331 lines
12 KiB
C++
331 lines
12 KiB
C++
// 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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#include <nel/3d/mesh.h>
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#include "assimp_material.h"
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using namespace std;
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using namespace NLMISC;
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using namespace NL3D;
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// TODO: buildParticleSystem ??
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// TODO: buildWaveMakerShape ??
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// TODO: buildRemanence ??
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// TODO: buildFlare ??
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// Probably specific settings we can only do in meta editor on a dummy node..
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// TODO: pacs prim
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// TODO: buildWaterShape specifics when node has water material
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// TODO: CMeshMultiLod::CMeshMultiLodBuild multiLodBuild; export_mesh.cpp ln 228
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// TODO: LOD MRM
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// TODO: Skinned - reverse transform by skeleton root bone to align?
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void assimpBuildBaseMesh(CMeshBase::CMeshBaseBuild &buildBaseMesh, CMeshUtilsContext &context, CNodeContext &nodeContext)
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{
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const aiNode *node = nodeContext.InternalNode;
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// Reference CExportNel::buildBaseMeshInterface
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// Load materials
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buildBaseMesh.Materials.resize(node->mNumMeshes);
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for (unsigned int mi = 0; mi < node->mNumMeshes; ++mi)
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{
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const aiMesh *mesh = context.InternalScene->mMeshes[node->mMeshes[mi]];
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const aiMaterial *am = context.InternalScene->mMaterials[mesh->mMaterialIndex];
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aiString amname;
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if (am->Get(AI_MATKEY_NAME, amname) != aiReturn_SUCCESS)
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{
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tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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"Material used by node '%s' has no name", node->mName.C_Str()); // TODO: Maybe autogen names by index in mesh or node if this is actually a thing
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assimpMaterial(buildBaseMesh.Materials[mi], context, am);
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}
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else
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{
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buildBaseMesh.Materials[mi] = *context.SceneMeta.Materials[amname.C_Str()];
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}
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}
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}
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inline CVector convVector(const aiVector3D &av)
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{
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return CVector(-av.x, av.z, av.y); // COORDINATE CONVERSION
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}
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inline CRGBA convColor(const aiColor4D &ac)
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{
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return CRGBA(ac.r * 255.99f, ac.g * 255.99f, ac.b * 255.99f, ac.a * 255.99f);
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}
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inline CUVW convUvw(const aiVector3D &av)
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{
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return CUVW(av.x, av.y, av.z); // UH OH COORDINATE CONVERSION ?!
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}
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bool assimpBuildMesh(CMesh::CMeshBuild &buildMesh, CMeshBase::CMeshBaseBuild &buildBaseMesh, CMeshUtilsContext &context, CNodeContext &nodeContext)
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{
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// TODO
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// *** If the mesh is skined, vertices will be exported in world space.
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// *** If the mesh is not skined, vertices will be exported in offset space.
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// TODO Support skinning
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const aiNode *node = nodeContext.InternalNode;
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nlassert(node->mNumMeshes);
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// Basic validations before processing starts
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for (unsigned int mi = 0; mi < node->mNumMeshes; ++mi)
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{
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// TODO: Maybe needs to be the same count too for all meshes, so compare with mesh 0
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const aiMesh *mesh = context.InternalScene->mMeshes[node->mMeshes[mi]];
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if (mesh->GetNumColorChannels() > 2)
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{
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tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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"(%s) mesh->GetNumColorChannels() > 2", node->mName.C_Str());
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return false;
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}
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if (mesh->GetNumUVChannels() > CVertexBuffer::MaxStage)
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{
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tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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"(%s) mesh->GetNumUVChannels() > CVertexBuffer::MaxStage", node->mName.C_Str());
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return false;
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}
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if (!mesh->HasNormals())
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{
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tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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"(%s) !mesh->HasNormals()", node->mName.C_Str());
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return false;
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}
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}
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// Default vertex flags
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buildMesh.VertexFlags = CVertexBuffer::PositionFlag | CVertexBuffer::NormalFlag;
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// TODO: UV Channels routing to correct texture stage
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for (uint i = 0; i < CVertexBuffer::MaxStage; ++i)
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buildMesh.UVRouting[i] = i;
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// Meshes in assimp are separated per material, so we need to re-merge them for the mesh build process
