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. 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. // Check for animations and process those.
  200. processAnimations();
  201. }
  202. else
  203. {
  204. TSShapeLoader::updateProgress(TSShapeLoader::Load_Complete, "Import failed");
  205. Con::printf("[ASSIMP] Import Error: %s", aiGetErrorString());
  206. }
  207. aiDetachLogStream(&shapeLog);
  208. }
  209. void AssimpShapeLoader::processAnimations()
  210. {
  211. for(U32 n = 0; n < mScene->mNumAnimations; ++n)
  212. {
  213. Con::printf("[ASSIMP] Animation Found: %s", mScene->mAnimations[n]->mName.C_Str());
  214. AssimpAppSequence* newAssimpSeq = new AssimpAppSequence(mScene->mAnimations[n]);
  215. appSequences.push_back(newAssimpSeq);
  216. }
  217. }
  218. void AssimpShapeLoader::computeBounds(Box3F& bounds)
  219. {
  220. TSShapeLoader::computeBounds(bounds);
  221. // Check if the model origin needs adjusting
  222. bool adjustCenter = ColladaUtils::getOptions().adjustCenter;
  223. bool adjustFloor = ColladaUtils::getOptions().adjustFloor;
  224. if (bounds.isValidBox() && (adjustCenter || adjustFloor))
  225. {
  226. // Compute shape offset
  227. Point3F shapeOffset = Point3F::Zero;
  228. if (adjustCenter)
  229. {
  230. bounds.getCenter(&shapeOffset);
  231. shapeOffset = -shapeOffset;
  232. }
  233. if (adjustFloor)
  234. shapeOffset.z = -bounds.minExtents.z;
  235. // Adjust bounds
  236. bounds.minExtents += shapeOffset;
  237. bounds.maxExtents += shapeOffset;
  238. // Now adjust all positions for root level nodes (nodes with no parent)
  239. for (S32 iNode = 0; iNode < shape->nodes.size(); iNode++)
  240. {
  241. if (!appNodes[iNode]->isParentRoot())
  242. continue;
  243. // Adjust default translation
  244. shape->defaultTranslations[iNode] += shapeOffset;
  245. // Adjust animated translations
  246. for (S32 iSeq = 0; iSeq < shape->sequences.size(); iSeq++)
  247. {
  248. const TSShape::Sequence& seq = shape->sequences[iSeq];
  249. if (seq.translationMatters.test(iNode))
  250. {
  251. for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
  252. {
  253. S32 index = seq.baseTranslation + seq.translationMatters.count(iNode)*seq.numKeyframes + iFrame;
  254. shape->nodeTranslations[index] += shapeOffset;
  255. }
  256. }
  257. }
  258. }
  259. }
  260. }
  261. bool AssimpShapeLoader::fillGuiTreeView(const char* sourceShapePath, GuiTreeViewCtrl* tree)
  262. {
  263. Assimp::Importer importer;
  264. Torque::Path path(sourceShapePath);
  265. String cleanFile = AppMaterial::cleanString(path.getFileName());
  266. // Attempt to import with Assimp.
  267. const aiScene* shapeScene = importer.ReadFile(path.getFullPath().c_str(), (aiProcessPreset_TargetRealtime_Quality | aiProcess_CalcTangentSpace)
  268. & ~aiProcess_RemoveRedundantMaterials & ~aiProcess_GenSmoothNormals);
  269. if (!shapeScene)
  270. {
  271. Con::printf("AssimpShapeLoader::fillGuiTreeView - Assimp Error: %s", importer.GetErrorString());
  272. return false;
  273. }
  274. mScene = shapeScene;
  275. // Initialize tree
  276. tree->removeItem(0);
  277. S32 meshItem = tree->insertItem(0, "Meshes", String::ToString("%i", shapeScene->mNumMeshes));
  278. S32 matItem = tree->insertItem(0, "Materials", String::ToString("%i", shapeScene->mNumMaterials));
  279. S32 animItem = tree->insertItem(0, "Animations", String::ToString("%i", shapeScene->mNumAnimations));
  280. //S32 lightsItem = tree->insertItem(0, "Lights", String::ToString("%i", shapeScene->mNumLights));
  281. //S32 texturesItem = tree->insertItem(0, "Textures", String::ToString("%i", shapeScene->mNumTextures));
  282. //Details!
