openclonk/src/lib/StdMeshLoaderXml.cpp

562 lines
23 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
* Copyright (c) 2009-2015, The OpenClonk Team and contributors
*
* Distributed under the terms of the ISC license; see accompanying file
* "COPYING" for details.
*
* "Clonk" is a registered trademark of Matthes Bender, used with permission.
* See accompanying file "TRADEMARK" for details.
*
* To redistribute this file separately, substitute the full license texts
* for the above references.
*/
// A loader for the OGRE .mesh XML file format
#include "C4Include.h"
#include "StdMesh.h"
#include "StdMeshLoader.h"
#include <tinyxml.h>
// Helper class to load things from an XML file with error checking
class StdMeshLoader::StdMeshXML
{
public:
StdMeshXML(const char* filename, const char* xml_data);
const char* RequireStrAttribute(TiXmlElement* element, const char* attribute) const;
int RequireIntAttribute(TiXmlElement* element, const char* attribute) const;
float RequireFloatAttribute(TiXmlElement* element, const char* attribute) const;
TiXmlElement* RequireFirstChild(TiXmlElement* element, const char* child);
void LoadGeometry(StdMesh& mesh, std::vector<StdSubMesh::Vertex>& vertices, TiXmlElement* boneassignments_elem);
void LoadBoneAssignments(StdMesh& mesh, std::vector<StdSubMesh::Vertex>& vertices, TiXmlElement* boneassignments_elem);
void Error(const StdStrBuf& message, TiXmlElement* element) const;
void Error(const StdStrBuf& message, int row) const;
private:
TiXmlDocument Document;
StdStrBuf FileName;
};
StdMeshLoader::StdMeshXML::StdMeshXML(const char* filename, const char* xml_data):
FileName(filename)
{
Document.Parse(xml_data);
if (Document.Error())
Error(StdStrBuf(Document.ErrorDesc()), Document.ErrorRow());
}
const char* StdMeshLoader::StdMeshXML::RequireStrAttribute(TiXmlElement* element, const char* attribute) const
{
const char* value = element->Attribute(attribute);
if (!value) Error(FormatString("Element '%s' does not have attribute '%s'", element->Value(), attribute), element);
return value;
}
int StdMeshLoader::StdMeshXML::RequireIntAttribute(TiXmlElement* element, const char* attribute) const
{
int retval;
if (element->QueryIntAttribute(attribute, &retval) != TIXML_SUCCESS)
Error(FormatString("Element '%s' does not have integer attribute '%s'", element->Value(), attribute), element);
return retval;
}
float StdMeshLoader::StdMeshXML::RequireFloatAttribute(TiXmlElement* element, const char* attribute) const
{
float retval = 0;
if (element->QueryFloatAttribute(attribute, &retval) != TIXML_SUCCESS)
Error(FormatString("Element '%s' does not have floating point attribute '%s'", element->Value(), attribute), element);
return retval;
}
TiXmlElement* StdMeshLoader::StdMeshXML::RequireFirstChild(TiXmlElement* element, const char* child)
{
TiXmlElement* retval;
if (element)
{
retval = element->FirstChildElement(child);
if (!retval)
Error(FormatString("Element '%s' does not contain '%s' child", element->Value(), child), element);
}
else
{
retval = Document.RootElement();
if (strcmp(retval->Value(), child) != 0)
Error(FormatString("Root element is not '%s'", child), retval);
}
return retval;
}
void StdMeshLoader::StdMeshXML::Error(const StdStrBuf& message, TiXmlElement* element) const
{
Error(message, element->Row());
}
void StdMeshLoader::StdMeshXML::Error(const StdStrBuf& message, int row) const
{
throw StdMeshLoader::LoaderException(FormatString("%s:%u: %s", FileName.getData(), row, message.getData()).getData());
}
void StdMeshLoader::StdMeshXML::LoadGeometry(StdMesh& mesh, std::vector<StdSubMesh::Vertex>& vertices, TiXmlElement* geometry_elem)
{
// Check whether mesh has any vertices so far -- we need this later for
// initialization of bounding box and bounding sphere.
