khanat-code-old/code/nel/tools/3d/mesh_utils/assimp_shape.cpp

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// 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 "assimp_shape.h"
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <assimp/Importer.hpp>
#define NL_NODE_INTERNAL_TYPE aiNode
#define NL_SCENE_INTERNAL_TYPE aiScene
#include "scene_context.h"
#include <nel/misc/debug.h>
#include <nel/misc/path.h>
#include <nel/pipeline/tool_logger.h>
#include <nel/3d/mesh.h>
#include "assimp_material.h"
using namespace std;
using namespace NLMISC;
using namespace NL3D;
// TODO: buildParticleSystem ??
// TODO: buildWaveMakerShape ??
// TODO: buildRemanence ??
// TODO: buildFlare ??
// Probably specific settings we can only do in meta editor on a dummy node..
// TODO: pacs prim
// TODO: buildWaterShape specifics when node has water material
// TODO: CMeshMultiLod::CMeshMultiLodBuild multiLodBuild; export_mesh.cpp ln 228
// TODO: LOD MRM
// TODO: Skinned - reverse transform by skeleton root bone to align?
/*inline CMatrix convMatrix(const aiMatrix4x4 &tf)
{
CMatrix m;
for (int i = 0; i < 16; ++i)
m.set(&tf.a1);
return m;
}*/
inline CVector convVector(const aiVector3D &av)
{
return CVector(av.x, av.y, av.z); // COORDINATE CONVERSION
}
inline CRGBA convColor(const aiColor4D &ac)
{
return CRGBA(ac.r * 255.99f, ac.g * 255.99f, ac.b * 255.99f, ac.a * 255.99f);
}
inline CUVW convUvw(const aiVector3D &av)
{
return CUVW(av.x, -av.y, av.z); // UH OH COORDINATE CONVERSION ?! ONLY FOR TEXTURES !!
}
inline CQuat convQuat(const aiQuaternion &aq)
{
return CQuat(aq.x, aq.y, aq.z, aq.w);
}
void assimpBuildBaseMesh(CMeshBase::CMeshBaseBuild &buildBaseMesh, CMeshUtilsContext &context, CNodeContext &nodeContext)
{
const aiNode *node = nodeContext.InternalNode;
// Reference CExportNel::buildBaseMeshInterface
// Load materials
buildBaseMesh.Materials.resize(node->mNumMeshes);
for (unsigned int mi = 0; mi < node->mNumMeshes; ++mi)
{
const aiMesh *mesh = context.InternalScene->mMeshes[node->mMeshes[mi]];
const aiMaterial *am = context.InternalScene->mMaterials[mesh->mMaterialIndex];
aiString amname;
if (am->Get(AI_MATKEY_NAME, amname) != aiReturn_SUCCESS)
{
tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
"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
assimpMaterial(buildBaseMesh.Materials[mi], context, am);
}
else
{
buildBaseMesh.Materials[mi] = *context.SceneMeta.Materials[amname.C_Str()];
}
}
// Positioning
const aiMatrix4x4 &root = context.InternalScene->mRootNode->mTransformation;
const aiMatrix4x4 &tf = nodeContext.InternalNode->mTransformation; // COORDINATE CONVERSION HERE INSTEAD OF PER VERTEX ??
aiVector3D scaling;
aiQuaternion rotation;
aiVector3D position;
tf.Decompose(scaling, rotation, position);
buildBaseMesh.DefaultScale = convVector(scaling);
buildBaseMesh.DefaultRotQuat = convQuat(rotation);
buildBaseMesh.DefaultRotEuler = CVector(0, 0, 0);
buildBaseMesh.DefaultPivot = CVector(0, 0, 0);
buildBaseMesh.DefaultPos = convVector(position);
if (buildBaseMesh.DefaultScale.x != 1.0f || buildBaseMesh.DefaultScale.y != 1.0f || buildBaseMesh.DefaultScale.z != 1.0f)
{
tlmessage(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
"Node '%s' has a scaled transformation. This may be a mistake", node->mName.C_Str());
}
// Meta
// dst.CollisionMeshGeneration = src.CollisionMeshGeneration;
// TODO: Morph
}
bool assimpBuildMesh(CMesh::CMeshBuild &buildMesh, CMeshBase::CMeshBaseBuild &buildBaseMesh, CMeshUtilsContext &context, CNodeContext &nodeContext)
{
// TODO
// *** If the mesh is skined, vertices will be exported in world space.
// *** If the mesh is not skined, vertices will be exported in offset space.
