652 lines
24 KiB
C++
652 lines
24 KiB
C++
/*
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Nazara Engine - Assimp Plugin
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Copyright (C) 2015 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do
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so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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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 THE
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SOFTWARE.
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*/
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#include <CustomStream.hpp>
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#include <Nazara/Core/Error.hpp>
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#include <Nazara/Core/String.hpp>
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#include <Nazara/Utility/Animation.hpp>
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#include <Nazara/Utility/Mesh.hpp>
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#include <Nazara/Utility/IndexIterator.hpp>
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#include <Nazara/Utility/IndexMapper.hpp>
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#include <Nazara/Utility/Joint.hpp>
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#include <Nazara/Utility/MaterialData.hpp>
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#include <Nazara/Utility/Sequence.hpp>
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#include <Nazara/Utility/SkeletalMesh.hpp>
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#include <Nazara/Utility/Skeleton.hpp>
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#include <Nazara/Utility/StaticMesh.hpp>
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#include <Nazara/Utility/VertexMapper.hpp>
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#include <assimp/cfileio.h>
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#include <assimp/cimport.h>
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#include <assimp/config.h>
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#include <assimp/mesh.h>
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#include <assimp/postprocess.h>
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#include <assimp/scene.h>
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#include <set>
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using namespace Nz;
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void ProcessJoints(aiNode* node, Skeleton* skeleton, const std::set<Nz::String>& joints)
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{
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Nz::String jointName(node->mName.data, node->mName.length);
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if (joints.count(jointName))
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{
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Joint* joint = skeleton->GetJoint(jointName);
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if (joint)
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{
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if (node->mParent)
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joint->SetParent(skeleton->GetJoint(node->mParent->mName.C_Str()));
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Matrix4f transformMatrix(node->mTransformation.a1, node->mTransformation.a2, node->mTransformation.a3, node->mTransformation.a4,
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node->mTransformation.b1, node->mTransformation.b2, node->mTransformation.b3, node->mTransformation.b4,
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node->mTransformation.c1, node->mTransformation.c2, node->mTransformation.c3, node->mTransformation.c4,
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node->mTransformation.d1, node->mTransformation.d2, node->mTransformation.d3, node->mTransformation.d4);
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transformMatrix.Transpose();
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transformMatrix.InverseAffine();
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joint->SetInverseBindMatrix(transformMatrix);
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}
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}
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for (unsigned int i = 0; i < node->mNumChildren; ++i)
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ProcessJoints(node->mChildren[i], skeleton, joints);
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}
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bool IsSupported(const std::string& extension)
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{
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std::string dotExt = '.' + extension;
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return (aiIsExtensionSupported(dotExt.data()) == AI_TRUE);
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}
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Ternary CheckAnimation(Stream& /*stream*/, const AnimationParams& parameters)
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{
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bool skip;
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if (parameters.custom.GetBooleanParameter("SkipAssimpLoader", &skip) && skip)
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return Ternary_False;
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return Ternary_Unknown;
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}
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AnimationRef LoadAnimation(Stream& stream, const AnimationParams& parameters)
