assimpShapeLoader.cpp 31 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895
  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. // add all animations into 1 ambient animation.
  222. aiAnimation* ambientSeq = new aiAnimation();
  223. ambientSeq->mName = "ambient";
  224. Vector<aiNodeAnim*> ambientChannels;
  225. for (U32 i = 0; i < mScene->mNumAnimations; ++i)
  226. {
  227. aiAnimation* anim = mScene->mAnimations[i];
  228. for (U32 j = 0; j < anim->mNumChannels; j++)
  229. {
  230. ambientChannels.push_back(anim->mChannels[j]);
  231. }
  232. }
  233. ambientSeq->mNumChannels = ambientChannels.size();
  234. ambientSeq->mChannels = ambientChannels.address();
  235. AssimpAppSequence* defaultAssimpSeq = new AssimpAppSequence(ambientSeq);
  236. appSequences.push_back(defaultAssimpSeq);
  237. }
  238. void AssimpShapeLoader::computeBounds(Box3F& bounds)
  239. {
  240. TSShapeLoader::computeBounds(bounds);
  241. // Check if the model origin needs adjusting
  242. bool adjustCenter = ColladaUtils::getOptions().adjustCenter;
  243. bool adjustFloor = ColladaUtils::getOptions().adjustFloor;
  244. if (bounds.isValidBox() && (adjustCenter || adjustFloor))
  245. {
  246. // Compute shape offset
  247. Point3F shapeOffset = Point3F::Zero;
  248. if (adjustCenter)
  249. {
  250. bounds.getCenter(&shapeOffset);
  251. shapeOffset = -shapeOffset;
  252. }
  253. if (adjustFloor)
  254. shapeOffset.z = -bounds.minExtents.z;
  255. // Adjust bounds
  256. bounds.minExtents += shapeOffset;
  257. bounds.maxExtents += shapeOffset;
  258. // Now adjust all positions for root level nodes (nodes with no parent)
  259. for (S32 iNode = 0; iNode < shape->nodes.size(); iNode++)
  260. {
  261. if (!appNodes[iNode]->isParentRoot())
  262. continue;
  263. // Adjust default translation
  264. shape->defaultTranslations[iNode] += shapeOffset;
  265. // Adjust animated translations
  266. for (S32 iSeq = 0; iSeq < shape->sequences.size(); iSeq++)
  267. {
  268. const TSShape::Sequence& seq = shape->sequences[iSeq];
  269. if (seq.translationMatters.test(iNode))
  270. {
  271. for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
  272. {
  273. S32 index = seq.baseTranslation + seq.translationMatters.count(iNode)*seq.numKeyframes + iFrame;
  274. shape->nodeTranslations[index] += shapeOffset;
  275. }
  276. }
  277. }
  278. }
  279. }
  280. }
  281. bool AssimpShapeLoader::fillGuiTreeView(const char* sourceShapePath, GuiTreeViewCtrl* tree)
  282. {
  283. Assimp::Importer importer;
  284. Torque::Path path(sourceShapePath);
  285. String cleanFile = AppMaterial::cleanString(path.getFileName());
  286. // Attempt to import with Assimp.
  287. const aiScene* shapeScene = importer.ReadFile(path.getFullPath().c_str(), (aiProcessPreset_TargetRealtime_Quality | aiProcess_CalcTangentSpace)
  288. & ~aiProcess_RemoveRedundantMaterials & ~aiProcess_GenSmoothNormals);
  289. if (!shapeScene)
  290. {
  291. Con::printf("AssimpShapeLoader::fillGuiTreeView - Assimp Error: %s", importer.GetErrorString());
  292. return false;
  293. }
  294. mScene = shapeScene;
  295. // Initialize tree
  296. tree->removeItem(0);
  297. S32 meshItem = tree->insertItem(0, "Meshes", String::ToString("%i", shapeScene->mNumMeshes));
  298. S32 matItem = tree->insertItem(0, "Materials", String::ToString("%i", shapeScene->mNumMaterials));
  299. S32 animItem = tree->insertItem(0, "Animations", String::ToString("%i", shapeScene->mNumAnimations));
  300. //S32 lightsItem = tree->insertItem(0, "Lights", String::ToString("%i", shapeScene->mNumLights));
  301. //S32 texturesItem = tree->insertItem(0, "Textures", String::ToString("%i", shapeScene->mNumTextures));
  302. //Details!
