conworlds

diff src/assload.cc @ 13:283cdfa7dda2

added a crapload of code from goat3dgfx
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 24 Aug 2014 09:41:24 +0300
parents
children
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/src/assload.cc	Sun Aug 24 09:41:24 2014 +0300
     1.3 @@ -0,0 +1,437 @@
     1.4 +#include <stdio.h>
     1.5 +#include "assload.h"
     1.6 +#include "logger.h"
     1.7 +
     1.8 +#ifdef USE_ASSIMP
     1.9 +
    1.10 +#include <vector>
    1.11 +#include <map>
    1.12 +#include "assimp/cimport.h"
    1.13 +#include "assimp/scene.h"
    1.14 +#include "assimp/postprocess.h"
    1.15 +#include "texman.h"
    1.16 +#include "material.h"
    1.17 +#include "scene.h"
    1.18 +
    1.19 +using namespace std;
    1.20 +
    1.21 +static bool load_material(Material *mat, const aiMaterial *aimat);
    1.22 +static Object *load_node(const aiScene *aiscn, const aiNode *ainode);
    1.23 +static Mesh *load_mesh(const aiScene *aiscn, const aiMesh *aimesh);
    1.24 +static Curve *load_curve(const aiScene *aiscn, const aiMesh *aimesh);
    1.25 +static bool load_bones(Mesh *mesh, const aiMesh *aimesh);
    1.26 +
    1.27 +static Vector3 assimp_vector(const aiVector3D &v);
    1.28 +static Quaternion assimp_quat(const aiQuaternion &q);
    1.29 +static Matrix4x4 assimp_matrix(const aiMatrix4x4 &aim);
    1.30 +static long assimp_time(const aiAnimation *anim, double aitime);
    1.31 +static void print_hierarchy(const aiNode *node);
    1.32 +
    1.33 +static map<string, Object*> obj_by_name;
    1.34 +static map<aiMesh*, Mesh*> mesh_by_aimesh;
    1.35 +
    1.36 +bool load_ass(Scene *scn, const char *fname)
    1.37 +{
    1.38 +	static bool init_done;
    1.39 +
    1.40 +	if(!init_done) {
    1.41 +		static aiLogStream log_stream = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT, 0);
    1.42 +		aiAttachLogStream(&log_stream);
    1.43 +		//aiEnableVerboseLogging(1);
    1.44 +		init_done = true;
    1.45 +	}
    1.46 +
    1.47 +	unsigned int proc_flags = aiProcess_JoinIdenticalVertices |
    1.48 +		aiProcess_CalcTangentSpace |
    1.49 +		aiProcess_Triangulate |
    1.50 +		aiProcess_SortByPType |
    1.51 +		aiProcess_FlipUVs;
    1.52 +
    1.53 +	const aiScene *aiscn = aiImportFile(datafile_path(fname).c_str(), proc_flags);
    1.54 +	if(!aiscn) {
    1.55 +		error_log("failed to load file: %s\n", fname);
    1.56 +		return false;
    1.57 +	}
    1.58 +
    1.59 +	info_log("NODE HIERARCHY:\n");
    1.60 +	print_hierarchy(aiscn->mRootNode);
    1.61 +	info_log("-------------------\n");
    1.62 +
    1.63 +	Vector3 root_pos, root_scaling(1.0, 1.0, 1.0);
    1.64 +	Quaternion root_rot;
    1.65 +
    1.66 +	if(aiscn->mRootNode) {
    1.67 +		Matrix4x4 root_matrix = assimp_matrix(aiscn->mRootNode->mTransformation);
    1.68 +		root_pos = root_matrix.get_translation();
