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@@ -1,1693 +1,1692 @@
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-//
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-// Urho3D Engine
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-// Copyright (c) 2008-2012 Lasse Oorni
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-//
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-// Permission is hereby granted, free of charge, to any person obtaining a copy
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-// of this software and associated documentation files (the "Software"), to deal
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-// in the Software without restriction, including without limitation the rights
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-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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-// copies of the Software, and to permit persons to whom the Software is
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-// furnished to do so, subject to the following conditions:
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-//
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-// The above copyright notice and this permission notice shall be included in
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-// all copies or substantial portions of the Software.
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-//
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-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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-// THE SOFTWARE.
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-//
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-
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-#include "Animation.h"
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-#include "Context.h"
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-#include "DebugRenderer.h"
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-#include "File.h"
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-#include "FileSystem.h"
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-#include "Geometry.h"
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-#include "Graphics.h"
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-#include "IndexBuffer.h"
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-#include "Light.h"
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-#include "Material.h"
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-#include "Model.h"
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-#include "Octree.h"
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-#include "PhysicsWorld.h"
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-#include "ProcessUtils.h"
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-#include "Quaternion.h"
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-#include "ResourceCache.h"
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-#include "Scene.h"
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-#include "StaticModel.h"
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-#include "StringUtils.h"
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-#include "Vector3.h"
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-#include "VertexBuffer.h"
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-#include "WorkQueue.h"
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-#include "XMLFile.h"
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-#include "Zone.h"
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-
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-#include "Sort.h"
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-
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-#ifdef WIN32
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-#include <windows.h>
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-#endif
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-
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-#include <assimp.hpp>
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-#include <aiScene.h>
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-#include <aiPostProcess.h>
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-#include <cstring>
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-
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-#include "DebugNew.h"
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-
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-using namespace Urho3D;
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-
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-struct OutModel
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-{
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- OutModel() :
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- totalVertices_(0),
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- totalIndices_(0),
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- rootBone_(0)
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- {
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- }
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-
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- String outName_;
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- aiNode* rootNode_;
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- HashSet<unsigned> meshIndices_;
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- PODVector<aiMesh*> meshes_;
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- PODVector<aiNode*> meshNodes_;
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- PODVector<aiNode*> bones_;
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- PODVector<aiAnimation*> animations_;
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- PODVector<float> boneRadii_;
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- PODVector<BoundingBox> boneHitboxes_;
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- aiNode* rootBone_;
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- unsigned totalVertices_;
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- unsigned totalIndices_;
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-};
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-
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-struct OutScene
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-{
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- String outName_;
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- aiNode* rootNode_;
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- Vector<OutModel> models_;
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- PODVector<aiNode*> nodes_;
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- PODVector<unsigned> nodeModelIndices_;
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-};
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-
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-SharedPtr<Context> context_(new Context());
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-const aiScene* scene_ = 0;
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-aiNode* rootNode_ = 0;
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-String materialListName_;
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-String resourcePath_;
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-bool useSubdirs_ = true;
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-bool localIDs_ = false;
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-bool saveBinary_ = false;
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-bool createZone_ = true;
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-bool noAnimations_ = false;
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-float defaultTicksPerSecond_ = 4800.0f;
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-
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-int main(int argc, char** argv);
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-void Run(const Vector<String>& arguments);
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-void DumpNodes(aiNode* rootNode, unsigned level);
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-
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-void ExportModel(const String& outName);
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-void CollectMeshes(OutModel& model, aiNode* node);
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-void CollectBones(OutModel& model);
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-void CollectBonesFinal(PODVector<aiNode*>& dest, const HashSet<aiNode*>& necessary, aiNode* node);
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-void CollectAnimations(OutModel& model);
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-void BuildBoneCollisionInfo(OutModel& model);
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-void BuildAndSaveModel(OutModel& model);
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-void BuildAndSaveAnimations(OutModel& model);
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-
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-void ExportScene(const String& outName);
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-void CollectSceneModels(OutScene& scene, aiNode* node);
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-void BuildAndSaveScene(OutScene& scene);
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-
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-void ExportMaterials(HashSet<String>& usedTextures);
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-void BuildAndSaveMaterial(aiMaterial* material, HashSet<String>& usedTextures);
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-void CopyTextures(const HashSet<String>& usedTextures, const String& sourcePath);
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-
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-void CombineLods(const PODVector<float>& lodDistances, const Vector<String>& modelNames, const String& outName);
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-
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-void GetMeshesUnderNode(Vector<Pair<aiNode*, aiMesh*> >& meshes, aiNode* node);
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-unsigned GetMeshIndex(aiMesh* mesh);
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-unsigned GetBoneIndex(OutModel& model, const String& boneName);
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-aiBone* GetMeshBone(OutModel& model, const String& boneName);
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-Matrix3x4 GetOffsetMatrix(OutModel& model, const String& boneName);
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-void GetBlendData(OutModel& model, aiMesh* mesh, PODVector<unsigned>& boneMappings, Vector<PODVector<unsigned char> >&
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- blendIndices, Vector<PODVector<float> >& blendWeights);
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-String GetMeshMaterialName(aiMesh* mesh);
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-
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-void WriteShortIndices(unsigned short*& dest, aiMesh* mesh, unsigned index, unsigned offset);
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-void WriteLargeIndices(unsigned*& dest, aiMesh* mesh, unsigned index, unsigned offset);
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-void WriteVertex(float*& dest, aiMesh* mesh, unsigned index, unsigned elementMask, BoundingBox& box,
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- const Matrix3x4& vertexTransform, const Matrix3& normalTransform, Vector<PODVector<unsigned char> >& blendIndices,
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- Vector<PODVector<float> >& blendWeights);
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-unsigned GetElementMask(aiMesh* mesh);
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-
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-aiNode* GetNode(const String& name, aiNode* rootNode, bool caseSensitive = true);
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-aiMatrix4x4 GetDerivedTransform(aiNode* node, aiNode* rootNode);
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-aiMatrix4x4 GetDerivedTransform(aiMatrix4x4 transform, aiNode* node, aiNode* rootNode);
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-aiMatrix4x4 GetMeshBakingTransform(aiNode* meshNode, aiNode* modelRootNode);
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-void GetPosRotScale(const aiMatrix4x4& transform, Vector3& pos, Quaternion& rot, Vector3& scale);
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-
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-String FromAIString(const aiString& str);
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-Vector3 ToVector3(const aiVector3D& vec);
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-Vector2 ToVector2(const aiVector2D& vec);
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-Quaternion ToQuaternion(const aiQuaternion& quat);
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-String SanitateAssetName(const String& name);
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-
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-int main(int argc, char** argv)
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-{
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- Vector<String> arguments;
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-
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- #ifdef WIN32
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- arguments = ParseArguments(GetCommandLineW());
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- #else
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- arguments = ParseArguments(argc, argv);
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- #endif
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-
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- Run(arguments);
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- return 0;
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-}
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-
