| 1 | // Copyright (C) 2021 The Qt Company Ltd. |
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only |
| 3 | |
| 4 | #include "assimpimporter.h" |
| 5 | |
| 6 | #include <assimputils.h> |
| 7 | |
| 8 | #include <QtCore/qurl.h> |
| 9 | #include <QtCore/qbytearrayalgorithms.h> |
| 10 | #include <QtGui/QQuaternion> |
| 11 | #include <QtQml/QQmlFile> |
| 12 | |
| 13 | #include <QtQuick3DAssetImport/private/qssgassetimporterfactory_p.h> |
| 14 | #include <QtQuick3DAssetImport/private/qssgassetimporter_p.h> |
| 15 | #include <QtQuick3DAssetUtils/private/qssgscenedesc_p.h> |
| 16 | #include <QtQuick3DAssetUtils/private/qssgsceneedit_p.h> |
| 17 | |
| 18 | // ASSIMP INC |
| 19 | #include <assimp/Importer.hpp> |
| 20 | #include <assimp/scene.h> |
| 21 | #include <assimp/Logger.hpp> |
| 22 | #include <assimp/DefaultLogger.hpp> |
| 23 | #include <assimp/postprocess.h> |
| 24 | #include <assimp/material.h> |
| 25 | #include <assimp/GltfMaterial.h> |
| 26 | #include <assimp/importerdesc.h> |
| 27 | #include <assimp/IOSystem.hpp> |
| 28 | #include <assimp/IOStream.hpp> |
| 29 | |
| 30 | // ASSIMP INC |
| 31 | |
| 32 | QT_BEGIN_NAMESPACE |
| 33 | |
| 34 | //////////////////////// ASSIMP IMP |
| 35 | |
| 36 | #define AI_GLTF_FILTER_NEAREST 0x2600 |
| 37 | #define AI_GLTF_FILTER_LINEAR 0x2601 |
| 38 | #define AI_GLTF_FILTER_NEAREST_MIPMAP_NEAREST 0x2700 |
| 39 | #define AI_GLTF_FILTER_LINEAR_MIPMAP_NEAREST 0x2701 |
| 40 | #define AI_GLTF_FILTER_NEAREST_MIPMAP_LINEAR 0x2702 |
| 41 | #define AI_GLTF_FILTER_LINEAR_MIPMAP_LINEAR 0x2703 |
| 42 | |
| 43 | Q_REQUIRED_RESULT static inline QColor aiColorToQColor(const aiColor3D &color) |
| 44 | { |
| 45 | return QColor::fromRgbF(r: color.r, g: color.g, b: color.b, a: 1.0f); |
| 46 | } |
| 47 | |
| 48 | Q_REQUIRED_RESULT static inline QColor aiColorToQColor(const aiColor4D &color) |
| 49 | { |
| 50 | return QColor::fromRgbF(r: color.r, g: color.g, b: color.b, a: color.a); |
| 51 | } |
| 52 | |
| 53 | static QByteArray fromAiString(const aiString &string) |
| 54 | { |
| 55 | const qsizetype length = string.length; |
| 56 | return QByteArray(string.data, length); |
| 57 | } |
| 58 | |
| 59 | struct NodeInfo |
| 60 | { |
| 61 | using Type = QSSGSceneDesc::Node::Type; |
| 62 | size_t index; |
| 63 | Type type; |
| 64 | }; |
| 65 | |
| 66 | Q_DECLARE_TYPEINFO(NodeInfo, Q_PRIMITIVE_TYPE); |
| 67 | |
| 68 | using NodeMap = QHash<const aiNode *, NodeInfo>; |
| 69 | |
| 70 | using AnimationNodeMap = QHash<QByteArray, QSSGSceneDesc::Node *>; |
| 71 | |
| 72 | [[nodiscard]] static inline bool isEqual(const aiUVTransform &a, const aiUVTransform &b) |
| 73 | { |
| 74 | return (a.mTranslation == b.mTranslation && a.mScaling == b.mScaling && a.mRotation == b.mRotation); |
| 75 | }; |
| 76 | |
| 77 | struct TextureInfo |
| 78 | { |
| 79 | aiTextureMapMode modes[3] {}; |
| 80 | aiTextureMapping mapping = aiTextureMapping::aiTextureMapping_UV; |
| 81 | unsigned int minFilter { AI_GLTF_FILTER_LINEAR }; |
| 82 | unsigned int magFilter { AI_GLTF_FILTER_LINEAR }; |
| 83 | uint uvIndex { 0 }; |
| 84 | aiUVTransform transform; |
| 85 | }; |
| 86 | |
| 87 | bool operator==(const TextureInfo &a, const TextureInfo &b) |
| 88 | { |
| 89 | return (a.mapping == b.mapping) |
| 90 | && (std::memcmp(s1: a.modes, s2: b.modes, n: sizeof(a.modes)) == 0) |
| 91 | && (a.minFilter == b.minFilter) |
| 92 | && (a.magFilter == b.magFilter) |
| 93 | && (a.uvIndex == b.uvIndex) |
| 94 | && isEqual(a: a.transform, b: b.transform); |
| 95 | } |
| 96 | |
| 97 | struct TextureEntry |
| 98 | { |
| 99 | QByteArray name; |
| 100 | TextureInfo info; |
| 101 | QSSGSceneDesc::Texture *texture = nullptr; |
| 102 | }; |
| 103 | |
| 104 | size_t qHash(const TextureEntry &key, size_t seed) |
| 105 | { |
| 106 | static_assert(std::is_same_v<decltype(key.info.transform), aiUVTransform>, "Unexpected type" ); |
| 107 | const auto infoKey = quintptr(key.info.mapping) |
| 108 | ^ (quintptr(key.info.modes[0]) ^ quintptr(key.info.modes[1]) ^ quintptr(key.info.modes[2])) |
| 109 | ^ quintptr(key.info.minFilter ^ key.info.magFilter) |
| 110 | ^ quintptr(key.info.uvIndex) |
| 111 | ^ qHashBits(p: &key.info.transform, size: sizeof(aiUVTransform), seed); |
| 112 | |
| 113 | return qHash(key: key.name, seed) ^ infoKey; |
| 114 | } |
| 115 | |
| 116 | bool operator==(const TextureEntry &a, const TextureEntry &b) |
| 117 | { |
| 118 | return (a.name == b.name) && (a.info == b.info); |
| 119 | } |
| 120 | |
| 121 | struct SceneInfo |
| 122 | { |
| 123 | struct Options |
| 124 | { |
| 125 | bool gltfMode = false; |
| 126 | bool fbxMode = false; |
| 127 | bool binaryKeyframes = false; |
| 128 | bool forceMipMapGeneration = false; |
| 129 | bool useFloatJointIndices = false; |
| 130 | bool generateLightmapUV = false; |
| 131 | bool designStudioWorkarounds = false; |
| 132 | |
| 133 | int lightmapBaseResolution = 1024; |
| 134 | float globalScaleValue = 1.0; |
| 135 | |
| 136 | bool generateMeshLODs = false; |
| 137 | float lodNormalMergeAngle = 60.0; |
| 138 | float lodNormalSplitAngle = 25.0; |
| 139 | }; |
| 140 | |
| 141 | using MaterialMap = QVarLengthArray<QPair<const aiMaterial *, QSSGSceneDesc::Material *>>; |
| 142 | using MeshMap = QVarLengthArray<QPair<const aiMesh *, QSSGSceneDesc::Mesh *>>; |
| 143 | using EmbeddedTextureMap = QVarLengthArray<QSSGSceneDesc::TextureData *>; |
| 144 | using TextureMap = QSet<TextureEntry>; |
| 145 | |
| 146 | struct skinData { |
| 147 | aiBone **mBones; |
| 148 | unsigned int mNumBones; |
| 149 | QSSGSceneDesc::Skin *node; |
| 150 | }; |
| 151 | using SkinMap = QVarLengthArray<skinData>; |
| 152 | using Mesh2SkinMap = QVarLengthArray<qint16>; |
| 153 | |
| 154 | const aiScene &scene; |
| 155 | MaterialMap &materialMap; |
| 156 | MeshMap &meshMap; |
| 157 | EmbeddedTextureMap &embeddedTextureMap; |
| 158 | TextureMap &textureMap; |
| 159 | SkinMap &skinMap; |
| 160 | Mesh2SkinMap &mesh2skin; |
| 161 | QDir workingDir; |
| 162 | Options opt; |
| 163 | }; |
| 164 | |
| 165 | class ResourceIOStream : public Assimp::IOStream |
| 166 | { |
| 167 | public: |
| 168 | ResourceIOStream(const char *pFile, const char *pMode); |
| 169 | |
| 170 | // IOStream interface |
| 171 | size_t Read(void *pvBuffer, size_t pSize, size_t pCount) override; |
| 172 | size_t Write(const void *pvBuffer, size_t pSize, size_t pCount) override; |
| 173 | aiReturn Seek(size_t pOffset, aiOrigin pOrigin) override; |
| 174 | size_t Tell() const override; |
| 175 | size_t FileSize() const override; |
| 176 | void Flush() override; |
| 177 | |
| 178 | private: |
| 179 | QFile file; |
| 180 | }; |
| 181 | |
| 182 | ResourceIOStream::ResourceIOStream(const char *pFile, const char *pMode) : file(QString::fromStdString(s: pFile)) |
| 183 | { |
| 184 | QByteArray mode = QByteArray(pMode); |
| 185 | QFile::OpenMode openMode = QFile::NotOpen; |
| 186 | if (mode.startsWith(bv: "r" )) |
| 187 | openMode |= QFile::ReadOnly; |
| 188 | else if (mode.startsWith(bv: "w" )) |
| 189 | openMode |= QFile::WriteOnly; |
| 190 | if (mode.endsWith(bv: "t" )) |
| 191 | openMode |= QFile::Text; |
| 192 | file.open(flags: openMode); |
| 193 | } |
| 194 | |
| 195 | size_t ResourceIOStream::Read(void *pvBuffer, size_t pSize, size_t pCount) |
| 196 | { |
| 197 | size_t ret = 0; |
| 198 | auto buffer = static_cast<char *>(pvBuffer); |
| 199 | for (ret = 0; ret < pCount; ret++) { |
| 200 | size_t read = file.read(data: buffer, maxlen: pSize); |
| 201 | if (read != pSize) |
| 202 | return ret; |
| 203 | buffer += read; |
| 204 | } |
| 205 | return ret; |
| 206 | } |
| 207 | |
| 208 | size_t ResourceIOStream::Write(const void *pvBuffer, size_t pSize, size_t pCount) |
| 209 | { |
| 210 | Q_UNUSED(pvBuffer); |
| 211 | Q_UNUSED(pSize); |
| 212 | Q_UNUSED(pCount); |
| 213 | Q_UNIMPLEMENTED(); |
| 214 | return 0; |
| 215 | } |
| 216 | |
| 217 | aiReturn ResourceIOStream::Seek(size_t pOffset, aiOrigin pOrigin) |
| 218 | { |
| 219 | switch (pOrigin) { |
| 220 | case aiOrigin_SET: |
| 221 | file.seek(offset: pOffset); |
| 222 | break; |
| 223 | case aiOrigin_CUR: |
| 224 | file.seek(offset: file.pos() + pOffset); |
| 225 | break; |
| 226 | case aiOrigin_END: |
| 227 | file.seek(offset: file.size() + pOffset); |
| 228 | break; |
| 229 | default: |
| 230 | return aiReturn_FAILURE; |
| 231 | } |
| 232 | return aiReturn_SUCCESS; |
| 233 | } |
| 234 | |
| 235 | size_t ResourceIOStream::Tell() const |
| 236 | { |
| 237 | return file.pos(); |
| 238 | } |
| 239 | |
| 240 | size_t ResourceIOStream::FileSize() const |
| 241 | { |
| 242 | return file.size(); |
| 243 | } |
| 244 | |
| 245 | void ResourceIOStream::Flush() |
| 246 | { |
| 247 | } |
| 248 | |
| 249 | class ResourceIOSystem : public Assimp::IOSystem |
| 250 | { |
| 251 | public: |
| 252 | ResourceIOSystem(); |
| 253 | // IOSystem interface |
| 254 | bool Exists(const char *pFile) const override; |
| 255 | char getOsSeparator() const override; |
| 256 | Assimp::IOStream *Open(const char *pFile, const char *pMode) override; |
| 257 | void Close(Assimp::IOStream *pFile) override; |
| 258 | }; |
| 259 | |
| 260 | ResourceIOSystem::ResourceIOSystem() : Assimp::IOSystem() { } |
| 261 | |
| 262 | bool ResourceIOSystem::Exists(const char *pFile) const |
| 263 | { |
| 264 | return QFile::exists(fileName: QString::fromStdString(s: pFile)); |
| 265 | } |
| 266 | |
| 267 | char ResourceIOSystem::getOsSeparator() const |
| 268 | { |
| 269 | return QDir::separator().toLatin1(); |
| 270 | } |
| 271 | |
| 272 | Assimp::IOStream *ResourceIOSystem::Open(const char *pFile, const char *pMode) |
| 273 | { |
| 274 | return new ResourceIOStream(pFile, pMode); |
| 275 | } |
| 276 | |
| 277 | void ResourceIOSystem::Close(Assimp::IOStream *pFile) |
| 278 | { |
| 279 | delete pFile; |
| 280 | } |
| 281 | |
| 282 | static void setNodeProperties(QSSGSceneDesc::Node &target, |
| 283 | const aiNode &source, |
| 284 | const SceneInfo &sceneInfo, |
| 285 | aiMatrix4x4 *transformCorrection) |
| 286 | { |
| 287 | // objectName |
| 288 | if (target.name.isNull()) |
| 289 | target.name = fromAiString(string: source.mName); |
| 290 | |
| 291 | // Apply correction if necessary |
| 292 | aiMatrix4x4 transformMatrix; |
| 293 | if (transformCorrection) |
| 294 | transformMatrix = source.mTransformation * *transformCorrection; |
| 295 | else |
| 296 | transformMatrix = source.mTransformation; |
| 297 | |
| 298 | // Decompose Transform Matrix to get properties |
| 299 | aiVector3D scaling; |
| 300 | aiQuaternion rotation; |
| 301 | aiVector3D translation; |
| 302 | transformMatrix.Decompose(pScaling&: scaling, pRotation&: rotation, pPosition&: translation); |
| 303 | |
| 304 | // translate |
| 305 | if (!sceneInfo.opt.designStudioWorkarounds) { |
| 306 | QSSGSceneDesc::setProperty(node&: target, name: "position" , setter: &QQuick3DNode::setPosition, value: QVector3D { translation.x, translation.y, translation.z }); |
| 307 | } else { |
| 308 | QSSGSceneDesc::setProperty(node&: target, name: "x" , setter: &QQuick3DNode::setX, value&: translation.x); |
| 309 | QSSGSceneDesc::setProperty(node&: target, name: "y" , setter: &QQuick3DNode::setY, value&: translation.y); |
| 310 | QSSGSceneDesc::setProperty(node&: target, name: "z" , setter: &QQuick3DNode::setZ, value&: translation.z); |
| 311 | } |
| 312 | |
| 313 | |
| 314 | // rotation |
| 315 | const QQuaternion rot(rotation.w, rotation.x, rotation.y, rotation.z); |
| 316 | QSSGSceneDesc::setProperty(node&: target, name: "rotation" , setter: &QQuick3DNode::setRotation, value: rot); |
| 317 | |
| 318 | // scale |
| 319 | QSSGSceneDesc::setProperty(node&: target, name: "scale" , setter: &QQuick3DNode::setScale, value: QVector3D { scaling.x, scaling.y, scaling.z }); |
| 320 | // pivot |
| 321 | |
| 322 | // opacity |
| 323 | |
| 324 | // visible |
| 325 | } |
| 326 | |
| 327 | static void setTextureProperties(QSSGSceneDesc::Texture &target, const TextureInfo &texInfo, const SceneInfo &sceneInfo) |
| 328 | { |
| 329 | const bool forceMipMapGeneration = sceneInfo.opt.forceMipMapGeneration; |
| 330 | |
| 331 | if (texInfo.uvIndex > 0) { |
| 332 | // Quick3D supports 2 tex coords. |
| 333 | // According to gltf's khronos default implementation, |
| 334 | // the index will be selected to the nearest one. |
| 335 | QSSGSceneDesc::setProperty(node&: target, name: "indexUV" , setter: &QQuick3DTexture::setIndexUV, value: 1); |
| 336 | } |
| 337 | |
| 338 | // mapping |
| 339 | if (texInfo.mapping == aiTextureMapping_UV) { |
| 340 | // So we should be able to always hit this case by passing the right flags |
| 341 | // at import. |
| 342 | QSSGSceneDesc::setProperty(node&: target, name: "mappingMode" , setter: &QQuick3DTexture::setMappingMode, value: QQuick3DTexture::MappingMode::UV); |
| 343 | // It would be possible to use another channel than UV0 to map texture data |
| 344 | // but for now we force everything to use UV0 |
| 345 | //int uvSource; |
| 346 | //material->Get(AI_MATKEY_UVWSRC(textureType, index), uvSource); |
| 347 | } // else (not supported) |
| 348 | |
| 349 | static const auto asQtTilingMode = [](aiTextureMapMode mode) { |
| 350 | switch (mode) { |
| 351 | case aiTextureMapMode_Wrap: |
| 352 | return QQuick3DTexture::TilingMode::Repeat; |
| 353 | case aiTextureMapMode_Clamp: |
| 354 | return QQuick3DTexture::TilingMode::ClampToEdge; |
| 355 | case aiTextureMapMode_Mirror: |
| 356 | return QQuick3DTexture::TilingMode::MirroredRepeat; |
| 357 | default: |
| 358 | break; |
| 359 | } |
| 360 | |
| 361 | return QQuick3DTexture::TilingMode::Repeat; |
| 362 | }; |
