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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- /*
- Resource stream -> Buffer
- Buffer -> Collada DOM
- Collada DOM -> TSShapeLoader
- TSShapeLoader installed into TSShape
- */
- //-----------------------------------------------------------------------------
- #include "platform/platform.h"
- #include "ts/assimp/assimpShapeLoader.h"
- #include "ts/assimp/assimpAppNode.h"
- #include "ts/assimp/assimpAppMesh.h"
- #include "ts/assimp/assimpAppMaterial.h"
- #include "ts/assimp/assimpAppSequence.h"
- #include "core/util/tVector.h"
- #include "core/strings/findMatch.h"
- #include "core/strings/stringUnit.h"
- #include "core/stream/fileStream.h"
- #include "core/fileObject.h"
- #include "ts/tsShape.h"
- #include "ts/tsShapeInstance.h"
- #include "materials/materialManager.h"
- #include "console/persistenceManager.h"
- #include "ts/tsShapeConstruct.h"
- #include "core/util/zip/zipVolume.h"
- #include "gfx/bitmap/gBitmap.h"
- #include "gui/controls/guiTreeViewCtrl.h"
- #if !defined(TORQUE_DISABLE_MEMORY_MANAGER)
- #ifdef new
- #undef new
- #endif
- #endif
- // assimp include files.
- #include <assimp/cimport.h>
- #include <assimp/scene.h>
- #include <assimp/postprocess.h>
- #include <assimp/types.h>
- #include <assimp/config.h>
- #include <exception>
- #if !defined(TORQUE_DISABLE_MEMORY_MANAGER)
- # define _new new(__FILE__, __LINE__)
- # define new _new
- #endif
- MODULE_BEGIN( AssimpShapeLoader )
- MODULE_INIT_AFTER( ShapeLoader )
- MODULE_INIT
- {
- TSShapeLoader::addFormat("DirectX X", "x");
- TSShapeLoader::addFormat("Autodesk FBX", "fbx");
- TSShapeLoader::addFormat("Blender 3D", "blend" );
- TSShapeLoader::addFormat("3ds Max 3DS", "3ds");
- TSShapeLoader::addFormat("3ds Max ASE", "ase");
- TSShapeLoader::addFormat("Wavefront Object", "obj");
- TSShapeLoader::addFormat("Industry Foundation Classes (IFC/Step)", "ifc");
- TSShapeLoader::addFormat("Stanford Polygon Library", "ply");
- TSShapeLoader::addFormat("AutoCAD DXF", "dxf");
- TSShapeLoader::addFormat("LightWave", "lwo");
- TSShapeLoader::addFormat("LightWave Scene", "lws");
- TSShapeLoader::addFormat("Modo", "lxo");
- TSShapeLoader::addFormat("Stereolithography", "stl");
- TSShapeLoader::addFormat("AC3D", "ac");
- TSShapeLoader::addFormat("Milkshape 3D", "ms3d");
- TSShapeLoader::addFormat("TrueSpace COB", "cob");
- TSShapeLoader::addFormat("TrueSpace SCN", "scn");
- TSShapeLoader::addFormat("Ogre XML", "xml");
- TSShapeLoader::addFormat("Irrlicht Mesh", "irrmesh");
- TSShapeLoader::addFormat("Irrlicht Scene", "irr");
- TSShapeLoader::addFormat("Quake I", "mdl" );
- TSShapeLoader::addFormat("Quake II", "md2" );
- TSShapeLoader::addFormat("Quake III Mesh", "md3");
- TSShapeLoader::addFormat("Quake III Map/BSP", "pk3");
- TSShapeLoader::addFormat("Return to Castle Wolfenstein", "mdc");
- TSShapeLoader::addFormat("Doom 3", "md5" );
- TSShapeLoader::addFormat("Valve SMD", "smd");
- TSShapeLoader::addFormat("Valve VTA", "vta");
- TSShapeLoader::addFormat("Starcraft II M3", "m3");
- TSShapeLoader::addFormat("Unreal", "3d");
- TSShapeLoader::addFormat("BlitzBasic 3D", "b3d" );
- TSShapeLoader::addFormat("Quick3D Q3D", "q3d");
- TSShapeLoader::addFormat("Quick3D Q3S", "q3s");
- TSShapeLoader::addFormat("Neutral File Format", "nff");
- TSShapeLoader::addFormat("Object File Format", "off");
- TSShapeLoader::addFormat("PovRAY Raw", "raw");
- TSShapeLoader::addFormat("Terragen Terrain", "ter");
- TSShapeLoader::addFormat("3D GameStudio (3DGS)", "mdl");
- TSShapeLoader::addFormat("3D GameStudio (3DGS) Terrain", "hmp");
- TSShapeLoader::addFormat("Izware Nendo", "ndo");
- TSShapeLoader::addFormat("gltf", "gltf");
- TSShapeLoader::addFormat("gltf binary", "glb");
- }
- MODULE_END;
- //-----------------------------------------------------------------------------
- AssimpShapeLoader::AssimpShapeLoader()
- {
- mScene = NULL;
- }
- AssimpShapeLoader::~AssimpShapeLoader()
- {
- }
- void AssimpShapeLoader::releaseImport()
- {
- }
- void applyTransformation(aiNode* node, const aiMatrix4x4& transform) {
