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- //
- // Copyright (c) 2008-2015 the Urho3D project.
- //
- // Copyright (c) 2014-2016 THUNDERBEAST GAMES 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.
- //
- #include <Atomic/Core/ProcessUtils.h>
- #include <Atomic/Core/Context.h>
- #include <Atomic/IO/Log.h>
- #include <Atomic/IO/File.h>
- #include <Atomic/IO/FileSystem.h>
- #include <Atomic/Resource/XMLFile.h>
- #include <Atomic/Resource/ResourceCache.h>
- #include <Atomic/Graphics/AnimatedModel.h>
- #include <Atomic/Graphics/Animation.h>
- #include <Atomic/Graphics/AnimationController.h>
- #include <Atomic/Graphics/Geometry.h>
- #include <Atomic/Graphics/IndexBuffer.h>
- #include <Atomic/Graphics/VertexBuffer.h>
- #include <Atomic/Graphics/Material.h>
- #include <ToolCore/Project/Project.h>
- #include <ToolCore/ToolSystem.h>
- #include <ToolCore/Import/ImportConfig.h>
- // BEGIN GLOW FIXME
- // This is just here to generate UV2 on mdl's being imported
- #include <AtomicGlow/Atlas/MeshLightmapUVGen.h>
- using namespace AtomicGlow;
- // END GLOW FIXME
- #include "OpenAssetImporter.h"
- namespace ToolCore
- {
- OpenAssetImporter::OpenAssetImporter(Context* context) : Object(context) ,
- scene_(0),
- rootNode_(0),
- useSubdirs_(true),
- importMaterials_(true),
- importMaterialsDefault_(true),
- localIDs_(false),
- saveBinary_(false),
- createZone_(true),
- noAnimations_(false),
- noHierarchy_(false),
- noMaterials_(false),
- noTextures_(false),
- noMaterialDiffuseColor_(false),
- noEmptyNodes_(false),
- saveMaterialList_(false),
- includeNonSkinningBones_(false),
- includeNonSkinningBonesDefault_(false),
- verboseLog_(false),
- emissiveAO_(false),
- noOverwriteMaterial_(true),
- noOverwriteTexture_(true),
- noOverwriteNewerTexture_(true),
- checkUniqueModel_(true),
- useVertexColors_(false),
- scale_(1.0f),
- maxBones_(64),
- defaultTicksPerSecond_(4800.0f),
- startTime_(-1),
- endTime_(-1),
- genLightmapUV_(false)
- {
- aiFlagsDefault_ =
- aiProcess_ConvertToLeftHanded |
- aiProcess_JoinIdenticalVertices |
- aiProcess_Triangulate |
- aiProcess_GenSmoothNormals |
- aiProcess_LimitBoneWeights |
- aiProcess_ImproveCacheLocality |
- aiProcess_FixInfacingNormals |
- aiProcess_FindInvalidData |
- aiProcess_GenUVCoords |
- aiProcess_FindInstances |
- aiProcess_OptimizeMeshes;
- ApplyProjectImportConfig();
- // TODO: make this an option on importer
- aiFlagsDefault_ |= aiProcess_CalcTangentSpace;
- aiCurrentFlags_ = aiFlagsDefault_;
- }
- OpenAssetImporter::~OpenAssetImporter()
- {
- if (scene_)
- aiReleaseImport(scene_);
- }
- bool OpenAssetImporter::Load(const String &assetPath)
- {
- if (verboseLog_)
- Assimp::DefaultLogger::create("", Assimp::Logger::VERBOSE, aiDefaultLogStream_STDOUT);
- //PrintLine("Reading file " + assetPath);
- sourceAssetFilename_ = assetPath;
- sourceAssetPath_ = GetPath(assetPath);
- scene_ = aiImportFile(GetNativePath(assetPath).CString(), aiCurrentFlags_);
- if (!scene_)
- {
- errorMessage_ = "Could not open or parse input file " + assetPath + ": " + String(aiGetErrorString());
- return false;
- }
- if (verboseLog_)
- Assimp::DefaultLogger::kill();
- rootNode_ = scene_->mRootNode;
- ApplyScale();
- // DumpNodes(rootNode_, 0);
- return true;
- }
- void OpenAssetImporter::ApplyScale(aiNode* node)