bool hasVertices = false;
if(!mesh.SharedVertices.empty()) hasVertices = true;
for(unsigned int i = 0; i < mesh.SubMeshes.size(); ++i)
if(!mesh.SubMeshes[i].Vertices.empty())
hasVertices = true;
int VertexCount = RequireIntAttribute(geometry_elem, "vertexcount");
vertices.resize(VertexCount);
static const unsigned int POSITIONS = 1;
static const unsigned int NORMALS = 2;
static const unsigned int TEXCOORDS = 4;
// Individual vertex attributes can be split up in multiple vertex buffers
unsigned int loaded_attributes = 0;
for(TiXmlElement* buffer_elem = geometry_elem->FirstChildElement("vertexbuffer"); buffer_elem != NULL; buffer_elem = buffer_elem->NextSiblingElement("vertexbuffer"))
{
unsigned int attributes = 0;
if(buffer_elem->Attribute("positions")) attributes |= POSITIONS;
if(buffer_elem->Attribute("normals")) attributes |= NORMALS;
if(buffer_elem->Attribute("texture_coords")) attributes |= TEXCOORDS;
unsigned int i;
TiXmlElement* vertex_elem;
for (vertex_elem = buffer_elem->FirstChildElement("vertex"), i = 0; vertex_elem != NULL && i < vertices.size(); vertex_elem = vertex_elem->NextSiblingElement("vertex"), ++i)
{
if(attributes & POSITIONS)
{
TiXmlElement* position_elem = RequireFirstChild(vertex_elem, "position");
vertices[i].x = RequireFloatAttribute(position_elem, "x");
vertices[i].y = RequireFloatAttribute(position_elem, "y");
vertices[i].z = RequireFloatAttribute(position_elem, "z");
}
if(attributes & NORMALS)
{
TiXmlElement* normal_elem = RequireFirstChild(vertex_elem, "normal");
vertices[i].nx = RequireFloatAttribute(normal_elem, "x");
vertices[i].ny = RequireFloatAttribute(normal_elem, "y");
vertices[i].nz = RequireFloatAttribute(normal_elem, "z");
}
if(attributes & TEXCOORDS)
{
// FIXME: The Ogre format supports denoting multiple texture coordinates, but the rendering code only supports one
// currently only the first set is read, any additional ones are ignored
TiXmlElement* texcoord_elem = RequireFirstChild(vertex_elem, "texcoord");
vertices[i].u = RequireFloatAttribute(texcoord_elem, "u");
vertices[i].v = RequireFloatAttribute(texcoord_elem, "v");
}
vertices[i] = OgreToClonk::TransformVertex(vertices[i]);
if (attributes & POSITIONS)
{
const float d = std::sqrt(vertices[i].x*vertices[i].x
+ vertices[i].y*vertices[i].y
+ vertices[i].z*vertices[i].z);
// Construct BoundingBox
StdMeshBox& BoundingBox = mesh.BoundingBox;
if (i == 0 && !hasVertices)
{
// First vertex
BoundingBox.x1 = BoundingBox.x2 = vertices[i].x;
BoundingBox.y1 = BoundingBox.y2 = vertices[i].y;
BoundingBox.z1 = BoundingBox.z2 = vertices[i].z;
mesh.BoundingRadius = d;
}
else
{
BoundingBox.x1 = Min(vertices[i].x, BoundingBox.x1);
BoundingBox.x2 = Max(vertices[i].x, BoundingBox.x2);
BoundingBox.y1 = Min(vertices[i].y, BoundingBox.y1);
BoundingBox.y2 = Max(vertices[i].y, BoundingBox.y2);
BoundingBox.z1 = Min(vertices[i].z, BoundingBox.z1);
BoundingBox.z2 = Max(vertices[i].z, BoundingBox.z2);
mesh.BoundingRadius = Max(mesh.BoundingRadius, d);
}
}
}
if(vertex_elem != NULL)
Error(FormatString("Too many vertices in vertexbuffer"), buffer_elem);
if(i < vertices.size())
Error(FormatString("Not enough vertices in vertexbuffer"), buffer_elem);
loaded_attributes |= attributes;
}
static const unsigned int REQUIRED_ATTRIBUTES = POSITIONS | NORMALS | TEXCOORDS;
if((loaded_attributes & REQUIRED_ATTRIBUTES) != REQUIRED_ATTRIBUTES)
Error(FormatString("Not all required vertex attributes (positions, normals, texcoords) present in mesh geometry"), geometry_elem);
}
void StdMeshLoader::StdMeshXML::LoadBoneAssignments(StdMesh& mesh, std::vector<StdSubMesh::Vertex>& vertices, TiXmlElement* boneassignments_elem)
{
for (TiXmlElement* vertexboneassignment_elem = boneassignments_elem->FirstChildElement("vertexboneassignment"); vertexboneassignment_elem != NULL; vertexboneassignment_elem = vertexboneassignment_elem->NextSiblingElement("vertexboneassignment"))
{
int BoneID = RequireIntAttribute(vertexboneassignment_elem, "boneindex");
int VertexIndex = RequireIntAttribute(vertexboneassignment_elem, "vertexindex");
float weight = RequireFloatAttribute(vertexboneassignment_elem, "weight");