- node->mTransformation = transform * node->mTransformation; // Apply transformation to the node
- }
- void scaleScene(const aiScene* scene, F32 scaleFactor) {
- aiMatrix4x4 scaleMatrix;
- scaleMatrix = aiMatrix4x4::Scaling(aiVector3D(scaleFactor, scaleFactor, scaleFactor), scaleMatrix);
- applyTransformation(scene->mRootNode, scaleMatrix);
- }
- void debugSceneMetaData(const aiScene* scene) {
- if (!scene->mMetaData) {
- Con::printf("[ASSIMP] No metadata available.");
- return;
- }
- for (U32 i = 0; i < scene->mMetaData->mNumProperties; ++i) {
- const char* key = scene->mMetaData->mKeys[i].C_Str();
- aiMetadataType type = scene->mMetaData->mValues[i].mType;
- Con::printf("[ASSIMP] Metadata key: %s", key);
- switch (type) {
- case AI_BOOL:
- Con::printf(" Value: %d (bool)", *(bool*)scene->mMetaData->mValues[i].mData);
- break;
- case AI_INT32:
- Con::printf(" Value: %d (int)", *(S32*)scene->mMetaData->mValues[i].mData);
- break;
- case AI_UINT64:
- Con::printf(" Value: %llu (uint64)", *(U64*)scene->mMetaData->mValues[i].mData);
- break;
- case AI_FLOAT:
- Con::printf(" Value: %f (float)", *(F32*)scene->mMetaData->mValues[i].mData);
- break;
- case AI_DOUBLE:
- Con::printf(" Value: %f (double)", *(F64*)scene->mMetaData->mValues[i].mData);
- break;
- case AI_AISTRING:
- Con::printf(" Value: %s (string)", ((aiString*)scene->mMetaData->mValues[i].mData)->C_Str());
- break;
- case AI_AIVECTOR3D:
- {
- aiVector3D* vec = (aiVector3D*)scene->mMetaData->mValues[i].mData;
- Con::printf(" Value: (%f, %f, %f) (vector3d)", vec->x, vec->y, vec->z);
- }
- break;
- default:
- Con::printf(" Unknown metadata type.");
- }
- }
- }
- void AssimpShapeLoader::enumerateScene()
- {
- TSShapeLoader::updateProgress(TSShapeLoader::Load_ReadFile, "Reading File");
- Con::printf("[ASSIMP] Attempting to load file: %s", shapePath.getFullPath().c_str());
- // Define post-processing steps
- U32 ppsteps = aiProcess_Triangulate | /*aiProcess_PreTransformVertices |*/ aiProcess_ConvertToLeftHanded & ~aiProcess_MakeLeftHanded;
- const auto& options = ColladaUtils::getOptions();
- if (options.calcTangentSpace) ppsteps |= aiProcess_CalcTangentSpace;
- if (options.joinIdenticalVerts) ppsteps |= aiProcess_JoinIdenticalVertices;
- if (options.removeRedundantMats) ppsteps |= aiProcess_RemoveRedundantMaterials;
- if (options.genUVCoords) ppsteps |= aiProcess_GenUVCoords;
- if (options.transformUVCoords) ppsteps |= aiProcess_TransformUVCoords;
- if (options.findInstances) ppsteps |= aiProcess_FindInstances;
- if (options.limitBoneWeights) ppsteps |= aiProcess_LimitBoneWeights;
- if (Con::getBoolVariable("$Assimp::OptimizeMeshes", false)) {
- ppsteps |= aiProcess_OptimizeMeshes | aiProcess_OptimizeGraph;
- }
- if (Con::getBoolVariable("$Assimp::SplitLargeMeshes", false)) {
- ppsteps |= aiProcess_SplitLargeMeshes;
- }
- ppsteps |= aiProcess_ValidateDataStructure;
- struct aiLogStream shapeLog = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT, NULL);
- shapeLog.callback = assimpLogCallback;
- shapeLog.user = 0;
- aiAttachLogStream(&shapeLog);
- #ifdef TORQUE_DEBUG
- aiEnableVerboseLogging(true);
- #endif
- /*mImporter.SetPropertyInteger(AI_CONFIG_PP_PTV_KEEP_HIERARCHY, 1);
- mImporter.SetPropertyInteger(AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION, 1);
- mImporter.SetPropertyMatrix(AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION, aiMatrix4x4(1, 0, 0, 0,
- 0, 0, -1, 0,
- 0, 1, 0, 0,
- 0, 0, 0, 1));*/
- // Read the file
- mScene = mImporter.ReadFile(shapePath.getFullPath().c_str(), ppsteps);
- if (!mScene || !mScene->mRootNode) {
- Con::errorf("[ASSIMP] ERROR: Could not load file: %s", shapePath.getFullPath().c_str());
- Con::errorf("[ASSIMP] Importer error: %s", mImporter.GetErrorString());
- TSShapeLoader::updateProgress(TSShapeLoader::Load_Complete, "Import failed");
- return;
- }
- Con::printf("[ASSIMP] Mesh Count: %d", mScene->mNumMeshes);
- Con::printf("[ASSIMP] Material Count: %d", mScene->mNumMaterials);
- #ifdef TORQUE_DEBUG
- debugSceneMetaData(mScene);
- #endif
- ColladaUtils::getOptions().upAxis = UPAXISTYPE_Y_UP; // default to Y up for assimp.
