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->mChannels = ambientChannels.address();
  246. AssimpAppSequence* defaultAssimpSeq = new AssimpAppSequence(ambientSeq);
  247. appSequences.push_back(defaultAssimpSeq);
  248. }
  249. }
  250. void AssimpShapeLoader::computeBounds(Box3F& bounds)
  251. {
  252. TSShapeLoader::computeBounds(bounds);
  253. // Check if the model origin needs adjusting
  254. bool adjustCenter = ColladaUtils::getOptions().adjustCenter;
  255. bool adjustFloor = ColladaUtils::getOptions().adjustFloor;
  256. if (bounds.isValidBox() && (adjustCenter || adjustFloor))
  257. {
  258. // Compute shape offset
  259. Point3F shapeOffset = Point3F::Zero;
  260. if (adjustCenter)
  261. {
  262. bounds.getCenter(&shapeOffset);
  263. shapeOffset = -shapeOffset;
  264. }
  265. if (adjustFloor)
  266. shapeOffset.z = -bounds.minExtents.z;
  267. // Adjust bounds
  268. bounds.minExtents += shapeOffset;
  269. bounds.maxExtents += shapeOffset;
  270. // Now adjust all positions for root level nodes (nodes with no parent)
  271. for (S32 iNode = 0; iNode < shape->nodes.size(); iNode++)
  272. {
  273. if (!appNodes[iNode]->isParentRoot())
  274. continue;
  275. // Adjust default translation
  276. shape->defaultTranslations[iNode] += shapeOffset;
  277. // Adjust animated translations
  278. for (S32 iSeq = 0; iSeq < shape->sequences.size(); iSeq++)
  279. {
  280. const TSShape::Sequence& seq = shape->sequences[iSeq];
  281. if (seq.translationMatters.test(iNode))
  282. {
  283. for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
  284. {
  285. S32 index = seq.baseTranslation + seq.translationMatters.count(iNode)*seq.numKeyframes + iFrame;
  286. shape->nodeTranslations[index] += shapeOffset;
  287. }
  288. }
  289. }
  290. }
  291. }
  292. }
  293. bool AssimpShapeLoader::fillGuiTreeView(const char* sourceShapePath, GuiTreeViewCtrl* tree)
  294. {
  295. Assimp::Importer importer;
  296. Torque::Path path(sourceShapePath);
  297. String cleanFile = AppMaterial::cleanString(path.getFileName());
  298. // Attempt to import with Assimp.
  299. const aiScene* shapeScene = importer.ReadFile(path.getFullPath().c_str(), (aiProcessPreset_TargetRealtime_Quality | aiProcess_CalcTangentSpace)
  300. & ~aiProcess_RemoveRedundantMaterials & ~aiProcess_GenSmoothNormals);
  301. if (!shapeScene)
  302. {
  303. Con::printf("AssimpShapeLoader::fillGuiTreeView - Assimp Error: %s", importer.GetErrorString());
  304. return false;
  305. }
  306. mScene = shapeScene;
  307. // Initialize tree
  308. tree->removeItem(0);
  309. S32 meshItem = tree->insertItem(0, "Meshes", String::ToString("%i", shapeScene->mNumMeshes));
  310. S32 matItem = tree->insertItem(0, "Materials", String::ToString("%i", shapeScene->mNumMaterials));
  311. S32 animItem = tree->insertItem(0, "Animations", String::ToString("%i", shapeScene->mNumAnimations));
  312. //S32 lightsItem = tree->insertItem(0, "Lights", String::ToString("%i", shapeScene->mNumLights));
  313. //S32 texturesItem = tree->insertItem(0, "Textures", String::ToString("%i", shapeScene->mNumTextures));
  314. //Details!
