mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Torque sees the seqEnd in appSequence as a time in seconds whereas in Assimp this is in frames. This is then converted to frames in generateSequences.
913 lines
32 KiB
C++
913 lines
32 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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/*
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Resource stream -> Buffer
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Buffer -> Collada DOM
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Collada DOM -> TSShapeLoader
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TSShapeLoader installed into TSShape
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*/
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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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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#include "core/util/tVector.h"
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#include "core/strings/findMatch.h"
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#include "core/strings/stringUnit.h"
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#include "core/stream/fileStream.h"
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#include "core/fileObject.h"
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#include "ts/tsShape.h"
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#include "ts/tsShapeInstance.h"
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#include "materials/materialManager.h"
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#include "console/persistenceManager.h"
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#include "ts/tsShapeConstruct.h"
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#include "core/util/zip/zipVolume.h"
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#include "gfx/bitmap/gBitmap.h"
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#include "gui/controls/guiTreeViewCtrl.h"
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// assimp include files.
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#include <assimp/cimport.h>
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#include <assimp/types.h>
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#include <assimp/config.h>
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#include <exception>
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#include <assimp/Importer.hpp>
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MODULE_BEGIN( AssimpShapeLoader )
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MODULE_INIT_AFTER( ShapeLoader )
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MODULE_INIT
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{
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TSShapeLoader::addFormat("DirectX X", "x");
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TSShapeLoader::addFormat("Autodesk FBX", "fbx");
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TSShapeLoader::addFormat("Blender 3D", "blend" );
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TSShapeLoader::addFormat("3ds Max 3DS", "3ds");
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TSShapeLoader::addFormat("3ds Max ASE", "ase");
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TSShapeLoader::addFormat("Wavefront Object", "obj");
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TSShapeLoader::addFormat("Industry Foundation Classes (IFC/Step)", "ifc");
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TSShapeLoader::addFormat("Stanford Polygon Library", "ply");
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TSShapeLoader::addFormat("AutoCAD DXF", "dxf");
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TSShapeLoader::addFormat("LightWave", "lwo");
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TSShapeLoader::addFormat("LightWave Scene", "lws");
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TSShapeLoader::addFormat("Modo", "lxo");
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TSShapeLoader::addFormat("Stereolithography", "stl");
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TSShapeLoader::addFormat("AC3D", "ac");
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TSShapeLoader::addFormat("Milkshape 3D", "ms3d");
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TSShapeLoader::addFormat("TrueSpace COB", "cob");
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TSShapeLoader::addFormat("TrueSpace SCN", "scn");
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TSShapeLoader::addFormat("Ogre XML", "xml");
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TSShapeLoader::addFormat("Irrlicht Mesh", "irrmesh");
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TSShapeLoader::addFormat("Irrlicht Scene", "irr");
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TSShapeLoader::addFormat("Quake I", "mdl" );
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TSShapeLoader::addFormat("Quake II", "md2" );
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TSShapeLoader::addFormat("Quake III Mesh", "md3");
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TSShapeLoader::addFormat("Quake III Map/BSP", "pk3");
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TSShapeLoader::addFormat("Return to Castle Wolfenstein", "mdc");
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TSShapeLoader::addFormat("Doom 3", "md5" );
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TSShapeLoader::addFormat("Valve SMD", "smd");
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TSShapeLoader::addFormat("Valve VTA", "vta");
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TSShapeLoader::addFormat("Starcraft II M3", "m3");
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TSShapeLoader::addFormat("Unreal", "3d");
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TSShapeLoader::addFormat("BlitzBasic 3D", "b3d" );
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TSShapeLoader::addFormat("Quick3D Q3D", "q3d");
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TSShapeLoader::addFormat("Quick3D Q3S", "q3s");
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TSShapeLoader::addFormat("Neutral File Format", "nff");
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TSShapeLoader::addFormat("Object File Format", "off");
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TSShapeLoader::addFormat("PovRAY Raw", "raw");
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TSShapeLoader::addFormat("Terragen Terrain", "ter");
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TSShapeLoader::addFormat("3D GameStudio (3DGS)", "mdl");
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TSShapeLoader::addFormat("3D GameStudio (3DGS) Terrain", "hmp");
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TSShapeLoader::addFormat("Izware Nendo", "ndo");
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TSShapeLoader::addFormat("gltf", "gltf");
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TSShapeLoader::addFormat("gltf binary", "glb");
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}
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MODULE_END;
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//-----------------------------------------------------------------------------
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AssimpShapeLoader::AssimpShapeLoader()
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{
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mScene = NULL;
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}