    1.69 +		root_rot = root_matrix.get_rotation_quat();
    1.70 +		root_scaling = root_matrix.get_scaling();
    1.71 +	}
    1.72 +
    1.73 +	// load all meshes
    1.74 +	for(unsigned int i=0; i<aiscn->mNumMeshes; i++) {
    1.75 +		aiMesh *aimesh = aiscn->mMeshes[i];
    1.76 +		Mesh *mesh;
    1.77 +		Curve *curve;
    1.78 +
    1.79 +		switch(aimesh->mPrimitiveTypes) {
    1.80 +		case aiPrimitiveType_TRIANGLE:
    1.81 +			if((mesh = load_mesh(aiscn, aimesh))) {
    1.82 +				mesh_by_aimesh[aimesh] = mesh;
    1.83 +				scn->meshes.push_back(mesh);
    1.84 +			}
    1.85 +			break;
    1.86 +
    1.87 +		case aiPrimitiveType_LINE:
    1.88 +			if((curve = load_curve(aiscn, aimesh))) {
    1.89 +				scn->curves.push_back(curve);
    1.90 +			}
    1.91 +			break;
    1.92 +
    1.93 +		default:
    1.94 +			error_log("unsupported primitive type: %u\n", aimesh->mPrimitiveTypes);
    1.95 +			break;
    1.96 +		}
    1.97 +	}
    1.98 +
    1.99 +	// load all the nodes recursively
   1.100 +	for(unsigned int i=0; i<aiscn->mRootNode->mNumChildren; i++) {
   1.101 +		Object *obj = load_node(aiscn, aiscn->mRootNode->mChildren[i]);
   1.102 +		if(obj) {
   1.103 +			Object *dummy = new Object;
   1.104 +			dummy->set_name((string("dummyroot_") + string(obj->get_name())).c_str());
   1.105 +			dummy->set_position(root_pos);
   1.106 +			dummy->set_rotation(root_rot);
   1.107 +			dummy->set_scaling(root_scaling);
   1.108 +			dummy->add_child(obj);
   1.109 +
   1.110 +			obj = dummy;
   1.111 +			scn->objects.push_back(obj);
   1.112 +		}
   1.113 +	}
   1.114 +
   1.115 +	// load and attach the bones to the meshes
   1.116 +	for(unsigned int i=0; i<aiscn->mNumMeshes; i++) {
   1.117 +		aiMesh *aimesh = aiscn->mMeshes[i];
   1.118 +
   1.119 +		Mesh *mesh = mesh_by_aimesh[aimesh];
   1.120 +		load_bones(mesh, aimesh);
   1.121 +	}
   1.122 +
   1.123 +	obj_by_name.clear();
   1.124 +	mesh_by_aimesh.clear();
   1.125 +
   1.126 +	aiReleaseImport(aiscn);
   1.127 +	return true;
   1.128 +}
   1.129 +
   1.130 +static bool load_material(Material *mat, const aiMaterial *aimat)
   1.131 +{
   1.132 +	aiColor4D aicol;
   1.133 +	float shin, shin_str;
   1.134 +
   1.135 +	if(aiGetMaterialColor(aimat, AI_MATKEY_COLOR_DIFFUSE, &aicol) == 0) {
   1.136 +		mat->diffuse = Vector3(aicol[0], aicol[1], aicol[2]);
   1.137 +	}
   1.138 +	if(aiGetMaterialColor(aimat, AI_MATKEY_COLOR_SPECULAR, &aicol) == 0) {
   1.139 +		mat->specular = Vector3(aicol[0], aicol[1], aicol[2]);
   1.140 +	}
   1.141 +
   1.142 +	unsigned int count = 1;
   1.143 +	if(aiGetMaterialFloatArray(aimat, AI_MATKEY_SHININESS_STRENGTH, &shin_str, &count) != 0) {
   1.144 +		shin_str = 1.0;
   1.145 +	}
   1.146 +	if(aiGetMaterialFloatArray(aimat, AI_MATKEY_SHININESS, &shin, &count) == 0) {
   1.147 +		// XXX can't remember how I came up with this...