  315. U32 numPolys = 0;
  316. U32 numVerts = 0;
  317. for (U32 i = 0; i < shapeScene->mNumMeshes; i++)
  318. {
  319. tree->insertItem(meshItem, String::ToString("%s", shapeScene->mMeshes[i]->mName.C_Str()));
  320. numPolys += shapeScene->mMeshes[i]->mNumFaces;
  321. numVerts += shapeScene->mMeshes[i]->mNumVertices;
  322. }
  323. U32 defaultMatNumber = 0;
  324. for (U32 i = 0; i < shapeScene->mNumMaterials; i++)
  325. {
  326. aiMaterial* aiMat = shapeScene->mMaterials[i];
  327. aiString matName;
  328. aiMat->Get(AI_MATKEY_NAME, matName);
  329. String name = matName.C_Str();
  330. if (name.isEmpty())
  331. {
  332. name = AppMaterial::cleanString(path.getFileName());
  333. name += "_defMat";
  334. name += String::ToString("%d", defaultMatNumber);
  335. defaultMatNumber++;
  336. }
  337. aiString texPath;
  338. aiMat->GetTexture(aiTextureType::aiTextureType_DIFFUSE, 0, &texPath);
  339. String texName = texPath.C_Str();
  340. if (texName.isEmpty())
  341. {
  342. aiColor3D read_color(1.f, 1.f, 1.f);
  343. if (AI_SUCCESS == aiMat->Get(AI_MATKEY_COLOR_DIFFUSE, read_color))
  344. 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
  345. else
  346. texName = "No Texture";
  347. }
  348. else
  349. texName = AssimpAppMaterial::cleanTextureName(texName, cleanFile, sourceShapePath, true);
  350. tree->insertItem(matItem, String::ToString("%s", name.c_str()), String::ToString("%s", texName.c_str()));
  351. }
  352. if (shapeScene->mNumAnimations == 0)
  353. {
  354. tree->insertItem(animItem, "ambient", "animation", "", 0, 0);
  355. }
  356. else
  357. {
  358. for (U32 i = 0; i < shapeScene->mNumAnimations; i++)
  359. {
  360. tree->insertItem(animItem, shapeScene->mAnimations[i]->mName.C_Str(), "animation", "", 0, 0);
  361. }
  362. }
  363. U32 numNodes = 0;
  364. if (shapeScene->mRootNode)
  365. {
  366. S32 nodesItem = tree->insertItem(0, "Nodes", "");
  367. addNodeToTree(nodesItem, shapeScene->mRootNode, tree, numNodes);
  368. tree->setItemValue(nodesItem, String::ToString("%i", numNodes));
  369. }
  370. U32 numMetaTags = shapeScene->mMetaData ? shapeScene->mMetaData->mNumProperties : 0;
  371. if (numMetaTags)
  372. addMetaDataToTree(shapeScene->mMetaData, tree);
  373. F64 unit;
  374. if (!getMetaDouble("UnitScaleFactor", unit))
  375. unit = 1.0f;
  376. S32 upAxis;
  377. if (!getMetaInt("UpAxis", upAxis))
  378. upAxis = UPAXISTYPE_Z_UP;
  379. /*for (U32 i = 0; i < shapeScene->mNumLights; i++)
  380. {
  381. treeObj->insertItem(lightsItem, String::ToString("%s", shapeScene->mLights[i]->mType));
  382. }*/
  383. // Store shape information in the tree control
  384. tree->setDataField(StringTable->insert("_nodeCount"), 0, avar("%d", numNodes));
  385. tree->setDataField(StringTable->insert("_meshCount"), 0, avar("%d", shapeScene->mNumMeshes));
  386. tree->setDataField(StringTable->insert("_polygonCount"), 0, avar("%d", numPolys));
  387. tree->setDataField(StringTable->insert("_materialCount"), 0, avar("%d", shapeScene->mNumMaterials));
  388. tree->setDataField(StringTable->insert("_lightCount"), 0, avar("%d", shapeScene->mNumLights));
  389. tree->setDataField(StringTable->insert("_animCount"), 0, avar("%d", shapeScene->mNumAnimations));
  390. tree->setDataField(StringTable->insert("_textureCount"), 0, avar("%d", shapeScene->mNumTextures));
  391. tree->setDataField(StringTable->insert("_vertCount"), 0, avar("%d", numVerts));
  392. tree->setDataField(StringTable->insert("_metaTagCount"), 0, avar("%d", numMetaTags));
  393. tree->setDataField(StringTable->insert("_unit"), 0, avar("%g", (F32)unit));
  394. if (upAxis == UPAXISTYPE_X_UP)
  395. tree->setDataField(StringTable->insert("_upAxis"), 0, "X_AXIS");
  396. else if (upAxis == UPAXISTYPE_Y_UP)
  397. tree->setDataField(StringTable->insert("_upAxis"), 0, "Y_AXIS");
  398. else