| 363 | |
| 364 | // mapping mode U |
| 365 | QSSGSceneDesc::setProperty(node&: target, name: "tilingModeHorizontal" , setter: &QQuick3DTexture::setHorizontalTiling, value: asQtTilingMode(texInfo.modes[0])); |
| 366 | |
| 367 | // mapping mode V |
| 368 | QSSGSceneDesc::setProperty(node&: target, name: "tilingModeVertical" , setter: &QQuick3DTexture::setVerticalTiling, value: asQtTilingMode(texInfo.modes[1])); |
| 369 | |
| 370 | const bool applyUvTransform = !isEqual(a: texInfo.transform, b: aiUVTransform()); |
| 371 | if (applyUvTransform) { |
| 372 | // UV origins - |
| 373 | // glTF: 0, 1 (top left of texture) |
| 374 | // Assimp, Collada?, FBX?: 0.5, 0.5 |
| 375 | // Quick3D: 0, 0 (bottom left of texture) |
| 376 | // Assimp already tries to fix it but it's not correct. |
| 377 | // So, we restore original values and then use pivot |
| 378 | const auto &transform = texInfo.transform; |
| 379 | float rotation = -transform.mRotation; |
| 380 | float rotationUV = qRadiansToDegrees(radians: rotation); |
| 381 | float posU = transform.mTranslation.x; |
| 382 | float posV = transform.mTranslation.y; |
| 383 | if (sceneInfo.opt.gltfMode) { |
| 384 | const float rcos = std::cos(x: rotation); |
| 385 | const float rsin = std::sin(x: rotation); |
| 386 | posU -= 0.5f * transform.mScaling.x * (-rcos + rsin + 1.0f); |
| 387 | posV -= (0.5f * transform.mScaling.y * (rcos + rsin - 1.0f) + 1.0f - transform.mScaling.y); |
| 388 | QSSGSceneDesc::setProperty(node&: target, name: "pivotV" , setter: &QQuick3DTexture::setPivotV, value: 1.0f); |
| 389 | } else { |
| 390 | QSSGSceneDesc::setProperty(node&: target, name: "pivotU" , setter: &QQuick3DTexture::setPivotV, value: 0.5f); |
| 391 | QSSGSceneDesc::setProperty(node&: target, name: "pivotV" , setter: &QQuick3DTexture::setPivotV, value: 0.5f); |
| 392 | } |
| 393 | |
| 394 | QSSGSceneDesc::setProperty(node&: target, name: "positionU" , setter: &QQuick3DTexture::setPositionU, value&: posU); |
| 395 | QSSGSceneDesc::setProperty(node&: target, name: "positionV" , setter: &QQuick3DTexture::setPositionV, value&: posV); |
| 396 | QSSGSceneDesc::setProperty(node&: target, name: "rotationUV" , setter: &QQuick3DTexture::setRotationUV, value&: rotationUV); |
| 397 | QSSGSceneDesc::setProperty(node&: target, name: "scaleU" , setter: &QQuick3DTexture::setScaleU, value: transform.mScaling.x); |
| 398 | QSSGSceneDesc::setProperty(node&: target, name: "scaleV" , setter: &QQuick3DTexture::setScaleV, value: transform.mScaling.y); |
| 399 | } |
| 400 | // We don't make use of the data here, but there are additional flags |
| 401 | // available for example the usage of the alpha channel |
| 402 | // texture flags |
| 403 | //int textureFlags; |
| 404 | //material->Get(AI_MATKEY_TEXFLAGS(textureType, index), textureFlags); |
| 405 | |
| 406 | // Always generate and use mipmaps for imported assets |
| 407 | bool generateMipMaps = forceMipMapGeneration; |
| 408 | auto mipFilter = forceMipMapGeneration ? QQuick3DTexture::Filter::Linear : QQuick3DTexture::Filter::None; |
| 409 | |
| 410 | // magFilter |
| 411 | auto filter = (texInfo.magFilter == AI_GLTF_FILTER_NEAREST) ? QQuick3DTexture::Filter::Nearest : QQuick3DTexture::Filter::Linear; |
| 412 | QSSGSceneDesc::setProperty(node&: target, name: "magFilter" , setter: &QQuick3DTexture::setMagFilter, value&: filter); |
| 413 | |
| 414 | // minFilter |
| 415 | if (texInfo.minFilter == AI_GLTF_FILTER_NEAREST) { |
| 416 | filter = QQuick3DTexture::Filter::Nearest; |
| 417 | } else if (texInfo.minFilter == AI_GLTF_FILTER_LINEAR) { |
| 418 | filter = QQuick3DTexture::Filter::Linear; |
| 419 | } else if (texInfo.minFilter == AI_GLTF_FILTER_NEAREST_MIPMAP_NEAREST) { |
| 420 | filter = QQuick3DTexture::Filter::Nearest; |
| 421 | mipFilter = QQuick3DTexture::Filter::Nearest; |
| 422 | } else if (texInfo.minFilter == AI_GLTF_FILTER_LINEAR_MIPMAP_NEAREST) { |
| 423 | filter = QQuick3DTexture::Filter::Linear; |
| 424 | mipFilter = QQuick3DTexture::Filter::Nearest; |
| 425 | } else if (texInfo.minFilter == AI_GLTF_FILTER_NEAREST_MIPMAP_LINEAR) { |
| 426 | filter = QQuick3DTexture::Filter::Nearest; |
| 427 | mipFilter = QQuick3DTexture::Filter::Linear; |
| 428 | } else if (texInfo.minFilter == AI_GLTF_FILTER_LINEAR_MIPMAP_LINEAR) { |
| 429 | filter = QQuick3DTexture::Filter::Linear; |
| 430 | mipFilter = QQuick3DTexture::Filter::Linear; |
| 431 | } |
| 432 | QSSGSceneDesc::setProperty(node&: target, name: "minFilter" , setter: &QQuick3DTexture::setMinFilter, value&: filter); |
| 433 | |
| 434 | // mipFilter |
| 435 | generateMipMaps = (mipFilter != QQuick3DTexture::Filter::None); |
| 436 | |
| 437 | if (generateMipMaps) { |
| 438 | QSSGSceneDesc::setProperty(node&: target, name: "generateMipmaps" , setter: &QQuick3DTexture::setGenerateMipmaps, value: true); |
| 439 | QSSGSceneDesc::setProperty(node&: target, name: "mipFilter" , setter: &QQuick3DTexture::setMipFilter, value&: mipFilter); |
| 440 | } |
| 441 | } |
| 442 | |
| 443 | static void setMaterialProperties(QSSGSceneDesc::Material &target, const aiMaterial &source, const SceneInfo &sceneInfo, QSSGSceneDesc::Material::RuntimeType type) |
| 444 | { |
| 445 | if (target.name.isNull()) { |
| 446 | aiString materialName = source.GetName(); |
| 447 | target.name = fromAiString(string: materialName); |
| 448 | } |
| 449 | |
| 450 | const auto createTextureNode = [&sceneInfo, &target](const aiMaterial &material, aiTextureType textureType, unsigned int index) { |
| 451 | const auto &srcScene = sceneInfo.scene; |
| 452 | QSSGSceneDesc::Texture *tex = nullptr; |
| 453 | aiString texturePath; |
| 454 | TextureInfo texInfo; |
| 455 | |
| 456 | if (material.GetTexture(type: textureType, index, path: &texturePath, mapping: &texInfo.mapping, uvindex: &texInfo.uvIndex, blend: nullptr, op: nullptr, mapmode: texInfo.modes) == aiReturn_SUCCESS) { |
| 457 | if (texturePath.length > 0) { |
| 458 | aiUVTransform transform; |
| 459 | if (material.Get(AI_MATKEY_UVTRANSFORM(textureType, index), pOut&: transform) == aiReturn_SUCCESS) |
| 460 | texInfo.transform = transform; |
| 461 | |
| 462 | material.Get(AI_MATKEY_UVWSRC(textureType, index), pOut&: texInfo.uvIndex); |
| 463 | material.Get(AI_MATKEY_GLTF_MAPPINGFILTER_MIN(textureType, index), pOut&: texInfo.minFilter); |
| 464 | material.Get(AI_MATKEY_GLTF_MAPPINGFILTER_MAG(textureType, index), pOut&: texInfo.magFilter); |
| 465 | |
| 466 | auto &textureMap = sceneInfo.textureMap; |
| 467 | |
| 468 | QByteArray texName = QByteArray(texturePath.C_Str(), texturePath.length); |
| 469 | // Check if we already processed this texture |
| 470 | const auto it = textureMap.constFind(value: TextureEntry{.name: texName, .info: texInfo}); |
| 471 | if (it != textureMap.cend()) { |
| 472 | Q_ASSERT(it->texture); |
| 473 | tex = it->texture; |
| 474 | } else { |
| 475 | // Two types, externally referenced or embedded |
| 476 | // Use the source file name as the identifier, since that will hopefully be fairly stable for re-import. |
| 477 | tex = new QSSGSceneDesc::Texture(QSSGSceneDesc::Texture::RuntimeType::Image2D, texName); |
| 478 | textureMap.insert(value: TextureEntry{.name: fromAiString(string: texturePath), .info: texInfo, .texture: tex}); |
| 479 | QSSGSceneDesc::addNode(parent&: target, node&: *tex); |
| 480 | setTextureProperties(target&: *tex, texInfo, sceneInfo); // both |
| 481 | |
| 482 | auto aEmbeddedTex = srcScene.GetEmbeddedTextureAndIndex(filename: texturePath.C_Str()); |
| 483 | const auto &embeddedTexId = aEmbeddedTex.second; |
| 484 | if (embeddedTexId > -1) { |
| 485 | QSSGSceneDesc::TextureData *textureData = nullptr; |
| 486 | auto &embeddedTextures = sceneInfo.embeddedTextureMap; |
| 487 | textureData = embeddedTextures[embeddedTexId]; |
| 488 | if (!textureData) { |
| 489 | const auto *sourceTexture = aEmbeddedTex.first; |
| 490 | Q_ASSERT(sourceTexture->pcData); |
| 491 | // Two cases of embedded textures, uncompress and compressed. |
| 492 | const bool isCompressed = (sourceTexture->mHeight == 0); |
| 493 | |
| 494 | // For compressed textures this is the size of the image buffer (in bytes) |
| 495 | const qsizetype asize = (isCompressed) ? sourceTexture->mWidth : (sourceTexture->mHeight * sourceTexture->mWidth) * sizeof(aiTexel); |
| 496 | const QSize size = (!isCompressed) ? QSize(int(sourceTexture->mWidth), int(sourceTexture->mHeight)) : QSize(); |
| 497 | QByteArray imageData { reinterpret_cast<const char *>(sourceTexture->pcData), asize }; |
| 498 | const auto format = (isCompressed) ? QByteArray(sourceTexture->achFormatHint) : QByteArrayLiteral("rgba8888" ); |
| 499 | const quint8 flags = isCompressed ? quint8(QSSGSceneDesc::TextureData::Flags::Compressed) : 0; |
| 500 | textureData = new QSSGSceneDesc::TextureData(imageData, size, format, flags); |
| 501 | QSSGSceneDesc::addNode(parent&: *tex, node&: *textureData); |
| 502 | embeddedTextures[embeddedTexId] = textureData; |
| 503 | } |
| 504 | |
| 505 | if (textureData) |
| 506 | QSSGSceneDesc::setProperty(node&: *tex, name: "textureData" , setter: &QQuick3DTexture::setTextureData, value: textureData); |
| 507 | } else { |
| 508 | auto relativePath = QString::fromUtf8(utf8: texturePath.C_Str()); |
| 509 | // Replace Windows separator to Unix separator |
| 510 | // so that assets including Windows relative path can be converted on Unix. |
| 511 | relativePath.replace(before: "\\" ,after: "/" ); |
| 512 | const auto path = sceneInfo.workingDir.absoluteFilePath(fileName: relativePath); |
| 513 | QSSGSceneDesc::setProperty(node&: *tex, name: "source" , setter: &QQuick3DTexture::setSource, value: QUrl{ path }); |
| 514 | } |
| 515 | } |
| 516 | } |
| 517 | } |
| 518 | |
| 519 | return tex; |
| 520 | }; |
| 521 | |
| 522 | aiReturn result; |
| 523 | |
| 524 | if (type == QSSGSceneDesc::Material::RuntimeType::PrincipledMaterial) { |
| 525 | { |
| 526 | aiColor4D baseColorFactor; |
| 527 | result = source.Get(AI_MATKEY_BASE_COLOR, pOut&: baseColorFactor); |
| 528 | if (result == aiReturn_SUCCESS) { |
| 529 | QSSGSceneDesc::setProperty(node&: target, name: "baseColor" , setter: &QQuick3DPrincipledMaterial::setBaseColor, value: aiColorToQColor(color: baseColorFactor)); |
| 530 | |
| 531 | } else { |
| 532 | // Also try diffuse color as a fallback |
| 533 | aiColor3D diffuseColor; |
| 534 | result = source.Get(AI_MATKEY_COLOR_DIFFUSE, pOut&: diffuseColor); |
| 535 | if (result == aiReturn_SUCCESS) |
| 536 | QSSGSceneDesc::setProperty(node&: target, name: "baseColor" , setter: &QQuick3DPrincipledMaterial::setBaseColor, value: aiColorToQColor(color: diffuseColor)); |
| 537 | } |
| 538 | } |
| 539 | |
| 540 | if (auto baseColorTexture = createTextureNode(source, AI_MATKEY_BASE_COLOR_TEXTURE)) { |
| 541 | QSSGSceneDesc::setProperty(node&: target, name: "baseColorMap" , setter: &QQuick3DPrincipledMaterial::setBaseColorMap, value: baseColorTexture); |
| 542 | QSSGSceneDesc::setProperty(node&: target, name: "opacityChannel" , setter: &QQuick3DPrincipledMaterial::setOpacityChannel, value: QQuick3DPrincipledMaterial::TextureChannelMapping::A); |
| 543 | } else if (auto diffuseMapTexture = createTextureNode(source, aiTextureType_DIFFUSE, 0)) { |
| 544 | // Also try to legacy diffuse texture as an alternative |
| 545 | QSSGSceneDesc::setProperty(node&: target, name: "baseColorMap" , setter: &QQuick3DPrincipledMaterial::setBaseColorMap, value: diffuseMapTexture); |
| 546 | } |
| 547 | |
| 548 | if (auto metalicRoughnessTexture = createTextureNode(source, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE)) { |
| 549 | QSSGSceneDesc::setProperty(node&: target, name: "metalnessMap" , setter: &QQuick3DPrincipledMaterial::setMetalnessMap, value: metalicRoughnessTexture); |
| 550 | QSSGSceneDesc::setProperty(node&: target, name: "metalnessChannel" , setter: &QQuick3DPrincipledMaterial::setMetalnessChannel, value: QQuick3DPrincipledMaterial::TextureChannelMapping::B); |
| 551 | QSSGSceneDesc::setProperty(node&: target, name: "roughnessMap" , setter: &QQuick3DPrincipledMaterial::setRoughnessMap, value: metalicRoughnessTexture); |
| 552 | QSSGSceneDesc::setProperty(node&: target, name: "roughnessChannel" , setter: &QQuick3DPrincipledMaterial::setRoughnessChannel, value: QQuick3DPrincipledMaterial::TextureChannelMapping::G); |
| 553 | } |
| 554 | |
| 555 | { |
| 556 | ai_real metallicFactor; |
| 557 | result = source.Get(AI_MATKEY_METALLIC_FACTOR, pOut&: metallicFactor); |
| 558 | if (result == aiReturn_SUCCESS) |
| 559 | QSSGSceneDesc::setProperty(node&: target, name: "metalness" , setter: &QQuick3DPrincipledMaterial::setMetalness, value: float(metallicFactor)); |
| 560 | } |
| 561 | |
| 562 | { |
| 563 | ai_real roughnessFactor; |
| 564 | result = source.Get(AI_MATKEY_ROUGHNESS_FACTOR, pOut&: roughnessFactor); |
| 565 | if (result == aiReturn_SUCCESS) |
| 566 | QSSGSceneDesc::setProperty(node&: target, name: "roughness" , setter: &QQuick3DPrincipledMaterial::setRoughness, value: float(roughnessFactor)); |
| 567 | } |
| 568 | |
| 569 | if (auto normalTexture = createTextureNode(source, aiTextureType_NORMALS, 0)) { |
| 570 | QSSGSceneDesc::setProperty(node&: target, name: "normalMap" , setter: &QQuick3DPrincipledMaterial::setNormalMap, value: normalTexture); |
| 571 | { |
| 572 | ai_real normalScale; |
| 573 | result = source.Get(AI_MATKEY_GLTF_TEXTURE_SCALE(aiTextureType_NORMALS, 0), pOut&: normalScale); |
| 574 | if (result == aiReturn_SUCCESS) |
| 575 | QSSGSceneDesc::setProperty(node&: target, name: "normalStrength" , setter: &QQuick3DPrincipledMaterial::setNormalStrength, value: float(normalScale)); |
