/
AssParser.cpp
865 lines (687 loc) · 29.3 KB
/
AssParser.cpp
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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 "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/ScopedFPUSettings.h"
#include "System/FileSystem/FileHandler.h"
#include "System/FileSystem/FileSystem.h"
#include "lib/assimp/include/assimp/config.h"
#include "lib/assimp/include/assimp/defs.h"
#include "lib/assimp/include/assimp/types.h"
#include "lib/assimp/include/assimp/scene.h"
#include "lib/assimp/include/assimp/postprocess.h"
#include "lib/assimp/include/assimp/Importer.hpp"
#include "lib/assimp/include/assimp/DefaultLogger.hpp"
#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 / 180.0f;
static const float RADTODEG = 180.0f / PI;
// triangulate guarantees the most complex mesh is a triangle
// sortbytype ensure only 1 type of primitive type per mesh is used
static const unsigned 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;
static const unsigned int ASS_IMPORTER_OPTIONS =
aiComponent_CAMERAS |
aiComponent_LIGHTS |
aiComponent_TEXTURES |
aiComponent_ANIMATIONS;
static const unsigned int ASS_LOGGING_OPTIONS =
Assimp::Logger::Debugging |
Assimp::Logger::Info |
Assimp::Logger::Err |
Assimp::Logger::Warn;
static inline float3 aiVectorToFloat3(const aiVector3D v)
{
// default (AssImp's internal coordinate-system matches Spring's!)
return float3(v.x, v.y, v.z);
// Blender --> Spring
// return float3(v.x, v.z, -v.y);
}
static inline CMatrix44f aiMatrixToMatrix(const aiMatrix4x4t<float>& m)
{
CMatrix44f n;
// a{1, ..., 4} represent the first column of an AssImp matrix
// b{1, ..., 4} represent the second column of an AssImp matrix
// AssImp matrix data (colums) is transposed wrt. Spring's data
n[ 0] = m.a1; n[ 1] = m.a2; n[ 2] = m.a3; n[ 3] = m.a4;
n[ 4] = m.b1; n[ 5] = m.b2; n[ 6] = m.b3; n[ 7] = m.b4;
n[ 8] = m.c1; n[ 9] = m.c2; n[10] = m.c3; n[11] = m.c4;
n[12] = m.d1; n[13] = m.d2; n[14] = m.d3; n[15] = m.d4;
// AssImp (row-major) --> Spring (column-major)
return (n.Transpose());
// default
// return (CMatrix44f(n.GetPos(), n.GetX(), n.GetY(), n.GetZ()));
// Blender --> Spring
// return (CMatrix44f(n.GetPos(), n.GetX(), n.GetZ(), -n.GetY()));
}
/*
static float3 aiQuaternionToRadianAngles(const aiQuaternion q1)
{
const float sqw = q1.w * q1.w;
const float sqx = q1.x * q1.x;
const float sqy = q1.y * q1.y;
const float sqz = q1.z * q1.z;
// <unit> is 1 if normalised, otherwise correction factor
const float unit = sqx + sqy + sqz + sqw;
const float test = q1.x * q1.y + q1.z * q1.w;
aiVector3D angles;
if (test > (0.499f * unit)) {
// singularity at north pole
angles.x = 2.0f * math::atan2(q1.x, q1.w);
angles.y = PI * 0.5f;
} else if (test < (-0.499f * unit)) {
// singularity at south pole
angles.x = -2.0f * math::atan2(q1.x, q1.w);
angles.y = -PI * 0.5f;
} else {
angles.x = math::atan2(2.0f * q1.y * q1.w - 2.0f * q1.x * q1.z, sqx - sqy - sqz + sqw);
angles.y = math::asin((2.0f * test) / unit);
angles.z = math::atan2(2.0f * q1.x * q1.w - 2.0f * q1.y * q1.z, -sqx + sqy - sqz + sqw);
}
return (aiVectorToFloat3(angles));
}
*/
class AssLogStream : public Assimp::LogStream
{
public:
void write(const char* message) {
LOG_SL(LOG_SECTION_MODEL, L_DEBUG, "Assimp: %s", message);
}
};
CAssParser::CAssParser() :
maxIndices(1024),
maxVertices(1024)
{
#ifndef BITMAP_NO_OPENGL
// FIXME returns non-optimal data, at best compute it ourselves (pre-TL cache size!)
