vrshoot

annotate src/assload.cc @ 2:334d17aed7de

visual studio project files
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 02 Feb 2014 18:36:38 +0200
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nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include "assload.h"
nuclear@0 3 #include "logger.h"
nuclear@0 4 #include "datapath.h"
nuclear@0 5
nuclear@0 6 #ifdef USE_ASSIMP
nuclear@0 7
nuclear@0 8 #include <vector>
nuclear@0 9 #include <map>
nuclear@0 10 #include "assimp/cimport.h"
nuclear@0 11 #include "assimp/scene.h"
nuclear@0 12 #include "assimp/postprocess.h"
nuclear@0 13 #include "texman.h"
nuclear@0 14 #include "material.h"
nuclear@0 15
nuclear@0 16 using namespace std;
nuclear@0 17
nuclear@0 18 static bool load_material(Material *mat, const aiMaterial *aimat);
nuclear@0 19 static Object *load_node(const aiScene *aiscn, const aiNode *ainode);
nuclear@0 20 static Mesh *load_mesh(const aiScene *aiscn, const aiMesh *aimesh);
nuclear@0 21 static Curve *load_curve(const aiScene *aiscn, const aiMesh *aimesh);
nuclear@0 22 static bool load_bones(Mesh *mesh, const aiMesh *aimesh);
nuclear@0 23
nuclear@0 24 static Vector3 assimp_vector(const aiVector3D &v);
nuclear@0 25 static Quaternion assimp_quat(const aiQuaternion &q);
nuclear@0 26 static Matrix4x4 assimp_matrix(const aiMatrix4x4 &aim);
nuclear@0 27 static long assimp_time(const aiAnimation *anim, double aitime);
nuclear@0 28 static void print_hierarchy(const aiNode *node);
nuclear@0 29
nuclear@0 30 static map<string, Object*> obj_by_name;
nuclear@0 31 static map<aiMesh*, Mesh*> mesh_by_aimesh;
nuclear@0 32
nuclear@0 33 bool load_ass(Scene *scn, const char *fname)
nuclear@0 34 {
nuclear@0 35 static bool init_done;
nuclear@0 36
nuclear@0 37 if(!init_done) {
nuclear@0 38 static aiLogStream log_stream = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT, 0);
nuclear@0 39 aiAttachLogStream(&log_stream);
nuclear@0 40 //aiEnableVerboseLogging(1);
nuclear@0 41 init_done = true;
nuclear@0 42 }
nuclear@0 43
nuclear@0 44 unsigned int proc_flags = aiProcess_JoinIdenticalVertices |
nuclear@0 45 aiProcess_CalcTangentSpace |
nuclear@0 46 aiProcess_Triangulate |
nuclear@0 47 aiProcess_SortByPType |
nuclear@0 48 aiProcess_FlipUVs;
nuclear@0 49
nuclear@0 50 const aiScene *aiscn = aiImportFile(datafile_path(fname).c_str(), proc_flags);
nuclear@0 51 if(!aiscn) {
nuclear@0 52 error_log("failed to load file: %s\n", fname);
nuclear@0 53 return false;
nuclear@0 54 }
nuclear@0 55
nuclear@0 56 info_log("NODE HIERARCHY:\n");
nuclear@0 57 print_hierarchy(aiscn->mRootNode);
nuclear@0 58 info_log("-------------------\n");
nuclear@0 59
nuclear@0 60 Vector3 root_pos, root_scaling(1.0, 1.0, 1.0);
nuclear@0 61 Quaternion root_rot;
nuclear@0 62
nuclear@0 63 if(aiscn->mRootNode) {
nuclear@0 64 Matrix4x4 root_matrix = assimp_matrix(aiscn->mRootNode->mTransformation);
nuclear@0 65 root_pos = root_matrix.get_translation();
nuclear@0 66 root_rot = root_matrix.get_rotation_quat();
