// Copyright (C) 2014 ChaosForge Ltd // http://chaosforge.org/ // // This file is part of NV Libraries. // For conditions of distribution and use, see copyright notice in nv.hh #include "nv/formats/assimp_loader.hh" #include #include #include "nv/io/std_stream.hh" #include "nv/lib/assimp.hh" using namespace nv; bool nv::assimp_loader::load( stream& source ) { if ( m_scene != nullptr ) aiReleaseImport( (const aiScene*)m_scene ); m_scene = nullptr; m_mesh_count = 0; load_assimp_library(); NV_LOG( nv::LOG_NOTICE, "AssImp loading file..." ); int size = (int)source.size(); char* data = new char[ size ]; source.read( data, size, 1 ); const aiScene* scene = aiImportFileFromMemory( data, size, m_assimp_flags, m_ext.c_str() ); if( !scene) { NV_LOG( nv::LOG_ERROR, aiGetErrorString() ); return false; } m_scene = scene; m_mesh_count = scene->mNumMeshes; NV_LOG( nv::LOG_NOTICE, "Loading successfull" ); return true; } mesh_data* nv::assimp_loader::release_mesh_data( size_t index /*= 0 */ ) { if ( index >= m_mesh_count ) return nullptr; mesh_data* result = new mesh_data(); const aiScene* scene = (const aiScene*)m_scene; const aiMesh* mesh = scene->mMeshes[ index ]; mat3 scaled_rotatation = glm::mat3( glm::scale( m_scale, m_scale, m_scale ) * m_rotate_transform ); vec3 vertex_offset = glm::vec3(); mat3 vertex_transform = glm::mat3( glm::transpose( scaled_rotatation ) ); mat3 normal_transform = glm::mat3( glm::transpose( glm::inverse( scaled_rotatation ) ) ); mat4 bone_transform = glm::scale( 1.0f/m_scale, 1.0f/m_scale, 1.0f/m_scale ) * m_rotate_transform; bool skinned = mesh->mNumBones > 0; mesh_raw_channel* channel = nullptr; if ( skinned ) channel = mesh_raw_channel::create< assimp_skinned_vtx >( mesh->mNumVertices ); else channel = mesh_raw_channel::create< assimp_plain_vtx >( mesh->mNumVertices ); result->add_channel( channel ); for (unsigned int i=0; imNumVertices; i++) { vec3 v = vertex_transform * assimp_vec3_cast( mesh->mVertices[ i ] ) + vertex_offset; vec3 n = glm::normalize( normal_transform * assimp_vec3_cast( mesh->mNormals[ i ] ) ); vec3 t = glm::normalize( normal_transform * assimp_vec3_cast( mesh->mTangents[ i ] ) ); vec3 b = glm::normalize( normal_transform * assimp_vec3_cast( mesh->mBitangents[ i ] ) ); vec2 s = assimp_st_cast( mesh->mTextureCoords[ 0 ][ i ] ); glm::vec3 t_i = glm::normalize (t - n * glm::dot (n, t)); float det = (glm::dot (glm::cross (n, t), b)); det = (det < 0.0f ? -1.0f : 1.0f ); nv::vec4 vt ( t_i[0], t_i[1], t_i[2], det ); if ( skinned ) ((assimp_skinned_vtx*)channel->data)[i] = assimp_skinned_vtx( v, s, n, vt ); else ((assimp_plain_vtx*)channel->data)[i] = assimp_plain_vtx( v, s, n, vt ); } if ( skinned ) { assimp_skinned_vtx* vtx = (assimp_skinned_vtx*)channel->data; for (unsigned int m=0; mmNumBones; m++) { aiBone* bone = mesh->mBones[m]; nv::mat4 offset = nv::assimp_mat4_cast( bone->mOffsetMatrix ) * bone_transform; for (unsigned int w=0; wmNumWeights; w++) { assimp_skinned_vtx& v = vtx[ bone->mWeights[w].mVertexId ]; bool found = false; for (nv::uint32 i = 0 ; i < 4; ++i) { if ( v.boneweight[i] <= 0.0f ) { v.boneindex[i] = m; v.boneweight[i] = bone->mWeights[w].mWeight; found = true; break; } } NV_ASSERT( found, "Too many weights!" ); } } } mesh_raw_index_channel* ichannel = mesh_raw_index_channel::create( USHORT, mesh->mNumFaces * 3 ); result->set_index_channel( ichannel ); uint16* indices = (uint16*)ichannel->data; for (unsigned int i=0; imNumFaces; i++) { const aiFace* face = &mesh->mFaces[i]; for (unsigned int j=0; jmNumIndices; j++) { indices[ i*3 + j ] = (uint16)face->mIndices[j]; } } return result; } nv::assimp_loader::~assimp_loader() { if ( m_scene != nullptr ) aiReleaseImport( (const aiScene*)m_scene ); } bool nv::assimp_loader::load_bones( size_t index, std::vector< assimp_bone >& bones ) { if ( m_scene == nullptr ) return