Example #1
0
void animateArmature(MArmature * armature, MArmatureAnim * armatureAnim, float t)
{
	MObject3dAnim * bonesAnim = armatureAnim->getBonesAnim();

	MVector3 position;
	MVector3 scale;
	MQuaternion rotation;

	unsigned int b;
	unsigned int bSize = armatureAnim->getBonesAnimNumber();
	for (b = 0; b < bSize; b++)
	{
		MOBone * bone = armature->getBone(b);
		
		// position
		if(animateVector3(bonesAnim->getPositionKeys(), bonesAnim->getPositionKeysNumber(), t, &position))
			bone->setPosition(position);

		// scale
		if(animateVector3(bonesAnim->getScaleKeys(), bonesAnim->getScaleKeysNumber(), t, &scale))
			bone->setScale(scale);

		// rotation
		if(animateQuaternion(bonesAnim->getRotationKeys(), bonesAnim->getRotationKeysNumber(), t, &rotation))
			bone->setRotation(rotation);

		bonesAnim++;
	}

	armature->processBonesLinking();
	armature->updateBonesSkinMatrix();
}
Example #2
0
void MArmature::updateBonesSkinMatrix(void)
{
    M_PROFILE_SCOPE(MArmature::updateBonesSkinMatrix);
	unsigned int i;
	MOBone * bone = NULL;
	for(i=0; i<m_bonesNumber; i++)
	{
		bone = m_bones[i];
		(*bone->getSkinMatrix()) = (*bone->getMatrix()) * (*bone->getInversePoseMatrix());
	}
}
Example #3
0
MOBone * MArmature::getBoneByName(const char * name)
{
        M_PROFILE_SCOPE(MArmature::getBoneByName);
	unsigned int i;
	for(i=0; i<m_bonesNumber; i++) // scan bones
	{
		MOBone * bone = getBone(i);
		if(strcmp(name, bone->getName()) == 0)
			return bone;
	}

	return NULL;
}
Example #4
0
void MArmature::constructBonesInversePoseMatrix(void)
{
    M_PROFILE_SCOPE(MArmature::constructBonesInversePoseMatrix);
	unsigned int i;
	MOBone * bone = NULL;

	processBonesLinking();

	// construct inverse pose matrix
	for(i=0; i<m_bonesNumber; i++)
	{
		bone = m_bones[i];
		(*bone->getInversePoseMatrix()) = bone->getMatrix()->getInverse();
	}
}
Example #5
0
void MArmature::processBonesLinking(void)
{
    M_PROFILE_SCOPE(MArmature::processBonesLinking);
	unsigned int i;
	MOBone * bone = NULL;

	// for all root bones
	for(i=0; i<m_bonesNumber; i++)
	{
		bone = m_bones[i];
		if(! bone->hasParent())
		{
			bone->computeLocalMatrix();
			bone->processChildsLinking();
		}
	}
}
Example #6
0
bool MArmature::getBoneId(const char * boneName, unsigned int * bId)
{
        M_PROFILE_SCOPE(MArmature::getBoneId);
	unsigned int i;

	// return if there is no bones
	if(m_bonesNumber < 1)
		return false;

	for(i=0; i<m_bonesNumber; i++)
	{
		MOBone * iBone = m_bones[i];

		if(strcmp(boneName, iBone->getName()) == 0)
		{
			*bId = i;
			return true;
		}
	}

	return false;
}
Example #7
0
// Mesh bin export
bool exportMeshBin(const char * filename, MMesh * mesh)
{
	int version = 2;
	char rep[256];
	bool state;
	
	
	// create file
	MFile * file = M_fopen(filename, "wb");
	if(! file)
	{
		printf("Error : can't create file %s\n", filename);
		return false;
	}
	
	
	// get file directory
	getRepertory(rep, filename);
	
	
	// header
	M_fwrite(M_MESH_HEADER, sizeof(char), 8, file);

	// version
	M_fwrite(&version, sizeof(int), 1, file);


	// Animation
	{
		// anim refs
		MArmatureAnimRef * armatureAnimRef = mesh->getArmatureAnimRef();
		MTexturesAnimRef * texturesAnimRef = mesh->getTexturesAnimRef();
		MMaterialsAnimRef * materialsAnimRef = mesh->getMaterialsAnimRef();
		
		// armature anim ref
		writeDataRef(file, armatureAnimRef, rep);
		
		// textures anim ref
		writeDataRef(file, texturesAnimRef, rep);
		
		// materials anim ref
		writeDataRef(file, materialsAnimRef, rep);
		
		// anims ranges
		unsigned int animsRangesNumber = mesh->getAnimsRangesNumber();
		MAnimRange * animsRanges = mesh->getAnimsRanges();
		
		M_fwrite(&animsRangesNumber, sizeof(int), 1, file);
		if(animsRangesNumber > 0)
			M_fwrite(animsRanges, sizeof(MAnimRange), animsRangesNumber, file);
	}
	
	
	// Textures
	{
		unsigned int t, texturesNumber = mesh->getTexturesNumber();
		M_fwrite(&texturesNumber, sizeof(int), 1, file);
		for(t=0; t<texturesNumber; t++)
		{
			MTexture * texture = mesh->getTexture(t);
			
			MTextureRef * textureRef = texture->getTextureRef();
			M_TEX_GEN_MODES genMode = texture->getGenMode();
			M_WRAP_MODES UWrapMode = texture->getUWrapMode();
			M_WRAP_MODES VWrapMode = texture->getVWrapMode();
			MVector2 texTranslate = texture->getTexTranslate();
			MVector2 texScale = texture->getTexScale();
			float texRotate = texture->getTexRotate();
			
			// texture ref
			writeDataRef(file, textureRef, rep);
			if(textureRef)
			{
				bool mipmap = textureRef->isMipmapEnabled();
				M_fwrite(&mipmap, sizeof(bool), 1, file);
			}
			
			// data
			M_fwrite(&genMode, sizeof(M_TEX_GEN_MODES), 1, file);
			M_fwrite(&UWrapMode, sizeof(M_WRAP_MODES), 1, file);
			M_fwrite(&VWrapMode, sizeof(M_WRAP_MODES), 1, file);
			M_fwrite(&texTranslate, sizeof(MVector2), 1, file);
			M_fwrite(&texScale, sizeof(MVector2), 1, file);
			M_fwrite(&texRotate, sizeof(float), 1, file);
		}
	}
	
