assimpShapeLoader.cpp 31 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. /*
  23. Resource stream -> Buffer
  24. Buffer -> Collada DOM
  25. Collada DOM -> TSShapeLoader
  26. TSShapeLoader installed into TSShape
  27. */
  28. //-----------------------------------------------------------------------------
  29. #include "platform/platform.h"
  30. #include "ts/assimp/assimpShapeLoader.h"
  31. #include "ts/assimp/assimpAppNode.h"
  32. #include "ts/assimp/assimpAppMesh.h"
  33. #include "ts/assimp/assimpAppMaterial.h"
  34. #include "ts/assimp/assimpAppSequence.h"
  35. #include "core/util/tVector.h"
  36. #include "core/strings/findMatch.h"
  37. #include "core/strings/stringUnit.h"
  38. #include "core/stream/fileStream.h"
  39. #include "core/fileObject.h"
  40. #include "ts/tsShape.h"
  41. #include "ts/tsShapeInstance.h"
  42. #include "materials/materialManager.h"
  43. #include "console/persistenceManager.h"
  44. #include "ts/tsShapeConstruct.h"
  45. #include "core/util/zip/zipVolume.h"
  46. #include "gfx/bitmap/gBitmap.h"
  47. #include "gui/controls/guiTreeViewCtrl.h"
  48. // assimp include files.
  49. #include <assimp/cimport.h>
  50. #include <assimp/scene.h>
  51. #include <assimp/postprocess.h>
  52. #include <assimp/types.h>
  53. #include <assimp/config.h>
  54. #include <exception>
  55. #include <assimp/Importer.hpp>
  56. MODULE_BEGIN( AssimpShapeLoader )
  57. MODULE_INIT_AFTER( ShapeLoader )
  58. MODULE_INIT
  59. {
  60. TSShapeLoader::addFormat("DirectX X", "x");
  61. TSShapeLoader::addFormat("Autodesk FBX", "fbx");
  62. TSShapeLoader::addFormat("Blender 3D", "blend" );
  63. TSShapeLoader::addFormat("3ds Max 3DS", "3ds");
  64. TSShapeLoader::addFormat("3ds Max ASE", "ase");
  65. TSShapeLoader::addFormat("Wavefront Object", "obj");
  66. TSShapeLoader::addFormat("Industry Foundation Classes (IFC/Step)", "ifc");
  67. TSShapeLoader::addFormat("Stanford Polygon Library", "ply");
  68. TSShapeLoader::addFormat("AutoCAD DXF", "dxf");
  69. TSShapeLoader::addFormat("LightWave", "lwo");
  70. TSShapeLoader::addFormat("LightWave Scene", "lws");
  71. TSShapeLoader::addFormat("Modo", "lxo");
  72. TSShapeLoader::addFormat("Stereolithography", "stl");
  73. TSShapeLoader::addFormat("AC3D", "ac");
  74. TSShapeLoader::addFormat("Milkshape 3D", "ms3d");
  75. TSShapeLoader::addFormat("TrueSpace COB", "cob");
  76. TSShapeLoader::addFormat("TrueSpace SCN", "scn");
  77. TSShapeLoader::addFormat("Ogre XML", "xml");
  78. TSShapeLoader::addFormat("Irrlicht Mesh", "irrmesh");
  79. TSShapeLoader::addFormat("Irrlicht Scene", "irr");
  80. TSShapeLoader::addFormat("Quake I", "mdl" );
  81. TSShapeLoader::addFormat("Quake II", "md2" );
  82. TSShapeLoader::addFormat("Quake III Mesh", "md3");
  83. TSShapeLoader::addFormat("Quake III Map/BSP", "pk3");
  84. TSShapeLoader::addFormat("Return to Castle Wolfenstein", "mdc");
  85. TSShapeLoader::addFormat("Doom 3", "md5" );
  86. TSShapeLoader::addFormat("Valve SMD", "smd");
  87. TSShapeLoader::addFormat("Valve VTA", "vta");
  88. TSShapeLoader::addFormat("Starcraft II M3", "m3");
  89. TSShapeLoader::addFormat("Unreal", "3d");
  90. TSShapeLoader::addFormat("BlitzBasic 3D", "b3d" );
  91. TSShapeLoader::addFormat("Quick3D Q3D", "q3d");
  92. TSShapeLoader::addFormat("Quick3D Q3S", "q3s");
  93. TSShapeLoader::addFormat("Neutral File Format", "nff");
  94. TSShapeLoader::addFormat("Object File Format", "off");
  95. TSShapeLoader::addFormat("PovRAY Raw", "raw");
  96. TSShapeLoader::addFormat("Terragen Terrain", "ter");
  97. TSShapeLoader::addFormat("3D GameStudio (3DGS)", "mdl");
  98. TSShapeLoader::addFormat("3D GameStudio (3DGS) Terrain", "hmp");
  99. TSShapeLoader::addFormat("Izware Nendo", "ndo");
  100. TSShapeLoader::addFormat("gltf", "gltf");
  101. TSShapeLoader::addFormat("gltf binary", "glb");
  102. }
  103. MODULE_END;
  104. //-----------------------------------------------------------------------------
