assimpShapeLoader.cpp 30 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. const aiImporterDesc* importerDescription = aiGetImporterDesc(shapePath.getExtension().c_str());
  157. if (importerDescription->mName == "Autodesk FBX Importer")
  158. {
  159. ColladaUtils::getOptions().formatScaleFactor = 0.01f;
  160. }
  161. // Set import options (if they are not set to override)
  162. if (ColladaUtils::getOptions().unit <= 0.0f)
  163. {
  164. F64 unit;
  165. if (!getMetaDouble("UnitScaleFactor", unit))
  166. {
  167. F32 floatVal;
  168. S32 intVal;
  169. if (getMetaFloat("UnitScaleFactor", floatVal))
  170. unit = (F64)floatVal;
  171. else if (getMetaInt("UnitScaleFactor", intVal))
  172. unit = (F64)intVal;
  173. else
  174. unit = 1.0;
  175. }
  176. ColladaUtils::getOptions().unit = (F32)unit;
  177. }
  178. if (ColladaUtils::getOptions().upAxis == UPAXISTYPE_COUNT)
  179. {
  180. S32 upAxis;
  181. if (!getMetaInt("UpAxis", upAxis))
  182. upAxis = UPAXISTYPE_Z_UP;
  183. ColladaUtils::getOptions().upAxis = (domUpAxisType) upAxis;
  184. }
  185. // Extract embedded textures
  186. for (U32 i = 0; i < mScene->mNumTextures; ++i)
  187. extractTexture(i, mScene->mTextures[i]);
  188. // Load all the materials.
  189. AssimpAppMaterial::sDefaultMatNumber = 0;
  190. for ( U32 i = 0; i < mScene->mNumMaterials; i++ )
  191. AppMesh::appMaterials.push_back(new AssimpAppMaterial(mScene->mMaterials[i]));
  192. // Setup LOD checks
  193. detectDetails();
  194. // Define the root node, and process down the chain.
  195. AssimpAppNode* node = new AssimpAppNode(mScene, mScene->mRootNode, 0);
  196. if (!processNode(node))
  197. delete node;
  198. // Check for animations and process those.
  199. processAnimations();
  200. }
  201. else
  202. {
  203. TSShapeLoader::updateProgress(TSShapeLoader::Load_Complete, "Import failed");
  204. Con::printf("[ASSIMP] Import Error: %s", aiGetErrorString());
  205. }
  206. aiDetachLogStream(&shapeLog);
  207. }
  208. void AssimpShapeLoader::processAnimations()
  209. {
  210. for(U32 n = 0; n < mScene->mNumAnimations; ++n)
  211. {
  212. Con::printf("[ASSIMP] Animation Found: %s", mScene->mAnimations[n]->mName.C_Str());
  213. AssimpAppSequence* newAssimpSeq = new AssimpAppSequence(mScene->mAnimations[n]);
  214. appSequences.push_back(newAssimpSeq);
  215. }
  216. }
  217. void AssimpShapeLoader::computeBounds(Box3F& bounds)
  218. {
  219. TSShapeLoader::computeBounds(bounds);
  220. // Check if the model origin needs adjusting
  221. bool adjustCenter = ColladaUtils::getOptions().adjustCenter;
  222. bool adjustFloor = ColladaUtils::getOptions().adjustFloor;
  223. if (bounds.isValidBox() && (adjustCenter || adjustFloor))
  224. {
  225. // Compute shape offset
  226. Point3F shapeOffset = Point3F::Zero;
  227. if (adjustCenter)
  228. {
  229. bounds.getCenter(&shapeOffset);
  230. shapeOffset = -shapeOffset;
  231. }
  232. if (adjustFloor)
  233. shapeOffset.z = -bounds.minExtents.z;
  234. // Adjust bounds
  235. bounds.minExtents += shapeOffset;
  236. bounds.maxExtents += shapeOffset;
  237. // Now adjust all positions for root level nodes (nodes with no parent)
  238. for (S32 iNode = 0; iNode < shape->nodes.size(); iNode++)
  239. {
  240. if (!appNodes[iNode]->isParentRoot())
  241. continue;
  242. // Adjust default translation
  243. shape->defaultTranslations[iNode] += shapeOffset;
  244. // Adjust animated translations
  245. for (S32 iSeq = 0; iSeq < shape->sequences.size(); iSeq++)
  246. {
  247. const TSShape::Sequence& seq = shape->sequences[iSeq];
  248. if (seq.translationMatters.test(iNode))
  249. {
  250. for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
  251. {
  252. S32 index = seq.baseTranslation + seq.translationMatters.count(iNode)*seq.numKeyframes + iFrame;
  253. shape->nodeTranslations[index] += shapeOffset;
  254. }
  255. }
  256. }
  257. }
  258. }
  259. }
  260. bool AssimpShapeLoader::fillGuiTreeView(const char* sourceShapePath, GuiTreeViewCtrl* tree)
  261. {
  262. Assimp::Importer importer;
  263. Torque::Path path(sourceShapePath);
  264. String cleanFile = AppMaterial::cleanString(path.getFileName());
  265. // Attempt to import with Assimp.