| 576 | } |
| 577 | } |
| 578 | |
| 579 | // Occlusion Textures are not implimented (yet) |
| 580 | if (auto occlusionTexture = createTextureNode(source, aiTextureType_LIGHTMAP, 0)) { |
| 581 | QSSGSceneDesc::setProperty(node&: target, name: "occlusionMap" , setter: &QQuick3DPrincipledMaterial::setOcclusionMap, value: occlusionTexture); |
| 582 | QSSGSceneDesc::setProperty(node&: target, name: "occlusionChannel" , setter: &QQuick3DPrincipledMaterial::setOcclusionChannel, value: QQuick3DPrincipledMaterial::TextureChannelMapping::R); |
| 583 | { |
| 584 | ai_real occlusionAmount; |
| 585 | result = source.Get(AI_MATKEY_GLTF_TEXTURE_STRENGTH(aiTextureType_LIGHTMAP, 0), pOut&: occlusionAmount); |
| 586 | if (result == aiReturn_SUCCESS) |
| 587 | QSSGSceneDesc::setProperty(node&: target, name: "occlusionAmount" , setter: &QQuick3DPrincipledMaterial::setOcclusionAmount, value: float(occlusionAmount)); |
| 588 | } |
| 589 | } |
| 590 | |
| 591 | if (auto emissiveTexture = createTextureNode(source, aiTextureType_EMISSIVE, 0)) |
| 592 | QSSGSceneDesc::setProperty(node&: target, name: "emissiveMap" , setter: &QQuick3DPrincipledMaterial::setEmissiveMap, value: emissiveTexture); |
| 593 | |
| 594 | { |
| 595 | aiColor3D emissiveColorFactor; |
| 596 | result = source.Get(AI_MATKEY_COLOR_EMISSIVE, pOut&: emissiveColorFactor); |
| 597 | if (result == aiReturn_SUCCESS) |
| 598 | QSSGSceneDesc::setProperty(node&: target, name: "emissiveFactor" , setter: &QQuick3DPrincipledMaterial::setEmissiveFactor, value: QVector3D { emissiveColorFactor.r, emissiveColorFactor.g, emissiveColorFactor.b }); |
| 599 | } |
| 600 | |
| 601 | { |
| 602 | bool isDoubleSided; |
| 603 | result = source.Get(AI_MATKEY_TWOSIDED, pOut&: isDoubleSided); |
| 604 | if (result == aiReturn_SUCCESS && isDoubleSided) |
| 605 | QSSGSceneDesc::setProperty(node&: target, name: "cullMode" , setter: &QQuick3DPrincipledMaterial::setCullMode, value: QQuick3DPrincipledMaterial::CullMode::NoCulling); |
| 606 | } |
| 607 | |
| 608 | { |
| 609 | aiString alphaMode; |
| 610 | result = source.Get(AI_MATKEY_GLTF_ALPHAMODE, pOut&: alphaMode); |
| 611 | if (result == aiReturn_SUCCESS) { |
| 612 | auto mode = QQuick3DPrincipledMaterial::AlphaMode::Default; |
| 613 | if (QByteArrayView(alphaMode.C_Str()) == "OPAQUE" ) |
| 614 | mode = QQuick3DPrincipledMaterial::AlphaMode::Opaque; |
| 615 | else if (QByteArrayView(alphaMode.C_Str()) == "MASK" ) |
| 616 | mode = QQuick3DPrincipledMaterial::AlphaMode::Mask; |
| 617 | else if (QByteArrayView(alphaMode.C_Str()) == "BLEND" ) |
| 618 | mode = QQuick3DPrincipledMaterial::AlphaMode::Blend; |
| 619 | |
| 620 | if (mode != QQuick3DPrincipledMaterial::AlphaMode::Default) { |
| 621 | QSSGSceneDesc::setProperty(node&: target, name: "alphaMode" , setter: &QQuick3DPrincipledMaterial::setAlphaMode, value&: mode); |
| 622 | // If the mode is mask, we also need to force OpaquePrePassDepthDraw mode |
| 623 | if (mode == QQuick3DPrincipledMaterial::AlphaMode::Mask) |
| 624 | QSSGSceneDesc::setProperty(node&: target, name: "depthDrawMode" , setter: &QQuick3DPrincipledMaterial::setDepthDrawMode, value: QQuick3DMaterial::OpaquePrePassDepthDraw); |
| 625 | } |
| 626 | } |
| 627 | } |
| 628 | |
| 629 | { |
| 630 | ai_real alphaCutoff; |
| 631 | result = source.Get(AI_MATKEY_GLTF_ALPHACUTOFF, pOut&: alphaCutoff); |
| 632 | if (result == aiReturn_SUCCESS) |
| 633 | QSSGSceneDesc::setProperty(node&: target, name: "alphaCutoff" , setter: &QQuick3DPrincipledMaterial::setAlphaCutoff, value: float(alphaCutoff)); |
| 634 | } |
| 635 | |
| 636 | { |
| 637 | int shadingModel = 0; |
| 638 | result = source.Get(AI_MATKEY_SHADING_MODEL, pOut&: shadingModel); |
| 639 | if (result == aiReturn_SUCCESS && shadingModel == aiShadingMode_Unlit) |
| 640 | QSSGSceneDesc::setProperty(node&: target, name: "lighting" , setter: &QQuick3DPrincipledMaterial::setLighting, value: QQuick3DPrincipledMaterial::Lighting::NoLighting); |
| 641 | } |
| 642 | |
| 643 | |
| 644 | { |
| 645 | // Clearcoat Properties (KHR_materials_clearcoat) |
| 646 | // factor |
| 647 | { |
| 648 | ai_real clearcoatFactor = 0.0f; |
| 649 | result = source.Get(AI_MATKEY_CLEARCOAT_FACTOR, pOut&: clearcoatFactor); |
| 650 | if (result == aiReturn_SUCCESS) |
| 651 | QSSGSceneDesc::setProperty(node&: target, |
| 652 | name: "clearcoatAmount" , |
| 653 | setter: &QQuick3DPrincipledMaterial::setClearcoatAmount, |
| 654 | value: float(clearcoatFactor)); |
| 655 | } |
| 656 | |
| 657 | // roughness |
| 658 | { |
| 659 | ai_real clearcoatRoughnessFactor = 0.0f; |
| 660 | result = source.Get(AI_MATKEY_CLEARCOAT_ROUGHNESS_FACTOR, pOut&: clearcoatRoughnessFactor); |
| 661 | if (result == aiReturn_SUCCESS) |
| 662 | QSSGSceneDesc::setProperty(node&: target, |
| 663 | name: "clearcoatRoughnessAmount" , |
| 664 | setter: &QQuick3DPrincipledMaterial::setClearcoatRoughnessAmount, |
| 665 | value: float(clearcoatRoughnessFactor)); |
| 666 | } |
| 667 | |
| 668 | // texture |
| 669 | if (auto clearcoatTexture = createTextureNode(source, AI_MATKEY_CLEARCOAT_TEXTURE)) |
| 670 | QSSGSceneDesc::setProperty(node&: target, name: "clearcoatMap" , setter: &QQuick3DPrincipledMaterial::setClearcoatMap, value: clearcoatTexture); |
| 671 | |
| 672 | // roughness texture |
| 673 | if (auto clearcoatRoughnessTexture = createTextureNode(source, AI_MATKEY_CLEARCOAT_ROUGHNESS_TEXTURE)) |
| 674 | QSSGSceneDesc::setProperty(node&: target, |
| 675 | name: "clearcoatRoughnessMap" , |
| 676 | setter: &QQuick3DPrincipledMaterial::setClearcoatRoughnessMap, |
| 677 | value: clearcoatRoughnessTexture); |
| 678 | |
| 679 | // normal texture |
| 680 | if (auto clearcoatNormalTexture = createTextureNode(source, AI_MATKEY_CLEARCOAT_NORMAL_TEXTURE)) |
| 681 | QSSGSceneDesc::setProperty(node&: target, name: "clearcoatNormalMap" , setter: &QQuick3DPrincipledMaterial::setClearcoatNormalMap, value: clearcoatNormalTexture); |
| 682 | } |
| 683 | |
| 684 | { |
| 685 | // Transmission Properties (KHR_materials_transmission) |
| 686 | // factor |
| 687 | { |
| 688 | ai_real transmissionFactor = 0.0f; |
| 689 | result = source.Get(AI_MATKEY_TRANSMISSION_FACTOR, pOut&: transmissionFactor); |
| 690 | if (result == aiReturn_SUCCESS) |
| 691 | QSSGSceneDesc::setProperty(node&: target, |
| 692 | name: "transmissionFactor" , |
| 693 | setter: &QQuick3DPrincipledMaterial::setTransmissionFactor, |
| 694 | value: float(transmissionFactor)); |
| 695 | } |
| 696 | |
| 697 | // texture |
| 698 | { |
| 699 | if (auto transmissionImage = createTextureNode(source, AI_MATKEY_TRANSMISSION_TEXTURE)) |
| 700 | QSSGSceneDesc::setProperty(node&: target, |
| 701 | name: "transmissionMap" , |
| 702 | setter: &QQuick3DPrincipledMaterial::setTransmissionMap, |
| 703 | value: transmissionImage); |
| 704 | } |
| 705 | |
| 706 | } |
| 707 | |
| 708 | { |
| 709 | // Volume Properties (KHR_materials_volume) [only used with transmission] |
| 710 | // thicknessFactor |
| 711 | { |
| 712 | ai_real thicknessFactor = 0.0f; |
| 713 | result = source.Get(AI_MATKEY_VOLUME_THICKNESS_FACTOR, pOut&: thicknessFactor); |
| 714 | if (result == aiReturn_SUCCESS) |
| 715 | QSSGSceneDesc::setProperty(node&: target, name: "thicknessFactor" , setter: &QQuick3DPrincipledMaterial::setThicknessFactor, value: float(thicknessFactor)); |
| 716 | } |
| 717 | |
| 718 | // thicknessMap |
| 719 | { |
| 720 | if (auto thicknessImage = createTextureNode(source, AI_MATKEY_VOLUME_THICKNESS_TEXTURE)) |
| 721 | QSSGSceneDesc::setProperty(node&: target, name: "thicknessMap" , setter: &QQuick3DPrincipledMaterial::setThicknessMap, value: thicknessImage); |
| 722 | } |
| 723 | |
| 724 | // attenuationDistance |
| 725 | { |
| 726 | ai_real attenuationDistance = 0.0f; |
| 727 | result = source.Get(AI_MATKEY_VOLUME_ATTENUATION_DISTANCE, pOut&: attenuationDistance); |
| 728 | if (result == aiReturn_SUCCESS) |
| 729 | QSSGSceneDesc::setProperty(node&: target, |
| 730 | name: "attenuationDistance" , |
| 731 | setter: &QQuick3DPrincipledMaterial::setAttenuationDistance, |
| 732 | value: float(attenuationDistance)); |
| 733 | } |
| 734 | |
| 735 | // attenuationColor |
| 736 | { |
| 737 | aiColor3D attenuationColor; |
| 738 | result = source.Get(AI_MATKEY_VOLUME_ATTENUATION_COLOR, pOut&: attenuationColor); |
| 739 | if (result == aiReturn_SUCCESS) |
| 740 | QSSGSceneDesc::setProperty(node&: target, |
| 741 | name: "attenuationColor" , |
| 742 | setter: &QQuick3DPrincipledMaterial::setAttenuationColor, |
| 743 | value: aiColorToQColor(color: attenuationColor)); |
| 744 | } |
| 745 | } |
| 746 | |
| 747 | |
| 748 | // KHR_materials_ior |
| 749 | { |
| 750 | ai_real ior = 0.0f; |
| 751 | result = source.Get(AI_MATKEY_REFRACTI, pOut&: ior); |
| 752 | if (result == aiReturn_SUCCESS) |
| 753 | QSSGSceneDesc::setProperty(node&: target, |
| 754 | name: "indexOfRefraction" , |
| 755 | setter: &QQuick3DPrincipledMaterial::setIndexOfRefraction, |
| 756 | value: float(ior)); |
| 757 | } |
| 758 | |
| 759 | } else if (type == QSSGSceneDesc::Material::RuntimeType::DefaultMaterial) { // Ver1 |
| 760 | int shadingModel = 0; |
| 761 | auto material = &source; |
| 762 | result = material->Get(AI_MATKEY_SHADING_MODEL, pOut&: shadingModel); |
| 763 | // lighting |
| 764 | if (result == aiReturn_SUCCESS && (shadingModel == aiShadingMode_NoShading)) |
| 765 | QSSGSceneDesc::setProperty(node&: target, name: "lighting" , setter: &QQuick3DDefaultMaterial::setLighting, value: QQuick3DDefaultMaterial::Lighting::NoLighting); |
| 766 | |
| 767 | if (auto diffuseMapTexture = createTextureNode(source, aiTextureType_DIFFUSE, 0)) { |
| 768 | QSSGSceneDesc::setProperty(node&: target, name: "diffuseMap" , setter: &QQuick3DDefaultMaterial::setDiffuseMap, value: diffuseMapTexture); |
| 769 | } else { |
| 770 | // For some reason the normal behavior is that either you have a diffuseMap[s] or a diffuse color |
| 771 | // but no a mix of both... So only set the diffuse color if none of the diffuse maps are set: |
| 772 | aiColor3D diffuseColor; |
| 773 | result = material->Get(AI_MATKEY_COLOR_DIFFUSE, pOut&: diffuseColor); |
| 774 | if (result == aiReturn_SUCCESS) |
| 775 | QSSGSceneDesc::setProperty(node&: target, name: "diffuseColor" , setter: &QQuick3DDefaultMaterial::setDiffuseColor, value: aiColorToQColor(color: diffuseColor)); |
| 776 | } |
| 777 | |
| 778 | if (auto emissiveTexture = createTextureNode(source, aiTextureType_EMISSIVE, 0)) |
| 779 | QSSGSceneDesc::setProperty(node&: target, name: "emissiveMap" , setter: &QQuick3DDefaultMaterial::setEmissiveMap, value: emissiveTexture); |
| 780 | |
| 781 | // specularReflectionMap |
| 782 | if (auto specularTexture = createTextureNode(source, aiTextureType_SPECULAR, 0)) |
| 783 | QSSGSceneDesc::setProperty(node&: target, name: "specularMap" , setter: &QQuick3DDefaultMaterial::setSpecularMap, value: specularTexture); |
| 784 | |
| 785 | // opacity AI_MATKEY_OPACITY |
| 786 | ai_real opacity; |
| 787 | result = material->Get(AI_MATKEY_OPACITY, pOut&: opacity); |
| 788 | if (result == aiReturn_SUCCESS) |
| 789 | QSSGSceneDesc::setProperty(node&: target, name: "opacity" , setter: &QQuick3DDefaultMaterial::setOpacity, value: float(opacity)); |
| 790 | |
| 791 | // opacityMap aiTextureType_OPACITY 0 |
| 792 | if (auto opacityTexture = createTextureNode(source, aiTextureType_OPACITY, 0)) |
| 793 | QSSGSceneDesc::setProperty(node&: target, name: "opacityMap" , setter: &QQuick3DDefaultMaterial::setOpacityMap, value: opacityTexture); |
| 794 | |
| 795 | // bumpMap aiTextureType_HEIGHT 0 |
| 796 | if (auto bumpTexture = createTextureNode(source, aiTextureType_HEIGHT, 0)) { |
| 797 | QSSGSceneDesc::setProperty(node&: target, name: "bumpMap" , setter: &QQuick3DDefaultMaterial::setBumpMap, value: bumpTexture); |
| 798 | // bumpAmount AI_MATKEY_BUMPSCALING |
| 799 | ai_real bumpAmount; |
| 800 | result = material->Get(AI_MATKEY_BUMPSCALING, pOut&: bumpAmount); |
| 801 | if (result == aiReturn_SUCCESS) |
| 802 | QSSGSceneDesc::setProperty(node&: target, name: "bumpAmount" , setter: &QQuick3DDefaultMaterial::setBumpAmount, value: float(bumpAmount)); |
| 803 | } |
| 804 | |
| 805 | // normalMap aiTextureType_NORMALS 0 |
| 806 | if (auto normalTexture = createTextureNode(source, aiTextureType_NORMALS, 0)) |
| 807 | QSSGSceneDesc::setProperty(node&: target, name: "normalMap" , setter: &QQuick3DDefaultMaterial::setNormalMap, value: normalTexture); |
| 808 | } else if (type == QSSGSceneDesc::Material::RuntimeType::SpecularGlossyMaterial) { |
| 809 | { |
| 810 | aiColor4D albedoFactor; |
| 811 | result = source.Get(AI_MATKEY_COLOR_DIFFUSE, pOut&: albedoFactor); |
| 812 | if (result == aiReturn_SUCCESS) |
| 813 | QSSGSceneDesc::setProperty(node&: target, name: "albedoColor" , setter: &QQuick3DSpecularGlossyMaterial::setAlbedoColor, value: aiColorToQColor(color: albedoFactor)); |
| 814 | } |
| 815 | |
| 816 | if (auto albedoTexture = createTextureNode(source, aiTextureType_DIFFUSE, 0)) { |
| 817 | QSSGSceneDesc::setProperty(node&: target, name: "albedoMap" , setter: &QQuick3DSpecularGlossyMaterial::setAlbedoMap, value: albedoTexture); |
| 818 | QSSGSceneDesc::setProperty(node&: target, name: "opacityChannel" , setter: &QQuick3DSpecularGlossyMaterial::setOpacityChannel, value: QQuick3DSpecularGlossyMaterial::TextureChannelMapping::A); |
| 819 | } |
| 820 | |
| 821 | if (auto specularGlossinessTexture = createTextureNode(source, aiTextureType_SPECULAR, 0)) { |
