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- //
- // Copyright (c) 2008-2015 the Atomic project.
- //
- // 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.
- //
- // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
- // Please see LICENSE.md in repository root for license information
- // https://github.com/AtomicGameEngine/AtomicGameEngine
- #include <Atomic/Core/ProcessUtils.h>
- #include <Atomic/IO/Log.h>
- #include <Atomic/IO/File.h>
- #include <Atomic/IO/FileSystem.h>
- #include <Atomic/Atomic3D/AnimatedModel.h>
- #include <Atomic/Atomic3D/Animation.h>
- #include "OpenAssetImporter.h"
- namespace ToolCore
- {
- OpenAssetImporter::OpenAssetImporter(Context* context) : Object(context) ,
- scene_(0),
- rootNode_(0),
- useSubdirs_(true),
- localIDs_(false),
- saveBinary_(false),
- createZone_(true),
- noAnimations_(false),
- noHierarchy_(false),
- noMaterials_(false),
- noTextures_(false),
- noMaterialDiffuseColor_(false),
- noEmptyNodes_(false),
- saveMaterialList_(false),
- includeNonSkinningBones_(false),
- verboseLog_(false),
- emissiveAO_(false),
- noOverwriteMaterial_(false),
- noOverwriteTexture_(false),
- noOverwriteNewerTexture_(false),
- checkUniqueModel_(true),
- defaultTicksPerSecond_(4800.0f)
- {
- aiFlagsDefault_ =
- aiProcess_ConvertToLeftHanded |
- aiProcess_JoinIdenticalVertices |
- aiProcess_Triangulate |
- aiProcess_GenSmoothNormals |
- aiProcess_LimitBoneWeights |
- aiProcess_ImproveCacheLocality |
- aiProcess_RemoveRedundantMaterials |
- aiProcess_FixInfacingNormals |
- aiProcess_FindInvalidData |
- aiProcess_GenUVCoords |
- aiProcess_FindInstances |
- aiProcess_OptimizeMeshes;
- aiCurrentFlags_ = aiFlagsDefault_;
- }
- bool OpenAssetImporter::Load(const String &assetPath)
- {
- if (verboseLog_)
- Assimp::DefaultLogger::create("", Assimp::Logger::VERBOSE, aiDefaultLogStream_STDOUT);
- PrintLine("Reading file " + assetPath);
- scene_ = aiImportFile(GetNativePath(assetPath).CString(), aiCurrentFlags_);
- if (!scene_)
- ErrorExit("Could not open or parse input file " + assetPath + ": " + String(aiGetErrorString()));
- if (verboseLog_)
- Assimp::DefaultLogger::kill();
- return true;
- }
- String OpenAssetImporter::GetMeshMaterialName(aiMesh* mesh)
- {
- aiMaterial* material = scene_->mMaterials[mesh->mMaterialIndex];
- aiString matNameStr;
- material->Get(AI_MATKEY_NAME, matNameStr);
- String matName = SanitateAssetName(FromAIString(matNameStr));
- if (matName.Trimmed().Empty())
- matName = GenerateMaterialName(material);
- return (useSubdirs_ ? "Materials/" : "") + matName + ".xml";
- }
- String OpenAssetImporter::GenerateMaterialName(aiMaterial* material)
- {
- for (unsigned i = 0; i < scene_->mNumMaterials; ++i)
- {
- if (scene_->mMaterials[i] == material)
- return inputName_ + "_Material" + String(i);
- }
- // Should not go here
- return String::EMPTY;
- }
- String OpenAssetImporter::GetMaterialTextureName(const String& nameIn)
- {
- // Detect assimp embedded texture
- if (nameIn.Length() && nameIn[0] == '*')
- return GenerateTextureName(ToInt(nameIn.Substring(1)));
- else
- return (useSubdirs_ ? "Textures/" : "") + nameIn;
- }
- String OpenAssetImporter::GenerateTextureName(unsigned texIndex)
- {
- if (texIndex < scene_->mNumTextures)
- {
- // If embedded texture contains encoded data, use the format hint for file extension. Else save RGBA8 data as PNG
- aiTexture* tex = scene_->mTextures[texIndex];
- if (!tex->mHeight)
- return (useSubdirs_ ? "Textures/" : "") + inputName_ + "_Texture" + String(texIndex) + "." + tex->achFormatHint;
- else
- return (useSubdirs_ ? "Textures/" : "") + inputName_ + "_Texture" + String(texIndex) + ".png";
- }
- // Should not go here