  105. AssimpShapeLoader::AssimpShapeLoader()
  106. {
  107. mScene = NULL;
  108. }
  109. AssimpShapeLoader::~AssimpShapeLoader()
  110. {
  111. }
  112. void AssimpShapeLoader::releaseImport()
  113. {
  114. aiReleaseImport(mScene);
  115. }
  116. void AssimpShapeLoader::enumerateScene()
  117. {
  118. TSShapeLoader::updateProgress(TSShapeLoader::Load_ReadFile, "Reading File");
  119. Con::printf("[ASSIMP] Attempting to load file: %s", shapePath.getFullPath().c_str());
  120. // Post-Processing
  121. unsigned int ppsteps =
  122. (ColladaUtils::getOptions().convertLeftHanded ? aiProcess_MakeLeftHanded : 0) |
  123. (ColladaUtils::getOptions().reverseWindingOrder ? aiProcess_FlipWindingOrder : 0) |
  124. (ColladaUtils::getOptions().calcTangentSpace ? aiProcess_CalcTangentSpace : 0) |
  125. (ColladaUtils::getOptions().joinIdenticalVerts ? aiProcess_JoinIdenticalVertices : 0) |
  126. (ColladaUtils::getOptions().removeRedundantMats ? aiProcess_RemoveRedundantMaterials : 0) |
  127. (ColladaUtils::getOptions().genUVCoords ? aiProcess_GenUVCoords : 0) |
  128. (ColladaUtils::getOptions().transformUVCoords ? aiProcess_TransformUVCoords : 0) |
  129. (ColladaUtils::getOptions().flipUVCoords ? aiProcess_FlipUVs : 0) |
  130. (ColladaUtils::getOptions().findInstances ? aiProcess_FindInstances : 0) |
  131. (ColladaUtils::getOptions().limitBoneWeights ? aiProcess_LimitBoneWeights : 0);
  132. if (Con::getBoolVariable("$Assimp::OptimizeMeshes", false))
  133. ppsteps |= aiProcess_OptimizeMeshes | aiProcess_OptimizeGraph;
  134. if (Con::getBoolVariable("$Assimp::SplitLargeMeshes", false))
  135. ppsteps |= aiProcess_SplitLargeMeshes;
  136. // Mandatory options
  137. //ppsteps |= aiProcess_ValidateDataStructure | aiProcess_Triangulate | aiProcess_ImproveCacheLocality;
  138. ppsteps |= aiProcess_Triangulate;
  139. //aiProcess_SortByPType | // make 'clean' meshes which consist of a single typ of primitives
  140. aiPropertyStore* props = aiCreatePropertyStore();
  141. struct aiLogStream shapeLog = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT, NULL);
  142. shapeLog.callback = assimpLogCallback;
  143. shapeLog.user = 0;
  144. aiAttachLogStream(&shapeLog);
  145. #ifdef TORQUE_DEBUG
  146. aiEnableVerboseLogging(true);
  147. #endif
  148. mScene = (aiScene*)aiImportFileExWithProperties(shapePath.getFullPath().c_str(), ppsteps, NULL, props);
  149. aiReleasePropertyStore(props);
  150. if ( mScene )
  151. {
  152. Con::printf("[ASSIMP] Mesh Count: %d", mScene->mNumMeshes);
  153. Con::printf("[ASSIMP] Material Count: %d", mScene->mNumMaterials);
  154. // Setup default units for shape format
  155. String importFormat;
  156. String fileExt = String::ToLower(shapePath.getExtension());
  157. const aiImporterDesc* importerDescription = aiGetImporterDesc(fileExt.c_str());
  158. if (importerDescription && StringTable->insert(importerDescription->mName) == StringTable->insert("Autodesk FBX Importer"))
  159. {
  160. ColladaUtils::getOptions().formatScaleFactor = 0.01f;
  161. }
  162. // Set import options (if they are not set to override)
  163. if (ColladaUtils::getOptions().unit <= 0.0f)
  164. {
  165. F64 unit;
  166. if (!getMetaDouble("UnitScaleFactor", unit))
  167. {
  168. F32 floatVal;
  169. S32 intVal;
  170. if (getMetaFloat("UnitScaleFactor", floatVal))
  171. unit = (F64)floatVal;
  172. else if (getMetaInt("UnitScaleFactor", intVal))
  173. unit = (F64)intVal;
  174. else
  175. unit = 1.0;
  176. }
  177. ColladaUtils::getOptions().unit = (F32)unit;
  178. }
  179. if (ColladaUtils::getOptions().upAxis == UPAXISTYPE_COUNT)
  180. {
  181. S32 upAxis;
  182. if (!getMetaInt("UpAxis", upAxis))
  183. upAxis = UPAXISTYPE_Z_UP;
  184. ColladaUtils::getOptions().upAxis = (domUpAxisType) upAxis;
  185. }
  186. // Extract embedded textures
  187. for (U32 i = 0; i < mScene->mNumTextures; ++i)
  188. extractTexture(i, mScene->mTextures[i]);
  189. // Load all the materials.
