|
@ -174,35 +174,104 @@ Model* ModelLoader::load(const std::string& filename) |
|
|
{ |
|
|
{ |
|
|
// Allocate skeleton data
|
|
|
// Allocate skeleton data
|
|
|
skeletonData = new SkeletonData(); |
|
|
skeletonData = new SkeletonData(); |
|
|
|
|
|
skeletonData->animations = nullptr; |
|
|
|
|
|
|
|
|
// Read bone count
|
|
|
// Read bone count
|
|
|
read16(&skeletonData->boneCount, &bufferOffset); |
|
|
read16(&skeletonData->boneCount, &bufferOffset); |
|
|
|
|
|
|
|
|
// Allocate bones
|
|
|
// Allocate bones
|
|
|
skeletonData->boneData = new BoneData[skeletonData->boneCount]; |
|
|
|
|
|
|
|
|
skeletonData->bones = new BoneData[skeletonData->boneCount]; |
|
|
|
|
|
|
|
|
// Read bones
|
|
|
// Read bones
|
|
|
for (std::size_t i = 0; i < skeletonData->boneCount; ++i) |
|
|
for (std::size_t i = 0; i < skeletonData->boneCount; ++i) |
|
|
{ |
|
|
{ |
|
|
BoneData* boneData = &skeletonData->boneData[i]; |
|
|
|
|
|
boneData->children = nullptr; |
|
|
|
|
|
|
|
|
BoneData* bone = &skeletonData->bones[i]; |
|
|
|
|
|
bone->children = nullptr; |
|
|
|
|
|
|
|
|
readString(&boneData->name, &bufferOffset); |
|
|
|
|
|
read16(&boneData->parent, &bufferOffset); |
|
|
|
|
|
read16(&boneData->childCount, &bufferOffset); |
|
|
|
|
|
boneData->children = new std::uint16_t[boneData->childCount]; |
|
|
|
|
|
for (std::size_t j = 0; j < boneData->childCount; ++j) |
|
|
|
|
|
|
|
|
readString(&bone->name, &bufferOffset); |
|
|
|
|
|
read16(&bone->parent, &bufferOffset); |
|
|
|
|
|
read16(&bone->childCount, &bufferOffset); |
|
|
|
|
|
bone->children = new std::uint16_t[bone->childCount]; |
|
|
|
|
|
for (std::size_t j = 0; j < bone->childCount; ++j) |
|
|
{ |
|
|
{ |
|
|
read16(&boneData->children[j], &bufferOffset); |
|
|
|
|
|
|
|
|
read16(&bone->children[j], &bufferOffset); |
|
|
|
|
|
} |
|
|
|
|
|
read32(&bone->translation.x, &bufferOffset); |
|
|
|
|
|
read32(&bone->translation.y, &bufferOffset); |
|
|
|
|
|
read32(&bone->translation.z, &bufferOffset); |
|
|
|
|
|
read32(&bone->rotation.w, &bufferOffset); |
|
|
|
|
|
read32(&bone->rotation.x, &bufferOffset); |
|
|
|
|
|
read32(&bone->rotation.y, &bufferOffset); |
|
|
|
|
|
read32(&bone->rotation.z, &bufferOffset); |
|
|
|
|
|
read32(&bone->length, &bufferOffset); |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Read animation count
|
|
|
|
|
|
read16(&skeletonData->animationCount, &bufferOffset); |
|
|
|
|
|
|
|
|
|
|
|
if (skeletonData->animationCount != 0) |
|
|
|
|
|
{ |
|
|
|
|
|
// Allocate animations
|
|
|
|
|
|
skeletonData->animations = new AnimationData[skeletonData->animationCount]; |
|
|
|
|
|
|
|
|
|
|
|
// Read animations
|
|
|
|
|
|
for (std::size_t i = 0; i < skeletonData->animationCount; ++i) |
|
|
|
|
|
{ |
|
|
|
|
|
AnimationData* animation = &skeletonData->animations[i]; |
