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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "AssParser.h"
#include "3DModel.h"
#include "3DModelLog.h"
#include "S3OParser.h"
#include "AssIO.h"
#include "Lua/LuaParser.h"
#include "Sim/Misc/CollisionVolume.h"
#include "System/Util.h"
#include "System/Log/ILog.h"
#include "System/Platform/errorhandler.h"
#include "System/Exceptions.h"
#include "System/FileSystem/FileHandler.h"
#include "System/FileSystem/FileSystem.h"
#include "assimp.hpp"
#include "aiDefines.h"
#include "aiTypes.h"
#include "aiScene.h"
#include "aiPostProcess.h"
#include "DefaultLogger.h"
#include "Rendering/Textures/S3OTextureHandler.h"
#ifndef BITMAP_NO_OPENGL
#include "Rendering/GL/myGL.h"
#endif
#define IS_QNAN(f) (f != f)
static const float DEGTORAD = PI / 180.f;
static const float RADTODEG = 180.f / PI;
//! triangulate guarantees the most complex mesh is a triangle
//! sortbytype ensure only 1 type of primitive type per mesh is used
static const int ASS_POSTPROCESS_OPTIONS =
aiProcess_RemoveComponent
| aiProcess_FindInvalidData
| aiProcess_CalcTangentSpace
| aiProcess_GenSmoothNormals
| aiProcess_Triangulate
| aiProcess_GenUVCoords
| aiProcess_SortByPType
| aiProcess_JoinIdenticalVertices
//| aiProcess_ImproveCacheLocality FIXME crashes in an assert in VertexTriangleAdjancency.h (date 04/2011)
| aiProcess_SplitLargeMeshes;
//! Convert Assimp quaternion to radians around x, y and z
static float3 QuaternionToRadianAngles(aiQuaternion q1)
{
float sqw = q1.w*q1.w;
float sqx = q1.x*q1.x;
float sqy = q1.y*q1.y;
float sqz = q1.z*q1.z;
float unit = sqx + sqy + sqz + sqw; //! if normalised is one, otherwise is correction factor
float test = q1.x*q1.y + q1.z*q1.w;
float3 result;
if (test > 0.499f * unit) { //! singularity at north pole
result.x = 2 * atan2(q1.x,q1.w);
result.y = PI/2;
} else if (test < -0.499f * unit) { //! singularity at south pole
result.x = -2 * atan2(q1.x,q1.w);
result.y = -PI/2;
} else {
result.x = atan2(2*q1.y*q1.w-2*q1.x*q1.z , sqx - sqy - sqz + sqw);
result.y = asin(2*test/unit);
result.z = atan2(2*q1.x*q1.w-2*q1.y*q1.z , -sqx + sqy - sqz + sqw);
}
return result;
}
class AssLogStream : public Assimp::LogStream
{
public:
AssLogStream() {}
~AssLogStream() {}
void write(const char* message)
{
LOG_SL(LOG_SECTION_MODEL, L_DEBUG, "Assimp: %s", message);
}
};
S3DModel* CAssParser::Load(const std::string& modelFilePath)
{
LOG_S(LOG_SECTION_MODEL, "Loading model: %s", modelFilePath.c_str() );
const std::string modelPath = FileSystem::GetDirectory(modelFilePath);
const std::string modelName = FileSystem::GetBasename(modelFilePath);
//! LOAD METADATA
//! Load the lua metafile. This contains properties unique to Spring models and must return a table
std::string metaFileName = modelFilePath + ".lua";
if (!FileSystem::FileExists(metaFileName)) {
//! Try again without the model file extension
metaFileName = modelPath + '/' + modelName + ".lua";
}
LuaParser metaFileParser(metaFileName, SPRING_VFS_MOD_BASE, SPRING_VFS_ZIP);
if (!FileSystem::FileExists(metaFileName)) {
LOG_S(LOG_SECTION_MODEL, "No meta-file '%s'. Using defaults.", metaFileName.c_str());
} else if (!metaFileParser.Execute()) {