  190. AssimpAppMaterial::sDefaultMatNumber = 0;
  191. for ( U32 i = 0; i < mScene->mNumMaterials; i++ )
  192. AppMesh::appMaterials.push_back(new AssimpAppMaterial(mScene->mMaterials[i]));
  193. // Setup LOD checks
  194. detectDetails();
  195. // Define the root node, and process down the chain.
  196. AssimpAppNode* node = new AssimpAppNode(mScene, mScene->mRootNode, 0);
  197. if (!processNode(node))
  198. delete node;
  199. // add bounds node.
  200. if (!boundsNode)
  201. {
  202. aiNode* req[1];
  203. req[0] = new aiNode("bounds");
  204. mScene->mRootNode->addChildren(1, req);
  205. AssimpAppNode* appBounds = new AssimpAppNode(mScene, req[0]);
  206. if (!processNode(appBounds))
  207. delete appBounds;
  208. }
  209. // Check for animations and process those.
  210. processAnimations();
  211. }
  212. else
  213. {
  214. TSShapeLoader::updateProgress(TSShapeLoader::Load_Complete, "Import failed");
  215. Con::printf("[ASSIMP] Import Error: %s", aiGetErrorString());
  216. }
  217. aiDetachLogStream(&shapeLog);
  218. }
  219. void AssimpShapeLoader::processAnimations()
  220. {
  221. bool ambient = false;
  222. for(U32 n = 0; n < mScene->mNumAnimations; ++n)
  223. {
  224. Con::printf("[ASSIMP] Animation Found: %s", mScene->mAnimations[n]->mName.C_Str());
  225. if (mScene->mAnimations[n]->mName.C_Str() == "ambient")
  226. ambient = true;
  227. AssimpAppSequence* newAssimpSeq = new AssimpAppSequence(mScene->mAnimations[n]);
  228. appSequences.push_back(newAssimpSeq);
  229. }
  230. // dont have ambient, lets just add everything to an ambient sequence.
  231. // we should probably just do this as default.
  232. if (!ambient)
  233. {
  234. aiAnimation* ambientSeq = new aiAnimation();
  235. ambientSeq->mName = "ambient";
  236. Vector<aiNodeAnim*> ambientChannels;
  237. for (U32 i = 0; i < mScene->mNumAnimations; ++i)
  238. {
  239. aiAnimation* anim = mScene->mAnimations[i];
  240. for (U32 j = 0; j < anim->mNumChannels; j++)
  241. {
  242. ambientChannels.push_back(anim->mChannels[j]);
  243. }
  244. }
  245. ambientSeq->mNumChannels = ambientChannels.size();
  246. ambientSeq->mChannels = ambientChannels.address();
  247. AssimpAppSequence* defaultAssimpSeq = new AssimpAppSequence(ambientSeq);
  248. appSequences.push_back(defaultAssimpSeq);
  249. }
  250. }
  251. void AssimpShapeLoader::computeBounds(Box3F& bounds)
  252. {
  253. TSShapeLoader::computeBounds(bounds);
  254. // Check if the model origin needs adjusting
  255. bool adjustCenter = ColladaUtils::getOptions().adjustCenter;
  256. bool adjustFloor = ColladaUtils::getOptions().adjustFloor;
  257. if (bounds.isValidBox() && (adjustCenter || adjustFloor))
  258. {
  259. // Compute shape offset
  260. Point3F shapeOffset = Point3F::Zero;
  261. if (adjustCenter)
  262. {
  263. bounds.getCenter(&shapeOffset);
  264. shapeOffset = -shapeOffset;
  265. }
  266. if (adjustFloor)
  267. shapeOffset.z = -bounds.minExtents.z;
  268. // Adjust bounds
  269. bounds.minExtents += shapeOffset;
  270. bounds.maxExtents += shapeOffset;
  271. // Now adjust all positions for root level nodes (nodes with no parent)
  272. for (S32 iNode = 0; iNode < shape->nodes.size(); iNode++)
  273. {
  274. if (!appNodes[iNode]->isParentRoot())
  275. continue;
  276. // Adjust default translation
  277. shape->defaultTranslations[iNode] += shapeOffset;
  278. // Adjust animated translations
  279. for (S32 iSeq = 0; iSeq < shape->sequences.size(); iSeq++)
  280. {
  281. const TSShape::Sequence& seq = shape->sequences[iSeq];
  282. if (seq.translationMatters.test(iNode))
  283. {
  284. for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
  285. {
  286. S32 index = seq.baseTranslation + seq.translationMatters.count(iNode)*seq.numKeyframes + iFrame;
  287. shape->nodeTranslations[index] += shapeOffset;
  288. }
  289. }
  290. }
  291. }
  292. }
  293. }
  294. bool AssimpShapeLoader::fillGuiTreeView(const char* sourceShapePath, GuiTreeViewCtrl* tree)
  295. {
  296. Assimp::Importer importer;
  297. Torque::Path path(sourceShapePath);
  298. String cleanFile = AppMaterial::cleanString(path.getFileName());
  299. // Attempt to import with Assimp.
