Update assimp importing

assimp importer now works for the most part for fbx and gltf
animations for gltf still need to be sorted out
This commit is contained in:
marauder2k7 2024-12-09 23:24:09 +00:00
parent d3f8fee74e
commit ca6e26520b
5 changed files with 229 additions and 124 deletions

View file

@ -59,8 +59,6 @@
#include <assimp/config.h>
#include <exception>
#include <assimp/Importer.hpp>
MODULE_BEGIN( AssimpShapeLoader )
MODULE_INIT_AFTER( ShapeLoader )
MODULE_INIT
@ -124,7 +122,80 @@ AssimpShapeLoader::~AssimpShapeLoader()
void AssimpShapeLoader::releaseImport()
{
aiReleaseImport(mScene);
}
void debugSceneMetaData(const aiScene* scene) {
if (!scene->mMetaData) {
Con::printf("[ASSIMP] No metadata available.");
return;
}
for (unsigned int i = 0; i < scene->mMetaData->mNumProperties; ++i) {
const char* key = scene->mMetaData->mKeys[i].C_Str();
aiMetadataType type = scene->mMetaData->mValues[i].mType;
Con::printf("[ASSIMP] Metadata key: %s", key);
switch (type) {
case AI_BOOL:
Con::printf(" Value: %d (bool)", *(bool*)scene->mMetaData->mValues[i].mData);
break;
case AI_INT32:
Con::printf(" Value: %d (int)", *(int*)scene->mMetaData->mValues[i].mData);
break;
case AI_UINT64:
Con::printf(" Value: %llu (uint64)", *(uint64_t*)scene->mMetaData->mValues[i].mData);
break;
case AI_FLOAT:
Con::printf(" Value: %f (float)", *(float*)scene->mMetaData->mValues[i].mData);
break;
case AI_DOUBLE:
Con::printf(" Value: %f (double)", *(double*)scene->mMetaData->mValues[i].mData);
break;
case AI_AISTRING:
Con::printf(" Value: %s (string)", ((aiString*)scene->mMetaData->mValues[i].mData)->C_Str());
break;
case AI_AIVECTOR3D:
{
aiVector3D* vec = (aiVector3D*)scene->mMetaData->mValues[i].mData;
Con::printf(" Value: (%f, %f, %f) (vector3d)", vec->x, vec->y, vec->z);
}
break;
default:
Con::printf(" Unknown metadata type.");
}
}
}
void applyTransformation(aiNode* node, const aiMatrix4x4& transform) {
node->mTransformation = transform * node->mTransformation; // Apply transformation to the node
}
void reorientGLTFScene(const aiScene* scene) {
aiMatrix4x4 rotationMatrix;
rotationMatrix = aiMatrix4x4::RotationX(AI_MATH_PI / 2, rotationMatrix); // Rotate -90 degrees around X-axis
applyTransformation(scene->mRootNode, rotationMatrix);
rotationMatrix = aiMatrix4x4::RotationZ(AI_MATH_PI, rotationMatrix); // Rotate -90 degrees around X-axis
applyTransformation(scene->mRootNode, rotationMatrix);
}
float getUnitScaleFactor(const aiScene* scene) {
float scale = 1.0f;
if (scene->mMetaData) {
double unitScaleFactor;
if (scene->mMetaData->Get("UnitScaleFactor", unitScaleFactor)) {
scale = static_cast<float>(unitScaleFactor);
}
}
return scale;
}
void scaleScene(const aiScene* scene, float scaleFactor) {
aiMatrix4x4 scaleMatrix = aiMatrix4x4::Scaling(aiVector3D(scaleFactor, scaleFactor, scaleFactor), aiMatrix4x4());
applyTransformation(scene->mRootNode, scaleMatrix);
}
void AssimpShapeLoader::enumerateScene()
@ -132,31 +203,28 @@ void AssimpShapeLoader::enumerateScene()
TSShapeLoader::updateProgress(TSShapeLoader::Load_ReadFile, "Reading File");
Con::printf("[ASSIMP] Attempting to load file: %s", shapePath.getFullPath().c_str());
// Post-Processing
unsigned int ppsteps =
(ColladaUtils::getOptions().convertLeftHanded ? aiProcess_MakeLeftHanded : 0) |
(ColladaUtils::getOptions().reverseWindingOrder ? aiProcess_FlipWindingOrder : 0) |
(ColladaUtils::getOptions().calcTangentSpace ? aiProcess_CalcTangentSpace : 0) |
(ColladaUtils::getOptions().joinIdenticalVerts ? aiProcess_JoinIdenticalVertices : 0) |
(ColladaUtils::getOptions().removeRedundantMats ? aiProcess_RemoveRedundantMaterials : 0) |
(ColladaUtils::getOptions().genUVCoords ? aiProcess_GenUVCoords : 0) |
(ColladaUtils::getOptions().transformUVCoords ? aiProcess_TransformUVCoords : 0) |