  399. tree->setDataField(StringTable->insert("_upAxis"), 0, "Z_AXIS");
  400. return true;
  401. }
  402. void AssimpShapeLoader::updateMaterialsScript(const Torque::Path &path)
  403. {
  404. return;
  405. /*
  406. Torque::Path scriptPath(path);
  407. scriptPath.setFileName("materials");
  408. scriptPath.setExtension(TORQUE_SCRIPT_EXTENSION);
  409. // First see what materials we need to update
  410. PersistenceManager persistMgr;
  411. for ( U32 iMat = 0; iMat < AppMesh::appMaterials.size(); iMat++ )
  412. {
  413. AssimpAppMaterial *mat = dynamic_cast<AssimpAppMaterial*>( AppMesh::appMaterials[iMat] );
  414. if ( mat )
  415. {
  416. Material *mappedMat;
  417. if ( Sim::findObject( MATMGR->getMapEntry( mat->getName() ), mappedMat ) )
  418. {
  419. // Only update existing materials if forced to
  420. if (ColladaUtils::getOptions().forceUpdateMaterials)
  421. {
  422. mat->initMaterial(scriptPath, mappedMat);
  423. persistMgr.setDirty(mappedMat);
  424. }
  425. }
  426. else
  427. {
  428. // Create a new material definition
  429. persistMgr.setDirty( mat->createMaterial( scriptPath ), scriptPath.getFullPath() );
  430. }
  431. }
  432. }
  433. if ( persistMgr.getDirtyList().empty() )
  434. return;
  435. persistMgr.saveDirty();
  436. */
  437. }
  438. /// Check if an up-to-date cached DTS is available for this DAE file
  439. bool AssimpShapeLoader::canLoadCachedDTS(const Torque::Path& path)
  440. {
  441. // Generate the cached filename
  442. Torque::Path cachedPath(path);
  443. cachedPath.setExtension("cached.dts");
  444. // Check if a cached DTS newer than this file is available
  445. FileTime cachedModifyTime;
  446. if (Platform::getFileTimes(cachedPath.getFullPath(), NULL, &cachedModifyTime))
  447. {
  448. bool forceLoad = Con::getBoolVariable("$assimp::forceLoad", false);
  449. FileTime daeModifyTime;
  450. if (!Platform::getFileTimes(path.getFullPath(), NULL, &daeModifyTime) ||
  451. (!forceLoad && (Platform::compareFileTimes(cachedModifyTime, daeModifyTime) >= 0) ))
  452. {
  453. // Original file not found, or cached DTS is newer
  454. return true;
  455. }
  456. }
  457. return false;
  458. }
  459. void AssimpShapeLoader::assimpLogCallback(const char* message, char* user)
  460. {
  461. Con::printf("[Assimp log message] %s", StringUnit::getUnit(message, 0, "\n"));
  462. }
  463. bool AssimpShapeLoader::ignoreNode(const String& name)
  464. {
  465. // Do not add AssimpFbx dummy nodes to the TSShape. See: Assimp::FBX::ImportSettings::preservePivots
  466. // https://github.com/assimp/assimp/blob/master/code/FBXImportSettings.h#L116-L135
  467. if (name.find("_$AssimpFbx$_") != String::NPos)
  468. return true;
  469. if (FindMatch::isMatchMultipleExprs(ColladaUtils::getOptions().alwaysImport, name, false))
  470. return false;
  471. return FindMatch::isMatchMultipleExprs(ColladaUtils::getOptions().neverImport, name, false);
  472. }
  473. bool AssimpShapeLoader::ignoreMesh(const String& name)
  474. {
  475. if (FindMatch::isMatchMultipleExprs(ColladaUtils::getOptions().alwaysImportMesh, name, false))
  476. return false;
  477. else
  478. return FindMatch::isMatchMultipleExprs(ColladaUtils::getOptions().neverImportMesh, name, false);
  479. }
  480. void AssimpShapeLoader::detectDetails()
  481. {
  482. // Set LOD option
  483. bool singleDetail = true;
  484. switch (ColladaUtils::getOptions().lodType)
  485. {
  486. case ColladaUtils::ImportOptions::DetectDTS:
  487. // Check for a baseXX->startXX hierarchy at the top-level, if we find
  488. // one, use trailing numbers for LOD, otherwise use a single size
  489. for (S32 iNode = 0; singleDetail && (iNode < mScene->mRootNode->mNumChildren); iNode++) {
  490. aiNode* node = mScene->mRootNode->mChildren[iNode];
  491. if (node && dStrStartsWith(node->mName.C_Str(), "base")) {
  492. for (S32 iChild = 0; iChild < node->mNumChildren; iChild++) {
