Torque3D/Engine/source/ts/collada/colladaImport.cpp
James Urquhart 38c8e52c1d Beginnings of the "pass everything using a native type wrapper" console code.
- ConsoleValue class is now the base value class.
- ConsoleValueRef is now used to supply function parameters. Values are disposable.
- Script functions return values instead of just strings where possible.
- Variables can be disposable strings
- Bytecode changed

Fix the issues with console method parameters and fields which prevented missions from loading.
2012-10-12 18:56:17 +01:00

260 lines
10 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 "core/volume.h"
#include "ts/collada/colladaUtils.h"
#include "ts/collada/colladaAppNode.h"
#include "ts/collada/colladaShapeLoader.h"
#include "gui/controls/guiTreeViewCtrl.h"
// Helper struct for counting nodes, meshes and polygons down through the scene
// hierarchy
struct SceneStats
{
S32 numNodes;
S32 numMeshes;
S32 numPolygons;
S32 numMaterials;
S32 numLights;
S32 numClips;
SceneStats() : numNodes(0), numMeshes(0), numPolygons(0), numMaterials(0), numLights(0), numClips(0) { }
};
// Recurse through the <visual_scene> adding nodes and geometry to the GuiTreeView control
static void processNode(GuiTreeViewCtrl* tree, domNode* node, S32 parentID, SceneStats& stats)
{
stats.numNodes++;
S32 nodeID = tree->insertItem(parentID, _GetNameOrId(node), "node", "", 0, 0);
// Update mesh and poly counts
for (int i = 0; i < node->getContents().getCount(); i++)
{
domGeometry* geom = 0;
const char* elemName = "";
daeElement* child = node->getContents()[i];
switch (child->getElementType())
{
case COLLADA_TYPE::INSTANCE_GEOMETRY:
{
domInstance_geometry* instgeom = daeSafeCast<domInstance_geometry>(child);
if (instgeom)
{
geom = daeSafeCast<domGeometry>(instgeom->getUrl().getElement());
elemName = _GetNameOrId(geom);
}
break;
}
case COLLADA_TYPE::INSTANCE_CONTROLLER:
{
domInstance_controller* instctrl = daeSafeCast<domInstance_controller>(child);
if (instctrl)
{
domController* ctrl = daeSafeCast<domController>(instctrl->getUrl().getElement());
elemName = _GetNameOrId(ctrl);
if (ctrl && ctrl->getSkin())
geom = daeSafeCast<domGeometry>(ctrl->getSkin()->getSource().getElement());
else if (ctrl && ctrl->getMorph())
geom = daeSafeCast<domGeometry>(ctrl->getMorph()->getSource().getElement());
}
break;
}
case COLLADA_TYPE::INSTANCE_LIGHT:
stats.numLights++;
tree->insertItem(nodeID, _GetNameOrId(node), "light", "", 0, 0);
break;
}
if (geom && geom->getMesh())
{
const char* name = _GetNameOrId(node);
if ( dStrEqual( name, "null" ) || dStrEndsWith( name, "PIVOT" ) )
name = _GetNameOrId( daeSafeCast<domNode>(node->getParent()) );
stats.numMeshes++;
tree->insertItem(nodeID, name, "mesh", "", 0, 0);
for (S32 j = 0; j < geom->getMesh()->getTriangles_array().getCount(); j++)
stats.numPolygons += geom->getMesh()->getTriangles_array()[j]->getCount();
for (S32 j = 0; j < geom->getMesh()->getTristrips_array().getCount(); j++)
stats.numPolygons += geom->getMesh()->getTristrips_array()[j]->getCount();
for (S32 j = 0; j < geom->getMesh()->getTrifans_array().getCount(); j++)
stats.numPolygons += geom->getMesh()->getTrifans_array()[j]->getCount();
for (S32 j = 0; j < geom->getMesh()->getPolygons_array().getCount(); j++)
stats.numPolygons += geom->getMesh()->getPolygons_array()[j]->getCount();
for (S32 j = 0; j < geom->getMesh()->getPolylist_array().getCount(); j++)
stats.numPolygons += geom->getMesh()->getPolylist_array()[j]->getCount();
}
}
// Recurse into child nodes
for (S32 i = 0; i < node->getNode_array().getCount(); i++)
processNode(tree, node->getNode_array()[i], nodeID, stats);
for (S32 i = 0; i < node->getInstance_node_array().getCount(); i++)
{
domInstance_node* instnode = node->getInstance_node_array()[i];
domNode* node = daeSafeCast<domNode>(instnode->getUrl().getElement());
if (node)
processNode(tree, node, nodeID, stats);
}
}
ConsoleFunction( enumColladaForImport, bool, 3, 3,
"(string shapePath, GuiTreeViewCtrl ctrl) Collect scene information from "
"a COLLADA file and store it in a GuiTreeView control. This function is "
"used by the COLLADA import gui to show a preview of the scene contents "
"prior to import, and is probably not much use for anything else.\n"
"@param shapePath COLLADA filename\n"
"@param ctrl GuiTreeView control to add elements to\n"
"@return true if successful, false otherwise\n"
"@ingroup Editors\n"
"@internal")
{
GuiTreeViewCtrl* tree;
if (!Sim::findObject(argv[2], tree))
{
Con::errorf("enumColladaScene::Could not find GuiTreeViewCtrl '%s'", argv[2]);
return false;
}
// Check if a cached DTS is available => no need to import the collada file
// if we can load the DTS instead
Torque::Path path((const char*)argv[1]);
if (ColladaShapeLoader::canLoadCachedDTS(path))
return false;
// Check if this is a Sketchup file (.kmz) and if so, mount the zip filesystem
// and get the path to the DAE file.
