khanat-opennel-code/code/nel/tools/3d/mesh_utils/mesh_utils.cpp
2016-01-24 17:08:32 +01:00

348 lines
11 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 <nel/misc/tool_logger.h>
#include <nel/misc/sstring.h>
#include <nel/misc/file.h>
#include <nel/misc/path.h>
#include <nel/3d/shape.h>
#include <nel/3d/mesh.h>
#include <nel/3d/texture_file.h>
#include "database_config.h"
#include "scene_meta.h"
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <assimp/Importer.hpp>
#define NL_NODE_INTERNAL_TYPE aiNode
#define NL_SCENE_INTERNAL_TYPE aiScene
#include "scene_context.h"
#include "assimp_material.h"
#include "assimp_shape.h"
CMeshUtilsSettings::CMeshUtilsSettings()
{
/*ShapeDirectory = "shape";
IGDirectory = "ig";
SkelDirectory = "skel";*/
}
void importShapes(CMeshUtilsContext &context, const aiNode *node)
{
if (node != context.InternalScene->mRootNode)
{
CNodeContext &nodeContext = context.Nodes[node->mName.C_Str()];
CNodeMeta &nodeMeta = context.SceneMeta.Nodes[node->mName.C_Str()];
if (nodeMeta.ExportMesh == TMeshShape && nodeMeta.InstanceName.empty())
{
if (node->mNumMeshes)
{
nldebug("Shape '%s' found containing '%u' meshes", node->mName.C_Str(), node->mNumMeshes);
assimpShape(context, nodeContext);
}
}
}
for (unsigned int i = 0; i < node->mNumChildren; ++i)
importShapes(context, node->mChildren[i]);
}
void validateInternalNodeNames(CMeshUtilsContext &context, const aiNode *node)
{
if (!node->mParent || node == context.InternalScene->mRootNode)
{
// do nothing
}
else if (node->mName.length == 0)
{
tlwarning(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
"Node has no name");
}
else
{
CNodeContext &nodeContext = context.Nodes[node->mName.C_Str()];
if (nodeContext.InternalNode && nodeContext.InternalNode != node)
{
tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
"Node name '%s' appears multiple times", node->mName.C_Str());
}
else
{
nodeContext.InternalNode = node;
}
}
for (unsigned int i = 0; i < node->mNumChildren; ++i)
validateInternalNodeNames(context, node->mChildren[i]);
}
void flagAssimpBones(CMeshUtilsContext &context)
{
// Find out which nodes are bones by checking the mesh meta info
const aiScene *scene = context.InternalScene;
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[j]->mName.C_Str()];
if (!nodeContext.InternalNode)
{
tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
"Bone '%s' has no associated node", mesh->mBones[j]->mName.C_Str());
}
else
{
// Flag as bone
nodeContext.IsBone = true;
// Flag all parents as bones
/*const aiNode *parent = nodeContext.InternalNode;
while (parent = parent->mParent) if (parent->mName.length)
{
context.Nodes[parent->mName.C_Str()].IsBone = true;
}*/
}
}
}
// Find out which nodes are bones by checking the animation info
// TODO
}
void flagRecursiveBones(CMeshUtilsContext &context, CNodeContext &nodeContext, bool autoStop = false)
{
nodeContext.IsBone = true;
const aiNode *node = nodeContext.InternalNode;
nlassert(node);
for (unsigned int i = 0; i < node->mNumChildren; ++i)
{
CNodeContext &ctx = context.Nodes[node->mName.C_Str()];
if (autoStop && ctx.IsBone)
continue;
flagRecursiveBones(context, ctx);
}
}
void flagMetaBones(CMeshUtilsContext &context)
{
for (TNodeContextMap::iterator it(context.Nodes.begin()), end(context.Nodes.end()); it != end; ++it)
{
CNodeContext &ctx = it->second;
CNodeMeta &meta = context.SceneMeta.Nodes[it->first];
if (meta.ExportBone == TBoneForce)
ctx.IsBone = true;
else if (meta.ExportBone == TBoneRoot)
flagRecursiveBones(context, ctx);
}
}
void flagLocalParentBones(CMeshUtilsContext &context, CNodeContext &nodeContext)
{
const aiNode *node = nodeContext.InternalNode;
}
void flagAllParentBones(CMeshUtilsContext &context, CNodeContext &nodeContext, bool autoStop = false)
{
const aiNode *parent = nodeContext.InternalNode;
while (parent = parent->mParent) if (parent->mName.length && parent != context.InternalScene->mRootNode)
{
CNodeContext &ctx = context.Nodes[parent->mName.C_Str()];
if (autoStop && ctx.IsBone)
break;
ctx.IsBone = true;
}
}
bool hasIndirectParentBone(CMeshUtilsContext &context, CNodeContext &nodeContext)
{
const aiNode *parent = nodeContext.InternalNode;
while (parent = parent->mParent) if (parent->mName.length && parent != context.InternalScene->mRootNode)
if (context.Nodes[parent->mName.C_Str()].IsBone) return true;
return false;
}
void flagExpandedBones(CMeshUtilsContext &context)
{
switch (context.SceneMeta.SkeletonMode)
{
case TSkelLocal:
for (TNodeContextMap::iterator it(context.Nodes.begin()), end(context.Nodes.end()); it != end; ++it)
{
CNodeContext &nodeContext = it->second;
if (nodeContext.IsBone && hasIndirectParentBone(context, nodeContext))
flagAllParentBones(context, nodeContext, true);
}
break;
case TSkelRoot:
for (TNodeContextMap::iterator it(context.Nodes.begin()), end(context.Nodes.end()); it != end; ++it)
{
CNodeContext &nodeContext = it->second;
if (nodeContext.IsBone)
flagAllParentBones(context, nodeContext, true);
}
break;
case TSkelFull:
for (TNodeContextMap::iterator it(context.Nodes.begin()), end(context.Nodes.end()); it != end; ++it)
{
CNodeContext &nodeContext = it->second;
if (nodeContext.IsBone)
flagAllParentBones(context, nodeContext, true);
}
for (TNodeContextMap::iterator it(context.Nodes.begin()), end(context.Nodes.end()); it != end; ++it)
{
CNodeContext &nodeContext = it->second;
if (nodeContext.IsBone)
flagRecursiveBones(context, nodeContext, true);
}
break;
}
}
void exportShapes(CMeshUtilsContext &context)
{
for (TNodeContextMap::iterator it(context.Nodes.begin()), end(context.Nodes.end()); it != end; ++it)
{
CNodeContext &nodeContext = it->second;
if (nodeContext.Shape)
{
std::string shapePath = NLMISC::CPath::standardizePath(context.Settings.DestinationDirectoryPath, true) + it->first + ".shape";
context.ToolLogger.writeDepend(NLMISC::BUILD, shapePath.c_str(), "*");
NLMISC::COFile f;
if (f.open(shapePath, false, false, true))
{
try
{
NL3D::CShapeStream shapeStream(nodeContext.Shape);
shapeStream.serial(f);
f.close();
}
catch (...)
{
tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
"Shape '%s' serialization failed!", it->first.c_str());
}
}
if (NL3D::CMeshBase *mesh = dynamic_cast<NL3D::CMeshBase *>(nodeContext.Shape.getPtr()))
{
for (uint mi = 0; mi < mesh->getNbMaterial(); ++mi)
{
NL3D::CMaterial &mat = mesh->getMaterial(mi);
for (uint ti = 0; ti < NL3D::IDRV_MAT_MAXTEXTURES; ++ti)
{
if (NL3D::ITexture *itex = mat.getTexture(ti))
{
if (NL3D::CTextureFile *tex = dynamic_cast<NL3D::CTextureFile *>(itex))
{
std::string fileName = tex->getFileName();
std::string knownPath = NLMISC::CPath::lookup(fileName, false, false, false);
if (!knownPath.empty())
{
context.ToolLogger.writeDepend(NLMISC::RUNTIME, shapePath.c_str(), knownPath.c_str());
}
else
{
// TODO: Move this warning into nelmeta serialization so it's shown before export
tlwarning(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
"Texture '%s' referenced in material but not found in the database search paths", fileName.c_str());
}
}
}
}
}
}
}
}
}
// TODO: Separate load scene and save scene functions
int exportScene(const CMeshUtilsSettings &settings)
{
CMeshUtilsContext context(settings);
NLMISC::CFile::createDirectoryTree(settings.DestinationDirectoryPath);
if (!settings.ToolDependLog.empty())
context.ToolLogger.initDepend(settings.ToolDependLog);
if (!settings.ToolErrorLog.empty())
context.ToolLogger.initError(settings.ToolErrorLog);
context.ToolLogger.writeDepend(NLMISC::BUILD, "*", NLMISC::CPath::standardizePath(context.Settings.SourceFilePath, false).c_str()); // Base input file
// Apply database configuration
CDatabaseConfig::init(settings.SourceFilePath);
CDatabaseConfig::initTextureSearchDirectories();
Assimp::Importer importer;
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)
{
const char *errs = importer.GetErrorString();
if (errs) tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(), "Assimp failed to load the scene: '%s'", errs);
else tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(), "Unable to load scene");
return EXIT_FAILURE;
}
// aiProcess_Triangulate
// 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
context.InternalScene = scene;
if (context.SceneMeta.load(context.Settings.SourceFilePath))
context.ToolLogger.writeDepend(NLMISC::BUILD, "*", context.SceneMeta.metaFilePath().c_str()); // Meta input file
validateInternalNodeNames(context, context.InternalScene->mRootNode);
// -- SKEL FLAG --
flagAssimpBones(context);
flagMetaBones(context);
flagExpandedBones(context);
// TODO
// [
// Only necessary in TSkelLocal
// For each shape test if all the bones have the same root bones for their skeleton
// 1) Iterate each until a different is found
// 2) When a different root is found, connect the two to the nearest common bone
// ]
// -- SKEL FLAG --
// First import materials
assimpMaterials(context);
// Import shapes
importShapes(context, context.InternalScene->mRootNode);
// Export shapes
exportShapes(context);
return EXIT_SUCCESS;
}
/* end of file */