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-void Run(const Vector<String>& arguments)
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-{
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- if (arguments.Size() < 2)
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- {
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- ErrorExit(
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- "Usage: AssetImporter <command> <input file> <output file> [options]\n"
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- "See http://assimp.sourceforge.net/main_features_formats.html for input formats\n\n"
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- "Commands:\n"
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- "model Output a model\n"
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- "scene Output a scene\n"
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- "dump Dump scene node structure. No output file is generated\n"
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- "lod Combine several Urho3D models as LOD levels of the output model\n"
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- " Syntax: lod <dist0> <mdl0> <dist1 <mdl1> ... <output file>\n"
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- "\n"
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- "Options:\n"
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- "-b Save scene in binary format, default format is XML\n"
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- "-i Use local ID's for scene nodes\n"
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- "-mX Output a material list file X (model mode only)\n"
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- "-na Do not output animations\n"
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- "-nm Do not output materials\n"
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- "-ns Do not create subdirectories for resources\n"
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- "-nz Do not create a zone and a directional light (scene mode only)\n"
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- "-pX Set path X for scene resources. Default is output file path\n"
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- "-rX Use scene node X as root node\n"
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- "-fX Animation tick frequency to use if unspecified. Default 4800\n"
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- "-t Generate tangents to model(s)\n"
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- );
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- }
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-
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- RegisterSceneLibrary(context_);
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- RegisterGraphicsLibrary(context_);
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- RegisterPhysicsLibrary(context_);
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- context_->RegisterSubsystem(new FileSystem(context_));
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- context_->RegisterSubsystem(new ResourceCache(context_));
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- context_->RegisterSubsystem(new WorkQueue(context_));
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-
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- String command = arguments[0].ToLower();
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- String rootNodeName;
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-
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- bool noMaterials = false;
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-
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- unsigned flags =
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- aiProcess_ConvertToLeftHanded |
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- aiProcess_JoinIdenticalVertices |
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- aiProcess_Triangulate |
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- aiProcess_GenSmoothNormals |
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- aiProcess_LimitBoneWeights |
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- aiProcess_ImproveCacheLocality |
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- aiProcess_RemoveRedundantMaterials |
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- aiProcess_FixInfacingNormals |
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- aiProcess_FindInvalidData |
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- aiProcess_GenUVCoords |
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- aiProcess_FindInstances |
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- aiProcess_OptimizeMeshes;
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-
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- for (unsigned i = 2; i < arguments.Size(); ++i)
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- {
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- if (arguments[i].Length() >= 2 && arguments[i][0] == '-')
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- {
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- String parameter;
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- if (arguments[i].Length() >= 3)
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- parameter = arguments[i].Substring(2);
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-
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- switch (tolower(arguments[i][1]))
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- {
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- case 'b':
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- saveBinary_ = true;
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- break;
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-
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- case 'i':
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- localIDs_ = true;
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- break;
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-
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- case 'm':
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- materialListName_ = GetInternalPath(parameter);
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- break;
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-
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- case 'p':
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- resourcePath_ = AddTrailingSlash(parameter);
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- break;
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-
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- case 'r':
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- rootNodeName = parameter;
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- break;
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-
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- case 't':
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- flags |= aiProcess_CalcTangentSpace;
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- break;
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-
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- case 'f':
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- defaultTicksPerSecond_ = ToFloat(parameter);
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- break;
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-
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- case 'n':
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- if (!parameter.Empty())
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- {
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- switch (tolower(parameter[0]))
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- {
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- case 'a':
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- noAnimations_ = true;
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- break;
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-
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- case 'm':
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- noMaterials = true;
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- break;
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-
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- case 's':
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- useSubdirs_ = false;
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- break;
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-
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- case 'z':
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- createZone_ = false;
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- break;
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- }
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- }
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- break;
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- }
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- }
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- }
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-
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- if (command == "model" || command == "scene" || command == "dump")
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- {
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- String inFile = arguments[1];
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- String outFile;
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- if (arguments.Size() > 2 && arguments[2][0] != '-')
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- outFile = GetInternalPath(arguments[2]);
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-
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- if (resourcePath_.Empty())
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- {
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- resourcePath_ = GetPath(outFile);
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- // If output file already has the Models/ path (model mode), do not take it into the resource path
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- if (command == "model")
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- {
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- String resPathLower = resourcePath_.ToLower();
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- if (resPathLower.FindLast("models/") == resPathLower.Length() - 7)
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- resourcePath_ = resourcePath_.Substring(0, resourcePath_.Length() - 7);
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- }
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- if (resourcePath_.Empty())
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- resourcePath_ = "./";
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- }
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-
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- resourcePath_ = AddTrailingSlash(resourcePath_);
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-
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|
|
- Assimp::Importer importer;
|
|
|
|
|
- PrintLine("Reading file " + inFile);
|
|
|
|
|
- scene_ = importer.ReadFile(GetNativePath(inFile).CString(), flags);
|
|
|
|
|
- if (!scene_)
|
|
|
|
|
- ErrorExit("Could not open or parse input file " + inFile);
|
|
|
|
|
-
|
|
|
|
|
- rootNode_ = scene_->mRootNode;
|
|
|
|
|
- if (!rootNodeName.Empty())
|
|
|
|
|
- {
|
|
|
|
|
- rootNode_ = GetNode(rootNodeName, rootNode_, false);
|
|
|
|
|
- if (!rootNode_)
|
|
|
|
|
- ErrorExit("Could not find scene node " + rootNodeName);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- if (command == "dump")
|
|
|
|
|
- {
|
|
|
|
|
- DumpNodes(rootNode_, 0);
|
|
|
|
|
- return;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- if (command == "model")
|
|
|
|
|
- ExportModel(outFile);
|
|
|
|
|
-
|
|
|
|
|
- if (command == "scene")
|
|
|
|
|
- ExportScene(outFile);
|
|
|
|
|
-
|
|
|
|
|
- if (!noMaterials)
|
|
|
|
|
- {
|
|
|
|
|
- HashSet<String> usedTextures;
|
|
|
|
|
- ExportMaterials(usedTextures);
|
|
|
|
|
- CopyTextures(usedTextures, GetPath(inFile));
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- else if (command == "lod")
|
|
|
|
|
- {
|
|
|
|
|
- PODVector<float> lodDistances;
|
|
|
|
|
- Vector<String> modelNames;
|
|
|
|
|
- String outFile;
|
|
|
|
|
-
|
|
|
|
|
- unsigned numLodArguments = 0;
|
|
|
|
|
- for (unsigned i = 1; i < arguments.Size(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- if (arguments[i][0] == '-')
|
|
|
|
|
- break;
|
|
|
|
|
- ++numLodArguments;
|
|
|
|
|
- }
|
|
|
|
|
- if (numLodArguments < 4)
|
|
|
|
|
- ErrorExit("Must define at least 2 LOD levels");
|
|
|
|
|
- if (!(numLodArguments & 1))
|
|
|
|
|
- ErrorExit("No output file defined");
|
|
|
|
|
-
|
|
|
|
|
- for (unsigned i = 1; i < numLodArguments + 1; ++i)
|
|
|
|
|
- {
|
|
|
|
|
- if (i == numLodArguments)
|
|
|
|
|
- outFile = GetInternalPath(arguments[i]);
|
|
|
|
|
- else
|
|
|
|
|
- {
|
|
|
|
|
- if (i & 1)
|
|
|
|
|
- lodDistances.Push(Max(ToFloat(arguments[i]), 0.0f));
|
|
|
|
|
- else
|
|
|
|
|
- modelNames.Push(GetInternalPath(arguments[i]));
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- if (lodDistances[0] != 0.0f)
|
|
|
|
|
- {
|
|
|
|
|
- PrintLine("Warning: first LOD distance forced to 0");
|
|
|
|
|
- lodDistances[0] = 0.0f;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- CombineLods(lodDistances, modelNames, outFile);
|
|
|
|
|
- }
|
|
|
|
|
- else
|
|
|
|
|
- ErrorExit("Unrecognized command " + command);
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void 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);
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void ExportModel(const String& outName)
|
|
|
|
|
-{
|
|
|
|
|
- if (outName.Empty())
|
|
|
|
|
- ErrorExit("No output file defined");
|
|
|
|
|
-
|
|
|
|
|
- OutModel model;
|
|
|
|
|
- model.rootNode_ = rootNode_;
|
|
|
|
|
- model.outName_ = outName;
|
|
|
|
|
-
|
|
|
|
|
- CollectMeshes(model, model.rootNode_);
|
|
|
|
|
- CollectBones(model);
|
|
|
|
|