| 822 | QSSGSceneDesc::setProperty(node&: target, name: "specularMap" , setter: &QQuick3DSpecularGlossyMaterial::setSpecularMap, value: specularGlossinessTexture); |
| 823 | QSSGSceneDesc::setProperty(node&: target, name: "glossinessMap" , setter: &QQuick3DSpecularGlossyMaterial::setGlossinessMap, value: specularGlossinessTexture); |
| 824 | QSSGSceneDesc::setProperty(node&: target, name: "glossinessChannel" , setter: &QQuick3DSpecularGlossyMaterial::setGlossinessChannel, value: QQuick3DSpecularGlossyMaterial::TextureChannelMapping::A); |
| 825 | } |
| 826 | |
| 827 | { |
| 828 | aiColor4D specularColorFactor; |
| 829 | result = source.Get(AI_MATKEY_COLOR_SPECULAR, pOut&: specularColorFactor); |
| 830 | if (result == aiReturn_SUCCESS) |
| 831 | QSSGSceneDesc::setProperty(node&: target, name: "specularColor" , setter: &QQuick3DSpecularGlossyMaterial::setSpecularColor, value: aiColorToQColor(color: specularColorFactor)); |
| 832 | } |
| 833 | |
| 834 | { |
| 835 | ai_real glossinessFactor; |
| 836 | result = source.Get(AI_MATKEY_GLOSSINESS_FACTOR, pOut&: glossinessFactor); |
| 837 | if (result == aiReturn_SUCCESS) |
| 838 | QSSGSceneDesc::setProperty(node&: target, name: "glossiness" , setter: &QQuick3DSpecularGlossyMaterial::setGlossiness, value: float(glossinessFactor)); |
| 839 | } |
| 840 | |
| 841 | if (auto normalTexture = createTextureNode(source, aiTextureType_NORMALS, 0)) { |
| 842 | QSSGSceneDesc::setProperty(node&: target, name: "normalMap" , setter: &QQuick3DSpecularGlossyMaterial::setNormalMap, value: normalTexture); |
| 843 | { |
| 844 | ai_real normalScale; |
| 845 | result = source.Get(AI_MATKEY_GLTF_TEXTURE_SCALE(aiTextureType_NORMALS, 0), pOut&: normalScale); |
| 846 | if (result == aiReturn_SUCCESS) |
| 847 | QSSGSceneDesc::setProperty(node&: target, name: "normalStrength" , setter: &QQuick3DSpecularGlossyMaterial::setNormalStrength, value: float(normalScale)); |
| 848 | } |
| 849 | } |
| 850 | |
| 851 | // Occlusion Textures are not implimented (yet) |
| 852 | if (auto occlusionTexture = createTextureNode(source, aiTextureType_LIGHTMAP, 0)) { |
| 853 | QSSGSceneDesc::setProperty(node&: target, name: "occlusionMap" , setter: &QQuick3DSpecularGlossyMaterial::setOcclusionMap, value: occlusionTexture); |
| 854 | QSSGSceneDesc::setProperty(node&: target, name: "occlusionChannel" , setter: &QQuick3DSpecularGlossyMaterial::setOcclusionChannel, value: QQuick3DSpecularGlossyMaterial::TextureChannelMapping::R); |
| 855 | { |
| 856 | ai_real occlusionAmount; |
| 857 | result = source.Get(AI_MATKEY_GLTF_TEXTURE_STRENGTH(aiTextureType_LIGHTMAP, 0), pOut&: occlusionAmount); |
| 858 | if (result == aiReturn_SUCCESS) |
| 859 | QSSGSceneDesc::setProperty(node&: target, name: "occlusionAmount" , setter: &QQuick3DSpecularGlossyMaterial::setOcclusionAmount, value: float(occlusionAmount)); |
| 860 | } |
| 861 | } |
| 862 | |
| 863 | if (auto emissiveTexture = createTextureNode(source, aiTextureType_EMISSIVE, 0)) |
| 864 | QSSGSceneDesc::setProperty(node&: target, name: "emissiveMap" , setter: &QQuick3DSpecularGlossyMaterial::setEmissiveMap, value: emissiveTexture); |
| 865 | |
| 866 | { |
| 867 | aiColor3D emissiveColorFactor; |
| 868 | result = source.Get(AI_MATKEY_COLOR_EMISSIVE, pOut&: emissiveColorFactor); |
| 869 | if (result == aiReturn_SUCCESS) |
| 870 | QSSGSceneDesc::setProperty(node&: target, name: "emissiveFactor" , setter: &QQuick3DSpecularGlossyMaterial::setEmissiveFactor, value: QVector3D { emissiveColorFactor.r, emissiveColorFactor.g, emissiveColorFactor.b }); |
| 871 | } |
| 872 | |
| 873 | { |
| 874 | bool isDoubleSided; |
| 875 | result = source.Get(AI_MATKEY_TWOSIDED, pOut&: isDoubleSided); |
| 876 | if (result == aiReturn_SUCCESS && isDoubleSided) |
| 877 | QSSGSceneDesc::setProperty(node&: target, name: "cullMode" , setter: &QQuick3DSpecularGlossyMaterial::setCullMode, value: QQuick3DSpecularGlossyMaterial::CullMode::NoCulling); |
| 878 | } |
| 879 | |
| 880 | { |
| 881 | aiString alphaMode; |
| 882 | result = source.Get(AI_MATKEY_GLTF_ALPHAMODE, pOut&: alphaMode); |
| 883 | if (result == aiReturn_SUCCESS) { |
| 884 | auto mode = QQuick3DSpecularGlossyMaterial::AlphaMode::Default; |
| 885 | if (QByteArrayView(alphaMode.C_Str()) == "OPAQUE" ) |
| 886 | mode = QQuick3DSpecularGlossyMaterial::AlphaMode::Opaque; |
| 887 | else if (QByteArrayView(alphaMode.C_Str()) == "MASK" ) |
| 888 | mode = QQuick3DSpecularGlossyMaterial::AlphaMode::Mask; |
| 889 | else if (QByteArrayView(alphaMode.C_Str()) == "BLEND" ) |
| 890 | mode = QQuick3DSpecularGlossyMaterial::AlphaMode::Blend; |
| 891 | |
| 892 | if (mode != QQuick3DSpecularGlossyMaterial::AlphaMode::Default) { |
| 893 | QSSGSceneDesc::setProperty(node&: target, name: "alphaMode" , setter: &QQuick3DSpecularGlossyMaterial::setAlphaMode, value&: mode); |
| 894 | // If the mode is mask, we also need to force OpaquePrePassDepthDraw mode |
| 895 | if (mode == QQuick3DSpecularGlossyMaterial::AlphaMode::Mask) |
| 896 | QSSGSceneDesc::setProperty(node&: target, name: "depthDrawMode" , setter: &QQuick3DSpecularGlossyMaterial::setDepthDrawMode, value: QQuick3DMaterial::OpaquePrePassDepthDraw); |
| 897 | } |
| 898 | } |
| 899 | } |
| 900 | |
| 901 | { |
| 902 | ai_real alphaCutoff; |
| 903 | result = source.Get(AI_MATKEY_GLTF_ALPHACUTOFF, pOut&: alphaCutoff); |
| 904 | if (result == aiReturn_SUCCESS) |
| 905 | QSSGSceneDesc::setProperty(node&: target, name: "alphaCutoff" , setter: &QQuick3DSpecularGlossyMaterial::setAlphaCutoff, value: float(alphaCutoff)); |
| 906 | } |
| 907 | |
| 908 | { |
| 909 | int shadingModel = 0; |
| 910 | result = source.Get(AI_MATKEY_SHADING_MODEL, pOut&: shadingModel); |
| 911 | if (result == aiReturn_SUCCESS && shadingModel == aiShadingMode_Unlit) |
| 912 | QSSGSceneDesc::setProperty(node&: target, name: "lighting" , setter: &QQuick3DSpecularGlossyMaterial::setLighting, value: QQuick3DSpecularGlossyMaterial::Lighting::NoLighting); |
| 913 | } |
| 914 | |
| 915 | |
| 916 | { |
| 917 | // Clearcoat Properties (KHR_materials_clearcoat) |
| 918 | // factor |
| 919 | { |
| 920 | ai_real clearcoatFactor = 0.0f; |
| 921 | result = source.Get(AI_MATKEY_CLEARCOAT_FACTOR, pOut&: clearcoatFactor); |
| 922 | if (result == aiReturn_SUCCESS) |
| 923 | QSSGSceneDesc::setProperty(node&: target, |
| 924 | name: "clearcoatAmount" , |
| 925 | setter: &QQuick3DSpecularGlossyMaterial::setClearcoatAmount, |
| 926 | value: float(clearcoatFactor)); |
| 927 | } |
| 928 | |
| 929 | // roughness |
| 930 | { |
| 931 | ai_real clearcoatRoughnessFactor = 0.0f; |
| 932 | result = source.Get(AI_MATKEY_CLEARCOAT_ROUGHNESS_FACTOR, pOut&: clearcoatRoughnessFactor); |
| 933 | if (result == aiReturn_SUCCESS) |
| 934 | QSSGSceneDesc::setProperty(node&: target, |
| 935 | name: "clearcoatRoughnessAmount" , |
| 936 | setter: &QQuick3DSpecularGlossyMaterial::setClearcoatRoughnessAmount, |
| 937 | value: float(clearcoatRoughnessFactor)); |
| 938 | } |
| 939 | |
| 940 | // texture |
| 941 | if (auto clearcoatTexture = createTextureNode(source, AI_MATKEY_CLEARCOAT_TEXTURE)) |
| 942 | QSSGSceneDesc::setProperty(node&: target, name: "clearcoatMap" , setter: &QQuick3DSpecularGlossyMaterial::setClearcoatMap, value: clearcoatTexture); |
| 943 | |
| 944 | // roughness texture |
| 945 | if (auto clearcoatRoughnessTexture = createTextureNode(source, AI_MATKEY_CLEARCOAT_ROUGHNESS_TEXTURE)) |
| 946 | QSSGSceneDesc::setProperty(node&: target, |
| 947 | name: "clearcoatRoughnessMap" , |
| 948 | setter: &QQuick3DSpecularGlossyMaterial::setClearcoatRoughnessMap, |
| 949 | value: clearcoatRoughnessTexture); |
| 950 | |
| 951 | // normal texture |
| 952 | if (auto clearcoatNormalTexture = createTextureNode(source, AI_MATKEY_CLEARCOAT_NORMAL_TEXTURE)) |
| 953 | QSSGSceneDesc::setProperty(node&: target, name: "clearcoatNormalMap" , setter: &QQuick3DSpecularGlossyMaterial::setClearcoatNormalMap, value: clearcoatNormalTexture); |
| 954 | } |
| 955 | |
| 956 | { |
| 957 | // Transmission Properties (KHR_materials_transmission) |
| 958 | // factor |
| 959 | { |
| 960 | ai_real transmissionFactor = 0.0f; |
| 961 | result = source.Get(AI_MATKEY_TRANSMISSION_FACTOR, pOut&: transmissionFactor); |
| 962 | if (result == aiReturn_SUCCESS) |
| 963 | QSSGSceneDesc::setProperty(node&: target, |
| 964 | name: "transmissionFactor" , |
| 965 | setter: &QQuick3DSpecularGlossyMaterial::setTransmissionFactor, |
| 966 | value: float(transmissionFactor)); |
| 967 | } |
| 968 | |
| 969 | // texture |
| 970 | { |
| 971 | if (auto transmissionImage = createTextureNode(source, AI_MATKEY_TRANSMISSION_TEXTURE)) |
| 972 | QSSGSceneDesc::setProperty(node&: target, |
| 973 | name: "transmissionMap" , |
| 974 | setter: &QQuick3DSpecularGlossyMaterial::setTransmissionMap, |
| 975 | value: transmissionImage); |
| 976 | } |
| 977 | |
| 978 | } |
| 979 | |
| 980 | { |
| 981 | // Volume Properties (KHR_materials_volume) [only used with transmission] |
| 982 | // thicknessFactor |
| 983 | { |
| 984 | ai_real thicknessFactor = 0.0f; |
| 985 | result = source.Get(AI_MATKEY_VOLUME_THICKNESS_FACTOR, pOut&: thicknessFactor); |
| 986 | if (result == aiReturn_SUCCESS) |
| 987 | QSSGSceneDesc::setProperty(node&: target, name: "thicknessFactor" , setter: &QQuick3DSpecularGlossyMaterial::setThicknessFactor, value: float(thicknessFactor)); |
| 988 | } |
| 989 | |
| 990 | // thicknessMap |
| 991 | { |
| 992 | if (auto thicknessImage = createTextureNode(source, AI_MATKEY_VOLUME_THICKNESS_TEXTURE)) |
| 993 | QSSGSceneDesc::setProperty(node&: target, name: "thicknessMap" , setter: &QQuick3DSpecularGlossyMaterial::setThicknessMap, value: thicknessImage); |
| 994 | } |
| 995 | |
| 996 | // attenuationDistance |
| 997 | { |
| 998 | ai_real attenuationDistance = 0.0f; |
| 999 | result = source.Get(AI_MATKEY_VOLUME_ATTENUATION_DISTANCE, pOut&: attenuationDistance); |
| 1000 | if (result == aiReturn_SUCCESS) |
| 1001 | QSSGSceneDesc::setProperty(node&: target, |
| 1002 | name: "attenuationDistance" , |
| 1003 | setter: &QQuick3DSpecularGlossyMaterial::setAttenuationDistance, |
| 1004 | value: float(attenuationDistance)); |
| 1005 | } |
| 1006 | |
| 1007 | // attenuationColor |
| 1008 | { |
| 1009 | aiColor3D attenuationColor; |
| 1010 | result = source.Get(AI_MATKEY_VOLUME_ATTENUATION_COLOR, pOut&: attenuationColor); |
| 1011 | if (result == aiReturn_SUCCESS) |
| 1012 | QSSGSceneDesc::setProperty(node&: target, |
| 1013 | name: "attenuationColor" , |
| 1014 | setter: &QQuick3DSpecularGlossyMaterial::setAttenuationColor, |
| 1015 | value: aiColorToQColor(color: attenuationColor)); |
| 1016 | } |
| 1017 | } |
| 1018 | } |
| 1019 | } |
| 1020 | |
| 1021 | static void setCameraProperties(QSSGSceneDesc::Camera &target, const aiCamera &source, const aiNode &sourceNode, const SceneInfo &sceneInfo) |
| 1022 | { |
| 1023 | using namespace QSSGSceneDesc; |
| 1024 | |
| 1025 | // assimp does not have a camera type but it works for gltf2 format. |
| 1026 | target.runtimeType = (source.mHorizontalFOV == 0.0f) ? Node::RuntimeType::OrthographicCamera |
| 1027 | : Node::RuntimeType::PerspectiveCamera; |
| 1028 | |
| 1029 | // We assume these default forward and up vectors, so if this isn't |
| 1030 | // the case we have to do additional transform |
| 1031 | aiMatrix4x4 correctionMatrix; |
| 1032 | bool needsCorrection = false; |
| 1033 | |
| 1034 | // Workaround For FBX, |
| 1035 | // assimp has a problem to set properties, mLookAt ans mUp |
| 1036 | // and it takes too much time for correction. |
| 1037 | // Quick3D will ignore these value and just use |
| 1038 | // the initial differences between FBX and Quick3D. |
| 1039 | if (sceneInfo.opt.fbxMode) { |
| 1040 | aiMatrix4x4::RotationY(a: ai_real(M_PI / 2), out&: correctionMatrix); |
| 1041 | needsCorrection = true; |
| 1042 | } else { |
| 1043 | aiVector3D upQuick3D = aiVector3D(0, 1, 0); |
| 1044 | if (source.mLookAt != aiVector3D(0, 0, -1)) { |
| 1045 | aiMatrix4x4 lookAtCorrection; |
| 1046 | aiMatrix4x4::FromToMatrix(from: aiVector3D(0, 0, -1), to: source.mLookAt, mtx&: lookAtCorrection); |
| 1047 | correctionMatrix *= lookAtCorrection; |
| 1048 | needsCorrection = true; |
| 1049 | upQuick3D *= lookAtCorrection; |
| 1050 | } |
| 1051 | if (source.mUp != upQuick3D) { |
| 1052 | aiMatrix4x4 upCorrection; |
| 1053 | aiMatrix4x4::FromToMatrix(from: upQuick3D, to: source.mUp, mtx&: upCorrection); |
| 1054 | correctionMatrix = upCorrection * correctionMatrix; |
| 1055 | needsCorrection = true; |
| 1056 | } |
| 1057 | } |
| 1058 | |
| 1059 | setNodeProperties(target, source: sourceNode, sceneInfo, transformCorrection: needsCorrection ? &correctionMatrix : nullptr); |
| 1060 | |
| 1061 | // clipNear and clipFar |
| 1062 | if (target.runtimeType == Node::RuntimeType::PerspectiveCamera) { |
| 1063 | setProperty(node&: target, name: "clipNear" , setter: &QQuick3DPerspectiveCamera::setClipNear, value: source.mClipPlaneNear); |
| 1064 | setProperty(node&: target, name: "clipFar" , setter: &QQuick3DPerspectiveCamera::setClipFar, value: source.mClipPlaneFar); |
| 1065 | } else { //OrthographicCamera |
| 1066 | setProperty(node&: target, name: "clipNear" , setter: &QQuick3DOrthographicCamera::setClipNear, value: source.mClipPlaneNear); |
| 1067 | setProperty(node&: target, name: "clipFar" , setter: &QQuick3DOrthographicCamera::setClipFar, value: source.mClipPlaneFar); |
| 1068 | } |
| 1069 | |
| 1070 | if (target.runtimeType == Node::RuntimeType::PerspectiveCamera) { |
| 1071 | // fieldOfView |
| 1072 | // mHorizontalFOV is defined as a half horizontal fov |
| 1073 | // in the assimp header but it seems not half now. |
