public CppUnit::TestFixture{
CPPUNIT_TEST_SUITE(VbModelReaderTest);
CPPUNIT_TEST(testReadSkeletons);
CPPUNIT_TEST(testReadMeshes);
CPPUNIT_TEST_SUITE_END();
public:
VbModelReaderTest();
~VbModelReaderTest();
void setUp();
void tearDown();
private:
void setupSkeleton();
void testReadSkeletons();
void setupMesh();
void testReadMeshes();
void testReadLights();
struct Bone{
Bone(std::string name, std::string parent, Vector3 head, Vector3 xAxis, Vector3 yAxis, std::string ikTarget, int ikChainLength){
this->name = name;
this->parent = parent;
this->head = head;
this->xAxis = xAxis;
this->yAxis = yAxis;
this->ikTarget = ikTarget;
this->ikChainLength = ikChainLength;
}
std::string name, parent, ikTarget;
Vector3 head, xAxis, yAxis;
int ikChainLength;
};
Node *rootNode = nullptr;
VbModelReader *modelReader = nullptr;
Model *model = nullptr;
std::string meshName, skeletonName, meshParent, skeletonParent;
std::vector<std::string> vertexGroups;
std::vector<Vector3> vertPos, vertNorm, vertTan, vertBiTan;
std::vector<Vector2> vertUv;
std::vector<std::string> skeletonData, meshData;
std::vector<vbReader::Bone> bones;
std::vector<std::vector<float>> vertWeights;
std::vector<Animation> animations;
};
}
#endif