- BuildBoneCollisionInfo(model);
|
|
|
|
|
- BuildAndSaveModel(model);
|
|
|
|
|
- if (!noAnimations_)
|
|
|
|
|
- {
|
|
|
|
|
- CollectAnimations(model);
|
|
|
|
|
- BuildAndSaveAnimations(model);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- // Write material references if requested
|
|
|
|
|
- if (!materialListName_.Empty())
|
|
|
|
|
- {
|
|
|
|
|
- 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_);
|
|
|
|
|
- }
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void CollectMeshes(OutModel& model, aiNode* node)
|
|
|
|
|
-{
|
|
|
|
|
- for (unsigned i = 0; i < node->mNumMeshes; ++i)
|
|
|
|
|
- {
|
|
|
|
|
- aiMesh* mesh = scene_->mMeshes[node->mMeshes[i]];
|
|
|
|
|
- for (unsigned j = 0; j < model.meshes_.Size(); ++j)
|
|
|
|
|
- {
|
|
|
|
|
- if (mesh == model.meshes_[j])
|
|
|
|
|
- {
|
|
|
|
|
- PrintLine("Warning: same mesh found multiple times");
|
|
|
|
|
- break;
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- model.meshIndices_.Insert(node->mMeshes[i]);
|
|
|
|
|
- model.meshes_.Push(mesh);
|
|
|
|
|
- model.meshNodes_.Push(node);
|
|
|
|
|
- model.totalVertices_ += mesh->mNumVertices;
|
|
|
|
|
- model.totalIndices_ += mesh->mNumFaces * 3;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- for (unsigned i = 0; i < node->mNumChildren; ++i)
|
|
|
|
|
- CollectMeshes(model, node->mChildren[i]);
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void CollectBones(OutModel& model)
|
|
|
|
|
-{
|
|
|
|
|
- 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)
|
|
|
|
|
- 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 CollectBonesFinal(PODVector<aiNode*>& dest, const HashSet<aiNode*>& necessary, aiNode* node)
|
|
|
|
|
-{
|
|
|
|
|
- if (necessary.Find(node) != necessary.End())
|
|
|
|
|
- {
|
|
|
|
|
- dest.Push(node);
|
|
|
|
|
- for (unsigned i = 0; i < node->mNumChildren; ++i)
|
|
|
|
|
- CollectBonesFinal(dest, necessary, node->mChildren[i]);
|
|
|
|
|
- }
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void CollectAnimations(OutModel& model)
|
|
|
|
|
-{
|
|
|
|
|
- const aiScene* scene = scene_;
|
|
|
|
|
- for (unsigned i = 0; i < scene->mNumAnimations; ++i)
|
|
|
|
|
- {
|
|
|
|
|
- aiAnimation* anim = scene->mAnimations[i];
|
|
|
|
|
- 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);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- /// \todo Vertex morphs are ignored for now
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void 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;
|
|
|
|
|
- aiNode* boneNode = model.bones_[boneIndex];
|
|
|
|
|
- for (unsigned k = 0; k < bone->mNumWeights; ++k)
|
|
|
|
|
- {
|
|
|
|
|
- float weight = bone->mWeights[k].mWeight;
|
|
|
|
|
- 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 BuildAndSaveModel(OutModel& model)
|
|
|
|
|
-{
|
|
|
|
|
- if (!model.rootNode_)
|
|
|
|
|
- ErrorExit("Null root node for model");
|
|
|
|
|
- String rootNodeName = FromAIString(model.rootNode_->mName);
|
|
|
|
|
- if (!model.meshes_.Size())
|
|
|
|
|
- ErrorExit("No geometries found starting from node " + rootNodeName);
|
|
|
|
|
-
|
|
|
|
|
- PrintLine("Writing model " + rootNodeName);
|
|
|
|
|
-
|
|
|
|
|
- SharedPtr<Model> outModel(new Model(context_));
|
|
|
|
|
- outModel->SetNumGeometries(model.meshes_.Size());
|
|
|
|
|
- Vector<PODVector<unsigned> > allBoneMappings;
|
|
|
|
|
- BoundingBox box;
|
|
|
|
|
-
|
|
|
|
|
- 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 = 1; i < model.meshes_.Size(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- if (GetElementMask(model.meshes_[i]) != elementMask)
|
|
|
|
|
- {
|
|
|
|
|
- combineBuffers = false;
|
|
|
|
|
- break;
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- // 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 (model.meshes_[i]->mNumVertices > 65535)
|
|
|
|
|
- allUnder65k = false;
|
|
|
|
|
- }
|
|
|
|
|
- if (allUnder65k == true)
|
|
|
|
|
- combineBuffers = false;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- if (!combineBuffers)
|
|
|
|
|
- {
|
|
|
|
|
- PrintLine("Writing separate buffers");
|
|
|
|
|
- for (unsigned i = 0; i < model.meshes_.Size(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- // 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<IndexBuffer> ib(new IndexBuffer(context_));
|
|
|
|
|
- SharedPtr<VertexBuffer> vb(new VertexBuffer(context_));
|
|
|
|
|
- SharedPtr<Geometry> geom(new Geometry(context_));
|
|
|
|
|
-
|
|
|
|
|
- aiMesh* mesh = model.meshes_[i];
|
|
|
|
|
- PrintLine("Writing geometry " + String(i) + " with " + String(mesh->mNumVertices) + " vertices " +
|
|
|
|
|
- String(mesh->mNumFaces * 3) + " indices");
|
|
|
|
|
-
|
|
|
|
|
- bool largeIndices = mesh->mNumVertices > 65535;
|
|
|
|
|
- unsigned elementMask = GetElementMask(mesh);
|
|
|
|
|
-
|
|
|
|
|
- ib->SetSize(mesh->mNumFaces * 3, largeIndices);
|
|
|
|
|
- vb->SetSize(mesh->mNumVertices, elementMask);
|
|
|
|
|
-
|
|
|
|
|
- // Build the index data
|
|
|
|
|
- void* indexData = ib->GetShadowData();
|
|
|
|
|
- if (!largeIndices)
|
|
|
|
|
- {
|
|
|
|
|
- unsigned short* dest = (unsigned short*)indexData;
|
|
|
|
|
- for (unsigned j = 0; j < mesh->mNumFaces; ++j)
|
|
|
|
|
- WriteShortIndices(dest, mesh, j, 0);
|
|
|
|
|
- }
|
|
|
|
|
- else
|
|
|
|
|
- {
|
|
|
|
|
- unsigned* dest = (unsigned*)indexData;
|
|
|
|
|
- for (unsigned j = 0; j < mesh->mNumFaces; ++j)
|
|
|
|
|
- WriteLargeIndices(dest, mesh, j, 0);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- // 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())
|
|
|
|
|
- GetBlendData(model, mesh, boneMappings, blendIndices, blendWeights);
|
|
|
|
|
-
|
|
|
|
|
- void* vertexData = vb->GetShadowData();
|
|
|
|
|
- float* dest = (float*)vertexData;
|
|
|
|
|
- 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;
|
|
|
|
|
- for (unsigned j = 0; j < mesh->mNumFaces; ++j)
|
|
|
|
|
- {
|
|
|
|
|
- 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]]);
|
|
|
|
|
- }
|
|
|
|
|
- if (mesh->mNumFaces)
|
|
|
|
|
- center /= (float)mesh->mNumFaces * 3;
|
|
|
|
|
-
|
|
|
|
|
- // Define the model buffers
|
|
|
|
|
- Vector<SharedPtr<VertexBuffer> > vbVector;
|
|
|
|
|
- Vector<SharedPtr<IndexBuffer> > ibVector;
|
|
|
|
|
- PODVector<unsigned> emptyMorphRange;
|
|
|
|
|
- vbVector.Push(vb);
|
|
|
|
|
- ibVector.Push(ib);
|
|
|
|
|
- outModel->SetVertexBuffers(vbVector, emptyMorphRange, emptyMorphRange);
|
|
|
|
|
- outModel->SetIndexBuffers(ibVector);
|
|
|
|
|
-
|
|
|
|
|
- // Define the geometry
|
|
|
|
|
- geom->SetIndexBuffer(ib);
|
|
|
|
|
- geom->SetVertexBuffer(0, vb);
|
|
|
|
|
- geom->SetDrawRange(TRIANGLE_LIST, 0, mesh->mNumFaces * 3, true);
|
|
|
|
|
- outModel->SetNumGeometryLodLevels(i, 1);
|
|
|
|
|
- outModel->SetGeometry(i, 0, geom);
|
|
|
|
|
- outModel->SetGeometryCenter(i, center);
|
|
|
|
|
- if (model.bones_.Size() > MAX_SKIN_MATRICES)
|
|
|
|
|
- allBoneMappings.Push(boneMappings);
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- else
|
|
|
|
|
- {
|
|
|
|
|
- SharedPtr<IndexBuffer> ib(new IndexBuffer(context_));
|
|
|
|
|
- SharedPtr<VertexBuffer> vb(new VertexBuffer(context_));
|
|
|
|
|
-
|
|
|
|
|
- bool largeIndices = model.totalIndices_ > 65535;
|
|
|
|
|
- ib->SetSize(model.totalIndices_, largeIndices);
|
|
|
|
|
- vb->SetSize(model.totalVertices_, elementMask);
|
|
|
|
|
-
|
|
|
|
|
- unsigned startVertexOffset = 0;
|
|
|
|
|
- unsigned startIndexOffset = 0;
|
|
|
|
|
- void* indexData = ib->GetShadowData();
|
|
|
|
|
- void* vertexData = vb->GetShadowData();
|
|
|
|
|
-
|
|
|
|
|
- for (unsigned i = 0; i < model.meshes_.Size(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- // 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_));
|
|
|
|
|
-
|
|
|
|
|
- aiMesh* mesh = model.meshes_[i];
|
|
|
|
|
- PrintLine("Writing geometry " + String(i) + " with " + String(mesh->mNumVertices) + " vertices " +
|
|
|
|
|
- String(mesh->mNumFaces * 3) + " indices");
|
|
|
|
|
-
|
|
|
|
|
- // 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())
|
|
|
|
|
- GetBlendData(model, mesh, boneMappings, blendIndices, blendWeights);
|
|
|
|
|
-
|
|
|
|
|
- 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;
|
|
|
|
|
- for (unsigned j = 0; j < mesh->mNumFaces; ++j)
|
|
|
|
|
- {
|
|
|
|
|
- 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]]);
|
|
|
|
|
- }
|
|
|
|
|
- if (mesh->mNumFaces)
|
|
|
|
|
- center /= (float)mesh->mNumFaces * 3;
|
|
|
|
|
-
|
|
|
|
|
- // Define the model buffers
|
|
|
|
|
- Vector<SharedPtr<VertexBuffer> > vbVector;
|
|
|
|
|
- Vector<SharedPtr<IndexBuffer> > ibVector;
|
|
|
|
|
- PODVector<unsigned> emptyMorphRange;
|
|
|
|
|
- vbVector.Push(vb);
|
|
|
|
|
- ibVector.Push(ib);
|
|
|
|
|
- outModel->SetVertexBuffers(vbVector, emptyMorphRange, emptyMorphRange);
|
|
|
|
|
- outModel->SetIndexBuffers(ibVector);
|
|
|
|
|
-
|
|
|
|
|
- // Define the geometry
|
|
|
|
|
- geom->SetIndexBuffer(ib);
|
|
|
|
|
- geom->SetVertexBuffer(0, vb);
|
|
|
|
|
- geom->SetDrawRange(TRIANGLE_LIST, startIndexOffset, mesh->mNumFaces * 3, true);
|
|
|
|
|
- outModel->SetNumGeometryLodLevels(i, 1);
|
|
|
|
|
- outModel->SetGeometry(i, 0, geom);
|
|
|
|
|
- outModel->SetGeometryCenter(i, center);
|
|
|
|
|
- if (model.bones_.Size() > MAX_SKIN_MATRICES)
|
|
|
|
|
- allBoneMappings.Push(boneMappings);
|
|
|
|
|
-
|
|
|
|
|
- startVertexOffset += mesh->mNumVertices;
|
|
|
|
|
- startIndexOffset += mesh->mNumFaces * 3;
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- 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() > MAX_SKIN_MATRICES)
|
|
|
|
|
- outModel->SetGeometryBoneMappings(allBoneMappings);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- File outFile(context_);
|
|
|
|
|
- if (!outFile.Open(model.outName_, FILE_WRITE))
|
|
|
|
|
- ErrorExit("Could not open output file " + model.outName_);
|
|
|
|
|
- outModel->Save(outFile);
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void BuildAndSaveAnimations(OutModel& model)
|
|
|
|
|
-{
|
|
|
|
|
- for (unsigned i = 0; i < model.animations_.Size(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- aiAnimation* anim = model.animations_[i];
|
|
|
|
|
- String animName = FromAIString(anim->mName);
|
|
|
|
|
- if (animName.Empty())
|
|
|
|
|
- animName = "Anim" + String(i + 1);
|
|
|
|
|
- String animOutName = GetPath(model.outName_) + GetFileName(model.outName_) + "_" + SanitateAssetName(animName) + ".ani";
|
|
|
|
|
-
|
|
|
|
|
- SharedPtr<Animation> outAnim(new Animation(context_));
|
|
|
|
|
- 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;
|
|
|
|
|
- outAnim->SetAnimationName(animName);
|
|
|
|
|
- outAnim->SetLength((float)anim->mDuration * 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);
|
|
|
|
|
- unsigned boneIndex = GetBoneIndex(model, channelName);
|
|
|
|
|
- if (boneIndex == M_MAX_UNSIGNED)
|
|
|
|
|
- {
|
|
|
|
|
- PrintLine("Warning: skipping animation track " + channelName + " not found in model skeleton");
|
|
|
|
|
- continue;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- aiNode* boneNode = model.bones_[boneIndex];
|
|
|
|
|
-
|
|
|
|
|
- AnimationTrack track;
|
|
|
|
|
- track.name_ = channelName;
|
|
|
|
|
- track.nameHash_ = StringHash(channelName);
|
|
|
|
|
-
|
|
|
|
|
- // Check which channels are used
|
|
|
|
|
- track.channelMask_ = 0;
|
|
|
|
|
- if (channel->mNumPositionKeys > 1)
|
|
|
|
|
- track.channelMask_ |= CHANNEL_POSITION;
|
|
|
|
|
- if (channel->mNumRotationKeys > 1)
|
|
|
|
|
- track.channelMask_ |= CHANNEL_ROTATION;
|
|
|
|
|
- if (channel->mNumScalingKeys > 1)
|
|
|
|
|
- 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
|
|
|
|
|
- if (track.channelMask_ & CHANNEL_POSITION && k < channel->mNumPositionKeys)
|
|
|
|
|
- kf.time_ = (float)channel->mPositionKeys[k].mTime * tickConversion;
|
|
|
|
|
- else if (track.channelMask_ & CHANNEL_ROTATION && k < channel->mNumRotationKeys)
|
|
|
|
|
- kf.time_ = (float)channel->mRotationKeys[k].mTime * tickConversion;
|
|
|
|
|
- else if (track.channelMask_ & CHANNEL_SCALE && k < channel->mNumScalingKeys)
|
|
|
|
|
- kf.time_ = (float)channel->mScalingKeys[k].mTime * tickConversion;
|
|
|
|
|
-
|
|
|
|
|
- // 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 (!boneIndex)
|
|
|
|
|
- {
|
|
|
|
|
- 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 ExportScene(const String& outName)
|
|
|
|
|
-{
|
|
|
|
|
- OutScene outScene;
|
|
|
|
|
- outScene.outName_ = outName;
|
|
|
|
|
- outScene.rootNode_ = rootNode_;
|
|
|
|
|
-
|
|
|
|
|
- if (useSubdirs_)
|
|
|
|
|
- context_->GetSubsystem<FileSystem>()->CreateDir(resourcePath_ + "Models");
|
|
|
|
|
-
|
|
|
|
|
- CollectSceneModels(outScene, rootNode_);
|
|
|
|
|
-
|
|
|
|
|
- // Save models
|
|
|
|
|
- for (unsigned i = 0; i < outScene.models_.Size(); ++i)
|
|
|
|
|
- BuildAndSaveModel(outScene.models_[i]);
|
|
|
|
|
-
|
|
|
|
|
- // Save scene
|
|
|
|
|
- BuildAndSaveScene(outScene);
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void CollectSceneModels(OutScene& scene, aiNode* node)
|
|
|
|
|
-{
|
|
|
|
|
- Vector<Pair<aiNode*, aiMesh*> > meshes;
|
|
|
|
|
- GetMeshesUnderNode(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(mesh);
|
|
|
|
|
- model.meshIndices_.Insert(meshIndex);
|
|
|
|
|
- model.meshes_.Push(mesh);
|
|
|
|
|
- model.meshNodes_.Push(meshes[i].first_);
|
|
|
|
|
- model.totalVertices_ += mesh->mNumVertices;
|
|
|
|
|
- model.totalIndices_ += mesh->mNumFaces * 3;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- // Check if a model with identical mesh indices already exists. If yes, do not export twice
|
|
|
|
|
- bool unique = true;
|
|
|
|
|
- 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 BuildAndSaveScene(OutScene& scene)
|
|
|
|
|
-{
|
|
|
|
|
- PrintLine("Writing scene");
|
|
|
|
|
-
|
|
|
|
|
- SharedPtr<Scene> outScene(new Scene(context_));
|
|
|
|
|
-
|
|
|
|
|
- /// \todo Make the physics properties configurable
|
|
|
|
|
- PhysicsWorld* physicsWorld = outScene->CreateComponent<PhysicsWorld>();
|
|
|
|
|
-
|
|
|
|
|
- /// \todo Make the octree properties configurable, or detect from the scene contents
|
|
|
|
|
- Octree* octree = outScene->CreateComponent<Octree>();
|
|
|
|
|
-
|
|
|
|
|
- DebugRenderer* debug = outScene->CreateComponent<DebugRenderer>();
|
|
|
|
|
-
|
|
|
|
|
- if (createZone_)
|
|
|
|
|
- {
|
|
|
|
|