- {
- if (!node)
- return;
- aiVector3D pos, scale;
- aiQuaternion rot;
- node->mTransformation.Decompose(scale, rot, pos);
- pos *= scale_;
- node->mTransformation = aiMatrix4x4(scale, rot, pos);
- for (unsigned i = 0; i < node->mNumChildren; i++)
- {
- ApplyScale(node->mChildren[i]);
- }
- }
- void OpenAssetImporter::ApplyScale()
- {
- if (scale_ == 1.0f)
- return;
- ApplyScale(scene_->mRootNode);
- for (unsigned i = 0; i < scene_->mNumMeshes; i++)
- {
- aiMesh* mesh = scene_->mMeshes[i];
- for (unsigned j = 0; j < mesh->mNumVertices; j++)
- {
- mesh->mVertices[j] *= scale_;
- }
- for (unsigned j = 0; j < mesh->mNumBones; ++j)
- {
- aiBone* bone = mesh->mBones[j];
- aiVector3D pos, scale;
- aiQuaternion rot;
- bone->mOffsetMatrix.Decompose(scale, rot, pos);
- pos *= scale_;
- bone->mOffsetMatrix = aiMatrix4x4(scale, rot, pos);
- }
- }
- for (unsigned i = 0; i < scene_->mNumAnimations; i++)
- {
- aiAnimation* animation = scene_->mAnimations[i];
- for (unsigned j = 0; j < animation->mNumChannels; j++)
- {
- aiNodeAnim* channel = animation->mChannels[j];
- for (unsigned k = 0; k < channel->mNumPositionKeys; k++)
- {
- channel->mPositionKeys[k].mValue *= scale_;
- }
- }
- }
- }
- bool OpenAssetImporter::GenerateLightmapUV(Model *model)
- {
- if (!model)
- {
- return false;
- }
- MeshLightmapUVGen::Settings uvsettings;
- MeshLightmapUVGen uvgen(model->GetContext(), model, uvsettings);
- if (!uvgen.Generate())
- {
- return false;
- }
- return true;
- }
- bool OpenAssetImporter::ExportModel(const String& outName, const String &animName, bool animationOnly)
- {
- if (outName.Empty())
- {
- errorMessage_ = "No output file defined";
- return false;
- }
- OutModel model;
- model.rootNode_ = rootNode_;
- model.outName_ = outName + ".mdl";
- CollectMeshes(scene_, model, model.rootNode_);
- if (!CollectBones(model, animationOnly))
- return false;
- BuildBoneCollisionInfo(model);
- if (!animationOnly)
- {
- if (!BuildAndSaveModel(model))
- return false;
- }
- if (!noAnimations_)
- {
- CollectAnimations(&model);
- if (!BuildAndSaveAnimations(&model, animName))
- return false;
- // Save scene-global animations
- // CollectAnimations();
- // BuildAndSaveAnimations();
- }
- if (!noMaterials_ && !animationOnly)
- {
- HashSet<String> usedTextures;
- ExportMaterials(usedTextures);
- }
- if (importNode_.Null())
- {
- errorMessage_ = "NULL importNode_";
- return false;
- }
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- Model* mdl = cache->GetResource<Model>( model.outName_);
- // Force a reload, though file watchers will catch this delayed and load again
- cache->ReloadResource(mdl);
- if (!mdl)
- {
- errorMessage_ = "Unable to load " + model.outName_ + " from Cache";
- return false;
- }
- StaticModel* modelComponent = 0;
- if (!mdl->GetSkeleton().GetNumBones())
- {
- modelComponent = importNode_->CreateComponent<StaticModel>();
- modelComponent->SetModel(mdl);
- }
- else
- {
- modelComponent = importNode_->CreateComponent<AnimatedModel>();
- importNode_->CreateComponent<AnimationController>();
- ((AnimatedModel*)modelComponent)->SetModel(mdl, false);
- }
- if (!noMaterials_)
- {
- // Set materials if they are known
- for (unsigned j = 0; j < model.meshes_.Size(); ++j)
- {
- String matName = GetMeshMaterialName(model.meshes_[j]);