| 1074 | const float fov = qRadiansToDegrees(radians: source.mHorizontalFOV); |
| 1075 | setProperty(node&: target, name: "fieldOfView" , setter: &QQuick3DPerspectiveCamera::setFieldOfView, value: fov); |
| 1076 | |
| 1077 | // isFieldOfViewHorizontal |
| 1078 | setProperty(node&: target, name: "fieldOfViewOrientation" , setter: &QQuick3DPerspectiveCamera::setFieldOfViewOrientation, |
| 1079 | value: QQuick3DPerspectiveCamera::FieldOfViewOrientation::Horizontal); |
| 1080 | } else { //OrthographicCamera |
| 1081 | const float width = source.mOrthographicWidth * 2.0f; |
| 1082 | const float height = width / source.mAspect; |
| 1083 | setProperty(node&: target, name: "horizontalMagnification" , setter: &QQuick3DOrthographicCamera::setHorizontalMagnification, value: width); |
| 1084 | setProperty(node&: target, name: "verticalMagnification" , setter: &QQuick3DOrthographicCamera::setVerticalMagnification, value: height); |
| 1085 | } |
| 1086 | // projectionMode |
| 1087 | |
| 1088 | // scaleMode |
| 1089 | |
| 1090 | // scaleAnchor |
| 1091 | |
| 1092 | // frustomScaleX |
| 1093 | |
| 1094 | // frustomScaleY |
| 1095 | } |
| 1096 | |
| 1097 | static void setLightProperties(QSSGSceneDesc::Light &target, const aiLight &source, const aiNode &sourceNode, const SceneInfo &sceneInfo) |
| 1098 | { |
| 1099 | // We assume that the direction vector for a light is (0, 0, -1) |
| 1100 | // so if the direction vector is non-null, but not (0, 0, -1) we |
| 1101 | // need to correct the translation |
| 1102 | aiMatrix4x4 correctionMatrix; |
| 1103 | bool needsCorrection = false; |
| 1104 | if (source.mDirection != aiVector3D(0, 0, 0)) { |
| 1105 | if (source.mDirection != aiVector3D(0, 0, -1)) { |
| 1106 | aiMatrix4x4::FromToMatrix(from: aiVector3D(0, 0, -1), to: source.mDirection, mtx&: correctionMatrix); |
| 1107 | needsCorrection = true; |
| 1108 | } |
| 1109 | } |
| 1110 | |
| 1111 | // lightType |
| 1112 | static const auto asQtLightType = [](aiLightSourceType type) { |
| 1113 | switch (type) { |
| 1114 | case aiLightSource_AMBIENT: |
| 1115 | Q_FALLTHROUGH(); |
| 1116 | case aiLightSource_DIRECTIONAL: |
| 1117 | return QSSGSceneDesc::Light::RuntimeType::DirectionalLight; |
| 1118 | case aiLightSource_POINT: |
| 1119 | return QSSGSceneDesc::Light::RuntimeType::PointLight; |
| 1120 | case aiLightSource_SPOT: |
| 1121 | return QSSGSceneDesc::Light::RuntimeType::SpotLight; |
| 1122 | default: |
| 1123 | return QSSGSceneDesc::Light::RuntimeType::PointLight; |
| 1124 | } |
| 1125 | }; |
| 1126 | |
| 1127 | target.runtimeType = asQtLightType(source.mType); |
| 1128 | |
| 1129 | setNodeProperties(target, source: sourceNode, sceneInfo, transformCorrection: needsCorrection ? &correctionMatrix : nullptr); |
| 1130 | |
| 1131 | // brightness |
| 1132 | // Assimp has no property related to brightness or intensity. |
| 1133 | // They are multiplied to diffuse, ambient and specular colors. |
| 1134 | // For extracting the property value, we will check the maximum value of them. |
| 1135 | // (In most cases, Assimp uses the same specular values with diffuse values, |
| 1136 | // so we will compare just components of the diffuse and the ambient) |
| 1137 | float brightness = qMax(a: qMax(a: 1.0f, b: source.mColorDiffuse.r), |
| 1138 | b: qMax(a: source.mColorDiffuse.g, b: source.mColorDiffuse.b)); |
| 1139 | |
| 1140 | // ambientColor |
| 1141 | if (source.mType == aiLightSource_AMBIENT) { |
| 1142 | brightness = qMax(a: qMax(a: brightness, b: source.mColorAmbient.r), |
| 1143 | b: qMax(a: source.mColorAmbient.g, b: source.mColorAmbient.b)); |
| 1144 | |
| 1145 | // We only want ambient light color if it is explicit |
| 1146 | const QColor ambientColor = QColor::fromRgbF(r: source.mColorAmbient.r / brightness, |
| 1147 | g: source.mColorAmbient.g / brightness, |
| 1148 | b: source.mColorAmbient.b / brightness); |
| 1149 | QSSGSceneDesc::setProperty(node&: target, name: "ambientColor" , setter: &QQuick3DAbstractLight::setAmbientColor, value: ambientColor); |
| 1150 | } |
| 1151 | |
| 1152 | // diffuseColor |
| 1153 | const QColor diffuseColor = QColor::fromRgbF(r: source.mColorDiffuse.r / brightness, |
| 1154 | g: source.mColorDiffuse.g / brightness, |
| 1155 | b: source.mColorDiffuse.b / brightness); |
| 1156 | QSSGSceneDesc::setProperty(node&: target, name: "color" , setter: &QQuick3DAbstractLight::setColor, value: diffuseColor); |
| 1157 | |
| 1158 | // describe brightness here |
| 1159 | QSSGSceneDesc::setProperty(node&: target, name: "brightness" , setter: &QQuick3DAbstractLight::setBrightness, value&: brightness); |
| 1160 | |
| 1161 | const bool isSpot = (source.mType == aiLightSource_SPOT); |
| 1162 | if (source.mType == aiLightSource_POINT || isSpot) { |
| 1163 | // constantFade |
| 1164 | // Some assets have this constant attenuation value as 0.0f and it makes light attenuation makes infinite at distance 0. |
| 1165 | // In that case, we will use the default constant attenuation, 1.0f. |
| 1166 | const bool hasAttConstant = !qFuzzyIsNull(f: source.mAttenuationConstant); |
| 1167 | |
| 1168 | if (isSpot) { |
| 1169 | if (hasAttConstant) |
| 1170 | QSSGSceneDesc::setProperty(node&: target, name: "constantFade" , setter: &QQuick3DSpotLight::setConstantFade, value: source.mAttenuationConstant); |
| 1171 | QSSGSceneDesc::setProperty(node&: target, name: "linearFade" , setter: &QQuick3DSpotLight::setLinearFade, value: source.mAttenuationLinear * 100.0f); |
| 1172 | QSSGSceneDesc::setProperty(node&: target, name: "quadraticFade" , setter: &QQuick3DSpotLight::setQuadraticFade, value: source.mAttenuationQuadratic * 10000.0f); |
| 1173 | QSSGSceneDesc::setProperty(node&: target, name: "coneAngle" , setter: &QQuick3DSpotLight::setConeAngle, value: qRadiansToDegrees(radians: source.mAngleOuterCone) * 2.0f); |
| 1174 | QSSGSceneDesc::setProperty(node&: target, name: "innerConeAngle" , setter: &QQuick3DSpotLight::setInnerConeAngle, value: qRadiansToDegrees(radians: source.mAngleInnerCone) * 2.0f); |
| 1175 | } else { |
| 1176 | if (hasAttConstant) |
| 1177 | QSSGSceneDesc::setProperty(node&: target, name: "constantFade" , setter: &QQuick3DPointLight::setConstantFade, value: source.mAttenuationConstant); |
| 1178 | QSSGSceneDesc::setProperty(node&: target, name: "linearFade" , setter: &QQuick3DPointLight::setLinearFade, value: source.mAttenuationLinear * 100.0f); |
| 1179 | QSSGSceneDesc::setProperty(node&: target, name: "quadraticFade" , setter: &QQuick3DPointLight::setQuadraticFade, value: source.mAttenuationQuadratic * 10000.0f); |
| 1180 | } |
| 1181 | } |
| 1182 | // castShadow |
| 1183 | |
| 1184 | // shadowBias |
| 1185 | |
| 1186 | // shadowFactor |
| 1187 | |
| 1188 | // shadowMapResolution |
| 1189 | |
| 1190 | // shadowMapFar |
| 1191 | |
| 1192 | // shadowMapFieldOfView |
| 1193 | |
| 1194 | // shadowFilter |
| 1195 | } |
| 1196 | |
| 1197 | using MorphAttributes = QQuick3DMorphTarget::MorphTargetAttributes; |
| 1198 | using MorphProperty = QPair<MorphAttributes, float>; |
| 1199 | |
| 1200 | static QVector<MorphProperty> getMorphTargetProperties(const aiMesh &mesh) |
| 1201 | { |
| 1202 | QVector<MorphProperty> targets; |
| 1203 | const quint32 numMorphTargets = qMin(a: 8U, b: mesh.mNumAnimMeshes); |
| 1204 | |
| 1205 | for (uint i = 0; i < numMorphTargets; ++i) { |
| 1206 | const auto &animMesh = mesh.mAnimMeshes[i]; |
| 1207 | QQuick3DMorphTarget::MorphTargetAttributes mTarget; |
| 1208 | if (animMesh->HasPositions()) |
| 1209 | mTarget |= QQuick3DMorphTarget::MorphTargetAttribute::Position; |
| 1210 | if (animMesh->HasNormals()) |
| 1211 | mTarget |= QQuick3DMorphTarget::MorphTargetAttribute::Normal; |
| 1212 | if (animMesh->HasTangentsAndBitangents()) { |
| 1213 | mTarget |= QQuick3DMorphTarget::MorphTargetAttribute::Tangent; |
| 1214 | mTarget |= QQuick3DMorphTarget::MorphTargetAttribute::Binormal; |
| 1215 | } |
| 1216 | targets.push_back(t: qMakePair(value1&: mTarget, value2&: animMesh->mWeight)); |
| 1217 | } |
| 1218 | return targets; |
| 1219 | } |
| 1220 | |
| 1221 | static void setModelProperties(QSSGSceneDesc::Model &target, const aiNode &source, const SceneInfo &sceneInfo) |
| 1222 | { |
| 1223 | if (source.mNumMeshes == 0) |
| 1224 | return; |
| 1225 | |
| 1226 | auto &targetScene = target.scene; |
| 1227 | const auto &srcScene = sceneInfo.scene; |
| 1228 | // TODO: Correction and scale |
| 1229 | setNodeProperties(target, source, sceneInfo, transformCorrection: nullptr); |
| 1230 | |
| 1231 | auto &meshStorage = targetScene->meshStorage; |
| 1232 | auto &materialMap = sceneInfo.materialMap; |
| 1233 | auto &meshMap = sceneInfo.meshMap; |
| 1234 | auto &skinMap = sceneInfo.skinMap; |
| 1235 | auto &mesh2skin = sceneInfo.mesh2skin; |
| 1236 | |
| 1237 | QVarLengthArray<QSSGSceneDesc::Material *> materials; |
| 1238 | materials.reserve(sz: source.mNumMeshes); // Assumig there's max one material per mesh. |
| 1239 | |
| 1240 | QString errorString; |
| 1241 | |
| 1242 | const auto ensureMaterial = [&](qsizetype materialIndex) { |
| 1243 | // Get the material for the mesh |
| 1244 | auto &material = materialMap[materialIndex]; |
| 1245 | // Check if we need to create a new scene node for this material |
| 1246 | auto targetMat = material.second; |
| 1247 | if (targetMat == nullptr) { |
| 1248 | const aiMaterial *sourceMat = material.first; |
| 1249 | |
| 1250 | auto currentMaterialType = QSSGSceneDesc::Material::RuntimeType::PrincipledMaterial; |
| 1251 | ai_real glossinessFactor; |
| 1252 | aiReturn result = sourceMat->Get(AI_MATKEY_GLOSSINESS_FACTOR, pOut&: glossinessFactor); |
| 1253 | if (result == aiReturn_SUCCESS) |
| 1254 | currentMaterialType = QSSGSceneDesc::Material::RuntimeType::SpecularGlossyMaterial; |
| 1255 | |
| 1256 | targetMat = new QSSGSceneDesc::Material(currentMaterialType); |
| 1257 | QSSGSceneDesc::addNode(parent&: target, node&: *targetMat); |
| 1258 | setMaterialProperties(target&: *targetMat, source: *sourceMat, sceneInfo, type: currentMaterialType); |
| 1259 | material.second = targetMat; |
| 1260 | } |
| 1261 | |
| 1262 | Q_ASSERT(targetMat != nullptr && material.second != nullptr); |
| 1263 | // If these don't match then somethings broken... |
| 1264 | Q_ASSERT(srcScene.mMaterials[materialIndex] == material.first); |
| 1265 | materials.push_back(t: targetMat); |
| 1266 | }; |
| 1267 | |
| 1268 | AssimpUtils::MeshList meshes; |
| 1269 | qint16 skinIdx = -1; |
| 1270 | // Combine all the meshes referenced by this model into a single MultiMesh file |
| 1271 | // For the morphing, the target mesh must have the same AnimMeshes. |
| 1272 | // It means if only one mesh has a morphing animation, the other sub-meshes will |
| 1273 | // get null target attributes. However this case might not be common. |
| 1274 | // These submeshes will animate with the same morphing weight! |
| 1275 | |
| 1276 | // If meshes have separate skins, they should not be combined. GLTF2 does not |
| 1277 | // seem to have problems related with this case, but When we use runtime asset |
| 1278 | // for other formats, this case must be checked again. |
| 1279 | // Here, we will use only the first skin in the mesh list |
| 1280 | const auto combineMeshes = [&](const aiNode &source, aiMesh **sceneMeshes) { |
| 1281 | for (qsizetype i = 0, end = source.mNumMeshes; i != end; ++i) { |
| 1282 | const aiMesh &mesh = *sceneMeshes[source.mMeshes[i]]; |
| 1283 | ensureMaterial(mesh.mMaterialIndex); |
| 1284 | if (skinIdx == -1 && mesh.HasBones()) |
| 1285 | skinIdx = mesh2skin[source.mMeshes[i]]; |
| 1286 | meshes.push_back(t: &mesh); |
| 1287 | } |
| 1288 | }; |
| 1289 | |
| 1290 | const auto createMeshNode = [&](const aiString &name) { |
| 1291 | auto meshData = AssimpUtils::generateMeshData(scene: srcScene, |
| 1292 | meshes, |
| 1293 | useFloatJointIndices: sceneInfo.opt.useFloatJointIndices, |
| 1294 | generateLevelsOfDetail: sceneInfo.opt.generateMeshLODs, |
| 1295 | normalMergeAngle: sceneInfo.opt.lodNormalMergeAngle, |
| 1296 | normalSplitAngle: sceneInfo.opt.lodNormalSplitAngle, |
| 1297 | errorString); |
| 1298 | meshStorage.push_back(t: std::move(meshData)); |
| 1299 | |
| 1300 | const auto idx = meshStorage.size() - 1; |
| 1301 | // For multimeshes we'll use the model name, but for single meshes we'll use the mesh name. |
| 1302 | return new QSSGSceneDesc::Mesh(fromAiString(string: name), idx); |
| 1303 | }; |
| 1304 | |
| 1305 | QSSGSceneDesc::Mesh *meshNode = nullptr; |
| 1306 | |
| 1307 | const bool isMultiMesh = (source.mNumMeshes > 1); |
| 1308 | if (isMultiMesh) { |
| 1309 | // result is stored in 'meshes' |
| 1310 | combineMeshes(source, srcScene.mMeshes); |
| 1311 | Q_ASSERT(!meshes.isEmpty()); |
| 1312 | meshNode = createMeshNode(source.mName); |
| 1313 | QSSGSceneDesc::addNode(parent&: target, node&: *meshNode); |
| 1314 | } else { // single mesh (We shouldn't be here if there are no meshes...) |
| 1315 | Q_ASSERT(source.mNumMeshes == 1); |
| 1316 | auto &mesh = meshMap[*source.mMeshes]; |
| 1317 | meshNode = mesh.second; |
| 1318 | if (meshNode == nullptr) { |
| 1319 | meshes = {mesh.first}; |
| 1320 | if (mesh.first->HasBones()) |
| 1321 | skinIdx = mesh2skin[*source.mMeshes]; |
| 1322 | mesh.second = meshNode = createMeshNode(mesh.first->mName); |
| 1323 | QSSGSceneDesc::addNode(parent&: target, node&: *meshNode); // We only add this the first time we create it. |
| 1324 | } |
| 1325 | ensureMaterial(mesh.first->mMaterialIndex); |
| 1326 | Q_ASSERT(meshNode != nullptr && mesh.second != nullptr); |
| 1327 | } |
| 1328 | |
| 1329 | if (meshNode) |