	
	// Materials
	{
		unsigned int m, materialsNumber = mesh->getMaterialsNumber();
		M_fwrite(&materialsNumber, sizeof(int), 1, file);
		for(m=0; m<materialsNumber; m++)
		{
			MMaterial * material = mesh->getMaterial(m);
			
			int type = material->getType();
			float opacity = material->getOpacity();
			float shininess = material->getShininess();
			float customValue = material->getCustomValue();
			M_BLENDING_MODES blendMode = material->getBlendMode();
			MVector3 emit = material->getEmit();
			MVector3 diffuse = material->getDiffuse();
			MVector3 specular = material->getSpecular();
			MVector3 customColor = material->getCustomColor();
			MFXRef * FXRef = material->getFXRef();
			MFXRef * ZFXRef = material->getZFXRef();
			
			// FX ref
			state = FXRef != NULL;
			M_fwrite(&state, sizeof(bool), 1, file);
			if(FXRef)
			{
				MShaderRef * vertShadRef = FXRef->getVertexShaderRef();
				MShaderRef * pixShadRef = FXRef->getPixelShaderRef();
				
				writeDataRef(file, vertShadRef, rep);
				writeDataRef(file, pixShadRef, rep);
			}
			
			// Z FX ref
			state = ZFXRef != NULL;
			M_fwrite(&state, sizeof(bool), 1, file);
			if(ZFXRef)
			{
				MShaderRef * vertShadRef = ZFXRef->getVertexShaderRef();
				MShaderRef * pixShadRef = ZFXRef->getPixelShaderRef();
				
				writeDataRef(file, vertShadRef, rep);
				writeDataRef(file, pixShadRef, rep);
			}
			
			// data
			M_fwrite(&type, sizeof(int), 1, file);
			M_fwrite(&opacity, sizeof(float), 1, file);
			M_fwrite(&shininess, sizeof(float), 1, file);
			M_fwrite(&customValue, sizeof(float), 1, file);
			M_fwrite(&blendMode, sizeof(M_BLENDING_MODES), 1, file);
			M_fwrite(&emit, sizeof(MVector3), 1, file);
			M_fwrite(&diffuse, sizeof(MVector3), 1, file);
			M_fwrite(&specular, sizeof(MVector3), 1, file);
			M_fwrite(&customColor, sizeof(MVector3), 1, file);
			
			// textures pass
			unsigned int t, texturesPassNumber = material->getTexturesPassNumber();
			
			M_fwrite(&texturesPassNumber, sizeof(int), 1, file);
			for(t=0; t<texturesPassNumber; t++)
			{
				MTexturePass * texturePass = material->getTexturePass(t);
				
				MTexture * texture = texturePass->getTexture();
				unsigned int mapChannel = texturePass->getMapChannel();
				M_TEX_COMBINE_MODES combineMode = texturePass->getCombineMode();
				
				// texture id
				int textureId = getTextureId(mesh, texture);
				M_fwrite(&textureId, sizeof(int), 1, file);
				
				// data
				M_fwrite(&mapChannel, sizeof(int), 1, file);
				M_fwrite(&combineMode, sizeof(M_TEX_COMBINE_MODES), 1, file);
			}
		}
	}
	
	
	// Bones
	{
		MArmature * armature = mesh->getArmature();
		
		state = armature != NULL;
		M_fwrite(&state, sizeof(bool), 1, file);
		if(armature)
		{
			unsigned int b, bonesNumber = armature->getBonesNumber();
			M_fwrite(&bonesNumber, sizeof(int), 1, file);
			for(b=0; b<bonesNumber; b++)
			{
				MOBone * bone = armature->getBone(b);
				MObject3d * parent = bone->getParent();
				
				MVector3 position = bone->getPosition();
				MVector3 scale = bone->getScale();
				MQuaternion rotation = bone->getRotation();
				
				// name
				writeString(file, bone->getName());
				
				// parent id
				int parentId = -1;
				if(parent)
				{
					unsigned int id;
					if(armature->getBoneId(parent->getName(), &id))
						parentId = (int)id;
				}
				
				M_fwrite(&parentId, sizeof(int), 1, file);
				
				// position / rotation / scale
				M_fwrite(&position, sizeof(MVector3), 1, file);
				M_fwrite(&rotation, sizeof(MQuaternion), 1, file);
				M_fwrite(&scale, sizeof(MVector3), 1, file);
			}
		}
	}
	
	
	// BoundingBox
	{
		MBox3d * box = mesh->getBoundingBox();
		M_fwrite(box, sizeof(MBox3d), 1, file);
	}
	
	
	// SubMeshs
	{
		unsigned int s, subMeshsNumber = mesh->getSubMeshsNumber();
		MSubMesh * subMeshs = mesh->getSubMeshs();
		
		M_fwrite(&subMeshsNumber, sizeof(int), 1, file);
		for(s=0; s<subMeshsNumber; s++)
		{
			MSubMesh * subMesh = &(subMeshs[s]);

			unsigned int indicesSize = subMesh->getIndicesSize();
			unsigned int verticesSize = subMesh->getVerticesSize();
			unsigned int normalsSize = subMesh->getNormalsSize();
			unsigned int tangentsSize = subMesh->getTangentsSize();
			unsigned int texCoordsSize = subMesh->getTexCoordsSize();
			unsigned int colorsSize = subMesh->getColorsSize();
			
			M_TYPES indicesType = subMesh->getIndicesType();
			void * indices = subMesh->getIndices();
			
			MColor * colors = subMesh->getColors();
			MVector3 * vertices = subMesh->getVertices();
			MVector3 * normals = subMesh->getNormals();
			MVector3 * tangents = subMesh->getTangents();
			MVector2 * texCoords = subMesh->getTexCoords();
			
			MBox3d * box = subMesh->getBoundingBox();
			MSkinData * skin = subMesh->getSkinData();
			map<unsigned int, unsigned int> * mapChannelOffsets = subMesh->getMapChannelOffsets();
			
			
			// BoundingBox
			M_fwrite(box, sizeof(MBox3d), 1, file);
			