LOG_SL(LOG_SECTION_MODEL, L_ERROR, "'%s': %s. Using defaults.", metaFileName.c_str(), metaFileParser.GetErrorLog().c_str());
}
//! Get the (root-level) model table
const LuaTable& metaTable = metaFileParser.GetRoot();
if (metaTable.IsValid()) {
LOG_S(LOG_SECTION_MODEL, "Found valid model metadata in '%s'", metaFileName.c_str());
}
//! LOAD MODEL DATA
//! Create a model importer instance
Assimp::Importer importer;
//! Create a logger for debugging model loading issues
Assimp::DefaultLogger::create("",Assimp::Logger::VERBOSE);
const unsigned int severity = Assimp::Logger::Debugging|Assimp::Logger::Info|Assimp::Logger::Err|Assimp::Logger::Warn;
Assimp::DefaultLogger::get()->attachStream( new AssLogStream(), severity );
//! Give the importer an IO class that handles Spring's VFS
importer.SetIOHandler( new AssVFSSystem() );
//! Speed-up processing by skipping things we don't need
importer.SetPropertyInteger(AI_CONFIG_PP_RVC_FLAGS, aiComponent_CAMERAS|aiComponent_LIGHTS|aiComponent_TEXTURES|aiComponent_ANIMATIONS);
#ifndef BITMAP_NO_OPENGL
//! Optimize VBO-Mesh sizes/ranges
GLint maxIndices = 1024;
GLint maxVertices = 1024;
glGetIntegerv(GL_MAX_ELEMENTS_INDICES, &maxIndices);
glGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &maxVertices); //FIXME returns not optimal data, at best compute it ourself! (pre-TL cache size!)
importer.SetPropertyInteger(AI_CONFIG_PP_SLM_VERTEX_LIMIT, maxVertices);
importer.SetPropertyInteger(AI_CONFIG_PP_SLM_TRIANGLE_LIMIT, maxIndices/3);
#endif
//! Read the model file to build a scene object
LOG_S(LOG_SECTION_MODEL, "Importing model file: %s", modelFilePath.c_str() );
const aiScene* scene = importer.ReadFile( modelFilePath, ASS_POSTPROCESS_OPTIONS );
if (scene != NULL) {
LOG_S(LOG_SECTION_MODEL,
"Processing scene for model: %s (%d meshes / %d materials / %d textures)",
modelFilePath.c_str(), scene->mNumMeshes, scene->mNumMaterials,
scene->mNumTextures );
} else {
LOG_SL(LOG_SECTION_MODEL, L_ERROR, "Model Import: %s",
importer.GetErrorString());
}
SAssModel* model = new SAssModel;
model->name = modelFilePath;
model->type = MODELTYPE_ASS;
model->scene = scene;
//model->meta = &metaTable;
//! Gather per mesh info
CalculatePerMeshMinMax(model);
//! Assign textures
//! The S3O texture handler uses two textures.
//! The first contains diffuse color (RGB) and teamcolor (A)
//! The second contains glow (R), reflectivity (G) and 1-bit Alpha (A).
if (metaTable.KeyExists("tex1")) {
model->tex1 = metaTable.GetString("tex1", "default.png");
} else {
//! Search for a texture
std::vector<std::string> files = CFileHandler::FindFiles("unittextures/", modelName + ".*");
for(std::vector<std::string>::iterator fi = files.begin(); fi != files.end(); ++fi) {
model->tex1 = FileSystem::GetFilename(*fi);
break; //! there can be only one!
}
}
if (metaTable.KeyExists("tex2")) {
model->tex2 = metaTable.GetString("tex2", "");
} else {
//! Search for a texture
std::vector<std::string> files = CFileHandler::FindFiles("unittextures/", modelName + "2.*");
for(std::vector<std::string>::iterator fi = files.begin(); fi != files.end(); ++fi) {
model->tex2 = FileSystem::GetFilename(*fi);
break; //! there can be only one!
