Josh Posted March 23 Share Posted March 23 I am starting to investigate the assimp library. Posting some code to come back to when I am ready to continue: Assimp::Importer importer; auto d = CurrentDir(); auto path = d.ToUtf8String() + "/Models/xxxxxxxxx.gltf"; const aiScene* scene = importer.ReadFile(path, 0); if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) { // Error handling if the file fails to load return -1; } auto node = scene->mRootNode; auto name = node->mName; // Process meshes attached to the current node (if any) for (unsigned int i = 0; i < node->mNumMeshes; i++) { aiMesh* mesh = scene->mMeshes[node->mMeshes[i]]; // Process the mesh as needed } // Recursively process child nodes for (unsigned int i = 0; i < node->mNumChildren; i++) { } 2 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted March 26 Author Share Posted March 26 It doesn't appear the library supports loading files from memory, if the model consists of more than one file, like external textures, or in the case of glTF, an external binary file. I asked about it here but have not received a response yet: https://github.com/assimp/assimp/issues/5511 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
klepto2 Posted March 26 Share Posted March 26 you can add your own IOSystem to the importer like this Assimp::AndroidJNIIOSystem *ioSystem = new Assimp::AndroidJNIIOSystem(app->activity); if ( nullptr != iosSystem ) { importer->SetIOHandler(ioSystem); } https://assimp-docs.readthedocs.io/en/latest/usage/use_the_lib.html#using-custom-io-logic-with-the-c-class-interface 1 Quote Windows 10 Pro 64-Bit-Version NVIDIA Geforce 1080 TI Link to comment Share on other sites More sharing options...
Andy90 Posted March 26 Share Posted March 26 This is interesting. I dont know this. Maybe its possible with this to load files from a server. Quote Link to comment Share on other sites More sharing options...
Josh Posted March 26 Author Share Posted March 26 55 minutes ago, Andy90 said: This is interesting. I dont know this. Maybe its possible with this to load files from a server. Yes, I believe this is what I was asking for. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted March 26 Author Share Posted March 26 I think the next step is to work this library into a standard Ultra C++ project so we can all test different files and see how well it works. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Andy90 Posted March 26 Share Posted March 26 Sounds good Quote Link to comment Share on other sites More sharing options...
Josh Posted March 28 Author Share Posted March 28 Okay, here it is. I will let you guys experiment with this and see what you think: modelimport.zip Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted April 6 Author Share Posted April 6 It seems pretty easy to load models with this: #include "UltraEngine.h" #include "ComponentSystem.h" #include "assimp/include/assimp/Importer.hpp" #include "assimp/include/assimp/scene.h" #include "assimp/include/assimp/postprocess.h" using namespace UltraEngine; shared_ptr<Model> AILoadModel(const aiScene* scene, aiNode* node, shared_ptr<World> world, shared_ptr<Entity> parent) { auto model = CreateModel(world); model->SetParent(parent); model->name = std::string(node->mName.C_Str()); // Process meshes attached to the current node (if any) for (unsigned int i = 0; i < node->mNumMeshes; i++) { MeshPrimitives mode = MeshPrimitives(0); aiMesh* aimesh = scene->mMeshes[node->mMeshes[i]]; switch (aimesh->mPrimitiveTypes) { case