			// indices
			M_fwrite(&indicesSize, sizeof(int), 1, file);
			if(indicesSize > 0)
			{
				// indice type
				M_fwrite(&indicesType, sizeof(M_TYPES), 1, file);
				switch(indicesType)
				{
					case M_USHORT:
						M_fwrite(indices, sizeof(short), indicesSize, file);
						break;
					case M_UINT:
						M_fwrite(indices, sizeof(int), indicesSize, file);
						break;
				}
			}
			
			// vertices
			M_fwrite(&verticesSize, sizeof(int), 1, file);
			if(verticesSize > 0)
				M_fwrite(vertices, sizeof(MVector3), verticesSize, file);
			
			// normals
			M_fwrite(&normalsSize, sizeof(int), 1, file);
			if(normalsSize > 0)
				M_fwrite(normals, sizeof(MVector3), normalsSize, file);
			
			// tangents
			M_fwrite(&tangentsSize, sizeof(int), 1, file);
			if(tangentsSize > 0)
				M_fwrite(tangents, sizeof(MVector3), tangentsSize, file);
			
			// texCoords
			M_fwrite(&texCoordsSize, sizeof(int), 1, file);
			if(texCoordsSize > 0)
				M_fwrite(texCoords, sizeof(MVector2), texCoordsSize, file);
			
			// colors
			M_fwrite(&colorsSize, sizeof(int), 1, file);
			if(colorsSize > 0)
				M_fwrite(colors, sizeof(MColor), colorsSize, file);
			
			// mapChannels
			{
				unsigned int size = mapChannelOffsets->size();
				M_fwrite(&size, sizeof(int), 1, file);
				
				map<unsigned int, unsigned int>::iterator
				mit (mapChannelOffsets->begin()),
				mend(mapChannelOffsets->end());
				
				for(;mit!=mend;++mit)
				{
					M_fwrite(&mit->first, sizeof(int), 1, file);
					M_fwrite(&mit->second, sizeof(int), 1, file);
				}
			}
			
			
			// Skins
			state = skin != NULL;
			M_fwrite(&state, sizeof(bool), 1, file);
			if(skin)
			{
				// skin point
				unsigned int p, pointsNumber = skin->getPointsNumber();
				M_fwrite(&pointsNumber, sizeof(int), 1, file);
				for(p=0; p<pointsNumber; p++)
				{
					MSkinPoint * skinPoint = skin->getPoint(p);
					
					unsigned int vertexId = skinPoint->getVertexId();
					unsigned int bonesNumber = skinPoint->getBonesNumber();
					unsigned short * bonesIds = skinPoint->getBonesIds();
					float * bonesWeights = skinPoint->getBonesWeights();
					
					// data
					M_fwrite(&vertexId, sizeof(int), 1, file);
					M_fwrite(&bonesNumber, sizeof(int), 1, file);
					if(bonesNumber > 0)
					{
						M_fwrite(bonesIds, sizeof(short), bonesNumber, file);
						M_fwrite(bonesWeights, sizeof(float), bonesNumber, file);
					}
				}
			}
			
			
			// Displays
			unsigned int d, displaysNumber = subMesh->getDisplaysNumber();
			M_fwrite(&displaysNumber, sizeof(int), 1, file);
			for(d=0; d<displaysNumber; d++)
			{
				MDisplay * display = subMesh->getDisplay(d);
				
				M_PRIMITIVE_TYPES primitiveType = display->getPrimitiveType();
				unsigned int begin = display->getBegin();
				unsigned int size = display->getSize();
				MMaterial * material = display->getMaterial();
				M_CULL_MODES cullMode = display->getCullMode();
				
				int materialId = getMaterialId(mesh, material);
				
				// data
				M_fwrite(&primitiveType, sizeof(M_PRIMITIVE_TYPES), 1, file);
				M_fwrite(&begin, sizeof(int), 1, file);
				M_fwrite(&size, sizeof(int), 1, file);
				M_fwrite(&materialId, sizeof(int), 1, file);
				M_fwrite(&cullMode, sizeof(M_CULL_MODES), 1, file);
			}
		}
	}
	

	M_fclose(file);
	return true;
}
Example #8
0
// skinning
void computeSkinning (
	MArmature * armature, MSkinData * skinData,
	const MVector3 * baseVertices, const MVector3 * baseNormals, const MVector3 * baseTangents,
	MVector3 * vertices, MVector3 * normals, MVector3 * tangents)
{
	MMatrix4x4 matrix;

	unsigned int p;
	unsigned int pSize = skinData->getPointsNumber();
	if(baseTangents && baseNormals)
	{
		for(p = 0; p < pSize; p++)
		{
			MSkinPoint * point = skinData->getPoint(p);
			const unsigned short * bonesIds = point->getBonesIds();
			const float * bonesWeights = point->getBonesWeights();
			
			unsigned int vertexId = point->getVertexId();
			unsigned int b, bSize = point->getBonesNumber();
			
			memset(matrix.entries, 0, sizeof(float)*16);
			
			for(b=0; b<bSize; b++)
			{
				MOBone * bone = armature->getBone(bonesIds[b]);
				blendMatrices(&matrix, bone->getSkinMatrix(), bonesWeights[b]);
			}
			
			vertices[vertexId] = matrix * baseVertices[vertexId];
			normals[vertexId] = matrix.getRotatedVector3(baseNormals[vertexId]);
			tangents[vertexId] = matrix.getRotatedVector3(baseTangents[vertexId]);
		}
	}
	else if(baseNormals)
	{
		for(p = 0; p < pSize; p++)
		{
			MSkinPoint * point = skinData->getPoint(p);
			const unsigned short * bonesIds = point->getBonesIds();
			const float * bonesWeights = point->getBonesWeights();
			
			unsigned int vertexId = point->getVertexId();
			unsigned int b, bSize = point->getBonesNumber();
			
			memset(matrix.entries, 0, sizeof(float)*16);
			
			for(b=0; b<bSize; b++)
			{
				MOBone * bone = armature->getBone(bonesIds[b]);
				blendMatrices(&matrix, bone->getSkinMatrix(), bonesWeights[b]);
			}
			
			vertices[vertexId] = matrix * baseVertices[vertexId];
			normals[vertexId] = matrix.getRotatedVector3(baseNormals[vertexId]);
		}
	}
	else
	{
		for(p = 0; p < pSize; p++)
		{
			MSkinPoint * point = skinData->getPoint(p);
			const unsigned short * bonesIds = point->getBonesIds();
			const float * bonesWeights = point->getBonesWeights();
			
			unsigned int vertexId = point->getVertexId();
			unsigned int b, bSize = point->getBonesNumber();
			
			memset(matrix.entries, 0, sizeof(float)*16);
			
			for(b=0; b<bSize; b++)
			{
				MOBone * bone = armature->getBone(bonesIds[b]);
				blendMatrices(&matrix, bone->getSkinMatrix(), bonesWeights[b]);
			}
			
			vertices[vertexId] = matrix * baseVertices[vertexId];
		}
	}
}
Example #9
0
bool xmlMeshLoad(const char * filename, void * data)
{
    MLOG_DEBUG("xmlMeshLoad " << filename?filename:"NULL");
	
