Files
vb01/vbModelReader.cpp
T

314 lines
10 KiB
C++

#include"vbModelReader.h"
#include"util.h"
#include"vector.h"
#include"mesh.h"
#include"skeleton.h"
#include"bone.h"
#include"model.h"
#include"animation.h"
#include"animationController.h"
#include<vector>
#include<fstream>
using namespace std;
namespace vb01{
VbModelReader::VbModelReader(Model *model, string path) : ModelReader(model, path){
this->path = path;
this->model = model;
const string meshType = "MESH", skeletonType = "ARMATURE", lightType = "LIGHT";
vector<int> meshBracketIds, skeletonBracketIds, lightBracketIds;
int curBracketId = -1, lineIndex = 0;
string line, type;
ifstream file(path);
while(getline(file, line)){
if(line[0] == '{' || line[0] == '}'){
curBracketId = lineIndex;
if(line[0] == '{'){
getline(file, line);
lineIndex++;
int colonId = getCharId(line, ':');
type = line.substr(0, colonId);
}
if(type == meshType)
meshBracketIds.push_back(curBracketId);
else if(type == skeletonType)
skeletonBracketIds.push_back(curBracketId);
else if(type == lightType)
lightBracketIds.push_back(curBracketId);
}
lineIndex++;
}
file.close();
for(int i = 0; i < skeletonBracketIds.size() / 2; i++)
readSkeletons(skeletonBracketIds[i * 2], skeletonBracketIds[i * 2 + 1]);
for(int i = 0; i < meshBracketIds.size() / 2; i++)
readMeshes(meshBracketIds[i * 2], meshBracketIds[i * 2 + 1]);
for(int i = 0; i < lightBracketIds.size() / 2; i++)
readLights(lightBracketIds[i * 2], lightBracketIds[i * 2 + 1]);
for(string line : relationships){
Node *child = nullptr, *parent = nullptr;
int spaceId = getCharId(line, ' ');
string childName = line.substr(0, spaceId), parentName = line.substr(spaceId + 1, string::npos);
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);
}
VbModelReader::~VbModelReader(){
}
void VbModelReader::readSkeletons(int startLine, int endLine){
vector<string> meshData;
readFile(path, meshData, startLine + 1, startLine + 7);
string name = meshData[0].substr(getCharId(meshData[0], ':') + 2, string::npos);
string line = meshData[5];
string data[3];
getLineData(line, data, 3);
int numBones = atoi(data[1].c_str());
int numAnimations = atoi(data[2].c_str());
int boneStartLine = startLine + 7;
int animationStartLine = boneStartLine + numBones + 1;
Skeleton *skeleton = new Skeleton(name);
skeletons.push_back(skeleton);
meshData.clear();
readFile(path, meshData, boneStartLine, boneStartLine + numBones);
for(string line : meshData){
int colonId = getCharId(line, ':');
string preColon = line.substr(0, colonId);
string postColon = line.substr(colonId + 2, string::npos);
int numData = 11;
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()));
Vector3 yAxis = Vector3(atof(data[8].c_str()), atof(data[9].c_str()), atof(data[10].c_str()));
Vector3 zAxis = xAxis.cross(yAxis);
Vector3 pos = head;
string parName = string(data[0].c_str());
Node *parent = skeleton->getBone(parName);
if(!parent){
parent = model;
swap(xAxis.y, xAxis.z);
xAxis.z = -xAxis.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);
skeleton->addBone(bone, (Bone*)parent);
bone->lookAt(zAxis, yAxis, parent);
}
string animName = "";
Bone *animBone = nullptr;
Animation::KeyframeGroup::Keyframe::Type type;
meshData.clear();
readFile(path, meshData, animationStartLine, endLine + 1);
for(string l : meshData){
int colonId = getCharId(l, ':');
string preColon = l.substr(0, colonId);
if(preColon == "animationName"){
string postColon = l.substr(colonId + 2, string::npos);
animName = postColon;
skeleton->getAnimationController()->addAnimation(new Animation(animName));
continue;
}
Bone *b = skeleton->getBone(preColon);
if(b){
animBone = b;
Animation *anim = skeleton->getAnimationController()->getAnimation(animName);
Animation::KeyframeGroup *group = anim->getKeyframeGroup(animBone);
if(!group){
Animation::KeyframeGroup kg;
kg.bone = animBone;
anim->addKeyframeGroup(kg);
}
}
else{
Animation::KeyframeGroup::Keyframe::Interpolation interp;
