mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-10 09:19:01 +00:00
7f31e640da
--HG-- branch : feature-export-assimp
331 lines
12 KiB
C++
331 lines
12 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 "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/misc/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?
|
|
|
|
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()];
|
|
}
|
|
}
|
|
}
|
|
|
|
inline CVector convVector(const aiVector3D &av)
|
|
{
|
|
return CVector(-av.x, av.z, av.y); // 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 ?!
|
|
}
|
|
|
|
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 = false;
|
|
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::TexCoord0 << 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
|
|
}
|
|
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;
|
|
}
|
|
}
|
|
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 */
|