glGetIntegerv(GL_MAX_ELEMENTS_INDICES, &maxIndices);
glGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &maxVertices);
#endif
}
S3DModel* CAssParser::Load(const std::string& modelFilePath)
{
LOG_SL(LOG_SECTION_MODEL, L_INFO, "Loading model: %s", modelFilePath.c_str());
const std::string& modelPath = FileSystem::GetDirectory(modelFilePath);
const std::string& modelName = FileSystem::GetBasename(modelFilePath);
// Load the lua metafile. This contains properties unique to Spring models and must return a table
std::string metaFileName = modelFilePath + ".lua";
if (!CFileHandler::FileExists(metaFileName, SPRING_VFS_ZIP)) {
// Try again without the model file extension
metaFileName = modelPath + '/' + modelName + ".lua";
}
if (!CFileHandler::FileExists(metaFileName, SPRING_VFS_ZIP)) {
LOG_SL(LOG_SECTION_MODEL, L_INFO, "No meta-file '%s'. Using defaults.", metaFileName.c_str());
}
LuaParser metaFileParser(metaFileName, SPRING_VFS_MOD_BASE, SPRING_VFS_ZIP);
if (!metaFileParser.Execute()) {
LOG_SL(LOG_SECTION_MODEL, L_INFO, "'%s': %s. Using defaults.", metaFileName.c_str(), metaFileParser.GetErrorLog().c_str());
}
// Get the (root-level) model table
const LuaTable& modelTable = metaFileParser.GetRoot();
if (!modelTable.IsValid()) {
LOG_SL(LOG_SECTION_MODEL, L_INFO, "No valid model metadata in '%s' or no meta-file", metaFileName.c_str());
}
// Create a model importer instance
Assimp::Importer importer;
// Create a logger for debugging model loading issues
Assimp::DefaultLogger::create("", Assimp::Logger::VERBOSE);
Assimp::DefaultLogger::get()->attachStream(new AssLogStream(), ASS_LOGGING_OPTIONS);
// 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, ASS_IMPORTER_OPTIONS);
#ifndef BITMAP_NO_OPENGL
{
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_SL(LOG_SECTION_MODEL, L_INFO, "Importing model file: %s", modelFilePath.c_str());
const aiScene* scene = nullptr;
{
// ASSIMP spams many SIGFPEs atm in normal & tangent generation
ScopedDisableFpuExceptions fe;
scene = importer.ReadFile(modelFilePath, ASS_POSTPROCESS_OPTIONS);
}
if (scene != nullptr) {
LOG_SL(LOG_SECTION_MODEL, L_INFO,
"Processing scene for model: %s (%d meshes / %d materials / %d textures)",
modelFilePath.c_str(), scene->mNumMeshes, scene->mNumMaterials,
scene->mNumTextures);
} else {
throw content_error("[AssimpParser] Model Import: " + std::string(importer.GetErrorString()));
}
ModelPieceMap pieceMap;
ParentNameMap parentMap;
S3DModel* model = new S3DModel();
model->name = modelFilePath;
model->type = MODELTYPE_ASS;
// Load textures
FindTextures(model, scene, modelTable, modelPath, modelName);
LOG_SL(LOG_SECTION_MODEL, L_INFO, "Loading textures. Tex1: '%s' Tex2: '%s'", model->tex1.c_str(), model->tex2.c_str());
texturehandlerS3O->PreloadS3OTexture(model);
