EG/pandatool/src/assimp/assimpLoader.cxx

1327 lines
41 KiB
C++

/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file assimpLoader.cxx
* @author rdb
* @date 2011-03-29
*/
#include "assimpLoader.h"
#include "geomNode.h"
#include "luse.h"
#include "geomVertexWriter.h"
#include "geomPoints.h"
#include "geomLines.h"
#include "geomTriangles.h"
#include "pnmFileTypeRegistry.h"
#include "pnmImage.h"
#include "alphaTestAttrib.h"
#include "materialAttrib.h"
#include "textureAttrib.h"
#include "cullFaceAttrib.h"
#include "transparencyAttrib.h"
#include "ambientLight.h"
#include "directionalLight.h"
#include "spotlight.h"
#include "pointLight.h"
#include "look_at.h"
#include "texturePool.h"
#include "character.h"
#include "animBundle.h"
#include "animBundleNode.h"
#include "animChannelMatrixXfmTable.h"
#include "pvector.h"
#include "cmath.h"
#include "deg_2_rad.h"
#include "string_utils.h"
#include "pandaIOSystem.h"
#include "pandaLogger.h"
#include <assimp/postprocess.h>
#ifndef AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR
#define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR "$mat.gltf.pbrMetallicRoughness.baseColorFactor", 0, 0
#endif
#ifndef AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR
#define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR "$mat.gltf.pbrMetallicRoughness.metallicFactor", 0, 0
#endif
#ifndef AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR
#define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR "$mat.gltf.pbrMetallicRoughness.roughnessFactor", 0, 0
#endif
#ifndef AI_MATKEY_GLTF_ALPHAMODE
#define AI_MATKEY_GLTF_ALPHAMODE "$mat.gltf.alphaMode", 0, 0
#endif
#ifndef AI_MATKEY_GLTF_ALPHACUTOFF
#define AI_MATKEY_GLTF_ALPHACUTOFF "$mat.gltf.alphaCutoff", 0, 0
#endif
// Older versions of Assimp used these glTF-specific keys instead.
#ifndef AI_MATKEY_BASE_COLOR
#define AI_MATKEY_BASE_COLOR AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR
#endif
#ifndef AI_MATKEY_METALLIC_FACTOR
#define AI_MATKEY_METALLIC_FACTOR AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR
#endif
#ifndef AI_MATKEY_ROUGHNESS_FACTOR
#define AI_MATKEY_ROUGHNESS_FACTOR AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR
#endif
using std::ostringstream;
using std::stringstream;
using std::string;
struct BoneWeight {
CPT(JointVertexTransform) joint_vertex_xform;
float weight;
BoneWeight(CPT(JointVertexTransform) joint_vertex_xform, float weight)
: joint_vertex_xform(joint_vertex_xform), weight(weight)
{}
};
typedef pvector<BoneWeight> BoneWeightList;
/**
*
*/
AssimpLoader::
AssimpLoader() :
_error (false),
_geoms (nullptr) {
PandaLogger::set_default();
_importer.SetIOHandler(new PandaIOSystem);
}
/**
*
*/
AssimpLoader::
~AssimpLoader() {
_importer.FreeScene();
}
/**
* Returns a space-separated list of extensions that Assimp can load, without
* the leading dots.
*/
void AssimpLoader::
get_extensions(string &ext) const {
aiString aexts;
_importer.GetExtensionList(aexts);
// The format is like: *.mdc;*.mdl;*.mesh.xml;*.mot
char *sub = strtok(aexts.data, ";");
while (sub != nullptr) {
ext += sub + 2;
sub = strtok(nullptr, ";");
if (sub != nullptr) {
ext += ' ';
}
}
}
/**
* Reads from the indicated file.
*/
bool AssimpLoader::
read(const Filename &filename) {
_filename = filename;
unsigned int flags = aiProcess_Triangulate | aiProcess_GenUVCoords;
if (assimp_calc_tangent_space) {
flags |= aiProcess_CalcTangentSpace;
}
if (assimp_join_identical_vertices) {
flags |= aiProcess_JoinIdenticalVertices;
}
if (assimp_improve_cache_locality) {
flags |= aiProcess_ImproveCacheLocality;
}
if (assimp_remove_redundant_materials) {
flags |= aiProcess_RemoveRedundantMaterials;
}
if (assimp_fix_infacing_normals) {
flags |= aiProcess_FixInfacingNormals;
}
if (assimp_optimize_meshes) {
flags |= aiProcess_OptimizeMeshes;
}
if (assimp_optimize_graph) {
flags |= aiProcess_OptimizeGraph;
}
if (assimp_flip_winding_order) {
flags |= aiProcess_FlipWindingOrder;
}
if (assimp_gen_normals) {
if (assimp_smooth_normal_angle == 0.0) {
flags |= aiProcess_GenNormals;
}
else {
flags |= aiProcess_GenSmoothNormals;
_importer.SetPropertyFloat(AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE,
assimp_smooth_normal_angle);
}
}
_scene = _importer.ReadFile(_filename.c_str(), flags);
if (_scene == nullptr) {
_error = true;
return false;
}
_error = false;
return true;
}
/**
* Converts scene graph structures into a Panda3D scene graph, with _root
* being the root node.
*/
void AssimpLoader::
build_graph() {
nassertv(_scene != nullptr); // read() must be called first
nassertv(!_error); // and have succeeded
// Protect the import process
MutexHolder holder(_lock);
_root = new ModelRoot(_filename.get_basename());
// Import all of the embedded textures first.
_textures = new PT(Texture)[_scene->mNumTextures];
for (size_t i = 0; i < _scene->mNumTextures; ++i) {
load_texture(i);
}
// Then the materials.
_mat_states = new CPT(RenderState)[_scene->mNumMaterials];
for (size_t i = 0; i < _scene->mNumMaterials; ++i) {
load_material(i);
}
// And then the meshes.
