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