Files
vb01/xmlModelReader.cpp
T
2024-09-08 14:24:17 +03:00

335 lines
12 KiB
C++

#include "xmlModelReader.h"
#include "mesh.h"
#include "skeleton.h"
#include "bone.h"
#include "animation.h"
#include "vector.h"
#include "animationController.h"
#include "animatable.h"
#include "modelAsset.h"
#include <vector>
#include <tinyxml2.h>
using namespace std;
using namespace tinyxml2;
namespace vb01{
XmlModelReader *xmlModelReader = nullptr;
XmlModelReader* XmlModelReader::getSingleton(){
if(!xmlModelReader)
xmlModelReader = new XmlModelReader();
return xmlModelReader;
}
Asset* XmlModelReader::readAsset(string path){
XMLDocument *doc = new XMLDocument();
doc->LoadFile(path.c_str());
XMLElement *root = doc->FirstChildElement();
ModelAsset *asset = new ModelAsset();
asset->path = path;
asset->rootNode = new Node();
assetRootNode = asset->rootNode;
for(XMLElement *ch = root->FirstChildElement(); ch; ch = ch->NextSiblingElement())
assetRootNode->attachChild(processNode(assetRootNode, ch));
vector<Node*> descendants;
assetRootNode->getDescendants(descendants);
setupDrivers(descendants);
delete doc;
return asset;
}
void XmlModelReader::setupDrivers(vector<Node*> descendants){
for(pair<string, Driver*> pair : driversByNodeNames){
for(Node *desc : descendants){
int dotId = pair.first.find_first_of(".");
string driverNodeName = (dotId == string::npos ? pair.first : pair.first.substr(dotId + 1));
if(driverNodeName == desc->getName())
desc->addDriver(pair.second);
}
}
}
//TODO remove the 4 literal for bone weights and indices
Mesh* XmlModelReader::processMesh(XMLElement *meshEl){
int numVertPos = atoi(meshEl->Attribute("num_vertex_pos"));
int numVertexGroups = atoi(meshEl->Attribute("num_vertex_groups"));
const char *tagName = "vertdata";
Vector3 *vertPos = new Vector3[numVertPos];
float **weights = new float*[numVertPos];
int **boneIndices = new int*[numVertPos], i = 0;
for(XMLElement *vertEl = meshEl->FirstChildElement(tagName); vertEl && strcmp(vertEl->Name(), tagName) == 0, i < numVertPos; vertEl = vertEl->NextSiblingElement(), i++){
float posX = atof(vertEl->Attribute("px"));
float posY = atof(vertEl->Attribute("py"));
float posZ = atof(vertEl->Attribute("pz"));
vertPos[i] = Vector3(posX, posY, posZ);
weights[i] = new float[4];
boneIndices[i] = new int[4];
for(int j = 0; j < 4; j++){
weights[i][j] = 0;
boneIndices[i][j] = -1;
}
int boneIndex = 0, j = 0;
for(XMLElement *weightEl = vertEl->FirstChildElement("weight"); weightEl, j < numVertexGroups; weightEl = weightEl->NextSiblingElement(), j++){
float w = atof(weightEl->Attribute("value"));
if(w > 0){
weights[i][boneIndex] = w;
boneIndices[i][boneIndex] = j;
boneIndex++;
}
}
}
string *vertexGroups = new string[numVertexGroups];
tagName = "vertexgroup";
i = 0;
if(numVertexGroups > 0)
for(XMLElement *vertGroupEl = meshEl->FirstChildElement(tagName); vertGroupEl && strcmp(vertGroupEl->Name(), tagName) == 0 && i < numVertexGroups; vertGroupEl = vertGroupEl->NextSiblingElement(), i++)
vertexGroups[i] = vertGroupEl->Attribute("name");
i = 0;
int numVertices = 3 * atoi(meshEl->Attribute("num_faces"));
MeshData::Vertex *vertices = new MeshData::Vertex[numVertices];
tagName = "vert";
u32 *indices = new u32[numVertices];
Vector3 *normals = new Vector3[numVertices];
vector<int> vertIds;
for(XMLElement *vertEl = meshEl->FirstChildElement(tagName); vertEl && strcmp(vertEl->Name(), tagName) == 0; vertEl = vertEl->NextSiblingElement(), i++){
int id = atoi(vertEl->Attribute("id"));
vertIds.push_back(id);
float uvX = atof(vertEl->Attribute("uvx"));
float uvY = atof(vertEl->Attribute("uvy"));
Vector2 uv = Vector2(uvX, uvY);
float tanX = atof(vertEl->Attribute("tx"));
float tanY = atof(vertEl->Attribute("ty"));
float tanZ = atof(vertEl->Attribute("tz"));