// Load all pieces in the model
LOG_SL(LOG_SECTION_MODEL, L_INFO, "Loading pieces from root node '%s'", scene->mRootNode->mName.data);
LoadPiece(model, scene->mRootNode, scene, modelTable, pieceMap, parentMap);
// Update piece hierarchy based on metadata
BuildPieceHierarchy(model, pieceMap, parentMap);
CalculateModelProperties(model, modelTable);
// 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_SL(LOG_SECTION_MODEL, L_INFO, "Model %s Imported.", model->name.c_str());
return model;
}
/*
void CAssParser::CalculateModelMeshBounds(S3DModel* model, const aiScene* scene)
{
model->meshBounds.resize(scene->mNumMeshes * 2);
// calculate bounds for each individual mesh of
// the model; currently we have no use for this
// and S3DModel has only one pair of bounds
//
for (size_t i = 0; i < scene->mNumMeshes; i++) {
const aiMesh* mesh = scene->mMeshes[i];
float3& mins = model->meshBounds[i*2 + 0];
float3& maxs = model->meshBounds[i*2 + 1];
mins = DEF_MIN_SIZE;
maxs = DEF_MAX_SIZE;
for (size_t vertexIndex= 0; vertexIndex < mesh->mNumVertices; vertexIndex++) {
const aiVector3D& aiVertex = mesh->mVertices[vertexIndex];
mins = std::min(mins, aiVectorToFloat3(aiVertex));
maxs = std::max(maxs, aiVectorToFloat3(aiVertex));
}
if (mins == DEF_MIN_SIZE) { mins = ZeroVector; }
if (maxs == DEF_MAX_SIZE) { maxs = ZeroVector; }
}
}
*/
void CAssParser::LoadPieceTransformations(
SAssPiece* piece,
const S3DModel* model,
const aiNode* pieceNode,
const LuaTable& pieceTable
) {
aiVector3D aiScaleVec;
aiVector3D aiTransVec;
aiQuaternion aiRotateQuat;
// process transforms
pieceNode->mTransformation.Decompose(aiScaleVec, aiRotateQuat, aiTransVec);
// metadata-scaling
piece->scales = pieceTable.GetFloat3("scale", aiVectorToFloat3(aiScaleVec));
piece->scales.x = pieceTable.GetFloat("scalex", piece->scales.x);
piece->scales.y = pieceTable.GetFloat("scaley", piece->scales.y);
piece->scales.z = pieceTable.GetFloat("scalez", piece->scales.z);
if (piece->scales.x != piece->scales.y || piece->scales.y != piece->scales.z) {
// LOG_SL(LOG_SECTION_MODEL, L_WARNING, "Spring doesn't support non-uniform scaling");
piece->scales.y = piece->scales.x;
piece->scales.z = piece->scales.x;
}
// metadata-translation
piece->offset = pieceTable.GetFloat3("offset", aiVectorToFloat3(aiTransVec));
piece->offset.x = pieceTable.GetFloat("offsetx", piece->offset.x);
piece->offset.y = pieceTable.GetFloat("offsety", piece->offset.y);
piece->offset.z = pieceTable.GetFloat("offsetz", piece->offset.z);
// metadata-rotation
// NOTE:
// these rotations are "pre-scripting" but "post-modelling"
// together with the (baked) aiRotateQuad they determine the
// model's pose *before* any animations execute
//