if(l == "}")
break;
else if(preColon == "pos_x")
type=Animation::KeyframeGroup::Keyframe::Type::POS_X;
else if(preColon == "pos_y")
type = Animation::KeyframeGroup::Keyframe::Type::POS_Y;
else if(preColon == "pos_z")
type = Animation::KeyframeGroup::Keyframe::Type::POS_Z;
else if(preColon == "rot_w")
type = Animation::KeyframeGroup::Keyframe::Type::ROT_W;
else if(preColon == "rot_x")
type = Animation::KeyframeGroup::Keyframe::Type::ROT_X;
else if(preColon == "rot_y")
type = Animation::KeyframeGroup::Keyframe::Type::ROT_Y;
else if(preColon == "rot_z")
type = Animation::KeyframeGroup::Keyframe::Type::ROT_Z;
else{
int numData = 3;
string data[numData];
getLineData(l,data,numData);
float value = atof(data[0].c_str()), frame = atoi(data[1].c_str());
interp = (Animation::KeyframeGroup::Keyframe::Interpolation)atoi(data[2].c_str());
Animation::KeyframeGroup::Keyframe keyframe;
keyframe.type = type;
keyframe.interpolation = interp;
keyframe.value = value;
keyframe.frame = frame;
skeleton->getAnimationController()->getAnimation(animName)->getKeyframeGroup(animBone)->keyframes.push_back(keyframe);
}
}
}
}
void VbModelReader::readMeshes(int startLine, int endLine){
vector<string> meshData;
readFile(path, meshData, startLine + 1, startLine + 8);
string nameLine = meshData[0], parentLine = meshData[4], skeletonLine = meshData[5], numElementsLine = meshData[6];
int skeletonLineColonId = getCharId(skeletonLine, ':');
string skeletonName = skeletonLine.substr(skeletonLineColonId + 2, string::npos);
int parentLineColonId = getCharId(parentLine, ':');
string parent = parentLine.substr(parentLineColonId + 2, string::npos);
int nameLineColonId = getCharId(nameLine, ':');
string preColonNameLine = nameLine.substr(0, nameLineColonId);
string postColonNameLine = nameLine.substr(nameLineColonId + 2, string::npos);
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;
relationships.push_back(postColonNameLine + " " + 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 = startLine + 9;
int vertexStartLine = vertexGroupStartLine + numBones + 1;
int faceStartLine = vertexStartLine + numVertices + 1;
int shapeKeyStartLine = faceStartLine + numFaces + 1;
vector<Vector3> vertPos, vertNorm;
vector<float> vertWeights;
Mesh::Vertex *vertices = new Mesh::Vertex[numFaces * numVertsPerFace];
u32 *indices = new u32[numFaces * numVertsPerFace];
string *groups = new string[numBones];
meshData.clear();
readFile(path, meshData, vertexGroupStartLine, vertexGroupStartLine + numBones);
groups = new string[numBones];
for(int i = 0; i < numBones; i++){
groups[i] = meshData[i];
}
meshData.clear();
readFile(path, meshData, vertexStartLine, vertexStartLine + numVertices);
for(string line : meshData){
int numData = 6 + numBones;
string data[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);
for(int j = 0; j < numBones; j++)
vertWeights.push_back(atof(data[6 + j].c_str()));
}
meshData.clear();
readFile(path, meshData, faceStartLine, faceStartLine + numFaces * numVertsPerFace);
int i = 0;
for(string line : meshData){
int numData = 9;
string data[numData];
getLineData(line,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.norm = vertNorm[index];
vert.tan = tan;
vert.biTan = 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++;
}
}
vertices[i] = vert;
indices[i] = i;
i++;
}
meshData.clear();
readFile(path, meshData, shapeKeyStartLine, shapeKeyStartLine + numShapes);
for(int i = 0; i < numShapes; i++){
}
Skeleton *skeleton = nullptr;
for(Skeleton *sk : skeletons)
if(sk->getName() == skeletonName)
skeleton = sk;
Mesh *mesh = new Mesh(vertices, indices, numFaces, groups, numBones, nullptr, numShapes, name);
mesh->setSkeleton(skeleton);
Node *node = new Node(Vector3::VEC_ZERO, Quaternion::QUAT_W, Vector3::VEC_IJK, name);
node->attachMesh(mesh);
nodes.push_back(node);
}
void VbModelReader::readLights(int startLine, int endLine){
}
}