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vb01/model.cpp
T

506 lines
14 KiB
C++
Executable File

#include"model.h"
#include"mesh.h"
#include"material.h"
#include"vector.h"
#include"util.h"
#include"bone.h"
#include"root.h"
#include"skeleton.h"
#include"animation.h"
#include<vector>
#include<iostream>
#include<Importer.hpp>
#include<scene.h>
#include<postprocess.h>
#include<fstream>
using namespace std;
using namespace Assimp;
namespace vb01{
void Model::processNode(aiNode *node, const aiScene *scene, Node *currentNode){
for(int i=0;i<node->mNumMeshes;i++){
aiMesh *mesh=scene->mMeshes[node->mMeshes[i]];
processMesh(mesh,scene,currentNode);
}
for(int i=0;i<node->mNumChildren;i++){
Node *childNode=new Node();
currentNode->attachChild(childNode);
processNode(node->mChildren[i],scene,childNode);
}
}
void Model::processMesh(aiMesh *mesh, const aiScene *scene, Node *currentNode){
const int numTris=mesh->mNumFaces;
Mesh::Vertex *vertices=new Mesh::Vertex[3*numTris];
u32 *indices=new u32[3*numTris];
for(int i=0;i<3*numTris;i++){
Mesh::Vertex v;
v.pos.x=mesh->mVertices[i].x;
v.pos.y=mesh->mVertices[i].y;
v.pos.z=mesh->mVertices[i].z;
v.norm.x=mesh->mNormals[i].x;
v.norm.y=mesh->mNormals[i].y;
v.norm.z=mesh->mNormals[i].z;
v.tan.x=mesh->mTangents[i].x;
v.tan.y=mesh->mTangents[i].y;
v.tan.z=mesh->mTangents[i].z;
v.biTan.x=mesh->mBitangents[i].x;
v.biTan.y=mesh->mBitangents[i].y;
v.biTan.z=mesh->mBitangents[i].z;
if(mesh->mTextureCoords[0]){
v.uv.x=mesh->mTextureCoords[0][i].x;
v.uv.y=mesh->mTextureCoords[0][i].y;
}
else
v.uv=Vector2::VEC_ZERO;
vertices[i]=v;
}
for(int i=0;i<numTris;i++){
int numFaceIndices=mesh->mFaces[i].mNumIndices;
for(int j=0;j<numFaceIndices;j++){
indices[numFaceIndices*i+j]=mesh->mFaces[i].mIndices[j];
}
}
//if(mesh->mMaterialIndex>=0){
// aiMaterial *material=scene->mMaterial[mesh->mMaterialIndex];
//}
currentNode->attachMesh(new Mesh(vertices,indices,numTris));
}
Model::Model(string path,bool b) : Node(){
Node *rootNode=Root::getSingleton()->getRootNode();
if(b){
Importer importer;
const aiScene *scene=importer.ReadFile(path,aiProcess_Triangulate | aiProcess_FlipUVs | aiProcess_GenNormals | aiProcess_CalcTangentSpace);
if(!scene||scene->mFlags&AI_SCENE_FLAGS_INCOMPLETE||!scene->mRootNode){
cout<<"Failed to load model:"<<importer.GetErrorString()<<endl;
exit(-1);
}
processNode(scene->mRootNode,scene,this);
}
else{
enum Stage{ARMATURE,MESH};
Stage stage;
ifstream in(path);
string l,name="";
Vector3 localPos=Vector3::VEC_ZERO,localScale=Vector3::VEC_IJK;
Quaternion localRot=Quaternion::QUAT_W;
vector<string> childrenChain;
vector<Skeleton*> skeletons;
vector<Mesh*> meshes;
vector<Light*> lights;
vector<Node*> nodes;
Skeleton *skeleton=nullptr;
string animName="";
Bone *animBone=nullptr;
const int numVertsPerFace=3;
int numFaces=0,vertId=0,faceId=0,groupId=0,groupVertId=0,numGroups=0,numShapeKeys=0;
Mesh::Vertex *vertices;
u32 *indices;
vector<Vector3> vertPos,vertNorm;
vector<float> vertWeights;
string *groups=nullptr,*shapeKeys=nullptr;
while(getline(in,l)){
int colonId=-1;
for(int i=0;i<l.length();i++)
if(l[i]==':'){
colonId=i;
break;
}
string preColon=l.substr(0,colonId);
string postColon=l.length()==colonId+1?"":l.substr(colonId+2,string::npos);
if(preColon=="ARMATURE"){
stage=ARMATURE;
skeleton=new Skeleton(postColon);
name=postColon;
continue;
}
else if(preColon=="MESH"){
stage=MESH;
name=postColon;
continue;
}
else if(preColon=="pos"){
continue;
}
else if(preColon=="rot"){
continue;
}
else if(preColon=="scale"){
