コード例 #1
0
ファイル: import_assimp.c プロジェクト: Cloudef/glhck
static int processBonesAndAnimations(glhckObject *object, const struct aiScene *sc)
{
    unsigned int i, b,  numBones = 0, oldNumBones;
    const struct aiMesh *mesh;
    glhckObject *child;
    glhckBone **bones = NULL;
    glhckSkinBone **skinBones = NULL;

    /* import bones */
    if (!(bones = _glhckCalloc(ASSIMP_BONES_MAX, sizeof(glhckBone*))))
        goto fail;
    if (!(skinBones = _glhckCalloc(ASSIMP_BONES_MAX, sizeof(glhckSkinBone*))))
        goto fail;

    for (i = 0; i != sc->mNumMeshes; ++i) {
        mesh = sc->mMeshes[i];

        /* FIXME: UGLY */
        char pointer[16];
        snprintf(pointer, sizeof(pointer), "%p", mesh);
        if (!(child = findObject(object, pointer))) continue;

        if (mesh->mNumBones)  {
            oldNumBones = numBones;
            processBones(sc->mRootNode, sc->mRootNode, mesh, bones, skinBones, &numBones);
            if (numBones) glhckObjectInsertSkinBones(child, skinBones+oldNumBones, numBones-oldNumBones);
            for (b = oldNumBones; b < numBones; ++b) glhckSkinBoneFree(skinBones[b]);
        }
    }

    /* we don't need skin bones anymore */
    NULLDO(_glhckFree, skinBones);

    /* store all bones in root object */
    if (numBones) glhckObjectInsertBones(object, bones, numBones);
    for (b = 0; b < numBones; ++b) glhckBoneFree(bones[b]);
    NULLDO(_glhckFree, bones);

    /* import animations */
    if (sc->mNumAnimations && processAnimations(object, sc) != RETURN_OK)
        goto fail;

    return RETURN_OK;

fail:
    if (bones) {
        for (i = 0; i < ASSIMP_BONES_MAX; ++i)
            if (bones[i]) glhckBoneFree(bones[i]);
        _glhckFree(bones);
    }
    if (skinBones) {
        for (i = 0; i < ASSIMP_BONES_MAX; ++i)
            if (skinBones[i]) glhckSkinBoneFree(skinBones[i]);
        _glhckFree(skinBones);
    }
    return RETURN_FAIL;
}
コード例 #2
0
ファイル: camera.c プロジェクト: Cloudef/glhck
/* \brief allocate new camera */
GLHCKAPI glhckCamera* glhckCameraNew(void)
{
   glhckCamera *object;

   /* allocate camera */
   if (!(object = _glhckCalloc(1, sizeof(glhckCamera))))
      goto fail;

   /* increase reference */
   object->refCounter++;

   /* initialize camera's object */
   if (!(object->object = glhckObjectNew()))
      goto fail;

   /* defaults */
   object->view.projectionType = GLHCK_PROJECTION_PERSPECTIVE;
   object->view.near = 1.0f;
   object->view.far  = 100.0f;
   object->view.fov  = 35.0f;

   /* reset */
   glhckCameraReset(object);

   /* insert to world */
   _glhckWorldInsert(camera, object, glhckCamera*);

   RET(0, "%p", object);
   return object;

fail:
   IFDO(_glhckFree, object);
   RET(0, "%p", NULL);
   return NULL;
}
コード例 #3
0
ファイル: texture.c プロジェクト: Cloudef/glhck
/* \brief allocate new texture object */
GLHCKAPI glhckTexture* glhckTextureNew(void)
{
   glhckTexture *object;

   /* allocate texture */
   if (!(object = _glhckCalloc(1, sizeof(glhckTexture))))
      goto fail;

   /* increase reference */
   object->refCounter++;

   /* default target type */
   object->target = GLHCK_TEXTURE_2D;

   /* insert to world */
   _glhckWorldInsert(texture, object, glhckTexture*);

   RET(0, "%p", object);
   return object;

fail:
   IFDO(glhckTextureFree, object);
   RET(0, "%p", NULL);
   return NULL;
}
コード例 #4
0
ファイル: skinbone.c プロジェクト: zoadianCollection/glhck
/* \brief allocate new skin bone object */
GLHCKAPI glhckSkinBone* glhckSkinBoneNew(void)
{
   glhckSkinBone *object;
   TRACE(0);

   /* allocate object */
   if (!(object = _glhckCalloc(1, sizeof(glhckSkinBone))))
      goto fail;

   /* increase reference */
   object->refCounter++;

   /* identity matrices */
   kmMat4Identity(&object->offsetMatrix);

   /* insert to world */
   _glhckWorldInsert(skinBone, object, glhckSkinBone*);

   RET(0, "%p", object);
   return object;

fail:
   RET(0, "%p", NULL);
   return NULL;
}
コード例 #5
0
ファイル: import_mmd.c プロジェクト: zoadianCollection/glhck
/* \brief import MikuMikuDance PMD file */
int _glhckImportPMD(_glhckObject *object, const char *file, const glhckImportModelParameters *params,
      glhckGeometryIndexType itype, glhckGeometryVertexType vtype)
{
   FILE *f;
   char *texturePath;
   mmd_data *mmd = NULL;
   glhckAtlas *atlas = NULL;
   glhckMaterial *material = NULL;
   glhckTexture *texture = NULL, **textureList = NULL;
   glhckImportVertexData *vertexData = NULL;
   glhckImportIndexData *indices = NULL, *stripIndices = NULL;
   unsigned int geometryType = GLHCK_TRIANGLE_STRIP;
   unsigned int i, i2, ix, start, numFaces, numIndices = 0;
   CALL(0, "%p, %s, %p", object, file, params);

   if (!(f = fopen(file, "rb")))
      goto read_fail;

   if (!(mmd = mmd_new(f)))
      goto mmd_no_memory;

   if (mmd_read_header(mmd) != 0)
      goto mmd_import_fail;

   if (mmd_read_vertex_data(mmd) != 0)
      goto mmd_import_fail;

   if (mmd_read_index_data(mmd) != 0)
      goto mmd_import_fail;

   if (mmd_read_material_data(mmd) != 0)
      goto mmd_import_fail;

   /* close file */
   NULLDO(fclose, f);

   if (mmd->header.name) {
      DEBUG(GLHCK_DBG_CRAP, "%s\n", mmd->header.name);
   }
   if (mmd->header.comment) printf("%s\n\n", mmd->header.comment);

   if (!(vertexData = _glhckCalloc(mmd->num_vertices, sizeof(glhckImportVertexData))))
      goto mmd_no_memory;

   if (!(indices = _glhckMalloc(mmd->num_indices * sizeof(unsigned int))))
      goto mmd_no_memory;

   if (!(textureList = _glhckCalloc(mmd->num_materials, sizeof(_glhckTexture*))))
      goto mmd_no_memory;

   if (!(atlas = glhckAtlasNew()))
      goto mmd_no_memory;

   /* add all textures to atlas packer */
   for (i = 0; i < mmd->num_materials; ++i) {
      if (!mmd->materials[i].texture) continue;

      if (!(texturePath = _glhckImportTexturePath(mmd->materials[i].texture, file)))
         continue;

      if ((texture = glhckTextureNewFromFile(texturePath, NULL, NULL))) {
         glhckAtlasInsertTexture(atlas, texture);
         glhckTextureFree(texture);
         textureList[i] = texture;
      }

      _glhckFree(texturePath);
   }

   for (i = 0; i < mmd->num_materials && !textureList[i]; ++i);
   if (i >= mmd->num_materials) {
      /* no textures found */
      NULLDO(glhckAtlasFree, atlas);
      NULLDO(_glhckFree, textureList);
   } else {
      /* pack textures */
      if (glhckAtlasPack(atlas, GLHCK_RGBA, 1, 0, glhckTextureDefaultParameters()) != RETURN_OK)
         goto fail;
   }