// float3 pieceRotAngles = pieceTable.GetFloat3("rotate", aiQuaternionToRadianAngles(aiRotateQuat) * RADTODEG);
float3 pieceRotAngles = pieceTable.GetFloat3("rotate", ZeroVector);
pieceRotAngles.x = pieceTable.GetFloat("rotatex", pieceRotAngles.x);
pieceRotAngles.y = pieceTable.GetFloat("rotatey", pieceRotAngles.y);
pieceRotAngles.z = pieceTable.GetFloat("rotatez", pieceRotAngles.z);
pieceRotAngles *= DEGTORAD;
LOG_SL(LOG_SECTION_PIECE, L_INFO,
"(%d:%s) Assimp offset (%f,%f,%f), rotate (%f,%f,%f,%f), scale (%f,%f,%f)",
model->numPieces, piece->name.c_str(),
aiTransVec.x, aiTransVec.y, aiTransVec.z,
aiRotateQuat.w, aiRotateQuat.x, aiRotateQuat.y, aiRotateQuat.z,
aiScaleVec.x, aiScaleVec.y, aiScaleVec.z
);
LOG_SL(LOG_SECTION_PIECE, L_INFO,
"(%d:%s) Relative offset (%f,%f,%f), rotate (%f,%f,%f), scale (%f,%f,%f)",
model->numPieces, piece->name.c_str(),
piece->offset.x, piece->offset.y, piece->offset.z,
pieceRotAngles.x, pieceRotAngles.y, pieceRotAngles.z,
piece->scales.x, piece->scales.y, piece->scales.z
);
// NOTE:
// at least collada (.dae) files generated by Blender are stored
// in a coordinate-system that differs from the standard formats
// (3DO, S3O, ...) for which existing tools have prior knowledge
// of Spring's convention, but AssImp's internal system happens
// to match our own so we need no explicit conversion
//
// we allow overriding the (baked) ROOT rotational transform and
// the rotation-axis mapping used by animation scripts because it
// can be a benefit to create models wrt. a different orientation
// than that of the 3D editor (but re-modelling / re-exporting is
// always preferred!)
//
// .dae : x=Rgt, y=-Fwd, z= Up, as=(-1, -1, 1), am=AXIS_XZY (if Z_UP)
// .dae : x=Rgt, y=-Fwd, z= Up, as=(-1, -1, 1), am=AXIS_XZY (if Y_UP) [!?]
// .blend: ????
CMatrix44f bakedMatrix = aiMatrixToMatrix(aiMatrix4x4t<float>(aiRotateQuat.GetMatrix()));
if (piece == model->GetRootPiece()) {
const float3 xaxis = pieceTable.GetFloat3("xaxis", bakedMatrix.GetX());
const float3 yaxis = pieceTable.GetFloat3("yaxis", bakedMatrix.GetY());
const float3 zaxis = pieceTable.GetFloat3("zaxis", bakedMatrix.GetZ());
if (math::fabs(xaxis.SqLength() - yaxis.SqLength()) < 0.01f && math::fabs(yaxis.SqLength() - zaxis.SqLength()) < 0.01f) {
bakedMatrix = CMatrix44f(ZeroVector, xaxis, yaxis, zaxis);
}
}
piece->rotAxisSigns = pieceTable.GetFloat3("rotAxisSigns", float3(-OnesVector));
piece->axisMapType = AxisMappingType(pieceTable.GetInt("rotAxisMap", AXIS_MAPPING_XYZ));
// construct 'baked' part of the piece-space matrix
// AssImp order is translate * rotate * scale * v;
// we leave the translation and scale parts out and
// put those in <offset> and <scales> --> transform
// is just R instead of T * R * S
//
// note: for all non-AssImp models this is identity!
