442 lines
13 KiB
C++
442 lines
13 KiB
C++
// Copyright (c) Wojciech Figat. All rights reserved.
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#include "ModelData.h"
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#include "Engine/Core/Log.h"
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#include "Engine/Core/Math/BoundingBox.h"
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#include "Engine/Core/Math/BoundingSphere.h"
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#include "Engine/Animations/CurveSerialization.h"
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#include "Engine/Serialization/WriteStream.h"
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void MeshData::Clear()
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{
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MaterialSlotIndex = 0;
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NodeIndex = 0;
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Positions.Clear();
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Indices.Clear();
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UVs.Clear();
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Normals.Clear();
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Tangents.Clear();
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BitangentSigns.Clear();
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Colors.Clear();
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BlendIndices.Clear();
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BlendWeights.Clear();
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BlendShapes.Clear();
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}
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void MeshData::EnsureCapacity(int32 vertices, int32 indices, bool preserveContents, bool withColors, bool withSkin, int32 texcoords)
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{
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Positions.EnsureCapacity(vertices, preserveContents);
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Indices.EnsureCapacity(indices, preserveContents);
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UVs.Resize(texcoords);
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for (auto& channel : UVs)
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channel.EnsureCapacity(vertices, preserveContents);
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Normals.EnsureCapacity(vertices, preserveContents);
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Tangents.EnsureCapacity(vertices, preserveContents);
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Colors.EnsureCapacity(withColors ? vertices : 0, preserveContents);
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BlendIndices.EnsureCapacity(withSkin ? vertices : 0, preserveContents);
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BlendWeights.EnsureCapacity(withSkin ? vertices : 0, preserveContents);
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}
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void MeshData::SwapBuffers(MeshData& other)
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{
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Positions.Swap(other.Positions);
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Indices.Swap(other.Indices);
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UVs.Swap(other.UVs);
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Normals.Swap(other.Normals);
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Tangents.Swap(other.Tangents);
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BitangentSigns.Swap(other.BitangentSigns);
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Colors.Swap(other.Colors);
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BlendIndices.Swap(other.BlendIndices);
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BlendWeights.Swap(other.BlendWeights);
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BlendShapes.Swap(other.BlendShapes);
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}
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void MeshData::Release()
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{
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MaterialSlotIndex = 0;
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Positions.Resize(0);
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Indices.Resize(0);
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UVs.Resize(0);
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Normals.Resize(0);
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Tangents.Resize(0);
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BitangentSigns.Resize(0);
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Colors.Resize(0);
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BlendIndices.Resize(0);
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BlendWeights.Resize(0);
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BlendShapes.Resize(0);
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}
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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void MeshData::InitFromModelVertices(ModelVertex19* vertices, uint32 verticesCount)
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{
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Positions.Resize(verticesCount, false);
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UVs.Resize(2);
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UVs[0].Resize(verticesCount, false);
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UVs[1].Resize(verticesCount, false);
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Normals.Resize(verticesCount, false);
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Tangents.Resize(verticesCount, false);
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BitangentSigns.Resize(0);
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Colors.Resize(0);
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BlendIndices.Resize(0);
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BlendWeights.Resize(0);
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BlendShapes.Resize(0);
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for (uint32 i = 0; i < verticesCount; i++)
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{
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Positions[i] = vertices->Position;
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UVs[0][i] = vertices->TexCoord.ToFloat2();
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UVs[1][i] = vertices->LightmapUVs.ToFloat2();
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Normals[i] = vertices->Normal.ToFloat3() * 2.0f - 1.0f;
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Tangents[i] = vertices->Tangent.ToFloat3() * 2.0f - 1.0f;
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Colors[i] = Color(vertices->Color);
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vertices++;
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}
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}
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void MeshData::InitFromModelVertices(VB0ElementType18* vb0, VB1ElementType18* vb1, uint32 verticesCount)
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{
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Positions.Resize(verticesCount, false);
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UVs.Resize(2);
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UVs[0].Resize(verticesCount, false);
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UVs[1].Resize(verticesCount, false);
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Normals.Resize(verticesCount, false);
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Tangents.Resize(verticesCount, false);
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BitangentSigns.Resize(0);
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Colors.Resize(0);
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BlendIndices.Resize(0);