aiPrimitiveType_POINT: mode = MESH_POINTS; break; case aiPrimitiveType_LINE: mode = MESH_LINES; break; case aiPrimitiveType_POLYGON: mode = MESH_QUADS; break; case aiPrimitiveType_TRIANGLE: mode = MESH_TRIANGLES; break; } if (mode != 0 and aimesh->HasPositions()) { auto mesh = model->AddMesh(mode); Vec3 pos, norm; Vec2 texcoords; for (int v = 0; v < aimesh->mNumVertices; ++v) { pos.x = aimesh->mVertices[v].x; pos.y = aimesh->mVertices[v].y; pos.z = aimesh->mVertices[v].z; if (aimesh->HasNormals()) { norm.x = aimesh->mNormals[v].x; norm.y = aimesh->mNormals[v].y; norm.z = aimesh->mNormals[v].z; } if (aimesh->GetNumUVChannels() > 0) { texcoords.x = aimesh->mTextureCoords[0]->x; texcoords.y = aimesh->mTextureCoords[0]->y; } mesh->AddVertex(pos, norm, texcoords); if (aimesh->GetNumUVChannels() > 1) { texcoords.x = aimesh->mTextureCoords[1]->x; texcoords.y = aimesh->mTextureCoords[1]->y; mesh->SetVertexTexCoords(v, texcoords); } if (mode == MESH_POINTS) mesh->AddIndice(v); } if (mode != MESH_POINTS) { for (int v = 0; v < aimesh->mNumFaces; ++v) { switch (mode) { case MESH_LINES: mesh->AddPrimitive(aimesh->mFaces[v].mIndices[0], aimesh->mFaces[v].mIndices[1]); break; case MESH_TRIANGLES: mesh->AddPrimitive(aimesh->mFaces[v].mIndices[2], aimesh->mFaces[v].mIndices[1], aimesh->mFaces[v].mIndices[0]); break; case MESH_QUADS: mesh->AddPrimitive(aimesh->mFaces[v].mIndices[3], aimesh->mFaces[v].mIndices[2], aimesh->mFaces[v].mIndices[1], aimesh->mFaces[v].mIndices[0]); break; } } } if (aimesh->mMaterialIndex) { auto aimtl = scene->mMaterials[aimesh->mMaterialIndex]; aiString diffuseTexturePath, normalTexturePath, metalTexturePath, roughnessTexturePath, displacementTexturePath, occlusionTexturePath, specularTexturePath, glossTexturePath; if (aimtl->GetTextureCount(aiTextureType_DIFFUSE)) aimtl->GetTexture(aiTextureType_DIFFUSE, 0, &diffuseTexturePath); if (aimtl->GetTextureCount(aiTextureType_NORMALS)) aimtl->GetTexture(aiTextureType_NORMALS, 0, &normalTexturePath); if (aimtl->GetTextureCount(aiTextureType_METALNESS)) aimtl->GetTexture(aiTextureType_METALNESS, 0, &metalTexturePath); if (aimtl->GetTextureCount(aiTextureType_DIFFUSE_ROUGHNESS)) aimtl->GetTexture(aiTextureType_NORMALS, 0, &roughnessTexturePath); if (aimtl->GetTextureCount(aiTextureType_SPECULAR)) aimtl->GetTexture(aiTextureType_SPECULAR, 0, &specularTexturePath); if (aimtl->GetTextureCount(aiTextureType_SHININESS)) aimtl->GetTexture(aiTextureType_SPECULAR, 0, &glossTexturePath); if (aimtl->GetTextureCount(aiTextureType_DISPLACEMENT)) aimtl->GetTexture(aiTextureType_DISPLACEMENT, 0, &displacementTexturePath); if (aimtl->GetTextureCount(aiTextureType_AMBIENT_OCCLUSION)) aimtl->GetTexture(aiTextureType_AMBIENT_OCCLUSION, 0, &displacementTexturePath); aiColor3D diffuseColor(0.f, 0.f, 0.f); aimtl->Get(AI_MATKEY_COLOR_DIFFUSE, diffuseColor); aiColor3D emissiveColor(0.f, 0.f, 0.f); aimtl->Get(AI_MATKEY_COLOR_EMISSIVE, emissiveColor); } mesh->UpdateBounds(); if (aimesh->HasNormals() and aimesh->GetNumUVChannels() > 0) mesh->UpdateTangents(); } } for (int n = 0; n < node->mNumChildren; ++n) AILoadModel(scene, node->mChildren[n], world, model); model->UpdateBounds(); return model; } shared_ptr<Model> ImportModel(shared_ptr<World> world, const WString& path) { Assimp::Importer importer; auto d = CurrentDir(); const aiScene* scene = importer.ReadFile(path.ToUtf8String().c_str(), aiProcess_JoinIdenticalVertices | aiProcess_SortByPType); if (not scene or scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE or not