mirror of
https://port.numenaute.org/aleajactaest/khanat-code-old.git
synced 2024-12-29 03:40:55 +00:00
Shape import
This commit is contained in:
parent
215237c8c5
commit
9f03654267
6 changed files with 223 additions and 6 deletions
|
@ -30,12 +30,207 @@
|
||||||
#include <nel/misc/path.h>
|
#include <nel/misc/path.h>
|
||||||
#include <nel/misc/tool_logger.h>
|
#include <nel/misc/tool_logger.h>
|
||||||
|
|
||||||
|
#include <nel/3d/mesh.h>
|
||||||
|
|
||||||
using namespace std;
|
using namespace std;
|
||||||
using namespace NLMISC;
|
using namespace NLMISC;
|
||||||
|
using namespace NL3D;
|
||||||
|
|
||||||
void assimpShape(CMeshUtilsContext &context, CNodeContext &nodeContext)
|
// TODO: buildParticleSystem ??
|
||||||
|
// TODO: buildWaveMakerShape ??
|
||||||
|
// TODO: buildRemanence ??
|
||||||
|
// TODO: buildFlare ??
|
||||||
|
// Probably specific settings we can only do in meta editor on a dummy node..
|
||||||
|
|
||||||
|
// 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, CNodeContext &nodeContext)
|
||||||
{
|
{
|
||||||
|
const aiNode *node = nodeContext.InternalNode;
|
||||||
|
// TODO: Reference CExportNel::buildBaseMeshInterface
|
||||||
|
}
|
||||||
|
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
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;
|
||||||
|
|
||||||
|
// 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() > 1)
|
||||||
|
{
|
||||||
|
tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
|
||||||
|
"(%s) mesh->GetNumUVChannels() > 1", 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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TODO: UV Channels
|
||||||
|
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
|
||||||
|
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;
|
||||||
|
vertexIdentifiers[vec] = numVertices;
|
||||||
|
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;
|
||||||
|
for (unsigned int mi = 0; mi < node->mNumMeshes; ++mi)
|
||||||
|
{
|
||||||
|
const aiMesh *mesh = context.InternalScene->mMeshes[node->mMeshes[mi]];
|
||||||
|
unsigned int numColorChannels = mesh->GetNumColorChannels(); // TODO: Maybe needs to be same on all mesh parts
|
||||||
|
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 group (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[0].Normal = convVector(mesh->mNormals[af.mIndices[1]]);
|
||||||
|
face.Corner[0].Normal = convVector(mesh->mNormals[af.mIndices[2]]);
|
||||||
|
// TODO: UV
|
||||||
|
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]]);
|
||||||
|
if (numColorChannels > 1) // TODO: Verify
|
||||||
|
{
|
||||||
|
face.Corner[0].Specular = convColor(mesh->mColors[0][af.mIndices[0]]);
|
||||||
|
face.Corner[1].Specular = convColor(mesh->mColors[0][af.mIndices[1]]);
|
||||||
|
face.Corner[2].Specular = convColor(mesh->mColors[0][af.mIndices[2]]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// 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, 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 */
|
/* end of file */
|
||||||
|
|
|
@ -20,6 +20,6 @@
|
||||||
struct CMeshUtilsContext;
|
struct CMeshUtilsContext;
|
||||||
struct CNodeContext;
|
struct CNodeContext;
|
||||||
|
|
||||||
void assimpShape(CMeshUtilsContext &context, CNodeContext &nodeContext);
|
bool assimpShape(CMeshUtilsContext &context, CNodeContext &nodeContext);
|
||||||
|
|
||||||
/* end of file */
|
/* end of file */
|
||||||
|
|
|
@ -47,7 +47,7 @@ void importShapes(CMeshUtilsContext &context, const aiNode *node)
|
||||||
{
|
{
|
||||||
CNodeContext &nodeContext = context.Nodes[node->mName.C_Str()];
|
CNodeContext &nodeContext = context.Nodes[node->mName.C_Str()];
|
||||||
CNodeMeta &nodeMeta = context.SceneMeta.Nodes[node->mName.C_Str()];
|
CNodeMeta &nodeMeta = context.SceneMeta.Nodes[node->mName.C_Str()];
|
||||||
if (nodeMeta.ExportMesh == TMeshShape)
|
if (nodeMeta.ExportMesh == TMeshShape && nodeMeta.InstanceName.empty())
|
||||||
{
|
{
|
||||||
if (node->mNumMeshes)
|
if (node->mNumMeshes)
|
||||||
{
|
{
|
||||||
|
@ -232,7 +232,11 @@ int exportScene(const CMeshUtilsSettings &settings)
|
||||||
CDatabaseConfig::initTextureSearchDirectories();
|
CDatabaseConfig::initTextureSearchDirectories();
|
||||||
|
|
||||||
Assimp::Importer importer;
|
Assimp::Importer importer;
|
||||||
const aiScene *scene = importer.ReadFile(settings.SourceFilePath, aiProcess_Triangulate | aiProcess_ValidateDataStructure); // aiProcess_SplitLargeMeshes | aiProcess_LimitBoneWeights
|
const aiScene *scene = importer.ReadFile(settings.SourceFilePath, 0
|
||||||
|
| aiProcess_Triangulate
|
||||||
|
| aiProcess_ValidateDataStructure
|
||||||
|
| aiProcess_GenNormals // Or GenSmoothNormals? TODO: Validate smoothness between material boundaries!