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AssimpShapeLoader::~AssimpShapeLoader()
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{
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}
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void AssimpShapeLoader::releaseImport()
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{
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aiReleaseImport(mScene);
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}
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void AssimpShapeLoader::enumerateScene()
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{
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TSShapeLoader::updateProgress(TSShapeLoader::Load_ReadFile, "Reading File");
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Con::printf("[ASSIMP] Attempting to load file: %s", shapePath.getFullPath().c_str());
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// Post-Processing
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unsigned int ppsteps =
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(ColladaUtils::getOptions().convertLeftHanded ? aiProcess_MakeLeftHanded : 0) |
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(ColladaUtils::getOptions().reverseWindingOrder ? aiProcess_FlipWindingOrder : 0) |
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(ColladaUtils::getOptions().calcTangentSpace ? aiProcess_CalcTangentSpace : 0) |
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(ColladaUtils::getOptions().joinIdenticalVerts ? aiProcess_JoinIdenticalVertices : 0) |
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(ColladaUtils::getOptions().removeRedundantMats ? aiProcess_RemoveRedundantMaterials : 0) |
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(ColladaUtils::getOptions().genUVCoords ? aiProcess_GenUVCoords : 0) |
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(ColladaUtils::getOptions().transformUVCoords ? aiProcess_TransformUVCoords : 0) |
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(ColladaUtils::getOptions().flipUVCoords ? aiProcess_FlipUVs : 0) |
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(ColladaUtils::getOptions().findInstances ? aiProcess_FindInstances : 0) |
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(ColladaUtils::getOptions().limitBoneWeights ? aiProcess_LimitBoneWeights : 0);
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if (Con::getBoolVariable("$Assimp::OptimizeMeshes", false))
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ppsteps |= aiProcess_OptimizeMeshes | aiProcess_OptimizeGraph;
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if (Con::getBoolVariable("$Assimp::SplitLargeMeshes", false))
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ppsteps |= aiProcess_SplitLargeMeshes;
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// Mandatory options
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//ppsteps |= aiProcess_ValidateDataStructure | aiProcess_Triangulate | aiProcess_ImproveCacheLocality;
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ppsteps |= aiProcess_Triangulate;
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//aiProcess_SortByPType | // make 'clean' meshes which consist of a single typ of primitives
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aiPropertyStore* props = aiCreatePropertyStore();
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struct aiLogStream shapeLog = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT, NULL);
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shapeLog.callback = assimpLogCallback;
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shapeLog.user = 0;
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aiAttachLogStream(&shapeLog);
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#ifdef TORQUE_DEBUG
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aiEnableVerboseLogging(true);
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#endif
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mScene = (aiScene*)aiImportFileExWithProperties(shapePath.getFullPath().c_str(), ppsteps, NULL, props);
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aiReleasePropertyStore(props);
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if ( mScene )
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{
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Con::printf("[ASSIMP] Mesh Count: %d", mScene->mNumMeshes);
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Con::printf("[ASSIMP] Material Count: %d", mScene->mNumMaterials);
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// Setup default units for shape format
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String importFormat;
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String fileExt = String::ToLower(shapePath.getExtension());
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const aiImporterDesc* importerDescription = aiGetImporterDesc(fileExt.c_str());
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if (importerDescription && StringTable->insert(importerDescription->mName) == StringTable->insert("Autodesk FBX Importer"))
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{
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ColladaUtils::getOptions().formatScaleFactor = 0.01f;
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}
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// Set import options (if they are not set to override)
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if (ColladaUtils::getOptions().unit <= 0.0f)
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{
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F64 unit;
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if (!getMetaDouble("UnitScaleFactor", unit))
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{
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F32 floatVal;
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S32 intVal;
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if (getMetaFloat("UnitScaleFactor", floatVal))
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unit = (F64)floatVal;
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else if (getMetaInt("UnitScaleFactor", intVal))
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unit = (F64)intVal;
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else
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unit = 1.0;
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}
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ColladaUtils::getOptions().unit = (F32)unit;
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}
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if (ColladaUtils::getOptions().upAxis == UPAXISTYPE_COUNT)
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{
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S32 upAxis;
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if (!getMetaInt("UpAxis", upAxis))
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upAxis = UPAXISTYPE_Z_UP;
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ColladaUtils::getOptions().upAxis = (domUpAxisType) upAxis;
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}
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// Extract embedded textures
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for (U32 i = 0; i < mScene->mNumTextures; ++i)
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extractTexture(i, mScene->mTextures[i]);
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// Load all the materials.
