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Export shape
--HG-- branch : feature-export-assimp
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parent
c9aef7b5a4
commit
efccbdd3af
4 changed files with 85 additions and 7 deletions
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@ -48,10 +48,8 @@ inline CRGBA convColor(const aiColor4D &ac)
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return CRGBA(ac.r * 255.99f, ac.g * 255.99f, ac.b * 255.99f, ac.a * 255.99f);
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}
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CSmartPtr<CMaterial> assimpMaterial(CMeshUtilsContext &context, const aiMaterial *am)
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void assimpMaterial(NL3D::CMaterial &mat, CMeshUtilsContext &context, const aiMaterial *am)
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{
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CSmartPtr<CMaterial> matp = new CMaterial();
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CMaterial &mat = *matp;
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mat.initLighted();
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mat.setShader(CMaterial::Normal);
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@ -107,12 +105,20 @@ CSmartPtr<CMaterial> assimpMaterial(CMeshUtilsContext &context, const aiMaterial
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if (am->Get(AI_MATKEY_COLOR_EMISSIVE, c3) == aiReturn_SUCCESS)
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mat.setEmissive(convColor(c3));
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}
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CSmartPtr<CMaterial> assimpMaterial(CMeshUtilsContext &context, const aiMaterial *am)
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{
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CSmartPtr<CMaterial> matp = new CMaterial();
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CMaterial &mat = *matp;
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assimpMaterial(mat, context, am);
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return matp;
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}
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void assimpMaterials(CMeshUtilsContext &context)
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{
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set<CSString> materialNames;
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const aiScene *scene = context.InternalScene;
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for (unsigned int mi = 0; mi < scene->mNumMaterials; ++mi)
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{
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@ -131,10 +137,18 @@ void assimpMaterials(CMeshUtilsContext &context)
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"Material has no name");
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continue;
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}
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if (materialNames.find(amname.C_Str()) != materialNames.end())
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{
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tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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"Material name '%s' used more than once", amname.C_Str());
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continue;
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}
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if (context.SceneMeta.Materials.find(amname.C_Str())
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== context.SceneMeta.Materials.end())
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{
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materialNames.insert(amname.C_Str());
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context.SceneMeta.Materials[amname.C_Str()] = assimpMaterial(context, am);
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}
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}
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@ -17,8 +17,12 @@
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#include <nel/misc/types_nl.h>
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struct CMeshUtilsContext;
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namespace NL3D {
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class CMaterial;
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}
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struct CMeshUtilsContext;
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void assimpMaterial(NL3D::CMaterial &mat, CMeshUtilsContext &context, const aiMaterial *am);
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void assimpMaterials(CMeshUtilsContext &context);
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/* end of file */
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@ -32,6 +32,8 @@
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#include <nel/3d/mesh.h>
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#include "assimp_material.h"
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using namespace std;
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using namespace NLMISC;
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using namespace NL3D;
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@ -50,10 +52,31 @@ using namespace NL3D;
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// TODO: Skinned - reverse transform by skeleton root bone to align?
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void assimpBuildBaseMesh(CMeshBase::CMeshBaseBuild &buildBaseMesh, CNodeContext &nodeContext)
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void assimpBuildBaseMesh(CMeshBase::CMeshBaseBuild &buildBaseMesh, CMeshUtilsContext &context, CNodeContext &nodeContext)
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{
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const aiNode *node = nodeContext.InternalNode;
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// TODO: Reference CExportNel::buildBaseMeshInterface
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// Reference CExportNel::buildBaseMeshInterface
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// Load materials
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buildBaseMesh.Materials.resize(node->mNumMeshes);
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for (unsigned int mi = 0; mi < node->mNumMeshes; ++mi)
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{
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const aiMesh *mesh = context.InternalScene->mMeshes[node->mMeshes[mi]];
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const aiMaterial *am = context.InternalScene->mMaterials[mesh->mMaterialIndex];
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aiString amname;
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if (am->Get(AI_MATKEY_NAME, amname) != aiReturn_SUCCESS)
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{
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tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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"Material used by node '%s' has no name", node->mName.C_Str()); // TODO: Maybe autogen names by index in mesh or node if this is actually a thing
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assimpMaterial(buildBaseMesh.Materials[mi], context, am);
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}
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else
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{
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buildBaseMesh.Materials[mi] = *context.SceneMeta.Materials[amname.C_Str()];
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}
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}
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}
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inline CVector convVector(const aiVector3D &av)
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@ -101,6 +124,9 @@ bool assimpBuildMesh(CMesh::CMeshBuild &buildMesh, CMeshBase::CMeshBaseBuild &bu
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}
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}
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// Default vertex flags
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buildMesh.VertexFlags = CVertexBuffer::PositionFlag | CVertexBuffer::NormalFlag;
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// TODO: UV Channels
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for (uint i = 0; i < CVertexBuffer::MaxStage; ++i)
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buildMesh.UVRouting[i] = i;
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@ -208,7 +234,7 @@ bool assimpShape(CMeshUtilsContext &context, CNodeContext &nodeContext)
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// Fill the build interface of CMesh
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CMeshBase::CMeshBaseBuild buildBaseMesh;
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assimpBuildBaseMesh(buildBaseMesh, nodeContext);
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assimpBuildBaseMesh(buildBaseMesh, context, nodeContext);
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CMesh::CMeshBuild buildMesh;
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if (!assimpBuildMesh(buildMesh, buildBaseMesh, context, nodeContext))
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@ -21,6 +21,9 @@
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#include <nel/misc/debug.h>
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#include <nel/misc/tool_logger.h>
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#include <nel/misc/sstring.h>
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#include <nel/misc/file.h>
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#include <nel/3d/shape.h>
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#include "database_config.h"
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#include "scene_meta.h"
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@ -217,6 +220,34 @@ void flagExpandedBones(CMeshUtilsContext &context)
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}
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}
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void exportShapes(CMeshUtilsContext &context)
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{
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for (TNodeContextMap::iterator it(context.Nodes.begin()), end(context.Nodes.end()); it != end; ++it)
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{
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CNodeContext &nodeContext = it->second;
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if (nodeContext.Shape)
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{
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std::string shapePath = context.Settings.DestinationDirectoryPath + "/" + it->first + ".shape";
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context.ToolLogger.writeDepend(NLMISC::BUILD, shapePath.c_str(), "*");
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NLMISC::COFile f;
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if (f.open(shapePath, false, false, true))
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{
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try
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{
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NL3D::CShapeStream shapeStream(nodeContext.Shape);
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shapeStream.serial(f);
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f.close();
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}
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catch (...)
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{
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tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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"Shape '%s' serialization failed!", it->first.c_str());
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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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@ -277,6 +308,9 @@ int exportScene(const CMeshUtilsSettings &settings)
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// Import shapes
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importShapes(context, context.InternalScene->mRootNode);
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// Export shapes
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exportShapes(context);
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return EXIT_SUCCESS;
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}
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