- // Handle scaling
- configureImportUnits();
- // Format-specific adjustments
- String fileExt = String::ToLower(shapePath.getExtension());
- const aiImporterDesc* importerDescription = aiGetImporterDesc(fileExt.c_str());
- if (importerDescription && dStrcmp(importerDescription->mName, "Autodesk FBX Importer") == 0) {
- Con::printf("[ASSIMP] Detected FBX format, checking unit scale...");
- F32 scaleFactor = ColladaUtils::getOptions().unit;
- if (scaleFactor != 1.0f) {
- Con::printf("[ASSIMP] Applying FBX scale factor: %f", scaleFactor);
- scaleScene(mScene, scaleFactor);
- }
- else
- {
- scaleScene(mScene, 0.01f);
- }
- }
- for (U32 i = 0; i < mScene->mNumTextures; ++i) {
- extractTexture(i, mScene->mTextures[i]);
- }
- // Load all materials
- AssimpAppMaterial::sDefaultMatNumber = 0;
- for (U32 i = 0; i < mScene->mNumMaterials; ++i) {
- AppMesh::appMaterials.push_back(new AssimpAppMaterial(mScene->mMaterials[i]));
- }
- // Setup LOD checks
- detectDetails();
- aiMatrix4x4 sceneRoot = aiMatrix4x4(1, 0, 0, 0,
- 0, 0, -1, 0,
- 0, 1, 0, 0,
- 0, 0, 0, 1);
- applyTransformation(mScene->mRootNode, sceneRoot);
- // Process the scene graph
- AssimpAppNode* rootNode = new AssimpAppNode(mScene, mScene->mRootNode, 0);
- if (!processNode(rootNode)) {
- delete rootNode;
- }
- processAssimpNode(mScene->mRootNode, mScene, rootNode);
- // Add a bounds node if none exists
- if (!boundsNode) {
- aiNode* reqNode = new aiNode("bounds");
- mScene->mRootNode->addChildren(1, &reqNode);
- reqNode->mTransformation = aiMatrix4x4();// *sceneRoot;
- AssimpAppNode* appBoundsNode = new AssimpAppNode(mScene, reqNode);
- if (!processNode(appBoundsNode)) {
- delete appBoundsNode;
- }
- }
- // Process animations if available
- processAnimations();
- // Clean up log stream
- aiDetachLogStream(&shapeLog);
- }
- void AssimpShapeLoader::configureImportUnits() {
- auto& options = ColladaUtils::getOptions();
- // Configure unit scaling
- if (options.unit <= 0.0f) {
- F64 unitScaleFactor = 1.0;
- if (!getMetaDouble("UnitScaleFactor", unitScaleFactor)) {
- F32 floatVal;
- S32 intVal;
- if (getMetaFloat("UnitScaleFactor", floatVal)) {
- unitScaleFactor = static_cast<F64>(floatVal);
- }
- else if (getMetaInt("UnitScaleFactor", intVal)) {
- unitScaleFactor = static_cast<F64>(intVal);
- }
- }
- options.unit = static_cast<F32>(unitScaleFactor);
- }
- }
- void AssimpShapeLoader::processAssimpNode(const aiNode* node, const aiScene* scene, AssimpAppNode* parentNode)
- {
- AssimpAppNode* currNode;
- if (node == scene->mRootNode)
- {
- currNode = parentNode;
- }
- else
- {
- currNode = new AssimpAppNode(scene, node, parentNode);
- processNode(currNode);
- }
- }
- void AssimpShapeLoader::processAnimations()
- {
- // add all animations into 1 ambient animation.