- String materialName = sourceAssetPath_ + matName;
- modelComponent->SetMaterial(j, cache->GetResource<Material>(materialName));
- }
- }
- return true;
- }
- bool OpenAssetImporter::BuildAndSaveModel(OutModel& model)
- {
- if (!model.rootNode_)
- {
- errorMessage_ = "Null root node for model";
- return false;
- }
- String rootNodeName = FromAIString(model.rootNode_->mName);
- if (!model.meshes_.Size())
- {
- errorMessage_ = "No geometries found starting from node " + rootNodeName;
- return false;
- }
- //PrintLine("Writing model " + rootNodeName);
- SharedPtr<Model> outModel(new Model(context_));
- Vector<PODVector<unsigned> > allBoneMappings;
- BoundingBox box;
- unsigned numValidGeometries = 0;
- bool combineBuffers = true;
- // Check if buffers can be combined (same vertex element mask, under 65535 vertices)
- unsigned elementMask = GetElementMask(model.meshes_[0]);
- for (unsigned i = 0; i < model.meshes_.Size(); ++i)
- {
- if (GetNumValidFaces(model.meshes_[i]))
- {
- ++numValidGeometries;
- if (i > 0 && GetElementMask(model.meshes_[i]) != elementMask)
- combineBuffers = false;
- }
- }
- // Check if keeping separate buffers allows to avoid 32-bit indices
- if (combineBuffers && model.totalVertices_ > 65535)
- {
- bool allUnder65k = true;
- for (unsigned i = 0; i < model.meshes_.Size(); ++i)
- {
- if (GetNumValidFaces(model.meshes_[i]))
- {
- if (model.meshes_[i]->mNumVertices > 65535)
- allUnder65k = false;
- }
- }
- if (allUnder65k == true)
- combineBuffers = false;
- }
- SharedPtr<IndexBuffer> ib;
- SharedPtr<VertexBuffer> vb;
- Vector<SharedPtr<VertexBuffer> > vbVector;
- Vector<SharedPtr<IndexBuffer> > ibVector;
- unsigned startVertexOffset = 0;
- unsigned startIndexOffset = 0;
- unsigned destGeomIndex = 0;
- outModel->SetNumGeometries(numValidGeometries);
- for (unsigned i = 0; i < model.meshes_.Size(); ++i)
- {
- aiMesh* mesh = model.meshes_[i];
- unsigned elementMask = GetElementMask(mesh);
- unsigned validFaces = GetNumValidFaces(mesh);
- if (!validFaces)
- continue;
- bool largeIndices;
- if (combineBuffers)
- largeIndices = model.totalIndices_ > 65535;
- else
- largeIndices = mesh->mNumVertices > 65535;
- // Create new buffers if necessary
- if (!combineBuffers || vbVector.Empty())
- {
- vb = new VertexBuffer(context_);
- ib = new IndexBuffer(context_);
- vb->SetShadowed(true);
- ib->SetShadowed(true);
- if (combineBuffers)
- {
- ib->SetSize(model.totalIndices_, largeIndices);
- vb->SetSize(model.totalVertices_, elementMask);
- }
- else
- {
- ib->SetSize(validFaces * 3, largeIndices);
- vb->SetSize(mesh->mNumVertices, elementMask);
- }
- vbVector.Push(vb);
- ibVector.Push(ib);
- startVertexOffset = 0;
- startIndexOffset = 0;
- }
- // Get the world transform of the mesh for baking into the vertices
- Matrix3x4 vertexTransform;
- Matrix3 normalTransform;
- Vector3 pos, scale;
- Quaternion rot;
- GetPosRotScale(GetMeshBakingTransform(model.meshNodes_[i], model.rootNode_), pos, rot, scale);
- vertexTransform = Matrix3x4(pos, rot, scale);
- normalTransform = rot.RotationMatrix();
- SharedPtr<Geometry> geom(new Geometry(context_));
- //PrintLine("Writing geometry " + String(i) + " with " + String(mesh->mNumVertices) + " vertices " +
- // String(validFaces * 3) + " indices");
- unsigned char* vertexData = vb->GetShadowData();