| 1330 | QSSGSceneDesc::setProperty(node&: target, name: "source" , setter: &QQuick3DModel::setSource, value: QVariant::fromValue(value: meshNode)); |
| 1331 | |
| 1332 | if (skinIdx != -1) { |
| 1333 | auto &skin = skinMap[skinIdx]; |
| 1334 | skin.node = new QSSGSceneDesc::Skin; |
| 1335 | QSSGSceneDesc::setProperty(node&: target, name: "skin" , setter: &QQuick3DModel::setSkin, value: skin.node); |
| 1336 | QSSGSceneDesc::addNode(parent&: target, node&: *skin.node); |
| 1337 | // Skins' properties wil be set after all the nodes are processed |
| 1338 | } |
| 1339 | |
| 1340 | // materials |
| 1341 | // Note that we use a QVector/QList here instead of a QQmlListProperty, as that would be really inconvenient. |
| 1342 | // Since we don't create any runtime objects at this point, the list also contains the node type that corresponds with the |
| 1343 | // type expected to be in the list (this is ensured at compile-time). |
| 1344 | QSSGSceneDesc::setProperty(node&: target, name: "materials" , setter: &QQuick3DModel::materials, list: materials); |
| 1345 | } |
| 1346 | |
| 1347 | static QSSGSceneDesc::Node *createSceneNode(const NodeInfo &nodeInfo, |
| 1348 | const aiNode &srcNode, |
| 1349 | QSSGSceneDesc::Node &parent, |
| 1350 | const SceneInfo &sceneInfo) |
| 1351 | { |
| 1352 | QSSGSceneDesc::Node *node = nullptr; |
| 1353 | const auto &srcScene = sceneInfo.scene; |
| 1354 | switch (nodeInfo.type) { |
| 1355 | case QSSGSceneDesc::Node::Type::Camera: |
| 1356 | { |
| 1357 | const auto &srcType = *srcScene.mCameras[nodeInfo.index]; |
| 1358 | // We set the initial rt-type to 'Custom', but we'll change it when updateing the properties. |
| 1359 | auto targetType = new QSSGSceneDesc::Camera(QSSGSceneDesc::Node::RuntimeType::CustomCamera); |
| 1360 | QSSGSceneDesc::addNode(parent, node&: *targetType); |
| 1361 | setCameraProperties(target&: *targetType, source: srcType, sourceNode: srcNode, sceneInfo); |
| 1362 | node = targetType; |
| 1363 | } |
| 1364 | break; |
| 1365 | case QSSGSceneDesc::Node::Type::Light: |
| 1366 | { |
| 1367 | const auto &srcType = *srcScene.mLights[nodeInfo.index]; |
| 1368 | // Initial type is DirectonalLight, but will be change (if needed) when setting the properties. |
| 1369 | auto targetType = new QSSGSceneDesc::Light(QSSGSceneDesc::Node::RuntimeType::DirectionalLight); |
| 1370 | QSSGSceneDesc::addNode(parent, node&: *targetType); |
| 1371 | setLightProperties(target&: *targetType, source: srcType, sourceNode: srcNode, sceneInfo); |
| 1372 | node = targetType; |
| 1373 | } |
| 1374 | break; |
| 1375 | case QSSGSceneDesc::Node::Type::Model: |
| 1376 | { |
| 1377 | auto target = new QSSGSceneDesc::Model; |
| 1378 | QSSGSceneDesc::addNode(parent, node&: *target); |
| 1379 | setModelProperties(target&: *target, source: srcNode, sceneInfo); |
| 1380 | node = target; |
| 1381 | } |
| 1382 | break; |
| 1383 | case QSSGSceneDesc::Node::Type::Joint: |
| 1384 | { |
| 1385 | auto target = new QSSGSceneDesc::Joint; |
| 1386 | QSSGSceneDesc::addNode(parent, node&: *target); |
| 1387 | setNodeProperties(target&: *target, source: srcNode, sceneInfo, transformCorrection: nullptr); |
| 1388 | QSSGSceneDesc::setProperty(node&: *target, name: "index" , setter: &QQuick3DJoint::setIndex, value: qint32(nodeInfo.index)); |
| 1389 | node = target; |
| 1390 | } |
| 1391 | break; |
| 1392 | case QSSGSceneDesc::Node::Type::Transform: |
| 1393 | { |
| 1394 | node = new QSSGSceneDesc::Node(QSSGSceneDesc::Node::Type::Transform, QSSGSceneDesc::Node::RuntimeType::Node); |
| 1395 | QSSGSceneDesc::addNode(parent, node&: *node); |
| 1396 | // TODO: arguments for correction |
| 1397 | setNodeProperties(target&: *node, source: srcNode, sceneInfo, transformCorrection: nullptr); |
| 1398 | } |
| 1399 | break; |
| 1400 | default: |
| 1401 | break; |
| 1402 | } |
| 1403 | |
| 1404 | return node; |
| 1405 | } |
| 1406 | |
| 1407 | static void processNode(const SceneInfo &sceneInfo, const aiNode &source, QSSGSceneDesc::Node &parent, const NodeMap &nodeMap, AnimationNodeMap &animationNodes) |
| 1408 | { |
| 1409 | QSSGSceneDesc::Node *node = nullptr; |
| 1410 | if (source.mNumMeshes != 0) { |
| 1411 | // Process morphTargets first and then add them to the modelNode |
| 1412 | using It = decltype(source.mNumMeshes); |
| 1413 | QVector<MorphProperty> morphProps; |
| 1414 | for (It i = 0, end = source.mNumMeshes; i != end; ++i) { |
| 1415 | const auto &srcScene = sceneInfo.scene; |
| 1416 | const aiMesh &mesh = *srcScene.mMeshes[source.mMeshes[i]]; |
| 1417 | if (mesh.mNumAnimMeshes && mesh.mAnimMeshes) { |
| 1418 | morphProps = getMorphTargetProperties(mesh); |
| 1419 | break; |
| 1420 | } |
| 1421 | } |
| 1422 | node = createSceneNode(nodeInfo: NodeInfo { .index: 0, .type: QSSGSceneDesc::Node::Type::Model }, srcNode: source, parent, sceneInfo); |
| 1423 | if (!morphProps.isEmpty()) { |
| 1424 | const QString nodeName(source.mName.C_Str()); |
| 1425 | QVarLengthArray<QSSGSceneDesc::MorphTarget *> morphTargets; |
| 1426 | morphTargets.reserve(sz: morphProps.size()); |
| 1427 | for (int i = 0, end = morphProps.size(); i != end; ++i) { |
| 1428 | const auto morphProp = morphProps.at(i); |
| 1429 | |
| 1430 | auto morphNode = new QSSGSceneDesc::MorphTarget; |
| 1431 | QSSGSceneDesc::addNode(parent&: *node, node&: *morphNode); |
| 1432 | QSSGSceneDesc::setProperty(node&: *morphNode, name: "weight" , setter: &QQuick3DMorphTarget::setWeight, value: morphProp.second); |
| 1433 | QSSGSceneDesc::setProperty(node&: *morphNode, name: "attributes" , setter: &QQuick3DMorphTarget::setAttributes, value: morphProp.first); |
| 1434 | morphTargets.push_back(t: morphNode); |
| 1435 | |
| 1436 | if (!animationNodes.isEmpty()) { |
| 1437 | QString morphTargetName = nodeName + QStringLiteral("_morph" ) + QString::number(i); |
| 1438 | const auto aNodeIt = animationNodes.find(key: morphTargetName.toUtf8()); |
| 1439 | if (aNodeIt != animationNodes.end() && aNodeIt.value() == nullptr) |
| 1440 | *aNodeIt = morphNode; |
| 1441 | } |
| 1442 | } |
| 1443 | QSSGSceneDesc::setProperty(node&: *node, name: "morphTargets" , setter: &QQuick3DModel::morphTargets, list: morphTargets); |
| 1444 | } |
| 1445 | } |
| 1446 | |
| 1447 | if (!node) { |
| 1448 | NodeInfo nodeInfo{ .index: 0, .type: QSSGSceneDesc::Node::Type::Transform }; |
| 1449 | if (auto it = nodeMap.constFind(key: &source); it != nodeMap.constEnd()) |
| 1450 | nodeInfo = (*it); |
| 1451 | node = createSceneNode(nodeInfo, srcNode: source, parent, sceneInfo); |
| 1452 | } |
| 1453 | |
| 1454 | if (!node) |
| 1455 | node = &parent; |
| 1456 | |
| 1457 | Q_ASSERT(node->scene); |
| 1458 | |
| 1459 | // Check if this node is a target for an animation |
| 1460 | if (!animationNodes.isEmpty()) { |
| 1461 | const auto &nodeName = source.mName; |
| 1462 | auto aNodeIt = animationNodes.find(key: QByteArray{nodeName.C_Str(), qsizetype(nodeName.length)}); |
| 1463 | if (aNodeIt != animationNodes.end() && aNodeIt.value() == nullptr) |
| 1464 | *aNodeIt = node; |
| 1465 | } |
| 1466 | |
| 1467 | // Process child nodes |
| 1468 | using It = decltype (source.mNumChildren); |
| 1469 | for (It i = 0, end = source.mNumChildren; i != end; ++i) |
| 1470 | processNode(sceneInfo, source: **(source.mChildren + i), parent&: *node, nodeMap, animationNodes); |
| 1471 | } |
| 1472 | |
| 1473 | static QSSGSceneDesc::Animation::KeyPosition toAnimationKey(const aiVectorKey &key, qreal freq) { |
| 1474 | const auto flag = quint16(QSSGSceneDesc::Animation::KeyPosition::KeyType::Time) | quint16(QSSGSceneDesc::Animation::KeyPosition::ValueType::Vec3); |
| 1475 | return QSSGSceneDesc::Animation::KeyPosition { .value: QVector4D{ key.mValue.x, key.mValue.y, key.mValue.z, 0.0f }, .time: float(key.mTime * freq), .flag: flag }; |
| 1476 | } |
| 1477 | |
| 1478 | static QSSGSceneDesc::Animation::KeyPosition toAnimationKey(const aiQuatKey &key, qreal freq) { |
| 1479 | const auto flag = quint16(QSSGSceneDesc::Animation::KeyPosition::KeyType::Time) | quint16(QSSGSceneDesc::Animation::KeyPosition::ValueType::Quaternion); |
| 1480 | return QSSGSceneDesc::Animation::KeyPosition { .value: QVector4D{ key.mValue.x, key.mValue.y, key.mValue.z, key.mValue.w }, .time: float(key.mTime * freq), .flag: flag }; |
| 1481 | } |
| 1482 | |
| 1483 | static QSSGSceneDesc::Animation::KeyPosition toAnimationKey(const aiMeshMorphKey &key, qreal freq, uint morphId) { |
| 1484 | const auto flag = quint16(QSSGSceneDesc::Animation::KeyPosition::KeyType::Time) | quint16(QSSGSceneDesc::Animation::KeyPosition::ValueType::Number); |
| 1485 | return QSSGSceneDesc::Animation::KeyPosition { .value: QVector4D{ float(key.mWeights[morphId]), 0.0f, 0.0f, 0.0f }, .time: float(key.mTime * freq), .flag: flag }; |
| 1486 | } |
| 1487 | |
| 1488 | static bool checkBooleanOption(const QString &optionName, const QJsonObject &options) |
| 1489 | { |
| 1490 | const auto it = options.constFind(key: optionName); |
| 1491 | const auto end = options.constEnd(); |
| 1492 | QJsonValue value; |
| 1493 | if (it != end) { |
| 1494 | if (it->isObject()) |
| 1495 | value = it->toObject().value(key: "value" ); |
| 1496 | else |
| 1497 | value = it.value(); |
| 1498 | } |
| 1499 | return value.toBool(); |
| 1500 | } |
| 1501 | |
| 1502 | static qreal getRealOption(const QString &optionName, const QJsonObject &options) |
| 1503 | { |
| 1504 | const auto it = options.constFind(key: optionName); |
| 1505 | const auto end = options.constEnd(); |
| 1506 | QJsonValue value; |
| 1507 | if (it != end) { |
| 1508 | if (it->isObject()) |
| 1509 | value = it->toObject().value(key: "value" ); |
| 1510 | else |
| 1511 | value = it.value(); |
| 1512 | } |
| 1513 | |
| 1514 | return value.toDouble(); |
| 1515 | } |
| 1516 | |
| 1517 | #define demonPostProcessPresets ( \ |
| 1518 | aiProcess_CalcTangentSpace | \ |
| 1519 | aiProcess_GenSmoothNormals | \ |
| 1520 | aiProcess_JoinIdenticalVertices | \ |
| 1521 | aiProcess_ImproveCacheLocality | \ |
| 1522 | aiProcess_RemoveRedundantMaterials | \ |
| 1523 | aiProcess_SplitLargeMeshes | \ |
| 1524 | aiProcess_Triangulate | \ |
| 1525 | aiProcess_GenUVCoords | \ |
| 1526 | aiProcess_SortByPType | \ |
| 1527 | aiProcess_FindDegenerates | \ |
| 1528 | aiProcess_FindInvalidData | \ |
| 1529 | 0 ) |
| 1530 | |
| 1531 | static aiPostProcessSteps processOptions(const QJsonObject &optionsObject, std::unique_ptr<Assimp::Importer> &importer) { |
| 1532 | aiPostProcessSteps postProcessSteps = aiPostProcessSteps(aiProcess_Triangulate | aiProcess_SortByPType);; |
| 1533 | |
| 1534 | // Setup import settings based given options |
| 1535 | // You can either pass the whole options object, or just the "options" object |
| 1536 | // so get the right scope. |
| 1537 | QJsonObject options = optionsObject; |
| 1538 | |
| 1539 | if (auto it = options.constFind(key: "options" ), end = options.constEnd(); it != end) |
| 1540 | options = it->toObject(); |
| 1541 | |
| 1542 | if (options.isEmpty()) |
| 1543 | return postProcessSteps; |
| 1544 | |
| 1545 | // parse the options list for values |
| 1546 | |
| 1547 | if (checkBooleanOption(QStringLiteral("calculateTangentSpace" ), options)) |
| 1548 | postProcessSteps = aiPostProcessSteps(postProcessSteps | aiProcess_CalcTangentSpace); |
| 1549 | |
| 1550 | if (checkBooleanOption(QStringLiteral("joinIdenticalVertices" ), options)) |
| 1551 | postProcessSteps = aiPostProcessSteps(postProcessSteps | aiProcess_JoinIdenticalVertices); |
| 1552 | |
| 1553 | if (checkBooleanOption(QStringLiteral("generateNormals" ), options)) |
| 1554 | postProcessSteps = aiPostProcessSteps(postProcessSteps | aiProcess_GenNormals); |
| 1555 | |
| 1556 | if (checkBooleanOption(QStringLiteral("generateSmoothNormals" ), options)) |
| 1557 | postProcessSteps = aiPostProcessSteps(postProcessSteps | aiProcess_GenSmoothNormals); |
| 1558 | |
| 1559 | if (checkBooleanOption(QStringLiteral("splitLargeMeshes" ), options)) |
| 1560 | postProcessSteps = aiPostProcessSteps(postProcessSteps | aiProcess_SplitLargeMeshes); |
| 1561 | |
| 1562 | if (checkBooleanOption(QStringLiteral("preTransformVertices" ), options)) |
| 1563 | postProcessSteps = aiPostProcessSteps(postProcessSteps | aiProcess_PreTransformVertices); |
| 1564 | |
| 1565 | if (checkBooleanOption(QStringLiteral("improveCacheLocality" ), options)) |
| 1566 | postProcessSteps = aiPostProcessSteps(postProcessSteps | aiProcess_ImproveCacheLocality); |
| 1567 | |
| 1568 | if (checkBooleanOption(QStringLiteral("removeRedundantMaterials" ), options)) |
| 1569 | postProcessSteps = aiPostProcessSteps(postProcessSteps | aiProcess_RemoveRedundantMaterials); |
| 1570 | |
| 1571 | if (checkBooleanOption(QStringLiteral("fixInfacingNormals" ), options)) |
| 1572 | postProcessSteps = aiPostProcessSteps(postProcessSteps | aiProcess_FixInfacingNormals); |
| 1573 | |
| 1574 | if (checkBooleanOption(QStringLiteral("findDegenerates" ), options)) |
| 1575 | postProcessSteps = aiPostProcessSteps(postProcessSteps | aiProcess_FindDegenerates); |
| 1576 | |
| 1577 | if (checkBooleanOption(QStringLiteral("findInvalidData" ), options)) |
| 1578 | postProcessSteps = aiPostProcessSteps(postProcessSteps | aiProcess_FindInvalidData); |
| 1579 | |
| 1580 | if (checkBooleanOption(QStringLiteral("transformUVCoordinates" ), options)) |
| 1581 | postProcessSteps = aiPostProcessSteps(postProcessSteps | aiProcess_TransformUVCoords); |
| 1582 | |
| 1583 | if (checkBooleanOption(QStringLiteral("findInstances" ), options)) |
| 1584 | postProcessSteps = aiPostProcessSteps(postProcessSteps | aiProcess_FindInstances); |
