[248] | 1 | // Copyright (C) 2014 ChaosForge Ltd
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| 2 | // http://chaosforge.org/
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| 3 | //
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| 4 | // This file is part of NV Libraries.
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| 5 | // For conditions of distribution and use, see copyright notice in nv.hh
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| 6 |
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| 7 | #include "nv/formats/assimp_loader.hh"
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| 8 | #include <unordered_map>
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| 9 | #include <glm/gtx/transform.hpp>
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| 10 | #include "nv/io/std_stream.hh"
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| 11 | #include "nv/lib/assimp.hh"
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| 12 |
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| 13 | using namespace nv;
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| 14 |
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| 15 | bool nv::assimp_loader::load( stream& source )
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| 16 | {
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| 17 | if ( m_scene != nullptr ) aiReleaseImport( (const aiScene*)m_scene );
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| 18 | m_scene = nullptr;
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| 19 | m_mesh_count = 0;
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| 20 | load_assimp_library();
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| 21 | NV_LOG( nv::LOG_NOTICE, "AssImp loading file..." );
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| 22 | int size = (int)source.size();
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| 23 | char* data = new char[ size ];
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| 24 | source.read( data, size, 1 );
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| 25 | const aiScene* scene = aiImportFileFromMemory( data, size, m_assimp_flags, m_ext.c_str() );
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| 26 |
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| 27 | if( !scene)
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| 28 | {
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| 29 | NV_LOG( nv::LOG_ERROR, aiGetErrorString() );
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| 30 | return false;
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| 31 | }
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| 32 | m_scene = scene;
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| 33 | m_mesh_count = scene->mNumMeshes;
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| 34 | NV_LOG( nv::LOG_NOTICE, "Loading successfull" );
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| 35 | return true;
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| 36 | }
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| 37 |
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| 38 | mesh_data* nv::assimp_loader::release_mesh_data( size_t index /*= 0 */ )
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| 39 | {
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| 40 | if ( index >= m_mesh_count ) return nullptr;
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| 41 | mesh_data* result = new mesh_data();
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| 42 | const aiScene* scene = (const aiScene*)m_scene;
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| 43 | const aiMesh* mesh = scene->mMeshes[ index ];
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| 44 |
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| 45 | mat3 scaled_rotatation = glm::mat3( glm::scale( m_scale, m_scale, m_scale ) * m_rotate_transform );
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| 46 | vec3 vertex_offset = glm::vec3();
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| 47 | mat3 vertex_transform = glm::mat3( glm::transpose( scaled_rotatation ) );
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| 48 | mat3 normal_transform = glm::mat3( glm::transpose( glm::inverse( scaled_rotatation ) ) );
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| 49 | mat4 bone_transform = glm::scale( 1.0f/m_scale, 1.0f/m_scale, 1.0f/m_scale ) * m_rotate_transform;
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| 50 |
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| 51 | bool skinned = mesh->mNumBones > 0;
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| 52 | mesh_raw_channel* channel = nullptr;
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| 53 | if ( skinned )
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| 54 | channel = mesh_raw_channel::create< assimp_skinned_vtx >( mesh->mNumVertices );
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| 55 | else
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| 56 | channel = mesh_raw_channel::create< assimp_plain_vtx >( mesh->mNumVertices );
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| 57 |
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| 58 | result->add_channel( channel );
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| 59 | for (unsigned int i=0; i<mesh->mNumVertices; i++)
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| 60 | {
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| 61 | vec3 v = vertex_transform * assimp_vec3_cast( mesh->mVertices[ i ] ) + vertex_offset;
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| 62 | vec3 n = glm::normalize( normal_transform * assimp_vec3_cast( mesh->mNormals[ i ] ) );
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| 63 | vec3 t = glm::normalize( normal_transform * assimp_vec3_cast( mesh->mTangents[ i ] ) );
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| 64 | vec3 b = glm::normalize( normal_transform * assimp_vec3_cast( mesh->mBitangents[ i ] ) );
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| 65 | vec2 s = assimp_st_cast( mesh->mTextureCoords[ 0 ][ i ] );
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| 66 |
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| 67 | glm::vec3 t_i = glm::normalize (t - n * glm::dot (n, t));
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| 68 | float det = (glm::dot (glm::cross (n, t), b));
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| 69 | det = (det < 0.0f ? -1.0f : 1.0f );
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| 70 | nv::vec4 vt ( t_i[0], t_i[1], t_i[2], det );
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| 71 | if ( skinned )
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| 72 | ((assimp_skinned_vtx*)channel->data)[i] = assimp_skinned_vtx( v, s, n, vt );
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| 73 | else
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| 74 | ((assimp_plain_vtx*)channel->data)[i] = assimp_plain_vtx( v, s, n, vt );
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| 75 | }
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| 76 |
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| 77 | if ( skinned )
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| 78 | {
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| 79 | assimp_skinned_vtx* vtx = (assimp_skinned_vtx*)channel->data;
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| 80 | for (unsigned int m=0; m<mesh->mNumBones; m++)
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| 81 | {
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| 82 | aiBone* bone = mesh->mBones[m];
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| 83 | nv::mat4 offset = nv::assimp_mat4_cast( bone->mOffsetMatrix ) * bone_transform;
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| 84 | for (unsigned int w=0; w<bone->mNumWeights; w++)
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| 85 | {