   /* assign data */
   for (i = 0, start = 0; i < mmd->num_materials; ++i, start += numFaces) {
      numFaces = mmd->materials[i].face;
      for (i2 = start; i2 < start + numFaces; ++i2) {
         ix = mmd->indices[i2];

         /* vertices */
         vertexData[ix].vertex.x = mmd->vertices[ix*3+0];
         vertexData[ix].vertex.y = mmd->vertices[ix*3+1];
         vertexData[ix].vertex.z = mmd->vertices[ix*3+2];

         /* normals */
         vertexData[ix].normal.x = mmd->normals[ix*3+0];
         vertexData[ix].normal.y = mmd->normals[ix*3+1];
         vertexData[ix].normal.z = mmd->normals[ix*3+2];

         /* texture coords */
         vertexData[ix].coord.x = mmd->coords[ix*2+0];
         vertexData[ix].coord.y = mmd->coords[ix*2+1] * -1;

         /* fix coords */
         if (vertexData[ix].coord.x < 0.0f)
            vertexData[ix].coord.x += 1.0f;
         if (vertexData[ix].coord.y < 0.0f)
            vertexData[ix].coord.y += 1.0f;

         /* if there is packed texture */
         if (atlas && textureList[i]) {
            kmVec2 coord;
            coord.x = vertexData[ix].coord.x;
            coord.y = vertexData[ix].coord.y;
            glhckAtlasTransformCoordinates(atlas, textureList[i], &coord, &coord);
            vertexData[ix].coord.x = coord.x;
            vertexData[ix].coord.y = coord.y;
         }

         indices[i2] = ix;
      }
   }

   if (atlas) {
      if (!(material = glhckMaterialNew(glhckAtlasGetTexture(atlas))))
         goto mmd_no_memory;

      glhckObjectMaterial(object, material);
      NULLDO(glhckMaterialFree, material);
      NULLDO(glhckAtlasFree, atlas);
      NULLDO(_glhckFree, textureList);
   }

   /* triangle strip geometry */
   if (!(stripIndices = _glhckTriStrip(indices, mmd->num_indices, &numIndices))) {
      /* failed, use non stripped geometry */
      geometryType   = GLHCK_TRIANGLES;
      numIndices    = mmd->num_indices;
      stripIndices  = indices;
   } else NULLDO(_glhckFree, indices);

   /* set geometry */
   glhckObjectInsertIndices(object, itype, stripIndices, numIndices);
   glhckObjectInsertVertices(object, vtype, vertexData, mmd->num_vertices);
   object->geometry->type = geometryType;

   /* finish */
   NULLDO(_glhckFree, vertexData);
   NULLDO(_glhckFree, stripIndices);
   NULLDO(mmd_free, mmd);

   RET(0, "%d", RETURN_OK);
   return RETURN_OK;

read_fail:
   DEBUG(GLHCK_DBG_ERROR, "Failed to open: %s", file);
   goto fail;
mmd_import_fail:
   DEBUG(GLHCK_DBG_ERROR, "MMD importing failed.");
   goto fail;
mmd_no_memory:
   DEBUG(GLHCK_DBG_ERROR, "MMD not enough memory.");
fail:
   IFDO(fclose, f);
   IFDO(glhckAtlasFree, atlas);
   IFDO(mmd_free, mmd);
   IFDO(_glhckFree, textureList);
   IFDO(_glhckFree, vertexData);
   IFDO(_glhckFree, indices);
   IFDO(_glhckFree, stripIndices);
   RET(0, "%d", RETURN_FAIL);
   return RETURN_FAIL;
}
コード例 #6
0
ファイル: import_assimp.c プロジェクト: Cloudef/glhck
static int processModel(const char *file, glhckObject *object,
                        glhckObject *current, const struct aiScene *sc, const struct aiNode *nd,
                        glhckGeometryIndexType itype, glhckGeometryVertexType vtype, const glhckImportModelParameters *params)
{
    unsigned int m, f;
    unsigned int numVertices = 0, numIndices = 0;
    unsigned int ioffset, voffset;
    glhckImportIndexData *indices = NULL;
    glhckImportVertexData *vertexData = NULL;
    glhckMaterial *material = NULL;
    glhckTexture **textureList = NULL, *texture = NULL;
    glhckAtlas *atlas = NULL;
    const struct aiMesh *mesh;
    const struct aiFace *face;
    int canFreeCurrent = 0;
    int hasTexture = 0;
    assert(file);
    assert(object && current);
    assert(sc && nd);