| 1585 | |
| 1586 | if (checkBooleanOption(QStringLiteral("optimizeMeshes" ), options)) |
| 1587 | postProcessSteps = aiPostProcessSteps(postProcessSteps | aiProcess_OptimizeMeshes); |
| 1588 | |
| 1589 | if (checkBooleanOption(QStringLiteral("optimizeGraph" ), options)) |
| 1590 | postProcessSteps = aiPostProcessSteps(postProcessSteps | aiProcess_OptimizeGraph); |
| 1591 | |
| 1592 | if (checkBooleanOption(QStringLiteral("dropNormals" ), options)) |
| 1593 | postProcessSteps = aiPostProcessSteps(postProcessSteps | aiProcess_DropNormals); |
| 1594 | |
| 1595 | aiComponent removeComponents = aiComponent(0); |
| 1596 | |
| 1597 | if (checkBooleanOption(QStringLiteral("removeComponentNormals" ), options)) |
| 1598 | removeComponents = aiComponent(removeComponents | aiComponent_NORMALS); |
| 1599 | |
| 1600 | if (checkBooleanOption(QStringLiteral("removeComponentTangentsAndBitangents" ), options)) |
| 1601 | removeComponents = aiComponent(removeComponents | aiComponent_TANGENTS_AND_BITANGENTS); |
| 1602 | |
| 1603 | if (checkBooleanOption(QStringLiteral("removeComponentColors" ), options)) |
| 1604 | removeComponents = aiComponent(removeComponents | aiComponent_COLORS); |
| 1605 | |
| 1606 | if (checkBooleanOption(QStringLiteral("removeComponentUVs" ), options)) |
| 1607 | removeComponents = aiComponent(removeComponents | aiComponent_TEXCOORDS); |
| 1608 | |
| 1609 | if (checkBooleanOption(QStringLiteral("removeComponentBoneWeights" ), options)) |
| 1610 | removeComponents = aiComponent(removeComponents | aiComponent_BONEWEIGHTS); |
| 1611 | |
| 1612 | if (checkBooleanOption(QStringLiteral("removeComponentAnimations" ), options)) |
| 1613 | removeComponents = aiComponent(removeComponents | aiComponent_ANIMATIONS); |
| 1614 | |
| 1615 | if (checkBooleanOption(QStringLiteral("removeComponentTextures" ), options)) |
| 1616 | removeComponents = aiComponent(removeComponents | aiComponent_TEXTURES); |
| 1617 | |
| 1618 | if (removeComponents != aiComponent(0)) { |
| 1619 | postProcessSteps = aiPostProcessSteps(postProcessSteps | aiProcess_RemoveComponent); |
| 1620 | importer->SetPropertyInteger(AI_CONFIG_PP_RVC_FLAGS, iValue: removeComponents); |
| 1621 | } |
| 1622 | |
| 1623 | bool preservePivots = checkBooleanOption(QStringLiteral("fbxPreservePivots" ), options); |
| 1624 | importer->SetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, value: preservePivots); |
| 1625 | |
| 1626 | return postProcessSteps; |
| 1627 | } |
| 1628 | |
| 1629 | static SceneInfo::Options processSceneOptions(const QJsonObject &optionsObject) { |
| 1630 | SceneInfo::Options sceneOptions; |
| 1631 | |
| 1632 | // Setup import settings based given options |
| 1633 | // You can either pass the whole options object, or just the "options" object |
| 1634 | // so get the right scope. |
| 1635 | QJsonObject options = optionsObject; |
| 1636 | |
| 1637 | if (auto it = options.constFind(key: "options" ), end = options.constEnd(); it != end) |
| 1638 | options = it->toObject(); |
| 1639 | |
| 1640 | if (options.isEmpty()) |
| 1641 | return sceneOptions; |
| 1642 | |
| 1643 | if (checkBooleanOption(QStringLiteral("globalScale" ), options)) { |
| 1644 | sceneOptions.globalScaleValue = getRealOption(QStringLiteral("globalScaleValue" ), options); |
| 1645 | if (sceneOptions.globalScaleValue == 0.0) |
| 1646 | sceneOptions.globalScaleValue = 1.0; |
| 1647 | } |
| 1648 | |
| 1649 | sceneOptions.designStudioWorkarounds = checkBooleanOption(QStringLiteral("designStudioWorkarounds" ), options); |
| 1650 | sceneOptions.useFloatJointIndices = checkBooleanOption(QStringLiteral("useFloatJointIndices" ), options); |
| 1651 | sceneOptions.forceMipMapGeneration = checkBooleanOption(QStringLiteral("generateMipMaps" ), options); |
| 1652 | sceneOptions.binaryKeyframes = checkBooleanOption(QStringLiteral("useBinaryKeyframes" ), options); |
| 1653 | |
| 1654 | sceneOptions.generateLightmapUV = checkBooleanOption(QStringLiteral("generateLightmapUV" ), options); |
| 1655 | if (sceneOptions.generateLightmapUV) { |
| 1656 | qreal v = getRealOption(QStringLiteral("lightmapBaseResolution" ), options); |
| 1657 | sceneOptions.lightmapBaseResolution = v == 0.0 ? 1024 : int(v); |
| 1658 | } |
| 1659 | |
| 1660 | sceneOptions.generateMeshLODs = checkBooleanOption(QStringLiteral("generateMeshLevelsOfDetail" ), options); |
| 1661 | if (sceneOptions.generateMeshLODs) { |
| 1662 | bool recalculateLODNormals = checkBooleanOption(QStringLiteral("recalculateLodNormals" ), options); |
| 1663 | if (recalculateLODNormals) { |
| 1664 | qreal mergeAngle = getRealOption(QStringLiteral("recalculateLodNormalsMergeAngle" ), options); |
| 1665 | sceneOptions.lodNormalMergeAngle = qBound(min: 0.0, val: mergeAngle, max: 270.0); |
| 1666 | qreal splitAngle = getRealOption(QStringLiteral("recalculateLodNormalsSplitAngle" ), options); |
| 1667 | sceneOptions.lodNormalSplitAngle = qBound(min: 0.0, val: splitAngle, max: 270.0); |
| 1668 | } else { |
| 1669 | sceneOptions.lodNormalMergeAngle = 0.0; |
| 1670 | sceneOptions.lodNormalSplitAngle = 0.0; |
| 1671 | } |
| 1672 | } |
| 1673 | return sceneOptions; |
| 1674 | } |
| 1675 | |
| 1676 | static QString importImp(const QUrl &url, const QJsonObject &options, QSSGSceneDesc::Scene &targetScene) |
| 1677 | { |
| 1678 | auto filePath = url.path(); |
| 1679 | |
| 1680 | const bool maybeLocalFile = QQmlFile::isLocalFile(url); |
| 1681 | if (maybeLocalFile && !QFileInfo::exists(file: filePath)) |
| 1682 | filePath = QQmlFile::urlToLocalFileOrQrc(url); |
| 1683 | |
| 1684 | auto sourceFile = QFileInfo(filePath); |
| 1685 | if (!sourceFile.exists()) |
| 1686 | return QLatin1String("File not found" ); |
| 1687 | targetScene.sourceDir = sourceFile.path(); |
| 1688 | |
| 1689 | std::unique_ptr<Assimp::Importer> importer(new Assimp::Importer()); |
| 1690 | |
| 1691 | // Setup import from Options |
| 1692 | aiPostProcessSteps postProcessSteps; |
| 1693 | if (options.isEmpty()) |
| 1694 | postProcessSteps = aiPostProcessSteps(demonPostProcessPresets); |
| 1695 | else |
| 1696 | postProcessSteps = processOptions(optionsObject: options, importer); |
| 1697 | |
| 1698 | // Remove primitives that are not Triangles |
| 1699 | importer->SetPropertyInteger(AI_CONFIG_PP_SBP_REMOVE, iValue: aiPrimitiveType_POINT | aiPrimitiveType_LINE); |
| 1700 | importer->SetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES, iValue: 1); |
| 1701 | |
| 1702 | if (filePath.startsWith(s: ":" )) |
| 1703 | importer->SetIOHandler(new ResourceIOSystem); |
| 1704 | |
| 1705 | auto sourceScene = importer->ReadFile(pFile: filePath.toStdString(), pFlags: postProcessSteps); |
| 1706 | if (!sourceScene) { |
| 1707 | // Scene failed to load, use logger to get the reason |
| 1708 | return QString::fromLocal8Bit(ba: importer->GetErrorString()); |
| 1709 | } |
| 1710 | |
| 1711 | // For simplicity, and convenience, we'll just use the file path as the id. |
| 1712 | // DO NOT USE it for anything else, once the scene is created there's no |
| 1713 | // real connection to the source asset file. |
| 1714 | targetScene.id = sourceFile.canonicalFilePath(); |
| 1715 | |
| 1716 | // Assuming consistent type usage |
| 1717 | using It = decltype(sourceScene->mNumMeshes); |
| 1718 | |
| 1719 | // Before we can start processing the scene we start my mapping out the nodes |
| 1720 | // we can tell the type of. |
| 1721 | const auto &srcRootNode = *sourceScene->mRootNode; |
| 1722 | NodeMap nodeMap; |
| 1723 | // We need to know which nodes are animated so we can map _our_ animation data to |
| 1724 | // the target node (in Assimp this is string based mapping). |
| 1725 | AnimationNodeMap animatingNodes; |
| 1726 | { |
| 1727 | if (sourceScene->HasLights()) { |
| 1728 | for (It i = 0, end = sourceScene->mNumLights; i != end; ++i) { |
| 1729 | const auto &type = *sourceScene->mLights[i]; |
| 1730 | if (auto node = srcRootNode.FindNode(name: type.mName)) |
| 1731 | nodeMap[node] = { .index: i, .type: NodeInfo::Type::Light }; |
| 1732 | } |
| 1733 | } |
| 1734 | |
| 1735 | if (sourceScene->HasCameras()) { |
| 1736 | for (It i = 0, end = sourceScene->mNumCameras; i != end; ++i) { |
| 1737 | const auto &srcCam = *sourceScene->mCameras[i]; |
| 1738 | if (auto node = srcRootNode.FindNode(name: srcCam.mName)) |
| 1739 | nodeMap[node] = { .index: i, .type: NodeInfo::Type::Camera }; |
| 1740 | } |
| 1741 | } |
| 1742 | |
| 1743 | if (sourceScene->HasAnimations()) { |
| 1744 | for (It i = 0, end = sourceScene->mNumAnimations; i != end; ++i) { |
| 1745 | const auto &srcAnim = *sourceScene->mAnimations[i]; |
| 1746 | const auto channelCount = srcAnim.mNumChannels; |
| 1747 | for (It cIdx = 0; cIdx != channelCount; ++cIdx) { |
| 1748 | const auto &srcChannel = srcAnim.mChannels[cIdx]; |
| 1749 | const auto &nodeName = srcChannel->mNodeName; |
| 1750 | if (nodeName.length > 0) { |
| 1751 | // We'll update this once we've created the node! |
| 1752 | QByteArray name(nodeName.C_Str(), qsizetype(nodeName.length)); |
| 1753 | if (!animatingNodes.contains(key: name)) |
| 1754 | animatingNodes.insert(key: name, value: nullptr); |
| 1755 | } |
| 1756 | } |
| 1757 | const auto morphChannelCount = srcAnim.mNumMorphMeshChannels; |
| 1758 | for (It cIdx = 0; cIdx != morphChannelCount; ++cIdx) { |
| 1759 | const auto &srcChannel = srcAnim.mMorphMeshChannels[cIdx]; |
| 1760 | const auto &nodeName = srcChannel->mName; |
| 1761 | if (nodeName.length > 0) { |
| 1762 | const auto morphKeys = srcChannel->mKeys; |
| 1763 | const auto numMorphTargets = qMin(a: morphKeys[0].mNumValuesAndWeights, b: 8U); |
| 1764 | // MorphTarget is renamed with <nodeName> + '_morph' + <targetNumber> |
| 1765 | for (It j = 0; j < numMorphTargets; ++j) { |
| 1766 | QString morphTargetName(nodeName.C_Str()); |
| 1767 | morphTargetName += QStringLiteral("_morph" ) + QString::number(j); |
| 1768 | animatingNodes.insert(key: morphTargetName.toUtf8(), value: nullptr); |
| 1769 | } |
| 1770 | } |
| 1771 | } |
| 1772 | } |
| 1773 | } |
| 1774 | } |
| 1775 | |
| 1776 | // We'll use these to ensure we don't re-create resources. |
| 1777 | const auto materialCount = sourceScene->mNumMaterials; |
| 1778 | SceneInfo::MaterialMap materials; |
| 1779 | materials.reserve(sz: materialCount); |
| 1780 | |
| 1781 | const auto meshCount = sourceScene->mNumMeshes; |
| 1782 | SceneInfo::MeshMap meshes; |
| 1783 | meshes.reserve(sz: meshCount); |
| 1784 | SceneInfo::Mesh2SkinMap mesh2skin; |
| 1785 | mesh2skin.reserve(sz: meshCount); |
| 1786 | |
| 1787 | const auto embeddedTextureCount = sourceScene->mNumTextures; |
| 1788 | SceneInfo::EmbeddedTextureMap embeddedTextures; |
| 1789 | |
| 1790 | SceneInfo::SkinMap skins; |
| 1791 | |
| 1792 | for (It i = 0; i != materialCount; ++i) |
| 1793 | materials.push_back(t: {sourceScene->mMaterials[i], nullptr}); |
| 1794 | |
| 1795 | for (It i = 0; i != meshCount; ++i) { |
| 1796 | meshes.push_back(t: {sourceScene->mMeshes[i], nullptr}); |
| 1797 | if (sourceScene->mMeshes[i]->HasBones()) { |
| 1798 | mesh2skin.push_back(t: skins.size()); |
| 1799 | const auto boneCount = sourceScene->mMeshes[i]->mNumBones; |
| 1800 | auto bones = sourceScene->mMeshes[i]->mBones; |
| 1801 | skins.push_back(t: SceneInfo::skinData{ .mBones: bones, .mNumBones: boneCount, .node: nullptr }); |
| 1802 | |
| 1803 | // For skinning, we need to get the joints list and their target nodes. |
| 1804 | // It is also done by the string based mapping and many of them will |
| 1805 | // be animated. So we will use existing AnimationNodeMap for the data. |
| 1806 | for (It j = 0; j != boneCount; ++j) { |
| 1807 | const auto &nodeName = bones[j]->mName; |
| 1808 | if (nodeName.length > 0) { |
| 1809 | animatingNodes.insert(key: QByteArray{ nodeName.C_Str(), |
| 1810 | qsizetype(nodeName.length) }, |
| 1811 | value: nullptr); |
| 1812 | } |
| 1813 | } |
| 1814 | } else { |
| 1815 | mesh2skin.push_back(t: -1); |
| 1816 | } |
| 1817 | } |
| 1818 | |
| 1819 | for (It i = 0; i != embeddedTextureCount; ++i) |
| 1820 | embeddedTextures.push_back(t: nullptr); |
| 1821 | |
| 1822 | SceneInfo::TextureMap textureMap; |
| 1823 | |
| 1824 | if (!targetScene.root) { |
| 1825 | auto root = new QSSGSceneDesc::Node(QSSGSceneDesc::Node::Type::Transform, QSSGSceneDesc::Node::RuntimeType::Node); |
| 1826 | QSSGSceneDesc::addNode(scene&: targetScene, node&: *root); |
| 1827 | } |
| 1828 | |
| 1829 | // Get Options |
| 1830 | auto opt = processSceneOptions(optionsObject: options); |
| 1831 | // check if the asset is GLTF format |
| 1832 | const auto extension = sourceFile.suffix().toLower(); |
| 1833 | if (extension == QStringLiteral("gltf" ) || extension == QStringLiteral("glb" )) |
| 1834 | opt.gltfMode = true; |
| 1835 | else if (extension == QStringLiteral("fbx" )) |
| 1836 | opt.fbxMode = true; |
| 1837 | |
| 1838 | SceneInfo sceneInfo { .scene: *sourceScene, .materialMap: materials, .meshMap: meshes, .embeddedTextureMap: embeddedTextures, |
| 1839 | .textureMap: textureMap, .skinMap: skins, .mesh2skin: mesh2skin, .workingDir: sourceFile.dir(), .opt: opt }; |
| 1840 | |
| 1841 | if (!qFuzzyCompare(p1: opt.globalScaleValue, p2: 1.0f) && !qFuzzyCompare(p1: opt.globalScaleValue, p2: 0.0f)) { |
| 1842 | const auto gscale = opt.globalScaleValue; |
| 1843 | QSSGSceneDesc::setProperty(node&: *targetScene.root, name: "scale" , setter: &QQuick3DNode::setScale, value: QVector3D { gscale, gscale, gscale }); |
| 1844 | } |
| 1845 | |
| 1846 | // Now lets go through the scene |
| 1847 | if (sourceScene->mRootNode) |
