mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-19 13:46:13 +00:00
156 lines
4.1 KiB
C++
156 lines
4.1 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
|
|
// Copyright (C) 2015 Winch Gate Property Limited
|
|
// Author: Jan Boon <jan.boon@kaetemi.be>
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU Affero General Public License as
|
|
// published by the Free Software Foundation, either version 3 of the
|
|
// License, or (at your option) any later version.
|
|
//
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU Affero General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU Affero General Public License
|
|
// along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
#include <nel/misc/types_nl.h>
|
|
#include "mesh_utils.h"
|
|
|
|
#include <nel/misc/debug.h>
|
|
|
|
#include <assimp/postprocess.h>
|
|
#include <assimp/scene.h>
|
|
#include <assimp/Importer.hpp>
|
|
|
|
CMeshUtilsSettings::CMeshUtilsSettings()
|
|
{
|
|
ShapeDirectory = "shape";
|
|
IGDirectory = "ig";
|
|
SkelDirectory = "skel";
|
|
}
|
|
|
|
struct CNodeContext
|
|
{
|
|
CNodeContext() :
|
|
AssimpNode(NULL),
|
|
IsBone(false)
|
|
{
|
|
|
|
}
|
|
|
|
const aiNode *AssimpNode;
|
|
bool IsBone;
|
|
};
|
|
|
|
struct CMeshUtilsContext
|
|
{
|
|
CMeshUtilsContext(const CMeshUtilsSettings &settings) : Settings(settings), AssimpScene(NULL)
|
|
{
|
|
|
|
}
|
|
|
|
const CMeshUtilsSettings &Settings;
|
|
|
|
const aiScene *AssimpScene;
|
|
std::map<std::string, CNodeContext> Nodes;
|
|
};
|
|
|
|
struct CNodeMeta
|
|
{
|
|
// TODO
|
|
};
|
|
static const CNodeMeta g_DefaultMeta;
|
|
|
|
void importNode(CMeshUtilsContext &context, const aiNode *node, const CNodeMeta *meta)
|
|
{
|
|
if (node->mNumMeshes)
|
|
{
|
|
// TODO
|
|
}
|
|
|
|
for (unsigned int i = 0; i < node->mNumChildren; ++i)
|
|
importNode(context, node->mChildren[i], &g_DefaultMeta);
|
|
}
|
|
|
|
void validateAssimpNodeNames(CMeshUtilsContext &context, const aiNode *node)
|
|
{
|
|
if (!node->mParent || node == context.AssimpScene->mRootNode)
|
|
{
|
|
// do nothing
|
|
}
|
|
else if (node->mName.length == 0)
|
|
{
|
|
nlwarning("CRITICAL: Node has no name");
|
|
}
|
|
else
|
|
{
|
|
CNodeContext &nodeContext = context.Nodes[node->mName.C_Str()];
|
|
|
|
if (nodeContext.AssimpNode && nodeContext.AssimpNode != node)
|
|
{
|
|
nlwarning("CRITICAL: Node name '%s' appears multiple times", node->mName.C_Str());
|
|
}
|
|
else
|
|
{
|
|
nodeContext.AssimpNode = node;
|
|
}
|
|
}
|
|
|
|
for (unsigned int i = 0; i < node->mNumChildren; ++i)
|
|
validateAssimpNodeNames(context, node->mChildren[i]);
|
|
}
|
|
|
|
void flagAssimpBones(CMeshUtilsContext &context)
|
|
{
|
|
// Find out which nodes are bones by checking the mesh meta info
|
|
const aiScene *scene = context.AssimpScene;
|
|
for (unsigned int i = 0; i < scene->mNumMeshes; ++i)
|
|
{
|
|
// nldebug("FOUND MESH '%s'\n", scene->mMeshes[i]->mName.C_Str());
|
|
const aiMesh *mesh = scene->mMeshes[i];
|
|
for (unsigned int j = 0; j < mesh->mNumBones; ++j)
|
|
{
|
|
CNodeContext &nodeContext = context.Nodes[mesh->mBones[i]->mName.C_Str()];
|
|
if (!nodeContext.AssimpNode)
|
|
{
|
|
nlwarning("CRITICAL: Bone '%s' has no associated node", mesh->mBones[i]->mName.C_Str());
|
|
}
|
|
else
|
|
{
|
|
// Flag as bone
|
|
nodeContext.IsBone = true;
|
|
|
|
// Flag all parents as bones
|
|
const aiNode *parent = nodeContext.AssimpNode;
|
|
while (parent = parent->mParent) if (parent->mName.length)
|
|
{
|
|
context.Nodes[parent->mName.C_Str()].IsBone = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// TODO: Separate load scene and save scene functions
|
|
int exportScene(const CMeshUtilsSettings &settings)
|
|
{
|
|
Assimp::Importer importer;
|
|
const aiScene *scene = importer.ReadFile(settings.SourceFilePath, aiProcess_Triangulate | aiProcess_ValidateDataStructure); // aiProcess_SplitLargeMeshes | aiProcess_LimitBoneWeights
|
|
// aiProcess_ValidateDataStructure: TODO: Catch Assimp error output stream
|
|
// aiProcess_RemoveRedundantMaterials: Not used because we may override materials with NeL Material from meta
|
|
// aiProcess_ImproveCacheLocality: TODO: Verify this does not modify vertex indices
|
|
//scene->mRootNode->mMetaData
|
|
|
|
CMeshUtilsContext context(settings);
|
|
context.AssimpScene = scene;
|
|
|
|
flagAssimpBones(context);
|
|
|
|
importNode(context, scene->mRootNode, &g_DefaultMeta);
|
|
|
|
return EXIT_SUCCESS;
|
|
}
|
|
|
|
/* end of file */
|