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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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7f31e640da
--HG-- branch : feature-export-assimp
348 lines
11 KiB
C++
348 lines
11 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2015 Winch Gate Property Limited
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// Author: Jan Boon <jan.boon@kaetemi.be>
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include <nel/misc/types_nl.h>
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#include "mesh_utils.h"
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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/misc/path.h>
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#include <nel/3d/shape.h>
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#include <nel/3d/mesh.h>
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#include <nel/3d/texture_file.h>
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#include "database_config.h"
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#include "scene_meta.h"
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#include <assimp/postprocess.h>
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#include <assimp/scene.h>
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#include <assimp/Importer.hpp>
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#define NL_NODE_INTERNAL_TYPE aiNode
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#define NL_SCENE_INTERNAL_TYPE aiScene
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#include "scene_context.h"
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#include "assimp_material.h"
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#include "assimp_shape.h"
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CMeshUtilsSettings::CMeshUtilsSettings()
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{
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/*ShapeDirectory = "shape";
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IGDirectory = "ig";
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SkelDirectory = "skel";*/
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}
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void importShapes(CMeshUtilsContext &context, const aiNode *node)
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{
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if (node != context.InternalScene->mRootNode)
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{
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CNodeContext &nodeContext = context.Nodes[node->mName.C_Str()];
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CNodeMeta &nodeMeta = context.SceneMeta.Nodes[node->mName.C_Str()];
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if (nodeMeta.ExportMesh == TMeshShape && nodeMeta.InstanceName.empty())
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{
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if (node->mNumMeshes)
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{
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nldebug("Shape '%s' found containing '%u' meshes", node->mName.C_Str(), node->mNumMeshes);
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assimpShape(context, nodeContext);
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}
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}
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}
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for (unsigned int i = 0; i < node->mNumChildren; ++i)
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importShapes(context, node->mChildren[i]);
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}
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void validateInternalNodeNames(CMeshUtilsContext &context, const aiNode *node)
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{
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if (!node->mParent || node == context.InternalScene->mRootNode)
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{
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// do nothing
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}
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else if (node->mName.length == 0)
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{
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tlwarning(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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"Node has no name");
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}
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else
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{
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CNodeContext &nodeContext = context.Nodes[node->mName.C_Str()];
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if (nodeContext.InternalNode && nodeContext.InternalNode != node)
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{
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tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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"Node name '%s' appears multiple times", node->mName.C_Str());
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}
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else
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{
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nodeContext.InternalNode = node;
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}
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}
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for (unsigned int i = 0; i < node->mNumChildren; ++i)
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validateInternalNodeNames(context, node->mChildren[i]);
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}
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void flagAssimpBones(CMeshUtilsContext &context)
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{
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// Find out which nodes are bones by checking the mesh meta info
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const aiScene *scene = context.InternalScene;
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for (unsigned int i = 0; i < scene->mNumMeshes; ++i)
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{
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// nldebug("FOUND MESH '%s'\n", scene->mMeshes[i]->mName.C_Str());
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const aiMesh *mesh = scene->mMeshes[i];
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for (unsigned int j = 0; j < mesh->mNumBones; ++j)
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{
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CNodeContext &nodeContext = context.Nodes[mesh->mBones[j]->mName.C_Str()];
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if (!nodeContext.InternalNode)
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{
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tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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"Bone '%s' has no associated node", mesh->mBones[j]->mName.C_Str());
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}
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else
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{
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// Flag as bone
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nodeContext.IsBone = true;
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// Flag all parents as bones
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/*const aiNode *parent = nodeContext.InternalNode;
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while (parent = parent->mParent) if (parent->mName.length)
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{
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context.Nodes[parent->mName.C_Str()].IsBone = true;
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}*/
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}
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}
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}
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// Find out which nodes are bones by checking the animation info
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// TODO
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}
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void flagRecursiveBones(CMeshUtilsContext &context, CNodeContext &nodeContext, bool autoStop = false)
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{
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nodeContext.IsBone = true;
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const aiNode *node = nodeContext.InternalNode;
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nlassert(node);
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for (unsigned int i = 0; i < node->mNumChildren; ++i)
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{
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CNodeContext &ctx = context.Nodes[node->mName.C_Str()];
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if (autoStop && ctx.IsBone)
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continue;
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flagRecursiveBones(context, ctx);
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}
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}
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void flagMetaBones(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 &ctx = it->second;
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CNodeMeta &meta = context.SceneMeta.Nodes[it->first];
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if (meta.ExportBone == TBoneForce)
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ctx.IsBone = true;
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else if (meta.ExportBone == TBoneRoot)
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flagRecursiveBones(context, ctx);
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}
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}
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void flagLocalParentBones(CMeshUtilsContext &context, CNodeContext &nodeContext)
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{
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const aiNode *node = nodeContext.InternalNode;
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}