- unsigned char* indexData = ib->GetShadowData();
- assert(vertexData);
- assert(indexData);
- // Build the index data
- if (!largeIndices)
- {
- unsigned short* dest = (unsigned short*)indexData + startIndexOffset;
- for (unsigned j = 0; j < mesh->mNumFaces; ++j)
- WriteShortIndices(dest, mesh, j, startVertexOffset);
- }
- else
- {
- unsigned* dest = (unsigned*)indexData + startIndexOffset;
- for (unsigned j = 0; j < mesh->mNumFaces; ++j)
- WriteLargeIndices(dest, mesh, j, startVertexOffset);
- }
- // Build the vertex data
- // If there are bones, get blend data
- Vector<PODVector<unsigned char> > blendIndices;
- Vector<PODVector<float> > blendWeights;
- PODVector<unsigned> boneMappings;
- if (model.bones_.Size())
- {
- if (!GetBlendData(model, mesh, boneMappings, blendIndices, blendWeights, errorMessage_, maxBones_))
- return false;
- }
- float* dest = (float*)((unsigned char*)vertexData + startVertexOffset * vb->GetVertexSize());
- for (unsigned j = 0; j < mesh->mNumVertices; ++j)
- WriteVertex(dest, mesh, j, elementMask, box, vertexTransform, normalTransform, blendIndices, blendWeights);
- // Calculate the geometry center
- Vector3 center = Vector3::ZERO;
- if (validFaces)
- {
- for (unsigned j = 0; j < mesh->mNumFaces; ++j)
- {
- if (mesh->mFaces[j].mNumIndices == 3)
- {
- center += vertexTransform * ToVector3(mesh->mVertices[mesh->mFaces[j].mIndices[0]]);
- center += vertexTransform * ToVector3(mesh->mVertices[mesh->mFaces[j].mIndices[1]]);
- center += vertexTransform * ToVector3(mesh->mVertices[mesh->mFaces[j].mIndices[2]]);
- }
- }
- center /= (float)validFaces * 3;
- }
- // Define the geometry
- geom->SetIndexBuffer(ib);
- geom->SetVertexBuffer(0, vb);
- geom->SetDrawRange(TRIANGLE_LIST, startIndexOffset, validFaces * 3, true);
- outModel->SetNumGeometryLodLevels(destGeomIndex, 1);
- outModel->SetGeometry(destGeomIndex, 0, geom);
- outModel->SetGeometryCenter(destGeomIndex, center);
- outModel->SetGeometryName(destGeomIndex, FromAIString(model.meshNodes_[i]->mName));
- if (model.bones_.Size() > maxBones_)
- allBoneMappings.Push(boneMappings);
- startVertexOffset += mesh->mNumVertices;
- startIndexOffset += validFaces * 3;
- ++destGeomIndex;
- }
- // Define the model buffers and bounding box
- PODVector<unsigned> emptyMorphRange;
- outModel->SetVertexBuffers(vbVector, emptyMorphRange, emptyMorphRange);
- outModel->SetIndexBuffers(ibVector);
- outModel->SetBoundingBox(box);
- // Build skeleton if necessary
- if (model.bones_.Size() && model.rootBone_)
- {
- //PrintLine("Writing skeleton with " + String(model.bones_.Size()) + " bones, rootbone " +
- // FromAIString(model.rootBone_->mName));
- Skeleton skeleton;
- Vector<Bone>& bones = skeleton.GetModifiableBones();
- for (unsigned i = 0; i < model.bones_.Size(); ++i)
- {
- aiNode* boneNode = model.bones_[i];
- String boneName(FromAIString(boneNode->mName));
- Bone newBone;
- newBone.name_ = boneName;
- aiMatrix4x4 transform = boneNode->mTransformation;
- // Make the root bone transform relative to the model's root node, if it is not already
- if (boneNode == model.rootBone_)
- transform = GetDerivedTransform(boneNode, model.rootNode_);
- GetPosRotScale(transform, newBone.initialPosition_, newBone.initialRotation_, newBone.initialScale_);