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// This process also deduplicates vertices
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bool cleanupMesh = false;
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sint32 numVertices = 0;
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for (unsigned int mi = 0; mi < node->mNumMeshes; ++mi)
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numVertices += context.InternalScene->mMeshes[node->mMeshes[mi]]->mNumVertices;
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buildMesh.Vertices.resize(numVertices);
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numVertices = 0;
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map<CVector, sint32> vertexIdentifiers;
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vector<vector<sint32> > vertexRemapping;
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vertexRemapping.resize(node->mNumMeshes);
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for (unsigned int mi = 0; mi < node->mNumMeshes; ++mi)
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{
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const aiMesh *mesh = context.InternalScene->mMeshes[node->mMeshes[mi]];
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vertexRemapping[mi].resize(mesh->mNumVertices);
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for (unsigned int vi = 0; vi < mesh->mNumVertices; ++vi)
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{
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CVector vec = convVector(mesh->mVertices[vi]);
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map<CVector, sint32>::iterator vecit = vertexIdentifiers.find(vec);
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if (vecit == vertexIdentifiers.end())
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{
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buildMesh.Vertices[numVertices] = vec;
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if (cleanupMesh) vertexIdentifiers[vec] = numVertices; // Don't remap if we don't wan't to lose vertex indices
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vertexRemapping[mi][vi] = numVertices;
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++numVertices;
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}
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else
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{
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vertexRemapping[mi][vi] = vecit->second;
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}
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}
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}
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buildMesh.Vertices.resize(numVertices);
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// Process all faces
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// WONT IMPLEMENT: Radial faces generation... is linked to smoothing group...
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// leave radial normals generation to modeling tool for now...
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sint32 numFaces = 0;
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for (unsigned int mi = 0; mi < node->mNumMeshes; ++mi)
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numFaces += context.InternalScene->mMeshes[node->mMeshes[mi]]->mNumFaces;
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buildMesh.Faces.resize(numFaces);
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numFaces = 0;
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unsigned int refNumColorChannels = context.InternalScene->mMeshes[node->mMeshes[0]]->GetNumColorChannels();
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unsigned int refNumUVChannels = context.InternalScene->mMeshes[node->mMeshes[0]]->GetNumUVChannels();
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for (unsigned int mi = 0; mi < node->mNumMeshes; ++mi)
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{
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const aiMesh *mesh = context.InternalScene->mMeshes[node->mMeshes[mi]];
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// Get channel numbers
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unsigned int numColorChannels = mesh->GetNumColorChannels();
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if (numColorChannels > 2)
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{
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tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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"Shape '%s' has too many color channels in mesh %i (%i channels found)", node->mName.C_Str(), mi, numColorChannels);
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}
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if (numColorChannels > 0)
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{
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buildMesh.VertexFlags |= CVertexBuffer::PrimaryColorFlag;
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if (numColorChannels > 1)
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{
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buildMesh.VertexFlags |= CVertexBuffer::SecondaryColorFlag;
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}
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}
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unsigned int numUVChannels = mesh->GetNumUVChannels();
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if (numUVChannels > CVertexBuffer::MaxStage)
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{
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tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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"Shape '%s' has too many uv channels in mesh %i (%i channels found)", node->mName.C_Str(), mi, numUVChannels);
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numUVChannels = CVertexBuffer::MaxStage;
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}
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for (unsigned int ui = 0; ui < numUVChannels; ++ui)
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buildMesh.VertexFlags |= (CVertexBuffer::TexCoord0 << ui); // TODO: Coord UV tex stage rerouting
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// TODO: Channels do in fact differ between submeshes, so we need to correctly recount and reroute the materials properly
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if (numColorChannels != refNumColorChannels)
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tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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"Shape '%s' mismatch of nb color channel in mesh '%i', please contact developer", node->mName.C_Str(), mi);
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if (numUVChannels != refNumUVChannels)
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tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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"Shape '%s' mismatch of nb uv channel in mesh '%i', please contact developer", node->mName.C_Str(), mi);
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for (unsigned int fi = 0; fi < mesh->mNumFaces; ++fi)
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{
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const aiFace &af = mesh->mFaces[fi];
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if (af.mNumIndices != 3)
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{
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tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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"(%s) Face %i on mesh %i has %i faces", node->mName.C_Str(), fi, mi, af.mNumIndices);
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continue; // return false; Keep going, just drop the face for better user experience
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}
