godot/editor/import/resource_importer_obj.cpp
Juan Linietsky 612ab8fcdb -Restored multithread capability to VisualServer
-Restored resource previews!
2017-06-09 00:24:18 -03:00

254 lines
8.8 KiB
C++

/*************************************************************************/
/* resource_importer_obj.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "resource_importer_obj.h"
#include "io/resource_saver.h"
#include "os/file_access.h"
#include "scene/resources/mesh.h"
#include "scene/resources/surface_tool.h"
#include "scene/resources/surface_tool.h"
String ResourceImporterOBJ::get_importer_name() const {
return "obj_mesh";
}
String ResourceImporterOBJ::get_visible_name() const {
return "OBJ As Mesh";
}
void ResourceImporterOBJ::get_recognized_extensions(List<String> *p_extensions) const {
p_extensions->push_back("obj");
}
String ResourceImporterOBJ::get_save_extension() const {
return "msh";
}
String ResourceImporterOBJ::get_resource_type() const {
return "ArrayMesh";
}
bool ResourceImporterOBJ::get_option_visibility(const String &p_option, const Map<StringName, Variant> &p_options) const {
return true;
}
int ResourceImporterOBJ::get_preset_count() const {
return 0;
}
String ResourceImporterOBJ::get_preset_name(int p_idx) const {
return String();
}
void ResourceImporterOBJ::get_import_options(List<ImportOption> *r_options, int p_preset) const {
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "generate/tangents"), true));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "generate/normals"), true));
//not for nowp
//r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL,"import/materials")));
//r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL,"import/textures")));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "force/flip_faces"), false));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "force/smooth_shading"), true));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "force/weld_vertices"), true));
r_options->push_back(ImportOption(PropertyInfo(Variant::REAL, "force/weld_tolerance", PROPERTY_HINT_RANGE, "0.00001,16,0.00001"), 0.0001));
//r_options->push_back(PropertyInfo(Variant::INT,"compress/bitrate",PROPERTY_HINT_ENUM,"64,96,128,192"));
}
Error ResourceImporterOBJ::import(const String &p_source_file, const String &p_save_path, const Map<StringName, Variant> &p_options, List<String> *r_platform_variants, List<String> *r_gen_files) {
FileAccessRef f = FileAccess::open(p_source_file, FileAccess::READ);
ERR_FAIL_COND_V(!f, ERR_CANT_OPEN);
Ref<ArrayMesh> mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
Map<String, Ref<Material> > name_map;
bool generate_normals = p_options["generate/normals"];
bool generate_tangents = p_options["generate/tangents"];
bool flip_faces = p_options["force/flip_faces"];
bool force_smooth = p_options["force/smooth_shading"];
bool weld_vertices = p_options["force/weld_vertices"];
float weld_tolerance = p_options["force/weld_tolerance"];
Vector<Vector3> vertices;
Vector<Vector3> normals;
Vector<Vector2> uvs;
String name;
Ref<SurfaceTool> surf_tool = memnew(SurfaceTool);
surf_tool->begin(Mesh::PRIMITIVE_TRIANGLES);
if (force_smooth)
surf_tool->add_smooth_group(true);
int has_index_data = false;
while (true) {
String l = f->get_line().strip_edges();
if (l.begins_with("v ")) {
//vertex