  266. const aiScene* shapeScene = importer.ReadFile(path.getFullPath().c_str(), (aiProcessPreset_TargetRealtime_Quality | aiProcess_CalcTangentSpace)
  267. & ~aiProcess_RemoveRedundantMaterials & ~aiProcess_GenSmoothNormals);
  268. if (!shapeScene)
  269. {
  270. Con::printf("AssimpShapeLoader::fillGuiTreeView - Assimp Error: %s", importer.GetErrorString());
  271. return false;
  272. }
  273. mScene = shapeScene;
  274. // Initialize tree
  275. tree->removeItem(0);
  276. S32 meshItem = tree->insertItem(0, "Meshes", String::ToString("%i", shapeScene->mNumMeshes));
  277. S32 matItem = tree->insertItem(0, "Materials", String::ToString("%i", shapeScene->mNumMaterials));
  278. S32 animItem = tree->insertItem(0, "Animations", String::ToString("%i", shapeScene->mNumAnimations));
  279. //S32 lightsItem = tree->insertItem(0, "Lights", String::ToString("%i", shapeScene->mNumLights));
  280. //S32 texturesItem = tree->insertItem(0, "Textures", String::ToString("%i", shapeScene->mNumTextures));
  281. //Details!
  282. U32 numPolys = 0;
  283. U32 numVerts = 0;
  284. for (U32 i = 0; i < shapeScene->mNumMeshes; i++)
  285. {
  286. tree->insertItem(meshItem, String::ToString("%s", shapeScene->mMeshes[i]->mName.C_Str()));
  287. numPolys += shapeScene->mMeshes[i]->mNumFaces;
  288. numVerts += shapeScene->mMeshes[i]->mNumVertices;
  289. }
  290. U32 defaultMatNumber = 0;
  291. for (U32 i = 0; i < shapeScene->mNumMaterials; i++)
  292. {
  293. aiMaterial* aiMat = shapeScene->mMaterials[i];
  294. aiString matName;
  295. aiMat->Get(AI_MATKEY_NAME, matName);
  296. String name = matName.C_Str();
  297. if (name.isEmpty())
  298. {
  299. name = AppMaterial::cleanString(path.getFileName());
  300. name += "_defMat";
  301. name += String::ToString("%d", defaultMatNumber);
  302. defaultMatNumber++;
  303. }
  304. aiString texPath;
  305. aiMat->GetTexture(aiTextureType::aiTextureType_DIFFUSE, 0, &texPath);
  306. String texName = texPath.C_Str();
  307. if (texName.isEmpty())
  308. {
  309. aiColor3D read_color(1.f, 1.f, 1.f);
  310. if (AI_SUCCESS == aiMat->Get(AI_MATKEY_COLOR_DIFFUSE, read_color))
  311. 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
  312. else
  313. texName = "No Texture";
  314. }
  315. else
  316. texName = AssimpAppMaterial::cleanTextureName(texName, cleanFile, sourceShapePath, true);
  317. tree->insertItem(matItem, String::ToString("%s", name.c_str()), String::ToString("%s", texName.c_str()));
  318. }
  319. for (U32 i = 0; i < shapeScene->mNumAnimations; i++)
  320. {
  321. String sequenceName = shapeScene->mAnimations[i]->mName.C_Str();
  322. if (sequenceName.isEmpty())
  323. sequenceName = "ambient";
  324. tree->insertItem(animItem, sequenceName.c_str());
  325. }
  326. U32 numNodes = 0;
  327. if (shapeScene->mRootNode)
  328. {
  329. S32 nodesItem = tree->insertItem(0, "Nodes", "");
  330. addNodeToTree(nodesItem, shapeScene->mRootNode, tree, numNodes);
  331. tree->setItemValue(nodesItem, String::ToString("%i", numNodes));
  332. }
  333. U32 numMetaTags = shapeScene->mMetaData ? shapeScene->mMetaData->mNumProperties : 0;
  334. if (numMetaTags)
  335. addMetaDataToTree(shapeScene->mMetaData, tree);
  336. F64 unit;
  337. if (!getMetaDouble("UnitScaleFactor", unit))
  338. unit = 1.0f;