nuclear@0 67 root_scaling = root_matrix.get_scaling();
nuclear@0 68 }
nuclear@0 69
nuclear@0 70 // load all meshes
nuclear@0 71 for(unsigned int i=0; i<aiscn->mNumMeshes; i++) {
nuclear@0 72 aiMesh *aimesh = aiscn->mMeshes[i];
nuclear@0 73 Mesh *mesh;
nuclear@0 74 Curve *curve;
nuclear@0 75
nuclear@0 76 switch(aimesh->mPrimitiveTypes) {
nuclear@0 77 case aiPrimitiveType_TRIANGLE:
nuclear@0 78 if((mesh = load_mesh(aiscn, aimesh))) {
nuclear@0 79 mesh_by_aimesh[aimesh] = mesh;
nuclear@0 80 scn->meshes.push_back(mesh);
nuclear@0 81 }
nuclear@0 82 break;
nuclear@0 83
nuclear@0 84 case aiPrimitiveType_LINE:
nuclear@0 85 if((curve = load_curve(aiscn, aimesh))) {
nuclear@0 86 scn->curves.push_back(curve);
nuclear@0 87 }
nuclear@0 88 break;
nuclear@0 89
nuclear@0 90 default:
nuclear@0 91 error_log("unsupported primitive type: %u\n", aimesh->mPrimitiveTypes);
nuclear@0 92 break;
nuclear@0 93 }
nuclear@0 94 }
nuclear@0 95
nuclear@0 96 // load all the nodes recursively
nuclear@0 97 for(unsigned int i=0; i<aiscn->mRootNode->mNumChildren; i++) {
nuclear@0 98 Object *obj = load_node(aiscn, aiscn->mRootNode->mChildren[i]);
nuclear@0 99 if(obj) {
nuclear@0 100 Object *dummy = new Object;
nuclear@0 101 dummy->set_name((string("dummyroot_") + string(obj->get_name())).c_str());
nuclear@0 102 dummy->set_position(root_pos);
nuclear@0 103 dummy->set_rotation(root_rot);
nuclear@0 104 dummy->set_scaling(root_scaling);
nuclear@0 105 dummy->add_child(obj);
nuclear@0 106
nuclear@0 107 obj = dummy;
nuclear@0 108 scn->objects.push_back(obj);
nuclear@0 109 }
nuclear@0 110 }
nuclear@0 111
nuclear@0 112 // load and attach the bones to the meshes
nuclear@0 113 for(unsigned int i=0; i<aiscn->mNumMeshes; i++) {
nuclear@0 114 aiMesh *aimesh = aiscn->mMeshes[i];
nuclear@0 115
nuclear@0 116 Mesh *mesh = mesh_by_aimesh[aimesh];
nuclear@0 117 load_bones(mesh, aimesh);
nuclear@0 118 }
nuclear@0 119
nuclear@0 120 obj_by_name.clear();
nuclear@0 121 mesh_by_aimesh.clear();
nuclear@0 122
nuclear@0 123 aiReleaseImport(aiscn);
nuclear@0 124 return true;
nuclear@0 125 }
nuclear@0 126
nuclear@0 127 static bool load_material(Material *mat, const aiMaterial *aimat)
nuclear@0 128 {
nuclear@0 129 aiColor4D aicol;
nuclear@0 130 float shin, shin_str;
nuclear@0 131
nuclear@0 132 if(aiGetMaterialColor(aimat, AI_MATKEY_COLOR_DIFFUSE, &aicol) == 0) {
nuclear@0 133 mat->diffuse = Vector3(aicol[0], aicol[1], aicol[2]);
nuclear@0 134 }
nuclear@0 135 if(aiGetMaterialColor(aimat, AI_MATKEY_COLOR_SPECULAR, &aicol) == 0) {
nuclear@0 136 mat->specular = Vector3(aicol[0], aicol[1], aicol[2]);
nuclear@0 137 }
nuclear@0 138
nuclear@0 139 unsigned int count = 1;
nuclear@0 140 if(aiGetMaterialFloatArray(aimat, AI_MATKEY_SHININESS_STRENGTH, &shin_str, &count) != 0) {
nuclear@0 141 shin_str = 1.0;
nuclear@0 142 }
nuclear@0 143 if(aiGetMaterialFloatArray(aimat, AI_MATKEY_SHININESS, &shin, &count) == 0) {
nuclear@0 144 // XXX can't remember how I came up with this...