_geoms = new Geoms[_scene->mNumMeshes];
for (size_t i = 0; i < _scene->mNumMeshes; ++i) {
load_mesh(i);
}
// And now the node structure.
if (_scene->mRootNode != nullptr) {
load_node(*_scene->mRootNode, _root);
}
// And lastly, the lights.
for (size_t i = 0; i < _scene->mNumLights; ++i) {
load_light(*_scene->mLights[i]);
}
delete[] _textures;
delete[] _mat_states;
delete[] _geoms;
}
/**
* Finds a node by name.
*/
const aiNode *AssimpLoader::
find_node(const aiNode &root, const aiString &name) {
const aiNode *node;
if (root.mName == name) {
return &root;
} else {
for (size_t i = 0; i < root.mNumChildren; ++i) {
node = find_node(*root.mChildren[i], name);
if (node) {
return node;
}
}
}
return nullptr;
}
/**
* Converts an aiTexture into a Texture.
*/
void AssimpLoader::
load_texture(size_t index) {
const aiTexture &tex = *_scene->mTextures[index];
PT(Texture) ptex = new Texture;
if (tex.mHeight == 0) {
// Compressed texture.
if (assimp_cat.is_debug()) {
assimp_cat.debug()
<< "Reading embedded compressed texture with format "
<< tex.achFormatHint << " and size " << tex.mWidth << "\n";
}
stringstream str;
str.write((char*) tex.pcData, tex.mWidth);
if (strncmp(tex.achFormatHint, "dds", 3) == 0) {
ptex->read_dds(str);
} else {
const PNMFileTypeRegistry *reg = PNMFileTypeRegistry::get_global_ptr();
PNMFileType *ftype;
PNMImage img;
// Work around a bug in Assimp, it sometimes writes jp instead of jpg
if (strncmp(tex.achFormatHint, "jp\0", 3) == 0) {
ftype = reg->get_type_from_extension("jpg");
} else {
ftype = reg->get_type_from_extension(tex.achFormatHint);
}
if (img.read(str, "", ftype)) {
ptex->load(img);
} else {
ptex = nullptr;
}
}
} else {
if (assimp_cat.is_debug()) {
assimp_cat.debug()
<< "Reading embedded raw texture with size "
<< tex.mWidth << "x" << tex.mHeight << "\n";
}
ptex->setup_2d_texture(tex.mWidth, tex.mHeight, Texture::T_unsigned_byte, Texture::F_rgba);
PTA_uchar data = ptex->modify_ram_image();
size_t p = 0;
for (size_t i = 0; i < tex.mWidth * tex.mHeight; ++i) {
const aiTexel &texel = tex.pcData[i];
data[p++] = texel.b;
data[p++] = texel.g;
data[p++] = texel.r;
data[p++] = texel.a;
}
}
// ostringstream path; path << "tmp" << index << ".png";
// ptex->write(path.str());
_textures[index] = ptex;
}
/**
* Converts an aiMaterial into a RenderState.
*/
void AssimpLoader::
load_texture_stage(const aiMaterial &mat, const aiTextureType &ttype,
TextureStage::Mode mode, CPT(TextureAttrib) &tattr,
CPT(TexMatrixAttrib) &tmattr) {
aiString path;
aiTextureMapping mapping;
unsigned int uvindex;
float blend;
aiTextureOp op;
aiTextureMapMode mapmode[3];
for (size_t i = 0; i < mat.GetTextureCount(ttype); ++i) {
mat.GetTexture(ttype, i, &path, &mapping, nullptr, &blend, &op, mapmode);
if (AI_SUCCESS != mat.Get(AI_MATKEY_UVWSRC(ttype, i), uvindex)) {
// If there's no texture coordinate set for this texture, assume that
// it's the same as the index on the stack. TODO: if there's only one
// set on the mesh, force everything to use just the first stage.
uvindex = i;
}
if (ttype == aiTextureType_DIFFUSE && i == 1) {
// The glTF 2 importer duplicates this slot in older versions of Assimp.
// Since glTF doesn't support multiple diffuse textures anyway, we check
// for this old glTF-specific key, and if present, ignore this texture.
aiColor4D col;
if (AI_SUCCESS == mat.Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR, col)) {
return;
}
}
std::string uvindex_str = format_string(uvindex);
PT(TextureStage) stage = new TextureStage(uvindex_str);
stage->set_mode(mode);
if (uvindex > 0) {
stage->set_texcoord_name(InternalName::get_texcoord_name(uvindex_str));
}
PT(Texture) ptex;
// I'm not sure if this is the right way to handle it, as I couldn't find
// much information on embedded textures.
if (path.data[0] == '*') {
long num = strtol(path.data + 1, nullptr, 10);
ptex = _textures[num];
} else if (path.length > 0) {
Filename fn = Filename::from_os_specific(string(path.data, path.length));
// Try to find the file by moving up twice in the hierarchy.
VirtualFileSystem *vfs = VirtualFileSystem::get_global_ptr();
Filename dir (_filename);
_filename.make_canonical();
dir = _filename.get_dirname();
// Quake 3 BSP doesn't specify an extension for textures.
if (vfs->is_regular_file(Filename(dir, fn))) {
fn = Filename(dir, fn);
} else if (vfs->is_regular_file(Filename(dir, fn + ".tga"))) {
fn = Filename(dir, fn + ".tga");
} else if (vfs->is_regular_file(Filename(dir, fn + ".jpg"))) {
fn = Filename(dir, fn + ".jpg");
} else {
dir = _filename.get_dirname();
if (vfs->is_regular_file(Filename(dir, fn))) {
fn = Filename(dir, fn);
} else if (vfs->is_regular_file(Filename(dir, fn + ".tga"))) {
fn = Filename(dir, fn + ".tga");
} else if (vfs->is_regular_file(Filename(dir, fn + ".jpg"))) {
fn = Filename(dir, fn + ".jpg");
}
}
ptex = TexturePool::load_texture(fn);
}
if (ptex != nullptr) {
// Apply the mapping modes.