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BlendWeights.Resize(0);
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BlendShapes.Resize(0);
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for (uint32 i = 0; i < verticesCount; i++)
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{
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Positions[i] = vb0->Position;
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UVs[0][i] = vb1->TexCoord.ToFloat2();
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UVs[1][i] = vb1->LightmapUVs.ToFloat2();
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Normals[i] = vb1->Normal.ToFloat3() * 2.0f - 1.0f;
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Tangents[i] = vb1->Tangent.ToFloat3() * 2.0f - 1.0f;
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vb0++;
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vb1++;
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}
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}
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void MeshData::InitFromModelVertices(VB0ElementType18* vb0, VB1ElementType18* vb1, VB2ElementType18* vb2, uint32 verticesCount)
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{
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Positions.Resize(verticesCount, false);
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UVs.Resize(2);
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UVs[0].Resize(verticesCount, false);
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UVs[1].Resize(verticesCount, false);
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Normals.Resize(verticesCount, false);
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Tangents.Resize(verticesCount, false);
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BitangentSigns.Resize(0);
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if (vb2)
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Colors.Resize(verticesCount, false);
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else
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Colors.Resize(0);
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BlendIndices.Resize(0);
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BlendWeights.Resize(0);
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BlendShapes.Resize(0);
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for (uint32 i = 0; i < verticesCount; i++)
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{
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Positions[i] = vb0->Position;
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UVs[0][i] = vb1->TexCoord.ToFloat2();
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UVs[1][i] = vb1->LightmapUVs.ToFloat2();
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Normals[i] = vb1->Normal.ToFloat3() * 2.0f - 1.0f;
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Tangents[i] = vb1->Tangent.ToFloat3() * 2.0f - 1.0f;
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if (vb2)
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{
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Colors[i] = Color(vb2->Color);
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vb2++;
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}
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vb0++;
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vb1++;
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}
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}
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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void MeshData::SetIndexBuffer(void* data, uint32 indicesCount)
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{
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bool use16BitIndexBuffer = indicesCount <= MAX_uint16;
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Indices.Resize(indicesCount, false);
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if (use16BitIndexBuffer)
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{
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auto ib16 = static_cast<uint16*>(data);
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for (uint32 a = 0; a < indicesCount; a++)
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Indices[a] = *ib16++;
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}
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else
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{
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auto ib32 = static_cast<uint32*>(data);
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for (uint32 a = 0; a < indicesCount; a++)
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Indices[a] = *ib32++;
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}
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}
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void MeshData::CalculateBox(BoundingBox& result) const
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{
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if (Positions.HasItems())
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BoundingBox::FromPoints(Positions.Get(), Positions.Count(), result);
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else
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result = BoundingBox::Zero;
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}
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void MeshData::CalculateSphere(BoundingSphere& result) const
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{
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if (Positions.HasItems())
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BoundingSphere::FromPoints(Positions.Get(), Positions.Count(), result);
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else
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result = BoundingSphere::Empty;
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}
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void MeshData::CalculateBounds(BoundingBox& box, BoundingSphere& sphere) const
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{
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if (Positions.HasItems())
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{
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// Merged code of BoundingBox::FromPoints and BoundingSphere::FromPoints within a single loop
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const Float3* points = Positions.Get();
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const int32 pointsCount = Positions.Count();
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Float3 min = points[0];
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Float3 max = min;
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Float3 center = min;
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for (int32 i = 1; i < pointsCount; i++)
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Float3::Add(points[i], center, center);
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center /= (float)pointsCount;
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float radiusSq = Float3::DistanceSquared(center, min);
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for (int32 i = 1; i < pointsCount; i++)
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{
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Float3::Min(min, points[i], min);
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Float3::Max(max, points[i], max);
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const float distance = Float3::DistanceSquared(center, points[i]);
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if (distance > radiusSq)
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radiusSq = distance;
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}
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box = BoundingBox(min, max);
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sphere = BoundingSphere(center, Math::Sqrt(radiusSq));