  339. S32 upAxis;
  340. if (!getMetaInt("UpAxis", upAxis))
  341. upAxis = UPAXISTYPE_Z_UP;
  342. /*for (U32 i = 0; i < shapeScene->mNumLights; i++)
  343. {
  344. treeObj->insertItem(lightsItem, String::ToString("%s", shapeScene->mLights[i]->mType));
  345. }*/
  346. // Store shape information in the tree control
  347. tree->setDataField(StringTable->insert("_nodeCount"), 0, avar("%d", numNodes));
  348. tree->setDataField(StringTable->insert("_meshCount"), 0, avar("%d", shapeScene->mNumMeshes));
  349. tree->setDataField(StringTable->insert("_polygonCount"), 0, avar("%d", numPolys));
  350. tree->setDataField(StringTable->insert("_materialCount"), 0, avar("%d", shapeScene->mNumMaterials));
  351. tree->setDataField(StringTable->insert("_lightCount"), 0, avar("%d", shapeScene->mNumLights));
  352. tree->setDataField(StringTable->insert("_animCount"), 0, avar("%d", shapeScene->mNumAnimations));
  353. tree->setDataField(StringTable->insert("_textureCount"), 0, avar("%d", shapeScene->mNumTextures));
  354. tree->setDataField(StringTable->insert("_vertCount"), 0, avar("%d", numVerts));
  355. tree->setDataField(StringTable->insert("_metaTagCount"), 0, avar("%d", numMetaTags));
  356. tree->setDataField(StringTable->insert("_unit"), 0, avar("%g", (F32)unit));
  357. if (upAxis == UPAXISTYPE_X_UP)
  358. tree->setDataField(StringTable->insert("_upAxis"), 0, "X_AXIS");
  359. else if (upAxis == UPAXISTYPE_Y_UP)
  360. tree->setDataField(StringTable->insert("_upAxis"), 0, "Y_AXIS");
  361. else
  362. tree->setDataField(StringTable->insert("_upAxis"), 0, "Z_AXIS");
  363. return true;
  364. }
  365. void AssimpShapeLoader::updateMaterialsScript(const Torque::Path &path)
  366. {
  367. return;
  368. Torque::Path scriptPath(path);
  369. scriptPath.setFileName("materials");
  370. scriptPath.setExtension(TORQUE_SCRIPT_EXTENSION);
  371. // First see what materials we need to update
  372. PersistenceManager persistMgr;
  373. for ( U32 iMat = 0; iMat < AppMesh::appMaterials.size(); iMat++ )
  374. {
  375. AssimpAppMaterial *mat = dynamic_cast<AssimpAppMaterial*>( AppMesh::appMaterials[iMat] );
  376. if ( mat )
  377. {
  378. Material *mappedMat;
  379. if ( Sim::findObject( MATMGR->getMapEntry( mat->getName() ), mappedMat ) )
  380. {
  381. // Only update existing materials if forced to
  382. if (ColladaUtils::getOptions().forceUpdateMaterials)
  383. {
  384. mat->initMaterial(scriptPath, mappedMat);
  385. persistMgr.setDirty(mappedMat);
  386. }
  387. }
  388. else
  389. {
  390. // Create a new material definition
  391. persistMgr.setDirty( mat->createMaterial( scriptPath ), scriptPath.getFullPath() );
  392. }
  393. }
  394. }
  395. if ( persistMgr.getDirtyList().empty() )
  396. return;
  397. persistMgr.saveDirty();
  398. }
  399. /// Check if an up-to-date cached DTS is available for this DAE file
  400. bool AssimpShapeLoader::canLoadCachedDTS(const Torque::Path& path)
  401. {
  402. // Generate the cached filename
  403. Torque::Path cachedPath(path);
  404. cachedPath.setExtension("cached.dts");
  405. // Check if a cached DTS newer than this file is available
  406. FileTime cachedModifyTime;
  407. if (Platform::getFileTimes(cachedPath.getFullPath(), NULL, &cachedModifyTime))
  408. {
