Torque3D Documentation / _generateds / assimpAppMesh.cpp

assimpAppMesh.cpp

Engine/source/ts/assimp/assimpAppMesh.cpp

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Detailed Description

  1
  2//-----------------------------------------------------------------------------
  3// Copyright (c) 2012 GarageGames, LLC
  4//
  5// Permission is hereby granted, free of charge, to any person obtaining a copy
  6// of this software and associated documentation files (the "Software"), to
  7// deal in the Software without restriction, including without limitation the
  8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  9// sell copies of the Software, and to permit persons to whom the Software is
 10// furnished to do so, subject to the following conditions:
 11//
 12// The above copyright notice and this permission notice shall be included in
 13// all copies or substantial portions of the Software.
 14//
 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 21// IN THE SOFTWARE.
 22//-----------------------------------------------------------------------------
 23
 24#include "platform/platform.h"
 25#include "ts/collada/colladaExtensions.h"
 26#include "ts/assimp/assimpAppMesh.h"
 27#include "ts/assimp/assimpAppNode.h"
 28
 29// assimp include files. 
 30#include <assimp/cimport.h>
 31#include <assimp/scene.h>
 32#include <assimp/postprocess.h>
 33#include <assimp/types.h>
 34
 35bool AssimpAppMesh::fixedSizeEnabled = false;
 36S32 AssimpAppMesh::fixedSize = 2;
 37
 38//------------------------------------------------------------------------------
 39
 40AssimpAppMesh::AssimpAppMesh(const struct aiMesh* mesh, AssimpAppNode* node)
 41   : mMeshData(mesh), appNode(node)
 42{
 43   Con::printf("[ASSIMP] Mesh Created: %s", getName());
 44
 45   // See if it's a skinned mesh
 46   mIsSkinMesh = false;
 47   for (U32 b = 0; b < mesh->mNumBones; b++)
 48      if (mMeshData->mBones[b]->mNumWeights > 0)
 49      {
 50         mIsSkinMesh = true;
 51         break;
 52      }
 53}
 54
 55const char* AssimpAppMesh::getName(bool allowFixed)
 56{
 57   // Some exporters add a 'PIVOT' or unnamed node between the mesh and the
 58   // actual object node. Detect this and return the object node name instead
 59   // of the pivot node.
 60   const char* nodeName = appNode->getName();
 61   if ( dStrEqual(nodeName, "null") || dStrEndsWith(nodeName, "PIVOT") )
 62      nodeName = appNode->getParentName();
 63
 64   // If all geometry is being fixed to the same size, append the size
 65   // to the name
 66   return allowFixed && fixedSizeEnabled ? avar("%s %d", nodeName, fixedSize) : nodeName;
 67}
 68
 69MatrixF AssimpAppMesh::getMeshTransform(F32 time)
 70{
 71   return appNode->getNodeTransform(time);
 72}
 73
 74void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objOffset)
 75{
 76   // After this function, the following are expected to be populated:
 77   //     points, normals, uvs, primitives, indices
 78   // There is also colors and uv2s but those don't seem to be required.
 79   points.reserve(mMeshData->mNumVertices);
 80   uvs.reserve(mMeshData->mNumVertices);
 81   normals.reserve(mMeshData->mNumVertices);
 82
 83   bool flipNormals = ColladaUtils::getOptions().invertNormals;
 84
 85   bool noUVFound = false;
 86   for (U32 i = 0; i<mMeshData->mNumVertices; i++)
 87   {
 88      // Points and Normals
 89      aiVector3D pt = mMeshData->mVertices[i];
 90      aiVector3D nrm;
 91      if (mMeshData->HasNormals())
 92         nrm = mMeshData->mNormals[i];
 93      else
 94         nrm.Set(0, 0, 0);
 95
 96      Point3F tmpVert;
 97      Point3F tmpNormal;
 98
 99      tmpVert = Point3F(pt.x, pt.y, pt.z);
100      tmpNormal = Point3F(nrm.x, nrm.y, nrm.z);
101      if (flipNormals)
102         tmpNormal *= -1.0f;
103
104      objOffset.mulP(tmpVert);
105
106      points.push_back(tmpVert);
107
108      if (mMeshData->HasTextureCoords(0))
109      {
110         uvs.push_back(Point2F(mMeshData->mTextureCoords[0][i].x, mMeshData->mTextureCoords[0][i].y));
111      }
112      else
113      {
114         // I don't know if there's any solution to this issue.
115         // If it's not mapped, it's not mapped.
116         noUVFound = true;
117         uvs.push_back(Point2F(1, 1));
118      }
119
120      // UV2s
121      if (mMeshData->HasTextureCoords(1))
122      {
123         uv2s.push_back(Point2F(mMeshData->mTextureCoords[1][i].x, mMeshData->mTextureCoords[1][i].y));
124      }
125
126      // Vertex Colors
127      if (mMeshData->HasVertexColors(0))
128      {
129         LinearColorF vColor(mMeshData->mColors[0][i].r,
130            mMeshData->mColors[0][i].g,
131            mMeshData->mColors[0][i].b,
132            mMeshData->mColors[0][i].a);
133         colors.push_back(vColor.toColorI());
134      }
135
136      //uvs.push_back(mModel->mVerts[i].texcoord);
137      normals.push_back(tmpNormal);
138      //edgeVerts.push_back(mModel->mVerts[i].edge);