switch (mapmode[0]) {
case aiTextureMapMode_Wrap:
ptex->set_wrap_u(SamplerState::WM_repeat);
break;
case aiTextureMapMode_Clamp:
ptex->set_wrap_u(SamplerState::WM_clamp);
break;
case aiTextureMapMode_Decal:
ptex->set_wrap_u(SamplerState::WM_border_color);
ptex->set_border_color(LColor(0, 0, 0, 0));
break;
case aiTextureMapMode_Mirror:
ptex->set_wrap_u(SamplerState::WM_mirror);
break;
default:
break;
}
switch (mapmode[1]) {
case aiTextureMapMode_Wrap:
ptex->set_wrap_v(SamplerState::WM_repeat);
break;
case aiTextureMapMode_Clamp:
ptex->set_wrap_v(SamplerState::WM_clamp);
break;
case aiTextureMapMode_Decal:
ptex->set_wrap_v(SamplerState::WM_border_color);
ptex->set_border_color(LColor(0, 0, 0, 0));
break;
case aiTextureMapMode_Mirror:
ptex->set_wrap_v(SamplerState::WM_mirror);
break;
default:
break;
}
switch (mapmode[2]) {
case aiTextureMapMode_Wrap:
ptex->set_wrap_w(SamplerState::WM_repeat);
break;
case aiTextureMapMode_Clamp:
ptex->set_wrap_w(SamplerState::WM_clamp);
break;
case aiTextureMapMode_Decal:
ptex->set_wrap_w(SamplerState::WM_border_color);
ptex->set_border_color(LColor(0, 0, 0, 0));
break;
case aiTextureMapMode_Mirror:
ptex->set_wrap_w(SamplerState::WM_mirror);
break;
default:
break;
}
tattr = DCAST(TextureAttrib, tattr->add_on_stage(stage, ptex));
// Is there a texture transform?
aiUVTransform transform;
if (AI_SUCCESS == mat.Get(AI_MATKEY_UVTRANSFORM(ttype, i), transform)) {
// Reconstruct the original origin from the glTF file.
PN_stdfloat rcos, rsin;
csincos(-transform.mRotation, &rsin, &rcos);
transform.mTranslation.x -= (0.5 * transform.mScaling.x) * (-rcos + rsin + 1);
transform.mTranslation.y -= ((0.5 * transform.mScaling.y) * (rsin + rcos - 1)) + 1 - transform.mScaling.y;
LMatrix3 matrix =
LMatrix3::translate_mat(0, -1) *
LMatrix3::scale_mat(transform.mScaling.x, transform.mScaling.y) *
LMatrix3::rotate_mat(rad_2_deg(-transform.mRotation)) *
LMatrix3::translate_mat(transform.mTranslation.x, 1 + transform.mTranslation.y);
CPT(TransformState) cstate =
TransformState::make_mat3(matrix);
CPT(RenderAttrib) new_attr = (tmattr == nullptr)
? TexMatrixAttrib::make(stage, std::move(cstate))
: tmattr->add_stage(stage, std::move(cstate));
tmattr = DCAST(TexMatrixAttrib, std::move(new_attr));
}
}
}
}
/**
* Converts an aiMaterial into a RenderState.
*/
void AssimpLoader::
load_material(size_t index) {
const aiMaterial &mat = *_scene->mMaterials[index];
CPT(RenderState) state = RenderState::make_empty();
aiColor4D col;
bool have;
int ival;
PN_stdfloat fval;
// XXX a lot of this is untested.
// First do the material attribute.
PT(Material) pmat = new Material;
have = false;
if (AI_SUCCESS == mat.Get(AI_MATKEY_BASE_COLOR, col)) {
pmat->set_base_color(LColor(col.r, col.g, col.b, col.a));
have = true;
}
else if (AI_SUCCESS == mat.Get(AI_MATKEY_COLOR_DIFFUSE, col)) {
pmat->set_diffuse(LColor(col.r, col.g, col.b, 1));
have = true;
}
if (AI_SUCCESS == mat.Get(AI_MATKEY_COLOR_SPECULAR, col)) {
if (AI_SUCCESS == mat.Get(AI_MATKEY_SHININESS_STRENGTH, fval)) {
pmat->set_specular(LColor(col.r * fval, col.g * fval, col.b * fval, 1));
} else {
pmat->set_specular(LColor(col.r, col.g, col.b, 1));
}
have = true;
}
//else {
// if (AI_SUCCESS == mat.Get(AI_MATKEY_SHININESS_STRENGTH, fval)) {
// pmat->set_specular(LColor(fval, fval, fval, 1));
// } else {
// pmat->set_specular(LColor(1, 1, 1, 1));
// }
//}
if (AI_SUCCESS == mat.Get(AI_MATKEY_COLOR_AMBIENT, col)) {
pmat->set_specular(LColor(col.r, col.g, col.b, 1));
have = true;
}
if (AI_SUCCESS == mat.Get(AI_MATKEY_COLOR_EMISSIVE, col)) {
pmat->set_emission(LColor(col.r, col.g, col.b, 1));
have = true;
}
if (AI_SUCCESS == mat.Get(AI_MATKEY_COLOR_TRANSPARENT, col)) {
// FIXME: ???
