mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
511 lines
19 KiB
C++
511 lines
19 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/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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Con::getBoolVariable("$Assimp::ConvertToLeftHanded", false) ? aiProcess_ConvertToLeftHanded : 0 |
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Con::getBoolVariable("$Assimp::CalcTangentSpace", false) ? aiProcess_CalcTangentSpace : 0 |
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Con::getBoolVariable("$Assimp::JoinIdenticalVertices", false) ? aiProcess_JoinIdenticalVertices : 0 |
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Con::getBoolVariable("$Assimp::ValidateDataStructure", false) ? aiProcess_ValidateDataStructure : 0 |
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Con::getBoolVariable("$Assimp::ImproveCacheLocality", false) ? aiProcess_ImproveCacheLocality : 0 |
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Con::getBoolVariable("$Assimp::RemoveRedundantMaterials", false) ? aiProcess_RemoveRedundantMaterials : 0 |
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Con::getBoolVariable("$Assimp::FindDegenerates", false) ? aiProcess_FindDegenerates : 0 |
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Con::getBoolVariable("$Assimp::FindInvalidData", false) ? aiProcess_FindInvalidData : 0 |
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Con::getBoolVariable("$Assimp::GenUVCoords", false) ? aiProcess_GenUVCoords : 0 |
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Con::getBoolVariable("$Assimp::TransformUVCoords", false) ? aiProcess_TransformUVCoords : 0 |
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Con::getBoolVariable("$Assimp::FindInstances", false) ? aiProcess_FindInstances : 0 |
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Con::getBoolVariable("$Assimp::LimitBoneWeights", false) ? aiProcess_LimitBoneWeights : 0 |
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Con::getBoolVariable("$Assimp::OptimizeMeshes", false) ? aiProcess_OptimizeMeshes | aiProcess_OptimizeGraph : 0 |
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0;
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if(Con::getBoolVariable("$Assimp::FlipUVs", true))
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ppsteps |= aiProcess_FlipUVs;
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if(Con::getBoolVariable("$Assimp::FlipWindingOrder", false))
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ppsteps |= aiProcess_FlipWindingOrder;
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if(Con::getBoolVariable("$Assimp::Triangulate", true))
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ppsteps |= aiProcess_Triangulate;
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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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//aiProcess_SortByPType | // make 'clean' meshes which consist of a single typ of primitives
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aiPropertyStore* props = aiCreatePropertyStore();
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//aiSetImportPropertyInteger(props, AI_CONFIG_IMPORT_TER_MAKE_UVS, 1);
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//aiSetImportPropertyInteger(props, AI_CONFIG_PP_SBP_REMOVE, (aiProcessPreset_TargetRealtime_Quality
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// | aiProcess_FlipWindingOrder | aiProcess_FlipUVs
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// | aiProcess_CalcTangentSpace
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// | aiProcess_FixInfacingNormals)
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// & ~aiProcess_RemoveRedundantMaterials);
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//aiSetImportPropertyInteger(props, AI_CONFIG_GLOB_MEASURE_TIME, 1);
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//aiSetImportPropertyFloat(props, AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE, 80.f);
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//aiSetImportPropertyInteger(props,AI_CONFIG_PP_PTV_KEEP_HIERARCHY,1);
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struct aiLogStream shapeLog;
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shapeLog = aiGetPredefinedLogStream(aiDefaultLogStream_FILE, "assimp.log");
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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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//c = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT, NULL);
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//aiAttachLogStream(&c);
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// Attempt to import with Assimp.
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//mScene = importer.ReadFile(shapePath.getFullPath().c_str(), (aiProcessPreset_TargetRealtime_Quality | aiProcess_FlipWindingOrder | aiProcess_FlipUVs | aiProcess_CalcTangentSpace)
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// & ~aiProcess_RemoveRedundantMaterials);
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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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// Load all the materials.
