From 6edff36476c1f9010b369a19f7dc23e8544d7223 Mon Sep 17 00:00:00 2001 From: kaetemi Date: Tue, 22 Sep 2015 16:00:07 +0200 Subject: [PATCH] Apply uv channel and transform --HG-- branch : feature-export-assimp --- code/nel/tools/3d/mesh_utils/assimp_shape.cpp | 73 +++++++++++++++---- 1 file changed, 58 insertions(+), 15 deletions(-) diff --git a/code/nel/tools/3d/mesh_utils/assimp_shape.cpp b/code/nel/tools/3d/mesh_utils/assimp_shape.cpp index d7eea11fb..4a473d20f 100644 --- a/code/nel/tools/3d/mesh_utils/assimp_shape.cpp +++ b/code/nel/tools/3d/mesh_utils/assimp_shape.cpp @@ -52,6 +52,34 @@ using namespace NL3D; // TODO: Skinned - reverse transform by skeleton root bone to align? +/*inline CMatrix convMatrix(const aiMatrix4x4 &tf) +{ + CMatrix m; + for (int i = 0; i < 16; ++i) + m.set(&tf.a1); + return m; +}*/ + +inline CVector convVector(const aiVector3D &av) +{ + return CVector(av.x, av.y, av.z); // 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 ?! ONLY FOR TEXTURES !! +} + +inline CQuat convQuat(const aiQuaternion &aq) +{ + return CQuat(aq.x, aq.y, aq.z, aq.w); +} + void assimpBuildBaseMesh(CMeshBase::CMeshBaseBuild &buildBaseMesh, CMeshUtilsContext &context, CNodeContext &nodeContext) { const aiNode *node = nodeContext.InternalNode; @@ -77,21 +105,24 @@ void assimpBuildBaseMesh(CMeshBase::CMeshBaseBuild &buildBaseMesh, CMeshUtilsCon 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 -} + // Positioning + const aiMatrix4x4 &root = context.InternalScene->mRootNode->mTransformation; + const aiMatrix4x4 &tf = nodeContext.InternalNode->mTransformation; // COORDINATE CONVERSION HERE INSTEAD OF PER VERTEX ?? + aiVector3D scaling; + aiQuaternion rotation; + aiVector3D position; + tf.Decompose(scaling, rotation, position); + buildBaseMesh.DefaultScale = convVector(scaling); + buildBaseMesh.DefaultRotQuat = convQuat(rotation); + buildBaseMesh.DefaultRotEuler = CVector(0, 0, 0); + buildBaseMesh.DefaultPivot = CVector(0, 0, 0); + buildBaseMesh.DefaultPos = convVector(position); -inline CRGBA convColor(const aiColor4D &ac) -{ - return CRGBA(ac.r * 255.99f, ac.g * 255.99f, ac.b * 255.99f, ac.a * 255.99f); -} + // Meta + // dst.CollisionMeshGeneration = src.CollisionMeshGeneration; -inline CUVW convUvw(const aiVector3D &av) -{ - return CUVW(av.x, av.y, av.z); // UH OH COORDINATE CONVERSION ?! + // TODO: Morph } bool assimpBuildMesh(CMesh::CMeshBuild &buildMesh, CMeshBase::CMeshBaseBuild &buildBaseMesh, CMeshUtilsContext &context, CNodeContext &nodeContext) @@ -139,7 +170,7 @@ bool assimpBuildMesh(CMesh::CMeshBuild &buildMesh, CMeshBase::CMeshBaseBuild &bu // 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; + bool cleanupMesh = true; sint32 numVertices = 0; for (unsigned int mi = 0; mi < node->mNumMeshes; ++mi) numVertices += context.InternalScene->mMeshes[node->mMeshes[mi]]->mNumVertices; @@ -208,7 +239,7 @@ bool assimpBuildMesh(CMesh::CMeshBuild &buildMesh, CMeshBase::CMeshBaseBuild &bu numUVChannels = CVertexBuffer::MaxStage; } for (unsigned int ui = 0; ui < numUVChannels; ++ui) - buildMesh.VertexFlags |= (CVertexBuffer::TexCoord0 << ui); // TODO: Coord UV tex stage rerouting + buildMesh.VertexFlags |= (CVertexBuffer::TexCoord0Flag << 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) @@ -227,6 +258,13 @@ bool assimpBuildMesh(CMesh::CMeshBuild &buildMesh, CMeshBase::CMeshBaseBuild &bu "(%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 } + if (cleanupMesh) + { + if (vertexRemapping[mi][af.mIndices[0]] == vertexRemapping[mi][af.mIndices[1]] + || vertexRemapping[mi][af.mIndices[1]] == vertexRemapping[mi][af.mIndices[2]] + || vertexRemapping[mi][af.mIndices[2]] == vertexRemapping[mi][af.mIndices[0]]) + continue; // Not a triangle + } CMesh::CFace &face = buildMesh.Faces[numFaces]; face.MaterialId = mi; face.SmoothGroup = 0; // No smoothing groups (bitfield) @@ -279,7 +317,12 @@ bool assimpBuildMesh(CMesh::CMeshBuild &buildMesh, CMeshBase::CMeshBaseBuild &bu ++numFaces; } } - buildMesh.Faces.resize(numFaces); + if (numFaces != buildMesh.Faces.size()) + { + tlmessage(context.ToolLogger, context.Settings.SourceFilePath.c_str(), + "Removed %u degenerate faces in shape '%s'", (uint32)(buildMesh.Faces.size() - numFaces), node->mName.C_Str()); + buildMesh.Faces.resize(numFaces); + } // clear for MRM info buildMesh.Interfaces.clear();