   1.148 +		mat->shininess = shin * shin_str * 0.0001 * 128.0;
   1.149 +	}
   1.150 +
   1.151 +	// load textures
   1.152 +	struct { int type; aiTextureType aitype; } textypes[] = {
   1.153 +		{TEX_DIFFUSE, aiTextureType_DIFFUSE},
   1.154 +		{TEX_NORMAL, aiTextureType_NORMALS},
   1.155 +		{TEX_SPECULAR, aiTextureType_SPECULAR}
   1.156 +	};
   1.157 +
   1.158 +	for(int i=0; i<sizeof textypes / sizeof *textypes; i++) {
   1.159 +		aiString aipath;
   1.160 +
   1.161 +		if(aiGetMaterialTexture(aimat, textypes[i].aitype, 0, &aipath) == 0) {
   1.162 +			char *tmp, *fname = aipath.data;
   1.163 +
   1.164 +			if((tmp = strrchr(fname, '/'))) {
   1.165 +				fname = tmp + 1;
   1.166 +			}
   1.167 +			if((tmp = strrchr(fname, '\\'))) {
   1.168 +				fname = tmp + 1;
   1.169 +			}
   1.170 +
   1.171 +			if(*fname) {
   1.172 +				mat->tex[textypes[i].type] = texset.get(fname);
   1.173 +			}
   1.174 +		}
   1.175 +	}
   1.176 +
   1.177 +	return true;
   1.178 +}
   1.179 +
   1.180 +static Object *load_node(const aiScene *aiscn, const aiNode *ainode)
   1.181 +{
   1.182 +	Object *obj = new Object;
   1.183 +	obj->set_name(ainode->mName.data);
   1.184 +
   1.185 +	if(ainode->mNumMeshes) {
   1.186 +		if(ainode->mNumMeshes > 1) {
   1.187 +			info_log("%s warning: node %s has more than one meshes (%u)\n", __FUNCTION__,
   1.188 +					ainode->mName.data, ainode->mNumMeshes);
   1.189 +		}
   1.190 +
   1.191 +		aiMesh *aimesh = aiscn->mMeshes[ainode->mMeshes[0]];
   1.192 +		obj->set_mesh(mesh_by_aimesh[aimesh]);
   1.193 +
   1.194 +		// also grab the material of this mesh
   1.195 +		load_material(&obj->material, aiscn->mMaterials[aimesh->mMaterialIndex]);
   1.196 +	}
   1.197 +
   1.198 +	// if there are animations, grab the first and try to use it
   1.199 +	if(aiscn->mNumAnimations) {
   1.200 +		aiAnimation *aianim = aiscn->mAnimations[0];
   1.201 +		aiNodeAnim *ainodeanim = 0;
   1.202 +		for(unsigned int i=0; i<aianim->mNumChannels; i++) {
   1.203 +			if(strcmp(aianim->mChannels[i]->mNodeName.data, ainode->mName.data) == 0) {
   1.204 +				ainodeanim = aianim->mChannels[i];
   1.205 +				break;
   1.206 +			}
   1.207 +		}
   1.208 +
   1.209 +		if(ainodeanim) {
   1.210 +			// load all position (translation) keyframes
   1.211 +			for(unsigned int i=0; i<ainodeanim->mNumPositionKeys; i++) {
   1.212 +				Vector3 pos = assimp_vector(ainodeanim->mPositionKeys[i].mValue);
   1.213 +				long msec = assimp_time(aianim, ainodeanim->mPositionKeys[i].mTime);
   1.214 +				obj->set_position(pos, msec);
   1.215 +			}
   1.216 +
   1.217 +			// load all rotation keyframes
   1.218 +			for(unsigned int i=0; i<ainodeanim->mNumRotationKeys; i++) {
   1.219 +				Quaternion rot = assimp_quat(ainodeanim->mRotationKeys[i].mValue);
   1.220 +				if(rot.length_sq() < SMALL_NUMBER) {
   1.221 +					continue;
   1.222 +				}
   1.223 +				rot.normalize();
   1.224 +				long msec = assimp_time(aianim, ainodeanim->mRotationKeys[i].mTime);
   1.225 +				obj->set_rotation(rot, msec);
   1.226 +			}
   1.227 +
   1.228 +			// load all scaling keyframes
   1.229 +			for(unsigned int i=0; i<ainodeanim->mNumScalingKeys; i++) {
   1.230 +				Vector3 scale = assimp_vector(ainodeanim->mScalingKeys[i].mValue);
   1.231 +				long msec = assimp_time(aianim, ainodeanim->mScalingKeys[i].mTime);
   1.232 +				obj->set_scaling(scale, msec);
   1.233 +			}
   1.234 +
   1.235 +			obj->set_extrapolator(EXTRAP_REPEAT);	// loop animation
