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