continue;
}
else if(preColon=="parent"){
childrenChain.push_back(name+" "+postColon);
continue;
}
if(stage==ARMATURE){
enum ArmatureStage{BONES,ANIMATIONS};
ArmatureStage armatureStage;
int numBones=0;
if(preColon=="bones"){
numBones=atoi(postColon.c_str());
armatureStage=BONES;
continue;
}
else if(preColon=="animations"){
armatureStage=ANIMATIONS;
continue;
}
switch(armatureStage){
case BONES:
{
int numData=11;
string data[numData];
getLineData(postColon,data,numData);
float length=atof(data[0].c_str());
Vector3 pos=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[6].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);
string parName=string(data[0].c_str());
Node *parent=skeleton->getBone(parName);
if(!parent){
parent=this;
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;
}
Vector3 parAxis[]={
parent->getLocalAxis(0),
parent->getLocalAxis(1),
parent->getLocalAxis(2)
};
Vector3 boneAxis[3]={
(parAxis[0]*xAxis.x+parAxis[1]*xAxis.y+parAxis[2]*xAxis.z).norm(),
(parAxis[0]*yAxis.x+parAxis[1]*yAxis.y+parAxis[2]*yAxis.z).norm(),
(parAxis[0]*zAxis.x+parAxis[1]*zAxis.y+parAxis[2]*zAxis.z).norm()
};
Bone *bone=new Bone(preColon,boneAxis,pos);
skeleton->addBone(bone,parent);
bone->lookAt(boneAxis[1],boneAxis[2],parent);
break;
}
case ANIMATIONS:
{
if(preColon=="animationName"){
animName=postColon;
skeleton->addAnimation(new Animation(animName));
continue;
}
Bone *b=skeleton->getBone(preColon);
if(b){
animBone=b;
Animation *anim=skeleton->getAnimation(animName);
Animation::KeyframeGroup *group=anim->getKeyframeGroup(animBone);
if(!group){
Animation::KeyframeGroup kg;
kg.bone=animBone;
anim->addKeyframeGroup(kg);
}
continue;
}
else{
Animation::KeyframeGroup::Keyframe::Type type;
Animation::KeyframeGroup::Keyframe::Interpolation interp;
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 if(l==""){
skeletons.push_back(skeleton);
break;
}
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->getAnimation(animName)->getKeyframeGroup(animBone)->keyframes.push_back(keyframe);
}
}
break;
}
}
}
else{
enum MeshStage{VERTICES,FACES,GROUPS,SHAPE_KEYS};
MeshStage meshStage;
if(preColon=="vertices"){
const int numData=4;
string data[numData];
getLineData(postColon,data,numData);
numFaces=atoi(data[1].c_str());
numGroups=atoi(data[2].c_str());
vertices=new Mesh::Vertex[numFaces*numVertsPerFace];
indices=new u32[numFaces*numVertsPerFace];
meshStage=VERTICES;
continue;
}
else if(preColon=="faces"){
meshStage=FACES;
continue;
}
else if(preColon=="groups"){
groups=new string[numGroups];
meshStage=GROUPS;
continue;
}
else if(preColon=="shapeKeys"){
meshStage=SHAPE_KEYS;
continue;
}
switch(meshStage){
{
case VERTICES:
int numData=10;
string data[numData];
getLineData(l,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()));
float vWeights[]{
atof(data[6].c_str()),
atof(data[7].c_str()),
atof(data[8].c_str()),
atof(data[9].c_str())
};
vertPos.push_back(vPos);
vertNorm.push_back(vNorm);
for(int i=0;i<4;i++)
vertWeights.push_back(vWeights[i]);
/*
Vector2 vertUv=Vector2(atof(data[5].c_str()),atof(data[6].c_str()));
Vector3 vertTan=Vector3(atof(data[7].c_str()),atof(data[9].c_str()),-atof(data[10].c_str()));
Vector3 vertBitan=Vector3(atof(data[11].c_str()),atof(data[13].c_str()),-atof(data[12].c_str()));
*/
/*
Mesh::Vertex vert;
vert.pos=vertPos;
vert.norm=vertNorm;
vert.uv=vertUv;
vert.tan=vertTan;
vert.biTan=vertBitan;
*/
//vertices[vertId]=vert;
break;
}
{
case FACES:
int numData=9;
string data[numData];
getLineData(l,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;
