749 lines
22 KiB
C++
749 lines
22 KiB
C++
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#include"AssimpLoader.h"
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#include<assimp/postprocess.h>
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#include<assimp/cimport.h>
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#include<hgl/filesystem/FileSystem.h>
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#include<hgl/type/List.h>
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#include<hgl/io/MemoryOutputStream.h>
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#include<hgl/graph/TextureType.h>
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using namespace hgl;
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using namespace hgl::graph;
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namespace
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{
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#define LOG_BR LOG_INFO(OS_TEXT("------------------------------------------------------------"));
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#define aisgl_min(x,y) (x<y?x:y)
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#define aisgl_max(x,y) (y>x?y:x)
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const Color4f COLOR_PURE_BLACK(0,0,0,1);
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const Color4f COLOR_PURE_WHITE(1,1,1,1);
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}
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void AssimpLoader::get_bounding_box_for_node (const aiNode* nd,
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aiVector3D* min,
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aiVector3D* max,
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aiMatrix4x4* trafo)
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{
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aiMatrix4x4 prev;
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unsigned int n = 0, t;
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prev = *trafo;
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aiMultiplyMatrix4(trafo,&nd->mTransformation);
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for (; n < nd->mNumMeshes; ++n)
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{
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const aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]];
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for (t = 0; t < mesh->mNumVertices; ++t)
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{
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aiVector3D tmp = mesh->mVertices[t];
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aiTransformVecByMatrix4(&tmp,trafo);
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min->x = aisgl_min(min->x,tmp.x);
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min->y = aisgl_min(min->y,tmp.y);
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min->z = aisgl_min(min->z,tmp.z);
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max->x = aisgl_max(max->x,tmp.x);
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max->y = aisgl_max(max->y,tmp.y);
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max->z = aisgl_max(max->z,tmp.z);
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}
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}
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for (n = 0; n < nd->mNumChildren; ++n)
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get_bounding_box_for_node(nd->mChildren[n],min,max,trafo);
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*trafo = prev;
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}
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void AssimpLoader::get_bounding_box (const aiNode *node,aiVector3D* min, aiVector3D* max)
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{
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aiMatrix4x4 trafo;
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aiIdentityMatrix4(&trafo);
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min->x = min->y = min->z = 1e10f;
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max->x = max->y = max->z = -1e10f;
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get_bounding_box_for_node(node,min,max,&trafo);
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}
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AssimpLoader::AssimpLoader()
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{
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scene=0;
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material_list=nullptr;
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}
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AssimpLoader::~AssimpLoader()
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{