scene->mRootNode) { return nullptr; } auto model = AILoadModel(scene, scene->mRootNode, world, NULL); return model; } int main(int argc, const char* argv[]) { RegisterComponents(); auto cl = ParseCommandLine(argc, argv); //Load FreeImage plugin (optional) auto fiplugin = LoadPlugin("Plugins/FITextureLoader"); //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280 * displays[0]->scale, 720 * displays[0]->scale, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a world auto world = CreateWorld(); auto camera = CreateCamera(world); camera->AddComponent<CameraControls>(); camera->Move(0, 0, -3); //Load a model auto model = ImportModel(world, "test.fbx");//load your own model here auto light = CreateDirectionalLight(world); light->SetRotation(34, 36, 0); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; } Quote My job is to make tools you love, with the features you want, and performance you can't live without. 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Josh Posted April 7 Author Share Posted April 7 This is looking pretty good. Everything except animations is loading now. I tried the Step file loading, but it failed on my first try, and there are a lot of posts saying it's not really supported, as I suspected. #include "UltraEngine.h" #include "ComponentSystem.h" #include "assimp/include/assimp/Importer.hpp" #include "assimp/include/assimp/scene.h" #include "assimp/include/assimp/postprocess.h" #include "assimp/include/assimp/pbrmaterial.h" using namespace UltraEngine; shared_ptr<Model> AILoadModel(const aiScene* scene, aiNode* node, shared_ptr<World> world, shared_ptr<Entity> parent, const std::vector<shared_ptr<Material> >& materials) { auto model = CreateModel(world); model->SetParent(parent); model->name = std::string(node->mName.C_Str()); // Process meshes attached to the current node (if any) for (unsigned int i = 0; i < node->mNumMeshes; i++) { MeshPrimitives mode = MeshPrimitives(0); aiMesh* aimesh = scene->mMeshes[node->mMeshes[i]]; switch (aimesh->mPrimitiveTypes) { case aiPrimitiveType_POINT: mode = MESH_POINTS; break; case aiPrimitiveType_LINE: mode = MESH_LINES; break; case aiPrimitiveType_POLYGON: if (aimesh->mNumFaces > 0 and aimesh->mFaces[0].mNumIndices == 4) mode = MESH_QUADS; break; case aiPrimitiveType_TRIANGLE: mode = MESH_TRIANGLES; break; } if (mode != 0 and aimesh->HasPositions()) { auto mesh = model->AddMesh(mode); Vec3 pos, norm; Vec2 texcoords; Vec4 color; std::array<int, 4> bones; std::array<float, 4> weights; for (int v = 0; v < aimesh->mNumVertices; ++v) { pos.x = aimesh->mVertices[v].x; pos.y = aimesh->mVertices[v].y; pos.z = aimesh->mVertices[v].z; if (aimesh->HasNormals()) { norm.x = aimesh->mNormals[v].x; norm.y = aimesh->mNormals[v].y; norm.z = aimesh->mNormals[v].z; } if (aimesh->GetNumUVChannels() > 0) { texcoords.x = aimesh->mTextureCoords[0][v].x; texcoords.y = 1.0f - aimesh->mTextureCoords[0][v].y; } mesh->AddVertex(pos, norm, texcoords); if (aimesh->HasVertexColors(0) and aimesh->GetNumColorChannels() == 4) { color.r = aimesh->mColors[0][v].r; color.g = aimesh->mColors[0][v].g; color.b = aimesh->mColors[0][v].b; color.a = aimesh->mColors[0][v].a; mesh->SetVertexColor(v, color); } if (aimesh->GetNumUVChannels() > 1) { texcoords.x = aimesh->mTextureCoords[1][v].x; texcoords.y = 1.0f - aimesh->mTextureCoords[1][v].y; mesh->SetVertexTexCoords(v, texcoords, 1); } if (aimesh->HasBones()) { for (int n = 0; n < Min(aimesh->mNumBones, 4); ++n) { //bones[n] = aimesh->mBones[n]->mNode; weights[n] = aimesh->mBones[n]->mWeights->mWeight; } //mesh->SetVertexBones(); } if (mode == MESH_POINTS) mesh->AddIndice(v); } if (mode != MESH_POINTS) { for (int v = 0; v < aimesh->mNumFaces; ++v) { switch (mode) { case MESH_LINES: mesh->AddPrimitive(aimesh->mFaces[v].mIndices[0], aimesh->mFaces[v].mIndices[1]); break; case MESH_TRIANGLES: mesh->AddPrimitive(aimesh->mFaces[v].mIndices[0], aimesh->mFaces[v].mIndices[1], aimesh->mFaces[v].mIndices[2]); break; case MESH_QUADS: mesh->AddPrimitive(aimesh->mFaces[v].mIndices[3], aimesh->mFaces[v].mIndices[2], aimesh->mFaces[v].mIndices[1], aimesh->mFaces[v].mIndices[0]); break; } } } mesh->SetMaterial(materials[aimesh->mMaterialIndex]); mesh->UpdateBounds(); if (aimesh->HasNormals() and aimesh->GetNumUVChannels() > 0) mesh->UpdateTangents(); } } for (int n = 0; n < node->mNumChildren; ++n) AILoadModel(scene, node->mChildren[n], world, model, materials); model->UpdateBounds(); return model; } shared_ptr<Model> ImportModel(shared_ptr<World> world, const WString& path) { Assimp::Importer importer; auto d = CurrentDir(); const aiScene* scene = importer.ReadFile(path.ToUtf8String().c_str(), aiProcess_JoinIdenticalVertices | aiProcess_SortByPType); if (not scene or scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE or not scene->mRootNode) { return nullptr; } std::vector<shared_ptr<Texture> > textures; if (scene->HasTextures()) { for (unsigned int i = 0; i < scene->mNumTextures; ++i) { aiTexture* aitex = scene->mTextures[i]; auto buffer = CreateBuffer(aitex->mWidth * aitex->mHeight * 4); memcpy(buffer->Data(), aitex->pcData, buffer->GetSize()); auto pixmap = CreatePixmap(aitex->mWidth, aitex->mHeight, TEXTURE_RGBA, buffer); auto mipchain = pixmap->BuildMipchain(); auto tex = CreateTexture(TEXTURE_2D, aitex->mWidth, aitex->mHeight, TEXTURE_RGBA, mipchain); } } std::vector<shared_ptr<Material> > materials; if (scene->HasMaterials()) { for (unsigned int i = 0; i < scene->mNumMaterials; ++i) { auto mtl = CreateMaterial(); auto aimtl = scene->mMaterials[i]; aiString path; if (aimtl->GetTextureCount(aiTextureType_DIFFUSE) > 0) { if (aimtl->GetTexture(aiTextureType_DIFFUSE, 0, &path) == aiReturn_SUCCESS) { auto tex = LoadTexture(std::string(path.C_Str())); mtl->SetTexture(tex, TEXTURE_BASE); } } if (aimtl->GetTextureCount(aiTextureType_NORMALS) > 0) { if (aimtl->GetTexture(aiTextureType_NORMALS, 0, &path) == aiReturn_SUCCESS) { auto tex = LoadTexture(std::string(path.C_Str())); mtl->SetTexture(tex, TEXTURE_NORMAL); } } if (aimtl->GetTextureCount(aiTextureType_EMISSIVE) > 0) { if (aimtl->GetTexture(aiTextureType_EMISSIVE, 0, &path) == aiReturn_SUCCESS) { auto tex = LoadTexture(std::string(path.C_Str())); mtl->SetTexture(tex, TEXTURE_EMISSION); } } float metalness;; if (AI_SUCCESS == aimtl->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR, metalness)) { mtl->SetMetalness(metalness); } float roughness;; if (AI_SUCCESS == aimtl->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR, roughness)) { mtl->SetRoughness(roughness); } aiColor4D pbrSpecularGlossiness; if (AI_SUCCESS == aimtl->Get(AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS, pbrSpecularGlossiness)) { mtl->SetShaderFamily(LoadShaderFamily("Shaders/SpecularGloss.fam")); mtl->SetSpecular(Vec3(pbrSpecularGlossiness.r, pbrSpecularGlossiness.g, pbrSpecularGlossiness.b)); mtl->SetGlossiness(pbrSpecularGlossiness.a); } int unlit; if (AI_SUCCESS == aimtl->Get(AI_MATKEY_GLTF_UNLIT, unlit) && unlit == 1) { mtl->SetShaderFamily(LoadShaderFamily("Shaders/Unlit.fam")); } aiColor4D