Vector<String> v = l.split(" ", false);
ERR_FAIL_COND_V(v.size() < 4, ERR_INVALID_DATA);
Vector3 vtx;
vtx.x = v[1].to_float();
vtx.y = v[2].to_float();
vtx.z = v[3].to_float();
vertices.push_back(vtx);
} else if (l.begins_with("vt ")) {
//uv
Vector<String> v = l.split(" ", false);
ERR_FAIL_COND_V(v.size() < 3, ERR_INVALID_DATA);
Vector2 uv;
uv.x = v[1].to_float();
uv.y = 1.0 - v[2].to_float();
uvs.push_back(uv);
} else if (l.begins_with("vn ")) {
//normal
Vector<String> v = l.split(" ", false);
ERR_FAIL_COND_V(v.size() < 4, ERR_INVALID_DATA);
Vector3 nrm;
nrm.x = v[1].to_float();
nrm.y = v[2].to_float();
nrm.z = v[3].to_float();
normals.push_back(nrm);
} else if (l.begins_with("f ")) {
//vertex
has_index_data = true;
Vector<String> v = l.split(" ", false);
ERR_FAIL_COND_V(v.size() < 4, ERR_INVALID_DATA);
//not very fast, could be sped up
Vector<String> face[3];
face[0] = v[1].split("/");
face[1] = v[2].split("/");
ERR_FAIL_COND_V(face[0].size() == 0, ERR_PARSE_ERROR);
ERR_FAIL_COND_V(face[0].size() != face[1].size(), ERR_PARSE_ERROR);
for (int i = 2; i < v.size() - 1; i++) {
face[2] = v[i + 1].split("/");
ERR_FAIL_COND_V(face[0].size() != face[2].size(), ERR_PARSE_ERROR);
for (int j = 0; j < 3; j++) {
int idx = j;
if (!flip_faces && idx < 2) {
idx = 1 ^ idx;
}
if (face[idx].size() == 3) {
int norm = face[idx][2].to_int() - 1;
if (norm < 0)
norm += normals.size() + 1;
ERR_FAIL_INDEX_V(norm, normals.size(), ERR_PARSE_ERROR);
surf_tool->add_normal(normals[norm]);
}
if (face[idx].size() >= 2 && face[idx][1] != String()) {
int uv = face[idx][1].to_int() - 1;
if (uv < 0)
uv += uvs.size() + 1;
ERR_FAIL_INDEX_V(uv, uvs.size(), ERR_PARSE_ERROR);
surf_tool->add_uv(uvs[uv]);
}
int vtx = face[idx][0].to_int() - 1;
if (vtx < 0)
vtx += vertices.size() + 1;
ERR_FAIL_INDEX_V(vtx, vertices.size(), ERR_PARSE_ERROR);
Vector3 vertex = vertices[vtx];
if (weld_vertices)
vertex = vertex.snapped(weld_tolerance);
surf_tool->add_vertex(vertex);
}
face[1] = face[2];
}
} else if (l.begins_with("s ") && !force_smooth) { //smoothing
String what = l.substr(2, l.length()).strip_edges();
if (what == "off")
surf_tool->add_smooth_group(false);
else
surf_tool->add_smooth_group(true);
} else if (l.begins_with("o ") || f->eof_reached()) { //new surface or done
if (has_index_data) {
//new object/surface
if (generate_normals || force_smooth)
surf_tool->generate_normals();
if (uvs.size() && (normals.size() || generate_normals) && generate_tangents)
surf_tool->generate_tangents();
surf_tool->index();
mesh = surf_tool->commit(mesh);
if (name == "")
name = vformat(TTR("Surface %d"), mesh->get_surface_count() - 1);
mesh->surface_set_name(mesh->get_surface_count() - 1, name);
name = "";
surf_tool->clear();
surf_tool->begin(Mesh::PRIMITIVE_TRIANGLES);
if (force_smooth)
surf_tool->add_smooth_group(true);
has_index_data = false;
if (f->eof_reached())
break;
}
if (l.begins_with("o ")) //name
name = l.substr(2, l.length()).strip_edges();
}
}
/*
TODO, check existing materials and merge?
//re-apply materials if exist
for(int i=0;i<mesh->get_surface_count();i++) {
String n = mesh->surface_get_name(i);
if (name_map.has(n))
mesh->surface_set_material(i,name_map[n]);
}
*/
Error err = ResourceSaver::save(p_save_path + ".msh", mesh);
return err;
}
ResourceImporterOBJ::ResourceImporterOBJ() {
}