- aiAnimation* ambientSeq = new aiAnimation();
- ambientSeq->mName = "ambient";
- Vector<aiNodeAnim*> ambientChannels;
- F32 duration = 0.0f;
- F32 ticks = 0.0f;
- if (mScene->mNumAnimations > 0)
- {
- for (U32 i = 0; i < mScene->mNumAnimations; ++i)
- {
- aiAnimation* anim = mScene->mAnimations[i];
- ticks = anim->mTicksPerSecond;
- duration = 0.0f;
- for (U32 j = 0; j < anim->mNumChannels; j++)
- {
- aiNodeAnim* nodeAnim = anim->mChannels[j];
- // Determine the maximum keyframe time for this animation
- F32 maxKeyTime = 0.0f;
- for (U32 k = 0; k < nodeAnim->mNumPositionKeys; k++) {
- maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mPositionKeys[k].mTime);
- }
- for (U32 k = 0; k < nodeAnim->mNumRotationKeys; k++) {
- maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mRotationKeys[k].mTime);
- }
- for (U32 k = 0; k < nodeAnim->mNumScalingKeys; k++) {
- maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mScalingKeys[k].mTime);
- }
- ambientChannels.push_back(nodeAnim);
- duration = getMax(duration, maxKeyTime);
- }
- }
- ambientSeq->mNumChannels = ambientChannels.size();
- ambientSeq->mChannels = ambientChannels.address();
- ambientSeq->mDuration = duration;
- ambientSeq->mTicksPerSecond = ticks;
- AssimpAppSequence* defaultAssimpSeq = new AssimpAppSequence(ambientSeq);
- appSequences.push_back(defaultAssimpSeq);
- }
- }
- void AssimpShapeLoader::computeBounds(Box3F& bounds)
- {
- TSShapeLoader::computeBounds(bounds);
- // Check if the model origin needs adjusting
- bool adjustCenter = ColladaUtils::getOptions().adjustCenter;
- bool adjustFloor = ColladaUtils::getOptions().adjustFloor;
- if (bounds.isValidBox() && (adjustCenter || adjustFloor))
- {
- // Compute shape offset
- Point3F shapeOffset = Point3F::Zero;
- if (adjustCenter)
- {
- bounds.getCenter(&shapeOffset);
- shapeOffset = -shapeOffset;
- }
- if (adjustFloor)
- shapeOffset.z = -bounds.minExtents.z;
- // Adjust bounds
- bounds.minExtents += shapeOffset;
- bounds.maxExtents += shapeOffset;
- // Now adjust all positions for root level nodes (nodes with no parent)
- for (S32 iNode = 0; iNode < shape->nodes.size(); iNode++)
- {
- if (!appNodes[iNode]->isParentRoot())
- continue;
- // Adjust default translation
- shape->defaultTranslations[iNode] += shapeOffset;
- // Adjust animated translations
- for (S32 iSeq = 0; iSeq < shape->sequences.size(); iSeq++)
- {
- const TSShape::Sequence& seq = shape->sequences[iSeq];
- if (seq.translationMatters.test(iNode))
- {
- for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
- {
- S32 index = seq.baseTranslation + seq.translationMatters.count(iNode)*seq.numKeyframes + iFrame;
- shape->nodeTranslations[index] += shapeOffset;
- }
- }
- }
- }
- }
- }
- bool AssimpShapeLoader::fillGuiTreeView(const char* sourceShapePath, GuiTreeViewCtrl* tree)
- {
- Assimp::Importer importer;
- Torque::Path path(sourceShapePath);
- String cleanFile = AppMaterial::cleanString(path.getFileName());
- // Attempt to import with Assimp.
- const aiScene* shapeScene = importer.ReadFile(path.getFullPath().c_str(), (aiProcessPreset_TargetRealtime_Quality | aiProcess_CalcTangentSpace)
- & ~aiProcess_RemoveRedundantMaterials & ~aiProcess_GenSmoothNormals);
- if (!shapeScene)
- {
- Con::printf("AssimpShapeLoader::fillGuiTreeView - Assimp Error: %s", importer.GetErrorString());
- return false;
- }
- mScene = shapeScene;
- // Initialize tree
- tree->removeItem(0);
- S32 meshItem = tree->insertItem(0, "Meshes", String::ToString("%i", shapeScene->mNumMeshes));
- S32 matItem = tree->insertItem(0, "Materials", String::ToString("%i", shapeScene->mNumMaterials));
- S32 animItem = tree->insertItem(0, "Animations", String::ToString("%i", shapeScene->mNumAnimations));
- //S32 lightsItem = tree->insertItem(0, "Lights", String::ToString("%i", shapeScene->mNumLights));
- //S32 texturesItem = tree->insertItem(0, "Textures", String::ToString("%i", shapeScene->mNumTextures));
- //Details!