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{
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std::string streamPath = stream.GetPath().generic_u8string();
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FileIOUserdata userdata;
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userdata.originalFilePath = (!streamPath.empty()) ? streamPath.data() : StreamPath;
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userdata.originalStream = &stream;
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aiFileIO fileIO;
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fileIO.CloseProc = StreamCloser;
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fileIO.OpenProc = StreamOpener;
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fileIO.UserData = reinterpret_cast<char*>(&userdata);
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unsigned int postProcess = aiProcess_CalcTangentSpace | aiProcess_Debone
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| aiProcess_FindInvalidData | aiProcess_FixInfacingNormals
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| aiProcess_FlipWindingOrder | aiProcess_GenSmoothNormals
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| aiProcess_GenUVCoords | aiProcess_JoinIdenticalVertices
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| aiProcess_LimitBoneWeights | aiProcess_MakeLeftHanded
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| aiProcess_OptimizeGraph | aiProcess_OptimizeMeshes
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| aiProcess_RemoveComponent | aiProcess_RemoveRedundantMaterials
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| aiProcess_SortByPType | aiProcess_SplitLargeMeshes
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| aiProcess_TransformUVCoords | aiProcess_Triangulate;
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aiPropertyStore* properties = aiCreatePropertyStore();
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aiSetImportPropertyInteger(properties, AI_CONFIG_PP_LBW_MAX_WEIGHTS, 4);
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aiSetImportPropertyInteger(properties, AI_CONFIG_PP_RVC_FLAGS, ~aiComponent_ANIMATIONS);
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const aiScene* scene = aiImportFileExWithProperties(userdata.originalFilePath, 0, &fileIO, properties);
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aiReleasePropertyStore(properties);
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if (!scene)
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{
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NazaraError("Assimp failed to import file: " + Nz::String(aiGetErrorString()));
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return nullptr;
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}
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if (!scene->HasAnimations())
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{
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NazaraError("File has no animation");
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return nullptr;
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}
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aiAnimation* animation = scene->mAnimations[0];
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unsigned int maxFrameCount = 0;
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for (unsigned int i = 0; i < animation->mNumChannels; ++i)
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{
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aiNodeAnim* nodeAnim = animation->mChannels[i];
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maxFrameCount = std::max({ maxFrameCount, nodeAnim->mNumPositionKeys, nodeAnim->mNumRotationKeys, nodeAnim->mNumScalingKeys });
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}
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AnimationRef anim = Animation::New();
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anim->CreateSkeletal(maxFrameCount, animation->mNumChannels);
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Sequence sequence;
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sequence.firstFrame = 0;
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sequence.frameCount = maxFrameCount;
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sequence.frameRate = animation->mTicksPerSecond;
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anim->AddSequence(sequence);
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SequenceJoint* sequenceJoints = anim->GetSequenceJoints();
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Quaternionf rotationQuat = Quaternionf::Identity();
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for (unsigned int i = 0; i < animation->mNumChannels; ++i)
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{
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aiNodeAnim* nodeAnim = animation->mChannels[i];
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for (unsigned int j = 0; j < nodeAnim->mNumPositionKeys; ++j)
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{
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SequenceJoint& sequenceJoint = sequenceJoints[i*animation->mNumChannels + j];
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aiQuaternion rotation = nodeAnim->mRotationKeys[j].mValue;
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aiVector3D position = nodeAnim->mPositionKeys[j].mValue;
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sequenceJoint.position = Vector3f(position.x, position.y, position.z);
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sequenceJoint.rotation = Quaternionf(rotation.w, rotation.x, rotation.y, rotation.z);
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sequenceJoint.scale.Set(1.f);