- // Get offset information if exists
- newBone.offsetMatrix_ = GetOffsetMatrix(model, boneName);
- newBone.radius_ = model.boneRadii_[i];
- newBone.boundingBox_ = model.boneHitboxes_[i];
- newBone.collisionMask_ = BONECOLLISION_SPHERE | BONECOLLISION_BOX;
- newBone.parentIndex_ = i;
- bones.Push(newBone);
- }
- // Set the bone hierarchy
- for (unsigned i = 1; i < model.bones_.Size(); ++i)
- {
- String parentName = FromAIString(model.bones_[i]->mParent->mName);
- for (unsigned j = 0; j < bones.Size(); ++j)
- {
- if (bones[j].name_ == parentName)
- {
- bones[i].parentIndex_ = j;
- break;
- }
- }
- }
- outModel->SetSkeleton(skeleton);
- if (model.bones_.Size() > maxBones_)
- outModel->SetGeometryBoneMappings(allBoneMappings);
- }
- if (!GenerateLightmapUV(outModel))
- {
- errorMessage_ = "Failed to generate lightmap UV " + model.outName_;
- return false;
- }
- File outFile(context_);
- if (!outFile.Open(model.outName_, FILE_WRITE))
- {
- errorMessage_ = "Could not open output file " + model.outName_;
- return false;
- }
- outModel->Save(outFile);
- // If exporting materials, also save material list for use by the editor
- if (!noMaterials_ && saveMaterialList_)
- {
- String materialListName = ReplaceExtension(model.outName_, ".txt");
- File listFile(context_);
- if (listFile.Open(materialListName, FILE_WRITE))
- {
- for (unsigned i = 0; i < model.meshes_.Size(); ++i)
- listFile.WriteLine(GetMeshMaterialName(model.meshes_[i]));
- }
- else
- {
- PrintLine("Warning: could not write material list file " + materialListName);
- }
- }
- 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 + ".material";
- }
- 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]);
- }
- bool OpenAssetImporter::CollectBones(OutModel& model, bool animationOnly)
- {
- HashSet<aiNode*> necessary;
- HashSet<aiNode*> rootNodes;
- if (animationOnly && !model.meshes_.Size())
- {
- aiNode* rootNode = 0;
- for (unsigned i = 0; i < scene_->mNumAnimations; ++i)
- {
- aiAnimation* anim = scene_->mAnimations[i];
- for (unsigned j = 0; j < anim->mNumChannels; ++j)
- {
- aiNodeAnim* channel = anim->mChannels[j];
- String channelName = FromAIString(channel->mNodeName);
- aiNode* boneNode = GetNode(channelName, scene_->mRootNode, true);
- 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);
- }
- }
- }
- else
- {
- 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)
- {
- errorMessage_ = "Could not find scene node for bone " + boneName;
- return false;
- }
- 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)
- {
- errorMessage_ = "Skeleton with multiple root nodes found, not supported";
- return false;
- }
- }
- }
- rootNodes.Clear();
- rootNodes.Insert(commonParent);
- necessary.Insert(commonParent);
- }
- if (rootNodes.Empty())
- return true;
- 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);
- }
- return true;
- }
- 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::ApplyFlag(int flag, bool active)
- {
- aiFlagsDefault_ &= ~flag;
- if (active)
- aiFlagsDefault_ |= flag;
- }
- void OpenAssetImporter::SetOveriddenFlags(VariantMap& aiFlagParameters)
- {
- VariantMap::ConstIterator itr = aiFlagParameters.Begin();
- while (itr != aiFlagParameters.End())
- {
- if (itr->first_ == "aiProcess_ConvertToLeftHanded")
- ApplyFlag(aiProcess_ConvertToLeftHanded, itr->second_.GetBool());
