Torque3D/Engine/source/ts/assimp/assimpAppMesh.cpp

281 lines
9 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "ts/collada/colladaExtensions.h"
#include "ts/assimp/assimpAppMesh.h"
#include "ts/assimp/assimpAppNode.h"
// assimp include files.
#include <assimp/cimport.h>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <assimp/types.h>
bool AssimpAppMesh::fixedSizeEnabled = false;
S32 AssimpAppMesh::fixedSize = 2;
//------------------------------------------------------------------------------
AssimpAppMesh::AssimpAppMesh(const struct aiMesh* mesh, AssimpAppNode* node)
: mMeshData(mesh), appNode(node)
{
Con::printf("[ASSIMP] Mesh Created: %s", getName());
// See if it's a skinned mesh
mIsSkinMesh = false;
for (U32 b = 0; b < mesh->mNumBones; b++)
if (mMeshData->mBones[b]->mNumWeights > 0)
{
mIsSkinMesh = true;
break;
}
}
const char* AssimpAppMesh::getName(bool allowFixed)
{
// Some exporters add a 'PIVOT' or unnamed node between the mesh and the
// actual object node. Detect this and return the object node name instead
// of the pivot node.
const char* nodeName = appNode->getName();
if ( dStrEqual(nodeName, "null") || dStrEndsWith(nodeName, "PIVOT") )
nodeName = appNode->getParentName();
// If all geometry is being fixed to the same size, append the size
// to the name
return allowFixed && fixedSizeEnabled ? avar("%s %d", nodeName, fixedSize) : nodeName;
}
MatrixF AssimpAppMesh::getMeshTransform(F32 time)
{
return appNode->getNodeTransform(time);
}
void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objOffset)
{
// After this function, the following are expected to be populated:
// points, normals, uvs, primitives, indices
// There is also colors and uv2s but those don't seem to be required.
points.reserve(mMeshData->mNumVertices);
uvs.reserve(mMeshData->mNumVertices);
normals.reserve(mMeshData->mNumVertices);
bool flipNormals = ColladaUtils::getOptions().invertNormals;
bool noUVFound = false;
for (U32 i = 0; i<mMeshData->mNumVertices; i++)
{
// Points and Normals
aiVector3D pt = mMeshData->mVertices[i];
aiVector3D nrm;
if (mMeshData->HasNormals())
nrm = mMeshData->mNormals[i];
else
nrm.Set(0, 0, 0);
Point3F tmpVert;
Point3F tmpNormal;
tmpVert = Point3F(pt.x, pt.y, pt.z);
tmpNormal = Point3F(nrm.x, nrm.y, nrm.z);
if (flipNormals)
tmpNormal *= -1.0f;
objOffset.mulP(tmpVert);
points.push_back(tmpVert);
if (mMeshData->HasTextureCoords(0))
{
uvs.push_back(Point2F(mMeshData->mTextureCoords[0][i].x, mMeshData->mTextureCoords[0][i].y));
}
else
{
// I don't know if there's any solution to this issue.
// If it's not mapped, it's not mapped.
noUVFound = true;
uvs.push_back(Point2F(1, 1));
}
// UV2s
if (mMeshData->HasTextureCoords(1))
{
uv2s.push_back(Point2F(mMeshData->mTextureCoords[1][i].x, mMeshData->mTextureCoords[1][i].y));
}
// Vertex Colors
if (mMeshData->HasVertexColors(0))
{
LinearColorF vColor(mMeshData->mColors[0][i].r,
mMeshData->mColors[0][i].g,
mMeshData->mColors[0][i].b,
mMeshData->mColors[0][i].a);
colors.push_back(vColor.toColorI());
}
//uvs.push_back(mModel->mVerts[i].texcoord);
normals.push_back(tmpNormal);
//edgeVerts.push_back(mModel->mVerts[i].edge);
}
U32 numFaces = mMeshData->mNumFaces;
//primitives.reserve(numFaces);
//Fetch the number of indices
U32 indicesCount = 0;
for (U32 i = 0; i < numFaces; i++)
{
indicesCount += mMeshData->mFaces[i].mNumIndices;
}
indices.reserve(indicesCount);
// Create TSMesh primitive
primitives.increment();
TSDrawPrimitive& primitive = primitives.last();
primitive.start = 0;
primitive.matIndex = (TSDrawPrimitive::Triangles | TSDrawPrimitive::Indexed) | (S32)mMeshData->mMaterialIndex;
primitive.numElements = indicesCount;
for ( U32 n = 0; n < mMeshData->mNumFaces; ++n)
{
const struct aiFace* face = &mMeshData->mFaces[n];
if ( face->mNumIndices == 3 )
{
U32 indexCount = face->mNumIndices;
for (U32 ind = 0; ind < indexCount; ind++)
{
U32 index = face->mIndices[ind];
indices.push_back(index);
}
}
else
{
Con::printf("[ASSIMP] Non-Triangle Face Found. Indices: %d", face->mNumIndices);
}
}
U32 boneCount = mMeshData->mNumBones;
bones.setSize(boneCount);
// Count the total number of weights for all of the bones.