|
|
|
|
|
|
|
|
|
|
|
// Read animation name
|
|
|
|
|
|
readString(&animation->name, &bufferOffset); |
|
|
|
|
|
|
|
|
|
|
|
// Read time frame
|
|
|
|
|
|
read32(&animation->startTime, &bufferOffset); |
|
|
|
|
|
read32(&animation->endTime, &bufferOffset); |
|
|
|
|
|
|
|
|
|
|
|
// Read channel count
|
|
|
|
|
|
read16(&animation->channelCount, &bufferOffset); |
|
|
|
|
|
|
|
|
|
|
|
// Allocate channels
|
|
|
|
|
|
animation->channels = new ChannelData[animation->channelCount]; |
|
|
|
|
|
|
|
|
|
|
|
// Read channels
|
|
|
|
|
|
for (std::size_t j = 0; j < animation->channelCount; ++j) |
|
|
|
|
|
{ |
|
|
|
|
|
ChannelData* channel = &animation->channels[j]; |
|
|
|
|
|
|
|
|
|
|
|
// Read channel ID
|
|
|
|
|
|
read16(&channel->id, &bufferOffset); |
|
|
|
|
|
|
|
|
|
|
|
// Read keyframe count
|
|
|
|
|
|
read16(&channel->keyFrameCount, &bufferOffset); |
|
|
|
|
|
|
|
|
|
|
|
// Allocate keyframes
|
|
|
|
|
|
channel->keyFrames = new KeyFrameData[channel->keyFrameCount]; |
|
|
|
|
|
|
|
|
|
|
|
// Read keyframes
|
|
|
|
|
|
for (std::size_t k = 0; k < channel->keyFrameCount; ++k) |
|
|
|
|
|
{ |
|
|
|
|
|
KeyFrameData* keyFrame = &channel->keyFrames[k]; |
|
|
|
|
|
|
|
|
|
|
|
// Read keyframe time
|
|
|
|
|
|
read32(&keyFrame->time, &bufferOffset); |
|
|
|
|
|
|
|
|
|
|
|
// Read keyframe translation
|
|
|
|
|
|
read32(&keyFrame->transform.translation.x, &bufferOffset); |
|
|
|
|
|
read32(&keyFrame->transform.translation.y, &bufferOffset); |
|
|
|
|
|
read32(&keyFrame->transform.translation.z, &bufferOffset); |
|
|
|
|
|
|
|
|
|
|
|
// Read keyframe rotation
|
|
|
|
|
|
read32(&keyFrame->transform.rotation.w, &bufferOffset); |
|
|
|
|
|
read32(&keyFrame->transform.rotation.x, &bufferOffset); |
|
|
|
|
|
read32(&keyFrame->transform.rotation.y, &bufferOffset); |
|
|
|
|
|
read32(&keyFrame->transform.rotation.z, &bufferOffset); |
|
|
|
|
|
|
|
|
|
|
|
// Read keyframe scale
|
|
|
|
|
|
read32(&keyFrame->transform.scale.x, &bufferOffset); |
|
|
|
|
|
read32(&keyFrame->transform.scale.y, &bufferOffset); |
|
|
|
|
|
read32(&keyFrame->transform.scale.z, &bufferOffset); |
|
|
|
|
|
} |
|
|
|
|
|
} |
|
|
} |
|
|
} |
|
|
read32(&boneData->translation.x, &bufferOffset); |
|
|
|
|
|
read32(&boneData->translation.y, &bufferOffset); |
|
|
|
|
|
read32(&boneData->translation.z, &bufferOffset); |
|
|
|
|
|
read32(&boneData->rotation.w, &bufferOffset); |
|
|
|
|
|
read32(&boneData->rotation.x, &bufferOffset); |
|
|
|
|
|
read32(&boneData->rotation.y, &bufferOffset); |
|
|
|
|
|
read32(&boneData->rotation.z, &bufferOffset); |
|
|
|
|
|
read32(&boneData->length, &bufferOffset); |
|
|
|
|
|
} |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
@ -339,11 +408,35 @@ Model* ModelLoader::load(const std::string& filename) |
|
|
Skeleton* skeleton = new Skeleton(); |