  283. U32 numPolys = 0;
  284. U32 numVerts = 0;
  285. for (U32 i = 0; i < shapeScene->mNumMeshes; i++)
  286. {
  287. tree->insertItem(meshItem, String::ToString("%s", shapeScene->mMeshes[i]->mName.C_Str()));
  288. numPolys += shapeScene->mMeshes[i]->mNumFaces;
  289. numVerts += shapeScene->mMeshes[i]->mNumVertices;
  290. }
  291. U32 defaultMatNumber = 0;
  292. for (U32 i = 0; i < shapeScene->mNumMaterials; i++)
  293. {
  294. aiMaterial* aiMat = shapeScene->mMaterials[i];
  295. aiString matName;
  296. aiMat->Get(AI_MATKEY_NAME, matName);
  297. String name = matName.C_Str();
  298. if (name.isEmpty())
  299. {
  300. name = AppMaterial::cleanString(path.getFileName());
  301. name += "_defMat";
  302. name += String::ToString("%d", defaultMatNumber);
  303. defaultMatNumber++;
  304. }
  305. aiString texPath;
  306. aiMat->GetTexture(aiTextureType::aiTextureType_DIFFUSE, 0, &texPath);
  307. String texName = texPath.C_Str();
  308. if (texName.isEmpty())
  309. {
  310. aiColor3D read_color(1.f, 1.f, 1.f);
  311. if (AI_SUCCESS == aiMat->Get(AI_MATKEY_COLOR_DIFFUSE, read_color))
  312. 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
  313. else
  314. texName = "No Texture";
  315. }
  316. else
  317. texName = AssimpAppMaterial::cleanTextureName(texName, cleanFile, sourceShapePath, true);
  318. tree->insertItem(matItem, String::ToString("%s", name.c_str()), String::ToString("%s", texName.c_str()));
  319. }
  320. for (U32 i = 0; i < shapeScene->mNumAnimations; i++)
  321. {
  322. String sequenceName = shapeScene->mAnimations[i]->mName.C_Str();
  323. if (sequenceName.isEmpty())
  324. sequenceName = "ambient";
  325. tree->insertItem(animItem, sequenceName.c_str());
  326. }
  327. U32 numNodes = 0;
  328. if (shapeScene->mRootNode)
  329. {
  330. S32 nodesItem = tree->insertItem(0, "Nodes", "");
  331. addNodeToTree(nodesItem, shapeScene->mRootNode, tree, numNodes);
  332. tree->setItemValue(nodesItem, String::ToString("%i", numNodes));
  333. }
  334. U32 numMetaTags = shapeScene->mMetaData ? shapeScene->mMetaData->mNumProperties : 0;
  335. if (numMetaTags)
  336. addMetaDataToTree(shapeScene->mMetaData, tree);
  337. F64 unit;
  338. if (!getMetaDouble("UnitScaleFactor", unit))
  339. unit = 1.0f;
  340. S32 upAxis;
  341. if (!getMetaInt("UpAxis", upAxis))
  342. upAxis = UPAXISTYPE_Z_UP;
  343. /*for (U32 i = 0; i < shapeScene->mNumLights; i++)
  344. {
  345. treeObj->insertItem(lightsItem, String::ToString("%s", shapeScene->mLights[i]->mType));
  346. }*/
  347. // Store shape information in the tree control
  348. tree->setDataField(StringTable->insert("_nodeCount"), 0, avar("%d", numNodes));
  349. tree->setDataField(StringTable->insert("_meshCount"), 0, avar("%d", shapeScene->mNumMeshes));
  350. tree->setDataField(StringTable->insert("_polygonCount"), 0, avar("%d", numPolys));
  351. tree->setDataField(StringTable->insert("_materialCount"), 0, avar("%d", shapeScene->mNumMaterials));
  352. tree->setDataField(StringTable->insert("_lightCount"), 0, avar("%d", shapeScene->mNumLights));
  353. tree->setDataField(StringTable->insert("_animCount"), 0, avar("%d", shapeScene->mNumAnimations));
  354. tree->setDataField(StringTable->insert("_textureCount"), 0, avar("%d", shapeScene->mNumTextures));
  355. tree->setDataField(StringTable->insert("_vertCount"), 0, avar("%d", numVerts));
  356. tree->setDataField(StringTable->insert("_metaTagCount"), 0, avar("%d", numMetaTags));
  357. tree->setDataField(StringTable->insert("_unit"), 0, avar("%g", (F32)unit));
  358. if (upAxis == UPAXISTYPE_X_UP)
  359. tree->setDataField(StringTable->insert("_upAxis"), 0, "X_AXIS");
  360. else if (upAxis == UPAXISTYPE_Y_UP)
  361. tree->setDataField(StringTable->insert("_upAxis"), 0, "Y_AXIS");
  362. else
  363. tree->setDataField(StringTable->insert("_upAxis"), 0, "Z_AXIS");
