Torque3D/Engine/source/ts/assimp/assimpShapeLoader.cpp
marauder2k7 ca6e26520b Update assimp importing
assimp importer now works for the most part for fbx and gltf
animations for gltf still need to be sorted out
2024-12-09 23:24:09 +00:00

1003 lines
35 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.
//-----------------------------------------------------------------------------
/*
Resource stream -> Buffer
Buffer -> Collada DOM
Collada DOM -> TSShapeLoader
TSShapeLoader installed into TSShape
*/
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "ts/assimp/assimpShapeLoader.h"
#include "ts/assimp/assimpAppNode.h"
#include "ts/assimp/assimpAppMesh.h"
#include "ts/assimp/assimpAppMaterial.h"
#include "ts/assimp/assimpAppSequence.h"
#include "core/util/tVector.h"
#include "core/strings/findMatch.h"
#include "core/strings/stringUnit.h"
#include "core/stream/fileStream.h"
#include "core/fileObject.h"
#include "ts/tsShape.h"
#include "ts/tsShapeInstance.h"
#include "materials/materialManager.h"
#include "console/persistenceManager.h"
#include "ts/tsShapeConstruct.h"
#include "core/util/zip/zipVolume.h"
#include "gfx/bitmap/gBitmap.h"
#include "gui/controls/guiTreeViewCtrl.h"
// assimp include files.
#include <assimp/cimport.h>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <assimp/types.h>
#include <assimp/config.h>
#include <exception>
MODULE_BEGIN( AssimpShapeLoader )
MODULE_INIT_AFTER( ShapeLoader )
MODULE_INIT
{
TSShapeLoader::addFormat("DirectX X", "x");
TSShapeLoader::addFormat("Autodesk FBX", "fbx");
TSShapeLoader::addFormat("Blender 3D", "blend" );
TSShapeLoader::addFormat("3ds Max 3DS", "3ds");
TSShapeLoader::addFormat("3ds Max ASE", "ase");
TSShapeLoader::addFormat("Wavefront Object", "obj");
TSShapeLoader::addFormat("Industry Foundation Classes (IFC/Step)", "ifc");
TSShapeLoader::addFormat("Stanford Polygon Library", "ply");
TSShapeLoader::addFormat("AutoCAD DXF", "dxf");
TSShapeLoader::addFormat("LightWave", "lwo");
TSShapeLoader::addFormat("LightWave Scene", "lws");
TSShapeLoader::addFormat("Modo", "lxo");
TSShapeLoader::addFormat("Stereolithography", "stl");
TSShapeLoader::addFormat("AC3D", "ac");
TSShapeLoader::addFormat("Milkshape 3D", "ms3d");
TSShapeLoader::addFormat("TrueSpace COB", "cob");
TSShapeLoader::addFormat("TrueSpace SCN", "scn");
TSShapeLoader::addFormat("Ogre XML", "xml");
TSShapeLoader::addFormat("Irrlicht Mesh", "irrmesh");
TSShapeLoader::addFormat("Irrlicht Scene", "irr");
TSShapeLoader::addFormat("Quake I", "mdl" );
TSShapeLoader::addFormat("Quake II", "md2" );
TSShapeLoader::addFormat("Quake III Mesh", "md3");
TSShapeLoader::addFormat("Quake III Map/BSP", "pk3");
TSShapeLoader::addFormat("Return to Castle Wolfenstein", "mdc");
TSShapeLoader::addFormat("Doom 3", "md5" );
TSShapeLoader::addFormat("Valve SMD", "smd");
TSShapeLoader::addFormat("Valve VTA", "vta");
TSShapeLoader::addFormat("Starcraft II M3", "m3");
TSShapeLoader::addFormat("Unreal", "3d");
TSShapeLoader::addFormat("BlitzBasic 3D", "b3d" );
TSShapeLoader::addFormat("Quick3D Q3D", "q3d");
TSShapeLoader::addFormat("Quick3D Q3S", "q3s");
TSShapeLoader::addFormat("Neutral File Format", "nff");
TSShapeLoader::addFormat("Object File Format", "off");
TSShapeLoader::addFormat("PovRAY Raw", "raw");
TSShapeLoader::addFormat("Terragen Terrain", "ter");
TSShapeLoader::addFormat("3D GameStudio (3DGS)", "mdl");
TSShapeLoader::addFormat("3D GameStudio (3DGS) Terrain", "hmp");
TSShapeLoader::addFormat("Izware Nendo", "ndo");
TSShapeLoader::addFormat("gltf", "gltf");
TSShapeLoader::addFormat("gltf binary", "glb");
}
MODULE_END;