(ColladaUtils::getOptions().flipUVCoords ? aiProcess_FlipUVs : 0) |
(ColladaUtils::getOptions().findInstances ? aiProcess_FindInstances : 0) |
(ColladaUtils::getOptions().limitBoneWeights ? aiProcess_LimitBoneWeights : 0);
// Define post-processing steps
unsigned int ppsteps = aiProcess_Triangulate | aiProcess_ValidateDataStructure | aiProcess_MakeLeftHanded | aiProcess_FlipUVs;
if (Con::getBoolVariable("$Assimp::OptimizeMeshes", false))
const auto& options = ColladaUtils::getOptions();
if (options.convertLeftHanded) ppsteps |= aiProcess_MakeLeftHanded;
if (options.reverseWindingOrder) ppsteps |= aiProcess_FlipWindingOrder;
if (options.calcTangentSpace) ppsteps |= aiProcess_CalcTangentSpace;
if (options.joinIdenticalVerts) ppsteps |= aiProcess_JoinIdenticalVertices;
if (options.removeRedundantMats) ppsteps |= aiProcess_RemoveRedundantMaterials;
if (options.genUVCoords) ppsteps |= aiProcess_GenUVCoords;
if (options.transformUVCoords) ppsteps |= aiProcess_TransformUVCoords;
if (options.findInstances) ppsteps |= aiProcess_FindInstances;
if (options.limitBoneWeights) ppsteps |= aiProcess_LimitBoneWeights;
if (Con::getBoolVariable("$Assimp::OptimizeMeshes", false)) {
ppsteps |= aiProcess_OptimizeMeshes | aiProcess_OptimizeGraph;
if (Con::getBoolVariable("$Assimp::SplitLargeMeshes", false))
}
if (Con::getBoolVariable("$Assimp::SplitLargeMeshes", false)) {
ppsteps |= aiProcess_SplitLargeMeshes;
}
// Mandatory options
//ppsteps |= aiProcess_ValidateDataStructure | aiProcess_Triangulate | aiProcess_ImproveCacheLocality;
ppsteps |= aiProcess_Triangulate;
//aiProcess_SortByPType | // make 'clean' meshes which consist of a single typ of primitives
aiPropertyStore* props = aiCreatePropertyStore();
ppsteps |= aiProcess_ValidateDataStructure;
struct aiLogStream shapeLog = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT, NULL);
shapeLog.callback = assimpLogCallback;
@ -165,94 +233,113 @@ void AssimpShapeLoader::enumerateScene()
#ifdef TORQUE_DEBUG
aiEnableVerboseLogging(true);
#endif
// Read the file
mScene = mImporter.ReadFile(shapePath.getFullPath().c_str(), ppsteps);
mScene = (aiScene*)aiImportFileExWithProperties(shapePath.getFullPath().c_str(), ppsteps, NULL, props);
aiReleasePropertyStore(props);
if ( mScene )
{
Con::printf("[ASSIMP] Mesh Count: %d", mScene->mNumMeshes);
Con::printf("[ASSIMP] Material Count: %d", mScene->mNumMaterials);
// Setup default units for shape format
String importFormat;
String fileExt = String::ToLower(shapePath.getExtension());
const aiImporterDesc* importerDescription = aiGetImporterDesc(fileExt.c_str());
if (importerDescription && StringTable->insert(importerDescription->mName) == StringTable->insert("Autodesk FBX Importer"))
{
ColladaUtils::getOptions().formatScaleFactor = 0.01f;
}
// Set import options (if they are not set to override)
if (ColladaUtils::getOptions().unit <= 0.0f)
{
F64 unit;
if (!getMetaDouble("UnitScaleFactor", unit))
{
F32 floatVal;
S32 intVal;
if (getMetaFloat("UnitScaleFactor", floatVal))
unit = (F64)floatVal;
else if (getMetaInt("UnitScaleFactor", intVal))
unit = (F64)intVal;
else
unit = 1.0;
}
ColladaUtils::getOptions().unit = (F32)unit;
}
if (ColladaUtils::getOptions().upAxis == UPAXISTYPE_COUNT)
{
S32 upAxis;
if (!getMetaInt("UpAxis", upAxis))
upAxis = UPAXISTYPE_Z_UP;
ColladaUtils::getOptions().upAxis = (domUpAxisType) upAxis;
}
// Extract embedded textures
for (U32 i = 0; i < mScene->mNumTextures; ++i)
extractTexture(i, mScene->mTextures[i]);
// Load all the materials.
AssimpAppMaterial::sDefaultMatNumber = 0;
for ( U32 i = 0; i < mScene->mNumMaterials; i++ )
AppMesh::appMaterials.push_back(new AssimpAppMaterial(mScene->mMaterials[i]));
// Setup LOD checks
detectDetails();
// Define the root node, and process down the chain.