}
}
model->flipTexY = metaTable.GetBool("fliptextures", true); //! Flip texture upside down
model->invertTexAlpha = metaTable.GetBool("invertteamcolor", true); //! Reverse teamcolor levels
//! Load textures
LOG_S(LOG_SECTION_MODEL, "Loading textures. Tex1: '%s' Tex2: '%s'",
model->tex1.c_str(), model->tex2.c_str());
texturehandlerS3O->LoadS3OTexture(model);
//! Load all pieces in the model
LOG_S(LOG_SECTION_MODEL, "Loading pieces from root node '%s'",
scene->mRootNode->mName.data);
LoadPiece(model, scene->mRootNode, metaTable);
//! Update piece hierarchy based on metadata
BuildPieceHierarchy( model );
//! Simplified dimensions used for rough calculations
model->radius = metaTable.GetFloat("radius", model->radius);
model->height = metaTable.GetFloat("height", model->height);
model->relMidPos = metaTable.GetFloat3("midpos", model->relMidPos);
model->mins = metaTable.GetFloat3("mins", model->mins);
model->maxs = metaTable.GetFloat3("maxs", model->maxs);
//! Calculate model dimensions if not set
if (!metaTable.KeyExists("mins") || !metaTable.KeyExists("maxs")) CalculateMinMax( model->rootPiece );
if (model->radius < 0.0001f) CalculateRadius( model );
if (model->height < 0.0001f) CalculateHeight( model );
//! Verbose logging of model properties
LOG_SL(LOG_SECTION_MODEL, L_DEBUG, "model->name: %s", model->name.c_str());
LOG_SL(LOG_SECTION_MODEL, L_DEBUG, "model->numobjects: %d", model->numPieces);
LOG_SL(LOG_SECTION_MODEL, L_DEBUG, "model->radius: %f", model->radius);
LOG_SL(LOG_SECTION_MODEL, L_DEBUG, "model->height: %f", model->height);
LOG_SL(LOG_SECTION_MODEL, L_DEBUG, "model->mins: (%f,%f,%f)", model->mins[0], model->mins[1], model->mins[2]);
LOG_SL(LOG_SECTION_MODEL, L_DEBUG, "model->maxs: (%f,%f,%f)", model->maxs[0], model->maxs[1], model->maxs[2]);
LOG_S(LOG_SECTION_MODEL, "Model %s Imported.", model->name.c_str());
return model;
}
void CAssParser::CalculatePerMeshMinMax(SAssModel* model)
{
const aiScene* scene = model->scene;
model->mesh_minmax.resize(scene->mNumMeshes);
for (size_t i = 0; i < scene->mNumMeshes; i++) {
const aiMesh& mesh = *scene->mMeshes[i];
SAssModel::MinMax& minmax = model->mesh_minmax[i];
for (size_t vertexIndex= 0; vertexIndex < mesh.mNumVertices; vertexIndex++) {
const aiVector3D& aiVertex = mesh.mVertices[vertexIndex];
minmax.mins.x = std::min(minmax.mins.x, aiVertex.x);
minmax.mins.y = std::min(minmax.mins.y, aiVertex.y);
minmax.mins.z = std::min(minmax.mins.z, aiVertex.z);
minmax.maxs.x = std::max(minmax.maxs.x, aiVertex.x);
minmax.maxs.y = std::max(minmax.maxs.y, aiVertex.y);
minmax.maxs.z = std::max(minmax.maxs.z, aiVertex.z);
}
}
}
void CAssParser::LoadPieceTransformations(SAssPiece* piece, const LuaTable& pieceMetaTable)
{
//! Process transforms
float3 rotate, scale, offset;
aiVector3D _scale, _offset;
aiQuaternion _rotate;
piece->node->mTransformation.Decompose(_scale,_rotate,_offset);
LOG_S(LOG_SECTION_PIECE,
"(%d:%s) Assimp offset (%f,%f,%f), rotate (%f,%f,%f), scale (%f,%f,%f)",
piece->model->numPieces, piece->name.c_str(),
_offset.x, _offset.y, _offset.z,
_rotate.x, _rotate.y, _rotate.z,
_scale.x, _scale.y, _scale.z
);