//-----------------------------------------------------------------------------
AssimpShapeLoader::AssimpShapeLoader()
{
mScene = NULL;
}
AssimpShapeLoader::~AssimpShapeLoader()
{
}
void AssimpShapeLoader::releaseImport()
{
}
void debugSceneMetaData(const aiScene* scene) {
if (!scene->mMetaData) {
Con::printf("[ASSIMP] No metadata available.");
return;
}
for (unsigned int i = 0; i < scene->mMetaData->mNumProperties; ++i) {
const char* key = scene->mMetaData->mKeys[i].C_Str();
aiMetadataType type = scene->mMetaData->mValues[i].mType;
Con::printf("[ASSIMP] Metadata key: %s", key);
switch (type) {
case AI_BOOL:
Con::printf(" Value: %d (bool)", *(bool*)scene->mMetaData->mValues[i].mData);
break;
case AI_INT32:
Con::printf(" Value: %d (int)", *(int*)scene->mMetaData->mValues[i].mData);
break;
case AI_UINT64:
Con::printf(" Value: %llu (uint64)", *(uint64_t*)scene->mMetaData->mValues[i].mData);
break;
case AI_FLOAT:
Con::printf(" Value: %f (float)", *(float*)scene->mMetaData->mValues[i].mData);
break;
case AI_DOUBLE:
Con::printf(" Value: %f (double)", *(double*)scene->mMetaData->mValues[i].mData);
break;
case AI_AISTRING:
Con::printf(" Value: %s (string)", ((aiString*)scene->mMetaData->mValues[i].mData)->C_Str());
break;
case AI_AIVECTOR3D:
{
aiVector3D* vec = (aiVector3D*)scene->mMetaData->mValues[i].mData;
Con::printf(" Value: (%f, %f, %f) (vector3d)", vec->x, vec->y, vec->z);
}
break;
default:
Con::printf(" Unknown metadata type.");
}
}
}
void applyTransformation(aiNode* node, const aiMatrix4x4& transform) {
node->mTransformation = transform * node->mTransformation; // Apply transformation to the node
}
void reorientGLTFScene(const aiScene* scene) {
aiMatrix4x4 rotationMatrix;
rotationMatrix = aiMatrix4x4::RotationX(AI_MATH_PI / 2, rotationMatrix); // Rotate -90 degrees around X-axis
applyTransformation(scene->mRootNode, rotationMatrix);
rotationMatrix = aiMatrix4x4::RotationZ(AI_MATH_PI, rotationMatrix); // Rotate -90 degrees around X-axis
applyTransformation(scene->mRootNode, rotationMatrix);
}
float getUnitScaleFactor(const aiScene* scene) {
float scale = 1.0f;
if (scene->mMetaData) {
double unitScaleFactor;
if (scene->mMetaData->Get("UnitScaleFactor", unitScaleFactor)) {
scale = static_cast<float>(unitScaleFactor);
}
}
return scale;
}
void scaleScene(const aiScene* scene, float scaleFactor) {
aiMatrix4x4 scaleMatrix = aiMatrix4x4::Scaling(aiVector3D(scaleFactor, scaleFactor, scaleFactor), aiMatrix4x4());
applyTransformation(scene->mRootNode, scaleMatrix);
}
void AssimpShapeLoader::enumerateScene()
{
TSShapeLoader::updateProgress(TSShapeLoader::Load_ReadFile, "Reading File");
Con::printf("[ASSIMP] Attempting to load file: %s", shapePath.getFullPath().c_str());
// Define post-processing steps
unsigned int ppsteps = aiProcess_Triangulate | aiProcess_ValidateDataStructure | aiProcess_MakeLeftHanded | aiProcess_FlipUVs;
const auto& options = ColladaUtils::getOptions();
if (options.convertLeftHanded) ppsteps |= aiProcess_MakeLeftHanded;
if (options.reverseWindingOrder) ppsteps |= aiProcess_FlipWindingOrder;
if (options.calcTangentSpace) ppsteps |= aiProcess_CalcTangentSpace;
if (options.joinIdenticalVerts) ppsteps |= aiProcess_JoinIdenticalVertices;
if (options.removeRedundantMats) ppsteps |= aiProcess_RemoveRedundantMaterials;
if (options.genUVCoords) ppsteps |= aiProcess_GenUVCoords;
if (options.transformUVCoords) ppsteps |= aiProcess_TransformUVCoords;
if (options.findInstances) ppsteps |= aiProcess_FindInstances;
if (options.limitBoneWeights) ppsteps |= aiProcess_LimitBoneWeights;
if (Con::getBoolVariable("$Assimp::OptimizeMeshes", false)) {