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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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// 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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for(U32 n = 0; n < mScene->mNumAnimations; ++n)
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{
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Con::printf("[ASSIMP] Animation Found: %s", mScene->mAnimations[n]->mName.C_Str());
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AssimpAppSequence* newAssimpSeq = new AssimpAppSequence(mScene->mAnimations[n]);
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appSequences.push_back(newAssimpSeq);
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}
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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 = Con::getBoolVariable("$Assimp::adjustCenter", false); //ColladaUtils::getOptions().adjustCenter
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bool adjustFloor = Con::getBoolVariable("$Assimp::adjustFloor", false); //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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void AssimpShapeLoader::updateMaterialsScript(const Torque::Path &path)
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{
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Torque::Path scriptPath(path);
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scriptPath.setFileName("materials");
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scriptPath.setExtension("cs");
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// First see what materials we need to update
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PersistenceManager persistMgr;
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for ( U32 iMat = 0; iMat < AppMesh::appMaterials.size(); iMat++ )
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{
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AssimpAppMaterial *mat = dynamic_cast<AssimpAppMaterial*>( AppMesh::appMaterials[iMat] );
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if ( mat )
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{
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Material *mappedMat;
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if ( Sim::findObject( MATMGR->getMapEntry( mat->getName() ), mappedMat ) )
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{
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// Only update existing materials if forced to
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if ( ColladaUtils::getOptions().forceUpdateMaterials )
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persistMgr.setDirty( mappedMat );
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}
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else
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{
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// Create a new material definition
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persistMgr.setDirty( mat->createMaterial( scriptPath ), scriptPath.getFullPath() );
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}
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}
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}
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if ( persistMgr.getDirtyList().empty() )
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return;
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persistMgr.saveDirty();
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}
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/// Check if an up-to-date cached DTS is available for this DAE file
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bool AssimpShapeLoader::canLoadCachedDTS(const Torque::Path& path)
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{
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return false;
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// Generate the cached filename
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Torque::Path cachedPath(path);
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cachedPath.setExtension("cached.dts");
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// Check if a cached DTS newer than this file is available
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FileTime cachedModifyTime;
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if (Platform::getFileTimes(cachedPath.getFullPath(), NULL, &cachedModifyTime))
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{
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bool forceLoadDAE = Con::getBoolVariable("$assimp::forceLoad", false);
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FileTime daeModifyTime;
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if (!Platform::getFileTimes(path.getFullPath(), NULL, &daeModifyTime) ||
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(!forceLoadDAE && (Platform::compareFileTimes(cachedModifyTime, daeModifyTime) >= 0) ))
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{
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// DAE not found, or cached DTS is newer
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return true;
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}
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}
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return false;
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}
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bool AssimpShapeLoader::ignoreNode(const String& name)
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{
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// Do not add AssimpFbx dummy nodes to the TSShape. See: Assimp::FBX::ImportSettings::preservePivots
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// https://github.com/assimp/assimp/blob/master/code/FBXImportSettings.h#L116-L135
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if (name.find("_$AssimpFbx$_") != String::NPos)
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return true;
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return false;
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}
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void AssimpShapeLoader::detectDetails()
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{
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// Set LOD option
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bool singleDetail = true;
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switch (Con::getIntVariable("$Assimp::lodType", 0))
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{
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case ColladaUtils::ImportOptions::DetectDTS:
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// Check for a baseXX->startXX hierarchy at the top-level, if we find
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// one, use trailing numbers for LOD, otherwise use a single size
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for (S32 iNode = 0; singleDetail && (iNode < mScene->mRootNode->mNumChildren); iNode++) {
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aiNode* node = mScene->mRootNode->mChildren[iNode];
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if (node && dStrStartsWith(node->mName.C_Str(), "base")) {
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for (S32 iChild = 0; iChild < node->mNumChildren; iChild++) {
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aiNode* child = node->mChildren[iChild];
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if (child && dStrStartsWith(child->mName.C_Str(), "start")) {
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singleDetail = false;
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break;
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}
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}
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}
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}
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break;
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case ColladaUtils::ImportOptions::SingleSize:
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singleDetail = true;
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break;
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case ColladaUtils::ImportOptions::TrailingNumber:
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singleDetail = false;
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break;
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default:
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break;
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}
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AssimpAppMesh::fixDetailSize(singleDetail, Con::getIntVariable("$Assimp::singleDetailSize", 2));
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}
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//-----------------------------------------------------------------------------
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/// This function is invoked by the resource manager based on file extension.
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TSShape* assimpLoadShape(const Torque::Path &path)
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{
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// TODO: add .cached.dts generation.
