NazaraEngine/src/Nazara/Utility/Formats/MD5AnimLoader.cpp

101 lines
2.8 KiB
C++

// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - Utility module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Utility/Formats/MD5AnimLoader.hpp>
#include <Nazara/Utility/Formats/MD5AnimParser.hpp>
#include <Nazara/Utility/Debug.hpp>
namespace Nz
{
namespace
{
bool IsSupported(const String& extension)
{
return (extension == "md5anim");
}
Ternary Check(Stream& stream, const AnimationParams& parameters)
{
bool skip;
if (parameters.custom.GetBooleanParameter("SkipNativeMD5AnimLoader", &skip) && skip)
return Ternary_False;
MD5AnimParser parser(stream);
return parser.Check();
}
bool Load(Animation* animation, Stream& stream, const AnimationParams& parameters)
{
///TODO: Utiliser les paramètres
MD5AnimParser parser(stream);
if (!parser.Parse())
{
NazaraError("MD5Anim parser failed");
return false;
}
const MD5AnimParser::Frame* frames = parser.GetFrames();
UInt32 frameCount = parser.GetFrameCount();
UInt32 frameRate = parser.GetFrameRate();
const MD5AnimParser::Joint* joints = parser.GetJoints();
UInt32 jointCount = parser.GetJointCount();
// À ce stade, nous sommes censés avoir assez d'informations pour créer l'animation
animation->CreateSkeletal(frameCount, jointCount);
Sequence sequence;
sequence.firstFrame = 0;
sequence.frameCount = frameCount;
sequence.frameRate = frameRate;
sequence.name = stream.GetPath().SubStringFrom(NAZARA_DIRECTORY_SEPARATOR, -1, true);
animation->AddSequence(sequence);
SequenceJoint* sequenceJoints = animation->GetSequenceJoints();
// Pour que le squelette soit correctement aligné, il faut appliquer un quaternion "de correction" aux joints à la base du squelette
Quaternionf rotationQuat = Quaternionf::RotationBetween(Vector3f::UnitX(), Vector3f::Forward()) *
Quaternionf::RotationBetween(Vector3f::UnitZ(), Vector3f::Up());
for (UInt32 i = 0; i < jointCount; ++i)
{
int parent = joints[i].parent;
for (UInt32 j = 0; j < frameCount; ++j)
{
SequenceJoint& sequenceJoint = sequenceJoints[j*jointCount + i];
if (parent >= 0)
{
sequenceJoint.position = frames[j].joints[i].pos;
sequenceJoint.rotation = frames[j].joints[i].orient;
}
else
{
sequenceJoint.position = rotationQuat * frames[j].joints[i].pos;
sequenceJoint.rotation = rotationQuat * frames[j].joints[i].orient;
}
sequenceJoint.scale.Set(1.f);
}
}
return true;
}
}
namespace Loaders
{
void RegisterMD5Anim()
{
AnimationLoader::RegisterLoader(IsSupported, Check, Load);
}
void UnregisterMD5Anim()
{
AnimationLoader::UnregisterLoader(IsSupported, Check, Load);
}
}
}