   1.236 +		} else {
   1.237 +			Matrix4x4 local_matrix = assimp_matrix(ainode->mTransformation);
   1.238 +			obj->set_local_matrix(local_matrix);
   1.239 +		}
   1.240 +	}
   1.241 +
   1.242 +	/* recurse to all children */
   1.243 +	for(unsigned int i=0; i<ainode->mNumChildren; i++) {
   1.244 +		Object *child = load_node(aiscn, ainode->mChildren[i]);
   1.245 +		if(child) {
   1.246 +			obj->add_child(child);
   1.247 +		}
   1.248 +	}
   1.249 +
   1.250 +	obj_by_name[obj->get_name()] = obj;
   1.251 +	return obj;
   1.252 +}
   1.253 +
   1.254 +static Mesh *load_mesh(const aiScene *aiscn, const aiMesh *aimesh)
   1.255 +{
   1.256 +	Mesh *mesh = new Mesh;
   1.257 +
   1.258 +	int num_verts = aimesh->mNumVertices;
   1.259 +	int num_faces = aimesh->mNumFaces;
   1.260 +
   1.261 +	mesh->set_attrib_data(MESH_ATTR_VERTEX, 3, num_verts, (float*)aimesh->mVertices);
   1.262 +
   1.263 +	if(aimesh->mNormals) {
   1.264 +		mesh->set_attrib_data(MESH_ATTR_NORMAL, 3, num_verts, (float*)aimesh->mNormals);
   1.265 +	}
   1.266 +	if(aimesh->mTangents) {
   1.267 +		mesh->set_attrib_data(MESH_ATTR_TANGENT, 3, num_verts, (float*)aimesh->mTangents);
   1.268 +	}
   1.269 +	if(aimesh->mTextureCoords[0]) {
   1.270 +		mesh->set_attrib_data(MESH_ATTR_TEXCOORD, 3, num_verts, (float*)aimesh->mTextureCoords[0]);
   1.271 +	}
   1.272 +
   1.273 +	if(aimesh->mBones) {
   1.274 +		float *weights = mesh->set_attrib_data(MESH_ATTR_BONEWEIGHTS, 4, num_verts, 0);
   1.275 +		float *boneidx = mesh->set_attrib_data(MESH_ATTR_BONEIDX, 4, num_verts, 0);
   1.276 +
   1.277 +		memset(weights, 0, num_verts * 4 * sizeof *weights);
   1.278 +		memset(boneidx, 0, num_verts * 4 * sizeof *boneidx);
   1.279 +
   1.280 +		int *vertex_bone_count = new int[num_verts];
   1.281 +		memset(vertex_bone_count, 0, num_verts * sizeof *vertex_bone_count);
   1.282 +
   1.283 +		for(unsigned int i=0; i<aimesh->mNumBones; i++) {
   1.284 +			aiBone *aibone = aimesh->mBones[i];
   1.285 +
   1.286 +			// for every vertex affected by this bone:
   1.287 +			for(unsigned int j=0; j<aibone->mNumWeights; j++) {
   1.288 +				aiVertexWeight *aiweight = aibone->mWeights + j;
   1.289 +				int vidx = aiweight->mVertexId;
   1.290 +				int vert_boneidx = vertex_bone_count[vidx];
   1.291 +				if(vert_boneidx >= 4) {
   1.292 +					error_log("WARNING vertex with more than 4 bones found\n");
   1.293 +					continue;
   1.294 +				}
   1.295 +
   1.296 +				weights[vidx * 4 + vert_boneidx] = aiweight->mWeight;
   1.297 +				boneidx[vidx * 4 + vert_boneidx] = (float)i;
   1.298 +				vertex_bone_count[vidx]++;
   1.299 +			}
   1.300 +		}
   1.301 +
   1.302 +		delete [] vertex_bone_count;
   1.303 +
   1.304 +		// normalize weights
   1.305 +		for(int i=0; i<num_verts; i++) {
   1.306 +
   1.307 +			float wsum = 0.0f;
   1.308 +
   1.309 +			for(int j=0; j<4; j++) {
   1.310 +				wsum += weights[i * 4 + j];
   1.311 +			}
   1.312 +
   1.313 +			if(1.0 - wsum > 1e-4) {
   1.314 +				error_log("WARNING vertex with weights < 1 (%f), normalizing...\n", wsum);
   1.315 +
   1.316 +				if(wsum < 1e-6) {
   1.317 +					// this is clearly broken, let's use the first bone in full
   1.318 +					weights[i * 4] = 1.0;
   1.319 +				} else {
   1.320 +					weights[i * 4] /= wsum;
   1.321 +					weights[i * 4 + 1] /= wsum;
   1.322 +					weights[i * 4 + 2] /= wsum;
   1.323 +					weights[i * 4 + 3] /= wsum;
   1.324 +				}
   1.325 +			}