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}
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}
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return anim;
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}
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Ternary CheckMesh(Stream& /*stream*/, const MeshParams& parameters)
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{
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bool skip;
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if (parameters.custom.GetBooleanParameter("SkipAssimpLoader", &skip) && skip)
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return Ternary_False;
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return Ternary_Unknown;
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}
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MeshRef LoadMesh(Stream& stream, const MeshParams& parameters)
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{
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std::string streamPath = stream.GetPath().generic_u8string();
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FileIOUserdata userdata;
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userdata.originalFilePath = (!streamPath.empty()) ? streamPath.data() : StreamPath;
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userdata.originalStream = &stream;
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aiFileIO fileIO;
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fileIO.CloseProc = StreamCloser;
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fileIO.OpenProc = StreamOpener;
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fileIO.UserData = reinterpret_cast<char*>(&userdata);
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unsigned int postProcess = aiProcess_CalcTangentSpace | aiProcess_Debone
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| aiProcess_FindInvalidData | aiProcess_FixInfacingNormals
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| aiProcess_FlipWindingOrder | aiProcess_GenSmoothNormals
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| aiProcess_GenUVCoords | aiProcess_JoinIdenticalVertices
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| aiProcess_LimitBoneWeights | aiProcess_MakeLeftHanded
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| aiProcess_OptimizeGraph | aiProcess_OptimizeMeshes
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| aiProcess_RemoveComponent | aiProcess_RemoveRedundantMaterials
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| aiProcess_SortByPType | aiProcess_SplitLargeMeshes
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| aiProcess_TransformUVCoords | aiProcess_Triangulate;
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if (parameters.optimizeIndexBuffers)
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postProcess |= aiProcess_ImproveCacheLocality;
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double smoothingAngle = 80.f;
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parameters.custom.GetDoubleParameter("AssimpLoader_SmoothingAngle", &smoothingAngle);
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long long triangleLimit = 1'000'000;
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parameters.custom.GetIntegerParameter("AssimpLoader_TriangleLimit", &triangleLimit);
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long long vertexLimit = 1'000'000;
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parameters.custom.GetIntegerParameter("AssimpLoader_VertexLimit", &vertexLimit);
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int excludedComponents = 0;
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if (!parameters.vertexDeclaration->HasComponent(VertexComponent_Color))
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excludedComponents |= aiComponent_COLORS;
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if (!parameters.vertexDeclaration->HasComponent(VertexComponent_Normal))
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excludedComponents |= aiComponent_NORMALS;
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if (!parameters.vertexDeclaration->HasComponent(VertexComponent_Tangent))
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excludedComponents |= aiComponent_TANGENTS_AND_BITANGENTS;
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if (!parameters.vertexDeclaration->HasComponent(VertexComponent_TexCoord))
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excludedComponents |= aiComponent_TEXCOORDS;
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aiPropertyStore* properties = aiCreatePropertyStore();
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aiSetImportPropertyFloat(properties, AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE, float(smoothingAngle));
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aiSetImportPropertyInteger(properties, AI_CONFIG_PP_LBW_MAX_WEIGHTS, 4);
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aiSetImportPropertyInteger(properties, AI_CONFIG_PP_SBP_REMOVE, ~aiPrimitiveType_TRIANGLE); //< We only want triangles
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aiSetImportPropertyInteger(properties, AI_CONFIG_PP_SLM_TRIANGLE_LIMIT, int(triangleLimit));
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aiSetImportPropertyInteger(properties, AI_CONFIG_PP_SLM_VERTEX_LIMIT, int(vertexLimit));
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aiSetImportPropertyInteger(properties, AI_CONFIG_PP_RVC_FLAGS, excludedComponents);
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const aiScene* scene = aiImportFileExWithProperties(userdata.originalFilePath, postProcess, &fileIO, properties);