  493. aiNode* child = node->mChildren[iChild];
  494. if (child && dStrStartsWith(child->mName.C_Str(), "start")) {
  495. singleDetail = false;
  496. break;
  497. }
  498. }
  499. }
  500. }
  501. break;
  502. case ColladaUtils::ImportOptions::SingleSize:
  503. singleDetail = true;
  504. break;
  505. case ColladaUtils::ImportOptions::TrailingNumber:
  506. singleDetail = false;
  507. break;
  508. default:
  509. break;
  510. }
  511. AssimpAppMesh::fixDetailSize(singleDetail, ColladaUtils::getOptions().singleDetailSize);
  512. }
  513. void AssimpShapeLoader::extractTexture(U32 index, aiTexture* pTex)
  514. { // Cache an embedded texture to disk
  515. updateProgress(Load_EnumerateScene, "Extracting Textures...", mScene->mNumTextures, index);
  516. Con::printf("[Assimp] Extracting Texture %s, W: %d, H: %d, %d of %d, format hint: (%s)", pTex->mFilename.C_Str(),
  517. pTex->mWidth, pTex->mHeight, index, mScene->mNumTextures, pTex->achFormatHint);
  518. // Create the texture filename
  519. String cleanFile = AppMaterial::cleanString(TSShapeLoader::getShapePath().getFileName());
  520. String texName = String::ToString("%s_cachedTex%d", cleanFile.c_str(), index);
  521. Torque::Path texPath = shapePath;
  522. texPath.setFileName(texName);
  523. if (pTex->mHeight == 0)
  524. { // Compressed format, write the data directly to disc
  525. texPath.setExtension(pTex->achFormatHint);
  526. FileStream *outputStream;
  527. if ((outputStream = FileStream::createAndOpen(texPath.getFullPath(), Torque::FS::File::Write)) != NULL)
  528. {
  529. outputStream->setPosition(0);
  530. outputStream->write(pTex->mWidth, pTex->pcData);
  531. outputStream->close();
  532. delete outputStream;
  533. }
  534. }
  535. else
  536. { // Embedded pixel data, fill a bitmap and save it.
  537. GFXTexHandle shapeTex;
  538. shapeTex.set(pTex->mWidth, pTex->mHeight, GFXFormatR8G8B8A8_SRGB, &GFXDynamicTextureSRGBProfile,
  539. String::ToString("AssimpShapeLoader (%s:%i)", __FILE__, __LINE__), 1, 0);
  540. GFXLockedRect *rect = shapeTex.lock();
  541. for (U32 y = 0; y < pTex->mHeight; ++y)
  542. {
  543. for (U32 x = 0; x < pTex->mWidth; ++x)
  544. {
  545. U32 targetIndex = (y * rect->pitch) + (x * 4);
  546. U32 sourceIndex = ((y * pTex->mWidth) + x) * 4;
  547. rect->bits[targetIndex] = pTex->pcData[sourceIndex].r;
  548. rect->bits[targetIndex + 1] = pTex->pcData[sourceIndex].g;
  549. rect->bits[targetIndex + 2] = pTex->pcData[sourceIndex].b;
  550. rect->bits[targetIndex + 3] = pTex->pcData[sourceIndex].a;
  551. }
  552. }
  553. shapeTex.unlock();
  554. texPath.setExtension("png");
  555. shapeTex->dumpToDisk("PNG", texPath.getFullPath());
  556. }
  557. }
  558. void AssimpShapeLoader::addNodeToTree(S32 parentItem, aiNode* node, GuiTreeViewCtrl* tree, U32& nodeCount)
  559. {
  560. // Add this node
  561. S32 nodeItem = parentItem;
  562. String nodeName = node->mName.C_Str();
  563. if (!ignoreNode(nodeName))
  564. {
  565. if (nodeName.isEmpty())
  566. nodeName = "null";
  567. nodeItem = tree->insertItem(parentItem, nodeName.c_str(), String::ToString("%i", node->mNumChildren));
  568. nodeCount++;
  569. }
  570. // Add any child nodes
  571. for (U32 n = 0; n < node->mNumChildren; ++n)
  572. addNodeToTree(nodeItem, node->mChildren[n], tree, nodeCount);
  573. }
  574. void AssimpShapeLoader::addMetaDataToTree(const aiMetadata* metaData, GuiTreeViewCtrl* tree)
  575. {
  576. S32 metaItem = tree->insertItem(0, "MetaData", String::ToString("%i", metaData->mNumProperties));
  577. aiString valString;
  578. aiVector3D valVec;
  579. for (U32 n = 0; n < metaData->mNumProperties; ++n)
  580. {
  581. String keyStr = metaData->mKeys[n].C_Str();
  582. keyStr += ": ";
  583. switch (metaData->mValues[n].mType)
  584. {
  585. case AI_BOOL:
  586. keyStr += ((bool)metaData->mValues[n].mData) ? "true" : "false";
  587. break;
  588. case AI_INT32:
  589. keyStr += String::ToString(*((S32*)(metaData->mValues[n].mData)));
  590. break;
  591. case AI_UINT64:
  592. keyStr += String::ToString("%I64u", *((U64*)metaData->mValues[n].mData));
  593. break;
  594. case AI_FLOAT:
  595. keyStr += String::ToString(*((F32*)metaData->mValues[n].mData));
  596. break;
  597. case AI_DOUBLE:
  598. keyStr += String::ToString(*((F64*)metaData->mValues[n].mData));
  599. break;
  600. case AI_AISTRING:
  601. metaData->Get<aiString>(metaData->mKeys[n], valString);
  602. keyStr += valString.C_Str();
  603. break;
  604. case AI_AIVECTOR3D:
  605. metaData->Get<aiVector3D>(metaData->mKeys[n], valVec);
  606. keyStr += String::ToString("%f, %f, %f", valVec.x, valVec.y, valVec.z);
  607. break;
  608. default:
  609. break;
  610. }
  611. tree->insertItem(metaItem, keyStr.c_str(), String::ToString("%i", n));
  612. }
  613. }
  614. bool AssimpShapeLoader::getMetabool(const char* key, bool& boolVal)
  615. {
  616. if (!mScene || !mScene->mMetaData)
  617. return false;
  618. String keyStr = key;
  619. for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
  620. {
  621. if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
  622. {
  623. if (mScene->mMetaData->mValues[n].mType == AI_BOOL)
  624. {
  625. boolVal = (bool)mScene->mMetaData->mValues[n].mData;
  626. return true;
  627. }
  628. }
  629. }
  630. return false;
  631. }
  632. bool AssimpShapeLoader::getMetaInt(const char* key, S32& intVal)
  633. {
  634. if (!mScene || !mScene->mMetaData)
  635. return false;
  636. String keyStr = key;
  637. for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
  638. {
  639. if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
  640. {
  641. if (mScene->mMetaData->mValues[n].mType == AI_INT32)
  642. {
  643. intVal = *((S32*)(mScene->mMetaData->mValues[n].mData));
  644. return true;
  645. }
  646. }
  647. }
  648. return false;
  649. }
  650. bool AssimpShapeLoader::getMetaFloat(const char* key, F32& floatVal)
  651. {
  652. if (!mScene || !mScene->mMetaData)
  653. return false;
  654. String keyStr = key;
  655. for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
  656. {
  657. if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
  658. {
  659. if (mScene->mMetaData->mValues[n].mType == AI_FLOAT)
  660. {
  661. floatVal = *((F32*)mScene->mMetaData->mValues[n].mData);
  662. return true;
  663. }
  664. }
  665. }
  666. return false;
  667. }
  668. bool AssimpShapeLoader::getMetaDouble(const char* key, F64& doubleVal)
  669. {
  670. if (!mScene || !mScene->mMetaData)
  671. return false;
  672. String keyStr = key;
  673. for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
  674. {
  675. if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
  676. {
  677. if (mScene->mMetaData->mValues[n].mType == AI_DOUBLE)
  678. {
  679. doubleVal = *((F64*)mScene->mMetaData->mValues[n].mData);
  680. return true;
  681. }
  682. }
  683. }
  684. return false;
  685. }
  686. bool AssimpShapeLoader::getMetaString(const char* key, String& stringVal)
  687. {
  688. if (!mScene || !mScene->mMetaData)
  689. return false;
  690. String keyStr = key;
  691. for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
  692. {
  693. if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
  694. {
  695. if (mScene->mMetaData->mValues[n].mType == AI_AISTRING)
  696. {
  697. aiString valString;
  698. mScene->mMetaData->Get<aiString>(mScene->mMetaData->mKeys[n], valString);
  699. stringVal = valString.C_Str();
  700. return true;
  701. }
  702. }
  703. }
  704. return false;
  705. }
  706. //-----------------------------------------------------------------------------
  707. /// This function is invoked by the resource manager based on file extension.