nuclear@0 145 mat->shininess = shin * shin_str * 0.0001 * 128.0;
nuclear@0 146 }
nuclear@0 147
nuclear@0 148 // load textures
nuclear@0 149 struct { int type; aiTextureType aitype; } textypes[] = {
nuclear@0 150 {TEX_DIFFUSE, aiTextureType_DIFFUSE},
nuclear@0 151 {TEX_NORMAL, aiTextureType_NORMALS},
nuclear@0 152 {TEX_SPECULAR, aiTextureType_SPECULAR}
nuclear@0 153 };
nuclear@0 154
nuclear@0 155 for(int i=0; i<sizeof textypes / sizeof *textypes; i++) {
nuclear@0 156 aiString aipath;
nuclear@0 157
nuclear@0 158 if(aiGetMaterialTexture(aimat, textypes[i].aitype, 0, &aipath) == 0) {
nuclear@0 159 char *tmp, *fname = aipath.data;
nuclear@0 160
nuclear@0 161 if((tmp = strrchr(fname, '/'))) {
nuclear@0 162 fname = tmp + 1;
nuclear@0 163 }
nuclear@0 164 if((tmp = strrchr(fname, '\\'))) {
nuclear@0 165 fname = tmp + 1;
nuclear@0 166 }
nuclear@0 167
nuclear@0 168 if(*fname) {
nuclear@0 169 mat->tex[textypes[i].type] = texset.get(fname);
nuclear@0 170 }
nuclear@0 171 }
nuclear@0 172 }
nuclear@0 173
nuclear@0 174 return true;
nuclear@0 175 }
nuclear@0 176
nuclear@0 177 static Object *load_node(const aiScene *aiscn, const aiNode *ainode)
nuclear@0 178 {
nuclear@0 179 Object *obj = new Object;
nuclear@0 180 obj->set_name(ainode->mName.data);
nuclear@0 181
nuclear@0 182 if(ainode->mNumMeshes) {
nuclear@0 183 if(ainode->mNumMeshes > 1) {
nuclear@0 184 info_log("%s warning: node %s has more than one meshes (%u)\n", __FUNCTION__,
nuclear@0 185 ainode->mName.data, ainode->mNumMeshes);
nuclear@0 186 }
nuclear@0 187
nuclear@0 188 aiMesh *aimesh = aiscn->mMeshes[ainode->mMeshes[0]];
nuclear@0 189 obj->set_mesh(mesh_by_aimesh[aimesh]);
nuclear@0 190
nuclear@0 191 // also grab the material of this mesh
nuclear@0 192 load_material(&obj->material, aiscn->mMaterials[aimesh->mMaterialIndex]);
nuclear@0 193 }
nuclear@0 194
nuclear@0 195 // if there are animations, grab the first and try to use it
nuclear@0 196 if(aiscn->mNumAnimations) {
nuclear@0 197 aiAnimation *aianim = aiscn->mAnimations[0];
nuclear@0 198 aiNodeAnim *ainodeanim = 0;
nuclear@0 199 for(unsigned int i=0; i<aianim->mNumChannels; i++) {
nuclear@0 200 if(strcmp(aianim->mChannels[i]->mNodeName.data, ainode->mName.data) == 0) {
nuclear@0 201 ainodeanim = aianim->mChannels[i];
nuclear@0 202 break;
nuclear@0 203 }
nuclear@0 204 }
nuclear@0 205
nuclear@0 206 if(ainodeanim) {
nuclear@0 207 // load all position (translation) keyframes
nuclear@0 208 for(unsigned int i=0; i<ainodeanim->mNumPositionKeys; i++) {
nuclear@0 209 Vector3 pos = assimp_vector(ainodeanim->mPositionKeys[i].mValue);
nuclear@0 210 long msec = assimp_time(aianim, ainodeanim->mPositionKeys[i].mTime);
nuclear@0 211 obj->set_position(pos, msec);
nuclear@0 212 }
nuclear@0 213
nuclear@0 214 // load all rotation keyframes