offset = pieceMetaTable.GetFloat3("offset", float3(_offset.x, _offset.y, _offset.z));
offset.x = pieceMetaTable.GetFloat("offsetx", offset.x);
offset.y = pieceMetaTable.GetFloat("offsety", offset.y);
offset.z = pieceMetaTable.GetFloat("offsetz", offset.z);
rotate = QuaternionToRadianAngles(_rotate);
rotate = float3(rotate.z, rotate.x, rotate.y); //! swizzle
rotate = pieceMetaTable.GetFloat3("rotate", rotate * RADTODEG);
rotate.x = pieceMetaTable.GetFloat("rotatex", rotate.x);
rotate.y = pieceMetaTable.GetFloat("rotatey", rotate.y);
rotate.z = pieceMetaTable.GetFloat("rotatez", rotate.z);
rotate *= DEGTORAD;
scale = pieceMetaTable.GetFloat3("scale", float3(_scale.x, _scale.z, _scale.y));
scale.x = pieceMetaTable.GetFloat("scalex", scale.x);
scale.y = pieceMetaTable.GetFloat("scaley", scale.y);
scale.z = pieceMetaTable.GetFloat("scalez", scale.z);
LOG_S(LOG_SECTION_PIECE,
"(%d:%s) Relative offset (%f,%f,%f), rotate (%f,%f,%f), scale (%f,%f,%f)",
piece->model->numPieces, piece->name.c_str(),
offset.x, offset.y, offset.z,
rotate.x, rotate.y, rotate.z,
scale.x, scale.y, scale.z
);
piece->offset = offset;
piece->rot = rotate;
piece->scale = scale;
}
SAssPiece* CAssParser::LoadPiece(SAssModel* model, aiNode* node, const LuaTable& metaTable)
{
//! Create new piece
++model->numPieces;
SAssPiece* piece = new SAssPiece;
piece->type = MODELTYPE_OTHER;
piece->node = node;
piece->model = model;
piece->isEmpty = (node->mNumMeshes == 0);
if (node->mParent) {
piece->name = std::string(node->mName.data);
} else {
//FIXME is this really smart?
piece->name = "root"; //! The real model root
}
//! find a new name if none given or if a piece with the same name already exists
if (piece->name.empty()) {
piece->name = "piece";
}
ModelPieceMap::const_iterator it = model->pieces.find(piece->name);
if (it != model->pieces.end()) {
char buf[64];
int i = 0;
while (it != model->pieces.end()) {
SNPRINTF(buf, 64, "%s%02i", piece->name.c_str(), i++);
it = model->pieces.find(buf);
}
piece->name = buf;
}
LOG_S(LOG_SECTION_PIECE, "Converting node '%s' to piece '%s' (%d meshes).",
node->mName.data, piece->name.c_str(), node->mNumMeshes);
//! Load additional piece properties from metadata
const LuaTable& pieceTable = metaTable.SubTable("pieces").SubTable(piece->name);
if (pieceTable.IsValid()) {
LOG_S(LOG_SECTION_PIECE, "Found metadata for piece '%s'",
piece->name.c_str());
}
//! Load transforms
LoadPieceTransformations(piece, pieceTable);
//! Update piece min/max extents
for (unsigned meshListIndex = 0; meshListIndex < node->mNumMeshes; meshListIndex++) {
unsigned int meshIndex = node->mMeshes[meshListIndex];
SAssModel::MinMax& minmax = model->mesh_minmax[meshIndex];
piece->mins.x = std::min(piece->mins.x, minmax.mins.x);
piece->mins.y = std::min(piece->mins.y, minmax.mins.y);
piece->mins.z = std::min(piece->mins.z, minmax.mins.z);
piece->maxs.x = std::max(piece->maxs.x, minmax.maxs.x);
piece->maxs.y = std::max(piece->maxs.y, minmax.maxs.y);
piece->maxs.z = std::max(piece->maxs.z, minmax.maxs.z);
}
//! Check if piece is special (ie, used to set Spring model properties)
if (strcmp(node->mName.data, "SpringHeight") == 0) {
