khanat-opennel-code/code/nel/tools/3d/mesh_utils/mesh_utils.cpp
kaetemi dec6c2d880 Centralized asset database configuration
--HG--
branch : feature-export-assimp
2015-09-20 15:23:27 +02:00

187 lines
5.4 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2015 Winch Gate Property Limited
// Author: Jan Boon <jan.boon@kaetemi.be>
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include <nel/misc/types_nl.h>
#include "mesh_utils.h"
#include <nel/misc/debug.h>
#include <nel/misc/tool_logger.h>
#include <nel/misc/sstring.h>
#include "database_config.h"
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <assimp/Importer.hpp>
CMeshUtilsSettings::CMeshUtilsSettings()
{
/*ShapeDirectory = "shape";
IGDirectory = "ig";
SkelDirectory = "skel";*/
}
struct CNodeContext
{
CNodeContext() :
AssimpNode(NULL),
IsBone(false)
{
}
const aiNode *AssimpNode;
bool IsBone;
};
struct CMeshUtilsContext
{
CMeshUtilsContext(const CMeshUtilsSettings &settings) : Settings(settings), AssimpScene(NULL)
{
}
const CMeshUtilsSettings &Settings;
NLMISC::CToolLogger ToolLogger;
const aiScene *AssimpScene;
std::map<NLMISC::CSString, CNodeContext> Nodes;
std::map<const aiMesh *, NLMISC::CSString> MeshNames; // Maps meshes to a node name ********************* todo ***************
};
struct CNodeMeta
{
// TODO
};
static const CNodeMeta g_DefaultMeta;
void importNode(CMeshUtilsContext &context, const aiNode *node, const CNodeMeta *meta)
{
if (node->mNumMeshes)
{
// TODO
}
for (unsigned int i = 0; i < node->mNumChildren; ++i)
importNode(context, node->mChildren[i], &g_DefaultMeta);
}
void validateAssimpNodeNames(CMeshUtilsContext &context, const aiNode *node)
{
if (!node->mParent || node == context.AssimpScene->mRootNode)
{
// do nothing
}
else if (node->mName.length == 0)
{
tlwarning(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
"Node has no name");
}
else
{
CNodeContext &nodeContext = context.Nodes[node->mName.C_Str()];
if (nodeContext.AssimpNode && nodeContext.AssimpNode != node)
{
tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
"Node name '%s' appears multiple times", node->mName.C_Str());
}
else
{
nodeContext.AssimpNode = node;
}
}
for (unsigned int i = 0; i < node->mNumChildren; ++i)
validateAssimpNodeNames(context, node->mChildren[i]);
}
void flagAssimpBones(CMeshUtilsContext &context)
{
// Find out which nodes are bones by checking the mesh meta info
const aiScene *scene = context.AssimpScene;
for (unsigned int i = 0; i < scene->mNumMeshes; ++i)
{
// nldebug("FOUND MESH '%s'\n", scene->mMeshes[i]->mName.C_Str());
const aiMesh *mesh = scene->mMeshes[i];
for (unsigned int j = 0; j < mesh->mNumBones; ++j)
{
CNodeContext &nodeContext = context.Nodes[mesh->mBones[j]->mName.C_Str()];
if (!nodeContext.AssimpNode)
{
tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
"Bone '%s' has no associated node", mesh->mBones[j]->mName.C_Str());
}
else
{
// Flag as bone
nodeContext.IsBone = true;
// Flag all parents as bones
/*const aiNode *parent = nodeContext.AssimpNode;
while (parent = parent->mParent) if (parent->mName.length)
{
context.Nodes[parent->mName.C_Str()].IsBone = true;
}*/
}
}
}
}
// TODO: Separate load scene and save scene functions
int exportScene(const CMeshUtilsSettings &settings)
{
CMeshUtilsContext context(settings);
NLMISC::CFile::createDirectoryTree(settings.DestinationDirectoryPath);
if (!settings.ToolDependLog.empty())
context.ToolLogger.initDepend(settings.ToolDependLog);
if (!settings.ToolErrorLog.empty())
context.ToolLogger.initError(settings.ToolErrorLog);
context.ToolLogger.writeDepend(NLMISC::BUILD, "*", context.Settings.SourceFilePath.c_str()); // Base input file
// Apply database configuration
CDatabaseConfig::init(settings.SourceFilePath);
CDatabaseConfig::initTextureSearchDirectories();
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(settings.SourceFilePath, aiProcess_Triangulate | aiProcess_ValidateDataStructure); // aiProcess_SplitLargeMeshes | aiProcess_LimitBoneWeights
if (!scene)
{
const char *errs = importer.GetErrorString();
if (errs) tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(), "Assimp failed to load the scene: '%s'", errs);
else tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(), "Unable to load scene");
return EXIT_FAILURE;
}
// aiProcess_Triangulate
// aiProcess_ValidateDataStructure: TODO: Catch Assimp error output stream
// aiProcess_RemoveRedundantMaterials: Not used because we may override materials with NeL Material from meta
// aiProcess_ImproveCacheLocality: TODO: Verify this does not modify vertex indices
//scene->mRootNode->mMetaData
context.AssimpScene = scene;
validateAssimpNodeNames(context, context.AssimpScene->mRootNode);
flagAssimpBones(context);
importNode(context, scene->mRootNode, &g_DefaultMeta);
return EXIT_SUCCESS;
}
/* end of file */