  364. return true;
  365. }
  366. void AssimpShapeLoader::updateMaterialsScript(const Torque::Path &path)
  367. {
  368. return;
  369. Torque::Path scriptPath(path);
  370. scriptPath.setFileName("materials");
  371. scriptPath.setExtension(TORQUE_SCRIPT_EXTENSION);
  372. // First see what materials we need to update
  373. PersistenceManager persistMgr;
  374. for ( U32 iMat = 0; iMat < AppMesh::appMaterials.size(); iMat++ )
  375. {
  376. AssimpAppMaterial *mat = dynamic_cast<AssimpAppMaterial*>( AppMesh::appMaterials[iMat] );
  377. if ( mat )
  378. {
  379. Material *mappedMat;
  380. if ( Sim::findObject( MATMGR->getMapEntry( mat->getName() ), mappedMat ) )
  381. {
  382. // Only update existing materials if forced to
  383. if (ColladaUtils::getOptions().forceUpdateMaterials)
  384. {
  385. mat->initMaterial(scriptPath, mappedMat);
  386. persistMgr.setDirty(mappedMat);
  387. }
  388. }
  389. else
  390. {
  391. // Create a new material definition
  392. persistMgr.setDirty( mat->createMaterial( scriptPath ), scriptPath.getFullPath() );
  393. }
  394. }
  395. }
  396. if ( persistMgr.getDirtyList().empty() )
  397. return;
  398. persistMgr.saveDirty();
  399. }
  400. /// Check if an up-to-date cached DTS is available for this DAE file
  401. bool AssimpShapeLoader::canLoadCachedDTS(const Torque::Path& path)
  402. {
  403. // Generate the cached filename
  404. Torque::Path cachedPath(path);
  405. cachedPath.setExtension("cached.dts");
  406. // Check if a cached DTS newer than this file is available
  407. FileTime cachedModifyTime;
  408. if (Platform::getFileTimes(cachedPath.getFullPath(), NULL, &cachedModifyTime))
  409. {
  410. bool forceLoad = Con::getBoolVariable("$assimp::forceLoad", false);
  411. FileTime daeModifyTime;
  412. if (!Platform::getFileTimes(path.getFullPath(), NULL, &daeModifyTime) ||
  413. (!forceLoad && (Platform::compareFileTimes(cachedModifyTime, daeModifyTime) >= 0) ))
  414. {
  415. // Original file not found, or cached DTS is newer
  416. return true;
  417. }
  418. }
  419. return false;
  420. }
  421. void AssimpShapeLoader::assimpLogCallback(const char* message, char* user)
  422. {
  423. Con::printf("[Assimp log message] %s", StringUnit::getUnit(message, 0, "\n"));
  424. }
  425. bool AssimpShapeLoader::ignoreNode(const String& name)
  426. {
  427. // Do not add AssimpFbx dummy nodes to the TSShape. See: Assimp::FBX::ImportSettings::preservePivots
  428. // https://github.com/assimp/assimp/blob/master/code/FBXImportSettings.h#L116-L135
  429. if (name.find("_$AssimpFbx$_") != String::NPos)
  430. return true;
  431. if (FindMatch::isMatchMultipleExprs(ColladaUtils::getOptions().alwaysImport, name, false))
  432. return false;
  433. return FindMatch::isMatchMultipleExprs(ColladaUtils::getOptions().neverImport, name, false);
  434. }
  435. bool AssimpShapeLoader::ignoreMesh(const String& name)
  436. {
  437. if (FindMatch::isMatchMultipleExprs(ColladaUtils::getOptions().alwaysImportMesh, name, false))
  438. return false;
  439. else
  440. return FindMatch::isMatchMultipleExprs(ColladaUtils::getOptions().neverImportMesh, name, false);
  441. }
  442. void AssimpShapeLoader::detectDetails()
  443. {
  444. // Set LOD option
  445. bool singleDetail = true;
  446. switch (ColladaUtils::getOptions().lodType)
  447. {
  448. case ColladaUtils::ImportOptions::DetectDTS:
  449. // Check for a baseXX->startXX hierarchy at the top-level, if we find
  450. // one, use trailing numbers for LOD, otherwise use a single size
  451. for (S32 iNode = 0; singleDetail && (iNode < mScene->mRootNode->mNumChildren); iNode++) {
  452. aiNode* node = mScene->mRootNode->mChildren[iNode];
  453. if (node && dStrStartsWith(node->mName.C_Str(), "base")) {
  454. for (S32 iChild = 0; iChild < node->mNumChildren; iChild++) {