    /* combine && atlas loading path */
    if (params->flatten) {
        /* prepare atlas for texture combining */
        if (!(atlas = glhckAtlasNew()))
            goto assimp_no_memory;

        /* texturelist for offseting coordinates */
        if (!(textureList = _glhckCalloc(nd->mNumMeshes, sizeof(_glhckTexture*))))
            goto assimp_no_memory;

        /* gather statistics */
        for (m = 0; m != nd->mNumMeshes; ++m) {
            mesh = sc->mMeshes[nd->mMeshes[m]];
            if (!mesh->mVertices) continue;

            for (f = 0; f != mesh->mNumFaces; ++f) {
                face = &mesh->mFaces[f];
                if (!face) goto fail;
                numIndices += face->mNumIndices;
            }
            numVertices += mesh->mNumVertices;

            if ((texture = textureFromMaterial(file, sc->mMaterials[mesh->mMaterialIndex]))) {
                glhckAtlasInsertTexture(atlas, texture);
                glhckTextureFree(texture);
                textureList[m] = texture;
                hasTexture = 1;
            }
        }

        /* allocate vertices */
        if (!(vertexData = _glhckCalloc(numVertices, sizeof(glhckImportVertexData))))
            goto assimp_no_memory;

        /* allocate indices */
        if (!(indices = _glhckMalloc(numIndices * sizeof(glhckImportIndexData))))
            goto assimp_no_memory;

        /* pack combined textures */
        if (hasTexture) {
            if (glhckAtlasPack(atlas, GLHCK_RGBA, 1, 0, glhckTextureDefaultParameters()) != RETURN_OK)
                goto fail;
        } else {
            NULLDO(glhckAtlasFree, atlas);
            NULLDO(_glhckFree, textureList);
        }

        /* join vertex data */
        for (m = 0, ioffset = 0, voffset = 0; m != nd->mNumMeshes; ++m) {
            mesh = sc->mMeshes[nd->mMeshes[m]];
            if (!mesh->mVertices) continue;
            if (textureList) texture = textureList[m];
            else texture = NULL;

            joinMesh(mesh, voffset, indices+ioffset, vertexData+voffset, atlas, texture);

            for (f = 0; f != mesh->mNumFaces; ++f) {
                face = &mesh->mFaces[f];
                if (!face) goto fail;
                ioffset += face->mNumIndices;
            }
            voffset += mesh->mNumVertices;
        }

        /* create material */
        if (hasTexture && !(material = glhckMaterialNew(texture)))
            goto assimp_no_memory;

        /* finally build the model */
        if (buildModel(current, numIndices,  numVertices,
                       indices, vertexData, itype, vtype)  == RETURN_OK) {
            _glhckObjectFile(current, nd->mName.data);
            if (material) glhckObjectMaterial(current, material);
            if (!(current = glhckObjectNew())) goto fail;
            glhckObjectAddChild(object, current);
            glhckObjectFree(current);
            canFreeCurrent = 1;
        }

        /* free stuff */
        IFDO(glhckAtlasFree, atlas);
        IFDO(glhckMaterialFree, material);
        IFDO(_glhckFree, textureList);
        NULLDO(_glhckFree, vertexData);
        NULLDO(_glhckFree, indices);
    } else {
        /* default loading path */
        for (m = 0, ioffset = 0, voffset = 0; m != nd->mNumMeshes; ++m) {
            mesh = sc->mMeshes[nd->mMeshes[m]];
            if (!mesh->mVertices) continue;