}
if (AI_SUCCESS == mat.Get(AI_MATKEY_SHININESS, fval)) {
pmat->set_shininess(fval);
have = true;
}
if (AI_SUCCESS == mat.Get(AI_MATKEY_METALLIC_FACTOR, fval)) {
pmat->set_metallic(fval);
have = true;
}
if (AI_SUCCESS == mat.Get(AI_MATKEY_ROUGHNESS_FACTOR, fval)) {
pmat->set_roughness(fval);
have = true;
}
if (AI_SUCCESS == mat.Get(AI_MATKEY_REFRACTI, fval)) {
pmat->set_refractive_index(fval);
have = true;
}
else if (pmat->has_metallic()) {
// Default refractive index to 1.5 for PBR models
pmat->set_refractive_index(1.5);
}
if (have) {
state = state->add_attrib(MaterialAttrib::make(pmat));
}
// Wireframe.
if (AI_SUCCESS == mat.Get(AI_MATKEY_ENABLE_WIREFRAME, ival)) {
if (ival) {
state = state->add_attrib(RenderModeAttrib::make(RenderModeAttrib::M_wireframe));
} else {
state = state->add_attrib(RenderModeAttrib::make(RenderModeAttrib::M_filled));
}
}
// Backface culling. Not sure if this is also supposed to set the twoside
// flag in the material, I'm guessing not.
if (AI_SUCCESS == mat.Get(AI_MATKEY_TWOSIDED, ival)) {
if (ival) {
state = state->add_attrib(CullFaceAttrib::make(CullFaceAttrib::M_cull_none));
} else {
state = state->add_attrib(CullFaceAttrib::make_default());
}
}
// Alpha mode.
aiString alpha_mode;
if (AI_SUCCESS == mat.Get(AI_MATKEY_GLTF_ALPHAMODE, alpha_mode)) {
if (strcmp(alpha_mode.C_Str(), "MASK") == 0) {
PN_stdfloat cutoff = 0.5;
mat.Get(AI_MATKEY_GLTF_ALPHACUTOFF, cutoff);
state = state->add_attrib(AlphaTestAttrib::make(AlphaTestAttrib::M_greater_equal, cutoff));
}
else if (strcmp(alpha_mode.C_Str(), "BLEND") == 0) {
state = state->add_attrib(TransparencyAttrib::make(TransparencyAttrib::M_alpha));
}
}
// And let's not forget the textures!
CPT(TextureAttrib) tattr = DCAST(TextureAttrib, TextureAttrib::make());
CPT(TexMatrixAttrib) tmattr;
load_texture_stage(mat, aiTextureType_DIFFUSE, TextureStage::M_modulate, tattr, tmattr);
// Check for an ORM map, from the glTF/OBJ importer. glTF also puts it in the
// LIGHTMAP slot, despite only having the lightmap in the red channel, so we
// have to ignore it.
if (mat.GetTextureCount(aiTextureType_UNKNOWN) > 0) {
load_texture_stage(mat, aiTextureType_UNKNOWN, TextureStage::M_selector, tattr, tmattr);
} else {
load_texture_stage(mat, aiTextureType_LIGHTMAP, TextureStage::M_modulate, tattr, tmattr);
}
load_texture_stage(mat, aiTextureType_NORMALS, TextureStage::M_normal, tattr, tmattr);
load_texture_stage(mat, aiTextureType_EMISSIVE, TextureStage::M_emission, tattr, tmattr);
load_texture_stage(mat, aiTextureType_HEIGHT, TextureStage::M_height, tattr, tmattr);
if (tattr->get_num_on_stages() > 0) {
state = state->add_attrib(tattr);
}
if (tmattr != nullptr) {
state = state->add_attrib(tmattr);
}
_mat_states[index] = std::move(state);
}
/**
* Creates a CharacterJoint from an aiNode
*/
void AssimpLoader::
create_joint(Character *character, CharacterJointBundle *bundle, PartGroup *parent, const aiNode &node) {
const aiMatrix4x4 &t = node.mTransformation;
LMatrix4 mat(t.a1, t.b1, t.c1, t.d1,
t.a2, t.b2, t.c2, t.d2,
t.a3, t.b3, t.c3, t.d3,
t.a4, t.b4, t.c4, t.d4);
PT(CharacterJoint) joint = new CharacterJoint(character, bundle, parent, node.mName.C_Str(), mat);
if (assimp_cat.is_debug()) {
assimp_cat.debug()
<< "Creating joint for: " << node.mName.C_Str() << "\n";
}
for (size_t i = 0; i < node.mNumChildren; ++i) {
if (_bonemap.find(node.mChildren[i]->mName.C_Str()) != _bonemap.end()) {
create_joint(character, bundle, joint, *node.mChildren[i]);
}
}
}
/**
* Creates a AnimChannelMatrixXfmTable from an aiNodeAnim
*/
void AssimpLoader::
create_anim_channel(const aiAnimation &anim, AnimBundle *bundle, AnimGroup *parent, const aiNode &node) {
PT(AnimChannelMatrixXfmTable) group = new AnimChannelMatrixXfmTable(parent, node.mName.C_Str());
// See if there is a channel for this node
aiNodeAnim *node_anim = nullptr;
for (size_t i = 0; i < anim.mNumChannels; ++i) {
if (anim.mChannels[i]->mNodeName == node.mName) {
node_anim = anim.mChannels[i];
}
}
if (node_anim) {
if (assimp_cat.is_debug()) {
assimp_cat.debug()
<< "Found channel for node: " << node.mName.C_Str() << "\n";
}
// assimp_cat.debug() << "Num Position Keys " <<
// node_anim->mNumPositionKeys << "\n"; assimp_cat.debug() << "Num
// Rotation Keys " << node_anim->mNumRotationKeys << "\n";
// assimp_cat.debug() << "Num Scaling Keys " << node_anim->mNumScalingKeys
// << "\n";
// Convert positions
PTA_stdfloat tablex = PTA_stdfloat::empty_array(node_anim->mNumPositionKeys);
