1650 lines
64 KiB
C++
1650 lines
64 KiB
C++
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
|
|
|
|
#if COMPILE_WITH_MODEL_TOOL
|
|
|
|
#include "ModelTool.h"
|
|
#include "MeshAccelerationStructure.h"
|
|
#include "Engine/Core/Log.h"
|
|
#include "Engine/Core/RandomStream.h"
|
|
#include "Engine/Core/Math/Vector3.h"
|
|
#include "Engine/Core/Math/Ray.h"
|
|
#include "Engine/Profiler/ProfilerCPU.h"
|
|
#include "Engine/Threading/JobSystem.h"
|
|
#include "Engine/Graphics/RenderTools.h"
|
|
#include "Engine/Graphics/Async/GPUTask.h"
|
|
#include "Engine/Graphics/Textures/GPUTexture.h"
|
|
#include "Engine/Graphics/Textures/TextureData.h"
|
|
#include "Engine/Graphics/Models/ModelData.h"
|
|
#include "Engine/Content/Assets/Model.h"
|
|
#include "Engine/Serialization/MemoryWriteStream.h"
|
|
#if USE_EDITOR
|
|
#include "Engine/Core/Types/DateTime.h"
|
|
#include "Engine/Core/Types/TimeSpan.h"
|
|
#include "Engine/Core/Types/Pair.h"
|
|
#include "Engine/Graphics/Models/SkeletonUpdater.h"
|
|
#include "Engine/Graphics/Models/SkeletonMapping.h"
|
|
#include "Engine/Core/Utilities.h"
|
|
#include "Engine/Core/Types/StringView.h"
|
|
#include "Engine/Platform/FileSystem.h"
|
|
#include "Engine/Utilities/RectPack.h"
|
|
#include "Engine/Tools/TextureTool/TextureTool.h"
|
|
#include "Engine/ContentImporters/AssetsImportingManager.h"
|
|
#include "Engine/ContentImporters/CreateMaterial.h"
|
|
#include "Engine/ContentImporters/CreateMaterialInstance.h"
|
|
#include "Engine/ContentImporters/CreateCollisionData.h"
|
|
#include "Editor/Utilities/EditorUtilities.h"
|
|
#include <ThirdParty/meshoptimizer/meshoptimizer.h>
|
|
#endif
|
|
|
|
ModelSDFHeader::ModelSDFHeader(const ModelBase::SDFData& sdf, const GPUTextureDescription& desc)
|
|
: LocalToUVWMul(sdf.LocalToUVWMul)
|
|
, WorldUnitsPerVoxel(sdf.WorldUnitsPerVoxel)
|
|
, LocalToUVWAdd(sdf.LocalToUVWAdd)
|
|
, MaxDistance(sdf.MaxDistance)
|
|
, LocalBoundsMin(sdf.LocalBoundsMin)
|
|
, MipLevels(desc.MipLevels)
|
|
, LocalBoundsMax(sdf.LocalBoundsMax)
|
|
, Width(desc.Width)
|
|
, Height(desc.Height)
|
|
, Depth(desc.Depth)
|
|
, Format(desc.Format)
|
|
, ResolutionScale(sdf.ResolutionScale)
|
|
, LOD(sdf.LOD)
|
|
{
|
|
}
|
|
|
|
ModelSDFMip::ModelSDFMip(int32 mipIndex, uint32 rowPitch, uint32 slicePitch)
|
|
: MipIndex(mipIndex)
|
|
, RowPitch(rowPitch)
|
|
, SlicePitch(slicePitch)
|
|
{
|
|
}
|
|
|
|
ModelSDFMip::ModelSDFMip(int32 mipIndex, const TextureMipData& mip)
|
|
: MipIndex(mipIndex)
|
|
, RowPitch(mip.RowPitch)
|
|
, SlicePitch(mip.Data.Length())
|
|
{
|
|
}
|
|
|
|
bool ModelTool::GenerateModelSDF(Model* inputModel, ModelData* modelData, float resolutionScale, int32 lodIndex, ModelBase::SDFData* outputSDF, MemoryWriteStream* outputStream, const StringView& assetName, float backfacesThreshold)
|
|
{
|
|
PROFILE_CPU();
|
|
auto startTime = Platform::GetTimeSeconds();
|
|
|
|
// Setup SDF texture properties
|
|
BoundingBox bounds;
|
|
if (inputModel)
|
|
bounds = inputModel->LODs[lodIndex].GetBox();
|
|
else if (modelData)
|
|
bounds = modelData->LODs[lodIndex].GetBox();
|
|
else
|
|
return true;
|
|
Float3 size = bounds.GetSize();
|
|
ModelBase::SDFData sdf;
|
|
sdf.WorldUnitsPerVoxel = 10 / Math::Max(resolutionScale, 0.0001f);
|
|
Int3 resolution(Float3::Ceil(Float3::Clamp(size / sdf.WorldUnitsPerVoxel, 4, 256)));
|
|
Float3 uvwToLocalMul = size;
|
|
Float3 uvwToLocalAdd = bounds.Minimum;
|
|
sdf.LocalToUVWMul = Float3::One / uvwToLocalMul;
|
|
sdf.LocalToUVWAdd = -uvwToLocalAdd / uvwToLocalMul;
|
|
sdf.MaxDistance = size.MaxValue();
|
|
sdf.LocalBoundsMin = bounds.Minimum;
|
|
sdf.LocalBoundsMax = bounds.Maximum;
|
|
sdf.ResolutionScale = resolutionScale;
|
|
sdf.LOD = lodIndex;
|
|
// TODO: maybe apply 1 voxel margin around the geometry?
|
|
const int32 maxMips = 3;
|
|
const int32 mipCount = Math::Min(MipLevelsCount(resolution.X, resolution.Y, resolution.Z, true), maxMips);
|
|
PixelFormat format = PixelFormat::R16_UNorm;
|
|
int32 formatStride = 2;
|
|
float formatMaxValue = MAX_uint16;
|
|
typedef float (*FormatRead)(void* ptr);
|
|
typedef void (*FormatWrite)(void* ptr, float v);
|
|
FormatRead formatRead = [](void* ptr)
|
|
{
|
|
return (float)*(uint16*)ptr;
|
|
};
|
|
FormatWrite formatWrite = [](void* ptr, float v)
|
|
{
|
|
*(uint16*)ptr = (uint16)v;
|
|
};
|
|
if (resolution.MaxValue() < 8)
|
|
{
|
|
// For smaller meshes use more optimized format (gives small perf and memory gain but introduces artifacts on larger meshes)
|
|
format = PixelFormat::R8_UNorm;
|
|
formatStride = 1;
|
|
formatMaxValue = MAX_uint8;
|
|
formatRead = [](void* ptr)
|
|
{
|
|
return (float)*(uint8*)ptr;
|
|
};
|
|
formatWrite = [](void* ptr, float v)
|
|
{
|
|
*(uint8*)ptr = (uint8)v;
|
|
};
|
|
}
|
|
GPUTextureDescription textureDesc = GPUTextureDescription::New3D(resolution.X, resolution.Y, resolution.Z, format, GPUTextureFlags::ShaderResource, mipCount);
|
|
if (outputSDF)
|
|
{
|
|
*outputSDF = sdf;
|
|
if (!outputSDF->Texture)
|
|
outputSDF->Texture = GPUTexture::New();
|
|
if (outputSDF->Texture->Init(textureDesc))
|
|
{
|
|
SAFE_DELETE_GPU_RESOURCE(outputSDF->Texture);
|
|
return true;
|
|
}
|
|
#if !BUILD_RELEASE
|
|
outputSDF->Texture->SetName(TEXT("ModelSDF"));
|
|
#endif
|
|
}
|
|
|
|
// TODO: support GPU to generate model SDF on-the-fly (if called during rendering)
|
|
|
|
// Setup acceleration structure for fast ray tracing the mesh triangles
|
|
MeshAccelerationStructure scene;
|
|
if (inputModel)
|
|
scene.Add(inputModel, lodIndex);
|
|
else if (modelData)
|
|
scene.Add(modelData, lodIndex);
|
|
scene.BuildBVH();
|
|
|
|
// Allocate memory for the distant field
|
|
const int32 voxelsSize = resolution.X * resolution.Y * resolution.Z * formatStride;
|
|
void* voxels = Allocator::Allocate(voxelsSize);
|
|
Float3 xyzToLocalMul = uvwToLocalMul / Float3(resolution - 1);
|
|
Float3 xyzToLocalAdd = uvwToLocalAdd;
|
|
const Float2 encodeMAD(0.5f / sdf.MaxDistance * formatMaxValue, 0.5f * formatMaxValue);
|
|
const Float2 decodeMAD(2.0f * sdf.MaxDistance / formatMaxValue, -sdf.MaxDistance);
|
|
int32 voxelSizeSum = voxelsSize;
|
|
|
|
// TODO: use optimized sparse storage for SDF data as hierarchical bricks as in papers below:
|
|
// https://graphics.pixar.com/library/IrradianceAtlas/paper.pdf
|
|
// http://maverick.inria.fr/Membres/Cyril.Crassin/thesis/CCrassinThesis_EN_Web.pdf
|
|
// http://ramakarl.com/pdfs/2016_Hoetzlein_GVDB.pdf
|
|
// https://www.cse.chalmers.se/~uffe/HighResolutionSparseVoxelDAGs.pdf
|
|
|
|
// Brute-force for each voxel to calculate distance to the closest triangle with point query and distance sign by raycasting around the voxel
|
|
const int32 sampleCount = 12;
|
|
Array<Float3> sampleDirections;
|
|
sampleDirections.Resize(sampleCount);
|
|
{
|
|
RandomStream rand;
|
|
sampleDirections.Get()[0] = Float3::Up;
|
|
sampleDirections.Get()[1] = Float3::Down;
|
|
sampleDirections.Get()[2] = Float3::Left;
|
|
sampleDirections.Get()[3] = Float3::Right;
|
|
sampleDirections.Get()[4] = Float3::Forward;
|
|
sampleDirections.Get()[5] = Float3::Backward;
|
|
for (int32 i = 6; i < sampleCount; i++)
|
|
sampleDirections.Get()[i] = rand.GetUnitVector();
|
|
}
|
|
Function<void(int32)> sdfJob = [&sdf, &resolution, &backfacesThreshold, &sampleDirections, &scene, &voxels, &xyzToLocalMul, &xyzToLocalAdd, &encodeMAD, &formatStride, &formatWrite](int32 z)
|
|
{
|
|
PROFILE_CPU_NAMED("Model SDF Job");
|
|
Real hitDistance;
|
|
Vector3 hitNormal, hitPoint;
|
|
Triangle hitTriangle;
|
|
const int32 zAddress = resolution.Y * resolution.X * z;
|
|
for (int32 y = 0; y < resolution.Y; y++)
|
|
{
|
|
const int32 yAddress = resolution.X * y + zAddress;
|
|
for (int32 x = 0; x < resolution.X; x++)
|
|
{
|
|
Real minDistance = sdf.MaxDistance;
|
|
Vector3 voxelPos = Float3((float)x, (float)y, (float)z) * xyzToLocalMul + xyzToLocalAdd;
|
|
|
|
// Point query to find the distance to the closest surface
|
|
scene.PointQuery(voxelPos, minDistance, hitPoint, hitTriangle);
|
|
|
|
// Raycast samples around voxel to count triangle backfaces hit
|
|
int32 hitBackCount = 0, hitCount = 0;
|
|
for (int32 sample = 0; sample < sampleDirections.Count(); sample++)
|
|
{
|
|
Ray sampleRay(voxelPos, sampleDirections[sample]);
|
|
if (scene.RayCast(sampleRay, hitDistance, hitNormal, hitTriangle))
|
|
{
|
|
hitCount++;
|
|
const bool backHit = Float3::Dot(sampleRay.Direction, hitTriangle.GetNormal()) > 0;
|
|
if (backHit)
|
|
hitBackCount++;
|
|
}
|
|
}
|
|
|
|
float distance = (float)minDistance;
|
|
// TODO: surface thickness threshold? shift reduce distance for all voxels by something like 0.01 to enlarge thin geometry
|
|
// if ((float)hitBackCount > (float)hitCount * 0.3f && hitCount != 0)
|
|
if ((float)hitBackCount > (float)sampleDirections.Count() * backfacesThreshold && hitCount != 0)
|
|
{
|
|
// Voxel is inside the geometry so turn it into negative distance to the surface
|
|
distance *= -1;
|
|
}
|
|
const int32 xAddress = x + yAddress;
|
|
formatWrite((byte*)voxels + xAddress * formatStride, distance * encodeMAD.X + encodeMAD.Y);
|
|
}
|
|
}
|
|
};
|
|
JobSystem::Execute(sdfJob, resolution.Z);
|
|
|
|
// Cache SDF data on a CPU
|
|
if (outputStream)
|
|
{
|
|
outputStream->WriteInt32(1); // Version
|
|
ModelSDFHeader data(sdf, textureDesc);
|
|
outputStream->WriteBytes(&data, sizeof(data));
|
|
ModelSDFMip mipData(0, resolution.X * formatStride, voxelsSize);
|
|
outputStream->WriteBytes(&mipData, sizeof(mipData));
|
|
outputStream->WriteBytes(voxels, voxelsSize);
|
|
}
|
|
|
|
// Upload data to the GPU
|
|
if (outputSDF)
|
|
{
|
|
BytesContainer data;
|
|
data.Link((byte*)voxels, voxelsSize);
|
|
auto task = outputSDF->Texture->UploadMipMapAsync(data, 0, resolution.X * formatStride, voxelsSize, true);
|
|
if (task)
|
|
task->Start();
|
|
}
|
|
|
|
// Generate mip maps
|
|
void* voxelsMip = nullptr;
|
|
for (int32 mipLevel = 1; mipLevel < mipCount; mipLevel++)
|
|
{
|
|
Int3 resolutionMip = Int3::Max(resolution / 2, Int3::One);
|
|
const int32 voxelsMipSize = resolutionMip.X * resolutionMip.Y * resolutionMip.Z * formatStride;
|
|
if (voxelsMip == nullptr)
|
|
voxelsMip = Allocator::Allocate(voxelsMipSize);
|
|
|
|
// Downscale mip
|
|
Function<void(int32)> mipJob = [&voxelsMip, &voxels, &resolution, &resolutionMip, &encodeMAD, &decodeMAD, &formatStride, &formatRead, &formatWrite](int32 z)
|
|
{
|
|
PROFILE_CPU_NAMED("Model SDF Mip Job");
|
|
const int32 zAddress = resolutionMip.Y * resolutionMip.X * z;
|
|
for (int32 y = 0; y < resolutionMip.Y; y++)
|
|
{
|
|
const int32 yAddress = resolutionMip.X * y + zAddress;
|
|
for (int32 x = 0; x < resolutionMip.X; x++)
|
|
{
|
|
// Linear box filter around the voxel
|
|
// TODO: use min distance for nearby texels (texel distance + distance to texel)
|
|
float distance = 0;
|
|
for (int32 dz = 0; dz < 2; dz++)
|
|
{
|
|
const int32 dzAddress = (z * 2 + dz) * (resolution.Y * resolution.X);
|
|
for (int32 dy = 0; dy < 2; dy++)
|
|
{
|
|
const int32 dyAddress = (y * 2 + dy) * (resolution.X) + dzAddress;
|
|
for (int32 dx = 0; dx < 2; dx++)
|
|
{
|
|
const int32 dxAddress = (x * 2 + dx) + dyAddress;
|
|
const float d = formatRead((byte*)voxels + dxAddress * formatStride) * decodeMAD.X + decodeMAD.Y;
|
|
distance += d;
|
|
}
|
|
}
|
|
}
|
|
distance *= 1.0f / 8.0f;
|
|
|
|
const int32 xAddress = x + yAddress;
|
|
formatWrite((byte*)voxelsMip + xAddress * formatStride, distance * encodeMAD.X + encodeMAD.Y);
|
|
}
|
|
}
|
|
};
|
|
JobSystem::Execute(mipJob, resolutionMip.Z);
|
|
|
|
// Cache SDF data on a CPU
|
|
if (outputStream)
|
|
{
|
|
ModelSDFMip mipData(mipLevel, resolutionMip.X * formatStride, voxelsMipSize);
|
|
outputStream->WriteBytes(&mipData, sizeof(mipData));
|
|
outputStream->WriteBytes(voxelsMip, voxelsMipSize);
|
|
}
|
|
|
|
// Upload to the GPU
|
|
if (outputSDF)
|
|
{
|
|
BytesContainer data;
|
|
data.Link((byte*)voxelsMip, voxelsMipSize);
|
|
auto task = outputSDF->Texture->UploadMipMapAsync(data, mipLevel, resolutionMip.X * formatStride, voxelsMipSize, true);
|
|
if (task)
|
|
task->Start();
|
|
}
|
|
|
|
// Go down
|
|
voxelSizeSum += voxelsSize;
|
|
Swap(voxelsMip, voxels);
|
|
resolution = resolutionMip;
|
|
}
|
|
|
|
Allocator::Free(voxelsMip);
|
|
Allocator::Free(voxels);
|
|
|
|
#if !BUILD_RELEASE
|
|
auto endTime = Platform::GetTimeSeconds();
|
|
LOG(Info, "Generated SDF {}x{}x{} ({} kB) in {}ms for {}", resolution.X, resolution.Y, resolution.Z, voxelSizeSum / 1024, (int32)((endTime - startTime) * 1000.0), assetName);
|
|
#endif
|
|
return false;
|
|
}
|
|
|
|
#if USE_EDITOR
|
|
|
|
void RemoveNamespace(String& name)
|
|
{
|
|
const int32 namespaceStart = name.Find(':');
|
|
if (namespaceStart != -1)
|
|
name = name.Substring(namespaceStart + 1);
|
|
}
|
|
|
|
bool ModelTool::ImportData(const String& path, ImportedModelData& data, Options& options, String& errorMsg)
|
|
{
|
|
// Validate options
|
|
options.Scale = Math::Clamp(options.Scale, 0.0001f, 100000.0f);
|
|
options.SmoothingNormalsAngle = Math::Clamp(options.SmoothingNormalsAngle, 0.0f, 175.0f);
|
|
options.SmoothingTangentsAngle = Math::Clamp(options.SmoothingTangentsAngle, 0.0f, 45.0f);
|
|
options.FramesRange.Y = Math::Max(options.FramesRange.Y, options.FramesRange.X);
|
|
options.DefaultFrameRate = Math::Max(0.0f, options.DefaultFrameRate);
|
|
options.SamplingRate = Math::Max(0.0f, options.SamplingRate);
|
|
|
|
// Validate path
|
|
// Note: Assimp/Autodesk supports only ANSI characters in imported file path
|
|
StringAnsi importPath;
|
|
String tmpPath;
|
|
if (path.IsANSI() == false)
|
|
{
|
|
// Use temporary file
|
|
LOG(Warning, "Model Tool doesn't support importing files from paths using non ASNI characters. Using temporary file.");
|
|
FileSystem::GetTempFilePath(tmpPath);
|
|
if (tmpPath.IsANSI() == false || FileSystem::CopyFile(tmpPath, path))
|
|
{
|
|
errorMsg = TEXT("Path with non ANSI characters is invalid.");
|
|
return true;
|
|
}
|
|
importPath = tmpPath.ToStringAnsi();
|
|
}
|
|
else
|
|
{
|
|
importPath = path.ToStringAnsi();
|
|
}
|
|
|
|
// Call importing backend
|
|
#if (USE_AUTODESK_FBX_SDK || USE_OPEN_FBX) && USE_ASSIMP
|
|
if (path.EndsWith(TEXT(".fbx"), StringSearchCase::IgnoreCase))
|
|
{
|
|
#if USE_AUTODESK_FBX_SDK
|
|
if (ImportDataAutodeskFbxSdk(importPath.Get(), data, options, errorMsg))
|
|
return true;
|
|
#elif USE_OPEN_FBX
|
|
if (ImportDataOpenFBX(importPath.Get(), data, options, errorMsg))
|
|
return true;
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
if (ImportDataAssimp(importPath.Get(), data, options, errorMsg))
|
|
return true;
|
|
}
|
|
#elif USE_ASSIMP
|
|
if (ImportDataAssimp(importPath.Get(), data, options, errorMsg))
|
|
return true;
|
|
#elif USE_AUTODESK_FBX_SDK
|
|
if (ImportDataAutodeskFbxSdk(importPath.Get(), data, options, errorMsg))
|
|
return true;
|
|
#elif USE_OPEN_FBX
|
|
if (ImportDataOpenFBX(importPath.Get(), data, options, errorMsg))
|
|
return true;
|
|
#else
|
|
LOG(Error, "Compiled without model importing backend.");
|
|
return true;
|
|
#endif
|
|
|
|
// Remove temporary file
|
|
if (tmpPath.HasChars() && FileSystem::FileExists(tmpPath))
|
|
{
|
|
FileSystem::DeleteFile(tmpPath);
|
|
}
|
|
|
|
// TODO: check model LODs sequence (eg. {LOD0, LOD2, LOD5} is invalid)
|
|
|
|
// Remove namespace prefixes from the nodes names
|
|
{
|
|
for (auto& node : data.Nodes)
|
|
{
|
|
RemoveNamespace(node.Name);
|
|
}
|
|
for (auto& node : data.Skeleton.Nodes)
|
|
{
|
|
RemoveNamespace(node.Name);
|
|
}
|
|
for (auto& channel : data.Animation.Channels)
|
|
{
|
|
RemoveNamespace(channel.NodeName);
|
|
}
|
|
for (auto& lod : data.LODs)
|
|
{
|
|
for (auto& mesh : lod.Meshes)
|
|
{
|
|
RemoveNamespace(mesh->Name);
|
|
for (auto& blendShape : mesh->BlendShapes)
|
|
{
|
|
RemoveNamespace(blendShape.Name);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Validate the animation channels
|
|
if (data.Animation.Channels.HasItems())
|
|
{
|
|
// Validate bone animations uniqueness
|
|
auto& channels = data.Animation.Channels;
|
|
for (int32 i = 0; i < channels.Count(); i++)
|
|
{
|
|
for (int32 j = i + 1; j < channels.Count(); j++)
|
|
{
|
|
if (channels[i].NodeName == channels[j].NodeName)
|
|
{
|
|
LOG(Warning, "Animation uses two nodes with the same name ({0}). Removing duplicated channel.", channels[i].NodeName);
|
|
channels.RemoveAtKeepOrder(j);
|
|
j--;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Remove channels/animations with empty tracks
|
|
if (options.SkipEmptyCurves)
|
|
{
|
|
for (int32 i = 0; i < channels.Count(); i++)
|
|
{
|
|
auto& channel = channels[i];
|
|
|
|
// Remove identity curves (with single keyframe and no actual animated change)
|
|
if (channel.Position.GetKeyframes().Count() == 1 && channel.Position.GetKeyframes()[0].Value.IsZero())
|
|
{
|
|
channel.Position.Clear();
|
|
}
|
|
if (channel.Rotation.GetKeyframes().Count() == 1 && channel.Rotation.GetKeyframes()[0].Value.IsIdentity())
|
|
{
|
|
channel.Rotation.Clear();
|
|
}
|
|
if (channel.Scale.GetKeyframes().Count() == 1 && channel.Scale.GetKeyframes()[0].Value.IsOne())
|
|
{
|
|
channel.Scale.Clear();
|
|
}
|
|
|
|
// Remove whole channel if has no effective data
|
|
if (channel.Position.IsEmpty() && channel.Rotation.IsEmpty() && channel.Scale.IsEmpty())
|
|
{
|
|
LOG(Warning, "Removing empty animation channel ({0}).", channel.NodeName);
|
|
channels.RemoveAtKeepOrder(i);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Flip normals of the imported geometry
|
|
if (options.FlipNormals && EnumHasAnyFlags(data.Types, ImportDataTypes::Geometry))
|
|
{
|
|
for (auto& lod : data.LODs)
|
|
{
|
|
for (auto& mesh : lod.Meshes)
|
|
{
|
|
for (auto& n : mesh->Normals)
|
|
n *= -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// Disabled by default (not finished and Assimp importer outputs nodes in a fine order)
|
|
#define USE_SKELETON_NODES_SORTING 0
|
|
|
|
#if USE_SKELETON_NODES_SORTING
|
|
|
|
bool SortDepths(const Pair<int32, int32>& a, const Pair<int32, int32>& b)
|
|
{
|
|
return a.First < b.First;
|
|
}
|
|
|
|
void CreateLinearListFromTree(Array<SkeletonNode>& nodes, Array<int32>& mapping)
|
|
{
|
|
// Customized breadth first tree algorithm (each node has no direct reference to the children so we build the cache for the nodes depth level)
|
|
const int32 count = nodes.Count();
|
|
Array<Pair<int32, int32>> depths(count); // Pair.First = Depth, Pair.Second = Node Index
|
|
depths.SetSize(count);
|
|
depths.Set(-1);
|
|
for (int32 i = 0; i < count; i++)
|
|
{
|
|
// Skip evaluated nodes
|
|
if (depths[i].First != -1)
|
|
continue;
|
|
|
|
// Find the first node with calculated depth and get the distance to it
|
|
int32 end = i;
|
|
int32 lastDepth;
|
|
int32 relativeDepth = 0;
|
|
do
|
|
{
|
|
lastDepth = depths[end].First;
|
|
end = nodes[end].ParentIndex;
|
|
relativeDepth++;
|
|
} while (end != -1 && lastDepth == -1);
|
|
|
|
// Set the depth (second item is the node index)
|
|
depths[i] = MakePair(lastDepth + relativeDepth, i);
|
|
}
|
|
for (int32 i = 0; i < count; i++)
|
|
{
|
|
// Strange divide by 2 but works
|
|
depths[i].First = depths[i].First >> 1;
|
|
}
|
|
|
|
// Order nodes by depth O(n*log(n))
|
|
depths.Sort(SortDepths);
|
|
|
|
// Extract nodes mapping O(n^2)
|
|
mapping.EnsureCapacity(count, false);
|
|
mapping.SetSize(count);
|
|
for (int32 i = 0; i < count; i++)
|
|
{
|
|
int32 newIndex = -1;
|
|
for (int32 j = 0; j < count; j++)
|
|
{
|
|
if (depths[j].Second == i)
|
|
{
|
|
newIndex = j;
|
|
break;
|
|
}
|
|
}
|
|
ASSERT(newIndex != -1);
|
|
mapping[i] = newIndex;
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
template<typename T>
|
|
void OptimizeCurve(LinearCurve<T>& curve)
|
|
{
|
|
auto& oldKeyframes = curve.GetKeyframes();
|
|
const int32 keyCount = oldKeyframes.Count();
|
|
typename LinearCurve<T>::KeyFrameCollection newKeyframes(keyCount);
|
|
bool lastWasEqual = false;
|
|
|
|
for (int32 i = 0; i < keyCount; i++)
|
|
{
|
|
bool isEqual = false;
|
|
const auto& curKey = oldKeyframes[i];
|
|
if (i > 0)
|
|
{
|
|
const auto& prevKey = newKeyframes.Last();
|
|
isEqual = Math::NearEqual(prevKey.Value, curKey.Value);
|
|
}
|
|
|
|
// More than two keys in a row are equal, remove the middle key by replacing it with this one
|
|
if (lastWasEqual && isEqual)
|
|
{
|
|
auto& prevKey = newKeyframes.Last();
|
|
prevKey = curKey;
|
|
continue;
|
|
}
|
|
|
|
newKeyframes.Add(curKey);
|
|
lastWasEqual = isEqual;
|
|
}
|
|
|
|
// Special case if animation has only two the same keyframes after cleaning
|
|
if (newKeyframes.Count() == 2 && Math::NearEqual(newKeyframes[0].Value, newKeyframes[1].Value))
|
|
{
|
|
newKeyframes.RemoveAt(1);
|
|
}
|
|
|
|
// Special case if animation has only one identity keyframe (does not introduce any animation)
|
|
if (newKeyframes.Count() == 1 && Math::NearEqual(newKeyframes[0].Value, curve.GetDefaultValue()))
|
|
{
|
|
newKeyframes.RemoveAt(0);
|
|
}
|
|
|
|
// Update keyframes if size changed
|
|
if (keyCount != newKeyframes.Count())
|
|
{
|
|
curve.SetKeyframes(newKeyframes);
|
|
}
|
|
}
|
|
|
|
void* MeshOptAllocate(size_t size)
|
|
{
|
|
return Allocator::Allocate(size);
|
|
}
|
|
|
|
void MeshOptDeallocate(void* ptr)
|
|
{
|
|
Allocator::Free(ptr);
|
|
}
|
|
|
|
bool ModelTool::ImportModel(const String& path, ModelData& meshData, Options& options, String& errorMsg, const String& autoImportOutput)
|
|
{
|
|
LOG(Info, "Importing model from \'{0}\'", path);
|
|
const auto startTime = DateTime::NowUTC();
|
|
|
|
// Import data
|
|
ImportDataTypes importDataTypes;
|
|
switch (options.Type)
|
|
{
|
|
case ModelType::Model:
|
|
importDataTypes = ImportDataTypes::Geometry | ImportDataTypes::Nodes | ImportDataTypes::Textures;
|
|
if (options.ImportMaterials)
|
|
importDataTypes |= ImportDataTypes::Materials;
|
|
if (options.ImportTextures)
|
|
importDataTypes |= ImportDataTypes::Textures;
|
|
break;
|
|
case ModelType::SkinnedModel:
|
|
importDataTypes = ImportDataTypes::Geometry | ImportDataTypes::Nodes | ImportDataTypes::Skeleton;
|
|
if (options.ImportMaterials)
|
|
importDataTypes |= ImportDataTypes::Materials;
|
|
if (options.ImportTextures)
|
|
importDataTypes |= ImportDataTypes::Textures;
|
|
break;
|
|
case ModelType::Animation:
|
|
importDataTypes = ImportDataTypes::Animations;
|
|
break;
|
|
default:
|
|
return true;
|
|
}
|
|
ImportedModelData data(importDataTypes);
|
|
if (ImportData(path, data, options, errorMsg))
|
|
return true;
|
|
|
|
// Validate result data
|
|
switch (options.Type)
|
|
{
|
|
case ModelType::Model:
|
|
{
|
|
// Validate
|
|
if (data.LODs.IsEmpty() || data.LODs[0].Meshes.IsEmpty())
|
|
{
|
|
errorMsg = TEXT("Imported model has no valid geometry.");
|
|
return true;
|
|
}
|
|
|
|
LOG(Info, "Imported model has {0} LODs, {1} meshes (in LOD0) and {2} materials", data.LODs.Count(), data.LODs[0].Meshes.Count(), data.Materials.Count());
|
|
break;
|
|
}
|
|
case ModelType::SkinnedModel:
|
|
{
|
|
// Special case if imported model has no bones but has valid skeleton and meshes.
|
|
// We assume that every mesh uses a single bone. Copy nodes to bones.
|
|
if (data.Skeleton.Bones.IsEmpty() && Math::IsInRange(data.Skeleton.Nodes.Count(), 1, MAX_BONES_PER_MODEL))
|
|
{
|
|
data.Skeleton.Bones.Resize(data.Skeleton.Nodes.Count());
|
|
for (int32 i = 0; i < data.Skeleton.Nodes.Count(); i++)
|
|
{
|
|
auto& node = data.Skeleton.Nodes[i];
|
|
auto& bone = data.Skeleton.Bones[i];
|
|
|
|
bone.ParentIndex = node.ParentIndex;
|
|
bone.NodeIndex = i;
|
|
bone.LocalTransform = node.LocalTransform;
|
|
|
|
Matrix t = Matrix::Identity;
|
|
int32 idx = bone.NodeIndex;
|
|
do
|
|
{
|
|
t *= data.Skeleton.Nodes[idx].LocalTransform.GetWorld();
|
|
idx = data.Skeleton.Nodes[idx].ParentIndex;
|
|
} while (idx != -1);
|
|
t.Invert();
|
|
bone.OffsetMatrix = t;
|
|
}
|
|
}
|
|
|
|
// Validate
|
|
if (data.LODs.IsEmpty() || data.LODs[0].Meshes.IsEmpty())
|
|
{
|
|
errorMsg = TEXT("Imported model has no valid geometry.");
|
|
return true;
|
|
}
|
|
if (data.Skeleton.Nodes.IsEmpty() || data.Skeleton.Bones.IsEmpty())
|
|
{
|
|
errorMsg = TEXT("Imported model has no skeleton.");
|
|
return true;
|
|
}
|
|
if (data.Skeleton.Bones.Count() > MAX_BONES_PER_MODEL)
|
|
{
|
|
errorMsg = String::Format(TEXT("Imported model skeleton has too many bones. Imported: {0}, maximum supported: {1}. Please optimize your asset."), data.Skeleton.Bones.Count(), MAX_BONES_PER_MODEL);
|
|
return true;
|
|
}
|
|
if (data.LODs.Count() > 1)
|
|
{
|
|
LOG(Warning, "Imported skinned model has more than one LOD. Removing the lower LODs. Only single one is supported.");
|
|
data.LODs.Resize(1);
|
|
}
|
|
for (int32 i = 0; i < data.LODs[0].Meshes.Count(); i++)
|
|
{
|
|
const auto mesh = data.LODs[0].Meshes[i];
|
|
if (mesh->BlendIndices.IsEmpty() || mesh->BlendWeights.IsEmpty())
|
|
{
|
|
LOG(Warning, "Imported mesh \'{0}\' has missing skinning data. It may result in invalid rendering.", mesh->Name);
|
|
|
|
auto indices = Int4::Zero;
|
|
auto weights = Float4::UnitX;
|
|
|
|
// Check if use a single bone for skinning
|
|
auto nodeIndex = data.Skeleton.FindNode(mesh->Name);
|
|
auto boneIndex = data.Skeleton.FindBone(nodeIndex);
|
|
if (boneIndex != -1)
|
|
{
|
|
LOG(Warning, "Using auto-detected bone {0} (index {1})", data.Skeleton.Nodes[nodeIndex].Name, boneIndex);
|
|
indices.X = boneIndex;
|
|
}
|
|
|
|
mesh->BlendIndices.Resize(mesh->Positions.Count());
|
|
mesh->BlendWeights.Resize(mesh->Positions.Count());
|
|
mesh->BlendIndices.SetAll(indices);
|
|
mesh->BlendWeights.SetAll(weights);
|
|
}
|
|
#if BUILD_DEBUG
|
|
else
|
|
{
|
|
auto& indices = mesh->BlendIndices;
|
|
for (int32 j = 0; j < indices.Count(); j++)
|
|
{
|
|
const int32 min = indices[j].MinValue();
|
|
const int32 max = indices[j].MaxValue();
|
|
if (min < 0 || max >= data.Skeleton.Bones.Count())
|
|
{
|
|
LOG(Warning, "Imported mesh \'{0}\' has invalid blend indices. It may result in invalid rendering.", mesh->Name);
|
|
}
|
|
}
|
|
|
|
auto& weights = mesh->BlendWeights;
|
|
for (int32 j = 0; j < weights.Count(); j++)
|
|
{
|
|
const float sum = weights[j].SumValues();
|
|
if (Math::Abs(sum - 1.0f) > ZeroTolerance)
|
|
{
|
|
LOG(Warning, "Imported mesh \'{0}\' has invalid blend weights. It may result in invalid rendering.", mesh->Name);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
LOG(Info, "Imported skeleton has {0} bones, {3} nodes, {1} meshes and {2} material", data.Skeleton.Bones.Count(), data.LODs[0].Meshes.Count(), data.Materials.Count(), data.Nodes.Count());
|
|
break;
|
|
}
|
|
case ModelType::Animation:
|
|
{
|
|
// Validate
|
|
if (data.Animation.Channels.IsEmpty())
|
|
{
|
|
errorMsg = TEXT("Imported file has no valid animations.");
|
|
return true;
|
|
}
|
|
|
|
LOG(Info, "Imported animation has {0} channels, duration: {1} frames, frames per second: {2}", data.Animation.Channels.Count(), data.Animation.Duration, data.Animation.FramesPerSecond);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Prepare textures
|
|
Array<String> importedFileNames;
|
|
for (int32 i = 0; i < data.Textures.Count(); i++)
|
|
{
|
|
auto& texture = data.Textures[i];
|
|
|
|
// Auto-import textures
|
|
if (autoImportOutput.IsEmpty() || (data.Types & ImportDataTypes::Textures) == ImportDataTypes::None || texture.FilePath.IsEmpty())
|
|
continue;
|
|
String filename = StringUtils::GetFileNameWithoutExtension(texture.FilePath);
|
|
for (int32 j = filename.Length() - 1; j >= 0; j--)
|
|
{
|
|
if (EditorUtilities::IsInvalidPathChar(filename[j]))
|
|
filename[j] = ' ';
|
|
}
|
|
if (importedFileNames.Contains(filename))
|
|
{
|
|
int32 counter = 1;
|
|
do
|
|
{
|
|
filename = String(StringUtils::GetFileNameWithoutExtension(texture.FilePath)) + TEXT(" ") + StringUtils::ToString(counter);
|
|
counter++;
|
|
} while (importedFileNames.Contains(filename));
|
|
}
|
|
importedFileNames.Add(filename);
|
|
#if COMPILE_WITH_ASSETS_IMPORTER
|
|
auto assetPath = autoImportOutput / filename + ASSET_FILES_EXTENSION_WITH_DOT;
|
|
TextureTool::Options textureOptions;
|
|
switch (texture.Type)
|
|
{
|
|
case TextureEntry::TypeHint::ColorRGB:
|
|
textureOptions.Type = TextureFormatType::ColorRGB;
|
|
break;
|
|
case TextureEntry::TypeHint::ColorRGBA:
|
|
textureOptions.Type = TextureFormatType::ColorRGBA;
|
|
break;
|
|
case TextureEntry::TypeHint::Normals:
|
|
textureOptions.Type = TextureFormatType::NormalMap;
|
|
break;
|
|
default: ;
|
|
}
|
|
AssetsImportingManager::ImportIfEdited(texture.FilePath, assetPath, texture.AssetID, &textureOptions);
|
|
#endif
|
|
}
|
|
|
|
// Prepare material
|
|
for (int32 i = 0; i < data.Materials.Count(); i++)
|
|
{
|
|
auto& material = data.Materials[i];
|
|
|
|
if (material.Name.IsEmpty())
|
|
material.Name = TEXT("Material ") + StringUtils::ToString(i);
|
|
|
|
// Auto-import materials
|
|
if (autoImportOutput.IsEmpty() || (data.Types & ImportDataTypes::Materials) == ImportDataTypes::None || !material.UsesProperties())
|
|
continue;
|
|
auto filename = material.Name;
|
|
for (int32 j = filename.Length() - 1; j >= 0; j--)
|
|
{
|
|
if (EditorUtilities::IsInvalidPathChar(filename[j]))
|
|
filename[j] = ' ';
|
|
}
|
|
if (importedFileNames.Contains(filename))
|
|
{
|
|
int32 counter = 1;
|
|
do
|
|
{
|
|
filename = material.Name + TEXT(" ") + StringUtils::ToString(counter);
|
|
counter++;
|
|
} while (importedFileNames.Contains(filename));
|
|
}
|
|
importedFileNames.Add(filename);
|
|
#if COMPILE_WITH_ASSETS_IMPORTER
|
|
auto assetPath = autoImportOutput / filename + ASSET_FILES_EXTENSION_WITH_DOT;
|
|
if (options.ImportMaterialsAsInstances) {
|
|
LOG(Warning, "Adding material instance for {0}", assetPath);
|
|
|
|
AssetsImportingManager::Create(AssetsImportingManager::CreateMaterialInstanceTag, assetPath);
|
|
MaterialInstance* materialInstance = (MaterialInstance*) LoadAsset(assetPath, MaterialInstance::TypeInitializer);
|
|
if (materialInstance->WaitForLoaded()) {
|
|
LOG(Error, "Failed to load material instance after creation. ({0})", assetPath);
|
|
return true;
|
|
}
|
|
|
|
MaterialBase* materialInstanceOf = (MaterialBase*) LoadAsset(options.InstanceToImportAs, MaterialBase::TypeInitializer);
|
|
if (materialInstanceOf->WaitForLoaded()) {
|
|
LOG(Error, "Failed to load material to create an instance of. ({0})", options.InstanceToImportAs);
|
|
return true;
|
|
}
|
|
|
|
materialInstance->SetBaseMaterial(materialInstanceOf);
|
|
materialInstance->Save();
|
|
}
|
|
else {
|
|
CreateMaterial::Options materialOptions;
|
|
materialOptions.Diffuse.Color = material.Diffuse.Color;
|
|
if (material.Diffuse.TextureIndex != -1)
|
|
materialOptions.Diffuse.Texture = data.Textures[material.Diffuse.TextureIndex].AssetID;
|
|
materialOptions.Diffuse.HasAlphaMask = material.Diffuse.HasAlphaMask;
|
|
materialOptions.Emissive.Color = material.Emissive.Color;
|
|
if (material.Emissive.TextureIndex != -1)
|
|
materialOptions.Emissive.Texture = data.Textures[material.Emissive.TextureIndex].AssetID;
|
|
materialOptions.Opacity.Value = material.Opacity.Value;
|
|
if (material.Opacity.TextureIndex != -1)
|
|
materialOptions.Opacity.Texture = data.Textures[material.Opacity.TextureIndex].AssetID;
|
|
if (material.Normals.TextureIndex != -1)
|
|
materialOptions.Normals.Texture = data.Textures[material.Normals.TextureIndex].AssetID;
|
|
if (material.TwoSided || material.Diffuse.HasAlphaMask)
|
|
materialOptions.Info.CullMode = CullMode::TwoSided;
|
|
if (!Math::IsOne(material.Opacity.Value) || material.Opacity.TextureIndex != -1)
|
|
materialOptions.Info.BlendMode = MaterialBlendMode::Transparent;
|
|
AssetsImportingManager::Create(AssetsImportingManager::CreateMaterialTag, assetPath, material.AssetID, &materialOptions);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Prepare import transformation
|
|
Transform importTransform(options.Translation, options.Rotation, Float3(options.Scale));
|
|
if (options.CenterGeometry && data.LODs.HasItems() && data.LODs[0].Meshes.HasItems())
|
|
{
|
|
// Calculate the bounding box (use LOD0 as a reference)
|
|
BoundingBox box = data.LODs[0].GetBox();
|
|
importTransform.Translation -= box.GetCenter();
|
|
}
|
|
const bool applyImportTransform = !importTransform.IsIdentity();
|
|
|
|
// Post-process imported data based on a target asset type
|
|
if (options.Type == ModelType::Model)
|
|
{
|
|
if (data.Nodes.IsEmpty())
|
|
{
|
|
errorMsg = TEXT("Missing model nodes.");
|
|
return true;
|
|
}
|
|
|
|
// Apply the import transformation
|
|
if (applyImportTransform)
|
|
{
|
|
// Transform the root node using the import transformation
|
|
auto& root = data.Nodes[0];
|
|
root.LocalTransform = importTransform.LocalToWorld(root.LocalTransform);
|
|
}
|
|
|
|
// Perform simple nodes mapping to single node (will transform meshes to model local space)
|
|
SkeletonMapping<ImportedModelData::Node> skeletonMapping(data.Nodes, nullptr);
|
|
|
|
// Refresh skeleton updater with model skeleton
|
|
SkeletonUpdater<ImportedModelData::Node> hierarchyUpdater(data.Nodes);
|
|
hierarchyUpdater.UpdateMatrices();
|
|
|
|
// Move meshes in the new nodes
|
|
for (int32 lodIndex = 0; lodIndex < data.LODs.Count(); lodIndex++)
|
|
{
|
|
for (int32 meshIndex = 0; meshIndex < data.LODs[lodIndex].Meshes.Count(); meshIndex++)
|
|
{
|
|
auto& mesh = *data.LODs[lodIndex].Meshes[meshIndex];
|
|
|
|
// Check if there was a remap using model skeleton
|
|
if (skeletonMapping.SourceToSource[mesh.NodeIndex] != mesh.NodeIndex)
|
|
{
|
|
// Transform vertices
|
|
const auto transformationMatrix = hierarchyUpdater.CombineMatricesFromNodeIndices(skeletonMapping.SourceToSource[mesh.NodeIndex], mesh.NodeIndex);
|
|
if (!transformationMatrix.IsIdentity())
|
|
mesh.TransformBuffer(transformationMatrix);
|
|
}
|
|
|
|
// Update new node index using real asset skeleton
|
|
mesh.NodeIndex = skeletonMapping.SourceToTarget[mesh.NodeIndex];
|
|
}
|
|
}
|
|
|
|
// Collision mesh output
|
|
if (options.CollisionMeshesPrefix.HasChars())
|
|
{
|
|
// Extract collision meshes
|
|
ModelData collisionModel;
|
|
for (auto& lod : data.LODs)
|
|
{
|
|
for (int32 i = lod.Meshes.Count() - 1; i >= 0; i--)
|
|
{
|
|
auto mesh = lod.Meshes[i];
|
|
if (mesh->Name.StartsWith(options.CollisionMeshesPrefix, StringSearchCase::IgnoreCase))
|
|
{
|
|
if (collisionModel.LODs.Count() == 0)
|
|
collisionModel.LODs.AddOne();
|
|
collisionModel.LODs[0].Meshes.Add(mesh);
|
|
lod.Meshes.RemoveAtKeepOrder(i);
|
|
if (lod.Meshes.IsEmpty())
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (collisionModel.LODs.HasItems())
|
|
{
|
|
#if COMPILE_WITH_PHYSICS_COOKING
|
|
// Create collision
|
|
CollisionCooking::Argument arg;
|
|
arg.Type = CollisionDataType::TriangleMesh;
|
|
arg.OverrideModelData = &collisionModel;
|
|
auto assetPath = autoImportOutput / StringUtils::GetFileNameWithoutExtension(path) + TEXT("Collision") ASSET_FILES_EXTENSION_WITH_DOT;
|
|
if (CreateCollisionData::CookMeshCollision(assetPath, arg))
|
|
{
|
|
LOG(Error, "Failed to create collision mesh.");
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
// For generated lightmap UVs coordinates needs to be moved so all meshes are in unique locations in [0-1]x[0-1] coordinates space
|
|
if (options.LightmapUVsSource == ModelLightmapUVsSource::Generate && data.LODs.HasItems() && data.LODs[0].Meshes.Count() > 1)
|
|
{
|
|
// Use weight-based coordinates space placement and rect-pack to allocate more space for bigger meshes in the model lightmap chart
|
|
int32 lodIndex = 0;
|
|
auto& lod = data.LODs[lodIndex];
|
|
|
|
// Build list of meshes with their area
|
|
struct LightmapUVsPack : RectPack<LightmapUVsPack, float>
|
|
{
|
|
LightmapUVsPack(float x, float y, float width, float height)
|
|
: RectPack<LightmapUVsPack, float>(x, y, width, height)
|
|
{
|
|
}
|
|
|
|
void OnInsert()
|
|
{
|
|
}
|
|
};
|
|
struct MeshEntry
|
|
{
|
|
MeshData* Mesh;
|
|
float Area;
|
|
float Size;
|
|
LightmapUVsPack* Slot;
|
|
};
|
|
Array<MeshEntry> entries;
|
|
entries.Resize(lod.Meshes.Count());
|
|
float areaSum = 0;
|
|
for (int32 meshIndex = 0; meshIndex < lod.Meshes.Count(); meshIndex++)
|
|
{
|
|
auto& entry = entries[meshIndex];
|
|
entry.Mesh = lod.Meshes[meshIndex];
|
|
entry.Area = entry.Mesh->CalculateTrianglesArea();
|
|
entry.Size = Math::Sqrt(entry.Area);
|
|
areaSum += entry.Area;
|
|
}
|
|
|
|
if (areaSum > ZeroTolerance)
|
|
{
|
|
// Pack all surfaces into atlas
|
|
float atlasSize = Math::Sqrt(areaSum) * 1.02f;
|
|
int32 triesLeft = 10;
|
|
while (triesLeft--)
|
|
{
|
|
bool failed = false;
|
|
const float chartsPadding = (4.0f / 256.0f) * atlasSize;
|
|
LightmapUVsPack root(chartsPadding, chartsPadding, atlasSize - chartsPadding, atlasSize - chartsPadding);
|
|
for (auto& entry : entries)
|
|
{
|
|
entry.Slot = root.Insert(entry.Size, entry.Size, chartsPadding);
|
|
if (entry.Slot == nullptr)
|
|
{
|
|
// Failed to insert surface, increase atlas size and try again
|
|
atlasSize *= 1.5f;
|
|
failed = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!failed)
|
|
{
|
|
// Transform meshes lightmap UVs into the slots in the whole atlas
|
|
const float atlasSizeInv = 1.0f / atlasSize;
|
|
for (const auto& entry : entries)
|
|
{
|
|
Float2 uvOffset(entry.Slot->X * atlasSizeInv, entry.Slot->Y * atlasSizeInv);
|
|
Float2 uvScale((entry.Slot->Width - chartsPadding) * atlasSizeInv, (entry.Slot->Height - chartsPadding) * atlasSizeInv);
|
|
// TODO: SIMD
|
|
for (auto& uv : entry.Mesh->LightmapUVs)
|
|
{
|
|
uv = uv * uvScale + uvOffset;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (options.Type == ModelType::SkinnedModel)
|
|
{
|
|
// Process blend shapes
|
|
for (auto& lod : data.LODs)
|
|
{
|
|
for (auto& mesh : lod.Meshes)
|
|
{
|
|
for (int32 blendShapeIndex = mesh->BlendShapes.Count() - 1; blendShapeIndex >= 0; blendShapeIndex--)
|
|
{
|
|
auto& blendShape = mesh->BlendShapes[blendShapeIndex];
|
|
|
|
// Remove blend shape vertices with empty deltas
|
|
for (int32 i = blendShape.Vertices.Count() - 1; i >= 0; i--)
|
|
{
|
|
auto& v = blendShape.Vertices.Get()[i];
|
|
if (v.PositionDelta.IsZero() && v.NormalDelta.IsZero())
|
|
{
|
|
blendShape.Vertices.RemoveAt(i);
|
|
}
|
|
}
|
|
|
|
// Remove empty blend shapes
|
|
if (blendShape.Vertices.IsEmpty() || blendShape.Name.IsEmpty())
|
|
{
|
|
LOG(Info, "Removing empty blend shape '{0}' from mesh '{1}'", blendShape.Name, mesh->Name);
|
|
mesh->BlendShapes.RemoveAt(blendShapeIndex);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Ensure that root node is at index 0
|
|
int32 rootIndex = -1;
|
|
for (int32 i = 0; i < data.Skeleton.Nodes.Count(); i++)
|
|
{
|
|
const auto idx = data.Skeleton.Nodes.Get()[i].ParentIndex;
|
|
if (idx == -1 && rootIndex == -1)
|
|
{
|
|
// Found root
|
|
rootIndex = i;
|
|
}
|
|
else if (idx == -1)
|
|
{
|
|
// Found multiple roots
|
|
errorMsg = TEXT("Imported skeleton has more than one root node.");
|
|
return true;
|
|
}
|
|
}
|
|
if (rootIndex == -1)
|
|
{
|
|
// Missing root node (more additional validation that possible error)
|
|
errorMsg = TEXT("Imported skeleton has missing root node.");
|
|
return true;
|
|
}
|
|
if (rootIndex != 0)
|
|
{
|
|
// Map the root node to index 0 (more optimized for runtime)
|
|
LOG(Warning, "Imported skeleton root node is not at index 0. Performing the remmaping.");
|
|
const int32 prevRootIndex = rootIndex;
|
|
rootIndex = 0;
|
|
Swap(data.Skeleton.Nodes[rootIndex], data.Skeleton.Nodes[prevRootIndex]);
|
|
for (int32 i = 0; i < data.Skeleton.Nodes.Count(); i++)
|
|
{
|
|
auto& node = data.Skeleton.Nodes.Get()[i];
|
|
if (node.ParentIndex == prevRootIndex)
|
|
node.ParentIndex = rootIndex;
|
|
else if (node.ParentIndex == rootIndex)
|
|
node.ParentIndex = prevRootIndex;
|
|
}
|
|
for (int32 i = 0; i < data.Skeleton.Bones.Count(); i++)
|
|
{
|
|
auto& bone = data.Skeleton.Bones.Get()[i];
|
|
if (bone.NodeIndex == prevRootIndex)
|
|
bone.NodeIndex = rootIndex;
|
|
else if (bone.NodeIndex == rootIndex)
|
|
bone.NodeIndex = prevRootIndex;
|
|
}
|
|
}
|
|
|
|
#if BUILD_DEBUG
|
|
// Validate that nodes and bones hierarchies are valid (no cyclic references because its mean to be a tree)
|
|
{
|
|
for (int32 i = 0; i < data.Skeleton.Nodes.Count(); i++)
|
|
{
|
|
int32 j = i;
|
|
int32 testsLeft = data.Skeleton.Nodes.Count();
|
|
do
|
|
{
|
|
j = data.Skeleton.Nodes[j].ParentIndex;
|
|
} while (j != -1 && testsLeft-- > 0);
|
|
if (testsLeft <= 0)
|
|
{
|
|
Platform::Fatal(TEXT("Skeleton importer issue!"));
|
|
}
|
|
}
|
|
for (int32 i = 0; i < data.Skeleton.Bones.Count(); i++)
|
|
{
|
|
int32 j = i;
|
|
int32 testsLeft = data.Skeleton.Bones.Count();
|
|
do
|
|
{
|
|
j = data.Skeleton.Bones[j].ParentIndex;
|
|
} while (j != -1 && testsLeft-- > 0);
|
|
if (testsLeft <= 0)
|
|
{
|
|
Platform::Fatal(TEXT("Skeleton importer issue!"));
|
|
}
|
|
}
|
|
for (int32 i = 0; i < data.Skeleton.Bones.Count(); i++)
|
|
{
|
|
if (data.Skeleton.Bones[i].NodeIndex == -1)
|
|
{
|
|
Platform::Fatal(TEXT("Skeleton importer issue!"));
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Apply the import transformation
|
|
if (applyImportTransform)
|
|
{
|
|
// Transform the root node using the import transformation
|
|
auto& root = data.Skeleton.RootNode();
|
|
Transform meshTransform = root.LocalTransform.WorldToLocal(importTransform).LocalToWorld(root.LocalTransform);
|
|
root.LocalTransform = importTransform.LocalToWorld(root.LocalTransform);
|
|
|
|
// Apply import transform on meshes
|
|
Matrix meshTransformMatrix;
|
|
meshTransform.GetWorld(meshTransformMatrix);
|
|
for (int32 lodIndex = 0; lodIndex < data.LODs.Count(); lodIndex++)
|
|
{
|
|
auto& lod = data.LODs[lodIndex];
|
|
for (int32 meshIndex = 0; meshIndex < lod.Meshes.Count(); meshIndex++)
|
|
{
|
|
lod.Meshes[meshIndex]->TransformBuffer(meshTransformMatrix);
|
|
}
|
|
}
|
|
|
|
// Apply import transform on root bones
|
|
for (int32 i = 0; i < data.Skeleton.Bones.Count(); i++)
|
|
{
|
|
auto& bone = data.Skeleton.Bones.Get()[i];
|
|
if (bone.ParentIndex == -1)
|
|
{
|
|
bone.LocalTransform = importTransform.LocalToWorld(bone.LocalTransform);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Perform simple nodes mapping to single node (will transform meshes to model local space)
|
|
SkeletonMapping<ImportedModelData::Node> skeletonMapping(data.Nodes, nullptr);
|
|
|
|
// Refresh skeleton updater with model skeleton
|
|
SkeletonUpdater<ImportedModelData::Node> hierarchyUpdater(data.Nodes);
|
|
hierarchyUpdater.UpdateMatrices();
|
|
|
|
// Move meshes in the new nodes
|
|
for (int32 lodIndex = 0; lodIndex < data.LODs.Count(); lodIndex++)
|
|
{
|
|
for (int32 meshIndex = 0; meshIndex < data.LODs[lodIndex].Meshes.Count(); meshIndex++)
|
|
{
|
|
auto& mesh = *data.LODs[lodIndex].Meshes[meshIndex];
|
|
|
|
// Check if there was a remap using model skeleton
|
|
if (skeletonMapping.SourceToSource[mesh.NodeIndex] != mesh.NodeIndex)
|
|
{
|
|
// Transform vertices
|
|
const auto transformationMatrix = hierarchyUpdater.CombineMatricesFromNodeIndices(skeletonMapping.SourceToSource[mesh.NodeIndex], mesh.NodeIndex);
|
|
if (!transformationMatrix.IsIdentity())
|
|
mesh.TransformBuffer(transformationMatrix);
|
|
}
|
|
|
|
// Update new node index using real asset skeleton
|
|
mesh.NodeIndex = skeletonMapping.SourceToTarget[mesh.NodeIndex];
|
|
}
|
|
}
|
|
|
|
// TODO: allow to link skeleton asset to model to retarget model bones skeleton for an animation
|
|
// use SkeletonMapping<SkeletonBone> to map bones?
|
|
|
|
// Calculate offset matrix (inverse bind pose transform) for every bone manually
|
|
{
|
|
for (int32 i = 0; i < data.Skeleton.Bones.Count(); i++)
|
|
{
|
|
Matrix t = Matrix::Identity;
|
|
int32 idx = data.Skeleton.Bones[i].NodeIndex;
|
|
do
|
|
{
|
|
t *= data.Skeleton.Nodes[idx].LocalTransform.GetWorld();
|
|
idx = data.Skeleton.Nodes[idx].ParentIndex;
|
|
} while (idx != -1);
|
|
t.Invert();
|
|
data.Skeleton.Bones[i].OffsetMatrix = t;
|
|
}
|
|
}
|
|
|
|
#if USE_SKELETON_NODES_SORTING
|
|
// Sort skeleton nodes and bones hierarchy (parents first)
|
|
// Then it can be used with a simple linear loop update
|
|
{
|
|
const int32 nodesCount = data.Skeleton.Nodes.Count();
|
|
const int32 bonesCount = data.Skeleton.Bones.Count();
|
|
Array<int32> mapping;
|
|
CreateLinearListFromTree(data.Skeleton.Nodes, mapping);
|
|
for (int32 i = 0; i < nodesCount; i++)
|
|
{
|
|
auto& node = data.Skeleton.Nodes[i];
|
|
node.ParentIndex = mapping[node.ParentIndex];
|
|
}
|
|
for (int32 i = 0; i < bonesCount; i++)
|
|
{
|
|
auto& bone = data.Skeleton.Bones[i];
|
|
bone.NodeIndex = mapping[bone.NodeIndex];
|
|
}
|
|
}
|
|
reorder_nodes_and_test_it_out!
|
|
#endif
|
|
}
|
|
else if (options.Type == ModelType::Animation)
|
|
{
|
|
// Trim the animation keyframes range if need to
|
|
if (options.Duration == AnimationDuration::Custom)
|
|
{
|
|
// Custom animation import, frame index start and end
|
|
const float start = options.FramesRange.X;
|
|
const float end = options.FramesRange.Y;
|
|
for (int32 i = 0; i < data.Animation.Channels.Count(); i++)
|
|
{
|
|
auto& anim = data.Animation.Channels[i];
|
|
anim.Position.Trim(start, end);
|
|
anim.Rotation.Trim(start, end);
|
|
anim.Scale.Trim(start, end);
|
|
}
|
|
data.Animation.Duration = end - start;
|
|
}
|
|
|
|
// Change the sampling rate if need to
|
|
if (!Math::IsZero(options.SamplingRate))
|
|
{
|
|
const float timeScale = (float)(data.Animation.FramesPerSecond / options.SamplingRate);
|
|
if (!Math::IsOne(timeScale))
|
|
{
|
|
data.Animation.FramesPerSecond = options.SamplingRate;
|
|
for (int32 i = 0; i < data.Animation.Channels.Count(); i++)
|
|
{
|
|
auto& anim = data.Animation.Channels[i];
|
|
|
|
anim.Position.TransformTime(timeScale, 0.0f);
|
|
anim.Rotation.TransformTime(timeScale, 0.0f);
|
|
anim.Scale.TransformTime(timeScale, 0.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Optimize the keyframes
|
|
if (options.OptimizeKeyframes)
|
|
{
|
|
const int32 before = data.Animation.GetKeyframesCount();
|
|
for (int32 i = 0; i < data.Animation.Channels.Count(); i++)
|
|
{
|
|
auto& anim = data.Animation.Channels[i];
|
|
|
|
// Optimize keyframes
|
|
OptimizeCurve(anim.Position);
|
|
OptimizeCurve(anim.Rotation);
|
|
OptimizeCurve(anim.Scale);
|
|
|
|
// Remove empty channels
|
|
if (anim.GetKeyframesCount() == 0)
|
|
{
|
|
data.Animation.Channels.RemoveAt(i--);
|
|
}
|
|
}
|
|
const int32 after = data.Animation.GetKeyframesCount();
|
|
LOG(Info, "Optimized {0} animation keyframe(s). Before: {1}, after: {2}, Ratio: {3}%", before - after, before, after, Utilities::RoundTo2DecimalPlaces((float)after / before));
|
|
}
|
|
|
|
data.Animation.EnableRootMotion = options.EnableRootMotion;
|
|
data.Animation.RootNodeName = options.RootNodeName;
|
|
}
|
|
|
|
// Merge meshes with the same parent nodes, material and skinning
|
|
if (options.MergeMeshes)
|
|
{
|
|
int32 meshesMerged = 0;
|
|
|
|
for (int32 lodIndex = 0; lodIndex < data.LODs.Count(); lodIndex++)
|
|
{
|
|
auto& meshes = data.LODs[lodIndex].Meshes;
|
|
|
|
// Group meshes that can be merged together
|
|
typedef Pair<int32, int32> MeshGroupKey;
|
|
const std::function<MeshGroupKey(MeshData* const&)> f = [](MeshData* const& x) -> MeshGroupKey
|
|
{
|
|
return MeshGroupKey(x->NodeIndex, x->MaterialSlotIndex);
|
|
};
|
|
Array<IGrouping<MeshGroupKey, MeshData*>> meshesByGroup;
|
|
ArrayExtensions::GroupBy(meshes, f, meshesByGroup);
|
|
|
|
for (int32 groupIndex = 0; groupIndex < meshesByGroup.Count(); groupIndex++)
|
|
{
|
|
auto& group = meshesByGroup[groupIndex];
|
|
if (group.Count() <= 1)
|
|
continue;
|
|
|
|
// Merge group meshes with the first one
|
|
auto targetMesh = group[0];
|
|
for (int32 i = 1; i < group.Count(); i++)
|
|
{
|
|
auto mesh = group[i];
|
|
meshes.Remove(mesh);
|
|
targetMesh->Merge(*mesh);
|
|
meshesMerged++;
|
|
Delete(mesh);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (meshesMerged)
|
|
{
|
|
LOG(Info, "Merged {0} meshes", meshesMerged);
|
|
}
|
|
}
|
|
|
|
// Automatic LOD generation
|
|
if (options.GenerateLODs && data.LODs.HasItems() && options.TriangleReduction < 1.0f - ZeroTolerance)
|
|
{
|
|
auto lodStartTime = DateTime::NowUTC();
|
|
meshopt_setAllocator(MeshOptAllocate, MeshOptDeallocate);
|
|
float triangleReduction = Math::Saturate(options.TriangleReduction);
|
|
int32 lodCount = Math::Max(options.LODCount, data.LODs.Count());
|
|
int32 baseLOD = Math::Clamp(options.BaseLOD, 0, lodCount - 1);
|
|
data.LODs.Resize(lodCount);
|
|
int32 generatedLod = 0, baseLodTriangleCount = 0, baseLodVertexCount = 0;
|
|
for (auto& mesh : data.LODs[baseLOD].Meshes)
|
|
{
|
|
baseLodTriangleCount += mesh->Indices.Count() / 3;
|
|
baseLodVertexCount += mesh->Positions.Count();
|
|
}
|
|
for (int32 lodIndex = Math::Clamp(baseLOD + 1, 1, lodCount - 1); lodIndex < lodCount; lodIndex++)
|
|
{
|
|
auto& dstLod = data.LODs[lodIndex];
|
|
const auto& srcLod = data.LODs[lodIndex - 1];
|
|
|
|
int32 lodTriangleCount = 0, lodVertexCount = 0;
|
|
dstLod.Meshes.Resize(srcLod.Meshes.Count());
|
|
for (int32 meshIndex = 0; meshIndex < dstLod.Meshes.Count(); meshIndex++)
|
|
{
|
|
auto& dstMesh = dstLod.Meshes[meshIndex] = New<MeshData>();
|
|
const auto& srcMesh = srcLod.Meshes[meshIndex];
|
|
|
|
// Setup mesh
|
|
dstMesh->MaterialSlotIndex = srcMesh->MaterialSlotIndex;
|
|
dstMesh->NodeIndex = srcMesh->NodeIndex;
|
|
dstMesh->Name = srcMesh->Name;
|
|
|
|
// Simplify mesh using meshoptimizer
|
|
int32 srcMeshIndexCount = srcMesh->Indices.Count();
|
|
int32 srcMeshVertexCount = srcMesh->Positions.Count();
|
|
int32 dstMeshIndexCountTarget = int32(srcMeshIndexCount * triangleReduction) / 3 * 3;
|
|
Array<unsigned int> indices;
|
|
indices.Resize(dstMeshIndexCountTarget);
|
|
int32 dstMeshIndexCount = (int32)meshopt_simplifySloppy(indices.Get(), srcMesh->Indices.Get(), srcMeshIndexCount, (const float*)srcMesh->Positions.Get(), srcMeshVertexCount, sizeof(Float3), dstMeshIndexCountTarget);
|
|
indices.Resize(dstMeshIndexCount);
|
|
if (dstMeshIndexCount == 0)
|
|
continue;
|
|
|
|
// Generate simplified vertex buffer remapping table (use only vertices from LOD index buffer)
|
|
Array<unsigned int> remap;
|
|
remap.Resize(srcMeshVertexCount);
|
|
int32 dstMeshVertexCount = (int32)meshopt_optimizeVertexFetchRemap(remap.Get(), indices.Get(), dstMeshIndexCount, srcMeshVertexCount);
|
|
|
|
// Remap index buffer
|
|
dstMesh->Indices.Resize(dstMeshIndexCount);
|
|
meshopt_remapIndexBuffer(dstMesh->Indices.Get(), indices.Get(), dstMeshIndexCount, remap.Get());
|
|
|
|
// Remap vertex buffer
|
|
#define REMAP_VERTEX_BUFFER(name, type) \
|
|
if (srcMesh->name.HasItems()) \
|
|
{ \
|
|
ASSERT(srcMesh->name.Count() == srcMeshVertexCount); \
|
|
dstMesh->name.Resize(dstMeshVertexCount); \
|
|
meshopt_remapVertexBuffer(dstMesh->name.Get(), srcMesh->name.Get(), srcMeshVertexCount, sizeof(type), remap.Get()); \
|
|
}
|
|
REMAP_VERTEX_BUFFER(Positions, Float3);
|
|
REMAP_VERTEX_BUFFER(UVs, Float2);
|
|
REMAP_VERTEX_BUFFER(Normals, Float3);
|
|
REMAP_VERTEX_BUFFER(Tangents, Float3);
|
|
REMAP_VERTEX_BUFFER(Tangents, Float3);
|
|
REMAP_VERTEX_BUFFER(LightmapUVs, Float2);
|
|
REMAP_VERTEX_BUFFER(Colors, Color);
|
|
REMAP_VERTEX_BUFFER(BlendIndices, Int4);
|
|
REMAP_VERTEX_BUFFER(BlendWeights, Float4);
|
|
#undef REMAP_VERTEX_BUFFER
|
|
|
|
// Remap blend shapes
|
|
dstMesh->BlendShapes.Resize(srcMesh->BlendShapes.Count());
|
|
for (int32 blendShapeIndex = 0; blendShapeIndex < srcMesh->BlendShapes.Count(); blendShapeIndex++)
|
|
{
|
|
const auto& srcBlendShape = srcMesh->BlendShapes[blendShapeIndex];
|
|
auto& dstBlendShape = dstMesh->BlendShapes[blendShapeIndex];
|
|
|
|
dstBlendShape.Name = srcBlendShape.Name;
|
|
dstBlendShape.Weight = srcBlendShape.Weight;
|
|
dstBlendShape.Vertices.EnsureCapacity(srcBlendShape.Vertices.Count());
|
|
for (int32 i = 0; i < srcBlendShape.Vertices.Count(); i++)
|
|
{
|
|
auto v = srcBlendShape.Vertices[i];
|
|
v.VertexIndex = remap[v.VertexIndex];
|
|
if (v.VertexIndex != ~0u)
|
|
{
|
|
dstBlendShape.Vertices.Add(v);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Remove empty blend shapes
|
|
for (int32 blendShapeIndex = dstMesh->BlendShapes.Count() - 1; blendShapeIndex >= 0; blendShapeIndex--)
|
|
{
|
|
if (dstMesh->BlendShapes[blendShapeIndex].Vertices.IsEmpty())
|
|
dstMesh->BlendShapes.RemoveAt(blendShapeIndex);
|
|
}
|
|
|
|
// Optimize generated LOD
|
|
meshopt_optimizeVertexCache(dstMesh->Indices.Get(), dstMesh->Indices.Get(), dstMeshIndexCount, dstMeshVertexCount);
|
|
meshopt_optimizeOverdraw(dstMesh->Indices.Get(), dstMesh->Indices.Get(), dstMeshIndexCount, (const float*)dstMesh->Positions.Get(), dstMeshVertexCount, sizeof(Float3), 1.05f);
|
|
|
|
lodTriangleCount += dstMeshIndexCount / 3;
|
|
lodVertexCount += dstMeshVertexCount;
|
|
generatedLod++;
|
|
}
|
|
|
|
// Remove empty meshes
|
|
for (int32 i = dstLod.Meshes.Count() - 1; i >= 0; i--)
|
|
{
|
|
if (dstLod.Meshes[i]->Indices.IsEmpty())
|
|
dstLod.Meshes.RemoveAt(i--);
|
|
}
|
|
|
|
LOG(Info, "Generated LOD{0}: triangles: {1} ({2}% of base LOD), verticies: {3} ({4}% of base LOD)",
|
|
lodIndex,
|
|
lodTriangleCount, (int32)(lodTriangleCount * 100 / baseLodTriangleCount),
|
|
lodVertexCount, (int32)(lodVertexCount * 100 / baseLodVertexCount));
|
|
}
|
|
if (generatedLod)
|
|
{
|
|
auto lodEndTime = DateTime::NowUTC();
|
|
LOG(Info, "Generated LODs for {1} meshes in {0} ms", static_cast<int32>((lodEndTime - lodStartTime).GetTotalMilliseconds()), generatedLod);
|
|
}
|
|
}
|
|
|
|
// Export imported data to the output container (we reduce vertex data copy operations to minimum)
|
|
{
|
|
meshData.Textures.Swap(data.Textures);
|
|
meshData.Materials.Swap(data.Materials);
|
|
meshData.LODs.Resize(data.LODs.Count(), false);
|
|
for (int32 i = 0; i < data.LODs.Count(); i++)
|
|
{
|
|
auto& dst = meshData.LODs[i];
|
|
auto& src = data.LODs[i];
|
|
|
|
dst.Meshes = src.Meshes;
|
|
}
|
|
meshData.Skeleton.Swap(data.Skeleton);
|
|
meshData.Animation.Swap(data.Animation);
|
|
|
|
// Clear meshes from imported data (we link them to result model data). This reduces amount of allocations.
|
|
data.LODs.Resize(0);
|
|
}
|
|
|
|
// Calculate blend shapes vertices ranges
|
|
for (auto& lod : meshData.LODs)
|
|
{
|
|
for (auto& mesh : lod.Meshes)
|
|
{
|
|
for (auto& blendShape : mesh->BlendShapes)
|
|
{
|
|
// Compute min/max for used vertex indices
|
|
blendShape.MinVertexIndex = MAX_uint32;
|
|
blendShape.MaxVertexIndex = 0;
|
|
blendShape.UseNormals = false;
|
|
for (int32 i = 0; i < blendShape.Vertices.Count(); i++)
|
|
{
|
|
auto& v = blendShape.Vertices[i];
|
|
blendShape.MinVertexIndex = Math::Min(blendShape.MinVertexIndex, v.VertexIndex);
|
|
blendShape.MaxVertexIndex = Math::Max(blendShape.MaxVertexIndex, v.VertexIndex);
|
|
blendShape.UseNormals |= !v.NormalDelta.IsZero();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
const auto endTime = DateTime::NowUTC();
|
|
LOG(Info, "Model file imported in {0} ms", static_cast<int32>((endTime - startTime).GetTotalMilliseconds()));
|
|
|
|
return false;
|
|
}
|
|
|
|
int32 ModelTool::DetectLodIndex(const String& nodeName)
|
|
{
|
|
int32 index = nodeName.FindLast(TEXT("LOD"), StringSearchCase::IgnoreCase);
|
|
if (index != -1)
|
|
{
|
|
// Some models use LOD_0 to identify LOD levels
|
|
if (nodeName.Length() > index + 4 && nodeName[index + 3] == '_')
|
|
index++;
|
|
|
|
int32 num;
|
|
if (!StringUtils::Parse(nodeName.Get() + index + 3, &num))
|
|
{
|
|
if (num >= 0 && num < MODEL_MAX_LODS)
|
|
return num;
|
|
LOG(Warning, "Invalid mesh level of detail index at node \'{0}\'. Maximum supported amount of LODs is {1}.", nodeName, MODEL_MAX_LODS);
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
bool ModelTool::FindTexture(const String& sourcePath, const String& file, String& path)
|
|
{
|
|
const String sourceFolder = StringUtils::GetDirectoryName(sourcePath);
|
|
path = sourceFolder / file;
|
|
if (!FileSystem::FileExists(path))
|
|
{
|
|
const String filename = StringUtils::GetFileName(file);
|
|
path = sourceFolder / filename;
|
|
if (!FileSystem::FileExists(path))
|
|
{
|
|
path = sourceFolder / TEXT("textures") / filename;
|
|
if (!FileSystem::FileExists(path))
|
|
{
|
|
path = sourceFolder / TEXT("Textures") / filename;
|
|
if (!FileSystem::FileExists(path))
|
|
{
|
|
path = sourceFolder / TEXT("texture") / filename;
|
|
if (!FileSystem::FileExists(path))
|
|
{
|
|
path = sourceFolder / TEXT("Texture") / filename;
|
|
if (!FileSystem::FileExists(path))
|
|
{
|
|
path = sourceFolder / TEXT("../textures") / filename;
|
|
if (!FileSystem::FileExists(path))
|
|
{
|
|
path = sourceFolder / TEXT("../Textures") / filename;
|
|
if (!FileSystem::FileExists(path))
|
|
{
|
|
path = sourceFolder / TEXT("../texture") / filename;
|
|
if (!FileSystem::FileExists(path))
|
|
{
|
|
path = sourceFolder / TEXT("../Texture") / filename;
|
|
if (!FileSystem::FileExists(path))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
FileSystem::NormalizePath(path);
|
|
return false;
|
|
}
|
|
|
|
#endif
|
|
|
|
#endif
|