  300. const aiScene* shapeScene = importer.ReadFile(path.getFullPath().c_str(), (aiProcessPreset_TargetRealtime_Quality | aiProcess_CalcTangentSpace)
  301. & ~aiProcess_RemoveRedundantMaterials & ~aiProcess_GenSmoothNormals);
  302. if (!shapeScene)
  303. {
  304. Con::printf("AssimpShapeLoader::fillGuiTreeView - Assimp Error: %s", importer.GetErrorString());
  305. return false;
  306. }
  307. mScene = shapeScene;
  308. // Initialize tree
  309. tree->removeItem(0);
  310. S32 meshItem = tree->insertItem(0, "Meshes", String::ToString("%i", shapeScene->mNumMeshes));
  311. S32 matItem = tree->insertItem(0, "Materials", String::ToString("%i", shapeScene->mNumMaterials));
  312. S32 animItem = tree->insertItem(0, "Animations", String::ToString("%i", shapeScene->mNumAnimations));
  313. //S32 lightsItem = tree->insertItem(0, "Lights", String::ToString("%i", shapeScene->mNumLights));
  314. //S32 texturesItem = tree->insertItem(0, "Textures", String::ToString("%i", shapeScene->mNumTextures));
  315. //Details!
  316. U32 numPolys = 0;
  317. U32 numVerts = 0;
  318. for (U32 i = 0; i < shapeScene->mNumMeshes; i++)
  319. {
  320. tree->insertItem(meshItem, String::ToString("%s", shapeScene->mMeshes[i]->mName.C_Str()));
  321. numPolys += shapeScene->mMeshes[i]->mNumFaces;
  322. numVerts += shapeScene->mMeshes[i]->mNumVertices;
  323. }
  324. U32 defaultMatNumber = 0;
  325. for (U32 i = 0; i < shapeScene->mNumMaterials; i++)
  326. {
  327. aiMaterial* aiMat = shapeScene->mMaterials[i];
  328. aiString matName;
  329. aiMat->Get(AI_MATKEY_NAME, matName);
  330. String name = matName.C_Str();
  331. if (name.isEmpty())
  332. {
  333. name = AppMaterial::cleanString(path.getFileName());
  334. name += "_defMat";
  335. name += String::ToString("%d", defaultMatNumber);
  336. defaultMatNumber++;
  337. }
  338. aiString texPath;
  339. aiMat->GetTexture(aiTextureType::aiTextureType_DIFFUSE, 0, &texPath);
  340. String texName = texPath.C_Str();
  341. if (texName.isEmpty())
  342. {
  343. aiColor3D read_color(1.f, 1.f, 1.f);
  344. if (AI_SUCCESS == aiMat->Get(AI_MATKEY_COLOR_DIFFUSE, read_color))
  345. 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
  346. else
  347. texName = "No Texture";
  348. }
  349. else
  350. texName = AssimpAppMaterial::cleanTextureName(texName, cleanFile, sourceShapePath, true);
  351. tree->insertItem(matItem, String::ToString("%s", name.c_str()), String::ToString("%s", texName.c_str()));
  352. }
  353. if (shapeScene->mNumAnimations == 0)
  354. {
  355. tree->insertItem(animItem, "ambient", "animation", "", 0, 0);
  356. }
  357. else
  358. {
  359. for (U32 i = 0; i < shapeScene->mNumAnimations; i++)
  360. {
  361. tree->insertItem(animItem, shapeScene->mAnimations[i]->mName.C_Str(), "animation", "", 0, 0);
  362. }
  363. }
  364. U32 numNodes = 0;
  365. if (shapeScene->mRootNode)
  366. {
  367. S32 nodesItem = tree->insertItem(0, "Nodes", "");
  368. addNodeToTree(nodesItem, shapeScene->mRootNode, tree, numNodes);
  369. tree->setItemValue(nodesItem, String::ToString("%i", numNodes));
  370. }
  371. U32 numMetaTags = shapeScene->mMetaData ? shapeScene->mMetaData->mNumProperties : 0;
  372. if (numMetaTags)
  373. addMetaDataToTree(shapeScene->mMetaData, tree);
  374. F64 unit;
  375. if (!getMetaDouble("UnitScaleFactor", unit))
  376. unit = 1.0f;
  377. S32 upAxis;
  378. if (!getMetaInt("UpAxis", upAxis))
  379. upAxis = UPAXISTYPE_Z_UP;
  380. /*for (U32 i = 0; i < shapeScene->mNumLights; i++)
  381. {