- Node* zoneNode = outScene->CreateChild("Zone", localIDs_ ? LOCAL : REPLICATED);
|
|
|
|
|
- Zone* zone = zoneNode->CreateComponent<Zone>();
|
|
|
|
|
- zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.f));
|
|
|
|
|
- zone->SetAmbientColor(Color(0.25f, 0.25f, 0.25f));
|
|
|
|
|
-
|
|
|
|
|
- Node* lightNode = outScene->CreateChild("GlobalLight", localIDs_ ? LOCAL : REPLICATED);
|
|
|
|
|
- Light* light = lightNode->CreateComponent<Light>();
|
|
|
|
|
- light->SetLightType(LIGHT_DIRECTIONAL);
|
|
|
|
|
- lightNode->SetRotation(Quaternion(60.0f, 30.0f, 0.0f));
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- ResourceCache* cache = context_->GetSubsystem<ResourceCache>();
|
|
|
|
|
-
|
|
|
|
|
- for (unsigned i = 0; i < scene.nodes_.Size(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- const OutModel& model = scene.models_[scene.nodeModelIndices_[i]];
|
|
|
|
|
-
|
|
|
|
|
- // Create a static model component for each node
|
|
|
|
|
- Node* modelNode = outScene->CreateChild(FromAIString(scene.nodes_[i]->mName), localIDs_ ? LOCAL : REPLICATED);
|
|
|
|
|
- StaticModel* staticModel = modelNode->CreateComponent<StaticModel>();
|
|
|
|
|
-
|
|
|
|
|
- // Create a dummy model so that the reference can be stored
|
|
|
|
|
- String modelName = (useSubdirs_ ? "Models/" : "") + GetFileNameAndExtension(model.outName_);
|
|
|
|
|
- if (!cache->Exists(modelName))
|
|
|
|
|
- {
|
|
|
|
|
- Model* dummyModel = new Model(context_);
|
|
|
|
|
- dummyModel->SetName(modelName);
|
|
|
|
|
- dummyModel->SetNumGeometries(model.meshes_.Size());
|
|
|
|
|
- cache->AddManualResource(dummyModel);
|
|
|
|
|
- }
|
|
|
|
|
- staticModel->SetModel(cache->GetResource<Model>(modelName));
|
|
|
|
|
-
|
|
|
|
|
- // Set a flattened transform
|
|
|
|
|
- Vector3 pos, scale;
|
|
|
|
|
- Quaternion rot;
|
|
|
|
|
- GetPosRotScale(GetDerivedTransform(scene.nodes_[i], rootNode_), pos, rot, scale);
|
|
|
|
|
- modelNode->SetTransform(pos, rot, scale);
|
|
|
|
|
- // Set materials if they are known
|
|
|
|
|
- for (unsigned j = 0; j < model.meshes_.Size(); ++j)
|
|
|
|
|
- {
|
|
|
|
|
- String matName = GetMeshMaterialName(model.meshes_[j]);
|
|
|
|
|
- if (!matName.Empty())
|
|
|
|
|
- {
|
|
|
|
|
- // Create a dummy material so that the reference can be stored
|
|
|
|
|
- if (!cache->Exists(matName))
|
|
|
|
|
- {
|
|
|
|
|
- Material* dummyMat = new Material(context_);
|
|
|
|
|
- dummyMat->SetName(matName);
|
|
|
|
|
- cache->AddManualResource(dummyMat);
|
|
|
|
|
- }
|
|
|
|
|
- staticModel->SetMaterial(j, cache->GetResource<Material>(matName));
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- File file(context_);
|
|
|
|
|
- if (!file.Open(scene.outName_, FILE_WRITE))
|
|
|
|
|
- ErrorExit("Could not open output file " + scene.outName_);
|
|
|
|
|
- if (!saveBinary_)
|
|
|
|
|
- outScene->SaveXML(file);
|
|
|
|
|
- else
|
|
|
|
|
- outScene->Save(file);
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void ExportMaterials(HashSet<String>& usedTextures)
|
|
|
|
|
-{
|
|
|
|
|
- if (useSubdirs_)
|
|
|
|
|
- context_->GetSubsystem<FileSystem>()->CreateDir(resourcePath_ + "Materials");
|
|
|
|
|
-
|
|
|
|
|
- for (unsigned i = 0; i < scene_->mNumMaterials; ++i)
|
|
|
|
|
- BuildAndSaveMaterial(scene_->mMaterials[i], usedTextures);
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void BuildAndSaveMaterial(aiMaterial* material, HashSet<String>& usedTextures)
|
|
|
|
|
-{
|
|
|
|
|
- // Material must have name so it can be successfully saved
|
|
|
|
|
- aiString matNameStr;
|
|
|
|
|
- material->Get(AI_MATKEY_NAME, matNameStr);
|
|
|
|
|
- String matName = SanitateAssetName(FromAIString(matNameStr));
|
|
|
|
|
- if (matName.Empty())
|
|
|
|
|
- return;
|
|
|
|
|
-
|
|
|
|
|
- PrintLine("Writing material " + matName);
|
|
|
|
|
-
|
|
|
|
|
- // 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;
|
|
|
|
|
- Color diffuseColor;
|
|
|
|
|
- bool hasAlpha = false;
|
|
|
|
|
- bool twoSided = false;
|
|
|
|
|
- float specIntensity = 0.0f;
|
|
|
|
|
- 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_COLOR_DIFFUSE, colorVal) == AI_SUCCESS)
|
|
|
|
|
- diffuseColor = 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_SHININESS_STRENGTH, floatVal) == AI_SUCCESS)
|
|
|
|
|
- specIntensity = 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 (hasAlpha)
|
|
|
|
|
- techniqueName += "Alpha";
|
|
|
|
|
-
|
|
|
|
|
- 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", (useSubdirs_ ? "Textures/" : "") + diffuseTexName);
|
|
|
|
|
- usedTextures.Insert(diffuseTexName);
|
|
|
|
|
- }
|
|
|
|
|
- if (!normalTexName.Empty())
|
|
|
|
|
- {
|
|
|
|
|
- XMLElement normalElem = materialElem.CreateChild("texture");
|
|
|
|
|
- normalElem.SetString("unit", "diffuse");
|
|
|
|
|
- normalElem.SetString("name", (useSubdirs_ ? "Textures/" : "") + normalTexName);
|
|
|
|
|
- usedTextures.Insert(normalTexName);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- XMLElement diffuseColorElem = materialElem.CreateChild("parameter");
|
|
|
|
|
- diffuseColorElem.SetString("name", "MatDiffColor");
|
|
|
|
|
- diffuseColorElem.SetColor("value", diffuseColor);
|
|
|
|
|
- XMLElement specularElem = materialElem.CreateChild("parameter");
|
|
|
|
|
- specularElem.SetString("name", "MatSpecProperties");
|
|
|
|
|
- specularElem.SetVector2("value", Vector2(specIntensity, specPower));
|
|
|
|
|
-
|
|
|
|
|
- if (twoSided)
|
|
|
|
|
- {
|
|
|
|
|
- XMLElement cullElem = materialElem.CreateChild("cull");
|
|
|
|
|
- XMLElement shadowCullElem = materialElem.CreateChild("shadowcull");
|
|
|
|
|
- cullElem.SetString("value", "none");
|
|
|
|
|
- shadowCullElem.SetString("value", "none");
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- File outFile(context_);
|
|
|
|
|
- String outFileName = resourcePath_ + (useSubdirs_ ? "Materials/" : "" ) + matName + ".xml";
|
|
|
|
|
- if (!outFile.Open(outFileName, FILE_WRITE))
|
|
|
|
|
- ErrorExit("Could not open output file " + outFileName);
|
|
|
|
|
- outMaterial.Save(outFile);
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void CopyTextures(const HashSet<String>& usedTextures, const String& sourcePath)
|
|
|
|
|
-{
|
|
|
|
|
- if (useSubdirs_)
|
|
|
|
|
- context_->GetSubsystem<FileSystem>()->CreateDir(resourcePath_ + "Textures");
|
|
|
|
|
-
|
|
|
|
|
- for (HashSet<String>::ConstIterator i = usedTextures.Begin(); i != usedTextures.End(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- PrintLine("Copying texture " + (*i));
|
|
|
|
|
- context_->GetSubsystem<FileSystem>()->Copy(sourcePath + *i, resourcePath_ + (useSubdirs_ ? "Textures/" : "") + *i);
|
|
|
|
|
- }
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void CombineLods(const PODVector<float>& lodDistances, const Vector<String>& modelNames, const String& outName)
|
|
|
|
|
-{
|
|
|
|
|
- // Load models
|
|
|
|
|
- Vector<SharedPtr<Model> > srcModels;
|
|
|
|
|
- for (unsigned i = 0; i < modelNames.Size(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- PrintLine("Reading LOD level " + String(i) + ": model " + modelNames[i] + " distance " + String(lodDistances[i]));
|
|
|
|
|
- File srcFile(context_);
|
|
|
|
|
- srcFile.Open(modelNames[i]);
|
|
|
|
|
- SharedPtr<Model> srcModel(new Model(context_));
|
|
|
|
|
- if (!srcModel->Load(srcFile))
|
|
|
|
|
- ErrorExit("Could not load input model " + modelNames[i]);
|
|
|
|
|
- srcModels.Push(srcModel);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- // Check that none of the models already has LOD levels
|
|
|
|
|
- for (unsigned i = 0; i < srcModels.Size(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- for (unsigned j = 0; j < srcModels[i]->GetNumGeometries(); ++j)
|
|
|
|
|
- {
|
|
|
|
|
- if (srcModels[i]->GetNumGeometryLodLevels(j) > 1)
|
|
|
|
|
- ErrorExit(modelNames[i] + " already has multiple LOD levels defined");
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- // Check for number of geometries (need to have same amount for now)
|
|
|
|
|
- for (unsigned i = 1; i < srcModels.Size(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- if (srcModels[i]->GetNumGeometries() != srcModels[0]->GetNumGeometries())
|
|
|
|
|
- ErrorExit(modelNames[i] + " has different amount of geometries than " + modelNames[0]);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- // If there are bones, check for compatibility (need to have exact match for now)
|
|
|
|
|
- for (unsigned i = 1; i < srcModels.Size(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- if (srcModels[i]->GetSkeleton().GetNumBones() != srcModels[0]->GetSkeleton().GetNumBones())
|
|
|
|
|
- ErrorExit(modelNames[i] + " has different amount of bones than " + modelNames[0]);
|
|
|
|
|
- for (unsigned j = 0; j < srcModels[0]->GetSkeleton().GetNumBones(); ++j)
|
|
|
|
|
- {
|
|
|
|
|
- if (srcModels[i]->GetSkeleton().GetBone(j)->name_ != srcModels[0]->GetSkeleton().GetBone(j)->name_)
|
|
|
|
|
- ErrorExit(modelNames[i] + " has different bones than " + modelNames[0]);
|
|
|
|
|
- }
|
|
|
|
|
- if (srcModels[i]->GetGeometryBoneMappings() != srcModels[0]->GetGeometryBoneMappings())
|
|
|
|
|
- ErrorExit(modelNames[i] + " has different per-geometry bone mappings than " + modelNames[0]);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- // Create the final model
|
|
|
|
|
- SharedPtr<Model> outModel(new Model(context_));
|
|
|
|
|
- outModel->SetNumGeometries(srcModels[0]->GetNumGeometries());
|
|
|
|
|
- for (unsigned i = 0; i < srcModels[0]->GetNumGeometries(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- outModel->SetNumGeometryLodLevels(i, srcModels.Size());
|
|
|
|
|
- for (unsigned j = 0; j < srcModels.Size(); ++j)
|
|
|
|
|
- {
|
|
|
|
|
- Geometry* geom = srcModels[j]->GetGeometry(i, 0);
|
|
|
|
|
- geom->SetLodDistance(lodDistances[j]);
|
|
|
|
|
- outModel->SetGeometry(i, j, geom);
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- outModel->SetSkeleton(srcModels[0]->GetSkeleton());
|
|
|
|
|
- outModel->SetGeometryBoneMappings(srcModels[0]->GetGeometryBoneMappings());
|
|
|
|
|
- outModel->SetBoundingBox(srcModels[0]->GetBoundingBox());
|
|
|
|
|
- /// \todo Vertex morphs are ignored for now
|
|
|
|
|
-
|
|
|
|
|
- // Save the final model
|
|
|
|
|
- PrintLine("Writing output model");
|
|
|
|
|
- File outFile(context_);
|
|
|
|
|
- if (!outFile.Open(outName, FILE_WRITE))
|
|
|
|
|
- ErrorExit("Could not open output file " + outName);
|
|
|
|
|
- outModel->Save(outFile);
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void GetMeshesUnderNode(Vector<Pair<aiNode*, aiMesh*> >& dest, aiNode* node)
|
|
|
|
|
-{
|
|
|
|
|
- for (unsigned i = 0; i < node->mNumMeshes; ++i)
|
|
|
|
|
- dest.Push(MakePair(node, scene_->mMeshes[node->mMeshes[i]]));
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-unsigned GetMeshIndex(aiMesh* mesh)
|
|
|
|
|
-{
|
|
|
|
|
- for (unsigned i = 0; i < scene_->mNumMeshes; ++i)
|
|
|
|
|
- {
|
|
|
|
|
- if (scene_->mMeshes[i] == mesh)
|
|
|
|
|
- return i;
|
|
|
|
|
- }
|
|
|
|
|
- return M_MAX_UNSIGNED;
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-unsigned GetBoneIndex(OutModel& model, const String& boneName)
|
|
|
|
|
-{
|
|
|
|
|
- for (unsigned i = 0; i < model.bones_.Size(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- if (boneName == model.bones_[i]->mName.data)
|
|
|
|
|
- return i;
|
|
|
|
|
- }
|
|
|
|
|
- return M_MAX_UNSIGNED;
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-aiBone* GetMeshBone(OutModel& model, const String& boneName)
|
|
|
|
|
-{
|
|
|
|
|
- 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];
|
|
|
|
|
- if (boneName == bone->mName.data)
|
|
|
|
|
- return bone;
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- return 0;
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-Matrix3x4 GetOffsetMatrix(OutModel& model, const String& boneName)
|
|
|
|
|
-{
|
|
|
|
|
- for (unsigned i = 0; i < model.meshes_.Size(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- aiMesh* mesh = model.meshes_[i];
|
|
|
|
|
- aiNode* node = model.meshNodes_[i];
|
|
|
|
|
- for (unsigned j = 0; j < mesh->mNumBones; ++j)
|
|
|
|
|
- {
|
|
|
|
|
- aiBone* bone = mesh->mBones[j];
|
|
|
|
|
- if (boneName == bone->mName.data)
|
|
|
|
|
- {
|
|
|
|
|
- aiMatrix4x4 offset = bone->mOffsetMatrix;
|
|
|
|
|
- aiMatrix4x4 nodeDerivedInverse = GetMeshBakingTransform(node, model.rootNode_);
|
|
|
|
|
- nodeDerivedInverse.Inverse();
|
|
|
|
|
- offset *= nodeDerivedInverse;
|
|
|
|
|
- Matrix3x4 ret;
|
|
|
|
|
- memcpy(&ret.m00_, &offset.a1, sizeof(Matrix3x4));
|
|
|
|
|
- return ret;
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- return Matrix3x4::IDENTITY;
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void GetBlendData(OutModel& model, aiMesh* mesh, PODVector<unsigned>& boneMappings, Vector<PODVector<unsigned char> >&
|
|
|
|
|
- blendIndices, Vector<PODVector<float> >& blendWeights)
|
|
|
|
|
-{
|
|
|
|
|
- blendIndices.Resize(mesh->mNumVertices);
|
|
|
|
|
- blendWeights.Resize(mesh->mNumVertices);
|
|
|
|
|
- boneMappings.Clear();
|
|
|
|
|
-
|
|
|
|
|
- // If model has more bones than can fit vertex shader parameters, write the per-geometry mappings
|
|
|
|
|
- if (model.bones_.Size() > MAX_SKIN_MATRICES)
|
|
|
|
|
- {
|
|
|
|
|
- if (mesh->mNumBones > MAX_SKIN_MATRICES)
|
|
|
|
|
- ErrorExit("Geometry has too many bone influences");
|
|
|
|
|
- boneMappings.Resize(mesh->mNumBones);
|
|
|
|
|
- for (unsigned i = 0; i < mesh->mNumBones; ++i)
|
|
|
|
|
- {
|
|
|
|
|
- aiBone* bone = mesh->mBones[i];
|
|
|
|
|
- String boneName = FromAIString(bone->mName);
|
|
|
|
|
- unsigned globalIndex = GetBoneIndex(model, boneName);
|
|
|
|
|
- if (globalIndex == M_MAX_UNSIGNED)
|
|
|
|
|
- ErrorExit("Bone " + boneName + " not found");
|
|
|
|
|
- boneMappings[i] = globalIndex;
|
|
|
|
|
- for (unsigned j = 0; j < bone->mNumWeights; ++j)
|
|
|
|
|
- {
|
|
|
|
|
- unsigned vertex = bone->mWeights[j].mVertexId;
|
|
|
|
|
- blendIndices[vertex].Push(i);
|
|
|
|
|
- blendWeights[vertex].Push(bone->mWeights[j].mWeight);
|
|
|
|
|
- if (blendWeights[vertex].Size() > 4)
|
|
|
|
|
- ErrorExit("More than 4 bone influences on vertex");
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- else
|
|
|
|
|
- {
|
|
|
|
|
- for (unsigned i = 0; i < mesh->mNumBones; ++i)
|
|
|
|
|
- {
|
|
|
|
|
- aiBone* bone = mesh->mBones[i];
|
|
|
|
|