	MLevel * level = MEngine::getInstance()->getLevel();

	// read document
	TiXmlDocument doc(filename);
	if(! doc.LoadFile())
	{
	    MLOG_WARNING("TiXmlDocument load failed : " << doc.ErrorDesc() << " line " << doc.ErrorRow());
	    return false;
	}

	TiXmlHandle hDoc(&doc);
	TiXmlElement * pRootNode;
	TiXmlHandle hRoot(0);

	// Maratis
	pRootNode = hDoc.FirstChildElement().Element();
	if(! pRootNode)
	{
	    MLOG_WARNING("Cannot find any root node");
	    return false;
	}

	if(strcmp(pRootNode->Value(), "Maratis") != 0)
	{
	    MLOG_WARNING("Cannot find Maratis root node");
	    return false;
	}

	hRoot = TiXmlHandle(pRootNode);


	// Mesh
	TiXmlElement * pMeshNode = pRootNode->FirstChildElement("Mesh");
	if(! pMeshNode)
	{
	    MLOG_WARNING("Cannot find a Mesh node");
	    return false;
	}

	// create new mesh
	MMesh * mesh = (MMesh *)data;
	mesh->clear();

	char path[256];
	char meshRep[256];
	char vertShadPath[256];
	char fragShadPath[256];

	// mesh rep
	getRepertory(meshRep, filename);

	// animation
	if(! loadAnim(pMeshNode, meshRep, mesh))
	{
		// load external anim file (depracated)
		char animFilename[256];
		strcpy(animFilename, filename);
		strcpy(animFilename + strlen(animFilename) - 4, "anim");
		loadAnimFile(mesh, animFilename, meshRep);
	}

	// Textures
	TiXmlElement * texturesNode = pMeshNode->FirstChildElement("Textures");
	if(texturesNode)
	{
	    MLOG_DEBUG("entering Textures node");
		
		unsigned int numTextures = 0;
		texturesNode->QueryUIntAttribute("num", &numTextures);
		mesh->allocTextures(numTextures);

		// Texture
		TiXmlElement * textureNode = texturesNode->FirstChildElement("Texture");
		for(textureNode; textureNode; textureNode=textureNode->NextSiblingElement("Texture"))
		{
			const char * file = NULL;
			bool mipmap = true;

			// image
			TiXmlElement * imageNode = textureNode->FirstChildElement("image");
			if(imageNode)
			{
				int value = 1;
				file = imageNode->Attribute("filename");
				imageNode->QueryIntAttribute("mipmap", &value);
				mipmap = (value == 1);
			}

			if(! file)
			{
				mesh->addNewTexture(NULL);
				continue;
			}

			// load texture
			getGlobalFilename(path, meshRep, file);

			MTextureRef * texRef = level->loadTexture(path, mipmap);
			MTexture * texture = mesh->addNewTexture(texRef);

			// tile
			TiXmlElement * tileNode = textureNode->FirstChildElement("tile");
			if(tileNode)
			{
				const char * uTile = tileNode->Attribute("u");
				const char * vTile = tileNode->Attribute("v");
				if(uTile){
					if(strcmp(uTile, "clamp") == 0)
						texture->setUWrapMode(M_WRAP_CLAMP);
					else
						texture->setUWrapMode(M_WRAP_REPEAT);
				}
				if(vTile){
					if(strcmp(vTile, "clamp") == 0)
						texture->setVWrapMode(M_WRAP_CLAMP);
					else
						texture->setVWrapMode(M_WRAP_REPEAT);
				}
			}

			// translate
			TiXmlElement * translateNode = textureNode->FirstChildElement("translate");
			if(translateNode)
			{
				MVector2 translate = texture->getTexTranslate();
				translateNode->QueryFloatAttribute("x", &translate.x);
				translateNode->QueryFloatAttribute("y", &translate.y);
				texture->setTexTranslate(translate);
			}

			// scale
			TiXmlElement * scaleNode = textureNode->FirstChildElement("scale");
			if(scaleNode)
			{
				MVector2 scale = texture->getTexScale();
				scaleNode->QueryFloatAttribute("x", &scale.x);
				scaleNode->QueryFloatAttribute("y", &scale.y);
				texture->setTexScale(scale);
			}

			// rotate
			TiXmlElement * rotateNode = textureNode->FirstChildElement("rotate");
			if(rotateNode)
			{
				float angle = 0;
				rotateNode->QueryFloatAttribute("angle", &angle);
				texture->setTexRotate(angle);
			}
		}
	}


	// Materials
	TiXmlElement * materialsNode = pMeshNode->FirstChildElement("Materials");
	if(materialsNode)
	{
	    MLOG_DEBUG("entering Materials node");
		
		unsigned int numMaterials = 0;
		materialsNode->QueryUIntAttribute("num", &numMaterials);
		mesh->allocMaterials(numMaterials);

		// Material
		TiXmlElement * materialNode = materialsNode->FirstChildElement("Material");
		for(materialNode; materialNode; materialNode=materialNode->NextSiblingElement("Material"))
		{
			MMaterial * material = mesh->addNewMaterial();

			int type = 0;
			materialNode->QueryIntAttribute("type", &type);
			material->setType(type);

			float opacity=1, shininess=0, customValue=0;
			MVector3 diffuseColor;
			MVector3 specularColor;
			MVector3 emitColor;
			MVector3 customColor;