  382. treeObj->insertItem(lightsItem, String::ToString("%s", shapeScene->mLights[i]->mType));
  383. }*/
  384. // Store shape information in the tree control
  385. tree->setDataField(StringTable->insert("_nodeCount"), 0, avar("%d", numNodes));
  386. tree->setDataField(StringTable->insert("_meshCount"), 0, avar("%d", shapeScene->mNumMeshes));
  387. tree->setDataField(StringTable->insert("_polygonCount"), 0, avar("%d", numPolys));
  388. tree->setDataField(StringTable->insert("_materialCount"), 0, avar("%d", shapeScene->mNumMaterials));
  389. tree->setDataField(StringTable->insert("_lightCount"), 0, avar("%d", shapeScene->mNumLights));
  390. tree->setDataField(StringTable->insert("_animCount"), 0, avar("%d", shapeScene->mNumAnimations));
  391. tree->setDataField(StringTable->insert("_textureCount"), 0, avar("%d", shapeScene->mNumTextures));
  392. tree->setDataField(StringTable->insert("_vertCount"), 0, avar("%d", numVerts));
  393. tree->setDataField(StringTable->insert("_metaTagCount"), 0, avar("%d", numMetaTags));
  394. tree->setDataField(StringTable->insert("_unit"), 0, avar("%g", (F32)unit));
  395. if (upAxis == UPAXISTYPE_X_UP)
  396. tree->setDataField(StringTable->insert("_upAxis"), 0, "X_AXIS");
  397. else if (upAxis == UPAXISTYPE_Y_UP)
  398. tree->setDataField(StringTable->insert("_upAxis"), 0, "Y_AXIS");
  399. else
  400. tree->setDataField(StringTable->insert("_upAxis"), 0, "Z_AXIS");
  401. return true;
  402. }
  403. void AssimpShapeLoader::updateMaterialsScript(const Torque::Path &path)
  404. {
  405. return;
  406. /*
  407. Torque::Path scriptPath(path);
  408. scriptPath.setFileName("materials");
  409. scriptPath.setExtension(TORQUE_SCRIPT_EXTENSION);
  410. // First see what materials we need to update
  411. PersistenceManager persistMgr;
  412. for ( U32 iMat = 0; iMat < AppMesh::appMaterials.size(); iMat++ )
  413. {
  414. AssimpAppMaterial *mat = dynamic_cast<AssimpAppMaterial*>( AppMesh::appMaterials[iMat] );
  415. if ( mat )
  416. {
  417. Material *mappedMat;
  418. if ( Sim::findObject( MATMGR->getMapEntry( mat->getName() ), mappedMat ) )
  419. {
  420. // Only update existing materials if forced to
  421. if (ColladaUtils::getOptions().forceUpdateMaterials)
  422. {
  423. mat->initMaterial(scriptPath, mappedMat);
  424. persistMgr.setDirty(mappedMat);
  425. }
  426. }
  427. else
  428. {
  429. // Create a new material definition
  430. persistMgr.setDirty( mat->createMaterial( scriptPath ), scriptPath.getFullPath() );
  431. }
  432. }
  433. }
  434. if ( persistMgr.getDirtyList().empty() )
  435. return;
  436. persistMgr.saveDirty();
  437. */
  438. }
  439. /// Check if an up-to-date cached DTS is available for this DAE file
  440. bool AssimpShapeLoader::canLoadCachedDTS(const Torque::Path& path)
  441. {
  442. // Generate the cached filename
  443. Torque::Path cachedPath(path);
  444. cachedPath.setExtension("cached.dts");
  445. // Check if a cached DTS newer than this file is available
  446. FileTime cachedModifyTime;
  447. if (Platform::getFileTimes(cachedPath.getFullPath(), NULL, &cachedModifyTime))
  448. {
  449. bool forceLoad = Con::getBoolVariable("$assimp::forceLoad", false);
  450. FileTime daeModifyTime;
  451. if (!Platform::getFileTimes(path.getFullPath(), NULL, &daeModifyTime) ||
  452. (!forceLoad && (Platform::compareFileTimes(cachedModifyTime, daeModifyTime) >= 0) ))
  453. {
  454. // Original file not found, or cached DTS is newer
  455. return true;
  456. }
  457. }
  458. return false;
  459. }