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| 86 | assimp_skinned_vtx& v = vtx[ bone->mWeights[w].mVertexId ];
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| 87 | bool found = false;
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| 88 | for (nv::uint32 i = 0 ; i < 4; ++i)
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| 89 | {
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| 90 | if ( v.boneweight[i] <= 0.0f )
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| 91 | {
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| 92 | v.boneindex[i] = m;
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| 93 | v.boneweight[i] = bone->mWeights[w].mWeight;
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| 94 | found = true;
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| 95 | break;
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| 96 | }
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| 97 | }
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| 98 | NV_ASSERT( found, "Too many weights!" );
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| 99 | }
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| 100 | }
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| 101 | }
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| 102 |
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| 103 | mesh_raw_index_channel* ichannel = mesh_raw_index_channel::create( USHORT, mesh->mNumFaces * 3 );
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| 104 | result->set_index_channel( ichannel );
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| 105 | uint16* indices = (uint16*)ichannel->data;
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| 106 | for (unsigned int i=0; i<mesh->mNumFaces; i++)
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| 107 | {
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| 108 | const aiFace* face = &mesh->mFaces[i];
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| 109 | for (unsigned int j=0; j<face->mNumIndices; j++)
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| 110 | {
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| 111 | indices[ i*3 + j ] = (uint16)face->mIndices[j];
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| 112 | }
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| 113 | }
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| 114 |
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| 115 | return result;
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| 116 | }
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| 117 |
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| 118 | nv::assimp_loader::~assimp_loader()
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| 119 | {
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| 120 | if ( m_scene != nullptr ) aiReleaseImport( (const aiScene*)m_scene );
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| 121 | }
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| 122 |
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| 123 | bool nv::assimp_loader::load_bones( size_t index, std::vector< assimp_bone >& bones )
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| 124 | {
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| 125 | if ( m_scene == nullptr ) return false;
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| 126 | const aiScene* scene = (const aiScene*)m_scene;
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| 127 | const aiMesh* mesh = scene->mMeshes[ index ];
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| 128 | if ( mesh->mNumBones == 0 ) return false;
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| 129 |
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| 130 | mat4 bone_transform = glm::scale( 1.0f/m_scale, 1.0f/m_scale, 1.0f/m_scale ) * m_rotate_transform;
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| 131 |
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| 132 | for (unsigned int m=0; m<mesh->mNumBones; m++)
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| 133 | {
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| 134 | aiBone* bone = mesh->mBones[m];
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| 135 | mat4 offset = assimp_mat4_cast( bone->mOffsetMatrix ) * bone_transform;
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| 136 | bones.emplace_back( bone->mName.data, offset );
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| 137 | }
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| 138 | return true;
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| 139 | }
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| 140 |
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| 141 | void nv::assimp_loader::scene_report() const
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| 142 | {
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| 143 | const aiScene* scene = (const aiScene*)m_scene;
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| 144 | if ( scene == nullptr ) return;
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| 145 |
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| 146 | NV_LOG( nv::LOG_NOTICE, "------------------------" );
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| 147 | NV_LOG( nv::LOG_NOTICE, "Texture count - " << scene->mNumTextures );
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| 148 | NV_LOG( nv::LOG_NOTICE, "Animation count - " << scene->mNumAnimations );
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| 149 | NV_LOG( nv::LOG_NOTICE, "Material count - " << scene->mNumMaterials );
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| 150 | NV_LOG( nv::LOG_NOTICE, "Meshes count - " << scene->mNumMeshes );
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| 151 | NV_LOG( nv::LOG_NOTICE, "------------------------" );
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| 152 |
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| 153 | aiNode* root = scene->mRootNode;
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| 154 | if (root)
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| 155 | {
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| 156 | NV_LOG( nv::LOG_NOTICE, "Root node - " << root->mName.data );
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| 157 | NV_LOG( nv::LOG_NOTICE, " meshes - " << root->mNumMeshes );
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| 158 | NV_LOG( nv::LOG_NOTICE, " children - " << root->mNumChildren );
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| 159 | }
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| 160 | else
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| 161 | {
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| 162 | NV_LOG( nv::LOG_NOTICE, "No root node!" );
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| 163 | }
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| 164 | NV_LOG( nv::LOG_NOTICE, "------------------------" );
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| 165 |
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| 166 | if ( scene->mNumMeshes > 0 )
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| 167 | {
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| 168 | for ( nv::uint32 mc = 0; mc < scene->mNumMeshes; mc++ )
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| 169 | {
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| 170 | aiMesh* mesh = scene->mMeshes[mc];
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| 171 |
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| 172 | NV_LOG( nv::LOG_NOTICE, "Mesh #"<<mc<<" - " << mesh->mName.data );
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| 173 | NV_LOG( nv::LOG_NOTICE, " bones - " << mesh->mNumBones );
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| 174 | NV_LOG( nv::LOG_NOTICE, " uvs - " << mesh->mNumUVComponents[0] );
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| 175 | NV_LOG( nv::LOG_NOTICE, " verts - " << mesh->mNumVertices );