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delete[] material_list;
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if(scene)
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aiReleaseImport(scene);
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}
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//void AssimpLoader::SaveFile(const void *data,const uint &size,const OSString &ext_name)
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//{
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// if(!data||size<=0)return;
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//
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// OSString filename=main_filename+OS_TEXT(".")+ext_name;
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//
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// if(filesystem::SaveMemoryToFile(filename,data,size)==size)
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// {
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// LOG_INFO(OS_TEXT("SaveFile: ")+filename+OS_TEXT(" , size: ")+OSString(size));
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//
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// total_file_bytes+=size;
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// }
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//}
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//
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//void AssimpLoader::SaveFile(void **data,const int64 *size,const int &count,const OSString &ext_name)
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//{
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// if(!data||size<=0)return;
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//
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// OSString filename=main_filename+OS_TEXT(".")+ext_name;
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//
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// int64 result=filesystem::SaveMemoryToFile(filename,data,size,count);
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//
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// if(result>0)
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// {
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// LOG_INFO(OS_TEXT("SaveFile: ")+filename+OS_TEXT(" , size: ")+OSString(result));
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//
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// total_file_bytes+=result;
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// }
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//}
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//
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//void OutFloat3(const OSString &front,const Color4f &c)
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//{
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// LOG_INFO(front+OS_TEXT(": ")+OSString(c.r)
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// +OS_TEXT("," )+OSString(c.g)
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// +OS_TEXT("," )+OSString(c.b));
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//}
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constexpr VkSamplerAddressMode vk_wrap[4]= //对应aiTextureMapMode,注意最后一个其实不对
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{
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VK_SAMPLER_ADDRESS_MODE_REPEAT,
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VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
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VK_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT,
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VK_SAMPLER_ADDRESS_MODE_MIRROR_CLAMP_TO_EDGE //这个是declas
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};
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//void OutMaterialTexture(const MaterialTextureData &mt,io::DataOutputStream *dos)
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//{
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// dos->WriteUint8((uint8)mt.type);
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// dos->WriteInt32(mt.tex_id);
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// dos->WriteUint8(mt.uvindex);
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// dos->WriteFloat(mt.blend);
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// dos->WriteUint8(mt.op);
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// dos->WriteUint8(mt.wrap_mode,2);
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//
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// LOG_INFO(OS_TEXT("\tTexture Type: ")+OSString((uint)mt.type));
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// LOG_INFO(OS_TEXT("\tTexture ID: ")+OSString(mt.tex_id));
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//