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}
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else
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{
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box = BoundingBox::Zero;
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sphere = BoundingSphere::Empty;
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}
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}
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void MeshData::TransformBuffer(const Matrix& matrix)
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{
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// Compute matrix inverse transpose
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Matrix inverseTransposeMatrix;
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Matrix::Invert(matrix, inverseTransposeMatrix);
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Matrix::Transpose(inverseTransposeMatrix, inverseTransposeMatrix);
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// Transform blend shapes
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for (auto& blendShape : BlendShapes)
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{
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const auto vv = blendShape.Vertices.Get();
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for (int32 i = 0; i < blendShape.Vertices.Count(); i++)
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{
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auto& v = vv[i];
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Float3 p = Positions[v.VertexIndex];
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Float3 vp = p + v.PositionDelta;
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Float3::Transform(vp, matrix, vp);
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Float3::Transform(p, matrix, p);
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v.PositionDelta = vp - p;
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Float3 n = Normals[v.VertexIndex];
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Float3 vn = n + v.NormalDelta;
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vn.Normalize();
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Float3::TransformNormal(vn, inverseTransposeMatrix, vn);
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vn.Normalize();
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Float3::TransformNormal(n, inverseTransposeMatrix, n);
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n.Normalize();
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v.NormalDelta = vn - n;
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}
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}
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// Transform positions
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const auto pp = Positions.Get();
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for (int32 i = 0; i < Positions.Count(); i++)
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{
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auto& p = pp[i];
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Float3::Transform(p, matrix, p);
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}
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// Transform normals and tangents
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const auto nn = Normals.Get();
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for (int32 i = 0; i < Normals.Count(); i++)
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{
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auto& n = nn[i];
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Float3::TransformNormal(n, inverseTransposeMatrix, n);
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n.Normalize();
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}
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const auto tt = Tangents.Get();
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for (int32 i = 0; i < Tangents.Count(); i++)
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{
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auto& t = tt[i];
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Float3::TransformNormal(t, inverseTransposeMatrix, t);
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t.Normalize();
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}
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}
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void MeshData::NormalizeBlendWeights()
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{
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ASSERT(Positions.Count() == BlendWeights.Count());
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for (int32 i = 0; i < Positions.Count(); i++)
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{
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Float4& weights = BlendWeights.Get()[i];
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const float sum = weights.SumValues();
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const float invSum = sum > ZeroTolerance ? 1.0f / sum : 0.0f;
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weights *= invSum;
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}
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}
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void MeshData::Merge(MeshData& other)
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{
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// Merge index buffer (and remap indices)
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const uint32 vertexIndexOffset = Positions.Count();
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const int32 indicesStart = Indices.Count();
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const int32 indicesEnd = indicesStart + other.Indices.Count();
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Indices.Add(other.Indices);
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for (int32 i = indicesStart; i < indicesEnd; i++)
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{
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Indices[i] += vertexIndexOffset;
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}
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// Merge vertex buffer
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#define MERGE(item, defaultValue) \
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if (item.HasItems() && other.item.HasItems()) \
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item.Add(other.item); \
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else if (item.HasItems() && !other.item.HasItems()) \
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for (int32 i = 0; i < other.Positions.Count(); i++) item.Add(defaultValue); \
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else if (!item.HasItems() && other.item.HasItems()) \
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for (int32 i = 0; i < Positions.Count(); i++) item.Add(defaultValue)
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MERGE(Positions, Float3::Zero);
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MERGE(Normals, Float3::Forward);
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MERGE(Tangents, Float3::Right);
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MERGE(BitangentSigns, 1.0f);
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MERGE(Colors, Color::Black);
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MERGE(BlendIndices, Int4::Zero);
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MERGE(BlendWeights, Float4::Zero);
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if (other.UVs.Count() > UVs.Count())
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UVs.Resize(other.UVs.Count());
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for (int32 channelIdx = 0; channelIdx < UVs.Count(); channelIdx++)
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{