ppsteps |= aiProcess_OptimizeMeshes | aiProcess_OptimizeGraph;
}
if (Con::getBoolVariable("$Assimp::SplitLargeMeshes", false)) {
ppsteps |= aiProcess_SplitLargeMeshes;
}
ppsteps |= aiProcess_ValidateDataStructure;
struct aiLogStream shapeLog = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT, NULL);
shapeLog.callback = assimpLogCallback;
shapeLog.user = 0;
aiAttachLogStream(&shapeLog);
#ifdef TORQUE_DEBUG
aiEnableVerboseLogging(true);
#endif
// Read the file
mScene = mImporter.ReadFile(shapePath.getFullPath().c_str(), ppsteps);
if (!mScene || (mScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE) || !mScene->mRootNode) {
Con::errorf("[ASSIMP] ERROR: Could not load file: %s", shapePath.getFullPath().c_str());
Con::errorf("[ASSIMP] Importer error: %s", mImporter.GetErrorString());
TSShapeLoader::updateProgress(TSShapeLoader::Load_Complete, "Import failed");
return;
}
//debugSceneMetaData(mScene);
Con::printf("[ASSIMP] Mesh Count: %d", mScene->mNumMeshes);
Con::printf("[ASSIMP] Material Count: %d", mScene->mNumMaterials);
// Format-specific adjustments
String fileExt = String::ToLower(shapePath.getExtension());
const aiImporterDesc* importerDescription = aiGetImporterDesc(fileExt.c_str());
if (fileExt == String::ToString("gltf") || fileExt == String::ToString("glb")) {
Con::printf("[ASSIMP] Detected GLTF format, applying reorientation...");
reorientGLTFScene(mScene); // Reorient GLTF
}
if (importerDescription && dStrcmp(importerDescription->mName, "Autodesk FBX Importer") == 0) {
Con::printf("[ASSIMP] Detected FBX format, checking unit scale...");
F32 scaleFactor = getUnitScaleFactor(mScene);
if (scaleFactor != 1.0f) {
Con::printf("[ASSIMP] Applying FBX scale factor: %f", scaleFactor);
scaleScene(mScene, scaleFactor);
}
else
{
scaleScene(mScene, 0.01f);
}
}
// Handle scaling and up-axis conversions if necessary
configureImportUnitsAndAxis();
// Extract embedded textures
for (unsigned int i = 0; i < mScene->mNumTextures; ++i) {
extractTexture(i, mScene->mTextures[i]);
}
// Load all materials
AssimpAppMaterial::sDefaultMatNumber = 0;
for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) {
AppMesh::appMaterials.push_back(new AssimpAppMaterial(mScene->mMaterials[i]));
}
// Setup LOD checks
detectDetails();
// Process the scene graph
AssimpAppNode* rootNode = new AssimpAppNode(mScene, mScene->mRootNode, 0);
if (!processNode(rootNode)) {
delete rootNode;
}
// Add a bounds node if none exists
if (!boundsNode) {
aiNode* req[1];
req[0] = new aiNode("bounds");
mScene->mRootNode->addChildren(1, req);
auto* appBoundsNode = new AssimpAppNode(mScene, req[0]);
if (!processNode(appBoundsNode)) {
delete appBoundsNode;
}
}
// Process animations if available
processAnimations();
// Clean up log stream
aiDetachLogStream(&shapeLog);
}
void AssimpShapeLoader::configureImportUnitsAndAxis() {
auto& options = ColladaUtils::getOptions();
// Configure unit scaling
if (options.unit <= 0.0f) {
F64 unitScaleFactor = 1.0;
if (!getMetaDouble("UnitScaleFactor", unitScaleFactor)) {
float floatVal;
int intVal;
if (getMetaFloat("UnitScaleFactor", floatVal)) {
unitScaleFactor = static_cast<F64>(floatVal);
}
else if (getMetaInt("UnitScaleFactor", intVal)) {
unitScaleFactor = static_cast<F64>(intVal);
}
}
options.unit = static_cast<float>(unitScaleFactor);
}
// Configure up-axis
if (options.upAxis == UPAXISTYPE_COUNT) {
int upAxis = UPAXISTYPE_Z_UP;
if (getMetaInt("UpAxis", upAxis)) {
options.upAxis = static_cast<domUpAxisType>(upAxis);
}
}
}
void AssimpShapeLoader::processAnimations()
{
// add all animations into 1 ambient animation.