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AssimpAppMaterial::sDefaultMatNumber = 0;
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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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if (!processNode(node))
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delete node;
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// add bounds node.
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if (!boundsNode)
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{
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aiNode* req[1];
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req[0] = new aiNode("bounds");
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mScene->mRootNode->addChildren(1, req);
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AssimpAppNode* appBounds = new AssimpAppNode(mScene, req[0]);
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if (!processNode(appBounds))
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delete appBounds;
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}
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// Check for animations and process those.
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processAnimations();
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}
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else
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{
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TSShapeLoader::updateProgress(TSShapeLoader::Load_Complete, "Import failed");
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Con::printf("[ASSIMP] Import Error: %s", aiGetErrorString());
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}
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aiDetachLogStream(&shapeLog);
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}
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void AssimpShapeLoader::processAnimations()
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{
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// add all animations into 1 ambient animation.
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aiAnimation* ambientSeq = new aiAnimation();
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ambientSeq->mName = "ambient";
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Vector<aiNodeAnim*> ambientChannels;
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F32 duration = 0.0f;
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for (U32 i = 0; i < mScene->mNumAnimations; ++i)
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{
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aiAnimation* anim = mScene->mAnimations[i];
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for (U32 j = 0; j < anim->mNumChannels; j++)
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{
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aiNodeAnim* nodeAnim = anim->mChannels[j];
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// Determine the maximum keyframe time for this animation
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F32 maxKeyTime = 0.0f;
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for (U32 k = 0; k < nodeAnim->mNumPositionKeys; k++) {
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maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mPositionKeys[k].mTime);
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}
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for (U32 k = 0; k < nodeAnim->mNumRotationKeys; k++) {
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maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mRotationKeys[k].mTime);
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}
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for (U32 k = 0; k < nodeAnim->mNumScalingKeys; k++) {
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maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mScalingKeys[k].mTime);
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}
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ambientChannels.push_back(nodeAnim);
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duration = getMax(duration, maxKeyTime);
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}
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}
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ambientSeq->mNumChannels = ambientChannels.size();
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ambientSeq->mChannels = ambientChannels.address();
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ambientSeq->mDuration = duration;
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ambientSeq->mTicksPerSecond = 24.0;
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AssimpAppSequence* defaultAssimpSeq = new AssimpAppSequence(ambientSeq);
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appSequences.push_back(defaultAssimpSeq);
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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 = ColladaUtils::getOptions().adjustCenter;
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bool adjustFloor = 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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bool AssimpShapeLoader::fillGuiTreeView(const char* sourceShapePath, GuiTreeViewCtrl* tree)
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{
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Assimp::Importer importer;
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Torque::Path path(sourceShapePath);
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String cleanFile = AppMaterial::cleanString(path.getFileName());
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// Attempt to import with Assimp.
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const aiScene* shapeScene = importer.ReadFile(path.getFullPath().c_str(), (aiProcessPreset_TargetRealtime_Quality | aiProcess_CalcTangentSpace)
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& ~aiProcess_RemoveRedundantMaterials & ~aiProcess_GenSmoothNormals);
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if (!shapeScene)
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{
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Con::printf("AssimpShapeLoader::fillGuiTreeView - Assimp Error: %s", importer.GetErrorString());
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return false;
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}
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mScene = shapeScene;
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// Initialize tree
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tree->removeItem(0);
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S32 meshItem = tree->insertItem(0, "Meshes", String::ToString("%i", shapeScene->mNumMeshes));
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S32 matItem = tree->insertItem(0, "Materials", String::ToString("%i", shapeScene->mNumMaterials));
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S32 animItem = tree->insertItem(0, "Animations", String::ToString("%i", shapeScene->mNumAnimations));
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//S32 lightsItem = tree->insertItem(0, "Lights", String::ToString("%i", shapeScene->mNumLights));
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//S32 texturesItem = tree->insertItem(0, "Textures", String::ToString("%i", shapeScene->mNumTextures));
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//Details!