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if (other.UVs.Count() <= channelIdx)
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{
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for (int32 i = 0; i < other.Positions.Count(); i++)
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UVs[channelIdx].Add(Float2::Zero);
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continue;
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}
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MERGE(UVs[channelIdx], Float2::Zero);
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}
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#undef MERGE
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// Merge blend shapes
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for (auto& otherBlendShape : other.BlendShapes)
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{
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BlendShape* blendShape = nullptr;
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for (int32 i = 0; i < BlendShapes.Count(); i++)
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{
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if (BlendShapes[i].Name == otherBlendShape.Name)
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{
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blendShape = &BlendShapes[i];
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break;
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}
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}
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if (!blendShape)
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{
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blendShape = &BlendShapes.AddOne();
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blendShape->Name = otherBlendShape.Name;
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blendShape->Weight = otherBlendShape.Weight;
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}
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const int32 startIndex = blendShape->Vertices.Count();
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blendShape->Vertices.Add(otherBlendShape.Vertices);
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for (int32 i = startIndex; i < blendShape->Vertices.Count(); i++)
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{
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blendShape->Vertices[i].VertexIndex += vertexIndexOffset;
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}
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}
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}
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bool MaterialSlotEntry::UsesProperties() const
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{
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return Diffuse.Color != Color::White ||
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Diffuse.TextureIndex != -1 ||
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Emissive.Color != Color::Transparent ||
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Emissive.TextureIndex != -1 ||
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!Math::IsOne(Opacity.Value) ||
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Opacity.TextureIndex != -1 ||
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Math::NotNearEqual(Roughness.Value, 0.5f) ||
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Roughness.TextureIndex != -1 ||
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Math::NotNearEqual(Metalness.Value, 0.5f) ||
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Metalness.TextureIndex != -1 ||
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Normals.TextureIndex != -1;
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}
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float MaterialSlotEntry::ShininessToRoughness(float shininess)
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{
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// https://github.com/assimp/assimp/issues/4573
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const float a = -1.0f;
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const float b = 2.0f;
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const float c = (shininess / 100) - 1;
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const float d = b * b - (4 * a * c);
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return (-b + Math::Sqrt(d)) / (2 * a);
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}
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ModelLodData::~ModelLodData()
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{
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Meshes.ClearDelete();
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}
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BoundingBox ModelLodData::GetBox() const
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{
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if (Meshes.IsEmpty())
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return BoundingBox::Empty;
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BoundingBox bounds;
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Meshes[0]->CalculateBox(bounds);
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for (int32 i = 1; i < Meshes.Count(); i++)
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{
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BoundingBox b;
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Meshes[i]->CalculateBox(b);
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BoundingBox::Merge(bounds, b, bounds);
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}
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return bounds;
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}
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void ModelData::CalculateLODsScreenSizes()
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{
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const float autoComputeLodPowerBase = 0.5f;
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const int32 lodCount = LODs.Count();
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for (int32 lodIndex = 0; lodIndex < lodCount; lodIndex++)
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{
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auto& lod = LODs[lodIndex];
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if (lodIndex == 0)
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{
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lod.ScreenSize = 1.0f;
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}
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else
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{
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lod.ScreenSize = Math::Pow(autoComputeLodPowerBase, (float)lodIndex);
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}
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}
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MinScreenSize = 0.01f;
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}
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void ModelData::TransformBuffer(const Matrix& matrix)
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{
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for (int32 lodIndex = 0; lodIndex < LODs.Count(); lodIndex++)
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{
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auto& lod = LODs[lodIndex];
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for (int32 meshIndex = 0; meshIndex < lod.Meshes.Count(); meshIndex++)
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{
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lod.Meshes[meshIndex]->TransformBuffer(matrix);
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}
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}
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}
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