Add assimp-based mesh import
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@@ -1,9 +1,189 @@
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#include <XCEngine/Resources/Mesh/MeshLoader.h>
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#include <XCEngine/Resources/Mesh/MeshImportSettings.h>
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#include <XCEngine/Core/Asset/ResourceManager.h>
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#include <XCEngine/Core/Math/Matrix4.h>
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#include <assimp/Importer.hpp>
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#include <assimp/postprocess.h>
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#include <assimp/scene.h>
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#include <filesystem>
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#include <fstream>
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#include <limits>
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#include <string>
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#include <vector>
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namespace XCEngine {
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namespace Resources {
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namespace {
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struct ImportedMeshData {
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std::vector<StaticMeshVertex> vertices;
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std::vector<Core::uint32> indices;
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VertexAttribute attributes = VertexAttribute::Position;
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};
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Math::Matrix4 ConvertAssimpMatrix(const aiMatrix4x4& matrix) {
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Math::Matrix4 result;
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result.m[0][0] = matrix.a1; result.m[0][1] = matrix.a2; result.m[0][2] = matrix.a3; result.m[0][3] = matrix.a4;
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result.m[1][0] = matrix.b1; result.m[1][1] = matrix.b2; result.m[1][2] = matrix.b3; result.m[1][3] = matrix.b4;
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result.m[2][0] = matrix.c1; result.m[2][1] = matrix.c2; result.m[2][2] = matrix.c3; result.m[2][3] = matrix.c4;
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result.m[3][0] = matrix.d1; result.m[3][1] = matrix.d2; result.m[3][2] = matrix.d3; result.m[3][3] = matrix.d4;
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return result;
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}
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Core::uint32 BuildPostProcessFlags(const MeshImportSettings& settings) {
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Core::uint32 flags = aiProcess_Triangulate |
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aiProcess_JoinIdenticalVertices |
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aiProcess_SortByPType |
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aiProcess_ValidateDataStructure |
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aiProcess_FindInvalidData;
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if (settings.GetAxisConversion()) {
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flags |= aiProcess_MakeLeftHanded;
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flags |= aiProcess_FlipWindingOrder;
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}
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if (settings.HasImportFlag(MeshImportFlags::FlipUVs)) {
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flags |= aiProcess_FlipUVs;
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}
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if (settings.HasImportFlag(MeshImportFlags::FlipWindingOrder)) {
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flags |= aiProcess_FlipWindingOrder;
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}
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if (settings.HasImportFlag(MeshImportFlags::GenerateNormals)) {
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flags |= aiProcess_GenSmoothNormals;
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}
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if (settings.HasImportFlag(MeshImportFlags::GenerateTangents)) {
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flags |= aiProcess_CalcTangentSpace;
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}
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if (settings.HasImportFlag(MeshImportFlags::OptimizeMesh)) {
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flags |= aiProcess_ImproveCacheLocality;
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flags |= aiProcess_OptimizeMeshes;
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flags |= aiProcess_OptimizeGraph;
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}
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return flags;
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}
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ImportedMeshData ImportSingleMesh(const aiMesh& mesh,
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const Math::Matrix4& worldTransform,
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float globalScale,
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const Math::Vector3& offset) {
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ImportedMeshData result;
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result.vertices.reserve(mesh.mNumVertices);
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result.indices.reserve(mesh.mNumFaces * 3);
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VertexAttribute attributes = VertexAttribute::Position;
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if (mesh.HasNormals()) {
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attributes = attributes | VertexAttribute::Normal;
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}
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if (mesh.HasTangentsAndBitangents()) {
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attributes = attributes | VertexAttribute::Tangent | VertexAttribute::Bitangent;
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}
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if (mesh.HasTextureCoords(0)) {
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attributes = attributes | VertexAttribute::UV0;
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}
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const Math::Matrix4 normalTransform = worldTransform.Inverse().Transpose();
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const float appliedScale = globalScale;
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for (Core::uint32 vertexIndex = 0; vertexIndex < mesh.mNumVertices; ++vertexIndex) {
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StaticMeshVertex vertex;
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const aiVector3D& position = mesh.mVertices[vertexIndex];
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const Math::Vector3 transformedPosition = worldTransform.MultiplyPoint(Math::Vector3(position.x, position.y, position.z));
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vertex.position = transformedPosition * appliedScale + offset;
