mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
cleanup types cleanout unnecessary vars only aboslutely necessary vars to collada utils remain, for tracking scale and up_axis etc.
285 lines
9.2 KiB
C++
285 lines
9.2 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);
|
|
|
|
// Count the total number of weights for all of the bones.
|
|
Map<String, aiNode*> boneLookup;
|
|
for (U32 b = 0; b < boneCount; b++) {
|
|
boneLookup[mMeshData->mBones[b]->mName.C_Str()] =
|
|
AssimpAppNode::findChildNodeByName(mMeshData->mBones[b]->mName.C_Str(), appNode->mScene->mRootNode);
|
|
}
|
|
|
|
for (U32 b = 0; b < boneCount; b++)
|
|
{
|
|
const aiBone* bone = mMeshData->mBones[b];
|
|
aiNode* nodePtr = boneLookup[bone->mName.C_Str()];
|
|
bones[b] = nodePtr ? new AssimpAppNode(appNode->mScene, nodePtr) : new AssimpAppNode(appNode->mScene, appNode->mNode);
|
|
|
|
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;
|
|
}
|