            /* gather statistics */
            numIndices = 0;
            for (f = 0; f != mesh->mNumFaces; ++f) {
                face = &mesh->mFaces[f];
                if (!face) goto fail;
                numIndices += face->mNumIndices;
            }
            numVertices = mesh->mNumVertices;

            // FIXME: create materialFromAssimpMaterial
            // that returns glhckMaterial with correct stuff

            /* get texture */
            hasTexture = 0;
            if ((texture = textureFromMaterial(file, sc->mMaterials[mesh->mMaterialIndex])))
                hasTexture = 1;

            /* create material */
            if (hasTexture && !(material = glhckMaterialNew(texture)))
                goto assimp_no_memory;

            /* allocate vertices */
            if (!(vertexData = _glhckCalloc(numVertices, sizeof(glhckImportVertexData))))
                goto assimp_no_memory;

            /* allocate indices */
            if (!(indices = _glhckMalloc(numIndices * sizeof(glhckImportIndexData))))
                goto assimp_no_memory;

            /* fill arrays */
            joinMesh(mesh, 0, indices, vertexData, NULL, NULL);

            /* build model */
            if (buildModel(current, numIndices,  numVertices,
                           indices, vertexData, itype, vtype) == RETURN_OK) {

                /* FIXME: UGLY */
                char pointer[16];
                snprintf(pointer, sizeof(pointer), "%p", mesh);
                _glhckObjectFile(current, pointer);

                if (material) glhckObjectMaterial(current, material);
                if (!(current = glhckObjectNew())) goto fail;
                glhckObjectAddChild(object, current);
                glhckObjectFree(current);
                canFreeCurrent = 1;
            }

            /* free stuff */
            NULLDO(_glhckFree, vertexData);
            NULLDO(_glhckFree, indices);
            IFDO(glhckTextureFree, texture);
            IFDO(glhckMaterialFree, material);
        }
    }

    /* process childrens */
    for (m = 0; m != nd->mNumChildren; ++m) {
        if (processModel(file, object, current, sc, nd->mChildren[m],
                         itype, vtype, params) == RETURN_OK) {
            if (!(current = glhckObjectNew())) goto fail;
            glhckObjectAddChild(object, current);
            glhckObjectFree(current);
            canFreeCurrent = 1;
        }
    }

    /* we din't do anything to the next
     * allocated object, so free it */
    if (canFreeCurrent) glhckObjectRemoveFromParent(current);
    return RETURN_OK;

assimp_no_memory:
    DEBUG(GLHCK_DBG_ERROR, "Assimp not enough memory.");
fail:
    IFDO(_glhckFree, vertexData);
    IFDO(_glhckFree, indices);
    IFDO(_glhckFree, textureList);
    IFDO(glhckTextureFree, texture);
    IFDO(glhckMaterialFree, material);
    IFDO(glhckAtlasFree, atlas);
    if (canFreeCurrent) glhckObjectRemoveFromParent(current);
    return RETURN_FAIL;
}
コード例 #7
0
ファイル: import_assimp.c プロジェクト: Cloudef/glhck
static int processAnimations(glhckObject *object, const struct aiScene *sc)
{
    glhckAnimationVectorKey *vectorKeys;
    glhckAnimationQuaternionKey *quaternionKeys;
    unsigned int i, n, k, numAnimations, numNodes;
    glhckAnimation *animation;
    glhckAnimationNode *node;
    const struct aiNodeAnim *assimpNode;
    const struct aiAnimation *assimpAnimation;

    glhckAnimation *animations[sc->mNumAnimations];
    for (i = 0, numAnimations = 0; i != sc->mNumAnimations; ++i) {
        assimpAnimation = sc->mAnimations[i];

        /* allocate new animation */
        if (!(animation = glhckAnimationNew()))
            continue;