  455. aiNode* child = node->mChildren[iChild];
  456. if (child && dStrStartsWith(child->mName.C_Str(), "start")) {
  457. singleDetail = false;
  458. break;
  459. }
  460. }
  461. }
  462. }
  463. break;
  464. case ColladaUtils::ImportOptions::SingleSize:
  465. singleDetail = true;
  466. break;
  467. case ColladaUtils::ImportOptions::TrailingNumber:
  468. singleDetail = false;
  469. break;
  470. default:
  471. break;
  472. }
  473. AssimpAppMesh::fixDetailSize(singleDetail, ColladaUtils::getOptions().singleDetailSize);
  474. }
  475. void AssimpShapeLoader::extractTexture(U32 index, aiTexture* pTex)
  476. { // Cache an embedded texture to disk
  477. updateProgress(Load_EnumerateScene, "Extracting Textures...", mScene->mNumTextures, index);
  478. Con::printf("[Assimp] Extracting Texture %s, W: %d, H: %d, %d of %d, format hint: (%s)", pTex->mFilename.C_Str(),
  479. pTex->mWidth, pTex->mHeight, index, mScene->mNumTextures, pTex->achFormatHint);
  480. // Create the texture filename
  481. String cleanFile = AppMaterial::cleanString(TSShapeLoader::getShapePath().getFileName());
  482. String texName = String::ToString("%s_cachedTex%d", cleanFile.c_str(), index);
  483. Torque::Path texPath = shapePath;
  484. texPath.setFileName(texName);
  485. if (pTex->mHeight == 0)
  486. { // Compressed format, write the data directly to disc
  487. texPath.setExtension(pTex->achFormatHint);
  488. FileStream *outputStream;
  489. if ((outputStream = FileStream::createAndOpen(texPath.getFullPath(), Torque::FS::File::Write)) != NULL)
  490. {
  491. outputStream->setPosition(0);
  492. outputStream->write(pTex->mWidth, pTex->pcData);
  493. outputStream->close();
  494. delete outputStream;
  495. }
  496. }
  497. else
  498. { // Embedded pixel data, fill a bitmap and save it.
  499. GFXTexHandle shapeTex;
  500. shapeTex.set(pTex->mWidth, pTex->mHeight, GFXFormatR8G8B8A8_SRGB, &GFXDynamicTextureSRGBProfile,
  501. String::ToString("AssimpShapeLoader (%s:%i)", __FILE__, __LINE__), 1, 0);
  502. GFXLockedRect *rect = shapeTex.lock();
  503. for (U32 y = 0; y < pTex->mHeight; ++y)
  504. {
  505. for (U32 x = 0; x < pTex->mWidth; ++x)
  506. {
  507. U32 targetIndex = (y * rect->pitch) + (x * 4);
  508. U32 sourceIndex = ((y * pTex->mWidth) + x) * 4;
  509. rect->bits[targetIndex] = pTex->pcData[sourceIndex].r;
  510. rect->bits[targetIndex + 1] = pTex->pcData[sourceIndex].g;
  511. rect->bits[targetIndex + 2] = pTex->pcData[sourceIndex].b;
  512. rect->bits[targetIndex + 3] = pTex->pcData[sourceIndex].a;
  513. }
  514. }
  515. shapeTex.unlock();
  516. texPath.setExtension("png");
  517. shapeTex->dumpToDisk("PNG", texPath.getFullPath());
  518. }
  519. }
  520. void AssimpShapeLoader::addNodeToTree(S32 parentItem, aiNode* node, GuiTreeViewCtrl* tree, U32& nodeCount)
  521. {
  522. // Add this node
  523. S32 nodeItem = parentItem;
  524. String nodeName = node->mName.C_Str();
  525. if (!ignoreNode(nodeName))
  526. {
  527. if (nodeName.isEmpty())
  528. nodeName = "null";
  529. nodeItem = tree->insertItem(parentItem, nodeName.c_str(), String::ToString("%i", node->mNumChildren));
  530. nodeCount++;
  531. }
  532. // Add any child nodes
  533. for (U32 n = 0; n < node->mNumChildren; ++n)
  534. addNodeToTree(nodeItem, node->mChildren[n], tree, nodeCount);
  535. }
  536. void AssimpShapeLoader::addMetaDataToTree(const aiMetadata* metaData, GuiTreeViewCtrl* tree)
  537. {
  538. S32 metaItem = tree->insertItem(0, "MetaData", String::ToString("%i", metaData->mNumProperties));
  539. aiString valString;
  540. aiVector3D valVec;
  541. for (U32 n = 0; n < metaData->mNumProperties; ++n)
  542. {
  543. String keyStr = metaData->mKeys[n].C_Str();
  544. keyStr += ": ";
  545. switch (metaData->mValues[n].mType)
  546. {
  547. case AI_BOOL:
  548. keyStr += ((bool)metaData->mValues[n].mData) ? "true" : "false";
