5 #include <gmath/gmath.h>
6 #include <assimp/cimport.h>
7 #include <assimp/postprocess.h>
8 #include <assimp/scene.h>
9 #include <assimp/mesh.h>
10 #include <assimp/material.h>
11 #include <assimp/anim.h>
12 #include <assimp/vector3.h>
13 #include <assimp/matrix4x4.h>
14 #include <assimp/quaternion.h>
19 static bool load_material(Scene *scn, Material *mat, const aiMaterial *aimat);
20 static SceneNode *load_node(Scene *scn, const aiScene *aiscn, unsigned int flags, const aiNode *ainode);
21 static Mesh *load_mesh(Scene *scn, const aiScene *aiscn, unsigned int flags, const aiMesh *aimesh);
22 /*static const char *mprop_semantic(int x);
23 static int count_textures(const aiMaterial *aimat);*/
24 static int assimp_textype(aiTextureType type);
25 static const char *assimp_textypestr(aiTextureType type);
27 static Mat4 assimp_matrix(const aiMatrix4x4 &aim);
29 /*static Vec3 assimp_vector(const aiVector3D &v);
30 static Quat assimp_quat(const aiQuaternion &q);
31 static long assimp_time(const aiAnimation *anim, double aitime);
32 static void print_hierarchy(const aiNode *node);
35 static std::map<std::string, SceneNode*> node_by_name;
36 static std::map<aiMesh*, Mesh*> mesh_by_aimesh;
38 bool Scene::load(const char *fname, unsigned int flags)
40 unsigned int ppflags = aiProcess_CalcTangentSpace |
41 aiProcess_GenNormals |
42 aiProcess_JoinIdenticalVertices |
43 aiProcess_Triangulate |
44 aiProcess_SortByPType |
45 aiProcess_GenUVCoords |
46 //aiProcess_PreTransformVertices |
47 aiProcess_TransformUVCoords;
49 if(flags & SCNLOAD_FLIPTEX) {
50 ppflags |= aiProcess_FlipUVs;
53 printf("Loading scene file: %s\n", fname);
55 const aiScene *aiscn = aiImportFile(fname, ppflags);
57 fprintf(stderr, "failed to load scene file: %s\n", fname);
61 // assimp adds its own root node, which might have transformations
62 Vec3 root_pos, root_scaling(1.0, 1.0, 1.0);
65 if(aiscn->mRootNode) {
66 Mat4 root_matrix = assimp_matrix(aiscn->mRootNode->mTransformation);
67 root_pos = root_matrix.get_translation();
68 root_rot = root_matrix.get_rotation();
69 root_scaling = root_matrix.get_scaling();
73 for(unsigned int i=0; i<aiscn->mNumMeshes; i++) {
74 aiMesh *aimesh = aiscn->mMeshes[i];
77 switch(aimesh->mPrimitiveTypes) {
78 case aiPrimitiveType_TRIANGLE:
79 if((mesh = load_mesh(this, aiscn, flags, aimesh))) {
80 mesh_by_aimesh[aimesh] = mesh;
81 meshes.push_back(mesh);
86 fprintf(stderr, "unsupported primitive type: %u\n", aimesh->mPrimitiveTypes);
92 nodes = new SceneNode;
94 nodes->set_name("root");
95 nodes->set_position(root_pos);
96 nodes->set_rotation(root_rot);
97 nodes->set_scaling(root_scaling);
100 // load all the nodes recursively
101 for(unsigned int i=0; i<aiscn->mRootNode->mNumChildren; i++) {
102 SceneNode *node = load_node(this, aiscn, flags, aiscn->mRootNode->mChildren[i]);
104 nodes->add_child(node);
108 node_by_name.clear();
109 mesh_by_aimesh.clear();
111 aiReleaseImport(aiscn);
112 printf("loaded scene file: %s, %d meshes\n", fname, (int)meshes.size());
117 static bool load_material(Scene *scn, Material *mat, const aiMaterial *aimat)
121 float shin, shin_str;
123 if(aiGetMaterialString(aimat, AI_MATKEY_NAME, &name) == 0) {
124 mat->name = name.data;
126 mat->name = "unknown";
128 //printf("load_material: %s\n", mat->name.c_str());
130 if(aiGetMaterialColor(aimat, AI_MATKEY_COLOR_DIFFUSE, &aicol) == 0) {
131 mat->diffuse = Vec3(aicol[0], aicol[1], aicol[2]);
133 if(aiGetMaterialColor(aimat, AI_MATKEY_COLOR_SPECULAR, &aicol) == 0) {
134 mat->specular = Vec3(aicol[0], aicol[1], aicol[2]);
137 unsigned int count = 1;
138 if(aiGetMaterialFloatArray(aimat, AI_MATKEY_SHININESS_STRENGTH, &shin_str, &count) != 0) {
141 if(aiGetMaterialFloatArray(aimat, AI_MATKEY_SHININESS, &shin, &count) == 0) {
142 // XXX can't remember how I came up with this...