nuclear@0 215 for(unsigned int i=0; i<ainodeanim->mNumRotationKeys; i++) {
nuclear@0 216 Quaternion rot = assimp_quat(ainodeanim->mRotationKeys[i].mValue);
nuclear@0 217 if(rot.length_sq() < SMALL_NUMBER) {
nuclear@0 218 continue;
nuclear@0 219 }
nuclear@0 220 rot.normalize();
nuclear@0 221 long msec = assimp_time(aianim, ainodeanim->mRotationKeys[i].mTime);
nuclear@0 222 obj->set_rotation(rot, msec);
nuclear@0 223 }
nuclear@0 224
nuclear@0 225 // load all scaling keyframes
nuclear@0 226 for(unsigned int i=0; i<ainodeanim->mNumScalingKeys; i++) {
nuclear@0 227 Vector3 scale = assimp_vector(ainodeanim->mScalingKeys[i].mValue);
nuclear@0 228 long msec = assimp_time(aianim, ainodeanim->mScalingKeys[i].mTime);
nuclear@0 229 obj->set_scaling(scale, msec);
nuclear@0 230 }
nuclear@0 231
nuclear@0 232 obj->set_extrapolator(EXTRAP_REPEAT); // loop animation
nuclear@0 233 } else {
nuclear@0 234 Matrix4x4 local_matrix = assimp_matrix(ainode->mTransformation);
nuclear@0 235 obj->set_local_matrix(local_matrix);
nuclear@0 236 }
nuclear@0 237 }
nuclear@0 238
nuclear@0 239 /* recurse to all children */
nuclear@0 240 for(unsigned int i=0; i<ainode->mNumChildren; i++) {
nuclear@0 241 Object *child = load_node(aiscn, ainode->mChildren[i]);
nuclear@0 242 if(child) {
nuclear@0 243 obj->add_child(child);
nuclear@0 244 }
nuclear@0 245 }
nuclear@0 246
nuclear@0 247 obj_by_name[obj->get_name()] = obj;
nuclear@0 248 return obj;
nuclear@0 249 }
nuclear@0 250
nuclear@0 251 static Mesh *load_mesh(const aiScene *aiscn, const aiMesh *aimesh)
nuclear@0 252 {
nuclear@0 253 Mesh *mesh = new Mesh;
nuclear@0 254
nuclear@0 255 int num_verts = aimesh->mNumVertices;
nuclear@0 256 int num_faces = aimesh->mNumFaces;
nuclear@0 257
nuclear@0 258 mesh->set_attrib_data(MESH_ATTR_VERTEX, 3, num_verts, (float*)aimesh->mVertices);
nuclear@0 259
nuclear@0 260 if(aimesh->mNormals) {
nuclear@0 261 mesh->set_attrib_data(MESH_ATTR_NORMAL, 3, num_verts, (float*)aimesh->mNormals);
nuclear@0 262 }
nuclear@0 263 if(aimesh->mTangents) {
nuclear@0 264 mesh->set_attrib_data(MESH_ATTR_TANGENT, 3, num_verts, (float*)aimesh->mTangents);
nuclear@0 265 }
nuclear@0 266 if(aimesh->mTextureCoords[0]) {
nuclear@0 267 mesh->set_attrib_data(MESH_ATTR_TEXCOORD, 3, num_verts, (float*)aimesh->mTextureCoords[0]);
nuclear@0 268 }
nuclear@0 269
nuclear@0 270 if(aimesh->mBones) {
nuclear@0 271 float *weights = mesh->set_attrib_data(MESH_ATTR_BONEWEIGHTS, 4, num_verts, 0);
nuclear@0 272 float *boneidx = mesh->set_attrib_data(MESH_ATTR_BONEIDX, 4, num_verts, 0);
nuclear@0 273
nuclear@0 274 memset(weights, 0, num_verts * 4 * sizeof *weights);
nuclear@0 275 memset(boneidx, 0, num_verts * 4 * sizeof *boneidx);
nuclear@0 276
nuclear@0 277 int *vertex_bone_count = new int[num_verts];