- String boneName = FromAIString(bone->mName);
|
|
|
|
|
- unsigned globalIndex = GetBoneIndex(model, boneName);
|
|
|
|
|
- if (globalIndex == M_MAX_UNSIGNED)
|
|
|
|
|
- ErrorExit("Bone " + boneName + " not found");
|
|
|
|
|
- for (unsigned j = 0; j < bone->mNumWeights; ++j)
|
|
|
|
|
- {
|
|
|
|
|
- unsigned vertex = bone->mWeights[j].mVertexId;
|
|
|
|
|
- blendIndices[vertex].Push(globalIndex);
|
|
|
|
|
- blendWeights[vertex].Push(bone->mWeights[j].mWeight);
|
|
|
|
|
- if (blendWeights[vertex].Size() > 4)
|
|
|
|
|
- ErrorExit("More than 4 bone influences on vertex");
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-String GetMeshMaterialName(aiMesh* mesh)
|
|
|
|
|
-{
|
|
|
|
|
- aiMaterial* material = scene_->mMaterials[mesh->mMaterialIndex];
|
|
|
|
|
- aiString matNameStr;
|
|
|
|
|
- material->Get(AI_MATKEY_NAME, matNameStr);
|
|
|
|
|
- String matName = SanitateAssetName(FromAIString(matNameStr));
|
|
|
|
|
- if (matName.Empty())
|
|
|
|
|
- return matName;
|
|
|
|
|
- else
|
|
|
|
|
- return (useSubdirs_ ? "Materials/" : "") + matName + ".xml";
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void WriteShortIndices(unsigned short*& dest, aiMesh* mesh, unsigned index, unsigned offset)
|
|
|
|
|
-{
|
|
|
|
|
- *dest++ = mesh->mFaces[index].mIndices[0] + offset;
|
|
|
|
|
- *dest++ = mesh->mFaces[index].mIndices[1] + offset;
|
|
|
|
|
- *dest++ = mesh->mFaces[index].mIndices[2] + offset;
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void WriteLargeIndices(unsigned*& dest, aiMesh* mesh, unsigned index, unsigned offset)
|
|
|
|
|
-{
|
|
|
|
|
- *dest++ = mesh->mFaces[index].mIndices[0] + offset;
|
|
|
|
|
- *dest++ = mesh->mFaces[index].mIndices[1] + offset;
|
|
|
|
|
- *dest++ = mesh->mFaces[index].mIndices[2] + 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)
|
|
|
|
|
-{
|
|
|
|
|
- Vector3 vertex = vertexTransform * ToVector3(mesh->mVertices[index]);
|
|
|
|
|
- box.Merge(vertex);
|
|
|
|
|
- *dest++ = vertex.x_;
|
|
|
|
|
- *dest++ = vertex.y_;
|
|
|
|
|
- *dest++ = vertex.z_;
|
|
|
|
|
- if (elementMask & MASK_NORMAL)
|
|
|
|
|
- {
|
|
|
|
|
- Vector3 normal = normalTransform * ToVector3(mesh->mNormals[index]);
|
|
|
|
|
- *dest++ = normal.x_;
|
|
|
|
|
- *dest++ = normal.y_;
|
|
|
|
|
- *dest++ = normal.z_;
|
|
|
|
|
- }
|
|
|
|
|
- if (elementMask & MASK_COLOR)
|
|
|
|
|
- {
|
|
|
|
|
- *((unsigned*)dest) = Color(mesh->mColors[0][index].r, mesh->mColors[0][index].g, mesh->mColors[0][index].b,
|
|
|
|
|
- mesh->mColors[0][index].a).ToUInt();
|
|
|
|
|
- ++dest;
|
|
|
|
|
- }
|
|
|
|
|
- if (elementMask & MASK_TEXCOORD1)
|
|
|
|
|
- {
|
|
|
|
|
- Vector3 texCoord = ToVector3(mesh->mTextureCoords[0][index]);
|
|
|
|
|
- *dest++ = texCoord.x_;
|
|
|
|
|
- *dest++ = texCoord.y_;
|
|
|
|
|
- }
|
|
|
|
|
- if (elementMask & MASK_TEXCOORD2)
|
|
|
|
|
- {
|
|
|
|
|
- Vector3 texCoord = ToVector3(mesh->mTextureCoords[1][index]);
|
|
|
|
|
- *dest++ = texCoord.x_;
|
|
|
|
|
- *dest++ = texCoord.y_;
|
|
|
|
|
- }
|
|
|
|
|
- if (elementMask & MASK_TANGENT)
|
|
|
|
|
- {
|
|
|
|
|
- Vector3 tangent = normalTransform * ToVector3(mesh->mTangents[index]);
|
|
|
|
|
- Vector3 normal = normalTransform * ToVector3(mesh->mNormals[index]);
|
|
|
|
|
- Vector3 bitangent = normalTransform * ToVector3(mesh->mBitangents[index]);
|
|
|
|
|
- // Check handedness
|
|
|
|
|
- float w = 1.0f;
|
|
|
|
|
- if ((tangent.CrossProduct(normal)).DotProduct(bitangent) < 0.5f)
|
|
|
|
|
- w = -1.0f;
|
|
|
|
|
-
|
|
|
|
|
- *dest++ = tangent.x_;
|
|
|
|
|
- *dest++ = tangent.y_;
|
|
|
|
|
- *dest++ = tangent.z_;
|
|
|
|
|
- *dest++ = w;
|
|
|
|
|
- }
|
|
|
|
|
- if (elementMask & MASK_BLENDWEIGHTS)
|
|
|
|
|
- {
|
|
|
|
|
- for (unsigned i = 0; i < 4; ++i)
|
|
|
|
|
- {
|
|
|
|
|
- if (i < blendWeights[index].Size())
|
|
|
|
|
- *dest++ = blendWeights[index][i];
|
|
|
|
|
- else
|
|
|
|
|
- *dest++ = 0.0f;
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- if (elementMask & MASK_BLENDINDICES)
|
|
|
|
|
- {
|
|
|
|
|
- unsigned char* destBytes = (unsigned char*)dest;
|
|
|
|
|
- ++dest;
|
|
|
|
|
- for (unsigned i = 0; i < 4; ++i)
|
|
|
|
|
- {
|
|
|
|
|
- if (i < blendIndices[index].Size())
|
|
|
|
|
- *destBytes++ = blendIndices[index][i];
|
|
|
|
|
- else
|
|
|
|
|
- *destBytes++ = 0;
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-unsigned GetElementMask(aiMesh* mesh)
|
|
|
|
|
-{
|
|
|
|
|
- unsigned elementMask = MASK_POSITION;
|
|
|
|
|
- if (mesh->HasNormals())
|
|
|
|
|
- elementMask |= MASK_NORMAL;
|
|
|
|
|
- if (mesh->HasTangentsAndBitangents())
|
|
|
|
|
- elementMask |= MASK_TANGENT;
|
|
|
|
|
- if (mesh->GetNumColorChannels() > 0)
|
|
|
|
|
- elementMask |= MASK_COLOR;
|
|
|
|
|
- if (mesh->GetNumUVChannels() > 0)
|
|
|
|
|
- elementMask |= MASK_TEXCOORD1;
|
|
|
|
|
- if (mesh->GetNumUVChannels() > 1)
|
|
|
|
|
- elementMask |= MASK_TEXCOORD2;
|
|
|
|
|
- if (mesh->HasBones())
|
|
|
|
|
- elementMask |= (MASK_BLENDWEIGHTS | MASK_BLENDINDICES);
|
|
|
|
|
- return elementMask;
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-aiNode* GetNode(const String& name, aiNode* rootNode, bool caseSensitive)
|
|
|
|
|
-{
|
|
|
|
|
- if (!rootNode)
|
|
|
|
|
- return 0;
|
|
|
|
|
- if (!name.Compare(rootNode->mName.data, caseSensitive))
|
|
|
|
|
- return rootNode;
|
|
|
|
|
- for (unsigned i = 0; i < rootNode->mNumChildren; ++i)
|
|
|
|
|
- {
|
|
|
|
|
- aiNode* found = GetNode(name, rootNode->mChildren[i], caseSensitive);
|
|
|
|
|
- if (found)
|
|
|
|
|
- return found;
|
|
|
|
|
- }
|
|
|
|
|
- return 0;
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-aiMatrix4x4 GetDerivedTransform(aiNode* node, aiNode* rootNode)
|
|
|
|
|
-{
|
|
|
|
|
- return GetDerivedTransform(node->mTransformation, node, rootNode);
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-aiMatrix4x4 GetDerivedTransform(aiMatrix4x4 transform, aiNode* node, aiNode* rootNode)
|
|
|
|
|
-{
|
|
|
|
|
- // If basenode is defined, go only up to it in the parent chain
|
|
|
|
|
- while (node && node != rootNode)
|
|
|
|
|
- {
|
|
|
|
|
- node = node->mParent;
|
|
|
|
|
- if (node)
|
|
|
|
|
- transform = node->mTransformation * transform;
|
|
|
|
|
- }
|
|
|
|
|
- return transform;
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-aiMatrix4x4 GetMeshBakingTransform(aiNode* meshNode, aiNode* modelRootNode)
|
|
|
|
|
-{
|
|
|
|
|
- if (meshNode == modelRootNode)
|
|
|
|
|
- return aiMatrix4x4();
|
|
|
|
|
- else
|
|
|
|
|
- return GetDerivedTransform(meshNode, modelRootNode);
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void GetPosRotScale(const aiMatrix4x4& transform, Vector3& pos, Quaternion& rot, Vector3& scale)
|
|
|
|
|
-{
|
|
|
|
|
- aiVector3D aiPos;
|
|
|
|
|
- aiQuaternion aiRot;
|
|
|
|
|
- aiVector3D aiScale;
|
|
|
|
|
- transform.Decompose(aiScale, aiRot, aiPos);
|
|
|
|
|
- pos = ToVector3(aiPos);
|
|
|
|
|
- rot = ToQuaternion(aiRot);
|
|
|
|
|
- scale = ToVector3(aiScale);
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-
|
|
|
|
|
-String FromAIString(const aiString& str)
|
|
|
|
|
-{
|
|
|
|
|
- return String(str.data);
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-Vector3 ToVector3(const aiVector3D& vec)
|
|
|
|
|
-{
|
|
|
|
|
- return Vector3(vec.x, vec.y, vec.z);
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-Vector2 ToVector2(const aiVector2D& vec)
|
|
|
|
|
-{
|
|
|
|
|
- return Vector2(vec.x, vec.y);
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-Quaternion ToQuaternion(const aiQuaternion& quat)
|
|
|
|
|
-{
|
|
|
|
|
- return Quaternion(quat.w, quat.x, quat.y, quat.z);
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-String SanitateAssetName(const String& name)
|
|
|
|
|
-{
|
|
|
|
|
- String fixedName = name;
|
|
|
|
|
- fixedName.Replace("<", "");
|
|
|
|
|
- fixedName.Replace(">", "");
|
|
|
|
|
- fixedName.Replace("?", "");
|
|
|
|
|
- fixedName.Replace("*", "");
|
|
|
|
|
- fixedName.Replace(":", "");
|
|
|
|
|
- fixedName.Replace("\"", "");
|
|
|
|
|
- fixedName.Replace("/", "");
|
|
|
|
|
- fixedName.Replace("\\", "");
|
|
|
|
|
- fixedName.Replace("|", "");
|
|
|
|
|
-
|
|
|
|
|
- return fixedName;
|
|
|
|
|
-}
|
|
|
|
|
|
|
+//
|
|
|
|
|
+// Urho3D Engine
|
|
|
|
|
+// Copyright (c) 2008-2012 Lasse Oorni
|
|
|
|
|
+//
|
|
|
|
|
+// 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 "Animation.h"
|
|
|
|
|
+#include "Context.h"
|
|
|
|
|
+#include "DebugRenderer.h"
|
|
|
|
|
+#include "File.h"
|
|
|
|
|
+#include "FileSystem.h"
|
|
|
|
|
+#include "Geometry.h"
|
|
|
|
|
+#include "Graphics.h"
|
|
|
|
|
+#include "IndexBuffer.h"
|
|
|
|
|
+#include "Light.h"
|
|
|
|
|
+#include "Material.h"
|
|
|
|
|
+#include "Model.h"
|
|
|
|
|
+#include "Octree.h"
|
|
|
|
|
+#include "PhysicsWorld.h"
|
|
|
|
|
+#include "ProcessUtils.h"
|
|
|
|
|
+#include "Quaternion.h"
|
|
|
|
|
+#include "ResourceCache.h"
|
|
|
|
|
+#include "Scene.h"
|
|
|
|
|
+#include "StaticModel.h"
|
|
|
|
|
+#include "StringUtils.h"
|
|
|
|
|
+#include "Vector3.h"
|
|
|
|
|
+#include "VertexBuffer.h"
|
|
|
|
|
+#include "WorkQueue.h"
|
|
|
|
|
+#include "XMLFile.h"
|
|
|
|
|
+#include "Zone.h"
|
|
|
|
|
+
|
|
|
|
|
+#include "Sort.h"
|
|
|
|
|
+
|
|
|
|
|
+#ifdef WIN32
|
|
|
|
|
+#include <windows.h>
|
|
|
|
|
+#endif
|
|
|
|
|
+
|
|
|
|
|
+#include <assimp/cimport.h>
|
|
|
|
|
+#include <assimp/scene.h>
|
|
|
|
|
+#include <assimp/postprocess.h>
|
|
|
|
|
+#include <cstring>
|
|
|
|
|
+
|
|
|
|
|
+#include "DebugNew.h"
|
|
|
|
|
+
|
|
|
|
|
+using namespace Urho3D;
|
|
|
|
|
+
|
|
|
|
|
+struct OutModel
|
|
|
|
|
+{
|
|
|
|
|
+ OutModel() :
|
|
|
|
|
+ totalVertices_(0),
|
|
|
|
|
+ totalIndices_(0),
|
|
|
|
|
+ rootBone_(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_;
|
|
|
|
|
+};
|
|
|
|
|
+
|
|
|
|
|
+SharedPtr<Context> context_(new Context());
|
|
|
|
|
+const aiScene* scene_ = 0;
|
|
|
|
|
+aiNode* rootNode_ = 0;
|
|
|
|
|
+String materialListName_;
|
|
|
|
|
+String resourcePath_;
|
|
|
|
|
+bool useSubdirs_ = true;
|
|
|
|
|
+bool localIDs_ = false;
|
|
|
|
|
+bool saveBinary_ = false;
|
|
|
|
|
+bool createZone_ = true;
|
|
|
|
|
+bool noAnimations_ = false;
|
|
|
|
|
+float defaultTicksPerSecond_ = 4800.0f;
|
|
|
|
|
+
|
|
|
|
|
+int main(int argc, char** argv);
|
|
|
|
|
+void Run(const Vector<String>& arguments);
|
|
|
|
|
+void DumpNodes(aiNode* rootNode, unsigned level);
|
|
|
|
|
+
|
|
|
|
|
+void ExportModel(const String& outName);
|
|
|
|
|
+void CollectMeshes(OutModel& model, aiNode* node);
|
|
|
|
|
+void CollectBones(OutModel& model);
|
|
|
|
|
+void CollectBonesFinal(PODVector<aiNode*>& dest, const HashSet<aiNode*>& necessary, aiNode* node);
|
|
|
|
|
+void CollectAnimations(OutModel& model);
|
|
|
|
|
+void BuildBoneCollisionInfo(OutModel& model);
|
|
|
|
|
+void BuildAndSaveModel(OutModel& model);
|
|
|
|
|
+void BuildAndSaveAnimations(OutModel& model);
|
|
|
|
|
+
|
|
|
|
|
+void ExportScene(const String& outName);
|
|
|
|
|
+void CollectSceneModels(OutScene& scene, aiNode* node);
|
|
|
|
|
+void BuildAndSaveScene(OutScene& scene);
|
|
|
|
|
+
|
|
|
|
|
+void ExportMaterials(HashSet<String>& usedTextures);
|
|
|
|
|
+void BuildAndSaveMaterial(aiMaterial* material, HashSet<String>& usedTextures);
|
|
|
|
|
+void CopyTextures(const HashSet<String>& usedTextures, const String& sourcePath);
|
|
|
|
|
+
|
|
|
|
|
+void CombineLods(const PODVector<float>& lodDistances, const Vector<String>& modelNames, const String& outName);
|
|
|
|
|
+
|
|
|
|
|
+void GetMeshesUnderNode(Vector<Pair<aiNode*, aiMesh*> >& meshes, aiNode* node);
|
|
|
|
|
+unsigned GetMeshIndex(aiMesh* mesh);
|
|
|
|
|
+unsigned GetBoneIndex(OutModel& model, const String& boneName);
|
|
|
|
|
+aiBone* GetMeshBone(OutModel& model, const String& boneName);
|
|
|
|
|
+Matrix3x4 GetOffsetMatrix(OutModel& model, const String& boneName);
|
|
|
|
|
+void GetBlendData(OutModel& model, aiMesh* mesh, PODVector<unsigned>& boneMappings, Vector<PODVector<unsigned char> >&
|
|
|
|
|
+ blendIndices, Vector<PODVector<float> >& blendWeights);
|
|
|
|
|
+String GetMeshMaterialName(aiMesh* mesh);
|
|
|
|
|
+
|
|
|
|
|
+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);
|
|
|
|
|
+aiMatrix4x4 GetDerivedTransform(aiMatrix4x4 transform, aiNode* node, aiNode* rootNode);
|
|
|
|
|
+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);
|
|
|
|
|
+String SanitateAssetName(const String& name);
|
|
|
|
|
+
|
|
|
|
|
+int main(int argc, char** argv)
|
|
|
|
|
+{
|
|
|
|
|
+ Vector<String> arguments;
|
|
|
|
|
+
|
|
|
|
|
+ #ifdef WIN32
|
|
|
|
|
+ arguments = ParseArguments(GetCommandLineW());
|
|
|
|
|
+ #else
|
|
|
|
|
+ arguments = ParseArguments(argc, argv);
|
|
|
|
|
+ #endif
|
|
|
|
|
+
|
|
|
|
|
+ Run(arguments);
|
|
|
|
|
+ return 0;
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void Run(const Vector<String>& arguments)
|
|
|
|
|
+{
|
|
|
|
|
+ if (arguments.Size() < 2)
|
|
|
|
|
+ {
|
|
|
|
|
+ ErrorExit(
|
|
|
|
|
+ "Usage: AssetImporter <command> <input file> <output file> [options]\n"
|
|
|
|
|
+ "See http://assimp.sourceforge.net/main_features_formats.html for input formats\n\n"
|
|
|
|
|
+ "Commands:\n"
|
|
|
|
|
+ "model Output a model\n"
|
|
|
|
|
+ "scene Output a scene\n"
|
|
|
|
|
+ "dump Dump scene node structure. No output file is generated\n"
|
|
|
|
|
+ "lod Combine several Urho3D models as LOD levels of the output model\n"
|
|
|
|
|
+ " Syntax: lod <dist0> <mdl0> <dist1 <mdl1> ... <output file>\n"
|
|
|
|
|
+ "\n"
|
|
|
|
|
+ "Options:\n"
|
|
|
|
|
+ "-b Save scene in binary format, default format is XML\n"
|
|
|
|
|
+ "-i Use local ID's for scene nodes\n"
|
|
|
|
|
+ "-mX Output a material list file X (model mode only)\n"
|
|
|
|
|
+ "-na Do not output animations\n"
|
|
|
|
|
+ "-nm Do not output materials\n"
|
|
|
|
|
+ "-ns Do not create subdirectories for resources\n"
|
|
|
|
|
+ "-nz Do not create a zone and a directional light (scene mode only)\n"
|
|
|
|
|
+ "-pX Set path X for scene resources. Default is output file path\n"
|
|
|
|
|
+ "-rX Use scene node X as root node\n"
|
|
|
|
|
+ "-fX Animation tick frequency to use if unspecified. Default 4800\n"
|
|
|
|
|
+ "-t Generate tangents to model(s)\n"
|
|
|
|
|
+ );
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ RegisterSceneLibrary(context_);
|
|
|
|
|
+ RegisterGraphicsLibrary(context_);
|
|
|
|
|
+ RegisterPhysicsLibrary(context_);