  409. bool forceLoad = Con::getBoolVariable("$assimp::forceLoad", false);
  410. FileTime daeModifyTime;
  411. if (!Platform::getFileTimes(path.getFullPath(), NULL, &daeModifyTime) ||
  412. (!forceLoad && (Platform::compareFileTimes(cachedModifyTime, daeModifyTime) >= 0) ))
  413. {
  414. // Original file not found, or cached DTS is newer
  415. return true;
  416. }
  417. }
  418. return false;
  419. }
  420. void AssimpShapeLoader::assimpLogCallback(const char* message, char* user)
  421. {
  422. Con::printf("[Assimp log message] %s", StringUnit::getUnit(message, 0, "\n"));
  423. }
  424. bool AssimpShapeLoader::ignoreNode(const String& name)
  425. {
  426. // Do not add AssimpFbx dummy nodes to the TSShape. See: Assimp::FBX::ImportSettings::preservePivots
  427. // https://github.com/assimp/assimp/blob/master/code/FBXImportSettings.h#L116-L135
  428. if (name.find("_$AssimpFbx$_") != String::NPos)
  429. return true;
  430. if (FindMatch::isMatchMultipleExprs(ColladaUtils::getOptions().alwaysImport, name, false))
  431. return false;
  432. return FindMatch::isMatchMultipleExprs(ColladaUtils::getOptions().neverImport, name, false);
  433. }
  434. bool AssimpShapeLoader::ignoreMesh(const String& name)
  435. {
  436. if (FindMatch::isMatchMultipleExprs(ColladaUtils::getOptions().alwaysImportMesh, name, false))
  437. return false;
  438. else
  439. return FindMatch::isMatchMultipleExprs(ColladaUtils::getOptions().neverImportMesh, name, false);
  440. }
  441. void AssimpShapeLoader::detectDetails()
  442. {
  443. // Set LOD option
  444. bool singleDetail = true;
  445. switch (ColladaUtils::getOptions().lodType)
  446. {
  447. case ColladaUtils::ImportOptions::DetectDTS:
  448. // Check for a baseXX->startXX hierarchy at the top-level, if we find
  449. // one, use trailing numbers for LOD, otherwise use a single size
  450. for (S32 iNode = 0; singleDetail && (iNode < mScene->mRootNode->mNumChildren); iNode++) {
  451. aiNode* node = mScene->mRootNode->mChildren[iNode];
  452. if (node && dStrStartsWith(node->mName.C_Str(), "base")) {
  453. for (S32 iChild = 0; iChild < node->mNumChildren; iChild++) {
  454. aiNode* child = node->mChildren[iChild];
  455. if (child && dStrStartsWith(child->mName.C_Str(), "start")) {
  456. singleDetail = false;
  457. break;
  458. }
  459. }
  460. }
  461. }
  462. break;
  463. case ColladaUtils::ImportOptions::SingleSize:
  464. singleDetail = true;
  465. break;
  466. case ColladaUtils::ImportOptions::TrailingNumber:
  467. singleDetail = false;
  468. break;
  469. default:
  470. break;
  471. }
  472. AssimpAppMesh::fixDetailSize(singleDetail, ColladaUtils::getOptions().singleDetailSize);
  473. }
  474. void AssimpShapeLoader::extractTexture(U32 index, aiTexture* pTex)
  475. { // Cache an embedded texture to disk
  476. updateProgress(Load_EnumerateScene, "Extracting Textures...", mScene->mNumTextures, index);
  477. Con::printf("[Assimp] Extracting Texture %s, W: %d, H: %d, %d of %d, format hint: (%s)", pTex->mFilename.C_Str(),
  478. pTex->mWidth, pTex->mHeight, index, mScene->mNumTextures, pTex->achFormatHint);
  479. // Create the texture filename
  480. String cleanFile = AppMaterial::cleanString(TSShapeLoader::getShapePath().getFileName());