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if (mesh.HasNormals()) {
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const aiVector3D& normal = mesh.mNormals[vertexIndex];
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vertex.normal = normalTransform.MultiplyVector(Math::Vector3(normal.x, normal.y, normal.z)).Normalized();
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}
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if (mesh.HasTangentsAndBitangents()) {
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const aiVector3D& tangent = mesh.mTangents[vertexIndex];
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const aiVector3D& bitangent = mesh.mBitangents[vertexIndex];
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vertex.tangent = normalTransform.MultiplyVector(Math::Vector3(tangent.x, tangent.y, tangent.z)).Normalized();
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vertex.bitangent = normalTransform.MultiplyVector(Math::Vector3(bitangent.x, bitangent.y, bitangent.z)).Normalized();
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}
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if (mesh.HasTextureCoords(0)) {
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const aiVector3D& uv = mesh.mTextureCoords[0][vertexIndex];
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vertex.uv0 = Math::Vector2(uv.x, uv.y);
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}
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result.vertices.push_back(vertex);
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}
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for (Core::uint32 faceIndex = 0; faceIndex < mesh.mNumFaces; ++faceIndex) {
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const aiFace& face = mesh.mFaces[faceIndex];
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if (face.mNumIndices != 3) {
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continue;
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}
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result.indices.push_back(face.mIndices[0]);
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result.indices.push_back(face.mIndices[1]);
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result.indices.push_back(face.mIndices[2]);
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}
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result.attributes = attributes;
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return result;
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}
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void ProcessNode(const aiNode& node,
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const aiScene& scene,
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const Math::Matrix4& parentTransform,
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const MeshImportSettings& settings,
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std::vector<StaticMeshVertex>& vertices,
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std::vector<Core::uint32>& indices,
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Containers::Array<MeshSection>& sections,
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VertexAttribute& attributes) {
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const Math::Matrix4 worldTransform = parentTransform * ConvertAssimpMatrix(node.mTransformation);
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const float globalScale = settings.GetScale() * settings.GetImportScale();
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for (Core::uint32 meshIndex = 0; meshIndex < node.mNumMeshes; ++meshIndex) {
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const aiMesh* mesh = scene.mMeshes[node.mMeshes[meshIndex]];
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if (mesh == nullptr || mesh->mNumVertices == 0) {
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continue;
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}
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const ImportedMeshData meshData = ImportSingleMesh(*mesh, worldTransform, globalScale, settings.GetOffset());
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if (meshData.vertices.empty() || meshData.indices.empty()) {
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continue;
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}
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const Core::uint32 baseVertex = static_cast<Core::uint32>(vertices.size());
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const Core::uint32 startIndex = static_cast<Core::uint32>(indices.size());
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vertices.insert(vertices.end(), meshData.vertices.begin(), meshData.vertices.end());
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indices.reserve(indices.size() + meshData.indices.size());
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for (Core::uint32 index : meshData.indices) {
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indices.push_back(baseVertex + index);
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}
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MeshSection section{};
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section.baseVertex = baseVertex;
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section.vertexCount = static_cast<Core::uint32>(meshData.vertices.size());
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section.startIndex = startIndex;
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section.indexCount = static_cast<Core::uint32>(meshData.indices.size());
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section.materialID = mesh->mMaterialIndex;
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sections.PushBack(section);
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attributes = attributes | meshData.attributes;
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}
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for (Core::uint32 childIndex = 0; childIndex < node.mNumChildren; ++childIndex) {
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const aiNode* child = node.mChildren[childIndex];
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if (child != nullptr) {
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ProcessNode(*child, scene, worldTransform, settings, vertices, indices, sections, attributes);
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}
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}
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}
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} // namespace
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MeshLoader::MeshLoader() = default;
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MeshLoader::~MeshLoader() = default;
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@@ -19,43 +199,100 @@ Containers::Array<Containers::String> MeshLoader::GetSupportedExtensions() const
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}
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bool MeshLoader::CanLoad(const Containers::String& path) const {
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Containers::String ext = GetExtension(path);
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ext.ToLower();
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Containers::String ext = GetExtension(path).ToLower();