        /* set animation properties */
        glhckAnimationTicksPerSecond(animation, assimpAnimation->mTicksPerSecond);
        glhckAnimationDuration(animation, assimpAnimation->mDuration);
        glhckAnimationName(animation, assimpAnimation->mName.data);

        glhckAnimationNode *nodes[assimpAnimation->mNumChannels];
        for (n = 0, numNodes = 0; n != assimpAnimation->mNumChannels; ++n) {
            assimpNode = assimpAnimation->mChannels[n];

            /* allocate new animation node */
            if (!(node = glhckAnimationNodeNew()))
                continue;

            /* set bone name for this node */
            glhckAnimationNodeBoneName(node, assimpNode->mNodeName.data);

            /* translation keys */
            vectorKeys = _glhckCalloc(assimpNode->mNumPositionKeys, sizeof(glhckAnimationVectorKey));
            if (!vectorKeys) continue;

            for (k = 0; k != assimpNode->mNumPositionKeys; ++k) {
                vectorKeys[k].vector.x = assimpNode->mPositionKeys[k].mValue.x;
                vectorKeys[k].vector.y = assimpNode->mPositionKeys[k].mValue.y;
                vectorKeys[k].vector.z = assimpNode->mPositionKeys[k].mValue.z;
                vectorKeys[k].time = assimpNode->mPositionKeys[k].mTime;
            }
            glhckAnimationNodeInsertTranslations(node, vectorKeys, assimpNode->mNumPositionKeys);
            _glhckFree(vectorKeys);

            /* scaling keys */
            vectorKeys = _glhckCalloc(assimpNode->mNumScalingKeys, sizeof(glhckAnimationVectorKey));
            if (!vectorKeys) continue;

            for (k = 0; k != assimpNode->mNumScalingKeys; ++k) {
                vectorKeys[k].vector.x = assimpNode->mScalingKeys[k].mValue.x;
                vectorKeys[k].vector.y = assimpNode->mScalingKeys[k].mValue.y;
                vectorKeys[k].vector.z = assimpNode->mScalingKeys[k].mValue.z;
                vectorKeys[k].time = assimpNode->mScalingKeys[k].mTime;
            }
            glhckAnimationNodeInsertScalings(node, vectorKeys, assimpNode->mNumScalingKeys);
            _glhckFree(vectorKeys);

            /* rotation keys */
            quaternionKeys = _glhckCalloc(assimpNode->mNumRotationKeys, sizeof(glhckAnimationQuaternionKey));
            if (!quaternionKeys) continue;

            for (k = 0; k != assimpNode->mNumRotationKeys; ++k) {
                quaternionKeys[k].quaternion.x = assimpNode->mRotationKeys[k].mValue.x;
                quaternionKeys[k].quaternion.y = assimpNode->mRotationKeys[k].mValue.y;
                quaternionKeys[k].quaternion.z = assimpNode->mRotationKeys[k].mValue.z;
                quaternionKeys[k].quaternion.w = assimpNode->mRotationKeys[k].mValue.w;
                quaternionKeys[k].time = assimpNode->mRotationKeys[k].mTime;
            }
            glhckAnimationNodeInsertRotations(node, quaternionKeys, assimpNode->mNumRotationKeys);
            _glhckFree(quaternionKeys);

            /* increase imported nodes count */
            nodes[numNodes++] = node;
        }

        /* set nodes to animation */
        if (numNodes) {
            glhckAnimationInsertNodes(animation, nodes, numNodes);
            for (n = 0; n != numNodes; ++n) glhckAnimationNodeFree(nodes[n]);
        }

        /* increase imported animations count */
        animations[numAnimations++] = animation;
    }

    /* insert animations to object */
    if (numAnimations) {
        glhckObjectInsertAnimations(object, animations, numAnimations);
#if 0
        unsigned int numChildren;
        glhckObject **children;
        children = glhckObjectChildren(object, &numChildren);
        for (i = 0; i != numChildren; ++i) glhckObjectInsertAnimations(children[i], animations, numAnimations);
#endif
        for (i = 0; i != numAnimations; ++i) glhckAnimationFree(animations[i]);
    }
    return RETURN_OK;
}