aiAnimation* ambientSeq = new aiAnimation();
ambientSeq->mName = "ambient";
Vector<aiNodeAnim*> ambientChannels;
F32 duration = 0.0f;
if (mScene->mNumAnimations > 0)
{
for (U32 i = 0; i < mScene->mNumAnimations; ++i)
{
aiAnimation* anim = mScene->mAnimations[i];
duration = anim->mDuration;
for (U32 j = 0; j < anim->mNumChannels; j++)
{
aiNodeAnim* nodeAnim = anim->mChannels[j];
// Determine the maximum keyframe time for this animation
F32 maxKeyTime = 0.0f;
for (U32 k = 0; k < nodeAnim->mNumPositionKeys; k++) {
maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mPositionKeys[k].mTime);
}
for (U32 k = 0; k < nodeAnim->mNumRotationKeys; k++) {
maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mRotationKeys[k].mTime);
}
for (U32 k = 0; k < nodeAnim->mNumScalingKeys; k++) {
maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mScalingKeys[k].mTime);
}
ambientChannels.push_back(nodeAnim);
duration = getMax(duration, maxKeyTime);
}
}
ambientSeq->mNumChannels = ambientChannels.size();
ambientSeq->mChannels = ambientChannels.address();
ambientSeq->mDuration = duration;
ambientSeq->mTicksPerSecond = 24.0;
AssimpAppSequence* defaultAssimpSeq = new AssimpAppSequence(ambientSeq);
appSequences.push_back(defaultAssimpSeq);
}
}
void AssimpShapeLoader::computeBounds(Box3F& bounds)
{
TSShapeLoader::computeBounds(bounds);
// Check if the model origin needs adjusting
bool adjustCenter = ColladaUtils::getOptions().adjustCenter;
bool adjustFloor = ColladaUtils::getOptions().adjustFloor;
if (bounds.isValidBox() && (adjustCenter || adjustFloor))
{
// Compute shape offset
Point3F shapeOffset = Point3F::Zero;
if (adjustCenter)
{
bounds.getCenter(&shapeOffset);
shapeOffset = -shapeOffset;
}
if (adjustFloor)
shapeOffset.z = -bounds.minExtents.z;
// Adjust bounds
bounds.minExtents += shapeOffset;
bounds.maxExtents += shapeOffset;
// Now adjust all positions for root level nodes (nodes with no parent)
for (S32 iNode = 0; iNode < shape->nodes.size(); iNode++)
{
if (!appNodes[iNode]->isParentRoot())
continue;
// Adjust default translation
shape->defaultTranslations[iNode] += shapeOffset;
// Adjust animated translations
for (S32 iSeq = 0; iSeq < shape->sequences.size(); iSeq++)
{
const TSShape::Sequence& seq = shape->sequences[iSeq];
if (seq.translationMatters.test(iNode))
{
for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
{
S32 index = seq.baseTranslation + seq.translationMatters.count(iNode)*seq.numKeyframes + iFrame;
shape->nodeTranslations[index] += shapeOffset;
}
}
}
}
}
}
bool AssimpShapeLoader::fillGuiTreeView(const char* sourceShapePath, GuiTreeViewCtrl* tree)
{
Assimp::Importer importer;
Torque::Path path(sourceShapePath);
String cleanFile = AppMaterial::cleanString(path.getFileName());
// Attempt to import with Assimp.