PTA_stdfloat tabley = PTA_stdfloat::empty_array(node_anim->mNumPositionKeys);
PTA_stdfloat tablez = PTA_stdfloat::empty_array(node_anim->mNumPositionKeys);
for (size_t i = 0; i < node_anim->mNumPositionKeys; ++i) {
tablex[i] = node_anim->mPositionKeys[i].mValue.x;
tabley[i] = node_anim->mPositionKeys[i].mValue.y;
tablez[i] = node_anim->mPositionKeys[i].mValue.z;
}
group->set_table('x', tablex);
group->set_table('y', tabley);
group->set_table('z', tablez);
// Convert rotations
PTA_stdfloat tableh = PTA_stdfloat::empty_array(node_anim->mNumRotationKeys);
PTA_stdfloat tablep = PTA_stdfloat::empty_array(node_anim->mNumRotationKeys);
PTA_stdfloat tabler = PTA_stdfloat::empty_array(node_anim->mNumRotationKeys);
for (size_t i = 0; i < node_anim->mNumRotationKeys; ++i) {
aiQuaternion ai_quat = node_anim->mRotationKeys[i].mValue;
LVecBase3 hpr = LQuaternion(ai_quat.w, ai_quat.x, ai_quat.y, ai_quat.z).get_hpr();
tableh[i] = hpr.get_x();
tablep[i] = hpr.get_y();
tabler[i] = hpr.get_z();
}
group->set_table('h', tableh);
group->set_table('p', tablep);
group->set_table('r', tabler);
// Convert scales
PTA_stdfloat tablei = PTA_stdfloat::empty_array(node_anim->mNumScalingKeys);
PTA_stdfloat tablej = PTA_stdfloat::empty_array(node_anim->mNumScalingKeys);
PTA_stdfloat tablek = PTA_stdfloat::empty_array(node_anim->mNumScalingKeys);
for (size_t i = 0; i < node_anim->mNumScalingKeys; ++i) {
tablei[i] = node_anim->mScalingKeys[i].mValue.x;
tablej[i] = node_anim->mScalingKeys[i].mValue.y;
tablek[i] = node_anim->mScalingKeys[i].mValue.z;
}
group->set_table('i', tablei);
group->set_table('j', tablej);
group->set_table('k', tablek);
}
else if (assimp_cat.is_debug()) {
assimp_cat.debug()
<< "No channel found for node: " << node.mName.C_Str() << "\n";
}
for (size_t i = 0; i < node.mNumChildren; ++i) {
if (_bonemap.find(node.mChildren[i]->mName.C_Str()) != _bonemap.end()) {
create_anim_channel(anim, bundle, group, *node.mChildren[i]);
}
}
}
/**
* Converts an aiMesh into a Geom.
*/
void AssimpLoader::
load_mesh(size_t index) {
const aiMesh &mesh = *_scene->mMeshes[index];
// Check if we need to make a Character
PT(Character) character = nullptr;
if (mesh.HasBones()) {
if (assimp_cat.is_debug()) {
assimp_cat.debug()
<< "Creating character for mesh '" << mesh.mName.C_Str() << "' with "
<< mesh.mNumBones << " bones\n";
}
// Find and add all bone nodes to the bone map
for (size_t i = 0; i < mesh.mNumBones; ++i) {
const aiBone &bone = *mesh.mBones[i];
const aiNode *node = find_node(*_scene->mRootNode, bone.mName);
_bonemap[bone.mName.C_Str()] = node;
}
// Now create a character from the bones
character = new Character(mesh.mName.C_Str());
PT(CharacterJointBundle) bundle = character->get_bundle(0);
PT(PartGroup) skeleton = new PartGroup(bundle, "<skeleton>");
for (size_t i = 0; i < mesh.mNumBones; ++i) {
const aiBone &bone = *mesh.mBones[i];
// Find the root bone node
const aiNode *root = _bonemap[bone.mName.C_Str()];
while (root->mParent && _bonemap.find(root->mParent->mName.C_Str()) != _bonemap.end()) {
root = root->mParent;
}
// Don't process this root if we already have a joint for it
if (character->find_joint(root->mName.C_Str())) {
continue;
}
create_joint(character, bundle, skeleton, *root);
}
}
// Create transform blend table
PT(TransformBlendTable) tbtable = new TransformBlendTable;
pvector<BoneWeightList> bone_weights(mesh.mNumVertices);
if (character) {
for (size_t i = 0; i < mesh.mNumBones; ++i) {
const aiBone &bone = *mesh.mBones[i];
CharacterJoint *joint = character->find_joint(bone.mName.C_Str());
if (joint == nullptr) {
if (assimp_cat.is_debug()) {
assimp_cat.debug()
<< "Could not find joint for bone: " << bone.mName.C_Str() << "\n";
}
continue;
}
CPT(JointVertexTransform) jvt = new JointVertexTransform(joint);
for (size_t j = 0; j < bone.mNumWeights; ++j) {
const aiVertexWeight &weight = bone.mWeights[j];
bone_weights[weight.mVertexId].push_back(BoneWeight(jvt, weight.mWeight));
}
}
}
// Create the vertex format.
PT(GeomVertexArrayFormat) aformat = new GeomVertexArrayFormat;
aformat->add_column(InternalName::get_vertex(), 3, Geom::NT_stdfloat, Geom::C_point);
if (mesh.HasNormals()) {
aformat->add_column(InternalName::get_normal(), 3, Geom::NT_stdfloat, Geom::C_normal);
}
if (mesh.HasVertexColors(0)) {
aformat->add_column(InternalName::get_color(), 4, Geom::NT_stdfloat, Geom::C_color);
}
unsigned int num_uvs = mesh.GetNumUVChannels();
if (num_uvs > 0) {
// UV sets are named texcoord, texcoord.1, texcoord.2...