139   }
140
141   U32 numFaces = mMeshData->mNumFaces;
142   //primitives.reserve(numFaces);
143
144   //Fetch the number of indices
145   U32 indicesCount = 0;
146   for (U32 i = 0; i < numFaces; i++)
147   {
148      indicesCount += mMeshData->mFaces[i].mNumIndices;
149   }
150
151   indices.reserve(indicesCount);
152
153   // Create TSMesh primitive
154   primitives.increment();
155   TSDrawPrimitive& primitive = primitives.last();
156   primitive.start = 0;
157   primitive.matIndex = (TSDrawPrimitive::Triangles | TSDrawPrimitive::Indexed) | (S32)mMeshData->mMaterialIndex;
158   primitive.numElements = indicesCount;
159
160   for ( U32 n = 0; n < mMeshData->mNumFaces; ++n)
161   {
162      const struct aiFace* face = &mMeshData->mFaces[n];
163      if ( face->mNumIndices == 3 )
164      {
165         U32 indexCount = face->mNumIndices;
166         for (U32 ind = 0; ind < indexCount; ind++)
167         {
168            U32 index = face->mIndices[ind];
169            indices.push_back(index);
170         }
171      } 
172      else 
173      {
174         Con::printf("[ASSIMP] Non-Triangle Face Found. Indices: %d", face->mNumIndices);
175      }
176   }
177
178   U32 boneCount = mMeshData->mNumBones;
179   bones.setSize(boneCount);
180
181   // Count the total number of weights for all of the bones.
182   U32 totalWeights = 0;
183   U32 nonZeroWeights = 0;
184   for (U32 b = 0; b < boneCount; b++)
185      totalWeights += mMeshData->mBones[b]->mNumWeights;
186
187   // Assimp gives weights sorted by bone index. We need them in vertex order.
188   Vector<F32> tmpWeight;
189   Vector<S32> tmpBoneIndex;
190   Vector<S32> tmpVertexIndex;
191   tmpWeight.setSize(totalWeights);
192   tmpBoneIndex.setSize(totalWeights);
193   tmpVertexIndex.setSize(totalWeights);
194
195   for (U32 b = 0; b < boneCount; b++)
196   {
197      String name = mMeshData->mBones[b]->mName.C_Str();
198      aiNode* nodePtr = AssimpAppNode::findChildNodeByName(mMeshData->mBones[b]->mName.C_Str(), appNode->mScene->mRootNode);
199      if (!nodePtr)
200         bones[b] = new AssimpAppNode(appNode->mScene, appNode->mNode);
201      else
202         bones[b] = new AssimpAppNode(appNode->mScene, nodePtr);
203
204      MatrixF boneTransform;
205      AssimpAppNode::assimpToTorqueMat(mMeshData->mBones[b]->mOffsetMatrix, boneTransform);
206      Point3F boneScale = boneTransform.getScale();
207      Point3F bonePos = boneTransform.getPosition();
208      if (boneScale != Point3F::One && ColladaUtils::getOptions().ignoreNodeScale)
209      {
210         Point3F scaleMult = Point3F::One / boneScale;
211         boneTransform.scale(scaleMult);
212         bonePos /= scaleMult;
213      }
214
215      bonePos *= ColladaUtils::getOptions().unit * ColladaUtils::getOptions().formatScaleFactor;
216      boneTransform.setPosition(bonePos);
217
218      initialTransforms.push_back(boneTransform);
219
220      //Weights
221      U32 numWeights = mMeshData->mBones[b]->mNumWeights;
222
223      for (U32 w = 0; w < numWeights; ++w)
224      {
225         aiVertexWeight* aiWeight = &mMeshData->mBones[b]->mWeights[w];
226
227         if (aiWeight->mWeight > 0.0f)
228         {
229            tmpWeight[nonZeroWeights] = aiWeight->mWeight;
230            tmpVertexIndex[nonZeroWeights] = aiWeight->mVertexId;
231            tmpBoneIndex[nonZeroWeights] = b;
232            nonZeroWeights++;
233         }
234      }
235   }
236
237   weight.setSize(nonZeroWeights);
238   vertexIndex.setSize(nonZeroWeights);
239   boneIndex.setSize(nonZeroWeights);
240
241   // Copy the weights to our vectors in vertex order and
242   // normalize vertex weights (force weights for each vert to sum to 1)
243   U32 nextWeight = 0;
244   for (U32 i = 0; i < mMeshData->mNumVertices; ++i)
245   {
246      U32 vertStart = nextWeight;
247      F32 invTotalWeight = 0;
248      for (U32 ind = 0; ind < nonZeroWeights; ++ind)
249      {
250         if (tmpVertexIndex[ind] == i)
251         {
252            weight[nextWeight] = tmpWeight[ind];
253            invTotalWeight += tmpWeight[ind];
254            vertexIndex[nextWeight] = tmpVertexIndex[ind];
255            boneIndex[nextWeight] = tmpBoneIndex[ind];
256            nextWeight++;
257         }
258      }
259
260      // Now normalize the vertex weights
261      if (invTotalWeight > 0.0)
262      {
263         invTotalWeight = 1.0f / invTotalWeight;
264         for (U32 ind = vertStart; ind < nextWeight; ++ind)
265            weight[ind] *= invTotalWeight;
266      }
267   }
268
269   if ( noUVFound )
270      Con::warnf("[ASSIMP] No UV Data for mesh.");
271}
272
273void AssimpAppMesh::lookupSkinData()
274{  // This function is intentionally left blank. The skin data - bones, weights and indexes are
275   // processed in lockMesh() with the rest of the mesh data.
276}
277
278F32 AssimpAppMesh::getVisValue(F32 t)
279{
280   return 1.0f;
281}
282