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// LOG_INFO(OS_TEXT("\tuvindex: ")+OSString(mt.uvindex));
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// LOG_INFO(OS_TEXT("\tblend: ")+OSString(mt.blend));
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// LOG_INFO(OS_TEXT("\top: ")+OSString(mt.op));
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// LOG_INFO(OS_TEXT("\twrap_mode: ")+OSString(mt.wrap_mode[0])+OS_TEXT(",")+OSString(mt.wrap_mode[1]));
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//}
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//
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//void OutMaterial(const MaterialData *ms,const OSString &filename)
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//{
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// io::FileOutputStream fos;
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// io::LEDataOutputStream dos(&fos);
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//
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// fos.CreateTrunc(filename);
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//
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// dos.WriteFully("Material\x1A\x1",10);
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// dos.WriteFloat(ms->diffuse,3);
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// dos.WriteFloat(ms->specular,3);
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// dos.WriteFloat(ms->ambient,3);
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// dos.WriteFloat(ms->emission,3);
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// dos.WriteFloat(ms->shininess);
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// dos.WriteBool(ms->wireframe);
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// dos.WriteBool(ms->two_sided);
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// dos.WriteUint8(ms->tex_count);
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//
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// OutFloat3(OSString(OS_TEXT("diffuse")),ms->diffuse);
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// OutFloat3(OSString(OS_TEXT("specular")),ms->specular);
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// OutFloat3(OSString(OS_TEXT("ambient")),ms->ambient);
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// OutFloat3(OSString(OS_TEXT("emission")),ms->emission);
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//
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// LOG_INFO(OS_TEXT("shininess: ")+OSString(ms->shininess));
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//
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// LOG_INFO(OS_TEXT("wireframe: ")+OSString(ms->wireframe?OS_TEXT("true"):OS_TEXT("false")));
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// LOG_INFO(OS_TEXT("two_sided: ")+OSString(ms->two_sided?OS_TEXT("true"):OS_TEXT("false")));
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//
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// LOG_INFO(OS_TEXT("Material Texture Count ")+OSString(ms->tex_count));
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//
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// for(int i=0;i<ms->tex_count;i++)
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// OutMaterialTexture(ms->tex_list[i],&dos);
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//
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// fos.Close();
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//}
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bool GetMaterialBool(const aiMaterial *mtl,const char *key,unsigned int type,unsigned int index,const bool default_value)
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{
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int value;
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if(aiGetMaterialInteger(mtl, key,type,index, &value)==AI_SUCCESS)
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return value;
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else
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return default_value;
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}
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uint GetMaterialInteger(const aiMaterial *mtl,const char *key,unsigned int type,unsigned int index,const uint default_value)
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{
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int value;
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if(aiGetMaterialInteger(mtl, key,type,index, &value)==AI_SUCCESS)
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return value;
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else
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return default_value;
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}