  708. TSShape* assimpLoadShape(const Torque::Path &path)
  709. {
  710. // TODO: add .cached.dts generation.
  711. // Generate the cached filename
  712. Torque::Path cachedPath(path);
  713. cachedPath.setExtension("cached.dts");
  714. // Check if an up-to-date cached DTS version of this file exists, and
  715. // if so, use that instead.
  716. if (AssimpShapeLoader::canLoadCachedDTS(path))
  717. {
  718. FileStream cachedStream;
  719. cachedStream.open(cachedPath.getFullPath(), Torque::FS::File::Read);
  720. if (cachedStream.getStatus() == Stream::Ok)
  721. {
  722. TSShape *shape = new TSShape;
  723. bool readSuccess = shape->read(&cachedStream);
  724. cachedStream.close();
  725. if (readSuccess)
  726. {
  727. #ifdef TORQUE_DEBUG
  728. Con::printf("Loaded cached shape from %s", cachedPath.getFullPath().c_str());
  729. #endif
  730. return shape;
  731. }
  732. else
  733. delete shape;
  734. }
  735. Con::warnf("Failed to load cached shape from %s", cachedPath.getFullPath().c_str());
  736. }
  737. if (!Torque::FS::IsFile(path))
  738. {
  739. // File does not exist, bail.
  740. return NULL;
  741. }
  742. // Allow TSShapeConstructor object to override properties
  743. ColladaUtils::getOptions().reset();
  744. TSShapeConstructor* tscon = TSShapeConstructor::findShapeConstructorByFilename(path.getFullPath());
  745. if (tscon)
  746. {
  747. ColladaUtils::getOptions() = tscon->mOptions;
  748. }
  749. AssimpShapeLoader loader;
  750. TSShape* tss = loader.generateShape(path);
  751. if (tss)
  752. {
  753. TSShapeLoader::updateProgress(TSShapeLoader::Load_Complete, "Import complete");
  754. Con::printf("[ASSIMP] Shape created successfully.");
  755. // Cache the model to a DTS file for faster loading next time.
  756. FileStream dtsStream;
  757. if (dtsStream.open(cachedPath.getFullPath(), Torque::FS::File::Write))
  758. {
  759. Con::printf("Writing cached shape to %s", cachedPath.getFullPath().c_str());
  760. tss->write(&dtsStream);
  761. }
  762. loader.updateMaterialsScript(path);
  763. }
  764. loader.releaseImport();
  765. return tss;
  766. }
  767. DefineEngineFunction(GetShapeInfo, bool, (const char* shapePath, const char* ctrl, bool loadCachedDts), ("", "", true),
  768. "(string shapePath, GuiTreeViewCtrl ctrl) Collect scene information from "
  769. "a shape file and store it in a GuiTreeView control. This function is "
  770. "used by the assimp import gui to show a preview of the scene contents "
  771. "prior to import, and is probably not much use for anything else.\n"
  772. "@param shapePath shape filename\n"
  773. "@param ctrl GuiTreeView control to add elements to\n"
  774. "@return true if successful, false otherwise\n"
  775. "@ingroup Editors\n"
  776. "@internal")
  777. {
  778. GuiTreeViewCtrl* tree;
  779. if (!Sim::findObject(ctrl, tree))
  780. {
  781. Con::errorf("enumColladaScene::Could not find GuiTreeViewCtrl '%s'", ctrl);
  782. return false;
  783. }
  784. // Check if a cached DTS is available => no need to import the source file
  785. // if we can load the DTS instead
  786. Torque::Path path(shapePath);
  787. if (loadCachedDts && AssimpShapeLoader::canLoadCachedDTS(path))
  788. return false;
  789. AssimpShapeLoader loader;
  790. return loader.fillGuiTreeView(shapePath, tree);
  791. }