String mountPoint;
Torque::Path daePath;
bool isSketchup = ColladaShapeLoader::checkAndMountSketchup(path, mountPoint, daePath);
// Load the Collada file into memory
domCOLLADA* root = ColladaShapeLoader::getDomCOLLADA(daePath);
if (!root)
{
TSShapeLoader::updateProgress(TSShapeLoader::Load_Complete, "Load complete");
return false;
}
if (isSketchup)
{
// Unmount the zip if we mounted it
Torque::FS::Unmount(mountPoint);
}
// Initialize tree
tree->removeItem(0);
S32 nodesID = tree->insertItem(0, "Shape", "", "", 0, 0);
S32 matsID = tree->insertItem(0, "Materials", "", "", 0, 0);
S32 animsID = tree->insertItem(0, "Animations", "", "", 0, 0);
SceneStats stats;
// Query DOM for shape summary details
for (int i = 0; i < root->getLibrary_visual_scenes_array().getCount(); i++)
{
const domLibrary_visual_scenes* libScenes = root->getLibrary_visual_scenes_array()[i];
for (int j = 0; j < libScenes->getVisual_scene_array().getCount(); j++)
{
const domVisual_scene* visualScene = libScenes->getVisual_scene_array()[j];
for (int k = 0; k < visualScene->getNode_array().getCount(); k++)
processNode(tree, visualScene->getNode_array()[k], nodesID, stats);
}
}
// Get material count
for (S32 i = 0; i < root->getLibrary_materials_array().getCount(); i++)
{
const domLibrary_materials* libraryMats = root->getLibrary_materials_array()[i];
stats.numMaterials += libraryMats->getMaterial_array().getCount();
for (S32 j = 0; j < libraryMats->getMaterial_array().getCount(); j++)
{
domMaterial* mat = libraryMats->getMaterial_array()[j];
tree->insertItem(matsID, _GetNameOrId(mat), _GetNameOrId(mat), "", 0, 0);
}
}
// Get animation count
for (S32 i = 0; i < root->getLibrary_animation_clips_array().getCount(); i++)
{
const domLibrary_animation_clips* libraryClips = root->getLibrary_animation_clips_array()[i];
stats.numClips += libraryClips->getAnimation_clip_array().getCount();
for (S32 j = 0; j < libraryClips->getAnimation_clip_array().getCount(); j++)
{
domAnimation_clip* clip = libraryClips->getAnimation_clip_array()[j];
tree->insertItem(animsID, _GetNameOrId(clip), "animation", "", 0, 0);
}
}
if (stats.numClips == 0)
{
// No clips => check if there are any animations (these will be added to a default clip)
for (S32 i = 0; i < root->getLibrary_animations_array().getCount(); i++)
{
const domLibrary_animations* libraryAnims = root->getLibrary_animations_array()[i];
if (libraryAnims->getAnimation_array().getCount())
{
stats.numClips = 1;
tree->insertItem(animsID, "ambient", "animation", "", 0, 0);
break;
}
}
}
// Extract the global scale and up_axis from the top level <asset> element,
F32 unit = 1.0f;
domUpAxisType upAxis = UPAXISTYPE_Z_UP;
if (root->getAsset()) {
if (root->getAsset()->getUnit())
unit = root->getAsset()->getUnit()->getMeter();
if (root->getAsset()->getUp_axis())
upAxis = root->getAsset()->getUp_axis()->getValue();
}
TSShapeLoader::updateProgress(TSShapeLoader::Load_Complete, "Load complete");
// Store shape information in the tree control
tree->setDataField(StringTable->insert("_nodeCount"), 0, avar("%d", stats.numNodes));
tree->setDataField(StringTable->insert("_meshCount"), 0, avar("%d", stats.numMeshes));
tree->setDataField(StringTable->insert("_polygonCount"), 0, avar("%d", stats.numPolygons));
tree->setDataField(StringTable->insert("_materialCount"), 0, avar("%d", stats.numMaterials));
tree->setDataField(StringTable->insert("_lightCount"), 0, avar("%d", stats.numLights));
tree->setDataField(StringTable->insert("_animCount"), 0, avar("%d", stats.numClips));
tree->setDataField(StringTable->insert("_unit"), 0, avar("%g", unit));
if (upAxis == UPAXISTYPE_X_UP)
tree->setDataField(StringTable->insert("_upAxis"), 0, "X_AXIS");
else if (upAxis == UPAXISTYPE_Y_UP)
tree->setDataField(StringTable->insert("_upAxis"), 0, "Y_AXIS");
else
tree->setDataField(StringTable->insert("_upAxis"), 0, "Z_AXIS");
return true;
}