  481. String texName = String::ToString("%s_cachedTex%d", cleanFile.c_str(), index);
  482. Torque::Path texPath = shapePath;
  483. texPath.setFileName(texName);
  484. if (pTex->mHeight == 0)
  485. { // Compressed format, write the data directly to disc
  486. texPath.setExtension(pTex->achFormatHint);
  487. FileStream *outputStream;
  488. if ((outputStream = FileStream::createAndOpen(texPath.getFullPath(), Torque::FS::File::Write)) != NULL)
  489. {
  490. outputStream->setPosition(0);
  491. outputStream->write(pTex->mWidth, pTex->pcData);
  492. outputStream->close();
  493. delete outputStream;
  494. }
  495. }
  496. else
  497. { // Embedded pixel data, fill a bitmap and save it.
  498. GFXTexHandle shapeTex;
  499. shapeTex.set(pTex->mWidth, pTex->mHeight, GFXFormatR8G8B8A8_SRGB, &GFXDynamicTextureSRGBProfile,
  500. String::ToString("AssimpShapeLoader (%s:%i)", __FILE__, __LINE__), 1, 0);
  501. GFXLockedRect *rect = shapeTex.lock();
  502. for (U32 y = 0; y < pTex->mHeight; ++y)
  503. {
  504. for (U32 x = 0; x < pTex->mWidth; ++x)
  505. {
  506. U32 targetIndex = (y * rect->pitch) + (x * 4);
  507. U32 sourceIndex = ((y * pTex->mWidth) + x) * 4;
  508. rect->bits[targetIndex] = pTex->pcData[sourceIndex].r;
  509. rect->bits[targetIndex + 1] = pTex->pcData[sourceIndex].g;
  510. rect->bits[targetIndex + 2] = pTex->pcData[sourceIndex].b;
  511. rect->bits[targetIndex + 3] = pTex->pcData[sourceIndex].a;
  512. }
  513. }
  514. shapeTex.unlock();
  515. texPath.setExtension("png");
  516. shapeTex->dumpToDisk("PNG", texPath.getFullPath());
  517. }
  518. }
  519. void AssimpShapeLoader::addNodeToTree(S32 parentItem, aiNode* node, GuiTreeViewCtrl* tree, U32& nodeCount)
  520. {
  521. // Add this node
  522. S32 nodeItem = parentItem;
  523. String nodeName = node->mName.C_Str();
  524. if (!ignoreNode(nodeName))
  525. {
  526. if (nodeName.isEmpty())
  527. nodeName = "null";
  528. nodeItem = tree->insertItem(parentItem, nodeName.c_str(), String::ToString("%i", node->mNumChildren));
  529. nodeCount++;
  530. }
  531. // Add any child nodes
  532. for (U32 n = 0; n < node->mNumChildren; ++n)
  533. addNodeToTree(nodeItem, node->mChildren[n], tree, nodeCount);
  534. }
  535. void AssimpShapeLoader::addMetaDataToTree(const aiMetadata* metaData, GuiTreeViewCtrl* tree)
  536. {
  537. S32 metaItem = tree->insertItem(0, "MetaData", String::ToString("%i", metaData->mNumProperties));
  538. aiString valString;
  539. aiVector3D valVec;
  540. for (U32 n = 0; n < metaData->mNumProperties; ++n)
  541. {
  542. String keyStr = metaData->mKeys[n].C_Str();
  543. keyStr += ": ";
  544. switch (metaData->mValues[n].mType)
  545. {
  546. case AI_BOOL:
  547. keyStr += ((bool)metaData->mValues[n].mData) ? "true" : "false";
  548. break;
  549. case AI_INT32:
  550. keyStr += String::ToString(*((S32*)(metaData->mValues[n].mData)));
  551. break;
  552. case AI_UINT64:
  553. keyStr += String::ToString("%I64u", *((U64*)metaData->mValues[n].mData));
  554. break;
  555. case AI_FLOAT:
  556. keyStr += String::ToString(*((F32*)metaData->mValues[n].mData));
  557. break;
  558. case AI_DOUBLE:
  559. keyStr += String::ToString(*((F64*)metaData->mValues[n].mData));
  560. break;
  561. case AI_AISTRING:
  562. metaData->Get<aiString>(metaData->mKeys[n], valString);