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float GetMaterialFloat(const aiMaterial *mtl,const char *key,unsigned int type,unsigned int index,const float default_value)
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{
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float value;
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if(aiGetMaterialFloat(mtl, key,type,index, &value)==AI_SUCCESS)
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return value;
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else
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return default_value;
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}
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Color4f GetMaterialColor(const aiMaterial *mtl,const char *key,unsigned int type,unsigned int index,const Color4f &default_value)
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{
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unsigned int max = 1;
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aiColor4D color;
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if(aiGetMaterialColor(mtl, key,type,index, &color)==AI_SUCCESS)
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return Color4f(color.r,color.g,color.b,color.a);
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else
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return default_value;
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}
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//bool AssimpLoader::Convert(MaterialData &md,aiMaterial *mtl)
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//{
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// uint tex_count=0;
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// uint tt_count=0;
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// int32 tex_id;
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// aiReturn found=AI_SUCCESS;
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//
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// md.name=mtl->GetName().C_Str();
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//
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// for(uint tt=aiTextureType_DIFFUSE;tt<aiTextureType_UNKNOWN;tt++)
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// tex_count+=mtl->GetTextureCount((aiTextureType)tt);
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//
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// md.Init(tex_count);
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//
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// MaterialTextureData *mtd=md.tex_list;
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//
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// for(uint tt=aiTextureType_DIFFUSE;tt<aiTextureType_UNKNOWN;tt++)
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// {
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// tt_count=mtl->GetTextureCount((aiTextureType)tt);
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//
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// for(int t=0;t<tt_count;t++)
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// {
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// aiString filename;
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// aiTextureMapping tm;
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// uint uvindex=0;
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// float blend;
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// aiTextureOp op;
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// aiTextureMapMode wrap_mode[2];
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//
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// mtl->GetTexture((aiTextureType)tt,t,&filename,&tm,&uvindex,&blend,&op,wrap_mode);
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//
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// mtd->type=(TextureType)tt;
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//
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// md.uv_use.Add(uvindex);
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//
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// {
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// char *fn=strrchr(filename.data,'\\');
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// char *ext;
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//
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// if(!fn)
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// fn=strrchr(filename.data,'/');
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// else
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// ++fn;
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//
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// if(fn)