vert.weights[0]=vertWeights[index*4+0];
vert.weights[1]=vertWeights[index*4+1];
vert.weights[2]=vertWeights[index*4+2];
vert.weights[3]=vertWeights[index*4+3];
for(int i=0;i<numVertsPerFace;i++){
}
indices[vertId]=vertId;
vertices[vertId]=vert;
vertId++;
break;
}
{
case GROUPS:
if(l==""){
meshes.push_back(new Mesh(vertices,indices,numFaces,groups,numGroups,shapeKeys,numShapeKeys,name));
break;
}
else{
groups[groupId]=l;
groupId++;
}
break;
}
{
case SHAPE_KEYS:
if(l==""){
meshes.push_back(new Mesh(vertices,indices,numFaces,groups,numGroups,shapeKeys,numShapeKeys,name));
break;
}
break;
}
}
}
}
for(Mesh *mesh : meshes){
Node *meshNode=new Node(localPos,localRot,localScale);
meshNode->attachMesh(mesh);
nodes.push_back(meshNode);
for(string line : childrenChain){
int spaceId=-1;
for(int i=0;i<line.length();i++)
if(line[i]==' ')
spaceId=i;
string childName=line.substr(0,spaceId),parentName=line.substr(spaceId+1,string::npos);
if(mesh->getName()==childName){
for(Skeleton *sk : skeletons){
if(sk->getName()==parentName)
mesh->setSkeleton(sk);
}
}
}
}
for(Light *light : lights){
Node *lightNode=new Node(localPos,localRot,localScale);
lightNode->addLight(light);
nodes.push_back(lightNode);
}
for(string line : childrenChain){
int spaceId=-1;
for(int i=0;i<line.length();i++)
if(line[i]==' ')
spaceId=i;
string childName=line.substr(0,spaceId),parentName=line.substr(spaceId+1,string::npos);
Node *childNode=nullptr,*parentNode=this;
for(int i=0;i<nodes.size();i++){
Mesh *m0=nodes[i]->getMesh(0);
Skeleton *sk0=m0->getSkeleton();
if(m0->getName()==childName||(sk0&&sk0->getName()==childName)){
childNode=nodes[i];
for(int j=0;j<nodes.size();j++){
Mesh *m1=nodes[j]->getMesh(0);
Skeleton *sk1=m1->getSkeleton();
if(m1->getName()==parentName||(sk1&&sk1->getName()==parentName))
parentNode=nodes[j];
}
}
}
if(childNode!=parentNode)
parentNode->attachChild(childNode);
}
}
}
Model::~Model(){
delete children[0]->getMesh(0)->getMaterial();
vector<Node*> descendants;
getDescendants(this,descendants);
for(Node *node : descendants)
for(Mesh *mesh : node->getMeshes())
mesh->setMaterial(nullptr);
while(!children.empty()){
Node *c=children[children.size()-1];
dettachChild(c);
delete c;
}
}
void Model::update(){
Node::update();
}
void Model::getLineData(string &line,string data[],int numData,int offset){
int offsetComma=0,c1=0;
for(int i=0;i<line.length()&&offsetComma<offset;i++)
if(line.c_str()[i]==' '){
c1=i+1;
offsetComma++;
}
int c2=c1;
for(int i=0;i<numData;i++){
for(int j=c1;j<line.length();j++)
if(line.c_str()[j]==' '){
c2=j;
break;
}
data[i]=line.substr(c1,c2-c1);
c2++;
c1=c2;
}
}
void Model::setMaterial(Material *mat){
vector<Node*> descendants;
getDescendants(this,descendants);
for(Node *node : descendants)
for(Mesh *mesh : node->getMeshes())
mesh->setMaterial(mat);
}
void Model::setCastShadow(bool castShadow){
vector<Node*> descendants;
getDescendants(this,descendants);
for(Node *node : descendants)
for(Mesh *mesh : node->getMeshes())
mesh->setCastShadow(castShadow);
this->castShadow=castShadow;
}
void Model::setReflect(bool reflect){
vector<Node*> descendants;
getDescendants(this,descendants);
for(Node *node : descendants)
for(Mesh *mesh : node->getMeshes())
mesh->setReflect(reflect);
this->reflect=reflect;
}
void Model::setWireframe(bool wirefame){
vector<Node*> descendants;
getDescendants(this,descendants);
for(Node *node : descendants)
for(Mesh *mesh : node->getMeshes())
mesh->setWireframe(wirefame);
this->wireframe=wireframe;
}
}