|
|
|
|
|
+ context_->RegisterSubsystem(new FileSystem(context_));
|
|
|
|
|
+ context_->RegisterSubsystem(new ResourceCache(context_));
|
|
|
|
|
+ context_->RegisterSubsystem(new WorkQueue(context_));
|
|
|
|
|
+
|
|
|
|
|
+ String command = arguments[0].ToLower();
|
|
|
|
|
+ String rootNodeName;
|
|
|
|
|
+
|
|
|
|
|
+ bool noMaterials = false;
|
|
|
|
|
+
|
|
|
|
|
+ unsigned flags =
|
|
|
|
|
+ aiProcess_ConvertToLeftHanded |
|
|
|
|
|
+ aiProcess_JoinIdenticalVertices |
|
|
|
|
|
+ aiProcess_Triangulate |
|
|
|
|
|
+ aiProcess_GenSmoothNormals |
|
|
|
|
|
+ aiProcess_LimitBoneWeights |
|
|
|
|
|
+ aiProcess_ImproveCacheLocality |
|
|
|
|
|
+ aiProcess_RemoveRedundantMaterials |
|
|
|
|
|
+ aiProcess_FixInfacingNormals |
|
|
|
|
|
+ aiProcess_FindInvalidData |
|
|
|
|
|
+ aiProcess_GenUVCoords |
|
|
|
|
|
+ aiProcess_FindInstances |
|
|
|
|
|
+ aiProcess_OptimizeMeshes;
|
|
|
|
|
+
|
|
|
|
|
+ for (unsigned i = 2; i < arguments.Size(); ++i)
|
|
|
|
|
+ {
|
|
|
|
|
+ if (arguments[i].Length() >= 2 && arguments[i][0] == '-')
|
|
|
|
|
+ {
|
|
|
|
|
+ String parameter;
|
|
|
|
|
+ if (arguments[i].Length() >= 3)
|
|
|
|
|
+ parameter = arguments[i].Substring(2);
|
|
|
|
|
+
|
|
|
|
|
+ switch (tolower(arguments[i][1]))
|
|
|
|
|
+ {
|
|
|
|
|
+ case 'b':
|
|
|
|
|
+ saveBinary_ = true;
|
|
|
|
|
+ break;
|
|
|
|
|
+
|
|
|
|
|
+ case 'i':
|
|
|
|
|
+ localIDs_ = true;
|
|
|
|
|
+ break;
|
|
|
|
|
+
|
|
|
|
|
+ case 'm':
|
|
|
|
|
+ materialListName_ = GetInternalPath(parameter);
|
|
|
|
|
+ break;
|
|
|
|
|
+
|
|
|
|
|
+ case 'p':
|
|
|
|
|
+ resourcePath_ = AddTrailingSlash(parameter);
|
|
|
|
|
+ break;
|
|
|
|
|
+
|
|
|
|
|
+ case 'r':
|
|
|
|
|
+ rootNodeName = parameter;
|
|
|
|
|
+ break;
|
|
|
|
|
+
|
|
|
|
|
+ case 't':
|
|
|
|
|
+ flags |= aiProcess_CalcTangentSpace;
|
|
|
|
|
+ break;
|
|
|
|
|
+
|
|
|
|
|
+ case 'f':
|
|
|
|
|
+ defaultTicksPerSecond_ = ToFloat(parameter);
|
|
|
|
|
+ break;
|
|
|
|
|
+
|
|
|
|
|
+ case 'n':
|
|
|
|
|
+ if (!parameter.Empty())
|
|
|
|
|
+ {
|
|
|
|
|
+ switch (tolower(parameter[0]))
|
|
|
|
|
+ {
|
|
|
|
|
+ case 'a':
|
|
|
|
|
+ noAnimations_ = true;
|
|
|
|
|
+ break;
|
|
|
|
|
+
|
|
|
|
|
+ case 'm':
|
|
|
|
|
+ noMaterials = true;
|
|
|
|
|
+ break;
|
|
|
|
|
+
|
|
|
|
|
+ case 's':
|
|
|
|
|
+ useSubdirs_ = false;
|
|
|
|
|
+ break;
|
|
|
|
|
+
|
|
|
|
|
+ case 'z':
|
|
|
|
|
+ createZone_ = false;
|
|
|
|
|
+ break;
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+ break;
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ if (command == "model" || command == "scene" || command == "dump")
|
|
|
|
|
+ {
|
|
|
|
|
+ String inFile = arguments[1];
|
|
|
|
|
+ String outFile;
|
|
|
|
|
+ if (arguments.Size() > 2 && arguments[2][0] != '-')
|
|
|
|
|
+ outFile = GetInternalPath(arguments[2]);
|
|
|
|
|
+
|
|
|
|
|
+ if (resourcePath_.Empty())
|
|
|
|
|
+ {
|
|
|
|
|
+ resourcePath_ = GetPath(outFile);
|
|
|
|
|
+ // If output file already has the Models/ path (model mode), do not take it into the resource path
|
|
|
|
|
+ if (command == "model")
|
|
|
|
|
+ {
|
|
|
|
|
+ String resPathLower = resourcePath_.ToLower();
|
|
|
|
|
+ if (resPathLower.FindLast("models/") == resPathLower.Length() - 7)
|
|
|
|
|
+ resourcePath_ = resourcePath_.Substring(0, resourcePath_.Length() - 7);
|
|
|
|
|
+ }
|
|
|
|
|
+ if (resourcePath_.Empty())
|
|
|
|
|
+ resourcePath_ = "./";
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ resourcePath_ = AddTrailingSlash(resourcePath_);
|
|
|
|
|
+
|
|
|
|
|
+ PrintLine("Reading file " + inFile);
|
|
|
|
|
+ scene_ = aiImportFile(GetNativePath(inFile).CString(), flags);
|
|
|
|
|
+ if (!scene_)
|
|
|
|
|
+ ErrorExit("Could not open or parse input file " + inFile);
|
|
|
|
|
+
|
|
|
|
|
+ rootNode_ = scene_->mRootNode;
|
|
|
|
|
+ if (!rootNodeName.Empty())
|
|
|
|
|
+ {
|
|
|
|
|
+ rootNode_ = GetNode(rootNodeName, rootNode_, false);
|
|
|
|
|
+ if (!rootNode_)
|
|
|
|
|
+ ErrorExit("Could not find scene node " + rootNodeName);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ if (command == "dump")
|
|
|
|
|
+ {
|
|
|
|
|
+ DumpNodes(rootNode_, 0);
|
|
|
|
|
+ return;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ if (command == "model")
|
|
|
|
|
+ ExportModel(outFile);
|
|
|
|
|
+
|
|
|
|
|
+ if (command == "scene")
|
|
|
|
|
+ ExportScene(outFile);
|
|
|
|
|
+
|
|
|
|
|
+ if (!noMaterials)
|
|
|
|
|
+ {
|
|
|
|
|
+ HashSet<String> usedTextures;
|
|
|
|
|
+ ExportMaterials(usedTextures);
|
|
|
|
|
+ CopyTextures(usedTextures, GetPath(inFile));
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+ else if (command == "lod")
|
|
|
|
|
+ {
|
|
|
|
|
+ PODVector<float> lodDistances;
|
|
|
|
|
+ Vector<String> modelNames;
|
|
|
|
|
+ String outFile;
|
|
|
|
|
+
|
|
|
|
|
+ unsigned numLodArguments = 0;
|
|
|
|
|
+ for (unsigned i = 1; i < arguments.Size(); ++i)
|
|
|
|
|
+ {
|
|
|
|
|
+ if (arguments[i][0] == '-')
|
|
|
|
|
+ break;
|
|
|
|
|
+ ++numLodArguments;
|
|
|
|
|
+ }
|
|
|
|
|
+ if (numLodArguments < 4)
|
|
|
|
|
+ ErrorExit("Must define at least 2 LOD levels");
|
|
|
|
|
+ if (!(numLodArguments & 1))
|
|
|
|
|
+ ErrorExit("No output file defined");
|
|
|
|
|
+
|
|
|
|
|
+ for (unsigned i = 1; i < numLodArguments + 1; ++i)
|
|
|
|
|
+ {
|
|
|
|
|
+ if (i == numLodArguments)
|
|
|
|
|
+ outFile = GetInternalPath(arguments[i]);
|
|
|
|
|
+ else
|
|
|
|
|
+ {
|
|
|
|
|
+ if (i & 1)
|
|
|
|
|
+ lodDistances.Push(Max(ToFloat(arguments[i]), 0.0f));
|
|
|
|
|
+ else
|
|
|
|
|
+ modelNames.Push(GetInternalPath(arguments[i]));
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ if (lodDistances[0] != 0.0f)
|
|
|
|
|
+ {
|
|
|
|
|
+ PrintLine("Warning: first LOD distance forced to 0");
|
|
|
|
|
+ lodDistances[0] = 0.0f;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ CombineLods(lodDistances, modelNames, outFile);
|
|
|
|
|
+ }
|
|
|
|
|
+ else
|
|
|
|
|
+ ErrorExit("Unrecognized command " + command);
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void 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);
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void ExportModel(const String& outName)
|
|
|
|
|
+{
|
|
|
|
|
+ if (outName.Empty())
|
|
|
|
|
+ ErrorExit("No output file defined");
|
|
|
|
|
+
|
|
|
|
|
+ OutModel model;
|
|
|
|
|
+ model.rootNode_ = rootNode_;
|
|
|
|
|
+ model.outName_ = outName;
|
|
|
|
|
+
|
|
|
|
|
+ CollectMeshes(model, model.rootNode_);
|
|
|
|
|
+ CollectBones(model);
|
|
|
|
|
+ BuildBoneCollisionInfo(model);
|
|
|
|
|
+ BuildAndSaveModel(model);
|
|
|
|
|
+ if (!noAnimations_)
|
|
|
|
|
+ {
|
|
|
|
|
+ CollectAnimations(model);
|
|
|
|
|
+ BuildAndSaveAnimations(model);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ // Write material references if requested
|
|
|
|
|
+ if (!materialListName_.Empty())
|
|
|
|
|
+ {
|
|
|
|
|
+ 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_);
|
|
|
|
|
+ }
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void CollectMeshes(OutModel& model, aiNode* node)
|
|
|
|
|
+{
|
|
|
|
|
+ for (unsigned i = 0; i < node->mNumMeshes; ++i)
|
|
|
|
|
+ {
|
|
|
|
|
+ aiMesh* mesh = scene_->mMeshes[node->mMeshes[i]];
|
|
|
|
|
+ for (unsigned j = 0; j < model.meshes_.Size(); ++j)
|
|
|
|
|
+ {
|
|
|
|
|
+ if (mesh == model.meshes_[j])
|
|
|
|
|
+ {
|
|
|
|
|
+ PrintLine("Warning: same mesh found multiple times");
|
|
|
|
|
+ break;
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ model.meshIndices_.Insert(node->mMeshes[i]);
|
|
|
|
|
+ model.meshes_.Push(mesh);
|
|
|
|
|
+ model.meshNodes_.Push(node);
|
|
|
|
|
+ model.totalVertices_ += mesh->mNumVertices;
|
|
|
|
|
+ model.totalIndices_ += mesh->mNumFaces * 3;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ for (unsigned i = 0; i < node->mNumChildren; ++i)
|
|
|
|
|
+ CollectMeshes(model, node->mChildren[i]);
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void CollectBones(OutModel& model)
|
|
|
|
|
+{
|
|
|
|
|
+ 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)
|
|
|
|
|
+ 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 CollectBonesFinal(PODVector<aiNode*>& dest, const HashSet<aiNode*>& necessary, aiNode* node)
|
|
|
|
|
+{
|
|
|
|
|
+ if (necessary.Find(node) != necessary.End())
|
|
|
|
|
+ {
|
|
|
|
|
+ dest.Push(node);
|
|
|
|
|
+ for (unsigned i = 0; i < node->mNumChildren; ++i)
|
|
|
|
|
+ CollectBonesFinal(dest, necessary, node->mChildren[i]);
|
|
|
|
|
+ }
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void CollectAnimations(OutModel& model)
|
|
|
|
|
+{
|
|
|
|
|
+ const aiScene* scene = scene_;
|
|
|
|
|
+ for (unsigned i = 0; i < scene->mNumAnimations; ++i)
|
|
|
|
|
+ {
|
|
|
|
|
+ aiAnimation* anim = scene->mAnimations[i];
|
|
|
|
|
+ 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);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ /// \todo Vertex morphs are ignored for now
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void 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;
|
|
|
|
|
+ aiNode* boneNode = model.bones_[boneIndex];
|
|
|
|
|
+ for (unsigned k = 0; k < bone->mNumWeights; ++k)
|
|
|
|
|
+ {
|
|
|
|
|
+ float weight = bone->mWeights[k].mWeight;
|
|
|
|
|
+ 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 BuildAndSaveModel(OutModel& model)
|
|
|
|
|
+{
|
|
|
|
|
+ if (!model.rootNode_)
|
|
|
|
|
+ ErrorExit("Null root node for model");
|
|
|
|
|
+ String rootNodeName = FromAIString(model.rootNode_->mName);
|
|
|
|
|
+ if (!model.meshes_.Size())
|
|
|
|
|
+ ErrorExit("No geometries found starting from node " + rootNodeName);
|
|
|
|
|
+
|
|
|
|
|
+ PrintLine("Writing model " + rootNodeName);
|
|
|
|
|
+
|
|
|
|
|
+ SharedPtr<Model> outModel(new Model(context_));
|
|
|
|
|
+ outModel->SetNumGeometries(model.meshes_.Size());
|
|
|
|
|
+ Vector<PODVector<unsigned> > allBoneMappings;
|
|
|
|
|
+ BoundingBox box;
|
|
|
|
|
+
|
|
|
|
|
+ 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 = 1; i < model.meshes_.Size(); ++i)
|
|
|
|
|
+ {
|
|
|
|
|
+ if (GetElementMask(model.meshes_[i]) != elementMask)
|
|
|
|
|
+ {
|
|
|
|
|
+ combineBuffers = false;
|
|
|
|
|
+ break;
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+ // 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 (model.meshes_[i]->mNumVertices > 65535)
|
|
|
|
|
+ allUnder65k = false;
|
|
|
|
|
+ }
|
|
|
|
|
+ if (allUnder65k == true)
|
|
|
|
|
+ combineBuffers = false;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ if (!combineBuffers)
|
|
|
|
|
+ {
|
|
|
|
|
+ PrintLine("Writing separate buffers");
|
|
|
|
|
+ for (unsigned i = 0; i < model.meshes_.Size(); ++i)
|
|
|
|
|
+ {
|
|
|
|
|
+ // 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<IndexBuffer> ib(new IndexBuffer(context_));
|
|
|
|
|
+ SharedPtr<VertexBuffer> vb(new VertexBuffer(context_));
|
|
|
|
|
+ SharedPtr<Geometry> geom(new Geometry(context_));
|
|
|
|
|
+
|
|
|
|
|
+ aiMesh* mesh = model.meshes_[i];
|
|
|
|
|
+ PrintLine("Writing geometry " + String(i) + " with " + String(mesh->mNumVertices) + " vertices " +
|
|
|
|
|
+ String(mesh->mNumFaces * 3) + " indices");
|
|
|
|
|
+
|
|
|
|
|
+ bool largeIndices = mesh->mNumVertices > 65535;
|
|
|
|
|
+ unsigned elementMask = GetElementMask(mesh);
|
|
|
|
|
+
|
|
|
|
|
+ ib->SetSize(mesh->mNumFaces * 3, largeIndices);
|
|
|
|
|
+ vb->SetSize(mesh->mNumVertices, elementMask);
|
|
|
|
|
+
|
|
|
|
|
+ // Build the index data
|
|
|
|
|
+ void* indexData = ib->GetShadowData();
|
|
|
|
|
+ if (!largeIndices)
|
|
|
|
|
+ {
|
|
|
|
|
+ unsigned short* dest = (unsigned short*)indexData;
|
|
|
|
|
+ for (unsigned j = 0; j < mesh->mNumFaces; ++j)
|
|
|
|
|
+ WriteShortIndices(dest, mesh, j, 0);
|
|
|
|
|
+ }
|
|
|
|
|
+ else
|
|
|
|
|
+ {
|
|
|
|
|
+ unsigned* dest = (unsigned*)indexData;
|
|
|
|
|
+ for (unsigned j = 0; j < mesh->mNumFaces; ++j)
|
|
|
|
|
+ WriteLargeIndices(dest, mesh, j, 0);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ // 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())
|
|
|
|
|
+ GetBlendData(model, mesh, boneMappings, blendIndices, blendWeights);
|
|
|
|
|
+
|
|
|
|
|
+ void* vertexData = vb->GetShadowData();
|
|
|
|
|
+ float* dest = (float*)vertexData;
|
|
|
|
|
+ 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;
|
|
|
|
|
+ for (unsigned j = 0; j < mesh->mNumFaces; ++j)
|
|
|
|
|
+ {
|
|
|
|
|
+ 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]]);
|
|
|
|
|
+ }
|
|
|
|
|
+ if (mesh->mNumFaces)
|
|
|
|
|
+ center /= (float)mesh->mNumFaces * 3;
|
|
|
|
|
+
|
|
|
|
|
+ // Define the model buffers
|
|
|
|
|
+ Vector<SharedPtr<VertexBuffer> > vbVector;
|
|
|
|
|
+ Vector<SharedPtr<IndexBuffer> > ibVector;
|
|
|
|
|
+ PODVector<unsigned> emptyMorphRange;
|
|
|
|
|
+ vbVector.Push(vb);
|
|
|
|
|
+ ibVector.Push(ib);
|
|
|
|
|
+ outModel->SetVertexBuffers(vbVector, emptyMorphRange, emptyMorphRange);
|
|
|
|
|
+ outModel->SetIndexBuffers(ibVector);
|
|
|
|
|
+
|
|
|
|
|
+ // Define the geometry
|
|
|
|
|
+ geom->SetIndexBuffer(ib);
|
|
|
|
|
+ geom->SetVertexBuffer(0, vb);
|
|
|
|
|
+ geom->SetDrawRange(TRIANGLE_LIST, 0, mesh->mNumFaces * 3, true);
|
|
|
|
|
+ outModel->SetNumGeometryLodLevels(i, 1);
|
|
|
|
|
+ outModel->SetGeometry(i, 0, geom);
|
|
|
|
|
+ outModel->SetGeometryCenter(i, center);
|
|
|
|
|
+ if (model.bones_.Size() > MAX_SKIN_MATRICES)
|
|
|
|
|
+ allBoneMappings.Push(boneMappings);
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+ else
|
|
|
|
|
+ {
|
|
|
|
|
+ SharedPtr<IndexBuffer> ib(new IndexBuffer(context_));
|
|
|
|
|
+ SharedPtr<VertexBuffer> vb(new VertexBuffer(context_));
|
|
|
|
|
+
|
|
|
|
|
+ bool largeIndices = model.totalIndices_ > 65535;
|
|
|
|
|
+ ib->SetSize(model.totalIndices_, largeIndices);
|
|
|
|
|
+ vb->SetSize(model.totalVertices_, elementMask);
|
|
|
|
|
+
|
|
|
|
|
+ unsigned startVertexOffset = 0;
|
|
|
|
|
+ unsigned startIndexOffset = 0;
|
|
|
|
|
+ void* indexData = ib->GetShadowData();
|
|
|
|
|
+ void* vertexData = vb->GetShadowData();
|
|
|
|
|
+
|
|
|
|
|
+ for (unsigned i = 0; i < model.meshes_.Size(); ++i)
|
|
|
|
|
+ {
|
|
|
|
|
+ // 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_));
|
|
|
|
|
+
|
|
|
|
|
+ aiMesh* mesh = model.meshes_[i];
|
|
|
|
|
+ PrintLine("Writing geometry " + String(i) + " with " + String(mesh->mNumVertices) + " vertices " +
|
|
|
|
|
+ String(mesh->mNumFaces * 3) + " indices");
