Restructure
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7 changed files with 208 additions and 53 deletions
41
code/nel/tools/3d/mesh_utils/assimp_shape.cpp
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41
code/nel/tools/3d/mesh_utils/assimp_shape.cpp
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2015 Winch Gate Property Limited
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// Author: Jan Boon <jan.boon@kaetemi.be>
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include <nel/misc/types_nl.h>
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#include "assimp_shape.h"
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#include <assimp/postprocess.h>
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#include <assimp/scene.h>
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#include <assimp/Importer.hpp>
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#define NL_NODE_INTERNAL_TYPE aiNode
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#define NL_SCENE_INTERNAL_TYPE aiScene
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#include "scene_context.h"
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#include <nel/misc/debug.h>
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#include <nel/misc/path.h>
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#include <nel/misc/tool_logger.h>
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using namespace std;
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using namespace NLMISC;
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void assimpShape(CMeshUtilsContext &context, CNodeContext &nodeContext)
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{
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}
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/* end of file */
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25
code/nel/tools/3d/mesh_utils/assimp_shape.h
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25
code/nel/tools/3d/mesh_utils/assimp_shape.h
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@ -0,0 +1,25 @@
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2015 Winch Gate Property Limited
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// Author: Jan Boon <jan.boon@kaetemi.be>
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include <nel/misc/types_nl.h>
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struct CMeshUtilsContext;
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struct CNodeContext;
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void assimpShape(CMeshUtilsContext &context, CNodeContext &nodeContext);
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/* end of file */
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@ -29,6 +29,11 @@
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#include <assimp/scene.h>
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#include <assimp/Importer.hpp>
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#define NL_NODE_INTERNAL_TYPE aiNode
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#define NL_SCENE_INTERNAL_TYPE aiScene
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#include "scene_context.h"
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#include "assimp_shape.h"
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CMeshUtilsSettings::CMeshUtilsSettings()
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{
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/*ShapeDirectory = "shape";
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@ -36,52 +41,29 @@ CMeshUtilsSettings::CMeshUtilsSettings()
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SkelDirectory = "skel";*/
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}
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struct CNodeContext
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void importShapes(CMeshUtilsContext &context, const aiNode *node)
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{
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CNodeContext() :
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AssimpNode(NULL),
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IsBone(false)
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if (node != context.InternalScene->mRootNode)
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{
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}
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const aiNode *AssimpNode;
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bool IsBone;
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};
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typedef std::map<NLMISC::CSString, CNodeContext> TNodeContextMap;
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struct CMeshUtilsContext
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{
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CMeshUtilsContext(const CMeshUtilsSettings &settings) : Settings(settings), AssimpScene(NULL)
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{
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}
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const CMeshUtilsSettings &Settings;
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NLMISC::CToolLogger ToolLogger;
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const aiScene *AssimpScene;
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CSceneMeta SceneMeta;
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TNodeContextMap Nodes; // Impl note: Should never end up containing the scene root node.
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// std::map<const aiMesh *, NLMISC::CSString> MeshNames; // Maps meshes to a node name ********************* todo ***************
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};
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void importNode(CMeshUtilsContext &context, const aiNode *node)
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CNodeContext &nodeContext = context.Nodes[node->mName.C_Str()];
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CNodeMeta &nodeMeta = context.SceneMeta.Nodes[node->mName.C_Str()];
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if (nodeMeta.ExportMesh == TMeshShape)
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{
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if (node->mNumMeshes)
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{
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// TODO
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nldebug("Shape '%s' found containing '%u' meshes", node->mName.C_Str(), node->mNumMeshes);
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assimpShape(context, nodeContext);
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}
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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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importNode(context, node->mChildren[i]);
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importShapes(context, node->mChildren[i]);
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}
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void validateAssimpNodeNames(CMeshUtilsContext &context, const aiNode *node)
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void validateInternalNodeNames(CMeshUtilsContext &context, const aiNode *node)
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{
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if (!node->mParent || node == context.AssimpScene->mRootNode)
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if (!node->mParent || node == context.InternalScene->mRootNode)
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{
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// do nothing
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}
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@ -94,25 +76,25 @@ void validateAssimpNodeNames(CMeshUtilsContext &context, const aiNode *node)
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{
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CNodeContext &nodeContext = context.Nodes[node->mName.C_Str()];
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if (nodeContext.AssimpNode && nodeContext.AssimpNode != node)
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if (nodeContext.InternalNode && nodeContext.InternalNode != node)
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{
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tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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"Node name '%s' appears multiple times", node->mName.C_Str());
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}
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else
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{
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nodeContext.AssimpNode = node;
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nodeContext.InternalNode = node;
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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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validateAssimpNodeNames(context, node->mChildren[i]);
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validateInternalNodeNames(context, node->mChildren[i]);
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}
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void flagAssimpBones(CMeshUtilsContext &context)
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{
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// Find out which nodes are bones by checking the mesh meta info
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const aiScene *scene = context.AssimpScene;
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const aiScene *scene = context.InternalScene;
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for (unsigned int i = 0; i < scene->mNumMeshes; ++i)
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{
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// nldebug("FOUND MESH '%s'\n", scene->mMeshes[i]->mName.C_Str());
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for (unsigned int j = 0; j < mesh->mNumBones; ++j)
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{
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CNodeContext &nodeContext = context.Nodes[mesh->mBones[j]->mName.C_Str()];
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if (!nodeContext.AssimpNode)
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if (!nodeContext.InternalNode)
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{
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tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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"Bone '%s' has no associated node", mesh->mBones[j]->mName.C_Str());