| 1848 | processNode(sceneInfo, source: *sourceScene->mRootNode, parent&: *targetScene.root, nodeMap, animationNodes&: animatingNodes); |
| 1849 | // skins |
| 1850 | for (It i = 0, endI = skins.size(); i != endI; ++i) { |
| 1851 | const auto &skin = skins[i]; |
| 1852 | |
| 1853 | // It is possible that an asset has a unused mesh with a skin |
| 1854 | if (!skin.node) |
| 1855 | continue; |
| 1856 | |
| 1857 | QList<QMatrix4x4> inverseBindPoses; |
| 1858 | QVarLengthArray<QSSGSceneDesc::Node *> joints; |
| 1859 | joints.reserve(sz: skin.mNumBones); |
| 1860 | for (It j = 0, endJ = skin.mNumBones; j != endJ; ++j) { |
| 1861 | const auto &bone = *skin.mBones[j]; |
| 1862 | const auto &nodeName = bone.mName; |
| 1863 | if (nodeName.length > 0) { |
| 1864 | auto targetNode = animatingNodes.value(key: QByteArray{ nodeName.C_Str(), qsizetype(nodeName.length) }); |
| 1865 | joints.push_back(t: targetNode); |
| 1866 | const auto &osMat = bone.mOffsetMatrix; |
| 1867 | auto pose = QMatrix4x4(osMat[0][0], osMat[0][1], osMat[0][2], osMat[0][3], |
| 1868 | osMat[1][0], osMat[1][1], osMat[1][2], osMat[1][3], |
| 1869 | osMat[2][0], osMat[2][1], osMat[2][2], osMat[2][3], |
| 1870 | osMat[3][0], osMat[3][1], osMat[3][2], osMat[3][3]); |
| 1871 | inverseBindPoses.push_back(t: pose); |
| 1872 | } |
| 1873 | } |
| 1874 | QSSGSceneDesc::setProperty(node&: *skin.node, name: "joints" , setter: &QQuick3DSkin::joints, list: joints); |
| 1875 | QSSGSceneDesc::setProperty(node&: *skin.node, name: "inverseBindPoses" , setter: &QQuick3DSkin::setInverseBindPoses, value: inverseBindPoses); |
| 1876 | } |
| 1877 | |
| 1878 | static const auto fuzzyComparePos = [](const aiVectorKey *pos, const aiVectorKey *prev){ |
| 1879 | if (!prev) |
| 1880 | return false; |
| 1881 | return qFuzzyCompare(p1: pos->mValue.x, p2: prev->mValue.x) |
| 1882 | && qFuzzyCompare(p1: pos->mValue.y, p2: prev->mValue.y) |
| 1883 | && qFuzzyCompare(p1: pos->mValue.z, p2: prev->mValue.z); |
| 1884 | }; |
| 1885 | |
| 1886 | static const auto fuzzyCompareRot = [](const aiQuatKey *rot, const aiQuatKey *prev){ |
| 1887 | if (!prev) |
| 1888 | return false; |
| 1889 | return qFuzzyCompare(p1: rot->mValue.x, p2: prev->mValue.x) |
| 1890 | && qFuzzyCompare(p1: rot->mValue.y, p2: prev->mValue.y) |
| 1891 | && qFuzzyCompare(p1: rot->mValue.z, p2: prev->mValue.z) |
| 1892 | && qFuzzyCompare(p1: rot->mValue.w, p2: prev->mValue.w); |
| 1893 | }; |
| 1894 | |
| 1895 | static const auto createAnimation = [](QSSGSceneDesc::Scene &targetScene, const aiAnimation &srcAnim, const AnimationNodeMap &animatingNodes) { |
| 1896 | using namespace QSSGSceneDesc; |
| 1897 | Animation targetAnimation; |
| 1898 | auto &channels = targetAnimation.channels; |
| 1899 | qreal freq = qFuzzyIsNull(d: srcAnim.mTicksPerSecond) ? 1.0 |
| 1900 | : 1000.0 / srcAnim.mTicksPerSecond; |
| 1901 | targetAnimation.framesPerSecond = srcAnim.mTicksPerSecond; |
| 1902 | targetAnimation.name = fromAiString(string: srcAnim.mName); |
| 1903 | // Process property channels |
| 1904 | for (It i = 0, end = srcAnim.mNumChannels; i != end; ++i) { |
| 1905 | const auto &srcChannel = *srcAnim.mChannels[i]; |
| 1906 | |
| 1907 | const auto &nodeName = srcChannel.mNodeName; |
| 1908 | if (nodeName.length > 0) { |
| 1909 | const auto aNodeEnd = animatingNodes.cend(); |
| 1910 | const auto aNodeIt = animatingNodes.constFind(key: QByteArray{ nodeName.C_Str(), qsizetype(nodeName.length) }); |
| 1911 | if (aNodeIt != aNodeEnd && aNodeIt.value() != nullptr) { |
| 1912 | auto targetNode = aNodeIt.value(); |
| 1913 | // Target propert[y|ies] |
| 1914 | |
| 1915 | const auto currentPropertyValue = [targetNode](const char *propertyName) -> QVariant { |
| 1916 | for (auto *p : targetNode->properties) { |
| 1917 | if (!qstrcmp(str1: propertyName, str2: p->name)) |
| 1918 | return p->value; |
| 1919 | } |
| 1920 | return {}; |
| 1921 | }; |
| 1922 | |
| 1923 | { // Position |
| 1924 | const auto posKeyEnd = srcChannel.mNumPositionKeys; |
| 1925 | Animation::Channel targetChannel; |
| 1926 | targetChannel.targetProperty = Animation::Channel::TargetProperty::Position; |
| 1927 | targetChannel.target = targetNode; |
| 1928 | const aiVectorKey *prevPos = nullptr; |
| 1929 | for (It posKeyIdx = 0; posKeyIdx != posKeyEnd; ++posKeyIdx) { |
| 1930 | const auto &posKey = srcChannel.mPositionKeys[posKeyIdx]; |
| 1931 | if (fuzzyComparePos(&posKey, prevPos)) |
| 1932 | continue; |
| 1933 | targetChannel.keys.push_back(t: new Animation::KeyPosition(toAnimationKey(key: posKey, freq))); |
| 1934 | prevPos = &posKey; |
| 1935 | } |
| 1936 | |
| 1937 | const auto isUnchanged = [&targetChannel, currentPropertyValue]() { |
| 1938 | if (targetChannel.keys.count() != 1) |
| 1939 | return false; |
| 1940 | auto currentPos = currentPropertyValue("position" ).value<QVector3D>(); |
| 1941 | return qFuzzyCompare(v1: targetChannel.keys[0]->value.toVector3D(), v2: currentPos); |
| 1942 | }; |
| 1943 | if (!targetChannel.keys.isEmpty()) { |
| 1944 | if (!isUnchanged()) { |
| 1945 | channels.push_back(t: new Animation::Channel(targetChannel)); |
| 1946 | float endTime = float(srcChannel.mPositionKeys[posKeyEnd - 1].mTime) * freq; |
| 1947 | if (targetAnimation.length < endTime) |
| 1948 | targetAnimation.length = endTime; |
| 1949 | } else { |
| 1950 | // the keys will not be used. |
| 1951 | qDeleteAll(c: targetChannel.keys); |
| 1952 | } |
| 1953 | } |
| 1954 | } |
| 1955 | |
| 1956 | { // Rotation |
| 1957 | const auto rotKeyEnd = srcChannel.mNumRotationKeys; |
| 1958 | Animation::Channel targetChannel; |
| 1959 | targetChannel.targetProperty = Animation::Channel::TargetProperty::Rotation; |
| 1960 | targetChannel.target = targetNode; |
| 1961 | const aiQuatKey *prevRot = nullptr; |
| 1962 | for (It rotKeyIdx = 0; rotKeyIdx != rotKeyEnd; ++rotKeyIdx) { |
| 1963 | const auto &rotKey = srcChannel.mRotationKeys[rotKeyIdx]; |
| 1964 | if (fuzzyCompareRot(&rotKey, prevRot)) |
| 1965 | continue; |
| 1966 | targetChannel.keys.push_back(t: new Animation::KeyPosition(toAnimationKey(key: rotKey, freq))); |
| 1967 | prevRot = &rotKey; |
| 1968 | } |
| 1969 | |
| 1970 | const auto isUnchanged = [&targetChannel, currentPropertyValue]() { |
| 1971 | if (targetChannel.keys.count() != 1) |
| 1972 | return false; |
| 1973 | auto currentVal = currentPropertyValue("rotation" ); |
| 1974 | QQuaternion rot = currentVal.isValid() ? currentVal.value<QQuaternion>() : QQuaternion{}; |
| 1975 | return qFuzzyCompare(q1: QQuaternion(targetChannel.keys[0]->value), q2: rot); |
| 1976 | }; |
| 1977 | if (!targetChannel.keys.isEmpty()) { |
| 1978 | if (!isUnchanged()) { |
| 1979 | channels.push_back(t: new Animation::Channel(targetChannel)); |
| 1980 | float endTime = float(srcChannel.mRotationKeys[rotKeyEnd - 1].mTime) * freq; |
| 1981 | if (targetAnimation.length < endTime) |
| 1982 | targetAnimation.length = endTime; |
| 1983 | } else { |
| 1984 | // the keys will not be used. |
| 1985 | qDeleteAll(c: targetChannel.keys); |
| 1986 | } |
| 1987 | } |
| 1988 | } |
| 1989 | |
| 1990 | { // Scale |
| 1991 | const auto scaleKeyEnd = srcChannel.mNumScalingKeys; |
| 1992 | Animation::Channel targetChannel; |
| 1993 | targetChannel.targetProperty = Animation::Channel::TargetProperty::Scale; |
| 1994 | targetChannel.target = targetNode; |
| 1995 | const aiVectorKey *prevScale = nullptr; |
| 1996 | for (It scaleKeyIdx = 0; scaleKeyIdx != scaleKeyEnd; ++scaleKeyIdx) { |
| 1997 | const auto &scaleKey = srcChannel.mScalingKeys[scaleKeyIdx]; |
| 1998 | if (fuzzyComparePos(&scaleKey, prevScale)) |
| 1999 | continue; |
| 2000 | targetChannel.keys.push_back(t: new Animation::KeyPosition(toAnimationKey(key: scaleKey, freq))); |
| 2001 | prevScale = &scaleKey; |
| 2002 | } |
| 2003 | |
| 2004 | const auto isUnchanged = [&targetChannel, currentPropertyValue]() { |
| 2005 | if (targetChannel.keys.count() != 1) |
| 2006 | return false; |
| 2007 | auto currentVal = currentPropertyValue("scale" ); |
| 2008 | QVector3D scale = currentVal.isValid() ? currentVal.value<QVector3D>() : QVector3D{ 1, 1, 1 }; |
| 2009 | return qFuzzyCompare(v1: targetChannel.keys[0]->value.toVector3D(), v2: scale); |
| 2010 | }; |
| 2011 | |
| 2012 | if (!targetChannel.keys.isEmpty()) { |
| 2013 | if (!isUnchanged()) { |
| 2014 | channels.push_back(t: new Animation::Channel(targetChannel)); |
| 2015 | float endTime = float(srcChannel.mScalingKeys[scaleKeyEnd - 1].mTime) * freq; |
| 2016 | if (targetAnimation.length < endTime) |
| 2017 | targetAnimation.length = endTime; |
| 2018 | } else { |
| 2019 | // the keys will not be used. |
| 2020 | qDeleteAll(c: targetChannel.keys); |
| 2021 | } |
| 2022 | } |
| 2023 | } |
| 2024 | } |
| 2025 | } |
| 2026 | } |
| 2027 | // Morphing Animations |
| 2028 | for (It i = 0, end = srcAnim.mNumMorphMeshChannels; i != end; ++i) { |
| 2029 | const auto &srcMorphChannel = *srcAnim.mMorphMeshChannels[i]; |
| 2030 | const QString nodeName(srcMorphChannel.mName.C_Str()); |
| 2031 | const auto *morphKeys = srcMorphChannel.mKeys; |
| 2032 | const auto numMorphTargets = qMin(a: morphKeys[0].mNumValuesAndWeights, b: 8U); |
| 2033 | for (It targetId = 0; targetId != numMorphTargets; ++targetId) { |
| 2034 | QString morphTargetName = nodeName + QStringLiteral("_morph" ) + QString::number(targetId); |
| 2035 | const auto aNodeEnd = animatingNodes.cend(); |
| 2036 | const auto aNodeIt = animatingNodes.constFind(key: morphTargetName.toUtf8()); |
| 2037 | if (aNodeIt != aNodeEnd && aNodeIt.value() != nullptr) { |
| 2038 | auto targetNode = aNodeIt.value(); |
| 2039 | const auto weightKeyEnd = srcMorphChannel.mNumKeys; |
| 2040 | Animation::Channel targetChannel; |
| 2041 | targetChannel.targetProperty = Animation::Channel::TargetProperty::Weight; |
| 2042 | targetChannel.target = targetNode; |
| 2043 | for (It wId = 0; wId != weightKeyEnd; ++wId) { |
| 2044 | const auto &weightKey = srcMorphChannel.mKeys[wId]; |
| 2045 | const auto animationKey = new Animation::KeyPosition(toAnimationKey(key: weightKey, freq, morphId: targetId)); |
| 2046 | targetChannel.keys.push_back(t: animationKey); |
| 2047 | } |
| 2048 | if (!targetChannel.keys.isEmpty()) { |
| 2049 | channels.push_back(t: new Animation::Channel(targetChannel)); |
| 2050 | float endTime = float(srcMorphChannel.mKeys[weightKeyEnd - 1].mTime) * freq; |
| 2051 | if (targetAnimation.length < endTime) |
| 2052 | targetAnimation.length = endTime; |
| 2053 | } |
| 2054 | } |
| 2055 | } |
| 2056 | } |
| 2057 | |
| 2058 | // If we have data we need to make it persistent. |
| 2059 | if (!targetAnimation.channels.isEmpty()) |
| 2060 | targetScene.animations.push_back(t: new Animation(targetAnimation)); |
| 2061 | }; |
| 2062 | |
| 2063 | // All scene nodes should now be created (and ready), so let's go through the animation data. |
| 2064 | if (sourceScene->HasAnimations()) { |
| 2065 | const auto animationCount = sourceScene->mNumAnimations; |
| 2066 | targetScene.animations.reserve(asize: animationCount); |
| 2067 | for (It i = 0, end = animationCount; i != end; ++i) { |
| 2068 | const auto &srcAnim = *sourceScene->mAnimations[i]; |
| 2069 | createAnimation(targetScene, srcAnim, animatingNodes); |
| 2070 | } |
| 2071 | } |
| 2072 | |
| 2073 | // TODO, FIX: Editing the scene after the import ought to be done by QSSGAssetImportManager |
| 2074 | // and not by the asset import plugin. However, the asset import module cannot use |
| 2075 | // the asset utils module because that would cause a circular dependency. This |
| 2076 | // needs a deeper architectural fix. |
| 2077 | |
| 2078 | QSSGQmlUtilities::applyEdit(scene: &targetScene, changes: options); |
| 2079 | |
| 2080 | return QString(); |
| 2081 | } |
| 2082 | |
| 2083 | //////////////////////// |
| 2084 | |
| 2085 | QString AssimpImporter::import(const QUrl &url, const QJsonObject &options, QSSGSceneDesc::Scene &scene) |
| 2086 | { |
| 2087 | // We'll simply use assimp to load the scene and then translate the Aassimp scene |
| 2088 | // into our own format. |
| 2089 | return importImp(url, options, targetScene&: scene); |
| 2090 | } |
| 2091 | |
| 2092 | QString AssimpImporter::import(const QString &sourceFile, const QDir &savePath, const QJsonObject &options, QStringList *generatedFiles) |
| 2093 | { |
| 2094 | QString errorString; |
| 2095 | |
| 2096 | QSSGSceneDesc::Scene scene; |
| 2097 | |
| 2098 | // Load scene data |
| 2099 | auto sourceUrl = QUrl::fromLocalFile(localfile: sourceFile); |
| 2100 | errorString = importImp(url: sourceUrl, options, targetScene&: scene); |
| 2101 | |
| 2102 | if (!errorString.isEmpty()) |
| 2103 | return errorString; |
| 2104 | |
| 2105 | // Write out QML + Resources |
| 2106 | QFileInfo sourceFileInfo(sourceFile); |
| 2107 | |
| 2108 | QString targetFileName = savePath.absolutePath() + QDir::separator() + |
| 2109 | QSSGQmlUtilities::qmlComponentName(name: sourceFileInfo.completeBaseName()) + |
| 2110 | QStringLiteral(".qml" ); |
| 2111 | QFile targetFile(targetFileName); |
| 2112 | if (!targetFile.open(flags: QIODevice::WriteOnly)) { |
| 2113 | errorString += QString("Could not write to file: " ) + targetFileName; |
| 2114 | } else { |
| 2115 | QTextStream output(&targetFile); |
| 2116 | QSSGQmlUtilities::writeQml(scene, stream&: output, outdir: savePath, optionsObject: options); |
| 2117 | if (generatedFiles) |
| 2118 | generatedFiles->append(t: targetFileName); |
| 2119 | } |
| 2120 | scene.cleanup(); |
| 2121 | |
| 2122 | return errorString; |
| 2123 | } |
| 2124 | |
| 2125 | QT_END_NAMESPACE |
| 2126 | |