  460. void AssimpShapeLoader::assimpLogCallback(const char* message, char* user)
  461. {
  462. Con::printf("[Assimp log message] %s", StringUnit::getUnit(message, 0, "\n"));
  463. }
  464. bool AssimpShapeLoader::ignoreNode(const String& name)
  465. {
  466. // Do not add AssimpFbx dummy nodes to the TSShape. See: Assimp::FBX::ImportSettings::preservePivots
  467. // https://github.com/assimp/assimp/blob/master/code/FBXImportSettings.h#L116-L135
  468. if (name.find("_$AssimpFbx$_") != String::NPos)
  469. return true;
  470. if (FindMatch::isMatchMultipleExprs(ColladaUtils::getOptions().alwaysImport, name, false))
  471. return false;
  472. return FindMatch::isMatchMultipleExprs(ColladaUtils::getOptions().neverImport, name, false);
  473. }
  474. bool AssimpShapeLoader::ignoreMesh(const String& name)
  475. {
  476. if (FindMatch::isMatchMultipleExprs(ColladaUtils::getOptions().alwaysImportMesh, name, false))
  477. return false;
  478. else
  479. return FindMatch::isMatchMultipleExprs(ColladaUtils::getOptions().neverImportMesh, name, false);
  480. }
  481. void AssimpShapeLoader::detectDetails()
  482. {
  483. // Set LOD option
  484. bool singleDetail = true;
  485. switch (ColladaUtils::getOptions().lodType)
  486. {
  487. case ColladaUtils::ImportOptions::DetectDTS:
  488. // Check for a baseXX->startXX hierarchy at the top-level, if we find
  489. // one, use trailing numbers for LOD, otherwise use a single size
  490. for (S32 iNode = 0; singleDetail && (iNode < mScene->mRootNode->mNumChildren); iNode++) {
  491. aiNode* node = mScene->mRootNode->mChildren[iNode];
  492. if (node && dStrStartsWith(node->mName.C_Str(), "base")) {
  493. for (S32 iChild = 0; iChild < node->mNumChildren; iChild++) {
  494. aiNode* child = node->mChildren[iChild];
  495. if (child && dStrStartsWith(child->mName.C_Str(), "start")) {
  496. singleDetail = false;
  497. break;
  498. }
  499. }
  500. }
  501. }
  502. break;
  503. case ColladaUtils::ImportOptions::SingleSize:
  504. singleDetail = true;
  505. break;
  506. case ColladaUtils::ImportOptions::TrailingNumber:
  507. singleDetail = false;
  508. break;
  509. default:
  510. break;
  511. }
  512. AssimpAppMesh::fixDetailSize(singleDetail, ColladaUtils::getOptions().singleDetailSize);
  513. }
  514. void AssimpShapeLoader::extractTexture(U32 index, aiTexture* pTex)
  515. { // Cache an embedded texture to disk
  516. updateProgress(Load_EnumerateScene, "Extracting Textures...", mScene->mNumTextures, index);
  517. Con::printf("[Assimp] Extracting Texture %s, W: %d, H: %d, %d of %d, format hint: (%s)", pTex->mFilename.C_Str(),
  518. pTex->mWidth, pTex->mHeight, index, mScene->mNumTextures, pTex->achFormatHint);
  519. // Create the texture filename
  520. String cleanFile = AppMaterial::cleanString(TSShapeLoader::getShapePath().getFileName());
  521. String texName = String::ToString("%s_cachedTex%d", cleanFile.c_str(), index);
  522. Torque::Path texPath = shapePath;
  523. texPath.setFileName(texName);
  524. if (pTex->mHeight == 0)
  525. { // Compressed format, write the data directly to disc
  526. texPath.setExtension(pTex->achFormatHint);
  527. FileStream *outputStream;
  528. if ((outputStream = FileStream::createAndOpen(texPath.getFullPath(), Torque::FS::File::Write)) != NULL)
  529. {
  530. outputStream->setPosition(0);
  531. outputStream->write(pTex->mWidth, pTex->pcData);
  532. outputStream->close();
  533. delete outputStream;
  534. }
  535. }
  536. else
  537. { // Embedded pixel data, fill a bitmap and save it.