//
piece->ComposeRotation(bakedMatrix, pieceRotAngles);
piece->SetModelMatrix(bakedMatrix);
}
void CAssParser::SetPieceName(
SAssPiece* piece,
const S3DModel* model,
const aiNode* pieceNode,
ModelPieceMap& pieceMap
) {
assert(piece->name.empty());
piece->name = std::string(pieceNode->mName.data);
if (piece->name.empty()) {
if (piece == model->GetRootPiece()) {
// root is always the first piece created, so safe to assign this
piece->name = "$$root$$";
return;
} else {
piece->name = "$$piece$$";
}
}
// find a new name if none given or if a piece with the same name already exists
ModelPieceMap::const_iterator it = pieceMap.find(piece->name);
for (unsigned int i = 0; it != pieceMap.end(); i++) {
const std::string newPieceName = piece->name + IntToString(i, "%02i");
if ((it = pieceMap.find(newPieceName)) == pieceMap.end()) {
piece->name = newPieceName; break;
}
}
assert(piece->name != "SpringHeight");
assert(piece->name != "SpringRadius");
}
void CAssParser::SetPieceParentName(
SAssPiece* piece,
const S3DModel* model,
const aiNode* pieceNode,
const LuaTable& pieceTable,
ParentNameMap& parentMap
) {
// Get parent name from metadata or model
if (pieceTable.KeyExists("parent")) {
parentMap[piece] = pieceTable.GetString("parent", "");
return;
}
if (pieceNode->mParent == nullptr)
return;
if (pieceNode->mParent->mParent != nullptr) {
// parent is not the root
parentMap[piece] = std::string(pieceNode->mParent->mName.data);
} else {
// parent is the root (which must already exist)
assert(model->GetRootPiece() != nullptr);
parentMap[piece] = (model->GetRootPiece())->name;
}
}
void CAssParser::LoadPieceGeometry(SAssPiece* piece, const aiNode* pieceNode, const aiScene* scene)
{
// Get vertex data from node meshes
for (unsigned meshListIndex = 0; meshListIndex < pieceNode->mNumMeshes; ++meshListIndex) {
const unsigned int meshIndex = pieceNode->mMeshes[meshListIndex];
const aiMesh* mesh = scene->mMeshes[meshIndex];
LOG_SL(LOG_SECTION_PIECE, L_DEBUG, "Fetching mesh %d from scene", meshIndex);
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"));
piece->vertices.reserve(piece->vertices.size() + mesh->mNumVertices);
piece->indices.reserve(piece->indices.size() + mesh->mNumFaces * 3);
std::vector<unsigned> mesh_vertex_mapping;
// extract vertex data per mesh
for (unsigned vertexIndex = 0; vertexIndex < mesh->mNumVertices; ++vertexIndex) {
const aiVector3D& aiVertex = mesh->mVertices[vertexIndex];
SAssVertex vertex;
// vertex coordinates
vertex.pos = aiVectorToFloat3(aiVertex);
// update piece min/max extents
piece->mins = float3::min(piece->mins, vertex.pos);
piece->maxs = float3::max(piece->maxs, vertex.pos);
// vertex normal
LOG_SL(LOG_SECTION_PIECE, L_DEBUG, "Fetching normal for vertex %d", vertexIndex);
const aiVector3D& aiNormal = mesh->mNormals[vertexIndex];
if (!IS_QNAN(aiNormal)) {
vertex.normal = aiVectorToFloat3(aiNormal);
}
// 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.sTangent = aiVectorToFloat3(aiTangent);
vertex.tTangent = aiVectorToFloat3(aiBitangent);
}
// vertex tex-coords per channel
for (unsigned int uvChanIndex = 0; uvChanIndex < NUM_MODEL_UVCHANNS; uvChanIndex++) {
if (!mesh->HasTextureCoords(uvChanIndex))
break;
piece->SetNumTexCoorChannels(uvChanIndex + 1);
vertex.texCoords[uvChanIndex].x = mesh->mTextureCoords[uvChanIndex][vertexIndex].x;
