6 #include <gmath/gmath.h>
7 #include <assimp/cimport.h>
8 #include <assimp/postprocess.h>
9 #include <assimp/scene.h>
10 #include <assimp/mesh.h>
11 #include <assimp/material.h>
12 #include <assimp/anim.h>
13 #include <assimp/vector3.h>
14 #include <assimp/matrix4x4.h>
15 #include <assimp/quaternion.h>
21 #include "metascene.h"
23 static bool load_material(Scene *scn, Material *mat, const aiMaterial *aimat);
24 static SceneNode *load_node(Scene *scn, const aiScene *aiscn, unsigned int flags, const aiNode *ainode);
25 static Mesh *load_mesh(Scene *scn, const aiScene *aiscn, unsigned int flags, const aiMesh *aimesh);
26 /*static const char *mprop_semantic(int x);
27 static int count_textures(const aiMaterial *aimat);*/
28 static int assimp_textype(aiTextureType type);
29 //static const char *assimp_textypestr(aiTextureType type);
31 static Mat4 assimp_matrix(const aiMatrix4x4 &aim);
33 /*static Vec3 assimp_vector(const aiVector3D &v);
34 static Quat assimp_quat(const aiQuaternion &q);
35 static long assimp_time(const aiAnimation *anim, double aitime);
36 static void print_hierarchy(const aiNode *node);
42 std::map<std::string, SceneNode*> node_by_name;
43 std::map<aiMesh*, Mesh*> mesh_by_aimesh;
46 #define LD_STAGE_MASK 0xf000
48 bool Scene::load(const char *fname, unsigned int flags)
50 if((flags & LD_STAGE_MASK) == 0) {
51 // not passing either of the stage specifiers, means do the whole job
52 flags |= LD_STAGE_MASK;
55 // first perform I/O and all operations not requiring access to an OpenGL context
56 if(flags & SCNLOAD_STAGE_IO) {
57 unsigned int ppflags = aiProcess_CalcTangentSpace |
58 aiProcess_GenNormals |
59 aiProcess_JoinIdenticalVertices |
60 aiProcess_Triangulate |
61 aiProcess_SortByPType |
62 aiProcess_GenUVCoords |
63 //aiProcess_PreTransformVertices |
64 aiProcess_TransformUVCoords;
66 if(flags & SCNLOAD_FLIPTEX) {
67 ppflags |= aiProcess_FlipUVs;
70 info_log("Loading scene file: %s\n", fname);
71 if(this->name.empty()) {
72 this->name = std::string(fname);
75 const aiScene *aiscn = aiImportFile(fname, ppflags);
77 error_log("failed to load scene file: %s\n", fname);
81 LoaderData *ldata = new LoaderData;
83 ldata->fname = std::string(fname);
84 loader_data = (void*)ldata;
87 /* then, assuming we have successfully loaded everything, proceed to construct
88 * all the engine objects, which require access to the OpenGL context
90 if(flags & SCNLOAD_STAGE_GL) {
92 error_log("second stage scene loader failed to find valid I/O data\n");
96 LoaderData *ldata = (LoaderData*)loader_data;
97 const aiScene *aiscn = ldata->aiscn;
98 fname = ldata->fname.c_str();
100 clear(); // clear any previous data (TODO: add flag for not clearing)
102 // assimp adds its own root node, which might have transformations
103 Vec3 root_pos, root_scaling(1.0, 1.0, 1.0);
106 if(aiscn->mRootNode) {
107 Mat4 root_matrix = assimp_matrix(aiscn->mRootNode->mTransformation);
108 root_pos = root_matrix.get_translation();
109 root_rot = root_matrix.get_rotation();
110 root_scaling = root_matrix.get_scaling();
114 nodes = new SceneNode;
116 nodes->set_name("root");