Vector3 tan = Vector3(tanX, tanY, tanZ);
float biTanX = atof(vertEl->Attribute("bx"));
float biTanY = atof(vertEl->Attribute("by"));
float biTanZ = atof(vertEl->Attribute("bz"));
Vector3 biTan = Vector3(biTanX, biTanY, biTanZ);
normals[i] = biTan.cross(tan);
MeshData::Vertex vertex;
vertex.pos = &vertPos[id];
vertex.norm = &normals[id];
vertex.uv = uv;
vertex.tan = tan;
vertex.biTan = biTan;
vertex.weights = weights[id];
vertex.boneIndices = boneIndices[id];
indices[i] = i;
vertices[i] = vertex;
}
tagName = "shapekey";
i = 0;
int numShapeKeys = atoi(meshEl->Attribute("num_shape_keys"));
MeshData::ShapeKey *shapeKeys = nullptr;
Vector3 **shapeKeyOffsets = nullptr;
if(numShapeKeys > 0){
shapeKeys = new MeshData::ShapeKey[numShapeKeys];
shapeKeyOffsets = new Vector3*[numVertPos];
for(int i = 0; i < numVertPos; i++)
shapeKeyOffsets[i] = new Vector3[100];
for(XMLElement *shapeKeyEl = meshEl->FirstChildElement(tagName); shapeKeyEl && strcmp(shapeKeyEl->Name(), tagName) == 0 && i < numShapeKeys; shapeKeyEl = shapeKeyEl->NextSiblingElement(), i++){
string name = shapeKeyEl->Attribute("name");
float minValue = atof(shapeKeyEl->Attribute("min"));
float maxValue = atof(shapeKeyEl->Attribute("max"));
shapeKeys[i] = MeshData::ShapeKey(name, minValue, minValue, maxValue);
XMLElement *driverEl = shapeKeyEl->FirstChildElement("driver");
KeyframeChannel channel = processKeyframeChannells(driverEl)[0];
const char *nodeName = driverEl->Attribute("obj");
const char *boneName = driverEl->Attribute("bone");
Driver::VariableType type = Driver::getDriverVariableType(driverEl->Attribute("type"));
driversByNodeNames.push_back(make_pair(string(nodeName) + (boneName ? "." + string(boneName) : ""), new Driver(&shapeKeys[i], channel, type)));
int j = 0;
for(XMLElement *vertEl = shapeKeyEl->FirstChildElement("vert"); vertEl; vertEl = vertEl->NextSiblingElement(), j++){
float posX = atof(vertEl->Attribute("px"));
float posY = atof(vertEl->Attribute("py"));
float posZ = atof(vertEl->Attribute("pz"));
shapeKeyOffsets[j][i] = Vector3(posX, posY, posZ) - vertPos[j];
}
}
for(int i = 0; i < numVertices; i++)
vertices[i].shapeKeyOffsets = shapeKeyOffsets[vertIds[i]];
}
const char *fullSkeletonName = meshEl->Attribute("skeleton");
string name = string(meshEl->Parent()->ToElement()->Attribute("name")) + string(meshEl->Attribute("name"));
Mesh *mesh = new Mesh(MeshData(vertPos, weights, boneIndices, shapeKeyOffsets, numVertPos, normals, vertices, indices, numVertices / 3, name, vertexGroups, numVertexGroups, (fullSkeletonName ? fullSkeletonName : ""), shapeKeys, numShapeKeys));
return mesh;
}
vector<KeyframeChannel> XmlModelReader::processKeyframeChannells(XMLElement *containerTag){
vector<KeyframeChannel> keyframeChannels;
for(XMLElement *channelEl = containerTag->FirstChildElement("channel"); channelEl; channelEl = channelEl->NextSiblingElement()){
vector<Keyframe> keyframes;
for(XMLElement *keyframeEl = channelEl->FirstChildElement("keyframe"); keyframeEl; keyframeEl = keyframeEl->NextSiblingElement()){
string interpString = keyframeEl->Attribute("interpolation");
Keyframe::Interpolation interpolation = KeyframeChannel::getKeyframeInterpolationType(interpString);
float frame = atof(keyframeEl->Attribute("frame"));
float value = atof(keyframeEl->Attribute("value"));
float leftFrame = atof(keyframeEl->Attribute("lefthandleframe"));
float leftValue = atof(keyframeEl->Attribute("lefthandlevalue"));
float rightFrame = atof(keyframeEl->Attribute("righthandleframe"));
float rightValue = atof(keyframeEl->Attribute("righthandlevalue"));
keyframes.push_back(KeyframeChannel::createKeyframe(interpolation, value, frame, leftValue, leftFrame, rightValue, rightFrame));
}
string typeStr = channelEl->Attribute("type");