nuclear@0 278 memset(vertex_bone_count, 0, num_verts * sizeof *vertex_bone_count);
nuclear@0 279
nuclear@0 280 for(unsigned int i=0; i<aimesh->mNumBones; i++) {
nuclear@0 281 aiBone *aibone = aimesh->mBones[i];
nuclear@0 282
nuclear@0 283 // for every vertex affected by this bone:
nuclear@0 284 for(unsigned int j=0; j<aibone->mNumWeights; j++) {
nuclear@0 285 aiVertexWeight *aiweight = aibone->mWeights + j;
nuclear@0 286 int vidx = aiweight->mVertexId;
nuclear@0 287 int vert_boneidx = vertex_bone_count[vidx];
nuclear@0 288 if(vert_boneidx >= 4) {
nuclear@0 289 error_log("WARNING vertex with more than 4 bones found\n");
nuclear@0 290 continue;
nuclear@0 291 }
nuclear@0 292
nuclear@0 293 weights[vidx * 4 + vert_boneidx] = aiweight->mWeight;
nuclear@0 294 boneidx[vidx * 4 + vert_boneidx] = (float)i;
nuclear@0 295 vertex_bone_count[vidx]++;
nuclear@0 296 }
nuclear@0 297 }
nuclear@0 298
nuclear@0 299 delete [] vertex_bone_count;
nuclear@0 300
nuclear@0 301 // normalize weights
nuclear@0 302 for(int i=0; i<num_verts; i++) {
nuclear@0 303
nuclear@0 304 float wsum = 0.0f;
nuclear@0 305
nuclear@0 306 for(int j=0; j<4; j++) {
nuclear@0 307 wsum += weights[i * 4 + j];
nuclear@0 308 }
nuclear@0 309
nuclear@0 310 if(1.0 - wsum > 1e-4) {
nuclear@0 311 error_log("WARNING vertex with weights < 1 (%f), normalizing...\n", wsum);
nuclear@0 312
nuclear@0 313 if(wsum < 1e-6) {
nuclear@0 314 // this is clearly broken, let's use the first bone in full
nuclear@0 315 weights[i * 4] = 1.0;
nuclear@0 316 } else {
nuclear@0 317 weights[i * 4] /= wsum;
nuclear@0 318 weights[i * 4 + 1] /= wsum;
nuclear@0 319 weights[i * 4 + 2] /= wsum;
nuclear@0 320 weights[i * 4 + 3] /= wsum;
nuclear@0 321 }
nuclear@0 322 }
nuclear@0 323 }
nuclear@0 324 }
nuclear@0 325
nuclear@0 326 unsigned int *iptr = mesh->set_index_data(num_faces * 3);
nuclear@0 327 for(int i=0; i<num_faces; i++) {
nuclear@0 328 for(int j=0; j<3; j++) {
nuclear@0 329 *iptr++ = aimesh->mFaces[i].mIndices[j];
nuclear@0 330 }
nuclear@0 331 }
nuclear@0 332
nuclear@0 333 return mesh;
nuclear@0 334 }
nuclear@0 335
nuclear@0 336 static Curve *load_curve(const aiScene *aiscn, const aiMesh *aimesh)
nuclear@0 337 {
nuclear@0 338 Curve *curve = new Curve;
nuclear@0 339
nuclear@0 340 for(unsigned int i=0; i<aimesh->mNumVertices; i++) {
nuclear@0 341 Vector3 pt = assimp_vector(aimesh->mVertices[i]);
nuclear@0 342 curve->add_point(pt);
nuclear@0 343 }
nuclear@0 344 info_log("loaded curve with %d points\n", aimesh->mNumVertices);
nuclear@0 345
nuclear@0 346 return curve;
nuclear@0 347 }
nuclear@0 348
nuclear@0 349 static bool load_bones(Mesh *mesh, const aiMesh *aimesh)
nuclear@0 350 {
nuclear@0 351 if(!aimesh->mNumBones) {
nuclear@0 352 return false;
nuclear@0 353 }
nuclear@0 354