if (VertexIndex < 0 || static_cast<unsigned int>(VertexIndex) >= vertices.size())
Error(FormatString("Vertex index in bone assignment (%d) is out of range", VertexIndex), vertexboneassignment_elem);
// maybe not needed, see comment below
const StdMeshBone* bone = NULL;
for (unsigned int i = 0; !bone && i < mesh.GetSkeleton().GetNumBones(); ++i)
if (mesh.GetSkeleton().GetBone(i).ID == BoneID)
bone = &mesh.GetSkeleton().GetBone(i);
if (!bone) Error(FormatString("There is no such bone with ID %d", BoneID), vertexboneassignment_elem);
// Find first bone assignment with a zero weight (i.e. is unused)
StdSubMesh::Vertex& vertex = vertices[VertexIndex];
// Check quickly if all weight slots are used
if (vertex.bone_weight[StdMeshVertex::MaxBoneWeightCount - 1] != 0)
{
Error(FormatString("Vertex %d is influenced by more than %d bones", VertexIndex, StdMeshVertex::MaxBoneWeightCount), vertexboneassignment_elem);
}
for (size_t weight_index = 0; weight_index < StdMeshVertex::MaxBoneWeightCount; ++weight_index)
{
if (vertex.bone_weight[weight_index] == 0)
{
vertex.bone_weight[weight_index] = weight;
vertex.bone_index[weight_index] = bone->Index;
break;
}
}
}
// Normalize vertex bone assignment weights (this is not guaranteed in the
// Ogre file format).
for (unsigned int i = 0; i < vertices.size(); ++i)
{
StdSubMesh::Vertex& vertex = vertices[i];
float sum = 0.0;
for (float weight : vertex.bone_weight)
sum += weight;
if (sum != 0)
for (float &weight : vertex.bone_weight)
weight /= sum;
else
vertex.bone_weight[0] = 1.0f;
}
}
StdMesh *StdMeshLoader::LoadMeshXml(const char* xml_data, size_t size, const StdMeshMatManager& manager, StdMeshSkeletonLoader& skel_loader, const char* filename)
{
StdMeshXML xml(filename ? filename : "<unknown>", xml_data);
std::unique_ptr<StdMesh> mesh(new StdMesh);
TiXmlElement* mesh_elem = xml.RequireFirstChild(NULL, "mesh");
// Load shared geometry, if any
TiXmlElement* sharedgeometry_elem = mesh_elem->FirstChildElement("sharedgeometry");
if(sharedgeometry_elem != NULL)
xml.LoadGeometry(*mesh, mesh->SharedVertices, sharedgeometry_elem);
TiXmlElement* submeshes_elem = xml.RequireFirstChild(mesh_elem, "submeshes");
TiXmlElement* submesh_elem_base = xml.RequireFirstChild(submeshes_elem, "submesh");
for (TiXmlElement* submesh_elem = submesh_elem_base; submesh_elem != NULL; submesh_elem = submesh_elem->NextSiblingElement("submesh"))
{
mesh->SubMeshes.push_back(StdSubMesh());
StdSubMesh& submesh = mesh->SubMeshes.back();
const char* material = xml.RequireStrAttribute(submesh_elem, "material");
submesh.Material = manager.GetMaterial(material);
if (!submesh.Material)
xml.Error(FormatString("There is no such material named '%s'", material), submesh_elem);
const char* usesharedvertices = submesh_elem->Attribute("usesharedvertices");
const std::vector<StdMesh::Vertex>* vertices;
if(!usesharedvertices || strcmp(usesharedvertices, "true") != 0)
{
TiXmlElement* geometry_elem = xml.RequireFirstChild(submesh_elem, "geometry");
xml.LoadGeometry(*mesh, submesh.Vertices, geometry_elem);
vertices = &submesh.Vertices;
}
else
{
if(mesh->SharedVertices.empty())
xml.Error(StdCopyStrBuf("Submesh specifies to use shared vertices but there is no shared geometry"), submesh_elem);
vertices = &mesh->SharedVertices;
}
TiXmlElement* faces_elem = xml.RequireFirstChild(submesh_elem, "faces");
int FaceCount = xml.RequireIntAttribute(faces_elem, "count");
submesh.Faces.resize(FaceCount);
unsigned int i = 0;
for (TiXmlElement* face_elem = faces_elem->FirstChildElement("face"); face_elem != NULL && i < submesh.Faces.size(); face_elem = face_elem->NextSiblingElement("face"), ++i)
{
int v[3];
v[0] = xml.RequireIntAttribute(face_elem, "v1");
v[1] = xml.RequireIntAttribute(face_elem, "v2");
v[2] = xml.RequireIntAttribute(face_elem, "v3");
for (unsigned int j = 0; j < 3; ++j)
{
if (v[j] < 0 || static_cast<unsigned int>(v[j]) >= vertices->size())
xml.Error(FormatString("Vertex index v%u (%d) is out of range", j+1, v[j]), face_elem);
submesh.Faces[i].Vertices[j] = v[j];
}
}
}
// We allow bounding box to be empty if it's only due to Z direction since
// this is what goes inside the screen in Clonk.