143 mat->shininess = shin * shin_str * 0.0001 * 128.0;
148 const int num_tex_types = aiTextureType_UNKNOWN + 1;
149 for(int i=0; i<num_tex_types; i++) {
150 aiTextureType aitype = (aiTextureType)i;
151 int count = aiGetMaterialTextureCount(aimat, aitype);
153 for(int j=0; j<count; j++) {
155 if(aiGetMaterialTexture(aimat, aitype, j, &aipath) != 0) {
160 int nsize = datamap_path_size(aipath.data);
162 fname = new char[nsize];
163 datamap_lookup(aipath.data, fname, nsize);
165 fname = new char[strlen(aipath.data) + 1];
167 char *sptr = aipath.data;
169 *dptr++ = *sptr == '\\' ? '/' : *sptr;
173 int textype = assimp_textype(aitype);
174 printf("loading %s texture: %s\n", assimp_textypestr(aitype), fname);
176 Texture *tex = scn->texset->get_texture(fname, TEX_2D);
178 mat->textures.push_back(tex);
180 if(textype != MTL_TEX_UNKNOWN && !mat->stdtex[textype]) {
181 mat->stdtex[textype] = tex;
189 static SceneNode *load_node(Scene *scn, const aiScene *aiscn, unsigned int flags, const aiNode *ainode)
191 SceneNode *node = new SceneNode;
192 node->set_name(ainode->mName.data);
195 Mat4 matrix = assimp_matrix(ainode->mTransformation);
196 Vec3 pos = matrix.get_translation();
197 Quat rot = matrix.get_rotation();
198 Vec3 scale = matrix.get_scaling();
200 node->set_position(pos);
201 node->set_rotation(rot);
202 node->set_scaling(scale);
203 node->dbg_xform = matrix;
206 for(unsigned int i=0; i<ainode->mNumMeshes; i++) {
207 aiMesh *aimesh = aiscn->mMeshes[ainode->mMeshes[i]];
209 Mesh *mesh = mesh_by_aimesh[aimesh];
211 ObjMesh *obj = new ObjMesh;
212 obj->set_name(mesh->get_name());
214 // also grab the material of this mesh
215 load_material(scn, &obj->mtl, aiscn->mMaterials[aimesh->mMaterialIndex]);
217 node->add_object(obj);
218 scn->objects.push_back(obj);
222 /* recurse to all children */
223 for(unsigned int i=0; i<ainode->mNumChildren; i++) {
224 SceneNode *child = load_node(scn, aiscn, flags, ainode->mChildren[i]);
226 node->add_child(child);
230 node_by_name[node->get_name()] = node;
234 static Mesh *load_mesh(Scene *scn, const aiScene *aiscn, unsigned int flags, const aiMesh *aimesh)
236 Mesh *mesh = new Mesh;
237 mesh->set_name(aimesh->mName.data);
239 int num_verts = aimesh->mNumVertices;
240 int num_faces = aimesh->mNumFaces;
242 mesh->set_attrib_data(MESH_ATTR_VERTEX, 3, num_verts, (float*)aimesh->mVertices);
244 if(aimesh->mNormals) {
245 mesh->set_attrib_data(MESH_ATTR_NORMAL, 3, num_verts, (float*)aimesh->mNormals);
247 if(aimesh->mTangents) {
248 mesh->set_attrib_data(MESH_ATTR_TANGENT, 3, num_verts, (float*)aimesh->mTangents);
250 if(aimesh->mTextureCoords[0]) {
251 mesh->set_attrib_data(MESH_ATTR_TEXCOORD, 3, num_verts, (float*)aimesh->mTextureCoords[0]);
253 if(aimesh->mTextureCoords[1]) {
254 mesh->set_attrib_data(MESH_ATTR_TEXCOORD2, 3, num_verts, (float*)aimesh->mTextureCoords[1]);
257 if(flags & SCNLOAD_FLIPYZ) {
258 Vec3 *vptr = (Vec3*)mesh->get_attrib_data(MESH_ATTR_VERTEX);
259 for(int i=0; i<num_verts; i++) {
264 Vec3 *nptr = (Vec3*)mesh->get_attrib_data(MESH_ATTR_NORMAL);
265 for(int i=0; i<num_verts; i++) {
270 Vec3 *tptr = (Vec3*)mesh->get_attrib_data(MESH_ATTR_TANGENT);
271 for(int i=0; i<num_verts; i++) {
277 unsigned int *iptr = mesh->set_index_data(num_faces * 3);
278 for(int i=0; i<num_faces; i++) {
279 iptr[0] = aimesh->mFaces[i].mIndices[0];
280 iptr[1] = aimesh->mFaces[i].mIndices[flags & SCNLOAD_FLIPYZ ? 2 : 1];
281 iptr[2] = aimesh->mFaces[i].mIndices[flags & SCNLOAD_FLIPYZ ? 1 : 2];
287 static int assimp_textype(aiTextureType type)
290 case aiTextureType_DIFFUSE:
291 return MTL_TEX_DIFFUSE;
292 case aiTextureType_SPECULAR:
293 return MTL_TEX_SPECULAR;
294 case aiTextureType_NORMALS:
295 return MTL_TEX_NORMALMAP;
296 case aiTextureType_LIGHTMAP:
297 case aiTextureType_EMISSIVE:
298 return MTL_TEX_LIGHTMAP;
299 case aiTextureType_REFLECTION:
300 return MTL_TEX_ENVMAP;
304 return MTL_TEX_UNKNOWN;
307 static const char *assimp_textypestr(aiTextureType type)
310 case aiTextureType_DIFFUSE:
312 case aiTextureType_SPECULAR:
314 case aiTextureType_NORMALS:
316 case aiTextureType_LIGHTMAP:
317 case aiTextureType_EMISSIVE:
319 case aiTextureType_REFLECTION:
327 static Mat4 assimp_matrix(const aiMatrix4x4 &aim)
330 memcpy(m[0], &aim, 16 * sizeof(float));