vertex.texCoords[uvChanIndex].y = mesh->mTextureCoords[uvChanIndex][vertexIndex].y;
}
mesh_vertex_mapping.push_back(piece->vertices.size());
piece->vertices.push_back(vertex);
}
// extract face data
LOG_SL(LOG_SECTION_PIECE, L_DEBUG, "Processing faces for mesh %d (%d faces)", meshIndex, mesh->mNumFaces);
/*
* 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
*/
for (unsigned faceIndex = 0; faceIndex < mesh->mNumFaces; ++faceIndex) {
const aiFace& face = mesh->mFaces[faceIndex];
// some models contain lines (mNumIndices == 2) which
// we cannot render and they would need a 2nd drawcall)
if (face.mNumIndices != 3)
continue;
for (unsigned vertexListID = 0; vertexListID < face.mNumIndices; ++vertexListID) {
const unsigned int vertexFaceIdx = face.mIndices[vertexListID];
const unsigned int vertexDrawIdx = mesh_vertex_mapping[vertexFaceIdx];
piece->indices.push_back(vertexDrawIdx);
}
}
}
}
SAssPiece* CAssParser::LoadPiece(
S3DModel* model,
const aiNode* pieceNode,
const aiScene* scene,
const LuaTable& modelTable,
ModelPieceMap& pieceMap,
ParentNameMap& parentMap
) {
++model->numPieces;
SAssPiece* piece = new SAssPiece();
if (pieceNode->mParent == nullptr) {
// set the model's root piece ASAP, needed later
assert(pieceNode == scene->mRootNode);
assert(model->GetRootPiece() == nullptr);
model->SetRootPiece(piece);
}
SetPieceName(piece, model, pieceNode, pieceMap);
LOG_SL(LOG_SECTION_PIECE, L_INFO, "Converting node '%s' to piece '%s' (%d meshes).", pieceNode->mName.data, piece->name.c_str(), pieceNode->mNumMeshes);
// Load additional piece properties from metadata
const LuaTable& pieceTable = modelTable.SubTable("pieces").SubTable(piece->name);
if (pieceTable.IsValid()) {
LOG_SL(LOG_SECTION_PIECE, L_INFO, "Found metadata for piece '%s'", piece->name.c_str());
}
LoadPieceTransformations(piece, model, pieceNode, pieceTable);
LoadPieceGeometry(piece, pieceNode, scene);
SetPieceParentName(piece, model, pieceNode, pieceTable, parentMap);
{
// operator[] creates an empty string if piece is not in map
const auto parentNameIt = parentMap.find(piece);
const std::string& parentName = (parentNameIt != parentMap.end())? (parentNameIt->second).c_str(): "[null]";
// Verbose logging of piece properties
LOG_SL(LOG_SECTION_PIECE, L_INFO, "Loaded model piece: %s with %d meshes", piece->name.c_str(), pieceNode->mNumMeshes);
LOG_SL(LOG_SECTION_PIECE, L_INFO, "piece->name: %s", piece->name.c_str());
LOG_SL(LOG_SECTION_PIECE, L_INFO, "piece->parent: %s", parentName.c_str());
}
// Recursively process all child pieces
for (unsigned int i = 0; i < pieceNode->mNumChildren; ++i) {
LoadPiece(model, pieceNode->mChildren[i], scene, modelTable, pieceMap, parentMap);
}
pieceMap[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, ModelPieceMap& pieceMap, const ParentNameMap& parentMap)
{
const char* fmt1 = "Missing piece '%s' declared as parent of '%s'.";
const char* fmt2 = "Missing root piece (parent of orphan '%s')";
// Loop through all pieces and create missing hierarchy info
for (auto it = pieceMap.cbegin(); it != pieceMap.cend(); ++it) {
SAssPiece* piece = static_cast<SAssPiece*>(it->second);
if (piece == model->GetRootPiece()) {
assert(piece->parent == nullptr);
assert(model->GetRootPiece() == piece);
continue;
}
const auto parentNameIt = parentMap.find(piece);