- U32 numPolys = 0;
- U32 numVerts = 0;
- for (U32 i = 0; i < shapeScene->mNumMeshes; i++)
- {
- tree->insertItem(meshItem, String::ToString("%s", shapeScene->mMeshes[i]->mName.C_Str()));
- numPolys += shapeScene->mMeshes[i]->mNumFaces;
- numVerts += shapeScene->mMeshes[i]->mNumVertices;
- }
- U32 defaultMatNumber = 0;
- for (U32 i = 0; i < shapeScene->mNumMaterials; i++)
- {
- aiMaterial* aiMat = shapeScene->mMaterials[i];
- aiString matName;
- aiMat->Get(AI_MATKEY_NAME, matName);
- String name = matName.C_Str();
- if (name.isEmpty())
- {
- name = AppMaterial::cleanString(path.getFileName());
- name += "_defMat";
- name += String::ToString("%d", defaultMatNumber);
- defaultMatNumber++;
- }
- aiString texPath;
- aiMat->GetTexture(aiTextureType::aiTextureType_DIFFUSE, 0, &texPath);
- String texName = texPath.C_Str();
- if (texName.isEmpty())
- {
- aiColor3D read_color(1.f, 1.f, 1.f);
- if (AI_SUCCESS == aiMat->Get(AI_MATKEY_COLOR_DIFFUSE, read_color))
- texName = String::ToString("Color: %0.3f %0.3f %0.3f", (F32)read_color.r, (F32)read_color.g, (F32)read_color.b); //formatted as words for easy parsing
- else
- texName = "No Texture";
- }
- else
- texName = AssimpAppMaterial::cleanTextureName(texName, cleanFile, sourceShapePath, true);
- tree->insertItem(matItem, String::ToString("%s", name.c_str()), String::ToString("%s", texName.c_str()));
- }
- if (shapeScene->mNumAnimations == 0)
- {
- tree->insertItem(animItem, "ambient", "animation", "", 0, 0);
- }
- else
- {
- for (U32 i = 0; i < shapeScene->mNumAnimations; i++)
- {
- tree->insertItem(animItem, shapeScene->mAnimations[i]->mName.C_Str(), "animation", "", 0, 0);
- }
- }
- U32 numNodes = 0;
- if (shapeScene->mRootNode)
- {
- S32 nodesItem = tree->insertItem(0, "Nodes", "");
- addNodeToTree(nodesItem, shapeScene->mRootNode, tree, numNodes);
- tree->setItemValue(nodesItem, String::ToString("%i", numNodes));
- }
- U32 numMetaTags = shapeScene->mMetaData ? shapeScene->mMetaData->mNumProperties : 0;
- if (numMetaTags)
- addMetaDataToTree(shapeScene->mMetaData, tree);
- F64 unit;
- if (!getMetaDouble("UnitScaleFactor", unit))
- unit = 1.0f;
- S32 upAxis;
- if (!getMetaInt("UpAxis", upAxis))
- upAxis = UPAXISTYPE_Z_UP;
- /*for (U32 i = 0; i < shapeScene->mNumLights; i++)
- {
- treeObj->insertItem(lightsItem, String::ToString("%s", shapeScene->mLights[i]->mType));
- }*/
- // Store shape information in the tree control
- tree->setDataField(StringTable->insert("_nodeCount"), 0, avar("%d", numNodes));
- tree->setDataField(StringTable->insert("_meshCount"), 0, avar("%d", shapeScene->mNumMeshes));
- tree->setDataField(StringTable->insert("_polygonCount"), 0, avar("%d", numPolys));
- tree->setDataField(StringTable->insert("_materialCount"), 0, avar("%d", shapeScene->mNumMaterials));
- tree->setDataField(StringTable->insert("_lightCount"), 0, avar("%d", shapeScene->mNumLights));
- tree->setDataField(StringTable->insert("_animCount"), 0, avar("%d", shapeScene->mNumAnimations));
- tree->setDataField(StringTable->insert("_textureCount"), 0, avar("%d", shapeScene->mNumTextures));
- tree->setDataField(StringTable->insert("_vertCount"), 0, avar("%d", numVerts));
- tree->setDataField(StringTable->insert("_metaTagCount"), 0, avar("%d", numMetaTags));
- tree->setDataField(StringTable->insert("_unit"), 0, avar("%g", (F32)unit));
- if (upAxis == UPAXISTYPE_X_UP)
- tree->setDataField(StringTable->insert("_upAxis"), 0, "X_AXIS");
- else if (upAxis == UPAXISTYPE_Y_UP)
- tree->setDataField(StringTable->insert("_upAxis"), 0, "Y_AXIS");
- else
- tree->setDataField(StringTable->insert("_upAxis"), 0, "Z_AXIS");
- return true;
- }
- void AssimpShapeLoader::updateMaterialsScript(const Torque::Path &path)
- {
- return;
- /*
- Torque::Path scriptPath(path);
- scriptPath.setFileName("materials");
- scriptPath.setExtension(TORQUE_SCRIPT_EXTENSION);
- // First see what materials we need to update
- PersistenceManager persistMgr;
- for ( U32 iMat = 0; iMat < AppMesh::appMaterials.size(); iMat++ )
- {
- AssimpAppMaterial *mat = dynamic_cast<AssimpAppMaterial*>( AppMesh::appMaterials[iMat] );
- if ( mat )
- {
- Material *mappedMat;
- if ( Sim::findObject( MATMGR->getMapEntry( mat->getName() ), mappedMat ) )
- {
- // Only update existing materials if forced to
- if (ColladaUtils::getOptions().forceUpdateMaterials)