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return ext == "fbx" || ext == "obj" || ext == "gltf" ||
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ext == "glb" || ext == "dae" || ext == "stl";
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}
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LoadResult MeshLoader::Load(const Containers::String& path, const ImportSettings* settings) {
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(void)settings;
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Containers::String ext = GetExtension(path);
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ext.ToLower();
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const Containers::String ext = GetExtension(path).ToLower();
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if (!CanLoad(path)) {
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return LoadResult(Containers::String("Unsupported mesh format: ") + ext);
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}
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Containers::Array<Core::uint8> fileData = ReadFileData(path);
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if (fileData.Empty()) {
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std::ifstream file(path.CStr(), std::ios::binary);
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if (!file.is_open()) {
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return LoadResult(Containers::String("Failed to read file: ") + path);
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}
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MeshImportSettings defaultSettings;
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const MeshImportSettings* resolvedSettings = dynamic_cast<const MeshImportSettings*>(settings);
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if (resolvedSettings == nullptr) {
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resolvedSettings = &defaultSettings;
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}
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile(path.CStr(), BuildPostProcessFlags(*resolvedSettings));
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if (scene == nullptr || scene->mRootNode == nullptr || (scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE) != 0) {
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const char* errorText = importer.GetErrorString();
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return LoadResult(Containers::String("Assimp failed to load mesh: ") +
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Containers::String(errorText != nullptr ? errorText : "Unknown error"));
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}
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std::vector<StaticMeshVertex> vertices;
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std::vector<Core::uint32> indices;
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Containers::Array<MeshSection> sections;
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VertexAttribute attributes = VertexAttribute::Position;
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ProcessNode(*scene->mRootNode,
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*scene,
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Math::Matrix4::Identity(),
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*resolvedSettings,
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vertices,
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indices,
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sections,
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attributes);
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if (vertices.empty() || indices.empty()) {
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return LoadResult(Containers::String("No triangle mesh data found in: ") + path);
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}
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auto* mesh = new Mesh();
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IResource::ConstructParams params;
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params.name = path;
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const std::string fileName = std::filesystem::path(path.CStr()).filename().string();
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params.name = Containers::String(fileName.c_str());
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params.path = path;
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params.guid = ResourceGUID::Generate(path);
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params.memorySize = fileData.Size();
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params.memorySize = 0;
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mesh->Initialize(params);
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mesh->SetVertexData(vertices.data(),
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vertices.size() * sizeof(StaticMeshVertex),
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static_cast<Core::uint32>(vertices.size()),
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sizeof(StaticMeshVertex),
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attributes);
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const bool use32BitIndex = vertices.size() > std::numeric_limits<Core::uint16>::max();
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if (use32BitIndex) {
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mesh->SetIndexData(indices.data(),
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indices.size() * sizeof(Core::uint32),
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static_cast<Core::uint32>(indices.size()),
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true);
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} else {
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std::vector<Core::uint16> compactIndices;
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compactIndices.reserve(indices.size());
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for (Core::uint32 index : indices) {
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compactIndices.push_back(static_cast<Core::uint16>(index));
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}
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mesh->SetIndexData(compactIndices.data(),
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compactIndices.size() * sizeof(Core::uint16),
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static_cast<Core::uint32>(compactIndices.size()),
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false);
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}
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for (const MeshSection& section : sections) {
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mesh->AddSection(section);
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}
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return LoadResult(mesh);
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}
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ImportSettings* MeshLoader::GetDefaultSettings() const {
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return nullptr;
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return new MeshImportSettings();
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}
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REGISTER_RESOURCE_LOADER(MeshLoader);
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