			// blend
			int blendType = 0;
			TiXmlElement * blendNode = materialNode->FirstChildElement("blend");
			if(blendNode)
				blendNode->QueryIntAttribute("type", &blendType);

			switch(blendType)
			{
			case 2:
				material->setBlendMode(M_BLENDING_ALPHA);
				break;
			case 3:
				material->setBlendMode(M_BLENDING_ADD);
				break;
			case 4:
				material->setBlendMode(M_BLENDING_PRODUCT);
				break;
			}

			// opacity
			TiXmlElement * opacityNode = materialNode->FirstChildElement("opacity");
			if(opacityNode)
				opacityNode->QueryFloatAttribute("value", &opacity);

			// shininess
			TiXmlElement * shininessNode = materialNode->FirstChildElement("shininess");
			if(shininessNode)
				shininessNode->QueryFloatAttribute("value", &shininess);

			// customValue
			TiXmlElement * customValueNode = materialNode->FirstChildElement("customValue");
			if(customValueNode)
				customValueNode->QueryFloatAttribute("value", &customValue);

			material->setOpacity(opacity);
			material->setShininess(shininess);
			material->setCustomValue(customValue);

			// diffuseColor
			TiXmlElement * diffuseColorNode = materialNode->FirstChildElement("diffuseColor");
			if(diffuseColorNode){
				diffuseColorNode->QueryFloatAttribute("r", &diffuseColor.x);
				diffuseColorNode->QueryFloatAttribute("g", &diffuseColor.y);
				diffuseColorNode->QueryFloatAttribute("b", &diffuseColor.z);
				material->setDiffuse(diffuseColor);
			}

			// specularColor
			TiXmlElement * specularColorNode = materialNode->FirstChildElement("specularColor");
			if(specularColorNode){
				specularColorNode->QueryFloatAttribute("r", &specularColor.x);
				specularColorNode->QueryFloatAttribute("g", &specularColor.y);
				specularColorNode->QueryFloatAttribute("b", &specularColor.z);
				material->setSpecular(specularColor);
			}

			// emitColor
			TiXmlElement * emitColorNode = materialNode->FirstChildElement("emitColor");
			if(emitColorNode){
				emitColorNode->QueryFloatAttribute("r", &emitColor.x);
				emitColorNode->QueryFloatAttribute("g", &emitColor.y);
				emitColorNode->QueryFloatAttribute("b", &emitColor.z);
				material->setEmit(emitColor);
			}

			// customColor
			TiXmlElement * customColorNode = materialNode->FirstChildElement("customColor");
			if(customColorNode){
				customColorNode->QueryFloatAttribute("r", &customColor.x);
				customColorNode->QueryFloatAttribute("g", &customColor.y);
				customColorNode->QueryFloatAttribute("b", &customColor.z);
				material->setCustomColor(customColor);
			}

			// TexturesPass
			TiXmlElement * texturesPassNode = materialNode->FirstChildElement("TexturesPass");
			if(texturesPassNode)
			{
				unsigned int numTexturesPass = 0;
				texturesPassNode->QueryUIntAttribute("num", &numTexturesPass);
				material->allocTexturesPass(numTexturesPass);

				// texturePass
				TiXmlElement * texturePassNode = texturesPassNode->FirstChildElement("texturePass");
				for(texturePassNode; texturePassNode; texturePassNode=texturePassNode->NextSiblingElement("texturePass"))
				{
					int textureId = -1;
					unsigned int mapChannel = 0;

					const char * mode = texturePassNode->Attribute("mode");
					texturePassNode->QueryIntAttribute("texture", &textureId);

					if(textureId < 0)
					{
						material->addTexturePass(NULL, M_TEX_COMBINE_MODULATE, 0);
						continue;
					}

					texturePassNode->QueryUIntAttribute("mapChannel", &mapChannel);

					// combine mode
					M_TEX_COMBINE_MODES texCombine = M_TEX_COMBINE_MODULATE;

					if(strcmp(mode, "modulate") == 0)
						texCombine = M_TEX_COMBINE_MODULATE;
					else if(strcmp(mode, "replace") == 0)
						texCombine = M_TEX_COMBINE_REPLACE;
					else if(strcmp(mode, "alpha") == 0)
						texCombine = M_TEX_COMBINE_ALPHA;
					else if(strcmp(mode, "dot") == 0)
						texCombine = M_TEX_COMBINE_DOT;
					else if(strcmp(mode, "add") == 0)
						texCombine = M_TEX_COMBINE_ADD;
					else if(strcmp(mode, "sub") == 0)
						texCombine = M_TEX_COMBINE_SUB;

					// add texture pass
					material->addTexturePass(mesh->getTexture(textureId), texCombine, mapChannel);
				}
			}

			// FX
			{
				// vertexShader
				const char * vertShadFile = NULL;
				TiXmlElement * vertexShaderNode = materialNode->FirstChildElement("vertexShader");
				if(vertexShaderNode){
					vertShadFile = vertexShaderNode->Attribute("file");
				}

				// fragmentShader
				const char * fragShadFile = NULL;
				TiXmlElement * fragmentShaderNode = materialNode->FirstChildElement("fragmentShader");
				if(fragmentShaderNode){
					fragShadFile = fragmentShaderNode->Attribute("file");
				}

				// create FX
				if(vertShadFile && fragShadFile)
				{
					getGlobalFilename(vertShadPath, meshRep, vertShadFile);
					getGlobalFilename(fragShadPath, meshRep, fragShadFile);

					MShaderRef * vertShad = level->loadShader(vertShadPath, M_SHADER_VERTEX);
					MShaderRef * pixShad = level->loadShader(fragShadPath, M_SHADER_PIXEL);
					if(vertShad && pixShad)
					{
						MFXRef * FXRef = level->createFX(vertShad, pixShad);
						material->setFXRef(FXRef);
					}
				}
			}

			// ZFX (optional optim)
			{
				// ZVertexShader
				const char * vertShadFile = NULL;
				TiXmlElement * vertexShaderNode = materialNode->FirstChildElement("ZVertexShader");
				if(vertexShaderNode){
					vertShadFile = vertexShaderNode->Attribute("file");
				}

				// ZFragmentShader
				const char * fragShadFile = NULL;
				TiXmlElement * fragmentShaderNode = materialNode->FirstChildElement("ZFragmentShader");
				if(fragmentShaderNode){
					fragShadFile = fragmentShaderNode->Attribute("file");
				}