KeyframeChannel::Type type = KeyframeChannel::getKeyframeChannelType(typeStr);
string channelName = channelEl->Attribute("name");
keyframeChannels.push_back(KeyframeChannel::createKeyframeChannel(type, channelName, keyframes));
}
return keyframeChannels;
}
void XmlModelReader::processAnimations(XMLElement *animContainer, vector<Animatable*> animatables){
AnimationController *animController = AnimationController::getSingleton();
const char *animTag = "animation";
for(XMLElement *animEl = animContainer->FirstChildElement(animTag); animEl && strcmp(animEl->Name(), animTag) == 0; animEl = animEl->NextSiblingElement()){
string name = animEl->Attribute("name");
Animation *animation = new Animation(name);
animation->addKeyframeChannels(processKeyframeChannells(animEl));
animController->addAnimation(animation);
}
}
Skeleton* XmlModelReader::processSkeleton(Node *root, XMLElement *skeletonEl){
XMLElement *rootBoneEl = skeletonEl->FirstChildElement("bone");
Bone *rootBone = (Bone*)processNode(root, rootBoneEl, true);
root->attachChild(rootBone);
Skeleton *skeleton = new Skeleton(skeletonEl->Attribute("name"));
vector<Node*> bones = vector<Node*>{rootBone};
rootBone->getDescendants(bones);
for(Node *bone : bones)
skeleton->addBone((Bone*)bone, nullptr);
processAnimations(skeletonEl, vector<Animatable*>(bones.begin(), bones.end()));
return skeleton;
}
Node* XmlModelReader::processNode(Node *parent, XMLElement *xmlEl, bool bone){
Node *node = nullptr;
const char *name = xmlEl->Attribute("name");
if(bone){
float components[]{
atof(xmlEl->Attribute("hx")),
atof(xmlEl->Attribute("hy")),
atof(xmlEl->Attribute("hz")),
atof(xmlEl->Attribute("xaxisx")),
atof(xmlEl->Attribute("xaxisy")),
atof(xmlEl->Attribute("xaxisz")),
atof(xmlEl->Attribute("yaxisx")),
atof(xmlEl->Attribute("yaxisy")),
atof(xmlEl->Attribute("yaxisz"))
};
float eps = pow(10, -2);
for(int i = 0; i < 9; i++)
if(fabs(components[i]) < eps)
components[i] = 0;
Vector3 head = Vector3(components[0], components[1], components[2]);
Vector3 xAxis = Vector3(components[3], components[4], components[5]);
Vector3 yAxis = Vector3(components[6], components[7], components[8]);
float length = atof(xmlEl->Attribute("length"));
Vector3 zAxis = xAxis.cross(yAxis).norm();
Vector3 pos = head;
if(strcmp(xmlEl->Parent()->ToElement()->Name(), "skeleton") == 0){
parent = assetRootNode;
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);
node = new Bone(name, length, pos, Quaternion::QUAT_W, Vector3::VEC_IJK);
node->lookAt(zAxis, yAxis);
const char *ikTarget = xmlEl->Attribute("iktarget");
if(ikTarget != nullptr){
((Bone*)node)->setIkTarget(ikTarget);
int ikChainLength = atoi(xmlEl->Attribute("chainlength"));
((Bone*)node)->setIkChainLength(ikChainLength);
}
}
else{
Vector3 pos = Vector3(atof(xmlEl->Attribute("px")), atof(xmlEl->Attribute("py")), atof(xmlEl->Attribute("pz")));
Quaternion rot = Quaternion(atof(xmlEl->Attribute("rw")), atof(xmlEl->Attribute("rx")), atof(xmlEl->Attribute("ry")), atof(xmlEl->Attribute("rz")));
Vector3 scale = Vector3(atof(xmlEl->Attribute("sx")), atof(xmlEl->Attribute("sy")), atof(xmlEl->Attribute("sz")));
node = new Node(pos, rot, scale, name);
}
XMLElement *skeletonTag = xmlEl->FirstChildElement("skeleton");
if(skeletonTag)
node->addSkeleton(processSkeleton(node, skeletonTag));
XMLElement *meshTag = xmlEl->FirstChildElement("mesh");
if(meshTag)
node->attachMesh(processMesh(meshTag));
XMLElement *lightTag = xmlEl->FirstChildElement("light");
processAnimations(xmlEl, vector<Animatable*>{node});
const char *tagName = (bone ? "bone" : "node");
for(XMLElement *el = xmlEl->FirstChildElement(tagName); el; el = el->NextSiblingElement())
node->attachChild(processNode(node, el, bone));
return node;
}
}