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U32 numPolys = 0;
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U32 numVerts = 0;
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for (U32 i = 0; i < shapeScene->mNumMeshes; i++)
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{
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tree->insertItem(meshItem, String::ToString("%s", shapeScene->mMeshes[i]->mName.C_Str()));
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numPolys += shapeScene->mMeshes[i]->mNumFaces;
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numVerts += shapeScene->mMeshes[i]->mNumVertices;
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}
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U32 defaultMatNumber = 0;
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for (U32 i = 0; i < shapeScene->mNumMaterials; i++)
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{
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aiMaterial* aiMat = shapeScene->mMaterials[i];
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aiString matName;
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aiMat->Get(AI_MATKEY_NAME, matName);
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String name = matName.C_Str();
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if (name.isEmpty())
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{
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name = AppMaterial::cleanString(path.getFileName());
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name += "_defMat";
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name += String::ToString("%d", defaultMatNumber);
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defaultMatNumber++;
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}
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aiString texPath;
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aiMat->GetTexture(aiTextureType::aiTextureType_DIFFUSE, 0, &texPath);
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String texName = texPath.C_Str();
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if (texName.isEmpty())
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{
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aiColor3D read_color(1.f, 1.f, 1.f);
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if (AI_SUCCESS == aiMat->Get(AI_MATKEY_COLOR_DIFFUSE, read_color))
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texName = String::ToString("Color: %0.3f %0.3f %0.3f", (F32)read_color.r, (F32)read_color.g, (F32)read_color.b); //formatted as words for easy parsing
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else
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texName = "No Texture";
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}
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else
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texName = AssimpAppMaterial::cleanTextureName(texName, cleanFile, sourceShapePath, true);
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tree->insertItem(matItem, String::ToString("%s", name.c_str()), String::ToString("%s", texName.c_str()));
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}
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if (shapeScene->mNumAnimations == 0)
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{
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tree->insertItem(animItem, "ambient", "animation", "", 0, 0);
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}
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else
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{
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for (U32 i = 0; i < shapeScene->mNumAnimations; i++)
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{
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tree->insertItem(animItem, shapeScene->mAnimations[i]->mName.C_Str(), "animation", "", 0, 0);
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}
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}
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U32 numNodes = 0;
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if (shapeScene->mRootNode)
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{
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S32 nodesItem = tree->insertItem(0, "Nodes", "");