- {
- mat->initMaterial(scriptPath, mappedMat);
- persistMgr.setDirty(mappedMat);
- }
- }
- else
- {
- // Create a new material definition
- persistMgr.setDirty( mat->createMaterial( scriptPath ), scriptPath.getFullPath() );
- }
- }
- }
- if ( persistMgr.getDirtyList().empty() )
- return;
- persistMgr.saveDirty();
- */
- }
- /// Check if an up-to-date cached DTS is available for this DAE file
- bool AssimpShapeLoader::canLoadCachedDTS(const Torque::Path& path)
- {
- // Generate the cached filename
- Torque::Path cachedPath(path);
- cachedPath.setExtension("cached.dts");
- // Check if a cached DTS newer than this file is available
- FileTime cachedModifyTime;
- if (Platform::getFileTimes(cachedPath.getFullPath(), NULL, &cachedModifyTime))
- {
- bool forceLoad = Con::getBoolVariable("$assimp::forceLoad", false);
- FileTime daeModifyTime;
- if (!Platform::getFileTimes(path.getFullPath(), NULL, &daeModifyTime) ||
- (!forceLoad && (Platform::compareFileTimes(cachedModifyTime, daeModifyTime) >= 0) ))
- {
- // Original file not found, or cached DTS is newer
- return true;
- }
- }
- return false;
- }
- void AssimpShapeLoader::assimpLogCallback(const char* message, char* user)
- {
- Con::printf("[Assimp log message] %s", StringUnit::getUnit(message, 0, "\n"));
- }
- bool AssimpShapeLoader::ignoreNode(const String& name)
- {
- // Do not add AssimpFbx dummy nodes to the TSShape. See: Assimp::FBX::ImportSettings::preservePivots
- // https://github.com/assimp/assimp/blob/master/code/FBXImportSettings.h#L116-L135
- if (name.find("_$AssimpFbx$_") != String::NPos)
- return true;
- if (FindMatch::isMatchMultipleExprs(ColladaUtils::getOptions().alwaysImport, name, false))
- return false;
- return FindMatch::isMatchMultipleExprs(ColladaUtils::getOptions().neverImport, name, false);
- }
- bool AssimpShapeLoader::ignoreMesh(const String& name)
- {
- if (FindMatch::isMatchMultipleExprs(ColladaUtils::getOptions().alwaysImportMesh, name, false))
- return false;
- else
- return FindMatch::isMatchMultipleExprs(ColladaUtils::getOptions().neverImportMesh, name, false);
- }
- void AssimpShapeLoader::detectDetails()
- {
- // Set LOD option
- bool singleDetail = true;
- switch (ColladaUtils::getOptions().lodType)
- {
- case ColladaUtils::ImportOptions::DetectDTS:
- // Check for a baseXX->startXX hierarchy at the top-level, if we find
- // one, use trailing numbers for LOD, otherwise use a single size
- for (S32 iNode = 0; singleDetail && (iNode < mScene->mRootNode->mNumChildren); iNode++) {
- aiNode* node = mScene->mRootNode->mChildren[iNode];
- if (node && dStrStartsWith(node->mName.C_Str(), "base")) {
- for (S32 iChild = 0; iChild < node->mNumChildren; iChild++) {
- aiNode* child = node->mChildren[iChild];
- if (child && dStrStartsWith(child->mName.C_Str(), "start")) {
- singleDetail = false;
- break;
- }
- }
- }
- }
- break;
- case ColladaUtils::ImportOptions::SingleSize:
- singleDetail = true;
- break;
- case ColladaUtils::ImportOptions::TrailingNumber:
- singleDetail = false;
- break;
- default:
- break;
- }
- AssimpAppMesh::fixDetailSize(singleDetail, ColladaUtils::getOptions().singleDetailSize);
- }
- void AssimpShapeLoader::extractTexture(U32 index, aiTexture* pTex)
- { // Cache an embedded texture to disk
- updateProgress(Load_EnumerateScene, "Extracting Textures...", mScene->mNumTextures, index);
- Con::printf("[Assimp] Extracting Texture %s, W: %d, H: %d, %d of %d, format hint: (%s)", pTex->mFilename.C_Str(),
- pTex->mWidth, pTex->mHeight, index, mScene->mNumTextures, pTex->achFormatHint);
- // Create the texture filename
- String cleanFile = AppMaterial::cleanString(TSShapeLoader::getShapePath().getFileName());
- String texName = String::ToString("%s_cachedTex%d", cleanFile.c_str(), index);
- Torque::Path texPath = shapePath;
- texPath.setFileName(texName);
- if (pTex->mHeight == 0)
- { // Compressed format, write the data directly to disc
- texPath.setExtension(pTex->achFormatHint);
- FileStream *outputStream;
- if ((outputStream = FileStream::createAndOpen(texPath.getFullPath(), Torque::FS::File::Write)) != NULL)
- {
- outputStream->setPosition(0);
- outputStream->write(pTex->mWidth, pTex->pcData);
- outputStream->close();
- delete outputStream;
- }
- }
- else
- { // Embedded pixel data, fill a bitmap and save it.
