mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
256 lines
7.7 KiB
C++
256 lines
7.7 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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#include "platform/platform.h"
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#include "ts/collada/colladaExtensions.h"
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#include "ts/assimp/assimpAppMesh.h"
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#include "ts/assimp/assimpAppNode.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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//------------------------------------------------------------------------------
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AssimpAppMesh::AssimpAppMesh(const struct aiMesh* mesh, AssimpAppNode* node)
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: mMeshData(mesh), appNode(node)
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{
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Con::printf("[ASSIMP] Mesh Created: %s", getName());
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}
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const char* AssimpAppMesh::getName(bool allowFixed)
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{
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// Some exporters add a 'PIVOT' or unnamed node between the mesh and the
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// actual object node. Detect this and return the object node name instead
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// of the pivot node.
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const char* nodeName = appNode->getName();
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if ( dStrEqual(nodeName, "null") || dStrEndsWith(nodeName, "PIVOT") )
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nodeName = appNode->getParentName();
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// If all geometry is being fixed to the same size, append the size
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// to the name
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//return allowFixed && fixedSizeEnabled ? avar("%s %d", nodeName, fixedSize) : nodeName;
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return nodeName;
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}
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MatrixF AssimpAppMesh::getMeshTransform(F32 time)
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{
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return appNode->getNodeTransform(time);
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}
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void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objectOffset)
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{
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// After this function, the following are expected to be populated:
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// points, normals, uvs, primitives, indices
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// There is also colors and uv2s but those don't seem to be required.
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points.reserve(mMeshData->mNumVertices);
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uvs.reserve(mMeshData->mNumVertices);
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normals.reserve(mMeshData->mNumVertices);
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bool noUVFound = false;
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for (U32 i = 0; i<mMeshData->mNumVertices; i++)
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{
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// Points and Normals
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aiVector3D pt = mMeshData->mVertices[i];
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aiVector3D nrm = mMeshData->mNormals[i];
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Point3F tmpVert;
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Point3F tmpNormal;
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if (Con::getBoolVariable("$Assimp::SwapYZ", false))
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{
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tmpVert = Point3F(pt.x, pt.z, pt.y);
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tmpNormal = Point3F(nrm.x, nrm.z, nrm.y);
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}
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else
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{
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tmpVert = Point3F(pt.x, pt.y, pt.z);
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tmpNormal = Point3F(nrm.x, nrm.y, nrm.z);
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}
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//objectOffset.mulP(tmpVert);
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points.push_back(tmpVert);
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if (mMeshData->HasTextureCoords(0))
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{
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uvs.push_back(Point2F(mMeshData->mTextureCoords[0][i].x, mMeshData->mTextureCoords[0][i].y));
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}
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else
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{
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// I don't know if there's any solution to this issue.
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// If it's not mapped, it's not mapped.
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noUVFound = true;
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uvs.push_back(Point2F(1, 1));
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}
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// UV2s
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if (mMeshData->HasTextureCoords(1))
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{
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uv2s.push_back(Point2F(mMeshData->mTextureCoords[1][i].x, mMeshData->mTextureCoords[1][i].y));
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}
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// Vertex Colors
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if (mMeshData->HasVertexColors(0))
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{
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LinearColorF vColor(mMeshData->mColors[0][i].r,
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mMeshData->mColors[0][i].g,
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mMeshData->mColors[0][i].b,
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mMeshData->mColors[0][i].a);
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colors.push_back(vColor.toColorI());
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}
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//uvs.push_back(mModel->mVerts[i].texcoord);
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normals.push_back(tmpNormal);
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//edgeVerts.push_back(mModel->mVerts[i].edge);
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}
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U32 numFaces = mMeshData->mNumFaces;
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U32 primCount = 0;
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primitives.reserve(numFaces);
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//Fetch the number of indices
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U32 indicesCount = 0;
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for (U32 i = 0; i < numFaces; i++)
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{
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indicesCount += mMeshData->mFaces[i].mNumIndices;
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}
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indices.reserve(indicesCount);
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/*U32 idxCount = 0;
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for (U32 j = 0; j<mModel->mMaterials.size(); j++)
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{
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MikuModel::Material &mat = mModel->mMaterials[j];
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U32 nextIdxCount = idxCount + mat.numIndices;
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primitives.increment();
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TSDrawPrimitive& primitive = primitives.last();
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primitive.start = indices.size();
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primitive.matIndex = (TSDrawPrimitive::Triangles | TSDrawPrimitive::Indexed) | j;
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primitive.numElements = mat.numIndices;
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for (U32 i = idxCount; i<nextIdxCount; i++)
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{
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indices.push_back(mModel->mIndices[i]);
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}
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idxCount = nextIdxCount;
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}*/
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for ( U32 n = 0; n < mMeshData->mNumFaces; ++n)
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{
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const struct aiFace* face = &mMeshData->mFaces[n];
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if ( face->mNumIndices == 3 )
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{
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// Create TSMesh primitive
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primitives.increment();
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TSDrawPrimitive& primitive = primitives.last();
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primitive.start = indices.size();
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primitive.matIndex = (TSDrawPrimitive::Triangles | TSDrawPrimitive::Indexed) | (S32)mMeshData->mMaterialIndex;
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//primitive.numElements = face->mNumIndices;//3;
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primitive.numElements = 3;
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if (Con::getBoolVariable("$Assimp::FlipNormals", true))
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{
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U32 indexCount = face->mNumIndices;
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for (S32 ind = indexCount - 1; ind >= 0; ind--)
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{
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U32 index = face->mIndices[ind];
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indices.push_back(index);
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}
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}
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else
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{
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U32 indexCount = face->mNumIndices;
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for (U32 ind = 0; ind < indexCount; ind++)
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{
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U32 index = face->mIndices[ind];
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indices.push_back(index);
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}
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}
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// Load the indices in.
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//indices.push_back(face->mIndices[0]);
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//indices.push_back(face->mIndices[1]);
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//indices.push_back(face->mIndices[2]);
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}
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else
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{
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Con::printf("[ASSIMP] Non-Triangle Face Found. Indices: %d", face->mNumIndices);
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}
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}
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U32 boneCount = mMeshData->mNumBones;
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bones.setSize(boneCount);
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for (U32 b = 0; b < boneCount; b++)
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{
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String name = mMeshData->mBones[b]->mName.C_Str();
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MatrixF boneTransform;
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for (U32 m = 0; m < 16; ++m)
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{
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boneTransform[m] = *mMeshData->mBones[b]->mOffsetMatrix[m];
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}
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//initialTransforms.push_back(boneTransform);
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initialTransforms.push_back(MatrixF::Identity);
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//Weights
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U32 numWeights = mMeshData->mBones[b]->mNumWeights;
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weight.setSize(numWeights);
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vertexIndex.setSize(numWeights);
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for (U32 w = 0; w < numWeights; ++w)
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{
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aiVertexWeight* aiWeight = mMeshData->mBones[b]->mWeights;
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weight[w] = aiWeight->mWeight;
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vertexIndex[w] = aiWeight->mVertexId;
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boneIndex[w] = b;
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//vertWeight. = aiWeight->
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}
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//= mNumWeights
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}
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if ( noUVFound )
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Con::warnf("[ASSIMP] No UV Data for mesh.");
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}
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void AssimpAppMesh::lookupSkinData()
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{
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}
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F32 AssimpAppMesh::getVisValue(F32 t)
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{
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return 1.0f;
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} |