  303. U32 numPolys = 0;
  304. U32 numVerts = 0;
  305. for (U32 i = 0; i < shapeScene->mNumMeshes; i++)
  306. {
  307. tree->insertItem(meshItem, String::ToString("%s", shapeScene->mMeshes[i]->mName.C_Str()));
  308. numPolys += shapeScene->mMeshes[i]->mNumFaces;
  309. numVerts += shapeScene->mMeshes[i]->mNumVertices;
  310. }
  311. U32 defaultMatNumber = 0;
  312. for (U32 i = 0; i < shapeScene->mNumMaterials; i++)
  313. {
  314. aiMaterial* aiMat = shapeScene->mMaterials[i];
  315. aiString matName;
  316. aiMat->Get(AI_MATKEY_NAME, matName);
  317. String name = matName.C_Str();
  318. if (name.isEmpty())
  319. {
  320. name = AppMaterial::cleanString(path.getFileName());
  321. name += "_defMat";
  322. name += String::ToString("%d", defaultMatNumber);
  323. defaultMatNumber++;
  324. }
  325. aiString texPath;
  326. aiMat->GetTexture(aiTextureType::aiTextureType_DIFFUSE, 0, &texPath);
  327. String texName = texPath.C_Str();
  328. if (texName.isEmpty())
  329. {
  330. aiColor3D read_color(1.f, 1.f, 1.f);
  331. if (AI_SUCCESS == aiMat->Get(AI_MATKEY_COLOR_DIFFUSE, read_color))
  332. 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
  333. else
  334. texName = "No Texture";
  335. }
  336. else
  337. texName = AssimpAppMaterial::cleanTextureName(texName, cleanFile, sourceShapePath, true);
  338. tree->insertItem(matItem, String::ToString("%s", name.c_str()), String::ToString("%s", texName.c_str()));
  339. }
  340. if (shapeScene->mNumAnimations == 0)
  341. {
  342. tree->insertItem(animItem, "ambient", "animation", "", 0, 0);
  343. }
  344. else
  345. {
  346. for (U32 i = 0; i < shapeScene->mNumAnimations; i++)
  347. {
  348. tree->insertItem(animItem, shapeScene->mAnimations[i]->mName.C_Str(), "animation", "", 0, 0);
  349. }
  350. }
  351. U32 numNodes = 0;
  352. if (shapeScene->mRootNode)
  353. {
  354. S32 nodesItem = tree->insertItem(0, "Nodes", "");
  355. addNodeToTree(nodesItem, shapeScene->mRootNode, tree, numNodes);
  356. tree->setItemValue(nodesItem, String::ToString("%i", numNodes));
  357. }
  358. U32 numMetaTags = shapeScene->mMetaData ? shapeScene->mMetaData->mNumProperties : 0;
  359. if (numMetaTags)
  360. addMetaDataToTree(shapeScene->mMetaData, tree);
  361. F64 unit;
  362. if (!getMetaDouble("UnitScaleFactor", unit))
  363. unit = 1.0f;
  364. S32 upAxis;
  365. if (!getMetaInt("UpAxis", upAxis))
  366. upAxis = UPAXISTYPE_Z_UP;
  367. /*for (U32 i = 0; i < shapeScene->mNumLights; i++)
  368. {
  369. treeObj->insertItem(lightsItem, String::ToString("%s", shapeScene->mLights[i]->mType));
  370. }*/
  371. // Store shape information in the tree control
  372. tree->setDataField(StringTable->insert("_nodeCount"), 0, avar("%d", numNodes));
  373. tree->setDataField(StringTable->insert("_meshCount"), 0, avar("%d", shapeScene->mNumMeshes));
  374. tree->setDataField(StringTable->insert("_polygonCount"), 0, avar("%d", numPolys));
  375. tree->setDataField(StringTable->insert("_materialCount"), 0, avar("%d", shapeScene->mNumMaterials));
  376. tree->setDataField(StringTable->insert("_lightCount"), 0, avar("%d", shapeScene->mNumLights));
  377. tree->setDataField(StringTable->insert("_animCount"), 0, avar("%d", shapeScene->mNumAnimations));
  378. tree->setDataField(StringTable->insert("_textureCount"), 0, avar("%d", shapeScene->mNumTextures));
  379. tree->setDataField(StringTable->insert("_vertCount"), 0, avar("%d", numVerts));
  380. tree->setDataField(StringTable->insert("_metaTagCount"), 0, avar("%d", numMetaTags));
  381. tree->setDataField(StringTable->insert("_unit"), 0, avar("%g", (F32)unit));
  382. if (upAxis == UPAXISTYPE_X_UP)
  383. tree->setDataField(StringTable->insert("_upAxis"), 0, "X_AXIS");
  384. else if (upAxis == UPAXISTYPE_Y_UP)
  385. tree->setDataField(StringTable->insert("_upAxis"), 0, "Y_AXIS");
  386. else