- return String::EMPTY;
- }
- void OpenAssetImporter::CollectSceneModels(OutScene& scene, aiNode* node)
- {
- Vector<Pair<aiNode*, aiMesh*> > meshes;
- GetMeshesUnderNode(scene_, meshes, node);
- if (meshes.Size())
- {
- OutModel model;
- model.rootNode_ = node;
- model.outName_ = resourcePath_ + (useSubdirs_ ? "Models/" : "") + SanitateAssetName(FromAIString(node->mName)) + ".mdl";
- for (unsigned i = 0; i < meshes.Size(); ++i)
- {
- aiMesh* mesh = meshes[i].second_;
- unsigned meshIndex = GetMeshIndex(scene_, mesh);
- model.meshIndices_.Insert(meshIndex);
- model.meshes_.Push(mesh);
- model.meshNodes_.Push(meshes[i].first_);
- model.totalVertices_ += mesh->mNumVertices;
- model.totalIndices_ += GetNumValidFaces(mesh) * 3;
- }
- // Check if a model with identical mesh indices already exists. If yes, do not export twice
- bool unique = true;
- if (checkUniqueModel_)
- {
- for (unsigned i = 0; i < scene.models_.Size(); ++i)
- {
- if (scene.models_[i].meshIndices_ == model.meshIndices_)
- {
- PrintLine("Added node " + FromAIString(node->mName));
- scene.nodes_.Push(node);
- scene.nodeModelIndices_.Push(i);
- unique = false;
- break;
- }
- }
- }
- if (unique)
- {
- PrintLine("Added model " + model.outName_);
- PrintLine("Added node " + FromAIString(node->mName));
- CollectBones(model);
- BuildBoneCollisionInfo(model);
- if (!noAnimations_)
- {
- CollectAnimations(&model);
- BuildAndSaveAnimations(&model);
- }
- scene.models_.Push(model);
- scene.nodes_.Push(node);
- scene.nodeModelIndices_.Push(scene.models_.Size() - 1);
- }
- }
- for (unsigned i = 0; i < node->mNumChildren; ++i)
- CollectSceneModels(scene, node->mChildren[i]);
- }
- void OpenAssetImporter::CollectBones(OutModel& model, bool animationOnly)
- {
- HashSet<aiNode*> necessary;
- HashSet<aiNode*> rootNodes;
- for (unsigned i = 0; i < model.meshes_.Size(); ++i)
- {
- aiMesh* mesh = model.meshes_[i];
- aiNode* meshNode = model.meshNodes_[i];
- aiNode* meshParentNode = meshNode->mParent;
- aiNode* rootNode = 0;
- for (unsigned j = 0; j < mesh->mNumBones; ++j)
- {
- aiBone* bone = mesh->mBones[j];
- String boneName(FromAIString(bone->mName));
- aiNode* boneNode = GetNode(boneName, scene_->mRootNode, true);
- if (!boneNode)
- ErrorExit("Could not find scene node for bone " + boneName);
- necessary.Insert(boneNode);
- rootNode = boneNode;
- for (;;)
- {
- boneNode = boneNode->mParent;
- if (!boneNode || ((boneNode == meshNode || boneNode == meshParentNode) && !animationOnly))
- break;
- rootNode = boneNode;
- necessary.Insert(boneNode);
- }
- if (rootNodes.Find(rootNode) == rootNodes.End())
- rootNodes.Insert(rootNode);
- }
- }
- // If we find multiple root nodes, try to remedy by using their parent instead
- if (rootNodes.Size() > 1)
- {
- aiNode* commonParent = (*rootNodes.Begin())->mParent;
- for (HashSet<aiNode*>::Iterator i = rootNodes.Begin(); i != rootNodes.End(); ++i)
- {
- if (*i != commonParent)
- {
- if (!commonParent || (*i)->mParent != commonParent)
- ErrorExit("Skeleton with multiple root nodes found, not supported");
- }
- }
- rootNodes.Clear();
- rootNodes.Insert(commonParent);
- necessary.Insert(commonParent);
- }
- if (rootNodes.Empty())
- return;
- model.rootBone_ = *rootNodes.Begin();
- CollectBonesFinal(model.bones_, necessary, model.rootBone_);
- // Initialize the bone collision info
- model.boneRadii_.Resize(model.bones_.Size());
- model.boneHitboxes_.Resize(model.bones_.Size());
- for (unsigned i = 0; i < model.bones_.Size(); ++i)
- {
- model.boneRadii_[i] = 0.0f;
- model.boneHitboxes_[i] = BoundingBox(0.0f, 0.0f);
- }
- }
- void OpenAssetImporter::CollectBonesFinal(PODVector<aiNode*>& dest, const HashSet<aiNode*>& necessary, aiNode* node)
