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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.
- //
- #pragma once
- #include <ThirdParty/Assimp/include/assimp/cimport.h>
- #include <ThirdParty/Assimp/include/assimp/scene.h>
- #include <ThirdParty/Assimp/include/assimp/postprocess.h>
- #include <ThirdParty/Assimp/include/assimp/DefaultLogger.hpp>
- #include <cstring>
- #include <Atomic/Container/Str.h>
- #include <Atomic/Container/Sort.h>
- #include <Atomic/Container/Hash.h>
- #include <Atomic/Container/HashSet.h>
- #include <Atomic/Core/StringUtils.h>
- #include <Atomic/Math/Vector3.h>
- #include <Atomic/Math/Quaternion.h>
- #include <Atomic/Math/Matrix3x4.h>
- #include <Atomic/Math/BoundingBox.h>
- using namespace Atomic;
- namespace ToolCore
- {
- struct OutModel
- {
- OutModel() :
- rootBone_(0),
- totalVertices_(0),
- totalIndices_(0)
- {
- }
- String outName_;
- aiNode* rootNode_;
- HashSet<unsigned> meshIndices_;
- PODVector<aiMesh*> meshes_;
- PODVector<aiNode*> meshNodes_;
- PODVector<aiNode*> bones_;
- PODVector<aiAnimation*> animations_;
- PODVector<float> boneRadii_;
- PODVector<BoundingBox> boneHitboxes_;
- aiNode* rootBone_;
- unsigned totalVertices_;
- unsigned totalIndices_;
- };
- struct OutScene
- {
- String outName_;
- aiNode* rootNode_;
- Vector<OutModel> models_;
- PODVector<aiNode*> nodes_;
- PODVector<unsigned> nodeModelIndices_;
- };
- void WriteShortIndices(unsigned short*& dest, aiMesh* mesh, unsigned index, unsigned offset);
- void WriteLargeIndices(unsigned*& dest, aiMesh* mesh, unsigned index, unsigned offset);
- void WriteVertex(float*& dest, aiMesh* mesh, unsigned index, unsigned elementMask, BoundingBox& box,
- const Matrix3x4& vertexTransform, const Matrix3& normalTransform, Vector<PODVector<unsigned char> >& blendIndices,
- Vector<PODVector<float> >& blendWeights);
- unsigned GetElementMask(aiMesh* mesh);
- aiNode* GetNode(const String& name, aiNode* rootNode, bool caseSensitive = true);
- aiMatrix4x4 GetDerivedTransform(aiNode* node, aiNode* rootNode, bool rootInclusive = true);
- aiMatrix4x4 GetDerivedTransform(aiMatrix4x4 transform, aiNode* node, aiNode* rootNode, bool rootInclusive = true);
- aiMatrix4x4 GetMeshBakingTransform(aiNode* meshNode, aiNode* modelRootNode);
- void GetPosRotScale(const aiMatrix4x4& transform, Vector3& pos, Quaternion& rot, Vector3& scale);
- String FromAIString(const aiString& str);
- Vector3 ToVector3(const aiVector3D& vec);
- Vector2 ToVector2(const aiVector2D& vec);
- Quaternion ToQuaternion(const aiQuaternion& quat);
- Matrix3x4 ToMatrix3x4(const aiMatrix4x4& mat);
- String SanitateAssetName(const String& name);
- void GetMeshesUnderNode(const aiScene* scene, Vector<Pair<aiNode*, aiMesh*> >& dest, aiNode* node);
- unsigned GetMeshIndex(const aiScene* scene, aiMesh* mesh);
- unsigned GetBoneIndex(OutModel& model, const String& boneName);
- aiBone* GetMeshBone(OutModel& model, const String& boneName);
- Matrix3x4 GetOffsetMatrix(OutModel& model, const String& boneName);
- unsigned GetNumValidFaces(aiMesh* mesh);
- bool GetBlendData(OutModel& model, aiMesh* mesh, PODVector<unsigned>& boneMappings, Vector<PODVector<unsigned char> >&
- blendIndices, Vector<PODVector<float> >& blendWeights, String &errorMessage, unsigned maxBones = 64);
- void CollectMeshes(const aiScene* scene, OutModel& model, aiNode* node);
- void DumpNodes(aiNode* rootNode, unsigned level);
- }
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