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addNodeToTree(nodesItem, shapeScene->mRootNode, tree, numNodes);
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tree->setItemValue(nodesItem, String::ToString("%i", numNodes));
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}
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U32 numMetaTags = shapeScene->mMetaData ? shapeScene->mMetaData->mNumProperties : 0;
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if (numMetaTags)
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addMetaDataToTree(shapeScene->mMetaData, tree);
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F64 unit;
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if (!getMetaDouble("UnitScaleFactor", unit))
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unit = 1.0f;
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S32 upAxis;
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if (!getMetaInt("UpAxis", upAxis))
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upAxis = UPAXISTYPE_Z_UP;
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/*for (U32 i = 0; i < shapeScene->mNumLights; i++)
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{
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treeObj->insertItem(lightsItem, String::ToString("%s", shapeScene->mLights[i]->mType));
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}*/
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// Store shape information in the tree control
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tree->setDataField(StringTable->insert("_nodeCount"), 0, avar("%d", numNodes));
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tree->setDataField(StringTable->insert("_meshCount"), 0, avar("%d", shapeScene->mNumMeshes));
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tree->setDataField(StringTable->insert("_polygonCount"), 0, avar("%d", numPolys));
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tree->setDataField(StringTable->insert("_materialCount"), 0, avar("%d", shapeScene->mNumMaterials));
|
|
tree->setDataField(StringTable->insert("_lightCount"), 0, avar("%d", shapeScene->mNumLights));
|
|
tree->setDataField(StringTable->insert("_animCount"), 0, avar("%d", shapeScene->mNumAnimations));
|
|
tree->setDataField(StringTable->insert("_textureCount"), 0, avar("%d", shapeScene->mNumTextures));
|
|
tree->setDataField(StringTable->insert("_vertCount"), 0, avar("%d", numVerts));
|
|
tree->setDataField(StringTable->insert("_metaTagCount"), 0, avar("%d", numMetaTags));
|
|
tree->setDataField(StringTable->insert("_unit"), 0, avar("%g", (F32)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;
|
|
}
|
|
|
|
void AssimpShapeLoader::updateMaterialsScript(const Torque::Path &path)
|
|
{
|
|
return;
|
|
/*
|
|
Torque::Path scriptPath(path);
|
|
scriptPath.setFileName("materials");
|
|
scriptPath.setExtension(TORQUE_SCRIPT_EXTENSION);
|
|
|
|
// First see what materials we need to update
|
|
PersistenceManager persistMgr;
|
|
for ( U32 iMat = 0; iMat < AppMesh::appMaterials.size(); iMat++ )
|
|
{
|
|
AssimpAppMaterial *mat = dynamic_cast<AssimpAppMaterial*>( AppMesh::appMaterials[iMat] );
|
|
if ( mat )
|
|
{
|
|
Material *mappedMat;
|
|
if ( Sim::findObject( MATMGR->getMapEntry( mat->getName() ), mappedMat ) )
|
|
{
|
|
// Only update existing materials if forced to
|
|
if (ColladaUtils::getOptions().forceUpdateMaterials)
|
|
{
|
|
mat->initMaterial(scriptPath, mappedMat);
|
|
persistMgr.setDirty(mappedMat);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Create a new material definition
|
|
persistMgr.setDirty( mat->createMaterial( scriptPath ), scriptPath.getFullPath() );
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( persistMgr.getDirtyList().empty() )
|
|
return;
|
|
|
|
persistMgr.saveDirty();
|
|
*/
|
|
}
|
|
|
|
/// Check if an up-to-date cached DTS is available for this DAE file
|
|
bool AssimpShapeLoader::canLoadCachedDTS(const Torque::Path& path)
|
|
{
|
|
// Generate the cached filename
|
|
Torque::Path cachedPath(path);
|
|
cachedPath.setExtension("cached.dts");
|
|
|
|
// Check if a cached DTS newer than this file is available
|
|
FileTime cachedModifyTime;
|
|
if (Platform::getFileTimes(cachedPath.getFullPath(), NULL, &cachedModifyTime))
|
|
{
|
|
bool forceLoad = Con::getBoolVariable("$assimp::forceLoad", false);
|
|
|
|
FileTime daeModifyTime;
|
|
if (!Platform::getFileTimes(path.getFullPath(), NULL, &daeModifyTime) ||
|
|