if(mesh->BoundingBox.x1 == mesh->BoundingBox.x2 || mesh->BoundingBox.y1 == mesh->BoundingBox.y2)
xml.Error(StdCopyStrBuf("Bounding box is empty"), mesh_elem);
// Read skeleton, if any
TiXmlElement* skeletonlink_elem = mesh_elem->FirstChildElement("skeletonlink");
if (skeletonlink_elem)
{
const char* name = xml.RequireStrAttribute(skeletonlink_elem, "name");
StdCopyStrBuf xml_filename(name); xml_filename.Append(".xml");
StdCopyStrBuf skeleton_filename;
StdMeshSkeletonLoader::MakeFullSkeletonPath(skeleton_filename, filename, xml_filename.getData());
mesh->Skeleton = skel_loader.GetSkeletonByName(skeleton_filename);
if (!mesh->Skeleton) xml.Error(FormatString("Failed to load '%s'", skeleton_filename.getData()), skeletonlink_elem);
// Vertex<->Bone assignments for shared geometry
if (sharedgeometry_elem)
{
TiXmlElement* boneassignments_elem = xml.RequireFirstChild(mesh_elem, "boneassignments");
xml.LoadBoneAssignments(*mesh, mesh->SharedVertices, boneassignments_elem);
}
// Vertex<->Bone assignments for all vertices (need to go through SubMeshes again...)
unsigned int submesh_index = 0;
for (TiXmlElement* submesh_elem = submesh_elem_base; submesh_elem != NULL; submesh_elem = submesh_elem->NextSiblingElement("submesh"), ++submesh_index)
{
StdSubMesh& submesh = mesh->SubMeshes[submesh_index];
if (!submesh.Vertices.empty())
{
TiXmlElement* boneassignments_elem = xml.RequireFirstChild(submesh_elem, "boneassignments");
xml.LoadBoneAssignments(*mesh, submesh.Vertices, boneassignments_elem);
}
}
}
else
{
// Mesh has no skeleton
// Bone assignements do not make sense then, as the
// actual bones are defined in the skeleton file.
for (TiXmlElement* submesh_elem = submesh_elem_base; submesh_elem != NULL; submesh_elem = submesh_elem->NextSiblingElement("submesh"))
{
TiXmlElement* boneassignments_elem = submesh_elem->FirstChildElement("boneassignments");
if (boneassignments_elem)
xml.Error(StdStrBuf("Mesh has bone assignments, but no skeleton"), boneassignments_elem);
}
TiXmlElement* boneassignments_elem = mesh_elem->FirstChildElement("boneassignments");
if (boneassignments_elem)
xml.Error(StdStrBuf("Mesh has bone assignments, but no skeleton"), boneassignments_elem);
}
return mesh.release();
}
void StdMeshSkeletonLoader::LoadSkeletonXml(const char* groupname, const char* filename, const char *sourcefile, size_t size)
{
if (sourcefile == NULL)
{
throw Ogre::InsufficientData(FormatString("Failed to load '%s/%s'", groupname, filename).getData());
}
std::shared_ptr<StdMeshLoader::StdMeshXML> skeleton(new StdMeshLoader::StdMeshXML(filename, sourcefile));
TiXmlElement* skeleton_elem = skeleton->RequireFirstChild(NULL, "skeleton");
TiXmlElement* bones_elem = skeleton->RequireFirstChild(skeleton_elem, "bones");
// Read bones. Don't insert into Master bone table yet, as the master bone
// table is sorted hierarchically, and we will read the hierarchy only
// afterwards.