   1.326 +		}
   1.327 +	}
   1.328 +
   1.329 +	unsigned int *iptr = mesh->set_index_data(num_faces * 3);
   1.330 +	for(int i=0; i<num_faces; i++) {
   1.331 +		for(int j=0; j<3; j++) {
   1.332 +			*iptr++ = aimesh->mFaces[i].mIndices[j];
   1.333 +		}
   1.334 +	}
   1.335 +
   1.336 +	return mesh;
   1.337 +}
   1.338 +
   1.339 +static Curve *load_curve(const aiScene *aiscn, const aiMesh *aimesh)
   1.340 +{
   1.341 +	Curve *curve = new Curve;
   1.342 +
   1.343 +	for(unsigned int i=0; i<aimesh->mNumVertices; i++) {
   1.344 +		Vector3 pt = assimp_vector(aimesh->mVertices[i]);
   1.345 +		curve->add_point(pt);
   1.346 +	}
   1.347 +	info_log("loaded curve with %d points\n", aimesh->mNumVertices);
   1.348 +
   1.349 +	return curve;
   1.350 +}
   1.351 +
   1.352 +static bool load_bones(Mesh *mesh, const aiMesh *aimesh)
   1.353 +{
   1.354 +	if(!aimesh->mNumBones) {
   1.355 +		return false;
   1.356 +	}
   1.357 +
   1.358 +	for(unsigned int i=0; i<aimesh->mNumBones; i++) {
   1.359 +		aiBone *aibone = aimesh->mBones[i];
   1.360 +		Object *obj = obj_by_name[aibone->mName.data];
   1.361 +		if(!obj) {
   1.362 +			error_log("bone %s not found\n", aibone->mName.data);
   1.363 +			continue;
   1.364 +		}
   1.365 +
   1.366 +		obj->set_bone_matrix(assimp_matrix(aibone->mOffsetMatrix));
   1.367 +		mesh->add_bone(obj);
   1.368 +
   1.369 +		info_log("adding bone: %s\n", obj->get_name());
   1.370 +	}
   1.371 +
   1.372 +	return true;
   1.373 +}
   1.374 +
   1.375 +static Vector3 assimp_vector(const aiVector3D &v)
   1.376 +{
   1.377 +	return Vector3(v[0], v[1], v[2]);
   1.378 +}
   1.379 +
   1.380 +static Quaternion assimp_quat(const aiQuaternion &q)
   1.381 +{
   1.382 +	return Quaternion(q.w, Vector3(q.x, q.y, q.z));
   1.383 +}
   1.384 +
   1.385 +static Matrix4x4 assimp_matrix(const aiMatrix4x4 &aim)
   1.386 +{
   1.387 +	Matrix4x4 m;
   1.388 +	memcpy(m[0], &aim, 16 * sizeof(float));
   1.389 +	return m;
   1.390 +}
   1.391 +
   1.392 +/* convert an assimp keyframe time (ticks) into milliseconds */
   1.393 +static long assimp_time(const aiAnimation *anim, double aitime)
   1.394 +{
   1.395 +	double sec;
   1.396 +	if(anim->mTicksPerSecond < 1e-6) {
   1.397 +		// assume time is in frames?
   1.398 +		sec = aitime / 30.0;
   1.399 +	} else {
   1.400 +		sec = aitime / anim->mTicksPerSecond;
   1.401 +	}
   1.402 +	return (long)(sec * 1000.0);
   1.403 +}
   1.404 +
   1.405 +static void print_hierarchy(const aiNode *node)
   1.406 +{
   1.407 +	static int lvl;
   1.408 +	static int lvlopen[256];
   1.409 +
   1.410 +	for(int i=0; i<lvl; i++) {
   1.411 +		putchar(' ');
   1.412 +		if(lvlopen[i]) {
   1.413 +			putchar(i >= lvl - 1 ? '+' : '|');
   1.414 +		} else {
   1.415 +			putchar(i >= lvl - 1 ? '+' : ' ');
   1.416 +		}
   1.417 +	}
   1.418 +	info_log("- \"%s\"\n", node->mName.data);
   1.419 +
   1.420 +	lvlopen[lvl] = 1;
   1.421 +
   1.422 +	lvl++;
   1.423 +	for(unsigned int i=0; i<node->mNumChildren; i++) {
   1.424 +		if(i == node->mNumChildren - 1) {
   1.425 +			lvlopen[lvl - 1] = 0;
   1.426 +		}
   1.427 +		print_hierarchy(node->mChildren[i]);
   1.428 +	}
   1.429 +	lvl--;
   1.430 +}
   1.431 +
   1.432 +#else	// !defined USE_ASSIMP
   1.433 +
   1.434 +bool load_ass(Scene *scn, const char *fname)
   1.435 +{
   1.436 +	error_log("load_ass: assimp support not compiled in\n");
   1.437 +	return false;
   1.438 +}
   1.439 +
   1.440 +#endif