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void flagAllParentBones(CMeshUtilsContext &context, CNodeContext &nodeContext, bool autoStop = false)
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{
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const aiNode *parent = nodeContext.InternalNode;
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while (parent = parent->mParent) if (parent->mName.length && parent != context.InternalScene->mRootNode)
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{
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CNodeContext &ctx = context.Nodes[parent->mName.C_Str()];
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if (autoStop && ctx.IsBone)
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break;
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ctx.IsBone = true;
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}
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}
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bool hasIndirectParentBone(CMeshUtilsContext &context, CNodeContext &nodeContext)
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{
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const aiNode *parent = nodeContext.InternalNode;
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while (parent = parent->mParent) if (parent->mName.length && parent != context.InternalScene->mRootNode)
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if (context.Nodes[parent->mName.C_Str()].IsBone) return true;
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return false;
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}
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void flagExpandedBones(CMeshUtilsContext &context)
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{
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switch (context.SceneMeta.SkeletonMode)
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{
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case TSkelLocal:
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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.IsBone && hasIndirectParentBone(context, nodeContext))
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flagAllParentBones(context, nodeContext, true);
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}
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break;
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case TSkelRoot:
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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.IsBone)
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flagAllParentBones(context, nodeContext, true);
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}
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break;
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case TSkelFull:
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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.IsBone)
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flagAllParentBones(context, nodeContext, true);
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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.IsBone)
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flagRecursiveBones(context, nodeContext, true);
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}
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break;
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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 = NLMISC::CPath::standardizePath(context.Settings.DestinationDirectoryPath, true) + 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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if (NL3D::CMeshBase *mesh = dynamic_cast<NL3D::CMeshBase *>(nodeContext.Shape.getPtr()))
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{
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for (uint mi = 0; mi < mesh->getNbMaterial(); ++mi)
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{
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NL3D::CMaterial &mat = mesh->getMaterial(mi);
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for (uint ti = 0; ti < NL3D::IDRV_MAT_MAXTEXTURES; ++ti)
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{
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if (NL3D::ITexture *itex = mat.getTexture(ti))
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{
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if (NL3D::CTextureFile *tex = dynamic_cast<NL3D::CTextureFile *>(itex))
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{
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std::string fileName = tex->getFileName();
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std::string knownPath = NLMISC::CPath::lookup(fileName, false, false, false);
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if (!knownPath.empty())
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{
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context.ToolLogger.writeDepend(NLMISC::RUNTIME, shapePath.c_str(), knownPath.c_str());
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}
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else
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{
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// TODO: Move this warning into nelmeta serialization so it's shown before export
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tlwarning(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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"Texture '%s' referenced in material but not found in the database search paths", fileName.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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}
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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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CMeshUtilsContext context(settings);
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NLMISC::CFile::createDirectoryTree(settings.DestinationDirectoryPath);
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if (!settings.ToolDependLog.empty())
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context.ToolLogger.initDepend(settings.ToolDependLog);
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if (!settings.ToolErrorLog.empty())
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context.ToolLogger.initError(settings.ToolErrorLog);
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context.ToolLogger.writeDepend(NLMISC::BUILD, "*", NLMISC::CPath::standardizePath(context.Settings.SourceFilePath, false).c_str()); // Base input file
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// Apply database configuration
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CDatabaseConfig::init(settings.SourceFilePath);
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CDatabaseConfig::initTextureSearchDirectories();
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile(settings.SourceFilePath, 0
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| aiProcess_Triangulate
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| aiProcess_ValidateDataStructure
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| aiProcess_GenNormals // Or GenSmoothNormals? TODO: Validate smoothness between material boundaries!
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); // aiProcess_SplitLargeMeshes | aiProcess_LimitBoneWeights
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if (!scene)
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{
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const char *errs = importer.GetErrorString();
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if (errs) tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(), "Assimp failed to load the scene: '%s'", errs);
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else tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(), "Unable to load scene");
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return EXIT_FAILURE;
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}
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// aiProcess_Triangulate
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// aiProcess_ValidateDataStructure: TODO: Catch Assimp error output stream
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// aiProcess_RemoveRedundantMaterials: Not used because we may override materials with NeL Material from meta
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// aiProcess_ImproveCacheLocality: TODO: Verify this does not modify vertex indices
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//scene->mRootNode->mMetaData
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context.InternalScene = scene;
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if (context.SceneMeta.load(context.Settings.SourceFilePath))
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context.ToolLogger.writeDepend(NLMISC::BUILD, "*", context.SceneMeta.metaFilePath().c_str()); // Meta input file
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validateInternalNodeNames(context, context.InternalScene->mRootNode);
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// -- SKEL FLAG --
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flagAssimpBones(context);
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flagMetaBones(context);
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flagExpandedBones(context);
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// TODO
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// [
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// Only necessary in TSkelLocal
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// For each shape test if all the bones have the same root bones for their skeleton
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// 1) Iterate each until a different is found
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// 2) When a different root is found, connect the two to the nearest common bone
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// ]
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// -- SKEL FLAG --
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// First import materials
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assimpMaterials(context);
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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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/* end of file */
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