  563. keyStr += valString.C_Str();
  564. break;
  565. case AI_AIVECTOR3D:
  566. metaData->Get<aiVector3D>(metaData->mKeys[n], valVec);
  567. keyStr += String::ToString("%f, %f, %f", valVec.x, valVec.y, valVec.z);
  568. break;
  569. default:
  570. break;
  571. }
  572. tree->insertItem(metaItem, keyStr.c_str(), String::ToString("%i", n));
  573. }
  574. }
  575. bool AssimpShapeLoader::getMetabool(const char* key, bool& boolVal)
  576. {
  577. if (!mScene || !mScene->mMetaData)
  578. return false;
  579. String keyStr = key;
  580. for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
  581. {
  582. if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
  583. {
  584. if (mScene->mMetaData->mValues[n].mType == AI_BOOL)
  585. {
  586. boolVal = (bool)mScene->mMetaData->mValues[n].mData;
  587. return true;
  588. }
  589. }
  590. }
  591. return false;
  592. }
  593. bool AssimpShapeLoader::getMetaInt(const char* key, S32& intVal)
  594. {
  595. if (!mScene || !mScene->mMetaData)
  596. return false;
  597. String keyStr = key;
  598. for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
  599. {
  600. if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
  601. {
  602. if (mScene->mMetaData->mValues[n].mType == AI_INT32)
  603. {
  604. intVal = *((S32*)(mScene->mMetaData->mValues[n].mData));
  605. return true;
  606. }
  607. }
  608. }
  609. return false;
  610. }
  611. bool AssimpShapeLoader::getMetaFloat(const char* key, F32& floatVal)
  612. {
  613. if (!mScene || !mScene->mMetaData)
  614. return false;
  615. String keyStr = key;
  616. for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
  617. {
  618. if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
  619. {
  620. if (mScene->mMetaData->mValues[n].mType == AI_FLOAT)
  621. {
  622. floatVal = *((F32*)mScene->mMetaData->mValues[n].mData);
  623. return true;
  624. }
  625. }
  626. }
  627. return false;
  628. }
  629. bool AssimpShapeLoader::getMetaDouble(const char* key, F64& doubleVal)
  630. {
  631. if (!mScene || !mScene->mMetaData)
  632. return false;
  633. String keyStr = key;
  634. for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
  635. {
  636. if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
  637. {
  638. if (mScene->mMetaData->mValues[n].mType == AI_DOUBLE)
  639. {
  640. doubleVal = *((F64*)mScene->mMetaData->mValues[n].mData);
  641. return true;
  642. }
  643. }
  644. }
  645. return false;
  646. }
  647. bool AssimpShapeLoader::getMetaString(const char* key, String& stringVal)
  648. {
  649. if (!mScene || !mScene->mMetaData)
  650. return false;
  651. String keyStr = key;
  652. for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
  653. {
  654. if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
  655. {
  656. if (mScene->mMetaData->mValues[n].mType == AI_AISTRING)
  657. {
  658. aiString valString;
  659. mScene->mMetaData->Get<aiString>(mScene->mMetaData->mKeys[n], valString);
  660. stringVal = valString.C_Str();
  661. return true;
  662. }
  663. }
  664. }
  665. return false;
  666. }
  667. //-----------------------------------------------------------------------------
  668. /// This function is invoked by the resource manager based on file extension.