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// ++fn;
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// else
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// fn=filename.data;
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//
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// ext=strrchr(fn,'.');
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//
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// if(ext)*ext=0;
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//
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// #if HGL_OS == HGL_OS_Window
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// tex_id=tex_list.CaseFind(fn);
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// #else
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// tex_id=tex_list.Find(fn);
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// #endif//
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//
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// if(tex_id==-1)
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// tex_id=tex_list.Add(fn);
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//
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// mtd->tex_id=tex_id;
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// }
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//
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// mtd->uvindex=uvindex;
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// mtd->blend=blend;
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// mtd->op=op;
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//
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// mtd->wrap_mode[0]=vk_wrap[wrap_mode[0]];
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// mtd->wrap_mode[1]=vk_wrap[wrap_mode[1]];
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//
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// ++mtd;
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// }
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// }
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//
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// md.two_sided =GetMaterialBool (mtl,AI_MATKEY_TWOSIDED, true);
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// md.shading_model =GetMaterialInteger (mtl,AI_MATKEY_SHADING_MODEL, aiShadingMode_Phong);
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// md.wireframe =GetMaterialBool (mtl,AI_MATKEY_ENABLE_WIREFRAME,false);
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// // md.blend_func =
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// md.opacity =GetMaterialFloat(mtl,AI_MATKEY_OPACITY, 0);
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// // md.transparency_factor =
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//
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// md.bump_scaling =GetMaterialFloat(mtl,AI_MATKEY_BUMPSCALING, 0);
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// md.shininess =GetMaterialFloat(mtl,AI_MATKEY_SHININESS, 0);
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// md.shininess_strength =GetMaterialFloat(mtl,AI_MATKEY_SHININESS_STRENGTH, 0);
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// md.reflectivity =GetMaterialFloat(mtl,AI_MATKEY_REFLECTIVITY, 0);
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// md.refracti =GetMaterialFloat(mtl,AI_MATKEY_REFRACTI, 0);
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//
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// md.diffuse =GetMaterialColor(mtl,AI_MATKEY_COLOR_DIFFUSE, COLOR_PURE_WHITE);
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// md.ambient =GetMaterialColor(mtl,AI_MATKEY_COLOR_AMBIENT, Color4f(0.2,0.2,0.2,1.0));
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// md.specular =GetMaterialColor(mtl,AI_MATKEY_COLOR_SPECULAR, COLOR_PURE_BLACK);
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// md.emission =GetMaterialColor(mtl,AI_MATKEY_COLOR_EMISSIVE, COLOR_PURE_BLACK);
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//
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// md.transparent =GetMaterialColor(mtl,AI_MATKEY_COLOR_TRANSPARENT, COLOR_PURE_BLACK);
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// md.reflective =GetMaterialColor(mtl,AI_MATKEY_COLOR_REFLECTIVE, COLOR_PURE_BLACK);
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//
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// //OutMaterial(ms,main_filename+OS_TEXT(".")+OSString(m)+OS_TEXT(".material"));
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// LOG_BR;
|
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//}
|
|||
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|
|||
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//void AssimpLoader::LoadMaterial()
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//{