|
|
Skeleton* skeleton = new Skeleton(); |
|
|
|
|
|
|
|
|
// Construct bone hierarchy from bone data
|
|
|
// Construct bone hierarchy from bone data
|
|
|
constructBoneHierarchy(skeleton->getRootBone(), skeletonData->boneData, 0); |
|
|
|
|
|
|
|
|
constructBoneHierarchy(skeleton->getRootBone(), skeletonData->bones, 0); |
|
|
|
|
|
|
|
|
// Calculate bind pose
|
|
|
// Calculate bind pose
|
|
|
skeleton->calculateBindPose(); |
|
|
skeleton->calculateBindPose(); |
|
|
|
|
|
|
|
|
|
|
|
// Create animations
|
|
|
|
|
|
for (std::size_t i = 0; i < skeletonData->animationCount; ++i) |
|
|
|
|
|
{ |
|
|
|
|
|
AnimationData* animationData = &skeletonData->animations[i]; |
|
|
|
|
|
Animation* animation = new Animation(); |
|
|
|
|
|
animation->setName(animationData->name); |
|
|
|
|
|
animation->setTimeFrame(animationData->startTime, animationData->endTime); |
|
|
|
|
|
|
|
|
|
|
|
for (std::size_t j = 0; j < animationData->channelCount; ++j) |
|
|
|
|
|
{ |
|
|
|
|
|
ChannelData* channelData = &animationData->channels[j]; |
|
|
|
|
|
AnimationChannel* channel = animation->createChannel(channelData->id); |
|
|
|
|
|
for (std::size_t k = 0; k < channelData->keyFrameCount; ++k) |
|
|
|
|
|
{ |
|
|
|
|
|
KeyFrameData* keyFrameData = &channelData->keyFrames[k]; |
|
|
|
|
|
KeyFrame* keyFrame = channel->insertKeyFrame(keyFrameData->time); |
|
|
|
|
|
keyFrame->setTransform(keyFrameData->transform); |
|
|
|
|
|
} |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Add animation to skeleton
|
|
|
|
|
|
skeleton->addAnimation(animation); |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
// Add skeleton to model
|
|
|
// Add skeleton to model
|
|
|
model->setSkeleton(skeleton); |
|
|
model->setSkeleton(skeleton); |
|
|
} |
|
|
} |
|
@ -359,9 +452,22 @@ Model* ModelLoader::load(const std::string& filename) |
|
|
{ |
|
|
{ |
|
|
for (std::size_t i = 0; i < skeletonData->boneCount; ++i) |
|
|
for (std::size_t i = 0; i < skeletonData->boneCount; ++i) |
|
|
{ |
|
|
{ |
|
|
delete[] skeletonData->boneData[i].children; |
|
|
|
|
|
|
|
|
delete[] skeletonData->bones[i].children; |
|
|
|
|
|
} |
|
|
|
|
|
delete[] skeletonData->bones; |
|
|
|
|
|
|
|
|
|
|
|
for (std::size_t i = 0; i < skeletonData->animationCount; ++i) |
|
|
|
|
|
{ |
|
|
|
|
|
AnimationData* animation = &skeletonData->animations[i]; |
|
|
|
|
|
for (std::size_t j = 0; j < animation->channelCount; ++j) |
|
|
|
|
|
{ |
|
|
|
|
|
delete[] animation->channels[j].keyFrames; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
delete[] animation->channels; |
|
|
} |
|
|
} |
|
|
delete[] skeletonData->boneData; |
|
|
|
|
|
|
|
|
delete[] skeletonData->animations; |
|
|
|
|
|
|
|
|
delete skeletonData; |
|
|
delete skeletonData; |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|