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nodeContext.IsBone = true;
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// Flag all parents as bones
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/*const aiNode *parent = nodeContext.AssimpNode;
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/*const aiNode *parent = nodeContext.InternalNode;
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while (parent = parent->mParent) if (parent->mName.length)
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{
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context.Nodes[parent->mName.C_Str()].IsBone = true;
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void flagRecursiveBones(CMeshUtilsContext &context, CNodeContext &nodeContext, bool autoStop = false)
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{
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nodeContext.IsBone = true;
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const aiNode *node = nodeContext.AssimpNode;
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const aiNode *node = nodeContext.InternalNode;
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nlassert(node);
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for (unsigned int i = 0; i < node->mNumChildren; ++i)
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{
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void flagLocalParentBones(CMeshUtilsContext &context, CNodeContext &nodeContext)
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{
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const aiNode *node = nodeContext.AssimpNode;
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const aiNode *node = nodeContext.InternalNode;
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}
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void flagAllParentBones(CMeshUtilsContext &context, CNodeContext &nodeContext, bool autoStop = false)
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{
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const aiNode *parent = nodeContext.AssimpNode;
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while (parent = parent->mParent) if (parent->mName.length && parent != context.AssimpScene->mRootNode)
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const aiNode *parent = nodeContext.InternalNode;
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while (parent = parent->mParent) if (parent->mName.length && parent != context.InternalScene->mRootNode)
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{
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CNodeContext &ctx = context.Nodes[parent->mName.C_Str()];
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if (autoStop && ctx.IsBone)
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bool hasIndirectParentBone(CMeshUtilsContext &context, CNodeContext &nodeContext)
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{
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const aiNode *parent = nodeContext.AssimpNode;
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while (parent = parent->mParent) if (parent->mName.length && parent != context.AssimpScene->mRootNode)
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const aiNode *parent = nodeContext.InternalNode;
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while (parent = parent->mParent) if (parent->mName.length && parent != context.InternalScene->mRootNode)
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if (context.Nodes[parent->mName.C_Str()].IsBone) return true;
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return false;
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}
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// aiProcess_ImproveCacheLocality: TODO: Verify this does not modify vertex indices
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//scene->mRootNode->mMetaData
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context.AssimpScene = scene;
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context.InternalScene = scene;
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if (context.SceneMeta.load(context.Settings.SourceFilePath))
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context.ToolLogger.writeDepend(NLMISC::BUILD, "*", context.SceneMeta.metaFilePath().c_str()); // Meta input file
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validateAssimpNodeNames(context, context.AssimpScene->mRootNode);
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validateInternalNodeNames(context, context.InternalScene->mRootNode);
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// -- SKEL FLAG --
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flagAssimpBones(context);
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// ]
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// -- SKEL FLAG --
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importNode(context, scene->mRootNode);
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importShapes(context, context.InternalScene->mRootNode);
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return EXIT_SUCCESS;
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}
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@ -15,6 +15,8 @@
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_MESH_UTILS_H
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#define NL_MESH_UTILS_H
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#include <nel/misc/types_nl.h>
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#include <string>
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int exportScene(const CMeshUtilsSettings &settings);
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#endif /* NL_MESH_UTILS_H */
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/* end of file */
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30
code/nel/tools/3d/mesh_utils/scene_context.cpp
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code/nel/tools/3d/mesh_utils/scene_context.cpp
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2015 Winch Gate Property Limited
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// Author: Jan Boon <jan.boon@kaetemi.be>
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include <nel/misc/types_nl.h>
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#include "scene_context.h"
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#include <nel/misc/debug.h>
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#include <nel/misc/path.h>
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#include <nel/misc/tool_logger.h>
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using namespace std;
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using namespace NLMISC;
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void dummy_scene_context_cpp();
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/* end of file */
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69
code/nel/tools/3d/mesh_utils/scene_context.h
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69
code/nel/tools/3d/mesh_utils/scene_context.h
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2015 Winch Gate Property Limited
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// Author: Jan Boon <jan.boon@kaetemi.be>
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_SCENE_CONTEXT_H
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#define NL_SCENE_CONTEXT_H
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#include <nel/misc/types_nl.h>
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#include "mesh_utils.h"
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#include "scene_meta.h"
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#include <nel/misc/sstring.h>
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#include <nel/misc/tool_logger.h>
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#ifndef NL_NODE_INTERNAL_TYPE
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#define NL_NODE_INTERNAL_TYPE void
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#endif
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#ifndef NL_SCENE_INTERNAL_TYPE
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#define NL_SCENE_INTERNAL_TYPE void
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#endif
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struct CNodeContext
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{
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CNodeContext() :
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InternalNode(NULL),
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IsBone(false)
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{
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}
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const NL_NODE_INTERNAL_TYPE *InternalNode;
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bool IsBone;
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};
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typedef std::map<NLMISC::CSString, CNodeContext> TNodeContextMap;
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struct CMeshUtilsContext
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{
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CMeshUtilsContext(const CMeshUtilsSettings &settings) : Settings(settings), InternalScene(NULL)
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{
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}
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const CMeshUtilsSettings &Settings;
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NLMISC::CToolLogger ToolLogger;
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const NL_SCENE_INTERNAL_TYPE *InternalScene;
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CSceneMeta SceneMeta;
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TNodeContextMap Nodes; // Impl note: Should never end up containing the scene root node.
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// std::map<const aiMesh *, NLMISC::CSString> MeshNames; // Maps meshes to a node name ********************* todo ***************
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};
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#endif /* NL_SCENE_CONTEXT_H */
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/* end of file */
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_SCENE_META_H
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#define NL_SCENE_META_H
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#include <nel/misc/types_nl.h>
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#include <nel/misc/sstring.h>
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};
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#endif NL_SCENE_META_H
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/* end of file */
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