- else if (itr->first_ == "aiProcess_JoinIdenticalVertices")
- ApplyFlag(aiProcess_JoinIdenticalVertices, itr->second_.GetBool());
- else if (itr->first_ == "aiProcess_Triangulate")
- ApplyFlag(aiProcess_Triangulate, itr->second_.GetBool());
- else if (itr->first_ == "aiProcess_GenSmoothNormals")
- ApplyFlag(aiProcess_GenSmoothNormals, itr->second_.GetBool());
- else if (itr->first_ == "aiProcess_LimitBoneWeights")
- ApplyFlag(aiProcess_LimitBoneWeights, itr->second_.GetBool());
- else if (itr->first_ == "aiProcess_ImproveCacheLocality")
- ApplyFlag(aiProcess_ImproveCacheLocality, itr->second_.GetBool());
- else if (itr->first_ == "aiProcess_FixInfacingNormals")
- ApplyFlag(aiProcess_FixInfacingNormals, itr->second_.GetBool());
- else if (itr->first_ == "aiProcess_FindInvalidData")
- ApplyFlag(aiProcess_FindInvalidData, itr->second_.GetBool());
- else if (itr->first_ == "aiProcess_GenUVCoords")
- ApplyFlag(aiProcess_GenUVCoords, itr->second_.GetBool());
- else if (itr->first_ == "aiProcess_FindInstances")
- ApplyFlag(aiProcess_FindInstances, itr->second_.GetBool());
- else if (itr->first_ == "aiProcess_OptimizeMeshes")
- ApplyFlag(aiProcess_OptimizeMeshes, itr->second_.GetBool());
- else if (itr->first_ == "ImportMaterials")
- importMaterialsDefault_ = itr->second_.GetBool();
- else if (itr->first_ == "IncludeNonSkinningBones")
- includeNonSkinningBonesDefault_ = itr->second_.GetBool();
- else if (itr->first_ == "useVertexColors")
- useVertexColors_ = itr->second_.GetBool();
- itr++;
- }
- }
- void OpenAssetImporter::ApplyProjectImportConfig()
- {
- if (ImportConfig::IsLoaded())
- {
- VariantMap aiFlagParameters;
- ImportConfig::ApplyConfig(aiFlagParameters);
- SetOveriddenFlags(aiFlagParameters);
- }
- }
- 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);
- }
- }
- }
- }
- }
- bool OpenAssetImporter::BuildAndSaveAnimations(OutModel* model, const String &animNameOverride)
- {
- 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";
- if (animNameOverride.Length())
- {
- animOutName = GetPath(model->outName_) + GetFileName(model->outName_) + "_" + animNameOverride + ".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;
- float startTime;
- if (startTime_ >= 0.0 && endTime_ >= 0.0)
- {
- startTime = startTime_;
- duration = endTime_ - startTime_;
- }
- else
- {
- // Find out the start time of animation from each channel's first keyframe for adjusting the keyframe times
- // to start from zero
- 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(!animNameOverride.Length() ? animName : animNameOverride);
- 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))
- {
- errorMessage_ = "Could not open output file " + animOutName;
- return false;
- }
- outAnim->Save(outFile);
- AnimationInfo info;
- info.name_ = SanitateAssetName(animName);
- info.cacheFilename_ = animOutName;
- animationInfos_.Push(info);
- }
- return true;
- }
- // Materials
- void OpenAssetImporter::ExportMaterials(HashSet<String>& usedTextures)
- {
- if (importMaterials_ )
- {
- if (useSubdirs_)
- {
- context_->GetSubsystem<FileSystem>()->CreateDir(sourceAssetPath_ + "Materials");
- }
- for (unsigned i = 0; i < scene_->mNumMaterials; ++i)
- BuildAndSaveMaterial(scene_->mMaterials[i], usedTextures);
- }
- }