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CMesh::CFace &face = buildMesh.Faces[numFaces];
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face.MaterialId = mi;
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face.SmoothGroup = 0; // No smoothing groups (bitfield)
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face.Corner[0].Vertex = vertexRemapping[mi][af.mIndices[0]];
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face.Corner[1].Vertex = vertexRemapping[mi][af.mIndices[1]];
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face.Corner[2].Vertex = vertexRemapping[mi][af.mIndices[2]];
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face.Corner[0].Normal = convVector(mesh->mNormals[af.mIndices[0]]);
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face.Corner[1].Normal = convVector(mesh->mNormals[af.mIndices[1]]);
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face.Corner[2].Normal = convVector(mesh->mNormals[af.mIndices[2]]);
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// TODO: If we want normal maps, we need to add tangent vectors to CFace and build process
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// UV channels
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for (unsigned int ui = 0; ui < numUVChannels; ++ui) // TODO: UV Rerouting
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{
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face.Corner[0].Uvws[ui] = convUvw(mesh->mTextureCoords[ui][af.mIndices[0]]);
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face.Corner[1].Uvws[ui] = convUvw(mesh->mTextureCoords[ui][af.mIndices[1]]);
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face.Corner[2].Uvws[ui] = convUvw(mesh->mTextureCoords[ui][af.mIndices[2]]);
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}
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for (unsigned int ui = numUVChannels; ui < CVertexBuffer::MaxStage; ++ui)
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{
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face.Corner[0].Uvws[ui] = CUVW(0, 0, 0);
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face.Corner[1].Uvws[ui] = CUVW(0, 0, 0);
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face.Corner[2].Uvws[ui] = CUVW(0, 0, 0);
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}
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// Primary and secondary color channels
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if (numColorChannels > 0) // TODO: Verify
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{
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face.Corner[0].Color = convColor(mesh->mColors[0][af.mIndices[0]]);
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face.Corner[1].Color = convColor(mesh->mColors[0][af.mIndices[1]]);
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face.Corner[2].Color = convColor(mesh->mColors[0][af.mIndices[2]]);
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}
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else
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{
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face.Corner[0].Color = CRGBA(255, 255, 255, 255);
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face.Corner[1].Color = CRGBA(255, 255, 255, 255);
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face.Corner[2].Color = CRGBA(255, 255, 255, 255);
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}
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if (numColorChannels > 1) // TODO: Verify
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{
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face.Corner[0].Specular = convColor(mesh->mColors[1][af.mIndices[0]]);
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face.Corner[1].Specular = convColor(mesh->mColors[1][af.mIndices[1]]);
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face.Corner[2].Specular = convColor(mesh->mColors[1][af.mIndices[2]]);
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}
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else
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{
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face.Corner[0].Specular = CRGBA(255, 255, 255, 255);
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face.Corner[1].Specular = CRGBA(255, 255, 255, 255);
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face.Corner[2].Specular = CRGBA(255, 255, 255, 255);
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}
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// TODO: Color modulate, alpha, use color alpha for vp tree, etc
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++numFaces;
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}
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}
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buildMesh.Faces.resize(numFaces);
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// clear for MRM info
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buildMesh.Interfaces.clear();
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buildMesh.InterfaceLinks.clear();
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// TODO: Export VP
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buildMesh.MeshVertexProgram = NULL;
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return true;
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}
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bool assimpShape(CMeshUtilsContext &context, CNodeContext &nodeContext)
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{
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// Reference: export_mesh.cpp, buildShape
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nodeContext.Shape = NULL;
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const aiNode *node = nodeContext.InternalNode;
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nlassert(node->mNumMeshes);
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// Fill the build interface of CMesh
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CMeshBase::CMeshBaseBuild buildBaseMesh;
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assimpBuildBaseMesh(buildBaseMesh, context, nodeContext);
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CMesh::CMeshBuild buildMesh;
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if (!assimpBuildMesh(buildMesh, buildBaseMesh, context, nodeContext))
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return false;
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// Make a CMesh object
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CMesh *mesh = new CMesh();
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// Build the mesh with the build interface
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mesh->build(buildBaseMesh, buildMesh);
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// TODO
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// Reference: export_mesh.cpp, buildShape
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// Must be done after the build to update vertex links
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// Pass to buildMeshMorph if the original mesh is skinned or not
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// buildMeshMorph(buildMesh, node, time, nodeMap != NULL);
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// mesh->setBlendShapes(buildMesh.BlendShapes);
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// optimize number of material
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// mesh->optimizeMaterialUsage(materialRemap);
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// Store mesh in context
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nodeContext.Shape = mesh;
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return true;
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}
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/* end of file */
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