  538. GFXTexHandle shapeTex;
  539. shapeTex.set(pTex->mWidth, pTex->mHeight, GFXFormatR8G8B8A8_SRGB, &GFXDynamicTextureSRGBProfile,
  540. String::ToString("AssimpShapeLoader (%s:%i)", __FILE__, __LINE__), 1, 0);
  541. GFXLockedRect *rect = shapeTex.lock();
  542. for (U32 y = 0; y < pTex->mHeight; ++y)
  543. {
  544. for (U32 x = 0; x < pTex->mWidth; ++x)
  545. {
  546. U32 targetIndex = (y * rect->pitch) + (x * 4);
  547. U32 sourceIndex = ((y * pTex->mWidth) + x) * 4;
  548. rect->bits[targetIndex] = pTex->pcData[sourceIndex].r;
  549. rect->bits[targetIndex + 1] = pTex->pcData[sourceIndex].g;
  550. rect->bits[targetIndex + 2] = pTex->pcData[sourceIndex].b;
  551. rect->bits[targetIndex + 3] = pTex->pcData[sourceIndex].a;
  552. }
  553. }
  554. shapeTex.unlock();
  555. texPath.setExtension("png");
  556. shapeTex->dumpToDisk("PNG", texPath.getFullPath());
  557. }
  558. }
  559. void AssimpShapeLoader::addNodeToTree(S32 parentItem, aiNode* node, GuiTreeViewCtrl* tree, U32& nodeCount)
  560. {
  561. // Add this node
  562. S32 nodeItem = parentItem;
  563. String nodeName = node->mName.C_Str();
  564. if (!ignoreNode(nodeName))
  565. {
  566. if (nodeName.isEmpty())
  567. nodeName = "null";
  568. nodeItem = tree->insertItem(parentItem, nodeName.c_str(), String::ToString("%i", node->mNumChildren));
  569. nodeCount++;
  570. }
  571. // Add any child nodes
  572. for (U32 n = 0; n < node->mNumChildren; ++n)
  573. addNodeToTree(nodeItem, node->mChildren[n], tree, nodeCount);
  574. }
  575. void AssimpShapeLoader::addMetaDataToTree(const aiMetadata* metaData, GuiTreeViewCtrl* tree)
  576. {
  577. S32 metaItem = tree->insertItem(0, "MetaData", String::ToString("%i", metaData->mNumProperties));
  578. aiString valString;
  579. aiVector3D valVec;
  580. for (U32 n = 0; n < metaData->mNumProperties; ++n)
  581. {
  582. String keyStr = metaData->mKeys[n].C_Str();
  583. keyStr += ": ";
  584. switch (metaData->mValues[n].mType)
  585. {
  586. case AI_BOOL:
  587. keyStr += ((bool)metaData->mValues[n].mData) ? "true" : "false";
  588. break;
  589. case AI_INT32:
  590. keyStr += String::ToString(*((S32*)(metaData->mValues[n].mData)));
  591. break;
  592. case AI_UINT64:
  593. keyStr += String::ToString("%I64u", *((U64*)metaData->mValues[n].mData));
  594. break;
  595. case AI_FLOAT:
  596. keyStr += String::ToString(*((F32*)metaData->mValues[n].mData));
  597. break;
  598. case AI_DOUBLE:
  599. keyStr += String::ToString(*((F64*)metaData->mValues[n].mData));
  600. break;
  601. case AI_AISTRING:
  602. metaData->Get<aiString>(metaData->mKeys[n], valString);
  603. keyStr += valString.C_Str();
  604. break;
  605. case AI_AIVECTOR3D:
  606. metaData->Get<aiVector3D>(metaData->mKeys[n], valVec);
  607. keyStr += String::ToString("%f, %f, %f", valVec.x, valVec.y, valVec.z);
  608. break;
  609. default:
  610. break;
  611. }
  612. tree->insertItem(metaItem, keyStr.c_str(), String::ToString("%i", n));
  613. }
  614. }
  615. bool AssimpShapeLoader::getMetabool(const char* key, bool& boolVal)
  616. {
  617. if (!mScene || !mScene->mMetaData)
  618. return false;
  619. String keyStr = key;
  620. for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
  621. {
  622. if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
  623. {
  624. if (mScene->mMetaData->mValues[n].mType == AI_BOOL)
  625. {
  626. boolVal = (bool)mScene->mMetaData->mValues[n].mData;
  627. return true;
  628. }
  629. }
  630. }
  631. return false;
  632. }
  633. bool AssimpShapeLoader::getMetaInt(const char* key, S32& intVal)
  634. {
  635. if (!mScene || !mScene->mMetaData)
  636. return false;
  637. String keyStr = key;
  638. for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
  639. {
  640. if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
  641. {
  642. if (mScene->mMetaData->mValues[n].mType == AI_INT32)
  643. {
  644. intVal = *((S32*)(mScene->mMetaData->mValues[n].mData));
  645. return true;
  646. }
  647. }
  648. }
  649. return false;
  650. }
  651. bool AssimpShapeLoader::getMetaFloat(const char* key, F32& floatVal)
  652. {
  653. if (!mScene || !mScene->mMetaData)
  654. return false;
  655. String keyStr = key;
  656. for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
  657. {
  658. if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
  659. {
  660. if (mScene->mMetaData->mValues[n].mType == AI_FLOAT)
  661. {
  662. floatVal = *((F32*)mScene->mMetaData->mValues[n].mData);
  663. return true;
  664. }
  665. }
  666. }
  667. return false;
  668. }
  669. bool AssimpShapeLoader::getMetaDouble(const char* key, F64& doubleVal)
  670. {
  671. if (!mScene || !mScene->mMetaData)
  672. return false;
  673. String keyStr = key;
  674. for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
  675. {
  676. if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
  677. {
  678. if (mScene->mMetaData->mValues[n].mType == AI_DOUBLE)
  679. {
  680. doubleVal = *((F64*)mScene->mMetaData->mValues[n].mData);
  681. return true;
  682. }
  683. }
  684. }
  685. return false;
  686. }
  687. bool AssimpShapeLoader::getMetaString(const char* key, String& stringVal)
  688. {
  689. if (!mScene || !mScene->mMetaData)
  690. return false;
  691. String keyStr = key;
  692. for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
  693. {
  694. if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
  695. {
  696. if (mScene->mMetaData->mValues[n].mType == AI_AISTRING)
  697. {
  698. aiString valString;
  699. mScene->mMetaData->Get<aiString>(mScene->mMetaData->mKeys[n], valString);
  700. stringVal = valString.C_Str();
  701. return true;
  702. }
  703. }
  704. }
  705. return false;
  706. }
  707. //-----------------------------------------------------------------------------
  708. /// This function is invoked by the resource manager based on file extension.