nuclear@0 355 for(unsigned int i=0; i<aimesh->mNumBones; i++) {
nuclear@0 356 aiBone *aibone = aimesh->mBones[i];
nuclear@0 357 Object *obj = obj_by_name[aibone->mName.data];
nuclear@0 358 if(!obj) {
nuclear@0 359 error_log("bone %s not found\n", aibone->mName.data);
nuclear@0 360 continue;
nuclear@0 361 }
nuclear@0 362
nuclear@0 363 obj->set_bone_matrix(assimp_matrix(aibone->mOffsetMatrix));
nuclear@0 364 mesh->add_bone(obj);
nuclear@0 365
nuclear@0 366 info_log("adding bone: %s\n", obj->get_name());
nuclear@0 367 }
nuclear@0 368
nuclear@0 369 return true;
nuclear@0 370 }
nuclear@0 371
nuclear@0 372 static Vector3 assimp_vector(const aiVector3D &v)
nuclear@0 373 {
nuclear@0 374 return Vector3(v[0], v[1], v[2]);
nuclear@0 375 }
nuclear@0 376
nuclear@0 377 static Quaternion assimp_quat(const aiQuaternion &q)
nuclear@0 378 {
nuclear@0 379 return Quaternion(q.w, Vector3(q.x, q.y, q.z));
nuclear@0 380 }
nuclear@0 381
nuclear@0 382 static Matrix4x4 assimp_matrix(const aiMatrix4x4 &aim)
nuclear@0 383 {
nuclear@0 384 Matrix4x4 m;
nuclear@0 385 memcpy(m[0], &aim, 16 * sizeof(float));
nuclear@0 386 return m;
nuclear@0 387 }
nuclear@0 388
nuclear@0 389 /* convert an assimp keyframe time (ticks) into milliseconds */
nuclear@0 390 static long assimp_time(const aiAnimation *anim, double aitime)
nuclear@0 391 {
nuclear@0 392 double sec;
nuclear@0 393 if(anim->mTicksPerSecond < 1e-6) {
nuclear@0 394 // assume time is in frames?
nuclear@0 395 sec = aitime / 30.0;
nuclear@0 396 } else {
nuclear@0 397 sec = aitime / anim->mTicksPerSecond;
nuclear@0 398 }
nuclear@0 399 return (long)(sec * 1000.0);
nuclear@0 400 }
nuclear@0 401
nuclear@0 402 static void print_hierarchy(const aiNode *node)
nuclear@0 403 {
nuclear@0 404 static int lvl;
nuclear@0 405 static int lvlopen[256];
nuclear@0 406
nuclear@0 407 for(int i=0; i<lvl; i++) {
nuclear@0 408 putchar(' ');
nuclear@0 409 if(lvlopen[i]) {
nuclear@0 410 putchar(i >= lvl - 1 ? '+' : '|');
nuclear@0 411 } else {
nuclear@0 412 putchar(i >= lvl - 1 ? '+' : ' ');
nuclear@0 413 }
nuclear@0 414 }
nuclear@0 415 info_log("- \"%s\"\n", node->mName.data);
nuclear@0 416
nuclear@0 417 lvlopen[lvl] = 1;
nuclear@0 418
nuclear@0 419 lvl++;
nuclear@0 420 for(unsigned int i=0; i<node->mNumChildren; i++) {
nuclear@0 421 if(i == node->mNumChildren - 1) {
nuclear@0 422 lvlopen[lvl - 1] = 0;
nuclear@0 423 }
nuclear@0 424 print_hierarchy(node->mChildren[i]);
nuclear@0 425 }
nuclear@0 426 lvl--;
nuclear@0 427 }
nuclear@0 428
nuclear@0 429 #else // !defined USE_ASSIMP
nuclear@0 430
nuclear@0 431 bool load_ass(Scene *scn, const char *fname)
nuclear@0 432 {
nuclear@0 433 error_log("load_ass: assimp support not compiled in\n");
nuclear@0 434 return false;
nuclear@0 435 }
nuclear@0 436
nuclear@0 437 #endif