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aiReleasePropertyStore(properties);
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if (!scene)
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{
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NazaraError("Assimp failed to import file: " + Nz::String(aiGetErrorString()));
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return nullptr;
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}
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std::set<Nz::String> joints;
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bool animatedMesh = false;
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if (parameters.animated)
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{
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for (unsigned int meshIdx = 0; meshIdx < scene->mNumMeshes; ++meshIdx)
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{
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aiMesh* currentMesh = scene->mMeshes[meshIdx];
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if (currentMesh->HasBones()) // Inline functions can be safely called
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{
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animatedMesh = true;
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for (unsigned int boneIdx = 0; boneIdx < currentMesh->mNumBones; ++boneIdx)
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joints.insert(currentMesh->mBones[boneIdx]->mName.C_Str());
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}
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}
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}
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MeshRef mesh = Mesh::New();
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if (animatedMesh)
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{
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mesh->CreateSkeletal(UInt32(joints.size()));
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Skeleton* skeleton = mesh->GetSkeleton();
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// First, assign names
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unsigned int jointIndex = 0;
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for (const Nz::String& jointName : joints)
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skeleton->GetJoint(jointIndex++)->SetName(jointName);
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ProcessJoints(scene->mRootNode, skeleton, joints);
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// aiMaterial index in scene => Material index and data in Mesh
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std::unordered_map<unsigned int, std::pair<UInt32, ParameterList>> materials;
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for (unsigned int meshIdx = 0; meshIdx < scene->mNumMeshes; ++meshIdx)
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{
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aiMesh* iMesh = scene->mMeshes[meshIdx];
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if (iMesh->HasBones())
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{
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// For now, process only skeletal meshes
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}
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unsigned int indexCount = iMesh->mNumFaces * 3;
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unsigned int vertexCount = iMesh->mNumVertices;
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// Index buffer
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bool largeIndices = (vertexCount > std::numeric_limits<UInt16>::max());
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IndexBufferRef indexBuffer = IndexBuffer::New(largeIndices, indexCount, parameters.storage, parameters.indexBufferFlags);
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IndexMapper indexMapper(indexBuffer, BufferAccess_DiscardAndWrite);
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IndexIterator index = indexMapper.begin();
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for (unsigned int faceIdx = 0; faceIdx < iMesh->mNumFaces; ++faceIdx)
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{
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aiFace& face = iMesh->mFaces[faceIdx];
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if (face.mNumIndices != 3)
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NazaraWarning("Assimp plugin: This face is not a triangle!");
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*index++ = face.mIndices[0];
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*index++ = face.mIndices[1];
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*index++ = face.mIndices[2];
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}
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indexMapper.Unmap();
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// Make sure the normal/tangent matrix won't rescale our vectors
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Nz::Matrix4f normalTangentMatrix = parameters.matrix;
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if (normalTangentMatrix.HasScale())
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normalTangentMatrix.ApplyScale(1.f / normalTangentMatrix.GetScale());
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VertexBufferRef vertexBuffer = VertexBuffer::New(VertexDeclaration::Get(VertexLayout_XYZ_Normal_UV_Tangent_Skinning), vertexCount, parameters.storage, parameters.vertexBufferFlags | BufferUsage_Dynamic);
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BufferMapper<VertexBuffer> vertexMapper(vertexBuffer, BufferAccess_ReadWrite);