  387. tree->setDataField(StringTable->insert("_upAxis"), 0, "Z_AXIS");
  388. return true;
  389. }
  390. void AssimpShapeLoader::updateMaterialsScript(const Torque::Path &path)
  391. {
  392. return;
  393. /*
  394. Torque::Path scriptPath(path);
  395. scriptPath.setFileName("materials");
  396. scriptPath.setExtension(TORQUE_SCRIPT_EXTENSION);
  397. // First see what materials we need to update
  398. PersistenceManager persistMgr;
  399. for ( U32 iMat = 0; iMat < AppMesh::appMaterials.size(); iMat++ )
  400. {
  401. AssimpAppMaterial *mat = dynamic_cast<AssimpAppMaterial*>( AppMesh::appMaterials[iMat] );
  402. if ( mat )
  403. {
  404. Material *mappedMat;
  405. if ( Sim::findObject( MATMGR->getMapEntry( mat->getName() ), mappedMat ) )
  406. {
  407. // Only update existing materials if forced to
  408. if (ColladaUtils::getOptions().forceUpdateMaterials)
  409. {
  410. mat->initMaterial(scriptPath, mappedMat);
  411. persistMgr.setDirty(mappedMat);
  412. }
  413. }
  414. else
  415. {
  416. // Create a new material definition
  417. persistMgr.setDirty( mat->createMaterial( scriptPath ), scriptPath.getFullPath() );
  418. }
  419. }
  420. }
  421. if ( persistMgr.getDirtyList().empty() )
  422. return;
  423. persistMgr.saveDirty();
  424. */
  425. }
  426. /// Check if an up-to-date cached DTS is available for this DAE file
  427. bool AssimpShapeLoader::canLoadCachedDTS(const Torque::Path& path)
  428. {
  429. // Generate the cached filename
  430. Torque::Path cachedPath(path);
  431. cachedPath.setExtension("cached.dts");
  432. // Check if a cached DTS newer than this file is available
  433. FileTime cachedModifyTime;
  434. if (Platform::getFileTimes(cachedPath.getFullPath(), NULL, &cachedModifyTime))
  435. {
  436. bool forceLoad = Con::getBoolVariable("$assimp::forceLoad", false);
  437. FileTime daeModifyTime;
  438. if (!Platform::getFileTimes(path.getFullPath(), NULL, &daeModifyTime) ||
  439. (!forceLoad && (Platform::compareFileTimes(cachedModifyTime, daeModifyTime) >= 0) ))
  440. {
  441. // Original file not found, or cached DTS is newer
  442. return true;
  443. }
  444. }
  445. return false;
  446. }
  447. void AssimpShapeLoader::assimpLogCallback(const char* message, char* user)
  448. {
  449. Con::printf("[Assimp log message] %s", StringUnit::getUnit(message, 0, "\n"));
  450. }
  451. bool AssimpShapeLoader::ignoreNode(const String& name)
  452. {
  453. // Do not add AssimpFbx dummy nodes to the TSShape. See: Assimp::FBX::ImportSettings::preservePivots
  454. // https://github.com/assimp/assimp/blob/master/code/FBXImportSettings.h#L116-L135
  455. if (name.find("_$AssimpFbx$_") != String::NPos)
  456. return true;
  457. if (FindMatch::isMatchMultipleExprs(ColladaUtils::getOptions().alwaysImport, name, false))
  458. return false;
  459. return FindMatch::isMatchMultipleExprs(ColladaUtils::getOptions().neverImport, name, false);
  460. }
  461. bool AssimpShapeLoader::ignoreMesh(const String& name)
  462. {
  463. if (FindMatch::isMatchMultipleExprs(ColladaUtils::getOptions().alwaysImportMesh, name, false))
  464. return false;
  465. else
  466. return FindMatch::isMatchMultipleExprs(ColladaUtils::getOptions().neverImportMesh, name, false);
  467. }
  468. void AssimpShapeLoader::detectDetails()
  469. {
  470. // Set LOD option
  471. bool singleDetail = true;
  472. switch (ColladaUtils::getOptions().lodType)
  473. {
  474. case ColladaUtils::ImportOptions::DetectDTS:
  475. // Check for a baseXX->startXX hierarchy at the top-level, if we find
  476. // one, use trailing numbers for LOD, otherwise use a single size
  477. for (S32 iNode = 0; singleDetail && (iNode < mScene->mRootNode->mNumChildren); iNode++) {
  478. aiNode* node = mScene->mRootNode->mChildren[iNode];
  479. if (node && dStrStartsWith(node->mName.C_Str(), "base")) {
  480. for (S32 iChild = 0; iChild < node->mNumChildren; iChild++) {