- bool OpenAssetImporter::BuildAndSaveMaterial(aiMaterial* material, HashSet<String>& usedTextures)
- {
- aiString matNameStr;
- material->Get(AI_MATKEY_NAME, matNameStr);
- String matName = SanitateAssetName(FromAIString(matNameStr));
- if (matName.Trimmed().Empty())
- matName = GenerateMaterialName(material);
- // Do not actually create a material instance, but instead craft an xml file manually
- XMLFile outMaterial(context_);
- XMLElement materialElem = outMaterial.CreateRoot("material");
- String diffuseTexName;
- String normalTexName;
- String specularTexName;
- String lightmapTexName;
- String emissiveTexName;
- Color diffuseColor = Color::WHITE;
- Color specularColor;
- Color emissiveColor = Color::BLACK;
- bool hasAlpha = false;
- bool twoSided = false;
- float specPower = 1.0f;
- aiString stringVal;
- float floatVal;
- int intVal;
- aiColor3D colorVal;
- if (material->Get(AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0), stringVal) == AI_SUCCESS)
- diffuseTexName = GetFileNameAndExtension(FromAIString(stringVal));
- if (material->Get(AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0), stringVal) == AI_SUCCESS)
- normalTexName = GetFileNameAndExtension(FromAIString(stringVal));
- if (material->Get(AI_MATKEY_TEXTURE(aiTextureType_SPECULAR, 0), stringVal) == AI_SUCCESS)
- specularTexName = GetFileNameAndExtension(FromAIString(stringVal));
- if (material->Get(AI_MATKEY_TEXTURE(aiTextureType_LIGHTMAP, 0), stringVal) == AI_SUCCESS)
- specularTexName = GetFileNameAndExtension(FromAIString(stringVal));
- if (material->Get(AI_MATKEY_TEXTURE(aiTextureType_EMISSIVE, 0), stringVal) == AI_SUCCESS)
- emissiveTexName = GetFileNameAndExtension(FromAIString(stringVal));
- diffuseTexName.Replace(".tif", ".png");
- if (!noMaterialDiffuseColor_)
- {
- if (material->Get(AI_MATKEY_COLOR_DIFFUSE, colorVal) == AI_SUCCESS)
- diffuseColor = Color(colorVal.r, colorVal.g, colorVal.b);
- }
- if (material->Get(AI_MATKEY_COLOR_SPECULAR, colorVal) == AI_SUCCESS)
- specularColor = Color(colorVal.r, colorVal.g, colorVal.b);
- if (!emissiveAO_)
- {
- // if (material->Get(AI_MATKEY_COLOR_EMISSIVE, colorVal) == AI_SUCCESS)
- // emissiveColor = Color(colorVal.r, colorVal.g, colorVal.b);
- }
- if (material->Get(AI_MATKEY_OPACITY, floatVal) == AI_SUCCESS)
- {
- if (floatVal < 1.0f)
- hasAlpha = true;
- diffuseColor.a_ = floatVal;
- }
- if (material->Get(AI_MATKEY_SHININESS, floatVal) == AI_SUCCESS)
- specPower = floatVal;
- if (material->Get(AI_MATKEY_TWOSIDED, intVal) == AI_SUCCESS)
- twoSided = (intVal != 0);
- String techniqueName = "Techniques/NoTexture";
- if (!diffuseTexName.Empty())
- {
- techniqueName = "Techniques/Diff";
- if (!normalTexName.Empty())
- techniqueName += "Normal";
- if (!specularTexName.Empty())
- techniqueName += "Spec";
- // For now lightmap does not coexist with normal & specular
- if (normalTexName.Empty() && specularTexName.Empty() && !lightmapTexName.Empty())
- techniqueName += "LightMap";
- if (lightmapTexName.Empty() && !emissiveTexName.Empty())
- techniqueName += emissiveAO_ ? "AO" : "Emissive";
- }
- if (hasAlpha)
- techniqueName += "Alpha";
- // See if any mesh that uses this material has vertex colors
- // and set the technique accordingly, if enabled
- for (unsigned i = 0; i < scene_->mNumMeshes && useVertexColors_; i++)