117 nodes->set_position(root_pos);
118 nodes->set_rotation(root_rot);
119 nodes->set_scaling(root_scaling);
123 for(unsigned int i=0; i<aiscn->mNumMeshes; i++) {
124 aiMesh *aimesh = aiscn->mMeshes[i];
127 switch(aimesh->mPrimitiveTypes) {
128 case aiPrimitiveType_TRIANGLE:
129 if((mesh = load_mesh(this, aiscn, flags, aimesh))) {
130 ldata->mesh_by_aimesh[aimesh] = mesh;
131 meshes.push_back(mesh);
136 error_log("unsupported primitive type: %u\n", aimesh->mPrimitiveTypes);
141 // load all the nodes recursively
142 for(unsigned int i=0; i<aiscn->mRootNode->mNumChildren; i++) {
143 SceneNode *node = load_node(this, aiscn, flags, aiscn->mRootNode->mChildren[i]);
145 nodes->add_child(node);
149 info_log("loaded scene file: %s, %d meshes\n", fname, (int)meshes.size());
151 aiReleaseImport(aiscn);
159 static bool load_material(Scene *scn, Material *mat, const aiMaterial *aimat)
163 float shin, shin_str;
165 if(aiGetMaterialString(aimat, AI_MATKEY_NAME, &name) == 0) {
166 mat->name = name.data;
168 mat->name = "unknown";
170 //info_log("load_material: %s\n", mat->name.c_str());
172 if(aiGetMaterialColor(aimat, AI_MATKEY_COLOR_DIFFUSE, &aicol) == 0) {
173 mat->diffuse = Vec3(aicol[0], aicol[1], aicol[2]);
175 if(aiGetMaterialColor(aimat, AI_MATKEY_COLOR_SPECULAR, &aicol) == 0) {
176 mat->specular = Vec3(aicol[0], aicol[1], aicol[2]);
179 unsigned int count = 1;
180 if(aiGetMaterialFloatArray(aimat, AI_MATKEY_SHININESS_STRENGTH, &shin_str, &count) != 0) {
183 if(aiGetMaterialFloatArray(aimat, AI_MATKEY_SHININESS, &shin, &count) == 0) {
184 // XXX can't remember how I came up with this...
185 mat->shininess = shin * shin_str * 0.0001 * 128.0;
190 const int num_tex_types = aiTextureType_UNKNOWN + 1;
191 for(int i=0; i<num_tex_types; i++) {
192 aiTextureType aitype = (aiTextureType)i;
193 int count = aiGetMaterialTextureCount(aimat, aitype);
195 for(int j=0; j<count; j++) {
197 if(aiGetMaterialTexture(aimat, aitype, j, &aipath) != 0) {
201 char *fname = (char*)alloca(strlen(aipath.data) + 1);
203 char *sptr = aipath.data;
205 *dptr++ = *sptr == '\\' ? '/' : *sptr;
208 if(!fname || !*fname) continue;
210 int textype = assimp_textype(aitype);
212 Texture *tex = texman.get_texture(fname, TEX_2D, &scn->datamap);
214 mat->textures.push_back(tex);
216 if(textype != MTL_TEX_UNKNOWN && !mat->stdtex[textype]) {
217 mat->stdtex[textype] = tex;
225 static SceneNode *load_node(Scene *scn, const aiScene *aiscn, unsigned int flags, const aiNode *ainode)
227 LoaderData *ldata = (LoaderData*)scn->loader_data;
229 SceneNode *node = new SceneNode;
230 node->set_name(ainode->mName.data);
233 Mat4 matrix = assimp_matrix(ainode->mTransformation);
234 Vec3 pos = matrix.get_translation();
235 Quat rot = matrix.get_rotation();
236 Vec3 scale = matrix.get_scaling();
238 node->set_position(pos);
239 node->set_rotation(rot);
240 node->set_scaling(scale);
241 node->dbg_xform = matrix;
244 for(unsigned int i=0; i<ainode->mNumMeshes; i++) {
245 aiMesh *aimesh = aiscn->mMeshes[ainode->mMeshes[i]];
247 Mesh *mesh = ldata->mesh_by_aimesh[aimesh];
249 ObjMesh *obj = new ObjMesh;