diffuseColor(0.f, 0.f, 0.f, 0.f); aimtl->Get(AI_MATKEY_COLOR_DIFFUSE, diffuseColor); aiColor3D emissiveColor(0.f, 0.f, 0.f); aimtl->Get(AI_MATKEY_COLOR_EMISSIVE, emissiveColor); mtl->SetColor(diffuseColor.r, diffuseColor.g, diffuseColor.b, diffuseColor.a); mtl->SetEmission(emissiveColor.r, emissiveColor.g, emissiveColor.b); materials.push_back(mtl); } } auto model = AILoadModel(scene, scene->mRootNode, world, NULL, materials); //for (int n = 0; n < scene->mNumAnimations; ++n) //{ // aiAnimation* animation = scene->mAnimations[n]; // animation->mChannels[0]. //} return model; } int main(int argc, const char* argv[]) { RegisterComponents(); auto cl = ParseCommandLine(argc, argv); //Load FreeImage plugin (optional) auto fiplugin = LoadPlugin("Plugins/FITextureLoader"); //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280 * displays[0]->scale, 720 * displays[0]->scale, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a world auto world = CreateWorld(); auto camera = CreateCamera(world); camera->AddComponent<CameraControls>(); camera->Move(0, 0, 3); camera->Turn(0, 180, 0); camera->SetClearColor(0.25); //Load a model auto model = ImportModel(world, "test.gltf");//load your own model here auto light = CreateDirectionalLight(world); light->SetRotation(34, 36+180, 0); //Set environment maps const WString remotepath = "https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets"; auto specmap = LoadTexture(remotepath + "/Materials/Environment/Storm/specular.dds"); auto diffmap = LoadTexture(remotepath + "/Materials/Environment/Storm/diffuse.dds"); world->SetEnvironmentMap(specmap, ENVIRONMENTMAP_SPECULAR); world->SetEnvironmentMap(diffmap, ENVIRONMENTMAP_DIFFUSE); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; } Quote My job is to make tools you love, with the features you want, and performance you can't live without. 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Josh Posted April 8 Author Share Posted April 8 It looks like there is a very bad problem with bones in assimp. It looks like it quadruples the number of bones in the model. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted April 8 Author Share Posted April 8 This is what our FBX converter looks like: Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted April 8 Author Share Posted April 8 Reported here: https://github.com/assimp/assimp/issues/5534 I am not going to continue on this path. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Andy90 Posted April 8 Share Posted April 8 I think its an issue with the model itself. Check this model Vampire.rar Quote Link to comment Share on other sites More sharing options...
Josh Posted April 8 Author Share Posted April 8 That is a collada file. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted April 8 Author Share Posted April 8 This might be the solution, maybe: https://github.com/assimp/assimp/issues/4035#issuecomment-1497239561 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted April 8 Author Share Posted April 8 Seems to cause problems of its own. According to this, the Godot developers gave up and implemented their own FBX converter: https://github.com/assimp/assimp/issues/2498 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted April 10 Author Share Posted April 10 I am attaching the last version of my assimp model loader class so you can experiment with it if you want to. AIModelLoader.cppAIModelLoader.h 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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