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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-23 08:33:50 +00:00
Copies Collada import options to Assimp.
The lodType, singleDetailSize, adjustCenter and adjustFloor options been added to the importer. Implementation of $Assimp::FlipNormals has been fixed. $Assimp::FlipWindingOrder has been added to expose aiProcess_FlipWindingOrder. Logging is now enabled and directed to assimp.log.
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186a44fab3
commit
2d20995867
4 changed files with 128 additions and 30 deletions
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@ -33,6 +33,7 @@
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#include "ts/assimp/assimpShapeLoader.h"
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#include "ts/assimp/assimpAppNode.h"
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#include "ts/assimp/assimpAppMesh.h"
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#include "ts/assimp/assimpAppMaterial.h"
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#include "ts/assimp/assimpAppSequence.h"
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@ -150,6 +151,9 @@ void AssimpShapeLoader::enumerateScene()
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if(Con::getBoolVariable("$Assimp::FlipUVs", true))
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ppsteps |= aiProcess_FlipUVs;
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if(Con::getBoolVariable("$Assimp::FlipWindingOrder", true))
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ppsteps |= aiProcess_FlipWindingOrder;
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if(Con::getBoolVariable("$Assimp::Triangulate", true))
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ppsteps |= aiProcess_Triangulate;
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@ -163,17 +167,21 @@ void AssimpShapeLoader::enumerateScene()
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aiPropertyStore* props = aiCreatePropertyStore();
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aiSetImportPropertyInteger(props, AI_CONFIG_IMPORT_TER_MAKE_UVS, 1);
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aiSetImportPropertyInteger(props, AI_CONFIG_PP_SBP_REMOVE, (aiProcessPreset_TargetRealtime_Quality
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| aiProcess_FlipWindingOrder | aiProcess_FlipUVs
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| aiProcess_CalcTangentSpace
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| aiProcess_FixInfacingNormals)
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& ~aiProcess_RemoveRedundantMaterials);
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aiSetImportPropertyInteger(props, AI_CONFIG_GLOB_MEASURE_TIME, 1);
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aiSetImportPropertyFloat(props, AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE, 80.f);
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//aiSetImportPropertyInteger(props, AI_CONFIG_IMPORT_TER_MAKE_UVS, 1);
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//aiSetImportPropertyInteger(props, AI_CONFIG_PP_SBP_REMOVE, (aiProcessPreset_TargetRealtime_Quality
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// | aiProcess_FlipWindingOrder | aiProcess_FlipUVs
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// | aiProcess_CalcTangentSpace
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// | aiProcess_FixInfacingNormals)
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// & ~aiProcess_RemoveRedundantMaterials);
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//aiSetImportPropertyInteger(props, AI_CONFIG_GLOB_MEASURE_TIME, 1);
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//aiSetImportPropertyFloat(props, AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE, 80.f);
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//aiSetImportPropertyInteger(props,AI_CONFIG_PP_PTV_KEEP_HIERARCHY,1);
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//Assimp::Importer importer;
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struct aiLogStream c;
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c = aiGetPredefinedLogStream(aiDefaultLogStream_FILE, "assimp.log");
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aiAttachLogStream(&c);
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c = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT, NULL);
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aiAttachLogStream(&c);
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// Attempt to import with Assimp.
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//mScene = importer.ReadFile(shapePath.getFullPath().c_str(), (aiProcessPreset_TargetRealtime_Quality | aiProcess_FlipWindingOrder | aiProcess_FlipUVs | aiProcess_CalcTangentSpace)
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@ -192,6 +200,9 @@ void AssimpShapeLoader::enumerateScene()
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for ( U32 i = 0; i < mScene->mNumMaterials; i++ )
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AppMesh::appMaterials.push_back(new AssimpAppMaterial(mScene->mMaterials[i]));
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// Setup LOD checks
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detectDetails();
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// Define the root node, and process down the chain.