250 obj->set_name(mesh->get_name());
252 // also grab the material of this mesh
253 load_material(scn, &obj->mtl, aiscn->mMaterials[aimesh->mMaterialIndex]);
255 node->add_object(obj);
256 scn->objects.push_back(obj);
260 /* recurse to all children */
261 for(unsigned int i=0; i<ainode->mNumChildren; i++) {
262 SceneNode *child = load_node(scn, aiscn, flags, ainode->mChildren[i]);
264 node->add_child(child);
268 ldata->node_by_name[node->get_name()] = node;
272 static Mesh *load_mesh(Scene *scn, const aiScene *aiscn, unsigned int flags, const aiMesh *aimesh)
274 Mesh *mesh = new Mesh;
275 mesh->set_name(aimesh->mName.data);
277 int num_verts = aimesh->mNumVertices;
278 int num_faces = aimesh->mNumFaces;
280 mesh->set_attrib_data(MESH_ATTR_VERTEX, 3, num_verts, (float*)aimesh->mVertices);
282 if(aimesh->mNormals) {
283 mesh->set_attrib_data(MESH_ATTR_NORMAL, 3, num_verts, (float*)aimesh->mNormals);
285 if(aimesh->mTangents) {
286 mesh->set_attrib_data(MESH_ATTR_TANGENT, 3, num_verts, (float*)aimesh->mTangents);
288 if(aimesh->mTextureCoords[0]) {
289 mesh->set_attrib_data(MESH_ATTR_TEXCOORD, 3, num_verts, (float*)aimesh->mTextureCoords[0]);
291 if(aimesh->mTextureCoords[1]) {
292 mesh->set_attrib_data(MESH_ATTR_TEXCOORD2, 3, num_verts, (float*)aimesh->mTextureCoords[1]);
295 if(flags & SCNLOAD_FLIPYZ) {
296 Vec3 *vptr = (Vec3*)mesh->get_attrib_data(MESH_ATTR_VERTEX);
297 for(int i=0; i<num_verts; i++) {
302 Vec3 *nptr = (Vec3*)mesh->get_attrib_data(MESH_ATTR_NORMAL);
303 for(int i=0; i<num_verts; i++) {
308 Vec3 *tptr = (Vec3*)mesh->get_attrib_data(MESH_ATTR_TANGENT);
309 for(int i=0; i<num_verts; i++) {
315 unsigned int *iptr = mesh->set_index_data(num_faces * 3);
316 for(int i=0; i<num_faces; i++) {
317 iptr[0] = aimesh->mFaces[i].mIndices[0];
318 iptr[1] = aimesh->mFaces[i].mIndices[flags & SCNLOAD_FLIPYZ ? 2 : 1];
319 iptr[2] = aimesh->mFaces[i].mIndices[flags & SCNLOAD_FLIPYZ ? 1 : 2];
325 static int assimp_textype(aiTextureType type)
328 case aiTextureType_DIFFUSE:
329 return MTL_TEX_DIFFUSE;
330 case aiTextureType_SPECULAR:
331 return MTL_TEX_SPECULAR;
332 case aiTextureType_NORMALS:
333 return MTL_TEX_NORMALMAP;
334 case aiTextureType_LIGHTMAP:
335 case aiTextureType_EMISSIVE:
336 return MTL_TEX_LIGHTMAP;
337 case aiTextureType_REFLECTION:
338 return MTL_TEX_ENVMAP;
342 return MTL_TEX_UNKNOWN;
345 /*static const char *assimp_textypestr(aiTextureType type)
348 case aiTextureType_DIFFUSE:
350 case aiTextureType_SPECULAR:
352 case aiTextureType_NORMALS:
354 case aiTextureType_LIGHTMAP:
355 case aiTextureType_EMISSIVE:
357 case aiTextureType_REFLECTION:
365 static Mat4 assimp_matrix(const aiMatrix4x4 &aim)
368 memcpy(m[0], &aim, 16 * sizeof(float));
376 : DataSet<Scene*>(create_scene, load_scene, done_scene, free_scene)
380 Scene *SceneSet::create_scene()
385 bool SceneSet::load_scene(Scene *scn, const char *fname)
387 return scn->load(fname, SCNLOAD_FLIPTEX | SCNLOAD_STAGE_IO);
390 bool SceneSet::done_scene(Scene *scn)
392 bool res = scn->load(0, SCNLOAD_STAGE_GL);
394 scn->metascn->scene_loaded(scn);
399 void SceneSet::free_scene(Scene *scn)