std::vector<StdMeshBone*> bones;
for (TiXmlElement* bone_elem = bones_elem->FirstChildElement("bone"); bone_elem != NULL; bone_elem = bone_elem->NextSiblingElement("bone"))
{
StdMeshBone* bone = new StdMeshBone;
bones.push_back(bone);
bone->ID = skeleton->RequireIntAttribute(bone_elem, "id");
bone->Name = skeleton->RequireStrAttribute(bone_elem, "name");
// TODO: Make sure ID and name are unique
bone->Parent = NULL;
// Index of bone will be set when building Master Bone Table later
TiXmlElement* position_elem = skeleton->RequireFirstChild(bone_elem, "position");
TiXmlElement* rotation_elem = skeleton->RequireFirstChild(bone_elem, "rotation");
TiXmlElement* axis_elem = skeleton->RequireFirstChild(rotation_elem, "axis");
StdMeshVector d, r;
d.x = skeleton->RequireFloatAttribute(position_elem, "x");
d.y = skeleton->RequireFloatAttribute(position_elem, "y");
d.z = skeleton->RequireFloatAttribute(position_elem, "z");
float angle = skeleton->RequireFloatAttribute(rotation_elem, "angle");
r.x = skeleton->RequireFloatAttribute(axis_elem, "x");
r.y = skeleton->RequireFloatAttribute(axis_elem, "y");
r.z = skeleton->RequireFloatAttribute(axis_elem, "z");
bone->Transformation.scale = StdMeshVector::UnitScale();
bone->Transformation.rotate = StdMeshQuaternion::AngleAxis(angle, r);
bone->Transformation.translate = d;
// We need this later for applying animations, and attaching meshes, therefore cache it here
bone->InverseTransformation = StdMeshTransformation::Inverse(bone->Transformation);
}
// Bone hierarchy
TiXmlElement* bonehierarchy_elem = skeleton->RequireFirstChild(skeleton_elem, "bonehierarchy");
for (TiXmlElement* boneparent_elem = bonehierarchy_elem->FirstChildElement("boneparent"); boneparent_elem != NULL; boneparent_elem = boneparent_elem->NextSiblingElement("boneparent"))
{
const char* child_name = skeleton->RequireStrAttribute(boneparent_elem, "bone");
const char* parent_name = skeleton->RequireStrAttribute(boneparent_elem, "parent");
// Lookup the two bones
StdMeshBone* child = NULL;
StdMeshBone* parent = NULL;
for (unsigned int i = 0; i < bones.size() && (!child || !parent); ++i)
{
if (!child && bones[i]->Name == child_name)
child = bones[i];
if (!parent && bones[i]->Name == parent_name)
parent = bones[i];
}
if (!child) skeleton->Error(FormatString("There is no such bone with name '%s'", child_name), boneparent_elem);
if (!parent) skeleton->Error(FormatString("There is no such bone with name '%s'", parent_name), boneparent_elem);
child->Parent = parent;
parent->Children.push_back(child);
}
std::shared_ptr<StdMeshSkeleton> Skeleton(new StdMeshSkeleton);
// Fill master bone table in hierarchical order:
for (unsigned int i = 0; i < bones.size(); ++i)
if (bones[i]->Parent == NULL)
Skeleton->AddMasterBone(bones[i]);
// Load Animations
TiXmlElement* animations_elem = skeleton_elem->FirstChildElement("animations");
if (animations_elem)
{
for (TiXmlElement* animation_elem = animations_elem->FirstChildElement("animation"); animation_elem != NULL; animation_elem = animation_elem->NextSiblingElement("animation"))
{
StdCopyStrBuf name(skeleton->RequireStrAttribute(animation_elem, "name"));
if (Skeleton->Animations.find(name) != Skeleton->Animations.end())
skeleton->Error(FormatString("There is already an animation with name '%s'", name.getData()), animation_elem);
StdMeshAnimation& animation = Skeleton->Animations.insert(std::make_pair(name, StdMeshAnimation())).first->second;
animation.Name = name;
animation.Length = skeleton->RequireFloatAttribute(animation_elem, "length");
animation.Tracks.resize(Skeleton->GetNumBones());