(!forceLoad && (Platform::compareFileTimes(cachedModifyTime, daeModifyTime) >= 0) ))
|
|
{
|
|
// Original file not found, or cached DTS is newer
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void AssimpShapeLoader::assimpLogCallback(const char* message, char* user)
|
|
{
|
|
Con::printf("[Assimp log message] %s", StringUnit::getUnit(message, 0, "\n"));
|
|
}
|
|
|
|
bool AssimpShapeLoader::ignoreNode(const String& name)
|
|
{
|
|
// Do not add AssimpFbx dummy nodes to the TSShape. See: Assimp::FBX::ImportSettings::preservePivots
|
|
// https://github.com/assimp/assimp/blob/master/code/FBXImportSettings.h#L116-L135
|
|
if (name.find("_$AssimpFbx$_") != String::NPos)
|
|
return true;
|
|
|
|
if (FindMatch::isMatchMultipleExprs(ColladaUtils::getOptions().alwaysImport, name, false))
|
|
return false;
|
|
|
|
return FindMatch::isMatchMultipleExprs(ColladaUtils::getOptions().neverImport, name, false);
|
|
}
|
|
|
|
bool AssimpShapeLoader::ignoreMesh(const String& name)
|
|
{
|
|
if (FindMatch::isMatchMultipleExprs(ColladaUtils::getOptions().alwaysImportMesh, name, false))
|
|
return false;
|
|
else
|
|
return FindMatch::isMatchMultipleExprs(ColladaUtils::getOptions().neverImportMesh, name, false);
|
|
}
|
|
|
|
void AssimpShapeLoader::detectDetails()
|
|
{
|
|
// Set LOD option
|
|
bool singleDetail = true;
|
|
switch (ColladaUtils::getOptions().lodType)
|
|
{
|
|
case ColladaUtils::ImportOptions::DetectDTS:
|
|
// Check for a baseXX->startXX hierarchy at the top-level, if we find
|
|
// one, use trailing numbers for LOD, otherwise use a single size
|
|
for (S32 iNode = 0; singleDetail && (iNode < mScene->mRootNode->mNumChildren); iNode++) {
|
|
aiNode* node = mScene->mRootNode->mChildren[iNode];
|
|
if (node && dStrStartsWith(node->mName.C_Str(), "base")) {
|
|
for (S32 iChild = 0; iChild < node->mNumChildren; iChild++) {
|
|
aiNode* child = node->mChildren[iChild];
|
|
if (child && dStrStartsWith(child->mName.C_Str(), "start")) {
|
|
singleDetail = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case ColladaUtils::ImportOptions::SingleSize:
|
|
singleDetail = true;
|
|
break;
|
|
|
|
case ColladaUtils::ImportOptions::TrailingNumber:
|
|
singleDetail = false;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
AssimpAppMesh::fixDetailSize(singleDetail, ColladaUtils::getOptions().singleDetailSize);
|
|
}
|
|
|
|
void AssimpShapeLoader::extractTexture(U32 index, aiTexture* pTex)
|
|
{ // Cache an embedded texture to disk
|
|
updateProgress(Load_EnumerateScene, "Extracting Textures...", mScene->mNumTextures, index);
|
|
Con::printf("[Assimp] Extracting Texture %s, W: %d, H: %d, %d of %d, format hint: (%s)", pTex->mFilename.C_Str(),
|
|
pTex->mWidth, pTex->mHeight, index, mScene->mNumTextures, pTex->achFormatHint);
|
|
|
|
// Create the texture filename
|
|
String cleanFile = AppMaterial::cleanString(TSShapeLoader::getShapePath().getFileName());
|
|
String texName = String::ToString("%s_cachedTex%d", cleanFile.c_str(), index);
|
|
Torque::Path texPath = shapePath;
|
|
texPath.setFileName(texName);
|
|
|
|
if (pTex->mHeight == 0)
|
|
{ // Compressed format, write the data directly to disc
|
|
texPath.setExtension(pTex->achFormatHint);
|
|
FileStream *outputStream;
|
|
if ((outputStream = FileStream::createAndOpen(texPath.getFullPath(), Torque::FS::File::Write)) != NULL)
|
|
{
|
|
outputStream->setPosition(0);
|
|
outputStream->write(pTex->mWidth, pTex->pcData);
|
|
outputStream->close();
|
|
delete outputStream;
|
|
}
|
|
}
|
|
else
|
|
{ // Embedded pixel data, fill a bitmap and save it.
|
|
GFXTexHandle shapeTex;
|
|
shapeTex.set(pTex->mWidth, pTex->mHeight, GFXFormatR8G8B8A8_SRGB, &GFXDynamicTextureSRGBProfile,
|
|
String::ToString("AssimpShapeLoader (%s:%i)", __FILE__, __LINE__), 1, 0);
|
|
GFXLockedRect *rect = shapeTex.lock();
|
|
|
|
for (U32 y = 0; y < pTex->mHeight; ++y)
|
|
{
|
|
for (U32 x = 0; x < pTex->mWidth; ++x)
|
|
{
|
|
U32 targetIndex = (y * rect->pitch) + (x * 4);
|
|
U32 sourceIndex = ((y * pTex->mWidth) + x) * 4;
|
|
rect->bits[targetIndex] = pTex->pcData[sourceIndex].r;
|
|
rect->bits[targetIndex + 1] = pTex->pcData[sourceIndex].g;
|
|
rect->bits[targetIndex + 2] = pTex->pcData[sourceIndex].b;
|
|
rect->bits[targetIndex + 3] = pTex->pcData[sourceIndex].a;
|
|
}
|
|
}
|
|
shapeTex.unlock();
|
|
|
|
texPath.setExtension("png");
|
|
shapeTex->dumpToDisk("PNG", texPath.getFullPath());
|
|
}
|
|
}
|
|
|
|
void AssimpShapeLoader::addNodeToTree(S32 parentItem, aiNode* node, GuiTreeViewCtrl* tree, U32& nodeCount)