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| 176 | NV_LOG( nv::LOG_NOTICE, " faces - " << mesh->mNumFaces );
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| 177 |
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| 178 | // NV_LOG( nv::LOG_NOTICE, "Bones:" );
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| 179 | // for (unsigned int m=0; m<mesh->mNumBones; m++)
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| 180 | // {
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| 181 | // aiBone* bone = mesh->mBones[m];
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| 182 | // NV_LOG( nv::LOG_DEBUG, bone->mName.C_Str() );
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| 183 | // }
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| 184 | }
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| 185 | }
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| 186 | else
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| 187 | {
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| 188 | NV_LOG( nv::LOG_NOTICE, "No meshes!" );
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| 189 | }
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| 190 | NV_LOG( nv::LOG_NOTICE, "------------------------" );
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| 191 |
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| 192 |
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| 193 | // if ( scene->mNumMaterials > 0 )
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| 194 | // {
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| 195 | // for (unsigned int m=0; m < scene->mNumMaterials; m++)
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| 196 | // {
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| 197 | // int texIndex = 0;
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| 198 | // aiReturn texFound = aiReturn_SUCCESS;
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| 199 | // aiString path; // filename
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| 200 | // while (texFound == aiReturn_SUCCESS)
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| 201 | // {
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| 202 | // texFound = scene->mMaterials[m]->GetTexture(aiTextureType_DIFFUSE, texIndex, &path);
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| 203 | // NV_LOG( nv::LOG_NOTICE, " material - " << path.data );
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| 204 | // texIndex++;
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| 205 | // }
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| 206 | // }
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| 207 | // }
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| 208 | // else
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| 209 | // {
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| 210 | // NV_LOG( nv::LOG_NOTICE, "No materials" );
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| 211 | // }
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| 212 | // NV_LOG( nv::LOG_NOTICE, "------------------------" );
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| 213 |
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| 214 | }
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| 215 |
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| 216 | assimp_model* nv::assimp_loader::release_merged_model()
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| 217 | {
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| 218 | if ( m_scene == nullptr || m_mesh_count == 0 ) return nullptr;
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| 219 | assimp_model* model = new assimp_model;
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| 220 |
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| 221 | for ( size_t m = 0; m < m_mesh_count; ++m )
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| 222 | {
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| 223 | model->meshes.push_back( release_mesh_data(m) );
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| 224 | }
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| 225 |
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| 226 | std::unordered_map< std::string, uint16 > names;
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| 227 | for ( unsigned int m = 0; m < model->meshes.size(); ++m )
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| 228 | {
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| 229 | nv::sint16 translate[64];
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| 230 | std::vector< assimp_bone > bones;
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| 231 | load_bones( m, bones );
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| 232 | for ( unsigned int b = 0; b < bones.size(); ++b )
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| 233 | {
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| 234 |
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| 235 | nv::assimp_bone& bone = bones[b];
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| 236 | auto iname = names.find( bone.name );
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| 237 | if ( iname == names.end() )
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| 238 | {
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| 239 | NV_ASSERT( model->bones.size() < 64, "Too many bones to merge!" );
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| 240 | nv::sint16 index = (nv::sint16)model->bones.size();
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| 241 | model->bones.push_back( bone );
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| 242 | names[ bone.name ] = index;
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| 243 | translate[b] = index;
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| 244 | }
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| 245 | else
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| 246 | {
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| 247 | translate[b] = (nv::sint16)iname->second;
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| 248 | }
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| 249 | }
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| 250 | if ( m > 0 )
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| 251 | {
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| 252 | mesh_data* mesh = model->meshes[m];
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| 253 | nv::mesh_raw_channel* channel = mesh->get_channel_data()[0];
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| 254 | nv::assimp_skinned_vtx* va = (nv::assimp_skinned_vtx*)channel->data;
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| 255 | for ( unsigned v = 0; v < channel->count; ++v )
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| 256 | {
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| 257 | nv::assimp_skinned_vtx& vertex = va[v];
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| 258 |
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| 259 | for (nv::uint32 i = 0 ; i < 4; ++i)
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| 260 | {
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| 261 | if ( vertex.boneweight[i] > 0.0f )
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| 262 | {
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| 263 | vertex.boneindex[i] = translate[vertex.boneindex[i]];
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| 264 | }
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| 265 | }
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| 266 | }
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| 267 | }
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| 268 | }
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| 269 | return model;
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| 270 | }
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| 271 |
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