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// if(!scene->HasMaterials())return;
|
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//
|
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// LOG_BR;
|
|||
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// LOG_INFO(OS_TEXT("Material Count ")+OSString(scene->mNumMaterials));
|
|||
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// LOG_BR;
|
|||
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//
|
|||
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// aiString filename;
|
|||
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// aiTextureMapping tm;
|
|||
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// uint uvindex=0;
|
|||
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// float blend;
|
|||
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// aiTextureOp op;
|
|||
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// aiTextureMapMode wrap_mode[2];
|
|||
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//
|
|||
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// material_count=scene->mNumMaterials;
|
|||
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//
|
|||
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// material_list=new MaterialData[material_count];
|
|||
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//
|
|||
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// for(uint m=0;m<scene->mNumMaterials;m++)
|
|||
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// Convert(material_list[m],scene->mMaterials[m]);
|
|||
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//}
|
|||
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|
|||
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//void AssimpLoader::SaveTextures()
|
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//{
|
|||
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// const int tex_count=tex_list.GetCount();
|
|||
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//
|
|||
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// LOG_INFO(OS_TEXT("TOTAL Texture Count: ")+OSString(tex_count));
|
|||
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//
|
|||
|
// if(tex_count<=0)
|
|||
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// return;
|
|||
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//
|
|||
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// for(int i=0;i<tex_count;i++)
|
|||
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// LOG_INFO(U8_TEXT("\t")+UTF8String(i)+U8_TEXT("\t")+tex_list[i]);
|
|||
|
//
|
|||
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// LOG_BR;
|
|||
|
//
|
|||
|
// io::MemoryOutputStream mos;
|
|||
|
// io::LEDataOutputStream dos(&mos);
|
|||
|
//
|
|||
|
// SaveUTF8StringList(&dos,tex_list);
|
|||
|
//
|
|||
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// SaveFile(mos.GetData(),mos.Tell(),OS_TEXT("tex_list"));
|
|||
|
//}
|
|||
|
//
|
|||
|
//template<typename T>
|
|||
|
//void AssimpLoader::SaveFaces(io::FileOutputStream *fos,const aiFace *face,const T count)
|
|||
|
//{
|
|||
|
// T *data=new T[count*3];
|
|||
|
//
|
|||
|
// const aiFace *sp=face;
|
|||
|
// T *tp=data;
|
|||
|
//
|
|||
|
// for(T i=0;i<count;i++)
|
|||
|
// {
|
|||
|
// *tp=sp->mIndices[0];++tp;
|
|||
|
// *tp=sp->mIndices[1];++tp;
|
|||
|
// *tp=sp->mIndices[2];++tp;
|
|||
|
//
|
|||
|
// ++sp;
|
|||
|
// }
|
|||
|
//
|
|||
|
// fos->WriteFully(data,sizeof(T)*3*count);
|
|||
|
//
|
|||
|
// delete[] data;
|
|||
|
//}
|
|||
|
//
|
|||
|
//void AssimpLoader::SaveTexCoord(float *tp,const aiVector3D *texcoord,const uint comp,const uint count)
|
|||
|
//{
|
|||
|
// if(comp<=0||comp>3)
|
|||
|
// return;
|
|||
|
//
|
|||
|
// const uint size=1+sizeof(float)*comp*count;
|
|||
|
//
|
|||
|
// const aiVector3D *sp=texcoord;
|
|||
|
//
|
|||
|
// if(comp==1)
|
|||
|
// {
|
|||
|
// for(uint i=0;i<count;i++)
|
|||
|
// {
|
|||
|
// *tp=sp->x;++tp;
|
|||
|
// ++sp;
|
|||
|
// }
|
|||
|
// }
|
|||
|
// else
|
|||
|
// if(comp==2)
|
|||
|
// {
|
|||
|
// for(uint i=0;i<count;i++)
|
|||
|
// {
|
|||
|
// *tp=sp->x;++tp;
|
|||
|
// *tp=sp->y;++tp;
|
|||
|
// ++sp;
|
|||
|
// }
|
|||
|
// }
|
|||
|
// else
|
|||
|
// if(comp==3)
|
|||
|
// {
|
|||
|
// for(uint i=0;i<count;i++)
|
|||
|
// {
|
|||
|
// *tp=sp->x;++tp;
|
|||
|
// *tp=sp->y;++tp;
|
|||
|
// *tp=sp->z;++tp;
|
|||
|
// ++sp;
|
|||
|
// }
|
|||
|
// }
|
|||
|
//}
|
|||
|
|
|||
|
void c4f_to_4b(uint8 *tp,const aiColor4D *c4,const int count)
|
|||
|
{
|
|||
|
for(int i=0;i<count;i++)
|
|||
|
{
|
|||
|
*tp=c4->r*255;++tp;
|
|||
|
*tp=c4->g*255;++tp;
|
|||
|
*tp=c4->b*255;++tp;
|
|||
|
*tp=c4->a*255;++tp;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
void AxisY2Z(aiVector3D *v,const uint32 count)
|
|||
|
{
|
|||
|
ai_real t;
|
|||
|
|
|||
|
