Files
vb01/xmlModelReader.cpp
T

202 lines
6.9 KiB
C++

#include "xmlModelReader.h"
#include "mesh.h"
#include "skeleton.h"
#include "bone.h"
#include "vector.h"
#include <vector>
#include <tinyxml2.h>
using namespace std;
using namespace tinyxml2;
namespace vb01{
XmlModelReader::XmlModelReader(Model *model, string path) : ModelReader(model, path){
XMLDocument *doc = new XMLDocument();
doc->LoadFile(path.c_str());
XMLNode *root = doc->FirstChild();
model->attachChild(processNode(model, (XMLElement*)root));
}
Mesh* XmlModelReader::processMesh(XMLElement *meshEl){
vector<Vector3> vertPos, vertNorm;
vector<float> weights;
const char *tagName = "vertdata";
for(XMLElement *vertEl = meshEl->FirstChildElement(tagName); vertEl && strcmp(vertEl->Name(), tagName) == 0; vertEl = vertEl->NextSiblingElement()){
float posX = atof(vertEl->Attribute("px"));
float posY = atof(vertEl->Attribute("py"));
float posZ = atof(vertEl->Attribute("pz"));
vertPos.push_back(Vector3(posX, posY, posZ));
float normX = atof(vertEl->Attribute("nx"));
float normY = atof(vertEl->Attribute("ny"));
float normZ = atof(vertEl->Attribute("nz"));
vertNorm.push_back(Vector3(normX, normY, normZ));
for(XMLElement *weightEl = vertEl->FirstChildElement("weight"); weightEl; weightEl = weightEl->NextSiblingElement())
weights.push_back(atof(weightEl->Attribute("value")));
}
int numVertexGroups = atoi(meshEl->Attribute("num_vertex_groups"));
string *vertexGroups = new string[numVertexGroups];
tagName = "vertexgroup";
int i = 0;
for(XMLElement *vertGroupEl = meshEl->FirstChildElement(tagName); vertGroupEl && strcmp(vertGroupEl->Name(), tagName) == 0; vertGroupEl = vertGroupEl->NextSiblingElement(), i++)
vertexGroups[i] = (vertGroupEl->Attribute("name"));
i = 0;
int numVertices = 3 * atoi(meshEl->Attribute("num_faces"));
int numBones;
Mesh::Vertex *vertices = new Mesh::Vertex[numVertices];
tagName = "vert";
vector<u32> vertIds;
u32 *indices = new u32[numVertices];
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);
Mesh::Vertex vertex;
vertex.pos = vertPos[id];
vertex.norm = vertNorm[id];
vertex.uv = uv;
vertex.tan = tan;
vertex.biTan = biTan;
for(int j = 0, boneIndex = 0; j < numBones; j++){
if(weights[id * numBones + j] > 0){
vertex.boneIndices[boneIndex] = j;
vertex.weights[boneIndex] = weights[id * numBones + j];
boneIndex++;
}
}
indices[i] = i;
vertices[i] = vertex;
}
vertNorm.clear();
tagName = "shapekey";
i = 0;
int numShapeKeys = atoi(meshEl->Attribute("num_shape_keys"));
Mesh::ShapeKey *shapeKeys = new Mesh::ShapeKey[numShapeKeys];
for(XMLElement *shapeKeyEl = meshEl->FirstChildElement(tagName); shapeKeyEl && strcmp(shapeKeyEl->Name(), tagName) == 0; shapeKeyEl = shapeKeyEl->NextSiblingElement(), i++){
shapeKeys[i].name = shapeKeyEl->Attribute("name");
shapeKeys[i].minValue = atof(shapeKeyEl->Attribute("min"));
shapeKeys[i].maxValue = atof(shapeKeyEl->Attribute("max"));
XMLElement *driverEl = shapeKeyEl->FirstChildElement("driver");
vector<Vector3> shapeKeyPos;
for(XMLElement *vertEl = shapeKeyEl->FirstChildElement(tagName); vertEl; vertEl = vertEl->NextSiblingElement()){
float posX = atof(vertEl->Attribute("px"));
float posY = atof(vertEl->Attribute("py"));
float posZ = atof(vertEl->Attribute("pz"));
shapeKeyPos.push_back(Vector3(posX, posY, posZ));
for(int j = 0; j < numVertices; j++)
vertices[j].shapeKeyOffsets[i] = shapeKeyPos[vertIds[j]] - vertPos[vertIds[j]];
}
}
Mesh *mesh = new Mesh(vertices, indices, numVertices / 3, vertexGroups, numBones, shapeKeys, numShapeKeys);
return mesh;
}
Skeleton* XmlModelReader::processSkeleton(Node *root, XMLElement *skeletonEl){
XMLElement *rootBoneEl = skeletonEl->FirstChildElement("bone");
Skeleton *skeleton = new Skeleton(nullptr);
skeleton->addBone((Bone*)processNode(root, rootBoneEl, true), (Bone*)root);
return skeleton;
}
Node* XmlModelReader::processNode(Node *parent, XMLElement *xmlEl, bool bone){
Node *node = nullptr;
if(bone){
float headX = atof(xmlEl->Attribute("hx"));
float headY = atof(xmlEl->Attribute("hy"));
float headZ = atof(xmlEl->Attribute("hz"));
Vector3 head = Vector3(headX, headY, headZ);
float xAxisX = atof(xmlEl->Attribute("xaxisx"));
float xAxisY = atof(xmlEl->Attribute("xaxisy"));
float xAxisZ = atof(xmlEl->Attribute("xaxisz"));
Vector3 xAxis = Vector3(xAxisX, xAxisY, xAxisZ);
float yAxisX = atof(xmlEl->Attribute("yaxisx"));
float yAxisY = atof(xmlEl->Attribute("yaxisy"));
float yAxisZ = atof(xmlEl->Attribute("yaxisz"));
Vector3 yAxis = Vector3(yAxisX, yAxisY, yAxisZ);
string name = xmlEl->Attribute("name");
float length = atof(xmlEl->Attribute("length"));
Vector3 zAxis = xAxis.cross(yAxis).norm();
Vector3 pos = head;
/*
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);
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);
}
}
XMLElement *skeletonTag = xmlEl->FirstChildElement("skeleton");
if(skeletonTag)
processSkeleton(node, skeletonTag);
XMLElement *meshTag = xmlEl->FirstChildElement("mesh");
if(meshTag)
processMesh(meshTag);
XMLElement *lightTag = xmlEl->FirstChildElement("light");
for(XMLElement *el = xmlEl->FirstChildElement("node"); el; el = el->NextSiblingElement())
parent->attachChild(processNode(parent, el, bone));
return node;
}
}