  549. break;
  550. case AI_INT32:
  551. keyStr += String::ToString(*((S32*)(metaData->mValues[n].mData)));
  552. break;
  553. case AI_UINT64:
  554. keyStr += String::ToString("%I64u", *((U64*)metaData->mValues[n].mData));
  555. break;
  556. case AI_FLOAT:
  557. keyStr += String::ToString(*((F32*)metaData->mValues[n].mData));
  558. break;
  559. case AI_DOUBLE:
  560. keyStr += String::ToString(*((F64*)metaData->mValues[n].mData));
  561. break;
  562. case AI_AISTRING:
  563. metaData->Get<aiString>(metaData->mKeys[n], valString);
  564. keyStr += valString.C_Str();
  565. break;
  566. case AI_AIVECTOR3D:
  567. metaData->Get<aiVector3D>(metaData->mKeys[n], valVec);
  568. keyStr += String::ToString("%f, %f, %f", valVec.x, valVec.y, valVec.z);
  569. break;
  570. default:
  571. break;
  572. }
  573. tree->insertItem(metaItem, keyStr.c_str(), String::ToString("%i", n));
  574. }
  575. }
  576. bool AssimpShapeLoader::getMetabool(const char* key, bool& boolVal)
  577. {
  578. if (!mScene || !mScene->mMetaData)
  579. return false;
  580. String keyStr = key;
  581. for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
  582. {
  583. if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
  584. {
  585. if (mScene->mMetaData->mValues[n].mType == AI_BOOL)
  586. {
  587. boolVal = (bool)mScene->mMetaData->mValues[n].mData;
  588. return true;
  589. }
  590. }
  591. }
  592. return false;
  593. }
  594. bool AssimpShapeLoader::getMetaInt(const char* key, S32& intVal)
  595. {
  596. if (!mScene || !mScene->mMetaData)
  597. return false;
  598. String keyStr = key;
  599. for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
  600. {
  601. if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
  602. {
  603. if (mScene->mMetaData->mValues[n].mType == AI_INT32)
  604. {
  605. intVal = *((S32*)(mScene->mMetaData->mValues[n].mData));
  606. return true;
  607. }
  608. }
  609. }
  610. return false;
  611. }
  612. bool AssimpShapeLoader::getMetaFloat(const char* key, F32& floatVal)
  613. {
  614. if (!mScene || !mScene->mMetaData)
  615. return false;
  616. String keyStr = key;
  617. for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
  618. {
  619. if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
  620. {
  621. if (mScene->mMetaData->mValues[n].mType == AI_FLOAT)
  622. {
  623. floatVal = *((F32*)mScene->mMetaData->mValues[n].mData);
  624. return true;
  625. }
  626. }
  627. }
  628. return false;
  629. }
  630. bool AssimpShapeLoader::getMetaDouble(const char* key, F64& doubleVal)
  631. {
  632. if (!mScene || !mScene->mMetaData)
  633. return false;
  634. String keyStr = key;
  635. for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
  636. {
  637. if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
  638. {
  639. if (mScene->mMetaData->mValues[n].mType == AI_DOUBLE)
  640. {
  641. doubleVal = *((F64*)mScene->mMetaData->mValues[n].mData);
  642. return true;
  643. }
  644. }
  645. }
  646. return false;
  647. }
  648. bool AssimpShapeLoader::getMetaString(const char* key, String& stringVal)
  649. {
  650. if (!mScene || !mScene->mMetaData)
  651. return false;
  652. String keyStr = key;
  653. for (U32 n = 0; n < mScene->mMetaData->mNumProperties; ++n)
  654. {
  655. if (keyStr.equal(mScene->mMetaData->mKeys[n].C_Str(), String::NoCase))
  656. {
  657. if (mScene->mMetaData->mValues[n].mType == AI_AISTRING)
  658. {
  659. aiString valString;
  660. mScene->mMetaData->Get<aiString>(mScene->mMetaData->mKeys[n], valString);
  661. stringVal = valString.C_Str();
  662. return true;
  663. }
  664. }
  665. }
  666. return false;
  667. }
  668. //-----------------------------------------------------------------------------
  669. /// This function is invoked by the resource manager based on file extension.