- GFXTexHandle shapeTex;
- shapeTex.set(pTex->mWidth, pTex->mHeight, GFXFormatR8G8B8A8_SRGB, &GFXDynamicTextureSRGBProfile,
- String::ToString("AssimpShapeLoader (%s:%i)", __FILE__, __LINE__), 1, 0);
- GFXLockedRect *rect = shapeTex.lock();
- for (U32 y = 0; y < pTex->mHeight; ++y)
- {
- for (U32 x = 0; x < pTex->mWidth; ++x)
- {
- U32 targetIndex = (y * rect->pitch) + (x * 4);
- U32 sourceIndex = ((y * pTex->mWidth) + x) * 4;
- rect->bits[targetIndex] = pTex->pcData[sourceIndex].r;
- rect->bits[targetIndex + 1] = pTex->pcData[sourceIndex].g;
- rect->bits[targetIndex + 2] = pTex->pcData[sourceIndex].b;
- rect->bits[targetIndex + 3] = pTex->pcData[sourceIndex].a;
- }
- }
- shapeTex.unlock();
- texPath.setExtension("png");
- shapeTex->dumpToDisk("PNG", texPath.getFullPath());
- }
- }
- void AssimpShapeLoader::addNodeToTree(S32 parentItem, aiNode* node, GuiTreeViewCtrl* tree, U32& nodeCount)
- {
- // Add this node
- S32 nodeItem = parentItem;
- String nodeName = node->mName.C_Str();
- if (!ignoreNode(nodeName))
- {
- if (nodeName.isEmpty())
- nodeName = "null";
- nodeItem = tree->insertItem(parentItem, nodeName.c_str(), String::ToString("%i", node->mNumChildren));
- nodeCount++;
- }
- // Add any child nodes
- for (U32 n = 0; n < node->mNumChildren; ++n)
- addNodeToTree(nodeItem, node->mChildren[n], tree, nodeCount);
- }
- void AssimpShapeLoader::addMetaDataToTree(const aiMetadata* metaData, GuiTreeViewCtrl* tree)
- {
- S32 metaItem = tree->insertItem(0, "MetaData", String::ToString("%i", metaData->mNumProperties));
- aiString valString;
- aiVector3D valVec;
- for (U32 n = 0; n < metaData->mNumProperties; ++n)
- {
- String keyStr = metaData->mKeys[n].C_Str();
- keyStr += ": ";
- switch (metaData->mValues[n].mType)
- {
- case AI_BOOL:
- keyStr += ((bool)metaData->mValues[n].mData) ? "true" : "false";
- break;
- case AI_INT32:
- keyStr += String::ToString(*((S32*)(metaData->mValues[n].mData)));
- break;
- case AI_UINT64:
- keyStr += String::ToString("%I64u", *((U64*)metaData->mValues[n].mData));
- break;
- case AI_FLOAT:
- keyStr += String::ToString(*((F32*)metaData->mValues[n].mData));
- break;
- case AI_DOUBLE:
- keyStr += String::ToString(*((F64*)metaData->mValues[n].mData));
- break;
- case AI_AISTRING:
- metaData->Get<aiString>(metaData->mKeys[n], valString);
- keyStr += valString.C_Str();
- break;
- case AI_AIVECTOR3D:
- metaData->Get<aiVector3D>(metaData->mKeys[n], valVec);
- keyStr += String::ToString("%f, %f, %f", valVec.x, valVec.y, valVec.z);
- break;
- default:
- break;
- }
- tree->insertItem(metaItem, keyStr.c_str(), String::ToString("%i", n));
- }
- }
- bool AssimpShapeLoader::getMetabool(const char* key, bool& boolVal)
- {
- if (!mScene || !mScene->mMetaData)
- return false;
- String keyStr = key;
- for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
- {
- if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
- {
- if (mScene->mMetaData->mValues[n].mType == AI_BOOL)
- {
- boolVal = (bool)mScene->mMetaData->mValues[n].mData;
- return true;
- }
- }
- }
- return false;
- }
- bool AssimpShapeLoader::getMetaInt(const char* key, S32& intVal)
- {
- if (!mScene || !mScene->mMetaData)
- return false;
- String keyStr = key;
- for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
- {
- if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
- {
- if (mScene->mMetaData->mValues[n].mType == AI_INT32)
- {
- intVal = *((S32*)(mScene->mMetaData->mValues[n].mData));
- return true;
- }
- }
- }
- return false;
- }
- bool AssimpShapeLoader::getMetaFloat(const char* key, F32& floatVal)
- {
- if (!mScene || !mScene->mMetaData)
- return false;
- String keyStr = key;
- for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
- {
- if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
- {
- if (mScene->mMetaData->mValues[n].mType == AI_FLOAT)
- {
- floatVal = *((F32*)mScene->mMetaData->mValues[n].mData);
- return true;
- }
- }
- }
- return false;
- }
- bool AssimpShapeLoader::getMetaDouble(const char* key, F64& doubleVal)
- {
- if (!mScene || !mScene->mMetaData)
- return false;
- String keyStr = key;
- for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
- {
- if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
- {
- if (mScene->mMetaData->mValues[n].mType == AI_DOUBLE)
- {
- doubleVal = *((F64*)mScene->mMetaData->mValues[n].mData);
- return true;
- }
- }
- }
- return false;
- }
- bool AssimpShapeLoader::getMetaString(const char* key, String& stringVal)
- {
- if (!mScene || !mScene->mMetaData)
- return false;
- String keyStr = key;
- for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
- {
- if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
- {
- if (mScene->mMetaData->mValues[n].mType == AI_AISTRING)
- {
- aiString valString;
- mScene->mMetaData->Get<aiString>(mScene->mMetaData->mKeys[n], valString);
- stringVal = valString.C_Str();
- return true;
- }
- }
- }
- return false;
- }
- //-----------------------------------------------------------------------------
- /// This function is invoked by the resource manager based on file extension.