U32 totalWeights = 0;
U32 nonZeroWeights = 0;
for (U32 b = 0; b < boneCount; b++)
totalWeights += mMeshData->mBones[b]->mNumWeights;
// Assimp gives weights sorted by bone index. We need them in vertex order.
Vector<F32> tmpWeight;
Vector<S32> tmpBoneIndex;
Vector<S32> tmpVertexIndex;
tmpWeight.setSize(totalWeights);
tmpBoneIndex.setSize(totalWeights);
tmpVertexIndex.setSize(totalWeights);
for (U32 b = 0; b < boneCount; b++)
{
String name = mMeshData->mBones[b]->mName.C_Str();
aiNode* nodePtr = AssimpAppNode::findChildNodeByName(mMeshData->mBones[b]->mName.C_Str(), appNode->mScene->mRootNode);
if (!nodePtr)
bones[b] = new AssimpAppNode(appNode->mScene, appNode->mNode);
else
bones[b] = new AssimpAppNode(appNode->mScene, nodePtr);
MatrixF boneTransform;
AssimpAppNode::assimpToTorqueMat(mMeshData->mBones[b]->mOffsetMatrix, boneTransform);
Point3F boneScale = boneTransform.getScale();
Point3F bonePos = boneTransform.getPosition();
if (boneScale != Point3F::One && ColladaUtils::getOptions().ignoreNodeScale)
{
Point3F scaleMult = Point3F::One / boneScale;
boneTransform.scale(scaleMult);
bonePos /= scaleMult;
}
bonePos *= ColladaUtils::getOptions().unit * ColladaUtils::getOptions().formatScaleFactor;
boneTransform.setPosition(bonePos);
initialTransforms.push_back(boneTransform);
//Weights
U32 numWeights = mMeshData->mBones[b]->mNumWeights;
for (U32 w = 0; w < numWeights; ++w)
{
aiVertexWeight* aiWeight = &mMeshData->mBones[b]->mWeights[w];
if (aiWeight->mWeight > 0.0f)
{
tmpWeight[nonZeroWeights] = aiWeight->mWeight;
tmpVertexIndex[nonZeroWeights] = aiWeight->mVertexId;
tmpBoneIndex[nonZeroWeights] = b;
nonZeroWeights++;
}
}
}
weight.setSize(nonZeroWeights);
vertexIndex.setSize(nonZeroWeights);
boneIndex.setSize(nonZeroWeights);
// Copy the weights to our vectors in vertex order and
// normalize vertex weights (force weights for each vert to sum to 1)
U32 nextWeight = 0;
for (U32 i = 0; i < mMeshData->mNumVertices; ++i)
{
U32 vertStart = nextWeight;
F32 invTotalWeight = 0;
for (U32 ind = 0; ind < nonZeroWeights; ++ind)
{
if (tmpVertexIndex[ind] == i)
{
weight[nextWeight] = tmpWeight[ind];
invTotalWeight += tmpWeight[ind];
vertexIndex[nextWeight] = tmpVertexIndex[ind];
boneIndex[nextWeight] = tmpBoneIndex[ind];
nextWeight++;
}
}
// Now normalize the vertex weights
if (invTotalWeight > 0.0)
{
invTotalWeight = 1.0f / invTotalWeight;
for (U32 ind = vertStart; ind < nextWeight; ++ind)
weight[ind] *= invTotalWeight;
}
}
if ( noUVFound )
Con::warnf("[ASSIMP] No UV Data for mesh.");
}
void AssimpAppMesh::lookupSkinData()
{ // This function is intentionally left blank. The skin data - bones, weights and indexes are
// processed in lockMesh() with the rest of the mesh data.
}
F32 AssimpAppMesh::getVisValue(F32 t)
{
return 1.0f;
}