				// create ZFX
				if(vertShadFile && fragShadFile)
				{
					getGlobalFilename(vertShadPath, meshRep, vertShadFile);
					getGlobalFilename(fragShadPath, meshRep, fragShadFile);

					MShaderRef * vertShad = level->loadShader(vertShadPath, M_SHADER_VERTEX);
					MShaderRef * pixShad = level->loadShader(fragShadPath, M_SHADER_PIXEL);
					if(vertShad && pixShad)
					{
						MFXRef * ZFXRef = level->createFX(vertShad, pixShad);
						material->setZFXRef(ZFXRef);
					}
				}
			}
		}
	}


	// Bones
	TiXmlElement * bonesNode = pMeshNode->FirstChildElement("Bones");
	if(bonesNode)
	{
	    MLOG_DEBUG("entering Bones node");
		
		MArmature * armature = mesh->createArmature();

		unsigned int b, numBones = 0;
		bonesNode->QueryUIntAttribute("num", &numBones);
		armature->allocBones(numBones);

		// add bones
		for(b=0; b<numBones; b++)
			armature->addNewBone();
		b = 0;

		// Bone
		TiXmlElement * boneNode = bonesNode->FirstChildElement("Bone");
		for(boneNode; boneNode; boneNode=boneNode->NextSiblingElement("Bone"))
		{
			if(b >= armature->getBonesNumber())
				break;

			MOBone * bone = armature->getBone(b);

			const char * name = boneNode->Attribute("name");
			if(name)
				bone->setName(name);

			// parent
			TiXmlElement * parentNode = boneNode->FirstChildElement("parent");
			if(parentNode){
				unsigned int boneId = 0;
				parentNode->QueryUIntAttribute("id", &boneId);
				bone->linkTo(armature->getBone(boneId));
			}

			// position
			TiXmlElement * positionNode = boneNode->FirstChildElement("position");
			if(positionNode){
				MVector3 position;
				positionNode->QueryFloatAttribute("x", &position.x);
				positionNode->QueryFloatAttribute("y", &position.y);
				positionNode->QueryFloatAttribute("z", &position.z);
				bone->setPosition(position);
			}

			// rotation
			TiXmlElement * rotationNode = boneNode->FirstChildElement("rotation");
			if(rotationNode){

				MVector3 euler;
				rotationNode->QueryFloatAttribute("x", &euler.x);
				rotationNode->QueryFloatAttribute("y", &euler.y);
				rotationNode->QueryFloatAttribute("z", &euler.z);
				bone->setEulerRotation(euler);
			}

			// scale
			TiXmlElement * scaleNode = boneNode->FirstChildElement("scale");
			if(scaleNode){
				MVector3 scale;
				scaleNode->QueryFloatAttribute("x", &scale.x);
				scaleNode->QueryFloatAttribute("y", &scale.y);
				scaleNode->QueryFloatAttribute("z", &scale.z);
				bone->setScale(scale);
			}

			b++;
		}

		// construct bones inverse pose matrix
		armature->constructBonesInversePoseMatrix();
	}


	// SubMeshs
	TiXmlElement * subMeshsNode = pMeshNode->FirstChildElement("SubMeshs");
	if(! subMeshsNode)
		return true;

	unsigned int numSubMeshs = 0;
	subMeshsNode->QueryUIntAttribute("num", &numSubMeshs);
	if(numSubMeshs == 0)
		return true;

	// alloc subMeshs
	MSubMesh * subMeshs = mesh->allocSubMeshs(numSubMeshs);

	// BoundingBox
	TiXmlElement * boundingBoxNode = pMeshNode->FirstChildElement("BoundingBox");
	if(boundingBoxNode)
	{
		MVector3 * min = &mesh->getBoundingBox()->min;
		MVector3 * max = &mesh->getBoundingBox()->max;

		boundingBoxNode->QueryFloatAttribute("minx", &min->x);
		boundingBoxNode->QueryFloatAttribute("miny", &min->y);
		boundingBoxNode->QueryFloatAttribute("minz", &min->z);

		boundingBoxNode->QueryFloatAttribute("maxx", &max->x);
		boundingBoxNode->QueryFloatAttribute("maxy", &max->y);
		boundingBoxNode->QueryFloatAttribute("maxz", &max->z);
	}

	// SubMesh
	TiXmlElement * SubMeshNode = subMeshsNode->FirstChildElement("SubMesh");
	for(SubMeshNode; SubMeshNode; SubMeshNode=SubMeshNode->NextSiblingElement("SubMesh"))
	{
		MSubMesh * subMesh = subMeshs;

		// BoundingBox
		boundingBoxNode = SubMeshNode->FirstChildElement("BoundingBox");
		if(boundingBoxNode)
		{
			MVector3 * min = &subMesh->getBoundingBox()->min;
			MVector3 * max = &subMesh->getBoundingBox()->max;

			boundingBoxNode->QueryFloatAttribute("minx", &min->x);
			boundingBoxNode->QueryFloatAttribute("miny", &min->y);
			boundingBoxNode->QueryFloatAttribute("minz", &min->z);

			boundingBoxNode->QueryFloatAttribute("maxx", &max->x);
			boundingBoxNode->QueryFloatAttribute("maxy", &max->y);
			boundingBoxNode->QueryFloatAttribute("maxz", &max->z);
		}

		// Vertices
		TiXmlElement * verticesNode = SubMeshNode->FirstChildElement("Vertices");
		if(verticesNode)
		{
			unsigned int numVertices = 0;
			verticesNode->QueryUIntAttribute("num", &numVertices);
			MVector3 * vertices = subMesh->allocVertices(numVertices);

			// vertex
			TiXmlElement * vertexNode = verticesNode->FirstChildElement("vertex");
			for(vertexNode; vertexNode; vertexNode=vertexNode->NextSiblingElement("vertex"))
			{
				vertexNode->QueryFloatAttribute("x", &vertices->x);
				vertexNode->QueryFloatAttribute("y", &vertices->y);
				vertexNode->QueryFloatAttribute("z", &vertices->z);
				vertices++;
			}
		}

		// Normals
		TiXmlElement * normalsNode = SubMeshNode->FirstChildElement("Normals");
		if(normalsNode)
		{
			unsigned int numNormals = 0;
			normalsNode->QueryUIntAttribute("num", &numNormals);
			MVector3 * normals = subMesh->allocNormals(numNormals);