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AssimpAppNode* node = new AssimpAppNode(mScene, mScene->mRootNode, 0);
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@ -219,6 +230,55 @@ void AssimpShapeLoader::processAnimations()
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}
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}
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void AssimpShapeLoader::computeBounds(Box3F& bounds)
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{
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TSShapeLoader::computeBounds(bounds);
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// Check if the model origin needs adjusting
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bool adjustCenter = Con::getBoolVariable("$Assimp::adjustCenter", false); //ColladaUtils::getOptions().adjustCenter
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bool adjustFloor = Con::getBoolVariable("$Assimp::adjustFloor", false); //ColladaUtils::getOptions().adjustFloor
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if (bounds.isValidBox() && (adjustCenter || adjustFloor))
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{
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// Compute shape offset
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Point3F shapeOffset = Point3F::Zero;
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if (adjustCenter)
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{
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bounds.getCenter(&shapeOffset);
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shapeOffset = -shapeOffset;
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}
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if (adjustFloor)
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shapeOffset.z = -bounds.minExtents.z;
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// Adjust bounds
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bounds.minExtents += shapeOffset;
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bounds.maxExtents += shapeOffset;
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// Now adjust all positions for root level nodes (nodes with no parent)
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for (S32 iNode = 0; iNode < shape->nodes.size(); iNode++)
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{
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if (!appNodes[iNode]->isParentRoot())
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continue;
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// Adjust default translation
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shape->defaultTranslations[iNode] += shapeOffset;
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// Adjust animated translations
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for (S32 iSeq = 0; iSeq < shape->sequences.size(); iSeq++)
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{
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const TSShape::Sequence& seq = shape->sequences[iSeq];
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if (seq.translationMatters.test(iNode))
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{
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for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
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{
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S32 index = seq.baseTranslation + seq.translationMatters.count(iNode)*seq.numKeyframes + iFrame;
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shape->nodeTranslations[index] += shapeOffset;
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}
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}
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}
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}
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}
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}
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void AssimpShapeLoader::updateMaterialsScript(const Torque::Path &path)
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{
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Torque::Path scriptPath(path);
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@ -289,6 +349,44 @@ bool AssimpShapeLoader::ignoreNode(const String& name)
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return false;
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}
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void AssimpShapeLoader::detectDetails()
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{
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// Set LOD option
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bool singleDetail = true;
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switch (Con::getIntVariable("$Assimp::lodType", 0))
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{
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case ColladaUtils::ImportOptions::DetectDTS:
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// Check for a baseXX->startXX hierarchy at the top-level, if we find
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// one, use trailing numbers for LOD, otherwise use a single size
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for (S32 iNode = 0; singleDetail && (iNode < mScene->mRootNode->mNumChildren); iNode++) {
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aiNode* node = mScene->mRootNode->mChildren[iNode];
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if (node && dStrStartsWith(node->mName.C_Str(), "base")) {
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for (S32 iChild = 0; iChild < node->mNumChildren; iChild++) {
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aiNode* child = node->mChildren[iChild];
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if (child && dStrStartsWith(child->mName.C_Str(), "start")) {
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singleDetail = false;
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break;
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}
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}
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}
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}
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break;
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case ColladaUtils::ImportOptions::SingleSize:
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singleDetail = true;
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break;
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case ColladaUtils::ImportOptions::TrailingNumber:
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singleDetail = false;
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break;
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default:
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break;
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}
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AssimpAppMesh::fixDetailSize(singleDetail, Con::getIntVariable("$Assimp::singleDetailSize", 2));
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}
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//-----------------------------------------------------------------------------
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/// This function is invoked by the resource manager based on file extension.
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TSShape* assimpLoadShape(const Torque::Path &path)
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@ -377,7 +475,7 @@ DefineEngineFunction(GetShapeInfo, GuiTreeViewCtrl*, (String filePath), ,
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//Details!
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for (U32 i = 0; i < shapeScene->mNumMeshes; i++)
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{
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treeObj->insertItem(meshItem, String::ToString("%s", shapeScene->mMeshes[i]->mName));
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treeObj->insertItem(meshItem, String::ToString("%s", shapeScene->mMeshes[i]->mName.C_Str()));
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}
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for (U32 i = 0; i < shapeScene->mNumMaterials; i++)
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