const aiScene* shapeScene = importer.ReadFile(path.getFullPath().c_str(), (aiProcessPreset_TargetRealtime_Quality | aiProcess_CalcTangentSpace)
& ~aiProcess_RemoveRedundantMaterials & ~aiProcess_GenSmoothNormals);
if (!shapeScene)
{
Con::printf("AssimpShapeLoader::fillGuiTreeView - Assimp Error: %s", importer.GetErrorString());
return false;
}
mScene = shapeScene;
// Initialize tree
tree->removeItem(0);
S32 meshItem = tree->insertItem(0, "Meshes", String::ToString("%i", shapeScene->mNumMeshes));
S32 matItem = tree->insertItem(0, "Materials", String::ToString("%i", shapeScene->mNumMaterials));
S32 animItem = tree->insertItem(0, "Animations", String::ToString("%i", shapeScene->mNumAnimations));
//S32 lightsItem = tree->insertItem(0, "Lights", String::ToString("%i", shapeScene->mNumLights));
//S32 texturesItem = tree->insertItem(0, "Textures", String::ToString("%i", shapeScene->mNumTextures));
//Details!
U32 numPolys = 0;
U32 numVerts = 0;
for (U32 i = 0; i < shapeScene->mNumMeshes; i++)
{
tree->insertItem(meshItem, String::ToString("%s", shapeScene->mMeshes[i]->mName.C_Str()));
numPolys += shapeScene->mMeshes[i]->mNumFaces;
numVerts += shapeScene->mMeshes[i]->mNumVertices;
}
U32 defaultMatNumber = 0;
for (U32 i = 0; i < shapeScene->mNumMaterials; i++)
{
aiMaterial* aiMat = shapeScene->mMaterials[i];
aiString matName;
aiMat->Get(AI_MATKEY_NAME, matName);
String name = matName.C_Str();
if (name.isEmpty())
{
name = AppMaterial::cleanString(path.getFileName());
name += "_defMat";
name += String::ToString("%d", defaultMatNumber);
defaultMatNumber++;
}
aiString texPath;
aiMat->GetTexture(aiTextureType::aiTextureType_DIFFUSE, 0, &texPath);
String texName = texPath.C_Str();
if (texName.isEmpty())
{
aiColor3D read_color(1.f, 1.f, 1.f);
if (AI_SUCCESS == aiMat->Get(AI_MATKEY_COLOR_DIFFUSE, read_color))
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
else
texName = "No Texture";
}
else
texName = AssimpAppMaterial::cleanTextureName(texName, cleanFile, sourceShapePath, true);
tree->insertItem(matItem, String::ToString("%s", name.c_str()), String::ToString("%s", texName.c_str()));
}
if (shapeScene->mNumAnimations == 0)
{
tree->insertItem(animItem, "ambient", "animation", "", 0, 0);
}
else
{
for (U32 i = 0; i < shapeScene->mNumAnimations; i++)
{
tree->insertItem(animItem, shapeScene->mAnimations[i]->mName.C_Str(), "animation", "", 0, 0);
}
}
U32 numNodes = 0;
if (shapeScene->mRootNode)
{
S32 nodesItem = tree->insertItem(0, "Nodes", "");
addNodeToTree(nodesItem, shapeScene->mRootNode, tree, numNodes);
tree->setItemValue(nodesItem, String::ToString("%i", numNodes));
}
U32 numMetaTags = shapeScene->mMetaData ? shapeScene->mMetaData->mNumProperties : 0;
if (numMetaTags)
addMetaDataToTree(shapeScene->mMetaData, tree);
F64 unit;
if (!getMetaDouble("UnitScaleFactor", unit))
unit = 1.0f;
S32 upAxis;
if (!getMetaInt("UpAxis", upAxis))
upAxis = UPAXISTYPE_Z_UP;
/*for (U32 i = 0; i < shapeScene->mNumLights; i++)
{
treeObj->insertItem(lightsItem, String::ToString("%s", shapeScene->mLights[i]->mType));
}*/
// Store shape information in the tree control
tree->setDataField(StringTable->insert("_nodeCount"), 0, avar("%d", numNodes));
tree->setDataField(StringTable->insert("_meshCount"), 0, avar("%d", shapeScene->mNumMeshes));
tree->setDataField(StringTable->insert("_polygonCount"), 0, avar("%d", numPolys));
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);
}