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SkeletalMeshVertex* vertices = static_cast<SkeletalMeshVertex*>(vertexMapper.GetPointer());
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for (std::size_t vertexIdx = 0; vertexIdx < vertexCount; ++vertexIdx)
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{
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aiVector3D normal = iMesh->mNormals[vertexIdx];
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aiVector3D position = iMesh->mVertices[vertexIdx];
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aiVector3D tangent = iMesh->mTangents[vertexIdx];
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aiVector3D uv = iMesh->mTextureCoords[0][vertexIdx];
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vertices[vertexIdx].weightCount = 0;
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vertices[vertexIdx].normal = normalTangentMatrix.Transform({ normal.x, normal.y, normal.z }, 0.f);
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vertices[vertexIdx].position = parameters.matrix * Vector3f(position.x, position.y, position.z);
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vertices[vertexIdx].tangent = normalTangentMatrix.Transform({ tangent.x, tangent.y, tangent.z }, 0.f);
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vertices[vertexIdx].uv = parameters.texCoordOffset + Vector2f(uv.x, uv.y) * parameters.texCoordScale;
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}
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for (unsigned int boneIdx = 0; boneIdx < iMesh->mNumBones; ++boneIdx)
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{
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aiBone* bone = iMesh->mBones[boneIdx];
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for (unsigned int weightIdx = 0; weightIdx < bone->mNumWeights; ++weightIdx)
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{
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aiVertexWeight& vertexWeight = bone->mWeights[weightIdx];
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SkeletalMeshVertex& vertex = vertices[vertexWeight.mVertexId];
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std::size_t weightIndex = vertex.weightCount++;
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vertex.jointIndexes[weightIndex] = boneIdx;
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vertex.weights[weightIndex] = vertexWeight.mWeight;
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}
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}
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// Submesh
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SkeletalMeshRef subMesh = SkeletalMesh::New(vertexBuffer, indexBuffer);
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subMesh->SetMaterialIndex(iMesh->mMaterialIndex);
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auto matIt = materials.find(iMesh->mMaterialIndex);
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if (matIt == materials.end())
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{
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ParameterList matData;
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aiMaterial* aiMat = scene->mMaterials[iMesh->mMaterialIndex];
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auto ConvertColor = [&](const char* aiKey, unsigned int aiType, unsigned int aiIndex, const char* colorKey)
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{
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aiColor4D color;
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if (aiGetMaterialColor(aiMat, aiKey, aiType, aiIndex, &color) == aiReturn_SUCCESS)
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{
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matData.SetParameter(colorKey, Color(static_cast<UInt8>(color.r * 255), static_cast<UInt8>(color.g * 255), static_cast<UInt8>(color.b * 255), static_cast<UInt8>(color.a * 255)));
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}
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};
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auto ConvertTexture = [&](aiTextureType aiType, const char* textureKey, const char* wrapKey = nullptr)
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{
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aiString path;
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aiTextureMapMode mapMode[3];
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if (aiGetMaterialTexture(aiMat, aiType, 0, &path, nullptr, nullptr, nullptr, nullptr, &mapMode[0], nullptr) == aiReturn_SUCCESS)
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{
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matData.SetParameter(textureKey, (stream.GetDirectory() / std::string_view(path.data, path.length)).generic_u8string());
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if (wrapKey)
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{
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SamplerWrap wrap = SamplerWrap_Default;
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switch (mapMode[0])
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{
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case aiTextureMapMode_Clamp:
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case aiTextureMapMode_Decal:
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wrap = SamplerWrap_Clamp;
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break;
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case aiTextureMapMode_Mirror:
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wrap = SamplerWrap_MirroredRepeat;
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break;
