void AssetImporter::assembleAsset(
    ID3D11Device* d3dDevice,
    const aiScene* scene,
    unsigned int meshIndex,
    aiMatrix4x4 transform,
    GRAPHICS::RESOURCES::Mesh* meshArr,
    GRAPHICS::RESOURCES::Material* materialArr,
    GRAPHICS::Scene& outScene
)
{
    GRAPHICS::RESOURCES::Renderable asset;
    asset.mesh = meshArr[meshIndex];
    asset.material = materialArr[scene->mMeshes[meshIndex]->mMaterialIndex];

    asset.transformation = DirectX::XMFLOAT4X4((const float*)(&transform.Transpose()));
    GRAPHICS::D3D11Utility::createBuffer<DirectX::XMFLOAT4X4>(
        d3dDevice,
        D3D11_BIND_CONSTANT_BUFFER,
        D3D11_USAGE_DYNAMIC,
        &asset.transformation,
        1,
        asset.transformationBuffer
    );

    outScene.addStaticRenderable(asset);
}
// ------------------------------------------------------------------------------------------------
// Apply the node transformation to a mesh
void PretransformVertices::ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)
{
    // Check whether we need to transform the coordinates at all
    if (!mat.IsIdentity()) {

        if (mesh->HasPositions()) {
            for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
                mesh->mVertices[i] = mat * mesh->mVertices[i];
            }
        }
        if (mesh->HasNormals() || mesh->HasTangentsAndBitangents()) {
            aiMatrix4x4 mWorldIT = mat;
            mWorldIT.Inverse().Transpose();

            // TODO: implement Inverse() for aiMatrix3x3
            aiMatrix3x3 m = aiMatrix3x3(mWorldIT);

            if (mesh->HasNormals()) {
                for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
                    mesh->mNormals[i] = m * mesh->mNormals[i];
                }
            }
            if (mesh->HasTangentsAndBitangents()) {
                for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
                    mesh->mTangents[i]   = m * mesh->mTangents[i];
                    mesh->mBitangents[i] = m * mesh->mBitangents[i];
                }
            }
        }
    }
}
aiMatrix4x4 NCAssimpModel::returnRotation(aiMatrix4x4 incmat) {
    aiVector3D pos;
    aiQuaternion quat;
    aiVector3D scale;
    incmat.DecomposeNoScaling(quat, pos);
    aiMatrix4x4 toreturn = aiMatrix4x4(quat.GetMatrix());
    
    return toreturn;
    
}
Exemplo n.º 4
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void GetPosRotScale(const aiMatrix4x4& transform, Vector3& pos, Quaternion& rot, Vector3& scale)
{
    aiVector3D aiPos;
    aiQuaternion aiRot;
    aiVector3D aiScale;
    transform.Decompose(aiScale, aiRot, aiPos);
    pos = ToVector3(aiPos);
    rot = ToQuaternion(aiRot);
    scale = ToVector3(aiScale);
}
Exemplo n.º 5
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void SceneImporter::computeTransform( const aiMatrix4x4 &m, Transformation &t )
{
	aiVector3D position, scaling;
 	aiQuaternion rotation;
 	m.Decompose( scaling, rotation, position );

 	t.setTranslate( position.x, position.y, position.z );
 	t.setScale( ( scaling.x + scaling.y + scaling.z ) / 3.0f );
 	t.setRotate( Quaternion4f( rotation.x, rotation.y, rotation.z, rotation.w ) );
}
aiMatrix4x4 NCAssimpModel::returnScale(aiMatrix4x4 incmat) {
    aiVector3D pos;
    aiQuaternion quat;
    aiVector3D scale;
    incmat.Decompose(scale, quat, pos);
    
    aiMatrix4x4 scalee;
    aiMatrix4x4::Scaling(scale,scalee);
    
    return scalee;    
}
aiMatrix4x4 NCAssimpModel::returnInverseRotation(aiMatrix4x4 incmat) {
    aiVector3D pos;
    aiQuaternion quat;
    aiVector3D scale;
    incmat.Decompose(scale, quat, pos);
    aiMatrix4x4 toreturn = (aiMatrix4x4)quat.GetMatrix();
    
    toreturn.Inverse();
    
    return toreturn;
}
aiMatrix4x4 NCAssimpModel::returnTranslation(aiMatrix4x4 incmat) {
    
    aiVector3D pos;
    aiQuaternion quat;
    aiVector3D scale;
    
    incmat.Decompose(scale, quat, pos);
    
    aiMatrix4x4 trans;
    aiMatrix4x4::Translation(pos, trans);
    
    return trans;
    