  670. TSShape* assimpLoadShape(const Torque::Path &path)
  671. {
  672. // TODO: add .cached.dts generation.
  673. // Generate the cached filename
  674. Torque::Path cachedPath(path);
  675. cachedPath.setExtension("cached.dts");
  676. // Check if an up-to-date cached DTS version of this file exists, and
  677. // if so, use that instead.
  678. if (AssimpShapeLoader::canLoadCachedDTS(path))
  679. {
  680. FileStream cachedStream;
  681. cachedStream.open(cachedPath.getFullPath(), Torque::FS::File::Read);
  682. if (cachedStream.getStatus() == Stream::Ok)
  683. {
  684. TSShape *shape = new TSShape;
  685. bool readSuccess = shape->read(&cachedStream);
  686. cachedStream.close();
  687. if (readSuccess)
  688. {
  689. #ifdef TORQUE_DEBUG
  690. Con::printf("Loaded cached shape from %s", cachedPath.getFullPath().c_str());
  691. #endif
  692. return shape;
  693. }
  694. else
  695. delete shape;
  696. }
  697. Con::warnf("Failed to load cached shape from %s", cachedPath.getFullPath().c_str());
  698. }
  699. if (!Torque::FS::IsFile(path))
  700. {
  701. // File does not exist, bail.
  702. return NULL;
  703. }
  704. // Allow TSShapeConstructor object to override properties
  705. ColladaUtils::getOptions().reset();
  706. TSShapeConstructor* tscon = TSShapeConstructor::findShapeConstructorByFilename(path.getFullPath());
  707. if (tscon)
  708. {
  709. ColladaUtils::getOptions() = tscon->mOptions;
  710. }
  711. AssimpShapeLoader loader;
  712. TSShape* tss = loader.generateShape(path);
  713. if (tss)
  714. {
  715. TSShapeLoader::updateProgress(TSShapeLoader::Load_Complete, "Import complete");
  716. Con::printf("[ASSIMP] Shape created successfully.");
  717. // Cache the model to a DTS file for faster loading next time.
  718. FileStream dtsStream;
  719. if (dtsStream.open(cachedPath.getFullPath(), Torque::FS::File::Write))
  720. {
  721. Con::printf("Writing cached shape to %s", cachedPath.getFullPath().c_str());
  722. tss->write(&dtsStream);
  723. }
  724. loader.updateMaterialsScript(path);
  725. }
  726. loader.releaseImport();
  727. return tss;
  728. }
  729. DefineEngineFunction(GetShapeInfo, bool, (const char* shapePath, const char* ctrl, bool loadCachedDts), ("", "", true),
  730. "(string shapePath, GuiTreeViewCtrl ctrl) Collect scene information from "
  731. "a shape file and store it in a GuiTreeView control. This function is "
  732. "used by the assimp import gui to show a preview of the scene contents "
  733. "prior to import, and is probably not much use for anything else.\n"
  734. "@param shapePath shape filename\n"
  735. "@param ctrl GuiTreeView control to add elements to\n"
  736. "@return true if successful, false otherwise\n"
  737. "@ingroup Editors\n"
  738. "@internal")
  739. {
  740. GuiTreeViewCtrl* tree;
  741. if (!Sim::findObject(ctrl, tree))
  742. {
  743. Con::errorf("enumColladaScene::Could not find GuiTreeViewCtrl '%s'", ctrl);
  744. return false;
  745. }
  746. // Check if a cached DTS is available => no need to import the source file
  747. // if we can load the DTS instead
  748. Torque::Path path(shapePath);
  749. if (loadCachedDts && AssimpShapeLoader::canLoadCachedDTS(path))
  750. return false;
  751. AssimpShapeLoader loader;
  752. return loader.fillGuiTreeView(shapePath, tree);
  753. }