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// Generate the cached filename
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Torque::Path cachedPath(path);
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cachedPath.setExtension("cached.dts");
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// Check if an up-to-date cached DTS version of this file exists, and
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// if so, use that instead.
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if (AssimpShapeLoader::canLoadCachedDTS(path))
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{
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FileStream cachedStream;
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cachedStream.open(cachedPath.getFullPath(), Torque::FS::File::Read);
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if (cachedStream.getStatus() == Stream::Ok)
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{
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TSShape *shape = new TSShape;
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bool readSuccess = shape->read(&cachedStream);
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cachedStream.close();
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if (readSuccess)
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{
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#ifdef TORQUE_DEBUG
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Con::printf("Loaded cached shape from %s", cachedPath.getFullPath().c_str());
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#endif
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return shape;
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}
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else
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delete shape;
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}
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Con::warnf("Failed to load cached shape from %s", cachedPath.getFullPath().c_str());
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}
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if (!Torque::FS::IsFile(path))
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{
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// File does not exist, bail.
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return NULL;
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}
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AssimpShapeLoader loader;
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TSShape* tss = loader.generateShape(path);
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if (tss)
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{
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TSShapeLoader::updateProgress(TSShapeLoader::Load_Complete, "Import complete");
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Con::printf("[ASSIMP] Shape created successfully.");
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// Cache the model to a DTS file for faster loading next time.
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FileStream dtsStream;
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if (dtsStream.open(cachedPath.getFullPath(), Torque::FS::File::Write))
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{
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Con::printf("Writing cached shape to %s", cachedPath.getFullPath().c_str());
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tss->write(&dtsStream);
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}
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loader.updateMaterialsScript(path);
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}
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loader.releaseImport();
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return tss;
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}
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DefineEngineFunction(GetShapeInfo, GuiTreeViewCtrl*, (String filePath), ,
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"Returns a list of supported shape formats in filter form.\n"
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"Example output: DSQ Files|*.dsq|COLLADA Files|*.dae|")
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{
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Assimp::Importer importer;
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GuiTreeViewCtrl* treeObj = new GuiTreeViewCtrl();
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treeObj->registerObject();
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Torque::Path path = Torque::Path(filePath);
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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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//Populate info
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S32 meshItem = treeObj->insertItem(0, "Shape", String::ToString("%i", shapeScene->mNumMeshes));
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S32 matItem = treeObj->insertItem(0, "Materials", String::ToString("%i", shapeScene->mNumMaterials));
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S32 animItem = treeObj->insertItem(0, "Animations", String::ToString("%i", shapeScene->mNumAnimations));
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S32 lightsItem = treeObj->insertItem(0, "Lights", String::ToString("%i", shapeScene->mNumLights));
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S32 texturesItem = treeObj->insertItem(0, "Textures", String::ToString("%i", shapeScene->mNumTextures));
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//S32 meshItem = ->insertItem(0, "Cameras", String::ToString("%s", shapeScene->mNumCameras));
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//Details!
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for (U32 i = 0; i < shapeScene->mNumMeshes; i++)
|
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{
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treeObj->insertItem(meshItem, String::ToString("%s", shapeScene->mMeshes[i]->mName.C_Str()));
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}
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for (U32 i = 0; i < shapeScene->mNumMaterials; i++)
|
|
{
|
|
aiMaterial* aiMat = shapeScene->mMaterials[i];
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|
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aiString matName;
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aiMat->Get(AI_MATKEY_NAME, matName);
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|
|
aiString texPath;
|
|
aiMat->GetTexture(aiTextureType::aiTextureType_DIFFUSE, 0, &texPath);
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|
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treeObj->insertItem(matItem, String::ToString("%s", matName.C_Str()), String::ToString("%s", texPath.C_Str()));
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}
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for (U32 i = 0; i < shapeScene->mNumAnimations; i++)
|
|
{
|
|
treeObj->insertItem(animItem, String::ToString("%s", shapeScene->mAnimations[i]->mName.C_Str()));
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}
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|
|
/*for (U32 i = 0; i < shapeScene->mNumLights; i++)
|
|
{
|
|
treeObj->insertItem(lightsItem, String::ToString("%s", shapeScene->mLights[i]->mType));
|
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}*/
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|
return treeObj;
|
|
} |