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novus/parts/mdl/mdlimport.cpp

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// SPDX-FileCopyrightText: 2023 Joshua Goins <josh@redstrate.com>
// SPDX-License-Identifier: GPL-3.0-or-later
#include "mdlimport.h"
#include <QDebug>
#include <glm/glm.hpp>
#include "tiny_gltf.h"
void importModel(physis_MDL &existingModel, const QString &filename)
{
tinygltf::Model model;
std::string error, warning;
tinygltf::TinyGLTF loader;
if (!loader.LoadBinaryFromFile(&model, &error, &warning, filename.toStdString())) {
qInfo() << "Error when loading glTF model:" << error;
return;
}
if (!warning.empty()) {
qInfo() << "Warnings when loading glTF model:" << warning;
}
for (const auto &node : model.nodes) {
// Detect if it's a mesh node
if (node.mesh >= 0) {
qInfo() << "Importing" << node.name;
const QStringList parts = QString::fromStdString(node.name).split(QLatin1Char(' '));
const QStringList lodPartNumber = parts[2].split(QLatin1Char('.'));
// const int lodNumber = lodPartNumber[0].toInt();
const int lodNumber = 0;
const int partNumber = lodPartNumber[0].toInt();
qInfo() << "- LOD:" << lodNumber;
qInfo() << "- Part:" << partNumber;
if (partNumber >= existingModel.lods[lodNumber].num_parts) {
qInfo() << "- Skipping because of missing part...";
continue;
}
auto &mesh = model.meshes[node.mesh];
auto &primitive = mesh.primitives[0];
const auto getAccessor = [&model, &primitive](const std::string &name, const int index) -> unsigned char const * {
const auto &positionAccessor = model.accessors[primitive.attributes[name]];
const auto &positionView = model.bufferViews[positionAccessor.bufferView];
const auto &positionBuffer = model.buffers[positionView.buffer];
int elementCount = tinygltf::GetNumComponentsInType(positionAccessor.type);
int elementSize = tinygltf::GetComponentSizeInBytes(positionAccessor.componentType);
return (positionBuffer.data.data() + (std::max(positionView.byteStride, (size_t)elementCount * elementSize) * index) + positionView.byteOffset
+ positionAccessor.byteOffset);
};
// All of the accessors are mapped to the same buffer vertex view
const auto &positionAccessor = model.accessors[primitive.attributes["POSITION"]];
const auto &indexAccessor = model.accessors[primitive.indices];
const auto &indexView = model.bufferViews[indexAccessor.bufferView];
const auto &indexBuffer = model.buffers[indexView.buffer];
const int newVertexCount = positionAccessor.count;
const int oldVertexCount = existingModel.lods[lodNumber].parts[partNumber].num_vertices;
if (newVertexCount != oldVertexCount) {
qInfo() << "- Difference in vertex count!" << newVertexCount << "old:" << oldVertexCount;
}
const int newIndexCount = indexAccessor.count;
const int oldIndexCount = existingModel.lods[lodNumber].parts[partNumber].num_indices;
if (newIndexCount != oldIndexCount) {
qInfo() << "- Difference in index count!" << newIndexCount << "old:" << oldIndexCount;
}
qInfo() << "- Importing mesh of" << positionAccessor.count << "vertices and" << indexAccessor.count << "indices.";
std::vector<Vertex> newVertices;
for (uint32_t i = 0; i < positionAccessor.count; i++) {
glm::vec3 const *positionData = reinterpret_cast<glm::vec3 const *>(getAccessor("POSITION", i));
glm::vec3 const *normalData = reinterpret_cast<glm::vec3 const *>(getAccessor("NORMAL", i));
glm::vec2 const *uv0Data = reinterpret_cast<glm::vec2 const *>(getAccessor("TEXCOORD_0", i));
glm::vec2 const *uv1Data = reinterpret_cast<glm::vec2 const *>(getAccessor("TEXCOORD_1", i));
glm::vec4 const *weightsData = reinterpret_cast<glm::vec4 const *>(getAccessor("WEIGHTS_0", i));
uint8_t const *jointsData = reinterpret_cast<uint8_t const *>(getAccessor("JOINTS_0", i));
// Replace position data
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Vertex vertex{};
if (i < existingModel.lods[lodNumber].parts[partNumber].num_vertices) {
vertex = existingModel.lods[lodNumber].parts[partNumber].vertices[i];
}
vertex.position[0] = positionData->x;
vertex.position[1] = positionData->y;
vertex.position[2] = positionData->z;
vertex.normal[0] = normalData->x;
vertex.normal[1] = normalData->y;
vertex.normal[2] = normalData->z;
vertex.uv0[0] = uv0Data->x;
vertex.uv0[1] = uv0Data->y;
vertex.uv1[0] = uv1Data->x;
vertex.uv1[1] = uv1Data->y;
vertex.bone_weight[0] = weightsData->x;
vertex.bone_weight[1] = weightsData->y;
vertex.bone_weight[2] = weightsData->z;
vertex.bone_weight[3] = weightsData->w;
// We need to ensure the bones are mapped correctly
// When exporting from modeling software, it's possible it sorted the nodes (Blender does this)
for (int i = 0; i < 4; i++) {
int originalBoneId = *(jointsData + i);
auto joints = model.skins[0].joints;
int realBoneId = 0;
for (int j = 0; j < existingModel.num_affected_bones; j++) {
if (strcmp(existingModel.affected_bone_names[j], model.nodes[joints[originalBoneId]].name.c_str()) == 0) {
realBoneId = j;
break;
}
}
vertex.bone_id[i] = realBoneId;
}
newVertices.push_back(vertex);
}
auto indexData = (const uint16_t *)(indexBuffer.data.data() + indexView.byteOffset + indexAccessor.byteOffset);
physis_mdl_replace_vertices(&existingModel, lodNumber, partNumber, newVertices.size(), newVertices.data(), indexAccessor.count, indexData);
}
}
qInfo() << "Successfully imported model!";
}