//! Set the model height to this nodes Z value
if (!metaTable.KeyExists("height")) {
model->height = piece->offset.z;
LOG_S(LOG_SECTION_MODEL,
"Model height of %f set by special node 'SpringHeight'",
model->height);
}
--model->numPieces;
delete piece;
return NULL;
}
if (strcmp(node->mName.data, "SpringRadius") == 0) {
if (!metaTable.KeyExists("midpos")) {
model->relMidPos = float3(piece->offset.x, piece->offset.z, piece->offset.y); //! Y and Z are swapped because this piece isn't rotated
LOG_S(LOG_SECTION_MODEL,
"Model midpos of (%f,%f,%f) set by special node 'SpringRadius'",
model->relMidPos.x, model->relMidPos.y, model->relMidPos.z);
}
if (!metaTable.KeyExists("radius")) {
if (piece->maxs.x <= 0.00001f) {
model->radius = piece->scale.x; //! the blender import script only sets the scale property
} else {
model->radius = piece->maxs.x; //! use the transformed mesh extents
}
LOG_S(LOG_SECTION_MODEL,
"Model radius of %f set by special node 'SpringRadius'",
model->radius);
}
--model->numPieces;
delete piece;
return NULL;
}
//! Get vertex data from node meshes
for (unsigned meshListIndex = 0; meshListIndex < node->mNumMeshes; ++meshListIndex) {
unsigned int meshIndex = node->mMeshes[meshListIndex];
LOG_SL(LOG_SECTION_PIECE, L_DEBUG, "Fetching mesh %d from scene",
meshIndex);
aiMesh* mesh = model->scene->mMeshes[meshIndex];
std::vector<unsigned> mesh_vertex_mapping;
//! extract vertex data
LOG_SL(LOG_SECTION_PIECE, L_DEBUG,
"Processing vertices for mesh %d (%d vertices)",
meshIndex, mesh->mNumVertices);
LOG_SL(LOG_SECTION_PIECE, L_DEBUG,
"Normals: %s Tangents/Bitangents: %s TexCoords: %s",
(mesh->HasNormals() ? "Y" : "N"),
(mesh->HasTangentsAndBitangents() ? "Y" : "N"),
(mesh->HasTextureCoords(0) ? "Y" : "N"));
// FIXME add piece->vertices.reserve()
for (unsigned vertexIndex= 0; vertexIndex < mesh->mNumVertices; ++vertexIndex) {
SAssVertex vertex;
//! vertex coordinates
//LOG_SL(LOG_SECTION_PIECE, L_DEBUG, "Fetching vertex %d from mesh", vertexIndex);
const aiVector3D& aiVertex = mesh->mVertices[vertexIndex];
vertex.pos.x = aiVertex.x;
vertex.pos.y = aiVertex.y;
vertex.pos.z = aiVertex.z;
//LOG_SL(LOG_SECTION_PIECE, L_DEBUG, "vertex position %d: %f %f %f", vertexIndex, vertex.pos.x, vertex.pos.y, vertex.pos.z);
//! vertex normal
LOG_SL(LOG_SECTION_PIECE, L_DEBUG, "Fetching normal for vertex %d",
vertexIndex);
const aiVector3D& aiNormal = mesh->mNormals[vertexIndex];
vertex.hasNormal = !IS_QNAN(aiNormal);
if (vertex.hasNormal) {
vertex.normal.x = aiNormal.x;
vertex.normal.y = aiNormal.y;
vertex.normal.z = aiNormal.z;
//LOG_SL(LOG_SECTION_PIECE, L_DEBUG, "vertex normal %d: %f %f %f",vertexIndex, vertex.normal.x, vertex.normal.y,vertex.normal.z);
}
//! vertex tangent, x is positive in texture axis
if (mesh->HasTangentsAndBitangents()) {
LOG_SL(LOG_SECTION_PIECE, L_DEBUG,
"Fetching tangent for vertex %d", vertexIndex );
const aiVector3D& aiTangent = mesh->mTangents[vertexIndex];
const aiVector3D& aiBitangent = mesh->mBitangents[vertexIndex];
vertex.hasTangent = !IS_QNAN(aiBitangent) && !IS_QNAN(aiTangent);
const float3 tangent(aiTangent.x, aiTangent.y, aiTangent.z);