  481. aiNode* child = node->mChildren[iChild];
  482. if (child && dStrStartsWith(child->mName.C_Str(), "start")) {
  483. singleDetail = false;
  484. break;
  485. }
  486. }
  487. }
  488. }
  489. break;
  490. case ColladaUtils::ImportOptions::SingleSize:
  491. singleDetail = true;
  492. break;
  493. case ColladaUtils::ImportOptions::TrailingNumber:
  494. singleDetail = false;
  495. break;
  496. default:
  497. break;
  498. }
  499. AssimpAppMesh::fixDetailSize(singleDetail, ColladaUtils::getOptions().singleDetailSize);
  500. }
  501. void AssimpShapeLoader::extractTexture(U32 index, aiTexture* pTex)
  502. { // Cache an embedded texture to disk
  503. updateProgress(Load_EnumerateScene, "Extracting Textures...", mScene->mNumTextures, index);
  504. Con::printf("[Assimp] Extracting Texture %s, W: %d, H: %d, %d of %d, format hint: (%s)", pTex->mFilename.C_Str(),
  505. pTex->mWidth, pTex->mHeight, index, mScene->mNumTextures, pTex->achFormatHint);
  506. // Create the texture filename
  507. String cleanFile = AppMaterial::cleanString(TSShapeLoader::getShapePath().getFileName());
  508. String texName = String::ToString("%s_cachedTex%d", cleanFile.c_str(), index);
  509. Torque::Path texPath = shapePath;
  510. texPath.setFileName(texName);
  511. if (pTex->mHeight == 0)
  512. { // Compressed format, write the data directly to disc
  513. texPath.setExtension(pTex->achFormatHint);
  514. FileStream *outputStream;
  515. if ((outputStream = FileStream::createAndOpen(texPath.getFullPath(), Torque::FS::File::Write)) != NULL)
  516. {
  517. outputStream->setPosition(0);
  518. outputStream->write(pTex->mWidth, pTex->pcData);
  519. outputStream->close();
  520. delete outputStream;
  521. }
  522. }
  523. else
  524. { // Embedded pixel data, fill a bitmap and save it.
  525. GFXTexHandle shapeTex;
  526. shapeTex.set(pTex->mWidth, pTex->mHeight, GFXFormatR8G8B8A8_SRGB, &GFXDynamicTextureSRGBProfile,
  527. String::ToString("AssimpShapeLoader (%s:%i)", __FILE__, __LINE__), 1, 0);
  528. GFXLockedRect *rect = shapeTex.lock();
  529. for (U32 y = 0; y < pTex->mHeight; ++y)
  530. {
  531. for (U32 x = 0; x < pTex->mWidth; ++x)
  532. {
  533. U32 targetIndex = (y * rect->pitch) + (x * 4);
  534. U32 sourceIndex = ((y * pTex->mWidth) + x) * 4;
  535. rect->bits[targetIndex] = pTex->pcData[sourceIndex].r;
  536. rect->bits[targetIndex + 1] = pTex->pcData[sourceIndex].g;
  537. rect->bits[targetIndex + 2] = pTex->pcData[sourceIndex].b;
  538. rect->bits[targetIndex + 3] = pTex->pcData[sourceIndex].a;
  539. }
  540. }
  541. shapeTex.unlock();
  542. texPath.setExtension("png");
  543. shapeTex->dumpToDisk("PNG", texPath.getFullPath());
  544. }
  545. }
  546. void AssimpShapeLoader::addNodeToTree(S32 parentItem, aiNode* node, GuiTreeViewCtrl* tree, U32& nodeCount)
  547. {
  548. // Add this node
  549. S32 nodeItem = parentItem;
  550. String nodeName = node->mName.C_Str();
  551. if (!ignoreNode(nodeName))
  552. {
  553. if (nodeName.isEmpty())
  554. nodeName = "null";
  555. nodeItem = tree->insertItem(parentItem, nodeName.c_str(), String::ToString("%i", node->mNumChildren));
  556. nodeCount++;
  557. }
  558. // Add any child nodes
  559. for (U32 n = 0; n < node->mNumChildren; ++n)
  560. addNodeToTree(nodeItem, node->mChildren[n], tree, nodeCount);
  561. }
  562. void AssimpShapeLoader::addMetaDataToTree(const aiMetadata* metaData, GuiTreeViewCtrl* tree)
  563. {
  564. S32 metaItem = tree->insertItem(0, "MetaData", String::ToString("%i", metaData->mNumProperties));
  565. aiString valString;
  566. aiVector3D valVec;
  567. for (U32 n = 0; n < metaData->mNumProperties; ++n)
  568. {
  569. String keyStr = metaData->mKeys[n].C_Str();
  570. keyStr += ": ";
  571. switch (metaData->mValues[n].mType)
  572. {
  573. case AI_BOOL:
  574. keyStr += ((bool)metaData->mValues[n].mData) ? "true" : "false";
  575. break;
  576. case AI_INT32:
  577. keyStr += String::ToString(*((S32*)(metaData->mValues[n].mData)));
  578. break;
  579. case AI_UINT64:
  580. keyStr += String::ToString("%I64u", *((U64*)metaData->mValues[n].mData));
  581. break;
  582. case AI_FLOAT:
  583. keyStr += String::ToString(*((F32*)metaData->mValues[n].mData));
  584. break;
  585. case AI_DOUBLE:
  586. keyStr += String::ToString(*((F64*)metaData->mValues[n].mData));
  587. break;
  588. case AI_AISTRING:
  589. metaData->Get<aiString>(metaData->mKeys[n], valString);
  590. keyStr += valString.C_Str();
  591. break;
  592. case AI_AIVECTOR3D:
  593. metaData->Get<aiVector3D>(metaData->mKeys[n], valVec);
  594. keyStr += String::ToString("%f, %f, %f", valVec.x, valVec.y, valVec.z);
  595. break;
  596. default:
  597. break;
  598. }
  599. tree->insertItem(metaItem, keyStr.c_str(), String::ToString("%i", n));
  600. }
  601. }
  602. bool AssimpShapeLoader::getMetabool(const char* key, bool& boolVal)
  603. {
  604. if (!mScene || !mScene->mMetaData)
  605. return false;
  606. String keyStr = key;
  607. for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
  608. {
  609. if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
  610. {
  611. if (mScene->mMetaData->mValues[n].mType == AI_BOOL)
  612. {
  613. boolVal = (bool)mScene->mMetaData->mValues[n].mData;
  614. return true;
  615. }
  616. }
  617. }
  618. return false;
  619. }
  620. bool AssimpShapeLoader::getMetaInt(const char* key, S32& intVal)
  621. {
  622. if (!mScene || !mScene->mMetaData)
  623. return false;
  624. String keyStr = key;
  625. for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
  626. {
  627. if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
  628. {
  629. if (mScene->mMetaData->mValues[n].mType == AI_INT32)
  630. {
  631. intVal = *((S32*)(mScene->mMetaData->mValues[n].mData));
  632. return true;
  633. }
  634. }
  635. }
  636. return false;
  637. }
  638. bool AssimpShapeLoader::getMetaFloat(const char* key, F32& floatVal)
  639. {
  640. if (!mScene || !mScene->mMetaData)
  641. return false;
  642. String keyStr = key;
  643. for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
  644. {
  645. if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
  646. {
  647. if (mScene->mMetaData->mValues[n].mType == AI_FLOAT)
  648. {
  649. floatVal = *((F32*)mScene->mMetaData->mValues[n].mData);
  650. return true;
  651. }
  652. }
  653. }
  654. return false;
  655. }
  656. bool AssimpShapeLoader::getMetaDouble(const char* key, F64& doubleVal)
  657. {
  658. if (!mScene || !mScene->mMetaData)
  659. return false;
  660. String keyStr = key;
  661. for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
  662. {
  663. if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
  664. {
  665. if (mScene->mMetaData->mValues[n].mType == AI_DOUBLE)
  666. {
  667. doubleVal = *((F64*)mScene->mMetaData->mValues[n].mData);
  668. return true;
  669. }
  670. }
  671. }
  672. return false;
  673. }
  674. bool AssimpShapeLoader::getMetaString(const char* key, String& stringVal)
  675. {
  676. if (!mScene || !mScene->mMetaData)
  677. return false;
  678. String keyStr = key;
  679. for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
  680. {
  681. if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
  682. {
  683. if (mScene->mMetaData->mValues[n].mType == AI_AISTRING)
  684. {
  685. aiString valString;
  686. mScene->mMetaData->Get<aiString>(mScene->mMetaData->mKeys[n], valString);
  687. stringVal = valString.C_Str();
  688. return true;
  689. }
  690. }
  691. }
  692. return false;
  693. }
  694. //-----------------------------------------------------------------------------
  695. /// This function is invoked by the resource manager based on file extension.