- TSShape* assimpLoadShape(const Torque::Path &path)
- {
- // TODO: add .cached.dts generation.
- // Generate the cached filename
- Torque::Path cachedPath(path);
- cachedPath.setExtension("cached.dts");
- // Check if an up-to-date cached DTS version of this file exists, and
- // if so, use that instead.
- if (AssimpShapeLoader::canLoadCachedDTS(path))
- {
- FileStream cachedStream;
- cachedStream.open(cachedPath.getFullPath(), Torque::FS::File::Read);
- if (cachedStream.getStatus() == Stream::Ok)
- {
- TSShape *shape = new TSShape;
- bool readSuccess = shape->read(&cachedStream);
- cachedStream.close();
- if (readSuccess)
- {
- #ifdef TORQUE_DEBUG
- Con::printf("Loaded cached shape from %s", cachedPath.getFullPath().c_str());
- #endif
- return shape;
- }
- else
- delete shape;
- }
- Con::warnf("Failed to load cached shape from %s", cachedPath.getFullPath().c_str());
- }
- if (!Torque::FS::IsFile(path))
- {
- // File does not exist, bail.
- return NULL;
- }
- // Allow TSShapeConstructor object to override properties
- ColladaUtils::getOptions().reset();
- TSShapeConstructor* tscon = TSShapeConstructor::findShapeConstructorByFilename(path.getFullPath());
- if (tscon)
- {
- ColladaUtils::getOptions() = tscon->mOptions;
- }
- AssimpShapeLoader loader;
- TSShape* tss = loader.generateShape(path);
- if (tss)
- {
- TSShapeLoader::updateProgress(TSShapeLoader::Load_Complete, "Import complete");
- Con::printf("[ASSIMP] Shape created successfully.");
- bool realMesh = false;
- for (U32 i = 0; i < tss->meshes.size(); ++i)
- {
- if (tss->meshes[i] && tss->meshes[i]->getMeshType() != TSMesh::NullMeshType)
- realMesh = true;
- }
- if (!realMesh)
- {
- Torque::Path dsqPath(cachedPath);
- dsqPath.setExtension("dsq");
- FileStream animOutStream;
- for (S32 i = 0; i < tss->sequences.size(); i++)
- {
- const String& seqName = tss->getName(tss->sequences[i].nameIndex);
- Con::printf("Writing DSQ Animation File for sequence '%s'", seqName.c_str());
- dsqPath.setFileName(cachedPath.getFileName() + "_" + seqName);
- if (animOutStream.open(dsqPath.getFullPath(), Torque::FS::File::Write))
- {
- tss->exportSequence(&animOutStream, tss->sequences[i], false);
- animOutStream.close();
- }
- }
- }
- else
- {
- // Cache the model to a DTS file for faster loading next time.
- FileStream dtsStream;
- if (dtsStream.open(cachedPath.getFullPath(), Torque::FS::File::Write))
- {
- Con::printf("Writing cached shape to %s", cachedPath.getFullPath().c_str());
- tss->write(&dtsStream);
- }
- }
- loader.updateMaterialsScript(path);
- }
- loader.releaseImport();
- return tss;
- }
- DefineEngineFunction(GetShapeInfo, bool, (const char* shapePath, const char* ctrl, bool loadCachedDts), ("", "", true),
- "(string shapePath, GuiTreeViewCtrl ctrl) Collect scene information from "
- "a shape file and store it in a GuiTreeView control. This function is "
- "used by the assimp import gui to show a preview of the scene contents "
- "prior to import, and is probably not much use for anything else.\n"
- "@param shapePath shape filename\n"
- "@param ctrl GuiTreeView control to add elements to\n"
- "@return true if successful, false otherwise\n"
- "@ingroup Editors\n"
- "@internal")
- {
- GuiTreeViewCtrl* tree;
- if (!Sim::findObject(ctrl, tree))
- {
- Con::errorf("enumColladaScene::Could not find GuiTreeViewCtrl '%s'", ctrl);
- return false;
- }
- // Check if a cached DTS is available => no need to import the source file
- // if we can load the DTS instead
- Torque::Path path(shapePath);
- if (loadCachedDts && AssimpShapeLoader::canLoadCachedDTS(path))
- return false;
- AssimpShapeLoader loader;
- return loader.fillGuiTreeView(shapePath, tree);
- }
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