animation.OriginSkeleton = &(*Skeleton);
TiXmlElement* tracks_elem = skeleton->RequireFirstChild(animation_elem, "tracks");
for (TiXmlElement* track_elem = tracks_elem->FirstChildElement("track"); track_elem != NULL; track_elem = track_elem->NextSiblingElement("track"))
{
const char* bone_name = skeleton->RequireStrAttribute(track_elem, "bone");
StdMeshBone* bone = NULL;
for (unsigned int i = 0; !bone && i < Skeleton->GetNumBones(); ++i)
if (Skeleton->Bones[i]->Name == bone_name)
bone = Skeleton->Bones[i];
if (!bone) skeleton->Error(FormatString("There is no such bone with name '%s'", bone_name), track_elem);
if (animation.Tracks[bone->Index] != NULL) skeleton->Error(FormatString("There is already a track for bone '%s' in animation '%s'", bone_name, animation.Name.getData()), track_elem);
StdMeshTrack* track = new StdMeshTrack;
animation.Tracks[bone->Index] = track;
TiXmlElement* keyframes_elem = skeleton->RequireFirstChild(track_elem, "keyframes");
for (TiXmlElement* keyframe_elem = keyframes_elem->FirstChildElement("keyframe"); keyframe_elem != NULL; keyframe_elem = keyframe_elem->NextSiblingElement("keyframe"))
{
float time = skeleton->RequireFloatAttribute(keyframe_elem, "time");
StdMeshKeyFrame& frame = track->Frames[time];
TiXmlElement* translate_elem = keyframe_elem->FirstChildElement("translate");
TiXmlElement* rotate_elem = keyframe_elem->FirstChildElement("rotate");
TiXmlElement* scale_elem = keyframe_elem->FirstChildElement("scale");
StdMeshVector d, s, r;
d.x = d.y = d.z = 0.0f;
s = StdMeshVector::UnitScale();
r.x = r.y = 0.0f; r.z = 1.0f;
float angle = 0.0f;
if (translate_elem)
{
d.x = skeleton->RequireFloatAttribute(translate_elem, "x");
d.y = skeleton->RequireFloatAttribute(translate_elem, "y");
d.z = skeleton->RequireFloatAttribute(translate_elem, "z");
}
if (rotate_elem)
{
TiXmlElement* axis_elem = skeleton->RequireFirstChild(rotate_elem, "axis");
angle = skeleton->RequireFloatAttribute(rotate_elem, "angle");
r.x = skeleton->RequireFloatAttribute(axis_elem, "x");
r.y = skeleton->RequireFloatAttribute(axis_elem, "y");
r.z = skeleton->RequireFloatAttribute(axis_elem, "z");
}
if (scale_elem)
{
s.x = skeleton->RequireFloatAttribute(scale_elem, "x");
s.y = skeleton->RequireFloatAttribute(scale_elem, "y");
s.z = skeleton->RequireFloatAttribute(scale_elem, "z");
}
frame.Transformation.scale = s;
frame.Transformation.rotate = StdMeshQuaternion::AngleAxis(angle, r);
frame.Transformation.translate = bone->InverseTransformation.rotate * (bone->InverseTransformation.scale * d);
frame.Transformation = OgreToClonk::TransformTransformation(frame.Transformation);
}
}
}
}
// is there even any xml file that we load from?
// it looks like this could never work: if the mesh has no skeleton, then the code below will fail because of a null pointer...
// Apply parent transformation to each bone transformation. We need to
// do this late since animation keyframe computation needs the bone
// transformations, not bone+parent.
for (unsigned int i = 0; i < Skeleton->GetNumBones(); ++i)
{
// Apply parent transformation
if (Skeleton->Bones[i]->Parent)
Skeleton->Bones[i]->Transformation = Skeleton->Bones[i]->Parent->Transformation * OgreToClonk::TransformTransformation(Skeleton->Bones[i]->Transformation);
else
Skeleton->Bones[i]->Transformation = OgreToClonk::TransformTransformation(Skeleton->Bones[i]->Transformation);
// Update inverse
Skeleton->Bones[i]->InverseTransformation = StdMeshTransformation::Inverse(Skeleton->Bones[i]->Transformation);
}
StoreSkeleton(groupname, filename, Skeleton);
}