  696. TSShape* assimpLoadShape(const Torque::Path &path)
  697. {
  698. // TODO: add .cached.dts generation.
  699. // Generate the cached filename
  700. Torque::Path cachedPath(path);
  701. cachedPath.setExtension("cached.dts");
  702. // Check if an up-to-date cached DTS version of this file exists, and
  703. // if so, use that instead.
  704. if (AssimpShapeLoader::canLoadCachedDTS(path))
  705. {
  706. FileStream cachedStream;
  707. cachedStream.open(cachedPath.getFullPath(), Torque::FS::File::Read);
  708. if (cachedStream.getStatus() == Stream::Ok)
  709. {
  710. TSShape *shape = new TSShape;
  711. bool readSuccess = shape->read(&cachedStream);
  712. cachedStream.close();
  713. if (readSuccess)
  714. {
  715. #ifdef TORQUE_DEBUG
  716. Con::printf("Loaded cached shape from %s", cachedPath.getFullPath().c_str());
  717. #endif
  718. return shape;
  719. }
  720. else
  721. delete shape;
  722. }
  723. Con::warnf("Failed to load cached shape from %s", cachedPath.getFullPath().c_str());
  724. }
  725. if (!Torque::FS::IsFile(path))
  726. {
  727. // File does not exist, bail.
  728. return NULL;
  729. }
  730. // Allow TSShapeConstructor object to override properties
  731. ColladaUtils::getOptions().reset();
  732. TSShapeConstructor* tscon = TSShapeConstructor::findShapeConstructorByFilename(path.getFullPath());
  733. if (tscon)
  734. {
  735. ColladaUtils::getOptions() = tscon->mOptions;
  736. }
  737. AssimpShapeLoader loader;
  738. TSShape* tss = loader.generateShape(path);
  739. if (tss)
  740. {
  741. TSShapeLoader::updateProgress(TSShapeLoader::Load_Complete, "Import complete");
  742. Con::printf("[ASSIMP] Shape created successfully.");
  743. // Cache the model to a DTS file for faster loading next time.
  744. FileStream dtsStream;
  745. if (dtsStream.open(cachedPath.getFullPath(), Torque::FS::File::Write))
  746. {
  747. Con::printf("Writing cached shape to %s", cachedPath.getFullPath().c_str());
  748. tss->write(&dtsStream);
  749. }
  750. loader.updateMaterialsScript(path);
  751. }
  752. loader.releaseImport();
  753. return tss;
  754. }
  755. DefineEngineFunction(GetShapeInfo, bool, (const char* shapePath, const char* ctrl, bool loadCachedDts), ("", "", true),
  756. "(string shapePath, GuiTreeViewCtrl ctrl) Collect scene information from "
  757. "a shape file and store it in a GuiTreeView control. This function is "
  758. "used by the assimp import gui to show a preview of the scene contents "
  759. "prior to import, and is probably not much use for anything else.\n"
  760. "@param shapePath shape filename\n"
  761. "@param ctrl GuiTreeView control to add elements to\n"
  762. "@return true if successful, false otherwise\n"
  763. "@ingroup Editors\n"
  764. "@internal")
  765. {
  766. GuiTreeViewCtrl* tree;
  767. if (!Sim::findObject(ctrl, tree))
  768. {
  769. Con::errorf("enumColladaScene::Could not find GuiTreeViewCtrl '%s'", ctrl);
  770. return false;
  771. }
  772. // Check if a cached DTS is available => no need to import the source file
  773. // if we can load the DTS instead
  774. Torque::Path path(shapePath);
  775. if (loadCachedDts && AssimpShapeLoader::canLoadCachedDTS(path))
  776. return false;
  777. AssimpShapeLoader loader;
  778. return loader.fillGuiTreeView(shapePath, tree);
  779. }