- {
- aiMesh* mesh = scene_->mMeshes[i];
- aiMaterial* mesh_material = scene_->mMaterials[mesh->mMaterialIndex];
- aiString meshMatNameStr;
- mesh_material->Get(AI_MATKEY_NAME, meshMatNameStr);
- if(mesh->GetNumColorChannels() > 0)
- {
- if(matNameStr == meshMatNameStr)
- {
- techniqueName += "VCol";
- break;
- }
- }
- }
- XMLElement techniqueElem = materialElem.CreateChild("technique");
- techniqueElem.SetString("name", techniqueName + ".xml");
- if (!diffuseTexName.Empty())
- {
- XMLElement diffuseElem = materialElem.CreateChild("texture");
- diffuseElem.SetString("unit", "diffuse");
- diffuseElem.SetString("name", GetMaterialTextureName(diffuseTexName));
- usedTextures.Insert(diffuseTexName);
- }
- if (!normalTexName.Empty())
- {
- XMLElement normalElem = materialElem.CreateChild("texture");
- normalElem.SetString("unit", "normal");
- normalElem.SetString("name", GetMaterialTextureName(normalTexName));
- usedTextures.Insert(normalTexName);
- }
- if (!specularTexName.Empty())
- {
- XMLElement specularElem = materialElem.CreateChild("texture");
- specularElem.SetString("unit", "specular");
- specularElem.SetString("name", GetMaterialTextureName(specularTexName));
- usedTextures.Insert(specularTexName);
- }
- if (!lightmapTexName.Empty())
- {
- XMLElement lightmapElem = materialElem.CreateChild("texture");
- lightmapElem.SetString("unit", "emissive");
- lightmapElem.SetString("name", GetMaterialTextureName(lightmapTexName));
- usedTextures.Insert(lightmapTexName);
- }
- if (!emissiveTexName.Empty())
- {
- XMLElement emissiveElem = materialElem.CreateChild("texture");
- emissiveElem.SetString("unit", "emissive");
- emissiveElem.SetString("name", GetMaterialTextureName(emissiveTexName));
- usedTextures.Insert(emissiveTexName);
- }
- XMLElement diffuseColorElem = materialElem.CreateChild("parameter");
- diffuseColorElem.SetString("name", "MatDiffColor");
- diffuseColorElem.SetColor("value", diffuseColor);
- XMLElement specularElem = materialElem.CreateChild("parameter");
- specularElem.SetString("name", "MatSpecColor");
- specularElem.SetVector4("value", Vector4(specularColor.r_, specularColor.g_, specularColor.b_, specPower));
- XMLElement emissiveColorElem = materialElem.CreateChild("parameter");
- emissiveColorElem.SetString("name", "MatEmissiveColor");
- emissiveColorElem.SetColor("value", emissiveColor);
- if (twoSided)
- {
- XMLElement cullElem = materialElem.CreateChild("cull");
- XMLElement shadowCullElem = materialElem.CreateChild("shadowcull");
- cullElem.SetString("value", "none");
- shadowCullElem.SetString("value", "none");
- }
- FileSystem* fileSystem = context_->GetSubsystem<FileSystem>();
- String outFileName = sourceAssetPath_ + (useSubdirs_ ? "Materials/" : "" ) + matName + ".material";
- if (noOverwriteMaterial_ && fileSystem->FileExists(outFileName))
- {
- PrintLine("Skipping save of existing material " + matName);
- return true;
- }
- PrintLine("Writing material " + matName);
- File outFile(context_);
- if (!outFile.Open(outFileName, FILE_WRITE))
- {
- errorMessage_ = "Could not open output file " + outFileName;
- return false;
- }
- outMaterial.Save(outFile);
- return true;
- }
- 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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