|
|
|
|
|
+
|
|
|
|
|
+ // 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())
|
|
|
|
|
+ GetBlendData(model, mesh, boneMappings, blendIndices, blendWeights);
|
|
|
|
|
+
|
|
|
|
|
+ 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;
|
|
|
|
|
+ for (unsigned j = 0; j < mesh->mNumFaces; ++j)
|
|
|
|
|
+ {
|
|
|
|
|
+ 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]]);
|
|
|
|
|
+ }
|
|
|
|
|
+ if (mesh->mNumFaces)
|
|
|
|
|
+ center /= (float)mesh->mNumFaces * 3;
|
|
|
|
|
+
|
|
|
|
|
+ // Define the model buffers
|
|
|
|
|
+ Vector<SharedPtr<VertexBuffer> > vbVector;
|
|
|
|
|
+ Vector<SharedPtr<IndexBuffer> > ibVector;
|
|
|
|
|
+ PODVector<unsigned> emptyMorphRange;
|
|
|
|
|
+ vbVector.Push(vb);
|
|
|
|
|
+ ibVector.Push(ib);
|
|
|
|
|
+ outModel->SetVertexBuffers(vbVector, emptyMorphRange, emptyMorphRange);
|
|
|
|
|
+ outModel->SetIndexBuffers(ibVector);
|
|
|
|
|
+
|
|
|
|
|
+ // Define the geometry
|
|
|
|
|
+ geom->SetIndexBuffer(ib);
|
|
|
|
|
+ geom->SetVertexBuffer(0, vb);
|
|
|
|
|
+ geom->SetDrawRange(TRIANGLE_LIST, startIndexOffset, mesh->mNumFaces * 3, true);
|
|
|
|
|
+ outModel->SetNumGeometryLodLevels(i, 1);
|
|
|
|
|
+ outModel->SetGeometry(i, 0, geom);
|
|
|
|
|
+ outModel->SetGeometryCenter(i, center);
|
|
|
|
|
+ if (model.bones_.Size() > MAX_SKIN_MATRICES)
|
|
|
|
|
+ allBoneMappings.Push(boneMappings);
|
|
|
|
|
+
|
|
|
|
|
+ startVertexOffset += mesh->mNumVertices;
|
|
|
|
|
+ startIndexOffset += mesh->mNumFaces * 3;
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ 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() > MAX_SKIN_MATRICES)
|
|
|
|
|
+ outModel->SetGeometryBoneMappings(allBoneMappings);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ File outFile(context_);
|
|
|
|
|
+ if (!outFile.Open(model.outName_, FILE_WRITE))
|
|
|
|
|
+ ErrorExit("Could not open output file " + model.outName_);
|
|
|
|
|
+ outModel->Save(outFile);
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void BuildAndSaveAnimations(OutModel& model)
|
|
|
|
|
+{
|
|
|
|
|
+ for (unsigned i = 0; i < model.animations_.Size(); ++i)
|
|
|
|
|
+ {
|
|
|
|
|
+ aiAnimation* anim = model.animations_[i];
|
|
|
|
|
+ String animName = FromAIString(anim->mName);
|
|
|
|
|
+ if (animName.Empty())
|
|
|
|
|
+ animName = "Anim" + String(i + 1);
|
|
|
|
|
+ String animOutName = GetPath(model.outName_) + GetFileName(model.outName_) + "_" + SanitateAssetName(animName) + ".ani";
|
|
|
|
|
+
|
|
|
|
|
+ SharedPtr<Animation> outAnim(new Animation(context_));
|
|
|
|
|
+ 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;
|
|
|
|
|
+ outAnim->SetAnimationName(animName);
|
|
|
|
|
+ outAnim->SetLength((float)anim->mDuration * 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);
|
|
|
|
|
+ unsigned boneIndex = GetBoneIndex(model, channelName);
|
|
|
|
|
+ if (boneIndex == M_MAX_UNSIGNED)
|
|
|
|
|
+ {
|
|
|
|
|
+ PrintLine("Warning: skipping animation track " + channelName + " not found in model skeleton");
|
|
|
|
|
+ continue;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ aiNode* boneNode = model.bones_[boneIndex];
|
|
|
|
|
+
|
|
|
|
|
+ AnimationTrack track;
|
|
|
|
|
+ track.name_ = channelName;
|
|
|
|
|
+ track.nameHash_ = StringHash(channelName);
|
|
|
|
|
+
|
|
|
|
|
+ // Check which channels are used
|
|
|
|
|
+ track.channelMask_ = 0;
|
|
|
|
|
+ if (channel->mNumPositionKeys > 1)
|
|
|
|
|
+ track.channelMask_ |= CHANNEL_POSITION;
|
|
|
|
|
+ if (channel->mNumRotationKeys > 1)
|
|
|
|
|
+ track.channelMask_ |= CHANNEL_ROTATION;
|
|
|
|
|
+ if (channel->mNumScalingKeys > 1)
|
|
|
|
|
+ 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
|
|
|
|
|
+ if (track.channelMask_ & CHANNEL_POSITION && k < channel->mNumPositionKeys)
|
|
|
|
|
+ kf.time_ = (float)channel->mPositionKeys[k].mTime * tickConversion;
|
|
|
|
|
+ else if (track.channelMask_ & CHANNEL_ROTATION && k < channel->mNumRotationKeys)
|
|
|
|
|
+ kf.time_ = (float)channel->mRotationKeys[k].mTime * tickConversion;
|
|
|
|
|
+ else if (track.channelMask_ & CHANNEL_SCALE && k < channel->mNumScalingKeys)
|
|
|
|
|
+ kf.time_ = (float)channel->mScalingKeys[k].mTime * tickConversion;
|
|
|
|
|
+
|
|
|
|
|
+ // 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 (!boneIndex)
|
|
|
|
|
+ {
|
|
|
|
|
+ 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 ExportScene(const String& outName)
|
|
|
|
|
+{
|
|
|
|
|
+ OutScene outScene;
|
|
|
|
|
+ outScene.outName_ = outName;
|
|
|
|
|
+ outScene.rootNode_ = rootNode_;
|
|
|
|
|
+
|
|
|
|
|
+ if (useSubdirs_)
|
|
|
|
|
+ context_->GetSubsystem<FileSystem>()->CreateDir(resourcePath_ + "Models");
|
|
|
|
|
+
|
|
|
|
|
+ CollectSceneModels(outScene, rootNode_);
|
|
|
|
|
+
|
|
|
|
|
+ // Save models
|
|
|
|
|
+ for (unsigned i = 0; i < outScene.models_.Size(); ++i)
|
|
|
|
|
+ BuildAndSaveModel(outScene.models_[i]);
|
|
|
|
|
+
|
|
|
|
|
+ // Save scene
|
|
|
|
|
+ BuildAndSaveScene(outScene);
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void CollectSceneModels(OutScene& scene, aiNode* node)
|
|
|
|
|
+{
|
|
|
|
|
+ Vector<Pair<aiNode*, aiMesh*> > meshes;
|
|
|
|
|
+ GetMeshesUnderNode(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(mesh);
|
|
|
|
|
+ model.meshIndices_.Insert(meshIndex);
|
|
|
|
|
+ model.meshes_.Push(mesh);
|
|
|
|
|
+ model.meshNodes_.Push(meshes[i].first_);
|
|
|
|
|
+ model.totalVertices_ += mesh->mNumVertices;
|
|
|
|
|
+ model.totalIndices_ += mesh->mNumFaces * 3;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ // Check if a model with identical mesh indices already exists. If yes, do not export twice
|
|
|
|
|
+ bool unique = true;
|
|
|
|
|
+ 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 BuildAndSaveScene(OutScene& scene)
|
|
|
|
|
+{
|
|
|
|
|
+ PrintLine("Writing scene");
|
|
|
|
|
+
|
|
|
|
|
+ SharedPtr<Scene> outScene(new Scene(context_));
|
|
|
|
|
+
|
|
|
|
|
+ /// \todo Make the physics properties configurable
|
|
|
|
|
+ PhysicsWorld* physicsWorld = outScene->CreateComponent<PhysicsWorld>();
|
|
|
|
|
+
|
|
|
|
|
+ /// \todo Make the octree properties configurable, or detect from the scene contents
|
|
|
|
|
+ Octree* octree = outScene->CreateComponent<Octree>();
|
|
|
|
|
+
|
|
|
|
|
+ DebugRenderer* debug = outScene->CreateComponent<DebugRenderer>();
|
|
|
|
|
+
|
|
|
|
|
+ if (createZone_)
|
|
|
|
|
+ {
|
|
|
|
|
+ Node* zoneNode = outScene->CreateChild("Zone", localIDs_ ? LOCAL : REPLICATED);
|
|
|
|
|
+ Zone* zone = zoneNode->CreateComponent<Zone>();
|
|
|
|
|
+ zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.f));
|
|
|
|
|
+ zone->SetAmbientColor(Color(0.25f, 0.25f, 0.25f));
|
|
|
|
|
+
|
|
|
|
|
+ Node* lightNode = outScene->CreateChild("GlobalLight", localIDs_ ? LOCAL : REPLICATED);
|
|
|
|
|
+ Light* light = lightNode->CreateComponent<Light>();
|
|
|
|
|
+ light->SetLightType(LIGHT_DIRECTIONAL);
|
|
|
|
|
+ lightNode->SetRotation(Quaternion(60.0f, 30.0f, 0.0f));
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ ResourceCache* cache = context_->GetSubsystem<ResourceCache>();
|
|
|
|
|
+
|
|
|
|
|
+ for (unsigned i = 0; i < scene.nodes_.Size(); ++i)
|
|
|
|
|
+ {
|
|
|
|
|
+ const OutModel& model = scene.models_[scene.nodeModelIndices_[i]];
|
|
|
|
|
+
|
|
|
|
|
+ // Create a static model component for each node
|
|
|
|
|
+ Node* modelNode = outScene->CreateChild(FromAIString(scene.nodes_[i]->mName), localIDs_ ? LOCAL : REPLICATED);
|
|
|
|
|
+ StaticModel* staticModel = modelNode->CreateComponent<StaticModel>();
|
|
|
|
|
+
|
|
|
|
|
+ // Create a dummy model so that the reference can be stored
|
|
|
|
|
+ String modelName = (useSubdirs_ ? "Models/" : "") + GetFileNameAndExtension(model.outName_);
|
|
|
|
|
+ if (!cache->Exists(modelName))
|
|
|
|
|
+ {
|
|
|
|
|
+ Model* dummyModel = new Model(context_);
|
|
|
|
|
+ dummyModel->SetName(modelName);
|
|
|
|
|
+ dummyModel->SetNumGeometries(model.meshes_.Size());
|
|
|
|
|
+ cache->AddManualResource(dummyModel);
|
|
|
|
|
+ }
|
|
|
|
|
+ staticModel->SetModel(cache->GetResource<Model>(modelName));
|
|
|
|
|
+
|
|
|
|
|
+ // Set a flattened transform
|
|
|
|
|
+ Vector3 pos, scale;
|
|
|
|
|
+ Quaternion rot;
|
|
|
|
|
+ GetPosRotScale(GetDerivedTransform(scene.nodes_[i], rootNode_), pos, rot, scale);
|
|
|
|
|
+ modelNode->SetTransform(pos, rot, scale);
|
|
|
|
|
+ // Set materials if they are known
|
|
|
|
|
+ for (unsigned j = 0; j < model.meshes_.Size(); ++j)
|
|
|
|
|
+ {
|
|
|
|
|
+ String matName = GetMeshMaterialName(model.meshes_[j]);
|
|
|
|
|
+ if (!matName.Empty())
|
|
|
|
|
+ {
|
|
|
|
|
+ // Create a dummy material so that the reference can be stored
|
|
|
|
|
+ if (!cache->Exists(matName))
|
|
|
|
|
+ {
|
|
|
|
|
+ Material* dummyMat = new Material(context_);
|
|
|
|
|
+ dummyMat->SetName(matName);
|
|
|
|
|
+ cache->AddManualResource(dummyMat);
|
|
|
|
|
+ }
|
|
|
|
|
+ staticModel->SetMaterial(j, cache->GetResource<Material>(matName));
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ File file(context_);
|
|
|
|
|
+ if (!file.Open(scene.outName_, FILE_WRITE))
|
|
|
|
|
+ ErrorExit("Could not open output file " + scene.outName_);
|
|
|
|
|
+ if (!saveBinary_)
|
|
|
|
|
+ outScene->SaveXML(file);
|
|
|
|
|
+ else
|
|
|
|
|
+ outScene->Save(file);
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void ExportMaterials(HashSet<String>& usedTextures)
|
|
|
|
|
+{
|
|
|
|
|
+ if (useSubdirs_)
|
|
|
|
|
+ context_->GetSubsystem<FileSystem>()->CreateDir(resourcePath_ + "Materials");
|
|
|
|
|
+
|
|
|
|
|
+ for (unsigned i = 0; i < scene_->mNumMaterials; ++i)
|
|
|
|
|
+ BuildAndSaveMaterial(scene_->mMaterials[i], usedTextures);
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void BuildAndSaveMaterial(aiMaterial* material, HashSet<String>& usedTextures)
|
|
|
|
|
+{
|
|
|
|
|
+ // Material must have name so it can be successfully saved
|
|
|
|
|
+ aiString matNameStr;
|
|
|
|
|
+ material->Get(AI_MATKEY_NAME, matNameStr);
|
|
|
|
|
+ String matName = SanitateAssetName(FromAIString(matNameStr));
|
|
|
|
|
+ if (matName.Empty())
|
|
|
|
|
+ return;
|
|
|
|
|
+
|
|
|
|
|
+ PrintLine("Writing material " + matName);
|
|
|
|
|
+
|
|
|
|
|
+ // 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;
|
|
|
|
|
+ Color diffuseColor;
|
|
|
|
|
+ bool hasAlpha = false;
|
|
|
|
|
+ bool twoSided = false;
|
|
|
|
|
+ float specIntensity = 0.0f;
|
|
|
|
|
+ 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_COLOR_DIFFUSE, colorVal) == AI_SUCCESS)
|
|
|
|
|
+ diffuseColor = 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_SHININESS_STRENGTH, floatVal) == AI_SUCCESS)
|
|
|
|
|
+ specIntensity = 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 (hasAlpha)
|
|
|
|
|
+ techniqueName += "Alpha";
|
|
|
|
|
+
|
|
|
|
|
+ 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", (useSubdirs_ ? "Textures/" : "") + diffuseTexName);
|
|
|
|
|
+ usedTextures.Insert(diffuseTexName);
|
|
|
|
|
+ }
|
|
|
|
|
+ if (!normalTexName.Empty())
|
|
|
|
|
+ {
|
|
|
|
|
+ XMLElement normalElem = materialElem.CreateChild("texture");
|
|
|
|
|
+ normalElem.SetString("unit", "diffuse");
|
|
|
|
|
+ normalElem.SetString("name", (useSubdirs_ ? "Textures/" : "") + normalTexName);
|
|
|
|
|
+ usedTextures.Insert(normalTexName);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ XMLElement diffuseColorElem = materialElem.CreateChild("parameter");
|
|
|
|
|
+ diffuseColorElem.SetString("name", "MatDiffColor");
|
|
|
|
|
+ diffuseColorElem.SetColor("value", diffuseColor);
|
|
|
|
|
+ XMLElement specularElem = materialElem.CreateChild("parameter");
|
|
|
|
|
+ specularElem.SetString("name", "MatSpecProperties");
|
|
|
|
|
+ specularElem.SetVector2("value", Vector2(specIntensity, specPower));
|
|
|
|
|
+
|
|
|
|
|
+ if (twoSided)
|
|
|
|
|
+ {
|
|
|
|
|
+ XMLElement cullElem = materialElem.CreateChild("cull");
|
|
|
|
|
+ XMLElement shadowCullElem = materialElem.CreateChild("shadowcull");
|
|
|
|
|
+ cullElem.SetString("value", "none");
|
|
|
|
|
+ shadowCullElem.SetString("value", "none");
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ File outFile(context_);
|
|
|
|
|
+ String outFileName = resourcePath_ + (useSubdirs_ ? "Materials/" : "" ) + matName + ".xml";
|
|
|
|
|
+ if (!outFile.Open(outFileName, FILE_WRITE))
|
|
|
|
|
+ ErrorExit("Could not open output file " + outFileName);
|
|
|
|
|
+ outMaterial.Save(outFile);
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void CopyTextures(const HashSet<String>& usedTextures, const String& sourcePath)
|
|
|
|
|
+{
|
|
|
|
|
+ if (useSubdirs_)
|
|
|
|
|
+ context_->GetSubsystem<FileSystem>()->CreateDir(resourcePath_ + "Textures");
|
|
|
|
|
+
|
|
|
|
|
+ for (HashSet<String>::ConstIterator i = usedTextures.Begin(); i != usedTextures.End(); ++i)
|
|
|
|
|
+ {
|
|
|
|
|
+ PrintLine("Copying texture " + (*i));
|
|
|
|
|
+ context_->GetSubsystem<FileSystem>()->Copy(sourcePath + *i, resourcePath_ + (useSubdirs_ ? "Textures/" : "") + *i);
|
|
|
|
|
+ }
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void CombineLods(const PODVector<float>& lodDistances, const Vector<String>& modelNames, const String& outName)
|
|
|
|
|
+{
|
|
|
|
|
+ // Load models
|
|
|
|
|
+ Vector<SharedPtr<Model> > srcModels;
|
|
|
|
|
+ for (unsigned i = 0; i < modelNames.Size(); ++i)
|
|
|
|
|
+ {
|
|
|
|
|
+ PrintLine("Reading LOD level " + String(i) + ": model " + modelNames[i] + " distance " + String(lodDistances[i]));
|
|
|
|
|
+ File srcFile(context_);
|
|
|
|
|
+ srcFile.Open(modelNames[i]);
|
|
|
|
|
+ SharedPtr<Model> srcModel(new Model(context_));
|
|
|
|
|
+ if (!srcModel->Load(srcFile))
|
|
|
|
|
+ ErrorExit("Could not load input model " + modelNames[i]);
|
|
|
|
|
+ srcModels.Push(srcModel);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ // Check that none of the models already has LOD levels
|
|
|
|
|
+ for (unsigned i = 0; i < srcModels.Size(); ++i)
|
|
|
|
|
+ {
|
|
|
|
|
+ for (unsigned j = 0; j < srcModels[i]->GetNumGeometries(); ++j)
|
|
|
|
|
+ {
|
|
|
|
|
+ if (srcModels[i]->GetNumGeometryLodLevels(j) > 1)
|
|
|
|
|
+ ErrorExit(modelNames[i] + " already has multiple LOD levels defined");
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ // Check for number of geometries (need to have same amount for now)
|
|
|
|
|
+ for (unsigned i = 1; i < srcModels.Size(); ++i)
|
|
|
|
|
+ {
|
|
|
|
|