if (parentNameIt != parentMap.end()) {
const std::string& parentName = parentNameIt->second;
const auto pieceIt = pieceMap.find(parentName);
if (pieceIt != pieceMap.end()) {
piece->parent = pieceIt->second;
piece->parent->children.push_back(piece);
} else {
LOG_SL(LOG_SECTION_PIECE, L_ERROR, fmt1, parentName.c_str(), piece->name.c_str());
}
continue;
}
// a piece with no named parent that isn't the root (orphan)
// link these to the root piece if it exists (which it should)
if ((piece->parent = model->GetRootPiece()) == nullptr) {
LOG_SL(LOG_SECTION_PIECE, L_ERROR, fmt2, piece->name.c_str());
} else {
piece->parent->children.push_back(piece);
}
}
}
// Iterate over the model and calculate its overall dimensions
void CAssParser::CalculateModelDimensions(S3DModel* model, S3DModelPiece* piece)
{
CMatrix44f scaleRotMat;
piece->ComposeTransform(scaleRotMat, ZeroVector, ZeroVector, piece->scales);
// cannot set this until parent relations are known, so either here or in BuildPieceHierarchy()
piece->goffset = scaleRotMat.Mul(piece->offset) + ((piece->parent != nullptr)? piece->parent->goffset: ZeroVector);
// update model min/max extents
model->mins = float3::min(piece->goffset + piece->mins, model->mins);
model->maxs = float3::max(piece->goffset + piece->maxs, model->maxs);
piece->SetCollisionVolume(CollisionVolume("box", piece->maxs - piece->mins, (piece->maxs + piece->mins) * 0.5f));
// Repeat with children
for (unsigned int i = 0; i < piece->children.size(); i++) {
CalculateModelDimensions(model, piece->children[i]);
}
}
// Calculate model radius from the min/max extents
void CAssParser::CalculateModelProperties(S3DModel* model, const LuaTable& modelTable)
{
CalculateModelDimensions(model, model->rootPiece);
model->mins = modelTable.GetFloat3("mins", model->mins);
model->maxs = modelTable.GetFloat3("maxs", model->maxs);
model->radius = modelTable.GetFloat("radius", (model->maxs - model->mins ).Length() * 0.5f);
model->height = modelTable.GetFloat("height", (model->maxs.y - model->mins.y) );
model->relMidPos = modelTable.GetFloat3("midpos", (model->maxs + model->mins) * 0.5f);
}
static std::string FindTexture(std::string testTextureFile, const std::string& modelPath, const std::string& fallback)
{
if (testTextureFile.empty())
return fallback;
// blender denotes relative paths with "//..", remove it
if (testTextureFile.find("//..") == 0)
testTextureFile = testTextureFile.substr(4);
if (CFileHandler::FileExists(testTextureFile, SPRING_VFS_ZIP_FIRST))
return testTextureFile;
if (CFileHandler::FileExists("unittextures/" + testTextureFile, SPRING_VFS_ZIP_FIRST))
return "unittextures/" + testTextureFile;
if (CFileHandler::FileExists(modelPath + testTextureFile, SPRING_VFS_ZIP_FIRST))
return modelPath + testTextureFile;
return fallback;
}
static std::string FindTextureByRegex(const std::string& regex_path, const std::string& regex)
{
//FIXME instead of ".*" only check imagetypes!
const std::vector<std::string>& files = CFileHandler::FindFiles(regex_path, regex + ".*");
if (!files.empty()) {
return FindTexture(FileSystem::GetFilename(files[0]), "", "");
}
return "";
}
void CAssParser::FindTextures(
S3DModel* model,
const aiScene* scene,
const LuaTable& modelTable,
const std::string& modelPath,
const std::string& modelName
) {
// 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).