}
Exemplo n.º 9
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void QMesh::draw(aiMatrix4x4 transform) const
{
    glPushMatrix();
    aiMatrix4x4 mult;
    aiMatrix4x4::Translation(aiVector3D(0,-100,0), mult);
    transform = mult * transform;
    transform.Transpose(); //Transpose for some reason
    glMultMatrixf(static_cast<GLfloat*>(transform[0]));
    glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, faceColor);

    const GLuint *indices = geom->faces.constData();
    glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_INT, indices + start);
    glPopMatrix();
}
Exemplo n.º 10
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  AnimUtils(const char* filename)
  {
    m_pScene = mIp.ReadFile(filename, aiProcess_GenSmoothNormals);
    
    if(m_pScene)
      {
	mGlobalInvTf = m_pScene->mRootNode->mTransformation;
	mGlobalInvTf.Inverse();
	
	// only looks at the first mesh and its bones
	if(m_pScene->mMeshes[0]->HasBones()) 
	  {
	    LoadBones(m_pScene->mMeshes[0]);
	  }

	if(m_pScene->HasAnimations())
	  { // Only Load the first Animation
	    BuildChannelDict(m_pScene->mAnimations[0]);
	  }
      }
  }
Exemplo n.º 11
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std::string outputJsonEntityFile(const std::string &name, const aiMatrix4x4 &matrix, const std::string &mesh, const std::string &material, const std::string &occlusionName)
{
	float deg;
	aiVector3D s, p, a;
	aiQuaternion r;
	matrix.Decompose(s, r, p);
	convertToAxisAngle(r, a, deg);

	cJSON *root = cJSON_CreateObject();
	cJSON *entity = cJSON_CreateObject();
	cJSON_AddItemToObject(root, "entity", entity);
	cJSON_AddStringToObject(entity, "name", name.c_str());

	cJSON *transform = cJSON_CreateObject();
	cJSON_AddItemToObject(entity, "transform", transform);

	cJSON *position = cJSON_CreateArray();
	cJSON_AddNumberToArray(position, p.x);
	cJSON_AddNumberToArray(position, p.y);
	cJSON_AddNumberToArray(position, p.z);
	cJSON_AddItemToObject(transform, "position", position);

	cJSON *orientation = cJSON_CreateArray();
	cJSON *axis = cJSON_CreateArray();
	cJSON_AddNumberToArray(axis, a.x);
	cJSON_AddNumberToArray(axis, a.y);
	cJSON_AddNumberToArray(axis, a.z);

	cJSON_AddNumberToArray(orientation, deg);
	cJSON_AddItemToArray(orientation, axis);
	cJSON_AddItemToObject(transform, "orientation", orientation);

	cJSON *scale = cJSON_CreateArray();
	cJSON_AddNumberToArray(scale, s.x);
	cJSON_AddNumberToArray(scale, s.y);
	cJSON_AddNumberToArray(scale, s.z);
	cJSON_AddItemToObject(transform, "scale", scale);

	cJSON *components = cJSON_CreateObject();
	cJSON_AddItemToObject(entity, "components", components);

	cJSON *renderable = cJSON_CreateObject();
	cJSON_AddItemToObject(components, "renderable", renderable);
	cJSON_AddStringToObject(renderable, "mesh", mesh.c_str());
	cJSON_AddStringToObject(renderable, "material", (material + ".material").c_str());

	cJSON *physics = cJSON_CreateObject();
	cJSON_AddItemToObject(components, "physics", physics);
	cJSON_AddStringToObject(physics, "type", "static");

	if(!occlusionName.empty())
	{
		cJSON *occlusion = cJSON_CreateObject();
		cJSON_AddItemToObject(components, "occlusion", occlusion);
		cJSON_AddStringToObject(occlusion, "source", occlusionName.c_str());
	}

	std::string filename = outdir + "/Entities/" + name + ".entity";
	writeJsonToFile(root, filename);
	return filename;
}
void copyAiAnimation(const aiScene *scene, const aiMesh *sourceMesh, const unsigned int &animationIndex,
    std::map<std::string, unsigned int> &boneNameToIndex,
    std::map<std::string, const aiNode *> &nodeNameToPointer,
    std::map<std::string, aiMatrix4x4> &nodeNameToMatrix,
    Skeleton &skeleton)
{
    const aiAnimation *sourceAnimation = scene->mAnimations[animationIndex];
    const std::string animationName = std::string(sourceAnimation->mName.data);
    skeleton.animations.insert(std::pair<std::string, Animation>(animationName, Animation()));
    Animation *animation = &skeleton.animations[animationName];
    const size_t nrFrames = getAiNrAnimationFrames(sourceAnimation);
    
    animation->name = animationName;
    animation->frames.assign(nrFrames*skeleton.bones.size(), KeyFrame());
    
    if (sourceAnimation->mNumChannels != skeleton.bones.size())
    {
        std::cerr << "Warning: animation '" << animation->name << "' has an invalid number of channels (" << sourceAnimation->mNumChannels << " for " << skeleton.bones.size() << " bones)!" << std::endl;
    }
    
    //Store inverse of global transformation.
    aiMatrix4x4 inverseGlobalTransformation = scene->mRootNode->mTransformation;
    
    inverseGlobalTransformation.Inverse();
    
    //Process all frames.
    KeyFrame *frames = &animation->frames[0];
    
    for (size_t frame = 0; frame < nrFrames; ++frame)
    {
        //For this frame, first reset all transformations to their originals.
        for (std::map<std::string, aiMatrix4x4>::iterator i = nodeNameToMatrix.begin(); i != nodeNameToMatrix.end(); ++i)
        {
            assert(nodeNameToPointer[i->first]);
            i->second = nodeNameToPointer[i->first]->mTransformation;
        }
        
        //Then, retrieve all transformations that are stored in the animation data for the corresponding nodes.
        for (size_t i = 0; i < sourceAnimation->mNumChannels; ++i)
        {
            const aiNodeAnim *nodeAnim = sourceAnimation->mChannels[i];
            
            //Get data for this frame.
            aiVector3D scale(1.0f, 1.0f, 1.0f);
            aiQuaternion rotate(1.0f, 0.0f, 0.0f, 0.0f);
            aiVector3D translate(0.0f, 0.0f, 0.0f);
            
            if (frame < nodeAnim->mNumScalingKeys) scale = nodeAnim->mScalingKeys[frame].mValue;
            else if (nodeAnim->mNumScalingKeys > 0) scale = nodeAnim->mScalingKeys[nodeAnim->mNumScalingKeys - 1].mValue;
            if (frame < nodeAnim->mNumRotationKeys) rotate = nodeAnim->mRotationKeys[frame].mValue;
            else if (nodeAnim->mNumRotationKeys > 0) rotate = nodeAnim->mRotationKeys[nodeAnim->mNumRotationKeys - 1].mValue;
            if (frame < nodeAnim->mNumPositionKeys) translate = nodeAnim->mPositionKeys[frame].mValue;
            else if (nodeAnim->mNumPositionKeys > 0) translate = nodeAnim->mPositionKeys[nodeAnim->mNumPositionKeys - 1].mValue;
            
            //Create transformation matrix.
            if (nodeNameToMatrix.find(nodeAnim->mNodeName.data) == nodeNameToMatrix.end())
            {
                std::cerr << "Warning: animation data for node '" << nodeAnim->mNodeName.data << "' is not available!" << std::endl;
                throw std::exception();
            }
            
            aiMatrix4x4 scaleMatrix;
            aiMatrix4x4 rotationMatrix = aiMatrix4x4(rotate.GetMatrix());
            aiMatrix4x4 translationMatrix;
            
            aiMatrix4x4::Scaling(scale, scaleMatrix);
            aiMatrix4x4::Translation(translate, translationMatrix);
            
            nodeNameToMatrix[nodeAnim->mNodeName.data] = translationMatrix*rotationMatrix*scaleMatrix;
        }
        
        //Recursively update these transformations.
        updateAiNodeMatrices(scene->mRootNode, aiMatrix4x4(), nodeNameToMatrix);

        //Assign the updated transformations to the corresponding bones.
        for (std::map<std::string, aiMatrix4x4>::const_iterator i = nodeNameToMatrix.begin(); i != nodeNameToMatrix.end(); ++i)
        {
            std::map<std::string, unsigned int>::const_iterator boneIterator = boneNameToIndex.find(i->first);
            
            if (boneIterator != boneNameToIndex.end())
            {
                const unsigned int boneIndex = boneIterator->second;
                //const aiMatrix4x4 finalTransformation = inverseGlobalTransformation*i->second*sourceMesh->mBones[boneIndex]->mOffsetMatrix;
                const aiMatrix4x4 finalTransformation = i->second*sourceMesh->mBones[boneIndex]->mOffsetMatrix;
                
                aiVector3D scale(1.0f, 1.0f, 1.0f);
                aiQuaternion rotate(1.0f, 0.0f, 0.0f, 0.0f);
                aiVector3D translate(0.0f, 0.0f, 0.0f);
                
                finalTransformation.Decompose(scale, rotate, translate);
                
                frames[boneIndex] = KeyFrame(vec3(scale.x, scale.y, scale.z),
                                             frame,
                                             quatconj(vec4(rotate.x, rotate.y, rotate.z, rotate.w)),
                                             vec4(translate.x, translate.y, translate.z, 0.0f));
            }
        }
        
        //Advance to next frame.
        frames += skeleton.bones.size();
    }
    
#ifndef NDEBUG
    std::cerr << "Added animation '" << animation->name << "' with " << nrFrames << " frames, resulting in " << animation->frames.size() << " keyframes." << std::endl;
#endif
}