- {
- bool includeBone = necessary.Find(node) != necessary.End();
- String boneName = FromAIString(node->mName);
- // Check include/exclude filters for non-skinned bones
- if (!includeBone && includeNonSkinningBones_)
- {
- // If no includes specified, include by default but check for excludes
- if (nonSkinningBoneIncludes_.Empty())
- includeBone = true;
- // Check against includes/excludes
- for (unsigned i = 0; i < nonSkinningBoneIncludes_.Size(); ++i)
- {
- if (boneName.Contains(nonSkinningBoneIncludes_[i], false))
- {
- includeBone = true;
- break;
- }
- }
- for (unsigned i = 0; i < nonSkinningBoneExcludes_.Size(); ++i)
- {
- if (boneName.Contains(nonSkinningBoneExcludes_[i], false))
- {
- includeBone = false;
- break;
- }
- }
- if (includeBone)
- PrintLine("Including non-skinning bone " + boneName);
- }
- if (includeBone)
- dest.Push(node);
- for (unsigned i = 0; i < node->mNumChildren; ++i)
- CollectBonesFinal(dest, necessary, node->mChildren[i]);
- }
- void OpenAssetImporter::CollectAnimations(OutModel* model)
- {
- const aiScene* scene = scene_;
- for (unsigned i = 0; i < scene->mNumAnimations; ++i)
- {
- aiAnimation* anim = scene->mAnimations[i];
- if (allAnimations_.Contains(anim))
- continue;
- if (model)
- {
- bool modelBoneFound = false;
- for (unsigned j = 0; j < anim->mNumChannels; ++j)
- {
- aiNodeAnim* channel = anim->mChannels[j];
- String channelName = FromAIString(channel->mNodeName);
- if (GetBoneIndex(*model, channelName) != M_MAX_UNSIGNED)
- {
- modelBoneFound = true;
- break;
- }
- }
- if (modelBoneFound)
- {
- model->animations_.Push(anim);
- allAnimations_.Insert(anim);
- }
- }
- else
- {
- sceneAnimations_.Push(anim);
- allAnimations_.Insert(anim);
- }
- }
- /// \todo Vertex morphs are ignored for now
- }
- void OpenAssetImporter::BuildBoneCollisionInfo(OutModel& model)
- {
- for (unsigned i = 0; i < model.meshes_.Size(); ++i)
- {
- aiMesh* mesh = model.meshes_[i];
- for (unsigned j = 0; j < mesh->mNumBones; ++j)
- {
- aiBone* bone = mesh->mBones[j];
- String boneName = FromAIString(bone->mName);
- unsigned boneIndex = GetBoneIndex(model, boneName);
- if (boneIndex == M_MAX_UNSIGNED)
- continue;
- for (unsigned k = 0; k < bone->mNumWeights; ++k)
- {
- float weight = bone->mWeights[k].mWeight;
- // Require skinning weight to be sufficiently large before vertex contributes to bone hitbox
- if (weight > 0.33f)
- {
- aiVector3D vertexBoneSpace = bone->mOffsetMatrix * mesh->mVertices[bone->mWeights[k].mVertexId];
- Vector3 vertex = ToVector3(vertexBoneSpace);
- float radius = vertex.Length();
- if (radius > model.boneRadii_[boneIndex])
- model.boneRadii_[boneIndex] = radius;
- model.boneHitboxes_[boneIndex].Merge(vertex);
- }
- }
- }
- }
- }
- void OpenAssetImporter::BuildAndSaveAnimations(OutModel* model)
- {
- const PODVector<aiAnimation*>& animations = model ? model->animations_ : sceneAnimations_;
- for (unsigned i = 0; i < animations.Size(); ++i)
- {
- aiAnimation* anim = animations[i];
- float duration = (float)anim->mDuration;
- String animName = FromAIString(anim->mName);
- String animOutName;
- if (animName.Empty())
- animName = "Anim" + String(i + 1);
- if (model)
- animOutName = GetPath(model->outName_) + GetFileName(model->outName_) + "_" + SanitateAssetName(animName) + ".ani";
- else
- animOutName = outPath_ + SanitateAssetName(animName) + ".ani";
- float ticksPerSecond = (float)anim->mTicksPerSecond;
- // If ticks per second not specified, it's probably a .X file. In this case use the default tick rate
- if (ticksPerSecond < M_EPSILON)
- ticksPerSecond = defaultTicksPerSecond_;
- float tickConversion = 1.0f / ticksPerSecond;