			// normal
			TiXmlElement * normalNode = normalsNode->FirstChildElement("normal");
			for(normalNode; normalNode; normalNode=normalNode->NextSiblingElement("normal"))
			{
				normalNode->QueryFloatAttribute("x", &normals->x);
				normalNode->QueryFloatAttribute("y", &normals->y);
				normalNode->QueryFloatAttribute("z", &normals->z);
				normals->normalize();
				normals++;
			}
		}

		// Tangents
		TiXmlElement * tangentsNode = SubMeshNode->FirstChildElement("Tangents");
		if(tangentsNode)
		{
			unsigned int numTangents = 0;
			tangentsNode->QueryUIntAttribute("num", &numTangents);
			MVector3 * tangents = subMesh->allocTangents(numTangents);

			// tangent
			TiXmlElement * tangentNode = tangentsNode->FirstChildElement("tangent");
			for(tangentNode; tangentNode; tangentNode=tangentNode->NextSiblingElement("tangent"))
			{
				tangentNode->QueryFloatAttribute("x", &tangents->x);
				tangentNode->QueryFloatAttribute("y", &tangents->y);
				tangentNode->QueryFloatAttribute("z", &tangents->z);
				tangents->normalize();
				tangents++;
			}
		}

		// TexCoords
		TiXmlElement * texCoordsNode = SubMeshNode->FirstChildElement("TexCoords");
		if(texCoordsNode)
		{
			// num
			unsigned int numTexCoords = 0;
			texCoordsNode->QueryUIntAttribute("num", &numTexCoords);
			MVector2 * texCoords = subMesh->allocTexCoords(numTexCoords);

			// mapChannels
			unsigned int numVertices = subMesh->getVerticesSize();
			const char * mapChannelsData = texCoordsNode->Attribute("mapChannels");

			// read channels
			if(mapChannelsData)
			{
				char str[256];
				strcpy(str, mapChannelsData);
				char * pch;

				unsigned int offset = 0;
				pch = strtok(str, " ");
				while(pch != NULL)
				{
					unsigned int channel = 0;
					sscanf(pch, "%d", &channel);

					subMesh->setMapChannelOffset(channel, offset);

					pch = strtok(NULL, " ");
					offset += numVertices;
				}
			}
			// create default channels
			else if((numVertices > 0) && (numTexCoords > numVertices))
			{
				unsigned int numChannels = numTexCoords / numVertices;
				for(unsigned int c=0; c<numChannels; c++)
					subMesh->setMapChannelOffset(c, numVertices*c);
			}

			// texCoord
			TiXmlElement * texCoordNode = texCoordsNode->FirstChildElement("texCoord");
			for(texCoordNode; texCoordNode; texCoordNode=texCoordNode->NextSiblingElement("texCoord"))
			{
				texCoordNode->QueryFloatAttribute("x", &texCoords->x);
				texCoordNode->QueryFloatAttribute("y", &texCoords->y);
				texCoords++;
			}
		}

		// Colors
		TiXmlElement * colorsNode = SubMeshNode->FirstChildElement("Colors");
		if(colorsNode)
		{
			unsigned int numColors = 0;
			colorsNode->QueryUIntAttribute("num", &numColors);
			MColor * colors = subMesh->allocColors(numColors);

			// color
			TiXmlElement * colorNode = colorsNode->FirstChildElement("color");
			for(colorNode; colorNode; colorNode=colorNode->NextSiblingElement("color"))
			{
				float x = 1, y = 1, z = 1, w = 1;
				colorNode->QueryFloatAttribute("x", &x);
				colorNode->QueryFloatAttribute("y", &y);
				colorNode->QueryFloatAttribute("z", &z);
				colorNode->QueryFloatAttribute("w", &w);

				colors->r = (unsigned char)x*255;
				colors->g = (unsigned char)y*255;
				colors->b = (unsigned char)z*255;
				colors->a = (unsigned char)w*255;;

				colors++;
			}
		}

		// Indices
		TiXmlElement * indicesNode = SubMeshNode->FirstChildElement("Indices");
		if(indicesNode)
		{
			M_TYPES indicesType;
			unsigned int vSize = subMesh->getVerticesSize();

			if(vSize < 65536){
				indicesType = M_USHORT;
			}
			else{
				indicesType = M_UINT;
			}

			unsigned int numIndices = 0;
			indicesNode->QueryUIntAttribute("num", &numIndices);
			subMesh->allocIndices(numIndices, indicesType);

			// indices
			TiXmlElement * indexNode = indicesNode->FirstChildElement("index");
			switch(indicesType)
			{
			case M_USHORT:
				{
					unsigned short * indices = (unsigned short *)subMesh->getIndices();
					for(indexNode; indexNode; indexNode=indexNode->NextSiblingElement("index"))
					{
						unsigned int id;
						indexNode->QueryUIntAttribute("value", &id);
						*indices = (unsigned short)id;
						indices++;
					}
				}
				break;
			case M_UINT:
				{
					unsigned int * indices = (unsigned int *)subMesh->getIndices();
					for(indexNode; indexNode; indexNode=indexNode->NextSiblingElement("index"))
					{
						indexNode->QueryUIntAttribute("value", indices);
						indices++;
					}
				}
				break;
			}
		}

		// Skins
		TiXmlElement * skinsNode = SubMeshNode->FirstChildElement("Skins");
		if(skinsNode)
		{
			MSkinData * skinData = subMesh->createSkinData();

			unsigned int numSkins = 0;
			skinsNode->QueryUIntAttribute("num", &numSkins);
			MSkinPoint * skinPoints = skinData->allocPoints(numSkins);

			// skin
			TiXmlElement * skinNode = skinsNode->FirstChildElement("skin");
			for(skinNode; skinNode; skinNode=skinNode->NextSiblingElement("skin"))
			{
				unsigned int vertexId = 0;
				unsigned int numBones = 0;

				skinNode->QueryUIntAttribute("vertex", &vertexId);
				skinNode->QueryUIntAttribute("numBones", &numBones);

				if(numBones > 0)
				{
					skinPoints->setVertexId(vertexId);
					skinPoints->allocateBonesLinks(numBones);

					unsigned short * bonesIds = skinPoints->getBonesIds();
					float * bonesWeights = skinPoints->getBonesWeights();