false; const aiScene* scene = (const aiScene*)m_scene; const aiMesh* mesh = scene->mMeshes[ index ]; if ( mesh->mNumBones == 0 ) return false; mat4 bone_transform = glm::scale( 1.0f/m_scale, 1.0f/m_scale, 1.0f/m_scale ) * m_rotate_transform; for (unsigned int m=0; mmNumBones; m++) { aiBone* bone = mesh->mBones[m]; mat4 offset = assimp_mat4_cast( bone->mOffsetMatrix ) * bone_transform; bones.emplace_back( bone->mName.data, offset ); } return true; } void nv::assimp_loader::scene_report() const { const aiScene* scene = (const aiScene*)m_scene; if ( scene == nullptr ) return; NV_LOG( nv::LOG_NOTICE, "------------------------" ); NV_LOG( nv::LOG_NOTICE, "Texture count - " << scene->mNumTextures ); NV_LOG( nv::LOG_NOTICE, "Animation count - " << scene->mNumAnimations ); NV_LOG( nv::LOG_NOTICE, "Material count - " << scene->mNumMaterials ); NV_LOG( nv::LOG_NOTICE, "Meshes count - " << scene->mNumMeshes ); NV_LOG( nv::LOG_NOTICE, "------------------------" ); aiNode* root = scene->mRootNode; if (root) { NV_LOG( nv::LOG_NOTICE, "Root node - " << root->mName.data ); NV_LOG( nv::LOG_NOTICE, " meshes - " << root->mNumMeshes ); NV_LOG( nv::LOG_NOTICE, " children - " << root->mNumChildren ); } else { NV_LOG( nv::LOG_NOTICE, "No root node!" ); } NV_LOG( nv::LOG_NOTICE, "------------------------" ); if ( scene->mNumMeshes > 0 ) { for ( nv::uint32 mc = 0; mc < scene->mNumMeshes; mc++ ) { aiMesh* mesh = scene->mMeshes[mc]; NV_LOG( nv::LOG_NOTICE, "Mesh #"<mName.data ); NV_LOG( nv::LOG_NOTICE, " bones - " << mesh->mNumBones ); NV_LOG( nv::LOG_NOTICE, " uvs - " << mesh->mNumUVComponents[0] ); NV_LOG( nv::LOG_NOTICE, " verts - " << mesh->mNumVertices ); NV_LOG( nv::LOG_NOTICE, " faces - " << mesh->mNumFaces ); // NV_LOG( nv::LOG_NOTICE, "Bones:" ); // for (unsigned int m=0; mmNumBones; m++) // { // aiBone* bone = mesh->mBones[m]; // NV_LOG( nv::LOG_DEBUG, bone->mName.C_Str() ); // } } } else { NV_LOG( nv::LOG_NOTICE, "No meshes!" ); } NV_LOG( nv::LOG_NOTICE, "------------------------" ); // if ( scene->mNumMaterials > 0 ) // { // for (unsigned int m=0; m < scene->mNumMaterials; m++) // { // int texIndex = 0; // aiReturn texFound = aiReturn_SUCCESS; // aiString path; // filename // while (texFound == aiReturn_SUCCESS) // { // texFound = scene->mMaterials[m]->GetTexture(aiTextureType_DIFFUSE, texIndex, &path); // NV_LOG( nv::LOG_NOTICE, " material - " << path.data ); // texIndex++; // } // } // } // else // { // NV_LOG( nv::LOG_NOTICE, "No materials" ); // } // NV_LOG( nv::LOG_NOTICE, "------------------------" ); } assimp_model* nv::assimp_loader::release_merged_model() { if ( m_scene == nullptr || m_mesh_count == 0 ) return nullptr; assimp_model* model = new assimp_model; for ( size_t m = 0; m < m_mesh_count; ++m ) { model->meshes.push_back( release_mesh_data(m) ); } std::unordered_map< std::string, uint16 > names; for ( unsigned int m = 0; m < model->meshes.size(); ++m ) { nv::sint16 translate[64]; std::vector< assimp_bone > bones; load_bones( m, bones ); for ( unsigned int b = 0; b < bones.size(); ++b ) { nv::assimp_bone& bone = bones[b]; auto iname = names.find( bone.name ); if ( iname == names.end() ) { NV_ASSERT( model->bones.size() < 64, "Too many bones to merge!" ); nv::sint16 index = (nv::sint16)model->bones.size(); model->bones.push_back( bone ); names[ bone.name ] = index; translate[b] = index; } else { translate[b] = (nv::sint16)iname->second; } } if ( m > 0 ) { mesh_data* mesh = model->meshes[m]; nv::mesh_raw_channel* channel = mesh->get_channel_data()[0]; nv::assimp_skinned_vtx* va = (nv::assimp_skinned_vtx*)channel->data; for ( unsigned v = 0; v < channel->count; ++v ) { nv::assimp_skinned_vtx& vertex = va[v]; for (nv::uint32 i = 0 ; i < 4; ++i) { if ( vertex.boneweight[i] > 0.0f ) { vertex.boneindex[i] = translate[vertex.boneindex[i]]; } } } } } return model; }