Files
vb01/vbModelReader.cpp
T

407 lines
13 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;
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, 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, meshBracketIds[key]);
buildMesh(data);
data.clear();
}
for(it = lightBracketIds.begin(); it != lightBracketIds.end(); ++it){
int key = it->first;
readFile(path, data, key, lightBracketIds[key]);
readLights(data);
data.clear();
}
connectNodes();
}
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::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);
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()));
Vector3 yAxis = Vector3(atof(data[8].c_str()), atof(data[9].c_str()), atof(data[10].c_str()));
string ikTarget = data[11].c_str();
int ikChainLength = atoi(data[12].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(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, parent);
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(skeleton->getBone(ikTargetBoneName));
}
}
void VbModelReader::readAnimations(Skeleton *skeleton, vector<string> &meshData){
AnimationController *controller = skeleton->getAnimationController();
for(string line : meshData){
int colonId = line.find_first_of(':');
if(colonId != -1){
string data[2];
string postCol = line.substr(colonId + 1);
getLineData(postCol, data, 2);
string animName = data[0];
int numBones = atoi(data[1].c_str());
controller->addAnimation(new Animation(animName));
}
}
}
void VbModelReader::readKeyframesGroups(Skeleton *skeleton, vector<string> &meshData){
AnimationController *controller = skeleton->getAnimationController();
for(string line : meshData){
string data[17];
getLineData(line, data, 3);
Animation *anim = controller->getAnimation(data[0]);
Bone *animBone = skeleton->getBone(data[1]);
int numChannelTypes = atoi(data[2].c_str());
getLineData(line, data, numChannelTypes * 2, 3);
KeyframeGroup keyframeGroup;
for(int i = 0; i < numChannelTypes * 2; i++){
string typeString = data[i * 2];
int numChannels = atoi(data[i * 2 + 1].c_str());
KeyframeChannelType type = anim->getKeyframeChannelType(typeString);
for(int j = 0; j < numChannels; j++){
KeyframeChannel keyframeChannel;
keyframeChannel.type = type;
keyframeGroup.keyframeChannels.push_back(keyframeChannel);
}
}
anim->addKeyframeGroup(keyframeGroup);
}
}
void VbModelReader::readKeyframes(Skeleton *skeleton, vector<string> &meshData){
AnimationController *controller = skeleton->getAnimationController();
for(string line : meshData){
int numData = 6;
string data[numData];
getLineData(line, data, numData);
Animation *anim = controller->getAnimation(data[0]);
Bone *animBone = skeleton->getBone(data[1]);
KeyframeChannelType type = anim->getKeyframeChannelType(data[2]);
KeyframeChannel channel = anim->getKeyframeChannel(animBone, type);
Keyframe keyframe;
keyframe.value = atof(data[3].c_str());
keyframe.frame = atoi(data[4].c_str());
keyframe.interpolation = (KeyframeInterpolation)atoi(data[5].c_str());
channel.keyframes.push_back(keyframe);
}
}
Skeleton* VbModelReader::readSkeleton(vector<string> &skeletonData){
//vector<string> skeletonMetaData(skeletonData.begin() + 1, skeletonData.begin() + 7);
string name = skeletonData[0].substr(getCharId(skeletonData[0], ':') + 2, string::npos);
string line = skeletonData[5];
string data[3];
getLineData(line, data, 3);
int numBones = atoi(data[1].c_str());
int numKeyframeGroups = -2;
int numAnimations = atoi(data[2].c_str());
int boneStartLine = 7;
int animationStartLine = boneStartLine + numBones + 1;
int keyframeGroupStartLine = animationStartLine + numKeyframeGroups + 1;
int keyframeStartLine = animationStartLine + numAnimations + 1;
Skeleton *skeleton = new Skeleton(name);
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() + animationStartLine + numAnimations);
readAnimations(skeleton, skeletonSubData);
skeletonSubData.clear();
skeletonSubData = vector<string>(skeletonData.begin() + keyframeGroupStartLine, skeletonData.begin() + keyframeGroupStartLine + numKeyframeGroups);
readKeyframesGroups(skeleton, skeletonSubData);
skeletonSubData.clear();
skeletonSubData = vector<string>(skeletonData.begin() + keyframeGroupStartLine, skeletonData.end());
readKeyframes(skeleton, skeletonSubData);
skeletonSubData.clear();
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[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()));
}
}
void VbModelReader::readFaces(
vector<Vector3> &vertPos,
vector<Vector3> &vertNorm,
vector<float> &vertWeights,
vector<string> &meshData,
int numBones,
Mesh::Vertex *vertices,
u32 *indices
){
for(int i = 0; i < meshData.size(); i++){
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.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;
}
}
void VbModelReader::readVertexGroups(string *groups, vector<string> &meshData, int numBones){
for(int i = 0; i < numBones; i++){
groups[i] = meshData[i];
}
}
void VbModelReader::readShapeKeys(int shapeKeyStartLine, int numShapes){
for(int i = 0; i < numShapes; i++){
}
}
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 + 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];
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, vertWeights, meshSubData, numBones, vertices, indices);
meshSubData.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);
readShapeKeys(shapeKeyStartLine, numShapes);
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, nullptr, numShapes, name);
mesh->setSkeleton(skeleton);
return mesh;
}
void VbModelReader::buildMesh(vector<string> &meshData){
Mesh *mesh = readMeshes(meshData);
mesh->construct();
Node *node = new Node(Vector3::VEC_ZERO, Quaternion::QUAT_W, Vector3::VEC_IJK, mesh->getName());
node->attachMesh(mesh);
nodes.push_back(node);
}
void VbModelReader::readLights(vector<string> &lightData){
}
}