|
|
{
|
|
// Add this node
|
|
S32 nodeItem = parentItem;
|
|
String nodeName = node->mName.C_Str();
|
|
if (!ignoreNode(nodeName))
|
|
{
|
|
if (nodeName.isEmpty())
|
|
nodeName = "null";
|
|
nodeItem = tree->insertItem(parentItem, nodeName.c_str(), String::ToString("%i", node->mNumChildren));
|
|
nodeCount++;
|
|
}
|
|
|
|
// Add any child nodes
|
|
for (U32 n = 0; n < node->mNumChildren; ++n)
|
|
addNodeToTree(nodeItem, node->mChildren[n], tree, nodeCount);
|
|
}
|
|
|
|
void AssimpShapeLoader::addMetaDataToTree(const aiMetadata* metaData, GuiTreeViewCtrl* tree)
|
|
{
|
|
S32 metaItem = tree->insertItem(0, "MetaData", String::ToString("%i", metaData->mNumProperties));
|
|
|
|
aiString valString;
|
|
aiVector3D valVec;
|
|
|
|
for (U32 n = 0; n < metaData->mNumProperties; ++n)
|
|
{
|
|
String keyStr = metaData->mKeys[n].C_Str();
|
|
keyStr += ": ";
|
|
switch (metaData->mValues[n].mType)
|
|
{
|
|
case AI_BOOL:
|
|
keyStr += ((bool)metaData->mValues[n].mData) ? "true" : "false";
|
|
break;
|
|
case AI_INT32:
|
|
keyStr += String::ToString(*((S32*)(metaData->mValues[n].mData)));
|
|
break;
|
|
case AI_UINT64:
|
|
keyStr += String::ToString("%I64u", *((U64*)metaData->mValues[n].mData));
|
|
break;
|
|
case AI_FLOAT:
|
|
keyStr += String::ToString(*((F32*)metaData->mValues[n].mData));
|
|
break;
|
|
case AI_DOUBLE:
|
|
keyStr += String::ToString(*((F64*)metaData->mValues[n].mData));
|
|
break;
|
|
case AI_AISTRING:
|
|
metaData->Get<aiString>(metaData->mKeys[n], valString);
|
|
keyStr += valString.C_Str();
|
|
break;
|
|
case AI_AIVECTOR3D:
|
|
metaData->Get<aiVector3D>(metaData->mKeys[n], valVec);
|
|
keyStr += String::ToString("%f, %f, %f", valVec.x, valVec.y, valVec.z);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
tree->insertItem(metaItem, keyStr.c_str(), String::ToString("%i", n));
|
|
}
|
|
}
|
|
|
|
bool AssimpShapeLoader::getMetabool(const char* key, bool& boolVal)
|
|
{
|
|
if (!mScene || !mScene->mMetaData)
|
|
return false;
|
|
|
|
String keyStr = key;
|
|
for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
|
|
{
|
|
if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
|
|
{
|
|
if (mScene->mMetaData->mValues[n].mType == AI_BOOL)
|
|
{
|
|
boolVal = (bool)mScene->mMetaData->mValues[n].mData;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool AssimpShapeLoader::getMetaInt(const char* key, S32& intVal)
|
|
{
|
|
if (!mScene || !mScene->mMetaData)
|
|
return false;
|
|
|
|
String keyStr = key;
|
|
for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
|
|
{
|
|
if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
|
|
{
|
|
if (mScene->mMetaData->mValues[n].mType == AI_INT32)
|
|
{
|
|
intVal = *((S32*)(mScene->mMetaData->mValues[n].mData));
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool AssimpShapeLoader::getMetaFloat(const char* key, F32& floatVal)
|
|
{
|
|
if (!mScene || !mScene->mMetaData)
|
|
return false;
|
|
|
|
String keyStr = key;
|
|
for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
|
|
{
|
|
if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
|
|
{
|
|
if (mScene->mMetaData->mValues[n].mType == AI_FLOAT)
|
|
{
|
|
floatVal = *((F32*)mScene->mMetaData->mValues[n].mData);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool AssimpShapeLoader::getMetaDouble(const char* key, F64& doubleVal)
|
|
{
|
|
if (!mScene || !mScene->mMetaData)
|
|
return false;
|
|
|
|
String keyStr = key;
|
|
for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
|
|
{
|
|
if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
|
|
{
|
|
if (mScene->mMetaData->mValues[n].mType == AI_DOUBLE)
|
|
{
|
|
doubleVal = *((F64*)mScene->mMetaData->mValues[n].mData);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool AssimpShapeLoader::getMetaString(const char* key, String& stringVal)
|
|
{
|
|
if (!mScene || !mScene->mMetaData)
|
|
return false;
|
|
|
|
String keyStr = key;
|
|
for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
|
|
{
|
|
if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
|
|
{
|
|
if (mScene->mMetaData->mValues[n].mType == AI_AISTRING)
|
|
{
|
|
aiString valString;
|
|
mScene->mMetaData->Get<aiString>(mScene->mMetaData->mKeys[n], valString);
|
|
stringVal = valString.C_Str();
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
//-----------------------------------------------------------------------------
|
|
/// This function is invoked by the resource manager based on file extension.