  669. TSShape* assimpLoadShape(const Torque::Path &path)
  670. {
  671. // TODO: add .cached.dts generation.
  672. // Generate the cached filename
  673. Torque::Path cachedPath(path);
  674. cachedPath.setExtension("cached.dts");
  675. // Check if an up-to-date cached DTS version of this file exists, and
  676. // if so, use that instead.
  677. if (AssimpShapeLoader::canLoadCachedDTS(path))
  678. {
  679. FileStream cachedStream;
  680. cachedStream.open(cachedPath.getFullPath(), Torque::FS::File::Read);
  681. if (cachedStream.getStatus() == Stream::Ok)
  682. {
  683. TSShape *shape = new TSShape;
  684. bool readSuccess = shape->read(&cachedStream);
  685. cachedStream.close();
  686. if (readSuccess)
  687. {
  688. #ifdef TORQUE_DEBUG
  689. Con::printf("Loaded cached shape from %s", cachedPath.getFullPath().c_str());
  690. #endif
  691. return shape;
  692. }
  693. else
  694. delete shape;
  695. }
  696. Con::warnf("Failed to load cached shape from %s", cachedPath.getFullPath().c_str());
  697. }
  698. if (!Torque::FS::IsFile(path))
  699. {
  700. // File does not exist, bail.
  701. return NULL;
  702. }
  703. // Allow TSShapeConstructor object to override properties
  704. ColladaUtils::getOptions().reset();
  705. TSShapeConstructor* tscon = TSShapeConstructor::findShapeConstructorByFilename(path.getFullPath());
  706. if (tscon)
  707. {
  708. ColladaUtils::getOptions() = tscon->mOptions;
  709. }
  710. AssimpShapeLoader loader;
  711. TSShape* tss = loader.generateShape(path);
  712. if (tss)
  713. {
  714. TSShapeLoader::updateProgress(TSShapeLoader::Load_Complete, "Import complete");
  715. Con::printf("[ASSIMP] Shape created successfully.");
  716. // Cache the model to a DTS file for faster loading next time.
  717. FileStream dtsStream;
  718. if (dtsStream.open(cachedPath.getFullPath(), Torque::FS::File::Write))
  719. {
  720. Con::printf("Writing cached shape to %s", cachedPath.getFullPath().c_str());
  721. tss->write(&dtsStream);
  722. }
  723. loader.updateMaterialsScript(path);
  724. }
  725. loader.releaseImport();
  726. return tss;
  727. }
  728. DefineEngineFunction(GetShapeInfo, bool, (const char* shapePath, const char* ctrl, bool loadCachedDts), ("", "", true),
  729. "(string shapePath, GuiTreeViewCtrl ctrl) Collect scene information from "
  730. "a shape file and store it in a GuiTreeView control. This function is "
  731. "used by the assimp import gui to show a preview of the scene contents "
  732. "prior to import, and is probably not much use for anything else.\n"
  733. "@param shapePath shape filename\n"
  734. "@param ctrl GuiTreeView control to add elements to\n"
  735. "@return true if successful, false otherwise\n"
  736. "@ingroup Editors\n"
  737. "@internal")
  738. {
  739. GuiTreeViewCtrl* tree;
  740. if (!Sim::findObject(ctrl, tree))
  741. {
  742. Con::errorf("enumColladaScene::Could not find GuiTreeViewCtrl '%s'", ctrl);
  743. return false;
  744. }
  745. // Check if a cached DTS is available => no need to import the source file
  746. // if we can load the DTS instead
  747. Torque::Path path(shapePath);
  748. if (loadCachedDts && AssimpShapeLoader::canLoadCachedDTS(path))
  749. return false;
  750. AssimpShapeLoader loader;
  751. return loader.fillGuiTreeView(shapePath, tree);
  752. }