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case aiTextureMapMode_Wrap:
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wrap = SamplerWrap_Repeat;
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break;
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default:
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NazaraWarning("Assimp texture map mode 0x" + String::Number(mapMode[0], 16) + " not handled");
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break;
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}
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matData.SetParameter(wrapKey, static_cast<long long>(wrap));
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}
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}
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};
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ConvertColor(AI_MATKEY_COLOR_AMBIENT, MaterialData::AmbientColor);
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ConvertColor(AI_MATKEY_COLOR_DIFFUSE, MaterialData::DiffuseColor);
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ConvertColor(AI_MATKEY_COLOR_SPECULAR, MaterialData::SpecularColor);
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ConvertTexture(aiTextureType_DIFFUSE, MaterialData::DiffuseTexturePath, MaterialData::DiffuseWrap);
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ConvertTexture(aiTextureType_EMISSIVE, MaterialData::EmissiveTexturePath);
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ConvertTexture(aiTextureType_HEIGHT, MaterialData::HeightTexturePath);
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ConvertTexture(aiTextureType_NORMALS, MaterialData::NormalTexturePath);
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ConvertTexture(aiTextureType_OPACITY, MaterialData::AlphaTexturePath);
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ConvertTexture(aiTextureType_SPECULAR, MaterialData::SpecularTexturePath, MaterialData::SpecularWrap);
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aiString name;
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if (aiGetMaterialString(aiMat, AI_MATKEY_NAME, &name) == aiReturn_SUCCESS)
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matData.SetParameter(MaterialData::Name, String(name.data, name.length));
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int iValue;
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if (aiGetMaterialInteger(aiMat, AI_MATKEY_TWOSIDED, &iValue) == aiReturn_SUCCESS)
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matData.SetParameter(MaterialData::FaceCulling, !iValue);
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matIt = materials.insert(std::make_pair(iMesh->mMaterialIndex, std::make_pair(UInt32(materials.size()), std::move(matData)))).first;
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}
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subMesh->SetMaterialIndex(matIt->first);
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mesh->AddSubMesh(subMesh);
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}
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mesh->SetMaterialCount(std::max<UInt32>(UInt32(materials.size()), 1));
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for (const auto& pair : materials)
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mesh->SetMaterialData(pair.second.first, pair.second.second);
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}
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else
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{
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mesh->CreateStatic();
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// aiMaterial index in scene => Material index and data in Mesh
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std::unordered_map<unsigned int, std::pair<UInt32, ParameterList>> materials;
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for (unsigned int meshIdx = 0; meshIdx < scene->mNumMeshes; ++meshIdx)
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{
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aiMesh* iMesh = scene->mMeshes[meshIdx];
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if (!iMesh->HasBones()) // Don't process skeletal meshs
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{
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unsigned int indexCount = iMesh->mNumFaces * 3;
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unsigned int vertexCount = iMesh->mNumVertices;
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// Index buffer
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bool largeIndices = (vertexCount > std::numeric_limits<UInt16>::max());
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IndexBufferRef indexBuffer = IndexBuffer::New(largeIndices, indexCount, parameters.storage, parameters.indexBufferFlags);
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IndexMapper indexMapper(indexBuffer, BufferAccess_DiscardAndWrite);
|
|
IndexIterator index = indexMapper.begin();
|
|
|
|
for (unsigned int faceIdx = 0; faceIdx < iMesh->mNumFaces; ++faceIdx)
|
|
{
|
|
aiFace& face = iMesh->mFaces[faceIdx];
|
|
if (face.mNumIndices != 3)
|
|
NazaraWarning("Assimp plugin: This face is not a triangle!");
|
|
|
|
*index++ = face.mIndices[0];
|
|
*index++ = face.mIndices[1];
|
|
*index++ = face.mIndices[2];
|
|
}
|
|
indexMapper.Unmap();
|
|
|
|
// Vertex buffer
|
|
|
|
// Make sure the normal/tangent matrix won't rescale our vectors
|
|
Nz::Matrix4f normalTangentMatrix = parameters.matrix;
|
|
if (normalTangentMatrix.HasScale())
|
|
normalTangentMatrix.ApplyScale(1.f / normalTangentMatrix.GetScale());
|
|
|
|
VertexBufferRef vertexBuffer = VertexBuffer::New(parameters.vertexDeclaration, vertexCount, parameters.storage, parameters.vertexBufferFlags);