for(uint32 i=0;i<count;i++)
|
|||
|
{
|
|||
|
t=v->y;
|
|||
|
v->y=-(v->z);
|
|||
|
v->z=t;
|
|||
|
|
|||
|
++v;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
void AssimpLoader::LoadMesh()
|
|||
|
{
|
|||
|
if(!scene->HasMeshes())return;
|
|||
|
|
|||
|
UTF8String mesh_name;
|
|||
|
|
|||
|
total_file_bytes=0;
|
|||
|
|
|||
|
LOG_BR;
|
|||
|
LOG_INFO(OS_TEXT("Mesh Count ")+OSString(scene->mNumMeshes));
|
|||
|
|
|||
|
uint vertex_total=0;
|
|||
|
uint tri_total=0;
|
|||
|
uint bone_total=0;
|
|||
|
|
|||
|
for(unsigned int i=0;i<scene->mNumMeshes;i++)
|
|||
|
{
|
|||
|
const aiMesh *mesh=scene->mMeshes[i];
|
|||
|
|
|||
|
const uint v3fdata_size=mesh->mNumVertices*3*sizeof(float);
|
|||
|
const uint v4fdata_size=mesh->mNumVertices*4*sizeof(float);
|
|||
|
|
|||
|
if(mesh->mName.length)
|
|||
|
mesh_name=U8_TEXT("Mesh [")+UTF8String(i)+U8_TEXT(":")+UTF8String(mesh->mName.C_Str())+U8_TEXT("]");
|
|||
|
else
|
|||
|
mesh_name=U8_TEXT("Mesh [")+UTF8String(i)+U8_TEXT("]");
|
|||
|
|
|||
|
int pn=mesh->mFaces[0].mNumIndices;
|
|||
|
|
|||
|
LOG_BR;
|
|||
|
|
|||
|
LOG_INFO(mesh_name+U8_TEXT(" PrimitiveTypes is ")+UTF8String(mesh->mPrimitiveTypes));
|
|||
|
|
|||
|
LOG_INFO(mesh_name+U8_TEXT(" vertex color count is ")+UTF8String(mesh->GetNumColorChannels()));
|
|||
|
LOG_INFO(mesh_name+U8_TEXT(" texcoord count is ")+UTF8String(mesh->GetNumUVChannels()));
|
|||
|
|
|||
|
if(mesh->GetNumUVChannels()>0)
|
|||
|
LOG_INFO(mesh_name+U8_TEXT(" Material Index is ")+UTF8String(mesh->mMaterialIndex));
|
|||
|
|
|||
|
if(mesh->HasPositions())LOG_INFO(mesh_name+U8_TEXT(" have Position, vertices count ")+UTF8String(mesh->mNumVertices));
|
|||
|
if(mesh->HasFaces())LOG_INFO(mesh_name+U8_TEXT(" have Faces,faces count ")+UTF8String(mesh->mNumFaces));
|
|||
|
if(mesh->HasNormals())LOG_INFO(mesh_name+U8_TEXT(" have Normals"));
|
|||
|
if(mesh->HasTangentsAndBitangents())LOG_INFO(mesh_name+U8_TEXT(" have Tangent & Bitangents"));
|
|||
|
if(mesh->HasBones())LOG_INFO(mesh_name+U8_TEXT(" have Bones, Bones Count ")+UTF8String(mesh->mNumBones));
|
|||
|
|
|||
|
vertex_total+=mesh->mNumVertices;
|
|||
|
tri_total+=mesh->mNumFaces;
|
|||
|
bone_total+=mesh->mNumBones;
|
|||
|
|
|||
|
LOG_INFO(mesh_name+U8_TEXT(" PN is ")+UTF8String(pn));
|
|||
|
|
|||
|
if(pn!=3)
|
|||
|
continue;
|
|||
|
|
|||
|
MaterialData *mtl=&(material_list[mesh->mMaterialIndex]);
|
|||
|
|
|||
|
const uint uv_channels=mtl->uv_use.GetCount();
|
|||
|
|
|||
|
LOG_INFO(mesh_name+U8_TEXT(" use UV Channels is ")+UTF8String(uv_channels));
|
|||
|
|
|||
|
io::FileOutputStream fos;
|
|||
|
|
|||
|
OSString mesh_filename=main_filename+OS_TEXT(".")+OSString(i)+OS_TEXT(".mesh");
|
|||
|
|
|||
|
if(!fos.CreateTrunc(mesh_filename))
|
|||
|
{
|
|||
|
LOG_INFO(OS_TEXT("Create Mesh file Failed,filename: ")+mesh_filename);
|
|||
|
continue;
|
|||
|
}
|
|||
|
|
|||
|
{
|
|||
|
MeshFileHeader ms;
|
|||
|
|
|||
|
ms.primitive_type =PRIM_TRIANGLES;
|
|||
|
ms.vertices_number =mesh->mNumVertices;
|
|||
|
ms.faces_number =mesh->mNumFaces;
|
|||
|
ms.color_channels =mesh->GetNumColorChannels();
|
|||
|
ms.texcoord_channels=uv_channels;
|
|||
|
ms.material_index =mesh->mMaterialIndex;
|
|||
|
|
|||
|
if(mesh->HasNormals())
|
|||
|
{
|
|||
|
if(mesh->HasTangentsAndBitangents())
|
|||
|
ms.ntb=NTB_BIT_ALL;
|
|||
|
else
|
|||
|
ms.ntb=NTB_BIT_NORMAL;
|
|||
|
}
|
|||
|
|
|||
|
ms.bones_number =mesh->mNumBones;
|
|||
|
|
|||
|
fos.WriteFully(&ms,sizeof(MeshFileHeader));
|
|||
|
}
|
|||
|
|
|||
|
if(mesh->HasPositions())
|
|||
|
{
|
|||
|
AxisY2Z(mesh->mVertices,mesh->mNumVertices);
|
|||
|
fos.WriteFully(mesh->mVertices,v3fdata_size);
|
|||
|
}
|
|||
|
|
|||
|
if(mesh->HasNormals())
|
|||
|
{
|
|||
|
AxisY2Z(mesh->mNormals,mesh->mNumVertices);
|
|||
|
fos.WriteFully(mesh->mNormals,v3fdata_size);
|
|||
|
|
|||
|
if(mesh->HasTangentsAndBitangents())
|
|||
|
{
|
|||
|
AxisY2Z(mesh->mTangents,mesh->mNumVertices);
|
|||
|
AxisY2Z(mesh->mBitangents,mesh->mNumVertices);
|
|||
|
|
|||
|
fos.WriteFully(mesh->mTangents,v3fdata_size);
|
|||
|
fos.WriteFully(mesh->mBitangents,v3fdata_size);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if(mesh->GetNumColorChannels()>0)
|
|||
|
{
|
|||
|
const int64 vertex_color_size=mesh->mNumVertices*4*mesh->GetNumColorChannels();
|
|||
|
|
|||
|
uint8 *vertex_color=new uint8[vertex_color_size];
|
|||
|
uint8 *tp=vertex_color;
|
|||
|
|
|||
|
for(int c=0;c<mesh->GetNumColorChannels();c++)
|
|||
|
{
|
|||
|
c4f_to_4b(tp,mesh->mColors[c],mesh->mNumVertices);
|
|||
|
tp+=mesh->mNumVertices*4;
|
|||
|
}
|
|||
|
|
|||
|
fos.WriteFully(vertex_color,vertex_color_size);
|
|||
|
|
|||
|
delete[] vertex_color;
|
|||
|
}
|
|||
|
|
|||
|
if(mtl->uv_use.GetCount()>0
|
|||
|
&&mesh->GetNumUVChannels())
|
|||
|
{
|
|||
|
int tc=0;
|
|||
|
int comp_total=0;
|
|||
|
uint *uv_use=mtl->uv_use.GetData();
|
|||
|
|
|||
|
//这里要重新审视数据来源,并不是每一个纹理通道都有数据,并且和材质对应。