|
|
TSShape* assimpLoadShape(const Torque::Path &path)
|
|
{
|
|
// TODO: add .cached.dts generation.
|
|
// Generate the cached filename
|
|
Torque::Path cachedPath(path);
|
|
cachedPath.setExtension("cached.dts");
|
|
|
|
// Check if an up-to-date cached DTS version of this file exists, and
|
|
// if so, use that instead.
|
|
if (AssimpShapeLoader::canLoadCachedDTS(path))
|
|
{
|
|
FileStream cachedStream;
|
|
cachedStream.open(cachedPath.getFullPath(), Torque::FS::File::Read);
|
|
if (cachedStream.getStatus() == Stream::Ok)
|
|
{
|
|
TSShape *shape = new TSShape;
|
|
bool readSuccess = shape->read(&cachedStream);
|
|
cachedStream.close();
|
|
|
|
if (readSuccess)
|
|
{
|
|
#ifdef TORQUE_DEBUG
|
|
Con::printf("Loaded cached shape from %s", cachedPath.getFullPath().c_str());
|
|
#endif
|
|
return shape;
|
|
}
|
|
else
|
|
delete shape;
|
|
}
|
|
|
|
Con::warnf("Failed to load cached shape from %s", cachedPath.getFullPath().c_str());
|
|
}
|
|
|
|
if (!Torque::FS::IsFile(path))
|
|
{
|
|
// File does not exist, bail.
|
|
return NULL;
|
|
}
|
|
|
|
// Allow TSShapeConstructor object to override properties
|
|
ColladaUtils::getOptions().reset();
|
|
TSShapeConstructor* tscon = TSShapeConstructor::findShapeConstructorByFilename(path.getFullPath());
|
|
if (tscon)
|
|
{
|
|
ColladaUtils::getOptions() = tscon->mOptions;
|
|
}
|
|
|
|
AssimpShapeLoader loader;
|
|
TSShape* tss = loader.generateShape(path);
|
|
if (tss)
|
|
{
|
|
TSShapeLoader::updateProgress(TSShapeLoader::Load_Complete, "Import complete");
|
|
Con::printf("[ASSIMP] Shape created successfully.");
|
|
|
|
// Cache the model to a DTS file for faster loading next time.
|
|
FileStream dtsStream;
|
|
if (dtsStream.open(cachedPath.getFullPath(), Torque::FS::File::Write))
|
|
{
|
|
Con::printf("Writing cached shape to %s", cachedPath.getFullPath().c_str());
|
|
tss->write(&dtsStream);
|
|
}
|
|
|
|
loader.updateMaterialsScript(path);
|
|
}
|
|
loader.releaseImport();
|
|
return tss;
|
|
}
|
|
|
|
DefineEngineFunction(GetShapeInfo, bool, (const char* shapePath, const char* ctrl, bool loadCachedDts), ("", "", true),
|
|
"(string shapePath, GuiTreeViewCtrl ctrl) Collect scene information from "
|
|
"a shape file and store it in a GuiTreeView control. This function is "
|
|
"used by the assimp 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 shape 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(ctrl, tree))
|
|
{
|
|
Con::errorf("enumColladaScene::Could not find GuiTreeViewCtrl '%s'", ctrl);
|
|
return false;
|
|
}
|
|
|
|
// Check if a cached DTS is available => no need to import the source file
|
|
// if we can load the DTS instead
|
|
Torque::Path path(shapePath);
|
|
if (loadCachedDts && AssimpShapeLoader::canLoadCachedDTS(path))
|
|
return false;
|
|
|
|
AssimpShapeLoader loader;
|
|
return loader.fillGuiTreeView(shapePath, tree);
|
|
}
|