//LOG_SL(LOG_SECTION_PIECE, L_DEBUG, "vertex tangent %d: %f %f %f",vertexIndex, tangent.x, tangent.y,tangent.z);
piece->sTangents.push_back(tangent);
const float3 bitangent(aiBitangent.x, aiBitangent.y, aiBitangent.z);
//LOG_SL(LOG_SECTION_PIECE, L_DEBUG, "vertex bitangent %d: %f %f %f",vertexIndex, bitangent.x, bitangent.y,bitangent.z);
piece->tTangents.push_back(bitangent);
}
//! vertex texcoords
if (mesh->HasTextureCoords(0)) {
vertex.textureX = mesh->mTextureCoords[0][vertexIndex].x;
vertex.textureY = mesh->mTextureCoords[0][vertexIndex].y;
//LOG_SL(LOG_SECTION_PIECE, L_DEBUG, "vertex texcoords %d: %f %f", vertexIndex, vertex.textureX, vertex.textureY);
}
mesh_vertex_mapping.push_back(piece->vertices.size());
piece->vertices.push_back(vertex);
}
//! extract face data
// FIXME add piece->vertexDrawOrder.reserve()
LOG_SL(LOG_SECTION_PIECE, L_DEBUG,
"Processing faces for mesh %d (%d faces)",
meshIndex, mesh->mNumFaces);
for (unsigned faceIndex = 0; faceIndex < mesh->mNumFaces; ++faceIndex) {
const aiFace& face = mesh->mFaces[faceIndex];
//! get the vertex belonging to the mesh
for (unsigned vertexListID = 0; vertexListID < face.mNumIndices; ++vertexListID) {
unsigned int vertexID = mesh_vertex_mapping[face.mIndices[vertexListID]];
//LOG_SL(LOG_SECTION_PIECE, L_DEBUG, "face %d vertex %d", faceIndex, vertexID);
piece->vertexDrawOrder.push_back(vertexID);
}
}
}
//! collision volume for piece (not sure about these coords)
// FIXME add metatable tags for this!!!!
const float3 cvScales = piece->maxs - piece->mins;
const float3 cvOffset = (piece->maxs - piece->offset) + (piece->mins - piece->offset);
//const float3 cvOffset(piece->offset.x, piece->offset.y, piece->offset.z);
piece->colvol = new CollisionVolume("box", cvScales, cvOffset, CollisionVolume::COLVOL_HITTEST_CONT);
//! Get parent name from metadata or model
if (pieceTable.KeyExists("parent")) {
piece->parentName = pieceTable.GetString("parent", "");
} else if (node->mParent) {
if (node->mParent->mParent) {
piece->parentName = std::string(node->mParent->mName.data);
} else { //! my parent is the root, which gets renamed
piece->parentName = "root";
}
} else {
piece->parentName = "";
}
LOG_S(LOG_SECTION_PIECE, "Loaded model piece: %s with %d meshes",
piece->name.c_str(), node->mNumMeshes);
//! Verbose logging of piece properties
LOG_S(LOG_SECTION_PIECE, "piece->name: %s", piece->name.c_str());
LOG_S(LOG_SECTION_PIECE, "piece->parent: %s", piece->parentName.c_str());
//! Recursively process all child pieces
for (unsigned int i = 0; i < node->mNumChildren; ++i) {
LoadPiece(model, node->mChildren[i], metaTable);
}
model->pieces[piece->name] = piece;
return piece;
}
//! Because of metadata overrides we don't know the true hierarchy until all pieces have been loaded
void CAssParser::BuildPieceHierarchy(S3DModel* model)
{
model->numPieces = 0;
//! Loop through all pieces and create missing hierarchy info
for (ModelPieceMap::const_iterator it = model->pieces.begin(); it != model->pieces.end(); ++it)
{
S3DModelPiece* piece = it->second;
if (piece->name == "root") {
piece->parent = NULL;
model->SetRootPiece(piece); // FIXME what if called multiple times?