- // Find out the start time of animation from each channel's first keyframe for adjusting the keyframe times
- // to start from zero
- float startTime = duration;
- for (unsigned j = 0; j < anim->mNumChannels; ++j)
- {
- aiNodeAnim* channel = anim->mChannels[j];
- if (channel->mNumPositionKeys > 0)
- startTime = Min(startTime, (float)channel->mPositionKeys[0].mTime);
- if (channel->mNumRotationKeys > 0)
- startTime = Min(startTime, (float)channel->mRotationKeys[0].mTime);
- if (channel->mScalingKeys > 0)
- startTime = Min(startTime, (float)channel->mScalingKeys[0].mTime);
- }
- duration -= startTime;
- SharedPtr<Animation> outAnim(new Animation(context_));
- outAnim->SetAnimationName(animName);
- outAnim->SetLength(duration * tickConversion);
- PrintLine("Writing animation " + animName + " length " + String(outAnim->GetLength()));
- Vector<AnimationTrack> tracks;
- for (unsigned j = 0; j < anim->mNumChannels; ++j)
- {
- aiNodeAnim* channel = anim->mChannels[j];
- String channelName = FromAIString(channel->mNodeName);
- aiNode* boneNode = 0;
- bool isRootBone = false;
- if (model)
- {
- unsigned boneIndex = GetBoneIndex(*model, channelName);
- if (boneIndex == M_MAX_UNSIGNED)
- {
- PrintLine("Warning: skipping animation track " + channelName + " not found in model skeleton");
- continue;
- }
- boneNode = model->bones_[boneIndex];
- isRootBone = boneIndex == 0;
- }
- else
- {
- boneNode = GetNode(channelName, scene_->mRootNode);
- if (!boneNode)
- {
- PrintLine("Warning: skipping animation track " + channelName + " whose scene node was not found");
- continue;
- }
- }
- // To export single frame animation, check if first key frame is identical to bone transformation
- aiVector3D bonePos, boneScale;
- aiQuaternion boneRot;
- boneNode->mTransformation.Decompose(boneScale, boneRot, bonePos);
- bool posEqual = true;
- bool scaleEqual = true;
- bool rotEqual = true;
- if (channel->mNumPositionKeys > 0 && !ToVector3(bonePos).Equals(ToVector3(channel->mPositionKeys[0].mValue)))
- posEqual = false;
- if (channel->mNumScalingKeys > 0 && !ToVector3(boneScale).Equals(ToVector3(channel->mScalingKeys[0].mValue)))
- scaleEqual = false;
- if (channel->mNumRotationKeys > 0 && !ToQuaternion(boneRot).Equals(ToQuaternion(channel->mRotationKeys[0].mValue)))
- rotEqual = false;
- AnimationTrack track;
- track.name_ = channelName;
- track.nameHash_ = channelName;
- // Check which channels are used
- track.channelMask_ = 0;
- if (channel->mNumPositionKeys > 1 || !posEqual)
- track.channelMask_ |= CHANNEL_POSITION;
- if (channel->mNumRotationKeys > 1 || !rotEqual)
- track.channelMask_ |= CHANNEL_ROTATION;
- if (channel->mNumScalingKeys > 1 || !scaleEqual)
- track.channelMask_ |= CHANNEL_SCALE;
- // Check for redundant identity scale in all keyframes and remove in that case
- if (track.channelMask_ & CHANNEL_SCALE)
- {
- bool redundantScale = true;
- for (unsigned k = 0; k < channel->mNumScalingKeys; ++k)
- {
- float SCALE_EPSILON = 0.000001f;
- Vector3 scaleVec = ToVector3(channel->mScalingKeys[k].mValue);
- if (fabsf(scaleVec.x_ - 1.0f) >= SCALE_EPSILON || fabsf(scaleVec.y_ - 1.0f) >= SCALE_EPSILON ||
- fabsf(scaleVec.z_ - 1.0f) >= SCALE_EPSILON)
- {
- redundantScale = false;
- break;
- }
- }
- if (redundantScale)
- track.channelMask_ &= ~CHANNEL_SCALE;
- }
- if (!track.channelMask_)
- PrintLine("Warning: skipping animation track " + channelName + " with no keyframes");
- // Currently only same amount of keyframes is supported
- // Note: should also check the times of individual keyframes for match
- if ((channel->mNumPositionKeys > 1 && channel->mNumRotationKeys > 1 && channel->mNumPositionKeys != channel->mNumRotationKeys) ||