aformat->add_column(InternalName::get_texcoord(), 3, Geom::NT_stdfloat, Geom::C_texcoord);
for (unsigned int u = 1; u < num_uvs; ++u) {
ostringstream out;
out << u;
aformat->add_column(InternalName::get_texcoord_name(out.str()), 3, Geom::NT_stdfloat, Geom::C_texcoord);
}
}
if (mesh.HasTangentsAndBitangents()) {
aformat->add_column(InternalName::get_tangent(), 3, Geom::NT_stdfloat, Geom::C_vector);
aformat->add_column(InternalName::get_binormal(), 3, Geom::NT_stdfloat, Geom::C_vector);
}
PT(GeomVertexArrayFormat) tb_aformat = new GeomVertexArrayFormat;
tb_aformat->add_column(InternalName::make("transform_blend"), 1, Geom::NT_uint16, Geom::C_index);
// Check to see if we need to convert any animations
for (size_t i = 0; i < _scene->mNumAnimations; ++i) {
aiAnimation &ai_anim = *_scene->mAnimations[i];
bool convert_anim = false;
if (assimp_cat.is_debug()) {
assimp_cat.debug()
<< "Checking to see if anim (" << ai_anim.mName.C_Str()
<< ") matches character (" << mesh.mName.C_Str() << ")\n";
}
for (size_t j = 0; j < ai_anim.mNumChannels; ++j) {
if (assimp_cat.is_spam()) {
assimp_cat.spam()
<< "Searching for " << ai_anim.mChannels[j]->mNodeName.C_Str()
<< " in bone map" << "\n";
}
if (_bonemap.find(ai_anim.mChannels[j]->mNodeName.C_Str()) != _bonemap.end()) {
convert_anim = true;
break;
}
}
if (convert_anim) {
if (assimp_cat.is_debug()) {
assimp_cat.debug()
<< "Found animation (" << ai_anim.mName.C_Str()
<< ") for character (" << mesh.mName.C_Str() << ")\n";
}
// Now create the animation
unsigned int frames = 0;
for (size_t j = 0; j < ai_anim.mNumChannels; ++j) {
if (ai_anim.mChannels[j]->mNumPositionKeys > frames) {
frames = ai_anim.mChannels[j]->mNumPositionKeys;
}
if (ai_anim.mChannels[j]->mNumRotationKeys > frames) {
frames = ai_anim.mChannels[j]->mNumRotationKeys;
}
if (ai_anim.mChannels[j]->mNumScalingKeys > frames) {
frames = ai_anim.mChannels[j]->mNumScalingKeys;
}
}
PN_stdfloat fps = frames / (ai_anim.mTicksPerSecond * ai_anim.mDuration);
if (assimp_cat.is_debug()) {
assimp_cat.debug()
<< "FPS " << fps << "\n";
assimp_cat.debug()
<< "Frames " << frames << "\n";
}
PT(AnimBundle) bundle = new AnimBundle(mesh.mName.C_Str(), fps, frames);
PT(AnimGroup) skeleton = new AnimGroup(bundle, "<skeleton>");
for (size_t i = 0; i < mesh.mNumBones; ++i) {
const aiBone &bone = *mesh.mBones[i];
// Find the root bone node
const aiNode *root = _bonemap[bone.mName.C_Str()];
while (root->mParent && _bonemap.find(root->mParent->mName.C_Str()) != _bonemap.end()) {
root = root->mParent;
}
// Only convert root nodes
if (root->mName == bone.mName) {
create_anim_channel(ai_anim, bundle, skeleton, *root);
// Attach the animation to the character node
PT(AnimBundleNode) bundle_node = new AnimBundleNode(bone.mName.C_Str(), bundle);
character->add_child(bundle_node);
}
}
}
}
// TODO: if there is only one UV set, hackily iterate over the texture
// stages and clear the texcoord name things
PT(GeomVertexFormat) format = new GeomVertexFormat;
format->add_array(aformat);
if (character) {
format->add_array(tb_aformat);
GeomVertexAnimationSpec aspec;
aspec.set_panda();
format->set_animation(aspec);
}
// Create the GeomVertexData.
string name (mesh.mName.data, mesh.mName.length);
PT(GeomVertexData) vdata = new GeomVertexData(name, GeomVertexFormat::register_format(format), Geom::UH_static);
if (character) {
vdata->set_transform_blend_table(tbtable);
}
vdata->unclean_set_num_rows(mesh.mNumVertices);
// Read out the vertices.
GeomVertexWriter vertex (vdata, InternalName::get_vertex());
for (size_t i = 0; i < mesh.mNumVertices; ++i) {
const aiVector3D &vec = mesh.mVertices[i];
vertex.set_data3(vec.x, vec.y, vec.z);
}
// Now the normals, if any.
if (mesh.HasNormals()) {
GeomVertexWriter normal (vdata, InternalName::get_normal());
for (size_t i = 0; i < mesh.mNumVertices; ++i) {
const aiVector3D &vec = mesh.mNormals[i];
normal.set_data3(vec.x, vec.y, vec.z);
}
}
// Vertex colors, if any. We only import the first set.
if (mesh.HasVertexColors(0)) {
GeomVertexWriter color (vdata, InternalName::get_color());
for (size_t i = 0; i < mesh.mNumVertices; ++i) {
const aiColor4D &col = mesh.mColors[0][i];
color.set_data4(col.r, col.g, col.b, col.a);
}
}
// Now the texture coordinates.
if (num_uvs > 0) {
// UV sets are named texcoord, texcoord.1, texcoord.2...