++model->numPieces;
} else if (piece->parentName != "") {
piece->parent = model->FindPiece(piece->parentName);
if (piece->parent == NULL) {
LOG_SL(LOG_SECTION_PIECE, L_ERROR,
"Missing piece '%s' declared as parent of '%s'.",
piece->parentName.c_str(), piece->name.c_str());
} else {
piece->parent->childs.push_back(piece);
++model->numPieces;
}
} else {
//! A piece with no parent that isn't the root (orphan)
piece->parent = model->FindPiece("root");
if (piece->parent == NULL) {
LOG_SL(LOG_SECTION_PIECE, L_ERROR, "Missing root piece");
} else {
piece->parent->childs.push_back(piece);
++model->numPieces;
}
}
}
}
//! Iterate over the model and calculate its overall dimensions
void CAssParser::CalculateMinMax(S3DModelPiece* piece)
{
piece->goffset = piece->parent ? piece->parent->goffset + piece->offset : piece->offset;
//! update model min/max extents
piece->model->mins.x = std::min(piece->goffset.x + piece->mins.x, piece->model->mins.x);
piece->model->mins.y = std::min(piece->goffset.y + piece->mins.y, piece->model->mins.y);
piece->model->mins.z = std::min(piece->goffset.z + piece->mins.z, piece->model->mins.z);
piece->model->maxs.x = std::max(piece->goffset.x + piece->maxs.x, piece->model->maxs.x);
piece->model->maxs.y = std::max(piece->goffset.y + piece->maxs.y, piece->model->maxs.y);
piece->model->maxs.z = std::max(piece->goffset.z + piece->maxs.z, piece->model->maxs.z);
//! Repeat with childs
for (unsigned int i = 0; i < piece->childs.size(); i++) {
CalculateMinMax(piece->childs[i]);
}
}
//! Calculate model radius from the min/max extents
void CAssParser::CalculateRadius(S3DModel* model)
{
model->radius = std::max(model->radius, math::fabs(model->maxs.x));
model->radius = std::max(model->radius, math::fabs(model->maxs.y));
model->radius = std::max(model->radius, math::fabs(model->maxs.z));
model->radius = std::max(model->radius, math::fabs(model->mins.x));
model->radius = std::max(model->radius, math::fabs(model->mins.y));
model->radius = std::max(model->radius, math::fabs(model->mins.z));
}
//! Calculate model height from the min/max extents
void CAssParser::CalculateHeight(S3DModel* model)
{
model->height = model->maxs.z;
}
void SAssPiece::DrawForList() const
{
if (isEmpty) {
return;
}
LOG_SL(LOG_SECTION_PIECE, L_DEBUG, "Compiling piece %s", name.c_str());
//! Add GL commands to the pieces displaylist
const SAssVertex* sAssV = &vertices[0];
//! pass the tangents as 3D texture coordinates
//! (array elements are float3's, which are 12
//! bytes in size and each represent a single
//! xyz triple)
//! TODO: test if we have this many texunits
//! (if not, could only send the s-tangents)?
if (!sTangents.empty()) {
glClientActiveTexture(GL_TEXTURE5);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(3, GL_FLOAT, sizeof(float3), &sTangents[0].x);
}
if (!tTangents.empty()) {
glClientActiveTexture(GL_TEXTURE6);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(3, GL_FLOAT, sizeof(float3), &tTangents[0].x);
}
glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(SAssVertex), &sAssV->textureX);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(SAssVertex), &sAssV->pos.x);
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, sizeof(SAssVertex), &sAssV->normal.x);
/*
* since aiProcess_SortByPType is being used,
* we're sure we'll get only 1 type here,
* so combination check isn't needed, also
* anything more complex than triangles is
* being split thanks to aiProcess_Triangulate
*/
glDrawElements(GL_TRIANGLES, vertexDrawOrder.size(), GL_UNSIGNED_INT, &vertexDrawOrder[0]);
if (!sTangents.empty()) {
glClientActiveTexture(GL_TEXTURE6);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
if (!tTangents.empty()) {
glClientActiveTexture(GL_TEXTURE5);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
glClientActiveTexture(GL_TEXTURE0);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
LOG_SL(LOG_SECTION_PIECE, L_DEBUG, "Completed compiling piece %s",
name.c_str());
}
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