					TiXmlElement * boneNode = skinNode->FirstChildElement("bone");
					for(boneNode; boneNode; boneNode=boneNode->NextSiblingElement("bone"))
					{
						unsigned int id;
						boneNode->QueryUIntAttribute("id", &id);
						boneNode->QueryFloatAttribute("weight", bonesWeights);

						*bonesIds = id;

						bonesIds++;
						bonesWeights++;
					}
				}

				skinPoints++;
			}
		}

		// Displays
		TiXmlElement * displaysNode = SubMeshNode->FirstChildElement("Displays");
		if(displaysNode)
		{
			unsigned int numDisplays = 0;
			displaysNode->QueryUIntAttribute("num", &numDisplays);
			subMesh->allocDisplays(numDisplays);

			// display
			TiXmlElement * displayNode = displaysNode->FirstChildElement("display");
			for(displayNode; displayNode; displayNode=displayNode->NextSiblingElement("display"))
			{
				unsigned int begin, size, material, cullFace = 0;

				displayNode->QueryUIntAttribute("begin", &begin);
				displayNode->QueryUIntAttribute("size", &size);
				displayNode->QueryUIntAttribute("material", &material);
				displayNode->QueryUIntAttribute("cullFace", &cullFace);

				// create display
				MDisplay * display = subMesh->addNewDisplay(M_PRIMITIVE_TRIANGLES, begin, size);

				// set material
				if(material < mesh->getMaterialsNumber())
					display->setMaterial(mesh->getMaterial(material));

				// set cull mode
				M_CULL_MODES cullMode = M_CULL_BACK;
				if(cullFace == 1)
					cullMode = M_CULL_FRONT;
				else if(cullFace == 2)
					cullMode = M_CULL_NONE;
				display->setCullMode(cullMode);
			}
		}

		// generate tangents if needed
		if(! subMesh->getTangents())
			generateTangents(subMesh);


		subMeshs++;
	}

    MLOG_DEBUG("xmlMeshLoad success: "<<numSubMeshs<<" submeshs found");
	
	return true;
}
Example #10
0
void computeSkinning(MArmature * armature, MSkinData * skinData, const MVector3 * baseVertices, const MVector3 * baseNormals, const MVector3 * baseTangents, MVector3 * vertices, MVector3 * normals, MVector3 * tangents)
{
    M_PROFILE_SCOPE(computeSkinning);
	unsigned int p;
	unsigned int pSize = skinData->getPointsNumber();
	if (baseTangents && baseNormals)
	{
		for (p = 0; p < pSize; p++)
		{
			MSkinPoint * point = skinData->getPoint(p);
			unsigned short * bonesIds = point->getBonesIds();
			float * bonesWeights = point->getBonesWeights();
			
			unsigned int vertexId = point->getVertexId();
			unsigned int bSize = point->getBonesNumber();
			
			if (bSize > 1) // weighted skin
			{
				MOBone * bone = armature->getBone(bonesIds[0]);
				MMatrix4x4 matrix((*bone->getSkinMatrix()) * bonesWeights[0]);
				
				unsigned int b;
				for(b=1; b<bSize; b++)
				{
					MOBone * bone = armature->getBone(bonesIds[b]);
					matrix += (*bone->getSkinMatrix()) * bonesWeights[b];
				}
				
				vertices[vertexId] = matrix * baseVertices[vertexId];
				normals[vertexId] = matrix.getRotatedVector3(baseNormals[vertexId]);
				tangents[vertexId] = matrix.getRotatedVector3(baseTangents[vertexId]);
			}
			else if (bSize == 1) // simple skin
			{
				MOBone * bone = armature->getBone(bonesIds[0]);
				vertices[vertexId] = (*bone->getSkinMatrix()) * baseVertices[vertexId];
				normals[vertexId] = bone->getSkinMatrix()->getRotatedVector3(baseNormals[vertexId]);
				tangents[vertexId] = bone->getSkinMatrix()->getRotatedVector3(baseTangents[vertexId]);
			}
		}
	}
	else if (baseNormals)
	{
		for (p = 0; p < pSize; p++)
		{
			MSkinPoint * point = skinData->getPoint(p);
			unsigned short * bonesIds = point->getBonesIds();
			float * bonesWeights = point->getBonesWeights();

			unsigned int vertexId = point->getVertexId();
			unsigned int bSize = point->getBonesNumber();
			
			if (bSize > 1) // weighted skin
			{
				MOBone * bone = armature->getBone(bonesIds[0]);
				MMatrix4x4 matrix((*bone->getSkinMatrix()) * bonesWeights[0]);

				unsigned int b;
				for(b=1; b<bSize; b++)
				{
					MOBone * bone = armature->getBone(bonesIds[b]);
					matrix += (*bone->getSkinMatrix()) * bonesWeights[b];
				}

				vertices[vertexId] = matrix * baseVertices[vertexId];
				normals[vertexId] = matrix.getRotatedVector3(baseNormals[vertexId]);
			}
			else if (bSize == 1) // simple skin
			{
				MOBone * bone = armature->getBone(bonesIds[0]);
				vertices[vertexId] = (*bone->getSkinMatrix()) * baseVertices[vertexId];
				normals[vertexId] = bone->getSkinMatrix()->getRotatedVector3(baseNormals[vertexId]);
			}
		}
	}
	else
	{
		for (p = 0; p < pSize; p++)
		{
			MSkinPoint * point = skinData->getPoint(p);
			unsigned short * bonesIds = point->getBonesIds();
			float * bonesWeights = point->getBonesWeights();

			unsigned int vertexId = point->getVertexId();
			unsigned int bSize = point->getBonesNumber();
			
			if (bSize > 1) // weighted skin
			{
				MOBone * bone = armature->getBone(bonesIds[0]);
				MMatrix4x4 matrix((*bone->getSkinMatrix()) * bonesWeights[0]);

				unsigned int b;
				for(b=1; b<bSize; b++)
				{
					MOBone * bone = armature->getBone(bonesIds[b]);
					matrix += (*bone->getSkinMatrix()) * bonesWeights[b];
				}

				vertices[vertexId] = matrix * baseVertices[vertexId];
			}
			else if (bSize == 1) // simple skin
			{
				MOBone * bone = armature->getBone(bonesIds[0]);
				vertices[vertexId] = (*bone->getSkinMatrix()) * baseVertices[vertexId];
			}
		}
	}
}