GeomVertexWriter texcoord0 (vdata, InternalName::get_texcoord());
for (size_t i = 0; i < mesh.mNumVertices; ++i) {
const aiVector3D &vec = mesh.mTextureCoords[0][i];
texcoord0.set_data3(vec.x, vec.y, vec.z);
}
for (unsigned int u = 1; u < num_uvs; ++u) {
ostringstream out;
out << u;
GeomVertexWriter texcoord (vdata, InternalName::get_texcoord_name(out.str()));
for (size_t i = 0; i < mesh.mNumVertices; ++i) {
const aiVector3D &vec = mesh.mTextureCoords[u][i];
texcoord.set_data3(vec.x, vec.y, vec.z);
}
}
}
// Now the tangents and bitangents, if any.
if (mesh.HasTangentsAndBitangents()) {
GeomVertexWriter tangent (vdata, InternalName::get_tangent());
GeomVertexWriter binormal (vdata, InternalName::get_binormal());
for (size_t i = 0; i < mesh.mNumVertices; ++i) {
const aiVector3D &tvec = mesh.mTangents[i];
const aiVector3D &bvec = mesh.mBitangents[i];
tangent.set_data3(tvec.x, tvec.y, tvec.z);
binormal.set_data3(bvec.x, bvec.y, bvec.z);
}
}
// Now the transform blend table
if (character) {
GeomVertexWriter transform_blend (vdata, InternalName::get_transform_blend());
for (size_t i = 0; i < mesh.mNumVertices; ++i) {
TransformBlend tblend;
for (size_t j = 0; j < bone_weights[i].size(); ++j) {
tblend.add_transform(bone_weights[i][j].joint_vertex_xform, bone_weights[i][j].weight);
}
transform_blend.set_data1i(tbtable->add_blend(tblend));
}
tbtable->set_rows(SparseArray::lower_on(vdata->get_num_rows()));
}
// Now read out the primitives. Keep in mind that we called ReadFile with
// the aiProcess_Triangulate flag earlier, so we don't have to worry about
// polygons.
PT(GeomPoints) points = new GeomPoints(Geom::UH_static);
PT(GeomLines) lines = new GeomLines(Geom::UH_static);
PT(GeomTriangles) triangles = new GeomTriangles(Geom::UH_static);
// Now add the vertex indices.
for (size_t i = 0; i < mesh.mNumFaces; ++i) {
const aiFace &face = mesh.mFaces[i];
if (face.mNumIndices == 0) {
// It happens, strangely enough.
continue;
} else if (face.mNumIndices == 1) {
points->add_vertex(face.mIndices[0]);
points->close_primitive();
} else if (face.mNumIndices == 2) {
lines->add_vertices(face.mIndices[0], face.mIndices[1]);
lines->close_primitive();
} else if (face.mNumIndices == 3) {
triangles->add_vertices(face.mIndices[0], face.mIndices[1], face.mIndices[2]);
triangles->close_primitive();
} else {
nassertd(false) continue;
}
}
// Create a geom and add the primitives to it.
Geoms &geoms = _geoms[index];
geoms._mat_index = mesh.mMaterialIndex;
if (points->get_num_primitives() > 0) {
geoms._points = new Geom(vdata);
geoms._points->add_primitive(points);
}
if (lines->get_num_primitives() > 0) {
geoms._lines = new Geom(vdata);
geoms._lines->add_primitive(lines);
}
if (triangles->get_num_primitives() > 0) {
geoms._triangles = new Geom(vdata);
geoms._triangles->add_primitive(triangles);
}
if (character) {
geoms._character = character;
PT(GeomNode) gnode = new GeomNode("");
if (geoms._points != nullptr) {
gnode->add_geom(geoms._points);
}
if (geoms._lines != nullptr) {
gnode->add_geom(geoms._lines);
}
if (geoms._triangles != nullptr) {
gnode->add_geom(geoms._triangles);
}
gnode->set_state(_mat_states[mesh.mMaterialIndex]);
character->add_child(gnode);
}
}
/**
* Converts an aiNode into a PandaNode. Returns true if the node had anything
* of interest under it, false otherwise.
*/
bool AssimpLoader::
load_node(const aiNode &node, PandaNode *parent, bool under_joint) {
PT(PandaNode) pnode;
string name (node.mName.data, node.mName.length);
if (assimp_cat.is_debug()) {
assimp_cat.debug()
<< "Converting node '" << name << "' with " << node.mNumMeshes
<< " meshes and " << node.mNumChildren << " children\n";
}
if (!under_joint) {
under_joint = (_bonemap.find(node.mName.C_Str()) != _bonemap.end());
}
bool prune = false;
if (node.mNumMeshes == 0) {
if (parent == _root && assimp_collapse_dummy_root_node && !under_joint &&
(name.empty() || name[0] == '$' || name == "RootNode" || name == "ROOT" || name == "Root" || (name.size() > 2 && name[0] == '<' && name[name.size() - 1] == '>') || name == _root->get_name())) {
// Collapse root node.
pnode = _root;
} else {
pnode = new PandaNode(name);
// Possibly prune this if this is a joint or under a joint.
prune = under_joint;
}
}
else if (node.mNumMeshes == 1) {
size_t meshIndex = node.mMeshes[0];
const Geoms &geoms = _geoms[meshIndex];
if (geoms._character != nullptr) {
pnode = new PandaNode(name);
pnode->add_child(geoms._character);
}
else {
PT(GeomNode) gnode = new GeomNode(name);
const RenderState *state = _mat_states[geoms._mat_index];
if (geoms._points != nullptr) {
gnode->add_geom(geoms._points);
}
if (geoms._lines != nullptr) {
gnode->add_geom(geoms._lines);
}
if (geoms._triangles != nullptr) {
gnode->add_geom(geoms._triangles);
}
if (state != nullptr) {
// Only set the state on the GeomNode if there are no child nodes.
if (node.mNumChildren == 0) {
gnode->set_state(state);
} else {
for (int i = 0; i < gnode->get_num_geoms(); ++i) {
gnode->set_geom_state(i, state);
}
}
}
pnode = gnode;
}
}
else {
// Do we have regular meshes or just animated meshes?
bool character_only = true;
// First add all the regular meshes.