AssimpAppNode* node = new AssimpAppNode(mScene, mScene->mRootNode, 0);
if (!processNode(node))
delete node;
// add bounds node.
if (!boundsNode)
{
aiNode* req[1];
req[0] = new aiNode("bounds");
mScene->mRootNode->addChildren(1, req);
AssimpAppNode* appBounds = new AssimpAppNode(mScene, req[0]);
if (!processNode(appBounds))
delete appBounds;
}
// Check for animations and process those.
processAnimations();
}
else
{
if (!mScene || (mScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE) || !mScene->mRootNode) {
Con::errorf("[ASSIMP] ERROR: Could not load file: %s", shapePath.getFullPath().c_str());
Con::errorf("[ASSIMP] Importer error: %s", mImporter.GetErrorString());
TSShapeLoader::updateProgress(TSShapeLoader::Load_Complete, "Import failed");
Con::printf("[ASSIMP] Import Error: %s", aiGetErrorString());
return;
}
//debugSceneMetaData(mScene);
Con::printf("[ASSIMP] Mesh Count: %d", mScene->mNumMeshes);
Con::printf("[ASSIMP] Material Count: %d", mScene->mNumMaterials);
// Format-specific adjustments
String fileExt = String::ToLower(shapePath.getExtension());
const aiImporterDesc* importerDescription = aiGetImporterDesc(fileExt.c_str());
if (fileExt == String::ToString("gltf") || fileExt == String::ToString("glb")) {
Con::printf("[ASSIMP] Detected GLTF format, applying reorientation...");
reorientGLTFScene(mScene); // Reorient GLTF
}
if (importerDescription && dStrcmp(importerDescription->mName, "Autodesk FBX Importer") == 0) {
Con::printf("[ASSIMP] Detected FBX format, checking unit scale...");
F32 scaleFactor = getUnitScaleFactor(mScene);
if (scaleFactor != 1.0f) {
Con::printf("[ASSIMP] Applying FBX scale factor: %f", scaleFactor);
scaleScene(mScene, scaleFactor);
}
else
{
scaleScene(mScene, 0.01f);
}
}
// Handle scaling and up-axis conversions if necessary
configureImportUnitsAndAxis();
// Extract embedded textures
for (unsigned int i = 0; i < mScene->mNumTextures; ++i) {
extractTexture(i, mScene->mTextures[i]);
}
// Load all materials
AssimpAppMaterial::sDefaultMatNumber = 0;
for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) {
AppMesh::appMaterials.push_back(new AssimpAppMaterial(mScene->mMaterials[i]));
}
// Setup LOD checks
detectDetails();
// Process the scene graph
AssimpAppNode* rootNode = new AssimpAppNode(mScene, mScene->mRootNode, 0);
if (!processNode(rootNode)) {
delete rootNode;
}
// Add a bounds node if none exists
if (!boundsNode) {
aiNode* req[1];
req[0] = new aiNode("bounds");
mScene->mRootNode->addChildren(1, req);
auto* appBoundsNode = new AssimpAppNode(mScene, req[0]);
if (!processNode(appBoundsNode)) {
delete appBoundsNode;
}
}
// Process animations if available
processAnimations();
// Clean up log stream
aiDetachLogStream(&shapeLog);
}
void AssimpShapeLoader::configureImportUnitsAndAxis() {
auto& options = ColladaUtils::getOptions();
// Configure unit scaling
if (options.unit <= 0.0f) {
F64 unitScaleFactor = 1.0;
if (!getMetaDouble("UnitScaleFactor", unitScaleFactor)) {
float floatVal;
int intVal;
if (getMetaFloat("UnitScaleFactor", floatVal)) {
unitScaleFactor = static_cast<F64>(floatVal);
}
else if (getMetaInt("UnitScaleFactor", intVal)) {
unitScaleFactor = static_cast<F64>(intVal);
}
}
options.unit = static_cast<float>(unitScaleFactor);
}
// Configure up-axis
if (options.upAxis == UPAXISTYPE_COUNT) {
int upAxis = UPAXISTYPE_Z_UP;
if (getMetaInt("UpAxis", upAxis)) {
options.upAxis = static_cast<domUpAxisType>(upAxis);
}
}
}
void AssimpShapeLoader::processAnimations()
{
// add all animations into 1 ambient animation.
@ -266,6 +353,7 @@ void AssimpShapeLoader::processAnimations()
for (U32 i = 0; i < mScene->mNumAnimations; ++i)
{
aiAnimation* anim = mScene->mAnimations[i];
duration = anim->mDuration;
for (U32 j = 0; j < anim->mNumChannels; j++)
{
aiNodeAnim* nodeAnim = anim->mChannels[j];