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Diffstat (limited to 'src/mesh/assimp-master/code/Common/SkeletonMeshBuilder.cpp')
-rw-r--r-- | src/mesh/assimp-master/code/Common/SkeletonMeshBuilder.cpp | 262 |
1 files changed, 262 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/Common/SkeletonMeshBuilder.cpp b/src/mesh/assimp-master/code/Common/SkeletonMeshBuilder.cpp new file mode 100644 index 0000000..5ea30d9 --- /dev/null +++ b/src/mesh/assimp-master/code/Common/SkeletonMeshBuilder.cpp @@ -0,0 +1,262 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2022, assimp team + + +All rights reserved. + +Redistribution and use of this software in source and binary forms, +with or without modification, are permitted provided that the +following conditions are met: + +* Redistributions of source code must retain the above +copyright notice, this list of conditions and the +following disclaimer. + +* Redistributions in binary form must reproduce the above +copyright notice, this list of conditions and the +following disclaimer in the documentation and/or other +materials provided with the distribution. + +* Neither the name of the assimp team, nor the names of its +contributors may be used to endorse or promote products +derived from this software without specific prior +written permission of the assimp team. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + +---------------------------------------------------------------------- +*/ + +/** @file SkeletonMeshBuilder.cpp + * @brief Implementation of a little class to construct a dummy mesh for a skeleton + */ + +#include <assimp/SkeletonMeshBuilder.h> +#include <assimp/scene.h> + +using namespace Assimp; + +// ------------------------------------------------------------------------------------------------ +// The constructor processes the given scene and adds a mesh there. +SkeletonMeshBuilder::SkeletonMeshBuilder(aiScene *pScene, aiNode *root, bool bKnobsOnly) { + // nothing to do if there's mesh data already present at the scene + if (pScene->mNumMeshes > 0 || pScene->mRootNode == nullptr) { + return; + } + + if (!root) { + root = pScene->mRootNode; + } + + mKnobsOnly = bKnobsOnly; + + // build some faces around each node + CreateGeometry(root); + + // create a mesh to hold all the generated faces + pScene->mNumMeshes = 1; + pScene->mMeshes = new aiMesh *[1]; + pScene->mMeshes[0] = CreateMesh(); + // and install it at the root node + root->mNumMeshes = 1; + root->mMeshes = new unsigned int[1]; + root->mMeshes[0] = 0; + + // create a dummy material for the mesh + if (pScene->mNumMaterials == 0) { + pScene->mNumMaterials = 1; + pScene->mMaterials = new aiMaterial *[1]; + pScene->mMaterials[0] = CreateMaterial(); + } +} + +// ------------------------------------------------------------------------------------------------ +// Recursively builds a simple mesh representation for the given node +void SkeletonMeshBuilder::CreateGeometry(const aiNode *pNode) { + // add a joint entry for the node. + const unsigned int vertexStartIndex = static_cast<unsigned int>(mVertices.size()); + + // now build the geometry. + if (pNode->mNumChildren > 0 && !mKnobsOnly) { + // If the node has children, we build little pointers to each of them + for (unsigned int a = 0; a < pNode->mNumChildren; a++) { + // find a suitable coordinate system + const aiMatrix4x4 &childTransform = pNode->mChildren[a]->mTransformation; + aiVector3D childpos(childTransform.a4, childTransform.b4, childTransform.c4); + ai_real distanceToChild = childpos.Length(); + if (distanceToChild < 0.0001) + continue; + aiVector3D up = aiVector3D(childpos).Normalize(); + + aiVector3D orth(1.0, 0.0, 0.0); + if (std::fabs(orth * up) > 0.99) + orth.Set(0.0, 1.0, 0.0); + + aiVector3D front = (up ^ orth).Normalize(); + aiVector3D side = (front ^ up).Normalize(); + + unsigned int localVertexStart = static_cast<unsigned int>(mVertices.size()); + mVertices.push_back(-front * distanceToChild * (ai_real)0.1); + mVertices.push_back(childpos); + mVertices.push_back(-side * distanceToChild * (ai_real)0.1); + mVertices.push_back(-side * distanceToChild * (ai_real)0.1); + mVertices.push_back(childpos); + mVertices.push_back(front * distanceToChild * (ai_real)0.1); + mVertices.push_back(front * distanceToChild * (ai_real)0.1); + mVertices.push_back(childpos); + mVertices.push_back(side * distanceToChild * (ai_real)0.1); + mVertices.push_back(side * distanceToChild * (ai_real)0.1); + mVertices.push_back(childpos); + mVertices.push_back(-front * distanceToChild * (ai_real)0.1); + + mFaces.push_back(Face(localVertexStart + 0, localVertexStart + 1, localVertexStart + 2)); + mFaces.push_back(Face(localVertexStart + 3, localVertexStart + 4, localVertexStart + 5)); + mFaces.push_back(Face(localVertexStart + 6, localVertexStart + 7, localVertexStart + 8)); + mFaces.push_back(Face(localVertexStart + 9, localVertexStart + 10, localVertexStart + 11)); + } + } else { + // if the node has no children, it's an end node. Put a little knob there instead + aiVector3D ownpos(pNode->mTransformation.a4, pNode->mTransformation.b4, pNode->mTransformation.c4); + ai_real sizeEstimate = ownpos.Length() * ai_real(0.18); + + mVertices.push_back(aiVector3D(-sizeEstimate, 0.0, 0.0)); + mVertices.push_back(aiVector3D(0.0, sizeEstimate, 0.0)); + mVertices.push_back(aiVector3D(0.0, 0.0, -sizeEstimate)); + mVertices.push_back(aiVector3D(0.0, sizeEstimate, 0.0)); + mVertices.push_back(aiVector3D(sizeEstimate, 0.0, 0.0)); + mVertices.push_back(aiVector3D(0.0, 0.0, -sizeEstimate)); + mVertices.push_back(aiVector3D(sizeEstimate, 0.0, 0.0)); + mVertices.push_back(aiVector3D(0.0, -sizeEstimate, 0.0)); + mVertices.push_back(aiVector3D(0.0, 0.0, -sizeEstimate)); + mVertices.push_back(aiVector3D(0.0, -sizeEstimate, 0.0)); + mVertices.push_back(aiVector3D(-sizeEstimate, 0.0, 0.0)); + mVertices.push_back(aiVector3D(0.0, 0.0, -sizeEstimate)); + + mVertices.push_back(aiVector3D(-sizeEstimate, 0.0, 0.0)); + mVertices.push_back(aiVector3D(0.0, 0.0, sizeEstimate)); + mVertices.push_back(aiVector3D(0.0, sizeEstimate, 0.0)); + mVertices.push_back(aiVector3D(0.0, sizeEstimate, 0.0)); + mVertices.push_back(aiVector3D(0.0, 0.0, sizeEstimate)); + mVertices.push_back(aiVector3D(sizeEstimate, 0.0, 0.0)); + mVertices.push_back(aiVector3D(sizeEstimate, 0.0, 0.0)); + mVertices.push_back(aiVector3D(0.0, 0.0, sizeEstimate)); + mVertices.push_back(aiVector3D(0.0, -sizeEstimate, 0.0)); + mVertices.push_back(aiVector3D(0.0, -sizeEstimate, 0.0)); + mVertices.push_back(aiVector3D(0.0, 0.0, sizeEstimate)); + mVertices.push_back(aiVector3D(-sizeEstimate, 0.0, 0.0)); + + mFaces.push_back(Face(vertexStartIndex + 0, vertexStartIndex + 1, vertexStartIndex + 2)); + mFaces.push_back(Face(vertexStartIndex + 3, vertexStartIndex + 4, vertexStartIndex + 5)); + mFaces.push_back(Face(vertexStartIndex + 6, vertexStartIndex + 7, vertexStartIndex + 8)); + mFaces.push_back(Face(vertexStartIndex + 9, vertexStartIndex + 10, vertexStartIndex + 11)); + mFaces.push_back(Face(vertexStartIndex + 12, vertexStartIndex + 13, vertexStartIndex + 14)); + mFaces.push_back(Face(vertexStartIndex + 15, vertexStartIndex + 16, vertexStartIndex + 17)); + mFaces.push_back(Face(vertexStartIndex + 18, vertexStartIndex + 19, vertexStartIndex + 20)); + mFaces.push_back(Face(vertexStartIndex + 21, vertexStartIndex + 22, vertexStartIndex + 23)); + } + + unsigned int numVertices = static_cast<unsigned int>(mVertices.size() - vertexStartIndex); + if (numVertices > 0) { + // create a bone affecting all the newly created vertices + aiBone *bone = new aiBone; + mBones.push_back(bone); + bone->mName = pNode->mName; + + // calculate the bone offset matrix by concatenating the inverse transformations of all parents + bone->mOffsetMatrix = aiMatrix4x4(pNode->mTransformation).Inverse(); + for (aiNode *parent = pNode->mParent; parent != nullptr; parent = parent->mParent) + bone->mOffsetMatrix = aiMatrix4x4(parent->mTransformation).Inverse() * bone->mOffsetMatrix; + + // add all the vertices to the bone's influences + bone->mNumWeights = numVertices; + bone->mWeights = new aiVertexWeight[numVertices]; + for (unsigned int a = 0; a < numVertices; a++) + bone->mWeights[a] = aiVertexWeight(vertexStartIndex + a, 1.0); + + // HACK: (thom) transform all vertices to the bone's local space. Should be done before adding + // them to the array, but I'm tired now and I'm annoyed. + aiMatrix4x4 boneToMeshTransform = aiMatrix4x4(bone->mOffsetMatrix).Inverse(); + for (unsigned int a = vertexStartIndex; a < mVertices.size(); a++) + mVertices[a] = boneToMeshTransform * mVertices[a]; + } + + // and finally recurse into the children list + for (unsigned int a = 0; a < pNode->mNumChildren; a++) + CreateGeometry(pNode->mChildren[a]); +} + +// ------------------------------------------------------------------------------------------------ +// Creates the mesh from the internally accumulated stuff and returns it. +aiMesh *SkeletonMeshBuilder::CreateMesh() { + aiMesh *mesh = new aiMesh(); + + // add points + mesh->mNumVertices = static_cast<unsigned int>(mVertices.size()); + mesh->mVertices = new aiVector3D[mesh->mNumVertices]; + std::copy(mVertices.begin(), mVertices.end(), mesh->mVertices); + + mesh->mNormals = new aiVector3D[mesh->mNumVertices]; + + // add faces + mesh->mNumFaces = static_cast<unsigned int>(mFaces.size()); + mesh->mFaces = new aiFace[mesh->mNumFaces]; + for (unsigned int a = 0; a < mesh->mNumFaces; a++) { + const Face &inface = mFaces[a]; + aiFace &outface = mesh->mFaces[a]; + outface.mNumIndices = 3; + outface.mIndices = new unsigned int[3]; + outface.mIndices[0] = inface.mIndices[0]; + outface.mIndices[1] = inface.mIndices[1]; + outface.mIndices[2] = inface.mIndices[2]; + + // Compute per-face normals ... we don't want the bones to be smoothed ... they're built to visualize + // the skeleton, so it's good if there's a visual difference to the rest of the geometry + aiVector3D nor = ((mVertices[inface.mIndices[2]] - mVertices[inface.mIndices[0]]) ^ + (mVertices[inface.mIndices[1]] - mVertices[inface.mIndices[0]])); + + if (nor.Length() < 1e-5) /* ensure that FindInvalidData won't remove us ...*/ + nor = aiVector3D(1.0, 0.0, 0.0); + + for (unsigned int n = 0; n < 3; ++n) + mesh->mNormals[inface.mIndices[n]] = nor; + } + + // add the bones + mesh->mNumBones = static_cast<unsigned int>(mBones.size()); + mesh->mBones = new aiBone *[mesh->mNumBones]; + std::copy(mBones.begin(), mBones.end(), mesh->mBones); + + // default + mesh->mMaterialIndex = 0; + + return mesh; +} + +// ------------------------------------------------------------------------------------------------ +// Creates a dummy material and returns it. +aiMaterial *SkeletonMeshBuilder::CreateMaterial() { + aiMaterial *matHelper = new aiMaterial; + + // Name + aiString matName(std::string("SkeletonMaterial")); + matHelper->AddProperty(&matName, AI_MATKEY_NAME); + + // Prevent backface culling + const int no_cull = 1; + matHelper->AddProperty(&no_cull, 1, AI_MATKEY_TWOSIDED); + + return matHelper; +} |