|
|||
|
//、、材质中的uv index具体对应啥 还不是很清楚
|
|||
|
|
|||
|
for(int c=0;c<AI_MAX_NUMBER_OF_TEXTURECOORDS;c++)
|
|||
|
{
|
|||
|
if(uv_use[c]>=mesh->GetNumUVChannels())
|
|||
|
uv_use[c]=0;
|
|||
|
|
|||
|
comp_total+=mesh->mNumUVComponents[uv_use[c]];
|
|||
|
}
|
|||
|
|
|||
|
comp_total*=mesh->mNumVertices;
|
|||
|
|
|||
|
uint64 tc_size=mesh->GetNumUVChannels()+comp_total*sizeof(float);
|
|||
|
|
|||
|
uint8 *tc_data=new uint8[tc_size];
|
|||
|
float *tp=(float *)(tc_data+mesh->GetNumUVChannels());
|
|||
|
for(int c=0;c<uv_channels;c++)
|
|||
|
{
|
|||
|
tc_data[c]=mesh->mNumUVComponents[uv_use[c]];
|
|||
|
|
|||
|
// SaveTexCoord(tp,mesh->mTextureCoords[c],mesh->mNumUVComponents[c],mesh->mNumVertices);
|
|||
|
|
|||
|
tp+=mesh->mNumUVComponents[c]*mesh->mNumVertices;
|
|||
|
}
|
|||
|
|
|||
|
fos.WriteFully(tc_data,tc_size);
|
|||
|
|
|||
|
delete[] tc_data;
|
|||
|
}
|
|||
|
|
|||
|
if(mesh->HasFaces())
|
|||
|
{
|
|||
|
//if(mesh->mNumVertices>0xFFFF)
|
|||
|
// SaveFaces<uint32>(&fos,mesh->mFaces,mesh->mNumFaces);
|
|||
|
//else
|
|||
|
// SaveFaces<uint16>(&fos,mesh->mFaces,mesh->mNumFaces);
|
|||
|
}
|
|||
|
|
|||
|
fos.Close();
|
|||
|
}
|
|||
|
|
|||
|
LOG_BR;
|
|||
|
LOG_INFO(OS_TEXT("TOTAL Vertices Count ")+OSString(vertex_total));
|
|||
|
LOG_INFO(OS_TEXT("TOTAL Faces Count ")+OSString(tri_total));
|
|||
|
LOG_INFO(OS_TEXT("TOTAL Bones Count ")+OSString(bone_total));
|
|||
|
|
|||
|
LOG_INFO(OS_TEXT("TOTAL File Size ")+OSString(total_file_bytes));
|
|||
|
LOG_BR;
|
|||
|
}
|
|||
|
|
|||
|
void AssimpLoader::LoadScene(const UTF8String &front,io::DataOutputStream *dos,const aiNode *nd)
|
|||
|
{
|
|||
|
aiVector3D bb_min,bb_max;
|
|||
|
float box[6];
|
|||
|
get_bounding_box(nd,&bb_min,&bb_max);
|
|||
|
|
|||
|
box[0]=bb_min.x;box[1]=bb_min.y;box[2]=bb_min.z;
|
|||
|
box[3]=bb_max.x;box[4]=bb_max.y;box[5]=bb_max.z;
|
|||
|
|
|||
|
dos->WriteUTF8String(nd->mName.C_Str());
|
|||
|
dos->WriteFloat(box,6);
|
|||
|
|
|||
|
dos->WriteFloat((float *)&(nd->mTransformation),16);
|
|||
|
|
|||
|
dos->WriteUint32(nd->mNumMeshes);
|
|||
|
|
|||
|
LOG_INFO(front+U8_TEXT("Node[")+UTF8String(nd->mName.C_Str())+U8_TEXT("][Mesh:")+UTF8String(nd->mNumMeshes)+U8_TEXT("][SubNode:")+UTF8String(nd->mNumChildren)+U8_TEXT("]"))
|
|||
|
|
|||
|
const UTF8String new_front=U8_TEXT(" ")+front;
|
|||
|
|
|||
|
if(nd->mNumMeshes>0)
|
|||
|
{
|
|||
|
dos->WriteUint32(nd->mMeshes,nd->mNumMeshes);
|
|||
|
|
|||
|
for(unsigned int i=0;i<nd->mNumMeshes;i++)
|
|||
|
{
|
|||
|
const aiMesh *mesh=scene->mMeshes[nd->mMeshes[i]];
|
|||
|
|
|||
|
LOG_INFO(new_front+U8_TEXT("Mesh[")+UTF8String(i)+U8_TEXT("] ")+UTF8String(mesh->mName.C_Str()));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
dos->WriteUint32(nd->mNumChildren);
|
|||
|
|
|||
|
for(unsigned int n=0;n<nd->mNumChildren;++n)
|
|||
|
LoadScene(new_front,dos,nd->mChildren[n]);
|
|||
|
}
|
|||
|
|
|||
|
bool AssimpLoader::LoadFile(const OSString &filename)
|
|||
|
{
|
|||
|
uint filesize;
|
|||
|
char *filedata;
|
|||
|
|
|||
|
filesize=filesystem::LoadFileToMemory(filename,(void **)&filedata);
|
|||
|
|
|||
|
if(!filedata)
|
|||
|
return(false);
|
|||
|
|
|||
|
#ifdef _WIN32
|
|||
|
const UTF8String ext_name=ToUTF8String(filesystem::ClipFileExtName(filename));
|
|||
|
#else
|
|||
|
const UTF8String ext_name=filesystem::ClipFileExtName(filename);
|
|||
|
#endif//
|
|||
|
|
|||
|
scene=aiImportFileFromMemory(filedata,filesize,aiProcessPreset_TargetRealtime_MaxQuality|aiProcess_FlipUVs,ext_name.c_str());
|
|||
|
|
|||
|
delete[] filedata;
|
|||
|
|
|||
|
if(!scene)
|
|||
|
return(false);
|
|||
|
|
|||
|
filename.SubString(main_filename,0,filename.FindRightChar(OS_TEXT('.')));
|
|||
|
|
|||
|
get_bounding_box(scene->mRootNode,&scene_min,&scene_max);
|
|||
|
|
|||
|
scene_center.x = (scene_min.x + scene_max.x) / 2.0f;
|
|||
|
scene_center.y = (scene_min.y + scene_max.y) / 2.0f;
|
|||
|
scene_center.z = (scene_min.z + scene_max.z) / 2.0f;
|
|||
|
|
|||
|
//这个顺序是假设了所有的材质和模型都有被使用
|
|||
|
//aiProcessPreset_TargetRealtime_Quality已经指定了会删除多余材质,所以这里不用处理。
|
|||
|
//但多余模型并不确定是否存在
|
|||
|
|
|||
|
io::FileOutputStream fos;
|
|||
|
io::LEDataOutputStream dos(&fos);
|
|||
|
|
|||
|
OSString scene_filename=main_filename+OS_TEXT(".scene");
|
|||
|
|
|||
|
if(!fos.CreateTrunc(scene_filename))
|
|||
|
{
|
|||
|
LOG_INFO(OS_TEXT("Create Scene file Failed,filename: ")+scene_filename);
|
|||
|
return(false);
|
|||
|
}
|
|||
|
|
|||
|
dos.WriteFully("SCENE\x1a\x01",7);
|
|||
|
|
|||
|
dos.WriteUint32(scene->mNumMaterials);
|
|||
|
dos.WriteUint32(scene->mNumMeshes);
|
|||
|
|
|||
|
LoadMaterial(); //载入所有材质
|
|||
|
|
|||
|
dos.WriteUint32(tex_list.GetCount());
|
|||
|
|
|||
|
LoadMesh(); //载入所有mesh
|
|||
|
LoadScene(UTF8String(""),&dos,scene->mRootNode); //载入场景节点
|
|||
|
|
|||
|
fos.Close();
|
|||
|
|
|||
|
//SaveTextures();
|
|||
|
|
|||
|
return(true);
|
|||
|
}
|