+ if (srcModels[i]->GetNumGeometries() != srcModels[0]->GetNumGeometries())
|
|
|
|
|
+ ErrorExit(modelNames[i] + " has different amount of geometries than " + modelNames[0]);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ // If there are bones, check for compatibility (need to have exact match for now)
|
|
|
|
|
+ for (unsigned i = 1; i < srcModels.Size(); ++i)
|
|
|
|
|
+ {
|
|
|
|
|
+ if (srcModels[i]->GetSkeleton().GetNumBones() != srcModels[0]->GetSkeleton().GetNumBones())
|
|
|
|
|
+ ErrorExit(modelNames[i] + " has different amount of bones than " + modelNames[0]);
|
|
|
|
|
+ for (unsigned j = 0; j < srcModels[0]->GetSkeleton().GetNumBones(); ++j)
|
|
|
|
|
+ {
|
|
|
|
|
+ if (srcModels[i]->GetSkeleton().GetBone(j)->name_ != srcModels[0]->GetSkeleton().GetBone(j)->name_)
|
|
|
|
|
+ ErrorExit(modelNames[i] + " has different bones than " + modelNames[0]);
|
|
|
|
|
+ }
|
|
|
|
|
+ if (srcModels[i]->GetGeometryBoneMappings() != srcModels[0]->GetGeometryBoneMappings())
|
|
|
|
|
+ ErrorExit(modelNames[i] + " has different per-geometry bone mappings than " + modelNames[0]);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ // Create the final model
|
|
|
|
|
+ SharedPtr<Model> outModel(new Model(context_));
|
|
|
|
|
+ outModel->SetNumGeometries(srcModels[0]->GetNumGeometries());
|
|
|
|
|
+ for (unsigned i = 0; i < srcModels[0]->GetNumGeometries(); ++i)
|
|
|
|
|
+ {
|
|
|
|
|
+ outModel->SetNumGeometryLodLevels(i, srcModels.Size());
|
|
|
|
|
+ for (unsigned j = 0; j < srcModels.Size(); ++j)
|
|
|
|
|
+ {
|
|
|
|
|
+ Geometry* geom = srcModels[j]->GetGeometry(i, 0);
|
|
|
|
|
+ geom->SetLodDistance(lodDistances[j]);
|
|
|
|
|
+ outModel->SetGeometry(i, j, geom);
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+ outModel->SetSkeleton(srcModels[0]->GetSkeleton());
|
|
|
|
|
+ outModel->SetGeometryBoneMappings(srcModels[0]->GetGeometryBoneMappings());
|
|
|
|
|
+ outModel->SetBoundingBox(srcModels[0]->GetBoundingBox());
|
|
|
|
|
+ /// \todo Vertex morphs are ignored for now
|
|
|
|
|
+
|
|
|
|
|
+ // Save the final model
|
|
|
|
|
+ PrintLine("Writing output model");
|
|
|
|
|
+ File outFile(context_);
|
|
|
|
|
+ if (!outFile.Open(outName, FILE_WRITE))
|
|
|
|
|
+ ErrorExit("Could not open output file " + outName);
|
|
|
|
|
+ outModel->Save(outFile);
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void GetMeshesUnderNode(Vector<Pair<aiNode*, aiMesh*> >& dest, aiNode* node)
|
|
|
|
|
+{
|
|
|
|
|
+ for (unsigned i = 0; i < node->mNumMeshes; ++i)
|
|
|
|
|
+ dest.Push(MakePair(node, scene_->mMeshes[node->mMeshes[i]]));
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+unsigned GetMeshIndex(aiMesh* mesh)
|
|
|
|
|
+{
|
|
|
|
|
+ for (unsigned i = 0; i < scene_->mNumMeshes; ++i)
|
|
|
|
|
+ {
|
|
|
|
|
+ if (scene_->mMeshes[i] == mesh)
|
|
|
|
|
+ return i;
|
|
|
|
|
+ }
|
|
|
|
|
+ return M_MAX_UNSIGNED;
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+unsigned GetBoneIndex(OutModel& model, const String& boneName)
|
|
|
|
|
+{
|
|
|
|
|
+ for (unsigned i = 0; i < model.bones_.Size(); ++i)
|
|
|
|
|
+ {
|
|
|
|
|
+ if (boneName == model.bones_[i]->mName.data)
|
|
|
|
|
+ return i;
|
|
|
|
|
+ }
|
|
|
|
|
+ return M_MAX_UNSIGNED;
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+aiBone* GetMeshBone(OutModel& model, const String& boneName)
|
|
|
|
|
+{
|
|
|
|
|
+ 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];
|
|
|
|
|
+ if (boneName == bone->mName.data)
|
|
|
|
|
+ return bone;
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+ return 0;
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+Matrix3x4 GetOffsetMatrix(OutModel& model, const String& boneName)
|
|
|
|
|
+{
|
|
|
|
|
+ for (unsigned i = 0; i < model.meshes_.Size(); ++i)
|
|
|
|
|
+ {
|
|
|
|
|
+ aiMesh* mesh = model.meshes_[i];
|
|
|
|
|
+ aiNode* node = model.meshNodes_[i];
|
|
|
|
|
+ for (unsigned j = 0; j < mesh->mNumBones; ++j)
|
|
|
|
|
+ {
|
|
|
|
|
+ aiBone* bone = mesh->mBones[j];
|
|
|
|
|
+ if (boneName == bone->mName.data)
|
|
|
|
|
+ {
|
|
|
|
|
+ aiMatrix4x4 offset = bone->mOffsetMatrix;
|
|
|
|
|
+ aiMatrix4x4 nodeDerivedInverse = GetMeshBakingTransform(node, model.rootNode_);
|
|
|
|
|
+ nodeDerivedInverse.Inverse();
|
|
|
|
|
+ offset *= nodeDerivedInverse;
|
|
|
|
|
+ Matrix3x4 ret;
|
|
|
|
|
+ memcpy(&ret.m00_, &offset.a1, sizeof(Matrix3x4));
|
|
|
|
|
+ return ret;
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+ return Matrix3x4::IDENTITY;
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void GetBlendData(OutModel& model, aiMesh* mesh, PODVector<unsigned>& boneMappings, Vector<PODVector<unsigned char> >&
|
|
|
|
|
+ blendIndices, Vector<PODVector<float> >& blendWeights)
|
|
|
|
|
+{
|
|
|
|
|
+ blendIndices.Resize(mesh->mNumVertices);
|
|
|
|
|
+ blendWeights.Resize(mesh->mNumVertices);
|
|
|
|
|
+ boneMappings.Clear();
|
|
|
|
|
+
|
|
|
|
|
+ // If model has more bones than can fit vertex shader parameters, write the per-geometry mappings
|
|
|
|
|
+ if (model.bones_.Size() > MAX_SKIN_MATRICES)
|
|
|
|
|
+ {
|
|
|
|
|
+ if (mesh->mNumBones > MAX_SKIN_MATRICES)
|
|
|
|
|
+ ErrorExit("Geometry has too many bone influences");
|
|
|
|
|
+ boneMappings.Resize(mesh->mNumBones);
|
|
|
|
|
+ for (unsigned i = 0; i < mesh->mNumBones; ++i)
|
|
|
|
|
+ {
|
|
|
|
|
+ aiBone* bone = mesh->mBones[i];
|
|
|
|
|
+ String boneName = FromAIString(bone->mName);
|
|
|
|
|
+ unsigned globalIndex = GetBoneIndex(model, boneName);
|
|
|
|
|
+ if (globalIndex == M_MAX_UNSIGNED)
|
|
|
|
|
+ ErrorExit("Bone " + boneName + " not found");
|
|
|
|
|
+ boneMappings[i] = globalIndex;
|
|
|
|
|
+ for (unsigned j = 0; j < bone->mNumWeights; ++j)
|
|
|
|
|
+ {
|
|
|
|
|
+ unsigned vertex = bone->mWeights[j].mVertexId;
|
|
|
|
|
+ blendIndices[vertex].Push(i);
|
|
|
|
|
+ blendWeights[vertex].Push(bone->mWeights[j].mWeight);
|
|
|
|
|
+ if (blendWeights[vertex].Size() > 4)
|
|
|
|
|
+ ErrorExit("More than 4 bone influences on vertex");
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+ else
|
|
|
|
|
+ {
|
|
|
|
|
+ for (unsigned i = 0; i < mesh->mNumBones; ++i)
|
|
|
|
|
+ {
|
|
|
|
|
+ aiBone* bone = mesh->mBones[i];
|
|
|
|
|
+ String boneName = FromAIString(bone->mName);
|
|
|
|
|
+ unsigned globalIndex = GetBoneIndex(model, boneName);
|
|
|
|
|
+ if (globalIndex == M_MAX_UNSIGNED)
|
|
|
|
|
+ ErrorExit("Bone " + boneName + " not found");
|
|
|
|
|
+ for (unsigned j = 0; j < bone->mNumWeights; ++j)
|
|
|
|
|
+ {
|
|
|
|
|
+ unsigned vertex = bone->mWeights[j].mVertexId;
|
|
|
|
|
+ blendIndices[vertex].Push(globalIndex);
|
|
|
|
|
+ blendWeights[vertex].Push(bone->mWeights[j].mWeight);
|
|
|
|
|
+ if (blendWeights[vertex].Size() > 4)
|
|
|
|
|
+ ErrorExit("More than 4 bone influences on vertex");
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+String GetMeshMaterialName(aiMesh* mesh)
|
|
|
|
|
+{
|
|
|
|
|
+ aiMaterial* material = scene_->mMaterials[mesh->mMaterialIndex];
|
|
|
|
|
+ aiString matNameStr;
|
|
|
|
|
+ material->Get(AI_MATKEY_NAME, matNameStr);
|
|
|
|
|
+ String matName = SanitateAssetName(FromAIString(matNameStr));
|
|
|
|
|
+ if (matName.Empty())
|
|
|
|
|
+ return matName;
|
|
|
|
|
+ else
|
|
|
|
|
+ return (useSubdirs_ ? "Materials/" : "") + matName + ".xml";
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void WriteShortIndices(unsigned short*& dest, aiMesh* mesh, unsigned index, unsigned offset)
|
|
|
|
|
+{
|
|
|
|
|
+ *dest++ = mesh->mFaces[index].mIndices[0] + offset;
|
|
|
|
|
+ *dest++ = mesh->mFaces[index].mIndices[1] + offset;
|
|
|
|
|
+ *dest++ = mesh->mFaces[index].mIndices[2] + offset;
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void WriteLargeIndices(unsigned*& dest, aiMesh* mesh, unsigned index, unsigned offset)
|
|
|
|
|
+{
|
|
|
|
|
+ *dest++ = mesh->mFaces[index].mIndices[0] + offset;
|
|
|
|
|
+ *dest++ = mesh->mFaces[index].mIndices[1] + offset;
|
|
|
|
|
+ *dest++ = mesh->mFaces[index].mIndices[2] + 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)
|
|
|
|
|
+{
|
|
|
|
|
+ Vector3 vertex = vertexTransform * ToVector3(mesh->mVertices[index]);
|
|
|
|
|
+ box.Merge(vertex);
|
|
|
|
|
+ *dest++ = vertex.x_;
|
|
|
|
|
+ *dest++ = vertex.y_;
|
|
|
|
|
+ *dest++ = vertex.z_;
|
|
|
|
|
+ if (elementMask & MASK_NORMAL)
|
|
|
|
|
+ {
|
|
|
|
|
+ Vector3 normal = normalTransform * ToVector3(mesh->mNormals[index]);
|
|
|
|
|
+ *dest++ = normal.x_;
|
|
|
|
|
+ *dest++ = normal.y_;
|
|
|
|
|
+ *dest++ = normal.z_;
|
|
|
|
|
+ }
|
|
|
|
|
+ if (elementMask & MASK_COLOR)
|
|
|
|
|
+ {
|
|
|
|
|
+ *((unsigned*)dest) = Color(mesh->mColors[0][index].r, mesh->mColors[0][index].g, mesh->mColors[0][index].b,
|
|
|
|
|
+ mesh->mColors[0][index].a).ToUInt();
|
|
|
|
|
+ ++dest;
|
|
|
|
|
+ }
|
|
|
|
|
+ if (elementMask & MASK_TEXCOORD1)
|
|
|
|
|
+ {
|
|
|
|
|
+ Vector3 texCoord = ToVector3(mesh->mTextureCoords[0][index]);
|
|
|
|
|
+ *dest++ = texCoord.x_;
|
|
|
|
|
+ *dest++ = texCoord.y_;
|
|
|
|
|
+ }
|
|
|
|
|
+ if (elementMask & MASK_TEXCOORD2)
|
|
|
|
|
+ {
|
|
|
|
|
+ Vector3 texCoord = ToVector3(mesh->mTextureCoords[1][index]);
|
|
|
|
|
+ *dest++ = texCoord.x_;
|
|
|
|
|
+ *dest++ = texCoord.y_;
|
|
|
|
|
+ }
|
|
|
|
|
+ if (elementMask & MASK_TANGENT)
|
|
|
|
|
+ {
|
|
|
|
|
+ Vector3 tangent = normalTransform * ToVector3(mesh->mTangents[index]);
|
|
|
|
|
+ Vector3 normal = normalTransform * ToVector3(mesh->mNormals[index]);
|
|
|
|
|
+ Vector3 bitangent = normalTransform * ToVector3(mesh->mBitangents[index]);
|
|
|
|
|
+ // Check handedness
|
|
|
|
|
+ float w = 1.0f;
|
|
|
|
|
+ if ((tangent.CrossProduct(normal)).DotProduct(bitangent) < 0.5f)
|
|
|
|
|
+ w = -1.0f;
|
|
|
|
|
+
|
|
|
|
|
+ *dest++ = tangent.x_;
|
|
|
|
|
+ *dest++ = tangent.y_;
|
|
|
|
|
+ *dest++ = tangent.z_;
|
|
|
|
|
+ *dest++ = w;
|
|
|
|
|
+ }
|
|
|
|
|
+ if (elementMask & MASK_BLENDWEIGHTS)
|
|
|
|
|
+ {
|
|
|
|
|
+ for (unsigned i = 0; i < 4; ++i)
|
|
|
|
|
+ {
|
|
|
|
|
+ if (i < blendWeights[index].Size())
|
|
|
|
|
+ *dest++ = blendWeights[index][i];
|
|
|
|
|
+ else
|
|
|
|
|
+ *dest++ = 0.0f;
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+ if (elementMask & MASK_BLENDINDICES)
|
|
|
|
|
+ {
|
|
|
|
|
+ unsigned char* destBytes = (unsigned char*)dest;
|
|
|
|
|
+ ++dest;
|
|
|
|
|
+ for (unsigned i = 0; i < 4; ++i)
|
|
|
|
|
+ {
|
|
|
|
|
+ if (i < blendIndices[index].Size())
|
|
|
|
|
+ *destBytes++ = blendIndices[index][i];
|
|
|
|
|
+ else
|
|
|
|
|
+ *destBytes++ = 0;
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+unsigned GetElementMask(aiMesh* mesh)
|
|
|
|
|
+{
|
|
|
|
|
+ unsigned elementMask = MASK_POSITION;
|
|
|
|
|
+ if (mesh->HasNormals())
|
|
|
|
|
+ elementMask |= MASK_NORMAL;
|
|
|
|
|
+ if (mesh->HasTangentsAndBitangents())
|
|
|
|
|
+ elementMask |= MASK_TANGENT;
|
|
|
|
|
+ if (mesh->GetNumColorChannels() > 0)
|
|
|
|
|
+ elementMask |= MASK_COLOR;
|
|
|
|
|
+ if (mesh->GetNumUVChannels() > 0)
|
|
|
|
|
+ elementMask |= MASK_TEXCOORD1;
|
|
|
|
|
+ if (mesh->GetNumUVChannels() > 1)
|
|
|
|
|
+ elementMask |= MASK_TEXCOORD2;
|
|
|
|
|
+ if (mesh->HasBones())
|
|
|
|
|
+ elementMask |= (MASK_BLENDWEIGHTS | MASK_BLENDINDICES);
|
|
|
|
|
+ return elementMask;
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+aiNode* GetNode(const String& name, aiNode* rootNode, bool caseSensitive)
|
|
|
|
|
+{
|
|
|
|
|
+ if (!rootNode)
|
|
|
|
|
+ return 0;
|
|
|
|
|
+ if (!name.Compare(rootNode->mName.data, caseSensitive))
|
|
|
|
|
+ return rootNode;
|
|
|
|
|
+ for (unsigned i = 0; i < rootNode->mNumChildren; ++i)
|
|
|
|
|
+ {
|
|
|
|
|
+ aiNode* found = GetNode(name, rootNode->mChildren[i], caseSensitive);
|
|
|
|
|
+ if (found)
|
|
|
|
|
+ return found;
|
|
|
|
|
+ }
|
|
|
|
|
+ return 0;
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+aiMatrix4x4 GetDerivedTransform(aiNode* node, aiNode* rootNode)
|
|
|
|
|
+{
|
|
|
|
|
+ return GetDerivedTransform(node->mTransformation, node, rootNode);
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+aiMatrix4x4 GetDerivedTransform(aiMatrix4x4 transform, aiNode* node, aiNode* rootNode)
|
|
|
|
|
+{
|
|
|
|
|
+ // If basenode is defined, go only up to it in the parent chain
|
|
|
|
|
+ while (node && node != rootNode)
|
|
|
|
|
+ {
|
|
|
|
|
+ node = node->mParent;
|
|
|
|
|
+ if (node)
|
|
|
|
|
+ transform = node->mTransformation * transform;
|
|
|
|
|
+ }
|
|
|
|
|
+ return transform;
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+aiMatrix4x4 GetMeshBakingTransform(aiNode* meshNode, aiNode* modelRootNode)
|
|
|
|
|
+{
|
|
|
|
|
+ if (meshNode == modelRootNode)
|
|
|
|
|
+ return aiMatrix4x4();
|
|
|
|
|
+ else
|
|
|
|
|
+ return GetDerivedTransform(meshNode, modelRootNode);
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void GetPosRotScale(const aiMatrix4x4& transform, Vector3& pos, Quaternion& rot, Vector3& scale)
|
|
|
|
|
+{
|
|
|
|
|
+ aiVector3D aiPos;
|
|
|
|
|
+ aiQuaternion aiRot;
|
|
|
|
|
+ aiVector3D aiScale;
|
|
|
|
|
+ transform.Decompose(aiScale, aiRot, aiPos);
|
|
|
|
|
+ pos = ToVector3(aiPos);
|
|
|
|
|
+ rot = ToQuaternion(aiRot);
|
|
|
|
|
+ scale = ToVector3(aiScale);
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+
|
|
|
|
|
+String FromAIString(const aiString& str)
|
|
|
|
|
+{
|
|
|
|
|
+ return String(str.data);
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+Vector3 ToVector3(const aiVector3D& vec)
|
|
|
|
|
+{
|
|
|
|
|
+ return Vector3(vec.x, vec.y, vec.z);
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+Vector2 ToVector2(const aiVector2D& vec)
|
|
|
|
|
+{
|
|
|
|
|
+ return Vector2(vec.x, vec.y);
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+Quaternion ToQuaternion(const aiQuaternion& quat)
|
|
|
|
|
+{
|
|
|
|
|
+ return Quaternion(quat.w, quat.x, quat.y, quat.z);
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+String SanitateAssetName(const String& name)
|
|
|
|
|
+{
|
|
|
|
|
+ String fixedName = name;
|
|
|
|
|
+ fixedName.Replace("<", "");
|
|
|
|
|
+ fixedName.Replace(">", "");
|
|
|
|
|
+ fixedName.Replace("?", "");
|
|
|
|
|
+ fixedName.Replace("*", "");
|
|
|
|
|
+ fixedName.Replace(":", "");
|
|
|
|
|
+ fixedName.Replace("\"", "");
|
|
|
|
|
+ fixedName.Replace("/", "");
|
|
|
|
|
+ fixedName.Replace("\\", "");
|
|
|
|
|
+ fixedName.Replace("|", "");
|
|
|
|
|
+
|
|
|
|
|
+ return fixedName;
|
|
|
|
|
+}
|