// 1. try to find by name (lowest prioriy)
if (model->tex1.empty()) model->tex1 = FindTextureByRegex("unittextures/", modelName); // high priority
if (model->tex1.empty()) model->tex1 = FindTextureByRegex("unittextures/", modelName + "1");
if (model->tex2.empty()) model->tex2 = FindTextureByRegex("unittextures/", modelName + "2");
if (model->tex1.empty()) model->tex1 = FindTextureByRegex(modelPath, "tex1");
if (model->tex2.empty()) model->tex2 = FindTextureByRegex(modelPath, "tex2");
if (model->tex1.empty()) model->tex1 = FindTextureByRegex(modelPath, "diffuse");
if (model->tex2.empty()) model->tex2 = FindTextureByRegex(modelPath, "glow"); // low priority
// 2. gather model-defined textures of first material (medium priority)
if (scene->mNumMaterials > 0) {
constexpr unsigned int texTypes[] = {
aiTextureType_SPECULAR,
aiTextureType_UNKNOWN,
aiTextureType_DIFFUSE,
/*
// TODO: support these too (we need to allow constructing tex1 & tex2 from several sources)
aiTextureType_EMISSIVE,
aiTextureType_HEIGHT,
aiTextureType_NORMALS,
aiTextureType_SHININESS,
aiTextureType_OPACITY,
*/
};
for (unsigned int texType: texTypes) {
aiString textureFile;
if (scene->mMaterials[0]->Get(AI_MATKEY_TEXTURE(texType, 0), textureFile) != aiReturn_SUCCESS)
continue;
assert(textureFile.length > 0);
model->tex1 = FindTexture(textureFile.data, modelPath, model->tex1);
}
}
// 3. try to load from metafile (highest priority)
model->tex1 = FindTexture(modelTable.GetString("tex1", ""), modelPath, model->tex1);
model->tex2 = FindTexture(modelTable.GetString("tex2", ""), modelPath, model->tex2);
model->invertTexYAxis = modelTable.GetBool("fliptextures", true); // Flip texture upside down
model->invertTexAlpha = modelTable.GetBool("invertteamcolor", true); // Reverse teamcolor levels
}
void SAssPiece::UploadGeometryVBOs()
{
if (!HasGeometryData())
return;
//FIXME share 1 VBO for ALL models
vboAttributes.Bind(GL_ARRAY_BUFFER);
vboAttributes.New(vertices.size() * sizeof(SAssVertex), GL_STATIC_DRAW, &vertices[0]);
vboAttributes.Unbind();
vboIndices.Bind(GL_ELEMENT_ARRAY_BUFFER);
vboIndices.New(indices.size() * sizeof(unsigned int), GL_STATIC_DRAW, &indices[0]);
vboIndices.Unbind();
// NOTE: wasteful to keep these around, but still needed (eg. for Shatter())
// vertices.clear();
// indices.clear();
}
void SAssPiece::BindVertexAttribVBOs() const
{
vboAttributes.Bind(GL_ARRAY_BUFFER);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(SAssVertex), vboAttributes.GetPtr(offsetof(SAssVertex, pos)));
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, sizeof(SAssVertex), vboAttributes.GetPtr(offsetof(SAssVertex, normal)));
// primary and secondary texture use first UV channel
for (unsigned int n = 0; n < NUM_MODEL_TEXTURES; n++) {
glClientActiveTexture(GL_TEXTURE0 + n);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(SAssVertex), vboAttributes.GetPtr(offsetof(SAssVertex, texCoords) + (0 * sizeof(float2))));
}
// extra UV channels (currently at most one)
for (unsigned int n = 1; n < GetNumTexCoorChannels(); n++) {
assert((GL_TEXTURE0 + NUM_MODEL_TEXTURES + (n - 1)) < GL_TEXTURE5);
glClientActiveTexture(GL_TEXTURE0 + NUM_MODEL_TEXTURES + (n - 1));
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(SAssVertex), vboAttributes.GetPtr(offsetof(SAssVertex, texCoords) + (n * sizeof(float2))));
}
glClientActiveTexture(GL_TEXTURE5);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(3, GL_FLOAT, sizeof(SAssVertex), vboAttributes.GetPtr(offsetof(SAssVertex, sTangent)));
glClientActiveTexture(GL_TEXTURE6);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(3, GL_FLOAT, sizeof(SAssVertex), vboAttributes.GetPtr(offsetof(SAssVertex, tTangent)));
vboAttributes.Unbind();
}
void SAssPiece::UnbindVertexAttribVBOs() const
{
glClientActiveTexture(GL_TEXTURE6);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE5);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE2);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE1);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
}
void SAssPiece::DrawForList() const
{
if (!HasGeometryData())
return;
/*
* 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
*/
BindVertexAttribVBOs();
vboIndices.Bind(GL_ELEMENT_ARRAY_BUFFER);
glDrawRangeElements(GL_TRIANGLES, 0, vertices.size() - 1, indices.size(), GL_UNSIGNED_INT, vboIndices.GetPtr());
vboIndices.Unbind();
UnbindVertexAttribVBOs();
}