- (channel->mNumPositionKeys > 1 && channel->mNumScalingKeys > 1 && channel->mNumPositionKeys != channel->mNumScalingKeys) ||
- (channel->mNumRotationKeys > 1 && channel->mNumScalingKeys > 1 && channel->mNumRotationKeys != channel->mNumScalingKeys))
- {
- PrintLine("Warning: differing amounts of channel keyframes, skipping animation track " + channelName);
- continue;
- }
- unsigned keyFrames = channel->mNumPositionKeys;
- if (channel->mNumRotationKeys > keyFrames)
- keyFrames = channel->mNumRotationKeys;
- if (channel->mNumScalingKeys > keyFrames)
- keyFrames = channel->mNumScalingKeys;
- for (unsigned k = 0; k < keyFrames; ++k)
- {
- AnimationKeyFrame kf;
- kf.time_ = 0.0f;
- kf.position_ = Vector3::ZERO;
- kf.rotation_ = Quaternion::IDENTITY;
- kf.scale_ = Vector3::ONE;
- // Get time for the keyframe. Adjust with animation's start time
- if (track.channelMask_ & CHANNEL_POSITION && k < channel->mNumPositionKeys)
- kf.time_ = ((float)channel->mPositionKeys[k].mTime - startTime) * tickConversion;
- else if (track.channelMask_ & CHANNEL_ROTATION && k < channel->mNumRotationKeys)
- kf.time_ = ((float)channel->mRotationKeys[k].mTime - startTime) * tickConversion;
- else if (track.channelMask_ & CHANNEL_SCALE && k < channel->mNumScalingKeys)
- kf.time_ = ((float)channel->mScalingKeys[k].mTime - startTime) * tickConversion;
- // Make sure time stays positive
- kf.time_ = Max(kf.time_, 0.0f);
- // Start with the bone's base transform
- aiMatrix4x4 boneTransform = boneNode->mTransformation;
- aiVector3D pos, scale;
- aiQuaternion rot;
- boneTransform.Decompose(scale, rot, pos);
- // Then apply the active channels
- if (track.channelMask_ & CHANNEL_POSITION && k < channel->mNumPositionKeys)
- pos = channel->mPositionKeys[k].mValue;
- if (track.channelMask_ & CHANNEL_ROTATION && k < channel->mNumRotationKeys)
- rot = channel->mRotationKeys[k].mValue;
- if (track.channelMask_ & CHANNEL_SCALE && k < channel->mNumScalingKeys)
- scale = channel->mScalingKeys[k].mValue;
- // If root bone, transform with the model root node transform
- if (model && isRootBone)
- {
- aiMatrix4x4 transMat, scaleMat, rotMat;
- aiMatrix4x4::Translation(pos, transMat);
- aiMatrix4x4::Scaling(scale, scaleMat);
- rotMat = aiMatrix4x4(rot.GetMatrix());
- aiMatrix4x4 tform = transMat * rotMat * scaleMat;
- tform = GetDerivedTransform(tform, boneNode, model->rootNode_);
- tform.Decompose(scale, rot, pos);
- }
- if (track.channelMask_ & CHANNEL_POSITION)
- kf.position_ = ToVector3(pos);
- if (track.channelMask_ & CHANNEL_ROTATION)
- kf.rotation_ = ToQuaternion(rot);
- if (track.channelMask_ & CHANNEL_SCALE)
- kf.scale_ = ToVector3(scale);
- track.keyFrames_.Push(kf);
- }
- tracks.Push(track);
- }
- outAnim->SetTracks(tracks);
- File outFile(context_);
- if (!outFile.Open(animOutName, FILE_WRITE))
- ErrorExit("Could not open output file " + animOutName);
- outAnim->Save(outFile);
- }
- }
- void OpenAssetImporter::DumpNodes(aiNode* rootNode, unsigned level)
- {
- if (!rootNode)
- return;
- String indent(' ', level * 2);
- Vector3 pos, scale;
- Quaternion rot;
- aiMatrix4x4 transform = GetDerivedTransform(rootNode, rootNode_);
- GetPosRotScale(transform, pos, rot, scale);
- PrintLine(indent + "Node " + FromAIString(rootNode->mName) + " pos " + String(pos));
- if (rootNode->mNumMeshes == 1)
- PrintLine(indent + " " + String(rootNode->mNumMeshes) + " geometry");
- if (rootNode->mNumMeshes > 1)
- PrintLine(indent + " " + String(rootNode->mNumMeshes) + " geometries");
- for (unsigned i = 0; i < rootNode->mNumChildren; ++i)
- DumpNodes(rootNode->mChildren[i], level + 1);
- }
- }
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