  709. TSShape* assimpLoadShape(const Torque::Path &path)
  710. {
  711. // TODO: add .cached.dts generation.
  712. // Generate the cached filename
  713. Torque::Path cachedPath(path);
  714. cachedPath.setExtension("cached.dts");
  715. // Check if an up-to-date cached DTS version of this file exists, and
  716. // if so, use that instead.
  717. if (AssimpShapeLoader::canLoadCachedDTS(path))
  718. {
  719. FileStream cachedStream;
  720. cachedStream.open(cachedPath.getFullPath(), Torque::FS::File::Read);
  721. if (cachedStream.getStatus() == Stream::Ok)
  722. {
  723. TSShape *shape = new TSShape;
  724. bool readSuccess = shape->read(&cachedStream);
  725. cachedStream.close();
  726. if (readSuccess)
  727. {
  728. #ifdef TORQUE_DEBUG
  729. Con::printf("Loaded cached shape from %s", cachedPath.getFullPath().c_str());
  730. #endif
  731. return shape;
  732. }
  733. else
  734. delete shape;
  735. }
  736. Con::warnf("Failed to load cached shape from %s", cachedPath.getFullPath().c_str());
  737. }
  738. if (!Torque::FS::IsFile(path))
  739. {
  740. // File does not exist, bail.
  741. return NULL;
  742. }
  743. // Allow TSShapeConstructor object to override properties
  744. ColladaUtils::getOptions().reset();
  745. TSShapeConstructor* tscon = TSShapeConstructor::findShapeConstructorByFilename(path.getFullPath());
  746. if (tscon)
  747. {
  748. ColladaUtils::getOptions() = tscon->mOptions;
  749. }
  750. AssimpShapeLoader loader;
  751. TSShape* tss = loader.generateShape(path);
  752. if (tss)
  753. {
  754. TSShapeLoader::updateProgress(TSShapeLoader::Load_Complete, "Import complete");
  755. Con::printf("[ASSIMP] Shape created successfully.");
  756. // Cache the model to a DTS file for faster loading next time.
  757. FileStream dtsStream;
  758. if (dtsStream.open(cachedPath.getFullPath(), Torque::FS::File::Write))
  759. {
  760. Con::printf("Writing cached shape to %s", cachedPath.getFullPath().c_str());
  761. tss->write(&dtsStream);
  762. }
  763. loader.updateMaterialsScript(path);
  764. }
  765. loader.releaseImport();
  766. return tss;
  767. }
  768. DefineEngineFunction(GetShapeInfo, bool, (const char* shapePath, const char* ctrl, bool loadCachedDts), ("", "", true),
  769. "(string shapePath, GuiTreeViewCtrl ctrl) Collect scene information from "
  770. "a shape file and store it in a GuiTreeView control. This function is "
  771. "used by the assimp import gui to show a preview of the scene contents "
  772. "prior to import, and is probably not much use for anything else.\n"
  773. "@param shapePath shape filename\n"
  774. "@param ctrl GuiTreeView control to add elements to\n"
  775. "@return true if successful, false otherwise\n"
  776. "@ingroup Editors\n"
  777. "@internal")
  778. {
  779. GuiTreeViewCtrl* tree;
  780. if (!Sim::findObject(ctrl, tree))
  781. {
  782. Con::errorf("enumColladaScene::Could not find GuiTreeViewCtrl '%s'", ctrl);
  783. return false;
  784. }
  785. // Check if a cached DTS is available => no need to import the source file
  786. // if we can load the DTS instead
  787. Torque::Path path(shapePath);
  788. if (loadCachedDts && AssimpShapeLoader::canLoadCachedDTS(path))
  789. return false;
  790. AssimpShapeLoader loader;
  791. return loader.fillGuiTreeView(shapePath, tree);
  792. }