// SPDX-FileCopyrightText: 2023 Joshua Goins // SPDX-License-Identifier: GPL-3.0-or-later #include "mdlimport.h" #include #include #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 newVertices; for (uint32_t i = 0; i < positionAccessor.count; i++) { glm::vec3 const *positionData = reinterpret_cast(getAccessor("POSITION", i)); glm::vec3 const *normalData = reinterpret_cast(getAccessor("NORMAL", i)); glm::vec2 const *uv0Data = reinterpret_cast(getAccessor("TEXCOORD_0", i)); glm::vec2 const *uv1Data = reinterpret_cast(getAccessor("TEXCOORD_1", i)); glm::vec4 const *weightsData = reinterpret_cast(getAccessor("WEIGHTS_0", i)); uint8_t const *jointsData = reinterpret_cast(getAccessor("JOINTS_0", i)); // Replace position data 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!"; }