|
|
|
|
VertexMapper vertexMapper(vertexBuffer, BufferAccess_DiscardAndWrite);
|
|
|
|
auto posPtr = vertexMapper.GetComponentPtr<Vector3f>(VertexComponent_Position);
|
|
for (unsigned int vertexIdx = 0; vertexIdx < vertexCount; ++vertexIdx)
|
|
{
|
|
aiVector3D position = iMesh->mVertices[vertexIdx];
|
|
*posPtr++ = parameters.matrix * Vector3f(position.x, position.y, position.z);
|
|
}
|
|
|
|
if (auto normalPtr = vertexMapper.GetComponentPtr<Vector3f>(VertexComponent_Normal))
|
|
{
|
|
for (unsigned int vertexIdx = 0; vertexIdx < vertexCount; ++vertexIdx)
|
|
{
|
|
aiVector3D normal = iMesh->mNormals[vertexIdx];
|
|
*normalPtr++ = normalTangentMatrix.Transform({normal.x, normal.y, normal.z}, 0.f);
|
|
}
|
|
}
|
|
|
|
bool generateTangents = false;
|
|
if (auto tangentPtr = vertexMapper.GetComponentPtr<Vector3f>(VertexComponent_Tangent))
|
|
{
|
|
if (iMesh->HasTangentsAndBitangents())
|
|
{
|
|
for (unsigned int vertexIdx = 0; vertexIdx < vertexCount; ++vertexIdx)
|
|
{
|
|
aiVector3D tangent = iMesh->mTangents[vertexIdx];
|
|
*tangentPtr++ = normalTangentMatrix.Transform({tangent.x, tangent.y, tangent.z}, 0.f);
|
|
}
|
|
}
|
|
else
|
|
generateTangents = true;
|
|
}
|
|
|
|
if (auto uvPtr = vertexMapper.GetComponentPtr<Vector2f>(VertexComponent_TexCoord))
|
|
{
|
|
if (iMesh->HasTextureCoords(0))
|
|
{
|
|
for (unsigned int vertexIdx = 0; vertexIdx < vertexCount; ++vertexIdx)
|
|
{
|
|
aiVector3D uv = iMesh->mTextureCoords[0][vertexIdx];
|
|
*uvPtr++ = parameters.texCoordOffset + Vector2f(uv.x, uv.y) * parameters.texCoordScale;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (unsigned int vertexIdx = 0; vertexIdx < vertexCount; ++vertexIdx)
|
|
*uvPtr++ = Vector2f::Zero();
|
|
}
|
|
}
|
|
|
|
vertexMapper.Unmap();
|
|
|
|
// Submesh
|
|
StaticMeshRef subMesh = StaticMesh::New(vertexBuffer, indexBuffer);
|
|
subMesh->GenerateAABB();
|
|
subMesh->SetMaterialIndex(iMesh->mMaterialIndex);
|
|
|
|
if (generateTangents)
|
|
subMesh->GenerateTangents();
|
|
|
|
auto matIt = materials.find(iMesh->mMaterialIndex);
|
|
if (matIt == materials.end())
|
|
{
|
|
ParameterList matData;
|
|
aiMaterial* aiMat = scene->mMaterials[iMesh->mMaterialIndex];
|
|
|
|
auto ConvertColor = [&] (const char* aiKey, unsigned int aiType, unsigned int aiIndex, const char* colorKey)
|
|
{
|
|
aiColor4D color;
|
|
if (aiGetMaterialColor(aiMat, aiKey, aiType, aiIndex, &color) == aiReturn_SUCCESS)
|
|
{
|
|
matData.SetParameter(colorKey, Color(static_cast<UInt8>(color.r * 255), static_cast<UInt8>(color.g * 255), static_cast<UInt8>(color.b * 255), static_cast<UInt8>(color.a * 255)));
|
|
}
|
|
};
|
|
|
|
auto ConvertTexture = [&] (aiTextureType aiType, const char* textureKey, const char* wrapKey = nullptr)
|
|
{
|
|
aiString path;
|
|
aiTextureMapMode mapMode[3];
|
|
if (aiGetMaterialTexture(aiMat, aiType, 0, &path, nullptr, nullptr, nullptr, nullptr, &mapMode[0], nullptr) == aiReturn_SUCCESS)
|
|
{
|
|
matData.SetParameter(textureKey, (stream.GetDirectory() / std::string_view(path.data, path.length)).generic_u8string());
|
|
|
|
if (wrapKey)
|
|
{
|
|
SamplerWrap wrap = SamplerWrap_Default;
|
|
switch (mapMode[0])
|
|
{
|
|
case aiTextureMapMode_Clamp:
|
|
case aiTextureMapMode_Decal:
|
|
wrap = SamplerWrap_Clamp;
|
|
break;
|
|
|
|
case aiTextureMapMode_Mirror:
|
|
wrap = SamplerWrap_MirroredRepeat;
|
|
break;
|
|
|
|
case aiTextureMapMode_Wrap:
|
|
wrap = SamplerWrap_Repeat;
|
|
break;
|
|
|
|
default:
|
|
NazaraWarning("Assimp texture map mode 0x" + String::Number(mapMode[0], 16) + " not handled");
|
|
break;
|
|
}
|
|
|
|
matData.SetParameter(wrapKey, static_cast<long long>(wrap));
|
|
}
|
|
}
|
|
};
|
|
|
|
ConvertColor(AI_MATKEY_COLOR_AMBIENT, MaterialData::AmbientColor);
|
|
ConvertColor(AI_MATKEY_COLOR_DIFFUSE, MaterialData::DiffuseColor);
|
|
ConvertColor(AI_MATKEY_COLOR_SPECULAR, MaterialData::SpecularColor);
|
|
|
|
ConvertTexture(aiTextureType_DIFFUSE, MaterialData::DiffuseTexturePath, MaterialData::DiffuseWrap);
|
|
ConvertTexture(aiTextureType_EMISSIVE, MaterialData::EmissiveTexturePath);
|
|
ConvertTexture(aiTextureType_HEIGHT, MaterialData::HeightTexturePath);
|
|
ConvertTexture(aiTextureType_NORMALS, MaterialData::NormalTexturePath);
|
|
ConvertTexture(aiTextureType_OPACITY, MaterialData::AlphaTexturePath);
|
|
ConvertTexture(aiTextureType_SPECULAR, MaterialData::SpecularTexturePath, MaterialData::SpecularWrap);
|
|
|
|
aiString name;
|
|
if (aiGetMaterialString(aiMat, AI_MATKEY_NAME, &name) == aiReturn_SUCCESS)
|
|
matData.SetParameter(MaterialData::Name, String(name.data, name.length));
|
|
|
|
int iValue;
|
|
if (aiGetMaterialInteger(aiMat, AI_MATKEY_TWOSIDED, &iValue) == aiReturn_SUCCESS)
|
|
matData.SetParameter(MaterialData::FaceCulling, !iValue);
|
|
|
|
matIt = materials.insert(std::make_pair(iMesh->mMaterialIndex, std::make_pair(UInt32(materials.size()), std::move(matData)))).first;
|
|
}
|
|
|
|
subMesh->SetMaterialIndex(matIt->first);
|
|
|
|
mesh->AddSubMesh(subMesh);
|
|
}
|
|
|
|
mesh->SetMaterialCount(std::max<UInt32>(UInt32(materials.size()), 1));
|
|
for (const auto& pair : materials)
|
|
mesh->SetMaterialData(pair.second.first, pair.second.second);
|
|
}
|
|
|
|
if (parameters.center)
|
|
mesh->Recenter();
|
|
}
|
|
|
|
aiReleaseImport(scene);
|
|
|
|
return mesh;
|
|
}
|
|
|
|
extern "C"
|
|
{
|
|
NAZARA_EXPORT int PluginLoad()
|
|
{
|
|
Nz::AnimationLoader::RegisterLoader(IsSupported, CheckAnimation, LoadAnimation);
|
|
Nz::MeshLoader::RegisterLoader(IsSupported, CheckMesh, LoadMesh);
|
|
return 1;
|
|
}
|
|
|
|
NAZARA_EXPORT void PluginUnload()
|
|
{
|
|
Nz::AnimationLoader::RegisterLoader(IsSupported, CheckAnimation, LoadAnimation);
|
|
Nz::MeshLoader::UnregisterLoader(IsSupported, CheckMesh, LoadMesh);
|
|
}
|
|
}
|