// TODO Support skinning
const aiNode *node = nodeContext.InternalNode;
nlassert(node->mNumMeshes);
// Basic validations before processing starts
for (unsigned int mi = 0; mi < node->mNumMeshes; ++mi)
{
// TODO: Maybe needs to be the same count too for all meshes, so compare with mesh 0
const aiMesh *mesh = context.InternalScene->mMeshes[node->mMeshes[mi]];
if (mesh->GetNumColorChannels() > 2)
{
tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
"(%s) mesh->GetNumColorChannels() > 2", node->mName.C_Str());
return false;
}
if (mesh->GetNumUVChannels() > CVertexBuffer::MaxStage)
{
tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
"(%s) mesh->GetNumUVChannels() > CVertexBuffer::MaxStage", node->mName.C_Str());
return false;
}
if (!mesh->HasNormals())
{
tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
"(%s) !mesh->HasNormals()", node->mName.C_Str());
return false;
}
}
// Default vertex flags
buildMesh.VertexFlags = CVertexBuffer::PositionFlag | CVertexBuffer::NormalFlag;
// TODO: UV Channels routing to correct texture stage
for (uint i = 0; i < CVertexBuffer::MaxStage; ++i)
buildMesh.UVRouting[i] = i;
// Meshes in assimp are separated per material, so we need to re-merge them for the mesh build process
// This process also deduplicates vertices
bool cleanupMesh = true;
sint32 numVertices = 0;
for (unsigned int mi = 0; mi < node->mNumMeshes; ++mi)
numVertices += context.InternalScene->mMeshes[node->mMeshes[mi]]->mNumVertices;
buildMesh.Vertices.resize(numVertices);
numVertices = 0;
map<CVector, sint32> vertexIdentifiers;
vector<vector<sint32> > vertexRemapping;
vertexRemapping.resize(node->mNumMeshes);
for (unsigned int mi = 0; mi < node->mNumMeshes; ++mi)
{
const aiMesh *mesh = context.InternalScene->mMeshes[node->mMeshes[mi]];
vertexRemapping[mi].resize(mesh->mNumVertices);
for (unsigned int vi = 0; vi < mesh->mNumVertices; ++vi)
{
CVector vec = convVector(mesh->mVertices[vi]);
map<CVector, sint32>::iterator vecit = vertexIdentifiers.find(vec);
if (vecit == vertexIdentifiers.end())
{
buildMesh.Vertices[numVertices] = vec;
if (cleanupMesh) vertexIdentifiers[vec] = numVertices; // Don't remap if we don't wan't to lose vertex indices
vertexRemapping[mi][vi] = numVertices;
++numVertices;
}
else
{
vertexRemapping[mi][vi] = vecit->second;
}
}
}
buildMesh.Vertices.resize(numVertices);
// Process all faces
// WONT IMPLEMENT: Radial faces generation... is linked to smoothing group...
// leave radial normals generation to modeling tool for now...
sint32 numFaces = 0;
for (unsigned int mi = 0; mi < node->mNumMeshes; ++mi)
numFaces += context.InternalScene->mMeshes[node->mMeshes[mi]]->mNumFaces;
buildMesh.Faces.resize(numFaces);
numFaces = 0;
unsigned int refNumColorChannels = context.InternalScene->mMeshes[node->mMeshes[0]]->GetNumColorChannels();
unsigned int refNumUVChannels = context.InternalScene->mMeshes[node->mMeshes[0]]->GetNumUVChannels();
for (unsigned int mi = 0; mi < node->mNumMeshes; ++mi)
{
const aiMesh *mesh = context.InternalScene->mMeshes[node->mMeshes[mi]];
// Get channel numbers
unsigned int numColorChannels = mesh->GetNumColorChannels();
if (numColorChannels > 2)
{
tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
"Shape '%s' has too many color channels in mesh %i (%i channels found)", node->mName.C_Str(), mi, numColorChannels);
}
if (numColorChannels > 0)
{
buildMesh.VertexFlags |= CVertexBuffer::PrimaryColorFlag;
if (numColorChannels > 1)
{
buildMesh.VertexFlags |= CVertexBuffer::SecondaryColorFlag;
}
}
unsigned int numUVChannels = mesh->GetNumUVChannels();
if (numUVChannels > CVertexBuffer::MaxStage)
{
tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
"Shape '%s' has too many uv channels in mesh %i (%i channels found)", node->mName.C_Str(), mi, numUVChannels);
numUVChannels = CVertexBuffer::MaxStage;
}
for (unsigned int ui = 0; ui < numUVChannels; ++ui)
buildMesh.VertexFlags |= (CVertexBuffer::TexCoord0Flag << ui); // TODO: Coord UV tex stage rerouting
// TODO: Channels do in fact differ between submeshes, so we need to correctly recount and reroute the materials properly
if (numColorChannels != refNumColorChannels)
tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
"Shape '%s' mismatch of nb color channel in mesh '%i', please contact developer", node->mName.C_Str(), mi);
if (numUVChannels != refNumUVChannels)
tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
"Shape '%s' mismatch of nb uv channel in mesh '%i', please contact developer", node->mName.C_Str(), mi);
for (unsigned int fi = 0; fi < mesh->mNumFaces; ++fi)
{
const aiFace &af = mesh->mFaces[fi];
if (af.mNumIndices != 3)
{
tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
"(%s) Face %i on mesh %i has %i faces", node->mName.C_Str(), fi, mi, af.mNumIndices);
continue; // return false; Keep going, just drop the face for better user experience
}
if (cleanupMesh)
{
if (vertexRemapping[mi][af.mIndices[0]] == vertexRemapping[mi][af.mIndices[1]]
|| vertexRemapping[mi][af.mIndices[1]] == vertexRemapping[mi][af.mIndices[2]]
|| vertexRemapping[mi][af.mIndices[2]] == vertexRemapping[mi][af.mIndices[0]])
continue; // Not a triangle
}
CMesh::CFace &face = buildMesh.Faces[numFaces];
face.MaterialId = mi;
face.SmoothGroup = 0; // No smoothing groups (bitfield)
face.Corner[0].Vertex = vertexRemapping[mi][af.mIndices[0]];
face.Corner[1].Vertex = vertexRemapping[mi][af.mIndices[1]];
face.Corner[2].Vertex = vertexRemapping[mi][af.mIndices[2]];
face.Corner[0].Normal = convVector(mesh->mNormals[af.mIndices[0]]);
face.Corner[1].Normal = convVector(mesh->mNormals[af.mIndices[1]]);
face.Corner[2].Normal = convVector(mesh->mNormals[af.mIndices[2]]);
// TODO: If we want normal maps, we need to add tangent vectors to CFace and build process
// UV channels
for (unsigned int ui = 0; ui < numUVChannels; ++ui) // TODO: UV Rerouting
{
face.Corner[0].Uvws[ui] = convUvw(mesh->mTextureCoords[ui][af.mIndices[0]]);
face.Corner[1].Uvws[ui] = convUvw(mesh->mTextureCoords[ui][af.mIndices[1]]);
face.Corner[2].Uvws[ui] = convUvw(mesh->mTextureCoords[ui][af.mIndices[2]]);
}
for (unsigned int ui = numUVChannels; ui < CVertexBuffer::MaxStage; ++ui)
{
face.Corner[0].Uvws[ui] = CUVW(0, 0, 0);
face.Corner[1].Uvws[ui] = CUVW(0, 0, 0);
face.Corner[2].Uvws[ui] = CUVW(0, 0, 0);
}
// Primary and secondary color channels
if (numColorChannels > 0) // TODO: Verify
{
face.Corner[0].Color = convColor(mesh->mColors[0][af.mIndices[0]]);
face.Corner[1].Color = convColor(mesh->mColors[0][af.mIndices[1]]);
face.Corner[2].Color = convColor(mesh->mColors[0][af.mIndices[2]]);
}
else
{
face.Corner[0].Color = CRGBA(255, 255, 255, 255);
face.Corner[1].Color = CRGBA(255, 255, 255, 255);
face.Corner[2].Color = CRGBA(255, 255, 255, 255);
}
if (numColorChannels > 1) // TODO: Verify
{
face.Corner[0].Specular = convColor(mesh->mColors[1][af.mIndices[0]]);
face.Corner[1].Specular = convColor(mesh->mColors[1][af.mIndices[1]]);
face.Corner[2].Specular = convColor(mesh->mColors[1][af.mIndices[2]]);
}
else
{
face.Corner[0].Specular = CRGBA(255, 255, 255, 255);
face.Corner[1].Specular = CRGBA(255, 255, 255, 255);
face.Corner[2].Specular = CRGBA(255, 255, 255, 255);
}
// TODO: Color modulate, alpha, use color alpha for vp tree, etc
++numFaces;
}
}
if (numFaces != buildMesh.Faces.size())
{
tlmessage(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
"Removed %u degenerate faces in shape '%s'", (uint32)(buildMesh.Faces.size() - numFaces), node->mName.C_Str());
buildMesh.Faces.resize(numFaces);
}
// clear for MRM info
buildMesh.Interfaces.clear();
buildMesh.InterfaceLinks.clear();
// TODO: Export VP
buildMesh.MeshVertexProgram = NULL;
return true;
}
bool assimpShape(CMeshUtilsContext &context, CNodeContext &nodeContext)
{
// Reference: export_mesh.cpp, buildShape
nodeContext.Shape = NULL;
const aiNode *node = nodeContext.InternalNode;
nlassert(node->mNumMeshes);
// Fill the build interface of CMesh
CMeshBase::CMeshBaseBuild buildBaseMesh;
assimpBuildBaseMesh(buildBaseMesh, context, nodeContext);
CMesh::CMeshBuild buildMesh;
if (!assimpBuildMesh(buildMesh, buildBaseMesh, context, nodeContext))
return false;
// Make a CMesh object
CMesh *mesh = new CMesh();
// Build the mesh with the build interface
mesh->build(buildBaseMesh, buildMesh);
// TODO
// Reference: export_mesh.cpp, buildShape
// Must be done after the build to update vertex links
// Pass to buildMeshMorph if the original mesh is skinned or not
// buildMeshMorph(buildMesh, node, time, nodeMap != NULL);
// mesh->setBlendShapes(buildMesh.BlendShapes);
// optimize number of material
// mesh->optimizeMaterialUsage(materialRemap);
// Store mesh in context
nodeContext.Shape = mesh;
return true;
}
/* end of file */