|
||||||
|
); // aiProcess_SplitLargeMeshes | aiProcess_LimitBoneWeights
|
||||||
if (!scene)
|
if (!scene)
|
||||||
{
|
{
|
||||||
const char *errs = importer.GetErrorString();
|
const char *errs = importer.GetErrorString();
|
||||||
|
@ -265,6 +269,9 @@ int exportScene(const CMeshUtilsSettings &settings)
|
||||||
// ]
|
// ]
|
||||||
// -- SKEL FLAG --
|
// -- SKEL FLAG --
|
||||||
|
|
||||||
|
// TODO
|
||||||
|
// First import materials...
|
||||||
|
|
||||||
importShapes(context, context.InternalScene->mRootNode);
|
importShapes(context, context.InternalScene->mRootNode);
|
||||||
|
|
||||||
return EXIT_SUCCESS;
|
return EXIT_SUCCESS;
|
||||||
|
|
|
@ -24,6 +24,8 @@
|
||||||
|
|
||||||
#include <nel/misc/sstring.h>
|
#include <nel/misc/sstring.h>
|
||||||
#include <nel/misc/tool_logger.h>
|
#include <nel/misc/tool_logger.h>
|
||||||
|
#include <nel/misc/smart_ptr.h>
|
||||||
|
#include <nel/misc/matrix.h>
|
||||||
|
|
||||||
#ifndef NL_NODE_INTERNAL_TYPE
|
#ifndef NL_NODE_INTERNAL_TYPE
|
||||||
#define NL_NODE_INTERNAL_TYPE void
|
#define NL_NODE_INTERNAL_TYPE void
|
||||||
|
@ -32,6 +34,10 @@
|
||||||
#define NL_SCENE_INTERNAL_TYPE void
|
#define NL_SCENE_INTERNAL_TYPE void
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
namespace NL3D {
|
||||||
|
class IShape;
|
||||||
|
}
|
||||||
|
|
||||||
struct CNodeContext
|
struct CNodeContext
|
||||||
{
|
{
|
||||||
CNodeContext() :
|
CNodeContext() :
|
||||||
|
@ -43,6 +49,9 @@ struct CNodeContext
|
||||||
|
|
||||||
const NL_NODE_INTERNAL_TYPE *InternalNode;
|
const NL_NODE_INTERNAL_TYPE *InternalNode;
|
||||||
bool IsBone;
|
bool IsBone;
|
||||||
|
|
||||||
|
// NLMISC::CMatrix Transform; // TODO
|
||||||
|
NLMISC::CRefPtr<NL3D::IShape> Shape;
|
||||||
};
|
};
|
||||||
|
|
||||||
typedef std::map<NLMISC::CSString, CNodeContext> TNodeContextMap;
|
typedef std::map<NLMISC::CSString, CNodeContext> TNodeContextMap;
|
||||||
|
|
|
@ -28,7 +28,8 @@ using namespace NLMISC;
|
||||||
CNodeMeta::CNodeMeta() :
|
CNodeMeta::CNodeMeta() :
|
||||||
AddToIG(true),
|
AddToIG(true),
|
||||||
ExportMesh(TMeshShape),
|
ExportMesh(TMeshShape),
|
||||||
ExportBone(TBoneAuto)
|
ExportBone(TBoneAuto),
|
||||||
|
AutoAnim(false)
|
||||||
{
|
{
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -42,6 +43,7 @@ void CNodeMeta::serial(NLMISC::IStream &s)
|
||||||
s.serial(InstanceShape);
|
s.serial(InstanceShape);
|
||||||
s.serial(InstanceName);
|
s.serial(InstanceName);
|
||||||
s.serial(InstanceGroupName);
|
s.serial(InstanceGroupName);
|
||||||
|
s.serial(AutoAnim);
|
||||||
}
|
}
|
||||||
|
|
||||||
CSceneMeta::CSceneMeta() :
|
CSceneMeta::CSceneMeta() :
|
||||||
|
|
|
@ -32,6 +32,8 @@ enum TMesh
|
||||||
TMeshCollisionInt = 2,
|
TMeshCollisionInt = 2,
|
||||||
TMeshCollisionExt = 3,
|
TMeshCollisionExt = 3,
|
||||||
TMeshZone = 4,
|
TMeshZone = 4,
|
||||||
|
TMeshPortal = 5,
|
||||||
|
TMeshCluster = 6,
|
||||||
};
|
};
|
||||||
|
|
||||||
enum TBone
|
enum TBone
|
||||||
|
@ -53,6 +55,8 @@ struct CNodeMeta
|
||||||
std::string InstanceName;
|
std::string InstanceName;
|
||||||
std::string InstanceGroupName;
|
std::string InstanceGroupName;
|
||||||
|
|
||||||
|
bool AutoAnim;
|
||||||
|
|
||||||
void serial(NLMISC::IStream &s);
|
void serial(NLMISC::IStream &s);
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue