Files
vb01/model.cpp
T
2021-10-19 19:06:41 +03:00

253 lines
6.6 KiB
C++
Executable File

#include"model.h"
#include"mesh.h"
#include"material.h"
#include"vector.h"
#include"util.h"
#include"bone.h"
#include"root.h"
#include"skeleton.h"
#include"animation.h"
#include<vector>
#include<Importer.hpp>
#include<scene.h>
#include<postprocess.h>
#include<fstream>
using namespace std;
using namespace Assimp;
namespace vb01{
void Model::processNode(aiNode *node, const aiScene *scene, Node *currentNode){
for(int i=0;i<node->mNumMeshes;i++){
aiMesh *mesh=scene->mMeshes[node->mMeshes[i]];
processMesh(mesh,scene,currentNode);
}
for(int i=0;i<node->mNumChildren;i++){
Node *childNode=new Node();
currentNode->attachChild(childNode);
processNode(node->mChildren[i],scene,childNode);
}
}
void Model::processMesh(aiMesh *mesh, const aiScene *scene, Node *currentNode){
const int numTris=mesh->mNumFaces;
Mesh::Vertex *vertices=new Mesh::Vertex[3*numTris];
u32 *indices=new u32[3*numTris];
for(int i=0;i<3*numTris;i++){
Mesh::Vertex v;
v.pos.x=mesh->mVertices[i].x;
v.pos.y=mesh->mVertices[i].y;
v.pos.z=mesh->mVertices[i].z;
v.norm.x=mesh->mNormals[i].x;
v.norm.y=mesh->mNormals[i].y;
v.norm.z=mesh->mNormals[i].z;
v.tan.x=mesh->mTangents[i].x;
v.tan.y=mesh->mTangents[i].y;
v.tan.z=mesh->mTangents[i].z;
v.biTan.x=mesh->mBitangents[i].x;
v.biTan.y=mesh->mBitangents[i].y;
v.biTan.z=mesh->mBitangents[i].z;
if(mesh->mTextureCoords[0]){
v.uv.x=mesh->mTextureCoords[0][i].x;
v.uv.y=mesh->mTextureCoords[0][i].y;
}
else
v.uv=Vector2::VEC_ZERO;
vertices[i]=v;
}
for(int i=0;i<numTris;i++){
int numFaceIndices=mesh->mFaces[i].mNumIndices;
for(int j=0;j<numFaceIndices;j++){
indices[numFaceIndices*i+j]=mesh->mFaces[i].mIndices[j];
}
}
//if(mesh->mMaterialIndex>=0){
// aiMaterial *material=scene->mMaterial[mesh->mMaterialIndex];
//}
currentNode->attachMesh(new Mesh(vertices,indices,numTris));
}
Model::Model(string path,bool b) : Node(){
Node *rootNode=Root::getSingleton()->getRootNode();
if(b){
Importer importer;
const aiScene *scene=importer.ReadFile(path,aiProcess_Triangulate | aiProcess_FlipUVs | aiProcess_GenNormals | aiProcess_CalcTangentSpace);
if(!scene||scene->mFlags&AI_SCENE_FLAGS_INCOMPLETE||!scene->mRootNode){
cout<<"Failed to load model:"<<importer.GetErrorString()<<endl;
exit(-1);
}
processNode(scene->mRootNode,scene,this);
}
else{
enum Stage{ARMATURE,MESH};
Stage stage;
ifstream in(path);
string l,name="";
Vector3 localPos=Vector3::VEC_ZERO,localScale=Vector3::VEC_IJK;
Quaternion localRot=Quaternion::QUAT_W;
vector<string> childrenChain;
vector<Skeleton*> skeletons;
vector<Mesh*> meshes;
vector<Light*> lights;
vector<Node*> nodes;
Skeleton *skeleton=nullptr;
string animName="";
Bone *animBone=nullptr;
const int numVertsPerFace=3;
int numFaces=0,vertId=0,faceId=0,groupId=0,groupVertId=0,numGroups=0,numShapeKeys=0,numBones=0;
Mesh::Vertex *vertices;
u32 *indices;
vector<Vector3> vertPos,vertNorm;
vector<float> vertWeights;
string *groups=nullptr,*shapeKeys=nullptr;
while(getline(in,l)){
int colonId=-1;
for(int i=0;i<l.length();i++)
if(l[i]==':'){
colonId=i;
break;
}
string preColon=l.substr(0,colonId);
string postColon=l.length()==colonId+1?"":l.substr(colonId+2,string::npos);
if(preColon=="ARMATURE"){
stage=ARMATURE;
skeleton=new Skeleton(postColon);
name=postColon;
continue;
}
else if(preColon=="MESH"){
stage=MESH;
name=postColon;
continue;
}
else if(preColon=="pos"){
continue;
}
else if(preColon=="rot"){
continue;
}
else if(preColon=="scale"){
continue;
}
else if(preColon=="parent"){
childrenChain.push_back(name+" "+postColon);
continue;
}
}
for(Mesh *mesh : meshes){
Node *meshNode=new Node(localPos,localRot,localScale);
meshNode->attachMesh(mesh);
nodes.push_back(meshNode);
for(string line : childrenChain){
int spaceId=-1;
for(int i=0;i<line.length();i++)
if(line[i]==' ')
spaceId=i;
string childName=line.substr(0,spaceId),parentName=line.substr(spaceId+1,string::npos);
if(mesh->getName()==childName){
for(Skeleton *sk : skeletons){
if(sk->getName()==parentName)
mesh->setSkeleton(sk);
}
}
}
}
for(Light *light : lights){
Node *lightNode=new Node(localPos,localRot,localScale);
lightNode->addLight(light);
nodes.push_back(lightNode);
}
for(string line : childrenChain){
int spaceId=-1;
for(int i=0;i<line.length();i++)
if(line[i]==' ')
spaceId=i;
string childName=line.substr(0,spaceId),parentName=line.substr(spaceId+1,string::npos);
Node *childNode=nullptr,*parentNode=this;
for(int i=0;i<nodes.size();i++){
Mesh *m0=nodes[i]->getMesh(0);
Skeleton *sk0=m0->getSkeleton();
if(m0->getName()==childName||(sk0&&sk0->getName()==childName)){
childNode=nodes[i];
for(int j=0;j<nodes.size();j++){
Mesh *m1=nodes[j]->getMesh(0);
Skeleton *sk1=m1->getSkeleton();
if(m1->getName()==parentName||(sk1&&sk1->getName()==parentName))
parentNode=nodes[j];
}
}
}
if(childNode!=parentNode)
parentNode->attachChild(childNode);
}
}
}
Model::~Model(){
delete children[0]->getMesh(0)->getMaterial();
vector<Node*> descendants;
getDescendants(this,descendants);
for(Node *node : descendants)
for(Mesh *mesh : node->getMeshes())
mesh->setMaterial(nullptr);
while(!children.empty()){
Node *c=children[children.size()-1];
dettachChild(c);
delete c;
}
}
void Model::update(){
Node::update();
}
void Model::setMaterial(Material *mat){
vector<Node*> descendants;
getDescendants(this,descendants);
for(Node *node : descendants)
for(Mesh *mesh : node->getMeshes())
mesh->setMaterial(mat);
}
void Model::setCastShadow(bool castShadow){
vector<Node*> descendants;
getDescendants(this,descendants);
for(Node *node : descendants)
for(Mesh *mesh : node->getMeshes())
mesh->setCastShadow(castShadow);
this->castShadow=castShadow;
}
void Model::setReflect(bool reflect){
vector<Node*> descendants;
getDescendants(this,descendants);
for(Node *node : descendants)
for(Mesh *mesh : node->getMeshes())
mesh->setReflect(reflect);
this->reflect=reflect;
}
void Model::setWireframe(bool wirefame){
vector<Node*> descendants;
getDescendants(this,descendants);
for(Node *node : descendants)
for(Mesh *mesh : node->getMeshes())
mesh->setWireframe(wirefame);
this->wireframe=wireframe;
}
}