for (size_t i = 0; i < node.mNumMeshes; ++i) {
size_t meshIndex = node.mMeshes[i];
if (_geoms[meshIndex]._character == nullptr) {
character_only = false;
break;
}
}
PT(GeomNode) gnode;
if (character_only) {
pnode = new PandaNode(name);
} else {
gnode = new GeomNode(name);
pnode = gnode;
}
for (size_t i = 0; i < node.mNumMeshes; ++i) {
size_t meshIndex = node.mMeshes[i];
const Geoms &geoms = _geoms[meshIndex];
if (geoms._character != nullptr) {
// An animated mesh, which already is converted as Character with an
// attached GeomNode.
pnode->add_child(geoms._character);
}
else {
// A non-animated mesh.
const RenderState *state = _mat_states[geoms._mat_index];
if (geoms._points != nullptr) {
gnode->add_geom(geoms._points, state);
}
if (geoms._lines != nullptr) {
gnode->add_geom(geoms._lines, state);
}
if (geoms._triangles != nullptr) {
gnode->add_geom(geoms._triangles, state);
}
}
}
}
if (parent != pnode) {
parent->add_child(pnode);
}
if (node.mMetaData != nullptr) {
for (unsigned i = 0; i < node.mMetaData->mNumProperties; ++i) {
const aiMetadataEntry &entry = node.mMetaData->mValues[i];
std::string value;
switch (entry.mType) {
//case AI_BOOL:
// value = (*static_cast<bool *>(entry.mData)) ? "1" : "";
// break;
case AI_INT32:
value = format_string(*static_cast<int32_t *>(entry.mData));
break;
case AI_UINT64:
value = format_string(*static_cast<uint64_t *>(entry.mData));
break;
case AI_FLOAT:
value = format_string(*static_cast<float *>(entry.mData));
break;
case AI_DOUBLE:
value = format_string(*static_cast<double *>(entry.mData));
break;
case AI_AISTRING:
{
const aiString *str = static_cast<const aiString *>(entry.mData);
value = std::string(str->data, str->length);
}
break;
default:
continue;
}
const aiString &key = node.mMetaData->mKeys[i];
pnode->set_tag(std::string(key.data, key.length), std::move(value));
}
}
// Load in the transformation matrix.
const aiMatrix4x4 &t = node.mTransformation;
if (!t.IsIdentity()) {
LMatrix4 mat(t.a1, t.b1, t.c1, t.d1,
t.a2, t.b2, t.c2, t.d2,
t.a3, t.b3, t.c3, t.d3,
t.a4, t.b4, t.c4, t.d4);
pnode->set_transform(TransformState::make_mat(mat));
}
for (size_t i = 0; i < node.mNumChildren; ++i) {
if (load_node(*node.mChildren[i], pnode, under_joint)) {
prune = false;
}
}
if (prune) {
// This is an empty node in a hierarchy of joints, prune it.
parent->remove_child(pnode);
if (assimp_cat.is_debug()) {
assimp_cat.debug()
<< "Pruning node '" << name << "'\n";
}
return false;
} else {
return true;
}
}
/**
* Converts an aiLight into a LightNode.
*/
void AssimpLoader::
load_light(const aiLight &light) {
string name (light.mName.data, light.mName.length);
if (assimp_cat.is_debug()) {
assimp_cat.debug() << "Found light '" << name << "'\n";
}
aiColor3D col;
aiVector3D vec;
switch (light.mType) {
case aiLightSource_DIRECTIONAL: {
PT(DirectionalLight) dlight = new DirectionalLight(name);
_root->add_child(dlight);
col = light.mColorDiffuse;
dlight->set_color(LColor(col.r, col.g, col.b, 1));
col = light.mColorSpecular;
dlight->set_specular_color(LColor(col.r, col.g, col.b, 1));
vec = light.mPosition;
dlight->set_point(LPoint3(vec.x, vec.y, vec.z));
vec = light.mDirection;
dlight->set_direction(LVector3(vec.x, vec.y, vec.z));
break; }
case aiLightSource_POINT: {
PT(PointLight) plight = new PointLight(name);
_root->add_child(plight);
col = light.mColorDiffuse;
plight->set_color(LColor(col.r, col.g, col.b, 1));
col = light.mColorSpecular;
plight->set_specular_color(LColor(col.r, col.g, col.b, 1));
vec = light.mPosition;
plight->set_point(LPoint3(vec.x, vec.y, vec.z));
plight->set_attenuation(LVecBase3(light.mAttenuationConstant,
light.mAttenuationLinear,
light.mAttenuationQuadratic));
break; }
case aiLightSource_SPOT: {
PT(Spotlight) plight = new Spotlight(name);
_root->add_child(plight);
col = light.mColorDiffuse;
plight->set_color(LColor(col.r, col.g, col.b, 1));
col = light.mColorSpecular;
plight->set_specular_color(LColor(col.r, col.g, col.b, 1));
plight->set_attenuation(LVecBase3(light.mAttenuationConstant,
light.mAttenuationLinear,
light.mAttenuationQuadratic));
plight->get_lens()->set_fov(light.mAngleOuterCone);
// TODO: translate mAngleInnerCone to an exponent, somehow
// This *should* be about right.
vec = light.mDirection;
LPoint3 pos (light.mPosition.x, light.mPosition.y, light.mPosition.z);
LQuaternion quat;
::look_at(quat, LPoint3(vec.x, vec.y, vec.z), LVector3::up());
plight->set_transform(TransformState::make_pos_quat(pos, quat));
break; }
case aiLightSource_AMBIENT:
// This is handled below.
break;
default:
assimp_cat.warning() << "Light '" << name << "' has an unknown type!\n";
return;
}
// If there's an ambient color, add it as ambient light.
col = light.mColorAmbient;
LVecBase4 ambient (col.r, col.g, col.b, 0);
if (ambient != LVecBase4::zero()) {
PT(AmbientLight) alight = new AmbientLight(name);
alight->set_color(ambient);
_root->add_child(alight);
}
}